diff --git a/compendiums/deadlands-core-rules.deadlands-hindrances.json b/compendiums/deadlands-core-rules.deadlands-hindrances.json index 1cd7e05..fb2bad9 100644 --- a/compendiums/deadlands-core-rules.deadlands-hindrances.json +++ b/compendiums/deadlands-core-rules.deadlands-hindrances.json @@ -1,58 +1,48 @@ { - "label": "Deadlands - Handicaps", + "label": "Deadlands - Handicaps", "mapping": { "description_full": "system.description" }, - "entries": [ - { - "id": "Ailin'", - "name": "Souffrant", - "description_full": "
\n

Mineur ou Majeur

\n

Sur la frontière, la médecine est une science rudimentaire et il existe des manières de mourir pires qu’un empoisonnement sévère au plomb. Ton cow-boy souffre d’une maladie chronique et jusqu’à présent incurable. Avec la version Mineure de ce Handicap, il subit toujours -1 à ses jets pour résister à la @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, quelle qu’elle soit (-2 si c’est un Handicap Majeur).

\n

En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} sur ce jet, la maladie empire. Un Handicap Mineur devient un Handicap Majeur et si ton pistolero en était déjà là, il prendra rendez-vous avec la Faucheuse. La bonne nouvelle, c’est que tu gagnes immédiatement un point de @Compendium[swade-core-rules.swade-rules.Conviction]{Conviction}. La mauvaise, c’est que tu choisis à quel moment ton gringo meurt au cours de cette session. Il aura l’occasion de partir en fanfare et auréolé de gloire, ou bien entouré de ses amis au sommet d’une paisible montagne. Quand il tirera enfin sa révérence, les autres personnages gagneront un point de Conviction, inspirés par la force et le courage de leur fidèle compagnon face à la mort.

\n

Tu peux aussi racheter ce Handicap en dépensant une @Compendium[swade-core-rules.swade-rules.Advancement]{Progression} (deux pour sa version Majeure). Concerte-toi avec ton Marshal pour déterminer une raison narrative à l’amélioration soudaine de sa santé, comme un séjour au sanatorium, un remède miracle, une transfusion d’un donneur unique, ou toute autre explication liée au récit.

\n
" - }, - { - "id": "Cursed", - "name": "Maudit", - "description_full": "
\n

Tout le monde a des squelettes dans son placard, mais les tiens essaient d’en sortir ! Peu importe qu’il s’agisse de liens passés ou d’un sombre secret, tu as fait un truc très laid à quelqu’un. Pour la plupart, les gens ne le savent pas, ou bien ils s’en fichent. Mais le Gars Là-Haut, Il le sait... et ça Lui plaît moyen. Le Marshal dispose d’un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} supplémentaire pour chaque personnage affublé du Handicap Maudit.

\n
" - }, - { - "id": "Grim Servant O' Death", - "name": "Sinistre serviteur de la Mort", - "description_full": "
\n

Ce Handicap n’est accessible qu’aux @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Jokers} et tu ne devrais pas le choisir sur un coup de tête, amigo. Ton héros est un tueur. Sa famille bouffe probablement les pissenlits par la racine, ses ennemis nourrissent les asticots. Quelques-uns de ses amis ont même des trous qui rappellent furieusement le calibre de son six-coups. .

\n

La bonne nouvelle, c’est que ton hombre bénéficie de +1 à tous ses @Compendium[swade-core-rules.swade-rules.Dealing Damage]{jets de dégâts}, que ce soit avec le @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, le @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, les @Compendium[swade-core-rules.swade-rules.Activation]{Arcanes}, voire le lancer de choses à la tête des gens d’une manière très inhospitalière, alias l’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}.

\n

Le revers de cette médaille, c’est que ton héros se retrouve souvent en taule ou en fuite. Y’a plus, amigo. Je t’en remets une couche ? Si son jet d’attaque est un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, il touche automatiquement l’allié en vue le plus proche avec une Prouesse. Qu’il soit ou non dans la ligne de mire n’a aucune importance ! Peut-être que sa main a dévié, ou que la balle a ricoché, ou encore qu’une explosion a envoyé des éclats voler un peu partout. Les autres personnages joueurs sont toujours choisis en premier, mais n’importe quelle bonne âme du côté de ton hombre fera tout aussi bien l’affaire. La Mort est taquine, partenaire, et parfois, elle parle aussi en majuscules.

\n

Même les attaques de corps-à-corps toucheront les alliés si ton gars s’énerve. Cela demande un peu d’imagination, mais l’arme du héros peut lui échapper et venir frapper son ami, ou il peut aussi devoir se rapprocher de son ancien camarade et le toucher « accidentellement ». Même si vous utilisez des figurines, le combat est plus fluide que ce que l’on semble voir sur les tables.

\n
" - }, - { - "id": "Heavy Sleeper", - "name": "Gros dormeur", - "description_full": "
\n

Ce gars-là scie tellement bien du bois qu’il n’ouvrirait pas l’œil même si une tempête de l’Enfer se déchaînait. Une fois endormi, il doit faire un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} à -4 pour se réveiller et subit également un malus de -4 à ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets de Vigueur} pour garder les yeux ouverts.

\n
" - }, - { - "id": "Lyin' Eyes", - "name": "Les yeux du menteur", - "description_full": "
\n

Les mensonges ne viennent pas facilement à cet hombre. Ça a l’air bien sur le papier, mais ça lui cause souvent des problèmes quand il a à faire avec des malfaisants. Un héros affublé de ce Handicap subira un malus de -1 à tous les jets d’@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} et de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} quand il devra dire des mensonges - même les plus petits.

\n

Le pire, c’est que si ton héros a dans l’idée de gagner sa vie en jouant au poker ou au faro, ce malus s’applique aussi au bluff. Ça te fait donc -1 sur tes jets de @Compendium[swade-core-rules.swade-skills.Gambling]{Jeu}, compadre !

\n
" - }, - { - "id": "Night Terrors", - "name": "Terreurs nocturnes", - "description_full": "
\n

Dire que tu as des cauchemars, c’est ce qu’on appelle un méchant euphémisme. Pour toi, le pays du marchand de sable est un cauchemar permanent. Tu tournes et tu vires comme un démon sur une poêle à frire, et tes tourments tiennent sans doute éveillés tous les poissards à portée d’oreille. Les agressions répétées sur ton esprit affaiblissent ta volonté et tu subis un malus de -1 à tous tes @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets d’Âme}. Alors, content ?

\n
" - }, - { - "id": "Old Ways Oath", - "name": "Serment des anciennes traditions", - "description_full": "
\n

Ton héros a promis d’abandonner la technologie moderne pour honorer les esprits de la nature et s’il respecte ses vœux, il bénéficie d’une Relance gratuite pour chaque @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet d’Âme}.

\n

S’il rompt son serment, les esprits lui retirent cet avantage pendant 24 heures. S’il se sert d’un objet alimenté par la @Compendium[deadlands-core-rules.deadlands-rules.05 Ghost Rock]{roche fantôme}, une substance nocive et cancéreuse pour eux, il perdra leur soutien pendant une semaine. On rigole pas avec ça, p’ti gars.

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

Mineur ou Majeur

\n

Seuls les personnages disposant d’un @Compendium[deadlands-core-rules.deadlands-rules.03 New Edges]{Atout d’Arcanes} peuvent choisir ce Handicap. Ton cow-boy est sujet à une dépendance mentale liée à un objet physique, sur lequel il se repose quand il utilise ses pouvoirs. Si un petit malin se rend compte qu’il se sert de cet objet pour sa magie, il comprendra son importance.

\n

Par exemple, un @Compendium[deadlands-core-rules.deadlands-rules.06 Hucksters]{huckster} se servira d’un certain jeu de cartes et un @Compendium[deadlands-core-rules.deadlands-rules.08 Shamans]{chaman} d’une sacoche médecine précise. Un @Compendium[deadlands-core-rules.deadlands-rules.03 Blessed]{Élu} brandira son goupillon fétiche et un @Compendium[deadlands-core-rules.deadlands-rules.04 Chi Masters]{Maître du chi} le nunchaku de ses ancêtres. Quel que soit la nature de cet objet, le personnage subira un malus de -1 à tous ses jets d’@Compendium[swade-core-rules.swade-rules.Activation]{Arcanes} s’il ne l’a pas sur lui (-2 si c’est un Handicap Majeur).

\n

Ton hombre peut remplacer un Talisman perdu, mais il lui faudra deux semaines en jeu pour s’y habituer et les malus habituels continuent de s’appliquer le temps qu’il s’y fasse.

\n

N’oublie pas que les @Compendium[deadlands-core-rules.deadlands-rules.07 Mad Scientists]{savants fous} doivent déjà se farcir un gadget de prédilection pour utiliser leurs pouvoirs. Dans leur cas, il s’agit d’une dépendance réelle, et non mentale. Il leur est donc impossible de choisir ce Handicap.

\n
" - }, - { - "id": "Tenderfoot", - "name": "Petite nature", - "description_full": "
\n

Le moindre bobo et ton cow-boy appelle sa maman. Tant qu’il lui reste une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, il subira un malus supplémentaire de -1 à toutes ses actions (par exemple, un héros avec 2 Blessures subira donc un malus de -3, ce qui reste tout de même le malus maximum). Si tu lui choisis ce Handicap, il ne pourra pas bénéficier de l’Atout @Compendium[deadlands-core-rules.deadlands-edges.Don't Get 'Im Riled!]{Ne l’énerve surtout pas !}.

\n
" - }, - { - "id": "Trouble Magnet", - "name": "Aimant à problème", - "description_full": "
\n

Mineur ou Majeur

\n

Malgré tous ses efforts, les choses ne sont jamais faciles pour ton hombre. S’il subit la version Mineure de ce Handicap, le Marshal doit lui mettre des bâtons dans les roues dès qu’il fait un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} et les conséquences de ses actions s’aggravent subtilement. Si on le repère pendant qu’il tente de s’infiltrer dans un fort yankee, quelqu’un le reconnaît. Il ne se contente pas de rater son jet d’@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, les copains de sa cible sont juste à côté. S’il utilise sa pétoire, son arme s’enraye.

\n

Si tu choisis la version Majeure, tu les cherches. À chaque fois que ton Marshal doit cogner, attaquer ou affecter d’une manière négative un « personnage aléatoire », ben c’est pour toi, partenaire. C’est tout, mais c’est déjà pas mal.

\n
" - } - ] -} \ No newline at end of file + "entries": { + "Ailin'": { + "name": "Souffrant", + "description_full": "
\n

Mineur ou Majeur

\n

Sur la frontière, la médecine est une science rudimentaire et il existe des manières de mourir pires qu’un empoisonnement sévère au plomb. Ton cow-boy souffre d’une maladie chronique et jusqu’à présent incurable. Avec la version Mineure de ce Handicap, il subit toujours -1 à ses jets pour résister à la @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, quelle qu’elle soit (-2 si c’est un Handicap Majeur).

\n

En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} sur ce jet, la maladie empire. Un Handicap Mineur devient un Handicap Majeur et si ton pistolero en était déjà là, il prendra rendez-vous avec la Faucheuse. La bonne nouvelle, c’est que tu gagnes immédiatement un point de @Compendium[swade-core-rules.swade-rules.Conviction]{Conviction}. La mauvaise, c’est que tu choisis à quel moment ton gringo meurt au cours de cette session. Il aura l’occasion de partir en fanfare et auréolé de gloire, ou bien entouré de ses amis au sommet d’une paisible montagne. Quand il tirera enfin sa révérence, les autres personnages gagneront un point de Conviction, inspirés par la force et le courage de leur fidèle compagnon face à la mort.

\n

Tu peux aussi racheter ce Handicap en dépensant une @Compendium[swade-core-rules.swade-rules.Advancement]{Progression} (deux pour sa version Majeure). Concerte-toi avec ton Marshal pour déterminer une raison narrative à l’amélioration soudaine de sa santé, comme un séjour au sanatorium, un remède miracle, une transfusion d’un donneur unique, ou toute autre explication liée au récit.

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

Tout le monde a des squelettes dans son placard, mais les tiens essaient d’en sortir ! Peu importe qu’il s’agisse de liens passés ou d’un sombre secret, tu as fait un truc très laid à quelqu’un. Pour la plupart, les gens ne le savent pas, ou bien ils s’en fichent. Mais le Gars Là-Haut, Il le sait... et ça Lui plaît moyen. Le Marshal dispose d’un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} supplémentaire pour chaque personnage affublé du Handicap Maudit.

\n
" + }, + "Grim Servant O' Death": { + "name": "Sinistre serviteur de la Mort", + "description_full": "
\n

Ce Handicap n’est accessible qu’aux @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Jokers} et tu ne devrais pas le choisir sur un coup de tête, amigo. Ton héros est un tueur. Sa famille bouffe probablement les pissenlits par la racine, ses ennemis nourrissent les asticots. Quelques-uns de ses amis ont même des trous qui rappellent furieusement le calibre de son six-coups. .

\n

La bonne nouvelle, c’est que ton hombre bénéficie de +1 à tous ses @Compendium[swade-core-rules.swade-rules.Dealing Damage]{jets de dégâts}, que ce soit avec le @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, le @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, les @Compendium[swade-core-rules.swade-rules.Activation]{Arcanes}, voire le lancer de choses à la tête des gens d’une manière très inhospitalière, alias l’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}.

\n

Le revers de cette médaille, c’est que ton héros se retrouve souvent en taule ou en fuite. Y’a plus, amigo. Je t’en remets une couche ? Si son jet d’attaque est un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, il touche automatiquement l’allié en vue le plus proche avec une Prouesse. Qu’il soit ou non dans la ligne de mire n’a aucune importance ! Peut-être que sa main a dévié, ou que la balle a ricoché, ou encore qu’une explosion a envoyé des éclats voler un peu partout. Les autres personnages joueurs sont toujours choisis en premier, mais n’importe quelle bonne âme du côté de ton hombre fera tout aussi bien l’affaire. La Mort est taquine, partenaire, et parfois, elle parle aussi en majuscules.

\n

Même les attaques de corps-à-corps toucheront les alliés si ton gars s’énerve. Cela demande un peu d’imagination, mais l’arme du héros peut lui échapper et venir frapper son ami, ou il peut aussi devoir se rapprocher de son ancien camarade et le toucher « accidentellement ». Même si vous utilisez des figurines, le combat est plus fluide que ce que l’on semble voir sur les tables.

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

Ce gars-là scie tellement bien du bois qu’il n’ouvrirait pas l’œil même si une tempête de l’Enfer se déchaînait. Une fois endormi, il doit faire un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} à -4 pour se réveiller et subit également un malus de -4 à ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets de Vigueur} pour garder les yeux ouverts.

\n
" + }, + "Lyin' Eyes": { + "name": "Les yeux du menteur", + "description_full": "
\n

Les mensonges ne viennent pas facilement à cet hombre. Ça a l’air bien sur le papier, mais ça lui cause souvent des problèmes quand il a à faire avec des malfaisants. Un héros affublé de ce Handicap subira un malus de -1 à tous les jets d’@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} et de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} quand il devra dire des mensonges - même les plus petits.

\n

Le pire, c’est que si ton héros a dans l’idée de gagner sa vie en jouant au poker ou au faro, ce malus s’applique aussi au bluff. Ça te fait donc -1 sur tes jets de @Compendium[swade-core-rules.swade-skills.Gambling]{Jeu}, compadre !

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

Dire que tu as des cauchemars, c’est ce qu’on appelle un méchant euphémisme. Pour toi, le pays du marchand de sable est un cauchemar permanent. Tu tournes et tu vires comme un démon sur une poêle à frire, et tes tourments tiennent sans doute éveillés tous les poissards à portée d’oreille. Les agressions répétées sur ton esprit affaiblissent ta volonté et tu subis un malus de -1 à tous tes @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets d’Âme}. Alors, content ?

\n
" + }, + "Old Ways Oath": { + "name": "Serment des anciennes traditions", + "description_full": "
\n

Ton héros a promis d’abandonner la technologie moderne pour honorer les esprits de la nature et s’il respecte ses vœux, il bénéficie d’une Relance gratuite pour chaque @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet d’Âme}.

\n

S’il rompt son serment, les esprits lui retirent cet avantage pendant 24 heures. S’il se sert d’un objet alimenté par la @Compendium[deadlands-core-rules.deadlands-rules.05 Ghost Rock]{roche fantôme}, une substance nocive et cancéreuse pour eux, il perdra leur soutien pendant une semaine. On rigole pas avec ça, p’ti gars.

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

Mineur ou Majeur

\n

Seuls les personnages disposant d’un @Compendium[deadlands-core-rules.deadlands-rules.03 New Edges]{Atout d’Arcanes} peuvent choisir ce Handicap. Ton cow-boy est sujet à une dépendance mentale liée à un objet physique, sur lequel il se repose quand il utilise ses pouvoirs. Si un petit malin se rend compte qu’il se sert de cet objet pour sa magie, il comprendra son importance.

\n

Par exemple, un @Compendium[deadlands-core-rules.deadlands-rules.06 Hucksters]{huckster} se servira d’un certain jeu de cartes et un @Compendium[deadlands-core-rules.deadlands-rules.08 Shamans]{chaman} d’une sacoche médecine précise. Un @Compendium[deadlands-core-rules.deadlands-rules.03 Blessed]{Élu} brandira son goupillon fétiche et un @Compendium[deadlands-core-rules.deadlands-rules.04 Chi Masters]{Maître du chi} le nunchaku de ses ancêtres. Quel que soit la nature de cet objet, le personnage subira un malus de -1 à tous ses jets d’@Compendium[swade-core-rules.swade-rules.Activation]{Arcanes} s’il ne l’a pas sur lui (-2 si c’est un Handicap Majeur).

\n

Ton hombre peut remplacer un Talisman perdu, mais il lui faudra deux semaines en jeu pour s’y habituer et les malus habituels continuent de s’appliquer le temps qu’il s’y fasse.

\n

N’oublie pas que les @Compendium[deadlands-core-rules.deadlands-rules.07 Mad Scientists]{savants fous} doivent déjà se farcir un gadget de prédilection pour utiliser leurs pouvoirs. Dans leur cas, il s’agit d’une dépendance réelle, et non mentale. Il leur est donc impossible de choisir ce Handicap.

\n
" + }, + "Tenderfoot": { + "name": "Petite nature", + "description_full": "
\n

Le moindre bobo et ton cow-boy appelle sa maman. Tant qu’il lui reste une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, il subira un malus supplémentaire de -1 à toutes ses actions (par exemple, un héros avec 2 Blessures subira donc un malus de -3, ce qui reste tout de même le malus maximum). Si tu lui choisis ce Handicap, il ne pourra pas bénéficier de l’Atout @Compendium[deadlands-core-rules.deadlands-edges.Don't Get 'Im Riled!]{Ne l’énerve surtout pas !}.

\n
" + }, + "Trouble Magnet": { + "name": "Aimant à problème", + "description_full": "
\n

Mineur ou Majeur

\n

Malgré tous ses efforts, les choses ne sont jamais faciles pour ton hombre. S’il subit la version Mineure de ce Handicap, le Marshal doit lui mettre des bâtons dans les roues dès qu’il fait un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} et les conséquences de ses actions s’aggravent subtilement. Si on le repère pendant qu’il tente de s’infiltrer dans un fort yankee, quelqu’un le reconnaît. Il ne se contente pas de rater son jet d’@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, les copains de sa cible sont juste à côté. S’il utilise sa pétoire, son arme s’enraye.

\n

Si tu choisis la version Majeure, tu les cherches. À chaque fois que ton Marshal doit cogner, attaquer ou affecter d’une manière négative un « personnage aléatoire », ben c’est pour toi, partenaire. C’est tout, mais c’est déjà pas mal.

\n
" + } + } +} diff --git a/compendiums/deadlands-core-rules.deadlands-hindrances.json.OLD b/compendiums/deadlands-core-rules.deadlands-hindrances.json.OLD new file mode 100644 index 0000000..1cd7e05 --- /dev/null +++ b/compendiums/deadlands-core-rules.deadlands-hindrances.json.OLD @@ -0,0 +1,58 @@ +{ + "label": "Deadlands - Handicaps", + "mapping": { + "description_full": "system.description" + }, + "entries": [ + { + "id": "Ailin'", + "name": "Souffrant", + "description_full": "
\n

Mineur ou Majeur

\n

Sur la frontière, la médecine est une science rudimentaire et il existe des manières de mourir pires qu’un empoisonnement sévère au plomb. Ton cow-boy souffre d’une maladie chronique et jusqu’à présent incurable. Avec la version Mineure de ce Handicap, il subit toujours -1 à ses jets pour résister à la @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, quelle qu’elle soit (-2 si c’est un Handicap Majeur).

\n

En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} sur ce jet, la maladie empire. Un Handicap Mineur devient un Handicap Majeur et si ton pistolero en était déjà là, il prendra rendez-vous avec la Faucheuse. La bonne nouvelle, c’est que tu gagnes immédiatement un point de @Compendium[swade-core-rules.swade-rules.Conviction]{Conviction}. La mauvaise, c’est que tu choisis à quel moment ton gringo meurt au cours de cette session. Il aura l’occasion de partir en fanfare et auréolé de gloire, ou bien entouré de ses amis au sommet d’une paisible montagne. Quand il tirera enfin sa révérence, les autres personnages gagneront un point de Conviction, inspirés par la force et le courage de leur fidèle compagnon face à la mort.

\n

Tu peux aussi racheter ce Handicap en dépensant une @Compendium[swade-core-rules.swade-rules.Advancement]{Progression} (deux pour sa version Majeure). Concerte-toi avec ton Marshal pour déterminer une raison narrative à l’amélioration soudaine de sa santé, comme un séjour au sanatorium, un remède miracle, une transfusion d’un donneur unique, ou toute autre explication liée au récit.

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

Tout le monde a des squelettes dans son placard, mais les tiens essaient d’en sortir ! Peu importe qu’il s’agisse de liens passés ou d’un sombre secret, tu as fait un truc très laid à quelqu’un. Pour la plupart, les gens ne le savent pas, ou bien ils s’en fichent. Mais le Gars Là-Haut, Il le sait... et ça Lui plaît moyen. Le Marshal dispose d’un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} supplémentaire pour chaque personnage affublé du Handicap Maudit.

\n
" + }, + { + "id": "Grim Servant O' Death", + "name": "Sinistre serviteur de la Mort", + "description_full": "
\n

Ce Handicap n’est accessible qu’aux @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Jokers} et tu ne devrais pas le choisir sur un coup de tête, amigo. Ton héros est un tueur. Sa famille bouffe probablement les pissenlits par la racine, ses ennemis nourrissent les asticots. Quelques-uns de ses amis ont même des trous qui rappellent furieusement le calibre de son six-coups. .

\n

La bonne nouvelle, c’est que ton hombre bénéficie de +1 à tous ses @Compendium[swade-core-rules.swade-rules.Dealing Damage]{jets de dégâts}, que ce soit avec le @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, le @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, les @Compendium[swade-core-rules.swade-rules.Activation]{Arcanes}, voire le lancer de choses à la tête des gens d’une manière très inhospitalière, alias l’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}.

\n

Le revers de cette médaille, c’est que ton héros se retrouve souvent en taule ou en fuite. Y’a plus, amigo. Je t’en remets une couche ? Si son jet d’attaque est un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, il touche automatiquement l’allié en vue le plus proche avec une Prouesse. Qu’il soit ou non dans la ligne de mire n’a aucune importance ! Peut-être que sa main a dévié, ou que la balle a ricoché, ou encore qu’une explosion a envoyé des éclats voler un peu partout. Les autres personnages joueurs sont toujours choisis en premier, mais n’importe quelle bonne âme du côté de ton hombre fera tout aussi bien l’affaire. La Mort est taquine, partenaire, et parfois, elle parle aussi en majuscules.

\n

Même les attaques de corps-à-corps toucheront les alliés si ton gars s’énerve. Cela demande un peu d’imagination, mais l’arme du héros peut lui échapper et venir frapper son ami, ou il peut aussi devoir se rapprocher de son ancien camarade et le toucher « accidentellement ». Même si vous utilisez des figurines, le combat est plus fluide que ce que l’on semble voir sur les tables.

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

Ce gars-là scie tellement bien du bois qu’il n’ouvrirait pas l’œil même si une tempête de l’Enfer se déchaînait. Une fois endormi, il doit faire un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} à -4 pour se réveiller et subit également un malus de -4 à ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets de Vigueur} pour garder les yeux ouverts.

\n
" + }, + { + "id": "Lyin' Eyes", + "name": "Les yeux du menteur", + "description_full": "
\n

Les mensonges ne viennent pas facilement à cet hombre. Ça a l’air bien sur le papier, mais ça lui cause souvent des problèmes quand il a à faire avec des malfaisants. Un héros affublé de ce Handicap subira un malus de -1 à tous les jets d’@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} et de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} quand il devra dire des mensonges - même les plus petits.

\n

Le pire, c’est que si ton héros a dans l’idée de gagner sa vie en jouant au poker ou au faro, ce malus s’applique aussi au bluff. Ça te fait donc -1 sur tes jets de @Compendium[swade-core-rules.swade-skills.Gambling]{Jeu}, compadre !

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

Dire que tu as des cauchemars, c’est ce qu’on appelle un méchant euphémisme. Pour toi, le pays du marchand de sable est un cauchemar permanent. Tu tournes et tu vires comme un démon sur une poêle à frire, et tes tourments tiennent sans doute éveillés tous les poissards à portée d’oreille. Les agressions répétées sur ton esprit affaiblissent ta volonté et tu subis un malus de -1 à tous tes @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets d’Âme}. Alors, content ?

\n
" + }, + { + "id": "Old Ways Oath", + "name": "Serment des anciennes traditions", + "description_full": "
\n

Ton héros a promis d’abandonner la technologie moderne pour honorer les esprits de la nature et s’il respecte ses vœux, il bénéficie d’une Relance gratuite pour chaque @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet d’Âme}.

\n

S’il rompt son serment, les esprits lui retirent cet avantage pendant 24 heures. S’il se sert d’un objet alimenté par la @Compendium[deadlands-core-rules.deadlands-rules.05 Ghost Rock]{roche fantôme}, une substance nocive et cancéreuse pour eux, il perdra leur soutien pendant une semaine. On rigole pas avec ça, p’ti gars.

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

Mineur ou Majeur

\n

Seuls les personnages disposant d’un @Compendium[deadlands-core-rules.deadlands-rules.03 New Edges]{Atout d’Arcanes} peuvent choisir ce Handicap. Ton cow-boy est sujet à une dépendance mentale liée à un objet physique, sur lequel il se repose quand il utilise ses pouvoirs. Si un petit malin se rend compte qu’il se sert de cet objet pour sa magie, il comprendra son importance.

\n

Par exemple, un @Compendium[deadlands-core-rules.deadlands-rules.06 Hucksters]{huckster} se servira d’un certain jeu de cartes et un @Compendium[deadlands-core-rules.deadlands-rules.08 Shamans]{chaman} d’une sacoche médecine précise. Un @Compendium[deadlands-core-rules.deadlands-rules.03 Blessed]{Élu} brandira son goupillon fétiche et un @Compendium[deadlands-core-rules.deadlands-rules.04 Chi Masters]{Maître du chi} le nunchaku de ses ancêtres. Quel que soit la nature de cet objet, le personnage subira un malus de -1 à tous ses jets d’@Compendium[swade-core-rules.swade-rules.Activation]{Arcanes} s’il ne l’a pas sur lui (-2 si c’est un Handicap Majeur).

\n

Ton hombre peut remplacer un Talisman perdu, mais il lui faudra deux semaines en jeu pour s’y habituer et les malus habituels continuent de s’appliquer le temps qu’il s’y fasse.

\n

N’oublie pas que les @Compendium[deadlands-core-rules.deadlands-rules.07 Mad Scientists]{savants fous} doivent déjà se farcir un gadget de prédilection pour utiliser leurs pouvoirs. Dans leur cas, il s’agit d’une dépendance réelle, et non mentale. Il leur est donc impossible de choisir ce Handicap.

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

Le moindre bobo et ton cow-boy appelle sa maman. Tant qu’il lui reste une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, il subira un malus supplémentaire de -1 à toutes ses actions (par exemple, un héros avec 2 Blessures subira donc un malus de -3, ce qui reste tout de même le malus maximum). Si tu lui choisis ce Handicap, il ne pourra pas bénéficier de l’Atout @Compendium[deadlands-core-rules.deadlands-edges.Don't Get 'Im Riled!]{Ne l’énerve surtout pas !}.

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

Mineur ou Majeur

\n

Malgré tous ses efforts, les choses ne sont jamais faciles pour ton hombre. S’il subit la version Mineure de ce Handicap, le Marshal doit lui mettre des bâtons dans les roues dès qu’il fait un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} et les conséquences de ses actions s’aggravent subtilement. Si on le repère pendant qu’il tente de s’infiltrer dans un fort yankee, quelqu’un le reconnaît. Il ne se contente pas de rater son jet d’@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, les copains de sa cible sont juste à côté. S’il utilise sa pétoire, son arme s’enraye.

\n

Si tu choisis la version Majeure, tu les cherches. À chaque fois que ton Marshal doit cogner, attaquer ou affecter d’une manière négative un « personnage aléatoire », ben c’est pour toi, partenaire. C’est tout, mais c’est déjà pas mal.

\n
" + } + ] +} \ No newline at end of file diff --git a/compendiums/deadlands-core-rules.deadlands-powers.json b/compendiums/deadlands-core-rules.deadlands-powers.json index 3048cc0..bcc6171 100644 --- a/compendiums/deadlands-core-rules.deadlands-powers.json +++ b/compendiums/deadlands-core-rules.deadlands-powers.json @@ -1,5 +1,5 @@ { - "label": "Deadlands - Pouvoirs", + "label": "Deadlands - Pouvoirs", "mapping": { "description_full": "system.description", "trapping": "system.trapping", @@ -16,114 +16,96 @@ "converter": "powers_rank" } }, - "entries": [ - { - "id": "Ammo Whammy", - "name": "Balle maudite", - "description_full": "
\n

Seul un huckster avec l’Atout @Compendium[deadlands-core-rules.deadlands-edges.Hexslinging]{Sortilero} peut invoquer ce pouvoir. Les runes magiques gravées sur le canon d’une arme à feu ensorcelée insufflent différents sorts aux balles qui s’y trouvent. Ton hombre dispose alors d’arguments un peu plus frappants et d’autres petites surprises pour les idiots qui voudraient le contrarier.

\n

Lorsque le pouvoir est actif, le sortilero peut choisir parmi les effets décrits ci-dessous et en associer un (deux sur une Prouesse) à chaque plomb qu’il s’apprête à distribuer.

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

Ce pouvoir invite un rada loa à « chevaucher » le houngan ou la mambo pendant une heure au maximum. Le pratiquant ne peut accueillir qu’un seul esprit à la fois, mais il peut arrêter le sort n’importe quand et le relancer pour changer de cavalier.

\n

Facette du rada loa permet à l’esprit d’entrer dans le corps et confère à l’individu un peu de son caractère (indiqué pour chaque pouvoir). Il accompagne le lanceur pendant toute la Durée du sort et tant qu’il sera là, aucun autre ne pourra y être invité.

\n

Portée : le personnage ne peut lancer ce sort que sur lui, même si la Portée indiquée pour chaque cible est égale à sa valeur d’Âme en cases. Cette valeur ne peut pas augmenter avec le Modificateur de pouvoir Portée, car elle n’est pas celle du sort.

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

Ce pouvoir fonctionne de la @Compendium[swade-core-rules.swade-powers.Banish]{même manière} que dans Savage Worlds. Cependant, faut quand même qu’on t’explique deux ou trois trucs s’il te prend l’envie de l’utiliser sur un @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Déterré}, compadre.

\n

Avec ce pouvoir, le manitou qui possède ce cow-boy ne peut jamais être définitivement banni ou détruit. Il est lié corps et âme à son hôte. En revanche, un bannissement réussi rend cette petite chose détestable « inerte » pendant une heure. Au cours de cette période, le Déterré ne peut faire appel à aucun des @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Atouts propres à sa condition}, pas plus qu’il ne peut @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Lâcher le manitou}, mais il conserve les capacités essentielles du Mort-vivant.

\n

Si le manitou a pris le contrôle total de son hôte suivant les règles de la @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Domination}, la conscience du gringo revient pendant que l’esprit dort. Néanmoins, celui-ci remontera en selle au bout de cette heure et le Déterré se retrouvera de nouveau asservi.

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

Charmer les amoureux naïfs et les pousser tranquillement à faire ce qu’elle veut ? On va dire que pour une sorcière, c’est fastoche.

\n

Pour placer son envoûtement, elle doit réussir un jet opposé de @Compendium[swade-core-rules.swade-skills.Spellcasting]{Magie} contre l’Âme de sa cible. Ça ne marche que sur les gens attirés sur le plan sentimental par son genre et dont l’attitude à son encontre est au moins Neutre (voir @Compendium[swade-core-rules.swade-tables.Reaction Table]{Réactions} dans Savage Worlds).

\n

Si elle y parvient, l’attitude de sa cible s’améliore d’un cran (deux sur une Prouesse). Contrairement à @Compendium[swade-core-rules.swade-powers.Puppet]{marionnette}, la sorcière n’exerce aucun contrôle mental. L’individu dispose de son libre arbitre, mais il est sincèrement amoureux d’elle et veut tout faire pour lui plaire. Ce que cela implique dépend du personnage. Un méchant pourri jusqu’au trognon envoûté par une sorcière poussera sans sourciller son épouse du haut de la falaise pour devenir son petit ami. Un citoyen ordinaire ne pensera jamais à faire du mal ou à blesser ouvertement ses êtres chers, mais il pourrait les tromper une fois la porte fermée. Une âme noble pourrait même se sacrifier s’il estime que c’est la seule manière de sauver la vie de sa petite sorcière bien-aimée.

\n

Le pouvoir prend fin à l’aube ou au crépuscule suivant. Il ne peut être maintenu, mais peut tout à fait se relancer.

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

Les mages du métal peuvent créer des gadgets qui provoquent blocages, pannes ou défaillances dans les autres appareils mécaniques. Le lanceur choisit une machine comprenant des pièces mobiles ou connectées (au choix du Marshal, mais pas de « simples » outils). L’objet doit se trouver dans la Portée du sort. Ton cow-boy fait un jet de @Compendium[swade-core-rules.swade-skills.Weird Science]{Science étrange} et s’il le réussit, sa cible applique un malus de -2 sur ses totaux. Sur un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, elle se casse. Les deux effets fonctionnent comme le Handicap @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{Deux mains gauches} et ne se cumulent pas avec lui. Si le personnage lance ce pouvoir sur un dispositif qui subit déjà ce malus, considère que c’est une Prouesse, Marshal. On t’explique ça tout de suite.

\n

Avec une Prouesse, l’appareil est mis hors service sur-le-champ et s’il s’agit d’un @Compendium[deadlands-core-rules.deadlands-tables.Malfunction Table]{gadget de la Science étrange} ou d’une @Compendium[deadlands-core-rules.deadlands-tables.Infernal Devices Malfunction Table]{machine infernale}, le poissard qui s’en sert doit aussi faire immédiatement un jet sur la table des Dysfonctionnements. Les deux résultats peuvent disparaître avec un jet de @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}, ce qui prend une action si l’on cherche simplement à supprimer le malus, ou 1d6 heures si l’objet est cassé.

\n

MODIFICATEURS

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

Certains pratiquants des arts magiques guérissent leurs alliés et d’autres répandent la maladie parmi leurs ennemis. Pour invoquer ce sort particulièrement sournois, le personnage doit faire un jet d’@Compendium[swade-core-rules.swade-rules.Activation]{Arcanes} opposé à l’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme} de sa victime. Si elle le rate, celle‑ci subit sur‑le‑champ un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, puis un autre tous les jours au coucher du soleil (malédiction ne produit pas d’effets supplémentaires même s’il est lancé plusieurs fois).

\n

Une fois le poissard @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}, il doit faire un jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} une fois par jour et il a intérêt à le réussir s’il ne veut pas mourir.

\n

Lever la malédiction : le personnage qui l’a lancée peut le faire quand il le souhaite et le pouvoir cesse immédiatement s’il meurt. Une @Compendium[swade-core-rules.swade-powers.Dispel]{dissipation} met fin à une malédiction, même si un arcaniste ne peut tenter cette manœuvre qu’une seule fois. En effet, si le pouvoir échoue, c’est que c’était au‑delà de ses capacités.

\n
", - "trapping": "" - }, - { - "id": "Detect/Conceal Arcana", - "name": "Détection/Dissimulation d'Arcanes", - "description_full": "
\n

Détection d’arcanes permet au bénéficiaire de voir et détecter toutes personnes, objets ou effets surnaturels dans son champ de vision pendant cinq @Compendium[swade-core-rules.swade-rules.Actions]{rounds}. Ceci inclut les ennemis @Compendium[swade-core-rules.swade-powers.Invisibility]{invisibles} , les enchantements sur les gens ou les objets, les appareils de @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{science étrange}, etc. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le bénéficiaire connaît également la nature générale de l’enchantement : nocif, camouflage, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{magie}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{miracle}, etc.

\n

Détection d’arcanes permet également d’ignorer jusqu’à 4 points de malus pour attaquer des ennemis cachés par des @Compendium[swade-core-rules.swade-powers.Light / Darkness]{ténèbres magiques}, @Compendium[swade-core-rules.swade-powers.Invisibility]{invisibilité} ou des capacités similaires (le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} complet en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}).

\n

Dissimulation d’arcanes met à l’abri de la détection des énergies arcaniques un être ou un objet d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle normale} pour une heure (voir la table des Tailles).

\n

Détection vs. dissimulation : Détecter des arcanes sur quelqu’un ou quelque chose de dissimulé est un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet opposé} d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} à lancer à chaque tentative, une fois maximum par tour. Si la dissimulation l’emporte, le personnage ne peut percer le camouflage avec son sort mais il peut annuler ce dernier pour le relancer.

\n

MODIFICATEURS

\n\n
", - "trapping": "gestuel, mots chuchotés." - }, - { - "id": "Dread", - "name": "Épouvante", - "description_full": "
\n

Étant donné sa dépendance aux sombres énergies des Juges, tu t’étonneras pas qu’une sorcière recherche les lieux où leur puissance domine. Et quand elle n’en trouve pas, ben elle en crée.

\n

Épouvante permet à ta chica d’augmenter le @Compendium[deadlands-core-rules.deadlands-rules.04 Fear]{Niveau de Peur} de l’endroit où elle se trouve de 1 (2 sur une Prouesse), sur un diamètre égal à 25 cases (50 m).

\n

MODIFICATEURS

\n\n
", - "trapping": "" - }, - { - "id": "Fury of the Petro Loa", - "name": "Fureur du Pétro Loa", - "description_full": "
\n

Ces loas-là se montrent beaucoup plus agressifs ou irascibles que les rada loas. Ils se révèlent donc principalement utiles dans des situations périlleuses, comme le combat. De la même manière que le pouvoir facette du rada loa, fureur du pétro loa invite ces esprits à entrer dans le corps du pratiquant de vaudou.

\n

Le pratiquant ne peut accueillir qu’un seul esprit à la fois, mais il peut arrêter le sort n’importe quand et le relancer pour changer de cavalier.

\n

Portée : le personnage ne peut lancer ce sort que sur lui, même si la Portée indiquée pour chaque cible est égale à sa valeur d’Âme en cases. Cette valeur ne peut pas augmenter avec le Modificateur de pouvoir Portée, car elle n’est pas celle du sort.

\n

Autres aspects : la plupart des loas ont plusieurs aspects. Ceux qu’on t’énumère ici figurent parmi les faveurs les plus courantes requises par les héros du vaudou dans l’Ouest étrange.

\n\n
", - "trapping": "" - }, - { - "id": "Holy Symbol", - "name": "Symbole béni", - "description_full": "
\n

Les bestioles malfaisantes ont toujours du mal à boulotter un pieux voyageur doté de la vraie foi. Et d’un petit symbole de sa divinité pour appuyer ses dires, juste au cas où.

\n

Une fois ton petit gri‑gri invoqué, une créature surnaturellement maléfique (au choix du Marshal) qui cherche à faire une attaque physique directe sur le porteur du symbole en question doit faire un jet d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme}. Il s’agit d’une @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite} (elle subit -2 à son jet si l’élu obtient une Prouesse).

\n

Les agressions regroupent toutes les attaques qui incluraient le gringo dans leur @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{aire d’effet}. Par contre, si l’une d’entre elles venait malencontreusement à lui faire tomber une étagère sur la cafetière, son gri-gri ne lui servirait à rien. Le symbole béni ne produit aucun effet sur les @Compendium[swade-core-rules.swade-rules.Test]{Épreuves} ou les attaques qui n’infligent pas de dégâts.

\n

L’élu doit posséder un véritable symbole béni afin d’invoquer ce miracle. Pas de symbole béni, pas de symbole béni, donc pas de chocolat. Comprende, amigo ? Les improvisations fonctionnent bien. Par exemple, tu pourrais croiser les montants d’une fenêtre brisée et les brandir comme un crucifix. Cependant, l’élu subit -2 au résultat de son invocation s’il n’a pas un symbole approprié.

\n

Vampires : question symbole béni, les suceurs de sang (@Compendium[swade-core-rules.swade-bestiary.Vampire]{ceux que tu trouves dans Savage Worlds} et les @Compendium[deadlands-core-rules.deadlands-actors.Nosferatu]{nosferatu} qui traînent ici) possèdent un gros @Compendium[swade-core-rules.swade-rules.Special Ability (Weakness)]{Point faible}. Un personnage qui balance ce miracle peut faire appel à l’une ou l’autre version, c’est‑à‑dire le pouvoir (qui utilise des Points de pouvoir et nécessite un jet de Magie) ou les règles moins puissantes décrites dans le Point faible (qui n’ont aucun effet supplémentaire sur une Prouesse).

\n

MODIFICATEURS

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

Ce pouvoir permet au mage du métal de réparer les dégâts infligés à des machines complexes, c’est-à-dire à n’importe quel appareil possédant des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}, comme des véhicules ou certaines créatures artificielles intelligentes. Il peut prendre la forme d’une trousse à outils mécanique, d’un couteau suisse ou d’un autre gadget conçu par le gringo.

\n

Quand une machine est Blessée, ton cow-boy fait un jet de @Compendium[swade-core-rules.swade-rules.Weird Science]{Science étrange}. En cas de Réussite, il répare une Blessure (deux sur une Prouesse). S’il rate son sort ou ne guérit pas tous les dégâts, il peut recommencer. Sur un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, les dégâts ne seront réparables qu’à l’ancienne, avec de la sueur, des coups de marteau et des pièces de rechange (voir Réparation dans @Compendium[swade-core-rules.swade-skills.Repair]{Savage Worlds}).

\n

MODIFICATEURS

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

Ce pouvoir soulage la douleur provoquée par un traumatisme. Si le lanceur réussit son @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet d’Arcanes}, lui et tous les alliés, situés dans un rayon égal à son score d’Âme en cases, ignorent 1 point de @Compendium[swade-core-rules.swade-rules.Damage Effects]{malus dû aux Blessures ou à la Fatigue} (2 sur une Prouesse).

\n

Anesthésie annule aussi tous les @Compendium[swade-core-rules.swade-tables.Injury Table]{résultats temporaires} obtenus sur la table des Séquelles pendant sa Durée. Par exemple, si un cow-boy devient Boiteux après un coup à la jambe, il pourra se déplacer normalement tant qu’il se trouvera sous l’effet du sort. En revanche, le pouvoir ne peut rien contre les Séquelles permanentes.

\n
", - "trapping": "" - }, - { - "id": "Open Portal", - "name": "Ouverture de portail", - "description_full": "
\n

Ce pouvoir crée un passage entre les plans et permet aux personnages dans le monde physique de se rendre dans les Terres de chasse, et vice versa.

\n

Dans le monde des esprits, un portail peut aussi s’ouvrir vers un autre endroit du plan (à l’exception de l’enfer et du paradis). Un groupe pourrait donc voyager depuis l’image de Deadwood vers celle de Paris. Si quelqu’un lance à nouveau le sort dans ce royaume de poche, tes cow-boys pourront alors quitter cette dimension et parcourir les rues du vrai Paris.

\n

Ouverture de portail ne permet pas de se déplacer entre les « mondes » (comme dans Hell on Earth ou Lost Colony). Cela requiert un périple difficile à travers les Terres de chasse et constitue toujours une aventure en soi.

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

Le jet d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} pour activer marionnette est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, la victime obéit automatiquement à tout ordre ne la mettant pas en danger elle-même ou une personne qui lui importe.

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, la cible est complètement sous contrôle mais elle peut automatiquement résister avec un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite} pour éviter un danger pour elle-même ou pour une personne qui lui importe. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, elle résiste à cet ordre particulier mais demeure sous l’emprise du maître. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} elle brise l’emprise et le pouvoir s’achève.

\n

Les ordres sont généraux comme « attaque cette personne » ou « ouvre la porte ». Le contrôleur n’a pas à dicter combien d’@Compendium[swade-core-rules.swade-rules.Actions]{actions} la cible utilise par tour ni si elle doit utiliser son Atout @Compendium[swade-core-rules.swade-edges.Sweep]{Balayage}, etc.

\n

MODIFICATEURS

\n\n
", - "trapping": "yeux luisants, quasi-transe, balancement d’un pendentif, poupée vaudou." - }, - { - "id": "Sanctify", - "name": "Sanctification", - "description_full": "
\n

Les lieux significatifs ou majeurs peuvent être « sanctifiés » de manière permanente, et ainsi devenir une zone sacrée et esquinter les créatures maléfiques. Ces endroits naissent d’une longue affiliation avec une religion ou une croyance, et coïncident souvent avec une structure d’une grande importance cérémonielle, comme une cathédrale. Ils peuvent aussi apparaître sur le site d’un immense sacrifice, d’une victoire retentissante ou d’une monumentale tragédie.

\n

Un élu peut reproduire ces effets de manière temporaire à travers des prières et des dévotions épuisantes. Le processus se déroule pendant quatre heures consécutives, au cours desquelles le personnage médite et se livre aux rituels de sa foi.

\n

Au bout de ce laps de temps, l’élu fait son jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Foi}. En cas d’Échec, il a simplement perdu son temps. En cas d’Échec critique, les puissances supérieures ne permettront pas la sanctification du lieu. De plus, il sera impossible d’y recommencer le rituel tant qu’un mal d’importance n’aura pas été vaincu (au choix du Marshal).

\n

En cas de réussite, une zone d’une trentaine de mètres carrés devient interdite aux forces des ténèbres. Si le Marshal le décide, une créature maléfique surnaturelle qui tente d’entrer sur le sol sacré doit faire un jet d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme} (à -2 si l’élu a obtenu une Prouesse) au début de chaque round. Il s’agit d’une action gratuite. Si elle le rate, elle subit un niveau de Fatigue. Elle peut tomber @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}, mais le pouvoir ne peut pas provoquer sa mort.

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

Les sorcières qui transforment leurs ennemis en grenouilles, ça n’arrive que dans les contes de fées. Enfin, presque. D’accord, ça peut se faire, ça prend juste beaucoup plus de temps que ce qu’on voudrait te faire croire.

\n

Métamorphose maudit sa cible et la change en un animal dont la Taille est comprise entre -2 et -3 (au choix de la sorcière). Si elle @Compendium[swade-core-rules.swade-rules.Touch Attack]{touche} une victime récalcitrante, elle la contraint à faire un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet d’Âme} (avec un joli -2 si elle réalise une Prouesse). En cas d’Échec, elle se transforme, tandis que ses vêtements et ses effets personnels tombent au sol tout autour puisque le sort ne les affecte pas.

\n

Briser la Malédiction : la sorcière qui en est l’autrice y met fin quand elle le veut. Le sort s’achèvera si elle est tuée, ou si on lance avec succès une @Compendium[swade-core-rules.swade-powers.Dispel]{dissipation}.

\n

MODIFICATEURS

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

Ce pouvoir permet au huckster de créer un petit objet ordinaire de moins de 500 g, comme un Derringer, une carte à jouer ou un miroir de poche. Sur une Prouesse, la Durée se compte en minutes et non plus en rounds (et le sort est aussi Maintenu en minutes si le lanceur le souhaite).

\n

Les objets conjurés apparaissent le plus souvent dans une poche, une sacoche ou un sac afin de dissimuler la magie qui les a appelés. Toutefois, cela n’est pas une condition nécessaire.

\n

À la fin de la Durée, l’objet disparaît de la réalité. Si ton gringo a utilisé ce pouvoir pour se remplir le porte‑monnaie et acheter quelque chose, il risque d’avoir des problèmes si le marchand se souvient de celui qui l’a roulé.

\n

MODIFICATEURS

\n\n
", - "trapping": "" - }, - { - "id": "Wilderness Walk", - "name": "Marche sauvage", - "description_full": "
\n

Ce pouvoir demande aux esprits de la terre de faire entrer et sortir le gringo des Terres de chasse quand il voyage. Il raccourcit ainsi les déplacements difficiles et efface sa piste. Les chamans utilisent ce sort pour communiquer avec leurs alliés sur de très grandes distances et espionner leurs ennemis.

\n

Le personnage doit marcher au moins 1,5 km en pleine nature (au choix du Marshal) ; il franchit ensuite 5 km chaque fois qu’il parcourt 1,5 km (son @Compendium[swade-core-rules.swade-rules.Characters]{Allure} ne change pas). De plus, il est impossible de remonter sa piste à part sur de très courtes sections. S’il réalise une Prouesse sur son jet de @Compendium[swade-core-rules.swade-rules.Activation]{Foi}, il peut parcourir 8 km, et non plus 5, par tranche de 1,5 km.

\n

MODIFICATEURS

\n\n
", - "trapping": "" - } - ] -} \ No newline at end of file + "entries": { + "Ammo Whammy": { + "name": "Balle maudite", + "description_full": "
\n

Seul un huckster avec l’Atout @Compendium[deadlands-core-rules.deadlands-edges.Hexslinging]{Sortilero} peut invoquer ce pouvoir. Les runes magiques gravées sur le canon d’une arme à feu ensorcelée insufflent différents sorts aux balles qui s’y trouvent. Ton hombre dispose alors d’arguments un peu plus frappants et d’autres petites surprises pour les idiots qui voudraient le contrarier.

\n

Lorsque le pouvoir est actif, le sortilero peut choisir parmi les effets décrits ci-dessous et en associer un (deux sur une Prouesse) à chaque plomb qu’il s’apprête à distribuer.

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

Ce pouvoir invite un rada loa à « chevaucher » le houngan ou la mambo pendant une heure au maximum. Le pratiquant ne peut accueillir qu’un seul esprit à la fois, mais il peut arrêter le sort n’importe quand et le relancer pour changer de cavalier.

\n

Facette du rada loa permet à l’esprit d’entrer dans le corps et confère à l’individu un peu de son caractère (indiqué pour chaque pouvoir). Il accompagne le lanceur pendant toute la Durée du sort et tant qu’il sera là, aucun autre ne pourra y être invité.

\n

Portée : le personnage ne peut lancer ce sort que sur lui, même si la Portée indiquée pour chaque cible est égale à sa valeur d’Âme en cases. Cette valeur ne peut pas augmenter avec le Modificateur de pouvoir Portée, car elle n’est pas celle du sort.

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

Ce pouvoir fonctionne de la @Compendium[swade-core-rules.swade-powers.Banish]{même manière} que dans Savage Worlds. Cependant, faut quand même qu’on t’explique deux ou trois trucs s’il te prend l’envie de l’utiliser sur un @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Déterré}, compadre.

\n

Avec ce pouvoir, le manitou qui possède ce cow-boy ne peut jamais être définitivement banni ou détruit. Il est lié corps et âme à son hôte. En revanche, un bannissement réussi rend cette petite chose détestable « inerte » pendant une heure. Au cours de cette période, le Déterré ne peut faire appel à aucun des @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Atouts propres à sa condition}, pas plus qu’il ne peut @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Lâcher le manitou}, mais il conserve les capacités essentielles du Mort-vivant.

\n

Si le manitou a pris le contrôle total de son hôte suivant les règles de la @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Domination}, la conscience du gringo revient pendant que l’esprit dort. Néanmoins, celui-ci remontera en selle au bout de cette heure et le Déterré se retrouvera de nouveau asservi.

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

Charmer les amoureux naïfs et les pousser tranquillement à faire ce qu’elle veut ? On va dire que pour une sorcière, c’est fastoche.

\n

Pour placer son envoûtement, elle doit réussir un jet opposé de @Compendium[swade-core-rules.swade-skills.Spellcasting]{Magie} contre l’Âme de sa cible. Ça ne marche que sur les gens attirés sur le plan sentimental par son genre et dont l’attitude à son encontre est au moins Neutre (voir @Compendium[swade-core-rules.swade-tables.Reaction Table]{Réactions} dans Savage Worlds).

\n

Si elle y parvient, l’attitude de sa cible s’améliore d’un cran (deux sur une Prouesse). Contrairement à @Compendium[swade-core-rules.swade-powers.Puppet]{marionnette}, la sorcière n’exerce aucun contrôle mental. L’individu dispose de son libre arbitre, mais il est sincèrement amoureux d’elle et veut tout faire pour lui plaire. Ce que cela implique dépend du personnage. Un méchant pourri jusqu’au trognon envoûté par une sorcière poussera sans sourciller son épouse du haut de la falaise pour devenir son petit ami. Un citoyen ordinaire ne pensera jamais à faire du mal ou à blesser ouvertement ses êtres chers, mais il pourrait les tromper une fois la porte fermée. Une âme noble pourrait même se sacrifier s’il estime que c’est la seule manière de sauver la vie de sa petite sorcière bien-aimée.

\n

Le pouvoir prend fin à l’aube ou au crépuscule suivant. Il ne peut être maintenu, mais peut tout à fait se relancer.

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

Les mages du métal peuvent créer des gadgets qui provoquent blocages, pannes ou défaillances dans les autres appareils mécaniques. Le lanceur choisit une machine comprenant des pièces mobiles ou connectées (au choix du Marshal, mais pas de « simples » outils). L’objet doit se trouver dans la Portée du sort. Ton cow-boy fait un jet de @Compendium[swade-core-rules.swade-skills.Weird Science]{Science étrange} et s’il le réussit, sa cible applique un malus de -2 sur ses totaux. Sur un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, elle se casse. Les deux effets fonctionnent comme le Handicap @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{Deux mains gauches} et ne se cumulent pas avec lui. Si le personnage lance ce pouvoir sur un dispositif qui subit déjà ce malus, considère que c’est une Prouesse, Marshal. On t’explique ça tout de suite.

\n

Avec une Prouesse, l’appareil est mis hors service sur-le-champ et s’il s’agit d’un @Compendium[deadlands-core-rules.deadlands-tables.Malfunction Table]{gadget de la Science étrange} ou d’une @Compendium[deadlands-core-rules.deadlands-tables.Infernal Devices Malfunction Table]{machine infernale}, le poissard qui s’en sert doit aussi faire immédiatement un jet sur la table des Dysfonctionnements. Les deux résultats peuvent disparaître avec un jet de @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}, ce qui prend une action si l’on cherche simplement à supprimer le malus, ou 1d6 heures si l’objet est cassé.

\n

MODIFICATEURS

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

Certains pratiquants des arts magiques guérissent leurs alliés et d’autres répandent la maladie parmi leurs ennemis. Pour invoquer ce sort particulièrement sournois, le personnage doit faire un jet d’@Compendium[swade-core-rules.swade-rules.Activation]{Arcanes} opposé à l’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme} de sa victime. Si elle le rate, celle‑ci subit sur‑le‑champ un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, puis un autre tous les jours au coucher du soleil (malédiction ne produit pas d’effets supplémentaires même s’il est lancé plusieurs fois).

\n

Une fois le poissard @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}, il doit faire un jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} une fois par jour et il a intérêt à le réussir s’il ne veut pas mourir.

\n

Lever la malédiction : le personnage qui l’a lancée peut le faire quand il le souhaite et le pouvoir cesse immédiatement s’il meurt. Une @Compendium[swade-core-rules.swade-powers.Dispel]{dissipation} met fin à une malédiction, même si un arcaniste ne peut tenter cette manœuvre qu’une seule fois. En effet, si le pouvoir échoue, c’est que c’était au‑delà de ses capacités.

\n
", + "trapping": "" + }, + "Detect/Conceal Arcana": { + "name": "Détection/Dissimulation d'Arcanes", + "description_full": "
\n

Détection d’arcanes permet au bénéficiaire de voir et détecter toutes personnes, objets ou effets surnaturels dans son champ de vision pendant cinq @Compendium[swade-core-rules.swade-rules.Actions]{rounds}. Ceci inclut les ennemis @Compendium[swade-core-rules.swade-powers.Invisibility]{invisibles} , les enchantements sur les gens ou les objets, les appareils de @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{science étrange}, etc. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le bénéficiaire connaît également la nature générale de l’enchantement : nocif, camouflage, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{magie}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{miracle}, etc.

\n

Détection d’arcanes permet également d’ignorer jusqu’à 4 points de malus pour attaquer des ennemis cachés par des @Compendium[swade-core-rules.swade-powers.Light / Darkness]{ténèbres magiques}, @Compendium[swade-core-rules.swade-powers.Invisibility]{invisibilité} ou des capacités similaires (le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} complet en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}).

\n

Dissimulation d’arcanes met à l’abri de la détection des énergies arcaniques un être ou un objet d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle normale} pour une heure (voir la table des Tailles).

\n

Détection vs. dissimulation : Détecter des arcanes sur quelqu’un ou quelque chose de dissimulé est un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet opposé} d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} à lancer à chaque tentative, une fois maximum par tour. Si la dissimulation l’emporte, le personnage ne peut percer le camouflage avec son sort mais il peut annuler ce dernier pour le relancer.

\n

MODIFICATEURS

\n\n
", + "trapping": "gestuel, mots chuchotés." + }, + "Dread": { + "name": "Épouvante", + "description_full": "
\n

Étant donné sa dépendance aux sombres énergies des Juges, tu t’étonneras pas qu’une sorcière recherche les lieux où leur puissance domine. Et quand elle n’en trouve pas, ben elle en crée.

\n

Épouvante permet à ta chica d’augmenter le @Compendium[deadlands-core-rules.deadlands-rules.04 Fear]{Niveau de Peur} de l’endroit où elle se trouve de 1 (2 sur une Prouesse), sur un diamètre égal à 25 cases (50 m).

\n

MODIFICATEURS

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

Ces loas-là se montrent beaucoup plus agressifs ou irascibles que les rada loas. Ils se révèlent donc principalement utiles dans des situations périlleuses, comme le combat. De la même manière que le pouvoir facette du rada loa, fureur du pétro loa invite ces esprits à entrer dans le corps du pratiquant de vaudou.

\n

Le pratiquant ne peut accueillir qu’un seul esprit à la fois, mais il peut arrêter le sort n’importe quand et le relancer pour changer de cavalier.

\n

Portée : le personnage ne peut lancer ce sort que sur lui, même si la Portée indiquée pour chaque cible est égale à sa valeur d’Âme en cases. Cette valeur ne peut pas augmenter avec le Modificateur de pouvoir Portée, car elle n’est pas celle du sort.

\n

Autres aspects : la plupart des loas ont plusieurs aspects. Ceux qu’on t’énumère ici figurent parmi les faveurs les plus courantes requises par les héros du vaudou dans l’Ouest étrange.

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

Les bestioles malfaisantes ont toujours du mal à boulotter un pieux voyageur doté de la vraie foi. Et d’un petit symbole de sa divinité pour appuyer ses dires, juste au cas où.

\n

Une fois ton petit gri‑gri invoqué, une créature surnaturellement maléfique (au choix du Marshal) qui cherche à faire une attaque physique directe sur le porteur du symbole en question doit faire un jet d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme}. Il s’agit d’une @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite} (elle subit -2 à son jet si l’élu obtient une Prouesse).

\n

Les agressions regroupent toutes les attaques qui incluraient le gringo dans leur @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{aire d’effet}. Par contre, si l’une d’entre elles venait malencontreusement à lui faire tomber une étagère sur la cafetière, son gri-gri ne lui servirait à rien. Le symbole béni ne produit aucun effet sur les @Compendium[swade-core-rules.swade-rules.Test]{Épreuves} ou les attaques qui n’infligent pas de dégâts.

\n

L’élu doit posséder un véritable symbole béni afin d’invoquer ce miracle. Pas de symbole béni, pas de symbole béni, donc pas de chocolat. Comprende, amigo ? Les improvisations fonctionnent bien. Par exemple, tu pourrais croiser les montants d’une fenêtre brisée et les brandir comme un crucifix. Cependant, l’élu subit -2 au résultat de son invocation s’il n’a pas un symbole approprié.

\n

Vampires : question symbole béni, les suceurs de sang (@Compendium[swade-core-rules.swade-bestiary.Vampire]{ceux que tu trouves dans Savage Worlds} et les @Compendium[deadlands-core-rules.deadlands-actors.Nosferatu]{nosferatu} qui traînent ici) possèdent un gros @Compendium[swade-core-rules.swade-rules.Special Ability (Weakness)]{Point faible}. Un personnage qui balance ce miracle peut faire appel à l’une ou l’autre version, c’est‑à‑dire le pouvoir (qui utilise des Points de pouvoir et nécessite un jet de Magie) ou les règles moins puissantes décrites dans le Point faible (qui n’ont aucun effet supplémentaire sur une Prouesse).

\n

MODIFICATEURS

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

Ce pouvoir permet au mage du métal de réparer les dégâts infligés à des machines complexes, c’est-à-dire à n’importe quel appareil possédant des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}, comme des véhicules ou certaines créatures artificielles intelligentes. Il peut prendre la forme d’une trousse à outils mécanique, d’un couteau suisse ou d’un autre gadget conçu par le gringo.

\n

Quand une machine est Blessée, ton cow-boy fait un jet de @Compendium[swade-core-rules.swade-rules.Weird Science]{Science étrange}. En cas de Réussite, il répare une Blessure (deux sur une Prouesse). S’il rate son sort ou ne guérit pas tous les dégâts, il peut recommencer. Sur un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, les dégâts ne seront réparables qu’à l’ancienne, avec de la sueur, des coups de marteau et des pièces de rechange (voir Réparation dans @Compendium[swade-core-rules.swade-skills.Repair]{Savage Worlds}).

\n

MODIFICATEURS

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

Ce pouvoir soulage la douleur provoquée par un traumatisme. Si le lanceur réussit son @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet d’Arcanes}, lui et tous les alliés, situés dans un rayon égal à son score d’Âme en cases, ignorent 1 point de @Compendium[swade-core-rules.swade-rules.Damage Effects]{malus dû aux Blessures ou à la Fatigue} (2 sur une Prouesse).

\n

Anesthésie annule aussi tous les @Compendium[swade-core-rules.swade-tables.Injury Table]{résultats temporaires} obtenus sur la table des Séquelles pendant sa Durée. Par exemple, si un cow-boy devient Boiteux après un coup à la jambe, il pourra se déplacer normalement tant qu’il se trouvera sous l’effet du sort. En revanche, le pouvoir ne peut rien contre les Séquelles permanentes.

\n
", + "trapping": "" + }, + "Open Portal": { + "name": "Ouverture de portail", + "description_full": "
\n

Ce pouvoir crée un passage entre les plans et permet aux personnages dans le monde physique de se rendre dans les Terres de chasse, et vice versa.

\n

Dans le monde des esprits, un portail peut aussi s’ouvrir vers un autre endroit du plan (à l’exception de l’enfer et du paradis). Un groupe pourrait donc voyager depuis l’image de Deadwood vers celle de Paris. Si quelqu’un lance à nouveau le sort dans ce royaume de poche, tes cow-boys pourront alors quitter cette dimension et parcourir les rues du vrai Paris.

\n

Ouverture de portail ne permet pas de se déplacer entre les « mondes » (comme dans Hell on Earth ou Lost Colony). Cela requiert un périple difficile à travers les Terres de chasse et constitue toujours une aventure en soi.

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

Le jet d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} pour activer marionnette est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, la victime obéit automatiquement à tout ordre ne la mettant pas en danger elle-même ou une personne qui lui importe.

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, la cible est complètement sous contrôle mais elle peut automatiquement résister avec un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite} pour éviter un danger pour elle-même ou pour une personne qui lui importe. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, elle résiste à cet ordre particulier mais demeure sous l’emprise du maître. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} elle brise l’emprise et le pouvoir s’achève.

\n

Les ordres sont généraux comme « attaque cette personne » ou « ouvre la porte ». Le contrôleur n’a pas à dicter combien d’@Compendium[swade-core-rules.swade-rules.Actions]{actions} la cible utilise par tour ni si elle doit utiliser son Atout @Compendium[swade-core-rules.swade-edges.Sweep]{Balayage}, etc.

\n

MODIFICATEURS

\n\n
", + "trapping": "yeux luisants, quasi-transe, balancement d’un pendentif, poupée vaudou." + }, + "Sanctify": { + "name": "Sanctification", + "description_full": "
\n

Les lieux significatifs ou majeurs peuvent être « sanctifiés » de manière permanente, et ainsi devenir une zone sacrée et esquinter les créatures maléfiques. Ces endroits naissent d’une longue affiliation avec une religion ou une croyance, et coïncident souvent avec une structure d’une grande importance cérémonielle, comme une cathédrale. Ils peuvent aussi apparaître sur le site d’un immense sacrifice, d’une victoire retentissante ou d’une monumentale tragédie.

\n

Un élu peut reproduire ces effets de manière temporaire à travers des prières et des dévotions épuisantes. Le processus se déroule pendant quatre heures consécutives, au cours desquelles le personnage médite et se livre aux rituels de sa foi.

\n

Au bout de ce laps de temps, l’élu fait son jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Foi}. En cas d’Échec, il a simplement perdu son temps. En cas d’Échec critique, les puissances supérieures ne permettront pas la sanctification du lieu. De plus, il sera impossible d’y recommencer le rituel tant qu’un mal d’importance n’aura pas été vaincu (au choix du Marshal).

\n

En cas de réussite, une zone d’une trentaine de mètres carrés devient interdite aux forces des ténèbres. Si le Marshal le décide, une créature maléfique surnaturelle qui tente d’entrer sur le sol sacré doit faire un jet d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme} (à -2 si l’élu a obtenu une Prouesse) au début de chaque round. Il s’agit d’une action gratuite. Si elle le rate, elle subit un niveau de Fatigue. Elle peut tomber @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}, mais le pouvoir ne peut pas provoquer sa mort.

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

Les sorcières qui transforment leurs ennemis en grenouilles, ça n’arrive que dans les contes de fées. Enfin, presque. D’accord, ça peut se faire, ça prend juste beaucoup plus de temps que ce qu’on voudrait te faire croire.

\n

Métamorphose maudit sa cible et la change en un animal dont la Taille est comprise entre -2 et -3 (au choix de la sorcière). Si elle @Compendium[swade-core-rules.swade-rules.Touch Attack]{touche} une victime récalcitrante, elle la contraint à faire un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet d’Âme} (avec un joli -2 si elle réalise une Prouesse). En cas d’Échec, elle se transforme, tandis que ses vêtements et ses effets personnels tombent au sol tout autour puisque le sort ne les affecte pas.

\n

Briser la Malédiction : la sorcière qui en est l’autrice y met fin quand elle le veut. Le sort s’achèvera si elle est tuée, ou si on lance avec succès une @Compendium[swade-core-rules.swade-powers.Dispel]{dissipation}.

\n

MODIFICATEURS

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

Ce pouvoir permet au huckster de créer un petit objet ordinaire de moins de 500 g, comme un Derringer, une carte à jouer ou un miroir de poche. Sur une Prouesse, la Durée se compte en minutes et non plus en rounds (et le sort est aussi Maintenu en minutes si le lanceur le souhaite).

\n

Les objets conjurés apparaissent le plus souvent dans une poche, une sacoche ou un sac afin de dissimuler la magie qui les a appelés. Toutefois, cela n’est pas une condition nécessaire.

\n

À la fin de la Durée, l’objet disparaît de la réalité. Si ton gringo a utilisé ce pouvoir pour se remplir le porte‑monnaie et acheter quelque chose, il risque d’avoir des problèmes si le marchand se souvient de celui qui l’a roulé.

\n

MODIFICATEURS

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

Ce pouvoir demande aux esprits de la terre de faire entrer et sortir le gringo des Terres de chasse quand il voyage. Il raccourcit ainsi les déplacements difficiles et efface sa piste. Les chamans utilisent ce sort pour communiquer avec leurs alliés sur de très grandes distances et espionner leurs ennemis.

\n

Le personnage doit marcher au moins 1,5 km en pleine nature (au choix du Marshal) ; il franchit ensuite 5 km chaque fois qu’il parcourt 1,5 km (son @Compendium[swade-core-rules.swade-rules.Characters]{Allure} ne change pas). De plus, il est impossible de remonter sa piste à part sur de très courtes sections. S’il réalise une Prouesse sur son jet de @Compendium[swade-core-rules.swade-rules.Activation]{Foi}, il peut parcourir 8 km, et non plus 5, par tranche de 1,5 km.

\n

MODIFICATEURS

\n\n
", + "trapping": "" + } + } +} diff --git a/compendiums/deadlands-core-rules.deadlands-powers.json.OLD b/compendiums/deadlands-core-rules.deadlands-powers.json.OLD new file mode 100644 index 0000000..3048cc0 --- /dev/null +++ b/compendiums/deadlands-core-rules.deadlands-powers.json.OLD @@ -0,0 +1,129 @@ +{ + "label": "Deadlands - Pouvoirs", + "mapping": { + "description_full": "system.description", + "trapping": "system.trapping", + "duration": { + "path": "system.duration", + "converter": "powers_duration" + }, + "range": { + "path": "system.range", + "converter": "powers_range" + }, + "rank": { + "path": "system.rank", + "converter": "powers_rank" + } + }, + "entries": [ + { + "id": "Ammo Whammy", + "name": "Balle maudite", + "description_full": "
\n

Seul un huckster avec l’Atout @Compendium[deadlands-core-rules.deadlands-edges.Hexslinging]{Sortilero} peut invoquer ce pouvoir. Les runes magiques gravées sur le canon d’une arme à feu ensorcelée insufflent différents sorts aux balles qui s’y trouvent. Ton hombre dispose alors d’arguments un peu plus frappants et d’autres petites surprises pour les idiots qui voudraient le contrarier.

\n

Lorsque le pouvoir est actif, le sortilero peut choisir parmi les effets décrits ci-dessous et en associer un (deux sur une Prouesse) à chaque plomb qu’il s’apprête à distribuer.

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

Ce pouvoir invite un rada loa à « chevaucher » le houngan ou la mambo pendant une heure au maximum. Le pratiquant ne peut accueillir qu’un seul esprit à la fois, mais il peut arrêter le sort n’importe quand et le relancer pour changer de cavalier.

\n

Facette du rada loa permet à l’esprit d’entrer dans le corps et confère à l’individu un peu de son caractère (indiqué pour chaque pouvoir). Il accompagne le lanceur pendant toute la Durée du sort et tant qu’il sera là, aucun autre ne pourra y être invité.

\n

Portée : le personnage ne peut lancer ce sort que sur lui, même si la Portée indiquée pour chaque cible est égale à sa valeur d’Âme en cases. Cette valeur ne peut pas augmenter avec le Modificateur de pouvoir Portée, car elle n’est pas celle du sort.

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

Ce pouvoir fonctionne de la @Compendium[swade-core-rules.swade-powers.Banish]{même manière} que dans Savage Worlds. Cependant, faut quand même qu’on t’explique deux ou trois trucs s’il te prend l’envie de l’utiliser sur un @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Déterré}, compadre.

\n

Avec ce pouvoir, le manitou qui possède ce cow-boy ne peut jamais être définitivement banni ou détruit. Il est lié corps et âme à son hôte. En revanche, un bannissement réussi rend cette petite chose détestable « inerte » pendant une heure. Au cours de cette période, le Déterré ne peut faire appel à aucun des @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Atouts propres à sa condition}, pas plus qu’il ne peut @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Lâcher le manitou}, mais il conserve les capacités essentielles du Mort-vivant.

\n

Si le manitou a pris le contrôle total de son hôte suivant les règles de la @Compendium[deadlands-core-rules.deadlands-rules.05 Harrowed]{Domination}, la conscience du gringo revient pendant que l’esprit dort. Néanmoins, celui-ci remontera en selle au bout de cette heure et le Déterré se retrouvera de nouveau asservi.

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

Charmer les amoureux naïfs et les pousser tranquillement à faire ce qu’elle veut ? On va dire que pour une sorcière, c’est fastoche.

\n

Pour placer son envoûtement, elle doit réussir un jet opposé de @Compendium[swade-core-rules.swade-skills.Spellcasting]{Magie} contre l’Âme de sa cible. Ça ne marche que sur les gens attirés sur le plan sentimental par son genre et dont l’attitude à son encontre est au moins Neutre (voir @Compendium[swade-core-rules.swade-tables.Reaction Table]{Réactions} dans Savage Worlds).

\n

Si elle y parvient, l’attitude de sa cible s’améliore d’un cran (deux sur une Prouesse). Contrairement à @Compendium[swade-core-rules.swade-powers.Puppet]{marionnette}, la sorcière n’exerce aucun contrôle mental. L’individu dispose de son libre arbitre, mais il est sincèrement amoureux d’elle et veut tout faire pour lui plaire. Ce que cela implique dépend du personnage. Un méchant pourri jusqu’au trognon envoûté par une sorcière poussera sans sourciller son épouse du haut de la falaise pour devenir son petit ami. Un citoyen ordinaire ne pensera jamais à faire du mal ou à blesser ouvertement ses êtres chers, mais il pourrait les tromper une fois la porte fermée. Une âme noble pourrait même se sacrifier s’il estime que c’est la seule manière de sauver la vie de sa petite sorcière bien-aimée.

\n

Le pouvoir prend fin à l’aube ou au crépuscule suivant. Il ne peut être maintenu, mais peut tout à fait se relancer.

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

Les mages du métal peuvent créer des gadgets qui provoquent blocages, pannes ou défaillances dans les autres appareils mécaniques. Le lanceur choisit une machine comprenant des pièces mobiles ou connectées (au choix du Marshal, mais pas de « simples » outils). L’objet doit se trouver dans la Portée du sort. Ton cow-boy fait un jet de @Compendium[swade-core-rules.swade-skills.Weird Science]{Science étrange} et s’il le réussit, sa cible applique un malus de -2 sur ses totaux. Sur un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, elle se casse. Les deux effets fonctionnent comme le Handicap @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{Deux mains gauches} et ne se cumulent pas avec lui. Si le personnage lance ce pouvoir sur un dispositif qui subit déjà ce malus, considère que c’est une Prouesse, Marshal. On t’explique ça tout de suite.

\n

Avec une Prouesse, l’appareil est mis hors service sur-le-champ et s’il s’agit d’un @Compendium[deadlands-core-rules.deadlands-tables.Malfunction Table]{gadget de la Science étrange} ou d’une @Compendium[deadlands-core-rules.deadlands-tables.Infernal Devices Malfunction Table]{machine infernale}, le poissard qui s’en sert doit aussi faire immédiatement un jet sur la table des Dysfonctionnements. Les deux résultats peuvent disparaître avec un jet de @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}, ce qui prend une action si l’on cherche simplement à supprimer le malus, ou 1d6 heures si l’objet est cassé.

\n

MODIFICATEURS

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

Certains pratiquants des arts magiques guérissent leurs alliés et d’autres répandent la maladie parmi leurs ennemis. Pour invoquer ce sort particulièrement sournois, le personnage doit faire un jet d’@Compendium[swade-core-rules.swade-rules.Activation]{Arcanes} opposé à l’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme} de sa victime. Si elle le rate, celle‑ci subit sur‑le‑champ un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, puis un autre tous les jours au coucher du soleil (malédiction ne produit pas d’effets supplémentaires même s’il est lancé plusieurs fois).

\n

Une fois le poissard @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}, il doit faire un jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} une fois par jour et il a intérêt à le réussir s’il ne veut pas mourir.

\n

Lever la malédiction : le personnage qui l’a lancée peut le faire quand il le souhaite et le pouvoir cesse immédiatement s’il meurt. Une @Compendium[swade-core-rules.swade-powers.Dispel]{dissipation} met fin à une malédiction, même si un arcaniste ne peut tenter cette manœuvre qu’une seule fois. En effet, si le pouvoir échoue, c’est que c’était au‑delà de ses capacités.

\n
", + "trapping": "" + }, + { + "id": "Detect/Conceal Arcana", + "name": "Détection/Dissimulation d'Arcanes", + "description_full": "
\n

Détection d’arcanes permet au bénéficiaire de voir et détecter toutes personnes, objets ou effets surnaturels dans son champ de vision pendant cinq @Compendium[swade-core-rules.swade-rules.Actions]{rounds}. Ceci inclut les ennemis @Compendium[swade-core-rules.swade-powers.Invisibility]{invisibles} , les enchantements sur les gens ou les objets, les appareils de @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{science étrange}, etc. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le bénéficiaire connaît également la nature générale de l’enchantement : nocif, camouflage, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{magie}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{miracle}, etc.

\n

Détection d’arcanes permet également d’ignorer jusqu’à 4 points de malus pour attaquer des ennemis cachés par des @Compendium[swade-core-rules.swade-powers.Light / Darkness]{ténèbres magiques}, @Compendium[swade-core-rules.swade-powers.Invisibility]{invisibilité} ou des capacités similaires (le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} complet en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}).

\n

Dissimulation d’arcanes met à l’abri de la détection des énergies arcaniques un être ou un objet d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle normale} pour une heure (voir la table des Tailles).

\n

Détection vs. dissimulation : Détecter des arcanes sur quelqu’un ou quelque chose de dissimulé est un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet opposé} d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} à lancer à chaque tentative, une fois maximum par tour. Si la dissimulation l’emporte, le personnage ne peut percer le camouflage avec son sort mais il peut annuler ce dernier pour le relancer.

\n

MODIFICATEURS

\n\n
", + "trapping": "gestuel, mots chuchotés." + }, + { + "id": "Dread", + "name": "Épouvante", + "description_full": "
\n

Étant donné sa dépendance aux sombres énergies des Juges, tu t’étonneras pas qu’une sorcière recherche les lieux où leur puissance domine. Et quand elle n’en trouve pas, ben elle en crée.

\n

Épouvante permet à ta chica d’augmenter le @Compendium[deadlands-core-rules.deadlands-rules.04 Fear]{Niveau de Peur} de l’endroit où elle se trouve de 1 (2 sur une Prouesse), sur un diamètre égal à 25 cases (50 m).

\n

MODIFICATEURS

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

Ces loas-là se montrent beaucoup plus agressifs ou irascibles que les rada loas. Ils se révèlent donc principalement utiles dans des situations périlleuses, comme le combat. De la même manière que le pouvoir facette du rada loa, fureur du pétro loa invite ces esprits à entrer dans le corps du pratiquant de vaudou.

\n

Le pratiquant ne peut accueillir qu’un seul esprit à la fois, mais il peut arrêter le sort n’importe quand et le relancer pour changer de cavalier.

\n

Portée : le personnage ne peut lancer ce sort que sur lui, même si la Portée indiquée pour chaque cible est égale à sa valeur d’Âme en cases. Cette valeur ne peut pas augmenter avec le Modificateur de pouvoir Portée, car elle n’est pas celle du sort.

\n

Autres aspects : la plupart des loas ont plusieurs aspects. Ceux qu’on t’énumère ici figurent parmi les faveurs les plus courantes requises par les héros du vaudou dans l’Ouest étrange.

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

Les bestioles malfaisantes ont toujours du mal à boulotter un pieux voyageur doté de la vraie foi. Et d’un petit symbole de sa divinité pour appuyer ses dires, juste au cas où.

\n

Une fois ton petit gri‑gri invoqué, une créature surnaturellement maléfique (au choix du Marshal) qui cherche à faire une attaque physique directe sur le porteur du symbole en question doit faire un jet d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme}. Il s’agit d’une @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite} (elle subit -2 à son jet si l’élu obtient une Prouesse).

\n

Les agressions regroupent toutes les attaques qui incluraient le gringo dans leur @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{aire d’effet}. Par contre, si l’une d’entre elles venait malencontreusement à lui faire tomber une étagère sur la cafetière, son gri-gri ne lui servirait à rien. Le symbole béni ne produit aucun effet sur les @Compendium[swade-core-rules.swade-rules.Test]{Épreuves} ou les attaques qui n’infligent pas de dégâts.

\n

L’élu doit posséder un véritable symbole béni afin d’invoquer ce miracle. Pas de symbole béni, pas de symbole béni, donc pas de chocolat. Comprende, amigo ? Les improvisations fonctionnent bien. Par exemple, tu pourrais croiser les montants d’une fenêtre brisée et les brandir comme un crucifix. Cependant, l’élu subit -2 au résultat de son invocation s’il n’a pas un symbole approprié.

\n

Vampires : question symbole béni, les suceurs de sang (@Compendium[swade-core-rules.swade-bestiary.Vampire]{ceux que tu trouves dans Savage Worlds} et les @Compendium[deadlands-core-rules.deadlands-actors.Nosferatu]{nosferatu} qui traînent ici) possèdent un gros @Compendium[swade-core-rules.swade-rules.Special Ability (Weakness)]{Point faible}. Un personnage qui balance ce miracle peut faire appel à l’une ou l’autre version, c’est‑à‑dire le pouvoir (qui utilise des Points de pouvoir et nécessite un jet de Magie) ou les règles moins puissantes décrites dans le Point faible (qui n’ont aucun effet supplémentaire sur une Prouesse).

\n

MODIFICATEURS

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

Ce pouvoir permet au mage du métal de réparer les dégâts infligés à des machines complexes, c’est-à-dire à n’importe quel appareil possédant des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}, comme des véhicules ou certaines créatures artificielles intelligentes. Il peut prendre la forme d’une trousse à outils mécanique, d’un couteau suisse ou d’un autre gadget conçu par le gringo.

\n

Quand une machine est Blessée, ton cow-boy fait un jet de @Compendium[swade-core-rules.swade-rules.Weird Science]{Science étrange}. En cas de Réussite, il répare une Blessure (deux sur une Prouesse). S’il rate son sort ou ne guérit pas tous les dégâts, il peut recommencer. Sur un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, les dégâts ne seront réparables qu’à l’ancienne, avec de la sueur, des coups de marteau et des pièces de rechange (voir Réparation dans @Compendium[swade-core-rules.swade-skills.Repair]{Savage Worlds}).

\n

MODIFICATEURS

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

Ce pouvoir soulage la douleur provoquée par un traumatisme. Si le lanceur réussit son @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet d’Arcanes}, lui et tous les alliés, situés dans un rayon égal à son score d’Âme en cases, ignorent 1 point de @Compendium[swade-core-rules.swade-rules.Damage Effects]{malus dû aux Blessures ou à la Fatigue} (2 sur une Prouesse).

\n

Anesthésie annule aussi tous les @Compendium[swade-core-rules.swade-tables.Injury Table]{résultats temporaires} obtenus sur la table des Séquelles pendant sa Durée. Par exemple, si un cow-boy devient Boiteux après un coup à la jambe, il pourra se déplacer normalement tant qu’il se trouvera sous l’effet du sort. En revanche, le pouvoir ne peut rien contre les Séquelles permanentes.

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

Ce pouvoir crée un passage entre les plans et permet aux personnages dans le monde physique de se rendre dans les Terres de chasse, et vice versa.

\n

Dans le monde des esprits, un portail peut aussi s’ouvrir vers un autre endroit du plan (à l’exception de l’enfer et du paradis). Un groupe pourrait donc voyager depuis l’image de Deadwood vers celle de Paris. Si quelqu’un lance à nouveau le sort dans ce royaume de poche, tes cow-boys pourront alors quitter cette dimension et parcourir les rues du vrai Paris.

\n

Ouverture de portail ne permet pas de se déplacer entre les « mondes » (comme dans Hell on Earth ou Lost Colony). Cela requiert un périple difficile à travers les Terres de chasse et constitue toujours une aventure en soi.

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

Le jet d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} pour activer marionnette est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, la victime obéit automatiquement à tout ordre ne la mettant pas en danger elle-même ou une personne qui lui importe.

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, la cible est complètement sous contrôle mais elle peut automatiquement résister avec un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite} pour éviter un danger pour elle-même ou pour une personne qui lui importe. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, elle résiste à cet ordre particulier mais demeure sous l’emprise du maître. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} elle brise l’emprise et le pouvoir s’achève.

\n

Les ordres sont généraux comme « attaque cette personne » ou « ouvre la porte ». Le contrôleur n’a pas à dicter combien d’@Compendium[swade-core-rules.swade-rules.Actions]{actions} la cible utilise par tour ni si elle doit utiliser son Atout @Compendium[swade-core-rules.swade-edges.Sweep]{Balayage}, etc.

\n

MODIFICATEURS

\n\n
", + "trapping": "yeux luisants, quasi-transe, balancement d’un pendentif, poupée vaudou." + }, + { + "id": "Sanctify", + "name": "Sanctification", + "description_full": "
\n

Les lieux significatifs ou majeurs peuvent être « sanctifiés » de manière permanente, et ainsi devenir une zone sacrée et esquinter les créatures maléfiques. Ces endroits naissent d’une longue affiliation avec une religion ou une croyance, et coïncident souvent avec une structure d’une grande importance cérémonielle, comme une cathédrale. Ils peuvent aussi apparaître sur le site d’un immense sacrifice, d’une victoire retentissante ou d’une monumentale tragédie.

\n

Un élu peut reproduire ces effets de manière temporaire à travers des prières et des dévotions épuisantes. Le processus se déroule pendant quatre heures consécutives, au cours desquelles le personnage médite et se livre aux rituels de sa foi.

\n

Au bout de ce laps de temps, l’élu fait son jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Foi}. En cas d’Échec, il a simplement perdu son temps. En cas d’Échec critique, les puissances supérieures ne permettront pas la sanctification du lieu. De plus, il sera impossible d’y recommencer le rituel tant qu’un mal d’importance n’aura pas été vaincu (au choix du Marshal).

\n

En cas de réussite, une zone d’une trentaine de mètres carrés devient interdite aux forces des ténèbres. Si le Marshal le décide, une créature maléfique surnaturelle qui tente d’entrer sur le sol sacré doit faire un jet d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme} (à -2 si l’élu a obtenu une Prouesse) au début de chaque round. Il s’agit d’une action gratuite. Si elle le rate, elle subit un niveau de Fatigue. Elle peut tomber @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}, mais le pouvoir ne peut pas provoquer sa mort.

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

Les sorcières qui transforment leurs ennemis en grenouilles, ça n’arrive que dans les contes de fées. Enfin, presque. D’accord, ça peut se faire, ça prend juste beaucoup plus de temps que ce qu’on voudrait te faire croire.

\n

Métamorphose maudit sa cible et la change en un animal dont la Taille est comprise entre -2 et -3 (au choix de la sorcière). Si elle @Compendium[swade-core-rules.swade-rules.Touch Attack]{touche} une victime récalcitrante, elle la contraint à faire un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet d’Âme} (avec un joli -2 si elle réalise une Prouesse). En cas d’Échec, elle se transforme, tandis que ses vêtements et ses effets personnels tombent au sol tout autour puisque le sort ne les affecte pas.

\n

Briser la Malédiction : la sorcière qui en est l’autrice y met fin quand elle le veut. Le sort s’achèvera si elle est tuée, ou si on lance avec succès une @Compendium[swade-core-rules.swade-powers.Dispel]{dissipation}.

\n

MODIFICATEURS

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

Ce pouvoir permet au huckster de créer un petit objet ordinaire de moins de 500 g, comme un Derringer, une carte à jouer ou un miroir de poche. Sur une Prouesse, la Durée se compte en minutes et non plus en rounds (et le sort est aussi Maintenu en minutes si le lanceur le souhaite).

\n

Les objets conjurés apparaissent le plus souvent dans une poche, une sacoche ou un sac afin de dissimuler la magie qui les a appelés. Toutefois, cela n’est pas une condition nécessaire.

\n

À la fin de la Durée, l’objet disparaît de la réalité. Si ton gringo a utilisé ce pouvoir pour se remplir le porte‑monnaie et acheter quelque chose, il risque d’avoir des problèmes si le marchand se souvient de celui qui l’a roulé.

\n

MODIFICATEURS

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

Ce pouvoir demande aux esprits de la terre de faire entrer et sortir le gringo des Terres de chasse quand il voyage. Il raccourcit ainsi les déplacements difficiles et efface sa piste. Les chamans utilisent ce sort pour communiquer avec leurs alliés sur de très grandes distances et espionner leurs ennemis.

\n

Le personnage doit marcher au moins 1,5 km en pleine nature (au choix du Marshal) ; il franchit ensuite 5 km chaque fois qu’il parcourt 1,5 km (son @Compendium[swade-core-rules.swade-rules.Characters]{Allure} ne change pas). De plus, il est impossible de remonter sa piste à part sur de très courtes sections. S’il réalise une Prouesse sur son jet de @Compendium[swade-core-rules.swade-rules.Activation]{Foi}, il peut parcourir 8 km, et non plus 5, par tranche de 1,5 km.

\n

MODIFICATEURS

\n\n
", + "trapping": "" + } + ] +} \ No newline at end of file diff --git a/compendiums/swade-core-rules.swade-actions.json b/compendiums/swade-core-rules.swade-actions.json index b11eb11..b86ea7a 100644 --- a/compendiums/swade-core-rules.swade-actions.json +++ b/compendiums/swade-core-rules.swade-actions.json @@ -1,91 +1,72 @@ { - "label": "Actions", - "mapping": { - "description": "system.description", - "category": { - "path": "system.category", - "converter": "category_converter" - } + "label": "Actions", + "mapping": { + "description": "system.description", + "category": { + "path": "system.category", + "converter": "category_converter" + } + }, + "entries": { + "Network (The Nice Way)": { + "name": "Persuasion (La manière gentille)", + "description": "
\n

Un personnage utilise @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} pour socialiser dans divers cercles et obtenir des informations ou des faveurs. Utilisée de cette façon, Persuasion ne représente pas un simple échange mais des heures de réseautage, de fréquentation, de causette, de tournées de boisson, de cadeaux, de pots-de-vin et de réceptions. Cela peut être du temps au bureau, plusieurs réunions avec des gens importants ou (plus communément) une soirée passée à dîner ou à boire.

En cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Succès}, le personnage obtient à peu près ce qu’il veut mais cela lui prend du temps, lui coûte de l’argent ou il devra retourner une faveur. En cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Prouesse}, il obtient plus qu’il ne cherchait ou à moindre coût.

En cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec}, les efforts du héros sont vains. En cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec critique}, il perd contact avec un groupe donné pour quelque temps (à l’appréciation du MJ mais généralement aux alentours d’une semaine).

Parlons argent : selon le dicton, on n’attrape pas les mouches avec du vinaigre. Un personnage bénéficie de +2 au Réseautage en dépensant de l’argent pour des pots-de-vin, des cadeaux ou des dîners avec ses contacts.

Le montant dépend du MJ, de l’univers et de la nature des contacts. En règle générale, partez des fonds de départ de l’univers et improvisez à partir de là.

\n
" }, - "entries": [ - { - "id": "Network (The Nice Way)", - "name": "Persuasion (La manière gentille)", - "description": "
\n

Un personnage utilise @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} pour socialiser dans divers cercles et obtenir des informations ou des faveurs. Utilisée de cette façon, Persuasion ne représente pas un simple échange mais des heures de réseautage, de fréquentation, de causette, de tournées de boisson, de cadeaux, de pots-de-vin et de réceptions. Cela peut être du temps au bureau, plusieurs réunions avec des gens importants ou (plus communément) une soirée passée à dîner ou à boire.

En cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Succès}, le personnage obtient à peu près ce qu’il veut mais cela lui prend du temps, lui coûte de l’argent ou il devra retourner une faveur. En cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Prouesse}, il obtient plus qu’il ne cherchait ou à moindre coût.

En cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec}, les efforts du héros sont vains. En cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec critique}, il perd contact avec un groupe donné pour quelque temps (à l’appréciation du MJ mais généralement aux alentours d’une semaine).

Parlons argent : selon le dicton, on n’attrape pas les mouches avec du vinaigre. Un personnage bénéficie de +2 au Réseautage en dépensant de l’argent pour des pots-de-vin, des cadeaux ou des dîners avec ses contacts.

Le montant dépend du MJ, de l’univers et de la nature des contacts. En règle générale, partez des fonds de départ de l’univers et improvisez à partir de là.

\n
" - }, - { - "id": "Network (The Not-So-Nice Way)", - "name": "Intimidation (La manière pas si gentille)", - "description": "
\n

@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} peut également être utilisée pour récolter des informations, solliciter des faveurs ou demander quelque chose mais est un peu moins savoureux.

Chaque tentative de « cuisiner les gens » prend plusieurs heures au personnage qui menace, harcèle, bouscule les gens pour obtenir ce dont il a besoin.

En cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Succès}, le personnage obtient à peu près ce qu’il veut mais ses victimes peuvent décider de se venger plus tard.

En cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Prouesse}, il obtient plus d’informations, plus vite ou ses victimes sont trop effrayées pour songer à leur revanche.

En cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec}, il ne ramène rien d’utile. En cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec critique}, il revient avec une lèvre fendue, un œil au beurre noir ou le nez cassé (voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04bumpsandbrui00]{Bleus et bosses} p. 117). Il peut y retourner dès le lendemain mais risque d’être attendu de pied ferme !

Casser des têtes : une brute peut améliorer ses chances en devenant plus violent ou extrême que normal. Cela lui met à dos ses contacts pour une semaine mais il bénéficie de +2 au jet.

Cela élève également les enchères : en cas d’Échec il finit la soirée couvert de @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04bumpsandbrui00]{Bleus et bosses} (voir p. 117) et en cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec critique} il endure des conséquences bien plus graves. Le MJ peut basculer l’action en mode rencontre (qui pourrait être une embuscade !), il peut avoir enfreint la loi, avoir récolté deux niveaux de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03fatigue0000000]{Fatigue} de Bleus et bosses ou ses questions peuvent avoir déclenché une réaction mortelle de la part d’un ennemi plus puissant !

\n
" - }, - { - "id": "Frenzy", - "name": "Frénésie", - "description": "
\n

Pour une action limitée, un personnage disposant de cet Atout peut ajouter un second dé de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} à l’une de ses attaques de corps-à-corps du round. Ce dé peut cibler le même adversaire ou un autre. Chaque dé est résolu séparément.

\n
" - }, - { - "id": "Improved Frenzy", - "name": "Frénésie Suprême", - "description": "
\n

Comme Frénésie mais le combattant ajoute un troisième dé de Combat à son attaque réalisée avec Frénésie ce round.

\n
" - }, - { - "id": "Natural Healing", - "name": "Guérison naturelle", - "description": "
\n

Un personnage ayant des @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessures} fait un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Vigueur} tous les cinq jours. En cas de Succès, le personnage élimine une Blessure, et deux en cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Prouesse}.

Un @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec critique} occasionne une nouvelle @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessure} à la victime — que ce soit à cause d’une infection, d’une hémorragie ou d’une aggravation des blessures. Si cette Blessure rend le personnage @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Incapacité}, n’appliquez pas les règles habituelles : le personnage sombre dans l’inconscience et doit faire un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Vigueur} 12 heures plus tard. ÉCHEC : le personnage est mort. SUCCÈS : le personnage doit refaire ce jet dans 12 heures. PROUESSE : le personnage est stabilisé et reprend conscience. Il est possible de tenter de stabiliser le personnage en utilisant les règles pour stopper une Hémorragie (voir ci-dessus).

Soutien : n’oubliez pas d’utiliser les règles de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03support0000000]{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 d’autres adaptées peuvent faire des jets de Soutien pour aider leurs alliés à réussir leurs jets de guérison naturelle.

\n
" - }, - { - "id": "Treat Wounds", - "name": "Soigner les blessures", - "description": "
\n

La Compétence @Compendium[swade-core-rules.swade-skills.Healing]{Soins} peut être utilisée pour traiter les @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{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.

Un Succès supprime une Blessure et une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Prouesse} deux. En cas d’Échec, rien ne se passe. En cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec critique}, le patient subit une Blessure supplémentaire !

L'heure d'or: Un personnage peut soigner une fois les @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessures} de moins d’une heure. En cas d’Échec, le soigneur est incapable de traiter ces @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessures}. Un autre pourra se pencher dessus.

Sur des @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessures} de plus d’une heure, seuls la guérison naturelle et le pouvoir @Compendium[swade-core-rules.swade-powers.Healing]{guérison} (dans sa version grande guérison) pourront être d’une quelconque utilité.

Hémorragie : la Compétence @Compendium[swade-core-rules.swade-skills.Healing]{Soins} peut également être utilisée pour stabiliser une victime d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Hémorragie} (voir p. 95). Chaque tentative est une action, et en cas de Succès, la victime est stabilisée.

Incapacité : soigner au moins une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessure} d’un patient en @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Incapacité} lui permet d'annuler cet état et de reprendre conscience.

\n
" - }, - { - "id": "Fear", - "name": "Terreur", - "description": "
\n

Certains monstres sont si terrifiants que le seul fait de les entrevoir nécessite un jet de Terreur. Une abomination cauchemardesque peut même infliger un malus sur ce jet ! Une créature avec l'aptitude Terreur -2, par exemple, impose à tous ceux qui la voient de faire un jet de Terreur à -2. Reportez-vous aux règles sur la @UUID[Compendium.swade-core-rules.swade-rules.JournalEntry.swadecor04theadv.JournalEntryPage.04fear0000000000]{Terreur} (voir p.144) pour les effets.

\n
" - }, - { - "id": "Poison", - "name": "Poison", - "description": "
\n

Serpents, dagues empoisonnées et autres injectent à leurs victimes de dangereux @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04poison00000000]{poisons} par une morsure ou une égratignure. Pour cela, la cible doit être au moins @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Secouée} par l’attaque. Elle doit alors réussir un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Vigueur}, modifié par la virulence du Poison (indiquée entre parenthèses après l’aptitude Poison de la créature). Les effets d’un Échec sont décrits en section des @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04hazards0000000]{Périls} (voir p. 120).

\n
" - }, - { - "id": "Damage", - "name": "Dégâts", - "description": "
\n

Après une attaque réussie, que ce soit au corps-à-corps ou à distance, l’attaquant lance les dés pour connaître les dégâts occasionnés. Les armes à distance font des dégâts fixes, spécifiés dans le chapitre sur l’@UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{équipement}. La plupart des pistolets, par exemple, occasionnent 2d6 de dégâts.

Les armes de corps-à-corps font des dégâts égaux au dé de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} de l’attaquant, plus un second dé selon l’arme. Un barbare avec une Force de d12 et une épée longue (d8 de dégâts) lance d12 + d8 de dégâts.

Bien que la Force soit utilisée pour déterminer les dégâts au corps-à-corps, il ne s’agit pas d’un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Trait}. Les @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03wildcardsand00]{Jokers} ne bénéficient pas de leur dé Joker pour les jets de dégâts.

Tous les dés jetés pour des dégâts Explosent.

Combat à mains nues : un combattant sans arme fait seulement Force de dégâts à moins qu’il ne dispose d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Atouts} comme @Compendium[swade-core-rules.swade-edges.Martial Artist]{Arts martiaux} (p. 41) ou @Compendium[swade-core-rules.swade-edges.Brawler]{Bagarreur} (p. 41) lui accordant un dé de dégâts.

BONUS AUX DÉGÂTS

Une attaque bien placée a plus de chance de toucher des parties vitales et donc de faire plus de dégâts. Si votre héros obtient au moins une Prouesse lors de son attaque (peu importe le nombre de Prouesses), il ajoute 1d6 à son total de dégâts. Ce dé peut Exploser comme les autres !

Ce dé de bonus s’applique à toutes les attaques provoquant des dégâts, y compris les @UUID[Compendium.swade-core-rules.swade-rules.swadecor05powers.JournalEntryPage.05powers00000000]{pouvoirs} et les armes à @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03areaeffectat00]{zone d’effet}.

APPLIQUER LES DÉGÂTS

Si le jet de dégâts est inférieur à la @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01characters0000]{Résistance} de la cible, cette dernière prend un coup mais sans effet de jeu. Si les dégâts sont supérieurs ou égaux à la Résistance de la victime, elle est @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Secouée}. Chaque Prouesse sur le jet de dégâts occasionne en outre une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessure} :

  • SUCCÈS : la victime est Secouée. Si elle était déjà dans un état Secoué, sous réserve que les dégâts soient physiques (pas Secouée suite à une Épreuve par exemple), elle subit une Blessure et reste Secouée.
  • PROUESSE : la victime subit une Blessure pour chaque Prouesse, et est Secouée.
" - }, - { - "id": "Disarm", - "name": "Désarmement", - "description": "
\n

Un personnage peut tenter de désarmer son adversaire ou d’endommager son arme (ou un autre objet), que ce soit avec une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03attacks0000000]{attaque au corps-à-corps ou une attaque à distance}.

En tout premier lieu, il doit réussir à toucher l’objet, le bras ou la main de son adversaire (voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03calledshots000]{Attaque ciblée} p. 98).

Si l’attaque réussit à toucher l’arme, le personnage fait les dégâts normaux contre l’objet (sans Explosion ni bonus de Prouesse, voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03breakingthin00]{Casser des trucs} p. 100). Le défenseur doit réussir un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} au moins égal aux dégâts de l’attaque ou lâcher l’objet.

Si l’attaque ciblait le porteur lui-même et qu’il le @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Secoue ou le Blesse}, ce dernier doit réussir un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} à -2 s’il a été touché au bras, à -4 s’il a été touché à la main, avec le malus de Blessure incluant les effets de cette attaque. En cas d’Échec, il lâche ce qu’il tient en main.

\n
" - }, - { - "id": "Grapple", - "name": "Empoignade", - "description": "
\n

Une empoignade est un jet opposé d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} entre l'attaquant et le défenseur . Si l'attaquant l’emporte, une cible libre devient Entravée et une cible déjà Entravée devient Immobilisée. En cas de Prouesse, la cible devient Immobilisée. Voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03boundandenta00]{Bound and Entangled}.

Si un ennemi est Immobilisé, le lutteur est également @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03distractedan00]{Vulnérable} tant qu'il maintient sa prise.

Le bonus d'@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03gangingup00000]{Attaque à plusieurs} s'applique pour Empoigner un défenseur, mais pas pour les autres manœuvres, sauf décision contraire du MJ pour une situation spécifique.

Taille :S'il y a une différence d'échelle (voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Size and Scale}) entre l'attaquant et le défenseur, le jet de l’attaquant subit un malus égal à la différence entre les modificateurs d’Échelle des participants (le défenseur n’a pour sa part aucun modificateur).

Normalement une créature ne peut pas Empoigner un adversaire d'au moins trois Tailles de plus sans Allonge ou @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} exceptionnelle pour sa taille (au choix du MJ), sauf si elles ont une taille exceptionnelle ou une pour leur taille (au choix du MJ).

Exemple : Un dragon (Énorme +4) tente de clouer au sol un voleur semi-homme (Normal). La différence entre les échelles Énorme et Normale est de 4, il subit un malus de -4 à son jet d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}.

Si un ogre (Normal, +0) tente d’immobiliser un grand requin blanc (Grand, +2), il subit un malus de -2 à son jet d’Athlétisme.

Broyer : pour une action, un personnage qui Entrave ou Immobilise une cible peut lui infliger Force dégâts. Le modificateur d'@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Échelle} ne s’applique pas aux dégâts.)

\n
" - }, - { - "id": "Jump", - "name": "Sauter", - "description": "
\n

Un personnage peut sauter de 1 case horizontalement et d’une demi-case verticalement en tant qu’action gratuite. Doublez ces chiffres si le personnage a pu prendre un élan d’au moins 2 cases avant le saut. Si le héros le souhaite, il peut faire un jet d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} en tant qu’action pour augmenter la distance horizontale d’une case (2 avec une Prouesse), ou la moitié pour un saut vertical. Sauter ne permet pas à un personnage de dépasser son Allure totale autorisée pour le tour.

\n
" - - }, - { - "id": "Push", - "name": "Pousser", - "description": "
\n

Parfois, un personnage veut pousser un adversaire, dans l’espoir de le déloger de sa position, ou de le faire @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03prone000000000]{chuter au sol} ou @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04hazards0000000]{pire encore}.

Pour cela, il fait un @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{jet opposé} de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} contre sa victime. En cas de Succès, la cible recule d’une case, et de deux en cas de Prouesse. Doublez le nombre de cases si l’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Échelle} de l’attaquant est supérieure à celle de sa cible.

Le personnage repoussé doit réussir un jet d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (à -2 en cas de Prouesse à l’attaque) sous peine de se retrouver @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03prone000000000]{à terre}.

Bouclier : l’attaquant ou le défenseur ajoutent le @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02shields0000000]{score de Parade} de leur bouclier à leur jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} (ou d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}).

Compétence : l’attaquant ou le défenseur peuvent utiliser la Compétence @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} à la place de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force}.

Course : si l’attaquant a couru au moins 2 cases avant de pousser, il bénéficie d’un bonus de +2 sur le jet opposé.

Taille : normalement une créature ne peut pas Pousser un adversaire ayant au moins deux @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Tailles} de plus à moins d’avoir une @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} exceptionnelle pour sa taille (au choix du MJ).

\n
" - - }, - { - "id": "Suppressive Fire", - "name": "Tir de suppression", - "description": "
\n

Un Tir de suppression, ou tir de couverture, permet de faire une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03areaeffectat00]{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.

Pour faire une telle attaque, il faut disposer d’une arme au moins aussi rapide qu’un révolver et ne nécessitant pas d’être rechargée entre chaque coup.

Un Tir de suppression utilise le triple des munitions nécessaires pour sa @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02rateoffire0000]{Cadence de tir} (voir p. 93) et inflige toujours un UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03recoil00000000]{Recul}, quelle que soit la @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02rateoffire0000]{Cadence de tir} normale de l’arme (l’Atout @Compendium[swade-core-rules.swade-edges.Rock and Roll!]{Rock’n roll!}, les bipieds et trépieds annulent le @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03recoil00000000]{Recul} comme d’habitude).

Lorsqu’il fait un Tir de suppression, le tireur place un @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03areaeffectat00]{Gabarit moyen} sur le champ de bataille et fait un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} avec un seul dé (la @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02rateoffire0000]{CdT} n’intervient que plus tard pour déterminer les victimes). Fixez normalement les modificateurs de @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02range000000000]{Portée}, de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03illumination00]{Visibilité} ou de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03recoil00000000]{Recul}, en vous basant sur le centre du Gabarit.

Comparez ensuite le total du jet de Tir avec la Difficulté à toucher chaque cible, en tenant compte des modificateurs individuels (@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03coverandobst00]{Couvert}, Atout @Compendium[swade-core-rules.swade-edges.Dodge]{Esquive}, pouvoir @Compendium[swade-core-rules.swade-powers.Deflection]{déflection}, etc.). En cas de Succès, la cible est @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03distractedan00]{Distraite}. En cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Prouesse}, elle subit les @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02damage00000000]{dégâts} de l’arme sans aucun bonus.

Nombre de victimes : toutes les cibles présentes dans la zone peuvent se retrouver @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03distractedan00]{Distraites}. Mais le nombre de victimes subissant des @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02damage00000000]{dégâts} ne peut pas dépasser la @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02rateoffire0000]{Cadence de tir} utilisée. Au besoin, l’attaquant choisit ses victimes parmi celles possibles.

\n
" - - }, - { - "id": "Wild Attack", - "name": "Attaque totale", - "description": "
\n

Parfois il arrive qu’un personnage désespéré jette toutes ses forces dans une bataille au détriment de sa propre survie.

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 @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03distractedan00]{Vulnérable} jusqu’à la fin de son tour au prochain round (pas celui en cours).

On peut utiliser l’Attaque totale avec des attaques multiples, comme celles d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03multiactions00]{actions multiples} ou avec les Atouts @Compendium[swade-core-rules.swade-edges.Frenzy]{Frénésie} ou @Compendium[swade-core-rules.swade-edges.Sweep]{Balayage}.

\n
" - - } - ] -} \ No newline at end of file + "Network (The Not-So-Nice Way)": { + "name": "Intimidation (La manière pas si gentille)", + "description": "
\n

@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} peut également être utilisée pour récolter des informations, solliciter des faveurs ou demander quelque chose mais est un peu moins savoureux.

Chaque tentative de « cuisiner les gens » prend plusieurs heures au personnage qui menace, harcèle, bouscule les gens pour obtenir ce dont il a besoin.

En cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Succès}, le personnage obtient à peu près ce qu’il veut mais ses victimes peuvent décider de se venger plus tard.

En cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Prouesse}, il obtient plus d’informations, plus vite ou ses victimes sont trop effrayées pour songer à leur revanche.

En cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec}, il ne ramène rien d’utile. En cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec critique}, il revient avec une lèvre fendue, un œil au beurre noir ou le nez cassé (voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04bumpsandbrui00]{Bleus et bosses} p. 117). Il peut y retourner dès le lendemain mais risque d’être attendu de pied ferme !

Casser des têtes : une brute peut améliorer ses chances en devenant plus violent ou extrême que normal. Cela lui met à dos ses contacts pour une semaine mais il bénéficie de +2 au jet.

Cela élève également les enchères : en cas d’Échec il finit la soirée couvert de @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04bumpsandbrui00]{Bleus et bosses} (voir p. 117) et en cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec critique} il endure des conséquences bien plus graves. Le MJ peut basculer l’action en mode rencontre (qui pourrait être une embuscade !), il peut avoir enfreint la loi, avoir récolté deux niveaux de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03fatigue0000000]{Fatigue} de Bleus et bosses ou ses questions peuvent avoir déclenché une réaction mortelle de la part d’un ennemi plus puissant !

\n
" + }, + "Frenzy": { + "name": "Frénésie", + "description": "
\n

Pour une action limitée, un personnage disposant de cet Atout peut ajouter un second dé de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} à l’une de ses attaques de corps-à-corps du round. Ce dé peut cibler le même adversaire ou un autre. Chaque dé est résolu séparément.

\n
" + }, + "Improved Frenzy": { + "name": "Frénésie Suprême", + "description": "
\n

Comme Frénésie mais le combattant ajoute un troisième dé de Combat à son attaque réalisée avec Frénésie ce round.

\n
" + }, + "Natural Healing": { + "name": "Guérison naturelle", + "description": "
\n

Un personnage ayant des @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessures} fait un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Vigueur} tous les cinq jours. En cas de Succès, le personnage élimine une Blessure, et deux en cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Prouesse}.

Un @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec critique} occasionne une nouvelle @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessure} à la victime — que ce soit à cause d’une infection, d’une hémorragie ou d’une aggravation des blessures. Si cette Blessure rend le personnage @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Incapacité}, n’appliquez pas les règles habituelles : le personnage sombre dans l’inconscience et doit faire un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Vigueur} 12 heures plus tard. ÉCHEC : le personnage est mort. SUCCÈS : le personnage doit refaire ce jet dans 12 heures. PROUESSE : le personnage est stabilisé et reprend conscience. Il est possible de tenter de stabiliser le personnage en utilisant les règles pour stopper une Hémorragie (voir ci-dessus).

Soutien : n’oubliez pas d’utiliser les règles de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03support0000000]{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 d’autres adaptées peuvent faire des jets de Soutien pour aider leurs alliés à réussir leurs jets de guérison naturelle.

\n
" + }, + "Treat Wounds": { + "name": "Soigner les blessures", + "description": "
\n

La Compétence @Compendium[swade-core-rules.swade-skills.Healing]{Soins} peut être utilisée pour traiter les @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{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.

Un Succès supprime une Blessure et une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Prouesse} deux. En cas d’Échec, rien ne se passe. En cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec critique}, le patient subit une Blessure supplémentaire !

L'heure d'or: Un personnage peut soigner une fois les @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessures} de moins d’une heure. En cas d’Échec, le soigneur est incapable de traiter ces @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessures}. Un autre pourra se pencher dessus.

Sur des @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessures} de plus d’une heure, seuls la guérison naturelle et le pouvoir @Compendium[swade-core-rules.swade-powers.Healing]{guérison} (dans sa version grande guérison) pourront être d’une quelconque utilité.

Hémorragie : la Compétence @Compendium[swade-core-rules.swade-skills.Healing]{Soins} peut également être utilisée pour stabiliser une victime d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Hémorragie} (voir p. 95). Chaque tentative est une action, et en cas de Succès, la victime est stabilisée.

Incapacité : soigner au moins une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessure} d’un patient en @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Incapacité} lui permet d'annuler cet état et de reprendre conscience.

\n
" + }, + "Fear": { + "name": "Terreur", + "description": "
\n

Certains monstres sont si terrifiants que le seul fait de les entrevoir nécessite un jet de Terreur. Une abomination cauchemardesque peut même infliger un malus sur ce jet ! Une créature avec l'aptitude Terreur -2, par exemple, impose à tous ceux qui la voient de faire un jet de Terreur à -2. Reportez-vous aux règles sur la @UUID[Compendium.swade-core-rules.swade-rules.JournalEntry.swadecor04theadv.JournalEntryPage.04fear0000000000]{Terreur} (voir p.144) pour les effets.

\n
" + }, + "Poison": { + "name": "Poison", + "description": "
\n

Serpents, dagues empoisonnées et autres injectent à leurs victimes de dangereux @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04poison00000000]{poisons} par une morsure ou une égratignure. Pour cela, la cible doit être au moins @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Secouée} par l’attaque. Elle doit alors réussir un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Vigueur}, modifié par la virulence du Poison (indiquée entre parenthèses après l’aptitude Poison de la créature). Les effets d’un Échec sont décrits en section des @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04hazards0000000]{Périls} (voir p. 120).

\n
" + }, + "Damage": { + "name": "Dégâts", + "description": "
\n

Après une attaque réussie, que ce soit au corps-à-corps ou à distance, l’attaquant lance les dés pour connaître les dégâts occasionnés. Les armes à distance font des dégâts fixes, spécifiés dans le chapitre sur l’@UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{équipement}. La plupart des pistolets, par exemple, occasionnent 2d6 de dégâts.

Les armes de corps-à-corps font des dégâts égaux au dé de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} de l’attaquant, plus un second dé selon l’arme. Un barbare avec une Force de d12 et une épée longue (d8 de dégâts) lance d12 + d8 de dégâts.

Bien que la Force soit utilisée pour déterminer les dégâts au corps-à-corps, il ne s’agit pas d’un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Trait}. Les @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03wildcardsand00]{Jokers} ne bénéficient pas de leur dé Joker pour les jets de dégâts.

Tous les dés jetés pour des dégâts Explosent.

Combat à mains nues : un combattant sans arme fait seulement Force de dégâts à moins qu’il ne dispose d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Atouts} comme @Compendium[swade-core-rules.swade-edges.Martial Artist]{Arts martiaux} (p. 41) ou @Compendium[swade-core-rules.swade-edges.Brawler]{Bagarreur} (p. 41) lui accordant un dé de dégâts.

BONUS AUX DÉGÂTS

Une attaque bien placée a plus de chance de toucher des parties vitales et donc de faire plus de dégâts. Si votre héros obtient au moins une Prouesse lors de son attaque (peu importe le nombre de Prouesses), il ajoute 1d6 à son total de dégâts. Ce dé peut Exploser comme les autres !

Ce dé de bonus s’applique à toutes les attaques provoquant des dégâts, y compris les @UUID[Compendium.swade-core-rules.swade-rules.swadecor05powers.JournalEntryPage.05powers00000000]{pouvoirs} et les armes à @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03areaeffectat00]{zone d’effet}.

APPLIQUER LES DÉGÂTS

Si le jet de dégâts est inférieur à la @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01characters0000]{Résistance} de la cible, cette dernière prend un coup mais sans effet de jeu. Si les dégâts sont supérieurs ou égaux à la Résistance de la victime, elle est @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Secouée}. Chaque Prouesse sur le jet de dégâts occasionne en outre une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessure} :

  • SUCCÈS : la victime est Secouée. Si elle était déjà dans un état Secoué, sous réserve que les dégâts soient physiques (pas Secouée suite à une Épreuve par exemple), elle subit une Blessure et reste Secouée.
  • PROUESSE : la victime subit une Blessure pour chaque Prouesse, et est Secouée.
" + }, + "Disarm": { + "name": "Désarmement", + "description": "
\n

Un personnage peut tenter de désarmer son adversaire ou d’endommager son arme (ou un autre objet), que ce soit avec une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03attacks0000000]{attaque au corps-à-corps ou une attaque à distance}.

En tout premier lieu, il doit réussir à toucher l’objet, le bras ou la main de son adversaire (voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03calledshots000]{Attaque ciblée} p. 98).

Si l’attaque réussit à toucher l’arme, le personnage fait les dégâts normaux contre l’objet (sans Explosion ni bonus de Prouesse, voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03breakingthin00]{Casser des trucs} p. 100). Le défenseur doit réussir un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} au moins égal aux dégâts de l’attaque ou lâcher l’objet.

Si l’attaque ciblait le porteur lui-même et qu’il le @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Secoue ou le Blesse}, ce dernier doit réussir un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} à -2 s’il a été touché au bras, à -4 s’il a été touché à la main, avec le malus de Blessure incluant les effets de cette attaque. En cas d’Échec, il lâche ce qu’il tient en main.

\n
" + }, + "Grapple": { + "name": "Empoignade", + "description": "
\n

Une empoignade est un jet opposé d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} entre l'attaquant et le défenseur . Si l'attaquant l’emporte, une cible libre devient Entravée et une cible déjà Entravée devient Immobilisée. En cas de Prouesse, la cible devient Immobilisée. Voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03boundandenta00]{Bound and Entangled}.

Si un ennemi est Immobilisé, le lutteur est également @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03distractedan00]{Vulnérable} tant qu'il maintient sa prise.

Le bonus d'@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03gangingup00000]{Attaque à plusieurs} s'applique pour Empoigner un défenseur, mais pas pour les autres manœuvres, sauf décision contraire du MJ pour une situation spécifique.

Taille :S'il y a une différence d'échelle (voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Size and Scale}) entre l'attaquant et le défenseur, le jet de l’attaquant subit un malus égal à la différence entre les modificateurs d’Échelle des participants (le défenseur n’a pour sa part aucun modificateur).

Normalement une créature ne peut pas Empoigner un adversaire d'au moins trois Tailles de plus sans Allonge ou @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} exceptionnelle pour sa taille (au choix du MJ), sauf si elles ont une taille exceptionnelle ou une pour leur taille (au choix du MJ).

Exemple : Un dragon (Énorme +4) tente de clouer au sol un voleur semi-homme (Normal). La différence entre les échelles Énorme et Normale est de 4, il subit un malus de -4 à son jet d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}.

Si un ogre (Normal, +0) tente d’immobiliser un grand requin blanc (Grand, +2), il subit un malus de -2 à son jet d’Athlétisme.

Broyer : pour une action, un personnage qui Entrave ou Immobilise une cible peut lui infliger Force dégâts. Le modificateur d'@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Échelle} ne s’applique pas aux dégâts.)

\n
" + }, + "Jump": { + "name": "Sauter", + "description": "
\n

Un personnage peut sauter de 1 case horizontalement et d’une demi-case verticalement en tant qu’action gratuite. Doublez ces chiffres si le personnage a pu prendre un élan d’au moins 2 cases avant le saut. Si le héros le souhaite, il peut faire un jet d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} en tant qu’action pour augmenter la distance horizontale d’une case (2 avec une Prouesse), ou la moitié pour un saut vertical. Sauter ne permet pas à un personnage de dépasser son Allure totale autorisée pour le tour.

\n
" + }, + "Push": { + "name": "Pousser", + "description": "
\n

Parfois, un personnage veut pousser un adversaire, dans l’espoir de le déloger de sa position, ou de le faire @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03prone000000000]{chuter au sol} ou @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04hazards0000000]{pire encore}.

Pour cela, il fait un @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{jet opposé} de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} contre sa victime. En cas de Succès, la cible recule d’une case, et de deux en cas de Prouesse. Doublez le nombre de cases si l’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Échelle} de l’attaquant est supérieure à celle de sa cible.

Le personnage repoussé doit réussir un jet d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (à -2 en cas de Prouesse à l’attaque) sous peine de se retrouver @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03prone000000000]{à terre}.

Bouclier : l’attaquant ou le défenseur ajoutent le @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02shields0000000]{score de Parade} de leur bouclier à leur jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} (ou d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}).

Compétence : l’attaquant ou le défenseur peuvent utiliser la Compétence @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} à la place de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force}.

Course : si l’attaquant a couru au moins 2 cases avant de pousser, il bénéficie d’un bonus de +2 sur le jet opposé.

Taille : normalement une créature ne peut pas Pousser un adversaire ayant au moins deux @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Tailles} de plus à moins d’avoir une @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} exceptionnelle pour sa taille (au choix du MJ).

\n
" + }, + "Suppressive Fire": { + "name": "Tir de suppression", + "description": "
\n

Un Tir de suppression, ou tir de couverture, permet de faire une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03areaeffectat00]{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.

Pour faire une telle attaque, il faut disposer d’une arme au moins aussi rapide qu’un révolver et ne nécessitant pas d’être rechargée entre chaque coup.

Un Tir de suppression utilise le triple des munitions nécessaires pour sa @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02rateoffire0000]{Cadence de tir} (voir p. 93) et inflige toujours un UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03recoil00000000]{Recul}, quelle que soit la @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02rateoffire0000]{Cadence de tir} normale de l’arme (l’Atout @Compendium[swade-core-rules.swade-edges.Rock and Roll!]{Rock’n roll!}, les bipieds et trépieds annulent le @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03recoil00000000]{Recul} comme d’habitude).

Lorsqu’il fait un Tir de suppression, le tireur place un @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03areaeffectat00]{Gabarit moyen} sur le champ de bataille et fait un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} avec un seul dé (la @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02rateoffire0000]{CdT} n’intervient que plus tard pour déterminer les victimes). Fixez normalement les modificateurs de @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02range000000000]{Portée}, de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03illumination00]{Visibilité} ou de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03recoil00000000]{Recul}, en vous basant sur le centre du Gabarit.

Comparez ensuite le total du jet de Tir avec la Difficulté à toucher chaque cible, en tenant compte des modificateurs individuels (@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03coverandobst00]{Couvert}, Atout @Compendium[swade-core-rules.swade-edges.Dodge]{Esquive}, pouvoir @Compendium[swade-core-rules.swade-powers.Deflection]{déflection}, etc.). En cas de Succès, la cible est @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03distractedan00]{Distraite}. En cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Prouesse}, elle subit les @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02damage00000000]{dégâts} de l’arme sans aucun bonus.

Nombre de victimes : toutes les cibles présentes dans la zone peuvent se retrouver @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03distractedan00]{Distraites}. Mais le nombre de victimes subissant des @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02damage00000000]{dégâts} ne peut pas dépasser la @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02rateoffire0000]{Cadence de tir} utilisée. Au besoin, l’attaquant choisit ses victimes parmi celles possibles.

\n
" + }, + "Wild Attack": { + "name": "Attaque totale", + "description": "
\n

Parfois il arrive qu’un personnage désespéré jette toutes ses forces dans une bataille au détriment de sa propre survie.

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 @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03distractedan00]{Vulnérable} jusqu’à la fin de son tour au prochain round (pas celui en cours).

On peut utiliser l’Attaque totale avec des attaques multiples, comme celles d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03multiactions00]{actions multiples} ou avec les Atouts @Compendium[swade-core-rules.swade-edges.Frenzy]{Frénésie} ou @Compendium[swade-core-rules.swade-edges.Sweep]{Balayage}.

\n
" + } + } +} diff --git a/compendiums/swade-core-rules.swade-actions.json.OLD b/compendiums/swade-core-rules.swade-actions.json.OLD new file mode 100644 index 0000000..b11eb11 --- /dev/null +++ b/compendiums/swade-core-rules.swade-actions.json.OLD @@ -0,0 +1,91 @@ +{ + "label": "Actions", + "mapping": { + "description": "system.description", + "category": { + "path": "system.category", + "converter": "category_converter" + } + }, + "entries": [ + { + "id": "Network (The Nice Way)", + "name": "Persuasion (La manière gentille)", + "description": "
\n

Un personnage utilise @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} pour socialiser dans divers cercles et obtenir des informations ou des faveurs. Utilisée de cette façon, Persuasion ne représente pas un simple échange mais des heures de réseautage, de fréquentation, de causette, de tournées de boisson, de cadeaux, de pots-de-vin et de réceptions. Cela peut être du temps au bureau, plusieurs réunions avec des gens importants ou (plus communément) une soirée passée à dîner ou à boire.

En cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Succès}, le personnage obtient à peu près ce qu’il veut mais cela lui prend du temps, lui coûte de l’argent ou il devra retourner une faveur. En cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Prouesse}, il obtient plus qu’il ne cherchait ou à moindre coût.

En cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec}, les efforts du héros sont vains. En cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec critique}, il perd contact avec un groupe donné pour quelque temps (à l’appréciation du MJ mais généralement aux alentours d’une semaine).

Parlons argent : selon le dicton, on n’attrape pas les mouches avec du vinaigre. Un personnage bénéficie de +2 au Réseautage en dépensant de l’argent pour des pots-de-vin, des cadeaux ou des dîners avec ses contacts.

Le montant dépend du MJ, de l’univers et de la nature des contacts. En règle générale, partez des fonds de départ de l’univers et improvisez à partir de là.

\n
" + }, + { + "id": "Network (The Not-So-Nice Way)", + "name": "Intimidation (La manière pas si gentille)", + "description": "
\n

@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} peut également être utilisée pour récolter des informations, solliciter des faveurs ou demander quelque chose mais est un peu moins savoureux.

Chaque tentative de « cuisiner les gens » prend plusieurs heures au personnage qui menace, harcèle, bouscule les gens pour obtenir ce dont il a besoin.

En cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Succès}, le personnage obtient à peu près ce qu’il veut mais ses victimes peuvent décider de se venger plus tard.

En cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Prouesse}, il obtient plus d’informations, plus vite ou ses victimes sont trop effrayées pour songer à leur revanche.

En cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec}, il ne ramène rien d’utile. En cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec critique}, il revient avec une lèvre fendue, un œil au beurre noir ou le nez cassé (voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04bumpsandbrui00]{Bleus et bosses} p. 117). Il peut y retourner dès le lendemain mais risque d’être attendu de pied ferme !

Casser des têtes : une brute peut améliorer ses chances en devenant plus violent ou extrême que normal. Cela lui met à dos ses contacts pour une semaine mais il bénéficie de +2 au jet.

Cela élève également les enchères : en cas d’Échec il finit la soirée couvert de @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04bumpsandbrui00]{Bleus et bosses} (voir p. 117) et en cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec critique} il endure des conséquences bien plus graves. Le MJ peut basculer l’action en mode rencontre (qui pourrait être une embuscade !), il peut avoir enfreint la loi, avoir récolté deux niveaux de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03fatigue0000000]{Fatigue} de Bleus et bosses ou ses questions peuvent avoir déclenché une réaction mortelle de la part d’un ennemi plus puissant !

\n
" + }, + { + "id": "Frenzy", + "name": "Frénésie", + "description": "
\n

Pour une action limitée, un personnage disposant de cet Atout peut ajouter un second dé de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} à l’une de ses attaques de corps-à-corps du round. Ce dé peut cibler le même adversaire ou un autre. Chaque dé est résolu séparément.

\n
" + }, + { + "id": "Improved Frenzy", + "name": "Frénésie Suprême", + "description": "
\n

Comme Frénésie mais le combattant ajoute un troisième dé de Combat à son attaque réalisée avec Frénésie ce round.

\n
" + }, + { + "id": "Natural Healing", + "name": "Guérison naturelle", + "description": "
\n

Un personnage ayant des @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessures} fait un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Vigueur} tous les cinq jours. En cas de Succès, le personnage élimine une Blessure, et deux en cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Prouesse}.

Un @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec critique} occasionne une nouvelle @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessure} à la victime — que ce soit à cause d’une infection, d’une hémorragie ou d’une aggravation des blessures. Si cette Blessure rend le personnage @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Incapacité}, n’appliquez pas les règles habituelles : le personnage sombre dans l’inconscience et doit faire un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Vigueur} 12 heures plus tard. ÉCHEC : le personnage est mort. SUCCÈS : le personnage doit refaire ce jet dans 12 heures. PROUESSE : le personnage est stabilisé et reprend conscience. Il est possible de tenter de stabiliser le personnage en utilisant les règles pour stopper une Hémorragie (voir ci-dessus).

Soutien : n’oubliez pas d’utiliser les règles de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03support0000000]{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 d’autres adaptées peuvent faire des jets de Soutien pour aider leurs alliés à réussir leurs jets de guérison naturelle.

\n
" + }, + { + "id": "Treat Wounds", + "name": "Soigner les blessures", + "description": "
\n

La Compétence @Compendium[swade-core-rules.swade-skills.Healing]{Soins} peut être utilisée pour traiter les @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{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.

Un Succès supprime une Blessure et une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Prouesse} deux. En cas d’Échec, rien ne se passe. En cas d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Échec critique}, le patient subit une Blessure supplémentaire !

L'heure d'or: Un personnage peut soigner une fois les @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessures} de moins d’une heure. En cas d’Échec, le soigneur est incapable de traiter ces @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessures}. Un autre pourra se pencher dessus.

Sur des @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessures} de plus d’une heure, seuls la guérison naturelle et le pouvoir @Compendium[swade-core-rules.swade-powers.Healing]{guérison} (dans sa version grande guérison) pourront être d’une quelconque utilité.

Hémorragie : la Compétence @Compendium[swade-core-rules.swade-skills.Healing]{Soins} peut également être utilisée pour stabiliser une victime d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Hémorragie} (voir p. 95). Chaque tentative est une action, et en cas de Succès, la victime est stabilisée.

Incapacité : soigner au moins une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessure} d’un patient en @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Incapacité} lui permet d'annuler cet état et de reprendre conscience.

\n
" + }, + { + "id": "Fear", + "name": "Terreur", + "description": "
\n

Certains monstres sont si terrifiants que le seul fait de les entrevoir nécessite un jet de Terreur. Une abomination cauchemardesque peut même infliger un malus sur ce jet ! Une créature avec l'aptitude Terreur -2, par exemple, impose à tous ceux qui la voient de faire un jet de Terreur à -2. Reportez-vous aux règles sur la @UUID[Compendium.swade-core-rules.swade-rules.JournalEntry.swadecor04theadv.JournalEntryPage.04fear0000000000]{Terreur} (voir p.144) pour les effets.

\n
" + }, + { + "id": "Poison", + "name": "Poison", + "description": "
\n

Serpents, dagues empoisonnées et autres injectent à leurs victimes de dangereux @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04poison00000000]{poisons} par une morsure ou une égratignure. Pour cela, la cible doit être au moins @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Secouée} par l’attaque. Elle doit alors réussir un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Vigueur}, modifié par la virulence du Poison (indiquée entre parenthèses après l’aptitude Poison de la créature). Les effets d’un Échec sont décrits en section des @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04hazards0000000]{Périls} (voir p. 120).

\n
" + }, + { + "id": "Damage", + "name": "Dégâts", + "description": "
\n

Après une attaque réussie, que ce soit au corps-à-corps ou à distance, l’attaquant lance les dés pour connaître les dégâts occasionnés. Les armes à distance font des dégâts fixes, spécifiés dans le chapitre sur l’@UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{équipement}. La plupart des pistolets, par exemple, occasionnent 2d6 de dégâts.

Les armes de corps-à-corps font des dégâts égaux au dé de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} de l’attaquant, plus un second dé selon l’arme. Un barbare avec une Force de d12 et une épée longue (d8 de dégâts) lance d12 + d8 de dégâts.

Bien que la Force soit utilisée pour déterminer les dégâts au corps-à-corps, il ne s’agit pas d’un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Trait}. Les @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03wildcardsand00]{Jokers} ne bénéficient pas de leur dé Joker pour les jets de dégâts.

Tous les dés jetés pour des dégâts Explosent.

Combat à mains nues : un combattant sans arme fait seulement Force de dégâts à moins qu’il ne dispose d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Atouts} comme @Compendium[swade-core-rules.swade-edges.Martial Artist]{Arts martiaux} (p. 41) ou @Compendium[swade-core-rules.swade-edges.Brawler]{Bagarreur} (p. 41) lui accordant un dé de dégâts.

BONUS AUX DÉGÂTS

Une attaque bien placée a plus de chance de toucher des parties vitales et donc de faire plus de dégâts. Si votre héros obtient au moins une Prouesse lors de son attaque (peu importe le nombre de Prouesses), il ajoute 1d6 à son total de dégâts. Ce dé peut Exploser comme les autres !

Ce dé de bonus s’applique à toutes les attaques provoquant des dégâts, y compris les @UUID[Compendium.swade-core-rules.swade-rules.swadecor05powers.JournalEntryPage.05powers00000000]{pouvoirs} et les armes à @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03areaeffectat00]{zone d’effet}.

APPLIQUER LES DÉGÂTS

Si le jet de dégâts est inférieur à la @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01characters0000]{Résistance} de la cible, cette dernière prend un coup mais sans effet de jeu. Si les dégâts sont supérieurs ou égaux à la Résistance de la victime, elle est @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Secouée}. Chaque Prouesse sur le jet de dégâts occasionne en outre une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessure} :

  • SUCCÈS : la victime est Secouée. Si elle était déjà dans un état Secoué, sous réserve que les dégâts soient physiques (pas Secouée suite à une Épreuve par exemple), elle subit une Blessure et reste Secouée.
  • PROUESSE : la victime subit une Blessure pour chaque Prouesse, et est Secouée.
" + }, + { + "id": "Disarm", + "name": "Désarmement", + "description": "
\n

Un personnage peut tenter de désarmer son adversaire ou d’endommager son arme (ou un autre objet), que ce soit avec une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03attacks0000000]{attaque au corps-à-corps ou une attaque à distance}.

En tout premier lieu, il doit réussir à toucher l’objet, le bras ou la main de son adversaire (voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03calledshots000]{Attaque ciblée} p. 98).

Si l’attaque réussit à toucher l’arme, le personnage fait les dégâts normaux contre l’objet (sans Explosion ni bonus de Prouesse, voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03breakingthin00]{Casser des trucs} p. 100). Le défenseur doit réussir un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} au moins égal aux dégâts de l’attaque ou lâcher l’objet.

Si l’attaque ciblait le porteur lui-même et qu’il le @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Secoue ou le Blesse}, ce dernier doit réussir un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} à -2 s’il a été touché au bras, à -4 s’il a été touché à la main, avec le malus de Blessure incluant les effets de cette attaque. En cas d’Échec, il lâche ce qu’il tient en main.

\n
" + }, + { + "id": "Grapple", + "name": "Empoignade", + "description": "
\n

Une empoignade est un jet opposé d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} entre l'attaquant et le défenseur . Si l'attaquant l’emporte, une cible libre devient Entravée et une cible déjà Entravée devient Immobilisée. En cas de Prouesse, la cible devient Immobilisée. Voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03boundandenta00]{Bound and Entangled}.

Si un ennemi est Immobilisé, le lutteur est également @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03distractedan00]{Vulnérable} tant qu'il maintient sa prise.

Le bonus d'@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03gangingup00000]{Attaque à plusieurs} s'applique pour Empoigner un défenseur, mais pas pour les autres manœuvres, sauf décision contraire du MJ pour une situation spécifique.

Taille :S'il y a une différence d'échelle (voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Size and Scale}) entre l'attaquant et le défenseur, le jet de l’attaquant subit un malus égal à la différence entre les modificateurs d’Échelle des participants (le défenseur n’a pour sa part aucun modificateur).

Normalement une créature ne peut pas Empoigner un adversaire d'au moins trois Tailles de plus sans Allonge ou @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} exceptionnelle pour sa taille (au choix du MJ), sauf si elles ont une taille exceptionnelle ou une pour leur taille (au choix du MJ).

Exemple : Un dragon (Énorme +4) tente de clouer au sol un voleur semi-homme (Normal). La différence entre les échelles Énorme et Normale est de 4, il subit un malus de -4 à son jet d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}.

Si un ogre (Normal, +0) tente d’immobiliser un grand requin blanc (Grand, +2), il subit un malus de -2 à son jet d’Athlétisme.

Broyer : pour une action, un personnage qui Entrave ou Immobilise une cible peut lui infliger Force dégâts. Le modificateur d'@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Échelle} ne s’applique pas aux dégâts.)

\n
" + }, + { + "id": "Jump", + "name": "Sauter", + "description": "
\n

Un personnage peut sauter de 1 case horizontalement et d’une demi-case verticalement en tant qu’action gratuite. Doublez ces chiffres si le personnage a pu prendre un élan d’au moins 2 cases avant le saut. Si le héros le souhaite, il peut faire un jet d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} en tant qu’action pour augmenter la distance horizontale d’une case (2 avec une Prouesse), ou la moitié pour un saut vertical. Sauter ne permet pas à un personnage de dépasser son Allure totale autorisée pour le tour.

\n
" + + }, + { + "id": "Push", + "name": "Pousser", + "description": "
\n

Parfois, un personnage veut pousser un adversaire, dans l’espoir de le déloger de sa position, ou de le faire @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03prone000000000]{chuter au sol} ou @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04hazards0000000]{pire encore}.

Pour cela, il fait un @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{jet opposé} de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} contre sa victime. En cas de Succès, la cible recule d’une case, et de deux en cas de Prouesse. Doublez le nombre de cases si l’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Échelle} de l’attaquant est supérieure à celle de sa cible.

Le personnage repoussé doit réussir un jet d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (à -2 en cas de Prouesse à l’attaque) sous peine de se retrouver @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03prone000000000]{à terre}.

Bouclier : l’attaquant ou le défenseur ajoutent le @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02shields0000000]{score de Parade} de leur bouclier à leur jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} (ou d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}).

Compétence : l’attaquant ou le défenseur peuvent utiliser la Compétence @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} à la place de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force}.

Course : si l’attaquant a couru au moins 2 cases avant de pousser, il bénéficie d’un bonus de +2 sur le jet opposé.

Taille : normalement une créature ne peut pas Pousser un adversaire ayant au moins deux @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Tailles} de plus à moins d’avoir une @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force} exceptionnelle pour sa taille (au choix du MJ).

\n
" + + }, + { + "id": "Suppressive Fire", + "name": "Tir de suppression", + "description": "
\n

Un Tir de suppression, ou tir de couverture, permet de faire une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03areaeffectat00]{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.

Pour faire une telle attaque, il faut disposer d’une arme au moins aussi rapide qu’un révolver et ne nécessitant pas d’être rechargée entre chaque coup.

Un Tir de suppression utilise le triple des munitions nécessaires pour sa @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02rateoffire0000]{Cadence de tir} (voir p. 93) et inflige toujours un UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03recoil00000000]{Recul}, quelle que soit la @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02rateoffire0000]{Cadence de tir} normale de l’arme (l’Atout @Compendium[swade-core-rules.swade-edges.Rock and Roll!]{Rock’n roll!}, les bipieds et trépieds annulent le @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03recoil00000000]{Recul} comme d’habitude).

Lorsqu’il fait un Tir de suppression, le tireur place un @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03areaeffectat00]{Gabarit moyen} sur le champ de bataille et fait un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} avec un seul dé (la @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02rateoffire0000]{CdT} n’intervient que plus tard pour déterminer les victimes). Fixez normalement les modificateurs de @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02range000000000]{Portée}, de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03illumination00]{Visibilité} ou de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03recoil00000000]{Recul}, en vous basant sur le centre du Gabarit.

Comparez ensuite le total du jet de Tir avec la Difficulté à toucher chaque cible, en tenant compte des modificateurs individuels (@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03coverandobst00]{Couvert}, Atout @Compendium[swade-core-rules.swade-edges.Dodge]{Esquive}, pouvoir @Compendium[swade-core-rules.swade-powers.Deflection]{déflection}, etc.). En cas de Succès, la cible est @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03distractedan00]{Distraite}. En cas de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Prouesse}, elle subit les @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02damage00000000]{dégâts} de l’arme sans aucun bonus.

Nombre de victimes : toutes les cibles présentes dans la zone peuvent se retrouver @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03distractedan00]{Distraites}. Mais le nombre de victimes subissant des @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02damage00000000]{dégâts} ne peut pas dépasser la @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02rateoffire0000]{Cadence de tir} utilisée. Au besoin, l’attaquant choisit ses victimes parmi celles possibles.

\n
" + + }, + { + "id": "Wild Attack", + "name": "Attaque totale", + "description": "
\n

Parfois il arrive qu’un personnage désespéré jette toutes ses forces dans une bataille au détriment de sa propre survie.

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 @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03distractedan00]{Vulnérable} jusqu’à la fin de son tour au prochain round (pas celui en cours).

On peut utiliser l’Attaque totale avec des attaques multiples, comme celles d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03multiactions00]{actions multiples} ou avec les Atouts @Compendium[swade-core-rules.swade-edges.Frenzy]{Frénésie} ou @Compendium[swade-core-rules.swade-edges.Sweep]{Balayage}.

\n
" + + } + ] +} \ No newline at end of file diff --git a/compendiums/swade-core-rules.swade-bestiary.json b/compendiums/swade-core-rules.swade-bestiary.json index 0444986..9d14a93 100644 --- a/compendiums/swade-core-rules.swade-bestiary.json +++ b/compendiums/swade-core-rules.swade-bestiary.json @@ -1,11797 +1,11752 @@ { - "label": "SWADE Bestiaire", - "entries": [ - { - "id": "Alligator/Crocodile", - "name": "Alligator/Crocodile", - "description": "
\n

Les alligators et les crocodiles sont un classique des aventures pulp. Les caractéristiques fournies sont va-lables pour un spécimen moyen des deux espèces. Il existe des versions bien plus imposantes dans des endroits reculés.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 5.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Un alligator mesure aux alentours de 3,5 m pour un peu moins de 250 kg..
  • \n
\n
", - "items": [ - { - "_id": "yu8mQgz9LsE64YCd", - "name": "Armure +2", - "type": "armor", - "data": { - "description": "
\n

Thick skin.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "minStr": "", - "armor": 2, - "isNaturalArmor": true, - "locations": { - "head": true, - "torso": true, - "arms": true, - "legs": true - } - }, - "sort": 3500001, - "flags": {}, - "img": "systems/swade/assets/icons/armor.svg", - "effects": [] - }, - { - "_id": "4TEkmb9PU4k9l5MF", - "name": "Morsure", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n

Rollover: Gators and crocs grasp prey in their vice-like jaws and roll with them. If one of these large reptiles hits with a raise, its bonus damage is a d10 instead of a d6.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": { - "jp9fl4choe": { - "name": "Rollover (Raise Damage)", - "type": "damage", - "rof": null, - "skillMod": "", - "skillOverride": "", - "shotsUsed": null, - "dmgOverride": "@str + 1d6 + 1d10", - "dmgMod": "" - } - } - }, - "damage": "@str+d6", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 3400001, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "LtIsTTVxdFc34ZYG", - "name": "Combat", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 900001, - "flags": { - "core": { - "sourceId": "Item.MkOyJcMA0vLsjgFA" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "8fRYrcxWqyxcinvB", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 4, - "modifier": "-2" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3300001, - "flags": { - "core": { - "sourceId": "Item.R2kGvrkoRS50N34L" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "3Ws7pzyzqUrVQpSj", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 6, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200001, - "flags": { - "core": { - "sourceId": "Item.ThluRmWuVugZcwT0" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "I3JhpmTVM1lAXkaz", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "smarts", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1600001, - "flags": { - "core": { - "sourceId": "Item.gajXdyINbqL1dJTO" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "3Vfg3OBPfPsUfCQb", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2800001, - "flags": { - "core": { - "sourceId": "Item.lLwKfb78XjYrL9Af" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - } - ] - }, - { - "id": "Bear", - "name": "Ours", - "description": "
\n

Valable pour les grizzlis, les ours bruns d’Alaska et les grands ours polaires. Une des tactiques favorites de tous ces ours est d’empoigner et de déchirer leurs proies de leurs crocs féroces.

\nCapacités spéciales :\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2: Cette créature peut atteindre les 2,50 m et peser 500 kg.
  • \n
\n
", - "items": [ - { - "_id": "T1ifBDtX5PnYfPri", - "name": "Bite/Claws", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d6", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 2900001, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "MLafHPwdz2uKXoI3", - "name": "Brute", - "type": "edge", - "data": { - "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice, Strength d6+, Vigor d6+" - } - }, - "sort": 1100001, - "flags": { - "core": { - "sourceId": "Item.S8PkWjixmNUAGcUU" - }, - "cf": { - "id": "temp_e7eeiuu1uj", - "path": "Edges#/CF_SEP/Background Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "hgWuSZ5AkkWV9DgM", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200001, - "flags": { - "core": { - "sourceId": "Item.ThluRmWuVugZcwT0" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "GghwResGC0rIbP4b", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 900001, - "flags": { - "core": { - "sourceId": "Item.MkOyJcMA0vLsjgFA" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "ekJYPaUSr6FzrZDP", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "smarts", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1600001, - "flags": { - "core": { - "sourceId": "Item.gajXdyINbqL1dJTO" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "6JIkiD1BXlrqE8Il", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2800001, - "flags": { - "core": { - "sourceId": "Item.lLwKfb78XjYrL9Af" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "WKCAjRcNu04rgcEe", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 4, - "modifier": "-2" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3300001, - "flags": { - "core": { - "sourceId": "Item.R2kGvrkoRS50N34L" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - } - ] - }, - { - "id": "Bull", - "name": "Taureau", - "description": "
\n

Les taureaux sont agressifs envers les humains quand on les enrage. Si vous cherchez leurs caracté-ristiques ici, c’est qu’ils ont vu rouge.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 3: La plupart des taureaux pèsent un peu moins d’une tonne.
  • \n
\n

 

\n
", - "items": [ - { - "_id": "eFPydHVL44FLxEW1", - "name": "Horns", - "type": "weapon", - "data": { - "description": "

No description or reference provided.

", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d6", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "EmmOnfIyiIg4VWhD", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200001, - "flags": { - "core": { - "sourceId": "Item.ThluRmWuVugZcwT0" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "WNMj4lgIdrZXYPi7", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 4, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 900001, - "flags": { - "core": { - "sourceId": "Item.MkOyJcMA0vLsjgFA" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "GJ1klnipIK7DpNrv", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "smarts", - "die": { - "sides": 6, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1600001, - "flags": { - "core": { - "sourceId": "Item.gajXdyINbqL1dJTO" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "j2aDrs2uH78ETJqS", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 4, - "modifier": "-2" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3300001, - "flags": { - "core": { - "sourceId": "Item.R2kGvrkoRS50N34L" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - } - ] - }, - { - "id": "Cat, Small", - "name": "Chat (petit)", - "description": "
\n

Il s’agit là du chat domestique, le genre qu’on retrouve parfois en tant que familier d’un magicien, l’animal d’un Maître des bêtes, ou une forme alternative pour le pouvoir de transformation. @Compendium[swade-core-rules.swade-edges.Beast Master]{voir atout Beast Master} et @Compendium[swade-core-rules.swade-powers.Shape Change]{voir le pouvoir shape change}.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Vision nocturne}: ignore les malus de Pénombre et d’Obscurité. @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −3 (Tres petit): Ils font généralement moins de 30 cm de haut.
  • \n
\n
", - "items": [ - { - "_id": "LiIX7qZl73nn164r", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3000001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "b3VNtNCh1cE4ofGI", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200001, - "flags": { - "core": { - "sourceId": "Item.ThluRmWuVugZcwT0" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "k7bs6HSgBszgXEw1", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2800001, - "flags": { - "core": { - "sourceId": "Item.lLwKfb78XjYrL9Af" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "z8rMbKE8jpMxftr8", - "name": "Acrobat", - "type": "edge", - "data": { - "description": "
\n

The Acrobat gets one free reroll on @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} totals that involve balance, tumbling, or grappling. It doesn’t affect rolls to interrupt actions, climb, swim, or throw

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice, Agility d8+, Athletics d8+" - } - }, - "sort": 200001, - "flags": { - "core": { - "sourceId": "Item.yOngMxL8sM0KSrJc" - }, - "cf": { - "id": "temp_m323jalj7n", - "path": "Edges#/CF_SEP/Professional Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "pJt2N7UPQ3W9z2La", - "name": "Bite/Claws", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 2900001, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "E9602rlxMIIbPIDk", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "smarts", - "die": { - "sides": 6, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1600001, - "flags": { - "core": { - "sourceId": "Item.gajXdyINbqL1dJTO" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - } - ] - }, - { - "id": "Dire Wolf", - "name": "Loup géant", - "description": "
\n

Il s’agit de grands loups enragés parfois utilisés comme chiens de combat. On les trouve aussi en meute au coeur d’obscures forêts.

\n

Capacités spéciales :

\n
    \n
  • Vitesse: d10 @Compendium[swade-core-rules.swade-rules.Movement]{Course}.
  • \n
\n
", - "items": [ - { - "_id": "vF7p7G1NlSGp47YB", - "name": "Bite", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d6", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 3400001, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "6VqbKSbX4LdSSVFR", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200001, - "flags": { - "core": { - "sourceId": "Item.ThluRmWuVugZcwT0" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "BVxe6gY9AC8KsyRb", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1500001, - "flags": { - "core": { - "sourceId": "Item.MkOyJcMA0vLsjgFA" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "hNX6phcGYg3SJwhU", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "spirit", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1400001, - "flags": { - "core": { - "sourceId": "Item.RjQlkvlDhnmUbcVK" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "9CLkvMZ1oIy2Z2mb", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "smarts", - "die": { - "sides": 6, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1600001, - "flags": { - "core": { - "sourceId": "Item.gajXdyINbqL1dJTO" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "MMbN2kQNNu5hRySi", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2800001, - "flags": { - "core": { - "sourceId": "Item.lLwKfb78XjYrL9Af" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "kX3y9lsMUECZvDYD", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 4, - "modifier": "-2" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3300001, - "flags": { - "core": { - "sourceId": "Item.R2kGvrkoRS50N34L" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "0Rz7kpXFZs0gwrel", - "name": "Alertness", - "type": "edge", - "data": { - "description": "
\n

Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls to hear, see, or otherwise sense the world around him.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice" - } - }, - "sort": 100001, - "flags": { - "core": { - "sourceId": "Item.s5rdWyJZfUj7yF3x" - }, - "cf": { - "id": "temp_e7eeiuu1uj", - "path": "Edges#/CF_SEP/Background Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - } - ] - }, - { - "id": "Dog / Wolf", - "name": "Chien / Loup", - "description": "
\n

Ces caractéristiques s’appliquent aux grands chiens d’attaque comme les rottweilers et dobermans, aux loups, aux hyènes, etc.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −1: Une telle créature arrive à la hanche d'un homme et pèse une trentaine de kilos.
  • \n
  • Vitesse : d10 @Compendium[swade-core-rules.swade-rules.Movement]{Course}.
  • \n
\n
", - "items": [ - { - "_id": "zSzxELVfxfIB5hTB", - "name": "Bite", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d4", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 3400001, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "IFNwfQNRZ7V1w2Cf", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200001, - "flags": { - "core": { - "sourceId": "Item.ThluRmWuVugZcwT0" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "bwCTDhJozsChQSlV", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 6, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 900001, - "flags": { - "core": { - "sourceId": "Item.MkOyJcMA0vLsjgFA" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "aH6OlBFfeBWX0hgx", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "smarts", - "die": { - "sides": 10, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1600001, - "flags": { - "core": { - "sourceId": "Item.gajXdyINbqL1dJTO" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "2FfWed7AazJmhNaq", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2800001, - "flags": { - "core": { - "sourceId": "Item.lLwKfb78XjYrL9Af" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "mkBeoNTSNwnmSi1w", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 4, - "modifier": "-2" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3300001, - "flags": { - "core": { - "sourceId": "Item.R2kGvrkoRS50N34L" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "mrdSFQWQk2wrFc1X", - "name": "Alertness", - "type": "edge", - "data": { - "description": "
\n

Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls to hear, see, or otherwise sense the world around him.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice" - } - }, - "sort": 100001, - "flags": { - "core": { - "sourceId": "Item.s5rdWyJZfUj7yF3x" - }, - "cf": { - "id": "temp_e7eeiuu1uj", - "path": "Edges#/CF_SEP/Background Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - } - ] - }, - { - "id": "Dragon", - "name": "Dragon", - "description": "
\n

Les dragons sont des monstres cracheurs de feu répandant damnation et désespoir dans les villages qu’ils dévastent. De telles créatures ne sont pas à prendre à la légère, car elles sont capables de mettre à mal un groupe d’aventuriers même très expérimentés. Ils disposent d’une fine intelligence dont ils font le meilleur usage contre leurs ennemis.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur} (−2): Quiconque voit un puissant dragon doit faire un test de peur à −2.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{Vol}: Les dragons ont une allure de vol de 24″.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Robuste}: Cette créature ne prend pas de blessure si elle subit 2 état @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.S Ability (Size)]{Taille} 8 (Enorme): Les dragons sont des créatures massives qui font plus de 12 m des naseaux à la queue et pèsent plus de 15 tonnes.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Swat)]{Écrasement}: ignore 4 points de malus de@Compendium[swade-core-rules.swade-rules.Size and Scale]{taille}.
  • \n
\n

 

\n
", - "items": [ - { - "_id": "L1to2JULbKVBprIk", - "name": "Armor +4", - "type": "armor", - "data": { - "description": "
\n

Scaly hide.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "minStr": "", - "armor": 4, - "isNaturalArmor": true, - "locations": { - "head": true, - "torso": true, - "arms": true, - "legs": true - } - }, - "sort": 3400001, - "flags": {}, - "img": "systems/swade/assets/icons/armor.svg", - "effects": [] - }, - { - "_id": "P4Jr2C61WaeUfM2y", - "name": "Bite/Claws", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d8", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "vTdwFc7Eh1zN65XM", - "name": "Tail Lash", - "type": "weapon", - "data": { - "description": "
\n

The creature may make a @Compendium[swade-core-rules.swade-rules.Free Attacks]{free attack} against up to two foes to its side or rear at no penalty.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d4", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "UKI9CCv0v2zoRbsb", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 10, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200001, - "flags": { - "core": { - "sourceId": "Item.ThluRmWuVugZcwT0" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "MhsK3n1HZIQJDjNc", - "name": "★ Common Knowledge", - "type": "skill", - "data": { - "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", - "notes": "", - "additionalStats": {}, - "attribute": "smarts", - "die": { - "sides": 6, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500001, - "flags": { - "core": { - "sourceId": "Item.1tOgUH9HCh7nUvDa" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "pZphNDYyjQRuNXWW", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 10, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 900001, - "flags": { - "core": { - "sourceId": "Item.MkOyJcMA0vLsjgFA" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "QOjULYHgwZzyJ29q", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "spirit", - "die": { - "sides": 12, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1400001, - "flags": { - "core": { - "sourceId": "Item.RjQlkvlDhnmUbcVK" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "BZ0oa2UQ1GURBHTs", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "smarts", - "die": { - "sides": 12, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1600001, - "flags": { - "core": { - "sourceId": "Item.gajXdyINbqL1dJTO" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "hGsoJyLU3aLbk7MX", - "name": "★ Persuasion", - "type": "skill", - "data": { - "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "spirit", - "die": { - "sides": 10, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1900001, - "flags": { - "core": { - "sourceId": "Item.Ad2OH9vfoYmyw6je" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "CHEdnDkmwU6IK744", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2800001, - "flags": { - "core": { - "sourceId": "Item.lLwKfb78XjYrL9Af" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "3ONrK5BjuGs9kq3F", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 4, - "modifier": "-2" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3300001, - "flags": { - "core": { - "sourceId": "Item.R2kGvrkoRS50N34L" - } - }, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "8rxL7gKQS1SYZyeR", - "name": "Improved Frenzy", - "type": "edge", - "data": { - "description": "
\n

The fighter rolls an extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with up to two Fighting attacks in the same turn

\n

Example

\n

Red desperately attacks a giant crab-like creature on an alien planet. She has Improved Frenzy and decides to attack three times (a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} at the usual penalty). She rolls her Fighting skill with an extra die for her first attack and second attack. She doesn’t get the extra die on her third Fighting roll.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Veteran, Frenzy" - } - }, - "sort": 2000001, - "flags": { - "core": { - "sourceId": "Item.RBpY2yIpaSy6B6vH" - }, - "cf": { - "id": "temp_gzpqja0fexk", - "path": "Edges#/CF_SEP/Combat Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "F3zu6HL5EqW1nSzj", - "name": "Level Headed", - "type": "edge", - "data": { - "description": "
\n

Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws an additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} in combat and chooses which to use.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Seasoned, Smarts d8+" - } - }, - "sort": 2700001, - "flags": { - "core": { - "sourceId": "Item.4CgVoXw4bgfqjdTL" - }, - "cf": { - "id": "temp_gzpqja0fexk", - "path": "Edges#/CF_SEP/Combat Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "WPh7uhrqRMYiJjVe", - "name": "Fiery Breath", - "type": "weapon", - "data": { - "description": "
\n

Dragons breathe fire for 3d6 damage.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "3d6", - "range": "", - "rof": "1", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Drake", - "name": "Drake", - "description": "
\n

Un drake est un dragon qui ne vole pas et doté seulement d’une intelligence animale (par rapport à la sentience presque humaine des vrais dragons). Il est toutefois plus agressif en Combat que son lointain cousin.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur}: Les drakes sont des créatures effrayantes à voir.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Résilient}: +1 Blessure avant Incapacité.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 6 (Large): Les drakes font plus de 6m des naseaux à la queue.
  • \n
\n
", - "items": [ - { - "_id": "JCf5SgQCZtThHpsl", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 800000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "7cwvdWmTtzvMaxWw", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 10, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "TON99pq1HPUSSLyV", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 12, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Li4ZVhhKrODM1Lhp", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 900000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "ejPXuuIkQfcpC9Fl", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1100000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "MY12ZE2tM279zCIR", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1000000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "6i9w3B0KnUKwLlkg", - "name": "Armor +4", - "type": "armor", - "data": { - "description": "
\n

Scaly hide.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "minStr": "", - "armor": 4, - "isNaturalArmor": true, - "locations": { - "head": true, - "torso": true, - "arms": true, - "legs": true - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/armor.svg", - "effects": [] - }, - { - "_id": "UhVY7vOuVJXYML5t", - "name": "Bite/Claws", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d8", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "o3goP5RmGSGgcLxa", - "name": "Tail Lash", - "type": "weapon", - "data": { - "description": "
\n

The creature may make a free attack against up to two foes to its side or rear at no penalty.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "8lV6YklJxBtvW5cD", - "name": "Fiery Breath", - "type": "weapon", - "data": { - "description": "
\n

Drakes breathe fire for 3d6 damage.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "3d6", - "range": "", - "rof": "1", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Elemental, Air", - "name": "Elémentaire d'Air", - "description": "
\n

Les élémentaires d’air se manifestent sous la forme d’un tourbillon d’air.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}: immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • Forme gazeuse (Immatériel) : peut traverser toute surface non solide, s’infiltrer par les fentes d’une porte, au moyen de bulles à travers l’eau, etc.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{vol}: L'élémentair d'air vol à une allure de 12″.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Immunité}: immunisé aux attaques non magiques.
  • \n
\n
", - "items": [ - { - "_id": "zNEQcstYe6gbbwmc", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "PtJc4t0Ko27GFEwC", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "CIv0OriblWdcktbX", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Di24FOsP9iFwstfP", - "name": "Shooting", - "type": "skill", - "data": { - "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "gosAALoE9KDprh8N", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "zsX1TKicRp06e5SH", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "RsjtBzG5SfJE5c6V", - "name": "Wind Blast", - "type": "weapon", - "data": { - "description": "
\n

Air elementals can send directed blasts of air to knock their foes away. They may choose one target or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template}, and use their @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill for the roll. Those affected make a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} roll (at −2 if the elemental gets a raise) or are hurled 2d6″. Anyone who strikes a hard object (such as a wall) takes 2d4 @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal damage}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "h7ya09sy79": { - "name": "Nonlethal Damage", - "type": "damage", - "rof": null, - "skillMod": "", - "skillOverride": "", - "shotsUsed": null, - "dmgOverride": "2d4", - "dmgMod": "" - } - } - }, - "damage": "", - "range": "", - "rof": "1", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Elemental, Earth", - "name": "Elémentaire de terre", - "description": "
\n

Les élémentaires de terre se manifestent sous la forme d’un amas de terre et de roche à l’apparence vaguement humaine. Ils sont forts, lents et lourds.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Enfouissement} (10″): Les élémentaires de la Terre peuvent se fondre dans et hors du sol.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}: immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunité}: immunisé aux attaques basées sur la terre (pierres lancées et pouvoirs avec un Aspect terre, boue, pierre ou sable).
  • \n
  • @Compendium[swade-core-rules.swade-rules. Capacités speciales (Resilient or Very Resilient)]{Résilient}: +1 Blessure avant Incapacité.
  • \n
\n

 

\n
", - "items": [ - { - "_id": "aadjpODrVvYsQqEj", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 6, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "oJWZiQXxvR0BXlpU", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "ezblD5ELPAOP4uxB", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "G0iqnrhO6JkEp8Y6", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "2v4nfvwi3fJ3XUw4", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "kofVmif429XMkUyJ", - "name": "Armor +4", - "type": "armor", - "data": { - "description": "
\n

Rocky hide.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "minStr": "", - "armor": 4, - "isNaturalArmor": true, - "locations": { - "head": true, - "torso": true, - "arms": true, - "legs": true - } - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/armor.svg", - "effects": [] - }, - { - "_id": "oMFnqXelwrWDJrkU", - "name": "Bash", - "type": "weapon", - "data": { - "description": null, - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d6", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Elemental, Fire", - "name": "Elémentaire de feu", - "description": "
\n

Les élémentaires de feu ont l’apparence d’une flamme à forme humaine.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}: Ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux @Compendium[swade-core-rules.swade-rules.Poison]{poison} et aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie}, soins magiques seulement.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunité}: immunisé aux attaques basées sur le feu et la chaleur.
  • \n
\n
", - "items": [ - { - "_id": "IXxWs8UEb82IoIVm", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "N5oh3rxeVtBjuZQL", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "omyx6Pmpxhr6ecoe", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "zbqfGdjzbxhetJ78", - "name": "Shooting", - "type": "skill", - "data": { - "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "lVrvbEP5JeYeVOX1", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 800000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "ZgDjSCCBDqG73LH5", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "rUGKjno6anu3y9u5", - "name": "Fiery Touch", - "type": "weapon", - "data": { - "description": "
\n

Chance of catching @Compendium[swade-core-rules.swade-rules.Fire]{Fire}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d6", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "FByUzbSNDkI6hWjo", - "name": "Flame Strike", - "type": "weapon", - "data": { - "description": "
\n

Can project a searing blast of flame using the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} and their @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill. Characters within take 3d6 and may catch @Compendium[swade-core-rules.swade-rules.Fire]{Fire}. May be Evaded.

