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{
"label": "SWADE Règles",
"entries": {
"1. Characters": {
"name": "1. Personnages",
"pages": {
"Characters": {
"text": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Characters<\/p>\n<\/div>\n<\/div>\n<div class=\"text\">\n<p>Great heroes are more than a collection of statistics and numbers, but in a game system this is certainly where they begin. To make your hero, download a Savage Worlds character sheet from our website at <a title=\"Pinnacle Entertainment Group, Inc.\" href=\"http:\/\/www.peginc.com\" target=\"_blank\" rel=\"noopener\"><strong>www.peginc.com<\/strong><\/a> and follow the steps below<\/p>\n<h2>CONCEPT<\/h2>\n<p>Published Savage Settings often come with both character ideas and pregenerated &ldquo;Archetypes.&rdquo; You can play these as-is or use them to spark your own ideas.<\/p>\n<p>You might play an iconic gunslinger in <a title=\"Deadlands: The Weird West\" href=\"https:\/\/www.peginc.com\/store\/deadlands-the-weird-west-core-rules\/\" target=\"_blank\" rel=\"noopener\"><em>Deadlands: The Weird West<\/em><\/a>, for example, or you might try something a little different and play the innocent schoolmarm destined to save the town. Look through the player&rsquo;s section of your setting or talk to the GM if it&rsquo;s a world of her own creation to see what kind of character catches your interest.<\/p>\n<h2>Race<\/h2>\n<p>Settings may feature everything from humans to strange aliens, graceful elves, or other exotic races. You can choose to play any race available in your particular setting.<\/p>\n<p>A number of sample races are detailed @Compendium[swade-core-rules.swade-rules.Races]{here}, as well as rules for players and Game Masters to @Compendium[swade-core-rules.swade-rules.Making Races]{create your own}.<\/p>\n<h2>HINDRANCES<\/h2>\n<p>@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} are flaws, drawbacks, or dark secrets drawn from a character&rsquo;s backstory.<\/p>\n<p>You can take up to 4 points of Hindrances. A Major Hindrance is worth 2 points, and a Minor is worth 1. A hero could thus take two Major Hindrances, four Minor, or any combination that adds up to 4 points. (You can take more Hindrances if you want but the maximum benefit is 4 points!)<\/p>\n<p>Taking Hindrances not only helps you define and roleplay your hero, but also gives you additional points you can use to start with additional attribute or skill points, @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, or even money for @Compendium[swade-core-rules.swade-rules.Gear Notes]{gear}.<\/p>\n<p><strong>For 2 points you can:<\/strong><\/p>\n<ul>\n<li>Raise an attribute one die type, or<\/li>\n<li>Choose an @Compendium[swade-core-rules.swade-rules.Edges]{Atout}<\/li>\n<\/ul>\n<p><strong>For 1 point you can:<\/strong><\/p>\n<ul>\n<li>Gain another skill point, or<\/li>\n<li>Gain additional starting funds equal to twice your setting's starting amount (see below)<\/li>\n<\/ul>\n<h2>TRAITS<\/h2>\n<p>Characters are defined by attributes and skills, collectively called &ldquo;@Compendium[swade-core-rules.swade-rules.Traits]{traits},&rdquo; and both work in exactly the same way. Attributes and skills are ranked by die types, typically from d4 to d12, with d6 being the average for adult humans. Higher is better!<\/p>\n<h3>ATTRIBUTES<\/h3>\n<p>Every character starts with a d4 in each of five attributes: Agilité, Intellect, Âme, Strength, and Vigueur (discussed in more detail @Compendium[swade-core-rules.swade-rules.Traits]{here}).<\/p>\n<p>You then have 5 points to increase your attributes. Raising a d4 to a d6, for example, costs 1 point. You&rsquo;re free to spend these points however you like, except that no attribute may ever be raised above a d12 unless a racial ability says otherwise (such as @Compendium[swade-core-rules.swade-rules.Making Races]{Attribute Increase}). If it does, each increase beyond a d12 adds a +1 modifier. Increasing a d12 Strength two steps, for example, is a Strength score of d12+2.<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg10_red.webp\" alt=\"An image of Red and quote 'No matter what setting she's playing, Emily's character is always 'Red'. Red takes on different aspects when she wanders different worlds,but is always strong, smart, and loyal to her friends. She's also curious...a trait that constantly seems to get her in trouble...\" \/>\n<h3>SKILLS<\/h3>\n<p>Skills are learned abilities such as firing weapons, hand-to-hand combat, scientific knowledge, professional aptitudes, and so on.<\/p>\n<p>Skills in <em>Savage Worlds<\/em> are very broad to keep the action simple and straightforward. The Shooting skill, for example, covers all types of guns, bows, rocket launchers, and other ranged weapons.<\/p>\n<p><strong>Core Skills:<\/strong> Five skills are marked with a red star in the @Compendium[swade-core-rules.swade-rules.Traits]{list}:<strong>@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}, @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale}, @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}<\/strong>, and <strong>@Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion}<\/strong>. These are &ldquo;innate&rdquo; abilities most adult adventurers have. Unless a @Compendium[swade-core-rules.swade-rules.Races]{racial ability}, Edge, or Hindrance says otherwise, your character starts with a d4 in each of these five core skills.<\/p>\n<p><strong>Buying Skills:<\/strong> After core skills are assigned, you have 12 additional points to raise core skills or buy and raise new skills as you see fit.<\/p>\n<p>Each die type costs 1 point (starting at d4) as long as the skill is equal to or less than the attribute it&rsquo;s linked to (listed beside the skill in parentheses in @Compendium[swade-core-rules.swade-rules.Traits]{Traits}). If you exceed the linked attribute, the cost becomes 2 points per die type.<\/p>\n<p><strong>Skill Maximums:<\/strong> Skills may not be increased above d12 during character creation unless the character&rsquo;s race starts with the skill at d6. If the skill starts with a d6, increase her maximum to d12+1. <strong>@Compendium[swade-core-rules.swade-rules.Celestials and Guardians]{Celestials}<\/strong> start with a d6 in Faith, for example, which means their Faith skill may be increased to d12+1.<\/p>\n<h3>DERIVED STATISTICS<\/h3>\n<p>Your character sheet contains a few other statistics you need to fill in, described below.<\/p>\n<p><strong>Pace<\/strong> is how fast your character moves in tactical situations like combat. Standard Pace is 6, which means six tabletop inches per game round. Each inch is two yards in the real world. @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} is explained in more detail here.<\/p>\n<p><strong>Parry<\/strong> is equal to 2 plus half your character&rsquo;s @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} die type (a total of 2 if a character doesn&rsquo;t have Fighting), plus any bonuses for shields or certain weapons. This is the @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Target Number} (TN) to hit your hero in hand-to-hand combat.<\/p>\n<p>For Fighting skills higher than d12, such as d12+1, add half the fixed modifier, rounded down. For instance, Fighting d12+1 grants a Parry of 8, while Fighting d12+2 results in a Parry of 9.<\/p>\n<p><strong>Size<\/strong>: A hero&rsquo;s default @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} is 0 unless altered by @Compendium[swade-core-rules.swade-rules.Races]{racial abilities}, @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, or @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}. It cannot be less than &minus;1 or more than +3.<\/p>\n<p><strong>Toughness<\/strong> is your hero&rsquo;s damage thres&shy;hold. @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} rolls that equal or exceed this number cause harm.<\/p>\n<p>Toughness is 2 plus half your hero&rsquo;s Vigueur, plus @Compendium[swade-core-rules.swade-rules.Armor Notes]{Armure} (use the armor worn on his torso). Vigueur over a d12 is calculated just like Parry, above.<\/p>\n<h2>EDGES<\/h2>\n<p>Traits @Compendium[swade-core-rules.swade-rules.Traits]{Attributes and skills} are a character&rsquo;s basic statistics, but what really makes individuals different are their @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}. Even two legionaries in <a title=\"Weird Wars Rome\" href=\"https:\/\/www.peginc.com\/store\/weird-wars-rome\/\" target=\"_blank\" rel=\"noopener\"><em>Weird Wars Rome<\/em><\/a> with identical Traits play vastly different depending on the Edges they take. One might focus on Leadership Edges that lets him rally his fellow soldiers while another concentrates on taking out large numbers of foes at once with @Compendium[swade-core-rules.swade-edges.Sweep]{Sweep} or @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}.<\/p>\n<p>Characters get @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} by taking @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} from @Compendium[swade-core-rules.swade-rules.Races]{racial abilities} (such as <strong>@Compendium[swade-core-rules.swade-rules.Humans]{Humans' Adpatability})<\/strong>, or <strong>@Compendium[swade-core-rules.swade-rules.Advancement]{Advances}<\/strong> once play begins.<\/p>\n<p>A comprehensive list of Edges is available. Your setting book likely has additional abilities specific to that world or genre as well.<\/p>\n<h2>GEAR<\/h2>\n<p>Some settings provide your hero with all the @Compendium[swade-core-rules.swade-rules.Gear Notes]{gear} she needs. Most simply grant a starting amount of funds you can use to purchase whatever you like from a relevant list of weapons, armor, and adventuring gear.<\/p>\n<p>Unless your setting book or GM says otherwise, the standard starting amount is $500. A list of common gear and weapons can be found in the @Compendium[swade-core-rules.swade-rules.Gear Notes]{Chapter Two}.<\/p>\n<p>Depending on the setting, this might be everything the character owns or it may represent their &ldquo;adventuring&rdquo; gear, with their more mundane belongings stored at a home or apartment. The latter is up to the Game Master. In modern settings, most everyone should have a home, clothes, appliances, and so on. The equipment you list on your character sheet should be your character&rsquo;s &ldquo;adventuring gear&rdquo; rather than an exhaustive list of everything she owns.<\/p>\n<p>Players don&rsquo;t have to worry about how much they can carry in most games, but if it becomes important, see @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance}.<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg11_roman.webp\" alt=\"An image of a Roman Centurion with quote 'Roman Centurion...These guys mean business!'\" \/>\n<h2>BACKGROUND EDGES<\/h2>\n<p>Finish your new hero by filling in any additional history or background you care to. Ask yourself why she&rsquo;s where she is and what her goals are. Where does she live? Does she have any close friends or family who might be relevant to the game?<\/p>\n<p>Or just start playing and fill in these details as they become important and you walk around in her shoes a bit.<\/p>\n<p>You might also want to talk to the other players. Maybe your characters know each other right from the start. Or you might collectively decide to optimize your group a bit and ensure you&rsquo;ve got a good assortment of skills and abilities. If so, make sure you&rsquo;re playing what you want to play. There&rsquo;s no point in being the party&rsquo;s healer if that&rsquo;s not a role you&rsquo;re interested in.<\/p>\n<\/div>\n<\/div>",
"name": "Characters"
},
"Races": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>RACES<\/h1>\n<\/div>\n<div>\n<p>Not every hero is human. Below are sample races common to many science fiction and fantasy settings. Use them as they are or modify them to fit your particular world. After these examples are guidelines for creating your own races as well.<\/p>\n<p>Note that the races allude to a lot of rules we haven&rsquo;t explained yet. Just skim them for now and come back once you&rsquo;ve got a grasp on the rest of the game.<\/p>\n<h2>Races<\/h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Android]{Android}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Aquarian]{Aquarian}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Avion]{Avion}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Dwarves]{Dwarves}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Elves]{Elves}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Half-Elves]{Half-Elves}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Half-Folk]{Half-Folk}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Humans]{Humans}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Rakashans]{Rakashans}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Saurians]{Saurians}<\/h3>\n<\/div>\n<aside class=\"torn-page\">\n<h2>BREAKING THE MOLD<\/h2>\n<p>The racial archetypes presented here are iconic of their usual appearance in fantasy and science fiction, but players and Game Masters should feel free to break the tropes if they fit your particular setting.<\/p>\n<p>Maybe rakashans in your world have wings. Or aquarians are primitive, eight-armed cannibals who hunt more developed races on a post-apocalyptic water world.<\/p>\n<p>You can also make different versions of the same races. Perhaps the rakashans of one area evolved to resist @Compendium[swade-core-rules.swade-rules.Cold]{cold} (they&rsquo;re more like snow leopards), while another sprang from cheetahs (and have @Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Fleet-Footed} as a racial ability). The limit lies only in your imagination and desire to create something new and unusual!<\/p>\n<\/aside>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg17_quote_races.webp\" alt=\"I know a mad scientist who's a lizard man and a pacifist catgirl vegatarian. Don't judge a book by its cover, friend, or a leopard-man by his spots. &mdash; Red\" \/><\/div>\n<\/div>",
"name": "Races"
},
"Making Races": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Making Races<\/h1>\n<\/div>\n<div>\n<p>Game Masters and players who want to make their own races (or cultural archetypes) can use the system below. Our races are designed with the following rules:<\/p>\n<ul>\n<li>Races and cultures begin with 2 points of Positive Racial Abilities. Additional positive abilities must be countered with an equal value of negative ones. A +2 ability, for example, may be countered by a single &minus;2 ability or two &minus;1 abilities.<\/li>\n<li>If you want to include an ability we haven&rsquo;t included here, simply assign it a value based on the examples below.<\/li>\n<\/ul>\n<p><strong>Names:<\/strong> Don&rsquo;t be afraid to rename abilities to give your setting more flavor. If you want your horse nomads to have Riding skill at d6, for example, you might call it Born in the Saddle. It&rsquo;s all about creating rich flavor rather than lists of abilities your players have to keep up with.<\/p>\n<table class=\"table value-table\" style=\"width: 99.1453%; height: 1597px;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Positive Racial Abilities<\/h2>\n<div class=\"table-summary\">\n<p>The number in parentheses after the name of each entry is the number of times the particular enhancement may be taken. &ldquo;U&rdquo; means unlimited.<\/p>\n<\/div>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\" style=\"height: 17px;\">\n<th class=\"table-column-header\" style=\"width: 5.1796%; height: 17px;\" scope=\"col\">Value<\/th>\n<th class=\"table-column-header\" style=\"width: 94.3894%; height: 17px;\" scope=\"col\">Abilities<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr style=\"height: 51px;\">\n<td style=\"width: 5.1796%; height: 51px;\">2<\/td>\n<td style=\"height: 51px;\"><span class=\"lead-bold\">Adaptable (1): <\/span> The race has great variation among its people and cultures. Characters start with a free Novice @Compendium[swade-core-rules.swade-rules.Edges]{Atout} of their choice (and must meet all the Edge&rsquo;s Requirements).<\/td>\n<\/tr>\n<tr style=\"height: 51px;\">\n<td style=\"width: 5.1796%; height: 51px;\">3<\/td>\n<td style=\"height: 51px;\"><span class=\"lead-bold\">Additional Action (1): <\/span> The being has additional appendages, enhanced reflexes, or exceptional eye-hand coordination. He may ignore 2 points of @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} penalties each turn.<\/td>\n<\/tr>\n<tr style=\"height: 68px;\">\n<td style=\"width: 5.1796%; height: 68px;\">1\/2<\/td>\n<td style=\"height: 68px;\"><span class=\"lead-bold\">Aquatic\/Semi-Aquatic (1): <\/span> For one point the character is semi-aquatic and can hold his breath for 15 minutes before checking for drowning. For two, he&rsquo;s native to the water. He cannot drown in oxygenated liquid and moves his full Pace when swimming (see <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}<\/strong>).<\/td>\n<\/tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">1<\/td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">Armor (3): <\/span> The species has a thick hide or is encrusted in solid material like scaly plating or even rock. This grants @Compendium[swade-core-rules.swade-rules.Armor]{Armure} +2 each time it&rsquo;s taken.<\/td>\n<\/tr>\n<tr style=\"height: 68px;\">\n<td style=\"width: 5.1796%; height: 68px;\">2<\/td>\n<td style=\"height: 68px;\"><span class=\"lead-bold\">Attribute Increase (U): <\/span> During character creation, the species increases a particular @Compendium[swade-core-rules.swade-rules.Traits]{attribute} (Agilité, Intellect, Âme, Strength, or Vigueur) one die type. This increases the Trait's maximum by one as well.<\/td>\n<\/tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">1<\/td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">Bite (1): <\/span> The race has fangs that cause Strength+d4 damage. See <strong>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}<\/strong> for more information.<\/td>\n<\/tr>\n<tr style=\"height: 102px;\">\n<td style=\"width: 5.1796%; height: 102px;\">1<\/td>\n<td style=\"height: 102px;\"><span class=\"lead-bold\">Burrowing (1): <\/span> The species can burrow into loose earth and move through it at half normal Pace (he cannot run). He cannot normally be attacked while burrowing, and can attempt to surprise opponents who didn&rsquo;t see him coming by making an opposed @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} vs. @Compendium[swade-core-rules.swade-skills.Notice]{Perception} roll. If successful, the burrower adds +2 to his attack and damage rolls that round, or +4 with a raise (he has <strong>@Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}<\/strong>).<\/td>\n<\/tr>\n<tr style=\"height: 68px;\">\n<td style=\"width: 5.1796%; height: 68px;\">2\/3\/4<\/td>\n<td style=\"height: 68px;\"><span class=\"lead-bold\">Claws (1): <\/span> The race has claws that cause Str+d4 damage. One more point may be spent to increase their damage to Strength+d6, and\/or another to add @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2. See <strong>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}<\/strong>.<\/td>\n<\/tr>\n<tr style=\"height: 170px;\">\n<td style=\"width: 5.1796%; height: 170px;\">8<\/td>\n<td style=\"height: 170px;\"><span class=\"lead-bold\">Construct (1): <\/span> Constructs are artificial beings made of inorganic material. They add +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore one level of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound modifiers}, don&rsquo;t breathe, and are immune to disease and poison. @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} must be mended via the @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} skill. Each attempt takes one hour per current @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} level and ignores the @Compendium[swade-core-rules.swade-rules.Healing]{\"The Golden Hour\"}. Many Constructs have the Dependency Negative Racial Ability (reflecting their need for a power source).<\/td>\n<\/tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">2<\/td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">Doesn't Breathe (1): <\/span> The species does not breathe. Individuals aren&rsquo;t affected by inhaled @Compendium[swade-core-rules.swade-rules.Poison]{toxins}, can&rsquo;t @Compendium[swade-core-rules.swade-rules.Drowning]{drown}, and don&rsquo;t suffocate in a vacuum. (They may still freeze, however.)<\/td>\n<\/tr>\n<tr style=\"height: 51px;\">\n<td style=\"width: 5.1796%; height: 51px;\">2+X<\/td>\n<td style=\"height: 51px;\"><span class=\"lead-bold\">Edge (U): <\/span> All members of this race have the same innate @Compendium[swade-core-rules.swade-rules.Edges]{Atout} chosen from those available in the setting. Unlike Adaptable, this ability ignores Requirements except other @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}. Each @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} beyond Novice costs an additional point to a maximum of Heroic Rank (5).<\/td>\n<\/tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">1<\/td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">Environmental Resistance (U): <\/span> The species receives a +4 bonus to resist a single negative environmental effect, such as @Compendium[swade-core-rules.swade-rules.Heat]{heat}, @Compendium[swade-core-rules.swade-rules.Cold]{cold}, lack of air, @Compendium[swade-core-rules.swade-rules.Radiation]{radiation}, etc. Damage from that source is also reduced by 4.<\/td>\n<\/tr>\n<tr style=\"height: 68px;\">\n<td style=\"width: 5.1796%; height: 68px;\">2\/4\/6<\/td>\n<td style=\"height: 68px;\"><span class=\"lead-bold\">Flight (1): <\/span> The species can fly at @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 6 (or 12 for 4 points) and &ldquo;run&rdquo; for extra movement as usual. For 6 points, the being can fly at 24 and may &ldquo;run&rdquo; for 2d6&Prime; of additional movement. Maneuvering uses the @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} skill. Racial flight presumes some kind of wings which can be targeted or fouled (a <strong>@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound or Entangled}<\/strong> character cannot fly).<\/td>\n<\/tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 5.1796%; height: 17px;\">2<\/td>\n<td style=\"height: 17px;\"><span class=\"lead-bold\">Hardy (1):<\/span> A second @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result in combat does not cause a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}.<\/td>\n<\/tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">1\/2<\/td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">Horns (1): <\/span> The being has a horn or horns that cause Str+d4 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts} (or Str+d6 for 2 points). See <strong>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}<\/strong> for more information.<\/td>\n<\/tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">1<\/td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">Immune to Poison or Disease (2): <\/span> The species is immune to @Compendium[swade-core-rules.swade-rules.Poison]{poison} or @Compendium[swade-core-rules.swade-rules.Disease]{disease} (your choice). It may be taken twice for both effects.<\/td>\n<\/tr>\n<tr style=\"height: 33px;\">\n<td style=\"width: 5.1796%; height: 33px;\">1<\/td>\n<td style=\"height: 33px;\"><span class=\"lead-bold\">Infravision (1): <\/span> The creature &ldquo;sees&rdquo; heat, either through eyes or other sensory organs. This halves @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} penalties when attacking warm targets (including @Compendium[swade-core-rules.swade-rules.Powers]{invisible} beings).<\/td>\n<\/tr>\n<tr style=\"height: 51px;\">\n<td style=\"width: 5.1796%; height: 51px;\">2<\/td>\n<td style=\"height: 51px;\"><span class=\"lead-bold\">Leaper (1): <\/span> The character can jump twice as far as listed under <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}<\/strong>. In addition, he adds +4 to damage when leaping as part of a @Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack} instead of the usual +2 (unless in a closed or confined space where he cannot leap horizontally or vertically&mdash;GM&rsquo;s call).<\/td>\n<\/tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 5.1796%; height: 17px;\">1<\/td>\n<td style=\"height: 17px;\"><span class=\"lead-bold\">Low Light Vision (1): <\/span> The being ignores penalties for Dim or Dark @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} (but not Pitch Darkness).<\/td>\n<\/tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">1<\/td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">No Vital Organs (1): <\/span> These species have hidden, extremely tough, or redundant vital organs. @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} do no extra damage against them.<\/td>\n<\/tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 5.1796%; height: 17px;\">2<\/td>\n<td style=\"height: 17px;\"><span class=\"lead-bold\">Pace (2): <\/span> The character&rsquo;s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is increased by +2 and his running die is increased a die type.<\/td>\n<\/tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">1<\/td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">Parry (3): <\/span> The creature&rsquo;s natural @Compendium[swade-core-rules.swade-rules.Characters]{Parade} is increased by +1. This may be due to a prehensile tail, extra limbs, enhanced reflexes, or even latent psi-sense.<\/td>\n<\/tr>\n<tr style=\"height: 68px;\">\n<td style=\"width: 5.1796%; height: 68px;\">1\/3<\/td>\n<td style=\"height: 68px;\"><span class=\"lead-bold\">Poisonous Touch (1): <\/span> With a successful @Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch Attack}, bite, or claw, the victim must roll @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} or suffer the effects of @Compendium[swade-core-rules.swade-rules.Poison]{Mild Poison}. For 3 points the poison can be upgraded to Knockout, Lethal, or Paralyzing instead, but each use causes the hero @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. The character may always choose whether or not to use her poison touch.<\/td>\n<\/tr>\n<tr style=\"height: 68px;\">\n<td style=\"width: 5.1796%; height: 68px;\">2\/1<\/td>\n<td style=\"height: 68px;\"><span class=\"lead-bold\">Power (U): <\/span> The race has an innate ability that functions like a @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir}. For 2 points, she has @Compendium[swade-core-rules.swade-rules.Arcane Background (Gifted)]{Arcane Background (Gifted)} and a power that reflects her unusual ability. Each time this is taken after the first costs 1 point and grants another power. It does <em>not<\/em> increase her Power Points&mdash;use the @Compendium[swade-core-rules.swade-edges.Power Points]{PP} edge for that.<\/td>\n<\/tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 5.1796%; height: 17px;\">1<\/td>\n<td style=\"height: 17px;\"><span class=\"lead-bold\">Reach (3): <\/span> Long limbs, tentacles, etc. grant the creature @Compendium[swade-core-rules.swade-rules.Reach]{Reach} +1 (add +1 each time it&rsquo;s taken after the first).<\/td>\n<\/tr>\n<tr style=\"height: 68px;\">\n<td style=\"width: 5.1796%; height: 68px;\">2\/3<\/td>\n<td style=\"height: 68px;\"><span class=\"lead-bold\">Regeneration (1): <\/span> The being heals damage quickly. She may make a @Compendium[swade-core-rules.swade-rules.Healing]{natural healing} roll once per day (rather than every five days). For 3 points, @Compendium[swade-core-rules.swade-rules.Damage Effects]{permanent injuries} may be recovered once all other @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} are regenerated. Treat each injury as an additional @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} for purposes of recovery (the being may try once per week).<\/td>\n<\/tr>\n<tr style=\"height: 51px;\">\n<td style=\"width: 5.1796%; height: 51px;\">1<\/td>\n<td style=\"height: 51px;\"><span class=\"lead-bold\">Size +1 (3): <\/span> The creature is larger than normal. Each point of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} adds directly to Toughness and increases maximum Strength one step. Large species may have difficulty using equipment designed for more traditional humanoids. See Size and Scale and the @Compendium[swade-core-rules.swade-rules.Size Table]{Size Table}.<\/td>\n<\/tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">1\/2<\/td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">Skill (1\/skill): <\/span> The character starts with a d4 in a @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} inherent to her race. For 2 points (or 1 if already a core skill), it starts at d6 and the skill&rsquo;s maximum increases to d12+1.<\/td>\n<\/tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">1\/2<\/td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">Skill Bonus (1\/skill): <\/span> Biological factors give the race a +1\/+2 bonus when using a particular @Compendium[swade-core-rules.swade-rules.Traits]{Compétence}. A race that emits pheromones, for example, might have a +1 bonus to @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}.<\/td>\n<\/tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">1<\/td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">Sleep Reduction (2): <\/span> The being needs half the normal amount of @Compendium[swade-core-rules.swade-rules.Sleep]{sleep} as humans. If taken a second time, the being never sleeps.<\/td>\n<\/tr>\n<tr style=\"height: 51px;\">\n<td style=\"width: 5.1796%; height: 51px;\">2+X<\/td>\n<td style=\"height: 51px;\"><span class=\"lead-bold\">Super Powers (1): <\/span> The race has truly extraordinary abilities taken from the <em>Savage Worlds Super Powers Companion<\/em>. The cost is 2&mdash;for Arcane Background (Super Powers)&mdash;plus the actual cost of the power selected (X). Make sure you have the GM&rsquo;s permission before taking this powerful ability.<\/td>\n<\/tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">1<\/td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">Toughness (3): <\/span> The character has hardened skin, scales, or extremely dense tissue that increases his base @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} by +1.<\/td>\n<\/tr>\n<tr style=\"height: 17px;\">\n<td style=\"width: 5.1796%; height: 17px;\">1<\/td>\n<td style=\"height: 17px;\"><span class=\"lead-bold\">Wall Walker (1): <\/span> The species may walk on vertical surfaces normally, or inverted surfaces at half @Compendium[swade-core-rules.swade-rules.Movement]{Allure}.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<br \/><br \/>\n<table class=\"table value-table\" style=\"height: 878px; width: 99.1477%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Negative Racial Abilities<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\" style=\"height: 16px;\">\n<th class=\"table-column-header\" style=\"height: 16px; width: 5.01433%;\" scope=\"col\">Value<\/th>\n<th class=\"table-column-header\" style=\"height: 16px; width: 94.5559%;\" scope=\"col\">Ability<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr style=\"height: 50px;\">\n<td style=\"height: 50px; width: 5.01433%;\">-2\/-3<\/td>\n<td><span class=\"lead-bold\">Attribute Penalty (Once per Attribute): <\/span> One @Compendium[swade-core-rules.swade-rules.Traits]{attribute} (but not its linked skills) suffers a &ndash;1 penalty. For 3 points, it suffers a &ndash;2 penalty. If @Compendium[swade-core-rules.swade-rules.Traits]{Force}, this applies to damage as well.<\/td>\n<\/tr>\n<tr style=\"height: 67px;\">\n<td style=\"height: 67px; width: 5.01433%;\">-2<\/td>\n<td><span class=\"lead-bold\">Big (1): <\/span> The race is particularly large in a world where most others aren&rsquo;t. He subtracts 2 from @Compendium[swade-core-rules.swade-rules.Traits]{Trait} rolls when using equipment that wasn&rsquo;t specifically designed for his race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price.<\/td>\n<\/tr>\n<tr style=\"height: 84px;\">\n<td style=\"height: 84px; width: 5.01433%;\">-1<\/td>\n<td><span class=\"lead-bold\">Cannot Speak (1): <\/span> The race has no vocal cords or cannot form the sounds made by most other races. He can communicate with members of his own race naturally (through song, pheromones, body language, etc.). Other races can&rsquo;t speak his &ldquo;language&rdquo; but may learn to understand him if they take the proper @Compendium[swade-core-rules.swade-skills.Language]{Language} skill. The species <em>can<\/em> hear and understand other typical languages and may communicate via electronic devices or the like.<\/td>\n<\/tr>\n<tr style=\"height: 118px;\">\n<td style=\"height: 118px; width: 5.01433%;\">-2<\/td>\n<td><span class=\"lead-bold\">Dependency (1): <\/span> The race must consume or have contact with some sort of relatively common substance for an hour out of every 24. Creatures from water-based worlds, for example, might need to immerse themselves in water; plant people might need sunlight. Without the required contact, a character becomes @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigued} each day until @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.<\/td>\n<\/tr>\n<tr style=\"height: 67px;\">\n<td style=\"height: 67px; width: 5.01433%;\">-1<\/td>\n<td><span class=\"lead-bold\">Environmental Weakness (U): <\/span> The race suffers a &ndash;4 penalty to resist a particular environmental effect, such as @Compendium[swade-core-rules.swade-rules.Heat]{heat}, @Compendium[swade-core-rules.swade-rules.Cold]{cold}, etc. If the being suffers an attack based on that form, the penalty acts as a bonus to @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts}.<\/td>\n<\/tr>\n<tr style=\"height: 33px;\">\n<td style=\"height: 33px; width: 5.01433%;\">-1<\/td>\n<td><span class=\"lead-bold\">Frail (2): <\/span> The creature is less durable than most. Reduce its @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} by 1.<\/td>\n<\/tr>\n<tr style=\"height: 67px;\">\n<td style=\"height: 67px; width: 5.01433%;\">-1\/-2<\/td>\n<td><span class=\"lead-bold\">Hindrance (U): <\/span> The race has an inherent Minor @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} for 1 point, or a Major Hindrance for 2. This doesn&rsquo;t affect the ability to choose other Hindrances during character creation.<\/td>\n<\/tr>\n<tr style=\"height: 33px;\">\n<td style=\"height: 33px; width: 5.01433%;\">-1<\/td>\n<td><span class=\"lead-bold\">Poor Parry (3): <\/span> These beings are poor melee defenders; &ndash;1 @Compendium[swade-core-rules.swade-rules.Characters]{Parade}.<\/td>\n<\/tr>\n<tr style=\"height: 52px;\">\n<td style=\"height: 52px; width: 5.01433%;\">-1<\/td>\n<td><span class=\"lead-bold\">Racial Enemy (U): <\/span> This species dislikes another species relatively common to the setting. They suffer a &ndash;2 penalty to @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls when dealing with their rivals and may become hostile with little provocation. This may only be taken once per race.<\/td>\n<\/tr>\n<tr style=\"height: 50px;\">\n<td style=\"height: 50px; width: 5.01433%;\">-1<\/td>\n<td><span class=\"lead-bold\">Reduced Core Skills (5): <\/span> This race starts with one less @Compendium[swade-core-rules.swade-rules.Traits]{core skill}. The skill may be gained normally but does not start at a d4. This may be taken once per core skill affected.<\/td>\n<\/tr>\n<tr style=\"height: 105px;\">\n<td style=\"height: 105px; width: 5.01433%;\">-1\/-2<\/td>\n<td><span class=\"lead-bold\">Reduced Pace (1): <\/span> For &ndash;1 point, reduce @Compendium[swade-core-rules.swade-rules.Movement]{Allure} by 1 and the running die a die type (d4 is reduced to d4&ndash;1). For &ndash;2 points, reduce Pace another 2 points and subtract 2 from @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} and rolls to resist @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} where movement and mobility are integral to the challenge (GM&rsquo;s call).<\/td>\n<\/tr>\n<tr style=\"height: 50px;\">\n<td style=\"height: 50px; width: 5.01433%;\">-1<\/td>\n<td><span class=\"lead-bold\">Size -1(1): <\/span> The entity is smaller than average, reducing its @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} and @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} by 1 (see the <strong>@Compendium[swade-core-rules.swade-rules.Size Table]{Size Table}<\/strong>).<\/td>\n<\/tr>\n<tr style=\"height: 86px;\">\n<td style=\"height: 86px; width: 5.01433%;\">-1\/-2<\/td>\n<td><span class=\"lead-bold\">Skill Penalty (Once per Skill): <\/span> The race suffers a &ndash;1 penalty to a very commonly used skill such as @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, or even @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} in a game focused on airplanes (the GM decides based on her campaign). If the skill is less common or only comes up in certain situations, the penalty is &minus;2. For 2 points, the penalty is &minus;2\/&minus;4 instead.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<br \/>\n<div class=\"graph-half\">\n<h2>@Compendium[swade-core-rules.swade-rules.Celestials and Gaurdians]{Celestials &amp; Guardians}<\/h2>\n<p>Emily is creating an &ldquo;End of Days&rdquo; campaign&mdash;angels and their champions battle demonic forces on a ravaged planet Earth. She decides all player characters are either celestials (angels) or guardians (humans), and will have +4 points of racial abilities instead of the usual +2.<\/p>\n<p>Emily wants to make her angels fairly iconic. They&rsquo;re tough, have wings, and call forth miracles. She gives them @Compendium[swade-core-rules.swade-skills.Faith]{Foi} at d6 (2 points), Flight (4), and @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{Arcane Background (Miracles)} (2 points for the @Compendium[swade-core-rules.swade-rules.Edges]{Atout}). That&rsquo;s 8 points and she needs to get down to +4, so she needs 4 points of negative racial abilities. Celestials are responsible for the meek and must fight the legions of Hell, so she gives them a @Compendium[swade-core-rules.swade-hindrances.Vow]{Serment} (Major&mdash;Protect humanity) for &minus;2 points and Racial Enemy (Demons &amp; Devils) for &minus;1 point. She finishes with @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{All Thumbs} for &minus;1, Emily figures angels don&rsquo;t really get technology.<\/p>\n<p>Emily&rsquo;s guardians are human champions who fight the &ldquo;Infernals.&rdquo; These are @Compendium[swade-core-rules.swade-rules.Humans]{humans}, so she starts with Adaptable (2 points). They&rsquo;re also hardened survivors of the End Times, so they also get Attribute Increase (@Compendium[swade-core-rules.swade-rules.Traits]{Vigueur}) for another two points. Emily then gives them the @Compendium[swade-core-rules.swade-edges.Champion]{Champion} Edge (2 points) since they serve the celestials, and the same @Compendium[swade-core-rules.swade-hindrances.Vow]{Serment} (Major&mdash;Protect humanity) for &minus;2 points to balance everything back to +4.<\/p>\n<\/div>\n<\/div>\n<\/div>",
"name": "Making Races"
},
"Hindrances": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Handicaps<\/h1>\n<\/div>\n<div>\n<p>Les Handicaps représentent les défauts qui compliquent parfois la vie de votre personnage.<\/p>\n<p>Certains Handicaps ont des effets directs en jeu alors que dautres sont plus ou moins subjectifs et liés à linterprétation. Ils vous aident à développer le caractère de votre personnage et devraient vous mettre à loccasion dans des situations délicates, vous incitant à agir de manière peu intelligente, peu efficace voire même à lencontre des intérêts du groupe. Cest tout le sel des jeux de rôle, et le MJ pourrait vous récompenser avec des @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} lorsque vos Handicaps vous créent des problèmes à vous ou à votre groupe.<\/p>\n<\/div>\n<img class=\"figure table-figure\" src=\"modules\/swade-core-rules\/assets\/art\/Gabe.webp\" alt=\"Gabe Nate joue toujours « Gabe », un grand costaud loin dêtre bête, pas avenant pour un sou mais avec un cœur dor. Dans les univers modernes ou futuristes, il est technicien ou mécano, et chevalier ou guerrier dans ceux de fantasy.\" \/>\n<figure class=\"figure table-figure\">\n<figcaption class=\"figure-heading\">RÉSUMÉ DES HANDICAPS<\/figcaption>\n<table class=\"table summary-table\">\n<tbody>\n<tr>\nHANDICAP<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Elderly]{Âgé} (Majeur) : @Compendium[swade-core-rules.swade-rules.Movement]{Allure}, course (min. 1), @Compendium[swade-core-rules.swade-rules.Traits]{Agilité, Force, et Vigueur} -1. +5 points de Compétence liée à Intellect.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Anemic]{Anémique} (Mineur) : @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} -2 pour résister à la @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Arrogant]{Arrogant} (Majeur) : aime dominer son opposant, confronte ladversaire le plus puissant au combat.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-powers.Blind]{Aveugle} (Majeur) : action utilisant la vue -6 ; +1 Atout gratuit pour compenser.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Big Mouth]{Bavard} (Mineur) : incapable de garder un secret, sème constamment des informations privées.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Quirk]{Bizarrerie} (Mineur) : possède des travers mineurs mais persistants importunant souvent les autres.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.One Eye]{Borgne} (Majeur) : action utilisant la vue -2 si à plus de 5 cases (10 m).<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Delusional]{Chimère} (Mineur ou Majeur) : croit en des choses étranges lui causant des ennuis occasionnels ou fréquents.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Code of Honor]{Code dHonneur} (Majeur) : tient parole et agit comme un gentleman.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Yellow]{Couard} (Majeur) : Terreur et résister à @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} -2.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Greedy]{Cupide} (Mineur ou Majeur) : obsédé par la richesse et les possessions matérielles.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Curious]{Curieux} (Majeur) : veut tout savoir sur tout.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Tongue-Tied]{Défaut délocution} (Majeur) : @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, Performance, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, et @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} -1 si utilise la parole.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Shamed]{Déshonoré} (Mineur ou Majeur) : hanté par un évènement tragique de son passé.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.All Thumbs]{Deux mains gauches (Mineur)}:<\/span> : utiliser un appareil mécanique ou électronique -2, hors service si Échec critique.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Hard of Hearing]{Dur dOreille} (Mineur ou Majeur) : @Compendium[swade-core-rules.swade-skills.Notice]{Perception} utilisant louïe -4, Échec automatique si sourd.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Enemy]{Ennemi} (Mineur ou Majeur) : possède une némésis récurrente.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Outsider]{Étranger} (Mineur ou Majeur) : mal vu et @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} -2 sauf semblables ; sans statut légal si Majeur.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Small]{Frêle} (Mineur) : @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} -1 (min. -1) et Résistance -1.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Young]{Gamin} (Mineur ou Majeur) : si Mineur 4 points dAttribut, 10 de Compétence, +1 Jeton par session ; si Majeur 3 points dAttribut, 10 de Compétence, +2 @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} par session, Handicap Frêle.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Heroic]{Héroïque} (Majeur) : aide toujours ceux dans le besoin.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Hesitant]{Hésitant} (Mineur) : tire 2 cartes daction et conserve la plus basse sauf si joker. Vif et Tête froide interdits.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Clueless]{Ignorant} (Majeur) : Culture générale et @Compendium[swade-core-rules.swade-skills.Notice]{Perception} -1.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Illiterate]{Illettré} (Mineur) : ne sait ni lire ni écrire.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Ruthless]{Impitoyable} (Mineur ou Majeur) : fait nimporte quoi pour parvenir à ses fins ; si Majeur nhésite pas à faire couler le sang.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Impulsive]{Impulsif} (Majeur) : fonce sans réfléchir.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Jealous]{Jaloux} (Mineur ou Majeur) : convoite le bien ou la position des autres.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Slow]{Lent} (Mineur ou Majeur) : si Mineur @Compendium[swade-core-rules.swade-rules.Movement]{Allure} -1, dé de course -1 cran (d4 devient d4 - 1) ; si Majeur @Compendium[swade-core-rules.swade-rules.Movement]{Allure}, @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} ou résister à @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} -2, dé de course -1 cran (d4 devient d4 - 1). @Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Véloce} interdit. <\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Clumsy]{Lourdaud} (Majeur) : Athlétisme et Discrétion -2. <\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Loyal]{Loyal} (Mineur) : loyal envers ses amis et ses alliés.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Bad Luck]{Malchanceux} (Majeur) : -1 Jeton par session. Chanceux interdit.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.One Arm]{Manchot} (Majeur) : action utilisant deux bras (tel @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}) -4.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Habit]{Mauvaise habitude} (Mineur ou Majeur) : accro à quelque chose, subit de la Fatigue si en manque.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Can't Swim]{Mauvais nageur} (Mineur) : @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (natation) -2, @Compendium[swade-core-rules.swade-rules.Movement]{nage} coûte cases ×3.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Ugly]{Moche} (Mineur ou Majeur) : @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} -1 ou -2.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Mute]{Muet} (Majeur) : ne peut pas parler.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Bad Eyes]{Myope} (Mineur ou Majeur) : action utilisant la vue -1 ou -2, malus annulé par lunettes (50 % de chance dêtre brisées si trauma).<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Obese]{Obèse} (Mineur) : @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} (max. 3) et Résistance +1, @Compendium[swade-core-rules.swade-rules.Movement]{Allure} -1, dé de course (min. d4) et Force (pour calcul Force min. sauf arme) -1 cran. <\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Obligation]{Obligations} (Mineur ou Majeur) : obligations hebdomadaires de 20 ou 40 + heures.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Driven]{Obsession} (Mineur ou Majeur) : un but ou une croyance oriente fortement ses décisions.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Pacifist]{Pacifiste} (Mineur ou Majeur) : ne se bat que pour se défendre ou ne combat jamais.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Phobia]{Phobie} (Mineur ou Majeur) : action -1 ou -2 en présence de lobjet de sa phobie.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Poverty]{Poches percées} (Mineur) : fonds de départ \/2, dépense ses économies.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Overconfident]{Présomptueux} (Majeur) : croit quil peut tout faire.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Cautious]{Prudent} (Mineur) : extrêmement prudent.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Vengeful]{Rancunier} (Mineur ou Majeur) : se venge de toute offense ; violent si Majeur.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Wanted]{Recherché} (Mineur ou Majeur) : recherché par les autorités.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Death Wish]{Rien à perdre} (Mineur) : prêt à risquer sa vie pour atteindre son objectif.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Mean]{Sale caractère} (Mineur) : @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} -1.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Bloodthirsty]{Sanguinaire} (Majeur) : ne fait pas de prisonnier.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Doubting Thomas]{Sceptique} (Mineur) : ne croit pas au surnaturel et sexpose ainsi à des risques.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Secret]{Secret} (Mineur ou Majeur) : possède un sombre secret gênant ou dangereux.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Vow]{Serment} (Mineur ou Majeur) : adhère à une cause.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Thin Skinned]{Susceptible} (Mineur ou Majeur) : résister à Provocation -2 ou -4.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Suspicious]{Suspicieux} (Mineur ou Majeur) : paranoïaque ; si Majeur, malus -2 pour le @Compendium[swade-core-rules.swade-rules.Support]{soutenir}.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Stubborn]{Têtu} (Mineur) : veut toujours avoir raison et nadmet jamais ses erreurs.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Mild Mannered]{Timoré} (Mineur) : @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} -2.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/figure>\n<\/div>",
"name": "Handicaps"
},
"Traits": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Traits<\/h1>\n<\/div>\n<div>\n<p>Les personnages sont définis par leurs Traits : les Attributs et les Compétences, qui sont évalués par un type de dé. Un d6 est moyen alors que des types de dé supérieurs reflètent de meilleures capacités.<\/p>\n<p><strong>Attributs<\/strong> Les Attributs sont des capacités passives ou innées auxquelles on fait appel pour résister à des effets comme la peur ou des attaques surnaturelles. Les Compétences sont utilisées pour réaliser des actions ou affecter les autres.<\/p>\n<p>Telles sont les différences fondamentales entre ces deux concepts, à quelques exceptions près.<\/p>\n<h2>Attributs<\/h2>\n<p>ALes Attributs ninfluent pas directement sur les jets de Compétence. <em>Savage Worlds<\/em> considère que les connaissances et lentraînement, ainsi que le contexte, sont prépondérants. Un Attribut élevé permet daméliorer plus rapidement une Compétence et donne accès à des Atouts qui vont grandement différencier deux personnages à Compétence égale.<\/p>\n<p>Chaque personnage commence le jeu avec un d4 dans chacun des cinq Attributs :<\/p>\n<p><strong>Agilité<\/strong> représente la souplesse, la dextérité et la coordination dun personnage.<\/p>\n<p>L'<strong>Intellect<\/strong> représente lintelligence brute dun personnage, sa capacité de réflexion et sa vivacité desprit. Il est utilisé pour résister à certains types dattaques mentales et sociales.<\/p>\n<p><strong>Âme<\/strong> représente la confiance en soi et la volonté du personnage. Elle est souvent utilisée pour résister aux attaques sociales ou surnaturelles, ainsi quà la Terreur.<\/p>\n<p><strong>Force<\/strong> représente la puissance et la condition physique générale. Elle sert également à déterminer les dégâts dun personnage en combat au corps-à-corps et ce quil peut porter.<\/p>\n<p><strong>Vigueur<\/strong> représente lendurance, la résistance aux maladies, poisons et toxines et le niveau de dégâts physiques quun héros peut supporter avant de sécrouler. Elle est utilisé également pour résister à la Fatigue et sert de base à la caractéristique dérivée appelée Résistance.<\/p>\n<h3>UTILISER LES ATTRIBUTS<\/h3>\n<p>Les Attributs sont utilisés entre autres dans les cas suivants :<\/p>\n<ul>\n<li>déterminer le coût de laugmentation dune Compétence lors dune<strong> @Compendium[swade-core-rules.swade-rules.Advancement]{Progression}<\/strong><\/li>\n<li>limiter laccès aux <strong>@Compendium[swade-core-rules.swade-rules.Edges]{Atouts}<\/strong><\/li>\n<li>calculer les @Compendium[swade-core-rules.swade-rules.Characters]{caractéristiques dérivées} comme la Résistance ou les dégâts au corps-à-corps,<\/li>\n<li>résister aux effets de l'@Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade} de certains sorts et @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}, ou encore aux attaques sociales comme la@Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} ou l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.<\/li>\n<\/ul>\n<h2>COMPÉTENCES<\/h2>\n<p>Les héros disposent de 12 points pour acheter des Compétences lors de la création de personnage. Une Compétence inférieure à son Attribut lié (noté entre parenthèse après son nom) est moins chère à augmenter quune Compétence égale ou supérieure. Voir p. 10 pour la<strong>@Compendium[swade-core-rules.swade-rules.Character Creation Summary]{Creation de personnage}<\/strong> et les <strong>@Compendium[swade-core-rules.swade-rules.Advancement]{Progressions}.<\/strong><\/p>\n<p>Les Compétences de base sont signalées par une<span class=\"red-text\">étoile rouge<\/span>, et commencent à d4 pour tous les @Compendium[swade-core-rules.swade-rules.Trait Rolls]{personnages joueurs}.<\/p>\n<p>Un personnage peut tenter une action sans posséder la Compétence, mais les choses seront naturellement plus difficiles (voir<strong> @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Compétences par défaut}<\/strong>.<\/p>\n<h2>ÉVOLUTION DES COMPÉTENCES DANS CETTE ÉDITION<\/h2>\n<p>Voici un aperçu des plus importants changements concernant les Compétences dans cette édition de <cite>Savage Worlds<\/cite><\/p>\n<h3>COMPÉTENCES DE BASE<\/h3>\n<p>Chaque héros commence avec d4 dans quelques capacités de base : Athlétisme, Culture générale, Discrétion, Perception et Persuasion. Un d4 ne veut pas dire quil est bon dans ces domaines, simplement quil en a quelque expérience.<\/p>\n<p><strong>PRINCIPAUX CHANGEMENTS :<\/strong><\/p>\n<ul>\n<li><span class=\"red-text\">Le Charisme<\/span> a été supprimé.<\/li>\n<li><span class=\"red-text\">Escalade<\/span> fait désormais partie @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}<\/li>\n<li>@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} est désormais une Compétence et non plus un jet dIntellect.<\/li>\n<li><span class=\"red-text\">Investigation<\/span> is now @Compendium[swade-core-rules.swade-skills.Research]{Research} to make its meaning and usage more clear.<\/li>\n<li>@Compendium[swade-core-rules.swade-skills.Focus]{Focus} est une nouvelle Compétence utilisée pour lAtout @Compendium[swade-core-rules.swade-rules.Arcane Background (Gifted)]{Arcanes (Don)}<\/li>\n<li><span class=\"red-text\">Connaissances<\/span> a été séparée en plusieurs Compétences utilisées dans la plupart des univers : <span class=\"red-text\">@Compendium[swade-core-rules.swade-skills.Academics]{Éducation}, @Compendium[swade-core-rules.swade-skills.Battle]{Stratégie}, @Compendium[swade-core-rules.swade-skills.Electronics]{Electronique}, @Compendium[swade-core-rules.swade-skills.Hacking]{Informatique}, @Compendium[swade-core-rules.swade-skills.Language]{Langues}, @Compendium[swade-core-rules.swade-skills.Occult]{Occultisme},<\/span> and @Compendium[swade-core-rules.swade-skills.Science]{Science}<\/li>\n<li><span class=\"red-text\">Crochetage<\/span> fait désormais partie de @Compendium[swade-core-rules.swade-skills.Thievery]{Subterfuge}, qui permet de gérer également le pickpocket, lescamotage, louverture de coffres et tout autre truc de voleurs.<\/li>\n<li>@Compendium[swade-core-rules.swade-skills.Performance]{Performance} est une nouvelle Compétence.<\/li>\n<li>@Compendium[swade-core-rules.swade-skills.Repair]{Réparation} est mieux définie et son utilisation mieux encadrée.<\/li>\n<li><span class=\"red-text\">Réseaux<\/span> est devenu un @Compendium[swade-core-rules.swade-rules.Edges]{Atout}<\/li>\n<li><span class=\"red-text\">Natation<\/span> fait partie d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}<\/li>\n<li><span class=\"red-text\">Lancer<\/span> est aussi dans @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}<\/li>\n<li><span class=\"red-text\">Pistage<\/span> fait désormais partie de @Compendium[swade-core-rules.swade-skills.Survival]{Survie}<\/li>\n<\/ul>\n<h2>CRÉER DE NOUVELLES COMPÉTENCES<\/h2>\n<p>Les MJ peuvent créer de nouvelles Compétences quils pensent adaptées à leur univers. Les cas dapplication doivent être clairement définis. Par exemple, si naviguer parmi les étoiles est un aspect important de votre campagne de type romance planétaire et que vous ne pensez pas que la Compétence Électronique soit suffisante pour représenter lutilisation des systèmes de navigation, nhésitez pas à créer une Compétence Astrogation.<\/p>\n<p>ropres Compétences (avec laccord du MJ). Il est probable que ces dernières ne serviront pas très souvent dans une campagne à moins que le joueur en trouve des applications créatives.<\/p>\n<p class=\"embedded-example\"><strong>Exemple :<\/strong> dans une campagne de<em> Deadlands: Hell on Earth<\/em>, les héros doivent rallier une ville entière à leur cause contre une horde de mutants en approche. Émilie dispose dune Compétence de sa création, Journalisme. Elle décide de lutiliser en écrivant un article plein démotion et le fait imprimer de telle manière que chaque habitant de la colonie puisse le lire. Elle obtient une Prouesse sur son jet et le MJ décide que la ville entière bascule du côté des défenseurs.<\/p>\n<h3>PHILOSOPHIE<\/h3>\n<p>Les nouveaux joueurs se focalisent parfois sur le fait que certaines Compétences ont un large champ dapplication (comme @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} ou @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}&mdash;et souhaiteraient que les autres en fassent de même. Mais lidée générale du système de Compétence est de définir des archétypes de personnages. Un tireur, quil sagisse dun sniper ou dun archer, remplit le même rôle dans un groupe peu importe lunivers, et utilisera la même Compétence : Tir. Inutile par conséquent davoir une Compétence pour les armes à feu et une autre pour les arcs afin de faciliter la définition de ce rôle.<\/p>\n<p>En revanche, des investigateurs auront besoin de Compétences variées pour mener leurs enquêtes : un détective bourru aura besoin de la Compétence @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} pour obtenir des informations dans les rues, un spécialiste mondain utilisera Persuasion, un rat de bibliothèque Recherche, et un geek utilisera @Compendium[swade-core-rules.swade-skills.Hacking]{Informatique}.<\/p>\n<p>En outre, certaines Compétences ne se prêtent pas à être combinées entre elles : vous pouvez choisir de créer une Compétence Véhicules, par exemple, regroupant @Compendium[swade-core-rules.swade-skills.Boating]{Navigation}, @Compendium[swade-core-rules.swade-skills.Driving]{Conduire}, and @Compendium[swade-core-rules.swade-skills.Piloting]{Pilotage}; Mais dans ce cas, toute personne dune époque moderne susceptible de conduire une voiture devrait être capable de piloter un avion. Pensez-y lorsque vous faites des modifications de Compétences pour vos propres campagnes.<\/p>\n<br \/>\n<h2>MODIFICATEURS<\/h2>\n<p>Dans les éditions précédentes de <em>Savage Worlds<\/em> certaines Compétences comme @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} and Pistage (now part of @Compendium[swade-core-rules.swade-skills.Survival]{Survie}). comportaient des tables listant de potentiels modificateurs. Nous avons choisi de supprimer ces tables pour une approche plus abstraite permettant au MJ dévaluer une situation dans son ensemble — qui ne peut être résumée en une table — et à assigner un bonus ou un malus, généralement allant de -4 à +4.<\/p>\n<p>Cela lui permet de prendre en compte lensemble des variables de manière plus globale, en particulier celles qui sont redondantes (comme les malus liés à la pluie et à lobscurité, qui, dans la mesure où ils ne font que limiter la visibilité, ne devraient pas se cumuler) et ainsi de proposer rapidement et simplement un malus ou un bonus sans avoir besoin de consulter une table dans un moment tendu.<\/p>\n<br \/><br \/>\n<h2>FAMILIARISATION<\/h2>\n<p>Il peut savérer dramatiquement approprié de mettre laccent sur le fait quun personnage nest pas dans son élément. Lorsquun héros utilise une Compétence dans un domaine radicalement différent de celui auquel il est habitué (semparer une arme extra-terrestre et faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} le MJ peut appliquer un malus (en général de -2 à -4) au jet de Compétence.<\/p>\n<pQuand appliquer cette règle et pour quel malus dépend des circonstances. Un pistolero peut subir un malus en Tir en utilisant un arc, du moins jusquà ce quil puisse sentraîner un ou deux jours. Un professeur peut subir un malus de -4 à son jet de @Compendium[swade-core-rules.swade-skills.Science]{Science} si son historique stipule quil est un chimiste renommé mais que les recherches quil mène concernent la géologie paléozoïque (cest le bon moment pour récompenser le joueur avec un Jeton pour une bonne interprétation de ce manque de connaissance).<\/p>\n<p>Combien de temps sapplique ce malus dépend bien entendu de la Compétence concernée. Pour les Compétences physiques, les malus disparaîtront généralement après un jour dentraînement. En ce qui concerne les Compétences universitaires, les malus peuvent être annulés si le personnage passe du temps à faire des recherches sur le sujet en ayant accès à du matériel approprié. Un spécialiste de la littérature française ayant eu du temps pour se pencher sur Shakespeare ne devrait pas avoir de malus à son jet d'@Compendium[swade-core-rules.swade-skills.Academics]{Education}.<\/p>\n<p>En résumé, privilégiez lutilisation des malus de familiarité lors de scènes dramatiques ou pour illustrer des différences entre cultures ou niveaux technologiques. Même dans ce genre de cas, tentez de conserver le rythme de la partie.<\/p>\n<br \/><br \/>\n<figure class=\"figure table-figure\">\n<figcaption class=\"figure-heading\">RÉSUMÉ DES TRAITS<\/figcaption>\n<table class=\"table summary-table\">\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Attributs<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td><span class=\"lead-bold\">Agilité:<\/span> souplesse, dextérité et coordination.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">Intellect:<\/span> intelligence brute, capacité de réflexion et vivacité desprit<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">Âme:<\/span> confiance en soi, force intérieure et volonté.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">Force :<\/span> puissance musculaire.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">Vigueur:<\/span> endurance, vitalité et constitution<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<table class=\"table summary-table\">\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">COMPÉTENCES<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Academics]{Education} (Intellect):<\/span> histoire, littérature, sciences sociales, etc.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold core-skill\">@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (Agilité):<\/span> coordination générale, équilibre, escalade, lancer, lutte, natation, saut ou ski.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Battle]{Stratégie} (Intellect):<\/span> stratégie, tactique et compréhension des opérations militaires, utilisée dans le Combat de masse.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Boating]{Navigation} (Agilité):<\/span> diriger un véhicule aquatique.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold core-skill\">@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} (Intellect):<\/span> connaissance générale du monde<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Driving]{Conduite} (Agilité):<\/span> diriger un véhicule terrestre.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} (Intellect):<\/span> utiliser des appareils et systèmes électroniques.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Faith]{Foi} (Âme):<\/span> Compétence darcanes pour @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{Arcanes (Miracles)}.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Fighting]{Combat} (Agilité):<\/span> combat au corps-à-corps armé ou à mains nues.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Focus]{Focus} (Âme):<\/span> Compétence darcanes pour @Compendium[swade-core-rules.swade-rules.Arcane Background (Gifted)]{Arcanes (Don)}.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Gambling]{Jeu} (Intellect):<\/span> savoir jouer et tricher.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Hacking]{Informatique} (Intellect):<\/span> programmer et pirater des systèmes informatiques.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Healing]{Guérison} (Intellect):<\/span> traiter les Blessures, les maladies, les preuves médicales.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} (Âme):<\/span> menacer les autres pour quils fassent ce que lon veut.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Language]{Langues} (Intellect):<\/span> comprendre et parler une langue particulière<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold core-skill\">@Compendium[swade-core-rules.swade-skills.Notice]{Perception} (Intellect):<\/span>vigilance et perception.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Occult]{Occultisme} (Intellect):<\/span> connaissance du surnaturel, de son histoire, de ses créatures, etc.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Performance]{Performance} (Âme):<\/span> chanter, danser, jouer un rôle et autres interprétations en public.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold core-skill\">@Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} (Âme):<\/span> convaincre les autres de faire ce que lon veut.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Piloting]{Pilotage} (Agilité):<\/span> diriger un véhicule aérien ou spatial.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Psionics]{Psionique} (Intellect):<\/span> Compétence darcanes pour @Compendium[swade-core-rules.swade-rules.Arcane Background (Psionics)]{Arcanes (Psioniques)}.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Repair]{Réparation} (Intellect):<\/span> bricoler et réparer des objets mécaniques ou électriques.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Research]{Recherche} (Intellect):<\/span> trouver des informations écrites depuis diverses sources.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Riding]{Équitation} (Agilité):<\/span> chevaucher et contrôler une monture ou un chariot<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Science]{Science} (Intellect):<\/span> connaissances scientifiques (biologie, chimie, géologie, ingénierie, etc.)<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Shooting]{Tir} (Agilité):<\/span> précision avec une arme à distance (non lancée).<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Spellcasting]{Magie} (Intellect):<\/span> Compétence darcanes pour @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{Arcanes (Magie)}.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold core-skill\">@Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} (Agilité):<\/span> se cacher et se déplacer en silence.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Survival]{Survie} (Intellect):<\/span> pister, trouver de leau, de la nourriture ou un abri.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Taunt]{ Provocation} (Intellect):<\/span> insulter ou ridiculiser quelquun lors dune Épreuve (voir Savage Worlds p. 105).<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Thievery]{Subterfuges} (Agilité):<\/span> crochetage, escamotage, désamorçage de piège et autres manipulations.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-skills.Weird Science]{Science étrange} (Intellect):<\/span> Compétence darcanes pour @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{Arcanes (Science étrange)}.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/figure>\n<\/div>\n<\/div>",
"name": "Traits"
},
"Edges": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Atouts<\/h1>\n<\/div>\n<div>\n<p>Vous trouverez ci-dessous une liste d'Atouts adapt&eacute;s &agrave; la plupart des univers de jeux. Vous trouverez d'autres Atouts dans les univers de jeu officiels publi&eacute;s pour <em>Savage Worlds<\/em>.<\/p>\n<p>Les Atouts sont regroup&eacute;s par cat&eacute;gorie pour faciliter la cr&eacute;ation du personnage. Un r&eacute;sum&eacute; est disponible p. 59.<\/p>\n<p>Un Atout ne peut &ecirc;tre choisi qu'une fois sauf indication contraire.<\/p>\n<p><strong class=\"red-text\">Pr&eacute;requies:<\/strong> sous chaque Atout est indiqu&eacute; le <strong>Rang<\/strong> minimim (voir @Compendium[swade-core-rules.swade-rules.Advancement]{Avancement}) pour pouvoir le s&eacute;lectionner, ainsi que d'autres &eacute;ventue ls pr&eacute;requis comme des Attributs, des Comp&eacute;tences ou d'autres Atouts.<\/p>\n<\/div>\n<figure class=\"figure table-figure\">\n<figcaption class=\"figure-heading\">R&eacute;sum&eacute; des Atouts<\/figcaption>\n<table class=\"table summary-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Atouts de Background<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\">Atout<\/th>\n<th class=\"table-column-header\">Pr&eacute;requis<\/th>\n<th class=\"table-column-header\">R&eacute;sum&eacute;<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre}<\/td>\n<td>N, Agi d8<\/td>\n<td>Ignore -2 @Compendium[swade-core-rules.swade-rules.Traits]{Trait} de main non directrice.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Arcanes]{Arcanes}<\/td>\n<td>N<\/td>\n<td>Donne acc&egrave;s &agrave; un domaine d'Arcanes du chapitre 5.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Aristocrat]{Aristocrate}<\/td>\n<td>N<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture g&eacute;n&eacute;rale} et @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} (r&eacute;seautage) +2 parmi les classes sup&eacute;rieures.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Brave]{Brave}<\/td>\n<td>N, &Acirc;me d6<\/td>\n<td>+2 contre la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et -2 sur la table @Compendium[swade-core-rules.swade-macros.Fear Table]{Table de terreur}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Brute]{Brute}<\/td>\n<td>N. For d6, Vig d6<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Athletics]{Athl&eacute;tisme} li&eacute; &agrave; @Compendium[swade-core-rules.swade-rules.Characters]{Force}, peut r&eacute;sister &agrave; @Compendium[swade-core-rules.swade-skills.Athletics]{Athl&eacute;tisme} avec @Compendium[swade-core-rules.swade-rules.Characters]{Force}, @Compendium[swade-core-rules.swade-rules.Range]{Port&eacute;e} +1\/+2\/+4 si lancer.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Luck]{Chanceux}<\/td>\n<td>N<\/td>\n<td>+1 @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} par session.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Great Luck]{Tr&egrave;s chanceux}<\/td>\n<td>N, Chanceux<\/td>\n<td>+2 @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} par session.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Charismatic]{Charismatique}<\/td>\n<td>N, &Acirc;me d8<\/td>\n<td>Relance gratuite en @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Brawny]{Costaud}<\/td>\n<td>N, For d6, Vig d6<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} +1 (max. 3)&nbsp; et donc @Compendium[swade-core-rules.swade-rules.Characters]{R&eacute;sistance}) +1, @Compendium[swade-core-rules.swade-rules.Characters]{Force} pour @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encombrement} et @Compendium[swade-core-rules.swade-rules.Characters]{Force} min.) +1 cran.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Berserk]{Enrag&eacute;}<\/td>\n<td>N<\/td>\n<td>Devient enrag&eacute; si @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken or Wounded} puis @Compendium[swade-core-rules.swade-rules.Trait Rolls]{&Eacute;chec} d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence}: @Compendium[swade-core-rules.swade-rules.Traits]{Force} +1 cran, @Compendium[swade-core-rules.swade-rules.Characters]{R&eacute;sistance} +2, ignore -1 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, attaque au corps &agrave; corps toujours @Compendium[swade-core-rules.swade-rules.Wild Attack]{Attaque totale} et si @Compendium[swade-core-rules.swade-rules.Trait Rolls]{&Eacute;chec critique} en @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, touche autre cible au hasard, action sans concentration ni r&eacute;flexion. 1 niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} apr&egrave;s 5 tours puis 10 tours; se calme apr&egrave;s 10 tours ou si succ&egrave;s @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} -2 (action gratuite optionnelle).<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Fast Healer]{Gu&eacute;rison rapide}<\/td>\n<td>N, Vig d8<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Performance]{Vigueur} (@Compendium[swade-core-rules.swade-rules.Healing]{natural healing}) +2 tous les 3 jours.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Linguist]{Linguiste}<\/td>\n<td>N, Int d6<\/td>\n<td>Connait @Compendium[swade-core-rules.swade-rules.Characters]{Intelleigence} \/2 langues &agrave; d6.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Fame]{Notori&eacute;t&eacute;}<\/td>\n<td>N<\/td>\n<td>+1 Persuasion rolls when recognized (Common Knowledge), double usual fee for Performance.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Famous]{C&eacute;l&eacute;brit&eacute;}<\/td>\n<td>S, Notori&eacute;t&eacute;<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} +2 si reconnu (@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture g&eacute;n&eacute;rale}) et amical, gain @Compendium[swade-core-rules.swade-skills.Performance]{Performance} x5 ou plus.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Elan]{Panache}<\/td>\n<td>N, &Acirc;me d8<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Traits]{Trait} +2 si relanc&eacute; avec un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Arcane Resistance]{R&eacute;sistance aux arcanes}<\/td>\n<td>N, &Acirc;me d8<\/td>\n<td>Inflige -2 en Arcanes et d&eacute;g&acirc;ts quand cibl&eacute; par pouvoir.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Improved Arcane Resistance]{Grande r&eacute;sistance aux arcanes}<\/td>\n<td>N, R&eacute;sistance aux arcanes<\/td>\n<td>Inflige -4 en Arcanes et d&eacute;g&acirc;ts quand cibl&eacute; par pouvoir.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Rich]{Riche}<\/td>\n<td>N<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Characters]{Fonds de d&eacute;part} x3, revenu annuel 150 000 $.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Filthy Rich]{Tr&egrave;s riche}<\/td>\n<td>N, Riche<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Characters]{Fonds de d&eacute;part} x5, revenu annuel 500 000 $.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Attractive]{S&eacute;duisant}<\/td>\n<td>N, Vig, d6<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Performance]{Performance} et @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} +1 si compatible avec la cible.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Very Attractive]{Tr&egrave;s S&eacute;duisant}<\/td>\n<td>N, S&eacute;duisant<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Performance]{Performance} et @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} +2 si compatible avec la cible.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Fleet-Footed]{V&eacute;loce}<\/td>\n<td>N, Agi d6<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Movement]{Allure} +2, d&eacute; de course +1 cran.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Quick]{Vif}<\/td>\n<td>N, Agi d8<\/td>\n<td>Peut repiocher tant que @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d'action} de 5 ou moins, puis en garder une.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Alertness]{Vigilant}<\/td>\n<td>N<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Notice]{Perception} +2.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<table class=\"table summary-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Atouts de combat<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\">Atout<\/th>\n<th class=\"table-column-header\">Pr&eacute;requis<\/th>\n<th class=\"table-column-header\">R&eacute;sum&eacute;<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Trademark Weapon]{Arme f&eacute;tiche}<\/td>\n<td>N, Comp&eacute;tence d8<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Athletics]{Athl&eacute;tisme} (lancer), @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et @Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1 en utilisant cette arme.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Improved Trademark Weapon]{Arme f&eacute;tiche ador&eacute;e}<\/td>\n<td>A, Arme f&eacute;tiche<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Athletics]{Athl&eacute;tisme} (lancer), @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et @Compendium[swade-core-rules.swade-rules.Characters]{Parade} +2 en utilisant cette arme.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Martial Artist]{Arts martiaux}<\/td>\n<td>N, Combat d6<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Combat sans arme} +1, compte comme @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Arme naturelle}, d&eacute;g&acirc;ts @Compendium[swade-core-rules.swade-rules.Characters]{Force} + (d4 ou +1 cran).<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Martial Warrior]{Ma&icirc;trise des arts martiaux}<\/td>\n<td>A, Arts martiaux<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Combat sans arme} +2, compte comme @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Arme naturelle}, d&eacute;g&acirc;ts @Compendium[swade-core-rules.swade-rules.Characters]{Force} + (d6 ou +2 cran).<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Brawler]{Bagarreur}<\/td>\n<td>N, For d8, Vig d8<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Characters]{R&eacute;sistance} +1, d&eacute;gats @Compendium[swade-core-rules.swade-rules.Characters]{Force} + (d4 ou +1 cran) avec @Compendium[swade-core-rules.swade-edges.Martial Artist]{Martial Artist} ou @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Griffes}.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Bruiser]{Cogneur}<\/td>\n<td>A, Bagarreur<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Characters]{R&eacute;sistance} +2, d&eacute;gats @Compendium[swade-core-rules.swade-rules.Characters]{Force} + (d6 ou +2 crans) avec @Compendium[swade-core-rules.swade-edges.Martial Artist]{Martial Artist} ou @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Griffes}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Sweep]{Balayage}<\/td>\n<td>N, For d8, Combat d8<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Fighting]{Combat} -2 pour toucher toute cible dans l'@Compendium[swade-core-rules.swade-rules.Reach]{Allonge}, d&eacute;g&acirc;ts distincts, max. 1 \/ tour.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Improved Sweep]{Grand balayage}<\/td>\n<td>V, Balayage<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Fighting]{Combat} pour toucher toute cible dans l'@Compendium[swade-core-rules.swade-rules.Reach]{Allonge}, d&eacute;g&acirc;ts distincts, max. 1 \/ tour.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Block]{Blocage}<\/td>\n<td>A, Combat d8<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1, bonus d'@Compendium[swade-core-rules.swade-rules.Ganging Up]{Attaque &agrave; plusieurs} contre lui -1.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Improved Block]{Grand blocage}<\/td>\n<td>V, Blocvage<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Characters]{Parade} +2, bonus d'@Compendium[swade-core-rules.swade-rules.Ganging Up]{Attaque &agrave; plusieurs} contre lui -2.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Calculating]{Calculateur}<\/td>\n<td>N, For d8, Vig d8<\/td>\n<td>Si @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d'action} de 5 ou moins, ignore -2 sur 1 action du tour.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Two-Fisted]{Combat &agrave; deux armes}<\/td>\n<td>N, Agi d8<\/td>\n<td>Ignore -2 d'actions multiples si 2nde attaque de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} avec autre main (ou &agrave; distance si @Compendium[swade-core-rules.swade-edges.Two-Gun Kid]{Double flingue}).<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Combat Reflexes]{Combatif}<\/td>\n<td>A<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Traits]{&Acirc;me} +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secou&eacute;} ou @Compendium[swade-core-rules.swade-rules.Stunned]{Sonn&eacute;}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Counterattack]{Contre-attaque}<\/td>\n<td>A, Combat d8<\/td>\n<td>Si ni @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secou&eacute;} ou @Compendium[swade-core-rules.swade-rules.Stunned]{Sonn&eacute;}, @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque} gratuite contre ennemi avec @Compendium[swade-core-rules.swade-rules.Trait Rolls]{&Eacute;chec} de combat contre lui, max 1\/round.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Improved Counterattack]{Grande contre-attaque}<\/td>\n<td>V, Contre-attaque<\/td>\n<td>Si ni @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secou&eacute;} ou @Compendium[swade-core-rules.swade-rules.Stunned]{Sonn&eacute;}, @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque} gratuite contre ennemi avec @Compendium[swade-core-rules.swade-rules.Trait Rolls]{&Eacute;chec} de combat contre lui, max 3\/round.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Mighty Blow]{Coup puissant}<\/td>\n<td>J, N, Combat d8<\/td>\n<td>Si Joker en @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} d&eacute;gats x2 sur 1er succ&egrave;s de Combat du tour.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Free Runner]{Coureur}<\/td>\n<td>N, Agi d8, Athl&eacute;tisme d6<\/td>\n<td>Si &agrave; pieds, ignore @Compendium[swade-core-rules.swade-rules.Movement]{Terrain difficile}, @Compendium[swade-core-rules.swade-skills.Athletics]{Athl&eacute;tisme} (@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{poursuite}) ou @Compendium[swade-core-rules.swade-skills.Athletics]{Athl&eacute;tisme} (escalade) +2.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Dead Shot]{Dans le mille !}<\/td>\n<td>J, A, Athl&eacute;tisme ou Tir d8<\/td>\n<td>Si Joker en @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d'action}, d&eacute;gats x2 sur 1er succ&egrave;s @Compendium[swade-core-rules.swade-skills.Athletics]{Athl&eacute;tisme} (Lancer) ou @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Double Tap]{Double d&eacute;tente}<\/td>\n<td>A, Tir d6<\/td>\n<td>Tir et d&eacute;g&acirc;ts +1 \/ +2 par attaque en @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT 1 \/ en rafale courte}, munitions x2.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Two-Gun Kid]{Double flingue}<\/td>\n<td>N, Agi d8<\/td>\n<td>Ignore -2 d'actions multiples si 2nde attaque de @Compendium[swade-core-rules.swade-skills.Athletics]{Athl&eacute;tisme} (lancer) or@Compendium[swade-core-rules.swade-skills.Shooting]{Tir} avec autre main (ou au corps &agrave; corps si&nbsp; si @Compendium[swade-core-rules.swade-edges.Two-Fisted]{Combat &agrave; deux armes}).<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Dodge]{Esquive}<\/td>\n<td>A, Agi d8<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Attacks]{Attaque &agrave; distance} adverse &minus;2 (sans cumul avec Couvert).<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Improved Dodge]{Grande esquive}<\/td>\n<td>V, Esquive<\/td>\n<td>&Eacute;viter @Compendium[swade-core-rules.swade-rules.Attacks]{Attaque de zone} +2.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Extraction]{Extraction}<\/td>\n<td>N, Agi d8<\/td>\n<td>Si @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Retraite}, annule 1 attaque gratuite au choix avant jet.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Improved Extraction]{Grande extraction}<\/td>\n<td>A, Extraction<\/td>\n<td>Si @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Retraite}, annule 3 attaque gratuite au choix avant jet.