From 9eb69f1ba5ebed68db727e190080becdbcf2091d Mon Sep 17 00:00:00 2001 From: sladecraven Date: Thu, 7 Jul 2022 22:07:48 +0200 Subject: [PATCH] Fix some names + full translation of Deadlands Atouts --- module/compendiums/.directory | 6 + .../deadlands-core-rules.deadlands-edges.json | 150 +++++++++--------- ...lands-core-rules.deadlands-hindrances.json | 58 +++++++ ...deadlands-core-rules.deadlands-powers.json | 129 +++++++++++++++ module/fr.json | 16 +- module/module.json | 4 +- 6 files changed, 283 insertions(+), 80 deletions(-) create mode 100644 module/compendiums/.directory create mode 100644 module/compendiums/deadlands-core-rules.deadlands-hindrances.json create mode 100644 module/compendiums/deadlands-core-rules.deadlands-powers.json diff --git a/module/compendiums/.directory b/module/compendiums/.directory new file mode 100644 index 0000000..07cd0d0 --- /dev/null +++ b/module/compendiums/.directory @@ -0,0 +1,6 @@ +[Dolphin] +HeaderColumnWidths=478,72,132,132 +Timestamp=2022,7,7,8,46,39.693 +Version=4 +ViewMode=1 +VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails diff --git a/module/compendiums/deadlands-core-rules.deadlands-edges.json b/module/compendiums/deadlands-core-rules.deadlands-edges.json index ba95761..547c714 100644 --- a/module/compendiums/deadlands-core-rules.deadlands-edges.json +++ b/module/compendiums/deadlands-core-rules.deadlands-edges.json @@ -1,5 +1,5 @@ { - "label": "Atouts Deadlands", + "label": "Deadlands - Atouts", "mapping": { "description_full": "data.description", "requirements": { @@ -250,8 +250,8 @@ }, { "id": "Improved Trackin' Teeth", - "name": "Les dents du Petit Poucet", - "description_full": "
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Les morts ont la fâcheuse tendance à perdre des bouts un peu partout. Le personnage qui possède cet Atout peut suivre les bouts en question, attachés ou non à son cadavre.

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On va dire que Les dents du Petit Poucet, c’est un nom qui prête à confusion parce qu’il s’applique à n’importe quel morceau du Déterré, pas seulement ses chicots. Mais bon, c’est comme ça que Coot Jenkins l’a baptisé alors du coup, c’est resté.

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Un gringo un peu malin apprendra à l’utiliser non seulement pour garder l’œil sur les éventuelles phalanges qu’il perdrait en route, mais aussi sur les affaires de ses ennemis. Il lui suffit de dissimuler une partie substantielle de son anatomie sur une chose ou une personne. Par « substantielle », on veut dire de la matière corporelle durable, comme un bout d’os ou une dent, et non un truc du genre cheveux ou viande avariée. Les pièces les plus accessibles d’un Déterré sont évidemment les dents (eh ouais, d’où le nom, tu te rappelles ?)..

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Tant que son étrange mouchard se trouve dans un rayon de 15 km autour de lui, il saura automatiquement dans quelle direction et à quelle distance il se situe. Au-delà, il perdra sa trace, mais pourra à nouveau le localiser, une fois revenu dans la portée.

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" + "name": "Toutes les dents du Petit Poucet", + "description_full": "
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Le même que les Dents du Petit Poucet, mais tu peux suivre ton bout sur 150 km.

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" }, { "id": "Infest", @@ -275,113 +275,113 @@ }, { "id": "Man of a Thousand Faces", - "name": "Man of a Thousand Faces", - "description_full": "
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This Edge helps Agents infiltrate their foes, given some supplies and the ability to study the enemy. The Agent adds +2 to his @Compendium[swade-core-rules.swade-skills.Performance]{Performance} rolls when trying to impersonate a general “type” of roughly similar build. There’s a −2 penalty for impersonating someone the target has heard of, a −4 for someone the target has seen before, or −6 for a specific individual or someone the target is familiar with. Use of this Edge requires clothing appropriate for the role. A @Compendium[deadlands-core-rules.deadlands-equipment.Disguise kit]{disguise kit} removes 2 points of penalties.

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" + "name": "L'homme aux mille visages", + "description_full": "
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Grâce à cet Atout, tu peux infiltrer les rangs de tes ennemis si tu disposes d’un peu de matériel, et bien sûr de la possibilité d’observer l’ennemi en question. Tu bénéficies d’un bonus de +2 sur tes jets de @Compendium[swade-core-rules.swade-skills.Performance]{Performance} quand tu tentes d’imiter un « type » d’individu général d’une taille et d’une stature équivalentes aux tiennes. Tu subiras un malus de –2 pour un gringo dont sa cible a entendu parler, –4 pour quelqu’un qu’elle a déjà vu et –6 pour un membre de son cercle habituel. Utiliser cet Atout nécessite des vêtements en rapport avec le rôle (on préfère préciser). Si tu disposes d’un @Compendium[deadlands-core-rules.deadlands-equipment.Disguise kit]{kit de déguisement} (voir p. 27), le malus diminuera de 2.

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" }, { "id": "Metal Mage", - "name": "Metal Mage", - "description_full": "
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Metal mages use devices like any other weird scientist, but can also Deal with the Devil (see @Compendium[deadlands-core-rules.deadlands-rules.06 Hucksters]{Deadlands}) like a huckster!

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This allows them to cast any power available to mad scientists, even those they don’t have or that are above their Rank, and perhaps even get enough energy directly from @Compendium[deadlands-core-rules.deadlands-rules.01 The Hunting Grounds]{the Hunting Grounds} to power it.

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The process is similar to that of hucksters but with a few key differences—see the section later on this page for all the details and differences.

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It’s quite a spectacular show when a metal mage successfully Deals with the Devil! Metal bits swirl about the scientist, either appearing from thin air or levitating from whatever crates, bins, or toolkits are within a few feet of him. Unseen hands assemble the bits into a Hellish device or effect, twisting, shaping, turning and smashing pieces together in a storm of hot wind that smells of brimstone and madness. And if one looks closely, he just might see a demonic face howling with glee in the middle of the swirling metal maelstrom!

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There’s no denying something supernatural is happening when a metal mage deals with the Devil. Anyone who sees the event knows deviltry is afoot. Metal mages only resort to this measure as an absolute last resort when strangers are about.

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The devilish devices created in this way last as long as the power itself lasts, then collapse into a pile of their component parts—often burning hot or icy cold from the touch of the demonic forces that assembled them.

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See @Compendium[deadlands-core-rules.deadlands-rules.06 Hucksters]{Deadlands: The Weird West} for the Dealing with the Devil table, and the section on the next page for the process.

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" + "name": "Mage du Métal", + "description_full": "
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Ces muchachos utilisent des machines comme n’importe quel savant fou, mais ils peuvent également Pactiser avec le diable (voir Deadlands) comme un huckster. Cela leur permet de lancer n’importe quel pouvoir disponible pour les premiers, y compris ceux qu’ils n’ont pas ou dont le niveau dépasse leur Rang. Il se pourrait aussi qu’ils tirent assez d’énergie des Terres de chasse pour alimenter tout ça.

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Le processus ressemble à celui des hucksters, à quelques différences essentielles près. Consulte donc la section en p. 14, on y a énuméré tous ces détails et ces différences.

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Et autant te dire que voir un mage du métal Pactiser avec le diable, ben c’est assez spectaculaire. Des morceaux de métal apparaissent du néant, ou encore quittent les caisses, les poubelles ou les trousses à outils situées à quelques pas du gringo, puis se mettent à tourbillonner autour de lui. Des mains invisibles les assemblent en une machine ou un effet infernal. Elles les tordent, les façonnent, les tournent et les fracassent les uns contre les autres en une rafale de vent brûlant qui sent le soufre et la folie. Et si tu regardes attentivement, tu pourras peut-être apercevoir un visage démoniaque hurlant de joie au milieu du maelstrom de métal. Flippant, on te dit.

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Impossible de nier qu’un événement surnaturel est en train de se produire quand ce citoyen Pactise avec le diable, camarade. Tous ceux qui y assistent savent que le Malin est bien à l’œuvre. Quand un étranger se trouve dans les parages, les mages du métal ne consentent à cette extrémité qu’en cas d’absolue nécessité.

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Les machines infernales créées de la sorte durent aussi longtemps que le pouvoir lui-même. Puis elles s’effondrent en un tas de pièces détachées... souvent incandescentes ou glacées à cause du contact avec les forces démoniaques qui les ont assemblées.

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Va donc voir dans Deadlands pour la table Pactiser avec le diable, et dans la section à la page suivante pour connaître le processus.

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" }, { "id": "Mimic", - "name": "Mimic", - "description_full": "
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Great supernatural power springs from the @Compendium[deadlands-core-rules.deadlands-rules.01 The Hunting Grounds]{Hunting Grounds} in one form or another. Sometimes a Harrowed attuned to that power can decipher it and wrestle it away for herself.

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When any power that uses the @Compendium[swade-core-rules.swade-skills.Spellcasting]{Spellcasting} skill is used in sight of the Harrowed, she gains the ability to cast it herself. She may only do this once, and it must be within the same encounter she saw it used.

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The Harrowed uses Spellcasting to cast the spell if she has that skill, or Smarts if she doesn’t.

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Any Power Points or Modifiers must be identical. If a cultist casts a 3d6 black magic @Compendium[swade-core-rules.swade-powers.Bolt]{bolt} with AP 2 for four Power Points, the Harrowed may do exactly the same. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the Harrowed is @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigued} and all currently maintained powers (if any) terminate.

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" + "name": "Imitation", + "description_full": "
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Une immense puissance surnaturelle jaillit des Terres de chasse sous une forme ou une autre. Et parfois, un Déterré sensible à celle-ci parvient à la déchiffrer, à la plier à sa volonté et à se l’approprier.

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Lorsque ce genre de petit gars assiste à l’emploi d’un pouvoir faisant appel à la compétence Magie, il obtient la capacité de le lancer. Il peut le faire une fois, et seulement au cours de la rencontre où il en a été témoin.

\n

Pour lancer le sort, le personnage utilise la compétence Magie s’il la possède, et son Intellect dans le cas contraire. Les Points de pouvoir et les Modificateurs, quels qu’ils soient, doivent être identiques. Si un adepte invoque sa magie noire et dépense 4 PP pour un éclair doté d’une PA 2, le Déterré doit faire exactement la même chose. En cas d’Échec critique, l’imitateur est Fatigué et tous les pouvoirs qu’il maintenait actifs (s’il y en a, évidemment) prennent fin.

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" }, { "id": "Nightmares", - "name": "Nightmares", - "description_full": "
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One of the manitous’ duties in the spirit world is to torment dreamers. A Harrowed whose brain-worm gives him this power can share his misery, giving other living minds dark and terrible dreams.

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The Harrowed needs something from the target to inflict nightmares on her—it could be something of her body, like a hair, fingernail clipping, or blood stain; or it could be an item of some significance to her, such as a piece of jewelry, her firearm, or even her trusty horse.

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The deader then simply decides if he wants his manitou to torment the target each night. If so, she has the @Compendium[deadlands-core-rules.deadlands-hindrances.Night Terrors]{Night Terrors} Hindrance for as long as the Harrowed wants to torment her.

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A victim can rid herself of the nightmares by killing the Harrowed or sleeping on sanctified ground. @Compendium[swade-core-rules.swade-powers.Dispel]{Dispel} has no effect, but @Compendium[swade-core-rules.swade-powers.Detect/Conceal Arcana]{detect arcana} senses an evil presence on the victim when she’s being tormented. With a raise, detect arcana also gives an impression of the Harrowed himself, perhaps a stench, a memory of when the item was taken, or his dead eyes.

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" + "name": "Cauchemars", + "description_full": "
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Dans le monde spirituel, l’un des devoirs des manitous consiste à tourmenter les rêveurs. Un Déterré gratifié de ce pouvoir grâce à son parasite peut partager sa misère et pourrir le sommeil des vivants de songes aussi terribles que sinistres.

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Pour infliger des cauchemars à sa cible, ton gringo a besoin de quelque chose qui lui appartienne. Un morceau de son corps, comme un cheveu, des rognures d’ongles ou une tache de sang, fera tout à fait l’affaire. Il peut également se servir d’un objet qui possède une certaine importance pour elle, telle qu’un bijou, son arme, voire sa fidèle monture.