\n
", - "notes": "Cone Template", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "3d6", - "range": "", - "rof": "1", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Elemental, Water", - "name": "Elémentaire d'eau", - "description": "
\n

Les élémentaires d’eau sont des esprits d’eau à forme humaine faits d’eau et d’écume.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: Allure 12″.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}: Ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux @Compendium[swade-core-rules.swade-rules.Poison]{poison} et aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie}, soins magiques seulement.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunité}: immunisé aux attaques basées sur l’eau.
  • \n
  • Infiltration: peut traverser toute surface poreuse comme un @Compendium[swade-core-rules.swade-rules.Movement]{terrain difficile}.
  • \n
\n
", - "items": [ - { - "_id": "O1HdypkB91DJE8UM", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "6HOfpivddxtPYCMw", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "rfLRvVAZfYQcNQ8B", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "HCwNXshaqNnAkfiu", - "name": "Shooting", - "type": "skill", - "data": { - "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "VEABnIMIEWvKgq4X", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 800000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "B9M75tQh1KMlhnA0", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "VXQx2iAa8g84QDG8", - "name": "Slam", - "type": "weapon", - "data": { - "description": "
\n

Deals @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal damage}

\n
", - "notes": "Nonlethal damage", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d6", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "k1F1Gx7EjhO8W2Ap", - "name": "Waterspout", - "type": "weapon", - "data": { - "description": "
\n

Can project a torrent of water using the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} and their @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill. Those within take 2d6 @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal damage}. This may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.

\n
", - "notes": "Cone Template, nonlethal damage", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "2d6", - "range": "", - "rof": "1", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Ghost", - "name": "Fantôme", - "description": "
\n

Les spectres, ombres et autres fantômes reviennent parfois de l’au-delà pour hanter les vivants ou pour terminer une tâche inachevée de leur vivant.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Ethereal)]{Immatériel}: Peut devenir invisible et immatériel à volonté. Immunisé aux attaques non magiques.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Terreur} (−2): pour les personnes auxquelles il apparaît.
  • \n
\n
", - "items": [ - { - "_id": "72VPu8FypZrWnmDV", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "AA7ylGrw3gSENGHE", - "name": "★ Common Knowledge", - "type": "skill", - "data": { - "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "fi8xUHwoqvuJFbjT", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "F5tH4RpFtUGoyqS8", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 12, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "EZdYdvpnrhinuKOz", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 12, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 800000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "6BFoUPAP3FWVRZoM", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 12, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "K8b1d6IuTAq0BwuF", - "name": "Taunt", - "type": "skill", - "data": { - "description": "
\n

Taunt attacks a person’s pride through ridicule, cruel jests, or oneupmanship.

\n

Taunt is an opposed roll @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resisted} by the opponent’s Smarts. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}.

\n

Out of combat, @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} means the defender backs down, slinks away, or starts a fight. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might leave the victim cowed for the remainder of the scene, or make her storm out of the area fuming or even in tears, or attack her tormentor recklessly (perhaps with a @Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack} on the first round of combat).

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Taunts for the remainder of the encounter.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 900000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Qrek9QICkSYOXXRv", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Af2Td3DCwTojKSfo", - "name": "Thrown objects", - "type": "weapon", - "data": { - "description": "

No description or reference provided.

", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d4", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Giant Worm", - "name": "Ver géant", - "description": "
\n

Ces immenses vers se déplacent sous terre à la recherche de proies qui errent à la surface et se ren-contrent dans les vastes étendues désolées. Ils ressentent les vibrations du sol et peuvent ainsi repérer une proie qui marche à 200 mètres de distance.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Enfouissement} (20″): N’est bloqué que par des fondations rocheuses.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Robuste}: pas de Blessure si ils sont @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} deux fois.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 9 (Enorme): Le spécimen décrit ci-dessous fait 15 mètres de long et 3 de diamètre.
  • \n
\n
", - "items": [ - { - "_id": "wfl8dVvBuWLMAh1P", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "SpBS7hKwFOrlxxx4", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Hd1Oj1BrQO4JkCx1", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "M4Klpnk0mC7q1lm3", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "BcthgQzRJePXfRqy", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 800000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "DacVx6ZRtL6QdyjR", - "name": "Armor +4", - "type": "armor", - "data": { - "description": "
\n

Scaly hide.

\n
", - "notes": "Scaly hide.", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "minStr": "", - "armor": 4, - "isNaturalArmor": true, - "locations": { - "head": true, - "torso": true, - "arms": true, - "legs": true - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/armor.svg", - "effects": [] - }, - { - "_id": "SDeWDr4uGMKK7bxO", - "name": "Bite", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d8", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "G2BNaMcdlzv2LkUk", - "name": "Slam", - "type": "weapon", - "data": { - "description": "
\n

Giant worms crush prey beneath their massive bodies. Lay three @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Templates} adjacent to one another and in a straight line to represent the portion of the creature’s body used to crush. Everything within must beat the worm in an opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} versus @Compendium[swade-core-rules.swade-rules.Traits]{Agility} roll or take its Str as damage. Ignore @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} modifiers when making a slam attack.

\n
", - "notes": "3× Small Burst Templates", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Athletics", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str", - "range": "", - "rof": "1", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Goblin", - "name": "Goblin", - "description": "
\n

Les gobelins des mythes sont bien plus sinistres que ceux décrits dans certains jeux ou récits. Dans les vieux contes ces terribles créatures rentraient de nuit dans les maisons pour voler et manger les enfants qui n’étaient pas sages. Les gobelins présentés ici peuvent servir à la fois pour ces sombres créatures de légende autant que pour les gobelins classiques combattant aux côtés des orques dans les jeux de rôle contemporains.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision} réduit de moitié les malus de Visibilité quand attaque une cible chaude.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −1: Un gobelin fait entre 90 cm et 1,20 m.
  • \n
\n

 

\n
", - "items": [ - { - "_id": "HLDddAX4YHktgzdP", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2300001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "zKONTocecGJb1npa", - "name": "★ Common Knowledge", - "type": "skill", - "data": { - "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2400001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "bQk9ZSrFsBH7DH9q", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2500001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "vxtlKdklge53qSBL", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2600001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "MrDLIiAIip5V5adN", - "name": "★ Persuasion", - "type": "skill", - "data": { - "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2700001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "OxZI4bJ4DbOJ7PT1", - "name": "Shooting", - "type": "skill", - "data": { - "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3100001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "oTdQffwZIQIeRMkx", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2800001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "iGTGEHk8v6oDiJAN", - "name": "Taunt", - "type": "skill", - "data": { - "description": "
\n

Taunt attacks a person’s pride through ridicule, cruel jests, or oneupmanship.

\n

Taunt is an opposed roll @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resisted} by the opponent’s Smarts. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}.

\n

Out of combat, @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} means the defender backs down, slinks away, or starts a fight. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might leave the victim cowed for the remainder of the scene, or make her storm out of the area fuming or even in tears, or attack her tormentor recklessly (perhaps with a @Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack} on the first round of combat).

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Taunts for the remainder of the encounter.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3000001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "J7vzshHDQRiDlR2d", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2900001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "hP5636DL0qeq1XDB", - "name": "Short spear", - "type": "weapon", - "data": { - "description": null, - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d4", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 2200001, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "dj8cfIdUKIjvMHWi", - "name": "Greedy", - "type": "hindrance", - "data": { - "description": "
\n

(MINOR OR MAJOR)

\n

A miser measures worth in material possessions or wealth. If a @Compendium[swade-core-rules.swade-rules.Characters]{Minor} Hindrance, he argues bitterly for more than his fair share of any loot or reward the party might come across. As a @Compendium[swade-core-rules.swade-rules.Characters]{Major} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, he fights over anything he considers unfair, and may even kill for it if he feels slighted or covets something he cannot have.

\n
", - "notes": "", - "additionalStats": {}, - "major": false - }, - "sort": 2100001, - "flags": { - "core": { - "sourceId": "Item.RMDf7SAD8WftOUYv" - }, - "cf": { - "id": "temp_d3elgscv5kj", - "path": "Hindrances", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/hindrance.svg", - "effects": [] - }, - { - "_id": "EShpbbuSpk8gycsl", - "name": "Bow", - "type": "weapon", - "data": { - "description": "
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 3, - "price": 250, - "equippable": true, - "equipped": false, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "2d6", - "range": "12/24/48", - "rof": "1", - "ap": "0", - "minStr": "d6", - "shots": "1", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.nR639CkNIg8UCUn9" - }, - "cf": { - "id": "temp_if5moq5uap", - "path": "Equipment#/CF_SEP/Personal Weapons#/CF_SEP/Ranged Weapons, Medieval", - "color": "#000000" - } - }, - "img": "modules/swade-core-rules/assets/art/equipment/weapons/ranged-medieval-bow-short.webp", - "effects": [] - } - ] - }, - { - "id": "Horse", - "name": "Cheval", - "description": "
\n

Les chevaux sont des créatures moyennes, bon compromis entre vitesse et charge portée.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2: Le cheval classique pèse environ 500 kg.
  • \n
\n

 

\n
", - "items": [ - { - "_id": "qCjZI6rhom35wCir", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1800001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "1MeAVZmbiHPO2jhE", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1900001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Aa6V2Ot1CiUi9LLe", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2000001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "w3e1ZkxQf20pzEoA", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2100001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "R7gN4chNfqzMVsS1", - "name": "Kick", - "type": "weapon", - "data": { - "description": "
\n

To the front or rear as desired.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d4", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "LvObyz8ALnBVAuUX", - "name": "Fleet-Footed", - "type": "edge", - "data": { - "description": "
\n

The hero’s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is increased by +2 and his @Compendium[swade-core-rules.swade-rules.Movement]{Course} increases one step (from d6 to d8, for example)

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice, Agility d6+" - } - }, - "sort": 1700001, - "flags": { - "core": { - "sourceId": "Item.4baKZPSMlweHKL7E" - }, - "cf": { - "id": "temp_e7eeiuu1uj", - "path": "Edges#/CF_SEP/Background Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - } - ] - }, - { - "id": "Horse, War", - "name": "Cheval de guerre", - "description": "
\n

Il s’agit de grands chevaux entraînés pour le combat, capables de donner des coups de sabots en avant et en arrière.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 3: Les chevaux de guerre sont sélectionnés et élevés pour leur puissance et leur stature.
  • \n
\n
", - "items": [ - { - "_id": "SpHRVJZuGuajWhwe", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1900001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "fI8CdOTGGX7FQ37U", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2000001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "RpnhBZh4N4i3PNmX", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2100001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "1xIbIA6cdFMy71Ji", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2200001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "HWLWMmdfuZQx22ch", - "name": "Fleet-Footed", - "type": "edge", - "data": { - "description": "
\n

The hero’s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is increased by +2 and his @Compendium[swade-core-rules.swade-rules.Movement]{Course} increases one step (from d6 to d8, for example)

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice, Agility d6+" - } - }, - "sort": 1700001, - "flags": { - "core": { - "sourceId": "Item.4baKZPSMlweHKL7E" - }, - "cf": { - "id": "temp_e7eeiuu1uj", - "path": "Edges#/CF_SEP/Background Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "9gpPooa8gLUeTFMi", - "name": "Kick", - "type": "weapon", - "data": { - "description": "
\n

To the front or rear as desired.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d4", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 1800001, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Lich", - "name": "Liche", - "description": "
\n

Il s’agit peut-être bien de la créature la plus maléfique de n’importe quel univers fantastique, un nécromancien tellement consumé par les arts funèbres qu’il s’est lui-même transformé en mort-vivant.

\n

Capacités spéciales :

\n
    \n
  • Sort: Les Liches ont 50 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} et connaît la plupart des sorts disponibles.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort-vivant}: +2 Résistance; +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; Pas de dégats pour les @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}; gnore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladies} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • Zombie: Les liches sont avant tout des nécromanciens. Elles peuvent réveiller des @Compendium[swade-core-rules.swade-powers.Zombie]{zombie} et de @Compendium[swade-core-rules.swade-bestiary.Skeleton]{squelettes}. Certaines liches ont constitué des armées entières de morts-vivants à leur disposition.
  • \n
\n
", - "items": [ - { - "_id": "OCpsBpVAmOJRdQEx", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 5600001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "WyNmzpr6CW5KZRRv", - "name": "★ Common Knowledge", - "type": "skill", - "data": { - "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 5700001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "1zDLe3HKcv7hrfpJ", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 5800001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Sa4ik0RZBrlpy9Sb", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 12, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 5900001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "TXt9hyAzEpEZkkwC", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 6200001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "EHLNdFtLnAhYJBSo", - "name": "Occult", - "type": "skill", - "data": { - "description": "

Occult reflects knowledge and experience with the paranormal most others don’t even believe exists. It can be used to decipher strange pictograms, recall information about supernatural creatures, remember cures for monstrous maladies like lycanthropy or vampirism, or perform rituals.

\n

Finding information in a library, newspaper morgue, old tome, the internet, etc., uses the @Compendium[swade-core-rules.swade-skills.Research]{Research} skill. As noted there, however, if the investigator’s Occult skill is higher she may use that instead.

", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 12, - "modifier": 2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 6000001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "3bEw7X0DTrXcfAEO", - "name": "★ Persuasion", - "type": "skill", - "data": { - "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 6300001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "NWYOwqHaHMQtalUu", - "name": "Spellcasting", - "type": "skill", - "data": { - "description": "

Mages, wizards, warlocks, and witches use Spellcasting to cast spells. See the @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{Arcane Background (Magic)} Edge.

", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 12, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 6400001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "YgMvu385SvICqAks", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 6100001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "5fd6sRPwcNuLYZdB", - "name": "Other magical items", - "type": "gear", - "data": { - "description": "
\n

No description or reference provided.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1 - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/gear.svg", - "effects": [] - }, - { - "_id": "24s1DK0tJhZXHsrP", - "name": "Magical Armor (+6)", - "type": "armor", - "data": { - "description": "
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "minStr": "", - "armor": 6, - "isNaturalArmor": false, - "locations": { - "head": true, - "torso": true, - "arms": true, - "legs": true - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/armor.svg", - "effects": [] - }, - { - "_id": "CGL4i5MRzoo59TMZ", - "name": "Arcane Background (Magic)", - "type": "edge", - "data": { - "description": "
\n
    \n
  • Arcane Skill: @Compendium[swade-core-rules.swade-skills.Spellcasting]{Spellcasting} (Smarts)
  • \n
  • Starting @Compendium[swade-core-rules.swade-rules.Powers]{Powers}: 3
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}: 10
  • \n
\n

Magicians range from powerful wizards to vile cultists. They draw on raw supernatural energy to fuel their eldritch fires. This energy infuses the worlds in which they live, and is drawn forth with gestures, words of power, or ancient runes.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": true, - "requirements": { - "value": "Novice" - } - }, - "sort": 300001, - "flags": { - "core": { - "sourceId": "Item.m8UaTw7OnqdgopyE" - }, - "cf": { - "id": "temp_e7eeiuu1uj", - "path": "Edges#/CF_SEP/Background Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "bx0NNzVxsvzCWMxS", - "name": "Wizard", - "type": "edge", - "data": { - "description": "
\n

Magic is varied and wonderful, and wizards are exposed to countless tomes, scrolls, and incantations as they master their craft. Sometimes they use this knowledge to recall variations of their various enchantments.

\n

A Wizard can spend 1 extra @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} when casting a power to change its @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}. A fireball (@Compendium[swade-core-rules.swade-powers.Blast]{blast}) might manifest as a lightning bolt, for example. This can often have important consequences if a foe has a particular resistance or weakness to the spell’s usual Trapping

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Seasoned, Arcane Background (Magic), Spellcasting d6+" - } - }, - "sort": 1400001, - "flags": { - "core": { - "sourceId": "Item.w54ifVhzdf1HS2OU" - }, - "cf": { - "id": "temp_tww18jmgubf", - "path": "Edges#/CF_SEP/Power Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "xBZLNuQoLdevQxeB", - "name": "Improved Level Headed", - "type": "edge", - "data": { - "description": "
\n

Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws two additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} in combat and chooses which to use.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Seasoned, Level Headed" - } - }, - "sort": 2800001, - "flags": { - "core": { - "sourceId": "Item.lBERx5w5m58Tx6A9" - }, - "cf": { - "id": "temp_gzpqja0fexk", - "path": "Edges#/CF_SEP/Combat Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "YOMBaYHRKmrilzhH", - "name": "Concentration", - "type": "edge", - "data": { - "description": "
\n

Through training and focus, the caster is extremely efficient in channeling arcane forces. The base @Compendium[swade-core-rules.swade-rules.Powers]{Powers} of any non-Instant power is doubled. This includes maintaining powers as well.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Seasoned, Arcane Background (Any)" - } - }, - "sort": 300001, - "flags": { - "core": { - "sourceId": "Item.3cLsINTMcbNY1mpP" - }, - "cf": { - "id": "temp_tww18jmgubf", - "path": "Edges#/CF_SEP/Power Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "V7vmBQYqXbPn8ttw", - "name": "Arcane Protection", - "type": "power", - "data": { - "description": "
\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} with arcane protection means hostile powers suffer a −2 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} (−4 with a raise) to affect this character.

\n

If the power causes harm, @Compendium[swade-core-rules.swade-rules.Damage Effects]{damage} is also reduced a like amount. Arcane Protection stacks with @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Arcane Resistance} should the recipient have both!

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "1", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "Concentration, a dull glow around the protected character, a fetish", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 100001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "9W4ORHCN4FN74a6K", - "name": "Banish", - "type": "power", - "data": { - "description": "
\n

Banish sends entities from immaterial planes back to their native dimensions. This includes ghosts, demons, elementals, and similar beings (at the GM’s discretion).

\n

Banishing a being is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of the caster’s arcane skill versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the target is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, and each @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} causes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.

\n

If this @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitates} the target it returns to its native plane of existence. Banished entities may return when the Game Master feels it’s appropriate, such as the next full moon, when summoned again, or even a few rounds later if it’s a particularly powerful creature under the right conditions or in a location of power.

\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Veteran", - "pp": "3", - "damage": "", - "range": "Sm", - "duration": "Instant", - "trapping": "Holy items, arcane symbols, handful of salt", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 200001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "Vo2J5gGSpp9vaAsl", - "name": "Barrier", - "type": "power", - "data": { - "description": "
\n

Barrier creates a straight wall 5″ (10 yards) long and 1″ (two yards) tall, of immobile material that conforms to the surface it’s cast upon. Thickness varies depending on what the wall is made of, but is usually a few inches.

\n

The wall has a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} of 10, and may be destroyed as any other object (see @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}).

\n

When the spell expires or the wall is broken it crumbles to dust or dissipates. @Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} are never left behind.

\n

Modifiers

\n
    \n
  • Damage (+1): The barrier causes 2d4 damage to anyone who contacts it
  • \n
  • Hardened (+1): The wall is @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 12.
  • \n
  • Shaped (+2): The barrier forms a circle, square or other basic shape.
  • \n
  • Size (+1): The length and height of the barrier doubles.  
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Seasoned", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "Fire, ice, thorns, force, bones, energy.", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 300001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "JHooCdroB5ovqdIW", - "name": "Beast Friend", - "type": "power", - "data": { - "description": "
\n

This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} (minimum 1 per creature). Controlling five @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{wolves} (Size −1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears to follow their orders.

\n

@Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarms} can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.

\n

Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.

\n

Modifiers

\n
    \n
  • Mind Rider (+1): The caster can communicate and sense through any of the beasts they've befriended.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "Special", - "damage": "", - "range": "Sm", - "duration": "10 minutes", - "trapping": "The caster concentrates and gestures with his hands.", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 400001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "JtcuQ8ruMYqq5dlh", - "name": "Blast", - "type": "power", - "data": { - "description": "
\n

Blast launches a ball of explosive energy or matter. The area of effect is a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. Every target within suffers 2d6 damage, or 3d6 with a raise (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks})

\n

Modifiers

\n
    \n
  • Area Effect (+0/+1): The caster can focus the blast to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template} for no extra cost, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template} for +1
  • \n
  • Damage (+2): The blast causes 3d6 damage (4d6 with a raise).
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Seasoned", - "pp": "3", - "damage": "", - "range": "Sm x 2", - "duration": "Instant", - "trapping": "Balls of fire, ice, light, darkness, colored bolts, swarm of insects", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 500001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "kEtBMVDjVxDPsu4Z", - "name": "Blind", - "type": "power", - "data": { - "description": "
\n

Those affected by this malicious power suffer blurred vision or near-complete blindness with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the victim suffers a -2 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} to all actions requiring sight, or -4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

The victim automatically tries to shake off the effect with a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of his following turns. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} removes 2 points of @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties}, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes the effect entirely.

\n

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
  • Strong (+1): The @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll to shake of the effect is made at -2.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "Instant", - "trapping": "Bright flash of light, sand in eyes, confusion", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 600001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "CugR5lmqghduAriw", - "name": "Bolt", - "type": "power", - "data": { - "description": "
\n

Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes.

\n

There are no @Compendium[swade-core-rules.swade-rules.Attacks]{Range} penalties, but the @Compendium[swade-core-rules.swade-rules.Trait Rolls]{arcane skill roll} is affected by @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover}, @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}, and all other usual @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties}.

\n

The @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} of the bolt is 2d6, or 3d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

Modifiers

\n
    \n
  • Damage (+2): The bolt causes 3d6 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} (4d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "1", - "damage": "", - "range": "Sm x 2", - "duration": "Instant", - "trapping": "Fire, ice, light, darkness, colored bolts, a stream of insects", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 700001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "VXJWUgtlNPMy6EqK", - "name": "Boost/Lower Trait", - "type": "power", - "data": { - "description": "
\n

This power allows a character to increase or decrease a target’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} (attribute or skill).

\n

Boosting an ally’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} increases the selected Trait one die type, or two with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, for five rounds.

\n

Lowering an enemy’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} has a @Compendium[swade-core-rules.swade-rules.Powers]{Duration} of Instant and lowers the selected attribute or skill a die type with @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, or two with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} (to a minimum of d4). A victim automatically tries to shake off the effect with a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.

\n

Additional castings don’t stack on a single @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} (take the highest), but may affect different Traits.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Strong (+1): Lower Trait only. The @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll to shake off the effect is made at -2.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "5 (boost); Instant (lower)", - "trapping": "Physical change, glowing aura, potions", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 800001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "F5IxVuzJsu9jdFUz", - "name": "Burrow", - "type": "power", - "data": { - "description": "
\n

Burrow allows the recipient to meld into raw earth. He can remain underground if he wants in a sort of \"limbo\" or burrow through the ground at half his normal @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (or full Pace with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}). He may not run. 

\n

burrowing character may attempt to suprise a foe by making an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} versus @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. If the burrower wins, the target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to him only. 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.

\n

Burrowers can't usually @Compendium[swade-core-rules.swade-rules.Surprise]{surprise} a foe once their presence is known, but can still burrow for protection and mobility. 

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Power (+1): The caster can burrow through stone, concrete, or similar substances. (Some substances, like plastic, glass, solid lead, etc., might be resistant at the GM's discreation.)
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "Dissolving into the earth and appearing elsewhere.", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 1000001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "KN1eJoiijkzxYLdk", - "name": "Burst", - "type": "power", - "data": { - "description": "
\n

Burst produces a large fan of energy that bathes its targets in red-hot fire, a cone of cold, or other damaging matter or energy.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} creates a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} starting at the caster and extending outward. Everything within suffers 2d6 damage (or 3d6 with a raise).

\n

Modifiers

\n
    \n
  • Damage (+2): The burst causes 3d6 damage, or 4d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "2", - "damage": "", - "range": "Cone Template", - "duration": "Instant", - "trapping": "A shower of flames, light or other matter of energy.", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 900001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "wIXygYVgPUEUviKo", - "name": "Confusion", - "type": "power", - "data": { - "description": "
\n

Confusion confounds a target, making him both @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted and Vulnerable} if he @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll (at -2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the arcane skill roll). Both states are removed at the end of the victim’s next @Compendium[swade-core-rules.swade-rules.Actions]{turn}.

\n

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "1", - "damage": "", - "range": "Sm", - "duration": "Until the end of the victim's next turn", - "trapping": "Hypnotic lights, brief illusions, loud noises.", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 1100001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "ETRyE3Q8I5P3rCnX", - "name": "Damage Field", - "type": "power", - "data": { - "description": "
\n

Damage field creates a dangerous aura around the recipient that harms foes foolish enough to get too close.

\n

At the end of the affected character’s @Compendium[swade-core-rules.swade-rules.Actions]{turn}, all adjacent beings (including allies!) automatically take 2d4 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}.

\n

Modifiers

\n
    \n
  • Damage (+2): The damage field causes 2d6 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Seasoned", - "pp": "4", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "Fiery aura, spikes, electrical field", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 1200001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "gJQQhFrzTAc5Az62", - "name": "Darksight", - "type": "power", - "data": { - "description": "
\n

Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination penalties}. With a raise, he ignores up to six points and can see in @Compendium[swade-core-rules.swade-rules.Illumination]{pitch darkness}.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "1", - "damage": "", - "range": "Sm", - "duration": "One Hour", - "trapping": "Glowing eyes, dilated pupils, sonic sight", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 1300001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "PJ17JD6NyIQe5eoT", - "name": "Deflection", - "type": "power", - "data": { - "description": "
\n

Deflection powers work in a variety of ways. Some manifestations actually deflect incoming @Compendium[swade-core-rules.swade-rules.Attacks]{attacks}, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile @Compendium[swade-core-rules.swade-rules.Attacks]{attacks} from the recipient of the power.

\n

Once cast, foes must subtract 2 from @Compendium[swade-core-rules.swade-rules.Attacks]{attack} rolls directed at the user (or 4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may effect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "3", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "Mystical shield, gust of wind, phantom servant that intercepts missiles", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 1400001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "zRbGeGhVLGqqbTPo", - "name": "Detect/Conceal Arcana", - "type": "power", - "data": { - "description": "
\n

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

\n

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

\n

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

\n

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

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Area of Effect (+1/+2): Conceal only. The power effects everything in a sphere the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} for +1 points, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template} for +2
  • \n
  • Strong (+1): Conceal only. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Detection rolls} to see through the concealment are made at -2.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "5 (detect), one hour (conceal)", - "trapping": "Waving hands, whispered words.", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 1500001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "ZFuH8J6IqaPOEwwh", - "name": "Disguise", - "type": "power", - "data": { - "description": "
\n

Disguise allows the target to assume the appearance of another person of the same @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} and shape, including clothing. It does not confer any abilities, however.

\n

Those who have reason to question the imposter’s identity make a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll at -2 to see through the disguise (-4 with a raise on the casting roll). This is a @Compendium[swade-core-rules.swade-rules.Actions]{free action}.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Size (+1): The recipient may assume the shape of someone up to two @Compendium[swade-core-rules.swade-rules.Size and Scale]{Sizes} larger or smaller than themselves. 
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Seasoned", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "10 minutes", - "trapping": "Malleable features, illusionary appearance, hair of new form", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 1600001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "kheBTy7D3cIt2oOM", - "name": "Dispel", - "type": "power", - "data": { - "description": "
\n

Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon’s breath or a banshee’s scream. Dispel affects @Compendium[swade-core-rules.swade-rules.Arcane Devices]{arcane devices} normally.

\n

Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} and interrupt his foe’s action.

\n

In either case, dispelling an opponent’s power is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of arcane skills (with a -2 modifier if the rival’s power is of another type such as magic vs. miracles, psionics vs. weird science, etc.).

\n

If the dispelling character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the recipient of the dispelled power is also @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}.  

\n

Modifiers

\n
    \n
  • Power (+1): For +1 Power Point, dispel can disrupt @Compendium[swade-core-rules.swade-rules.Arcane Devices]{enchanted devices} for one round, or two with a raise. The difficulty to do is -2 for permanently enchanted items such as found in most swords & sorcery campaigns, or -4 for divine or legendary relics.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Seasoned", - "pp": "1", - "damage": "", - "range": "Sm", - "duration": "Instant", - "trapping": "Waving hands, whispered words", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 1700001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "KEYNiChwySo6xVT5", - "name": "Divination", - "type": "power", - "data": { - "description": "
\n

Divination allows the caster to contact otherworldly beings or forces to gain information.

\n

Preparing the spell takes one uninterrupted minute, and must be done at a site relevant to the spirit being contacted. If speaking with a ghost, for example, the conversation should occur at its grave, where it was killed, or with a personal object in hand. Oracles may only be engaged at temples, fire spirits near open flames, and so on.

\n

After the preparation time is complete, the caster makes her arcane skill roll. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows her to engage with the spirit and ask it any questions she might have. The entity must answer to the best of its ability, as directly or ambiguously as the Game Master feels fits the spirit’s personality and the feel of her campaign. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} means the spirit is more helpful, knowledgeable, or direct than usual (whether it wants to be or not). The type of entity contacted determines how it communicates. Spirits in the netherworld tend to know only those things pertinent to their life and death—and they may not even know the identity of their killer if the person was masked or unseen.

\n

Likewise, nature spirits know only about their local environs, demons know only about the affairs they’re directly involved in, and so on. The Game Master must decide what the entity knows based on its background, origin, and personality. Once a spirit has been conversed with it may not be contacted again for 24 hours. The Game Master may extend this to a community of spirits in a single place, such as water spirits in a babbling brook or nameless spirits in a mass grave.

\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Heroic", - "pp": "5", - "damage": "", - "range": "Self", - "duration": "A brief conversation of about five minutes", - "trapping": "Seances, prayers, demonic interrogation.", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 1800001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "uBgPmVb32XaTjd9j", - "name": "Drain Power Points", - "type": "power", - "data": { - "description": "
\n

Powerful mages, priests, psykers, and the like can use this ability to drain arcane energy from their foes. They can sometimes even leech the stolen energy for themselves.

\n

The power is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, and the caster suffers a -2 penalty to her roll if the target has a different @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcane Background} than her own.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} drains 1d6 of the rival’s Power Points (if any, and the die doesn’t ace). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the caster adds the points to her own. This may take her above her usual maximum! They last until used, and must be the first spent when casting.

\n

Drain Power Points can also be used on an @Compendium[swade-core-rules.swade-rules.Arcane Devices]{arcane device} (the creator still resists with her arcane skill whether she wields it or not). The device can’t lose more @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} than it has.

\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Veteran", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "Instant", - "trapping": "Prayer, whispered words, gestures", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 1900001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "8j0ejP2HzUG2Cg5e", - "name": "Elemental Manipulation", - "type": "power", - "data": { - "description": "
\n

This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Strength}, or d8 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

Here are some ideas for what each element can do. Each is an action.

\n
    \n
  • Air: Push someone, blow out a torch, fan a flame, cool someone down (+2 to @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} rolls in oppressive heat).
  • \n
  • Earth: Move a square foot of earth (half that in stone) each @Compendium[swade-core-rules.swade-rules.Actions]{round}, cover tracks.
  • \n
  • Fire: Conjure flame about the size of a torch, hurl a small blast of fire at someone (Str damage), spread existing flame (see @Compendium[swade-core-rules.swade-rules.Fire]{Fire}).
  • \n
  • Water: Conjure a quart of water (not \"inside\" objects or people), purify a gallon of water per casting.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "1", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "A few simple gestures", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 2000001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "RoMbCknREWUHGmRd", - "name": "Empathy", - "type": "power", - "data": { - "description": "
\n

The caster forms an emotional bond between himself and the target with a successful @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} vs @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll. He knows the target’s emotional state and most basic surface  thoughts, and gains +1 (+2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}) to @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Performance]{Performance}, or @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} rolls against him.

\n

Empathy also works on animals, adding +2 to @Compendium[swade-core-rules.swade-skills.Riding]{Riding} or other rolls used to interact with the creature

\n

 

\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "1", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "Concentration, a warm or sympathetic smile, exchanging a pleasantry", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 2100001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "9zbKkiAc1uDahNIE", - "name": "Entangle", - "type": "power", - "data": { - "description": "
\n

Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like @Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 5). If successful, the target is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}. With a raise, he’s @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound}.

\n

Victims may break free on their turn as detailed under @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}.

\n

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
  • Strong (+2): The entangling material is particularly resilient. Rolls to break free are made at -2 and it's @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} increases to 7
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "Instant", - "trapping": "Glue bomb, vines, handcuffs, webs.", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 2200001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "Wa4uB9Cd8wyS8nri", - "name": "Environmental Protection", - "type": "power", - "data": { - "description": "
\n

Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.

\n

Environmental protection allows the target to breathe, speak, and move at his normal @Compendium[swade-core-rules.swade-rules.Movement]{Allure} in an otherwise fatal environment. It protects him against intense @Compendium[swade-core-rules.swade-rules.Heat]{heat}, @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Radiation]{radiation}, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "One hour", - "trapping": "A mark on the forehead, potions, gills.", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 2300001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "WlkLDSGFClLOyqpd", - "name": "Farsight", - "type": "power", - "data": { - "description": "
\n

Farsight allows the recipient to see in detail over great distances. She can read lips or read fine print up to a mile distant.

\n

With a raise, she also halves @Compendium[swade-core-rules.swade-rules.Range]{range penalties} for @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}, @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing), or other abilities affected by @Compendium[swade-core-rules.swade-rules.Attacks]{Range}.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Seasoned", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "Invisibly marked targets, guiding winds, eagle eyes", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 2400001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "LwekJ2NVEUGA7nKr", - "name": "Fear", - "type": "power", - "data": { - "description": "
\n

This power causes overwhelming dread and horror. The affected make a @Compendium[swade-core-rules.swade-rules.Fear]{Peur} roll. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} who fail are @Compendium[swade-core-rules.swade-tables.Fear Table]{Panicked} and @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} roll on the @Compendium[swade-core-rules.swade-macros.Fear Table]{Fear Table}. If the power is cast with a raise, the Fear roll is at -2 and Wild Cards add +2 to Fear Table results.

\n

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 poitns the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "Instant", - "trapping": "Gestures, eldritch energy, cold chills", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 2500001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "rRnhcrS26PgY7B5k", - "name": "Fly", - "type": "power", - "data": { - "description": "
\n

Fly allows a character to soar at @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12″, or twice that with a raise (he may not @Compendium[swade-core-rules.swade-rules.Movement]{Run}).

\n

Modifiers

\n
    \n
  • Additional Recipients (+2): The power may affect more than one target for 2 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} each.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Veteran", - "pp": "3", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "Gusty winds, wings, broomsticks", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 2600001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "o3fNLfh2coNpSt03", - "name": "Growth/Shrink", - "type": "power", - "data": { - "description": "
\n

Growth increases the recipient’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} by 1 for every 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} spent. Each increase in Size grants the target a one-step increase to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} and 1 point of @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}. This does not increase @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wounds} regardless of change to @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}.

\n

Shrink reduces the @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} of the subject one step for every 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} spent to a maximum of Size -2 (approximately the size of a cat). Each step reduced decreases @Compendium[swade-core-rules.swade-rules.Traits]{Strength} one die type (minimum of d4) and @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} by 1 (minimum of 2).

\n

For unwilling targets, the caster’s arcane skill roll is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}.

\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Seasoned", - "pp": "2 per point of Size change", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "Gestures, words of power, potions", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 2700001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "j14FeXIN9yFjAJOX", - "name": "Havoc", - "type": "power", - "data": { - "description": "
\n

This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions.

\n

With success, the caster places a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} anywhere within @Compendium[swade-core-rules.swade-rules.Range]{range}, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} emanating from the caster.

\n

Anyone touched by the template is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} and must then make a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} roll (at -2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} or directly away from the center if using a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Blast Template} (the caster chooses for those in the dead center).

\n

Victims who strike a hard object (such as a wall) take 2d4 damage (@Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal} unless it’s a spiked wall or other more dangerous hazard).

\n

Airborne Targets: Flying or airborne targets suffer an additional -2 to their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} rolls as they have no ground to brace themselves on.

\n

Modifiers

\n
    \n
  • Area Effect (+1): Havoc affects a @Compendium[swade-core-rules.swade-powers.Blast]{Large Blast Template}.
  • \n
  • Strong (+1): @Compendium[swade-core-rules.swade-rules.Traits]{Strength} rolls are made at -2
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "Instant", - "trapping": "Whirlwind, chaotic poltergeists, repulsion field", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 2800001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "mooOiirp6J8Hkl97", - "name": "Healing", - "type": "power", - "data": { - "description": "
\n

Healing removes @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} less than an hour old. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} removes one Wound, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}.

\n

For @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}, the GM must first determine if the ally is still alive (see @Compendium[swade-core-rules.swade-rules.Healing]{Aftermath}). If so, a successful arcane skill roll returns the ally to action (@Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} if it matters).

\n

Modifiers

\n
    \n
  • Greater Healing (+10): Greater healing can restore any @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}, including those more than an hour old.
  • \n
  • Crippling Injuries (+20): The power can heal a permanent @Compendium[swade-core-rules.swade-tables.Injury Table]{Crippling Injury} (see @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation}). This requires an hour of preparation and only one casting is permitted per injury. If it @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails}, this caster cannot heal that particular injury (but somoene else may try). If successful, the subject is @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted} for 24 hours.
  • \n
  • Neutralize Poison or Disease (+1): A successful healing roll negates any @Compendium[swade-core-rules.swade-rules.Poison]{poison} or @Compendium[swade-core-rules.swade-rules.Disease]{Maladie}. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll as well.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "3", - "damage": "", - "range": "Touch", - "duration": "Instant", - "trapping": "Laying on hands, touching the victim with a holy symbol, prayer", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 2900001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "hmPGcJmAjId5dMQy", - "name": "Illusion", - "type": "power", - "data": { - "description": "
\n

Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark.

\n

Those who contact an illusion or doubt it’s real make a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} (at -2 if the power was activated with a raise). If @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful}, that individual is no longer subject to this casting.

\n

The GM should make @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group rolls} for @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} as they point out the illusion’s inconsistencies to each other.

\n

The volume of the illusion must fit within a sphere the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} (4″ or eight yards in diameter).

\n

Modifiers

\n
    \n
  • Sound (+1): The power generates sound appropriate to the Illusion. Illusionary allies may talk, illusionary crows caw, and so on. It may not mask or mute existing sound, however. 
  • \n
  • Strong (+2): @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} rolls to disbelieve the illusion are made at -2. 
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "3", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "Magical spells, holograms, \"ethereal materializers\"", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 3000001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "nLRwBxfoK0cXQH6W", - "name": "Intangibility", - "type": "power", - "data": { - "description": "
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, whoever receives this power becomes incorporeal. He is unable to affect the physical world, and it cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.

\n

While incorporeal, the character may affect other incorporeal beings (including himself), and he is still susceptible to supernatural attacks, including @Compendium[swade-core-rules.swade-rules.Powers]{powers} and @Compendium[swade-core-rules.swade-rules.Arcane Devices]{enchanted items}. The being becomes corporeal when the power ends, but if within someone or something he’s shunted to the nearest open space and @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.

\n

If cast on an unwilling target, the victim @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resists} with @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}.

\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Heroic", - "pp": "5", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "Ghost form, body of shadow, gaseous transformation", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 3100001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "Yp4bsPqAAu8ZZCp7", - "name": "Invisibilty", - "type": "power", - "data": { - "description": "
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, the character and his personal items are transparent except for a vague blur or outline. Any @Compendium[swade-core-rules.swade-rules.Actions]{action} taken against him that requires sight is made at -4, or -6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. The same penalty applies to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls to detect the unseen presence.

\n

Modifiers

\n
    \n
  • Additional Recipients (+3): The power may affect more than one target for 3 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} each.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Seasoned", - "pp": "5", - "damage": "", - "range": "Sm", - "duration": "Sm", - "trapping": "Powder, potion, iridescent lights", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 3200001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "sFsTivNcjKbqY1gS", - "name": "Light / Darkness", - "type": "power", - "data": { - "description": "
\n

Light creates bright @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}. With a raise, the light can be focused into a 5″ (10 yard) beam as well.

\n

Darkness blocks @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} in an area the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}, making the area Dark, or Pitch Darkness with a raise (see @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}).

\n

If light and darkness overlap, they create a patch of Dim light (-2).

\n

Modifiers

\n
    \n
  • Mobile (+1): The caster can move the area of effect up to his @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} die type each @Compendium[swade-core-rules.swade-rules.Actions]{round} after casting, or attach it to an inanimate object when first cast. 
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "10 minutes", - "trapping": "Illusionary torch, sunlight, darkness, thick fogs", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 3300001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "YRWGwkfF468MtOHk", - "name": "Mind Link", - "type": "power", - "data": { - "description": "
\n

Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed.

\n

Once @Compendium[swade-core-rules.swade-rules.Trait Rolls]{activated}, the @Compendium[swade-core-rules.swade-rules.Range]{Range} between all linked minds is one mile, or five with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

If any of the linked characters suffers a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}, all others must make a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll or be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} (this cannot cause a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}).

\n

The speed of communication is that of normal speech, but with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} members may communicate up to 30 seconds or so of speech on a single combat turn.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect additional individuals for 1 additonal @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each. 
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "1", - "damage": "", - "range": "Sm", - "duration": "30 Minutes", - "trapping": "Headpieces, talismans, of Tao or other gods, crystals", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 3400001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "2qew5mGWcpfjxQLU", - "name": "Mind Reading", - "type": "power", - "data": { - "description": "
\n

Mind reading is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. The GM may apply @Compendium[swade-core-rules.swade-rules.Trait Rolls]{modifiers} based on the subject’s mental @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} or current state of mind.

\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "Instant", - "trapping": "Psionic invasion, soulsight", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 3500001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "DMFIO9brqtbL6puA", - "name": "Mind Wipe", - "type": "power", - "data": { - "description": "
\n

Mind wipe removes a target’s memories, a terrible violation in most civilized societies. The power is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by a victim’s @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} and requires a full minute of mental struggle. The victim must be conscious during this time, so if not restrained he can simply move out of @Compendium[swade-core-rules.swade-rules.Range]{Range}.

\n

If @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful}, the victim forgets a single event (up to about 30 minutes of time). A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes a complex memory of several hours.

\n

If the defender wins, the caster cannot affect him with mind wipe for 24 hours. (Others may reattempt the power, however.)

\n

The memory remains missing but strong evidence that challenges its “logic” allows a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll at -2 to remember fragments determined by the GM.

\n

Modifiers

\n
    \n
  • Edit (+1): Instead of wiping the memory, the caster edits it as she sees fit.
  • \n
  • Fast Cast (+2): The caster can wipe a memory as an @Compendium[swade-core-rules.swade-rules.Actions]{action}.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Veteran", - "pp": "3", - "damage": "", - "range": "Sm", - "duration": "Instant", - "trapping": "A noxious drink, parasites, touching the target's temples", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 3600001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "QxeCRBlufHEjOxzG", - "name": "Object Reading", - "type": "power", - "data": { - "description": "
\n

Object reading is the ability to see the past of an inanimate object, discovering who held it, where it’s been, and what it might have been used for. The object has no sentience of its own — the caster simply sees and hears visions of the past that took place in its presence.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows the character to see events that occurred within 10 yards up to about five years past. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time.

\n

When watching an actual event, it occurs in real time, just as if watching a digital video.

\n

Modifiers

\n
    \n
  • Strong (+2): The caster can see or hear from the item's creation forward.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Seasoned", - "pp": "2", - "damage": "", - "range": "Touch", - "duration": "Special", - "trapping": "Touching the object, glowing hands", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 3700001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "oZIUGNUk6utjYqbZ", - "name": "Protection", - "type": "power", - "data": { - "description": "
\n

Protection creates a field of energy or armor around a character, giving him 2 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor}, or +4 with a raise.

\n

Whether the protection is visible or not depends on the @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}—this is entirely up to the caster.

\n

Protection stacks with all other armor, natural or worn, and is negated by @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} as usual.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect additional targets at a cost of 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • More Armor (+1): Success grants 4 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor} (+6 with a raise).
  • \n
  • Toughness (+1): Armor provides Toughness instead of @Compendium[swade-core-rules.swade-rules.Armor]{Armor} and is not affected by @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} (magical or otherwise).
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "1", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "A mystical glow, hardened skin, ethereal armor, a mass of nanites", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 3800001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "tf9EEJPQ4Fg6Lpwm", - "name": "Puppet", - "type": "power", - "data": { - "description": "
\n

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

\n

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

\n

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

\n

Modifiers

\n
    \n
  • Additional Recipients (+2): The caster may affect others at the cost of 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} each.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Veteran", - "pp": "3", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "Glowing eyes, trance-like state, a swinging pocket watch, voodoo dolls.", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 3900001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "4dCQStbJqGV2YAyp", - "name": "Relief", - "type": "power", - "data": { - "description": "
\n

Relief removes one @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level, or two with a raise. It can also remove a character’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} status, and removes @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned} status with a raise.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "1", - "damage": "", - "range": "Sm", - "duration": "Instant", - "trapping": "Prayer, tonics", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 4100001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "UuM1MihixLjSKRmJ", - "name": "Resurrection", - "type": "power", - "data": { - "description": "
\n

Perhaps the greatest power of all is the ability to bring someone back from the dead. It can restore lost loves, bring solace to the grieving, and topple kingdoms.

\n

Returning the dead to life requires a reasonably complete corpse no more than a year old. The caster then prays, meditates, chants, or otherwise concentrates on mending the body and pulling the spirit back to it for four hours.

\n

Once done, the healer makes a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{casting roll} at -8. If successful, the victim returns to life with three @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} and is @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}. With a raise, she returns merely @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}.

\n

Modifiers

\n
    \n
  • Power (+5): The hero can raise a spirit dead up to a decade for +5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Heroic", - "pp": "30", - "damage": "", - "range": "Touch", - "duration": "Instant", - "trapping": "Elaborate ceremonies, rare plants, magical amulets, divine intervention", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 4200001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "qgIilGudPTNPAO8p", - "name": "Shape Change", - "type": "power", - "data": { - "description": "
\n

Many cultures have legends of shamans or wizards who take on the shape of animals.

\n

This power does just that, allowing the caster to take the form of any animal (including fantastic creatures such as @Compendium[swade-core-rules.swade-bestiary.Dragon]{dragons} and hippogriffs if they exist in that setting, but not humanoids, undead, etc). What a character can change into depends on his @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Shape Change
CostRankSize
3NoviceSize -4 to Size -1
5SeasonedSize 0
8VeteranSize 1 to 2
11HeroicSize 3 to 4
15LegendarySize 5 to 10
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the roll, the character transforms into a  particularly large version of its type—increase its @Compendium[swade-core-rules.swade-rules.Traits]{Strength} and @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} by one die type each.

\n

Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped.

\n

While transformed, the character retains his own @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}, @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances}, @Compendium[swade-core-rules.swade-rules.Edges]{Edges}, and linked @Compendium[swade-core-rules.swade-rules.Traits]{skills} (though he may not be able to use some or all of them depending on the form -- GM’s call). He gains the animal’s @Compendium[swade-core-rules.swade-rules.Traits]{Agility}, @Compendium[swade-core-rules.swade-rules.Traits]{Strength}, @Compendium[swade-core-rules.swade-rules.Traits]{Vigor}, and linked @Compendium[swade-core-rules.swade-rules.Traits]{skills} and cannot use devices that require humanoid form. He has no capacity for speech and cannot activate @Compendium[swade-core-rules.swade-rules.Powers]{powers}, though he may continue to maintain powers previously active.

\n

A @Compendium[swade-core-rules.swade-rules.Bestiary]{creature’s} natural abilities inherent to its form are conferred, but magical ones aren’t. A @Compendium[swade-core-rules.swade-bestiary.Dragon]{dragon} can fly and breathe fire in a traditional fantasy setting, for example, so a character who shape changes into one may do so as well. If dragons also cast spells in that world, however, shape change would not grant that ability because it’s not inherent to the physical form.

\n

Size: The caster does not inherit extra @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wounds} when transforming into creatures of Large or Huge @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}.

\n

Modifiers

\n
    \n
  • Speech (+1): The recipient retains the power of speech (but still cannot activate @Compendium[swade-core-rules.swade-rules.Powers]{powers}).
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "Special", - "damage": "", - "range": "Self", - "duration": "5", - "trapping": "\"Morphing\", talismans, tattoos", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 4300001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "V6bbGawwkUeiBxSp", - "name": "Sloth/Speed", - "type": "power", - "data": { - "description": "
\n

Sloth lessens celerity and coordination while speed increases it. It halves the target’s total @Compendium[swade-core-rules.swade-rules.Movement]{movement} each @Compendium[swade-core-rules.swade-rules.Actions]{round} (round up). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, movement is also an @Compendium[swade-core-rules.swade-rules.Actions]{action}. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} with speed doubles the target’s @Compendium[swade-core-rules.swade-rules.Movement]{movement} (basic Pace and @Compendium[swade-core-rules.swade-rules.Movement]{running}). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} the character also ignores the -2 running penalty.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): Speed only. The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Area of Effect (+2/+3): Sloth only. For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 poitns the area of efect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
  • Quickness (+2): Speed only. The character's total @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} penalty each turn is reduced by 2 (she can do two actions at no penalty, or three at -2 each).
  • \n
  • Strong (+1): Sloth only. The @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll to shake off sloth's effects is made at -2.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Seasoned", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "Instant (slot); 5 (speed)", - "trapping": "Slowing time, blurred motion, a slippery patch of oil or ice", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 4000001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "FEi6Frn3EiAKikOA", - "name": "Slumber", - "type": "power", - "data": { - "description": "
\n

Those who favor stealth or want to avoid harming their foes are drawn to this spell, which puts its victims into a deep and restful sleep.

\n

Anyone affected by slumber must make a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll (at -2 if the caster got a raise on her @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll). Those who fail fall asleep for the @Compendium[swade-core-rules.swade-rules.Powers]{Duration} of the spell. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll.

\n

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{points} the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Seasoned", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "One hour", - "trapping": "A lullaby, blowing powder or sand at targets", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 4400001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "JChDBhrhAfO5w5tT", - "name": "Smite", - "type": "power", - "data": { - "description": "
\n

This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} is increased by +2, or +4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "A colored glow, runes, sigils, crackling energy, barbs grow from the blade", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 4500001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "gNdrTlSbtKXgyN5k", - "name": "Sound/Silence", - "type": "power", - "data": { - "description": "
\n

Sound mimics any known sound or voice, emanating from a point of origin within @Compendium[swade-core-rules.swade-rules.Range]{Range} at a volume up to the sound of a loud shout. If used as a @Compendium[swade-core-rules.swade-rules.Test]{Test}, the defender @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposes} the casting roll with @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}.

\n

Silence does the opposite, muting all sound up to a loud shout within a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}. This subtracts 4 from @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls made by those inside the area of effect, as well as anyone trying to hear sounds made from within. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} completely mutes all sound inside the template—such @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls automatically fail.

\n

Modifiers

\n
    \n
  • Mobile (+1): The caster can move the area of effect up to his @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} die type each @Compendium[swade-core-rules.swade-rules.Actions]{round}.
  • \n
  • Targeted (+0): Instead of casting silence in an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area of effect}, the caster may instead target individuals in @Compendium[swade-core-rules.swade-rules.Range]{Range} for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each. Unwilling targets resist with @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} (at -2 if the caster gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "1", - "damage": "", - "range": "Smarts x5 (Sound); Smarts (Silence)", - "duration": "Instant (Sound); 5 (Silence)", - "trapping": "Magical effects, a brief ripple in the air, a bell or chime that starts or stops ringing", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 4600001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "8hq7YecvNEp4kqN4", - "name": "Speak Language", - "type": "power", - "data": { - "description": "
\n

This power allows a character to speak, read, and write a sapient language other than his own. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll allows the user to appropriately use and understand slang and dialect as well.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "1", - "damage": "", - "range": "Sm", - "duration": "10 minutes", - "trapping": "Words, pictures, hand motions", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 4700001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "90y0v2cCeZwivQza", - "name": "Stun", - "type": "power", - "data": { - "description": "
\n

Stun shocks a target with concussive force, sound, light, magical energy, or the like.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} casting means the victim must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll (at -2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll) or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{points} the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{points} the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
\n

\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "Instant", - "trapping": "Bolts of energy, stun bombs, sonic booms, burst of blinding light", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 4800001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "HSzJIm7YtJPVzGQW", - "name": "Summon Ally", - "type": "power", - "data": { - "description": "
\n

This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} but can appear differently based on the caster’s @Compendium[swade-core-rules.swade-rules.Trappings]{trappings}. It materializes anywhere in @Compendium[swade-core-rules.swade-rules.Range]{Range}, and with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, it’s @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}) as well.

\n

The ally acts on its creator’s @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}, it fades into nothingness, leaving no trace behind.

\n

The type of servant that can be summoned depends on the caster’s @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}. With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{wolf}, for example, the caster might exchange the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill for @Compendium[swade-core-rules.swade-skills.Survival]{Survival} so that the “animal” can track its foes.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SUMMON ALLY
RankCostServant
Novice2Attendant
Seasoned4Bodyguard
Veteran6Mirror Self*
Heroic8Sentinel
\n

*Mirror Self costs +2 power points per Rank above Veteran to a maximum of 10 PPs at Legendary

\n

Modifiers

\n
    \n
  • Bite/Claw (+1):  The ally can bite or claw at Str+d6
  • \n
  • Flight (+2): The ally can fly at @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12
  • \n
  • Mind Rider (+1): The caster can communicate and sense through the ally.
  • \n
\n

 

\n

STATBLOCKS

\n

Attendant

\n

Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d4, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d4, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} d6
Pace: 4; Parry: 4; Toughness: 4
Capacités spéciales :

\n
    \n
  • Claw: Str+d4.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}; ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound penalties}; doesn’t breathe, immune to @Compendium[swade-core-rules.swade-rules.Poison]{poison} and @Compendium[swade-core-rules.swade-rules.Disease]{Maladie}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Peur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
\n

 

\n

Bodyguard

\n

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d6, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} d4
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: @Compendium[swade-core-rules.swade-edges.First Strike]{First Strike}
Gear: Melee attack (Str+d6).
Capacités spéciales :

\n
    \n
  • Armor +2: Hardened skin.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: See Attendant.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Peur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
\n

 

\n

Mirror Self
The ally is a clone of the caster except: it’s an @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}; it has the same number of current @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} as the caster after subtracting for this casting; it cannot use the summon ally power; its @Compendium[swade-core-rules.swade-rules.Traits]{skills} (but not @Compendium[swade-core-rules.swade-rules.Traits]{attributes}) are one die type less (minimum d4) than the original; it has identical mundane equipment (no magical qualities, disappears when the power expires); has the @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct} and @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless} abilities.

\n

 

\n

Sentinel
Attributes:
Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d10, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d10, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d8
Pace: 6; Parry: 7; Toughness: 13 (4)
Edges: @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Arcane Resistance}, @Compendium[swade-core-rules.swade-edges.Improved Sweep]{Sweep (Improved)}.
Gear: Melee attack (Str+d8).
Capacités spéciales :

\n
    \n
  • Armor +4: Stone skin.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: See Attendant.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Peur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 2: Sentinels are 8' tall and very dense.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "2+", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "Clay figure that grows into a servant, a tattoo that comes to life.", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 4900001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "d47xq0oZe3nbPSFA", - "name": "Telekinesis", - "type": "power", - "data": { - "description": "
\n

Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} of d10, or d12 with a raise.

\n

Unwilling opponents resist the caster’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} with an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll when targeted and at the start of each of their @Compendium[swade-core-rules.swade-rules.Actions]{turns} afterward until they’re released. They can be moved up to the caster’ @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}. Dropped creatures suffer @Compendium[swade-core-rules.swade-rules.Falling]{falling damage} as usual.

\n

Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant @Compendium[swade-core-rules.swade-rules.Traits]{skill} when attacking in this way (not his @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill}).

\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Seasoned", - "pp": "5", - "damage": "", - "range": "Sm x2", - "duration": "5", - "trapping": "A wave of the hand, magic wand, steely gaze", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 5000001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "t5v8XP6bLEpSL1Gd", - "name": "Teleport", - "type": "power", - "data": { - "description": "
\n

Teleport allows a character to disappear and instantly reappear up to 12″ (24 yards) distant, or double that with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. Teleporting to an unseen location incurs a -2 penalty on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll.

\n

Opponents adjacent to a character who teleports away don’t get a free attack (see @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}).

\n

If casting teleport on a willing subject, the caster decides where they move to, not the target.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Teleport Foe (+2): Foes may be targeted by a @Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch Attack}. This is an @Compendium[swade-core-rules.swade-rules.Actions]{action}, so the casting must be the second part of a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} if the attack is successful. The foe resists the casting with an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Spirit roll against the @Compendium[swade-core-rules.swade-rules.Actions]{arcane skill} total and is sent up to the 12\" away with success and 24\" with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. Foes may not be teleported into solid objects.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Seasoned", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "Instant", - "trapping": "A cloud of smoke, \"phasing\" out, change into a bolt of lightning", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 5100001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "ZXUoBohm4UZnr8oX", - "name": "Wall Walker", - "type": "power", - "data": { - "description": "
\n

Wall walker allows the recepient to walk on vertical or horizontal surfaces. With @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, she moves at half her normal @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, she may move at full @Compendium[swade-core-rules.swade-rules.Movement]{Allure} and even @Compendium[swade-core-rules.swade-rules.Movement]{run}.

\n

If forced to make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll to climb or hang on to the a surface, she adds +4 to the total.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The caster may affect others at the cost of 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Novice", - "pp": "2", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "Spider-like visage, prickly hairs on hands and feet", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 5200001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "MoPlVzDq63d75DII", - "name": "Warrior's Gift", - "type": "power", - "data": { - "description": "
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, the recipient gains the benefits of a single Combat @Compendium[swade-core-rules.swade-rules.Edges]{Edge} chosen by the caster. The caster (not the recipient) must have the same @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} or higher as the Edge’s Requirements. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the @Compendium[swade-core-rules.swade-rules.Edges]{Rank Requirement}).

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Seasoned", - "pp": "4", - "damage": "", - "range": "Sm", - "duration": "5", - "trapping": "Gestures, prayer, whispered words, concentration", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 5300001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "2sNeNoHgN3R1Xst8", - "name": "Zombie", - "type": "power", - "data": { - "description": "
\n

Zombie grants animation and basic intelligence to the remains of a once-living being. The summoned horror is obedient but literal-minded in its duties. It isn’t telepathic, and must be controlled by voice.

\n

The being has the physical skills it had in life, but its @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}, @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, and related @Compendium[swade-core-rules.swade-rules.Traits]{skills} are reset to d4. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Trait Rolls]{casting roll} increases any one of their @Compendium[swade-core-rules.swade-rules.Traits]{Traits} by one die type (caster’s choice).

\n

Corpses aren’t summoned by this ability, so there must actually be a supply of bodies in @Compendium[swade-core-rules.swade-rules.Range]{Range} (GM’s call).

\n

An undead @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} by damage can’t be raised with this power again.

\n

Modifiers

\n
    \n
  • Additional Zombies (+1): A larger horde can be raised in a single casting by paying an additional 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} for each extra zombie raised.
  • \n
  • Armed (+1 per Zombie): The dead rise with a rusting weapon common to their setting and environment. Choose one:\n
      \n
    • Hand Weapon: Str+d6
    • \n
    • Ranged Weapon: Range 12/24/48, Dmg 2d6
    • \n
    \n
  • \n
  • Armor (+1 per Zombie): The horrors crawl from their grave wearing 2 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor}. This might be old chain mail, rusting plate, rotting bulletproof vests, etc.
  • \n
  • Mind Rider (+1): The caster can communicate and sense through one of the undead he's conjured. If it's destroyed, he may jupm to any of the others currently under his control.
  • \n
  • Permanent (0): The zombie is given unlife until @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} by Wounds. The @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} used to raise it are \"invested\" and unavailable until it's destroyed. The necromancer may terminate his creations' unlife at any time, regardless of sight, distance, or other factors. His Power Points then begin recharging normally. Permanent zombies remain animated even if their creator is slain!
  • \n
\n

 

\n

Zombie Creatures

\n

Animals and other creatures can also be raised with this foul ability! The cost is 2 for a creature of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} -1 or -2, 3 for @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 0, and 1 for a Small @Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarm}, 2 for a Medium Swarm, or 3 for a Large Swarm.

\n

Larger creatures cost 3 + @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} in Power Points. For example, an undead grizzly (Size 2) costs 5 Power Points to raise.

\n

Magical or supernatural @Compendium[swade-core-rules.swade-rules.Bestiary]{Special Abilities} aren’t conferred to the undead form, but those inherent to the creature are, such as @Compendium[swade-core-rules.swade-edges.Improved Frenzy]{Improved Frenzy}, @Compendium[swade-core-rules.swade-rules.Reach]{Reach}, a swarm’s attack, etc.

\n

Additional zombie creatures cost half their base cost if raised at once, instead of the +1 listed for Additional Zombies (round up, minimum of 1).

\n

 

\n
\n

Zombie

\n

These walking dead are typical groaning fiends looking for fresh meat.

\n

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6

\n

Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d4, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d6, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} d6

\n

Pace: 4; Parry: 5; Toughness: 7

\n

Edges:

\n

Capacités spéciales :

\n
    \n
  • Bite/Claws: Str.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Zombies are immune to @Compendium[swade-core-rules.swade-rules.Fear]{Peur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Undead}: +2 Toughness; +2 to recover from being Shaken; no additional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}; ignores 1 point of Wound penalties; doesn’t breathe; immune to @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}.
  • \n
  • Weakness (Head): @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} to a zombie’s head do the usual +4 damage.
  • \n
\n
", - "notes": "", - "additionalStats": {}, - "equippable": false, - "equipped": false, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "rank": "Veteran", - "pp": "3*", - "damage": "", - "range": "Sm", - "duration": "One hour", - "trapping": "Carving symbols on corpses, throwing bones, graveyards, \"leather\" books", - "arcane": "", - "skill": "", - "modifiers": [] - }, - "sort": 5400001, - "flags": { - "cf": { - "id": "temp_p3629imfmia", - "path": "Powers", - "color": "#8c160f" - } - }, - "img": "systems/swade/assets/icons/power.svg", - "effects": [] - }, - { - "_id": "3PIcTlyIO8i0aYne", - "name": "Death Touch", - "type": "weapon", - "data": { - "description": "
\n

Liches drain the lives of those around them with a touch. Instead of a normal attack, a lich may make a @Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch Attack}. Every raise on its @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} roll automatically inflicts one Wound to its target.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "+2", - "dmgMod": "", - "additional": {} - }, - "damage": "", - "range": "", - "rof": "1", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 5500001, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Lion", - "name": "Lion", - "description": "
\n

Le roi de la jungle est un prédateur féroce, en particulier dans la savane où ses proies ne peuvent pas se cacher.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Vision nocturne}: ignore les malus de Pénombre et d’Obscurité. @Compendium[swade-core-rules.swade-rules.Illumination]{voir les pénalité de visibilité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Un lion pèse environ 200 kg.
  • \n
\n
", - "items": [ - { - "_id": "7ueziJ7U0IZiMDKm", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2300001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "aay4Qzf02MfWa1Zy", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2400001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "4Xcc0Q50N1NPIHL6", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2500001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "SvtIhEcXIbQkqhgj", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2600001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "3KoxMgSGKZWNZQwq", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2700001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "hjzWukEasDnDqYiv", - "name": "Bite/Claws", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d6", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 2100001, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "PHfXsiJbc9qZRHRM", - "name": "Improved Frenzy", - "type": "edge", - "data": { - "description": "
\n

The fighter rolls an extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with up to two Fighting attacks in the same turn

\n

Example

\n

Red desperately attacks a giant crab-like creature on an alien planet. She has Improved Frenzy and decides to attack three times (a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} at the usual penalty). She rolls her Fighting skill with an extra die for her first attack and second attack. She doesn’t get the extra die on her third Fighting roll.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Veteran, Frenzy" - } - }, - "sort": 2000001, - "flags": { - "core": { - "sourceId": "Item.RBpY2yIpaSy6B6vH" - }, - "cf": { - "id": "temp_gzpqja0fexk", - "path": "Edges#/CF_SEP/Combat Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "CwGPaFXHiFgweNlG", - "name": "Pounce (Wild Attack)", - "type": "weapon", - "data": { - "description": "
\n

Lions pounce on their prey to best bring their mass and claws to bear. If a lion makes a @Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack}, it adds +4 to its damage instead of +2.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "+4", - "dmgMod": "+4", - "additional": {} - }, - "damage": "@str+d6", - "range": "", - "rof": "1", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 2200001, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Mech", - "name": "Robot", - "description": "
\n

Les caractéristiques qui suivent s’appliquent à une sentinelle mécanique de 4 m de haut comme on en trouve fréquemment dans des univers high-tech futuristes. C’est une unité de patrouille légère, avec une intelligence raisonnable et une bonne manœuvrabilité. Des robots plus imposants, mieux armés et mieux protégés existent également.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle }: +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladies} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur }: immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Peur} et l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, mais peut être assez intelligent pour réagir correctement aux situations qui provoquent la peur.
  • \n
  • Capteurs sensoriels : ignore les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 4 (Large): Le mech mesure 4m de haut.
  • \n
\n
", - "items": [ - { - "_id": "RjpsfNr5RMvP02Mc", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "c2krDJ74K88LfPd7", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "pfCQUJRlj5oPuJG8", - "name": "Shooting", - "type": "skill", - "data": { - "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "EutPSViKrAEavsvA", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 800000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Gy4iQs0pYMJGEZuz", - "name": "Alertness (Sensors).", - "type": "edge", - "data": { - "description": "

No description or reference provided.

", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "" - } - }, - "sort": 900000, - "flags": {}, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "UvhpgKIKXXcPUMl0", - "name": "Heavy Machine Gun", - "type": "weapon", - "data": { - "description": "

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

", - "notes": "Heavy Weapon.", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "slr23nl1ss": { - "name": "RoF 3 Attack", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "shotsUsed": 10, - "skillOverride": "" - }, - "q3e75vog4f": { - "name": "RoF 2 Attack", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - }, - "cf": { - "id": "temp_zxavjpvt25l", - "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "p5z26U1TvowpxxbD", - "name": "Heavy Flamethrower", - "type": "weapon", - "data": { - "description": "
\n

Vehicular flamethrowers have longer ranges than personal devices. The wielder can use the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} or arc a blast the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} up to 18” (36 yards) distant. (Use the center of the template for the Range.) This shot can @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Deviate}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "3d8", - "range": "Cone or MBT", - "rof": "1", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 300000, - "flags": { - "core": { - "sourceId": "Item.ZJCbV2A3QFJgbalx" - }, - "cf": { - "id": "temp_zxavjpvt25l", - "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "uw0mSL8MmWMNjzJz", - "name": "Armor +4", - "type": "armor", - "data": { - "description": "
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "minStr": "", - "armor": 4, - "isNaturalArmor": true, - "locations": { - "head": true, - "torso": true, - "arms": true, - "legs": true - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/armor.svg", - "effects": [] - } - ] - }, - { - "id": "Minotaur", - "name": "Minotaure", - "description": "
\n

Un minotaure mesure plus de 2,10 m et son énorme tête bovine est dotée de cornes. Gardien de labyrinthe dans des univers fantastiques ou espèce dans d’autres, c'est toujours un redoutable combattant.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Capacités Speciales (Resilient or Very Resilient)]{Résilient}: +1 Blessure avant @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 3: Un minotaure mesure plus de 2 m et pèse autant qu’un taureau.
  • \n
\n
", - "items": [ - { - "_id": "ChMwI9Rlwklfhi8k", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1393750, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "EMxhNoNcCvF6F9RT", - "name": "★ Common Knowledge", - "type": "skill", - "data": { - "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1493750, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Q6rH6TWpbCphrdGz", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1593750, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "XAFtAEmewPF2sAvL", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 12, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1693750, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "V4TAZ3PXEPgQFDxN", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2093750, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "wTnQoG1JDtJv8Pwa", - "name": "★ Persuasion", - "type": "skill", - "data": { - "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1793750, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "wxbdQXjyWlnOYQBL", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2193750, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "1JgYdMfkeV1Y9ZtD", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1893750, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "JaU0Q2XXlglmTnhd", - "name": "Horns", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Horns)]{Horns}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d4", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 1293750, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "9rysV6GGeF7eFEoy", - "name": "Fleet-Footed", - "type": "edge", - "data": { - "description": "
\n

The hero’s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is increased by +2 and his @Compendium[swade-core-rules.swade-rules.Movement]{Course} increases one step (from d6 to d8, for example)

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice, Agility d6+" - } - }, - "sort": 1993750, - "flags": { - "cf": { - "id": "temp_e7eeiuu1uj", - "path": "Edges#/CF_SEP/Background Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "SkSCegR4ekilvBBl", - "name": "Spear", - "type": "weapon", - "data": { - "description": "
\n

@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1. @Compendium[swade-core-rules.swade-rules.Parry]{Parry} +1 if used @Compendium[swade-core-rules.swade-rules.Two Hands]{two-handed}

\n
", - "notes": "Reach 1. Parry +1 if used two-handed", - "additionalStats": {}, - "quantity": 1, - "weight": 3, - "price": 100, - "equippable": true, - "equipped": false, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Athletics", - "skillMod": "", - "dmgMod": "", - "additional": { - "aryl7v6r72": { - "name": "Athletics (throwing)", - "type": "skill", - "rof": null, - "skillMod": "", - "skillOverride": "Athletics", - "shotsUsed": null - } - } - }, - "damage": "@str+d6", - "range": "3/6/12", - "rof": "1", - "ap": "0", - "minStr": "d6", - "shots": "0", - "currentShots": "0" - }, - "sort": 1193750, - "flags": { - "core": { - "sourceId": "Item.nxQ7g0GpAyWzfSNq" - }, - "cf": { - "id": "temp_rz46r8sengj", - "path": "Equipment#/CF_SEP/Personal Weapons#/CF_SEP/Melee Weapons, Medieval", - "color": "#000000" - } - }, - "img": "modules/swade-core-rules/assets/art/equipment/weapons/Spear.webp", - "effects": [] - }, - { - "_id": "agW0CoAoZ5HLPil7", - "name": "Leather Armor", - "type": "armor", - "data": { - "description": "

Heavy winter clothing, supple leather armor, soft hides.

", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 5, - "price": 20, - "equippable": true, - "equipped": false, - "minStr": "d4", - "armor": 1, - "isNaturalArmor": false, - "locations": { - "head": false, - "torso": true, - "arms": true, - "legs": false - } - }, - "sort": -200000, - "flags": { - "core": { - "sourceId": "Item.OyKaO8iUxeIWldyd" - } - }, - "img": "systems/swade/assets/icons/armor.svg", - "effects": [] - } - ] - }, - { - "id": "Mule", - "name": "Mule", - "description": "
\n

Croisement entre l’âne et le cheval, les mules sont utilisées pour porter de lourdes charges ou tirer des chariots.

\n

Le meneur est encouragé à lui donner une personnalité, comme tout animal de compagnie.

\n

Capacités spéciales :

\n
    \n
  • Entêtée: inflige -1 en @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} à son cavalier.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2: Une mule est une créature solide pesant en-viron 500 kg.
  • \n
\n
", - "items": [ - { - "_id": "NSXab2mvCxWyAK18", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "GLUvtelCkBEFFRu0", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "WYTRXIvsgjccZM5a", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "jxJexgwhheGdHOLJ", - "name": "Kick", - "type": "weapon", - "data": { - "description": "", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str", - "range": "", - "rof": "1", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Ogre", - "name": "Ogre", - "description": "
\n

Les ogres sont parents des orques et des géants mineurs. Ils sont parfois adoptés par les clans orques qui apprécient leur sauvagerie et leur force et s’en servent comme alliés dociles contre leurs ennemis.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Résilient}: +1 Blessure avant @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2: La plupart des ogres font dans les 2,5 m, avec une grosse bedaine et des membres massifs.
  • \n
\n

 

\n
", - "items": [ - { - "_id": "1cpmKIChlmWyroYY", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Bnva8nhwHPxXc4Ik", - "name": "★ Common Knowledge", - "type": "skill", - "data": { - "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "AJm34fcpGUZ04yil", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "zVdxpJyM5aEUxtty", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "GAfd08JyMiVyZxmd", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 800000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "2mGb7fwNCuKeq9sO", - "name": "★ Persuasion", - "type": "skill", - "data": { - "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1000000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "KqYNjJlVirRgRsWB", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 900000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "ZImAyOYR7pZ1ltFT", - "name": "Massive Club", - "type": "weapon", - "data": { - "description": null, - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d8", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "IpA0wcUT9MayjOAa", - "name": "Brute", - "type": "edge", - "data": { - "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice, Strength d6+, Vigor d6+" - } - }, - "sort": 1100000, - "flags": { - "cf": { - "id": "temp_e7eeiuu1uj", - "path": "Edges#/CF_SEP/Background Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "kHeFDShZzIpCZxvZ", - "name": "Sweep", - "type": "edge", - "data": { - "description": "
\n

Sweep allows a character to make a single @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack and apply it against all targets in his @Compendium[swade-core-rules.swade-rules.Reach]{Reach} at a -2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit.

\n

A fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice, Strength d8+" - } - }, - "sort": 1200000, - "flags": { - "cf": { - "id": "temp_gzpqja0fexk", - "path": "Edges#/CF_SEP/Combat Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "5Mh9lQLEFhYBrHVC", - "name": "Thick Hides", - "type": "armor", - "data": { - "description": null, - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 5, - "price": 20, - "equippable": true, - "equipped": true, - "minStr": "d4", - "armor": 1, - "isNaturalArmor": false, - "locations": { - "head": false, - "torso": true, - "arms": true, - "legs": false - } - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.OyKaO8iUxeIWldyd" - } - }, - "img": "systems/swade/assets/icons/armor.svg", - "effects": [] - } - ] - }, - { - "id": "Orc", - "name": "Orc", - "description": "
\n

Les orques sont des humanoïdes à peau verte et à l’apparence porcine avec leurs groins et parfois même des défenses. De nature ignoble, ils sont de plus impitoyables et font rarement des prisonniers.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}: réduit de moitié les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} pour attaquer une cible chaude..
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Un orque est légèrement plus imposant qu’un humain.
  • \n
\n
", - "items": [ - { - "_id": "NKuich6CkLMStd7t", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1200001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "KCQjksxbgAVR1hFw", - "name": "★ Common Knowledge", - "type": "skill", - "data": { - "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1300001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "YgPXwBc3Wn4Oyhor", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1400001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "cRD0RwtWZ5JCrhnz", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1500001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "lprhwDYYUDmnpk1Z", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1900001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "BPeoDv0XynPXnKDk", - "name": "★ Persuasion", - "type": "skill", - "data": { - "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1600001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "F6IJPgCTROvnK1o6", - "name": "Shooting", - "type": "skill", - "data": { - "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2000001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Lke8eZLaktuJZ5MJ", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1800001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "VL6OJIrsKATmwAJs", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1700001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "MyVfl8AGutTXG5ka", - "name": "Leather Armor", - "type": "armor", - "data": { - "description": null, - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 2, - "price": 0, - "equippable": true, - "equipped": true, - "minStr": "Leather Armor", - "armor": 1, - "isNaturalArmor": false, - "locations": { - "head": false, - "torso": true, - "arms": false, - "legs": false - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/armor.svg", - "effects": [] - }, - { - "_id": "I2byGw2V6owLjeD1", - "name": "Scimitar", - "type": "weapon", - "data": { - "description": null, - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d8", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "hmZv4WMRcqwTJOR0", - "name": "Brute", - "type": "edge", - "data": { - "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice, Strength d6+, Vigor d6+" - } - }, - "sort": 1100001, - "flags": { - "core": { - "sourceId": "Item.S8PkWjixmNUAGcUU" - }, - "cf": { - "id": "temp_e7eeiuu1uj", - "path": "Edges#/CF_SEP/Background Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - } - ] - }, - { - "id": "Orc, Chieftain", - "name": "Orc, chef de clan", - "description": "
\n

Le chef d’un clan orque est toujours le plus bestial et féroce du groupe. Ces chefs possèdent souvent un ou deux objets magiques dans les univers où de tels objets sont relativement communs.

\n

Note:

\n

Les chefs ont une @Compendium[swade-core-rules.swade-rules.Characters]{parade} de 7 lorsqu'ils manient une grande hache.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}: réduit de moitié les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} pour attaquer une cible chaude.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1:Un orque est légèrement plus imposant qu’un humain.
  • \n
\n
", - "items": [ - { - "_id": "yKX6TX07XbYtN7mS", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "UpQmkHABzSpaH8S7", - "name": "★ Common Knowledge", - "type": "skill", - "data": { - "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "EAUKWbZHuqKKX4KR", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 12, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "O1xwBuP5Ed8dryeB", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 800000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "iE7TupXW004G4K5E", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1100000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "RQWfjrIvxyErZjbc", - "name": "★ Persuasion", - "type": "skill", - "data": { - "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 6, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "3xTtVNhzjpE4e5J2", - "name": "Shooting", - "type": "skill", - "data": { - "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "XFGJdZzc1MtsbwVp", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "ei98I3B0TPrHTUlL", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 900000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "rYPioagBIyN3PERw", - "name": "Plate Corselet", - "type": "armor", - "data": { - "description": "
\n

Heavy steel armor made with “plates” of metal.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 30, - "price": 0, - "equippable": true, - "equipped": true, - "minStr": "Plate Corselet", - "armor": 4, - "isNaturalArmor": false, - "locations": { - "head": false, - "torso": true, - "arms": false, - "legs": false - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/armor.svg", - "effects": [] - }, - { - "_id": "b9VEwNHjutfzqvuY", - "name": "Chain Arms and Legs", - "type": "armor", - "data": { - "description": "
\n

Chain, splint, metal scale, ring mail, samurai armor.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "minStr": "", - "armor": 3, - "isNaturalArmor": false, - "locations": { - "head": false, - "torso": false, - "arms": true, - "legs": true - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/armor.svg", - "effects": [] - }, - { - "_id": "tLXyq7uXrloDwGu0", - "name": "Brute", - "type": "edge", - "data": { - "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice, Strength d6+, Vigor d6+" - } - }, - "sort": 1300000, - "flags": { - "cf": { - "id": "temp_e7eeiuu1uj", - "path": "Edges#/CF_SEP/Background Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "ZVWYsJkU8pmHcCjt", - "name": "Sweep", - "type": "edge", - "data": { - "description": "
\n

Sweep allows a character to make a single @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack and apply it against all targets in his @Compendium[swade-core-rules.swade-rules.Reach]{Reach} at a -2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit.

\n

A fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice, Strength d8+" - } - }, - "sort": 1000000, - "flags": { - "cf": { - "id": "temp_gzpqja0fexk", - "path": "Edges#/CF_SEP/Combat Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "3djXoyjmyQV30CGr", - "name": "Axe, Great", - "type": "weapon", - "data": { - "description": "
\n

@Compendium[swade-core-rules.swade-rules.Parry]{Parry} –1, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}

\n
", - "notes": "Parry –1, two hands", - "additionalStats": {}, - "quantity": 1, - "weight": 7, - "price": 400, - "equippable": true, - "equipped": false, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": { - "kwepx6kqhf": { - "name": "One-handed", - "type": "skill", - "rof": null, - "skillMod": "-4", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "@str+d10", - "range": "", - "rof": "0", - "ap": "2", - "minStr": "d10", - "shots": "0", - "currentShots": "0" - }, - "sort": 50000, - "flags": { - "core": { - "sourceId": "Item.fHszncdsIT8YeQQ9" - }, - "cf": { - "id": "temp_rz46r8sengj", - "path": "Equipment#/CF_SEP/Personal Weapons#/CF_SEP/Melee Weapons, Medieval", - "color": "#000000" - } - }, - "img": "modules/swade-core-rules/assets/art/equipment/weapons/melee-medieval-greataxe.webp", - "effects": [ - { - "_id": "3XgMLMWoNmxJeFKH", - "flags": {}, - "changes": [ - { - "key": "data.stats.parry.modifier", - "value": -1, - "mode": 2 - } - ], - "disabled": false, - "duration": { - "startTime": null, - "seconds": null, - "rounds": null, - "turns": null, - "startRound": null, - "startTurn": null - }, - "icon": "modules/swade-core-rules/assets/art/equipment/weapons/melee-medieval-greataxe.webp", - "label": "Great Axe Parry Penalty", - "tint": "", - "transfer": true - } - ] - } - ] - }, - { - "id": "Raptor (Birds of Prey)", - "name": "Oiseau de proie", - "description": "
\n

Les aigles, faucons et autres grands oiseaux de proie entrent dans cette catégorie..

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{vol}: Ils ont une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 48m.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −3 (Tres petit): Les rapaces sont légers et mesurent environ 60 cm.
  • \n
\n
", - "items": [ - { - "_id": "yvAFOT58qkR6QLJP", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "4VqQmyANKIqEUn5v", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "82tQNrFJdswpjAEa", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 10, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Cn2DgX4u5SVBm4SP", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "21v7Dh8rXiMBXAdM", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "oZfxqtlBM6Otj9vP", - "name": "Bite/Claws", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d4", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Shark", - "name": "Requin", - "description": "
\n

Ces caractéristiques sont valables pour les requins tigres, les requins gris et autres de taille similaire.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 10.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Cette créature pèse environ 250 kg.
  • \n
\n
", - "items": [ - { - "_id": "J56OneQrwKg8jsXs", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "mSt6HVn5KsPTGNEv", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "VtMo6ZW1bd34xwJF", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 12, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "J4oYpWafZKrxeRJy", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "jBYWBd7NQqx8Izbz", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "ikc2t3YYPOkNXxgz", - "name": "Bite", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d6", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Shark, Bull", - "name": "Requin-bouledogues", - "description": "
\n

Ces caractéristiques sont valables pour les requins-bouledogues qui ont For d10.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 10.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Cette créature pèse environ 250 kg.
  • \n
\n
", - "items": [ - { - "_id": "J56OneQrwKg8jsXs", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "mSt6HVn5KsPTGNEv", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "VtMo6ZW1bd34xwJF", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 12, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "J4oYpWafZKrxeRJy", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "jBYWBd7NQqx8Izbz", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "ikc2t3YYPOkNXxgz", - "name": "Bite", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d6", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Shark, Great White", - "name": "Grand Requin blanc", - "description": "
\n

Les grands blancs font en général entre 5,5 m et 7,5 m de long.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: @Compendium[swade-core-rules.swade-rules.Movement]{Allure}.10
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Robuste}: Pas de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} si @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} deux fois.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 4 (Large): Les grands blancs font en général entre 5,5 m et 7,5 m de long.
  • \n
\n
", - "items": [ - { - "_id": "y4rBRNO48p80BRrE", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "TKbsQRQuSLxWAhte", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "uOEm5LscymaIPbGW", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 12, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "rcaWCOlXUEz44O7C", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 12, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "RL26tC5hyqROlyfN", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "3fXJUdMW7qQWJoDc", - "name": "Bite", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d8", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Skeleton", - "name": "Squelette", - "description": "
\n

Ces morts-vivants n’ont plus que des lambeaux de peau sur les os ce qui les rend plus rapides que les zombis encore couverts de chairs putréfiées. On les rencontre parfois au sein d’armées dirigées par de vils nécromanciens.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Peur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort-vivant}: Résistance +2, annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} +2, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poison}.
  • \n
\n
", - "items": [ - { - "_id": "Z4jLwklbnjgp4Jn2", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "DkJZVR0yp2IGbWTg", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "PPt3yl8tGHWWZIZr", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "drhSqrMwxEnonRne", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "GBS1UsfOeymcild1", - "name": "Shooting", - "type": "skill", - "data": { - "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 800000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "JEOvp7eM2Sm5DluH", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "T98lgEhrkkJYbcTH", - "name": "Claws", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d4", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "MIXOZbR2okXWWnG1", - "name": "Varies", - "type": "gear", - "data": { - "description": "

No description or reference provided.

", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1 - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/gear.svg", - "effects": [] - } - ] - }, - { - "id": "Snake, Constrictor", - "name": "Serpent constricteur", - "description": "
\n

Les serpents dans le monde réel sont rarement agressifs à moins d’être acculés ou effrayés. Ils n’en demeurent pas moins iconiques des aventures de fiction.

\n

Pythons, boas constricteurs et autres serpents de plus de 5 m de long.

\n

Capacités spéciales :

\n
    \n
  • Constriction: +2 à l'@Compendium[swade-core-rules.swade-rules.Traits]{Athlétisme} et à la @Compendium[swade-core-rules.swade-rules.Traits]{Force} pour les jets d'@Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade}.
  • \n
\n
", - "items": [ - { - "_id": "AXhDSgrpj1pBS53W", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "kFRuPWNHOb6p13yh", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "SLhqwjUWaqhswI5w", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "HdG5n15PUL2A0naX", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "cyWHgkvq9u99lEIm", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "0PeQ8azYsqclb8l3", - "name": "Bite", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str", - "range": "", - "rof": "1", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Snake, Venomous", - "name": "Serpent venimeux", - "description": "
\n

Les serpents dans le monde réel sont rarement agressifs à moins d’être acculés ou effrayés. Ils n’en demeurent pas moins iconiques des aventures de fiction.

\n

Ces caractéristiques valent pour les cobras et les serpents de taille moyenne au poison extrêmement mortel.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison}: au choix du MJ (voir p. 120) pour les @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} −3 (Tres petit): La plupart des serpents venimeux mesurent entre 20 et 40cm de longueur, mais seulement quelques centimètres d'épaisseur
  • \n
\n
", - "items": [ - { - "_id": "eViH6822Nim9F7Jm", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "6kaSatrLZUDdG0Fh", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "7lSf7KCsWYpEJtFx", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 12, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "nxaxcVwkempigtqX", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "jwLSnSqxqiWraXf4", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "9GnltxOCuZ0s64yp", - "name": "Bite", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+2", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "jyzfr9oIUSEMIrNN", - "name": "Quick", - "type": "edge", - "data": { - "description": "
\n

Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} of Five or lower, you may discard it and draw again until you get a card higher than Five.

\n

@Compendium[swade-core-rules.swade-rules.Characters]{Characters} with both the @Compendium[swade-core-rules.swade-edges.Level Headed]{Level Headed} and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice, Agility d8+" - } - }, - "sort": 700000, - "flags": { - "cf": { - "id": "temp_e7eeiuu1uj", - "path": "Edges#/CF_SEP/Background Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - } - ] - }, - { - "id": "Soldier", - "name": "Soldat", - "description": "
\n

Soldats de base, miliciens ou n’importe quels fantassins ayant une formation militaire de base, ils servent bien souvent de troupes à des personnages plus puissants. N’hésitez pas à les modifier pour les adapter au rôle voulu.

\n
", - "items": [ - { - "_id": "DU6UW3qnUPDcdZLc", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "pG7D49TdrCZlZ2O2", - "name": "★ Common Knowledge", - "type": "skill", - "data": { - "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "nZsmg0qND3eitMpp", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "eruG8qPfoGd9R768", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "C6xiXhbv5m1ohYTE", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 800000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "XPQ9Hbu0JgAX7WL4", - "name": "★ Persuasion", - "type": "skill", - "data": { - "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "p45Kss4JM5cYa4sC", - "name": "Shooting", - "type": "skill", - "data": { - "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 900000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "tOYQUCDzQY0Mqiyz", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1000000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "I68PUIg2zYDOVgx4", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "qUYQfaLcahiIOWzF", - "name": "Soldier", - "type": "edge", - "data": { - "description": "
\n

Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} as one die type higher when determining @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} to use armor, weapons, and equipment without a penalty. (This stacks with the @Compendium[swade-core-rules.swade-edges.Brawny]{Brawny} Edge.)

\n

They also get a free reroll on @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls made to survive environmental hazards (see @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards}).

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice, Strength d6+, Vigor d6+" - } - }, - "sort": 1100000, - "flags": { - "cf": { - "id": "temp_m323jalj7n", - "path": "Edges#/CF_SEP/Professional Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "paoVi4mG1rYMeGA2", - "name": "Varies", - "type": "gear", - "data": { - "description": "
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": false, - "mods": 1 - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/gear.svg", - "effects": [] - }, - { - "_id": "VAdccMRYdtYMTy2V", - "name": "Gun", - "type": "weapon", - "data": { - "description": "", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "jxy4gl5kjl": { - "name": "Single Shot", - "type": "skill", - "rof": 1, - "skillMod": "+2", - "skillOverride": "", - "shotsUsed": 1 - } - } - }, - "damage": "", - "range": "", - "rof": "1", - "ap": "0", - "minStr": "", - "shots": "10", - "currentShots": "10" - }, - "sort": 1200000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Soldier, Experienced", - "name": "Soldat expérimenté", - "description": "
\n

Soldats de base, miliciens ou n’importe quels fantassins ayant une formation militaire de base, ils servent bien souvent de troupes à des personnages plus puissants. N’hésitez pas à les modifier pour les adapter au rôle voulu.

\n
", - "items": [ - { - "_id": "DU6UW3qnUPDcdZLc", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "pG7D49TdrCZlZ2O2", - "name": "★ Common Knowledge", - "type": "skill", - "data": { - "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "nZsmg0qND3eitMpp", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "eruG8qPfoGd9R768", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "C6xiXhbv5m1ohYTE", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1000000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "XPQ9Hbu0JgAX7WL4", - "name": "★ Persuasion", - "type": "skill", - "data": { - "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 800000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "p45Kss4JM5cYa4sC", - "name": "Shooting", - "type": "skill", - "data": { - "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 8, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "tOYQUCDzQY0Mqiyz", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "agility", - "die": { - "sides": 6, - "modifier": "0" - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1100000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "I68PUIg2zYDOVgx4", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 900000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "qUYQfaLcahiIOWzF", - "name": "Soldier", - "type": "edge", - "data": { - "description": "
\n

Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} as one die type higher when determining @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} to use armor, weapons, and equipment without a penalty. (This stacks with the @Compendium[swade-core-rules.swade-edges.Brawny]{Brawny} Edge.)

\n

They also get a free reroll on @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls made to survive environmental hazards (see @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards}).

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice, Strength d6+, Vigor d6+" - } - }, - "sort": 1200000, - "flags": { - "cf": { - "id": "temp_m323jalj7n", - "path": "Edges#/CF_SEP/Professional Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "0UHfnvFaaXHnunyL", - "name": "Varies", - "type": "gear", - "data": { - "description": "
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": false, - "mods": 1 - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/gear.svg", - "effects": [] - }, - { - "_id": "BUb9N74L7ji3Ip7E", - "name": "Any two additional Combat Edges", - "type": "edge", - "data": { - "description": "
\n

Choose any two additional @Compendium[swade-core-rules.swade-rules.Edges]{Combat Edges}.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "" - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - } - ] - }, - { - "id": "Spider, Giant", - "name": "Araignée géante", - "description": "
\n

Les araignées géantes font la taille de gros chiens et vivent en nid de 1d6 + 2 arachnides. Elles chassent fréquemment en groupe quand les proies viennent à manquer.

\n

Leur repaire jonché des os et trésors de leurs victimes procure souvent un riche butin aux braves s’y aventurant.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison} (−4): Généralement @Compendium[swade-core-rules.swade-rules.Poison]{modéré} ou @Compendium[swade-core-rules.swade-rules.Poison]{létal}(voir p. 120).
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −1:De la taille d'un chien.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Wall Walker)]{Adhérence}: Les créatures bougent à leur pleinne @Compendium[swade-core-rules.swade-rules.Movement]{Allure} sur les murs et les plafonds ! Beurk !
  • \n
\n
", - "items": [ - { - "_id": "rkeniIOF56bDPSa8", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "fc0CsGicJ8tewpQw", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "DKohaeCneDm9DW09", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "IPNCsAH6FBj2lx4r", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "7aiCdCnOWNqeVEeh", - "name": "Shooting", - "type": "skill", - "data": { - "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 900000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "wCiNZo95LzQeus43", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "2TR5AE3Xpbeu5Vb0", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 800000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Ea39PsTpEcUdIg2L", - "name": "Bite", - "type": "weapon", - "data": { - "description": "

No description or reference provided.

", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d4", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "gkv1iUMV2Qm5jPrx", - "name": "Webbing", - "type": "weapon", - "data": { - "description": "
\n

The spiders can cast webs from their thorax that are the size of @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Templates}. This is a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll with a @Compendium[swade-core-rules.swade-rules.Range]{Range} of 6″. A hit means the victim is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}, or @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound} with a raise.

\n
", - "notes": "Small Blast Template", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "", - "range": "6", - "rof": "1", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Summon Ally: Attendant", - "name": "Convocation d'allié: Serviteur", - "description": "
\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}: +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
\n
", - "items": [ - { - "_id": "9OnwZJgcVuBhf3SU", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "knB5VqEkjZGI5npp", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "ns1izEDodoWmEAsx", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "bqj8HJjou2sDgVFW", - "name": "Shooting", - "type": "skill", - "data": { - "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "R4QdaAkIDSOQ2zai", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "A913gejqP6lvbIam", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "0LsJ55pZ2oOk1DUD", - "name": "Griffes", - "type": "weapon", - "data": { - "description": "
\n

 

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d4", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Summon Ally: Bodyguard", - "name": "Summon Ally: Garde du corps", - "description": "
\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}: +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
\n
", - "items": [ - { - "_id": "pgBggVRmxmscLMro", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "6BIgGZb22t83vkVJ", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Lw553baJrEcRHgca", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "gUg5OIQugH8Qar7d", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "FHXECuenR5vSdvJY", - "name": "Shooting", - "type": "skill", - "data": { - "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "MPeaLwpTgF8XEXHU", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1000000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Hk8p3tCabua3LRxm", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 800000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "VxPVCaxej4aDZxwh", - "name": "Armure +2", - "type": "armor", - "data": { - "description": "
\n

Peau renforcée.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "minStr": "", - "armor": 2, - "isNaturalArmor": true, - "locations": { - "head": true, - "torso": true, - "arms": true, - "legs": true - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/armor.svg", - "effects": [] - }, - { - "_id": "FvfPoVVQAkcYJTvr", - "name": "Arme de mêlée", - "type": "weapon", - "data": { - "description": "
\n

 

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d6", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "J5BmWgsIqDpd3ez5", - "name": "First Strike", - "type": "edge", - "data": { - "description": "
\n

Once per round, as long as he’s not @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}, the hero gets a free @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack against a foe immediately after he moves into @Compendium[swade-core-rules.swade-rules.Reach]{Reach}. (See @Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks})

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice, Agility d8+" - } - }, - "sort": 900000, - "flags": { - "cf": { - "id": "temp_gzpqja0fexk", - "path": "Edges#/CF_SEP/Combat Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - } - ] - }, - { - "id": "Summon Ally: Sentinel", - "name": "Summon Ally: Sentinelle", - "description": "
\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}: +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2: haute de 2m40 et trapue.
  • \n
\n
", - "items": [ - { - "_id": "V1ntFnQcdg4Qquci", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "2u6qogqcotjCBu6B", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "MjezVLH75e5JzCih", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "y6rFRuJsJ0EIq5kQ", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "34aDTm6BdmRHqWHW", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "DfMjiZ7qDgJ691tM", - "name": "Armure +4", - "type": "armor", - "data": { - "description": "
\n

Peau pierreuse.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "minStr": "", - "armor": 4, - "isNaturalArmor": true, - "locations": { - "head": true, - "torso": true, - "arms": true, - "legs": true - } - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/armor.svg", - "effects": [] - }, - { - "_id": "b6vZnSeNRuz5KEdf", - "name": "Arme de mêlée", - "type": "weapon", - "data": { - "description": "
\n

 

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d8", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "eccEXn1Q3MUetjt5", - "name": "Arcane Resistance", - "type": "edge", - "data": { - "description": "

Magic and the supernatural hold little sway with this individual. Whether by nature, heritage, or training he’s particularly resistant to magic, psionics, weird science, and other supernatural energies.

\n

Arcane skills targeting the hero suffer a -2 penalty (even if cast by allies!) and magical damage is reduced by 2 as well.

", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice, Spirit d8+" - } - }, - "sort": 900000, - "flags": { - "cf": { - "id": "temp_e7eeiuu1uj", - "path": "Edges#/CF_SEP/Background Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "bqe4JkbVYpjzNlVw", - "name": "Sweep (Imp).", - "type": "edge", - "data": { - "description": "

No description or reference provided.

", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "" - } - }, - "sort": 800000, - "flags": {}, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - } - ] - }, - { - "id": "Swarm", - "name": "Essaim", - "description": "
\n

Parfois les ennemis les plus mortels sont de taille très réduite. Un essaim composé de quelques dizaines à quelques milliers d'individus (fourmis, guêpes, rats, etc.) est traité comme une créature recouvrant un Gabarit @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit grand, moyen ou petit} se déplaçant puis attaquant chaque round tout ce qui s’y trouve. (sauf si @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}). Quand un essaim est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} il disparait.

\n

Faute d'intelligence, il ne fait rien d'autre (pas de @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}, ni autres types de @Compendium[swade-core-rules.swade-rules.Test]{Test}.

\n

Capacités spéciales :

\n
    \n
  • Division: certains essaims peuvent se diviser en deux essaims plus petits lorsqu’ils subissent une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} (au choix du MJ). Réduisez le @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit} d’une taille en cas de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, un Petit essaim étant détruit.
  • \n
  • Essaim: annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} +2, @Compendium[swade-core-rules.swade-rules.Characters]{Parrade} +2. mmunisé aux armes perforantes ou tranchantes, subit les @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Zones d’effet} et le Piétinement (Force dégâts). Peut parfois être déjoué en s'immergeant totalement (insectes, oiseaux).
  • \n
\n
", - "items": [ - { - "_id": "yZfHJAWfXLSK5Vex", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "luCqilzFsdsZ1BqB", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "GwS74iruuUX18Ogq", - "name": "Bite or Sting", - "type": "weapon", - "data": { - "description": "
\n

Swarms inflict hundreds of tiny bites or stings every round, hitting automatically (unless @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}) and causing 2d4 damage to everyone in the template at the end of their turn. Damage is applied to the least armored location (those in completely sealed suits are immune).

\n
", - "notes": "Small, Medium or Large Blast Template", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "2d4", - "range": "", - "rof": "1", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Troll", - "name": "Troll", - "description": "
\n

Les trolls des légendes sont d’effrayantes créatures carnivores habitant dans de profondes forêts, sous les ponts ou dans des cavernes cachées dans les montagnes.

\n

es jeux et les récits récents leur ont rajouté une faculté de régénération et une faiblesse au feu. Les caractéristiques ci-dessous reflètent ces deux origines.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Régénération}: @Compendium[swade-core-rules.swade-rules.Healing]{Guérison naturelle} haque round même @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} sauf pour les @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} provoquées par le feu ou cautérisées par la suite.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Résilient}: +1 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} avant @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Les trolls sont de grandes créatures élancées.
  • \n
\n
", - "items": [ - { - "_id": "O4lRg1iWsDX9RcUJ", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 4100000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "ksDd968MAG8grO74", - "name": "★ Common Knowledge", - "type": "skill", - "data": { - "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 4200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Nr62VhqOv4Cbf1oj", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 4300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "VV8NWZuxXGyyLXnM", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 4400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "3lmjNQd7NZe7wxDD", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 4800000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Dec90GdxGGW5jl8l", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 4500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "fGHjeTxU2CUrrxgo", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 4600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "oDSp0qEMcNvQelub", - "name": "Armor +1", - "type": "armor", - "data": { - "description": "
\n

Rubbery hide.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "minStr": "", - "armor": 1, - "isNaturalArmor": true, - "locations": { - "head": true, - "torso": true, - "arms": true, - "legs": true - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/armor.svg", - "effects": [] - }, - { - "_id": "pL2x9LbLq1VztxAG", - "name": "Bite/Claws", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d4", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "o8fzCkhBkk1H4H70", - "name": "Spiked Club", - "type": "weapon", - "data": { - "description": "
\n

Similar to @Compendium[swade-core-rules.swade-equipment.Club, Heavy]{Club, Heavy} but bigger and spikier.

\n
", - "notes": "Used by trolls.", - "additionalStats": {}, - "quantity": 1, - "weight": 7, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d8", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "d8", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "F6AMx9cqnp3sU0Sq", - "name": "Brute", - "type": "edge", - "data": { - "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Novice, Strength d6+, Vigor d6+" - } - }, - "sort": 4700000, - "flags": { - "cf": { - "id": "temp_e7eeiuu1uj", - "path": "Edges#/CF_SEP/Background Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "6AdOqk7y2fwThxzn", - "name": "Improved Sweep", - "type": "edge", - "data": { - "description": "
\n

Improved Sweep allows a character to make a single @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack and apply it against all targets in his @Compendium[swade-core-rules.swade-rules.Reach]{Reach} (friends and foes alike). Resolve damage separately for each enemy that’s hit.

\n

A fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Veteran, Sweep" - } - }, - "sort": 4000000, - "flags": { - "core": { - "sourceId": "Item.FwR0OT6h2qOboRGH" - }, - "cf": { - "id": "temp_gzpqja0fexk", - "path": "Edges#/CF_SEP/Combat Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - } - ] - }, - { - "id": "Vampire", - "name": "Vampire", - "description": "
\n

Les buveurs de sang des contes sont courants dans de nombreux jeux fantastiques. Voici des ca-ractéristiques pour un vampire relativement jeune. Pour des vampires plus faibles, ignorez la @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerabilit)]{Invulnérabilité} Compétences spéciales.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnérabilité}: Peut être @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} mais pas @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessé} sauf Point faible.
  • \n
  • Infection: Quiconque est tué par un vampire a 50 % de chances de devenir un vampire au bout de 1d4 jours.
  • \n
  • Mort-vivant : +2 @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}; +2 annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessure}, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux maladies et aux poisons.
  • \n
  • Point faible (symbole religieux): Succès d'Âme contre Âme requis pour attaquer directement le porteur d’un symbole religieux.
  • \n
  • Point faible (eau bénite) : +1 Fatigue si aspergé, se consume si immergé (cf. lumière du soleil).
  • \n
  • Point faible (invité): ne peut pénétrer une habitation privée sans y être invité. Peuvent pénétrer les lieux publics sans problème.
  • \n
  • Point faible (pieu dans le coeur): dégâts normaux pour @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées} au coeur (-4) et tombe en poussière sur Échec de @Compendium[swade-core-rules.swade-rules.Traits]{Vigeur} contre les dégâts.
  • \n
  • Point faible (lumière du soleil) : subit 2d4 de dégâts par round en se consumant aux rayons du soleil. L'@Compendium[swade-core-rules.swade-powers.Armor]{Armure} protège normalement.
  • \n
\n
", - "items": [ - { - "_id": "QzJLRQH42Ko7sD4P", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "MdUBvBKzgYtIovq7", - "name": "★ Common Knowledge", - "type": "skill", - "data": { - "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "FxXeE4cP7QvOlMDk", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "LCJSKqSY0O71CF3R", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "6ILi1ziBFQuTg2xo", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 900000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "QOL2idzkeWF2bUNZ", - "name": "★ Persuasion", - "type": "skill", - "data": { - "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "DDFyATQtsSQL7m2O", - "name": "Shooting", - "type": "skill", - "data": { - "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1000000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "5ub2TOc9BV76ctFu", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 1100000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "GUe6hyPo0qznB5rF", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "j2We2fwAMeUdOcJ1", - "name": "Bite/Claws", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d4", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "hGIvCHRUkodjggSj", - "name": "Frenzy", - "type": "edge", - "data": { - "description": "
\n

A character with Frenzy rolls a second @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Seasoned, Fighting d8+" - } - }, - "sort": 1200000, - "flags": { - "cf": { - "id": "temp_gzpqja0fexk", - "path": "Edges#/CF_SEP/Combat Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "KSRrccrZMtuqN37A", - "name": "Level Headed", - "type": "edge", - "data": { - "description": "
\n

Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws an additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} in combat and chooses which to use.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Seasoned, Smarts d8+" - } - }, - "sort": 800000, - "flags": { - "cf": { - "id": "temp_gzpqja0fexk", - "path": "Edges#/CF_SEP/Combat Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - } - ] - }, - { - "id": "Vampire, Ancient", - "name": "Vampire, Ancient", - "description": "
\n

Voici les caractéristiques standards pour des vampires un peu moins forts que le légendaire Dracula, mais bien supérieurs aux buveurs de sang à peine sortis de la tombe. Le MJ peut ajouter d’autres @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} pour refléter le passé du vampire qu’il désire créer.

\n

Capacités spéciales :

\n
    \n
  • Transformation: se transforme en loup ou chauve-souris sur Succès @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} -2. Reprend forme humaine sur Succès @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}.
  • \n
  • Charme: @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} d10, 10 cases, jusqu'à nouvelle cible. @Compendium[swade-core-rules.swade-powers.Puppet]{Marionnette} : sur Succès, contrôle total d'une cible ayant une attirance pour lui (selon le MJ). Ils peuvent lancer et maintenir le pouvoir indéfiniment, mais ne peuvent affecter qu'une seule cible à la fois.
  • \n
  • Enfants de la nuit : peut invoquer et contrôler 1d6 loups ou 1d6 @Compendium[swade-core-rules.swade-bestiary.Swarm]{Essaim}) de rats sur Succès @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} –2. Ils arrivent de la nature environnante en 1d6 + 2 rounds.s.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnerabilité}: peut être @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} mais pas @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessé} sauf Point faible.
  • \n
  • Brume: se transforme en brume ou reprend forme humaine en une action sur Succès d'@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} -2.
  • \n
  • Infection : Quiconque est tué par un vampire a 50 % de chances de devenir un vampire au bout de 1d4 jours.
  • \n
  • Mort-vivant : +2 @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}; +2 annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessure}, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux maladies et aux poisons.
  • \n
  • Point faible (symbole religieux): Succès d'Âme contre Âme requis pour attaquer directement le porteur d’un symbole religieux.
  • \n
  • Point faible (eau bénite) : +1 Fatigue si aspergé, se consume si immergé (cf. lumière du soleil).
  • \n
  • Point faible (invité): ne peut pénétrer une habitation privée sans y être invité. Peuvent pénétrer les lieux publics sans problème.
  • \n
  • Point faible (pieu dans le coeur): dégâts normaux pour @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées} au coeur (-4) et tombe en poussière sur Échec de @Compendium[swade-core-rules.swade-rules.Traits]{Vigeur} contre les dégâts.
  • \n
  • Point faible (lumière du soleil) : subit 2d4 de dégâts par round en se consumant aux rayons du soleil. L'@Compendium[swade-core-rules.swade-powers.Armor]{Armure} protège normalement.
  • \n
\n
", - "items": [ - { - - "_id": "KdkbqjBMh3DyezrM", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "PZB3VFFzemTd5x9e", - "name": "★ Common Knowledge", - "type": "skill", - "data": { - "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2800000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "7rOsqMEkJnw1xaHm", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 2900000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "CGujsjmxfJVwQtPn", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 12, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3000000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "1N3EdUm2ZhBYVvee", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "56MZ7raHERYwVJAK", - "name": "★ Persuasion", - "type": "skill", - "data": { - "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 12, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3100000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "oyKGCjDjcxFHmbLX", - "name": "Shooting", - "type": "skill", - "data": { - "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "GUyMogkjnOK7kUQe", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Qql6Si4NXYPSrBUJ", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "55EYZr0gf7T4te6f", - "name": "Bite/Claws", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d4", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "5k0g5R77iPHuHNDE", - "name": "Improved Frenzy", - "type": "edge", - "data": { - "description": "
\n

The fighter rolls an extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with up to two Fighting attacks in the same turn

\n

Example

\n

Red desperately attacks a giant crab-like creature on an alien planet. She has Improved Frenzy and decides to attack three times (a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} at the usual penalty). She rolls her Fighting skill with an extra die for her first attack and second attack. She doesn’t get the extra die on her third Fighting roll.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Veteran, Frenzy" - } - }, - "sort": 1900000, - "flags": { - "core": { - "sourceId": "Item.RBpY2yIpaSy6B6vH" - }, - "cf": { - "id": "temp_gzpqja0fexk", - "path": "Edges#/CF_SEP/Combat Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - }, - { - "_id": "KE4XDbGWrxU1jB62", - "name": "Level Headed", - "type": "edge", - "data": { - "description": "
\n

Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws an additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} in combat and chooses which to use.

\n
", - "notes": "", - "additionalStats": {}, - "isArcaneBackground": false, - "requirements": { - "value": "Seasoned, Smarts d8+" - } - }, - "sort": 2600000, - "flags": { - "core": { - "sourceId": "Item.4CgVoXw4bgfqjdTL" - }, - "cf": { - "id": "temp_gzpqja0fexk", - "path": "Edges#/CF_SEP/Combat Edges", - "color": "#000000" - } - }, - "img": "systems/swade/assets/icons/edge.svg", - "effects": [] - } - ] - }, - { - "id": "Werewolf", - "name": "Loup-garou", - "description": "
\n

Lorsque la lune est pleine, les humains atteints de ce mal perdent le contrôle et la rage les pousse au meurtre. Certains y prennent même du plaisir.

\n

Adaptez les Capacités spéciales selon votre vision. Par exemple, un lycanthrope ancien ou « pur-sang » ne pourrait être vulnérable qu'à l'argent ou la magie.

\n

Capacités spéciales :

\n
    \n
  • Régénération rapide:@Compendium[swade-core-rules.swade-rules.Healing]{Guérison naturelle} chaque round même Incapacité sauf pour les Blessures provoquées par des objets en argent.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur} (−2): Les loups-garoup glacent le sang de tous ceux qui les voient.
  • \n
  • Infection: un personnage tué par un loup-garou a 50 % de chance d’en devenir un. Il se transforme involontairement chaque pleine lune et ne peut contrôler sa lycanthropie qu’au bout de 1d6 ans.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}: réduit de moitié les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} pour attaquer une cible chaude.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Un loup-garou est une imposante créature.
  • \n
\n
", - "items": [ - { - "_id": "98cJWO1hloAlZIfY", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 200000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "tRsGM7lPgaogaBG5", - "name": "★ Common Knowledge", - "type": "skill", - "data": { - "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 8, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 300000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "K7B0kLYQXDqrLvJe", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 12, - "modifier": 2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 400000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "Ru5ol7QETghJePef", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 500000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "NRBqtZ1Lclhldfvs", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 12, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 900000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "KGaRRbZ0Xqu933Ct", - "name": "★ Stealth", - "type": "skill", - "data": { - "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 600000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "ZrXaQk7skSnNxjgz", - "name": "Survival", - "type": "skill", - "data": { - "description": "
\n

Survival allows a character to find food, water, or shelter in hostile environments. It can also be used to navigate wilderness environments, figure out which plants are good to eat and which aren’t, and so on.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} Survival roll provides enough food and water for one person for one day; or five people with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

More detailed information on @Compendium[swade-core-rules.swade-rules.Hunger]{Hunger} and @Compendium[swade-core-rules.swade-rules.Thirst]{Thirst} can be found under @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards} section.

\n

Tracking: Survival can also be used to detect and follow tracks. Each roll generally covers following the tracks for one mile, but the GM should adjust this as needed for specific circumstances.

\n

The Game Master should assign a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{bonus or penalty} based on the target, environment, and time. Tracking a large group that recently passed through a snow-covered area might grant a bonus of +4, while following a single person over rocks and streams after more than a day incurs a −4 penalty.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 10, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 800000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "WYdvu0MFN2weDZiL", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 700000, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "vKAbWOCifSUWrSWj", - "name": "Bite/Claws", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str+d8", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Zombie", - "name": "Zombi", - "description": "
\n

Mort-vivant grognant à la recherche de bonne chair fraîche.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}:Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Peur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort-vivant}: +2 @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}; +2 annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessure}, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux maladies et aux poisons.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Weakness)]{Point faible} (tête): @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées} toucher un zombi à la tête donne le bonus habituel de +4 de dégâts.
  • \n
\n
", - "items": [ - { - "_id": "Qp2Q5ImCZepaCFRv", - "name": "★ Athletics", - "type": "skill", - "data": { - "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3000001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "4QR5gXtlm7fZYCu5", - "name": "Fighting", - "type": "skill", - "data": { - "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3100001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "wBXyuNWENEhq96Kw", - "name": "Intimidation", - "type": "skill", - "data": { - "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3200001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "7qjXJq6fKaSMJSKG", - "name": "★ Notice", - "type": "skill", - "data": { - "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3300001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "GdO3drzvQiQdVCQM", - "name": "Shooting", - "type": "skill", - "data": { - "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 6, - "modifier": 0 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3500001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "fgkHvL0KbtdIwDRa", - "name": "Unskilled Attempt", - "type": "skill", - "data": { - "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", - "notes": "", - "additionalStats": {}, - "attribute": "", - "die": { - "sides": 4, - "modifier": -2 - }, - "wild-die": { - "sides": 6 - } - }, - "sort": 3400001, - "flags": {}, - "img": "systems/swade/assets/icons/skill.svg", - "effects": [] - }, - { - "_id": "gjnViVg986uznMhU", - "name": "Bite/Claws", - "type": "weapon", - "data": { - "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", - "notes": "", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": true, - "equipped": true, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Fighting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "@str", - "range": "", - "rof": "0", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 2900001, - "flags": {}, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - } - ] + "label": "SWADE Bestiaire", + "entries": { + "Alligator/Crocodile": { + "name": "Alligator/Crocodile", + "description": "
\n

Les alligators et les crocodiles sont un classique des aventures pulp. Les caractéristiques fournies sont va-lables pour un spécimen moyen des deux espèces. Il existe des versions bien plus imposantes dans des endroits reculés.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 5.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Un alligator mesure aux alentours de 3,5 m pour un peu moins de 250 kg..
  • \n
\n
", + "items": [ + { + "_id": "yu8mQgz9LsE64YCd", + "name": "Armure +2", + "type": "armor", + "data": { + "description": "
\n

Thick skin.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 2, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 3500001, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "4TEkmb9PU4k9l5MF", + "name": "Morsure", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n

Rollover: Gators and crocs grasp prey in their vice-like jaws and roll with them. If one of these large reptiles hits with a raise, its bonus damage is a d10 instead of a d6.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": { + "jp9fl4choe": { + "name": "Rollover (Raise Damage)", + "type": "damage", + "rof": null, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null, + "dmgOverride": "@str + 1d6 + 1d10", + "dmgMod": "" + } + } + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 3400001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "LtIsTTVxdFc34ZYG", + "name": "Combat", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "8fRYrcxWqyxcinvB", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3Ws7pzyzqUrVQpSj", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "I3JhpmTVM1lAXkaz", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3Vfg3OBPfPsUfCQb", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + } + ] + }, + "Bear": { + "name": "Ours", + "description": "
\n

Valable pour les grizzlis, les ours bruns d’Alaska et les grands ours polaires. Une des tactiques favorites de tous ces ours est d’empoigner et de déchirer leurs proies de leurs crocs féroces.

\nCapacités spéciales :\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2: Cette créature peut atteindre les 2,50 m et peser 500 kg.
  • \n
\n
", + "items": [ + { + "_id": "T1ifBDtX5PnYfPri", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2900001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "MLafHPwdz2uKXoI3", + "name": "Brute", + "type": "edge", + "data": { + "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1100001, + "flags": { + "core": { + "sourceId": "Item.S8PkWjixmNUAGcUU" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "hgWuSZ5AkkWV9DgM", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GghwResGC0rIbP4b", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ekJYPaUSr6FzrZDP", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6JIkiD1BXlrqE8Il", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "WKCAjRcNu04rgcEe", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + } + ] + }, + "Bull": { + "name": "Taureau", + "description": "
\n

Les taureaux sont agressifs envers les humains quand on les enrage. Si vous cherchez leurs caracté-ristiques ici, c’est qu’ils ont vu rouge.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 3: La plupart des taureaux pèsent un peu moins d’une tonne.
  • \n
\n

 

\n
", + "items": [ + { + "_id": "eFPydHVL44FLxEW1", + "name": "Horns", + "type": "weapon", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "EmmOnfIyiIg4VWhD", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "WNMj4lgIdrZXYPi7", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GJ1klnipIK7DpNrv", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "j2aDrs2uH78ETJqS", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + } + ] + }, + "Cat, Small": { + "name": "Chat (petit)", + "description": "
\n

Il s’agit là du chat domestique, le genre qu’on retrouve parfois en tant que familier d’un magicien, l’animal d’un Maître des bêtes, ou une forme alternative pour le pouvoir de transformation. @Compendium[swade-core-rules.swade-edges.Beast Master]{voir atout Beast Master} et @Compendium[swade-core-rules.swade-powers.Shape Change]{voir le pouvoir shape change}.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Vision nocturne}: ignore les malus de Pénombre et d’Obscurité. @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −3 (Tres petit): Ils font généralement moins de 30 cm de haut.
  • \n
\n
", + "items": [ + { + "_id": "LiIX7qZl73nn164r", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "b3VNtNCh1cE4ofGI", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "k7bs6HSgBszgXEw1", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "z8rMbKE8jpMxftr8", + "name": "Acrobat", + "type": "edge", + "data": { + "description": "
\n

The Acrobat gets one free reroll on @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} totals that involve balance, tumbling, or grappling. It doesn’t affect rolls to interrupt actions, climb, swim, or throw

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d8+, Athletics d8+" + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.yOngMxL8sM0KSrJc" + }, + "cf": { + "id": "temp_m323jalj7n", + "path": "Edges#/CF_SEP/Professional Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "pJt2N7UPQ3W9z2La", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2900001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "E9602rlxMIIbPIDk", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + } + ] + }, + "Dire Wolf": { + "name": "Loup géant", + "description": "
\n

Il s’agit de grands loups enragés parfois utilisés comme chiens de combat. On les trouve aussi en meute au coeur d’obscures forêts.

\n

Capacités spéciales :

\n
    \n
  • Vitesse: d10 @Compendium[swade-core-rules.swade-rules.Movement]{Course}.
  • \n
\n
", + "items": [ + { + "_id": "vF7p7G1NlSGp47YB", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 3400001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "6VqbKSbX4LdSSVFR", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "BVxe6gY9AC8KsyRb", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1500001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "hNX6phcGYg3SJwhU", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "spirit", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1400001, + "flags": { + "core": { + "sourceId": "Item.RjQlkvlDhnmUbcVK" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "9CLkvMZ1oIy2Z2mb", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MMbN2kQNNu5hRySi", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "kX3y9lsMUECZvDYD", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "0Rz7kpXFZs0gwrel", + "name": "Alertness", + "type": "edge", + "data": { + "description": "
\n

Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls to hear, see, or otherwise sense the world around him.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice" + } + }, + "sort": 100001, + "flags": { + "core": { + "sourceId": "Item.s5rdWyJZfUj7yF3x" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + "Dog / Wolf": { + "name": "Chien / Loup", + "description": "
\n

Ces caractéristiques s’appliquent aux grands chiens d’attaque comme les rottweilers et dobermans, aux loups, aux hyènes, etc.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −1: Une telle créature arrive à la hanche d'un homme et pèse une trentaine de kilos.
  • \n
  • Vitesse : d10 @Compendium[swade-core-rules.swade-rules.Movement]{Course}.
  • \n
\n
", + "items": [ + { + "_id": "zSzxELVfxfIB5hTB", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 3400001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "IFNwfQNRZ7V1w2Cf", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "bwCTDhJozsChQSlV", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "aH6OlBFfeBWX0hgx", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "2FfWed7AazJmhNaq", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "mkBeoNTSNwnmSi1w", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "mrdSFQWQk2wrFc1X", + "name": "Alertness", + "type": "edge", + "data": { + "description": "
\n

Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls to hear, see, or otherwise sense the world around him.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice" + } + }, + "sort": 100001, + "flags": { + "core": { + "sourceId": "Item.s5rdWyJZfUj7yF3x" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + "Dragon": { + "name": "Dragon", + "description": "
\n

Les dragons sont des monstres cracheurs de feu répandant damnation et désespoir dans les villages qu’ils dévastent. De telles créatures ne sont pas à prendre à la légère, car elles sont capables de mettre à mal un groupe d’aventuriers même très expérimentés. Ils disposent d’une fine intelligence dont ils font le meilleur usage contre leurs ennemis.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur} (−2): Quiconque voit un puissant dragon doit faire un test de peur à −2.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{Vol}: Les dragons ont une allure de vol de 24″.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Robuste}: Cette créature ne prend pas de blessure si elle subit 2 état @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.S Ability (Size)]{Taille} 8 (Enorme): Les dragons sont des créatures massives qui font plus de 12 m des naseaux à la queue et pèsent plus de 15 tonnes.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Swat)]{Écrasement}: ignore 4 points de malus de@Compendium[swade-core-rules.swade-rules.Size and Scale]{taille}.
  • \n
\n

 

\n
", + "items": [ + { + "_id": "L1to2JULbKVBprIk", + "name": "Armor +4", + "type": "armor", + "data": { + "description": "
\n

Scaly hide.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 3400001, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "P4Jr2C61WaeUfM2y", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "vTdwFc7Eh1zN65XM", + "name": "Tail Lash", + "type": "weapon", + "data": { + "description": "
\n

The creature may make a @Compendium[swade-core-rules.swade-rules.Free Attacks]{free attack} against up to two foes to its side or rear at no penalty.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "UKI9CCv0v2zoRbsb", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MhsK3n1HZIQJDjNc", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500001, + "flags": { + "core": { + "sourceId": "Item.1tOgUH9HCh7nUvDa" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "pZphNDYyjQRuNXWW", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "QOjULYHgwZzyJ29q", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "spirit", + "die": { + "sides": 12, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1400001, + "flags": { + "core": { + "sourceId": "Item.RjQlkvlDhnmUbcVK" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "BZ0oa2UQ1GURBHTs", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 12, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "hGsoJyLU3aLbk7MX", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "spirit", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1900001, + "flags": { + "core": { + "sourceId": "Item.Ad2OH9vfoYmyw6je" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "CHEdnDkmwU6IK744", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3ONrK5BjuGs9kq3F", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "8rxL7gKQS1SYZyeR", + "name": "Improved Frenzy", + "type": "edge", + "data": { + "description": "
\n

The fighter rolls an extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with up to two Fighting attacks in the same turn

\n

Example

\n

Red desperately attacks a giant crab-like creature on an alien planet. She has Improved Frenzy and decides to attack three times (a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} at the usual penalty). She rolls her Fighting skill with an extra die for her first attack and second attack. She doesn’t get the extra die on her third Fighting roll.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Veteran, Frenzy" + } + }, + "sort": 2000001, + "flags": { + "core": { + "sourceId": "Item.RBpY2yIpaSy6B6vH" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "F3zu6HL5EqW1nSzj", + "name": "Level Headed", + "type": "edge", + "data": { + "description": "
\n

Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws an additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} in combat and chooses which to use.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Smarts d8+" + } + }, + "sort": 2700001, + "flags": { + "core": { + "sourceId": "Item.4CgVoXw4bgfqjdTL" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "WPh7uhrqRMYiJjVe", + "name": "Fiery Breath", + "type": "weapon", + "data": { + "description": "
\n

Dragons breathe fire for 3d6 damage.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "3d6", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Drake": { + "name": "Drake", + "description": "
\n

Un drake est un dragon qui ne vole pas et doté seulement d’une intelligence animale (par rapport à la sentience presque humaine des vrais dragons). Il est toutefois plus agressif en Combat que son lointain cousin.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur}: Les drakes sont des créatures effrayantes à voir.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Résilient}: +1 Blessure avant Incapacité.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 6 (Large): Les drakes font plus de 6m des naseaux à la queue.
  • \n
\n
", + "items": [ + { + "_id": "JCf5SgQCZtThHpsl", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "7cwvdWmTtzvMaxWw", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "TON99pq1HPUSSLyV", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 12, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Li4ZVhhKrODM1Lhp", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ejPXuuIkQfcpC9Fl", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MY12ZE2tM279zCIR", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6i9w3B0KnUKwLlkg", + "name": "Armor +4", + "type": "armor", + "data": { + "description": "
\n

Scaly hide.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "UhVY7vOuVJXYML5t", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "o3goP5RmGSGgcLxa", + "name": "Tail Lash", + "type": "weapon", + "data": { + "description": "
\n

The creature may make a free attack against up to two foes to its side or rear at no penalty.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "8lV6YklJxBtvW5cD", + "name": "Fiery Breath", + "type": "weapon", + "data": { + "description": "
\n

Drakes breathe fire for 3d6 damage.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "3d6", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Elemental, Air": { + "name": "Elémentaire d'Air", + "description": "
\n

Les élémentaires d’air se manifestent sous la forme d’un tourbillon d’air.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}: immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • Forme gazeuse (Immatériel) : peut traverser toute surface non solide, s’infiltrer par les fentes d’une porte, au moyen de bulles à travers l’eau, etc.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{vol}: L'élémentair d'air vol à une allure de 12″.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Immunité}: immunisé aux attaques non magiques.
  • \n
\n
", + "items": [ + { + "_id": "zNEQcstYe6gbbwmc", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "PtJc4t0Ko27GFEwC", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "CIv0OriblWdcktbX", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Di24FOsP9iFwstfP", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "gosAALoE9KDprh8N", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "zsX1TKicRp06e5SH", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "RsjtBzG5SfJE5c6V", + "name": "Wind Blast", + "type": "weapon", + "data": { + "description": "
\n

Air elementals can send directed blasts of air to knock their foes away. They may choose one target or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template}, and use their @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill for the roll. Those affected make a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} roll (at −2 if the elemental gets a raise) or are hurled 2d6″. Anyone who strikes a hard object (such as a wall) takes 2d4 @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal damage}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "h7ya09sy79": { + "name": "Nonlethal Damage", + "type": "damage", + "rof": null, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null, + "dmgOverride": "2d4", + "dmgMod": "" + } + } + }, + "damage": "", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Elemental, Earth": { + "name": "Elémentaire de terre", + "description": "
\n

Les élémentaires de terre se manifestent sous la forme d’un amas de terre et de roche à l’apparence vaguement humaine. Ils sont forts, lents et lourds.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Enfouissement} (10″): Les élémentaires de la Terre peuvent se fondre dans et hors du sol.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}: immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunité}: immunisé aux attaques basées sur la terre (pierres lancées et pouvoirs avec un Aspect terre, boue, pierre ou sable).
  • \n
  • @Compendium[swade-core-rules.swade-rules. Capacités speciales (Resilient or Very Resilient)]{Résilient}: +1 Blessure avant Incapacité.
  • \n
\n

 

\n
", + "items": [ + { + "_id": "aadjpODrVvYsQqEj", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "oJWZiQXxvR0BXlpU", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ezblD5ELPAOP4uxB", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "G0iqnrhO6JkEp8Y6", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "2v4nfvwi3fJ3XUw4", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "kofVmif429XMkUyJ", + "name": "Armor +4", + "type": "armor", + "data": { + "description": "
\n

Rocky hide.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "oMFnqXelwrWDJrkU", + "name": "Bash", + "type": "weapon", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Elemental, Fire": { + "name": "Elémentaire de feu", + "description": "
\n

Les élémentaires de feu ont l’apparence d’une flamme à forme humaine.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}: Ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux @Compendium[swade-core-rules.swade-rules.Poison]{poison} et aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie}, soins magiques seulement.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunité}: immunisé aux attaques basées sur le feu et la chaleur.
  • \n
\n
", + "items": [ + { + "_id": "IXxWs8UEb82IoIVm", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "N5oh3rxeVtBjuZQL", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "omyx6Pmpxhr6ecoe", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "zbqfGdjzbxhetJ78", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "lVrvbEP5JeYeVOX1", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ZgDjSCCBDqG73LH5", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "rUGKjno6anu3y9u5", + "name": "Fiery Touch", + "type": "weapon", + "data": { + "description": "
\n

Chance of catching @Compendium[swade-core-rules.swade-rules.Fire]{Fire}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "FByUzbSNDkI6hWjo", + "name": "Flame Strike", + "type": "weapon", + "data": { + "description": "
\n

Can project a searing blast of flame using the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} and their @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill. Characters within take 3d6 and may catch @Compendium[swade-core-rules.swade-rules.Fire]{Fire}. May be Evaded.

\n
", + "notes": "Cone Template", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "3d6", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Elemental, Water": { + "name": "Elémentaire d'eau", + "description": "
\n

Les élémentaires d’eau sont des esprits d’eau à forme humaine faits d’eau et d’écume.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: Allure 12″.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}: Ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux @Compendium[swade-core-rules.swade-rules.Poison]{poison} et aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie}, soins magiques seulement.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunité}: immunisé aux attaques basées sur l’eau.
  • \n
  • Infiltration: peut traverser toute surface poreuse comme un @Compendium[swade-core-rules.swade-rules.Movement]{terrain difficile}.
  • \n
\n
", + "items": [ + { + "_id": "O1HdypkB91DJE8UM", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6HOfpivddxtPYCMw", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "rfLRvVAZfYQcNQ8B", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "HCwNXshaqNnAkfiu", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VEABnIMIEWvKgq4X", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "B9M75tQh1KMlhnA0", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VXQx2iAa8g84QDG8", + "name": "Slam", + "type": "weapon", + "data": { + "description": "
\n

Deals @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal damage}

\n
", + "notes": "Nonlethal damage", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "k1F1Gx7EjhO8W2Ap", + "name": "Waterspout", + "type": "weapon", + "data": { + "description": "
\n

Can project a torrent of water using the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} and their @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill. Those within take 2d6 @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal damage}. This may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.

\n
", + "notes": "Cone Template, nonlethal damage", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "2d6", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Ghost": { + "name": "Fantôme", + "description": "
\n

Les spectres, ombres et autres fantômes reviennent parfois de l’au-delà pour hanter les vivants ou pour terminer une tâche inachevée de leur vivant.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Ethereal)]{Immatériel}: Peut devenir invisible et immatériel à volonté. Immunisé aux attaques non magiques.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Terreur} (−2): pour les personnes auxquelles il apparaît.
  • \n
\n
", + "items": [ + { + "_id": "72VPu8FypZrWnmDV", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "AA7ylGrw3gSENGHE", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "fi8xUHwoqvuJFbjT", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "F5tH4RpFtUGoyqS8", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "EZdYdvpnrhinuKOz", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6BFoUPAP3FWVRZoM", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "K8b1d6IuTAq0BwuF", + "name": "Taunt", + "type": "skill", + "data": { + "description": "
\n

Taunt attacks a person’s pride through ridicule, cruel jests, or oneupmanship.

\n

Taunt is an opposed roll @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resisted} by the opponent’s Smarts. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}.

\n

Out of combat, @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} means the defender backs down, slinks away, or starts a fight. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might leave the victim cowed for the remainder of the scene, or make her storm out of the area fuming or even in tears, or attack her tormentor recklessly (perhaps with a @Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack} on the first round of combat).

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Taunts for the remainder of the encounter.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Qrek9QICkSYOXXRv", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Af2Td3DCwTojKSfo", + "name": "Thrown objects", + "type": "weapon", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Giant Worm": { + "name": "Ver géant", + "description": "
\n

Ces immenses vers se déplacent sous terre à la recherche de proies qui errent à la surface et se ren-contrent dans les vastes étendues désolées. Ils ressentent les vibrations du sol et peuvent ainsi repérer une proie qui marche à 200 mètres de distance.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Enfouissement} (20″): N’est bloqué que par des fondations rocheuses.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Robuste}: pas de Blessure si ils sont @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} deux fois.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 9 (Enorme): Le spécimen décrit ci-dessous fait 15 mètres de long et 3 de diamètre.
  • \n
\n
", + "items": [ + { + "_id": "wfl8dVvBuWLMAh1P", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "SpBS7hKwFOrlxxx4", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Hd1Oj1BrQO4JkCx1", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "M4Klpnk0mC7q1lm3", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "BcthgQzRJePXfRqy", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "DacVx6ZRtL6QdyjR", + "name": "Armor +4", + "type": "armor", + "data": { + "description": "
\n

Scaly hide.

\n
", + "notes": "Scaly hide.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "SDeWDr4uGMKK7bxO", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "G2BNaMcdlzv2LkUk", + "name": "Slam", + "type": "weapon", + "data": { + "description": "
\n

Giant worms crush prey beneath their massive bodies. Lay three @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Templates} adjacent to one another and in a straight line to represent the portion of the creature’s body used to crush. Everything within must beat the worm in an opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} versus @Compendium[swade-core-rules.swade-rules.Traits]{Agility} roll or take its Str as damage. Ignore @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} modifiers when making a slam attack.

\n
", + "notes": "3× Small Burst Templates", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Athletics", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Goblin": { + "name": "Goblin", + "description": "
\n

Les gobelins des mythes sont bien plus sinistres que ceux décrits dans certains jeux ou récits. Dans les vieux contes ces terribles créatures rentraient de nuit dans les maisons pour voler et manger les enfants qui n’étaient pas sages. Les gobelins présentés ici peuvent servir à la fois pour ces sombres créatures de légende autant que pour les gobelins classiques combattant aux côtés des orques dans les jeux de rôle contemporains.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision} réduit de moitié les malus de Visibilité quand attaque une cible chaude.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −1: Un gobelin fait entre 90 cm et 1,20 m.
  • \n
\n

 

\n
", + "items": [ + { + "_id": "HLDddAX4YHktgzdP", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2300001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "zKONTocecGJb1npa", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2400001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "bQk9ZSrFsBH7DH9q", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2500001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "vxtlKdklge53qSBL", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2600001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MrDLIiAIip5V5adN", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2700001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "OxZI4bJ4DbOJ7PT1", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3100001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "oTdQffwZIQIeRMkx", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "iGTGEHk8v6oDiJAN", + "name": "Taunt", + "type": "skill", + "data": { + "description": "
\n

Taunt attacks a person’s pride through ridicule, cruel jests, or oneupmanship.

\n

Taunt is an opposed roll @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resisted} by the opponent’s Smarts. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}.

\n

Out of combat, @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} means the defender backs down, slinks away, or starts a fight. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might leave the victim cowed for the remainder of the scene, or make her storm out of the area fuming or even in tears, or attack her tormentor recklessly (perhaps with a @Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack} on the first round of combat).

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Taunts for the remainder of the encounter.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "J7vzshHDQRiDlR2d", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2900001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "hP5636DL0qeq1XDB", + "name": "Short spear", + "type": "weapon", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2200001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "dj8cfIdUKIjvMHWi", + "name": "Greedy", + "type": "hindrance", + "data": { + "description": "
\n

(MINOR OR MAJOR)

\n

A miser measures worth in material possessions or wealth. If a @Compendium[swade-core-rules.swade-rules.Characters]{Minor} Hindrance, he argues bitterly for more than his fair share of any loot or reward the party might come across. As a @Compendium[swade-core-rules.swade-rules.Characters]{Major} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, he fights over anything he considers unfair, and may even kill for it if he feels slighted or covets something he cannot have.

\n
", + "notes": "", + "additionalStats": {}, + "major": false + }, + "sort": 2100001, + "flags": { + "core": { + "sourceId": "Item.RMDf7SAD8WftOUYv" + }, + "cf": { + "id": "temp_d3elgscv5kj", + "path": "Hindrances", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/hindrance.svg", + "effects": [] + }, + { + "_id": "EShpbbuSpk8gycsl", + "name": "Bow", + "type": "weapon", + "data": { + "description": "
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 3, + "price": 250, + "equippable": true, + "equipped": false, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "2d6", + "range": "12/24/48", + "rof": "1", + "ap": "0", + "minStr": "d6", + "shots": "1", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.nR639CkNIg8UCUn9" + }, + "cf": { + "id": "temp_if5moq5uap", + "path": "Equipment#/CF_SEP/Personal Weapons#/CF_SEP/Ranged Weapons, Medieval", + "color": "#000000" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/ranged-medieval-bow-short.webp", + "effects": [] + } + ] + }, + "Horse": { + "name": "Cheval", + "description": "
\n

Les chevaux sont des créatures moyennes, bon compromis entre vitesse et charge portée.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2: Le cheval classique pèse environ 500 kg.
  • \n
\n

 

\n
", + "items": [ + { + "_id": "qCjZI6rhom35wCir", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1800001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "1MeAVZmbiHPO2jhE", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1900001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Aa6V2Ot1CiUi9LLe", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "w3e1ZkxQf20pzEoA", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2100001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "R7gN4chNfqzMVsS1", + "name": "Kick", + "type": "weapon", + "data": { + "description": "
\n

To the front or rear as desired.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "LvObyz8ALnBVAuUX", + "name": "Fleet-Footed", + "type": "edge", + "data": { + "description": "
\n

The hero’s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is increased by +2 and his @Compendium[swade-core-rules.swade-rules.Movement]{Course} increases one step (from d6 to d8, for example)

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d6+" + } + }, + "sort": 1700001, + "flags": { + "core": { + "sourceId": "Item.4baKZPSMlweHKL7E" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + "Horse, War": { + "name": "Cheval de guerre", + "description": "
\n

Il s’agit de grands chevaux entraînés pour le combat, capables de donner des coups de sabots en avant et en arrière.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 3: Les chevaux de guerre sont sélectionnés et élevés pour leur puissance et leur stature.
  • \n
\n
", + "items": [ + { + "_id": "SpHRVJZuGuajWhwe", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1900001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "fI8CdOTGGX7FQ37U", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "RpnhBZh4N4i3PNmX", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2100001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "1xIbIA6cdFMy71Ji", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2200001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "HWLWMmdfuZQx22ch", + "name": "Fleet-Footed", + "type": "edge", + "data": { + "description": "
\n

The hero’s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is increased by +2 and his @Compendium[swade-core-rules.swade-rules.Movement]{Course} increases one step (from d6 to d8, for example)

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d6+" + } + }, + "sort": 1700001, + "flags": { + "core": { + "sourceId": "Item.4baKZPSMlweHKL7E" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "9gpPooa8gLUeTFMi", + "name": "Kick", + "type": "weapon", + "data": { + "description": "
\n

To the front or rear as desired.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1800001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Lich": { + "name": "Liche", + "description": "
\n

Il s’agit peut-être bien de la créature la plus maléfique de n’importe quel univers fantastique, un nécromancien tellement consumé par les arts funèbres qu’il s’est lui-même transformé en mort-vivant.

\n

Capacités spéciales :

\n
    \n
  • Sort: Les Liches ont 50 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} et connaît la plupart des sorts disponibles.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort-vivant}: +2 Résistance; +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; Pas de dégats pour les @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}; gnore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladies} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • Zombie: Les liches sont avant tout des nécromanciens. Elles peuvent réveiller des @Compendium[swade-core-rules.swade-powers.Zombie]{zombie} et de @Compendium[swade-core-rules.swade-bestiary.Skeleton]{squelettes}. Certaines liches ont constitué des armées entières de morts-vivants à leur disposition.
  • \n
\n
", + "items": [ + { + "_id": "OCpsBpVAmOJRdQEx", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 5600001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "WyNmzpr6CW5KZRRv", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 5700001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "1zDLe3HKcv7hrfpJ", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 5800001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Sa4ik0RZBrlpy9Sb", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 5900001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "TXt9hyAzEpEZkkwC", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 6200001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "EHLNdFtLnAhYJBSo", + "name": "Occult", + "type": "skill", + "data": { + "description": "

Occult reflects knowledge and experience with the paranormal most others don’t even believe exists. It can be used to decipher strange pictograms, recall information about supernatural creatures, remember cures for monstrous maladies like lycanthropy or vampirism, or perform rituals.

\n

Finding information in a library, newspaper morgue, old tome, the internet, etc., uses the @Compendium[swade-core-rules.swade-skills.Research]{Research} skill. As noted there, however, if the investigator’s Occult skill is higher she may use that instead.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 6000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3bEw7X0DTrXcfAEO", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 6300001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "NWYOwqHaHMQtalUu", + "name": "Spellcasting", + "type": "skill", + "data": { + "description": "

Mages, wizards, warlocks, and witches use Spellcasting to cast spells. See the @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{Arcane Background (Magic)} Edge.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 6400001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "YgMvu385SvICqAks", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 6100001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "5fd6sRPwcNuLYZdB", + "name": "Other magical items", + "type": "gear", + "data": { + "description": "
\n

No description or reference provided.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1 + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/gear.svg", + "effects": [] + }, + { + "_id": "24s1DK0tJhZXHsrP", + "name": "Magical Armor (+6)", + "type": "armor", + "data": { + "description": "
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "minStr": "", + "armor": 6, + "isNaturalArmor": false, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "CGL4i5MRzoo59TMZ", + "name": "Arcane Background (Magic)", + "type": "edge", + "data": { + "description": "
\n
    \n
  • Arcane Skill: @Compendium[swade-core-rules.swade-skills.Spellcasting]{Spellcasting} (Smarts)
  • \n
  • Starting @Compendium[swade-core-rules.swade-rules.Powers]{Powers}: 3
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}: 10
  • \n
\n

Magicians range from powerful wizards to vile cultists. They draw on raw supernatural energy to fuel their eldritch fires. This energy infuses the worlds in which they live, and is drawn forth with gestures, words of power, or ancient runes.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": true, + "requirements": { + "value": "Novice" + } + }, + "sort": 300001, + "flags": { + "core": { + "sourceId": "Item.m8UaTw7OnqdgopyE" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "bx0NNzVxsvzCWMxS", + "name": "Wizard", + "type": "edge", + "data": { + "description": "
\n

Magic is varied and wonderful, and wizards are exposed to countless tomes, scrolls, and incantations as they master their craft. Sometimes they use this knowledge to recall variations of their various enchantments.

\n

A Wizard can spend 1 extra @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} when casting a power to change its @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}. A fireball (@Compendium[swade-core-rules.swade-powers.Blast]{blast}) might manifest as a lightning bolt, for example. This can often have important consequences if a foe has a particular resistance or weakness to the spell’s usual Trapping

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Arcane Background (Magic), Spellcasting d6+" + } + }, + "sort": 1400001, + "flags": { + "core": { + "sourceId": "Item.w54ifVhzdf1HS2OU" + }, + "cf": { + "id": "temp_tww18jmgubf", + "path": "Edges#/CF_SEP/Power Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "xBZLNuQoLdevQxeB", + "name": "Improved Level Headed", + "type": "edge", + "data": { + "description": "
\n

Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws two additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} in combat and chooses which to use.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Level Headed" + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lBERx5w5m58Tx6A9" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "YOMBaYHRKmrilzhH", + "name": "Concentration", + "type": "edge", + "data": { + "description": "
\n

Through training and focus, the caster is extremely efficient in channeling arcane forces. The base @Compendium[swade-core-rules.swade-rules.Powers]{Powers} of any non-Instant power is doubled. This includes maintaining powers as well.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Arcane Background (Any)" + } + }, + "sort": 300001, + "flags": { + "core": { + "sourceId": "Item.3cLsINTMcbNY1mpP" + }, + "cf": { + "id": "temp_tww18jmgubf", + "path": "Edges#/CF_SEP/Power Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "V7vmBQYqXbPn8ttw", + "name": "Arcane Protection", + "type": "power", + "data": { + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} with arcane protection means hostile powers suffer a −2 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} (−4 with a raise) to affect this character.

\n

If the power causes harm, @Compendium[swade-core-rules.swade-rules.Damage Effects]{damage} is also reduced a like amount. Arcane Protection stacks with @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Arcane Resistance} should the recipient have both!

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Concentration, a dull glow around the protected character, a fetish", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "9W4ORHCN4FN74a6K", + "name": "Banish", + "type": "power", + "data": { + "description": "
\n

Banish sends entities from immaterial planes back to their native dimensions. This includes ghosts, demons, elementals, and similar beings (at the GM’s discretion).

\n

Banishing a being is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of the caster’s arcane skill versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the target is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, and each @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} causes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.

\n

If this @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitates} the target it returns to its native plane of existence. Banished entities may return when the Game Master feels it’s appropriate, such as the next full moon, when summoned again, or even a few rounds later if it’s a particularly powerful creature under the right conditions or in a location of power.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Holy items, arcane symbols, handful of salt", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "Vo2J5gGSpp9vaAsl", + "name": "Barrier", + "type": "power", + "data": { + "description": "
\n

Barrier creates a straight wall 5″ (10 yards) long and 1″ (two yards) tall, of immobile material that conforms to the surface it’s cast upon. Thickness varies depending on what the wall is made of, but is usually a few inches.

\n

The wall has a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} of 10, and may be destroyed as any other object (see @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}).

\n

When the spell expires or the wall is broken it crumbles to dust or dissipates. @Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} are never left behind.

\n

Modifiers

\n
    \n
  • Damage (+1): The barrier causes 2d4 damage to anyone who contacts it
  • \n
  • Hardened (+1): The wall is @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 12.
  • \n
  • Shaped (+2): The barrier forms a circle, square or other basic shape.
  • \n
  • Size (+1): The length and height of the barrier doubles.  
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Fire, ice, thorns, force, bones, energy.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "JHooCdroB5ovqdIW", + "name": "Beast Friend", + "type": "power", + "data": { + "description": "
\n

This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} (minimum 1 per creature). Controlling five @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{wolves} (Size −1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears to follow their orders.

\n

@Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarms} can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.

\n

Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.

\n

Modifiers

\n
    \n
  • Mind Rider (+1): The caster can communicate and sense through any of the beasts they've befriended.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "Special", + "damage": "", + "range": "Sm", + "duration": "10 minutes", + "trapping": "The caster concentrates and gestures with his hands.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "JtcuQ8ruMYqq5dlh", + "name": "Blast", + "type": "power", + "data": { + "description": "
\n

Blast launches a ball of explosive energy or matter. The area of effect is a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. Every target within suffers 2d6 damage, or 3d6 with a raise (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks})

\n

Modifiers

\n
    \n
  • Area Effect (+0/+1): The caster can focus the blast to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template} for no extra cost, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template} for +1
  • \n
  • Damage (+2): The blast causes 3d6 damage (4d6 with a raise).
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "3", + "damage": "", + "range": "Sm x 2", + "duration": "Instant", + "trapping": "Balls of fire, ice, light, darkness, colored bolts, swarm of insects", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 500001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "kEtBMVDjVxDPsu4Z", + "name": "Blind", + "type": "power", + "data": { + "description": "
\n

Those affected by this malicious power suffer blurred vision or near-complete blindness with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the victim suffers a -2 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} to all actions requiring sight, or -4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

The victim automatically tries to shake off the effect with a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of his following turns. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} removes 2 points of @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties}, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes the effect entirely.

\n

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
  • Strong (+1): The @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll to shake of the effect is made at -2.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Bright flash of light, sand in eyes, confusion", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 600001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "CugR5lmqghduAriw", + "name": "Bolt", + "type": "power", + "data": { + "description": "
\n

Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes.

\n

There are no @Compendium[swade-core-rules.swade-rules.Attacks]{Range} penalties, but the @Compendium[swade-core-rules.swade-rules.Trait Rolls]{arcane skill roll} is affected by @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover}, @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}, and all other usual @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties}.

\n

The @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} of the bolt is 2d6, or 3d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

Modifiers

\n
    \n
  • Damage (+2): The bolt causes 3d6 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} (4d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm x 2", + "duration": "Instant", + "trapping": "Fire, ice, light, darkness, colored bolts, a stream of insects", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 700001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "VXJWUgtlNPMy6EqK", + "name": "Boost/Lower Trait", + "type": "power", + "data": { + "description": "
\n

This power allows a character to increase or decrease a target’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} (attribute or skill).

\n

Boosting an ally’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} increases the selected Trait one die type, or two with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, for five rounds.

\n

Lowering an enemy’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} has a @Compendium[swade-core-rules.swade-rules.Powers]{Duration} of Instant and lowers the selected attribute or skill a die type with @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, or two with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} (to a minimum of d4). A victim automatically tries to shake off the effect with a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.

\n

Additional castings don’t stack on a single @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} (take the highest), but may affect different Traits.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Strong (+1): Lower Trait only. The @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll to shake off the effect is made at -2.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5 (boost); Instant (lower)", + "trapping": "Physical change, glowing aura, potions", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 800001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "F5IxVuzJsu9jdFUz", + "name": "Burrow", + "type": "power", + "data": { + "description": "
\n

Burrow allows the recipient to meld into raw earth. He can remain underground if he wants in a sort of \"limbo\" or burrow through the ground at half his normal @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (or full Pace with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}). He may not run. 

\n

burrowing character may attempt to suprise a foe by making an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} versus @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. If the burrower wins, the target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to him only. 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.

\n

Burrowers can't usually @Compendium[swade-core-rules.swade-rules.Surprise]{surprise} a foe once their presence is known, but can still burrow for protection and mobility. 

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Power (+1): The caster can burrow through stone, concrete, or similar substances. (Some substances, like plastic, glass, solid lead, etc., might be resistant at the GM's discreation.)
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Dissolving into the earth and appearing elsewhere.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1000001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "KN1eJoiijkzxYLdk", + "name": "Burst", + "type": "power", + "data": { + "description": "
\n

Burst produces a large fan of energy that bathes its targets in red-hot fire, a cone of cold, or other damaging matter or energy.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} creates a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} starting at the caster and extending outward. Everything within suffers 2d6 damage (or 3d6 with a raise).

\n

Modifiers

\n
    \n
  • Damage (+2): The burst causes 3d6 damage, or 4d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Cone Template", + "duration": "Instant", + "trapping": "A shower of flames, light or other matter of energy.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 900001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "wIXygYVgPUEUviKo", + "name": "Confusion", + "type": "power", + "data": { + "description": "
\n

Confusion confounds a target, making him both @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted and Vulnerable} if he @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll (at -2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the arcane skill roll). Both states are removed at the end of the victim’s next @Compendium[swade-core-rules.swade-rules.Actions]{turn}.

\n

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "Until the end of the victim's next turn", + "trapping": "Hypnotic lights, brief illusions, loud noises.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "ETRyE3Q8I5P3rCnX", + "name": "Damage Field", + "type": "power", + "data": { + "description": "
\n

Damage field creates a dangerous aura around the recipient that harms foes foolish enough to get too close.

\n

At the end of the affected character’s @Compendium[swade-core-rules.swade-rules.Actions]{turn}, all adjacent beings (including allies!) automatically take 2d4 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}.

\n

Modifiers

\n
    \n
  • Damage (+2): The damage field causes 2d6 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "4", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Fiery aura, spikes, electrical field", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "gJQQhFrzTAc5Az62", + "name": "Darksight", + "type": "power", + "data": { + "description": "
\n

Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination penalties}. With a raise, he ignores up to six points and can see in @Compendium[swade-core-rules.swade-rules.Illumination]{pitch darkness}.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "One Hour", + "trapping": "Glowing eyes, dilated pupils, sonic sight", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "PJ17JD6NyIQe5eoT", + "name": "Deflection", + "type": "power", + "data": { + "description": "
\n

Deflection powers work in a variety of ways. Some manifestations actually deflect incoming @Compendium[swade-core-rules.swade-rules.Attacks]{attacks}, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile @Compendium[swade-core-rules.swade-rules.Attacks]{attacks} from the recipient of the power.

\n

Once cast, foes must subtract 2 from @Compendium[swade-core-rules.swade-rules.Attacks]{attack} rolls directed at the user (or 4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may effect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Mystical shield, gust of wind, phantom servant that intercepts missiles", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "zRbGeGhVLGqqbTPo", + "name": "Detect/Conceal Arcana", + "type": "power", + "data": { + "description": "
\n

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

\n

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

\n

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

\n

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

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Area of Effect (+1/+2): Conceal only. The power effects everything in a sphere the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} for +1 points, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template} for +2
  • \n
  • Strong (+1): Conceal only. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Detection rolls} to see through the concealment are made at -2.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5 (detect), one hour (conceal)", + "trapping": "Waving hands, whispered words.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1500001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "ZFuH8J6IqaPOEwwh", + "name": "Disguise", + "type": "power", + "data": { + "description": "
\n

Disguise allows the target to assume the appearance of another person of the same @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} and shape, including clothing. It does not confer any abilities, however.

\n

Those who have reason to question the imposter’s identity make a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll at -2 to see through the disguise (-4 with a raise on the casting roll). This is a @Compendium[swade-core-rules.swade-rules.Actions]{free action}.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Size (+1): The recipient may assume the shape of someone up to two @Compendium[swade-core-rules.swade-rules.Size and Scale]{Sizes} larger or smaller than themselves. 
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "10 minutes", + "trapping": "Malleable features, illusionary appearance, hair of new form", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1600001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "kheBTy7D3cIt2oOM", + "name": "Dispel", + "type": "power", + "data": { + "description": "
\n

Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon’s breath or a banshee’s scream. Dispel affects @Compendium[swade-core-rules.swade-rules.Arcane Devices]{arcane devices} normally.

\n

Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} and interrupt his foe’s action.

\n

In either case, dispelling an opponent’s power is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of arcane skills (with a -2 modifier if the rival’s power is of another type such as magic vs. miracles, psionics vs. weird science, etc.).

\n

If the dispelling character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the recipient of the dispelled power is also @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}.  

\n

Modifiers

\n
    \n
  • Power (+1): For +1 Power Point, dispel can disrupt @Compendium[swade-core-rules.swade-rules.Arcane Devices]{enchanted devices} for one round, or two with a raise. The difficulty to do is -2 for permanently enchanted items such as found in most swords & sorcery campaigns, or -4 for divine or legendary relics.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Waving hands, whispered words", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1700001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "KEYNiChwySo6xVT5", + "name": "Divination", + "type": "power", + "data": { + "description": "
\n

Divination allows the caster to contact otherworldly beings or forces to gain information.

\n

Preparing the spell takes one uninterrupted minute, and must be done at a site relevant to the spirit being contacted. If speaking with a ghost, for example, the conversation should occur at its grave, where it was killed, or with a personal object in hand. Oracles may only be engaged at temples, fire spirits near open flames, and so on.

\n

After the preparation time is complete, the caster makes her arcane skill roll. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows her to engage with the spirit and ask it any questions she might have. The entity must answer to the best of its ability, as directly or ambiguously as the Game Master feels fits the spirit’s personality and the feel of her campaign. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} means the spirit is more helpful, knowledgeable, or direct than usual (whether it wants to be or not). The type of entity contacted determines how it communicates. Spirits in the netherworld tend to know only those things pertinent to their life and death—and they may not even know the identity of their killer if the person was masked or unseen.

\n

Likewise, nature spirits know only about their local environs, demons know only about the affairs they’re directly involved in, and so on. The Game Master must decide what the entity knows based on its background, origin, and personality. Once a spirit has been conversed with it may not be contacted again for 24 hours. The Game Master may extend this to a community of spirits in a single place, such as water spirits in a babbling brook or nameless spirits in a mass grave.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Heroic", + "pp": "5", + "damage": "", + "range": "Self", + "duration": "A brief conversation of about five minutes", + "trapping": "Seances, prayers, demonic interrogation.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1800001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "uBgPmVb32XaTjd9j", + "name": "Drain Power Points", + "type": "power", + "data": { + "description": "
\n

Powerful mages, priests, psykers, and the like can use this ability to drain arcane energy from their foes. They can sometimes even leech the stolen energy for themselves.

\n

The power is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, and the caster suffers a -2 penalty to her roll if the target has a different @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcane Background} than her own.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} drains 1d6 of the rival’s Power Points (if any, and the die doesn’t ace). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the caster adds the points to her own. This may take her above her usual maximum! They last until used, and must be the first spent when casting.

\n

Drain Power Points can also be used on an @Compendium[swade-core-rules.swade-rules.Arcane Devices]{arcane device} (the creator still resists with her arcane skill whether she wields it or not). The device can’t lose more @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} than it has.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Prayer, whispered words, gestures", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1900001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "8j0ejP2HzUG2Cg5e", + "name": "Elemental Manipulation", + "type": "power", + "data": { + "description": "
\n

This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Strength}, or d8 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

Here are some ideas for what each element can do. Each is an action.

\n
    \n
  • Air: Push someone, blow out a torch, fan a flame, cool someone down (+2 to @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} rolls in oppressive heat).
  • \n
  • Earth: Move a square foot of earth (half that in stone) each @Compendium[swade-core-rules.swade-rules.Actions]{round}, cover tracks.
  • \n
  • Fire: Conjure flame about the size of a torch, hurl a small blast of fire at someone (Str damage), spread existing flame (see @Compendium[swade-core-rules.swade-rules.Fire]{Fire}).
  • \n
  • Water: Conjure a quart of water (not \"inside\" objects or people), purify a gallon of water per casting.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "A few simple gestures", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2000001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "RoMbCknREWUHGmRd", + "name": "Empathy", + "type": "power", + "data": { + "description": "
\n

The caster forms an emotional bond between himself and the target with a successful @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} vs @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll. He knows the target’s emotional state and most basic surface  thoughts, and gains +1 (+2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}) to @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Performance]{Performance}, or @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} rolls against him.

\n

Empathy also works on animals, adding +2 to @Compendium[swade-core-rules.swade-skills.Riding]{Riding} or other rolls used to interact with the creature

\n

 

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Concentration, a warm or sympathetic smile, exchanging a pleasantry", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "9zbKkiAc1uDahNIE", + "name": "Entangle", + "type": "power", + "data": { + "description": "
\n

Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like @Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 5). If successful, the target is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}. With a raise, he’s @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound}.

\n

Victims may break free on their turn as detailed under @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}.

\n

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
  • Strong (+2): The entangling material is particularly resilient. Rolls to break free are made at -2 and it's @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} increases to 7
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Glue bomb, vines, handcuffs, webs.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "Wa4uB9Cd8wyS8nri", + "name": "Environmental Protection", + "type": "power", + "data": { + "description": "
\n

Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.

\n

Environmental protection allows the target to breathe, speak, and move at his normal @Compendium[swade-core-rules.swade-rules.Movement]{Allure} in an otherwise fatal environment. It protects him against intense @Compendium[swade-core-rules.swade-rules.Heat]{heat}, @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Radiation]{radiation}, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "One hour", + "trapping": "A mark on the forehead, potions, gills.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "WlkLDSGFClLOyqpd", + "name": "Farsight", + "type": "power", + "data": { + "description": "
\n

Farsight allows the recipient to see in detail over great distances. She can read lips or read fine print up to a mile distant.

\n

With a raise, she also halves @Compendium[swade-core-rules.swade-rules.Range]{range penalties} for @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}, @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing), or other abilities affected by @Compendium[swade-core-rules.swade-rules.Attacks]{Range}.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Invisibly marked targets, guiding winds, eagle eyes", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "LwekJ2NVEUGA7nKr", + "name": "Fear", + "type": "power", + "data": { + "description": "
\n

This power causes overwhelming dread and horror. The affected make a @Compendium[swade-core-rules.swade-rules.Fear]{Peur} roll. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} who fail are @Compendium[swade-core-rules.swade-tables.Fear Table]{Panicked} and @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} roll on the @Compendium[swade-core-rules.swade-macros.Fear Table]{Fear Table}. If the power is cast with a raise, the Fear roll is at -2 and Wild Cards add +2 to Fear Table results.

\n

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 poitns the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Gestures, eldritch energy, cold chills", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2500001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "rRnhcrS26PgY7B5k", + "name": "Fly", + "type": "power", + "data": { + "description": "
\n

Fly allows a character to soar at @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12″, or twice that with a raise (he may not @Compendium[swade-core-rules.swade-rules.Movement]{Run}).

\n

Modifiers

\n
    \n
  • Additional Recipients (+2): The power may affect more than one target for 2 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Gusty winds, wings, broomsticks", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2600001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "o3fNLfh2coNpSt03", + "name": "Growth/Shrink", + "type": "power", + "data": { + "description": "
\n

Growth increases the recipient’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} by 1 for every 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} spent. Each increase in Size grants the target a one-step increase to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} and 1 point of @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}. This does not increase @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wounds} regardless of change to @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}.

\n

Shrink reduces the @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} of the subject one step for every 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} spent to a maximum of Size -2 (approximately the size of a cat). Each step reduced decreases @Compendium[swade-core-rules.swade-rules.Traits]{Strength} one die type (minimum of d4) and @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} by 1 (minimum of 2).

\n

For unwilling targets, the caster’s arcane skill roll is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2 per point of Size change", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Gestures, words of power, potions", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2700001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "j14FeXIN9yFjAJOX", + "name": "Havoc", + "type": "power", + "data": { + "description": "
\n

This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions.

\n

With success, the caster places a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} anywhere within @Compendium[swade-core-rules.swade-rules.Range]{range}, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} emanating from the caster.

\n

Anyone touched by the template is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} and must then make a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} roll (at -2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} or directly away from the center if using a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Blast Template} (the caster chooses for those in the dead center).

\n

Victims who strike a hard object (such as a wall) take 2d4 damage (@Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal} unless it’s a spiked wall or other more dangerous hazard).

\n

Airborne Targets: Flying or airborne targets suffer an additional -2 to their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} rolls as they have no ground to brace themselves on.

\n

Modifiers

\n
    \n
  • Area Effect (+1): Havoc affects a @Compendium[swade-core-rules.swade-powers.Blast]{Large Blast Template}.
  • \n
  • Strong (+1): @Compendium[swade-core-rules.swade-rules.Traits]{Strength} rolls are made at -2
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Whirlwind, chaotic poltergeists, repulsion field", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2800001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "mooOiirp6J8Hkl97", + "name": "Healing", + "type": "power", + "data": { + "description": "
\n

Healing removes @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} less than an hour old. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} removes one Wound, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}.

\n

For @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}, the GM must first determine if the ally is still alive (see @Compendium[swade-core-rules.swade-rules.Healing]{Aftermath}). If so, a successful arcane skill roll returns the ally to action (@Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} if it matters).

\n

Modifiers

\n
    \n
  • Greater Healing (+10): Greater healing can restore any @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}, including those more than an hour old.
  • \n
  • Crippling Injuries (+20): The power can heal a permanent @Compendium[swade-core-rules.swade-tables.Injury Table]{Crippling Injury} (see @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation}). This requires an hour of preparation and only one casting is permitted per injury. If it @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails}, this caster cannot heal that particular injury (but somoene else may try). If successful, the subject is @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted} for 24 hours.
  • \n
  • Neutralize Poison or Disease (+1): A successful healing roll negates any @Compendium[swade-core-rules.swade-rules.Poison]{poison} or @Compendium[swade-core-rules.swade-rules.Disease]{Maladie}. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll as well.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "3", + "damage": "", + "range": "Touch", + "duration": "Instant", + "trapping": "Laying on hands, touching the victim with a holy symbol, prayer", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2900001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "hmPGcJmAjId5dMQy", + "name": "Illusion", + "type": "power", + "data": { + "description": "
\n

Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark.