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Feint]{Feinte}<\/td>\n<td>N, Combat d8<\/td>\n<td>Si impose une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{&Eacute;preuve de combat}, peut obliger de r&eacute;sister avec @Compendium[swade-core-rules.swade-rules.Traits]{Intelligence}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.First Strike]{Frappe &eacute;clair}<\/td>\n<td>N, Agi d8<\/td>\n<td>Si ni @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secou&eacute;} ou @Compendium[swade-core-rules.swade-rules.Stunned]{Sonn&eacute;}, @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque gratuite} contre 1 ennemi par round p&eacute;n&eacute;trant son @Compendium[swade-core-rules.swade-rules.Reach]{Allonge}.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Improved First Strike]{Frappe foudroyante}<\/td>\n<td>H, Frappe &eacute;clair<\/td>\n<td>Si ni @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secou&eacute;} ou @Compendium[swade-core-rules.swade-rules.Stunned]{Sonn&eacute;}, @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque gratuite} contre 3 ennemi par round p&eacute;n&eacute;trant son @Compendium[swade-core-rules.swade-rules.Reach]{Allonge}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Frenzy]{Fr&eacute;n&eacute;sie}<\/td>\n<td>A, Combat d8<\/td>\n<td>Peut ajouter un 2<sup>d<\/sup> d&eacute; de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} au corps-&agrave;-corps max 1 \/ tour.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Improved Frenzy]{Fr&eacute;n&eacute;sie supr&ecirc;me}<\/td>\n<td>V, Fr&eacute;n&eacute;sie<\/td>\n<td>Peut ajouter un 2<sup>d<\/sup> d&eacute; de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} au corps-&agrave;-corps max 2 \/ tour.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Improvisational Fighter]{Improvisation martiale}<\/td>\n<td>A, Int d6<\/td>\n<td>Ignore &ndash;2 d'@Compendium[swade-core-rules.swade-rules.Improvised Weapons]{Arme improvis&eacute;e}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Hard To Kill]{Increvable}<\/td>\n<td>N, &Acirc;me d8<\/td>\n<td>Ignore @Compendium[swade-core-rules.swade-rules.Damage Effects]{Malus de blessure} en @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} pour &eacute;viter l'@Compendium[swade-core-rules.swade-rules.Damage Effects]{H&eacute;morragie}.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Harder To Kill]{Trompe-la-mort}<\/td>\n<td>V, Increvable<\/td>\n<td>Si meurt, lance un d&eacute; et survit @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacit&eacute;} si pair.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Killer Instinct]{Instict de tueur}<\/td>\n<td>S<\/td>\n<td>Relance gratuite si impose une @Compendium[swade-core-rules.swade-rules.Test]{&Eacute;preuve}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Iron Jaw]{M&acirc;choire d'acier}<\/td>\n<td>N, Vig d8<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Characters]{Vigueur} (@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets d&rsquo;Encaissement} et @Compendium[swade-core-rules.swade-rules.The Drop]{R&eacute;sister &agrave; Coup assomant}) +2.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Nerves of Steel]{Nerf d'acier}<\/td>\n<td>N, Vig d8<\/td>\n<td>Ignore -1 de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Improved Nerves of Steel]{Nerfs d'acier tremp&eacute;}<\/td>\n<td>N, Nerfs d'acier<\/td>\n<td>Ignore -2 de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Steady Hands]{Poigne ferme}<\/td>\n<td>N, Agi d8<\/td>\n<td>Ignore -2 de @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Plateforme instable} et -1 de course.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Rock and Roll!]{Rock'n Roll !}<\/td>\n<td>A, Tir d8<\/td>\n<td>Sans bouger, ignore -2 de @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} (arme &agrave; @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} 2 ou plus).<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.No Mercy]{Sans piti&eacute;}<\/td>\n<td>A<\/td>\n<td>D&eacute;g&acirc;ts +2 si Relanc&eacute;s avec @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Level Headed]{T&ecirc;te froide}<\/td>\n<td>A, Int d8<\/td>\n<td>Pioche 1 @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} en plus et en choisit une.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Improved Level Headed]{Sang froid}<\/td>\n<td>A, T&ecirc;te froide<\/td>\n<td>Pioche 2 @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} en plus et en choisit une.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Rapid Fire]{Tir rapide}<\/td>\n<td>A, Tir d6<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} +1 pour 1 @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} \/ tour si arme adapt&eacute;e et munitions.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Improved Rapid Fire]{Tir tr&egrave;s rapide}<\/td>\n<td>V, Tir rapide<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} +1 pour 2 @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} \/ tour si arme adapt&eacute;e et munitions.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Marksman]{Tireur d'elite}<\/td>\n<td>A, Athl&eacute;tisme d8 ou Tir d8<\/td>\n<td>Sand bouger, en 1&egrave;re action et&nbsp; @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT 1}, @Compendium[swade-core-rules.swade-skills.Athletics]{Athl&eacute;tisme} (lancer) or @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} +1 ou ignore -2 @Compendium[swade-core-rules.swade-rules.Range]{Port&eacute;e}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque cibl&eacute;e}, @Compendium[swade-core-rules.swade-rules.Size and Scale]{&Eacute;chelle}, ou @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Giant Killer]{Tueur de g&eacute;ants}<\/td>\n<td>V<\/td>\n<td>D&eacute;g&acirc;ts +1d6 si la cible plus grande de 3 @Compendium[swade-core-rules.swade-rules.Size and Scale]{Talles} ou plus.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<table class=\"table summary-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Atouts de commandement<\/h2>\n<h3>(Command Range is 5\" or 10 Yards)<\/h3>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\">Atout<\/th>\n<th class=\"table-column-header\">Pr&eacute;requis<\/th>\n<th class=\"table-column-header\">R&eacute;sum&eacute;<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Command]{Commandement}<\/td>\n<td>N, Int d6<\/td>\n<td>Annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secou&eacute;} ou @Compendium[swade-core-rules.swade-rules.Stunned]{Sonn&eacute;} +1 pout tout @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} alli&eacute; dans l'aura (5 cases).<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Command Presence]{Grande aura de commandement}<\/td>\n<td>A, Commandement<\/td>\n<td>Aura de 10 cases.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Fervor]{Ferveur}<\/td>\n<td>V, &Acirc;me d8, Commandement<\/td>\n<td>D&eacute;g&acirc;ts de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} +1 pour tout @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} dans l'aura.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Inspire]{Inspiration}<\/td>\n<td>A, Commandement<\/td>\n<td>Sterat&eacute;gie pour @Compendium[swade-core-rules.swade-rules.Support]{Soutenir} un @Compendium[swade-core-rules.swade-rules.Traits]{Trait} de tout @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} dans l'aura, max. 1 \/ tour.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Natural Leader]{Leader naturel}<\/td>\n<td>A, &Acirc;me d8, Commandement<\/td>\n<td>Tout atout de @Compendium[swade-core-rules.swade-edges.Command]{Commandement} s'applique aussi aux @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Jokers}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Hold the Line!]{Serrez les rangs !}<\/td>\n<td>A, &Acirc;me d8, Command<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Characters]{R&eacute;sistance} +1 pour tout @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra}&nbsp; alli&eacute; dans l'aura.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Tactician]{Tacticien}<\/td>\n<td>A, &Acirc;me d8, Commandement, Strat&eacute;gie d6<\/td>\n<td>Pioche 1 @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} et la donne &agrave; un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} alli&eacute; dans l'aura, qui d&eacute;cide laquelle garder.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Master Tactician]{Ma&icirc;tre tacticien}<\/td>\n<td>V, Tacticien<\/td>\n<td>Pioche 2 @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} et les donne &agrave; des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} alli&eacute;s dans l'aura, qui d&eacute;cident laquelle garder.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<table class=\"table summary-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Atout de pouvoir<\/h2>\n<h3>(\"AB\" Background d'Arcane)<\/h3>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\">Edge<\/th>\n<th class=\"table-column-header\">Requirements<\/th>\n<th class=\"table-column-header\">Summary<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Power Surge]{Afflux de pouvoir}<\/td>\n<td>J, N, Arcanes, Comp&eacute;tence d'arcanes d8<\/td>\n<td>Si Joker en @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action}, recharge 10PP.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Artificer]{Artificier}<\/td>\n<td>A, Arcanes<\/td>\n<td>Cr&eacute;er et partager des @Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objets arcaniques}<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Gadgeteer]{Bricoleur de g&eacute;nie}<\/td>\n<td>A, Arcanes (Science &eacute;trange), Science &eacute;trange d6<\/td>\n<td>Science &eacute;trange -2 pour improviser un pouvoir (max 3PP).<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Channeling]{Canalisation}<\/td>\n<td>A, Arcanes<\/td>\n<td>Si prouesse d'@Compendium[swade-core-rules.swade-rules.Activation]{Activation}, co&ucirc;t -1PP.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Concentration]{Concentration}<\/td>\n<td>A, Arcanes<\/td>\n<td>Dur&eacute;e x2 (maintien inclus)<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Soul Drain]{Drain d'&acirc;me}<\/td>\n<td>A, Arcanes, Comp&eacute;tence d'arcanes d10<\/td>\n<td>+5PP ou +10PP contre 1 ou 2 niveaux de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} dans d&eacute;passer &Eacute;puis&eacute;.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Extra Effort]{Effort suppl&eacute;mentaire}<\/td>\n<td>A, Arcanes (Don), Focus d6<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Focus]{Focus} +1 ou +2&nbsp; pour 1 PP ou 3PP apr&egrave;s le jet si pas &eacute;chec critique.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Holy\/Unholy Warrior]{Guerrier saint \/ impie}<\/td>\n<td>A, Arcanes (Miracles), Foi d6<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets d&rsquo;Encaissement} +1 \/ PP apre&egrave;s le jet (max. +4)<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Wizard]{Mage}<\/td>\n<td>A, Arcanes (Magie), Magie d6<\/td>\n<td>Change l'@Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} d'un pouvoir pour +1PP.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Mentalist]{Mentaliste}<\/td>\n<td>A, Arcanes (Psioniques), Psioniques d6<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Psionics]{Psioniques} +2 si jet oppos&eacute;.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.New Powers]{Nouveaux pouvoirs}<\/td>\n<td>N, Arcanes<\/td>\n<td>2 nouveaux pouvoirs (de son @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} ou moins) ou @Compendium[swade-core-rules.swade-rules.Trappings]{Aspects}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Power Points]{Points de pouvoir}<\/td>\n<td>N, Arcanes<\/td>\n<td>+5 PP (max. 1 \/ @Compendium[swade-core-rules.swade-rules.Advancement]{Rang}).<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Rapid Recharge]{Source de pouvoir}<\/td>\n<td>A, &Acirc;me d6, Arcanes<\/td>\n<td>Recharge 10 PP \/ heure de repos.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Improved Rapid Recharge]{Grande source de pouvoir}<\/td>\n<td>V, Source de pouvoir<\/td>\n<td>Recharge 20 PP \/ heure de repos.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<table class=\"table summary-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Atouts professionnels<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\">Atout<\/th>\n<th class=\"table-column-header\">Pr&eacute;requis<\/th>\n<th class=\"table-column-header\">R&eacute;sum&eacute;<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Acrobat]{Acrobate}<\/td>\n<td>N, Agi d8, Athl&eacute;tisme d8<\/td>\n<td>Relance gratuite en @Compendium[swade-core-rules.swade-skills.Athletics]{Athl&eacute;tisme} (acrobatie, empoignade et &eacute;quilibre).<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Combat Acrobat]{Acrobate de combat}<\/td>\n<td>A, Acrobat<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Attacks]{attaque ennemie} -1.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Ace]{As}<\/td>\n<td>N, Agi d8<\/td>\n<td>Ignore -2 en conduits, Navigation et Pilotage, peut Encaisser avec sa comp&eacute;tence @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Comp&eacute;tence des d&eacute;g&acirc;ts au v&eacute;hicule} pour 1 \/ @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Assassin]{Assassin}<\/td>\n<td>N, Agi d8, Combat d6, Discr&eacute;tion d8<\/td>\n<td>D&eacute;g&acirc;ts +2 sir cible @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} ou @Compendium[swade-core-rules.swade-rules.The Drop]{Attaque surprise}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Mr Fix It]{Bidouilleur}<\/td>\n<td>N, R&eacute;paration d8<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Repair]{R&eacute;paration} +2, si Prouesse temps \/ 2.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Mcgyver]{D&eacute;brouillard}<\/td>\n<td>N, Int d6, R&eacute;paration d6, Perception d8<\/td>\n<td>Improvise rapidement des engins.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Scholar]{&Eacute;rudit}<\/td>\n<td>N, Recherche d8<\/td>\n<td>Comp&eacute;tence +2 (choisie parmi celles de connaissances).<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Woodsman]{Forestier}<\/td>\n<td>N, &Acirc;me d6, Survie d8<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Stealth]{Discr&eacute;tion} et @Compendium[swade-core-rules.swade-skills.Survival]{Survie} +2 en milieu naturel.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Investigator]{Investigateur}<\/td>\n<td>N, Int d8, Recherche d8<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Research]{Recherche} et @Compendium[swade-core-rules.swade-skills.Notice]{Perception} (indice) +2.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Soldier]{Soldat}<\/td>\n<td>N, For d6, Vig d6<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Characters]{Force} (@Compendium[swade-core-rules.swade-rules.Gear Notes]{Encombrement} et @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force min.}) +1 cran. Relance gratuite de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} pour r&eacute;sister aux @Compendium[swade-core-rules.swade-rules.Hazards]{P&eacute;rils} de l'environnement.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Jack-Of-All-Trades]{Touche &agrave; tout}<\/td>\n<td>N, Int d10<\/td>\n<td>&Eacute;tudie comp&eacute;tence 1h, si Succ&egrave;s d'Intelligence, d4 [d6] jusqu'&agrave; remplacement.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Thief]{Voleur}<\/td>\n<td>N, Agi d8, Discr&eacute;tion d6, Subterfuge d6<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Athletics]{Athl&eacute;tisme} (escalade) et @Compendium[swade-core-rules.swade-skills.Stealth]{Discr&eacute;tion} +1 en milieu urbain, @Compendium[swade-core-rules.swade-skills.Thievery]{Subterfuge} +1.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<table class=\"table summary-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Atouts sociaux<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Atout<\/th>\n<th class=\"table-column-header\" scope=\"col\">Pr&eacute;requis<\/th>\n<th class=\"table-column-header\" scope=\"col\">R&eacute;sum&eacute;<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Rabble-Rouser]{Agitateur}<\/td>\n<td>A, &Acirc;me d8<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} ou @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} sur Gabarit moyen, chaque cible r&eacute;siste max. 1 \/ tour.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Work The Room]{Chauffeur de salle}<\/td>\n<td>N, &Acirc;me d8<\/td>\n<td>Peut ajouter un 2nd d&eacute; de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} ou @Compendium[swade-core-rules.swade-skills.Performance]{Performance} en @Compendium[swade-core-rules.swade-rules.Support]{Soutien} max. 1 \/ tour.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Work the Crowd]{Chauffeur de foule}<\/td>\n<td>A, Chauffeur de salle<\/td>\n<td>Peut ajouter un 2nd d&eacute; de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} ou @Compendium[swade-core-rules.swade-skills.Performance]{Performance} en @Compendium[swade-core-rules.swade-rules.Support]{Soutien} max. 2 \/ tour.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Connections]{Contacts}<\/td>\n<td>N<\/td>\n<td>Un service rendu par une faction pr&eacute;cise par session.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Strong Willed]{D&eacute;termin&eacute;}<\/td>\n<td>N, &Acirc;me d8<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence ou &Acirc;me} +2 pour r&eacute;sister &agrave; une @Compendium[swade-core-rules.swade-rules.Test]{&Eacute;preuve}.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Iron Will]{Volont&eacute; de fer}<\/td>\n<td>A, Brave, D&eacute;termin&eacute;<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence ou &Acirc;me} +2 pour r&eacute;sister &agrave; un pouvoir ou en annuler l'effet.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Reliable]{Fiable}<\/td>\n<td>N, &Acirc;me d8<\/td>\n<td>Relance gratuite en @Compendium[swade-core-rules.swade-rules.Support]{Soutien}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Humiliate]{Humiliation}<\/td>\n<td>N, Provocation d8<\/td>\n<td>Relance gratuite en @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Common Bond]{Lien mutuel}<\/td>\n<td>J, N, &Acirc;me d8<\/td>\n<td>Peut partager ses @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} avec les autres.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Menacing]{Mena&ccedil;ant}<\/td>\n<td>N, Voir texte p.52<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} +2.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Bolster]{Pique revigorante}<\/td>\n<td>N, &Acirc;me d8<\/td>\n<td>Si Prouesse en r&eacute;sistant &agrave; @Compendium[swade-core-rules.swade-rules.Test]{&Eacute;preuve}, annule @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait ou Vuln&eacute;rable}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Provoke]{Provocateur}<\/td>\n<td>N, Provocation d6<\/td>\n<td>Si Prouesse de @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation}, provoque l'ennemi (Trait -2 aux actions contre autre que le provocateur)<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Retort]{R&eacute;plique acerbe}<\/td>\n<td>N, Provocation d6<\/td>\n<td>Si prouesse en r&eacute;sistant @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} ou @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} ennemi @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Streetwise]{R&eacute;seau}<\/td>\n<td>N, Int d6<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture g&eacute;n&eacute;rale} et R&eacute;sautage +2 si underground ou criminel.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<table class=\"table summary-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Atouts &eacute;tranges<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Atout<\/th>\n<th class=\"table-column-header\" scope=\"col\">Pr&eacute;requis<\/th>\n<th class=\"table-column-header\" scope=\"col\">R&eacute;sum&eacute;<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Champion]{Champion}<\/td>\n<td>N, &Acirc;me d8, Combat d6<\/td>\n<td>D&eacute;g&acirc;ts +2 contre cr&eacute;atures surnaturelles mal&eacute;fiques ou b&eacute;n&eacute;fiques.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Chi]{Chi}<\/td>\n<td>V, Ma&icirc;trise des arts martiaux<\/td>\n<td>1 \/ combat, Relance attaque &eacute;chou&eacute;e (m&ecirc;me &Eacute;chec critique) ou fait Relancer une attaque ennemie contre lui ou d&eacute;g&acirc;ts +d6 sur @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque} &agrave; mains nues.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Liquid Courage]{Courage liquide}<\/td>\n<td>N, Vig d8<\/td>\n<td>Si alcoolis&eacute;, @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} +1 cran, @Compendium[swade-core-rules.swade-rules.Characters]{R&eacute;sistance} +1, ignore -1 de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}; @Compendium[swade-core-rules.swade-rules.Traits]{Agilit&eacute;, Intelligence} et leur comp&eacute;tences li&eacute;es -1, dur&eacute;e 1h puis 1 niveau de fatigue r&eacute;cup&eacute;r&eacute; en 4h.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Healer]{Gu&eacute;rrisseur}<\/td>\n<td>N, &Acirc;me d8<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Healing]{Soins} +2 magiques ou autres.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Beast Bond]{Lien animal}<\/td>\n<td>N<\/td>\n<td>Peut partager ses @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} avec ses animaux.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Beast Master]{Ma&icirc;tre des b&ecirc;tes}<\/td>\n<td>N, &Acirc;me d8<\/td>\n<td>Aim&eacute; des b&ecirc;tes, poss&egrave;de un animal loyal.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Scavenger]{Recycleur}<\/td>\n<td>N, Chanceux<\/td>\n<td>1 \/ sc&egrave;ne, trouve un objet utile sur accord du MJ.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Danger Sense]{Sixi&egrave;me sens}<\/td>\n<td>N<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Notice]{Perception} (pressentir danger) +2, &agrave; -2 si pas de jet normalement.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<table class=\"table summary-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Atouts l&eacute;gendaires<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Edge<\/th>\n<th class=\"table-column-header\" scope=\"col\">Requirements<\/th>\n<th class=\"table-column-header\" scope=\"col\">Summary<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Sidekick]{Acolyte}<\/td>\n<td>J, L<\/td>\n<td>Dispose d'un acolyte @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Tough As Nails]{Endurci}<\/td>\n<td>L, Vig d8<\/td>\n<td>4 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} avant incapacit&eacute; (malus max. -3).<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Tougher Than Nails]{Coriace}<\/td>\n<td>L, Endurci, Vig d12<\/td>\n<td>5 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} avant incapacit&eacute; (malus max. -3).<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Weapon Master]{Ma&icirc;tre d'armes}<\/td>\n<td>L, Combat d12<\/td>\n<td>Si arm&eacute;, @Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1 et bonus aux d&eacute;g&acirc;ts de combat d8.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Master of Arms]{Ma&icirc;tre d'armes l&eacute;gendaire}<\/td>\n<td>L, Ma&icirc;tre d'armes<\/td>\n<td>Si arm&eacute;, @Compendium[swade-core-rules.swade-rules.Characters]{Parade} +2 et bonus aux d&eacute;g&acirc;ts de combat d10.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Professional]{Professionnel}<\/td>\n<td>L, Trait max.<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Traits]{Trait} et limite +1 cran.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Expert]{Expert}<\/td>\n<td>L, Trait Professionnel<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Traits]{Trait} et limite +2 cran.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Master]{Master}<\/td>\n<td>J, L, Trait Expert<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Traits]{Trait} avec d10 en @Compendium[swade-core-rules.swade-rules.Trait Rolls]{d&eacute; Joker}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Followers]{Suivants}<\/td>\n<td>J, L<\/td>\n<td>Poss&egrave;de 5 suivants.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/figure>\n<\/div>",
"name": "Atouts"
},
"Android": {
"text": "<div class=\"swade-core\">\n<h2>Androïdes<\/h2>\n<p>Un androïde est un être semi-organique créé par une technologie avancée. Nous présentons ici une version classique calquée sur les humains et pouvant généralement se faire passer pour lun deux, du moins tant quun examen médical approfondi nest pas réalisé. Son réseau neuronal lui fournit une intelligence artificielle complète, incluant traits de personnalité, émotions et travers comme nimporte quel être vivant. Le modèle présenté ici est générique. Pour des versions plus spécialisées, utilisez les @Compendium[swade-core-rules.swade-rules.Making Races]{Capacités innées} (voir p. 18).<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Créature artificielle :<\/strong> un androïde bénéficie dun bonus de +2 pour annuler un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}, ne respire pas et est immunisé aux poisons et aux maladies. Ses @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} doivent être gérées en utilisant la Compétence @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}. Chaque tentative dure une heure par niveau actuel de Blessure, et ne tient pas compte de <strong>@Compendium[swade-core-rules.swade-rules.Healing]{\"Lheure dor\"}<\/strong>.<\/li>\n<li><strong>Étranger (Majeur) :<\/strong> un androïde subit un malus de -2 à ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lors déchanges avec dautres espèces et na en général aucun droit (quand il est considéré comme une propriété).<\/li>\n<li><strong>Pacifiste (Majeur) :<\/strong> à moins quun androïde ne soit spécifiquement conçu pour le combat, la plupart des sociétés avancées imposent la présence de circuits dédiés forçant lapplication des &ldquo; Lois de la Robotique&rdquo;, basées sur Les Robots dIsaac Asimov : un être artificiel ne saurait nuire à un être sentient, ou par son action ou son inaction blesser un tel être dune quelconque manière. Le personnage reçoit le Handicap @Compendium[swade-core-rules.swade-hindrances.Pacifist]{Pacifiste} (Majeur).<\/li>\n<li><strong>Serment (Majeur) :<\/strong> un androïde est généralement programmé pour remplir un rôle précis. Un tel personnage a des directives assez souples, comme servir telle corporation ou tel groupe politique. Ces obligations sont considérées comme le Handicap @Compendium[swade-core-rules.swade-hindrances.Vow]{ Serment (Majeur)}. En cas de directives contradictoires, le joueur et le MJ devront se mettre daccord sur la décision logique définie par la programmation de landroïde.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Android.webp\" alt=\"Image d'un Androïde avec une citation 'Modifiez à l'envie pour des androïdes soldats, mineurs ou autres.'\" \/><\/div>",
"name": "Androïdes"
},
"Aquarian": {
"text": "<div class=\"swade-core\">\n<h2>Aquariens<\/h2>\n<p>Le peuple des aquariens vient des profondeurs insondables de locéan. Résistants et puissants sous les flots, ils sont bien plus vulnérables à lair libre ou simplement à la chaleur.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Aquatique <\/strong>: un aquarien ne peut pas se noyer dans leau et sy déplace à son Allure (voir <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}<\/strong> p. 92 pour le déplacement normal à la nage).<\/li>\n<li><strong>Dépendance <\/strong>: un aquarien doit simmerger dans leau au moins une heure toutes les 24 heures sous peine de subir un niveau de Fatigue jusquà @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}. Un jour après lavoir atteint, il succombe. Chaque heure passée dans leau lui permet dannuler un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.<\/li>\n<li><strong>Résistant <\/strong>: la vie des profondeurs a rendu la peau de laquarien épaisse et résistante. Ajoutez +1 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}.<\/li>\n<li><strong>Vision nocturne<\/strong>: un aquarien est habitué aux ténèbres des profondeurs. Il ignore les malus de Pénombre et dObscurité. Voir @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Aquarian.webp\" alt=\"Une image d'un Aquarien\" \/><\/div>",
"name": "Aquariens"
},
"Avion": {
"text": "<div class=\"swade-core\">\n<h2>Aviens<\/h2>\n<p>Un avien est un humanoïde ailé. Il tend à être très fin et à avoir les os creux, ce qui accentue davantage sa fragilité. Ses ailes peuvent être faites de plumes comme de cuir ou même décailles.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Allure réduite <\/strong>: sa dépendance au vol et ses ailes imposantes font quun avien est assez pataud lorsquil est au sol. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} à pied est réduite de 1 et son dé de course diminue dun cran.<\/li>\n<li><strong>Frêle <\/strong>: un avien a &minus;1 en @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} à cause de ses os creux.<\/li>\n<li><strong>Mauvais nageur <\/strong>: les ailes dun avien constituent un sérieux handicap dans leau. Il subit un malus de -2 à ses jets d@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (natation) et chaque case de déplacement lui en coûte 3&Prime;.<\/li>\n<li><strong>Sens aigusées <\/strong>: un avien dispose de sens aiguisés. Il débute avec d6 en @Compendium[swade-core-rules.swade-skills.Notice]{Perception} au lieu de d4, avec d12 + 1 pour limite.<\/li>\n<li><strong>Vol <\/strong>: un avien peut voler à une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12. Il utilise @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour déventuelles manœuvres.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Avion.webp\" alt=\"Une image d'Avien\" \/><\/div>",
"name": "Aviens"
},
"Dwarves": {
"text": "<div class=\"swade-core\">\n<h2>Dwarves<\/h2>\n<p>Dwarves are short but stout, hardy people who come from massive caverns or high mountains. They are a proud, warlike race, usually made so by frequent contact with hostile races such as orcs and goblins.<\/p>\n<p>Dwarves usually live upwards of 200 years. In most fantasy campaigns, they have ruddy skin and all human hair colors.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>LOW LIGHT VISION<\/strong>: Dwarven eyes are accustomed to the dark of the underearth. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.<\/li>\n<li><strong>REDUCED PACE<\/strong>: Dwarves have short legs compared to most races. Decrease their @Compendium[swade-core-rules.swade-rules.Movement]{Allure} by 1 and their running die one die type.<\/li>\n<li><strong>TOUGH<\/strong>: Dwarves are stout and tough. They start with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} instead of a d4. This increases maximum Vigueur to d12+1.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Dwarves.webp\" alt=\"An image of a Dwarf\" \/><\/div>",
"name": "Dwarves"
},
"Elves": {
"text": "<div class=\"swade-core\">\n<h2>Elves<\/h2>\n<p>Elves are tall, thin souls with pointed ears and deep-set eyes of various colors. Whether they hail from the deep forests or hidden valleys, they are all born more graceful than humans, though somewhat slighter. Most elves live upwards of 300 years. They have fair skin and their hair includes all human colors, plus shades of silver, blue, and gold.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>AGILE<\/strong>: Elves are graceful and agile. They start with a d6 in @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} instead of a d4. This increases maximum Agilité to d12+1.<\/li>\n<li><strong>ALL THUMBS<\/strong>: Elves have an inherent dislike of mechanical objects, and thus have the @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{All Thumbs} Hindrance. They shun most mechanical items and designs.<\/li>\n<li><strong>LOW LIGHT VISION<\/strong>: Elven eyes amplify light. Other races often claim they can see stars in the elves&rsquo; eyes. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Elves.webp\" alt=\"An image of an Elf\" \/><\/div>",
"name": "Elves"
},
"Half-Elves": {
"text": "<div class=\"swade-core\">\n<h2>DEMI-ELFES<\/h2>\n<p>Un demi-elfe est né de lunion entre un elfe et un humain. Il a lagilité de lelfe sans en avoir la délicatesse et en a aussi hérité de la faculté de voir dans lobscurité. Un demi-elfe est souvent accepté par sa famille, mais il est parfois rejeté par lune ou les deux parties et vit alors méprisé ou exilé. Sa durée de vie est plus proche de son parent humain : il vit une centaine dannées environ.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>ÉTRANGER (Mineur)<\/strong> : un demi-elfe nest jamais complètement à laise auprès des humains ou des elfes, se trouvant entre les deux mondes sans appartenir complètement à aucun des deux. Il subit un malus de -2 à tous ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lors déchanges avec dautres que ses semblables.<\/li>\n<li><strong>HÉRITAGE<\/strong> : un demi-elfe hérite soit de la faculté dadaptation des humains soit de la grâce des elfes. Il choisit donc entre un @Compendium[swade-core-rules.swade-rules.Edges]{Atout} gratuit (comme pour les humains) ou débuter avec d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} au lieu de d4 (avec d12 + 1 pour limite).<\/li>\n<li><strong>VISION NOCTURNE<\/strong> : un demi-elfe ignore les malus de Pénombre et dObscurité. (cf: @Compendium[swade-core-rules.swade-rules.Illumination]{VISIBILITÉ})<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Half-Elves.webp\" alt=\"An image of a Half-Elf\" \/><\/div>",
"name": "Demi-elfes"
},
"Half-Folk": {
"text": "<div class=\"swade-core\">\n<h2>HALFELINS<\/h2>\n<p>Un halfelin est une petite créature vive et agile aux cheveux bouclés allant du châtain au brun foncé. Bien quil paraisse fragile en comparaison des autres espèces, son optimisme joyeux, son esprit rusé et sa faculté à ne jamais renoncer en font un adversaire redoutable pour des créatures faisant le double de sa taille. Un halfelin tend à éviter les ennuis. Il vit en petite communauté à lécart des sentiers battus.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>CHANCEUX<\/strong> : un halfelin dispose dun @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} supplémentaire par session.<\/li>\n<li><strong>LENT : un halfelin a une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 5 et son dé de course est réduit dun cran.<\/li>\n<li><strong>PETIT : un halfelin mesure environ 1,20 m. Sa @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} est de -1 (il subit donc un malus de -1 en @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}).<\/li>\n<li><strong>PLEIN DENTRAIN : un halfelin est dune nature optimiste. Il débute avec d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Âme} au lieu de d4, avec d12 + 1 pour limite.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Half-Folk.webp\" alt=\"An image of a Half-Folk\" \/><\/div>",
"name": "Halfelins"
},
"Humans": {
"text": "<div class=\"swade-core\">\n<h2>Humans<\/h2>\n<p>Humans in most settings get one free @Compendium[swade-core-rules.swade-rules.Edges]{Atout} of their choice. This option reflects their versatility and adaptability compared to most other races.<\/p>\n<p>For more variety, the GM might give humans abilities based on culture rather than race. For instance, a nomadic, horse-based society might start with skill points in Riding and Survival. Cultural templates are designed just like making new races, though GMs should allow for more exceptions than usual since the abilities tend to be learned rather than truly innate.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>ADAPTABLE<\/strong>: Humans begin play with any Novice @Compendium[swade-core-rules.swade-rules.Edges]{Atout} of their choosing. They must meet its Requirements as usual.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Humans.webp\" alt=\"An image of a Human\" \/><\/div>",
"name": "Humans"
},
"Rakashans": {
"text": "<div class=\"swade-core\">\n<h2>Rakashans<\/h2>\n<p>Rakashans are humanoid felines. Some have the bright colors of tigers, the speckled hides of leopards, or the exotic look of Siamese cats. All have sharp claws and teeth, and a cruel nature when it comes to dealing with their prey.<\/p>\n<p>Rakashans can be found in their own remote and exotic cities or as fringe elements of normal society. They are often too clever and beautiful to be shunned, but too cunning to gain others&rsquo; complete trust.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>AGILE<\/strong>: Feline grace gives rakashans a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} attribute instead of a d4. This increases maximum Agilité to d12+1.<\/li>\n<li><strong>BITE\/CLAWS<\/strong>: Rakashan fangs and claws are<strong> @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}<\/strong> that cause Strength+d4 damage.<\/li>\n<li><strong>BLOODTHIRSTY<\/strong>: Rakashans can be cruel to their foes, often toying with them for simple amusement. They rarely take prisoners and feel little compunction about punishing captured foes. They have the @Compendium[swade-core-rules.swade-hindrances.Bloodthirsty]{Bloodthirsty} Hindrance.<\/li>\n<li><strong>CAN'T SWIM<\/strong>: Rakashans actually can swim, they just shun it and are not particularly good at it. They subtract 2 from @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (natation) rolls and each tabletop inch of movement in water uses 3&Prime; of @Compendium[swade-core-rules.swade-rules.Movement]{Allure}.<\/li>\n<li><strong>LOW LIGHT VISION<\/strong>: Rakashan eyes amplify light. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.<\/li>\n<li><strong>RACIAL ENEMY<\/strong>: Rakashan society rose at the expense of another. Pick a common race in your setting. Members of each culture subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} when dealing with each other and often attack on sight.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Rakashans.webp\" alt=\"An image of a Rakashan\" \/><\/div>",
"name": "Rakashans"
},
"Saurians": {
"text": "<div class=\"swade-core\">\n<h2>Saurians<\/h2>\n<p>Lizard men typically come from steaming jungles or deep deserts where they have unique civilizations unknown to other sentient races.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>ARMOR +2<\/strong>: Saurians have scaly skin that acts as leather @Compendium[swade-core-rules.swade-rules.Armor]{Armure}.<\/li>\n<li><strong>BITE<\/strong>: A saurian&rsquo;s fangs are <strong>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}<\/strong> that cause Strength+d4 damage.<\/li>\n<li><strong>ENVIRONMENTAL WEAKNESS<\/strong>: Though not truly cold-blooded, saurians are poorly suited for frigid conditions. They suffer a &minus;4 penalty to resist @Compendium[swade-core-rules.swade-rules.Cold]{cold} environmental effects, and suffer +4 damage from cold-based attacks.<\/li>\n<li><strong>KEEN SENSES<\/strong>: Saurians have acute senses, giving them the @Compendium[swade-core-rules.swade-edges.Alertness]{Alertness} Edge.<\/li>\n<li><strong>LOW LIGHT VISION<\/strong>: Rakashan eyes amplify light. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.<\/li>\n<li><strong>OUTSIDER (Minor)<\/strong>: Most races distrust saurians for some reason. Perhaps it is their strange ways and customs, their often-sibilant speech, or an ancient subconscious fear of their reptilian ancestors. Saurians subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls with all but others of their kind.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Saurians.webp\" alt=\"An image of a Saurian\" \/><\/div>",
"name": "Saurians"
},
"Celestials and Guardians": {
"text": "<div class=\"swade-core graph-full\">\n<h3>Celestials<\/h3>\n<p>Angels are a great and varied lot, but all have these traits in common.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-hindrances.All Thumbs]{ALL THUMBS}:<\/strong> Celestials are not accustomed to technology or machines.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{ARCANE BACKGROUND (Miracles)}:<\/strong> Celestials can call forth a variety of blessed miracles.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Faith]{Foi}:<\/strong> All celestials start with a d6 in Faith. This increases their maximum to d12+1.<\/li>\n<li><strong>FLIGHT:<\/strong> Angels fly at @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12.<\/li>\n<li><strong>RACIAL ENEMY (Demons &amp; Devils):<\/strong> Those who descend from above do not easily tolerate those who crawl forth from the Abyss.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-hindrances.Vow]{Serment} (Major &mdash; Protect humanity):<\/strong> The blessed must protect the flock that remains on the ravaged Earth.<\/li>\n<\/ul>\n<br \/>\n<h3>Guardians<\/h3>\n<p>Those humans who serve the Heavenly Choir are called guardians.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>ADAPTABLE:<\/strong> Guardians begin play with any Novice Edge of their choosing (meeting its Requirements as usual).<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-edges.Champion]{CHAMPIONS}:<\/strong> Guardians have the Champion Edge, giving them a +2 bonus to damage against supernaturally evil foes such as demons and devils.<\/li>\n<li><strong>VigueurOUS:<\/strong> Those humans who have inherited this blasted Earth start the game with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} instead of a d4. This increases their Vigueur maximum to d12+1.<\/li>\n<li><strong>FLIGHT:<\/strong> Angels fly at Pace 12.<\/li>\n<li><strong><strong>@Compendium[swade-core-rules.swade-hindrances.Vow]{Serment} <\/strong>(Major &mdash; Protect humanity):<\/strong> The blessed must protect the flock that remains on the ravaged Earth.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/CelestialsAndGaurdians.webp\" alt=\"A picture of a Celestial and a Gaurdian with the quote 'Not ready to be an angel yet, but I so wanna play this!' &mdash; Red\" \/><\/div>",
"name": "Celestials and Guardians"
},
"Advancement": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Progression<\/h1>\n<\/div>\n<div>\n<p>Un des plus grands attraits du jeu de rôle est de faire progresser votre personnage, de le voir évoluer de novice plein de rêves à héros légendaire.<\/p>\n<p>La Progression dans <cite>Savage Worlds<\/cite> dépend de la longueur prévue de votre campagne. Pour les campagnes courtes dune dizaine de sessions, nous vous recommandons de faire Progresser les personnages une fois par session de jeu. Pour les parties en oneshot, comme en convention par exemple, vous pouvez même envisager dautoriser une Progression en <em>milieu<\/em> de session, en particulier sil y a un temps mort ou que la narration sy prête.<\/p>\n<p>Vous pouvez ralentir les choses, en autorisant une Progression toutes les deux sessions, voire toutes les trois pour une campagne au long cours. Vous pouvez opter pour des Progressions lorsque certains objectifs sont atteints. La décision reste dans les mains du MJ.<\/p>\n<p>Une Progression permet à un personnage de saméliorer de lune des manières suivantes. Gardez à lesprit quaucun @Compendium[swade-core-rules.swade-rules.Traits]{Trait} ne peut être augmenté au delà du maximum lié à lespèce ou à la culture (en général d12).<\/p>\n<ul>\n<li>Choisir un nouvel @Compendium[swade-core-rules.swade-rules.Edges]{Atout}.<\/li>\n<li>Augmenter dun cran une @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} dont la valeur est déjà égale ou supérieure à son Attribut lié.<\/li>\n<li>Augmenter dun cran deux Compétences dont les valeurs sont inférieures à leur Attribut lié (y compris prendre à d4 de nouvelles Compétences dont ne dispose pas encore le personnage).<\/li>\n<li>Augmenter dun cran un Attribut. Vous ne pouvez choisir cette option quune fois par Rang (voir <strong>Rang<\/strong>, ci-dessous). Un personnage Légendaire peut augmenter un Attribut une Progression sur deux jusquau maximum lié à lespèce ou à la culture.<\/li>\n<li>Supprimer définitivement un @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} Mineur ou passer un Handicap Majeur en Mineur si cela est possible. Avec laccord du MJ et si cela fait sens, vous pouvez économiser deux Progressions pour pouvoir supprimer un Handicap Majeur. Le joueur et le MJ doivent se mettre daccord sur la façon dont cela se produit. Peut-être quun événement traumatisant aura déclenché un changement dattitude chez le personnage, que ce dernier aura décidé de faire des efforts pour changer voire même quil cherchera laide dun professionnel entre ses missions.<\/li>\n<\/ul>\n<h2>Rang<\/h2>\n<p>Au fur et à mesure quun personnage obtient des Progressions, son Rang augmente. Cest une mesure grossière de la puissance dun héros. Chaque Rang donne accès à des @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} et des capacités plus puissantes, comme des @Compendium[swade-core-rules.swade-rules.Powers]{pouvoirs}) par exemple.<\/p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Rang<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Progressions<\/th>\n<th class=\"table-column-header\" scope=\"col\">Rang<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>0-3<\/td>\n<td>Novice<\/td>\n<\/tr>\n<tr>\n<td>4-7<\/td>\n<td>Aguerri<\/td>\n<\/tr>\n<tr>\n<td>8-11<\/td>\n<td>Vétéran<\/td>\n<\/tr>\n<tr>\n<td>12-15<\/td>\n<td>Héroïque<\/td>\n<\/tr>\n<tr>\n<td>16+<\/td>\n<td>Légendaire<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h3>Débuter avec des personnages expérimentés<\/h3>\n<p>Si le MJ souhaite commencer le jeu avec des personnages plus expérimentés, créez simplement ceuxci au Rang Novice puis faites les Progresser normalement. Vous vous assurez ainsi quils seront équilibrés comme sils avaient évolué en cours de jeu.<\/p>\n<p>La possession de biens supplémentaires ou déquipements particuliers reste à la discrétion du MJ selon lunivers. De manière générale, les fonds de départ sont doublés pour chaque Rang au-delà de Novice.<\/p>\n<p><strong>Personnages de remplacement :<\/strong> parfois, un personnage meurt lors de ses aventures. Nous recommandons au joueur de créer un nouveau héros Novice puis de le faire évoluer dautant de Progressions que son prédécesseur.<\/p>\n<h3>Alliés et progression<\/h3>\n<p>Les Suivants et autres alliés qui restent avec le groupe sur de longues périodes peuvent eux aussi améliorer leurs capacités.<\/p>\n<p>À la fin dune session de jeu durant laquelle un allié a eu un rôle significatif (en général en participant à un combat, mais à lappréciation du MJ), il Progresse de la même manière quun PJ.<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg54_quote_advancement.webp\" alt=\"Cest toujours bien daugmenter un Attribut. Ça ouvre à de nouveaux Atouts et les Compétences liées coûtent moins cher à acheter. &mdash; Gabe\" \/><\/div>\n<\/div>",
"name": "Progression"
},
"Character Creation Summary": {
"text": "<div class=\"swade-core\">\n<div class=\"character-creation\">\n<div class=\"section-header\">\n<h1>Character Creation Summary<\/h1>\n<\/div>\n<h3>Concept<\/h3>\n<ul>\n<li>Start with a general idea of what you want to play. Your setting book likely provides many ideas.<\/li>\n<\/ul>\n<br \/>\n<h3>@Compendium[swade-core-rules.swade-rules.Races]{Race}<\/h3>\n<ul>\n<li>Choose your character&rsquo;s @Compendium[swade-core-rules.swade-rules.Races]{race} and apply any bonuses or special abilities it grants.<\/li>\n<\/ul>\n<br \/>\n<h3>@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}<\/h3>\n<ul>\n<li>Select up to four points of Hindrances (Major Hindrances are worth 2, Minor are worth 1).<\/li>\n<li>For 2 Hindrance points you can raise an attribute one die type, or choose an Edge.<\/li>\n<li>For 1 Hindrance point you can gain another skill point, or gain additional starting funds equal to twice your setting&rsquo;s starting amount.<\/li>\n<\/ul>\n<br \/>\n<h3>@Compendium[swade-core-rules.swade-rules.Traits]{Attributs}<\/h3>\n<ul>\n<li>Attributes start at d4. You have 5 points to distribute among them. Each step costs 1 point.<\/li>\n<li>Attributes may not be raised beyond d12 unless your hero&rsquo;s racial bonus states otherwise.<\/li>\n<\/ul>\n<br \/>\n<h3>@Compendium[swade-core-rules.swade-rules.Traits]{Compétences}<\/h3>\n<ul>\n<li>@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}, @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale}, @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, and @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} are core skills and start at d4 for free.<\/li>\n<li>You have 12 points to put into these or any other skills.<\/li>\n<li>Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.<\/li>\n<\/ul>\n<br \/>\n<h3>@Compendium[swade-core-rules.swade-rules.Characters]{Derived Statistics}<\/h3>\n<ul>\n<li><strong>Standard @Compendium[swade-core-rules.swade-rules.Movement]{Allure}<\/strong> is 6&Prime;, but may be changed by racial abilities, @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, or @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Characters]{Parade}<\/strong> is 2 plus half of Fighting.<\/li>\n<li>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Characters]{Résistance}<\/strong> is 2 plus half of @Compendium[swade-core-rules.swade-rules.Characters]{Vigueur}, plus any @Compendium[swade-core-rules.swade-rules.Armor]{Armure}.<\/p>\n<p>Note the amount of armor in parentheses like this&mdash;Toughness: 11 (2). This means 2 points of the total 11 Toughness comes from Armor. An @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration darmure} attack could bypass those 2 points but not the other 9.<\/p>\n<\/li>\n<\/ul>\n<br \/>\n<h3>@Compendium[swade-core-rules.swade-rules.Edges]{Atouts}<\/h3>\n<ul>\n<li>Use any leftover Hindrance points to take Edges if you like.<\/li>\n<li>Each Edge costs 2 Hindrance points.<\/li>\n<\/ul>\n<br \/>\n<h3>@Compendium[swade-core-rules.swade-rules.Gear Notes]{Gear}<\/h3>\n<ul>\n<li>Purchase up to $500 worth of equipment.<\/li>\n<\/ul>\n<br \/><br \/><br \/><br \/><br \/><br \/><\/div>\n<\/div>",
"name": "Character Creation Summary"
}
}
},
"2. Gear": {
"name": "2. Matériel",
"pages": {
"Gear Notes": {
"text": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Gear<\/p>\n<\/div>\n<\/div>\n<div>\n<p>In this section is a sampling of gear from the ancient era to the near future. Read the notes below before you go shopping to understand what each of these keywords means.<\/p>\n<h2>Costs<\/h2>\n<p>Characters are assumed to have clothes and other personal items. In modern settings, they also have a place to live, tools, maybe a vehicle, and basic necessities as befit the era.<\/p>\n<p>The starting funds of $500 are for &ldquo;adventuring gear&rdquo; in addition to these personal items. Prices are set mostly in modern terms. For older or futuristic items, they&rsquo;re set relative to the starting funds. This can often cause some strange results&mdash;a nice suit in 1920 costs around $20 in the real world rather than the $200 listed here&mdash;but the starting funds are higher than most people had as well.<\/p>\n<p>Some items are also extremely difficult to price because they were typically made with forced labor&mdash;like @Compendium[swade-core-rules.swade-equipment.Catapult]{catapults} or @Compendium[swade-core-rules.swade-equipment.Trebuchet]{trebuchets} created by engineers and soldiers in the field. Their prices reflect an estimate of the time and resources needed to create them.<\/p>\n<p>Use the prices listed in this book for quick games or as a baseline for campaign worlds of your own creation. Our official <cite>Savage Worlds<\/cite> settings have all new equipment lists and prices specific to their time and environment.<\/p>\n<h2>Gear Notes<\/h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Armor]{Armure}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration darmure}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Caliber]{calibre}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Damage]{dégâts}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Parry]{Parade}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Range]{Portée}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Reload]{Reload}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Two Hands]{Two Hands}<\/h3>\n<\/div>\n<h2>Encumbrance<\/h2>\n<p>Most of the time you don&rsquo;t need to worry about how much weight a character is carrying. If it becomes important to track, use the <strong>Encumbrance Levels<\/strong> table below. If a character carries more than the listed weight, he&rsquo;s Encumbered.<\/p>\n<p>Encumbered characters subtract 2 from @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (minimum 1&Prime;), running rolls, Agilité and all linked skills, and Vigueur rolls made to resist <strong>@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}<\/strong>.<\/p>\n<p>At three times the lifted weight or more, he can move at a @Compendium[swade-core-rules.swade-rules.Movement]{Allure} of 1 for a number of rounds equal to his Vigueur. Every round thereafter he must succeed at a Vigueur roll or take a level of Fatigue.<\/p>\n<p>The maximum weight a character can lift or carry is four times the listed weight.<\/p>\n<table class=\"table list-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Encumbrance<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Strength<\/th>\n<th class=\"table-column-header\" scope=\"col\">Can carry weight up to...<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>d4<\/td>\n<td>20 lbs<\/td>\n<\/tr>\n<tr>\n<td>d6<\/td>\n<td>40 lbs<\/td>\n<\/tr>\n<tr>\n<td>d8<\/td>\n<td>60 lbs<\/td>\n<\/tr>\n<tr>\n<td>d10<\/td>\n<td>80 lbs<\/td>\n<\/tr>\n<tr>\n<td>d12<\/td>\n<td>100 lbs<\/td>\n<\/tr>\n<tr>\n<td>Each +1<\/td>\n<td>+20 lbs<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong>Bulky Items: <\/strong>Carrying a bulky, awkward, or unbalanced item, such as a large box, treasure chest, a person, and so on, may make a character Encumbered despite its actual weight (GM&rsquo;s call).<\/p>\n<\/div>\n<\/div>",
"name": "Gear Notes"
},
"Armor Notes": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Armure<\/h1>\n<\/div>\n<div>\n<p>L@Compendium[swade-core-rules.swade-rules.Armor]{Armure} est notée entre parenthèses après la Résistance dun personnage de la manière suivante : 11 (2). Cela signifie que le personnage en question a une Résistance de 11 incluant deux point venant dune armure ou dune protection similaire. Une attaque dotée de la capacité @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration darmure (PA)} peut ignorer ces 2 points, mais pas les 9 autres.<\/p>\n<p>Notez que les Jambières (jambes) et les Brassards (bras) sont listés par paire. Divisez par deux le poids et le coût si un personnage ne porte que la moitié de l'ensemble (la @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimale} ne change pas).<\/p>\n<h2>Mots clés<\/h2>\n<div>\n<h3>@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Protection balistique}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Energy Skin]{Pellicule énergétique}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Shields]{Boucliers}<\/h3>\n<\/div>\n<h2>Tables<\/h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Common Gear Table]{Équipement commun}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Medieval and Ancient Armor Table]{Arumes anciennes et médiévales}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Modern Armor Table]{Armures contemporaines}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Futuristic Armor Table]{Armures futuristes}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Shields Table]{Boucliers}<\/h3>\n<\/div>\n<\/div>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg69_quote_armor.webp\" alt=\"Souvenez vous que le prix de l'équipement est lié à la période de l'histoire, et non pour n'importe quelle époque. Il y a toutes les chances qu'ils varient lorsque Gabe et Red passent d'une dimension à l'autre. &mdash; The GM\" \/><\/div>",
"name": "Notes sur les armures"
},
"Vehicle Notes": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Vehicles<\/h1>\n<\/div>\n<div>\n<p>La section de Tables des Véhicules fournissent des informations sur une sélection de véhicules @Compendium[swade-core-rules.swade-rules.Ground Vehicles]{Terrestre}, @Compendium[swade-core-rules.swade-rulela Taille et lÉchelle dun véhicule sont calculées par rapport à un humain (voir <strong> @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille et Échelle}<\/strong>&nbsp;et <strong>@Compendium[swade-core-rules.swade-rules.Size Table]{Table des Tailles} <\/strong>). Un véhicule peut subir jusquà 3 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} avant de devenir une <strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Epave}<\/strong>,mais les Grands véhicules peuvent subir une blessure de plus, ceux Énormes deux, et ceux Gigantesques trois.<\/li>\n<li><strong>MANOEUVRABILITÉ <\/strong>ce modificateur représente la réactivité et la facilité dutilisation du véhicule et sapplique à tous les jets de(@Compendium[swade-core-rules.swade-skills.Boating]{Navigation}, @Compendium[swade-core-rules.swade-skills.Driving]{Conduite}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Pilotage}). Ce modificateur va typiquement de -4 pour les véhicules lents et imposants à +4 pour les véhicules rapides et manoeuvrables.<\/li>\n<li><strong>VITESSE MAXIMUM: <\/strong>exprimée en km\/h qui est équivalente en @Compendium[swade-core-rules.swade-rules.Movement]{Allure} Les règles de Poursuites ne prennent en compte que les vitesses relatives entre les véhicules (voir;<strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites}<\/strong>)\n<p>Légalité entre km\/h et cases\/round repose sur une simplification et se base entre autre sur 1 mille = 1,5 km.. See the <strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{ENCART VÉHICULES SUR TABLE}<\/strong>&nbsp;pour intégrer des véhicules aux combats avec des personnages.<\/p>\n<\/li>\n<li><strong>RÉSISTANCE: <\/strong> La Résistance dun véhicule représente son blindage et sa capacité à fonctionner malgré les coups encaissés.L'@Compendium[swade-core-rules.swade-rules.Armor]{Armure} déjà incluse dans cette valeur, est indiquée entre parentheses. Inspirez-vous des véhicules inclus dans ce guide pour créer les vôtres.quand vous créez vos propres véhicules ou modifier ceux listés ici @Compendium[swade-core-rules.swade-rules.Ground Vehicles]{Véhicules terrestre}, @Compendium[swade-core-rules.swade-rules.Watercraft Table]{Navirest}, and @Compendium[swade-core-rules.swade-rules.Aircraft Table]{Avion}) . \n<p> Pour estimer la valeur d'@Compendium[swade-core-rules.swade-rules.Armor]{Armure} dun véhicule doté dune Armure lourde (comme un char), commencez par lui appliquer une valeur de base de +4, puis ajoutez +2 par 2,5 cm de blindage jusquà 25 cm, +1 par 2,5 cm jusquà 50 cm, et +1 par 5 cm au delà. <em>full<\/em> Un char avec un blindage de 58 cm par exemple aurait une armure de 4 + 20 + 10 + 1 = 35.<\/p>\n<p>Nhésitez pas à faire des ajustements pour des matériaux spéciaux.<\/p>\n<\/li>\n<li><strong>PASSAGERS : <\/strong>ces nombres correspondent aux membres déquipage nécessaires et aux passagers que le véhicule peut transporter en plus. Par exemple, une notation « 2 + 8 » signifie que le véhicule a besoin dun équipage de deux personnes pour fonctionner normalement, et quil peut transporter jusquà huit passagers supplémentaires.<\/li>\n<li><strong>PRIX : <\/strong>le prix moyen du véhicule.<\/li>\n<\/ul>\n<h2>NOTES SUR LES VÉHICULES<\/h2>\n<p><Airbags et ceintures de sécurité : <\/strong>lors dune collision, le passager ne subit que la moitié des dégâts arrondie à linférieur. Voir;<strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Epaves}<\/strong>.<\/p>\n<p><strong>Amphibie:<\/strong> le véhicule peut pénétrer dans leau sans risques. Voir les descriptions pour les vitesses dans leau.<\/p>\n<p><strong>AMCM (contre-mesures antimissiles) :<\/strong> quelques avions et vaisseaux spatiaux disposent de contre-mesures antimissiles, comme des lasers, des murs de matie re ou autres pluies de plomb. Le pilote bénéficie dun bonus de +2 à ses jets de Manoeuvre pour éviter des @Compendium[swade-core-rules.swade-rules.Missiles Table]{Missiles}).<\/p>\n<p><strong>Quatre roues motrices (4x4):<\/strong> ce véhicule dépense 1,5 dAllure par case de @Compendium[swade-core-rules.swade-rules.Movement]{terrain difficile} au lieu de 2.<\/p>\n<p><strong>Armure lourde :<\/strong> seules les armes dotées de la capacité @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde} sont susceptibles dendommager le véhicule, peu importe les dégâts causés. Cela permet déviter quun tir de pistolet chanceux ne vienne à bout dun char. Les véhicules dotés dune Armure lourde divisent par deux les dégâts de collision si lobstacle (y compris un autre véhicule) ne dispose pas lui-même dune Armure lourde.<\/p>\n<p>Sauf indication contraire, ce genre de véhicule possède une protection moindre sur les côtés et larrière. Ajoutez un dé de dégâts si le MJ considère quun tel endroit du véhicule est touché. Par exemple 3d8 deviennent 4d8.<\/p>\n<p><strong>Hovercraft ::<\/strong> le véhicule flotte à quelques centime très au-dessus du sol. Il nest pas affecté par les obstacles bas ou les plans deau.<\/p>\n<p><strong>Vision infrarouge:<\/strong> un système de vision thermique permet de réduire de moitié les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} contre les cibles produisant de la chaleur.<\/p>\n<aside class=\"vehicle-notes-aside\">\n<h2>CONVERSION DEPUIS UNE <br \/>ÉDITION PRÉCÉDENTE<\/h2>\n<p>Les caractéristiques de ces listes de véhicules diffèrent un peu des précédentes éditions.<\/p>\n<p><strong>Accélération (Acc): <\/strong>elle est maintenant prise en compte dans la Manoeuvrabilité et la Vitesse maximum.<\/p>\n<p><Montée: <\/strong>elle est maintenant prise en compte dans la Manoeuvrabilité des aéronefs.<\/p>\n<p><strong>Allure:<\/strong> @Compendium[swade-core-rules.swade-rules.Movement]{Allure} basée sur la vitesse sur table et bien plus basse que dans cette édition. Pour convertir un véhicule, considérez sa vitesse maximum en km\/h. Pour les véhicules fictifs, multipliez lancienne Vitesse maximum par 5 pour la convertir en km\/h.<\/p>\n<\/aside>\n<p><strong>Armes jumelées : <\/strong>des armes de même type peuvent être synchronisées par 2 ou par 4 et faire feu ensemble. Les armes jumelées par 2 bénéficient dun bonus de +1 pour toucher et +2 aux dégâts ; les armes jumelées par 4 bénéficient dun bonus de +2 au toucher et +4 aux dégâts.<\/p>\n<p class=\"embedded-example\"><strong>Exemple :<\/strong>un pilote avec d8 en @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} dans un @Compendium[swade-core-rules.swade-rules.Aircraft Table]{Spitfire} (8 mitrailleuses, @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} 3) tire 3d8 pour chaque aile, avec un bonus de +2 sur son jet de Tir et +4 pour les dégâts.<\/p>\n<p><strong>Vision nocturne:<\/strong> cet équipement permet dignorer les malus liés à la Pénombre et à lObscurité pour les malus liés à la @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}.<\/p>\n<p><strong>Tir de réaction : <\/strong>ces armes ont des capacités spéciales lors des @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chases}.<\/p>\n<p><strong>Blindage incliné : <\/strong>pour certains véhicules blindés, les plaques de métal sont inclinées pour augmenter la probabilité quun impact soit dévié par le blindage. Les tirs de canon de @Compendium[swade-core-rules.swade-rules.Ground Vehicles]{tank} ou @Compendium[swade-core-rules.swade-rules.Rocket Launchers and Torpedoes Table]{bazooka}, contre ce genre de véhicule subissent un malus de -2 au @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}.<\/p>\n<p><strong>Véhicule spatial : <\/strong> le véhicule est destiné au vide de lespace. Si la caractéristique Atmosphérique suit cette information, le véhicule est également capable dentrer dans latmosphère et de la quitter.l.<\/p>\n<p><strong>Stabilisateur: <\/strong>ce syste me réduit le malus de @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Plateforme instable} pour larme concernée (généralement le canon principal dun char ou dun véhicule blindé). Le malus est réduit à -1 avec un Stabilisateur et à 0 avec un Stabilisateur amélioré.<\/p>\n<p><strong>Peinture de camouflage: <\/strong>ce revêtement rend le véhicule moins détectable aux scanners et détecteurs.Il inflige un malus de -4 aux jets @Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} pour le détecter ou lacquérir comme cible.<p>\n<p><strong>Chenilles : <\/strong>grâce aux chenilles, le véhicule peut aisément passer des obstacles assez bas, comme un tronc darbre par exemple, et ignore les malus de mouvement en @Compendium[swade-core-rules.swade-rules.Movement]{terrain difficile}.<\/p>\n<p><strong>Armement : <\/strong>il sagit des armes intégrées au véhicule. Leur localisation est indiquée pour la narration mais aussi pour les règles de <strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuite}<\/strong>. Voici les plus communes :<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>FIXE: <\/strong>larme ne tire que dans la direction indiquée (en général vers lavant ou larrière sur un arc de 45°).<\/li>\n<li><strong>SUR PIVOT : <\/strong>larme est montée sur un pivot et peut tirer sur un arc de 180°. Si le pivot est luimême monté sur une tourelle, lorientation de larme est dictée par lorientation de la tourelle.<\/li>\n<li><strong>TOURELLE: <\/strong>larme peut tirer à 360°.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/BicyleCrash.webp\" alt=\"Three kids on bicycles riding away from a large shadow monster. The kid in front is flying forwards after a rift opened up and his bicyle crashed.\" \/><\/div>\n<\/div>",
"name": "Notes sur les véhicules"
},
"Ballistic Protection": {
"text": "<div class=\"swade-core\">\n<h3>Protection balistique<\/h3>\n<p>les armures avec une astérisque après la valeur réduisent de 4 points les dégâts des balles (tout &ldquo;projectile&rdquo; physique tiré par une arme à feu). La Pénétration darmure ne sapplique quà la valeur dArmure totale.<\/p>\n<\/div>",
"name": "Protection balistique"
},
"Energy Skin": {
"text": "<div class=\"swade-core\">\n<h3>Energy Skin<\/h3>\n<p>The armor is treated with an &ldquo;energy skin&rdquo; (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} rolls based on vision.<\/p>\n<\/div>",
"name": "Energy Skin"
},
"Shields": {
"text": "<div class=\"swade-core\">\n<h3>Shields<\/h3>\n<p>Shields add to a character&rsquo;s @Compendium[swade-core-rules.swade-rules.Characters]{Parade} as shown in the @Compendium[swade-core-rules.swade-rules.Shields Table]{Shields Table}. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).<\/p>\n<p>Medieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armure} should someone attempt to shoot through them (see <strong>@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}<\/strong>). Modern shields are Hardness 12 and also provide +2 Armor. Polymer shields are Hardness 10 and provide Armor +4.<\/p>\n<p>While worn, shields can be used to bash for Str+d4 damage.<\/p>\n<\/div>",
"name": "Shields"
},
"Armor Piercing (AP)": {
"text": "<div class=\"swade-core\">\n<h3>Pénétration darmure (PA)<\/h3>\n<p>Larme ou le projectile ignore les points d@Compendium[swade-core-rules.swade-rules.Armor]{Armure} indiqués. Une arme avec la capacité PA 4 ignore 4 points dArmure. Les points de PA dépassant lArmure de la cible sont ignorés.<\/p>\n<\/div>",
"name": "Pénétration darmure (PA)"
},
"Armor": {
"text": "<div class=\"swade-core\">\n<h3>Armure<\/h3>\n<p>Il sagit de la protection dArmure accordée à son porteur. Elle est affichée entre parenthèses et ajoutée au score de @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}. À moins quil ne spécifie le contraire, un attaquant dirige toujours ses coups vers le torse de son adversaire.<\/p>\n<p>LArmure portée se cumule entièrement avec lArmure naturelle (comme une peau écailleuse).<\/p>\n<p>On peut porter jusquà deux armures. La plus faible najoute que la moitié de sa valeur arrondie à linférieur, la @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} est celle de larmure la plus lourde augmentée dun cran. Exemple : porter une cotte de maille (+3) en dessous dune armure de plates (+4) confère un bonus de +1 à lArmure pour un total de +5, et augmente la Force minimum à d12.<\/p>\n<\/div>",
"name": "Armure"
},
"Caliber": {
"text": "<div class=\"swade-core\">\n<h3>Calibre<\/h3>\n<p>Le nombre indiqué entre parenthèses après les armes à feu est le calibre de la balle qu'elle tire. Utilisez-le pour calculer le coût des munitions ou essayer de déterminer si les munitions d'une arme correspondent à une autre. les munitions des @Compendium[swade-core-rules.swade-rules.Rifles Table]{Fusils} et des @Compendium[swade-core-rules.swade-rules.Pistols Table]{pistolets} ne sont pas interchangeable.<\/p>\n<\/div>",
"name": "Calibre"
},
"Heavy Weapon (HW)": {
"text": "<div class=\"swade-core\">\n<h3>Arme lourde (AL)<\/ h3>\n<p>Cette arme peut affecter des véhicules ou des machines bénéficiant dune <strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}<\/strong> (voir p. 82).<\/p>\n<\/div>",
"name": "Arme lourde"
},
"Minimum Strength": {
"text": "<div class=\"swade-core\">\n<p>Certain items have a &ldquo;Minimum Strength&rdquo; required to use without penalty. Note that some items list a d4 since it is possible to have a @Compendium[swade-core-rules.swade-rules.Traits]{Force} lower than d4.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>ARMOR\/WORN GEAR: <\/strong>Each die type differ&shy;ence between the character&rsquo;s Strength and the item&rsquo;s Minimum Strength inflicts a &minus;1 penalty to @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (minimum of 1&Prime;), @Compendium[swade-core-rules.swade-rules.Traits]{Agilité}, and Agilité-related skill rolls. This is cumulative for those weak but determined adventurers who wear or use multiple items too heavy for their build.<\/li>\n<li><strong>MELEE\/THROWN WEAPONS: <\/strong>A thrown or melee weapon&rsquo;s damage die is limited by the user&rsquo;s @Compendium[swade-core-rules.swade-rules.Traits]{Force} die. If a scrawny kid (Strength d4) picks up a long sword (Str+d8), he rolls d4+d4 damage instead of d4+d8. Also, if the user&rsquo;s Strength is less than its Minimum Strength, he doesn&rsquo;t benefit from any of the weapon&rsquo;s positive abilities such as @Compendium[swade-core-rules.swade-rules.Reach]{Reach} or @Compendium[swade-core-rules.swade-rules.Parry]{Parade} bonuses. He still retains any penalties, however.<\/li>\n<li><strong>RANGED WEAPONS: <\/strong>The user suffers a &minus;1 attack penalty for each die step difference between his @Compendium[swade-core-rules.swade-rules.Traits]{Force} and the weapon&rsquo;s minimum.<\/li>\n<\/ul>\n<\/div>",
"name": "Minimum Strength"
},
"Range": {
"text": "<div class=\"swade-core\">\n<h3>Range<\/h3>\n<p>This lists the weapon&rsquo;s Short, Medium, and Long Range. Extreme Range is up to 4&times;its Long Range. See @Compendium[swade-core-rules.swade-rules.Attacks]{Ranged Attacks} for @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) modifiers and more details.<\/p>\n<p>Ranges are listed in inches so you can use a ruler to move, shoot, and fight on the tabletop with miniatures. If you&rsquo;re not using miniatures, each inch is equal to two yards.<\/p>\n<p>Weapon ranges are &ldquo;effective&rdquo; ranges for the table-top. If you need to know the real world range of a weapon (for battles that don&rsquo;t take place on the table-top, for instance), multiply each range bracket by 2.5.<\/p>\n<\/div>",
"name": "Range"
},
"Rate of Fire": {
"text": "<div class=\"swade-core\">\n<h3>Rate of Fire<\/h3>\n<p>This is the number of shots that may be fired by this weapon in a single action. See <strong>@Compendium[swade-core-rules.swade-rules.Attacks]{Ranged Weapons}<\/strong>&nbsp;for further details.<\/p>\n<\/div>",
"name": "Rate of Fire"
},
"Reach": {
"text": "<div class=\"swade-core\">\n<h3>Reach<\/h3>\n<p>Weapons with &ldquo;Reach&rdquo; allow their user to make @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} attacks at the listed range. A Reach of 1, for example, allows a character to strike a target 1&Prime; distant. Weapons without a Reach value can only strike targets at arm&rsquo;s length (adjacent).<\/p>\n<p>Reach can be very important when fighting from horseback and <em>against<\/em> mounted foes (see @Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted Combat}).<\/p>\n<\/div>",
"name": "Reach"
},
"Reload": {
"text": "<div class=\"swade-core\">\n<h3>Reload<\/h3>\n<p>Reloading magazines, clips, and individual bullets in modern firearms is explained in detail in @Compendium[swade-core-rules.swade-rules.Reloading]{Reloading}.<\/p>\n<p>Some weapons, such as muskets and heavy crossbows, are much slower to reload. Once fired, the number after the word Reload is how many @Compendium[swade-core-rules.swade-rules.Actions]{actions} of reloading it takes before they can be fired again.<\/p>\n<\/div>",
"name": "Reload"
},
"Snapfire": {
"text": "<div class=\"swade-core\">\n<h3>Snapfire<\/h3>\n<p>Certain weapons, such as heavy sniper rifles, are very inaccurate if fired from the hip rather than using their sights, scopes, @Compendium[swade-core-rules.swade-equipment.Bipod\/Tripod]{bipod}, or @Compendium[swade-core-rules.swade-equipment.Bipod\/Tripod]{tripod}. If a character moves in the round he fires a Snapfire weapon, he suffers a &minus;2 @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} penalty.<\/p>\n<\/div>",
"name": "Snapfire"
},
"Three-Round Burst": {
"text": "<div class=\"swade-core\">\n<h3>RAFALE COURTE<\/h3>\n<p>Certaines armes militaires peuvent tirer 3 balles en une seule action sur la gâchette. Une arme ayant cette capacité tire dans ce mode 3 balles à la fois avec une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 1, bénéficiant dun bonus de +1 en @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et aux @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}.<\/p>\n<\/div>",
"name": "RAFALE COURTE"
},
"Damage": {
"text": "<div class=\"swade-core\">\n<h3>Damage<\/h3>\n<p>Damage is listed in terms of dice. Projectile weapons have fixed damage (such as 2d6). Melee weapons have damage based on the wielder&rsquo;s @Compendium[swade-core-rules.swade-rules.Traits]{Force} die plus another die, as listed under individual weapon entries. A dagger, for instance, inflicts Str+d4 damage.<\/p>\n<\/div>",
"name": "Damage"
},
"Parry": {
"text": "<div class=\"swade-core\">\n<h3>Parry<\/h3>\n<p>The weapon adds the bonus to the character&rsquo;s @Compendium[swade-core-rules.swade-rules.Characters]{Parade} score. If a character wields a weapon in each hand, penalties to Parry stack but bonuses do not (unless she has the @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextrous Edge}).<\/p>\n<\/div>",
"name": "Parry"
},
"High Explosive (HE)": {
"text": "<div class=\"swade-core\">\n<h3>HAUTEMENT EXPLOSIF (HE)<\/h3>\n<p>Les munitions hautement explosives utilisent un gabarit dexplosion, dont la taille est notée dans ses caractéristiques ou dans celles de larme (voir <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}<\/strong> p. 98).<\/p>\n<\/div>",
"name": "Hautement explosif (HE)"
},
"Two Hands": {
"text": "<div class=\"swade-core\">\n<h3>Two Hands<\/h3>\n<p>Une arme à deux mains peut être utilisée à une seule avec un malus de -4. La @Compendium[swade-core-rules.swade-rules.Traits]{Force} sapplique normalement pour les @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} mais tous les autres avantages sont perdus, comme @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} ou bonus de @Compendium[swade-core-rules.swade-rules.Characters]{Parade}.<\/p>\n<\/div>",
"name": "Deux mains"
},
"Ammo Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Munitions<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Munition<\/th>\n<th class=\"table-column-header\" scope=\"col\">Prix<\/th>\n<th class=\"table-column-header\" scope=\"col\">Poids<\/th>\n<th class=\"table-column-header\" scope=\"col\">Notes<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Arrows\/Bolts]{Flèches \/ carreaux}<\/td>\n<td>1\/2<\/td>\n<td>0.1<\/td>\n<td>Flèches pour arc, carreaux pour arbalète<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bullets, Small]{Balles - Petites}<\/td>\n<td>10<\/td>\n<td>0.5<\/td>\n<td>(Boîte de 50) @Compendium[swade-core-rules.swade-rules.Caliber]{calibre} .22 à .32<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bullets, Medium]{Balles - Moyennes}<\/td>\n<td>20<\/td>\n<td>1<\/td>\n<td>(Boîte de 50) 9mm au @Compendium[swade-core-rules.swade-rules.Caliber]{calibre} .45 <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bullets, Large]{Balles - Grosses}<\/td>\n<td>50<\/td>\n<td>7.5<\/td>\n<td>(Boîte de 50) @Compendium[swade-core-rules.swade-rules.Caliber]{calibre} .50 and plus<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Laser Battery, Pistol]{Batteries pour laser - Pistolet}<\/td>\n<td>20<\/td>\n<td>0.1<\/td>\n<td>(Chargeur complet)<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Laser Battery, Rifle \/ SMG]{Batteries pour laser - Fusil}<\/td>\n<td>20<\/td>\n<td>0.2<\/td>\n<td>(Chargeur complet)<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Laser Battery, Gatling]{Batteries pour laser - Gatling}<\/td>\n<td>50<\/td>\n<td>2<\/td>\n<td>(Chargeur complet)<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Shot (w\/ powder)]{Plombs ×10}<\/td>\n<td>1<\/td>\n<td>0.2<\/td>\n<td>(Avec poudre) Pour les armes à poudre noire<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Shotgun Shells]{Fusil de chasse - Chevrotine}<\/td>\n<td>15<\/td>\n<td>0.7<\/td>\n<td>(Boîte de 25) Plombs standards<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Shotgun Slugs]{Fusil de chasse - Balles slug}<\/td>\n<td>20<\/td>\n<td>0.7<\/td>\n<td>(Boîte de 25) Voir @Compendium[swade-core-rules.swade-rules.Shotguns]{Fusils de chasse} p. 101.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sling stones]{Pierres de fronde}<\/td>\n<td>1<\/td>\n<td>0.2<\/td>\n<td>(Par 20)<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Table des Munitions"
},
"Black Powder Weapons Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Armes à poudre <\/h2>\n<div class=\"table-summary\">\n<p>Les armes à poudre ont la capacité @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Portée<\/th>\n<th class=\"table-column-header\" scope=\"col\">Dégâts<\/th>\n<th class=\"table-column-header\" scope=\"col\">PA<\/th>\n<th class=\"table-column-header\" scope=\"col\">CDT<\/th>\n<th class=\"table-column-header\" scope=\"col\">Coups<\/th>\n<th class=\"table-column-header\" scope=\"col\">FOR. MIN.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Poids<\/th>\n<th class=\"table-column-header\" scope=\"col\">Prix<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Pistolet<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flintlock Pistol]{Pistolet à silex}<\/td>\n<td>5\/10\/20<\/td>\n<td>2d6+1<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>&mdash;<\/td>\n<td>d4<\/td>\n<td>3<\/td>\n<td>150<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Mousquets<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Brown Bess or Similar Muskets]{Brown Bess} <br \/>ou mousquet équivalent<\/td>\n<td>10\/20\/40<\/td>\n<td>2d8<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>&mdash;<\/td>\n<td>d6<\/td>\n<td>15<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Blunderbuss]{Tromblon}<\/td>\n<td>10\/20\/40<\/td>\n<td>1-3d6<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>&mdash;<\/td>\n<td>d6<\/td>\n<td>15<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Fusils<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kentucky Rifle]{Carabine Kentucky}<\/td>\n<td>15\/30\/60<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>&mdash;<\/td>\n<td>d6<\/td>\n<td>8<\/td>\n<td>300<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 4. Le rainurage serré nécessite 4 @Compendium[swade-core-rules.swade-rules.Actions]{actions} de Rechargement au lieu des 3 habituelles.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Springfield Model 1861]{Springfield Model 1861}<\/td>\n<td>15\/30\/60<\/td>\n<td>2d8<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>&mdash;<\/td>\n<td>d6<\/td>\n<td>11<\/td>\n<td>250<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<img src=\"modules\/swade-core-rules\/assets\/art\/SmoothboreMusket.webp\" alt=\"Mousquet\" \/><\/div>",
"name": "Table des Armes à poudre noire"
},
"Cannons Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Cannons<\/h2>\n<div class=\"table-summary\">\n<p>Cannons are used to destroy city walls or break up large troop formations. The leader of the weapon&rsquo;s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll.<\/p>\n<p><strong>Bombard:<\/strong> Assuming they have a rough idea of their target&rsquo;s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a &minus;4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll is failed (see <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}<\/strong>). Reduce the penalty to &minus;2 with precise coordinates (such as from a spotter).<\/p>\n<p>Cannons can fire three different types of shells: solid shot, shrapnel, and canister. The crew can pick the type of ammunition to be loaded each time it reloads.<\/p>\n<ul>\n<li><strong>Solid Shot:<\/strong> Heavy balls of iron, lead, or stone designed to batter walls or plow through packed ranks of troops. To fire, the leader of the crew makes a @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll as usual. If successful, roll a die. If even, it bounces to another victim behind and within 6&rdquo; of the first and hits him as well. Continue in this way until the die roll is odd.<\/li>\n<li><strong>Shrapnel:<\/strong> Explosive shells filled with small metal balls that explode outward in a shower of debris. This is an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone} and uses the Medium Blast Template unless otherwise noted.<\/li>\n<li><strong>Canister:<\/strong> Grapeshot or canister is a shell that detonates inside the barrel of a cannon and fires out a spray of deadly balls or other debris like a giant shotgun. The attack is the size of a Medium Blast Template&nbsp;(see&nbsp;<strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}<\/strong>)&nbsp;and moves in a straight line up to 24&rdquo; (it affects d6 targets if not using miniatures, or 2d6 if they&rsquo;re tightly packed). Compare the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll to every target within using a base TN of 4, adjusted for each target&rsquo;s @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, special abilities like the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge Edge}, etc. A hit causes 2d6 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} and a raise causes 3d6.<\/li>\n<\/ul>\n<p><strong>Note:<\/strong> All types of shot are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.<\/p>\n<\/div>\n<\/caption><caption class=\"table-caption\">\n<div class=\"table-summary\">&nbsp;<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Blast<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Cannon (12lb)<\/td>\n<td class=\"table-column-header table-subheader-center\" colspan=\"5\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">By Ammo Type<\/span> <\/span><\/td>\n<td>1200<\/td>\n<td>10K<\/td>\n<\/tr>\n<tr>\n<td>&nbsp;&nbsp;@Compendium[swade-core-rules.swade-equipment.Canister Shot (Cannon)]{Canister}<\/td>\n<td>24\" path<\/td>\n<td>2d6<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{MBT}<\/td>\n<td>&mdash;<\/td>\n<td>50<\/td>\n<\/tr>\n<tr>\n<td>&nbsp;&nbsp;@Compendium[swade-core-rules.swade-equipment.Cannon (12 lb), Solid Shot]{Solid Shot}<\/td>\n<td>50\/100\/200<\/td>\n<td>3d6+1<\/td>\n<td>4<\/td>\n<td>1<\/td>\n<td>&mdash;<\/td>\n<td>&mdash;<\/td>\n<td>50<\/td>\n<\/tr>\n<tr>\n<td>&nbsp;&nbsp;@Compendium[swade-core-rules.swade-equipment.Cannon (12 lb), Shrapnel]{Shrapnel}<\/td>\n<td>50\/100\/200<\/td>\n<td>3d6<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{MBT}<\/td>\n<td>&mdash;<\/td>\n<td>50<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<img src=\"modules\/swade-core-rules\/assets\/art\/ShipCannons.webp\" alt=\"Image of two ships firing cannons at each other.\" \/><\/div>",
"name": "Table des Canons"
},
"Catapults Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Catapults<\/h2>\n<div class=\"table-summary\">\n<p>Catapults are simple devices that hurl large stones at enemy defenses or ranks of troops. They normally require a crew of eight to load the projectile, crank down the lever that propels it, then sight and aim it. Firing can be done by a single person, but loading the projectile takes at least four.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Blast<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Catapult]{Catapult}<\/td>\n<td>24\/48\/96<\/td>\n<td>3d6<\/td>\n<td>4<\/td>\n<td>Special<\/td>\n<td>MBT<\/td>\n<td>&mdash;<\/td>\n<td>10K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Trebuchet]{Trebuchet}<\/td>\n<td>30\/60\/120<\/td>\n<td>3d8<\/td>\n<td>4<\/td>\n<td>Special<\/td>\n<td>MBT<\/td>\n<td>&mdash;<\/td>\n<td>50K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Table des Catapultes"