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Ensuite, il lui suffit de décider s’il souhaite que son manitou tourmente sa victime toutes les nuits. Si la réponse est oui, celle-ci se retrouve affligée du Handicap Terreur nocturne aussi longtemps qu’il le veut. S’il est vindicatif, ça peut durer un bon moment.

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La cible peut se débarrasser des mauvais rêves qui la poursuivent en trucidant le Déterré ou bien si elle dort sur un sol consacré. Une dissipation de la magie ne produit aucun effet, mais une détection d’arcanes indiquera une présence malfaisante sur la victime lorsque le manitou s’occupe de son cas. Sur une Prouesse, ce sort donne aussi un indice sur le personnage lui-même, comme sa puanteur, un souvenir du moment où l’objet est arrivé en sa possession ou encore ses yeux vitreux de cadavre.

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" }, { "id": "Old Hand", - "name": "Old Hand", - "description_full": "
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Prérequis: Heroic, @Compendium[deadlands-core-rules.deadlands-edges.Arcane Background (Huckster)]{Arcane Background (Huckster)}, Spellcasting d10+

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With knowledge comes power, and this huckster knows when to say when. After you form a five-card poker hand when @Compendium[deadlands-core-rules.deadlands-rules.06 Hucksters]{Dealing with the Devil}, you can discard up to three cards and redraw!

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" + "name": "Joueur vétéran", + "description_full": "
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Prérequis: Héroïque, @Compendium[deadlands-core-rules.deadlands-edges.Arcanes Background (Huckster)]{Arcanes (Huckster)}, Magie d10+

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La connaissance apporte la puissance, et ce compare-là sait ce qu’il raconte. Lorsque tu Pactises avec le diable, tu peux te défausser de jusqu’à trois cartes et piocher autant après avoir constitué ta main de cinq cartes.

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" }, { "id": "Ore Eater", - "name": "Ore Eater", - "description_full": "
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Prérequis: Novice, @Compendium[deadlands-core-rules.deadlands-actors.Mad Scientist]{Mad Scientist}, Weird Science d6+

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Though your mad scientist probably doesn’t want anyone to know it, he’s developed a taste for @Compendium[deadlands-core-rules.deadlands-rules.05 Ghost Rock]{ghost rock}! Eating it raw isn’t really possible—it’s rock, after all—but it’s easy to powder or crush and sprinkle it into his favorite whiskey or spread it like salt over his vittles!

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This is obviously a dangerous practice, but greatly increases the Weird Scientist’s connection to the @Compendium[deadlands-core-rules.deadlands-rules.01 The Reckoning]{Hunting Grounds}. He gains 5 Power Points when this Edge is taken (in addition to any gained from the @Compendium[swade-core-rules.swade-edges.Power Points]{Power Points Edge}).

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The downside is that anytime he must roll on the @Compendium[deadlands-core-rules.deadlands-tables.Malfunction Table]{Malfunction Table} and rolls a 13, he gets ghost rock fever instead of the Gremlin result! He can only contract the fever once, and must live or die by the rules set forth under @Compendium[deadlands-core-rules.deadlands-rules.05 Ghost Rock Rules]{Ghost Rock Fever}.

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" + "name": "Bouffeur de pépites", + "description_full": "
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Prérequis: Novice, @Compendium[deadlands-core-rules.deadlands-actors.Mad Scientist]{Savant Fou}, Science Etrange d6+

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Ton hombre préférerait sans doute que personne ne le sache, mais la roche fantôme figure parmi ses péchés mignons. Bon d’accord, c’est un peu difficile Noman'sland de la manger sous sa forme brute. Eh, c’est du caillou, d’accord ? Cependant, il peut aisément la réduire en poudre ou l’écraser, puis l’ajouter à son whiskey favori ou saler ses fayots avec.

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Oui, ça sonne bizarre dit comme ça et en plus, c’est dangereux. Par contre, ça améliore nettement ton lien avec les Terres de chasse. Tu gagnes 5 Points de pouvoir quand tu choisis cet Atout, en plus de ceux dont tu bénéficies si tu sélectionnes l’Atout Points de pouvoir.

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D’un autre côté... On va dire que chaque fois que tu obtiens un 13 sur la @Compendium[deadlands-core-rules.deadlands-tables.Malfunction Table]{table des Dysfonctionnements}, tu fais une poussée de fièvre de la roche au lieu d’attirer un Gremlin. Tu ne contracteras cette maladie qu’une fois et tu dois y survivre selon les règles présentées en p. 86, dans la section intitulée @Compendium[deadlands-core-rules.deadlands-rules.05 Ghost Rock Rules]{La fièvre de la roche}.The downside is that anytime he must roll on the @Compendium[deadlands-core-rules.deadlands-tables.Malfunction Table]{Malfunction Table} and rolls a 13, he gets ghost rock fever instead of the Gremlin result! He can only contract the fever once, and must live or die by the rules set forth under @Compendium[deadlands-core-rules.deadlands-rules.05 Ghost Rock Rules]{Ghost Rock Fever}.

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" }, { "id": "Possession", "name": "Possession", - "description_full": "
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If a manitou’s good at anything, it’s taking control of someone else’s body. This power grants the Harrowed a limited ability to do the same.

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Controlling someone works exactly like the @Compendium[swade-core-rules.swade-powers.Puppet]{puppet} power in Savage Worlds, but the Harrowed uses his Spirit −2 for the arcane skill roll.

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The deader is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} for as long as he maintains control. He may maintain the power as long as he wants, but remains Distracted while doing so (he may not use Power Points even if he has them). If he’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}, or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded}, he must make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Smarts roll} or the power terminates as well.

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" + "description_full": "
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S’il y a bien une chose dans laquelle un manitou est bon, c’est bien de prendre le contrôle d’un corps. Ce pouvoir confère au Déterré la même aptitude dans une moindre mesure.

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Possession fonctionne exactement comme le pouvoir @Compendium[swade-core-rules.swade-powers.Puppet]{marionnette} de Savage Worlds, à un détail près. Le personnage utilise son dé d’Âme à –2 pour faire son jet de Compétence d’arcanes.

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Il peut garder ce pouvoir actif aussi longtemps qu’il le souhaite. Cependant, il reste Distrait tant qu’il maintient son contrôle et ne peut pas dépenser de Points de pouvoir s’il en possède par ailleurs. S’il se retrouve Secoué, Sonné ou Blessé, il doit faire un jet d’Intellect et s’il le rate, le pouvoir cesse.

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" }, { "id": "Quick Draw", - "name": "Quick Draw", - "description_full": "
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You draw two cards when spending a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} for an additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} at the beginning of a round. You may choose your final Action Card from any of your available choices, including additional draws from @Compendium[swade-core-rules.swade-edges.Level Headed]{Level Headed}, @Compendium[swade-core-rules.swade-edges.Quick]{Quick}, etc.

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You also add +2 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} rolls made to @Compendium[swade-core-rules.swade-rules.Hold]{interrupt} others’ actions (including resisting being interrupted).

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" + "name": "Dégaine comme l'éclair", + "description_full": "
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Lorsque tu dépenses un Jeton pour obtenir une carte d’action supplémentaire au début d’un round, tu en tires deux. Tu peux ainsi choisir ta carte d’action finale parmi toutes celles dont tu disposes, y compris si tu tires d’autres cartes grâce à des Atouts comme Tête froide, Vif, etc.

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Tu bénéficies aussi d’un bonus de +2 sur tes jets d’Athlétisme effectués dans le but d’interrompre les actions de quelqu’un (y compris empêcher qu’on t’interrompe, toi)..

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" }, { "id": "Ranger Promotion", - "name": "Ranger Promotion", - "description_full": "
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Your Ranger’s been promoted to Sergeant. He gets a slight increase in pay, a @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Shotgun]{Gatling shotgun} or @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Rifle]{rifle} if he likes, and he can request higher @Compendium[deadlands-core-rules.deadlands-rules.09 Territorial Rangers]{Favors}.

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You can take this Edge a second time for a promotion to Lieutenant. This grants him @Compendium[deadlands-core-rules.deadlands-rules.09 Territorial Rangers]{Chapter 13} of Fugitives from Justice as well as a little extra dinero and the ability to request greater @Compendium[deadlands-core-rules.deadlands-rules.09 Territorial Rangers]{Favors}.

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At Heroic Rank, a Ranger can take this Edge one last time to gain promotion to Captain, granting him access to 4-point @Compendium[deadlands-core-rules.deadlands-rules.09 Territorial Rangers]{Favors}.

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" + "name": "Promotion (Ranger)", + "description_full": "
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Ton gars a été promu sergent. Sa paye est un petit peu meilleure, il récupère un fusil à chevrotine ou une carabine Gatling et il peut demander des Services plus importants.

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Quand tu passes Vétéran et que tu choisis cet Atout une deuxième fois, te v’là lieutenant. Petit veinard, on te donne ton Chapitre 13 des Fugitifs dans les territoires américains (voir ci-dessus). Tu gagnes un peu plus de pognon et tu peux faire appel à de plus grands Services.

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Au Rang Héroïque, tu peux sélectionner cet Atout une dernière fois, devenir capitaine et demander de très gros coups de pouce (des Services à 4 points).

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" }, { "id": "Reputation", - "name": "Reputation", - "description_full": "
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Whether this character is branded hero or villain, he has earned a Reputation across the Weird West. Decide whether your hero’s rep is good or bad. With a good Reputation, the celebrity gets a free reroll on @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls with anyone who’s heard stories about him. If an outlaw’s rep is negative, he adds +2 to @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} rolls among those in the know.

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" + "name": "Réputation", + "description_full": "
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Méchant ou héros, ton gringo a acquis une certaine Réputation dans l’Ouest étrange, et il te revient de décider si elle est bonne ou mauvaise. Dans le premier cas, sa célébrité lui confère une Relance gratuite sur ses jets Persuasion quand il croise quelqu’un qui a entendu parler de lui. Dans le deuxième, ton hors-la-loi bénéficie d’un bonus de +2 sur ses jets d’Intimidation quand son interlocuteur est au par‐ fum de ses détestables habitudes.

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" }, { "id": "Right Hand of the Devil", - "name": "Right Hand of the Devil", - "description_full": "
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Your hero is fast on the trigger and renowned far and wide as one mean hombre. Folks have taken to calling him the Right Hand of the Devil (or Left if your cowpoke is of the sinister rather than dexter persuasion).

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Whichever weapon your shootist typically uses in his favored hand has been infused with some of the mythic status he’s accorded, turning that weapon into a powerful relic. A relic weapon does an extra damage die of the same type as that weapon’s highest damage die. So a relic Colt revolving rifle would do a fearsome 3d8 damage. A hero usually dresses it up a bit with a silver filigree, pearl handles, and the like. It’s not a requirement, but most legends are partial to such decor.

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The Edge remains with the weapon, so if your shootist loses his gun, he loses the Edge as well—at least until he can get it back. And yes, anyone else who finds it in the meantime gets its benefits!

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" + "name": "La main droite du Diable", + "description_full": "
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Ton muchacho est un as de la gâchette largement renommé pour son vice. Les gens ont pris l’habitude de l’appeler la main droite du diable (ou gauche, si ton cow-boy est de l’école des gauchers).

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Quelle que soit l’arme que sa main directrice utilise d’habitude, il lui a insufflé un peu du statut mystique qu’on confère à son propriétaire et elle est devenue une puissante relique. Une arme de ce genre inflige un dé de dommage supplémentaire, du même type que le dé de dommage le plus élevé qu’elle peut infliger. Par exemple, un fusil à barillet Colt transformé en relique pourra donc envoyer un redoutable 3d8 de dégâts. En général, les gringos aiment bien embellir leur joujou ; ils le décorent d’un filigrane en argent, incrustent des perles dans sa crosse, etc. Rien d’obligatoire, mais la plupart des légendes ont un faible pour ce genre de coquetterie.

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Bien sûr, l’Atout reste attribué à l’arme et donc si tu la perds, tu perds aussi l’Atout (enfin, tant que tu ne la récupère pas). Et oui, le petit veinard qui la ramasse entre-temps bénéficiera des avantages qu’elle confère !