\n

Those who contact an illusion or doubt it’s real make a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} (at -2 if the power was activated with a raise). If @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful}, that individual is no longer subject to this casting.

\n

The GM should make @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group rolls} for @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} as they point out the illusion’s inconsistencies to each other.

\n

The volume of the illusion must fit within a sphere the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} (4″ or eight yards in diameter).

\n

Modifiers

\n
    \n
  • Sound (+1): The power generates sound appropriate to the Illusion. Illusionary allies may talk, illusionary crows caw, and so on. It may not mask or mute existing sound, however. 
  • \n
  • Strong (+2): @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} rolls to disbelieve the illusion are made at -2. 
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Magical spells, holograms, \"ethereal materializers\"", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3000001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "nLRwBxfoK0cXQH6W", + "name": "Intangibility", + "type": "power", + "data": { + "description": "
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, whoever receives this power becomes incorporeal. He is unable to affect the physical world, and it cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.

\n

While incorporeal, the character may affect other incorporeal beings (including himself), and he is still susceptible to supernatural attacks, including @Compendium[swade-core-rules.swade-rules.Powers]{powers} and @Compendium[swade-core-rules.swade-rules.Arcane Devices]{enchanted items}. The being becomes corporeal when the power ends, but if within someone or something he’s shunted to the nearest open space and @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.

\n

If cast on an unwilling target, the victim @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resists} with @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Heroic", + "pp": "5", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Ghost form, body of shadow, gaseous transformation", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "Yp4bsPqAAu8ZZCp7", + "name": "Invisibilty", + "type": "power", + "data": { + "description": "
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, the character and his personal items are transparent except for a vague blur or outline. Any @Compendium[swade-core-rules.swade-rules.Actions]{action} taken against him that requires sight is made at -4, or -6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. The same penalty applies to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls to detect the unseen presence.

\n

Modifiers

\n
    \n
  • Additional Recipients (+3): The power may affect more than one target for 3 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "5", + "damage": "", + "range": "Sm", + "duration": "Sm", + "trapping": "Powder, potion, iridescent lights", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "sFsTivNcjKbqY1gS", + "name": "Light / Darkness", + "type": "power", + "data": { + "description": "
\n

Light creates bright @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}. With a raise, the light can be focused into a 5″ (10 yard) beam as well.

\n

Darkness blocks @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} in an area the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}, making the area Dark, or Pitch Darkness with a raise (see @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}).

\n

If light and darkness overlap, they create a patch of Dim light (-2).

\n

Modifiers

\n
    \n
  • Mobile (+1): The caster can move the area of effect up to his @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} die type each @Compendium[swade-core-rules.swade-rules.Actions]{round} after casting, or attach it to an inanimate object when first cast. 
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "10 minutes", + "trapping": "Illusionary torch, sunlight, darkness, thick fogs", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "YRWGwkfF468MtOHk", + "name": "Mind Link", + "type": "power", + "data": { + "description": "
\n

Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed.

\n

Once @Compendium[swade-core-rules.swade-rules.Trait Rolls]{activated}, the @Compendium[swade-core-rules.swade-rules.Range]{Range} between all linked minds is one mile, or five with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

If any of the linked characters suffers a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}, all others must make a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll or be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} (this cannot cause a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}).

\n

The speed of communication is that of normal speech, but with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} members may communicate up to 30 seconds or so of speech on a single combat turn.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect additional individuals for 1 additonal @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each. 
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "30 Minutes", + "trapping": "Headpieces, talismans, of Tao or other gods, crystals", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "2qew5mGWcpfjxQLU", + "name": "Mind Reading", + "type": "power", + "data": { + "description": "
\n

Mind reading is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. The GM may apply @Compendium[swade-core-rules.swade-rules.Trait Rolls]{modifiers} based on the subject’s mental @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} or current state of mind.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Psionic invasion, soulsight", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3500001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "DMFIO9brqtbL6puA", + "name": "Mind Wipe", + "type": "power", + "data": { + "description": "
\n

Mind wipe removes a target’s memories, a terrible violation in most civilized societies. The power is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by a victim’s @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} and requires a full minute of mental struggle. The victim must be conscious during this time, so if not restrained he can simply move out of @Compendium[swade-core-rules.swade-rules.Range]{Range}.

\n

If @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful}, the victim forgets a single event (up to about 30 minutes of time). A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes a complex memory of several hours.

\n

If the defender wins, the caster cannot affect him with mind wipe for 24 hours. (Others may reattempt the power, however.)

\n

The memory remains missing but strong evidence that challenges its “logic” allows a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll at -2 to remember fragments determined by the GM.

\n

Modifiers

\n
    \n
  • Edit (+1): Instead of wiping the memory, the caster edits it as she sees fit.
  • \n
  • Fast Cast (+2): The caster can wipe a memory as an @Compendium[swade-core-rules.swade-rules.Actions]{action}.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "A noxious drink, parasites, touching the target's temples", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3600001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "QxeCRBlufHEjOxzG", + "name": "Object Reading", + "type": "power", + "data": { + "description": "
\n

Object reading is the ability to see the past of an inanimate object, discovering who held it, where it’s been, and what it might have been used for. The object has no sentience of its own — the caster simply sees and hears visions of the past that took place in its presence.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows the character to see events that occurred within 10 yards up to about five years past. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time.

\n

When watching an actual event, it occurs in real time, just as if watching a digital video.

\n

Modifiers

\n
    \n
  • Strong (+2): The caster can see or hear from the item's creation forward.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Touch", + "duration": "Special", + "trapping": "Touching the object, glowing hands", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3700001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "oZIUGNUk6utjYqbZ", + "name": "Protection", + "type": "power", + "data": { + "description": "
\n

Protection creates a field of energy or armor around a character, giving him 2 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor}, or +4 with a raise.

\n

Whether the protection is visible or not depends on the @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}—this is entirely up to the caster.

\n

Protection stacks with all other armor, natural or worn, and is negated by @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} as usual.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect additional targets at a cost of 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • More Armor (+1): Success grants 4 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor} (+6 with a raise).
  • \n
  • Toughness (+1): Armor provides Toughness instead of @Compendium[swade-core-rules.swade-rules.Armor]{Armor} and is not affected by @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} (magical or otherwise).
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "A mystical glow, hardened skin, ethereal armor, a mass of nanites", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3800001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "tf9EEJPQ4Fg6Lpwm", + "name": "Puppet", + "type": "power", + "data": { + "description": "
\n

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

\n

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

\n

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

\n

Modifiers

\n
    \n
  • Additional Recipients (+2): The caster may affect others at the cost of 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Glowing eyes, trance-like state, a swinging pocket watch, voodoo dolls.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3900001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "4dCQStbJqGV2YAyp", + "name": "Relief", + "type": "power", + "data": { + "description": "
\n

Relief removes one @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level, or two with a raise. It can also remove a character’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} status, and removes @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned} status with a raise.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Prayer, tonics", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "UuM1MihixLjSKRmJ", + "name": "Resurrection", + "type": "power", + "data": { + "description": "
\n

Perhaps the greatest power of all is the ability to bring someone back from the dead. It can restore lost loves, bring solace to the grieving, and topple kingdoms.

\n

Returning the dead to life requires a reasonably complete corpse no more than a year old. The caster then prays, meditates, chants, or otherwise concentrates on mending the body and pulling the spirit back to it for four hours.

\n

Once done, the healer makes a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{casting roll} at -8. If successful, the victim returns to life with three @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} and is @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}. With a raise, she returns merely @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}.

\n

Modifiers

\n
    \n
  • Power (+5): The hero can raise a spirit dead up to a decade for +5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Heroic", + "pp": "30", + "damage": "", + "range": "Touch", + "duration": "Instant", + "trapping": "Elaborate ceremonies, rare plants, magical amulets, divine intervention", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "qgIilGudPTNPAO8p", + "name": "Shape Change", + "type": "power", + "data": { + "description": "
\n

Many cultures have legends of shamans or wizards who take on the shape of animals.

\n

This power does just that, allowing the caster to take the form of any animal (including fantastic creatures such as @Compendium[swade-core-rules.swade-bestiary.Dragon]{dragons} and hippogriffs if they exist in that setting, but not humanoids, undead, etc). What a character can change into depends on his @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Shape Change
CostRankSize
3NoviceSize -4 to Size -1
5SeasonedSize 0
8VeteranSize 1 to 2
11HeroicSize 3 to 4
15LegendarySize 5 to 10
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the roll, the character transforms into a  particularly large version of its type—increase its @Compendium[swade-core-rules.swade-rules.Traits]{Strength} and @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} by one die type each.

\n

Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped.

\n

While transformed, the character retains his own @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}, @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances}, @Compendium[swade-core-rules.swade-rules.Edges]{Edges}, and linked @Compendium[swade-core-rules.swade-rules.Traits]{skills} (though he may not be able to use some or all of them depending on the form -- GM’s call). He gains the animal’s @Compendium[swade-core-rules.swade-rules.Traits]{Agility}, @Compendium[swade-core-rules.swade-rules.Traits]{Strength}, @Compendium[swade-core-rules.swade-rules.Traits]{Vigor}, and linked @Compendium[swade-core-rules.swade-rules.Traits]{skills} and cannot use devices that require humanoid form. He has no capacity for speech and cannot activate @Compendium[swade-core-rules.swade-rules.Powers]{powers}, though he may continue to maintain powers previously active.

\n

A @Compendium[swade-core-rules.swade-rules.Bestiary]{creature’s} natural abilities inherent to its form are conferred, but magical ones aren’t. A @Compendium[swade-core-rules.swade-bestiary.Dragon]{dragon} can fly and breathe fire in a traditional fantasy setting, for example, so a character who shape changes into one may do so as well. If dragons also cast spells in that world, however, shape change would not grant that ability because it’s not inherent to the physical form.

\n

Size: The caster does not inherit extra @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wounds} when transforming into creatures of Large or Huge @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}.

\n

Modifiers

\n
    \n
  • Speech (+1): The recipient retains the power of speech (but still cannot activate @Compendium[swade-core-rules.swade-rules.Powers]{powers}).
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "Special", + "damage": "", + "range": "Self", + "duration": "5", + "trapping": "\"Morphing\", talismans, tattoos", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "V6bbGawwkUeiBxSp", + "name": "Sloth/Speed", + "type": "power", + "data": { + "description": "
\n

Sloth lessens celerity and coordination while speed increases it. It halves the target’s total @Compendium[swade-core-rules.swade-rules.Movement]{movement} each @Compendium[swade-core-rules.swade-rules.Actions]{round} (round up). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, movement is also an @Compendium[swade-core-rules.swade-rules.Actions]{action}. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} with speed doubles the target’s @Compendium[swade-core-rules.swade-rules.Movement]{movement} (basic Pace and @Compendium[swade-core-rules.swade-rules.Movement]{running}). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} the character also ignores the -2 running penalty.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): Speed only. The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Area of Effect (+2/+3): Sloth only. For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 poitns the area of efect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
  • Quickness (+2): Speed only. The character's total @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} penalty each turn is reduced by 2 (she can do two actions at no penalty, or three at -2 each).
  • \n
  • Strong (+1): Sloth only. The @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll to shake off sloth's effects is made at -2.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant (slot); 5 (speed)", + "trapping": "Slowing time, blurred motion, a slippery patch of oil or ice", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4000001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "FEi6Frn3EiAKikOA", + "name": "Slumber", + "type": "power", + "data": { + "description": "
\n

Those who favor stealth or want to avoid harming their foes are drawn to this spell, which puts its victims into a deep and restful sleep.

\n

Anyone affected by slumber must make a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll (at -2 if the caster got a raise on her @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll). Those who fail fall asleep for the @Compendium[swade-core-rules.swade-rules.Powers]{Duration} of the spell. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll.

\n

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{points} the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "One hour", + "trapping": "A lullaby, blowing powder or sand at targets", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "JChDBhrhAfO5w5tT", + "name": "Smite", + "type": "power", + "data": { + "description": "
\n

This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} is increased by +2, or +4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "A colored glow, runes, sigils, crackling energy, barbs grow from the blade", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4500001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "gNdrTlSbtKXgyN5k", + "name": "Sound/Silence", + "type": "power", + "data": { + "description": "
\n

Sound mimics any known sound or voice, emanating from a point of origin within @Compendium[swade-core-rules.swade-rules.Range]{Range} at a volume up to the sound of a loud shout. If used as a @Compendium[swade-core-rules.swade-rules.Test]{Test}, the defender @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposes} the casting roll with @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}.

\n

Silence does the opposite, muting all sound up to a loud shout within a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}. This subtracts 4 from @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls made by those inside the area of effect, as well as anyone trying to hear sounds made from within. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} completely mutes all sound inside the template—such @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls automatically fail.

\n

Modifiers

\n
    \n
  • Mobile (+1): The caster can move the area of effect up to his @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} die type each @Compendium[swade-core-rules.swade-rules.Actions]{round}.
  • \n
  • Targeted (+0): Instead of casting silence in an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area of effect}, the caster may instead target individuals in @Compendium[swade-core-rules.swade-rules.Range]{Range} for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each. Unwilling targets resist with @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} (at -2 if the caster gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Smarts x5 (Sound); Smarts (Silence)", + "duration": "Instant (Sound); 5 (Silence)", + "trapping": "Magical effects, a brief ripple in the air, a bell or chime that starts or stops ringing", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4600001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "8hq7YecvNEp4kqN4", + "name": "Speak Language", + "type": "power", + "data": { + "description": "
\n

This power allows a character to speak, read, and write a sapient language other than his own. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll allows the user to appropriately use and understand slang and dialect as well.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "10 minutes", + "trapping": "Words, pictures, hand motions", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4700001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "90y0v2cCeZwivQza", + "name": "Stun", + "type": "power", + "data": { + "description": "
\n

Stun shocks a target with concussive force, sound, light, magical energy, or the like.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} casting means the victim must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll (at -2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll) or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{points} the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{points} the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
\n

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Bolts of energy, stun bombs, sonic booms, burst of blinding light", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4800001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "HSzJIm7YtJPVzGQW", + "name": "Summon Ally", + "type": "power", + "data": { + "description": "
\n

This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} but can appear differently based on the caster’s @Compendium[swade-core-rules.swade-rules.Trappings]{trappings}. It materializes anywhere in @Compendium[swade-core-rules.swade-rules.Range]{Range}, and with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, it’s @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}) as well.

\n

The ally acts on its creator’s @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}, it fades into nothingness, leaving no trace behind.

\n

The type of servant that can be summoned depends on the caster’s @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}. With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{wolf}, for example, the caster might exchange the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill for @Compendium[swade-core-rules.swade-skills.Survival]{Survival} so that the “animal” can track its foes.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SUMMON ALLY
RankCostServant
Novice2Attendant
Seasoned4Bodyguard
Veteran6Mirror Self*
Heroic8Sentinel
\n

*Mirror Self costs +2 power points per Rank above Veteran to a maximum of 10 PPs at Legendary

\n

Modifiers

\n
    \n
  • Bite/Claw (+1):  The ally can bite or claw at Str+d6
  • \n
  • Flight (+2): The ally can fly at @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12
  • \n
  • Mind Rider (+1): The caster can communicate and sense through the ally.
  • \n
\n

 

\n

STATBLOCKS

\n

Attendant

\n

Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d4, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d4, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} d6
Pace: 4; Parry: 4; Toughness: 4
Capacités spéciales :

\n
    \n
  • Claw: Str+d4.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}; ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound penalties}; doesn’t breathe, immune to @Compendium[swade-core-rules.swade-rules.Poison]{poison} and @Compendium[swade-core-rules.swade-rules.Disease]{Maladie}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Peur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
\n

 

\n

Bodyguard

\n

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d6, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} d4
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: @Compendium[swade-core-rules.swade-edges.First Strike]{First Strike}
Gear: Melee attack (Str+d6).
Capacités spéciales :

\n
    \n
  • Armor +2: Hardened skin.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: See Attendant.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Peur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
\n

 

\n

Mirror Self
The ally is a clone of the caster except: it’s an @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}; it has the same number of current @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} as the caster after subtracting for this casting; it cannot use the summon ally power; its @Compendium[swade-core-rules.swade-rules.Traits]{skills} (but not @Compendium[swade-core-rules.swade-rules.Traits]{attributes}) are one die type less (minimum d4) than the original; it has identical mundane equipment (no magical qualities, disappears when the power expires); has the @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct} and @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless} abilities.

\n

 

\n

Sentinel
Attributes:
Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d10, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d10, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d8
Pace: 6; Parry: 7; Toughness: 13 (4)
Edges: @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Arcane Resistance}, @Compendium[swade-core-rules.swade-edges.Improved Sweep]{Sweep (Improved)}.
Gear: Melee attack (Str+d8).
Capacités spéciales :

\n
    \n
  • Armor +4: Stone skin.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: See Attendant.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Peur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 2: Sentinels are 8' tall and very dense.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2+", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Clay figure that grows into a servant, a tattoo that comes to life.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4900001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "d47xq0oZe3nbPSFA", + "name": "Telekinesis", + "type": "power", + "data": { + "description": "
\n

Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} of d10, or d12 with a raise.

\n

Unwilling opponents resist the caster’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} with an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll when targeted and at the start of each of their @Compendium[swade-core-rules.swade-rules.Actions]{turns} afterward until they’re released. They can be moved up to the caster’ @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}. Dropped creatures suffer @Compendium[swade-core-rules.swade-rules.Falling]{falling damage} as usual.

\n

Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant @Compendium[swade-core-rules.swade-rules.Traits]{skill} when attacking in this way (not his @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill}).

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "5", + "damage": "", + "range": "Sm x2", + "duration": "5", + "trapping": "A wave of the hand, magic wand, steely gaze", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 5000001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "t5v8XP6bLEpSL1Gd", + "name": "Teleport", + "type": "power", + "data": { + "description": "
\n

Teleport allows a character to disappear and instantly reappear up to 12″ (24 yards) distant, or double that with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. Teleporting to an unseen location incurs a -2 penalty on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll.

\n

Opponents adjacent to a character who teleports away don’t get a free attack (see @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}).

\n

If casting teleport on a willing subject, the caster decides where they move to, not the target.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Teleport Foe (+2): Foes may be targeted by a @Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch Attack}. This is an @Compendium[swade-core-rules.swade-rules.Actions]{action}, so the casting must be the second part of a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} if the attack is successful. The foe resists the casting with an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Spirit roll against the @Compendium[swade-core-rules.swade-rules.Actions]{arcane skill} total and is sent up to the 12\" away with success and 24\" with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. Foes may not be teleported into solid objects.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "A cloud of smoke, \"phasing\" out, change into a bolt of lightning", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 5100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "ZXUoBohm4UZnr8oX", + "name": "Wall Walker", + "type": "power", + "data": { + "description": "
\n

Wall walker allows the recepient to walk on vertical or horizontal surfaces. With @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, she moves at half her normal @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, she may move at full @Compendium[swade-core-rules.swade-rules.Movement]{Allure} and even @Compendium[swade-core-rules.swade-rules.Movement]{run}.

\n

If forced to make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll to climb or hang on to the a surface, she adds +4 to the total.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The caster may affect others at the cost of 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Spider-like visage, prickly hairs on hands and feet", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 5200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "MoPlVzDq63d75DII", + "name": "Warrior's Gift", + "type": "power", + "data": { + "description": "
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, the recipient gains the benefits of a single Combat @Compendium[swade-core-rules.swade-rules.Edges]{Edge} chosen by the caster. The caster (not the recipient) must have the same @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} or higher as the Edge’s Requirements. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the @Compendium[swade-core-rules.swade-rules.Edges]{Rank Requirement}).

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "4", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Gestures, prayer, whispered words, concentration", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 5300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "2sNeNoHgN3R1Xst8", + "name": "Zombie", + "type": "power", + "data": { + "description": "
\n

Zombie grants animation and basic intelligence to the remains of a once-living being. The summoned horror is obedient but literal-minded in its duties. It isn’t telepathic, and must be controlled by voice.

\n

The being has the physical skills it had in life, but its @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}, @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, and related @Compendium[swade-core-rules.swade-rules.Traits]{skills} are reset to d4. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Trait Rolls]{casting roll} increases any one of their @Compendium[swade-core-rules.swade-rules.Traits]{Traits} by one die type (caster’s choice).

\n

Corpses aren’t summoned by this ability, so there must actually be a supply of bodies in @Compendium[swade-core-rules.swade-rules.Range]{Range} (GM’s call).

\n

An undead @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} by damage can’t be raised with this power again.

\n

Modifiers

\n
    \n
  • Additional Zombies (+1): A larger horde can be raised in a single casting by paying an additional 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} for each extra zombie raised.
  • \n
  • Armed (+1 per Zombie): The dead rise with a rusting weapon common to their setting and environment. Choose one:\n
      \n
    • Hand Weapon: Str+d6
    • \n
    • Ranged Weapon: Range 12/24/48, Dmg 2d6
    • \n
    \n
  • \n
  • Armor (+1 per Zombie): The horrors crawl from their grave wearing 2 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor}. This might be old chain mail, rusting plate, rotting bulletproof vests, etc.
  • \n
  • Mind Rider (+1): The caster can communicate and sense through one of the undead he's conjured. If it's destroyed, he may jupm to any of the others currently under his control.
  • \n
  • Permanent (0): The zombie is given unlife until @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} by Wounds. The @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} used to raise it are \"invested\" and unavailable until it's destroyed. The necromancer may terminate his creations' unlife at any time, regardless of sight, distance, or other factors. His Power Points then begin recharging normally. Permanent zombies remain animated even if their creator is slain!
  • \n
\n

 

\n

Zombie Creatures

\n

Animals and other creatures can also be raised with this foul ability! The cost is 2 for a creature of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} -1 or -2, 3 for @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 0, and 1 for a Small @Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarm}, 2 for a Medium Swarm, or 3 for a Large Swarm.

\n

Larger creatures cost 3 + @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} in Power Points. For example, an undead grizzly (Size 2) costs 5 Power Points to raise.

\n

Magical or supernatural @Compendium[swade-core-rules.swade-rules.Bestiary]{Special Abilities} aren’t conferred to the undead form, but those inherent to the creature are, such as @Compendium[swade-core-rules.swade-edges.Improved Frenzy]{Improved Frenzy}, @Compendium[swade-core-rules.swade-rules.Reach]{Reach}, a swarm’s attack, etc.

\n

Additional zombie creatures cost half their base cost if raised at once, instead of the +1 listed for Additional Zombies (round up, minimum of 1).

\n

 

\n
\n

Zombie

\n

These walking dead are typical groaning fiends looking for fresh meat.

\n

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6

\n

Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d4, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d6, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} d6

\n

Pace: 4; Parry: 5; Toughness: 7

\n

Edges:

\n

Capacités spéciales :

\n
    \n
  • Bite/Claws: Str.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Zombies are immune to @Compendium[swade-core-rules.swade-rules.Fear]{Peur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Undead}: +2 Toughness; +2 to recover from being Shaken; no additional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}; ignores 1 point of Wound penalties; doesn’t breathe; immune to @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}.
  • \n
  • Weakness (Head): @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} to a zombie’s head do the usual +4 damage.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "3*", + "damage": "", + "range": "Sm", + "duration": "One hour", + "trapping": "Carving symbols on corpses, throwing bones, graveyards, \"leather\" books", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 5400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "3PIcTlyIO8i0aYne", + "name": "Death Touch", + "type": "weapon", + "data": { + "description": "
\n

Liches drain the lives of those around them with a touch. Instead of a normal attack, a lich may make a @Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch Attack}. Every raise on its @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} roll automatically inflicts one Wound to its target.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "+2", + "dmgMod": "", + "additional": {} + }, + "damage": "", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 5500001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Lion": { + "name": "Lion", + "description": "
\n

Le roi de la jungle est un prédateur féroce, en particulier dans la savane où ses proies ne peuvent pas se cacher.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Vision nocturne}: ignore les malus de Pénombre et d’Obscurité. @Compendium[swade-core-rules.swade-rules.Illumination]{voir les pénalité de visibilité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Un lion pèse environ 200 kg.
  • \n
\n
", + "items": [ + { + "_id": "7ueziJ7U0IZiMDKm", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2300001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "aay4Qzf02MfWa1Zy", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2400001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "4Xcc0Q50N1NPIHL6", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2500001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "SvtIhEcXIbQkqhgj", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2600001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3KoxMgSGKZWNZQwq", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2700001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "hjzWukEasDnDqYiv", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2100001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "PHfXsiJbc9qZRHRM", + "name": "Improved Frenzy", + "type": "edge", + "data": { + "description": "
\n

The fighter rolls an extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with up to two Fighting attacks in the same turn

\n

Example

\n

Red desperately attacks a giant crab-like creature on an alien planet. She has Improved Frenzy and decides to attack three times (a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} at the usual penalty). She rolls her Fighting skill with an extra die for her first attack and second attack. She doesn’t get the extra die on her third Fighting roll.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Veteran, Frenzy" + } + }, + "sort": 2000001, + "flags": { + "core": { + "sourceId": "Item.RBpY2yIpaSy6B6vH" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "CwGPaFXHiFgweNlG", + "name": "Pounce (Wild Attack)", + "type": "weapon", + "data": { + "description": "
\n

Lions pounce on their prey to best bring their mass and claws to bear. If a lion makes a @Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack}, it adds +4 to its damage instead of +2.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "+4", + "dmgMod": "+4", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2200001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Mech": { + "name": "Robot", + "description": "
\n

Les caractéristiques qui suivent s’appliquent à une sentinelle mécanique de 4 m de haut comme on en trouve fréquemment dans des univers high-tech futuristes. C’est une unité de patrouille légère, avec une intelligence raisonnable et une bonne manœuvrabilité. Des robots plus imposants, mieux armés et mieux protégés existent également.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle }: +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladies} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur }: immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Peur} et l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, mais peut être assez intelligent pour réagir correctement aux situations qui provoquent la peur.
  • \n
  • Capteurs sensoriels : ignore les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 4 (Large): Le mech mesure 4m de haut.
  • \n
\n
", + "items": [ + { + "_id": "RjpsfNr5RMvP02Mc", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "c2krDJ74K88LfPd7", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "pfCQUJRlj5oPuJG8", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "EutPSViKrAEavsvA", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Gy4iQs0pYMJGEZuz", + "name": "Alertness (Sensors).", + "type": "edge", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "" + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "UvhpgKIKXXcPUMl0", + "name": "Heavy Machine Gun", + "type": "weapon", + "data": { + "description": "

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "p5z26U1TvowpxxbD", + "name": "Heavy Flamethrower", + "type": "weapon", + "data": { + "description": "
\n

Vehicular flamethrowers have longer ranges than personal devices. The wielder can use the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} or arc a blast the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} up to 18” (36 yards) distant. (Use the center of the template for the Range.) This shot can @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Deviate}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "3d8", + "range": "Cone or MBT", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.ZJCbV2A3QFJgbalx" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "uw0mSL8MmWMNjzJz", + "name": "Armor +4", + "type": "armor", + "data": { + "description": "
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + } + ] + }, + "Minotaur": { + "name": "Minotaure", + "description": "
\n

Un minotaure mesure plus de 2,10 m et son énorme tête bovine est dotée de cornes. Gardien de labyrinthe dans des univers fantastiques ou espèce dans d’autres, c'est toujours un redoutable combattant.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Capacités Speciales (Resilient or Very Resilient)]{Résilient}: +1 Blessure avant @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 3: Un minotaure mesure plus de 2 m et pèse autant qu’un taureau.
  • \n
\n
", + "items": [ + { + "_id": "ChMwI9Rlwklfhi8k", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1393750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "EMxhNoNcCvF6F9RT", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1493750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Q6rH6TWpbCphrdGz", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1593750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "XAFtAEmewPF2sAvL", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1693750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "V4TAZ3PXEPgQFDxN", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2093750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "wTnQoG1JDtJv8Pwa", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1793750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "wxbdQXjyWlnOYQBL", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2193750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "1JgYdMfkeV1Y9ZtD", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1893750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "JaU0Q2XXlglmTnhd", + "name": "Horns", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Horns)]{Horns}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1293750, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "9rysV6GGeF7eFEoy", + "name": "Fleet-Footed", + "type": "edge", + "data": { + "description": "
\n

The hero’s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is increased by +2 and his @Compendium[swade-core-rules.swade-rules.Movement]{Course} increases one step (from d6 to d8, for example)

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d6+" + } + }, + "sort": 1993750, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "SkSCegR4ekilvBBl", + "name": "Spear", + "type": "weapon", + "data": { + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1. @Compendium[swade-core-rules.swade-rules.Parry]{Parry} +1 if used @Compendium[swade-core-rules.swade-rules.Two Hands]{two-handed}

\n
", + "notes": "Reach 1. Parry +1 if used two-handed", + "additionalStats": {}, + "quantity": 1, + "weight": 3, + "price": 100, + "equippable": true, + "equipped": false, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Athletics", + "skillMod": "", + "dmgMod": "", + "additional": { + "aryl7v6r72": { + "name": "Athletics (throwing)", + "type": "skill", + "rof": null, + "skillMod": "", + "skillOverride": "Athletics", + "shotsUsed": null + } + } + }, + "damage": "@str+d6", + "range": "3/6/12", + "rof": "1", + "ap": "0", + "minStr": "d6", + "shots": "0", + "currentShots": "0" + }, + "sort": 1193750, + "flags": { + "core": { + "sourceId": "Item.nxQ7g0GpAyWzfSNq" + }, + "cf": { + "id": "temp_rz46r8sengj", + "path": "Equipment#/CF_SEP/Personal Weapons#/CF_SEP/Melee Weapons, Medieval", + "color": "#000000" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/Spear.webp", + "effects": [] + }, + { + "_id": "agW0CoAoZ5HLPil7", + "name": "Leather Armor", + "type": "armor", + "data": { + "description": "

Heavy winter clothing, supple leather armor, soft hides.

", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 5, + "price": 20, + "equippable": true, + "equipped": false, + "minStr": "d4", + "armor": 1, + "isNaturalArmor": false, + "locations": { + "head": false, + "torso": true, + "arms": true, + "legs": false + } + }, + "sort": -200000, + "flags": { + "core": { + "sourceId": "Item.OyKaO8iUxeIWldyd" + } + }, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + } + ] + }, + "Mule": { + "name": "Mule", + "description": "
\n

Croisement entre l’âne et le cheval, les mules sont utilisées pour porter de lourdes charges ou tirer des chariots.

\n

Le meneur est encouragé à lui donner une personnalité, comme tout animal de compagnie.

\n

Capacités spéciales :

\n
    \n
  • Entêtée: inflige -1 en @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} à son cavalier.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2: Une mule est une créature solide pesant en-viron 500 kg.
  • \n
\n
", + "items": [ + { + "_id": "NSXab2mvCxWyAK18", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GLUvtelCkBEFFRu0", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "WYTRXIvsgjccZM5a", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "jxJexgwhheGdHOLJ", + "name": "Kick", + "type": "weapon", + "data": { + "description": "", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Ogre": { + "name": "Ogre", + "description": "
\n

Les ogres sont parents des orques et des géants mineurs. Ils sont parfois adoptés par les clans orques qui apprécient leur sauvagerie et leur force et s’en servent comme alliés dociles contre leurs ennemis.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Résilient}: +1 Blessure avant @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2: La plupart des ogres font dans les 2,5 m, avec une grosse bedaine et des membres massifs.
  • \n
\n

 

\n
", + "items": [ + { + "_id": "1cpmKIChlmWyroYY", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Bnva8nhwHPxXc4Ik", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "AJm34fcpGUZ04yil", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "zVdxpJyM5aEUxtty", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GAfd08JyMiVyZxmd", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "2mGb7fwNCuKeq9sO", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "KqYNjJlVirRgRsWB", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ZImAyOYR7pZ1ltFT", + "name": "Massive Club", + "type": "weapon", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "IpA0wcUT9MayjOAa", + "name": "Brute", + "type": "edge", + "data": { + "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1100000, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "kHeFDShZzIpCZxvZ", + "name": "Sweep", + "type": "edge", + "data": { + "description": "
\n

Sweep allows a character to make a single @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack and apply it against all targets in his @Compendium[swade-core-rules.swade-rules.Reach]{Reach} at a -2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit.

\n

A fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d8+" + } + }, + "sort": 1200000, + "flags": { + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "5Mh9lQLEFhYBrHVC", + "name": "Thick Hides", + "type": "armor", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 5, + "price": 20, + "equippable": true, + "equipped": true, + "minStr": "d4", + "armor": 1, + "isNaturalArmor": false, + "locations": { + "head": false, + "torso": true, + "arms": true, + "legs": false + } + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.OyKaO8iUxeIWldyd" + } + }, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + } + ] + }, + "Orc": { + "name": "Orc", + "description": "
\n

Les orques sont des humanoïdes à peau verte et à l’apparence porcine avec leurs groins et parfois même des défenses. De nature ignoble, ils sont de plus impitoyables et font rarement des prisonniers.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}: réduit de moitié les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} pour attaquer une cible chaude..
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Un orque est légèrement plus imposant qu’un humain.
  • \n
\n
", + "items": [ + { + "_id": "NKuich6CkLMStd7t", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1200001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "KCQjksxbgAVR1hFw", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1300001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "YgPXwBc3Wn4Oyhor", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1400001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "cRD0RwtWZ5JCrhnz", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1500001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "lprhwDYYUDmnpk1Z", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1900001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "BPeoDv0XynPXnKDk", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "F6IJPgCTROvnK1o6", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Lke8eZLaktuJZ5MJ", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1800001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VL6OJIrsKATmwAJs", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1700001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MyVfl8AGutTXG5ka", + "name": "Leather Armor", + "type": "armor", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 2, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "Leather Armor", + "armor": 1, + "isNaturalArmor": false, + "locations": { + "head": false, + "torso": true, + "arms": false, + "legs": false + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "I2byGw2V6owLjeD1", + "name": "Scimitar", + "type": "weapon", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "hmZv4WMRcqwTJOR0", + "name": "Brute", + "type": "edge", + "data": { + "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1100001, + "flags": { + "core": { + "sourceId": "Item.S8PkWjixmNUAGcUU" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + "Orc, Chieftain": { + "name": "Orc, chef de clan", + "description": "
\n

Le chef d’un clan orque est toujours le plus bestial et féroce du groupe. Ces chefs possèdent souvent un ou deux objets magiques dans les univers où de tels objets sont relativement communs.

\n

Note:

\n

Les chefs ont une @Compendium[swade-core-rules.swade-rules.Characters]{parade} de 7 lorsqu'ils manient une grande hache.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}: réduit de moitié les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} pour attaquer une cible chaude.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1:Un orque est légèrement plus imposant qu’un humain.
  • \n
\n
", + "items": [ + { + "_id": "yKX6TX07XbYtN7mS", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "UpQmkHABzSpaH8S7", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "EAUKWbZHuqKKX4KR", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "O1xwBuP5Ed8dryeB", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "iE7TupXW004G4K5E", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "RQWfjrIvxyErZjbc", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3xTtVNhzjpE4e5J2", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "XFGJdZzc1MtsbwVp", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ei98I3B0TPrHTUlL", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "rYPioagBIyN3PERw", + "name": "Plate Corselet", + "type": "armor", + "data": { + "description": "
\n

Heavy steel armor made with “plates” of metal.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 30, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "Plate Corselet", + "armor": 4, + "isNaturalArmor": false, + "locations": { + "head": false, + "torso": true, + "arms": false, + "legs": false + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "b9VEwNHjutfzqvuY", + "name": "Chain Arms and Legs", + "type": "armor", + "data": { + "description": "
\n

Chain, splint, metal scale, ring mail, samurai armor.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 3, + "isNaturalArmor": false, + "locations": { + "head": false, + "torso": false, + "arms": true, + "legs": true + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "tLXyq7uXrloDwGu0", + "name": "Brute", + "type": "edge", + "data": { + "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1300000, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "ZVWYsJkU8pmHcCjt", + "name": "Sweep", + "type": "edge", + "data": { + "description": "
\n

Sweep allows a character to make a single @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack and apply it against all targets in his @Compendium[swade-core-rules.swade-rules.Reach]{Reach} at a -2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit.

\n

A fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d8+" + } + }, + "sort": 1000000, + "flags": { + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "3djXoyjmyQV30CGr", + "name": "Axe, Great", + "type": "weapon", + "data": { + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Parry]{Parry} –1, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}

\n
", + "notes": "Parry –1, two hands", + "additionalStats": {}, + "quantity": 1, + "weight": 7, + "price": 400, + "equippable": true, + "equipped": false, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": { + "kwepx6kqhf": { + "name": "One-handed", + "type": "skill", + "rof": null, + "skillMod": "-4", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "@str+d10", + "range": "", + "rof": "0", + "ap": "2", + "minStr": "d10", + "shots": "0", + "currentShots": "0" + }, + "sort": 50000, + "flags": { + "core": { + "sourceId": "Item.fHszncdsIT8YeQQ9" + }, + "cf": { + "id": "temp_rz46r8sengj", + "path": "Equipment#/CF_SEP/Personal Weapons#/CF_SEP/Melee Weapons, Medieval", + "color": "#000000" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/melee-medieval-greataxe.webp", + "effects": [ + { + "_id": "3XgMLMWoNmxJeFKH", + "flags": {}, + "changes": [ + { + "key": "data.stats.parry.modifier", + "value": -1, + "mode": 2 + } + ], + "disabled": false, + "duration": { + "startTime": null, + "seconds": null, + "rounds": null, + "turns": null, + "startRound": null, + "startTurn": null + }, + "icon": "modules/swade-core-rules/assets/art/equipment/weapons/melee-medieval-greataxe.webp", + "label": "Great Axe Parry Penalty", + "tint": "", + "transfer": true + } + ] + } + ] + }, + "Raptor (Birds of Prey)": { + "name": "Oiseau de proie", + "description": "
\n

Les aigles, faucons et autres grands oiseaux de proie entrent dans cette catégorie..

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{vol}: Ils ont une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 48m.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −3 (Tres petit): Les rapaces sont légers et mesurent environ 60 cm.
  • \n
\n
", + "items": [ + { + "_id": "yvAFOT58qkR6QLJP", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "4VqQmyANKIqEUn5v", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "82tQNrFJdswpjAEa", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Cn2DgX4u5SVBm4SP", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "21v7Dh8rXiMBXAdM", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "oZfxqtlBM6Otj9vP", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Shark": { + "name": "Requin", + "description": "
\n

Ces caractéristiques sont valables pour les requins tigres, les requins gris et autres de taille similaire.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 10.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Cette créature pèse environ 250 kg.
  • \n
\n
", + "items": [ + { + "_id": "J56OneQrwKg8jsXs", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "mSt6HVn5KsPTGNEv", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VtMo6ZW1bd34xwJF", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "J4oYpWafZKrxeRJy", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "jBYWBd7NQqx8Izbz", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ikc2t3YYPOkNXxgz", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Shark, Bull": { + "name": "Requin-bouledogues", + "description": "
\n

Ces caractéristiques sont valables pour les requins-bouledogues qui ont For d10.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 10.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Cette créature pèse environ 250 kg.
  • \n
\n
", + "items": [ + { + "_id": "J56OneQrwKg8jsXs", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "mSt6HVn5KsPTGNEv", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VtMo6ZW1bd34xwJF", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "J4oYpWafZKrxeRJy", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "jBYWBd7NQqx8Izbz", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ikc2t3YYPOkNXxgz", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Shark, Great White": { + "name": "Grand Requin blanc", + "description": "
\n

Les grands blancs font en général entre 5,5 m et 7,5 m de long.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: @Compendium[swade-core-rules.swade-rules.Movement]{Allure}.10
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Robuste}: Pas de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} si @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} deux fois.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 4 (Large): Les grands blancs font en général entre 5,5 m et 7,5 m de long.
  • \n
\n
", + "items": [ + { + "_id": "y4rBRNO48p80BRrE", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "TKbsQRQuSLxWAhte", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "uOEm5LscymaIPbGW", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "rcaWCOlXUEz44O7C", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "RL26tC5hyqROlyfN", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3fXJUdMW7qQWJoDc", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Skeleton": { + "name": "Squelette", + "description": "
\n

Ces morts-vivants n’ont plus que des lambeaux de peau sur les os ce qui les rend plus rapides que les zombis encore couverts de chairs putréfiées. On les rencontre parfois au sein d’armées dirigées par de vils nécromanciens.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Peur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort-vivant}: Résistance +2, annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} +2, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poison}.
  • \n
\n
", + "items": [ + { + "_id": "Z4jLwklbnjgp4Jn2", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "DkJZVR0yp2IGbWTg", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "PPt3yl8tGHWWZIZr", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "drhSqrMwxEnonRne", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GBS1UsfOeymcild1", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "JEOvp7eM2Sm5DluH", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "T98lgEhrkkJYbcTH", + "name": "Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "MIXOZbR2okXWWnG1", + "name": "Varies", + "type": "gear", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1 + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/gear.svg", + "effects": [] + } + ] + }, + "Snake, Constrictor": { + "name": "Serpent constricteur", + "description": "
\n

Les serpents dans le monde réel sont rarement agressifs à moins d’être acculés ou effrayés. Ils n’en demeurent pas moins iconiques des aventures de fiction.

\n

Pythons, boas constricteurs et autres serpents de plus de 5 m de long.

\n

Capacités spéciales :

\n
    \n
  • Constriction: +2 à l'@Compendium[swade-core-rules.swade-rules.Traits]{Athlétisme} et à la @Compendium[swade-core-rules.swade-rules.Traits]{Force} pour les jets d'@Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade}.
  • \n
\n
", + "items": [ + { + "_id": "AXhDSgrpj1pBS53W", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "kFRuPWNHOb6p13yh", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "SLhqwjUWaqhswI5w", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "HdG5n15PUL2A0naX", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "cyWHgkvq9u99lEIm", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "0PeQ8azYsqclb8l3", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Snake, Venomous": { + "name": "Serpent venimeux", + "description": "
\n

Les serpents dans le monde réel sont rarement agressifs à moins d’être acculés ou effrayés. Ils n’en demeurent pas moins iconiques des aventures de fiction.

\n

Ces caractéristiques valent pour les cobras et les serpents de taille moyenne au poison extrêmement mortel.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison}: au choix du MJ (voir p. 120) pour les @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} −3 (Tres petit): La plupart des serpents venimeux mesurent entre 20 et 40cm de longueur, mais seulement quelques centimètres d'épaisseur
  • \n
\n
", + "items": [ + { + "_id": "eViH6822Nim9F7Jm", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6kaSatrLZUDdG0Fh", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "7lSf7KCsWYpEJtFx", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "nxaxcVwkempigtqX", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "jwLSnSqxqiWraXf4", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "9GnltxOCuZ0s64yp", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+2", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "jyzfr9oIUSEMIrNN", + "name": "Quick", + "type": "edge", + "data": { + "description": "
\n

Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} of Five or lower, you may discard it and draw again until you get a card higher than Five.

\n

@Compendium[swade-core-rules.swade-rules.Characters]{Characters} with both the @Compendium[swade-core-rules.swade-edges.Level Headed]{Level Headed} and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d8+" + } + }, + "sort": 700000, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + "Soldier": { + "name": "Soldat", + "description": "
\n

Soldats de base, miliciens ou n’importe quels fantassins ayant une formation militaire de base, ils servent bien souvent de troupes à des personnages plus puissants. N’hésitez pas à les modifier pour les adapter au rôle voulu.

\n
", + "items": [ + { + "_id": "DU6UW3qnUPDcdZLc", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "pG7D49TdrCZlZ2O2", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "nZsmg0qND3eitMpp", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "eruG8qPfoGd9R768", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "C6xiXhbv5m1ohYTE", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "XPQ9Hbu0JgAX7WL4", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "p45Kss4JM5cYa4sC", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "tOYQUCDzQY0Mqiyz", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "I68PUIg2zYDOVgx4", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "qUYQfaLcahiIOWzF", + "name": "Soldier", + "type": "edge", + "data": { + "description": "
\n

Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} as one die type higher when determining @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} to use armor, weapons, and equipment without a penalty. (This stacks with the @Compendium[swade-core-rules.swade-edges.Brawny]{Brawny} Edge.)

\n

They also get a free reroll on @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls made to survive environmental hazards (see @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards}).

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1100000, + "flags": { + "cf": { + "id": "temp_m323jalj7n", + "path": "Edges#/CF_SEP/Professional Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "paoVi4mG1rYMeGA2", + "name": "Varies", + "type": "gear", + "data": { + "description": "
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1 + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/gear.svg", + "effects": [] + }, + { + "_id": "VAdccMRYdtYMTy2V", + "name": "Gun", + "type": "weapon", + "data": { + "description": "", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "jxy4gl5kjl": { + "name": "Single Shot", + "type": "skill", + "rof": 1, + "skillMod": "+2", + "skillOverride": "", + "shotsUsed": 1 + } + } + }, + "damage": "", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "10", + "currentShots": "10" + }, + "sort": 1200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Soldier, Experienced": { + "name": "Soldat expérimenté", + "description": "
\n

Soldats de base, miliciens ou n’importe quels fantassins ayant une formation militaire de base, ils servent bien souvent de troupes à des personnages plus puissants. N’hésitez pas à les modifier pour les adapter au rôle voulu.

\n
", + "items": [ + { + "_id": "DU6UW3qnUPDcdZLc", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "pG7D49TdrCZlZ2O2", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "nZsmg0qND3eitMpp", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "eruG8qPfoGd9R768", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "C6xiXhbv5m1ohYTE", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "XPQ9Hbu0JgAX7WL4", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "p45Kss4JM5cYa4sC", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "tOYQUCDzQY0Mqiyz", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "I68PUIg2zYDOVgx4", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "qUYQfaLcahiIOWzF", + "name": "Soldier", + "type": "edge", + "data": { + "description": "
\n

Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} as one die type higher when determining @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} to use armor, weapons, and equipment without a penalty. (This stacks with the @Compendium[swade-core-rules.swade-edges.Brawny]{Brawny} Edge.)

\n

They also get a free reroll on @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls made to survive environmental hazards (see @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards}).

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1200000, + "flags": { + "cf": { + "id": "temp_m323jalj7n", + "path": "Edges#/CF_SEP/Professional Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "0UHfnvFaaXHnunyL", + "name": "Varies", + "type": "gear", + "data": { + "description": "
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1 + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/gear.svg", + "effects": [] + }, + { + "_id": "BUb9N74L7ji3Ip7E", + "name": "Any two additional Combat Edges", + "type": "edge", + "data": { + "description": "
\n

Choose any two additional @Compendium[swade-core-rules.swade-rules.Edges]{Combat Edges}.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "" + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + "Spider, Giant": { + "name": "Araignée géante", + "description": "
\n

Les araignées géantes font la taille de gros chiens et vivent en nid de 1d6 + 2 arachnides. Elles chassent fréquemment en groupe quand les proies viennent à manquer.

\n

Leur repaire jonché des os et trésors de leurs victimes procure souvent un riche butin aux braves s’y aventurant.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison} (−4): Généralement @Compendium[swade-core-rules.swade-rules.Poison]{modéré} ou @Compendium[swade-core-rules.swade-rules.Poison]{létal}(voir p. 120).
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −1:De la taille d'un chien.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Wall Walker)]{Adhérence}: Les créatures bougent à leur pleinne @Compendium[swade-core-rules.swade-rules.Movement]{Allure} sur les murs et les plafonds ! Beurk !
  • \n
\n
", + "items": [ + { + "_id": "rkeniIOF56bDPSa8", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "fc0CsGicJ8tewpQw", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "DKohaeCneDm9DW09", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "IPNCsAH6FBj2lx4r", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "7aiCdCnOWNqeVEeh", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "wCiNZo95LzQeus43", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "2TR5AE3Xpbeu5Vb0", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Ea39PsTpEcUdIg2L", + "name": "Bite", + "type": "weapon", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "gkv1iUMV2Qm5jPrx", + "name": "Webbing", + "type": "weapon", + "data": { + "description": "
\n

The spiders can cast webs from their thorax that are the size of @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Templates}. This is a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll with a @Compendium[swade-core-rules.swade-rules.Range]{Range} of 6″. A hit means the victim is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}, or @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound} with a raise.

\n
", + "notes": "Small Blast Template", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "", + "range": "6", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Summon Ally: Attendant": { + "name": "Convocation d'allié: Serviteur", + "description": "
\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}: +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
\n
", + "items": [ + { + "_id": "9OnwZJgcVuBhf3SU", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "knB5VqEkjZGI5npp", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ns1izEDodoWmEAsx", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "bqj8HJjou2sDgVFW", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "R4QdaAkIDSOQ2zai", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "A913gejqP6lvbIam", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "0LsJ55pZ2oOk1DUD", + "name": "Griffes", + "type": "weapon", + "data": { + "description": "
\n

 

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Summon Ally: Bodyguard": { + "name": "Summon Ally: Garde du corps", + "description": "
\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}: +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
\n
", + "items": [ + { + "_id": "pgBggVRmxmscLMro", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6BIgGZb22t83vkVJ", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Lw553baJrEcRHgca", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "gUg5OIQugH8Qar7d", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "FHXECuenR5vSdvJY", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MPeaLwpTgF8XEXHU", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Hk8p3tCabua3LRxm", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VxPVCaxej4aDZxwh", + "name": "Armure +2", + "type": "armor", + "data": { + "description": "
\n

Peau renforcée.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 2, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "FvfPoVVQAkcYJTvr", + "name": "Arme de mêlée", + "type": "weapon", + "data": { + "description": "
\n

 

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "J5BmWgsIqDpd3ez5", + "name": "First Strike", + "type": "edge", + "data": { + "description": "
\n

Once per round, as long as he’s not @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}, the hero gets a free @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack against a foe immediately after he moves into @Compendium[swade-core-rules.swade-rules.Reach]{Reach}. (See @Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks})

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d8+" + } + }, + "sort": 900000, + "flags": { + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + "Summon Ally: Sentinel": { + "name": "Summon Ally: Sentinelle", + "description": "
\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}: +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2: haute de 2m40 et trapue.
  • \n
\n
", + "items": [ + { + "_id": "V1ntFnQcdg4Qquci", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "2u6qogqcotjCBu6B", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MjezVLH75e5JzCih", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "y6rFRuJsJ0EIq5kQ", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "34aDTm6BdmRHqWHW", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "DfMjiZ7qDgJ691tM", + "name": "Armure +4", + "type": "armor", + "data": { + "description": "
\n

Peau pierreuse.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "b6vZnSeNRuz5KEdf", + "name": "Arme de mêlée", + "type": "weapon", + "data": { + "description": "
\n

 

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "eccEXn1Q3MUetjt5", + "name": "Arcane Resistance", + "type": "edge", + "data": { + "description": "

Magic and the supernatural hold little sway with this individual. Whether by nature, heritage, or training he’s particularly resistant to magic, psionics, weird science, and other supernatural energies.

\n

Arcane skills targeting the hero suffer a -2 penalty (even if cast by allies!) and magical damage is reduced by 2 as well.

", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Spirit d8+" + } + }, + "sort": 900000, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "bqe4JkbVYpjzNlVw", + "name": "Sweep (Imp).", + "type": "edge", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "" + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + "Swarm": { + "name": "Essaim", + "description": "
\n

Parfois les ennemis les plus mortels sont de taille très réduite. Un essaim composé de quelques dizaines à quelques milliers d'individus (fourmis, guêpes, rats, etc.) est traité comme une créature recouvrant un Gabarit @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit grand, moyen ou petit} se déplaçant puis attaquant chaque round tout ce qui s’y trouve. (sauf si @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}). Quand un essaim est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} il disparait.

\n

Faute d'intelligence, il ne fait rien d'autre (pas de @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}, ni autres types de @Compendium[swade-core-rules.swade-rules.Test]{Test}.

\n

Capacités spéciales :

\n
    \n
  • Division: certains essaims peuvent se diviser en deux essaims plus petits lorsqu’ils subissent une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} (au choix du MJ). Réduisez le @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit} d’une taille en cas de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, un Petit essaim étant détruit.
  • \n
  • Essaim: annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} +2, @Compendium[swade-core-rules.swade-rules.Characters]{Parrade} +2. mmunisé aux armes perforantes ou tranchantes, subit les @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Zones d’effet} et le Piétinement (Force dégâts). Peut parfois être déjoué en s'immergeant totalement (insectes, oiseaux).
  • \n
\n
", + "items": [ + { + "_id": "yZfHJAWfXLSK5Vex", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "luCqilzFsdsZ1BqB", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GwS74iruuUX18Ogq", + "name": "Bite or Sting", + "type": "weapon", + "data": { + "description": "
\n

Swarms inflict hundreds of tiny bites or stings every round, hitting automatically (unless @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}) and causing 2d4 damage to everyone in the template at the end of their turn. Damage is applied to the least armored location (those in completely sealed suits are immune).

\n
", + "notes": "Small, Medium or Large Blast Template", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "2d4", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Troll": { + "name": "Troll", + "description": "
\n

Les trolls des légendes sont d’effrayantes créatures carnivores habitant dans de profondes forêts, sous les ponts ou dans des cavernes cachées dans les montagnes.

\n

es jeux et les récits récents leur ont rajouté une faculté de régénération et une faiblesse au feu. Les caractéristiques ci-dessous reflètent ces deux origines.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Régénération}: @Compendium[swade-core-rules.swade-rules.Healing]{Guérison naturelle} haque round même @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} sauf pour les @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} provoquées par le feu ou cautérisées par la suite.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Résilient}: +1 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} avant @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Les trolls sont de grandes créatures élancées.
  • \n
\n
", + "items": [ + { + "_id": "O4lRg1iWsDX9RcUJ", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ksDd968MAG8grO74", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Nr62VhqOv4Cbf1oj", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VV8NWZuxXGyyLXnM", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3lmjNQd7NZe7wxDD", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Dec90GdxGGW5jl8l", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "fGHjeTxU2CUrrxgo", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "oDSp0qEMcNvQelub", + "name": "Armor +1", + "type": "armor", + "data": { + "description": "
\n

Rubbery hide.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 1, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "pL2x9LbLq1VztxAG", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "o8fzCkhBkk1H4H70", + "name": "Spiked Club", + "type": "weapon", + "data": { + "description": "
\n

Similar to @Compendium[swade-core-rules.swade-equipment.Club, Heavy]{Club, Heavy} but bigger and spikier.

\n
", + "notes": "Used by trolls.", + "additionalStats": {}, + "quantity": 1, + "weight": 7, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "d8", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "F6AMx9cqnp3sU0Sq", + "name": "Brute", + "type": "edge", + "data": { + "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 4700000, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "6AdOqk7y2fwThxzn", + "name": "Improved Sweep", + "type": "edge", + "data": { + "description": "
\n

Improved Sweep allows a character to make a single @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack and apply it against all targets in his @Compendium[swade-core-rules.swade-rules.Reach]{Reach} (friends and foes alike). Resolve damage separately for each enemy that’s hit.

\n

A fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Veteran, Sweep" + } + }, + "sort": 4000000, + "flags": { + "core": { + "sourceId": "Item.FwR0OT6h2qOboRGH" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + "Vampire": { + "name": "Vampire", + "description": "
\n

Les buveurs de sang des contes sont courants dans de nombreux jeux fantastiques. Voici des ca-ractéristiques pour un vampire relativement jeune. Pour des vampires plus faibles, ignorez la @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerabilit)]{Invulnérabilité} Compétences spéciales.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnérabilité}: Peut être @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} mais pas @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessé} sauf Point faible.
  • \n
  • Infection: Quiconque est tué par un vampire a 50 % de chances de devenir un vampire au bout de 1d4 jours.
  • \n
  • Mort-vivant : +2 @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}; +2 annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessure}, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux maladies et aux poisons.
  • \n
  • Point faible (symbole religieux): Succès d'Âme contre Âme requis pour attaquer directement le porteur d’un symbole religieux.
  • \n
  • Point faible (eau bénite) : +1 Fatigue si aspergé, se consume si immergé (cf. lumière du soleil).
  • \n
  • Point faible (invité): ne peut pénétrer une habitation privée sans y être invité. Peuvent pénétrer les lieux publics sans problème.
  • \n
  • Point faible (pieu dans le coeur): dégâts normaux pour @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées} au coeur (-4) et tombe en poussière sur Échec de @Compendium[swade-core-rules.swade-rules.Traits]{Vigeur} contre les dégâts.
  • \n
  • Point faible (lumière du soleil) : subit 2d4 de dégâts par round en se consumant aux rayons du soleil. L'@Compendium[swade-core-rules.swade-powers.Armor]{Armure} protège normalement.
  • \n
\n
", + "items": [ + { + "_id": "QzJLRQH42Ko7sD4P", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MdUBvBKzgYtIovq7", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "FxXeE4cP7QvOlMDk", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "LCJSKqSY0O71CF3R", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6ILi1ziBFQuTg2xo", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "QOL2idzkeWF2bUNZ", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "DDFyATQtsSQL7m2O", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "5ub2TOc9BV76ctFu", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GUe6hyPo0qznB5rF", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "j2We2fwAMeUdOcJ1", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "hGIvCHRUkodjggSj", + "name": "Frenzy", + "type": "edge", + "data": { + "description": "
\n

A character with Frenzy rolls a second @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Fighting d8+" + } + }, + "sort": 1200000, + "flags": { + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "KSRrccrZMtuqN37A", + "name": "Level Headed", + "type": "edge", + "data": { + "description": "
\n

Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws an additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} in combat and chooses which to use.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Smarts d8+" + } + }, + "sort": 800000, + "flags": { + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + "Vampire, Ancient": { + "name": "Vampire, Ancient", + "description": "
\n

Voici les caractéristiques standards pour des vampires un peu moins forts que le légendaire Dracula, mais bien supérieurs aux buveurs de sang à peine sortis de la tombe. Le MJ peut ajouter d’autres @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} pour refléter le passé du vampire qu’il désire créer.

\n

Capacités spéciales :

\n
    \n
  • Transformation: se transforme en loup ou chauve-souris sur Succès @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} -2. Reprend forme humaine sur Succès @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}.
  • \n
  • Charme: @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} d10, 10 cases, jusqu'à nouvelle cible. @Compendium[swade-core-rules.swade-powers.Puppet]{Marionnette} : sur Succès, contrôle total d'une cible ayant une attirance pour lui (selon le MJ). Ils peuvent lancer et maintenir le pouvoir indéfiniment, mais ne peuvent affecter qu'une seule cible à la fois.
  • \n
  • Enfants de la nuit : peut invoquer et contrôler 1d6 loups ou 1d6 @Compendium[swade-core-rules.swade-bestiary.Swarm]{Essaim}) de rats sur Succès @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} –2. Ils arrivent de la nature environnante en 1d6 + 2 rounds.s.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnerabilité}: peut être @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} mais pas @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessé} sauf Point faible.
  • \n
  • Brume: se transforme en brume ou reprend forme humaine en une action sur Succès d'@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} -2.
  • \n
  • Infection : Quiconque est tué par un vampire a 50 % de chances de devenir un vampire au bout de 1d4 jours.
  • \n
  • Mort-vivant : +2 @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}; +2 annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessure}, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux maladies et aux poisons.
  • \n
  • Point faible (symbole religieux): Succès d'Âme contre Âme requis pour attaquer directement le porteur d’un symbole religieux.
  • \n
  • Point faible (eau bénite) : +1 Fatigue si aspergé, se consume si immergé (cf. lumière du soleil).
  • \n
  • Point faible (invité): ne peut pénétrer une habitation privée sans y être invité. Peuvent pénétrer les lieux publics sans problème.
  • \n
  • Point faible (pieu dans le coeur): dégâts normaux pour @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées} au coeur (-4) et tombe en poussière sur Échec de @Compendium[swade-core-rules.swade-rules.Traits]{Vigeur} contre les dégâts.
  • \n
  • Point faible (lumière du soleil) : subit 2d4 de dégâts par round en se consumant aux rayons du soleil. L'@Compendium[swade-core-rules.swade-powers.Armor]{Armure} protège normalement.
  • \n
\n
", + "items": [ + { + "_id": "KdkbqjBMh3DyezrM", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "PZB3VFFzemTd5x9e", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "7rOsqMEkJnw1xaHm", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "CGujsjmxfJVwQtPn", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "1N3EdUm2ZhBYVvee", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "56MZ7raHERYwVJAK", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "oyKGCjDjcxFHmbLX", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GUyMogkjnOK7kUQe", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Qql6Si4NXYPSrBUJ", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "55EYZr0gf7T4te6f", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "5k0g5R77iPHuHNDE", + "name": "Improved Frenzy", + "type": "edge", + "data": { + "description": "
\n

The fighter rolls an extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with up to two Fighting attacks in the same turn

\n

Example

\n

Red desperately attacks a giant crab-like creature on an alien planet. She has Improved Frenzy and decides to attack three times (a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} at the usual penalty). She rolls her Fighting skill with an extra die for her first attack and second attack. She doesn’t get the extra die on her third Fighting roll.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Veteran, Frenzy" + } + }, + "sort": 1900000, + "flags": { + "core": { + "sourceId": "Item.RBpY2yIpaSy6B6vH" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "KE4XDbGWrxU1jB62", + "name": "Level Headed", + "type": "edge", + "data": { + "description": "
\n

Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws an additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} in combat and chooses which to use.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Smarts d8+" + } + }, + "sort": 2600000, + "flags": { + "core": { + "sourceId": "Item.4CgVoXw4bgfqjdTL" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + "Werewolf": { + "name": "Loup-garou", + "description": "
\n

Lorsque la lune est pleine, les humains atteints de ce mal perdent le contrôle et la rage les pousse au meurtre. Certains y prennent même du plaisir.

\n

Adaptez les Capacités spéciales selon votre vision. Par exemple, un lycanthrope ancien ou « pur-sang » ne pourrait être vulnérable qu'à l'argent ou la magie.

\n

Capacités spéciales :

\n
    \n
  • Régénération rapide:@Compendium[swade-core-rules.swade-rules.Healing]{Guérison naturelle} chaque round même Incapacité sauf pour les Blessures provoquées par des objets en argent.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur} (−2): Les loups-garoup glacent le sang de tous ceux qui les voient.
  • \n
  • Infection: un personnage tué par un loup-garou a 50 % de chance d’en devenir un. Il se transforme involontairement chaque pleine lune et ne peut contrôler sa lycanthropie qu’au bout de 1d6 ans.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}: réduit de moitié les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} pour attaquer une cible chaude.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Un loup-garou est une imposante créature.
  • \n
\n
", + "items": [ + { + "_id": "98cJWO1hloAlZIfY", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "tRsGM7lPgaogaBG5", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "K7B0kLYQXDqrLvJe", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Ru5ol7QETghJePef", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "NRBqtZ1Lclhldfvs", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "KGaRRbZ0Xqu933Ct", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ZrXaQk7skSnNxjgz", + "name": "Survival", + "type": "skill", + "data": { + "description": "
\n

Survival allows a character to find food, water, or shelter in hostile environments. It can also be used to navigate wilderness environments, figure out which plants are good to eat and which aren’t, and so on.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} Survival roll provides enough food and water for one person for one day; or five people with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

More detailed information on @Compendium[swade-core-rules.swade-rules.Hunger]{Hunger} and @Compendium[swade-core-rules.swade-rules.Thirst]{Thirst} can be found under @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards} section.

\n

Tracking: Survival can also be used to detect and follow tracks. Each roll generally covers following the tracks for one mile, but the GM should adjust this as needed for specific circumstances.

\n

The Game Master should assign a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{bonus or penalty} based on the target, environment, and time. Tracking a large group that recently passed through a snow-covered area might grant a bonus of +4, while following a single person over rocks and streams after more than a day incurs a −4 penalty.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "WYdvu0MFN2weDZiL", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "vKAbWOCifSUWrSWj", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Zombie": { + "name": "Zombi", + "description": "
\n

Mort-vivant grognant à la recherche de bonne chair fraîche.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}:Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Peur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort-vivant}: +2 @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}; +2 annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessure}, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux maladies et aux poisons.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Weakness)]{Point faible} (tête): @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées} toucher un zombi à la tête donne le bonus habituel de +4 de dégâts.
  • \n
\n
", + "items": [ + { + "_id": "Qp2Q5ImCZepaCFRv", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "4QR5gXtlm7fZYCu5", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3100001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "wBXyuNWENEhq96Kw", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3200001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "7qjXJq6fKaSMJSKG", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GdO3drzvQiQdVCQM", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3500001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "fgkHvL0KbtdIwDRa", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3400001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "gjnViVg986uznMhU", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2900001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + } + } } diff --git a/compendiums/swade-core-rules.swade-bestiary.json.OLD b/compendiums/swade-core-rules.swade-bestiary.json.OLD new file mode 100644 index 0000000..0444986 --- /dev/null +++ b/compendiums/swade-core-rules.swade-bestiary.json.OLD @@ -0,0 +1,11797 @@ +{ + "label": "SWADE Bestiaire", + "entries": [ + { + "id": "Alligator/Crocodile", + "name": "Alligator/Crocodile", + "description": "
\n

Les alligators et les crocodiles sont un classique des aventures pulp. Les caractéristiques fournies sont va-lables pour un spécimen moyen des deux espèces. Il existe des versions bien plus imposantes dans des endroits reculés.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 5.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Un alligator mesure aux alentours de 3,5 m pour un peu moins de 250 kg..
  • \n
\n
", + "items": [ + { + "_id": "yu8mQgz9LsE64YCd", + "name": "Armure +2", + "type": "armor", + "data": { + "description": "
\n

Thick skin.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 2, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 3500001, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "4TEkmb9PU4k9l5MF", + "name": "Morsure", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n

Rollover: Gators and crocs grasp prey in their vice-like jaws and roll with them. If one of these large reptiles hits with a raise, its bonus damage is a d10 instead of a d6.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": { + "jp9fl4choe": { + "name": "Rollover (Raise Damage)", + "type": "damage", + "rof": null, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null, + "dmgOverride": "@str + 1d6 + 1d10", + "dmgMod": "" + } + } + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 3400001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "LtIsTTVxdFc34ZYG", + "name": "Combat", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "8fRYrcxWqyxcinvB", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3Ws7pzyzqUrVQpSj", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "I3JhpmTVM1lAXkaz", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3Vfg3OBPfPsUfCQb", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + } + ] + }, + { + "id": "Bear", + "name": "Ours", + "description": "
\n

Valable pour les grizzlis, les ours bruns d’Alaska et les grands ours polaires. Une des tactiques favorites de tous ces ours est d’empoigner et de déchirer leurs proies de leurs crocs féroces.

\nCapacités spéciales :\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2: Cette créature peut atteindre les 2,50 m et peser 500 kg.
  • \n
\n
", + "items": [ + { + "_id": "T1ifBDtX5PnYfPri", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2900001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "MLafHPwdz2uKXoI3", + "name": "Brute", + "type": "edge", + "data": { + "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1100001, + "flags": { + "core": { + "sourceId": "Item.S8PkWjixmNUAGcUU" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "hgWuSZ5AkkWV9DgM", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GghwResGC0rIbP4b", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ekJYPaUSr6FzrZDP", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6JIkiD1BXlrqE8Il", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "WKCAjRcNu04rgcEe", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + } + ] + }, + { + "id": "Bull", + "name": "Taureau", + "description": "
\n

Les taureaux sont agressifs envers les humains quand on les enrage. Si vous cherchez leurs caracté-ristiques ici, c’est qu’ils ont vu rouge.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 3: La plupart des taureaux pèsent un peu moins d’une tonne.
  • \n
\n

 

\n
", + "items": [ + { + "_id": "eFPydHVL44FLxEW1", + "name": "Horns", + "type": "weapon", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "EmmOnfIyiIg4VWhD", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "WNMj4lgIdrZXYPi7", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GJ1klnipIK7DpNrv", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "j2aDrs2uH78ETJqS", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + } + ] + }, + { + "id": "Cat, Small", + "name": "Chat (petit)", + "description": "
\n

Il s’agit là du chat domestique, le genre qu’on retrouve parfois en tant que familier d’un magicien, l’animal d’un Maître des bêtes, ou une forme alternative pour le pouvoir de transformation. @Compendium[swade-core-rules.swade-edges.Beast Master]{voir atout Beast Master} et @Compendium[swade-core-rules.swade-powers.Shape Change]{voir le pouvoir shape change}.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Vision nocturne}: ignore les malus de Pénombre et d’Obscurité. @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −3 (Tres petit): Ils font généralement moins de 30 cm de haut.
  • \n
\n
", + "items": [ + { + "_id": "LiIX7qZl73nn164r", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "b3VNtNCh1cE4ofGI", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "k7bs6HSgBszgXEw1", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "z8rMbKE8jpMxftr8", + "name": "Acrobat", + "type": "edge", + "data": { + "description": "
\n

The Acrobat gets one free reroll on @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} totals that involve balance, tumbling, or grappling. It doesn’t affect rolls to interrupt actions, climb, swim, or throw

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d8+, Athletics d8+" + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.yOngMxL8sM0KSrJc" + }, + "cf": { + "id": "temp_m323jalj7n", + "path": "Edges#/CF_SEP/Professional Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "pJt2N7UPQ3W9z2La", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2900001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "E9602rlxMIIbPIDk", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + } + ] + }, + { + "id": "Dire Wolf", + "name": "Loup géant", + "description": "
\n

Il s’agit de grands loups enragés parfois utilisés comme chiens de combat. On les trouve aussi en meute au coeur d’obscures forêts.

\n

Capacités spéciales :

\n
    \n
  • Vitesse: d10 @Compendium[swade-core-rules.swade-rules.Movement]{Course}.
  • \n
\n
", + "items": [ + { + "_id": "vF7p7G1NlSGp47YB", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 3400001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "6VqbKSbX4LdSSVFR", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "BVxe6gY9AC8KsyRb", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1500001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "hNX6phcGYg3SJwhU", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "spirit", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1400001, + "flags": { + "core": { + "sourceId": "Item.RjQlkvlDhnmUbcVK" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "9CLkvMZ1oIy2Z2mb", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MMbN2kQNNu5hRySi", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "kX3y9lsMUECZvDYD", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "0Rz7kpXFZs0gwrel", + "name": "Alertness", + "type": "edge", + "data": { + "description": "
\n

Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls to hear, see, or otherwise sense the world around him.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice" + } + }, + "sort": 100001, + "flags": { + "core": { + "sourceId": "Item.s5rdWyJZfUj7yF3x" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Dog / Wolf", + "name": "Chien / Loup", + "description": "
\n

Ces caractéristiques s’appliquent aux grands chiens d’attaque comme les rottweilers et dobermans, aux loups, aux hyènes, etc.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −1: Une telle créature arrive à la hanche d'un homme et pèse une trentaine de kilos.
  • \n
  • Vitesse : d10 @Compendium[swade-core-rules.swade-rules.Movement]{Course}.
  • \n
\n
", + "items": [ + { + "_id": "zSzxELVfxfIB5hTB", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 3400001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "IFNwfQNRZ7V1w2Cf", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "bwCTDhJozsChQSlV", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "aH6OlBFfeBWX0hgx", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "2FfWed7AazJmhNaq", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "mkBeoNTSNwnmSi1w", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "mrdSFQWQk2wrFc1X", + "name": "Alertness", + "type": "edge", + "data": { + "description": "
\n

Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls to hear, see, or otherwise sense the world around him.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice" + } + }, + "sort": 100001, + "flags": { + "core": { + "sourceId": "Item.s5rdWyJZfUj7yF3x" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Dragon", + "name": "Dragon", + "description": "
\n

Les dragons sont des monstres cracheurs de feu répandant damnation et désespoir dans les villages qu’ils dévastent. De telles créatures ne sont pas à prendre à la légère, car elles sont capables de mettre à mal un groupe d’aventuriers même très expérimentés. Ils disposent d’une fine intelligence dont ils font le meilleur usage contre leurs ennemis.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur} (−2): Quiconque voit un puissant dragon doit faire un test de peur à −2.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{Vol}: Les dragons ont une allure de vol de 24″.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Robuste}: Cette créature ne prend pas de blessure si elle subit 2 état @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.S Ability (Size)]{Taille} 8 (Enorme): Les dragons sont des créatures massives qui font plus de 12 m des naseaux à la queue et pèsent plus de 15 tonnes.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Swat)]{Écrasement}: ignore 4 points de malus de@Compendium[swade-core-rules.swade-rules.Size and Scale]{taille}.
  • \n
\n

 

\n
", + "items": [ + { + "_id": "L1to2JULbKVBprIk", + "name": "Armor +4", + "type": "armor", + "data": { + "description": "
\n

Scaly hide.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 3400001, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "P4Jr2C61WaeUfM2y", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "vTdwFc7Eh1zN65XM", + "name": "Tail Lash", + "type": "weapon", + "data": { + "description": "
\n

The creature may make a @Compendium[swade-core-rules.swade-rules.Free Attacks]{free attack} against up to two foes to its side or rear at no penalty.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "UKI9CCv0v2zoRbsb", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200001, + "flags": { + "core": { + "sourceId": "Item.ThluRmWuVugZcwT0" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MhsK3n1HZIQJDjNc", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500001, + "flags": { + "core": { + "sourceId": "Item.1tOgUH9HCh7nUvDa" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "pZphNDYyjQRuNXWW", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900001, + "flags": { + "core": { + "sourceId": "Item.MkOyJcMA0vLsjgFA" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "QOjULYHgwZzyJ29q", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "spirit", + "die": { + "sides": 12, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1400001, + "flags": { + "core": { + "sourceId": "Item.RjQlkvlDhnmUbcVK" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "BZ0oa2UQ1GURBHTs", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "smarts", + "die": { + "sides": 12, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": { + "core": { + "sourceId": "Item.gajXdyINbqL1dJTO" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "hGsoJyLU3aLbk7MX", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "spirit", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1900001, + "flags": { + "core": { + "sourceId": "Item.Ad2OH9vfoYmyw6je" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "CHEdnDkmwU6IK744", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lLwKfb78XjYrL9Af" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3ONrK5BjuGs9kq3F", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 4, + "modifier": "-2" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": { + "core": { + "sourceId": "Item.R2kGvrkoRS50N34L" + } + }, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "8rxL7gKQS1SYZyeR", + "name": "Improved Frenzy", + "type": "edge", + "data": { + "description": "
\n

The fighter rolls an extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with up to two Fighting attacks in the same turn

\n

Example

\n

Red desperately attacks a giant crab-like creature on an alien planet. She has Improved Frenzy and decides to attack three times (a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} at the usual penalty). She rolls her Fighting skill with an extra die for her first attack and second attack. She doesn’t get the extra die on her third Fighting roll.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Veteran, Frenzy" + } + }, + "sort": 2000001, + "flags": { + "core": { + "sourceId": "Item.RBpY2yIpaSy6B6vH" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "F3zu6HL5EqW1nSzj", + "name": "Level Headed", + "type": "edge", + "data": { + "description": "
\n

Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws an additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} in combat and chooses which to use.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Smarts d8+" + } + }, + "sort": 2700001, + "flags": { + "core": { + "sourceId": "Item.4CgVoXw4bgfqjdTL" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "WPh7uhrqRMYiJjVe", + "name": "Fiery Breath", + "type": "weapon", + "data": { + "description": "
\n

Dragons breathe fire for 3d6 damage.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "3d6", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Drake", + "name": "Drake", + "description": "
\n

Un drake est un dragon qui ne vole pas et doté seulement d’une intelligence animale (par rapport à la sentience presque humaine des vrais dragons). Il est toutefois plus agressif en Combat que son lointain cousin.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur}: Les drakes sont des créatures effrayantes à voir.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Résilient}: +1 Blessure avant Incapacité.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 6 (Large): Les drakes font plus de 6m des naseaux à la queue.
  • \n
\n
", + "items": [ + { + "_id": "JCf5SgQCZtThHpsl", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "7cwvdWmTtzvMaxWw", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "TON99pq1HPUSSLyV", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 12, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Li4ZVhhKrODM1Lhp", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ejPXuuIkQfcpC9Fl", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MY12ZE2tM279zCIR", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6i9w3B0KnUKwLlkg", + "name": "Armor +4", + "type": "armor", + "data": { + "description": "
\n

Scaly hide.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "UhVY7vOuVJXYML5t", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "o3goP5RmGSGgcLxa", + "name": "Tail Lash", + "type": "weapon", + "data": { + "description": "
\n

The creature may make a free attack against up to two foes to its side or rear at no penalty.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "8lV6YklJxBtvW5cD", + "name": "Fiery Breath", + "type": "weapon", + "data": { + "description": "
\n

Drakes breathe fire for 3d6 damage.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "3d6", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Elemental, Air", + "name": "Elémentaire d'Air", + "description": "
\n

Les élémentaires d’air se manifestent sous la forme d’un tourbillon d’air.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}: immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • Forme gazeuse (Immatériel) : peut traverser toute surface non solide, s’infiltrer par les fentes d’une porte, au moyen de bulles à travers l’eau, etc.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{vol}: L'élémentair d'air vol à une allure de 12″.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Immunité}: immunisé aux attaques non magiques.
  • \n
\n
", + "items": [ + { + "_id": "zNEQcstYe6gbbwmc", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "PtJc4t0Ko27GFEwC", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "CIv0OriblWdcktbX", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Di24FOsP9iFwstfP", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "gosAALoE9KDprh8N", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "zsX1TKicRp06e5SH", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "RsjtBzG5SfJE5c6V", + "name": "Wind Blast", + "type": "weapon", + "data": { + "description": "
\n

Air elementals can send directed blasts of air to knock their foes away. They may choose one target or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template}, and use their @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill for the roll. Those affected make a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} roll (at −2 if the elemental gets a raise) or are hurled 2d6″. Anyone who strikes a hard object (such as a wall) takes 2d4 @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal damage}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "h7ya09sy79": { + "name": "Nonlethal Damage", + "type": "damage", + "rof": null, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null, + "dmgOverride": "2d4", + "dmgMod": "" + } + } + }, + "damage": "", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Elemental, Earth", + "name": "Elémentaire de terre", + "description": "
\n

Les élémentaires de terre se manifestent sous la forme d’un amas de terre et de roche à l’apparence vaguement humaine. Ils sont forts, lents et lourds.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Enfouissement} (10″): Les élémentaires de la Terre peuvent se fondre dans et hors du sol.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}: immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunité}: immunisé aux attaques basées sur la terre (pierres lancées et pouvoirs avec un Aspect terre, boue, pierre ou sable).
  • \n
  • @Compendium[swade-core-rules.swade-rules. Capacités speciales (Resilient or Very Resilient)]{Résilient}: +1 Blessure avant Incapacité.
  • \n
\n

 

\n
", + "items": [ + { + "_id": "aadjpODrVvYsQqEj", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "oJWZiQXxvR0BXlpU", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ezblD5ELPAOP4uxB", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "G0iqnrhO6JkEp8Y6", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "2v4nfvwi3fJ3XUw4", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "kofVmif429XMkUyJ", + "name": "Armor +4", + "type": "armor", + "data": { + "description": "
\n

Rocky hide.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "oMFnqXelwrWDJrkU", + "name": "Bash", + "type": "weapon", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Elemental, Fire", + "name": "Elémentaire de feu", + "description": "
\n

Les élémentaires de feu ont l’apparence d’une flamme à forme humaine.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}: Ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux @Compendium[swade-core-rules.swade-rules.Poison]{poison} et aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie}, soins magiques seulement.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunité}: immunisé aux attaques basées sur le feu et la chaleur.
  • \n
\n
", + "items": [ + { + "_id": "IXxWs8UEb82IoIVm", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "N5oh3rxeVtBjuZQL", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "omyx6Pmpxhr6ecoe", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "zbqfGdjzbxhetJ78", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "lVrvbEP5JeYeVOX1", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ZgDjSCCBDqG73LH5", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "rUGKjno6anu3y9u5", + "name": "Fiery Touch", + "type": "weapon", + "data": { + "description": "
\n

Chance of catching @Compendium[swade-core-rules.swade-rules.Fire]{Fire}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "FByUzbSNDkI6hWjo", + "name": "Flame Strike", + "type": "weapon", + "data": { + "description": "
\n

Can project a searing blast of flame using the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} and their @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill. Characters within take 3d6 and may catch @Compendium[swade-core-rules.swade-rules.Fire]{Fire}. May be Evaded.

\n
", + "notes": "Cone Template", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "3d6", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Elemental, Water", + "name": "Elémentaire d'eau", + "description": "
\n

Les élémentaires d’eau sont des esprits d’eau à forme humaine faits d’eau et d’écume.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: Allure 12″.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}: Ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux @Compendium[swade-core-rules.swade-rules.Poison]{poison} et aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie}, soins magiques seulement.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunité}: immunisé aux attaques basées sur l’eau.
  • \n
  • Infiltration: peut traverser toute surface poreuse comme un @Compendium[swade-core-rules.swade-rules.Movement]{terrain difficile}.
  • \n
\n
", + "items": [ + { + "_id": "O1HdypkB91DJE8UM", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6HOfpivddxtPYCMw", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "rfLRvVAZfYQcNQ8B", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "HCwNXshaqNnAkfiu", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VEABnIMIEWvKgq4X", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "B9M75tQh1KMlhnA0", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VXQx2iAa8g84QDG8", + "name": "Slam", + "type": "weapon", + "data": { + "description": "
\n

Deals @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal damage}

\n
", + "notes": "Nonlethal damage", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "k1F1Gx7EjhO8W2Ap", + "name": "Waterspout", + "type": "weapon", + "data": { + "description": "
\n

Can project a torrent of water using the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} and their @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill. Those within take 2d6 @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal damage}. This may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.

\n
", + "notes": "Cone Template, nonlethal damage", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "2d6", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Ghost", + "name": "Fantôme", + "description": "
\n

Les spectres, ombres et autres fantômes reviennent parfois de l’au-delà pour hanter les vivants ou pour terminer une tâche inachevée de leur vivant.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Ethereal)]{Immatériel}: Peut devenir invisible et immatériel à volonté. Immunisé aux attaques non magiques.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Terreur} (−2): pour les personnes auxquelles il apparaît.
  • \n
\n
", + "items": [ + { + "_id": "72VPu8FypZrWnmDV", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "AA7ylGrw3gSENGHE", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "fi8xUHwoqvuJFbjT", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "F5tH4RpFtUGoyqS8", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "EZdYdvpnrhinuKOz", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6BFoUPAP3FWVRZoM", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "K8b1d6IuTAq0BwuF", + "name": "Taunt", + "type": "skill", + "data": { + "description": "
\n

Taunt attacks a person’s pride through ridicule, cruel jests, or oneupmanship.

\n

Taunt is an opposed roll @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resisted} by the opponent’s Smarts. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}.

\n

Out of combat, @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} means the defender backs down, slinks away, or starts a fight. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might leave the victim cowed for the remainder of the scene, or make her storm out of the area fuming or even in tears, or attack her tormentor recklessly (perhaps with a @Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack} on the first round of combat).

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Taunts for the remainder of the encounter.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Qrek9QICkSYOXXRv", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Af2Td3DCwTojKSfo", + "name": "Thrown objects", + "type": "weapon", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Giant Worm", + "name": "Ver géant", + "description": "
\n

Ces immenses vers se déplacent sous terre à la recherche de proies qui errent à la surface et se ren-contrent dans les vastes étendues désolées. Ils ressentent les vibrations du sol et peuvent ainsi repérer une proie qui marche à 200 mètres de distance.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Enfouissement} (20″): N’est bloqué que par des fondations rocheuses.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Robuste}: pas de Blessure si ils sont @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} deux fois.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 9 (Enorme): Le spécimen décrit ci-dessous fait 15 mètres de long et 3 de diamètre.
  • \n
\n
", + "items": [ + { + "_id": "wfl8dVvBuWLMAh1P", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "SpBS7hKwFOrlxxx4", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Hd1Oj1BrQO4JkCx1", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "M4Klpnk0mC7q1lm3", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "BcthgQzRJePXfRqy", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "DacVx6ZRtL6QdyjR", + "name": "Armor +4", + "type": "armor", + "data": { + "description": "
\n

Scaly hide.

\n
", + "notes": "Scaly hide.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "SDeWDr4uGMKK7bxO", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "G2BNaMcdlzv2LkUk", + "name": "Slam", + "type": "weapon", + "data": { + "description": "
\n

Giant worms crush prey beneath their massive bodies. Lay three @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Templates} adjacent to one another and in a straight line to represent the portion of the creature’s body used to crush. Everything within must beat the worm in an opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} versus @Compendium[swade-core-rules.swade-rules.Traits]{Agility} roll or take its Str as damage. Ignore @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} modifiers when making a slam attack.

\n
", + "notes": "3× Small Burst Templates", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Athletics", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Goblin", + "name": "Goblin", + "description": "
\n

Les gobelins des mythes sont bien plus sinistres que ceux décrits dans certains jeux ou récits. Dans les vieux contes ces terribles créatures rentraient de nuit dans les maisons pour voler et manger les enfants qui n’étaient pas sages. Les gobelins présentés ici peuvent servir à la fois pour ces sombres créatures de légende autant que pour les gobelins classiques combattant aux côtés des orques dans les jeux de rôle contemporains.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision} réduit de moitié les malus de Visibilité quand attaque une cible chaude.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −1: Un gobelin fait entre 90 cm et 1,20 m.
  • \n
\n

 

\n
", + "items": [ + { + "_id": "HLDddAX4YHktgzdP", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2300001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "zKONTocecGJb1npa", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2400001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "bQk9ZSrFsBH7DH9q", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2500001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "vxtlKdklge53qSBL", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2600001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MrDLIiAIip5V5adN", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2700001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "OxZI4bJ4DbOJ7PT1", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3100001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "oTdQffwZIQIeRMkx", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "iGTGEHk8v6oDiJAN", + "name": "Taunt", + "type": "skill", + "data": { + "description": "
\n

Taunt attacks a person’s pride through ridicule, cruel jests, or oneupmanship.

\n

Taunt is an opposed roll @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resisted} by the opponent’s Smarts. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}.

\n

Out of combat, @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} means the defender backs down, slinks away, or starts a fight. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might leave the victim cowed for the remainder of the scene, or make her storm out of the area fuming or even in tears, or attack her tormentor recklessly (perhaps with a @Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack} on the first round of combat).

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Taunts for the remainder of the encounter.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "J7vzshHDQRiDlR2d", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2900001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "hP5636DL0qeq1XDB", + "name": "Short spear", + "type": "weapon", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2200001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "dj8cfIdUKIjvMHWi", + "name": "Greedy", + "type": "hindrance", + "data": { + "description": "
\n

(MINOR OR MAJOR)

\n

A miser measures worth in material possessions or wealth. If a @Compendium[swade-core-rules.swade-rules.Characters]{Minor} Hindrance, he argues bitterly for more than his fair share of any loot or reward the party might come across. As a @Compendium[swade-core-rules.swade-rules.Characters]{Major} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, he fights over anything he considers unfair, and may even kill for it if he feels slighted or covets something he cannot have.

\n
", + "notes": "", + "additionalStats": {}, + "major": false + }, + "sort": 2100001, + "flags": { + "core": { + "sourceId": "Item.RMDf7SAD8WftOUYv" + }, + "cf": { + "id": "temp_d3elgscv5kj", + "path": "Hindrances", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/hindrance.svg", + "effects": [] + }, + { + "_id": "EShpbbuSpk8gycsl", + "name": "Bow", + "type": "weapon", + "data": { + "description": "
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 3, + "price": 250, + "equippable": true, + "equipped": false, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "2d6", + "range": "12/24/48", + "rof": "1", + "ap": "0", + "minStr": "d6", + "shots": "1", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.nR639CkNIg8UCUn9" + }, + "cf": { + "id": "temp_if5moq5uap", + "path": "Equipment#/CF_SEP/Personal Weapons#/CF_SEP/Ranged Weapons, Medieval", + "color": "#000000" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/ranged-medieval-bow-short.webp", + "effects": [] + } + ] + }, + { + "id": "Horse", + "name": "Cheval", + "description": "
\n

Les chevaux sont des créatures moyennes, bon compromis entre vitesse et charge portée.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2: Le cheval classique pèse environ 500 kg.
  • \n
\n

 

\n
", + "items": [ + { + "_id": "qCjZI6rhom35wCir", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1800001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "1MeAVZmbiHPO2jhE", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1900001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Aa6V2Ot1CiUi9LLe", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "w3e1ZkxQf20pzEoA", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2100001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "R7gN4chNfqzMVsS1", + "name": "Kick", + "type": "weapon", + "data": { + "description": "
\n

To the front or rear as desired.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "LvObyz8ALnBVAuUX", + "name": "Fleet-Footed", + "type": "edge", + "data": { + "description": "
\n

The hero’s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is increased by +2 and his @Compendium[swade-core-rules.swade-rules.Movement]{Course} increases one step (from d6 to d8, for example)

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d6+" + } + }, + "sort": 1700001, + "flags": { + "core": { + "sourceId": "Item.4baKZPSMlweHKL7E" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Horse, War", + "name": "Cheval de guerre", + "description": "
\n

Il s’agit de grands chevaux entraînés pour le combat, capables de donner des coups de sabots en avant et en arrière.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 3: Les chevaux de guerre sont sélectionnés et élevés pour leur puissance et leur stature.
  • \n
\n
", + "items": [ + { + "_id": "SpHRVJZuGuajWhwe", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1900001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "fI8CdOTGGX7FQ37U", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "RpnhBZh4N4i3PNmX", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2100001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "1xIbIA6cdFMy71Ji", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2200001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "HWLWMmdfuZQx22ch", + "name": "Fleet-Footed", + "type": "edge", + "data": { + "description": "
\n

The hero’s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is increased by +2 and his @Compendium[swade-core-rules.swade-rules.Movement]{Course} increases one step (from d6 to d8, for example)

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d6+" + } + }, + "sort": 1700001, + "flags": { + "core": { + "sourceId": "Item.4baKZPSMlweHKL7E" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "9gpPooa8gLUeTFMi", + "name": "Kick", + "type": "weapon", + "data": { + "description": "
\n

To the front or rear as desired.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1800001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Lich", + "name": "Liche", + "description": "
\n

Il s’agit peut-être bien de la créature la plus maléfique de n’importe quel univers fantastique, un nécromancien tellement consumé par les arts funèbres qu’il s’est lui-même transformé en mort-vivant.

\n

Capacités spéciales :

\n
    \n
  • Sort: Les Liches ont 50 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} et connaît la plupart des sorts disponibles.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort-vivant}: +2 Résistance; +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; Pas de dégats pour les @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}; gnore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladies} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • Zombie: Les liches sont avant tout des nécromanciens. Elles peuvent réveiller des @Compendium[swade-core-rules.swade-powers.Zombie]{zombie} et de @Compendium[swade-core-rules.swade-bestiary.Skeleton]{squelettes}. Certaines liches ont constitué des armées entières de morts-vivants à leur disposition.
  • \n
\n
", + "items": [ + { + "_id": "OCpsBpVAmOJRdQEx", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 5600001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "WyNmzpr6CW5KZRRv", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 5700001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "1zDLe3HKcv7hrfpJ", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 5800001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Sa4ik0RZBrlpy9Sb", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 5900001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "TXt9hyAzEpEZkkwC", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 6200001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "EHLNdFtLnAhYJBSo", + "name": "Occult", + "type": "skill", + "data": { + "description": "

Occult reflects knowledge and experience with the paranormal most others don’t even believe exists. It can be used to decipher strange pictograms, recall information about supernatural creatures, remember cures for monstrous maladies like lycanthropy or vampirism, or perform rituals.

\n

Finding information in a library, newspaper morgue, old tome, the internet, etc., uses the @Compendium[swade-core-rules.swade-skills.Research]{Research} skill. As noted there, however, if the investigator’s Occult skill is higher she may use that instead.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 6000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3bEw7X0DTrXcfAEO", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 6300001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "NWYOwqHaHMQtalUu", + "name": "Spellcasting", + "type": "skill", + "data": { + "description": "

Mages, wizards, warlocks, and witches use Spellcasting to cast spells. See the @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{Arcane Background (Magic)} Edge.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 6400001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "YgMvu385SvICqAks", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 6100001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "5fd6sRPwcNuLYZdB", + "name": "Other magical items", + "type": "gear", + "data": { + "description": "
\n

No description or reference provided.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1 + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/gear.svg", + "effects": [] + }, + { + "_id": "24s1DK0tJhZXHsrP", + "name": "Magical Armor (+6)", + "type": "armor", + "data": { + "description": "
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "minStr": "", + "armor": 6, + "isNaturalArmor": false, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "CGL4i5MRzoo59TMZ", + "name": "Arcane Background (Magic)", + "type": "edge", + "data": { + "description": "
\n
    \n
  • Arcane Skill: @Compendium[swade-core-rules.swade-skills.Spellcasting]{Spellcasting} (Smarts)
  • \n
  • Starting @Compendium[swade-core-rules.swade-rules.Powers]{Powers}: 3
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}: 10
  • \n
\n

Magicians range from powerful wizards to vile cultists. They draw on raw supernatural energy to fuel their eldritch fires. This energy infuses the worlds in which they live, and is drawn forth with gestures, words of power, or ancient runes.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": true, + "requirements": { + "value": "Novice" + } + }, + "sort": 300001, + "flags": { + "core": { + "sourceId": "Item.m8UaTw7OnqdgopyE" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "bx0NNzVxsvzCWMxS", + "name": "Wizard", + "type": "edge", + "data": { + "description": "
\n

Magic is varied and wonderful, and wizards are exposed to countless tomes, scrolls, and incantations as they master their craft. Sometimes they use this knowledge to recall variations of their various enchantments.

\n

A Wizard can spend 1 extra @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} when casting a power to change its @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}. A fireball (@Compendium[swade-core-rules.swade-powers.Blast]{blast}) might manifest as a lightning bolt, for example. This can often have important consequences if a foe has a particular resistance or weakness to the spell’s usual Trapping

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Arcane Background (Magic), Spellcasting d6+" + } + }, + "sort": 1400001, + "flags": { + "core": { + "sourceId": "Item.w54ifVhzdf1HS2OU" + }, + "cf": { + "id": "temp_tww18jmgubf", + "path": "Edges#/CF_SEP/Power Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "xBZLNuQoLdevQxeB", + "name": "Improved Level Headed", + "type": "edge", + "data": { + "description": "
\n

Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws two additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} in combat and chooses which to use.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Level Headed" + } + }, + "sort": 2800001, + "flags": { + "core": { + "sourceId": "Item.lBERx5w5m58Tx6A9" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "YOMBaYHRKmrilzhH", + "name": "Concentration", + "type": "edge", + "data": { + "description": "
\n

Through training and focus, the caster is extremely efficient in channeling arcane forces. The base @Compendium[swade-core-rules.swade-rules.Powers]{Powers} of any non-Instant power is doubled. This includes maintaining powers as well.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Arcane Background (Any)" + } + }, + "sort": 300001, + "flags": { + "core": { + "sourceId": "Item.3cLsINTMcbNY1mpP" + }, + "cf": { + "id": "temp_tww18jmgubf", + "path": "Edges#/CF_SEP/Power Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "V7vmBQYqXbPn8ttw", + "name": "Arcane Protection", + "type": "power", + "data": { + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} with arcane protection means hostile powers suffer a −2 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} (−4 with a raise) to affect this character.

\n

If the power causes harm, @Compendium[swade-core-rules.swade-rules.Damage Effects]{damage} is also reduced a like amount. Arcane Protection stacks with @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Arcane Resistance} should the recipient have both!

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Concentration, a dull glow around the protected character, a fetish", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "9W4ORHCN4FN74a6K", + "name": "Banish", + "type": "power", + "data": { + "description": "
\n

Banish sends entities from immaterial planes back to their native dimensions. This includes ghosts, demons, elementals, and similar beings (at the GM’s discretion).

\n

Banishing a being is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of the caster’s arcane skill versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the target is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, and each @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} causes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.

\n

If this @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitates} the target it returns to its native plane of existence. Banished entities may return when the Game Master feels it’s appropriate, such as the next full moon, when summoned again, or even a few rounds later if it’s a particularly powerful creature under the right conditions or in a location of power.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Holy items, arcane symbols, handful of salt", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "Vo2J5gGSpp9vaAsl", + "name": "Barrier", + "type": "power", + "data": { + "description": "
\n

Barrier creates a straight wall 5″ (10 yards) long and 1″ (two yards) tall, of immobile material that conforms to the surface it’s cast upon. Thickness varies depending on what the wall is made of, but is usually a few inches.

\n

The wall has a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} of 10, and may be destroyed as any other object (see @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}).

\n

When the spell expires or the wall is broken it crumbles to dust or dissipates. @Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} are never left behind.

\n

Modifiers

\n
    \n
  • Damage (+1): The barrier causes 2d4 damage to anyone who contacts it
  • \n
  • Hardened (+1): The wall is @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 12.
  • \n
  • Shaped (+2): The barrier forms a circle, square or other basic shape.
  • \n
  • Size (+1): The length and height of the barrier doubles.  
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Fire, ice, thorns, force, bones, energy.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "JHooCdroB5ovqdIW", + "name": "Beast Friend", + "type": "power", + "data": { + "description": "
\n

This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} (minimum 1 per creature). Controlling five @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{wolves} (Size −1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears to follow their orders.

\n

@Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarms} can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.

\n

Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.

\n

Modifiers

\n
    \n
  • Mind Rider (+1): The caster can communicate and sense through any of the beasts they've befriended.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "Special", + "damage": "", + "range": "Sm", + "duration": "10 minutes", + "trapping": "The caster concentrates and gestures with his hands.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "JtcuQ8ruMYqq5dlh", + "name": "Blast", + "type": "power", + "data": { + "description": "
\n

Blast launches a ball of explosive energy or matter. The area of effect is a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. Every target within suffers 2d6 damage, or 3d6 with a raise (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks})

\n

Modifiers

\n
    \n
  • Area Effect (+0/+1): The caster can focus the blast to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template} for no extra cost, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template} for +1
  • \n
  • Damage (+2): The blast causes 3d6 damage (4d6 with a raise).
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "3", + "damage": "", + "range": "Sm x 2", + "duration": "Instant", + "trapping": "Balls of fire, ice, light, darkness, colored bolts, swarm of insects", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 500001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "kEtBMVDjVxDPsu4Z", + "name": "Blind", + "type": "power", + "data": { + "description": "
\n

Those affected by this malicious power suffer blurred vision or near-complete blindness with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the victim suffers a -2 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} to all actions requiring sight, or -4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

The victim automatically tries to shake off the effect with a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of his following turns. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} removes 2 points of @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties}, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes the effect entirely.

\n

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
  • Strong (+1): The @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll to shake of the effect is made at -2.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Bright flash of light, sand in eyes, confusion", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 600001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "CugR5lmqghduAriw", + "name": "Bolt", + "type": "power", + "data": { + "description": "
\n

Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes.

\n

There are no @Compendium[swade-core-rules.swade-rules.Attacks]{Range} penalties, but the @Compendium[swade-core-rules.swade-rules.Trait Rolls]{arcane skill roll} is affected by @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover}, @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}, and all other usual @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties}.

\n

The @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} of the bolt is 2d6, or 3d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

Modifiers

\n
    \n
  • Damage (+2): The bolt causes 3d6 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} (4d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm x 2", + "duration": "Instant", + "trapping": "Fire, ice, light, darkness, colored bolts, a stream of insects", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 700001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "VXJWUgtlNPMy6EqK", + "name": "Boost/Lower Trait", + "type": "power", + "data": { + "description": "
\n

This power allows a character to increase or decrease a target’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} (attribute or skill).

\n

Boosting an ally’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} increases the selected Trait one die type, or two with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, for five rounds.

\n

Lowering an enemy’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} has a @Compendium[swade-core-rules.swade-rules.Powers]{Duration} of Instant and lowers the selected attribute or skill a die type with @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, or two with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} (to a minimum of d4). A victim automatically tries to shake off the effect with a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.

\n

Additional castings don’t stack on a single @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} (take the highest), but may affect different Traits.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Strong (+1): Lower Trait only. The @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll to shake off the effect is made at -2.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5 (boost); Instant (lower)", + "trapping": "Physical change, glowing aura, potions", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 800001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "F5IxVuzJsu9jdFUz", + "name": "Burrow", + "type": "power", + "data": { + "description": "
\n

Burrow allows the recipient to meld into raw earth. He can remain underground if he wants in a sort of \"limbo\" or burrow through the ground at half his normal @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (or full Pace with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}). He may not run. 

\n

burrowing character may attempt to suprise a foe by making an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} versus @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. If the burrower wins, the target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to him only. 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.

\n

Burrowers can't usually @Compendium[swade-core-rules.swade-rules.Surprise]{surprise} a foe once their presence is known, but can still burrow for protection and mobility. 

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Power (+1): The caster can burrow through stone, concrete, or similar substances. (Some substances, like plastic, glass, solid lead, etc., might be resistant at the GM's discreation.)
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Dissolving into the earth and appearing elsewhere.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1000001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "KN1eJoiijkzxYLdk", + "name": "Burst", + "type": "power", + "data": { + "description": "
\n

Burst produces a large fan of energy that bathes its targets in red-hot fire, a cone of cold, or other damaging matter or energy.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} creates a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} starting at the caster and extending outward. Everything within suffers 2d6 damage (or 3d6 with a raise).

\n

Modifiers

\n
    \n
  • Damage (+2): The burst causes 3d6 damage, or 4d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Cone Template", + "duration": "Instant", + "trapping": "A shower of flames, light or other matter of energy.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 900001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "wIXygYVgPUEUviKo", + "name": "Confusion", + "type": "power", + "data": { + "description": "
\n

Confusion confounds a target, making him both @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted and Vulnerable} if he @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll (at -2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the arcane skill roll). Both states are removed at the end of the victim’s next @Compendium[swade-core-rules.swade-rules.Actions]{turn}.

\n

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "Until the end of the victim's next turn", + "trapping": "Hypnotic lights, brief illusions, loud noises.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "ETRyE3Q8I5P3rCnX", + "name": "Damage Field", + "type": "power", + "data": { + "description": "
\n

Damage field creates a dangerous aura around the recipient that harms foes foolish enough to get too close.

\n

At the end of the affected character’s @Compendium[swade-core-rules.swade-rules.Actions]{turn}, all adjacent beings (including allies!) automatically take 2d4 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}.

\n

Modifiers

\n
    \n
  • Damage (+2): The damage field causes 2d6 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "4", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Fiery aura, spikes, electrical field", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "gJQQhFrzTAc5Az62", + "name": "Darksight", + "type": "power", + "data": { + "description": "
\n

Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination penalties}. With a raise, he ignores up to six points and can see in @Compendium[swade-core-rules.swade-rules.Illumination]{pitch darkness}.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "One Hour", + "trapping": "Glowing eyes, dilated pupils, sonic sight", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "PJ17JD6NyIQe5eoT", + "name": "Deflection", + "type": "power", + "data": { + "description": "
\n

Deflection powers work in a variety of ways. Some manifestations actually deflect incoming @Compendium[swade-core-rules.swade-rules.Attacks]{attacks}, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile @Compendium[swade-core-rules.swade-rules.Attacks]{attacks} from the recipient of the power.

\n

Once cast, foes must subtract 2 from @Compendium[swade-core-rules.swade-rules.Attacks]{attack} rolls directed at the user (or 4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may effect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Mystical shield, gust of wind, phantom servant that intercepts missiles", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "zRbGeGhVLGqqbTPo", + "name": "Detect/Conceal Arcana", + "type": "power", + "data": { + "description": "
\n

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

\n

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

\n

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

\n

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

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Area of Effect (+1/+2): Conceal only. The power effects everything in a sphere the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} for +1 points, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template} for +2
  • \n
  • Strong (+1): Conceal only. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Detection rolls} to see through the concealment are made at -2.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5 (detect), one hour (conceal)", + "trapping": "Waving hands, whispered words.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1500001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "ZFuH8J6IqaPOEwwh", + "name": "Disguise", + "type": "power", + "data": { + "description": "
\n

Disguise allows the target to assume the appearance of another person of the same @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} and shape, including clothing. It does not confer any abilities, however.

\n

Those who have reason to question the imposter’s identity make a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll at -2 to see through the disguise (-4 with a raise on the casting roll). This is a @Compendium[swade-core-rules.swade-rules.Actions]{free action}.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Size (+1): The recipient may assume the shape of someone up to two @Compendium[swade-core-rules.swade-rules.Size and Scale]{Sizes} larger or smaller than themselves. 
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "10 minutes", + "trapping": "Malleable features, illusionary appearance, hair of new form", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1600001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "kheBTy7D3cIt2oOM", + "name": "Dispel", + "type": "power", + "data": { + "description": "
\n

Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon’s breath or a banshee’s scream. Dispel affects @Compendium[swade-core-rules.swade-rules.Arcane Devices]{arcane devices} normally.

\n

Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} and interrupt his foe’s action.

\n

In either case, dispelling an opponent’s power is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of arcane skills (with a -2 modifier if the rival’s power is of another type such as magic vs. miracles, psionics vs. weird science, etc.).

\n

If the dispelling character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the recipient of the dispelled power is also @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}.  

\n

Modifiers

\n
    \n
  • Power (+1): For +1 Power Point, dispel can disrupt @Compendium[swade-core-rules.swade-rules.Arcane Devices]{enchanted devices} for one round, or two with a raise. The difficulty to do is -2 for permanently enchanted items such as found in most swords & sorcery campaigns, or -4 for divine or legendary relics.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Waving hands, whispered words", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1700001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "KEYNiChwySo6xVT5", + "name": "Divination", + "type": "power", + "data": { + "description": "
\n

Divination allows the caster to contact otherworldly beings or forces to gain information.

\n

Preparing the spell takes one uninterrupted minute, and must be done at a site relevant to the spirit being contacted. If speaking with a ghost, for example, the conversation should occur at its grave, where it was killed, or with a personal object in hand. Oracles may only be engaged at temples, fire spirits near open flames, and so on.

\n

After the preparation time is complete, the caster makes her arcane skill roll. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows her to engage with the spirit and ask it any questions she might have. The entity must answer to the best of its ability, as directly or ambiguously as the Game Master feels fits the spirit’s personality and the feel of her campaign. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} means the spirit is more helpful, knowledgeable, or direct than usual (whether it wants to be or not). The type of entity contacted determines how it communicates. Spirits in the netherworld tend to know only those things pertinent to their life and death—and they may not even know the identity of their killer if the person was masked or unseen.

\n

Likewise, nature spirits know only about their local environs, demons know only about the affairs they’re directly involved in, and so on. The Game Master must decide what the entity knows based on its background, origin, and personality. Once a spirit has been conversed with it may not be contacted again for 24 hours. The Game Master may extend this to a community of spirits in a single place, such as water spirits in a babbling brook or nameless spirits in a mass grave.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Heroic", + "pp": "5", + "damage": "", + "range": "Self", + "duration": "A brief conversation of about five minutes", + "trapping": "Seances, prayers, demonic interrogation.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1800001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "uBgPmVb32XaTjd9j", + "name": "Drain Power Points", + "type": "power", + "data": { + "description": "
\n

Powerful mages, priests, psykers, and the like can use this ability to drain arcane energy from their foes. They can sometimes even leech the stolen energy for themselves.

\n

The power is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, and the caster suffers a -2 penalty to her roll if the target has a different @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcane Background} than her own.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} drains 1d6 of the rival’s Power Points (if any, and the die doesn’t ace). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the caster adds the points to her own. This may take her above her usual maximum! They last until used, and must be the first spent when casting.

\n

Drain Power Points can also be used on an @Compendium[swade-core-rules.swade-rules.Arcane Devices]{arcane device} (the creator still resists with her arcane skill whether she wields it or not). The device can’t lose more @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} than it has.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Prayer, whispered words, gestures", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 1900001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "8j0ejP2HzUG2Cg5e", + "name": "Elemental Manipulation", + "type": "power", + "data": { + "description": "
\n

This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Strength}, or d8 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

Here are some ideas for what each element can do. Each is an action.

\n
    \n
  • Air: Push someone, blow out a torch, fan a flame, cool someone down (+2 to @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} rolls in oppressive heat).
  • \n
  • Earth: Move a square foot of earth (half that in stone) each @Compendium[swade-core-rules.swade-rules.Actions]{round}, cover tracks.
  • \n
  • Fire: Conjure flame about the size of a torch, hurl a small blast of fire at someone (Str damage), spread existing flame (see @Compendium[swade-core-rules.swade-rules.Fire]{Fire}).
  • \n
  • Water: Conjure a quart of water (not \"inside\" objects or people), purify a gallon of water per casting.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "A few simple gestures", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2000001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "RoMbCknREWUHGmRd", + "name": "Empathy", + "type": "power", + "data": { + "description": "
\n

The caster forms an emotional bond between himself and the target with a successful @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} vs @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll. He knows the target’s emotional state and most basic surface  thoughts, and gains +1 (+2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}) to @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Performance]{Performance}, or @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} rolls against him.

\n

Empathy also works on animals, adding +2 to @Compendium[swade-core-rules.swade-skills.Riding]{Riding} or other rolls used to interact with the creature

\n

 

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Concentration, a warm or sympathetic smile, exchanging a pleasantry", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "9zbKkiAc1uDahNIE", + "name": "Entangle", + "type": "power", + "data": { + "description": "
\n

Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like @Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 5). If successful, the target is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}. With a raise, he’s @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound}.

\n

Victims may break free on their turn as detailed under @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}.

\n

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
  • Strong (+2): The entangling material is particularly resilient. Rolls to break free are made at -2 and it's @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} increases to 7
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Glue bomb, vines, handcuffs, webs.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "Wa4uB9Cd8wyS8nri", + "name": "Environmental Protection", + "type": "power", + "data": { + "description": "
\n

Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.

\n

Environmental protection allows the target to breathe, speak, and move at his normal @Compendium[swade-core-rules.swade-rules.Movement]{Allure} in an otherwise fatal environment. It protects him against intense @Compendium[swade-core-rules.swade-rules.Heat]{heat}, @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Radiation]{radiation}, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "One hour", + "trapping": "A mark on the forehead, potions, gills.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "WlkLDSGFClLOyqpd", + "name": "Farsight", + "type": "power", + "data": { + "description": "
\n

Farsight allows the recipient to see in detail over great distances. She can read lips or read fine print up to a mile distant.

\n

With a raise, she also halves @Compendium[swade-core-rules.swade-rules.Range]{range penalties} for @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}, @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing), or other abilities affected by @Compendium[swade-core-rules.swade-rules.Attacks]{Range}.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Invisibly marked targets, guiding winds, eagle eyes", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "LwekJ2NVEUGA7nKr", + "name": "Fear", + "type": "power", + "data": { + "description": "
\n

This power causes overwhelming dread and horror. The affected make a @Compendium[swade-core-rules.swade-rules.Fear]{Peur} roll. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} who fail are @Compendium[swade-core-rules.swade-tables.Fear Table]{Panicked} and @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} roll on the @Compendium[swade-core-rules.swade-macros.Fear Table]{Fear Table}. If the power is cast with a raise, the Fear roll is at -2 and Wild Cards add +2 to Fear Table results.

\n

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 poitns the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Gestures, eldritch energy, cold chills", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2500001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "rRnhcrS26PgY7B5k", + "name": "Fly", + "type": "power", + "data": { + "description": "
\n

Fly allows a character to soar at @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12″, or twice that with a raise (he may not @Compendium[swade-core-rules.swade-rules.Movement]{Run}).

\n

Modifiers

\n
    \n
  • Additional Recipients (+2): The power may affect more than one target for 2 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Gusty winds, wings, broomsticks", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2600001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "o3fNLfh2coNpSt03", + "name": "Growth/Shrink", + "type": "power", + "data": { + "description": "
\n

Growth increases the recipient’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} by 1 for every 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} spent. Each increase in Size grants the target a one-step increase to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} and 1 point of @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}. This does not increase @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wounds} regardless of change to @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}.

\n

Shrink reduces the @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} of the subject one step for every 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} spent to a maximum of Size -2 (approximately the size of a cat). Each step reduced decreases @Compendium[swade-core-rules.swade-rules.Traits]{Strength} one die type (minimum of d4) and @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} by 1 (minimum of 2).

\n

For unwilling targets, the caster’s arcane skill roll is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2 per point of Size change", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Gestures, words of power, potions", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2700001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "j14FeXIN9yFjAJOX", + "name": "Havoc", + "type": "power", + "data": { + "description": "
\n

This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions.

\n

With success, the caster places a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} anywhere within @Compendium[swade-core-rules.swade-rules.Range]{range}, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} emanating from the caster.

\n

Anyone touched by the template is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} and must then make a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} roll (at -2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} or directly away from the center if using a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Blast Template} (the caster chooses for those in the dead center).

\n

Victims who strike a hard object (such as a wall) take 2d4 damage (@Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal} unless it’s a spiked wall or other more dangerous hazard).

\n

Airborne Targets: Flying or airborne targets suffer an additional -2 to their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} rolls as they have no ground to brace themselves on.

\n

Modifiers

\n
    \n
  • Area Effect (+1): Havoc affects a @Compendium[swade-core-rules.swade-powers.Blast]{Large Blast Template}.
  • \n
  • Strong (+1): @Compendium[swade-core-rules.swade-rules.Traits]{Strength} rolls are made at -2
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Whirlwind, chaotic poltergeists, repulsion field", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2800001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "mooOiirp6J8Hkl97", + "name": "Healing", + "type": "power", + "data": { + "description": "
\n

Healing removes @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} less than an hour old. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} removes one Wound, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}.

\n

For @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}, the GM must first determine if the ally is still alive (see @Compendium[swade-core-rules.swade-rules.Healing]{Aftermath}). If so, a successful arcane skill roll returns the ally to action (@Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} if it matters).

\n

Modifiers

\n
    \n
  • Greater Healing (+10): Greater healing can restore any @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}, including those more than an hour old.
  • \n
  • Crippling Injuries (+20): The power can heal a permanent @Compendium[swade-core-rules.swade-tables.Injury Table]{Crippling Injury} (see @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation}). This requires an hour of preparation and only one casting is permitted per injury. If it @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails}, this caster cannot heal that particular injury (but somoene else may try). If successful, the subject is @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted} for 24 hours.
  • \n
  • Neutralize Poison or Disease (+1): A successful healing roll negates any @Compendium[swade-core-rules.swade-rules.Poison]{poison} or @Compendium[swade-core-rules.swade-rules.Disease]{Maladie}. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll as well.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "3", + "damage": "", + "range": "Touch", + "duration": "Instant", + "trapping": "Laying on hands, touching the victim with a holy symbol, prayer", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 2900001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "hmPGcJmAjId5dMQy", + "name": "Illusion", + "type": "power", + "data": { + "description": "
\n

Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark.

\n

Those who contact an illusion or doubt it’s real make a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} (at -2 if the power was activated with a raise). If @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful}, that individual is no longer subject to this casting.

\n

The GM should make @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group rolls} for @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} as they point out the illusion’s inconsistencies to each other.

\n

The volume of the illusion must fit within a sphere the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} (4″ or eight yards in diameter).

\n

Modifiers

\n
    \n
  • Sound (+1): The power generates sound appropriate to the Illusion. Illusionary allies may talk, illusionary crows caw, and so on. It may not mask or mute existing sound, however. 
  • \n
  • Strong (+2): @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} rolls to disbelieve the illusion are made at -2. 
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Magical spells, holograms, \"ethereal materializers\"", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3000001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "nLRwBxfoK0cXQH6W", + "name": "Intangibility", + "type": "power", + "data": { + "description": "
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, whoever receives this power becomes incorporeal. He is unable to affect the physical world, and it cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.

\n

While incorporeal, the character may affect other incorporeal beings (including himself), and he is still susceptible to supernatural attacks, including @Compendium[swade-core-rules.swade-rules.Powers]{powers} and @Compendium[swade-core-rules.swade-rules.Arcane Devices]{enchanted items}. The being becomes corporeal when the power ends, but if within someone or something he’s shunted to the nearest open space and @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.

\n

If cast on an unwilling target, the victim @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resists} with @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Heroic", + "pp": "5", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Ghost form, body of shadow, gaseous transformation", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "Yp4bsPqAAu8ZZCp7", + "name": "Invisibilty", + "type": "power", + "data": { + "description": "
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, the character and his personal items are transparent except for a vague blur or outline. Any @Compendium[swade-core-rules.swade-rules.Actions]{action} taken against him that requires sight is made at -4, or -6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. The same penalty applies to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls to detect the unseen presence.

\n

Modifiers

\n
    \n
  • Additional Recipients (+3): The power may affect more than one target for 3 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "5", + "damage": "", + "range": "Sm", + "duration": "Sm", + "trapping": "Powder, potion, iridescent lights", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "sFsTivNcjKbqY1gS", + "name": "Light / Darkness", + "type": "power", + "data": { + "description": "
\n

Light creates bright @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}. With a raise, the light can be focused into a 5″ (10 yard) beam as well.

\n

Darkness blocks @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} in an area the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}, making the area Dark, or Pitch Darkness with a raise (see @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}).

\n

If light and darkness overlap, they create a patch of Dim light (-2).

\n

Modifiers

\n
    \n
  • Mobile (+1): The caster can move the area of effect up to his @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} die type each @Compendium[swade-core-rules.swade-rules.Actions]{round} after casting, or attach it to an inanimate object when first cast. 
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "10 minutes", + "trapping": "Illusionary torch, sunlight, darkness, thick fogs", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "YRWGwkfF468MtOHk", + "name": "Mind Link", + "type": "power", + "data": { + "description": "
\n

Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed.

\n

Once @Compendium[swade-core-rules.swade-rules.Trait Rolls]{activated}, the @Compendium[swade-core-rules.swade-rules.Range]{Range} between all linked minds is one mile, or five with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

If any of the linked characters suffers a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}, all others must make a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll or be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} (this cannot cause a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}).

\n

The speed of communication is that of normal speech, but with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} members may communicate up to 30 seconds or so of speech on a single combat turn.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect additional individuals for 1 additonal @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each. 
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "30 Minutes", + "trapping": "Headpieces, talismans, of Tao or other gods, crystals", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "2qew5mGWcpfjxQLU", + "name": "Mind Reading", + "type": "power", + "data": { + "description": "
\n

Mind reading is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. The GM may apply @Compendium[swade-core-rules.swade-rules.Trait Rolls]{modifiers} based on the subject’s mental @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} or current state of mind.

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Psionic invasion, soulsight", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3500001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "DMFIO9brqtbL6puA", + "name": "Mind Wipe", + "type": "power", + "data": { + "description": "
\n

Mind wipe removes a target’s memories, a terrible violation in most civilized societies. The power is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by a victim’s @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} and requires a full minute of mental struggle. The victim must be conscious during this time, so if not restrained he can simply move out of @Compendium[swade-core-rules.swade-rules.Range]{Range}.

\n

If @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful}, the victim forgets a single event (up to about 30 minutes of time). A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes a complex memory of several hours.

\n

If the defender wins, the caster cannot affect him with mind wipe for 24 hours. (Others may reattempt the power, however.)

\n

The memory remains missing but strong evidence that challenges its “logic” allows a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll at -2 to remember fragments determined by the GM.

\n

Modifiers

\n
    \n
  • Edit (+1): Instead of wiping the memory, the caster edits it as she sees fit.
  • \n
  • Fast Cast (+2): The caster can wipe a memory as an @Compendium[swade-core-rules.swade-rules.Actions]{action}.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "A noxious drink, parasites, touching the target's temples", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3600001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "QxeCRBlufHEjOxzG", + "name": "Object Reading", + "type": "power", + "data": { + "description": "
\n

Object reading is the ability to see the past of an inanimate object, discovering who held it, where it’s been, and what it might have been used for. The object has no sentience of its own — the caster simply sees and hears visions of the past that took place in its presence.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows the character to see events that occurred within 10 yards up to about five years past. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time.

\n

When watching an actual event, it occurs in real time, just as if watching a digital video.

\n

Modifiers

\n
    \n
  • Strong (+2): The caster can see or hear from the item's creation forward.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Touch", + "duration": "Special", + "trapping": "Touching the object, glowing hands", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3700001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "oZIUGNUk6utjYqbZ", + "name": "Protection", + "type": "power", + "data": { + "description": "
\n

Protection creates a field of energy or armor around a character, giving him 2 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor}, or +4 with a raise.

\n

Whether the protection is visible or not depends on the @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}—this is entirely up to the caster.

\n

Protection stacks with all other armor, natural or worn, and is negated by @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} as usual.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect additional targets at a cost of 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • More Armor (+1): Success grants 4 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor} (+6 with a raise).
  • \n
  • Toughness (+1): Armor provides Toughness instead of @Compendium[swade-core-rules.swade-rules.Armor]{Armor} and is not affected by @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} (magical or otherwise).
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "A mystical glow, hardened skin, ethereal armor, a mass of nanites", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3800001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "tf9EEJPQ4Fg6Lpwm", + "name": "Puppet", + "type": "power", + "data": { + "description": "
\n

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

\n

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

\n

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

\n

Modifiers

\n
    \n
  • Additional Recipients (+2): The caster may affect others at the cost of 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "3", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Glowing eyes, trance-like state, a swinging pocket watch, voodoo dolls.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 3900001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "4dCQStbJqGV2YAyp", + "name": "Relief", + "type": "power", + "data": { + "description": "
\n

Relief removes one @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level, or two with a raise. It can also remove a character’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} status, and removes @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned} status with a raise.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Prayer, tonics", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "UuM1MihixLjSKRmJ", + "name": "Resurrection", + "type": "power", + "data": { + "description": "
\n

Perhaps the greatest power of all is the ability to bring someone back from the dead. It can restore lost loves, bring solace to the grieving, and topple kingdoms.

\n

Returning the dead to life requires a reasonably complete corpse no more than a year old. The caster then prays, meditates, chants, or otherwise concentrates on mending the body and pulling the spirit back to it for four hours.

\n

Once done, the healer makes a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{casting roll} at -8. If successful, the victim returns to life with three @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} and is @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}. With a raise, she returns merely @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}.

\n

Modifiers

\n
    \n
  • Power (+5): The hero can raise a spirit dead up to a decade for +5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Heroic", + "pp": "30", + "damage": "", + "range": "Touch", + "duration": "Instant", + "trapping": "Elaborate ceremonies, rare plants, magical amulets, divine intervention", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "qgIilGudPTNPAO8p", + "name": "Shape Change", + "type": "power", + "data": { + "description": "
\n

Many cultures have legends of shamans or wizards who take on the shape of animals.

\n

This power does just that, allowing the caster to take the form of any animal (including fantastic creatures such as @Compendium[swade-core-rules.swade-bestiary.Dragon]{dragons} and hippogriffs if they exist in that setting, but not humanoids, undead, etc). What a character can change into depends on his @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Shape Change
CostRankSize
3NoviceSize -4 to Size -1
5SeasonedSize 0
8VeteranSize 1 to 2
11HeroicSize 3 to 4
15LegendarySize 5 to 10
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the roll, the character transforms into a  particularly large version of its type—increase its @Compendium[swade-core-rules.swade-rules.Traits]{Strength} and @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} by one die type each.

\n

Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped.

\n

While transformed, the character retains his own @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}, @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances}, @Compendium[swade-core-rules.swade-rules.Edges]{Edges}, and linked @Compendium[swade-core-rules.swade-rules.Traits]{skills} (though he may not be able to use some or all of them depending on the form -- GM’s call). He gains the animal’s @Compendium[swade-core-rules.swade-rules.Traits]{Agility}, @Compendium[swade-core-rules.swade-rules.Traits]{Strength}, @Compendium[swade-core-rules.swade-rules.Traits]{Vigor}, and linked @Compendium[swade-core-rules.swade-rules.Traits]{skills} and cannot use devices that require humanoid form. He has no capacity for speech and cannot activate @Compendium[swade-core-rules.swade-rules.Powers]{powers}, though he may continue to maintain powers previously active.

\n

A @Compendium[swade-core-rules.swade-rules.Bestiary]{creature’s} natural abilities inherent to its form are conferred, but magical ones aren’t. A @Compendium[swade-core-rules.swade-bestiary.Dragon]{dragon} can fly and breathe fire in a traditional fantasy setting, for example, so a character who shape changes into one may do so as well. If dragons also cast spells in that world, however, shape change would not grant that ability because it’s not inherent to the physical form.

\n

Size: The caster does not inherit extra @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wounds} when transforming into creatures of Large or Huge @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}.

\n

Modifiers

\n
    \n
  • Speech (+1): The recipient retains the power of speech (but still cannot activate @Compendium[swade-core-rules.swade-rules.Powers]{powers}).
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "Special", + "damage": "", + "range": "Self", + "duration": "5", + "trapping": "\"Morphing\", talismans, tattoos", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "V6bbGawwkUeiBxSp", + "name": "Sloth/Speed", + "type": "power", + "data": { + "description": "
\n

Sloth lessens celerity and coordination while speed increases it. It halves the target’s total @Compendium[swade-core-rules.swade-rules.Movement]{movement} each @Compendium[swade-core-rules.swade-rules.Actions]{round} (round up). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, movement is also an @Compendium[swade-core-rules.swade-rules.Actions]{action}. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} with speed doubles the target’s @Compendium[swade-core-rules.swade-rules.Movement]{movement} (basic Pace and @Compendium[swade-core-rules.swade-rules.Movement]{running}). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} the character also ignores the -2 running penalty.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): Speed only. The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Area of Effect (+2/+3): Sloth only. For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 poitns the area of efect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
  • Quickness (+2): Speed only. The character's total @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} penalty each turn is reduced by 2 (she can do two actions at no penalty, or three at -2 each).
  • \n
  • Strong (+1): Sloth only. The @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll to shake off sloth's effects is made at -2.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant (slot); 5 (speed)", + "trapping": "Slowing time, blurred motion, a slippery patch of oil or ice", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4000001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "FEi6Frn3EiAKikOA", + "name": "Slumber", + "type": "power", + "data": { + "description": "
\n

Those who favor stealth or want to avoid harming their foes are drawn to this spell, which puts its victims into a deep and restful sleep.

\n

Anyone affected by slumber must make a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll (at -2 if the caster got a raise on her @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll). Those who fail fall asleep for the @Compendium[swade-core-rules.swade-rules.Powers]{Duration} of the spell. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll.

\n

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{points} the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "One hour", + "trapping": "A lullaby, blowing powder or sand at targets", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "JChDBhrhAfO5w5tT", + "name": "Smite", + "type": "power", + "data": { + "description": "
\n

This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} is increased by +2, or +4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "A colored glow, runes, sigils, crackling energy, barbs grow from the blade", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4500001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "gNdrTlSbtKXgyN5k", + "name": "Sound/Silence", + "type": "power", + "data": { + "description": "
\n

Sound mimics any known sound or voice, emanating from a point of origin within @Compendium[swade-core-rules.swade-rules.Range]{Range} at a volume up to the sound of a loud shout. If used as a @Compendium[swade-core-rules.swade-rules.Test]{Test}, the defender @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposes} the casting roll with @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}.

\n

Silence does the opposite, muting all sound up to a loud shout within a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}. This subtracts 4 from @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls made by those inside the area of effect, as well as anyone trying to hear sounds made from within. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} completely mutes all sound inside the template—such @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls automatically fail.

\n

Modifiers

\n
    \n
  • Mobile (+1): The caster can move the area of effect up to his @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} die type each @Compendium[swade-core-rules.swade-rules.Actions]{round}.
  • \n
  • Targeted (+0): Instead of casting silence in an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area of effect}, the caster may instead target individuals in @Compendium[swade-core-rules.swade-rules.Range]{Range} for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each. Unwilling targets resist with @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} (at -2 if the caster gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Smarts x5 (Sound); Smarts (Silence)", + "duration": "Instant (Sound); 5 (Silence)", + "trapping": "Magical effects, a brief ripple in the air, a bell or chime that starts or stops ringing", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4600001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "8hq7YecvNEp4kqN4", + "name": "Speak Language", + "type": "power", + "data": { + "description": "
\n

This power allows a character to speak, read, and write a sapient language other than his own. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll allows the user to appropriately use and understand slang and dialect as well.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "1", + "damage": "", + "range": "Sm", + "duration": "10 minutes", + "trapping": "Words, pictures, hand motions", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4700001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "90y0v2cCeZwivQza", + "name": "Stun", + "type": "power", + "data": { + "description": "
\n

Stun shocks a target with concussive force, sound, light, magical energy, or the like.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} casting means the victim must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll (at -2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll) or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.

Modifiers

\n
    \n
  • Area of Effect (+2/+3): For +2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{points} the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{points} the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
  • \n
\n

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "Bolts of energy, stun bombs, sonic booms, burst of blinding light", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4800001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "HSzJIm7YtJPVzGQW", + "name": "Summon Ally", + "type": "power", + "data": { + "description": "
\n

This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} but can appear differently based on the caster’s @Compendium[swade-core-rules.swade-rules.Trappings]{trappings}. It materializes anywhere in @Compendium[swade-core-rules.swade-rules.Range]{Range}, and with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, it’s @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}) as well.

\n

The ally acts on its creator’s @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}, it fades into nothingness, leaving no trace behind.

\n

The type of servant that can be summoned depends on the caster’s @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}. With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{wolf}, for example, the caster might exchange the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill for @Compendium[swade-core-rules.swade-skills.Survival]{Survival} so that the “animal” can track its foes.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SUMMON ALLY
RankCostServant
Novice2Attendant
Seasoned4Bodyguard
Veteran6Mirror Self*
Heroic8Sentinel
\n

*Mirror Self costs +2 power points per Rank above Veteran to a maximum of 10 PPs at Legendary

\n

Modifiers

\n
    \n
  • Bite/Claw (+1):  The ally can bite or claw at Str+d6
  • \n
  • Flight (+2): The ally can fly at @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12
  • \n
  • Mind Rider (+1): The caster can communicate and sense through the ally.
  • \n
\n

 

\n

STATBLOCKS

\n

Attendant

\n

Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d4, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d4, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} d6
Pace: 4; Parry: 4; Toughness: 4
Capacités spéciales :

\n
    \n
  • Claw: Str+d4.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}; ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound penalties}; doesn’t breathe, immune to @Compendium[swade-core-rules.swade-rules.Poison]{poison} and @Compendium[swade-core-rules.swade-rules.Disease]{Maladie}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Peur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
\n

 

\n

Bodyguard

\n

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d6, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} d4
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: @Compendium[swade-core-rules.swade-edges.First Strike]{First Strike}
Gear: Melee attack (Str+d6).
Capacités spéciales :

\n
    \n
  • Armor +2: Hardened skin.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: See Attendant.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Peur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
\n

 

\n

Mirror Self
The ally is a clone of the caster except: it’s an @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}; it has the same number of current @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} as the caster after subtracting for this casting; it cannot use the summon ally power; its @Compendium[swade-core-rules.swade-rules.Traits]{skills} (but not @Compendium[swade-core-rules.swade-rules.Traits]{attributes}) are one die type less (minimum d4) than the original; it has identical mundane equipment (no magical qualities, disappears when the power expires); has the @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct} and @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless} abilities.

\n

 

\n

Sentinel
Attributes:
Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d10, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d10, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d8
Pace: 6; Parry: 7; Toughness: 13 (4)
Edges: @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Arcane Resistance}, @Compendium[swade-core-rules.swade-edges.Improved Sweep]{Sweep (Improved)}.
Gear: Melee attack (Str+d8).
Capacités spéciales :

\n
    \n
  • Armor +4: Stone skin.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: See Attendant.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Peur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 2: Sentinels are 8' tall and very dense.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2+", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Clay figure that grows into a servant, a tattoo that comes to life.", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 4900001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "d47xq0oZe3nbPSFA", + "name": "Telekinesis", + "type": "power", + "data": { + "description": "
\n

Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} of d10, or d12 with a raise.

\n

Unwilling opponents resist the caster’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} with an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll when targeted and at the start of each of their @Compendium[swade-core-rules.swade-rules.Actions]{turns} afterward until they’re released. They can be moved up to the caster’ @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}. Dropped creatures suffer @Compendium[swade-core-rules.swade-rules.Falling]{falling damage} as usual.

\n

Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant @Compendium[swade-core-rules.swade-rules.Traits]{skill} when attacking in this way (not his @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill}).

\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "5", + "damage": "", + "range": "Sm x2", + "duration": "5", + "trapping": "A wave of the hand, magic wand, steely gaze", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 5000001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "t5v8XP6bLEpSL1Gd", + "name": "Teleport", + "type": "power", + "data": { + "description": "
\n

Teleport allows a character to disappear and instantly reappear up to 12″ (24 yards) distant, or double that with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. Teleporting to an unseen location incurs a -2 penalty on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll.

\n

Opponents adjacent to a character who teleports away don’t get a free attack (see @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}).

\n

If casting teleport on a willing subject, the caster decides where they move to, not the target.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • Teleport Foe (+2): Foes may be targeted by a @Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch Attack}. This is an @Compendium[swade-core-rules.swade-rules.Actions]{action}, so the casting must be the second part of a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} if the attack is successful. The foe resists the casting with an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Spirit roll against the @Compendium[swade-core-rules.swade-rules.Actions]{arcane skill} total and is sent up to the 12\" away with success and 24\" with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. Foes may not be teleported into solid objects.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "Instant", + "trapping": "A cloud of smoke, \"phasing\" out, change into a bolt of lightning", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 5100001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "ZXUoBohm4UZnr8oX", + "name": "Wall Walker", + "type": "power", + "data": { + "description": "
\n

Wall walker allows the recepient to walk on vertical or horizontal surfaces. With @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, she moves at half her normal @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, she may move at full @Compendium[swade-core-rules.swade-rules.Movement]{Allure} and even @Compendium[swade-core-rules.swade-rules.Movement]{run}.

\n

If forced to make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll to climb or hang on to the a surface, she adds +4 to the total.

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The caster may affect others at the cost of 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Novice", + "pp": "2", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Spider-like visage, prickly hairs on hands and feet", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 5200001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "MoPlVzDq63d75DII", + "name": "Warrior's Gift", + "type": "power", + "data": { + "description": "
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, the recipient gains the benefits of a single Combat @Compendium[swade-core-rules.swade-rules.Edges]{Edge} chosen by the caster. The caster (not the recipient) must have the same @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} or higher as the Edge’s Requirements. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the @Compendium[swade-core-rules.swade-rules.Edges]{Rank Requirement}).

\n

Modifiers

\n
    \n
  • Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Seasoned", + "pp": "4", + "damage": "", + "range": "Sm", + "duration": "5", + "trapping": "Gestures, prayer, whispered words, concentration", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 5300001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "2sNeNoHgN3R1Xst8", + "name": "Zombie", + "type": "power", + "data": { + "description": "
\n

Zombie grants animation and basic intelligence to the remains of a once-living being. The summoned horror is obedient but literal-minded in its duties. It isn’t telepathic, and must be controlled by voice.

\n

The being has the physical skills it had in life, but its @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}, @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, and related @Compendium[swade-core-rules.swade-rules.Traits]{skills} are reset to d4. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Trait Rolls]{casting roll} increases any one of their @Compendium[swade-core-rules.swade-rules.Traits]{Traits} by one die type (caster’s choice).

\n

Corpses aren’t summoned by this ability, so there must actually be a supply of bodies in @Compendium[swade-core-rules.swade-rules.Range]{Range} (GM’s call).

\n

An undead @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} by damage can’t be raised with this power again.

\n

Modifiers

\n
    \n
  • Additional Zombies (+1): A larger horde can be raised in a single casting by paying an additional 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} for each extra zombie raised.
  • \n
  • Armed (+1 per Zombie): The dead rise with a rusting weapon common to their setting and environment. Choose one:\n
      \n
    • Hand Weapon: Str+d6
    • \n
    • Ranged Weapon: Range 12/24/48, Dmg 2d6
    • \n
    \n
  • \n
  • Armor (+1 per Zombie): The horrors crawl from their grave wearing 2 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor}. This might be old chain mail, rusting plate, rotting bulletproof vests, etc.
  • \n
  • Mind Rider (+1): The caster can communicate and sense through one of the undead he's conjured. If it's destroyed, he may jupm to any of the others currently under his control.
  • \n
  • Permanent (0): The zombie is given unlife until @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} by Wounds. The @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} used to raise it are \"invested\" and unavailable until it's destroyed. The necromancer may terminate his creations' unlife at any time, regardless of sight, distance, or other factors. His Power Points then begin recharging normally. Permanent zombies remain animated even if their creator is slain!
  • \n
\n

 

\n

Zombie Creatures

\n

Animals and other creatures can also be raised with this foul ability! The cost is 2 for a creature of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} -1 or -2, 3 for @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 0, and 1 for a Small @Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarm}, 2 for a Medium Swarm, or 3 for a Large Swarm.

\n

Larger creatures cost 3 + @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} in Power Points. For example, an undead grizzly (Size 2) costs 5 Power Points to raise.

\n

Magical or supernatural @Compendium[swade-core-rules.swade-rules.Bestiary]{Special Abilities} aren’t conferred to the undead form, but those inherent to the creature are, such as @Compendium[swade-core-rules.swade-edges.Improved Frenzy]{Improved Frenzy}, @Compendium[swade-core-rules.swade-rules.Reach]{Reach}, a swarm’s attack, etc.

\n

Additional zombie creatures cost half their base cost if raised at once, instead of the +1 listed for Additional Zombies (round up, minimum of 1).

\n

 

\n
\n

Zombie

\n

These walking dead are typical groaning fiends looking for fresh meat.

\n

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6

\n

Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d4, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d6, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} d6

\n

Pace: 4; Parry: 5; Toughness: 7

\n

Edges:

\n

Capacités spéciales :

\n
    \n
  • Bite/Claws: Str.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Zombies are immune to @Compendium[swade-core-rules.swade-rules.Fear]{Peur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Undead}: +2 Toughness; +2 to recover from being Shaken; no additional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}; ignores 1 point of Wound penalties; doesn’t breathe; immune to @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}.
  • \n
  • Weakness (Head): @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} to a zombie’s head do the usual +4 damage.
  • \n
\n
", + "notes": "", + "additionalStats": {}, + "equippable": false, + "equipped": false, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "rank": "Veteran", + "pp": "3*", + "damage": "", + "range": "Sm", + "duration": "One hour", + "trapping": "Carving symbols on corpses, throwing bones, graveyards, \"leather\" books", + "arcane": "", + "skill": "", + "modifiers": [] + }, + "sort": 5400001, + "flags": { + "cf": { + "id": "temp_p3629imfmia", + "path": "Powers", + "color": "#8c160f" + } + }, + "img": "systems/swade/assets/icons/power.svg", + "effects": [] + }, + { + "_id": "3PIcTlyIO8i0aYne", + "name": "Death Touch", + "type": "weapon", + "data": { + "description": "
\n

Liches drain the lives of those around them with a touch. Instead of a normal attack, a lich may make a @Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch Attack}. Every raise on its @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} roll automatically inflicts one Wound to its target.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "+2", + "dmgMod": "", + "additional": {} + }, + "damage": "", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 5500001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Lion", + "name": "Lion", + "description": "
\n

Le roi de la jungle est un prédateur féroce, en particulier dans la savane où ses proies ne peuvent pas se cacher.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Vision nocturne}: ignore les malus de Pénombre et d’Obscurité. @Compendium[swade-core-rules.swade-rules.Illumination]{voir les pénalité de visibilité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Un lion pèse environ 200 kg.
  • \n
\n
", + "items": [ + { + "_id": "7ueziJ7U0IZiMDKm", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2300001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "aay4Qzf02MfWa1Zy", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2400001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "4Xcc0Q50N1NPIHL6", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2500001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "SvtIhEcXIbQkqhgj", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2600001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3KoxMgSGKZWNZQwq", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2700001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "hjzWukEasDnDqYiv", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2100001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "PHfXsiJbc9qZRHRM", + "name": "Improved Frenzy", + "type": "edge", + "data": { + "description": "
\n

The fighter rolls an extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with up to two Fighting attacks in the same turn

\n

Example

\n

Red desperately attacks a giant crab-like creature on an alien planet. She has Improved Frenzy and decides to attack three times (a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} at the usual penalty). She rolls her Fighting skill with an extra die for her first attack and second attack. She doesn’t get the extra die on her third Fighting roll.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Veteran, Frenzy" + } + }, + "sort": 2000001, + "flags": { + "core": { + "sourceId": "Item.RBpY2yIpaSy6B6vH" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "CwGPaFXHiFgweNlG", + "name": "Pounce (Wild Attack)", + "type": "weapon", + "data": { + "description": "
\n

Lions pounce on their prey to best bring their mass and claws to bear. If a lion makes a @Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack}, it adds +4 to its damage instead of +2.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "+4", + "dmgMod": "+4", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2200001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Mech", + "name": "Robot", + "description": "
\n

Les caractéristiques qui suivent s’appliquent à une sentinelle mécanique de 4 m de haut comme on en trouve fréquemment dans des univers high-tech futuristes. C’est une unité de patrouille légère, avec une intelligence raisonnable et une bonne manœuvrabilité. Des robots plus imposants, mieux armés et mieux protégés existent également.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle }: +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladies} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur }: immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Peur} et l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, mais peut être assez intelligent pour réagir correctement aux situations qui provoquent la peur.
  • \n
  • Capteurs sensoriels : ignore les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 4 (Large): Le mech mesure 4m de haut.
  • \n
\n
", + "items": [ + { + "_id": "RjpsfNr5RMvP02Mc", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "c2krDJ74K88LfPd7", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "pfCQUJRlj5oPuJG8", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "EutPSViKrAEavsvA", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Gy4iQs0pYMJGEZuz", + "name": "Alertness (Sensors).", + "type": "edge", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "" + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "UvhpgKIKXXcPUMl0", + "name": "Heavy Machine Gun", + "type": "weapon", + "data": { + "description": "

Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "RoF 3 Attack", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "RoF 2 Attack", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "p5z26U1TvowpxxbD", + "name": "Heavy Flamethrower", + "type": "weapon", + "data": { + "description": "
\n

Vehicular flamethrowers have longer ranges than personal devices. The wielder can use the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} or arc a blast the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} up to 18” (36 yards) distant. (Use the center of the template for the Range.) This shot can @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Deviate}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "3d8", + "range": "Cone or MBT", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.ZJCbV2A3QFJgbalx" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "uw0mSL8MmWMNjzJz", + "name": "Armor +4", + "type": "armor", + "data": { + "description": "
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + } + ] + }, + { + "id": "Minotaur", + "name": "Minotaure", + "description": "
\n

Un minotaure mesure plus de 2,10 m et son énorme tête bovine est dotée de cornes. Gardien de labyrinthe dans des univers fantastiques ou espèce dans d’autres, c'est toujours un redoutable combattant.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Capacités Speciales (Resilient or Very Resilient)]{Résilient}: +1 Blessure avant @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 3: Un minotaure mesure plus de 2 m et pèse autant qu’un taureau.
  • \n
\n
", + "items": [ + { + "_id": "ChMwI9Rlwklfhi8k", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1393750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "EMxhNoNcCvF6F9RT", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1493750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Q6rH6TWpbCphrdGz", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1593750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "XAFtAEmewPF2sAvL", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1693750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "V4TAZ3PXEPgQFDxN", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2093750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "wTnQoG1JDtJv8Pwa", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1793750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "wxbdQXjyWlnOYQBL", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2193750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "1JgYdMfkeV1Y9ZtD", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1893750, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "JaU0Q2XXlglmTnhd", + "name": "Horns", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Horns)]{Horns}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1293750, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "9rysV6GGeF7eFEoy", + "name": "Fleet-Footed", + "type": "edge", + "data": { + "description": "
\n

The hero’s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is increased by +2 and his @Compendium[swade-core-rules.swade-rules.Movement]{Course} increases one step (from d6 to d8, for example)

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d6+" + } + }, + "sort": 1993750, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "SkSCegR4ekilvBBl", + "name": "Spear", + "type": "weapon", + "data": { + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1. @Compendium[swade-core-rules.swade-rules.Parry]{Parry} +1 if used @Compendium[swade-core-rules.swade-rules.Two Hands]{two-handed}

\n
", + "notes": "Reach 1. Parry +1 if used two-handed", + "additionalStats": {}, + "quantity": 1, + "weight": 3, + "price": 100, + "equippable": true, + "equipped": false, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Athletics", + "skillMod": "", + "dmgMod": "", + "additional": { + "aryl7v6r72": { + "name": "Athletics (throwing)", + "type": "skill", + "rof": null, + "skillMod": "", + "skillOverride": "Athletics", + "shotsUsed": null + } + } + }, + "damage": "@str+d6", + "range": "3/6/12", + "rof": "1", + "ap": "0", + "minStr": "d6", + "shots": "0", + "currentShots": "0" + }, + "sort": 1193750, + "flags": { + "core": { + "sourceId": "Item.nxQ7g0GpAyWzfSNq" + }, + "cf": { + "id": "temp_rz46r8sengj", + "path": "Equipment#/CF_SEP/Personal Weapons#/CF_SEP/Melee Weapons, Medieval", + "color": "#000000" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/Spear.webp", + "effects": [] + }, + { + "_id": "agW0CoAoZ5HLPil7", + "name": "Leather Armor", + "type": "armor", + "data": { + "description": "

Heavy winter clothing, supple leather armor, soft hides.

", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 5, + "price": 20, + "equippable": true, + "equipped": false, + "minStr": "d4", + "armor": 1, + "isNaturalArmor": false, + "locations": { + "head": false, + "torso": true, + "arms": true, + "legs": false + } + }, + "sort": -200000, + "flags": { + "core": { + "sourceId": "Item.OyKaO8iUxeIWldyd" + } + }, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + } + ] + }, + { + "id": "Mule", + "name": "Mule", + "description": "
\n

Croisement entre l’âne et le cheval, les mules sont utilisées pour porter de lourdes charges ou tirer des chariots.

\n

Le meneur est encouragé à lui donner une personnalité, comme tout animal de compagnie.

\n

Capacités spéciales :

\n
    \n
  • Entêtée: inflige -1 en @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} à son cavalier.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2: Une mule est une créature solide pesant en-viron 500 kg.
  • \n
\n
", + "items": [ + { + "_id": "NSXab2mvCxWyAK18", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GLUvtelCkBEFFRu0", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "WYTRXIvsgjccZM5a", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "jxJexgwhheGdHOLJ", + "name": "Kick", + "type": "weapon", + "data": { + "description": "", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Ogre", + "name": "Ogre", + "description": "
\n

Les ogres sont parents des orques et des géants mineurs. Ils sont parfois adoptés par les clans orques qui apprécient leur sauvagerie et leur force et s’en servent comme alliés dociles contre leurs ennemis.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Résilient}: +1 Blessure avant @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2: La plupart des ogres font dans les 2,5 m, avec une grosse bedaine et des membres massifs.
  • \n
\n

 

\n
", + "items": [ + { + "_id": "1cpmKIChlmWyroYY", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Bnva8nhwHPxXc4Ik", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "AJm34fcpGUZ04yil", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "zVdxpJyM5aEUxtty", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GAfd08JyMiVyZxmd", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "2mGb7fwNCuKeq9sO", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "KqYNjJlVirRgRsWB", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ZImAyOYR7pZ1ltFT", + "name": "Massive Club", + "type": "weapon", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "IpA0wcUT9MayjOAa", + "name": "Brute", + "type": "edge", + "data": { + "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1100000, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "kHeFDShZzIpCZxvZ", + "name": "Sweep", + "type": "edge", + "data": { + "description": "
\n

Sweep allows a character to make a single @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack and apply it against all targets in his @Compendium[swade-core-rules.swade-rules.Reach]{Reach} at a -2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit.

\n

A fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d8+" + } + }, + "sort": 1200000, + "flags": { + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "5Mh9lQLEFhYBrHVC", + "name": "Thick Hides", + "type": "armor", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 5, + "price": 20, + "equippable": true, + "equipped": true, + "minStr": "d4", + "armor": 1, + "isNaturalArmor": false, + "locations": { + "head": false, + "torso": true, + "arms": true, + "legs": false + } + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.OyKaO8iUxeIWldyd" + } + }, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + } + ] + }, + { + "id": "Orc", + "name": "Orc", + "description": "
\n

Les orques sont des humanoïdes à peau verte et à l’apparence porcine avec leurs groins et parfois même des défenses. De nature ignoble, ils sont de plus impitoyables et font rarement des prisonniers.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}: réduit de moitié les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} pour attaquer une cible chaude..
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Un orque est légèrement plus imposant qu’un humain.
  • \n
\n
", + "items": [ + { + "_id": "NKuich6CkLMStd7t", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1200001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "KCQjksxbgAVR1hFw", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1300001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "YgPXwBc3Wn4Oyhor", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1400001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "cRD0RwtWZ5JCrhnz", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1500001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "lprhwDYYUDmnpk1Z", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1900001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "BPeoDv0XynPXnKDk", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1600001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "F6IJPgCTROvnK1o6", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Lke8eZLaktuJZ5MJ", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1800001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VL6OJIrsKATmwAJs", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1700001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MyVfl8AGutTXG5ka", + "name": "Leather Armor", + "type": "armor", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 2, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "Leather Armor", + "armor": 1, + "isNaturalArmor": false, + "locations": { + "head": false, + "torso": true, + "arms": false, + "legs": false + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "I2byGw2V6owLjeD1", + "name": "Scimitar", + "type": "weapon", + "data": { + "description": null, + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "hmZv4WMRcqwTJOR0", + "name": "Brute", + "type": "edge", + "data": { + "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1100001, + "flags": { + "core": { + "sourceId": "Item.S8PkWjixmNUAGcUU" + }, + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Orc, Chieftain", + "name": "Orc, chef de clan", + "description": "
\n

Le chef d’un clan orque est toujours le plus bestial et féroce du groupe. Ces chefs possèdent souvent un ou deux objets magiques dans les univers où de tels objets sont relativement communs.

\n

Note:

\n

Les chefs ont une @Compendium[swade-core-rules.swade-rules.Characters]{parade} de 7 lorsqu'ils manient une grande hache.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}: réduit de moitié les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} pour attaquer une cible chaude.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1:Un orque est légèrement plus imposant qu’un humain.
  • \n
\n
", + "items": [ + { + "_id": "yKX6TX07XbYtN7mS", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "UpQmkHABzSpaH8S7", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "EAUKWbZHuqKKX4KR", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "O1xwBuP5Ed8dryeB", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "iE7TupXW004G4K5E", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "RQWfjrIvxyErZjbc", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3xTtVNhzjpE4e5J2", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "XFGJdZzc1MtsbwVp", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ei98I3B0TPrHTUlL", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "rYPioagBIyN3PERw", + "name": "Plate Corselet", + "type": "armor", + "data": { + "description": "
\n

Heavy steel armor made with “plates” of metal.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 30, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "Plate Corselet", + "armor": 4, + "isNaturalArmor": false, + "locations": { + "head": false, + "torso": true, + "arms": false, + "legs": false + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "b9VEwNHjutfzqvuY", + "name": "Chain Arms and Legs", + "type": "armor", + "data": { + "description": "
\n

Chain, splint, metal scale, ring mail, samurai armor.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 3, + "isNaturalArmor": false, + "locations": { + "head": false, + "torso": false, + "arms": true, + "legs": true + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "tLXyq7uXrloDwGu0", + "name": "Brute", + "type": "edge", + "data": { + "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1300000, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "ZVWYsJkU8pmHcCjt", + "name": "Sweep", + "type": "edge", + "data": { + "description": "
\n

Sweep allows a character to make a single @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack and apply it against all targets in his @Compendium[swade-core-rules.swade-rules.Reach]{Reach} at a -2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit.

\n

A fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d8+" + } + }, + "sort": 1000000, + "flags": { + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "3djXoyjmyQV30CGr", + "name": "Axe, Great", + "type": "weapon", + "data": { + "description": "
\n

@Compendium[swade-core-rules.swade-rules.Parry]{Parry} –1, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}

\n
", + "notes": "Parry –1, two hands", + "additionalStats": {}, + "quantity": 1, + "weight": 7, + "price": 400, + "equippable": true, + "equipped": false, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": { + "kwepx6kqhf": { + "name": "One-handed", + "type": "skill", + "rof": null, + "skillMod": "-4", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "@str+d10", + "range": "", + "rof": "0", + "ap": "2", + "minStr": "d10", + "shots": "0", + "currentShots": "0" + }, + "sort": 50000, + "flags": { + "core": { + "sourceId": "Item.fHszncdsIT8YeQQ9" + }, + "cf": { + "id": "temp_rz46r8sengj", + "path": "Equipment#/CF_SEP/Personal Weapons#/CF_SEP/Melee Weapons, Medieval", + "color": "#000000" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/melee-medieval-greataxe.webp", + "effects": [ + { + "_id": "3XgMLMWoNmxJeFKH", + "flags": {}, + "changes": [ + { + "key": "data.stats.parry.modifier", + "value": -1, + "mode": 2 + } + ], + "disabled": false, + "duration": { + "startTime": null, + "seconds": null, + "rounds": null, + "turns": null, + "startRound": null, + "startTurn": null + }, + "icon": "modules/swade-core-rules/assets/art/equipment/weapons/melee-medieval-greataxe.webp", + "label": "Great Axe Parry Penalty", + "tint": "", + "transfer": true + } + ] + } + ] + }, + { + "id": "Raptor (Birds of Prey)", + "name": "Oiseau de proie", + "description": "
\n

Les aigles, faucons et autres grands oiseaux de proie entrent dans cette catégorie..

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{vol}: Ils ont une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 48m.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −3 (Tres petit): Les rapaces sont légers et mesurent environ 60 cm.
  • \n
\n
", + "items": [ + { + "_id": "yvAFOT58qkR6QLJP", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "4VqQmyANKIqEUn5v", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "82tQNrFJdswpjAEa", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 10, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Cn2DgX4u5SVBm4SP", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "21v7Dh8rXiMBXAdM", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "oZfxqtlBM6Otj9vP", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Shark", + "name": "Requin", + "description": "
\n

Ces caractéristiques sont valables pour les requins tigres, les requins gris et autres de taille similaire.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 10.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Cette créature pèse environ 250 kg.
  • \n
\n
", + "items": [ + { + "_id": "J56OneQrwKg8jsXs", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "mSt6HVn5KsPTGNEv", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VtMo6ZW1bd34xwJF", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "J4oYpWafZKrxeRJy", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "jBYWBd7NQqx8Izbz", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ikc2t3YYPOkNXxgz", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Shark, Bull", + "name": "Requin-bouledogues", + "description": "
\n

Ces caractéristiques sont valables pour les requins-bouledogues qui ont For d10.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 10.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Cette créature pèse environ 250 kg.
  • \n
\n
", + "items": [ + { + "_id": "J56OneQrwKg8jsXs", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "mSt6HVn5KsPTGNEv", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VtMo6ZW1bd34xwJF", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "J4oYpWafZKrxeRJy", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "jBYWBd7NQqx8Izbz", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ikc2t3YYPOkNXxgz", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Shark, Great White", + "name": "Grand Requin blanc", + "description": "
\n

Les grands blancs font en général entre 5,5 m et 7,5 m de long.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: @Compendium[swade-core-rules.swade-rules.Movement]{Allure}.10
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Robuste}: Pas de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} si @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} deux fois.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 4 (Large): Les grands blancs font en général entre 5,5 m et 7,5 m de long.
  • \n
\n
", + "items": [ + { + "_id": "y4rBRNO48p80BRrE", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "TKbsQRQuSLxWAhte", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "uOEm5LscymaIPbGW", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "rcaWCOlXUEz44O7C", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "RL26tC5hyqROlyfN", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3fXJUdMW7qQWJoDc", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Skeleton", + "name": "Squelette", + "description": "
\n

Ces morts-vivants n’ont plus que des lambeaux de peau sur les os ce qui les rend plus rapides que les zombis encore couverts de chairs putréfiées. On les rencontre parfois au sein d’armées dirigées par de vils nécromanciens.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Peur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort-vivant}: Résistance +2, annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} +2, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poison}.
  • \n
\n
", + "items": [ + { + "_id": "Z4jLwklbnjgp4Jn2", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "DkJZVR0yp2IGbWTg", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "PPt3yl8tGHWWZIZr", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "drhSqrMwxEnonRne", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GBS1UsfOeymcild1", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "JEOvp7eM2Sm5DluH", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "T98lgEhrkkJYbcTH", + "name": "Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "MIXOZbR2okXWWnG1", + "name": "Varies", + "type": "gear", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1 + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/gear.svg", + "effects": [] + } + ] + }, + { + "id": "Snake, Constrictor", + "name": "Serpent constricteur", + "description": "
\n

Les serpents dans le monde réel sont rarement agressifs à moins d’être acculés ou effrayés. Ils n’en demeurent pas moins iconiques des aventures de fiction.

\n

Pythons, boas constricteurs et autres serpents de plus de 5 m de long.

\n

Capacités spéciales :

\n
    \n
  • Constriction: +2 à l'@Compendium[swade-core-rules.swade-rules.Traits]{Athlétisme} et à la @Compendium[swade-core-rules.swade-rules.Traits]{Force} pour les jets d'@Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade}.
  • \n
\n
", + "items": [ + { + "_id": "AXhDSgrpj1pBS53W", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "kFRuPWNHOb6p13yh", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "SLhqwjUWaqhswI5w", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "HdG5n15PUL2A0naX", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "cyWHgkvq9u99lEIm", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "0PeQ8azYsqclb8l3", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Snake, Venomous", + "name": "Serpent venimeux", + "description": "
\n

Les serpents dans le monde réel sont rarement agressifs à moins d’être acculés ou effrayés. Ils n’en demeurent pas moins iconiques des aventures de fiction.

\n

Ces caractéristiques valent pour les cobras et les serpents de taille moyenne au poison extrêmement mortel.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison}: au choix du MJ (voir p. 120) pour les @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} −3 (Tres petit): La plupart des serpents venimeux mesurent entre 20 et 40cm de longueur, mais seulement quelques centimètres d'épaisseur
  • \n
\n
", + "items": [ + { + "_id": "eViH6822Nim9F7Jm", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6kaSatrLZUDdG0Fh", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "7lSf7KCsWYpEJtFx", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "nxaxcVwkempigtqX", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "jwLSnSqxqiWraXf4", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "9GnltxOCuZ0s64yp", + "name": "Bite", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+2", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "jyzfr9oIUSEMIrNN", + "name": "Quick", + "type": "edge", + "data": { + "description": "
\n

Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} of Five or lower, you may discard it and draw again until you get a card higher than Five.

\n

@Compendium[swade-core-rules.swade-rules.Characters]{Characters} with both the @Compendium[swade-core-rules.swade-edges.Level Headed]{Level Headed} and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d8+" + } + }, + "sort": 700000, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Soldier", + "name": "Soldat", + "description": "
\n

Soldats de base, miliciens ou n’importe quels fantassins ayant une formation militaire de base, ils servent bien souvent de troupes à des personnages plus puissants. N’hésitez pas à les modifier pour les adapter au rôle voulu.

\n
", + "items": [ + { + "_id": "DU6UW3qnUPDcdZLc", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "pG7D49TdrCZlZ2O2", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "nZsmg0qND3eitMpp", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "eruG8qPfoGd9R768", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "C6xiXhbv5m1ohYTE", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "XPQ9Hbu0JgAX7WL4", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "p45Kss4JM5cYa4sC", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "tOYQUCDzQY0Mqiyz", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "I68PUIg2zYDOVgx4", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "qUYQfaLcahiIOWzF", + "name": "Soldier", + "type": "edge", + "data": { + "description": "
\n

Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} as one die type higher when determining @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} to use armor, weapons, and equipment without a penalty. (This stacks with the @Compendium[swade-core-rules.swade-edges.Brawny]{Brawny} Edge.)

\n

They also get a free reroll on @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls made to survive environmental hazards (see @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards}).

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1100000, + "flags": { + "cf": { + "id": "temp_m323jalj7n", + "path": "Edges#/CF_SEP/Professional Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "paoVi4mG1rYMeGA2", + "name": "Varies", + "type": "gear", + "data": { + "description": "
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1 + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/gear.svg", + "effects": [] + }, + { + "_id": "VAdccMRYdtYMTy2V", + "name": "Gun", + "type": "weapon", + "data": { + "description": "", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "jxy4gl5kjl": { + "name": "Single Shot", + "type": "skill", + "rof": 1, + "skillMod": "+2", + "skillOverride": "", + "shotsUsed": 1 + } + } + }, + "damage": "", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "10", + "currentShots": "10" + }, + "sort": 1200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Soldier, Experienced", + "name": "Soldat expérimenté", + "description": "
\n

Soldats de base, miliciens ou n’importe quels fantassins ayant une formation militaire de base, ils servent bien souvent de troupes à des personnages plus puissants. N’hésitez pas à les modifier pour les adapter au rôle voulu.

\n
", + "items": [ + { + "_id": "DU6UW3qnUPDcdZLc", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "pG7D49TdrCZlZ2O2", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "nZsmg0qND3eitMpp", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "eruG8qPfoGd9R768", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "C6xiXhbv5m1ohYTE", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "XPQ9Hbu0JgAX7WL4", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "p45Kss4JM5cYa4sC", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 8, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "tOYQUCDzQY0Mqiyz", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "agility", + "die": { + "sides": 6, + "modifier": "0" + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "I68PUIg2zYDOVgx4", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "qUYQfaLcahiIOWzF", + "name": "Soldier", + "type": "edge", + "data": { + "description": "
\n

Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} as one die type higher when determining @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} to use armor, weapons, and equipment without a penalty. (This stacks with the @Compendium[swade-core-rules.swade-edges.Brawny]{Brawny} Edge.)

\n

They also get a free reroll on @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls made to survive environmental hazards (see @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards}).

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 1200000, + "flags": { + "cf": { + "id": "temp_m323jalj7n", + "path": "Edges#/CF_SEP/Professional Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "0UHfnvFaaXHnunyL", + "name": "Varies", + "type": "gear", + "data": { + "description": "
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1 + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/gear.svg", + "effects": [] + }, + { + "_id": "BUb9N74L7ji3Ip7E", + "name": "Any two additional Combat Edges", + "type": "edge", + "data": { + "description": "
\n

Choose any two additional @Compendium[swade-core-rules.swade-rules.Edges]{Combat Edges}.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "" + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Spider, Giant", + "name": "Araignée géante", + "description": "
\n

Les araignées géantes font la taille de gros chiens et vivent en nid de 1d6 + 2 arachnides. Elles chassent fréquemment en groupe quand les proies viennent à manquer.