},
"Common Gear Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">3Common Gear<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Item<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"3\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Animals &amp; Tack<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Horse]{Horse}<\/td>\n<td>300<\/td>\n<td>&mdash;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.War Horse]{War Horse}<\/td>\n<td>750<\/td>\n<td>&mdash;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Saddle]{Saddle}<\/td>\n<td>10<\/td>\n<td>10<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Elaborate Saddle]{Elaborate Saddle}<\/td>\n<td>50<\/td>\n<td>10<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"3\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Adventuring Gear<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Backpack]{Backpack}<\/td>\n<td>50<\/td>\n<td>2<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bedroll]{Bedroll (sleeping bag; winterized)}<\/td>\n<td>25<\/td>\n<td>4<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Blanket]{Blanket}<\/td>\n<td>10<\/td>\n<td>4<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Camera (disposable)]{Camera (disposable)}<\/td>\n<td>10<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Camera (regular)]{Camera (regular)}<\/td>\n<td>75<\/td>\n<td>2<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Camera (digital)]{Camera (digital)}<\/td>\n<td>300<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Candle]{Candle} (one hour, 2\" radius)<\/td>\n<td>1<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Canteen (waterskin)]{Canteen (waterskin)}<\/td>\n<td>5<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Crowbar]{Crowbar}<\/td>\n<td>10<\/td>\n<td>2<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.First Aid Kit]{First Aid Kit}<\/td>\n<td>10<\/td>\n<td>1<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Three uses, see <strong>@Compendium[swade-core-rules.swade-rules.Healing]{Guérison}<\/strong><\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flashlight]{Flashlight} (10\" beam)<\/td>\n<td>20<\/td>\n<td>3<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flask (ceramic)]{Flask (ceramic)}<\/td>\n<td>5<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flint and Steel]{Flint and Steel}<\/td>\n<td>3<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Goggles]{Goggles}<\/td>\n<td>20<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Grappling Hook]{Grappling Hook}<\/td>\n<td>100<\/td>\n<td>2<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Hammer]{Hammer}<\/td>\n<td>10<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Handcuffs (manacles)]{Handcuffs (manacles)}<\/td>\n<td>15<\/td>\n<td>2<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Lantern]{Lantern} (4 hours, 4\" radius)<\/td>\n<td>25<\/td>\n<td>3<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Lighter]{Lighter}<\/td>\n<td>2<\/td>\n<td>&mdash;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Lockpicks]{Lockpicks}<\/td>\n<td>200<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Medic Kit]{Medic Kit}<\/td>\n<td>100<\/td>\n<td>4<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Five uses, +1 to <strong>@Compendium[swade-core-rules.swade-rules.Healing]{Guérison}<\/strong> skill rolls; $25 to refill.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Oil]{Oil} (for lantern; one pint)<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Quiver]{Quiver} (holds 20 arrows\/bolts)<\/td>\n<td>25<\/td>\n<td>2<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Rope, hemp]{Rope, hemp} (10\"\/20 yards)<\/td>\n<td>10<\/td>\n<td>15<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Rope, nylon]{Rope, nylon} (10\"\/20yards)<\/td>\n<td>10<\/td>\n<td>3<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Shovel]{Shovel}<\/td>\n<td>5<\/td>\n<td>5<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Soap]{Soap}<\/td>\n<td>1<\/td>\n<td>0.2<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Tool Kit]{Tool Kit}<\/td>\n<td>200<\/td>\n<td>5<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Torch]{Torch} (one hour, 4\" radius)<\/td>\n<td>5<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Umbrella]{Umbrella}<\/td>\n<td>5<\/td>\n<td>2<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Whistle]{Whistle}<\/td>\n<td>2<\/td>\n<td>&mdash;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Whetstone]{Whetstone}<\/td>\n<td>5<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"3\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Clothing<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Boots, Hiking]{Boots, Hiking}<\/td>\n<td>100<\/td>\n<td>2<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Camouflage Fatigues]{Camouflage Fatigues}<\/td>\n<td>20<\/td>\n<td>3<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Clothing, Casual]{Clothing, Casual}<\/td>\n<td>20<\/td>\n<td>2<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Clothing, Formal]{Clothing, Formal}<\/td>\n<td>200<\/td>\n<td>3<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Winter Gear (cloak\/parka)]{Winter Gear (cloak\/parka)}<\/td>\n<td>200<\/td>\n<td>3<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Winter Boots]{Winter Boots}<\/td>\n<td>100<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"3\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Computers &amp; Electronics<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Computer, Desktop]{Computer, Desktop}<\/td>\n<td>800<\/td>\n<td>20<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.GPS]{GPS}<\/td>\n<td>250<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Computer, Hand held]{Computer, Handheld}<\/td>\n<td>250<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Computer, Laptop]{Computer, Laptop}<\/td>\n<td>1200<\/td>\n<td>5<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"3\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Firearms Accessories<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bipod\/Tripod]{Bipod\/Tripod}<\/td>\n<td>100<\/td>\n<td>2<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Takes an @Compendium[swade-core-rules.swade-rules.Actions]{action} to deploy. Negates @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Min Str} penalties.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Laser\/Red Dot Sight]{Laser\/Red Dot Sight}<\/td>\n<td>150<\/td>\n<td>1<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> +1 to @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} at Short and Medium @Compendium[swade-core-rules.swade-rules.Range]{Portée}<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Rifle Scope]{Rifle Scope}<\/td>\n<td>100<\/td>\n<td>2<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Cancels 2 additional points of penalties when @Compendium[swade-core-rules.swade-rules.Aim]{Aiming}<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"3\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Food<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Fast Food Meal]{Fast Food Meal}<\/td>\n<td>8<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Good Meal (restaurant)]{Good Meal (restaurant)})<\/td>\n<td>15<\/td>\n<td>&mdash;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.MRE (Meal Ready to Eat)]{MRE (Meal Ready to Eat)}<\/td>\n<td>10<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Trail Rations]{Trail Rations}<\/td>\n<td>10<\/td>\n<td>5<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> 5 meals; keeps one week<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"3\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Personal Defense<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Pepper Spray]{Pepper Spray}<\/td>\n<td>15<\/td>\n<td>0.5<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Use @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} (or @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} if engaged). No @Compendium[swade-core-rules.swade-rules.Range]{Portée} penalty but max range is 2&Prime; (about 10 feet), Shots 5, victim must make @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll at &ndash;2 or be <strong>@Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}<\/strong>.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Stun Gun]{Stun Gun}<\/td>\n<td>25<\/td>\n<td>0.5<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Uses @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}. Range 1\/2\/4. Shots 3 before needing to be recharged for at least two hours. Victims must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll at &ndash;2 or be @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"3\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Surveillance<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.\"Bug\" (Micro Transmitter)]{\"Bug\" (Micro Transmitter)}<\/td>\n<td>30<\/td>\n<td>&mdash;<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> 12 hours of continuous use.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Button Camera]{Button Camera}<\/td>\n<td>50<\/td>\n<td>&mdash;<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> 12 hours of continuous use.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Cellular Interceptor]{Cell Interceptor}<\/td>\n<td>650<\/td>\n<td>5<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Lineman's Telephone]{Lineman's Telephone}<\/td>\n<td>150<\/td>\n<td>2<\/td>\n<\/tr>\n<tr>\n<td>Night Vision Goggles<\/td>\n<td>500<\/td>\n<td>3<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> No penalty for Dim or Dark. <strong>@Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}<\/strong>. For double the price the goggles are \"active\" and ignore all Illumination penalties.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Parabolic Microphone]{Parabolic Microphone}<\/td>\n<td>750<\/td>\n<td>4<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Hear whispers up to 200 yards distant.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Telephone Tap]{Telephone Tap}<\/td>\n<td>250<\/td>\n<td>&mdash;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Transmitter Detector]{Transmitter Detector}<\/td>\n<td>525<\/td>\n<td>1<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Table de l'Équipement commun"
},
"Flamethrowers Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Flamethrowers<\/h2>\n<div class=\"table-summary\">\n<p>Flamethrowers propel incendiary liquid or gas to incinerate their targets. They are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}, use the Cone Template (see <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}<\/strong>), and may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.<\/p>\n<p>Armor protects normally, but flammable targets may catch fire (see <strong>@Compendium[swade-core-rules.swade-rules.Fire]{Fire}<\/strong>).<\/p>\n<p>For vehicular flamethrowers, see the @Compendium[swade-core-rules.swade-rules.Vehicular Weapons Table]{Vehicular Weapons Table}.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Shots<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flamethrower]{Flamethrower}<\/td>\n<td>Cone Template<\/td>\n<td>3d6<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>10<\/td>\n<td>d8<\/td>\n<td>70<\/td>\n<td>300<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Flamethrowers Table"
},
"Futuristic Armor Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Futuristic Armor<\/h2>\n<div class=\"table-summary\">\n<p><strong>@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Protection balistique}:<\/strong> Armor marked with an asterisk reduces the damage from bullets by 4. &ldquo;Bullets&rdquo; includes physical shot fired from a firearm.<\/p>\n,\n<p>Apply AP only to the item's actual @Compendium[swade-core-rules.swade-rules.Armor]{Armure} value.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Item<\/th>\n<th class=\"table-column-header\" scope=\"col\">Armor<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Light\/Civilian Armor<\/span> <\/span> <span class=\"table-body-description\"><strong>Energy Skin: <\/strong>Any armor listed below may be treated with an &ldquo;energy skin&rdquo; (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} rolls based on vision.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Body Armor w\/Energy Skin]{Body Armor} (torso, arms, legs)<\/td>\n<td>+4*<\/td>\n<td>d4<\/td>\n<td>4<\/td>\n<td>200<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Light, armored clothing made from complex polymers or advanced ballistic weave.<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Military Armor<\/span> <\/span> <span class=\"table-body-description\">Armor used by private or state forces.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Infantry Battle Suit]{Infantry Battle Suit} (torso, arms, legs)<\/td>\n<td>+6*<\/td>\n<td>d6<\/td>\n<td>12<\/td>\n<td>800<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>A full suit of armor with boots and gloves.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Battle Helmet]{Battle Helmet} (head, full face)<\/td>\n<td>+6*<\/td>\n<td>d6<\/td>\n<td>2<\/td>\n<td>100<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Table des Armures Futuriste"
},
"Grenades Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Grenades<\/h2>\n<div class=\"table-summary\">\n<p>Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} skill at the @Compendium[swade-core-rules.swade-rules.Range]{Ranges} listed below, and cannot make use of <strong>@Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}<\/strong>.<\/p>\n<p>All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons} and detonate in the listed blast template (see <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}<\/strong>).<\/p>\n<p>Grenades may be Evaded. See <strong>@Compendium[swade-core-rules.swade-rules.Evasion]{Evasion}<\/strong>.<\/p>\n<\/div>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Blast<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Mk II (WW2 Pineapple)]{Mk II (WW2 Pineapple)}<\/td>\n<td>4\/8\/16<\/td>\n<td>3d6<\/td>\n<td>&mdash;<\/td>\n<td>&mdash;<\/td>\n<td>MBT<\/td>\n<td>1<\/td>\n<td>40<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Potato Masher (WW2)]{Potato Masher (WW2)}<\/td>\n<td>5\/10\/20<\/td>\n<td>3d6-2<\/td>\n<td>&mdash;<\/td>\n<td>&mdash;<\/td>\n<td>MBT<\/td>\n<td>2<\/td>\n<td>50<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Mk67 (Modern)]{Mk67 (Modern)}<\/td>\n<td>5\/10\/20<\/td>\n<td>3d6<\/td>\n<td>&mdash;<\/td>\n<td>&mdash;<\/td>\n<td>MBT<\/td>\n<td>1<\/td>\n<td>40<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Smoke Grenade]{Smoke Grenade}<\/td>\n<td>5\/10\/20<\/td>\n<td>&mdash;<\/td>\n<td>&mdash;<\/td>\n<td>&mdash;<\/td>\n<td>LBT<\/td>\n<td>1<\/td>\n<td>50<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Creates an area of smoke in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{LBT} that obscures vision (&ndash;4).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Stun Grenade]{Stun Grenade}<\/td>\n<td>5\/10\/20<\/td>\n<td>&mdash;<\/td>\n<td>&mdash;<\/td>\n<td>&mdash;<\/td>\n<td>LBT<\/td>\n<td>1<\/td>\n<td>50<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Targets must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll (at &ndash;2 with a raise) or be @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<aside class=\"tape-page-half\">\n<h2>More on Grenades<\/h2>\n<p>These additional rules get a bit picky, but they represent the cinematic shenanigans&ndash;and real-life heroics &ndash; players often look for in their game.<\/p>\n<p>Grenades in the modern era and earlier explode after mechanisms inside trigger the detonator&mdash;typically a delay of three to five seconds depending on make and model after the pin is pulled to initiate detonation.<\/p>\n<p><strong>Hot Potato: <\/strong>Because of the delay in the grenade&rsquo;s detonation, one character (and one only) in the blast radius can attempt to pick up and throw the grenade before it goes off. This is an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll at &minus;4 as a free @Compendium[swade-core-rules.swade-rules.Actions]{action} (or &minus;2 if he was on @Compendium[swade-core-rules.swade-rules.Hold]{Hold}, but it consumes his held action). Failure means it goes off before he can throw it, causing damage as if thrown with a raise (if it wasn&rsquo;t already).<\/p>\n<p><strong>Cooking: <\/strong>A character can &ldquo;cook&rdquo; a grenade by pulling its pin and counting off a few seconds so that it can&rsquo;t be thrown back. To do so, the attacker first makes a @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} roll as a free action. With success, he times the detonation correctly and it can&rsquo;t be hurled back or <strong>@Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}<\/strong>. Failure means it can be thrown back or Evaded, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on the Intellect roll means it detonates in the attacker&rsquo;s hand! Roll damage as if thrown with a raise.<\/p>\n<p><strong>Covering Grenades: <\/strong>A character may also throw himself on a grenade. He takes double the normal dice of damage for his heroic act, but his total @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} is subtracted from the damage inflicted on other characters in the blast radius.<\/p>\n<\/aside>\n<\/div>",
"name": "Grenades Table"
},
"Lasers (Futuristic) Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Lasers (Futuristic)<\/h2>\n<div class=\"table-summary\">\n<p>Lasers fire intensely focused beams of light to penetrate and burn their targets.<\/p>\n<p><strong>Cauterize:<\/strong> Anyone @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.<\/p>\n<p><strong>Overcharge:<\/strong> The lasers below can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} dice are a 1, the weapon must cool down for a full round before it can be fired again.<\/p>\n<p><strong>No Recoil:<\/strong> Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} penalty. Gatling lasers still take the penalty, however, which is why they&rsquo;re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod\/Tripod]{tripod}.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Shots<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Pistol (Laser)]{Pistol}<\/td>\n<td>15\/30\/60<\/td>\n<td>2d6<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>50<\/td>\n<td>d4<\/td>\n<td>2<\/td>\n<td>250<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.SMG (Laser)]{SMG}<\/td>\n<td>15\/30\/60<\/td>\n<td>2d6<\/td>\n<td>2<\/td>\n<td>4<\/td>\n<td>100<\/td>\n<td>d4<\/td>\n<td>4<\/td>\n<td>500<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Rifle (Laser)]{Rifle}<\/td>\n<td>30\/60\/120<\/td>\n<td>3d6<\/td>\n<td>2<\/td>\n<td>3<\/td>\n<td>100<\/td>\n<td>d6<\/td>\n<td>8<\/td>\n<td>700<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Laser}<\/td>\n<td>50\/100\/200<\/td>\n<td>3d6+4<\/td>\n<td>2<\/td>\n<td>4<\/td>\n<td>800<\/td>\n<td>d8<\/td>\n<td>20<\/td>\n<td>1000<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<img src=\"modules\/swade-core-rules\/assets\/art\/GatlingLaser.webp\" \/><\/div>",
"name": "Lasers (Futuristic) Table"
},
"Machine Guns Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Machine Guns<\/h2>\n<div class=\"table-summary\">\n<p>Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.<\/p>\n<p><strong>Weapon Mount:<\/strong> Most machine-guns require a bipod, tripod, or vehicle mount to fire, which eliminates any Strength requirement and the <strong>@Compendium[swade-core-rules.swade-rules.Recoil]{Recul}<\/strong> penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} is listed as &ldquo;NA,&rdquo; or &ldquo;Not Applicable.&rdquo; If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.<\/p>\n<p><strong>Minimum Rate of Fire:<\/strong> Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.<\/p>\n<p><strong>Reloading:<\/strong> Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Shots<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Browning Automatic Rifle]{Browning Automatic Rifle}<\/td>\n<td>20\/40\/60<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>3<\/td>\n<td>20<\/td>\n<td>d8<\/td>\n<td>17<\/td>\n<td>300<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 1 to 3. Uses magazines (one action to @Compendium[swade-core-rules.swade-rules.Reload]{Reload} instead of the usual 2).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Gatling]{Gatling}<\/td>\n<td>24\/48\/96<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>3<\/td>\n<td>100<\/td>\n<td>NA<\/td>\n<td>170<\/td>\n<td>500<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Minigun]{Minigun}<\/td>\n<td>30\/60\/120<\/td>\n<td>2d8+1<\/td>\n<td>2<\/td>\n<td>5<\/td>\n<td>4000<\/td>\n<td>d10<\/td>\n<td>85<\/td>\n<td>100K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3, requires backpack harness with ammo which weighs an additional 85 pounds when full (carries 4000 linked rounds).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M2 Browning]{M2 Browning}<\/td>\n<td>50\/100\/200<\/td>\n<td>2d10<\/td>\n<td>4<\/td>\n<td>3<\/td>\n<td>200<\/td>\n<td>NA<\/td>\n<td>84<\/td>\n<td>1500<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M60]{M60}<\/td>\n<td>30\/60\/120<\/td>\n<td>2d8+1<\/td>\n<td>2<\/td>\n<td>3<\/td>\n<td>100<\/td>\n<td>d8<\/td>\n<td>33<\/td>\n<td>6000<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.MG42]{MG42}<\/td>\n<td>30\/60\/120<\/td>\n<td>2d8+1<\/td>\n<td>2<\/td>\n<td>4<\/td>\n<td>200<\/td>\n<td>d10<\/td>\n<td>26<\/td>\n<td>750<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.SAW]{SAW}<\/td>\n<td>30\/60\/120<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>4<\/td>\n<td>200<\/td>\n<td>d8<\/td>\n<td>20<\/td>\n<td>4000<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Machine Guns Table"
},
"Medieval and Ancient Armor Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Medieval &amp; Ancient Armor<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Item<\/th>\n<th class=\"table-column-header\" scope=\"col\">Armor<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Cloth\/Light Leather<\/span> <\/span> <span class=\"table-body-description\">Heavy winter clothing, supple leather armor, soft hides.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Jacket (Cloth\/Light Leather)]{Jacket} (torso, arms)<\/td>\n<td>+1<\/td>\n<td>d4<\/td>\n<td>5<\/td>\n<td>20<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Robes]{Robes} (torso, arms, legs)<\/td>\n<td>+1<\/td>\n<td>d4<\/td>\n<td>8<\/td>\n<td>30<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Leggings (Cloth\/Light Leather)]{Leggings} (legs)<\/td>\n<td>+1<\/td>\n<td>d4<\/td>\n<td>5<\/td>\n<td>20<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Cap (Cloth\/Light Leather)]{Cap} (head)<\/td>\n<td>+1<\/td>\n<td>d4<\/td>\n<td>1<\/td>\n<td>5<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Thick Leather \/ Tough Hides<\/span> <\/span> <span class=\"table-body-description\">Boiled leather, cuir bouilli, alligator hides.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Jacket (Thick Leather\/Tough Hides)]{Jacket} (torso, arms)<\/td>\n<td>+2<\/td>\n<td>d6<\/td>\n<td>8<\/td>\n<td>80<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Leggings (Thick Leather\/Tough Hides)]{Leggings} (legs)<\/td>\n<td>+2<\/td>\n<td>d6<\/td>\n<td>7<\/td>\n<td>40<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Cap (Thick Leather\/Tough Hides)]{Cap} (head)<\/td>\n<td>+2<\/td>\n<td>d6<\/td>\n<td>1<\/td>\n<td>20<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Chain Mail<\/span> <\/span> <span class=\"table-body-description\">Chain, splint, metal scale, ring mail, samurai armor.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Shirt (Chain Mail)]{Shirt} (torso, arms)<\/td>\n<td>+3<\/td>\n<td>d8<\/td>\n<td>25<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Leggings (Chain Mail)]{Leggings} (legs)<\/td>\n<td>+3<\/td>\n<td>d8<\/td>\n<td>10<\/td>\n<td>150<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Chain Hood or Helm]{Chain Hood or Helm} (head)<\/td>\n<td>+3<\/td>\n<td>d8<\/td>\n<td>4<\/td>\n<td>25<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Bronze Armor (Pre-Iron Age Settings)<\/span> <\/span> <span class=\"table-body-description\">Typically only found in ancient times or pre-iron civilizations.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bronze Barding (horse)]{Bronze Barding (horse)}<\/td>\n<td>+3<\/td>\n<td>d10<\/td>\n<td>50<\/td>\n<td>1500<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bronze Corselet]{Bronze Corselet}<\/td>\n<td>+3<\/td>\n<td>d8<\/td>\n<td>13<\/td>\n<td>80<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Vambraces (Bronze Armor)]{Vambraces} (arms)<\/td>\n<td>+3<\/td>\n<td>d8<\/td>\n<td>5<\/td>\n<td>40<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Greaves (Bronze Armor)]{Greaves} (legs)<\/td>\n<td>+3<\/td>\n<td>d8<\/td>\n<td>6<\/td>\n<td>50<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bronze Helmet]{Bronze Helmet} (head)<\/td>\n<td>+3<\/td>\n<td>d8<\/td>\n<td>6<\/td>\n<td>25<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Plate Mail<\/span> <\/span> <span class=\"table-body-description\">Heavy steel armor made with &ldquo;plates&rdquo; of metal.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Plate Barding (horse)]{Plate Barding (horse)}<\/td>\n<td>+4<\/td>\n<td>d10<\/td>\n<td>50<\/td>\n<td>1500<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Corselet (Plate Mail)]{Corselet} (torso)<\/td>\n<td>+4<\/td>\n<td>d10<\/td>\n<td>30<\/td>\n<td>500<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Vambraces (Plate Mail)]{Vambraces} (arms)<\/td>\n<td>+4<\/td>\n<td>d10<\/td>\n<td>10<\/td>\n<td>200<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Greaves (Plate Mail)]{Greaves} (legs)<\/td>\n<td>+4<\/td>\n<td>d10<\/td>\n<td>10<\/td>\n<td>200<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Heavy Helm]{Heavy Helm} (head)<\/td>\n<td>+4<\/td>\n<td>d10<\/td>\n<td>4<\/td>\n<td>100<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Heavy Helm, Enclosed]{Heavy Helm, Enclosed} (head)<\/td>\n<td>+4<\/td>\n<td>d10<\/td>\n<td>8<\/td>\n<td>200<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> -1 to vision-based @Compendium[swade-core-rules.swade-skills.Notice]{Perception} rolls.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Medieval and Ancient Armor Table"
},
"Melee Weapons Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Melee Weapons<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<th class=\"table-column-header\" scope=\"col\">Notes<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Medieval<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Axe, Hand]{Axe, Hand}<\/td>\n<td>Str+d6<\/td>\n<td>d6<\/td>\n<td>2<\/td>\n<td>100<\/td>\n<td>&mdash;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Axe, Battle]{Axe, Battle}<\/td>\n<td>Str+d8<\/td>\n<td>d8<\/td>\n<td>4<\/td>\n<td>300<\/td>\n<td>&mdash;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Axe, Great]{Axe, Great}<\/td>\n<td>Str+d10<\/td>\n<td>d10<\/td>\n<td>7<\/td>\n<td>400<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2, @Compendium[swade-core-rules.swade-rules.Characters]{Parade} -1, two hands<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Club, Light]{Club, Light}<\/td>\n<td>Str+d4<\/td>\n<td>d4<\/td>\n<td>2<\/td>\n<td>25<\/td>\n<td>A sign of low status or thuggery<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Club, Heavy]{Club, Heavy}<\/td>\n<td>Str+d6<\/td>\n<td>d6<\/td>\n<td>5<\/td>\n<td>50<\/td>\n<td>A sign of low status or thuggery<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Dagger\/Knife (melee)]{Dagger\/Knife}<\/td>\n<td>Str+d4<\/td>\n<td>d6<\/td>\n<td>1<\/td>\n<td>25<\/td>\n<td>&mdash;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flail]{Flail}<\/td>\n<td>Str+d6<\/td>\n<td>d6<\/td>\n<td>3<\/td>\n<td>200<\/td>\n<td>Ignores shield bonus<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Halberd]{Halberd}<\/td>\n<td>Str+d8<\/td>\n<td>d8<\/td>\n<td>6<\/td>\n<td>250<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Katana]{Katana}<\/td>\n<td>Str+d6+1<\/td>\n<td>d6<\/td>\n<td>3<\/td>\n<td>1000<\/td>\n<td>two hands<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Lance]{Lance}<\/td>\n<td>Str+d8<\/td>\n<td>d8<\/td>\n<td>6<\/td>\n<td>300<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2 when charging, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, only usable in @Compendium[swade-core-rules.swade-rules.Mounted Combat]{mounted combat}<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Mace]{masse darme}<\/td>\n<td>Str+d6<\/td>\n<td>d6<\/td>\n<td>4<\/td>\n<td>100<\/td>\n<td>&mdash;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Maul]{Maul}<\/td>\n<td>Str+d10<\/td>\n<td>d10<\/td>\n<td>10<\/td>\n<td>400<\/td>\n<td>Two hands, +2 damage to @Compendium[swade-core-rules.swade-rules.Breaking Things]{break objects}<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Pike]{Pike}<\/td>\n<td>Str+d8<\/td>\n<td>d8<\/td>\n<td>18<\/td>\n<td>400<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, two hands<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Rapier]{Rapier}<\/td>\n<td>Str+d4<\/td>\n<td>d4<\/td>\n<td>2<\/td>\n<td>150<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Spear]{Spear}<\/td>\n<td>Str+d6<\/td>\n<td>d6<\/td>\n<td>3<\/td>\n<td>100<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1. @Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1 if used two-handed<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Staff]{Staff}<\/td>\n<td>Str+d4<\/td>\n<td>d4<\/td>\n<td>4<\/td>\n<td>10<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sword, Great]{Sword, Great}<\/td>\n<td>Str+d10<\/td>\n<td>d10<\/td>\n<td>6<\/td>\n<td>400<\/td>\n<td>Two hands<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sword, Long]{Sword, Long}<\/td>\n<td>Str+d8<\/td>\n<td>d8<\/td>\n<td>3<\/td>\n<td>300<\/td>\n<td>Basic swords and scimitars<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sword, Short]{Sword, Short}<\/td>\n<td>Str+d6<\/td>\n<td>d6<\/td>\n<td>2<\/td>\n<td>100<\/td>\n<td>Includes cavalry sabers<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Warhammer]{Warhammer}<\/td>\n<td>Str+d6<\/td>\n<td>d6<\/td>\n<td>2<\/td>\n<td>250<\/td>\n<td>Spiked, @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 1<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Modern<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bangstick]{Bangstick}<\/td>\n<td>3d6<\/td>\n<td>d6<\/td>\n<td>2<\/td>\n<td>5<\/td>\n<td>A shotgun shell on a stick used in melee; must be @Compendium[swade-core-rules.swade-rules.Reload]{reloaded} with a fresh shell (one @Compendium[swade-core-rules.swade-rules.Actions]{action})<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bayonet]{Bayonet}<\/td>\n<td>Str+d4<\/td>\n<td>d4<\/td>\n<td>1<\/td>\n<td>25<\/td>\n<td>Str+d6 and @Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1 attached to rifle, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Billy Club\/Baton]{Billy Club\/Baton}<\/td>\n<td>Str+d4<\/td>\n<td>d4<\/td>\n<td>1<\/td>\n<td>10<\/td>\n<td>Often carried by law enforcement<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Brass Knuckles]{Brass Knuckles}<\/td>\n<td>Str+d4<\/td>\n<td>d4<\/td>\n<td>1<\/td>\n<td>20<\/td>\n<td>Do not count as a weapon for <strong>@Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Defender}<\/strong><\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Chainsaw]{Chainsaw}<\/td>\n<td>2d6+4<\/td>\n<td>d6<\/td>\n<td>20<\/td>\n<td>200<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} hits the user<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Switchblade]{Switchblade}<\/td>\n<td>Str+d4<\/td>\n<td>d4<\/td>\n<td>0.5<\/td>\n<td>10<\/td>\n<td>&minus;2 to be @Compendium[swade-core-rules.swade-skills.Notice]{Noticed} if hidden<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Survival Knife]{Survival Knife}<\/td>\n<td>Str+d4<\/td>\n<td>d4<\/td>\n<td>1<\/td>\n<td>50<\/td>\n<td>Basic tools in handle add +1 to @Compendium[swade-core-rules.swade-skills.Survival]{Survie} rolls<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Futuristic<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Molecular Knife]{Molecular Knife}<\/td>\n<td>Str+d4+2<\/td>\n<td>d4<\/td>\n<td>0.5<\/td>\n<td>250<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2, Cannot be thrown<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Molecular Sword]{Molecular Sword}<\/td>\n<td>Str+d8+2<\/td>\n<td>d6<\/td>\n<td>2<\/td>\n<td>500<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 4<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Laser Sword]{Laser Sword}<\/td>\n<td>Str+d6+8<\/td>\n<td>d4<\/td>\n<td>2<\/td>\n<td>1000<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 12<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Melee Weapons Table"
},
"Mines Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Mines<\/h2>\n<div class=\"table-summary\">\n<p>Mines are explosives planted beneath shallow dirt that detonate in the listed @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{blast template} when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.<\/p>\n<p><strong>Minefields:<\/strong> For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Perception} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} roll at &minus;4, but failure detonates the device immediately.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Blast<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Anti-Personnel Mine]{Anti-Personnel Mine}<\/td>\n<td>&mdash;<\/td>\n<td>2d6+2<\/td>\n<td>&mdash;<\/td>\n<td>&mdash;<\/td>\n<td>SBT<\/td>\n<td>10<\/td>\n<td>100<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Anti-Tank Mine]{Anti-Tank Mine}<\/td>\n<td>&mdash;<\/td>\n<td>4d6<\/td>\n<td>&mdash;<\/td>\n<td>&mdash;<\/td>\n<td>MBT<\/td>\n<td>20<\/td>\n<td>200<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 5 vs. &frac12; the vehicle&rsquo;s @Compendium[swade-core-rules.swade-rules.Armor]{Armure} value (round up).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bouncing Betty]{Bouncing Betty}<\/td>\n<td>&mdash;<\/td>\n<td>3d6<\/td>\n<td>&mdash;<\/td>\n<td>&mdash;<\/td>\n<td>SBT<\/td>\n<td>9<\/td>\n<td>125<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>These deadly anti-personnel mines are designed to pop up into the air and rain shrapnel down from about head-height. Only full overhead cover offers an @Compendium[swade-core-rules.swade-rules.Armor]{Armure} bonus against such devices. Simply being prone offers no protection from these deadly explosives.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Claymore Mine]{Claymore Mine}<\/td>\n<td>&mdash;<\/td>\n<td>3d6<\/td>\n<td>&mdash;<\/td>\n<td>&mdash;<\/td>\n<td>Special<\/td>\n<td>4<\/td>\n<td>75<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Claymores fire a spray of deadly steel balls in a 60&deg; frontal arc. Everyone within 12&Prime; (24 yards) is automatically hit. Roll a die for all other targets up to 50&Prime; (100 yards). Those who get an odd result are also hit.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Mines Table"
},
"Missiles Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Missiles<\/h2>\n<div class=\"table-summary\">\n<p>Unless otherwise noted, missiles must &ldquo;lock&rdquo; onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target&rsquo;s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a &ldquo;short&rdquo; lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.<\/p>\n<p>The enemy attempts to evade each missile separately by making a @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{maneuvering} roll at &minus;4 (or &minus;2 if the target has substantial cover to hide behind&mdash;such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means the craft goes <strong>@Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}<\/strong>.<\/p>\n<p><strong>Anti-Missile Systems: <\/strong>Warships and futuristic space vessels often have &ldquo;point defense&rdquo; systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll per missile at @Compendium[swade-core-rules.swade-rules.Range]{Short Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}&mdash;missiles move at Mach 1, a &minus;6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} of 8 (2) (see <strong>@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}<\/strong>).<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Blast<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.TOW Missile Launcher]{TOW}<\/td>\n<td>75\/150\/300<\/td>\n<td>5d10<\/td>\n<td>34<\/td>\n<td>1<\/td>\n<td>MBT<\/td>\n<td>207<\/td>\n<td>60K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A wire-guided missile fired from a portable or vehicle-mounted launcher. Doesn&rsquo;t require a lock&mdash;just a @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll, and can&rsquo;t be jammed.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Hellfire]{Hellfire}<\/td>\n<td>150\/300\/600<\/td>\n<td>5d10<\/td>\n<td>40<\/td>\n<td>&mdash;<\/td>\n<td>MBT<\/td>\n<td>100<\/td>\n<td>115K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A laser-guided missile fired from a vehicle-mounted launcher.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sidewinder]{Sidewinder}<\/td>\n<td>100\/200\/400<\/td>\n<td>4d8<\/td>\n<td>6<\/td>\n<td>&mdash;<\/td>\n<td>SBT<\/td>\n<td>188<\/td>\n<td>600K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A short range, heat-seeking missile fired from an aircraft.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sparrow]{Sparrow}<\/td>\n<td>150\/300\/600<\/td>\n<td>5d8<\/td>\n<td>6<\/td>\n<td>&mdash;<\/td>\n<td>SBT<\/td>\n<td>617<\/td>\n<td>125K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A medium range, radar-guided missile fired from an aircraft.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Missile.webp\" alt=\"A flying missile\" \/><\/div>",
"name": "Missiles Table"
},
"Modern Armor Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Modern Armor<\/h2>\n<div class=\"table-summary\">\n<p><strong>@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Protection balistique}:<\/strong> Armor marked with an asterisk reduces the damage from bullets by 4. &ldquo;Bullets&rdquo; includes physical shot fired from a firearm.<\/p>\n,\n<p>Apply AP only to the item's actual @Compendium[swade-core-rules.swade-rules.Armor]{Armure} value.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Item<\/th>\n<th class=\"table-column-header\" scope=\"col\">Armor<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Cloth\/Leather<\/span> <\/span> <span class=\"table-body-description\">Heavy winter clothing, leather jacket or pants, chaps.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Thick Coat, Leather Jacket]{Thick Coat, Leather Jacket} (torso, arms)<\/td>\n<td>+1<\/td>\n<td>d4<\/td>\n<td>5<\/td>\n<td>100<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Leather Riding Chaps]{Leather Riding Chaps} (legs)<\/td>\n<td>+1<\/td>\n<td>d4<\/td>\n<td>5<\/td>\n<td>70<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar Riding Jacket]{Kevlar Riding Jacket} (torso, arms)<\/td>\n<td>+2<\/td>\n<td>d4<\/td>\n<td>8<\/td>\n<td>350<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar Riding Jeans]{Kevlar Riding Jeans} (legs)<\/td>\n<td>+2<\/td>\n<td>d4<\/td>\n<td>4<\/td>\n<td>175<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bike helmet]{Bike helmet} (head)<\/td>\n<td>+2<\/td>\n<td>d4<\/td>\n<td>1<\/td>\n<td>50<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Motorcycle Helmet]{Motorcycle Helmet} (head)<\/td>\n<td>+3<\/td>\n<td>d4<\/td>\n<td>3<\/td>\n<td>100<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Body Armor<\/span> <\/span> <span class=\"table-body-description\">Flak jackets, bulletproof vests, body armor, and bombproof suits.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flak Jacket (Vietnam-era)]{Flak Jacket (Vietnam-era)}, torso)<\/td>\n<td>+2<\/td>\n<td>d6<\/td>\n<td>10<\/td>\n<td>40<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar Vest]{Kevlar Vest} (torso)<\/td>\n<td>+2*<\/td>\n<td>d6<\/td>\n<td>5<\/td>\n<td>200<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar Vest with ceramic inserts]{Kevlar Vest with ceramic inserts} (torso)<\/td>\n<td>+4*<\/td>\n<td>d8<\/td>\n<td>17<\/td>\n<td>500<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar helmet]{Kevlar helmet} (head)<\/td>\n<td>+4*<\/td>\n<td>d4<\/td>\n<td>5<\/td>\n<td>80<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bombproof suit]{Bombproof suit} (entire body)<\/td>\n<td>+10<\/td>\n<td>d12<\/td>\n<td>80<\/td>\n<td>25k<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Bombproof suits aren&rsquo;t built for flexibility except in the hands, which are uncovered. @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} and related skills that require more than manual dexterity cannot exceed d6 while wearing the suit, and @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is reduced by 2 (in addition to @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} penalties).<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Modern Armor Table"
},
"Pistols Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Pistols<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Shots<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Revolvers<\/span> <\/span> <span class=\"table-body-description\">Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called &ldquo;speed loaders&rdquo; are also available for more modern firearms for about 10% of the weapon&rsquo;s cost.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Derringer]{Derringer}<\/td>\n<td>3\/6\/12<\/td>\n<td>2d4<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>2<\/td>\n<td>d4<\/td>\n<td>1<\/td>\n<td>100<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>-2 to being @Compendium[swade-core-rules.swade-skills.Notice]{Noticed}<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Police Revolver]{Police Revolver}<\/td>\n<td>10\/20\/40<\/td>\n<td>2d6<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>6<\/td>\n<td>d4<\/td>\n<td>2<\/td>\n<td>150<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Colt Peacemaker]{Colt Peacemaker}<\/td>\n<td>12\/24\/48<\/td>\n<td>2d6+1<\/td>\n<td>1<\/td>\n<td>1<\/td>\n<td>6<\/td>\n<td>d4<\/td>\n<td>4<\/td>\n<td>200<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Smith &amp; Wesson]{Smith &amp; Wesson}<\/td>\n<td>12\/24\/48<\/td>\n<td>2d6+1<\/td>\n<td>1<\/td>\n<td>1<\/td>\n<td>6<\/td>\n<td>d4<\/td>\n<td>5<\/td>\n<td>250<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Semi-Automatics<\/span> <\/span> <span class=\"table-body-description\">Semi-automatics are fed from a magazine. The standard size magazines are listed below. Additional magazines may be purchased for 10% of the weapon&rsquo;s cost. They weigh about 1 lb each, fully loaded.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Colt 1911]{Colt 1911}<\/td>\n<td>12\/24\/48<\/td>\n<td>2d6+1<\/td>\n<td>1<\/td>\n<td>1<\/td>\n<td>7<\/td>\n<td>d4<\/td>\n<td>4<\/td>\n<td>200<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Desert Eagle]{Desert Eagle}<\/td>\n<td>15\/30\/60<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>7<\/td>\n<td>d6<\/td>\n<td>8<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Glock (9mm)]{Glock (9mm)}<\/td>\n<td>12\/24\/48<\/td>\n<td>2d6<\/td>\n<td>1<\/td>\n<td>1<\/td>\n<td>17<\/td>\n<td>d4<\/td>\n<td>3<\/td>\n<td>200<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Ruger]{Ruger}<\/td>\n<td>10\/20\/40<\/td>\n<td>2d4<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>9<\/td>\n<td>d4<\/td>\n<td>2<\/td>\n<td>100<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<img src=\"modules\/swade-core-rules\/assets\/art\/M1911.webp\" alt=\"M1911 Pistol\" \/><\/div>",
"name": "Pistols Table"
},
"Ranged Weapons Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Ranged Weapons<\/h2>\n<div class=\"table-summary\">\n<p>Thrown axes and knives, bows, nets, slings, and spears are available in most every era or setting.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Medieval<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Axe, Throwing]{Axe, Throwing}<\/td>\n<td>3\/6\/12<\/td>\n<td>Str+d6<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>d6<\/td>\n<td>3<\/td>\n<td>100<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bow]{Bow}<\/td>\n<td>12\/24\/48<\/td>\n<td>2d6<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>d6<\/td>\n<td>3<\/td>\n<td>250<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Crossbow]{Crossbow (Hand Drawn)}<\/td>\n<td>10\/20\/40<\/td>\n<td>2d6<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>d6<\/td>\n<td>5<\/td>\n<td>250<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Hand-drawn.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Crossbow, Heavy]{Crossbow, Heavy}<\/td>\n<td>15\/30\/60<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>d6<\/td>\n<td>8<\/td>\n<td>400<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Requires a windlass to load. @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Dagger\/Knife (lancer)]{Dagger\/Knife}<\/td>\n<td>3\/6\/12<\/td>\n<td>Str+d4<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>d4<\/td>\n<td>1<\/td>\n<td>25<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Long Bow]{Long Bow}<\/td>\n<td>15\/30\/60<\/td>\n<td>2d6<\/td>\n<td>1<\/td>\n<td>1<\/td>\n<td>d8<\/td>\n<td>3<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Net (Weighted)]{Net (Weighted)}<\/td>\n<td>3\/6\/12<\/td>\n<td>&mdash;<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>d4<\/td>\n<td>8<\/td>\n<td>50<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>A successful hit means the target is <strong>@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}<\/strong>. The net is @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and vulnerable only to cutting attacks.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sling]{Sling} (Athletics (lancer))<\/td>\n<td>4\/8\/16<\/td>\n<td>Str+d4<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>d4<\/td>\n<td>1<\/td>\n<td>10<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Spear\/Javelin]{Spear\/Javelin (lancer)}<\/td>\n<td>3\/6\/12<\/td>\n<td>Str+d6<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>d6<\/td>\n<td>3<\/td>\n<td>100<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Modern<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Compound Bow]{Compound Bow}<\/td>\n<td>12\/24\/48<\/td>\n<td>Str+d6<\/td>\n<td>1<\/td>\n<td>1<\/td>\n<td>d6<\/td>\n<td>3<\/td>\n<td>200<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Crossbow (Modern)]{Crossbow}<\/td>\n<td>15\/30\/60<\/td>\n<td>2d6<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>d6<\/td>\n<td>7<\/td>\n<td>300<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Ranged Weapons Table"
},
"Rifles Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Rifles<\/h2>\n<div class=\"table-summary\">\n<p>Rifles can be either bolt-action, lever-action, or fed from a magazine or clip, noted in its description. Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Shots<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Lever and Bolt Action Rifles<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Barrett]{Barrett}<\/td>\n<td>50\/100\/200<\/td>\n<td>2d10<\/td>\n<td>4<\/td>\n<td>1<\/td>\n<td>10<\/td>\n<td>d8<\/td>\n<td>35<\/td>\n<td>750<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Barretts use a 10-shot removable magazine that weighs 2 lbs when loaded. They are almost always fitted with a @Compendium[swade-core-rules.swade-equipment.Rifle Scope]{lunette}.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M1 Garand]{M1 Garand}<\/td>\n<td>24\/48\/96<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>8<\/td>\n<td>d6<\/td>\n<td>10<\/td>\n<td>300<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> The standard US infantry rifle in World War II.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Hunting Rifle]{Hunting Rifle}<\/td>\n<td>24\/48\/96<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>5<\/td>\n<td>d6<\/td>\n<td>8<\/td>\n<td>350<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sharps Big 50]{Sharps Big 50}<\/td>\n<td>30\/60\/120<\/td>\n<td>2d10<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>1<\/td>\n<td>d8<\/td>\n<td>11<\/td>\n<td>400<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Spencer Carbine]{Spencer Carbine}<\/td>\n<td>20\/40\/80<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>7<\/td>\n<td>d4<\/td>\n<td>8<\/td>\n<td>250<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Winchester &lsquo;73]{Winchester '73}<\/td>\n<td>24\/48\/96<\/td>\n<td>2d8-1<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>15<\/td>\n<td>d6<\/td>\n<td>10<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Assault Rifles<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.AK47]{AK47}<\/td>\n<td>24\/48\/96<\/td>\n<td>2d8+1<\/td>\n<td>2<\/td>\n<td>3<\/td>\n<td>30<\/td>\n<td>d6<\/td>\n<td>10<\/td>\n<td>450<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M-16]{M-16}<\/td>\n<td>24\/48\/96<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>3<\/td>\n<td>20\/30<\/td>\n<td>d6<\/td>\n<td>8<\/td>\n<td>400<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> The A-2 version can also fire a <strong>@Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}<\/strong><\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Steyr AUG]{Steyr AUG}<\/td>\n<td>24\/48\/96<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>3<\/td>\n<td>30<\/td>\n<td>d6<\/td>\n<td>8<\/td>\n<td>400<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> May fire a <strong>@Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}<\/strong><\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Rifles Table"
},
"Rocket Launchers and Torpedoes Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Rocket Launchers &amp; Torpedoes<\/h2>\n<div class=\"table-summary\">\n<p>Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. All the listed weapons are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Blast<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.AT-4]{AT-4}<\/td>\n<td>24\/48\/96<\/td>\n<td>4d8+2<\/td>\n<td>24<\/td>\n<td>1<\/td>\n<td>MBT<\/td>\n<td>15<\/td>\n<td>1500<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>A heavy American anti-tank weapon of the modern era.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bazooka]{Bazooka}<\/td>\n<td>24\/48\/96<\/td>\n<td>4d8<\/td>\n<td>8<\/td>\n<td>1<\/td>\n<td>MBT<\/td>\n<td>12<\/td>\n<td>500<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in World War II. Additional warheads weigh 9 lbs and cost $50. WWII price.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M203 40MM]{M203 40MM}<\/td>\n<td>24\/48\/96<\/td>\n<td>4d8<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>MBT<\/td>\n<td>3<\/td>\n<td>1500<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. A grenade launcher mounted on the bottom of an assault rifle.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M72 Law]{M72 LAW}<\/td>\n<td>24\/48\/96<\/td>\n<td>4d8+2<\/td>\n<td>22<\/td>\n<td>1<\/td>\n<td>MBT<\/td>\n<td>5<\/td>\n<td>750<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in Vietnam.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Panzerschreck]{Panzerschreck}<\/td>\n<td>15\/30\/60<\/td>\n<td>4d8<\/td>\n<td>12<\/td>\n<td>1<\/td>\n<td>MBT<\/td>\n<td>20<\/td>\n<td>1000<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Literally, the &ldquo;tank terror&rdquo; rocket launcher used by German forces in World War II.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Torpedo]{Torpedo}<\/td>\n<td>300\/600\/1200<\/td>\n<td>8d10<\/td>\n<td>22<\/td>\n<td>1<\/td>\n<td>LBT<\/td>\n<td>3000<\/td>\n<td>500K<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Rocket Launchers and Torpedoes Table"
},
"Shields Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Shields<\/h2>\n<div class=\"table-summary\">\n<p>Shields add to a character&rsquo;s @Compendium[swade-core-rules.swade-rules.Characters]{Parade} as shown below. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).<\/p>\n<p>Medieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 armor should someone attempt to shoot through them (see <strong>@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}<\/strong>). Modern shields are Hardness 12 and also provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armure}. Polymer shields are Hardness 10 and provide Armor +4.<\/p>\n<p>While worn, shields can be used to bash for Str+d4 damage.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Parry<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cover<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Ancient &amp; Medieval<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Small Shield]{Small Shield}<\/td>\n<td>+1<\/td>\n<td>&mdash;<\/td>\n<td>d4<\/td>\n<td>4<\/td>\n<td>50<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Medium Shield]{Medium Shield}<\/td>\n<td>+2<\/td>\n<td>-2<\/td>\n<td>d6<\/td>\n<td>8<\/td>\n<td>100<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Large Shield]{Large Shield}<\/td>\n<td>+3<\/td>\n<td>-4<\/td>\n<td>d8<\/td>\n<td>12<\/td>\n<td>200<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Modern<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Riot Shield]{Riot Shield}<\/td>\n<td>+3<\/td>\n<td>-4<\/td>\n<td>d4<\/td>\n<td>5<\/td>\n<td>80<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Ballistic Shield]{Ballistic Shield}<\/td>\n<td>+3<\/td>\n<td>-4<\/td>\n<td>d6<\/td>\n<td>9<\/td>\n<td>250<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Reduces damage from firearms by 4 when an attacker tries to shoot through it.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Futuristic<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Polymer Shield, small]{Polymer Shield, Small}<\/td>\n<td>+1<\/td>\n<td>&mdash;<\/td>\n<td>d4<\/td>\n<td>2<\/td>\n<td>200<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Polymer Shield, medium]{Polymer Shield, Medium}<\/td>\n<td>+2<\/td>\n<td>-2<\/td>\n<td>d4<\/td>\n<td>4<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Polymer Shield, large]{Polymer Shield, Large}<\/td>\n<td>+3<\/td>\n<td>-4<\/td>\n<td>d6<\/td>\n<td>6<\/td>\n<td>400<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Shields Table"
},
"Shotguns Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Shotguns<\/h2>\n<div class=\"table-summary\">\n<p>Shotguns fire a spread of pellets (called &ldquo;shot&rdquo; or &ldquo;buckshot&rdquo;) to increase the shooter&rsquo;s chance of hitting his target. Up close, the blast can be devastating. See <strong>@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}<\/strong> for details.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Shots<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Double-Barrel Shotgun]{Double-Barrel}<\/td>\n<td>12\/24\/48<\/td>\n<td>1-3d6<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>2<\/td>\n<td>d6<\/td>\n<td>11<\/td>\n<td>150<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Pump Action Shotgun]{Pump Action}<\/td>\n<td>12\/24\/48<\/td>\n<td>1-3d6<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>6<\/td>\n<td>d4<\/td>\n<td>8<\/td>\n<td>150<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sawed-Off Double-Barrel Shotgun]{Sawed-Off DB}<\/td>\n<td>5\/10\/20<\/td>\n<td>1-3d6<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>2<\/td>\n<td>d4<\/td>\n<td>6<\/td>\n<td>150<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Streetsweeper Shotgun]{Streetsweeper}<\/td>\n<td>12\/24\/48<\/td>\n<td>1-3d6<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>12<\/td>\n<td>d6<\/td>\n<td>10<\/td>\n<td>450<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Shotguns Table"
},
"Submachine Guns Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">PISTOLETS MITRAILLEURS<\/h2>\n<div class=\"table-summary\">\n<p>Un chargeur standard a la contenance indiquée dans la liste ci-dessous. Il peut sacheter pour 10 % du prix de larme. Plein il pèse environ 500 g.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Portée<\/th>\n<th class=\"table-column-header\" scope=\"col\">Dégats<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">CdT<\/th>\n<th class=\"table-column-header\" scope=\"col\">Coups<\/th>\n<th class=\"table-column-header\" scope=\"col\">FOR. Min<\/th>\n<th class=\"table-column-header\" scope=\"col\">Poids<\/th>\n<th class=\"table-column-header\" scope=\"col\">Prix<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.H&amp;K MP5 (9mm)]{H&amp;K MP5 (9mm)}<\/td>\n<td>12\/24\/48<\/td>\n<td>2d6<\/td>\n<td>1<\/td>\n<td>3<\/td>\n<td>30<\/td>\n<td>d6<\/td>\n<td>5<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Tommy Gun]{Tommy Gun}<\/td>\n<td>12\/24\/48<\/td>\n<td>2d6+1<\/td>\n<td>1<\/td>\n<td>3<\/td>\n<td>20<\/td>\n<td>d6<\/td>\n<td>6,5<\/td>\n<td>350<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/Notes : peut être muni dun chargeur camembert de 50 balles qui augmente le poids de 1 kg et coûte 50 $.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Uzi (9mm)]{Uzi (9mm)}<\/td>\n<td>12\/24\/48<\/td>\n<td>2d6<\/td>\n<td>1<\/td>\n<td>3<\/td>\n<td>32<\/td>\n<td>d4<\/td>\n<td>4,5<\/td>\n<td>300<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<img src=\"modules\/swade-core-rules\/assets\/art\/TommyGun.webp\" alt=\"'Tommy' Gun\" \/><\/div>",
"name": "Tableau des Pistolets mitrailleurs"
},
"Vehicular Weapons Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Vehicular Weapons<\/h2>\n<div class=\"table-summary\">\n<p>Vous trouverez ci-dessous les armes montées les plus communes de lère contemporaine et au-delà. Toutes à lexception des mitrailleuses et des gatlings laser sont des @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{ARMES LOURDES}.<\/p>\n<p><strong>Cadence de tir minimum: <\/strong>les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{cadence de tir} de 3 ou plus ont une cadence de tir de 2 au minimum.<\/p>\n<p><strong>Lance-flammes lourds : <\/strong> les lance-flammes montés ont des portées supérieures à leurs équivalents portables. Le tireur peut utiliser le Gabarit de cône ou tirer sur un Gabarit moyen jusquà une distance de 18 cases (utilisez le centre du Gabarit pour la portée réelle). Ce tir peut être soumis à une déviation (voir <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}<\/strong>).<\/p>\n<p><Canons et canons antichar <\/strong>ces armes peuvent tirer des munitions perforantes @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration darmure} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).<\/p>\n<p><strong>Prix : <\/strong>les prix darmes militaires sont grandement variables en fonction de lunivers. Considérez les prix ci-dessous comme une base pour déterminer les prix réels.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP Rounds<\/th>\n<th class=\"table-column-header\" scope=\"col\">HE Rounds<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Mitrailleuse}<\/td>\n<td>30\/60\/120<\/td>\n<td>2d8+1, AP 2<\/td>\n<td>&mdash;<\/td>\n<td>3<\/td>\n<td>750<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes}<\/td>\n<td>50\/100\/200<\/td>\n<td>2d10, AP 4<\/td>\n<td>&mdash;<\/td>\n<td>3<\/td>\n<td>1000<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Heavy Flamethrower]{Lance-flamme lourd}<\/td>\n<td>Cone or MBT<\/td>\n<td>&mdash;<\/td>\n<td>3d8<\/td>\n<td>1<\/td>\n<td>1000<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.20mm Cannon]{canon de 20 mm}<\/td>\n<td>50\/100\/200<\/td>\n<td>2d12, AP 4<\/td>\n<td>&mdash;<\/td>\n<td>4<\/td>\n<td>50K<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.25mm Cannon]{canon de 25 mm}<\/td>\n<td>50\/100\/200<\/td>\n<td>3d8, AP 4<\/td>\n<td>&mdash;<\/td>\n<td>3<\/td>\n<td>75K<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.30mm Cannon]{canon de 30 mm}<\/td>\n<td>50\/100\/200<\/td>\n<td>3d8, AP 6<\/td>\n<td>&mdash;<\/td>\n<td>3<\/td>\n<td>200K<\/td>\n<\/tr>\n<tr>\n<td><span style=\"white-space: nowrap;\">40mm Cannon (@Compendium[swade-core-rules.swade-equipment.40mm Cannon (AP Rounds)]{AP}\/@Compendium[swade-core-rules.swade-equipment.40mm Cannon (HE Rounds)]{HE})<\/span><\/td>\n<td>75\/150\/300<\/td>\n<td>4d8, AP 5<\/td>\n<td>3d8, AP 2, MBT<\/td>\n<td>4<\/td>\n<td>200K<\/td>\n<\/tr>\n<tr>\n<td><span style=\"white-space: nowrap;\">2 pd AT Gun (@Compendium[swade-core-rules.swade-equipment.2 pd AT Gun (AP Rounds)]{AP}\/@Compendium[swade-core-rules.swade-equipment.2 pd AT Gun (HE Rounds)]{HE})<\/span><\/td>\n<td>75\/150\/300<\/td>\n<td>4d8, AP 5<\/td>\n<td>3d6, AP 2, MBT<\/td>\n<td>1<\/td>\n<td>75K<\/td>\n<\/tr>\n<tr>\n<td><span style=\"white-space: nowrap;\">37mm Canon AT (@Compendium[swade-core-rules.swade-equipment.37mm AT Gun (AP Rounds)]{AP}\/@Compendium[swade-core-rules.swade-equipment.37mm AT Gun (HE Rounds)]{HE})<\/span><\/td>\n<td>50\/100\/200<\/td>\n<td>4d8, AP 3<\/td>\n<td>4d6, AP 3, MBT<\/td>\n<td>1<\/td>\n<td>100K<\/td>\n<\/tr>\n<tr>\n<td><span style=\"white-space: nowrap;\">57mm canon AT (@Compendium[swade-core-rules.swade-equipment.57mm AT Gun (AP Rounds)]{AP}\/@Compendium[swade-core-rules.swade-equipment.57mm AT Gun (HE Rounds)]{HE})<\/span><\/td>\n<td>75\/150\/300<\/td>\n<td>4d8, AP 5<\/td>\n<td>3d8, AP 3, MBT<\/td>\n<td>1<\/td>\n<td>150K<\/td>\n<\/tr>\n<tr>\n<td><span style=\"white-space: nowrap;\">75mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (AP Rounds)]{AP}\/@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (HE Rounds)]{HE})<\/span><\/td>\n<td>75\/150\/300<\/td>\n<td>4d10, AP 6<\/td>\n<td>3d8, AP 3, MBT<\/td>\n<td>1<\/td>\n<td>250K<\/td>\n<\/tr>\n<tr>\n<td><span style=\"white-space: nowrap;\">76mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.76mm Tank Gun (AP Rounds)]{AP}\/@Compendium[swade-core-rules.swade-equipment.76mm Tank Gun (HE Rounds)]{HE})<\/span><\/td>\n<td>75\/150\/300<\/td>\n<td>4d10, AP 10<\/td>\n<td>3d8, AP 5, MBT<\/td>\n<td>1<\/td>\n<td>300K<\/td>\n<\/tr>\n<tr>\n<td><span style=\"white-space: nowrap;\">88mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.88mm Tank Gun (AP Rounds)]{AP}\/@Compendium[swade-core-rules.swade-equipment.88mm Tank Gun (HE Rounds)]{HE})<\/span><\/td>\n<td>100\/200\/400<\/td>\n<td>4d10+1, AP 16<\/td>\n<td>4d8, AP 8, MBT<\/td>\n<td>1<\/td>\n<td>500K<\/td>\n<\/tr>\n<tr>\n<td><span style=\"white-space: nowrap;\">120mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.120mm Tank Gun (AP Rounds)]{AP}\/@Compendium[swade-core-rules.swade-equipment.120mm Tank Gun (HE Rounds)]{HE})<\/span><\/td>\n<td>100\/200\/400<\/td>\n<td>5d10, AP 31<\/td>\n<td>4d8, AP 17, MBT<\/td>\n<td>1<\/td>\n<td>800K<\/td>\n<\/tr>\n<tr>\n<td><span style=\"white-space: nowrap;\">125mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (AP Rounds)]{AP}\/@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (HE Rounds)]{HE})<\/span><\/td>\n<td>100\/200\/400<\/td>\n<td>5d10, AP 30<\/td>\n<td>4d8, AP 15, MBT<\/td>\n<td>1<\/td>\n<td>1M<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Futuristic<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Laser}<\/td>\n<td>50\/100\/200<\/td>\n<td>3d6+4, AP 4<\/td>\n<td>&mdash;<\/td>\n<td>4<\/td>\n<td>1K<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Heavy Laser]{Heavy Laser}<\/td>\n<td>150\/300\/600<\/td>\n<td>4d10, AP 30<\/td>\n<td>&mdash;<\/td>\n<td>1<\/td>\n<td>1M<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Armes de véhicules (Table)"
},
"Aircraft Table": {
"text": "<div class=\"swade-core\">\n<p><em>Utilisez les règles d'<strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armes Jumelées}<\/strong> pour répartir vos armes par lots, de manière ce que chaque lot soit le plus important possible. Faites feu avec les armes d'un @Compendium[swade-core-rules.swade-vehicles.P-51 Mustang]{Mustang} avec par exemple trois lots de deux armes, et d'un @Compendium[swade-core-rules.swade-vehicles.Spitfire Mk IIA]{Spitfire} avec deux lots de quatre armes.<\/em><\/p>\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Véhicules aériens<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Véhicule<\/th>\n<th class=\"table-column-header\" scope=\"col\">Taille<\/th>\n<th class=\"table-column-header\" scope=\"col\">Manœuvrabilité<\/th>\n<th class=\"table-column-header\" scope=\"col\">Vitesse Max.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Rés.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Pass.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Prix<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Véhicules civils<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Biplane]{Biplan}<\/td>\n<td>4 (Grand)<\/td>\n<td>+1<\/td>\n<td>190<\/td>\n<td>12 (1)<\/td>\n<td>1<\/td>\n<td>150K+<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Cessna Skyhawk]{Cessna Skyhawk}<\/td>\n<td>5 (Grand)<\/td>\n<td>+1<\/td>\n<td>210<\/td>\n<td>12 (2)<\/td>\n<td>1+3<\/td>\n<td>150K+<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Helicopter]{Hélicoptère}<\/td>\n<td>7 (Grand)<\/td>\n<td>0<\/td>\n<td>200<\/td>\n<td>12 (2)<\/td>\n<td>1+3<\/td>\n<td>500K+<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Learjet]{Jet}<\/td>\n<td>8 (Énorme)<\/td>\n<td>+2<\/td>\n<td>800<\/td>\n<td>16 (2)<\/td>\n<td>2+10<\/td>\n<td>20M+<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Space Shuttle]{Navette spatiale}<\/td>\n<td>13 (Gigantesque)<\/td>\n<td>-1<\/td>\n<td>25K<\/td>\n<td>20 (4)<\/td>\n<td>1+40<\/td>\n<td>250M+<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Véhicules militaires de la seconde guerre mondiale<\/span><\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.B-17 Flying Fortress]{B-17, Forteresse volante}<\/td>\n<td>10 (Énorme)<\/td>\n<td>-2<\/td>\n<td>170<\/td>\n<td>19 (2)<\/td>\n<td>10<\/td>\n<td>250K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Armes:<\/em><\/strong> 2&times; @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant}), 2&times; @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tourelle supérieure}), 2&times; @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tourelle inférieure}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixe vers la droite}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixe vers la gauche}), @Compendium[swade-core-rules.swade-equipment.Bombs]{Bombes}.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.BF-109]{BF-109}<\/td>\n<td>6 (Grand)<\/td>\n<td>+1<\/td>\n<td>570<\/td>\n<td>13 (2)<\/td>\n<td>1<\/td>\n<td>35K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Armes:<\/em><\/strong> @Compendium[swade-core-rules.swade-equipment.20mm Cannon]{canon de 20 mm} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant}), 2&times; @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.P-51 Mustang]{P-51 Mustang}<\/td>\n<td>7 (Grand)<\/td>\n<td>+1<\/td>\n<td>655<\/td>\n<td>14 (2)<\/td>\n<td>1<\/td>\n<td>50K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Armes:<\/em><\/strong> 6&times; @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant})<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Japanese Zero]{Japonais, Zero}<\/td>\n<td>6 (Grand)<\/td>\n<td>+1<\/td>\n<td>525<\/td>\n<td>12 (2)<\/td>\n<td>1<\/td>\n<td>30K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Armes:<\/em><\/strong> 2&times; @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{mitrailleuses} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant}), 2&times; @Compendium[swade-core-rules.swade-equipment.20mm Cannon]{canon de 20 mm} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant})<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Spitfire Mk IIA]{Spitfire Mk IIA}<\/td>\n<td>6 (Grand)<\/td>\n<td>+1<\/td>\n<td>540<\/td>\n<td>14 (1)<\/td>\n<td>1<\/td>\n<td>40K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Armes:<\/em><\/strong> 8&times; @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{mitrailleuses} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Véhicules militaires contemporains<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.AH-64 Apache]{AH-64 Apache}<\/td>\n<td>8 (Énorme)<\/td>\n<td>0<\/td>\n<td>340<\/td>\n<td>20 (4)<\/td>\n<td>2<\/td>\n<td>35M<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Hélicoptère, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}. <strong><em>Armes:<\/em><\/strong> @Compendium[swade-core-rules.swade-equipment.30mm Cannon]{canon de 30 mm} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant}), 16&times; @Compendium[swade-core-rules.swade-equipment.Hellfire]{missiles Hellfire}<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.AV-8B Harrier]{AV-8B Harrier}<\/td>\n<td>7 (Grand)<\/td>\n<td>+1<\/td>\n<td>950<\/td>\n<td>17 (3)<\/td>\n<td>1<\/td>\n<td>28M<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>&ndash;1 en Manœuvrabilité lors dun décollage vertical. <strong><em>Armes:<\/em><\/strong> @Compendium[swade-core-rules.swade-equipment.25mm Cannon]{canon de 25 mm} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant}), 2&times; @Compendium[swade-core-rules.swade-equipment.Sidewinder]{missiles Sidewinder}, @Compendium[swade-core-rules.swade-equipment.Bombs]{Bombes}.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.F-15 Eagle]{F-15 Eagle}<\/td>\n<td>9 (Énorme)<\/td>\n<td>+2<\/td>\n<td>2800<\/td>\n<td>18 (4)<\/td>\n<td>1<\/td>\n<td>30M<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}. <strong><em>Armes:<\/em><\/strong> @Compendium[swade-core-rules.swade-equipment.20mm Cannon]{canon de 20 mm} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant}), 4&times; @Compendium[swade-core-rules.swade-equipment.Sidewinder]{missiles Sidewinder}, 4&times; @Compendium[swade-core-rules.swade-equipment.Sparrow]{missiles Sparrow}, @Compendium[swade-core-rules.swade-equipment.Bombs]{Bombes}.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.SU-27]{SU-27}<\/td>\n<td>9 (Grand)<\/td>\n<td>+1<\/td>\n<td>2300<\/td>\n<td>16 (4)<\/td>\n<td>1<\/td>\n<td>30M<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}. <strong><em>Armes:<\/em><\/strong> @Compendium[swade-core-rules.swade-equipment.30mm Cannon]{canon de 30 mm} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant}), 4&times; @Compendium[swade-core-rules.swade-equipment.Sidewinder]{missiles Sidewinder} (équivalent soviétique).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.UH-1 (Huey)]{UH-1 (Huey)}<\/td>\n<td>7 (Grand)<\/td>\n<td>+2<\/td>\n<td>180<\/td>\n<td>14 (2)<\/td>\n<td>4+12<\/td>\n<td>25M<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Hélicoptère. <strong><em>Armes:<\/em><\/strong> @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{mitrailleuse} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{(Fixe vers la droite} ou @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{la gauche}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Table des Véhicules aériens"
},
"Ground Vehicles": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Ground Vehicles<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Vehicle<\/th>\n<th class=\"table-column-header\" scope=\"col\">Size<\/th>\n<th class=\"table-column-header\" scope=\"col\">Handling<\/th>\n<th class=\"table-column-header\" scope=\"col\">Top Speed (MPH)<\/th>\n<th class=\"table-column-header\" scope=\"col\">Toughness<\/th>\n<th class=\"table-column-header\" scope=\"col\">Crew<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Civilian Vehicles<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Bicycle]{Bicycle}<\/td>\n<td>-1<\/td>\n<td>+1<\/td>\n<td>16<\/td>\n<td>4<\/td>\n<td>1<\/td>\n<td>250<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> 50% chance a shot hits the rider instead. Doubles rider&rsquo;s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} and @Compendium[swade-core-rules.swade-rules.Movement]{running die} result.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Carriage]{Carriage}<\/td>\n<td>3<\/td>\n<td>-2<\/td>\n<td>16<\/td>\n<td>6<\/td>\n<td>1+3<\/td>\n<td>1-3K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Pulled by one @Compendium[swade-core-rules.swade-equipment.Horse]{Horse}. @Compendium[swade-core-rules.swade-rules.Movement]{Allure} on the tabletop is 12 and it may run.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Early Car]{Early Car}<\/td>\n<td>3<\/td>\n<td>-1<\/td>\n<td>40<\/td>\n<td>7<\/td>\n<td>1+3<\/td>\n<td>1000<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Model Ts and the like.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Street Bike]{Street Bike}<\/td>\n<td>1<\/td>\n<td>+1<\/td>\n<td>120<\/td>\n<td>8<\/td>\n<td>1+1<\/td>\n<td>3000<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Stock name-brand street bikes designed for urban use. 50% chance any uncalled shot hits the character instead.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Dirt Bike]{Dirt Bike}<\/td>\n<td>0<\/td>\n<td>+1<\/td>\n<td>80<\/td>\n<td>7<\/td>\n<td>1<\/td>\n<td>2000<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Stock bike designed for off-road use with excellent shocks. Off Road (treat as @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}). 50% chance any uncalled shot hits the character instead.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Compact Car]{Compact Car}<\/td>\n<td>4 (Grand)<\/td>\n<td>+1<\/td>\n<td>120<\/td>\n<td>10 (2)<\/td>\n<td>1+3<\/td>\n<td>5-14K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Honda Civic or similar vehicle.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Mid-Sized Car]{Mid-Sized Car}<\/td>\n<td>4 (Grand)<\/td>\n<td>0<\/td>\n<td>120<\/td>\n<td>11 (2)<\/td>\n<td>1+4<\/td>\n<td>30K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Air bags}, luxury features.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Minivan]{Minivan}<\/td>\n<td>4<\/td>\n<td>0<\/td>\n<td>90<\/td>\n<td>12 (2)<\/td>\n<td>1+7<\/td>\n<td>25K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Typical family mini-van. @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Air bags}, some luxury features.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Sports Utility Vehicle]{Sports Utility Vehicle}<\/td>\n<td>5 (Grand)<\/td>\n<td>0<\/td>\n<td>120<\/td>\n<td>14 (2)<\/td>\n<td>1+7<\/td>\n<td>50K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Luxury features, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Sports Car]{Sports Car}<\/td>\n<td>4 (Grand)<\/td>\n<td>+2<\/td>\n<td>160<\/td>\n<td>10 (2)<\/td>\n<td>1+3<\/td>\n<td>15-300K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Mustang or similar stock sports cars.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Semi-Truck]{Semi-Truck}<\/td>\n<td>9 (Énorme)<\/td>\n<td>0*<\/td>\n<td>75<\/td>\n<td>14 (2)<\/td>\n<td>1+1<\/td>\n<td>200K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Trailer is @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} 7 (Grand), @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} 14 (2). *@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Handling} with a trailer attached is &ndash;2.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">World War II Military Vehicles<\/span> <\/span> <span class=\"table-body-description\">Costs are in 1940s dollars and represent \"war time\" economies<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Jeep]{Jeep}<\/td>\n<td>4 (Grand)<\/td>\n<td>+1<\/td>\n<td>65<\/td>\n<td>10 (2)<\/td>\n<td>2+3<\/td>\n<td>1000<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}. <strong><em>Weapons:<\/em><\/strong> @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} ( @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Front Pintle Mount})<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.M4 Sherman]{M4 Sherman}<\/td>\n<td>8 (Énorme)<\/td>\n<td>-1<\/td>\n<td>30<\/td>\n<td>24 (8)<\/td>\n<td>5<\/td>\n<td>45K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. <strong><em>Weapons:<\/em><\/strong> 75mm tank gun (@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (AP Rounds)]{AP Rounds}\/@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.M5A1 Stuart]{M5A1 Stuart}<\/td>\n<td>7 (Grand)<\/td>\n<td>0<\/td>\n<td>36<\/td>\n<td>21 (7)<\/td>\n<td>4<\/td>\n<td>30K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. <strong><em>Weapons:<\/em><\/strong> 37mm tank gun (@Compendium[swade-core-rules.swade-equipment.37mm AT Gun (AP Rounds)]{AP Rounds}\/@Compendium[swade-core-rules.swade-equipment.37mm AT Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.T-34\/76]{T-34\/76}<\/td>\n<td>7 (Grand)<\/td>\n<td>-1<\/td>\n<td>35<\/td>\n<td>24 (8)<\/td>\n<td>4<\/td>\n<td>30K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Sloped Armor} (front only), @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. <strong><em>Weapons:<\/em><\/strong> 76mm tank gun (@Compendium[swade-core-rules.swade-equipment.76mm Tank Gun (AP Rounds)]{AP Rounds}\/@Compendium[swade-core-rules.swade-equipment.76mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant} and in @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Pz IVJ]{Pz IVJ}<\/td>\n<td>7 (Grand)<\/td>\n<td>-1<\/td>\n<td>25<\/td>\n<td>26 (10)<\/td>\n<td>5<\/td>\n<td>45K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. <strong><em>Weapons:<\/em><\/strong> 75mm tank gun (@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (AP Rounds)]{AP Rounds}\/@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} ( @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant} and in @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Pz VI Tiger II]{Pz VI Tiger II}<\/td>\n<td>8 (Énorme)<\/td>\n<td>-2<\/td>\n<td>25<\/td>\n<td>34 (16)<\/td>\n<td>5<\/td>\n<td>120K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. <strong><em>Weapons:<\/em><\/strong> 88mm tank gun (@Compendium[swade-core-rules.swade-equipment.88mm Tank Gun (AP Rounds)]{AP Rounds}\/@Compendium[swade-core-rules.swade-equipment.88mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant} and in @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Modern Military Vehicles<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.M1A1 Abrams]{M1A1 Abrams}<\/td>\n<td>9 (Énorme)<\/td>\n<td>-1<\/td>\n<td>40<\/td>\n<td>57 (37)<\/td>\n<td>4<\/td>\n<td>4M<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. <strong><em>Weapons:<\/em><\/strong> 120mm tank gun (@Compendium[swade-core-rules.swade-equipment.120mm Tank Gun (AP Rounds)]{AP Rounds}\/@Compendium[swade-core-rules.swade-equipment.120mm Tank Gun (HE Rounds)]{HE Rounds})(@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Improved Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant} and in @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.M2 Bradley]{M2 Bradley}<\/td>\n<td>7 (Grand)<\/td>\n<td>0<\/td>\n<td>40<\/td>\n<td>22 (6)<\/td>\n<td>3+7<\/td>\n<td>3M<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. <strong><em>Weapons:<\/em><\/strong> @Compendium[swade-core-rules.swade-equipment.25mm Cannon]{25mm Autocannon} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Improved Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (In @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.TOW Missile Launcher]{TOW Missile Launcher}.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.T-72 MBT]{T-72 MBT}<\/td>\n<td>9 (Énorme)<\/td>\n<td>-1<\/td>\n<td>50<\/td>\n<td>43 (25)<\/td>\n<td>3<\/td>\n<td>1M<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. <strong><em>Weapons:<\/em><\/strong> 125mm tank gun (@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (AP Rounds)]{AP Rounds}\/@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (HE Rounds)]{HE Rounds}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (In Turret), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.T80 MBT]{T80 MBT}<\/td>\n<td>8 (Énorme)<\/td>\n<td>-1<\/td>\n<td>43<\/td>\n<td>52 (32)<\/td>\n<td>3<\/td>\n<td>2.2M<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. <strong><em>Weapons:<\/em><\/strong> 125mm tank gun (@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (AP Rounds)]{AP Rounds}\/@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Improved Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (In @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.BTR 70 APC]{BTR 70 APC}<\/td>\n<td>6 (Grand)<\/td>\n<td>-1<\/td>\n<td>49<\/td>\n<td>20 (5)<\/td>\n<td>2+8<\/td>\n<td>700K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Amphibious}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}. <strong><em>Weapons:<\/em><\/strong>@Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Futuristic Military Vehicles<\/span> <\/span> <span class=\"table-body-description\">These vehicles reflect futuristic economies and advanced designs. The attached @Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Lasers}, for example, gain @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Reaction Fire} due to the attached power plant and managed weapon systems.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Hover Tank]{Hover Tank}<\/td>\n<td>7 (Grand)<\/td>\n<td>0<\/td>\n<td>45<\/td>\n<td>38 (22)<\/td>\n<td>4<\/td>\n<td>1.2M<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Hover}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}. <strong><em>Weapons:<\/em><\/strong> @Compendium[swade-core-rules.swade-equipment.Heavy Laser]{Heavy Laser} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Improved Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Laser} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Reaction Fire}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Hover APC]{Hover APC}<\/td>\n<td>7 (Grand)<\/td>\n<td>0<\/td>\n<td>75<\/td>\n<td>26 (10)<\/td>\n<td>2+14<\/td>\n<td>75K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Hover}. <strong><em>Weapons:<\/em><\/strong> @Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Laser} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Reaction Fire}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Ground Vehicles"
},
"Watercraft Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Watercraft<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Vehicle<\/th>\n<th class=\"table-column-header\" scope=\"col\">Size<\/th>\n<th class=\"table-column-header\" scope=\"col\">Handling<\/th>\n<th class=\"table-column-header\" scope=\"col\">Top Speed (MPH)<\/th>\n<th class=\"table-column-header\" scope=\"col\">Toughness<\/th>\n<th class=\"table-column-header\" scope=\"col\">Crew<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Galleon]{Galion}<\/td>\n<td>14 (Gigantesque)<\/td>\n<td>-2<\/td>\n<td>9<\/td>\n<td>20 (4)<\/td>\n<td>20+80<\/td>\n<td>300K+<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure Lourde}. <strong><em>Armes: <\/em><\/strong>16 à 46; @Compendium[swade-core-rules.swade-rules.Cannons Table]{Cannon} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes à gauche} and @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes à droite}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Galley]{Galère}<\/td>\n<td>13 (Gigantesque)<\/td>\n<td>-1<\/td>\n<td>20<\/td>\n<td>20 (4)<\/td>\n<td>20+100<\/td>\n<td>150K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure Lourde}. Propulsée par voiles et par rames. <strong><em>Armes: <\/em><\/strong>@Compendium[swade-core-rules.swade-equipment.Catapult]{Catapulte} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Hydrofoil]{Hydrofoil}<\/td>\n<td>10 (Énorme)<\/td>\n<td>0<\/td>\n<td>70<\/td>\n<td>15 (3)<\/td>\n<td>1+9<\/td>\n<td>400K+<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Patrol Boat, River]{Patrouilleur fluvial}<\/td>\n<td>7 (Grand)<\/td>\n<td>+1<\/td>\n<td>32<\/td>\n<td>15 (4)<\/td>\n<td>4<\/td>\n<td>700K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure Lourde}. <strong><em>Armes: <\/em><\/strong> 2 @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} ; @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (Front @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pivot})vers lavant, 2; @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{mitrailleuses (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes à gauche} and @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes à droite}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pivot vers larrière}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.PT Boat (WW2)]{Vedette-torpilleur}<\/td>\n<td>12 (Gigantesque)<\/td>\n<td>+1<\/td>\n<td>40<\/td>\n<td>14 (2)<\/td>\n<td>10<\/td>\n<td>250K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure Lourde}. <strong><em>Armes: <\/em><\/strong> @Compendium[swade-core-rules.swade-equipment.M2 Browning]{M2 Browning 50 cal MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Sur axe} avant), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{sur axe} arrière), 4 tubes de; @Compendium[swade-core-rules.swade-equipment.Torpedo]{Torpille} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Avant fixe}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Rowboat]{Canoe}<\/td>\n<td>0<\/td>\n<td>-2<\/td>\n<td>5<\/td>\n<td>8 (1)<\/td>\n<td>1+3<\/td>\n<td>500<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Speed Boat]{Hors Bord}<\/td>\n<td>4 (Grand)<\/td>\n<td>+1<\/td>\n<td>90<\/td>\n<td>10 (1)<\/td>\n<td>1+3<\/td>\n<td>60K+<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Small Yacht]{Petit Yacht}<\/td>\n<td>8 (Énorme)<\/td>\n<td>0<\/td>\n<td>35<\/td>\n<td>14 (2)<\/td>\n<td>1+9<\/td>\n<td>500K+<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Galleon.webp\" alt=\"A galleon floats on water as clouds in the shape of a skull follow it\" \/><\/div>",