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" }, { "id": "Rigor Mortis", - "name": "Rigor Mortis", - "description_full": "
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A deader uses this power to inflict terrible pain on everyone who gets too close to his cadaverous corpse.

\n

Activating Rigor Mortis is a free action that creates a field of agony the size of a Medium Blast Template centered on the Harrowed. Everyone who enters the template (friend and foe alike) is wracked with pain and stiffness and @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}. The condition terminates at the end of a victim’s turn if he’s no longer in the area of effect.

\n

Rigor Mortis can be maintained as long as the Harrowed desires, but terminates if he doesn’t make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Smarts} roll when @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}, or Wounded.

\n
" + "name": "Rigidité cadavérique", + "description_full": "
\n

Un gringo se sert de ce pouvoir pour infliger une terrible agonie à tous ceux qui s’approchent trop près de son cadavre. Activer Rigidité cadavérique se fait en action libre, ce qui crée une zone de souffrance atroce équivalente à un Gabarit moyen et centrée sur lui. Si un individu (ami ou ennemi) y pénètre, il ressent une vive douleur et une grande raideur, et il devient Distrait. Cet état se termine à la fin du tour de la victime si elle ne se situe plus dans l’aire d’effet.

\n

Rigidité cadavérique peut demeurer actif aussi longtemps que le personnage le souhaite, mais il cesse s’il ne réussit pas un jet d’Intellect lorsqu’il est Secoué, Sonné ou Blessé.

\n
" }, { "id": "Scout", - "name": "Scout", - "description_full": "
\n

Scouts are masters of navigating the West’s vast wilderness. When the Marshal draws a face card while the posse is traveling—indicating an encounter—the Scout can make a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll at −2 to detect the hazard, critter, or event first. Scouts are always considered alert for Notice rolls versus @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth}, ignore up to 2 points of penalties on @Compendium[swade-core-rules.swade-skills.Survival]{Survival} rolls to track, and on a raise gain more specific information about what they’re following. They also add +2 to @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} rolls to recall information about towns, outposts, landmarks and watering holes, people, or tribes along a particular route they’ve traveled before.

\n
" + "name": "Eclaireur", + "description_full": "
\n

Voilà bien le maître des étendues sauvages de l’Ouest. Si le Marshal tire une figure pendant que la clique est en voyage (ce qui indique une rencontre), l’Éclaireur fait un jet de Perception avec un malus de –2. En cas de réussite, il repère un danger, une bestiole ou un événement avant que la poisse ne lui tombe dessus. On considère que ces hombres restent toujours en alerte lorsqu’ils doivent faire un jet de Perception opposé à un jet de Discrétion. Ils ignorent jusqu’à 2 points de malus quand ils font des tests de Survie et traquent une proie, et s’ils obtiennent une Prouesse, bénéficient d’informations plus précises à son sujet. De plus, ils bénéficient d’un bonus de +2 sur les jets de Culture générale pour se rappeler des détails relatifs aux villes, aux avant-postes, aux repères géographiques et aux sources d’eau, aux gens ou aux tribus rencontrés sur un itinéraire qu’ils ont déjà emprunté.

\n
" }, { "id": "Silent as a Corpse", - "name": "Silent as a Corpse", - "description_full": "
\n

As long as this deader’s feet are in contact with dirt, he can move without making a sound (even if he’s wearing boots). He adds +4 to @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} where sound is the primary factor in detection.

\n

In the Weird West, most everything that’s not actually inside a building is dirt. Even the interiors to some buildings have dirt floors, such as barns, stables, poor farmsteads, and the like.

\n
" + "name": "Silence des morts", + "description_full": "
\n

Tant que les pieds de ce citoyen se trouvent en contact avec de la terre, il peut se déplacer sans émettre le moindre son (et ce même s’il porte des bottes). Il bénéficie de +4 à sa Discrétion lorsque le bruit représente le principal moyen de détection.

\n

Dans l’Ouest étrange, presque tout ce qui figure à l’extérieur d’un bâtiment correspond à la définition. Même à l’intérieur, on trouve parfois un sol en terre battue, comme les granges, les écuries, les fermes mo- destes et ainsi de suite.

\n
" }, { "id": "Sleep o' the Dead", - "name": "Sleep o' the Dead", - "description_full": "
\n

Manitous have something of a talent for getting mortals to sleep. Harrowed with this Edge can tap into the manitous’ abilities to send a victim straight to the Land o’ Nod with a single touch. Even other Harrowed are affected. This works much like the @Compendium[swade-core-rules.swade-powers.Slumber]{slumber} power (see Savage Worlds), except it costs no Power Points, has a Range of Touch, and is enacted with an opposed @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit roll} against the target as an action. If the Harrowed wins the opposed Spirit roll, the target falls asleep for one minute, or 1d6 hours with a raise. It can’t be maintained.

\n
" + "name": "Repos des morts", + "description_full": "
\n

Les manitous ont un certain talent pour endormir les mortels. Avec cet Atout, un Déterré peut utiliser les capacités de son démon et il lui suffit de toucher sa victime pour l’envoyer directement dans les bras de Morphée. Il parvient même à affecter les autres Déterrés. Ce pouvoir fonctionne plus ou moins comme sommeil (voir Savage Worlds), à ceci près qu’il ne nécessite aucun Point de pouvoir, que sa Portée devient Toucher et que le personnage doit en action faire un jet d’Âme opposé à celui de sa cible. S’il l’emporte, celle-ci s’endort pendant une minute, ou 1d6 heures sur une Prouesse. Il est impossible de le maintenir./p>\n

" }, { "id": "Soldier", - "name": "Soldier", - "description_full": "
\n

This Edge works as described in Savage Worlds, and means the character served in the military.

\n

If the hero still serves in the military, he’s a Private, gains the @Compendium[swade-core-rules.swade-hindrances.Obligation]{Obligation (Minor) Hindrance}, and is paid monthly (if he can get to it!). He’s expected to do what he’s told and to put the lives of others before his own. Not all soldiers uphold that principle, but they take the oath when they put on the uniform.

\n

Soldiers may be demoted if they perform poorly, abandon their post, show cowardice in the face of the enemy, disobey orders, or otherwise shirk the code of military conduct. Demotions are entirely up to the Marshal.

\n\n

Rank: A hero can start as a Sergeant or 2nd Lieutenant, but his @Compendium[swade-core-rules.swade-hindrances.Obligation]{Obligation} becomes Major, and he’s expected to carry out more difficult tasks lesser ranks might retreat from. Officers attend one of several military training academies and must have @Compendium[swade-core-rules.swade-skills.Academics]{Academics} and @Compendium[swade-core-rules.swade-skills.Battle]{Battle} at d6+. The @Compendium[swade-core-rules.swade-edges.Command]{Command Edge} isn’t a requirement for either, but highly recommended for both.

\n

In Deadlands, it’s expected soldiers are assigned to the posse for extra firepower, leadership, or expertise. They aren’t expected to bring their troops with them, but in times of extreme urgency the Marshal may allow them to request such resources from their superiors.

\n

Promotion: Regardless of starting rank, an active duty character with the Soldier Edge may spend an @Compendium[swade-core-rules.swade-rules.Advancement]{Advance} for a promotion to his next rank. He may do this no more than three times, and no more than once per character @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} (not military rank).

\n

Higher ranks are possible, but generally outside the scope of normal play.

\n
" + "name": "Soldat", + "description_full": "
\n

Cet Atout fonctionne de la même manière que pour Savage Worlds. Ton cow-boy a donc servir dans l’armée.

\n

S’il est toujours en service actif, c’est un simple soldat. Il gagne le Handicap Obligation (Mineur) et reçoit une solde mensuelle (enfin, s’il arrive à se faire payer). On attend de lui qu’il obéisse aux consignes qu’on lui donne et qu’il place la vie des autres avant la sienne. Tous les soldats ne respectent pas ce principe, mais ils en font le serment lorsqu’ils endossent l’uniforme.

\n

Les militaires peuvent être dégradés s’ils se montrent médiocres, abandonnent leur poste, font preuve de lâcheté face à l’ennemi, désobéissent aux ordres ou s’assoient sur le code de conduite. Ce genre de sanction dem

\n\n

Grade: s’il choisit d’entrer en jeu comme sergent ou sous-lieutenant, son Obligation devient un Handicap Majeur. On le chargera de tâches plus difficiles que des soldats moins gradés ont déclinées. Les officiers entrent dans une académie militaire et ajoutent Éducation et Stratégie (d6+) à leurs prérequis. Si l’Atout Commandement n’est pas une condition nécessaire, on te le recommande fortement pour ces deux catégories.

\n

Dans Deadlands, les soldats assignés à la clique ajoutent à sa puissance de feu, endossent le rôle de chef ou bénéficient d’un domaine d’expertise. En général, ils ne viennent pas avec des troupes. Toutefois, en cas d’extrême urgence, le Marshal peut permettre à ton gringo de requérir leur présence auprès de ses supérieurs.

\n

Promotion: quel que soit le grade de départ, un personnage d’active disposant de l’Atout Soldat peut consacrer une Progression afin d’obtenir une progression vers le grade supérieur. Cette option ne peut servir que trois fois au total, et une seule fois au cours du même Rang (et non pas grade).

\n

Il peut toujours obtenir d’autres galons. Cependant, cela se fera en dehors du temps de jeu normal.

\n
" }, { "id": "Soul Eater", - "name": "Soul Eater", - "description_full": "
\n

Nothing about the Harrowed is pleasant. If they aren’t eating something’s flesh, preferably raw and wiggling, the demon inside often goes for raw life force instead.

\n

If the Harrowed causes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} or more with a successful barehanded @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack (including @Compendium[deadlands-core-rules.deadlands-edges.Claws]{Claws} if he has them), he may make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit roll} at −2 immediately afterward as a @Compendium[swade-core-rules.swade-rules.Actions]{free action}. If successful, he may heal one of his own Wounds (or a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, as he chooses). Inflicting multiple Wounds has no additional effect.

\n
" + "name": "Dévoreur d'âme", + "description_full": "
\n\n
" }, { "id": "Speak with the Dead", - "name": "Speak with the Dead", - "description_full": "
\n

After death, a soul remains somewhat tethered to his remains for a while. It decays over a few months, the spiritual connection fading along with the flesh it once occupied.

\n

Harrowed with this power can tap into those connections to call forth a cadaver’s spirit and speak to it. The body’s soul is distant and confused when summoned back to speak with the Harrowed. Its mortal memories are vague and difficult to recollect. It may have a crystal clear memory of a clear summer day it spent swimming in a creek in his youth but can’t seem to recall which of his “friends” murdered him. (That means the Marshal has full control on what information the posse gets, which should be helpful but rarely give away the mystery of a good adventure!)

\n

Contact requires touch and the corpse can’t have been dead longer than the Harrowed’s Smarts die in months. Once contact is initiated, the Marshal rolls a d6. On a 2–6, the spirit is dragged forth and answers a few questions before it’s pulled back into the @Compendium[deadlands-core-rules.deadlands-rules.01 The Hunting Grounds]{Hunting Grounds} and can’t be summoned again until the next full moon. On a 1, a manitou responds instead, pretending to be the corpse’s spirit, and causes as much mischief as possible!

\n
" + "name": "Communiquer avec les morts", + "description_full": "
\n

Après la mort, une âme reste pendant un certain temps attachée à sa dépouille. Elle pourrit pendant quelques mois et le lien spirituel s’efface à mesure que la chair qu’elle occupait disparaît.

\n

Avec ce pouvoir, un Déterré peut puiser dans cette relation pour invoquer l’esprit d’un cadavre et lui parler. Ce dernier se montre distant et confus lorsqu’on s’adresse à lui. Ses souvenirs restent vagues et difficiles à se remémorer. Il peut parfaitement se rappeler d’une journée d’été passée à barboter dans la rivière quand il était petit, mais il semblera incapable de désigner lequel de ses « amis » l’a descendu. En gros, Marshal, tu détermines de bout en bout les informations que la clique possède, ce qui devrait se révéler utile tout en préservant le mystère d’une bonne aventure !

\n

Pour entrer en contact avec l’esprit, le Déterré doit toucher le cadavre. La mort doit remonter au plus à (dé d’Âme du personnage) mois. Une fois le contact initié, lance 1d6, Marshal. Sur 2–6, l’esprit invoqué répond à quelques questions avant de retourner dans les Terres de chasse. Il ne pourra pas l’appeler jusqu’à la prochaine pleine lune. Sur un 1, c’est le manitou qui répond et comme il est taquin, il se fera passer pour l’âme du cadavre. Tout ça pour semer le plus de pagaille possible, bien entendu.