\n

Leur repaire jonché des os et trésors de leurs victimes procure souvent un riche butin aux braves s’y aventurant.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison} (−4): Généralement @Compendium[swade-core-rules.swade-rules.Poison]{modéré} ou @Compendium[swade-core-rules.swade-rules.Poison]{létal}(voir p. 120).
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −1:De la taille d'un chien.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Wall Walker)]{Adhérence}: Les créatures bougent à leur pleinne @Compendium[swade-core-rules.swade-rules.Movement]{Allure} sur les murs et les plafonds ! Beurk !
  • \n
\n
", + "items": [ + { + "_id": "rkeniIOF56bDPSa8", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "fc0CsGicJ8tewpQw", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "DKohaeCneDm9DW09", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "IPNCsAH6FBj2lx4r", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "7aiCdCnOWNqeVEeh", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "wCiNZo95LzQeus43", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "2TR5AE3Xpbeu5Vb0", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Ea39PsTpEcUdIg2L", + "name": "Bite", + "type": "weapon", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "gkv1iUMV2Qm5jPrx", + "name": "Webbing", + "type": "weapon", + "data": { + "description": "
\n

The spiders can cast webs from their thorax that are the size of @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Templates}. This is a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll with a @Compendium[swade-core-rules.swade-rules.Range]{Range} of 6″. A hit means the victim is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}, or @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound} with a raise.

\n
", + "notes": "Small Blast Template", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "", + "range": "6", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Summon Ally: Attendant", + "name": "Convocation d'allié: Serviteur", + "description": "
\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}: +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
\n
", + "items": [ + { + "_id": "9OnwZJgcVuBhf3SU", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "knB5VqEkjZGI5npp", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ns1izEDodoWmEAsx", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "bqj8HJjou2sDgVFW", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "R4QdaAkIDSOQ2zai", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "A913gejqP6lvbIam", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "0LsJ55pZ2oOk1DUD", + "name": "Griffes", + "type": "weapon", + "data": { + "description": "
\n

 

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Summon Ally: Bodyguard", + "name": "Summon Ally: Garde du corps", + "description": "
\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}: +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
\n
", + "items": [ + { + "_id": "pgBggVRmxmscLMro", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6BIgGZb22t83vkVJ", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Lw553baJrEcRHgca", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "gUg5OIQugH8Qar7d", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "FHXECuenR5vSdvJY", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MPeaLwpTgF8XEXHU", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Hk8p3tCabua3LRxm", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VxPVCaxej4aDZxwh", + "name": "Armure +2", + "type": "armor", + "data": { + "description": "
\n

Peau renforcée.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 2, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "FvfPoVVQAkcYJTvr", + "name": "Arme de mêlée", + "type": "weapon", + "data": { + "description": "
\n

 

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d6", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "J5BmWgsIqDpd3ez5", + "name": "First Strike", + "type": "edge", + "data": { + "description": "
\n

Once per round, as long as he’s not @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}, the hero gets a free @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack against a foe immediately after he moves into @Compendium[swade-core-rules.swade-rules.Reach]{Reach}. (See @Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks})

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Agility d8+" + } + }, + "sort": 900000, + "flags": { + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Summon Ally: Sentinel", + "name": "Summon Ally: Sentinelle", + "description": "
\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}: +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2: haute de 2m40 et trapue.
  • \n
\n
", + "items": [ + { + "_id": "V1ntFnQcdg4Qquci", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "2u6qogqcotjCBu6B", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MjezVLH75e5JzCih", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "y6rFRuJsJ0EIq5kQ", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "34aDTm6BdmRHqWHW", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "DfMjiZ7qDgJ691tM", + "name": "Armure +4", + "type": "armor", + "data": { + "description": "
\n

Peau pierreuse.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 4, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "b6vZnSeNRuz5KEdf", + "name": "Arme de mêlée", + "type": "weapon", + "data": { + "description": "
\n

 

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "eccEXn1Q3MUetjt5", + "name": "Arcane Resistance", + "type": "edge", + "data": { + "description": "

Magic and the supernatural hold little sway with this individual. Whether by nature, heritage, or training he’s particularly resistant to magic, psionics, weird science, and other supernatural energies.

\n

Arcane skills targeting the hero suffer a -2 penalty (even if cast by allies!) and magical damage is reduced by 2 as well.

", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Spirit d8+" + } + }, + "sort": 900000, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "bqe4JkbVYpjzNlVw", + "name": "Sweep (Imp).", + "type": "edge", + "data": { + "description": "

No description or reference provided.

", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "" + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Swarm", + "name": "Essaim", + "description": "
\n

Parfois les ennemis les plus mortels sont de taille très réduite. Un essaim composé de quelques dizaines à quelques milliers d'individus (fourmis, guêpes, rats, etc.) est traité comme une créature recouvrant un Gabarit @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit grand, moyen ou petit} se déplaçant puis attaquant chaque round tout ce qui s’y trouve. (sauf si @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}). Quand un essaim est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} il disparait.

\n

Faute d'intelligence, il ne fait rien d'autre (pas de @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}, ni autres types de @Compendium[swade-core-rules.swade-rules.Test]{Test}.

\n

Capacités spéciales :

\n
    \n
  • Division: certains essaims peuvent se diviser en deux essaims plus petits lorsqu’ils subissent une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} (au choix du MJ). Réduisez le @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit} d’une taille en cas de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, un Petit essaim étant détruit.
  • \n
  • Essaim: annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} +2, @Compendium[swade-core-rules.swade-rules.Characters]{Parrade} +2. mmunisé aux armes perforantes ou tranchantes, subit les @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Zones d’effet} et le Piétinement (Force dégâts). Peut parfois être déjoué en s'immergeant totalement (insectes, oiseaux).
  • \n
\n
", + "items": [ + { + "_id": "yZfHJAWfXLSK5Vex", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "luCqilzFsdsZ1BqB", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GwS74iruuUX18Ogq", + "name": "Bite or Sting", + "type": "weapon", + "data": { + "description": "
\n

Swarms inflict hundreds of tiny bites or stings every round, hitting automatically (unless @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}) and causing 2d4 damage to everyone in the template at the end of their turn. Damage is applied to the least armored location (those in completely sealed suits are immune).

\n
", + "notes": "Small, Medium or Large Blast Template", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "2d4", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Troll", + "name": "Troll", + "description": "
\n

Les trolls des légendes sont d’effrayantes créatures carnivores habitant dans de profondes forêts, sous les ponts ou dans des cavernes cachées dans les montagnes.

\n

es jeux et les récits récents leur ont rajouté une faculté de régénération et une faiblesse au feu. Les caractéristiques ci-dessous reflètent ces deux origines.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Régénération}: @Compendium[swade-core-rules.swade-rules.Healing]{Guérison naturelle} haque round même @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} sauf pour les @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} provoquées par le feu ou cautérisées par la suite.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Résilient}: +1 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} avant @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Les trolls sont de grandes créatures élancées.
  • \n
\n
", + "items": [ + { + "_id": "O4lRg1iWsDX9RcUJ", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ksDd968MAG8grO74", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Nr62VhqOv4Cbf1oj", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "VV8NWZuxXGyyLXnM", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "3lmjNQd7NZe7wxDD", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Dec90GdxGGW5jl8l", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "fGHjeTxU2CUrrxgo", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 4600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "oDSp0qEMcNvQelub", + "name": "Armor +1", + "type": "armor", + "data": { + "description": "
\n

Rubbery hide.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "minStr": "", + "armor": 1, + "isNaturalArmor": true, + "locations": { + "head": true, + "torso": true, + "arms": true, + "legs": true + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/armor.svg", + "effects": [] + }, + { + "_id": "pL2x9LbLq1VztxAG", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "o8fzCkhBkk1H4H70", + "name": "Spiked Club", + "type": "weapon", + "data": { + "description": "
\n

Similar to @Compendium[swade-core-rules.swade-equipment.Club, Heavy]{Club, Heavy} but bigger and spikier.

\n
", + "notes": "Used by trolls.", + "additionalStats": {}, + "quantity": 1, + "weight": 7, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "d8", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "F6AMx9cqnp3sU0Sq", + "name": "Brute", + "type": "edge", + "data": { + "description": "
\n

Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.

\n

Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Novice, Strength d6+, Vigor d6+" + } + }, + "sort": 4700000, + "flags": { + "cf": { + "id": "temp_e7eeiuu1uj", + "path": "Edges#/CF_SEP/Background Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "6AdOqk7y2fwThxzn", + "name": "Improved Sweep", + "type": "edge", + "data": { + "description": "
\n

Improved Sweep allows a character to make a single @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack and apply it against all targets in his @Compendium[swade-core-rules.swade-rules.Reach]{Reach} (friends and foes alike). Resolve damage separately for each enemy that’s hit.

\n

A fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Veteran, Sweep" + } + }, + "sort": 4000000, + "flags": { + "core": { + "sourceId": "Item.FwR0OT6h2qOboRGH" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Vampire", + "name": "Vampire", + "description": "
\n

Les buveurs de sang des contes sont courants dans de nombreux jeux fantastiques. Voici des ca-ractéristiques pour un vampire relativement jeune. Pour des vampires plus faibles, ignorez la @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerabilit)]{Invulnérabilité} Compétences spéciales.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnérabilité}: Peut être @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} mais pas @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessé} sauf Point faible.
  • \n
  • Infection: Quiconque est tué par un vampire a 50 % de chances de devenir un vampire au bout de 1d4 jours.
  • \n
  • Mort-vivant : +2 @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}; +2 annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessure}, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux maladies et aux poisons.
  • \n
  • Point faible (symbole religieux): Succès d'Âme contre Âme requis pour attaquer directement le porteur d’un symbole religieux.
  • \n
  • Point faible (eau bénite) : +1 Fatigue si aspergé, se consume si immergé (cf. lumière du soleil).
  • \n
  • Point faible (invité): ne peut pénétrer une habitation privée sans y être invité. Peuvent pénétrer les lieux publics sans problème.
  • \n
  • Point faible (pieu dans le coeur): dégâts normaux pour @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées} au coeur (-4) et tombe en poussière sur Échec de @Compendium[swade-core-rules.swade-rules.Traits]{Vigeur} contre les dégâts.
  • \n
  • Point faible (lumière du soleil) : subit 2d4 de dégâts par round en se consumant aux rayons du soleil. L'@Compendium[swade-core-rules.swade-powers.Armor]{Armure} protège normalement.
  • \n
\n
", + "items": [ + { + "_id": "QzJLRQH42Ko7sD4P", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "MdUBvBKzgYtIovq7", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "FxXeE4cP7QvOlMDk", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "LCJSKqSY0O71CF3R", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "6ILi1ziBFQuTg2xo", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "QOL2idzkeWF2bUNZ", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "DDFyATQtsSQL7m2O", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "5ub2TOc9BV76ctFu", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 1100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GUe6hyPo0qznB5rF", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "j2We2fwAMeUdOcJ1", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "hGIvCHRUkodjggSj", + "name": "Frenzy", + "type": "edge", + "data": { + "description": "
\n

A character with Frenzy rolls a second @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Fighting d8+" + } + }, + "sort": 1200000, + "flags": { + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "KSRrccrZMtuqN37A", + "name": "Level Headed", + "type": "edge", + "data": { + "description": "
\n

Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws an additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} in combat and chooses which to use.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Smarts d8+" + } + }, + "sort": 800000, + "flags": { + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Vampire, Ancient", + "name": "Vampire, Ancient", + "description": "
\n

Voici les caractéristiques standards pour des vampires un peu moins forts que le légendaire Dracula, mais bien supérieurs aux buveurs de sang à peine sortis de la tombe. Le MJ peut ajouter d’autres @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} pour refléter le passé du vampire qu’il désire créer.

\n

Capacités spéciales :

\n
    \n
  • Transformation: se transforme en loup ou chauve-souris sur Succès @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} -2. Reprend forme humaine sur Succès @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}.
  • \n
  • Charme: @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} d10, 10 cases, jusqu'à nouvelle cible. @Compendium[swade-core-rules.swade-powers.Puppet]{Marionnette} : sur Succès, contrôle total d'une cible ayant une attirance pour lui (selon le MJ). Ils peuvent lancer et maintenir le pouvoir indéfiniment, mais ne peuvent affecter qu'une seule cible à la fois.
  • \n
  • Enfants de la nuit : peut invoquer et contrôler 1d6 loups ou 1d6 @Compendium[swade-core-rules.swade-bestiary.Swarm]{Essaim}) de rats sur Succès @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} –2. Ils arrivent de la nature environnante en 1d6 + 2 rounds.s.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnerabilité}: peut être @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} mais pas @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessé} sauf Point faible.
  • \n
  • Brume: se transforme en brume ou reprend forme humaine en une action sur Succès d'@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} -2.
  • \n
  • Infection : Quiconque est tué par un vampire a 50 % de chances de devenir un vampire au bout de 1d4 jours.
  • \n
  • Mort-vivant : +2 @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}; +2 annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessure}, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux maladies et aux poisons.
  • \n
  • Point faible (symbole religieux): Succès d'Âme contre Âme requis pour attaquer directement le porteur d’un symbole religieux.
  • \n
  • Point faible (eau bénite) : +1 Fatigue si aspergé, se consume si immergé (cf. lumière du soleil).
  • \n
  • Point faible (invité): ne peut pénétrer une habitation privée sans y être invité. Peuvent pénétrer les lieux publics sans problème.
  • \n
  • Point faible (pieu dans le coeur): dégâts normaux pour @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées} au coeur (-4) et tombe en poussière sur Échec de @Compendium[swade-core-rules.swade-rules.Traits]{Vigeur} contre les dégâts.
  • \n
  • Point faible (lumière du soleil) : subit 2d4 de dégâts par round en se consumant aux rayons du soleil. L'@Compendium[swade-core-rules.swade-powers.Armor]{Armure} protège normalement.
  • \n
\n
", + "items": [ + { + + "_id": "KdkbqjBMh3DyezrM", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "PZB3VFFzemTd5x9e", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "7rOsqMEkJnw1xaHm", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 2900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "CGujsjmxfJVwQtPn", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3000000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "1N3EdUm2ZhBYVvee", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "56MZ7raHERYwVJAK", + "name": "★ Persuasion", + "type": "skill", + "data": { + "description": "
\n

Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.

\n

When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.

\n

Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.

\n

Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.

\n

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3100000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "oyKGCjDjcxFHmbLX", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GUyMogkjnOK7kUQe", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Qql6Si4NXYPSrBUJ", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "55EYZr0gf7T4te6f", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d4", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "5k0g5R77iPHuHNDE", + "name": "Improved Frenzy", + "type": "edge", + "data": { + "description": "
\n

The fighter rolls an extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with up to two Fighting attacks in the same turn

\n

Example

\n

Red desperately attacks a giant crab-like creature on an alien planet. She has Improved Frenzy and decides to attack three times (a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} at the usual penalty). She rolls her Fighting skill with an extra die for her first attack and second attack. She doesn’t get the extra die on her third Fighting roll.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Veteran, Frenzy" + } + }, + "sort": 1900000, + "flags": { + "core": { + "sourceId": "Item.RBpY2yIpaSy6B6vH" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + }, + { + "_id": "KE4XDbGWrxU1jB62", + "name": "Level Headed", + "type": "edge", + "data": { + "description": "
\n

Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws an additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} in combat and chooses which to use.

\n
", + "notes": "", + "additionalStats": {}, + "isArcaneBackground": false, + "requirements": { + "value": "Seasoned, Smarts d8+" + } + }, + "sort": 2600000, + "flags": { + "core": { + "sourceId": "Item.4CgVoXw4bgfqjdTL" + }, + "cf": { + "id": "temp_gzpqja0fexk", + "path": "Edges#/CF_SEP/Combat Edges", + "color": "#000000" + } + }, + "img": "systems/swade/assets/icons/edge.svg", + "effects": [] + } + ] + }, + { + "id": "Werewolf", + "name": "Loup-garou", + "description": "
\n

Lorsque la lune est pleine, les humains atteints de ce mal perdent le contrôle et la rage les pousse au meurtre. Certains y prennent même du plaisir.

\n

Adaptez les Capacités spéciales selon votre vision. Par exemple, un lycanthrope ancien ou « pur-sang » ne pourrait être vulnérable qu'à l'argent ou la magie.

\n

Capacités spéciales :

\n
    \n
  • Régénération rapide:@Compendium[swade-core-rules.swade-rules.Healing]{Guérison naturelle} chaque round même Incapacité sauf pour les Blessures provoquées par des objets en argent.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur} (−2): Les loups-garoup glacent le sang de tous ceux qui les voient.
  • \n
  • Infection: un personnage tué par un loup-garou a 50 % de chance d’en devenir un. Il se transforme involontairement chaque pleine lune et ne peut contrôler sa lycanthropie qu’au bout de 1d6 ans.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}: réduit de moitié les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} pour attaquer une cible chaude.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: Un loup-garou est une imposante créature.
  • \n
\n
", + "items": [ + { + "_id": "98cJWO1hloAlZIfY", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 200000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "tRsGM7lPgaogaBG5", + "name": "★ Common Knowledge", + "type": "skill", + "data": { + "description": "

Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.

", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 8, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 300000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "K7B0kLYQXDqrLvJe", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 400000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "Ru5ol7QETghJePef", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 500000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "NRBqtZ1Lclhldfvs", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 12, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 900000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "KGaRRbZ0Xqu933Ct", + "name": "★ Stealth", + "type": "skill", + "data": { + "description": "
\n

Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.

\n

Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.

\n

The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.

\n

Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.

\n

Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.

\n

Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 600000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "ZrXaQk7skSnNxjgz", + "name": "Survival", + "type": "skill", + "data": { + "description": "
\n

Survival allows a character to find food, water, or shelter in hostile environments. It can also be used to navigate wilderness environments, figure out which plants are good to eat and which aren’t, and so on.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} Survival roll provides enough food and water for one person for one day; or five people with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.

\n

More detailed information on @Compendium[swade-core-rules.swade-rules.Hunger]{Hunger} and @Compendium[swade-core-rules.swade-rules.Thirst]{Thirst} can be found under @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards} section.

\n

Tracking: Survival can also be used to detect and follow tracks. Each roll generally covers following the tracks for one mile, but the GM should adjust this as needed for specific circumstances.

\n

The Game Master should assign a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{bonus or penalty} based on the target, environment, and time. Tracking a large group that recently passed through a snow-covered area might grant a bonus of +4, while following a single person over rocks and streams after more than a day incurs a −4 penalty.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 10, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 800000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "WYdvu0MFN2weDZiL", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 700000, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "vKAbWOCifSUWrSWj", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str+d8", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Zombie", + "name": "Zombi", + "description": "
\n

Mort-vivant grognant à la recherche de bonne chair fraîche.

\n

Capacités spéciales :

\n
    \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}:Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Peur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort-vivant}: +2 @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}; +2 annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessure}, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux maladies et aux poisons.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Weakness)]{Point faible} (tête): @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées} toucher un zombi à la tête donne le bonus habituel de +4 de dégâts.
  • \n
\n
", + "items": [ + { + "_id": "Qp2Q5ImCZepaCFRv", + "name": "★ Athletics", + "type": "skill", + "data": { + "description": "
\n

Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3000001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "4QR5gXtlm7fZYCu5", + "name": "Fighting", + "type": "skill", + "data": { + "description": "
\n

Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3100001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "wBXyuNWENEhq96Kw", + "name": "Intimidation", + "type": "skill", + "data": { + "description": "
\n

Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.

\n

Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.

\n

In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!

\n

Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3200001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "7qjXJq6fKaSMJSKG", + "name": "★ Notice", + "type": "skill", + "data": { + "description": "
\n

Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3300001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "GdO3drzvQiQdVCQM", + "name": "Shooting", + "type": "skill", + "data": { + "description": "
\n

Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 6, + "modifier": 0 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3500001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "fgkHvL0KbtdIwDRa", + "name": "Unskilled Attempt", + "type": "skill", + "data": { + "description": "
\n

If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.

\n

The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

\n
", + "notes": "", + "additionalStats": {}, + "attribute": "", + "die": { + "sides": 4, + "modifier": -2 + }, + "wild-die": { + "sides": 6 + } + }, + "sort": 3400001, + "flags": {}, + "img": "systems/swade/assets/icons/skill.svg", + "effects": [] + }, + { + "_id": "gjnViVg986uznMhU", + "name": "Bite/Claws", + "type": "weapon", + "data": { + "description": "
\n

See @Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Bite} and @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}.

\n
", + "notes": "", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": true, + "equipped": true, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Fighting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "@str", + "range": "", + "rof": "0", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2900001, + "flags": {}, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + } + ] +} diff --git a/compendiums/swade-core-rules.swade-edges.json b/compendiums/swade-core-rules.swade-edges.json index 98c589c..54bd819 100644 --- a/compendiums/swade-core-rules.swade-edges.json +++ b/compendiums/swade-core-rules.swade-edges.json @@ -1,5 +1,5 @@ { - "label": "SWADE Atouts", + "label": "SWADE Atouts", "mapping": { "description_full": "system.description", "requirements": { @@ -11,834 +11,696 @@ "converter": "category_converter" } }, - "entries": [ - { - "id": "Ace", - "name": "As", - "description":"Voir SWADE p.49", - "description_full": "
\n

Un As est un virtuose plus à l’aise derrière un volant ou des leviers de commande que sur ses deux jambes. Il ignore jusqu’à 2 points de malus sur ses jets de @Compendium[swade-core-rules.swade-skills.Boating]{Navigation}, @Compendium[swade-core-rules.swade-skills.Driving]{Conduite}, ou @Compendium[swade-core-rules.swade-skills.Piloting]{Pilotage}. Il peut dépenser des @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} pour faire des jets d’@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Encaissement} pour le @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{véhicule} qu’il manœuvre en utilisant la Compétence appropriée (Conduite, Navigation ou Pilotage) au lieu de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur}. Chaque Succès et Prouesse annule une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}.

\n
" - }, - { - "id": "Acrobat", - "name": "Acrobate", - "description":"Voir SWADE p.49", - "description_full": "
\n

Le personnage bénéficie d’une Relance gratuite sur les jets d’ @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} impliquant l’équilibre, les acrobaties ou les empoignades. Les jets pour escalader, nager, lancer ou interrompre une action ne sont pas concernés.

\n
" - }, - { - "id": "Alertness", - "name": "Vigilant", - "description":"Voir SWADE p.41", - "description_full": "
\n

Peu de choses échappent à votre héros. Il est vigilant et très observateur. Il ajoute +2 à tous ses jets de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} pour entendre, regarder ou percevoir le monde qui l’entoure.

\n
" - }, - { - "id": "Ambidextrous", - "name": "Ambidextre", - "description":"Voir SWADE p.37", - "description_full": "
\n

Le héros utilise ses deux mains avec la même facilité. Il ignore le malus de @Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Main non-directrice} (voir p. 98).

\n

Lorsqu’il tient une arme dans chaque main, un personnage avec @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre} peut cumuler les éventuels bonus de @Compendium[swade-core-rules.swade-rules.Characters]{Parade} des deux armes.

\n
" - }, - { - "id": "Arcane Background (Gifted)", - "name": "Arcanes (Don)", - "description":"Voir SWADE p.148", - "description_full": "
\n
    \n
  • Compétence d'Arcanes: @Compendium[swade-core-rules.swade-skills.Focus]{Focus} (Âme)
  • \n
  • Pouvoir de Départ @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}: 1
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}: 15
  • \n
\n

Le personnage dispose de capacités innées ne correspondant pas aux tropes habituels de la magie, des miracles ou des psioniques. Il peut s’agir de super-pouvoirs de bas niveau, de dons divins ou même de talents extraterrestres. Ils sont souvent inhabituels ou uniques dans leur univers.

\n
" - }, - { - "id": "Arcane Background (Magic)", - "name": "Arcanes (Magie)", - "description":"Voir SWADE p.148", - "description_full": "
\n
    \n
  • Compétence d'Arcanes: @Compendium[swade-core-rules.swade-skills.Spellcasting]{Magie} (Intellect)
  • \n
  • Pouvoir de Départ @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}: 3
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}: 10
  • \n
\n

Les magiciens vont des puissants sorciers jusqu’aux vils sectateurs. Ils puisent dans l’énergie 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 d’anciennes runes.

\n
" - }, - { - "id": "Arcane Background (Miracles)", - "name": "Arcanes (Miracles)", - "description":"Voir SWADE p.148", - "description_full": "
\n
    \n
  • Compétence d'Arcanes: @Compendium[swade-core-rules.swade-skills.Faith]{Foi} (Âme)
  • \n
  • Pouvoir de Départ @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}: 3
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}: 10
  • \n
\n

Ceux qui invoquent les miracles tirent leur puissance d’une 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.

\n

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} d’autres personnes de leur religion pouvant les aider quand leur énergie divine vient à manquer.

\n
" - }, - { - "id": "Arcane Background (Psionics)", - "name": "Arcanes (Psionique)", - "description":"Voir SWADE p.148", - "description_full": "
\n
    \n
  • Compétence d'Arcanes: @Compendium[swade-core-rules.swade-skills.Psionics]{Psionique} (Intellect)
  • \n
  • Pouvoir de Départ @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}: 3
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}: 10
  • \n
\n

Les psioniques puisent dans leur propre énergie mentale pour manipuler la matière, lire les esprits, et bien d’autres choses. Certains sont employés par de grandes agences gouvernementales alors que d’autres cherchent souvent à leur échapper ! Certains ont des années d’entraînement alors que d’autres ont développé leurs incroyables pouvoirs de façon isolée.  

\n

 

\n
" - }, - { - "id": "Arcane Background (Weird Science)", - "name": "Arcanes (Science étrange)", - "description":"Voir SWADE p.148", - "description_full": "
\n
    \n
  • Compétence d'Arcanes: @Compendium[swade-core-rules.swade-skills.Weird Science]{Science Étrange} (Intellect)
  • \n
  • Pouvoir de Départ @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}: 2
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}: 15
  • \n
\n

Les scientifiques étranges utilisent des inventions singulières et plus puissantes que le niveau technologique normal de l’univers. 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.

\n

Un @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}(voir p. 150) de Science étrange doit toujours inclure l’appareil auquel il est associé. Par exemple, le pouvoir @Compendium[swade-core-rules.swade-powers.Burst]{rafale} pourrait se manifester à travers un lance-flammes magique dans Deadlands: Weird West , tandis que « le Fabuleux Élixir Revitalisant du Dr Gabriel »!” serait une potion @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} .

\n

L’appareil doit être tenu en main afin d’activer ses pouvoirs de Science étrange (sauf Bricolage de fortune, voir p. 149).

\n

OLes autres personnages ne peuvent pas activer une création de l’inventeur. Ils n’en comprennent pas les étranges mécanismes nécessaires à son fonctionnement, l’appareil n’est pas calibré pour d’autres utilisateurs ou il est simplement hors tension pour n’importe qui sauf son créateur. Bien que cela puisse sembler un peu étrange du point de vue narratif, la « magie » — et les PP — viennent de l’inventeur et c’est donc à lui d’activer son appareil.

\n

Créer des appareils pour autrui est possible avec un Objet arcanique (voir p. 153) et l’Atout @Compendium[swade-core-rules.swade-edges.Artificer]{Artificier} (voir p. 46).

\n

Bien sûr, l’inventeur peut utiliser ses appareils sur autrui. Cela inclut l’ingestion de potion à base d’élixir magique ou l’injection de quelque super-sérum miraculeux de sa création. Si le Dr Gabriel administre son élixir, par exemple, il teste normalement l’activation du pouvoir. S'il donne la bouteille à quelqu’un pour un usage futur, il s’avérera qu’elle aura perdu ses propriétés actives.

\n

Bricolage de fortune: les inventeurs doivent normalement activer leurs pouvoirs en utilisant l’appareil associé. Si nécessaire, ils peuvent improviser d’autres moyens avec un malus de -2, une justification en accord avec l’univers et l’autorisation du MJ.

\n

 

\n

Exemple

\n

: Gabe est capturé par de vils aliens et tout son équipement est confisqué. Il est confiné dans une cellule et décide qu’il va utiliser les lampes du plafonnier et ce qui y tient lieu d’électricité afin d’improviser une @Compendium[swade-core-rules.swade-powers.Blast]{explosion}. Le meneur donne son accord après qu’il ait détruit les lumières et la source d’alimentation de la cellule.

\n
" - }, - { - "id": "Arcane Resistance", - "name": "Résistance aux arcanes", - "description":"Voir SWADE p.39", - "description_full": "

La magie et le surnaturel n’ont que peu de prises sur le personnage. Que ce soit inné, par héritage ou suite à entraînement, il résiste à la magie, aux pouvoirs psioniques, à la science étrange, etc.

\n

Un jet d’Arcanes ciblant le personnage subit un malus de -2 (même lancé par un allié !) et les dégâts magiques sont également réduits de 2.

" - }, - { - "id": "Aristocrat", - "name": "Aristocrate", - "description":"Voir SWADE p.37", - "description_full": "
\n

Ce personnage est de haute naissance ou a atteint une position privilégiée au cours de sa vie. Il peut être fortuné ou non (voir les Atouts @Compendium[swade-core-rules.swade-edges.Rich]{Riche} ou @Compendium[swade-core-rules.swade-edges.Filthy Rich]{Très riche}) mais a sa place au sein des cercles de la haute société.

\n

Un aristocrate bénéficie d’un bonus de +2 à ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}(voir @Compendium[swade-core-rules.swade-rules.Networking]{Réseautage}p. 140) lorsqu’il évolue au sein de la haute société, grands dirigeants d’entreprises, nobles et autres aristocrates. Il bénéficie également d’un bonus de +2 sur les jets de @Compendium[swade-core-rules.swade-skills.Common Knowledge]{ Culture générale} concernant l’étiquette, la généalogie et l’héraldique des familles nobles, ainsi que pour se rappeler des rumeurs concernant les gens de cette caste.

\n
" - }, - { - "id": "Artificer", - "name": "Artificier", - "description":"Voir SWADE p.46", - "description_full": "
\n

Ceux qui jouent avec les énergies surnaturelles découvrent parfois un moyen d’insuffler ces dernières dans des objets. Ils sont capables de rendre une lame magique, de créer des potions aptes à soigner des blessures ou même de bénir une relique avec la grâce des dieux.
Un artificier peut créer des objets merveilleux en utilisant le système d’@Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objets arcaniques} (voir p. 153) et les confier à ses alliés..

\n
" - }, - { - "id": "Assassin", - "name": "Assassin", - "description":"Voir SWADE p.49", - "description_full": "
\n

Les assassins sont entraînés à tuer avec une précision mortelle et sont capables de se défaire des cibles les plus résistantes. Ils bénéficient d’un bonus de +2 à leurs dégâts lorsque leur cible est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnérable} ou qu’ils font une @Compendium[swade-core-rules.swade-rules.The Drop]{Attaque surprise}

\n
" - }, - { - "id": "Attractive", - "name": "Séduisant", - "description":"Voir SWADE p.40", - "description_full": "
\n

Ce n’est un secret pour personne que les gens sont plus disposés à aider quelqu’un qu’ils trouvent physiquement séduisant. Le personnage bénéficie d’un bonus de +1 à ses jets de @Compendium[swade-core-rules.swade-skills.Performance]{Performance} et de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lorsque la cible est naturellement attirée par son type (genre, espèce, etc.).

\n
" - }, - { - "id": "Beast Bond", - "name": "Lien animal", - "description":"Voir SWADE p.48", - "description_full": "
\n

Certaines personnes développent des liens extraordinaires avec leur animal de compagnie. Le personnage peut dépenser ses propres @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} pour tout animal qu’il contrôle incluant les chiens, montures, familiers, etc.

\n

 

\n
" - }, - { - "id": "Beast Master", - "name": "Maître des bêtes", - "description":"Voir SWADE p.48", - "description_full": "
\n

Les animaux aiment le héros et ne l’attaquent pas, à moins qu’il ne les agresse ou qu’ils ne soient enragés pour une quelconque raison.

\n

Il dispose d’un tel magnétisme animal qu’une bête loyale s’est attachée à lui. C’est en général un animal de @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 0 ou plus petit, avec l’accord du MJ.

\n

La créature est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra}, elle ne @Compendium[swade-core-rules.swade-rules.Advancement]{Progresse} pas en Rang et n’obtient pas de nouvelles capacités. Si l’animal meurt ou est congédié, un autre le remplace au bout de [[/r 1d4]] jours.

\n

Compagnons plus puissants: cet Atout peut être choisi plusieurs fois. Choisissez un des effets suivants à chaque fois:

\n
    \n
  • Obtenez un compagnon supplémentaire,
  • \n
  • augmentez l’un des Traits du compagnon d’un cran (une seule fois par @Compendium[swade-core-rules.swade-rules.Traits]{Traits}),
  • \n
  • augmentez la Taille du compagnon de 1 jusqu’à un maximum de 3,
  • \n
  • le compagnon devient un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} (le héros doit être de @Compendium[swade-core-rules.swade-rules.Advancement]{Rang Héroïque}).
  • \n
\n
" - }, - { - "id": "Berserk", - "name": "Enragé", - "description":"Voir SWADE p.38", - "description_full": "
\n

Un berserker devient enragé et quasiment incontrôlable quand la fureur l’envahit, mais il est alors une vraie machine à tuer !

\n

Dès qu’il subit une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure ou est Secoué}(par une attaque physique) votre héros doit réussir un jet d’ @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} sans quoi il devient Enragé. Il peut choisir de volontairement faire un Échec sur ce jet.

\n

Cet état entraîne les effets suivants :

\n
    \n
  • FURIE :  la Force du personnage augmente d’un cran et toutes ses attaques doivent être des @Compendium[swade-core-rules.swade-rules.Wild Attack]{Attaques totales} (voir. p. 100).Il ne peut utiliser aucune Compétence nécessitant de la concentration ou de la réflexion (au choix du MJ). Il peut hurler des menaces pour utiliser @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, par exemple.  
  • \n
  • RAGE :  l’adrénaline et la fureur permettent au personnage d’ajouter +2 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}. Il ignore en outre 1 niveau de Blessure (cette capacité se cumule avec d’autres capacités éventuelles réduisant les malus de Blessure).  
  • \n
  • SANS MAÎTRISE :  chaque fois qu’un personnage enragé fait un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} sur un jet d'@Compendium[swade-core-rules.swade-skills.Fighting]{Attaque}, il touche au hasard une cible adjacente (autre que la cible prévue, amie ou ennemie. En l’absence de cible adjacente le coup est juste manqué, fracasse un objet proche, etc.
  • \n
\n

Après 5 rounds consécutifs passés dans cet état de rage, le personnage subit un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, puis un second après 10 rounds auquel cas la rage cesse. Il peut également choisir de se calmer en réussissant un jet d’ @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} à -2 (en action gratuite, la Fatigue est évitée avec un Succès juste avant de la subir). Si le personnage redevient enragé, y compris au cours d’un même combat, on reprend à zéro le décompte de rounds.

\n
" - }, - { - "id": "Block", - "name": "Blocage", - "description":"Voir SWADE p.41", - "description_full": "
\n

Un héros endurci au corps-à-corps est plus habile à se défendre que d’autres. Il sait attaquer mais il a aussi appris à bloquer les coups adverses. Il ajoute 1 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} et annule 1 point de bonus d’@Compendium[swade-core-rules.swade-rules.Ganging Up]{Attaque à plusieurs} à son encontre.

\n
" - }, - { - "id": "Bolster", - "name": "Pique revigorante", - "description":"Voir SWADE p.52", - "description_full": "
\n

Rabaisser ou humilier un adversaire peut parfois redonner le moral à vos alliés. Lorsque le personnage réussit une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} contre un adversaire,  il peut annuler un état @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait ou Vulnérable}  (voir p. 103) d’un allié.

\n
" - }, - { - "id": "Brave", - "name": "Brave", - "description":"Voir SWADE p.37", - "description_full": "
\n

Celui qui possède cet Atout a appris à maîtriser ses peurs, à moins qu’il ne soit tout simplement blasé d’en avoir tellement vu. Il bénéficie d’un bonus de +2 sur les jets de @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et réduit de 2 les jets sur la @Compendium[swade-core-rules.swade-tables.Fear Table]{Table de Terreur} (voir p. 144).

\n
" - }, - { - "id": "Brawler", - "name": "Bagarreur", - "description":"Voir SWADE p.41", - "description_full": "
\n

Le héros a des poings qui frappent comme un marteau, des pieds qui balayent comme une faux. Son corps est comme de la pierre. Sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} est augmentée de 1. Il fait @Compendium[swade-core-rules.swade-rules.Traits]{Force} +d4 de dégâts quand il frappe des poings ou des pieds (voire des griffes s’il en a). S'il a déjà un dé de dégâts grâce à ses @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Griffes} (voir p. 19), l’Atout @Compendium[swade-core-rules.swade-edges.Martial Artist]{Arts martiaux}, etc., ce dé est augmenté d’un cran.

\n

Cet Atout n’octroie pas la Capacité d’@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Arme Naturelle} (voir p. 97).

\n
" - }, - { - "id": "Brawny", - "name": "Costaud", - "description":"Voir SWADE p.38", - "description_full": "
\n

Le héros est très corpulent ou tout simplement très athlétique. Sa @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} est augmentée de +1 (ce qui augmente sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 1) et il considère sa @Compendium[swade-core-rules.swade-rules.Traits]{Force} comme étant d’un cran supérieur lorsqu’il détermine les limites d’@Compendium[swade-core-rules.swade-rules.Gear Notes]{Encombrement} (voir p. 67) ou de @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} pour l’utilisation d’armes, d’armure et d’autres équipements sans subir de malus (voir p. 66).

\n


Cet Atout ne peut pas augmenter la Taille du personnage au-delà de 3.

\n
" - }, - { - "id": "Bruiser", - "name": "Cogneur", - "description":"Voir SWADE p.41", - "description_full": "
\n

La @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} est à nouveau augmentée de 1. Le dé de dégâts à mains nues ou avec les griffes augmente encore d’un cran.

\n
" - }, - { - "id": "Brute", - "name": "Brute", - "description":"Voir SWADE p.37", - "description_full": "
\n

Ce personnage se repose plus sur sa force brute et sa puissance physique que sur la coordination et la souplesse. Pour lui, @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} est une Compétence liée à la @Compendium[swade-core-rules.swade-rules.Traits]{Force} au lieu de l'@Compendium[swade-core-rules.swade-rules.Traits]{Agilité} dans le cadre d’une @Compendium[swade-core-rules.swade-rules.Advancement]{Progression}. Il peut aussi choisir de résister avec Force à une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} d’Athlétisme.

\n

En outre, la @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} des objets lancés est augmentée de +1. Doublez cette valeur pour obtenir la Portée Moyenne, et doublez la de nouveau pour la Portée Longue. Par exemple, si la Portée d’une arme lancée est de 3/6/12, elle passe à 4/8/16.

\n
" - }, - { - "id": "Calculating", - "name": "Calculateur", - "description":"Voir SWADE p.42", - "description_full": "
\n

Quelques secondes à observer les actions d’un adversaire donnent au personnage un avantage majeur : lorsque sa @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Initiative} est un Cinq ou moins, il peut ignorer jusqu’à 2 points de malus sur 1 action de ce tour, que ce soit un malus d'@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples}, de Couvert, de @Compendium[swade-core-rules.swade-rules.Range]{Portée} ou même de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}

\n
" - }, - { - "id": "Champion", - "name": "Champion", - "description":"Voir SWADE p.48", - "description_full": "
\n

Un Champion est un être saint (ou impie) élu pour lutter au service d’un dieu ou d’une religion. Il est souvent prêt à aller jusqu’au sacrifice pour cette cause, mais il a parfois hérité de ce devoir et le remplit avec réticence.

\n

La mission du Champion est de combattre les forces du mal (ou du bien). Il bénéficie d’un bonus de +2 aux dégâts lorsqu’il attaque des créatures surnaturelles du mal (ou du bien). Ce bonus s’applique aux dégâts des @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{attaques de zone}, @Compendium[swade-core-rules.swade-rules.Attacks]{ attaques à distance}, @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}, etc.

\n

Le MJ décide des adversaires affectés par cet Atout, mais de manière générale, toutes les créatures surnaturelles maléfiques (ou dévouées au bien) sont affectées.

\n
" - }, - { - "id": "Channeling", - "name": "Canalisation", - "description":"Voir SWADE p.46", - "description_full": "
\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}sur son jet d’Arcanes (ou pour activer ou utiliser un @Compendium[swade-core-rules.swade-rules.Arcane Devices]{objet arcanique}), le personnage réduit le coût en @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} de son pouvoir de 1. Le coût peut tomber à 0.

\n
" - }, - { - "id": "Charismatic", - "name": "Charismatique", - "description":"Voir SWADE p.38", - "description_full": "
\n

Le héros est apprécié par les gens. Peut-être inspire-t-il confiance, est-il un bon confident ou simplement est-il aimable et bienveillant. Il bénéficie d’une Relance gratuite aux jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}.

\n
" - }, - { - "id": "Chi", - "name": "Chi", - "description":"Voir SWADE p.48", - "description_full": "
\n

L’entraînement de ce héros aux arts martiaux va bien au delà de la norme et flirte avec le mystique. Au début de chaque combat, il obtient un point de chi qu’il peut utiliser pour :

\n
    \n
  • Relancer une de ses attaques ratées (même suite à un Échec critique),
  • \n
  • forcer un ennemi à refaire entièrement son jet d’attaque contre lui,
  • \n
  • • ajouter 1d6 aux dégâts d’une @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque} à mains nues, au pied, aux griffes ou toute autre @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Arme Naturelle} (ce dé peut @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Exploser}).
  • \n
\n

Le Chi non utilisé est perdu en fin de combat.

\n
" - }, - { - "id": "Combat Acrobat", - "name": "Acrobate de combat", - "description":"Voir SWADE p.49", - "description_full": "
\n

Les attaques contre ce personnage bondissant subissent un malus de -1 si ce dernier voit l’attaque venir, dispose de suffisamment d’espace pour se mouvoir et ne subit aucun malus d’@Compendium[swade-core-rules.swade-rules.Gear Notes]{Encombrement} ou de @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum}.

\n
" - }, - { - "id": "Combat Reflexes", - "name": "Combatif", - "description":"Voir SWADE p.42", - "description_full": "
\n

Votre héros se ressaisit vite après un coup ou une émotion forte. Il ajoute +2 à ses jets pour se remettre des états @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} ou @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

\n
" - }, - { - "id": "Command", - "name": "Commandement", - "description":"Voir SWADE p.45", - "description_full": "
\n

Cet Atout représente la capacité de donner des ordres clairs et à apporter son soutien au cœur de la bataille. Les Extras dans l’ @Compendium[swade-core-rules.swade-rules.Edges]{Aura de Commandement} ajoutent +1 à leurs jets d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} pour annuler un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} et à leurs jets de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} pour annuler un état @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

\n
" - }, - { - "id": "Command Presence", - "name": "Grande aura de commandement", - "description":"Voir SWADE p.45", - "description_full": "
\n

Une voix forte, des ordres précis, un charisme naturel, ou tout simplement un entraînement hors du commun, quoi qu’il en soit, votre héros est un officier qui sait commander sur le champ de bataille. Son @Compendium[swade-core-rules.swade-rules.Edges]{Aura de Commandement} est effective jusqu’à 10 cases (20 m) au lieu de 5.

\n
" - }, - { - "id": "Common Bond", - "name": "Lien mutuel", - "description":"Voir SWADE p.52", - "description_full": "

Cet Atout représente le lien qui unit des compagnons comme un groupe d’aventuriers. Qu’ils s’entendent bien ou pas, ils ont tissé d'étroits rapports au cours de leurs nombreuses aventures épiques.
Un héros doté de cet Atout peut donner librement de ses @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} s à tout autre personnage avec lequel il peut communiquer. Cela représente son soutien verbal ou moral. Le joueur doit expliquer ce que fait ou dit son personnage pour donner ce soutien, comme un discours ou un petit geste d’encouragement.

" - }, - { - "id": "Concentration", - "name": "Concentration", - "description":"Voir SWADE p.46", - "description_full": "
\n

Le personnage a appris à maintenir sa concentration même dans des conditions difficiles. La durée de base des @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs} non instantanés est doublée. Cela inclut également le maintien d’un pouvoir.

\n
" - }, - { - "id": "Connections", - "name": "Contacts", - "description":"Voir SWADE p.51", - "description_full": "
\n

Que ce soit les fédéraux, les flics, la mafia, une multinationale ou un autre groupe d’aventuriers, le héros connaît quelqu’un qui en fait partie et est disposé à l’aider à l’occasion.
Cet Atout peut être pris plusieurs fois, s’appliquant chaque fois à une faction différente. Une fois par session de jeu, à condition de pouvoir joindre son contact, le personnage peut lui demander de l’aide.

La faveur dépend de la nature du contact (au choix du MJ) mais pourrait être un prêt de liquidités, de l’équipement, quelques combattants alliés, un moyen de transport, des informations ou même un professionnel disposant de compétences faisant défaut au groupe, comme un pirate ou un scientifique spécialisé.

\n
" - }, - { - "id": "Counterattack", - "name": "Contre-attaque", - "description":"Voir SWADE p.42", - "description_full": "
\n

Un combattant avec cet Atout est capable de répondre instantanément aux erreurs de ses adversaires. Une fois par round, le personnage (ni @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ni @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}) peut faire une @Compendium[swade-core-rules.swade-rules.Free Attacks]{ Attaque Gratuite}  (voir p. 100) contre un adversaire venant d’échouer une @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque} de corps-à-corps contre lui. La Contre-attaque est immédiate (avant de résoudre d’éventuelles autres attaques ayant lieu sur la même @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Action})

\n
" - }, - { - "id": "Danger Sense", - "name": "Sixième sens", - "description":"Voir SWADE p.49", - "description_full": "
\n

Le héros peut pressentir l’imminence d’un mauvais coup. Chaque fois qu’il va être victime d’une @Compendium[swade-core-rules.swade-rules.Surprise]{Surprise} (voir p. 107 il bénéficie d’un bonus de +2 à son jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception}. Avec une Prouesse, il sera @Compendium[swade-core-rules.swade-rules.Hold]{En attente} au début de la scène.

\n

Si le danger en question n’est pas couvert par la gestion d’une Attaque surprise (un tir de sniper, un piège, un breuvage empoisonné, etc.), le personnage bénéficie d’un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} à -2 (ou à +2 si un jet de Perception est déjà autorisé) pour pressentir le danger et agir en conséquence. En cas d’attaque, si le jet est un Succès, l’assaillant ne bénéficie pas d’une @Compendium[swade-core-rules.swade-rules.The Drop]{Attaque Surprise}.

\n
" - }, - { - "id": "Dead Shot", - "name": "Dans le mille !", - "description":"Voir SWADE p.42", - "description_full": "
\n

Si votre @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Action} est un joker, doublez les dégâts de votre première attaque d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) ou @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} réussie du round.

\n
" - }, - { - "id": "Dodge", - "name": "Esquive", - "description":"Voir SWADE p.43", - "description_full": "
\n

Le héros peut anticiper les attaques ou zigzaguer sous les tirs. À moins qu’il ne soit surpris et pris au dépourvu, ses ennemis subissent un malus de -2 sur les @Compendium[swade-core-rules.swade-rules.Attacks]{attaques à distance} contre lui. Les malus liés à cet Atout ne se cumulent pas avec les malus de @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}.

\n
" - }, - { - "id": "Double Tap", - "name": "Double détente", - "description":"Voir SWADE p.42", - "description_full": "
\n

Les experts en armes à feu sont capables de tirer deux coups en succession rapide sans impact sur leur précision.

\n

Cet Atout fonctionne avec les armes ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de Tir} de 1 et susceptibles de tirer deux coups sans @Compendium[swade-core-rules.swade-rules.Reload]{rechargement} manuel. Il octroie des bonus de +1 au jet de Tir et aux dégâts au prix d’une munition supplémentaire. Ces bonus peuvent s’appliquer une fois par action : un tireur peut tout à fait l’utiliser plusieurs fois au cours d’un round dans le cas d’@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples}.

\n

ne peut pas cumuler l’utilisation de cet Atout avec un @Compendium[swade-core-rules.swade-edges.Rapid Fire]{Tir Rapide}.

\n

Cet Atout peut être utilisé également avec des @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Rafales courtes} (voir p. 66), octroyant des bonus de +2 au jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et aux dégâts au lieu de +1 au prix de six balles.

\n
" - }, - { - "id": "Elan", - "name": "Panache", - "description":"Voir SWADE p.39", - "description_full": "
\n

Quand ce héros met tout son cœur dans une tâche, ça se voit ! Quand il dépense un Jeton pour Relancer un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, il ajoute +2 au résultat final. Ce bonus ne s’applique qu’au nouveau jet. Cet Atout ne s’applique pas aux jets de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts} (qui ne sont pas des jets de Trait) ni lorsqu'un jeton est dépensé pour Encaisser des Blessures. Par contre, il s’applique aux @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Relances} de jet d’Encaissement payées avec un nouveau Jeton

\n
" - }, - { - "id": "Expert", - "name": "Expert", - "description":"Voir SWADE p.52", - "description_full": "
\n

Comme l’Atout @Compendium[swade-core-rules.swade-edges.Professional]{Professionnel}, mais le @Compendium[swade-core-rules.swade-rules.Traits]{Trait} et sa limite augmentent d’un cran supplémentaire.

\n
" - }, - { - "id": "Extra Effort", - "name": "Effort supplémentaire", - "description":"Voir SWADE p.46", - "description_full": "
\n

Certains personnages doués de capacités peuvent puiser au fond de leur Âme pour augmenter leurs pouvoirs.

\n

Après un jet de @Compendium[swade-core-rules.swade-skills.Focus]{Focus}, cet Atout permet de l’augmenter de +1 pour 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}, ou de +2 pour 3 PP. Il ne permet pas d’éviter un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}.

\n
" - }, - { - "id": "Extraction", - "name": "Extraction", - "description":"Voir SWADE p.43", - "description_full": "
\n

Lorsqu’un personnage se retire d’un combat, les attaquants adjacents gagnent une @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque Gratuite} de corps-à-corps — une situation très risquée ! Fort heureusement, votre héros a l’habitude d'esquiver ce genre d'attaque.

\n

Lors d’une @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Retraite}, un adversaire adjacent au choix du joueur est privé de son @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque Gratuite}.

\n
" - }, - { - "id": "Fame", - "name": "Notoriété", - "description":"Voir SWADE p.38", - "description_full": "
\n

Le personnage est une célébrité mineure. Il peut s’agir d’un barde connu dans une seigneurie, une star du rock en devenir ou un acteur série B.

\n

Lorsqu’il se produit, le personnage double ses gains (voir @Compendium[swade-core-rules.swade-skills.Performance]{Performance} p. 33). Il peut bénéficier d’un bonus de +1 à un jet de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lorsqu’il s’adresse à quelqu’un d’amical capable de le reconnaître (ce qui est le cas en réussissant un jet de @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture Générale} modifié par la célébrité du héros).

\n

Le point négatif de la @Compendium[swade-core-rules.swade-edges.Fame]{Notoriété} est que le personnage est régulièrement reconnu, que les gens souhaitent souvent obtenir quelque chose de lui, qu’il est fréquemment suivi par des fans ou des admirateurs, et qu’il ne peut parfois pas se soustraire à ses obligations, spectacles et autres tâches incombant à son statut sans se mettre dans l’embarras.

\n
" - }, - { - "id": "Famous", - "name": "Célébrité", - "description":"Voir SWADE p.39", - "description_full": "
\n

Le héros est vraiment très connu d’une part importante de la population, comme un pays tout entier, une branche particulière de l’industrie ou au sein d’un média populaire (cinéma, télévision, musique). Lorsqu’il se produit, votre personnage multiplie ses gains par 5 et bénéficie d’un bonus de +2 à ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lorsqu’il s’adresse à quelqu’un d’amical capable de le reconnaître.

\n

Le prix de la @Compendium[swade-core-rules.swade-edges.Famous]{Célébrité} est encore plus lourd que celui de la notoriété : moins de temps libre, plus d’obligations, de rivaux, de scandales, et l’incapacité de se déplacer discrètement sans être reconnu rapidement.

\n
" - }, - { - "id": "Fast Healer", - "name": "Guérison rapide", - "description":"Voir SWADE p.38", - "description_full": "
\n

Le héros récupère vite de ses blessures. Il bénéficie d’un bonus de +2 à ses jets de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} de guérison naturelle et fait un jet tous les 3 jours au lieu de 5 (voir @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} p. 96).

\n
" - }, - { - "id": "Feint", - "name": "Feinte", - "description":"Voir SWADE p.43", - "description_full": "
\n

Lorsque l’aventurier provoque une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} (voir p. 105) basée sur la @Compendium[swade-core-rules.swade-skills.Fighting]{Compétence Combat}, il peut décider que sa cible résiste avec @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} plutôt qu’avec @Compendium[swade-core-rules.swade-rules.Traits]{Agilité}.

\n
" - }, - { - "id": "Fervor", - "name": "Ferveur", - "description":"Voir SWADE p.45", - "description_full": "
\n

Une seule phrase prononcée par un grand chef produit parfois des résultats stupéfiants. Un chef doté de cet Atout stimule la ferveur combative de ses Alliés en criant un slogan, une devise ou simplement des mots d’encouragement.

\n

Les @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} dans l’Aura de commandement ajoutent +1 aux dégâts de leurs jets de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}.

\n
" - }, - { - "id": "Filthy Rich", - "name": "Très riche", - "description":"Voir SWADE p.40", - "description_full": "
\n

Le héros est riche comme Crésus. Il débute avec cinq fois les @Compendium[swade-core-rules.swade-rules.Characters]{fonds initiaux} prévus et, si c’est approprié, reçoit un revenu annuel de 500 000 $.

\n

Il est possible pour un personnage d’être encore plus riche, mais à moins que ça ait un effet en jeu, ce n’est probablement pas si important. Les biens et la fortune qu’il possède impliquent autant de gestion que de lourdes responsabilités.

\n
" - }, - { - "id": "First Strike", - "name": "Frappe éclair", - "description":"Voir SWADE p.43", - "description_full": "
\n

Une fois par round, le héros, ni @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} ni @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, bénéficie d’une @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque Gratuite} de Combat contre un ennemi aussitôt que ce dernier pénètre dans son @Compendium[swade-core-rules.swade-rules.Reach]{Allonge}. (voir @Compendium[swade-core-rules.swade-rules.Free Attacks]{Attaque Gratuite} p. 100).

\n
" - }, - { - "id": "Fleet-Footed", - "name": "Véloce", - "description":"Voir SWADE p.40", - "description_full": "
\n

L'@Compendium[swade-core-rules.swade-rules.Movement]{Allure} du héros est augmentée de 2 et son @Compendium[swade-core-rules.swade-rules.Movement]{dé de course} est augmenté d’un cran (de d6 à d8 par exemple).

\n
" - }, - { - "id": "Followers", - "name": "Suivants", - "description":"Voir SWADE p.53", - "description_full": "
\n

Chaque fois que cet Atout est choisi, 5 suivants se joignent au héros. Si certains périssent ou disparaissent, d’autres finissent par les remplacer (le temps nécessaire reste à l’appréciation du MJ selon les circonstances).

\n

Les suivants doivent pouvoir se nourrir et gagner leur vie. Ils prennent en général leur part des trésors, des butins et des récompenses du héros. Ils sont dévoués et risquent souvent leur vie pour lui sans aller toutefois jusqu’au sacrifice.

\n

Utilisez le profil de @Compendium[swade-core-rules.swade-bestiary.Soldier]{Soldat} (voir p. 112) pour les suivants. Le héros est libre de leur fournir l’équipement qu’il souhaite. Ces derniers évoluent de la même manière qu’un PJ (voir @Compendium[swade-core-rules.swade-rules.Advancement]{Progression} p. 54).

\n

Utilisez les règles sur les @Compendium[swade-core-rules.swade-rules.Allies]{Alliés} p. 111  si vous souhaitez leur donner des personnalités distinctes.

\n
" - }, - { - "id": "Free Runner", - "name": "Coureur", - "description":"Voir SWADE p.42", - "description_full": "
\n

Votre personnage pratique le “parkour” ou est particulièrement entraîné à courir, bondir, grimper aux murs ou franchir divers obstacles.

\n

Tant qu’il a la possibilité de prendre appui ou de rebondir sur des objets environnants, il peut ignorer les malus de @Compendium[swade-core-rules.swade-rules.Movement]{Terrain Difficile} lorsqu’il se déplace à pied. Il bénéficie en outre d’un bonus de +2 à ses jets d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} lorsqu’il escalade ou durant une Poursuite à pied (voir @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites} p. 122).

\n
" - }, - { - "id": "Frenzy", - "name": "Frénésie", - "description":"Voir SWADE p.43", - "description_full": "
\n

Un personnage disposant de cet Atout peut ajouter un second dé de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} à l’une de ses attaques de corps-à-corps du round. Ce dé peut cibler le même adversaire ou un autre. Chaque dé est résolu séparément.

\n
" - }, - { - "id": "Gadgeteer", - "name": "Bricoleur de génie", - "description":"Voir SWADE p.46", - "description_full": "
\n

Ce génie de la mécanique peut bricoler une invraisemblable machine avec trois fois rien.

\n

Le personnage peut dépenser jusqu’à 3 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir} pour bidouiller un appareil à partir d’un nombre raisonnable de pièces détachées. Cela permet d’Activer n’importe quel @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoir} coûtant 3 PP ou moins qui est accessible dans son univers aux savants fous de son @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} ou moins.

\n

Le coût d'un pouvoir (modificateurs inclus) ne peut pas être supérieur au nombre de PP dépensés pour le créer et l'inventeur ne peut pas inclure de @Compendium[swade-core-rules.swade-rules.Trappings]{Limitation}. Il peut essayer de créer plusieurs appareils s’il dispose de suffisamment de PP.

\n

Chaque gadget est créé et Activé avec un jet de @Compendium[swade-core-rules.swade-skills.Weird Science]{Science Étrange}} à –2. Cela lui prend un tour complet durant lequel il ne peut pas faire d’autre action (pas d’@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples)} ). Le reste fonctionne comme une activation normale de pouvoir.

\n

L’inventeur utilise les PP directement à partir de sa réserve, mais l’objet tombe en morceaux à la fin de la @Compendium[swade-core-rules.swade-rules.Powers]{durée} du pouvoir (qui ne peut être maintenu).

\n

Exemple :

\n

Gabriel est un inventeur de l’Ouest Étrange. Il souhaite utiliser le pouvoir @Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{Augmentation de Trait} pour aider Red qui combat un serpent à sonnette géant, mais il ne dispose que des pouvoirs @Compendium[swade-core-rules.swade-powers.Burst]{éclair} et @Compendium[swade-core-rules.swade-powers.Blast]{explosion} . Heureusement, c’est un bricoleur de génie. Il bidouille un “bio-inducteur électrique”. L’appareil peut accepter jusqu’à 3 PP. Il ajoute donc le modificateur @Compendium[swade-core-rules.swade-rules.Hinder or Hurry (+1)]{Hâte} qui octroie à Red 2 points d’@Compendium[swade-core-rules.swade-rules.Movement]{Allure} en plus.

\n
" - }, - { - "id": "Giant Killer", - "name": "Tueur de géant", - "description":"Voir SWADE p.44", - "description_full": "
\n

En général plus c’est grand plus c’est dur à vaincre. Mais le héros connaît les points faibles des grandes créatures.

\n

Le personnage ajoute 1d6 aux dégâts lorsqu’il attaque des créatures dont la Taille est supérieure à la sienne d’au moins trois points (voir @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} p. 107). Un humain (Taille 0) avec cet Atout obtient ce bonus contre des créatures de Taille 3 ou plus.

\n
" - }, - { - "id": "Great Luck", - "name": "Très chanceux", - "description":"Voir SWADE p.38", - "description_full": "
\n

Le joueur prend 2 @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} de plus au lieu de 1 à chaque début de session de jeu.

\n
" - }, - { - "id": "Hard To Kill", - "name": "Increvable", - "description":"Voir SWADE p.43", - "description_full": "
\n

L’aventurier a plus de vies qu’une horde de chats. Il ignore les malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} sur les jets de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} effectués pour éviter l’@Compendium[swade-core-rules.swade-rules.Damage Effects]{Hémorragie} (voir p. 95).

\n
" - }, - { - "id": "Harder To Kill", - "name": "Trompe-la-mort", - "description":"Voir SWADE p.43", - "description_full": "
\n

Votre héros est plus dur à tuer que Raspoutine lui-même. S'il vient à mourir, lancez un dé. Sur un résultat impair il est vraiment mort. Par contre, un résultat pair signifie que d’une façon ou d’une autre il échappe à la mort et n’est qu’@Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}. Il peut être fait prisonnier, être dépouillé ou simplement laissé pour mort, mais d’une manière ou d’une autre, il est toujours en vie.

\n
" - }, - { - "id": "Healer", - "name": "Guérisseur", - "description":"Voir SWADE p.48", - "description_full": "
\n

Un héros ayant cet Atout bénéficie d’un bonus de +2 à tous ses jets de @Compendium[swade-core-rules.swade-rules.Healing]{Soins} qu’ils soient magiques ou non.

\n
" - }, - { - "id": "Hold the Line!", - "name": "Serrez les rangs !", - "description":"Voir SWADE p.45", - "description_full": "
\n

Cet Atout renforce la détermination des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} sous les ordres du héros, octroyant un bonus de +1 à leur @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}.

\n
" - }, - { - "id": "Holy/Unholy Warrior", - "name": "Guerrier saint/impie", - "description":"Voir SWADE p.47", - "description_full": "
\n

Les croyants et autres serviteurs consacrés affrontent de graves dangers au service de leurs divinités. Afin de leur permettre de survivre plus facilement, un élu avec cet Atout peut compter sur les miracles des forces du bien (ou du mal) afin de disposer d’une protection surnaturelle.

\n

Après avoir fait un jet d’@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Encaissement}, le personnage peut ajouter +1 à son jet par @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} dépensé (maximum +4).

\n
" - }, - { - "id": "Humiliate", - "name": "Humiliation", - "description":"Voir SWADE p.52", - "description_full": "
\n

Une personne ayant l’esprit acerbe peut pulvériser l’égo d’un rival d’une simple remarque ou d’un geste bien placé.
Le personnage bénéficie d’une Relance gratuite sur ses jets de @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation}.

\n
" - }, - { - "id": "Improved Arcane Resistance", - "name": "Grande résistance aux arcanes", - "description":"Voir SWADE p.39", - "description_full": "

La magie et le surnaturel n’ont que peu de prises sur le personnage. Que ce soit inné, par héritage ou suite à entraînement, il résiste à la magie, aux pouvoirs psioniques, à la science étrange, etc.

\n

Un jet d’Arcanes ciblant le personnage subit un malus de -4 (même lancé par un allié !) et les dégâts magiques sont également réduits de 4.

" - }, - { - "id": "Improved Block", - "name": "Grand blocage", - "description":"Voir SWADE p.41", - "description_full": "
\n

Un héros endurci au corps-à-corps est plus habile à se défendre que d’autres. Il sait attaquer mais il a aussi appris à bloquer les coups adverses. Il ajoute +2 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} et le bonus d’@Compendium[swade-core-rules.swade-rules.Ganging Up]{Attaque à plusieurs} contre le personnage est réduit de 2.

\n
" - }, - { - "id": "Improved Counterattack", - "name": "Grande contre-attaque", - "description":"Voir SWADE p.42", - "description_full": "
\n

Comme Contre-Attaque, mais le héros peut faire jusqu’à trois Contre-attaques par round.

\n
" - }, - { - "id": "Improved Dodge", - "name": "Grande esquive", - "description":"Voir SWADE p.43", - "description_full": "
\n

Le personnage bénéficie d’un bonus de +2 pour @Compendium[swade-core-rules.swade-rules.Evasion]{Éviter} (voir p. 105) une Attaque de zone.

\n
" - }, - { - "id": "Improved Extraction", - "name": "Grande extraction", - "description":"Voir SWADE p.43", - "description_full": "
\n

Lors d’une @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{retraite}, jusqu’à trois adversaires au choix du joueur sont privés de leur attaque gratuite.

\n
" - }, - { - "id": "Improved First Strike", - "name": "Frappe foudroyante", - "description":"Voir SWADE p.43", - "description_full": "
\n

Comme Frappe éclair, mais le héros peut attaquer ainsi jusqu’à trois ennemis par round.

\n
" - }, - { - "id": "Improved Frenzy", - "name": "Frénésie suprême", - "description":"Voir SWADE p.43", - "description_full": "
\n

Comme Frénésie, mais le personnage peut ajouter un dé de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} jusqu’à deux de ses attaques de corps-à-corps du tour.

\n

Exemple :

\n

en proie au désespoir, Red attaque une créature ressemblant à un crabe géant sur une planète lointaine. Elle a l’Atout Frénésie suprême et décide d’attaquer 3 fois (une @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Action Multiple} classique qui lui inflige un malus de -4 à toutes ses actions). Elle lance un dé de Combat supplémentaire sur ses deux premières attaques, mais pas sur la troisième.

\n
" - }, - { - "id": "Improved Level Headed", - "name": "Sang-froid", - "description":"Voir SWADE p.44", - "description_full": "
\n

Celui qui garde son calme quand les autres courent aux @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Abris} est un adversaire redoutable. Le héros pioche deux @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d’Action} supplémentaires et choisit laquelle conserver.

\n
" - }, - { - "id": "Improved Nerves of Steel", - "name": "Nerfs d'acier trempé", - "description":"Voir SWADE p.44", - "description_full": "
\n

Comme pour Nerfs d’acier, mais il ignore 2 points de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}.

\n
" - }, - { - "id": "Improved Rapid Fire", - "name": "Tir très rapide", - "description":"Voir SWADE p.44", - "description_full": "
\n

Comme Tir Rapide, le personnage peut augmenter de 1 la @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de Tir} de son arme deux fois (avec une @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Action Multiple}) durant le tour.

\n

Exemple :

\n

Gabriel possède une mitrailleuse et l’Atout Tir très rapide. L’arme a une CdT de 4 et Gabe décide de tirer 3 fois (voir Actions multiples p. 97).

\n

Il lance un dé de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} supplémentaire sur ses deux premières attaques, la Cadence de tir de son arme passant à 5, mais pas sur la troisième (la CdT de l’arme reste à 4).

\n
" - }, - { - "id": "Improved Rapid Recharge", - "name": "Grande source de pouvoir", - "description":"Voir SWADE p.47", - "description_full": "
\n

Le héros recharge désormais 20 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir} par heure de @Compendium[swade-core-rules.swade-rules.Activation]{repos}.

\n
" - }, - { - "id": "Improved Sweep", - "name": "Grand balayage", - "description":"Voir SWADE p.41", - "description_full": "
\n

Cet Atout permet au personnage de faire un unique jet de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} et de l’appliquer à tous ceux qui sont à portée de l’ @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} de l’arme (y compris ses alliés). Faites un jet de dégâts séparé pour chaque cible touchée.

\n

Il n’est possible d’utiliser l’Atout Balayage qu’une fois par tour. Il ne peut pas être cumulé avec @Compendium[swade-core-rules.swade-edges.Frenzy]{Frénésie}.

\n
" - }, - { - "id": "Improved Trademark Weapon", - "name": "Arme fétiche adorée", - "description":"Voir SWADE p.41", - "description_full": "
\n

Le héros ne jure que par une arme qu’il connaît par cœur (Dard, Excalibur, la Vieille Betsy). Quand il se bat avec cette arme il bénéficie d’un bonus de +2 à ses jets d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (Lancer), @Compendium[swade-core-rules.swade-skills.Fighting]{AtCombattaque}, or @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et d’un bonus de +2 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} lorsqu’il tient l’arme en main (y compris pour une arme à distance).

\n

Il est possible de prendre cet Atout plusieurs fois pour une arme différente à chaque fois. On peut remplacer une Arme fétiche perdue mais il faut patienter plusieurs jours pour que reviennent les bonus (le MJ reste seul juge de la longueur de cette période).

\n
" - }, - { - "id": "Improvisational Fighter", - "name": "Improvisation martiale", - "description":"Voir SWADE p.43", - "description_full": "
\n

Un héros se retrouve bien souvent à devoir se servir d’équipements ou de mobiliers improbables durant un combat. Un combattant avec cet Atout a un truc avec les armes improvisées : il ignore le malus de -2 lorsqu’il en utilise une (voir @Compendium[swade-core-rules.swade-rules.Improvised Weapons]{Arme Improvisée} for more details p. 97).

\n
" - }, - { - "id": "Inspire", - "name": "Inspiration", - "description":"Voir SWADE p.45", - "description_full": "
\n

Les chefs célèbres et ayant l’expérience du @Compendium[swade-core-rules.swade-skills.Battle]{Champ de Bataille} motivent les soldats autour d’eux. Une fois par tour, un personnage avec cet Atout peut apporter son @Compendium[swade-core-rules.swade-rules.Support]{Soutien} sur un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} particulier, en faisant un jet de Stratégie. Tous les alliés dans l'@Compendium[swade-core-rules.swade-rules.Edges]{Aura de Commandement} en bénéficient. Un commandant peut par exemple apporter son Soutien à toutes les attaques de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} , ou à tous les jets d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} qui serviront à annuler un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.

\n

Cet Atout nécessite une communication entre le leader et les alliés qu’il soutient.

\n
\""One
\n
" - }, - { - "id": "Investigator", - "name": "Investigateur", - "description":"Voir SWADE p.50", - "description_full": "
\n

Un Investigateur a consacré du temps à faire des recherches sur d’anciennes légendes, à enquêter dans les rues et à résoudre d’infâmes mystères. Certains sont des détectives privés, d’autres des magiciens menant leurs enquêtes au sein d’univers fantastiques ou encore des professeurs d’université découvrant des « Secrets Que l’Homme Ne Doit Pas Connaître ».

\n

Un Investigateur bénéficie d’un bonus de +2 à tous ses jets de @Compendium[swade-core-rules.swade-skills.Research]{Recherche} et de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} lorsqu’il cherche des indices, comme fouiller un bureau pour trouver des papiers importants, parcourir des listes d’emails ou repérer quelque chose d’intéressant dans une pile de débris.

\n
" - }, - { - "id": "Iron Jaw", - "name": "Mâchoire d'acier", - "description":"Voir SWADE p.44", - "description_full": "
\n

Le héros peut encaisser des coups extrêmes. Il bénéficie d’un bonus de +2 sur ses jets d'@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Encaissement} ainsi que sur ceux de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} effectués pour résister à un @Compendium[swade-core-rules.swade-rules.The Drop]{Coup Assommant} (voir p. 100).

\n
" - }, - { - "id": "Iron Will", - "name": "Volonté de fer", - "description":"Voir SWADE p.52", - "description_full": "
\n

Le héros bénéficie du bonus octroyé par l’Atout @Compendium[swade-core-rules.swade-edges.Strong Willed]{Déterminé} pour résister aux pouvoirs et annuler leurs effets. Ce bonus ne se cumule pas avec celui octroyé par l’Atout @Compendium[swade-core-rules.swade-edges.Brave]{Brave}, et ne s’applique pas aux jets ultérieurs en conséquence du @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoir}, comme le fait d’être @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} par les dégâts d’un éclair, la @Compendium[swade-core-rules.swade-powers.Fear]{Terreur}, etc.

\n

 

\n
" - }, - { - "id": "Jack-Of-All-Trades", - "name": "Touche-à-tout", - "description":"Voir SWADE p.51", - "description_full": "
\n

Le héros possède un talent pour toucher à de nombreux domaines. Autodidacte, féru de cours assistés par ordinateur ou juste doté d’une intuition et d’un sens de l’observation phénoménal, ce personnage arrive toujours à savoir comment ça marche.

\n

Le personnage peut faire un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} après avoir étudié un domaine particulier pendant une heure. En cas de Succès, il obtient d4 dans la Compétence concernée, et d6 en cas de Prouesse. Il peut passer une heure supplémentaire pour refaire le jet s’il échoue ou souhaite obtenir une Prouesse. Cette Compétence reste valable tant que le personnage n’en choisit pas une autre.

\n
" - }, - { - "id": "Killer Instinct", - "name": "Instinct de tueur", - "description":"Voir SWADE p.44", - "description_full": "

Le héros déteste perdre. Il bénéficie d’une Relance gratuite sur une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} qu’il a lui-même provoquée.

" - }, - { - "id": "Level Headed", - "name": "Tête froide", - "description":"Voir SWADE p.44", - "description_full": "
\n

Celui qui garde son calme quand les autres courent aux @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Abris} est un adversaire redoutable. Le héros pioche une @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Action} supplémentaire en combat et choisit laquelle conserver.

\n
" - }, - { - "id": "Linguist", - "name": "Linguiste", - "description":"Voir SWADE p.38", - "description_full": "
\n

Ce voyageur a un don des langues : il commence le jeu en connaissant un nombre de langues de son choix égal à la moitié de son @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, chacune à d6 (voir @Compendium[swade-core-rules.swade-skills.Language]{Langues} p. 31).

\n
" - }, - { - "id": "Liquid Courage", - "name": "Courage liquide", - "description":"Voir SWADE p.48", - "description_full": "
\n

Le héros assimile l’alcool de manière bien inhabituelle. Le round après avoir consommé une boisson alcoolisée (au moins un quart de litre d’alcool fort), sa @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} augmente d’un cran (et la @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 1 par conséquence). Il peut également ignorer 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} (cumulable avec d’autres capacités similaires).

\n

Les jets d’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, d’@Compendium[swade-core-rules.swade-rules.Traits]{Agilité}et de leurs Compétences liées subissent un malus de -1 pour la durée de l’effet.

\n

L’effet dure une heure, après quoi l’ivrogne subit la perte d’un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} pour une durée de 4 heures.

\n
" - }, - { - "id": "Luck", - "name": "Chanceux", - "description":"Voir SWADE p.38", - "description_full": "
\n

L’aventurier semble être béni par le destin, le karma, les dieux ou n’importe quelle force supérieure en laquelle il croit (ou qui croit en lui).

\n

Il obtient 1 @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} de plus au début de chaque session de jeu, ce qui lui octroie plus de chance de réussir ses actions et de survivre à d’incroyables dangers.

\n
" - }, - { - "id": "Marksman", - "name": "Tireur d'élite", - "description":"Voir SWADE p.44", - "description_full": "
\n

Le héros vise juste et bien. S’il ne bouge pas du round et qu’il tire en première action sans dépasser une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de Tir} de 1, soit il bénéficie d’un bonus de +1 à son jet d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) ou @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, soit il peut ignorer jusqu’à 2 points de malus d’@Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque Ciblée}, de @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, de @Compendium[swade-core-rules.swade-rules.Range]{Portée}, d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} ou de @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}. C’est une version moins efficace que l’action @Compendium[swade-core-rules.swade-rules.Aim]{Viser} (voir p. 109) qui ne se cumule pas avec et qui ne s’applique qu’à la première attaque du round.

\n
" - }, - { - "id": "Martial Artist", - "name": "Arts martiaux", - "description":"Voir SWADE p.41", - "description_full": "
\n

Ce personnage est entraîné aux techniques d’arts martiaux. Ses mains et ses pieds sont des armes (voir @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Arme Naturelle} p. 97) et il n’est pas sujet à la règle du Défenseur désarmé (voir p. 102). Il bénéficie d’un bonus de +1 en Combat lorsqu’il attaque à mains nues (pieds inclus) et il fait @Compendium[swade-core-rules.swade-rules.Traits]{Force}+d4 de dégâts. S’il dispose déjà d’un dé de dégâts à mains nues, que ce soit grâce à la capacité innée @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Griffes} (voir p. 19) ou l’Atout @Compendium[swade-core-rules.swade-edges.Brawler]{Bagarreur}, augmentez ce dé d’un cran.

\n

Cet Atout ne permet pas d’augmenter les dégâts d’autres armes naturelles comme Morsure ou Cornes.

\n
" - }, - { - "id": "Martial Warrior", - "name": "Maîtrise des arts martiaux", - "description":"Voir SWADE p.41", - "description_full": "
\n

Ce personnage a acquis une grande maîtrise des arts martiaux. Son dé de dégâts à mains nues augmente à nouveau d’un cran et il bénéficie d’un bonus de +2 à ses jets de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} lorsqu’il attaque à mains nues.

\n
" - }, - { - "id": "Master", - "name": "Maître", - "description":"Voir SWADE p.53", - "description_full": "

Le dé Joker du héros devient un d10 quand il fait un jet sous le Trait choisi.

" - }, - { - "id": "Master of Arms", - "name": "Maître d'armes légendaire", - "description":"Voir SWADE p.53", - "description_full": "
\n

Augmentez à nouveau la @Compendium[swade-core-rules.swade-rules.Characters]{Parade} de votre héros de +1 et le dé de bonus aux dégâts en @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} passe à d10.

\n
" - }, - { - "id": "Master Tactician", - "name": "Maître tacticien", - "description":"Voir SWADE p.46", - "description_full": "
\n

Comme @Compendium[swade-core-rules.swade-edges.Tactician]{Tacticien}, mais le personnage pioche et distribue deux @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d’Action} supplémentaires chaque round.

\n
" - }, - { - "id": "McGyver", - "name": "Débrouillard", - "description":"Voir SWADE p.49", - "description_full": "
\n

Le débrouillard est tellement en avance sur son temps qu’il peut rapidement bricoler une machine adaptée à toute situation. À condition de disposer d’un peu de matériel et de quelques outils, il peut faire un jet de @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} pour fabriquer une arme improvisée, un explosif ou des outils qui fonctionnent jusqu’à la fin de la scène (au choix du MJ). Cela lui prend un tour complet durant lequel il ne peut ni se déplacer, ni accomplir d’autres actions.

\n

En cas d’Échec, l’engin n’est pas encore prêt. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, il ne sera pas en mesure de fabriquer l’outil désiré faute de matériaux adéquats pour la scène entière.

\n

En cas de Succès, le débrouillard peut rapidement bricoler un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{explosif de faible puissance} (2d4 de dégâts dans un Petit gabarit), un arme de poing à un coup (@Compendium[swade-core-rules.swade-rules.Range]{Portée} 5/10/20, 2d6 de dégâts), un radeau de fortune, une source électrique, etc.

\n

En cas de Prouesse, l’explosif devient plus puissant (2d6 de dégâts dans un Gabarit moyen ou 2d4 dans un Grand gabarit), une meilleure arme (5 coups, Portée 10/20/40, 2d8 de dégâts), le radeau est plus résistant, la batterie délivre plus de puissance, etc.

\n

La qualité de la création reste à l’appréciation du MJ, mais la créativité devrait être récompensée, en particulier dans les situations les plus dramatiques.

\n
" - }, - { - "id": "Menacing", - "name": "Menaçant", - "description":"Voir SWADE p.52", - "description_full": "
\n

Avoir l’air d’une brute n’est pas toujours un handicap quand on sait comment en profiter. Le personnage sait se servir de son travers et bénéficie d’un bonus de +2 à ses jets d’@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.

\n
" - }, - { - "id": "Mentalist", - "name": "Mentaliste", - "description":"Voir SWADE p.47", - "description_full": "
\n

Leurs manipulations fréquentes de l’esprit humain confèrent à certains agents psioniques un avantage lorsqu’il s’agit de briser les défenses mentales ou de résister à un adversaire.

\n

Un mentaliste bénéficie d’un bonus de +2 sur tous ses jets opposés de @Compendium[swade-core-rules.swade-skills.Psionics]{Psioniques} que ce soit pour utiliser ses pouvoirs sur un ennemi ou pour résister à l'attaque d'un adversaire.

\n
" - }, - { - "id": "Mighty Blow", - "name": "Coup puissant", - "description":"Voir SWADE p.42", - "description_full": "

Si votre carte d’action est un joker, doublez les dégâts de votre première attaque de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} réussie du round.

" - }, - { - "id": "Mr. Fix It", - "name": "Bidouilleur", - "description":"Voir SWADE p.49", - "description_full": "
\n

Le Bidouilleur bénéficie d’un bonus de +2 à tous ses jets de @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}. En cas de Prouesse il divise par deux le temps nécessaire. Si une réparation indique qu’une Prouesse permet de réparer l’objet en moitié moins de temps que d’ordinaire, un personnage avec cet Atout fera alors le travail en un quart du temps en cas de Prouesse.

\n
" - }, - { - "id": "Natural Leader", - "name": "Leader naturel", - "description":"Voir SWADE p.45", - "description_full": "
\n

Ce commandant a fait ses preuves de bataille en bataille, gagnant le respect de tous ceux qui combattent à ses côtés.

\n

Tous les Atouts de commandement s’appliquant aux @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} s’appliquent également aux @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Jokers}.

\n
" - }, - { - "id": "Nerves of Steel", - "name": "Nerfs d'acier", - "description":"Voir SWADE p.44", - "description_full": "
\n

Le héros a appris à combattre en faisant fi de la douleur. Il ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}.

\n
" - }, - { - "id": "New Powers", - "name": "Nouveaux pouvoirs", - "description":"Voir SWADE p.47", - "description_full": "
\n

Cet Atout, qui peut être pris plusieurs fois, permet à un arcaniste d’apprendre deux nouveaux @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}. Il les choisit parmi tous ceux disponibles pour ses @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} et accessibles à son @Compendium[swade-core-rules.swade-rules.Advancement]{Rang}.

\n

Un personnage peut choisir un nouvel @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} pour un pouvoir qu’il connaît déjà au lieu de sélectionner un nouveau pouvoir. Par exemple, il pourrait choisir un Aspect glace pour son pouvoir @Compendium[swade-core-rules.swade-powers.Bolt]{éclair} de feu, se donnant la possibilité de pouvoir choisir l’Aspect feu ou glace à la volée.

\n
" - }, - { - "id": "No Mercy", - "name": "Sans pitié", - "description":"Voir SWADE p.44", - "description_full": "
\n

Lorsque le personnage utilise un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} pour relancer un jet de dégâts, il ajoute +2 au total final.

\n
" - }, - { - "id": "Power Points", - "name": "Points de pouvoir", - "description":"Voir SWADE p.47", - "description_full": "
\n

Mages, savants fous et autres utilisateurs d’Arcanes ont toujours besoin de plus de pouvoir. Cet Atout leur donne 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir} supplémentaires.

\n

Cet Atout peut être pris plusieurs fois mais une seule fois par @Compendium[swade-core-rules.swade-rules.Advancement]{Rang}. À partir du Rang Légendaire, il peut être pris sans restriction mais n’octroie que 2 points de pouvoir supplémentaires.

\n
" - }, - { - "id": "Power Surge", - "name": "Afflux de pouvoir", - "description":"Voir SWADE p.46", - "description_full": "
\n

Avec un joker en @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Action}, le personnage recharge aussitôt 10 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir} (sans toutefois dépasser sa limite habituelle).

\n
" - }, - { - "id": "Professional", - "name": "Professionnel", - "description":"Voir SWADE p.53", - "description_full": "
\n

Le héros est un expert dans le @Compendium[swade-core-rules.swade-rules.Traits]{Trait} de son choix. Celui-ci et sa limite augmentent d’un cran (d12 + 1 passe à d12 + 2 par exemple). Cet Atout peut-être pris une fois par Trait.

\n
" - }, - { - "id": "Provoke", - "name": "Provocateur", - "description":"Voir SWADE p.52", - "description_full": "
\n

Un personnage malin peut manipuler ses adversaires pour qu’ils se focalisent sur lui et se détournent de ses alliés. Une fois par tour, lorsque le héros fait un jet de @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} lors d’une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} et obtient une Prouesse (voir Épreuves p. 105), il peut @Compendium[swade-core-rules.swade-edges.Provoke]{Provoquer} son adversaire.

\n

En plus des effets habituels du Succès et de la Prouesse, la victime subit un malus de -2 à tous ses jets de Traits pour affecter quelqu’un d’autre que son provocateur. Ce malus se cumule avec l’état @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait} mais pas avec une nouvelle Provocation.

\n

La Provocation dure jusqu’à ce qu’un joker soit tiré, que quelqu’un d’autre Provoque la cible ou que la scène s’achève. Il est possible de Provoquer plusieurs cibles en combinaison avec l’Atout @Compendium[swade-core-rules.swade-edges.Rabble-Rouser]{Agitateur}.

\n
" - }, - { - "id": "Quick", - "name": "Vif", - "description":"Voir SWADE p.40", - "description_full": "
\n

Le personnage est né avec des réflexes presque surhumains. Quand le joueur pioche une @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d'Action} de Cinq ou moins, il peut en piocher une autre jusqu'à en obtenir une de Six ou plus, puis il choisit laquelle il conserve.

\n

Avec les Atouts @Compendium[swade-core-rules.swade-edges.Level Headed]{Tête Froide} et Sang-froid, il pioche d’abord toutes les cartes supplémentaires liées à ces Atouts, puis en choisit une avant d’utiliser l’Atout Vif. Si cette dernière est un Cinq ou moins, il peut la défausser et en piocher une autre jusqu’à obtenir un Six ou plus.

\n
" - }, - { - "id": "Rabble-Rouser", - "name": "Agitateur", - "description":"Voir SWADE p.51", - "description_full": "
\n

Votre personnage est capable d’agacer plusieurs adversaires d’un seul coup.

\n

Une fois par tour, un personnage avec cet Atout peut faire une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} sociale en utilisant @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} ou
@Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} contre tous les adversaires se trouvant dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{ Gabarit Moyen}. Les cibles doivent être capables de voir et
d’entendre clairement le héros, chacune résiste, et
est affectée séparément.

\n
" - }, - { - "id": "Rapid Fire", - "name": "Tir rapide", - "description":"Voir SWADE p.44", - "description_full": "
\n

Le personnage est habitué à tirer vite et bien. Tant qu’il est armé d’une arme à répétition (comme un révolver ou une arme semi-automatique) et qu’il dispose de suffisamment de munitions, il peut augmenter de 1 la @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de Tir} de son arme pour une de ses attaques de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} du tour.

\n
" - }, - { - "id": "Rapid Recharge", - "name": "Source de pouvoir", - "description":"Voir SWADE p.47", - "description_full": "
\n

Les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir} se rechargent normalement au rythme de 5 points par heure de repos (voir @Compendium[swade-core-rules.swade-rules.Activation]{Recharge} p. 151). Avec cet Atout, le héros augmente le rythme de recharge à 10 PP par heure.

\n
" - }, - { - "id": "Reliable", - "name": "Fiable", - "description":"Voir SWADE p.52", - "description_full": "

Les gens savent qu’ils peuvent compter sur le personnage quand ils ont besoin d’aide. Il bénéficie d’une Relance gratuite sur ses jets de @Compendium[swade-core-rules.swade-rules.Support]{Soutien}.

" - }, - { - "id": "Retort", - "name": "Réplique acerbe", - "description":"Voir SWADE p.52", - "description_full": "
\n

Lors d’un conflit social ce véritable duelliste des joutes verbales est capable de retourner à l’envoyeur les piques adverses.

\n

Si un personnage avec Réplique acerbe obtient une Prouesse en résistant à une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} d’@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} ou de @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation}, l’ adversaire est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait}.

\n
" - }, - { - "id": "Rich", - "name": "Riche", - "description":"Voir SWADE p.40", - "description_full": "
\n

L’individu est né avec une cuillère en argent dans la bouche ou il a bien réussi en affaires. Une chose est sûre : il est plus fortuné que la plupart des gens.

\n

Un héros Riche débute avec trois fois les @Compendium[swade-core-rules.swade-rules.Characters]{fonds initiaux} prévus. Si la notion de revenu existe dans son monde, il reçoit l’équivalent d’un salaire annuel moderne de 150 000 $.

\n
" - }, - { - "id": "Rock and Roll!", - "name": "Rock'n roll!", - "description":"Voir SWADE p.44", - "description_full": "
\n

Un tireur expérimenté apprend à compenser le recul des armes automatiques. Si un héros muni de cet Atout ne se déplace pas du tour, il ignore le malus de @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} d’une arme tirant à une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de Tir} de 2 ou plus (voir @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} p. 106).

\n
" - }, - { - "id": "Scavenger", - "name": "Recycleur", - "description":"Voir SWADE p.49", - "description_full": "
\n

Une fois par scène, le héros peut trouver ou se rappeler soudainement qu’il a en sa possession une pièce d’équipement, des munitions ou autre objet utile.

\n

Le MJ a toujours le dernier mot quant à ce qui peut être trouvé ou non.

\n
" - }, - { - "id": "Scholar", - "name": "Érudit", - "description":"Voir SWADE p.50", - "description_full": "
\n

Un Érudit est un professeur émérite, un étudiant appliqué ou un amateur enthousiaste qui passe son temps à étudier certaines matières. Il devient expert dans ces dernières et peut répondre à la plupart des questions dans son domaine d’expertise.

\n

Choisissez une Compétence parmi : @Compendium[swade-core-rules.swade-skills.Academics]{Éducation}, @Compendium[swade-core-rules.swade-skills.Battle]{Stratégie}, @Compendium[swade-core-rules.swade-skills.Occult]{Occultisme}, @Compendium[swade-core-rules.swade-skills.Science]{Sciences}, ou toute Compétence de connaissance basée sur l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} spécifique à l’univers.

\n

Le personnage bénéficie d’un bonus de +2 à ses jets pour cette Compétence.

\n
" - }, - { - "id": "Sidekick", - "name": "Acolyte", - "description":"Voir SWADE p.53", - "description_full": "
\n

Un héros triomphant des forces du mal à longueur de temps devient un modèle pour d’autres. Parmi ceux-là, il y en un qui désire suivre le héros dans ses aventures épiques.

\n

Le héros obtient un acolyte de @Compendium[swade-core-rules.swade-rules.Advancement]{Rang Novice}. C’est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}, qui commence chaque session avec deux @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons}, qui @Compendium[swade-core-rules.swade-rules.Advancement]{Progresse} normalement et dont les Compétences complètent ou imitent celles de son mentor. Le joueur contrôle son acolyte comme avec ses autres alliés. Il peut arriver de temps en temps que cet acolyte devienne une source d’ennuis (en se faisant capturer, en se jetant dans la gueule du loup sans prévenir, etc.). Le joueur doit se préparer à ce que son Atout devienne de temps à autre un Handicap.

\n

Si l’acolyte meurt, il n’est pas remplacé sauf si cet Atout est de nouveau pris. Par chance, le personnage peut utiliser ses propres Jetons pour son acolyte comme s’il avait l’Atout @Compendium[swade-core-rules.swade-edges.Common Bond]{Lien Mutuel}. L’inverse n’est pas vrai à moins que l’acolyte ne choisisse cet Atout.

\n
" - }, - { - "id": "Soldier", - "name": "Soldat", - "description":"Voir SWADE p.51", - "description_full": "
\n

Un soldat professionnel est habitué à porter de lourdes charges et à survivre dans des conditions difficiles. Après quelques jours passés à s’habituer à son paquetage (à l’appréciation du MJ), il peut considérer sa @Compendium[swade-core-rules.swade-rules.Traits]{Force} comme étant d’un cran supérieur pour l’@Compendium[swade-core-rules.swade-rules.Gear Notes]{Encombrement} (voir p. 67) et pour la @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} (voir p. 66) requise pour utiliser les armes, armure et autres pièces d’équipement sans malus (cet Atout se cumule avec l’Atout @Compendium[swade-core-rules.swade-edges.Brawny]{Costaud}).

\n

En outre, un soldat dispose d’une Relance gratuite sur les jets de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} r pour résister aux périls de son environnement (voir @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} p. 117).

\n
" - }, - { - "id": "Soul Drain", - "name": "Drain de l'âme", - "description":"Voir SWADE p.46", - "description_full": "
\n

Quand votre héros a besoin d’urgence de points de pouvoir il peut utiliser cet Atout pour drainer son énergie du tréfonds de son être : il subit 1 niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} en échange de 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}, ou 2 niveaux de Fatigue (jusqu’à @Compendium[swade-core-rules.swade-rules.Fatigue]{Épuisé}) en échange de 10 PP. Il ne peut pas choisir de devenir @Compendium[swade-core-rules.swade-rules.Fatigue]{Incapacité} en utilisant cet Atout.

\n

La profonde Fatigue provoquée par cet Atout ne peut only être regagnée que de manière naturelle. Le pouvoir @Compendium[swade-core-rules.swade-powers.Relief]{soulagement} ou des effets similaires ne fonctionnent pas.

\n
" - }, - { - "id": "Steady Hands", - "name": "Poigne ferme", - "description":"Voir SWADE p.44", - "description_full": "
\n

Tirer en selle ou depuis un véhicule en mouvement est compliqué mais l’aventurier sait compenser. Il ignore le malus de @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Plateforme Instable} (voir p. 106).

\n

En outre, le malus aux actions lorsqu’il court est de -1 au lieu de -2 @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} p. 92).

\n
" - }, - { - "id": "Streetwise", - "name": "Réseau", - "description":"Voir SWADE p.52", - "description_full": "
\n

Un personnage avec cet Atout est capable de trouver le marché noir local, d’écouler des biens volés, d’éviter les forces de l’ordre (ou un groupe criminel !), de faire profil bas en cas de besoin, d’obtenir des armes de manière illégale, de trouver quel “boss” recrute, ou ce genre d’activités peu recommandables.

\n

Votre personnage bénéficie d’un bonus de +2 en @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} ou en @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lorsqu’il fait des actions de @Compendium[swade-core-rules.swade-rules.Networking]{Réseautage} (voir p. 140) en liaison avec le monde underground ou criminel.

\n

Il bénéficie également d’un bonus de +2 en @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture Générale} pour tout ce qui concerne les domaines et les activités cités ci-dessus.

\n
" - }, - { - "id": "Strong Willed", - "name": "Déterminé", - "description":"Voir SWADE p.52", - "description_full": "
\n

La confiance en soi est une armure efficace contre ceux qui cherchent à rabaisser le héros. Il bénéficie d’un bonus de +2 à ses jets pour résister aux @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} basées sur l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} ou l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme}.

\n
" - }, - { - "id": "Sweep", - "name": "Balayage", - "description":"Voir SWADE p.41", - "description_full": "
\n

Cet Atout permet au personnage de faire un unique jet de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} à -2 et de l’appliquer à tous ceux qui sont à portée de l’@Compendium[swade-core-rules.swade-rules.Reach]{Allonge} de l’arme (y compris ses alliés). Faites un jet de dégâts séparé pour chaque cible touchée.

\n

Il n’est possible d’utiliser l’Atout Balayage qu’une fois par tour. Il ne peut pas être cumulé avec @Compendium[swade-core-rules.swade-edges.Frenzy]{Frénésie}

\n
" - }, - { - "id": "Tactician", - "name": "Tacticien", - "description":"Voir SWADE p.45", - "description_full": "
\n

Le commandant a une compréhension naturelle des tactiques militaires impliquant des petites unités, et peut fréquemment tirer parti d’une situation évoluant rapidement.

\n

Au début de chaque round de combat ou de poursuite, ce personnage pioche une @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Action} supplémentaire, carte qu’il conserve à part. Au début du round, il peut choisir de la donner à un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} allié dans l’@Compendium[swade-core-rules.swade-rules.Edges]{Aura de Commandement}. Le joueur ou le MJ qui contrôle ce personnage peut décider de remplacer sa carte d’action par cette nouvelle carte ou la défausser.

\n
" - }, - { - "id": "Thief", - "name": "Voleur", - "description":"Voir SWADE p.51", - "description_full": "
\n

Un voleur est spécialiste en mystification, en forfaiture et en acrobatie. Il pratique avec adresse les activités criminelles et est apprécié dans les univers fantastiques pour détecter les pièges, escalader les murs et crocheter les serrures.

\n

Un voleur sait utiliser les prises les plus infimes pour escalader les façades ou se mouvoir avec aisance dans les rues bondées et les sombres allées d’une cité. Il bénéficie d’un bonus de +1 à ses jets d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour escalader en milieu urbain.

\n

Il sait également comment utiliser les zones d’ombre pour se faire discret, bénéficiant d’un bonus de +1 à ses jets de @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} en milieu urbain.

\n

Enfin, sans surprise, un voleur est passé maître dans l’art de la prestidigitation, et bénéficie d’un bonus de +1 à ses jets de @Compendium[swade-core-rules.swade-skills.Thievery]{Subterfuge} en toutes circonstances.

\n
" - }, - { - "id": "Tough As Nails", - "name": "Endurci", - "description":"Voir SWADE p.53", - "description_full": "
\n

Votre personnage est un vétéran confirmé. Il peut encaisser jusqu’à quatre @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} avant de devenir @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} (son malus de Blessure maximum reste de −3).

\n

 

\n
" - }, - { - "id": "Tougher Than Nails", - "name": "Coriace", - "description":"Voir SWADE p.53", - "description_full": "
\n

Le héros peut encaisser jusqu’à cinq @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} avant de devenir @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} (son malus de Blessure maximum reste de −3.

\n
" - }, - { - "id": "Trademark Weapon", - "name": "Arme fétiche", - "description":"Voir SWADE p.41", - "description_full": "
\n

Le héros ne jure que par une arme qu’il connaît par cœur (Dard, Excalibur, la Vieille Betsy). Quand il se bat avec cette arme il bénéficie d’un bonus de +1 à ses jets d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (Lancer), @Compendium[swade-core-rules.swade-skills.Fighting]{AtCombattaque}, or @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et d’un bonus de +1 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} lorsqu’il tient l’arme en main (y compris pour une arme à distance).

\n

Il est possible de prendre cet Atout plusieurs fois pour une arme différente à chaque fois. On peut remplacer une Arme fétiche perdue mais il faut patienter plusieurs jours pour que reviennent les bonus (le MJ reste seul juge de la longueur de cette période).

\n
" - }, - { - "id": "Two-Fisted", - "name": "Combat à deux armes", - "description":"Voir SWADE p.42", - "description_full": "
\n

Lorsque le personnage réalise deux attaques de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, chacune d'une main différente, la seconde n'inflige pas de malus d'@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples}. Néanmoins le malus pour la @Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Main non-directrice} (voir p. 98) s’applique toujours si le personnage n’est pas @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre} (voir p. 37).

\n

Si le personnage dispose également de l’Atout @Compendium[swade-core-rules.swade-edges.Two-Gun Kid]{Double Flingue}, sa seconde action peut être une attaque à distance.

\n
" - }, - { - "id": "Two-Gun Kid", - "name": "Double flingue", - "description":"Voir SWADE p.42", - "description_full": "
\n

Lorsque le personnage réalise deux attaques à distance, chacune d'une main différente, la seconde n'inflige pas de malus d'@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples}. Néanmoins le malus pour la @Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Main non-directrice} (voir p. 98) s’applique toujours si le personnage n’est pas @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre} (voir p. 37).

\n

Si le personnage dispose également de l’Atout @Compendium[swade-core-rules.swade-edges.Two-Fisted]{Combat à deux Armes}, sa seconde action peut également être une attaque au corps-à-corps.

\n

Exemple :

\n

Red a une épée dans une main et un couteau dans l’autre, et dispose des Atouts Combat à deux armes et Double flingue. Elle peut faire une @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque} de corps-à-corps avec son épée grâce à une première action, et une seconde attaque avec son couteau, soit au corps-àcorps, soit à @Compendium[swade-core-rules.swade-skills.Shooting]{distance}. Cette seconde attaque ne provoque pas l’application du malus d’@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples}.

\n
" - }, - { - "id": "Very Attractive", - "name": "Très séduisant", - "description":"Voir SWADE p.40", - "description_full": "
\n

Le héros est d’une beauté à couper le souffle. Le bonus à ses jets de @Compendium[swade-core-rules.swade-skills.Performance]{Performance} et de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} passe à +2.

\n
" - }, - { - "id": "Weapon Master", - "name": "Maître d'armes", - "description":"Voir SWADE p.53", - "description_full": "
\n

Ce combattant légendaire bénéficie d’un bonus de +1 en @Compendium[swade-core-rules.swade-rules.Characters]{Parade} et le dé de bonus aux dégâts en @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} passe à d8 au lieu de d6 (voir @Compendium[swade-core-rules.swade-rules.Dealing Damage]{Bonus aux Dégâts}) p. 94). Il doit être armé pour bénéficier de ces bonus, mais l’Atout @Compendium[swade-core-rules.swade-edges.Martial Artist]{Arts Martiaux}, des @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{griffes} ou n’importe quelle capacité pouvant tenir lieu d’arme fait parfaitement l’affaire.

\n
" - }, - { - "id": "Wizard", - "name": "Mage", - "description":"Voir SWADE p.47", - "description_full": "
\n

La magie peut prendre de multiples formes, et les magiciens sont en contact avec de nombreux ouvrages, parchemins et incantations obscures alors qu’ils peaufinent leur art. Ils se servent parfois de cette connaissance pour apporter des variations à leurs diverses formules.

\n

Un mage peut dépenser 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} supplémentaire lorsqu’il lance un pouvoir pour en changer l’@Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}. Une boule de feu (@Compendium[swade-core-rules.swade-powers.Blast]{explosion}) pourrait devenir une boule de foudre par exemple. Cette capacité peut s’avérer déterminante si une cible dispose de résistances ou de faiblesses particulières à l’égard de l’Aspect normal du pouvoir.

\n
" - }, - { - "id": "Woodsman", - "name": "Forestier", - "description":"Voir SWADE p.50", - "description_full": "
\n

Un Forestier est un ranger, un éclaireur ou un chasseur, plus à l’aise dans les étendues sauvages qu’en milieu urbain. Excellent pisteur, il sait aussi trouver tout ce qu’il faut pour survivre en milieu sauvage.

\n

Il bénéficie d’un bonus de +2 à ses jets de @Compendium[swade-core-rules.swade-skills.Survival]{Survie} et de @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} en milieu naturel (pas en ville, dans des ruines ou dans des tunnels par exemple).

\n
" - }, - { - "id": "Work the Crowd", - "name": "Chauffeur de foule", - "description":"Voir SWADE p.51", - "description_full": "
\n

Comme @Compendium[swade-core-rules.swade-edges.Work The Room]{Chauffeur de Salle}, mais le personnage peux ajouter un dé jusqu'à deux de ses actions de @Compendium[swade-core-rules.swade-rules.Support]{Soutien} du tour.

\n

 

\n
" - }, - { - "id": "Work The Room", - "name": "Chauffeur de salle", - "description":"Voir SWADE p.51", - "description_full": "
\n

Les encouragements de votre héros n’inspirent pas que celui qu’ils visent. Une fois par tour, un personnage peut lancer un dé supplémentaire lorsqu’il fait une action de @Compendium[swade-core-rules.swade-rules.Support]{Soutien} en utilisant les Compétences @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} ou @Compendium[swade-core-rules.swade-skills.Performance]{Performance}. Il doit assigner ce dé à un autre allié (pas la cible originale) susceptible de le voir ou de l’entendre et affecte sa prochaine action, quelle qu’elle soit.

\n
" - } - ] + "entries": { + "Ace": { + "name": "As", + "description": "Voir SWADE p.49", + "description_full": "
\n

Un As est un virtuose plus à l’aise derrière un volant ou des leviers de commande que sur ses deux jambes. Il ignore jusqu’à 2 points de malus sur ses jets de @Compendium[swade-core-rules.swade-skills.Boating]{Navigation}, @Compendium[swade-core-rules.swade-skills.Driving]{Conduite}, ou @Compendium[swade-core-rules.swade-skills.Piloting]{Pilotage}. Il peut dépenser des @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} pour faire des jets d’@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Encaissement} pour le @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{véhicule} qu’il manœuvre en utilisant la Compétence appropriée (Conduite, Navigation ou Pilotage) au lieu de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur}. Chaque Succès et Prouesse annule une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}.

\n
" + }, + "Acrobat": { + "name": "Acrobate", + "description": "Voir SWADE p.49", + "description_full": "
\n

Le personnage bénéficie d’une Relance gratuite sur les jets d’ @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} impliquant l’équilibre, les acrobaties ou les empoignades. Les jets pour escalader, nager, lancer ou interrompre une action ne sont pas concernés.

\n
" + }, + "Alertness": { + "name": "Vigilant", + "description": "Voir SWADE p.41", + "description_full": "
\n

Peu de choses échappent à votre héros. Il est vigilant et très observateur. Il ajoute +2 à tous ses jets de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} pour entendre, regarder ou percevoir le monde qui l’entoure.

\n
" + }, + "Ambidextrous": { + "name": "Ambidextre", + "description": "Voir SWADE p.37", + "description_full": "
\n

Le héros utilise ses deux mains avec la même facilité. Il ignore le malus de @Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Main non-directrice} (voir p. 98).

\n

Lorsqu’il tient une arme dans chaque main, un personnage avec @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre} peut cumuler les éventuels bonus de @Compendium[swade-core-rules.swade-rules.Characters]{Parade} des deux armes.

\n
" + }, + "Arcane Background (Gifted)": { + "name": "Arcanes (Don)", + "description": "Voir SWADE p.148", + "description_full": "
\n
    \n
  • Compétence d'Arcanes: @Compendium[swade-core-rules.swade-skills.Focus]{Focus} (Âme)
  • \n
  • Pouvoir de Départ @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}: 1
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}: 15
  • \n
\n

Le personnage dispose de capacités innées ne correspondant pas aux tropes habituels de la magie, des miracles ou des psioniques. Il peut s’agir de super-pouvoirs de bas niveau, de dons divins ou même de talents extraterrestres. Ils sont souvent inhabituels ou uniques dans leur univers.

\n
" + }, + "Arcane Background (Magic)": { + "name": "Arcanes (Magie)", + "description": "Voir SWADE p.148", + "description_full": "
\n
    \n
  • Compétence d'Arcanes: @Compendium[swade-core-rules.swade-skills.Spellcasting]{Magie} (Intellect)
  • \n
  • Pouvoir de Départ @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}: 3
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}: 10
  • \n
\n

Les magiciens vont des puissants sorciers jusqu’aux vils sectateurs. Ils puisent dans l’énergie 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 d’anciennes runes.

\n
" + }, + "Arcane Background (Miracles)": { + "name": "Arcanes (Miracles)", + "description": "Voir SWADE p.148", + "description_full": "
\n
    \n
  • Compétence d'Arcanes: @Compendium[swade-core-rules.swade-skills.Faith]{Foi} (Âme)
  • \n
  • Pouvoir de Départ @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}: 3
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}: 10
  • \n
\n

Ceux qui invoquent les miracles tirent leur puissance d’une 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.

\n

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} d’autres personnes de leur religion pouvant les aider quand leur énergie divine vient à manquer.

\n
" + }, + "Arcane Background (Psionics)": { + "name": "Arcanes (Psionique)", + "description": "Voir SWADE p.148", + "description_full": "
\n
    \n
  • Compétence d'Arcanes: @Compendium[swade-core-rules.swade-skills.Psionics]{Psionique} (Intellect)
  • \n
  • Pouvoir de Départ @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}: 3
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}: 10
  • \n
\n

Les psioniques puisent dans leur propre énergie mentale pour manipuler la matière, lire les esprits, et bien d’autres choses. Certains sont employés par de grandes agences gouvernementales alors que d’autres cherchent souvent à leur échapper ! Certains ont des années d’entraînement alors que d’autres ont développé leurs incroyables pouvoirs de façon isolée.  

\n

 

\n
" + }, + "Arcane Background (Weird Science)": { + "name": "Arcanes (Science étrange)", + "description": "Voir SWADE p.148", + "description_full": "
\n
    \n
  • Compétence d'Arcanes: @Compendium[swade-core-rules.swade-skills.Weird Science]{Science Étrange} (Intellect)
  • \n
  • Pouvoir de Départ @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}: 2
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}: 15
  • \n
\n

Les scientifiques étranges utilisent des inventions singulières et plus puissantes que le niveau technologique normal de l’univers. 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.

\n

Un @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}(voir p. 150) de Science étrange doit toujours inclure l’appareil auquel il est associé. Par exemple, le pouvoir @Compendium[swade-core-rules.swade-powers.Burst]{rafale} pourrait se manifester à travers un lance-flammes magique dans Deadlands: Weird West , tandis que « le Fabuleux Élixir Revitalisant du Dr Gabriel »!” serait une potion @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} .

\n

L’appareil doit être tenu en main afin d’activer ses pouvoirs de Science étrange (sauf Bricolage de fortune, voir p. 149).

\n

OLes autres personnages ne peuvent pas activer une création de l’inventeur. Ils n’en comprennent pas les étranges mécanismes nécessaires à son fonctionnement, l’appareil n’est pas calibré pour d’autres utilisateurs ou il est simplement hors tension pour n’importe qui sauf son créateur. Bien que cela puisse sembler un peu étrange du point de vue narratif, la « magie » — et les PP — viennent de l’inventeur et c’est donc à lui d’activer son appareil.

\n

Créer des appareils pour autrui est possible avec un Objet arcanique (voir p. 153) et l’Atout @Compendium[swade-core-rules.swade-edges.Artificer]{Artificier} (voir p. 46).

\n

Bien sûr, l’inventeur peut utiliser ses appareils sur autrui. Cela inclut l’ingestion de potion à base d’élixir magique ou l’injection de quelque super-sérum miraculeux de sa création. Si le Dr Gabriel administre son élixir, par exemple, il teste normalement l’activation du pouvoir. S'il donne la bouteille à quelqu’un pour un usage futur, il s’avérera qu’elle aura perdu ses propriétés actives.

\n

Bricolage de fortune: les inventeurs doivent normalement activer leurs pouvoirs en utilisant l’appareil associé. Si nécessaire, ils peuvent improviser d’autres moyens avec un malus de -2, une justification en accord avec l’univers et l’autorisation du MJ.

\n

 

\n

Exemple

\n

: Gabe est capturé par de vils aliens et tout son équipement est confisqué. Il est confiné dans une cellule et décide qu’il va utiliser les lampes du plafonnier et ce qui y tient lieu d’électricité afin d’improviser une @Compendium[swade-core-rules.swade-powers.Blast]{explosion}. Le meneur donne son accord après qu’il ait détruit les lumières et la source d’alimentation de la cellule.

\n
" + }, + "Arcane Resistance": { + "name": "Résistance aux arcanes", + "description": "Voir SWADE p.39", + "description_full": "

La magie et le surnaturel n’ont que peu de prises sur le personnage. Que ce soit inné, par héritage ou suite à entraînement, il résiste à la magie, aux pouvoirs psioniques, à la science étrange, etc.

\n

Un jet d’Arcanes ciblant le personnage subit un malus de -2 (même lancé par un allié !) et les dégâts magiques sont également réduits de 2.

" + }, + "Aristocrat": { + "name": "Aristocrate", + "description": "Voir SWADE p.37", + "description_full": "
\n

Ce personnage est de haute naissance ou a atteint une position privilégiée au cours de sa vie. Il peut être fortuné ou non (voir les Atouts @Compendium[swade-core-rules.swade-edges.Rich]{Riche} ou @Compendium[swade-core-rules.swade-edges.Filthy Rich]{Très riche}) mais a sa place au sein des cercles de la haute société.

\n

Un aristocrate bénéficie d’un bonus de +2 à ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}(voir @Compendium[swade-core-rules.swade-rules.Networking]{Réseautage}p. 140) lorsqu’il évolue au sein de la haute société, grands dirigeants d’entreprises, nobles et autres aristocrates. Il bénéficie également d’un bonus de +2 sur les jets de @Compendium[swade-core-rules.swade-skills.Common Knowledge]{ Culture générale} concernant l’étiquette, la généalogie et l’héraldique des familles nobles, ainsi que pour se rappeler des rumeurs concernant les gens de cette caste.

\n
" + }, + "Artificer": { + "name": "Artificier", + "description": "Voir SWADE p.46", + "description_full": "
\n

Ceux qui jouent avec les énergies surnaturelles découvrent parfois un moyen d’insuffler ces dernières dans des objets. Ils sont capables de rendre une lame magique, de créer des potions aptes à soigner des blessures ou même de bénir une relique avec la grâce des dieux.
Un artificier peut créer des objets merveilleux en utilisant le système d’@Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objets arcaniques} (voir p. 153) et les confier à ses alliés..

\n
" + }, + "Assassin": { + "name": "Assassin", + "description": "Voir SWADE p.49", + "description_full": "
\n

Les assassins sont entraînés à tuer avec une précision mortelle et sont capables de se défaire des cibles les plus résistantes. Ils bénéficient d’un bonus de +2 à leurs dégâts lorsque leur cible est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnérable} ou qu’ils font une @Compendium[swade-core-rules.swade-rules.The Drop]{Attaque surprise}

\n
" + }, + "Attractive": { + "name": "Séduisant", + "description": "Voir SWADE p.40", + "description_full": "
\n

Ce n’est un secret pour personne que les gens sont plus disposés à aider quelqu’un qu’ils trouvent physiquement séduisant. Le personnage bénéficie d’un bonus de +1 à ses jets de @Compendium[swade-core-rules.swade-skills.Performance]{Performance} et de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lorsque la cible est naturellement attirée par son type (genre, espèce, etc.).

\n
" + }, + "Beast Bond": { + "name": "Lien animal", + "description": "Voir SWADE p.48", + "description_full": "
\n

Certaines personnes développent des liens extraordinaires avec leur animal de compagnie. Le personnage peut dépenser ses propres @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} pour tout animal qu’il contrôle incluant les chiens, montures, familiers, etc.

\n

 

\n
" + }, + "Beast Master": { + "name": "Maître des bêtes", + "description": "Voir SWADE p.48", + "description_full": "
\n

Les animaux aiment le héros et ne l’attaquent pas, à moins qu’il ne les agresse ou qu’ils ne soient enragés pour une quelconque raison.

\n

Il dispose d’un tel magnétisme animal qu’une bête loyale s’est attachée à lui. C’est en général un animal de @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 0 ou plus petit, avec l’accord du MJ.

\n

La créature est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra}, elle ne @Compendium[swade-core-rules.swade-rules.Advancement]{Progresse} pas en Rang et n’obtient pas de nouvelles capacités. Si l’animal meurt ou est congédié, un autre le remplace au bout de [[/r 1d4]] jours.

\n

Compagnons plus puissants: cet Atout peut être choisi plusieurs fois. Choisissez un des effets suivants à chaque fois:

\n
    \n
  • Obtenez un compagnon supplémentaire,
  • \n
  • augmentez l’un des Traits du compagnon d’un cran (une seule fois par @Compendium[swade-core-rules.swade-rules.Traits]{Traits}),
  • \n
  • augmentez la Taille du compagnon de 1 jusqu’à un maximum de 3,
  • \n
  • le compagnon devient un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} (le héros doit être de @Compendium[swade-core-rules.swade-rules.Advancement]{Rang Héroïque}).
  • \n
\n
" + }, + "Berserk": { + "name": "Enragé", + "description": "Voir SWADE p.38", + "description_full": "
\n

Un berserker devient enragé et quasiment incontrôlable quand la fureur l’envahit, mais il est alors une vraie machine à tuer !

\n

Dès qu’il subit une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure ou est Secoué}(par une attaque physique) votre héros doit réussir un jet d’ @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} sans quoi il devient Enragé. Il peut choisir de volontairement faire un Échec sur ce jet.

\n

Cet état entraîne les effets suivants :

\n
    \n
  • FURIE :  la Force du personnage augmente d’un cran et toutes ses attaques doivent être des @Compendium[swade-core-rules.swade-rules.Wild Attack]{Attaques totales} (voir. p. 100).Il ne peut utiliser aucune Compétence nécessitant de la concentration ou de la réflexion (au choix du MJ). Il peut hurler des menaces pour utiliser @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, par exemple.  
  • \n
  • RAGE :  l’adrénaline et la fureur permettent au personnage d’ajouter +2 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}. Il ignore en outre 1 niveau de Blessure (cette capacité se cumule avec d’autres capacités éventuelles réduisant les malus de Blessure).  
  • \n
  • SANS MAÎTRISE :  chaque fois qu’un personnage enragé fait un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} sur un jet d'@Compendium[swade-core-rules.swade-skills.Fighting]{Attaque}, il touche au hasard une cible adjacente (autre que la cible prévue, amie ou ennemie. En l’absence de cible adjacente le coup est juste manqué, fracasse un objet proche, etc.
  • \n
\n

Après 5 rounds consécutifs passés dans cet état de rage, le personnage subit un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, puis un second après 10 rounds auquel cas la rage cesse. Il peut également choisir de se calmer en réussissant un jet d’ @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} à -2 (en action gratuite, la Fatigue est évitée avec un Succès juste avant de la subir). Si le personnage redevient enragé, y compris au cours d’un même combat, on reprend à zéro le décompte de rounds.

\n
" + }, + "Block": { + "name": "Blocage", + "description": "Voir SWADE p.41", + "description_full": "
\n

Un héros endurci au corps-à-corps est plus habile à se défendre que d’autres. Il sait attaquer mais il a aussi appris à bloquer les coups adverses. Il ajoute 1 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} et annule 1 point de bonus d’@Compendium[swade-core-rules.swade-rules.Ganging Up]{Attaque à plusieurs} à son encontre.

\n
" + }, + "Bolster": { + "name": "Pique revigorante", + "description": "Voir SWADE p.52", + "description_full": "
\n

Rabaisser ou humilier un adversaire peut parfois redonner le moral à vos alliés. Lorsque le personnage réussit une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} contre un adversaire,  il peut annuler un état @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait ou Vulnérable}  (voir p. 103) d’un allié.

\n
" + }, + "Brave": { + "name": "Brave", + "description": "Voir SWADE p.37", + "description_full": "
\n

Celui qui possède cet Atout a appris à maîtriser ses peurs, à moins qu’il ne soit tout simplement blasé d’en avoir tellement vu. Il bénéficie d’un bonus de +2 sur les jets de @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et réduit de 2 les jets sur la @Compendium[swade-core-rules.swade-tables.Fear Table]{Table de Terreur} (voir p. 144).

\n
" + }, + "Brawler": { + "name": "Bagarreur", + "description": "Voir SWADE p.41", + "description_full": "
\n

Le héros a des poings qui frappent comme un marteau, des pieds qui balayent comme une faux. Son corps est comme de la pierre. Sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} est augmentée de 1. Il fait @Compendium[swade-core-rules.swade-rules.Traits]{Force} +d4 de dégâts quand il frappe des poings ou des pieds (voire des griffes s’il en a). S'il a déjà un dé de dégâts grâce à ses @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Griffes} (voir p. 19), l’Atout @Compendium[swade-core-rules.swade-edges.Martial Artist]{Arts martiaux}, etc., ce dé est augmenté d’un cran.

\n

Cet Atout n’octroie pas la Capacité d’@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Arme Naturelle} (voir p. 97).

\n
" + }, + "Brawny": { + "name": "Costaud", + "description": "Voir SWADE p.38", + "description_full": "
\n

Le héros est très corpulent ou tout simplement très athlétique. Sa @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} est augmentée de +1 (ce qui augmente sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 1) et il considère sa @Compendium[swade-core-rules.swade-rules.Traits]{Force} comme étant d’un cran supérieur lorsqu’il détermine les limites d’@Compendium[swade-core-rules.swade-rules.Gear Notes]{Encombrement} (voir p. 67) ou de @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} pour l’utilisation d’armes, d’armure et d’autres équipements sans subir de malus (voir p. 66).

\n


Cet Atout ne peut pas augmenter la Taille du personnage au-delà de 3.

\n
" + }, + "Bruiser": { + "name": "Cogneur", + "description": "Voir SWADE p.41", + "description_full": "
\n

La @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} est à nouveau augmentée de 1. Le dé de dégâts à mains nues ou avec les griffes augmente encore d’un cran.

\n
" + }, + "Brute": { + "name": "Brute", + "description": "Voir SWADE p.37", + "description_full": "
\n

Ce personnage se repose plus sur sa force brute et sa puissance physique que sur la coordination et la souplesse. Pour lui, @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} est une Compétence liée à la @Compendium[swade-core-rules.swade-rules.Traits]{Force} au lieu de l'@Compendium[swade-core-rules.swade-rules.Traits]{Agilité} dans le cadre d’une @Compendium[swade-core-rules.swade-rules.Advancement]{Progression}. Il peut aussi choisir de résister avec Force à une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} d’Athlétisme.

\n

En outre, la @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} des objets lancés est augmentée de +1. Doublez cette valeur pour obtenir la Portée Moyenne, et doublez la de nouveau pour la Portée Longue. Par exemple, si la Portée d’une arme lancée est de 3/6/12, elle passe à 4/8/16.

\n
" + }, + "Calculating": { + "name": "Calculateur", + "description": "Voir SWADE p.42", + "description_full": "
\n

Quelques secondes à observer les actions d’un adversaire donnent au personnage un avantage majeur : lorsque sa @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Initiative} est un Cinq ou moins, il peut ignorer jusqu’à 2 points de malus sur 1 action de ce tour, que ce soit un malus d'@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples}, de Couvert, de @Compendium[swade-core-rules.swade-rules.Range]{Portée} ou même de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}

\n
" + }, + "Champion": { + "name": "Champion", + "description": "Voir SWADE p.48", + "description_full": "
\n

Un Champion est un être saint (ou impie) élu pour lutter au service d’un dieu ou d’une religion. Il est souvent prêt à aller jusqu’au sacrifice pour cette cause, mais il a parfois hérité de ce devoir et le remplit avec réticence.

\n

La mission du Champion est de combattre les forces du mal (ou du bien). Il bénéficie d’un bonus de +2 aux dégâts lorsqu’il attaque des créatures surnaturelles du mal (ou du bien). Ce bonus s’applique aux dégâts des @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{attaques de zone}, @Compendium[swade-core-rules.swade-rules.Attacks]{ attaques à distance}, @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}, etc.

\n

Le MJ décide des adversaires affectés par cet Atout, mais de manière générale, toutes les créatures surnaturelles maléfiques (ou dévouées au bien) sont affectées.

\n
" + }, + "Channeling": { + "name": "Canalisation", + "description": "Voir SWADE p.46", + "description_full": "
\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}sur son jet d’Arcanes (ou pour activer ou utiliser un @Compendium[swade-core-rules.swade-rules.Arcane Devices]{objet arcanique}), le personnage réduit le coût en @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} de son pouvoir de 1. Le coût peut tomber à 0.

\n
" + }, + "Charismatic": { + "name": "Charismatique", + "description": "Voir SWADE p.38", + "description_full": "
\n

Le héros est apprécié par les gens. Peut-être inspire-t-il confiance, est-il un bon confident ou simplement est-il aimable et bienveillant. Il bénéficie d’une Relance gratuite aux jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}.

\n
" + }, + "Chi": { + "name": "Chi", + "description": "Voir SWADE p.48", + "description_full": "
\n

L’entraînement de ce héros aux arts martiaux va bien au delà de la norme et flirte avec le mystique. Au début de chaque combat, il obtient un point de chi qu’il peut utiliser pour :

\n
    \n
  • Relancer une de ses attaques ratées (même suite à un Échec critique),
  • \n
  • forcer un ennemi à refaire entièrement son jet d’attaque contre lui,
  • \n
  • • ajouter 1d6 aux dégâts d’une @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque} à mains nues, au pied, aux griffes ou toute autre @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Arme Naturelle} (ce dé peut @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Exploser}).
  • \n
\n

Le Chi non utilisé est perdu en fin de combat.

\n
" + }, + "Combat Acrobat": { + "name": "Acrobate de combat", + "description": "Voir SWADE p.49", + "description_full": "
\n

Les attaques contre ce personnage bondissant subissent un malus de -1 si ce dernier voit l’attaque venir, dispose de suffisamment d’espace pour se mouvoir et ne subit aucun malus d’@Compendium[swade-core-rules.swade-rules.Gear Notes]{Encombrement} ou de @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum}.

\n
" + }, + "Combat Reflexes": { + "name": "Combatif", + "description": "Voir SWADE p.42", + "description_full": "
\n

Votre héros se ressaisit vite après un coup ou une émotion forte. Il ajoute +2 à ses jets pour se remettre des états @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} ou @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

\n
" + }, + "Command": { + "name": "Commandement", + "description": "Voir SWADE p.45", + "description_full": "
\n

Cet Atout représente la capacité de donner des ordres clairs et à apporter son soutien au cœur de la bataille. Les Extras dans l’ @Compendium[swade-core-rules.swade-rules.Edges]{Aura de Commandement} ajoutent +1 à leurs jets d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} pour annuler un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} et à leurs jets de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} pour annuler un état @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

\n
" + }, + "Command Presence": { + "name": "Grande aura de commandement", + "description": "Voir SWADE p.45", + "description_full": "
\n

Une voix forte, des ordres précis, un charisme naturel, ou tout simplement un entraînement hors du commun, quoi qu’il en soit, votre héros est un officier qui sait commander sur le champ de bataille. Son @Compendium[swade-core-rules.swade-rules.Edges]{Aura de Commandement} est effective jusqu’à 10 cases (20 m) au lieu de 5.

\n
" + }, + "Common Bond": { + "name": "Lien mutuel", + "description": "Voir SWADE p.52", + "description_full": "

Cet Atout représente le lien qui unit des compagnons comme un groupe d’aventuriers. Qu’ils s’entendent bien ou pas, ils ont tissé d'étroits rapports au cours de leurs nombreuses aventures épiques.
Un héros doté de cet Atout peut donner librement de ses @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} s à tout autre personnage avec lequel il peut communiquer. Cela représente son soutien verbal ou moral. Le joueur doit expliquer ce que fait ou dit son personnage pour donner ce soutien, comme un discours ou un petit geste d’encouragement.

" + }, + "Concentration": { + "name": "Concentration", + "description": "Voir SWADE p.46", + "description_full": "
\n

Le personnage a appris à maintenir sa concentration même dans des conditions difficiles. La durée de base des @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs} non instantanés est doublée. Cela inclut également le maintien d’un pouvoir.

\n
" + }, + "Connections": { + "name": "Contacts", + "description": "Voir SWADE p.51", + "description_full": "
\n

Que ce soit les fédéraux, les flics, la mafia, une multinationale ou un autre groupe d’aventuriers, le héros connaît quelqu’un qui en fait partie et est disposé à l’aider à l’occasion.
Cet Atout peut être pris plusieurs fois, s’appliquant chaque fois à une faction différente. Une fois par session de jeu, à condition de pouvoir joindre son contact, le personnage peut lui demander de l’aide.

La faveur dépend de la nature du contact (au choix du MJ) mais pourrait être un prêt de liquidités, de l’équipement, quelques combattants alliés, un moyen de transport, des informations ou même un professionnel disposant de compétences faisant défaut au groupe, comme un pirate ou un scientifique spécialisé.

\n
" + }, + "Counterattack": { + "name": "Contre-attaque", + "description": "Voir SWADE p.42", + "description_full": "
\n

Un combattant avec cet Atout est capable de répondre instantanément aux erreurs de ses adversaires. Une fois par round, le personnage (ni @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ni @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}) peut faire une @Compendium[swade-core-rules.swade-rules.Free Attacks]{ Attaque Gratuite}  (voir p. 100) contre un adversaire venant d’échouer une @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque} de corps-à-corps contre lui. La Contre-attaque est immédiate (avant de résoudre d’éventuelles autres attaques ayant lieu sur la même @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Action})

\n
" + }, + "Danger Sense": { + "name": "Sixième sens", + "description": "Voir SWADE p.49", + "description_full": "
\n

Le héros peut pressentir l’imminence d’un mauvais coup. Chaque fois qu’il va être victime d’une @Compendium[swade-core-rules.swade-rules.Surprise]{Surprise} (voir p. 107 il bénéficie d’un bonus de +2 à son jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception}. Avec une Prouesse, il sera @Compendium[swade-core-rules.swade-rules.Hold]{En attente} au début de la scène.

\n

Si le danger en question n’est pas couvert par la gestion d’une Attaque surprise (un tir de sniper, un piège, un breuvage empoisonné, etc.), le personnage bénéficie d’un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} à -2 (ou à +2 si un jet de Perception est déjà autorisé) pour pressentir le danger et agir en conséquence. En cas d’attaque, si le jet est un Succès, l’assaillant ne bénéficie pas d’une @Compendium[swade-core-rules.swade-rules.The Drop]{Attaque Surprise}.

\n
" + }, + "Dead Shot": { + "name": "Dans le mille !", + "description": "Voir SWADE p.42", + "description_full": "
\n

Si votre @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Action} est un joker, doublez les dégâts de votre première attaque d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) ou @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} réussie du round.

\n
" + }, + "Dodge": { + "name": "Esquive", + "description": "Voir SWADE p.43", + "description_full": "
\n

Le héros peut anticiper les attaques ou zigzaguer sous les tirs. À moins qu’il ne soit surpris et pris au dépourvu, ses ennemis subissent un malus de -2 sur les @Compendium[swade-core-rules.swade-rules.Attacks]{attaques à distance} contre lui. Les malus liés à cet Atout ne se cumulent pas avec les malus de @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}.

\n
" + }, + "Double Tap": { + "name": "Double détente", + "description": "Voir SWADE p.42", + "description_full": "
\n

Les experts en armes à feu sont capables de tirer deux coups en succession rapide sans impact sur leur précision.

\n

Cet Atout fonctionne avec les armes ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de Tir} de 1 et susceptibles de tirer deux coups sans @Compendium[swade-core-rules.swade-rules.Reload]{rechargement} manuel. Il octroie des bonus de +1 au jet de Tir et aux dégâts au prix d’une munition supplémentaire. Ces bonus peuvent s’appliquer une fois par action : un tireur peut tout à fait l’utiliser plusieurs fois au cours d’un round dans le cas d’@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples}.

\n

ne peut pas cumuler l’utilisation de cet Atout avec un @Compendium[swade-core-rules.swade-edges.Rapid Fire]{Tir Rapide}.

\n

Cet Atout peut être utilisé également avec des @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Rafales courtes} (voir p. 66), octroyant des bonus de +2 au jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et aux dégâts au lieu de +1 au prix de six balles.

\n
" + }, + "Elan": { + "name": "Panache", + "description": "Voir SWADE p.39", + "description_full": "
\n

Quand ce héros met tout son cœur dans une tâche, ça se voit ! Quand il dépense un Jeton pour Relancer un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, il ajoute +2 au résultat final. Ce bonus ne s’applique qu’au nouveau jet. Cet Atout ne s’applique pas aux jets de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts} (qui ne sont pas des jets de Trait) ni lorsqu'un jeton est dépensé pour Encaisser des Blessures. Par contre, il s’applique aux @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Relances} de jet d’Encaissement payées avec un nouveau Jeton

\n
" + }, + "Expert": { + "name": "Expert", + "description": "Voir SWADE p.52", + "description_full": "
\n

Comme l’Atout @Compendium[swade-core-rules.swade-edges.Professional]{Professionnel}, mais le @Compendium[swade-core-rules.swade-rules.Traits]{Trait} et sa limite augmentent d’un cran supplémentaire.

\n
" + }, + "Extra Effort": { + "name": "Effort supplémentaire", + "description": "Voir SWADE p.46", + "description_full": "
\n

Certains personnages doués de capacités peuvent puiser au fond de leur Âme pour augmenter leurs pouvoirs.

\n

Après un jet de @Compendium[swade-core-rules.swade-skills.Focus]{Focus}, cet Atout permet de l’augmenter de +1 pour 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}, ou de +2 pour 3 PP. Il ne permet pas d’éviter un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}.

\n
" + }, + "Extraction": { + "name": "Extraction", + "description": "Voir SWADE p.43", + "description_full": "
\n

Lorsqu’un personnage se retire d’un combat, les attaquants adjacents gagnent une @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque Gratuite} de corps-à-corps — une situation très risquée ! Fort heureusement, votre héros a l’habitude d'esquiver ce genre d'attaque.

\n

Lors d’une @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Retraite}, un adversaire adjacent au choix du joueur est privé de son @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque Gratuite}.

\n
" + }, + "Fame": { + "name": "Notoriété", + "description": "Voir SWADE p.38", + "description_full": "
\n

Le personnage est une célébrité mineure. Il peut s’agir d’un barde connu dans une seigneurie, une star du rock en devenir ou un acteur série B.

\n

Lorsqu’il se produit, le personnage double ses gains (voir @Compendium[swade-core-rules.swade-skills.Performance]{Performance} p. 33). Il peut bénéficier d’un bonus de +1 à un jet de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lorsqu’il s’adresse à quelqu’un d’amical capable de le reconnaître (ce qui est le cas en réussissant un jet de @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture Générale} modifié par la célébrité du héros).

\n

Le point négatif de la @Compendium[swade-core-rules.swade-edges.Fame]{Notoriété} est que le personnage est régulièrement reconnu, que les gens souhaitent souvent obtenir quelque chose de lui, qu’il est fréquemment suivi par des fans ou des admirateurs, et qu’il ne peut parfois pas se soustraire à ses obligations, spectacles et autres tâches incombant à son statut sans se mettre dans l’embarras.

\n
" + }, + "Famous": { + "name": "Célébrité", + "description": "Voir SWADE p.39", + "description_full": "
\n

Le héros est vraiment très connu d’une part importante de la population, comme un pays tout entier, une branche particulière de l’industrie ou au sein d’un média populaire (cinéma, télévision, musique). Lorsqu’il se produit, votre personnage multiplie ses gains par 5 et bénéficie d’un bonus de +2 à ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lorsqu’il s’adresse à quelqu’un d’amical capable de le reconnaître.

\n

Le prix de la @Compendium[swade-core-rules.swade-edges.Famous]{Célébrité} est encore plus lourd que celui de la notoriété : moins de temps libre, plus d’obligations, de rivaux, de scandales, et l’incapacité de se déplacer discrètement sans être reconnu rapidement.

\n
" + }, + "Fast Healer": { + "name": "Guérison rapide", + "description": "Voir SWADE p.38", + "description_full": "
\n

Le héros récupère vite de ses blessures. Il bénéficie d’un bonus de +2 à ses jets de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} de guérison naturelle et fait un jet tous les 3 jours au lieu de 5 (voir @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} p. 96).

\n
" + }, + "Feint": { + "name": "Feinte", + "description": "Voir SWADE p.43", + "description_full": "
\n

Lorsque l’aventurier provoque une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} (voir p. 105) basée sur la @Compendium[swade-core-rules.swade-skills.Fighting]{Compétence Combat}, il peut décider que sa cible résiste avec @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} plutôt qu’avec @Compendium[swade-core-rules.swade-rules.Traits]{Agilité}.

\n
" + }, + "Fervor": { + "name": "Ferveur", + "description": "Voir SWADE p.45", + "description_full": "
\n

Une seule phrase prononcée par un grand chef produit parfois des résultats stupéfiants. Un chef doté de cet Atout stimule la ferveur combative de ses Alliés en criant un slogan, une devise ou simplement des mots d’encouragement.

\n

Les @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} dans l’Aura de commandement ajoutent +1 aux dégâts de leurs jets de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}.

\n
" + }, + "Filthy Rich": { + "name": "Très riche", + "description": "Voir SWADE p.40", + "description_full": "
\n

Le héros est riche comme Crésus. Il débute avec cinq fois les @Compendium[swade-core-rules.swade-rules.Characters]{fonds initiaux} prévus et, si c’est approprié, reçoit un revenu annuel de 500 000 $.

\n

Il est possible pour un personnage d’être encore plus riche, mais à moins que ça ait un effet en jeu, ce n’est probablement pas si important. Les biens et la fortune qu’il possède impliquent autant de gestion que de lourdes responsabilités.

\n
" + }, + "First Strike": { + "name": "Frappe éclair", + "description": "Voir SWADE p.43", + "description_full": "
\n

Une fois par round, le héros, ni @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} ni @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, bénéficie d’une @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque Gratuite} de Combat contre un ennemi aussitôt que ce dernier pénètre dans son @Compendium[swade-core-rules.swade-rules.Reach]{Allonge}. (voir @Compendium[swade-core-rules.swade-rules.Free Attacks]{Attaque Gratuite} p. 100).

\n
" + }, + "Fleet-Footed": { + "name": "Véloce", + "description": "Voir SWADE p.40", + "description_full": "
\n

L'@Compendium[swade-core-rules.swade-rules.Movement]{Allure} du héros est augmentée de 2 et son @Compendium[swade-core-rules.swade-rules.Movement]{dé de course} est augmenté d’un cran (de d6 à d8 par exemple).

\n
" + }, + "Followers": { + "name": "Suivants", + "description": "Voir SWADE p.53", + "description_full": "
\n

Chaque fois que cet Atout est choisi, 5 suivants se joignent au héros. Si certains périssent ou disparaissent, d’autres finissent par les remplacer (le temps nécessaire reste à l’appréciation du MJ selon les circonstances).

\n

Les suivants doivent pouvoir se nourrir et gagner leur vie. Ils prennent en général leur part des trésors, des butins et des récompenses du héros. Ils sont dévoués et risquent souvent leur vie pour lui sans aller toutefois jusqu’au sacrifice.

\n

Utilisez le profil de @Compendium[swade-core-rules.swade-bestiary.Soldier]{Soldat} (voir p. 112) pour les suivants. Le héros est libre de leur fournir l’équipement qu’il souhaite. Ces derniers évoluent de la même manière qu’un PJ (voir @Compendium[swade-core-rules.swade-rules.Advancement]{Progression} p. 54).

\n

Utilisez les règles sur les @Compendium[swade-core-rules.swade-rules.Allies]{Alliés} p. 111  si vous souhaitez leur donner des personnalités distinctes.

\n
" + }, + "Free Runner": { + "name": "Coureur", + "description": "Voir SWADE p.42", + "description_full": "
\n

Votre personnage pratique le “parkour” ou est particulièrement entraîné à courir, bondir, grimper aux murs ou franchir divers obstacles.

\n

Tant qu’il a la possibilité de prendre appui ou de rebondir sur des objets environnants, il peut ignorer les malus de @Compendium[swade-core-rules.swade-rules.Movement]{Terrain Difficile} lorsqu’il se déplace à pied. Il bénéficie en outre d’un bonus de +2 à ses jets d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} lorsqu’il escalade ou durant une Poursuite à pied (voir @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites} p. 122).

\n
" + }, + "Frenzy": { + "name": "Frénésie", + "description": "Voir SWADE p.43", + "description_full": "
\n

Un personnage disposant de cet Atout peut ajouter un second dé de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} à l’une de ses attaques de corps-à-corps du round. Ce dé peut cibler le même adversaire ou un autre. Chaque dé est résolu séparément.

\n
" + }, + "Gadgeteer": { + "name": "Bricoleur de génie", + "description": "Voir SWADE p.46", + "description_full": "
\n

Ce génie de la mécanique peut bricoler une invraisemblable machine avec trois fois rien.

\n

Le personnage peut dépenser jusqu’à 3 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir} pour bidouiller un appareil à partir d’un nombre raisonnable de pièces détachées. Cela permet d’Activer n’importe quel @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoir} coûtant 3 PP ou moins qui est accessible dans son univers aux savants fous de son @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} ou moins.

\n

Le coût d'un pouvoir (modificateurs inclus) ne peut pas être supérieur au nombre de PP dépensés pour le créer et l'inventeur ne peut pas inclure de @Compendium[swade-core-rules.swade-rules.Trappings]{Limitation}. Il peut essayer de créer plusieurs appareils s’il dispose de suffisamment de PP.

\n

Chaque gadget est créé et Activé avec un jet de @Compendium[swade-core-rules.swade-skills.Weird Science]{Science Étrange}} à –2. Cela lui prend un tour complet durant lequel il ne peut pas faire d’autre action (pas d’@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples)} ). Le reste fonctionne comme une activation normale de pouvoir.

\n

L’inventeur utilise les PP directement à partir de sa réserve, mais l’objet tombe en morceaux à la fin de la @Compendium[swade-core-rules.swade-rules.Powers]{durée} du pouvoir (qui ne peut être maintenu).

\n

Exemple :

\n

Gabriel est un inventeur de l’Ouest Étrange. Il souhaite utiliser le pouvoir @Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{Augmentation de Trait} pour aider Red qui combat un serpent à sonnette géant, mais il ne dispose que des pouvoirs @Compendium[swade-core-rules.swade-powers.Burst]{éclair} et @Compendium[swade-core-rules.swade-powers.Blast]{explosion} . Heureusement, c’est un bricoleur de génie. Il bidouille un “bio-inducteur électrique”. L’appareil peut accepter jusqu’à 3 PP. Il ajoute donc le modificateur @Compendium[swade-core-rules.swade-rules.Hinder or Hurry (+1)]{Hâte} qui octroie à Red 2 points d’@Compendium[swade-core-rules.swade-rules.Movement]{Allure} en plus.

\n
" + }, + "Giant Killer": { + "name": "Tueur de géant", + "description": "Voir SWADE p.44", + "description_full": "
\n

En général plus c’est grand plus c’est dur à vaincre. Mais le héros connaît les points faibles des grandes créatures.

\n

Le personnage ajoute 1d6 aux dégâts lorsqu’il attaque des créatures dont la Taille est supérieure à la sienne d’au moins trois points (voir @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} p. 107). Un humain (Taille 0) avec cet Atout obtient ce bonus contre des créatures de Taille 3 ou plus.

\n
" + }, + "Great Luck": { + "name": "Très chanceux", + "description": "Voir SWADE p.38", + "description_full": "
\n

Le joueur prend 2 @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} de plus au lieu de 1 à chaque début de session de jeu.

\n
" + }, + "Hard To Kill": { + "name": "Increvable", + "description": "Voir SWADE p.43", + "description_full": "
\n

L’aventurier a plus de vies qu’une horde de chats. Il ignore les malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} sur les jets de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} effectués pour éviter l’@Compendium[swade-core-rules.swade-rules.Damage Effects]{Hémorragie} (voir p. 95).

\n
" + }, + "Harder To Kill": { + "name": "Trompe-la-mort", + "description": "Voir SWADE p.43", + "description_full": "
\n

Votre héros est plus dur à tuer que Raspoutine lui-même. S'il vient à mourir, lancez un dé. Sur un résultat impair il est vraiment mort. Par contre, un résultat pair signifie que d’une façon ou d’une autre il échappe à la mort et n’est qu’@Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}. Il peut être fait prisonnier, être dépouillé ou simplement laissé pour mort, mais d’une manière ou d’une autre, il est toujours en vie.

\n
" + }, + "Healer": { + "name": "Guérisseur", + "description": "Voir SWADE p.48", + "description_full": "
\n

Un héros ayant cet Atout bénéficie d’un bonus de +2 à tous ses jets de @Compendium[swade-core-rules.swade-rules.Healing]{Soins} qu’ils soient magiques ou non.

\n
" + }, + "Hold the Line!": { + "name": "Serrez les rangs !", + "description": "Voir SWADE p.45", + "description_full": "
\n

Cet Atout renforce la détermination des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} sous les ordres du héros, octroyant un bonus de +1 à leur @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}.

\n
" + }, + "Holy/Unholy Warrior": { + "name": "Guerrier saint/impie", + "description": "Voir SWADE p.47", + "description_full": "
\n

Les croyants et autres serviteurs consacrés affrontent de graves dangers au service de leurs divinités. Afin de leur permettre de survivre plus facilement, un élu avec cet Atout peut compter sur les miracles des forces du bien (ou du mal) afin de disposer d’une protection surnaturelle.

\n

Après avoir fait un jet d’@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Encaissement}, le personnage peut ajouter +1 à son jet par @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} dépensé (maximum +4).

\n
" + }, + "Humiliate": { + "name": "Humiliation", + "description": "Voir SWADE p.52", + "description_full": "
\n

Une personne ayant l’esprit acerbe peut pulvériser l’égo d’un rival d’une simple remarque ou d’un geste bien placé.
Le personnage bénéficie d’une Relance gratuite sur ses jets de @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation}.

\n
" + }, + "Improved Arcane Resistance": { + "name": "Grande résistance aux arcanes", + "description": "Voir SWADE p.39", + "description_full": "

La magie et le surnaturel n’ont que peu de prises sur le personnage. Que ce soit inné, par héritage ou suite à entraînement, il résiste à la magie, aux pouvoirs psioniques, à la science étrange, etc.

\n

Un jet d’Arcanes ciblant le personnage subit un malus de -4 (même lancé par un allié !) et les dégâts magiques sont également réduits de 4.

" + }, + "Improved Block": { + "name": "Grand blocage", + "description": "Voir SWADE p.41", + "description_full": "
\n

Un héros endurci au corps-à-corps est plus habile à se défendre que d’autres. Il sait attaquer mais il a aussi appris à bloquer les coups adverses. Il ajoute +2 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} et le bonus d’@Compendium[swade-core-rules.swade-rules.Ganging Up]{Attaque à plusieurs} contre le personnage est réduit de 2.

\n
" + }, + "Improved Counterattack": { + "name": "Grande contre-attaque", + "description": "Voir SWADE p.42", + "description_full": "
\n

Comme Contre-Attaque, mais le héros peut faire jusqu’à trois Contre-attaques par round.

\n
" + }, + "Improved Dodge": { + "name": "Grande esquive", + "description": "Voir SWADE p.43", + "description_full": "
\n

Le personnage bénéficie d’un bonus de +2 pour @Compendium[swade-core-rules.swade-rules.Evasion]{Éviter} (voir p. 105) une Attaque de zone.

\n
" + }, + "Improved Extraction": { + "name": "Grande extraction", + "description": "Voir SWADE p.43", + "description_full": "
\n

Lors d’une @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{retraite}, jusqu’à trois adversaires au choix du joueur sont privés de leur attaque gratuite.

\n
" + }, + "Improved First Strike": { + "name": "Frappe foudroyante", + "description": "Voir SWADE p.43", + "description_full": "
\n

Comme Frappe éclair, mais le héros peut attaquer ainsi jusqu’à trois ennemis par round.

\n
" + }, + "Improved Frenzy": { + "name": "Frénésie suprême", + "description": "Voir SWADE p.43", + "description_full": "
\n

Comme Frénésie, mais le personnage peut ajouter un dé de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} jusqu’à deux de ses attaques de corps-à-corps du tour.

\n

Exemple :

\n

en proie au désespoir, Red attaque une créature ressemblant à un crabe géant sur une planète lointaine. Elle a l’Atout Frénésie suprême et décide d’attaquer 3 fois (une @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Action Multiple} classique qui lui inflige un malus de -4 à toutes ses actions). Elle lance un dé de Combat supplémentaire sur ses deux premières attaques, mais pas sur la troisième.

\n
" + }, + "Improved Level Headed": { + "name": "Sang-froid", + "description": "Voir SWADE p.44", + "description_full": "
\n

Celui qui garde son calme quand les autres courent aux @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Abris} est un adversaire redoutable. Le héros pioche deux @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d’Action} supplémentaires et choisit laquelle conserver.

\n
" + }, + "Improved Nerves of Steel": { + "name": "Nerfs d'acier trempé", + "description": "Voir SWADE p.44", + "description_full": "
\n

Comme pour Nerfs d’acier, mais il ignore 2 points de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}.

\n
" + }, + "Improved Rapid Fire": { + "name": "Tir très rapide", + "description": "Voir SWADE p.44", + "description_full": "
\n

Comme Tir Rapide, le personnage peut augmenter de 1 la @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de Tir} de son arme deux fois (avec une @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Action Multiple}) durant le tour.

\n

Exemple :

\n

Gabriel possède une mitrailleuse et l’Atout Tir très rapide. L’arme a une CdT de 4 et Gabe décide de tirer 3 fois (voir Actions multiples p. 97).

\n

Il lance un dé de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} supplémentaire sur ses deux premières attaques, la Cadence de tir de son arme passant à 5, mais pas sur la troisième (la CdT de l’arme reste à 4).

\n
" + }, + "Improved Rapid Recharge": { + "name": "Grande source de pouvoir", + "description": "Voir SWADE p.47", + "description_full": "
\n

Le héros recharge désormais 20 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir} par heure de @Compendium[swade-core-rules.swade-rules.Activation]{repos}.

\n
" + }, + "Improved Sweep": { + "name": "Grand balayage", + "description": "Voir SWADE p.41", + "description_full": "
\n

Cet Atout permet au personnage de faire un unique jet de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} et de l’appliquer à tous ceux qui sont à portée de l’ @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} de l’arme (y compris ses alliés). Faites un jet de dégâts séparé pour chaque cible touchée.

\n

Il n’est possible d’utiliser l’Atout Balayage qu’une fois par tour. Il ne peut pas être cumulé avec @Compendium[swade-core-rules.swade-edges.Frenzy]{Frénésie}.

\n
" + }, + "Improved Trademark Weapon": { + "name": "Arme fétiche adorée", + "description": "Voir SWADE p.41", + "description_full": "
\n

Le héros ne jure que par une arme qu’il connaît par cœur (Dard, Excalibur, la Vieille Betsy). Quand il se bat avec cette arme il bénéficie d’un bonus de +2 à ses jets d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (Lancer), @Compendium[swade-core-rules.swade-skills.Fighting]{AtCombattaque}, or @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et d’un bonus de +2 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} lorsqu’il tient l’arme en main (y compris pour une arme à distance).

\n

Il est possible de prendre cet Atout plusieurs fois pour une arme différente à chaque fois. On peut remplacer une Arme fétiche perdue mais il faut patienter plusieurs jours pour que reviennent les bonus (le MJ reste seul juge de la longueur de cette période).

\n
" + }, + "Improvisational Fighter": { + "name": "Improvisation martiale", + "description": "Voir SWADE p.43", + "description_full": "
\n

Un héros se retrouve bien souvent à devoir se servir d’équipements ou de mobiliers improbables durant un combat. Un combattant avec cet Atout a un truc avec les armes improvisées : il ignore le malus de -2 lorsqu’il en utilise une (voir @Compendium[swade-core-rules.swade-rules.Improvised Weapons]{Arme Improvisée} for more details p. 97).

\n
" + }, + "Inspire": { + "name": "Inspiration", + "description": "Voir SWADE p.45", + "description_full": "
\n

Les chefs célèbres et ayant l’expérience du @Compendium[swade-core-rules.swade-skills.Battle]{Champ de Bataille} motivent les soldats autour d’eux. Une fois par tour, un personnage avec cet Atout peut apporter son @Compendium[swade-core-rules.swade-rules.Support]{Soutien} sur un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} particulier, en faisant un jet de Stratégie. Tous les alliés dans l'@Compendium[swade-core-rules.swade-rules.Edges]{Aura de Commandement} en bénéficient. Un commandant peut par exemple apporter son Soutien à toutes les attaques de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} , ou à tous les jets d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} qui serviront à annuler un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.

\n

Cet Atout nécessite une communication entre le leader et les alliés qu’il soutient.

\n
\""One
\n
" + }, + "Investigator": { + "name": "Investigateur", + "description": "Voir SWADE p.50", + "description_full": "
\n

Un Investigateur a consacré du temps à faire des recherches sur d’anciennes légendes, à enquêter dans les rues et à résoudre d’infâmes mystères. Certains sont des détectives privés, d’autres des magiciens menant leurs enquêtes au sein d’univers fantastiques ou encore des professeurs d’université découvrant des « Secrets Que l’Homme Ne Doit Pas Connaître ».

\n

Un Investigateur bénéficie d’un bonus de +2 à tous ses jets de @Compendium[swade-core-rules.swade-skills.Research]{Recherche} et de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} lorsqu’il cherche des indices, comme fouiller un bureau pour trouver des papiers importants, parcourir des listes d’emails ou repérer quelque chose d’intéressant dans une pile de débris.

\n
" + }, + "Iron Jaw": { + "name": "Mâchoire d'acier", + "description": "Voir SWADE p.44", + "description_full": "
\n

Le héros peut encaisser des coups extrêmes. Il bénéficie d’un bonus de +2 sur ses jets d'@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Encaissement} ainsi que sur ceux de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} effectués pour résister à un @Compendium[swade-core-rules.swade-rules.The Drop]{Coup Assommant} (voir p. 100).

\n
" + }, + "Iron Will": { + "name": "Volonté de fer", + "description": "Voir SWADE p.52", + "description_full": "
\n

Le héros bénéficie du bonus octroyé par l’Atout @Compendium[swade-core-rules.swade-edges.Strong Willed]{Déterminé} pour résister aux pouvoirs et annuler leurs effets. Ce bonus ne se cumule pas avec celui octroyé par l’Atout @Compendium[swade-core-rules.swade-edges.Brave]{Brave}, et ne s’applique pas aux jets ultérieurs en conséquence du @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoir}, comme le fait d’être @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} par les dégâts d’un éclair, la @Compendium[swade-core-rules.swade-powers.Fear]{Terreur}, etc.

\n

 

\n
" + }, + "Jack-Of-All-Trades": { + "name": "Touche-à-tout", + "description": "Voir SWADE p.51", + "description_full": "
\n

Le héros possède un talent pour toucher à de nombreux domaines. Autodidacte, féru de cours assistés par ordinateur ou juste doté d’une intuition et d’un sens de l’observation phénoménal, ce personnage arrive toujours à savoir comment ça marche.

\n

Le personnage peut faire un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} après avoir étudié un domaine particulier pendant une heure. En cas de Succès, il obtient d4 dans la Compétence concernée, et d6 en cas de Prouesse. Il peut passer une heure supplémentaire pour refaire le jet s’il échoue ou souhaite obtenir une Prouesse. Cette Compétence reste valable tant que le personnage n’en choisit pas une autre.

\n
" + }, + "Killer Instinct": { + "name": "Instinct de tueur", + "description": "Voir SWADE p.44", + "description_full": "

Le héros déteste perdre. Il bénéficie d’une Relance gratuite sur une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} qu’il a lui-même provoquée.

" + }, + "Level Headed": { + "name": "Tête froide", + "description": "Voir SWADE p.44", + "description_full": "
\n

Celui qui garde son calme quand les autres courent aux @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Abris} est un adversaire redoutable. Le héros pioche une @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Action} supplémentaire en combat et choisit laquelle conserver.

\n
" + }, + "Linguist": { + "name": "Linguiste", + "description": "Voir SWADE p.38", + "description_full": "
\n

Ce voyageur a un don des langues : il commence le jeu en connaissant un nombre de langues de son choix égal à la moitié de son @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, chacune à d6 (voir @Compendium[swade-core-rules.swade-skills.Language]{Langues} p. 31).

\n
" + }, + "Liquid Courage": { + "name": "Courage liquide", + "description": "Voir SWADE p.48", + "description_full": "
\n

Le héros assimile l’alcool de manière bien inhabituelle. Le round après avoir consommé une boisson alcoolisée (au moins un quart de litre d’alcool fort), sa @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} augmente d’un cran (et la @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 1 par conséquence). Il peut également ignorer 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} (cumulable avec d’autres capacités similaires).

\n

Les jets d’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, d’@Compendium[swade-core-rules.swade-rules.Traits]{Agilité}et de leurs Compétences liées subissent un malus de -1 pour la durée de l’effet.

\n

L’effet dure une heure, après quoi l’ivrogne subit la perte d’un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} pour une durée de 4 heures.

\n
" + }, + "Luck": { + "name": "Chanceux", + "description": "Voir SWADE p.38", + "description_full": "
\n

L’aventurier semble être béni par le destin, le karma, les dieux ou n’importe quelle force supérieure en laquelle il croit (ou qui croit en lui).

\n

Il obtient 1 @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} de plus au début de chaque session de jeu, ce qui lui octroie plus de chance de réussir ses actions et de survivre à d’incroyables dangers.

\n
" + }, + "Marksman": { + "name": "Tireur d'élite", + "description": "Voir SWADE p.44", + "description_full": "
\n

Le héros vise juste et bien. S’il ne bouge pas du round et qu’il tire en première action sans dépasser une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de Tir} de 1, soit il bénéficie d’un bonus de +1 à son jet d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) ou @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, soit il peut ignorer jusqu’à 2 points de malus d’@Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque Ciblée}, de @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, de @Compendium[swade-core-rules.swade-rules.Range]{Portée}, d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} ou de @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}. C’est une version moins efficace que l’action @Compendium[swade-core-rules.swade-rules.Aim]{Viser} (voir p. 109) qui ne se cumule pas avec et qui ne s’applique qu’à la première attaque du round.

\n
" + }, + "Martial Artist": { + "name": "Arts martiaux", + "description": "Voir SWADE p.41", + "description_full": "
\n

Ce personnage est entraîné aux techniques d’arts martiaux. Ses mains et ses pieds sont des armes (voir @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Arme Naturelle} p. 97) et il n’est pas sujet à la règle du Défenseur désarmé (voir p. 102). Il bénéficie d’un bonus de +1 en Combat lorsqu’il attaque à mains nues (pieds inclus) et il fait @Compendium[swade-core-rules.swade-rules.Traits]{Force}+d4 de dégâts. S’il dispose déjà d’un dé de dégâts à mains nues, que ce soit grâce à la capacité innée @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Griffes} (voir p. 19) ou l’Atout @Compendium[swade-core-rules.swade-edges.Brawler]{Bagarreur}, augmentez ce dé d’un cran.

\n

Cet Atout ne permet pas d’augmenter les dégâts d’autres armes naturelles comme Morsure ou Cornes.

\n
" + }, + "Martial Warrior": { + "name": "Maîtrise des arts martiaux", + "description": "Voir SWADE p.41", + "description_full": "
\n

Ce personnage a acquis une grande maîtrise des arts martiaux. Son dé de dégâts à mains nues augmente à nouveau d’un cran et il bénéficie d’un bonus de +2 à ses jets de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} lorsqu’il attaque à mains nues.

\n
" + }, + "Master": { + "name": "Maître", + "description": "Voir SWADE p.53", + "description_full": "

Le dé Joker du héros devient un d10 quand il fait un jet sous le Trait choisi.

" + }, + "Master of Arms": { + "name": "Maître d'armes légendaire", + "description": "Voir SWADE p.53", + "description_full": "
\n

Augmentez à nouveau la @Compendium[swade-core-rules.swade-rules.Characters]{Parade} de votre héros de +1 et le dé de bonus aux dégâts en @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} passe à d10.

\n
" + }, + "Master Tactician": { + "name": "Maître tacticien", + "description": "Voir SWADE p.46", + "description_full": "
\n

Comme @Compendium[swade-core-rules.swade-edges.Tactician]{Tacticien}, mais le personnage pioche et distribue deux @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d’Action} supplémentaires chaque round.

\n
" + }, + "McGyver": { + "name": "Débrouillard", + "description": "Voir SWADE p.49", + "description_full": "
\n

Le débrouillard est tellement en avance sur son temps qu’il peut rapidement bricoler une machine adaptée à toute situation. À condition de disposer d’un peu de matériel et de quelques outils, il peut faire un jet de @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} pour fabriquer une arme improvisée, un explosif ou des outils qui fonctionnent jusqu’à la fin de la scène (au choix du MJ). Cela lui prend un tour complet durant lequel il ne peut ni se déplacer, ni accomplir d’autres actions.

\n

En cas d’Échec, l’engin n’est pas encore prêt. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, il ne sera pas en mesure de fabriquer l’outil désiré faute de matériaux adéquats pour la scène entière.

\n

En cas de Succès, le débrouillard peut rapidement bricoler un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{explosif de faible puissance} (2d4 de dégâts dans un Petit gabarit), un arme de poing à un coup (@Compendium[swade-core-rules.swade-rules.Range]{Portée} 5/10/20, 2d6 de dégâts), un radeau de fortune, une source électrique, etc.

\n

En cas de Prouesse, l’explosif devient plus puissant (2d6 de dégâts dans un Gabarit moyen ou 2d4 dans un Grand gabarit), une meilleure arme (5 coups, Portée 10/20/40, 2d8 de dégâts), le radeau est plus résistant, la batterie délivre plus de puissance, etc.

\n

La qualité de la création reste à l’appréciation du MJ, mais la créativité devrait être récompensée, en particulier dans les situations les plus dramatiques.

\n
" + }, + "Menacing": { + "name": "Menaçant", + "description": "Voir SWADE p.52", + "description_full": "
\n

Avoir l’air d’une brute n’est pas toujours un handicap quand on sait comment en profiter. Le personnage sait se servir de son travers et bénéficie d’un bonus de +2 à ses jets d’@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.

\n
" + }, + "Mentalist": { + "name": "Mentaliste", + "description": "Voir SWADE p.47", + "description_full": "
\n

Leurs manipulations fréquentes de l’esprit humain confèrent à certains agents psioniques un avantage lorsqu’il s’agit de briser les défenses mentales ou de résister à un adversaire.

\n

Un mentaliste bénéficie d’un bonus de +2 sur tous ses jets opposés de @Compendium[swade-core-rules.swade-skills.Psionics]{Psioniques} que ce soit pour utiliser ses pouvoirs sur un ennemi ou pour résister à l'attaque d'un adversaire.

\n
" + }, + "Mighty Blow": { + "name": "Coup puissant", + "description": "Voir SWADE p.42", + "description_full": "

Si votre carte d’action est un joker, doublez les dégâts de votre première attaque de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} réussie du round.

" + }, + "Mr. Fix It": { + "name": "Bidouilleur", + "description": "Voir SWADE p.49", + "description_full": "
\n

Le Bidouilleur bénéficie d’un bonus de +2 à tous ses jets de @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}. En cas de Prouesse il divise par deux le temps nécessaire. Si une réparation indique qu’une Prouesse permet de réparer l’objet en moitié moins de temps que d’ordinaire, un personnage avec cet Atout fera alors le travail en un quart du temps en cas de Prouesse.

\n
" + }, + "Natural Leader": { + "name": "Leader naturel", + "description": "Voir SWADE p.45", + "description_full": "
\n

Ce commandant a fait ses preuves de bataille en bataille, gagnant le respect de tous ceux qui combattent à ses côtés.

\n

Tous les Atouts de commandement s’appliquant aux @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} s’appliquent également aux @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Jokers}.

\n
" + }, + "Nerves of Steel": { + "name": "Nerfs d'acier", + "description": "Voir SWADE p.44", + "description_full": "
\n

Le héros a appris à combattre en faisant fi de la douleur. Il ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}.

\n
" + }, + "New Powers": { + "name": "Nouveaux pouvoirs", + "description": "Voir SWADE p.47", + "description_full": "
\n

Cet Atout, qui peut être pris plusieurs fois, permet à un arcaniste d’apprendre deux nouveaux @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}. Il les choisit parmi tous ceux disponibles pour ses @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} et accessibles à son @Compendium[swade-core-rules.swade-rules.Advancement]{Rang}.

\n

Un personnage peut choisir un nouvel @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} pour un pouvoir qu’il connaît déjà au lieu de sélectionner un nouveau pouvoir. Par exemple, il pourrait choisir un Aspect glace pour son pouvoir @Compendium[swade-core-rules.swade-powers.Bolt]{éclair} de feu, se donnant la possibilité de pouvoir choisir l’Aspect feu ou glace à la volée.

\n
" + }, + "No Mercy": { + "name": "Sans pitié", + "description": "Voir SWADE p.44", + "description_full": "
\n

Lorsque le personnage utilise un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} pour relancer un jet de dégâts, il ajoute +2 au total final.

\n
" + }, + "Power Points": { + "name": "Points de pouvoir", + "description": "Voir SWADE p.47", + "description_full": "
\n

Mages, savants fous et autres utilisateurs d’Arcanes ont toujours besoin de plus de pouvoir. Cet Atout leur donne 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir} supplémentaires.