"name": "Véhicules navals (Table)"
}
}
},
"3. Rules": {
"name": "3. Règles",
"pages": {
"Action Cards (Initiative)": {
"name": "Cartes d'action (Initiative)",
"text": "<div class=\"swade-core\">\n<h2>Cartes d'action (Initiative)</h2>\n<p>Dans <cite>Savage Worlds</cite>, le rythme doit rester soutenu ! Pour aider le MJ à se souvenir de lordre du combat et ajouter un peu de piment, on utilise un paquet de cartes à jouer (incluant deux jokers) pour déterminer lordre dinitiative. Cest ce quon appelle les &ldquo;cartes d'action.&rdquo;</p>\n<p>Le MJ peut distribuer les cartes face visible ou non en fonction de sa préférence. Il peut également distribuer les cartes des personnages face visible et celles de leurs ennemis face cachée pour augmenter la tension chez les joueurs et apporter un peu dincertitude. </p>\n<p>Au début de chaque round :</p>\n<ul>\n<li>Chaque @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} reçoit une carte d'action (plus déventuelles cartes supplémentaires liées aux @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}). Tous les Alliés sous le contrôle du joueur agiront également à cette carte d'action.</li>\n<li>Les @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} (tous les zombies, tous les loups, etc.) reçoivent en général une seule carte d'action par groupe et agissent tous en même temps, ce qui les rend plus simple à gérer. Le MJ peut également choisir de grouper un Joker avec ses sbires sil le souhaite. Le but au final reste de rendre le combat le plus simple et rapide possible.</li>\n</ul>\n<p><strong>Battre les cartes : </strong> les cartes d'action sont mélangées à la fin dun round où un joker a été tiré.</p>\n<p><strong>Grands groupes : </strong> pour des parties comportant de nombreux joueurs, ou celles en temps limité, le meneur de jeu peut décider de ne distribuer que deux cartes : une pour les gentils, et une pour les méchants. Durant le tour des joueurs, le MJ fait agir les joueurs chacun leur tour dans un ordre défini. Cela accélèrera les choses si cest plus important que de varier lordre dinitiative. Si lun des personnages dispose dAtouts comme @Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid} ou @Compendium[swade-core-rules.swade-edges.Quick]{Vif}, celui-ci sapplique à la carte du groupe (mais une seule fois).</p>\n<h3>Le décompte</h3>\n<p>Les cartes distribuées, le MJ procède ensuite au décompte dAs à 2. Chaque groupe résout ses actions lorsque sa carte est appelée.</p>\n<p><strong>Égalités : </strong>les égalités entre cartes de la même valeur sont résolues dans lordre des suites : pique &spades;, cœur <span class=\"red-text\">&hearts;</span>, carreau <span class=\"red-text\">&diams;</span>, et trèfle &clubs;.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>JOKERS : </strong>les personnages (ou les groupes) ayant un joker en tant que carte d'action peuvent agir quand ils le souhaitent dans le round, et peuvent même interrompre laction de quelquun dautre. En outre, tous leurs jets de @Compendium[swade-core-rules.swade-rules.Traits]{Traits} et de @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} se font avec un bonus de +2 pour le round !</li>\n</ul>\n</div>"
},
"Unstable Platform": {
"text": "<div class=\"swade-core\">\n<h2>Unstable Platform<\/h2>\n<p>Un personnage faisant un @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} ou une @Compendium[swade-core-rules.swade-skills.Athletics]{attaque à distance} depuis le dos dun cheval ou dune autre monture, dun véhicule en mouvement ou de toute autre « plateforme instable » subit un malus de -2 à son jet.<\/p>\n<\/div>",
"name": "Plateforme instable"
},
"Combat": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Combat<\/h1>\n<\/div>\n<div>\n<p>Whether they&rsquo;re the blood-soaked plains of Mars or the corpse-strewn battlefields of the distant past&mdash;these are Savage Worlds and they are often violent. We recommend using miniatures or markers of some sort so players understand their surroundings and can use the terrain to their advantage. If miniatures aren&rsquo;t your thing, see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Templates Without Miniatures}.<\/p>\n<p><strong>Distance: <\/strong> Distance: Because the game assumes you are using terrain or a battlemat and standard 28mm miniatures, @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} and weapon @Compendium[swade-core-rules.swade-rules.Range]{ranges} are listed in inches. To translate that to regular distance, one inch is equal to two yards.<\/p>\n<p>If you&rsquo;re using miniatures and need to accommodate a larger battlefield, simply set each inch as five or 10 yards, for example, and adjust @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} rates and the like appropriately.<\/p>\n<p><strong>Time: <\/strong>When a fight breaks out, game time breaks down into rounds of about six seconds each. Ten rounds, then, equals one minute.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>ROUND: <\/strong>A &ldquo;round&rdquo; is an entire countdown of @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards}, from the Ace to the Deuce (Two).<\/li>\n<li><strong>TURN: <\/strong>A character&rsquo;s &ldquo;turn&rdquo; occurs when his Action Cards comes up in the countdown. A hero with the Six of Diamonds, for example, takes his turn when that card comes up in the round.<\/li>\n<li><strong>ACTION: <\/strong>A single attack, skill use, etc. See @Compendium[swade-core-rules.swade-rules.Actions]{Actions} for a more complete description. Characters may perform multiple actions on their turn (see <strong>@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}<\/strong>).<\/li>\n<\/ul>\n<h2>Sections<\/h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards (Initiative)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Actions]{Actions}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Attacks]{Attacks}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Damage]{dégâts}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Damage Effects}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets dEncaissement}<\/h3>\n<\/div>\n<\/div>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Combat.webp\" \/><\/div>",
"name": "Combat"
},
"Distracted and Vulnerable": {
"text": "<div class=\"swade-core\">\n<h2>Distracted &amp; Vulnerable<\/h2>\n<p>Un personnage peut se retrouver en état Distrait ou Vulnérable suite à une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve}, ou à l'effet d'un @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} ou d'une Capacité. Ces deux états durent jusquà la fin du prochain tour du personnage. Si un personnage devient Distrait ou Vulnérable au cours de son propre tour, il conserve cet état jusquà la fin de son tour suivant.<em>next<\/em> turn.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Distrait: <\/strong> le personnage subit un malus de -2 à tous ses jets de Trait jusquà la fin de son prochain tour.<\/li>\n<li><strong>Vulnérable: <\/strong>les @Compendium[swade-core-rules.swade-rules.Actions]{actions} et attaques à lencontre du personnage bénéficient dun bonus de 2 jusquà la fin du prochain tour de ce dernier. Ce bonus ne se cumule pas avec une @Compendium[swade-core-rules.swade-rules.The Drop]{Attaque surprise} (voir p. 100), conservez le meilleur des deux.<\/li>\n<\/ul>\n<\/div>",
"name": "Distrait et Vulnérable"
},
"Speed": {
"text": "<div class=\"swade-core\">\n<h2>Vitesse<\/h2>\n<p>Les personnages ont parfois besoin dattaquer des cibles se déplaçant à grande vitesse. Utilisez la vitesse relative entre lattaquant et le défenseur pour déterminer le malus :<\/p>\n<table class=\"table list-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">MALUS DE VITESSE RELATIVE<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">MALUS<\/th>\n<th class=\"table-column-header\" scope=\"col\">VITESSE RELATIVE EST...<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>-1<\/td>\n<td>100 km\/h ou plus<\/td>\n<\/tr>\n<tr>\n<td>-2<\/td>\n<td>200 km\/h ou plus<\/td>\n<\/tr>\n<tr>\n<td>-4<\/td>\n<td>400 km\/h ou plus<\/td>\n<\/tr>\n<tr>\n<td>-6<\/td>\n<td>Mach 1 ou plus<\/td>\n<\/tr>\n<tr>\n<td>-8<\/td>\n<td>Mach 2 ou plus<\/td>\n<\/tr>\n<tr>\n<td>-10<\/td>\n<td>Approchant la vitesse de la lumière<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<ul>\n<li>La vitesse en km\/h correspond à l'@Compendium[swade-core-rules.swade-rules.Movement]{Allure}<\/li>\n<li><\/li>\n<\/ul>\n<\/div>",
"name": "Vitesse"
},
"Vehicles": {
"text": "<div class=\"swade-core\">\n<h2>Vehicles<\/h2>\n<p>Une courte liste de véhicules avec leurs notes spécifiques (@Compendium[swade-core-rules.swade-rules.Aircraft Table]{Avions}, @Compendium[swade-core-rules.swade-rules.Ground Vehicles]{Véhicules terrestres}, et @Compendium[swade-core-rules.swade-rules.Watercraft Table]{Navires}) se trouve au Chapitre 2. @Compendium[swade-core-rules.swade-rules.Vehicle Notes].<\/p>\n<p>Une arme de véhicule se comporte comme nimporte quelle arme : le personnage fait un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} pour lutiliser et fait un jet de dégâts en cas de Succès (avec le dé bonus en cas de Prouesse). À moins quun personnage ne dispose de lAtout @Compendium[swade-core-rules.swade-edges.Steady Hands]{Poigne ferme} noubliez pas le malus de @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Plateforme instable}.<\/p>\n<p>Les règles pour la gestion des véhicules avec des figurines se trouvent dans la section <strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites}<\/strong>.<\/p>\n<\/div>",
"name": "Véhicules"
},
"Steadfast": {
"text": "",
"name": "Inébranlable"
},
"Stunned": {
"text": "<div class=\"swade-core\">\n<h2>Sonné<\/h2>\n<p>Les @Compendium[swade-core-rules.swade-equipment.Stun Gun]{pistolets étourdissants}, des compétences de monstres, le pouvoir <em>@Compendium[swade-core-rules.swade-powers.Stun]{Choc}<\/em>, @Compendium[swade-core-rules.swade-rules.Electricity]{electricité} ou les chocs à la tête peuvent rendre un personnage sans défense jusquà ce quil se reprenne :<\/p>\n<h3>UN PERSONNAGE SONNÉ :<\/h3>\n<ul>\n<li>est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait} jusqu'à la fin de son prochain tour,<\/li>\n<li>est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} tant quil reste Sonné,<\/li>\n<li>Fall @Compendium[swade-core-rules.swade-rules.Prone]{à terre} (ou à genoux si le MJ le décide)<\/li>\n<li>ne peut pas se @Compendium[swade-core-rules.swade-rules.Movement]{déplacer} ou faire @Compendium[swade-core-rules.swade-rules.Actions]{actions}<\/li>\n<li>ne compte pas pour le bonus d'une @Compendium[swade-core-rules.swade-rules.Ganging Up]{Attaque à plusieurs}<\/li>\n<\/ul>\n<p><strong>Récupération :<\/strong> au début du tour dun personnage Sonné, il fait un jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite}. En cas de Succès, il nest plus Sonné, mais reste @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} jusqu'à la fin de son prochain tour. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, il n'est plus @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} dès la fin de ce tour.<\/p>\n<\/div>",
"name": "Sonné"
},
"Aim": {
"text": "<div class=\"swade-core\">\n<h2>Viser<\/h2>\n<p>Les jets de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} partent du principe que le personnage se déplace, quil esquive les attaques adverses et quil garde un œil attentif sur le chaos qui lentoure. Toutefois, sil se concentre sur sa cible, il peut faire un tir bien plus précis.<\/p>\n<p>Un personnage qui passe son tour complet à Viser avec une arme à distance une cible précise, sans aucune autre action, peut ignorer <em>lors de son prochain tour<\/em> jusquà 4 points de malus de @Compendium[swade-core-rules.swade-rules.Range]{Portée}, de @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, d@Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque ciblée}, d@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle}, ou de @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}, ou bénéficier dun bonus de +2 à son prochain jet. Son attaque doit être la première action de son tour suivant sous peine de perdre le bonus.<\/p>\n<p>Le tireur doit être &ldquo;stationnaire&rdquo; pour Viser. Il ne peut pas se déplacer, courir, chevaucher ou de manière générale se déplacer de son propre fait. Il peut viser à bord dun véhicule se déplaçant sur une surface lisse ou utilisant la manœuvre <strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Stabiliser}<\/strong> lors dune Poursuite (voir p. 125).<\/p>\n<\/div>",
"name": "Viser"
},
"Support": {
"text": "<div class=\"swade-core\">\n<h2>Soutien<\/h2>\n<p>Parfois, un personnage souhaite coopérer avec un allié ou laider sur une tâche spécifique. Dans ce cas, avec laccord du MJ, le personnage souhaitant apporter son Soutien fait un jet dune @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} (appropriée (lors de son tour si cest au cours dun combat) et déclare quelle action de quel allié il souhaite Soutenir.<\/p>\n<p>En cas de Succès, lallié bénéficiera dun bonus de +1 à un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} durant ce round, et de +2 en cas de Prouesse. En cas dÉchec critique, lallié subira un malus de -2 à son action !<\/p>\n<p>Toute aide n'est pas bonne à prendre. Tous les bonus de Soutien destinés à aider un personnage disparaissent à la fin du tour de ce dernier, quils aient servi ou non..<\/p>\n<p>Le bonus maximum possible via des Soutiens est de +4. Les jets de @Compendium[swade-core-rules.swade-rules.Traits]{Force} sont une exception dans la mesure où plus de muscle permet mécaniquement de soulever une masse plus importante.<\/p>\n<p>Les joueurs et le MJ doivent privilégier la créativité lorsquils font des jets de Soutien. Par exemple, un aventurier spécialisé en @Compendium[swade-core-rules.swade-skills.Survival]{Survie}, pourrait faire un jet pour trouver des plantes médicinales afin de Soutenir un jet de @Compendium[swade-core-rules.swade-powers.Healing]{Guérison}. De la même manière, un scientifique dans un univers futuriste pourrait faire un jet de @Compendium[swade-core-rules.swade-skills.Science]{Science} pour calculer des vecteurs de tangente afindaider son pilote dans une situation difficile pour set de @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}.<\/p>\n<p>Des encouragements (un jet de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}) comme « Tu peux le faire ! » ou « Attention derrière toi ! » sont parfaitement acceptables, mais le MJ peut considérer que leffet se réduit si la situation se produit trop souvent.<\/p>\n<p class=\"embedded-example\"><strong>Exemple : <\/strong>GGabe conduit lors dune poursuite. Red montre un raccourci en criant : « Prend la prochaine à droite ! ». Elle fait un jet de @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} et obtient une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Gabe bénéficie dun bonus de +2 à son prochain jet de @Compendium[swade-core-rules.swade-skills.Driving]{Driving}. Un peu plus tard, Red est touchée par un tir et devient @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. Gabe crie : « Courage ma fille ! Cest pas ta première danse ! » et fait un jet de et fait un jet de Persuasion. Il obtient un Succès et Red bénéficie dun bonus de +1 à son prochain jet dÂme pour annuler létat @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.<\/p>\n<h3>Soutien ou @Compendium[swade-core-rules.swade-rules.Test]{Epreuve}<\/h3>\n<p>Laction de Soutien peut être utilisée contre un adversaire de manière narrative, mais sans effets supplémentaires à ceux décrits précédemment. Si un personnage veut se jeter dans les jambes dun ogre pour le faire trébucher, il peut octroyer un bonus de +1 ou +2 à un allié qui affronte ce dernier, mais la créature ne finira pas au sol, @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite}, @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{vulnerable}, or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} comme il aurait pu lêtre suite à une <strong>@Compendium[swade-core-rules.swade-rules.Test]{Epreuve}<\/strong>.<\/p>\n<p>Lavantage inhérent à faire un jet de Soutien plutôt quune @Compendium[swade-core-rules.swade-rules.Test]{Epreuve} est daider un allié et déviter un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jet opposé} pour l'@Compendium[swade-core-rules.swade-rules.Test]{Epreuve} (même si, dun point de vue narratif, on pourrait penser quil devrait y avoir un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet opposé}).<\/p>\n<\/div>",
"name": "Soutien"
},
"Ganging Up": {
"text": "<div class=\"swade-core\">\n<h2>Ganging Up<\/h2>\n<p>Attaquer à plusieurs permet dencercler une cible et den exploiter les ouvertures afin de prendre lavantage sur elle. Chaque adversaire adjacent (nétant pas @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}) au-delà du premier ajoute +1 à tous les jets de corps-à-corps des attaquants, jusquà un maximum de +4. Si trois gobelins attaquent un héros solitaire par exemple, ils bénéficieront tous dun bonus de +2 à leurs jets de @Compendium[swade-core-rules. swade-skills.Fighting]{Combat}. <\/p>\n<p>Chaque allié adjacent au défenseur annule un point de bonus dAttaque à plusieurs dun attaquant adjacent aux deux. De cette manière, les troupes ordonnées en lignes, telles que les formations médiévales où chaque homme a 3 ennemis et deux alliés adjacents permettent déviter doctroyer un bonus aux adversaires tant que leur formation tient.<\/p>\n<\/div>",
"name": "Attaque à plusieurs"
},
"Suppresive Fire": {
"text": "<div class=\"swade-core\">\n<h2>Suppresive Fire<\/h2>\n<p>Un Tir de suppression, ou tir de couverture, permet de faire une @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{attaque de zone}. avec une arme de tir rapide. Le tireur sacrifie la précision pour faire pleuvoir des projectiles sur ses ennemis afin de les forcer à faire profil bas.<\/p>\n<p>Pour faire une telle attaque, il faut disposer dune arme au moins aussi rapide quun révolver et ne nécessitant pas dêtre rechargée entre chaque coup.<\/p>\n<p>Un Tir de suppression utilise le triple des munitions nécessaires pour sa<strong>@Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de tir}<\/strong> et inflige toujours un @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} quelle que soit @Compendium[swade-core-rules.swade-rules.Rate of Fire]{la Cadence de tir} normale de larme (l'atout @Compendium[swade-core-rules.swade-edges.Rock and Roll!]{Rock and Roll!}, les bipieds et trépieds annulent le @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} commedhabitude).<\/p>\n<p>Lorsquil fait un Tir de suppression, le tireur place un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen} sur le champ de bataille et fait un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} (avec un seul dé de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} la @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de tir}nintervient que plus tardpour déterminer les victimes, voir ci-dessous). Fixez normalement les modificateurs de @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}, @Compendium[swade-core-rules.swade-rules.Recoil]{Recul}, etc., en vous basant sur le centre du Gabarit.<\/p>\n<p>Comparez ensuite le total du jet de Tir avec la Difficulté à toucher chaque cible, en tenant compte des modificateurs individuels (@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, the @Compendium[swade-core-rules.swade-edges.Dodge]{Esquive} Edge, the <em>@Compendium[swade-core-rules.swade-powers.Deflection]{déflexion}<\/em> power, etc.). En cas de Succès, la cible est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite}, et en cas de@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} elle subit les @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} de larme sans aucun bonus.).<\/p>\n<p><strong>Nombre de victimes :<\/strong> toutes les cibles présentes dans la zone peuvent se retrouver @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraites}, mais le nombre de victimes subissant des @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} ne peut pas dépasser la @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de tir}utilisée. Au besoin, lattaquant choisit ses victimes parmi celles possibles.<\/p>\n<div class=\"embedded-example\">\n<p><strong>Exemple : <\/strong>Gabe tire avec une mitrailleuse sur un groupe dinsectoïdes déchaînés. Il positionne un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen} sur 5 dentre eux et fait son jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} avec son @Compendium[swade-core-rules.swade-rules.Trait Rolls]{dé Joker}. Il dispose de lAtout @Compendium[swade-core-rules.swade-edges.Rock and Roll!]{Rock and Roll!} et ignore donc le malus de @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} mais étant à Portée Moyenne, il subit un malus de -2 à son jet. Au final, il obtient un 9 sur son jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}.<\/p>\n<p>Deux des insectoïdes se trouvaient derrière un gros rocher et disposaient ainsi dun @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} moyen. infligeantun malus de -4 au jet de Tir, en faisant un simple Succès : ils sont @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait}.<\/p>\n<p>Les trois autres étaient à découvert, ce qui fait quils sont touchés avec une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. La @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT},de la mitrailleuse étant de 5, Gabe pourrait faire des @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}sur 5 cibles.Dans le cas présent, seuls trois insectoïdes subissent des dégâts.<\/p>\n<p>La @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de tir} de 5 signifie que chaque « coup » consomme 40 balles, ce qui multiplié par 3 pour un Tir de suppression donne 120 balles ! On comprend aisément pourquoi les mitrailleuses disposent de gros chargeurs.<\/p>\n<\/div>\n<img src=\"modules\/swade-core-rules\/assets\/art\/SuppresiveFire.webp\" alt=\"Image of Gabe wielding a gattling laser gun firing into an oncoming horde of spider aliens.\" \/><\/div>",
"name": "TIR DE SUPPRESSION"
},
"Readying Weapons": {
"text": "<div class=\"swade-core\">\n<h2>Un personnage peut dégainer, saisir ou ranger jusquà deux objets par round en une @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite} s'ils sont accessibles (comme dans un holster ou un fourreau).<\/p>\n<p>Prendre en main chaque objet supplémentaire correspond à une @Compendium[swade-core-rules.swade-rules.Actions]{action}, de même que dégainer un objet peu accessible (un holster de cheville), ramasser au sol après avoir été désarmé ou dautres circonstances similaires.<\/p>\n<\/div>",
"name": "Dégainer"
},
"Surprise": {
"text": "<div class=\"swade-core\">\n<h2>Surprise<\/h2>\n<p>Un combat commence souvent avant que tous les participants ne soient réellement prêts. Une embuscade, un retournement de situation inattendu ou un piège peuvent donner lavantage à un camp.<\/p>\n<p>Lorsquune telle situation se produit, chaque membre du groupe conscient de la présence de lautre est automatiquement @Compendium[swade-core-rules.swade-rules.Hold]{En Attente}. Distribuez les cartes d'action normalement au cas où lune delle soit un @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Joker}.<\/p>\n<p>Chaque membre du groupe victime de lattaque doit faire un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} (sils ne lont pas déjà fait, comme par exemple pour détecter lapproche des ennemis). Ceux qui réussissent reçoivent une @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} Ceux qui échouent ne reçoivent pas de carte d'action et ne peuvent pas agir lors du premier round de combat..<\/p>\n<\/div>",
"name": "Surprise"
},
"Reloading": {
"text": "<div class=\"swade-core\">\n<h2>Rechargement<\/h2>\n<p>Encocher une flèche ou placer une pierre de fronde sont des @Compendium[swade-core-rules.swade-rules.Actions]{actions gratuites} une fois par @Compendium[swade-core-rules.swade-rules.Actions]{action}. Recharger un carreau darbalète, un chargeur ou même une seule balle, pour une arme prête au tir, est une action.action}.<\/p>\n<p>Certaines armes sont plus lentes à recharger, comme les arbalètes lourdes ou les armes à poudre. Elles nécessitent un nombre dactions pour recharger noté sous la forme Rechargement X dans leur description.<\/p>\n<p class=\"embedded-example\"><strong>Exemple:<\/strong> Gabe tire avec une arbalète lourde (Rechargement 2) au cours dune @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}action multiple}, utilisant ses deux autres actions pour recharger. Dans la mesure où il fait 3 actions dans le même round, il subit un malus de -4 à son jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, mais il pourra tirer à nouveau dès le début du round suivant. , <\/p>\n<p><strong>Courrir et recharger:<\/strong> un personnage qui @Compendium[swade-core-rules.swade-rules.Movement]{court} tout en rechargeant doit faire un jet d@Compendium[swade-core-rules.swade-rules.Traits]{Agilité} (avec le malus habituel de -2 pour la course). En cas dÉchec, le rechargement na pas avancé durant cette action.run} <\/p>\n<\/div>",
"name": "Rechargement"
},
"Test": {
"text": "<div class=\"swade-core\">\n<h2>Test<\/h2>\n<p>Là où un <strong>@Compendium[swade-core-rules.swade-rules.Support]{Soutien}<\/strong> permet à un personnage daider ses alliés, une Épreuve consiste à rendre les choses plus difficiles pour ses ennemis ! Quil sagisse de ridiculiser un adversaire, de lui lancer du sable dans les yeux, de le toiser dun regard dacier ou nimporte quelle autre action susceptible de le déstabiliser.<\/p>\n<p>Pour imposer une Épreuve, le joueur décrit laction quil souhaite mener et décide en accord avec le MJ de la Compétence à utiliser. Résister à une Épreuve est instinctif : lattaquant fait un @Compendium[swade-core-rules.swade-rules.Traits]{jet de compétence} opposé à un jet de l@Compendium[swade-core-rules.swade-rules.Traits]{attribut} lié à cette Compétence. Faire trébucher un ennemi revient à faire un jet d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} contre @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} de ce dernier. @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} est lié à l'@Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, résister à un sarcasme cinglant se fait donc avec cet @Compendium[swade-core-rules.swade-rules.Traits]{attribut}. Si la compétence @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, est utilisée pour initier une Épreuve, la cible résistera avec un jet @Compendium[swade-core-rules.swade-rules.Traits]{Agilité}, et non pas avec sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade}.<\/p>\n<p>Si lattaquant obtient un Succès sur le jet opposé, il choisit de rendre sa cible soit@Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite ou Vulnérable}. En cas de Prouesse, la cible est également @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secouée} ou peut subir dautres effets sur décision du MJ : une victime pourrait trébucher et se retrouver au sol par exemple.<\/p>\n<p><strong>Modificateurs : <\/strong>le MJ peut décider dappliquer un modificateur à une Épreuve. Par exemple @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}, @Compendium[swade-core-rules.swade-rules.Recoil]{Recul}, etc peuvent entrer en ligne de compte pour un @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}. Par contre, un héros bénéficiant dun bonus à sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} ne lapplique pas à son jet @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} pour résister à une Épreuve de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} puisquil fait un jet dAgilité.<\/p>\n<p>Considérez également le contexte de laction : par exemple, utiliser un @Compendium[swade-core-rules.swade-skills.Taunt]{Sarcasme} pour heurter légo dun rival en appuyant là où ça fait mal peut octroyer un bonus de +2 à lattaquant.<\/p>\n<p><strong>Répétition :<\/strong> utiliser plusieurs fois une action identique ou similaire la rend moins efficace. Le MJ peut décider dinfliger un malus voire même de décider que laction na aucune chance daboutir.<\/p>\n<p><strong>Dés supplémentaires :<\/strong> si un personnage dispose de plusieurs dés lors dune Épreuve, comme en utilisant une arme avec une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de tir}élevée, il lance tous les dés et choisit le meilleur en tant que total pour lÉpreuve. Il nobtient pas plusieurs résultats et ne peut pas les répartir sur plusieurs cibles.<\/p>\n<\/div>",
"name": "Epreuve"
},
"The Drop": {
"text": "<div class=\"swade-core\">\n<h2>The Drop<\/h2>\n<p>Il arrive quun attaquant puisse prendre sa cible totalement par surprise. Le MJ reste seul juge des situations où une Attaque surprise est possible. Cest généralement le cas pour une cible immobilisée ou inconsciente de lattaque, comme quand lattaquant parvient à se glisser à quelques mètres à peine de sa victime. Dautres situations sont possibles (un sniper ciblant une cible stationnaire ignorant le danger).<\/p>\n<p>Attaquer par surprise octroie un bonus de +4 à lattaque et aux @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} pour une @Compendium[swade-core-rules.swade-rules.Actions]{action}.<\/p>\n<p><strong>Coup assommant : <\/strong>si un personnage est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} ou Blessé suite à une attaque surprise, il doit réussir un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} (à -2 si lattaque ciblait la tête) ou sombrer dans linconscience..<\/p>\n<p>Un personnage reste assommé environ une demi-heure, ou jusquà un réveil approprié du point de vue dramatique selon le MJ. Notez que tout type de @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}, peut provoquer un Coup assommant, pas seulement ceux à la tête.<\/p>\n<\/div>",
"name": "Attaque surprise"
},
"Firing Into Melee": {
"text": "<div class=\"swade-core\">\n<h2>Tirer dans la Mêlée<\/h2>\n<p>Il peut arriver que des héros aient besoin de tirer en plein milieu dun combat au corps-à-corps. Le problème, cest que même si les figurines sont immobiles sur le plateau de jeu, en « réalité », elles sont perpétuellement en mouvement, attaquant, parant, esquivant de manière imprévisible pour le tireur. Cest pourquoi tirer au sein dune mêlée est pour le moins dangereux. On utilise la règle des @Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Dommages collatéraux} (voir p. 104).<\/p>\n<\/div>",
"name": "Tirer dans la mêlée"
},
"Evasion": {
"text": "<div class=\"swade-core\">\n<h2>Evasion<\/h2>\n<p>Certaines attaques sont lentes ou un peu « téléphonées » et prévisibles, comme les lance-flammes ou le souffle dun dragon. De telles attaques sont notées comme évitables. Si rien nest précisé, une attaque ne peut simplement pas être évitée : si elle est réussie, les dégâts sappliquent quoi quil arrive.<\/p>\n<p>Si une attaque peut être évitée et quun personnage la voit venir, il peut faire un jet d@Compendium[swade-core-rules.swade-rules.Traits]{Agilité} avec un malus de -2. En cas de Succès, il parvient à éviter lattaque et ne prend aucun dégât. Sil sagissait dune @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{attaque de zone}, le MJ déplace la figurine du personnage à la limite du gabarit en sassurant de conserver la cohérence de la situation.Agilité}.<\/p>\n<\/div>",
"name": "Evitement"
},
"Touch Attack": {
"text": "<div class=\"swade-core\">\n<h2>ATTAQUE POUR TOUCHER<\/h2>\n<p>Un personnage qui souhaite simplement toucher son adversaire (le plus souvent pour laffecter avec une attaque magique) bénéficie dun bonus de +2 à son jet de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}.<\/p>\n<\/div>",
"name": "Attaque pour toucher"
},
"Trait Rolls": {
"text": "<div class=\"swade-core\">\n<h2>Trait Rolls<\/h2>\n<div>\n<p>Pour utiliser un Attribut ou une Compétence, lancez simplement le dé qui lui est associé. Si le résultat est 4 ou plus (la Difficulté ou Diff.), le jet est réussi ! Par exemple, si un personnage a d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Force}, Force, il lance un dé à six faces. Sil fait 4 ou plus, il réussit son action.<\/p>\n<p><strong>Modificateurs :<\/strong>des circonstances peuvent modifier votre jet, comme tirer sur une cible éloignée ou chercher un indice très bien dissimulé. Certaines situations, comme une @Compendium[swade-core-rules.swade-rules.Range]{attaque à distance}, ont des modificateurs standards. Cest le MJ qui décidera des éventuels modificateurs pour des tâches plus subjectives, comme tenter de détecter une embuscade ou dentendre une conversation à travers une lourde porte de chêne.<\/p>\n<p>De manière générale, une tâche facile, comme suivre une piste sur un terrain boueux, se fait avec un bonus de +2. Une tâche difficile, comme chercher des traces à la lumière dune torche, seffectue avec un malus de -2. Une tâche très difficile, comme chercher des traces sous une pluie battante, se fait avec un malus de -4.<\/p>\n<p><strong>Dés multiples :<\/strong>lorsquun personnage lance plusieurs dés de Trait en un seul jet, comme lors dun tir de mitrailleuse, chaque dé est résolu séparément.<\/p>\n<h3>DÉ JOKER<\/h3>\n<p>Lors dun jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, les @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} lancent simplement le dé indiqué. Mais les @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} lancent un d6 supplémentaire et conservent le meilleur résultat des deux dés (je dé de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} ou le dé Joker; Ce d6 est appelé dé Joker et peut Exploser comme les autres.<\/p>\n<p><strong>Un dé Joker par action : <\/strong>lorsquun @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} lance plusieurs dés au sein dune même action, comme tirer avec une mitrailleuse, il ne lance quun seul dé Joker.<\/p>\n<p>Le dé Joker peut remplacer un dé de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} ou être laissé de côté. En aucun cas il ne peut servir à obtenir une action supplémentaire.<\/p>\n<p class=\"embedded example\"><strong>Exemple :<\/strong> un Joker viking avec lAtout <strong>Frénésie<\/strong> (page 43). lance un dé supplémentaire lorsquil fait une attaque au corps-à-corps. Il lance aussi un dé Joker, mais seules deux attaques pourront porter puisque le dé Joker peut seulement remplacer un des dés de Combat, pas ajouter une autre attaque.<\/p>\n<h3>JETS EXPLOSIFS<\/h3>\n<p>Tous les jets de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and et de dégâts dans <cite>Savage Worlds<\/cite> sont dits Explosifs. Cela signifie que tant que vous obtenez le maximum possible sur un dé (un 6 sur un d6, un 8 sur un d8, etc.), vous relancez le dé et cumulez le résultat. Tout modificateur au jet sapplique au total final.<\/p>\n<p class=\"embedded-example\"><strong>Exemple :<\/strong>Red tente de sauter par-dessus une crevasse. Cest un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} avec d8 en @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}. Elle lance donc un d8 et un d6 et conserve le meilleur résultat. Dans ce cas, les deux dés Explosent (8 sur le d8 et 6 sur le d6). Elle lance le d8 à nouveau et obtient un 4, pour un total de 12. Elle relance le d6 et obtient à nouveau un 6, puis un 2, pour un total de 14. Elle franchit lobstacle avec brio… cette fois-ci.<\/p>\n<h3>PROUESSES<\/h3>\n<p>Parfois, il est important de savoir à quel point un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} est réussie. Pour chaque tranche de 4 points au-dessus de la Difficulté, on obtient une Prouesse. Si votre héros a besoin dun 4 pour toucher un adversaire et quil obtient un 11, il touche avec une Prouesse (deux sil avait fait un 12). Le calcul des Prouesses se fait après lapplication déventuels modificateurs.<\/p>\n<p>Avoir au moins une Prouesse permet toujours dobtenir un effet additionnel à une action, comme un bonus aux dégâts lors dun combat, ou dautres bénéfices au choix du MJ.<\/p>\n<h3>JETS OPPOSÉS<\/h3>\n<p>Parfois, les jets sont opposés à ceux de ladversaire. Lattaquant fait son jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} puis le défenseur tente de le battre.<\/p>\n<p>La Compétence ou lAttribut à utiliser est généralement spécifié selon les circonstances, sinon le MJ décide de celui qui est le plus sensé. Par exemple, si deux personnages tentent de sarracher quelque chose des mains, ils font un jet opposé de @Compendium[swade-core-rules.swade-rules.Traits]{Force}. Se glisser derrière quelquun est un jet de@Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} opposé à un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} (comme détaillé dans la description de la Compétence @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion}).<\/p>\n<p>Le personnage agissant lors dun jet opposé fait toujours son jet@Compendium[swade-core-rules.swade-rules.Traits]{Trait} le premier (y compris les éventuelles dépenses de <strong>@Compendium[swade-core-rules.swade-rules.Bennies]{Jetons}<\/strong>), voir p. 89). Il doit au moins obtenir un Succès de base (Diff. 4) ou il échoue. Le défenseur fait son jet après et doit atteindre ou dépasser le total de lattaquant, sinon ce dernier lemporte.<\/p>\n<p>Le vainqueur utilise également le total adverse pour déterminer sil obtient des Prouesses.<\/p>\n<h3>ÉCHEC CRITIQUE<\/h3>\n<p>Un Échec critique survient lorsquun @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} fait un 1 à la fois sur le dé de@Compendium[swade-core-rules.swade-rules.Traits]{Trait}et sur le dé Joker. Laction est un Échec automatique et quelque chose de désagréable arrive à votre personnage — il lâche son arme ou la bloque quelque part, il touche un de ses alliés, son véhicule heurte un obstacle, le sort échoue (voir<strong>@Compendium[swade-core-rules.swade-rules.Activation]{Contrecoup}<\/strong>p. 151), etc...<\/p>\n<p>Un Échec critique ne peut pas être Relancé, même avec un <strong>@Compendium[swade-core-rules.swade-rules.Bennies]{Jetons}<\/strong>(voir p. 89).<\/p>\n<p><strong>Extras et Échecs critiques :<\/strong> si un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} lance un 1 sur un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} et quil est important de savoir si cest ou non un Échec critique (comme pour lancer un sort), lancez un d6 : sur un 1, cest un Échec critique, sinon un Échec normal.<\/p>\n<p><strong>Dés multiples :<\/strong> certaines Capacités permettent aux personnages de lancer plusieurs dés de @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, à la fois (comme lAtout @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy} ou tirer avec une arme ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de tir} supérieure à 1). Dans ce cas, un Échec critique survient lorsque plus de la moitié des dés font un 1. Si le personnage est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}, il faut que le dé Joker soit également un 1.<\/p>\n<p class=\"embedded-example\"><strong>Exemple : <\/strong>Gabe tire avec le canon automatique dun hovercraft. Larme a une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de tir} de 3, aussi lancet-il trois dés de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et le dé Joker. Si trois des dés donnent un 1, y compris le dé Joker, cest un Échec critique.<\/p>\n<h3>COMPÉTENCE PAR DÉFAUT<\/h3>\n<p>Si un personnage ne dispose pas de la Compétence pour son action, il lance un d4 en guise de dé de Trait (et le dé @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}) et soustrait 2 au total.<\/p>\n<p>Le MJ décide quelles tâches ne peuvent pas être accomplies sans connaissances réelles, comme procéder à une intervention chirurgicale à cerveau ouvert ou piloter un avion.<\/p>\n<h3>RELANCER<\/h3>\n<p>Certains @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} et Capacités permettent de Relancer un jet @Compendium[swade-core-rules.swade-rules.Traits]{Traits} qui nest pas un Échec critique. Reprenez tous les dés et relancez-les pour obtenir le nouveau total. Choisissez quel jet vous conservez. Ainsi une Relance ne peut jamais empirer la situation à moins dobtenir un Échec critique. En ce cas, cela met immédiatement fin aux Relances et sert de résultat — cest le risque à vouloir repousser les limites !<\/p>\n<p>Plusieurs Relances peuvent être permises par différents @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons}, ou autres Capacités.<\/p>\n<h3>JETS DE GROUPE<\/h3>\n<p>Pour faire un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} de tout un groupe d@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} dont le Trait est similaire, lancez un dé de Trait normalement mais avec un dé Joker. Considérez que cest le résultat du groupe entier. De cette manière, il est possible dobtenir une moyenne convenable sans faire un jet par Extra.<\/p>\n<p class=\"embedded-example\"><strong>Exemple :<\/strong>un groupe de soldats tente de se faufiler discrètement sans déclencher les capteurs de Gabe. Le MJ fait un jet de@Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} (d6) et lance un dé Joker en même temps pour connaître le score des soldats.<\/p>\n<\/div>\n<\/div>",
"name": "Jets de trait"
},
"Fatigue": {
"text": "<div class=\"swade-core\">\n<h2>Fatigue<\/h2>\n<p>Some hazards, stress, powers, or circum&shy;stances may cause Fatigue instead of @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}. This represents mental stress or minor but lingering injuries that make a person less effective. Fatigue stacks until the victim is Incapacitated.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>FATIGUED: <\/strong>The victim subtracts 1 from all @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait rolls}. If he takes another level of Fatigue, he&rsquo;s Exhausted.<\/li>\n<li><strong>EXHAUSTED: <\/strong>The victim subtracts 2 from all Trait rolls. If he takes another level of Fatigue, he&rsquo;s Incapacitated.<\/li>\n<li><strong>INCAPACITATED: <\/strong>The victim cannot perform actions and may be unconscious (GM&rsquo;s call).<\/li>\n<\/ul>\n<h3>Recovery<\/h3>\n<p>Unless otherwise specified by the source, Fatigue and Exhaustion improve one level per hour. Incapacitated characters are helpless and may be unconscious (GM&rsquo;s call) for [[\/r 2d6]] hours. If treatment is possible (food, water, etc., depending on the source of Fatigue), and a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll is made, the character improves to Exhausted.<\/p>\n<p><strong>Mixed Fatigue: <\/strong>If a hero suffers Fatigue from different sources with different recovery times, remove one level when the effect with the shortest duration expires, then another level when the longest expires.<\/p>\n<h3>Hazards<\/h3>\n<p>Fatigue from hunger, thirst, etc., sometimes has different recovery conditions. See <strong>@Compendium[swade-core-rules.swade-rules.Hazards]{Périls}<\/strong>.<\/p>\n<\/div>",
"name": "Fatigue"
},
"Mounted Combat": {
"text": "<div class=\"swade-core\">\n<h2>Combat monté<\/h2>\n<p>Un personnage monté, à cheval ou sur toute autre créature étrange et fantastique, dispose de certains avantages et désavantages en @Compendium[swade-core-rules.swade-skills.Fighting]{combat}, comme décrit ci-dessous.<\/p>\n<p>Une monture ne reçoit pas de carte d'action. Elle agit lors de la carte de son cavalier et peut attaquer nimporte quelle cible lui faisant face.<\/p>\n<p><strong>Combattre:<\/strong> pour combattre monté, un personnage utilise sa plus basse Compétence entre Combat et Équitation. Un cavalier doit savoir bien monter pour mener sa monture à la bataille !<\/p>\n<p><strong>Chute:<\/strong> chaque fois quun personnage monté est Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} ou subit une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, ou que sa monture est Incapacitée, il doit faire un jet dÉquitation. En cas dÉchec, il chute. Si la monture est au galop (selon le MJ), il subit 2d4 de dégâts (2d6 sur un Échec critique).<\/p>\n<p><strong>Attaque à distance échouée:</strong>> un cavalier et sa monture sont sujets à la règle des @Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Dommages collatéraux}. Un 1 au coup ciblant le cavalier touche la monture.<\/p>\n<p><strong>Monture @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessée} :<\/strong> lorsquune monture est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secouée} ou @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessée}, elle se cabre ou rue. Le cavalier doit réussir un jet dÉquitation pour rester en selle, ou chuter (voir ci-dessus).<\/p>\n<h3>Charge<\/h3>\n<p>Un cavalier chargeant à cheval obtient un bonus de +4 aux dégâts dune attaque au corps-à-corps réussie. Pour cela, sa monture doit se déplacer dau moins 6 cases en ligne relativement droite jusqu'à sa cible. <\/p>\n<p><strong>Réception de charge:<\/strong> une arme avec une @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} de 1 ou plus peut être mise en réception de charge. Pour cela, le personnage doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} et réussir un jet dAthlétisme pour interrompre laction du cavalier comme dhabitude (voir En attente p. 104). Le combattant ayant la plus grande @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} bénéficie dun bonus de +2 à ce jet. <\/p>\n<p>Le vainqueur attaque en premier et bénéficie dun bonus de +4 aux dégâts (quil soit ou non le cavalier).<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/MountedCombat.webp\" alt=\"Image of a Native American hiding a white horse with black spots across plains.\" \/><\/div>",
"name": "Combat monté"
},
"Rules": {
"text": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Rules<\/p>\n<\/div>\n<\/div>\n<div>\n<p><cite>Savage Worlds<\/cite> provides a simple framework for your tales of adventure and glory. In this chapter we show you how to make basic @Compendium[swade-core-rules.swade-rules.Trait Rolls]{skill and attribute checks}&mdash;and make your @Compendium[swade-core-rules.swade-rules.Combat]{combats} Fast, Furious, and Fun!<\/p>\n<h2>@Compendium[swade-core-rules.swade-rules.Combat]{Combat Rules}<\/h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards (Initiative)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Actions]{Actions}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Attacks]{Attacks}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Damage Effects}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Dealing Damage]{Dealing Damage}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets dEncaissement}<\/h3>\n<\/div>\n<br \/>\n<h2>Situational Rules<\/h2>\n<p>The core <cite>Savage Worlds<\/cite> rules are very simple&mdash;@Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll a skill die (and a Wild Die if a Wild Card)}. If the result is 4 or higher after all modifiers, you&rsquo;re successful.<\/p>\n<p>In the following section are some of the more elaborate options and maneuvers characters can attempt.<\/p>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Aim] {Viser}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert et Obstacles}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Defend]{Defend}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Disarm]{Disarm}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted and Vulnerable}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Evasion]{Evasion}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Finishing Move]{Finishing Move}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Firing Into Melee]{Firing Into Melee}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Ganging Up]{Ganging Up}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Grappling]{Grappling}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Hold]{Hold}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Improvised Weapons]{Improvised Weapons}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted Combat}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{Nonlethal Damage}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Off-Hand Attacks}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Prone]{à terre}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Push]{Push}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Ranged Weapons In Melee]{Ranged Weapons In Melee}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Readying Weapons]{Readying Weapons}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Recoil]{Recul}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Reloading]{Reloading}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size and Scale}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Support]{Support}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Suppresive Fire]{Suppresive Fire}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Surprise]{Surprise}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Test]{Test}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch Attack}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Two Weapons]{Two Weapons}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Defender}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Unstable Platform]{Unstable Platform}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Vehicles]{Vehicles}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}<\/h3>\n<\/div>\n<\/div>\n<\/div>",
"name": "Rules"
},
"Movement": {
"text": "<div class=\"swade-core\">\n<h2>Movement<\/h2>\n<p>Characters can move a number of tabletop inches equal to their @Compendium[swade-core-rules.swade-rules.Characters]{Allure} each turn.<\/p>\n<p>Each inch of movement spent climbing, crawling, or swimming uses 2&Prime; of Pace.<\/p>\n<p><strong>Running: <\/strong>A hero can &ldquo;run&rdquo; as a free action once per turn, increasing her Pace for the round by her Running die (a d6 by default) at the cost of a &minus;2 penalty to all other actions that turn. Running dice never Ace. (The Running die is random to account for nuances of terrain not depicted on the tabletop and for the &ldquo;risk to reward&rdquo; decision players must make).<\/p>\n<p>Out of combat situations, a character can move twice the sum of her full Pace + maximum running die for a number of minutes equal to half her @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} die type. Thus a @Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Fleet-Footed} character with @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} d6 can sprint at a Pace of 32 for three minutes.<\/p>\n<p><strong>Difficult Ground: <\/strong>Each inch a hero walks or runs over rough terrain such as thick forest, up or down a steep incline, slippery ice, etc., count as 2&Prime; of her Pace. Crawling is unaffected by Difficult Ground.<\/p>\n<p><strong>Hazards:<\/strong> If the GM feels movement is hazardous for some reason&mdash;climbing under duress, swimming a fast-moving river, walking a tightrope&mdash;she can require an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll to move. Success means she continues on normally. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} the character takes @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps &amp; Bruises}<\/strong>, falls if climbing or in a precarious position <strong>(@Compendium[swade-core-rules.swade-rules.Falling]{Falling}<\/strong>), or drowns if swimming (<strong>@Compendium[swade-core-rules.swade-rules.Drowning]{Drowning}<\/strong>).<\/p>\n<h3>Other Movement Issues<\/h3>\n<ul class=\"red-bullet-list\">\n<li><strong>JUMPING: <\/strong>Characters can jump 1&Prime; (two yards) horizontally, or 0.5&Prime; vertically as a free action. Double these numbers if the hero can run at least 2&Prime; (four yards) prior to the jump. If the hero chooses, she may make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll as an action to increase her horizontal distance by 1&Prime; (2&Prime; with a raise), or half that vertically. Jumping does not allow a character to exceed her total Pace for the turn.<\/li>\n<li><strong>PRONE: <\/strong>A character may fall prone as a free action during her turn. She may crawl while prone. Standing is a free action but reduces total Pace for the turn by 2.<\/li>\n<\/ul>\n<\/div>",
"name": "Movement"
},
"Innocent Bystanders": {
"text": "<div class=\"swade-core\">\n<h2>Innocent Bystanders<\/h2>\n<p>When an attacker misses a @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) roll, it may sometimes be important to see if any other targets in the line of fire were hit. The GM should only use this rule when it&rsquo;s dramatically appropriate&mdash;not for every missed shot in a hail of gunfire.<\/p>\n<p>Each @Compendium[swade-core-rules.swade-rules.Trait Rolls]{skill die} that&rsquo;s a 1 hits a random victim adjacent to or directly in the line of fire to the original target. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Wild dice} never hit innocent bystanders.<\/p>\n<p>A @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} must miss with his Wild Die for a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} 1 weapon to hit an Innocent Bystander (except for @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}, see below).<\/p>\n<p>This means it&rsquo;s sometimes easier to hit an adjacent victim than the original target. That may not be entirely realistic, but is simple, dramatic, and requires some care in tight tactical situations.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 2+ or @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}:<\/strong> Weapons that spray bullets or buckshot are much more likely to hit others. Each skill die that rolls a 1 or a 2 hits a bystander.<\/li>\n<\/ul>\n<\/div>",
"name": "Innocent Bystanders"
},
"Multi-Actions": {
"text": "<div class=\"swade-core\">\n<h2>Multi-Actions<\/h2>\n<p>Characters can perform up to three @Compendium[swade-core-rules.swade-rules.Actions]{actions} on their turn. Each additional action beyond the first inflicts a &minus;2 penalty to all actions. Taking two actions, for example, incurs a &minus;2 penalty to both, and three actions is a &minus;4 penalty.<\/p>\n<p>@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} get their Wild Die on each action as usual.<\/p>\n<p>All actions must be declared at the start of the turn and before any dice are rolled. Penalties remain even if a later action doesn&rsquo;t happen (usually because it was dependent on an earlier success).<\/p>\n<p><strong>Movement and Multiple Actions:<\/strong> A chara&shy;cter may perform multiple actions at different points in his @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}.<\/p>\n<p><strong>Free Actions:<\/strong> Multi-Action penalties do not apply to @Compendium[swade-core-rules.swade-rules.Actions]{free actions}.<\/p>\n<\/div>",
"name": "Multi-Actions"
},
"Finishing Move": {
"text": "<div class=\"swade-core\">\r\n <h2>Finishing Move<\/h2>\r\n \r\n <p>A completely helpless victim may be dispatched with a lethal weapon of some sort as an action. This is automatic unless the GM decides theres a special situation, such as a particularly tough or naturally armored victim, a chance for escape, and so on.<\/p>\r\n <p>The killer must usually dispatch his foe up close and personal, but the GM may occasionally let Finishing Moves be performed at range if the situation warrants.<\/p>\r\n<\/div>",
"name": "Finishing Move"
},
"Natural Weapons": {
"text": "<div class=\"swade-core\">\n<h2>Natural Weapons<\/h2>\n<p>Creatures with natural weapons such as fangs, claws, or horns may attack with any or all of them using their @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} skill. Damage is stated for character races and beasts in their various descriptions.<\/p>\n<p>Creatures with natural weapons are always considered armed. This means they aren&rsquo;t an <strong>@Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Defender}<\/strong> and foes @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} with <strong>@Compendium[swade-core-rules.swade-rules.Two Weapons]{Two Weapons}<\/strong> gain no advantage against them. Here are a few additional notes for each type of attack:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>BITE:<\/strong> The creature may bite a target it&rsquo;s grappled (most attackers can only crush their prey, see <strong>@Compendium[swade-core-rules.swade-rules.Grappling]{Grappling}<\/strong>).<\/li>\n<li><strong>CLAWS:<\/strong> +2 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (climbing) rolls on any rough or soft surface (not sheer steel, glass, etc.).<\/li>\n<li><strong>HORNS:<\/strong> Add +4 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at the end of one @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} action in which it @Compendium[swade-core-rules.swade-rules.Movement]{Runs}, moves at least 5&Prime;(10 yards), and successfully hits with its horns.<\/li>\n<\/ul>\n<\/div>",
"name": "Natural Weapons"
},
"Bound and Entangled": {
"text": "<div class=\"swade-core\">\n<h2>Entravé et immobilisé<\/h2>\n<p>@Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade} et les pouvoirs comme @Compendium[swade-core-rules.swade-powers.enchevêtrement]{enchevêtrement} peuvent provoquer des états Entravé ou Immobilisé. Voici leur signification et comment sen débarrasser : <\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>ENTRAVÉ: <\/strong> la victime ne peut pas se déplacer et est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite}tant quelle est dans cet état.<\/li>\n<li><strong>IMMOBILISÉ: <\/strong> la victime ne peut pas se déplacer, est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite et Vulnérable} tant quelle est dans cet état, et ne peut effectuer aucune action physique autre que tenter de se libérer.<\/li>\n<\/ul>\n<p>Se libérer est une @Compendium[swade-core-rules.swade-rules.Actions]{Action}. En cas de Succès, le personnage parvient à se défaire dune source dimmobilisation ou dentrave. Un personnage Immobilisé devient Entravé et se libère complètement avec une Prouesse.:<\/p>\n<p><strong>Se libérer dun adversaire : <\/strong>utilisez les règles d<strong>@Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade}<\/strong> (voir ci-contre) inversées pour vous libérer dun adversaire : la victime initie un jet d@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} opposé (ou de @Compendium[swade-core-rules.swade-rules.Traits]{Force} à -2 au choix de chaque protagoniste).En cas de Succès, létat de la vic-time saméliore dun cran, ou de deux avec une Prouesse. Un personnage @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} maintient sa prise. Il la perd néanmoins sil est @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}. <strong>Se libérer dun objet inanimé : <\/strong> séchapper dune toile daraignée, dun filet ou du pouvoir <em>@Compendium[swade-core-rules.swade-powers.enchevêtrement]{enchevêtrement}<\/em> se fait grâce à un jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Force} -2 ou @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (au choix de la victime) au choix de la victime, auquel on applique déventuels malus propres à leffet combattu. Une toile particulièrement collante dune espèce spécifique d'araignée géante, par exemple, pourrait infliger un malus de -2 à tous les jets pour sen libérer. Quoi quil en soit, se libérer est une action et les résultats sont les mêmes que face à un adversaire.<\/p>\n<p>Des personnages et leurs alliés peuvent également détruire la source dune immobilisation (voir <strong>@Compendium[swade-core-rules.swade-rules.Casser des trucs]{Casser des trucs}<\/strong>). Les toiles, cordes et autres filets ont généralement une Solidité de 4 et doivent être coupés avec une arme tranchante.<\/p>\n<\/div>",
"name": "Entravé et immobilisé"
},
"Blast Templates": {
"text": "<div class=\"swade-core\">\n<h2>Gabarits<\/h2>\n<p> Voici les tailles des gabarits d'explosion en pouces à utiliser sur une grille. Si vous utilisez une grille autre que 1 pouce, veillez à mettre à l'échelle vos modèles de manière appropriée.<\/p>\n<p><em>Veuillez consulter la documentation <cite>Savage Worlds<\/cite> pour votre VTT préféré pour savoir comment les appliquer automatiquement à la table.<\/em><\/p>\n<ul>\n<li>Les modèles de cône mesurent 9 pouces de long et 3pouces de large à leur point le plus large<\/li>\n<li>Les grands gabarits mesurent 6 pouces de diamètre.<\/li>\n<li>Les gabarits moyens mesurent 4 pouces de diamètre<\/li>\n<li>Les petits gabarits mesurent 2 pouces de diamètre.<\/li>\n<li>Le gabarit de rotation à un angle de 45 degrés.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/burst-templates.webp\" alt=\"Petit, moyen, et grand gabarits\" \/> <img src=\"modules\/swade-core-rules\/assets\/art\/cone-templates.webp\" alt=\"Cone Template measurement\" \/><\/div>",
"name": "Gabarits"
},
"Breaking Things": {
"text": "<div class=\"swade-core\">\n<h2>Breaking Things<\/h2>\n<p>À loccasion, un personnage peut avoir besoin de casser quelque chose comme une arme, une serrure ou une porte. Un objet inerte a une @Compendium[swade-core-rules.swade-rules.Characters]{Parade} de 2 ou celle de son porteur sil est tenu. Si les dégâts dune attaque égalent ou dépassent sa Solidité, lobjet est brisé, tordu, inutilisable ou affecté de tout autre effet au choix du MJ.<\/p>\n<p>Presque tout peut être brisé ou émietté avec du temps. Ce système ne concerne que les situations où il est nécessaire de briser quelque chose dans le feu de laction (pendant un combat par exemple).<\/p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Object Hardness<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Hardness<\/th>\n<th class=\"table-column-header\" scope=\"col\">Object<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>8<\/td>\n<td>Porte<\/td>\n<\/tr>\n<tr>\n<td>10<\/td>\n<td>Porte renforcée<\/td>\n<\/tr>\n<tr>\n<td>8<\/td>\n<td>Serrure<\/td>\n<\/tr>\n<tr>\n<td>9<\/td>\n<td>Arme à feu (pistolet ou fusil)<\/td>\n<\/tr>\n<tr>\n<td>12<\/td>\n<td>Menottes<\/td>\n<\/tr>\n<tr>\n<td>10<\/td>\n<td>Couteau, épée<\/td>\n<\/tr>\n<tr>\n<td>10<\/td>\n<td>Bouclier médiéval *<\/td>\n<\/tr>\n<tr>\n<td>12<\/td>\n<td>Bouclier moderne *<\/td>\n<\/tr>\n<tr>\n<td>4<\/td>\n<td>Corde<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><em>*un personnage doit spécifier quand il cherche à endommager le bouclier adverse. Ne le vérifier pas chaque fois que son porteur est touché. <\/em><\/p>\n<p><strong>Pas de bonus aux dégâts ni dExplosion : <\/strong>Une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au jet dattaque napporte pas de dé de bonus aux @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}. <\/p>\n<p><strong>Type des dégâts : <\/strong>Certains types dattaque sont incapables de briser certains types dobjets. Une massue ne peut jamais couper une corde ou une unique balle de pistolet ne peut pas détruire une porte. Le bon sens est le meilleur guide pour déterminer si une arme spécifique peut endommager un objet particulier.<\/p>\n<p>Voir <strong>@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert et Obstacles}<\/strong> (p. 102) pour attaquer <em>à travers<\/em> des objets.<\/p>\n<\/div>",
"name": "Casser des trucs"
},
"Nonlethal Damage": {
"text": "<div class=\"swade-core\">\n<h2>Nonlethal Damage<\/h2>\n<p>A character who wants to beat someone up without killing them can choose to do nonlethal damage. This requires the attacker use only his fists or a blunt weapon of some sort. Edged weapons may be used if they have a flat side, but this subtracts &minus;1 from the attacker&rsquo;s @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} rolls.<\/p>\n<p>Nonlethal damage causes @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} as usual, but if a character is rendered @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} he&rsquo;s knocked out for 1d6 hours instead.<\/p>\n<p>Nonlethal @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} are otherwise treated exactly as lethal @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}. This means it&rsquo;s much easier to render an Extra unconscious than a Wild Card (See @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards and Extras}). This is intentional, and should work well for most genres where heroes can take multiple punches before going down for the count, but most &ldquo;mooks&rdquo; go out with one or two good punches.<\/p>\n<\/div>",
"name": "Nonlethal Damage"
},
"Called Shots": {
"text": "<div class=\"swade-core\">\n<h2>Attaque ciblée<\/h2>\n<p>TCibler une partie du corps inflige un modificateur au jet dattaque qui dépend de l@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} Cibler une partie du corps inflige un modificateur au jet dattaque qui dépend de lÉchelle de la cible (et non lÉchelle de la créature dont la cible fait partie). Utilisez les <strong>@Compendium[swade-core-rules.swade-rules.Size and Scale]{modificateurs dÉchelle}<\/strong> (voir p. 108) pour déterminer les bonus ou les malus inhérents à la taille de la cible. Les malus listés ci-dessous correspondent à des créatures dÉchelle Normale, et précisent les éventuels effets additionnels dune attaque ciblée:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>MAIN (-4): <\/strong>la cible peut se retrouver <strong>@Compendium[swade-core-rules.swade-rules.Disarm]{Désarmée}<\/strong><\/li>\n<li><strong>TÊTE OU POINT VITAL (-4): <\/strong>lattaquant obtient un bonus de +4 aux dégâts en cas dattaque réussie à la tête ou dans une zone vitale. <br \/>Le malus passe à -5 pour cibler le visage dun adversaire portant un casque ouvert (ce qui permet den ignorer l@Compendium[swade-core-rules.swade-rules.Armor]{Armure}).<\/li>\n<li><strong>OBJECT (?): <\/strong>utilisez les dimensions de la table dÉchelle pour les objets. Cibler un objet de la taille dun pistolet inflige un malus de -4, alors que cibler une épée longue inflige un malus de -2.<\/li>\n<li><strong>MEMBRES (-2): <\/strong>cibler un membre ne procure pas deffets supplémentaires que ceux inhérents à une Blessure (malus d'@Compendium[swade-core-rules.swade-rules.Movement]{Allure} (Voir <strong>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}<\/strong>).<\/li>\n<li><strong>ZONE SANS PROTECTION (?): <\/strong>lattaque cible une zone non protégée de la victime. Le malus dépend de lÉchelle de la zone en question : la fente dun heaume est une zone Minuscule (-6), alors que la chair en dessous de lécaille manquante dun dragon Énorme serait seulement Très petite (-4).<\/li>\n<\/ul>\n<\/div>",
"name": "Attaque ciblée"
},
"Compendium Folders License": {
"text": "<h3>Thanks to&nbsp; Erceron#0370 for allowing us Commerical Use of his fantastic Compendium Folders module. You can check it out <a href=\"https:\/\/foundryvtt.com\/packages\/compendium-folders\/\">here<\/a><\/h3>",
"name": "Compendium Folders License"
},
"Size and Scale": {
"text": "<div class=\"swade-core\">\n<h2>Size &amp; Scale<\/h2>\n<p>Characters and creatures have a Size ranging from &minus;4 for very small beings up to Size 20 and higher for massive behemoths. Specific creature Sizes are listed in their statistics, and explained on the <strong>@Compendium[swade-core-rules.swade-rules.Size Table]{Size Table}<\/strong>.<\/p>\n<p>The @Compendium[swade-core-rules.swade-rules.Size Table]{Size Table} lists seven different &ldquo;Scales,&rdquo; from Tiny to Gargantuan, and the Scale Modifier that goes with each.<\/p>\n<p>When creatures of different Scales attack each other, the smaller creature adds the difference between its Scale and its target to its attacks. A Tiny fairy (&minus;6 Scale modifier), for example, adds +10 to hurl a @Compendium[swade-core-rules.swade-powers.Bolt]{éclairs} at a Huge dragon (+4).<\/p>\n<p>The larger creature <em>subtracts<\/em> the difference from its attacks. A Very Small eagle (&minus;4) subtracts 2 from its Fighting totals when attacking a Tiny fairy (&minus;6).<\/p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Scale Modifiers<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Modifier<\/th>\n<th class=\"table-column-header\" scope=\"col\">Scale &amp; Examples<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>-6<\/td>\n<td><strong>Tiny:<\/strong> Armor join, baseball, mouse<\/td>\n<\/tr>\n<tr>\n<td>-4<\/td>\n<td><strong>Very Small:<\/strong> Human hand or head, basketball, house cat<\/td>\n<\/tr>\n<tr>\n<td>-2<\/td>\n<td><strong>Small:<\/strong> Human limb, bobcat<\/td>\n<\/tr>\n<tr>\n<td>&mdash;<\/td>\n<td><strong>Normal:<\/strong> Human, motorc&shy;ycle, bull, horse<\/td>\n<\/tr>\n<tr>\n<td>+2<\/td>\n<td><strong>Large:<\/strong> Hippo, most vehicles<\/td>\n<\/tr>\n<tr>\n<td>+4<\/td>\n<td><strong>Huge:<\/strong> Dragon, whale<\/td>\n<\/tr>\n<tr>\n<td>+6<\/td>\n<td><strong>Gargantuan:<\/strong> Building, kaiju, ship<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h3>@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} &amp; Target Size<\/h3>\n<p>Use the Scale of the target when making @Compendium[swade-core-rules.swade-rules.Called Shots]{called shots} against creatures, not <em>their<\/em> Scale. If a hero wants to blast the eye of a Huge robot destroying the city, for example, use the Scale of the <em>eye<\/em>, not the robot. If the eye is about the size of a car, the hero adds +2 to his roll because a car is Large, a +2 bonus.<\/p>\n<p>Hitting the vital areas have extra effects listed under <strong>@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}<\/strong>.<\/p>\n<\/div>",
"name": "Size and Scale"
},
"Weird Science": {
"text": "",
"name": "Science étrange"
},
"Wild Attack": {
"text": "<div class=\"swade-core\">\n<h2>Wild Attack<\/h2>\n<p>Parfois il arrive quun personnage désespéré jette toutes ses forces dans une bataille au détriment de sa propre survie.<\/p>\n<p>Faire une Attaque totale offre un bonus de +2 aux jets de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} et à leurs dégâts pour tout le tour,mais le héros est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} jusquà la fin de son tour au prochain round (pas celui en cours).<\/p>\n<p>On peut utiliser lAttaque totale avec des attaques multiples, comme celles d@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} ou avec les Atouts @Compendium[swade-core-rules.swade-edges.Frenzy]{Frénésie} ou @Compendium[swade-core-rules.swade-edges.Sweep]{Balayage} Edges.<\/p>\n<\/div>",
"name": "Attaque totale"
},
"Area Effect Attacks": {
"text": "<div class=\"swade-core\">\n<h2>Attaque de zone<\/h2>\n<p>Les grenades, les effets de certains sorts, les souffles de dragon et toutes les attaques qui affectent une &ldquo;large zone&rdquo; entrent dans cette catégorie. Pour simplifier, la plupart de ces attaques utilisent des Gabarits dexplosion de taille standard : @Compendium[swade-core-rules.swade-rules.Blast Templates]{Petit, Moyen et Grand pour les zones circulaires, ainsi quun Gabarit de cône}. Vous les trouverez p. 206-208 et sur notre site Internet.<\/p>\n<p>Les attaques de zone ciblent un endroit plutôt que des individus et ignorent donc les bonus défensifs pour les cibles spécifiquement couvertes par le gabarit, comme l'Atout @Compendium[swade-core-rules.swade-edges.Dodge]{Esquive} ou les malus de @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}.<\/p>\n<p>Pour une attaque utilisant un Gabarit de cône, le personnage place le gabarit en contact avec sa figurine, puis fait un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} ou d@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour les armes lancées ou les attaques naturelles. En cas de Succès, tous ceux sous le gabarit sont touchés. En cas dÉchec, lattaque échoue pour une raison quelconque — la créature ne parvient pas à expirer suffisamment de gaz toxique, le lance-flammes crachote, etc.<\/p>\n<p>Pour une attaque utilisant un Gabarit dexplosion, le personnage place le gabarit sur la table (ou décrit où il veut le voir atterrir), puis fait un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} ou @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour les armes lancées ou les Souffles. En cas dÉchec, sil y a une chance que lattaque dévie et touche quelqu'un d'autre, voir <strong>Déviation<\/strong> ci-dessous.<\/p>\n<p>En cas de Succès, tout personnage se trouvant sous le gabarit, même partiellement, est affecté par lattaque, sans tenir compte de malus pour le toucher tel l'Atout @Compendium[swade-core-rules.swade-edges.Dodge]{Esquive}. Si leffet inflige des @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}, jetez les dés pour chaque victime séparément. Une attaque qui obtient une Prouesse fait des @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} supplémentaires comme dhabitude.<\/p>\n<h3>Déviation<\/h3>\n<p>Si une attaque utilisant un Gabarit de cône échoue, elle passe au-dessus des cibles, heurte le sol ou échoue pour une raison quelconque. Le MJ peut toutefois décider que lattaque affecte une zone proche&mdash;un lance-flammes pourra emplir une pièce de flammes ou un gaz toxique pourra être relâché par lattaque&mdash;mais <em>sans effet<\/em> pour les personnages ou déventuelles cibles.<\/p>\n<p>Si une attaque utilisant un Gabarit dexplosion échoue, elle dévie de 1d6&Prime; pour les armes lancées (comme les grenades) et de 2d6&Prime; pour les armes de tir. Multipliez la déviation par 2 pour une attaque à @Compendium[swade-core-rules.swade-rules.Range]{Portée} Moyenne, par 3 pour une Attaque à Portée Longue et par 4 pour une attaque à Portée Extrême.<\/p>\n<aside class=\"template-without-miniatures\">\n<h2>Gabarits sans figurines<\/h2>\n<p>Utilisez la table ci-dessous lorsque vous jouez sans figurines ou de manière narrative et souhaitez déterminer rapidement le nombre de cibles affectées par un gabarit. Modifiez le résultat en fonction de léparpillement ou la concentration des cibles.<\/p>\n<table class=\"table\"><caption class=\"table-caption\">&nbsp;<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Gabarit<\/th>\n<th class=\"table-column-header\" scope=\"col\">Diamètre<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cibles affectées<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>Petit<\/td>\n<td>4 m (2 cases)<\/td>\n<td>2<\/td>\n<\/tr>\n<tr>\n<td>Moyen<\/td>\n<td>8 m (4 cases)<\/td>\n<td>3<\/td>\n<\/tr>\n<tr>\n<td>Grans<\/td>\n<td>12 m (6 cases)<\/td>\n<td>4<\/td>\n<\/tr>\n<tr>\n<td>Cône<\/td>\n<td>18 m de long (9 cases)<\/td>\n<td>3<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/aside>\n<p>Lancez ensuite 1d12 pour déterminer la direction de la déviation (comme en lisant sur le cadran dune montre). Quoi quil arrive, il est impossible quune attaque dévie de plus de la moitié de la distance initiale (ce qui empêche que lattaque finisse derrière le tireur).<\/p>\n<h3>Couvert et attaque de zone<\/h3>\n<p>Les obstacles solides comme les arbres ou les murs sont susceptibles de protéger contre une Attaque de zone sils se trouvent entre lorigine de lexplosion et le personnage, et que le MJ pense que la situation est appropriée. Réduisez les @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} du montant indiqué dans la table de <strong>Bonus d'Armure de couvert<\/strong> (voir <strong>@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert et Obstacles}<\/strong> p. 102).<\/p>\n<\/div>",
"name": "Attaque de zone"
},
"Cover and Obstacles": {
"text": "<div class=\"swade-core\">\n<h2>Cover &amp; Obstacles<\/h2>\n<p>@Compendium[swade-core-rules.swade-rules.Attacks]{Melee and ranged attacks} suffer a penalty when attempting to hit a target behind Cover, per the table below:<\/p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Cover Penalties<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Penalty<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cover<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>-2<\/td>\n<td><strong>Light Cover: <\/strong>A quarter of the target is obscured.<\/td>\n<\/tr>\n<tr>\n<td>-4<\/td>\n<td><strong>Medium Cover: <\/strong>Half the target is obscured, or target is @Compendium[swade-core-rules.swade-rules.Prone]{à terre}.<\/td>\n<\/tr>\n<tr>\n<td>-6<\/td>\n<td><strong>Heavy Cover: <\/strong>Three-quarters of the target is obscured.<\/td>\n<\/tr>\n<tr>\n<td>-8<\/td>\n<td><strong>Near Total Cover: <\/strong>The target is barely visible.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h3>Obstacles<\/h3>\n<p>Sometimes characters have sufficient power to attack their foes through obstacles. (See <strong>@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}<\/strong> to actually destroy intervening obstacles.) If a missed attack would have been successful without the Cover modifier and the GM thinks the target is likely to be hit, the obstacle acts as @Compendium[swade-core-rules.swade-rules.Armor]{Armure}.<\/p>\n<p>If the obstacle is a person or creature, subtract its @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} from the attack. Use the table below as a guide for other materials.<\/p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Cover Bonus<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Bonus<\/th>\n<th class=\"table-column-header\" scope=\"col\">Obstacle<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>+2<\/td>\n<td>Heavy glass, thick leather, drywall, wooden shield, aluminum car door<\/td>\n<\/tr>\n<tr>\n<td>+4<\/td>\n<td>Sheet metal, steel car door<\/td>\n<\/tr>\n<tr>\n<td>+6<\/td>\n<td>Oak door, cinder block wall<\/td>\n<\/tr>\n<tr>\n<td>+8<\/td>\n<td>Brick wall<\/td>\n<\/tr>\n<tr>\n<td>+10<\/td>\n<td>Stone wall, bulletproof glass, tree<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg99_quote_cover.webp\" alt=\"Cover is your friend. &mdash; Red So is Full-Auto &mdash; Gabe\" \/> <img src=\"modules\/swade-core-rules\/assets\/art\/Cover.webp\" alt=\"Image of man in overalls hiding behind bullet ridden box while another man fires at him with an automatic rifle.\" \/><\/div>",
"name": "Cover and Obstacles"
},
"Size Table": {
"text": "<div class=\"swade-core\">\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Size Table<\/h2>\n<div class=\"table-summary\">\n<p>Use the examples below to estimate the Size of creatures not included in the Bestiary. Mass is usually enough to determine its Size and Toughness bonus, but account for overall dimensions as makes sense.<\/p>\n<p>Tiny creatures have a Strength score of 1. They can&rsquo;t make a Strength roll (and therefore can&rsquo;t Ace or get bonus damage). They can damage creatures with a Toughness of 1, but can only harm Small or larger beings if they swarm together (see <strong>@Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarms}<\/strong>).<\/p>\n<\/div>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Size \/<br \/>Toughness <br \/>Bonus<\/th>\n<th class=\"table-column-header\" scope=\"col\">Typical<br \/>Strength<br \/>Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Scale<br \/>Modifier<\/th>\n<th class=\"table-column-header\" scope=\"col\">Typical<br \/>Height \/<br \/>Length Up To...<\/th>\n<th class=\"table-column-header\" scope=\"col\">Mass<br \/>Up To...<\/th>\n<th class=\"table-column-header\" scope=\"col\">Example<br \/>Creatures<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Tiny<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>-4<\/td>\n<td>1<\/td>\n<td>-6<\/td>\n<td>6\"<\/td>\n<td>&lt;4 lbs<\/td>\n<td>Crow, mouse<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Very Small<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>-3<\/td>\n<td>d4-3<\/td>\n<td>-4<\/td>\n<td>18\"<\/td>\n<td>16 lbs<\/td>\n<td>House @Compendium[swade-core-rules.swade-bestiary.Cat, Small]{cat}, small dogs<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Small<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>-2<\/td>\n<td>d4-1<\/td>\n<td>-2<\/td>\n<td>3'<\/td>\n<td>32 lbs<\/td>\n<td>Coyote, bobcat, porcupine<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Normal<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>-1<\/td>\n<td>d4 to d6<\/td>\n<td>&mdash;<\/td>\n<td>4'<\/td>\n<td>125 lbs<\/td>\n<td>Child, @Compendium[swade-core-rules.swade-bestiary.Dog \/ Wolf]{wolf}, @Compendium[swade-core-rules.swade-rules.Half-Folk]{half-folk}, @Compendium[swade-core-rules.swade-bestiary.Goblin]{goblin}<\/td>\n<\/tr>\n<tr>\n<td>0<\/td>\n<td>d6 to d12<\/td>\n<td>&mdash;<\/td>\n<td>6'<\/td>\n<td>250 lbs<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Humans]{Human}, Great Dane, @Compendium[swade-core-rules.swade-bestiary.Dire Wolf]{dire wolf}<\/td>\n<\/tr>\n<tr>\n<td>1<\/td>\n<td>d8 to d12+1<\/td>\n<td>&mdash;<\/td>\n<td>8'<\/td>\n<td>500 lbs<\/td>\n<td>Large human, gorilla, @Compendium[swade-core-rules.swade-bestiary.Lion]{lion}, @Compendium[swade-core-rules.swade-bestiary.Orc]{orc}<\/td>\n<\/tr>\n<tr>\n<td>2<\/td>\n<td>d10 to d12+2<\/td>\n<td>&mdash;<\/td>\n<td>9'<\/td>\n<td>1000 lbs<\/td>\n<td>Grizzly, @Compendium[swade-core-rules.swade-equipment.Horse]{horse}, @Compendium[swade-core-rules.swade-bestiary.Ogre]{ogre}, tiger shark<\/td>\n<\/tr>\n<tr>\n<td>3<\/td>\n<td>d12 to d12+3<\/td>\n<td>&mdash;<\/td>\n<td>12'<\/td>\n<td>2000 lbs<\/td>\n<td>@Compendium[swade-core-rules.swade-bestiary.Bull]{Bull}, @Compendium[swade-core-rules.swade-bestiary.Horse, War]{war horse}<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Large (+1 Wound)<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>4<\/td>\n<td>d12+1 to d12+4<\/td>\n<td>+2<\/td>\n<td>15'<\/td>\n<td>2 tons<\/td>\n<td>Hippo, @Compendium[swade-core-rules.swade-bestiary.Shark, Great White]{great white shark}<\/td>\n<\/tr>\n<tr>\n<td>5<\/td>\n<td>d12+2 to d12+5<\/td>\n<td>+2<\/td>\n<td>18'<\/td>\n<td>4 tons<\/td>\n<td>White rhino, beluga whale<\/td>\n<\/tr>\n<tr>\n<td>6<\/td>\n<td>d12+3 to d12+6<\/td>\n<td>+2<\/td>\n<td>24'<\/td>\n<td>8 tons<\/td>\n<td>African elephant, drake, @Compendium[swade-core-rules.swade-bestiary.Drake]{orca}<\/td>\n<\/tr>\n<tr>\n<td>7<\/td>\n<td>d12+4 to d12+7<\/td>\n<td>+2<\/td>\n<td>30'<\/td>\n<td>16 tons<\/td>\n<td>T-Rex, triceratops<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Huge (+2 Wound)<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>8<\/td>\n<td>d12+5 to d12+8<\/td>\n<td>+4<\/td>\n<td>36'<\/td>\n<td>32 tons<\/td>\n<td>@Compendium[swade-core-rules.swade-bestiary.Dragon]{Dragon}, sperm whale<\/td>\n<\/tr>\n<tr>\n<td>9<\/td>\n<td>d12+6 to d12+9<\/td>\n<td>+4<\/td>\n<td>50'<\/td>\n<td>64 tons<\/td>\n<td>Humpback whale<\/td>\n<\/tr>\n<tr>\n<td>10<\/td>\n<td>d12+7 to d12+10<\/td>\n<td>+4<\/td>\n<td>63'<\/td>\n<td>125 tons<\/td>\n<td>Bowhead whale<\/td>\n<\/tr>\n<tr>\n<td>11<\/td>\n<td>d12+8 to d12+11<\/td>\n<td>+4<\/td>\n<td>75'<\/td>\n<td>250 tons<\/td>\n<td>Blue whale<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Gargantuan (+3 Wound)<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>12<\/td>\n<td>d12+9 to d12+12<\/td>\n<td>+6<\/td>\n<td>100'<\/td>\n<td>500 tons<\/td>\n<td>Kaiju or giant monsters<\/td>\n<\/tr>\n<tr>\n<td>13<\/td>\n<td>d12+10 to d12+13<\/td>\n<td>+6<\/td>\n<td>125'<\/td>\n<td>1k tons<\/td>\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>14<\/td>\n<td>d12+11 to d12+14<\/td>\n<td>+6<\/td>\n<td>150'<\/td>\n<td>2k tons<\/td>\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>15<\/td>\n<td>d12+12 to d12+15<\/td>\n<td>+6<\/td>\n<td>200'<\/td>\n<td>4k tons<\/td>\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>16<\/td>\n<td>d12+13 to d12+16<\/td>\n<td>+6<\/td>\n<td>250'<\/td>\n<td>8k tons<\/td>\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>17<\/td>\n<td>d12+14 to d12+17<\/td>\n<td>+6<\/td>\n<td>300'<\/td>\n<td>16k tons<\/td>\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>18<\/td>\n<td>d12+15 to d12+18<\/td>\n<td>+6<\/td>\n<td>400'<\/td>\n<td>32k tons<\/td>\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>19<\/td>\n<td>d12+16 to d12+19<\/td>\n<td>+6<\/td>\n<td>500'<\/td>\n<td>64k tons<\/td>\n<td>&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>20<\/td>\n<td>d12+17 to d12+20<\/td>\n<td>+6<\/td>\n<td>600'<\/td>\n<td>125k tons<\/td>\n<td>&nbsp;<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Size Table"
},
"Withdrawing From Melee": {
"text": "<div class=\"swade-core\">\n<h2>Withdrawing From Melee<\/h2>\n<p>Lorsquun personnage souhaite sextraire dun corps-à-corps, tous les adversaires adjacents non-@Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} et non-@Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} bénéficient immédiatement dune Attaque gratuite (voir <strong>@Compendium[swade-core-rules.swade-rules.Free Attacks]{Attaque Gratuite}<\/strong>).<\/p>\n<p class=\"embedded-example\"><strong>Exemple:<\/strong> Red est entourée de cinq xénos étranges et doit rejoindre un Gabe blessé au plus vite. Elle choisit loption @Compendium[swade-core-rules.swade-rules.Defend]{Défense totale} (augmentant ainsi sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} de +4) et rompt le combat. Les cinq xénos bénéficient chacun dune Attaque gratuite, avec un bonus de +4 pour l'@Compendium[swade-core-rules.swade-rules.Ganging Up]{Attaque à plusieurs}. Fort heureusement, le bon score de @Compendium[swade-core-rules.swade-rules.Characters]{Parade} de Red lui permet desquiver les attaques et de rejoindre son compagnon.<\/p>\n<\/div>",