\n
" }, { "id": "Spider", - "name": "Spider", - "description_full": "
\n

In a world filled with terrors and abominations, there are few things creepier than watching a Harrowed scuttle up the side of a wall.

\n

That’s exactly what this Edge does—it grants the hero the ability to walk on vertical surfaces at his regular @Compendium[swade-core-rules.swade-rules.Movement]{Pace}. He can even cling to inverted surfaces at half Pace (and he may not @Compendium[swade-core-rules.swade-rules.Movement]{run} on inverted surfaces).

\n
" + "name": "Araignée", + "description_full": "
\n

Dans un monde rempli de terreurs et d’abominations, on voit rarement spectacle plus flippant que celui d’un Déterré en train de cavaler le long d’un mur.

\n

Et voilà très exactement ce que cet Atout te permet de faire. Il confère au caballero l’aptitude de se déplacer le long de surfaces verticales à son Allure normale. Il peut même le faire sur des surfaces inversées à la moitié de son Allure normale, mais pas courir.

\n
" }, { "id": "Spirit Sight", - "name": "Spirit Sight", - "description_full": "
\n

As any deader knows, all that power and locomotion is due to a demon squatting inside what’s left of his moldering corpse. Spirit Sight allows the Harrowed to tap into the manitou’s mind for a change, and take a quick gander into the spirit world. (A version of the ability is now a modifier to @Compendium[deadlands-core-rules.deadlands-powers.Detect/Conceal Arcana]{detect arcana}, too; see @Compendium[deadlands-core-rules.deadlands-rules.02 Spirits]{New Power Option} profile)

\n

Activating Spirit Sight is a free action (but can only be done once per turn if the game is in rounds). This is disorientating so he’s @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} until the end of turn after he drops the Spirit Sight.

\n

While peering into @Compendium[deadlands-core-rules.deadlands-rules.01 The Hunting Grounds]{the Hunting Grounds}, the Harrowed can view such things as manitous swirling around a huckster or lurking inside the corpse of a walking dead, how twisted an area is (its @Compendium[deadlands-core-rules.deadlands-rules.04 Fear]{Fear Level}), magical effects on people or objects, or even whether or not a manitou is wriggling around inside of someone. In the latter case, the manitou’s demeanor might even indicate whether it currently controls its Harrowed host.

\n

This might allow the deader to notice an invisible creature if it has a spirit (and is thus visible in the spirit world), but doesn’t negate any penalties to affect it.

\n

Additionally, any creature with the @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Fear Special Ability} leaves a dark trail through the spirit world. Up to one hour after an abomination has moved through an area, it leaves a faintly glowing spoor of pure evil. A Harrowed with Spirit Sight can use @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (not @Compendium[swade-core-rules.swade-skills.Survival]{Survival} in this case) to follow the tainted trail.

\n
" + "name": "Vision spirituelle", + "description_full": "
\n

Tous les Déterrés le savent. La puissance qui les anime à présent résulte du démon qui habite les restes de son cadavre pourrissant. Ce pouvoir lui permet pour une fois de puiser dans l’esprit du manitou et de jeter un petit coup d’œil dans le monde surnaturel. Une version de cette capacité est aussi un Modificateur du pouvoir détection des arcanes. Va donc en p. 61, dans la section intitulée Nouveau Modificateur de pouvoir.

\n

Vision spirituelle s’active en action libre, une seule fois par tour si le jeu se déroule en rounds, mais elle désoriente son utilisateur. Une fois qu’il a cessé de s’en servir, il reste Distrait jusqu’à la fin du tour suivant.

\n

Pendant qu’il regarde dans le monde des esprits, le Déterré peut voir tout un tas de choses intéressantes. Par exemple, il apercevra les manitous tourbillonner autour d’un huckster ou ceux qui rôdent à l’intérieur d’un cadavre ambulant. Il saura à quel point un lieu est corrompu (son Niveau de Peur), les effets magiques produits sur les gens ou les objets, et même si un manitou frétille dans un corps. Dans ce dernier cas, son comportement peut lui indiquer s’il contrôle en ce moment son hôte Déterré.

\n

L’hombre peut ainsi remarquer une créature invisible si elle possède un esprit (et est donc très visible dans le monde spirituel), mais cela n’annule aucun malus pour l’affecter.

\n

De plus, une entité dotée de la Capacité spéciale Terreur laisse une empreinte sombre à travers les Terres de chasse. Cette trace de pure malfaisance luit légèrement et persiste là où elle est passée pendant une heure après son départ. Un personnage qui bé- néficie de la Vision spirituelle pourra se servir de la Perception (et non de la Survie dans ce cas) pour remonter la piste.

\n
" }, { "id": "Spirit's Favor", - "name": "Spirit's Favor", - "description_full": "
\n

Prérequis: Seasoned, @Compendium[deadlands-core-rules.deadlands-edges.Arcane Background (Shaman)]{Arcane Background (Shaman)}, Faith d8+

\n

The shaman has gained the favor of a particular spirit and the singular power it grants her.

\n

Choose one of the shaman’s powers each time this Edge is taken. The shaman may cast that power as an action without incurring a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action penalty}, allowing her to invoke @Compendium[swade-core-rules.swade-powers.Protection]{protection}, for example, then make an attack, pray for another blessing, or perform some other action.

\n

The shaman may only claim this benefit once per @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{turn}, even if she takes Spirit’s Favor more than once.

\n
" + "name": "Faveur des esprits", + "description_full": "
\n

Prérequis: Aguerri,, @Compendium[deadlands-core-rules.deadlands-edges.Arcane Background (Shaman)]{Arcanes (chaman)}, Foi d8+

\n

Le chaman a gagné la faveur d’un esprit particulier qui lui confère un pouvoir unique.

\n

Chaque fois qu’il sélectionne cet Atout, le personnage choisit un pouvoir parmi ceux dont il dispose. Il peut alors l’Activer sans qu’il inflige de malus d’actions multiples. Par exemple, il peut invoquer une protection puis porter une attaque, prier pour obtenir une bénédiction ou accomplir une autre action.

\n

Le chaman ne peut profiter de cet avantage qu’une fois par tour, et ce même s’il a choisi cet Atout plusieurs fois.

\n
" }, { "id": "Spiritual Barbwire", - "name": "Spiritual Barbwire", - "description_full": "
\n

This Edge allows a deader to create a barrier that keeps out ghosts, poltergeists, and other ethereal entities—it has no affect on physical entities. The Harrowed makes a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit roll} and then places a @Compendium[swade-core-rules.swade-rules.Blast Templates]{Medium Burst Template} centered on himself. The Spiritual Barbwire persists as long as the cowpoke concentrates on it, which inflicts a −2 penalty on other @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait rolls}.

\n

Entities wishing to enter the Template must make an opposed Spirit check against the deader’s total. If they fail, they cannot pass the barrier while the Edge remains active. Spiritual Barbwire stops the entity from passing through, but does not prevent it from “normal” actions such as Intimidation or throwing physical objects.

\n

If any living creature of rat-size or larger that started inside the circle crosses to the outside, the Edge is negated and must be reactivated with another Spirit roll.

\n
" + "name": "Barbelé spirituel", + "description_full": "
\n

Cet Atout permet au Déterré de créer une barrière qui empêche fantômes, esprits frappeurs et entités éthérées diverses et variées de s’approcher. Elle n’a aucun effet sur les entités physiques. Le personnage fait un jet d’Âme puis centre le Gabarit moyen sur lui-même. Le Barbelé spirituel reste en place tant que le cow-boy se concentre dessus. Pour sa peine, il subit un malus de –2 sur tous les autres jets de Trait.

\n

Les entités qui souhaitent pénétrer à l’intérieur du Gabarit doivent faire un jet d’Âme opposé au total obtenu par le Déterré. En cas d’Échec, elles ne peuvent pas entrer dans la zone tant que l’Atout demeure actif. Le Barbelé spirituel les empêche de passer à travers, mais n’entrave absolument pas leurs actions « normales », comme l’Intimidation ou balancer des objets physiques à la tête des gens à l’intérieur. Sois imaginatif, Marshal.

\n

Si une créature vivante d’une taille supérieure à celle d’un rat se trouvait à l’intérieur du cercle et franchit ses limites, l’Atout s’annule et doit être réactivé avec un autre jet d’Âme.

\n
" }, { "id": "Spook", @@ -390,78 +390,78 @@ }, { "id": "Stitchin'", - "name": "Stitchin'", - "description_full": "
\n

A dead man with Stitchin’ regenerates much faster than normal—he may make a @Compendium[swade-core-rules.swade-rules.Healing]{natural healing roll} every day, provided he consumes a pound of meat for each attempt.

\n
" + "name": "Sutures'", + "description_full": "
\n

Le mort-vivant régénère bien plus vite que la normale. Il peut effectuer un jet de Guérison naturelle une fois par jour, à partir du moment où il mange sa livre de viande chaque fois qu’il tente cette action.

\n
" }, { "id": "Superior Kung Fu", - "name": "Superior Kung Fu", - "description_full": "
\n

Prérequis: Novice, Spirit d6+, @Compendium[deadlands-core-rules.deadlands-edges.Arcane Background (Chi Master)]{Arcane Background (Chi Master)}, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d8+

\n

Through years of concentrated study under his wizened teacher, your hero has mastered several styles or stances that make up her particular practice of kung fu.

\n

Choose one of the options below the first time you take this Edge, and another each additional time you take it.

\n

As a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the start of her turn, she can assume any one of the styles she’s taken below. The benefits of the style remain in place until she changes to a different one.

\n\n
" + "name": "Kung Fu supérieur", + "description_full": "
\n

Prérequis: Novice, Ame d6+, @Compendium[deadlands-core-rules.deadlands-edges.Arcane Background (Chi Master)]{Arcanes (maître du chi)}, @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} d8+

\n

Grâce à des années d’étude intensive sous la férule d’un professeur rabougri, ton personnage a maîtrisé au moins l’un des mystérieux arts martiaux de l’Orient.

\n

Lorsque tu sélectionnes cet Atout, choisis l’un des styles décrits ci-dessous, et un autre chaque fois que tu le reprends.

\n

Au début de ton tour, tu peux décider en action gratuite du kung-fu que tu vas utiliser. Les avantages qu’il confère demeurent actifs jusqu’à ce que tu changes de style de combat.

\n\n
" }, { "id": "Supernatural Attribute", - "name": "Supernatural Attribute", - "description_full": "
\n

Supernatural Attribute immediately improves any one @Compendium[swade-core-rules.swade-rules.Traits]{attribute} by two die types (e.g., a d12 becomes d12+2). This Edge may be taken up to five times, once for each attribute. This increases the limit for that Trait (and any linked @Compendium[swade-core-rules.swade-rules.Traits]{skills)} a like amount.

\n
" + "name": "Attribut surnaturel", + "description_full": "
\n

Grâce à cet Atout, ton gringo améliore immédiatement l’un de ses Attributs de deux crans (par exemple, un d12 devient d12+2). Tu peux le sélectionner jusqu’à cinq fois (une fois par Attribut), ce qui augmente d’autant la limite pour ce Trait et toutes les Compétences qui lui sont associées.

\n
" }, { "id": "Tale-Teller", - "name": "Tale-Teller", - "description_full": "
\n

A good storyteller not only entertains, he gives hope and comfort as well. In the Weird West, Tale-Tellers are critical to saving the world!

\n

What? The world needs saving? You bet it does. Spreading the tales of your posse’s derring-do is far more important in the grand scheme of things than putting down some ornery varmint. So if you do something amazing, bucko, tell people about it!

\n

The Marshal has @Compendium[deadlands-core-rules.deadlands-rules.04 Fear]{all the details}, but this Edge gives you two perks. First, when making a @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} or @Compendium[swade-core-rules.swade-skills.Performance]{Performance} roll to lower the local Fear Level, your hero adds +2 to her total. Second, when you successfully lower the local Fear Level and get a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the Persuasion or Performance roll, the tale-teller and anyone who @Compendium[swade-core-rules.swade-rules.Support]{Supports} her earn @Compendium[swade-core-rules.swade-rules.Conviction]{Conviction} (see Savage Worlds).