\n

Cet Atout peut être pris plusieurs fois mais une seule fois par @Compendium[swade-core-rules.swade-rules.Advancement]{Rang}. À partir du Rang Légendaire, il peut être pris sans restriction mais n’octroie que 2 points de pouvoir supplémentaires.

\n
" + }, + "Power Surge": { + "name": "Afflux de pouvoir", + "description": "Voir SWADE p.46", + "description_full": "
\n

Avec un joker en @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Action}, le personnage recharge aussitôt 10 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir} (sans toutefois dépasser sa limite habituelle).

\n
" + }, + "Professional": { + "name": "Professionnel", + "description": "Voir SWADE p.53", + "description_full": "
\n

Le héros est un expert dans le @Compendium[swade-core-rules.swade-rules.Traits]{Trait} de son choix. Celui-ci et sa limite augmentent d’un cran (d12 + 1 passe à d12 + 2 par exemple). Cet Atout peut-être pris une fois par Trait.

\n
" + }, + "Provoke": { + "name": "Provocateur", + "description": "Voir SWADE p.52", + "description_full": "
\n

Un personnage malin peut manipuler ses adversaires pour qu’ils se focalisent sur lui et se détournent de ses alliés. Une fois par tour, lorsque le héros fait un jet de @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} lors d’une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} et obtient une Prouesse (voir Épreuves p. 105), il peut @Compendium[swade-core-rules.swade-edges.Provoke]{Provoquer} son adversaire.

\n

En plus des effets habituels du Succès et de la Prouesse, la victime subit un malus de -2 à tous ses jets de Traits pour affecter quelqu’un d’autre que son provocateur. Ce malus se cumule avec l’état @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait} mais pas avec une nouvelle Provocation.

\n

La Provocation dure jusqu’à ce qu’un joker soit tiré, que quelqu’un d’autre Provoque la cible ou que la scène s’achève. Il est possible de Provoquer plusieurs cibles en combinaison avec l’Atout @Compendium[swade-core-rules.swade-edges.Rabble-Rouser]{Agitateur}.

\n
" + }, + "Quick": { + "name": "Vif", + "description": "Voir SWADE p.40", + "description_full": "
\n

Le personnage est né avec des réflexes presque surhumains. Quand le joueur pioche une @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d'Action} de Cinq ou moins, il peut en piocher une autre jusqu'à en obtenir une de Six ou plus, puis il choisit laquelle il conserve.

\n

Avec les Atouts @Compendium[swade-core-rules.swade-edges.Level Headed]{Tête Froide} et Sang-froid, il pioche d’abord toutes les cartes supplémentaires liées à ces Atouts, puis en choisit une avant d’utiliser l’Atout Vif. Si cette dernière est un Cinq ou moins, il peut la défausser et en piocher une autre jusqu’à obtenir un Six ou plus.

\n
" + }, + "Rabble-Rouser": { + "name": "Agitateur", + "description": "Voir SWADE p.51", + "description_full": "
\n

Votre personnage est capable d’agacer plusieurs adversaires d’un seul coup.

\n

Une fois par tour, un personnage avec cet Atout peut faire une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} sociale en utilisant @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} ou
@Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} contre tous les adversaires se trouvant dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{ Gabarit Moyen}. Les cibles doivent être capables de voir et
d’entendre clairement le héros, chacune résiste, et
est affectée séparément.

\n
" + }, + "Rapid Fire": { + "name": "Tir rapide", + "description": "Voir SWADE p.44", + "description_full": "
\n

Le personnage est habitué à tirer vite et bien. Tant qu’il est armé d’une arme à répétition (comme un révolver ou une arme semi-automatique) et qu’il dispose de suffisamment de munitions, il peut augmenter de 1 la @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de Tir} de son arme pour une de ses attaques de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} du tour.

\n
" + }, + "Rapid Recharge": { + "name": "Source de pouvoir", + "description": "Voir SWADE p.47", + "description_full": "
\n

Les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir} se rechargent normalement au rythme de 5 points par heure de repos (voir @Compendium[swade-core-rules.swade-rules.Activation]{Recharge} p. 151). Avec cet Atout, le héros augmente le rythme de recharge à 10 PP par heure.

\n
" + }, + "Reliable": { + "name": "Fiable", + "description": "Voir SWADE p.52", + "description_full": "

Les gens savent qu’ils peuvent compter sur le personnage quand ils ont besoin d’aide. Il bénéficie d’une Relance gratuite sur ses jets de @Compendium[swade-core-rules.swade-rules.Support]{Soutien}.

" + }, + "Retort": { + "name": "Réplique acerbe", + "description": "Voir SWADE p.52", + "description_full": "
\n

Lors d’un conflit social ce véritable duelliste des joutes verbales est capable de retourner à l’envoyeur les piques adverses.

\n

Si un personnage avec Réplique acerbe obtient une Prouesse en résistant à une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} d’@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} ou de @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation}, l’ adversaire est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait}.

\n
" + }, + "Rich": { + "name": "Riche", + "description": "Voir SWADE p.40", + "description_full": "
\n

L’individu est né avec une cuillère en argent dans la bouche ou il a bien réussi en affaires. Une chose est sûre : il est plus fortuné que la plupart des gens.

\n

Un héros Riche débute avec trois fois les @Compendium[swade-core-rules.swade-rules.Characters]{fonds initiaux} prévus. Si la notion de revenu existe dans son monde, il reçoit l’équivalent d’un salaire annuel moderne de 150 000 $.

\n
" + }, + "Rock and Roll!": { + "name": "Rock'n roll!", + "description": "Voir SWADE p.44", + "description_full": "
\n

Un tireur expérimenté apprend à compenser le recul des armes automatiques. Si un héros muni de cet Atout ne se déplace pas du tour, il ignore le malus de @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} d’une arme tirant à une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de Tir} de 2 ou plus (voir @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} p. 106).

\n
" + }, + "Scavenger": { + "name": "Recycleur", + "description": "Voir SWADE p.49", + "description_full": "
\n

Une fois par scène, le héros peut trouver ou se rappeler soudainement qu’il a en sa possession une pièce d’équipement, des munitions ou autre objet utile.

\n

Le MJ a toujours le dernier mot quant à ce qui peut être trouvé ou non.

\n
" + }, + "Scholar": { + "name": "Érudit", + "description": "Voir SWADE p.50", + "description_full": "
\n

Un Érudit est un professeur émérite, un étudiant appliqué ou un amateur enthousiaste qui passe son temps à étudier certaines matières. Il devient expert dans ces dernières et peut répondre à la plupart des questions dans son domaine d’expertise.

\n

Choisissez une Compétence parmi : @Compendium[swade-core-rules.swade-skills.Academics]{Éducation}, @Compendium[swade-core-rules.swade-skills.Battle]{Stratégie}, @Compendium[swade-core-rules.swade-skills.Occult]{Occultisme}, @Compendium[swade-core-rules.swade-skills.Science]{Sciences}, ou toute Compétence de connaissance basée sur l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} spécifique à l’univers.

\n

Le personnage bénéficie d’un bonus de +2 à ses jets pour cette Compétence.

\n
" + }, + "Sidekick": { + "name": "Acolyte", + "description": "Voir SWADE p.53", + "description_full": "
\n

Un héros triomphant des forces du mal à longueur de temps devient un modèle pour d’autres. Parmi ceux-là, il y en un qui désire suivre le héros dans ses aventures épiques.

\n

Le héros obtient un acolyte de @Compendium[swade-core-rules.swade-rules.Advancement]{Rang Novice}. C’est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}, qui commence chaque session avec deux @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons}, qui @Compendium[swade-core-rules.swade-rules.Advancement]{Progresse} normalement et dont les Compétences complètent ou imitent celles de son mentor. Le joueur contrôle son acolyte comme avec ses autres alliés. Il peut arriver de temps en temps que cet acolyte devienne une source d’ennuis (en se faisant capturer, en se jetant dans la gueule du loup sans prévenir, etc.). Le joueur doit se préparer à ce que son Atout devienne de temps à autre un Handicap.

\n

Si l’acolyte meurt, il n’est pas remplacé sauf si cet Atout est de nouveau pris. Par chance, le personnage peut utiliser ses propres Jetons pour son acolyte comme s’il avait l’Atout @Compendium[swade-core-rules.swade-edges.Common Bond]{Lien Mutuel}. L’inverse n’est pas vrai à moins que l’acolyte ne choisisse cet Atout.

\n
" + }, + "Soldier": { + "name": "Soldat", + "description": "Voir SWADE p.51", + "description_full": "
\n

Un soldat professionnel est habitué à porter de lourdes charges et à survivre dans des conditions difficiles. Après quelques jours passés à s’habituer à son paquetage (à l’appréciation du MJ), il peut considérer sa @Compendium[swade-core-rules.swade-rules.Traits]{Force} comme étant d’un cran supérieur pour l’@Compendium[swade-core-rules.swade-rules.Gear Notes]{Encombrement} (voir p. 67) et pour la @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} (voir p. 66) requise pour utiliser les armes, armure et autres pièces d’équipement sans malus (cet Atout se cumule avec l’Atout @Compendium[swade-core-rules.swade-edges.Brawny]{Costaud}).

\n

En outre, un soldat dispose d’une Relance gratuite sur les jets de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} r pour résister aux périls de son environnement (voir @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} p. 117).

\n
" + }, + "Soul Drain": { + "name": "Drain de l'âme", + "description": "Voir SWADE p.46", + "description_full": "
\n

Quand votre héros a besoin d’urgence de points de pouvoir il peut utiliser cet Atout pour drainer son énergie du tréfonds de son être : il subit 1 niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} en échange de 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}, ou 2 niveaux de Fatigue (jusqu’à @Compendium[swade-core-rules.swade-rules.Fatigue]{Épuisé}) en échange de 10 PP. Il ne peut pas choisir de devenir @Compendium[swade-core-rules.swade-rules.Fatigue]{Incapacité} en utilisant cet Atout.

\n

La profonde Fatigue provoquée par cet Atout ne peut only être regagnée que de manière naturelle. Le pouvoir @Compendium[swade-core-rules.swade-powers.Relief]{soulagement} ou des effets similaires ne fonctionnent pas.

\n
" + }, + "Steady Hands": { + "name": "Poigne ferme", + "description": "Voir SWADE p.44", + "description_full": "
\n

Tirer en selle ou depuis un véhicule en mouvement est compliqué mais l’aventurier sait compenser. Il ignore le malus de @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Plateforme Instable} (voir p. 106).

\n

En outre, le malus aux actions lorsqu’il court est de -1 au lieu de -2 @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} p. 92).

\n
" + }, + "Streetwise": { + "name": "Réseau", + "description": "Voir SWADE p.52", + "description_full": "
\n

Un personnage avec cet Atout est capable de trouver le marché noir local, d’écouler des biens volés, d’éviter les forces de l’ordre (ou un groupe criminel !), de faire profil bas en cas de besoin, d’obtenir des armes de manière illégale, de trouver quel “boss” recrute, ou ce genre d’activités peu recommandables.

\n

Votre personnage bénéficie d’un bonus de +2 en @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} ou en @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lorsqu’il fait des actions de @Compendium[swade-core-rules.swade-rules.Networking]{Réseautage} (voir p. 140) en liaison avec le monde underground ou criminel.

\n

Il bénéficie également d’un bonus de +2 en @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture Générale} pour tout ce qui concerne les domaines et les activités cités ci-dessus.

\n
" + }, + "Strong Willed": { + "name": "Déterminé", + "description": "Voir SWADE p.52", + "description_full": "
\n

La confiance en soi est une armure efficace contre ceux qui cherchent à rabaisser le héros. Il bénéficie d’un bonus de +2 à ses jets pour résister aux @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} basées sur l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} ou l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme}.

\n
" + }, + "Sweep": { + "name": "Balayage", + "description": "Voir SWADE p.41", + "description_full": "
\n

Cet Atout permet au personnage de faire un unique jet de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} à -2 et de l’appliquer à tous ceux qui sont à portée de l’@Compendium[swade-core-rules.swade-rules.Reach]{Allonge} de l’arme (y compris ses alliés). Faites un jet de dégâts séparé pour chaque cible touchée.

\n

Il n’est possible d’utiliser l’Atout Balayage qu’une fois par tour. Il ne peut pas être cumulé avec @Compendium[swade-core-rules.swade-edges.Frenzy]{Frénésie}

\n
" + }, + "Tactician": { + "name": "Tacticien", + "description": "Voir SWADE p.45", + "description_full": "
\n

Le commandant a une compréhension naturelle des tactiques militaires impliquant des petites unités, et peut fréquemment tirer parti d’une situation évoluant rapidement.

\n

Au début de chaque round de combat ou de poursuite, ce personnage pioche une @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Action} supplémentaire, carte qu’il conserve à part. Au début du round, il peut choisir de la donner à un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} allié dans l’@Compendium[swade-core-rules.swade-rules.Edges]{Aura de Commandement}. Le joueur ou le MJ qui contrôle ce personnage peut décider de remplacer sa carte d’action par cette nouvelle carte ou la défausser.

\n
" + }, + "Thief": { + "name": "Voleur", + "description": "Voir SWADE p.51", + "description_full": "
\n

Un voleur est spécialiste en mystification, en forfaiture et en acrobatie. Il pratique avec adresse les activités criminelles et est apprécié dans les univers fantastiques pour détecter les pièges, escalader les murs et crocheter les serrures.

\n

Un voleur sait utiliser les prises les plus infimes pour escalader les façades ou se mouvoir avec aisance dans les rues bondées et les sombres allées d’une cité. Il bénéficie d’un bonus de +1 à ses jets d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour escalader en milieu urbain.

\n

Il sait également comment utiliser les zones d’ombre pour se faire discret, bénéficiant d’un bonus de +1 à ses jets de @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} en milieu urbain.

\n

Enfin, sans surprise, un voleur est passé maître dans l’art de la prestidigitation, et bénéficie d’un bonus de +1 à ses jets de @Compendium[swade-core-rules.swade-skills.Thievery]{Subterfuge} en toutes circonstances.

\n
" + }, + "Tough As Nails": { + "name": "Endurci", + "description": "Voir SWADE p.53", + "description_full": "
\n

Votre personnage est un vétéran confirmé. Il peut encaisser jusqu’à quatre @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} avant de devenir @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} (son malus de Blessure maximum reste de −3).

\n

 

\n
" + }, + "Tougher Than Nails": { + "name": "Coriace", + "description": "Voir SWADE p.53", + "description_full": "
\n

Le héros peut encaisser jusqu’à cinq @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} avant de devenir @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} (son malus de Blessure maximum reste de −3.

\n
" + }, + "Trademark Weapon": { + "name": "Arme fétiche", + "description": "Voir SWADE p.41", + "description_full": "
\n

Le héros ne jure que par une arme qu’il connaît par cœur (Dard, Excalibur, la Vieille Betsy). Quand il se bat avec cette arme il bénéficie d’un bonus de +1 à ses jets d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (Lancer), @Compendium[swade-core-rules.swade-skills.Fighting]{AtCombattaque}, or @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et d’un bonus de +1 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} lorsqu’il tient l’arme en main (y compris pour une arme à distance).

\n

Il est possible de prendre cet Atout plusieurs fois pour une arme différente à chaque fois. On peut remplacer une Arme fétiche perdue mais il faut patienter plusieurs jours pour que reviennent les bonus (le MJ reste seul juge de la longueur de cette période).

\n
" + }, + "Two-Fisted": { + "name": "Combat à deux armes", + "description": "Voir SWADE p.42", + "description_full": "
\n

Lorsque le personnage réalise deux attaques de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, chacune d'une main différente, la seconde n'inflige pas de malus d'@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples}. Néanmoins le malus pour la @Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Main non-directrice} (voir p. 98) s’applique toujours si le personnage n’est pas @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre} (voir p. 37).

\n

Si le personnage dispose également de l’Atout @Compendium[swade-core-rules.swade-edges.Two-Gun Kid]{Double Flingue}, sa seconde action peut être une attaque à distance.

\n
" + }, + "Two-Gun Kid": { + "name": "Double flingue", + "description": "Voir SWADE p.42", + "description_full": "
\n

Lorsque le personnage réalise deux attaques à distance, chacune d'une main différente, la seconde n'inflige pas de malus d'@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples}. Néanmoins le malus pour la @Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Main non-directrice} (voir p. 98) s’applique toujours si le personnage n’est pas @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre} (voir p. 37).

\n

Si le personnage dispose également de l’Atout @Compendium[swade-core-rules.swade-edges.Two-Fisted]{Combat à deux Armes}, sa seconde action peut également être une attaque au corps-à-corps.

\n

Exemple :

\n

Red a une épée dans une main et un couteau dans l’autre, et dispose des Atouts Combat à deux armes et Double flingue. Elle peut faire une @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque} de corps-à-corps avec son épée grâce à une première action, et une seconde attaque avec son couteau, soit au corps-àcorps, soit à @Compendium[swade-core-rules.swade-skills.Shooting]{distance}. Cette seconde attaque ne provoque pas l’application du malus d’@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples}.

\n
" + }, + "Very Attractive": { + "name": "Très séduisant", + "description": "Voir SWADE p.40", + "description_full": "
\n

Le héros est d’une beauté à couper le souffle. Le bonus à ses jets de @Compendium[swade-core-rules.swade-skills.Performance]{Performance} et de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} passe à +2.

\n
" + }, + "Weapon Master": { + "name": "Maître d'armes", + "description": "Voir SWADE p.53", + "description_full": "
\n

Ce combattant légendaire bénéficie d’un bonus de +1 en @Compendium[swade-core-rules.swade-rules.Characters]{Parade} et le dé de bonus aux dégâts en @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} passe à d8 au lieu de d6 (voir @Compendium[swade-core-rules.swade-rules.Dealing Damage]{Bonus aux Dégâts}) p. 94). Il doit être armé pour bénéficier de ces bonus, mais l’Atout @Compendium[swade-core-rules.swade-edges.Martial Artist]{Arts Martiaux}, des @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{griffes} ou n’importe quelle capacité pouvant tenir lieu d’arme fait parfaitement l’affaire.

\n
" + }, + "Wizard": { + "name": "Mage", + "description": "Voir SWADE p.47", + "description_full": "
\n

La magie peut prendre de multiples formes, et les magiciens sont en contact avec de nombreux ouvrages, parchemins et incantations obscures alors qu’ils peaufinent leur art. Ils se servent parfois de cette connaissance pour apporter des variations à leurs diverses formules.

\n

Un mage peut dépenser 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} supplémentaire lorsqu’il lance un pouvoir pour en changer l’@Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}. Une boule de feu (@Compendium[swade-core-rules.swade-powers.Blast]{explosion}) pourrait devenir une boule de foudre par exemple. Cette capacité peut s’avérer déterminante si une cible dispose de résistances ou de faiblesses particulières à l’égard de l’Aspect normal du pouvoir.

\n
" + }, + "Woodsman": { + "name": "Forestier", + "description": "Voir SWADE p.50", + "description_full": "
\n

Un Forestier est un ranger, un éclaireur ou un chasseur, plus à l’aise dans les étendues sauvages qu’en milieu urbain. Excellent pisteur, il sait aussi trouver tout ce qu’il faut pour survivre en milieu sauvage.

\n

Il bénéficie d’un bonus de +2 à ses jets de @Compendium[swade-core-rules.swade-skills.Survival]{Survie} et de @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} en milieu naturel (pas en ville, dans des ruines ou dans des tunnels par exemple).

\n
" + }, + "Work the Crowd": { + "name": "Chauffeur de foule", + "description": "Voir SWADE p.51", + "description_full": "
\n

Comme @Compendium[swade-core-rules.swade-edges.Work The Room]{Chauffeur de Salle}, mais le personnage peux ajouter un dé jusqu'à deux de ses actions de @Compendium[swade-core-rules.swade-rules.Support]{Soutien} du tour.

\n

 

\n
" + }, + "Work The Room": { + "name": "Chauffeur de salle", + "description": "Voir SWADE p.51", + "description_full": "
\n

Les encouragements de votre héros n’inspirent pas que celui qu’ils visent. Une fois par tour, un personnage peut lancer un dé supplémentaire lorsqu’il fait une action de @Compendium[swade-core-rules.swade-rules.Support]{Soutien} en utilisant les Compétences @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} ou @Compendium[swade-core-rules.swade-skills.Performance]{Performance}. Il doit assigner ce dé à un autre allié (pas la cible originale) susceptible de le voir ou de l’entendre et affecte sa prochaine action, quelle qu’elle soit.

\n
" + } + } } diff --git a/compendiums/swade-core-rules.swade-edges.json.OLD b/compendiums/swade-core-rules.swade-edges.json.OLD new file mode 100644 index 0000000..98c589c --- /dev/null +++ b/compendiums/swade-core-rules.swade-edges.json.OLD @@ -0,0 +1,844 @@ +{ + "label": "SWADE Atouts", + "mapping": { + "description_full": "system.description", + "requirements": { + "path": "system.requirements.value", + "converter": "edge_requirements" + }, + "category": { + "path": "system.category", + "converter": "category_converter" + } + }, + "entries": [ + { + "id": "Ace", + "name": "As", + "description":"Voir SWADE p.49", + "description_full": "
\n

Un As est un virtuose plus à l’aise derrière un volant ou des leviers de commande que sur ses deux jambes. Il ignore jusqu’à 2 points de malus sur ses jets de @Compendium[swade-core-rules.swade-skills.Boating]{Navigation}, @Compendium[swade-core-rules.swade-skills.Driving]{Conduite}, ou @Compendium[swade-core-rules.swade-skills.Piloting]{Pilotage}. Il peut dépenser des @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} pour faire des jets d’@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Encaissement} pour le @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{véhicule} qu’il manœuvre en utilisant la Compétence appropriée (Conduite, Navigation ou Pilotage) au lieu de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur}. Chaque Succès et Prouesse annule une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}.

\n
" + }, + { + "id": "Acrobat", + "name": "Acrobate", + "description":"Voir SWADE p.49", + "description_full": "
\n

Le personnage bénéficie d’une Relance gratuite sur les jets d’ @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} impliquant l’équilibre, les acrobaties ou les empoignades. Les jets pour escalader, nager, lancer ou interrompre une action ne sont pas concernés.

\n
" + }, + { + "id": "Alertness", + "name": "Vigilant", + "description":"Voir SWADE p.41", + "description_full": "
\n

Peu de choses échappent à votre héros. Il est vigilant et très observateur. Il ajoute +2 à tous ses jets de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} pour entendre, regarder ou percevoir le monde qui l’entoure.

\n
" + }, + { + "id": "Ambidextrous", + "name": "Ambidextre", + "description":"Voir SWADE p.37", + "description_full": "
\n

Le héros utilise ses deux mains avec la même facilité. Il ignore le malus de @Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Main non-directrice} (voir p. 98).

\n

Lorsqu’il tient une arme dans chaque main, un personnage avec @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre} peut cumuler les éventuels bonus de @Compendium[swade-core-rules.swade-rules.Characters]{Parade} des deux armes.

\n
" + }, + { + "id": "Arcane Background (Gifted)", + "name": "Arcanes (Don)", + "description":"Voir SWADE p.148", + "description_full": "
\n
    \n
  • Compétence d'Arcanes: @Compendium[swade-core-rules.swade-skills.Focus]{Focus} (Âme)
  • \n
  • Pouvoir de Départ @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}: 1
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}: 15
  • \n
\n

Le personnage dispose de capacités innées ne correspondant pas aux tropes habituels de la magie, des miracles ou des psioniques. Il peut s’agir de super-pouvoirs de bas niveau, de dons divins ou même de talents extraterrestres. Ils sont souvent inhabituels ou uniques dans leur univers.

\n
" + }, + { + "id": "Arcane Background (Magic)", + "name": "Arcanes (Magie)", + "description":"Voir SWADE p.148", + "description_full": "
\n
    \n
  • Compétence d'Arcanes: @Compendium[swade-core-rules.swade-skills.Spellcasting]{Magie} (Intellect)
  • \n
  • Pouvoir de Départ @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}: 3
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}: 10
  • \n
\n

Les magiciens vont des puissants sorciers jusqu’aux vils sectateurs. Ils puisent dans l’énergie 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 d’anciennes runes.

\n
" + }, + { + "id": "Arcane Background (Miracles)", + "name": "Arcanes (Miracles)", + "description":"Voir SWADE p.148", + "description_full": "
\n
    \n
  • Compétence d'Arcanes: @Compendium[swade-core-rules.swade-skills.Faith]{Foi} (Âme)
  • \n
  • Pouvoir de Départ @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}: 3
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}: 10
  • \n
\n

Ceux qui invoquent les miracles tirent leur puissance d’une 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.

\n

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} d’autres personnes de leur religion pouvant les aider quand leur énergie divine vient à manquer.

\n
" + }, + { + "id": "Arcane Background (Psionics)", + "name": "Arcanes (Psionique)", + "description":"Voir SWADE p.148", + "description_full": "
\n
    \n
  • Compétence d'Arcanes: @Compendium[swade-core-rules.swade-skills.Psionics]{Psionique} (Intellect)
  • \n
  • Pouvoir de Départ @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}: 3
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}: 10
  • \n
\n

Les psioniques puisent dans leur propre énergie mentale pour manipuler la matière, lire les esprits, et bien d’autres choses. Certains sont employés par de grandes agences gouvernementales alors que d’autres cherchent souvent à leur échapper ! Certains ont des années d’entraînement alors que d’autres ont développé leurs incroyables pouvoirs de façon isolée.  

\n

 

\n
" + }, + { + "id": "Arcane Background (Weird Science)", + "name": "Arcanes (Science étrange)", + "description":"Voir SWADE p.148", + "description_full": "
\n
    \n
  • Compétence d'Arcanes: @Compendium[swade-core-rules.swade-skills.Weird Science]{Science Étrange} (Intellect)
  • \n
  • Pouvoir de Départ @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}: 2
  • \n
  • @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}: 15
  • \n
\n

Les scientifiques étranges utilisent des inventions singulières et plus puissantes que le niveau technologique normal de l’univers. 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.

\n

Un @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}(voir p. 150) de Science étrange doit toujours inclure l’appareil auquel il est associé. Par exemple, le pouvoir @Compendium[swade-core-rules.swade-powers.Burst]{rafale} pourrait se manifester à travers un lance-flammes magique dans Deadlands: Weird West , tandis que « le Fabuleux Élixir Revitalisant du Dr Gabriel »!” serait une potion @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} .

\n

L’appareil doit être tenu en main afin d’activer ses pouvoirs de Science étrange (sauf Bricolage de fortune, voir p. 149).

\n

OLes autres personnages ne peuvent pas activer une création de l’inventeur. Ils n’en comprennent pas les étranges mécanismes nécessaires à son fonctionnement, l’appareil n’est pas calibré pour d’autres utilisateurs ou il est simplement hors tension pour n’importe qui sauf son créateur. Bien que cela puisse sembler un peu étrange du point de vue narratif, la « magie » — et les PP — viennent de l’inventeur et c’est donc à lui d’activer son appareil.

\n

Créer des appareils pour autrui est possible avec un Objet arcanique (voir p. 153) et l’Atout @Compendium[swade-core-rules.swade-edges.Artificer]{Artificier} (voir p. 46).

\n

Bien sûr, l’inventeur peut utiliser ses appareils sur autrui. Cela inclut l’ingestion de potion à base d’élixir magique ou l’injection de quelque super-sérum miraculeux de sa création. Si le Dr Gabriel administre son élixir, par exemple, il teste normalement l’activation du pouvoir. S'il donne la bouteille à quelqu’un pour un usage futur, il s’avérera qu’elle aura perdu ses propriétés actives.

\n

Bricolage de fortune: les inventeurs doivent normalement activer leurs pouvoirs en utilisant l’appareil associé. Si nécessaire, ils peuvent improviser d’autres moyens avec un malus de -2, une justification en accord avec l’univers et l’autorisation du MJ.

\n

 

\n

Exemple

\n

: Gabe est capturé par de vils aliens et tout son équipement est confisqué. Il est confiné dans une cellule et décide qu’il va utiliser les lampes du plafonnier et ce qui y tient lieu d’électricité afin d’improviser une @Compendium[swade-core-rules.swade-powers.Blast]{explosion}. Le meneur donne son accord après qu’il ait détruit les lumières et la source d’alimentation de la cellule.

\n
" + }, + { + "id": "Arcane Resistance", + "name": "Résistance aux arcanes", + "description":"Voir SWADE p.39", + "description_full": "

La magie et le surnaturel n’ont que peu de prises sur le personnage. Que ce soit inné, par héritage ou suite à entraînement, il résiste à la magie, aux pouvoirs psioniques, à la science étrange, etc.

\n

Un jet d’Arcanes ciblant le personnage subit un malus de -2 (même lancé par un allié !) et les dégâts magiques sont également réduits de 2.

" + }, + { + "id": "Aristocrat", + "name": "Aristocrate", + "description":"Voir SWADE p.37", + "description_full": "
\n

Ce personnage est de haute naissance ou a atteint une position privilégiée au cours de sa vie. Il peut être fortuné ou non (voir les Atouts @Compendium[swade-core-rules.swade-edges.Rich]{Riche} ou @Compendium[swade-core-rules.swade-edges.Filthy Rich]{Très riche}) mais a sa place au sein des cercles de la haute société.

\n

Un aristocrate bénéficie d’un bonus de +2 à ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}(voir @Compendium[swade-core-rules.swade-rules.Networking]{Réseautage}p. 140) lorsqu’il évolue au sein de la haute société, grands dirigeants d’entreprises, nobles et autres aristocrates. Il bénéficie également d’un bonus de +2 sur les jets de @Compendium[swade-core-rules.swade-skills.Common Knowledge]{ Culture générale} concernant l’étiquette, la généalogie et l’héraldique des familles nobles, ainsi que pour se rappeler des rumeurs concernant les gens de cette caste.

\n
" + }, + { + "id": "Artificer", + "name": "Artificier", + "description":"Voir SWADE p.46", + "description_full": "
\n

Ceux qui jouent avec les énergies surnaturelles découvrent parfois un moyen d’insuffler ces dernières dans des objets. Ils sont capables de rendre une lame magique, de créer des potions aptes à soigner des blessures ou même de bénir une relique avec la grâce des dieux.
Un artificier peut créer des objets merveilleux en utilisant le système d’@Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objets arcaniques} (voir p. 153) et les confier à ses alliés..

\n
" + }, + { + "id": "Assassin", + "name": "Assassin", + "description":"Voir SWADE p.49", + "description_full": "
\n

Les assassins sont entraînés à tuer avec une précision mortelle et sont capables de se défaire des cibles les plus résistantes. Ils bénéficient d’un bonus de +2 à leurs dégâts lorsque leur cible est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnérable} ou qu’ils font une @Compendium[swade-core-rules.swade-rules.The Drop]{Attaque surprise}

\n
" + }, + { + "id": "Attractive", + "name": "Séduisant", + "description":"Voir SWADE p.40", + "description_full": "
\n

Ce n’est un secret pour personne que les gens sont plus disposés à aider quelqu’un qu’ils trouvent physiquement séduisant. Le personnage bénéficie d’un bonus de +1 à ses jets de @Compendium[swade-core-rules.swade-skills.Performance]{Performance} et de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lorsque la cible est naturellement attirée par son type (genre, espèce, etc.).

\n
" + }, + { + "id": "Beast Bond", + "name": "Lien animal", + "description":"Voir SWADE p.48", + "description_full": "
\n

Certaines personnes développent des liens extraordinaires avec leur animal de compagnie. Le personnage peut dépenser ses propres @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} pour tout animal qu’il contrôle incluant les chiens, montures, familiers, etc.

\n

 

\n
" + }, + { + "id": "Beast Master", + "name": "Maître des bêtes", + "description":"Voir SWADE p.48", + "description_full": "
\n

Les animaux aiment le héros et ne l’attaquent pas, à moins qu’il ne les agresse ou qu’ils ne soient enragés pour une quelconque raison.

\n

Il dispose d’un tel magnétisme animal qu’une bête loyale s’est attachée à lui. C’est en général un animal de @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 0 ou plus petit, avec l’accord du MJ.

\n

La créature est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra}, elle ne @Compendium[swade-core-rules.swade-rules.Advancement]{Progresse} pas en Rang et n’obtient pas de nouvelles capacités. Si l’animal meurt ou est congédié, un autre le remplace au bout de [[/r 1d4]] jours.

\n

Compagnons plus puissants: cet Atout peut être choisi plusieurs fois. Choisissez un des effets suivants à chaque fois:

\n
    \n
  • Obtenez un compagnon supplémentaire,
  • \n
  • augmentez l’un des Traits du compagnon d’un cran (une seule fois par @Compendium[swade-core-rules.swade-rules.Traits]{Traits}),
  • \n
  • augmentez la Taille du compagnon de 1 jusqu’à un maximum de 3,
  • \n
  • le compagnon devient un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} (le héros doit être de @Compendium[swade-core-rules.swade-rules.Advancement]{Rang Héroïque}).
  • \n
\n
" + }, + { + "id": "Berserk", + "name": "Enragé", + "description":"Voir SWADE p.38", + "description_full": "
\n

Un berserker devient enragé et quasiment incontrôlable quand la fureur l’envahit, mais il est alors une vraie machine à tuer !

\n

Dès qu’il subit une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure ou est Secoué}(par une attaque physique) votre héros doit réussir un jet d’ @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} sans quoi il devient Enragé. Il peut choisir de volontairement faire un Échec sur ce jet.

\n

Cet état entraîne les effets suivants :

\n
    \n
  • FURIE :  la Force du personnage augmente d’un cran et toutes ses attaques doivent être des @Compendium[swade-core-rules.swade-rules.Wild Attack]{Attaques totales} (voir. p. 100).Il ne peut utiliser aucune Compétence nécessitant de la concentration ou de la réflexion (au choix du MJ). Il peut hurler des menaces pour utiliser @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, par exemple.  
  • \n
  • RAGE :  l’adrénaline et la fureur permettent au personnage d’ajouter +2 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}. Il ignore en outre 1 niveau de Blessure (cette capacité se cumule avec d’autres capacités éventuelles réduisant les malus de Blessure).  
  • \n
  • SANS MAÎTRISE :  chaque fois qu’un personnage enragé fait un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} sur un jet d'@Compendium[swade-core-rules.swade-skills.Fighting]{Attaque}, il touche au hasard une cible adjacente (autre que la cible prévue, amie ou ennemie. En l’absence de cible adjacente le coup est juste manqué, fracasse un objet proche, etc.
  • \n
\n

Après 5 rounds consécutifs passés dans cet état de rage, le personnage subit un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, puis un second après 10 rounds auquel cas la rage cesse. Il peut également choisir de se calmer en réussissant un jet d’ @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} à -2 (en action gratuite, la Fatigue est évitée avec un Succès juste avant de la subir). Si le personnage redevient enragé, y compris au cours d’un même combat, on reprend à zéro le décompte de rounds.

\n
" + }, + { + "id": "Block", + "name": "Blocage", + "description":"Voir SWADE p.41", + "description_full": "
\n

Un héros endurci au corps-à-corps est plus habile à se défendre que d’autres. Il sait attaquer mais il a aussi appris à bloquer les coups adverses. Il ajoute 1 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} et annule 1 point de bonus d’@Compendium[swade-core-rules.swade-rules.Ganging Up]{Attaque à plusieurs} à son encontre.

\n
" + }, + { + "id": "Bolster", + "name": "Pique revigorante", + "description":"Voir SWADE p.52", + "description_full": "
\n

Rabaisser ou humilier un adversaire peut parfois redonner le moral à vos alliés. Lorsque le personnage réussit une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} contre un adversaire,  il peut annuler un état @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait ou Vulnérable}  (voir p. 103) d’un allié.

\n
" + }, + { + "id": "Brave", + "name": "Brave", + "description":"Voir SWADE p.37", + "description_full": "
\n

Celui qui possède cet Atout a appris à maîtriser ses peurs, à moins qu’il ne soit tout simplement blasé d’en avoir tellement vu. Il bénéficie d’un bonus de +2 sur les jets de @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et réduit de 2 les jets sur la @Compendium[swade-core-rules.swade-tables.Fear Table]{Table de Terreur} (voir p. 144).

\n
" + }, + { + "id": "Brawler", + "name": "Bagarreur", + "description":"Voir SWADE p.41", + "description_full": "
\n

Le héros a des poings qui frappent comme un marteau, des pieds qui balayent comme une faux. Son corps est comme de la pierre. Sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} est augmentée de 1. Il fait @Compendium[swade-core-rules.swade-rules.Traits]{Force} +d4 de dégâts quand il frappe des poings ou des pieds (voire des griffes s’il en a). S'il a déjà un dé de dégâts grâce à ses @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Griffes} (voir p. 19), l’Atout @Compendium[swade-core-rules.swade-edges.Martial Artist]{Arts martiaux}, etc., ce dé est augmenté d’un cran.

\n

Cet Atout n’octroie pas la Capacité d’@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Arme Naturelle} (voir p. 97).

\n
" + }, + { + "id": "Brawny", + "name": "Costaud", + "description":"Voir SWADE p.38", + "description_full": "
\n

Le héros est très corpulent ou tout simplement très athlétique. Sa @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} est augmentée de +1 (ce qui augmente sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 1) et il considère sa @Compendium[swade-core-rules.swade-rules.Traits]{Force} comme étant d’un cran supérieur lorsqu’il détermine les limites d’@Compendium[swade-core-rules.swade-rules.Gear Notes]{Encombrement} (voir p. 67) ou de @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} pour l’utilisation d’armes, d’armure et d’autres équipements sans subir de malus (voir p. 66).

\n


Cet Atout ne peut pas augmenter la Taille du personnage au-delà de 3.

\n
" + }, + { + "id": "Bruiser", + "name": "Cogneur", + "description":"Voir SWADE p.41", + "description_full": "
\n

La @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} est à nouveau augmentée de 1. Le dé de dégâts à mains nues ou avec les griffes augmente encore d’un cran.

\n
" + }, + { + "id": "Brute", + "name": "Brute", + "description":"Voir SWADE p.37", + "description_full": "
\n

Ce personnage se repose plus sur sa force brute et sa puissance physique que sur la coordination et la souplesse. Pour lui, @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} est une Compétence liée à la @Compendium[swade-core-rules.swade-rules.Traits]{Force} au lieu de l'@Compendium[swade-core-rules.swade-rules.Traits]{Agilité} dans le cadre d’une @Compendium[swade-core-rules.swade-rules.Advancement]{Progression}. Il peut aussi choisir de résister avec Force à une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} d’Athlétisme.

\n

En outre, la @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} des objets lancés est augmentée de +1. Doublez cette valeur pour obtenir la Portée Moyenne, et doublez la de nouveau pour la Portée Longue. Par exemple, si la Portée d’une arme lancée est de 3/6/12, elle passe à 4/8/16.

\n
" + }, + { + "id": "Calculating", + "name": "Calculateur", + "description":"Voir SWADE p.42", + "description_full": "
\n

Quelques secondes à observer les actions d’un adversaire donnent au personnage un avantage majeur : lorsque sa @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Initiative} est un Cinq ou moins, il peut ignorer jusqu’à 2 points de malus sur 1 action de ce tour, que ce soit un malus d'@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples}, de Couvert, de @Compendium[swade-core-rules.swade-rules.Range]{Portée} ou même de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}

\n
" + }, + { + "id": "Champion", + "name": "Champion", + "description":"Voir SWADE p.48", + "description_full": "
\n

Un Champion est un être saint (ou impie) élu pour lutter au service d’un dieu ou d’une religion. Il est souvent prêt à aller jusqu’au sacrifice pour cette cause, mais il a parfois hérité de ce devoir et le remplit avec réticence.

\n

La mission du Champion est de combattre les forces du mal (ou du bien). Il bénéficie d’un bonus de +2 aux dégâts lorsqu’il attaque des créatures surnaturelles du mal (ou du bien). Ce bonus s’applique aux dégâts des @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{attaques de zone}, @Compendium[swade-core-rules.swade-rules.Attacks]{ attaques à distance}, @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}, etc.

\n

Le MJ décide des adversaires affectés par cet Atout, mais de manière générale, toutes les créatures surnaturelles maléfiques (ou dévouées au bien) sont affectées.

\n
" + }, + { + "id": "Channeling", + "name": "Canalisation", + "description":"Voir SWADE p.46", + "description_full": "
\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}sur son jet d’Arcanes (ou pour activer ou utiliser un @Compendium[swade-core-rules.swade-rules.Arcane Devices]{objet arcanique}), le personnage réduit le coût en @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} de son pouvoir de 1. Le coût peut tomber à 0.

\n
" + }, + { + "id": "Charismatic", + "name": "Charismatique", + "description":"Voir SWADE p.38", + "description_full": "
\n

Le héros est apprécié par les gens. Peut-être inspire-t-il confiance, est-il un bon confident ou simplement est-il aimable et bienveillant. Il bénéficie d’une Relance gratuite aux jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}.

\n
" + }, + { + "id": "Chi", + "name": "Chi", + "description":"Voir SWADE p.48", + "description_full": "
\n

L’entraînement de ce héros aux arts martiaux va bien au delà de la norme et flirte avec le mystique. Au début de chaque combat, il obtient un point de chi qu’il peut utiliser pour :

\n
    \n
  • Relancer une de ses attaques ratées (même suite à un Échec critique),
  • \n
  • forcer un ennemi à refaire entièrement son jet d’attaque contre lui,
  • \n
  • • ajouter 1d6 aux dégâts d’une @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque} à mains nues, au pied, aux griffes ou toute autre @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Arme Naturelle} (ce dé peut @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Exploser}).
  • \n
\n

Le Chi non utilisé est perdu en fin de combat.

\n
" + }, + { + "id": "Combat Acrobat", + "name": "Acrobate de combat", + "description":"Voir SWADE p.49", + "description_full": "
\n

Les attaques contre ce personnage bondissant subissent un malus de -1 si ce dernier voit l’attaque venir, dispose de suffisamment d’espace pour se mouvoir et ne subit aucun malus d’@Compendium[swade-core-rules.swade-rules.Gear Notes]{Encombrement} ou de @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum}.

\n
" + }, + { + "id": "Combat Reflexes", + "name": "Combatif", + "description":"Voir SWADE p.42", + "description_full": "
\n

Votre héros se ressaisit vite après un coup ou une émotion forte. Il ajoute +2 à ses jets pour se remettre des états @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} ou @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

\n
" + }, + { + "id": "Command", + "name": "Commandement", + "description":"Voir SWADE p.45", + "description_full": "
\n

Cet Atout représente la capacité de donner des ordres clairs et à apporter son soutien au cœur de la bataille. Les Extras dans l’ @Compendium[swade-core-rules.swade-rules.Edges]{Aura de Commandement} ajoutent +1 à leurs jets d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} pour annuler un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} et à leurs jets de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} pour annuler un état @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

\n
" + }, + { + "id": "Command Presence", + "name": "Grande aura de commandement", + "description":"Voir SWADE p.45", + "description_full": "
\n

Une voix forte, des ordres précis, un charisme naturel, ou tout simplement un entraînement hors du commun, quoi qu’il en soit, votre héros est un officier qui sait commander sur le champ de bataille. Son @Compendium[swade-core-rules.swade-rules.Edges]{Aura de Commandement} est effective jusqu’à 10 cases (20 m) au lieu de 5.

\n
" + }, + { + "id": "Common Bond", + "name": "Lien mutuel", + "description":"Voir SWADE p.52", + "description_full": "

Cet Atout représente le lien qui unit des compagnons comme un groupe d’aventuriers. Qu’ils s’entendent bien ou pas, ils ont tissé d'étroits rapports au cours de leurs nombreuses aventures épiques.
Un héros doté de cet Atout peut donner librement de ses @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} s à tout autre personnage avec lequel il peut communiquer. Cela représente son soutien verbal ou moral. Le joueur doit expliquer ce que fait ou dit son personnage pour donner ce soutien, comme un discours ou un petit geste d’encouragement.

" + }, + { + "id": "Concentration", + "name": "Concentration", + "description":"Voir SWADE p.46", + "description_full": "
\n

Le personnage a appris à maintenir sa concentration même dans des conditions difficiles. La durée de base des @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs} non instantanés est doublée. Cela inclut également le maintien d’un pouvoir.

\n
" + }, + { + "id": "Connections", + "name": "Contacts", + "description":"Voir SWADE p.51", + "description_full": "
\n

Que ce soit les fédéraux, les flics, la mafia, une multinationale ou un autre groupe d’aventuriers, le héros connaît quelqu’un qui en fait partie et est disposé à l’aider à l’occasion.
Cet Atout peut être pris plusieurs fois, s’appliquant chaque fois à une faction différente. Une fois par session de jeu, à condition de pouvoir joindre son contact, le personnage peut lui demander de l’aide.

La faveur dépend de la nature du contact (au choix du MJ) mais pourrait être un prêt de liquidités, de l’équipement, quelques combattants alliés, un moyen de transport, des informations ou même un professionnel disposant de compétences faisant défaut au groupe, comme un pirate ou un scientifique spécialisé.

\n
" + }, + { + "id": "Counterattack", + "name": "Contre-attaque", + "description":"Voir SWADE p.42", + "description_full": "
\n

Un combattant avec cet Atout est capable de répondre instantanément aux erreurs de ses adversaires. Une fois par round, le personnage (ni @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ni @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}) peut faire une @Compendium[swade-core-rules.swade-rules.Free Attacks]{ Attaque Gratuite}  (voir p. 100) contre un adversaire venant d’échouer une @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque} de corps-à-corps contre lui. La Contre-attaque est immédiate (avant de résoudre d’éventuelles autres attaques ayant lieu sur la même @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Action})

\n
" + }, + { + "id": "Danger Sense", + "name": "Sixième sens", + "description":"Voir SWADE p.49", + "description_full": "
\n

Le héros peut pressentir l’imminence d’un mauvais coup. Chaque fois qu’il va être victime d’une @Compendium[swade-core-rules.swade-rules.Surprise]{Surprise} (voir p. 107 il bénéficie d’un bonus de +2 à son jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception}. Avec une Prouesse, il sera @Compendium[swade-core-rules.swade-rules.Hold]{En attente} au début de la scène.

\n

Si le danger en question n’est pas couvert par la gestion d’une Attaque surprise (un tir de sniper, un piège, un breuvage empoisonné, etc.), le personnage bénéficie d’un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} à -2 (ou à +2 si un jet de Perception est déjà autorisé) pour pressentir le danger et agir en conséquence. En cas d’attaque, si le jet est un Succès, l’assaillant ne bénéficie pas d’une @Compendium[swade-core-rules.swade-rules.The Drop]{Attaque Surprise}.

\n
" + }, + { + "id": "Dead Shot", + "name": "Dans le mille !", + "description":"Voir SWADE p.42", + "description_full": "
\n

Si votre @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Action} est un joker, doublez les dégâts de votre première attaque d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) ou @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} réussie du round.

\n
" + }, + { + "id": "Dodge", + "name": "Esquive", + "description":"Voir SWADE p.43", + "description_full": "
\n

Le héros peut anticiper les attaques ou zigzaguer sous les tirs. À moins qu’il ne soit surpris et pris au dépourvu, ses ennemis subissent un malus de -2 sur les @Compendium[swade-core-rules.swade-rules.Attacks]{attaques à distance} contre lui. Les malus liés à cet Atout ne se cumulent pas avec les malus de @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}.

\n
" + }, + { + "id": "Double Tap", + "name": "Double détente", + "description":"Voir SWADE p.42", + "description_full": "
\n

Les experts en armes à feu sont capables de tirer deux coups en succession rapide sans impact sur leur précision.

\n

Cet Atout fonctionne avec les armes ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de Tir} de 1 et susceptibles de tirer deux coups sans @Compendium[swade-core-rules.swade-rules.Reload]{rechargement} manuel. Il octroie des bonus de +1 au jet de Tir et aux dégâts au prix d’une munition supplémentaire. Ces bonus peuvent s’appliquer une fois par action : un tireur peut tout à fait l’utiliser plusieurs fois au cours d’un round dans le cas d’@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples}.

\n

ne peut pas cumuler l’utilisation de cet Atout avec un @Compendium[swade-core-rules.swade-edges.Rapid Fire]{Tir Rapide}.

\n

Cet Atout peut être utilisé également avec des @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Rafales courtes} (voir p. 66), octroyant des bonus de +2 au jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et aux dégâts au lieu de +1 au prix de six balles.

\n
" + }, + { + "id": "Elan", + "name": "Panache", + "description":"Voir SWADE p.39", + "description_full": "
\n

Quand ce héros met tout son cœur dans une tâche, ça se voit ! Quand il dépense un Jeton pour Relancer un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, il ajoute +2 au résultat final. Ce bonus ne s’applique qu’au nouveau jet. Cet Atout ne s’applique pas aux jets de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts} (qui ne sont pas des jets de Trait) ni lorsqu'un jeton est dépensé pour Encaisser des Blessures. Par contre, il s’applique aux @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Relances} de jet d’Encaissement payées avec un nouveau Jeton

\n
" + }, + { + "id": "Expert", + "name": "Expert", + "description":"Voir SWADE p.52", + "description_full": "
\n

Comme l’Atout @Compendium[swade-core-rules.swade-edges.Professional]{Professionnel}, mais le @Compendium[swade-core-rules.swade-rules.Traits]{Trait} et sa limite augmentent d’un cran supplémentaire.

\n
" + }, + { + "id": "Extra Effort", + "name": "Effort supplémentaire", + "description":"Voir SWADE p.46", + "description_full": "
\n

Certains personnages doués de capacités peuvent puiser au fond de leur Âme pour augmenter leurs pouvoirs.

\n

Après un jet de @Compendium[swade-core-rules.swade-skills.Focus]{Focus}, cet Atout permet de l’augmenter de +1 pour 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}, ou de +2 pour 3 PP. Il ne permet pas d’éviter un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}.

\n
" + }, + { + "id": "Extraction", + "name": "Extraction", + "description":"Voir SWADE p.43", + "description_full": "
\n

Lorsqu’un personnage se retire d’un combat, les attaquants adjacents gagnent une @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque Gratuite} de corps-à-corps — une situation très risquée ! Fort heureusement, votre héros a l’habitude d'esquiver ce genre d'attaque.

\n

Lors d’une @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Retraite}, un adversaire adjacent au choix du joueur est privé de son @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque Gratuite}.

\n
" + }, + { + "id": "Fame", + "name": "Notoriété", + "description":"Voir SWADE p.38", + "description_full": "
\n

Le personnage est une célébrité mineure. Il peut s’agir d’un barde connu dans une seigneurie, une star du rock en devenir ou un acteur série B.

\n

Lorsqu’il se produit, le personnage double ses gains (voir @Compendium[swade-core-rules.swade-skills.Performance]{Performance} p. 33). Il peut bénéficier d’un bonus de +1 à un jet de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lorsqu’il s’adresse à quelqu’un d’amical capable de le reconnaître (ce qui est le cas en réussissant un jet de @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture Générale} modifié par la célébrité du héros).

\n

Le point négatif de la @Compendium[swade-core-rules.swade-edges.Fame]{Notoriété} est que le personnage est régulièrement reconnu, que les gens souhaitent souvent obtenir quelque chose de lui, qu’il est fréquemment suivi par des fans ou des admirateurs, et qu’il ne peut parfois pas se soustraire à ses obligations, spectacles et autres tâches incombant à son statut sans se mettre dans l’embarras.

\n
" + }, + { + "id": "Famous", + "name": "Célébrité", + "description":"Voir SWADE p.39", + "description_full": "
\n

Le héros est vraiment très connu d’une part importante de la population, comme un pays tout entier, une branche particulière de l’industrie ou au sein d’un média populaire (cinéma, télévision, musique). Lorsqu’il se produit, votre personnage multiplie ses gains par 5 et bénéficie d’un bonus de +2 à ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lorsqu’il s’adresse à quelqu’un d’amical capable de le reconnaître.

\n

Le prix de la @Compendium[swade-core-rules.swade-edges.Famous]{Célébrité} est encore plus lourd que celui de la notoriété : moins de temps libre, plus d’obligations, de rivaux, de scandales, et l’incapacité de se déplacer discrètement sans être reconnu rapidement.

\n
" + }, + { + "id": "Fast Healer", + "name": "Guérison rapide", + "description":"Voir SWADE p.38", + "description_full": "
\n

Le héros récupère vite de ses blessures. Il bénéficie d’un bonus de +2 à ses jets de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} de guérison naturelle et fait un jet tous les 3 jours au lieu de 5 (voir @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} p. 96).

\n
" + }, + { + "id": "Feint", + "name": "Feinte", + "description":"Voir SWADE p.43", + "description_full": "
\n

Lorsque l’aventurier provoque une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} (voir p. 105) basée sur la @Compendium[swade-core-rules.swade-skills.Fighting]{Compétence Combat}, il peut décider que sa cible résiste avec @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} plutôt qu’avec @Compendium[swade-core-rules.swade-rules.Traits]{Agilité}.

\n
" + }, + { + "id": "Fervor", + "name": "Ferveur", + "description":"Voir SWADE p.45", + "description_full": "
\n

Une seule phrase prononcée par un grand chef produit parfois des résultats stupéfiants. Un chef doté de cet Atout stimule la ferveur combative de ses Alliés en criant un slogan, une devise ou simplement des mots d’encouragement.

\n

Les @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} dans l’Aura de commandement ajoutent +1 aux dégâts de leurs jets de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}.

\n
" + }, + { + "id": "Filthy Rich", + "name": "Très riche", + "description":"Voir SWADE p.40", + "description_full": "
\n

Le héros est riche comme Crésus. Il débute avec cinq fois les @Compendium[swade-core-rules.swade-rules.Characters]{fonds initiaux} prévus et, si c’est approprié, reçoit un revenu annuel de 500 000 $.

\n

Il est possible pour un personnage d’être encore plus riche, mais à moins que ça ait un effet en jeu, ce n’est probablement pas si important. Les biens et la fortune qu’il possède impliquent autant de gestion que de lourdes responsabilités.

\n
" + }, + { + "id": "First Strike", + "name": "Frappe éclair", + "description":"Voir SWADE p.43", + "description_full": "
\n

Une fois par round, le héros, ni @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} ni @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, bénéficie d’une @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque Gratuite} de Combat contre un ennemi aussitôt que ce dernier pénètre dans son @Compendium[swade-core-rules.swade-rules.Reach]{Allonge}. (voir @Compendium[swade-core-rules.swade-rules.Free Attacks]{Attaque Gratuite} p. 100).

\n
" + }, + { + "id": "Fleet-Footed", + "name": "Véloce", + "description":"Voir SWADE p.40", + "description_full": "
\n

L'@Compendium[swade-core-rules.swade-rules.Movement]{Allure} du héros est augmentée de 2 et son @Compendium[swade-core-rules.swade-rules.Movement]{dé de course} est augmenté d’un cran (de d6 à d8 par exemple).

\n
" + }, + { + "id": "Followers", + "name": "Suivants", + "description":"Voir SWADE p.53", + "description_full": "
\n

Chaque fois que cet Atout est choisi, 5 suivants se joignent au héros. Si certains périssent ou disparaissent, d’autres finissent par les remplacer (le temps nécessaire reste à l’appréciation du MJ selon les circonstances).

\n

Les suivants doivent pouvoir se nourrir et gagner leur vie. Ils prennent en général leur part des trésors, des butins et des récompenses du héros. Ils sont dévoués et risquent souvent leur vie pour lui sans aller toutefois jusqu’au sacrifice.

\n

Utilisez le profil de @Compendium[swade-core-rules.swade-bestiary.Soldier]{Soldat} (voir p. 112) pour les suivants. Le héros est libre de leur fournir l’équipement qu’il souhaite. Ces derniers évoluent de la même manière qu’un PJ (voir @Compendium[swade-core-rules.swade-rules.Advancement]{Progression} p. 54).

\n

Utilisez les règles sur les @Compendium[swade-core-rules.swade-rules.Allies]{Alliés} p. 111  si vous souhaitez leur donner des personnalités distinctes.

\n
" + }, + { + "id": "Free Runner", + "name": "Coureur", + "description":"Voir SWADE p.42", + "description_full": "
\n

Votre personnage pratique le “parkour” ou est particulièrement entraîné à courir, bondir, grimper aux murs ou franchir divers obstacles.

\n

Tant qu’il a la possibilité de prendre appui ou de rebondir sur des objets environnants, il peut ignorer les malus de @Compendium[swade-core-rules.swade-rules.Movement]{Terrain Difficile} lorsqu’il se déplace à pied. Il bénéficie en outre d’un bonus de +2 à ses jets d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} lorsqu’il escalade ou durant une Poursuite à pied (voir @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites} p. 122).

\n
" + }, + { + "id": "Frenzy", + "name": "Frénésie", + "description":"Voir SWADE p.43", + "description_full": "
\n

Un personnage disposant de cet Atout peut ajouter un second dé de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} à l’une de ses attaques de corps-à-corps du round. Ce dé peut cibler le même adversaire ou un autre. Chaque dé est résolu séparément.

\n
" + }, + { + "id": "Gadgeteer", + "name": "Bricoleur de génie", + "description":"Voir SWADE p.46", + "description_full": "
\n

Ce génie de la mécanique peut bricoler une invraisemblable machine avec trois fois rien.

\n

Le personnage peut dépenser jusqu’à 3 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir} pour bidouiller un appareil à partir d’un nombre raisonnable de pièces détachées. Cela permet d’Activer n’importe quel @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoir} coûtant 3 PP ou moins qui est accessible dans son univers aux savants fous de son @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} ou moins.

\n

Le coût d'un pouvoir (modificateurs inclus) ne peut pas être supérieur au nombre de PP dépensés pour le créer et l'inventeur ne peut pas inclure de @Compendium[swade-core-rules.swade-rules.Trappings]{Limitation}. Il peut essayer de créer plusieurs appareils s’il dispose de suffisamment de PP.

\n

Chaque gadget est créé et Activé avec un jet de @Compendium[swade-core-rules.swade-skills.Weird Science]{Science Étrange}} à –2. Cela lui prend un tour complet durant lequel il ne peut pas faire d’autre action (pas d’@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples)} ). Le reste fonctionne comme une activation normale de pouvoir.

\n

L’inventeur utilise les PP directement à partir de sa réserve, mais l’objet tombe en morceaux à la fin de la @Compendium[swade-core-rules.swade-rules.Powers]{durée} du pouvoir (qui ne peut être maintenu).

\n

Exemple :

\n

Gabriel est un inventeur de l’Ouest Étrange. Il souhaite utiliser le pouvoir @Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{Augmentation de Trait} pour aider Red qui combat un serpent à sonnette géant, mais il ne dispose que des pouvoirs @Compendium[swade-core-rules.swade-powers.Burst]{éclair} et @Compendium[swade-core-rules.swade-powers.Blast]{explosion} . Heureusement, c’est un bricoleur de génie. Il bidouille un “bio-inducteur électrique”. L’appareil peut accepter jusqu’à 3 PP. Il ajoute donc le modificateur @Compendium[swade-core-rules.swade-rules.Hinder or Hurry (+1)]{Hâte} qui octroie à Red 2 points d’@Compendium[swade-core-rules.swade-rules.Movement]{Allure} en plus.

\n
" + }, + { + "id": "Giant Killer", + "name": "Tueur de géant", + "description":"Voir SWADE p.44", + "description_full": "
\n

En général plus c’est grand plus c’est dur à vaincre. Mais le héros connaît les points faibles des grandes créatures.

\n

Le personnage ajoute 1d6 aux dégâts lorsqu’il attaque des créatures dont la Taille est supérieure à la sienne d’au moins trois points (voir @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} p. 107). Un humain (Taille 0) avec cet Atout obtient ce bonus contre des créatures de Taille 3 ou plus.

\n
" + }, + { + "id": "Great Luck", + "name": "Très chanceux", + "description":"Voir SWADE p.38", + "description_full": "
\n

Le joueur prend 2 @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} de plus au lieu de 1 à chaque début de session de jeu.

\n
" + }, + { + "id": "Hard To Kill", + "name": "Increvable", + "description":"Voir SWADE p.43", + "description_full": "
\n

L’aventurier a plus de vies qu’une horde de chats. Il ignore les malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} sur les jets de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} effectués pour éviter l’@Compendium[swade-core-rules.swade-rules.Damage Effects]{Hémorragie} (voir p. 95).

\n
" + }, + { + "id": "Harder To Kill", + "name": "Trompe-la-mort", + "description":"Voir SWADE p.43", + "description_full": "
\n

Votre héros est plus dur à tuer que Raspoutine lui-même. S'il vient à mourir, lancez un dé. Sur un résultat impair il est vraiment mort. Par contre, un résultat pair signifie que d’une façon ou d’une autre il échappe à la mort et n’est qu’@Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}. Il peut être fait prisonnier, être dépouillé ou simplement laissé pour mort, mais d’une manière ou d’une autre, il est toujours en vie.

\n
" + }, + { + "id": "Healer", + "name": "Guérisseur", + "description":"Voir SWADE p.48", + "description_full": "
\n

Un héros ayant cet Atout bénéficie d’un bonus de +2 à tous ses jets de @Compendium[swade-core-rules.swade-rules.Healing]{Soins} qu’ils soient magiques ou non.

\n
" + }, + { + "id": "Hold the Line!", + "name": "Serrez les rangs !", + "description":"Voir SWADE p.45", + "description_full": "
\n

Cet Atout renforce la détermination des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} sous les ordres du héros, octroyant un bonus de +1 à leur @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}.

\n
" + }, + { + "id": "Holy/Unholy Warrior", + "name": "Guerrier saint/impie", + "description":"Voir SWADE p.47", + "description_full": "
\n

Les croyants et autres serviteurs consacrés affrontent de graves dangers au service de leurs divinités. Afin de leur permettre de survivre plus facilement, un élu avec cet Atout peut compter sur les miracles des forces du bien (ou du mal) afin de disposer d’une protection surnaturelle.

\n

Après avoir fait un jet d’@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Encaissement}, le personnage peut ajouter +1 à son jet par @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} dépensé (maximum +4).

\n
" + }, + { + "id": "Humiliate", + "name": "Humiliation", + "description":"Voir SWADE p.52", + "description_full": "
\n

Une personne ayant l’esprit acerbe peut pulvériser l’égo d’un rival d’une simple remarque ou d’un geste bien placé.
Le personnage bénéficie d’une Relance gratuite sur ses jets de @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation}.

\n
" + }, + { + "id": "Improved Arcane Resistance", + "name": "Grande résistance aux arcanes", + "description":"Voir SWADE p.39", + "description_full": "

La magie et le surnaturel n’ont que peu de prises sur le personnage. Que ce soit inné, par héritage ou suite à entraînement, il résiste à la magie, aux pouvoirs psioniques, à la science étrange, etc.

\n

Un jet d’Arcanes ciblant le personnage subit un malus de -4 (même lancé par un allié !) et les dégâts magiques sont également réduits de 4.

" + }, + { + "id": "Improved Block", + "name": "Grand blocage", + "description":"Voir SWADE p.41", + "description_full": "
\n

Un héros endurci au corps-à-corps est plus habile à se défendre que d’autres. Il sait attaquer mais il a aussi appris à bloquer les coups adverses. Il ajoute +2 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} et le bonus d’@Compendium[swade-core-rules.swade-rules.Ganging Up]{Attaque à plusieurs} contre le personnage est réduit de 2.

\n
" + }, + { + "id": "Improved Counterattack", + "name": "Grande contre-attaque", + "description":"Voir SWADE p.42", + "description_full": "
\n

Comme Contre-Attaque, mais le héros peut faire jusqu’à trois Contre-attaques par round.

\n
" + }, + { + "id": "Improved Dodge", + "name": "Grande esquive", + "description":"Voir SWADE p.43", + "description_full": "
\n

Le personnage bénéficie d’un bonus de +2 pour @Compendium[swade-core-rules.swade-rules.Evasion]{Éviter} (voir p. 105) une Attaque de zone.

\n
" + }, + { + "id": "Improved Extraction", + "name": "Grande extraction", + "description":"Voir SWADE p.43", + "description_full": "
\n

Lors d’une @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{retraite}, jusqu’à trois adversaires au choix du joueur sont privés de leur attaque gratuite.

\n
" + }, + { + "id": "Improved First Strike", + "name": "Frappe foudroyante", + "description":"Voir SWADE p.43", + "description_full": "
\n

Comme Frappe éclair, mais le héros peut attaquer ainsi jusqu’à trois ennemis par round.

\n
" + }, + { + "id": "Improved Frenzy", + "name": "Frénésie suprême", + "description":"Voir SWADE p.43", + "description_full": "
\n

Comme Frénésie, mais le personnage peut ajouter un dé de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} jusqu’à deux de ses attaques de corps-à-corps du tour.

\n

Exemple :

\n

en proie au désespoir, Red attaque une créature ressemblant à un crabe géant sur une planète lointaine. Elle a l’Atout Frénésie suprême et décide d’attaquer 3 fois (une @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Action Multiple} classique qui lui inflige un malus de -4 à toutes ses actions). Elle lance un dé de Combat supplémentaire sur ses deux premières attaques, mais pas sur la troisième.

\n
" + }, + { + "id": "Improved Level Headed", + "name": "Sang-froid", + "description":"Voir SWADE p.44", + "description_full": "
\n

Celui qui garde son calme quand les autres courent aux @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Abris} est un adversaire redoutable. Le héros pioche deux @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d’Action} supplémentaires et choisit laquelle conserver.

\n
" + }, + { + "id": "Improved Nerves of Steel", + "name": "Nerfs d'acier trempé", + "description":"Voir SWADE p.44", + "description_full": "
\n

Comme pour Nerfs d’acier, mais il ignore 2 points de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}.

\n
" + }, + { + "id": "Improved Rapid Fire", + "name": "Tir très rapide", + "description":"Voir SWADE p.44", + "description_full": "
\n

Comme Tir Rapide, le personnage peut augmenter de 1 la @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de Tir} de son arme deux fois (avec une @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Action Multiple}) durant le tour.

\n

Exemple :

\n

Gabriel possède une mitrailleuse et l’Atout Tir très rapide. L’arme a une CdT de 4 et Gabe décide de tirer 3 fois (voir Actions multiples p. 97).

\n

Il lance un dé de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} supplémentaire sur ses deux premières attaques, la Cadence de tir de son arme passant à 5, mais pas sur la troisième (la CdT de l’arme reste à 4).

\n
" + }, + { + "id": "Improved Rapid Recharge", + "name": "Grande source de pouvoir", + "description":"Voir SWADE p.47", + "description_full": "
\n

Le héros recharge désormais 20 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir} par heure de @Compendium[swade-core-rules.swade-rules.Activation]{repos}.

\n
" + }, + { + "id": "Improved Sweep", + "name": "Grand balayage", + "description":"Voir SWADE p.41", + "description_full": "
\n

Cet Atout permet au personnage de faire un unique jet de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} et de l’appliquer à tous ceux qui sont à portée de l’ @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} de l’arme (y compris ses alliés). Faites un jet de dégâts séparé pour chaque cible touchée.

\n

Il n’est possible d’utiliser l’Atout Balayage qu’une fois par tour. Il ne peut pas être cumulé avec @Compendium[swade-core-rules.swade-edges.Frenzy]{Frénésie}.

\n
" + }, + { + "id": "Improved Trademark Weapon", + "name": "Arme fétiche adorée", + "description":"Voir SWADE p.41", + "description_full": "
\n

Le héros ne jure que par une arme qu’il connaît par cœur (Dard, Excalibur, la Vieille Betsy). Quand il se bat avec cette arme il bénéficie d’un bonus de +2 à ses jets d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (Lancer), @Compendium[swade-core-rules.swade-skills.Fighting]{AtCombattaque}, or @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et d’un bonus de +2 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} lorsqu’il tient l’arme en main (y compris pour une arme à distance).

\n

Il est possible de prendre cet Atout plusieurs fois pour une arme différente à chaque fois. On peut remplacer une Arme fétiche perdue mais il faut patienter plusieurs jours pour que reviennent les bonus (le MJ reste seul juge de la longueur de cette période).

\n
" + }, + { + "id": "Improvisational Fighter", + "name": "Improvisation martiale", + "description":"Voir SWADE p.43", + "description_full": "
\n

Un héros se retrouve bien souvent à devoir se servir d’équipements ou de mobiliers improbables durant un combat. Un combattant avec cet Atout a un truc avec les armes improvisées : il ignore le malus de -2 lorsqu’il en utilise une (voir @Compendium[swade-core-rules.swade-rules.Improvised Weapons]{Arme Improvisée} for more details p. 97).

\n
" + }, + { + "id": "Inspire", + "name": "Inspiration", + "description":"Voir SWADE p.45", + "description_full": "
\n

Les chefs célèbres et ayant l’expérience du @Compendium[swade-core-rules.swade-skills.Battle]{Champ de Bataille} motivent les soldats autour d’eux. Une fois par tour, un personnage avec cet Atout peut apporter son @Compendium[swade-core-rules.swade-rules.Support]{Soutien} sur un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} particulier, en faisant un jet de Stratégie. Tous les alliés dans l'@Compendium[swade-core-rules.swade-rules.Edges]{Aura de Commandement} en bénéficient. Un commandant peut par exemple apporter son Soutien à toutes les attaques de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} , ou à tous les jets d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} qui serviront à annuler un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.

\n

Cet Atout nécessite une communication entre le leader et les alliés qu’il soutient.

\n
\""One
\n
" + }, + { + "id": "Investigator", + "name": "Investigateur", + "description":"Voir SWADE p.50", + "description_full": "
\n

Un Investigateur a consacré du temps à faire des recherches sur d’anciennes légendes, à enquêter dans les rues et à résoudre d’infâmes mystères. Certains sont des détectives privés, d’autres des magiciens menant leurs enquêtes au sein d’univers fantastiques ou encore des professeurs d’université découvrant des « Secrets Que l’Homme Ne Doit Pas Connaître ».

\n

Un Investigateur bénéficie d’un bonus de +2 à tous ses jets de @Compendium[swade-core-rules.swade-skills.Research]{Recherche} et de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} lorsqu’il cherche des indices, comme fouiller un bureau pour trouver des papiers importants, parcourir des listes d’emails ou repérer quelque chose d’intéressant dans une pile de débris.

\n
" + }, + { + "id": "Iron Jaw", + "name": "Mâchoire d'acier", + "description":"Voir SWADE p.44", + "description_full": "
\n

Le héros peut encaisser des coups extrêmes. Il bénéficie d’un bonus de +2 sur ses jets d'@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Encaissement} ainsi que sur ceux de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} effectués pour résister à un @Compendium[swade-core-rules.swade-rules.The Drop]{Coup Assommant} (voir p. 100).

\n
" + }, + { + "id": "Iron Will", + "name": "Volonté de fer", + "description":"Voir SWADE p.52", + "description_full": "
\n

Le héros bénéficie du bonus octroyé par l’Atout @Compendium[swade-core-rules.swade-edges.Strong Willed]{Déterminé} pour résister aux pouvoirs et annuler leurs effets. Ce bonus ne se cumule pas avec celui octroyé par l’Atout @Compendium[swade-core-rules.swade-edges.Brave]{Brave}, et ne s’applique pas aux jets ultérieurs en conséquence du @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoir}, comme le fait d’être @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} par les dégâts d’un éclair, la @Compendium[swade-core-rules.swade-powers.Fear]{Terreur}, etc.

\n

 

\n
" + }, + { + "id": "Jack-Of-All-Trades", + "name": "Touche-à-tout", + "description":"Voir SWADE p.51", + "description_full": "
\n

Le héros possède un talent pour toucher à de nombreux domaines. Autodidacte, féru de cours assistés par ordinateur ou juste doté d’une intuition et d’un sens de l’observation phénoménal, ce personnage arrive toujours à savoir comment ça marche.

\n

Le personnage peut faire un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} après avoir étudié un domaine particulier pendant une heure. En cas de Succès, il obtient d4 dans la Compétence concernée, et d6 en cas de Prouesse. Il peut passer une heure supplémentaire pour refaire le jet s’il échoue ou souhaite obtenir une Prouesse. Cette Compétence reste valable tant que le personnage n’en choisit pas une autre.

\n
" + }, + { + "id": "Killer Instinct", + "name": "Instinct de tueur", + "description":"Voir SWADE p.44", + "description_full": "

Le héros déteste perdre. Il bénéficie d’une Relance gratuite sur une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} qu’il a lui-même provoquée.

" + }, + { + "id": "Level Headed", + "name": "Tête froide", + "description":"Voir SWADE p.44", + "description_full": "
\n

Celui qui garde son calme quand les autres courent aux @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Abris} est un adversaire redoutable. Le héros pioche une @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Action} supplémentaire en combat et choisit laquelle conserver.

\n
" + }, + { + "id": "Linguist", + "name": "Linguiste", + "description":"Voir SWADE p.38", + "description_full": "
\n

Ce voyageur a un don des langues : il commence le jeu en connaissant un nombre de langues de son choix égal à la moitié de son @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, chacune à d6 (voir @Compendium[swade-core-rules.swade-skills.Language]{Langues} p. 31).

\n
" + }, + { + "id": "Liquid Courage", + "name": "Courage liquide", + "description":"Voir SWADE p.48", + "description_full": "
\n

Le héros assimile l’alcool de manière bien inhabituelle. Le round après avoir consommé une boisson alcoolisée (au moins un quart de litre d’alcool fort), sa @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} augmente d’un cran (et la @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 1 par conséquence). Il peut également ignorer 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} (cumulable avec d’autres capacités similaires).

\n

Les jets d’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, d’@Compendium[swade-core-rules.swade-rules.Traits]{Agilité}et de leurs Compétences liées subissent un malus de -1 pour la durée de l’effet.

\n

L’effet dure une heure, après quoi l’ivrogne subit la perte d’un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} pour une durée de 4 heures.

\n
" + }, + { + "id": "Luck", + "name": "Chanceux", + "description":"Voir SWADE p.38", + "description_full": "
\n

L’aventurier semble être béni par le destin, le karma, les dieux ou n’importe quelle force supérieure en laquelle il croit (ou qui croit en lui).

\n

Il obtient 1 @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} de plus au début de chaque session de jeu, ce qui lui octroie plus de chance de réussir ses actions et de survivre à d’incroyables dangers.

\n
" + }, + { + "id": "Marksman", + "name": "Tireur d'élite", + "description":"Voir SWADE p.44", + "description_full": "
\n

Le héros vise juste et bien. S’il ne bouge pas du round et qu’il tire en première action sans dépasser une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de Tir} de 1, soit il bénéficie d’un bonus de +1 à son jet d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) ou @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, soit il peut ignorer jusqu’à 2 points de malus d’@Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque Ciblée}, de @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, de @Compendium[swade-core-rules.swade-rules.Range]{Portée}, d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} ou de @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}. C’est une version moins efficace que l’action @Compendium[swade-core-rules.swade-rules.Aim]{Viser} (voir p. 109) qui ne se cumule pas avec et qui ne s’applique qu’à la première attaque du round.

\n
" + }, + { + "id": "Martial Artist", + "name": "Arts martiaux", + "description":"Voir SWADE p.41", + "description_full": "
\n

Ce personnage est entraîné aux techniques d’arts martiaux. Ses mains et ses pieds sont des armes (voir @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Arme Naturelle} p. 97) et il n’est pas sujet à la règle du Défenseur désarmé (voir p. 102). Il bénéficie d’un bonus de +1 en Combat lorsqu’il attaque à mains nues (pieds inclus) et il fait @Compendium[swade-core-rules.swade-rules.Traits]{Force}+d4 de dégâts. S’il dispose déjà d’un dé de dégâts à mains nues, que ce soit grâce à la capacité innée @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Griffes} (voir p. 19) ou l’Atout @Compendium[swade-core-rules.swade-edges.Brawler]{Bagarreur}, augmentez ce dé d’un cran.

\n

Cet Atout ne permet pas d’augmenter les dégâts d’autres armes naturelles comme Morsure ou Cornes.

\n
" + }, + { + "id": "Martial Warrior", + "name": "Maîtrise des arts martiaux", + "description":"Voir SWADE p.41", + "description_full": "
\n

Ce personnage a acquis une grande maîtrise des arts martiaux. Son dé de dégâts à mains nues augmente à nouveau d’un cran et il bénéficie d’un bonus de +2 à ses jets de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} lorsqu’il attaque à mains nues.

\n
" + }, + { + "id": "Master", + "name": "Maître", + "description":"Voir SWADE p.53", + "description_full": "

Le dé Joker du héros devient un d10 quand il fait un jet sous le Trait choisi.

" + }, + { + "id": "Master of Arms", + "name": "Maître d'armes légendaire", + "description":"Voir SWADE p.53", + "description_full": "
\n

Augmentez à nouveau la @Compendium[swade-core-rules.swade-rules.Characters]{Parade} de votre héros de +1 et le dé de bonus aux dégâts en @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} passe à d10.

\n
" + }, + { + "id": "Master Tactician", + "name": "Maître tacticien", + "description":"Voir SWADE p.46", + "description_full": "
\n

Comme @Compendium[swade-core-rules.swade-edges.Tactician]{Tacticien}, mais le personnage pioche et distribue deux @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d’Action} supplémentaires chaque round.

\n
" + }, + { + "id": "McGyver", + "name": "Débrouillard", + "description":"Voir SWADE p.49", + "description_full": "
\n

Le débrouillard est tellement en avance sur son temps qu’il peut rapidement bricoler une machine adaptée à toute situation. À condition de disposer d’un peu de matériel et de quelques outils, il peut faire un jet de @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} pour fabriquer une arme improvisée, un explosif ou des outils qui fonctionnent jusqu’à la fin de la scène (au choix du MJ). Cela lui prend un tour complet durant lequel il ne peut ni se déplacer, ni accomplir d’autres actions.

\n

En cas d’Échec, l’engin n’est pas encore prêt. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, il ne sera pas en mesure de fabriquer l’outil désiré faute de matériaux adéquats pour la scène entière.

\n

En cas de Succès, le débrouillard peut rapidement bricoler un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{explosif de faible puissance} (2d4 de dégâts dans un Petit gabarit), un arme de poing à un coup (@Compendium[swade-core-rules.swade-rules.Range]{Portée} 5/10/20, 2d6 de dégâts), un radeau de fortune, une source électrique, etc.

\n

En cas de Prouesse, l’explosif devient plus puissant (2d6 de dégâts dans un Gabarit moyen ou 2d4 dans un Grand gabarit), une meilleure arme (5 coups, Portée 10/20/40, 2d8 de dégâts), le radeau est plus résistant, la batterie délivre plus de puissance, etc.

\n

La qualité de la création reste à l’appréciation du MJ, mais la créativité devrait être récompensée, en particulier dans les situations les plus dramatiques.

\n
" + }, + { + "id": "Menacing", + "name": "Menaçant", + "description":"Voir SWADE p.52", + "description_full": "
\n

Avoir l’air d’une brute n’est pas toujours un handicap quand on sait comment en profiter. Le personnage sait se servir de son travers et bénéficie d’un bonus de +2 à ses jets d’@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.

\n
" + }, + { + "id": "Mentalist", + "name": "Mentaliste", + "description":"Voir SWADE p.47", + "description_full": "
\n

Leurs manipulations fréquentes de l’esprit humain confèrent à certains agents psioniques un avantage lorsqu’il s’agit de briser les défenses mentales ou de résister à un adversaire.

\n

Un mentaliste bénéficie d’un bonus de +2 sur tous ses jets opposés de @Compendium[swade-core-rules.swade-skills.Psionics]{Psioniques} que ce soit pour utiliser ses pouvoirs sur un ennemi ou pour résister à l'attaque d'un adversaire.

\n
" + }, + { + "id": "Mighty Blow", + "name": "Coup puissant", + "description":"Voir SWADE p.42", + "description_full": "

Si votre carte d’action est un joker, doublez les dégâts de votre première attaque de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} réussie du round.

" + }, + { + "id": "Mr. Fix It", + "name": "Bidouilleur", + "description":"Voir SWADE p.49", + "description_full": "
\n

Le Bidouilleur bénéficie d’un bonus de +2 à tous ses jets de @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}. En cas de Prouesse il divise par deux le temps nécessaire. Si une réparation indique qu’une Prouesse permet de réparer l’objet en moitié moins de temps que d’ordinaire, un personnage avec cet Atout fera alors le travail en un quart du temps en cas de Prouesse.

\n
" + }, + { + "id": "Natural Leader", + "name": "Leader naturel", + "description":"Voir SWADE p.45", + "description_full": "
\n

Ce commandant a fait ses preuves de bataille en bataille, gagnant le respect de tous ceux qui combattent à ses côtés.

\n

Tous les Atouts de commandement s’appliquant aux @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} s’appliquent également aux @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Jokers}.

\n
" + }, + { + "id": "Nerves of Steel", + "name": "Nerfs d'acier", + "description":"Voir SWADE p.44", + "description_full": "
\n

Le héros a appris à combattre en faisant fi de la douleur. Il ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}.

\n
" + }, + { + "id": "New Powers", + "name": "Nouveaux pouvoirs", + "description":"Voir SWADE p.47", + "description_full": "
\n

Cet Atout, qui peut être pris plusieurs fois, permet à un arcaniste d’apprendre deux nouveaux @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}. Il les choisit parmi tous ceux disponibles pour ses @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} et accessibles à son @Compendium[swade-core-rules.swade-rules.Advancement]{Rang}.

\n

Un personnage peut choisir un nouvel @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} pour un pouvoir qu’il connaît déjà au lieu de sélectionner un nouveau pouvoir. Par exemple, il pourrait choisir un Aspect glace pour son pouvoir @Compendium[swade-core-rules.swade-powers.Bolt]{éclair} de feu, se donnant la possibilité de pouvoir choisir l’Aspect feu ou glace à la volée.

\n
" + }, + { + "id": "No Mercy", + "name": "Sans pitié", + "description":"Voir SWADE p.44", + "description_full": "
\n

Lorsque le personnage utilise un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} pour relancer un jet de dégâts, il ajoute +2 au total final.

\n
" + }, + { + "id": "Power Points", + "name": "Points de pouvoir", + "description":"Voir SWADE p.47", + "description_full": "
\n

Mages, savants fous et autres utilisateurs d’Arcanes ont toujours besoin de plus de pouvoir. Cet Atout leur donne 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir} supplémentaires.

\n

Cet Atout peut être pris plusieurs fois mais une seule fois par @Compendium[swade-core-rules.swade-rules.Advancement]{Rang}. À partir du Rang Légendaire, il peut être pris sans restriction mais n’octroie que 2 points de pouvoir supplémentaires.

\n
" + }, + { + "id": "Power Surge", + "name": "Afflux de pouvoir", + "description":"Voir SWADE p.46", + "description_full": "
\n

Avec un joker en @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Action}, le personnage recharge aussitôt 10 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir} (sans toutefois dépasser sa limite habituelle).

\n
" + }, + { + "id": "Professional", + "name": "Professionnel", + "description":"Voir SWADE p.53", + "description_full": "
\n

Le héros est un expert dans le @Compendium[swade-core-rules.swade-rules.Traits]{Trait} de son choix. Celui-ci et sa limite augmentent d’un cran (d12 + 1 passe à d12 + 2 par exemple). Cet Atout peut-être pris une fois par Trait.

\n
" + }, + { + "id": "Provoke", + "name": "Provocateur", + "description":"Voir SWADE p.52", + "description_full": "
\n

Un personnage malin peut manipuler ses adversaires pour qu’ils se focalisent sur lui et se détournent de ses alliés. Une fois par tour, lorsque le héros fait un jet de @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} lors d’une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} et obtient une Prouesse (voir Épreuves p. 105), il peut @Compendium[swade-core-rules.swade-edges.Provoke]{Provoquer} son adversaire.

\n

En plus des effets habituels du Succès et de la Prouesse, la victime subit un malus de -2 à tous ses jets de Traits pour affecter quelqu’un d’autre que son provocateur. Ce malus se cumule avec l’état @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait} mais pas avec une nouvelle Provocation.

\n

La Provocation dure jusqu’à ce qu’un joker soit tiré, que quelqu’un d’autre Provoque la cible ou que la scène s’achève. Il est possible de Provoquer plusieurs cibles en combinaison avec l’Atout @Compendium[swade-core-rules.swade-edges.Rabble-Rouser]{Agitateur}.

\n
" + }, + { + "id": "Quick", + "name": "Vif", + "description":"Voir SWADE p.40", + "description_full": "
\n

Le personnage est né avec des réflexes presque surhumains. Quand le joueur pioche une @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d'Action} de Cinq ou moins, il peut en piocher une autre jusqu'à en obtenir une de Six ou plus, puis il choisit laquelle il conserve.

\n

Avec les Atouts @Compendium[swade-core-rules.swade-edges.Level Headed]{Tête Froide} et Sang-froid, il pioche d’abord toutes les cartes supplémentaires liées à ces Atouts, puis en choisit une avant d’utiliser l’Atout Vif. Si cette dernière est un Cinq ou moins, il peut la défausser et en piocher une autre jusqu’à obtenir un Six ou plus.

\n
" + }, + { + "id": "Rabble-Rouser", + "name": "Agitateur", + "description":"Voir SWADE p.51", + "description_full": "
\n

Votre personnage est capable d’agacer plusieurs adversaires d’un seul coup.

\n

Une fois par tour, un personnage avec cet Atout peut faire une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} sociale en utilisant @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} ou
@Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} contre tous les adversaires se trouvant dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{ Gabarit Moyen}. Les cibles doivent être capables de voir et
d’entendre clairement le héros, chacune résiste, et
est affectée séparément.

\n
" + }, + { + "id": "Rapid Fire", + "name": "Tir rapide", + "description":"Voir SWADE p.44", + "description_full": "
\n

Le personnage est habitué à tirer vite et bien. Tant qu’il est armé d’une arme à répétition (comme un révolver ou une arme semi-automatique) et qu’il dispose de suffisamment de munitions, il peut augmenter de 1 la @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de Tir} de son arme pour une de ses attaques de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} du tour.

\n
" + }, + { + "id": "Rapid Recharge", + "name": "Source de pouvoir", + "description":"Voir SWADE p.47", + "description_full": "
\n

Les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir} se rechargent normalement au rythme de 5 points par heure de repos (voir @Compendium[swade-core-rules.swade-rules.Activation]{Recharge} p. 151). Avec cet Atout, le héros augmente le rythme de recharge à 10 PP par heure.

\n
" + }, + { + "id": "Reliable", + "name": "Fiable", + "description":"Voir SWADE p.52", + "description_full": "

Les gens savent qu’ils peuvent compter sur le personnage quand ils ont besoin d’aide. Il bénéficie d’une Relance gratuite sur ses jets de @Compendium[swade-core-rules.swade-rules.Support]{Soutien}.

" + }, + { + "id": "Retort", + "name": "Réplique acerbe", + "description":"Voir SWADE p.52", + "description_full": "
\n

Lors d’un conflit social ce véritable duelliste des joutes verbales est capable de retourner à l’envoyeur les piques adverses.

\n

Si un personnage avec Réplique acerbe obtient une Prouesse en résistant à une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} d’@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} ou de @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation}, l’ adversaire est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait}.

\n
" + }, + { + "id": "Rich", + "name": "Riche", + "description":"Voir SWADE p.40", + "description_full": "
\n

L’individu est né avec une cuillère en argent dans la bouche ou il a bien réussi en affaires. Une chose est sûre : il est plus fortuné que la plupart des gens.

\n

Un héros Riche débute avec trois fois les @Compendium[swade-core-rules.swade-rules.Characters]{fonds initiaux} prévus. Si la notion de revenu existe dans son monde, il reçoit l’équivalent d’un salaire annuel moderne de 150 000 $.

\n
" + }, + { + "id": "Rock and Roll!", + "name": "Rock'n roll!", + "description":"Voir SWADE p.44", + "description_full": "
\n

Un tireur expérimenté apprend à compenser le recul des armes automatiques. Si un héros muni de cet Atout ne se déplace pas du tour, il ignore le malus de @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} d’une arme tirant à une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de Tir} de 2 ou plus (voir @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} p. 106).

\n
" + }, + { + "id": "Scavenger", + "name": "Recycleur", + "description":"Voir SWADE p.49", + "description_full": "
\n

Une fois par scène, le héros peut trouver ou se rappeler soudainement qu’il a en sa possession une pièce d’équipement, des munitions ou autre objet utile.

\n

Le MJ a toujours le dernier mot quant à ce qui peut être trouvé ou non.

\n
" + }, + { + "id": "Scholar", + "name": "Érudit", + "description":"Voir SWADE p.50", + "description_full": "
\n

Un Érudit est un professeur émérite, un étudiant appliqué ou un amateur enthousiaste qui passe son temps à étudier certaines matières. Il devient expert dans ces dernières et peut répondre à la plupart des questions dans son domaine d’expertise.

\n

Choisissez une Compétence parmi : @Compendium[swade-core-rules.swade-skills.Academics]{Éducation}, @Compendium[swade-core-rules.swade-skills.Battle]{Stratégie}, @Compendium[swade-core-rules.swade-skills.Occult]{Occultisme}, @Compendium[swade-core-rules.swade-skills.Science]{Sciences}, ou toute Compétence de connaissance basée sur l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} spécifique à l’univers.

\n

Le personnage bénéficie d’un bonus de +2 à ses jets pour cette Compétence.

\n
" + }, + { + "id": "Sidekick", + "name": "Acolyte", + "description":"Voir SWADE p.53", + "description_full": "
\n

Un héros triomphant des forces du mal à longueur de temps devient un modèle pour d’autres. Parmi ceux-là, il y en un qui désire suivre le héros dans ses aventures épiques.

\n

Le héros obtient un acolyte de @Compendium[swade-core-rules.swade-rules.Advancement]{Rang Novice}. C’est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}, qui commence chaque session avec deux @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons}, qui @Compendium[swade-core-rules.swade-rules.Advancement]{Progresse} normalement et dont les Compétences complètent ou imitent celles de son mentor. Le joueur contrôle son acolyte comme avec ses autres alliés. Il peut arriver de temps en temps que cet acolyte devienne une source d’ennuis (en se faisant capturer, en se jetant dans la gueule du loup sans prévenir, etc.). Le joueur doit se préparer à ce que son Atout devienne de temps à autre un Handicap.

\n

Si l’acolyte meurt, il n’est pas remplacé sauf si cet Atout est de nouveau pris. Par chance, le personnage peut utiliser ses propres Jetons pour son acolyte comme s’il avait l’Atout @Compendium[swade-core-rules.swade-edges.Common Bond]{Lien Mutuel}. L’inverse n’est pas vrai à moins que l’acolyte ne choisisse cet Atout.

\n
" + }, + { + "id": "Soldier", + "name": "Soldat", + "description":"Voir SWADE p.51", + "description_full": "
\n

Un soldat professionnel est habitué à porter de lourdes charges et à survivre dans des conditions difficiles. Après quelques jours passés à s’habituer à son paquetage (à l’appréciation du MJ), il peut considérer sa @Compendium[swade-core-rules.swade-rules.Traits]{Force} comme étant d’un cran supérieur pour l’@Compendium[swade-core-rules.swade-rules.Gear Notes]{Encombrement} (voir p. 67) et pour la @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} (voir p. 66) requise pour utiliser les armes, armure et autres pièces d’équipement sans malus (cet Atout se cumule avec l’Atout @Compendium[swade-core-rules.swade-edges.Brawny]{Costaud}).

\n

En outre, un soldat dispose d’une Relance gratuite sur les jets de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} r pour résister aux périls de son environnement (voir @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} p. 117).

\n
" + }, + { + "id": "Soul Drain", + "name": "Drain de l'âme", + "description":"Voir SWADE p.46", + "description_full": "
\n

Quand votre héros a besoin d’urgence de points de pouvoir il peut utiliser cet Atout pour drainer son énergie du tréfonds de son être : il subit 1 niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} en échange de 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de Pouvoir}, ou 2 niveaux de Fatigue (jusqu’à @Compendium[swade-core-rules.swade-rules.Fatigue]{Épuisé}) en échange de 10 PP. Il ne peut pas choisir de devenir @Compendium[swade-core-rules.swade-rules.Fatigue]{Incapacité} en utilisant cet Atout.

\n

La profonde Fatigue provoquée par cet Atout ne peut only être regagnée que de manière naturelle. Le pouvoir @Compendium[swade-core-rules.swade-powers.Relief]{soulagement} ou des effets similaires ne fonctionnent pas.

\n
" + }, + { + "id": "Steady Hands", + "name": "Poigne ferme", + "description":"Voir SWADE p.44", + "description_full": "
\n

Tirer en selle ou depuis un véhicule en mouvement est compliqué mais l’aventurier sait compenser. Il ignore le malus de @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Plateforme Instable} (voir p. 106).

\n

En outre, le malus aux actions lorsqu’il court est de -1 au lieu de -2 @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} p. 92).

\n
" + }, + { + "id": "Streetwise", + "name": "Réseau", + "description":"Voir SWADE p.52", + "description_full": "
\n

Un personnage avec cet Atout est capable de trouver le marché noir local, d’écouler des biens volés, d’éviter les forces de l’ordre (ou un groupe criminel !), de faire profil bas en cas de besoin, d’obtenir des armes de manière illégale, de trouver quel “boss” recrute, ou ce genre d’activités peu recommandables.

\n

Votre personnage bénéficie d’un bonus de +2 en @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} ou en @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lorsqu’il fait des actions de @Compendium[swade-core-rules.swade-rules.Networking]{Réseautage} (voir p. 140) en liaison avec le monde underground ou criminel.

\n

Il bénéficie également d’un bonus de +2 en @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture Générale} pour tout ce qui concerne les domaines et les activités cités ci-dessus.

\n
" + }, + { + "id": "Strong Willed", + "name": "Déterminé", + "description":"Voir SWADE p.52", + "description_full": "
\n

La confiance en soi est une armure efficace contre ceux qui cherchent à rabaisser le héros. Il bénéficie d’un bonus de +2 à ses jets pour résister aux @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} basées sur l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} ou l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme}.

\n
" + }, + { + "id": "Sweep", + "name": "Balayage", + "description":"Voir SWADE p.41", + "description_full": "
\n

Cet Atout permet au personnage de faire un unique jet de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} à -2 et de l’appliquer à tous ceux qui sont à portée de l’@Compendium[swade-core-rules.swade-rules.Reach]{Allonge} de l’arme (y compris ses alliés). Faites un jet de dégâts séparé pour chaque cible touchée.

\n

Il n’est possible d’utiliser l’Atout Balayage qu’une fois par tour. Il ne peut pas être cumulé avec @Compendium[swade-core-rules.swade-edges.Frenzy]{Frénésie}

\n
" + }, + { + "id": "Tactician", + "name": "Tacticien", + "description":"Voir SWADE p.45", + "description_full": "
\n

Le commandant a une compréhension naturelle des tactiques militaires impliquant des petites unités, et peut fréquemment tirer parti d’une situation évoluant rapidement.

\n

Au début de chaque round de combat ou de poursuite, ce personnage pioche une @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Carte d’Action} supplémentaire, carte qu’il conserve à part. Au début du round, il peut choisir de la donner à un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} allié dans l’@Compendium[swade-core-rules.swade-rules.Edges]{Aura de Commandement}. Le joueur ou le MJ qui contrôle ce personnage peut décider de remplacer sa carte d’action par cette nouvelle carte ou la défausser.

\n
" + }, + { + "id": "Thief", + "name": "Voleur", + "description":"Voir SWADE p.51", + "description_full": "
\n

Un voleur est spécialiste en mystification, en forfaiture et en acrobatie. Il pratique avec adresse les activités criminelles et est apprécié dans les univers fantastiques pour détecter les pièges, escalader les murs et crocheter les serrures.

\n

Un voleur sait utiliser les prises les plus infimes pour escalader les façades ou se mouvoir avec aisance dans les rues bondées et les sombres allées d’une cité. Il bénéficie d’un bonus de +1 à ses jets d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour escalader en milieu urbain.

\n

Il sait également comment utiliser les zones d’ombre pour se faire discret, bénéficiant d’un bonus de +1 à ses jets de @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} en milieu urbain.

\n

Enfin, sans surprise, un voleur est passé maître dans l’art de la prestidigitation, et bénéficie d’un bonus de +1 à ses jets de @Compendium[swade-core-rules.swade-skills.Thievery]{Subterfuge} en toutes circonstances.

\n
" + }, + { + "id": "Tough As Nails", + "name": "Endurci", + "description":"Voir SWADE p.53", + "description_full": "
\n

Votre personnage est un vétéran confirmé. Il peut encaisser jusqu’à quatre @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} avant de devenir @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} (son malus de Blessure maximum reste de −3).

\n

 

\n
" + }, + { + "id": "Tougher Than Nails", + "name": "Coriace", + "description":"Voir SWADE p.53", + "description_full": "
\n

Le héros peut encaisser jusqu’à cinq @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} avant de devenir @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} (son malus de Blessure maximum reste de −3.

\n
" + }, + { + "id": "Trademark Weapon", + "name": "Arme fétiche", + "description":"Voir SWADE p.41", + "description_full": "
\n

Le héros ne jure que par une arme qu’il connaît par cœur (Dard, Excalibur, la Vieille Betsy). Quand il se bat avec cette arme il bénéficie d’un bonus de +1 à ses jets d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (Lancer), @Compendium[swade-core-rules.swade-skills.Fighting]{AtCombattaque}, or @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et d’un bonus de +1 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} lorsqu’il tient l’arme en main (y compris pour une arme à distance).

\n

Il est possible de prendre cet Atout plusieurs fois pour une arme différente à chaque fois. On peut remplacer une Arme fétiche perdue mais il faut patienter plusieurs jours pour que reviennent les bonus (le MJ reste seul juge de la longueur de cette période).

\n
" + }, + { + "id": "Two-Fisted", + "name": "Combat à deux armes", + "description":"Voir SWADE p.42", + "description_full": "
\n

Lorsque le personnage réalise deux attaques de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, chacune d'une main différente, la seconde n'inflige pas de malus d'@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples}. Néanmoins le malus pour la @Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Main non-directrice} (voir p. 98) s’applique toujours si le personnage n’est pas @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre} (voir p. 37).

\n

Si le personnage dispose également de l’Atout @Compendium[swade-core-rules.swade-edges.Two-Gun Kid]{Double Flingue}, sa seconde action peut être une attaque à distance.

\n
" + }, + { + "id": "Two-Gun Kid", + "name": "Double flingue", + "description":"Voir SWADE p.42", + "description_full": "
\n

Lorsque le personnage réalise deux attaques à distance, chacune d'une main différente, la seconde n'inflige pas de malus d'@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples}. Néanmoins le malus pour la @Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Main non-directrice} (voir p. 98) s’applique toujours si le personnage n’est pas @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre} (voir p. 37).

\n

Si le personnage dispose également de l’Atout @Compendium[swade-core-rules.swade-edges.Two-Fisted]{Combat à deux Armes}, sa seconde action peut également être une attaque au corps-à-corps.

\n

Exemple :

\n

Red a une épée dans une main et un couteau dans l’autre, et dispose des Atouts Combat à deux armes et Double flingue. Elle peut faire une @Compendium[swade-core-rules.swade-skills.Fighting]{Attaque} de corps-à-corps avec son épée grâce à une première action, et une seconde attaque avec son couteau, soit au corps-àcorps, soit à @Compendium[swade-core-rules.swade-skills.Shooting]{distance}. Cette seconde attaque ne provoque pas l’application du malus d’@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions Multiples}.

\n
" + }, + { + "id": "Very Attractive", + "name": "Très séduisant", + "description":"Voir SWADE p.40", + "description_full": "
\n

Le héros est d’une beauté à couper le souffle. Le bonus à ses jets de @Compendium[swade-core-rules.swade-skills.Performance]{Performance} et de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} passe à +2.

\n
" + }, + { + "id": "Weapon Master", + "name": "Maître d'armes", + "description":"Voir SWADE p.53", + "description_full": "
\n

Ce combattant légendaire bénéficie d’un bonus de +1 en @Compendium[swade-core-rules.swade-rules.Characters]{Parade} et le dé de bonus aux dégâts en @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} passe à d8 au lieu de d6 (voir @Compendium[swade-core-rules.swade-rules.Dealing Damage]{Bonus aux Dégâts}) p. 94). Il doit être armé pour bénéficier de ces bonus, mais l’Atout @Compendium[swade-core-rules.swade-edges.Martial Artist]{Arts Martiaux}, des @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{griffes} ou n’importe quelle capacité pouvant tenir lieu d’arme fait parfaitement l’affaire.

\n
" + }, + { + "id": "Wizard", + "name": "Mage", + "description":"Voir SWADE p.47", + "description_full": "
\n

La magie peut prendre de multiples formes, et les magiciens sont en contact avec de nombreux ouvrages, parchemins et incantations obscures alors qu’ils peaufinent leur art. Ils se servent parfois de cette connaissance pour apporter des variations à leurs diverses formules.

\n

Un mage peut dépenser 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} supplémentaire lorsqu’il lance un pouvoir pour en changer l’@Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}. Une boule de feu (@Compendium[swade-core-rules.swade-powers.Blast]{explosion}) pourrait devenir une boule de foudre par exemple. Cette capacité peut s’avérer déterminante si une cible dispose de résistances ou de faiblesses particulières à l’égard de l’Aspect normal du pouvoir.

\n
" + }, + { + "id": "Woodsman", + "name": "Forestier", + "description":"Voir SWADE p.50", + "description_full": "
\n

Un Forestier est un ranger, un éclaireur ou un chasseur, plus à l’aise dans les étendues sauvages qu’en milieu urbain. Excellent pisteur, il sait aussi trouver tout ce qu’il faut pour survivre en milieu sauvage.

\n

Il bénéficie d’un bonus de +2 à ses jets de @Compendium[swade-core-rules.swade-skills.Survival]{Survie} et de @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} en milieu naturel (pas en ville, dans des ruines ou dans des tunnels par exemple).

\n
" + }, + { + "id": "Work the Crowd", + "name": "Chauffeur de foule", + "description":"Voir SWADE p.51", + "description_full": "
\n

Comme @Compendium[swade-core-rules.swade-edges.Work The Room]{Chauffeur de Salle}, mais le personnage peux ajouter un dé jusqu'à deux de ses actions de @Compendium[swade-core-rules.swade-rules.Support]{Soutien} du tour.

\n

 

\n
" + }, + { + "id": "Work The Room", + "name": "Chauffeur de salle", + "description":"Voir SWADE p.51", + "description_full": "
\n

Les encouragements de votre héros n’inspirent pas que celui qu’ils visent. Une fois par tour, un personnage peut lancer un dé supplémentaire lorsqu’il fait une action de @Compendium[swade-core-rules.swade-rules.Support]{Soutien} en utilisant les Compétences @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} ou @Compendium[swade-core-rules.swade-skills.Performance]{Performance}. Il doit assigner ce dé à un autre allié (pas la cible originale) susceptible de le voir ou de l’entendre et affecte sa prochaine action, quelle qu’elle soit.

\n
" + } + ] +} diff --git a/compendiums/swade-core-rules.swade-hindrances.json b/compendiums/swade-core-rules.swade-hindrances.json index 3c830e5..e781091 100644 --- a/compendiums/swade-core-rules.swade-hindrances.json +++ b/compendiums/swade-core-rules.swade-hindrances.json @@ -1,350 +1,293 @@ { - "label": "SWADE Handicaps", + "label": "SWADE Handicaps", "mapping": { "description_full": "system.description" }, - "entries": [ - { - "id": "All Thumbs", - "name": "2 mains gauches", - "description":"Voir SWADE p.23", - "description_full": "
\n

Certaines personnes ne sont tout simplement pas douées avec les appareils mécaniques ou technologiques.

\n

Un tel individu subit un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de -2 à ses jets lorsqu’il utilise un appareil mécanique ou électronique. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} , l’appareil se détraque (à moins qu’il n’ait déjà un effet prévu pour ça). Avec l’accord du MJ, le remettre en fonction nécessitera un jet de @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} et 1d6 heures de travail.

\n
" - }, - { - "id": "Anemic", - "name": "Anémique", - "description":"Voir SWADE p.22", - "description_full": "
\n

Le héros est particulièrement sensible aux maladies, à la fatigue et aux effets de l’environnement. Il subit un malus de -2 aux jets de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} pour résister aux effets de la @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} (voir @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} p. 117)).

\n
" - }, - { - "id": "Arrogant", - "name": "Arrogant", - "description":"Voir SWADE p.22", - "description_full": "

Le héros ne pense pas qu’il est le meilleur, il sait qu’il l’est. Quel que soit le domaine (escrime, kung-fu, peinture, etc.), nul ne peut le battre et il le prouve à chaque occasion. Gagner ne lui suffit pas. Il se doit de dominer totalement son adversaire. Si un ennemi doute de sa supériorité, il cherchera à l’humilier et à lui prouver qu’il peut le battre quand il veut. C’est le genre de personne qui, lors d’un duel, désarme son adversaire rien que pour le plaisir de ramasser son épée pour la lui rendre avec un sourire condescendant. Un individu Arrogant cherche toujours le chef adverse dans un combat, n’attaquant ses subalternes que s’ils se mettent en travers de son chemin.

" - }, - { - "id": "Bad Eyes", - "name": "Myope", - "description":"Voir SWADE p.26", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

La vue du héros n’est plus ce qu’elle était. Dans le cas d’un Handicap Mineur, il subit un malus de -1 à tous les @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets de traits} impliquant la vision (comme une attaque à distance ou un @Compendium[swade-core-rules.swade-skills.Notice]{jet de Perception}) Ce malus passe à -2 pour un @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} .

\n

Dans les univers où des lunettes sont disponibles, elles permettent d’ignorer le malus. Si elles sont perdues ou brisées (50 % de chance que cela arrive lorsqu’il est @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessé}, lors d’une chute, ou autre accident), le personnage est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait} (et @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnérable} si c'est un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap}) jusqu’à la fin de son prochain tour.

\n
" - }, - { - "id": "Bad Luck", - "name": "Malchanceux", - "description":"Voir SWADE p.25", - "description_full": "
\n

Le héros est moins chanceux que les autres. Il reçoit un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} de moins par session de jeu. Un héros ne peut pas être à la fois Malchanceux et @Item[SJAAkOAUeXTk1GCU]{Chanceux}.

\n
" - }, - { - "id": "Big Mouth", - "name": "Bavard", - "description":"Voir SWADE p.22", - "description_full": "

On dit que trop parler peut tuer. Le héros pourrait provoquer une hécatombe ! Il ne sait pas garder un secret, il dévoile tous les plans et même les secrets les mieux gardés de ses amis. Il le fait toujours au plus mauvais moment.

" - }, - { - "id": "Blind", - "name": "Aveugle", - "description":"Voir SWADE p.22", - "description_full": "
\n

Le héros est complètement aveugle. Il subit un malus de -6 à toutes les tâches physiques nécessitant la vue (au choix du MJ). Le bon côté c’est qu’un personnage Aveugle choisit gratuitement un @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} upplémentaire pour compenser ce @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} particulièrement pénalisant.

\n
" - }, - { - "id": "Bloodthirsty", - "name": "Sanguinaire", - "description":"Voir SWADE p.28", - "description_full": "

Le héros ne fait jamais des prisonniers à moins d’être sous la surveillance étroite d’un supérieur. Son caractère froid et impitoyable incite ses adversaires à se comporter de la même manière. Cela lui coûte souvent de précieuses informations, lui apporte de nouveaux ennemis et peut lui faire avoir des problèmes avec sa hiérarchie ou les autorités en fonction de l’univers...

" - }, - { - "id": "Can't Swim", - "name": "Mauvais nageur", - "description":"Voir SWADE p.26", - "description_full": "
\n

La plupart des gens du 21ème siècle savent nager correctement en grande partie grâce aux piscines, à l’accès facile aux lacs et aux plages et aux efforts en matière d’éducation. Historiquement toutefois, ceux qui ne naissaient pas à proximité d’une étendue d’eau n’apprenaient jamais à nager. Un @Compendium[swade-core-rules.swade-rules.Characters]{Personnage} avec ce @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} subit un malus de -2 à ses jets d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} lorsqu’il nage et chaque case de déplacement lui coûte 3 points d’ @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. Voir @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} et @Compendium[swade-core-rules.swade-rules.Drowning]{Noyade} (p. 120).

\n
" - }, - { - "id": "Cautious", - "name": "Prudent", - "description":"Voir SWADE p.27", - "description_full": "

Ce personnage incarne l’extrême prudence. Il ne prend aucune décision hâtive, a besoin du maximum d’informations et de planifier le moindre détail avant d’agir.

" - }, - { - "id": "Clueless", - "name": "Ignorant", - "description":"Voir SWADE p.24", - "description_full": "
\n

Le héros ne prête que peu d’attention au monde qui l’entoure et serait bien incapable de trouver une meule de foin dans un petit tas d’aiguilles. Il subit un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{pénalité} de -1 a ses jets de @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Connaissance générale} et ses jets de @Compendium[swade-core-rules.swade-skills.Notice]{Perception}.

\n
" - }, - { - "id": "Clumsy", - "name": "Lourdaud", - "description":"Voir SWADE p.22", - "description_full": "
\n

Le héros manque de coordination et a parfois du mal à mettre un pied devant l’autre : c‘est toujours celui qu’on choisit en dernier en sport. Il subit un malus de -2 sur ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jets} d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} et de @Compendium[swade-core-rules.swade-skills.Stealth]{discrétion} .

\n
" - }, - { - "id": "Code of Honor", - "name": "Code d'honneur", - "description":"Voir SWADE p.23", - "description_full": "

L’honneur est très important aux yeux du personnage. Il n’a qu’une parole, traite bien ses prisonniers et se conforme d’ordinaire aux codes de bonne conduite et aux règles de bienséance de son monde.

" - }, - { - "id": "Curious", - "name": "Curieux", - "description":"Voir SWADE p.23", - "description_full": "

C’est un vilain défaut et le personnage est très vilain. Un personnage Curieux est facilement attiré par l’aventure. Il faut qu’il fouille partout et il désire toujours savoir ce qui se cache derrière chaque mystère.

" - }, - { - "id": "Death Wish", - "name": "Rien à perdre", - "description":"Voir SWADE p.28", - "description_full": "

N’avoir Rien à perdre ne signifie pas que le héros est suicidaire mais qu’il estime que sa vie vaut moins que le noble, mais mortel, objectif qu’il s’est fixé. Il ne risque pas sa vie sans raisons valables, mais si l’occasion de réaliser son but se présente, il est prêt à faire n’importe quoi et à prendre tous les risques pour y parvenir.

" - }, - { - "id": "Delusional", - "name": "Chimère", - "description":"Voir SWADE p.23", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros croit en des choses qui paraissent étranges aux autres. Une Chimère en tant qu'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} est inoffensive ou alors le personnage y fait rarement allusion (le gouvernement met des sédatifs dans les sodas, les chiens parlent, nous sommes tous les participants d’un jeu bizarre, etc.).

\n

En tant qu'a @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur}, il exprime souvent ses opinions sur le sujet et cela peut s’avérer dangereux (le gouvernement est contrôlé par des aliens, les hôpitaux tuent, je suis allergique aux armures, les zombies sont mes amis).

\n
" - }, - { - "id": "Doubting Thomas", - "name": "Sceptique", - "description":"Voir SWADE p.28", - "description_full": "

Un sceptique ne croit au surnaturel que dans l’estomac d’une créature monstrueuse. Il rationalise tout événement étrange. Il fonce dans des dangers qu’il refuse d’envisager, et même au pied du mur il se raccroche à la raison en trouvant des explications alternatives pour nier l’évidence.

\n

Même après avoir été confronté à une manifestation surnaturelle indéniable, l’esprit du sceptique finit par douter de ce qu’il a vu, et trouve des explications rationnelles, ou considère l’événement comme une anomalie. Il continue à douter lors des confrontations futures.

" - }, - { - "id": "Driven", - "name": "Obsession", - "description":"Voir SWADE p.26", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Un serment vous lie aux autres mais un personnage ayant une Obsession souhaite quelque chose pour lui-même. Il peut s’agir de protéger le royaume, de recevoir des décorations en tant qu’officier, de prouver qu’on est le meilleur gladiateur de Rome ou l’ultime pilote de la flotte galactique.

\n

Dans sa version @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} le Handicap oriente le personnage et ses décisions, mais se manifeste rarement ou est relativement inoffensif. Dans sa version @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} ce @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} est un désir irrépressible qui s’exprime souvent ou est source de péril pour le héros et ceux qui l’entourent.

\n
" - }, - { - "id": "Elderly", - "name": "Agé", - "description":"Voir SWADE p.22", - "description_full": "
\n

Le héros se fait vieux, certes, mais n’est pas encore prêt pour l’hospice. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} est réduite de 1, comme pour ses @Compendium[swade-core-rules.swade-rules.Movement]{Jets de mouvement} (avec un minimum de 1). Il subit également un malus de -1 à ses jets d' @Compendium[swade-core-rules.swade-rules.Traits]{Agilité}, de @Compendium[swade-core-rules.swade-rules.Traits]{Force}, et de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} , mais pas aux jets de @Compendium[swade-core-rules.swade-rules.Traits]{compétence}.

\n

Le côté positif, c’est que l’expérience de l’âge lui rapporte 5 points de @Compendium[swade-core-rules.swade-rules.Characters]{points de compétence} à répartir sur des @Compendium[swade-core-rules.swade-rules.Traits]{compétences} liées à l'@Compendium[swade-core-rules.swade-rules.Traits]{Intellecte}.

\n
" - }, - { - "id": "Enemy", - "name": "Ennemis", - "description":"Voir SWADE p.24", - "description_full": "
\n

Quelqu’un quelque part déteste le héros et veut le voir brisé, emprisonné ou mort. Le niveau du @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} épend de la puissance de l’ennemi et de sa fréquence d’apparition. Un Ennemi @Compendium[swade-core-rules.swade-rules.Characters]{Mineur} sera un cow-boy solitaire avide de vengeance ou une confrérie trahie dont les apparitions sont plus rares. Un Ennemi @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} peut représenter une organisation gouvernementale importante, une bande de hors-la-loi ou un individu puissant vouant une haine implacable au héros.

\n

Si l’Ennemi est vaincu le MJ s’arrange pour lui trouver un remplaçant à moins que le héros n’efface l'@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} en utilisant une @Compendium[swade-core-rules.swade-rules.Advancement]{Progression}.

\n
" - }, - { - "id": "Greedy", - "name": "Cupide", - "description":"Voir SWADE p.23", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros est un grippe-sou qui mesure la valeur d’une personne à l’aune de ses possessions. Si c'est un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur}, il mégote pour le moindre butin acquis durant la partie. Pour un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap}, il se bat pour tout partage qu’il trouve inégal et peut en arriver au meurtre s’il se sent floué ou convoite quelque chose qu’il ne peut obtenir.

\n
" - }, - { - "id": "Habit", - "name": "Mauvaise habitude", - "description":"Voir SWADE p.25/26", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros possède une manie grossière ou dangereuse. Une Mauvaise habitude @Compendium[swade-core-rules.swade-rules.Characters]{Mineure} porte sur les nerfs de son entourage mais n’est pas dangereuse. Il se cure le nez, dit « tu vois » à chaque phrase ou bien mâche son chewing-gum et fait claquer des bulles en permanence. Ses alliés l’évitent dans la mesure du possible.

\n

Une Mauvaise habitude @Compendium[swade-core-rules.swade-rules.Characters]{Majeure} représente une dépendance avilissante voire mortelle. Cela inclut l’usage de drogues, d’alcool ou l’abus de réalité virtuelle.

\n

Un héros privé de sa dose doit réussir un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} toutes les 24h ou subir un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}(voir p. 105).

\n

. Une seule fois par jour, un jet de @Compendium[swade-core-rules.swade-skills.Healing]{Soin} accompagné de médicaments appropriés permet de récupérer un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} pour 4 h. Après quoi la Fatigue revient et ne peut être supprimée que grâce à une dose de la substance addictive.

\n
" - }, - { - "id": "Hard of Hearing", - "name": "Dur d'oreille", - "description":"Voir SWADE p.24", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Un personnage possédant ce Handicap a perdu tout ou partie de son ouïe. Un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)}, fait subir un malus de -4 à tous ses @Compendium[swade-core-rules.swade-skills.Notice]{jet de Perception} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jets} liés à l’audition y compris se réveiller à cause du bruit. Un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)} ignifie que le personnage est sourd et échoue automatiquement tous ses jets de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jets} liés à l’audition.

\n

Des aides auditives réduisent le malus à -2 mais nécessitent des piles et ont 50% de chance de tomber lors de @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessure}, @Compendium[swade-core-rules.swade-rules.Hazards]{chutes}, ou autres @Compendium[swade-core-rules.swade-rules.Hazards]{accidents}.

\n
" - }, - { - "id": "Heroic", - "name": "Héroïque", - "description":"Voir SWADE p.24", - "description_full": "

Le héros ne dit jamais non à une personne en détresse. Cela peut ne pas lui faire plaisir, mais il se sent obligé de secourir ceux qu’il considère sans défense. C’est le premier à se jeter dans un immeuble en flammes, à accepter de chasser les monstres pour trois fois rien et à se laisser attendrir par une histoire triste...

" - }, - { - "id": "Hesitant", - "name": "Hésitant", - "description":"Voir SWADE p.24", - "description_full": "
\n

Le héros a du mal à se décider dans les situations stressantes. En combat, vous tirez deux @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes actions} et utilisez la plus basse. Si vous tirez un joker, utilisez-le normalement et ignorez le @Compendium[swade-core-rules.swade-rules.Hindrances]{handicap} pour ce round (donc bien que ce soit un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur}, il augmente vos chances de tirer un joker !)

\n

Un personnage Hésitant ne peut pas prendre les @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} @Compendium[swade-core-rules.swade-edges.Quick]{Vif} ou @Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid}.

\n
" - }, - { - "id": "Illiterate", - "name": "Illettré", - "description":"Voir SWADE p.24/25", - "description_full": "

Le héros ne sait pas lire. Il peut écrire son nom et sait ce qu’un panneau STOP signifie, mais c’est à peu près tout. Les maths ne sont pas son fort non plus. 2 + 2 = 4 passe encore, mais ne lui parlez pas de multiplication.

\n

Les Illettrés ne savent ni lire, ni écrire dans aucune langue, quel que soit par ailleurs le nombre de langues qu’ils savent parler.

" - }, - { - "id": "Impulsive", - "name": "Impulsif", - "description":"Voir SWADE p.25", - "description_full": "

Le héros a tendance à foncer sans regarder. Il réfléchit rarement avant d’agir.

" - }, - { - "id": "Jealous", - "name": "Jaloux", - "description":"Voir SWADE p.25", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

L’insécurité ressentie par ce personnage le pousse à envier les autres ou à devenir possessif à l’extrême. Il se plaint tout le temps, fait la tête, convoite les possessions de ses compagnons, s’attribue le travail des autres, désobéit aux ordres et, plus généralement, provoque toutes sortes de problèmes.

\n

En tant qu'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur}, la jalousie du personnage se concentre sur un sujet unique (par exemple son pilotage « sans égal » ou un intérêt amoureux).

\n

En tant qu'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur}, le personnage est jaloux de tout ce qui peut lui faire de l’ombre. Il passe son temps à rabaisser ses rivaux, à leur voler la vedette allant jusqu’à comploter pour discréditer ceux qui menacent son égo.

\n
" - }, - { - "id": "Loyal", - "name": "Loyal", - "description":"Voir SWADE p.25", - "description_full": "

Un tel gaillard risquerait sa vie pour ses amis sans aucune hésitation. Un héros Loyal peut ne pas agir de la sorte, mais il sera toujours le premier à venir en aide à ses camarades en difficulté.

" - }, - { - "id": "Mean", - "name": "Sale caractère", - "description":"Voir SWADE p.28", - "description_full": "
\n

Le héros est désagréable et a très mauvais caractère. On ne l’apprécie pas beaucoup et il fait rarement preuve de gentillesse. Il fait payer le moindre de ses services et va jusqu’à faire la grimace quand on le récompense. Au delà de l’interprétation, il subit un malus de -1 à ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jets} de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}.

\n
" - }, - { - "id": "Mild Mannered", - "name": "Timoré", - "description":"Voir SWADE p.28", - "description_full": "
\n

Le personnage est une chiffe-molle : il ne fait peur à personne. Peut-être est-il un peu mou dans son attitude, a un visage poupin ou une voix douce. Quoi qu’il en soit, il a du mal à paraître méchant et subit un malus de -2 à ses jets d’@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.

\n
" - }, - { - "id": "Mute", - "name": "Muet", - "description":"Voir SWADE p.26", - "description_full": "
\n

Que ce soit suite à un traumatisme ou de naissance, le personnage a perdu l’usage de la parole. Il est capable d’écrire des messages, ou de communiquer par la langue des signes ou n’importe quel autre système de communication visuelle.

\n

Une telle communication peut nécessiter un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, les malus liés à la @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} et autres @Compendium[swade-core-rules.swade-rules.Trait Rolls]{pénalités} s'appliquent.

\n
" - }, - { - "id": "Obese", - "name": "Obèse", - "description":"Voir SWADE p.26", - "description_full": "
\n

Un personnage qui ne souffre pas de sa corpulence a l’Atout @Compendium[swade-core-rules.swade-edges.Brawny]{Costaud}. Celui qui en souffre est Obèse. Un personnage ne peut être @Compendium[swade.edges.Brawny]{Costaud} et Obèse et ce @Compendium[swade-core-rules.swade-rules.Hindrances]{handicap} ne peut augmenter la @Compendium[swade-core-rules.swade-rules.Size and Scale]{taille} au-delà de 3.

\n

La @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} d’un héros Obèse et donc sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} sont augmentées de 1. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} est réduite de 1 et son dé de @Compendium[swade-core-rules.swade-rules.Movement]{course} passe au cran inférieur (avec un mi-nimum de d4). Son dé de @Compendium[swade-core-rules.swade-rules.Traits]{Force} est considéré comme étant d’un cran inférieur pour ce qui est des armures et de l’équipement porté (à l’exception des armes). Il aura en outre du mal à trouver des @Compendium[swade-core-rules.swade-rules.Common Gear Table]{vêtements} ou des armures à sa taille et entrer dans des lieux exigus ou confinés.

\n
" - }, - { - "id": "Obligation", - "name": "Obligations", - "description":"Voir SWADE p.26", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le personnage a des responsabilités qu’il doit remplir quotidiennement ou très régulièrement. Il peut s’agir d’un emploi, d’une famille, etc.

\n

Une Obligation Mineure occupe le personnage environ 20 heures par semaine, 40 heures, voire davantage pour un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur}. Ce que cela implique devrait être discuté entre le joueur et le meneur de jeu.

\n
" - }, - { - "id": "One Arm", - "name": "Manchot", - "description":"Voir SWADE p.25", - "description_full": "
\n

Le héros est né avec un seul bras ou l'a perdu lors d’un combat. Fort heureusement, il lui reste l’autre, le bon. Il subit un malus de -4 pour les tâches qui requièrent deux bras comme certains @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jet} d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} ou utiliser une arme nécessitant deux mains (au choix du MJ).

\n
" - }, - { - "id": "One Eye", - "name": "Borgne", - "description":"Voir SWADE p.23", - "description_full": "

Ce vétéran a perdu perdu l’usage d’un œil et a des difficultés pour percevoir en profondeur. Il subit -2 à tous ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets de trait} liés à la vision concernant un sujet se trouvant à plus de 5 cases (10 mètres)

" - }, - { - "id": "Outsider", - "name": "Etranger", - "description":"Voir SWADE p.24", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros n’appartient pas à la société dans laquelle il vit. Un Indien dans une ville du Far West, un alien dans un jeu de science-fiction impliquant des marines humains, ou un demi-orque dans un groupe composé d’elfes, de nains et d’humains sont autant d’exemples d’étrangers. Les marchands augmentent leurs prix pour le personnage, les locaux lui refusent leur aide et le traitent comme s’il était d’un rang inférieur.

\n

Un étranger subit un malus de -2 à ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets} de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} sauf quand il est parmi ses semblables. Si l'handicap est @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} le personnage n’a aucun droit dans les principaux lieux où se déroule la campagne. Il peut s’agir d’une espèce différente au sein d'une culture xénophobe, d’une civilisation cruelle peu encline à accepter les étrangers, ou encore le personnage peut s’avérer être une intelligence artificielle dont la conscience n’est pas reconnue par la loi.

\n
" - }, - { - "id": "Overconfident", - "name": "Présomptueux", - "description":"Voir SWADE p.27", - "description_full": "

Rien ne peut résister au héros. C’est du moins ce qu’il croit. Il se pense capable de tout faire et ne recule devant aucun défi. Il n’est pas suicidaire mais il prend des risques en dépit du bon sens.

" - }, - { - "id": "Pacifist", - "name": "Pacifiste", - "description":"Voir SWADE p.26", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros déteste la violence. Un Pacifiste Mineur ne se bat que lorsqu’il n’a pas d’autre choix et n’accepte pas le meurtre de prisonniers ou de victimes sans défense.

\n

Un Pacifiste Majeur ne combat un être vivant en ancune circonstance. Il peut se défendre, mais ne fera jamais rien qui puisse blesser une créature vivante douée de conscience. Il peut utiliser des méthodes @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{non létales}, (voir p. 102), mais seulement pour se défendre ou pour défendre les autres. À noter que les êtres indéniablement maléfiques comme les démons, les morts-vivants et créatures similaires ne sont pas concernés par ce Handicap et même un Pacifiste @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} peut les attaquer !

\n
" - }, - { - "id": "Phobia", - "name": "Phobie", - "description":"Voir SWADE p.27", - "description_full": "
\n

Les phobies sont des peurs irrationnelles qui empoisonnent la vie du héros.

\n

Chaque fois qu’il est en présence de sa phobie (à l’appréciation du MJ, mais en général à vue), il subit -1 à tous ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets de Trait} si c’est un Handicap @Compendium[swade-core-rules.swade-rules.Characters]{Mineur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)}, et -2 si c'est un @Compendium[swade-core-rules.swade-rules.Characters]{Majeur}.

\n

Les phobies ne doivent pas être trop évidentes. Tout le monde a peur des vampires donc il ne s’agit pas d’une phobie, mais simplement de bon sens. L’objet d’une phobie devrait être un élément anodin sur lequel son esprit s’est fixé durant un traumatisme. Et souvenez-vous, les phobies représentent des peurs irrationnelles .

\n
" - }, - { - "id": "Poverty", - "name": "Poches percées", - "description":"Voir SWADE p.27", - "description_full": "
\n

Le dicton dit qu’un idiot et son argent ne font pas bon ménage. Le héros est l’idiot en question. Il débute avec la moitié des @Compendium[swade-core-rules.swade-rules.Characters]{fonds habituels} dans votre @Compendium[swade-core-rules.swade-rules.Setting Rules]{univers} il a du mal à économiser ce qu’il gagne. Chaque semaine de jeu environ, son joueur divise ses fonds par deux.

\n
" - }, - { - "id": "Quirk", - "name": "Bizarrerie", - "description":"Voir SWADE p.23", - "description_full": "

Le héros possède une bizarrerie, rien de grave, mais pouvant lui causer des ennuis. Un escrimeur qui tente d’abord de zébrer ses initiales sur ses ennemis avant de les attaquer, un nain se vantant sans cesse de sa culture ou une jeune snob qui refuse de s’asseoir, boire ou manger avec les gens de classe inférieure en sont de bons exemples.

" - }, - { - "id": "Ruthless", - "name": "Impitoyable", - "description":"Voir SWADE p.25", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le personnage est frappé d’une sorte de fanatisme qui le pousse à faire presque n’importe quoi pour arriver à ses fins. En tant qu'@Compendium[swade-core-rules.swade-rules.Hindrances]{handicap} @Compendium[swade-core-rules.swade-rules.Characters]{Majeur}, il va jusqu’à blesser quiconque se met en travers de sa route. En tant qu'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} il s’arrête juste avant de causer de réelles blessures, à moins que son adversaire ne s’oppose à ce qu’il atteigne ses objectifs.

\n
" - }, - { - "id": "Secret", - "name": "Secret", - "description":"Voir SWADE p.28", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le personnage a un secret qu’il ne souhaite pas partager. En tant qu'@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} @Compendium[swade-core-rules.swade-rules.Characters]{Mineur}, le secret est gênant mais sans réel danger. La version @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} peut par contre poser de sérieux problèmes si le secret venait à s’éventer. S’il venait à devenir public, le personnage devra remplacer ce Handicap par @Compendium[swade-core-rules.swade-hindrances.Enemy]{Ennemi}, @Compendium[swade-core-rules.swade-hindrances.Shamed]{Déshonoré}, @Compendium[swade-core-rules.swade-hindrances.Wanted]{Recherché}, ou tout autre @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)} que le MJ trouverait approprié.

\n
" - }, - { - "id": "Shamed", - "name": "Déshonoré", - "description":"Voir SWADE p.23", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Quelque chose hante le personnage : peut-être n’a-t’il pas honoré un serment ou a-t-il été défait dans un duel d’honneur. Peut-être n’est-il pas un couard mais a dû fuir une bataille où tous ses coéquipiers sont morts.

\n

En tant que @Compendium[swade-core-rules.swade-rules.Hindrances]{handicap} @Compendium[swade-core-rules.swade-rules.Characters]{Mineur} , les circonstances déshonorantes ne sont généralement pas connues : elles se contentent de hanter le héros. Il pourrait être amené à agir de manière inconsidérée pour ne pas reproduire cette erreur du passée, ou encore se comporter de la même manière.

\n

En tant que @Compendium[swade-core-rules.swade-rules.Hindrances]{handicap} @Compendium[swade-core-rules.swade-rules.Characters]{Majeur}, ses actions passées sont de notoriété publique, au moins parmi ceux auxquels il tient. Les autres joueurs devraient apprendre l’histoire assez rapidement, si possible lors de la création de personnage. Dans le cas contraire, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{PNJ} se fera un plaisir de la révéler, éventuellement en l’utilisant contre le personnage.

\n
" - }, - { - "id": "Slow", - "name": "Lent", - "description":"Voir SWADE p.25", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Un handicap ou une blessure ont réduit la mobilité du héros. Le @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)}, réduit son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 1 et son dé de @Compendium[swade-core-rules.swade-rules.Movement]{course} d'un cran (un d4 passe à d4 - 1). L'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} réduit son dé de course  d'un cran, son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 2 et inflige un malus de -2 à tous les jets d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (Voir @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Épreuve} ou @Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade}).

\n

Les personnages lents ne peuvent prendre l’Atout @Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Véloce}

\n

Prothèses : un personnage avec le Handicap @Compendium[swade-core-rules.swade-rules.Characters]{Mineur} peut porter une prothèse. S’il la perd, il souffre alors du Handicap @Compendium[swade-core-rules.swade-rules.Characters]{Majeur}.

\n

Fauteuils roulants : à partir de l’ère victorienne un héros lent peut commencer avec un fauteuil roulant manuel sans coût supplémentaire. Dans une époque contemporaine (depuis les années 1980), le personnage peut cussi choisir une version ultra-légère ou motorisée. Tous les fauteuils roulants nécessitent un sol régulier pour pouvoir se déplacer (à l’appréciation du MJ).

\n
    \n
  • MANUEL: L'@Compendium[swade-core-rules.swade-rules.Movement]{allure} est égale à la moitié de la Compétence @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (avec un maximum de 3) et il ne peut courir.
  • \n
  • ULTRA LÉGER: L'@Compendium[swade-core-rules.swade-rules.Movement]{Allure} est égale à la moitié de la Compétence @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} et le dé de @Compendium[swade-core-rules.swade-rules.Movement]{course} est d4 (Mineur) ou d4 - 1 (Majeur).
  • \n
  • MOTORISÉ: L'@Compendium[swade-core-rules.swade-rules.Movement]{Allure} est de 6 sur un sol régulier, de 3 sur un sol irrégulier et il ne peut pas courrir. Un fauteuil motorisé peut généralement se déplacer de 15 km avant de devoir être rechargé.
  • \n
\n

 

\n
" - }, - { - "id": "Small", - "name": "Frêle", - "description":"Voir SWADE p.24", - "description_full": "
\n

Le héros est soit très petit, soit très maigre, voire les deux par rapport à la norme de son peuple. Sa @Compendium[swade-core-rules.swade-rules.Size and Scale]{taille} est réduite de 1 (voir p. 107), ce qui réduit sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 1.

\n

Sa @Compendium[swade-core-rules.swade-rules.Size and Scale]{taille} ne peut descendre en dessous de -1, mais le malus sur la @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} est appliqué. Un halfelin Frêle, par exemple, reste de Taille -1 mais perd 1 point de Résistance.

\n
" - }, - { - "id": "Stubborn", - "name": "Tétu", - "description":"Voir SWADE p.28", - "description_full": "

Le héros veut toujours avoir raison et n’admettra jamais ses torts. Même devant la preuve évidente de son erreur, il continue à se justifier avec des demi-vérités et des explications rationnelles.

" - }, - { - "id": "Suspicious", - "name": "Suspicieux", - "description":"Voir SWADE p.28", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le personnage se méfie de tout. Comme @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur}, sa paranoïa lui pose quelques problèmes liés à la confiance. Il a tendance a demander l’intégralité d’un paiement avant de faire une tâche, insiste pour noter par écrit tout accord, et peut même aller jusqu’à croire que ses compagnons tentent de le trahir.

\n

En tant que Handicap @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} les @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jets} de @Compendium[swade-core-rules.swade-rules.Support]{Soutient} pour aider le personnage méfiant subissent un malus de -2.

\n
" - }, - { - "id": "Thin Skinned", - "name": "Susceptible", - "description":"Voir SWADE p.22", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Les attaques personnelles affectent le personnage au fin fond de son être. Avec l'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur}, le personnage subit un malus de -2 pour résister aux attaques de @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation}. et -4 s’il c'est un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur}.

\n
" - }, - { - "id": "Tongue-Tied", - "name": "Défaut d'élocution", - "description":"Voir SWADE p.23", - "description_full": "
\n

L’aventurier bafouille ou réfléchit après avoir parlé, part dans des digressions lors de ses explications et est généralement incompréhensible dès qu’il ouvre la bouche. Il subit un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de -1 à ses jets d' @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, de @Compendium[swade-core-rules.swade-skills.Performance]{Performance}, de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, et de @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} si son action nécessite la parole.

\n
" - }, - { - "id": "Ugly", - "name": "Moche", - "description":"Voir SWADE p.26", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

La nature n’a pas été tendre concernant l’apparence du héros. Il subit un malus de -1 à ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets} de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, ou de -2 si c'est un handicap @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)}.

\n
" - }, - { - "id": "Vengeful", - "name": "Rancunier", - "description":"Voir SWADE p.27", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros n’oublie jamais les offenses qui lui sont faites.

\n

En tant qu' @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)} il se venge en général par des moyens légaux. La méthode peut varier en fonction du personnage : untel prépare sa vengeance pendant des mois alors que tel autre recherche un résultat immédiat.

\n

Avec un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} Il ne recourt pas forcément immédiatement à la violence, mais ses actions gagneront en intensité jusqu’à ce qu’il obtienne entière satisfaction.

\n
" - }, - { - "id": "Vow", - "name": "Serment", - "description":"Voir SWADE p.28", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le personnage a prêté serment à quelqu’un ou pour quelque chose qui compte pour lui.

\n

Le niveau du @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} dépend du danger à rester fidèle au serment et de sa fréquence d’apparition dans la partie. Un Serment @Compendium[swade-core-rules.swade-rules.Characters]{Mineur} peut être de servir épisodiquement une organisation dont les objectifs sont rarement en conflit avec ceux du groupe de PJ.

\n

Un Serment @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} forcera le personnage à répondre à des demandes plus fréquentes, plus longues et bien plus risquées.

\n
" - }, - { - "id": "Wanted", - "name": "Recherché", - "description":"Voir SWADE p.27", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros a commis un crime dans son passé et sera arrêté s’il est repris par les autorités. Cela suppose bien entendu que l’univers de jeu possède des lois et des gens qui les font respecter.

\n

Le niveau du @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} dépend de la gravité du crime et de l’intensité des recherches. Des tickets de parking impayés (dans un univers où conduire est régulièrement utile) constituent un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} tout comme un héros recherché pour des crimes plus sérieux mais vivant loin des lieux du délit. Être accusé de meurtre est un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} dans la plupart des univers de jeu s’il y a des témoins pour réclamer justice (ou vengeance).

\n
" - }, - { - "id": "Yellow", - "name": "Couard", - "description":"Voir SWADE p.23", - "description_full": "
\n

Tout le monde n’a pas des nerfs d’acier. Le héros blêmit à la vue du sang et est terrifié à l’idée même de subir une blessure. Il subit un malus de -2 à ses jets de @Compendium[swade-core-rules.swade-rules.Fear]{peur}  et pour résister à l' @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.

\n
" - }, - { - "id": "Young", - "name": "Gamin", - "description":"Voir SWADE p.22", - "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros est un ado entre 12 et 15 ans (pour un humain — adaptez l’âge pour une autre espèce au besoin). Il ne dispose que de 4 points d’ @Compendium[swade-core-rules.swade-rules.Traits]{attribut} au lieu de 5, et de 10 points de Compétence au lieu de 12. Il peut aussi souffrir de restrictions légales suivant l’univers de jeu (ne pas pouvoir conduire ou porter des armes à feu, etc.).

\n

Le bon côté des choses c’est qu’un ado est chanceux. Il a droit à un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} en plus au début de chaque session de jeu (qui peut se cumuler avec d’autres @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} comme @Compendium[swade-core-rules.swade-edges.Luck]{Chanceux} ou @Compendium[swade-core-rules.swade-edges.Great Luck]{très chanceux}).

\n

La plupart des personnages Gamins (ado) devraient aussi prendre le @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} @Compendium[swade-core-rules.swade-hindrances.Small]{frêle}, mais ce n’est pas une obligation.

\n

En tant qu'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(voir Handicap)}, le personnage est un gamin (entre 8 et 11 ans). Il n’a que 3 points d' @Compendium[swade-core-rules.swade-rules.Traits]{attributes} et 10 de compétences, et a le handicap @Compendium[swade-core-rules.swade-hindrances.Small]{frêle}. Un Gamin a deux @Compendium[swade-core-rules.swade-rules.Bennies]{jetons} supplémentaires au début de chaque session de jeu.

\n
" - } - ] -} \ No newline at end of file + "entries": { + "All Thumbs": { + "name": "2 mains gauches", + "description": "Voir SWADE p.23", + "description_full": "
\n

Certaines personnes ne sont tout simplement pas douées avec les appareils mécaniques ou technologiques.

\n

Un tel individu subit un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de -2 à ses jets lorsqu’il utilise un appareil mécanique ou électronique. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} , l’appareil se détraque (à moins qu’il n’ait déjà un effet prévu pour ça). Avec l’accord du MJ, le remettre en fonction nécessitera un jet de @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} et 1d6 heures de travail.

\n
" + }, + "Anemic": { + "name": "Anémique", + "description": "Voir SWADE p.22", + "description_full": "
\n

Le héros est particulièrement sensible aux maladies, à la fatigue et aux effets de l’environnement. Il subit un malus de -2 aux jets de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} pour résister aux effets de la @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} (voir @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} p. 117)).

\n
" + }, + "Arrogant": { + "name": "Arrogant", + "description": "Voir SWADE p.22", + "description_full": "

Le héros ne pense pas qu’il est le meilleur, il sait qu’il l’est. Quel que soit le domaine (escrime, kung-fu, peinture, etc.), nul ne peut le battre et il le prouve à chaque occasion. Gagner ne lui suffit pas. Il se doit de dominer totalement son adversaire. Si un ennemi doute de sa supériorité, il cherchera à l’humilier et à lui prouver qu’il peut le battre quand il veut. C’est le genre de personne qui, lors d’un duel, désarme son adversaire rien que pour le plaisir de ramasser son épée pour la lui rendre avec un sourire condescendant. Un individu Arrogant cherche toujours le chef adverse dans un combat, n’attaquant ses subalternes que s’ils se mettent en travers de son chemin.

" + }, + "Bad Eyes": { + "name": "Myope", + "description": "Voir SWADE p.26", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

La vue du héros n’est plus ce qu’elle était. Dans le cas d’un Handicap Mineur, il subit un malus de -1 à tous les @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets de traits} impliquant la vision (comme une attaque à distance ou un @Compendium[swade-core-rules.swade-skills.Notice]{jet de Perception}) Ce malus passe à -2 pour un @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} .

\n

Dans les univers où des lunettes sont disponibles, elles permettent d’ignorer le malus. Si elles sont perdues ou brisées (50 % de chance que cela arrive lorsqu’il est @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessé}, lors d’une chute, ou autre accident), le personnage est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait} (et @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnérable} si c'est un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap}) jusqu’à la fin de son prochain tour.

\n
" + }, + "Bad Luck": { + "name": "Malchanceux", + "description": "Voir SWADE p.25", + "description_full": "
\n

Le héros est moins chanceux que les autres. Il reçoit un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} de moins par session de jeu. Un héros ne peut pas être à la fois Malchanceux et @Item[SJAAkOAUeXTk1GCU]{Chanceux}.

\n
" + }, + "Big Mouth": { + "name": "Bavard", + "description": "Voir SWADE p.22", + "description_full": "

On dit que trop parler peut tuer. Le héros pourrait provoquer une hécatombe ! Il ne sait pas garder un secret, il dévoile tous les plans et même les secrets les mieux gardés de ses amis. Il le fait toujours au plus mauvais moment.

" + }, + "Blind": { + "name": "Aveugle", + "description": "Voir SWADE p.22", + "description_full": "
\n

Le héros est complètement aveugle. Il subit un malus de -6 à toutes les tâches physiques nécessitant la vue (au choix du MJ). Le bon côté c’est qu’un personnage Aveugle choisit gratuitement un @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} upplémentaire pour compenser ce @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} particulièrement pénalisant.

\n
" + }, + "Bloodthirsty": { + "name": "Sanguinaire", + "description": "Voir SWADE p.28", + "description_full": "

Le héros ne fait jamais des prisonniers à moins d’être sous la surveillance étroite d’un supérieur. Son caractère froid et impitoyable incite ses adversaires à se comporter de la même manière. Cela lui coûte souvent de précieuses informations, lui apporte de nouveaux ennemis et peut lui faire avoir des problèmes avec sa hiérarchie ou les autorités en fonction de l’univers...

" + }, + "Can't Swim": { + "name": "Mauvais nageur", + "description": "Voir SWADE p.26", + "description_full": "
\n

La plupart des gens du 21ème siècle savent nager correctement en grande partie grâce aux piscines, à l’accès facile aux lacs et aux plages et aux efforts en matière d’éducation. Historiquement toutefois, ceux qui ne naissaient pas à proximité d’une étendue d’eau n’apprenaient jamais à nager. Un @Compendium[swade-core-rules.swade-rules.Characters]{Personnage} avec ce @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} subit un malus de -2 à ses jets d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} lorsqu’il nage et chaque case de déplacement lui coûte 3 points d’ @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. Voir @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} et @Compendium[swade-core-rules.swade-rules.Drowning]{Noyade} (p. 120).

\n
" + }, + "Cautious": { + "name": "Prudent", + "description": "Voir SWADE p.27", + "description_full": "

Ce personnage incarne l’extrême prudence. Il ne prend aucune décision hâtive, a besoin du maximum d’informations et de planifier le moindre détail avant d’agir.

" + }, + "Clueless": { + "name": "Ignorant", + "description": "Voir SWADE p.24", + "description_full": "
\n

Le héros ne prête que peu d’attention au monde qui l’entoure et serait bien incapable de trouver une meule de foin dans un petit tas d’aiguilles. Il subit un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{pénalité} de -1 a ses jets de @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Connaissance générale} et ses jets de @Compendium[swade-core-rules.swade-skills.Notice]{Perception}.

\n
" + }, + "Clumsy": { + "name": "Lourdaud", + "description": "Voir SWADE p.22", + "description_full": "
\n

Le héros manque de coordination et a parfois du mal à mettre un pied devant l’autre : c‘est toujours celui qu’on choisit en dernier en sport. Il subit un malus de -2 sur ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jets} d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} et de @Compendium[swade-core-rules.swade-skills.Stealth]{discrétion} .

\n
" + }, + "Code of Honor": { + "name": "Code d'honneur", + "description": "Voir SWADE p.23", + "description_full": "

L’honneur est très important aux yeux du personnage. Il n’a qu’une parole, traite bien ses prisonniers et se conforme d’ordinaire aux codes de bonne conduite et aux règles de bienséance de son monde.

" + }, + "Curious": { + "name": "Curieux", + "description": "Voir SWADE p.23", + "description_full": "

C’est un vilain défaut et le personnage est très vilain. Un personnage Curieux est facilement attiré par l’aventure. Il faut qu’il fouille partout et il désire toujours savoir ce qui se cache derrière chaque mystère.

" + }, + "Death Wish": { + "name": "Rien à perdre", + "description": "Voir SWADE p.28", + "description_full": "

N’avoir Rien à perdre ne signifie pas que le héros est suicidaire mais qu’il estime que sa vie vaut moins que le noble, mais mortel, objectif qu’il s’est fixé. Il ne risque pas sa vie sans raisons valables, mais si l’occasion de réaliser son but se présente, il est prêt à faire n’importe quoi et à prendre tous les risques pour y parvenir.

" + }, + "Delusional": { + "name": "Chimère", + "description": "Voir SWADE p.23", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros croit en des choses qui paraissent étranges aux autres. Une Chimère en tant qu'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} est inoffensive ou alors le personnage y fait rarement allusion (le gouvernement met des sédatifs dans les sodas, les chiens parlent, nous sommes tous les participants d’un jeu bizarre, etc.).

\n

En tant qu'a @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur}, il exprime souvent ses opinions sur le sujet et cela peut s’avérer dangereux (le gouvernement est contrôlé par des aliens, les hôpitaux tuent, je suis allergique aux armures, les zombies sont mes amis).

\n
" + }, + "Doubting Thomas": { + "name": "Sceptique", + "description": "Voir SWADE p.28", + "description_full": "

Un sceptique ne croit au surnaturel que dans l’estomac d’une créature monstrueuse. Il rationalise tout événement étrange. Il fonce dans des dangers qu’il refuse d’envisager, et même au pied du mur il se raccroche à la raison en trouvant des explications alternatives pour nier l’évidence.

\n

Même après avoir été confronté à une manifestation surnaturelle indéniable, l’esprit du sceptique finit par douter de ce qu’il a vu, et trouve des explications rationnelles, ou considère l’événement comme une anomalie. Il continue à douter lors des confrontations futures.

" + }, + "Driven": { + "name": "Obsession", + "description": "Voir SWADE p.26", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Un serment vous lie aux autres mais un personnage ayant une Obsession souhaite quelque chose pour lui-même. Il peut s’agir de protéger le royaume, de recevoir des décorations en tant qu’officier, de prouver qu’on est le meilleur gladiateur de Rome ou l’ultime pilote de la flotte galactique.

\n

Dans sa version @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} le Handicap oriente le personnage et ses décisions, mais se manifeste rarement ou est relativement inoffensif. Dans sa version @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} ce @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} est un désir irrépressible qui s’exprime souvent ou est source de péril pour le héros et ceux qui l’entourent.

\n
" + }, + "Elderly": { + "name": "Agé", + "description": "Voir SWADE p.22", + "description_full": "
\n

Le héros se fait vieux, certes, mais n’est pas encore prêt pour l’hospice. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} est réduite de 1, comme pour ses @Compendium[swade-core-rules.swade-rules.Movement]{Jets de mouvement} (avec un minimum de 1). Il subit également un malus de -1 à ses jets d' @Compendium[swade-core-rules.swade-rules.Traits]{Agilité}, de @Compendium[swade-core-rules.swade-rules.Traits]{Force}, et de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} , mais pas aux jets de @Compendium[swade-core-rules.swade-rules.Traits]{compétence}.

\n

Le côté positif, c’est que l’expérience de l’âge lui rapporte 5 points de @Compendium[swade-core-rules.swade-rules.Characters]{points de compétence} à répartir sur des @Compendium[swade-core-rules.swade-rules.Traits]{compétences} liées à l'@Compendium[swade-core-rules.swade-rules.Traits]{Intellecte}.

\n
" + }, + "Enemy": { + "name": "Ennemis", + "description": "Voir SWADE p.24", + "description_full": "
\n

Quelqu’un quelque part déteste le héros et veut le voir brisé, emprisonné ou mort. Le niveau du @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} épend de la puissance de l’ennemi et de sa fréquence d’apparition. Un Ennemi @Compendium[swade-core-rules.swade-rules.Characters]{Mineur} sera un cow-boy solitaire avide de vengeance ou une confrérie trahie dont les apparitions sont plus rares. Un Ennemi @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} peut représenter une organisation gouvernementale importante, une bande de hors-la-loi ou un individu puissant vouant une haine implacable au héros.

\n

Si l’Ennemi est vaincu le MJ s’arrange pour lui trouver un remplaçant à moins que le héros n’efface l'@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} en utilisant une @Compendium[swade-core-rules.swade-rules.Advancement]{Progression}.

\n
" + }, + "Greedy": { + "name": "Cupide", + "description": "Voir SWADE p.23", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros est un grippe-sou qui mesure la valeur d’une personne à l’aune de ses possessions. Si c'est un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur}, il mégote pour le moindre butin acquis durant la partie. Pour un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap}, il se bat pour tout partage qu’il trouve inégal et peut en arriver au meurtre s’il se sent floué ou convoite quelque chose qu’il ne peut obtenir.

\n
" + }, + "Habit": { + "name": "Mauvaise habitude", + "description": "Voir SWADE p.25/26", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros possède une manie grossière ou dangereuse. Une Mauvaise habitude @Compendium[swade-core-rules.swade-rules.Characters]{Mineure} porte sur les nerfs de son entourage mais n’est pas dangereuse. Il se cure le nez, dit « tu vois » à chaque phrase ou bien mâche son chewing-gum et fait claquer des bulles en permanence. Ses alliés l’évitent dans la mesure du possible.

\n

Une Mauvaise habitude @Compendium[swade-core-rules.swade-rules.Characters]{Majeure} représente une dépendance avilissante voire mortelle. Cela inclut l’usage de drogues, d’alcool ou l’abus de réalité virtuelle.

\n

Un héros privé de sa dose doit réussir un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} toutes les 24h ou subir un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}(voir p. 105).

\n

. Une seule fois par jour, un jet de @Compendium[swade-core-rules.swade-skills.Healing]{Soin} accompagné de médicaments appropriés permet de récupérer un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} pour 4 h. Après quoi la Fatigue revient et ne peut être supprimée que grâce à une dose de la substance addictive.

\n
" + }, + "Hard of Hearing": { + "name": "Dur d'oreille", + "description": "Voir SWADE p.24", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Un personnage possédant ce Handicap a perdu tout ou partie de son ouïe. Un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)}, fait subir un malus de -4 à tous ses @Compendium[swade-core-rules.swade-skills.Notice]{jet de Perception} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jets} liés à l’audition y compris se réveiller à cause du bruit. Un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)} ignifie que le personnage est sourd et échoue automatiquement tous ses jets de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jets} liés à l’audition.

\n

Des aides auditives réduisent le malus à -2 mais nécessitent des piles et ont 50% de chance de tomber lors de @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessure}, @Compendium[swade-core-rules.swade-rules.Hazards]{chutes}, ou autres @Compendium[swade-core-rules.swade-rules.Hazards]{accidents}.

\n
" + }, + "Heroic": { + "name": "Héroïque", + "description": "Voir SWADE p.24", + "description_full": "

Le héros ne dit jamais non à une personne en détresse. Cela peut ne pas lui faire plaisir, mais il se sent obligé de secourir ceux qu’il considère sans défense. C’est le premier à se jeter dans un immeuble en flammes, à accepter de chasser les monstres pour trois fois rien et à se laisser attendrir par une histoire triste...

" + }, + "Hesitant": { + "name": "Hésitant", + "description": "Voir SWADE p.24", + "description_full": "
\n

Le héros a du mal à se décider dans les situations stressantes. En combat, vous tirez deux @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes actions} et utilisez la plus basse. Si vous tirez un joker, utilisez-le normalement et ignorez le @Compendium[swade-core-rules.swade-rules.Hindrances]{handicap} pour ce round (donc bien que ce soit un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur}, il augmente vos chances de tirer un joker !)

\n

Un personnage Hésitant ne peut pas prendre les @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} @Compendium[swade-core-rules.swade-edges.Quick]{Vif} ou @Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid}.

\n
" + }, + "Illiterate": { + "name": "Illettré", + "description": "Voir SWADE p.24/25", + "description_full": "

Le héros ne sait pas lire. Il peut écrire son nom et sait ce qu’un panneau STOP signifie, mais c’est à peu près tout. Les maths ne sont pas son fort non plus. 2 + 2 = 4 passe encore, mais ne lui parlez pas de multiplication.

\n

Les Illettrés ne savent ni lire, ni écrire dans aucune langue, quel que soit par ailleurs le nombre de langues qu’ils savent parler.

" + }, + "Impulsive": { + "name": "Impulsif", + "description": "Voir SWADE p.25", + "description_full": "

Le héros a tendance à foncer sans regarder. Il réfléchit rarement avant d’agir.

" + }, + "Jealous": { + "name": "Jaloux", + "description": "Voir SWADE p.25", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

L’insécurité ressentie par ce personnage le pousse à envier les autres ou à devenir possessif à l’extrême. Il se plaint tout le temps, fait la tête, convoite les possessions de ses compagnons, s’attribue le travail des autres, désobéit aux ordres et, plus généralement, provoque toutes sortes de problèmes.

\n

En tant qu'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur}, la jalousie du personnage se concentre sur un sujet unique (par exemple son pilotage « sans égal » ou un intérêt amoureux).

\n

En tant qu'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur}, le personnage est jaloux de tout ce qui peut lui faire de l’ombre. Il passe son temps à rabaisser ses rivaux, à leur voler la vedette allant jusqu’à comploter pour discréditer ceux qui menacent son égo.

\n
" + }, + "Loyal": { + "name": "Loyal", + "description": "Voir SWADE p.25", + "description_full": "

Un tel gaillard risquerait sa vie pour ses amis sans aucune hésitation. Un héros Loyal peut ne pas agir de la sorte, mais il sera toujours le premier à venir en aide à ses camarades en difficulté.

" + }, + "Mean": { + "name": "Sale caractère", + "description": "Voir SWADE p.28", + "description_full": "
\n

Le héros est désagréable et a très mauvais caractère. On ne l’apprécie pas beaucoup et il fait rarement preuve de gentillesse. Il fait payer le moindre de ses services et va jusqu’à faire la grimace quand on le récompense. Au delà de l’interprétation, il subit un malus de -1 à ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jets} de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}.

\n
" + }, + "Mild Mannered": { + "name": "Timoré", + "description": "Voir SWADE p.28", + "description_full": "
\n

Le personnage est une chiffe-molle : il ne fait peur à personne. Peut-être est-il un peu mou dans son attitude, a un visage poupin ou une voix douce. Quoi qu’il en soit, il a du mal à paraître méchant et subit un malus de -2 à ses jets d’@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.

\n
" + }, + "Mute": { + "name": "Muet", + "description": "Voir SWADE p.26", + "description_full": "
\n

Que ce soit suite à un traumatisme ou de naissance, le personnage a perdu l’usage de la parole. Il est capable d’écrire des messages, ou de communiquer par la langue des signes ou n’importe quel autre système de communication visuelle.

\n

Une telle communication peut nécessiter un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, les malus liés à la @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} et autres @Compendium[swade-core-rules.swade-rules.Trait Rolls]{pénalités} s'appliquent.

\n
" + }, + "Obese": { + "name": "Obèse", + "description": "Voir SWADE p.26", + "description_full": "
\n

Un personnage qui ne souffre pas de sa corpulence a l’Atout @Compendium[swade-core-rules.swade-edges.Brawny]{Costaud}. Celui qui en souffre est Obèse. Un personnage ne peut être @Compendium[swade.edges.Brawny]{Costaud} et Obèse et ce @Compendium[swade-core-rules.swade-rules.Hindrances]{handicap} ne peut augmenter la @Compendium[swade-core-rules.swade-rules.Size and Scale]{taille} au-delà de 3.

\n

La @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} d’un héros Obèse et donc sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} sont augmentées de 1. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} est réduite de 1 et son dé de @Compendium[swade-core-rules.swade-rules.Movement]{course} passe au cran inférieur (avec un mi-nimum de d4). Son dé de @Compendium[swade-core-rules.swade-rules.Traits]{Force} est considéré comme étant d’un cran inférieur pour ce qui est des armures et de l’équipement porté (à l’exception des armes). Il aura en outre du mal à trouver des @Compendium[swade-core-rules.swade-rules.Common Gear Table]{vêtements} ou des armures à sa taille et entrer dans des lieux exigus ou confinés.

\n
" + }, + "Obligation": { + "name": "Obligations", + "description": "Voir SWADE p.26", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le personnage a des responsabilités qu’il doit remplir quotidiennement ou très régulièrement. Il peut s’agir d’un emploi, d’une famille, etc.

\n

Une Obligation Mineure occupe le personnage environ 20 heures par semaine, 40 heures, voire davantage pour un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur}. Ce que cela implique devrait être discuté entre le joueur et le meneur de jeu.

\n
" + }, + "One Arm": { + "name": "Manchot", + "description": "Voir SWADE p.25", + "description_full": "
\n

Le héros est né avec un seul bras ou l'a perdu lors d’un combat. Fort heureusement, il lui reste l’autre, le bon. Il subit un malus de -4 pour les tâches qui requièrent deux bras comme certains @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jet} d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} ou utiliser une arme nécessitant deux mains (au choix du MJ).

\n
" + }, + "One Eye": { + "name": "Borgne", + "description": "Voir SWADE p.23", + "description_full": "

Ce vétéran a perdu perdu l’usage d’un œil et a des difficultés pour percevoir en profondeur. Il subit -2 à tous ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets de trait} liés à la vision concernant un sujet se trouvant à plus de 5 cases (10 mètres)

" + }, + "Outsider": { + "name": "Etranger", + "description": "Voir SWADE p.24", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros n’appartient pas à la société dans laquelle il vit. Un Indien dans une ville du Far West, un alien dans un jeu de science-fiction impliquant des marines humains, ou un demi-orque dans un groupe composé d’elfes, de nains et d’humains sont autant d’exemples d’étrangers. Les marchands augmentent leurs prix pour le personnage, les locaux lui refusent leur aide et le traitent comme s’il était d’un rang inférieur.

\n

Un étranger subit un malus de -2 à ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets} de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} sauf quand il est parmi ses semblables. Si l'handicap est @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} le personnage n’a aucun droit dans les principaux lieux où se déroule la campagne. Il peut s’agir d’une espèce différente au sein d'une culture xénophobe, d’une civilisation cruelle peu encline à accepter les étrangers, ou encore le personnage peut s’avérer être une intelligence artificielle dont la conscience n’est pas reconnue par la loi.

\n
" + }, + "Overconfident": { + "name": "Présomptueux", + "description": "Voir SWADE p.27", + "description_full": "

Rien ne peut résister au héros. C’est du moins ce qu’il croit. Il se pense capable de tout faire et ne recule devant aucun défi. Il n’est pas suicidaire mais il prend des risques en dépit du bon sens.

" + }, + "Pacifist": { + "name": "Pacifiste", + "description": "Voir SWADE p.26", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros déteste la violence. Un Pacifiste Mineur ne se bat que lorsqu’il n’a pas d’autre choix et n’accepte pas le meurtre de prisonniers ou de victimes sans défense.

\n

Un Pacifiste Majeur ne combat un être vivant en ancune circonstance. Il peut se défendre, mais ne fera jamais rien qui puisse blesser une créature vivante douée de conscience. Il peut utiliser des méthodes @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{non létales}, (voir p. 102), mais seulement pour se défendre ou pour défendre les autres. À noter que les êtres indéniablement maléfiques comme les démons, les morts-vivants et créatures similaires ne sont pas concernés par ce Handicap et même un Pacifiste @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} peut les attaquer !

\n
" + }, + "Phobia": { + "name": "Phobie", + "description": "Voir SWADE p.27", + "description_full": "
\n

Les phobies sont des peurs irrationnelles qui empoisonnent la vie du héros.

\n

Chaque fois qu’il est en présence de sa phobie (à l’appréciation du MJ, mais en général à vue), il subit -1 à tous ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets de Trait} si c’est un Handicap @Compendium[swade-core-rules.swade-rules.Characters]{Mineur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)}, et -2 si c'est un @Compendium[swade-core-rules.swade-rules.Characters]{Majeur}.

\n

Les phobies ne doivent pas être trop évidentes. Tout le monde a peur des vampires donc il ne s’agit pas d’une phobie, mais simplement de bon sens. L’objet d’une phobie devrait être un élément anodin sur lequel son esprit s’est fixé durant un traumatisme. Et souvenez-vous, les phobies représentent des peurs irrationnelles .

\n
" + }, + "Poverty": { + "name": "Poches percées", + "description": "Voir SWADE p.27", + "description_full": "
\n

Le dicton dit qu’un idiot et son argent ne font pas bon ménage. Le héros est l’idiot en question. Il débute avec la moitié des @Compendium[swade-core-rules.swade-rules.Characters]{fonds habituels} dans votre @Compendium[swade-core-rules.swade-rules.Setting Rules]{univers} il a du mal à économiser ce qu’il gagne. Chaque semaine de jeu environ, son joueur divise ses fonds par deux.

\n
" + }, + "Quirk": { + "name": "Bizarrerie", + "description": "Voir SWADE p.23", + "description_full": "

Le héros possède une bizarrerie, rien de grave, mais pouvant lui causer des ennuis. Un escrimeur qui tente d’abord de zébrer ses initiales sur ses ennemis avant de les attaquer, un nain se vantant sans cesse de sa culture ou une jeune snob qui refuse de s’asseoir, boire ou manger avec les gens de classe inférieure en sont de bons exemples.

" + }, + "Ruthless": { + "name": "Impitoyable", + "description": "Voir SWADE p.25", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le personnage est frappé d’une sorte de fanatisme qui le pousse à faire presque n’importe quoi pour arriver à ses fins. En tant qu'@Compendium[swade-core-rules.swade-rules.Hindrances]{handicap} @Compendium[swade-core-rules.swade-rules.Characters]{Majeur}, il va jusqu’à blesser quiconque se met en travers de sa route. En tant qu'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} il s’arrête juste avant de causer de réelles blessures, à moins que son adversaire ne s’oppose à ce qu’il atteigne ses objectifs.