"name": "Rompre le combat de mêlée"
},
"Bennies": {
"text": "<div class=\"swade-core\">\n<h2>Jetons<\/h2>\n<p>De temps en temps, il arrive que les dés vous trahissent. Cest pourquoi dans<cite> <cite>Savage Worlds<\/cite><\/cite> vous disposez dun moyen offrant aux joueurs et MJ un peu de contrôle sur les caprices du destin.<\/p>\n<h3>Jetons des joueurs<\/h3>\n<p>Chaque joueur commence ainsi une session de jeu avec trois &ldquo;Jetons&rdquo;, matérialisés par des marqueurs ou des pions quelconques, qui représentent le petit coup de chance des héros ou tout simplement le destin.<\/p>\n<p>Les Jetons sont perdus à la fin de chaque session de jeu, alors utilisez-les !<\/p>\n<p>Il est possible de récupérer des Jetons supplémentaires de deux manières :<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Récompense : <\/strong>le meneur de jeu peut octroyer des Jetons à un joueur pour une idée brillante, une bonne interprétation (en particulier liée à ses @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}), avoir surmonté des obstacles ou simplement avoir amusé la tablée par une action improbable et déjantée, une vanne bien sentie ou tout autre acte mémorable.<\/li>\n<li><strong>Un Joker c'est fou : <\/strong>lorsquun joueur tire une carte joker lors dun combat, <em>tous<\/em> les joueurs reçoivent un Jeton.<\/li>\n<\/ul>\n<h3>Jetons du MJ<\/h3>\n<p>Les MJ aussi ont des Jetons. En début de session, le MJ récupère un Jeton par PJ. Il peut les utiliser pour nimporte quel PNJ sous son contrôle (y compris ceux qui ne sont pas des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}).<\/p>\n<p>En outre, chaque PNJ @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} dispose de deux Jetons (plus tous ceux octroyés par des @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} comme @Compendium[swade-core-rules.swade-edges.Luck]{Chanceux}) lorsquil intervient dans lhistoire. Il peut utiliser ces derniers ou ceux du pot commun du MJ, mais ne peut pas partager les premiers avec dautres sil ne dispose pas dun Atout ou dune Capacité approprié.<\/p>\n<p>Les héros obtiennent des Jetons lorsquils font des actions héroïques, intelligentes, ou jouent leurs @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} au cours dune scène. &ldquo;Ce nest pas&rdquo; le cas pour le MJ, mais les Jokers sous son contrôle bénéficient des tirages de carte joker en combat :<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Un Joker c'est fou : <\/strong>lorsquun PNJ contrôlé par le MJ tire une carte joker lors dun combat, ajoutez un Jeton au pot commun du MJ et à chacun des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} quil contrôle.<\/li>\n<\/ul>\n<h3>Utiliser des jetons<\/h3>\n<p>Vous trouverez ci-après toutes les manières dutiliser un Jeton au moment approprié.<\/p>\n<p>Il ne peut être utilisé que pour votre personnage.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Relancer un jet de trait : <\/strong>un Jeton permet de Relancer <em>nimporte quel<\/em> jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, y compris un jet déjà Relancé, et de conserver le <em>meilleur<\/em> de tous les jets. Mais un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} ne peut jamais être Relancé et compte comme résultat final. Tel est le prix à payer pour tenter le destin.<\/li>\n<li><strong>Annuler un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} : <\/strong>cette utilisation est instantanée et peut être effectuée à tout moment, y compris en interrompant laction de quelquun dautre.<\/li>\n<li><strong>Jet d'Encaissement : <\/strong>les Jetons peuvent également être utilisés pour sauver votre peau dattaques mortelles. Référez-vous à la section sur les <strong>@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets dEncaissement}<\/strong> p. 96.<\/li>\n<li><strong>Piocher une nouvelle Carte d'action : <\/strong>lorsque le jeu est cadencé en rounds, un personnage peut utiliser un Jeton pour piocher une nouvelle @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} (voir p. 91). Toutes les cartes doivent avoir été distribuées et tous les @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} et @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} comme @Compendium[swade-core-rules.swade-edges.Quick]{Vif}, @Compendium[swade-core-rules.swade-edges.Level Headed]{Tête froide} ou Hésitant, doivent avoir été résolus. <em>À partir de là<\/em>, les joueurs et le MJ peuvent dépenser un Jeton pour tirer une carte en plus autant de fois que désiré puis en choisir une parmi l'ensemble. Aucun @Compendium[swade-core-rules.swade-rules.Edges]{Atout} comme @Compendium[swade-core-rules.swade-edges.Quick]{Vif} ou @Compendium[swade-core-rules.swade-edges.Level Headed]{Tête froide} ou @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} <em>ne sapplique<\/em> sur ces dernières. Cette phase dure jusquà ce que tout le monde passe, après quoi le round commence.<\/li>\n<li><strong>Relancer les dégâts : <\/strong>vous pouvez utiliser un Jeton pour relancer les @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} dune attaque, y compris déventuels dés supplémentaires que vous auriez pu obtenir (comme sur une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} par exemple). Le joueur conserve le résultat quil souhaite.<\/li>\n<li><strong>Recharger des Points de pouvoir : <\/strong>un personnage avec une @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} peut utiliser un Jeton pour recharger 5 PP @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} p. 148).<\/li>\n<li><strong>Influencer l'histoire : <\/strong>cette utilisation reste à lappréciation du MJ, qui peut autoriser un joueur à utiliser un Jeton pour que son personnage découvre un indice dans une situation où le groupe est bloqué, se souvienne quil dispose dun objet basique très utile dans la situation présente, ou même pour rendre un PNJ un peu plus aimable.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg90_quote_bennies.webp\" alt=\"Faites pleuvoir les jetons, les joueurs sont surprenants avec un peu plus de contrôle sur le jeu ! &mdash; The GM.\" \/>\n<aside class=\"awarding-bennies-aside\">\n<h2>Distribuer des jetons<\/h2>\n<p>Un MJ peut mettre quelques parties à évaluer la bonne quantité de Jetons à distribuer durant une session de jeu. En général, nous vous conseillons dêtre relativement généreux, en particulier en début de partie. Quand un joueur fait rire toute la table (sans casser le rythme du jeu), filez-lui un Jeton. Quand quelquun interprète un de ses @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}, récompensez-le. Lorsquun personnage fait quelque chose dintelligent, dhéroïque ou de créatif, faites de même.<\/p>\n<p>Quelques MJ craignent de rendre le jeu trop facile sils distribuent trop de Jetons, mais nous avons constaté linverse. Lorsque les Jetons volent, les joueurs les utilisent souvent sur des actions plus triviales qui sont importantes pour <em>eux<\/em>. Le voleur voudra peut-être <em>absolument<\/em> crocheter la serrure dun coffre, non pas parce quil sait quil contient des objets de grande valeur, mais parce quil est le voleur et souhaite prouver sa valeur aux yeux du groupe.<\/p>\n<p>À lopposé, lorsque les Jetons se font rares, les joueurs ont tendance à les conserver pour Encaisser les Blessures, éviter la mort ou être plus efficaces contre les grands méchants. Cest tout à fait acceptable, mais cette façon de jouer enlève un peu de fun et dhéroïsme à la partie. <cite>Savage Worlds<\/cite> est un jeu qui privilégie laction débridée et les joueurs devraient être encouragés à prendre des risques. Les Jetons sont la &ldquo;monnaie&rdquo; de ces risques.<\/p>\n<p>Les MJ vétérans à <cite>Savage Worlds<\/cite> pourront également avoir remarqué que les Jetons ont tendance à être obtenus plus souvent en début de session. Le groupe vient de sinstaller, ça rigole, et les joueurs sont récompensés pour leur interprétation de leurs @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} une fois ou deux. À partir du milieu de partie toutefois, les Jetons sont bien souvent dépensés plus rapidement quils ne sont gagnés. Cest le bon rythme ! Cela donne au héros la possibilité de briller en début de session et de forcer la gestion de ressources vers la fin.<\/p>\n<p>Si vous pensez être trop avare, soyez prodigue la prochaine fois, et voyez ce qui vous convient le mieux, à vous et vos amis.<\/p>\n<\/aside>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Bennies.webp\" alt=\"A set of five bennies with the Savage Worlds logo, Raygun, Airship, Armor and Shield, and Skull icons.\" \/><\/div>",
"name": "Jetons"
},
"Grappling": {
"text": "<div class=\"swade-core\">\n<h2>Grappling<\/h2>\n<p>Grappling is an opposed roll between the attacker and defender&rsquo;s @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}. If the attacker wins, the foe is Entangled. With a raise, he&rsquo;s Bound. (Success on a foe who was already Entangled makes him Bound.) See <strong>@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}<\/strong>.<\/p>\n<p>If a foe is Bound, the <em>grappler<\/em> is also @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} while maintaining his hold.<\/p>\n<p>The @Compendium[swade-core-rules.swade-rules.Ganging Up]{Ganging Up} bonus applies when grappling a defender, but other maneuvers don&rsquo;t unless the Game Master rules otherwise in a specific situation.<\/p>\n<p><strong>Size Matters: <\/strong>If there&rsquo;s a difference in Scale (see @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size and Scale}) between the attacker and defender, the grappler subtracts the difference from his total (the defender does not).<\/p>\n<p>Creatures may not generally grapple a foe more than two Sizes larger than themselves unless they have exceptional reach or @Compendium[swade-core-rules.swade-rules.Traits]{Force} for their Size (GM&rsquo;s call).<\/p>\n<p class=\"embedded-example\"><strong>Example: <\/strong>A dragon (Huge +4) tries to pin a half-folk thief (Normal). The difference between Huge and Normal Scales is 4, so the dragon must subtract 4 from its @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll.<br \/>If an ogre (Normal) tries to wrestle a great white shark (Large +2), he must subtract 2 from his roll.<\/p>\n<p><strong>Crush: <\/strong>A grappler may harm someone he&rsquo;s @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled or Bound} by making an opposed @Compendium[swade-core-rules.swade-rules.Traits]{Force} roll as an action on his turn. With success, he rolls his @Compendium[swade-core-rules.swade-rules.Traits]{Force} a second time for damage (with @Compendium[swade-core-rules.swade-rules.Dealing Damage]{bonus damage} if he got a raise on the first roll).<\/p>\n<\/div>",
"name": "Grappling"
},
"Damage Effects": {
"text": "<div class=\"swade-core\">\n<h2>Damage Effects<\/h2>\n<p>Damage can result in three effects: Shaken, Wounds, and Incapacitation.<\/p>\n<h3>Shaken<\/h3>\n<p>Shaken characters are nicked, bruised, or otherwise rattled. They may only take @Compendium[swade-core-rules.swade-rules.Actions]{free actions}, such as @Compendium[swade-core-rules.swade-rules.Movement]{moving} (including running). At the start of their turn, Shaken characters must attempt to recover from being Shaken by making a @Compendium[swade-core-rules.swade-rules.Traits]{Âme} roll. This is a free action.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>FAILURE: <\/strong>The character remains Shaken. She can only perform free actions.<\/li>\n<li><strong>SUCCESS: <\/strong>The character is no longer Shaken and may act normally.<\/li>\n<\/ul>\n<p><strong>Spending Bennies: <\/strong>A player may spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} at any time to remove her Shaken status (even when it&rsquo;s not her turn).<\/p>\n<h3>Wounds<\/h3>\n<p>Every raise on the damage roll inflicts a Wound. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} are Incapacitated if they take a single Wound (and aren&rsquo;t <strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}<\/strong>). They&rsquo;re dead, injured, or otherwise out of the fight.<\/p>\n<p>@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} can take three Wounds and still function (more with certain @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} or abilities). Further damage doesn&rsquo;t cause additional Wounds but Incapacitates them instead.<\/p>\n<p><strong>Wound Penalties:<\/strong> Each Wound a character suffers causes a &minus;1 cumulative penalty to his @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (minimum of 1&Prime;) and all @Compendium[swade-core-rules.swade-rules.Traits]{Trait} rolls&mdash;up to a maximum penalty of &minus;3.<\/p>\n<p><strong>Timing:<\/strong> Characters sometimes take multi&shy;ple hits on the same @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action}. Resolve each damage roll separately and completely before moving on to the next (including any @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets dEncaissement}).<\/p>\n<h3>Incapacitation<\/h3>\n<p>Incapacitated characters may not perform actions but are still dealt Action Cards for the remainder of the encounter in case they recover or must roll for other effects such as <strong>Bleeding Out<\/strong> (below). @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} that affect card draws, such as @Compendium[swade-core-rules.swade-edges.Quick]{Vif}, @Compendium[swade-core-rules.swade-edges.Level Headed]{Tête froide}, or @Compendium[swade-core-rules.swade-hindrances.Hesitant]{Hesitant} are ignored when the hero is Incapacitated.<\/p>\n<p>If Incapacitated by damage or injury, he must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>CRITICAL FAILURE: <\/strong>The character dies.<\/li>\n<li><strong>FAILURE: <\/strong>Roll on the <strong>@Compendium[swade-core-rules.swade-tables.Injury Table]{Injury Table}<\/strong>. The Injury is permanent and the character is <strong>Bleeding Out<\/strong>, see below.<\/li>\n<li><strong>SUCCESS: <\/strong>Roll on the <strong>Injury Table<\/strong>. The Injury goes away when all Wounds are healed.<\/li>\n<li><strong>RAISE: <\/strong>Roll on the <strong>Injury Table<\/strong>. The Injury goes away in 24 hours, or when all Wounds are healed (whichever is sooner).<\/li>\n<\/ul>\n<p>Characters cannot take actions and might be unconscious (GM&rsquo;s call). The victim makes a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll each day thereafter and is no longer Incapacitated (or unconscious) if successful. They may also heal Wounds during this time (see <strong>@Compendium[swade-core-rules.swade-rules.Healing]{Guérison}<\/strong>).<\/p>\n<p><strong>Bleeding Out:<\/strong> The injured character is dying and must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll at the start of his turn. Failure means he perishes. With success he survives but must roll again next turn (or every minute if not in combat). With a raise, he stabilizes and no further rolls are required<\/p>\n<p>Other characters may stop a victim&rsquo;s bleeding by making a @Compendium[swade-core-rules.swade-rules.Healing]{Guérison} roll. This is an action, and if successful the patient is stabilized.<\/p>\n<p>The healing power can also stabilize Wounds, as can a successful &ldquo;natural&rdquo; healing roll by a being with regeneration of some sort.<\/p>\n<p><strong>Incapacitation from Fatigue: <\/strong> See @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.<\/p>\n<\/div>",
"name": "Damage Effects"
},
"Soak Rolls": {
"text": "<div class=\"swade-core\">\n<h2>Soak Rolls<\/h2>\n<p>After rolling damage but before applying wounds, a character may spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} to make a &ldquo;Soak&rdquo; roll. This is a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} check, with each success and raise reducing the number of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} suffered from that attack by one.<\/p>\n<p>If the character Soaks <em>all<\/em> of the Wounds from an attack, he removes his Shaken condition too (even from a previous source). Don&rsquo;t count the Wound modifiers he&rsquo;s about to suffer when making this roll&mdash;that hasn&rsquo;t happened yet.<\/p>\n<p>Characters can&rsquo;t Soak more than once per attack, but may spend Bennies as usual to reroll the Vigueur check if they aren&rsquo;t satisfied with the results.<\/p>\n<p><strong>Shaken: <\/strong>A character can also spend a Benny to immediately eliminate a Shaken condition. This can be done at any time.<\/p>\n<\/div>",
"name": "Soak Rolls"
},
"Ranged Weapons In Melee": {
"text": "<div class=\"swade-core\">\n<h2>Ranged Weapons In Melee<\/h2>\n<p>Heroes may fire ranged weapons when engaged in melee with a few caveats:<\/p>\n<ul>\n<li>The attacker may only use a @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} or a one-handed ranged weapon (such as a firearm no larger than a pistol) when in melee. He may not fire rifles or other &ldquo;long arms.&rdquo; The TN is the defender&rsquo;s @Compendium[swade-core-rules.swade-rules.Characters]{Parade} instead of Short Range as he struggles, wrestles back and forth, etc.<\/li>\n<li>If attacking a non-adjacent target with a ranged attack while in melee, the attacker instantly becomes @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable}.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/RangedWeaponsInMelee.webp\" alt=\"An image of three defenders armed with ranged weapons shooting at monsters coming at them.\" \/><\/div>",
"name": "Ranged Weapons In Melee"
},
"Wild Cards and Extras": {
"text": "<div class=\"swade-core\">\n<h2>Wild Cards &amp; Extras<\/h2>\n<p>Votre héros (un personnage joueur), et certains alliés, méchants et monstres uniques sont ce quon appelle des Jokers. Ils ont un peu plus de chance darriver à leurs fins et de résister aux blessures. Ils sont généralement plus détaillés que le commun des gardes, séides et autres laquais. On appelle ces derniers des Extras.;<\/p>\n<p>Les Jokers sont indiqués par une icône particulière à côté de leur nom, comme ci-contre :<\/p>\n<h3><img style=\"height: 20px; width: 20px;\" src=\"modules\/swade-core-rules\/assets\/icons\/wild-card.svg\" alt=\"A burning sword through a globe.\" \/>RED<\/h3>\n<p>Licône en question varie en fonction de lunivers Savage Worlds, comme le symbole de pirate dans <cite>50 Fathoms<\/cite> ou la carte de joker pour <cite>Deadlands<\/cite>.<\/p>\n<p>En dehors des personnages joueurs, le MJ reste seul juge de quels PNJ sont des Jokers. Le sergent de la milice nen est probablement pas un, mais le Sergent Grimlock de la milice pourrait en être un. Skytch le dragon sera lui aussi un Joker, mais pas ses trois jeunes dragonnets.<\/p>\n<p>Les Jokers en font bien plus que les autres. Ils osent ambitieusement et risquent tout pour devenir des héros — ou des méchants.<\/p>\n<p>Vous constaterez les différences entre les Jokers et les Extras au fur et à mesure de votre lecture, mais dans les grandes lignes, ils ont deux Capacités spéciales :<\/p>\n<ul>\n<li>Les Jokers peuvent subir trois @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} avant de devenir @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}.<\/li>\n<li>Les Jokers lancent un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Dé Joker} (généralement un d6) avec leur dé de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} Quand ils font @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jet de Trait} et conservent le meilleur des deux (voir <strong>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Dé Joker}<\/strong>).<\/li>\n<\/ul>\n<\/div>",
"name": "Jokers et Extras"
},
"Unarmed Defender": {
"text": "<div class=\"swade-core\">\n<h2>Unarmed Defender<\/h2>\n<p>Il est difficile de faire une @Compendium[swade-core-rules.swade-rules.Characters]{Parade} parer une lame à mains nues. Un attaquant équipé d'une arme de corps-à-corps bénéficie dun bonus de +2 à son jet de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} si sa cible na pas darme ou de bouclier (ce bonus ne se cumule pas avec une @Compendium[swade-core-rules.swade-rules.The Drop]{Attaque surprise}.)<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/UnarmedDefender.webp\" \/><\/div>",
"name": "Défenseur désarmé"
},
"Illumination": {
"text": "<div class=\"swade-core\">\n<h2>Illumination<\/h2>\n<p>Darkness conceals details and makes it more difficult to detect objects and targets. Subtract the following penalties from rolls affected by Illumination, such as attacks, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} rolls, the use of @Compendium[swade-core-rules.swade-rules.Powers]{Powers}, etc.<\/p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Illumination Penalties<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-caption\">\n<th class=\"table-column-header\" scope=\"col\">Penalty<\/th>\n<th class=\"table-column-header\" scope=\"col\">Lighting<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>-2<\/td>\n<td><strong>Dim: <\/strong>Twilight, light fog, night with a full moon.<\/td>\n<\/tr>\n<tr>\n<td>-4<\/td>\n<td><strong>Dark: <\/strong>Typical night conditions with some ambient light from stars, a clouded or partial moon, emergency lights in an office building, a few flickering torches in a large space, etc. Targets aren&rsquo;t visible outside of 10&Prime;.<\/td>\n<\/tr>\n<tr>\n<td>-6<\/td>\n<td><strong>Pitch Darkness: <\/strong>Complete and total darkness (or the target is hidden or invisible). Powers that require sight may not be possible.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Illumination"
},
"Dealing Damage": {
"text": "<div class=\"swade-core\">\n<h2>Damage<\/h2>\n<p>After a successful melee or ranged hit, the attacker rolls damage. Ranged weapons do fixed damage as listed in the @Compendium[swade-core-rules.swade-rules.Gear Notes]{Gear} section. Most pistols, for example, cause 2d6 damage.<\/p>\n<p>Hand weapons cause damage equal to the attacker&rsquo;s @Compendium[swade-core-rules.swade-rules.Traits]{Force} die plus a second die, which depends on the weapon. A barbarian with a d12 Strength and a long sword (d8 damage) rolls d12+d8 damage.<\/p>\n<p>Even though Strength is used to determine melee damage, this isn&rsquo;t a @Compendium[swade-core-rules.swade-rules.Traits]{Trait} roll so @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} don&rsquo;t add a Wild Die to the roll.<\/p>\n<p>All damage rolls can Ace.<\/p>\n<p><strong>Unarmed Damage: <\/strong>An unarmed combatant rolls only his Strength die unless he has an @Compendium[swade-core-rules.swade-rules.Edges]{Atout} like <strong>@Compendium[swade-core-rules.swade-edges.Brawler]{Brawler} <\/strong>or <strong>@Compendium[swade-core-rules.swade-edges.Martial Artist]{Martial Artist}<\/strong> that grants him a damage die.<\/p>\n<h3>Bonus Damage<\/h3>\n<p>Well-placed attacks are more likely to hit vital areas, and so do more damage. If your hero gets a raise on his attack roll (regardless of how many raises), he adds +1d6 to the final total. Bonus dice can also Ace!<\/p>\n<p>Bonus damage applies to all attacks, including @Compendium[swade-core-rules.swade-rules.Powers]{spells} and @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area effect} weapons.<\/p>\n<h3>Applying Damage<\/h3>\n<p>If the damage roll is less than the target&rsquo;s @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}, the victim is beaten up a bit but there&rsquo;s no game effect. If the damage is equal to or greater than his Toughness, he&rsquo;s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. Each raise on the damage roll also inflicts a&nbsp; @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>SUCCESS: <\/strong>The character is Shaken. If he was already Shaken and the second result is from physical damage of some kind (not a Test that results in Shaken, for example), he remains Shaken and takes a Wound.<\/li>\n<li><strong>Raise: <\/strong> The character suffers a Wound for every raise on the damage roll, and is Shaken.<\/li>\n<\/ul>\n<aside class=\"more-on-shaken\">\n<h2>More on Shaken<\/h2>\n<p>Shaken and Wounds can be a little confusing to new players. Here&rsquo;s a table that might help.<\/p>\n<table class=\"table\"><caption class=\"table-caption\">&nbsp;<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">Victim is Unshaken<\/th>\n<th class=\"table-column-header\" scope=\"col\">Victim is already Shaken<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td><strong>Success<\/strong> (0-3 points of damage over Toughness)<\/td>\n<td>Shaken<\/td>\n<td>1 Wound and remains Shaken<\/td>\n<\/tr>\n<tr>\n<td><strong>1 Raise<\/strong> (4-7 points of damage over Toughness)<\/td>\n<td>1 Wound and Shaken<\/td>\n<td>1 Wound and remains Shaken<\/td>\n<\/tr>\n<tr>\n<td><strong>2 Raise<\/strong> (8-11 points of damage over Toughness)<\/td>\n<td>2 Wounds and Shaken<\/td>\n<td>2 Wounds and remains Shaken<\/td>\n<\/tr>\n<tr>\n<td><strong>3 Raise<\/strong> (12-15 points of damage over Toughness)<\/td>\n<td>3 Wounds and Shaken<\/td>\n<td>3 Wounds and remains Shaken<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong class=\"red-text\">EXAMPLES:<\/strong><\/p>\n<ul>\n<li>Red takes a Wound. She's also Shaken.<\/li>\n<li>Red is Shaken, then takes a Wound. She has one Wound and remains Shaken.<\/li>\n<li>Red is already Shaken, then Shaken again (without a Wound). She now has one Wound and remains Shaken.<\/li>\n<li>Red has two wounds and is Shaken. She takes another Wound, so she has three Wounds and remains Shaken.<\/li>\n<\/ul>\n<\/aside>\n<\/div>",
"name": "Dealing Damage"
},
"Attacks": {
"text": "<div class=\"swade-core\">\n<h2>Attaque<\/h2>\n<p>Le cœur de Savage Worlds est un système de combat rapide et fluide décrit ci-dessous. De nombreuses options supplémentaires et situationnelles sont disponibles au chapitre <strong>@Compendium[swade-core-rules.swade-rules.Rules]{Règles de situation}<\/strong> (voir p. 97).<\/p>\n<h3>Attaque au corps-à-corps<\/h3>\n<p>La Difficulté pour toucher un adversaire est égale à la @Compendium[swade-core-rules.swade-rules.Parry]{Parade} de ladversaire (2 + la moitié de sa Compétence @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, 2 sil na pas la Compétence).<\/p>\n<h3>Attaque à distance<\/h3>\n<p>La Compétence @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} représente tout ce qui va des pistolets aux lance-roquettes en passant par les arcs. Pour lancer des grenades, des couteaux, des lances ou nimporte quel projectile, on utilise la Compétence @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}.<\/p>\n<p> Toutes les armes à distance ont une caractéristique @Compendium[swade-core-rules.swade-rules.Range]{Portée} notée en cases sous la forme 5\/10\/20, ou encore Portée Courte\/Moyenne\/Longue.<\/p>\n<p>La Difficulté pour toucher quelquun à Portée Courte est de 4. Tirer sur une cible plus éloignée inflige un malus comme indiqué dans la table ci-dessous.<\/p>\n<table class=\"table list-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Malus de portée<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Portée<\/th>\n<th class=\"table-column-header\" scope=\"col\">Modificateur<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>Courte<\/td>\n<td>&mdash;<\/td>\n<\/tr>\n<tr>\n<td>Moyenne<\/td>\n<td>-2<\/td>\n<\/tr>\n<tr>\n<td>Longue<\/td>\n<td>-4<\/td>\n<\/tr>\n<tr>\n<td>Extrême (voir notes)<\/td>\n<td>-8<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong>Portée Extrême : <\/strong>cette Portée est équivalente à 4&times; la Portée Longue dune arme. Tirer à une telle distance nécessite lutilisation de laction <strong>@Compendium[swade-core-rules.swade-rules.Aim]{Viser}<\/strong> (voir p. 109), qui, contrairement à son utilisation normale, noctroie pas un bonus de +2 mais permet juste au personnage de tirer à une telle distance. Le malus par défaut est de &minus;8 ou &minus;6 avec une @Compendium[swade-core-rules.swade-rules.Common Gear Table]{lunette} (voir p. 68). Il nest pas possible dutiliser une arme de lancer à Portée Extrême.<\/p>\n<p><strong>Cadence de tir (CdT) : <\/strong>La Cadence de tir représente le nombre de coups (dés de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}) auquel un personnage a droit par action avec larme en question. Un pistolet avec une CdT de 1, par exemple, permet à un personnage de faire un coup par action. Une mitraillette avec une CdT de 3 permet de faire trois coups en une action (ce qui utilisera 10 balles, voir ci-dessous).<\/p>\n<p>Pour les armes avec une Cadence de tir supérieure à 1, déclarez le nombre de coups que vous souhaitez effectuer sur chaque cible, puis lancer tous les dés de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et affectez-les dans lordre de votre choix sur les cibles.<\/p>\n<p>Un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} lance ses dés de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et son dé Joker, lequel peut remplacer nimporte lequel des dés de Compétence après le jet. Le nombre de coups reste limité par la Cadence de tir quoi quil arrive.<\/p>\n<p>Une Cadence de tir supérieure à 1 est une valeur abstraite où chaque &ldquo;coup&rdquo; correspond à un nombre de balles. Si vous tenez un compte des munitions, utilisez la table ci-dessous pour déterminer le nombre de balles quun personnage va utiliser en une action.<\/p>\n<table class=\"table list-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Balles utilisées<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Cadence de tir<\/th>\n<th class=\"table-column-header\" scope=\"col\">Balles utilisées<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>1<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>2<\/td>\n<td>5<\/td>\n<\/tr>\n<tr>\n<td>3<\/td>\n<td>10<\/td>\n<\/tr>\n<tr>\n<td>4<\/td>\n<td>20<\/td>\n<\/tr>\n<tr>\n<td>5<\/td>\n<td>40<\/td>\n<\/tr>\n<tr>\n<td>6<\/td>\n<td>50<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong>Recul : <\/strong>tirer plusieurs coups en une seule action avec la même arme impose un malus de -2 à tous les jets de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} (voir <strong>@Compendium[swade-core-rules.swade-rules.Recoil]{Recul}<\/strong>) p. 106)<\/p>\n<p>À moins que linverse ne soit spécifié, un Tireur peut tirer moins de coups que la Cadence de tir de son arme.<\/p>\n<\/div>",
"name": "Attaque"
},
"Bestiary": {
"text": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Bestiaire<\/p>\n<\/div>\n<\/div>\n<div>\n<p>Les plus grands héros sont souvent définis par leurs adversaires ou encore les monstres et les horreurs quils affrontent. Dans ce chapitre, vous trouverez des menaces classiques communes à un grand nombre dunivers.<\/p>\n<h3>Créer des menaces<\/h3>\n<p>Un conseil avant daller plus loin. <em>Ne construisez pas<\/em> vos monstres et méchants comme vous le feriez pour un personnage-joueur. Attribuez-leur les Capacités, @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} (dont ils devraient cependant avoir les pré-requis pour être complets) et @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} que vous jugez utiles et consacrez plutôt votre temps et votre imagination à travailler sur lintrigue de votre scénario ou sur la meilleure façon dintéresser et damuser vos joueurs.<\/p>\n<h3>Bestiaire<\/h3>\n<p>Vous trouverez ci-dessous une petite compilation des animaux et des monstres que lon retrouve dans plusieurs <cite>univers Savage Worlds<\/cite>. L@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} de certaines créatures est en rapport avec le monde animal et signalé par un (A) pour vous rappeler quil sagit plus dune notion dinstinct que dintelligence pure. Ne vous attendez donc pas à ce quun chien senfuie au volant de votre tank pour la simple raison quil sagit dun animal relativement intelligent.<\/p>\n<h2>Capacités spéciales<\/h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Capacité spéciale (Aquatique)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Armor)]{Capacité spéciale (Armure)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Capacité spéciale (Morsure)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Breath Weapons)]{Capacité spéciale (Souffle)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Capacité spéciale (Burrow)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Capacité spéciale (Griffes)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Capacité spéciale (Construct)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Capacité spéciale (Elemental)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Environmental Resistance)]{Capacité spéciale (Environmental Resistance)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Environmental Weakness)]{Capacité spéciale (Environmental Weakness)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Ethereal)]{Capacité spéciale (Ethereal)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Capacité spéciale (Fear)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Capacité spéciale (Fearless)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{Capacité spéciale (Flight)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Gargantuan)]{Capacité spéciale (Gargantuan)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Capacité spéciale (Hardy)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Horns)]{Capacité spéciale (Horns)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Capacité spéciale (Immunity)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Infection)]{Capacité spéciale (Infection)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Capacité spéciale (Infravision)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Capacité spéciale (Invulnerability)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Capacité spéciale (Low Light Vision)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Paralysis)]{Capacité spéciale (Paralysis)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Capacité spéciale (Poison)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Capacité spéciale (Regeneration)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Capacité spéciale (Resilient or Very Resilient)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Capacité spéciale (Size)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Stun)]{Capacité spéciale (Stun)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Swat)]{Capacité spéciale (Swat)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Tentacles)]{Capacité spéciale (Tentacles)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Capacité spéciale (Undead)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Wall Walker)]{Capacité spéciale (Wall Walker)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Weakness)]{Capacité spéciale (Weakness)}<\/h3>\n<\/div>\n<\/div>\n<\/div>",
"name": "Bestiaire"
},
"Actions": {
"text": "<div class=\"swade-core\">\n<h2>Actions<\/h2>\n<p>Les personnages font des &ldquo;actions&rdquo; lorsque vient le tour de leur @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} à chaque round. Un personnage peut se déplacer (voir <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}<\/strong>) p. 92) et effectuer une action à nimporte quel point de son déplacement sans malus (quil sagisse dune attaque, dun sort, etc.).<\/p>\n<p>Les personnages ont le choix parmi une multitude dactions possibles durant leur tour. @Compendium[swade-core-rules.swade-rules.Support]{Soutenir} des alliées, imposer des @Compendium[swade-core-rules.swade-rules.Test]{Épreuves} à des adversaires, utiliser un @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir}, attaquer au @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} ou @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}. Un personnage peut effectuer plusieurs actions au cours de son tour (voir <strong>@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}<\/strong> p. 97).<\/p>\n<p>Pour des actions plus complexes comme allumer une torche ou chercher un objet dans son sac à dos, plusieurs rounds peuvent être nécessaires. Dans ce cas, le MJ reste seul juge et peut décider que le temps nécessaire est fixe ou aléatoire ([[\/r 1d6]] rounds par exemple).<\/p>\n<h3>Actions gratuites<\/h3>\n<p>Déclamer une phrase ou deux, déplacer un personnage dun nombre de cases inférieur ou égal à son mouvement, se jeter @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, ou encore lâcher un objet sont des exemples dactions gratuites. Un héros peut en général effectuer plusieurs actions gratuites simultanées durant son tour (parler et lâcher un objet tout en marchant, par exemple). Là encore, le MJ reste seul juge de ce qui reste acceptable, mais le bon sens devrait rester le guide principal.<\/p>\n<p>Certaines actions gratuites adviennent de manière automatique et une seule fois au début du tour dun personnage, comme les jets pour récupérer des états @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} ou @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.<\/p>\n<p>Les actions gratuites qui sont des réactions — comme les jets opposés pour résister à des actions adverses ou à des pouvoirs — ne sont pas limitées et adviennent à chaque fois que la situation lexige.<\/p>\n<\/div>",
"name": "Actions"
},
"Improvised Weapons": {
"text": "<div class=\"swade-core\">\n<h2>Improvised Weapons<\/h2>\n<p>Heroes often fight with objects that aren&rsquo;t intended for use as weapons. Torches, vases, chairs, tankards, bottles, tools, and other mundane items are frequently pressed into service in combat.<\/p>\n<p>Characters with improvised weapons count as armed but subtract 2 from attack rolls. @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} are determined by type:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>LIGHT: <\/strong>Metal beer stein, fist-sized rock, pistol (as a club). Range 3\/6\/12, Damage Str+d4, Min Str d4.<\/li>\n<li><strong>MEDIUM: <\/strong>Bowling ball, submachine gun (as a club), wooden chair. Range 2\/4\/8, Damage Str+d6, Min. Str d6.<\/li>\n<li><strong>HEAVY: <\/strong>Head-size rock, metal chair, duffel bag full of guns. Range 1\/2\/4, Damage Str+d8, Min. Str d8.<\/li>\n<\/ul>\n<p>The GM can adjust the damage down a level or two if the item is softer than the examples above, like a duffel bag full of money.<\/p>\n<\/div>",
"name": "Improvised Weapons"
},
"Hold": {
"text": "<div class=\"swade-core\">\n<h2>Hold<\/h2>\n<p>A hero may choose to wait and see what happens by going on &ldquo;Hold.&rdquo; This allows her to resolve her turn later in the round if she wishes, and lasts until it&rsquo;s used. If a character is on Hold when a new round begins, she&rsquo;s not dealt a new @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} but can go at any point in the round she chooses. (Discard her current card and mark her as &ldquo;On Hold&rdquo; with a counter of some sort.)<\/p>\n<p><strong>Shaken and Stunned:<\/strong> If a character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} while on Hold, she immediately loses her Hold status and her turn for the round. (Shaken or Stunned characters can&rsquo;t go on Hold either.)<\/p>\n<p><strong>Interrupting Actions:<\/strong> If a character on Hold wants to interrupt an action (including a rival who was also on Hold), she and the opponent make opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} rolls. Whoever rolls highest goes first. In the rare case of a tie, the actions are simultaneous.<\/p>\n<p>If the character interrupting fails, she loses her Hold status but gets a turn after the foe finishes his. She may take whatever actions she wishes when her turn comes up&mdash;she&rsquo;s not locked into whatever she was trying to do when she failed to interrupt.<\/p>\n<\/div>",
"name": "Hold"
},
"Off-Hand Attacks": {
"text": "<div class=\"swade-core\">\n<h2>Off-Hand Attacks<\/h2>\n<p>Characters are assumed to be right-handed unless the player decides otherwise. Actions that require precise eye-hand coordination, such as @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} or @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, suffer a &minus;2 penalty when done solely with the off-hand.<\/p>\n<p>Off-hand weapons don&rsquo;t add their @Compendium[swade-core-rules.swade-rules.Parry]{Parade} bonus unless the hero is <strong>@Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre}<\/strong>.<\/p>\n<\/div>",
"name": "Off-Hand Attacks"
},
"Free Attacks": {
"text": "<div class=\"swade-core\">\n<h2>Free Attacks<\/h2>\n<p>Some @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, such as @Compendium[swade-core-rules.swade-edges.Counterattack]{Counterattack} and @Compendium[swade-core-rules.swade-edges.First Strike]{First Strike}, or options such as <strong>@Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}<\/strong>, allow a character to make a free attack<\/p>\n<p>Free attacks are a single attack unaltered by other Edges or combat options. This is usually a @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} or @Compendium[swade-core-rules.swade-rules.Grappling]{Grappling} attack, but could include @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} if the attacker is armed with a pistol or other ranged weapon that can fire in melee (see <strong>@Compendium[swade-core-rules.swade-rules.Ranged Weapons In Melee]{Ranged Weapons In Melee}<\/strong>).<\/p>\n<\/div>",
"name": "Free Attacks"
},
"Recoil": {
"text": "<div class=\"swade-core\">\n<h2>Recoil<\/h2>\n<p>Unless it says otherwise in its description, firing at a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} greater than 1 in one @Compendium[swade-core-rules.swade-rules.Actions]{action} causes Recoil, a &minus;2 penalty to the attacker&rsquo;s @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} rolls. A submachine gun with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 3, for example, causes Recoil unless its user fires only a single shot.<\/p>\n<p>Recoil isn&rsquo;t cumulative between @Compendium[swade-core-rules.swade-rules.Actions]{actions}. If a character fires three shots (@Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} 3) on one action and triggers the Recoil penalty, he ignores it on a second action if he only fires a single shot.<\/p>\n<\/div>",
"name": "Recoil"
},
"Shotguns": {
"text": "<div class=\"swade-core\">\n<h2>Shotguns<\/h2>\n<p>Shotguns fire a spread of metal &ldquo;shot,&rdquo; and so do more @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at close @Compendium[swade-core-rules.swade-rules.Range]{Portée} where more of the shot hits the target. Because of this, shotguns add +2 to the user&rsquo;s @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} rolls and cause 3d6 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at Short @Compendium[swade-core-rules.swade-rules.Range]{Portée}, 2d6 at Medium, and 1d6 at Long. Shotguns may not be fired at Extreme @Compendium[swade-core-rules.swade-rules.Range]{Portée}.<\/p>\n<p><strong>Double Barrels:<\/strong> Some shotguns have two barrels welded side-by-side. If an attacker wants to fire both barrels at the same target, roll @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} once and add +4.<\/p>\n<p><strong>Slugs: <\/strong>Shotguns can also fire slugs. The attacker doesn&rsquo;t get the +2 shotgun bonus to his @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll, but the @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} is 2d10 regardless of @Compendium[swade-core-rules.swade-rules.Range]{Portée} (and they may be fired at Extreme @Compendium[swade-core-rules.swade-rules.Range]{Portée}). <strong>@Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders}<\/strong> are hit only on a 1 (instead of 1 or 2).<\/p>\n<\/div>",
"name": "Shotguns"
},
"Prone": {
"text": "<div class=\"swade-core\">\n<h2>Prone<\/h2>\n<p>Ranged attacks suffer a &minus;4 penalty to hit prone characters from a range of 3&Prime; or greater (this does not stack with @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover)} and subtract four points of damage from @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect attacks}.<\/p>\n<p>If a prone defender is caught in melee, his @Compendium[swade-core-rules.swade-rules.Characters]{Parade} is reduced by 2 and he must subtract 2 from his @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} rolls.<\/p>\n<p>Standing costs a character 2&Prime; of @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}.<\/p>\n<\/div>",
"name": "Prone"
},
"Healing": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>GUÉRISON<\/h1>\n<\/div>\n<div>\n<p>La Compétence @Compendium[swade-core-rules.swade-skills.Healing]{Soins} peut être utilisée pour traiter les @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}. Chaque tentative prend 10 minutes par niveau de Blessure du patient. Sans matériel de premier secours ou équipement approprié, le jet de Soins se fait avec un malus de -1.<\/p>\n<p>Un Succès supprime une Blessure et une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} deux. En cas dÉchec, rien ne se passe. En cas d@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, le patient subit une Blessure supplémentaire !<\/p>\n<aside class=\"the-golden-hour\">\n<h2>LHEURE DOR<\/h2>\n<p>Lheure dor (golden hour) est un concept de médecine durgence. La plupart des blessés graves décèdent dans les premières heures. On a donc un taux de survie optimal si la victime se retrouve sur une table dopération dans lheure qui suit laccident. Plus le temps passe, plus les @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} risquent dêtre fatales<\/p>\n<p>Dans <cite>Savage Worlds<\/cite>, nous étendons le concept aux soins en général. Un médecin soccupant de blessures dans la première heure a toutes les chances den réduire les conséquences. Au-delà de la similarité avec le monde réel, cette règle fournit un mécanisme propice à léquilibre du jeu et à lintensité dramatique.<\/p>\n<\/aside>\n<p><strong>L'heure d'or: <\/strong>Un personnage ne peut soigner que les @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} de moins dune heure. En cas dÉchec, le soigneur est incapable de traiter ces Blessures, mais un <em>autre<\/em> soigneur pourra se pencher dessus. <\/p>\n<p>Sur des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} de plus dune heure, seuls la guérison naturelle et le pouvoir <em>@Compendium[swade-core-rules.swade-powers.Healing]{Guérison}<\/em> (dans sa version grande guérison) pourront être dune quelconque utilité.<\/p>\n<p><strong>Hémorragie: <\/strong>la Compétence @Compendium[swade-core-rules.swade-skills.Healing]{Soins} peut également être utilisée pour stabiliser une victime d<strong>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Hémorragie}<\/strong> (voir p. 95). Chaque tentative est une @Compendium[swade-core-rules.swade-rules.Actions]{action}, et en cas de Succès, la victime est stabilisée.<\/p>\n<p><strong>Incapacité: <\/strong>soigner au moins une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} dun patient en @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} lui permet d'annuler cet état et de reprendre conscience.<\/p>\n<h2>GUÉRISON NATURELLE<\/h2>\n<p>Un personnage ayant des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} fait un jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} tous les cinq jours. En cas de Succès, le personnage élimine une Blessure, et deux en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.<\/p>\n<p>Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} occasionne une nouvelle @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} à la victime — que ce soit à cause dune infection, dune hémorragie ou dune aggravation des blessures. Si cette Blessure rend le personnage @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}, nappliquez pas les règles habituelles : le personnage sombre dans linconscience et doit faire un jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} 12 heures plus tard. \nÉCHEC : le personnage est mort.\nSUCCÈS : le personnage doit refaire ce jet dans 12 heures.\nPROUESSE : le personnage est stabilisé et reprend conscience.\nIl est possible de tenter de stabiliser le personnage en utilisant les règles pour stopper une <strong>Hémorragie<\/strong> (voir ci-dessus).<\/p>\n<p><strong>Soutien: <\/strong> noubliez pas dutiliser les règles de @Compendium[swade-core-rules.swade-rules.Support]{Soutien} lorsque votre groupe a été malmené. Des personnages avec les Compétences @Compendium[swade-core-rules.swade-skills.Healing]{Soins}, @Compendium[swade-core-rules.swade-skills.Survival]{Survie} ou dautres adaptées peuvent faire des jets de Soutien pour aider leurs alliés à réussir leurs jets de guérison naturelle.<\/p>\n<h2>EXTRAS ET CONSÉQUENCES<\/h2>\n<p>Il est parfois important de savoir ce quil advient des Extras qui sont @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacités} pendant un combat. Ceux qui réussissent un jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} survivent et doivent être soignés, emprisonnés ou relâchés. Ces problèmes peuvent savérer intéressants pour lhistoire lorsque les héros doivent gérer les conséquences dun combat épique !<\/p>\n<\/div>\n<\/div>",
"name": "Guérison"
},
"Disarm": {
"text": "<div class=\"swade-core\">\n<h2>Disarm<\/h2>\n<p>A character can try to make an opponent drop a weapon (or other object) or attempt to damage it, by making a @Compendium[swade-core-rules.swade-rules.Attacks]{melee or ranged attack}.<\/p>\n<p>The attacker must first hit the object or the opponent&rsquo;s limb or hand (see <strong>@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}<\/strong>)<\/p>\n<p>If the attack hits the weapon, the attacker rolls damage normally for an item (no raise effect or Aces, see <strong>@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}<\/strong>). The defender must make a @Compendium[swade-core-rules.swade-rules.Traits]{Force} roll equal to the damage or drop the item.<\/p>\n<p>If the attack is against the wielder and @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shakes or Wounds} him, the defender must make a @Compendium[swade-core-rules.swade-rules.Traits]{Force} roll at &minus;2 if it hit his limb, or &minus;4 if it hit his hand, plus any Wound penalties that result as usual. Failure means he drops whatever item is in that hand.<\/p>\n<\/div>",
"name": "Disarm"
},
"Two Weapons": {
"text": "<div class=\"swade-core\">\n<h2>Two Weapons<\/h2>\n<p>Un personnage maniant deux armes de corps à-corps ajoute +1 à son jet de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} si sa cible na quune arme ou est @Compendium[swade-core-rules.swade-rules.Unarmed Defender]{désarmée}, et quelle ne dispose pas dun bouclier. Ce bonus ne sapplique pas non plus contre une créature disposant d'<strong>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Armes naturelles}<\/strong>.<\/p>\n<p>Avoir une arme à feu dans chaque main noctroie pas deffet particulier si ce nest de disposer de plus de munitions.<\/p>\n<p>Un personnage qui souhaite se spécialiser dans ce type de techniques peut choisir les Atouts <strong>@Compendium[swade-core-rules.swade-edges.Two-Fisted]{Combat à deux armes}<\/strong> ou <strong>@Compendium[swade-core-rules.swade-edges.Two-Gun Kid]{Double-flingue}<\/strong> Edge.<\/p>\n<\/div>",
"name": "Attaque avec deux armes"
},
"Push": {
"text": "<div class=\"swade-core\">\n<h2>Push<\/h2>\n<p>Sometimes characters may want to push a foe in hopes of knocking him out of position, @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, or even into a deadly @Compendium[swade-core-rules.swade-rules.Hazards]{hazard}.<\/p>\n<p>Pushing a foe is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of @Compendium[swade-core-rules.swade-rules.Traits]{Force}. If the attacker is successful he pushes the foe back up to 1&Prime; (two yards). With a raise, increase the distance to 2&Prime; (four yards). Double either distance if the attacker&rsquo;s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} is larger than the foe&rsquo;s.<\/p>\n<p>A character who&rsquo;s successfully Pushed must make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll (at &minus;2 if the attacker got a raise) or be knocked @Compendium[swade-core-rules.swade-rules.Prone]{à terre}.<\/p>\n<p><strong>Running:<\/strong> If the attacker ran at least 2&Prime; (four yards) before the Push, he adds +2 to his total.<\/p>\n<p><strong>Size Matters:<\/strong> Creatures may not generally Push a foe more than two @Compendium[swade-core-rules.swade-rules.Size and Scale]{Sizes} larger then themselves unless they have exceptional @Compendium[swade-core-rules.swade-rules.Traits]{Force} for their Size (GM&rsquo;s call).<\/p>\n<p><strong>Skill: <\/strong>The attacker or defender may roll @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Force} if they choose.<\/p>\n<p><strong>Shields: <\/strong>Attackers and defenders add their @Compendium[swade-core-rules.swade-rules.Shields]{shield&rsquo;s Parry bonus} to their @Compendium[swade-core-rules.swade-rules.Traits]{Force} (or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}) rolls when pushing.<\/p>\n<\/div>",
"name": "Push"
},
"Defend": {
"text": "<div class=\"swade-core\">\n<h2>Defend<\/h2>\n<p>A character can choose to focus all her energy and skill into defense against melee attacks with the Defend maneuver. This increases her @Compendium[swade-core-rules.swade-rules.Characters]{Parade} by +4 and takes her entire turn&mdash;she cannot perform @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}. She may move normally but may not @Compendium[swade-core-rules.swade-rules.Movement]{run}. The bonus lasts until the beginning of her next turn.<\/p>\n<\/div>",
"name": "Defend"
}
}
},
"4. The Adventure Toolkit": {
"name": "4. The Adventure Toolkit",
"pages": {
"Adventure Toolkit": {
"text": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Outils pour l'aventure<\/p>\n<\/div>\n<\/div>\n<p>Ce chapitre contient les outils permettant au @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu}&nbsp;de gérer toutes ces situations spéciales qui arrivent souvent en jeu.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-rules.Allies]{Alliés}:<\/strong> gestion des Extras contrôlés par les PJ.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Mass Battles]{Combats de masse}:<\/strong> ultimes batailles désespérées entre armées.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Social Conflict]{Conflits sociaux}:<\/strong> organiser un procès, plaider une cause ou convaincre une foule.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Hazards]{Périls}:<\/strong> effets dune chaleur accablante, dun froid mordant, de radiations, etc.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Interludes]{Interludes}:<\/strong> raconter des bribes de lhistoire des PJ au cours de longs voyages.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites}:<\/strong> poursuites dynamiques et palpitantes à pied, en voiture, à moto, duels aériens ou spatiaux entre flottes gigantesques.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Setting Rules]{Règles d'univers}:<\/strong> plein de règles spéciales pour personnaliser vos propres univers.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Quick Encounters]{Rencontres rapides}:<\/strong> façon simple et rapide de résoudre des combats, des braquages ou des cascades quand le temps vient à manquer.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Networking]{Réseautage}:<\/strong> collecte dinformation ou demande de faveurs.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Wealth]{Richesse}:<\/strong> système optionnel pour ceux ne voulant pas sencombrer avec la gestion des finances.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Dramatic Tasks]{Scènes dramatiques}:<\/strong> plus de tension ou de drame pour des situations comme désamorcer une bombe ou pirater un serveur.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Fear]{Terreur}:<\/strong> effets dune terreur insoutenable.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Travel]{Voyages}:<\/strong> calcul du temps de parcours du groupe à travers votre monde sauvage.<\/li>\n<\/ul>\n<\/div>",
"name": "Outils pour l'aventure"
},
"Allies": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Allies<\/h1>\n<\/div>\n<div>\n<p>Les Alliés ont une place non négligeable dans divers univers <cite>Savage Worlds<\/cite>. Ils servent de troupes placées sous le commandement des héros dans les <cite>Weird Wars<\/cite> de loyaux serviteurs dans des univers de fantasy, de compagnons darme pour résister à loppresseur.<\/p>\n<p><strong>Quand utiliser ces règles :<\/strong> utiliser ces règles pour gérer les partisans du groupe mais également pour leur donner un peu plus de personnalité.<\/p>\n<p><strong>La base : <\/strong>les joueurs créent, contrôlent et gèrent leurs propres partisans et PNJ alliés.<\/p>\n<h2>Utilisation des alliés<\/h2>\n<p>Gérer ses alliés est simple dans <cite>Savage Worlds<\/cite>. Il suffit dutiliser la fiche dAlliés et den remplir les blancs.<\/p>\n<p>Les joueurs se répartissent le contrôle des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} alliés. Cest un aspect non négligeable de <cite>Savage Worlds<\/cite> : nos univers comportent souvent des mercenaires compétents, des trouffions bourrus ou de loyaux serviteurs. Le jeu est conçu pour les contrôler rapidement et facilement, mais aussi pour que ce soit les joueurs qui les gèrent et non le meneur de jeu.<\/p>\n<p>Peu importe que les alliés soient ou non sous le contrôle des <em>personnages<\/em>, ce sont les joueurs qui les incarnent. Cela permet aux joueurs de rester impliqués dans un combat même quand leurs héros n'y participe pas et de rendre les grandes batailles épiques plus simples et plus funs à mettre en scène. Bien sûr, le MJ peut reprendre le contrôle dun Allié au besoin mais avec des joueurs expérimentés, cela devrait rarement être nécessaire.<\/p>\n<h3>Personnalité d'un Allié<\/h3>\n<p>Vous pouvez donner un peu de saveur à vos alliés en tirant sur la table de <strong>Personnalité d'un Allié<\/strong>. Notez leur mot-clef sur la fiche dAlliés afin que vous et le MJ ayez un petit aperçu du caractère de chacun.<\/p>\n<p>Considérez que ces impressions générales nont pas deffet particulier en jeu. Elles aideront les joueurs et le MJ à décider comment réagit tel Allié à une situation donnée. Par exemple, dans <cite>Weird War Two<\/cite>, un joueur incarnant un jeune lieutenant peut parcourir la liste pour désigner le PNJ « observateur » pour monter la garde. Sil se trouve obligé de choisir un soldat « paresseux », il y a de bonnes chances que le MJ décide que cet Allié sendorme durant sa garde.<\/p>\n<table class=\"table list-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Personnalité d'un Allié<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">D20<\/th>\n<th class=\"table-column-header\" scope=\"col\">Personnalité<\/th>\n<th class=\"table-column-header\" scope=\"col\">D20<\/th>\n<th class=\"table-column-header\" scope=\"col\">Personnalité<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>1<\/td>\n<td>Déloyal<\/td>\n<td>11<\/td>\n<td>Grossier<\/td>\n<\/tr>\n<tr>\n<td>2<\/td>\n<td>Cruel<\/td>\n<td>12<\/td>\n<td>Agile<\/td>\n<\/tr>\n<tr>\n<td>3<\/td>\n<td>Vieux<\/td>\n<td>13<\/td>\n<td>Observateur<\/td>\n<\/tr>\n<tr>\n<td>4<\/td>\n<td>Joyeux<\/td>\n<td>14<\/td>\n<td>Ignorant<\/td>\n<\/tr>\n<tr>\n<td>5<\/td>\n<td>Expérimenté<\/td>\n<td>15<\/td>\n<td>Mystérieux<\/td>\n<\/tr>\n<tr>\n<td>6<\/td>\n<td>Impétueux<\/td>\n<td>16<\/td>\n<td>Créatif<\/td>\n<\/tr>\n<tr>\n<td>7<\/td>\n<td>Paresseux<\/td>\n<td>17<\/td>\n<td>Artiste<\/td>\n<\/tr>\n<tr>\n<td>8<\/td>\n<td>Sournois<\/td>\n<td>18<\/td>\n<td>Intrépide<\/td>\n<\/tr>\n<tr>\n<td>9<\/td>\n<td>Brillant<\/td>\n<td>19<\/td>\n<td>Couard<\/td>\n<\/tr>\n<tr>\n<td>10<\/td>\n<td>Jeune<\/td>\n<td>20<\/td>\n<td>Heroïque<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<br \/><img src=\"modules\/swade-core-rules\/assets\/art\/pg112_quote_allies.webp\" alt=\"Comment se fait-il que je reçoive toujours ceux qui ne savent rien ? &mdash; Red\" \/> <br \/>\n<h3>Alliés et progression<\/h3>\n<p>Les Alliés aussi peuvent <strong>@Compendium[swade-core-rules.swade-rules.Advancement]{Progresser}<\/strong> (voir p. 54).<\/p>\n<h3>@Compendium[swade-core-rules.swade-rules.Ammo Table]{Munitions}<\/h3>\n<p>Gérer les munitions de chaque allié peut être fastidieux. Voici une façon simple et dramatique de gérer ce problème.<\/p>\n<p>Le niveau de munitions de chaque groupe dExtras alliés est Très haut, Haut (le niveau normal), Bas ou À court. Il est déterminé par le MJ.<\/p>\n<p>Après chaque combat, ce niveau baisse automatiquement dun palier. Cela amène des situations dramatiques et des problèmes logistiques tout en éliminant la comptabilité.<\/p>\n<p>Bien sûr, le MJ peut toujours en décider autrement. Peut-être que les troupes se sont battues au contact sans utiliser leurs armes à feu ou quelles ont à peine eu le temps de tirer quelques coups avant que tout soit fini.<\/p>\n<h2>Alliés typiques<\/h2>\n<p>Voici quelques archétypes de soldat typique que vous pouvez utiliser dans vos parties de Savage Worlds. Complétez-les avec les @Compendium[swade-core-rules.swade-rules.Traits]{Compétences} ou @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} qui vous semblent adaptés. Par exemple, un groupe déclaireurs devrait avoir @Compendium[swade-core-rules.swade-skills.Survival]{Survie}, des cavaliers @Compendium[swade-core-rules.swade-skills.Riding]{Équitation}, etc.<\/p>\n<h3>Soldat<\/h3>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Traits]{Attributs}<\/strong><strong>: <\/strong>Agilité d6, Intellect d4, Âme d6, Force d6, Vigueur d6<\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Traits]{Compétences}<\/strong><strong>: <\/strong>@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d6, @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} d6, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d6, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} d6, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d6, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} d4<\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Movement]{Allure}<\/strong><strong>: <\/strong>6;&nbsp;<strong>@Compendium[swade-core-rules.swade-rules.Characters]{Parade}: <\/strong>5;&nbsp;<strong>@Compendium[swade-core-rules.swade-rules.Characters]{Résistance}<\/strong><strong>: <\/strong>5<\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}<\/strong><strong>: <\/strong> &mdash;<\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Edges]{Atouts}<\/strong><strong>: <\/strong>@Compendium[swade-core-rules.swade-edges.Soldier]{Soldat}<\/p>\n<h3>Soldat Expérimenté<\/h3>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Traits]{Attributs}: <\/strong>Agilité d6, Intellect d6, Âme d6, Force d8, Vigueur d8<\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Traits]{Compétences}<\/strong><strong>: <\/strong>@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d6, @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} d8, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d6, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} d6, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d8, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} d6<\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Movement]{Allure}: <\/strong>6; <strong>@Compendium[swade-core-rules.swade-rules.Characters]{Parade}: <\/strong>6; <strong>@Compendium[swade-core-rules.swade-rules.Characters]{Résistance}: <\/strong>6<\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}: <\/strong> &mdash;<\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Edges]{Atouts}: <\/strong> Soldat et deux autres Atouts de combat.<\/p>\n<\/div>\n<\/div>",
"name": "Alliés"
},
"Chases and Vehicles": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Chases &amp; Vehicles<\/h1>\n<\/div>\n<div>\n<p>One of the most thrilling staples of adventure film, television, and fiction is the chase. This simple twist on the regular combat rules lets you race muscle cars over blasted deserts, track freestyle runners across concrete jungles, and even recreate desperate dogfights in the sky or the depths of space.<\/p>\n<p><strong>When to Use These Rules:<\/strong> Use the @Compendium[swade-core-rules.swade-rules.Quick Encounters]{Rencontres rapides} rules if you just want to find out if the heroes catch a fleeing foe. If you want more detail, use these rules for highly mobile pursuits too large for the tabletop. You&rsquo;ll also find rules for resolving damage against vehicles, and what effect it has on their drivers in this section.<\/p>\n<p><strong>The Basics:<\/strong> Participants vie for position using &ldquo;Chase Cards&rdquo; to track relative distance<\/p>\n<h3>Maneuvering Skills<\/h3>\n<p>The following rules often call for maneuvering skill rolls. Exactly what skill that is depends on whether the character is on foot, mounted, or in a vehicle of some sort:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Airplane or Spaceship: <\/strong>@Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}<\/li>\n<li><strong>Foot or Bike: <\/strong>@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}<\/li>\n<li><strong>Mount or Wagon: <\/strong>@Compendium[swade-core-rules.swade-skills.Riding]{Équitation}<\/li>\n<li><strong>Vehicle: <\/strong>@Compendium[swade-core-rules.swade-skills.Driving]{Driving}<\/li>\n<li><strong>Watercraft: <\/strong>@Compendium[swade-core-rules.swade-skills.Boating]{Boating}<\/li>\n<\/ul>\n<p><strong>Critical Failure: <\/strong>The standard results for @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critically Failing} a maneuvering roll are listed below, but the GM can always create her own result appropriate to the situation as well:<\/p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted}: <\/strong>Roll a d6. 1&ndash;2: the rider loses his turn; 3&ndash;4: his mount suffers @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} (this applies to the animal&rsquo;s rolls <em>and<\/em> the rider&rsquo;s @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} rolls); 5&ndash;6: the rider suffers Fatigue from a bad bounce, low-hanging obstacle, or overexertion trying to control his animal.<\/li>\n<li><strong>Vehicle: <\/strong>The operator must roll on the <strong>@Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}<\/strong> table.<\/li>\n<li><strong>Walking\/Running:<\/strong> Roll a die. Even, he loses the rest of his turn as he stumbles, negotiates an obstacle, or takes a wrong turn. Odd, he suffers @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/FootChase.webp\" alt=\"Image of a red haired woman leaping over a brick wall with a gun in her hand.\" \/>\n<h2>Setup<\/h2>\n<p>To start a chase, shuffle an extra deck of @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} and deal them out in a row on the table (nine is a good number for most chases, add more as needed).<\/p>\n<p>Now break all the participants into each group that will move and act independently. Everyone in the same ship, boat, or vehicle, for example, is one group. In a foot chase, each player character acts independently because they move independently. The horde of @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} chasing them can be broken up into groups as the GM decides.<\/p>\n<p>The rear-most character or vehicle should be at the rear&mdash;on the far left card or &ldquo;Card 1.&rdquo; Everyone else should be placed to his right as fits the circumstances. Add more cards to either end of the row if someone falls behind or surges ahead.<\/p>\n<p>The Range is the number of Chase Cards between participants (not counting the attacker&rsquo;s card) times the Range Increment, which varies for the type of chase:<\/p>\n<table class=\"table reverse-value-table\" style=\"width: 66%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Range Increments<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Increment<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>Foot, Mounted, or Vehicular<\/td>\n<td>5<\/td>\n<\/tr>\n<tr>\n<td>Airplane or Sailing Ship<\/td>\n<td>25<\/td>\n<\/tr>\n<tr>\n<td>Jets or Starships<\/td>\n<td>50<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>These are <em>suggested<\/em> ranges based on the weapons typically used in that type of chase. The goal is to give most ranged weapons the ability to fire at a few cards distance and give an advantage to those with longer ranged weapons. Increase or decrease the Range Increment as makes sense for the particular scenario. In a tank battle, for instance, you might want to change the Range Increment to 100, even though it&rsquo;s a &ldquo;vehicular&rdquo; fight.<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/ChaseExample.webp\" alt=\"An example layout of a chase with five cards with Red and Gabe in persuit of a Ninja. Gabe is four cards away from the ninja, so he's 20 feet (40 yards) away. Red is two cards away from the ninja so she's 10 feet (20 yards) away.\" \/>\n<h2>Chase Rounds<\/h2>\n<p>Once all the participants are placed, deal each independent character or group an @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} at the start of each round as usual. They then act in whatever order they choose as their Action Card comes up. This is important so passengers can @Compendium[swade-core-rules.swade-rules.Support]{Support} their driver before he has to make a critical roll, @Compendium[swade-core-rules.swade-rules.Test]{Test} a foe to make him @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable}, attack <em>before<\/em> their vehicle changes distance (<em>or<\/em> after) to take maximum advantage of their weapons, and so on.<\/p>\n<p>The participants can move along the track using the <strong>Change Position<\/strong> maneuver (see below), closing on foes, running from them, or attempting to reach some objective.<\/p>\n<p>The length of each round is up to the GM, but is usually a combat round in a foot or car chase. Battles in space might represent many minutes per round until the action zooms in on a fast-paced dogfight.<\/p>\n<p><strong>Boarders:<\/strong> Characters in or on an enemy vehicle get their own Action Card (as a group).<\/p>\n<p><strong>Minimum Speed:<\/strong> The Game Master must decide who&rsquo;s allowed to participate in a chase. A kid on a bike might be able to chase bandits in a car if the streets are very congested, but is left behind after a round on the open road.<\/p>\n<p><strong>Ending the Chase:<\/strong> A chase ends when one side gets away (disabling all pursuers, the Flee maneuver, etc.) or is forced to stop. Participants can always choose to stop if they want, either dropping out or stopping to engage their enemies.<\/p>\n<p>A chase might also end after a certain number of rounds or as one or more of those involved reach a certain card along the track. In a <cite>Weird War Two<\/cite> bombing run, for example, the bombers might need to reach the last card on the track to drop their payload. The fighters scrambling after them must try to stop them before they reach their target.<\/p>\n<h3>Chase Actions<\/h3>\n<p>Characters in a chase can do most anything they&rsquo;d normally do, such as @Compendium[swade-core-rules.swade-rules.Test]{Test}, @Compendium[swade-core-rules.swade-rules.Support]{Support}, use @Compendium[swade-core-rules.swade-rules.Powers]{powers}, or make @Compendium[swade-core-rules.swade-rules.Attacks]{attacks}. The GM decides how close a character has to be to try a particular action. A defender must be able to see or hear a @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} for it to be effective, for example. If the attacker and defender are connected via audio or video feeds, of course, distance probably won&rsquo;t matter.<\/p>\n<p>Nonplayer character crews of ships, starships, and other large vehicles are assumed to be doing their jobs already and shouldn&rsquo;t roll Support or Tests. Those special actions are the domain of the player characters or named Extras and @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}&mdash;including those on the opposing side!<\/p>\n<p><strong>Held Actions:<\/strong> A character on Hold may attempt to interrupt enemy actions as usual. In personal combat (including foot chases), the two make opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} rolls. When mounted, it&rsquo;s opposed @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} rolls. In vehicle chases, the GM must decide which skills are most appropriate (@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} vs. maneuvering to interrupt the driver, for example).<\/p>\n<p>If trying to act before an entire vehicle, ship, or group with multiple characters takes its action, the opposed roll should be made against the driver or leader.<\/p>\n<aside class=\"graph_quarter\">\n<h2>Groups<\/h2>\n<p>Make Group rolls for @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} who move and act together. If they have a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} leader, use his skill to make maneuvering rolls and assume his leadership keeps the group together.<\/p>\n<p>This means @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} members of a group are dragged along with the rest, and individual @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} or other conditions are ignored unless that specific member is targeted, or all the members of the group share the same condition.<\/p>\n<\/aside>\n<h3>Maneuvers<\/h3>\n<p>Below are a number of special maneuvers characters can attempt during a chase. Maneuvers may also be part of a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}. A driver can Change Position and fire his weapon, for example, or say he attempts a Force if he gets close enough.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Board (Action): <\/strong>Sailing ships use grappling hooks and planks to pull their prey close and board. Starships might use breaching tubes or assault pods.<br \/>To board, the attacker and defender must be on the same Chase Card. The two then make opposed maneuvering rolls. If the attacker is successful, the two vessels are joined and his crew may board the enemy craft.<br \/>If defenders have been designated to repel boarders and weren&rsquo;t being used for other purposes (such as sailing or crewing stations on a starship), they start on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} unless the attacker won the boarding roll with a raise.<br \/>Once a boarding action begins, the com&shy;mander of the boarded vessel can only attempt to Change Position, which is made at &minus;4 if grappling lines, tractor beams, or other restraints are involved. If she&rsquo;s successful, her vessel is no longer grappled (though some of the boarders may still be on her ship!). With a raise, she breaks free and may move one Chase Card in either direction.<\/li>\n<li><strong>Change Position (Action or Free Action):<\/strong> A character or driver may change his position by making a maneuvering roll as a free action. Success allows him to move up or down one Chase Card, and up to two with a raise. The character may also Change Position as an action, adding +2 to his roll. Either way, this maneuver may only be used once per turn.<br \/><strong>Speed Bonus:<\/strong> If a rider, runner, ship, or vehicle&rsquo;s Top Speed is faster than the fastest of his rivals, he adds +1 to his maneuvering roll to Change Position, or +2 if he&rsquo;s twice as fast.<br \/><strong>Dropping Back:<\/strong> In a linear chase, a character may drop &ldquo;back&rdquo; one or two Chase Cards without making a maneuvering roll. He may not Change Position further, either as an action or a free action.<\/li>\n<li><strong>Evade (Action or Free Action):<\/strong> The char&shy;acter or driver zigzags through terrain, maximizes cover, or otherwise concentrates on not getting hit. Melee and ranged attacks against him, his vehicle, or anyone on it suffer a &minus;2 penalty until the start of that vehicle&rsquo;s next turn. The character and any occupants on his mount or in his vehicle also take the penalty to their attacks as the erratic movement or obstacles affect their targeting and aim as well. If the character performs this maneuver as an action, the penalty increases to &minus;4 (in both directions).<br \/>Evade may not be taken more than once per round (it does not stack).<\/li>\n<li><strong>Flee (Action):<\/strong> A character or vehicle may escape the chase if there are at least four Chase Cards between himself and the closest foe. If so, he makes a maneuvering roll at &minus;4 and escapes if successful. The penalty is reduced to &minus;2 if there are at least five cards between them, and 0 if there are six or more.<\/li>\n<li><strong>Force (Action):<\/strong> The attacker attempts to force a rival away from his vehicle or into an obstacle. To do so, both must be on the same Chase Card and make opposed maneuvering rolls. If the attacker wins, he <strong>Bumps<\/strong> (see below) his foe. A raise is treated as if the defender rolled a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on a maneuvering roll (see <strong>Maneuvering Skills<\/strong>, above).<br \/>The GM may also allow characters to use other skills, such as @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, to put obstacles in the foe&rsquo;s path. Critical Failure means the attempt backfires on the attacker!<\/li>\n<li><strong>Hold Steady (Free Action):<\/strong> The character, driver, or pilot holds steady to line up a better shot. They ignore the @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Unstable Platform} and @Compendium[swade-core-rules.swade-rules.Movement]{Running} penalties, but attacks against the vehicle and all its occupants are made at +2 until the beginning of their next turn (this does not stack with Vulnerable).<\/li>\n<li><strong>Ram (Action):<\/strong> An attacker can Ram a defender if they&rsquo;re on the same Chase Card by making opposed maneuvering rolls. If successful, both participants cause the following damage to the other: <br \/>\n<ul>\n<li><strong>Scale:<\/strong> The base damage each being or vehicle causes is based on its Scale: Small (d6), Normal (2d6), Large (3d6), Huge (4d6), and Gargantuan (5d6).<\/li>\n<li><strong>Raise:<\/strong> +d6 bonus damage for the attacker if he got a raise on his maneuvering roll. Toughness: +d6 if the vehicle&rsquo;s Tough&shy;ness is higher than his foe&rsquo;s; +2d6 if Toughness is twice as high.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}:<\/strong> +d6 to both sides if the attacker&rsquo;s Top Speed is between 60 and 120 MPH; +2d6 if it&rsquo;s over 120 MPH.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<aside class=\"bump-aside\">\n<h2>Bump<\/h2>\n<p>Several circumstances result in a character or group being &ldquo;Bumped.&rdquo; The foe who caused the Bump may move the defender one Chase Card in any direction. She may do this at any time during her turn as she chooses (to resolve other attacks first, for example).<\/p>\n<p>When a target is Bumped by an indirect action (such as a Complication), the opposing side chooses the direction.<\/p>\n<p>An attacker can&rsquo;t Bump a particular target more than one space each turn regardless of the source (multiple attacks, the Force maneuver, etc.). Other attackers, even those sharing the same @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action}, may Bump the target separately, however.<\/p>\n<p>Groups always stay together in a chase, so they&rsquo;re only moved if their driver or leader is Bumped, or the GM feels it&rsquo;s narratively appropriate.<\/p>\n<p>Bumps are only used in chases. Ignore them on the tabletop.<\/p>\n<\/aside>\n<h3>Complications<\/h3>\n<p>If a character or group&rsquo;s @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} is a Club, something has gone wrong. An obstacle may block the path, the engine might stall, or a hero might have to run through mud, ice, uphill, or some other impediment.<\/p>\n<p>The character, driver, or pilot must make a maneuvering roll as a free action to deal with the Complication. The suit on his current Chase Card determines any modifier to the maneuvering roll and the results of failure.<\/p>\n<p><strong>Note:<\/strong> The <em>Action Card<\/em> triggers the Comp&shy;lication; the <em>Chase Card<\/em> defines any modifier (Mod) and the result of failure.<\/p>\n<table class=\"table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Complications<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Suit<\/th>\n<th class=\"table-column-header\" scope=\"col\">Mod<\/th>\n<th class=\"table-column-header\" scope=\"col\">Failure Result<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td><strong>Spades<\/strong><\/td>\n<td>&mdash;<\/td>\n<td>Treat as a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on a maneuver&shy;ing roll.<\/td>\n<\/tr>\n<tr>\n<td><strong>Hearts<\/strong><\/td>\n<td>&mdash;<\/td>\n<td>The character or vehicle is Bumped.<\/td>\n<\/tr>\n<tr>\n<td><strong>Diamonds<\/strong><\/td>\n<td>-2<\/td>\n<td>The character or vehicle is Bumped.<\/td>\n<\/tr>\n<tr>\n<td><strong>Clubs<\/strong><\/td>\n<td>-2<\/td>\n<td>Treat as a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on a maneuver&shy;ing roll.<\/td>\n<\/tr>\n<tr>\n<td><strong>Joker<\/strong><\/td>\n<td>+2<\/td>\n<td>The character or vehicle is Bumped up to two Chase Cards.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong>Special Conditions:<\/strong> GMs can also use Complications to trigger special conditions or hazards of the encounter. For example, trig&shy;gering reinforcements anytime a Diamond Complication occurs, or the first character to fail a Club Complication is hit by lightning during a battle in a fierce storm.<\/p>\n<h2>Attacks<\/h2>\n<p>Characters may make ranged and melee attacks normally, using all their usual @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} and @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} as usual as long as the GM agrees they make sense in the particular situation.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Melee Attacks:<\/strong> In foot, mounted, or car chases, characters can make hand-to-hand attacks only if they&rsquo;re on the same Chase Card. The usual rules, such as the @Compendium[swade-core-rules.swade-rules.Ganging Up]{Gang-Up} bonus, @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}, @Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders}, etc., apply as the GM sees fit.<br \/>Should anyone want to attack a moving vehicle, its @Compendium[swade-core-rules.swade-rules.Characters]{Parade} is 2+ half the driver&rsquo;s maneuvering skill, plus its @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Handling}. Attacks aren&rsquo;t usually possible between very fast vehicles, airplanes, starships, and the like.<\/li>\n<li><strong>Ranged Attacks:<\/strong> Drivers and chara&shy;cters can fire ranged weapons as usual. The @Compendium[swade-core-rules.swade-rules.Range]{Portée} is the number of Chase Cards between participants (not counting the attacker&rsquo;s card) times the Range Increment. Attacks may also target crew if they&rsquo;re visible (don&rsquo;t forget any @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} they might have).<\/li>\n<\/ul>\n<h3>Damage<\/h3>\n<ul class=\"red-bullet-list\">\n<li><strong>Characters\/Mounts:<\/strong> Damage is resolved normally, but if the character (or his mount) is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} in a chase, he&rsquo;s Bumped as well.<\/li>\n<li><strong>Vehicles:<\/strong> Vehicles cannot be Shaken, but if damage equals or exceeds their Toughness (whether they take a Wound or not), the driver must make a maneuvering roll or go <strong>@Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}<\/strong>.<br \/>Each raise on a vehicular damage roll causes a Wound and one roll on the <strong>@Compendium[swade-core-rules.swade-tables.Vehicle Critical Hits]{Vehicle Critical Hits}<\/strong> table (not one roll per Wound). Most vehicles can take three Wounds before they&rsquo;re <strong>Wrecked<\/strong> (see below). Each Wound reduces a vehicle&rsquo;s Handling by 1 (to a maximum of &minus;4).<br \/>If this is a chase, damage that equals or exceeds a vehicle&rsquo;s Toughness also <strong>Bumps<\/strong> it (see above), but only once per attacker.<\/li>\n<\/ul>\n<p><strong>Called Shots on Vehicles:<\/strong> To target a par&shy;ticular part of a vehicle, the GM assigns a modifier based on the dimensions of the target. See <strong>@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size &amp; Scale}<\/strong> and <strong>@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}<\/strong> for specifics. If the attack is successful and causes a Wound, it also causes the effects for that area (see the <strong>@Compendium[swade-core-rules.swade-tables.Vehicle Critical Hits]{Vehicle Critical Hits}<\/strong> table).