\n
" + "name": "Conteur", + "description_full": "
\n

Un bon orateur ne fait pas que distraire, il offre également espoir et réconfort. Dans l’Ouest étrange, les bons Conteurs sont vitauux quand il faut sauver le monde !

\n

Quoi ? Le monde a besoin d’être sauvé ? Bien sûr que oui. Propager les récits de la bravoure de ta clique se révèle bien plus important dans le grand plan cosmique que de descendre quelques ver‐mines malfaisantes. Donc si tu fais quelque e d’extraordinaire, p’ti gars, fais-le savoir !

\n

Le Marshal dispose de toutes les informations nécessaires en p. 84, mais comme tu dois savoir ce que cet Atout t’apporte, on va te dire l accorde deux avantages. D’abord, quand tu fais un jet de Persuasion ou de Performance pour diminuer le Niveau de Peur de la région, tu bénéficies d’un bonus de +2. Enfin, quand tu réussis à abaisser ce Niveau de Peur et que tu obtiens une Prouesse, le Conteur gagne de la Conviction ainsi que ses Soutiens (voir Savage Worlds).

\n
" }, { "id": "Territorial Ranger", - "name": "Territorial Ranger", - "description_full": "
\n

United States Marshals police the states. @Compendium[deadlands-core-rules.deadlands-rules.09 Territorial Rangers]{Rangers} are responsible for the eight territories—Arizona, California, Idaho, Montana, New Mexico, Washington, Wyoming, the District of Alaska—and one state, Texas, given that organization’s long history there.

\n

These law dogs hunt thieves, bandits, deserters, and other fugitives from justice throughout the territories. The Tombstone Epitaph claims they often hunt stranger prey—but only crackpots believe those bedtime stories, right? @Compendium[deadlands-core-rules.deadlands-rules.09 Territorial Rangers]{There’s more information about these tough hombres here}.

\n
" + "name": "Ranger", + "description_full": "
\n

Les US Marshals maintiennent l’ordre au sein des États. De leur côté, les Rangers se chargent des huit territoires (Arizona, Californie, Idaho, Montana, Nouveau-Mexique, Washington, Wyoming et le dis‐ trict d’Alaska) et d’un État, le Texas, étant donné leur longue histoire là-bas.

\n

Dans leur juridiction, ces limiers pourchassent voleurs, bandits, déserteurs et tous les fugitifs cherchant à échapper à la justice. Le Tombstone Epitaph prétend qu’ils traquent souvent des proies plus étranges. Mais vraiment, t’as que les fêlés pour gober ce genre d’histoires à dormir debout, pas vrai ? Tu trouveras plus d’informations sur ces durs à cuire à la p. 73.

\n
" }, { "id": "Trackin' Teeth", - "name": "Trackin' Teeth", - "description_full": "
\n

The dead tend to lose body parts here and there. Those with this Edge can keep track of those parts, whether they’re attached to the rest of his cadaver or not!

\n

Trackin’ Teeth is a bit of a misnomer as it actually applies to any part of the deader’s body, but this is what Coot Jenkins called it and the name stuck.

\n

A clever Harrowed can learn to use it to not only keep track of his parts, but his enemies’ whereabouts as well. He need simply plant a substantial piece of himself in or on a thing or person. By “substantial” we mean a piece of durable body matter such as a chunk of bone or tooth, not something comparatively insubstantial or perishable, like hair or a scrap of rotten flesh. The most accessible parts of a Harrowed are teeth—hence the Edge’s name.

\n

As long as the Harrowed’s piece—tooth or otherwise—is within 10 miles, she can automatically sense its direction and approximate distance. If the piece moves out of range, the Harrowed loses track of it, but she picks it up if it comes back in range again.

\n
" + "name": "Les dents du Petit Poucet", + "description_full": "
\n

Les morts ont la fâcheuse tendance à perdre des bouts un peu partout. Le personnage qui possède cet Atout peut suivre les bouts en question, attachés ou non à son cadavre.

\n

On va dire que Les dents du Petit Poucet, c’est un nom qui prête à confusion parce qu’il s’applique à n’importe quel morceau du Déterré, pas seulement ses chicots. Mais bon, c’est comme ça que Coot Jenkins l’a baptisé alors du coup, c’est resté.

\n

Un gringo un peu malin apprendra à l’utiliser non seulement pour garder l’œil sur les éventuelles phalanges qu’il perdrait en route, mais aussi sur les affaires de ses ennemis. Il lui suffit de dissimuler une partie substantielle de son anatomie sur une chose ou une personne. Par « substantielle », on veut dire de la matière corporelle durable, comme un bout d’os ou une dent, et non un truc du genre cheveux ou viande avariée. Les pièces les plus accessibles d’un Déterré sont évidemment les dents (eh ouais, d’où le nom, tu te rappelles ?)..

\n

Tant que son étrange mouchard se trouve dans un rayon de 15 km autour de lui, il saura automatiquement dans quelle direction et à quelle distance il se situe. Au-delà, il perdra sa trace, mais pourra à nouveau le localiser, une fois revenu dans la portée.

\n
" }, { "id": "True Believer", - "name": "True Believer", - "description_full": "
\n

Prérequis: Novice, Spirit d10+, Arcane Background (Blessed), Faith d6+

\n

This holy roller seems to have the ear of his deity. He gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{free reroll} on @Compendium[swade-core-rules.swade-skills.Faith]{Faith} rolls.

\n
" + "name": "Vrai foi", + "description_full": "
\n

Prérequis: Novice, Ame d10+, Arcanes (élu), Foi d6+

\n

Ce petit veinard semble avoir l’oreille de sa divinité et il bénéficie d’une Relance gratuite sur ses jets de Foi. Noman'sland

\n
" }, { "id": "True Genius", - "name": "True Genius", - "description_full": "
\n

Prérequis: Novice, Smarts d8+, @Compendium[deadlands-core-rules.deadlands-edges.Arcane Background (Mad Scientist)]{Arcane Background (Mad Scientist)}

\n

Some say the New Science is inspired by supernatural entities. Most inventors call that superstitious poppycock, but a true genius not only accepts it, she embraces it! After all, it doesn’t matter where the idea comes from, it’s what you do with the technology that matters! Right?

\n

Anytime you have to use the @Compendium[deadlands-core-rules.deadlands-tables.Madness Table]{Madness Table} or @Compendium[deadlands-core-rules.deadlands-tables.Infernal Devices Malfunction Table]{infernal device Malfunction Table}, you can spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} to have the Marshal roll again, then choose the result you prefer. You may spend as many Bennies as you like until you’re out or as satisfied with the result as you’re gonna get!

\n
" + "name": "Véritable génie", + "description_full": "
\n

Prérequis: Novice, Intellect d8+, @Compendium[deadlands-core-rules.deadlands-edges.Arcane Background (Mad Scientist)]{Arcanes (savant fou)}

\n

Certains racontent que des entités surnaturelles inspirent la Nouvelle Science. La plupart des inven‐ s considèrent que ce ne sont que des affabula‐ tions de superstitieux. En revanche, un véritable génie ne se contente pas d’accepter cette rumeur, il la saisit à bras-le-corps ! Après tout, on se fiche bien de savoir d’où vient l’idée puisque l’important, c’est ce qu’on fait de la technologie. Pas vrai ?

\n

Chaque fois que tu dois faire un jet sur la table des Folies ou la table des Dysfonctionnements pour une machine infernale, tu peux dépenser un Jeton pour faire relancer ton Marshal, puis choisir le résultat qui te convient le mieux. Tu peux en dépenser autant que tu le souhaites, jusqu’à ce que tu n’aies plus de Jeton ou que le résultat obtenu te plaise.

\n
" }, { "id": "True Grit", - "name": "True Grit", - "description_full": "
\n

This grizzled veteran has seen things that’d make others’ eyes pop like they just saw a rattler in their bedroll. He ignores all penalties when making @Compendium[swade-core-rules.swade-powers.Fear]{Fear checks}, and if failed, gets one free reroll on the @Compendium[swade-core-rules.swade-tables.Fear Table]{Fear Effects Table} if he chooses.

\n
" + "name": "Vrai dur à cuire", + "description_full": "
\n

Ton cow-boy a vu des choses qui feraient détaler n’importe qui, aussi vite que s’ils trouvaient un crotale dans leur sac de couchage. Lorsqu’il fait un jet de Terreur, il ignore tous les malus qui s’y appliquent. S’il le rate, il bénéficie d’une Relance gratuite sur la table de Terreur.

\n
" }, { "id": "Unholy Host", - "name": "Unholy Host", - "description_full": "
\n

This Edge grants the Harrowed a group of five @Compendium[swade-core-rules.swade-rules.Allies]{allied} @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}. But in this case, the allies are all dead…well, undead to be exact.

\n

The host consists of five @Compendium[deadlands-core-rules.deadlands-actors.Walkin' Dead]{Walkin’ Dead}. They’re animated by lesser manitous, who serve as ruthless and chaotic allies. They can speak (though it’s hoarse, gravelly, and stuttering), use weapons, or do anything else a normal person can do. Remember that walkin’ dead in Deadlands aren’t mindless zombies—they’re human husks occupied by lesser demons.

\n

The hero doesn’t have a mental link with his Unholy Host, but when he gives them orders, they’re bound to follow them. Of course they’re also evil incarnate and clever in their interpretations. Give them an inch and they’ll leave a slew of bloody corpses for a mile.

\n

The manitous won’t let their champion die if they can help it—that ends their good times on Earth for a while. They might let him suffer and may get a good laugh out of it though!

\n

If any are lost, the Harrowed simply needs a new supply of cadavers to let the manitous back in.

\n
" + "name": "Clique impie", + "description_full": "
\n

Grâce à cet Atout, le personnage réunit une clique à lui composée de cinq Extras alliés. Le seul truc, c’est que ses nouveaux meilleurs amis sont tous morts... enfin, morts-vivants pour être exact. Dans son petit groupe, cinq cadavres ambulants (voir Deadlands) animés par des manitous mineurs deviennent des alliés aussi impitoyables que chaotiques. Ils peuvent parler (d’une voix rauque et éraillée et en bégayant, mais quand même), utiliser des armes ou faire tout ce qu’une personne normale pourrait faire. Souviens-toi que dans Deadlands, nos cadavres ambulants n’ont rien du zombie stupide. Ce sont des crânes humains occupés par des démons mineurs. Et tout le monde sait que le démon mineur, c’est taquin.

\n

Le héros ne partage pas de lien mental avec sa Clique impie, mais lorsqu’il donne des ordres, ses membres doivent les suivre. Évidemment, ils sont aussi le mal incarné et très doués pour interpréter. Laisse-leur un pouce de mou et ils sèmeront un joli paquet de corps sanglants derrière eux.

\n

Les manitous ne permettront pas qu’on trucide leur champion s’ils peuvent l’éviter parce que eh, leur bon temps sur Terre finirait. Par contre, rien ne les empêche de le laisser un peu souffrir et en rigoler. Une occasion comme ça, camarade, ça se présente pas tous les jours.

\n

Si l’un d’entre eux disparaît, il suffit au Déterré de remettre la main sur un lot de cadavres pour faire revenir ses petits copains manitous.

\n
" }, { "id": "US Marshal", "name": "US Marshal", - "description_full": "
\n

US Marshals and Deputy Marshals have legal and policing authority throughout the United States. They may pursue fugitives into territories, but are expected to cooperate with local Rangers as soon as possible.

\n

Your character may be a Deputy US Marshal or US Marshal—your choice. Wearing the badge of either grants +1 to @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} rolls within their jurisdiction.

\n

Deputy Marshals are appointed by “full” US Marshals and have the @Compendium[swade-core-rules.swade-hindrances.Obligation]{Obligation} (Minor) Hindrance to uphold and enforce the law. They can call on the US Marshal who appointed them if things get out of hand, though that individual might not be local.

\n

Deputy Marshals typically receive $50 a month in salary and fees.

\n

US Marshals have the Major version of the Hindrance, and are expected to handle most situations on their own.

\n

US Marshals gain and can use Favors just like @Compendium[deadlands-core-rules.deadlands-rules.02 Agents]{Agents} or Texas @Compendium[deadlands-core-rules.deadlands-rules.09 Territorial Rangers]{Rangers} (see Deadlands: The Weird West). They start with 1 and can spend up to 4 on a request right from the start. They gain an additional Favor when the party reduces the Fear Level.