\n
" + }, + "Secret": { + "name": "Secret", + "description": "Voir SWADE p.28", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le personnage a un secret qu’il ne souhaite pas partager. En tant qu'@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} @Compendium[swade-core-rules.swade-rules.Characters]{Mineur}, le secret est gênant mais sans réel danger. La version @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} peut par contre poser de sérieux problèmes si le secret venait à s’éventer. S’il venait à devenir public, le personnage devra remplacer ce Handicap par @Compendium[swade-core-rules.swade-hindrances.Enemy]{Ennemi}, @Compendium[swade-core-rules.swade-hindrances.Shamed]{Déshonoré}, @Compendium[swade-core-rules.swade-hindrances.Wanted]{Recherché}, ou tout autre @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)} que le MJ trouverait approprié.

\n
" + }, + "Shamed": { + "name": "Déshonoré", + "description": "Voir SWADE p.23", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Quelque chose hante le personnage : peut-être n’a-t’il pas honoré un serment ou a-t-il été défait dans un duel d’honneur. Peut-être n’est-il pas un couard mais a dû fuir une bataille où tous ses coéquipiers sont morts.

\n

En tant que @Compendium[swade-core-rules.swade-rules.Hindrances]{handicap} @Compendium[swade-core-rules.swade-rules.Characters]{Mineur} , les circonstances déshonorantes ne sont généralement pas connues : elles se contentent de hanter le héros. Il pourrait être amené à agir de manière inconsidérée pour ne pas reproduire cette erreur du passée, ou encore se comporter de la même manière.

\n

En tant que @Compendium[swade-core-rules.swade-rules.Hindrances]{handicap} @Compendium[swade-core-rules.swade-rules.Characters]{Majeur}, ses actions passées sont de notoriété publique, au moins parmi ceux auxquels il tient. Les autres joueurs devraient apprendre l’histoire assez rapidement, si possible lors de la création de personnage. Dans le cas contraire, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{PNJ} se fera un plaisir de la révéler, éventuellement en l’utilisant contre le personnage.

\n
" + }, + "Slow": { + "name": "Lent", + "description": "Voir SWADE p.25", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Un handicap ou une blessure ont réduit la mobilité du héros. Le @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)}, réduit son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 1 et son dé de @Compendium[swade-core-rules.swade-rules.Movement]{course} d'un cran (un d4 passe à d4 - 1). L'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} réduit son dé de course  d'un cran, son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 2 et inflige un malus de -2 à tous les jets d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (Voir @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Épreuve} ou @Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade}).

\n

Les personnages lents ne peuvent prendre l’Atout @Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Véloce}

\n

Prothèses : un personnage avec le Handicap @Compendium[swade-core-rules.swade-rules.Characters]{Mineur} peut porter une prothèse. S’il la perd, il souffre alors du Handicap @Compendium[swade-core-rules.swade-rules.Characters]{Majeur}.

\n

Fauteuils roulants : à partir de l’ère victorienne un héros lent peut commencer avec un fauteuil roulant manuel sans coût supplémentaire. Dans une époque contemporaine (depuis les années 1980), le personnage peut cussi choisir une version ultra-légère ou motorisée. Tous les fauteuils roulants nécessitent un sol régulier pour pouvoir se déplacer (à l’appréciation du MJ).

\n
    \n
  • MANUEL: L'@Compendium[swade-core-rules.swade-rules.Movement]{allure} est égale à la moitié de la Compétence @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (avec un maximum de 3) et il ne peut courir.
  • \n
  • ULTRA LÉGER: L'@Compendium[swade-core-rules.swade-rules.Movement]{Allure} est égale à la moitié de la Compétence @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} et le dé de @Compendium[swade-core-rules.swade-rules.Movement]{course} est d4 (Mineur) ou d4 - 1 (Majeur).
  • \n
  • MOTORISÉ: L'@Compendium[swade-core-rules.swade-rules.Movement]{Allure} est de 6 sur un sol régulier, de 3 sur un sol irrégulier et il ne peut pas courrir. Un fauteuil motorisé peut généralement se déplacer de 15 km avant de devoir être rechargé.
  • \n
\n

 

\n
" + }, + "Small": { + "name": "Frêle", + "description": "Voir SWADE p.24", + "description_full": "
\n

Le héros est soit très petit, soit très maigre, voire les deux par rapport à la norme de son peuple. Sa @Compendium[swade-core-rules.swade-rules.Size and Scale]{taille} est réduite de 1 (voir p. 107), ce qui réduit sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 1.

\n

Sa @Compendium[swade-core-rules.swade-rules.Size and Scale]{taille} ne peut descendre en dessous de -1, mais le malus sur la @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} est appliqué. Un halfelin Frêle, par exemple, reste de Taille -1 mais perd 1 point de Résistance.

\n
" + }, + "Stubborn": { + "name": "Tétu", + "description": "Voir SWADE p.28", + "description_full": "

Le héros veut toujours avoir raison et n’admettra jamais ses torts. Même devant la preuve évidente de son erreur, il continue à se justifier avec des demi-vérités et des explications rationnelles.

" + }, + "Suspicious": { + "name": "Suspicieux", + "description": "Voir SWADE p.28", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le personnage se méfie de tout. Comme @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur}, sa paranoïa lui pose quelques problèmes liés à la confiance. Il a tendance a demander l’intégralité d’un paiement avant de faire une tâche, insiste pour noter par écrit tout accord, et peut même aller jusqu’à croire que ses compagnons tentent de le trahir.

\n

En tant que Handicap @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} les @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jets} de @Compendium[swade-core-rules.swade-rules.Support]{Soutient} pour aider le personnage méfiant subissent un malus de -2.

\n
" + }, + "Thin Skinned": { + "name": "Susceptible", + "description": "Voir SWADE p.22", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Les attaques personnelles affectent le personnage au fin fond de son être. Avec l'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur}, le personnage subit un malus de -2 pour résister aux attaques de @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation}. et -4 s’il c'est un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur}.

\n
" + }, + "Tongue-Tied": { + "name": "Défaut d'élocution", + "description": "Voir SWADE p.23", + "description_full": "
\n

L’aventurier bafouille ou réfléchit après avoir parlé, part dans des digressions lors de ses explications et est généralement incompréhensible dès qu’il ouvre la bouche. Il subit un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de -1 à ses jets d' @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, de @Compendium[swade-core-rules.swade-skills.Performance]{Performance}, de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, et de @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} si son action nécessite la parole.

\n
" + }, + "Ugly": { + "name": "Moche", + "description": "Voir SWADE p.26", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

La nature n’a pas été tendre concernant l’apparence du héros. Il subit un malus de -1 à ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets} de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, ou de -2 si c'est un handicap @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)}.

\n
" + }, + "Vengeful": { + "name": "Rancunier", + "description": "Voir SWADE p.27", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros n’oublie jamais les offenses qui lui sont faites.

\n

En tant qu' @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)} il se venge en général par des moyens légaux. La méthode peut varier en fonction du personnage : untel prépare sa vengeance pendant des mois alors que tel autre recherche un résultat immédiat.

\n

Avec un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} Il ne recourt pas forcément immédiatement à la violence, mais ses actions gagneront en intensité jusqu’à ce qu’il obtienne entière satisfaction.

\n
" + }, + "Vow": { + "name": "Serment", + "description": "Voir SWADE p.28", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le personnage a prêté serment à quelqu’un ou pour quelque chose qui compte pour lui.

\n

Le niveau du @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} dépend du danger à rester fidèle au serment et de sa fréquence d’apparition dans la partie. Un Serment @Compendium[swade-core-rules.swade-rules.Characters]{Mineur} peut être de servir épisodiquement une organisation dont les objectifs sont rarement en conflit avec ceux du groupe de PJ.

\n

Un Serment @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} forcera le personnage à répondre à des demandes plus fréquentes, plus longues et bien plus risquées.

\n
" + }, + "Wanted": { + "name": "Recherché", + "description": "Voir SWADE p.27", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros a commis un crime dans son passé et sera arrêté s’il est repris par les autorités. Cela suppose bien entendu que l’univers de jeu possède des lois et des gens qui les font respecter.

\n

Le niveau du @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} dépend de la gravité du crime et de l’intensité des recherches. Des tickets de parking impayés (dans un univers où conduire est régulièrement utile) constituent un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} tout comme un héros recherché pour des crimes plus sérieux mais vivant loin des lieux du délit. Être accusé de meurtre est un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} dans la plupart des univers de jeu s’il y a des témoins pour réclamer justice (ou vengeance).

\n
" + }, + "Yellow": { + "name": "Couard", + "description": "Voir SWADE p.23", + "description_full": "
\n

Tout le monde n’a pas des nerfs d’acier. Le héros blêmit à la vue du sang et est terrifié à l’idée même de subir une blessure. Il subit un malus de -2 à ses jets de @Compendium[swade-core-rules.swade-rules.Fear]{peur}  et pour résister à l' @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.

\n
" + }, + "Young": { + "name": "Gamin", + "description": "Voir SWADE p.22", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros est un ado entre 12 et 15 ans (pour un humain — adaptez l’âge pour une autre espèce au besoin). Il ne dispose que de 4 points d’ @Compendium[swade-core-rules.swade-rules.Traits]{attribut} au lieu de 5, et de 10 points de Compétence au lieu de 12. Il peut aussi souffrir de restrictions légales suivant l’univers de jeu (ne pas pouvoir conduire ou porter des armes à feu, etc.).

\n

Le bon côté des choses c’est qu’un ado est chanceux. Il a droit à un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} en plus au début de chaque session de jeu (qui peut se cumuler avec d’autres @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} comme @Compendium[swade-core-rules.swade-edges.Luck]{Chanceux} ou @Compendium[swade-core-rules.swade-edges.Great Luck]{très chanceux}).

\n

La plupart des personnages Gamins (ado) devraient aussi prendre le @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} @Compendium[swade-core-rules.swade-hindrances.Small]{frêle}, mais ce n’est pas une obligation.

\n

En tant qu'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(voir Handicap)}, le personnage est un gamin (entre 8 et 11 ans). Il n’a que 3 points d' @Compendium[swade-core-rules.swade-rules.Traits]{attributes} et 10 de compétences, et a le handicap @Compendium[swade-core-rules.swade-hindrances.Small]{frêle}. Un Gamin a deux @Compendium[swade-core-rules.swade-rules.Bennies]{jetons} supplémentaires au début de chaque session de jeu.

\n
" + } + } +} diff --git a/compendiums/swade-core-rules.swade-hindrances.json.OLD b/compendiums/swade-core-rules.swade-hindrances.json.OLD new file mode 100644 index 0000000..3c830e5 --- /dev/null +++ b/compendiums/swade-core-rules.swade-hindrances.json.OLD @@ -0,0 +1,350 @@ +{ + "label": "SWADE Handicaps", + "mapping": { + "description_full": "system.description" + }, + "entries": [ + { + "id": "All Thumbs", + "name": "2 mains gauches", + "description":"Voir SWADE p.23", + "description_full": "
\n

Certaines personnes ne sont tout simplement pas douées avec les appareils mécaniques ou technologiques.

\n

Un tel individu subit un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de -2 à ses jets lorsqu’il utilise un appareil mécanique ou électronique. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} , l’appareil se détraque (à moins qu’il n’ait déjà un effet prévu pour ça). Avec l’accord du MJ, le remettre en fonction nécessitera un jet de @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} et 1d6 heures de travail.

\n
" + }, + { + "id": "Anemic", + "name": "Anémique", + "description":"Voir SWADE p.22", + "description_full": "
\n

Le héros est particulièrement sensible aux maladies, à la fatigue et aux effets de l’environnement. Il subit un malus de -2 aux jets de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} pour résister aux effets de la @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} (voir @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} p. 117)).

\n
" + }, + { + "id": "Arrogant", + "name": "Arrogant", + "description":"Voir SWADE p.22", + "description_full": "

Le héros ne pense pas qu’il est le meilleur, il sait qu’il l’est. Quel que soit le domaine (escrime, kung-fu, peinture, etc.), nul ne peut le battre et il le prouve à chaque occasion. Gagner ne lui suffit pas. Il se doit de dominer totalement son adversaire. Si un ennemi doute de sa supériorité, il cherchera à l’humilier et à lui prouver qu’il peut le battre quand il veut. C’est le genre de personne qui, lors d’un duel, désarme son adversaire rien que pour le plaisir de ramasser son épée pour la lui rendre avec un sourire condescendant. Un individu Arrogant cherche toujours le chef adverse dans un combat, n’attaquant ses subalternes que s’ils se mettent en travers de son chemin.

" + }, + { + "id": "Bad Eyes", + "name": "Myope", + "description":"Voir SWADE p.26", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

La vue du héros n’est plus ce qu’elle était. Dans le cas d’un Handicap Mineur, il subit un malus de -1 à tous les @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets de traits} impliquant la vision (comme une attaque à distance ou un @Compendium[swade-core-rules.swade-skills.Notice]{jet de Perception}) Ce malus passe à -2 pour un @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} .

\n

Dans les univers où des lunettes sont disponibles, elles permettent d’ignorer le malus. Si elles sont perdues ou brisées (50 % de chance que cela arrive lorsqu’il est @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessé}, lors d’une chute, ou autre accident), le personnage est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait} (et @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnérable} si c'est un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap}) jusqu’à la fin de son prochain tour.

\n
" + }, + { + "id": "Bad Luck", + "name": "Malchanceux", + "description":"Voir SWADE p.25", + "description_full": "
\n

Le héros est moins chanceux que les autres. Il reçoit un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} de moins par session de jeu. Un héros ne peut pas être à la fois Malchanceux et @Item[SJAAkOAUeXTk1GCU]{Chanceux}.

\n
" + }, + { + "id": "Big Mouth", + "name": "Bavard", + "description":"Voir SWADE p.22", + "description_full": "

On dit que trop parler peut tuer. Le héros pourrait provoquer une hécatombe ! Il ne sait pas garder un secret, il dévoile tous les plans et même les secrets les mieux gardés de ses amis. Il le fait toujours au plus mauvais moment.

" + }, + { + "id": "Blind", + "name": "Aveugle", + "description":"Voir SWADE p.22", + "description_full": "
\n

Le héros est complètement aveugle. Il subit un malus de -6 à toutes les tâches physiques nécessitant la vue (au choix du MJ). Le bon côté c’est qu’un personnage Aveugle choisit gratuitement un @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} upplémentaire pour compenser ce @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} particulièrement pénalisant.

\n
" + }, + { + "id": "Bloodthirsty", + "name": "Sanguinaire", + "description":"Voir SWADE p.28", + "description_full": "

Le héros ne fait jamais des prisonniers à moins d’être sous la surveillance étroite d’un supérieur. Son caractère froid et impitoyable incite ses adversaires à se comporter de la même manière. Cela lui coûte souvent de précieuses informations, lui apporte de nouveaux ennemis et peut lui faire avoir des problèmes avec sa hiérarchie ou les autorités en fonction de l’univers...

" + }, + { + "id": "Can't Swim", + "name": "Mauvais nageur", + "description":"Voir SWADE p.26", + "description_full": "
\n

La plupart des gens du 21ème siècle savent nager correctement en grande partie grâce aux piscines, à l’accès facile aux lacs et aux plages et aux efforts en matière d’éducation. Historiquement toutefois, ceux qui ne naissaient pas à proximité d’une étendue d’eau n’apprenaient jamais à nager. Un @Compendium[swade-core-rules.swade-rules.Characters]{Personnage} avec ce @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} subit un malus de -2 à ses jets d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} lorsqu’il nage et chaque case de déplacement lui coûte 3 points d’ @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. Voir @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} et @Compendium[swade-core-rules.swade-rules.Drowning]{Noyade} (p. 120).

\n
" + }, + { + "id": "Cautious", + "name": "Prudent", + "description":"Voir SWADE p.27", + "description_full": "

Ce personnage incarne l’extrême prudence. Il ne prend aucune décision hâtive, a besoin du maximum d’informations et de planifier le moindre détail avant d’agir.

" + }, + { + "id": "Clueless", + "name": "Ignorant", + "description":"Voir SWADE p.24", + "description_full": "
\n

Le héros ne prête que peu d’attention au monde qui l’entoure et serait bien incapable de trouver une meule de foin dans un petit tas d’aiguilles. Il subit un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{pénalité} de -1 a ses jets de @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Connaissance générale} et ses jets de @Compendium[swade-core-rules.swade-skills.Notice]{Perception}.

\n
" + }, + { + "id": "Clumsy", + "name": "Lourdaud", + "description":"Voir SWADE p.22", + "description_full": "
\n

Le héros manque de coordination et a parfois du mal à mettre un pied devant l’autre : c‘est toujours celui qu’on choisit en dernier en sport. Il subit un malus de -2 sur ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jets} d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} et de @Compendium[swade-core-rules.swade-skills.Stealth]{discrétion} .

\n
" + }, + { + "id": "Code of Honor", + "name": "Code d'honneur", + "description":"Voir SWADE p.23", + "description_full": "

L’honneur est très important aux yeux du personnage. Il n’a qu’une parole, traite bien ses prisonniers et se conforme d’ordinaire aux codes de bonne conduite et aux règles de bienséance de son monde.

" + }, + { + "id": "Curious", + "name": "Curieux", + "description":"Voir SWADE p.23", + "description_full": "

C’est un vilain défaut et le personnage est très vilain. Un personnage Curieux est facilement attiré par l’aventure. Il faut qu’il fouille partout et il désire toujours savoir ce qui se cache derrière chaque mystère.

" + }, + { + "id": "Death Wish", + "name": "Rien à perdre", + "description":"Voir SWADE p.28", + "description_full": "

N’avoir Rien à perdre ne signifie pas que le héros est suicidaire mais qu’il estime que sa vie vaut moins que le noble, mais mortel, objectif qu’il s’est fixé. Il ne risque pas sa vie sans raisons valables, mais si l’occasion de réaliser son but se présente, il est prêt à faire n’importe quoi et à prendre tous les risques pour y parvenir.

" + }, + { + "id": "Delusional", + "name": "Chimère", + "description":"Voir SWADE p.23", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros croit en des choses qui paraissent étranges aux autres. Une Chimère en tant qu'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} est inoffensive ou alors le personnage y fait rarement allusion (le gouvernement met des sédatifs dans les sodas, les chiens parlent, nous sommes tous les participants d’un jeu bizarre, etc.).

\n

En tant qu'a @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur}, il exprime souvent ses opinions sur le sujet et cela peut s’avérer dangereux (le gouvernement est contrôlé par des aliens, les hôpitaux tuent, je suis allergique aux armures, les zombies sont mes amis).

\n
" + }, + { + "id": "Doubting Thomas", + "name": "Sceptique", + "description":"Voir SWADE p.28", + "description_full": "

Un sceptique ne croit au surnaturel que dans l’estomac d’une créature monstrueuse. Il rationalise tout événement étrange. Il fonce dans des dangers qu’il refuse d’envisager, et même au pied du mur il se raccroche à la raison en trouvant des explications alternatives pour nier l’évidence.

\n

Même après avoir été confronté à une manifestation surnaturelle indéniable, l’esprit du sceptique finit par douter de ce qu’il a vu, et trouve des explications rationnelles, ou considère l’événement comme une anomalie. Il continue à douter lors des confrontations futures.

" + }, + { + "id": "Driven", + "name": "Obsession", + "description":"Voir SWADE p.26", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Un serment vous lie aux autres mais un personnage ayant une Obsession souhaite quelque chose pour lui-même. Il peut s’agir de protéger le royaume, de recevoir des décorations en tant qu’officier, de prouver qu’on est le meilleur gladiateur de Rome ou l’ultime pilote de la flotte galactique.

\n

Dans sa version @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} le Handicap oriente le personnage et ses décisions, mais se manifeste rarement ou est relativement inoffensif. Dans sa version @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} ce @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} est un désir irrépressible qui s’exprime souvent ou est source de péril pour le héros et ceux qui l’entourent.

\n
" + }, + { + "id": "Elderly", + "name": "Agé", + "description":"Voir SWADE p.22", + "description_full": "
\n

Le héros se fait vieux, certes, mais n’est pas encore prêt pour l’hospice. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} est réduite de 1, comme pour ses @Compendium[swade-core-rules.swade-rules.Movement]{Jets de mouvement} (avec un minimum de 1). Il subit également un malus de -1 à ses jets d' @Compendium[swade-core-rules.swade-rules.Traits]{Agilité}, de @Compendium[swade-core-rules.swade-rules.Traits]{Force}, et de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} , mais pas aux jets de @Compendium[swade-core-rules.swade-rules.Traits]{compétence}.

\n

Le côté positif, c’est que l’expérience de l’âge lui rapporte 5 points de @Compendium[swade-core-rules.swade-rules.Characters]{points de compétence} à répartir sur des @Compendium[swade-core-rules.swade-rules.Traits]{compétences} liées à l'@Compendium[swade-core-rules.swade-rules.Traits]{Intellecte}.

\n
" + }, + { + "id": "Enemy", + "name": "Ennemis", + "description":"Voir SWADE p.24", + "description_full": "
\n

Quelqu’un quelque part déteste le héros et veut le voir brisé, emprisonné ou mort. Le niveau du @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} épend de la puissance de l’ennemi et de sa fréquence d’apparition. Un Ennemi @Compendium[swade-core-rules.swade-rules.Characters]{Mineur} sera un cow-boy solitaire avide de vengeance ou une confrérie trahie dont les apparitions sont plus rares. Un Ennemi @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} peut représenter une organisation gouvernementale importante, une bande de hors-la-loi ou un individu puissant vouant une haine implacable au héros.

\n

Si l’Ennemi est vaincu le MJ s’arrange pour lui trouver un remplaçant à moins que le héros n’efface l'@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} en utilisant une @Compendium[swade-core-rules.swade-rules.Advancement]{Progression}.

\n
" + }, + { + "id": "Greedy", + "name": "Cupide", + "description":"Voir SWADE p.23", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros est un grippe-sou qui mesure la valeur d’une personne à l’aune de ses possessions. Si c'est un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur}, il mégote pour le moindre butin acquis durant la partie. Pour un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap}, il se bat pour tout partage qu’il trouve inégal et peut en arriver au meurtre s’il se sent floué ou convoite quelque chose qu’il ne peut obtenir.

\n
" + }, + { + "id": "Habit", + "name": "Mauvaise habitude", + "description":"Voir SWADE p.25/26", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros possède une manie grossière ou dangereuse. Une Mauvaise habitude @Compendium[swade-core-rules.swade-rules.Characters]{Mineure} porte sur les nerfs de son entourage mais n’est pas dangereuse. Il se cure le nez, dit « tu vois » à chaque phrase ou bien mâche son chewing-gum et fait claquer des bulles en permanence. Ses alliés l’évitent dans la mesure du possible.

\n

Une Mauvaise habitude @Compendium[swade-core-rules.swade-rules.Characters]{Majeure} représente une dépendance avilissante voire mortelle. Cela inclut l’usage de drogues, d’alcool ou l’abus de réalité virtuelle.

\n

Un héros privé de sa dose doit réussir un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} toutes les 24h ou subir un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}(voir p. 105).

\n

. Une seule fois par jour, un jet de @Compendium[swade-core-rules.swade-skills.Healing]{Soin} accompagné de médicaments appropriés permet de récupérer un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} pour 4 h. Après quoi la Fatigue revient et ne peut être supprimée que grâce à une dose de la substance addictive.

\n
" + }, + { + "id": "Hard of Hearing", + "name": "Dur d'oreille", + "description":"Voir SWADE p.24", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Un personnage possédant ce Handicap a perdu tout ou partie de son ouïe. Un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)}, fait subir un malus de -4 à tous ses @Compendium[swade-core-rules.swade-skills.Notice]{jet de Perception} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jets} liés à l’audition y compris se réveiller à cause du bruit. Un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)} ignifie que le personnage est sourd et échoue automatiquement tous ses jets de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jets} liés à l’audition.

\n

Des aides auditives réduisent le malus à -2 mais nécessitent des piles et ont 50% de chance de tomber lors de @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessure}, @Compendium[swade-core-rules.swade-rules.Hazards]{chutes}, ou autres @Compendium[swade-core-rules.swade-rules.Hazards]{accidents}.

\n
" + }, + { + "id": "Heroic", + "name": "Héroïque", + "description":"Voir SWADE p.24", + "description_full": "

Le héros ne dit jamais non à une personne en détresse. Cela peut ne pas lui faire plaisir, mais il se sent obligé de secourir ceux qu’il considère sans défense. C’est le premier à se jeter dans un immeuble en flammes, à accepter de chasser les monstres pour trois fois rien et à se laisser attendrir par une histoire triste...

" + }, + { + "id": "Hesitant", + "name": "Hésitant", + "description":"Voir SWADE p.24", + "description_full": "
\n

Le héros a du mal à se décider dans les situations stressantes. En combat, vous tirez deux @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes actions} et utilisez la plus basse. Si vous tirez un joker, utilisez-le normalement et ignorez le @Compendium[swade-core-rules.swade-rules.Hindrances]{handicap} pour ce round (donc bien que ce soit un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur}, il augmente vos chances de tirer un joker !)

\n

Un personnage Hésitant ne peut pas prendre les @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} @Compendium[swade-core-rules.swade-edges.Quick]{Vif} ou @Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid}.

\n
" + }, + { + "id": "Illiterate", + "name": "Illettré", + "description":"Voir SWADE p.24/25", + "description_full": "

Le héros ne sait pas lire. Il peut écrire son nom et sait ce qu’un panneau STOP signifie, mais c’est à peu près tout. Les maths ne sont pas son fort non plus. 2 + 2 = 4 passe encore, mais ne lui parlez pas de multiplication.

\n

Les Illettrés ne savent ni lire, ni écrire dans aucune langue, quel que soit par ailleurs le nombre de langues qu’ils savent parler.

" + }, + { + "id": "Impulsive", + "name": "Impulsif", + "description":"Voir SWADE p.25", + "description_full": "

Le héros a tendance à foncer sans regarder. Il réfléchit rarement avant d’agir.

" + }, + { + "id": "Jealous", + "name": "Jaloux", + "description":"Voir SWADE p.25", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

L’insécurité ressentie par ce personnage le pousse à envier les autres ou à devenir possessif à l’extrême. Il se plaint tout le temps, fait la tête, convoite les possessions de ses compagnons, s’attribue le travail des autres, désobéit aux ordres et, plus généralement, provoque toutes sortes de problèmes.

\n

En tant qu'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur}, la jalousie du personnage se concentre sur un sujet unique (par exemple son pilotage « sans égal » ou un intérêt amoureux).

\n

En tant qu'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur}, le personnage est jaloux de tout ce qui peut lui faire de l’ombre. Il passe son temps à rabaisser ses rivaux, à leur voler la vedette allant jusqu’à comploter pour discréditer ceux qui menacent son égo.

\n
" + }, + { + "id": "Loyal", + "name": "Loyal", + "description":"Voir SWADE p.25", + "description_full": "

Un tel gaillard risquerait sa vie pour ses amis sans aucune hésitation. Un héros Loyal peut ne pas agir de la sorte, mais il sera toujours le premier à venir en aide à ses camarades en difficulté.

" + }, + { + "id": "Mean", + "name": "Sale caractère", + "description":"Voir SWADE p.28", + "description_full": "
\n

Le héros est désagréable et a très mauvais caractère. On ne l’apprécie pas beaucoup et il fait rarement preuve de gentillesse. Il fait payer le moindre de ses services et va jusqu’à faire la grimace quand on le récompense. Au delà de l’interprétation, il subit un malus de -1 à ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jets} de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}.

\n
" + }, + { + "id": "Mild Mannered", + "name": "Timoré", + "description":"Voir SWADE p.28", + "description_full": "
\n

Le personnage est une chiffe-molle : il ne fait peur à personne. Peut-être est-il un peu mou dans son attitude, a un visage poupin ou une voix douce. Quoi qu’il en soit, il a du mal à paraître méchant et subit un malus de -2 à ses jets d’@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.

\n
" + }, + { + "id": "Mute", + "name": "Muet", + "description":"Voir SWADE p.26", + "description_full": "
\n

Que ce soit suite à un traumatisme ou de naissance, le personnage a perdu l’usage de la parole. Il est capable d’écrire des messages, ou de communiquer par la langue des signes ou n’importe quel autre système de communication visuelle.

\n

Une telle communication peut nécessiter un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, les malus liés à la @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} et autres @Compendium[swade-core-rules.swade-rules.Trait Rolls]{pénalités} s'appliquent.

\n
" + }, + { + "id": "Obese", + "name": "Obèse", + "description":"Voir SWADE p.26", + "description_full": "
\n

Un personnage qui ne souffre pas de sa corpulence a l’Atout @Compendium[swade-core-rules.swade-edges.Brawny]{Costaud}. Celui qui en souffre est Obèse. Un personnage ne peut être @Compendium[swade.edges.Brawny]{Costaud} et Obèse et ce @Compendium[swade-core-rules.swade-rules.Hindrances]{handicap} ne peut augmenter la @Compendium[swade-core-rules.swade-rules.Size and Scale]{taille} au-delà de 3.

\n

La @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} d’un héros Obèse et donc sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} sont augmentées de 1. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} est réduite de 1 et son dé de @Compendium[swade-core-rules.swade-rules.Movement]{course} passe au cran inférieur (avec un mi-nimum de d4). Son dé de @Compendium[swade-core-rules.swade-rules.Traits]{Force} est considéré comme étant d’un cran inférieur pour ce qui est des armures et de l’équipement porté (à l’exception des armes). Il aura en outre du mal à trouver des @Compendium[swade-core-rules.swade-rules.Common Gear Table]{vêtements} ou des armures à sa taille et entrer dans des lieux exigus ou confinés.

\n
" + }, + { + "id": "Obligation", + "name": "Obligations", + "description":"Voir SWADE p.26", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le personnage a des responsabilités qu’il doit remplir quotidiennement ou très régulièrement. Il peut s’agir d’un emploi, d’une famille, etc.

\n

Une Obligation Mineure occupe le personnage environ 20 heures par semaine, 40 heures, voire davantage pour un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur}. Ce que cela implique devrait être discuté entre le joueur et le meneur de jeu.

\n
" + }, + { + "id": "One Arm", + "name": "Manchot", + "description":"Voir SWADE p.25", + "description_full": "
\n

Le héros est né avec un seul bras ou l'a perdu lors d’un combat. Fort heureusement, il lui reste l’autre, le bon. Il subit un malus de -4 pour les tâches qui requièrent deux bras comme certains @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jet} d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} ou utiliser une arme nécessitant deux mains (au choix du MJ).

\n
" + }, + { + "id": "One Eye", + "name": "Borgne", + "description":"Voir SWADE p.23", + "description_full": "

Ce vétéran a perdu perdu l’usage d’un œil et a des difficultés pour percevoir en profondeur. Il subit -2 à tous ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets de trait} liés à la vision concernant un sujet se trouvant à plus de 5 cases (10 mètres)

" + }, + { + "id": "Outsider", + "name": "Etranger", + "description":"Voir SWADE p.24", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros n’appartient pas à la société dans laquelle il vit. Un Indien dans une ville du Far West, un alien dans un jeu de science-fiction impliquant des marines humains, ou un demi-orque dans un groupe composé d’elfes, de nains et d’humains sont autant d’exemples d’étrangers. Les marchands augmentent leurs prix pour le personnage, les locaux lui refusent leur aide et le traitent comme s’il était d’un rang inférieur.

\n

Un étranger subit un malus de -2 à ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets} de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} sauf quand il est parmi ses semblables. Si l'handicap est @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} le personnage n’a aucun droit dans les principaux lieux où se déroule la campagne. Il peut s’agir d’une espèce différente au sein d'une culture xénophobe, d’une civilisation cruelle peu encline à accepter les étrangers, ou encore le personnage peut s’avérer être une intelligence artificielle dont la conscience n’est pas reconnue par la loi.

\n
" + }, + { + "id": "Overconfident", + "name": "Présomptueux", + "description":"Voir SWADE p.27", + "description_full": "

Rien ne peut résister au héros. C’est du moins ce qu’il croit. Il se pense capable de tout faire et ne recule devant aucun défi. Il n’est pas suicidaire mais il prend des risques en dépit du bon sens.

" + }, + { + "id": "Pacifist", + "name": "Pacifiste", + "description":"Voir SWADE p.26", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros déteste la violence. Un Pacifiste Mineur ne se bat que lorsqu’il n’a pas d’autre choix et n’accepte pas le meurtre de prisonniers ou de victimes sans défense.

\n

Un Pacifiste Majeur ne combat un être vivant en ancune circonstance. Il peut se défendre, mais ne fera jamais rien qui puisse blesser une créature vivante douée de conscience. Il peut utiliser des méthodes @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{non létales}, (voir p. 102), mais seulement pour se défendre ou pour défendre les autres. À noter que les êtres indéniablement maléfiques comme les démons, les morts-vivants et créatures similaires ne sont pas concernés par ce Handicap et même un Pacifiste @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} peut les attaquer !

\n
" + }, + { + "id": "Phobia", + "name": "Phobie", + "description":"Voir SWADE p.27", + "description_full": "
\n

Les phobies sont des peurs irrationnelles qui empoisonnent la vie du héros.

\n

Chaque fois qu’il est en présence de sa phobie (à l’appréciation du MJ, mais en général à vue), il subit -1 à tous ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets de Trait} si c’est un Handicap @Compendium[swade-core-rules.swade-rules.Characters]{Mineur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)}, et -2 si c'est un @Compendium[swade-core-rules.swade-rules.Characters]{Majeur}.

\n

Les phobies ne doivent pas être trop évidentes. Tout le monde a peur des vampires donc il ne s’agit pas d’une phobie, mais simplement de bon sens. L’objet d’une phobie devrait être un élément anodin sur lequel son esprit s’est fixé durant un traumatisme. Et souvenez-vous, les phobies représentent des peurs irrationnelles .

\n
" + }, + { + "id": "Poverty", + "name": "Poches percées", + "description":"Voir SWADE p.27", + "description_full": "
\n

Le dicton dit qu’un idiot et son argent ne font pas bon ménage. Le héros est l’idiot en question. Il débute avec la moitié des @Compendium[swade-core-rules.swade-rules.Characters]{fonds habituels} dans votre @Compendium[swade-core-rules.swade-rules.Setting Rules]{univers} il a du mal à économiser ce qu’il gagne. Chaque semaine de jeu environ, son joueur divise ses fonds par deux.

\n
" + }, + { + "id": "Quirk", + "name": "Bizarrerie", + "description":"Voir SWADE p.23", + "description_full": "

Le héros possède une bizarrerie, rien de grave, mais pouvant lui causer des ennuis. Un escrimeur qui tente d’abord de zébrer ses initiales sur ses ennemis avant de les attaquer, un nain se vantant sans cesse de sa culture ou une jeune snob qui refuse de s’asseoir, boire ou manger avec les gens de classe inférieure en sont de bons exemples.

" + }, + { + "id": "Ruthless", + "name": "Impitoyable", + "description":"Voir SWADE p.25", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le personnage est frappé d’une sorte de fanatisme qui le pousse à faire presque n’importe quoi pour arriver à ses fins. En tant qu'@Compendium[swade-core-rules.swade-rules.Hindrances]{handicap} @Compendium[swade-core-rules.swade-rules.Characters]{Majeur}, il va jusqu’à blesser quiconque se met en travers de sa route. En tant qu'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} il s’arrête juste avant de causer de réelles blessures, à moins que son adversaire ne s’oppose à ce qu’il atteigne ses objectifs.

\n
" + }, + { + "id": "Secret", + "name": "Secret", + "description":"Voir SWADE p.28", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le personnage a un secret qu’il ne souhaite pas partager. En tant qu'@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} @Compendium[swade-core-rules.swade-rules.Characters]{Mineur}, le secret est gênant mais sans réel danger. La version @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} peut par contre poser de sérieux problèmes si le secret venait à s’éventer. S’il venait à devenir public, le personnage devra remplacer ce Handicap par @Compendium[swade-core-rules.swade-hindrances.Enemy]{Ennemi}, @Compendium[swade-core-rules.swade-hindrances.Shamed]{Déshonoré}, @Compendium[swade-core-rules.swade-hindrances.Wanted]{Recherché}, ou tout autre @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)} que le MJ trouverait approprié.

\n
" + }, + { + "id": "Shamed", + "name": "Déshonoré", + "description":"Voir SWADE p.23", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Quelque chose hante le personnage : peut-être n’a-t’il pas honoré un serment ou a-t-il été défait dans un duel d’honneur. Peut-être n’est-il pas un couard mais a dû fuir une bataille où tous ses coéquipiers sont morts.

\n

En tant que @Compendium[swade-core-rules.swade-rules.Hindrances]{handicap} @Compendium[swade-core-rules.swade-rules.Characters]{Mineur} , les circonstances déshonorantes ne sont généralement pas connues : elles se contentent de hanter le héros. Il pourrait être amené à agir de manière inconsidérée pour ne pas reproduire cette erreur du passée, ou encore se comporter de la même manière.

\n

En tant que @Compendium[swade-core-rules.swade-rules.Hindrances]{handicap} @Compendium[swade-core-rules.swade-rules.Characters]{Majeur}, ses actions passées sont de notoriété publique, au moins parmi ceux auxquels il tient. Les autres joueurs devraient apprendre l’histoire assez rapidement, si possible lors de la création de personnage. Dans le cas contraire, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{PNJ} se fera un plaisir de la révéler, éventuellement en l’utilisant contre le personnage.

\n
" + }, + { + "id": "Slow", + "name": "Lent", + "description":"Voir SWADE p.25", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Un handicap ou une blessure ont réduit la mobilité du héros. Le @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)}, réduit son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 1 et son dé de @Compendium[swade-core-rules.swade-rules.Movement]{course} d'un cran (un d4 passe à d4 - 1). L'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} réduit son dé de course  d'un cran, son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 2 et inflige un malus de -2 à tous les jets d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (Voir @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Épreuve} ou @Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade}).

\n

Les personnages lents ne peuvent prendre l’Atout @Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Véloce}

\n

Prothèses : un personnage avec le Handicap @Compendium[swade-core-rules.swade-rules.Characters]{Mineur} peut porter une prothèse. S’il la perd, il souffre alors du Handicap @Compendium[swade-core-rules.swade-rules.Characters]{Majeur}.

\n

Fauteuils roulants : à partir de l’ère victorienne un héros lent peut commencer avec un fauteuil roulant manuel sans coût supplémentaire. Dans une époque contemporaine (depuis les années 1980), le personnage peut cussi choisir une version ultra-légère ou motorisée. Tous les fauteuils roulants nécessitent un sol régulier pour pouvoir se déplacer (à l’appréciation du MJ).

\n
    \n
  • MANUEL: L'@Compendium[swade-core-rules.swade-rules.Movement]{allure} est égale à la moitié de la Compétence @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (avec un maximum de 3) et il ne peut courir.
  • \n
  • ULTRA LÉGER: L'@Compendium[swade-core-rules.swade-rules.Movement]{Allure} est égale à la moitié de la Compétence @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} et le dé de @Compendium[swade-core-rules.swade-rules.Movement]{course} est d4 (Mineur) ou d4 - 1 (Majeur).
  • \n
  • MOTORISÉ: L'@Compendium[swade-core-rules.swade-rules.Movement]{Allure} est de 6 sur un sol régulier, de 3 sur un sol irrégulier et il ne peut pas courrir. Un fauteuil motorisé peut généralement se déplacer de 15 km avant de devoir être rechargé.
  • \n
\n

 

\n
" + }, + { + "id": "Small", + "name": "Frêle", + "description":"Voir SWADE p.24", + "description_full": "
\n

Le héros est soit très petit, soit très maigre, voire les deux par rapport à la norme de son peuple. Sa @Compendium[swade-core-rules.swade-rules.Size and Scale]{taille} est réduite de 1 (voir p. 107), ce qui réduit sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 1.

\n

Sa @Compendium[swade-core-rules.swade-rules.Size and Scale]{taille} ne peut descendre en dessous de -1, mais le malus sur la @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} est appliqué. Un halfelin Frêle, par exemple, reste de Taille -1 mais perd 1 point de Résistance.

\n
" + }, + { + "id": "Stubborn", + "name": "Tétu", + "description":"Voir SWADE p.28", + "description_full": "

Le héros veut toujours avoir raison et n’admettra jamais ses torts. Même devant la preuve évidente de son erreur, il continue à se justifier avec des demi-vérités et des explications rationnelles.

" + }, + { + "id": "Suspicious", + "name": "Suspicieux", + "description":"Voir SWADE p.28", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le personnage se méfie de tout. Comme @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur}, sa paranoïa lui pose quelques problèmes liés à la confiance. Il a tendance a demander l’intégralité d’un paiement avant de faire une tâche, insiste pour noter par écrit tout accord, et peut même aller jusqu’à croire que ses compagnons tentent de le trahir.

\n

En tant que Handicap @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} les @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jets} de @Compendium[swade-core-rules.swade-rules.Support]{Soutient} pour aider le personnage méfiant subissent un malus de -2.

\n
" + }, + { + "id": "Thin Skinned", + "name": "Susceptible", + "description":"Voir SWADE p.22", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Les attaques personnelles affectent le personnage au fin fond de son être. Avec l'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur}, le personnage subit un malus de -2 pour résister aux attaques de @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation}. et -4 s’il c'est un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur}.

\n
" + }, + { + "id": "Tongue-Tied", + "name": "Défaut d'élocution", + "description":"Voir SWADE p.23", + "description_full": "
\n

L’aventurier bafouille ou réfléchit après avoir parlé, part dans des digressions lors de ses explications et est généralement incompréhensible dès qu’il ouvre la bouche. Il subit un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de -1 à ses jets d' @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, de @Compendium[swade-core-rules.swade-skills.Performance]{Performance}, de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, et de @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} si son action nécessite la parole.

\n
" + }, + { + "id": "Ugly", + "name": "Moche", + "description":"Voir SWADE p.26", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

La nature n’a pas été tendre concernant l’apparence du héros. Il subit un malus de -1 à ses @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jets} de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, ou de -2 si c'est un handicap @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)}.

\n
" + }, + { + "id": "Vengeful", + "name": "Rancunier", + "description":"Voir SWADE p.27", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros n’oublie jamais les offenses qui lui sont faites.

\n

En tant qu' @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(Voir Handicap)} il se venge en général par des moyens légaux. La méthode peut varier en fonction du personnage : untel prépare sa vengeance pendant des mois alors que tel autre recherche un résultat immédiat.

\n

Avec un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} Il ne recourt pas forcément immédiatement à la violence, mais ses actions gagneront en intensité jusqu’à ce qu’il obtienne entière satisfaction.

\n
" + }, + { + "id": "Vow", + "name": "Serment", + "description":"Voir SWADE p.28", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le personnage a prêté serment à quelqu’un ou pour quelque chose qui compte pour lui.

\n

Le niveau du @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} dépend du danger à rester fidèle au serment et de sa fréquence d’apparition dans la partie. Un Serment @Compendium[swade-core-rules.swade-rules.Characters]{Mineur} peut être de servir épisodiquement une organisation dont les objectifs sont rarement en conflit avec ceux du groupe de PJ.

\n

Un Serment @Compendium[swade-core-rules.swade-rules.Characters]{Majeur} forcera le personnage à répondre à des demandes plus fréquentes, plus longues et bien plus risquées.

\n
" + }, + { + "id": "Wanted", + "name": "Recherché", + "description":"Voir SWADE p.27", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros a commis un crime dans son passé et sera arrêté s’il est repris par les autorités. Cela suppose bien entendu que l’univers de jeu possède des lois et des gens qui les font respecter.

\n

Le niveau du @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} dépend de la gravité du crime et de l’intensité des recherches. Des tickets de parking impayés (dans un univers où conduire est régulièrement utile) constituent un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Mineur} tout comme un héros recherché pour des crimes plus sérieux mais vivant loin des lieux du délit. Être accusé de meurtre est un @Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} dans la plupart des univers de jeu s’il y a des témoins pour réclamer justice (ou vengeance).

\n
" + }, + { + "id": "Yellow", + "name": "Couard", + "description":"Voir SWADE p.23", + "description_full": "
\n

Tout le monde n’a pas des nerfs d’acier. Le héros blêmit à la vue du sang et est terrifié à l’idée même de subir une blessure. Il subit un malus de -2 à ses jets de @Compendium[swade-core-rules.swade-rules.Fear]{peur}  et pour résister à l' @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.

\n
" + }, + { + "id": "Young", + "name": "Gamin", + "description":"Voir SWADE p.22", + "description_full": "
\n

(MINEUR ou MAJEUR)

\n

Le héros est un ado entre 12 et 15 ans (pour un humain — adaptez l’âge pour une autre espèce au besoin). Il ne dispose que de 4 points d’ @Compendium[swade-core-rules.swade-rules.Traits]{attribut} au lieu de 5, et de 10 points de Compétence au lieu de 12. Il peut aussi souffrir de restrictions légales suivant l’univers de jeu (ne pas pouvoir conduire ou porter des armes à feu, etc.).

\n

Le bon côté des choses c’est qu’un ado est chanceux. Il a droit à un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} en plus au début de chaque session de jeu (qui peut se cumuler avec d’autres @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} comme @Compendium[swade-core-rules.swade-edges.Luck]{Chanceux} ou @Compendium[swade-core-rules.swade-edges.Great Luck]{très chanceux}).

\n

La plupart des personnages Gamins (ado) devraient aussi prendre le @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} @Compendium[swade-core-rules.swade-hindrances.Small]{frêle}, mais ce n’est pas une obligation.

\n

En tant qu'@Compendium[swade-core-rules.swade-rules.Characters]{Handicap Majeur} @Compendium[swade-core-rules.swade-rules.Hindrances]{(voir Handicap)}, le personnage est un gamin (entre 8 et 11 ans). Il n’a que 3 points d' @Compendium[swade-core-rules.swade-rules.Traits]{attributes} et 10 de compétences, et a le handicap @Compendium[swade-core-rules.swade-hindrances.Small]{frêle}. Un Gamin a deux @Compendium[swade-core-rules.swade-rules.Bennies]{jetons} supplémentaires au début de chaque session de jeu.

\n
" + } + ] +} \ No newline at end of file diff --git a/compendiums/swade-core-rules.swade-powers.json b/compendiums/swade-core-rules.swade-powers.json index 15745b8..0af0de9 100644 --- a/compendiums/swade-core-rules.swade-powers.json +++ b/compendiums/swade-core-rules.swade-powers.json @@ -1,5 +1,5 @@ { - "label": "SWADE Pouvoirs", + "label": "SWADE Pouvoirs", "mapping": { "description_full": "system.description", "trapping": "system.trapping", @@ -16,384 +16,330 @@ "converter": "powers_rank" } }, - "entries": [ - { - "id": "Arcane Protection", - "name": "Protection arcanique", - "trapping": "concentration, halo terne entourant le bénéficiaire, fétiche", - "description": "Voir SWADE p.231", - "description_full": "
\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, les pouvoirs hostiles subissent un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de -2 (-4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}) pour affecter le bénéficiaire.

\n

Leurs éventuels @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts} sont réduits de même. Protection arcanique se cumule avec l'Atout @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Résistance aux arcanes}. Le bénéficiaire peut donc avoir les deux.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" - }, - { - "id": "Banish", - "name": "Bannissement", - "trapping": "objet sacré, symbole ésotérique, poignée de sel", - "description": "Voir SWADE p.217", - "description_full": "
\n

Bannissement renvoie les entités des plans immatériels vers leur dimension d'origine. Cela inclut les fantômes, les démons, les élémentaux et autres êtres similaires (à la discrétion du MJ).

\n

Bannir une créature est un jet d'Arcanes du conjurateur @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l'@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} la cible est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secouée}, chaque @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} inflige une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}.

\n

Si cela @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacite} la cible, elle retourne dans son plan d'existence d'origine. Une entité bannie peut revenir à la discrétion du MJ : à la prochaine pleine lune, quand elle est de nouveau invoquée ou quelques instants plus tard pour une créature particulièrement puissante dans des conditions adéquates tel un lieu de pouvoir.

\n
" - }, - { - "id": "Barrier", - "name": "Barrière", - "trapping": "feu, glace, épines, force invisible, ossements, énergie", - "description": "Voir SWADE p.217", - "description_full": "
\n

Barrière crée un mur de 5 cases de long (10 mètres) et 1 case de haut (2 mètres), immobile et épousant la surface où il apparaît. Son épaisseur dépend de sa composition mais ne dépasse généralement pas quelques poignées de centimètres.

\n

Le mur a une @Compendium[swade-core-rules.swade-rules.Breaking Things]{Solidité} de 10 et peut être @Compendium[swade-core-rules.swade-rules.Breaking Things]{cassé} comme n'importe quel autre objet (voir p. 139).

\n

Quand le sort expire ou que le mur est brisé, il tombe en poussière ou se dissipe, rien ne subsistant de l'@Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}.

\n

Modificateurs

\n
    \n
  • Dégâts (+1) : La barrière inflige 2d4 de dégâts à tous ceux au contact.
  • \n
  • Forme (+2) : La barrière forme un cercle, un carré ou tout autre forme basique.
  • \n
  • Plus solide (+1) : La barrière a une @Compendium[swade-core-rules.swade-rules.Breaking Things]{Solidité} de 12.
  • \n
  • Taille (+1) : La longueur et la hauteur de la barrière sont doublées.
  • \n
\n
" - }, - { - "id": "Beast Friend", - "name": "Ami des bêtes", - "trapping": "l'arcaniste se concentre et fait des gestes de la main", - "description": "Voir SWADE p.215", - "description_full": "
\n

Ce sort permet à un individu de parler à des animaux naturels et de guider leurs actions. Le coût d'activation est égal à la somme de leur @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} (minimum 1 par créature). Par exemple, contrôler trois @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{loups} (Taille -1) coûte ainsi 3 Points de pouvoir (car le coût minimum est de 1), tandis que contrôler un rhinocéros (Taille 5) coûte 5 Points de pouvoir.

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, les créatures obéissent à des ordres simples comme des chiens bien dressés. Ils attaquent les ennemis de leur maître quitte à se mettre en danger. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, elles seront davantage soumises. Sans être suicidaires, elles dépasseront leurs peurs naturelles pour suivre les ordres.

\n

Les @Compendium[swade-core-rules.swade-bestiary.Swarm]{Essaims} aussi peuvent être contrôlés au coût de 1 Point de pouvoir pour un Petit, 2 PP pour un Moyen et 3 PP pour un Grand.

\n

Ami des Bêtes ne fonctionne que sur les créatures naturelles dotées d’une intelligence animale. Il est sans effet sur les animaux conjurés, magiques ou surnaturels.

\n

Modificateurs

\n
    \n
  • Chevaucheur d'Esprit (+1) : l'arcaniste peut communiquer à travers n'importe lequel de ses amis bêtes et utiliser leurs sens.
  • \n
\n
" - }, - { - "id": "Blast", - "name": "Explosion", - "trapping": "boule de feu, de glace, de lumière ou d’obscurité, éclairs colorés, nuée d’insectes", - "description": "Voir SWADE p.226", - "description_full": "
\n

Explosion produit une boule d’énergie ou de matière explosive. La zone d’effet couvre un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Tout ce qui s’y trouve subit 2d6 de dégâts, 3d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} (voir @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}).

\n

Modificateurs

\n
    \n
  • Dégâts (+2) : L'explosion inflige 3d6 dégâts, 4d6 en cas de Prouesse.
  • \n
  • Zone d'Effet (+0/+1) : l'arcaniste peut concentrer l'explosion dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Petit gabarit} sans coût supplémentaire, ou dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit} pour +1 PP.
  • \n
\n
" - }, - { - "id": "Blind", - "name": "Aveuglement", - "trapping": " flash lumineux, sable dans les yeux, confusion", - "description": "Voir SWADE p.216", - "description_full": "
\n

La cible de ce pouvoir vicieux souffre d'une vision floue, ou d'une quasi-cécité en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

\n

La victime subit un malus de -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} (et -4 en cas de Prouesse) pour toute action requérant la vue.

\n

À la fin de ses prochains tours, la victime tente automatiquement d'annuler cet effet en réussissant un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite}. En cas de Succès, elle annulle 2 points de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus}, en cas de Prouesse elle annulle complètement l'effet.

\n

Modifiers

\n
    \n
  • Puissant (+1) : Le jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} pour annuler l'effet se fait à -2.
  • \n
  • Zone d'effet (+2/+3) : pour +2 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +3 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
  • \n
\n
" - }, - { - "id": "Bolt", - "name": "Éclair", - "trapping": "éclair de feu, de glace, de lumière, d’obscurité ou coloré, torrent d’insectes", - "description": "Voir SWADE p.224", - "description_full": "
\n

Éclair envoie une décharge dévastatrice d'énergie, un rayon sacré ou des éclats de matière sur un seul ennemi.

\n

Il n'y a pas de malus de @Compendium[swade-core-rules.swade-rules.Attacks]{Portée} mais le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} est affecté par les @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} et tous les autres habituels.

\n

Un éclair inflige 2d6 de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts}, 3d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

\n

Modifiers

\n
    \n
  • Dégâts (+2) : éclair inflige 3d6 de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts} (4d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}).
  • \n
\n
" - }, - { - "id": "Boost/Lower Trait", - "name": "Augmentation / Diminution de trait", - "trapping": "changement physique, aura, potion", - "description": "Voir SWADE p.216", - "description_full": "
\n

Ce pouvoir permet à un personnage d'améliorer ou de diminuer un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} (attribut ou compétence) de la cible.

\n

Augmentation améliore le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} choisi d'un cran en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, de deux crans en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, pour 5 @Compendium[swade-core-rules.swade-rules.Actions]{rounds}.

\n

Diminution réduit le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} adverse d'un cran en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, de deux crans en cas de Prouesse, avec un d4 au minimum. A la fin de ses prochains tours, la victime tente automatiquement d'annuler cet effect en réussissant un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Âme} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite}. Un Succès restaure un cran dans le Trait tandis qu'une Prouesse les restaure complètement.

\n

Des sorts répétés ne cumulent pas leurs effets sur un même Trait (prendre le plus élevé) mais peuvent affecter différents Traits.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
  • Puissant (+1) : diminution seulement. Le jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Âme} pour annuler l'effet se fait à -2.
  • \n
\n
" - }, - { - "id": "Burrow", - "name": "Enfouissement", - "trapping": "se fondre dans la terre et apparaître ailleurs", - "description": "Voir SWADE p.225", - "description_full": "
\n

Enfouissement permet au bénéficiaire de se fondre dans de la terre naturelle. Il peut rester dans une sorte de limbes ou creuser à la moitié de son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (son Allure complète en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}). Il ne peut pas courir.

\n

Un personnage enfoui peut tenter de surprendre un ennemi avec un jet de @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à la @Compendium[swade-core-rules.swade-skills.Notice]{Perception} adverse. Le personnage considère sa cible comme @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnérable} en cas de Succès, @Compendium[swade-core-rules.swade-rules.The Drop]{Surprise} en cas de Prouesse. Les cibles @Compendium[swade-core-rules.swade-rules.Hold]{En attente} peuvent tenter d’interrompre l’attaque juste avant.

\n

Un personnage enfoui ne peut généralement plus surprendre un ennemi une fois sa présence connue mais peut s’enfouir pour se protéger et se déplacer.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
  • Puissant (+1) : Le bénéficiaire peut traverser la pierre, le béton, et d'autres matériaux similaires.D’autres comme des plastiques, le verre, des matériaux plombés, etc., peuvent résister à la discrétion du MJ.
  • \n
\n
" - }, - { - "id": "Burst", - "name": "Rafale", - "trapping": "torrent de flammes, de lumière ou toute autre matière ou énergie", - "description": "Voir SWADE p.232", - "description_full": "
\n

Rafale produit de l'énergie en éventail baignant ses cibles dans un feu vif, dans un cône de froid ou dans toute autre matière ou énergie dévastatrice.

\n

Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} crée un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit de cône} dont l'origine est l’arcaniste (voir @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}).Tout ce qui s’y trouve subit 2d6 de @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts}, 3d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

\n

Modificateurs

\n
    \n
  • Dégâts (+2) : Rafale inflige 3d6 de dégâts, 4d6 en cas de Prouesse.
  • \n
\n
" - }, - { - "id": "Confusion", - "name": "Confusion", - "trapping": "lumière hypnotique, brève illusion, grand bruit", - "description": "Voir SWADE p.218", - "description_full": "
\n

Confusion confond une cible, la rendant à la fois @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite et Vulnérable} si elle @Compendium[swade-core-rules.swade-rules.Trait Rolls]{échoue} un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} (-2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation}). Ces deux états durent jusqu’à la fin du prochain @Compendium[swade-core-rules.swade-rules.Actions]{tour} de la cible.

\n

Modificateurs

\n
    \n
  • Zone d'effet (+2/+3) :pour +2 PP le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +3 PP le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
  • \n
\n
" - }, - { - "id": "Damage Field", - "name": "Zone de dégâts", - "trapping": "aura flamboyante, piques, champ électrique", - "description": "Voir SWADE p.237", - "description_full": "
\n

Zone de dégâts crée une aura dangereuse autour du bénéficiaire qui blesse les ennemis suffisamment fous pour s’en approcher.

\n

À la fin du @Compendium[swade-core-rules.swade-rules.Actions]{tour} du personnage affecté, tous les individus adjacents (alliés inclus !) subissent automatiquement 2d4 de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts}.

\n

Modificateurs

\n
    \n
  • Dégâts (+2) : zone de dégâts inflige 2d6 dégâts.
  • \n
\n
" - }, - { - "id": "Darksight", - "name": "Vision dans le noir", - "trapping": "yeux brillants, pupilles dilatées, sonar", - "description": "Voir SWADE p.236", - "description_full": "
\n

Vision dans le noir permet à un héros de voir dans l'obscurité. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} il ignore 4 points de @Compendium[swade-core-rules.swade-rules.Illumination]{malus de Visibilité}. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} il en ignore 6 points et peut voir dans les Ténèbres.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" - }, - { - "id": "Deflection", - "name": "Déflexion", - "trapping": "bouclier mystique, bourrasque de vent, serviteur fantôme interceptant les projectiles", - "description": "Voir SWADE p.221", - "description_full": "
\n

Les pouvoirs Déflexion fonctionnent de diverses manières. Certaines manifestations repoussent réellement les attaques reçues, d’autres floutent la forme de la cible ou produisent des illusions. Le résultat final reste cependant toujours le même : détourner du bénéficiaire les @Compendium[swade-core-rules.swade-rules.Attacks]{attaques} au contact ou à distance.

\n

Une fois actif, les ennemis subissent un malus de -2 pour leurs attaques ciblant le bénéficiaire, -4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" - }, - { - "id": "Detect/Conceal Arcana", - "name": "Détection / Dissimulation d'arcanes", - "trapping": "gestuel, mots chuchotés", - "description": "Voir SWADE p.221", - "description_full": "
\n

Détection d'Arcanes permet au bénéficiaire de voir et détecter toutes personnes, objets ou effets surnaturels dans son champ de vision pendant cinq @Compendium[swade-core-rules.swade-rules.Actions]{rounds}. Ceci inclut les ennemis @Compendium[swade-core-rules.swade-powers.Invisibility]{invisibles}, les enchantements sur les gens ou les objets, les @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{appareils de science étrange}, etc. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le bénéficiaire connaît également la nature générale de l’enchantement : nocif, camouflage, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{magie}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{miracle}, etc.

\n

Détection d'Arcanespermet également d’ignorer jusqu’à 4 points de malus pour attaquer des ennemis cachés par des @Compendium[swade-core-rules.swade-powers.Light / Darkness]{ténèbres magiques}, invisibilité ou des capacités similaires (le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} complet en cas de Prouesse).

\n

Dissimulation d'arcanes met à l’abri de la détection des énergies arcaniques un être ou un objet d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle normale} pour une heure.

\n

Détection vs. Dissimulation : Détecter des arcanes sur quelqu’un ou quelque chose de dissimulé est un jet @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} à lancer à chaque tentative, une fois maximum par @Compendium[swade-core-rules.swade-rules.Actions]{tour}. Si la dissimulation l’emporte, le personnage ne peut percer le camouflage avec son sort mais il peut annuler ce dernier pour le relancer.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
  • Puissant (+1) : Dissimulation seulement. Les jets de détection subissent un malus de -2 pour percer cette dissimulation.
  • \n
  • Zone d'effet (+1/+2) : Dissimulation seulement. Pour +1 PP le pouvoir affecte tout dans une sphère de @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +2 PP le pouvoir affecte tout dans une sphère de @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
  • \n
\n
" - }, - { - "id": "Disguise", - "name": "Déguisement", - "trapping": "modelage de son aspect, apparence illusoire, mèche de cheveux du modèle", - "description": "Voir SWADE p.221", - "description_full": "
\n

Déguisement permet au bénéficiaire de prendre l'apparence d'une autre personne de même @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} et de même forme, vêtements inclus, mais cela n’octroie aucune autre capacité.

\n

Ceux ayant une raison de douter de l’identité de l’imposteur font un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} à -2 pour percer le déguisement (-4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation} du pouvoir) en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite}.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
  • Taille (+1) : le bénéficiaire peut prendre la forme de quelqu'un ayant jusqu'à 2 de Taille en plus ou en moins.
  • \n
\n
" - }, - { - "id": "Dispel", - "name": "Dissipation", - "trapping": "gestuel, mots chuchotés", - "description": "Voir SWADE p.222", - "description_full": "
\n

Dissipation permet à un héros d'annuler des pouvoirs adverses. C'est sans effet sur les enchantements permanents ou les capacités innées tels le souffle d’un dragon ou le cri d’une banshee. Dissipation affecte normalement les @Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objets arcaniques}.

\n

Dissipation peut être utilisé contre un pouvoir déjà actif ou pour contrer un pouvoir adverse en cours d’activation. Dans ce dernier cas, l’arcaniste doit être @Compendium[swade-core-rules.swade-rules.Hold]{En Attente} et interrompre l'action adverse.

\n

Dans les deux cas, dissiper un pouvoir adverse est un jet @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} d'@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes}, avec un malus de -2 si le pouvoir à annuler est d’une autre nature (tels Magie contre Miracles, Psionique contre Science étrange).

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} le pouvoir est dissipé et en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} son bénéficiaire est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait}. En cas d'@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec} lors d’un contre, le jet adverse sert également à activer son pouvoir.

\n

Modificateurs

\n
    \n
  • Puissant (+1) : pour +1 PP, dissipation peut suspendre un @Compendium[swade-core-rules.swade-rules.Arcane Devices]{enchantement d’objet} pour 1 @Compendium[swade-core-rules.swade-rules.Actions]{round}, 2 en cas de Prouesse. Le malus est de -2 pour les objets enchantés permanents comme ceux que l'on trouve dans la plupart des campagnes de Sword & Sorcery, de -4 pour les reliques divines ou légendaires.
  • \n
\n
" - }, - { - "id": "Divination", - "name": "Divination", - "trapping": "séance de spiritisme, prière, requête aux démons", - "description": "Voir SWADE p.222", - "description_full": "
\n

Divination permet à l’arcaniste de contacter des entités ou des puissances d’un autre monde pour glaner des informations.

\n

Préparer ce sort nécessite une minute ininterrompue de préparation et doit s’accomplir sur un lieu propice à l’être Âmeuel à contacter. Par exemple pour converser avec un fantôme, il faut être sur sa tombe, le lieu de son trépas ou avec un de ses objets personnels en main, les oracles ne peuvent être délivrés que dans les temples, les esprits du feu seulement près d’un foyer ouvert, etc.

\n

Une fois le temps de préparation écoulé, l’arcaniste fait son @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}. Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} lui permet de contacter l’esprit et de lui poser ses questions. L’entité doit répondre au mieux de ses capacités, avec franchise ou ambiguïté selon ce que le meneur de jeu pense approprié pour la personnalité de l’esprit et la campagne. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, l’esprit est plus serviable, connaisseur ou franc que d’habitude, qu’il le veuille ou non.

\n

Le type d’entité contactée détermine le contenu de la communication. Les esprits d’outre-tombe ont tendance à ne connaître que des choses concernant leur vie et leur mort, sans savoir l’identité de leur meurtrier si celui-ci était masqué ou hors de vue.

\n

De la même façon, les esprits de la nature connaissent leur environnement local, les démons les affaires qu’ils traitent directement, etc. Le meneur de jeu doit trancher sur ce que sait l’entité selon son passé, son origine et sa personnalité.

\n

Un esprit contacté ne peut plus l’être à nouveau avant 24 heures. Le meneur de jeu peut étendre cela à une communauté d’esprits dans un même lieu tels des élémentaires de l’eau dans un ruisseau clapotant ou les esprits d’une fosse commune.

\n
" - }, - { - "id": "Drain Power Points", - "name": "Siphon d'énergie", - "trapping": "prière, mots chuchotés, gestuel", - "description": "Voir SWADE p.233", - "description_full": "
\n

Un puissant mage, prêtre, psionique ou autre peut utiliser cette capacité pour drainer de l’énergie arcanique d’un adversaire. Il peut par fois même se l’accaparer.

\n

Le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. L’arcaniste subit un malus de -2 si ses @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} sont différentes de celles adverses.

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, le rival perd 1d6 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} (dé non explosif). En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} l’arcaniste gagne ces Points de pouvoir pour son propre usage. Il peut ainsi dépasser son maximum. Ces PP durent jusqu’à utilisation et seront les premiers dépensés.

\n

Siphon d’énergie peut également être utilisé sur un @Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objet arcanique} (celui-ci résiste avec la Compétence d’arcanes de son créateur, qu’il le porte ou non). L’objet ne perd pas plus de Points de pouvoir qu’il n’en a.

\n
" - }, - { - "id": "Elemental Manipulation", - "name": "Manipulation élémentaire", - "trapping": "de simples gestes", - "description": "Voir SWADE p.230", - "description_full": "
\n

Ce pouvoir donne un contrôle limité sur les quatre éléments traditionnels : l’air, l’eau, le feu et la terre (ces éléments peuvent varier selon l’univers). Le pouvoir agit comme s’il avait d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Force}, d8 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Voici quelques idées de ce que chaque élément peut faire. Chacune est une action.

\n
    \n
  • Air : pousser quelqu’un, souffler une torche, éventer une flamme, rafraîchir quelqu’un (+2 au jet de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} provoquée par la chaleur).
  • \n
  • Eau : faire apparaître un litre d’eau (mais pas à “l’intérieur” d’un objet ou d’une personne), purifier quatre litres d’eau par utilisation.\n
  • Feu : faire apparaître une flamme de la taille d’une torche, lancer une petite boule de feu sur quelqu’un (Force de dégâts), attiser une flamme existante (voir @Compendium[swade-core-rules.swade-rules.Fire]{Feu}).
  • \n
  • Terre : déplacer un cube de terre de 30 cm de côté (environ 30 litres ou 60 kg) ou la moitié de roche (environ 15 litres ou 40 kg) chaque @Compendium[swade-core-rules.swade-rules.Actions]{round}, couvrir des traces.
\n
" - }, - { - "id": "Empathy", - "name": "Empathie", - "trapping": "concentration, sourire chaleureux, échange de plaisanterie", - "description": "Voir SWADE p.224", - "description_full": "
\n

L’arcaniste noue un lien émotionnel avec sa cible en réussissant un @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme}. Il connaît alors l’état émotionnel de sa cible et ses pensées de surface les plus basiques. Il bénéficie de +1 (+2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}) en @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Performance]{Performance} ou @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} contre elle.

\n

Empathie fonctionne également sur les animaux, octroyant +2 en @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} ou autres jets pour interagir avec la créature.

\n
" - }, - { - "id": "Entangle", - "name": "Enchevêtrement", - "trapping": "bombe collante, lianes, entraves, filet", - "description": "Voir SWADE p.225", - "description_full": "
\n

Enchevêtrement permet à l’arcaniste de restreindre les mouvements d’une cible avec de la glace, des liens d’énergie, des lianes ou tout autre @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} avec une @Compendium[swade-core-rules.swade-rules.Breaking Things]{Solidité} de 5. En cas de Succès la cible est @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entravé}, en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} elle est @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Immobilisée}.

\n

Une victime peut tenter de se libérer à son tour comme détaillé dans @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entravé et Immobilisé}.

\n

Modificateurs

\n
    \n
  • Puissant (+2) : le matériau est particulièrement résistant avec une Solidité de 7 et un malus de -2 au jet pour s’en libérer.
  • \n
  • Zone d'effet (+2/+3) : pour +2 Points de pouvoir le pouvoir affecte tout le monde dans un Gabarit moyen. Pour +3 PP le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
\n
" - }, - { - "id": "Environmental Protection", - "name": "Adaptation environnementale", - "trapping": "glyphe sur le front, potion, pilule", - "description": "Voir SWADE p.214", - "description_full": "
\n

Les aventuriers voyagent parfois sous l’eau, dans l’espace ou dans un autre environnement hostile. Ce pouvoir les protège contre la pression abyssale, la chaleur accablante, le froid intense et même les radiations.

\n

Adaptation environnementale permet à la cible de respirer, de parler et de se déplacer à son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} normale dans un environnement qui lui serait autrement fatal. Il protège contre la @Compendium[swade-core-rules.swade-rules.Heat]{chaleur intense}, le @Compendium[swade-core-rules.swade-rules.Cold]{froid}, les @Compendium[swade-core-rules.swade-rules.Radiation]{radiations}, la pression atmosphérique ou d’un fluide, le manque d’oxygène. D’une manière générale l’aventurier peut agir normalement dans l’eau, l’espace, le cratère d’un volcan, etc. Le pouvoir flanche rapidement (1d4 rounds) en présence de conditions extrêmes comme une coulée de lave ou l'irradiation massive du cœur d'un réacteur nucléaire en fusion.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" - }, - { - "id": "Farsight", - "name": "Vision lointaine", - "trapping": "marque invisible, lecture des vents, œil d’aigle", - "description": "Voir SWADE p.236", - "description_full": "
\n

Vision lointaine permet au bénéficiaire de voir en détail à de grandes distances. Il peut lire sur les lèvres ou voir des petits caractères jusqu’à 1,5 km.

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, ses malus de @Compendium[swade-core-rules.swade-rules.Attacks]{Portée} sont réduits de moitié en @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) ou autres.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" - }, - { - "id": "Fear", - "name": "Terreur", - "trapping": "gestes, énergie impie, frissons glacials", - "description": "Voir SWADE p.235", - "description_full": "
\n

Ce pouvoir cause une extrême épouvante. La personne affectée doit réussir un jet de @Compendium[swade-core-rules.swade-rules.Fear]{Terreur}. En cas d’Échec, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} est paniqué, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} fait un jet sur la @Compendium[swade-core-rules.swade-macros.Fear Table]{table de Terreur}. Si le pouvoir est activé avec une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le jet de Terreur se fait à -2 et les Jokers ajoutent +2 à leur jet sur la table de Terreur.

\n

Modificateurs

\n
    \n
  • Zone d'effet (+2/+3) : pour +2 Points de pouvoir le pouvoir affecte tout le monde dans un Gabarit moyen. Pour +3 Points de pouvoir il affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
  • \n
\n
" - }, - { - "id": "Fly", - "name": "Vol", - "trapping": "rafales de vent, ailes, balai volant", - "description": "Voir SWADE p.236", - "description_full": "
\n

Vol permet à un personnage de s’envoler avec @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12, le double en cas de Prouesse. Il ne peut pas @Compendium[swade-core-rules.swade-rules.Movement]{Courir}.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+2) :Le pouvoir peut affecter des cibles additionnelles pour +2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" - }, - { - "id": "Growth/Shrink", - "name": "Croissance / Rapetissement", - "trapping": "gestuel, mots de pouvoir, potion", - "description": "Voir SWADE p.220", - "description_full": "
\n

Croissance augmente la @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} du bénéficiaire de 1 par 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} dépensés. Pour chaque palier, le bénéficiaire accroît sa @Compendium[swade-core-rules.swade-rules.Traits]{Force} de 1 cran et sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 1.

\n

Cela n’augmente pas le nombre de @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Blessures} possibles (suite à un potentiel changement d'@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle}).

\n

Rapetissement réduit la Taille du bénéficiaire de 1 par 2 Points de pouvoir dépensés jusqu’à -2 maximum, la Taille d’un chat. Pour chaque palier, le bénéficiaire décroît sa Force de 1 cran (d4 au minimum) et sa Résistance de 1 (2 au minimum).

\n

Une cible non consentante @Compendium[swade-core-rules.swade-rules.Trait Rolls]{oppose} un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}.

\n
" - }, - { - "id": "Havoc", - "name": "Ravage", - "trapping": "tornade, esprit frappeur, champ répulsif", - "description": "Voir SWADE p.232", - "description_full": "
\n

Cette capacité déchaîne le chaos et affecte tous ceux dans sa zone d’effet, projetant débris et ennemis dans toutes les directions.

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, l’arcaniste place un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen} à @Compendium[swade-core-rules.swade-rules.Range]{Portée} ou le @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit de cône} partant de sa personne (voir @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}).

\n

Quiconque touché par le gabarit est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait} et doit ensuite faire un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Force}, à -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec} il est projeté à 2d6 cases, à l’opposé de l’arcaniste avec le Gabarit de cône ou en s’éloignant du centre avec un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit d'explosion} (au choix de l’arcaniste pour une cible pile au centre).

\n

Une victime heurtant un objet dur (comme un mur) subit 2d4 de @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts} (@Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{non létaux} sauf piques ou autres dangers).

\n

Airborne Targets: une cible volante ou aéroportée subit un malus supplémentaire de -2 à son jet de Force faute de sol auquel s’accrocher.

\n

Modificateurs

\n
    \n
  • Puissant (+1) : les jets de Force se font à -2.
  • \n
  • Zone d'effet (+1) : le pouvoir affecte un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
  • \n
\n
" - }, - { - "id": "Healing", - "name": "Guérison", - "trapping": "imposer les mains, toucher la victime avec un symbole béni, prière", - "description": "Voir SWADE p.226", - "description_full": "
\n

Guérison annule les @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} vieilles de moins d’une heure. Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} annule une Blessure, une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} en annule deux. Le pouvoir peut être lancé plusieurs fois pour annuler d'autres Blessures dans la limite de l’heure et des @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} disponibles.

\n

Pour un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra}, le MJ doit d’abord déterminer si l’allié est encore en vie (voir @Compendium[swade-core-rules.swade-rules.Healing]{Extras et Conséquences}). En cas de Succès au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}, l’Allié est de nouveau opérationnel (mais @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} si cela importe).

\n

Modificateurs

\n
    \n
  • Grande guérison (+10) : grande guérison peut soigner n'importe quelles Blessures, mêmes celles vieilles de plus d'une heure.
  • \n
  • Neutraliser le poison ou la maladie (+1) : un Succès au jet de guérison annule un poison ou une maladie. Si le poison ou la maladie impose un modificateur (e.g. puissance du poison), celui-ci s’applique également au jet d’Arcanes.
  • \n
  • Séquelle permanente (+20) : le pouvoir peut guérir une @Compendium[swade-core-rules.swade-tables.Injury Table]{séquelle permanente} (voir @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}). Cela requiert une heure de préparation et ne peut être tenté qu’une unique fois par séquelle. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, l’arcaniste ne peut plus guérir cette séquelle mais quelqu’un d’autre pourra essayer. En cas de Succès, le sujet est @Compendium[swade-core-rules.swade-rules.Fatigue]{Épuisé} pour 24 heures.
  • \n
\n
" - }, - { - "id": "Illusion", - "name": "Illusion", - "trapping": "sortilège, hologramme, matérialisation éthérée", - "description": "Voir SWADE p.227", - "description_full": "
\n

L’un des plus grands pouvoirs est de créer quelque chose à partir du néant — même si ce n’est pas réel !

\n

Illusion peut être utilisé pour créer visuellement une scène ou une réplique de la plupart des choses que l’arcaniste peut imaginer. Mais elle sera silencieuse, intangible et dans l’incapacité d’affecter le monde réel. Par exemple, des armes illusoires traversent les ennemis, on ne peut pas s’assoir sur une chaise illusoire et un chien illusoire n’émet pas de son lorsqu'il aboie.

\n

Celui qui touche une illusion ou doute de sa réalité fait un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite} (à -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation} du pouvoir). En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, l’individu n’est plus affecté par le sortilège.

\n

Le MJ peut faire un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet de groupe} pour des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} car ils se préviennent entre eux.

\n

Le volume de l’illusion doit être contenu dans une sphère de la taille d’un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen} (4 cases ou 8 mètres de diamètre).

\n

Modificateurs

\n
    \n
  • Puissant (+2) : le jet d'Intellect pour percer l'illusion se fait à -2.
  • \n
  • Sons (+1) : le pouvoir génère les sons associés à l’illusion. Des alliés illusoires peuvent parler, des corbeaux illusoires peuvent croasser, etc. Cela ne peut cependant pas masquer ou étouffer des sons réels.
  • \n
\n
" - }, - { - "id": "Intangibility", - "name": "Intangibilité", - "trapping": "forme fantomatique, corps d’ombre, transformation vaporeuse", - "description": "Voir SWADE p.228", - "description_full": "
\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}, le bénéficiaire du pouvoir devient incorporel. Il ne peut plus affecter le monde physique et vice-versa. Il peut passer à travers les murs et les armes non magiques le traversent. Tout objet porté au moment de l’activation du pouvoir est également incorporel.

\n

Sous cette forme le personnage peut affecter les autres individus incorporels, y compris lui-même et il reste vulnérable aux attaques surnaturelles, ce qui inclut les @Compendium[swade-core-rules.swade-rules.Powers]{pouvoirs} et les @Compendium[swade-core-rules.swade-rules.Arcane Devices]{objets enchantés}.

\n

Le bénéficiaire redevient tangible à l’issue du pouvoir. S’il est dans quelqu’un ou quelque chose à ce moment-là, il est alors éjecté dans le plus proche espace libre et est @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

\n

Une cible non consentante @Compendium[swade-core-rules.swade-rules.Trait Rolls]{résiste} au pouvoir avec un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme}.

\n
" - }, - { - "id": "Invisibility", - "name": "Invisibilité", - "trapping": "poudre, potion, lumière irisée", - "description": "Voir SWADE p.228", - "description_full": "
\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, le bénéficiaire et ses objets personnels deviennent transparents mais un peu flous ou avec de vagues contours. Toute @Compendium[swade-core-rules.swade-rules.Actions]{action} à son encontre requérant la vue se fait à -4, à -6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Le même @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} s’applique au jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} pour s’aviser de sa présence.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+3) : Le pouvoir peut affecter des cibles additionnelles pour +3 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" - }, - { - "id": "Light / Darkness", - "name": "Lumière / Ténèbres", - "trapping": "torche illusoire, lumière solaire, obscurité, brouillard épais", - "description": "Voir SWADE p.230", - "description_full": "
\n

Lumière procure de l’éclairage dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, la lumière peut être concentrée en un faisceau de 5 cases (10 mètres).

\n

Ténèbres bloque l’éclairage dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit} et rend la zone Obscure, Ténébreuse en cas de Prouesse (voir @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}).

\n

Si lumière et ténèbres se chevauchent, ils créent une zone de Pénombre (-2).

\n

Modificateurs

\n
    \n
  • Mobile (+1) :chaque @Compendium[swade-core-rules.swade-rules.Actions]{tour} suivant l’arcaniste peut déplacer la zone d’effet de son dé d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} en cases ou il peut l’attacher à une personne ou un objet inanimé lors de l’activation.
  • \n
\n
" - }, - { - "id": "Mind Link", - "name": "Lien mental", - "trapping": "diadème, talisman taoïste ou divin, cristal", - "description": "Voir SWADE p.229", - "description_full": "
\n

Lien mental instaure une connexion télépathique entre deux individus n’incluant pas forcément l’arcaniste. La communication est volontaire, les pensées qui ne sont pas consciemment transmises ne sont pas relayées.

\n

Une fois @Compendium[swade-core-rules.swade-rules.Trait Rolls]{activé}, le lien porte à 1,5 km entre les esprits liés, à 7,5 km en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

\n

Quand un individu lié subit une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, tous les autres sont @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoués} s’ils échouent à un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} (cela ne provoque pas de Blessure).

\n

Les échanges vont à la vitesse du langage parlé. En cas de Prouesse, les membres communiquent en langage pensé, environ 30 secondes de paroles par tour de combat.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" - }, - { - "id": "Mind Reading", - "name": "Lecture des pensées", - "trapping": "intrusion psionique, vision de l’âme", - "description": "Voir SWADE p.229", - "description_full": "
\n

Le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} de la cible. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, le personnage obtient une réponse sincère de sa cible. Celle-ci est consciente de l’intrusion mentale sauf en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Le MJ peut appliquer des @Compendium[swade-core-rules.swade-rules.Trait Rolls]{modificateurs} selon les @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} mentaux et l’état d’esprit actuel de la victime.

\n
" - }, - { - "id": "Mind Wipe", - "name": "Effacement mental", - "trapping": "boisson nocive, parasites, toucher les tempes de la cible", - "description": "Voir SWADE p.224", - "description_full": "
\n

Effacement mental supprime des souvenirs de la cible, une terrible transgression dans la plupart des sociétés civilisées. Le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} de la victime et implique une longue minute de lutte mentale. La victime doit être consciente durant tout ce temps et peut se déplacer hors de @Compendium[swade-core-rules.swade-rules.Range]{Portée} si elle n’est pas entravée.

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, la victime oublie un simple événement (jusqu’à 30 minutes). Une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} permet d’effacer un souvenir complexe de plusieurs heures.

\n

Si le défenseur l’emporte, l’arcaniste ne peut plus l’affecter avec effacement mental avant 24 heures mais d’autres peuvent le tenter dans l’intervalle.

\n

Le souvenir demeure absent mais des preuves solides interpellant la logique permettent un jet d’Intellect à -2 pour s’en remémorer des fragments à la discrétion du MJ.

\n

Modificateurs

\n
    \n
  • Altération (+1) : au lieu d’effacer la mémoire, l’arcaniste peut l’altérer comme bon lui semble.
  • \n
  • Lancement rapide (+2) : l’arcaniste peut effacer un souvenir en une @Compendium[swade-core-rules.swade-rules.Actions]{action}.
  • \n
\n
" - }, - { - "id": "Object Reading", - "name": "Lecture des objets", - "trapping": "toucher l’objet, mains lumineuses", - "description": "Voir SWADE p.229", - "description_full": "
\n

Lecture des objets permet de visualiser le passé d’un objet inanimé, qui l’a manipulé, quand et pour quoi faire. L’objet n’a pas de conscience en soi. L’arcaniste voit et entend simplement ce qui a eu lieu en sa présence.

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} l’arcaniste perçoit dans un rayon de 10 mètres jusqu’à 5 ans dans le passé, en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} le rayon est de 20 mètres et la durée de 100 ans. Il peut avancer ou rembobiner rapidement comme il le désire, épluchant environ 10 années d’archive par minute réelle.

\n

Quand il regarde un événement en particulier, celui-ci avance en temps réel comme s’il regardait une vidéo.

\n

Modificateurs

\n
    \n
  • Puissant (+2) : l’arcaniste peut voir et entendre depuis la création de l’objet.
  • \n
\n
" - }, - { - "id": "Protection", - "name": "Protection", - "trapping": "halo mystique, peau durcie, armure éthérée, nuée de nanites", - "description": "Voir SWADE p.231", - "description_full": "
\n

Protection crée un champ de force ou une armure autour du personnage lui donnant 2 points d’@Compendium[swade-core-rules.swade-rules.Armor]{Armure}, 4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

\n

Que le pouvoir soit visible ou non dépend de l’@Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}, au bon vouloir de l’arcaniste.

\n

Protection se cumule avec les autres armures, naturelles ou portées, et est normalement diminuée par la @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration d'armure (PA)}.

\n

Modificateurs

\n
    \n
  • Armure renfonrcée (+1) : un Succès donne 4 points d’Armure, une Prouesse 6.
  • \n
  • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
  • Résistance (+1) : protection procure des points de @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} au lieu d’Armure et n’est plus concerné par la Pénétration d'armure (magique ou non).
  • \n
\n
" - }, - { - "id": "Puppet", - "name": "Marionnette", - "trapping": "yeux luisants, quasi-transe, balancement d’un pendentif, poupée vaudou", - "description": "Voir SWADE p.231", - "description_full": "
\n

Le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} pour activer marionnette est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, la victime obéit automatiquement à tout ordre ne la mettant pas en danger elle-même ou une personne qui lui importe.

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, la cible est complètement sous contrôle mais elle peut automatiquement résister avec un jet d’Âme en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite} pour éviter un danger pour elle-même ou pour une personne qui lui importe. En cas de Succès, elle résiste à cet ordre particulier mais demeure sous l’emprise du maître. En cas de Prouesse elle brise l’emprise et le pouvoir s’achève.

\n

Les ordres sont généraux comme “attaque cette personne” ou “ouvre la porte”. Le contrôleur n’a pas à dicter combien d’@Compendium[swade-core-rules.swade-rules.Actions]{actions} la cible utilise par tour ni si elle doit utiliser son Atout @Compendium[swade-core-rules.swade-edges.Sweep]{Balayage}, etc.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+2) : le pouvoir peut affecter des cibles additionnelles pour +2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} chacune.
  • \n
\n
" - }, - { - "id": "Relief", - "name": "Soulagement", - "trapping": "prière, tonique", - "description": "Voir SWADE p.234", - "description_full": "
\n

Soulagement annule un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, deux en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Il peut aussi annuler à la place l’état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} et en cas de Prouesse l’état @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" - }, - { - "id": "Resurrection", - "name": "Résurrection", - "trapping": "cérémonie élaborée, plantes rares, amulette magique, intervention divine", - "description": "Voir SWADE p.232", - "description_full": "
\n

Le plus puissant des pouvoirs est certainement la faculté de ramener quelqu’un d’entre les morts. Il peut réunir des amours perdus, réconforter des personnes en deuil ou renverser des royaumes.

\n

Résurrection nécessite un corps relativement bien conservé décédé il y a moins d’un an. L’arcaniste prie, médite, chante ou se concentre sur la restauration du corps et le retour de l’esprit vers lui pendant quatre heures.

\n

Puis le soigneur fait son @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} à -8. En cas de Succès, le sujet revient à la vie avec 3 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} et est @Compendium[swade-core-rules.swade-rules.Fatigue]{Épuisé}. En cas de Prouesse, il est seulement Épuisé.

\n

\n

Modificateurs

\n
    \n
  • Puissant (+5) : l’arcaniste peut relever un mort décédé depuis au plus 10 ans.
  • \n
\n
" - }, - { - "id": "Shape Change", - "name": "Transformation", - "trapping": "modelage, talisman, tatouage", - "description": "Voir SWADE p.235", - "description_full": "
\n

Les légendes de shamans ou de sorciers se changeant en animal apparaissent dans beaucoup de cultures. Ce pouvoir permet à l’arcaniste de prendre la forme d’un animal. Cela inclut les créatures fantastiques existant dans cet univers tels les @Compendium[swade-core-rules.swade-bestiary.Dragon]{dragons} et les hippogriffes mais pas celles humanoïdes, mortes-vivantes, etc.

\n

Un personnage peut se transformer en animal selon son @Compendium[swade-core-rules.swade-rules.Advancement]{Rang}.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Transformation
CoûtRangTaille
3NoviceTaille -4 à -1
5AguerriTaille 0
8VétéranTaille 1 à 2
11HéroiqueTaille 3 à 4
15LégendaireTaille 5 à 10
\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, l’arcaniste se transforme en une version plus robuste, améliorant @Compendium[swade-core-rules.swade-rules.Traits]{Force} et @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} d’un cran chacun.

\n

Les armes et autres effets personnels sont englobés dans la forme animale et réapparaissent quand le pouvoir cesse, mais les autres objets sont lâchés.

\n

Durant sa transformation, le personnage conserve ses propres @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}, @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} et scores d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} et d’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, ainsi que leurs @Compendium[swade-core-rules.swade-rules.Traits]{Compétences} liées (selon sa forme actuelle et à la discrétion du MJ, il peut ne plus être en mesure de les utiliser, tout ou partie). Il utilise l’@Compendium[swade-core-rules.swade-rules.Traits]{Agilité}, la Force, la Vigueur et leurs Compétences liées de l’animal. Il ne peut plus utiliser d’objets requérant une forme humanoïde. Il ne peut plus parler ni activer de @Compendium[swade-core-rules.swade-rules.Powers]{pouvoirs} mais peut maintenir ceux précédemment activés.

\n

Il bénéficie des @Compendium[swade-core-rules.swade-rules.Bestiary]{capacités naturelles} de sa forme mais pas de celles magiques. Par exemple, un dragon peut voler et cracher du feu dans un univers traditionnel de fantasy, un personnage transformé peut donc en faire autant. Si les dragons peuvent aussi lancer des sorts, le métamorphe ne pourra pas bénéficier de cette capacité qui n’est pas liée à sa forme physique.

\n

Taille : le métamorphe ne bénéficie pas des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Blessures} supplémentaires des créatures d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} Grande ou Énorme.

\n

Modificateurs

\n
    \n
  • Parole (+1) : le bénéficiaire conserve la parole mais ne peut toujours pas activer ses pouvoirs.
  • \n
\n
" - }, - { - "id": "Sloth/Speed", - "name": "Apathie / Vitesse", - "trapping": "ralentissement temporel, mouvements flous, flaque d’huile ou de glace", - "description": "Voir SWADE p.216", - "description_full": "
\n

Apathie diminue la célérité et la coordination, alors que vitesse les augmente. Le @Compendium[swade-core-rules.swade-rules.Movement]{mouvement} total de la cible est réduit de moitié (arrondi au supérieur). En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le mouvement compte pour une @Compendium[swade-core-rules.swade-rules.Actions]{action}. À la fin de ses prochains @Compendium[swade-core-rules.swade-rules.Actions]{tours}, la victime tente automatiquement d’annuler cet effet en réussissant un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} en action gratuite.

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, vitesse double le mouvement (@Compendium[swade-core-rules.swade-rules.Movement]{Allure} de base et course). En cas de Prouesse le personnage ignore le malus de -2 quand il court.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : vitesse seulement. Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
  • Puissant (+1) : apathie seulement. Le jet d'Âme pour annuler l'effet se fait à -2.
  • \n
  • Rapidité (+2) : vitesse seulement. Le personnage réduit de 2 points son malus d’@Compendium[swade-core-rules.swade-rules.Multi-Actions]{actions multiples} (il peut faire 2 actions sans @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} ou 3 actions à -2 chacune).
  • \n
  • Zone d'effet (+2/+3) : apathie seulement. Pour +2 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +3 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
  • \n
\n
" - }, - { - "id": "Slumber", - "name": "Sommeil", - "trapping": "berceuse, pincée de poudre ou poignée de sable sur la victime", - "description": "Voir SWADE p.233", - "description_full": "
\n

Ceux aimant la discrétion ou ne souhaitant pas blesser leur adversaire apprécient ce sort qui plonge ses cibles dans un profond sommeil réparateur.

\n

La cible @Compendium[swade-core-rules.swade-rules.Trait Rolls]{résiste} avec un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} (à -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation}). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec} elle s’endort pour la @Compendium[swade-core-rules.swade-rules.Powers]{durée} du sort. Seuls des sons très bruyants ou une tentative de la réveiller physiquement (en la secouant par exemple) permettent un nouveau jet d’Âme.

\n

\n

  • Zone d'effet (+2/+3) : pour +2 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +3 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
  • \n\n
    " - }, - { - "id": "Smite", - "name": "Frappe", - "trapping": "halo coloré, runes, sceau, énergie crépitante, barbelures sur la lame", - "description": "Voir SWADE p.226", - "description_full": "
    \n

    Ce pouvoir se lance sur tout type d’arme. Pour une arme à distance, elle affecte un chargeur entier, 20 flèches, carreaux ou cartouches ou une pleine « charge » de munitions (la quantité exacte pour les armes inhabituelles est à la discrétion du MJ). Tant que le pouvoir est actif, l’arme bénéficie de +2 aux @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts}, +4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " - }, - { - "id": "Sound/Silence", - "name": "Son / Silence", - "trapping": "effet magique, brève ondulation de l’air, cloche ou carillon commençant ou cessant de sonner", - "description": "Voir SWADE p.233", - "description_full": "
    \n

    Son imite tout son ou voix connu ayant une origine dans la @Compendium[swade-core-rules.swade-rules.Range]{Portée} et un volume ne dépassant pas celui d’un cri. Utilisé pour une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve}, le jet d’Arcanes est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} du défenseur.

    \n

    A contrario, silence étouffe tout son ne dépassant pas un grand cri dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}. À l’intérieur un jet de Perception se fait à -4, de même depuis l’extérieur pour tenter d’entendre en provenance de la zone. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, il n’y a plus aucun son, un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} est un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec} automatique.

    \n

    Modificateurs

    \n
      \n
    • Ciblé (+0) : au lieu de créer une zone de silence, l’arcaniste peut affecter des cibles à portée pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune. Une cible non consentante @Compendium[swade-core-rules.swade-rules.Trait Rolls]{résiste} avec un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Âme} (à -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} à l’activation).
    • \n
    • Mobile (+1) : chaque @Compendium[swade-core-rules.swade-rules.Actions]{tour} suivant l’arcaniste peut déplacer la zone d’effet de son @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{dé d’Arcanes} en cases.
    • \n
    \n
    " - }, - { - "id": "Speak Language", - "name": "Compréhension des langues", - "trapping": "mots, images, gestes", - "description": "Voir SWADE p.218", - "description_full": "
    \n

    Ce pouvoir permet à un personnage de parler, lire et écrire une langue évoluée autre que la sienne. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} le bénéficiaire comprend et utilise correctement l’argot et les dialectes.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " - }, - { - "id": "Stun", - "name": "Choc", - "trapping": "éclair d’énergie, bombe assommante, détonation sonore, flash aveuglant", - "description": "Voir SWADE p.218", - "description_full": "
    \n

    Choc étourdit une cible avec une onde de choc, du son, de la lumière, de l’énergie magique, etc.

    \n

    La victime est @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} si elle échoue à un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} (à -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation}).

    \n

    Modificateurs

    \n
      \n
    • Zone d'effet (+2/+3) : pour +2 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +3 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
    • \n
    \n
    " - }, - { - "id": "Summon Ally", - "name": "Convocation d'allié", - "trapping": "figurine d’argile grandissant en serviteur, tatouage prenant vie", - "description": "Voir SWADE p.218", - "description_full": "
    \n

    Ce pouvoir permet au personnage de convoquer de nulle part un serviteur magique. Un allié typique est un humanoïde basique de taille normale mais il peut prendre d’autres formes selon les @Compendium[swade-core-rules.swade-rules.Trappings]{Aspects} de l’arcaniste. Il se matérialise n’importe où dans la @Compendium[swade-core-rules.swade-rules.Range]{Portée}. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation}, il est également @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Résilient}.

    \n

    L’Allié agit lors de la @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{carte d’action} de son invocateur et suit ses ordres au mieux de ses possibilités. Il n’a ni personnalité, ni émotion, ni créativité. Quand il est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} ou que le pouvoir expire, il disparaît dans le néant sans laisser de traces.

    \n

    Le type de serviteur pouvant être appelé dépend du @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} de l’arcaniste. Sur accord du MJ, le joueur peut échanger des capacités. Par exemple si le héros désire invoquer un serviteur sous forme de @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{loup}, il pourrait échanger la Compétence @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} avec @Compendium[swade-core-rules.swade-skills.Survival]{Survival} pour que “l’animal” puisse traquer ses ennemis.

    \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
    Convocation d'Allié
    RangCoûtServant
    Novice2Serviteur
    Aguerri4Garde du Corps
    Vétéran6Clone*
    Héroïque8Sentinelle
    \n

    *Clone coûte +2 Points de pouvoir par Rang au dessus de Vétéran jusqu'à 10 Points de pouvoir pour Légendaire.

    \n

    Modificateurs

    \n
      \n
    • Chevaucheur d'esprit (+1) : L'arcaniste peut communiquer à travers et utiliser les sens de son allié.
    • \n
    • Morsure / Griffes (+1) : l’allié peut mordre ou griffer avec For+d6 de dégâts.
    • \n
    • Vol (+2) : l’allié peut voler à @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12.
    • \n
    \n

     

    \n

    caractéristiques

    \n

    Serviteur

    \n

    Attributs : Agilité d4, Intellect d4, Âme d4, Force d4, Vigueur d4
    Compétences : @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d4, @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} d4, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} d6
    Allure : 4; Parade : 4; Résistance : 4
    Capacités spéciales :

    \n
      \n
    • Griffes : For+d4.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle} : +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; ignore 1 point de @Compendium[swade-core-rules.swade-rules.Damage Effects]{malus de Blessures}; ne respire pas, immunisé aux and @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur} : Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
    • \n
    \n

     

    \n

    Garde du corps

    \n

    Attributs : Agilité d6, Intellect d4, Âme d6, Force d6, Vigueur d6
    Compétences : @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} 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} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} d4
    Allure : 6; Parade : 5; Résistance : 7 (2)
    Atouts : @Compendium[swade-core-rules.swade-edges.First Strike]{Frappe éclair}
    Équipement : Arme de mêlée (For+d6).
    Capacités spéciales :

    \n
      \n
    • Armure +2 : Peau renforcée.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle} : +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; ignore 1 point de @Compendium[swade-core-rules.swade-rules.Damage Effects]{malus de Blessures}; ne respire pas, immunisé aux and @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur} : Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
    • \n
    \n

     

    \n

    Clone
    L’allié est un clone de l’arcaniste mais c’est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} qui dispose d’autant de @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} que l’arcaniste après sa convocation, qui ne peut pas lancer convocation d’allié, qui a ses @Compendium[swade-core-rules.swade-rules.Traits]{Compétences} plus basses d’un cran que l’original (d4 minimum), qui possède le même équipement mais sans magie et disparaissant avec lui, et qui est une @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle} et @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}.

    \n

     

    \n

    Sentinelle
    Attributs :
    Agilité d6, Intellect d6, Âme d8, Force d12+2, Vigueur d10
    Compétences : @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} d10, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d10, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d8
    Allure : 6; Parade : 7; Résistance : 13 (4)
    Atouts : @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Résistance aux arcanes}, @Compendium[swade-core-rules.swade-edges.Improved Sweep]{Grand balayage}.
    Équipement : Arme de mêlée (For+d8).
    Capacités spéciales :

    \n
      \n
    • Armure +4: Peau pierreuse.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle} : +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; ignore 1 point de @Compendium[swade-core-rules.swade-rules.Damage Effects]{malus de Blessures}; ne respire pas, immunisé aux and @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur} : Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 2: Haute de 2m40 et trapue.
    • \n
    \n
    " - }, - { - "id": "Telekinesis", - "name": "Télékinésie", - "trapping": "gestuel, baguette magique, regard d’acier", - "description": "Voir SWADE p.234", - "description_full": "
    \n

    Télékinésie est la capacité permettant de déplacer des objets ou des créatures, y compris soi-même, par sa seule volonté avec d10 en @Compendium[swade-core-rules.swade-rules.Traits]{Force}, d12 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Une cible non consentante résiste en @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposant} un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{dé d’Arcanes} à l’activation du pouvoir, puis au début de chacun de ses @Compendium[swade-core-rules.swade-rules.Actions]{tours} jusqu’à ce qu’elle soit relâchée.

    \n

    L’arcaniste peut déplacer sa cible jusqu’à @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} cases par tour dans n’importe quelle direction, la projeter contre un mur, un plafond ou tout autre obstacle pour lui infliger For+d6 de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts}, ou la relâcher pour qu’elle subisse des @Compendium[swade-core-rules.swade-rules.Falling]{dégâts de chute}.

    \n

    Outils télékinésiques :l’arcaniste peut déplacer des outils, armes incluses, avec télékinésie pour une @Compendium[swade-core-rules.swade-rules.Actions]{action}. Il utilise alors la @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} appropriée pour attaquer avec, pas celle d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes}.

    \n
    " - }, - { - "id": "Teleport", - "name": "Téléportation", - "trapping": "nuage de fumée, déphasage, déplacement sous forme d’éclair", - "description": "Voir SWADE p.234", - "description_full": "
    \n

    Téléportation permet au personnage de disparaître puis de réapparaître immédiatement dans les 12 cases (24 mètres), le double en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Se téléporter hors de vue inflige un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de -2 au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’Arcanes}.

    \n

    Un opposant adjacent à un personnage se téléportant ailleurs ne bénéficie pas d’attaque gratuite (voir @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Rompre le combat}).

    \n

    L’arcaniste décide où arrivent les bénéficiaires, consentants ou non.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    • Téléportation d'ennemi (+2) :pour cibler un ennemi l’arcaniste doit réussir une @Compendium[swade-core-rules.swade-rules.Touch Attack]{Attaque pour toucher} puis activer son pouvoir, soit une @Compendium[swade-core-rules.swade-rules.Multi-Actions]{action multiple} de deux actions. L’adversaire résiste en @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposant} un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} l’arcaniste le déplace jusqu’à 12 cases, en cas de Prouesse jusqu’à 24 cases. Un adversaire ne peut pas être téléporté dans un objet solide.
    • \n
    \n
    " - }, - { - "id": "Wall Walker", - "name": "Adhérence", - "trapping": "visage d’araignée, poils adhésifs sur les mains et les pieds", - "description": "Voir SWADE p.215", - "description_full": "
    \n

    Le bénéficiaire peut marcher sur les surfaces horizontales ou verticales. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, il se déplace à la moitié de son @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, il se déplace à son Allure normale et peut même @Compendium[swade-core-rules.swade-rules.Movement]{Courir}.

    \n

    Si forcé d'effectuer un jet d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour escalader ou s'accrocher à une surface, il bénéficie d'un bonus de +4.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " - }, - { - "id": "Warrior's Gift", - "name": "Don du guerrier", - "trapping": "gestuel, prière, mots chuchotés, concentration", - "description": "Voir SWADE p.223", - "description_full": "
    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}, la cible bénéficie d’un @Compendium[swade-core-rules.swade-rules.Edges]{Atout} de combat choisi par l’arcaniste. Ce dernier doit avoir un @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} suffisant pour le @Compendium[swade-core-rules.swade-rules.Edges]{prérequis de l’Atout}, peu importe celui du bénéficiaire. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, la cible bénéficie de la version avancée de l’Atout si elle existe et ceci même si l’arcaniste n’a pas le Rang prérequis.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " - }, - { - "id": "Zombie", - "name": "Zombi", - "trapping": "symboles gravés sur le corps, lancer d’os, cimetière, livre en peau", - "description": "Voir SWADE p.236", - "description_full": "
    \n

    Zombi permet d’animer et de communiquer avec les restes d’une créature autrefois vivante.

    \n

    L’horreur invoquée est obéissante mais accomplit les ordres d’une façon littérale. Elle n’est pas télépathe et doit être contrôlée par la voix.

    \n

    L’individu dispose des @Compendium[swade-core-rules.swade-rules.Traits]{Compétences} physiques de son vivant mais l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme}, l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} et leurs Compétences liées tombent à d4. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}, l’arcaniste peut augmenter le @Compendium[swade-core-rules.swade-rules.Traits]{Trait} de son choix d’un cran.

    \n

    Ce pouvoir n’invoque pas les cadavres mais relève les corps disponibles dans la @Compendium[swade-core-rules.swade-rules.Range]{Portée} (à la discrétion du MJ).

    \n

    Un mort-vivant @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} par des dégâts ne peut pas être relevé ainsi.

    \n

    Modificateurs

    \n
      \n
    • Armé (+1 par zombi) :le mort se relève avec une arme rouillée typique de son univers et de son environnement. En choisir une parmi :\n
        \n
      • Arme de mêlée : For+d6
      • \n
      • Arme à distance : 12/24/48, 2d6.
      • \n
      \n
    • \n
    • Armure (+1 par zombi) : l’abomination se relève de sa tombe avec 2 points d’@Compendium[swade-core-rules.swade-rules.Armor]{Armure}. Cela peut être une vieille cotte de maille, une plate rouillée, un gilet pare-balles pourrissant, etc.
    • \n
    • Chevaucheur d'esprit (+1) : l’arcaniste peut communiquer à travers et utiliser les sens d’un zombi. S’il est détruit, il peut passer à un autre actuellement sous son contrôle.
    • \n
    • Permanent (0) : le zombi vient à la non vie jusqu’à ce qu’il soit @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} par des Blessures. Les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} dépensés pour le relever sont indisponibles jusqu’à sa destruction. Le nécromant peut mettre fin à cette non vie à tout moment, sans souci de ligne de vue, de distance ou d’autres facteurs. Ses Points de pouvoir commencent alors à être rechargés normalement. Un zombi permanent reste animé même si son créateur est tué.
    • Zombis supplémentaires (+1) : le pouvoir peut relever des hordes de zombis pour +1 Point de pouvoir par individu additionnel.\n
    \n

     

    \n

    Créature zombie

    \n

    Un animal ou autre créature peut aussi être relevé avec ce pouvoir abominable. Cela coûte 2 Points de pouvoir pour une créature de @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} -2 à -1, 1 seul pour un Petit @Compendium[swade-core-rules.swade-bestiary.Swarm]{essaim}, 2 pour un Essaim moyen et 3 pour un Grand essaim.

    \n

    Cela coûte 3 Points de pouvoir + @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} pour les créatures plus grandes. Par exemple, un grizzly mort-vivant (Taille 2) coûte 5 Points de pouvoir à relever.

    \n

    Les @Compendium[swade-core-rules.swade-rules.Bestiary]{Capacités spéciales} magiques ou surnaturelles sont perdues sous forme de zombi mais celles inhérentes à la créature demeurent, tels @Compendium[swade-core-rules.swade-edges.Improved Frenzy]{Frénésie suprême}, @Compendium[swade-core-rules.swade-rules.Reach]{Allonge}, attaque en Essaim, etc.

    \n

    Chaque créature zombie supplémentaire coûte la moitié des Points de pouvoir de base (arrondie au supérieur, 1 minimum) au lieu du +1 du Modificateur Zombis supplémentaires.

    \n

     

    \n
    \n

    Zombi

    \n

    Mort-vivant grognant à la recherche de bonne chair fraîche.

    \n

    Attributs : Agilité d6, Intellect d4, Âme d4, Force d6, Vigueur d6

    \n

    Compétences : @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d4, @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} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d6

    \n

    Allure : 4; Parade : 5; Résistance : 7

    \n

    Atouts :

    \n

    Capacités spéciales :

    \n
      \n
    • Morsure / Griffes : For.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort-vivant}: Résistance +2, +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de @Compendium[swade-core-rules.swade-rules.Damage Effects]{malus de Blessures}, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    • Point faible (Tête) : toucher un zombi à la @Compendium[swade-core-rules.swade-rules.Called Shots]{tête} donne le bonus habituel de +4 aux dégâts.
    • \n
    \n
    " - } - ] + "entries": { + "Arcane Protection": { + "name": "Protection arcanique", + "trapping": "concentration, halo terne entourant le bénéficiaire, fétiche", + "description": "Voir SWADE p.231", + "description_full": "
    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, les pouvoirs hostiles subissent un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de -2 (-4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}) pour affecter le bénéficiaire.

    \n

    Leurs éventuels @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts} sont réduits de même. Protection arcanique se cumule avec l'Atout @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Résistance aux arcanes}. Le bénéficiaire peut donc avoir les deux.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + "Banish": { + "name": "Bannissement", + "trapping": "objet sacré, symbole ésotérique, poignée de sel", + "description": "Voir SWADE p.217", + "description_full": "
    \n

    Bannissement renvoie les entités des plans immatériels vers leur dimension d'origine. Cela inclut les fantômes, les démons, les élémentaux et autres êtres similaires (à la discrétion du MJ).

    \n

    Bannir une créature est un jet d'Arcanes du conjurateur @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l'@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} la cible est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secouée}, chaque @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} inflige une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}.

    \n

    Si cela @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacite} la cible, elle retourne dans son plan d'existence d'origine. Une entité bannie peut revenir à la discrétion du MJ : à la prochaine pleine lune, quand elle est de nouveau invoquée ou quelques instants plus tard pour une créature particulièrement puissante dans des conditions adéquates tel un lieu de pouvoir.

    \n
    " + }, + "Barrier": { + "name": "Barrière", + "trapping": "feu, glace, épines, force invisible, ossements, énergie", + "description": "Voir SWADE p.217", + "description_full": "
    \n

    Barrière crée un mur de 5 cases de long (10 mètres) et 1 case de haut (2 mètres), immobile et épousant la surface où il apparaît. Son épaisseur dépend de sa composition mais ne dépasse généralement pas quelques poignées de centimètres.

    \n

    Le mur a une @Compendium[swade-core-rules.swade-rules.Breaking Things]{Solidité} de 10 et peut être @Compendium[swade-core-rules.swade-rules.Breaking Things]{cassé} comme n'importe quel autre objet (voir p. 139).

    \n

    Quand le sort expire ou que le mur est brisé, il tombe en poussière ou se dissipe, rien ne subsistant de l'@Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}.

    \n

    Modificateurs

    \n
      \n
    • Dégâts (+1) : La barrière inflige 2d4 de dégâts à tous ceux au contact.
    • \n
    • Forme (+2) : La barrière forme un cercle, un carré ou tout autre forme basique.
    • \n
    • Plus solide (+1) : La barrière a une @Compendium[swade-core-rules.swade-rules.Breaking Things]{Solidité} de 12.
    • \n
    • Taille (+1) : La longueur et la hauteur de la barrière sont doublées.
    • \n
    \n
    " + }, + "Beast Friend": { + "name": "Ami des bêtes", + "trapping": "l'arcaniste se concentre et fait des gestes de la main", + "description": "Voir SWADE p.215", + "description_full": "
    \n

    Ce sort permet à un individu de parler à des animaux naturels et de guider leurs actions. Le coût d'activation est égal à la somme de leur @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} (minimum 1 par créature). Par exemple, contrôler trois @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{loups} (Taille -1) coûte ainsi 3 Points de pouvoir (car le coût minimum est de 1), tandis que contrôler un rhinocéros (Taille 5) coûte 5 Points de pouvoir.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, les créatures obéissent à des ordres simples comme des chiens bien dressés. Ils attaquent les ennemis de leur maître quitte à se mettre en danger. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, elles seront davantage soumises. Sans être suicidaires, elles dépasseront leurs peurs naturelles pour suivre les ordres.

    \n

    Les @Compendium[swade-core-rules.swade-bestiary.Swarm]{Essaims} aussi peuvent être contrôlés au coût de 1 Point de pouvoir pour un Petit, 2 PP pour un Moyen et 3 PP pour un Grand.

    \n

    Ami des Bêtes ne fonctionne que sur les créatures naturelles dotées d’une intelligence animale. Il est sans effet sur les animaux conjurés, magiques ou surnaturels.

    \n

    Modificateurs

    \n
      \n
    • Chevaucheur d'Esprit (+1) : l'arcaniste peut communiquer à travers n'importe lequel de ses amis bêtes et utiliser leurs sens.
    • \n
    \n
    " + }, + "Blast": { + "name": "Explosion", + "trapping": "boule de feu, de glace, de lumière ou d’obscurité, éclairs colorés, nuée d’insectes", + "description": "Voir SWADE p.226", + "description_full": "
    \n

    Explosion produit une boule d’énergie ou de matière explosive. La zone d’effet couvre un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Tout ce qui s’y trouve subit 2d6 de dégâts, 3d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} (voir @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}).

    \n

    Modificateurs

    \n
      \n
    • Dégâts (+2) : L'explosion inflige 3d6 dégâts, 4d6 en cas de Prouesse.
    • \n
    • Zone d'Effet (+0/+1) : l'arcaniste peut concentrer l'explosion dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Petit gabarit} sans coût supplémentaire, ou dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit} pour +1 PP.
    • \n
    \n
    " + }, + "Blind": { + "name": "Aveuglement", + "trapping": " flash lumineux, sable dans les yeux, confusion", + "description": "Voir SWADE p.216", + "description_full": "
    \n

    La cible de ce pouvoir vicieux souffre d'une vision floue, ou d'une quasi-cécité en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    La victime subit un malus de -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} (et -4 en cas de Prouesse) pour toute action requérant la vue.

    \n

    À la fin de ses prochains tours, la victime tente automatiquement d'annuler cet effet en réussissant un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite}. En cas de Succès, elle annulle 2 points de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus}, en cas de Prouesse elle annulle complètement l'effet.

    \n

    Modifiers

    \n
      \n
    • Puissant (+1) : Le jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} pour annuler l'effet se fait à -2.
    • \n
    • Zone d'effet (+2/+3) : pour +2 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +3 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
    • \n
    \n
    " + }, + "Bolt": { + "name": "Éclair", + "trapping": "éclair de feu, de glace, de lumière, d’obscurité ou coloré, torrent d’insectes", + "description": "Voir SWADE p.224", + "description_full": "
    \n

    Éclair envoie une décharge dévastatrice d'énergie, un rayon sacré ou des éclats de matière sur un seul ennemi.

    \n

    Il n'y a pas de malus de @Compendium[swade-core-rules.swade-rules.Attacks]{Portée} mais le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} est affecté par les @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} et tous les autres habituels.

    \n

    Un éclair inflige 2d6 de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts}, 3d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Modifiers

    \n
      \n
    • Dégâts (+2) : éclair inflige 3d6 de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts} (4d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}).
    • \n
    \n
    " + }, + "Boost/Lower Trait": { + "name": "Augmentation / Diminution de trait", + "trapping": "changement physique, aura, potion", + "description": "Voir SWADE p.216", + "description_full": "
    \n

    Ce pouvoir permet à un personnage d'améliorer ou de diminuer un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} (attribut ou compétence) de la cible.

    \n

    Augmentation améliore le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} choisi d'un cran en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, de deux crans en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, pour 5 @Compendium[swade-core-rules.swade-rules.Actions]{rounds}.

    \n

    Diminution réduit le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} adverse d'un cran en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, de deux crans en cas de Prouesse, avec un d4 au minimum. A la fin de ses prochains tours, la victime tente automatiquement d'annuler cet effect en réussissant un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Âme} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite}. Un Succès restaure un cran dans le Trait tandis qu'une Prouesse les restaure complètement.

    \n

    Des sorts répétés ne cumulent pas leurs effets sur un même Trait (prendre le plus élevé) mais peuvent affecter différents Traits.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    • Puissant (+1) : diminution seulement. Le jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Âme} pour annuler l'effet se fait à -2.
    • \n
    \n
    " + }, + "Burrow": { + "name": "Enfouissement", + "trapping": "se fondre dans la terre et apparaître ailleurs", + "description": "Voir SWADE p.225", + "description_full": "
    \n

    Enfouissement permet au bénéficiaire de se fondre dans de la terre naturelle. Il peut rester dans une sorte de limbes ou creuser à la moitié de son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (son Allure complète en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}). Il ne peut pas courir.

    \n

    Un personnage enfoui peut tenter de surprendre un ennemi avec un jet de @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à la @Compendium[swade-core-rules.swade-skills.Notice]{Perception} adverse. Le personnage considère sa cible comme @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnérable} en cas de Succès, @Compendium[swade-core-rules.swade-rules.The Drop]{Surprise} en cas de Prouesse. Les cibles @Compendium[swade-core-rules.swade-rules.Hold]{En attente} peuvent tenter d’interrompre l’attaque juste avant.

    \n

    Un personnage enfoui ne peut généralement plus surprendre un ennemi une fois sa présence connue mais peut s’enfouir pour se protéger et se déplacer.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    • Puissant (+1) : Le bénéficiaire peut traverser la pierre, le béton, et d'autres matériaux similaires.D’autres comme des plastiques, le verre, des matériaux plombés, etc., peuvent résister à la discrétion du MJ.
    • \n
    \n
    " + }, + "Burst": { + "name": "Rafale", + "trapping": "torrent de flammes, de lumière ou toute autre matière ou énergie", + "description": "Voir SWADE p.232", + "description_full": "
    \n

    Rafale produit de l'énergie en éventail baignant ses cibles dans un feu vif, dans un cône de froid ou dans toute autre matière ou énergie dévastatrice.

    \n

    Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} crée un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit de cône} dont l'origine est l’arcaniste (voir @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}).Tout ce qui s’y trouve subit 2d6 de @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts}, 3d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Modificateurs

    \n
      \n
    • Dégâts (+2) : Rafale inflige 3d6 de dégâts, 4d6 en cas de Prouesse.
    • \n
    \n
    " + }, + "Confusion": { + "name": "Confusion", + "trapping": "lumière hypnotique, brève illusion, grand bruit", + "description": "Voir SWADE p.218", + "description_full": "
    \n

    Confusion confond une cible, la rendant à la fois @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite et Vulnérable} si elle @Compendium[swade-core-rules.swade-rules.Trait Rolls]{échoue} un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} (-2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation}). Ces deux états durent jusqu’à la fin du prochain @Compendium[swade-core-rules.swade-rules.Actions]{tour} de la cible.

    \n

    Modificateurs

    \n
      \n
    • Zone d'effet (+2/+3) :pour +2 PP le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +3 PP le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
    • \n
    \n
    " + }, + "Damage Field": { + "name": "Zone de dégâts", + "trapping": "aura flamboyante, piques, champ électrique", + "description": "Voir SWADE p.237", + "description_full": "
    \n

    Zone de dégâts crée une aura dangereuse autour du bénéficiaire qui blesse les ennemis suffisamment fous pour s’en approcher.

    \n

    À la fin du @Compendium[swade-core-rules.swade-rules.Actions]{tour} du personnage affecté, tous les individus adjacents (alliés inclus !) subissent automatiquement 2d4 de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts}.

    \n

    Modificateurs

    \n
      \n
    • Dégâts (+2) : zone de dégâts inflige 2d6 dégâts.
    • \n
    \n
    " + }, + "Darksight": { + "name": "Vision dans le noir", + "trapping": "yeux brillants, pupilles dilatées, sonar", + "description": "Voir SWADE p.236", + "description_full": "
    \n

    Vision dans le noir permet à un héros de voir dans l'obscurité. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} il ignore 4 points de @Compendium[swade-core-rules.swade-rules.Illumination]{malus de Visibilité}. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} il en ignore 6 points et peut voir dans les Ténèbres.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + "Deflection": { + "name": "Déflexion", + "trapping": "bouclier mystique, bourrasque de vent, serviteur fantôme interceptant les projectiles", + "description": "Voir SWADE p.221", + "description_full": "
    \n

    Les pouvoirs Déflexion fonctionnent de diverses manières. Certaines manifestations repoussent réellement les attaques reçues, d’autres floutent la forme de la cible ou produisent des illusions. Le résultat final reste cependant toujours le même : détourner du bénéficiaire les @Compendium[swade-core-rules.swade-rules.Attacks]{attaques} au contact ou à distance.

    \n

    Une fois actif, les ennemis subissent un malus de -2 pour leurs attaques ciblant le bénéficiaire, -4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + "Detect/Conceal Arcana": { + "name": "Détection / Dissimulation d'arcanes", + "trapping": "gestuel, mots chuchotés", + "description": "Voir SWADE p.221", + "description_full": "
    \n

    Détection d'Arcanes permet au bénéficiaire de voir et détecter toutes personnes, objets ou effets surnaturels dans son champ de vision pendant cinq @Compendium[swade-core-rules.swade-rules.Actions]{rounds}. Ceci inclut les ennemis @Compendium[swade-core-rules.swade-powers.Invisibility]{invisibles}, les enchantements sur les gens ou les objets, les @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{appareils de science étrange}, etc. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le bénéficiaire connaît également la nature générale de l’enchantement : nocif, camouflage, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{magie}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{miracle}, etc.

    \n

    Détection d'Arcanespermet également d’ignorer jusqu’à 4 points de malus pour attaquer des ennemis cachés par des @Compendium[swade-core-rules.swade-powers.Light / Darkness]{ténèbres magiques}, invisibilité ou des capacités similaires (le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} complet en cas de Prouesse).

    \n

    Dissimulation d'arcanes met à l’abri de la détection des énergies arcaniques un être ou un objet d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle normale} pour une heure.

    \n

    Détection vs. Dissimulation : Détecter des arcanes sur quelqu’un ou quelque chose de dissimulé est un jet @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} à lancer à chaque tentative, une fois maximum par @Compendium[swade-core-rules.swade-rules.Actions]{tour}. Si la dissimulation l’emporte, le personnage ne peut percer le camouflage avec son sort mais il peut annuler ce dernier pour le relancer.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    • Puissant (+1) : Dissimulation seulement. Les jets de détection subissent un malus de -2 pour percer cette dissimulation.
    • \n
    • Zone d'effet (+1/+2) : Dissimulation seulement. Pour +1 PP le pouvoir affecte tout dans une sphère de @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +2 PP le pouvoir affecte tout dans une sphère de @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
    • \n
    \n
    " + }, + "Disguise": { + "name": "Déguisement", + "trapping": "modelage de son aspect, apparence illusoire, mèche de cheveux du modèle", + "description": "Voir SWADE p.221", + "description_full": "
    \n

    Déguisement permet au bénéficiaire de prendre l'apparence d'une autre personne de même @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} et de même forme, vêtements inclus, mais cela n’octroie aucune autre capacité.

    \n

    Ceux ayant une raison de douter de l’identité de l’imposteur font un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} à -2 pour percer le déguisement (-4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation} du pouvoir) en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite}.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    • Taille (+1) : le bénéficiaire peut prendre la forme de quelqu'un ayant jusqu'à 2 de Taille en plus ou en moins.
    • \n
    \n
    " + }, + "Dispel": { + "name": "Dissipation", + "trapping": "gestuel, mots chuchotés", + "description": "Voir SWADE p.222", + "description_full": "
    \n

    Dissipation permet à un héros d'annuler des pouvoirs adverses. C'est sans effet sur les enchantements permanents ou les capacités innées tels le souffle d’un dragon ou le cri d’une banshee. Dissipation affecte normalement les @Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objets arcaniques}.

    \n

    Dissipation peut être utilisé contre un pouvoir déjà actif ou pour contrer un pouvoir adverse en cours d’activation. Dans ce dernier cas, l’arcaniste doit être @Compendium[swade-core-rules.swade-rules.Hold]{En Attente} et interrompre l'action adverse.

    \n

    Dans les deux cas, dissiper un pouvoir adverse est un jet @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} d'@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes}, avec un malus de -2 si le pouvoir à annuler est d’une autre nature (tels Magie contre Miracles, Psionique contre Science étrange).

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} le pouvoir est dissipé et en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} son bénéficiaire est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait}. En cas d'@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec} lors d’un contre, le jet adverse sert également à activer son pouvoir.

    \n

    Modificateurs

    \n
      \n
    • Puissant (+1) : pour +1 PP, dissipation peut suspendre un @Compendium[swade-core-rules.swade-rules.Arcane Devices]{enchantement d’objet} pour 1 @Compendium[swade-core-rules.swade-rules.Actions]{round}, 2 en cas de Prouesse. Le malus est de -2 pour les objets enchantés permanents comme ceux que l'on trouve dans la plupart des campagnes de Sword & Sorcery, de -4 pour les reliques divines ou légendaires.
    • \n
    \n
    " + }, + "Divination": { + "name": "Divination", + "trapping": "séance de spiritisme, prière, requête aux démons", + "description": "Voir SWADE p.222", + "description_full": "
    \n

    Divination permet à l’arcaniste de contacter des entités ou des puissances d’un autre monde pour glaner des informations.

    \n

    Préparer ce sort nécessite une minute ininterrompue de préparation et doit s’accomplir sur un lieu propice à l’être Âmeuel à contacter. Par exemple pour converser avec un fantôme, il faut être sur sa tombe, le lieu de son trépas ou avec un de ses objets personnels en main, les oracles ne peuvent être délivrés que dans les temples, les esprits du feu seulement près d’un foyer ouvert, etc.

    \n

    Une fois le temps de préparation écoulé, l’arcaniste fait son @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}. Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} lui permet de contacter l’esprit et de lui poser ses questions. L’entité doit répondre au mieux de ses capacités, avec franchise ou ambiguïté selon ce que le meneur de jeu pense approprié pour la personnalité de l’esprit et la campagne. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, l’esprit est plus serviable, connaisseur ou franc que d’habitude, qu’il le veuille ou non.

    \n

    Le type d’entité contactée détermine le contenu de la communication. Les esprits d’outre-tombe ont tendance à ne connaître que des choses concernant leur vie et leur mort, sans savoir l’identité de leur meurtrier si celui-ci était masqué ou hors de vue.

    \n

    De la même façon, les esprits de la nature connaissent leur environnement local, les démons les affaires qu’ils traitent directement, etc. Le meneur de jeu doit trancher sur ce que sait l’entité selon son passé, son origine et sa personnalité.

    \n

    Un esprit contacté ne peut plus l’être à nouveau avant 24 heures. Le meneur de jeu peut étendre cela à une communauté d’esprits dans un même lieu tels des élémentaires de l’eau dans un ruisseau clapotant ou les esprits d’une fosse commune.

    \n
    " + }, + "Drain Power Points": { + "name": "Siphon d'énergie", + "trapping": "prière, mots chuchotés, gestuel", + "description": "Voir SWADE p.233", + "description_full": "
    \n

    Un puissant mage, prêtre, psionique ou autre peut utiliser cette capacité pour drainer de l’énergie arcanique d’un adversaire. Il peut par fois même se l’accaparer.

    \n

    Le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. L’arcaniste subit un malus de -2 si ses @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} sont différentes de celles adverses.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, le rival perd 1d6 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} (dé non explosif). En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} l’arcaniste gagne ces Points de pouvoir pour son propre usage. Il peut ainsi dépasser son maximum. Ces PP durent jusqu’à utilisation et seront les premiers dépensés.

    \n

    Siphon d’énergie peut également être utilisé sur un @Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objet arcanique} (celui-ci résiste avec la Compétence d’arcanes de son créateur, qu’il le porte ou non). L’objet ne perd pas plus de Points de pouvoir qu’il n’en a.

    \n
    " + }, + "Elemental Manipulation": { + "name": "Manipulation élémentaire", + "trapping": "de simples gestes", + "description": "Voir SWADE p.230", + "description_full": "
    \n

    Ce pouvoir donne un contrôle limité sur les quatre éléments traditionnels : l’air, l’eau, le feu et la terre (ces éléments peuvent varier selon l’univers). Le pouvoir agit comme s’il avait d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Force}, d8 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Voici quelques idées de ce que chaque élément peut faire. Chacune est une action.

    \n
      \n
    • Air : pousser quelqu’un, souffler une torche, éventer une flamme, rafraîchir quelqu’un (+2 au jet de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} provoquée par la chaleur).
    • \n
    • Eau : faire apparaître un litre d’eau (mais pas à “l’intérieur” d’un objet ou d’une personne), purifier quatre litres d’eau par utilisation.\n
    • Feu : faire apparaître une flamme de la taille d’une torche, lancer une petite boule de feu sur quelqu’un (Force de dégâts), attiser une flamme existante (voir @Compendium[swade-core-rules.swade-rules.Fire]{Feu}).
    • \n
    • Terre : déplacer un cube de terre de 30 cm de côté (environ 30 litres ou 60 kg) ou la moitié de roche (environ 15 litres ou 40 kg) chaque @Compendium[swade-core-rules.swade-rules.Actions]{round}, couvrir des traces.
    \n
    " + }, + "Empathy": { + "name": "Empathie", + "trapping": "concentration, sourire chaleureux, échange de plaisanterie", + "description": "Voir SWADE p.224", + "description_full": "
    \n

    L’arcaniste noue un lien émotionnel avec sa cible en réussissant un @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme}. Il connaît alors l’état émotionnel de sa cible et ses pensées de surface les plus basiques. Il bénéficie de +1 (+2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}) en @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Performance]{Performance} ou @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} contre elle.

    \n

    Empathie fonctionne également sur les animaux, octroyant +2 en @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} ou autres jets pour interagir avec la créature.

    \n
    " + }, + "Entangle": { + "name": "Enchevêtrement", + "trapping": "bombe collante, lianes, entraves, filet", + "description": "Voir SWADE p.225", + "description_full": "
    \n

    Enchevêtrement permet à l’arcaniste de restreindre les mouvements d’une cible avec de la glace, des liens d’énergie, des lianes ou tout autre @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} avec une @Compendium[swade-core-rules.swade-rules.Breaking Things]{Solidité} de 5. En cas de Succès la cible est @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entravé}, en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} elle est @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Immobilisée}.

    \n

    Une victime peut tenter de se libérer à son tour comme détaillé dans @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entravé et Immobilisé}.

    \n

    Modificateurs

    \n
      \n
    • Puissant (+2) : le matériau est particulièrement résistant avec une Solidité de 7 et un malus de -2 au jet pour s’en libérer.
    • \n
    • Zone d'effet (+2/+3) : pour +2 Points de pouvoir le pouvoir affecte tout le monde dans un Gabarit moyen. Pour +3 PP le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
    \n
    " + }, + "Environmental Protection": { + "name": "Adaptation environnementale", + "trapping": "glyphe sur le front, potion, pilule", + "description": "Voir SWADE p.214", + "description_full": "
    \n

    Les aventuriers voyagent parfois sous l’eau, dans l’espace ou dans un autre environnement hostile. Ce pouvoir les protège contre la pression abyssale, la chaleur accablante, le froid intense et même les radiations.

    \n

    Adaptation environnementale permet à la cible de respirer, de parler et de se déplacer à son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} normale dans un environnement qui lui serait autrement fatal. Il protège contre la @Compendium[swade-core-rules.swade-rules.Heat]{chaleur intense}, le @Compendium[swade-core-rules.swade-rules.Cold]{froid}, les @Compendium[swade-core-rules.swade-rules.Radiation]{radiations}, la pression atmosphérique ou d’un fluide, le manque d’oxygène. D’une manière générale l’aventurier peut agir normalement dans l’eau, l’espace, le cratère d’un volcan, etc. Le pouvoir flanche rapidement (1d4 rounds) en présence de conditions extrêmes comme une coulée de lave ou l'irradiation massive du cœur d'un réacteur nucléaire en fusion.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + "Farsight": { + "name": "Vision lointaine", + "trapping": "marque invisible, lecture des vents, œil d’aigle", + "description": "Voir SWADE p.236", + "description_full": "
    \n

    Vision lointaine permet au bénéficiaire de voir en détail à de grandes distances. Il peut lire sur les lèvres ou voir des petits caractères jusqu’à 1,5 km.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, ses malus de @Compendium[swade-core-rules.swade-rules.Attacks]{Portée} sont réduits de moitié en @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) ou autres.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + "Fear": { + "name": "Terreur", + "trapping": "gestes, énergie impie, frissons glacials", + "description": "Voir SWADE p.235", + "description_full": "
    \n

    Ce pouvoir cause une extrême épouvante. La personne affectée doit réussir un jet de @Compendium[swade-core-rules.swade-rules.Fear]{Terreur}. En cas d’Échec, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} est paniqué, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} fait un jet sur la @Compendium[swade-core-rules.swade-macros.Fear Table]{table de Terreur}. Si le pouvoir est activé avec une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le jet de Terreur se fait à -2 et les Jokers ajoutent +2 à leur jet sur la table de Terreur.

    \n

    Modificateurs

    \n
      \n
    • Zone d'effet (+2/+3) : pour +2 Points de pouvoir le pouvoir affecte tout le monde dans un Gabarit moyen. Pour +3 Points de pouvoir il affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
    • \n
    \n
    " + }, + "Fly": { + "name": "Vol", + "trapping": "rafales de vent, ailes, balai volant", + "description": "Voir SWADE p.236", + "description_full": "
    \n

    Vol permet à un personnage de s’envoler avec @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12, le double en cas de Prouesse. Il ne peut pas @Compendium[swade-core-rules.swade-rules.Movement]{Courir}.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+2) :Le pouvoir peut affecter des cibles additionnelles pour +2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + "Growth/Shrink": { + "name": "Croissance / Rapetissement", + "trapping": "gestuel, mots de pouvoir, potion", + "description": "Voir SWADE p.220", + "description_full": "
    \n

    Croissance augmente la @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} du bénéficiaire de 1 par 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} dépensés. Pour chaque palier, le bénéficiaire accroît sa @Compendium[swade-core-rules.swade-rules.Traits]{Force} de 1 cran et sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 1.

    \n

    Cela n’augmente pas le nombre de @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Blessures} possibles (suite à un potentiel changement d'@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle}).

    \n

    Rapetissement réduit la Taille du bénéficiaire de 1 par 2 Points de pouvoir dépensés jusqu’à -2 maximum, la Taille d’un chat. Pour chaque palier, le bénéficiaire décroît sa Force de 1 cran (d4 au minimum) et sa Résistance de 1 (2 au minimum).

    \n

    Une cible non consentante @Compendium[swade-core-rules.swade-rules.Trait Rolls]{oppose} un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}.

    \n
    " + }, + "Havoc": { + "name": "Ravage", + "trapping": "tornade, esprit frappeur, champ répulsif", + "description": "Voir SWADE p.232", + "description_full": "
    \n

    Cette capacité déchaîne le chaos et affecte tous ceux dans sa zone d’effet, projetant débris et ennemis dans toutes les directions.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, l’arcaniste place un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen} à @Compendium[swade-core-rules.swade-rules.Range]{Portée} ou le @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit de cône} partant de sa personne (voir @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}).

    \n

    Quiconque touché par le gabarit est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait} et doit ensuite faire un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Force}, à -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec} il est projeté à 2d6 cases, à l’opposé de l’arcaniste avec le Gabarit de cône ou en s’éloignant du centre avec un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit d'explosion} (au choix de l’arcaniste pour une cible pile au centre).

    \n

    Une victime heurtant un objet dur (comme un mur) subit 2d4 de @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts} (@Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{non létaux} sauf piques ou autres dangers).

    \n

    Airborne Targets: une cible volante ou aéroportée subit un malus supplémentaire de -2 à son jet de Force faute de sol auquel s’accrocher.

    \n

    Modificateurs

    \n
      \n
    • Puissant (+1) : les jets de Force se font à -2.
    • \n
    • Zone d'effet (+1) : le pouvoir affecte un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
    • \n
    \n
    " + }, + "Healing": { + "name": "Guérison", + "trapping": "imposer les mains, toucher la victime avec un symbole béni, prière", + "description": "Voir SWADE p.226", + "description_full": "
    \n

    Guérison annule les @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} vieilles de moins d’une heure. Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} annule une Blessure, une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} en annule deux. Le pouvoir peut être lancé plusieurs fois pour annuler d'autres Blessures dans la limite de l’heure et des @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} disponibles.

    \n

    Pour un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra}, le MJ doit d’abord déterminer si l’allié est encore en vie (voir @Compendium[swade-core-rules.swade-rules.Healing]{Extras et Conséquences}). En cas de Succès au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}, l’Allié est de nouveau opérationnel (mais @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} si cela importe).

    \n

    Modificateurs

    \n
      \n
    • Grande guérison (+10) : grande guérison peut soigner n'importe quelles Blessures, mêmes celles vieilles de plus d'une heure.
    • \n
    • Neutraliser le poison ou la maladie (+1) : un Succès au jet de guérison annule un poison ou une maladie. Si le poison ou la maladie impose un modificateur (e.g. puissance du poison), celui-ci s’applique également au jet d’Arcanes.
    • \n
    • Séquelle permanente (+20) : le pouvoir peut guérir une @Compendium[swade-core-rules.swade-tables.Injury Table]{séquelle permanente} (voir @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}). Cela requiert une heure de préparation et ne peut être tenté qu’une unique fois par séquelle. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, l’arcaniste ne peut plus guérir cette séquelle mais quelqu’un d’autre pourra essayer. En cas de Succès, le sujet est @Compendium[swade-core-rules.swade-rules.Fatigue]{Épuisé} pour 24 heures.
    • \n
    \n
    " + }, + "Illusion": { + "name": "Illusion", + "trapping": "sortilège, hologramme, matérialisation éthérée", + "description": "Voir SWADE p.227", + "description_full": "
    \n

    L’un des plus grands pouvoirs est de créer quelque chose à partir du néant — même si ce n’est pas réel !

    \n

    Illusion peut être utilisé pour créer visuellement une scène ou une réplique de la plupart des choses que l’arcaniste peut imaginer. Mais elle sera silencieuse, intangible et dans l’incapacité d’affecter le monde réel. Par exemple, des armes illusoires traversent les ennemis, on ne peut pas s’assoir sur une chaise illusoire et un chien illusoire n’émet pas de son lorsqu'il aboie.

    \n

    Celui qui touche une illusion ou doute de sa réalité fait un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite} (à -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation} du pouvoir). En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, l’individu n’est plus affecté par le sortilège.

    \n

    Le MJ peut faire un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet de groupe} pour des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} car ils se préviennent entre eux.

    \n

    Le volume de l’illusion doit être contenu dans une sphère de la taille d’un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen} (4 cases ou 8 mètres de diamètre).

    \n

    Modificateurs

    \n
      \n
    • Puissant (+2) : le jet d'Intellect pour percer l'illusion se fait à -2.
    • \n
    • Sons (+1) : le pouvoir génère les sons associés à l’illusion. Des alliés illusoires peuvent parler, des corbeaux illusoires peuvent croasser, etc. Cela ne peut cependant pas masquer ou étouffer des sons réels.
    • \n
    \n
    " + }, + "Intangibility": { + "name": "Intangibilité", + "trapping": "forme fantomatique, corps d’ombre, transformation vaporeuse", + "description": "Voir SWADE p.228", + "description_full": "
    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}, le bénéficiaire du pouvoir devient incorporel. Il ne peut plus affecter le monde physique et vice-versa. Il peut passer à travers les murs et les armes non magiques le traversent. Tout objet porté au moment de l’activation du pouvoir est également incorporel.

    \n

    Sous cette forme le personnage peut affecter les autres individus incorporels, y compris lui-même et il reste vulnérable aux attaques surnaturelles, ce qui inclut les @Compendium[swade-core-rules.swade-rules.Powers]{pouvoirs} et les @Compendium[swade-core-rules.swade-rules.Arcane Devices]{objets enchantés}.

    \n

    Le bénéficiaire redevient tangible à l’issue du pouvoir. S’il est dans quelqu’un ou quelque chose à ce moment-là, il est alors éjecté dans le plus proche espace libre et est @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

    \n

    Une cible non consentante @Compendium[swade-core-rules.swade-rules.Trait Rolls]{résiste} au pouvoir avec un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme}.

    \n
    " + }, + "Invisibility": { + "name": "Invisibilité", + "trapping": "poudre, potion, lumière irisée", + "description": "Voir SWADE p.228", + "description_full": "
    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, le bénéficiaire et ses objets personnels deviennent transparents mais un peu flous ou avec de vagues contours. Toute @Compendium[swade-core-rules.swade-rules.Actions]{action} à son encontre requérant la vue se fait à -4, à -6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Le même @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} s’applique au jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} pour s’aviser de sa présence.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+3) : Le pouvoir peut affecter des cibles additionnelles pour +3 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + "Light / Darkness": { + "name": "Lumière / Ténèbres", + "trapping": "torche illusoire, lumière solaire, obscurité, brouillard épais", + "description": "Voir SWADE p.230", + "description_full": "
    \n

    Lumière procure de l’éclairage dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, la lumière peut être concentrée en un faisceau de 5 cases (10 mètres).

    \n

    Ténèbres bloque l’éclairage dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit} et rend la zone Obscure, Ténébreuse en cas de Prouesse (voir @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}).

    \n

    Si lumière et ténèbres se chevauchent, ils créent une zone de Pénombre (-2).

    \n

    Modificateurs

    \n
      \n
    • Mobile (+1) :chaque @Compendium[swade-core-rules.swade-rules.Actions]{tour} suivant l’arcaniste peut déplacer la zone d’effet de son dé d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} en cases ou il peut l’attacher à une personne ou un objet inanimé lors de l’activation.
    • \n
    \n
    " + }, + "Mind Link": { + "name": "Lien mental", + "trapping": "diadème, talisman taoïste ou divin, cristal", + "description": "Voir SWADE p.229", + "description_full": "
    \n

    Lien mental instaure une connexion télépathique entre deux individus n’incluant pas forcément l’arcaniste. La communication est volontaire, les pensées qui ne sont pas consciemment transmises ne sont pas relayées.

    \n

    Une fois @Compendium[swade-core-rules.swade-rules.Trait Rolls]{activé}, le lien porte à 1,5 km entre les esprits liés, à 7,5 km en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Quand un individu lié subit une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, tous les autres sont @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoués} s’ils échouent à un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} (cela ne provoque pas de Blessure).

    \n

    Les échanges vont à la vitesse du langage parlé. En cas de Prouesse, les membres communiquent en langage pensé, environ 30 secondes de paroles par tour de combat.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + "Mind Reading": { + "name": "Lecture des pensées", + "trapping": "intrusion psionique, vision de l’âme", + "description": "Voir SWADE p.229", + "description_full": "
    \n

    Le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} de la cible. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, le personnage obtient une réponse sincère de sa cible. Celle-ci est consciente de l’intrusion mentale sauf en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Le MJ peut appliquer des @Compendium[swade-core-rules.swade-rules.Trait Rolls]{modificateurs} selon les @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} mentaux et l’état d’esprit actuel de la victime.

    \n
    " + }, + "Mind Wipe": { + "name": "Effacement mental", + "trapping": "boisson nocive, parasites, toucher les tempes de la cible", + "description": "Voir SWADE p.224", + "description_full": "
    \n

    Effacement mental supprime des souvenirs de la cible, une terrible transgression dans la plupart des sociétés civilisées. Le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} de la victime et implique une longue minute de lutte mentale. La victime doit être consciente durant tout ce temps et peut se déplacer hors de @Compendium[swade-core-rules.swade-rules.Range]{Portée} si elle n’est pas entravée.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, la victime oublie un simple événement (jusqu’à 30 minutes). Une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} permet d’effacer un souvenir complexe de plusieurs heures.

    \n

    Si le défenseur l’emporte, l’arcaniste ne peut plus l’affecter avec effacement mental avant 24 heures mais d’autres peuvent le tenter dans l’intervalle.

    \n

    Le souvenir demeure absent mais des preuves solides interpellant la logique permettent un jet d’Intellect à -2 pour s’en remémorer des fragments à la discrétion du MJ.

    \n

    Modificateurs

    \n
      \n
    • Altération (+1) : au lieu d’effacer la mémoire, l’arcaniste peut l’altérer comme bon lui semble.
    • \n
    • Lancement rapide (+2) : l’arcaniste peut effacer un souvenir en une @Compendium[swade-core-rules.swade-rules.Actions]{action}.
    • \n
    \n
    " + }, + "Object Reading": { + "name": "Lecture des objets", + "trapping": "toucher l’objet, mains lumineuses", + "description": "Voir SWADE p.229", + "description_full": "
    \n

    Lecture des objets permet de visualiser le passé d’un objet inanimé, qui l’a manipulé, quand et pour quoi faire. L’objet n’a pas de conscience en soi. L’arcaniste voit et entend simplement ce qui a eu lieu en sa présence.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} l’arcaniste perçoit dans un rayon de 10 mètres jusqu’à 5 ans dans le passé, en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} le rayon est de 20 mètres et la durée de 100 ans. Il peut avancer ou rembobiner rapidement comme il le désire, épluchant environ 10 années d’archive par minute réelle.

    \n

    Quand il regarde un événement en particulier, celui-ci avance en temps réel comme s’il regardait une vidéo.

    \n

    Modificateurs

    \n
      \n
    • Puissant (+2) : l’arcaniste peut voir et entendre depuis la création de l’objet.
    • \n
    \n
    " + }, + "Protection": { + "name": "Protection", + "trapping": "halo mystique, peau durcie, armure éthérée, nuée de nanites", + "description": "Voir SWADE p.231", + "description_full": "
    \n

    Protection crée un champ de force ou une armure autour du personnage lui donnant 2 points d’@Compendium[swade-core-rules.swade-rules.Armor]{Armure}, 4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Que le pouvoir soit visible ou non dépend de l’@Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}, au bon vouloir de l’arcaniste.

    \n

    Protection se cumule avec les autres armures, naturelles ou portées, et est normalement diminuée par la @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration d'armure (PA)}.

    \n

    Modificateurs

    \n
      \n
    • Armure renfonrcée (+1) : un Succès donne 4 points d’Armure, une Prouesse 6.
    • \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    • Résistance (+1) : protection procure des points de @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} au lieu d’Armure et n’est plus concerné par la Pénétration d'armure (magique ou non).
    • \n
    \n
    " + }, + "Puppet": { + "name": "Marionnette", + "trapping": "yeux luisants, quasi-transe, balancement d’un pendentif, poupée vaudou", + "description": "Voir SWADE p.231", + "description_full": "
    \n

    Le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} pour activer marionnette est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, la victime obéit automatiquement à tout ordre ne la mettant pas en danger elle-même ou une personne qui lui importe.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, la cible est complètement sous contrôle mais elle peut automatiquement résister avec un jet d’Âme en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite} pour éviter un danger pour elle-même ou pour une personne qui lui importe. En cas de Succès, elle résiste à cet ordre particulier mais demeure sous l’emprise du maître. En cas de Prouesse elle brise l’emprise et le pouvoir s’achève.

    \n

    Les ordres sont généraux comme “attaque cette personne” ou “ouvre la porte”. Le contrôleur n’a pas à dicter combien d’@Compendium[swade-core-rules.swade-rules.Actions]{actions} la cible utilise par tour ni si elle doit utiliser son Atout @Compendium[swade-core-rules.swade-edges.Sweep]{Balayage}, etc.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+2) : le pouvoir peut affecter des cibles additionnelles pour +2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} chacune.
    • \n
    \n
    " + }, + "Relief": { + "name": "Soulagement", + "trapping": "prière, tonique", + "description": "Voir SWADE p.234", + "description_full": "
    \n

    Soulagement annule un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, deux en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Il peut aussi annuler à la place l’état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} et en cas de Prouesse l’état @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + "Resurrection": { + "name": "Résurrection", + "trapping": "cérémonie élaborée, plantes rares, amulette magique, intervention divine", + "description": "Voir SWADE p.232", + "description_full": "
    \n

    Le plus puissant des pouvoirs est certainement la faculté de ramener quelqu’un d’entre les morts. Il peut réunir des amours perdus, réconforter des personnes en deuil ou renverser des royaumes.

    \n

    Résurrection nécessite un corps relativement bien conservé décédé il y a moins d’un an. L’arcaniste prie, médite, chante ou se concentre sur la restauration du corps et le retour de l’esprit vers lui pendant quatre heures.

    \n

    Puis le soigneur fait son @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} à -8. En cas de Succès, le sujet revient à la vie avec 3 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} et est @Compendium[swade-core-rules.swade-rules.Fatigue]{Épuisé}. En cas de Prouesse, il est seulement Épuisé.

    \n

    \n

    Modificateurs

    \n
      \n
    • Puissant (+5) : l’arcaniste peut relever un mort décédé depuis au plus 10 ans.
    • \n
    \n
    " + }, + "Shape Change": { + "name": "Transformation", + "trapping": "modelage, talisman, tatouage", + "description": "Voir SWADE p.235", + "description_full": "
    \n

    Les légendes de shamans ou de sorciers se changeant en animal apparaissent dans beaucoup de cultures. Ce pouvoir permet à l’arcaniste de prendre la forme d’un animal. Cela inclut les créatures fantastiques existant dans cet univers tels les @Compendium[swade-core-rules.swade-bestiary.Dragon]{dragons} et les hippogriffes mais pas celles humanoïdes, mortes-vivantes, etc.

    \n

    Un personnage peut se transformer en animal selon son @Compendium[swade-core-rules.swade-rules.Advancement]{Rang}.

    \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
    Transformation
    CoûtRangTaille
    3NoviceTaille -4 à -1
    5AguerriTaille 0
    8VétéranTaille 1 à 2
    11HéroiqueTaille 3 à 4
    15LégendaireTaille 5 à 10
    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, l’arcaniste se transforme en une version plus robuste, améliorant @Compendium[swade-core-rules.swade-rules.Traits]{Force} et @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} d’un cran chacun.

    \n

    Les armes et autres effets personnels sont englobés dans la forme animale et réapparaissent quand le pouvoir cesse, mais les autres objets sont lâchés.

    \n

    Durant sa transformation, le personnage conserve ses propres @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}, @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} et scores d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} et d’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, ainsi que leurs @Compendium[swade-core-rules.swade-rules.Traits]{Compétences} liées (selon sa forme actuelle et à la discrétion du MJ, il peut ne plus être en mesure de les utiliser, tout ou partie). Il utilise l’@Compendium[swade-core-rules.swade-rules.Traits]{Agilité}, la Force, la Vigueur et leurs Compétences liées de l’animal. Il ne peut plus utiliser d’objets requérant une forme humanoïde. Il ne peut plus parler ni activer de @Compendium[swade-core-rules.swade-rules.Powers]{pouvoirs} mais peut maintenir ceux précédemment activés.

    \n

    Il bénéficie des @Compendium[swade-core-rules.swade-rules.Bestiary]{capacités naturelles} de sa forme mais pas de celles magiques. Par exemple, un dragon peut voler et cracher du feu dans un univers traditionnel de fantasy, un personnage transformé peut donc en faire autant. Si les dragons peuvent aussi lancer des sorts, le métamorphe ne pourra pas bénéficier de cette capacité qui n’est pas liée à sa forme physique.

    \n

    Taille : le métamorphe ne bénéficie pas des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Blessures} supplémentaires des créatures d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} Grande ou Énorme.

    \n

    Modificateurs

    \n
      \n
    • Parole (+1) : le bénéficiaire conserve la parole mais ne peut toujours pas activer ses pouvoirs.
    • \n
    \n
    " + }, + "Sloth/Speed": { + "name": "Apathie / Vitesse", + "trapping": "ralentissement temporel, mouvements flous, flaque d’huile ou de glace", + "description": "Voir SWADE p.216", + "description_full": "
    \n

    Apathie diminue la célérité et la coordination, alors que vitesse les augmente. Le @Compendium[swade-core-rules.swade-rules.Movement]{mouvement} total de la cible est réduit de moitié (arrondi au supérieur). En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le mouvement compte pour une @Compendium[swade-core-rules.swade-rules.Actions]{action}. À la fin de ses prochains @Compendium[swade-core-rules.swade-rules.Actions]{tours}, la victime tente automatiquement d’annuler cet effet en réussissant un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} en action gratuite.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, vitesse double le mouvement (@Compendium[swade-core-rules.swade-rules.Movement]{Allure} de base et course). En cas de Prouesse le personnage ignore le malus de -2 quand il court.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : vitesse seulement. Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    • Puissant (+1) : apathie seulement. Le jet d'Âme pour annuler l'effet se fait à -2.
    • \n
    • Rapidité (+2) : vitesse seulement. Le personnage réduit de 2 points son malus d’@Compendium[swade-core-rules.swade-rules.Multi-Actions]{actions multiples} (il peut faire 2 actions sans @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} ou 3 actions à -2 chacune).
    • \n
    • Zone d'effet (+2/+3) : apathie seulement. Pour +2 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +3 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
    • \n
    \n
    " + }, + "Slumber": { + "name": "Sommeil", + "trapping": "berceuse, pincée de poudre ou poignée de sable sur la victime", + "description": "Voir SWADE p.233", + "description_full": "
    \n

    Ceux aimant la discrétion ou ne souhaitant pas blesser leur adversaire apprécient ce sort qui plonge ses cibles dans un profond sommeil réparateur.

    \n

    La cible @Compendium[swade-core-rules.swade-rules.Trait Rolls]{résiste} avec un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} (à -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation}). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec} elle s’endort pour la @Compendium[swade-core-rules.swade-rules.Powers]{durée} du sort. Seuls des sons très bruyants ou une tentative de la réveiller physiquement (en la secouant par exemple) permettent un nouveau jet d’Âme.

    \n

    \n

  • Zone d'effet (+2/+3) : pour +2 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +3 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
  • \n\n
    " + }, + "Smite": { + "name": "Frappe", + "trapping": "halo coloré, runes, sceau, énergie crépitante, barbelures sur la lame", + "description": "Voir SWADE p.226", + "description_full": "
    \n

    Ce pouvoir se lance sur tout type d’arme. Pour une arme à distance, elle affecte un chargeur entier, 20 flèches, carreaux ou cartouches ou une pleine « charge » de munitions (la quantité exacte pour les armes inhabituelles est à la discrétion du MJ). Tant que le pouvoir est actif, l’arme bénéficie de +2 aux @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts}, +4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + "Sound/Silence": { + "name": "Son / Silence", + "trapping": "effet magique, brève ondulation de l’air, cloche ou carillon commençant ou cessant de sonner", + "description": "Voir SWADE p.233", + "description_full": "
    \n

    Son imite tout son ou voix connu ayant une origine dans la @Compendium[swade-core-rules.swade-rules.Range]{Portée} et un volume ne dépassant pas celui d’un cri. Utilisé pour une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve}, le jet d’Arcanes est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} du défenseur.

    \n

    A contrario, silence étouffe tout son ne dépassant pas un grand cri dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}. À l’intérieur un jet de Perception se fait à -4, de même depuis l’extérieur pour tenter d’entendre en provenance de la zone. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, il n’y a plus aucun son, un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} est un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec} automatique.

    \n

    Modificateurs

    \n
      \n
    • Ciblé (+0) : au lieu de créer une zone de silence, l’arcaniste peut affecter des cibles à portée pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune. Une cible non consentante @Compendium[swade-core-rules.swade-rules.Trait Rolls]{résiste} avec un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Âme} (à -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} à l’activation).
    • \n
    • Mobile (+1) : chaque @Compendium[swade-core-rules.swade-rules.Actions]{tour} suivant l’arcaniste peut déplacer la zone d’effet de son @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{dé d’Arcanes} en cases.
    • \n
    \n
    " + }, + "Speak Language": { + "name": "Compréhension des langues", + "trapping": "mots, images, gestes", + "description": "Voir SWADE p.218", + "description_full": "
    \n

    Ce pouvoir permet à un personnage de parler, lire et écrire une langue évoluée autre que la sienne. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} le bénéficiaire comprend et utilise correctement l’argot et les dialectes.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + "Stun": { + "name": "Choc", + "trapping": "éclair d’énergie, bombe assommante, détonation sonore, flash aveuglant", + "description": "Voir SWADE p.218", + "description_full": "
    \n

    Choc étourdit une cible avec une onde de choc, du son, de la lumière, de l’énergie magique, etc.

    \n

    La victime est @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} si elle échoue à un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} (à -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation}).

    \n

    Modificateurs

    \n
      \n
    • Zone d'effet (+2/+3) : pour +2 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +3 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
    • \n
    \n
    " + }, + "Summon Ally": { + "name": "Convocation d'allié", + "trapping": "figurine d’argile grandissant en serviteur, tatouage prenant vie", + "description": "Voir SWADE p.218", + "description_full": "
    \n

    Ce pouvoir permet au personnage de convoquer de nulle part un serviteur magique. Un allié typique est un humanoïde basique de taille normale mais il peut prendre d’autres formes selon les @Compendium[swade-core-rules.swade-rules.Trappings]{Aspects} de l’arcaniste. Il se matérialise n’importe où dans la @Compendium[swade-core-rules.swade-rules.Range]{Portée}. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation}, il est également @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Résilient}.

    \n

    L’Allié agit lors de la @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{carte d’action} de son invocateur et suit ses ordres au mieux de ses possibilités. Il n’a ni personnalité, ni émotion, ni créativité. Quand il est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} ou que le pouvoir expire, il disparaît dans le néant sans laisser de traces.

    \n

    Le type de serviteur pouvant être appelé dépend du @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} de l’arcaniste. Sur accord du MJ, le joueur peut échanger des capacités. Par exemple si le héros désire invoquer un serviteur sous forme de @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{loup}, il pourrait échanger la Compétence @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} avec @Compendium[swade-core-rules.swade-skills.Survival]{Survival} pour que “l’animal” puisse traquer ses ennemis.

    \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
    Convocation d'Allié
    RangCoûtServant
    Novice2Serviteur
    Aguerri4Garde du Corps
    Vétéran6Clone*
    Héroïque8Sentinelle
    \n

    *Clone coûte +2 Points de pouvoir par Rang au dessus de Vétéran jusqu'à 10 Points de pouvoir pour Légendaire.

    \n

    Modificateurs

    \n
      \n
    • Chevaucheur d'esprit (+1) : L'arcaniste peut communiquer à travers et utiliser les sens de son allié.
    • \n
    • Morsure / Griffes (+1) : l’allié peut mordre ou griffer avec For+d6 de dégâts.
    • \n
    • Vol (+2) : l’allié peut voler à @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12.
    • \n
    \n

     

    \n

    caractéristiques

    \n

    Serviteur

    \n

    Attributs : Agilité d4, Intellect d4, Âme d4, Force d4, Vigueur d4
    Compétences : @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d4, @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} d4, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} d6
    Allure : 4; Parade : 4; Résistance : 4
    Capacités spéciales :

    \n
      \n
    • Griffes : For+d4.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle} : +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; ignore 1 point de @Compendium[swade-core-rules.swade-rules.Damage Effects]{malus de Blessures}; ne respire pas, immunisé aux and @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur} : Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
    • \n
    \n

     

    \n

    Garde du corps

    \n

    Attributs : Agilité d6, Intellect d4, Âme d6, Force d6, Vigueur d6
    Compétences : @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} 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} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} d4
    Allure : 6; Parade : 5; Résistance : 7 (2)
    Atouts : @Compendium[swade-core-rules.swade-edges.First Strike]{Frappe éclair}
    Équipement : Arme de mêlée (For+d6).
    Capacités spéciales :

    \n
      \n
    • Armure +2 : Peau renforcée.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle} : +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; ignore 1 point de @Compendium[swade-core-rules.swade-rules.Damage Effects]{malus de Blessures}; ne respire pas, immunisé aux and @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur} : Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
    • \n
    \n

     

    \n

    Clone
    L’allié est un clone de l’arcaniste mais c’est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} qui dispose d’autant de @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} que l’arcaniste après sa convocation, qui ne peut pas lancer convocation d’allié, qui a ses @Compendium[swade-core-rules.swade-rules.Traits]{Compétences} plus basses d’un cran que l’original (d4 minimum), qui possède le même équipement mais sans magie et disparaissant avec lui, et qui est une @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle} et @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}.

    \n

     

    \n

    Sentinelle
    Attributs :
    Agilité d6, Intellect d6, Âme d8, Force d12+2, Vigueur d10
    Compétences : @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} d10, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d10, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d8
    Allure : 6; Parade : 7; Résistance : 13 (4)
    Atouts : @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Résistance aux arcanes}, @Compendium[swade-core-rules.swade-edges.Improved Sweep]{Grand balayage}.
    Équipement : Arme de mêlée (For+d8).
    Capacités spéciales :

    \n
      \n
    • Armure +4: Peau pierreuse.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle} : +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; ignore 1 point de @Compendium[swade-core-rules.swade-rules.Damage Effects]{malus de Blessures}; ne respire pas, immunisé aux and @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur} : Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 2: Haute de 2m40 et trapue.
    • \n
    \n
    " + }, + "Telekinesis": { + "name": "Télékinésie", + "trapping": "gestuel, baguette magique, regard d’acier", + "description": "Voir SWADE p.234", + "description_full": "
    \n

    Télékinésie est la capacité permettant de déplacer des objets ou des créatures, y compris soi-même, par sa seule volonté avec d10 en @Compendium[swade-core-rules.swade-rules.Traits]{Force}, d12 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Une cible non consentante résiste en @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposant} un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{dé d’Arcanes} à l’activation du pouvoir, puis au début de chacun de ses @Compendium[swade-core-rules.swade-rules.Actions]{tours} jusqu’à ce qu’elle soit relâchée.

    \n

    L’arcaniste peut déplacer sa cible jusqu’à @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} cases par tour dans n’importe quelle direction, la projeter contre un mur, un plafond ou tout autre obstacle pour lui infliger For+d6 de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts}, ou la relâcher pour qu’elle subisse des @Compendium[swade-core-rules.swade-rules.Falling]{dégâts de chute}.

    \n

    Outils télékinésiques :l’arcaniste peut déplacer des outils, armes incluses, avec télékinésie pour une @Compendium[swade-core-rules.swade-rules.Actions]{action}. Il utilise alors la @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} appropriée pour attaquer avec, pas celle d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes}.

    \n
    " + }, + "Teleport": { + "name": "Téléportation", + "trapping": "nuage de fumée, déphasage, déplacement sous forme d’éclair", + "description": "Voir SWADE p.234", + "description_full": "
    \n

    Téléportation permet au personnage de disparaître puis de réapparaître immédiatement dans les 12 cases (24 mètres), le double en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Se téléporter hors de vue inflige un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de -2 au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’Arcanes}.

    \n

    Un opposant adjacent à un personnage se téléportant ailleurs ne bénéficie pas d’attaque gratuite (voir @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Rompre le combat}).

    \n

    L’arcaniste décide où arrivent les bénéficiaires, consentants ou non.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    • Téléportation d'ennemi (+2) :pour cibler un ennemi l’arcaniste doit réussir une @Compendium[swade-core-rules.swade-rules.Touch Attack]{Attaque pour toucher} puis activer son pouvoir, soit une @Compendium[swade-core-rules.swade-rules.Multi-Actions]{action multiple} de deux actions. L’adversaire résiste en @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposant} un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} l’arcaniste le déplace jusqu’à 12 cases, en cas de Prouesse jusqu’à 24 cases. Un adversaire ne peut pas être téléporté dans un objet solide.
    • \n
    \n
    " + }, + "Wall Walker": { + "name": "Adhérence", + "trapping": "visage d’araignée, poils adhésifs sur les mains et les pieds", + "description": "Voir SWADE p.215", + "description_full": "
    \n

    Le bénéficiaire peut marcher sur les surfaces horizontales ou verticales. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, il se déplace à la moitié de son @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, il se déplace à son Allure normale et peut même @Compendium[swade-core-rules.swade-rules.Movement]{Courir}.

    \n

    Si forcé d'effectuer un jet d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour escalader ou s'accrocher à une surface, il bénéficie d'un bonus de +4.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + "Warrior's Gift": { + "name": "Don du guerrier", + "trapping": "gestuel, prière, mots chuchotés, concentration", + "description": "Voir SWADE p.223", + "description_full": "
    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}, la cible bénéficie d’un @Compendium[swade-core-rules.swade-rules.Edges]{Atout} de combat choisi par l’arcaniste. Ce dernier doit avoir un @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} suffisant pour le @Compendium[swade-core-rules.swade-rules.Edges]{prérequis de l’Atout}, peu importe celui du bénéficiaire. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, la cible bénéficie de la version avancée de l’Atout si elle existe et ceci même si l’arcaniste n’a pas le Rang prérequis.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + "Zombie": { + "name": "Zombi", + "trapping": "symboles gravés sur le corps, lancer d’os, cimetière, livre en peau", + "description": "Voir SWADE p.236", + "description_full": "
    \n

    Zombi permet d’animer et de communiquer avec les restes d’une créature autrefois vivante.