<\/p>\n<aside class=\"vehicle-attacks\">\n<h3>Fixed Weapons<\/h3>\n<p>Front-mounted weapons may only fire at targets ahead of them, side weapons to their respective sides, and rear weapons behind. Top or bottom mounted turreted weapons may fire in any direction unless the situation or particular vehicle says otherwise (assume ships, planes, or starships rise and fall during the turn to accommodate their top or bottom weapons).<\/p>\n<p><strong>Fixed Side-Mounted Weapons (Cannons):<\/strong> Firing fixed side-mounted weapons&mdash;those that must be aimed by turning the entire vessel&mdash;must be positioned. The captain or pilot chooses his target and makes an opposed maneuvering roll as an action. Failure means he can&rsquo;t line up a shot this turn. Success means the attacker may fire up to half his guns on one side at the target, and a raise means he may fire all of them at that target (a &ldquo;broadside&rdquo;).<\/p>\n<p>Treat each set of up to four cannons as @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{\"linked\"}, rolling attacks and damage separately for each set.<\/p>\n<p><strong>Crossing the T:<\/strong> If a @Compendium[swade-core-rules.swade-rules.Size and Scale]{Large} target (or greater) is hit by a broadside at @Compendium[swade-core-rules.swade-rules.Range]{Short Range}, it&rsquo;s &ldquo;raked&rdquo; along its length. Add an additional d6 to each damage roll resulting from the rake.<\/p>\n<h3>Reaction Fire<\/h3>\n<p>Weapons with this quality spray massive amounts of matter or energy, making them quick to fire against enemies who dart in and out of range to attack. Once per round when their craft is attacked, Reaction Fire weapons may return fire at &minus;2. The attack is resolved <em>after<\/em> the enemy&rsquo;s who triggered it (if the gunner survives).<\/p>\n<\/aside>\n<h3>Wrecked<\/h3>\n<p>Vehicles take three @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} before they&rsquo;re &ldquo;Wrecked&rdquo; as their base. @Compendium[swade-core-rules.swade-rules.Size and Scale]{Large} vehicles can take four Wounds, @Compendium[swade-core-rules.swade-rules.Size and Scale]{Huge} can take five, and @Compendium[swade-core-rules.swade-rules.Size and Scale]{Gargantuans} can take six.<\/p>\n<p>A wrecked land vehicle can&rsquo;t move, but its weapons may still be fired if they aren&rsquo;t powered by the vehicle&rsquo;s propulsion system.<\/p>\n<p>Watercraft sink. Small vessels sink in a few rounds. Medium boats might take up to an hour to slip beneath the surface, and large ships might take several hours.<\/p>\n<p>Aircraft plummet to the ground and are destroyed.<\/p>\n<p><strong>Occupants:<\/strong> Those inside a vehicle (and whatever it hits, if it matters) take damage depending on what caused the Wreck:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Collisions:<\/strong> If the vehicle is Wrecked from a Collision on the <strong>@Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}<\/strong> table, the passengers suffer Xd6 damage, where X is equal to the Wounds the vehicle suffered from the collision (don&rsquo;t forget any <strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Air Bags &amp; Safety Harnesses}<\/strong>).<\/li>\n<li>Damage: If the vehicle is Wrecked from Wounds caused by enemy attacks, occu&shy;pants in a land vehicle, speed boat, starship, or similar vessel take 3d6 damage, or 5d6 if the GM feels the vehicle was traveling at a high speed (usually in excess of 60 MPH) or some other precarious circumstance. Those on large boats or ships don&rsquo;t take Wounds but must contend with Swimming rolls and survival afterward.<br \/>Occupants of an aircraft make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll if they have parachutes to land safely. Failure means they take <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps &amp; Bruises}<\/strong>, from a hard landing. Those who roll a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} or are without parachutes plummet to their death, unless the GM feels they have a chance to survive. In that case they suffer <strong>@Compendium[swade-core-rules.swade-rules.Falling]{Falling}<\/strong> damage instead.<\/li>\n<\/ul>\n<h3>Repairs<\/h3>\n<p>Characters may repair vehicles given sufficient time and at least some basic tools. The attempt takes two hours per Wound and a @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} roll. If the roll fails, the mechanic must start over.<\/p>\n<p>Field work requires at least a toolbox and basic supplies, and subtracts 2 from the Repair roll. An average garage negates this penalty, and an excellent or dedicated facility adds +2.<\/p>\n<p>Each success and raise on the Repair roll fixes one of the vehicle&rsquo;s Wounds. With an additional raise above and beyond what&rsquo;s required to fix all Wounds, the repair time is halved.<\/p>\n<p><strong>Wrecks: <\/strong>Wrecked vehicles can be repaired if the mechanic has access to a full body shop and spare parts (GM&rsquo;s call). This takes a full day before other repairs can be made.<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Driveby.webp\" alt=\"Image of Gabe firing a submachine gun out of a window of a car, while Red is driving, persued by two motorcycles.\" \/>\n<h2>Customized Chases<\/h2>\n<p>A little customization can make each chase different and unique. Here are some ideas you can use for your encounters.<\/p>\n<h3>City Streets<\/h3>\n<p>Busy streets are a dangerous place for high-speed vehicle or frantic foot chases. Ranged attacks are made at &minus;2 (in addition to @Compendium[swade-core-rules.swade-rules.Range]{Portée} penalties) to account for the @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} of buildings, cars, pedestrians, and so on.<\/p>\n<p>Complications besides Jokers have a mini&shy;mum penalty of &minus;2 to represent the dangers of running red lights, pedestrians that must be avoided, blocked streets, or other hazards.<\/p>\n<p><strong>Rooftops:<\/strong> If the chase takes place on rooftops, change the results for @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failures} (and failed Complications that say to treat the result as a Critical Failure) to the following:<\/p>\n<p>Roll a d6. On a 1&ndash;2, the runner loses his turn. On a 3&ndash;4, he takes Fatigue. On a 5&ndash;6, he tumbles over an edge and must make an immediate @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll (a free action). Success means he catches a ledge, railing, gutter, or other precipice and can pull himself up with a Strength roll (a free action each round). Failure means he&rsquo;s stuck for the turn and can take no further actions. A Critical Failure means the hero falls d6 &times; 10 stories&mdash;or whatever the GM feels is appropriate for that city.<\/p>\n<h3>Deep Space<\/h3>\n<p>The <strong>@Compendium[swade-core-rules.swade-rules.Unstable Platform]{Unstable Platform}<\/strong> penalty usually applies in chases, but it can be ignored in the vacuum of deep space!<\/p>\n<h3>Dogfights &amp; Duels<\/h3>\n<p>The Chase rules generally assume the combatants are moving in the same direction&mdash;chasing prey, toward a target or escape route, etc. But the rules can also easily accommodate dogfights, tank battles, demolition derbies, and aerial or naval duels by arranging the Chase Cards in different ways.<\/p>\n<p>Instead of dealing the Chase Cards in a straight line, arrange them in a 4&thinsp;&times;&thinsp;4 grid to create a more fluid battlefield. Vehicles move and count Range orthogonally (no diagonals). Use common sense when determining weapon arcs and vehicle facings. A pirate ship with cannons on either side, for example, can fire left and right on an action, but can&rsquo;t fire at targets ahead or behind them on the same action.<\/p>\n<p>Change the Range Increment as makes sense for your particular battle, letting the weapons with the longest ranges reach across the board but forcing those with shorter range to get in close.<\/p>\n<p>You can also place special cards in the grid to represent asteroid fields or space stations in space battles, whirlpools and islands in naval battles, and so on. They might be impassable or have their own special rules as you see fit.<\/p>\n<h3>Naval Chases<\/h3>\n<p>Bringing a target to battle on the high seas can take many hours or even days depending on the weather and the initial distance between the vessels.<\/p>\n<p>If the ships are more than a mile apart when first encountered, assume the first phase of the chase represents the pursuer trying to bring the prey to battle. Treat each round as about four hours (or much longer in the age of sail if the wind is against them) and the Range Increment as a <em>mile<\/em>.<\/p>\n<p>Once the pursuer reaches the same Chase Card as the prey, &ldquo;zoom&rdquo; in on the action and run the chase as usual, perhaps using the <strong>Dogfights and Duels<\/strong> option discussed above.<\/p>\n<div style=\"display: block; margin: auto; width: 50%;\"><img src=\"modules\/swade-core-rules\/assets\/art\/pg120_quote_yar.webp\" alt=\"YAR! &mdash; Red\" \/><\/div>\n<aside class=\"graph_quarter\">\n<h2>Vehicles on the Tabletop<\/h2>\n<p>For car or boat chases and aerial or space duels with a lot of movement and mobility, use the Chase system. In tabletop battles where vehicles must operate in a confined space (and you want to use miniatures!), use these simple rules to handle the movement of most common land vehicles.<\/p>\n<h3>Movement<\/h3>\n<p>Vehicles can move up to 12&Prime; on the tabletop (or their @Compendium[swade-core-rules.swade-rules.Movement]{Allure} if slower than that) without having to make maneuvering rolls or worry about crashing into obstacles. At that speed they can move as desired and end their turn facing any direction.<\/p>\n<p>If a driver wants to go faster, up to 24&Prime; per turn unless the GM says otherwise given the terrain and situation, he can do so but must make a maneuvering roll. The GM should assign a penalty (&minus;1 to &minus;4) if the move takes the vehicle through @Compendium[swade-core-rules.swade-rules.Movement]{Difficult Ground}, tight turns, or hazards. If the roll is successful, the vehicle ends its move wherever the driver wants. Failure means the vehicle moves only 12&Prime;.<\/p>\n<p>A Critical Failure means the vehicle goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}. If that indicates a collision, the GM can move it into the nearest obstacle or decide it&rsquo;s a feature not modeled on the tabletop such as a pothole, small ditch, fallen log, battlefield debris, etc.<\/p>\n<p><strong>Note:<\/strong> Ramming is an opposed test of maneuvering skills. If the attacker hits, use the damage described under the <strong>Ram<\/strong> maneuver above.<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/vehicles_on_tabletop.webp\" alt=\"Two figure flats of cars, a blue one in the front, a green pickup truck with a mounted gunner in the back.\" \/> <em style=\"width: 50%;\">Printable \"Figure Flats\" of characters, vehicles, and monsters are available for most of our settings!<\/em><\/aside>\n<h2 class=\"blue-example\">Example: Red's Dead Redemption<\/h2>\n<p>Red is chasing a notorious space pirate who injured Gabe in a previous encounter. Both Red and the pirate have identical star fighters.<\/p>\n<p>Red is on the first Chase Card and the pirate&rsquo;s on the fifth. That means the @Compendium[swade-core-rules.swade-rules.Range]{Portée} is 200&Prime; (4 &times; the Range Increment of 50&Prime;). That&rsquo;s Long Range for her Gatling laser so she decides to get closer. She makes a @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} roll as a free action and gets a 7, +2 for her ship&rsquo;s Handling gives her a 9. That&rsquo;s a success and a raise so she moves two Chase Cards closer.<\/p>\n<p>There are now two Chase Cards between Red and her target, or 100&Prime;. That&rsquo;s Medium Range for her Gatling so she fires it up.<\/p>\n<p>The base TN is 4, &minus;2 for Medium Range (no penalty for Unstable Platform in space!). The Rate of Fire on the Gatling is 4 though, so Red rolls four d10s (her Shooting skill) and a Wild die. She gets one regular hit and one with a raise. The regular hit causes 16 damage, which is 2 over the pirate&rsquo;s Toughness of 14. The pirate must make a @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} roll (he makes it) or go Out of Control. Since this is a Chase, Red also Bumps him a card <em>away<\/em>&mdash;a smart move since the pirate goes next.<\/p>\n<p>Now Red resolves the hit with a raise. This one causes a Wound. She can&rsquo;t Bump the pirate again in her same turn, but he still has to make another @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} roll or go @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}. He fails this time and rolls a 3 on the table, which gives him another Wound. Since he took Wounds from the attack, he takes a Critical Hit as well. It&rsquo;s a 5, so his Top Speed drops 10%. He&rsquo;s now slower than Red so she adds +1 to her @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} rolls when changing positions.<\/p>\n<!-- Choice was made to remove trade dress for the following two sections -->\n<h2>Crews<\/h2>\n<p>Passengers and crews go in whatever order they decide on their @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action}. This can make for dramatic and interactive experiences with a little narrative interpretation. On a pirate ship, the captain makes the maneuvering (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}) rolls. The rest of the player characters fire a cannon, take a shot with a musket (if the captain is willing to get that close!), yell insults at the enemy (@Compendium[swade-core-rules.swade-rules.Test]{Test}), or point out hazards (@Compendium[swade-core-rules.swade-rules.Support]{Support} for the captain&rsquo;s @Compendium[swade-core-rules.swade-skills.Boating]{Boating} rolls).<\/p>\n<p>The player character-controlled &ldquo;bridge crew&rdquo; of a starship can do the same. Maybe the captain focuses on Testing the enemy in a duel of wits and leaves the maneuvering rolls to the Navigation officer. The Weapons officers fire weapons while the Engineer Supports the navigator, captain, or gunners as needed each turn.<\/p>\n<h2>Reminders<\/h2>\n<ul>\n<li>Add or subtract Chase Cards to the track as needed.<\/li>\n<li>A character&rsquo;s <em>Action Card<\/em> determines if a Complication occurs, but his <em>Chase Card<\/em> determines any penalty and results of failure.<\/li>\n<li>Dealing with a Complication is a free action.<\/li>\n<li>Evade and Hold Steady are good options for characters who don&rsquo;t expect frequent chases and so don&rsquo;t have Edges like @Compendium[swade-core-rules.swade-edges.Steady Hands]{Steady Hands}.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/space-battle.webp\" alt=\"An image of a space battle with a smaller ship firing at a much bigger capital class spaceship.\" \/><\/div>\n<\/div>",
"name": "Chases and Vehicles"
},
"Dramatic Tasks": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Dramatic Tasks<\/h1>\n<\/div>\n<div>\n<p>Heroes often find themselves in tense and dangerous situations such as defusing a bomb, hacking a computer, or rescuing people from a burning building or sinking ship with a definite&mdash;and sometimes deadly&mdash;time limit.<\/p>\n<p>The system below simulates these events and helps the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} insert some drama into what would otherwise be simple skill rolls.<\/p>\n<p><strong>When to Use These Rules:<\/strong> Dramatic Tasks are great for tense actions that must be performed in a hurry or have disastrous effects if failed.<\/p>\n<p><strong>The Basics:<\/strong> The heroes make skill rolls to accumulate &ldquo;Task Tokens&rdquo; and resolve the event before time runs out.<\/p>\n<h2>Setup<\/h2>\n<p>The Game Master starts by figuring out what the task is, how long the party has to complete it, and how many tokens they need for success.<\/p>\n<h3>Single Person Tasks<\/h3>\n<p>Use these guidelines when only a single character can attempt the task each turn:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Challenging:<\/strong> Collect four Task Tokens in three rounds. <em>Examples: <\/em>Defuse an explosive with no booby traps, hack a keypad in a low-end security door, untangle a parachute before it hits the ground, disengage a railroad car.<\/li>\n<li><strong>Difficult:<\/strong> Collect six Task Tokens in four rounds. <em>Examples:<\/em> Defuse a bomb with a booby trap, cast a ritual, land a passenger jet with no @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} skill and instructions from the tower.<\/li>\n<li><strong>Complex:<\/strong> Collect eight Task Tokens in five rounds. <em>Examples:<\/em> Defuse a bomb with multiple booby traps inside a protective case, hack into a highly protected computer system, cast a large and powerful ritual, repair a complicated machine with multiple moving or electronic parts.<\/li>\n<\/ul>\n<h3>Multi-Person Tasks<\/h3>\n<p>If more than one person can attempt the task at once, such as crewing different stations in a falling starship, the GM must set the number of rounds and tokens required for victory herself. Here are some guidelines.<\/p>\n<p>Assume each player will average one success per turn. Use that as a guideline if you want the task to be &ldquo;fair,&rdquo; and set the number of rounds from three to five as you feel appropriate. A party of five given three rounds to save a starship, for example, needs to accumulate 15 Task Tokens in three rounds. Increase or decrease the number of tokens to make it more or less challenging.<\/p>\n<p>If the number of tokens achieved is a measure of success rather than a straight win\/fail condition, such as rescuing victims from a fire or taking bags of gold from a bank before the automated vault closes, simply set the possible number of tokens that may be gathered in the time allowed. Each token gathered represents a person saved, a bag recovered, etc. It&rsquo;s up to you whether it&rsquo;s possible to save them all (using the guide above) or not.<\/p>\n<p>Don&rsquo;t be afraid to let the party choose how many will attempt the task either, especially if there&rsquo;s something else going on at the same time. Deciding how many heroes will hack a large computer system while they&rsquo;re being attacked by security drones allows them to choose their tactics.<\/p>\n<h2>Performing The Task<\/h2>\n<p>Characters are dealt @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} as usual during a Dramatic Task. Those attempting the task make relevant @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} checks and get a Task Token for each success and raise. Failure means no progress and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} reduces progress by one (if there are any).<\/p>\n<p>The skills that can be used to accumulate tokens depends on the situation. They might be defined, such as @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} to defuse a bomb, or they might be open&mdash;a police officer might use @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} to carry people from a burning building while a mage uses telekinesis (@Compendium[swade-core-rules.swade-skills.Spellcasting]{Magie}).<\/p>\n<h3>Multiple Skills<\/h3>\n<p>The GM can break tasks down into steps if she likes, each of which might require different skills. In defusing a bomb, for example, the heroes might first have to get two tokens to crack open the casing using @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}, then three more tokens using @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} to rewire the timer.<\/p>\n<p>Requiring multiple skills throughout the task makes it more difficult since raises from one type of skill check don&rsquo;t carry over to the other. In the bomb example above, for example, cracking open the case requires two Repair successes. Additional successes don&rsquo;t carry over to the Electronics rolls needed afterward.<\/p>\n<h3>Complications<\/h3>\n<p>If a character&rsquo;s @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} is a Club, some&shy;thing has gone wrong. Attempts to resolve the task (or @Compendium[swade-core-rules.swade-rules.Support]{Support} it!) are made at an additional &minus;2.<\/p>\n<p>Worse, if a roll is failed during a Compl&shy;ication, the Dramatic Task fails&mdash;the bomb explodes, the computer locks the hacker out, a victim cannot be saved, and so on. The character may choose not to attempt a roll on a turn he has a Complication&mdash;it just costs him precious time.<\/p>\n<p><strong>Support: <\/strong>Characters assisting with the Support option suffer the Complication penalty, and an additional &minus;2 if their Action Card is a Club! @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on their part just subtracts from the lead&rsquo;s roll as usual, however, it doesn&rsquo;t cause the entire task to fail.<\/p>\n<h3>Death Traps<\/h3>\n<p>Think carefully before designing Dramatic Tasks that might wipe out the entire party if failed. The threat of catastrophe should be very real&mdash;<em>Savage Worlds<\/em> is designed around that very concept&mdash;but you don&rsquo;t want a couple of bad die rolls to end the entire game.<\/p>\n<p>Instead of total disaster, maybe the party has a moment to run before the bomb explodes. They don&rsquo;t perish, but later awake in the local hospital, or even captured and experience a new type of adventure.<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/bomb-defusal.webp\" alt=\"Image of Gabe defusing a bomb while Red gaurds him, firing her pistol at out-of-frame attackers.\" \/>\n<h2 class=\"blue-example\">Example: The Fire Bug<\/h2>\n<p>Gabe and Red are cops in New York City searching for an arsonist who&rsquo;s been setting fire bombs all over the city. The &ldquo;Fire Bug&rdquo; placed the latest bomb in a gang warehouse in hopes of starting a war with their rivals.<\/p>\n<p>Red and Gabe found the device and are trying to defuse it while the gangers attack the cops for being on their turf!<\/p>\n<p>The GM decides only one character can defuse the bomb, and that it&rsquo;s a Challenging task (four Task Tokens in three rounds). The GM also decides each step is a @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} roll at &minus;2 for the difficulty of Fire Bug&rsquo;s devices. Gabe starts working on the bomb right away while Red keeps the gang members away.<\/p>\n<p>Gabe gets a success and a raise on his first round thanks to @Compendium[swade-core-rules.swade-rules.Support]{Support} from Red (who also uses @Compendium[swade-core-rules.swade-rules.Suppresive Fire]{Suppresive Fire} as a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} to keep the gang members away). He&rsquo;s halfway there!<\/p>\n<p>A Complication comes up on the second round. Gabe is low on @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} so he decides to wait and Supports Red&rsquo;s Suppressive Fire instead.<\/p>\n<p>On the third and final round Gabe fails&hellip;the heroes have to run for it! KaBoOM! They failed to defuse the bomb and now the gang war is on&mdash;but this just leads to new adventures for our heroes!<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg123_quote_firebug.webp\" alt=\"You can't win 'em all. &mdash; Gabe'\" \/><\/div>\n<\/div>",
"name": "Dramatic Tasks"
},
"Fear": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Fear<\/h1>\n<\/div>\n<div>\n<p>Cold dread seizes the heroine as she enters the lost tomb. A dragon emerges from the cave, belching smoke and fire at the adventurers who threaten its hoard. An investigator stumbles upon a scene of grisly, ritualistic carnage.<\/p>\n<p>These rules reflect the horror of these terrible situations upon your heroes&rsquo; psyches.<\/p>\n<p><strong>When to Use These Rules:<\/strong> Characters in realistic, horror, or &ldquo;dark&rdquo; games should usually be subject to the constant effects of fear and terror. Fear in high fantasy or super hero games is probably only used as the effect of a creature ability or arcane power.<\/p>\n<p><strong>The Basics:<\/strong> Characters make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme roll} when confronted by creatures or situations that cause Fear.<\/p>\n<h2>Fear Checks<\/h2>\n<p>The heroes make a Fear check (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme roll} as a @Compendium[swade-core-rules.swade-rules.Combat]{free action}) when they first spot a creature with the Fear ability.<\/p>\n<p>Success means a character manages to overcome the situation and carry on. A failed Fear check means the unfortunate soul faces the consequences below, depending on whether the source of fear was grotesque or terrifying in nature:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Nausea:<\/strong> If the scene was grotesque or horrific, such as a grisly discovery or learning a secret &ldquo;Man Was Not Meant to Know,&rdquo; the character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} and @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means the victim must roll on the Fear Table as well.<\/li>\n<li><strong>Terror:<\/strong> A terrifying trigger, such as a monstrous creature or unknowable evil, is much more intense. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} are typically Panicked. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} must roll on the <strong>@Compendium[swade-core-rules.swade-macros.Fear Table]{Fear Table}<\/strong>&nbsp;(at +2 with a Critical Failure on the Fear check). Roll a d20 and add the monster&rsquo;s Fear penalty, if any, to the roll (a &minus;2 adds +2 to the roll, for example).<\/li>\n<\/ul>\n<h3>Becoming Jaded<\/h3>\n<p>After encountering a particular type of creature, the character shouldn&rsquo;t have to make Fear checks every time he sees another in that particular scenario. If the party clears out an asylum full of spectral inmates, for example, they should only have to roll the first time they encounter them&mdash;not in every room. The Game Master might require a roll if the heroes encounter such horrors in a particularly different or frightening situation, however.<\/p>\n<h3>Fear Table<\/h3>\n<p>For a rollable version of this table, please use this <strong>@Compendium[swade-core-rules.swade-macros.Fear Table]{Fear macro}<\/strong> which rolls on the @Compendium[swade-core-rules.swade-tables.Fear Table]{Fear Table}<\/p>\n<em>*Add the creature&rsquo;s Fear penalty as a positive number to this roll.<\/em>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Fear Table<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">D20*<\/th>\n<th class=\"table-column-header\" scope=\"col\">Effect<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>1-3<\/td>\n<td><strong>Adrenaline Surge: <\/strong>The hero&rsquo;s &ldquo;fight&rdquo; response takes over. He acts as if he had a @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Joker} this action!<\/td>\n<\/tr>\n<tr>\n<td>4-6<\/td>\n<td><strong>Distracted: <\/strong>The hero is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} until the end of his next turn.<\/td>\n<\/tr>\n<tr>\n<td>7-9<\/td>\n<td><strong>Vulnerable: <\/strong>The target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} until the end of his next turn.<\/td>\n<\/tr>\n<tr>\n<td>10-12<\/td>\n<td><strong>Shaken: <\/strong>The character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.<\/td>\n<\/tr>\n<tr>\n<td>13<\/td>\n<td><strong>The Mark of Fear: <\/strong>The hero is @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} and suffers some cosmetic physical alteration&mdash;a white streak forms in his hair, his eyes twitch constantly, or some other minor physical alteration manifests.<\/td>\n<\/tr>\n<tr>\n<td>14-15<\/td>\n<td><strong>Frightened: <\/strong>The character gains the @Compendium[swade-core-rules.swade-hindrances.Hesitant]{Hesitant} @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} for the remainder of the encounter. If he already has it, he&rsquo;s Panicked instead.<\/td>\n<\/tr>\n<tr>\n<td>16-17<\/td>\n<td><strong>Panicked: <\/strong>The character immediately moves his full @Compendium[swade-core-rules.swade-rules.Movement]{Allure} plus running die away from the danger and is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.<\/td>\n<\/tr>\n<tr>\n<td>18-19<\/td>\n<td><strong>Minor Phobia: <\/strong>The character gains a Minor @Compendium[swade-core-rules.swade-hindrances.Phobia]{Phobia} @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} somehow associated with the trauma.<\/td>\n<\/tr>\n<tr>\n<td>20-21<\/td>\n<td><strong>Major Phobia: <\/strong>The character gains the Major @Compendium[swade-core-rules.swade-hindrances.Phobia]{Phobia} Hindrance.<\/td>\n<\/tr>\n<tr>\n<td>22+<\/td>\n<td><strong>Heart Attack: <\/strong>The hero is so over&shy;whelmed with fear that his heart stutters. He must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll at &ndash;2. If successful, he&rsquo;s @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}. If he fails, he&rsquo;s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} and dies in 2d6 rounds. In the latter case, a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll at &ndash;4 saves his life, but he remains Incapacitated. He may be treated normally thereafter.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>\n<\/div>",
"name": "Fear"
},
"Hazards": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Hazards<\/h1>\n<\/div>\n<div>\n<p>La chaleur, le froid, la faim, la soif, le manque de sommeil et bien dautres périls peuvent menacer les héros, même les plus robustes, en les entraînant dans une spirale fatale sils ne peuvent pas améliorer leur situation.<\/p>\n<p><strong>Quand utiliser ces règles :<\/strong> les Périls obligent à la gestion des ressources lors de longs voyages dans des régions périlleuses. Afin de subvenir aux besoins vitaux comme leau ou un abri, ils orientent également le groupe vers des endroits où dautres voyageurs ou créatures risquent dêtre présents.<\/p>\n<p>Les autres périls — les chutes, le poison, la maladie, etc. — sont généralement issus de créatures ou de situations.<\/p>\n<p><strong>La base : <\/strong>chaque Péril est différent mais la plupart se règlent avec un jet dAttribut périodique contre des effets néfastes. Un Échec inflige généralement de la <strong>@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}<\/strong> (voir p. 105). Utilisez les règles standards avec les ajustements notés dans cette section.<\/p>\n<h2>Périls<\/h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{BLEUS ET BOSSES}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Heat]{CHALEUR}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Falling]{CHUTE}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Electricity]{ÉLECTRICITÉ}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Climbing]{ESCALADE}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Hunger]{FAIM}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Fire]{FEU}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Cold]{FROID}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Disease]{MALADIE}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Drowning]{NOYADE}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Poison]{POISON}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Radiation]{RADIATION}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Thirst]{SOIF}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Sleep]{SOMMEIL}<\/h3>\n<\/div>\n<aside class=\"graph_quarter\">\n<h2>LA RÈGLE DES TROIS<\/h2>\n<p>Les survivants de lextrême parlent souvent de la « règle des trois ». Celles-ci sappliquent bien sûr à des personnes en bonne santé. Les malades ou infirmes sen sortiront moins bien.<\/p>\n<p>Ces « règles » encouragent ceux en situation dangereuse à prioriser, par exemple en recherchant un abri en climat polaire avant de se soucier deau et de nourriture. En jeu, ces conditions ne sont mises en scène que lorsquelles sont dramatiquement appropriées.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>AIR: <\/strong>: la règle standard de survie dit que la plupart des gens peuvent vivre trois minutes sans air (bien quils risquent de sévanouir en une minute et davoir besoin dune réanimation).<\/li>\n<li><strong>ABRI: <\/strong>vous pouvez survivre trois heures sans abri dans un environnement hostile comme des températures négatives.<\/li>\n<li><strong>EAU: <\/strong>vous pouvez vivre trois jours sans eau.<\/li>\n<li><strong>NOURRITURE: <\/strong>vous pouvez vivre trois semaines sans nourriture.<\/li>\n<\/ul>\n<\/aside>\n<\/div>\n<\/div>",
"name": "Périls"
},
"Interludes": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Interludes<\/h1>\n<\/div>\n<div>\n<p>Interludes are tales the players tell in-character to roleplay, enhance a long travel scene, or reveal the secrets and backstories they&rsquo;ve put so much effort into.<\/p>\n<p><strong>When to Use These Rules:<\/strong> Interludes give players a way to get to know their characters, reveal some of their backstories, and even add to the world you&rsquo;re all building together.<\/p>\n<p><strong>The Basics:<\/strong> Players tell a story from their character&rsquo;s point of view and are rewarded with a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny}.<\/p>\n<h2>Running An Interlude<\/h2>\n<p>When you want to give your players a moment to catch their breath and get into character, allow those who want to take part to draw a card from the @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Deck}. The suit of the card gives each player three choices: Downtime, Backstory, or Trek. (If a player draws a Joker give <em>everyone<\/em> an extra @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} and let <em>them<\/em> choose the suit and category!)<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>DOWNTIME: <\/strong>What the hero does when left alone. A priest might quietly read a holy text while a warrior constantly sharpens his blades.<\/li>\n<li><strong>BACKSTORY: <\/strong>A tale of the character&rsquo;s past, told through her voice and narration.<\/li>\n<li><strong>TREK: <\/strong>The story of an obstacle or challenge the party encountered on their trip.<\/li>\n<\/ul>\n<h3>Reward<\/h3>\n<p>Those players who participate in the &shy;Interlude receive a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny}.<\/p>\n<table class=\"table interlude-table\" style=\"width: 66%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Interludes<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"black-row\">\n<td>Spades<\/td>\n<\/tr>\n<tr>\n<td><strong>Downtime: <\/strong>The character spends time alone in quiet contemplation. What does she do?<\/td>\n<\/tr>\n<tr>\n<td><strong>Backstory: <\/strong>A great victory or personal triumph.<\/td>\n<\/tr>\n<tr>\n<td><strong>Trek: <\/strong>A difficult obstacle the group negotiated along the way.<\/td>\n<\/tr>\n<tr class=\"black-row\">\n<td>Hearts<\/td>\n<\/tr>\n<tr>\n<td><strong>Downtime: <\/strong>The hero practices a skill. What is it?<\/td>\n<\/tr>\n<tr>\n<td><strong>Backstory: <\/strong>A tale of the hero&rsquo;s greatest love&mdash;lost, found, present, or waiting on her back home.<\/td>\n<\/tr>\n<tr>\n<td><strong>Trek: <\/strong>How the party endured a trying hardship on the journey.<\/td>\n<\/tr>\n<tr class=\"black-row\">\n<td>Diamonds<\/td>\n<\/tr>\n<tr>\n<td><strong>Downtime: <\/strong>The character studies or works on an object of some sort. What is it?<\/td>\n<\/tr>\n<tr>\n<td><strong>Backstory: <\/strong>Something your hero wants or already has. It might be a material possession, recognition, a political goal, or even a trip he wishes to take to some amazing destination.<\/td>\n<\/tr>\n<tr>\n<td><strong>Trek: <\/strong>How the group found something that helped them along the way, such as an oasis, minor treasure, ammo, food, friendly locals, etc.<\/td>\n<\/tr>\n<tr class=\"black-row\">\n<td>Hearts<\/td>\n<\/tr>\n<tr>\n<td><strong>Downtime: <\/strong>Your hero broods or is angry about something. What is it, and how does she misbehave?<\/td>\n<\/tr>\n<tr>\n<td><strong>Backstory: <\/strong>A tale of misfortune from your hero&rsquo;s past, perhaps revealing something of his Hindrances or a dark secret.<\/td>\n<\/tr>\n<tr>\n<td><strong>Trek: <\/strong>A hardship the party overcame on their trip: the tragic death of a favored Extra, spoiled or lost supplies, a mechanical breakdown, abysmal weather, and so on.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Interlude.webp\" alt=\"An image of a party of dwarves sitting together around a campfire telling stories while a dragon breathes fire in the distance.\" \/><\/div>\n<\/div>",
"name": "Interludes"
},
"Mass Battles": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Mass Battles<\/h1>\n<\/div>\n<div>\n<p>Many adventures feature heroes traveling about the land, gathering allies to thwart some inevitable foe or loathsome horde. They build coalitions, train armies, discover powerful artifacts, and finally stand against the enemy in desperate and glorious battle.<\/p>\n<p>The rules presented here allow the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} to handle everything from a small warband holding a fort against an undead horde to full divisions of troops fighting a massive field battle or a planetary assault from a space-based invasion fleet. It&rsquo;s abstract, but provides a narrative base for heroes to plan, get involved, and take part in the carnage!<\/p>\n<p><strong>When to Use These Rules: <\/strong>Use the Mass Battle rules when you need to resolve a large conflict that can go either way, and also allow the player characters to have a role in its outcome. The culmination of these tales is not always a foregone conclusion, and failure can be just as interesting as victory!<\/p>\n<p><strong>The Basics: <\/strong>Each side has a number of &ldquo;Force Tokens&rdquo; equal to its relative strength and size. Commanders roll their Battle skill each turn. The winner reduces his rival&rsquo;s force until one side or the other breaks.<\/p>\n<h2>Setup<\/h2>\n<p>To start, give the larger or more powerful army 10 Force Tokens. Give the opposing army a proportional number of tokens. If one army has 10,000 warriors, for example, and the other has 7,000, give the smaller army seven tokens. These represent the troops, vehicles, ships, etc., in each side&rsquo;s army.<\/p>\n<p>Adjust the ratio as makes sense to account for special or elite troops, better equipment, and so on. If one army is half as powerful as another, for example, give one side 10 Force Tokens and the other five. Get close enough to give a reasonable approximation of relative strength. The dice and the players&rsquo; actions will handle the rest.<\/p>\n<h2>Battle<\/h2>\n<p>At the start of each round, the player characters discuss and decide on their plan.<\/p>\n<p>Next comes opposed Battle rolls by the rival commanders. Add the modifiers below as appropriate to each roll.<\/p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Battle Modifiers<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Modifier<\/th>\n<th class=\"table-column-header\" scope=\"col\">Circumstance<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>+1 per point of advantage<\/td>\n<td><strong>Force Bonus:<\/strong> The side with the most Force Tokens adds +1 for each point of difference. If the larger army has 10 tokens and the smaller one has 7, for example, the commander of the more powerful army adds +3.<\/td>\n<\/tr>\n<tr>\n<td>+1 to +4<\/td>\n<td><strong>Tactical Advantage:<\/strong> Grant a +1 to +4 bonus for any special cir&shy;cumstances that might help that army, such as air superiority, fortifications, or other conditions not otherwise factored into the army&rsquo;s strength.<\/td>\n<\/tr>\n<tr>\n<td>+1 to +4<\/td>\n<td><strong>Battle Plan:<\/strong> Add +1 to +4 if one side has a particularly effective or clever plan over the other.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h3>Results<\/h3>\n<p>The winner of the opposed roll consults the Battle Results. Any casualties are generally distributed evenly throughout the army or however the GM feels is most appropriate.<\/p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Battle Results<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Modifier<\/th>\n<th class=\"table-column-header\" scope=\"col\">Result<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>Tie<\/td>\n<td><strong>Draw: <\/strong>Both sides lose one Force Token.<\/td>\n<\/tr>\n<tr>\n<td>Success<\/td>\n<td><strong>Success: <\/strong>The victor loses one Force Token, the defeated loses two.<\/td>\n<\/tr>\n<tr>\n<td>Raise<\/td>\n<td><strong>Victory: <\/strong>The defeated army loses two Force Tokens.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong>Time:<\/strong> A standard battle round is two hours of hard fighting. The Game Master should change this as suits her needs or the story. A more reserved fight might have four- or even eight-hour rounds, while a siege might be a battle round per day.<\/p>\n<h3>Morale<\/h3>\n<p>After an army loses one or more Force Tokens, its leader rolls his @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme} modified by these circumstances:<\/p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Morale Modifiers<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Modifier<\/th>\n<th class=\"table-column-header\" scope=\"col\">Circumstance<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>-1<\/td>\n<td>Each Force Token lost so far.<\/td>\n<\/tr>\n<tr>\n<td>+2<\/td>\n<td>The army is made up mostly of undead or other fearless troops.<\/td>\n<\/tr>\n<tr>\n<td>+2<\/td>\n<td>The army is within fortifications or prepared positions.<\/td>\n<\/tr>\n<tr>\n<td>+2<\/td>\n<td>The army cannot retreat or will be killed if it does.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Success means he cajoles the army to fight on. The battle continues another round (or as the attacker sees fit).<\/p>\n<p>Failure means the commander loses control of his force. The army is defeated but conducts an orderly retreat. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means they flee the field in a reckless rout. They may be scattered temporarily or permanently, ridden down by the enemy, or captured as the GM decides.<\/p>\n<h3>Aftermath<\/h3>\n<p>When one side routs, retreats, or runs out of Force Tokens, the battle ends. If it&rsquo;s important to determine the fate of named Extras or other nonplayer characters, use the <strong>@Compendium[swade-core-rules.swade-rules.Healing]{Aftermath &amp; Extras}<\/strong>&nbsp;rules.<\/p>\n<h2>Characters In Mass Battles<\/h2>\n<p>Player characters can dramatically affect the results of the battle. Before their commander makes his Battle roll, each player who wants to enter the fray describes what she&rsquo;s doing and makes a Support roll with whatever skill she feels is most appropriate. (Don&rsquo;t forget that enemy champions can add to the rival commander&rsquo;s Battle roll as well!)<\/p>\n<p>Success grants the commander +1 to his Battle roll but the hero takes @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps &amp; Bruises}<\/strong>&nbsp;for her efforts. With a raise, she emerges unharmed and rolls on the <strong>@Compendium[swade-core-rules.swade-tables.Battle Effects]{Battle Effects}<\/strong>&nbsp;table. She may choose to use the result rolled or give her commander the usual +2 bonus instead.<\/p>\n<p>Failure means the warrior fought bravely. She takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} but doesn&rsquo;t add to the commander&rsquo;s Battle roll. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means the hero rolls on the <strong>@Compendium[swade-core-rules.swade-tables.Battle Effects]{Battle Effects}<\/strong>&nbsp;table but also suffers d4+1 Wounds!<\/p>\n<p>The Game Master and players should work together to describe each character&rsquo;s glorious scenes of bravery and carnage once the results are determined.<\/p>\n<h3>Ammo &amp; Power Points<\/h3>\n<p>If it&rsquo;s important to track, each round a hero enters the fray and uses his @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} or an @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} he expends some of his @Compendium[swade-core-rules.swade-rules.Ammo Table]{Munitions} or @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}.<\/p>\n<p>Arcane types use 3d6 Power Points each round of battle. Characters with @Compendium[swade-core-rules.swade-rules.Ranged Weapons Table]{ranged weapons} fire at their weapon&rsquo;s standard @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire}, 2d6 times.<\/p>\n<p>Arcane types use 3d6 Power Points each round of battle. Characters with ranged weapons fire at their weapon&rsquo;s standard Rate of Fire, 2d6 times.<\/p>\n<p class=\"embedded-example\"><strong>Example: <\/strong>Gabe is in a mass battle against a horde of xenos. His @Compendium[swade-core-rules.swade-rules.Machine Guns Table]{minigun's} RoF is 5 so it fires 40 bullets per shot. He rolls 7 on 2d6, so Gabe uses 7 &times; 40 bullets, or 280 rounds!<\/p>\n<\/div>\n<\/div>",
"name": "Mass Battles"
},
"Networking": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Networking<\/h1>\n<\/div>\n<div>\n<p>Your heroes often need to spend some time finding information or asking for favors. You can roleplay these encounters out, or you can allow them to use their skills in a &ldquo;macro&rdquo; sense&mdash;summing up hours of effort with a single roll.<\/p>\n<p>@Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} is the nice way of interacting with one&rsquo;s contacts. The flip side of the coin is @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}. Either can get the job done but in slightly different ways, as shown below.<\/p>\n<p><strong>When to Use These Rules:<\/strong> Networking is a good way for social characters to spend their time while bookworm types are doing @Compendium[swade-core-rules.swade-skills.Research]{Research}.<\/p>\n<p><strong>The Basics:<\/strong> Characters use their Persuasion or Intimidation to gather favors or information. As always, the GM should apply any bonuses or penalties appropriate to the situation.<\/p>\n<h3>Persuasion (The Nice Way)<\/h3>\n<p>Characters use @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} to socialize within their various social circles for information or favors. When used in this way, Persuasion isn&rsquo;t a single exchange but several hours of networking, hobnobbing, carousing, drinks, gifts, bribes, or entertaining. This might represent time at the office, a series of meetings with important people, or (most commonly) an evening of dinner and drinks.<\/p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} grants most of what the character wants, though it may take a while, cost some money, or require a favor in return. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} either gets more of whatever he was looking for, or at a lower cost.<\/p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the hero&rsquo;s efforts are in vain. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means he&rsquo;s cut off from that particular group for a while (up to the GM but typically about a week).&nbsp;<\/p>\n<p><strong>Money Talks:<\/strong> You can catch more flies with honey than vinegar, the saying goes. A character with a little lucre to spread around adds +2 to her networking attempt by spending money on better bribes, gifts, or wining and dining her contacts.<\/p>\n<p>The amount required is up to the GM, the setting, and the nature of the contact(s) she interacts with. As a rule of thumb, use the setting&rsquo;s Starting Funds and modify as appropriate from there.<\/p>\n<h3>Intimidation (The Not-So-Nice-Way)<\/h3>\n<p>@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} can also be used to gather information, call in favors, or make demands, but it&rsquo;s a little less savory.<\/p>\n<p>Each attempt to &ldquo;work the streets&rdquo; takes several hours of threats and general unpleasantness, rousting the local populace for whatever the hero needs.<\/p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} grants the character most of what she wants, though her victims might decide to get some payback later on. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} means she gets more info, gets it faster, or her victims are too scared or otherwise preoccupied to plot revenge.<\/p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the goon doesn&rsquo;t get anything useful. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means she ends the evening with a fat lip, black eye, or broken nose (see <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps &amp; Bruises}<\/strong>). She can work her contacts again the next day, but they&rsquo;re more likely to be waiting for her this time!<\/p>\n<p><strong>Busting Heads:<\/strong> The bruiser can improve her odds by getting more violent or extreme than usual. This alienates her contacts for a week but adds +2 to the roll.<\/p>\n<p>This raises the stakes as well. A simple failure means the evening ends with <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps &amp; Bruises}<\/strong>, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}&nbsp; bears more serious consequences. The GM might break the action down to an actual encounter (which might be an ambush!), she might run afoul of the law, come back with two levels of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from Bumps &amp; Bruises, or her questions might trigger a deadly reaction from a more powerful enemy!<\/p>\n<h2 class=\"blue-example\">Example: Savage Mojo<\/h2>\n<p>Gabe is a private eye in <cite>Deadlands Noir<\/cite>. He needs to find out where the Red Hand, an evil voodoo cult in New Orleans, has taken the District Attorney.<\/p>\n<p>Gabe&rsquo;s Intimidation is better than his Persuasion, and he has the @Compendium[swade-core-rules.swade-edges.Menacing]{Menacing} Edge that adds +2 to Intimidation rolls. Time is tight so he decides to bust some heads. That adds another +2 to his roll. With the +4 bonus he gets a success and a raise. Gabe finds where the DA is being held and how many guards are with her as well.<\/p>\n<\/div>\n<\/div>",
"name": "Networking"
},
"Quick Encounters": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Quick Encounters<\/h1>\n<\/div>\n<div>\n<p>Sometimes the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} may want to quickly sum up an encounter rather than track every action round by round. &ldquo;Quick Encounters&rdquo; resolve these kinds of situations with good collaborative storytelling, tension, and risk.<\/p>\n<p><strong>When to Use These Rules:<\/strong> Use Quick Encount&shy;ers when you&rsquo;re pressed for time, the group isn&rsquo;t as interested in tactical fights, or they do something the GM isn&rsquo;t prepared for, like infiltrating a large complex she hasn&rsquo;t detailed.<\/p>\n<p><strong>When to Use These Rules:<\/strong> Characters make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{skill roll} based on the type of encounter and their goal and interpret the results narratively with the Game Master.<\/p>\n<h2>Encounter Types<\/h2>\n<p>No @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} are dealt in a Quick Encounter. Instead, the GM describes the scene, then the players agree on a general plan and what each of their characters will do.<\/p>\n<p>Once everyone states their intent, they can pick the skill that best represents their actions during the encounter.<\/p>\n<p>Here are some examples:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>CHASE: <\/strong>@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} (for navi&shy;gation), @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}.<\/li>\n<li><strong>COMBAT: <\/strong>@Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill}.<\/li>\n<li><strong>CRISIS: <\/strong>@Compendium[swade-core-rules.swade-skills.Hacking]{Hacking}, @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion}, @Compendium[swade-core-rules.swade-skills.Thievery]{Thievery}.<\/li>\n<li><strong>HEIST: <\/strong>@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} (for navi&shy;gation), @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}.<\/li>\n<li><strong>MISSION: <\/strong>@Compendium[swade-core-rules.swade-skills.Battle]{Battle}, @Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}.<\/li>\n<li><strong>TREK: <\/strong>@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale}, @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, @Compendium[swade-core-rules.swade-skills.Survival]{Survie}.<\/li>\n<\/ul>\n<p><strong>Modifiers:<\/strong> The GM should assign modifiers based on the situation. If the heroes greatly outnumber their opposition, pursue much slower prey, have prior experience with the obstacles in their path, or special equipment to deal with hazards, the roll might be made at +1 to +4.<\/p>\n<p>Very difficult encounters, such as powerful foes (relative to the party), faster prey, or extreme conditions inflict a &minus;1 to &minus;4 penalty.<\/p>\n<h3>Turn Order &amp; Critical Actions<\/h3>\n<p>Players can go in whatever order they want in a Quick Encounter. This might be important if some of their @Compendium[swade-core-rules.swade-rules.Actions]{actions} are dependent on someone else&rsquo;s. In a heist, for example, the group might depend on the hacker to shut down a company&rsquo;s security measures before they can break in. Similarly, the crew of a B-17 in <cite>Weird War Two<\/cite> might need the navigator to get them to the mission location before they can fend off enemies and bomb a target.<\/p>\n<p>Resolve these kinds of actions in the order that makes sense, and allow those who come after to change their own plans as the situation changes.<\/p>\n<p>If a critical task is failed, the GM must decide if it stops the encounter or simply complicates it (perhaps inflicting a penalty to everyone else&rsquo;s roll). In the heist example above, for example, maybe the hacker does break in but alerts the guards, inflicting a &minus;2 penalty to Stealth or combat rolls and possibly turning the operation deadly. In the <cite>Weird War Two<\/cite> example, the navigator might still get them to the location but arrives just as the enemy fighters respond and make things more difficult.<\/p>\n<p>These kinds of complications might also mean resolving the encounter in multiple stages instead of one roll as the heroes must react to the changing circumstances (see <strong>Staged Encounters<\/strong>, immediately below).<\/p>\n<h3>Staged Encounters<\/h3>\n<p>Quick Encounters are typically a single die roll followed by some narration between the GM and the players. But some encounters might need additional rounds to better reflect the results or any new information or events that come to light.<\/p>\n<p>If the heist to break into a pawn shop and steal a powerful occult artifact goes badly, for example, the next stage might become a crisis when the shop suddenly bursts into supernatural flames. That might then lead to a combat encounter as an artifact in the shop breaks and releases an angry djinn!<\/p>\n<p>The beauty of staged encounters is their ability to handle complex problems when the constraints of time or larger narrative require a speedy resolution.<\/p>\n<h2>Encounter Results<\/h2>\n<p>Once each player has determined her @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} and any @Compendium[swade-core-rules.swade-rules.Power Modifiers]{modifiers}, she rolls the dice and works with the Game Master to narrate the details based on the total, the situation, and the other players&rsquo; actions.<\/p>\n<h3>Dangerous Encounters<\/h3>\n<p>If a character fails his roll in a dangerous situation he takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} (or d4 Wounds with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}). If he&rsquo;s the driver of a vehicle, it takes a Wound (or d4 with a Critical Failure). Wounds may be @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soaked} as usual.<\/p>\n<p>Success means the hero emerges with only <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps &amp; Bruises}<\/strong>, and a raise means he escapes unscathed.<\/p>\n<h3>Nonlethal Encounters<\/h3>\n<p>If the encounter isn&rsquo;t physically dangerous, failure means the hero doesn&rsquo;t contribute to the party&rsquo;s overall success somehow. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means she suffers social stigma, loses or breaks a piece of vital equipment, is positively identified, or gets the wrong information. This likely means moving on to a second stage of the encounter as she deals with the fallout of her errors.<\/p>\n<h3>Success &amp; Failure<\/h3>\n<p>In general, narration and individual actions determine the success or failure of an encounter. If the hacker can&rsquo;t get past a building&rsquo;s security measures, for example, and the GM decides it shuts down the operation rather than complicating it, the encounter fails. In other words, let the story tell the tale.<\/p>\n<p>In a more dynamic situation such as @Compendium[swade-core-rules.swade-rules.Combat]{combat}, assume the group &ldquo;wins&rdquo; if there are at least as many total successes (one for each success and raise) as there are player characters. They get the information, drive off their foes, complete the mission, or avert (or escape) the crisis. @Compendium[swade-core-rules.swade-rules.Support]{Support} rolls <em>don&rsquo;t<\/em> count as successes.<\/p>\n<p>If there are fewer successes than player characters, they fail. Specifics are up to the Game Master, but might mean the party has to fall back or retreat from their foes, their prey escapes, they don&rsquo;t get the object or data they were looking for, they survive the crisis but can&rsquo;t save most of the bystanders, and so on.<\/p>\n<p>If they can try again, the GM should &ldquo;reset&rdquo; the encounter with the new narrative so the group has to come up with a new plan. And of course, their foes are likely on to them now!<\/p>\n<h3>Ammo &amp; Power Points<\/h3>\n<p>Use the rules for<strong>@Compendium[swade-core-rules.swade-rules.Ammo Table]{Munitions} &amp;@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}<\/strong>&nbsp;under <strong>@Compendium[swade-core-rules.swade-rules.Mass Battles]{Combats de masse}<\/strong>&nbsp;for combat encounters if desired. Otherwise the player and GM can just decide what resources were consumed in the encounter.<\/p>\n<h2 class=\"blue-example\">Example: Night At The Museum<\/h2>\n<p>Red and Gabe must break into a museum, steal an ancient book, and stop a global conspiracy that threatens all of humanity.<\/p>\n<p>The group decides to play out the break-in as a Quick Encounter. Red plans to use @Compendium[swade-core-rules.swade-skills.Thievery]{Thievery} to break into the museum, take the manuscript, then escape out the back. Gabe will @Compendium[swade-core-rules.swade-rules.Support]{Support} her using @Compendium[swade-core-rules.swade-skills.Hacking]{Hacking} as she runs into trouble.<\/p>\n<p>The GM decides Red&rsquo;s Thievery roll is at &minus;2 to get into the museum. Gabe tries to turn off cameras and unlock security doors as she goes, Supporting her Thievery roll with Hacking. He gets one success and adds +1 to his friend&rsquo;s roll.<\/p>\n<p>Red manages a single success, but since there are two player characters and the rules say they need at least as many successes as there are characters, they fail.<\/p>\n<p>The GM says several night watchmen are alerted by the pair&rsquo;s actions and begin prowling through the museum. Red and Gabe can continue if they want, but the encounter is now more difficult (&minus;2). The GM also says it&rsquo;s now &ldquo;dangerous&rdquo; as the guards are armed and nervous.<\/p>\n<p>With the fate of the world at stake, the heroes agree to press on. Red now uses @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} to avoid the guards. Gabe gives up on Hacking, borrows some clothing from a passing tourist, and knocks on the door, pretending to be lost! The GM tells him to use @Compendium[swade-core-rules.swade-skills.Performance]{Performance} and he rolls a 21! Both characters are successful, so the ancient manuscript is secured!<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg135_quote_quick_encounters.webp\" alt=\"Really loved the Hawaiian Shirt. Nice Touch! &mdash; Red\" \/><\/div>\n<\/div>",
"name": "Quick Encounters"
},
"Setting Rules": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Setting Rules<\/h1>\n<\/div>\n<div>\n<p><cite>Savage Worlds<\/cite> range from dark and gritty detective tales to cinematic epics to political thrillers. These rules provide a great framework for anything you want to do, but adding the right Setting Rules really brings the world and the action to life!<\/p>\n<p><strong>When to Use These Rules:<\/strong> Setting Rules accommodate different play styles and help emulate genres or tropes of established settings&mdash;like those of a book or movie that&rsquo;s inspired you. This lets you easily tweak the rules to make a gritty crime drama more bloody, or an adventurous space romp more fun&mdash;all without changing the core of the game.<\/p>\n<p><strong>The Basics:<\/strong> Each Setting Rule is different. Some apply during @Compendium[swade-core-rules.swade-rules.Character Creation Summary]{character creation} while others tweak @Compendium[swade-core-rules.swade-rules.Combat]{Combat}, @Compendium[swade-core-rules.swade-rules.Traits]{Compétences}, or even @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} use in some way.<\/p>\n<aside class=\"gray-slate\">\n<h2>Setting Rule Checklist<\/h2>\n<p>Use the following list to choose the Setting Rules for your game, coloring in the dots so everyone in the group knows which rules are in effect.<\/p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Born A Hero]{Born A Hero}:<\/strong> Player characters ignore @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} requirements for @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} during @Compendium[swade-core-rules.swade-rules.Character Creation Summary]{character creation}.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Conviction]{Conviction}:<\/strong> Heroes gain Conviction Tokens that can be used to add a d6 to all @Compendium[swade-core-rules.swade-rules.Traits]{Traits} and @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} rolls for one round. Conviction is awarded for triumph (overcoming a great obstacle important to that character), and tragedy (a personal setback, death of a friend or ally, etc). Conviction effects may be extended by spending a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny}.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Creative Combat]{Creative Combat}:<\/strong> A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} on a @Compendium[swade-core-rules.swade-rules.Test]{Test} allows the character to roll on a @Compendium[swade-core-rules.swade-tables.Creative Combat]{special table} that grants additional effects.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Dumb Luck]{Dumb Luck}:<\/strong> Characters may spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} after a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, allowing another chance for success in unusual and unexpected ways.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Dynamic Backlash]{Dynamic Backlash}:<\/strong> A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on an @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} skill roll forces the player to roll on a @Compendium[swade-core-rules.swade-rules.Dynamic Backlash]{special table} with various chaotic results.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Fanatics]{Fanatics}:<\/strong> Enemy thugs take the damage for their masters.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Fast Healing]{Fast Healing}:<\/strong> Characters make natural @Compendium[swade-core-rules.swade-rules.Healing]{Guérison} rolls once per day instead of every five days, and recover a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps &amp; Bruises} every four hours instead of every day.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Heroes Never Die]{Heroes Never Die}:<\/strong> Heroes and named villains rarely actually die but return in some way after being defeated.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.More Skill Points]{More Skill Points}:<\/strong> Player characters in advanced or specialized settings start with 15 skill points.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.No Power Points]{Pas de points de pouvoirs}:<\/strong> Those with arcane backgrounds don&rsquo;t track @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} but instead subtract half the listed Power Point cost (round up) from their skill roll to activate the ability. Powers may be maintained as desired at a &minus;1 penalty to all further arcane skill rolls.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Skill Specialization]{Skill Specialization}:<\/strong> Characters choose a specialization for each skill and subtract 2 when using other variations.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Unarmored Hero]{Unarmored Hero}:<\/strong> @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} without armor add +2 to their @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak} rolls.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Wound Cap]{Wound Cap}:<\/strong> @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} never suffer more than four @Compendium[swade-core-rules.swade-rules.Damage Effects]{wounds} from a single hit.<\/li>\n<\/ul>\n<\/aside>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg142_quote_setting_rules.webp\" alt=\"I should print these and fill in the dots when I'm running for the others so they know what setting rules we're using. &mdash; The GM\" \/><\/div>\n<\/div>",
"name": "Setting Rules"
},
"Social Conflict": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Social Conflict<\/h1>\n<\/div>\n<div>\n<p>Not every conflict is won by the blade. Successful oratory can topple nations.<\/p>\n<p><strong>When to Use These Rules:<\/strong> Most social exchanges are a simple skill roll resisted by the appropriate @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, such as @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} or @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} vs. @Compendium[swade-core-rules.swade-rules.Traits]{Âme}. For longer interactions, such as the back and forth of a long argument, negotiation, or a legal proceeding, the following system adds some drama and structure to each side&rsquo;s discussion. (The GM might use a @Compendium[swade-core-rules.swade-rules.Dramatic Tasks]{Scènes dramatiques} instead if the argument must be won in a hurry!)<\/p>\n<p><strong>The Basics:<\/strong> Characters make arguments back and forth over three rounds, roll their appropriate skills, then consult the <strong>Conflict Results<\/strong> table (below) to see how well they&rsquo;ve influenced their audience.<\/p>\n<h2>Conflict Rounds<\/h2>\n<p>The conflict is broken down into three rounds of conversation, each focusing on a particular point (or a few highly connected points).<\/p>\n<p>During each round, the player roleplays her character&rsquo;s argument and makes a @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} roll opposed by the @Compendium[swade-core-rules.swade-rules.Traits]{Âme} of whoever she&rsquo;s trying to convince. If a rival argues against her, the roll is opposed by his Persuasion instead.<\/p>\n<p>Each success and raise by the petitioner grants her an &ldquo;Influence Token&rdquo; (rivals don&rsquo;t gain tokens, they just oppose the petitioner and keep her from gaining them).<\/p>\n<p><strong>Modifiers:<\/strong> @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls should be modi&shy;fied by the situation as the GM sees fit. A hero trying to convince a scientist of a fact within his field rolls the lowest of his Persuasion or @Compendium[swade-core-rules.swade-skills.Science]{Science}. A particularly brilliant argument or impassioned roleplaying might add +1 to +4. An insult or <em>faux pas<\/em> inflicts a similar penalty.<\/p>\n<p>@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} should also be considered. Convincing a jury that an @Compendium[swade-core-rules.swade-hindrances.Outsider]{Outsider} (Majeur) is innocent of a crime, for example, carries a &minus;2 penalty.<\/p>\n<h3>Results<\/h3>\n<p>At the end of the third round, the speaker looks up her total Influence Tokens on the <strong>Social Conflict Results<\/strong> table below.<\/p>\n<p><strong>Trials:<\/strong> Run trials and similar conflicts from the accuser&rsquo;s point of view since they must usually prove the accused&rsquo;s guilt. If the player characters are the defenders, they oppose the prosecution and must keep them from gaining Influence Tokens with the judge (baron, king, warlord, etc.).<\/p>\n<p>Accusers in a trial must get at least three tokens to convict. Lesser or greater results indicate the degree of punishment based on the setting&rsquo;s customs and laws.<\/p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2>Social Conflict Results<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Tokens<\/th>\n<th class=\"table-column-header\" scope=\"col\">Results<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>0<\/td>\n<td>Pleas are denied and negotiations fail. Discussions may reopen if new information is presented or favors are performed. In a trial, the defendant is acquitted.<\/td>\n<\/tr>\n<tr>\n<td>1-3<\/td>\n<td>The target isn&rsquo;t truly convinced, but provides the minimum amount of support possible. In a trial, the defendant receives the minimum penalty.<\/td>\n<\/tr>\n<tr>\n<td>4-5<\/td>\n<td>The arbiter is reasonably convinced or willing to help. He grants the aid requested, more or less, but only under certain conditions or in exchange for payment, tasks, favors, etc. The prosecution is successful with typical sentencing in a trial.<\/td>\n<\/tr>\n<tr>\n<td>6+<\/td>\n<td>The target is eager to help or agree. He gives more than expected in a negotiation or provides more support than requested. A defendant is convicted with the maximum penalty.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<br \/>\n<h2 class=\"blue-example\">Example: To Arms!<\/h2>\n<p>Red must convince a baron to send troops to the defense of a neighboring fiefdom. The barony has warred with his neighbor for generations so the GM decides that&rsquo;s a &minus;4 penalty to Red&rsquo;s @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls.<\/p>\n<p>Worse, she&rsquo;s opposed by his slimy wizard, who argues against the idea every round (he opposes her Persuasion rolls).<\/p>\n<p>Red gets lucky the first round and gets a success and @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. That&rsquo;s two Influence Tokens. She fails on the second, but gets one more in the third.<\/p>\n<p>That&rsquo;s three tokens in total. The baron agrees but requires payment in land from his neighbor in return for sending part of his army to his rival&rsquo;s defense.<\/p>\n<\/div>\n<\/div>",
"name": "Social Conflict"
},
"Travel": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Travel<\/h1>\n<\/div>\n<div>\n<p>périples sur de grandes étendues. Les aventuriers peuvent subir une longue traversée sur une mer sans fin à <cite>50 Fathoms<\/cite> ou chevaucher sur les pistes poussiéreuses à <cite>Deadlands: The Weird West.<\/cite><\/p>\n<p>Voici un guide pour vous aider à estimer la durée de ces voyages et ce qui peut advenir durant ceux-ci.<\/p>\n<p><strong>Quand utiliser ces règles :<\/strong> si le temps de trajet importe peu, sauter ce point en narrant simplement le périple et éventuellement en plaçant un <strong>@Compendium[swade-core-rules.swade-rules.Interludes]{Interludes}<\/strong>, Si la durée compte ou si vous désirez placer un obstacle ou un rencontre, inspirez-vous du guide suivant.<\/p>\n<p><strong>La base :<\/strong> le moyen de locomotion détermine la progression quotidienne.<\/p>\n<h2>VITESSE DE PROGRESSION<\/h2>\n<p>Les estimations ci-contre se basent sur un terrain et une météo corrects. Des conditions difficiles peuvent diminuer drastiquement la progression (ou laméliorer en naviguant à voile par vent fort).<\/p>\n<table class=\"table reverse-value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">VITESSE MOYENNE DE PROGRESSION<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Transport<\/th>\n<th class=\"table-column-header\" scope=\"col\">Km\/8H par Jours<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>A pieds<\/td>\n<td>35<\/td>\n<\/tr>\n<tr>\n<td>A cheval<\/td>\n<td>45<\/td>\n<\/tr>\n<tr>\n<td>En voiture ancienne<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<td>En voiture moderne<\/td>\n<td>600<\/td>\n<\/tr>\n<tr>\n<td>En navire à voile*<\/td>\n<td>45<\/td>\n<\/tr>\n<tr>\n<td>En navire à vapeur*<\/td>\n<td>60<\/td>\n<\/tr>\n<tr>\n<td>En train de passagers moderne<\/td>\n<td>600<\/td>\n<\/tr>\n<tr>\n<td>En coucou<\/td>\n<td>1,500<\/td>\n<\/tr>\n<tr>\n<td>En avion de grande ligne<\/td>\n<td>6,000<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><em>*La navigation à voile (et à vapeur dans une moindre mesure) est grandement impactée par les courants et les vents. Par forts vents ou courant dans le bon sens, la vitesse peut passer à 90 km\/jour. Au contraire par temps calme ou courant contraire, la vitesse peut chuter à 30 km\/jour ou moins.<\/em><\/p>\n<h2>RENCONTRES<\/h2>\n<p>Pour une zone dangereuse ou de non-droit, tirez une @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{carte d'action} par jour (voire jusquà deux ou trois fois par jour selon lintensité du danger). Une figure ou plus représente une rencontre et son enseigne en détermine la nature.<\/p>\n<p>Pour un joker, tirez deux nouvelles cartes et combinez les résultats, comme Ennemis et Obstacle ou Étrangers et Trésor.<\/p>\n<p>Il est fortement conseillé au MJ de personnaliser les rencontres selon son univers.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>PIQUE — ENNEMIS : <\/strong>des monstres, des ennemis ou des bêtes hostiles barrent le passage. Ils sont peut-être en embuscade sil sagit dun passage fréquenté, attendant le prochain groupe de voyageurs qui ne serait pas sur ses gardes.<\/li>\n<li><strong>COEUR — ÉTRANGERS : <\/strong>le groupe rencontre des PNJ neutres ou amicaux tels des marchands, des voyageurs perdus, un guide ou même dautres aventuriers.<\/li>\n<li><strong>CARREAU — TRÉSOR : <\/strong>quelques biens de valeur attendent le long du chemin — lépave dun navire où piller des restes de cargaison, une cache de butin, un objet magique à vendre ou gardé par quelquun ou quelque chose.<\/li>\n<li><strong>TRÈFLE — OBSTACLE : <\/strong>les héros sont confrontés à un obstacle et doivent trouver un moyen de le contourner. Par exemple, une rivière en crue, un champ de mines, un pont de lianes en ruine, une tornade, etc. Lobstacle peut également être défendu par des créatures ou des ennemis.<\/li>\n<\/ul>\n<h2 class=\"blue-example\">EXEMPLE : DES DÉCHETS RADIOACTIFS<\/h2>\n<p>Red et Gabe sont des guerriers des terres dévastées à <cite>Deadlands: Hell on Earth<\/cite>, Ils traversent la région de Las Vegas au Nevada qui a été ravagée par des bombes nucléaires de roche fantôme.<\/p>\n<p>Le MJ tire un valet de trèfle et décide que la zone est maintenant un labyrinthe de ravins vitrifiés aux fumerolles toxiques. Cela ralentit la progression pendant deux jours et oblige les héros à résister à la @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} Fatigue causée par la chaleur et les radiations (voir les <strong>@Compendium[swade-core-rules.swade-rules.Hazards]{Périls}<\/strong> section).<\/p>\n<p>Le MJ tire plus tard dans la journée une reine de pique. Une horde de serpents irradiés et affamés sortent dune crevasse enfumée. slithers a swarm of irradiated serpents, hungry for fresh prey.<\/p>\n<\/div>\n<\/div>",
"name": "Voyages"
},
"Wealth": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Wealth<\/h1>\n<\/div>\n<div>\n<p>Combattre le mal s'avère parfois coûteux. Ce système permet de gérer plus facilement et plus narrativement largent dans le jeu.<\/p>\n<p><strong>Quand utiliser ces règles :<\/strong> utilisez le système de Richesse si vous désirez une façon simple et rapide de gérer les ressources financières, sans en tenir le décompte précis.<\/p>\n<p><strong>La base :<\/strong> les personnages ont une caractéristique supplémentaire appelée Richesse quils utilisent pour leurs achats. Elle saccroît quand ils sont récompensés et elle décline après des achats conséquents.<\/p>\n<h2>ACHETER DES BIENS<\/h2>\n<p>Chaque personnage dispose dun d6 en Richesse représentant les ressources de la classe moyenne de lunivers. Sans être un @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, elle sutilise de la même façon — un personnage peut dépenser @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} sur un jet de Richesse, il lance son @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Dé Joker}et bénéficie des @Compendium[swade-core-rules.swade-rules.Support]{Soutiens} amis.<\/p>\n<p>Quand un héros veut acheter quelque chose de commun, il lobtient sans faire de jet. Pour un bien dépassant 10 fois sa Richesse en $ ou après avoir fait de nombreux petits achats, il fait un jet de Richesse. Le MJ peut octroyer un bonus pour des économies ou une aubaine, infliger des malus pour les achats coûteux ou les interdire quand ils surpassent la Richesse du personnage. En cas dÉchec critique, lacheteur ne parvient pas à réunir les fonds et doit attendre une semaine avant de pouvoir retenter cette transaction ou avoir une nouvelle <strong>Récompense<\/strong> (voir ci-contre). En cas dÉchec, lacheteur peut renoncer à la dépense ou se retrouver sans le sou, quel que soit son degré de Richesse (voir ci-après).<\/p>\n<p>En cas de Succès, lachat se fait en diminuant la Richesse dun cran. Le MJ décide quand le personnage récupère ses finances, après quelques temps ou suite à des récompenses. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, lachat est acquis sans diminuer la Richesse.<\/p>\n<h3>SANS LE SOU<\/h3>\n<p>Quand la Richesse diminue en dessous de d4, le héros est sans le sou. Il peut encore subvenir à ses besoins de base en nourriture, eau et abri (sauf si le MJ ou la situation en décide autrement) mais il ne peut plus acquérir de mets plus raffinés, payer des transports ni même renouveler ses munitions.<\/p>\n<h3>PERSONNAGES PAUVRES OU RICHES<\/h3>\n<p>La Richesse naugmente de façon permanente quavec des récompenses ou les @Compendium[swade-core-rules.swade-rules.Edges]{Atout} @Compendium[swade-core-rules.swade-edges.Rich]{Riche}. Elle diminue avec les achats et le @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} @Compendium[swade-core-rules.swade-hindrances.Poverty]{Pauvre}. La Richesse est de d4 pour un Pauvre, d8 pour un Riche et d10 pour un Très Riche.<\/p>\n<p>Un personnage fait ses jets de Richesse avec un bonus de +1 avec latout @Compendium[swade-core-rules.swade-edges.Fame]{Fame} de +2 avec lAtout Célébrité. Il a tendance à avoir un peu plus dargent et les gens aiment lui accorder des rabais.<\/p>\n<h3>JETS DE SOUTIEN<\/h3>\n<p>Des camarades peuvent @Compendium[swade-core-rules.swade-rules.Support]{Soutenir} un jet de Richesse mais ils partagent les mêmes risques, par exemple perdre un cran de Richesse en cas de Succès.<\/p>\n<h2>DISPONIBILITÉ<\/h2>\n<p>Dénicher un objet moins commun au marché noir, par le biais dun revendeur privé ou de transactions internet, nécessite lusage de la Compétence @Compendium[swade-core-rules.swade-skills.Research]{Recherche} ou <strong>@Compendium[swade-core-rules.swade-rules.Networking]{Réseautage}<\/strong>.<\/p>\n<p>Le MJ peut également décider que le bien nest pas disponible, ou assigner un modificateur de son choix au jet du héros. Par exemple, se procurer une arme à feu dans lEurope moderne inflige au moins un malus de -4 et de sérieux ennuis en cas dÉchec.<\/p>\n<h2>RÉCOMPENSES<\/h2>\n<p>Recevoir une rémunération pour une tâche ou trouver un trésor augmente la Richesse du personnage dun cran de façon classique, de deux avec une récompense particulièrement lucrative, et de trois pour une gratification exceptionnelle.<\/p>\n<p>Les récompenses et le coût de la vie sont liés. La Richesse retourne à la normale au bout dun mois en temps de jeu, avant si le MJ lestime selon le style de vie, les fêtes ou les dépenses dordre général.<\/p>\n<aside class=\"graph_quarter\">\n<h2>NÉGOCIATION<\/h2>\n<p>Les joueurs adorent négocier avec leurs employeurs mais une prime ne signifie généralement pas grand-chose. Avec ce système, une négociation réussie compte comme un butin ou une récompense, et apporte un bonus tangible aux finances.<\/p>\n<p>Pour un temps du moins.<\/p>\n<\/aside>\n<\/div>\n<\/div>",
"name": "Richesse"
},
"Bumps and Bruises": {
"text": "<div class=\"swade-core\">\n<h2>Bleus et bosses <\/h2>\n<p>Trébucher dans une pente ou traverser une caverne dans lobscurité peut causer de nombreuses coupures, éraflures et bosses.<\/p>\n<p>Un personnage se déplaçant dans un terrain périlleux fait un jet d@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}. En cas d@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec} il subit un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.<\/p>\n<p><strong>Récupération:<\/strong> un niveau de Fatigue provenant de Bleus et bosses se récupère en 24 heures au lieu de 1 heure (voir @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}).<\/p>\n<p>Un personnage peut faire un jet de @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} pour traiter des Bleus et bosses ou atténuer la douleur avec un médicament. Il annule un niveau de Fatigue issu de Bleus et bosses en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success}, deux en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Chaque soigneur ne peut faire qu'une seule tentative. Suite à des changements de circonstances offrant une nouvelle opportunité (par exemple en trouvant des fournitures médicales), le MJ peut accorder un nouvel essai.<\/p>\n<\/div>",
"name": "Bleus et bosses"
},
"Climbing": {
"text": "<div class=\"swade-core\">\n<h2>Climbing<\/h2>\n<p>Climbing uses the Athletics skill, and the basics are covered under <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}<\/strong>. When the game is in rounds, each inch climbed takes 2&Prime; of Pace.<\/p>\n<p>No roll is usually needed to ascend ladders or trees with sturdy limbs unless the GM feels there&rsquo;s a good reason (being chased, injured, etc.).<\/p>\n<p>Under stress (such as during combat rounds), the climber must roll Athletics to make progress. Success means he moves normally, failure means he doesn&rsquo;t make any progress that round, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} indicates a fall! If secured by a rope or other restraint, he falls half the length of the restraint and suffers Fatigue from <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps &amp; Bruises}<\/strong>. If unsecured, see the <strong>@Compendium[swade-core-rules.swade-rules.Falling]{Falling}<\/strong> rules.<\/p>\n<p><strong>Modifiers:<\/strong> The GM should assign a bonus (+2) if the surface has numerous hand- and footholds or the climber has good equipment. Assign a penalty (&minus;1 to &minus;4) for smooth surfaces, lack of equipment, bad weather, etc.<\/p>\n<h3>Prepared Climbs<\/h3>\n<p>Break lengthy ascents like climbing mountain sides into three roughly even sections. Assume any falls occur at the &ldquo;top&rdquo; of each section.<\/p>\n<p>The GM might also consider using the <strong>@Compendium[swade-core-rules.swade-rules.Dramatic Tasks]{Scènes dramatiques}<\/strong> system if the surface must be ascended in a certain amount of time&mdash;such as before weather hits, guards return, etc.<\/p>\n<\/div>",
"name": "Climbing"
},
"Cold": {
"text": "<div class=\"swade-core\">\n<h2>Cold<\/h2>\n<p>Trudging through deep snow for hours on end or facing biting, bitter winds can dehydrate and tire a character as quickly as blazing deserts.<\/p>\n<p>For every four hours spent in weather below freezing (32&deg;&thinsp;F), a character must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll}. Failure means he gains a @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level. Subtract 2 from the victim&rsquo;s Vigueur roll for every 20 degrees below freezing, to a maximum of &minus;4.<\/p>\n<p><strong>Clothing:<\/strong> Subtract 2 if the character has only light clothing. Add +2 for modern winter gear, or +4 for advanced @Compendium[swade-core-rules.swade-rules.Gear Notes]{gear} (heated suits).<\/p>\n<p><strong>Death:<\/strong> @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} victims die after 2d6 hours instead of waking @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}.<\/p>\n<p><strong>Recovery:<\/strong> Victims can only recover @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} once they receive adequate warmth and shelter.<\/p>\n<\/div>",