\n

Marshals are paid $300 a month in salary and fees.

\n
" + "description_full": "
\n

Avec leurs adjoints, ils exercent l’autorité lé gale et le maintien de l’ordre à travers les États-Unis. Ils peuvent pourchasser les fugitifs dans les Territoires, mais on attend d’eux qu’ils coopèrent dès que possible avec les Rangers du coin.

\n

À toi de choisir si ton gringo est US Marshal ou Deputy US Marshal. Vraiment, c’est une question de goût. Porter l’insigne te confère un bonus de +1 sur tes jets de Persuasion et d’Intimidation quand tu te trouves dans ta juridiction.

\n

Les Deputy US Marshals sont engagés par de « vrais » US Marshals et possèdent le Handicap Obligation (Mineur) d’obéir et de faire appliquer la loi. Ils peuvent faire appel au caballero qui les a appointés si les choses partent en sucette, bien que cet individu ne soit parfois pas du coin. Les adjoints reçoivent 50 $ par mois en salaire et en frais.

\n

Les US Marshals possèdent la version majeure du Handicap et on attend d’eux qu’ils gèrent tout seuls comme des grands la plupart des situations.

\n

Comme leurs confrères de l’Agence et des Territorial Rangers, ils bénéficient et utilisent les Services (voir Deadlands). Ils entrent en jeu avec 1 point et peuvent en dépenser dès le début jusqu’à 4 sur une requête. Ils gagnent un Service supplémentaire lorsque leur groupe fait baisser le Niveau de Peur d’un lieu.

\n

Les US Marshals reçoivent 300 $ par mois en salaire et en frais.

\n
" }, { "id": "Veteran O' the Weird West", - "name": "Veteran O' the Weird West", - "description_full": "
\n

So you want to be a hero, huh? A big, tough, experienced hero? Gotcha. Just check your sanity at the door, because those who’ve already gone around the cactus a few times have seen things that would stop most men’s tickers. As a result, they ain’t the same as they used to be!

\n

Veterans o’ the Weird West begin play at @Compendium[swade-core-rules.swade-rules.Advancement]{Seasoned} (or one Rank higher than the rest of the cowpokes in your campaign), which means they gain four @Compendium[swade-core-rules.swade-rules.Advancement]{Advances} right off the bat. Go ahead and apply those now.

\n

There’s a price, though. When you take this Edge, draw a single card from the @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Deck}. Show it to the Marshal and she’ll check the @Compendium[deadlands-core-rules.deadlands-tables.Veteran o' the Weird West]{table} to see just what kind of bad luck your hombre wandered into on his path to studliness.

\n

Beware—the results can range from maiming to insanity. Your Marshal has all the details. You’ve been warned, Tex!

\n
" + "name": "Vétéran de l'Ouest Etrange", + "description_full": "
\n

Alors comme ça, on veut être un héros ? Grand, dur et expérimenté ? Pas de problème. Vérifie juste ta santé mentale avant, parce que ceux qui sont déjà allés de l’autre côté du cactus ont vu des choses qui arrêteraient la plupart des palpitants humains. En conséquence, ils ne sont plus les mêmes qu’auparavant !

\n

Les Vétérans de l’Ouest étrange entrent en jeu au Rang Aguerri (ou un Rang au-dessus du reste des cow-boys de ta campagne), ce qui signifie qu’ils bénéficient de 4 Progressions supplémentaires. Fais évoluer ton gringo tout de suite.

\n

et Atout, pioche une carte du paquet d’action et montre-la à ton Marshal. Il se fera un plaisir de consulter son petit tableau en p. 91pour voir dans quelle bouse tu as marché en chemin. Attention ! Les résultats peuvent être assez extrêmes et vont de la mutilation à la folie. Ton Marshal a tous les détails. On t’aura prévenu !

" }, { "id": "Whateley Blood", - "name": "Whateley Blood", - "description_full": "
\n

Prérequis: Novice, @Compendium[deadlands-core-rules.deadlands-edges.Arcane Background (Huckster)]{Arcane Background (Huckster)}

\n

Somewhere in your family tree is a crooked branch known as the Whateleys. This twisted family of inbred witches and warlocks is known by arcane types as being powerful—and extremely crazy. Hucksters with Whateley spirit running through their veins have learned “blood magic.”

\n

Many of the Whateleys are deformed, although your hero doesn’t have to be (take the appropriate @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance} if he is). All have some telltale mark—pale skin, jet-black hair, long fingernails, sallow complexion, and so on, and all have green eyes.

\n

Whatever mark you choose, there’s something about their tainted blood that puts folks off. That unsettled feeling reduces the huckster’s @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls by 1, though many overcome it with other Edges taken separately (@Compendium[swade-core-rules.swade-edges.Attractive]{Attractive}, @Compendium[swade-core-rules.swade-edges.Charismatic]{Charismatic}, etc.).

\n

Now for the meat of the Edge. A huckster with Whateley Blood can voluntarily suffer a @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} for 5 Power Points, or a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} for 10. This is done exactly as you’d think—by cutting, carving, or otherwise maiming themselves (as a @Compendium[swade-core-rules.swade-rules.Actions]{free action}, which makes it pretty messy!). Whateleys are a slippery bunch, so if this @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitates} the caster he completes his turn before keeling over for a dirt nap.

\n
" + "name": "Sang des Whateley", + "description_full": "
\n

Prérequis: Novice, @Compendium[deadlands-core-rules.deadlands-edges.Arcane Background (Huckster)]{Arcanes (huckster)}

\n

Quelque part dans ton arbre généalogique se trouve une branche pourrie, et elle s’appelle Whateley. Cette famille consanguine de sorcières et d’ensorceleurs ne compte que des tordus. Cependant, quand tu causes magie, ils sont puissants (et très, très locos). Les hucksters qui lui appartiennent ont appris la « magie du sang ».

\n

Si beaucoup de Whateley sont affublés d’une difforme quelconque, ton gringo ne l’est pas forcément. Si c’est le cas, n’oublie pas de prendre le Handicap qui va bien. Tous arborent une marque révélatrice, comme une peau pâle, des cheveux d’un noir de jais ou un teint blafard, et ils ont les yeux verts, sans exception.

\n

Quelle que soit celle que tu choisis, le sang corrompu de ton cow-boy fout les gens mal à l’aise. Ce trouble inflige –1 à tes jets de Persuasion, ce qui n’empêche pas un paquet de tes cousins de compenser ce désavantage avec d’autres Atouts (Charismatique, Séduisant, etc.).

\n

Bon, assez bavardé. Droit au but et à ce qui t’intéresse, l’Atout. Ton huckster peut volontairement subir un niveau de Fatigue et récupérer 5 Points de pouvoir, ou bien une Blessure contre 10 Points de pouvoir. Et il procède tout à fait comme tu le penses, en se tailladant, en se découpant ou en s’esquintant d’une manière ou d’une autre (et comme c’est une action gratuite, ça fait tout de suite assez sale). Les Whateley sont une famille de gros dormeurs. Si le lanceur se retrouve Incapacité suite à l’utilisation de cet Atout, il termine son tour puis s’al‐ longe pour piquer un petit roupillon.

\n
" }, { "id": "Wichita Witch", - "name": "Wichita Witch", - "description_full": "
\n

Mina Devlin teaches her orphan girls reading, writing, arithmetic, etiquette, and of course, witchcraft! Her “girls” also learn how to defend themselves, intimidate the rough hired guns they often command, and of course, fight.

\n

The trademark black mask, provocative leather outfit, and long whip mark the witch as one of Mina’s witches (whether the character is still with her or not). When fully decked out, she adds +1 to @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} rolls and +1 to @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls to those who might be attracted to her. (She subtracts 1 from Persuasion rolls when dealing with authorities or “law and order” types—GM’s call).

\n

Wichita witches also learn to charge their whip with violent energy. This costs one Power Point, is a free action, and can be triggered after the witch hits with the whip. If she hits with a raise and spends the Power Point, she can add a bonus die to the damage as usual (instead of only @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangling} the foe—see @Compendium[deadlands-core-rules.deadlands-equipment.Whip]{Whips}.

\n
" + "name": "Sorcière de Wichita", + "description_full": "
\n

Mina Devlin enseigne à ses petites orphelines la lecture, l’écriture, l’arithmétique, l’étiquette et, bien sûr, la sorcellerie. Ses « filles » apprennent aussi à se défendre, à intimider les mercenaires bourrus qu’elles commandent souvent, et puis à tabasser.

\n

Le masque noir, la tenue de cuir provocante et le long fouet indiquent clairement que la demoiselle est l’une des disciples de Mina (qu’elle fasse partie ou non de son équipe). Lorsqu’elle sort la panoplie intégrale, elle bénéficie de +1 à ses jets d’Intimidation, ainsi qu’aux jets de Persuasion effectués sur ceux qui pourraient la trouver séduisante. Elle subit –1 à ses jets de Persuasion quand elle discute avec les autorités ou les coincés de « la loi et l’ordre » (si le Marshal le décide).

\n

Les Sorcières de Wichita apprennent aussi à charger leur fouet d’une violente énergie. Pour ce faire, elles dépensent en action gratuite un Point de pouvoir et peuvent déclencher cet effet après avoir touché leur cible. Si elles obtiennent une Prouesse et dépensent un Point de pouvoir, elles peuvent comme à l’accoutumée ajouter un dé de bonus aux dégâts qu’elles infligent, au lieu de simplement Entraver leur adversaire (voir Fouets dans Deadlands).

\n
" }, { "id": "Wither", - "name": "Wither", - "description_full": "
\n

This horrifying Edge lets a deader unnaturally age her victim. As an action, the Harrowed must touch her target and make an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed Spirit roll}. If the undead wins, the victim’s flesh and bone wither and decay, reducing @Compendium[swade-core-rules.swade-rules.Traits]{Strength} a die type (to a minimum of d4) for one hour. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, both Strength and @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} are reduced a die type. Multiple uses of Wither on the same target don’t stack, but the Harrowed may make secondary attempts to get the raise effect.

\n
" + "name": "Flétrissure", + "description_full": "
\n

Cet Atout atroce permet à un personnage de faire vieillir sa victime de manière surnaturelle. Il dépense une action et doit toucher sa cible, puis faire un jet d’Âme en opposition. S’il l’emporte, la chair et les os de celle-ci se flétrissent et se décomposent ; sa Force diminue d’un cran (minimum d4) pendant une heure. S’il réalise une Prouesse, il affecte la Force et la Vigueur. Plusieurs utilisations de ce pouvoir sur la même cible ne se cumulent pas, mais le Déterré peut retenter sa chance pour obtenir une Prouesse et l’effet associé.

\n
" } ] } \ No newline at end of file diff --git a/module/compendiums/deadlands-core-rules.deadlands-hindrances.json b/module/compendiums/deadlands-core-rules.deadlands-hindrances.json new file mode 100644 index 0000000..f6e8da1 --- /dev/null +++ b/module/compendiums/deadlands-core-rules.deadlands-hindrances.json @@ -0,0 +1,58 @@ +{ + "label": "Deadlands - Handicaps", + "mapping": { + "description_full": "data.description" + }, + "entries": [ + { + "id": "Ailin'", + "name": "Ailin'", + "description_full": "
\n

Minor or Major

\n

Medicine is a rudimentary science on the frontier, and there are worse ways to die than a severe case of lead poisoning. Your cowpoke suffers from a chronic and at least so far incurable disease of some sort. The Minor version of the Hindrance means you subtract 1 from any roll made to resist @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from any source. Subtract 2 if it’s a Major Hindrance.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} on such a roll means things are getting worse. If your pistolero has the Minor version, she gets worse and her Hindrance becomes Major. If she already has the Major version, the Reaper comes calling. The good news is you gain an immediate point of @Compendium[swade-core-rules.swade-rules.Conviction]{Conviction}. The bad news is you choose when and how your hero dies during that session. She might go out in a blaze of glory or surrounded by friends on a peaceful mountaintop. When your character finally passes, the other player characters gain a point of Conviction, drawing strength from the brave death of their stalwart companion.