    \n

    L’horreur invoquée est obéissante mais accomplit les ordres d’une façon littérale. Elle n’est pas télépathe et doit être contrôlée par la voix.

    \n

    L’individu dispose des @Compendium[swade-core-rules.swade-rules.Traits]{Compétences} physiques de son vivant mais l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme}, l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} et leurs Compétences liées tombent à d4. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}, l’arcaniste peut augmenter le @Compendium[swade-core-rules.swade-rules.Traits]{Trait} de son choix d’un cran.

    \n

    Ce pouvoir n’invoque pas les cadavres mais relève les corps disponibles dans la @Compendium[swade-core-rules.swade-rules.Range]{Portée} (à la discrétion du MJ).

    \n

    Un mort-vivant @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} par des dégâts ne peut pas être relevé ainsi.

    \n

    Modificateurs

    \n
      \n
    • Armé (+1 par zombi) :le mort se relève avec une arme rouillée typique de son univers et de son environnement. En choisir une parmi :\n
        \n
      • Arme de mêlée : For+d6
      • \n
      • Arme à distance : 12/24/48, 2d6.
      • \n
      \n
    • \n
    • Armure (+1 par zombi) : l’abomination se relève de sa tombe avec 2 points d’@Compendium[swade-core-rules.swade-rules.Armor]{Armure}. Cela peut être une vieille cotte de maille, une plate rouillée, un gilet pare-balles pourrissant, etc.
    • \n
    • Chevaucheur d'esprit (+1) : l’arcaniste peut communiquer à travers et utiliser les sens d’un zombi. S’il est détruit, il peut passer à un autre actuellement sous son contrôle.
    • \n
    • Permanent (0) : le zombi vient à la non vie jusqu’à ce qu’il soit @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} par des Blessures. Les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} dépensés pour le relever sont indisponibles jusqu’à sa destruction. Le nécromant peut mettre fin à cette non vie à tout moment, sans souci de ligne de vue, de distance ou d’autres facteurs. Ses Points de pouvoir commencent alors à être rechargés normalement. Un zombi permanent reste animé même si son créateur est tué.
    • Zombis supplémentaires (+1) : le pouvoir peut relever des hordes de zombis pour +1 Point de pouvoir par individu additionnel.\n
    \n

     

    \n

    Créature zombie

    \n

    Un animal ou autre créature peut aussi être relevé avec ce pouvoir abominable. Cela coûte 2 Points de pouvoir pour une créature de @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} -2 à -1, 1 seul pour un Petit @Compendium[swade-core-rules.swade-bestiary.Swarm]{essaim}, 2 pour un Essaim moyen et 3 pour un Grand essaim.

    \n

    Cela coûte 3 Points de pouvoir + @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} pour les créatures plus grandes. Par exemple, un grizzly mort-vivant (Taille 2) coûte 5 Points de pouvoir à relever.

    \n

    Les @Compendium[swade-core-rules.swade-rules.Bestiary]{Capacités spéciales} magiques ou surnaturelles sont perdues sous forme de zombi mais celles inhérentes à la créature demeurent, tels @Compendium[swade-core-rules.swade-edges.Improved Frenzy]{Frénésie suprême}, @Compendium[swade-core-rules.swade-rules.Reach]{Allonge}, attaque en Essaim, etc.

    \n

    Chaque créature zombie supplémentaire coûte la moitié des Points de pouvoir de base (arrondie au supérieur, 1 minimum) au lieu du +1 du Modificateur Zombis supplémentaires.

    \n

     

    \n
    \n

    Zombi

    \n

    Mort-vivant grognant à la recherche de bonne chair fraîche.

    \n

    Attributs : Agilité d6, Intellect d4, Âme d4, Force d6, Vigueur d6

    \n

    Compétences : @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d4, @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} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d6

    \n

    Allure : 4; Parade : 5; Résistance : 7

    \n

    Atouts :

    \n

    Capacités spéciales :

    \n
      \n
    • Morsure / Griffes : For.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort-vivant}: Résistance +2, +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de @Compendium[swade-core-rules.swade-rules.Damage Effects]{malus de Blessures}, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    • Point faible (Tête) : toucher un zombi à la @Compendium[swade-core-rules.swade-rules.Called Shots]{tête} donne le bonus habituel de +4 aux dégâts.
    • \n
    \n
    " + } + } } diff --git a/compendiums/swade-core-rules.swade-powers.json.OLD b/compendiums/swade-core-rules.swade-powers.json.OLD new file mode 100644 index 0000000..15745b8 --- /dev/null +++ b/compendiums/swade-core-rules.swade-powers.json.OLD @@ -0,0 +1,399 @@ +{ + "label": "SWADE Pouvoirs", + "mapping": { + "description_full": "system.description", + "trapping": "system.trapping", + "duration": { + "path": "system.duration", + "converter": "powers_duration" + }, + "range": { + "path": "system.range", + "converter": "powers_range" + }, + "rank": { + "path": "system.rank", + "converter": "powers_rank" + } + }, + "entries": [ + { + "id": "Arcane Protection", + "name": "Protection arcanique", + "trapping": "concentration, halo terne entourant le bénéficiaire, fétiche", + "description": "Voir SWADE p.231", + "description_full": "
    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, les pouvoirs hostiles subissent un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de -2 (-4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}) pour affecter le bénéficiaire.

    \n

    Leurs éventuels @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts} sont réduits de même. Protection arcanique se cumule avec l'Atout @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Résistance aux arcanes}. Le bénéficiaire peut donc avoir les deux.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + { + "id": "Banish", + "name": "Bannissement", + "trapping": "objet sacré, symbole ésotérique, poignée de sel", + "description": "Voir SWADE p.217", + "description_full": "
    \n

    Bannissement renvoie les entités des plans immatériels vers leur dimension d'origine. Cela inclut les fantômes, les démons, les élémentaux et autres êtres similaires (à la discrétion du MJ).

    \n

    Bannir une créature est un jet d'Arcanes du conjurateur @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l'@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} la cible est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secouée}, chaque @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} inflige une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}.

    \n

    Si cela @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacite} la cible, elle retourne dans son plan d'existence d'origine. Une entité bannie peut revenir à la discrétion du MJ : à la prochaine pleine lune, quand elle est de nouveau invoquée ou quelques instants plus tard pour une créature particulièrement puissante dans des conditions adéquates tel un lieu de pouvoir.

    \n
    " + }, + { + "id": "Barrier", + "name": "Barrière", + "trapping": "feu, glace, épines, force invisible, ossements, énergie", + "description": "Voir SWADE p.217", + "description_full": "
    \n

    Barrière crée un mur de 5 cases de long (10 mètres) et 1 case de haut (2 mètres), immobile et épousant la surface où il apparaît. Son épaisseur dépend de sa composition mais ne dépasse généralement pas quelques poignées de centimètres.

    \n

    Le mur a une @Compendium[swade-core-rules.swade-rules.Breaking Things]{Solidité} de 10 et peut être @Compendium[swade-core-rules.swade-rules.Breaking Things]{cassé} comme n'importe quel autre objet (voir p. 139).

    \n

    Quand le sort expire ou que le mur est brisé, il tombe en poussière ou se dissipe, rien ne subsistant de l'@Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}.

    \n

    Modificateurs

    \n
      \n
    • Dégâts (+1) : La barrière inflige 2d4 de dégâts à tous ceux au contact.
    • \n
    • Forme (+2) : La barrière forme un cercle, un carré ou tout autre forme basique.
    • \n
    • Plus solide (+1) : La barrière a une @Compendium[swade-core-rules.swade-rules.Breaking Things]{Solidité} de 12.
    • \n
    • Taille (+1) : La longueur et la hauteur de la barrière sont doublées.
    • \n
    \n
    " + }, + { + "id": "Beast Friend", + "name": "Ami des bêtes", + "trapping": "l'arcaniste se concentre et fait des gestes de la main", + "description": "Voir SWADE p.215", + "description_full": "
    \n

    Ce sort permet à un individu de parler à des animaux naturels et de guider leurs actions. Le coût d'activation est égal à la somme de leur @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} (minimum 1 par créature). Par exemple, contrôler trois @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{loups} (Taille -1) coûte ainsi 3 Points de pouvoir (car le coût minimum est de 1), tandis que contrôler un rhinocéros (Taille 5) coûte 5 Points de pouvoir.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, les créatures obéissent à des ordres simples comme des chiens bien dressés. Ils attaquent les ennemis de leur maître quitte à se mettre en danger. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, elles seront davantage soumises. Sans être suicidaires, elles dépasseront leurs peurs naturelles pour suivre les ordres.

    \n

    Les @Compendium[swade-core-rules.swade-bestiary.Swarm]{Essaims} aussi peuvent être contrôlés au coût de 1 Point de pouvoir pour un Petit, 2 PP pour un Moyen et 3 PP pour un Grand.

    \n

    Ami des Bêtes ne fonctionne que sur les créatures naturelles dotées d’une intelligence animale. Il est sans effet sur les animaux conjurés, magiques ou surnaturels.

    \n

    Modificateurs

    \n
      \n
    • Chevaucheur d'Esprit (+1) : l'arcaniste peut communiquer à travers n'importe lequel de ses amis bêtes et utiliser leurs sens.
    • \n
    \n
    " + }, + { + "id": "Blast", + "name": "Explosion", + "trapping": "boule de feu, de glace, de lumière ou d’obscurité, éclairs colorés, nuée d’insectes", + "description": "Voir SWADE p.226", + "description_full": "
    \n

    Explosion produit une boule d’énergie ou de matière explosive. La zone d’effet couvre un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Tout ce qui s’y trouve subit 2d6 de dégâts, 3d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} (voir @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}).

    \n

    Modificateurs

    \n
      \n
    • Dégâts (+2) : L'explosion inflige 3d6 dégâts, 4d6 en cas de Prouesse.
    • \n
    • Zone d'Effet (+0/+1) : l'arcaniste peut concentrer l'explosion dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Petit gabarit} sans coût supplémentaire, ou dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit} pour +1 PP.
    • \n
    \n
    " + }, + { + "id": "Blind", + "name": "Aveuglement", + "trapping": " flash lumineux, sable dans les yeux, confusion", + "description": "Voir SWADE p.216", + "description_full": "
    \n

    La cible de ce pouvoir vicieux souffre d'une vision floue, ou d'une quasi-cécité en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    La victime subit un malus de -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} (et -4 en cas de Prouesse) pour toute action requérant la vue.

    \n

    À la fin de ses prochains tours, la victime tente automatiquement d'annuler cet effet en réussissant un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite}. En cas de Succès, elle annulle 2 points de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus}, en cas de Prouesse elle annulle complètement l'effet.

    \n

    Modifiers

    \n
      \n
    • Puissant (+1) : Le jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} pour annuler l'effet se fait à -2.
    • \n
    • Zone d'effet (+2/+3) : pour +2 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +3 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
    • \n
    \n
    " + }, + { + "id": "Bolt", + "name": "Éclair", + "trapping": "éclair de feu, de glace, de lumière, d’obscurité ou coloré, torrent d’insectes", + "description": "Voir SWADE p.224", + "description_full": "
    \n

    Éclair envoie une décharge dévastatrice d'énergie, un rayon sacré ou des éclats de matière sur un seul ennemi.

    \n

    Il n'y a pas de malus de @Compendium[swade-core-rules.swade-rules.Attacks]{Portée} mais le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} est affecté par les @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} et tous les autres habituels.

    \n

    Un éclair inflige 2d6 de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts}, 3d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Modifiers

    \n
      \n
    • Dégâts (+2) : éclair inflige 3d6 de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts} (4d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}).
    • \n
    \n
    " + }, + { + "id": "Boost/Lower Trait", + "name": "Augmentation / Diminution de trait", + "trapping": "changement physique, aura, potion", + "description": "Voir SWADE p.216", + "description_full": "
    \n

    Ce pouvoir permet à un personnage d'améliorer ou de diminuer un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} (attribut ou compétence) de la cible.

    \n

    Augmentation améliore le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} choisi d'un cran en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, de deux crans en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, pour 5 @Compendium[swade-core-rules.swade-rules.Actions]{rounds}.

    \n

    Diminution réduit le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} adverse d'un cran en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, de deux crans en cas de Prouesse, avec un d4 au minimum. A la fin de ses prochains tours, la victime tente automatiquement d'annuler cet effect en réussissant un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Âme} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite}. Un Succès restaure un cran dans le Trait tandis qu'une Prouesse les restaure complètement.

    \n

    Des sorts répétés ne cumulent pas leurs effets sur un même Trait (prendre le plus élevé) mais peuvent affecter différents Traits.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    • Puissant (+1) : diminution seulement. Le jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Âme} pour annuler l'effet se fait à -2.
    • \n
    \n
    " + }, + { + "id": "Burrow", + "name": "Enfouissement", + "trapping": "se fondre dans la terre et apparaître ailleurs", + "description": "Voir SWADE p.225", + "description_full": "
    \n

    Enfouissement permet au bénéficiaire de se fondre dans de la terre naturelle. Il peut rester dans une sorte de limbes ou creuser à la moitié de son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (son Allure complète en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}). Il ne peut pas courir.

    \n

    Un personnage enfoui peut tenter de surprendre un ennemi avec un jet de @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à la @Compendium[swade-core-rules.swade-skills.Notice]{Perception} adverse. Le personnage considère sa cible comme @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnérable} en cas de Succès, @Compendium[swade-core-rules.swade-rules.The Drop]{Surprise} en cas de Prouesse. Les cibles @Compendium[swade-core-rules.swade-rules.Hold]{En attente} peuvent tenter d’interrompre l’attaque juste avant.

    \n

    Un personnage enfoui ne peut généralement plus surprendre un ennemi une fois sa présence connue mais peut s’enfouir pour se protéger et se déplacer.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    • Puissant (+1) : Le bénéficiaire peut traverser la pierre, le béton, et d'autres matériaux similaires.D’autres comme des plastiques, le verre, des matériaux plombés, etc., peuvent résister à la discrétion du MJ.
    • \n
    \n
    " + }, + { + "id": "Burst", + "name": "Rafale", + "trapping": "torrent de flammes, de lumière ou toute autre matière ou énergie", + "description": "Voir SWADE p.232", + "description_full": "
    \n

    Rafale produit de l'énergie en éventail baignant ses cibles dans un feu vif, dans un cône de froid ou dans toute autre matière ou énergie dévastatrice.

    \n

    Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} crée un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit de cône} dont l'origine est l’arcaniste (voir @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}).Tout ce qui s’y trouve subit 2d6 de @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts}, 3d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Modificateurs

    \n
      \n
    • Dégâts (+2) : Rafale inflige 3d6 de dégâts, 4d6 en cas de Prouesse.
    • \n
    \n
    " + }, + { + "id": "Confusion", + "name": "Confusion", + "trapping": "lumière hypnotique, brève illusion, grand bruit", + "description": "Voir SWADE p.218", + "description_full": "
    \n

    Confusion confond une cible, la rendant à la fois @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite et Vulnérable} si elle @Compendium[swade-core-rules.swade-rules.Trait Rolls]{échoue} un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} (-2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation}). Ces deux états durent jusqu’à la fin du prochain @Compendium[swade-core-rules.swade-rules.Actions]{tour} de la cible.

    \n

    Modificateurs

    \n
      \n
    • Zone d'effet (+2/+3) :pour +2 PP le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +3 PP le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
    • \n
    \n
    " + }, + { + "id": "Damage Field", + "name": "Zone de dégâts", + "trapping": "aura flamboyante, piques, champ électrique", + "description": "Voir SWADE p.237", + "description_full": "
    \n

    Zone de dégâts crée une aura dangereuse autour du bénéficiaire qui blesse les ennemis suffisamment fous pour s’en approcher.

    \n

    À la fin du @Compendium[swade-core-rules.swade-rules.Actions]{tour} du personnage affecté, tous les individus adjacents (alliés inclus !) subissent automatiquement 2d4 de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts}.

    \n

    Modificateurs

    \n
      \n
    • Dégâts (+2) : zone de dégâts inflige 2d6 dégâts.
    • \n
    \n
    " + }, + { + "id": "Darksight", + "name": "Vision dans le noir", + "trapping": "yeux brillants, pupilles dilatées, sonar", + "description": "Voir SWADE p.236", + "description_full": "
    \n

    Vision dans le noir permet à un héros de voir dans l'obscurité. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} il ignore 4 points de @Compendium[swade-core-rules.swade-rules.Illumination]{malus de Visibilité}. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} il en ignore 6 points et peut voir dans les Ténèbres.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + { + "id": "Deflection", + "name": "Déflexion", + "trapping": "bouclier mystique, bourrasque de vent, serviteur fantôme interceptant les projectiles", + "description": "Voir SWADE p.221", + "description_full": "
    \n

    Les pouvoirs Déflexion fonctionnent de diverses manières. Certaines manifestations repoussent réellement les attaques reçues, d’autres floutent la forme de la cible ou produisent des illusions. Le résultat final reste cependant toujours le même : détourner du bénéficiaire les @Compendium[swade-core-rules.swade-rules.Attacks]{attaques} au contact ou à distance.

    \n

    Une fois actif, les ennemis subissent un malus de -2 pour leurs attaques ciblant le bénéficiaire, -4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + { + "id": "Detect/Conceal Arcana", + "name": "Détection / Dissimulation d'arcanes", + "trapping": "gestuel, mots chuchotés", + "description": "Voir SWADE p.221", + "description_full": "
    \n

    Détection d'Arcanes permet au bénéficiaire de voir et détecter toutes personnes, objets ou effets surnaturels dans son champ de vision pendant cinq @Compendium[swade-core-rules.swade-rules.Actions]{rounds}. Ceci inclut les ennemis @Compendium[swade-core-rules.swade-powers.Invisibility]{invisibles}, les enchantements sur les gens ou les objets, les @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{appareils de science étrange}, etc. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le bénéficiaire connaît également la nature générale de l’enchantement : nocif, camouflage, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{magie}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{miracle}, etc.

    \n

    Détection d'Arcanespermet également d’ignorer jusqu’à 4 points de malus pour attaquer des ennemis cachés par des @Compendium[swade-core-rules.swade-powers.Light / Darkness]{ténèbres magiques}, invisibilité ou des capacités similaires (le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} complet en cas de Prouesse).

    \n

    Dissimulation d'arcanes met à l’abri de la détection des énergies arcaniques un être ou un objet d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle normale} pour une heure.

    \n

    Détection vs. Dissimulation : Détecter des arcanes sur quelqu’un ou quelque chose de dissimulé est un jet @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} à lancer à chaque tentative, une fois maximum par @Compendium[swade-core-rules.swade-rules.Actions]{tour}. Si la dissimulation l’emporte, le personnage ne peut percer le camouflage avec son sort mais il peut annuler ce dernier pour le relancer.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    • Puissant (+1) : Dissimulation seulement. Les jets de détection subissent un malus de -2 pour percer cette dissimulation.
    • \n
    • Zone d'effet (+1/+2) : Dissimulation seulement. Pour +1 PP le pouvoir affecte tout dans une sphère de @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +2 PP le pouvoir affecte tout dans une sphère de @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
    • \n
    \n
    " + }, + { + "id": "Disguise", + "name": "Déguisement", + "trapping": "modelage de son aspect, apparence illusoire, mèche de cheveux du modèle", + "description": "Voir SWADE p.221", + "description_full": "
    \n

    Déguisement permet au bénéficiaire de prendre l'apparence d'une autre personne de même @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} et de même forme, vêtements inclus, mais cela n’octroie aucune autre capacité.

    \n

    Ceux ayant une raison de douter de l’identité de l’imposteur font un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} à -2 pour percer le déguisement (-4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation} du pouvoir) en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite}.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    • Taille (+1) : le bénéficiaire peut prendre la forme de quelqu'un ayant jusqu'à 2 de Taille en plus ou en moins.
    • \n
    \n
    " + }, + { + "id": "Dispel", + "name": "Dissipation", + "trapping": "gestuel, mots chuchotés", + "description": "Voir SWADE p.222", + "description_full": "
    \n

    Dissipation permet à un héros d'annuler des pouvoirs adverses. C'est sans effet sur les enchantements permanents ou les capacités innées tels le souffle d’un dragon ou le cri d’une banshee. Dissipation affecte normalement les @Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objets arcaniques}.

    \n

    Dissipation peut être utilisé contre un pouvoir déjà actif ou pour contrer un pouvoir adverse en cours d’activation. Dans ce dernier cas, l’arcaniste doit être @Compendium[swade-core-rules.swade-rules.Hold]{En Attente} et interrompre l'action adverse.

    \n

    Dans les deux cas, dissiper un pouvoir adverse est un jet @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} d'@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes}, avec un malus de -2 si le pouvoir à annuler est d’une autre nature (tels Magie contre Miracles, Psionique contre Science étrange).

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} le pouvoir est dissipé et en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} son bénéficiaire est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait}. En cas d'@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec} lors d’un contre, le jet adverse sert également à activer son pouvoir.

    \n

    Modificateurs

    \n
      \n
    • Puissant (+1) : pour +1 PP, dissipation peut suspendre un @Compendium[swade-core-rules.swade-rules.Arcane Devices]{enchantement d’objet} pour 1 @Compendium[swade-core-rules.swade-rules.Actions]{round}, 2 en cas de Prouesse. Le malus est de -2 pour les objets enchantés permanents comme ceux que l'on trouve dans la plupart des campagnes de Sword & Sorcery, de -4 pour les reliques divines ou légendaires.
    • \n
    \n
    " + }, + { + "id": "Divination", + "name": "Divination", + "trapping": "séance de spiritisme, prière, requête aux démons", + "description": "Voir SWADE p.222", + "description_full": "
    \n

    Divination permet à l’arcaniste de contacter des entités ou des puissances d’un autre monde pour glaner des informations.

    \n

    Préparer ce sort nécessite une minute ininterrompue de préparation et doit s’accomplir sur un lieu propice à l’être Âmeuel à contacter. Par exemple pour converser avec un fantôme, il faut être sur sa tombe, le lieu de son trépas ou avec un de ses objets personnels en main, les oracles ne peuvent être délivrés que dans les temples, les esprits du feu seulement près d’un foyer ouvert, etc.

    \n

    Une fois le temps de préparation écoulé, l’arcaniste fait son @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}. Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} lui permet de contacter l’esprit et de lui poser ses questions. L’entité doit répondre au mieux de ses capacités, avec franchise ou ambiguïté selon ce que le meneur de jeu pense approprié pour la personnalité de l’esprit et la campagne. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, l’esprit est plus serviable, connaisseur ou franc que d’habitude, qu’il le veuille ou non.

    \n

    Le type d’entité contactée détermine le contenu de la communication. Les esprits d’outre-tombe ont tendance à ne connaître que des choses concernant leur vie et leur mort, sans savoir l’identité de leur meurtrier si celui-ci était masqué ou hors de vue.

    \n

    De la même façon, les esprits de la nature connaissent leur environnement local, les démons les affaires qu’ils traitent directement, etc. Le meneur de jeu doit trancher sur ce que sait l’entité selon son passé, son origine et sa personnalité.

    \n

    Un esprit contacté ne peut plus l’être à nouveau avant 24 heures. Le meneur de jeu peut étendre cela à une communauté d’esprits dans un même lieu tels des élémentaires de l’eau dans un ruisseau clapotant ou les esprits d’une fosse commune.

    \n
    " + }, + { + "id": "Drain Power Points", + "name": "Siphon d'énergie", + "trapping": "prière, mots chuchotés, gestuel", + "description": "Voir SWADE p.233", + "description_full": "
    \n

    Un puissant mage, prêtre, psionique ou autre peut utiliser cette capacité pour drainer de l’énergie arcanique d’un adversaire. Il peut par fois même se l’accaparer.

    \n

    Le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. L’arcaniste subit un malus de -2 si ses @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} sont différentes de celles adverses.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, le rival perd 1d6 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} (dé non explosif). En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} l’arcaniste gagne ces Points de pouvoir pour son propre usage. Il peut ainsi dépasser son maximum. Ces PP durent jusqu’à utilisation et seront les premiers dépensés.

    \n

    Siphon d’énergie peut également être utilisé sur un @Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objet arcanique} (celui-ci résiste avec la Compétence d’arcanes de son créateur, qu’il le porte ou non). L’objet ne perd pas plus de Points de pouvoir qu’il n’en a.

    \n
    " + }, + { + "id": "Elemental Manipulation", + "name": "Manipulation élémentaire", + "trapping": "de simples gestes", + "description": "Voir SWADE p.230", + "description_full": "
    \n

    Ce pouvoir donne un contrôle limité sur les quatre éléments traditionnels : l’air, l’eau, le feu et la terre (ces éléments peuvent varier selon l’univers). Le pouvoir agit comme s’il avait d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Force}, d8 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Voici quelques idées de ce que chaque élément peut faire. Chacune est une action.

    \n
      \n
    • Air : pousser quelqu’un, souffler une torche, éventer une flamme, rafraîchir quelqu’un (+2 au jet de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} provoquée par la chaleur).
    • \n
    • Eau : faire apparaître un litre d’eau (mais pas à “l’intérieur” d’un objet ou d’une personne), purifier quatre litres d’eau par utilisation.\n
    • Feu : faire apparaître une flamme de la taille d’une torche, lancer une petite boule de feu sur quelqu’un (Force de dégâts), attiser une flamme existante (voir @Compendium[swade-core-rules.swade-rules.Fire]{Feu}).
    • \n
    • Terre : déplacer un cube de terre de 30 cm de côté (environ 30 litres ou 60 kg) ou la moitié de roche (environ 15 litres ou 40 kg) chaque @Compendium[swade-core-rules.swade-rules.Actions]{round}, couvrir des traces.
    \n
    " + }, + { + "id": "Empathy", + "name": "Empathie", + "trapping": "concentration, sourire chaleureux, échange de plaisanterie", + "description": "Voir SWADE p.224", + "description_full": "
    \n

    L’arcaniste noue un lien émotionnel avec sa cible en réussissant un @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme}. Il connaît alors l’état émotionnel de sa cible et ses pensées de surface les plus basiques. Il bénéficie de +1 (+2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}) en @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Performance]{Performance} ou @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} contre elle.

    \n

    Empathie fonctionne également sur les animaux, octroyant +2 en @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} ou autres jets pour interagir avec la créature.

    \n
    " + }, + { + "id": "Entangle", + "name": "Enchevêtrement", + "trapping": "bombe collante, lianes, entraves, filet", + "description": "Voir SWADE p.225", + "description_full": "
    \n

    Enchevêtrement permet à l’arcaniste de restreindre les mouvements d’une cible avec de la glace, des liens d’énergie, des lianes ou tout autre @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} avec une @Compendium[swade-core-rules.swade-rules.Breaking Things]{Solidité} de 5. En cas de Succès la cible est @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entravé}, en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} elle est @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Immobilisée}.

    \n

    Une victime peut tenter de se libérer à son tour comme détaillé dans @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entravé et Immobilisé}.

    \n

    Modificateurs

    \n
      \n
    • Puissant (+2) : le matériau est particulièrement résistant avec une Solidité de 7 et un malus de -2 au jet pour s’en libérer.
    • \n
    • Zone d'effet (+2/+3) : pour +2 Points de pouvoir le pouvoir affecte tout le monde dans un Gabarit moyen. Pour +3 PP le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
    \n
    " + }, + { + "id": "Environmental Protection", + "name": "Adaptation environnementale", + "trapping": "glyphe sur le front, potion, pilule", + "description": "Voir SWADE p.214", + "description_full": "
    \n

    Les aventuriers voyagent parfois sous l’eau, dans l’espace ou dans un autre environnement hostile. Ce pouvoir les protège contre la pression abyssale, la chaleur accablante, le froid intense et même les radiations.

    \n

    Adaptation environnementale permet à la cible de respirer, de parler et de se déplacer à son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} normale dans un environnement qui lui serait autrement fatal. Il protège contre la @Compendium[swade-core-rules.swade-rules.Heat]{chaleur intense}, le @Compendium[swade-core-rules.swade-rules.Cold]{froid}, les @Compendium[swade-core-rules.swade-rules.Radiation]{radiations}, la pression atmosphérique ou d’un fluide, le manque d’oxygène. D’une manière générale l’aventurier peut agir normalement dans l’eau, l’espace, le cratère d’un volcan, etc. Le pouvoir flanche rapidement (1d4 rounds) en présence de conditions extrêmes comme une coulée de lave ou l'irradiation massive du cœur d'un réacteur nucléaire en fusion.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + { + "id": "Farsight", + "name": "Vision lointaine", + "trapping": "marque invisible, lecture des vents, œil d’aigle", + "description": "Voir SWADE p.236", + "description_full": "
    \n

    Vision lointaine permet au bénéficiaire de voir en détail à de grandes distances. Il peut lire sur les lèvres ou voir des petits caractères jusqu’à 1,5 km.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, ses malus de @Compendium[swade-core-rules.swade-rules.Attacks]{Portée} sont réduits de moitié en @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) ou autres.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + { + "id": "Fear", + "name": "Terreur", + "trapping": "gestes, énergie impie, frissons glacials", + "description": "Voir SWADE p.235", + "description_full": "
    \n

    Ce pouvoir cause une extrême épouvante. La personne affectée doit réussir un jet de @Compendium[swade-core-rules.swade-rules.Fear]{Terreur}. En cas d’Échec, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} est paniqué, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} fait un jet sur la @Compendium[swade-core-rules.swade-macros.Fear Table]{table de Terreur}. Si le pouvoir est activé avec une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le jet de Terreur se fait à -2 et les Jokers ajoutent +2 à leur jet sur la table de Terreur.

    \n

    Modificateurs

    \n
      \n
    • Zone d'effet (+2/+3) : pour +2 Points de pouvoir le pouvoir affecte tout le monde dans un Gabarit moyen. Pour +3 Points de pouvoir il affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
    • \n
    \n
    " + }, + { + "id": "Fly", + "name": "Vol", + "trapping": "rafales de vent, ailes, balai volant", + "description": "Voir SWADE p.236", + "description_full": "
    \n

    Vol permet à un personnage de s’envoler avec @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12, le double en cas de Prouesse. Il ne peut pas @Compendium[swade-core-rules.swade-rules.Movement]{Courir}.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+2) :Le pouvoir peut affecter des cibles additionnelles pour +2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + { + "id": "Growth/Shrink", + "name": "Croissance / Rapetissement", + "trapping": "gestuel, mots de pouvoir, potion", + "description": "Voir SWADE p.220", + "description_full": "
    \n

    Croissance augmente la @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} du bénéficiaire de 1 par 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} dépensés. Pour chaque palier, le bénéficiaire accroît sa @Compendium[swade-core-rules.swade-rules.Traits]{Force} de 1 cran et sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 1.

    \n

    Cela n’augmente pas le nombre de @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Blessures} possibles (suite à un potentiel changement d'@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle}).

    \n

    Rapetissement réduit la Taille du bénéficiaire de 1 par 2 Points de pouvoir dépensés jusqu’à -2 maximum, la Taille d’un chat. Pour chaque palier, le bénéficiaire décroît sa Force de 1 cran (d4 au minimum) et sa Résistance de 1 (2 au minimum).

    \n

    Une cible non consentante @Compendium[swade-core-rules.swade-rules.Trait Rolls]{oppose} un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}.

    \n
    " + }, + { + "id": "Havoc", + "name": "Ravage", + "trapping": "tornade, esprit frappeur, champ répulsif", + "description": "Voir SWADE p.232", + "description_full": "
    \n

    Cette capacité déchaîne le chaos et affecte tous ceux dans sa zone d’effet, projetant débris et ennemis dans toutes les directions.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, l’arcaniste place un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen} à @Compendium[swade-core-rules.swade-rules.Range]{Portée} ou le @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit de cône} partant de sa personne (voir @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}).

    \n

    Quiconque touché par le gabarit est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait} et doit ensuite faire un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Force}, à -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec} il est projeté à 2d6 cases, à l’opposé de l’arcaniste avec le Gabarit de cône ou en s’éloignant du centre avec un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit d'explosion} (au choix de l’arcaniste pour une cible pile au centre).

    \n

    Une victime heurtant un objet dur (comme un mur) subit 2d4 de @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts} (@Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{non létaux} sauf piques ou autres dangers).

    \n

    Airborne Targets: une cible volante ou aéroportée subit un malus supplémentaire de -2 à son jet de Force faute de sol auquel s’accrocher.

    \n

    Modificateurs

    \n
      \n
    • Puissant (+1) : les jets de Force se font à -2.
    • \n
    • Zone d'effet (+1) : le pouvoir affecte un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
    • \n
    \n
    " + }, + { + "id": "Healing", + "name": "Guérison", + "trapping": "imposer les mains, toucher la victime avec un symbole béni, prière", + "description": "Voir SWADE p.226", + "description_full": "
    \n

    Guérison annule les @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} vieilles de moins d’une heure. Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} annule une Blessure, une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} en annule deux. Le pouvoir peut être lancé plusieurs fois pour annuler d'autres Blessures dans la limite de l’heure et des @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} disponibles.

    \n

    Pour un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra}, le MJ doit d’abord déterminer si l’allié est encore en vie (voir @Compendium[swade-core-rules.swade-rules.Healing]{Extras et Conséquences}). En cas de Succès au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}, l’Allié est de nouveau opérationnel (mais @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} si cela importe).

    \n

    Modificateurs

    \n
      \n
    • Grande guérison (+10) : grande guérison peut soigner n'importe quelles Blessures, mêmes celles vieilles de plus d'une heure.
    • \n
    • Neutraliser le poison ou la maladie (+1) : un Succès au jet de guérison annule un poison ou une maladie. Si le poison ou la maladie impose un modificateur (e.g. puissance du poison), celui-ci s’applique également au jet d’Arcanes.
    • \n
    • Séquelle permanente (+20) : le pouvoir peut guérir une @Compendium[swade-core-rules.swade-tables.Injury Table]{séquelle permanente} (voir @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}). Cela requiert une heure de préparation et ne peut être tenté qu’une unique fois par séquelle. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, l’arcaniste ne peut plus guérir cette séquelle mais quelqu’un d’autre pourra essayer. En cas de Succès, le sujet est @Compendium[swade-core-rules.swade-rules.Fatigue]{Épuisé} pour 24 heures.
    • \n
    \n
    " + }, + { + "id": "Illusion", + "name": "Illusion", + "trapping": "sortilège, hologramme, matérialisation éthérée", + "description": "Voir SWADE p.227", + "description_full": "
    \n

    L’un des plus grands pouvoirs est de créer quelque chose à partir du néant — même si ce n’est pas réel !

    \n

    Illusion peut être utilisé pour créer visuellement une scène ou une réplique de la plupart des choses que l’arcaniste peut imaginer. Mais elle sera silencieuse, intangible et dans l’incapacité d’affecter le monde réel. Par exemple, des armes illusoires traversent les ennemis, on ne peut pas s’assoir sur une chaise illusoire et un chien illusoire n’émet pas de son lorsqu'il aboie.

    \n

    Celui qui touche une illusion ou doute de sa réalité fait un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite} (à -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation} du pouvoir). En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, l’individu n’est plus affecté par le sortilège.

    \n

    Le MJ peut faire un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet de groupe} pour des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} car ils se préviennent entre eux.

    \n

    Le volume de l’illusion doit être contenu dans une sphère de la taille d’un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen} (4 cases ou 8 mètres de diamètre).

    \n

    Modificateurs

    \n
      \n
    • Puissant (+2) : le jet d'Intellect pour percer l'illusion se fait à -2.
    • \n
    • Sons (+1) : le pouvoir génère les sons associés à l’illusion. Des alliés illusoires peuvent parler, des corbeaux illusoires peuvent croasser, etc. Cela ne peut cependant pas masquer ou étouffer des sons réels.
    • \n
    \n
    " + }, + { + "id": "Intangibility", + "name": "Intangibilité", + "trapping": "forme fantomatique, corps d’ombre, transformation vaporeuse", + "description": "Voir SWADE p.228", + "description_full": "
    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}, le bénéficiaire du pouvoir devient incorporel. Il ne peut plus affecter le monde physique et vice-versa. Il peut passer à travers les murs et les armes non magiques le traversent. Tout objet porté au moment de l’activation du pouvoir est également incorporel.

    \n

    Sous cette forme le personnage peut affecter les autres individus incorporels, y compris lui-même et il reste vulnérable aux attaques surnaturelles, ce qui inclut les @Compendium[swade-core-rules.swade-rules.Powers]{pouvoirs} et les @Compendium[swade-core-rules.swade-rules.Arcane Devices]{objets enchantés}.

    \n

    Le bénéficiaire redevient tangible à l’issue du pouvoir. S’il est dans quelqu’un ou quelque chose à ce moment-là, il est alors éjecté dans le plus proche espace libre et est @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

    \n

    Une cible non consentante @Compendium[swade-core-rules.swade-rules.Trait Rolls]{résiste} au pouvoir avec un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme}.

    \n
    " + }, + { + "id": "Invisibility", + "name": "Invisibilité", + "trapping": "poudre, potion, lumière irisée", + "description": "Voir SWADE p.228", + "description_full": "
    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, le bénéficiaire et ses objets personnels deviennent transparents mais un peu flous ou avec de vagues contours. Toute @Compendium[swade-core-rules.swade-rules.Actions]{action} à son encontre requérant la vue se fait à -4, à -6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Le même @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} s’applique au jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} pour s’aviser de sa présence.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+3) : Le pouvoir peut affecter des cibles additionnelles pour +3 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + { + "id": "Light / Darkness", + "name": "Lumière / Ténèbres", + "trapping": "torche illusoire, lumière solaire, obscurité, brouillard épais", + "description": "Voir SWADE p.230", + "description_full": "
    \n

    Lumière procure de l’éclairage dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, la lumière peut être concentrée en un faisceau de 5 cases (10 mètres).

    \n

    Ténèbres bloque l’éclairage dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit} et rend la zone Obscure, Ténébreuse en cas de Prouesse (voir @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}).

    \n

    Si lumière et ténèbres se chevauchent, ils créent une zone de Pénombre (-2).

    \n

    Modificateurs

    \n
      \n
    • Mobile (+1) :chaque @Compendium[swade-core-rules.swade-rules.Actions]{tour} suivant l’arcaniste peut déplacer la zone d’effet de son dé d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} en cases ou il peut l’attacher à une personne ou un objet inanimé lors de l’activation.
    • \n
    \n
    " + }, + { + "id": "Mind Link", + "name": "Lien mental", + "trapping": "diadème, talisman taoïste ou divin, cristal", + "description": "Voir SWADE p.229", + "description_full": "
    \n

    Lien mental instaure une connexion télépathique entre deux individus n’incluant pas forcément l’arcaniste. La communication est volontaire, les pensées qui ne sont pas consciemment transmises ne sont pas relayées.

    \n

    Une fois @Compendium[swade-core-rules.swade-rules.Trait Rolls]{activé}, le lien porte à 1,5 km entre les esprits liés, à 7,5 km en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Quand un individu lié subit une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, tous les autres sont @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoués} s’ils échouent à un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} (cela ne provoque pas de Blessure).

    \n

    Les échanges vont à la vitesse du langage parlé. En cas de Prouesse, les membres communiquent en langage pensé, environ 30 secondes de paroles par tour de combat.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + { + "id": "Mind Reading", + "name": "Lecture des pensées", + "trapping": "intrusion psionique, vision de l’âme", + "description": "Voir SWADE p.229", + "description_full": "
    \n

    Le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} de la cible. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, le personnage obtient une réponse sincère de sa cible. Celle-ci est consciente de l’intrusion mentale sauf en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Le MJ peut appliquer des @Compendium[swade-core-rules.swade-rules.Trait Rolls]{modificateurs} selon les @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} mentaux et l’état d’esprit actuel de la victime.

    \n
    " + }, + { + "id": "Mind Wipe", + "name": "Effacement mental", + "trapping": "boisson nocive, parasites, toucher les tempes de la cible", + "description": "Voir SWADE p.224", + "description_full": "
    \n

    Effacement mental supprime des souvenirs de la cible, une terrible transgression dans la plupart des sociétés civilisées. Le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} de la victime et implique une longue minute de lutte mentale. La victime doit être consciente durant tout ce temps et peut se déplacer hors de @Compendium[swade-core-rules.swade-rules.Range]{Portée} si elle n’est pas entravée.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, la victime oublie un simple événement (jusqu’à 30 minutes). Une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} permet d’effacer un souvenir complexe de plusieurs heures.

    \n

    Si le défenseur l’emporte, l’arcaniste ne peut plus l’affecter avec effacement mental avant 24 heures mais d’autres peuvent le tenter dans l’intervalle.

    \n

    Le souvenir demeure absent mais des preuves solides interpellant la logique permettent un jet d’Intellect à -2 pour s’en remémorer des fragments à la discrétion du MJ.

    \n

    Modificateurs

    \n
      \n
    • Altération (+1) : au lieu d’effacer la mémoire, l’arcaniste peut l’altérer comme bon lui semble.
    • \n
    • Lancement rapide (+2) : l’arcaniste peut effacer un souvenir en une @Compendium[swade-core-rules.swade-rules.Actions]{action}.
    • \n
    \n
    " + }, + { + "id": "Object Reading", + "name": "Lecture des objets", + "trapping": "toucher l’objet, mains lumineuses", + "description": "Voir SWADE p.229", + "description_full": "
    \n

    Lecture des objets permet de visualiser le passé d’un objet inanimé, qui l’a manipulé, quand et pour quoi faire. L’objet n’a pas de conscience en soi. L’arcaniste voit et entend simplement ce qui a eu lieu en sa présence.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} l’arcaniste perçoit dans un rayon de 10 mètres jusqu’à 5 ans dans le passé, en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} le rayon est de 20 mètres et la durée de 100 ans. Il peut avancer ou rembobiner rapidement comme il le désire, épluchant environ 10 années d’archive par minute réelle.

    \n

    Quand il regarde un événement en particulier, celui-ci avance en temps réel comme s’il regardait une vidéo.

    \n

    Modificateurs

    \n
      \n
    • Puissant (+2) : l’arcaniste peut voir et entendre depuis la création de l’objet.
    • \n
    \n
    " + }, + { + "id": "Protection", + "name": "Protection", + "trapping": "halo mystique, peau durcie, armure éthérée, nuée de nanites", + "description": "Voir SWADE p.231", + "description_full": "
    \n

    Protection crée un champ de force ou une armure autour du personnage lui donnant 2 points d’@Compendium[swade-core-rules.swade-rules.Armor]{Armure}, 4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Que le pouvoir soit visible ou non dépend de l’@Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}, au bon vouloir de l’arcaniste.

    \n

    Protection se cumule avec les autres armures, naturelles ou portées, et est normalement diminuée par la @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration d'armure (PA)}.

    \n

    Modificateurs

    \n
      \n
    • Armure renfonrcée (+1) : un Succès donne 4 points d’Armure, une Prouesse 6.
    • \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    • Résistance (+1) : protection procure des points de @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} au lieu d’Armure et n’est plus concerné par la Pénétration d'armure (magique ou non).
    • \n
    \n
    " + }, + { + "id": "Puppet", + "name": "Marionnette", + "trapping": "yeux luisants, quasi-transe, balancement d’un pendentif, poupée vaudou", + "description": "Voir SWADE p.231", + "description_full": "
    \n

    Le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} pour activer marionnette est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, la victime obéit automatiquement à tout ordre ne la mettant pas en danger elle-même ou une personne qui lui importe.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, la cible est complètement sous contrôle mais elle peut automatiquement résister avec un jet d’Âme en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite} pour éviter un danger pour elle-même ou pour une personne qui lui importe. En cas de Succès, elle résiste à cet ordre particulier mais demeure sous l’emprise du maître. En cas de Prouesse elle brise l’emprise et le pouvoir s’achève.

    \n

    Les ordres sont généraux comme “attaque cette personne” ou “ouvre la porte”. Le contrôleur n’a pas à dicter combien d’@Compendium[swade-core-rules.swade-rules.Actions]{actions} la cible utilise par tour ni si elle doit utiliser son Atout @Compendium[swade-core-rules.swade-edges.Sweep]{Balayage}, etc.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+2) : le pouvoir peut affecter des cibles additionnelles pour +2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} chacune.
    • \n
    \n
    " + }, + { + "id": "Relief", + "name": "Soulagement", + "trapping": "prière, tonique", + "description": "Voir SWADE p.234", + "description_full": "
    \n

    Soulagement annule un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, deux en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Il peut aussi annuler à la place l’état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} et en cas de Prouesse l’état @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + { + "id": "Resurrection", + "name": "Résurrection", + "trapping": "cérémonie élaborée, plantes rares, amulette magique, intervention divine", + "description": "Voir SWADE p.232", + "description_full": "
    \n

    Le plus puissant des pouvoirs est certainement la faculté de ramener quelqu’un d’entre les morts. Il peut réunir des amours perdus, réconforter des personnes en deuil ou renverser des royaumes.

    \n

    Résurrection nécessite un corps relativement bien conservé décédé il y a moins d’un an. L’arcaniste prie, médite, chante ou se concentre sur la restauration du corps et le retour de l’esprit vers lui pendant quatre heures.

    \n

    Puis le soigneur fait son @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} à -8. En cas de Succès, le sujet revient à la vie avec 3 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} et est @Compendium[swade-core-rules.swade-rules.Fatigue]{Épuisé}. En cas de Prouesse, il est seulement Épuisé.

    \n

    \n

    Modificateurs

    \n
      \n
    • Puissant (+5) : l’arcaniste peut relever un mort décédé depuis au plus 10 ans.
    • \n
    \n
    " + }, + { + "id": "Shape Change", + "name": "Transformation", + "trapping": "modelage, talisman, tatouage", + "description": "Voir SWADE p.235", + "description_full": "
    \n

    Les légendes de shamans ou de sorciers se changeant en animal apparaissent dans beaucoup de cultures. Ce pouvoir permet à l’arcaniste de prendre la forme d’un animal. Cela inclut les créatures fantastiques existant dans cet univers tels les @Compendium[swade-core-rules.swade-bestiary.Dragon]{dragons} et les hippogriffes mais pas celles humanoïdes, mortes-vivantes, etc.

    \n

    Un personnage peut se transformer en animal selon son @Compendium[swade-core-rules.swade-rules.Advancement]{Rang}.

    \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
    Transformation
    CoûtRangTaille
    3NoviceTaille -4 à -1
    5AguerriTaille 0
    8VétéranTaille 1 à 2
    11HéroiqueTaille 3 à 4
    15LégendaireTaille 5 à 10
    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, l’arcaniste se transforme en une version plus robuste, améliorant @Compendium[swade-core-rules.swade-rules.Traits]{Force} et @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} d’un cran chacun.

    \n

    Les armes et autres effets personnels sont englobés dans la forme animale et réapparaissent quand le pouvoir cesse, mais les autres objets sont lâchés.

    \n

    Durant sa transformation, le personnage conserve ses propres @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}, @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} et scores d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} et d’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, ainsi que leurs @Compendium[swade-core-rules.swade-rules.Traits]{Compétences} liées (selon sa forme actuelle et à la discrétion du MJ, il peut ne plus être en mesure de les utiliser, tout ou partie). Il utilise l’@Compendium[swade-core-rules.swade-rules.Traits]{Agilité}, la Force, la Vigueur et leurs Compétences liées de l’animal. Il ne peut plus utiliser d’objets requérant une forme humanoïde. Il ne peut plus parler ni activer de @Compendium[swade-core-rules.swade-rules.Powers]{pouvoirs} mais peut maintenir ceux précédemment activés.

    \n

    Il bénéficie des @Compendium[swade-core-rules.swade-rules.Bestiary]{capacités naturelles} de sa forme mais pas de celles magiques. Par exemple, un dragon peut voler et cracher du feu dans un univers traditionnel de fantasy, un personnage transformé peut donc en faire autant. Si les dragons peuvent aussi lancer des sorts, le métamorphe ne pourra pas bénéficier de cette capacité qui n’est pas liée à sa forme physique.

    \n

    Taille : le métamorphe ne bénéficie pas des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Blessures} supplémentaires des créatures d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} Grande ou Énorme.

    \n

    Modificateurs

    \n
      \n
    • Parole (+1) : le bénéficiaire conserve la parole mais ne peut toujours pas activer ses pouvoirs.
    • \n
    \n
    " + }, + { + "id": "Sloth/Speed", + "name": "Apathie / Vitesse", + "trapping": "ralentissement temporel, mouvements flous, flaque d’huile ou de glace", + "description": "Voir SWADE p.216", + "description_full": "
    \n

    Apathie diminue la célérité et la coordination, alors que vitesse les augmente. Le @Compendium[swade-core-rules.swade-rules.Movement]{mouvement} total de la cible est réduit de moitié (arrondi au supérieur). En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le mouvement compte pour une @Compendium[swade-core-rules.swade-rules.Actions]{action}. À la fin de ses prochains @Compendium[swade-core-rules.swade-rules.Actions]{tours}, la victime tente automatiquement d’annuler cet effet en réussissant un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} en action gratuite.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, vitesse double le mouvement (@Compendium[swade-core-rules.swade-rules.Movement]{Allure} de base et course). En cas de Prouesse le personnage ignore le malus de -2 quand il court.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : vitesse seulement. Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    • Puissant (+1) : apathie seulement. Le jet d'Âme pour annuler l'effet se fait à -2.
    • \n
    • Rapidité (+2) : vitesse seulement. Le personnage réduit de 2 points son malus d’@Compendium[swade-core-rules.swade-rules.Multi-Actions]{actions multiples} (il peut faire 2 actions sans @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} ou 3 actions à -2 chacune).
    • \n
    • Zone d'effet (+2/+3) : apathie seulement. Pour +2 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +3 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
    • \n
    \n
    " + }, + { + "id": "Slumber", + "name": "Sommeil", + "trapping": "berceuse, pincée de poudre ou poignée de sable sur la victime", + "description": "Voir SWADE p.233", + "description_full": "
    \n

    Ceux aimant la discrétion ou ne souhaitant pas blesser leur adversaire apprécient ce sort qui plonge ses cibles dans un profond sommeil réparateur.

    \n

    La cible @Compendium[swade-core-rules.swade-rules.Trait Rolls]{résiste} avec un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} (à -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation}). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec} elle s’endort pour la @Compendium[swade-core-rules.swade-rules.Powers]{durée} du sort. Seuls des sons très bruyants ou une tentative de la réveiller physiquement (en la secouant par exemple) permettent un nouveau jet d’Âme.

    \n

    \n

  • Zone d'effet (+2/+3) : pour +2 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +3 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
  • \n\n
    " + }, + { + "id": "Smite", + "name": "Frappe", + "trapping": "halo coloré, runes, sceau, énergie crépitante, barbelures sur la lame", + "description": "Voir SWADE p.226", + "description_full": "
    \n

    Ce pouvoir se lance sur tout type d’arme. Pour une arme à distance, elle affecte un chargeur entier, 20 flèches, carreaux ou cartouches ou une pleine « charge » de munitions (la quantité exacte pour les armes inhabituelles est à la discrétion du MJ). Tant que le pouvoir est actif, l’arme bénéficie de +2 aux @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts}, +4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + { + "id": "Sound/Silence", + "name": "Son / Silence", + "trapping": "effet magique, brève ondulation de l’air, cloche ou carillon commençant ou cessant de sonner", + "description": "Voir SWADE p.233", + "description_full": "
    \n

    Son imite tout son ou voix connu ayant une origine dans la @Compendium[swade-core-rules.swade-rules.Range]{Portée} et un volume ne dépassant pas celui d’un cri. Utilisé pour une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve}, le jet d’Arcanes est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} du défenseur.

    \n

    A contrario, silence étouffe tout son ne dépassant pas un grand cri dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}. À l’intérieur un jet de Perception se fait à -4, de même depuis l’extérieur pour tenter d’entendre en provenance de la zone. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, il n’y a plus aucun son, un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} est un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec} automatique.

    \n

    Modificateurs

    \n
      \n
    • Ciblé (+0) : au lieu de créer une zone de silence, l’arcaniste peut affecter des cibles à portée pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune. Une cible non consentante @Compendium[swade-core-rules.swade-rules.Trait Rolls]{résiste} avec un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Âme} (à -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} à l’activation).
    • \n
    • Mobile (+1) : chaque @Compendium[swade-core-rules.swade-rules.Actions]{tour} suivant l’arcaniste peut déplacer la zone d’effet de son @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{dé d’Arcanes} en cases.
    • \n
    \n
    " + }, + { + "id": "Speak Language", + "name": "Compréhension des langues", + "trapping": "mots, images, gestes", + "description": "Voir SWADE p.218", + "description_full": "
    \n

    Ce pouvoir permet à un personnage de parler, lire et écrire une langue évoluée autre que la sienne. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} le bénéficiaire comprend et utilise correctement l’argot et les dialectes.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + { + "id": "Stun", + "name": "Choc", + "trapping": "éclair d’énergie, bombe assommante, détonation sonore, flash aveuglant", + "description": "Voir SWADE p.218", + "description_full": "
    \n

    Choc étourdit une cible avec une onde de choc, du son, de la lumière, de l’énergie magique, etc.

    \n

    La victime est @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} si elle échoue à un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} (à -2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation}).

    \n

    Modificateurs

    \n
      \n
    • Zone d'effet (+2/+3) : pour +2 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Pour +3 Points de pouvoir, le pouvoir affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
    • \n
    \n
    " + }, + { + "id": "Summon Ally", + "name": "Convocation d'allié", + "trapping": "figurine d’argile grandissant en serviteur, tatouage prenant vie", + "description": "Voir SWADE p.218", + "description_full": "
    \n

    Ce pouvoir permet au personnage de convoquer de nulle part un serviteur magique. Un allié typique est un humanoïde basique de taille normale mais il peut prendre d’autres formes selon les @Compendium[swade-core-rules.swade-rules.Trappings]{Aspects} de l’arcaniste. Il se matérialise n’importe où dans la @Compendium[swade-core-rules.swade-rules.Range]{Portée}. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’activation}, il est également @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Résilient}.

    \n

    L’Allié agit lors de la @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{carte d’action} de son invocateur et suit ses ordres au mieux de ses possibilités. Il n’a ni personnalité, ni émotion, ni créativité. Quand il est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} ou que le pouvoir expire, il disparaît dans le néant sans laisser de traces.

    \n

    Le type de serviteur pouvant être appelé dépend du @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} de l’arcaniste. Sur accord du MJ, le joueur peut échanger des capacités. Par exemple si le héros désire invoquer un serviteur sous forme de @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{loup}, il pourrait échanger la Compétence @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} avec @Compendium[swade-core-rules.swade-skills.Survival]{Survival} pour que “l’animal” puisse traquer ses ennemis.

    \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
    Convocation d'Allié
    RangCoûtServant
    Novice2Serviteur
    Aguerri4Garde du Corps
    Vétéran6Clone*
    Héroïque8Sentinelle
    \n

    *Clone coûte +2 Points de pouvoir par Rang au dessus de Vétéran jusqu'à 10 Points de pouvoir pour Légendaire.

    \n

    Modificateurs

    \n
      \n
    • Chevaucheur d'esprit (+1) : L'arcaniste peut communiquer à travers et utiliser les sens de son allié.
    • \n
    • Morsure / Griffes (+1) : l’allié peut mordre ou griffer avec For+d6 de dégâts.
    • \n
    • Vol (+2) : l’allié peut voler à @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12.
    • \n
    \n

     

    \n

    caractéristiques

    \n

    Serviteur

    \n

    Attributs : Agilité d4, Intellect d4, Âme d4, Force d4, Vigueur d4
    Compétences : @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d4, @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} d4, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} d6
    Allure : 4; Parade : 4; Résistance : 4
    Capacités spéciales :

    \n
      \n
    • Griffes : For+d4.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle} : +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; ignore 1 point de @Compendium[swade-core-rules.swade-rules.Damage Effects]{malus de Blessures}; ne respire pas, immunisé aux and @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur} : Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
    • \n
    \n

     

    \n

    Garde du corps

    \n

    Attributs : Agilité d6, Intellect d4, Âme d6, Force d6, Vigueur d6
    Compétences : @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} 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} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} d4
    Allure : 6; Parade : 5; Résistance : 7 (2)
    Atouts : @Compendium[swade-core-rules.swade-edges.First Strike]{Frappe éclair}
    Équipement : Arme de mêlée (For+d6).
    Capacités spéciales :

    \n
      \n
    • Armure +2 : Peau renforcée.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle} : +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; ignore 1 point de @Compendium[swade-core-rules.swade-rules.Damage Effects]{malus de Blessures}; ne respire pas, immunisé aux and @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur} : Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
    • \n
    \n

     

    \n

    Clone
    L’allié est un clone de l’arcaniste mais c’est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} qui dispose d’autant de @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} que l’arcaniste après sa convocation, qui ne peut pas lancer convocation d’allié, qui a ses @Compendium[swade-core-rules.swade-rules.Traits]{Compétences} plus basses d’un cran que l’original (d4 minimum), qui possède le même équipement mais sans magie et disparaissant avec lui, et qui est une @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle} et @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}.

    \n

     

    \n

    Sentinelle
    Attributs :
    Agilité d6, Intellect d6, Âme d8, Force d12+2, Vigueur d10
    Compétences : @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} d10, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d10, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d8
    Allure : 6; Parade : 7; Résistance : 13 (4)
    Atouts : @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Résistance aux arcanes}, @Compendium[swade-core-rules.swade-edges.Improved Sweep]{Grand balayage}.
    Équipement : Arme de mêlée (For+d8).
    Capacités spéciales :

    \n
      \n
    • Armure +4: Peau pierreuse.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle} : +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; ignore 1 point de @Compendium[swade-core-rules.swade-rules.Damage Effects]{malus de Blessures}; ne respire pas, immunisé aux and @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur} : Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 2: Haute de 2m40 et trapue.
    • \n
    \n
    " + }, + { + "id": "Telekinesis", + "name": "Télékinésie", + "trapping": "gestuel, baguette magique, regard d’acier", + "description": "Voir SWADE p.234", + "description_full": "
    \n

    Télékinésie est la capacité permettant de déplacer des objets ou des créatures, y compris soi-même, par sa seule volonté avec d10 en @Compendium[swade-core-rules.swade-rules.Traits]{Force}, d12 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Une cible non consentante résiste en @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposant} un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{dé d’Arcanes} à l’activation du pouvoir, puis au début de chacun de ses @Compendium[swade-core-rules.swade-rules.Actions]{tours} jusqu’à ce qu’elle soit relâchée.

    \n

    L’arcaniste peut déplacer sa cible jusqu’à @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} cases par tour dans n’importe quelle direction, la projeter contre un mur, un plafond ou tout autre obstacle pour lui infliger For+d6 de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts}, ou la relâcher pour qu’elle subisse des @Compendium[swade-core-rules.swade-rules.Falling]{dégâts de chute}.

    \n

    Outils télékinésiques :l’arcaniste peut déplacer des outils, armes incluses, avec télékinésie pour une @Compendium[swade-core-rules.swade-rules.Actions]{action}. Il utilise alors la @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} appropriée pour attaquer avec, pas celle d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes}.

    \n
    " + }, + { + "id": "Teleport", + "name": "Téléportation", + "trapping": "nuage de fumée, déphasage, déplacement sous forme d’éclair", + "description": "Voir SWADE p.234", + "description_full": "
    \n

    Téléportation permet au personnage de disparaître puis de réapparaître immédiatement dans les 12 cases (24 mètres), le double en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Se téléporter hors de vue inflige un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de -2 au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d’Arcanes}.

    \n

    Un opposant adjacent à un personnage se téléportant ailleurs ne bénéficie pas d’attaque gratuite (voir @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Rompre le combat}).

    \n

    L’arcaniste décide où arrivent les bénéficiaires, consentants ou non.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    • Téléportation d'ennemi (+2) :pour cibler un ennemi l’arcaniste doit réussir une @Compendium[swade-core-rules.swade-rules.Touch Attack]{Attaque pour toucher} puis activer son pouvoir, soit une @Compendium[swade-core-rules.swade-rules.Multi-Actions]{action multiple} de deux actions. L’adversaire résiste en @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposant} un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} l’arcaniste le déplace jusqu’à 12 cases, en cas de Prouesse jusqu’à 24 cases. Un adversaire ne peut pas être téléporté dans un objet solide.
    • \n
    \n
    " + }, + { + "id": "Wall Walker", + "name": "Adhérence", + "trapping": "visage d’araignée, poils adhésifs sur les mains et les pieds", + "description": "Voir SWADE p.215", + "description_full": "
    \n

    Le bénéficiaire peut marcher sur les surfaces horizontales ou verticales. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, il se déplace à la moitié de son @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, il se déplace à son Allure normale et peut même @Compendium[swade-core-rules.swade-rules.Movement]{Courir}.

    \n

    Si forcé d'effectuer un jet d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour escalader ou s'accrocher à une surface, il bénéficie d'un bonus de +4.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + { + "id": "Warrior's Gift", + "name": "Don du guerrier", + "trapping": "gestuel, prière, mots chuchotés, concentration", + "description": "Voir SWADE p.223", + "description_full": "
    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}, la cible bénéficie d’un @Compendium[swade-core-rules.swade-rules.Edges]{Atout} de combat choisi par l’arcaniste. Ce dernier doit avoir un @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} suffisant pour le @Compendium[swade-core-rules.swade-rules.Edges]{prérequis de l’Atout}, peu importe celui du bénéficiaire. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, la cible bénéficie de la version avancée de l’Atout si elle existe et ceci même si l’arcaniste n’a pas le Rang prérequis.

    \n

    Modificateurs

    \n
      \n
    • Cibles supplémentaires (+1) : Le pouvoir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
    • \n
    \n
    " + }, + { + "id": "Zombie", + "name": "Zombi", + "trapping": "symboles gravés sur le corps, lancer d’os, cimetière, livre en peau", + "description": "Voir SWADE p.236", + "description_full": "
    \n

    Zombi permet d’animer et de communiquer avec les restes d’une créature autrefois vivante.

    \n

    L’horreur invoquée est obéissante mais accomplit les ordres d’une façon littérale. Elle n’est pas télépathe et doit être contrôlée par la voix.

    \n

    L’individu dispose des @Compendium[swade-core-rules.swade-rules.Traits]{Compétences} physiques de son vivant mais l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme}, l’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} et leurs Compétences liées tombent à d4. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}, l’arcaniste peut augmenter le @Compendium[swade-core-rules.swade-rules.Traits]{Trait} de son choix d’un cran.

    \n

    Ce pouvoir n’invoque pas les cadavres mais relève les corps disponibles dans la @Compendium[swade-core-rules.swade-rules.Range]{Portée} (à la discrétion du MJ).

    \n

    Un mort-vivant @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} par des dégâts ne peut pas être relevé ainsi.

    \n

    Modificateurs

    \n
      \n
    • Armé (+1 par zombi) :le mort se relève avec une arme rouillée typique de son univers et de son environnement. En choisir une parmi :\n
        \n
      • Arme de mêlée : For+d6
      • \n
      • Arme à distance : 12/24/48, 2d6.
      • \n
      \n
    • \n
    • Armure (+1 par zombi) : l’abomination se relève de sa tombe avec 2 points d’@Compendium[swade-core-rules.swade-rules.Armor]{Armure}. Cela peut être une vieille cotte de maille, une plate rouillée, un gilet pare-balles pourrissant, etc.
    • \n
    • Chevaucheur d'esprit (+1) : l’arcaniste peut communiquer à travers et utiliser les sens d’un zombi. S’il est détruit, il peut passer à un autre actuellement sous son contrôle.
    • \n
    • Permanent (0) : le zombi vient à la non vie jusqu’à ce qu’il soit @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} par des Blessures. Les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} dépensés pour le relever sont indisponibles jusqu’à sa destruction. Le nécromant peut mettre fin à cette non vie à tout moment, sans souci de ligne de vue, de distance ou d’autres facteurs. Ses Points de pouvoir commencent alors à être rechargés normalement. Un zombi permanent reste animé même si son créateur est tué.
    • Zombis supplémentaires (+1) : le pouvoir peut relever des hordes de zombis pour +1 Point de pouvoir par individu additionnel.\n
    \n

     

    \n

    Créature zombie

    \n

    Un animal ou autre créature peut aussi être relevé avec ce pouvoir abominable. Cela coûte 2 Points de pouvoir pour une créature de @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} -2 à -1, 1 seul pour un Petit @Compendium[swade-core-rules.swade-bestiary.Swarm]{essaim}, 2 pour un Essaim moyen et 3 pour un Grand essaim.

    \n

    Cela coûte 3 Points de pouvoir + @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} pour les créatures plus grandes. Par exemple, un grizzly mort-vivant (Taille 2) coûte 5 Points de pouvoir à relever.

    \n

    Les @Compendium[swade-core-rules.swade-rules.Bestiary]{Capacités spéciales} magiques ou surnaturelles sont perdues sous forme de zombi mais celles inhérentes à la créature demeurent, tels @Compendium[swade-core-rules.swade-edges.Improved Frenzy]{Frénésie suprême}, @Compendium[swade-core-rules.swade-rules.Reach]{Allonge}, attaque en Essaim, etc.

    \n

    Chaque créature zombie supplémentaire coûte la moitié des Points de pouvoir de base (arrondie au supérieur, 1 minimum) au lieu du +1 du Modificateur Zombis supplémentaires.

    \n

     

    \n
    \n

    Zombi

    \n

    Mort-vivant grognant à la recherche de bonne chair fraîche.

    \n

    Attributs : Agilité d6, Intellect d4, Âme d4, Force d6, Vigueur d6

    \n

    Compétences : @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d4, @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} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d6

    \n

    Allure : 4; Parade : 5; Résistance : 7

    \n

    Atouts :

    \n

    Capacités spéciales :

    \n
      \n
    • Morsure / Griffes : For.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort-vivant}: Résistance +2, +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de @Compendium[swade-core-rules.swade-rules.Damage Effects]{malus de Blessures}, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    • Point faible (Tête) : toucher un zombi à la @Compendium[swade-core-rules.swade-rules.Called Shots]{tête} donne le bonus habituel de +4 aux dégâts.
    • \n
    \n
    " + } + ] +} diff --git a/compendiums/swade-core-rules.swade-races.json b/compendiums/swade-core-rules.swade-races.json index f96764e..3c08b3f 100644 --- a/compendiums/swade-core-rules.swade-races.json +++ b/compendiums/swade-core-rules.swade-races.json @@ -1,68 +1,56 @@ { - "label": "SWADE Espèces", + "label": "SWADE Espèces", "mapping": { "description_full": "system.description" }, - "entries": [ - { - "id": "Android", - "name": "Androïde", - "description_full": "
    \n

    Androïde

    \n

    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 l’un d’eux, du moins tant qu’un examen médical approfondi n’est pas réalisé. Son réseau neuronal lui fournit une intelligence artificielle complète, incluant traits de personnalité, émotions et travers comme n’importe quel être vivant. Le modèle présenté ici est générique. Pour des versions plus spécialisées, utilisez les capacités innées (voir @Compendium[swade-core-rules.swade-rules.Making Races]{Concevoir des Espèces}).

    \n
      \n
    • PACIFISTE (Majeur) : à moins qu’un androïde ne soit spécifiquement conçu pour le combat, la plupart des sociétés avancées imposent la présence de circuits dédiés forçant l’application des Lois de la Robotique, basées sur Les Robots d’Isaac Asimov : un être artificiel ne saurait nuire à un être sentient, ou par son action ou son inaction blesser un tel être d’une quelconque manière. Le personnage reçoit le Handicap @Compendium[swade-core-rules.swade-hindrances.Pacifist]{Pacifiste (Majeur)}.
    • \n
    • CRÉATURE ARTIFICIELLE : un androide bénéficie d'un bonus de +2 pour annuler un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ne respire pas, ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, et est immunisé aux poisons et aux maladies. Ses Blessures doivent être gérées en utilisant la Compétence Réparation. Chaque tentative dure une heure par niveau actuel de Blessure, et ne tient pas compte de @Compendium[swade-core-rules.swade-rules.Healing]{L'heure d'or}..
    • \n
    • ÉTRANGER (Majeur) : un androïde subit un malus de -2 à ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lors d’échanges avec d’autres espèces et n’a en général aucun droit (quand il est considéré comme une propriété).
    • \n
    • SERMENT (Majeur) :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 Serment (Majeur). En cas de directives contradictoires, le joueur et le MJ devront se mettre d’accord sur la décision logique définie par la programmation de l’androïde.
    • \n
    \n\"Image
    " - }, - { - "id": "Aquarian", - "name": "Aquarien", - "description_full": "
    \n

    Aquarien

    \n

    Le peuple des aquariens vient des profondeurs insondables de l’océan. Résistants et puissants sous les flots, ils sont bien plus vulnérables à l’air libre ou simplement à la chaleur.

    \n
      \n
    • AQUATIQUE : un aquarien ne peut pas se noyer dans l’eau et s’y déplace à son Allure (voir @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} pour le déplacement normal à la nage).
    • \n
    • DÉPENDANCE : un aquarien doit s’immerger dans l’eau au moins une heure toutes les 24 heures sous peine de subir un niveau de Fatigue jusqu’à @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}. Un jour après l’avoir atteint, il succombe. Chaque heure passée dans l’eau lui permet d’annuler un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.
    • \n
    • VISION NOCTURNE : un aquarien est habitué aux ténèbres des profondeurs. Il ignore les malus de Pénombre et d’Obscurité (voir @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}).
    • \n
    • RÉSISTANT : la vie des profondeurs a rendu la peau de l’aquarien épaisse et résistante. Ajoutez +1 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}.
    • \n
    \n\"Une
    " - }, - { - "id": "Avion", - "name": "Aviens", - "description_full": "
    \n

    Aviens

    \n

    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 d’écailles.

    \n
      \n
    • MAUVAIS NAGEUR : les ailes d’un avien constituent un sérieux handicap dans l’eau. Il subit un malus de -2 à ses jets d’Athlétisme (natation) et chaque case de déplacement lui en coûte trois.
    • \n
    • VOL : un avien peut voler à une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 12. Il utilise @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour d’éventuelles manoeuvres.
    • \n
    • FRÊLE : un avien a −1 en @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} à cause de ses os creux.
    • \n
    • SENS AIGUISÉS : 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.
    • \n
    • ALLURE RÉDUITE : sa dépendance au vol et ses ailes imposantes font qu’un avien est assez pataud lorsqu’il est au sol. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} à pied est réduite de 1 et son dé de course diminue d’un cran.
    • \n
    \n\"Une
    " - }, - { - "id": "Celestials", - "name": "Anges", - "description_full": "
    \n

    Celestials

    \n

    Les anges peuvent être très différents entre eux, mais ils partagent tous les capacités suivantes :

    \n
      \n
    • @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{DEUX MAINS GAUCHES :} un ange n’est pas à l’aise avec la technologie.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{ARCANES (Miracles) :} un ange peut invoquer un certain nombre de miracles.
    • \n
    • @Compendium[swade-core-rules.swade-skills.Faith]{FOI :} un ange commence avec d6 en Foi avec d12 + 1 pour limite.
    • \n
    • VOL: un ange vole à une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 12.
    • \n
    • ESPÈCE ENNEMIE (diables et démons) : celui qui vient des cieux tolère mal ceux qui rampent hors des Abysses.
    • \n
    • @Compendium[swade-core-rules.swade-hindrances.Vow]{SERMENT} (majeur — protéger l'humanité): un être béni doit protéger le troupeau restant sur la Terre dévastée.
    • \n
    \n
    " - }, - { - "id": "Dwarves", - "name": "Nains", - "description_full": "
    \n

    Nains

    \n

    Un nain est petit, trapu et vigoureux. Il vit dans de vastes cavernes ou sur de hautes montagnes. C’est un peuple fier et guerrier dont l’inimitié pour les espèces des orques ou des gobelins est proverbiale.

    \n

    Un nain vit environ 200 ans. Dans la plupart des univers fantastiques il est décrit comme ayant le teint rougeaud tirant sur le jaune et partage les mêmes teintes de cheveux que les humains.

    \n
      \n
    • VISION NOCTURNE : les yeux d’un nain sont accoutumés à la noirceur qui règne sous terre. Il ignore les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Pénombre et d'Obscurité}.
    • \n
    • LENT : un nain a les jambes plus courtes que la plupart des autres espèces. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} est réduite de 1 et son dé de course diminue d’un cran.
    • \n
    • VIGOUREUX : un nain est trapu et vigoureux. Il débute avec d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} au lieu de d4, avec d12 + 1 en limite.
    • \n
    \n\"Une
    " - }, - { - "id": "Elves", - "name": "Elfes", - "description_full": "
    \n

    Elfes

    \n

    Un elfe est grand et élancé. Il a les oreilles pointues et les yeux aux couleurs profondes très variées. Qu’il vienne d’une forêt ou d’une vallée secrète, il est plus agile qu’un humain, mais bien plus frêle. Sa longue vie — près de 300 ans — tend également à le rendre plus sage. Il a le teint clair et ses cheveux possèdent toutes les nuances des humains avec en plus des tons argentés, bleus ou dorés.

    \n
      \n
    • AGILE : un elfe est gracieux et agile. Il débute avec d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} au lieu de d4, avec d12 + 1 pour limite.
    • \n
    • DEUX MAINS GAUCHES : un elfe a une répugnance innée pour les objets mécaniques qu’il évite d’utiliser et a le handicap @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{Deux mains gauches}.
    • \n
    • VISION NOCTURNE : les yeux d’un elfe amplifient la lumière. Les autres espèces pensent qu’elles peuvent voir les étoiles au fond des yeux elfiques. Un elfe ignore les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Pénombre et d’Obscurité}.
    • \n
    \n\"Une
    " - }, - { - "id": "Guardians", - "name": "Guardiens", - "description_full": "
    \n

    Guardiens

    \n

    Ces humains servent le Choeur céleste et sont nommés des gardiens.

    \n
      \n
    • ADAPTABLE : un gardien commence le jeu avec un Atout Novice de son choix en respectant les prérequis.
    • \n
    • @Compendium[swade-core-rules.swade-edges.Champion]{CHAMPIONS :} un gardien a l’Atout Champion, ce qui lui confère un bonus de +2 aux dégâts contre les adversaires surnaturels maléfiques comme les diables et les démons.
    • \n
    • VIGOUREUX : cet humain qui a survécu à la Fin des temps commence avec d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} et d12 + 1 pour limite.
    • \n
    • @Compendium[swade-core-rules.swade-hindrances.Vow]{SERMENT} (majeur — Protéger l'humanité) : un être béni doit protéger le troupeau restant sur la Terre dévastée.
    • \n
    \n\"Une
    " - }, - { - "id": "Half-Elves", - "name": "Demi-elfes", - "description_full": "
    \n

    Demi-elfes

    \n

    Un demi-elfe est né de l’union entre un elfe et un humain. Il a l’agilité de l’elfe sans en avoir la délicatesse et en a aussi hérité de la faculté de voir dans l’obscurité. Un demi-elfe est souvent accepté par sa famille, mais il est parfois rejeté par l’une 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 d’années environ.

    \n
      \n
    • HÉRITAGE : un demi-elfe hérite soit de la faculté d’adaptation 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).
    • \n
    • VISION NOCTURNE : un demi-elfe ignore les malus de Pénombre et d'Obscurité (cf. @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}).
    • \n
    • ÉTRANGER (mineur) : un demi-elfe n’est jamais complètement à l’aise 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 d’échanges avec d’autres que ses semblables.
    • \n
    \n\"Une
    " - }, - { - "id": "Half-Folk", - "name": "Halfelins", - "description_full": "
    \n

    Halfelins

    \n

    Un halfelin est une petite créature vive et agile aux cheveux bouclés allant du châtain au brun foncé. Bien qu’il 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 l’écart des sentiers battus.

    \n
      \n
    • CHANCEUX : un halfelin dispose d’un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} Jeton supplémentaire par session.
    • \n
    • LENT : un halfelin a une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 5 et son dé de course est réduit d’un cran.
    • \n
    • 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}).
    • \n
    • PLEIN D'ENTRAIN : un halfelin est d’une nature optimiste. Il débute avec d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Âme} au lieu de d4, avec d12 + 1 pour limite.
    • \n
    \n\"Une
    " - }, - { - "id": "Humans", - "name": "Humains", - "description_full": "
    \n

    Humans

    \n

    Un humain, dans la plupart des univers, gagne un Atout gratuit de son choix. Cette option représente sa diversité et sa faculté d’adaptation par rapport aux autres espèces. Si vous souhaitez plus de variété, n’hésitez pas à donner aux humains des capacités basées sur leur culture plutôt que sur leur espèce. Un humain issu d’une société nomade basée sur l’élevage de chevaux pourrait par exemple commencer avec des points en Équitation et Survie. Une culture se crée exactement de la même manière qu’une espèce, bien que les exceptions soient plus probables dans la mesure où les aptitudes sont apprises et non innées.

    \n
      \n
    • ADAPTABLE : un humain commence le jeu avec un @Compendium[swade-core-rules.swade-rules.Edges]{Atout} de Rang Novice de son choix en respectant les prérequis.
    • \n
    \n\"Une
    " - }, - { - "id": "Rakashans", - "name": "Rakashans", - "description_full": "
    \n

    Rakashans

    \n

    Un rakashan est un félin humanoïde. Son apparence varie entre les couleurs vives du tigre, la peau mouchetée du léopard ou l’élégance exotique du chat siamois. Il hérite des félins son instinct cruel de prédateur ainsi que ses crocs et ses griffes acérés. On le trouve dans d’exotiques cités isolées ou en marge de la société. Il est souvent trop malin et trop gracieux pour être dédaigné, mais trop sournois pour être pleinement accepté.

    \n
      \n
    • AGILE : la grâce féline du rakashan lui octroie d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} au lieu de d4, avec d12 + 1 pour limite.
    • \n
    • MORSURE/GRIFFES : les griffes et les crocs du rakashan sont considérés comme des @Compendium[swade-core-rules.swade-rules.Natural Weapons]{armes naturelles} et font For + d4 de dégâts.
    • \n
    • SANGUINAIRE : un rakashan fait preuve de cruauté envers ses ennemis, n’hésitant pas à jouer avec eux. Il fait rarement des prisonniers et n’éprouve aucun remords à châtier les ennemis capturés. Il possède le Handicap @Compendium[swade-core-rules.swade-hindrances.Bloodthirsty]{Sanguinaire}.
    • \n
    • MAUVAIS NAGEUR : un rakashan n’aime pas l’eau et est un mauvais nageur. Il subit un malus de -2 à ses jets @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (natation) et chaque case de nage lui en coûte trois.
    • \n
    • VISION NOCTURNE : les yeux du rakashan amplifient la lumière. Il ignore les malus de Pénombre et d'obscurité (cf. @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}).
    • \n
    • ENNEMI JURÉ : la société rakashane s’est épanouie au dépend d’une autre espèce. Choisissez-en une commune parmi celles de votre univers. Les membres des deux cultures subissent un malus de -2 à leurs jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lorsqu’ils interagissent et ont tendance à s’attaquer à vue.
    • \n
    \n\"An
    " - }, - { - "id": "Saurians", - "name": "Sauriens", - "description_full": "
    \n

    Sauriens

    \n

    Un saurien vit au coeur de jungles humides ou de déserts profonds où sa civilisation reste inconnue des autres.

    \n
      \n
    • ARMURE +2 : les sauriens ont une peau écailleuse épaisse et résistante, comme une @Compendium[swade-core-rules.swade-rules.Armor]{armure}.
    • \n
    • MORSURE : la morsure d’un saurien est considérée comme une @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Arme naturelle} et fait For + d4 de dégâts.
    • \n
    • FAIBLESSE ENVIRONNEMENTALE : bien qu’un saurien ne soit pas à proprement parler une créature à sang froid, il est très mal à l’aise dans un environnement glacé : il subit un malus de -4 pour résister aux effets du @Compendium[swade-core-rules.swade-rules.Cold]{froid} froid et il subit +4 aux dégâts liés au froid.
    • \n
    • SENS AIGUISÉS : les sauriens bénéficient de l’Atout @Compendium[swade-core-rules.swade-edges.Alertness]{Vigilant}.
    • \n
    • ÉTRANGER (Mineur): la plupart des espèces se méfient des sauriens pour une raison ou pour une autre, peut-être à cause de leurs coutumes étranges, de leur façon sifflante de parler, ou d'une peur inconsciente de leurs ancêtres reptiliens. Un saurien subit un malus de -2 à tous ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lors d’échanges avec d’autres espèces.
    • \n
    \n\"Une
    " - } - ] -} \ No newline at end of file + "entries": { + "Android": { + "name": "Androïde", + "description_full": "
    \n

    Androïde

    \n

    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 l’un d’eux, du moins tant qu’un examen médical approfondi n’est pas réalisé. Son réseau neuronal lui fournit une intelligence artificielle complète, incluant traits de personnalité, émotions et travers comme n’importe quel être vivant. Le modèle présenté ici est générique. Pour des versions plus spécialisées, utilisez les capacités innées (voir @Compendium[swade-core-rules.swade-rules.Making Races]{Concevoir des Espèces}).

    \n
      \n
    • PACIFISTE (Majeur) : à moins qu’un androïde ne soit spécifiquement conçu pour le combat, la plupart des sociétés avancées imposent la présence de circuits dédiés forçant l’application des Lois de la Robotique, basées sur Les Robots d’Isaac Asimov : un être artificiel ne saurait nuire à un être sentient, ou par son action ou son inaction blesser un tel être d’une quelconque manière. Le personnage reçoit le Handicap @Compendium[swade-core-rules.swade-hindrances.Pacifist]{Pacifiste (Majeur)}.
    • \n
    • CRÉATURE ARTIFICIELLE : un androide bénéficie d'un bonus de +2 pour annuler un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ne respire pas, ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, et est immunisé aux poisons et aux maladies. Ses Blessures doivent être gérées en utilisant la Compétence Réparation. Chaque tentative dure une heure par niveau actuel de Blessure, et ne tient pas compte de @Compendium[swade-core-rules.swade-rules.Healing]{L'heure d'or}..
    • \n
    • ÉTRANGER (Majeur) : un androïde subit un malus de -2 à ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lors d’échanges avec d’autres espèces et n’a en général aucun droit (quand il est considéré comme une propriété).
    • \n
    • SERMENT (Majeur) :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 Serment (Majeur). En cas de directives contradictoires, le joueur et le MJ devront se mettre d’accord sur la décision logique définie par la programmation de l’androïde.
    • \n
    \n\"Image
    " + }, + "Aquarian": { + "name": "Aquarien", + "description_full": "
    \n

    Aquarien

    \n

    Le peuple des aquariens vient des profondeurs insondables de l’océan. Résistants et puissants sous les flots, ils sont bien plus vulnérables à l’air libre ou simplement à la chaleur.

    \n
      \n
    • AQUATIQUE : un aquarien ne peut pas se noyer dans l’eau et s’y déplace à son Allure (voir @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} pour le déplacement normal à la nage).
    • \n
    • DÉPENDANCE : un aquarien doit s’immerger dans l’eau au moins une heure toutes les 24 heures sous peine de subir un niveau de Fatigue jusqu’à @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}. Un jour après l’avoir atteint, il succombe. Chaque heure passée dans l’eau lui permet d’annuler un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.
    • \n
    • VISION NOCTURNE : un aquarien est habitué aux ténèbres des profondeurs. Il ignore les malus de Pénombre et d’Obscurité (voir @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}).
    • \n
    • RÉSISTANT : la vie des profondeurs a rendu la peau de l’aquarien épaisse et résistante. Ajoutez +1 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}.
    • \n
    \n\"Une
    " + }, + "Avion": { + "name": "Aviens", + "description_full": "
    \n

    Aviens

    \n

    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 d’écailles.

    \n
      \n
    • MAUVAIS NAGEUR : les ailes d’un avien constituent un sérieux handicap dans l’eau. Il subit un malus de -2 à ses jets d’Athlétisme (natation) et chaque case de déplacement lui en coûte trois.
    • \n
    • VOL : un avien peut voler à une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 12. Il utilise @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour d’éventuelles manoeuvres.
    • \n
    • FRÊLE : un avien a −1 en @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} à cause de ses os creux.
    • \n
    • SENS AIGUISÉS : 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.
    • \n
    • ALLURE RÉDUITE : sa dépendance au vol et ses ailes imposantes font qu’un avien est assez pataud lorsqu’il est au sol. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} à pied est réduite de 1 et son dé de course diminue d’un cran.
    • \n
    \n\"Une
    " + }, + "Celestials": { + "name": "Anges", + "description_full": "
    \n

    Celestials

    \n

    Les anges peuvent être très différents entre eux, mais ils partagent tous les capacités suivantes :

    \n
      \n
    • @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{DEUX MAINS GAUCHES :} un ange n’est pas à l’aise avec la technologie.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{ARCANES (Miracles) :} un ange peut invoquer un certain nombre de miracles.
    • \n
    • @Compendium[swade-core-rules.swade-skills.Faith]{FOI :} un ange commence avec d6 en Foi avec d12 + 1 pour limite.
    • \n
    • VOL: un ange vole à une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 12.
    • \n
    • ESPÈCE ENNEMIE (diables et démons) : celui qui vient des cieux tolère mal ceux qui rampent hors des Abysses.
    • \n
    • @Compendium[swade-core-rules.swade-hindrances.Vow]{SERMENT} (majeur — protéger l'humanité): un être béni doit protéger le troupeau restant sur la Terre dévastée.
    • \n
    \n
    " + }, + "Dwarves": { + "name": "Nains", + "description_full": "
    \n

    Nains

    \n

    Un nain est petit, trapu et vigoureux. Il vit dans de vastes cavernes ou sur de hautes montagnes. C’est un peuple fier et guerrier dont l’inimitié pour les espèces des orques ou des gobelins est proverbiale.

    \n

    Un nain vit environ 200 ans. Dans la plupart des univers fantastiques il est décrit comme ayant le teint rougeaud tirant sur le jaune et partage les mêmes teintes de cheveux que les humains.

    \n
      \n
    • VISION NOCTURNE : les yeux d’un nain sont accoutumés à la noirceur qui règne sous terre. Il ignore les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Pénombre et d'Obscurité}.
    • \n
    • LENT : un nain a les jambes plus courtes que la plupart des autres espèces. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} est réduite de 1 et son dé de course diminue d’un cran.
    • \n
    • VIGOUREUX : un nain est trapu et vigoureux. Il débute avec d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} au lieu de d4, avec d12 + 1 en limite.
    • \n
    \n\"Une
    " + }, + "Elves": { + "name": "Elfes", + "description_full": "
    \n

    Elfes

    \n

    Un elfe est grand et élancé. Il a les oreilles pointues et les yeux aux couleurs profondes très variées. Qu’il vienne d’une forêt ou d’une vallée secrète, il est plus agile qu’un humain, mais bien plus frêle. Sa longue vie — près de 300 ans — tend également à le rendre plus sage. Il a le teint clair et ses cheveux possèdent toutes les nuances des humains avec en plus des tons argentés, bleus ou dorés.

    \n
      \n
    • AGILE : un elfe est gracieux et agile. Il débute avec d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} au lieu de d4, avec d12 + 1 pour limite.
    • \n
    • DEUX MAINS GAUCHES : un elfe a une répugnance innée pour les objets mécaniques qu’il évite d’utiliser et a le handicap @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{Deux mains gauches}.
    • \n
    • VISION NOCTURNE : les yeux d’un elfe amplifient la lumière. Les autres espèces pensent qu’elles peuvent voir les étoiles au fond des yeux elfiques. Un elfe ignore les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Pénombre et d’Obscurité}.
    • \n
    \n\"Une
    " + }, + "Guardians": { + "name": "Guardiens", + "description_full": "
    \n

    Guardiens

    \n

    Ces humains servent le Choeur céleste et sont nommés des gardiens.

    \n
      \n
    • ADAPTABLE : un gardien commence le jeu avec un Atout Novice de son choix en respectant les prérequis.
    • \n
    • @Compendium[swade-core-rules.swade-edges.Champion]{CHAMPIONS :} un gardien a l’Atout Champion, ce qui lui confère un bonus de +2 aux dégâts contre les adversaires surnaturels maléfiques comme les diables et les démons.
    • \n
    • VIGOUREUX : cet humain qui a survécu à la Fin des temps commence avec d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} et d12 + 1 pour limite.
    • \n
    • @Compendium[swade-core-rules.swade-hindrances.Vow]{SERMENT} (majeur — Protéger l'humanité) : un être béni doit protéger le troupeau restant sur la Terre dévastée.
    • \n
    \n\"Une
    " + }, + "Half-Elves": { + "name": "Demi-elfes", + "description_full": "
    \n

    Demi-elfes

    \n

    Un demi-elfe est né de l’union entre un elfe et un humain. Il a l’agilité de l’elfe sans en avoir la délicatesse et en a aussi hérité de la faculté de voir dans l’obscurité. Un demi-elfe est souvent accepté par sa famille, mais il est parfois rejeté par l’une 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 d’années environ.

    \n
      \n
    • HÉRITAGE : un demi-elfe hérite soit de la faculté d’adaptation 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).
    • \n
    • VISION NOCTURNE : un demi-elfe ignore les malus de Pénombre et d'Obscurité (cf. @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}).
    • \n
    • ÉTRANGER (mineur) : un demi-elfe n’est jamais complètement à l’aise 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 d’échanges avec d’autres que ses semblables.
    • \n
    \n\"Une
    " + }, + "Half-Folk": { + "name": "Halfelins", + "description_full": "
    \n

    Halfelins

    \n

    Un halfelin est une petite créature vive et agile aux cheveux bouclés allant du châtain au brun foncé. Bien qu’il 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 l’écart des sentiers battus.

    \n
      \n
    • CHANCEUX : un halfelin dispose d’un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} Jeton supplémentaire par session.
    • \n
    • LENT : un halfelin a une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 5 et son dé de course est réduit d’un cran.
    • \n
    • 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}).
    • \n
    • PLEIN D'ENTRAIN : un halfelin est d’une nature optimiste. Il débute avec d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Âme} au lieu de d4, avec d12 + 1 pour limite.
    • \n
    \n\"Une
    " + }, + "Humans": { + "name": "Humains", + "description_full": "
    \n

    Humans

    \n

    Un humain, dans la plupart des univers, gagne un Atout gratuit de son choix. Cette option représente sa diversité et sa faculté d’adaptation par rapport aux autres espèces. Si vous souhaitez plus de variété, n’hésitez pas à donner aux humains des capacités basées sur leur culture plutôt que sur leur espèce. Un humain issu d’une société nomade basée sur l’élevage de chevaux pourrait par exemple commencer avec des points en Équitation et Survie. Une culture se crée exactement de la même manière qu’une espèce, bien que les exceptions soient plus probables dans la mesure où les aptitudes sont apprises et non innées.

    \n
      \n
    • ADAPTABLE : un humain commence le jeu avec un @Compendium[swade-core-rules.swade-rules.Edges]{Atout} de Rang Novice de son choix en respectant les prérequis.
    • \n
    \n\"Une
    " + }, + "Rakashans": { + "name": "Rakashans", + "description_full": "
    \n

    Rakashans

    \n

    Un rakashan est un félin humanoïde. Son apparence varie entre les couleurs vives du tigre, la peau mouchetée du léopard ou l’élégance exotique du chat siamois. Il hérite des félins son instinct cruel de prédateur ainsi que ses crocs et ses griffes acérés. On le trouve dans d’exotiques cités isolées ou en marge de la société. Il est souvent trop malin et trop gracieux pour être dédaigné, mais trop sournois pour être pleinement accepté.

    \n
      \n
    • AGILE : la grâce féline du rakashan lui octroie d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} au lieu de d4, avec d12 + 1 pour limite.
    • \n
    • MORSURE/GRIFFES : les griffes et les crocs du rakashan sont considérés comme des @Compendium[swade-core-rules.swade-rules.Natural Weapons]{armes naturelles} et font For + d4 de dégâts.
    • \n
    • SANGUINAIRE : un rakashan fait preuve de cruauté envers ses ennemis, n’hésitant pas à jouer avec eux. Il fait rarement des prisonniers et n’éprouve aucun remords à châtier les ennemis capturés. Il possède le Handicap @Compendium[swade-core-rules.swade-hindrances.Bloodthirsty]{Sanguinaire}.
    • \n
    • MAUVAIS NAGEUR : un rakashan n’aime pas l’eau et est un mauvais nageur. Il subit un malus de -2 à ses jets @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (natation) et chaque case de nage lui en coûte trois.
    • \n
    • VISION NOCTURNE : les yeux du rakashan amplifient la lumière. Il ignore les malus de Pénombre et d'obscurité (cf. @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}).
    • \n
    • ENNEMI JURÉ : la société rakashane s’est épanouie au dépend d’une autre espèce. Choisissez-en une commune parmi celles de votre univers. Les membres des deux cultures subissent un malus de -2 à leurs jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lorsqu’ils interagissent et ont tendance à s’attaquer à vue.
    • \n
    \n\"An
    " + }, + "Saurians": { + "name": "Sauriens", + "description_full": "
    \n

    Sauriens

    \n

    Un saurien vit au coeur de jungles humides ou de déserts profonds où sa civilisation reste inconnue des autres.

    \n
      \n
    • ARMURE +2 : les sauriens ont une peau écailleuse épaisse et résistante, comme une @Compendium[swade-core-rules.swade-rules.Armor]{armure}.
    • \n
    • MORSURE : la morsure d’un saurien est considérée comme une @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Arme naturelle} et fait For + d4 de dégâts.
    • \n
    • FAIBLESSE ENVIRONNEMENTALE : bien qu’un saurien ne soit pas à proprement parler une créature à sang froid, il est très mal à l’aise dans un environnement glacé : il subit un malus de -4 pour résister aux effets du @Compendium[swade-core-rules.swade-rules.Cold]{froid} froid et il subit +4 aux dégâts liés au froid.
    • \n
    • SENS AIGUISÉS : les sauriens bénéficient de l’Atout @Compendium[swade-core-rules.swade-edges.Alertness]{Vigilant}.
    • \n
    • ÉTRANGER (Mineur): la plupart des espèces se méfient des sauriens pour une raison ou pour une autre, peut-être à cause de leurs coutumes étranges, de leur façon sifflante de parler, ou d'une peur inconsciente de leurs ancêtres reptiliens. Un saurien subit un malus de -2 à tous ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lors d’échanges avec d’autres espèces.
    • \n
    \n\"Une
    " + } + } +} diff --git a/compendiums/swade-core-rules.swade-races.json.OLD b/compendiums/swade-core-rules.swade-races.json.OLD new file mode 100644 index 0000000..f96764e --- /dev/null +++ b/compendiums/swade-core-rules.swade-races.json.OLD @@ -0,0 +1,68 @@ +{ + "label": "SWADE Espèces", + "mapping": { + "description_full": "system.description" + }, + "entries": [ + { + "id": "Android", + "name": "Androïde", + "description_full": "
    \n

    Androïde

    \n

    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 l’un d’eux, du moins tant qu’un examen médical approfondi n’est pas réalisé. Son réseau neuronal lui fournit une intelligence artificielle complète, incluant traits de personnalité, émotions et travers comme n’importe quel être vivant. Le modèle présenté ici est générique. Pour des versions plus spécialisées, utilisez les capacités innées (voir @Compendium[swade-core-rules.swade-rules.Making Races]{Concevoir des Espèces}).

    \n
      \n
    • PACIFISTE (Majeur) : à moins qu’un androïde ne soit spécifiquement conçu pour le combat, la plupart des sociétés avancées imposent la présence de circuits dédiés forçant l’application des Lois de la Robotique, basées sur Les Robots d’Isaac Asimov : un être artificiel ne saurait nuire à un être sentient, ou par son action ou son inaction blesser un tel être d’une quelconque manière. Le personnage reçoit le Handicap @Compendium[swade-core-rules.swade-hindrances.Pacifist]{Pacifiste (Majeur)}.
    • \n
    • CRÉATURE ARTIFICIELLE : un androide bénéficie d'un bonus de +2 pour annuler un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ne respire pas, ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, et est immunisé aux poisons et aux maladies. Ses Blessures doivent être gérées en utilisant la Compétence Réparation. Chaque tentative dure une heure par niveau actuel de Blessure, et ne tient pas compte de @Compendium[swade-core-rules.swade-rules.Healing]{L'heure d'or}..
    • \n
    • ÉTRANGER (Majeur) : un androïde subit un malus de -2 à ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lors d’échanges avec d’autres espèces et n’a en général aucun droit (quand il est considéré comme une propriété).
    • \n
    • SERMENT (Majeur) :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 Serment (Majeur). En cas de directives contradictoires, le joueur et le MJ devront se mettre d’accord sur la décision logique définie par la programmation de l’androïde.
    • \n
    \n\"Image
    " + }, + { + "id": "Aquarian", + "name": "Aquarien", + "description_full": "
    \n

    Aquarien

    \n

    Le peuple des aquariens vient des profondeurs insondables de l’océan. Résistants et puissants sous les flots, ils sont bien plus vulnérables à l’air libre ou simplement à la chaleur.

    \n
      \n
    • AQUATIQUE : un aquarien ne peut pas se noyer dans l’eau et s’y déplace à son Allure (voir @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} pour le déplacement normal à la nage).
    • \n
    • DÉPENDANCE : un aquarien doit s’immerger dans l’eau au moins une heure toutes les 24 heures sous peine de subir un niveau de Fatigue jusqu’à @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}. Un jour après l’avoir atteint, il succombe. Chaque heure passée dans l’eau lui permet d’annuler un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.
    • \n
    • VISION NOCTURNE : un aquarien est habitué aux ténèbres des profondeurs. Il ignore les malus de Pénombre et d’Obscurité (voir @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}).
    • \n
    • RÉSISTANT : la vie des profondeurs a rendu la peau de l’aquarien épaisse et résistante. Ajoutez +1 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}.
    • \n
    \n\"Une
    " + }, + { + "id": "Avion", + "name": "Aviens", + "description_full": "
    \n

    Aviens

    \n

    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 d’écailles.

    \n
      \n
    • MAUVAIS NAGEUR : les ailes d’un avien constituent un sérieux handicap dans l’eau. Il subit un malus de -2 à ses jets d’Athlétisme (natation) et chaque case de déplacement lui en coûte trois.
    • \n
    • VOL : un avien peut voler à une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 12. Il utilise @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour d’éventuelles manoeuvres.
    • \n
    • FRÊLE : un avien a −1 en @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} à cause de ses os creux.
    • \n
    • SENS AIGUISÉS : 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.
    • \n
    • ALLURE RÉDUITE : sa dépendance au vol et ses ailes imposantes font qu’un avien est assez pataud lorsqu’il est au sol. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} à pied est réduite de 1 et son dé de course diminue d’un cran.
    • \n
    \n\"Une
    " + }, + { + "id": "Celestials", + "name": "Anges", + "description_full": "
    \n

    Celestials

    \n

    Les anges peuvent être très différents entre eux, mais ils partagent tous les capacités suivantes :

    \n
      \n
    • @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{DEUX MAINS GAUCHES :} un ange n’est pas à l’aise avec la technologie.
    • \n
    • @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{ARCANES (Miracles) :} un ange peut invoquer un certain nombre de miracles.
    • \n
    • @Compendium[swade-core-rules.swade-skills.Faith]{FOI :} un ange commence avec d6 en Foi avec d12 + 1 pour limite.
    • \n
    • VOL: un ange vole à une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 12.
    • \n
    • ESPÈCE ENNEMIE (diables et démons) : celui qui vient des cieux tolère mal ceux qui rampent hors des Abysses.
    • \n
    • @Compendium[swade-core-rules.swade-hindrances.Vow]{SERMENT} (majeur — protéger l'humanité): un être béni doit protéger le troupeau restant sur la Terre dévastée.
    • \n
    \n
    " + }, + { + "id": "Dwarves", + "name": "Nains", + "description_full": "
    \n

    Nains

    \n

    Un nain est petit, trapu et vigoureux. Il vit dans de vastes cavernes ou sur de hautes montagnes. C’est un peuple fier et guerrier dont l’inimitié pour les espèces des orques ou des gobelins est proverbiale.

    \n

    Un nain vit environ 200 ans. Dans la plupart des univers fantastiques il est décrit comme ayant le teint rougeaud tirant sur le jaune et partage les mêmes teintes de cheveux que les humains.

    \n
      \n
    • VISION NOCTURNE : les yeux d’un nain sont accoutumés à la noirceur qui règne sous terre. Il ignore les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Pénombre et d'Obscurité}.
    • \n
    • LENT : un nain a les jambes plus courtes que la plupart des autres espèces. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} est réduite de 1 et son dé de course diminue d’un cran.
    • \n
    • VIGOUREUX : un nain est trapu et vigoureux. Il débute avec d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} au lieu de d4, avec d12 + 1 en limite.
    • \n
    \n\"Une
    " + }, + { + "id": "Elves", + "name": "Elfes", + "description_full": "
    \n

    Elfes

    \n

    Un elfe est grand et élancé. Il a les oreilles pointues et les yeux aux couleurs profondes très variées. Qu’il vienne d’une forêt ou d’une vallée secrète, il est plus agile qu’un humain, mais bien plus frêle. Sa longue vie — près de 300 ans — tend également à le rendre plus sage. Il a le teint clair et ses cheveux possèdent toutes les nuances des humains avec en plus des tons argentés, bleus ou dorés.

    \n
      \n
    • AGILE : un elfe est gracieux et agile. Il débute avec d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} au lieu de d4, avec d12 + 1 pour limite.
    • \n
    • DEUX MAINS GAUCHES : un elfe a une répugnance innée pour les objets mécaniques qu’il évite d’utiliser et a le handicap @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{Deux mains gauches}.
    • \n
    • VISION NOCTURNE : les yeux d’un elfe amplifient la lumière. Les autres espèces pensent qu’elles peuvent voir les étoiles au fond des yeux elfiques. Un elfe ignore les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Pénombre et d’Obscurité}.
    • \n
    \n\"Une
    " + }, + { + "id": "Guardians", + "name": "Guardiens", + "description_full": "
    \n

    Guardiens

    \n

    Ces humains servent le Choeur céleste et sont nommés des gardiens.

    \n
      \n
    • ADAPTABLE : un gardien commence le jeu avec un Atout Novice de son choix en respectant les prérequis.
    • \n
    • @Compendium[swade-core-rules.swade-edges.Champion]{CHAMPIONS :} un gardien a l’Atout Champion, ce qui lui confère un bonus de +2 aux dégâts contre les adversaires surnaturels maléfiques comme les diables et les démons.
    • \n
    • VIGOUREUX : cet humain qui a survécu à la Fin des temps commence avec d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} et d12 + 1 pour limite.
    • \n
    • @Compendium[swade-core-rules.swade-hindrances.Vow]{SERMENT} (majeur — Protéger l'humanité) : un être béni doit protéger le troupeau restant sur la Terre dévastée.
    • \n
    \n\"Une
    " + }, + { + "id": "Half-Elves", + "name": "Demi-elfes", + "description_full": "
    \n

    Demi-elfes

    \n

    Un demi-elfe est né de l’union entre un elfe et un humain. Il a l’agilité de l’elfe sans en avoir la délicatesse et en a aussi hérité de la faculté de voir dans l’obscurité. Un demi-elfe est souvent accepté par sa famille, mais il est parfois rejeté par l’une 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 d’années environ.

    \n
      \n
    • HÉRITAGE : un demi-elfe hérite soit de la faculté d’adaptation 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).
    • \n
    • VISION NOCTURNE : un demi-elfe ignore les malus de Pénombre et d'Obscurité (cf. @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}).
    • \n
    • ÉTRANGER (mineur) : un demi-elfe n’est jamais complètement à l’aise 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 d’échanges avec d’autres que ses semblables.
    • \n
    \n\"Une
    " + }, + { + "id": "Half-Folk", + "name": "Halfelins", + "description_full": "
    \n

    Halfelins

    \n

    Un halfelin est une petite créature vive et agile aux cheveux bouclés allant du châtain au brun foncé. Bien qu’il 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 l’écart des sentiers battus.

    \n
      \n
    • CHANCEUX : un halfelin dispose d’un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} Jeton supplémentaire par session.
    • \n
    • LENT : un halfelin a une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 5 et son dé de course est réduit d’un cran.
    • \n
    • 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}).
    • \n
    • PLEIN D'ENTRAIN : un halfelin est d’une nature optimiste. Il débute avec d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Âme} au lieu de d4, avec d12 + 1 pour limite.
    • \n
    \n\"Une
    " + }, + { + "id": "Humans", + "name": "Humains", + "description_full": "
    \n

    Humans

    \n

    Un humain, dans la plupart des univers, gagne un Atout gratuit de son choix. Cette option représente sa diversité et sa faculté d’adaptation par rapport aux autres espèces. Si vous souhaitez plus de variété, n’hésitez pas à donner aux humains des capacités basées sur leur culture plutôt que sur leur espèce. Un humain issu d’une société nomade basée sur l’élevage de chevaux pourrait par exemple commencer avec des points en Équitation et Survie. Une culture se crée exactement de la même manière qu’une espèce, bien que les exceptions soient plus probables dans la mesure où les aptitudes sont apprises et non innées.

    \n
      \n
    • ADAPTABLE : un humain commence le jeu avec un @Compendium[swade-core-rules.swade-rules.Edges]{Atout} de Rang Novice de son choix en respectant les prérequis.
    • \n
    \n\"Une
    " + }, + { + "id": "Rakashans", + "name": "Rakashans", + "description_full": "
    \n

    Rakashans

    \n

    Un rakashan est un félin humanoïde. Son apparence varie entre les couleurs vives du tigre, la peau mouchetée du léopard ou l’élégance exotique du chat siamois. Il hérite des félins son instinct cruel de prédateur ainsi que ses crocs et ses griffes acérés. On le trouve dans d’exotiques cités isolées ou en marge de la société. Il est souvent trop malin et trop gracieux pour être dédaigné, mais trop sournois pour être pleinement accepté.

    \n
      \n
    • AGILE : la grâce féline du rakashan lui octroie d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} au lieu de d4, avec d12 + 1 pour limite.
    • \n
    • MORSURE/GRIFFES : les griffes et les crocs du rakashan sont considérés comme des @Compendium[swade-core-rules.swade-rules.Natural Weapons]{armes naturelles} et font For + d4 de dégâts.
    • \n
    • SANGUINAIRE : un rakashan fait preuve de cruauté envers ses ennemis, n’hésitant pas à jouer avec eux. Il fait rarement des prisonniers et n’éprouve aucun remords à châtier les ennemis capturés. Il possède le Handicap @Compendium[swade-core-rules.swade-hindrances.Bloodthirsty]{Sanguinaire}.
    • \n
    • MAUVAIS NAGEUR : un rakashan n’aime pas l’eau et est un mauvais nageur. Il subit un malus de -2 à ses jets @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (natation) et chaque case de nage lui en coûte trois.
    • \n
    • VISION NOCTURNE : les yeux du rakashan amplifient la lumière. Il ignore les malus de Pénombre et d'obscurité (cf. @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}).
    • \n
    • ENNEMI JURÉ : la société rakashane s’est épanouie au dépend d’une autre espèce. Choisissez-en une commune parmi celles de votre univers. Les membres des deux cultures subissent un malus de -2 à leurs jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lorsqu’ils interagissent et ont tendance à s’attaquer à vue.
    • \n
    \n\"An
    " + }, + { + "id": "Saurians", + "name": "Sauriens", + "description_full": "
    \n

    Sauriens

    \n

    Un saurien vit au coeur de jungles humides ou de déserts profonds où sa civilisation reste inconnue des autres.

    \n
      \n
    • ARMURE +2 : les sauriens ont une peau écailleuse épaisse et résistante, comme une @Compendium[swade-core-rules.swade-rules.Armor]{armure}.
    • \n
    • MORSURE : la morsure d’un saurien est considérée comme une @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Arme naturelle} et fait For + d4 de dégâts.
    • \n
    • FAIBLESSE ENVIRONNEMENTALE : bien qu’un saurien ne soit pas à proprement parler une créature à sang froid, il est très mal à l’aise dans un environnement glacé : il subit un malus de -4 pour résister aux effets du @Compendium[swade-core-rules.swade-rules.Cold]{froid} froid et il subit +4 aux dégâts liés au froid.
    • \n
    • SENS AIGUISÉS : les sauriens bénéficient de l’Atout @Compendium[swade-core-rules.swade-edges.Alertness]{Vigilant}.
    • \n
    • ÉTRANGER (Mineur): la plupart des espèces se méfient des sauriens pour une raison ou pour une autre, peut-être à cause de leurs coutumes étranges, de leur façon sifflante de parler, ou d'une peur inconsciente de leurs ancêtres reptiliens. Un saurien subit un malus de -2 à tous ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lors d’échanges avec d’autres espèces.
    • \n
    \n\"Une
    " + } + ] +} \ No newline at end of file diff --git a/compendiums/swade-core-rules.swade-skills.json b/compendiums/swade-core-rules.swade-skills.json index 1d13b56..6cca8ab 100644 --- a/compendiums/swade-core-rules.swade-skills.json +++ b/compendiums/swade-core-rules.swade-skills.json @@ -1,5 +1,5 @@ { - "label": "SWADE Compétences", + "label": "SWADE Compétences", "mapping": { "description_full": "system.description", "swid": { @@ -7,204 +7,171 @@ "converter": "skill_swid" } }, - "entries": [ - { - "id": "Academics", - "name":"Éducation", - "description":"Voir SWADE p.30", - "description_full": "

    Cette Compétence représente les connaissances du personnage dans des domaines aussi variés que les sciences sociales, la littérature, l’histoire, l’archéologie et tout domaine similaire. Si un explorateur souhaite connaître la date de la fin du calendrier Maya ou citer quelques lignes de Macbeth, il devra utiliser cette Compétence.

    " - }, - { - "id": "Athletics", - "name": "Athlétisme", - "description":"Voir SWADE p.29", - "description_full": "
    \n

    Cette Compétence regroupe la coordination générale d’un personnage associée à ses acquis tels que l’escalade, le saut, l’équilibre, le vélo, la lutte, le ski, la natation ou le lancer. Un personnage qui privilégie la puissance physique par rapport à la coordination peut choisir l’Atout @Compendium[swade-core-rules.swade-edges.Brute]{Brute} afin de lier cette Compétence à la @Compendium[swade-core-rules.swade-rules.Traits]{Force} plutôt qu’à l’@Compendium[swade-core-rules.swade-rules.Traits]{Agilité}.

    \n
    " - }, - { - "id": "Battle", - "name": "Stratégie", - "description":"Voir SWADE p.35", - "description_full": "

    Cette Compétence représente les capacités de commandement, de stratégie et de tactique d’un personnage. Elle peut être utilisée pour les connaissances militaires générales et s’avère critique pour mener ses troupes lors des @Compendium[swade-core-rules.swade-rules.Mass Battles]{ Combats de masse}(voir p. 114).

    " - }, - { - "id": "Boating", - "name": "Navigation", - "description":"Voir SWADE p.33", - "description_full":"

    Navigation permet à un personnage de manœuvrer tous les types de bateaux communs dans son univers. Il sait aussi effectuer la plupart des tâches liées à ces navires telles la science des nœuds, s’occuper des voiles et des gréements ou suivre des courants marins.

    " - }, - { - "id": "Common Knowledge", - "name": "Culture générale", - "description":"Voir SWADE p.30", - "description_full":"

    Un personnage utilise cette Compétence pour mesurer sa connaissance des gens, des lieux et des choses du monde qui l’entoure, ce qui comprend l’étiquette, la géographie, la culture, la technologie de base et les coutumes.

    " - }, - { - "id": "Driving", - "name": "Conduite", - "description":"Voir SWADE p.29", - "description_full":"
    \n

    Conduite permet à un héros de conduire les véhicules terrestres à moteur communs dans son univers, ce qui inclut les voitures, les motos, les tanks, etc.

    \n

    Utilisez la compétence @Compendium[swade-core-rules.swade-skills.Athlétisme]{Athlétisme} pour un véhicule propulsé par son utilisateur, @Compendium[swade-core-rules.swade-skills.Équitation]{Équitation} pour une traction animale.

    \n

    Les personnages dans les univers modernes où les véhicules sont communs n’ont pas besoin de disposer de la Compétence Conduite pour les trajets du quotidien. Des jets sont requis uniquement dans le cas de situations dangereuses ou stressantes (pour exemple, voir @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites} p. 122).

    \n
    " - }, - { - "id": "Electronics", - "name": "Électronique", - "description":"Voir SWADE p.31", - "description_full":"
    \n

    Cette Compétence permet d’utiliser des appareils électroniques spécifiques comme le panneau de contrôle d’appareils industriels ou un système de capteurs avancés tels ceux trouvés à bord des vaisseaux spatiaux des univers futuristes.

    \n

    L’utilisation de matériel commun à l’univers ne nécessite pas cette Compétence : @Compendium[swade-core-rules.swade-skills.Culture Générale]{Culture Générale} est largement suffisante. Par exemple, dans le monde réel, l’utilisation d’une caméra ou d’un smartphone ne nécessite pas de connaissances en électronique.

    \n

    Pour ce qui concerne la réparation des appareils électroniques, on utilise la Compétence @Compendium[swade-core-rules.swade-skills.Réparation]{Réparation} (voir p. 35).

    \n
    " - }, - { - "id": "Faith", - "name": "Foi", - "description":"Voir SWADE p.31", - "description_full":"

    Foi est la Compétence d’arcanes utilisée pour l’Atout @Compendium[swade-core-rules.swade-edges.Arcanes (Miracles)]{Arcanes (Miracles)} (voir p. 148)

    " - }, - { - "id": "Fighting", - "name": "Combat", - "description":"Voir SWADE p.29", - "description_full":"
    \n

    Combat englobe toutes les attaques de corps-à-corps, que ce soit à mains nues, à la hache, au sabre laser ou des techniques d’arts martiaux. Consultez le @Compendium[swade-core-rules.swade-rules.Combat]{Chapitre Trois} pour les règles de combat, ainsi que pour découvrir les nombreuses manœuvres disponibles pour vos combattants.

    \n
    " - }, - { - "id": "Focus", - "name": "Focus", - "description":"Voir SWADE p.31", - "description_full":"

    Focus est la Compétence d’arcanes utilisée pour l’Atout @Compendium[swade-core-rules.swade-edges.Arcanes (Don)]{Arcanes (Don)} (voir p. 148).

    " - }, - { - "id": "Gambling", - "name": "Jeu", - "description":"Voir SWADE p.31", - "description_full":"

    Jeu est une Compétence fort utile dans plusieurs univers, des saloons du Far West aux casernes militaires en passant par les arrières salles des organisations criminelles ou les ponts des vaisseaux spatiaux.

    \n

    Voici un moyen rapide pour simuler une heure d’une partie de jeu sans lancer les dés pour la moindre phase du jeu en question. Les participants s’accordent d’abord sur la mise, comme 10 dollars, 10 pièces d’or, etc. Chaque joueur fait ensuite un jet de Jeu. Le résultat le plus bas paie au plus élevé la différence multipliée par la mise. Puis le plus bas restant paie au plus élevé restant la différence multipliée par la mise et ainsi de suite. Celui qui reste isolé au milieu ne paie rien mais ne gagne rien non plus.

    \n

    Exemple: Red obtient 10 à son jet et Gabe seulement 4. La différence est 6, donc Gabe paie 60 $ à Red, soit 6 fois la mise à 10 $.

    \n

    Tricher: tricher octroie un bonus de +2 à un jet de Jeu. Le MJ peut changer ce modificateur en fonction du type de jeu ou de la méthode utilisée pour tricher. Si le personnage fait un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, il se fait prendre. Les conséquences varient selon l’univers de jeu mais sont le plus souvent fort sévères.

    " - }, - { - "id": "Hacking", - "name": "Informatique", - "description":"Voir SWADE p.31", - "description_full":"
    \n

    Informatique est la Compétence utilisée pour créer des programmes et pour pénétrer dans des systèmes sécurisés. L’utilisation de cette Compétence nécessite toujours un ordinateur ou une interface quelconque.

    \n

    La plupart du temps, l’utilisation de cette Compétence revient à faire un simple jet d’Informatique. Le temps peut varier de quelques minutes pour les opérations les plus basiques jusqu’à plusieurs heures, jours voire mois pour celles plus complexes (au choix du MJ). En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, le piratage fonctionne comme prévu. En cas de Prouesse, le temps nécessaire est réduit de moitié. En cas d’ @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, le personnage pourra vraisemblablement tenter à nouveau l’opération, alors qu’un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} déclenche sûrement une alarme ainsi que de potentielles contre-mesures.

    \n
    " - }, - { - "id": "Healing", - "name": "Soins", - "description":"Voir SWADE p.35", - "description_full":"
    \n

    Cette Compétence a plusieurs champs d’application, du traitement des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} aux diagnostics des maladies, en passant par la recherche de preuves inhérentes à la médecine légale.

    \n

    Voir p. 96 pour les règles sur la @Compendium[swade-core-rules.swade-rules.Guérison]{Guérison} des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}, p. 120 pour les @Compendium[swade-core-rules.swade-rules.Hazards]{Dangers} et le traitement des Maladies et du Poison.

    \n

    Médecine légale: la Compétence Soins peut être également utilisée pour analyser les éventuelles preuves sur un corps, incluant la cause et l’heure du décès, l’angle de la blessure, etc. Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} sur le jet fournit une information basique, et une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} ipermet d’augmenter les détails découverts.

    \n
    " - }, - { - "id": "Intimidation", - "name": "Intimidation", - "description":"Voir SWADE p.31", - "description_full":"
    \n

    Intimidation est l’art d’effrayer un adversaire afin qu’il hésite, révèle une information ou en vienne à s’enfuir.

    \n

    Intimidation est un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet opposé} à l' @Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la victime. En combat, cette action est considérée comme une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve}(voir p. 105). En dehors d’un combat, un jet réussi signifie que la victime hésite, révèle une information ou s’échappe à la première occasion.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, la victime reste hésitante jusqu’à la fin de la scène, révèle toutes les informations qu’elle possède ou s’enfuit à toutes jambes si elle en a l’occasion.

    \n

    Que ce soit en Combat ou pas, en cas d’ @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} sur un jet d’Intimidation, la cible devient immunisée à toute nouvelle tentative de la part du personnage jusqu’à la fin de la scène.

    \n

    Réseautage: : Intimidation peut également être utilisée comme Compétence globale pour simuler plusieurs heures de recherche dans les rues. Voir @Compendium[swade-core-rules.swade-rules.Réseautage]{Réseautage} (p.140) pour savoir comment briser quelques doigts pour obtenir un service ou des informations.

    \n
    " - }, - { - "id": "Language", - "name": "Langue", - "description":"Voir SWADE p.31", - "description_full":"
    \n

    Dans certains univers, comme ceux qui se concentrent sur de l’action façon pulp ou ceux typés « romance planétaire » (où les héros voyagent fréquemment, passant d’une civilisation étrange à l’autre), le fait de parler plusieurs langues peut être simplement interprété en créant des dialogues hachés avec des accents à couper au couteau, qui finiront par s’estomper avec le temps. Le MJ peut ignorer simplement cette Compétence, ou utiliser la Règle d’univers de @Compendium[swade-core-rules.swade-rules.Multiple Languages]{Profusion de langues p. 135} ­option dans la @Compendium[swade-core-rules.swade-rules.Setting Rules]{Définition des règles}.

    \n

    Dans des univers plus réalistes en revanche, la communication peut s’avérer être une barrière majeure qui incitera les personnages à investir dans cette Compétence. Dans un univers sur la Troisième Guerre Mondiale se déroulant dans les années 80 par exemple, un groupe de casques bleus de l’ONU ne pourra être en mesure de communiquer avec ses ennemis à moins d’être capable de parler russe, polonais, ou tout autre langue commune au sein des pays du Pacte de Varsovie.

    \n

    Si cette Compétence est utilisée, elle doit être notée pour chaque langue de cette manière : Langue (espagnol), Langue (langue des signes américaine), etc. Le dé d’un personnage dans une Compétence de Langue détermine son aisance pour s’exprimer et comprendre le langage concerné. Il commence à d8 dans la langue maternelle.

    \n
    \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
    \n

    Maîtrise d'une Langue

    \n
    CapacitéAbilité
    d4Le personnage est capable de lire, écrire, et parler avec des mots et des phrases simples.
    d6Le personnage peut tenir une conversation prolongée quoique avec quelques hésitations.
    d8Le personnage parle la langue couramment.
    d10Le personnage peut imiter des accents et des dialectes particuliers de la langue.
    d12Le personnage peut réciter des passages complets de la littérature.
    \n
    \n

    Limitation: utilisez la plus faible des deux Compétences lorsque vous faites une action nécessitant la connaissance d’une langue étrangère. @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} (si verbale), @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Recherche]{Recherche}, @Compendium[swade-core-rules.swade-skills.Provocation]{Provocation}, etc., sont toutes limitées par la Compétence Langue du personnage.

    \n

    Cette limitation ne s’applique jamais quand le personnage s’exprime dans sa langue maternelle.

    \n
    " - }, - { - "id": "Notice", - "name": "Perception", - "description":"Voir SWADE p.33", - "description_full":"
    \n

    Perception représente la vigilance générale d’un héros et sa capacité à découvrir objets ou indices. Elle est utilisée lorsqu’il s’agit de voir, d’entendre, de sentir, de toucher, de trouver des indices, de repérer une embuscade, de déceler des armes dissimulées et même percevoir le mensonge, la peur et les émotions chez d’autres personnages.

    \n

    Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} sur un jet de Perception permet d’obtenir des informations de base — le personnage entend du mouvement dans la forêt, sent une odeur de fumée ou ressent qu’une personne ne lui dit pas toute la vérité.

    \n

    Une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} permet d’obtenir plus de détails, comme l’origine d’un son ou d’une odeur ou le sujet qu’un interlocuteur cherche à cacher ou à éviter.

    \n
    " - }, - { - "id": "Occult", - "name": "Occultisme", - "description":"Voir SWADE p.33", - "description_full":"

    Occultisme représente la connaissance et l’expérience du personnage en ce qui concerne le paranormal. Cette Compétence peut être utilisée pour déchiffrer d’étranges pictogrammes, se rappeler d’informations au sujet de créatures surnaturelles, se souvenir de remèdes pour des maladies magiques comme la lycanthropie ou le vampirisme, ou même réaliser des rituels.

    \n

    Rechercher des informations dans une bibliothèque, des archives, de vieux grimoires ou sur internet utilise la Compétence @Compendium[swade-core-rules.swade-skills.Recherche]{Recherche}, mais la Compétence @Compendium[swade-core-rules.swade-skills.Occultisme]{Occultisme} peut s’y substituer si le MJ pense que le sujet s’y applique. Voir @Compendium[swade-core-rules.swade-skills.Recherche]{Recherche} p. 34.

    " - }, - { - "id": "Performance", - "name": "Performance", - "description":"Voir SWADE p.29", - "description_full":"
    \n

    Un bon artiste est capable de mettre du baume au cœur, de rallier une foule à sa cause ou simplement de gagner quelques piécettes lors d’une représentation. Tout ceci reste dépendant du contexte, de l’univers et de la renommée du personnage.

    \n

    Cette Compétence englobe le chant, la comédie ou le fait de jouer d’un instrument, tout ce qu’une audience est susceptible d’apprécier.

    \n

    Gagner de l’argent: la quantité d’argent qu’un personnage peut gagner lors d’une performance est extrêmement subjective, mais de manière générale, considérez qu’il gagne 20% des @Compendium[swade-core-rules.swade-rules.Characters]{fonds de départ} de l’univers en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} et 30% en cas de Prouesse. Le MJ peut décider de multiplier cette somme par le @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} du personnage s’il pense que c’est approprié. Cela correspond à un artiste localement connu. Une performance plus importante peut grandement augmenter les gains, mais demande plus de temps, d’efforts et de logistique.

    \n

    Tromperie: Performance peut être utilisée à la place de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} si le personnage cherche à mentir, tromper ou se déguiser, avec l’accord du MJ si la situation s’y prête.

    \n
    " - }, - { - "id": "Persuasion", - "name": "Persuasion", - "description":"Voir SWADE p.34", - "description_full":"
    \n

    Persuasion représente la faculté d’inciter les autres à faire selon votre volonté, que ce soit par la raison, la flatterie, le mensonge, une récompense ou des méthodes globalement non violentes. Il ne s’agit pas d’une forme de contrôle mental : cette Compétence peut faire évoluer l’attitude des interlocuteurs, mais pas changer leurs convictions et leurs buts. Avec un bon jet de Persuasion un brigand pourrait vous permettre de conserver un bijou ayant une forte valeur sentimentale. Il n’en demeure pas moins qu’il vous priverait de toutes vos autres possessions.

    \n

    Lorsque cette Compétence est utilisée pour inspirer ou apporter son @Compendium[swade-core-rules.swade-rules.Support]{Soutien} à des alliés (voir p. 107), le jet n’est pas opposé. Si la cible est réticente, le jet est @JournalEntry[JBxsGv2wAoAmoCDe]{opposé} à l'@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. Le MJ peut être amené à appliquer des modificateurs en fonction de la situation, de l’interprétation et des @Compendium[swade-core-rules.swade-rules.Atouts]{Atouts} et @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} applicables.

    \n

    Réaction initiale: le degré de coopération d’une personne dépend largement de son attitude initiale à l’égard de son interlocuteur. Le MJ peut décider de l’attitude d’un PNJ en fonction de l’univers et de la situation, ou tirer sur la @Compendium[swade-core-rules.swade-tables.Reaction Table]{table des Réactions} (voir p. 33) s’il n’a pas d’idée préconçue.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, l’attitude de la cible s’améliore d’un cran, de deux en cas de Prouesse. Lors d’un échange, la plupart des personnes ne changeront pas d’attitude de plus de deux crans par rapport à leur position initiale.

    \n

    En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, la cible ne change pas d’attitude pour le reste de la scène à moins que la situation n’évolue fortement. De plus en cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, l’attitude de l’interlocuteur se dégrade de deux crans.

    \n

    Généralement un seul jet est autorisé par interaction à moins que de nouvelles informations soient révélées, qu’une récompense soit offerte, etc.

    \n

    Réseautage: un personnage peut utiliser la Compétence Persuasion pour simuler plusieurs heures de recherche dans les rues ou en soirée afin de briser la glace pour obtenir faveurs ou informations. Voir @Compendium[swade-core-rules.swade-rules.Réseautage]{Réseautage} p. 140.

    \n
    " - }, - { - "id": "Piloting", - "name": "Pilotage", - "description":"Voir SWADE p.34", - "description_full":"
    \n

    Pilotage permet d’utiliser tous les types d’appareils aériens ou spatiaux comme les avions, hélicoptères, jet-packs ou vaisseaux. Vous trouverez les règles sur les @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites au Chapitre Quatre}.

    \n

    Un personnage avec une Capacité innée à voler (avec des ailes, par exemple) utilise la Compétence @Compendium[swade-core-rules.swade-skills.Athlétisme]{Athlétisme}.

    \n
    " - }, - { - "id": "Psionics", - "name": "Psioniques", - "description":"Voir SWADE p.34", - "description_full":"

    Psioniques est la Compétence d’arcanes utilisée pour l’Atout @Compendium[swade-core-rules.swade-edges.Arcanes (Psionique)]{Arcanes (Psionique)} (voir p. 148).

    " - }, - { - "id": "Repair", - "name": "Réparation", - "description":"Voir SWADE p.35", - "description_full":"
    \n

    Réparation représente la capacité à démanteler ou remettre en état gadgets mécaniques, véhicules, armes et de simples machines électriques. Elle couvre également l’utilisation d’explosifs.

    \n

    Le temps nécessaire à une réparation est déterminé par le MJ par rapport à la complexité de la tâche. Réparer une @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Blessure} sur une petite voiture dans un univers post-apocalyptique pourrait prendre une heure, alors que dans un univers moderne, le temps nécessaire pourrait monter à quatre heures si le personnage souhaite s’occuper également de la peinture et du polissage. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} sur le jet, l’objet est opérationnel. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le temps nécessaire à la réparation est réduit de moitié.

    \n

    Outils: le personnage subit un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} réduit (−1 ou −2) s’il ne dispose pas d’outils basiques, ou même un malus plus important (−3 ou −4) si l’objet de la réparation nécessite un équipement spécialisé.

    \n

    Appareils électroniques : Réparation peut être utilisé pour réparer des appareils électroniques, mais est limité par la Compétence @Compendium[swade-core-rules.swade-skills.Électronique]{Électronique} du personnage : utilisez la Compétence la plus basse des deux.

    \n
    " - }, - { - "id": "Research", - "name": "Recherche", - "description":"Voir SWADE p.34", - "description_full":"
    \n

    Recherche permet d’obtenir des informations au sein d’une bibliothèque, en fouillant sur internet, dans les rubriques nécrologiques ou toute source d’information écrite.

    \n

    Le temps nécessaire dépend de la situation et est laissé à l’appréciation du MJ. Trouver quelque chose sur internet ou un passage spécifique dans un livre pourrait être possible dans un @Compendium[swade-core-rules.swade-rules.Combat]{round de combat}. Faire une recherche parmi les livres d’une bibliothèque, une recherche internet sur un sujet complexe ou creuser le passé d’une personne prend en général environ une heure.

    \n

    Avec un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} , le chercheur trouve les informations de base. Avec une Prouesse, il découvre plus de détails. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, aucune information sur le sujet n’est découverte.

    \n

    Avec un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, le personnage peut découvrir une information crédible mais erronée, attirer l’attention d’une entité ou d’une faction adverse, tomber sur un passage que « l’Humanité n’était pas destinée à découvrir » provoquant un désordre mental (@Compendium[swade-core-rules.swade-hindrances.Phobie]{Phobie} mineure, @Compendium[swade-core-rules.swade-hindrances.Bizarrerie]{Bizarrerie}, etc.), ou même détruire la source d’information elle-même. Le MJ est encouragé à être créatif dans ce genre de cas, incitant peut-être les joueurs à envisager la situation sous un nouvel angle.

    \n

    Compétences liées: si un personnage dispose d’une Compétence directement liée à l’objet de sa recherche, il peut choisir d’utiliser cette dernière en lieu et place de Recherche. Un explorateur ayant Occultisme à d10 et Recherche à d6 peut utiliser le d10 de sa Compétence @Compendium[swade-core-rules.swade-skills.Occultisme]{Occultisme} pour fouiller une bibliothèque oubliée en quête d’informations sur les vampires, mais le d6 de sa Compétence Recherche pour chercher les actes de propriétés d’un domaine servant potentiellement de refuge à une famille de vampires.

    \n

    Note: il est possible que Recherche ne fournisse que des indices, en particulier dans une partie axée sur le mystère. Parvenir à assembler les indices entre eux reste l’apanage des joueurs.

    \n
    " - }, - { - "id": "Riding", - "name": "Équitation", - "description":"Voir SWADE p.31", - "description_full":"

    Équitation permet de contrôler et chevaucher tout animal de monte ou véhicule à traction animale commun de votre univers. Cela inclut les chevaux, les chameaux, les dragons, les chariots, etc. Vous trouverez des règles supplémentaires pour gérer le @Compendium[swade-core-rules.swade-rules.Mounted Combat]{Combat monté} p. 101.

    " - }, - { - "id": "Science", - "name": "Science", - "description":"Voir SWADE p.35", - "description_full":"
    \n

    Un personnage disposant de cette Compétence a étudié diverses sciences « dures » comme la biologie, la xénobiologie, la chimie, la géologie, l’ingénierie, etc.

    \n

    Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} sur un jet de Sciences permet d’obtenir des informations basiques sur un sujet précis et une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} permet d’obtenir plus de détails.

    \n
    " - }, - { - "id": "Shooting", - "name": "Tir", - "description":"Voir SWADE p.36", - "description_full":"
    \n

    Tir concerne toute tentative pour toucher une cible avec n’importe quelle arme à distance tel un arc, un pistolet, un lance-roquettes, etc. (une arme lancée utilise @Compendium[swade-core-rules.swade-skills.Athlétisme]{Athlétisme}, voir p. 29). Consultez le @Compendium[swade-core-rules.swade-rules.Combat]{Chapitre Trois} pour plus de détails sur le combat à distance.

    \n
    " - }, - { - "id": "Spellcasting", - "name": "Magie", - "description":"Voir SWADE p.33", - "description_full":"

    Magie est la Compétence d’arcanes utilisée pour l’Atout @Compendium[swade-core-rules.swade-edges.Arcanes (Magie)]{Arcanes (Magie)} (voir p. 148).

    " - }, - { - "id": "Stealth", - "name": "Discrétion", - "description":"Voir SWADE p.30", - "description_full":"
    \n

    Discrétion représente la faculté de se cacher et de se déplacer en silence. Avec un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, le personnage évite de se faire repérer par ses ennemis qui ne sont pas sur le qui-vive. En cas d’ @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, ces derniers se rendent compte que quelque chose ne va pas et commencent à chercher activement ce qui leur a mis la puce à l’oreille.

    \n

    À partir du moment où les sentinelles recherchent activement, les jets de Discrétion sont opposés à des jets de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} (utilisez les @Compendium[swade-core-rules.swade-rules.Trait Rolls]{ Jets de groupe} si plusieurs sentinelles sont présentes, voir p. 89).

    \n

    Le MJ est invité à appliquer des malus en fonction des circonstances aux jets de @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, que ce soit pour l' @Compendium[swade-core-rules.swade-rules.Illumination]{obscurité}, le @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{couvert}, le bruit ambiant, d’éventuelles diversions ou un modificateur d’ @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} (comme en cas d’attaque, voir Échelle p. 107). Se déplacer sur des feuilles mortes peut infliger un malus de -2 aux jets de Discrétion, par exemple, alors que localiser quelqu’un dans les ténèbres inflige aux jets de Perception le malus associé issu des règles de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} (p. 109), soit (−4). Don’t Cependant n’appliquez pas un modificateur deux fois : si un jet de Discrétion subit un malus de −2 pour les feuilles mortes, don’t n’octroyez pas un bonus de +2 aux jets de Perception.

    \n

    Attaque surprise: s’approcher discrètement d’un adversaire afin de pouvoir l’attaquer au corps-àcorps nécessite toujours un jet de Discrétion @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à un jet de @Compendium[swade-core-rules.swade-skills.Perception]{Perception} de la cible, que cette dernière soit en alerte ou non. En cas de Succès, la victime est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnérable} (voir p. 103) mais seulement jusqu’à la fin du tour de l’attaquant. Avec une Prouesse, l’attaquant peut faire une @Compendium[swade-core-rules.swade-rules.The Drop]{Attaque surprise} (p. 100) à la place.

    \n

    Mouvement: en combat, les personnages dissimulés font un jet de Discrétion chaque round en @Compendium[swade-core-rules.swade-rules.Actions]{Action Libre} à la fin de leur mouvement ou à la fin de n’importe quelle action que le MJ juge susceptible d’attirer l’attention.

    \n

    En dehors d’un combat, la distance parcourue dépend entièrement de la situation. Le MJ peut demander un jet toutes les minutes si le groupe tente de s’infiltrer au sein d’un périmètre sécurisé, ou encore chaque fois que le groupe parcourt plusieurs kilomètres si les personnages se déplacent dans une forêt hantée en voulant éviter de déranger les créatures qui s’y terrent.

    \n
    " - }, - { - "id": "Survival", - "name": "Survie", - "description":"Voir SWADE p.36", - "description_full":"
    \n

    Survie permet de trouver nourriture, eau ou abri en milieu hostile, mais également de s’orienter dans la nature, savoir si telle ou telle plante est comestible, etc.

    \n

    Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} au jet de Survie permet d’obtenir une ration quotidienne d’eau et de nourriture pour une personne, pour cinq en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Vous trouverez plus d’informations sur la @Compendium[swade-core-rules.swade-rules.Hunger]{Faim} et la @Compendium[swade-core-rules.swade-rules.Thirst]{Soif} dans les @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} (p. 117).

    \n

    Pistage: Survie peut également être utilisée pour détecter et suivre des traces, en général à raison d’un jet pour un ou deux kilomètres, mais le MJ peut adapter cette distance en fonction des circonstances.

    \n

    Le MJ peut appliquer des @Compendium[swade-core-rules.swade-rules.Trait Rolls]{bonus ou malus} selon la cible, l’environnement et le temps passé depuis le passage de cette dernière. Pister un groupe important ayant suivi récemment une piste enneigée bénéficie d’un bonus de +4, alors que suivre les traces d’une personne seule sur un terrain rocailleux avec plus d’un jour de retard se fait avec un malus de −4.

    \n
    " - }, - { - "id": "Taunt", - "name": " Provocation", - "description":"Voir SWADE p.34", - "description_full":"
    \n

    Provocation permet d’attaquer l’amour propre d’un individu en le ridiculisant par la parole ou le geste.

    \n

    Un jet de Provocation est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à un jet d’Intellect de la cible. Lors d’un combat, il s’agit d’une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} (voir p. 105).

    \n

    En dehors d’un combat, en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, la victime recule, se retire ou commence une bagarre. Avec une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, elle est effrayée pour le reste de la scène, sort de la pièce en hurlant ou en larmes, ou attaque son tourmenteur avec une rage décuplée (potentiellement avec une @Compendium[swade-core-rules.swade-rules.Wild Attack]{Attaque totale} lors du premier round).

    \n

    Avec un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, la cible est immunisée aux Provocations du personnage pour le reste de la scène.

    \n
    " - }, - { - "id": "Thievery", - "name": "Subterfuge", - "description":"Voir SWADE p.35", - "description_full":"
    \n

    Crochetage, forçage de coffres, pickpocket, escamotage, désamorçage et mise en place de pièges, sabotage et autres manipulations sont englobés au sein de cette Compétence.

    \n

    Lorsqu’il s’agit de crocheter une serrure, de forcer un coffre, de désamorcer un piège ou de réaliser toute action sans opposition active, un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} permet de réussir l’action et une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} permet de le faire en moins de temps sans déclencher d’éventuelles alarmes (ou tout autre effet positif que MJ juge approprié).

    \n

    Faire les poches ou escamoter un objet nécessitent un simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, sauf si la cible observe activement le personnage auquel cas le jet est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à un jet de @Compendium[swade-core-rules.swade-skills.Perception]{Perception} de cette dernière.

    \n

    Le MJ peut appliquer des @Compendium[swade-core-rules.swade-rules.Trait Rolls]{modificateurs} pour des circonstances particulières. Crocheter une serrure sécurisée pourrait infliger un malus de −4, alors que faire disparaître un revolver sous de lourds vêtements d’hiver peut bénéficier un bonus de +1. Généralement en cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, le personnage se fait repérer ou perd du temps (après quoi il peut tenter à nouveau). Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} provoque habituellement le déclenchement du piège, alerte la victime ou bloque le mécanisme de telle manière qu’il ne peut plus fonctionner.

    \n

    Limitation: pour crocheter une serrure électronique, Subterfuge est limité par @Compendium[swade-core-rules.swade-skills.Électronique]{Électronique}. Utilisez la plus basse des deux Compétences.

    \n
    " - }, - { - "id": "Unskilled Attempt", - "name": "Compétence par défaut", - "description":"Voir SWADE p. 89", - "description_full":"
    \n

    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 Joker s’il est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}) et soustrait 2 du total.

    \n

    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.

    \n
    " - }, - { - "id": "Weird Science", - "name": "Science étrange", - "description":"Voir SWADE p.35", - "description_full":"

    Les savants fous, les inventeurs dans les mondes disposant de magie (ou de technologie surpassant grandement la nôtre), les alchimistes ou les artificiers sont présents dans de nombreux mondes sauvages.

    \n

    Bien que leurs techniques soient très variables, tous utilisent la Compétence Science étrange comme Compétence d’arcanes utilisée pour l’Atout @Compendium[swade-core-rules.swade-edges.Arcanes (Science étrange)]{Arcanes (Science étrange)} (voir p. 148).

    \n

     

    " - } - ] -} \ No newline at end of file + "entries": { + "Academics": { + "name": "Éducation", + "description": "Voir SWADE p.30", + "description_full": "

    Cette Compétence représente les connaissances du personnage dans des domaines aussi variés que les sciences sociales, la littérature, l’histoire, l’archéologie et tout domaine similaire. Si un explorateur souhaite connaître la date de la fin du calendrier Maya ou citer quelques lignes de Macbeth, il devra utiliser cette Compétence.

    " + }, + "Athletics": { + "name": "Athlétisme", + "description": "Voir SWADE p.29", + "description_full": "
    \n

    Cette Compétence regroupe la coordination générale d’un personnage associée à ses acquis tels que l’escalade, le saut, l’équilibre, le vélo, la lutte, le ski, la natation ou le lancer. Un personnage qui privilégie la puissance physique par rapport à la coordination peut choisir l’Atout @Compendium[swade-core-rules.swade-edges.Brute]{Brute} afin de lier cette Compétence à la @Compendium[swade-core-rules.swade-rules.Traits]{Force} plutôt qu’à l’@Compendium[swade-core-rules.swade-rules.Traits]{Agilité}.

    \n
    " + }, + "Battle": { + "name": "Stratégie", + "description": "Voir SWADE p.35", + "description_full": "

    Cette Compétence représente les capacités de commandement, de stratégie et de tactique d’un personnage. Elle peut être utilisée pour les connaissances militaires générales et s’avère critique pour mener ses troupes lors des @Compendium[swade-core-rules.swade-rules.Mass Battles]{ Combats de masse}(voir p. 114).

    " + }, + "Boating": { + "name": "Navigation", + "description": "Voir SWADE p.33", + "description_full": "

    Navigation permet à un personnage de manœuvrer tous les types de bateaux communs dans son univers. Il sait aussi effectuer la plupart des tâches liées à ces navires telles la science des nœuds, s’occuper des voiles et des gréements ou suivre des courants marins.

    " + }, + "Common Knowledge": { + "name": "Culture générale", + "description": "Voir SWADE p.30", + "description_full": "

    Un personnage utilise cette Compétence pour mesurer sa connaissance des gens, des lieux et des choses du monde qui l’entoure, ce qui comprend l’étiquette, la géographie, la culture, la technologie de base et les coutumes.

    " + }, + "Driving": { + "name": "Conduite", + "description": "Voir SWADE p.29", + "description_full": "
    \n

    Conduite permet à un héros de conduire les véhicules terrestres à moteur communs dans son univers, ce qui inclut les voitures, les motos, les tanks, etc.

    \n

    Utilisez la compétence @Compendium[swade-core-rules.swade-skills.Athlétisme]{Athlétisme} pour un véhicule propulsé par son utilisateur, @Compendium[swade-core-rules.swade-skills.Équitation]{Équitation} pour une traction animale.

    \n

    Les personnages dans les univers modernes où les véhicules sont communs n’ont pas besoin de disposer de la Compétence Conduite pour les trajets du quotidien. Des jets sont requis uniquement dans le cas de situations dangereuses ou stressantes (pour exemple, voir @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites} p. 122).

    \n
    " + }, + "Electronics": { + "name": "Électronique", + "description": "Voir SWADE p.31", + "description_full": "
    \n

    Cette Compétence permet d’utiliser des appareils électroniques spécifiques comme le panneau de contrôle d’appareils industriels ou un système de capteurs avancés tels ceux trouvés à bord des vaisseaux spatiaux des univers futuristes.

    \n

    L’utilisation de matériel commun à l’univers ne nécessite pas cette Compétence : @Compendium[swade-core-rules.swade-skills.Culture Générale]{Culture Générale} est largement suffisante. Par exemple, dans le monde réel, l’utilisation d’une caméra ou d’un smartphone ne nécessite pas de connaissances en électronique.

    \n

    Pour ce qui concerne la réparation des appareils électroniques, on utilise la Compétence @Compendium[swade-core-rules.swade-skills.Réparation]{Réparation} (voir p. 35).

    \n
    " + }, + "Faith": { + "name": "Foi", + "description": "Voir SWADE p.31", + "description_full": "

    Foi est la Compétence d’arcanes utilisée pour l’Atout @Compendium[swade-core-rules.swade-edges.Arcanes (Miracles)]{Arcanes (Miracles)} (voir p. 148)

    " + }, + "Fighting": { + "name": "Combat", + "description": "Voir SWADE p.29", + "description_full": "
    \n

    Combat englobe toutes les attaques de corps-à-corps, que ce soit à mains nues, à la hache, au sabre laser ou des techniques d’arts martiaux. Consultez le @Compendium[swade-core-rules.swade-rules.Combat]{Chapitre Trois} pour les règles de combat, ainsi que pour découvrir les nombreuses manœuvres disponibles pour vos combattants.

    \n
    " + }, + "Focus": { + "name": "Focus", + "description": "Voir SWADE p.31", + "description_full": "

    Focus est la Compétence d’arcanes utilisée pour l’Atout @Compendium[swade-core-rules.swade-edges.Arcanes (Don)]{Arcanes (Don)} (voir p. 148).

    " + }, + "Gambling": { + "name": "Jeu", + "description": "Voir SWADE p.31", + "description_full": "

    Jeu est une Compétence fort utile dans plusieurs univers, des saloons du Far West aux casernes militaires en passant par les arrières salles des organisations criminelles ou les ponts des vaisseaux spatiaux.

    \n

    Voici un moyen rapide pour simuler une heure d’une partie de jeu sans lancer les dés pour la moindre phase du jeu en question. Les participants s’accordent d’abord sur la mise, comme 10 dollars, 10 pièces d’or, etc. Chaque joueur fait ensuite un jet de Jeu. Le résultat le plus bas paie au plus élevé la différence multipliée par la mise. Puis le plus bas restant paie au plus élevé restant la différence multipliée par la mise et ainsi de suite. Celui qui reste isolé au milieu ne paie rien mais ne gagne rien non plus.

    \n

    Exemple: Red obtient 10 à son jet et Gabe seulement 4. La différence est 6, donc Gabe paie 60 $ à Red, soit 6 fois la mise à 10 $.

    \n

    Tricher: tricher octroie un bonus de +2 à un jet de Jeu. Le MJ peut changer ce modificateur en fonction du type de jeu ou de la méthode utilisée pour tricher. Si le personnage fait un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, il se fait prendre. Les conséquences varient selon l’univers de jeu mais sont le plus souvent fort sévères.

    " + }, + "Hacking": { + "name": "Informatique", + "description": "Voir SWADE p.31", + "description_full": "
    \n

    Informatique est la Compétence utilisée pour créer des programmes et pour pénétrer dans des systèmes sécurisés. L’utilisation de cette Compétence nécessite toujours un ordinateur ou une interface quelconque.

    \n

    La plupart du temps, l’utilisation de cette Compétence revient à faire un simple jet d’Informatique. Le temps peut varier de quelques minutes pour les opérations les plus basiques jusqu’à plusieurs heures, jours voire mois pour celles plus complexes (au choix du MJ). En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, le piratage fonctionne comme prévu. En cas de Prouesse, le temps nécessaire est réduit de moitié. En cas d’ @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, le personnage pourra vraisemblablement tenter à nouveau l’opération, alors qu’un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} déclenche sûrement une alarme ainsi que de potentielles contre-mesures.

    \n
    " + }, + "Healing": { + "name": "Soins", + "description": "Voir SWADE p.35", + "description_full": "
    \n

    Cette Compétence a plusieurs champs d’application, du traitement des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} aux diagnostics des maladies, en passant par la recherche de preuves inhérentes à la médecine légale.

    \n

    Voir p. 96 pour les règles sur la @Compendium[swade-core-rules.swade-rules.Guérison]{Guérison} des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}, p. 120 pour les @Compendium[swade-core-rules.swade-rules.Hazards]{Dangers} et le traitement des Maladies et du Poison.

    \n

    Médecine légale: la Compétence Soins peut être également utilisée pour analyser les éventuelles preuves sur un corps, incluant la cause et l’heure du décès, l’angle de la blessure, etc. Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} sur le jet fournit une information basique, et une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} ipermet d’augmenter les détails découverts.

    \n
    " + }, + "Intimidation": { + "name": "Intimidation", + "description": "Voir SWADE p.31", + "description_full": "
    \n

    Intimidation est l’art d’effrayer un adversaire afin qu’il hésite, révèle une information ou en vienne à s’enfuir.

    \n

    Intimidation est un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet opposé} à l' @Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la victime. En combat, cette action est considérée comme une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve}(voir p. 105). En dehors d’un combat, un jet réussi signifie que la victime hésite, révèle une information ou s’échappe à la première occasion.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, la victime reste hésitante jusqu’à la fin de la scène, révèle toutes les informations qu’elle possède ou s’enfuit à toutes jambes si elle en a l’occasion.

    \n

    Que ce soit en Combat ou pas, en cas d’ @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} sur un jet d’Intimidation, la cible devient immunisée à toute nouvelle tentative de la part du personnage jusqu’à la fin de la scène.

    \n

    Réseautage: : Intimidation peut également être utilisée comme Compétence globale pour simuler plusieurs heures de recherche dans les rues. Voir @Compendium[swade-core-rules.swade-rules.Réseautage]{Réseautage} (p.140) pour savoir comment briser quelques doigts pour obtenir un service ou des informations.

    \n
    " + }, + "Language": { + "name": "Langue", + "description": "Voir SWADE p.31", + "description_full": "
    \n

    Dans certains univers, comme ceux qui se concentrent sur de l’action façon pulp ou ceux typés « romance planétaire » (où les héros voyagent fréquemment, passant d’une civilisation étrange à l’autre), le fait de parler plusieurs langues peut être simplement interprété en créant des dialogues hachés avec des accents à couper au couteau, qui finiront par s’estomper avec le temps. Le MJ peut ignorer simplement cette Compétence, ou utiliser la Règle d’univers de @Compendium[swade-core-rules.swade-rules.Multiple Languages]{Profusion de langues p. 135} ­option dans la @Compendium[swade-core-rules.swade-rules.Setting Rules]{Définition des règles}.

    \n

    Dans des univers plus réalistes en revanche, la communication peut s’avérer être une barrière majeure qui incitera les personnages à investir dans cette Compétence. Dans un univers sur la Troisième Guerre Mondiale se déroulant dans les années 80 par exemple, un groupe de casques bleus de l’ONU ne pourra être en mesure de communiquer avec ses ennemis à moins d’être capable de parler russe, polonais, ou tout autre langue commune au sein des pays du Pacte de Varsovie.

    \n

    Si cette Compétence est utilisée, elle doit être notée pour chaque langue de cette manière : Langue (espagnol), Langue (langue des signes américaine), etc. Le dé d’un personnage dans une Compétence de Langue détermine son aisance pour s’exprimer et comprendre le langage concerné. Il commence à d8 dans la langue maternelle.

    \n
    \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
    \n

    Maîtrise d'une Langue

    \n
    CapacitéAbilité
    d4Le personnage est capable de lire, écrire, et parler avec des mots et des phrases simples.
    d6Le personnage peut tenir une conversation prolongée quoique avec quelques hésitations.
    d8Le personnage parle la langue couramment.
    d10Le personnage peut imiter des accents et des dialectes particuliers de la langue.
    d12Le personnage peut réciter des passages complets de la littérature.
    \n
    \n

    Limitation: utilisez la plus faible des deux Compétences lorsque vous faites une action nécessitant la connaissance d’une langue étrangère. @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} (si verbale), @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Recherche]{Recherche}, @Compendium[swade-core-rules.swade-skills.Provocation]{Provocation}, etc., sont toutes limitées par la Compétence Langue du personnage.

    \n

    Cette limitation ne s’applique jamais quand le personnage s’exprime dans sa langue maternelle.

    \n
    " + }, + "Notice": { + "name": "Perception", + "description": "Voir SWADE p.33", + "description_full": "
    \n

    Perception représente la vigilance générale d’un héros et sa capacité à découvrir objets ou indices. Elle est utilisée lorsqu’il s’agit de voir, d’entendre, de sentir, de toucher, de trouver des indices, de repérer une embuscade, de déceler des armes dissimulées et même percevoir le mensonge, la peur et les émotions chez d’autres personnages.

    \n

    Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} sur un jet de Perception permet d’obtenir des informations de base — le personnage entend du mouvement dans la forêt, sent une odeur de fumée ou ressent qu’une personne ne lui dit pas toute la vérité.

    \n

    Une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} permet d’obtenir plus de détails, comme l’origine d’un son ou d’une odeur ou le sujet qu’un interlocuteur cherche à cacher ou à éviter.

    \n
    " + }, + "Occult": { + "name": "Occultisme", + "description": "Voir SWADE p.33", + "description_full": "

    Occultisme représente la connaissance et l’expérience du personnage en ce qui concerne le paranormal. Cette Compétence peut être utilisée pour déchiffrer d’étranges pictogrammes, se rappeler d’informations au sujet de créatures surnaturelles, se souvenir de remèdes pour des maladies magiques comme la lycanthropie ou le vampirisme, ou même réaliser des rituels.

    \n

    Rechercher des informations dans une bibliothèque, des archives, de vieux grimoires ou sur internet utilise la Compétence @Compendium[swade-core-rules.swade-skills.Recherche]{Recherche}, mais la Compétence @Compendium[swade-core-rules.swade-skills.Occultisme]{Occultisme} peut s’y substituer si le MJ pense que le sujet s’y applique. Voir @Compendium[swade-core-rules.swade-skills.Recherche]{Recherche} p. 34.

    " + }, + "Performance": { + "name": "Performance", + "description": "Voir SWADE p.29", + "description_full": "
    \n

    Un bon artiste est capable de mettre du baume au cœur, de rallier une foule à sa cause ou simplement de gagner quelques piécettes lors d’une représentation. Tout ceci reste dépendant du contexte, de l’univers et de la renommée du personnage.

    \n

    Cette Compétence englobe le chant, la comédie ou le fait de jouer d’un instrument, tout ce qu’une audience est susceptible d’apprécier.

    \n

    Gagner de l’argent: la quantité d’argent qu’un personnage peut gagner lors d’une performance est extrêmement subjective, mais de manière générale, considérez qu’il gagne 20% des @Compendium[swade-core-rules.swade-rules.Characters]{fonds de départ} de l’univers en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} et 30% en cas de Prouesse. Le MJ peut décider de multiplier cette somme par le @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} du personnage s’il pense que c’est approprié. Cela correspond à un artiste localement connu. Une performance plus importante peut grandement augmenter les gains, mais demande plus de temps, d’efforts et de logistique.

    \n

    Tromperie: Performance peut être utilisée à la place de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} si le personnage cherche à mentir, tromper ou se déguiser, avec l’accord du MJ si la situation s’y prête.

    \n
    " + }, + "Persuasion": { + "name": "Persuasion", + "description": "Voir SWADE p.34", + "description_full": "
    \n

    Persuasion représente la faculté d’inciter les autres à faire selon votre volonté, que ce soit par la raison, la flatterie, le mensonge, une récompense ou des méthodes globalement non violentes. Il ne s’agit pas d’une forme de contrôle mental : cette Compétence peut faire évoluer l’attitude des interlocuteurs, mais pas changer leurs convictions et leurs buts. Avec un bon jet de Persuasion un brigand pourrait vous permettre de conserver un bijou ayant une forte valeur sentimentale. Il n’en demeure pas moins qu’il vous priverait de toutes vos autres possessions.

    \n

    Lorsque cette Compétence est utilisée pour inspirer ou apporter son @Compendium[swade-core-rules.swade-rules.Support]{Soutien} à des alliés (voir p. 107), le jet n’est pas opposé. Si la cible est réticente, le jet est @JournalEntry[JBxsGv2wAoAmoCDe]{opposé} à l'@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. Le MJ peut être amené à appliquer des modificateurs en fonction de la situation, de l’interprétation et des @Compendium[swade-core-rules.swade-rules.Atouts]{Atouts} et @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} applicables.

    \n

    Réaction initiale: le degré de coopération d’une personne dépend largement de son attitude initiale à l’égard de son interlocuteur. Le MJ peut décider de l’attitude d’un PNJ en fonction de l’univers et de la situation, ou tirer sur la @Compendium[swade-core-rules.swade-tables.Reaction Table]{table des Réactions} (voir p. 33) s’il n’a pas d’idée préconçue.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, l’attitude de la cible s’améliore d’un cran, de deux en cas de Prouesse. Lors d’un échange, la plupart des personnes ne changeront pas d’attitude de plus de deux crans par rapport à leur position initiale.

    \n

    En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, la cible ne change pas d’attitude pour le reste de la scène à moins que la situation n’évolue fortement. De plus en cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, l’attitude de l’interlocuteur se dégrade de deux crans.

    \n

    Généralement un seul jet est autorisé par interaction à moins que de nouvelles informations soient révélées, qu’une récompense soit offerte, etc.

    \n

    Réseautage: un personnage peut utiliser la Compétence Persuasion pour simuler plusieurs heures de recherche dans les rues ou en soirée afin de briser la glace pour obtenir faveurs ou informations. Voir @Compendium[swade-core-rules.swade-rules.Réseautage]{Réseautage} p. 140.

    \n
    " + }, + "Piloting": { + "name": "Pilotage", + "description": "Voir SWADE p.34", + "description_full": "
    \n

    Pilotage permet d’utiliser tous les types d’appareils aériens ou spatiaux comme les avions, hélicoptères, jet-packs ou vaisseaux. Vous trouverez les règles sur les @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites au Chapitre Quatre}.

    \n

    Un personnage avec une Capacité innée à voler (avec des ailes, par exemple) utilise la Compétence @Compendium[swade-core-rules.swade-skills.Athlétisme]{Athlétisme}.

    \n
    " + }, + "Psionics": { + "name": "Psioniques", + "description": "Voir SWADE p.34", + "description_full": "

    Psioniques est la Compétence d’arcanes utilisée pour l’Atout @Compendium[swade-core-rules.swade-edges.Arcanes (Psionique)]{Arcanes (Psionique)} (voir p. 148).

    " + }, + "Repair": { + "name": "Réparation", + "description": "Voir SWADE p.35", + "description_full": "
    \n

    Réparation représente la capacité à démanteler ou remettre en état gadgets mécaniques, véhicules, armes et de simples machines électriques. Elle couvre également l’utilisation d’explosifs.

    \n

    Le temps nécessaire à une réparation est déterminé par le MJ par rapport à la complexité de la tâche. Réparer une @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Blessure} sur une petite voiture dans un univers post-apocalyptique pourrait prendre une heure, alors que dans un univers moderne, le temps nécessaire pourrait monter à quatre heures si le personnage souhaite s’occuper également de la peinture et du polissage. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} sur le jet, l’objet est opérationnel. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le temps nécessaire à la réparation est réduit de moitié.

    \n

    Outils: le personnage subit un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} réduit (−1 ou −2) s’il ne dispose pas d’outils basiques, ou même un malus plus important (−3 ou −4) si l’objet de la réparation nécessite un équipement spécialisé.

    \n

    Appareils électroniques : Réparation peut être utilisé pour réparer des appareils électroniques, mais est limité par la Compétence @Compendium[swade-core-rules.swade-skills.Électronique]{Électronique} du personnage : utilisez la Compétence la plus basse des deux.

    \n
    " + }, + "Research": { + "name": "Recherche", + "description": "Voir SWADE p.34", + "description_full": "
    \n

    Recherche permet d’obtenir des informations au sein d’une bibliothèque, en fouillant sur internet, dans les rubriques nécrologiques ou toute source d’information écrite.

    \n

    Le temps nécessaire dépend de la situation et est laissé à l’appréciation du MJ. Trouver quelque chose sur internet ou un passage spécifique dans un livre pourrait être possible dans un @Compendium[swade-core-rules.swade-rules.Combat]{round de combat}. Faire une recherche parmi les livres d’une bibliothèque, une recherche internet sur un sujet complexe ou creuser le passé d’une personne prend en général environ une heure.

    \n

    Avec un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} , le chercheur trouve les informations de base. Avec une Prouesse, il découvre plus de détails. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, aucune information sur le sujet n’est découverte.

    \n

    Avec un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, le personnage peut découvrir une information crédible mais erronée, attirer l’attention d’une entité ou d’une faction adverse, tomber sur un passage que « l’Humanité n’était pas destinée à découvrir » provoquant un désordre mental (@Compendium[swade-core-rules.swade-hindrances.Phobie]{Phobie} mineure, @Compendium[swade-core-rules.swade-hindrances.Bizarrerie]{Bizarrerie}, etc.), ou même détruire la source d’information elle-même. Le MJ est encouragé à être créatif dans ce genre de cas, incitant peut-être les joueurs à envisager la situation sous un nouvel angle.

    \n

    Compétences liées: si un personnage dispose d’une Compétence directement liée à l’objet de sa recherche, il peut choisir d’utiliser cette dernière en lieu et place de Recherche. Un explorateur ayant Occultisme à d10 et Recherche à d6 peut utiliser le d10 de sa Compétence @Compendium[swade-core-rules.swade-skills.Occultisme]{Occultisme} pour fouiller une bibliothèque oubliée en quête d’informations sur les vampires, mais le d6 de sa Compétence Recherche pour chercher les actes de propriétés d’un domaine servant potentiellement de refuge à une famille de vampires.

    \n

    Note: il est possible que Recherche ne fournisse que des indices, en particulier dans une partie axée sur le mystère. Parvenir à assembler les indices entre eux reste l’apanage des joueurs.

    \n
    " + }, + "Riding": { + "name": "Équitation", + "description": "Voir SWADE p.31", + "description_full": "

    Équitation permet de contrôler et chevaucher tout animal de monte ou véhicule à traction animale commun de votre univers. Cela inclut les chevaux, les chameaux, les dragons, les chariots, etc. Vous trouverez des règles supplémentaires pour gérer le @Compendium[swade-core-rules.swade-rules.Mounted Combat]{Combat monté} p. 101.

    " + }, + "Science": { + "name": "Science", + "description": "Voir SWADE p.35", + "description_full": "
    \n

    Un personnage disposant de cette Compétence a étudié diverses sciences « dures » comme la biologie, la xénobiologie, la chimie, la géologie, l’ingénierie, etc.

    \n

    Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} sur un jet de Sciences permet d’obtenir des informations basiques sur un sujet précis et une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} permet d’obtenir plus de détails.

    \n
    " + }, + "Shooting": { + "name": "Tir", + "description": "Voir SWADE p.36", + "description_full": "
    \n

    Tir concerne toute tentative pour toucher une cible avec n’importe quelle arme à distance tel un arc, un pistolet, un lance-roquettes, etc. (une arme lancée utilise @Compendium[swade-core-rules.swade-skills.Athlétisme]{Athlétisme}, voir p. 29). Consultez le @Compendium[swade-core-rules.swade-rules.Combat]{Chapitre Trois} pour plus de détails sur le combat à distance.