"name": "Cold"
},
"Disease": {
"text": "<div class=\"swade-core\">\n<h2>Disease<\/h2>\n<p>Diseases cover a wide range of maladies, from long-term debilitating illnesses to those which might cause immediate spasms or death.<\/p>\n<p>Diseases can be contracted through various vectors, such as an airborne source, ingestion, or the touch or bite of a creature that causes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound or Shaken} result. In any of these situations, the victim must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} to avoid infection.<\/p>\n<p>To handle such a diverse range of diseases, we&rsquo;ve broken them down into three major categories. If you&rsquo;re trying to model a specific disease, adjust the rules presented here to better reflect its symptoms.<\/p>\n<p><strong>Recovery:<\/strong> Diseases can only be cured by waiting until they&rsquo;ve run their course or with specific medications&mdash;whether or not those are available depends on the setting.<\/p>\n<p>The symptoms can often be treated by common medicines, however. With a success&shy;ful @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll, a doctor, physician, shaman, etc., can prescribe or create a treatment. He may attempt to do so once per day.<\/p>\n<p>Each application of the treatment (pills, poultices, etc.) reduces @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} by one level for four hours.<\/p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Disease Categories<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Effect<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>Chronic<\/td>\n<td>Includes leprosy, the final stages of tuberculosis or cancer, and similar severe maladies. They may result in death if left untreated. At the start of every game session, the character makes a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll}. Failure means she&rsquo;s @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted} from spasms, coughing fits, or similar issues for that session. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means he will expire before the end of the session. The GM is encouraged to let heroes go out in a blaze of glory if possible. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success}&nbsp;means the victim is Fatigued for the game session, and a raise means he gets a second wind and suffers no ill effects.<\/td>\n<\/tr>\n<tr>\n<td>Debilitating<\/td>\n<td>Flus, viruses, stomach bugs and the like have various specific symptoms but generally result in the character being @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigued} for 2d6 days.<\/td>\n<\/tr>\n<tr>\n<td>Lethal<\/td>\n<td>Fast-acting diseases that kill are rare in the real world but might be found on alien worlds or the darkest depths of forgotten dungeons. On contracting the disease, the hero is&nbsp;<span style=\"background-color: rgba(255, 255, 255, 0.2);\">@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigued}<\/span>. At the start of each turn thereafter, he must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} or suffer a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}! (Some diseases may call for a Vigueur roll more slowly, such as once per hour or once per day.) A successful @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll stops the effects only if the proper medicine is on hand to stop the disease. The @Compendium[swade-core-rules.swade-powers.Healing]{healing power} also halts the effects.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
"name": "Disease"
},
"Drowning": {
"text": "<div class=\"swade-core\">\n<h2>Drowning<\/h2>\n<p>Swimming is covered under @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}. In still water, each inch of movement on the tabletop takes 2&Prime; of @Compendium[swade-core-rules.swade-rules.Characters]{Allure}. Swimming up or down stream should modify this as the Game Master sees fit.<\/p>\n<p>Under hazardous conditions, swimmers must roll @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} to move. Failure means she makes no progress that round, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} causes a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. With success she moves normally.<\/p>\n<p>If it becomes important to know, characters can hold their breath for a number of rounds equal to 2 plus their @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} die, or half that if they weren&rsquo;t prepared for being submerged and didn&rsquo;t have time to get a good breath.<\/p>\n<p><strong>Life Vests:<\/strong> Add +2 to swimming rolls if a character wears a life vest.<\/p>\n<p><strong>Death:<\/strong> Incapacitated characters perish in a number of rounds equal to their @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} die. If someone can get to the victim before then, he can be resuscitated with a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll at &minus;2.<\/p>\n<\/div>",
"name": "Drowning"
},
"Electricity": {
"text": "<div class=\"swade-core\">\n<h2>Electricity<\/h2>\n<p>Touching or brushing up against an electrical outlet or the kind of electric fence found around small farms requires a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} at &minus;2. Success means the character is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}. Failure means he&rsquo;s @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.<\/p>\n<p>If the source was gripped (such as trying to climb a fence and grabbing an electrified wire), the muscles freeze up and the victim can&rsquo;t let go until he makes a Vigueur roll at &minus;4 (at the start of each turn as a free action).<\/p>\n<p>Each round the roll is failed, he takes a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. Once Incapacitated, he lets go and no further rolls are required.<\/p>\n<h3>High Voltage<\/h3>\n<p>Contact with a high voltage electrical source such as a military-level fence or power line causes 4d6 damage.<\/p>\n<p>In dramatic games, this knocks the victim away from the fence 1d4&Prime;. In more realistic games, the victim spasms and must make a Vigueur roll at &minus;4 each turn to let go (a free action at the start of his turn). If failed, he suffers the damage each turn until he manages to let go or dies.<\/p>\n<p>Increase the damage to 5d6 if the victim is standing in water or in the rain.<\/p>\n<p><strong>Armor:<\/strong> @Compendium[swade-core-rules.swade-rules.Armor]{Armure} doesn&rsquo;t protect from electrical damage unless it&rsquo;s specifically designed to do so (i.e., a rubberized suit).<\/p>\n<\/div>",
"name": "Electricity"
},
"Falling": {
"text": "<div class=\"swade-core\">\n<h2>Falling<\/h2>\n<p>Falling damage is 1d6+1 per 2&Prime; (4 yards), to a maximum of 10d6+10.<\/p>\n<p><strong>Snow:<\/strong> Particularly soft ground, such as very deep snow, acts as a cushion. Every foot of soft snow reduces damage 1 point.<\/p>\n<p><strong>Water:<\/strong> A successful @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} halves damage into reasonably deep water at heights of 10&Prime; (20 yards) or less. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} negates the damage entirely. Those who fall into water from heights greater than 20 yards take damage as if they&rsquo;d hit solid earth.<\/p>\n<\/div>",
"name": "Falling"
},
"Fire": {
"text": "<div class=\"swade-core\">\n<h2>Fire<\/h2>\n<p>If a flammable target is hit by fire (GM&rsquo;s call), roll 1d6. On a 6, the target catches fire and immediately takes the damage listed below. Very flammable targets catch fire on a 4&ndash;6. Volatile targets, such as a person soaked in gasoline, catch fire on a 2&ndash;6.<\/p>\n<table class=\"table value=table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Fire Damage<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">Description<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>1d6<\/td>\n<td>Spot contact, steam<\/td>\n<\/tr>\n<tr>\n<td>2d6<\/td>\n<td>Bonfire, burning room<\/td>\n<\/tr>\n<tr>\n<td>3d6<\/td>\n<td>Flamethrower<\/td>\n<\/tr>\n<tr>\n<td>5d6<\/td>\n<td>Lava<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Fire continues to cause damage at the beginning of the victim&rsquo;s turns. Roll a d6 immediately after it does so. On a 6, it grows in intensity to whatever maximum the GM feels is appropriate (usually 3d6 for organic beings). On a 1, the fire drops a level, or burns out if reduced below 1d6 damage.<\/p>\n<p>A character may also make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll to put out a fire on himself, others, or a flame the size of a @Compendium[swade-core-rules.swade-rules.Game Mastering]{Medium Blast Template}Medium Blast Template. This is an action, plus any modifiers for intensity, tools, the flammability of the target, etc.<\/p>\n<p><strong>Armor:<\/strong> @Compendium[swade-core-rules.swade-rules.Armor]{Armure} protects normally unless the attack or hazard&rsquo;s description says otherwise. A hero hit with a @Compendium[swade-core-rules.swade-equipment.Flamethrower]{flamethrower} is still better off if he has a @Compendium[swade-core-rules.swade-equipment.Kevlar Vest]{Kevlar vest} than not, for example.<\/p>\n<p><strong>Flaming Weapons:<\/strong> Flame doesn&rsquo;t cause extra damage but may set the target on fire.<\/p>\n<h3>Smoke Inhalation<\/h3>\n<p>Fires in confined areas produce deadly smoke. Each person within must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll every round. If the roll is failed, the character gains a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. A wet cloth adds +2 to the roll and a &ldquo;SCBA&rdquo; (firefighter&rsquo;s) mask negates the need for the roll entirely.<\/p>\n<p><strong>Death:<\/strong> A person @Compendium[swade-core-rules.swade-rules.Fatigue]{Incapacité} from smoke inhalation dies in a number of minutes equal to his Vigueur. If someone can get to the victim before then, he can be resuscitated by removing him from the hazard and a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll at &minus;2.<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/fire.webp\" \/><\/div>",
"name": "Fire"
},
"Heat": {
"text": "<div class=\"swade-core\">\n<h2>CHALEUR<\/h2>\n<p>Une chaleur intense — à partir de 35 °C — peut provoquer épuisement ou crise cardiaque, les deux étant tout aussi dangereux. Le principal danger provient de la déshydratation. Une personne qui en a conscience et sapprovisionne en conséquence peut grandement améliorer ses chances dans la fournaise en buvant fréquemment.<\/p>\n<p>À partir de 35 °C, un héros doit faire un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet} de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} toutes les quatre heures. En cas dÉchec il subit un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} qui ne peut être récupéré quune fois rafraîchi (voir Récupération ci-après).<\/p>\n<p><strong>Modificateurs<\/strong> : par chaleur élevée ou extrême, infligez -1 ou -2 au jet. Si le personnage sactive énergiquement ou excessivement, infligez -1 ou -2 supplémentaire au jet.<\/p>\n<p><strong>Coup de chaleur<\/strong> : un personnage Incapacité par la chaleur doit faire un nouveau jet de Vigueur. En cas de Succès, appliquez les règles habituelles concernant Incapacité et Fatigue. En cas dÉchec, sa Vigueur est définitivement réduite dun cran (d4 au minimum). En cas d@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, il décède. <\/p>\n<p><strong>Récupération:<\/strong> une victime doit être rafraîchie pour récupérer de sa Fatigue. Cela nécessite de leau, de lombre, de lair conditionné, etc.<\/p>\n<\/div>",
"name": "Chaleur"
},
"Poison": {
"text": "<div class=\"swade-core\">\n<h2>Poison<\/h2>\n<p>The bane of adventurers across all Savage Worlds can be delivered by the smallest of foes&mdash;poison!<\/p>\n<p>When an adventurer comes into contact with poison (at least a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result if an attack) he must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} minus the Strength of the poison (if listed). Failure means the character is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} in addition to any specific effects listed below.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>KNOCKOUT: <\/strong>The victim is knocked out (Incapacitated and unconscious) for 2d6 hours (twice that with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}).<\/li>\n<li><strong>LETHAL: <\/strong>The victim is @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} (two with a Critical Failure), and perishes in 2d6 rounds.<\/li>\n<li><strong>MILD: <\/strong>The victim suffers @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, or @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhaustion} with a Critical Failure. This cannot cause Incapacitation.<\/li>\n<li><strong>PARALYZING: <\/strong>The victim is Incapacitated for 2d6 minutes, or twice that with a Critical Failure.<\/li>\n<\/ul>\n<p>These are basic and simplified poison effects that can be altered as needed to suit specific creatures or hazards. A particularly deadly snake in your fantasy world, for example, might still cause @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhaustion} to those who resist its effects, or @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} with a raise.<\/p>\n<p><strong>Treatment:<\/strong> A character may make a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll minus the strength of the poison (if any modifier is listed) to stop its effects. If this action is successful, the victim&rsquo;s life is saved and the poison no longer has any ill effects&mdash;paralyzed victims can move and those rendered unconscious wake.<\/p>\n<p>Each character may only attempt one Healing roll at &minus;2 roll per incident to cure the poison, but another character with Healing may make a second attempt, and so on.<\/p>\n<\/div>",
"name": "Poison"
},
"Radiation": {
"text": "<div class=\"swade-core\">\n<h2>Radiation<\/h2>\n<p>Characters in a radioactive environment must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} every hour spent in low radiation, and every minute in high radiation. Each failure results in a @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level.<\/p>\n<p><strong>Radiation Poisoning:<\/strong> An Incapacitated victim con&shy;tracts radiation sickness, a Chronic Disease, as explained under <strong>@Compendium[swade-core-rules.swade-rules.Disease]{Disease}<\/strong>.<\/p>\n<\/div>",
"name": "Radiation"
},
"Sleep": {
"text": "<div class=\"swade-core\">\n<h2>Sleep<\/h2>\n<p>Most people need a minimum of six hours&rsquo; sleep out of every 24. A character who goes without must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} at a cumulative &minus;2 every 24 hours thereafter (to a maximum penalty of &minus;4) or suffer @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. A large amount of coffee, soda, or other stimulant adds +2 to the roll.<\/p>\n<\/div>",
"name": "Sleep"
},
"Hunger": {
"text": "<div class=\"swade-core\">\n<h2>Hunger<\/h2>\n<p>Average-size humans need about 1,500 calories of reasonably nutritious food per day to avoid the effects of hunger. If sufficient sustenance isn&rsquo;t available, a character begins to suffer from hunger.<\/p>\n<p>After 24 hours without enough food, the victim must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll}. Subtract 1 if the individual has less than half the required calories, and &minus;2 if he has no food at all. Failure means the character gains a @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level.<\/p>\n<p>See the <strong>@Compendium[swade-core-rules.swade-skills.Survival]{Survie}<\/strong> skill when a character wants to hunt or scrounge for food from the local environment.<\/p>\n<p><strong>Death:<\/strong> An Incapacitated character dies from hunger 3d6 hours later.<\/p>\n<p><strong>Recovery:<\/strong> The victim must have at least a half day&rsquo;s food to recover.<\/p>\n<\/div>",
"name": "Hunger"
},
"Thirst": {
"text": "<div class=\"swade-core\">\n<h2>Thirst<\/h2>\n<p>Un humain de taille moyenne a besoin denviron 2 litres deau par jour. Cela est doublé en environnement très sec (comme le désert) ou en climat chaud et humide (comme la jungle) car le personnage se déshydrate en transpirant abondamment.<\/p>\n<p>Après une journée sans suffisamment deau, le personnage commence à se déshydrater et doit faire un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet} de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} toutes les huit heures (quatre en forte chaleur ou humidité). Ce jet se fait à -2 avec moins d'une demi-ration quotidienne, à -4 sans eau. En cas dÉchec, il subit un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. En cas d@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} il est @Compendium[swade-core-rules.swade-rules.Fatigue]{Épuisé}.<\/p>\n<p>Quand un personnage recherche de leau dans son environnement, utilisez la Compétence <strong>@Compendium[swade-core-rules.swade-skills.Survival]{Survie}<\/strong><\/p>\n<p><strong>Récupération :<\/strong>la victime récupère normalement de la Fatigue après avoir reçu de leau en suffisance.<\/p>\n<p><strong>Mort : <\/strong>un personnage @Compendium[swade-core-rules.swade-rules.Fatigue]{Incapacité} par la soif décède en 2d6 heures.<\/p>\n<\/div>",
"name": "Soif"
},
"Born A Hero": {
"text": "<div class=\"swade-core\">\n<h2>Born A Hero<\/h2>\n<p>Le héros peut ignorer le prérequis de @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} en choisissant ses @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} à la @Compendium[swade-core-rules.swade-rules.Character Creation Summary]{création de PJ}. Il doit par contre respecter les autres prérequis. La règle du prérequis de Rang sapplique normalement par la suite.<\/p>\n<\/div>",
"name": "Naissance d'un héros"
},
"Conviction": {
"text": "<div class=\"swade-core\">\n<h2>Conviction<\/h2>\n<p>Conviction is a special award granted when a character experiences a great victory or catastrophic misfortune. If possible, use a themed token to note the award; maybe a Marshal&rsquo;s Badge for <cite>Deadlands<\/cite>, a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} of a different color, a toy doubloon for <cite>50 Fathoms<\/cite>, and so on.<\/p>\n<p>Conviction can be spent to add a d6 to all a character&rsquo;s @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts} totals until the beginning of her next @Compendium[swade-core-rules.swade-rules.Actions]{turn}. This die can @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Ace}, and its result is added to the final total.<\/p>\n<p>Conviction tokens aren&rsquo;t @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}&nbsp;and can&rsquo;t be used as such. They <em>are<\/em> kept between sessions, however.<\/p>\n<p>A character may maintain Conviction from round to round by spending a Benny (at the start of his turn, before it runs out). Once Conviction lapses, however, the effect ends.<\/p>\n<h3>Triumph And Tragedy<\/h3>\n<p>Conviction is granted for personal triumph and tragedy, drawing on a character&rsquo;s entire background, including&mdash;but not limited to&mdash;his @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} and @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}.<\/p>\n<p>Savage settings may also grant Conviction for certain world-specific actions or events.<\/p>\n<p><strong>Triumph:<\/strong> Characters gain Conviction when they overcome significant obstacles core to their overall goals and motivations. This might mean defeating powerful enemies, saving a true love, or overcoming some great mystery or problem.<\/p>\n<p>The victory should be an achievement over and above the usual. A vampire hunter in <cite>Rippers<\/cite> shouldn&rsquo;t get Conviction every time he kills a vampire, for example, but he might when he wipes out an entire coven or slays a powerful master vamp&shy;ire. A super hero might gain Conviction when she saves her true love from a death trap or the clutches of a powerful villain. She wouldn&rsquo;t earn it just because her boyfriend is in a dangerous encounter.<\/p>\n<p><strong>Tragedy:<\/strong> Some of the most interesting heroes of fiction, film, and legend spend as much time battling their personal demons as they do fighting their foes. Eventually these same issues give them strength as they work through their grief or overcome obstacles to rise once more against the challenges they face.<\/p>\n<p>When a character experiences a significant personal loss or destructive event, and the GM feels it&rsquo;s appropriate, he gains Conviction. The death of a loved one or close friend (including a party member he was close to), losing an important job, giving in to harmful character flaws and vices, being removed from a case or quest, or getting framed for a crime are all classic examples of heroic tragedy.<\/p>\n<p>These might happen in the course of the game, but players should also proactively suggest their own ideas to the Game Master. Consider your hero&rsquo;s backstory and occasionally look for ways to do what your favorite authors do to their characters&mdash;torture them! Think about what&rsquo;s important to them and threaten it or take it away. Most of the time this should be done as a quick narrative tale or a scene with a little interaction and roleplaying so as not to distract from the main campaign or the other players&rsquo; time, but occasionally it might inspire a side-trek or adventure to regain&mdash;or avenge!&mdash;whatever was lost.<\/p>\n<p>Note that earning Conviction for harmful behavior is motivation for players in a game to occasionally spotlight their character&rsquo;s dark side. It is not an endorsement or rationalization of poor conduct in the real world.<\/p>\n<h2 class=\"blue-example\">Example: Red's Rage<\/h2>\n<p>Emily is Red, a fighter in a fantasy campaign. She has &ldquo;anger management issues&rdquo; but didn&rsquo;t take the @Compendium[swade-core-rules.swade-hindrances.Mean]{Mean} Hindrance because she&rsquo;s had her problem under control for a year or so. But it&rsquo;s a fun part of her backstory and Emily loves roleplaying constantly managing her character&rsquo;s temper.<\/p>\n<p>Unfortunately, Red and her constant ally Gabe failed in their last adventure. Emily decides this is a good time for Red to go on a rampage. She narrates a story about going into town and terrorizing everyone in sight with her surly attitude. During the course of a &ldquo;bad day,&rdquo; she breaks a window, turns over an apple cart, and even insults a friar&rsquo;s mule!<\/p>\n<p>The GM loves Emily&rsquo;s story and awards her a point of Conviction. In the game, Red is barred from the local tavern, has to pay for all the damage she caused, and is refused help by the friar (the town&rsquo;s only healer!) until she performs some act of penance (a new quest!)<\/p>\n<p>More importantly, Emily told a story about her heroine&rsquo;s tragic flaw&mdash;and has a point of Conviction to carry her through the next chapter of her quest.<\/p>\n<\/div>",
"name": "Conviction"
},
"Creative Combat": {
"text": "<div class=\"swade-core\">\n<h2>Creative Combat<\/h2>\n<p>@Compendium[swade-core-rules.swade-rules.Test]{Tests} make a game even more exciting and memorable. Creative Combat enhances a pulp-style game with additional benefits for those who Test with a raise.<\/p>\n<p>A successful Test works as usual, but if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} character succeeds with a raise while in combat, her foe is not automatically @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}&mdash;she rolls on the <strong>@Compendium[swade-core-rules.swade-tables.Creative Combat]{Creative Combat table}<\/strong> instead.<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg137_quote_creative_combat.webp\" \/><\/div>",
"name": "Creative Combat"
},
"Dumb Luck": {
"text": "<div class=\"swade-core\">\n<h2>Dumb Luck<\/h2>\n<p>Dumb Luck allows a player to spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} even after a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}. The failure still happens in some way, but the character can spend one Benny (and only one) for one more roll. The hero still drops her weapon, flubs her @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt}, or otherwise &ldquo;fails&rdquo; the attempt&mdash;but if the reroll from the Benny is actually successful, it somehow still results in whatever success the new roll provides.<\/p>\n<p>A character trying to pick a lock might break the lock on a Critical Failure, for example, but only after cracking the lock. Or a warrior who fumbles a @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} roll might hit a foe as if he&rsquo;d thrown the weapon!<\/p>\n<p>The player and Game Master should work together to describe the scene in some fun or bizarre way that explains how the mishap ultimately results in success.<\/p>\n<p class=\"embedded-example\"><strong>Example: <\/strong>Red fires three shots from her submachine gun (Rate of Fire 3). She rolls a 1 on her Wild Die and two of her Shooting dice&mdash;a Critical Failure! The GM decides the sudden recoil makes her drop her gun.<br \/>Red&rsquo;s player, Emily, calls on Dumb Luck and spends a Benny. The reroll results in two hits (one with a raise!). The GM says the weapon bounces on the ground and sprays randomly, hitting two of Red&rsquo;s foes!<\/p>\n<\/div>",
"name": "Dumb Luck"
},
"Dynamic Backlash": {
"text": "<div class=\"swade-core\">\n<h2>Dynamic Backlash<\/h2>\n<p>A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}&nbsp;on an arcane skill check results in <strong>@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}<\/strong>. That works well in traditional fantasy settings or worlds where magic is relatively common. If you feel magic should come with a higher price, however, use the <strong>@Compendium[swade-core-rules.swade-tables.Dynamic Backlash]{Dynamic Backlash}<\/strong>&nbsp;table instead.<\/p>\n<p class=\"embedded-example\"><strong>Example:<\/strong> Gabe is a techno-sorceror in some far-flung science fiction world. He rolls a Critical Failure when casting lower Trait against an enemy&rsquo;s Agilité. Gabe&rsquo;s player rolls Backfire on the Dynamic Backlash table so it affects his friend Red instead.<br \/>Red&rsquo;s Agilité suddenly drops two die types, forcing the warrior to go on the defensive until the power wears off.<\/p>\n<\/div>",
"name": "Dynamic Backlash"
},
"Fanatics": {
"text": "<div class=\"swade-core\">\n<h2>Fanatics<\/h2>\n<p>Use this rule in pulp-style games where henchmen are numerous and villains are larger than life.<\/p>\n<p>When a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} enemy character is hit by a successful attack and the GM thinks it&rsquo;s appropriate, one of his henchmen, goons, or other allies jumps in front of his master and takes the attack instead.<\/p>\n<\/div>",
"name": "Fanatics"
},
"Fast Healing": {
"text": "<div class=\"swade-core\">\n<h2>Fast Healing<\/h2>\n<p>@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} make natural @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} rolls once per day instead of every five days (or once per hour if the race has @Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Special Ability - Regeneration}).<\/p>\n<p><strong>Bumps &amp; Bruises:<\/strong> Wild Cards recover one level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps &amp; Bruises}<\/strong> every four hours instead of the usual 24.<\/p>\n<\/div>",
"name": "Fast Healing"
},
"Gritty Damage": {
"text": "<div class=\"swade-core\">\n<h2>Gritty Damage<\/h2>\n<p>This variation on damage works well for settings such as gritty detective scenarios or &ldquo;realistic&rdquo; military adventures. It can be very lethal so use it cautiously.<\/p>\n<p>Whenever a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}, roll on the <strong>@Compendium[swade-core-rules.swade-tables.Injury Table]{Injury Table}<\/strong>&nbsp;and apply the results immediately (but roll only once per incident regardless of how many Wounds are actually caused). A hero who takes two Wounds from an attack, for example, rolls once on the <strong>@Compendium[swade-core-rules.swade-tables.Injury Table]{Injury Table}<\/strong>.<\/p>\n<p>Injuries sustained in this way are cured when the Wound is healed. Injuries sustained via @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation} may be temporary or permanent as usual.<\/p>\n<p>A Shaken character who&rsquo;s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} a second time (from damage) receives a Wound as usual but does not roll on the Injury Table.<\/p>\n<p class=\"embedded-example\"><strong>Example: <\/strong>Gabe is a Hellfighter (soldier) during Weird War One. He takes a Wound from a German sniper and rolls on the Injury Table. He rolls a 10&mdash;Leg. The GM rolls a die and decides it&rsquo;s the left leg, so he has the Slow (Minor) Hindrance. If he takes another Wound to that leg, the Hindrance becomes Major. Further Wounds to the same leg add to his Wound total as usual but have no further effect.<br \/>Later, Gabe takes two Wounds to the Guts. The Game Master rolls once and gets the Battered result from the Injury Table, reducing the Sarge&rsquo;s Vigueur from d8 to d6. Gabe now has three Wounds and two gruesome injuries.<\/p>\n<\/div>",
"name": "Gritty Damage"
},
"Hard Choices": {
"text": "<div class=\"swade-core\">\n<h2>CHOIX CORNÉLIENS<\/h2>\n<p>Utilisez cette règle pour un jeu plus dur et plus dramatique. Le MJ et ses @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Jokers} commencent sans aucun @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton}. Mais chaque fois quun joueur en dépense un, le meneur le récupère pour lusage de ses PNJ. Quand cette règle est utilisée, une carte joker noctroie plus de Jeton à qui que ce soit.<\/p>\n<\/div>",
"name": "Choix cornéliens"
},
"Heroes Never Die": {
"text": "<div class=\"swade-core\">\n<h2>LES HÉROS NE MEURENT JAMAIS<\/h2>\n<p>Un héros de cinéma meurt rarement. Quand cela arrive, il combat jusquau bout ou accomplit un dernier acte héroïque et épique.<\/p>\n<p>Avec cette règle, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} par des dégâts fait normalement son jet de Vigueur. Cependant l@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} est traité comme un simple Échec et lHémorragie ne sapplique pas.<\/p>\n<p>La façon dont un héros survit à ce qui aurait dû être une mort certaine offre loccasion dêtre créatif. Par exemple, un héros chutant dune falaise élevée atterrit dans un plan deau ou dans les branches des arbres en contrebas.<\/p>\n<p><strong>Méchants:<\/strong> la réciproque est vraie, les méchants aussi meurent rarement ! Les héros doivent jouer dans lesprit recherché et ne pas tenter dachever implacablement les vilains qui leur tombent entre les mains. Au lieu de cela, ils devraient capturer ces derniers afin de les remettre aux autorités, tout en sachant que les méchants pourraient séchapper et les tourmenter à nouveau.<\/p>\n<\/div>",
"name": "Les héros ne meurent jamais"
},
"High Adventure": {
"text": "<div class=\"swade-core\">\n<h2>AVENTURE HAUTE EN COULEUR<\/h2>\n<p>Un personnage peut dépenser un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} pour bénéficier dun @Compendium[swade-core-rules.swade-rules.Edges]{Atout} à usage unique. Les prérequis de @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} et dAtout doivent être respectés mais ceux de Trait peuvent être ignorés. Il est possible de dépenser plusieurs @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} dun coup pour acheter plusieurs Atouts et bénéficier de leurs effets mais aussi remplir un prérequis pour un autre Atout.<\/p>\n<\/div>",
"name": "Aventure haute en couleur"
},
"More Skill Points": {
"text": "<div class=\"swade-core\">\n<h2>More Skill Points<\/h2>\n<p>Thanks to technology and improved education, characters in modern and futuristic settings have 15 Traits @Compendium[swade-core-rules.swade-rules.Traits]{skill points} at character creation rather than 12. This helps them take @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics}, and other skills common in the modern world.<\/p>\n<p>It&rsquo;s up to the GM if this makes sense in her particular setting. A futuristic but &ldquo;savage&rdquo; world of planetary romance probably doesn&rsquo;t need it, but it works well for most anything set in the developed world from about 1950 on, hard scifi, or &ldquo;exploration&rdquo; scifi like <cite>The Last Parsec<\/cite>.<\/p>\n<\/div>",
"name": "More Skill Points"
},
"Multiple Languages": {
"text": "<div class=\"swade-core\">\n<h2>Multiple Languages<\/h2>\n<p>Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, all characters have the @Compendium[swade-core-rules.swade-edges.Linguist]{Linguist Edge} for free, and ignore its usual Requirements.<\/p>\n<p>A character who actually takes the Linguist Edge knows a number of languages equal to her @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} (instead of half her Intellect).<\/p>\n<\/div>",
"name": "Multiple Languages"
},
"No Power Points": {
"text": "<div class=\"swade-core\">\n<h2>No Power Points<\/h2>\n<p>Instead of using @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}, characters with @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} simply choose the power they want to activate and make an arcane skill roll. The penalty to the roll is the power&rsquo;s total cost in Power Points (base cost plus all @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modifiers}), divided by 2. Round up.<\/p>\n<p>Casting <em>@Compendium[swade-core-rules.swade-powers.Protection]{protection}<\/em> (1 point) with More Armor (+1) and the @Compendium[swade-core-rules.swade-rules.Hinder or Hurry (+1)]{Hurry} modifier (+1), for example, has a cost of 3 Power Points. Half rounded up is 2.<\/p>\n<p>Success means the power activates as usual. A raise grants any additional bonuses stated in its description.<\/p>\n<p>Failure means all current powers are canceled and the caster is Shaken. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} results in <strong>@Compendium[swade-core-rules.swade-rules.Activation]{Backlash}<\/strong>.<\/p>\n<p><strong>Maintaining Powers:<\/strong> Characters can main&shy;tain those powers that allow it as long as desired, but each one maintained inflicts a &minus;1 to all further arcane skill rolls.<\/p>\n<p><strong>Power Preparation: <\/strong>A caster may prepare powers by concentrating for an entire round (no move&shy;ment or other actions and must not be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken or Stunned}). If successful, he ignores 2 points of penalties on all powers cast on his next turn. If he does not enact any powers on his next turn, the preparation is lost.<\/p>\n<\/div>",
"name": "No Power Points"
},
"Skill Specialization": {
"text": "<div class=\"swade-core\">\n<h2>Skill Specialization<\/h2>\n<p><cite>Savage Worlds<\/cite> skills are intended to be broad, allowing characters to focus primarily on @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} for customization rather than multiple iterations of something like @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} for edged weapons, Fighting for blunt weapons, etc.<\/p>\n<p>If it&rsquo;s important to have more detail for some reason, the GM can decide some skills require specialization. A character chooses one particular use of that skill to roll normally, and subtracts 2 from the total when using it in any other way.<\/p>\n<p>Gaining an additional specialization counts as raising a skill below its linked @Compendium[swade-core-rules.swade-rules.Traits]{Attribute}. So a character can gain two new specializations with an @Compendium[swade-core-rules.swade-rules.Advancement]{Advance}, or mix and match to gain a specialization and increase a skill below its linked Attribute.<\/p>\n<p>Below are skills appropriate for this extra detail and some example specializations:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-skills.Boating]: <\/strong>Powered, Sail, Steam.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Driving]: <\/strong>Hover, Tracked, Wheeled.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Fighting]: <\/strong>Axe, Blunt Weapon, Exotic (such as nunchaku; each is separate), Long Blade, Pole Arm, Short Blade.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}: <\/strong>Fixed Wing, Rotary, Space.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Riding]{Équitation}: <\/strong>Camel, Horse, Dragon.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Science]{Science}: <\/strong>Biology, Chemistry, Engineering.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Shooting]{Tir}: <\/strong>Bows, Pistol, Rifle, Shotgun.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Survival]{Survie}: <\/strong>Arctic, Desert, Temperate.<\/li>\n<\/ul>\n<\/div>",
"name": "Skill Specialization"
},
"Unarmored Hero": {
"text": "<div class=\"swade-core\">\n<h2>Unarmored Hero<\/h2>\n<p>Les récits pulp mettent souvent en scène des héros avec peu ou pas darmure défaisant leurs adversaires bien plus lourdement protégés.<\/p>\n<p>Dans ces univers, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} ne portant aucune <em>any<\/em> @Compendium[swade-core-rules.swade-rules.Armor]{Armure} (sauf un éventuel bouclier), bénéficie dun bonusde +2 à ses @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets dEncaissement}!<\/p>\n<\/div>",
"name": "Héros sans armure"
},
"Wound Cap": {
"text": "<div class=\"swade-core\">\n<h2>Wound Cap<\/h2>\n<p>Utilisez cette règle pour avoir des combats qui restent dangereux tout en limitant les risques quun personnage (ou un méchant) meurt suite à un coup malheureux. Cela peut toujours arriver mais bien plus rarement. Un personnage ne peut jamais subir plus de quatre @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} en un seul coup. Cette limite sapplique avant un éventuel @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Encaissement} <\/p>\n<p><strong>Créatures massives :<\/strong> la Limite de Blessures sapplique également aux créatures supportant plus de trois Blessures en raison de @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} ou de leur @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Capacité Résilient ou Très résilient}). Par exemple, une créature Énorme peut avoir jusquà cinq Blessures mais pas plus de quatre en un seul coup. Elle ne peut donc pas être tuée en une seule attaque. Bien sûr, le MJ peut toujours passer outre pour une situation spécifique évidente comme une explosion démesurée ou une chute dun à-pic vertigineux.<\/p>\n<\/div>",
"name": "Limite de blessures"
}
}
},
"5. Powers": {
"name": "5. Pouvoirs",
"pages": {
"Powers": {
"text": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Powers<\/p>\n<\/div>\n<\/div>\n<div>\n<p>Most <cite>Savage Worlds<\/cite> settings feature &ldquo;magic&rdquo; in one form or another. Whether it&rsquo;s hidden occult lore practiced only by dark cultists, voodoo rituals, the eldritch sorcery of powerful wizards, weird gadgets created by mad scientists, super powers, or brain-burning psionics, these rules handle it all in one simple system.<\/p>\n<p>For ease of use, we call all of these effects &ldquo;powers.&rdquo; They work the same from game to game, but the particular use, @Compendium[swade-core-rules.swade-rules.Power Modifiers]{modifiers} and @Compendium[swade-core-rules.swade-rules.Trappings]{Aspects}&nbsp;give the same core powers endless variations.<\/p>\n<h2>List of Powers<\/h2>\n<p>Listed below are a number of powers available in most Savage Settings. Each power has the following statistics:<\/p>\n<p><strong>Rank:<\/strong> The @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} a character must be to learn the power.<\/p>\n<p><strong>Points de pouvoir :<\/strong> The cost to activate the power in @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}.<\/p>\n<p><strong>Range:<\/strong> The maximum distance between the caster and the power&rsquo;s effect. Range is often expressed as @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} &nbsp;or some multiple thereof. If so, read @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} as inches on the tabletop (twice that in yards). A @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} of d10, for example, means the power can be cast up to 10&Prime; (20 yards) away.<\/p>\n<p>Unless the power says otherwise, Range has no effect after the power is activated. An ally who has been granted <em>@Compendium[swade-core-rules.swade-powers.Invisibility]{invisibility}<\/em>, for example, may then move beyond the caster&rsquo;s @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} &nbsp;with no ill effect.<\/p>\n<p><strong>Duration:<\/strong> How long the power lasts in @Compendium[swade-core-rules.swade-rules.Combat]{tours} (unless otherwise noted).<\/p>\n<p>Powers expire at the end of the character&rsquo;s turn X @Compendium[swade-core-rules.swade-rules.Combat]{tours} later, where X is the Duration listed. Count the @Compendium[swade-core-rules.swade-rules.Combat]{tours} the power activated. If a psychic activates <em>@Compendium[swade-core-rules.swade-powers.Boost\/Lower Trait]{{Augmentation de Trait}}<\/em>&nbsp;(Duration 5) on the second @Compendium[swade-core-rules.swade-rules.Combat]{tours} of combat, for example, it remains in place until the end of her turn on the sixth @Compendium[swade-core-rules.swade-rules.Combat]{tours}<\/p>\n<p>Powers may be maintained for their base Duration for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}&nbsp;per individual.<\/p>\n<p>Unless it says otherwise, the caster can ter&shy;minate a power she&rsquo;s activated as a @Compendium[swade-core-rules.swade-rules.Actions]{free action}. She must terminate the entire power&mdash;she can&rsquo;t leave it on for some and off for others.<\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Trappings]{Aspects} <\/strong><strong>:<\/strong> These are descriptive ideas and suggestions for how the power might look or manifest in different types of settings.<\/p>\n<aside class=\"parchment-torn\">\n<h2>Naming Powers<\/h2>\n<p>Players are encouraged to note their powers&rsquo; Trappings and what the character might call them. A druid in a typical fantasy setting might write down his spells like this, for example:<\/p>\n<ul>\n<li><em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs} <\/em>(Splinters&mdash;shards of wood)<\/li>\n<li><em>@Compendium[swade-core-rules.swade-powers.Boost\/Lower Trait]{Boost\/Lower Trait}<\/em>&nbsp;(Blessing\/Curse of Gaia &mdash;slight healthy or sickly green glow)<\/li>\n<li><em>@Compendium[swade-core-rules.swade-powers.Entangle]{Entangle}<\/em>&nbsp;(Entangle&mdash;grasping vines rise from the earth)<\/li>\n<li><em>@Compendium[swade-core-rules.swade-powers.Protection]{Protection}<\/em>&nbsp;(Bark skin&mdash;skin turns vaguely bark-like)<\/li>\n<\/ul>\n<p>A mad scientist in the world of <em>Deadlands: The Weird West<\/em> might record the exact same powers like this:<\/p>\n<ul>\n<li><em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}<\/em>&nbsp;(Acid gun)<\/li>\n<li><em>@Compendium[swade-core-rules.swade-powers.Boost\/Lower Trait]{Boost\/Lower Trait} <\/em>(Dr. Worthington&rsquo;s Patented Pep Pills)<\/li>\n<li><em>@Compendium[swade-core-rules.swade-powers.Entangle]{Entangle} <\/em>(Dr. Worthington&rsquo;s Fast-Drying Resin)<\/li>\n<li><em>@Compendium[swade-core-rules.swade-powers.Protection]{Protection}<\/em>&nbsp;(Electrostatic clothing)<\/li>\n<\/ul>\n<\/aside>\n<table class=\"table summary-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Powers<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\">Power<\/th>\n<th class=\"table-column-header\">Rank<\/th>\n<th class=\"table-column-header\">Power<br \/>Points<\/th>\n<th class=\"table-column-header\">Range<\/th>\n<th class=\"table-column-header\">Dur<\/th>\n<th class=\"table-column-header\">Summary<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Arcane Protection]{Arcane Protection}<\/td>\n<td>N<\/td>\n<td>1<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>Enemy casters subtract 2 (4 with a raise) when targeting this character; reduces @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} a like amount.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Banish]{bannissement}<\/td>\n<td>V<\/td>\n<td>3<\/td>\n<td>Sm<\/td>\n<td>I<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Opposed Roll} vs @Compendium[swade-core-rules.swade-rules.Traits]{Âme} to <em>banish<\/em>&nbsp;entities.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Barrier]{Barrier}<\/td>\n<td>S<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>Creates 5&Prime; (10 yards) long, 1&Prime; (2 yards) tall, @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 barrier.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Beast Friend]{Beast Friend}<\/td>\n<td>N<\/td>\n<td>S<\/td>\n<td>Sm<\/td>\n<td>10m<\/td>\n<td>Controls animals<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Blast]{Blast}<\/td>\n<td>S<\/td>\n<td>3<\/td>\n<td>Sm x2<\/td>\n<td>I<\/td>\n<td>2d6 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Blind]{Blind}<\/td>\n<td>N<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>I<\/td>\n<td>Inflicts -2\/-4 penalty to victims<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}<\/td>\n<td>N<\/td>\n<td>1<\/td>\n<td>Sm x2<\/td>\n<td>I<\/td>\n<td>2d6 ranged attack.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Boost\/Lower Trait]{Boost\/Lower Trait}<\/td>\n<td>N<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>5\/I<\/td>\n<td>Increases or decreases a @Compendium[swade-core-rules.swade-rules.Traits]{skill or attribute}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Burrow]{Burrow}<\/td>\n<td>N<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>Target tunnels through the earth.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Burst]{Burst}<\/td>\n<td>N<\/td>\n<td>2<\/td>\n<td>Cone<\/td>\n<td>I<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone shaped} attack for 2d6 damage.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Confusion]{Confusion}<\/td>\n<td>N<\/td>\n<td>1<\/td>\n<td>Sm<\/td>\n<td>S<\/td>\n<td>Makes target @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted and Vulnerable}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Damage Field]{Damage Field}<\/td>\n<td>S<\/td>\n<td>4<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>Creates aura that causes 2d4 damage.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Darksight]{Darksight}<\/td>\n<td>N<\/td>\n<td>1<\/td>\n<td>Sm<\/td>\n<td>1H<\/td>\n<td>Ignore up to 4 points of @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalties, or 6 with a raise.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Deflection]{déflexion}<\/td>\n<td>N<\/td>\n<td>3<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>&minus;2\/&ndash;4 to attack recipient.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Detect\/Conceal Arcana]{Detect\/Conceal Arcana}<\/td>\n<td>N<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>S<\/td>\n<td>Detects magic for Duration 5 or conceals it for one hour.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Disguise]{Disguise}<\/td>\n<td>S<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>10m<\/td>\n<td>Target looks like someone else.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Dispel]{Dispel}<\/td>\n<td>S<\/td>\n<td>1<\/td>\n<td>Sm<\/td>\n<td>I<\/td>\n<td>Negates magical effects.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Divination]{Divination}<\/td>\n<td>H<\/td>\n<td>5<\/td>\n<td>Self<\/td>\n<td>5m<\/td>\n<td>Caster asks questions of entities.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Drain Power Points]{Drain Power Points}<\/td>\n<td>V<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>I<\/td>\n<td>Drains d6 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} from enemy with successful opposed roll of arcane skills.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Elemental Manipulation]{Elemental Manipulation}<\/td>\n<td>N<\/td>\n<td>1<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>Allows minor manipulation of basic elements.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Empathy]{Empathy}<\/td>\n<td>N<\/td>\n<td>1<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Opposed Roll} vs @Compendium[swade-core-rules.swade-rules.Traits]{Âme} to add +2 to social attacks for the Duration of the power.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Entangle]{Entangle}<\/td>\n<td>N<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>I<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bind or Entangle} foes.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Environmental Protection]{Environmental Protection}<\/td>\n<td>N<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>1H<\/td>\n<td>Protect target from @Compendium[swade-core-rules.swade-rules.Hazards]{hazardous} environments.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Farsight]{Farsight}<\/td>\n<td>S<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>See detail at great distance; halves @Compendium[swade-core-rules.swade-rules.Range]{Portée} penalties with a raise.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Fear]{Terreur}<\/td>\n<td>N<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>I<\/td>\n<td>Causes @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} check.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Fly]{Fly}<\/td>\n<td>V<\/td>\n<td>3<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>Target flies at @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12&Prime;.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Growth\/Shrink]{Growth\/Shrink}<\/td>\n<td>S<\/td>\n<td>S<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>Increases or decreases @Compendium[swade-core-rules.swade-rules.Size Table]{Size}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Havoc]{Havoc}<\/td>\n<td>N<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>I<\/td>\n<td>Targets in @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{MBT or Cone} are @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} and may be hurled.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Healing]{Guérison}<\/td>\n<td>N<\/td>\n<td>3<\/td>\n<td>T<\/td>\n<td>I<\/td>\n<td>Restores @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} less than an hour old.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Illusion]{Illusion}<\/td>\n<td>N<\/td>\n<td>3<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>Creates imaginary images.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Intangibility]{Intangibility}<\/td>\n<td>H<\/td>\n<td>5<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>Target becomes incorporeal.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Invisibility]{Invisibility}<\/td>\n<td>S<\/td>\n<td>5<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>Target is invisible (&ndash;4\/&ndash;6 to affect).<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Light \/ Darkness]{Light \/ Darkness}<\/td>\n<td>N<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>10m<\/td>\n<td>Creates or dispels @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Mind Link]{Mind Link}<\/td>\n<td>N<\/td>\n<td>1<\/td>\n<td>Sm<\/td>\n<td>30m<\/td>\n<td>Mental link within one mile (5 with raise).<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Mind Reading]{Mind Reading}<\/td>\n<td>N<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>I<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Opposed Roll} vs @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} to read mind.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Mind Wipe]{Mind Wipe}<\/td>\n<td>V<\/td>\n<td>3<\/td>\n<td>Sm<\/td>\n<td>I<\/td>\n<td>Removes and alters memories.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Object Reading]{Object Reading}<\/td>\n<td>S<\/td>\n<td>2<\/td>\n<td>T<\/td>\n<td>S<\/td>\n<td>Reveals last five years of an object&rsquo;s history (100 years with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}).<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Protection]{Protection}<\/td>\n<td>N<\/td>\n<td>1<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>Grants Armor +2\/+4.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Puppet]{Puppet}<\/td>\n<td>V<\/td>\n<td>3<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Opposed Roll} vs @Compendium[swade-core-rules.swade-rules.Traits]{Âme}to control target.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Relief]{Relief}<\/td>\n<td>N<\/td>\n<td>1<\/td>\n<td>Sm<\/td>\n<td>I<\/td>\n<td>Removes @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; &amp; @Compendium[swade-core-rules.swade-rules.Stunned]{Stun} with raise.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Resurrection]{Resurrection}<\/td>\n<td>H<\/td>\n<td>30<\/td>\n<td>T<\/td>\n<td>I<\/td>\n<td>Brings the dead back to life.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Shape Change]{Shape Change}<\/td>\n<td>N<\/td>\n<td>Special<\/td>\n<td>Self<\/td>\n<td>5<\/td>\n<td>Caster takes on the form of various beings.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Sloth\/Speed]{Sloth\/Speed}<\/td>\n<td>S<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>1\/5<\/td>\n<td>Increases or decreases @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Slumber]{Slumber}<\/td>\n<td>S<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>1H<\/td>\n<td>Puts victims to @Compendium[swade-core-rules.swade-rules.Sleep]{Sleep}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Smite]{frappe}<\/td>\n<td>N<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>Increase a weapon&rsquo;s @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} by +2\/+4.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Sound\/Silence]{Sound\/Silence}<\/td>\n<td>S<\/td>\n<td>1<\/td>\n<td>Sm x5\/Sm<\/td>\n<td>I\/5<\/td>\n<td>Create or mute sound.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Speak Language]{Speak Language}<\/td>\n<td>N<\/td>\n<td>1<\/td>\n<td>Sm<\/td>\n<td>10m<\/td>\n<td>Caster can speak and understand languages.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Stun]{Stun}<\/td>\n<td>N<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>I<\/td>\n<td>Target is @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Summon Ally]{Summon Ally}<\/td>\n<td>N<\/td>\n<td>Special<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>Conjures an ally of various sorts.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Telekinesis]{Telekinesis}<\/td>\n<td>S<\/td>\n<td>5<\/td>\n<td>Sm x2<\/td>\n<td>5<\/td>\n<td>Moves items with @Compendium[swade-core-rules.swade-rules.Traits]{Force} of d10 (d12 with a raise).<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Teleport]{Teleport}<\/td>\n<td>S<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>I<\/td>\n<td>Character teleports up to 12&Prime; distant.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Wall Walker]{Wall Walker}<\/td>\n<td>N<\/td>\n<td>2<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>Character can walk on walls at half @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (full Pace with raise).<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-powers.Warrior's Gift]{Warrior's Gift}<\/td>\n<td>S<\/td>\n<td>4<\/td>\n<td>Sm<\/td>\n<td>5<\/td>\n<td>Grant target a Combat @Compendium[swade-core-rules.swade-rules.Edges]{Atout}.<\/td>\n<\/tr>\n<tr>\n<td>&nbsp;<\/td>\n<td>V<\/td>\n<td>3<\/td>\n<td>Sm<\/td>\n<td>1H<\/td>\n<td>Raises and controls the undead.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<img src=\"modules\/swade-core-rules\/assets\/art\/PowersEnd.webp\" alt=\"Image of a japanese-esque setting with Red slicing a katana through an attacking monster's club while surrounded by other monsters with various weaponry.\" \/><\/div>\n<\/div>",
"name": "Powers"
},
"Arcane Backgrounds": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Arcanes<\/h1>\n<\/div>\n<div>\n<p>Commencez par choisir lun des Atouts Arcanes disponibles dans votre campagne. Cinq types différents sont présents dans ce livre : @Compendium[swade-core-rules.swade-rules.Arcane Background (Gifted)]{Don}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{Magie}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{Miracles}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Psionics)]{Psionique}, et @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{Science étrange}.<\/p>\n<p>Chacun comporte les rubriques suivantes : <\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Compétences d'arcanes : <\/strong>chaque type de pouvoir utilise une @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} darcanes particulière listée dans sa description. Prenez cette Compétence en la payant comme toute autre Compétence du jeu. Son Attribut lié est indiqué entre parenthèses derrière son nom.<\/li>\n<li><strong>Pouvoir de départ : <\/strong>le nombre de pouvoirs dont dispose un héros lors de sa @Compendium[swade-core-rules.swade-rules.Character Creation Summary]{création}. De nouvelles capacités peuvent être apprises avec l&nbsp;<strong>@Compendium[swade-core-rules.swade-rules.Edges]{Atout}@Compendium[swade-core-rules.swade-edges.New Powers]{Nouveaux pouvoirs}<\/strong> (voir p. 47). Le joueur et le MJ peuvent décider sil y a une raison narrative à cela (par exemple un croyant ayant une révélation, un sorcier trouvant un ancien grimoire) ou si cest une simple évolution de ses aptitudes.<\/li>\n<li><strong>Points de pouvoir (PP) : <\/strong>le nombre de PP obtenus en choisissant ces Arcanes. Un héros augmente ses PP en prenant l<strong>@Compendium[swade-core-rules.swade-rules.Edges]{Atout}<\/strong><strong>@Compendium[swade-core-rules.swade-edges.Power Points]{Points de pouvoir}<\/strong> (voir p. 47).<\/li>\n<\/ul>\n<aside class=\"gray-slate\">\n<h2>Versatilité<\/h2>\n<p>La versatilité du système de pouvoirs de <cite>Savage Worlds<\/cite> vous permet démuler nimporte quel genre que vous puissiez imaginer en utilisant de diverses façons les mêmes pouvoirs de telle sorte quils en deviennent familiers.<\/p>\n<p>Émilie adore jouer un paladin dans les jeux de fantasy. Elle utilise <em>@Compendium[swade-core-rules.swade-powers.Smite]{frappe}<\/em> sur son épée avec un @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} &ldquo;lumière&rdquo;. Celle-ci est nimbée du pouvoir sacré de lordre auquel elle appartient. Dans un monde de science-fiction, elle deviendrait un sabre laser.<\/p>\n<p>Dans un univers fantastique, le sorcier de Nate utilise la magie de glace pour lancer des <em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}<\/em>&nbsp;dénergie givrante dévastatrice de sa main. Dans un jeu de science-fiction, il pourrait être un bricoleur utilisant un pistolet à givre avec le même pouvoir.<\/p>\n<p>Au fur et à mesure que vous apprendrez à connaître les pouvoirs et leurs capacités, vous pourrez changer leur nom et leur description afin de les renouveler sans en changer les mécanismes fondamentaux. Cette polyvalence est extrêmement puissante, rapide et amusante.<\/p>\n<\/aside>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg148_quote_arcane_backgrounds.webp\" alt=\"I cast smite on my long-sword. Now it's a FLAMING longsword. It goes better with my hair. &mdash; Red\" \/><\/div>\n<aside class=\"parchment-torn\">\n<h2>Plusieurs arcanes<\/h2>\n<p>Bien que cela doive rester rare, le MJ peut permettre à un personnage de prendre plusieurs @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} dans son univers. Dans ce cas chaque Atout Arcanes est traité séparément au niveau des pouvoirs, des PP et de la @Compendium[swade-core-rules.swade-rules.Traits]{Compétence}.<\/p>\n<h3>Super<\/h3>\n<p>Les véritables super-héros &ldquo;quatre couleurs&rdquo; sont au-delà de ces pouvoirs. Référez-vous au <cite>Savage Worlds Compagnon Super-Pouvoirs<\/cite> pour une gestion plus rapide, plus fun et plus complète des super-pouvoirs, des justiciers des rues aux champions cosmiques !<\/p>\n<\/aside>\n<\/div>",
"name": "Arcanes"
},
"Arcane Devices": {
"text": "<div class=\"swade-core\">\n<h2>Objets arcaniques<\/h2>\n<p>Un personnage ayant l@Compendium[swade-core-rules.swade-rules.Edges]{Atout}@Compendium[swade-core-rules.swade-edges.Artificer]{Artificier} peut fabriquer des objets pour lui ou pour les autres. Lavantage est quils peuvent être confiés à des alliés qui pourront les utiliser. En contrepartie cela demande un peu de préparation pour les créer et ils peuvent être perdus ou détruits.<\/p>\n<p>Ces objets peuvent être technologiques, sacrés, enchantés ou psychiquement imprégnés selon les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} de leur créateur.<\/p>\n<p><strong>Note :<\/strong> les Objets arcaniques sont des créations relativement temporaires que les PJ peuvent produire à partir de leurs pouvoirs. De véritables objets &ldquo;magiques&rdquo; permanents sont spécifiques à certains univers. Ils nutilisent pas de @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}et sont lœuvre du MJ selon ses besoins (tels ceux du <cite>Savage Worlds Fantasy Companion<\/cite>).<\/p>\n<p>La @Compendium[swade-core-rules.swade-rules.Setting Rules]{règle dunivers} <strong>@Compendium[swade-core-rules.swade-rules.No Power Points]{Pas de points de pouvoirs}<\/strong> (voir p. 135) nest pas compatible avec les Objets arcaniques<\/p>\n<h3>Création<\/h3>\n<p>Créer un objet prend une heure par @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} pouvoir qui peut être activé par son biais. Le joueur doit lister ces pouvoirs puis allouer des @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} à lensemble. Lobjet ne peut utiliser que ces pouvoirs et ces PP.<\/p>\n<p>Les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} investis sont perdus pour linventeur tant quils ne sont pas utilisés ou rechargés par <strong>Révision<\/strong> (voir ci-contre). Lobjet ne recharge pas de PP.<\/p>\n<p><strong>Modificateurs de pouvoir :<\/strong> un utilisateur peut dépenser les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} comme bon lui semble, y compris en activant des @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modificateurs de pouvoir} applicables.<\/p>\n<p>Les Objets arcaniques ne peuvent pas <strong>@Compendium[swade-core-rules.swade-rules.Activation]{Lésiner sur les PP}<\/strong> (voir p. 151).<\/p>\n<p><strong>Limitations :<\/strong> les Objets arcaniques peuvent bénéficier des <strong>@Compendium[swade-core-rules.swade-rules.Trappings]{Limitations}<\/strong> (voir p. 150).<\/p>\n<p><strong>Activation :<\/strong> le créateur utilise sa Compétence darcanes comme à son habitude. Les autres personnes utilisent la Compétence semblant la plus adaptée à lobjet. Les armes à feu sont utilisées avec @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, grenades avec @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer), et ainsi de suite. Si aucune Compétence ne semble évidente, comme pour une potion ou un vêtement, le personnage utilise alors la Compétence darcanes du créateur mais il <em>ne bénéficie pas<\/em> des @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} et autres Capacités de ce dernier.<\/p>\n<p>Un Échec lors de lactivation coûte 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} comme dhabitude, un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} inflige 1 niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} à lutilisateur.<\/p>\n<p><strong>Révision :<\/strong> un créateur peut redistribuer librement jusquà 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} par action entre un Objet arcanique et sa propre réserve. Il doit être en contact physique avec lobjet. Les inventeurs devraient prêter leurs appareils avec précaution !<\/p>\n<p class=\"embedded-example\"><strong>Exemple: <\/strong>Gabe est alchimiste. Il prépare une &ldquo;huile daffûtage&rdquo; afin que Red puisse en enduire son épée et activer le pouvoir <strong>@Compendium[swade-core-rules.swade-powers.Smite]{frappe}<\/strong>. Il y investit 4 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}. Red se retrouve prise dans une bataille contre des morts-vivants. Elle oint sa lame et lance avec @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{Science étrange} de Gabe (comme il ny a pas de Compétence évidente). Elle échoue, ce qui draine 1 PP. Elle retente au round suivant et obtient une Prouesse, octroyant +4 aux dégâts de son épée. Frappe coûte normalement 2 PP mais lAspect de Gabe inclut la Limitation &ldquo;@Compendium[swade-core-rules.swade-rules.Touch Attack]{Toucher}&rdquo;. Chaque application dhuile ne coûte que 1 PP <strong>@Compendium[swade-core-rules.swade-rules.Trappings]{Aspects}<\/strong>) p. 150).<\/p>\n<aside class=\"parchment\">\n<h2>Exemple d'objets arcaniques<\/h2>\n<p>Dr Destruction fabrique une ceinture d<em>invisibilité<\/em> et la confie à lun de ses sbires. Il dispose de 20 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} et en place 5 dans cet objet, réduisant sa réserve à 15.<\/p>\n<p>Quand le larbin veut devenir <em>invisible<\/em>, il utilise la Compétence @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{Science étrange} du Dr Destruction. Cela coûte 1 PP de moins en raison de la @Compendium[swade-core-rules.swade-rules.Trappings]{Limitation} de la ceinture : devant la ceindre pour lactiver, sa @Compendium[swade-core-rules.swade-rules.Range]{Portée} est réduite au @Compendium[swade-core-rules.swade-rules.Touch Attack]{Toucher}.<\/p>\n<p>Dr Destruction a également doté le sbire du pouvoir <em>éclair<\/em> sous la forme dun pistolet à rayon avec 10 PP. Le larbin utilise @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} pour faire feu avec.<\/p>\n<p>Le sbire subit de la @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} sil obtient un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} en activant un objet.<\/p>\n<p>Une fois la ceinture ou le pistolet à court dénergie, Dr Destruction peut recharger normalement les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} investis dedans (voir <strong>@Compendium[swade-core-rules.swade-rules.Activation]{Recharge}<\/strong>) p. 151).<\/p>\n<\/aside>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg153_quote_arcane_devices.webp\" alt=\"Voici ma dernière création, Red. Frais très attention ... ça va faire BOOM ! &mdash; Gabe\" \/><\/div>",
"name": "Objets arcaniques"
},
"Power Modifiers": {
"text": "<div class=\"swade-core\">\n<h2>Power Modifiers<\/h2>\n<p>Power Modifiers allow characters to customize their abilities, adding a special effect that better reflects her @Compendium[swade-core-rules.swade-rules.Powers]{power's} @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}.<\/p>\n<p>Power Modifiers are selected each time a power is activated and may be freely changed each time. An icy <em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}<\/em> might cause @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing} damage in one attack and @Compendium[swade-core-rules.swade-rules.Lingering Damage (+2)]{Lingering Damage} in the next.<\/p>\n<p>A number of common modifiers are listed below, and some powers have additional options as well. The number in parentheses is the price in additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} it costs to add the effect.<\/p>\n<p>@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Casters} must declare which modifiers they&rsquo;re using before rolling their arcane skill.<\/p>\n<p>Unless a modifier says otherwise, it may be applied to any power, but only once per casting.<\/p>\n<p>Power Modifiers last for the Duration of the spell, or until the end of the target&rsquo;s next turn in the case of Instant powers.<\/p>\n<h3>Modifiers<\/h3>\n<div class=\"swade-columns\">\n<p><strong>@Compendium[swade-core-rules.swade-rules.Armor Piercing (+1 to +3)]{Armor Piercing}<\/strong><\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Fatigue (+2)]{Fatigue}<\/strong><\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Glow or Shroud (+1)]{Glow\/Shroud}<\/strong><\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (+2)]{Heavy Weapon}<\/strong><\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Hinder or Hurry (+1)]{Hinder\/Hurry}<\/strong><\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Lingering Damage (+2)]{Lingering Damage}<\/strong><\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Range (+1 or +2)]{Portée}<\/strong><\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Selective (+1)]{Selective}<\/strong><\/p>\n<\/div>\n<img src=\"modules\/swade-core-rules\/assets\/art\/power_mod_01.webp\" alt=\"Image of a man with a glowing blue gun and blue power devices.\" \/><\/div>",
"name": "Power Modifiers"
},
"Activation": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Activation<\/h1>\n<\/div>\n<div>\n<p>Pour activer un @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir}, le personnage choisit une cible à sa @Compendium[swade-core-rules.swade-rules.Range]{Portée} e et fait un jet d@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} (en utilisant sa Compétence darcanes). Un jet inférieur à 4 signifie que le pouvoir ne sactive pas. Larcaniste dépense 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} sans considération d@Compendium[swade-core-rules.swade-rules.Edges]{Atout} telque @Compendium[swade-core-rules.swade-edges.Channeling]{Canalisation} sauf Capacité disant spécifiquement que le coût est réduit à 0.<\/p>\n<p>Un jet de 4 ou plus signifie que le pouvoir sactive et consomme tous les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} nécessaires même sil rate sa cible (comme avec <em>éclair<\/em>), oou si celle-ci résiste.<\/p>\n<p>En cas de Succès le héros dépense les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} et applique les effets du pouvoir. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} certains pouvoirs ont un effet additionnel indiqué dans leur description.<\/p>\n<p><strong>Contrecoup :<\/strong> un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} lors de lactivation dun pouvoir est appelé Contrecoup. Il inflige un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} et la fin immédiate de tous les pouvoirs actuellement actifs.<\/p>\n<p><strong>Jets de groupe :<\/strong> le MJ peut opter pour un <strong>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jet de groupe}<\/strong> (voir p. 89) quand des PNJ sont affectés par un pouvoir. Par exemple il peut être pratique de lancer les dégâts contre chaque groupe de cibles semblables dans une @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone} mais de déterminer séparément leffet pour ceux tentant déchapper à enchevêtrement ou un pouvoir similaire.<\/p>\n<h3>Prérequis d'activation<\/h3>\n<p>Un personnage doit être capable de voir sa cible et ne peut pas être <strong>@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Immobilisé}<\/strong> (voir p. 104).<\/p>\n<h3>Pouvoirs maintenus<\/h3>\n<p>Prolonger la durée dun pouvoir de sa durée de base coûte 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}. Par exemple si la @Compendium[swade-core-rules.swade-rules.Powers]{Durée} dun pouvoir est de 5 tours, il peut être maintenu pour 5 nouveaux @Compendium[swade-core-rules.swade-rules.Combat]{tours} pour 1 PP.<\/p>\n<p>Le coût de maintien sapplique pour chaque cible mais ignore le coût des autres @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modificateurs de pouvoir}. Renouveler une @<em>Compendium[swade-core-rules.swade-powers.Boost\/Lower Trait]{{Augmentation de Trait}}<\/em> sur trois alliés coûte 3 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} pour 5 nouveaux tours.<\/p>\n<p>Sauf mention contraire dans la description du pouvoir, larcaniste peut y mettre fin avec une action gratuite.<\/p>\n<h3>Recharge<\/h3>\n<p>Un personnage recharge 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} par heure de repos, de méditation, etc. Le MJ détermine ce qui est du repos mais il ny a pas de recharge tant que des pouvoirs sont maintenus, lors defforts physiques modérés ou plus, de stress ou dactivité mentale.<\/p>\n<p>Par exemple un héros peut se reposer à cheval à moins que lanimal ne soit agité, la route accidentée, que la circulation réclame de lattention, etc. Un héros peut également recharger des @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} en marchant tranquillement dans des conditions favorables.<\/p>\n<h3>Pouvoirs et actions multiples<\/h3>\n<p>Chaque activation compte pour une @Compendium[swade-core-rules.swade-rules.Actions]{action}. Un même pouvoir ou plusieurs peuvent être lancés plusieurs fois comme <strong>@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}<\/strong> (voir p. 97). Par exemple un mage dun univers de fantasy pourrait débuter un combat en conjurant <em>@Compendium[swade-core-rules.swade-powers.Protection]{protection}<\/em>&nbsp;et <em>@Compendium[swade-core-rules.swade-powers.Deflection]{déflexion}<\/em>, ou un prêtre pourrait tenter le <em>@Compendium[swade-core-rules.swade-powers.Banish]{bannissement}<\/em>&nbsp;dun esprit tout en invoquant <em>@Compendium[swade-core-rules.swade-powers.Smite]{frappe}<\/em> sur sa @Compendium[swade-core-rules.swade-equipment.Mace]{masse darme}.<\/p>\n<h3>Lésiner sur les PP<\/h3>\n<p>Un personnage peut lancer un pouvoir avec <em>moins<\/em> de @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} que requis (quil les ait ou non) en augmentant la difficulté de son jet d@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes}.<\/p>\n<p>Chaque PP économisé ainsi inflige un malus de -1. Par exemple lancer une <em>@Compendium[swade-core-rules.swade-powers.Healing]{Guérison}<\/em>&nbsp; à 3 PP sans rien dépenser inflige un malus de -3 au jet.<\/p>\n<p>Lésiner sur les PP est dangereux, un Échec au jet dArcanes étant alors considéré comme un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}!<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Activation.webp\" alt=\"Image d'un homme avec une barbichette et un chapeau haut de forme faisant léviter magiquement des cartes oranges lumineuses d'un jeu entre les paumes de ses mains.\" \/><\/div>\n<\/div>",
"name": "Activation"
},
"Trappings": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>ASPECTS<\/h1>\n<\/div>\n<div>\n<p>Les Aspects permettent de décliner les @Compendium[swade-core-rules.swade-rules.Powers]{pouvoirs} de base de ce chapitre en de nombreuses apparences. Ils nont généralement pas deffet de jeu en eux-mêmes mais sont importants pour établir latmosphère et le thème.<\/p>\n<p>Par exemple un personnage peut lancer un essaim dabeilles pour attaquer ses ennemis tandis que les yeux dun autre tirent des lasers rouges. Les deux sont des Aspects du pouvoir<em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}<\/em> et partagent les mêmes règles tout en ayant une apparence et une description différentes.<\/p>\n<p>Les Aspects <em>sont importants<\/em> quand un obstacle ou un opposant présente une force ou une faiblesse particulière. Si un troll des glaces subit +4 aux dégâts de feu par exemple<\/p>\n<p>Une fois décrit, lAspect dun pouvoir ne varie plus sans lAtout <strong>@Compendium[swade-core-rules.swade-edges.Wizard]{Mage}<\/strong> ou sans une @Compendium[swade-core-rules.swade-rules.Advancement]{Progression}&mdash;voir ci-dessous.<\/p>\n<p>Un personnage peut altérer les effets dun pouvoir comme il le désire en utilisant les <strong>@Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modificateurs de pouvoir}<\/strong>.<\/p>\n<h3>SYNERGIE<\/h3>\n<p>Parfois la logique voudrait que des Aspects de pouvoir aient un effet supplémentaire. Foudroyer quelquun avec un éclair alors quil se tient dans leau devrait provoquer des @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} supplémentaires, par exemple, à moins quil ne porte une combinaison en caoutchouc.<\/p>\n<p>Quand cela arrive, le MJ peut décider quune synergie se produit et augmenter ou diminuer les effets ou les dégâts de +2 ou -2.<\/p>\n<p>Les forces opposées, tels le feu et la glace ou la lumière et lobscurité,<em>n'entrent pas<\/em> en synergie lune avec lautre (bien que de tels effets soient parfois pris en compte dans les @Compendium[swade-core-rules.swade-rules.Bestiary]{Capacités spéciales} de certaines créatures)). Par exemple si une <em>@Compendium[swade-core-rules.swade-powers.Blast]{explosion}<\/em> de feu affecte une armure de glace (<em>@Compendium[swade-core-rules.swade-powers.Protection]{Protection}<\/em>), il ny a pas synergie car elles se compensent mutuellement.< p>\n<h3>Limitations<\/h3>\n<p>Un Aspect de pouvoir impose parfois une limitation à ce dernier. Cela donne des pouvoirs plus spécifiques au détriment de la versatilité tout en réduisant leffort fourni par larcaniste.<\/p>\n<p>Une Limitation est permanente et sapplique toujours sauf changement suite à une @Compendium[swade-core-rules.swade-rules.Advancement]{Progression} comme expliqué ci-dessous.<\/p>\n<p>Chaque Limitation liée à un pouvoir réduit le coût total de 1@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} (jusqu'à un minimum de 1). Si cela devait normalement réduire le coût à 0, vous bénéficiez de +1 au jet d'Arcanes, ou de +2 pour un coût négatif.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-rules.Range]{Portée}: <\/strong>The power&rsquo;s @Compendium[swade-core-rules.swade-rules.Range]{Portée} la Portée du pouvoir est réduite au Toucher. Sa @Compendium[swade-core-rules.swade-rules.Range]{Portée} initiale doit être plus grande..<\/li>\n<li><strong>PERSONNEL : <\/strong>la @Compendium[swade-core-rules.swade-rules.Range]{Portée}du pouvoir devient Personnel. Sa @Compendium[swade-core-rules.swade-rules.Range]{Portée}doit être Toucher ou il doit avoir la Limitation @Compendium[swade-core-rules.swade-rules.Range]{Portée} ci-dessus.<\/li>\n<li><strong>ASPECT: <\/strong>le personnage ne peut utiliser quun aspect dun pouvoir multiple tel<em>@Compendium[swade-core-rules.swade-powers.Sloth\/Speed]{apathie\/vitesse}<\/em> ou <em>@Compendium[swade-core-rules.swade-powers.Boost\/Lower Trait]{augmentation\/diminution de Trait}.<\/em>.<\/li>\n<\/ul>\n<h3>AJOUTER ET CHANGER DES ASPECTS<\/h3>\n<p>Un personnage gagne deux nouveaux @Compendium[swade-core-rules.swade-rules.Powers]{pouvoirs} en prenant lAtout <strong>@Compendium[swade-core-rules.swade-edges.New Powers]{Nouveaux pouvoirs}<\/strong>.Il peut sinon en remplacer un ou les deux par autant de nouveaux Aspects sur des @Compendium[swade-core-rules.swade-rules.Powers]{pouvoirs} déjà acquis. Par exemple un héros choisissant cet Atout @Compendium[swade-core-rules.swade-edges.New Powers]{Nouveaux pouvoirs} peut prendre un nouveau pouvoir et rajouter un Aspect de glace à son <em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclair}<\/em>.<\/p>\n<p>Lors dune @Compendium[swade-core-rules.swade-rules.Advancement]{Progression} le MJ peut aussi permettre à un joueur de <em>changer<\/em> lAspect dun pouvoir existant. Cela devrait refléter un changement majeur du personnage dune manière déterminée par le joueur et le MJ.<\/p>\n<aside class=\"parchment-torn\">\n<h2>CONSIDÉRATIONS SUR LES ASPECTS<\/h2>\n<p>Les Aspects permettent une infinie variété de @Compendium[swade-core-rules.swade-rules.Powers]{pouvoirs} de sources pour ceux-ci. Cela peut parfois mener à détranges résultats. Le joueur et le MJ doivent alors faire preuve de bon sens pour résoudre les incohérences. Voici un exemple :<\/p>\n<p>Gabe est alchimiste dans un jeu fantastique. Il décide que son pouvoir <em>explosion<em> se manifeste sous la forme dun sac de petits pots explosifs quil lance comme des grenades.<\/p>\n<p><em>@Compendium[swade-core-rules.swade-powers.Blast]{Explosion}<\/em> a une @Compendium[swade-core-rules.swade-rules.Range]{Portée} de @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} x2. Avec d8 en @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, il peut cibler jusquà 16 cases de distance sans malus de @Compendium[swade-core-rules.swade-rules.Range]{Portée}. ce qui est parfois mieux que de lancer une grenade avec Athlétisme et de subir des malus de @Compendium[swade-core-rules.swade-rules.Range]{Portée} à partir de 10 puis 20 cases. Ce nest pas grave car le joueur de Gabe doit gérer et dépenser des @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}. Un autre personnage avec des grenades na pas à le faire mais doit prendre en considération les malus de @Compendium[swade-core-rules.swade-rules.Range]{Portée}.<\/p>\n<\/aside>\n<\/div>\n<\/div>",
"name": "Aspects"
},
"Arcane Background (Weird Science)": {
"text": "<div class=\"swade-core\">\n<h2>Arcanes (Science étrange)<\/h2>\n<div>\n<ul class=\"red-bullet-list\">\n<li><strong>Compétences d'arcanes : <\/strong>@Compendium[swade-core-rules.swade-rules.Weird Science]{Science étrange} (@Compendium[swade-core-rules.swade-rules.Traits]{Intellect})<\/li>\n<li><strong>Pouvoir de départ : <\/strong>2<\/li>\n<li><strong>Points de pouvoir : <\/strong>15<\/li>\n<\/ul>\n<p>Les scientifiques étranges utilisent des inventions singulières et plus puissantes que le niveau technologique normal de lunivers. De telles créations peuvent devenir possibles grâce à des super-carburants, à des découvertes extraterrestres ou à la pure intelligence de rares super-génies repoussant les limites de la science.<br \/><\/span><\/p>\n<p><span class=\"fontstyle0\">Un <\/span><strong><span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}<\/span><\/strong><span class=\"fontstyle0\">(voir p. 150) de Science étrange doit toujours inclure lappareil auquel il est associé. Par exemple, le pouvoir <\/span><span class=\"fontstyle3\"><em>@Compendium[swade-core-rules.swade-powers.Burst]{rafale} <\/em><\/span><span class=\"fontstyle0\"> pourrait se manifester à travers un lance-flammes magique dans <em>Deadlands: Weird West<\/em><\/span><span class=\"fontstyle0\"><em>&nbsp;<\/em>, tandis que « le Fabuleux Élixir Revitalisant du Dr Gabriel »!&rdquo; serait une potion <\/span><em><span class=\"fontstyle3\">@Compendium[swade-core-rules.swade-powers.Healing]{Guérison} <\/span><\/em><span class=\"fontstyle0\">.<br \/><\/span><\/p>\n<p><span class=\"fontstyle0\">Lappareil doit être tenu en main afin dactiver ses pouvoirs de Science étrange (sauf<strong> <\/strong><\/span><strong><span class=\"fontstyle2\">Bricolage de fortune<\/span><\/strong><span class=\"fontstyle0\">, voir p. 149).<br \/><\/span><\/p>\n<p><span class=\"fontstyle0\">O<\/span><span class=\"fontstyle0\">Les autres personnages ne peuvent pas activer une création de linventeur. Ils nen comprennent pas les étranges mécanismes nécessaires à son fonctionnement, lappareil nest pas calibré pour dautres utilisateurs ou il est simplement hors tension pour nimporte qui sauf son créateur. Bien que cela puisse sembler un peu étrange du point de vue narratif, la « magie » — et les PP — viennent de linventeur et cest donc à lui dactiver son appareil.<br \/><\/span><\/p>\n<p><span class=\"fontstyle0\">Créer des appareils pour autrui est possible avec un <\/span><span class=\"fontstyle2\"><strong>@Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objet arcanique}<\/strong><\/span><span class=\"fontstyle0\"> (voir p. 153) et lAtout <\/span><strong><span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-edges.Artificer]{Artificier} <\/span><\/strong><span class=\"fontstyle0\">(voir p. 46).<\/span><\/p>\n<p><span class=\"fontstyle0\">Bien sûr, linventeur peut <\/span><span class=\"fontstyle2\">utiliser <\/span><span class=\"fontstyle0\">ses appareils sur autrui. Cela inclut lingestion de potion à base délixir magique ou linjection de quelque super-sérum miraculeux de sa création. Si le Dr Gabriel administre son élixir, par exemple, il teste normalement lactivation du pouvoir. S'il <\/span><span class=\"fontstyle2\">donne <\/span><span class=\"fontstyle0\">la bouteille à quelquun pour un usage futur, il savérera quelle aura perdu ses propriétés actives.<br \/><\/span><\/p>\n<p><span class=\"fontstyle3\"><strong>Bricolage de fortune<\/strong>: <\/span><span class=\"fontstyle0\">les inventeurs doivent normalement activer leurs pouvoirs en utilisant lappareil associé. Si nécessaire, ils peuvent improviser dautres moyens avec un malus de -2, une justification en accord avec lunivers et lautorisation du MJ.<\/p>\n<p class=\"embedded-example\"><strong>Exemple :<\/strong> Gabe est capturé par de vils aliens et tout son équipement est confisqué. Il est confiné dans une cellule et décide quil va utiliser les lampes du plafonnier et ce qui y tient lieu délectricité afin dimproviser une <\/span><em><span class=\"fontstyle3\">@Compendium[swade-core-rules.swade-powers.Blast]{explosion}<\/span><\/em><span class=\"fontstyle2\">. Le meneur donne son accord après quil ait détruit les lumières et la source dalimentation de la cellule.<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg149_quote_weird_science.webp\" alt=\"One 40 megawatt, repeating, cold fusion-powered, plasma gun comping up! &mdash; Gabe\" \/><\/div>\n<\/div>",