\n

You can also buy off your Hindrance by spending an @Compendium[swade-core-rules.swade-rules.Advancement]{Advance} (two for the Major version of the Hindrance). You should work with the Marshal to figure out a narrative reason for the improvement—treatment at a sanatorium, a miracle cure, a transfusion from a unique donor, or some other story-based explanation for the character’s miraculous improvement.

\n
" + }, + { + "id": "Cursed", + "name": "Cursed", + "description_full": "
\n

Everybody’s got skeletons in the closet, but yours are trying to claw their way out! Your hero has done somebody wrong, either through past affiliation or dark, unspoken deeds. While most folk don’t know or care, the Fella Upstairs sure does—and he ain’t too pleased. For each player character with the Cursed Hindrance, the GM starts with one additional @Compendium[swade-core-rules.swade-rules.Bennies]{Benny}!

\n
" + }, + { + "id": "Grim Servant O' Death", + "name": "Grim Servant O' Death", + "description_full": "
\n

Only @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} can take this Hindrance, and you shouldn’t do it lightly, amigo. Your hero’s a killer. His family’s probably pushing up daisies, his enemies are worm food, and even a few of his friends have holes in them that are suspiciously the same caliber as his very own shootin’ iron.

\n

The good news is your hombre adds +1 to every @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage roll} he ever makes, whether it’s from @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting}, @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}, an @Compendium[swade-core-rules.swade-rules.Activation]{arcane skill roll}, or even using @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} to throw things at people in a most inhospitable manner.

\n

The downside is your malcontent winds up in the hoosegow or on the run from his enemies a lot. Worse, anytime his attack roll is a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure}, he hits the nearest ally in sight with a raise! This happens whether the target’s in the line of fire or not. Maybe the killer’s gun hand gets jostled, the bullet ricochets, or he catches flying shrapnel from an explosion. Other players’ characters are always first choice, but any friendly soul will do in a pinch.

\n

Even hand-to-hand attacks hit allies when a Grim Servant o’ Death gets violent. This may require a little imagination, but either the weapon flies out of the hero’s hand and strikes his friend, or the hero moves adjacent to his erstwhile comrade and “accidentally” whacks him. Even if you’re using miniatures, combat is more fluid than the tabletop depicts.

\n
" + }, + { + "id": "Heavy Sleeper", + "name": "Heavy Sleeper", + "description_full": "
\n

A thunderstorm from Hell itself doesn’t wake this Dozing Doolie. Once he drops off, he must make a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll (−4) to wake up. He also suffers a −4 penalty to @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigor rolls} made to stay awake.

\n
" + }, + { + "id": "Lyin' Eyes", + "name": "Lyin' Eyes", + "description_full": "
\n

Lies just don’t come easy to this hombre. That sounds all good and noble, but often causes problems when dealing with more nefarious types. A hero with this Hindrance suffers a −1 penalty to all @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} and @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls where lies—even little ones—must be told.

\n

Worse, if your hero plans to make money playing poker, the penalty also applies to bluffing. That’s −1 to your @Compendium[swade-core-rules.swade-skills.Gambling]{Gambling} rolls in a poker or faro game as well, compadre!

\n
" + }, + { + "id": "Night Terrors", + "name": "Night Terrors", + "description_full": "
\n

To say your hombre has bad dreams is a severe understatement. The Land of Nod is a constant nightmare. He tosses and turns like a demon on a rack, and likely keeps everyone within earshot of him awake with his nightly torment. The repeated barrage on his psyche results in an overall weakened resolve. He suffers a −1 penalty to all @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit rolls}.

\n
" + }, + { + "id": "Old Ways Oath", + "name": "Old Ways Oath", + "description_full": "
\n

Your hero has pledged to forego modern technology to honor the nature spirits. Those who remain true to their vows get a free reroll on any @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit roll}.

\n

If the mortal violates the agreement, however, the spirits withdraw this advantage for 24 hours. If the oath-taker uses an item powered by @Compendium[deadlands-core-rules.deadlands-rules.05 Ghost Rock]{ghost rock}—a noxious and cancerous substance to nature spirits—their support is withdrawn for a week.

\n
" + }, + { + "id": "Talisman", + "name": "Talisman", + "description_full": "
\n

Minor or Major

\n

Only characters with an @Compendium[deadlands-core-rules.deadlands-rules.03 New Edges]{Arcane Background Edge} can take this Hindrance. It represents a mental dependence on a physical item to use their powers. Anyone who sees the item used to enact a power can tell it’s important.

\n

The Talisman could be a specific deck of cards for a @Compendium[deadlands-core-rules.deadlands-rules.06 Hucksters]{huckster}, a medicine bag for a @Compendium[deadlands-core-rules.deadlands-rules.08 Shamans]{shaman}, a holy item for a @Compendium[deadlands-core-rules.deadlands-rules.03 Blessed]{blessed}, or a unique weapon for a @Compendium[deadlands-core-rules.deadlands-rules.04 Chi Masters]{chi master}. Whatever the item, the character suffers a −1 penalty to all @Compendium[swade-core-rules.swade-rules.Activation]{arcane skill rolls} if she doesn’t have it on her person. As a Major Hindrance, she suffers a −2 without it.

\n

The hero can replace a lost Talisman, but it takes two game weeks to acclimate to the replacement, during which time the hombre suffers the appropriate penalties.

\n

Note that @Compendium[deadlands-core-rules.deadlands-rules.07 Mad Scientists]{mad scientists} already need a chosen gizmo to enact powers—an actual dependence rather than a mental one. Therefore, characters with that Arcane Background aren’t eligible for this Hindrance.

\n
" + }, + { + "id": "Tenderfoot", + "name": "Tenderfoot", + "description_full": "
\n

Every little ol’ cut and scrape makes your cowpoke cry for mama. As long as he has at least one @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}, he suffers an additional −1 penalty to all his actions (so a hero with two Wounds would suffer a −3, for example, although −3 is still the maximum). A hero with this Hindrance can’t take the @Compendium[deadlands-core-rules.deadlands-edges.Don't Get 'Im Riled!]{Don’t Get ’im Riled! Edge}.

\n
" + }, + { + "id": "Trouble Magnet", + "name": "Trouble Magnet", + "description_full": "
\n

Things never go smoothly for this hero. As a Minor Hindrance, whenever the character rolls a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} the consequences are subtly worse in some way, as determined by the Marshal. A hero isn’t just spotted trying to infiltrate a US Army fort, someone recognizes her face. A buckaroo doesn’t just fail at @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, the target also has friends. Or a botched @Compendium[swade-core-rules.swade-rules.Attacks]{attack roll} results in the cowpoke’s weapon busting too.

\n

The Major Hindrance has a different effect. Anytime the Marshal must choose a “random character” to be hit, attacked, or otherwise negatively affected by something—it’s this poor devil.

\n
" + } + ] +} \ No newline at end of file diff --git a/module/compendiums/deadlands-core-rules.deadlands-powers.json b/module/compendiums/deadlands-core-rules.deadlands-powers.json new file mode 100644 index 0000000..2d23ca4 --- /dev/null +++ b/module/compendiums/deadlands-core-rules.deadlands-powers.json @@ -0,0 +1,129 @@ +{ + "label": "Deadlands - Pouvoirs", + "mapping": { + "description_full": "data.description", + "trapping": "data.trapping", + "duration": { + "path": "data.duration", + "converter": "powers_duration" + }, + "range": { + "path": "data.range", + "converter": "powers_range" + }, + "rank": { + "path": "data.rank", + "converter": "powers_rank" + } + }, + "entries": [ + { + "id": "Ammo Whammy", + "name": "Ammo Whammy", + "description_full": "
\n

This power can only be used by a huckster with the @Compendium[deadlands-core-rules.deadlands-edges.Hexslinging]{Hexslinging Edge}. Arcane runes on the barrel of a hex gun trigger various powers on the bullets inside, giving them extra punch and other surprises for those foolish enough to tangle with him!

\n

While the power is active, the hexslinger can choose any one of the effects below to apply to each shot fired from his weapon (or two simultaneous effects with a raise!).

\n\n
", + "trapping": "" + }, + { + "id": "Aspect of the Rada Loa", + "name": "Aspect of the Rada Loa", + "description_full": "
\n

This power invites a rada loa to “ride” the houngan or mambo’s body for up to one hour. Only one spirit may ride the voodooist at a time, though the caster may drop the spell at any time and start another if she chooses.

\n

Aspect of the rada loa invites the spirit into her body, giving her some of its personality (noted in each power). That loa remains for the entire Duration, and no other loa may be invited in until the previous spirit leaves.

\n

Range: The voodooist can only cast this spell on herself, though the Range to any target is the caster’s Spirit. This can’t be increased with the Range Power Modifier since it’s not the Range of the power itself.

\n\n
", + "trapping": "" + }, + { + "id": "Banish", + "name": "Banish", + "description_full": "
\n

Banish works @Compendium[swade-core-rules.swade-powers.Banish]{as described} in Savage Worlds, but using it on the @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Harrowed} requires some additional description.

\n

The manitou inside a Harrowed can never be permanently banished or destroyed with this power—it’s bound to the host, body and spirit. A successful banishment does, however, render the hateful thing “inert” for an hour. During this time the Harrowed can’t use any of his @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Harrowed Edges} or @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Let the Devil Out}, but he retains the basic abilities granted by being Undead.

\n

If the manitou has obtained total @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Dominion}, the host’s consciousness returns while it’s inert, but is subjugated once more when the manitou reasserts its control (and is no longer inert).

\n
", + "trapping": "" + }, + { + "id": "Beguile", + "name": "Beguile", + "description_full": "
\n

Witches know the easiest path to get their way is to charm gullible paramours into peacefully doing what they want.

\n

Beguile is an opposed roll of the witch’s @Compendium[swade-core-rules.swade-skills.Spellcasting]{Spellcasting} versus the target’s Spirit. It works only on those romantically attracted to one of the witch’s gender, and only if they have a Neutral or higher attitude toward her (see the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table}.

\n

If successful, the target’s attitude improves one level, or two with a raise. Unlike the @Compendium[swade-core-rules.swade-powers.Puppet]{puppet} power, the target isn’t mind controlled. He or she has free will, but is genuinely enamored with the witch and wants to do whatever he or she can to please her. Exactly what that means depends on the character. A blackhearted villain beguiled by a witch might push his own wife over a cliff to be with her. An average citizen would never think of physically or openly hurting his loved ones for her, but might cheat on them behind closed doors. A noble soul might even sacrifice himself—if he believes it’s the only way to save the beloved witch’s life.

\n

The power wears off at the next sunrise or sunset, whichever comes next. It may not be maintained, but may be recast.

\n
", + "trapping": "" + }, + { + "id": "Breakdown", + "name": "Breakdown", + "description_full": "
\n

Metal mages can create gizmos that cause other mechanical devices to jam, breakdown, or malfunction. The caster chooses any device with moving or connected parts (GM’s call but no “simple” tools) in Range and makes a @Compendium[swade-core-rules.swade-skills.Weird Science]{Weird Science} roll. If successful, those using the item subtract 2 from their totals, and it breaks on a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure}. Both effects work like the @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{All Thumbs} Hindrance and do not stack with it. Casting breakdown on a device that’s already suffering this penalty counts as a raise—see below.

\n

With a raise, the device suffers an immediate breakdown, and if it’s a @Compendium[deadlands-core-rules.deadlands-tables.Malfunction Table]{weird science gizmo} or @Compendium[deadlands-core-rules.deadlands-tables.Infernal Devices Malfunction Table]{infernal device}, the user must immediately roll on its appropriate Malfunction Table as well. Either result can be removed with a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll, which takes an action if just removing the penalty or 1d6 hours if broken.

\n

MODIFIERS

\n\n
", + "trapping": "" + }, + { + "id": "Curse", + "name": "Curse", + "description_full": "
\n

Some practitioners of the arcane arts heal their allies. Others inflict sickness upon their enemies. To use this particularly nasty spell, the caster makes an @Compendium[swade-core-rules.swade-rules.Activation]{arcane skill roll} opposed by the victim’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit roll}. Failure means the victim suffers a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} immediately and at sunset each day thereafter (further castings of curse have no additional effect).

\n

Once the accursed becomes @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}, he makes a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigor roll} each day to avoid death.

\n

Breaking the Curse: The curse can be lifted by the original caster at will, and ends automatically if she’s slain. @Compendium[swade-core-rules.swade-powers.Dispel]{Dispel} also removes a curse, though each individual may only try once—if failed it’s beyond her abilities.

\n
", + "trapping": "" + }, + { + "id": "Detect/Conceal Arcana", + "name": "Detect/Conceal Arcana", + "description_full": "
\n

Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five @Compendium[swade-core-rules.swade-rules.Actions]{rounds}. This includes @Compendium[swade-core-rules.swade-powers.Invisibility]{invisible} foes, enchantments on people or items, @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{weird science} devices, and so on. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the caster knows the general type of enchantment as well — harmful, obscurement, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{magic}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{miracles}, etc.

\n

Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by @Compendium[swade-core-rules.swade-powers.Light / Darkness]{magical darkness}, @Compendium[swade-core-rules.swade-powers.Invisibility]{invisibility}, or similar abilities (or all @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties} with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).

\n

Conceal arcana prevents detection of arcane energies on one being or item of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Normal Scale} for one hour.

\n

Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skills} (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.

\n

Modifiers

\n\n
", + "trapping": "Waving hands, whispered words." + }, + { + "id": "Dread", + "name": "Dread", + "description_full": "
\n

Given their reliance on the Reckoners’ dark energy, it’s not surprising witches seek dark places where their powers reign supreme. And when they can’t find such places, they create them.

\n

Dread allows a witch to increase the @Compendium[deadlands-core-rules.deadlands-rules.04 Fear]{Fear Level} by 1 with a success, or 2 with a raise. The area affected is 25” (50 yards) in diameter.

\n

Modifiers

\n\n
", + "trapping": "" + }, + { + "id": "Fury of the Petro Loa", + "name": "Fury of the Petro Loa", + "description_full": "
\n

Petro loa are more aggressive or ill-tempered than rada loa, so they’re primarily useful in dangerous situations such as combat. Like aspect of the rada loa, fury of the petro loa invites these spirits into the voodooist’s body.

\n

Only one spirit may ride the voodooist at a time, though the caster may drop the spell at any time and start another if she chooses.

\n

Range: The voodooist can only cast this spell on herself, though the Range to the target is equal to the caster’s Spirit. This can’t be increased with the Range Power Modifier since it’s not the Range of the power itself.

\n

Other Aspects: Most loas have more than one aspect. Those listed here are the most common favors requested by heroic voodooists in the Weird West.

\n\n
", + "trapping": "" + }, + { + "id": "Holy Symbol", + "name": "Holy Symbol", + "description_full": "
\n

Evil critters find it hard to attack a pious wayfarer with true faith—and a symbol of her deity to back it up.

\n

Once invoked, any supernaturally evil creature (Marshal’s call) that wants to make a direct, physical attack on the bearer of the symbol must make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit roll} as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} (the creature subtracts 2 if the blessed cast with a raise).

\n

Attacks include @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area effect attacks} that would catch the bearer in their template, but wouldn’t affect knocking a shelf over to land on the bearer, for example. Holy symbol has no effect on @Compendium[swade-core-rules.swade-rules.Test]{Tests} or other non-damaging attacks.

\n

The blessed must have an actual holy symbol to invoke the miracle. No holy symbol, no holy symbol. Comprende, amigo? An improvised symbol works—a broken window frame in the shape of a cross instead of an actual crucifix, for example, but the blessed subtracts 2 from the invocation without a proper symbol.

\n

Vampires: Bloodsuckers (@Compendium[swade-core-rules.swade-bestiary.Vampire]{those in the Savage Worlds core book} and the @Compendium[deadlands-core-rules.deadlands-actors.Nosferatu]{nosferatu} in this one) have a built-in @Compendium[swade-core-rules.swade-rules.Special Ability (Weakness)]{Weakness} to holy symbols. A character with this miracle may use either as she chooses—the power (using Power Points and requiring an arcane skill roll) or the less powerful rules outlined in the Weakness (which has no raise effect).

\n

Modifiers

\n\n
", + "trapping": "" + }, + { + "id": "Mend", + "name": "Mend", + "description_full": "
\n

Mend allows a metal mage to repair damage done to complex machines—essentially any device that has @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}, like vehicles or certain types of sentient constructs. It may take the form of a clockwork toolkit, multi-tool, or other repair gizmo of the metal mage’s design.

\n

Fixing a machine’s Wounds is a @Compendium[swade-core-rules.swade-rules.Weird Science]{Weird Science} roll. A success repairs one Wound and a raise repairs two. If the casting fails or does not heal all the damage, the metal mage may try again. On a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure}, the damage can only be repaired through normal hard work and replacement parts (see Repair in @Compendium[swade-core-rules.swade-skills.Repair]{Savage Worlds}).

\n

Modifiers:

\n\n
", + "trapping": "" + }, + { + "id": "Numb", + "name": "Numb", + "description_full": "
\n

Numb alleviates pain caused by injury. With a success on the @Compendium[swade-core-rules.swade-rules.Trait Rolls]{arcane skill roll}, the caster and all allies within the caster’s Spirit in tabletop inches ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound or Fatigue penalties}, or 2 with a raise.

\n

Numb also nullifies any @Compendium[swade-core-rules.swade-tables.Injury Table]{temporary Injury Table} results for its Duration. A character made Lame by a hit to the leg, for example, can move normally while numbed. The power has no effect on permanent Injuries.

\n
", + "trapping": "" + }, + { + "id": "Open Portal", + "name": "Open Portal", + "description_full": "
\n

Open portal creates a rift between planes, allowing characters in the physical world to travel into the Hunting Grounds or vice-versa.

\n

Within the Hunting Grounds, a portal can also be opened to another part of the Hunting Grounds (except Heaven or Hell). A party could thus travel from the spirit version of Deadwood to the spirit version of Paris. Another casting in that pocket realm would allow them to leave the spirit realm and walk the actual streets of Paris.

\n

Open portal doesn’t allow a party to travel between “worlds” (such as Hell on Earth or Lost Colony). That requires an arduous trip through the Hunting Grounds, and is always an adventure of its own.

\n
", + "trapping": "" + }, + { + "id": "Puppet", + "name": "Puppet", + "description_full": "
\n

Puppet is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of the character’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. With @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, the victim automatically obeys commands that don’t directly harm himself or those he cares about.

\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the target is completely controlled, but gets an automatic @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} to avoid directly arming himself or those he cares about. If the puppet’s resistance @Compendium[swade-core-rules.swade-rules.Trait Rolls]{succeeds}, he doesn’t carry out that particular command but doesn’t otherwise resist his master. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, he breaks the controller’s hold and the power ends.

\n

Commands are general, such as “attack that person” or “open that door.” The controller doesn’t get to dictate how many @Compendium[swade-core-rules.swade-rules.Actions]{actions} the victim uses in a turn, whether or not he uses his @Compendium[swade-core-rules.swade-edges.Sweep]{Sweep} Edge, etc.

\n

Modifiers

\n\n
", + "trapping": "Glowing eyes, trance-like state, a swinging pocket watch, voodoo dolls." + }, + { + "id": "Sanctify", + "name": "Sanctify", + "description_full": "
\n

Significant or important places might become permanently \"sanctified\"—a sacred area that causes harm to evil creatures. Such locales are the result of long-term affiliation with a religion or belief. They usually coincide with a structure of great ceremonial significance, such as a cathedral, but might also arise from the scene of some great sacrifice, triumph, or tragedy.

\n

A blessed can replicate these effects on a temporary basis by strenuous prayer and devotion. The process takes four straight hours of meditation and rituals appropriate to his religion or beliefs.

\n

Once that’s complete, the blessed makes his @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Faith roll}. Failure simply means the time is wasted. A Critical Failure means the powers that be will not sanctify this particular place and the ritual can’t be attempted at this location until some significant evil is defeated (Marshal’s call).

\n

Success means an area roughly 30 yards square is anathema to the forces of darkness. Any supernaturally evil creature (GM’s call) that attempts to enter the sacred ground must make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit roll} at the start of each round (as a free action) or suffer Fatigue, at −2 with a raise on the Faith roll. This can lead to @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation} but not death.

\n
", + "trapping": "" + }, + { + "id": "Transform", + "name": "Transform", + "description_full": "
\n

Tales of witches turning their enemies into frogs is the stuff of fairy tales. Mostly. It can be done, it just takes much longer than those stories would have one believe.

\n

Transform curses a target into becoming a common animal of Size −2 to –3 (witch’s choice). A successful @Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch} on an unwilling victim causes him to make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit roll} (at –2 with a raise on the @Compendium[swade-core-rules.swade-skills.Spellcasting]{Spellcasting} roll). If the victim fails, he transforms—his clothes and other personal items falling around him (they don’t transform).

\n

Breaking the Curse: The curse can be lifted by the original caster at will, and ends automatically if she’s slain. @Compendium[swade-core-rules.swade-powers.Dispel]{Dispel} also ends the transformation.

\n

Modifiers

\n\n
", + "trapping": "" + }, + { + "id": "Trinkets", + "name": "Trinkets", + "description_full": "
\n

Trinkets allows a huckster to create a minor mundane item weighing less than one pound—a Derringer, a playing card, hand mirror, and so on. With a raise, the Duration is in minutes instead of rounds (and is Maintained in minutes as well if desired).

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Conjured items typically appear in a pocket, pouch, or bag to hide the magic that conjures them, but it’s not strictly necessary.

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Once the Duration expires, the item fades from reality. If the shyster used conjured coins to buy something, he might be in trouble if the merchant figures out who swindled him.

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Modifiers

\n\n
", + "trapping": "" + }, + { + "id": "Wilderness Walk", + "name": "Wilderness Walk", + "description_full": "
\n

Wilderness walk asks the earth spirits to move the shaman in and out of the Hunting Grounds as he travels, shortening arduous treks and concealing his path. Shamans use this power to communicate with their allies across vast distances and spy on their foes!

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After walking at least one mile in the wilderness (GM’s call), every three miles count as one (it has no effect on @Compendium[swade-core-rules.swade-rules.Characters]{Pace}) and the shaman’s tracks are impossible to trace other than short sections. With a raise on the @Compendium[swade-core-rules.swade-rules.Activation]{arcane skill roll} , every five miles count as one.

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Modifiers

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", + "trapping": "" + } + ] +} \ No newline at end of file diff --git a/module/fr.json b/module/fr.json index 801b21c..f909fe1 100644 --- a/module/fr.json +++ b/module/fr.json @@ -1,7 +1,17 @@ { + "Deadlands Edges": "Deadlands - Atouts", "Agent Edges": "Atouts d'Agents", "Chi Master Edges": "Atouts de Chi", - "Huckster Edges": "Atouts de Hucksters", - "Harrowed Edges": "Atouts de Détérrés", - "Mad Scientist Edges": "Atouts de Savants Fous" + "Huckster Edges": "Atouts de Huckster", + "Harrowed Edges": "Atouts de Détérré", + "Mad Scientist Edges": "Atouts de Savant Fou", + "Blessed Edges": "Atouts d'Elu", + "Ranger Edges": "Atouts de Ranger", + "Shaman Edges": "Atouts de Chaman", + "Voodooist Edges": "Atouts de Voodoo", + "Witch Edges": "Atouts de Sorcière", + + "Deadlands Hindrances": "Deadlands - Handicaps", + + "Deadlands Powers": "Deadlands - Pouvoirs" } diff --git a/module/module.json b/module/module.json index 7a8c0d7..217e49a 100644 --- a/module/module.json +++ b/module/module.json @@ -42,7 +42,7 @@ ], "url": "https://gitlab.com/sasmira/swade-fr", "flags": {}, - "version": "0.22.2.0", + "version": "0.23.0.0", "minimumCoreVersion": "0.7.9", "compatibleCoreVersion": "9", "scripts": [], @@ -83,7 +83,7 @@ ], "socket": false, "manifest": "https://gitlab.com/sasmira/swade-fr-content/-/raw/master/module/module.json", - "download": "https://gitlab.com/sasmira/swade-fr-content/-/jobs/artifacts/v0.21.1.0/raw/swade-fr-content.zip?job=build", + "download": "https://gitlab.com/sasmira/swade-fr-content/-/jobs/artifacts/v0.23.0.0/raw/swade-fr-content.zip?job=build", "protected": false, "coreTranslation": false, "library": false