"name": "Arcanes (Science étrange)"
},
"Arcane Background (Psionics)": {
"text": "<div class=\"swade-core\">\n<h2>Arcanes (Psionique)<\/h2>\n<div>\n<ul class=\"red-bullet-list\">\n<li><strong>Compétences d'arcanes : <\/strong>@Compendium[swade-core-rules.swade-skills.Psionics]{Psionique} (@Compendium[swade-core-rules.swade-rules.Traits]{Intellect})<\/li>\n<li><strong>Pouvoir de départ : <\/strong>3<\/li>\n<li><strong>Points de pouvoir : <\/strong>10<\/li>\n<\/ul>\n<p>Les psioniques puisent dans leur propre énergie mentale pour manipuler la matière, lire les esprits, et bien dautres choses. Certains sont employés par de grandes agences gouvernementales alors que dautres cherchent souvent à leur échapper ! Certains ont des années dentraînement alors que dautres ont développé leurs incroyables pouvoirs de façon isolée. <\/p>\n<\/div>\n<\/div>",
"name": "Arcanes (Psionique)"
},
"Arcane Background (Gifted)": {
"text": "<div class=\"swade-core\">\n<h2>Arcanes (Don)<\/h2>\n<div>\n<ul class=\"red-bullet-list\">\n<li><strong>Compétences d'arcanes : <\/strong>@Compendium[swade-core-rules.swade-skills.Focus]{Focus} (@Compendium[swade-core-rules.swade-rules.Traits]{Âme})<\/li>\n<li><strong>Pouvoir de départ : <\/strong>1<\/li>\n<li><strong>Points de pouvoir : <\/strong>15<\/li>\n<\/ul>\n<p>Le personnage dispose de capacités innées ne correspondant pas aux tropes habituels de la magie, des miracles ou des psioniques. Il peut sagir de super-pouvoirs de bas niveau, de dons divins ou même de talents extraterrestres. Ils sont souvent inhabituels ou uniques dans leur univers.<\/p>\n<\/div>\n<\/div>",
"name": "Arcanes (Don)"
},
"Arcane Background (Magic)": {
"text": "<div class=\"swade-core\">\n<h2>Arcanes (Magie)<\/h2>\n<div>\n<ul class=\"red-bullet-list\">\n<li><strong>Compétences d'arcanes : <\/strong>@Compendium[swade-core-rules.swade-skills.Spellcasting]{Magie} (@Compendium[swade-core-rules.swade-rules.Traits]{Intellect})<\/li>\n<li><strong>Pouvoir de départ : <\/strong>3<\/li>\n<li><strong>Points de pouvoir : <\/strong>10<\/li>\n<\/ul>\n<p>Les magiciens vont des puissants sorciers jusquaux vils sectateurs. Ils puisent dans lénergie surnaturelle brute pour alimenter leurs feux anciens. Ce flux imprègne les mondes dans lesquels ils vivent et est canalisé par des gestes, des mots de puissance ou danciennes runes.<\/p>\n<\/div>\n<\/div>",
"name": "Arcanes (Magie)"
},
"Arcane Background (Miracles)": {
"text": "<div class=\"swade-core\">\n<h2>Arcanes (Miracles)<\/h2>\n<div>\n<ul>\n<li><strong>Compétences d'arcanes : <\/strong>@Compendium[swade-core-rules.swade-skills.Faith]{Foi} (@Compendium[swade-core-rules.swade-rules.Traits]{Âme})<\/li>\n<li><strong>Pouvoir de départ : <\/strong>3<\/li>\n<li><strong>Points de pouvoir : <\/strong>10<\/li>\n<\/ul>\n<p>Ceux qui invoquent les miracles tirent leur puissance dune présence supérieure comme les dieux, la nature ou les esprits. Leurs pouvoirs sont généralement invoqués par quelques mots de prière ou par des rituels bien établis.<\/p>\n<p>Les faiseurs de miracles sont les champions de leurs croyances. Ils ont généralement des @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} en rapport avec leur sacerdoce, comme @Compendium[swade-core-rules.swade-hindrances.Vow]{Serment} ou @Compendium[swade-core-rules.swade-hindrances.Obligation]{Obligation}. Ils peuvent aussi avoir pour @Compendium[swade-core-rules.swade-edges.Connections]{Contacts} dautres personnes de leur religion pouvant les aider quand leur énergie divine vient à manquer.<\/p>\n<\/div>\n<\/div>",
"name": "Arcanes (Miracles)"
},
"Armor Piercing (+1 to +3)": {
"text": "<div class=\"swade-core\">\n<h3>Pénétration darmure (+1 à +3)<\/h3>\n<p>Lattaque se concentre sur un point faible de larmure ou sur une zone exposée. Chaque @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} dépensé accorde @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA 2} (voir p. 66) jusquà un maximum de @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA 6}.<\/p>\n<\/div>",
"name": "Pénétration darmure (+1 à +3)"
},
"Fatigue (+2)": {
"text": "<div class=\"swade-core\">\n<h3>Fatigue (+2)<\/h3>\n<p>Powers that drain or tax an opponent can cause @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. This modifier may be attached to any @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} that can cause damage or is resisted by the target. If she&rsquo;s affected by the power in any way, she also suffers Fatigue. This cannot cause @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation}, however.<\/p>\n<\/div>",
"name": "Fatigue (+2)"
},
"Glow or Shroud (+1)": {
"text": "<div class=\"swade-core\">\n<h3>Glow\/Shroud (+1)<\/h3>\n<p>Glow gives off soft light of an appro&shy;priate color for its @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} (or caster&rsquo;s choice). This creates soft light in a @Compendium[swade-core-rules.swade-rules.Game Mastering]{Small Blast Template} centered on the target, and lasts until the power expires. It subtracts 2 from her @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} totals and negates 1 point of @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalties for those attacking the glowing character.<\/p>\n<p>Shroud dims and slightly obscures the target so that attacks against her suffer a &minus;1 penalty and she adds +1 to her @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} rolls.<\/p>\n<\/div>",
"name": "Glow or Shroud (+1)"
},
"Heavy Weapon (+2)": {
"text": "<div class=\"swade-core\">\n<h3>ARME LOURDE (+2)<\/h3>\n<p>Larcaniste déverse son énergie dans une attaque pour en concentrer la puissance. Lattaque compte comme <strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde (AL)}<\/strong>.<\/p>\n<\/div>",
"name": "Arme lourde (+2)"
},
"Lingering Damage (+2)": {
"text": "<div class=\"swade-core\">\n<h3>Lingering Damage (+2)<\/h3>\n<p>The target is hit by fire, intense cold, acid, gnawing insects, or some other @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} that continues to cause damage after the initial attack. On the victim&rsquo;s next turn, he suffers the power&rsquo;s base damage minus one die type (one additional turn only). If hit with a 2d6 <em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}<\/em>, for example, the victim takes 2d4 damage at the start of his next turn. If the base damage is already a d4 die type, it loses a die instead.<\/p>\n<\/div>",
"name": "Lingering Damage (+2)"
},
"Range (+1 or +2)": {
"text": "<div class=\"swade-core\">\n<h3>Range (+1\/+2)<\/h3>\n<p>Double the power&rsquo;s listed Range for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}, or triple it for +2. This modifier may not be used on powers with a @Compendium[swade-core-rules.swade-rules.Range]{Portée} of @Compendium[swade-core-rules.swade-rules.Touch Attack]{Toucher} or the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Cone Template}.<\/p>\n<\/div>",
"name": "Range (+1 or +2)"
},
"Selective (+1)": {
"text": "<div class=\"swade-core\">\n<h3>Selective (+1)<\/h3>\n<p>With intense focus, the caster can choose not to affect any or all individual targets within a power&rsquo;s @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area of effect} (picking all enemies instead of allies in a <em>@Compendium[swade-core-rules.swade-powers.Blast]{blast}<\/em>, for example).<\/p>\n<\/div>",
"name": "Selective (+1)"
},
"Hinder or Hurry (+1)": {
"text": "<div class=\"swade-core\">\n<h3>FREIN\/HÂTE (+1)<\/h3>\n<p>La cible est ralentie dune façon ou dune autre, peut-être en raison dun froid intense, dune surface glissante, de matière ou dénergie qui lentrave. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de base est réduite de 2 jusquà la fin du pouvoir.<\/p>\n<p>Un arcaniste peut également hâter sa cible, peut être en augmentant son tonus, en rendant son pas plus sûr ou avec des muscles plus puissants. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} est augmentée de 2.<\/p>\n<p>Les effets de ces deux Modificateurs ne sont pas cumulatifs.<\/p>\n<\/div>",
"name": "Frein ou hâte (+1)"
}
}
},
"6. Bestiary": {
"name": "6. Bestiaire",
"pages": {
"Special Ability (Bite)": {
"text": "<div class=\"swade-core\">\r\n <h3>Bite<\/h3>\r\n <div>\r\n <p>See <b>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}<\/b><\/p>\r\n <\/div>\r\n<\/div>",
"name": "Special Ability (Bite)"
},
"Special Ability (Fear)": {
"text": "<div class=\"swade-core\">\n<h3>Fear<\/h3>\n<div>\n<p>Particularly frightening monsters cause @Compendium[swade-core-rules.swade-powers.Fear]{Terreur} checks to all who see them. Some truly terrifying monsters may inflict penalties on Fear checks as well. A creature with Fear &minus;2, for instance, causes those who see it to make their Fear checks at &minus;2. See the <strong>@Compendium[swade-core-rules.swade-powers.Fear]{Terreur}<\/strong> rules for effects.<\/p>\n<\/div>\n<\/div>",
"name": "Special Ability (Fear)"
},
"Special Ability (Ethereal)": {
"text": "<div class=\"swade-core\">\r\n <h3>Ethereal<\/h3>\r\n <div>\r\n <p>@Compendium[swade-core-rules.swade-bestiary.Ghost]{Ghosts}, shadows, will-o-the-wisps, and similar intangible creatures have no form in the physical world (or can turn it on and off at will). They can pass through physical objects, cannot be harmed by non-magical attacks, and cannot even be seen unless they desire to be. Ethereal creatures are affected by magical items, weapons, and supernatural powers.<\/p>\r\n <p>Unless its description says otherwise, ethereal creatures can throw objects, wield weapons, or even push terrified heroes down long, dark stairs.<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Special Ability (Ethereal)"
},
"Special Ability (Flight)": {
"text": "<div class=\"swade-core\">\r\n <h3>Flight<\/h3>\r\n <div>\r\n <p>The creature can fly at the listed @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. It uses its @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} to maneuver in chases or other situations.<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Special Ability (Flight)"
},
"Special Ability (Fearless)": {
"text": "<div class=\"swade-core\">\n<h3>Fearless<\/h3>\n<div>\n<p>Mindless creatures, some undead, robots, and the like don&rsquo;t suffer from the weaknesses of the mortal mind. Fearless creatures are immune to @Compendium[swade-core-rules.swade-powers.Fear]{Terreur} effects and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}. They may still be @Compendium[swade-core-rules.swade-skills.Taunt]{Taunted}, however (usually because it draws their attention rather than causing emotional distress).<\/p>\n<\/div>\n<\/div>",
"name": "Special Ability (Fearless)"
},
"Special Ability (Environmental Weakness)": {
"text": "<div class=\"swade-core\">\r\n <h3>Environmental Weakness<\/h3>\r\n <div>\r\n <p>The creature is susceptible to a particular type of energy or substance, such as @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Heat]{heat}, iron, etc. <\/p>\r\n <p>Damage from the source is increased by 4, and the being subtracts 4 when resisting matching @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} or powers with a similar @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}.<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Special Ability (Environmental Weakness)"
},
"Special Ability (Poison)": {
"text": "<div class=\"swade-core\">\r\n <h3>Poison<\/h3>\r\n <div>\r\n <p>Serpents, dagues empoisonnées et autres injectent à leurs victimes de dangereux @Compendium[swade-core-rules.swade-rules.Poison]{poison} par une morsure ou une égratignure. Pour cela, la cible doit être au moins @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. Elle doit alors réussir un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} modifié par la virulence du Poison (indiquée entre parenthèses après laptitude Poison de la créature). Les effets dun Échec sont décrits en section des <b>@Compendium[swade-core-rules.swade-rules.Hazards]{Périls}<\/b> section.<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Capacité spéciale (Poison)"
},
"Special Ability (Tentacles)": {
"text": "<div class=\"swade-core\">\r\n <h3>Tentacules<\/h3>\r\n <div>\r\n <p>La créature possède un nombre « dactions de tentacule » spécifié dans sa description (généralement 2 ou 4). Ces actions comptent collectivement pour une seule parmi les trois actions potentielles du tour. Elles doivent utiliser dune façon ou dune autre un tentacule, généralement pour du @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, or @Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade} mais le MJ reste seul juge<\/p>\r\n <p>Une créature @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}, lance normalement son @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Dé Joker} pour chaque action de tentacule.<\/p>\r\n <p>Si lindividu fait dautres actions dans le tour,comme une @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} oou activer un pouvoir, ces actions et celles de tentacule sont normalement sujettes au malus d @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}.<\/p>\r\n <p>Un jet dEmpoignade avec des tentacules bénéficie dun bonus de +2, et broyer inflige des dégâts égaux à la @Compendium[swade-core-rules.swade-rules.Traits]{Force} de la créature, sauf mention contraire.<\/p>\r\n <p>Trancher un tentacule est une @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque ciblée}.Si les dégâts dépassent la @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}de la créature, lappendice est sectionné et le monstre@Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. Et sil était déjà Secoué, il prend une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}.<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Capacité spéciale (Tentacules)"
},
"Special Ability (Hardy)": {
"text": "<div class=\"swade-core\">\n<h3>Hardy<\/h3>\n<div>\n<p>Une créature particulièrement coriace ou déterminée ne tombe pas suite aux blessures mineures, quelqu'en soit le nombre. Un coup décisif est nécessaire pour la mettre à mal.<\/p>\n<p>Si la bête est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, Secouée, un autre résultat Secoué n'inflige pas de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}.<\/p>\n<\/div>\n<\/div>",
"name": "Capacité spéciale (Robuste)"
},
"Special Ability (Horns)": {
"text": "<div class=\"swade-core\">\r\n <h3>Cornes<\/h3>\r\n <div>\r\n <p>voir <b>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Armes naturelles}<\/b>.<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Capacité spéciale (Cornes)"
},
"Special Ability (Immunity)": {
"text": "<div class=\"swade-core\">\n<h3>IMMUNITÉ<\/h3>\n<div>\n<p>Une créature née dans une fournaise ne craint pas le feu ou la @Compendium[swade-core-rules.swade-rules.Heat]{chaleur}, et une horreur composée déclairs ne subit logiquement aucun effet dun<em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}<\/em> avec un @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} électrique. Une Immunité sapplique à un type précis dattaque (@Compendium[swade-core-rules.swade-rules.Fire]{feu}, @Compendium[swade-core-rules.swade-rules.Cold]{froid}, electricité, etc... Une telle créature nest pas <strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnerable}<\/strong>, elle ignore simplement les @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts} et les états @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} provoqués par une attaque du type spécifié.<\/p>\n<\/div>\n<\/div>",
"name": "Capacité spéciale (Immunité)"
},
"Special Ability (Infection)": {
"text": "<div class=\"swade-core\">\n<h3>Infection<\/h3>\n<div>\n<p>Une Infection peut être causée par la morsure dun @Compendium[swade-core-rules.swade-bestiary.Vampire]{vampire}, par une horrible créature @Compendium[swade-core-rules.swade-bestiary.Spider, Giant]{arachnide}-qui pond ses oeufs dans les blessures de sa victime ou même par des @Compendium[swade-core-rules.swade-rules.Disease]{maladies}-véhiculées par les @Compendium[swade-core-rules.swade-bestiary.Swarm]{rats}.<\/p>\n<p>Chaque fois quune victime est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secouée} or @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessée} par une créature infectieuse, elle fait un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur}. Les modificateurs de ce jet ainsi que les effets dun Échec sont indiqués dans la description de la créature.<\/p>\n<\/div>\n<\/div>",
"name": "Capacité spéciale (Infection)"
},
"Special Ability (Infravision)": {
"text": "<div class=\"swade-core\">\r\n <h3>Infravision<\/h3>\r\n <div>\r\n <p>Cette créature a la capacité de voir le spectre infrarouge : elle voit les différences de chaleur. Elle divise par deux les malus dus à lobscurité lorsquelle attaque des cibles produisant de la chaleur (y compris celles <i>invisible<\/i>).<\/p>\r\n <p>CIl sagit alors pour ses victimes de trouver des moyens pour dissimuler leur chaleur. Senduire le corps de boue ou porter des combinaisons isothermes peut permettre de ne plus être repéré par une telle créature.<\/p>\r\n <p>Un humanoïde doté dInfravision possède généralement aussi une vision normale.<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Capacité spéciale (Infravision)"
},
"Special Ability (Low Light Vision)": {
"text": "<div class=\"swade-core\">\r\n <h3>Vision nocturne<\/h3>\r\n <div>\r\n <p>Cette Capacité permet dignorer les malus de Pénombre et dObscurité @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} (mais pas de Ténèbres).<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Capacité spéciale (Vision nocturne)"
},
"Special Ability (Paralysis)": {
"text": "<div class=\"swade-core\">\r\n <h3>Paralysie<\/h3>\r\n <div>\r\n <p>Les poisons paralysants sont évoqués dans le paragraphe @Compendium[swade-core-rules.swade-rules.Poison]{Poison}. Certaines créatures peuvent paralyser un ennemi par magie, décharges électriques ou autre. Une victime Blessée ou @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} par une telle créature doit réussir un jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} ou être @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}. Elle est également paralysée et incapable de toute action (même parler) pendant 2d6 rounds (ou plus si la description le précise).<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Capacité spéciale (Paralysie)"
},
"Special Ability (Resilient or Very Resilient)": {
"text": "<div class=\"swade-core\">\n<h3>RÉSILIENT \/ TRÈS RÉSILIENT<\/h3>\n<div>\n<p>Les Extras @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} délite sont plus costauds que les autres. Il peut sagir dune espèce spécifique @Compendium[swade-core-rules.swade-bestiary.Orc]{orques} dans un univers de fantasy, dagents surentraînés dans un univers moderne ou encore danimaux mutants échappés du laboratoire dun savant fou.<\/p>\n<p>Un Extra Résilient peut subir 1 Blessure avant d'être Incapacité et un Extra Très résilient peut en subir 2. Un Joker ne peut pas disposer de cette aptitude qui est destinée à combler un peu le fossé entre les Extras et les héros ou grands méchants qui les mènent<\/p>\n<\/div>\n<\/div>",
"name": "Capacité spéciale (Résilient \/ Très résilient)"
},
"Special Ability (Stun)": {
"text": "<div class=\"swade-core\">\r\n <h3>Étourdissement<\/h3>\r\n <div>\r\n <p>Une créature dotée de cette Capacité dispose bien souvent dune attaque électrique, dune toxine, dune attaque mentale ou dun aspect similaire. Lorsquelle touche sa cible (même sans provoquer de dégâts), cette dernière doit réussir un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} ravec le malus indiqué ou se retrouvere <b>@Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}<\/b>.<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Capacité spéciale (Étourdissement)"
},
"Special Ability (Swat)": {
"text": "<div class=\"swade-core\">\r\n <h3>Ecrasement<\/h3>\r\n <div>\r\n <p>Cette créature a appris à viser une cible plus petite quelle. Elle ignore jusquà 4 points de malus d @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} lorsquelle attaque avec les Capacités spécifiées dans la description (et seulement avec celles-ci).<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Capacité spéciale (Écrasement)"
},
"Special Ability (Size)": {
"text": "<div class=\"swade-core\">\n<h3>Taille<\/h3>\n<div>\n<p>La @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} sapplique en tant que modificateur à la @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} (or penalty for small creatures) et permet dévaluer la @Compendium[swade-core-rules.swade-rules.Traits]{Force} des créatures de manière générale.<\/p>\n<p>Elle se base généralement sur la masse de la créature, mais des exceptions existent, que ce soit pour des créatures énormes mais faibles, ou linverse.<\/p>\n<p>Les modificateurs déchelle sont expliqués au chapitre <strong>@Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille et Échelle}<\/strong>.<\/p>\n<p><strong>Blessures supplémentaires :<\/strong> une Grande créature peut subir une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} supplémentaire, une Énorme peut subir deux Blessures supplémentaires, et une Gigantesque trois. Le malus maximum de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} est toujours de 3. Cela se cumule avec @JournalEntry[huMioVSZmHacNkPJ]{Résilient et Très résilient}.<\/p>\n<p>Les créatures de grande taille ont typiquement une @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} égale au nombre de Blessures bonus déterminées par leur Taille.<\/p>\n<\/div>\n<\/div>",
"name": "Capacité spéciale (Taille)"
},
"Special Ability (Undead)": {
"text": "<div class=\"swade-core\">\r\n <h3>Mort-vivant<\/h3>\r\n <div>\r\n <p>@Compendium[swade-core-rules.swade-bestiary.Zombie]{Zombies}, @Compendium[swade-core-rules.swade-bestiary.Skeleton]{squelettes}, ou horreur similaire sont très difficile à détruire.<\/p>\r\n <li>Cette abomination bénéficie dun bonus de +2 en@Compendium[swade-core-rules.swade-rules.Characters]{Résistance} et au jet@Compendium[swade-core-rules.swade-rules.Traits]{Âme} pour annuler létat @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore les dégâts additionnels dune @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque ciblée},et 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} ne respire pas, ne se nourrit pas, est immunisée aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poison}, ne fait pas d'@Compendium[swade-core-rules.swade-rules.Damage Effects]{Hémorragie}, Ses Blessures ne peuvent être soignées que par guérison <i>@Compendium[swade-core-rules.swade-powers.Healing]{Guérison} magique.<\/i>.<\/li>\r\n <\/div>\r\n<\/div>",
"name": "Capacité spéciale (Mort-vivant)"
},
"Special Ability (Wall Walker)": {
"text": "<div class=\"swade-core\">\r\n <h3>Adhérence<\/h3>\r\n <div>\r\n <p>La créature a la capacité se mouvoir sur les murs. Elle marche sur les parois verticales ou aux plafonds comme un humain le fait au sol.<\/p>\r\n <p>Elle se déplace sur ces surfaces à son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de base. Elle peut aussi y courir sauf mention contraire.<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Capacité spéciale (Adhérence)"
},
"Special Ability (Weakness)": {
"text": "<div class=\"swade-core\">\r\n <h3>Point faible<\/h3>\r\n <div>\r\n <p>Cette créature subit plus de dégâts ou ne peut être réellement Blessée que quand on attaque son Point faible. Une créature faite de glace, par exemple, pourrait subir le double de dégâts sur des attaques de @Compendium[swade-core-rules.swade-rules.Fire]{fire}. Consultez sa description pour les effets induits par son Point faible.<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Capacité spéciale (Point faible)"
},
"Special Ability (Invulnerability)": {
"text": "<div class=\"swade-core\">\r\n <h3>Invulnerabilité<\/h3>\r\n <div>\r\n <p>Certains scénarios mettent en scène des horreurs invulnérables qui ne peuvent être défaites quen découvrant leur faiblesse.<\/p>\r\n <p>Une créature Invulnérable ignore les dégâts listés dans sa description. Sauf mention contraire, elle peut être @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} ou @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} mais pas @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessée} Un ancien dieu invoqué par des fanatiques, par exemple, pourrait nêtre que vulnérable aux éclats de vitraux venant dune église.<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Capacité spéciale (Invulnérabilité)"
},
"Special Ability (Regeneration)": {
"text": "<div class=\"swade-core\">\n<h3>Regeneration<\/h3>\n<div>\n<p>On raconte que les @Compendium[swade-core-rules.swade-bestiary.Troll]{trolls}, les @Compendium[swade-core-rules.swade-bestiary.Vampire]{vampires}, et autres créatures légendaires ont la faculté de Régénérer quand ils sont blessés<\/p>\n<p>Il y a deux types de Régénération : rapide et lente.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>REGENERATION RAPIDE : <\/strong>une créature Blessée fait un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} à chaque round, même @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}. En cas de Succès, elle guérit une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} (ou annule Incapacité), et une deuxième en cas de Prouesse. Les Blessures dues à certains types de dégâts (précisés dans la description de la créature) ne peuvent pas être régénérées (mais peuvent @Compendium[swade-core-rules.swade-rules.Healing]{guérir} Par exemple, un troll ne peut pas régénérer une Blessure causée par le feu.<\/li>\n<li><strong>REGENERATION LENTE : <\/strong>la créature fait un jet de @JournalEntry[xiTS5HW9LVPSUqz5]{Guérison naturelle} une fois par jour.<\/li>\n<\/ul>\n<\/div>\n<\/div>",
"name": "Capacité spéciale (Régénération)"
},
"Special Ability (Gargantuan)": {
"text": "<div class=\"swade-core\">\n<h3>GIGANTESQUE<\/h3>\n<div>\n<p>Une créature Gigantesque est de @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 12 ou plus. Dans les classiques du cinéma, des monstres comme King-Kong ou Godzilla entrent dans cette catégorie.<\/p>\n<p>La créature bénéficie dune @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, peut encaisser jusquà 3 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}, supplémentaires et ses attaques sont considérées comme des @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes lourdes.}.<\/p>\n<p><strong>Piétinement :<\/strong> une créature Gigantesque peut piétiner en utilisant un @JournalEntry[BsotfdJ5t4EysBsD]{Gabarit} (dont la taille correspond, selon le MJ, à « lempreinte de pas » de la créature. Lattaque ignore les modificateurs d@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} t op-pose un unique jet d@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} contre @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} de chaque cible. Une victime ne sécartant pas est piéti-née et subit des dégâts égaux à la @Compendium[swade-core-rules.swade-rules.Traits]{Force} Force de la créature.<\/p>\n<\/div>\n<\/div>",
"name": "Capacité spéciale (Gigantesque)"
},
"Special Ability (Aquatic)": {
"text": "<div class=\"swade-core\">\r\n <h3>Aquatic<\/h3>\r\n <div>\r\n <p>The creature is native to the water. It is a natural swimmer and cannot drown. Its @Compendium[swade-core-rules.swade-rules.Movement]{Allure} in water is specified after the Aquatic ability.<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Special Ability (Aquatic)"
},
"Special Ability (Armor)": {
"text": "<div class=\"swade-core\">\n<h3>Armor<\/h3>\n<div>\n<p>A creature&rsquo;s @Compendium[swade-core-rules.swade-rules.Armor]{Armure} is written in parentheses next to its total @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}, and already added in. Thick, leathery hide generally offers 2 points of Armor. Creatures like a stegosaurus generally have 4 or more points of protection. Supernatural creatures may have much higher Armor values. A living statue, for example, might have 8 points of Armor or more.<\/p>\n<\/div>\n<\/div>",
"name": "Special Ability (Armor)"
},
"Special Ability (Breath Weapons)": {
"text": "<div class=\"swade-core\">\r\n <h3>Breath Weapons<\/h3>\r\n <p>Dragons and other &ldquo;fire breathers&rdquo; use a Cone Template for their attacks (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Breath attacks may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.<\/p>\r\n <p>Unless the creature&rsquo;s description says otherwise, breath attacks take the creature&rsquo;s entire turn &mdash; they can&rsquo;t perform @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} in the same round they make a breath attack.<\/p>\r\n<\/div>",
"name": "Special Ability (Breath Weapons)"
},
"Special Ability (Burrow)": {
"text": "<div class=\"swade-core\">\r\n <h3>Burrow<\/h3>\r\n <div>\r\n <p>From massive worms to sand-dwelling humanoids, many creatures are able to burrow beneath the earth and move within it.<\/p>\r\n <p>Burrowers can tunnel underground and reappear elsewhere for devastating surprise attacks against their foes. The distance a creature can burrow on its turn is written immediately after its Burrow ability.<\/p>\r\n <p>A burrowing creature may tunnel on its @Compendium[swade-core-rules.swade-rules.Actions]{action}, and may erupt from the ground at any point within its burrowing @Compendium[swade-core-rules.swade-rules.Movement]{Allure} in the same turn. It cannot be attacked while beneath the earth unless the attacker has some special means of detecting it and penetrating the intervening dirt.<\/p>\r\n <p>Burrowing creatures erupt from beneath their opponents and may take them by surprise. If the target was unaware of the burrowers presence, the creature makes an opposed @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} roll versus the victims @Compendium[swade-core-rules.swade-skills.Notice]{Perception}. If the burrower wins, the target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} <em>to it only<\/em>. With a raise, the burrower gets @Compendium[swade-core-rules.swade-rules.The Drop]{the Drop}. Targets on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} may attempt to interrupt the attack before it occurs.<\/p>\r\n <p>Burrowers cant usually surprise a foe once their presence is known, but can still burrow for protection and mobility.<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Special Ability (Burrow)"
},
"Special Ability (Claws)": {
"text": "<div class=\"swade-core\">\r\n <h3>Claws<\/h3>\r\n <div>\r\n <p>See <b>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}<\/b><\/p>\r\n <\/div>\r\n<\/div>",
"name": "Special Ability (Claws)"
},
"Special Ability (Construct)": {
"text": "<div class=\"swade-core\">\r\n <h3>Construct<\/h3>\r\n <div>\r\n <p>Robots, golems, and other animated objects are collectively called “constructs.” Some are sentient beings while others are mere automatons following the will of their masters.<\/p>\r\n <p>Whatever their origin or material, constructs have several inherent advantages over creatures of flesh and blood.<\/p>\r\n <p>Constructs add +2 when attempting to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} penalties, dont breathe or eat and are immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}, dont @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleed Out}, and Wounds are removed with @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} instead of @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} with no @Compendium[swade-core-rules.swade-powers.Healing]{“Golden Hour.”}<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Special Ability (Construct)"
},
"Special Ability (Elemental)": {
"text": "<div class=\"swade-core\">\r\n <h3>Elemental<\/h3>\r\n <div>\r\n <p>Air, earth, fire, and water form the basis of the elemental realms, wherein dwell strange, unfathomable creatures.<\/p>\r\n <p>Elementals have bodies of pure earth, water, air, or fire and thus ignore additional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} penalties, dont breathe or eat and are immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}, can only be @Compendium[swade-core-rules.swade-skills.Healing]{healed} via magic or natural healing.<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Special Ability (Elemental)"
},
"Special Ability (Environmental Resistance)": {
"text": "<div class=\"swade-core\">\r\n <h3>Environmental Resistance<\/h3>\r\n <div>\r\n <p>The creature is resistant (but not immune) to a particular type of energy or substance, such as @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Heat]{heat}, iron, etc.<\/p>\r\n <p>Damage from the source is reduced by 4, and the being adds +4 to resist matching @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} or powers with a similar @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}.<\/p>\r\n <\/div>\r\n<\/div>",
"name": "Special Ability (Environmental Resistance)"
}
}
},
"7. Game Mastering": {
"name": "7. Game Mastering",
"pages": {
"Game Mastering": {
"text": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Game Mastering<\/p>\n<\/div>\n<\/div>\n<div>\n<p>A group of heroes embarks upon an epic quest. Terrible monsters and bitter rivals oppose them. The elements are against them. Mysteries must be solved, artifacts found, innocents saved.<\/p>\n<p>It&rsquo;s your privilege as Game Master to bring all these fantastic elements to life, challenging your players with adventure beyond their wildest imaginations and providing a framework to find out if they succeed or fail in their ultimate goal.<\/p>\n<p>This is the fun of being a Game Master&mdash;creating, managing, and presenting an entire world of excitement and adventure to your friends and peers. It can be one of the most satisfying entertainment experiences in existence and <cite>Savage Worlds<\/cite> is designed to help you ruthlessly wring every tension-filled moment and gut-busting laugh from it.<\/p>\n<p>So now you&rsquo;ve read the rules and probably have more ideas for a new campaign than you know what to do with, but before you dive in, let&rsquo;s take a moment to talk about the art of being a good Game Master, leading your group, creating worlds, and putting together memorable and exciting adventures.<\/p>\n<h3>Learning The Rules<\/h3>\n<p>Don&rsquo;t be intimidated by all the rules in <cite>Savage Worlds<\/cite>. They&rsquo;re meant to handle most everything under the sun, but all you need to start is how to resolve @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait Rolls} and basic @Compendium[swade-core-rules.swade-rules.Combat]{combat}.<\/p>\n<p>Everything else in this book, from all those @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chase} maneuvers to @Compendium[swade-core-rules.swade-rules.Interludes]{Interludes} and @Compendium[swade-core-rules.swade-rules.Rules] {Règles de situation} can be ignored until you need them.<\/p>\n<p>A great way to learn the core rules is to run a simple fight on your own first. Put a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} fighter and three skeletons on the table in front of you and have at it. Your only goal is to get a feel for rolling the dice, figuring totals from @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Aces} and modifiers, rolling and @Compendium[swade-core-rules.swade-rules.Dealing Damage]{applying damage}, and @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soaking} @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}.<\/p>\n<p>Once you&rsquo;ve got the hang of that, you&rsquo;re ready to run your first game. Don&rsquo;t worry if you and your friends have to look a few things up the first time. And don&rsquo;t be afraid not to look things up and just wing it if you&rsquo;re in the middle of a good story and want to move on. The vast majority of the experience is just you and your friends talking and making some skill rolls. All those extra rules are there when you want or need them to help make a decision.<\/p>\n<h3>Your Game<\/h3>\n<p>You might think the first step in starting a new game is finding a group of people to play with. That is important, but don&rsquo;t do that yet. First get <em>yourself<\/em> excited. Figure out what you want to run and start jotting down ideas. Do that and you&rsquo;ll likely get all your friends excited as well.<\/p>\n<p>Once you&rsquo;ve figured out what kind of setting you want to run, ask yourself what types of characters your friends might play. What might a typical adventure be like? Write down what makes your game cool, who the bad guys are, what kinds of magic or other supernatural aspects are present, and what your basic storyline is. If you have these elements, you likely have enough information to get your friends excited and ready to play.<\/p>\n<h3>Game Nights<\/h3>\n<p>Now it&rsquo;s time to recruit some players. You have a great campaign idea and enough information about it to explain it to your friends. The next step is to find out who wants to play and when they can get together.<\/p>\n<p>It might be best to tell everyone when <em>you&rsquo;d<\/em> like to run your game. You&rsquo;re the one person who must be there every session so the timing needs to work for you. You can alter it based on your friends&rsquo; schedules, of course, but if you just ask when everyone is free you&rsquo;re going to spend a lot of time trying to manage a lot of often vague or conflicting preferences.<\/p>\n<p>Most groups meet once a week, or every other week, depending on how busy everyone is. More important is that once you set a regular date you try and stick to it. If you rely on a fluctuating schedule people tend to forget or schedule conflicting events. People have busy lives, and as much as everyone involved might want to play, they still have to study for classes, take care of their children, work, manage personal events, and otherwise live their lives. If you have a set night every week, it&rsquo;s much easier for your friends to schedule most of their activities around it. It also helps you know when you have to be ready to run.<\/p>\n<p>Don&rsquo;t rule out playing on weeknights. Friday and Saturday are great if you&rsquo;re single or in college but difficult for players who need to focus the weekends on their families. If you start at 6 p.m., your players have time to get off work, grab some food (or share the traditional pizza with the group!), and get deep into the game by 7 or so.<\/p>\n<p>Most sessions should wrap things up by 11 p.m. or so. Most people tend to get a little tired by then and you don&rsquo;t want game night to be a stressful experience. Talk it over with your friends and see what works for them. Setting some basic rules helps everyone schedule their time and show up week after week.<\/p>\n<p>You might want to end each game session with a cliffhanger, question, or quest. Hearing your players talk about what&rsquo;s going to happen next is one of the best rewards you can hope for when running a game!<\/p>\n<h3>Character Types<\/h3>\n<p>Once you have a game night and a few friends set to attend, give them some basic information on the setting and find out what kind of characters they want to play.<\/p>\n<p>You don&rsquo;t need everyone to make characters at this point&mdash;character creation in <cite>Savage Worlds<\/cite> is fast enough they can do it at your first session if you want. But if some of your friends have neat ideas as to their background or basic type (fighter, investigator, etc.), you can start doing more detail work on your story.<\/p>\n<p>If you&rsquo;re going to run <cite>Deadlands<\/cite>, for example, and all your friends make combat types you know they&rsquo;re looking for a high-action game. You can still mix in lots of other elements&mdash;exploration, investigation, horror, deep roleplaying&mdash;but every now and then set up a big bloody shootout as well.<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/kids-on-bikes.webp\" alt=\"Image of kids three kids riding away from a a very large Cthullu esque monster. The kid in the back crashed is is on the ground while his friends ride away.\" \/>\n<h2>Getting the Party Together<\/h2>\n<p>Now that you have the <em>players<\/em> together, you have to figure out why their <em>characters<\/em> are together. There are two common ways to handle this.<\/p>\n<h3>The Mission<\/h3>\n<p>One way to build a party is for a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{nonplayer character} to offer a reward for adventurers to complete some task. Perhaps they answer a want ad, are hired in a smoky tavern, or are called on by connections or friends. Thrown together by fate and circumstance, the heroes must then learn to work as a team.<\/p>\n<p>There&rsquo;s a problem that sometimes arises from this approach. Say you&rsquo;re running a fantasy campaign and the mission is to deliver a message to a distant city. But one of the characters in your group is a witch hunter. His player is all excited about making such a unique character, but you need him (and the others) to be a courier for now and accept the assignment to kick off your campaign.<\/p>\n<p>Fortunately, there&rsquo;s an easy fix: let the <em>player<\/em> figure it out. Be honest and tell him this is what you need to get things started. Maybe the witch hunter is simply between jobs. Or maybe he&rsquo;s working under cover to root out some evil sorceress, or needs to earn gold to buy better arms and equipment for his true quest. Or maybe the employer or the recipient is an old friend (or enemy).<\/p>\n<p>This approach not only helps get things moving but empowers the player and might give your campaign a new and interesting subplot!<\/p>\n<h3>Former Acquaintances<\/h3>\n<p>You can also start a campaign with all the characters already knowing each other. This works great for getting the game moving, and is very appropriate for certain campaign types. In <em>Weird Wars<\/em> settings, for example, the player characters have often served together for weeks, months, or even years. They know the basic faults and vices of their companions. This is also a great way to kick off a convention game where your group only has a few hours to play.<\/p>\n<h3>Staying Together<\/h3>\n<p>After the first adventure, the players may wonder why their characters stay together. That&rsquo;s easy if they&rsquo;re employed by a common benefactor, or if similar groups are common to the setting (adventuring crews, military teams, and so on).<\/p>\n<p>Staying together might be more difficult if the campaign goal isn&rsquo;t very clear though, or if some of the characters don&rsquo;t get along that well. How to fix this depends a lot on the type of game you&rsquo;re running. If there&rsquo;s a clear, overall objective or over-arching storyline, the party might stay together to defeat the greater evil, even if they aren&rsquo;t the best of friends.<\/p>\n<p>If the campaign goal is more ambiguous, the best answer may be not to force the heroes to stay together. Consider a modern horror game. The players are thrust together in a haunted mansion for a weekend. Terrible things occur, but eventually at least some of the investigators survive and stagger back into daylight. Why would they then go out hunting vampires or searching for zombies the following week just because they had one incredible encounter together?<\/p>\n<p>Maybe they don&rsquo;t. Maybe they all go home and try to forget what happened just like normal folks. Let a few days or weeks pass where nothing happens (narratively, of course). Later on, one of the characters gets involved in another creepy encounter. Now he knows a few others who might believe his wild tale so he calls for help.<\/p>\n<h3>Friction<\/h3>\n<p>So what happens if your group doesn&rsquo;t get along? That depends on whether it&rsquo;s the players or the characters who are arguing.<\/p>\n<p>We won&rsquo;t give you advice on how to handle conflicts with your friends. You know them best and will have to figure out if there are certain individuals who just don&rsquo;t fit in this campaign. Remember though that friends are more important than games&mdash;even this one. If you and the rest of the group can&rsquo;t talk out your differences, find something else to do for a while that doesn&rsquo;t cause such friction.<\/p>\n<p>Maybe you can come back to the game once you&rsquo;ve worked things out.<\/p>\n<p>Friction between characters, on the other hand, is not only fine, it&rsquo;s actually encouraged to some degree. Any interesting group of personalities squabble and argue on occasion. As long as this is done in character it adds to the roleplaying experience and the depth of your campaign. Quiet fights between the heroes can often take on a life of their own, encouraging players to take you, the Game Master, aside or write you private notes about actions their heroes perform away from the prying eyes of others. Intrigue and betrayal are integral to good dramatic stories. Just make sure the group talks things out and keeps the conflict to their characters; not real life.<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/intrigue.webp\" alt=\"Image of a medieval masquerade party, with a man and woman whispering to each other in the shadows.\" \/>\n<h2>Campaign Types<\/h2>\n<p>Different groups like different types of games. Some like lots of combat, others want to explore the world, and some are into deep roleplaying and storytelling. Most people like a good mix. Here are some pointers on each.<\/p>\n<h3>Hack and Slash<\/h3>\n<p>A hack and slash game features lots of combat. With <cite>Savage Worlds<\/cite>, you can do more than pit your five player characters against a couple of orcs and an ogre. You can throw a <em>whole horde<\/em> at your heroes and give them a few staunch @Compendium[swade-core-rules.swade-rules.Allies]{Alliés} or henchmen to help as well!<\/p>\n<p>The best part is that players who just want to wade into the forces of darkness with two blades slashing can do that too. More tactically-minded players can load up on @Compendium[swade-core-rules.swade-rules.Edges]{Leadership Edges} and direct the actions of hirelings and allies.<\/p>\n<p>Players who like to think on their feet can use the @Compendium[swade-core-rules.swade-rules.Support]{Support} and @Compendium[swade-core-rules.swade-rules.Test]{Test} rules to defeat foes without ever making a single attack!<\/p>\n<p>Some disparage hack and slash campaigns these days, but there&rsquo;s nothing wrong with enjoying a good tactical combat either&mdash;and there can be epic roleplaying even in the middle of massive fights.<\/p>\n<h3>Exploration<\/h3>\n<p>Wandering through lost cities, finding forgotten treasures, or reclaiming fallen civilizations is exciting for explorer-types. The Great Unknown lurks behind every pile of toppled columns, and incredible treasures await those brave enough to take them from their mysterious guardians.<\/p>\n<p>The trouble with exploration games is that they&rsquo;re often difficult for you, the Game Master, to create. All those incredible surprises, fearsome beasts, and awesome treasures have to be created, of course. Fortunately, <cite>Savage Worlds<\/cite> makes it easy to quickly create just about any creature, magic item, or other surprise you can dream up.<\/p>\n<p>One important tip here. The players don&rsquo;t have access to your creatures&rsquo; statistics unless you show them. If you describe mysterious creatures of different shapes and sizes, they won&rsquo;t know they&rsquo;re all basically the same stats with just cosmetic or descriptive differences.<\/p>\n<p>It&rsquo;s hard to describe wonders in a game and keep them exciting. Ancient vases, strange pictograms, and archaeological sites set a great tone for exploration-style games but unless they convey meaning or occasionally provide some sort of game effect players can get bored quickly. It&rsquo;s hard for most to stay excited about detailed descriptions of Etruscan urns. Give them an occasional urn with a hidden bag of gold coins, or better yet an ancient wine that miraculously relieves @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, and they&rsquo;ll be much more interested in sifting through the ruins.<\/p>\n<h3>Roleplaying<\/h3>\n<p>Perhaps the trickiest type of campaign to run is one that involves deep roleplaying. It&rsquo;s easy to handle rules-wise&mdash;there likely won&rsquo;t be much die rolling. The tricky part is knowing when to push the team into a new situation or event and when to just let them talk to each other or your @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{nonplayer characters}.<\/p>\n<p>Being able to create characters and creatures on the fly helps tremendously here. You can jot down a few notes about a character&rsquo;s most important @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}, or @Compendium[swade-core-rules.swade-rules.Traits]{Compétences} and move on. That way you can concentrate on giving your @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} more personality and worry less about calculating their @Compendium[swade-core-rules.swade-rules.Characters]{Parry or Toughness}&mdash;at least until they get into a fight!<\/p>\n<p>Another thing to be careful about when running a game that&rsquo;s heavy on roleplaying is making sure there are at least a few events scheduled to give the group something to talk about. If the majority of your adventure is a bunch of people standing in a room, you&rsquo;re likely in for a slow night. If they&rsquo;re in a room trying to find out which one of them is a murderer, the action will likely be quite exciting. And if the lights occasionally go out and another victim turns up dead, the interaction between characters can easily get as exciting as the most knock-down, drag-out dungeon crawl.<\/p>\n<h2>Horror<\/h2>\n<p>Most every game has an element of horror to it. New Game Masters often ask how to handle horror in their games. They have visions in their heads of their friends sitting around shivering in utter terror as gruesome fiends stalk their underpowered investigators.<\/p>\n<p>In our experience, that&rsquo;s not very likely. There may certainly be moments like that, but more often your group will be sitting around eating nachos and making bad jokes to each other. The worst thing you can do is try and stop them. Remember they&rsquo;re there to have a good time and socialize while exercising their own imaginations. Let them enjoy themselves and don&rsquo;t try to be overly oppressive with the spooky stuff.<\/p>\n<p>When the time comes and the weirdness begins, subtly change the tone a bit. Smile and dim the lights, then turn on some creepy music&mdash;just loud enough for them to hear it without being intrusive. If what you&rsquo;re running is genuinely creepy, your group will be relaxed and willing to go with the flow and let the heebie-jeebies take over. Try and <em>force<\/em> them and it will almost certainly backfire.<\/p>\n<p>Whatever you do, when the group finally encounters some horrid monster, make sure to describe it rather than refer to it by name. A &ldquo;large, lanky, green-skinned creature with drool dripping from its fangs and beady black eyes&rdquo; is much more frightening than &ldquo;a troll.&rdquo;<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg197_quote_horror.webp\" \/>\n<div class=\"section-header\">\n<h1>Running the Game<\/h1>\n<\/div>\n<p><cite>Savage Worlds<\/cite> has been designed from the ground up to make the job of the Game Master as easy as possible. The designers want you to concentrate on making incredible and exciting memories with your friends. We aren&rsquo;t interested in spending hours before the game creating statistics for Karlos the Innkeeper.<\/p>\n<p>That means you can concentrate on creating intricate plots, tricky puzzles, and interesting characters. You don&rsquo;t have to do complex math to make your nonplayer characters and monsters, and you certainly don&rsquo;t need to spend more than a minute or two to make up bandits for a quick ambush.<\/p>\n<p>Your job is kept easy during the game as well since there&rsquo;s very little bookkeeping. You might have to track a few @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} villains&rsquo; @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}, but other than that, the foes are up and acting normally, @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, or removed from play. You can focus on describing the action instead of trying to record &ldquo;2 hit points of damage on the skeleton figure with the chipped paint on his sword.&rdquo;<\/p>\n<p>Take advantage of these things to give yourself a break and run a game like you never have before. If you want to spend a lot of time on your campaign, make some cool props, work on your plots and subplots, and give your monsters a few memorable Special Abilities (and maybe even playtest them all by yourself to make sure they work how you want).<\/p>\n<h2>Introducing New Players<\/h2>\n<p>Getting your friends to try a new game, especially if they&rsquo;re used to one system and don&rsquo;t like to try many others, can be pretty difficult. We recommend printing the free Test Drive rules from our website and giving them to each of your friends. This will show them what <cite>Savage Worlds<\/cite> is all about and encourage them to try it at least once. If you run one of the free adventures from our site with pregenerated characters from one of our settings it should be very easy for everyone to jump in, play a short session, and figure out if it&rsquo;s for them. We hope it is of course.<\/p>\n<p>If so, you can then try one of our more involved settings, like <cite>Deadlands<\/cite>, <cite>Necessary Evil<\/cite>, <cite>Rippers<\/cite>, one of our excellent licensees&rsquo; worlds, or even one of your own creation. You can also convert your favorite game world into the <cite>Savage Worlds<\/cite> rules.<\/p>\n<h2>Balance<\/h2>\n<p>Some games have very strict rules for how to balance encounters so that every fight is &ldquo;fair.&rdquo; The battle might be a tough one, but it&rsquo;s still expected the heroes can win if they play smart and have decent luck.<\/p>\n<p>In <cite>Savage Worlds<\/cite>, most set piece encounters should be reasonably balanced for the expected power level of the group, but this isn&rsquo;t always the case. Sometimes it&rsquo;s just as interesting for the players to evaluate a situation and realize they probably can&rsquo;t win&mdash;at least not by charging in guns blazing. This is desirable on occasion as it encourages the group to think, talk, plan, and come up with clever solutions to the most challenging situations.<\/p>\n<p>Game Masters should never be afraid to let the opposition flex their muscles. These are <em>savage<\/em> worlds, after all, and triumphing against these foes should be a major accomplishment&mdash;not a given.<\/p>\n<p>That brings us to failure. If a monster or villain defeats the party, take a moment to talk to the group and remind them that the greatest heroes often experience such setbacks. How they pick themselves up and carry on after is what truly defines them.<\/p>\n<p>Failure is also often more <em>interesting<\/em> than success. Say a young lord challenges a barbarian to a one-on-one fight to bring peace to their lands. The young lord loses and the player characters assigned to protect him decide to violate the rules of the truce. They step in and kill the barbarian champion! The noble is now disgraced but must somehow continue to lead those who sacrificed their own honor to save him.<\/p>\n<h3>Crafting A Challenge<\/h3>\n<p>Once you&rsquo;ve played Savage Worlds for a while you should have a good feel for how many foes to throw at your adventurers. Here&rsquo;s some general advice, but make sure to think about additional advantages either side might have (traps, support, powerful magic items, or favorable terrain).<\/p>\n<ul>\n<li>A Novice Wild Card hero with at least some combat ability should be able to take on three average foes (those with mostly d6s in everything and normal arms and armor), or two foes with better skills, arms, or armor.<\/li>\n<li>As the party&rsquo;s @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} increases, the number or quality of foes should increase as well.<\/li>\n<li>A good fight for a party of heroes is two @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} per hero plus an enemy @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} leader with roughly the same number of combat @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} (or other advantages).<\/li>\n<\/ul>\n<p>Experiment with these compositions until you have a feel for the game. Then you can try more powerful opponents or increased numbers of less powerful foes.<\/p>\n<p>If a fight is going poorly, you don&rsquo;t have to &ldquo;fudge&rdquo; the rivals&rsquo; dice rolls or put them down when the situation didn&rsquo;t really deserve it. That feels cheap and undeserved to the players. Instead, reward the heroes with @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} when you have the chance. That will help them succeed when they need to and Soak Wounds.<\/p>\n<p>But also&hellip;<strong>don&rsquo;t be afraid to let them fail<\/strong>. It doesn&rsquo;t have to be a TPK (Total Party Kill). Maybe they wake up in their enemy&rsquo;s dungeons or are bound and on a train to some distant locale. Both are just excuses for new adventures and obstacles to overcome&mdash;not the end of the campaign.<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/battle.webp\" alt=\"Image of Red with glowing fire fists getting ready to take on an army of Ninjas.\" \/>\n<h2>Experience<\/h2>\n<p>In general, player characters at the start of <cite>Savage Worlds<\/cite> campaigns are of Novice Rank. They have a little training and talent but haven&rsquo;t had many adventures on their own yet.<\/p>\n<p>This bears repeating: Novice characters are &ldquo;novices.&rdquo; They have a little more skill and ability than most but are only just beginning their careers. They aren&rsquo;t expected to take on dragons or arch villains&mdash;they&rsquo;re expected to <em>earn<\/em> their way to those penultimate confrontations.<\/p>\n<p>Of course, that&rsquo;s a typical campaign. You may also want to start with more experienced characters. That&rsquo;s encouraged for really difficult worlds or for shorter campaigns where the heroes need to get to the heart of the action a little quicker. A commando raid in <cite>Weird War Two<\/cite>, an assault on a lich&rsquo;s lair, or super spies infiltrating a diabolical villain&rsquo;s base are not adventures for the untrained.<\/p>\n<p>If you do start with experienced heroes, make sure players create their characters as Novices and <em>then<\/em> @Compendium[swade-core-rules.swade-rules.Advancement]{Advance} them normally. That ensures Edges, ability points, and powers are purchased correctly so that characters retain the balance built into each of those systems.<\/p>\n<p>Start experienced characters as Seasoned, or very rarely, Veterans, when first trying this out. Once you have a good feel for it, you can go as high as you want. A tournament of Legendary characters is an amazing spectacle!<\/p>\n<h2>Bennies<\/h2>\n<p>@Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} are the true economy of <em>Savage Worlds<\/em>. They allow you to reward creative players for their actions, entertaining the group, and playing in character.<\/p>\n<p>New <cite>Savage Worlds<\/cite> Game Masters often forget to award them or are afraid Bennies will make things too easy for the party. They won&rsquo;t. When players have lots of Bennies, they tend to spend them on what&rsquo;s important to their character rather than just hoarding them to stay alive. If Bennies are scarce, they&rsquo;ll definitely do the latter, and, the game&rsquo;s balance is built around their constant flow. Remember that the rerolls they grant guarantee <em>nothing<\/em>. A player might spend five Bennies on a simple Notice roll and still fail. It&rsquo;s not likely, but it&rsquo;s definitely possible.<\/p>\n<p>So when do you award them? Anytime a player does something clever, finds an important clue, or roleplays his character, particularly if it involves their @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} or background. If a Loyal character jeopardizes his life to save his comrade, he definitely deserves a Benny for his efforts. If a @Compendium[swade-core-rules.swade-hindrances.Slow]{Slow} hero tells the others to go on while he stays back to fight the pack of wolves at their heels because he knows he&rsquo;s slowing down the rest of the group, reward him for it!<\/p>\n<p>It also never hurts to reward a player for a great line, side-splitting in-game joke; or even better when she pulls off a serious and dramatic moment.<\/p>\n<p>Once a player has been rewarded for some&shy;thing, you can stop or slow down rewarding the same behavior. A running joke shouldn&rsquo;t grant a Benny every time it&rsquo;s mentioned, for example. Risking real danger for the @Compendium[swade-core-rules.swade-hindrances.Heroic]{Heroic} Hindrance, however, should almost always result in a reward.<\/p>\n<p>Bennies usually flow at the start of the adventure as players roleplay and get used to the game. They slow down later once those traits have been rewarded a few times already. By the climax, Bennies might be fairly scarce, both in the players&rsquo; stacks and as rewards.<\/p>\n<p>Then they have to rely on Jokers or those really big moments for rewards&mdash;jumping on the dragon&rsquo;s back, leaping through a stained glass window, a particularly good @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} against the villain, and so on.<\/p>\n<h2>Interpret The Die Rolls<\/h2>\n<p><cite>Savage Worlds<\/cite> frequently features wild and unpredictable @Compendium[swade-core-rules.swade-rules.Trait Rolls]{die rolls}. When this happens, go with it! If a hero has to jump from a wrecked car as it careens out of control and makes an amazing @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll, describe how he leaps into the air, tucks and rolls on the ground, and comes up on his feet with perfect balance. Similarly, don&rsquo;t be afraid to throw some bad luck at him when he gets a really poor roll. Maybe while using the @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chase} rules a player skis down a mountain to escape a rampaging yeti and rolls @Compendium[swade-core-rules.swade-rules.Trait Rolls]{snake eyes}! Describe how he tumbles, rolling and tumbling through the cold, wet snow as the beast bounds after his fallen prey.<\/p>\n<p>Your players will love the extra embellish&shy;ment. They&rsquo;ll feel powerful and cool when the dice are nice, and danger and excitement when the dice betray them, especially if you take a moment to make the setback interesting. That&rsquo;s what makes a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on a @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} attack, for example, go from feeling like a lost turn to a memorable part of the story.<\/p>\n<h2>Pacing<\/h2>\n<p>A good Game Master must pay attention to the pace of the game. Sometimes your friends will want to take their time roleplaying their characters, interacting with the world, or even just joking out of character and enjoying the social aspect of the game. If this goes on too long, however, they may need a little prodding.<\/p>\n<p>This can be especially true in open adventures such as a murder mystery that requires the players to figure out where their characters go and what they should do (as opposed to a dungeon crawl or similar adventure where they really only need to decide if they&rsquo;re pressing forward or not).<\/p>\n<p>If most or all of the group is roleplaying, smiling, and having a good time&mdash;leave them alone. Let them set the tempo. If you notice some of your players are left out or looking a little bored, prod the group to see what they want to next. If they seem lost as to what to do next, ask one of the group to recount the clues or situation as they understand it. This is often enough to spark an idea or lead they want to follow up on. You might also introduce new information via a call or visit from a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{nonplayer character}.<\/p>\n<p>Finally, don&rsquo;t be afraid to contrive an encounter that gives the group a new path to follow. Maybe the team is attacked by their rivals and in the aftermath are able to gather a new clue from the survivors.<\/p>\n<h3>Combat Pacing<\/h3>\n<p>Just as important as keeping the plot moving forward is making sure combats are fast and furious. As you count down the @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards}, make each player tell you what his character is doing fairly quickly. If he needs a moment, put his character on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} and move on to the next player.<\/p>\n<p>If you feel the scene should be particularly dramatic and a player doesn&rsquo;t announce his character&rsquo;s intentions quickly enough, start counting down&hellip; &ldquo;What do you do? 5, 4, 3&hellip;!&rdquo; That will get all the players&rsquo; blood pumping and reinforce the notion that their characters are in a dangerous situation that requires quick decisions and big heroics. Most of the time, rush things along. Make them feel the urgency of combat. Make them a little nervous. Make them realize things are desperate and that the next die roll better be a good one.<\/p>\n<p>That&rsquo;s not to say there aren&rsquo;t times when you want to give a player a moment to think&mdash;particularly if they have a big plan or need to look up something really important, like the details of a power or a special rule.<\/p>\n<p>You might also occasionally give the entire group a moment. If a terrible foe shows up after a few rounds of combat, a quick bathroom break gives everyone a moment to soak in the fact that things just got more challenging.<\/p>\n<p>Feel the moment and play up the drama befitting your scenario, the environment, and the party&rsquo;s mood, and let them plan and strategize a bit if it makes sense or will benefit the game.<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg201_quote_pacing.webp\" alt=\"I read once that extras can usually only take one wound so they're 'up, down, or off the table!' That keeps things fast, furious, and fun and is kinda the core of how combat works for the baddies. &mdash; The GM'\" \/> <img src=\"modules\/swade-core-rules\/assets\/art\/yeti.webp\" alt=\"An image of a large snow monster.\" \/>\n<h2>@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}<\/h2>\n<p>The backbone of any good game is the world that surrounds the player characters, and nonplayer characters are a big part of that. This section shows you how to breathe life into the supporting cast of your world.<\/p>\n<h3>Creating Extras<\/h3>\n<p>Consider this Game Master&rsquo;s Rule #1 when it comes to Extras: <strong>Don&rsquo;t &ldquo;build&rdquo; them!<\/strong><\/p>\n<p>Don&rsquo;t create your Extras with the character creation rules. Just give them what you think they ought to have in their various skills and attributes and move on. The game is supposed to be easy for you to set up, run, and play. Don&rsquo;t sit around adding up skill points for Extras when you could be designing fiendish traps and thinking up nasty Special Abilities for your monsters!<\/p>\n<h3>Personality<\/h3>\n<p>Far more important than most nonplayer character&rsquo;s statistics are their personalities. Jot down a note or two about any Extras the party is likely to come across so you&rsquo;ll have some idea how to run them. Some Game Masters find it useful to identify prominent Extras with actors or characters from film, television, books, or comics.<\/p>\n<p>Knowing that the Captain of the City Guard is &ldquo;played by Sam Elliot,&rdquo; for instance, gives you a good handle on how to handle interactions with him. He&rsquo;s likely to be gruff, to the point, and have a deep, throaty voice.<\/p>\n<p>Adding these additional touches to the characters can really make them stand out and be remembered. The grizzled sergeant of the city watch becomes a memorable character they may call on in the future rather than just a momentary encounter they forget by the next scene. Not every Extra needs this kind of depth, of course, but those that do add a level of realism, continuity, and most importantly immersion to your game.<\/p>\n<h3>@Compendium[swade-core-rules.swade-rules.Allies]{Alliés}<\/h3>\n<p>Though it&rsquo;s rarely written, most games assume the Game Master controls the nonplayer characters, both when they&rsquo;re being talked to and when they fight alongside the player characters in combat. The latter is a burden for the GM, who often simply forgets about the additional characters during a fight, or shoves them off to the side and narratively describes what happens to them. This goes for hirelings as well as animal companions, sidekicks, or love interests. The simple fact is that in most games, allies are a cumbersome complication.<\/p>\n<p><cite>Savage Worlds<\/cite> takes a very different approach&mdash;we turn control of allies over to the player characters. The GM acts out these allies when they&rsquo;re spoken to, of course, but should very rarely, if ever, take them over in combat.<\/p>\n<p>If you allow your heroes to have allies, you can include all the minions your villains should have as well. Picture an ancient lich in his unholy tomb. Would he be sitting there alone? No, he&rsquo;d be surrounded by scores of ghoulish undead. These lesser minions make great complications for your battles and your players will have fun bashing through them with the Extras while their heroes battle the lich and his named lieutenants.<\/p>\n<p>This takes a little getting used to if you&rsquo;ve been Game Mastering other games for a long time. We suggest you try it for a bit and see how it works out. You can always change if it doesn&rsquo;t make sense for your group.<\/p>\n<h3>Artificial Inflation<\/h3>\n<p>When running <cite>Savage Worlds<\/cite>, a lot of Game Masters become extremely enamored with the ally aspect of the game. Sometimes that leads to very large parties of player characters and their followers, which then demands very large parties of opponents.<\/p>\n<p>It&rsquo;s okay if you do this&mdash;the system can handle it&mdash;but be warned that a combat with 50+ combatants will take a bit, even with a fast and furious system like this one!<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg202_quote_extras.webp\" alt=\"Nate and Emily hate it when I do the Cackler's crazy laugh. I have to make sure to do it more often! &mdash; The GM\" \/><\/div>\n<\/div>",
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"Getting Started Alternate": {
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"Introduction": {
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"Credits": {
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Credits<\/h1>\n<\/div>\n<div>\n<p><span class=\"prefix\">Written &amp; Designed By<\/span> Shane Lacy Hensley, with Clint Black<\/p>\n<p><span class=\"prefix\">Art Direction By<\/span> Aaron Acevedo &amp; Alida Saxon<\/p>\n<p><span class=\"prefix\">Layout By<\/span> Karl Keesler &amp; Thomas Shook<\/p>\n<p><span class=\"prefix\">Cover Art By<\/span> Jimbo Salgado &amp; Unique Soparie<\/p>\n<p><span class=\"prefix\">Interior Art By<\/span> Aaron Acevedo, Bruno Baxila, Chris Bivins, Emil Cabaltierra, Donald Crank, Dennis Darmody, Sebastien Ecosse, Alberto Foche, Bien Flores, Gil Formosa, Ross Grams, Konrad Korgull, Irina Kuzmina, Chris Malidore, Jordan Peacock, Aaron Riley, Martin De Diego Sadaba, Alida Saxon, Unique Soparie, Bryan Syme, Jon Taylor, Tomek Tworek, Cheyenne Wright<\/p>\n<p><span class=\"prefix\">Line Editors:<\/span> Matthew Cutter, John Goff, Teller, Scott Woodard<\/p>\n<p><span class=\"prefix\">Pinnacle Playtesters &amp; Proofers:<\/span> Erica Balsley, Jodi Black, Matthew Cutter, Preston DuBose, John Goff, Norm Hensley, Simon Lucas, Mike McNeal, Sean Roberson, Thomas Shook, Steve Todd<\/p>\n<h2>Advocates, Contributors &amp; Playtesters<\/h2>\n<p>Dave Andrews, Veronica Blessing, Ron Blessing, Jayson C, Jordan Caves-Callarman, Jack Emmert, Sean Patrick Fannon, Chris Fuchs, M. Alfonso Garc&iacute;a, Marc Gacy, David Garrett, Hamish Halket, Darrell Hardy, Dustin Hatchett, Darrell Hayhurst, John Hopler, Neal Hyde, Aaron Isaac, Derek Johnson, Steve Kellison, Christopher Landauer, Lee Langston, Adam Loyd, Min Lungelow, Brian McCabe, Randy Mosiondz, Andrea Parducci, Bruce Powell, Paul Rigby, R Kal Ringenbach, Dave Ross, Matt Rowles, Tracy Sizemore, Zeke Sparkes, Robert Spice, Bill Stilson, Joe Thomas, Brett Wallis, Scott Woodard, Michael Ysker, Micheal Zeid<\/p>\n<h2>Special Thanks To Our Licensees, the Aces<\/h2>\n<p>Please see our website at www.peginc.com for a current list. Thank you so much for sharing your incredible creativity and passion with our community. Truly.<\/p>\n<h2>Special Thanks to Our VTT Conversion Team<\/h2>\n<p>Aaron Acevedo, Dr. Amy Marshall, Dev Bharel, Florian Radlberger, Kristian Serrano, Dan Orcott, Jeremy Puckett, Mike Combs, Jon Odishoo, Rich Finder, John Stevens, Joseph Schnurr<\/p>\n<h2>Special Thanks To Our International Partners<\/h2>\n<p><strong>Brazil<\/strong>: Guilherme Moraes, Fernando Pires, Eder Marques, Daniel Martins of Retropunk&ndash;<strong>France<\/strong>: Sabine Abbonato, Ghislain Bonnotte, David Burckle, Damien Coltice, Yannick &ldquo;Torgan&rdquo; Le Gu&eacute;dart of Black Book Editions&ndash;<strong>Germany<\/strong>: Markus Ploetz, Michael Mingers of Ulisses Spiele (Adventure Edition)&ndash;<strong>Germany<\/strong>: Sascha Schnitzer, Christian Loewenthal of Prometheus Games (Deluxe Edition)&ndash;<strong>Italy<\/strong>: Luca Basile, Matteo Ceresa, Gionata Dal Farra of Jolly Troll \/ SpaceOrange42&ndash;<strong>Poland<\/strong>: Piotr Koryś, Umberto Pignatelli, Andy Slack, Tomasz Z. Majkowski of GRAmel Books&ndash;<strong>Russia<\/strong>: Anastasia &ldquo;Chima&rdquo; Gasteva, Aleksandr Ermakov, Pavel Gurov of Studio 101&ndash;<strong>South Korea<\/strong>: Seungyeon Yi, Hanah Seo&ndash;<strong>Spain<\/strong>: Jorge &ldquo;Tiberio&rdquo; Coto, Adolfo Garc&iacute;a, M. Alfonso Garc&iacute;a of HT Publishers<\/p>\n<p>Dedicated to hundreds of thousands of Game Masters and players who have explored countless landscapes, rolled endless Aces, and shared their love and enthusiasm of gaming with friends, family, and strangers around the most Savage of Worlds&hellip;<\/p>\n<p>Savage Worlds, all unique characters, creatures, and locations, artwork, logos, and the Pinnacle logo are &copy; 2020 Great White Games, LLC; DBA Pinnacle Entertainment Group. Distributed by Studio 2 Publishing, Inc. Printed in China.<\/p>\n<\/div>\n<img src=\"modules\/swade-core-rules\/assets\/icons\/PEG_Logo.png\" alt=\"Pinnacle Logo\" \/>\n<p style=\"text-align: center; font-style: bold;\">WWW.PEGINC.COM &mdash; Second Printing<\/p>\n<\/div>",
"name": "Credits"
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"Introduction": {
"name": "Introduction",
"text": "<div class=\"swade-core\"><header class=\"header\">\n<div class=\"title\">\n<p>Partout,<br />tout le temps</p>\n</div>\n</header><main class=\"swade-columns\">\n<p>Depuis ses débuts en 2003, <cite>Savage Worlds</cite> sest accommodé de tous les types dunivers imaginables — des enquêtes policières et autres opérations spéciales dans des univers sombres à la mode thriller, aux explorations de donjons, en passant par le space-opera, les super-pouvoirs, ou même lhorreur.</p><p>Nos propres univers nous ont permis dexplorer lhorreur surnaturelle et les difficultés des examens de fin dannée dans <em>East Texas University</em>™, de voyager au sein des landes dEurope et des savanes dAfrique dans <em>Solomon Kane</em>™. Nous avons galopé à travers les grandes plaines hantées de <em>Deadlands: The Weird West</em>™ et les étendues désolées et irradiées de <em>Deadlands: Hell on Earth</em>™. Nous nous sommes enfoncés dans les donjons les plus profonds, avons exploré lespace connu et même au-delà avec <em>The Last Parsec</em>™, mené des batailles sanglantes dans <em>Weird Wars</em>™ et triomphé des super-méchants de cités à la fois réelles et imaginaires.</p>\n<p>Comme la plupart des joueurs, nous sommes fans de quantité de livres, films et univers de jeu. Une semaine, nous pouvons être tentés par une partie dans le genre <em>Game of Thrones</em>® et la semaine suivante partager une idée fun inspirée par les <em>Avengers</em>®. Et même si nous apprécions apprendre un nouveau système de jeu et voir ce que nos amis et collègues ont créé, nous aimons également disposer dun système que nous connaissons sur le bout des doigts en cas de besoin, un système qui allie laspect tactique dun jeu de figurines avec laspect théâtral et créatif des jeux narratifs les plus récents.</p>\n<p>Au fil des années, chaque nouvelle édition de <cite>Savage Worlds</cite> a amélioré lexpérience, en intégrant avec précaution aux fondations solides des origines de nouveaux styles de jeu. Cette version de <cite>Savage Worlds</cite> est, nous lespérons, notre meilleure version, permettant non seulement de jouer à toute époque, à tous les genres, dans nimporte quel univers, mais aussi de sadapter à toutes les manières de jouer.</p>\n<p>Vous voulez juste vous asseoir dans le salon et gérer votre aventure en quelques jets de dé ? Cest possible.</p>\n<p>Vous voulez sortir les figurines et jouer une escarmouche massive ? Aucun problème, cest prévu.</p>\n<p>Vous voulez conter une histoire épique basée pour lessentiel sur la narration et l'interprétation ? Rien ne vous en empêche — et certains sous-systèmes comme les Rencontres rapides peuvent vous permettre de résoudre les conflits à la volée si le temps vient à manquer.</p>\n<p>Peut-être que la meilleure chose quun système de jeu puisse vous apporter est de soutenir <em>vos</em> idées. Il se doit de servir de base et de langage commun entre vous et vos joueurs, pour seffacer simplement au fur et à mesure de lhistoire.</p><p>Nous avons tenté de rendre ce concept encore plus simple avec cette édition en rationalisant de nombreux modificateurs, en simplifiant la manière de défier vos adversaires de façon créative, dapporter un support à vos alliés et en vous permettant même des actions multiples pour encore plus dhéroïsme !</p>\n<p>Mais assez de blabla. Attrapez vos dés, il est temps de devenir sauvage !</p>\n</main><img src=\"modules/swade-core-rules/assets/art/pg0_quote_gmintro.webp\" alt=\"Salut ! Je suis le MJ et c'est mon bouquin ! Mais je vous le prête avec plaisir. Je mène des parties pour Émilie, qui joue toujours Red, et pour Nate, qui joue toujours Gabe. Jai mis ici et là des commentaires qui pourraient vous aider à mener vos propres parties. Il y a de nous à la fin du livre, si ça vous tente ! — Le MJ\" /></div>"
},
"Getting Started": {
"text": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Getting Started<\/p>\n<\/div>\n<\/div>\n<div class=\"swade-columns\">\n<h2>What's a Roleplaying Game?<\/h2>\n<p>A &ldquo;roleplaying game&rdquo; is one in which a group of players take on the roles of various characters and attempt to complete quests, tell a story, or overcome obstacles set before them by a &ldquo;Game Master,&rdquo; or &ldquo;GM.&rdquo; The GM might create all this straight from her imagination, or she might use one of the published settings and adventures created by Pinnacle, or by other creators who have licensed the rules for their own worlds.<\/p>\n<p>Most of the time, the players and GM simply narrate their various actions in the voices of their characters or those of the world around them. Sometimes they roll dice tied to their characters&rsquo; abilities to determine the outcome. This book describes that process&mdash;how to create characters, battle monsters, and complete quests through collective story telling and interpretation of various die rolls.&nbsp;<\/p>\n<p>If you&rsquo;re new to this whole thing, we recommend watching some &ldquo;actual play&rdquo; videos on the internet to get a feel for it.<\/p>\n<p>And if you are new, we think you&rsquo;ll love exploring the incredible world of roleplaying games!<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg6_quote.webp\" alt=\"Sometimes this all just seems like some weird game. &mdash; Red\" \/>\n<h2>What You Need to Play<\/h2>\n<p>Here&rsquo;s what else you need to begin your journey&hellip;<\/p>\n<h3>Dice<\/h3>\n<p><em>Savage Worlds<\/em> uses traditional gaming dice: 4, 6, 8, 10, 12, and 20-sided. You also need a special &ldquo;Wild Die,&rdquo; a d6 of a different color explained in Chapter Three. Dice are available from your favorite local gaming store, or online directly from Pinnacle.<\/p>\n<p>We abbreviate the different dice as d4, d6, d8, d10, d12, and d20. If you see something like 2d6+1, that means to roll two six-sided dice, add the two together, then add 1 to the total.<\/p>\n<h3>The Action Deck<\/h3>\n<p><em>Savage Worlds<\/em> uses a standard deck of playing cards with the Jokers left in. Cards are used for initiative in combat and to help keep things moving fast and furious.<\/p>\n<p>Look for official <em>Savage Worlds<\/em> Action Decks for both the core game and most of our Savage Settings!<\/p>\n<h3>A Savage Setting<\/h3>\n<p>Will you and your friends explore post-apocalyptic ruins? Lead a rugged warband in your favorite fantasy world? Take on the role of vampire lords? Or perhaps fight evil in the many theaters of the <em>Weird Wars<\/em>&trade;?<\/p>\n<p>Pick up the book for your favorite game setting at your local game store, or create your own. Official Savage Settings include new Edges and Hindrances, Setting Rules, powers, weapons, gear, monsters, and more!<\/p>\n<h3>Bennies<\/h3>\n<p>Tokens of some sort represent &ldquo;@Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}&rdquo; (American slang for &ldquo;benefits&rdquo;). These can be used to reroll dice, prevent damage, and much more.<\/p>\n<h3>Miniatures (Optional)<\/h3>\n<p>If you like to use miniatures in your games, we make the most iconic characters and creatures for many of our settings, and our friends at Reaper Minis and Bronze Age make lots of other useful models for tactical battles on the tabletop.<\/p>\n<p>We also offer printable &ldquo;Figure Flats&rdquo; for many of our games&mdash;print what you need for quick and colorful minis of heroes and heroines, villains, monsters, and more.<\/p>\n<h2>Savage Settings<\/h2>\n<p>Our Savage Settings are designed to be easy to read, run, and play. They focus on what players and Game Masters are most likely to need in their adventures and campaigns.<\/p>\n<p>Most settings feature adventures (called Savage Tales) and Plot Point Campaigns.<\/p>\n<h3>Savage Tales<\/h3>\n<p>Most Savage Tales are designed to be easy to read, prepare, and run in minutes, and provide a solid night&rsquo;s entertainment.<\/p>\n<p>Others are longer, full-length scenarios with multiple chapters designed to be run over several sessions. Full-length adventures are often bundled with our Game Master Screens.<\/p>\n<h3>Plot Point Campaigns<\/h3>\n<p>Most of our Savage Settings include a &ldquo;Plot Point Campaign,&rdquo; a grand backstory to the campaign world and a set of Savage Tales that eventually resolve the main plot.<\/p>\n<p>The Game Master can insert her own Savage Tales between the plot points, allowing the players to choose where they wander between those events that advance the larger story.<\/p>\n<h2>Companions<\/h2>\n<p>Companions dig deeper into the most important genres&mdash;such as fantasy, science fiction, super heroes, horror, and more.<\/p>\n<p>Companions add new Edges and Hindrances, powers, monsters, and Setting Rules you can use to create your own world, or recreate your favorite book, movie, or even another tabletop or video game.<\/p>\n<\/div>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg7_lankhmar.webp\" alt=\"Boxed set for Lankhmar: City of Thieves\" \/>\n<p><em>The boxed set for Fritz Leiber's<\/em> Lankhmar: City of Thieves&trade; <em>setting, including the books, Bennies, dice, Game Master's screen, and maps! We also offer miniatures by our friends at Bronze Age! Look for similar accessories for all our Savage Settings<\/em><\/p>\n<\/div>",
"name": "Getting Started"
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