    \n
    " + }, + "Spellcasting": { + "name": "Magie", + "description": "Voir SWADE p.33", + "description_full": "

    Magie est la Compétence d’arcanes utilisée pour l’Atout @Compendium[swade-core-rules.swade-edges.Arcanes (Magie)]{Arcanes (Magie)} (voir p. 148).

    " + }, + "Stealth": { + "name": "Discrétion", + "description": "Voir SWADE p.30", + "description_full": "
    \n

    Discrétion représente la faculté de se cacher et de se déplacer en silence. Avec un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, le personnage évite de se faire repérer par ses ennemis qui ne sont pas sur le qui-vive. En cas d’ @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, ces derniers se rendent compte que quelque chose ne va pas et commencent à chercher activement ce qui leur a mis la puce à l’oreille.

    \n

    À partir du moment où les sentinelles recherchent activement, les jets de Discrétion sont opposés à des jets de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} (utilisez les @Compendium[swade-core-rules.swade-rules.Trait Rolls]{ Jets de groupe} si plusieurs sentinelles sont présentes, voir p. 89).

    \n

    Le MJ est invité à appliquer des malus en fonction des circonstances aux jets de @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, que ce soit pour l' @Compendium[swade-core-rules.swade-rules.Illumination]{obscurité}, le @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{couvert}, le bruit ambiant, d’éventuelles diversions ou un modificateur d’ @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} (comme en cas d’attaque, voir Échelle p. 107). Se déplacer sur des feuilles mortes peut infliger un malus de -2 aux jets de Discrétion, par exemple, alors que localiser quelqu’un dans les ténèbres inflige aux jets de Perception le malus associé issu des règles de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} (p. 109), soit (−4). Don’t Cependant n’appliquez pas un modificateur deux fois : si un jet de Discrétion subit un malus de −2 pour les feuilles mortes, don’t n’octroyez pas un bonus de +2 aux jets de Perception.

    \n

    Attaque surprise: s’approcher discrètement d’un adversaire afin de pouvoir l’attaquer au corps-àcorps nécessite toujours un jet de Discrétion @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à un jet de @Compendium[swade-core-rules.swade-skills.Perception]{Perception} de la cible, que cette dernière soit en alerte ou non. En cas de Succès, la victime est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnérable} (voir p. 103) mais seulement jusqu’à la fin du tour de l’attaquant. Avec une Prouesse, l’attaquant peut faire une @Compendium[swade-core-rules.swade-rules.The Drop]{Attaque surprise} (p. 100) à la place.

    \n

    Mouvement: en combat, les personnages dissimulés font un jet de Discrétion chaque round en @Compendium[swade-core-rules.swade-rules.Actions]{Action Libre} à la fin de leur mouvement ou à la fin de n’importe quelle action que le MJ juge susceptible d’attirer l’attention.

    \n

    En dehors d’un combat, la distance parcourue dépend entièrement de la situation. Le MJ peut demander un jet toutes les minutes si le groupe tente de s’infiltrer au sein d’un périmètre sécurisé, ou encore chaque fois que le groupe parcourt plusieurs kilomètres si les personnages se déplacent dans une forêt hantée en voulant éviter de déranger les créatures qui s’y terrent.

    \n
    " + }, + "Survival": { + "name": "Survie", + "description": "Voir SWADE p.36", + "description_full": "
    \n

    Survie permet de trouver nourriture, eau ou abri en milieu hostile, mais également de s’orienter dans la nature, savoir si telle ou telle plante est comestible, etc.

    \n

    Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} au jet de Survie permet d’obtenir une ration quotidienne d’eau et de nourriture pour une personne, pour cinq en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Vous trouverez plus d’informations sur la @Compendium[swade-core-rules.swade-rules.Hunger]{Faim} et la @Compendium[swade-core-rules.swade-rules.Thirst]{Soif} dans les @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} (p. 117).

    \n

    Pistage: Survie peut également être utilisée pour détecter et suivre des traces, en général à raison d’un jet pour un ou deux kilomètres, mais le MJ peut adapter cette distance en fonction des circonstances.

    \n

    Le MJ peut appliquer des @Compendium[swade-core-rules.swade-rules.Trait Rolls]{bonus ou malus} selon la cible, l’environnement et le temps passé depuis le passage de cette dernière. Pister un groupe important ayant suivi récemment une piste enneigée bénéficie d’un bonus de +4, alors que suivre les traces d’une personne seule sur un terrain rocailleux avec plus d’un jour de retard se fait avec un malus de −4.

    \n
    " + }, + "Taunt": { + "name": " Provocation", + "description": "Voir SWADE p.34", + "description_full": "
    \n

    Provocation permet d’attaquer l’amour propre d’un individu en le ridiculisant par la parole ou le geste.

    \n

    Un jet de Provocation est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à un jet d’Intellect de la cible. Lors d’un combat, il s’agit d’une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} (voir p. 105).

    \n

    En dehors d’un combat, en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, la victime recule, se retire ou commence une bagarre. Avec une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, elle est effrayée pour le reste de la scène, sort de la pièce en hurlant ou en larmes, ou attaque son tourmenteur avec une rage décuplée (potentiellement avec une @Compendium[swade-core-rules.swade-rules.Wild Attack]{Attaque totale} lors du premier round).

    \n

    Avec un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, la cible est immunisée aux Provocations du personnage pour le reste de la scène.

    \n
    " + }, + "Thievery": { + "name": "Subterfuge", + "description": "Voir SWADE p.35", + "description_full": "
    \n

    Crochetage, forçage de coffres, pickpocket, escamotage, désamorçage et mise en place de pièges, sabotage et autres manipulations sont englobés au sein de cette Compétence.

    \n

    Lorsqu’il s’agit de crocheter une serrure, de forcer un coffre, de désamorcer un piège ou de réaliser toute action sans opposition active, un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} permet de réussir l’action et une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} permet de le faire en moins de temps sans déclencher d’éventuelles alarmes (ou tout autre effet positif que MJ juge approprié).

    \n

    Faire les poches ou escamoter un objet nécessitent un simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, sauf si la cible observe activement le personnage auquel cas le jet est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à un jet de @Compendium[swade-core-rules.swade-skills.Perception]{Perception} de cette dernière.

    \n

    Le MJ peut appliquer des @Compendium[swade-core-rules.swade-rules.Trait Rolls]{modificateurs} pour des circonstances particulières. Crocheter une serrure sécurisée pourrait infliger un malus de −4, alors que faire disparaître un revolver sous de lourds vêtements d’hiver peut bénéficier un bonus de +1. Généralement en cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, le personnage se fait repérer ou perd du temps (après quoi il peut tenter à nouveau). Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} provoque habituellement le déclenchement du piège, alerte la victime ou bloque le mécanisme de telle manière qu’il ne peut plus fonctionner.

    \n

    Limitation: pour crocheter une serrure électronique, Subterfuge est limité par @Compendium[swade-core-rules.swade-skills.Électronique]{Électronique}. Utilisez la plus basse des deux Compétences.

    \n
    " + }, + "Unskilled Attempt": { + "name": "Compétence par défaut", + "description": "Voir SWADE p. 89", + "description_full": "
    \n

    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 Joker s’il est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}) et soustrait 2 du total.

    \n

    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.

    \n
    " + }, + "Weird Science": { + "name": "Science étrange", + "description": "Voir SWADE p.35", + "description_full": "

    Les savants fous, les inventeurs dans les mondes disposant de magie (ou de technologie surpassant grandement la nôtre), les alchimistes ou les artificiers sont présents dans de nombreux mondes sauvages.

    \n

    Bien que leurs techniques soient très variables, tous utilisent la Compétence Science étrange comme Compétence d’arcanes utilisée pour l’Atout @Compendium[swade-core-rules.swade-edges.Arcanes (Science étrange)]{Arcanes (Science étrange)} (voir p. 148).

    \n

     

    " + } + } +} diff --git a/compendiums/swade-core-rules.swade-skills.json.OLD b/compendiums/swade-core-rules.swade-skills.json.OLD new file mode 100644 index 0000000..1d13b56 --- /dev/null +++ b/compendiums/swade-core-rules.swade-skills.json.OLD @@ -0,0 +1,210 @@ +{ + "label": "SWADE Compétences", + "mapping": { + "description_full": "system.description", + "swid": { + "path": "system.swid", + "converter": "skill_swid" + } + }, + "entries": [ + { + "id": "Academics", + "name":"Éducation", + "description":"Voir SWADE p.30", + "description_full": "

    Cette Compétence représente les connaissances du personnage dans des domaines aussi variés que les sciences sociales, la littérature, l’histoire, l’archéologie et tout domaine similaire. Si un explorateur souhaite connaître la date de la fin du calendrier Maya ou citer quelques lignes de Macbeth, il devra utiliser cette Compétence.

    " + }, + { + "id": "Athletics", + "name": "Athlétisme", + "description":"Voir SWADE p.29", + "description_full": "
    \n

    Cette Compétence regroupe la coordination générale d’un personnage associée à ses acquis tels que l’escalade, le saut, l’équilibre, le vélo, la lutte, le ski, la natation ou le lancer. Un personnage qui privilégie la puissance physique par rapport à la coordination peut choisir l’Atout @Compendium[swade-core-rules.swade-edges.Brute]{Brute} afin de lier cette Compétence à la @Compendium[swade-core-rules.swade-rules.Traits]{Force} plutôt qu’à l’@Compendium[swade-core-rules.swade-rules.Traits]{Agilité}.

    \n
    " + }, + { + "id": "Battle", + "name": "Stratégie", + "description":"Voir SWADE p.35", + "description_full": "

    Cette Compétence représente les capacités de commandement, de stratégie et de tactique d’un personnage. Elle peut être utilisée pour les connaissances militaires générales et s’avère critique pour mener ses troupes lors des @Compendium[swade-core-rules.swade-rules.Mass Battles]{ Combats de masse}(voir p. 114).

    " + }, + { + "id": "Boating", + "name": "Navigation", + "description":"Voir SWADE p.33", + "description_full":"

    Navigation permet à un personnage de manœuvrer tous les types de bateaux communs dans son univers. Il sait aussi effectuer la plupart des tâches liées à ces navires telles la science des nœuds, s’occuper des voiles et des gréements ou suivre des courants marins.

    " + }, + { + "id": "Common Knowledge", + "name": "Culture générale", + "description":"Voir SWADE p.30", + "description_full":"

    Un personnage utilise cette Compétence pour mesurer sa connaissance des gens, des lieux et des choses du monde qui l’entoure, ce qui comprend l’étiquette, la géographie, la culture, la technologie de base et les coutumes.

    " + }, + { + "id": "Driving", + "name": "Conduite", + "description":"Voir SWADE p.29", + "description_full":"
    \n

    Conduite permet à un héros de conduire les véhicules terrestres à moteur communs dans son univers, ce qui inclut les voitures, les motos, les tanks, etc.

    \n

    Utilisez la compétence @Compendium[swade-core-rules.swade-skills.Athlétisme]{Athlétisme} pour un véhicule propulsé par son utilisateur, @Compendium[swade-core-rules.swade-skills.Équitation]{Équitation} pour une traction animale.

    \n

    Les personnages dans les univers modernes où les véhicules sont communs n’ont pas besoin de disposer de la Compétence Conduite pour les trajets du quotidien. Des jets sont requis uniquement dans le cas de situations dangereuses ou stressantes (pour exemple, voir @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites} p. 122).

    \n
    " + }, + { + "id": "Electronics", + "name": "Électronique", + "description":"Voir SWADE p.31", + "description_full":"
    \n

    Cette Compétence permet d’utiliser des appareils électroniques spécifiques comme le panneau de contrôle d’appareils industriels ou un système de capteurs avancés tels ceux trouvés à bord des vaisseaux spatiaux des univers futuristes.

    \n

    L’utilisation de matériel commun à l’univers ne nécessite pas cette Compétence : @Compendium[swade-core-rules.swade-skills.Culture Générale]{Culture Générale} est largement suffisante. Par exemple, dans le monde réel, l’utilisation d’une caméra ou d’un smartphone ne nécessite pas de connaissances en électronique.

    \n

    Pour ce qui concerne la réparation des appareils électroniques, on utilise la Compétence @Compendium[swade-core-rules.swade-skills.Réparation]{Réparation} (voir p. 35).

    \n
    " + }, + { + "id": "Faith", + "name": "Foi", + "description":"Voir SWADE p.31", + "description_full":"

    Foi est la Compétence d’arcanes utilisée pour l’Atout @Compendium[swade-core-rules.swade-edges.Arcanes (Miracles)]{Arcanes (Miracles)} (voir p. 148)

    " + }, + { + "id": "Fighting", + "name": "Combat", + "description":"Voir SWADE p.29", + "description_full":"
    \n

    Combat englobe toutes les attaques de corps-à-corps, que ce soit à mains nues, à la hache, au sabre laser ou des techniques d’arts martiaux. Consultez le @Compendium[swade-core-rules.swade-rules.Combat]{Chapitre Trois} pour les règles de combat, ainsi que pour découvrir les nombreuses manœuvres disponibles pour vos combattants.

    \n
    " + }, + { + "id": "Focus", + "name": "Focus", + "description":"Voir SWADE p.31", + "description_full":"

    Focus est la Compétence d’arcanes utilisée pour l’Atout @Compendium[swade-core-rules.swade-edges.Arcanes (Don)]{Arcanes (Don)} (voir p. 148).

    " + }, + { + "id": "Gambling", + "name": "Jeu", + "description":"Voir SWADE p.31", + "description_full":"

    Jeu est une Compétence fort utile dans plusieurs univers, des saloons du Far West aux casernes militaires en passant par les arrières salles des organisations criminelles ou les ponts des vaisseaux spatiaux.

    \n

    Voici un moyen rapide pour simuler une heure d’une partie de jeu sans lancer les dés pour la moindre phase du jeu en question. Les participants s’accordent d’abord sur la mise, comme 10 dollars, 10 pièces d’or, etc. Chaque joueur fait ensuite un jet de Jeu. Le résultat le plus bas paie au plus élevé la différence multipliée par la mise. Puis le plus bas restant paie au plus élevé restant la différence multipliée par la mise et ainsi de suite. Celui qui reste isolé au milieu ne paie rien mais ne gagne rien non plus.

    \n

    Exemple: Red obtient 10 à son jet et Gabe seulement 4. La différence est 6, donc Gabe paie 60 $ à Red, soit 6 fois la mise à 10 $.

    \n

    Tricher: tricher octroie un bonus de +2 à un jet de Jeu. Le MJ peut changer ce modificateur en fonction du type de jeu ou de la méthode utilisée pour tricher. Si le personnage fait un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, il se fait prendre. Les conséquences varient selon l’univers de jeu mais sont le plus souvent fort sévères.

    " + }, + { + "id": "Hacking", + "name": "Informatique", + "description":"Voir SWADE p.31", + "description_full":"
    \n

    Informatique est la Compétence utilisée pour créer des programmes et pour pénétrer dans des systèmes sécurisés. L’utilisation de cette Compétence nécessite toujours un ordinateur ou une interface quelconque.

    \n

    La plupart du temps, l’utilisation de cette Compétence revient à faire un simple jet d’Informatique. Le temps peut varier de quelques minutes pour les opérations les plus basiques jusqu’à plusieurs heures, jours voire mois pour celles plus complexes (au choix du MJ). En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, le piratage fonctionne comme prévu. En cas de Prouesse, le temps nécessaire est réduit de moitié. En cas d’ @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, le personnage pourra vraisemblablement tenter à nouveau l’opération, alors qu’un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} déclenche sûrement une alarme ainsi que de potentielles contre-mesures.

    \n
    " + }, + { + "id": "Healing", + "name": "Soins", + "description":"Voir SWADE p.35", + "description_full":"
    \n

    Cette Compétence a plusieurs champs d’application, du traitement des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} aux diagnostics des maladies, en passant par la recherche de preuves inhérentes à la médecine légale.

    \n

    Voir p. 96 pour les règles sur la @Compendium[swade-core-rules.swade-rules.Guérison]{Guérison} des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}, p. 120 pour les @Compendium[swade-core-rules.swade-rules.Hazards]{Dangers} et le traitement des Maladies et du Poison.

    \n

    Médecine légale: la Compétence Soins peut être également utilisée pour analyser les éventuelles preuves sur un corps, incluant la cause et l’heure du décès, l’angle de la blessure, etc. Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} sur le jet fournit une information basique, et une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} ipermet d’augmenter les détails découverts.

    \n
    " + }, + { + "id": "Intimidation", + "name": "Intimidation", + "description":"Voir SWADE p.31", + "description_full":"
    \n

    Intimidation est l’art d’effrayer un adversaire afin qu’il hésite, révèle une information ou en vienne à s’enfuir.

    \n

    Intimidation est un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet opposé} à l' @Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la victime. En combat, cette action est considérée comme une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve}(voir p. 105). En dehors d’un combat, un jet réussi signifie que la victime hésite, révèle une information ou s’échappe à la première occasion.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, la victime reste hésitante jusqu’à la fin de la scène, révèle toutes les informations qu’elle possède ou s’enfuit à toutes jambes si elle en a l’occasion.

    \n

    Que ce soit en Combat ou pas, en cas d’ @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} sur un jet d’Intimidation, la cible devient immunisée à toute nouvelle tentative de la part du personnage jusqu’à la fin de la scène.

    \n

    Réseautage: : Intimidation peut également être utilisée comme Compétence globale pour simuler plusieurs heures de recherche dans les rues. Voir @Compendium[swade-core-rules.swade-rules.Réseautage]{Réseautage} (p.140) pour savoir comment briser quelques doigts pour obtenir un service ou des informations.

    \n
    " + }, + { + "id": "Language", + "name": "Langue", + "description":"Voir SWADE p.31", + "description_full":"
    \n

    Dans certains univers, comme ceux qui se concentrent sur de l’action façon pulp ou ceux typés « romance planétaire » (où les héros voyagent fréquemment, passant d’une civilisation étrange à l’autre), le fait de parler plusieurs langues peut être simplement interprété en créant des dialogues hachés avec des accents à couper au couteau, qui finiront par s’estomper avec le temps. Le MJ peut ignorer simplement cette Compétence, ou utiliser la Règle d’univers de @Compendium[swade-core-rules.swade-rules.Multiple Languages]{Profusion de langues p. 135} ­option dans la @Compendium[swade-core-rules.swade-rules.Setting Rules]{Définition des règles}.

    \n

    Dans des univers plus réalistes en revanche, la communication peut s’avérer être une barrière majeure qui incitera les personnages à investir dans cette Compétence. Dans un univers sur la Troisième Guerre Mondiale se déroulant dans les années 80 par exemple, un groupe de casques bleus de l’ONU ne pourra être en mesure de communiquer avec ses ennemis à moins d’être capable de parler russe, polonais, ou tout autre langue commune au sein des pays du Pacte de Varsovie.

    \n

    Si cette Compétence est utilisée, elle doit être notée pour chaque langue de cette manière : Langue (espagnol), Langue (langue des signes américaine), etc. Le dé d’un personnage dans une Compétence de Langue détermine son aisance pour s’exprimer et comprendre le langage concerné. Il commence à d8 dans la langue maternelle.

    \n
    \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
    \n

    Maîtrise d'une Langue

    \n
    CapacitéAbilité
    d4Le personnage est capable de lire, écrire, et parler avec des mots et des phrases simples.
    d6Le personnage peut tenir une conversation prolongée quoique avec quelques hésitations.
    d8Le personnage parle la langue couramment.
    d10Le personnage peut imiter des accents et des dialectes particuliers de la langue.
    d12Le personnage peut réciter des passages complets de la littérature.
    \n
    \n

    Limitation: utilisez la plus faible des deux Compétences lorsque vous faites une action nécessitant la connaissance d’une langue étrangère. @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} (si verbale), @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Recherche]{Recherche}, @Compendium[swade-core-rules.swade-skills.Provocation]{Provocation}, etc., sont toutes limitées par la Compétence Langue du personnage.

    \n

    Cette limitation ne s’applique jamais quand le personnage s’exprime dans sa langue maternelle.

    \n
    " + }, + { + "id": "Notice", + "name": "Perception", + "description":"Voir SWADE p.33", + "description_full":"
    \n

    Perception représente la vigilance générale d’un héros et sa capacité à découvrir objets ou indices. Elle est utilisée lorsqu’il s’agit de voir, d’entendre, de sentir, de toucher, de trouver des indices, de repérer une embuscade, de déceler des armes dissimulées et même percevoir le mensonge, la peur et les émotions chez d’autres personnages.

    \n

    Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} sur un jet de Perception permet d’obtenir des informations de base — le personnage entend du mouvement dans la forêt, sent une odeur de fumée ou ressent qu’une personne ne lui dit pas toute la vérité.

    \n

    Une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} permet d’obtenir plus de détails, comme l’origine d’un son ou d’une odeur ou le sujet qu’un interlocuteur cherche à cacher ou à éviter.

    \n
    " + }, + { + "id": "Occult", + "name": "Occultisme", + "description":"Voir SWADE p.33", + "description_full":"

    Occultisme représente la connaissance et l’expérience du personnage en ce qui concerne le paranormal. Cette Compétence peut être utilisée pour déchiffrer d’étranges pictogrammes, se rappeler d’informations au sujet de créatures surnaturelles, se souvenir de remèdes pour des maladies magiques comme la lycanthropie ou le vampirisme, ou même réaliser des rituels.

    \n

    Rechercher des informations dans une bibliothèque, des archives, de vieux grimoires ou sur internet utilise la Compétence @Compendium[swade-core-rules.swade-skills.Recherche]{Recherche}, mais la Compétence @Compendium[swade-core-rules.swade-skills.Occultisme]{Occultisme} peut s’y substituer si le MJ pense que le sujet s’y applique. Voir @Compendium[swade-core-rules.swade-skills.Recherche]{Recherche} p. 34.

    " + }, + { + "id": "Performance", + "name": "Performance", + "description":"Voir SWADE p.29", + "description_full":"
    \n

    Un bon artiste est capable de mettre du baume au cœur, de rallier une foule à sa cause ou simplement de gagner quelques piécettes lors d’une représentation. Tout ceci reste dépendant du contexte, de l’univers et de la renommée du personnage.

    \n

    Cette Compétence englobe le chant, la comédie ou le fait de jouer d’un instrument, tout ce qu’une audience est susceptible d’apprécier.

    \n

    Gagner de l’argent: la quantité d’argent qu’un personnage peut gagner lors d’une performance est extrêmement subjective, mais de manière générale, considérez qu’il gagne 20% des @Compendium[swade-core-rules.swade-rules.Characters]{fonds de départ} de l’univers en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} et 30% en cas de Prouesse. Le MJ peut décider de multiplier cette somme par le @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} du personnage s’il pense que c’est approprié. Cela correspond à un artiste localement connu. Une performance plus importante peut grandement augmenter les gains, mais demande plus de temps, d’efforts et de logistique.

    \n

    Tromperie: Performance peut être utilisée à la place de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} si le personnage cherche à mentir, tromper ou se déguiser, avec l’accord du MJ si la situation s’y prête.

    \n
    " + }, + { + "id": "Persuasion", + "name": "Persuasion", + "description":"Voir SWADE p.34", + "description_full":"
    \n

    Persuasion représente la faculté d’inciter les autres à faire selon votre volonté, que ce soit par la raison, la flatterie, le mensonge, une récompense ou des méthodes globalement non violentes. Il ne s’agit pas d’une forme de contrôle mental : cette Compétence peut faire évoluer l’attitude des interlocuteurs, mais pas changer leurs convictions et leurs buts. Avec un bon jet de Persuasion un brigand pourrait vous permettre de conserver un bijou ayant une forte valeur sentimentale. Il n’en demeure pas moins qu’il vous priverait de toutes vos autres possessions.

    \n

    Lorsque cette Compétence est utilisée pour inspirer ou apporter son @Compendium[swade-core-rules.swade-rules.Support]{Soutien} à des alliés (voir p. 107), le jet n’est pas opposé. Si la cible est réticente, le jet est @JournalEntry[JBxsGv2wAoAmoCDe]{opposé} à l'@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. Le MJ peut être amené à appliquer des modificateurs en fonction de la situation, de l’interprétation et des @Compendium[swade-core-rules.swade-rules.Atouts]{Atouts} et @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} applicables.

    \n

    Réaction initiale: le degré de coopération d’une personne dépend largement de son attitude initiale à l’égard de son interlocuteur. Le MJ peut décider de l’attitude d’un PNJ en fonction de l’univers et de la situation, ou tirer sur la @Compendium[swade-core-rules.swade-tables.Reaction Table]{table des Réactions} (voir p. 33) s’il n’a pas d’idée préconçue.

    \n

    En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, l’attitude de la cible s’améliore d’un cran, de deux en cas de Prouesse. Lors d’un échange, la plupart des personnes ne changeront pas d’attitude de plus de deux crans par rapport à leur position initiale.

    \n

    En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, la cible ne change pas d’attitude pour le reste de la scène à moins que la situation n’évolue fortement. De plus en cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, l’attitude de l’interlocuteur se dégrade de deux crans.

    \n

    Généralement un seul jet est autorisé par interaction à moins que de nouvelles informations soient révélées, qu’une récompense soit offerte, etc.

    \n

    Réseautage: un personnage peut utiliser la Compétence Persuasion pour simuler plusieurs heures de recherche dans les rues ou en soirée afin de briser la glace pour obtenir faveurs ou informations. Voir @Compendium[swade-core-rules.swade-rules.Réseautage]{Réseautage} p. 140.

    \n
    " + }, + { + "id": "Piloting", + "name": "Pilotage", + "description":"Voir SWADE p.34", + "description_full":"
    \n

    Pilotage permet d’utiliser tous les types d’appareils aériens ou spatiaux comme les avions, hélicoptères, jet-packs ou vaisseaux. Vous trouverez les règles sur les @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites au Chapitre Quatre}.

    \n

    Un personnage avec une Capacité innée à voler (avec des ailes, par exemple) utilise la Compétence @Compendium[swade-core-rules.swade-skills.Athlétisme]{Athlétisme}.

    \n
    " + }, + { + "id": "Psionics", + "name": "Psioniques", + "description":"Voir SWADE p.34", + "description_full":"

    Psioniques est la Compétence d’arcanes utilisée pour l’Atout @Compendium[swade-core-rules.swade-edges.Arcanes (Psionique)]{Arcanes (Psionique)} (voir p. 148).

    " + }, + { + "id": "Repair", + "name": "Réparation", + "description":"Voir SWADE p.35", + "description_full":"
    \n

    Réparation représente la capacité à démanteler ou remettre en état gadgets mécaniques, véhicules, armes et de simples machines électriques. Elle couvre également l’utilisation d’explosifs.

    \n

    Le temps nécessaire à une réparation est déterminé par le MJ par rapport à la complexité de la tâche. Réparer une @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Blessure} sur une petite voiture dans un univers post-apocalyptique pourrait prendre une heure, alors que dans un univers moderne, le temps nécessaire pourrait monter à quatre heures si le personnage souhaite s’occuper également de la peinture et du polissage. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} sur le jet, l’objet est opérationnel. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le temps nécessaire à la réparation est réduit de moitié.

    \n

    Outils: le personnage subit un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} réduit (−1 ou −2) s’il ne dispose pas d’outils basiques, ou même un malus plus important (−3 ou −4) si l’objet de la réparation nécessite un équipement spécialisé.

    \n

    Appareils électroniques : Réparation peut être utilisé pour réparer des appareils électroniques, mais est limité par la Compétence @Compendium[swade-core-rules.swade-skills.Électronique]{Électronique} du personnage : utilisez la Compétence la plus basse des deux.

    \n
    " + }, + { + "id": "Research", + "name": "Recherche", + "description":"Voir SWADE p.34", + "description_full":"
    \n

    Recherche permet d’obtenir des informations au sein d’une bibliothèque, en fouillant sur internet, dans les rubriques nécrologiques ou toute source d’information écrite.

    \n

    Le temps nécessaire dépend de la situation et est laissé à l’appréciation du MJ. Trouver quelque chose sur internet ou un passage spécifique dans un livre pourrait être possible dans un @Compendium[swade-core-rules.swade-rules.Combat]{round de combat}. Faire une recherche parmi les livres d’une bibliothèque, une recherche internet sur un sujet complexe ou creuser le passé d’une personne prend en général environ une heure.

    \n

    Avec un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} , le chercheur trouve les informations de base. Avec une Prouesse, il découvre plus de détails. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, aucune information sur le sujet n’est découverte.

    \n

    Avec un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, le personnage peut découvrir une information crédible mais erronée, attirer l’attention d’une entité ou d’une faction adverse, tomber sur un passage que « l’Humanité n’était pas destinée à découvrir » provoquant un désordre mental (@Compendium[swade-core-rules.swade-hindrances.Phobie]{Phobie} mineure, @Compendium[swade-core-rules.swade-hindrances.Bizarrerie]{Bizarrerie}, etc.), ou même détruire la source d’information elle-même. Le MJ est encouragé à être créatif dans ce genre de cas, incitant peut-être les joueurs à envisager la situation sous un nouvel angle.

    \n

    Compétences liées: si un personnage dispose d’une Compétence directement liée à l’objet de sa recherche, il peut choisir d’utiliser cette dernière en lieu et place de Recherche. Un explorateur ayant Occultisme à d10 et Recherche à d6 peut utiliser le d10 de sa Compétence @Compendium[swade-core-rules.swade-skills.Occultisme]{Occultisme} pour fouiller une bibliothèque oubliée en quête d’informations sur les vampires, mais le d6 de sa Compétence Recherche pour chercher les actes de propriétés d’un domaine servant potentiellement de refuge à une famille de vampires.

    \n

    Note: il est possible que Recherche ne fournisse que des indices, en particulier dans une partie axée sur le mystère. Parvenir à assembler les indices entre eux reste l’apanage des joueurs.

    \n
    " + }, + { + "id": "Riding", + "name": "Équitation", + "description":"Voir SWADE p.31", + "description_full":"

    Équitation permet de contrôler et chevaucher tout animal de monte ou véhicule à traction animale commun de votre univers. Cela inclut les chevaux, les chameaux, les dragons, les chariots, etc. Vous trouverez des règles supplémentaires pour gérer le @Compendium[swade-core-rules.swade-rules.Mounted Combat]{Combat monté} p. 101.

    " + }, + { + "id": "Science", + "name": "Science", + "description":"Voir SWADE p.35", + "description_full":"
    \n

    Un personnage disposant de cette Compétence a étudié diverses sciences « dures » comme la biologie, la xénobiologie, la chimie, la géologie, l’ingénierie, etc.

    \n

    Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} sur un jet de Sciences permet d’obtenir des informations basiques sur un sujet précis et une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} permet d’obtenir plus de détails.

    \n
    " + }, + { + "id": "Shooting", + "name": "Tir", + "description":"Voir SWADE p.36", + "description_full":"
    \n

    Tir concerne toute tentative pour toucher une cible avec n’importe quelle arme à distance tel un arc, un pistolet, un lance-roquettes, etc. (une arme lancée utilise @Compendium[swade-core-rules.swade-skills.Athlétisme]{Athlétisme}, voir p. 29). Consultez le @Compendium[swade-core-rules.swade-rules.Combat]{Chapitre Trois} pour plus de détails sur le combat à distance.

    \n
    " + }, + { + "id": "Spellcasting", + "name": "Magie", + "description":"Voir SWADE p.33", + "description_full":"

    Magie est la Compétence d’arcanes utilisée pour l’Atout @Compendium[swade-core-rules.swade-edges.Arcanes (Magie)]{Arcanes (Magie)} (voir p. 148).

    " + }, + { + "id": "Stealth", + "name": "Discrétion", + "description":"Voir SWADE p.30", + "description_full":"
    \n

    Discrétion représente la faculté de se cacher et de se déplacer en silence. Avec un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, le personnage évite de se faire repérer par ses ennemis qui ne sont pas sur le qui-vive. En cas d’ @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, ces derniers se rendent compte que quelque chose ne va pas et commencent à chercher activement ce qui leur a mis la puce à l’oreille.

    \n

    À partir du moment où les sentinelles recherchent activement, les jets de Discrétion sont opposés à des jets de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} (utilisez les @Compendium[swade-core-rules.swade-rules.Trait Rolls]{ Jets de groupe} si plusieurs sentinelles sont présentes, voir p. 89).

    \n

    Le MJ est invité à appliquer des malus en fonction des circonstances aux jets de @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, que ce soit pour l' @Compendium[swade-core-rules.swade-rules.Illumination]{obscurité}, le @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{couvert}, le bruit ambiant, d’éventuelles diversions ou un modificateur d’ @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} (comme en cas d’attaque, voir Échelle p. 107). Se déplacer sur des feuilles mortes peut infliger un malus de -2 aux jets de Discrétion, par exemple, alors que localiser quelqu’un dans les ténèbres inflige aux jets de Perception le malus associé issu des règles de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} (p. 109), soit (−4). Don’t Cependant n’appliquez pas un modificateur deux fois : si un jet de Discrétion subit un malus de −2 pour les feuilles mortes, don’t n’octroyez pas un bonus de +2 aux jets de Perception.

    \n

    Attaque surprise: s’approcher discrètement d’un adversaire afin de pouvoir l’attaquer au corps-àcorps nécessite toujours un jet de Discrétion @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à un jet de @Compendium[swade-core-rules.swade-skills.Perception]{Perception} de la cible, que cette dernière soit en alerte ou non. En cas de Succès, la victime est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnérable} (voir p. 103) mais seulement jusqu’à la fin du tour de l’attaquant. Avec une Prouesse, l’attaquant peut faire une @Compendium[swade-core-rules.swade-rules.The Drop]{Attaque surprise} (p. 100) à la place.

    \n

    Mouvement: en combat, les personnages dissimulés font un jet de Discrétion chaque round en @Compendium[swade-core-rules.swade-rules.Actions]{Action Libre} à la fin de leur mouvement ou à la fin de n’importe quelle action que le MJ juge susceptible d’attirer l’attention.

    \n

    En dehors d’un combat, la distance parcourue dépend entièrement de la situation. Le MJ peut demander un jet toutes les minutes si le groupe tente de s’infiltrer au sein d’un périmètre sécurisé, ou encore chaque fois que le groupe parcourt plusieurs kilomètres si les personnages se déplacent dans une forêt hantée en voulant éviter de déranger les créatures qui s’y terrent.

    \n
    " + }, + { + "id": "Survival", + "name": "Survie", + "description":"Voir SWADE p.36", + "description_full":"
    \n

    Survie permet de trouver nourriture, eau ou abri en milieu hostile, mais également de s’orienter dans la nature, savoir si telle ou telle plante est comestible, etc.

    \n

    Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} au jet de Survie permet d’obtenir une ration quotidienne d’eau et de nourriture pour une personne, pour cinq en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

    \n

    Vous trouverez plus d’informations sur la @Compendium[swade-core-rules.swade-rules.Hunger]{Faim} et la @Compendium[swade-core-rules.swade-rules.Thirst]{Soif} dans les @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} (p. 117).

    \n

    Pistage: Survie peut également être utilisée pour détecter et suivre des traces, en général à raison d’un jet pour un ou deux kilomètres, mais le MJ peut adapter cette distance en fonction des circonstances.

    \n

    Le MJ peut appliquer des @Compendium[swade-core-rules.swade-rules.Trait Rolls]{bonus ou malus} selon la cible, l’environnement et le temps passé depuis le passage de cette dernière. Pister un groupe important ayant suivi récemment une piste enneigée bénéficie d’un bonus de +4, alors que suivre les traces d’une personne seule sur un terrain rocailleux avec plus d’un jour de retard se fait avec un malus de −4.

    \n
    " + }, + { + "id": "Taunt", + "name": " Provocation", + "description":"Voir SWADE p.34", + "description_full":"
    \n

    Provocation permet d’attaquer l’amour propre d’un individu en le ridiculisant par la parole ou le geste.

    \n

    Un jet de Provocation est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à un jet d’Intellect de la cible. Lors d’un combat, il s’agit d’une @Compendium[swade-core-rules.swade-rules.Test]{Épreuve} (voir p. 105).

    \n

    En dehors d’un combat, en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, la victime recule, se retire ou commence une bagarre. Avec une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, elle est effrayée pour le reste de la scène, sort de la pièce en hurlant ou en larmes, ou attaque son tourmenteur avec une rage décuplée (potentiellement avec une @Compendium[swade-core-rules.swade-rules.Wild Attack]{Attaque totale} lors du premier round).

    \n

    Avec un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, la cible est immunisée aux Provocations du personnage pour le reste de la scène.

    \n
    " + }, + { + "id": "Thievery", + "name": "Subterfuge", + "description":"Voir SWADE p.35", + "description_full":"
    \n

    Crochetage, forçage de coffres, pickpocket, escamotage, désamorçage et mise en place de pièges, sabotage et autres manipulations sont englobés au sein de cette Compétence.

    \n

    Lorsqu’il s’agit de crocheter une serrure, de forcer un coffre, de désamorcer un piège ou de réaliser toute action sans opposition active, un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} permet de réussir l’action et une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} permet de le faire en moins de temps sans déclencher d’éventuelles alarmes (ou tout autre effet positif que MJ juge approprié).

    \n

    Faire les poches ou escamoter un objet nécessitent un simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, sauf si la cible observe activement le personnage auquel cas le jet est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à un jet de @Compendium[swade-core-rules.swade-skills.Perception]{Perception} de cette dernière.

    \n

    Le MJ peut appliquer des @Compendium[swade-core-rules.swade-rules.Trait Rolls]{modificateurs} pour des circonstances particulières. Crocheter une serrure sécurisée pourrait infliger un malus de −4, alors que faire disparaître un revolver sous de lourds vêtements d’hiver peut bénéficier un bonus de +1. Généralement en cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec}, le personnage se fait repérer ou perd du temps (après quoi il peut tenter à nouveau). Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} provoque habituellement le déclenchement du piège, alerte la victime ou bloque le mécanisme de telle manière qu’il ne peut plus fonctionner.

    \n

    Limitation: pour crocheter une serrure électronique, Subterfuge est limité par @Compendium[swade-core-rules.swade-skills.Électronique]{Électronique}. Utilisez la plus basse des deux Compétences.

    \n
    " + }, + { + "id": "Unskilled Attempt", + "name": "Compétence par défaut", + "description":"Voir SWADE p. 89", + "description_full":"
    \n

    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 Joker s’il est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}) et soustrait 2 du total.

    \n

    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.

    \n
    " + }, + { + "id": "Weird Science", + "name": "Science étrange", + "description":"Voir SWADE p.35", + "description_full":"

    Les savants fous, les inventeurs dans les mondes disposant de magie (ou de technologie surpassant grandement la nôtre), les alchimistes ou les artificiers sont présents dans de nombreux mondes sauvages.

    \n

    Bien que leurs techniques soient très variables, tous utilisent la Compétence Science étrange comme Compétence d’arcanes utilisée pour l’Atout @Compendium[swade-core-rules.swade-edges.Arcanes (Science étrange)]{Arcanes (Science étrange)} (voir p. 148).

    \n

     

    " + } + ] +} \ No newline at end of file diff --git a/compendiums/swade-core-rules.swade-specialabilities.json b/compendiums/swade-core-rules.swade-specialabilities.json index 6506cf9..80200db 100644 --- a/compendiums/swade-core-rules.swade-specialabilities.json +++ b/compendiums/swade-core-rules.swade-specialabilities.json @@ -1,193 +1,156 @@ { - "label": "SWADE Capacités spéciales", + "label": "SWADE Capacités spéciales", "mapping": { "description_full": "system.description" }, - "entries": [ - { - "id": "Aquatic", - "name": "Aquatique", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} 5.
    • \n
    \n
    " - }, - { - "id": "Burrow", - "name": "Terrier", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Terrier} (20″): Les Vers géant creusent des tunnels dans le sous-sol, qui sont seulement bloqués par la roche.
    • \n
    \n
    " - }, - { - "id": "Change Form", - "name": "Changeforme", - "description_full": "
    \n
      \n
    • Changeforme: Avec un action, un Vampire peut se transformer en loup ou en chauve souris avec un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} à -2. Revenir à la forme humaine requiert à nouveau un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence}.
    • \n
    \n
    " - }, - { - "id": "Charm", - "name": "Charme", - "description_full": "
    \n
      \n
    • Charme: Les Vampires peuvent utiliser leur pouvoir @Compendium[swade-core-rules.swade-powers.Puppet]{Marionnette} sur ceux qui sont attirés (sur décision du MJ) en utilisant leur @Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} comme @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Compétence d'Arcane}. Ils peuvent lancer et maintenir ce pouvoir indéfinementindefinitely, mais seulement sur 1 seule cible en même temps.
    • \n
    \n
    " - }, - { - "id": "Children of the Night", - "name": "Enfants de la Nuit", - "description_full": "
    \n
      \n
    • Enfants de la Nuit: Les Anciens vampires peuvent inviquer et contrôler des loups ou des rats. Cela requiert une action et un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} à -2. En cas de succès, [[1d6]] # Loups ou [[1d6]] # essaims de rats (voir @Compendium[swade-core-rules.swade-bestiary.Swarm]{Essaim}) appairaissent dans les environs au bout de [[1d6+2]] # Rounds.
    • \n
    \n
    " - }, - { - "id": "Constrict", - "name": "Constriction", - "description_full": "
    \n
      \n
    • Constriction: +2 aux jets de @Compendium[swade-core-rules.swade-rules.Traits]{Athlétisme} et @Compendium[swade-core-rules.swade-rules.Traits]{Force} pour @Compendium[swade-core-rules.swade-rules.Grappling]{Empoigner}.
    • \n
    \n
    " - }, - { - "id": "Construct", - "name": "Créature artificielle", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}: +2 pour récupérer d'un état secoué @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; ignore la pénalité d'1 Blessure; n'a pas besoin de respirer, résiste aux @Compendium[swade-core-rules.swade-rules.Disease]{maladie} et au @Compendium[swade-core-rules.swade-rules.Poison]{poison}.
    • \n
    \n
    " - }, - { - "id": "Elemental", - "name": "Elémentaire", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}: Ignore les dommages additionnels des attaques ciblées @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque Ciblée}, ignore la pénalité de 1 Blessure, n'a pas besoin de respirer, immuniser aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    \n
    " - }, - { - "id": "Ethereal", - "name": "Immateriel", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Ethereal)]{Immateriel}: Les Fantômes peuvent devenir invisibles et immatériels à volonté et peuvent seulement être blessés par des armes magiques.
    • \n
    \n
    " - }, - { - "id": "Fast Regeneration", - "name": "Régéneration rapide", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Régénération rapide}: Certaines créatures guérissent rapidement et peuvent faire un jet de @Compendium[swade-core-rules.swade-rules.Healing]{guérison naturelle} chaque round, même @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitée,} à moins que leurs @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} ne soient dues au feu.
    • \n
    \n
    " - }, - { - "id": "Fear", - "name": "Peur", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur}: Quiconque voit cette créature doit réussir de un test de Terreur.
    • \n
    \n
    " - }, - { - "id": "Fear (-2)", - "name": "Peur (-2)", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur} (−2): Quiconque voit cette créature doit réussir de un test de Terreur à -2.
    • \n
    \n
    " - }, - { - "id": "Fearless", - "name": "Sans peur", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Peur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, mais peut réagir intelligement à des situations causant la peur.
    • \n
    \n
    " - }, - { - "id": "Flight", - "name": "Vol", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{Vol}: Vitesse de déplacement de 24 mètres.
    • \n
    \n
    " - }, - { - "id": "Gaseous Form", - "name": "Forme gazeuse", - "description_full": "
    \n
      \n
    • Form gazeuse: Peut traverser toute surface non-solide, passer au travers des fentes dans les portes ou les fenêtres, traverse l'eau sous forme de bulles, etc.
    • \n
    \n
    " - }, - { - "id": "Hardy", - "name": "Robuste", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Robuste}: La créature ne subit pas de blessure sur un second état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.
    • \n
    \n
    " - }, - { - "id": "Immunity", - "name": "Immunité", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunité}: Imunisé à un certain type d'attaques.
    • \n
    \n
    " - }, - { - "id": "Infection", - "name": "Infection", - "description_full": "
    \n
      \n
    • Infection: Quiconque blessé par un loup-garou a 50% de chances de dévenir garou également. Le personnage se transforme involontairement à chaque pleine lune. Il gagne le contrôle de sa lycanthropie seulement après [[/sr 1d6 # années]].
    • \n
    \n
    " - }, - { - "id": "Infravision", - "name": "Infravision", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision} Divise par deux les malus dus à l'obscurité.
    • \n
    \n
    " - }, - { - "id": "Invulnerability", - "name": "Invulnérabilité", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnérabilité}: Immunisé aux attaques non magiques par exemple.
    • \n
    \n
    " - }, - { - "id": "Low Light Vision", - "name": "Vision en faible luminosité", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Vision nocturne}: Ignore les malus de Pénombre et d'Obscurité @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
    • \n
    \n
    " - }, - { - "id": "Mist", - "name": "Brume", - "description_full": "
    \n
      \n
    • Brume: Les anciens Vampines ont la capacité de se transformer en brume. Cela nécessite une action, comme de revenir à leur forme humaine, et requiert un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} à -2.
    • \n
    \n
    " - }, - { - "id": "Night Vision", - "name": "Vision nocturne", - "description_full": "
    \n
      \n
    • Vision nocturne: @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
    • \n
    \n
    " - }, - { - "id": "Ornery", - "name": "Têtu", - "description_full": "
    \n
      \n
    • Têtu: Les mules sont des créatures obstinées. Les personnages doivent subissent un malus de -1 sur leur jets d'@Compendium[swade-core-rules.swade-skills.Riding]{Equitation} avec ces animaux.
    • \n
    \n
    " - }, - { - "id": "Poison", - "name": "Poison", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison}: Le MJ choisit quel type @Compendium[swade-core-rules.swade-rules.Poison]{poison} la vipère injecte.
    • \n
    \n
    " - }, - { - "id": "Poison (-4)", - "name": "Poison (-4)", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison} (−4): Usually @Compendium[swade-core-rules.swade-rules.Poison]{Medium} or @Compendium[swade-core-rules.swade-rules.Poison]{Lethal}.
    • \n
    \n
    " - }, - { - "id": "Resilient", - "name": "Resilient", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}: Certaines créatures peuvent subir 1 blessure avant d'être Incapacité.
    • \n
    \n
    " - }, - { - "id": "Seep", - "name": "Infiltration", - "description_full": "
    \n
      \n
    • Seep: Peut traverser toute matière poreuse comme étant un @Compendium[swade-core-rules.swade-rules.Movement]{Terrain Difficile}.
    • \n
    \n
    " - }, - { - "id": "Sire", - "name": "Seigneur", - "description_full": "
    \n
      \n
    • Sire: Quiconque est tué par un Vampire a 50% de chances de se relever en tant que Vampire sous [[/r 1d4]] jours.
    • \n
    \n
    " - }, - { - "id": "Speed", - "name": "Vitesse", - "description_full": "
    \n
      \n
    • Vitesse: d10 @Compendium[swade-core-rules.swade-rules.Movement]{mouvement}.
    • \n
    \n
    " - }, - { - "id": "Split", - "name": "Division", - "description_full": "
    \n
      \n
    • Division: Certains essaims peuvent se diviser en essaims plus petits lorsqu'ils subissent des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} (à la discrétion du MJ). Réduisez le @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Zone d'effet} d'une dimension.
    • \n
    \n
    " - }, - { - "id": "Swarm", - "name": "Essaim", - "description_full": "
    \n
      \n
    • Essaim: +2 pour récupérer d'un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, @Compendium[swade-core-rules.swade-rules.Characters]{Parade} +2. Les essaims sont composés de plusieurs petites créatures, les armes tranchantes ne font donc pas de réels dommages. Les @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Zones d'effet} fonctionnent normalement, et les personnages peuvent également Piétiner en @Compendium[swade-core-rules.swade-rules.Traits]{Force} chaque round. Certains essaims (abeilles, oiseaux) peuvent être détruits suite à une immersion sous l'eau.
    • \n
    \n
    " - }, - { - "id": "Swat", - "name": "Ecrasement", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Swat)]{Ecrasement}: Les Dragons ignorent jusqu'à 4 niveaux de @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} lorsqu'ils attaquent avec leurs griffes.
    • \n
    \n
    " - }, - { - "id": "Undead", - "name": "Mort-vivant", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort vivant}: +2 Toughness; +2 pour récupérer de l'état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; aucun dommages supplémentaires du aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}; ignore les pénalités d'1 point de Blessure; n'a pas besoin de respirer; immuniser aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    \n
    " - }, - { - "id": "Wall Walker", - "name": "Adhérence", - "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Wall Walker)]{Adhérence}:Les creatures se déplacent à leur vitesse de @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} sur les murs et plafonds ! Effrayant !
    • \n
    \n
    " - }, - { - "id": "Weakness", - "name": "Faiblesse", - "description_full": "
    \n
      \n
    • Faiblesse (Invitation seulement): Les Vampires ne peuvent pas entrer dans un espace privé sans y avoir été invité. Ils peuvent entrer dans les bâtiments publiques comme ils le veulent.
    • \n
    \n
    " - }, - { - "id": "Zombie", - "name": "Zombie", - "description_full": "
    \n
      \n
    • Zombie: Les Liches sont des Nécromanciens avant tout. Lesmorts-vivants qu'elles lèvent via le sort @Compendium[swade-core-rules.swade-powers.Zombie]{zombie} sont permanents, et elles peuvent également appeler des @Compendium[swade-core-rules.swade-bestiary.Skeleton]{squelettes} à la place de @Compendium[swade-core-rules.swade-bestiary.Zombie]{zombies}. Certaines liches ont bâtie des armées entières de morts-vivants à leur disposition.
    • \n
    \n
    " - } - ] -} \ No newline at end of file + "entries": { + "Aquatic": { + "name": "Aquatique", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} 5.
    • \n
    \n
    " + }, + "Burrow": { + "name": "Terrier", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Terrier} (20″): Les Vers géant creusent des tunnels dans le sous-sol, qui sont seulement bloqués par la roche.
    • \n
    \n
    " + }, + "Change Form": { + "name": "Changeforme", + "description_full": "
    \n
      \n
    • Changeforme: Avec un action, un Vampire peut se transformer en loup ou en chauve souris avec un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} à -2. Revenir à la forme humaine requiert à nouveau un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence}.
    • \n
    \n
    " + }, + "Charm": { + "name": "Charme", + "description_full": "
    \n
      \n
    • Charme: Les Vampires peuvent utiliser leur pouvoir @Compendium[swade-core-rules.swade-powers.Puppet]{Marionnette} sur ceux qui sont attirés (sur décision du MJ) en utilisant leur @Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} comme @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Compétence d'Arcane}. Ils peuvent lancer et maintenir ce pouvoir indéfinementindefinitely, mais seulement sur 1 seule cible en même temps.
    • \n
    \n
    " + }, + "Children of the Night": { + "name": "Enfants de la Nuit", + "description_full": "
    \n
      \n
    • Enfants de la Nuit: Les Anciens vampires peuvent inviquer et contrôler des loups ou des rats. Cela requiert une action et un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} à -2. En cas de succès, [[1d6]] # Loups ou [[1d6]] # essaims de rats (voir @Compendium[swade-core-rules.swade-bestiary.Swarm]{Essaim}) appairaissent dans les environs au bout de [[1d6+2]] # Rounds.
    • \n
    \n
    " + }, + "Constrict": { + "name": "Constriction", + "description_full": "
    \n
      \n
    • Constriction: +2 aux jets de @Compendium[swade-core-rules.swade-rules.Traits]{Athlétisme} et @Compendium[swade-core-rules.swade-rules.Traits]{Force} pour @Compendium[swade-core-rules.swade-rules.Grappling]{Empoigner}.
    • \n
    \n
    " + }, + "Construct": { + "name": "Créature artificielle", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}: +2 pour récupérer d'un état secoué @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; ignore la pénalité d'1 Blessure; n'a pas besoin de respirer, résiste aux @Compendium[swade-core-rules.swade-rules.Disease]{maladie} et au @Compendium[swade-core-rules.swade-rules.Poison]{poison}.
    • \n
    \n
    " + }, + "Elemental": { + "name": "Elémentaire", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}: Ignore les dommages additionnels des attaques ciblées @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque Ciblée}, ignore la pénalité de 1 Blessure, n'a pas besoin de respirer, immuniser aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    \n
    " + }, + "Ethereal": { + "name": "Immateriel", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Ethereal)]{Immateriel}: Les Fantômes peuvent devenir invisibles et immatériels à volonté et peuvent seulement être blessés par des armes magiques.
    • \n
    \n
    " + }, + "Fast Regeneration": { + "name": "Régéneration rapide", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Régénération rapide}: Certaines créatures guérissent rapidement et peuvent faire un jet de @Compendium[swade-core-rules.swade-rules.Healing]{guérison naturelle} chaque round, même @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitée,} à moins que leurs @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} ne soient dues au feu.
    • \n
    \n
    " + }, + "Fear": { + "name": "Peur", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur}: Quiconque voit cette créature doit réussir de un test de Terreur.
    • \n
    \n
    " + }, + "Fear (-2)": { + "name": "Peur (-2)", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur} (−2): Quiconque voit cette créature doit réussir de un test de Terreur à -2.
    • \n
    \n
    " + }, + "Fearless": { + "name": "Sans peur", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Peur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, mais peut réagir intelligement à des situations causant la peur.
    • \n
    \n
    " + }, + "Flight": { + "name": "Vol", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{Vol}: Vitesse de déplacement de 24 mètres.
    • \n
    \n
    " + }, + "Gaseous Form": { + "name": "Forme gazeuse", + "description_full": "
    \n
      \n
    • Form gazeuse: Peut traverser toute surface non-solide, passer au travers des fentes dans les portes ou les fenêtres, traverse l'eau sous forme de bulles, etc.
    • \n
    \n
    " + }, + "Hardy": { + "name": "Robuste", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Robuste}: La créature ne subit pas de blessure sur un second état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.
    • \n
    \n
    " + }, + "Immunity": { + "name": "Immunité", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunité}: Imunisé à un certain type d'attaques.
    • \n
    \n
    " + }, + "Infection": { + "name": "Infection", + "description_full": "
    \n
      \n
    • Infection: Quiconque blessé par un loup-garou a 50% de chances de dévenir garou également. Le personnage se transforme involontairement à chaque pleine lune. Il gagne le contrôle de sa lycanthropie seulement après [[/sr 1d6 # années]].
    • \n
    \n
    " + }, + "Infravision": { + "name": "Infravision", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision} Divise par deux les malus dus à l'obscurité.
    • \n
    \n
    " + }, + "Invulnerability": { + "name": "Invulnérabilité", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnérabilité}: Immunisé aux attaques non magiques par exemple.
    • \n
    \n
    " + }, + "Low Light Vision": { + "name": "Vision en faible luminosité", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Vision nocturne}: Ignore les malus de Pénombre et d'Obscurité @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
    • \n
    \n
    " + }, + "Mist": { + "name": "Brume", + "description_full": "
    \n
      \n
    • Brume: Les anciens Vampines ont la capacité de se transformer en brume. Cela nécessite une action, comme de revenir à leur forme humaine, et requiert un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} à -2.
    • \n
    \n
    " + }, + "Night Vision": { + "name": "Vision nocturne", + "description_full": "
    \n
      \n
    • Vision nocturne: @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
    • \n
    \n
    " + }, + "Ornery": { + "name": "Têtu", + "description_full": "
    \n
      \n
    • Têtu: Les mules sont des créatures obstinées. Les personnages doivent subissent un malus de -1 sur leur jets d'@Compendium[swade-core-rules.swade-skills.Riding]{Equitation} avec ces animaux.
    • \n
    \n
    " + }, + "Poison": { + "name": "Poison", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison}: Le MJ choisit quel type @Compendium[swade-core-rules.swade-rules.Poison]{poison} la vipère injecte.
    • \n
    \n
    " + }, + "Poison (-4)": { + "name": "Poison (-4)", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison} (−4): Usually @Compendium[swade-core-rules.swade-rules.Poison]{Medium} or @Compendium[swade-core-rules.swade-rules.Poison]{Lethal}.
    • \n
    \n
    " + }, + "Resilient": { + "name": "Resilient", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}: Certaines créatures peuvent subir 1 blessure avant d'être Incapacité.
    • \n
    \n
    " + }, + "Seep": { + "name": "Infiltration", + "description_full": "
    \n
      \n
    • Seep: Peut traverser toute matière poreuse comme étant un @Compendium[swade-core-rules.swade-rules.Movement]{Terrain Difficile}.
    • \n
    \n
    " + }, + "Sire": { + "name": "Seigneur", + "description_full": "
    \n
      \n
    • Sire: Quiconque est tué par un Vampire a 50% de chances de se relever en tant que Vampire sous [[/r 1d4]] jours.
    • \n
    \n
    " + }, + "Speed": { + "name": "Vitesse", + "description_full": "
    \n
      \n
    • Vitesse: d10 @Compendium[swade-core-rules.swade-rules.Movement]{mouvement}.
    • \n
    \n
    " + }, + "Split": { + "name": "Division", + "description_full": "
    \n
      \n
    • Division: Certains essaims peuvent se diviser en essaims plus petits lorsqu'ils subissent des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} (à la discrétion du MJ). Réduisez le @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Zone d'effet} d'une dimension.
    • \n
    \n
    " + }, + "Swarm": { + "name": "Essaim", + "description_full": "
    \n
      \n
    • Essaim: +2 pour récupérer d'un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, @Compendium[swade-core-rules.swade-rules.Characters]{Parade} +2. Les essaims sont composés de plusieurs petites créatures, les armes tranchantes ne font donc pas de réels dommages. Les @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Zones d'effet} fonctionnent normalement, et les personnages peuvent également Piétiner en @Compendium[swade-core-rules.swade-rules.Traits]{Force} chaque round. Certains essaims (abeilles, oiseaux) peuvent être détruits suite à une immersion sous l'eau.
    • \n
    \n
    " + }, + "Swat": { + "name": "Ecrasement", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Swat)]{Ecrasement}: Les Dragons ignorent jusqu'à 4 niveaux de @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} lorsqu'ils attaquent avec leurs griffes.
    • \n
    \n
    " + }, + "Undead": { + "name": "Mort-vivant", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort vivant}: +2 Toughness; +2 pour récupérer de l'état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; aucun dommages supplémentaires du aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}; ignore les pénalités d'1 point de Blessure; n'a pas besoin de respirer; immuniser aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    \n
    " + }, + "Wall Walker": { + "name": "Adhérence", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Wall Walker)]{Adhérence}:Les creatures se déplacent à leur vitesse de @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} sur les murs et plafonds ! Effrayant !
    • \n
    \n
    " + }, + "Weakness": { + "name": "Faiblesse", + "description_full": "
    \n
      \n
    • Faiblesse (Invitation seulement): Les Vampires ne peuvent pas entrer dans un espace privé sans y avoir été invité. Ils peuvent entrer dans les bâtiments publiques comme ils le veulent.
    • \n
    \n
    " + }, + "Zombie": { + "name": "Zombie", + "description_full": "
    \n
      \n
    • Zombie: Les Liches sont des Nécromanciens avant tout. Lesmorts-vivants qu'elles lèvent via le sort @Compendium[swade-core-rules.swade-powers.Zombie]{zombie} sont permanents, et elles peuvent également appeler des @Compendium[swade-core-rules.swade-bestiary.Skeleton]{squelettes} à la place de @Compendium[swade-core-rules.swade-bestiary.Zombie]{zombies}. Certaines liches ont bâtie des armées entières de morts-vivants à leur disposition.
    • \n
    \n
    " + } + } +} diff --git a/compendiums/swade-core-rules.swade-specialabilities.json.OLD b/compendiums/swade-core-rules.swade-specialabilities.json.OLD new file mode 100644 index 0000000..6506cf9 --- /dev/null +++ b/compendiums/swade-core-rules.swade-specialabilities.json.OLD @@ -0,0 +1,193 @@ +{ + "label": "SWADE Capacités spéciales", + "mapping": { + "description_full": "system.description" + }, + "entries": [ + { + "id": "Aquatic", + "name": "Aquatique", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} 5.
    • \n
    \n
    " + }, + { + "id": "Burrow", + "name": "Terrier", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Terrier} (20″): Les Vers géant creusent des tunnels dans le sous-sol, qui sont seulement bloqués par la roche.
    • \n
    \n
    " + }, + { + "id": "Change Form", + "name": "Changeforme", + "description_full": "
    \n
      \n
    • Changeforme: Avec un action, un Vampire peut se transformer en loup ou en chauve souris avec un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} à -2. Revenir à la forme humaine requiert à nouveau un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence}.
    • \n
    \n
    " + }, + { + "id": "Charm", + "name": "Charme", + "description_full": "
    \n
      \n
    • Charme: Les Vampires peuvent utiliser leur pouvoir @Compendium[swade-core-rules.swade-powers.Puppet]{Marionnette} sur ceux qui sont attirés (sur décision du MJ) en utilisant leur @Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} comme @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Compétence d'Arcane}. Ils peuvent lancer et maintenir ce pouvoir indéfinementindefinitely, mais seulement sur 1 seule cible en même temps.
    • \n
    \n
    " + }, + { + "id": "Children of the Night", + "name": "Enfants de la Nuit", + "description_full": "
    \n
      \n
    • Enfants de la Nuit: Les Anciens vampires peuvent inviquer et contrôler des loups ou des rats. Cela requiert une action et un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} à -2. En cas de succès, [[1d6]] # Loups ou [[1d6]] # essaims de rats (voir @Compendium[swade-core-rules.swade-bestiary.Swarm]{Essaim}) appairaissent dans les environs au bout de [[1d6+2]] # Rounds.
    • \n
    \n
    " + }, + { + "id": "Constrict", + "name": "Constriction", + "description_full": "
    \n
      \n
    • Constriction: +2 aux jets de @Compendium[swade-core-rules.swade-rules.Traits]{Athlétisme} et @Compendium[swade-core-rules.swade-rules.Traits]{Force} pour @Compendium[swade-core-rules.swade-rules.Grappling]{Empoigner}.
    • \n
    \n
    " + }, + { + "id": "Construct", + "name": "Créature artificielle", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}: +2 pour récupérer d'un état secoué @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; ignore la pénalité d'1 Blessure; n'a pas besoin de respirer, résiste aux @Compendium[swade-core-rules.swade-rules.Disease]{maladie} et au @Compendium[swade-core-rules.swade-rules.Poison]{poison}.
    • \n
    \n
    " + }, + { + "id": "Elemental", + "name": "Elémentaire", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}: Ignore les dommages additionnels des attaques ciblées @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque Ciblée}, ignore la pénalité de 1 Blessure, n'a pas besoin de respirer, immuniser aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    \n
    " + }, + { + "id": "Ethereal", + "name": "Immateriel", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Ethereal)]{Immateriel}: Les Fantômes peuvent devenir invisibles et immatériels à volonté et peuvent seulement être blessés par des armes magiques.
    • \n
    \n
    " + }, + { + "id": "Fast Regeneration", + "name": "Régéneration rapide", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Régénération rapide}: Certaines créatures guérissent rapidement et peuvent faire un jet de @Compendium[swade-core-rules.swade-rules.Healing]{guérison naturelle} chaque round, même @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitée,} à moins que leurs @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} ne soient dues au feu.
    • \n
    \n
    " + }, + { + "id": "Fear", + "name": "Peur", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur}: Quiconque voit cette créature doit réussir de un test de Terreur.
    • \n
    \n
    " + }, + { + "id": "Fear (-2)", + "name": "Peur (-2)", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur} (−2): Quiconque voit cette créature doit réussir de un test de Terreur à -2.
    • \n
    \n
    " + }, + { + "id": "Fearless", + "name": "Sans peur", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}: Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Peur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, mais peut réagir intelligement à des situations causant la peur.
    • \n
    \n
    " + }, + { + "id": "Flight", + "name": "Vol", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{Vol}: Vitesse de déplacement de 24 mètres.
    • \n
    \n
    " + }, + { + "id": "Gaseous Form", + "name": "Forme gazeuse", + "description_full": "
    \n
      \n
    • Form gazeuse: Peut traverser toute surface non-solide, passer au travers des fentes dans les portes ou les fenêtres, traverse l'eau sous forme de bulles, etc.
    • \n
    \n
    " + }, + { + "id": "Hardy", + "name": "Robuste", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Robuste}: La créature ne subit pas de blessure sur un second état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.
    • \n
    \n
    " + }, + { + "id": "Immunity", + "name": "Immunité", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunité}: Imunisé à un certain type d'attaques.
    • \n
    \n
    " + }, + { + "id": "Infection", + "name": "Infection", + "description_full": "
    \n
      \n
    • Infection: Quiconque blessé par un loup-garou a 50% de chances de dévenir garou également. Le personnage se transforme involontairement à chaque pleine lune. Il gagne le contrôle de sa lycanthropie seulement après [[/sr 1d6 # années]].
    • \n
    \n
    " + }, + { + "id": "Infravision", + "name": "Infravision", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision} Divise par deux les malus dus à l'obscurité.
    • \n
    \n
    " + }, + { + "id": "Invulnerability", + "name": "Invulnérabilité", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnérabilité}: Immunisé aux attaques non magiques par exemple.
    • \n
    \n
    " + }, + { + "id": "Low Light Vision", + "name": "Vision en faible luminosité", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Vision nocturne}: Ignore les malus de Pénombre et d'Obscurité @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
    • \n
    \n
    " + }, + { + "id": "Mist", + "name": "Brume", + "description_full": "
    \n
      \n
    • Brume: Les anciens Vampines ont la capacité de se transformer en brume. Cela nécessite une action, comme de revenir à leur forme humaine, et requiert un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} à -2.
    • \n
    \n
    " + }, + { + "id": "Night Vision", + "name": "Vision nocturne", + "description_full": "
    \n
      \n
    • Vision nocturne: @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
    • \n
    \n
    " + }, + { + "id": "Ornery", + "name": "Têtu", + "description_full": "
    \n
      \n
    • Têtu: Les mules sont des créatures obstinées. Les personnages doivent subissent un malus de -1 sur leur jets d'@Compendium[swade-core-rules.swade-skills.Riding]{Equitation} avec ces animaux.
    • \n
    \n
    " + }, + { + "id": "Poison", + "name": "Poison", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison}: Le MJ choisit quel type @Compendium[swade-core-rules.swade-rules.Poison]{poison} la vipère injecte.
    • \n
    \n
    " + }, + { + "id": "Poison (-4)", + "name": "Poison (-4)", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison} (−4): Usually @Compendium[swade-core-rules.swade-rules.Poison]{Medium} or @Compendium[swade-core-rules.swade-rules.Poison]{Lethal}.
    • \n
    \n
    " + }, + { + "id": "Resilient", + "name": "Resilient", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}: Certaines créatures peuvent subir 1 blessure avant d'être Incapacité.
    • \n
    \n
    " + }, + { + "id": "Seep", + "name": "Infiltration", + "description_full": "
    \n
      \n
    • Seep: Peut traverser toute matière poreuse comme étant un @Compendium[swade-core-rules.swade-rules.Movement]{Terrain Difficile}.
    • \n
    \n
    " + }, + { + "id": "Sire", + "name": "Seigneur", + "description_full": "
    \n
      \n
    • Sire: Quiconque est tué par un Vampire a 50% de chances de se relever en tant que Vampire sous [[/r 1d4]] jours.
    • \n
    \n
    " + }, + { + "id": "Speed", + "name": "Vitesse", + "description_full": "
    \n
      \n
    • Vitesse: d10 @Compendium[swade-core-rules.swade-rules.Movement]{mouvement}.
    • \n
    \n
    " + }, + { + "id": "Split", + "name": "Division", + "description_full": "
    \n
      \n
    • Division: Certains essaims peuvent se diviser en essaims plus petits lorsqu'ils subissent des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} (à la discrétion du MJ). Réduisez le @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Zone d'effet} d'une dimension.
    • \n
    \n
    " + }, + { + "id": "Swarm", + "name": "Essaim", + "description_full": "
    \n
      \n
    • Essaim: +2 pour récupérer d'un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, @Compendium[swade-core-rules.swade-rules.Characters]{Parade} +2. Les essaims sont composés de plusieurs petites créatures, les armes tranchantes ne font donc pas de réels dommages. Les @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Zones d'effet} fonctionnent normalement, et les personnages peuvent également Piétiner en @Compendium[swade-core-rules.swade-rules.Traits]{Force} chaque round. Certains essaims (abeilles, oiseaux) peuvent être détruits suite à une immersion sous l'eau.
    • \n
    \n
    " + }, + { + "id": "Swat", + "name": "Ecrasement", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Swat)]{Ecrasement}: Les Dragons ignorent jusqu'à 4 niveaux de @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} lorsqu'ils attaquent avec leurs griffes.
    • \n
    \n
    " + }, + { + "id": "Undead", + "name": "Mort-vivant", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort vivant}: +2 Toughness; +2 pour récupérer de l'état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; aucun dommages supplémentaires du aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}; ignore les pénalités d'1 point de Blessure; n'a pas besoin de respirer; immuniser aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.
    • \n
    \n
    " + }, + { + "id": "Wall Walker", + "name": "Adhérence", + "description_full": "
    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Special Ability (Wall Walker)]{Adhérence}:Les creatures se déplacent à leur vitesse de @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} sur les murs et plafonds ! Effrayant !
    • \n
    \n
    " + }, + { + "id": "Weakness", + "name": "Faiblesse", + "description_full": "
    \n
      \n
    • Faiblesse (Invitation seulement): Les Vampires ne peuvent pas entrer dans un espace privé sans y avoir été invité. Ils peuvent entrer dans les bâtiments publiques comme ils le veulent.
    • \n
    \n
    " + }, + { + "id": "Zombie", + "name": "Zombie", + "description_full": "
    \n
      \n
    • Zombie: Les Liches sont des Nécromanciens avant tout. Lesmorts-vivants qu'elles lèvent via le sort @Compendium[swade-core-rules.swade-powers.Zombie]{zombie} sont permanents, et elles peuvent également appeler des @Compendium[swade-core-rules.swade-bestiary.Skeleton]{squelettes} à la place de @Compendium[swade-core-rules.swade-bestiary.Zombie]{zombies}. Certaines liches ont bâtie des armées entières de morts-vivants à leur disposition.
    • \n
    \n
    " + } + ] +} \ No newline at end of file diff --git a/compendiums/swade-core-rules.swade-vehicles.json b/compendiums/swade-core-rules.swade-vehicles.json index 6b6b39d..6db7245 100644 --- a/compendiums/swade-core-rules.swade-vehicles.json +++ b/compendiums/swade-core-rules.swade-vehicles.json @@ -1,3826 +1,3780 @@ { - "label": "SWADE Véhicules", + "label": "SWADE Véhicules", "mapping": { "items": "items" }, - "entries": [ - { - "id": "AH-64 Apache", - "name": "AH-64 Apache", - "description": "
    \n

    Helicopter, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Night Vision}.

    \n
    ", - "items": [ - { - "_id": "ZkQ5MB1hMIOKYsnN", - "name": "Missiles Hellfire", - "type": "weapon", - "data": { - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", - "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule.", - "additionalStats": {}, - "quantity": 16, - "weight": 100, - "price": 115000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "5d10", - "range": "150/300/600", - "rof": "0", - "ap": "40", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": { - "core": { - "sourceId": "Item.pVpipF019R4iQOTw" - } - }, - "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-hellfire-agm-114.webp", - "effects": [] - }, - { - "_id": "lnvng9WbqaaN1Q2x", - "name": "Canon de 30mm (Avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 200000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "i4ht7b587x": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "shotsUsed": 10, - "skillOverride": "" - }, - "obyryv42xo": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "3d8", - "range": "50/100/200", - "rof": "3", - "ap": "6", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 600000, - "flags": { - "core": { - "sourceId": "Item.RjT9GV5lxrTNrKHf" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "AV-8B Harrier", - "name": "AV-8B Harrier", - "description": "
    \n

    -1 en @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Manœuvrabilité} lors d’un décollage vertical.

    \n
    ", - "items": [ - { - "_id": "scF8tYijOo5SXEYe", - "name": "Canon 25mm (Avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 75000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "5yjdf9igio": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "shotsUsed": 10, - "skillOverride": "" - }, - "zsg7m6dasg": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "3d8", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 500000, - "flags": { - "core": { - "sourceId": "Item.HJ5RWAM7pmV1birC" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "dFnK1SXQykwEQtOh", - "name": "Bombes", - "type": "weapon", - "data": { - "description": "
    \n

    Bomb Damage: All of it.

    \n

    A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone not in the affected area.

    \n

    - Clint Black

    \n
    ", - "notes": "Acts as an Intimidation Test against everyone not in the affected area", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "Tout les dommages", - "range": "", - "rof": "1", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 2600000, - "flags": { - "core": { - "sourceId": "Item.xsOVkv8ct82InEKU" - }, - "cf": { - "id": "temp_zxavjpvt25l", - "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", - "color": "#000000" - }, - "babele": { - "translated": true, - "hasTranslation": true, - "originalName": "Bombs" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [], - "translated": true, - "hasTranslation": true, - "originalName": "Bombs" - }, - { - "_id": "EdvU8l2DYvpFGYRV", - "name": "Missiles Sidewinder", - "type": "weapon", - "data": { - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", - "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule.", - "additionalStats": {}, - "quantity": 2, - "weight": 188, - "price": 600000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "4d8", - "range": "100/200/400", - "rof": "0", - "ap": "6", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.wK7uLtEo5OV0ruSt" - } - }, - "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-sidewinder-aim9.webp", - "effects": [] - } - ] - }, - { - "id": "B-17 Flying Fortress", - "name": "Forteresse volante B-17", - "description": "
    ", - "items": [ - { - "_id": "vGDSgq9MVjJyk3Hl", - "name": "2x Mitrailleuses lourdes jumelées (Avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "+1", - "dmgMod": "+2", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "shotsUsed": 10, - "skillOverride": "" - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "8T1mpMsIcuhLXWDZ", - "name": "2x Mitrailleuses lourdes jumelées (Tourelle supérieure)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "+1", - "dmgMod": "+2", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "eHamz63rpUvEmwjo", - "name": "2x Mitrailleuses lourdes jumelées (Tourelle inférieure)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "+1", - "dmgMod": "+2", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "9zs2WdfPObWDx45b", - "name": "2x Mitrailleuses lourdes jumelées (Gauche)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "+1", - "dmgMod": "+2", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "eSmG24Nukyi7LJ2O", - "name": "2x Mitrailleuses lourdes jumelées (Droite)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "+1", - "dmgMod": "+2", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "shotsUsed": 10, - "skillOverride": "" - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "3SLCKYpoFH5I0LYl", - "name": "Bombes", - "type": "weapon", - "data": { - "description": "
    \n

    Bomb Damage: All of it.

    \n

    A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone not in the affected area.

    \n

    - Clint Black

    \n
    ", - "notes": "Acts as an Intimidation Test against everyone not in the affected area", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "All the damage", - "range": "", - "rof": "1", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 0, - "flags": { - "core": { - "sourceId": "Item.xsOVkv8ct82InEKU" - }, - "cf": { - "id": "temp_zxavjpvt25l", - "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", - "color": "#000000" - }, - "babele": { - "translated": true, - "hasTranslation": true, - "originalName": "Bombs" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [], - "translated": true, - "hasTranslation": true, - "originalName": "Bombs" - } - ] - }, - { - "id": "BF-109", - "name": "BF-109", - "description": "
    ", - "items": [ - { - "_id": "mscUj2HMfBODgiLY", - "name": "2x Mitrailleuses lourdes jumelées (Avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "+1", - "dmgMod": "+2", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "k6vKhGYNbFUuibDv", - "name": "Canon 20mm (Avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 50000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "v55r9y7c1y": { - "name": "Attaque CdT 4", - "type": "skill", - "rof": 4, - "skillMod": "-2", - "shotsUsed": 20, - "skillOverride": "" - }, - "4jefkit9vp": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "shotsUsed": 10, - "skillOverride": "" - }, - "fj7aptxndg": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d12", - "range": "50/100/200", - "rof": "4", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 400000, - "flags": { - "core": { - "sourceId": "Item.bMsPYFKN8QPQqHDD" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Bicycle", - "name": "Bicyclette", - "description": "

    : le cycliste est touché par 50 % des coups directs. Permet de doubler l’@Compendium [swade-core-rules.swade-rules.Movement]{Allure} et les @Compendium[swade-core-rules.swade-rules.Movement]{dés de Course} de l’utilisateur.

    ", "items": [] - }, - { - "id": "Biplane", - "name": "Biplan", - "description": "
    ", - "items": [] - }, - { - "id": "BTR 70 APC", - "name": "BTR 70 APC", - "description": "
    \n

    Transport de troupe blindé. @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Amphibie}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4 × 4}.

    \n
    ", - "items": [ - { - "_id": "4wJIKzRHGm6xIpJt", - "name": "Mitrailleuse Lourde (Toureelle)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "skillOverride": "", - "shotsUsed": null - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "D4KqNRF9tmb2X7v3", - "name": "Mitrailleuse (Tourelle)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 750, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "81qhst5kyq": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "shotsUsed": 10, - "skillOverride": "" - }, - "yjszf9r0co": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d8+1", - "range": "30/60/120", - "rof": "3", - "ap": "2", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": { - "core": { - "sourceId": "Item.FoZBJblnV90RTMBX" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Carriage", - "name": "Chariot", - "description": "

    Tiré par un @Compendium[swade-core-rules.swade-equipment.Horse]{Cheval}. @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12 et peut courir.

    ", - "items": [] - }, - { - "id": "Cessna Skyhawk", - "name": "Cessna Skyhawk", - "description": "
    ", - "items": [] - }, - { - "id": "Compact Car", - "name": "Voiture compacte", - "description": "

    Honda Civic ou véhicule similaire.

    ", - "items": [] - }, - { - "id": "Dirt Bike", - "name": "Moto cross", - "description": "
    \n

    Tout terrain (équivalent à @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4x4}). Le motard est touché par 50 % des coups directs.

    \n
    ", - "items": [] - }, - { - "id": "Early Car", - "name": "Voiture ancienne", - "description": "
    Ford Modèle T ou équivalent.
    ", - "items": [] - }, - { - "id": "F-15 Eagle", - "name": "F-15 Eagle", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}.

    \n
    ", - "items": [ - { - "_id": "dffORL9Ksa1YunhZ", - "name": "Canon 20mm (Avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 50000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "v55r9y7c1y": { - "name": "Attaque CdT 4", - "type": "skill", - "rof": 4, - "skillMod": "-2", - "shotsUsed": 20, - "skillOverride": "" - }, - "4jefkit9vp": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "shotsUsed": 10, - "skillOverride": "" - }, - "fj7aptxndg": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d12", - "range": "50/100/200", - "rof": "4", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 400000, - "flags": { - "core": { - "sourceId": "Item.bMsPYFKN8QPQqHDD" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "eQ6OQGmNQNL3vlcc", - "name": "Bombes", - "type": "weapon", - "data": { - "description": "
    \n

    Bomb Damage: All of it.

    \n

    A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone not in the affected area.

    \n

    - Clint Black

    \n
    ", - "notes": "Acts as an Intimidation Test against everyone not in the affected area", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 0, - "equippable": false, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "All the damage", - "range": "", - "rof": "1", - "ap": "0", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 0, - "flags": { - "core": { - "sourceId": "Item.xsOVkv8ct82InEKU" - }, - "cf": { - "id": "temp_zxavjpvt25l", - "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", - "color": "#000000" - }, - "babele": { - "translated": true, - "hasTranslation": true, - "originalName": "Bombs" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [], - "translated": true, - "hasTranslation": true, - "originalName": "Bombs" - }, - { - "_id": "EfyxuaM9A8hKSnGC", - "name": "Sidewinder", - "type": "weapon", - "data": { - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", - "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule.", - "additionalStats": {}, - "quantity": 1, - "weight": 188, - "price": 600000, - "equippable": true, - "equipped": false, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "4d8", - "range": "100/200/400", - "rof": "0", - "ap": "6", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.wK7uLtEo5OV0ruSt" - }, - "cf": { - "id": "temp_u61doxmmngk", - "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Missiles", - "color": "#000000" - }, - "babele": { - "translated": true, - "hasTranslation": true, - "originalName": "Sidewinder" - } - }, - "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-sidewinder-aim9.webp", - "effects": [], - "translated": true, - "hasTranslation": true, - "originalName": "Sidewinder" - }, - { - "_id": "408VrF7uleDDeJlE", - "name": "Sparrow", - "type": "weapon", - "data": { - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", - "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule.", - "additionalStats": {}, - "quantity": 1, - "weight": 617, - "price": 125000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "5d8", - "range": "150/300/600", - "rof": "0", - "ap": "6", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 300000, - "flags": { - "core": { - "sourceId": "Item.dlddE5PSqCAXHLpa" - }, - "cf": { - "id": "temp_u61doxmmngk", - "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Missiles", - "color": "#000000" - }, - "babele": { - "translated": true, - "hasTranslation": true, - "originalName": "Sparrow" - } - }, - "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-sparrow-aim7.webp", - "effects": [], - "translated": true, - "hasTranslation": true, - "originalName": "Sparrow" - } - ] - }, - { - "id": "Galleon", - "name": "Galion", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}.

    \n
    ", - "items": [ - { - "_id": "7WuOXZ4o4Tlpfpyx", - "name": "de 16 à 46 Canons (12 livrs), Boulet (Gauche et Droite)", - "type": "weapon", - "data": { - "description": "
    \n

    Les canons sont utilisés pour détruire des murailles ou briser des formations adverses. C’est le chef d’équipe des artilleurs qui fait le jet de Tir.

    \n

    Bombardement: : obusiers, mortiers et bombardes peuvent atteindre des cibles non visibles en ayant une vague idée de leur emplacement, mais le jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} subit un malus de -4 et la dispersion est doublée (voir @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone} p. 98). Réduisez ce malus à -2 en cas de coordonnées précises (grâce à un observateur direct par exemple). Les canons peuvent tirer trois types de projectiles différents : boulets, shrapnels et canisters (boîtes à mitraille). Il est possible de changer de type de munition entre chaque tir.

    Boulets : ils sont utilisés pour défoncer les murs ou pour décimer les troupes resserrées. Le chef des artilleurs fait un jet de Tir. En cas de Succès, lancez un dé. Sur un résultat pair, le boulet touche une cible se trouvant jusqu’à 6 cases derrière la première. Répétez ensuite le processus jusqu’à l’obtention d’un dé impair.

    \n
    ", - "notes": "Tous les projectiles sont des Armes lourdes et ont Rechargement 8. Deux artilleurs peuvent recharger en même temps.", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 10000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "0urmam31b2": { - "name": "Bombardement, Tir approximatif", - "type": "skill", - "rof": null, - "skillMod": "-4", - "skillOverride": "", - "shotsUsed": null - }, - "41i04mkdo8": { - "name": "Bombardement, Tir précis", - "type": "skill", - "rof": null, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "3d6+1", - "range": "50/100/200", - "rof": "1", - "ap": "4", - "minStr": "", - "shots": "1", - "currentShots": "0" - }, - "sort": 100000, - "flags": { - "core": { - "sourceId": "Item.b97lGNSY1Kt8JyCb" - } - }, - "img": "modules/swade-core-rules/assets/art/equipment/weapons/siegeweapon-catapult.webp", - "effects": [] - } - ] - }, - { - "id": "Galley", - "name": "Galère", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}. Propulsée par voiles et rames.

    \n
    ", - "items": [ - { - "_id": "lJGPVUQLj4tQ2f6Z", - "name": "Catapulte (Avant)", - "type": "weapon", - "data": { - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit Moyen}

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}, Rechargement de 5 minutes pour 4 personnes.

    \n
    \n

    Les catapultes sont des machines simples capables de projeter de lourds rochers sur les fortifications ou les troupes ennemies. Il faut une équipe d’environ huit personnes pour charger un projectile, tendre les cordes puis viser. Le Tir peut être effectué par une seule personne, mais charger le projectile lui-même en nécessite quatre.", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 10000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "3d6", - "range": "24/48/96", - "rof": "0", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": { - "core": { - "sourceId": "Item.bOAgE1jwAXAjFTlt" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Helicopter", - "name": "Hélicoptère", - "description": "

    ", - "items": [] - }, - { - "id": "Hover APC", - "name": "Hover APC", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Hover}.

    \n
    ", - "items": [ - { - "_id": "1il4m3UBnNEG9Gzq", - "name": "Gatling Laser (Avant, Tir de réaction)", - "type": "weapon", - "data": { - "description": "

    @Compendium[swade-core-rules.swade-rules.Lasers (Futuristic) Table]{Pas de recul, surcharge, cautérisant}

    ", - "notes": "Pas de recul, surcharge, cautérisant", - "additionalStats": {}, - "quantity": 1, - "weight": 20, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "1wmca7vx5i": { - "name": "Attaque CdT 4", - "type": "skill", - "rof": 4, - "skillMod": "", - "shotsUsed": 20, - "skillOverride": "" - }, - "whqv1usyq4": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "shotsUsed": 10, - "skillOverride": "" - }, - "ylps4cskeu": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "shotsUsed": 5, - "skillOverride": "" - }, - "tmf4mxdq73": { - "name": "Tir de Réaction CdT 4", - "type": "skill", - "rof": 4, - "skillMod": "-2", - "shotsUsed": 20, - "skillOverride": "" - }, - "iaeloj64lc": { - "name": "Tir de Réaction CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "shotsUsed": 10, - "skillOverride": "" - }, - "mxkqcw5evu": { - "name": "Tir de Réaction CdT 3", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "shotsUsed": 5, - "skillOverride": "" - }, - "qydxwqerih": { - "name": "Surcharge", - "type": "damage", - "rof": null, - "skillMod": "", - "skillOverride": "", - "shotsUsed": null, - "dmgOverride": "", - "dmgMod": "+d6x" - } - } - }, - "damage": "3d6+4", - "range": "50/100/200", - "rof": "4", - "ap": "2", - "minStr": "d8", - "shots": "800", - "currentShots": "0" - }, - "sort": 100000, - "flags": { - "core": { - "sourceId": "Item.TALQLr2zNaj9jG8O" - } - }, - "img": "modules/swade-core-rules/assets/art/equipment/weapons/GatlingLaser.webp", - "effects": [] - } - ] - }, - { - "id": "Hover Tank", - "name": "Hover Tank", - "description": "
    \n

    @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]{Night Vision}.

    \n
    ", - "items": [ - { - "_id": "JwBrJ8FKE3KcJEuT", - "name": "Laser lourd (Tourelle, Stabilisateur amélioré)", - "type": "weapon", - "data": { - "description": "

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", - "notes": "Arme lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "ns40ntpasw": { - "name": "Surcharge", - "type": "damage", - "rof": null, - "skillMod": "", - "skillOverride": "", - "shotsUsed": null, - "dmgOverride": "", - "dmgMod": "+d6x" - } - } - }, - "damage": "4d10", - "range": "150/300/600", - "rof": "1", - "ap": "30", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 2500000, - "flags": { - "core": { - "sourceId": "Item.8fWJ0jfnBeRDQIFC" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "VGWEThHm3ub99k4g", - "name": "Gatling Laser (Avant, Tir de Réaction)", - "type": "weapon", - "data": { - "description": "

    @Compendium[swade-core-rules.swade-rules.Lasers (Futuristic) Table]{Pas de recul, surcharge, cautérisant}

    ", - "notes": "Pas de recul, surcharge, cautérisant", - "additionalStats": {}, - "quantity": 1, - "weight": 20, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "1wmca7vx5i": { - "name": "Attaque CdT 4", - "type": "skill", - "rof": 4, - "skillMod": "", - "shotsUsed": 20, - "skillOverride": "" - }, - "whqv1usyq4": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "shotsUsed": 10, - "skillOverride": "" - }, - "ylps4cskeu": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "shotsUsed": 5, - "skillOverride": "" - }, - "4cmmljg729": { - "name": "Tir de Réaction CdT 4", - "type": "skill", - "rof": 4, - "skillMod": "-2", - "shotsUsed": 20, - "skillOverride": "" - }, - "llu10do9xv": { - "name": "Tir de Réaction CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "shotsUsed": 10, - "skillOverride": "" - }, - "hd90xzrsf1": { - "name": "Tir de Réaction CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "shotsUsed": 5, - "skillOverride": "" - }, - "0rlkbuly0q": { - "name": "Surcharge", - "type": "damage", - "rof": null, - "skillMod": "", - "skillOverride": "", - "shotsUsed": null, - "dmgOverride": "", - "dmgMod": "+d6x" - } - } - }, - "damage": "3d6+4", - "range": "50/100/200", - "rof": "4", - "ap": "2", - "minStr": "d8", - "shots": "800", - "currentShots": "0" - }, - "sort": 2450000, - "flags": { - "core": { - "sourceId": "Item.TALQLr2zNaj9jG8O" - } - }, - "img": "modules/swade-core-rules/assets/art/equipment/weapons/GatlingLaser.webp", - "effects": [] - } - ] - }, - { - "id": "Hydrofoil", - "name": "Hydroptère", - "description": "
    ", - "items": [] - }, - { - "id": "Japanese Zero", - "name": "Zéro Japonais", - "description": "
    ", - "items": [ - { - "_id": "eiXElDvhNrsI8VHn", - "name": "2× mitrailleuses lourdes jumelées (Avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 750, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "+1", - "dmgMod": "+2", - "additional": { - "81qhst5kyq": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - }, - "yjszf9r0co": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "2d8+1", - "range": "30/60/120", - "rof": "3", - "ap": "2", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": { - "core": { - "sourceId": "Item.FoZBJblnV90RTMBX" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "ynEMEFr7HBYkKlk4", - "name": "2× canons de 20mm jumelés (Fixes vers l'avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 50000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "+1", - "dmgMod": "+2", - "additional": { - "v55r9y7c1y": { - "name": "Attaque CdT 4", - "type": "skill", - "rof": 4, - "skillMod": "-2", - "shotsUsed": 20, - "skillOverride": "" - }, - "4jefkit9vp": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "shotsUsed": 10, - "skillOverride": "" - }, - "fj7aptxndg": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d12", - "range": "50/100/200", - "rof": "4", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 400000, - "flags": { - "core": { - "sourceId": "Item.bMsPYFKN8QPQqHDD" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Jeep", - "name": "Jeep", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}.

    \n
    ", - "items": [ - { - "_id": "aQoMV9JHbSnuW9UC", - "name": "Mitrailleuse lourde (Pivot vers l'avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "shotsUsed": 10, - "skillOverride": "" - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Learjet", - "name": "Jet", - "description": "
    ", - "items": [] - }, - { - "id": "M1A1 Abrams", - "name": "M1A1 Abrams", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", - "items": [ - { - "_id": "mb6PTM4s4oyowckx", - "name": "Canon de char de 120mm (Stabilisateur amélioré)", - "type": "weapon", - "data": { - "description": "

    Canons et canons antichar : ces armes peuvent tirer des munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{perforantes (PA)} ou hautement @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). .

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", - "notes": "Arme lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 800000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "7400xvwkea": { - "name": "Portée courte", - "type": "damage", - "rof": "", - "skillMod": "", - "dmgOverride": "6d10", - "dmgMod": "" - } - } - }, - "damage": "5d10", - "range": "100/200/400", - "rof": "1", - "ap": "31", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 2100000, - "flags": { - "core": { - "sourceId": "Item.NsYJSH275xV8a3EH" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "Dyc2Twy7EFW8ER1B", - "name": "Mitrailleuse (Tourelle)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 750, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "81qhst5kyq": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "skillOverride": "", - "shotsUsed": null - }, - "yjszf9r0co": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "2d8+1", - "range": "30/60/120", - "rof": "3", - "ap": "2", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": { - "core": { - "sourceId": "Item.FoZBJblnV90RTMBX" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "tN123StgP65SKmEe", - "name": "Mitrailleuse lourde (Pivot sur tourelle)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "shotsUsed": 10, - "skillOverride": "" - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "M2 Bradley", - "name": "M2 Bradley", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", - "items": [ - { - "_id": "uJiBGbLSAqWlLvnE", - "name": "Canon de 25mm (Stabilisateur amélioré)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 75000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "5yjdf9igio": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - }, - "zsg7m6dasg": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "3d8", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 500000, - "flags": { - "core": { - "sourceId": "Item.HJ5RWAM7pmV1birC" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "GOvJX3jxt6G6WhH8", - "name": "Mitrailleuse (Tourelle)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 750, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "81qhst5kyq": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "shotsUsed": 10, - "skillOverride": "" - }, - "yjszf9r0co": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d8+1", - "range": "30/60/120", - "rof": "3", - "ap": "2", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": { - "core": { - "sourceId": "Item.FoZBJblnV90RTMBX" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "oOm38tixECNxuwR7", - "name": "Lance-missiles TOW", - "type": "weapon", - "data": { - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", - "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule. Ne nécessite pas d'acquisition de cible, juste un jet de Tir, et ne peut pas être affecté par un brouilleur.", - "additionalStats": {}, - "quantity": 1, - "weight": 207, - "price": 60000, - "equippable": true, - "equipped": false, - "isVehicular": false, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "5d10", - "range": "75/150/300", - "rof": "1", - "ap": "34", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 0, - "flags": { - "core": { - "sourceId": "Item.Oov99muWS5W4o3qB" - }, - "cf": { - "id": "temp_u61doxmmngk", - "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Missiles", - "color": "#000000" - }, - "babele": { - "translated": true, - "hasTranslation": true, - "originalName": "TOW Missile Launcher" - } - }, - "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-tow.webp", - "effects": [], - "translated": true, - "hasTranslation": true, - "originalName": "TOW Missile Launcher" - } - ] - }, - { - "id": "M4 Sherman", - "name": "M4 Sherman", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", - "items": [ - { - "_id": "iK28mNind2BYFWyM", - "name": "Mitrailleuse (Fixe vers l'avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 750, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "81qhst5kyq": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "skillOverride": "", - "shotsUsed": null - }, - "yjszf9r0co": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "2d8+1", - "range": "30/60/120", - "rof": "3", - "ap": "2", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": { - "core": { - "sourceId": "Item.FoZBJblnV90RTMBX" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "K4eedxjRyajTcrOd", - "name": "Mitrailleuse lourde (Pivot sur tourelle)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "shotsUsed": 10, - "skillOverride": "" - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "oRqTE9IQLdxfOZX1", - "name": "Canon de char 75mm (Tourelle, Stabilisateur amélioré)", - "type": "weapon", - "data": { - "description": "

    Canons et canons antichar : ces armes peuvent tirer des munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{perforantes (PA)} ou hautement @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). .

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", - "notes": "Arme lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 250000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "a7ahcucjed": { - "name": "Portée courte", - "type": "damage", - "rof": "", - "skillMod": "", - "dmgOverride": "5d10", - "dmgMod": "" - } - } - }, - "damage": "4d10", - "range": "75/150/300", - "rof": "1", - "ap": "6", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 1500000, - "flags": { - "core": { - "sourceId": "Item.g5S6PiMuKUvz8rG3" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "M5A1 Stuart", - "name": "M5A1 Stuart", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}.

    \n
    ", - "items": [ - { - "_id": "7vPQYG4hx8cRtKJe", - "name": "Canon de 37mm (Tourelle, Stabilisateur)", - "type": "weapon", - "data": { - "description": "

    Canons et canons antichar : ces armes peuvent tirer des munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{perforantes (PA)} ou hautement @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). .

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", - "notes": "Arme lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 100000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "pmv6i5ctzd": { - "name": "Portée courte", - "type": "damage", - "rof": "", - "skillMod": "", - "dmgOverride": "5d8", - "dmgMod": "" - } - } - }, - "damage": "4d8", - "range": "50/100/200", - "rof": "1", - "ap": "3", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 1100000, - "flags": { - "core": { - "sourceId": "Item.lufG59xQxej8ROMC" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "9UNgNinz3Fhl1U8G", - "name": "Mitrailleuse (Fixe vers l'avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 750, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "81qhst5kyq": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "skillOverride": "", - "shotsUsed": null - }, - "yjszf9r0co": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "2d8+1", - "range": "30/60/120", - "rof": "3", - "ap": "2", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": { - "core": { - "sourceId": "Item.FoZBJblnV90RTMBX" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "ezLyfZf6P8encMPJ", - "name": "Mitrailleuse lourde (Pivot sur tourelle)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "shotsUsed": 10, - "skillOverride": "" - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Mid-Sized Car", - "name": "Voiture, berline", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Airbags}, accessoires de luxe.

    \n
    ", - "items": [] - }, - { - "id": "Minivan", - "name": "Minivan", - "description": "
    \n

    Minivan familial. @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Airbags}, quelques accessoires de luxe.

    \n
    ", - "items": [] - }, - { - "id": "P-51 Mustang", - "name": "P-51 Mustang", - "description": "
     
    ", - "items": [ - { - "_id": "9KyMYbkYSjKHAes1", - "name": "2× Mitrailleuses lourdes jumelées (Fixe vers l'avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "+1", - "dmgMod": "+2", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "I37Wh5utmCezlMZ5", - "name": "2× Mitrailleuses lourdes jumelées (Fixe vers l'avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "+1", - "dmgMod": "+2", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "dRJkqj0bIuL67cNe", - "name": "2× Mitrailleuses lourdes jumelées (Fixe vers l'avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "+1", - "dmgMod": "+2", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "shotsUsed": 10, - "skillOverride": "" - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Patrol Boat, River", - "name": "Patrouilleur fluvial", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}.

    \n
    ", - "items": [ - { - "_id": "7UJmPpc549mdCmSh", - "name": "2× Mitrailleuses lourdes jumelées (Pivot vers l'avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "+1", - "dmgMod": "+2", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "LFrUWmn3bpQ4LVv8", - "name": "2× Mitrailleuses (Pivot vers la gauche et vers la droite)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 750, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "+1", - "dmgMod": "+2", - "additional": { - "81qhst5kyq": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - }, - "yjszf9r0co": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "2d8+1", - "range": "30/60/120", - "rof": "3", - "ap": "2", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 300000, - "flags": { - "core": { - "sourceId": "Item.FoZBJblnV90RTMBX" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "fqbUNGy2HYpgNUfJ", - "name": "Mitrailleuse lourde (Pivot vers l'arrière)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "shotsUsed": 10, - "skillOverride": "" - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "PT Boat (WW2)", - "name": "PT Boat (WW2)", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}.

    \n
    ", - "items": [ - { - "_id": "4v74UcGjmOzxJpEe", - "name": "50 cal MG (Front Pintle Mount)", - "type": "weapon", - "data": { - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}

    \n
    \n

    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.

    \n

    Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” 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.

    \n

    Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.

    \n

    Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.

    \n
    ", - "notes": "Heavy Weapon.", - "additionalStats": {}, - "quantity": 1, - "weight": 84, - "price": 1500, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "7r05pvxs8m": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - }, - "jnh5swl3sr": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "NA", - "shots": "200", - "currentShots": "0" - }, - "sort": 300000, - "flags": { - "core": { - "sourceId": "Item.NqtAGZ6BnLjRoHSC" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "tdNJIhLncR6FtGaQ", - "name": "Mitrailleuse lourde (Pivot à l'arrière)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": false, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "shotsUsed": 10 - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "shotsUsed": 5 - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "tTmL36kU3p8opaIL", - "name": "4× torpedo tubes (Fixed Forward)", - "type": "weapon", - "data": { - "description": "

    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 (HW)}.

    \n

    @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}

    ", - "notes": "LBT, Heavy Weapon.", - "additionalStats": {}, - "quantity": 1, - "weight": 3000, - "price": 500000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "8d10", - "range": "300/600/1200", - "rof": "1", - "ap": "22", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 400000, - "flags": { - "core": { - "sourceId": "Item.jjkGLW2D9Gd1fkNS" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Pz IVJ", - "name": "Pz IVJ", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", - "items": [ - { - "_id": "2OBqmO7ExtPsCFka", - "name": "Mitralleuse (Fixe à l'avant dans tourelle)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 750, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "81qhst5kyq": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "shotsUsed": 10, - "skillOverride": "" - }, - "yjszf9r0co": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d8+1", - "range": "30/60/120", - "rof": "3", - "ap": "2", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": { - "core": { - "sourceId": "Item.FoZBJblnV90RTMBX" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "QO1pqbx91oyr77CA", - "name": "Canon de char de 75mm (Tourelle)", - "type": "weapon", - "data": { - "description": "

    Canons et canons antichar : ces armes peuvent tirer des munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{perforantes (PA)} ou hautement @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). .

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", - "notes": "Arme lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 250000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "a7ahcucjed": { - "name": "Close Range", - "type": "damage", - "rof": "", - "skillMod": "", - "dmgOverride": "5d10", - "dmgMod": "" - } - } - }, - "damage": "4d10", - "range": "75/150/300", - "rof": "1", - "ap": "6", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 1500000, - "flags": { - "core": { - "sourceId": "Item.g5S6PiMuKUvz8rG3" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Pz VI Tiger II", - "name": "Pz VI Tiger II", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}.

    \n
    ", - "items": [ - { - "_id": "bTZ7BXL7mbuuzw4y", - "name": "Canon de char de 88mm (Tourelle)", - "type": "weapon", - "data": { - "description": "

    Canons et canons antichar : ces armes peuvent tirer des munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{perforantes (PA)} ou hautement @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). .

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", - "notes": "Arme lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 500000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "gj8eb9r0ki": { - "name": "Close Range", - "type": "damage", - "rof": "", - "skillMod": "", - "dmgOverride": "5d10+1", - "dmgMod": "" - } - } - }, - "damage": "4d10+1", - "range": "100/200/400", - "rof": "1", - "ap": "16", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 1900000, - "flags": { - "core": { - "sourceId": "Item.XUZVMHugvTP5AaJz" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "tLd4094TVYknQTt3", - "name": "Mitrailleuse (Fixe à l'avant dans tourelle)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 750, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "81qhst5kyq": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "shotsUsed": 10, - "skillOverride": "" - }, - "yjszf9r0co": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d8+1", - "range": "30/60/120", - "rof": "3", - "ap": "2", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": { - "core": { - "sourceId": "Item.FoZBJblnV90RTMBX" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Rowboat", - "name": "CanOë/Barque", - "description": "
    ", - "items": [] - }, - { - "id": "Semi-Truck", - "name": "Semi-Remorque", - "description": "
    \n

    La remorque a une @Compendium[swade-core-rules.swade-rules.Size and Scale]{taille} de 7 (Grand), @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 14 (2). *La @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Manoeuvrabilité} avec une remorque passe à -2.

    \n
    ", - "items": [] - }, - { - "id": "Small Yacht", - "name": "Petit Yacht", - "description": "
    ", - "items": [] - }, - { - "id": "Space Shuttle", - "name": "Navette spatiale", - "description": "
    ", - "items": [] - }, - { - "id": "Speed Boat", - "name": "Hors-bord", - "description": "
    ", - "items": [] - }, - { - "id": "Spitfire Mk IIA", - "name": "Spitfire Mk IIA", - "description": "
    ", - "items": [ - { - "_id": "Et0TUJzkbZVncwAq", - "name": "4× Mitrailleuses jumelées (Fixe à l'avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 750, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "+2", - "dmgMod": "+4", - "additional": { - "81qhst5kyq": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - }, - "yjszf9r0co": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "2d8+1", - "range": "30/60/120", - "rof": "3", - "ap": "2", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 300000, - "flags": { - "core": { - "sourceId": "Item.FoZBJblnV90RTMBX" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "dlbJt1xpqgODvQ77", - "name": "4× Mitrailleuses (Fixe à l'avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 750, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "+2", - "dmgMod": "+4", - "additional": { - "81qhst5kyq": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "shotsUsed": 10, - "skillOverride": "" - }, - "yjszf9r0co": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d8+1", - "range": "30/60/120", - "rof": "3", - "ap": "2", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 300000, - "flags": { - "core": { - "sourceId": "Item.FoZBJblnV90RTMBX" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "Sports Car", - "name": "Voitude, sportive", - "description": "
    \n

    Mustang or similar stock sports cars.

    \n
    ", - "items": [] - }, - { - "id": "Sports Utility Vehicle", - "name": "Voiture, SUV", - "description": "
    \n

    Luxury features, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}

    \n
    ", - "items": [] - }, - { - "id": "Street Bike", - "name": "Moto", - "description": "
    Conçue pour un usage urbain. Le motard est touché par 50 % des coups directs.
    ", - "items": [] - }, - { - "id": "SU-27", - "name": "SU-27", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Night Vision}.

    \n
    ", - "items": [ - { - "_id": "DMVzHDZh1Lg6Tbfp", - "name": "Canon de 30mm (Fixe à l'avant)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 200000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "i4ht7b587x": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "shotsUsed": 10, - "skillOverride": "" - }, - "obyryv42xo": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "3d8", - "range": "50/100/200", - "rof": "3", - "ap": "6", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 600000, - "flags": { - "core": { - "sourceId": "Item.RjT9GV5lxrTNrKHf" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "u9DHb70boP2rn4kI", - "name": "Missiles Sidewinder Missiles (équivalent soviétique)", - "type": "weapon", - "data": { - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", - "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule.", - "additionalStats": {}, - "quantity": 4, - "weight": 188, - "price": 600000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": {} - }, - "damage": "4d8", - "range": "100/200/400", - "rof": "0", - "ap": "6", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 500000, - "flags": { - "core": { - "sourceId": "Item.wK7uLtEo5OV0ruSt" - } - }, - "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-sidewinder-aim9.webp", - "effects": [] - } - ] - }, - { - "id": "T-34/76", - "name": "T-34/76", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Blindage incliné} (avant seulement), @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", - "items": [ - { - "_id": "izqnBfepu5r5upwN", - "name": "Canon de tank de 76mm (Tourelle)", - "type": "weapon", - "data": { - "description": "

    Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", - "notes": "Arme lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 300000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "deh7sce7my": { - "name": "Portée courte", - "type": "damage", - "rof": "", - "skillMod": "", - "dmgOverride": "5d10", - "dmgMod": "" - } - } - }, - "damage": "4d10", - "range": "75/150/300", - "rof": "1", - "ap": "10", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 1700000, - "flags": { - "core": { - "sourceId": "Item.S9CfQb5pl0JmS9rH" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "fI9uqqLwaczVWR4r", - "name": "Mitrailleuse (Fixe à l'avant dans tourelle)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 750, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "81qhst5kyq": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "shotsUsed": 10, - "skillOverride": "" - }, - "yjszf9r0co": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d8+1", - "range": "30/60/120", - "rof": "3", - "ap": "2", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": { - "core": { - "sourceId": "Item.FoZBJblnV90RTMBX" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "T-72 MBT", - "name": "T-72 MBT", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", - "items": [ - { - "_id": "SPjWzVjoyXetiGzF", - "name": "Canon de tank de 125mm", - "type": "weapon", - "data": { - "description": "

    Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", - "notes": "Arme lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "wbhu8yehva": { - "name": "Portée courte PA", - "type": "damage", - "rof": "", - "skillMod": "", - "dmgOverride": "6d10", - "dmgMod": "" - } - } - }, - "damage": "5d10", - "range": "100/200/400", - "rof": "1", - "ap": "30", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 2300000, - "flags": { - "core": { - "sourceId": "Item.efML2SNloWOckhxF" - }, - "cf": { - "id": "temp_zxavjpvt25l", - "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", - "color": "#000000" - }, - "babele": { - "translated": true, - "hasTranslation": true, - "originalName": "125mm Tank Gun (AP Rounds)" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [], - "translated": true, - "hasTranslation": true, - "originalName": "125mm Tank Gun (AP Rounds)" - }, - { - "_id": "xW0FNYteTDslG9g1", - "name": "Mitrailleuse (Tourelle)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 750, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "81qhst5kyq": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "skillOverride": "", - "shotsUsed": null - }, - "yjszf9r0co": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "skillOverride": "", - "shotsUsed": null - } - } - }, - "damage": "2d8+1", - "range": "30/60/120", - "rof": "3", - "ap": "2", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": { - "core": { - "sourceId": "Item.FoZBJblnV90RTMBX" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "dkO6ixIyKRsiSTOB", - "name": "Mitrailleuse lourde (Pivot dans tourelle)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "shotsUsed": 10, - "skillOverride": "" - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "T80 MBT", - "name": "T80 MBT", - "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", - "items": [ - { - "_id": "8UZ7FALmttsECSoR", - "name": "Canon de tank de 125mm (Stabilisateur amélioré)", - "type": "weapon", - "data": { - "description": "

    Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", - "notes": "Arme lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "wbhu8yehva": { - "name": "Portée courte PA", - "type": "damage", - "rof": "", - "skillMod": "", - "dmgOverride": "6d10", - "dmgMod": "" - } - } - }, - "damage": "5d10", - "range": "100/200/400", - "rof": "1", - "ap": "30", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 2300000, - "flags": { - "core": { - "sourceId": "Item.efML2SNloWOckhxF" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "vO5OqdqKZpD1Ay2k", - "name": "Mitrailleuse (Tourelle)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 750, - "equippable": true, - "equipped": false, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "81qhst5kyq": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": "3", - "skillMod": "" - }, - "yjszf9r0co": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": "2", - "skillMod": "" - } - } - }, - "damage": "2d8+1", - "range": "30/60/120", - "rof": "3", - "ap": "2", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": { - "core": { - "sourceId": "Item.FoZBJblnV90RTMBX" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - }, - { - "_id": "pJXPzaiI1Pbcm4Va", - "name": "Mitrailleuse lourde (Pivot dans tourelle)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 1000, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "-2", - "dmgMod": "", - "additional": { - "slr23nl1ss": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "", - "shotsUsed": 10, - "skillOverride": "" - }, - "q3e75vog4f": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d10", - "range": "50/100/200", - "rof": "3", - "ap": "4", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 200000, - "flags": { - "core": { - "sourceId": "Item.ptb6tBlQQFI5z9DN" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - }, - { - "id": "UH-1 (Huey)", - "name": "UH-1 (Huey)", - "description": "
    Helicopter
    ", - "items": [ - { - "_id": "aEhMXhg93IU380Cp", - "name": "Mitrailleuse (Fixe à gauche et à droite)", - "type": "weapon", - "data": { - "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", - "notes": "Arme Lourde", - "additionalStats": {}, - "quantity": 1, - "weight": 0, - "price": 750, - "equippable": true, - "equipped": true, - "isVehicular": true, - "mods": 1, - "actions": { - "skill": "Shooting", - "skillMod": "", - "dmgMod": "", - "additional": { - "81qhst5kyq": { - "name": "Attaque CdT 3", - "type": "skill", - "rof": 3, - "skillMod": "-2", - "shotsUsed": 10, - "skillOverride": "" - }, - "yjszf9r0co": { - "name": "Attaque CdT 2", - "type": "skill", - "rof": 2, - "skillMod": "-2", - "shotsUsed": 5, - "skillOverride": "" - } - } - }, - "damage": "2d8+1", - "range": "30/60/120", - "rof": "3", - "ap": "2", - "minStr": "", - "shots": "0", - "currentShots": "0" - }, - "sort": 100000, - "flags": { - "core": { - "sourceId": "Item.FoZBJblnV90RTMBX" - } - }, - "img": "systems/swade/assets/icons/weapon.svg", - "effects": [] - } - ] - } - ] -} \ No newline at end of file + "entries": { + "AH-64 Apache": { + "name": "AH-64 Apache", + "description": "
    \n

    Helicopter, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Night Vision}.

    \n
    ", + "items": [ + { + "_id": "ZkQ5MB1hMIOKYsnN", + "name": "Missiles Hellfire", + "type": "weapon", + "data": { + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", + "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule.", + "additionalStats": {}, + "quantity": 16, + "weight": 100, + "price": 115000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "5d10", + "range": "150/300/600", + "rof": "0", + "ap": "40", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.pVpipF019R4iQOTw" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-hellfire-agm-114.webp", + "effects": [] + }, + { + "_id": "lnvng9WbqaaN1Q2x", + "name": "Canon de 30mm (Avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 200000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "i4ht7b587x": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "obyryv42xo": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "3d8", + "range": "50/100/200", + "rof": "3", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 600000, + "flags": { + "core": { + "sourceId": "Item.RjT9GV5lxrTNrKHf" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "AV-8B Harrier": { + "name": "AV-8B Harrier", + "description": "
    \n

    -1 en @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Manœuvrabilité} lors d’un décollage vertical.

    \n
    ", + "items": [ + { + "_id": "scF8tYijOo5SXEYe", + "name": "Canon 25mm (Avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 75000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "5yjdf9igio": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "zsg7m6dasg": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "3d8", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 500000, + "flags": { + "core": { + "sourceId": "Item.HJ5RWAM7pmV1birC" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "dFnK1SXQykwEQtOh", + "name": "Bombes", + "type": "weapon", + "data": { + "description": "
    \n

    Bomb Damage: All of it.

    \n

    A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone not in the affected area.

    \n

    - Clint Black

    \n
    ", + "notes": "Acts as an Intimidation Test against everyone not in the affected area", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "Tout les dommages", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2600000, + "flags": { + "core": { + "sourceId": "Item.xsOVkv8ct82InEKU" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + }, + "babele": { + "translated": true, + "hasTranslation": true, + "originalName": "Bombs" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [], + "translated": true, + "hasTranslation": true, + "originalName": "Bombs" + }, + { + "_id": "EdvU8l2DYvpFGYRV", + "name": "Missiles Sidewinder", + "type": "weapon", + "data": { + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", + "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule.", + "additionalStats": {}, + "quantity": 2, + "weight": 188, + "price": 600000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "4d8", + "range": "100/200/400", + "rof": "0", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.wK7uLtEo5OV0ruSt" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-sidewinder-aim9.webp", + "effects": [] + } + ] + }, + "B-17 Flying Fortress": { + "name": "Forteresse volante B-17", + "description": "
    ", + "items": [ + { + "_id": "vGDSgq9MVjJyk3Hl", + "name": "2x Mitrailleuses lourdes jumelées (Avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "8T1mpMsIcuhLXWDZ", + "name": "2x Mitrailleuses lourdes jumelées (Tourelle supérieure)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "eHamz63rpUvEmwjo", + "name": "2x Mitrailleuses lourdes jumelées (Tourelle inférieure)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "9zs2WdfPObWDx45b", + "name": "2x Mitrailleuses lourdes jumelées (Gauche)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "eSmG24Nukyi7LJ2O", + "name": "2x Mitrailleuses lourdes jumelées (Droite)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "3SLCKYpoFH5I0LYl", + "name": "Bombes", + "type": "weapon", + "data": { + "description": "
    \n

    Bomb Damage: All of it.

    \n

    A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone not in the affected area.

    \n

    - Clint Black

    \n
    ", + "notes": "Acts as an Intimidation Test against everyone not in the affected area", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "All the damage", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 0, + "flags": { + "core": { + "sourceId": "Item.xsOVkv8ct82InEKU" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + }, + "babele": { + "translated": true, + "hasTranslation": true, + "originalName": "Bombs" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [], + "translated": true, + "hasTranslation": true, + "originalName": "Bombs" + } + ] + }, + "BF-109": { + "name": "BF-109", + "description": "
    ", + "items": [ + { + "_id": "mscUj2HMfBODgiLY", + "name": "2x Mitrailleuses lourdes jumelées (Avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "k6vKhGYNbFUuibDv", + "name": "Canon 20mm (Avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 50000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "v55r9y7c1y": { + "name": "Attaque CdT 4", + "type": "skill", + "rof": 4, + "skillMod": "-2", + "shotsUsed": 20, + "skillOverride": "" + }, + "4jefkit9vp": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "fj7aptxndg": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d12", + "range": "50/100/200", + "rof": "4", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 400000, + "flags": { + "core": { + "sourceId": "Item.bMsPYFKN8QPQqHDD" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Bicycle": { + "name": "Bicyclette", + "description": "

    : le cycliste est touché par 50 % des coups directs. Permet de doubler l’@Compendium [swade-core-rules.swade-rules.Movement]{Allure} et les @Compendium[swade-core-rules.swade-rules.Movement]{dés de Course} de l’utilisateur.

    ", + "items": [] + }, + "Biplane": { + "name": "Biplan", + "description": "
    ", + "items": [] + }, + "BTR 70 APC": { + "name": "BTR 70 APC", + "description": "
    \n

    Transport de troupe blindé. @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Amphibie}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4 × 4}.

    \n
    ", + "items": [ + { + "_id": "4wJIKzRHGm6xIpJt", + "name": "Mitrailleuse Lourde (Toureelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "D4KqNRF9tmb2X7v3", + "name": "Mitrailleuse (Tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Carriage": { + "name": "Chariot", + "description": "

    Tiré par un @Compendium[swade-core-rules.swade-equipment.Horse]{Cheval}. @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12 et peut courir.

    ", + "items": [] + }, + "Cessna Skyhawk": { + "name": "Cessna Skyhawk", + "description": "
    ", + "items": [] + }, + "Compact Car": { + "name": "Voiture compacte", + "description": "

    Honda Civic ou véhicule similaire.

    ", + "items": [] + }, + "Dirt Bike": { + "name": "Moto cross", + "description": "
    \n

    Tout terrain (équivalent à @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4x4}). Le motard est touché par 50 % des coups directs.

    \n
    ", + "items": [] + }, + "Early Car": { + "name": "Voiture ancienne", + "description": "
    Ford Modèle T ou équivalent.
    ", + "items": [] + }, + "F-15 Eagle": { + "name": "F-15 Eagle", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}.

    \n
    ", + "items": [ + { + "_id": "dffORL9Ksa1YunhZ", + "name": "Canon 20mm (Avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 50000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "v55r9y7c1y": { + "name": "Attaque CdT 4", + "type": "skill", + "rof": 4, + "skillMod": "-2", + "shotsUsed": 20, + "skillOverride": "" + }, + "4jefkit9vp": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "fj7aptxndg": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d12", + "range": "50/100/200", + "rof": "4", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 400000, + "flags": { + "core": { + "sourceId": "Item.bMsPYFKN8QPQqHDD" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "eQ6OQGmNQNL3vlcc", + "name": "Bombes", + "type": "weapon", + "data": { + "description": "
    \n

    Bomb Damage: All of it.

    \n

    A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone not in the affected area.

    \n

    - Clint Black

    \n
    ", + "notes": "Acts as an Intimidation Test against everyone not in the affected area", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "All the damage", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 0, + "flags": { + "core": { + "sourceId": "Item.xsOVkv8ct82InEKU" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + }, + "babele": { + "translated": true, + "hasTranslation": true, + "originalName": "Bombs" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [], + "translated": true, + "hasTranslation": true, + "originalName": "Bombs" + }, + { + "_id": "EfyxuaM9A8hKSnGC", + "name": "Sidewinder", + "type": "weapon", + "data": { + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", + "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule.", + "additionalStats": {}, + "quantity": 1, + "weight": 188, + "price": 600000, + "equippable": true, + "equipped": false, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "4d8", + "range": "100/200/400", + "rof": "0", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.wK7uLtEo5OV0ruSt" + }, + "cf": { + "id": "temp_u61doxmmngk", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Missiles", + "color": "#000000" + }, + "babele": { + "translated": true, + "hasTranslation": true, + "originalName": "Sidewinder" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-sidewinder-aim9.webp", + "effects": [], + "translated": true, + "hasTranslation": true, + "originalName": "Sidewinder" + }, + { + "_id": "408VrF7uleDDeJlE", + "name": "Sparrow", + "type": "weapon", + "data": { + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", + "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule.", + "additionalStats": {}, + "quantity": 1, + "weight": 617, + "price": 125000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "5d8", + "range": "150/300/600", + "rof": "0", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.dlddE5PSqCAXHLpa" + }, + "cf": { + "id": "temp_u61doxmmngk", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Missiles", + "color": "#000000" + }, + "babele": { + "translated": true, + "hasTranslation": true, + "originalName": "Sparrow" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-sparrow-aim7.webp", + "effects": [], + "translated": true, + "hasTranslation": true, + "originalName": "Sparrow" + } + ] + }, + "Galleon": { + "name": "Galion", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}.

    \n
    ", + "items": [ + { + "_id": "7WuOXZ4o4Tlpfpyx", + "name": "de 16 à 46 Canons (12 livrs), Boulet (Gauche et Droite)", + "type": "weapon", + "data": { + "description": "
    \n

    Les canons sont utilisés pour détruire des murailles ou briser des formations adverses. C’est le chef d’équipe des artilleurs qui fait le jet de Tir.

    \n

    Bombardement: : obusiers, mortiers et bombardes peuvent atteindre des cibles non visibles en ayant une vague idée de leur emplacement, mais le jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} subit un malus de -4 et la dispersion est doublée (voir @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone} p. 98). Réduisez ce malus à -2 en cas de coordonnées précises (grâce à un observateur direct par exemple). Les canons peuvent tirer trois types de projectiles différents : boulets, shrapnels et canisters (boîtes à mitraille). Il est possible de changer de type de munition entre chaque tir.

    Boulets : ils sont utilisés pour défoncer les murs ou pour décimer les troupes resserrées. Le chef des artilleurs fait un jet de Tir. En cas de Succès, lancez un dé. Sur un résultat pair, le boulet touche une cible se trouvant jusqu’à 6 cases derrière la première. Répétez ensuite le processus jusqu’à l’obtention d’un dé impair.

    \n
    ", + "notes": "Tous les projectiles sont des Armes lourdes et ont Rechargement 8. Deux artilleurs peuvent recharger en même temps.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 10000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "0urmam31b2": { + "name": "Bombardement, Tir approximatif", + "type": "skill", + "rof": null, + "skillMod": "-4", + "skillOverride": "", + "shotsUsed": null + }, + "41i04mkdo8": { + "name": "Bombardement, Tir précis", + "type": "skill", + "rof": null, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "3d6+1", + "range": "50/100/200", + "rof": "1", + "ap": "4", + "minStr": "", + "shots": "1", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.b97lGNSY1Kt8JyCb" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/siegeweapon-catapult.webp", + "effects": [] + } + ] + }, + "Galley": { + "name": "Galère", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}. Propulsée par voiles et rames.

    \n
    ", + "items": [ + { + "_id": "lJGPVUQLj4tQ2f6Z", + "name": "Catapulte (Avant)", + "type": "weapon", + "data": { + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit Moyen}

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}, Rechargement de 5 minutes pour 4 personnes.

    \n
    \n

    Les catapultes sont des machines simples capables de projeter de lourds rochers sur les fortifications ou les troupes ennemies. Il faut une équipe d’environ huit personnes pour charger un projectile, tendre les cordes puis viser. Le Tir peut être effectué par une seule personne, mais charger le projectile lui-même en nécessite quatre.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 10000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "3d6", + "range": "24/48/96", + "rof": "0", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.bOAgE1jwAXAjFTlt" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Helicopter": { + "name": "Hélicoptère", + "description": "

    ", + "items": [] + }, + "Hover APC": { + "name": "Hover APC", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Hover}.

    \n
    ", + "items": [ + { + "_id": "1il4m3UBnNEG9Gzq", + "name": "Gatling Laser (Avant, Tir de réaction)", + "type": "weapon", + "data": { + "description": "

    @Compendium[swade-core-rules.swade-rules.Lasers (Futuristic) Table]{Pas de recul, surcharge, cautérisant}

    ", + "notes": "Pas de recul, surcharge, cautérisant", + "additionalStats": {}, + "quantity": 1, + "weight": 20, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "1wmca7vx5i": { + "name": "Attaque CdT 4", + "type": "skill", + "rof": 4, + "skillMod": "", + "shotsUsed": 20, + "skillOverride": "" + }, + "whqv1usyq4": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "ylps4cskeu": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + }, + "tmf4mxdq73": { + "name": "Tir de Réaction CdT 4", + "type": "skill", + "rof": 4, + "skillMod": "-2", + "shotsUsed": 20, + "skillOverride": "" + }, + "iaeloj64lc": { + "name": "Tir de Réaction CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "mxkqcw5evu": { + "name": "Tir de Réaction CdT 3", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + }, + "qydxwqerih": { + "name": "Surcharge", + "type": "damage", + "rof": null, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null, + "dmgOverride": "", + "dmgMod": "+d6x" + } + } + }, + "damage": "3d6+4", + "range": "50/100/200", + "rof": "4", + "ap": "2", + "minStr": "d8", + "shots": "800", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.TALQLr2zNaj9jG8O" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/GatlingLaser.webp", + "effects": [] + } + ] + }, + "Hover Tank": { + "name": "Hover Tank", + "description": "
    \n

    @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]{Night Vision}.

    \n
    ", + "items": [ + { + "_id": "JwBrJ8FKE3KcJEuT", + "name": "Laser lourd (Tourelle, Stabilisateur amélioré)", + "type": "weapon", + "data": { + "description": "

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "ns40ntpasw": { + "name": "Surcharge", + "type": "damage", + "rof": null, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null, + "dmgOverride": "", + "dmgMod": "+d6x" + } + } + }, + "damage": "4d10", + "range": "150/300/600", + "rof": "1", + "ap": "30", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2500000, + "flags": { + "core": { + "sourceId": "Item.8fWJ0jfnBeRDQIFC" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "VGWEThHm3ub99k4g", + "name": "Gatling Laser (Avant, Tir de Réaction)", + "type": "weapon", + "data": { + "description": "

    @Compendium[swade-core-rules.swade-rules.Lasers (Futuristic) Table]{Pas de recul, surcharge, cautérisant}

    ", + "notes": "Pas de recul, surcharge, cautérisant", + "additionalStats": {}, + "quantity": 1, + "weight": 20, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "1wmca7vx5i": { + "name": "Attaque CdT 4", + "type": "skill", + "rof": 4, + "skillMod": "", + "shotsUsed": 20, + "skillOverride": "" + }, + "whqv1usyq4": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "ylps4cskeu": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + }, + "4cmmljg729": { + "name": "Tir de Réaction CdT 4", + "type": "skill", + "rof": 4, + "skillMod": "-2", + "shotsUsed": 20, + "skillOverride": "" + }, + "llu10do9xv": { + "name": "Tir de Réaction CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "hd90xzrsf1": { + "name": "Tir de Réaction CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + }, + "0rlkbuly0q": { + "name": "Surcharge", + "type": "damage", + "rof": null, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null, + "dmgOverride": "", + "dmgMod": "+d6x" + } + } + }, + "damage": "3d6+4", + "range": "50/100/200", + "rof": "4", + "ap": "2", + "minStr": "d8", + "shots": "800", + "currentShots": "0" + }, + "sort": 2450000, + "flags": { + "core": { + "sourceId": "Item.TALQLr2zNaj9jG8O" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/GatlingLaser.webp", + "effects": [] + } + ] + }, + "Hydrofoil": { + "name": "Hydroptère", + "description": "
    ", + "items": [] + }, + "Japanese Zero": { + "name": "Zéro Japonais", + "description": "
    ", + "items": [ + { + "_id": "eiXElDvhNrsI8VHn", + "name": "2× mitrailleuses lourdes jumelées (Avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "ynEMEFr7HBYkKlk4", + "name": "2× canons de 20mm jumelés (Fixes vers l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 50000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "v55r9y7c1y": { + "name": "Attaque CdT 4", + "type": "skill", + "rof": 4, + "skillMod": "-2", + "shotsUsed": 20, + "skillOverride": "" + }, + "4jefkit9vp": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "fj7aptxndg": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d12", + "range": "50/100/200", + "rof": "4", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 400000, + "flags": { + "core": { + "sourceId": "Item.bMsPYFKN8QPQqHDD" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Jeep": { + "name": "Jeep", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}.

    \n
    ", + "items": [ + { + "_id": "aQoMV9JHbSnuW9UC", + "name": "Mitrailleuse lourde (Pivot vers l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Learjet": { + "name": "Jet", + "description": "
    ", + "items": [] + }, + "M1A1 Abrams": { + "name": "M1A1 Abrams", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", + "items": [ + { + "_id": "mb6PTM4s4oyowckx", + "name": "Canon de char de 120mm (Stabilisateur amélioré)", + "type": "weapon", + "data": { + "description": "

    Canons et canons antichar : ces armes peuvent tirer des munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{perforantes (PA)} ou hautement @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). .

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 800000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "7400xvwkea": { + "name": "Portée courte", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "6d10", + "dmgMod": "" + } + } + }, + "damage": "5d10", + "range": "100/200/400", + "rof": "1", + "ap": "31", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2100000, + "flags": { + "core": { + "sourceId": "Item.NsYJSH275xV8a3EH" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "Dyc2Twy7EFW8ER1B", + "name": "Mitrailleuse (Tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "tN123StgP65SKmEe", + "name": "Mitrailleuse lourde (Pivot sur tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "M2 Bradley": { + "name": "M2 Bradley", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", + "items": [ + { + "_id": "uJiBGbLSAqWlLvnE", + "name": "Canon de 25mm (Stabilisateur amélioré)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 75000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "5yjdf9igio": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "zsg7m6dasg": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "3d8", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 500000, + "flags": { + "core": { + "sourceId": "Item.HJ5RWAM7pmV1birC" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "GOvJX3jxt6G6WhH8", + "name": "Mitrailleuse (Tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "oOm38tixECNxuwR7", + "name": "Lance-missiles TOW", + "type": "weapon", + "data": { + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", + "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule. Ne nécessite pas d'acquisition de cible, juste un jet de Tir, et ne peut pas être affecté par un brouilleur.", + "additionalStats": {}, + "quantity": 1, + "weight": 207, + "price": 60000, + "equippable": true, + "equipped": false, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "5d10", + "range": "75/150/300", + "rof": "1", + "ap": "34", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 0, + "flags": { + "core": { + "sourceId": "Item.Oov99muWS5W4o3qB" + }, + "cf": { + "id": "temp_u61doxmmngk", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Missiles", + "color": "#000000" + }, + "babele": { + "translated": true, + "hasTranslation": true, + "originalName": "TOW Missile Launcher" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-tow.webp", + "effects": [], + "translated": true, + "hasTranslation": true, + "originalName": "TOW Missile Launcher" + } + ] + }, + "M4 Sherman": { + "name": "M4 Sherman", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", + "items": [ + { + "_id": "iK28mNind2BYFWyM", + "name": "Mitrailleuse (Fixe vers l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "K4eedxjRyajTcrOd", + "name": "Mitrailleuse lourde (Pivot sur tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "oRqTE9IQLdxfOZX1", + "name": "Canon de char 75mm (Tourelle, Stabilisateur amélioré)", + "type": "weapon", + "data": { + "description": "

    Canons et canons antichar : ces armes peuvent tirer des munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{perforantes (PA)} ou hautement @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). .

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 250000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "a7ahcucjed": { + "name": "Portée courte", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "5d10", + "dmgMod": "" + } + } + }, + "damage": "4d10", + "range": "75/150/300", + "rof": "1", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1500000, + "flags": { + "core": { + "sourceId": "Item.g5S6PiMuKUvz8rG3" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "M5A1 Stuart": { + "name": "M5A1 Stuart", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}.

    \n
    ", + "items": [ + { + "_id": "7vPQYG4hx8cRtKJe", + "name": "Canon de 37mm (Tourelle, Stabilisateur)", + "type": "weapon", + "data": { + "description": "

    Canons et canons antichar : ces armes peuvent tirer des munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{perforantes (PA)} ou hautement @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). .

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 100000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "pmv6i5ctzd": { + "name": "Portée courte", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "5d8", + "dmgMod": "" + } + } + }, + "damage": "4d8", + "range": "50/100/200", + "rof": "1", + "ap": "3", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1100000, + "flags": { + "core": { + "sourceId": "Item.lufG59xQxej8ROMC" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "9UNgNinz3Fhl1U8G", + "name": "Mitrailleuse (Fixe vers l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "ezLyfZf6P8encMPJ", + "name": "Mitrailleuse lourde (Pivot sur tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Mid-Sized Car": { + "name": "Voiture, berline", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Airbags}, accessoires de luxe.

    \n
    ", + "items": [] + }, + "Minivan": { + "name": "Minivan", + "description": "
    \n

    Minivan familial. @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Airbags}, quelques accessoires de luxe.

    \n
    ", + "items": [] + }, + "P-51 Mustang": { + "name": "P-51 Mustang", + "description": "
     
    ", + "items": [ + { + "_id": "9KyMYbkYSjKHAes1", + "name": "2× Mitrailleuses lourdes jumelées (Fixe vers l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "I37Wh5utmCezlMZ5", + "name": "2× Mitrailleuses lourdes jumelées (Fixe vers l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "dRJkqj0bIuL67cNe", + "name": "2× Mitrailleuses lourdes jumelées (Fixe vers l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Patrol Boat, River": { + "name": "Patrouilleur fluvial", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}.

    \n
    ", + "items": [ + { + "_id": "7UJmPpc549mdCmSh", + "name": "2× Mitrailleuses lourdes jumelées (Pivot vers l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "LFrUWmn3bpQ4LVv8", + "name": "2× Mitrailleuses (Pivot vers la gauche et vers la droite)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "fqbUNGy2HYpgNUfJ", + "name": "Mitrailleuse lourde (Pivot vers l'arrière)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "PT Boat (WW2)": { + "name": "PT Boat (WW2)", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}.

    \n
    ", + "items": [ + { + "_id": "4v74UcGjmOzxJpEe", + "name": "50 cal MG (Front Pintle Mount)", + "type": "weapon", + "data": { + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}

    \n
    \n

    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.

    \n

    Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” 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.

    \n

    Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.

    \n

    Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.

    \n
    ", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 84, + "price": 1500, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "7r05pvxs8m": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "jnh5swl3sr": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "NA", + "shots": "200", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.NqtAGZ6BnLjRoHSC" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "tdNJIhLncR6FtGaQ", + "name": "Mitrailleuse lourde (Pivot à l'arrière)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": false, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10 + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5 + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "tTmL36kU3p8opaIL", + "name": "4× torpedo tubes (Fixed Forward)", + "type": "weapon", + "data": { + "description": "

    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 (HW)}.

    \n

    @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}

    ", + "notes": "LBT, Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 3000, + "price": 500000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "8d10", + "range": "300/600/1200", + "rof": "1", + "ap": "22", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 400000, + "flags": { + "core": { + "sourceId": "Item.jjkGLW2D9Gd1fkNS" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Pz IVJ": { + "name": "Pz IVJ", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", + "items": [ + { + "_id": "2OBqmO7ExtPsCFka", + "name": "Mitralleuse (Fixe à l'avant dans tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "QO1pqbx91oyr77CA", + "name": "Canon de char de 75mm (Tourelle)", + "type": "weapon", + "data": { + "description": "

    Canons et canons antichar : ces armes peuvent tirer des munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{perforantes (PA)} ou hautement @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). .

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 250000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "a7ahcucjed": { + "name": "Close Range", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "5d10", + "dmgMod": "" + } + } + }, + "damage": "4d10", + "range": "75/150/300", + "rof": "1", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1500000, + "flags": { + "core": { + "sourceId": "Item.g5S6PiMuKUvz8rG3" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Pz VI Tiger II": { + "name": "Pz VI Tiger II", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}.

    \n
    ", + "items": [ + { + "_id": "bTZ7BXL7mbuuzw4y", + "name": "Canon de char de 88mm (Tourelle)", + "type": "weapon", + "data": { + "description": "

    Canons et canons antichar : ces armes peuvent tirer des munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{perforantes (PA)} ou hautement @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). .

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 500000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "gj8eb9r0ki": { + "name": "Close Range", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "5d10+1", + "dmgMod": "" + } + } + }, + "damage": "4d10+1", + "range": "100/200/400", + "rof": "1", + "ap": "16", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1900000, + "flags": { + "core": { + "sourceId": "Item.XUZVMHugvTP5AaJz" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "tLd4094TVYknQTt3", + "name": "Mitrailleuse (Fixe à l'avant dans tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Rowboat": { + "name": "CanOë/Barque", + "description": "
    ", + "items": [] + }, + "Semi-Truck": { + "name": "Semi-Remorque", + "description": "
    \n

    La remorque a une @Compendium[swade-core-rules.swade-rules.Size and Scale]{taille} de 7 (Grand), @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 14 (2). *La @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Manoeuvrabilité} avec une remorque passe à -2.

    \n
    ", + "items": [] + }, + "Small Yacht": { + "name": "Petit Yacht", + "description": "
    ", + "items": [] + }, + "Space Shuttle": { + "name": "Navette spatiale", + "description": "
    ", + "items": [] + }, + "Speed Boat": { + "name": "Hors-bord", + "description": "
    ", + "items": [] + }, + "Spitfire Mk IIA": { + "name": "Spitfire Mk IIA", + "description": "
    ", + "items": [ + { + "_id": "Et0TUJzkbZVncwAq", + "name": "4× Mitrailleuses jumelées (Fixe à l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+2", + "dmgMod": "+4", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "dlbJt1xpqgODvQ77", + "name": "4× Mitrailleuses (Fixe à l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+2", + "dmgMod": "+4", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "Sports Car": { + "name": "Voitude, sportive", + "description": "
    \n

    Mustang or similar stock sports cars.

    \n
    ", + "items": [] + }, + "Sports Utility Vehicle": { + "name": "Voiture, SUV", + "description": "
    \n

    Luxury features, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}

    \n
    ", + "items": [] + }, + "Street Bike": { + "name": "Moto", + "description": "
    Conçue pour un usage urbain. Le motard est touché par 50 % des coups directs.
    ", + "items": [] + }, + "SU-27": { + "name": "SU-27", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Night Vision}.

    \n
    ", + "items": [ + { + "_id": "DMVzHDZh1Lg6Tbfp", + "name": "Canon de 30mm (Fixe à l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 200000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "i4ht7b587x": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "obyryv42xo": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "3d8", + "range": "50/100/200", + "rof": "3", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 600000, + "flags": { + "core": { + "sourceId": "Item.RjT9GV5lxrTNrKHf" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "u9DHb70boP2rn4kI", + "name": "Missiles Sidewinder Missiles (équivalent soviétique)", + "type": "weapon", + "data": { + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", + "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule.", + "additionalStats": {}, + "quantity": 4, + "weight": 188, + "price": 600000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "4d8", + "range": "100/200/400", + "rof": "0", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 500000, + "flags": { + "core": { + "sourceId": "Item.wK7uLtEo5OV0ruSt" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-sidewinder-aim9.webp", + "effects": [] + } + ] + }, + "T-34/76": { + "name": "T-34/76", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Blindage incliné} (avant seulement), @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", + "items": [ + { + "_id": "izqnBfepu5r5upwN", + "name": "Canon de tank de 76mm (Tourelle)", + "type": "weapon", + "data": { + "description": "

    Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 300000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "deh7sce7my": { + "name": "Portée courte", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "5d10", + "dmgMod": "" + } + } + }, + "damage": "4d10", + "range": "75/150/300", + "rof": "1", + "ap": "10", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1700000, + "flags": { + "core": { + "sourceId": "Item.S9CfQb5pl0JmS9rH" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "fI9uqqLwaczVWR4r", + "name": "Mitrailleuse (Fixe à l'avant dans tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "T-72 MBT": { + "name": "T-72 MBT", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", + "items": [ + { + "_id": "SPjWzVjoyXetiGzF", + "name": "Canon de tank de 125mm", + "type": "weapon", + "data": { + "description": "

    Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "wbhu8yehva": { + "name": "Portée courte PA", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "6d10", + "dmgMod": "" + } + } + }, + "damage": "5d10", + "range": "100/200/400", + "rof": "1", + "ap": "30", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2300000, + "flags": { + "core": { + "sourceId": "Item.efML2SNloWOckhxF" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + }, + "babele": { + "translated": true, + "hasTranslation": true, + "originalName": "125mm Tank Gun (AP Rounds)" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [], + "translated": true, + "hasTranslation": true, + "originalName": "125mm Tank Gun (AP Rounds)" + }, + { + "_id": "xW0FNYteTDslG9g1", + "name": "Mitrailleuse (Tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "dkO6ixIyKRsiSTOB", + "name": "Mitrailleuse lourde (Pivot dans tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "T80 MBT": { + "name": "T80 MBT", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", + "items": [ + { + "_id": "8UZ7FALmttsECSoR", + "name": "Canon de tank de 125mm (Stabilisateur amélioré)", + "type": "weapon", + "data": { + "description": "

    Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "wbhu8yehva": { + "name": "Portée courte PA", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "6d10", + "dmgMod": "" + } + } + }, + "damage": "5d10", + "range": "100/200/400", + "rof": "1", + "ap": "30", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2300000, + "flags": { + "core": { + "sourceId": "Item.efML2SNloWOckhxF" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "vO5OqdqKZpD1Ay2k", + "name": "Mitrailleuse (Tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": false, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": "3", + "skillMod": "" + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": "2", + "skillMod": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "pJXPzaiI1Pbcm4Va", + "name": "Mitrailleuse lourde (Pivot dans tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + "UH-1 (Huey)": { + "name": "UH-1 (Huey)", + "description": "
    Helicopter
    ", + "items": [ + { + "_id": "aEhMXhg93IU380Cp", + "name": "Mitrailleuse (Fixe à gauche et à droite)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + } + } +} diff --git a/compendiums/swade-core-rules.swade-vehicles.json.OLD b/compendiums/swade-core-rules.swade-vehicles.json.OLD new file mode 100644 index 0000000..6b6b39d --- /dev/null +++ b/compendiums/swade-core-rules.swade-vehicles.json.OLD @@ -0,0 +1,3826 @@ +{ + "label": "SWADE Véhicules", + "mapping": { + "items": "items" + }, + "entries": [ + { + "id": "AH-64 Apache", + "name": "AH-64 Apache", + "description": "
    \n

    Helicopter, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Night Vision}.

    \n
    ", + "items": [ + { + "_id": "ZkQ5MB1hMIOKYsnN", + "name": "Missiles Hellfire", + "type": "weapon", + "data": { + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", + "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule.", + "additionalStats": {}, + "quantity": 16, + "weight": 100, + "price": 115000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "5d10", + "range": "150/300/600", + "rof": "0", + "ap": "40", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.pVpipF019R4iQOTw" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-hellfire-agm-114.webp", + "effects": [] + }, + { + "_id": "lnvng9WbqaaN1Q2x", + "name": "Canon de 30mm (Avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 200000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "i4ht7b587x": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "obyryv42xo": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "3d8", + "range": "50/100/200", + "rof": "3", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 600000, + "flags": { + "core": { + "sourceId": "Item.RjT9GV5lxrTNrKHf" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "AV-8B Harrier", + "name": "AV-8B Harrier", + "description": "
    \n

    -1 en @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Manœuvrabilité} lors d’un décollage vertical.

    \n
    ", + "items": [ + { + "_id": "scF8tYijOo5SXEYe", + "name": "Canon 25mm (Avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 75000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "5yjdf9igio": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "zsg7m6dasg": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "3d8", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 500000, + "flags": { + "core": { + "sourceId": "Item.HJ5RWAM7pmV1birC" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "dFnK1SXQykwEQtOh", + "name": "Bombes", + "type": "weapon", + "data": { + "description": "
    \n

    Bomb Damage: All of it.

    \n

    A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone not in the affected area.

    \n

    - Clint Black

    \n
    ", + "notes": "Acts as an Intimidation Test against everyone not in the affected area", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "Tout les dommages", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2600000, + "flags": { + "core": { + "sourceId": "Item.xsOVkv8ct82InEKU" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + }, + "babele": { + "translated": true, + "hasTranslation": true, + "originalName": "Bombs" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [], + "translated": true, + "hasTranslation": true, + "originalName": "Bombs" + }, + { + "_id": "EdvU8l2DYvpFGYRV", + "name": "Missiles Sidewinder", + "type": "weapon", + "data": { + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", + "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule.", + "additionalStats": {}, + "quantity": 2, + "weight": 188, + "price": 600000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "4d8", + "range": "100/200/400", + "rof": "0", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.wK7uLtEo5OV0ruSt" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-sidewinder-aim9.webp", + "effects": [] + } + ] + }, + { + "id": "B-17 Flying Fortress", + "name": "Forteresse volante B-17", + "description": "
    ", + "items": [ + { + "_id": "vGDSgq9MVjJyk3Hl", + "name": "2x Mitrailleuses lourdes jumelées (Avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "8T1mpMsIcuhLXWDZ", + "name": "2x Mitrailleuses lourdes jumelées (Tourelle supérieure)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "eHamz63rpUvEmwjo", + "name": "2x Mitrailleuses lourdes jumelées (Tourelle inférieure)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "9zs2WdfPObWDx45b", + "name": "2x Mitrailleuses lourdes jumelées (Gauche)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "eSmG24Nukyi7LJ2O", + "name": "2x Mitrailleuses lourdes jumelées (Droite)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "3SLCKYpoFH5I0LYl", + "name": "Bombes", + "type": "weapon", + "data": { + "description": "
    \n

    Bomb Damage: All of it.

    \n

    A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone not in the affected area.

    \n

    - Clint Black

    \n
    ", + "notes": "Acts as an Intimidation Test against everyone not in the affected area", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "All the damage", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 0, + "flags": { + "core": { + "sourceId": "Item.xsOVkv8ct82InEKU" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + }, + "babele": { + "translated": true, + "hasTranslation": true, + "originalName": "Bombs" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [], + "translated": true, + "hasTranslation": true, + "originalName": "Bombs" + } + ] + }, + { + "id": "BF-109", + "name": "BF-109", + "description": "
    ", + "items": [ + { + "_id": "mscUj2HMfBODgiLY", + "name": "2x Mitrailleuses lourdes jumelées (Avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "k6vKhGYNbFUuibDv", + "name": "Canon 20mm (Avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 50000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "v55r9y7c1y": { + "name": "Attaque CdT 4", + "type": "skill", + "rof": 4, + "skillMod": "-2", + "shotsUsed": 20, + "skillOverride": "" + }, + "4jefkit9vp": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "fj7aptxndg": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d12", + "range": "50/100/200", + "rof": "4", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 400000, + "flags": { + "core": { + "sourceId": "Item.bMsPYFKN8QPQqHDD" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Bicycle", + "name": "Bicyclette", + "description": "

    : le cycliste est touché par 50 % des coups directs. Permet de doubler l’@Compendium [swade-core-rules.swade-rules.Movement]{Allure} et les @Compendium[swade-core-rules.swade-rules.Movement]{dés de Course} de l’utilisateur.

    ", "items": [] + }, + { + "id": "Biplane", + "name": "Biplan", + "description": "
    ", + "items": [] + }, + { + "id": "BTR 70 APC", + "name": "BTR 70 APC", + "description": "
    \n

    Transport de troupe blindé. @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Amphibie}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4 × 4}.

    \n
    ", + "items": [ + { + "_id": "4wJIKzRHGm6xIpJt", + "name": "Mitrailleuse Lourde (Toureelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "D4KqNRF9tmb2X7v3", + "name": "Mitrailleuse (Tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Carriage", + "name": "Chariot", + "description": "

    Tiré par un @Compendium[swade-core-rules.swade-equipment.Horse]{Cheval}. @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12 et peut courir.

    ", + "items": [] + }, + { + "id": "Cessna Skyhawk", + "name": "Cessna Skyhawk", + "description": "
    ", + "items": [] + }, + { + "id": "Compact Car", + "name": "Voiture compacte", + "description": "

    Honda Civic ou véhicule similaire.

    ", + "items": [] + }, + { + "id": "Dirt Bike", + "name": "Moto cross", + "description": "
    \n

    Tout terrain (équivalent à @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4x4}). Le motard est touché par 50 % des coups directs.

    \n
    ", + "items": [] + }, + { + "id": "Early Car", + "name": "Voiture ancienne", + "description": "
    Ford Modèle T ou équivalent.
    ", + "items": [] + }, + { + "id": "F-15 Eagle", + "name": "F-15 Eagle", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}.

    \n
    ", + "items": [ + { + "_id": "dffORL9Ksa1YunhZ", + "name": "Canon 20mm (Avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 50000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "v55r9y7c1y": { + "name": "Attaque CdT 4", + "type": "skill", + "rof": 4, + "skillMod": "-2", + "shotsUsed": 20, + "skillOverride": "" + }, + "4jefkit9vp": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "fj7aptxndg": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d12", + "range": "50/100/200", + "rof": "4", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 400000, + "flags": { + "core": { + "sourceId": "Item.bMsPYFKN8QPQqHDD" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "eQ6OQGmNQNL3vlcc", + "name": "Bombes", + "type": "weapon", + "data": { + "description": "
    \n

    Bomb Damage: All of it.

    \n

    A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone not in the affected area.

    \n

    - Clint Black

    \n
    ", + "notes": "Acts as an Intimidation Test against everyone not in the affected area", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 0, + "equippable": false, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "All the damage", + "range": "", + "rof": "1", + "ap": "0", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 0, + "flags": { + "core": { + "sourceId": "Item.xsOVkv8ct82InEKU" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + }, + "babele": { + "translated": true, + "hasTranslation": true, + "originalName": "Bombs" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [], + "translated": true, + "hasTranslation": true, + "originalName": "Bombs" + }, + { + "_id": "EfyxuaM9A8hKSnGC", + "name": "Sidewinder", + "type": "weapon", + "data": { + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", + "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule.", + "additionalStats": {}, + "quantity": 1, + "weight": 188, + "price": 600000, + "equippable": true, + "equipped": false, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "4d8", + "range": "100/200/400", + "rof": "0", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.wK7uLtEo5OV0ruSt" + }, + "cf": { + "id": "temp_u61doxmmngk", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Missiles", + "color": "#000000" + }, + "babele": { + "translated": true, + "hasTranslation": true, + "originalName": "Sidewinder" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-sidewinder-aim9.webp", + "effects": [], + "translated": true, + "hasTranslation": true, + "originalName": "Sidewinder" + }, + { + "_id": "408VrF7uleDDeJlE", + "name": "Sparrow", + "type": "weapon", + "data": { + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", + "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule.", + "additionalStats": {}, + "quantity": 1, + "weight": 617, + "price": 125000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "5d8", + "range": "150/300/600", + "rof": "0", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.dlddE5PSqCAXHLpa" + }, + "cf": { + "id": "temp_u61doxmmngk", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Missiles", + "color": "#000000" + }, + "babele": { + "translated": true, + "hasTranslation": true, + "originalName": "Sparrow" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-sparrow-aim7.webp", + "effects": [], + "translated": true, + "hasTranslation": true, + "originalName": "Sparrow" + } + ] + }, + { + "id": "Galleon", + "name": "Galion", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}.

    \n
    ", + "items": [ + { + "_id": "7WuOXZ4o4Tlpfpyx", + "name": "de 16 à 46 Canons (12 livrs), Boulet (Gauche et Droite)", + "type": "weapon", + "data": { + "description": "
    \n

    Les canons sont utilisés pour détruire des murailles ou briser des formations adverses. C’est le chef d’équipe des artilleurs qui fait le jet de Tir.

    \n

    Bombardement: : obusiers, mortiers et bombardes peuvent atteindre des cibles non visibles en ayant une vague idée de leur emplacement, mais le jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} subit un malus de -4 et la dispersion est doublée (voir @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone} p. 98). Réduisez ce malus à -2 en cas de coordonnées précises (grâce à un observateur direct par exemple). Les canons peuvent tirer trois types de projectiles différents : boulets, shrapnels et canisters (boîtes à mitraille). Il est possible de changer de type de munition entre chaque tir.

    Boulets : ils sont utilisés pour défoncer les murs ou pour décimer les troupes resserrées. Le chef des artilleurs fait un jet de Tir. En cas de Succès, lancez un dé. Sur un résultat pair, le boulet touche une cible se trouvant jusqu’à 6 cases derrière la première. Répétez ensuite le processus jusqu’à l’obtention d’un dé impair.

    \n
    ", + "notes": "Tous les projectiles sont des Armes lourdes et ont Rechargement 8. Deux artilleurs peuvent recharger en même temps.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 10000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "0urmam31b2": { + "name": "Bombardement, Tir approximatif", + "type": "skill", + "rof": null, + "skillMod": "-4", + "skillOverride": "", + "shotsUsed": null + }, + "41i04mkdo8": { + "name": "Bombardement, Tir précis", + "type": "skill", + "rof": null, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "3d6+1", + "range": "50/100/200", + "rof": "1", + "ap": "4", + "minStr": "", + "shots": "1", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.b97lGNSY1Kt8JyCb" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/siegeweapon-catapult.webp", + "effects": [] + } + ] + }, + { + "id": "Galley", + "name": "Galère", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}. Propulsée par voiles et rames.

    \n
    ", + "items": [ + { + "_id": "lJGPVUQLj4tQ2f6Z", + "name": "Catapulte (Avant)", + "type": "weapon", + "data": { + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit Moyen}

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}, Rechargement de 5 minutes pour 4 personnes.

    \n
    \n

    Les catapultes sont des machines simples capables de projeter de lourds rochers sur les fortifications ou les troupes ennemies. Il faut une équipe d’environ huit personnes pour charger un projectile, tendre les cordes puis viser. Le Tir peut être effectué par une seule personne, mais charger le projectile lui-même en nécessite quatre.", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 10000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "3d6", + "range": "24/48/96", + "rof": "0", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.bOAgE1jwAXAjFTlt" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Helicopter", + "name": "Hélicoptère", + "description": "

    ", + "items": [] + }, + { + "id": "Hover APC", + "name": "Hover APC", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Hover}.

    \n
    ", + "items": [ + { + "_id": "1il4m3UBnNEG9Gzq", + "name": "Gatling Laser (Avant, Tir de réaction)", + "type": "weapon", + "data": { + "description": "

    @Compendium[swade-core-rules.swade-rules.Lasers (Futuristic) Table]{Pas de recul, surcharge, cautérisant}

    ", + "notes": "Pas de recul, surcharge, cautérisant", + "additionalStats": {}, + "quantity": 1, + "weight": 20, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "1wmca7vx5i": { + "name": "Attaque CdT 4", + "type": "skill", + "rof": 4, + "skillMod": "", + "shotsUsed": 20, + "skillOverride": "" + }, + "whqv1usyq4": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "ylps4cskeu": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + }, + "tmf4mxdq73": { + "name": "Tir de Réaction CdT 4", + "type": "skill", + "rof": 4, + "skillMod": "-2", + "shotsUsed": 20, + "skillOverride": "" + }, + "iaeloj64lc": { + "name": "Tir de Réaction CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "mxkqcw5evu": { + "name": "Tir de Réaction CdT 3", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + }, + "qydxwqerih": { + "name": "Surcharge", + "type": "damage", + "rof": null, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null, + "dmgOverride": "", + "dmgMod": "+d6x" + } + } + }, + "damage": "3d6+4", + "range": "50/100/200", + "rof": "4", + "ap": "2", + "minStr": "d8", + "shots": "800", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.TALQLr2zNaj9jG8O" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/GatlingLaser.webp", + "effects": [] + } + ] + }, + { + "id": "Hover Tank", + "name": "Hover Tank", + "description": "
    \n

    @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]{Night Vision}.

    \n
    ", + "items": [ + { + "_id": "JwBrJ8FKE3KcJEuT", + "name": "Laser lourd (Tourelle, Stabilisateur amélioré)", + "type": "weapon", + "data": { + "description": "

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "ns40ntpasw": { + "name": "Surcharge", + "type": "damage", + "rof": null, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null, + "dmgOverride": "", + "dmgMod": "+d6x" + } + } + }, + "damage": "4d10", + "range": "150/300/600", + "rof": "1", + "ap": "30", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2500000, + "flags": { + "core": { + "sourceId": "Item.8fWJ0jfnBeRDQIFC" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "VGWEThHm3ub99k4g", + "name": "Gatling Laser (Avant, Tir de Réaction)", + "type": "weapon", + "data": { + "description": "

    @Compendium[swade-core-rules.swade-rules.Lasers (Futuristic) Table]{Pas de recul, surcharge, cautérisant}

    ", + "notes": "Pas de recul, surcharge, cautérisant", + "additionalStats": {}, + "quantity": 1, + "weight": 20, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "1wmca7vx5i": { + "name": "Attaque CdT 4", + "type": "skill", + "rof": 4, + "skillMod": "", + "shotsUsed": 20, + "skillOverride": "" + }, + "whqv1usyq4": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "ylps4cskeu": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + }, + "4cmmljg729": { + "name": "Tir de Réaction CdT 4", + "type": "skill", + "rof": 4, + "skillMod": "-2", + "shotsUsed": 20, + "skillOverride": "" + }, + "llu10do9xv": { + "name": "Tir de Réaction CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "hd90xzrsf1": { + "name": "Tir de Réaction CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + }, + "0rlkbuly0q": { + "name": "Surcharge", + "type": "damage", + "rof": null, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null, + "dmgOverride": "", + "dmgMod": "+d6x" + } + } + }, + "damage": "3d6+4", + "range": "50/100/200", + "rof": "4", + "ap": "2", + "minStr": "d8", + "shots": "800", + "currentShots": "0" + }, + "sort": 2450000, + "flags": { + "core": { + "sourceId": "Item.TALQLr2zNaj9jG8O" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/GatlingLaser.webp", + "effects": [] + } + ] + }, + { + "id": "Hydrofoil", + "name": "Hydroptère", + "description": "
    ", + "items": [] + }, + { + "id": "Japanese Zero", + "name": "Zéro Japonais", + "description": "
    ", + "items": [ + { + "_id": "eiXElDvhNrsI8VHn", + "name": "2× mitrailleuses lourdes jumelées (Avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "ynEMEFr7HBYkKlk4", + "name": "2× canons de 20mm jumelés (Fixes vers l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 50000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "v55r9y7c1y": { + "name": "Attaque CdT 4", + "type": "skill", + "rof": 4, + "skillMod": "-2", + "shotsUsed": 20, + "skillOverride": "" + }, + "4jefkit9vp": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "fj7aptxndg": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d12", + "range": "50/100/200", + "rof": "4", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 400000, + "flags": { + "core": { + "sourceId": "Item.bMsPYFKN8QPQqHDD" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Jeep", + "name": "Jeep", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}.

    \n
    ", + "items": [ + { + "_id": "aQoMV9JHbSnuW9UC", + "name": "Mitrailleuse lourde (Pivot vers l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Learjet", + "name": "Jet", + "description": "
    ", + "items": [] + }, + { + "id": "M1A1 Abrams", + "name": "M1A1 Abrams", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", + "items": [ + { + "_id": "mb6PTM4s4oyowckx", + "name": "Canon de char de 120mm (Stabilisateur amélioré)", + "type": "weapon", + "data": { + "description": "

    Canons et canons antichar : ces armes peuvent tirer des munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{perforantes (PA)} ou hautement @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). .

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 800000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "7400xvwkea": { + "name": "Portée courte", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "6d10", + "dmgMod": "" + } + } + }, + "damage": "5d10", + "range": "100/200/400", + "rof": "1", + "ap": "31", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2100000, + "flags": { + "core": { + "sourceId": "Item.NsYJSH275xV8a3EH" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "Dyc2Twy7EFW8ER1B", + "name": "Mitrailleuse (Tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "tN123StgP65SKmEe", + "name": "Mitrailleuse lourde (Pivot sur tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "M2 Bradley", + "name": "M2 Bradley", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", + "items": [ + { + "_id": "uJiBGbLSAqWlLvnE", + "name": "Canon de 25mm (Stabilisateur amélioré)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 75000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "5yjdf9igio": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "zsg7m6dasg": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "3d8", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 500000, + "flags": { + "core": { + "sourceId": "Item.HJ5RWAM7pmV1birC" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "GOvJX3jxt6G6WhH8", + "name": "Mitrailleuse (Tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "oOm38tixECNxuwR7", + "name": "Lance-missiles TOW", + "type": "weapon", + "data": { + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", + "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule. Ne nécessite pas d'acquisition de cible, juste un jet de Tir, et ne peut pas être affecté par un brouilleur.", + "additionalStats": {}, + "quantity": 1, + "weight": 207, + "price": 60000, + "equippable": true, + "equipped": false, + "isVehicular": false, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "5d10", + "range": "75/150/300", + "rof": "1", + "ap": "34", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 0, + "flags": { + "core": { + "sourceId": "Item.Oov99muWS5W4o3qB" + }, + "cf": { + "id": "temp_u61doxmmngk", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Missiles", + "color": "#000000" + }, + "babele": { + "translated": true, + "hasTranslation": true, + "originalName": "TOW Missile Launcher" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-tow.webp", + "effects": [], + "translated": true, + "hasTranslation": true, + "originalName": "TOW Missile Launcher" + } + ] + }, + { + "id": "M4 Sherman", + "name": "M4 Sherman", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", + "items": [ + { + "_id": "iK28mNind2BYFWyM", + "name": "Mitrailleuse (Fixe vers l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "K4eedxjRyajTcrOd", + "name": "Mitrailleuse lourde (Pivot sur tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "oRqTE9IQLdxfOZX1", + "name": "Canon de char 75mm (Tourelle, Stabilisateur amélioré)", + "type": "weapon", + "data": { + "description": "

    Canons et canons antichar : ces armes peuvent tirer des munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{perforantes (PA)} ou hautement @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). .

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 250000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "a7ahcucjed": { + "name": "Portée courte", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "5d10", + "dmgMod": "" + } + } + }, + "damage": "4d10", + "range": "75/150/300", + "rof": "1", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1500000, + "flags": { + "core": { + "sourceId": "Item.g5S6PiMuKUvz8rG3" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "M5A1 Stuart", + "name": "M5A1 Stuart", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}.

    \n
    ", + "items": [ + { + "_id": "7vPQYG4hx8cRtKJe", + "name": "Canon de 37mm (Tourelle, Stabilisateur)", + "type": "weapon", + "data": { + "description": "

    Canons et canons antichar : ces armes peuvent tirer des munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{perforantes (PA)} ou hautement @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). .

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 100000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "pmv6i5ctzd": { + "name": "Portée courte", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "5d8", + "dmgMod": "" + } + } + }, + "damage": "4d8", + "range": "50/100/200", + "rof": "1", + "ap": "3", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1100000, + "flags": { + "core": { + "sourceId": "Item.lufG59xQxej8ROMC" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "9UNgNinz3Fhl1U8G", + "name": "Mitrailleuse (Fixe vers l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "ezLyfZf6P8encMPJ", + "name": "Mitrailleuse lourde (Pivot sur tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Mid-Sized Car", + "name": "Voiture, berline", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Airbags}, accessoires de luxe.

    \n
    ", + "items": [] + }, + { + "id": "Minivan", + "name": "Minivan", + "description": "
    \n

    Minivan familial. @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Airbags}, quelques accessoires de luxe.

    \n
    ", + "items": [] + }, + { + "id": "P-51 Mustang", + "name": "P-51 Mustang", + "description": "
     
    ", + "items": [ + { + "_id": "9KyMYbkYSjKHAes1", + "name": "2× Mitrailleuses lourdes jumelées (Fixe vers l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "I37Wh5utmCezlMZ5", + "name": "2× Mitrailleuses lourdes jumelées (Fixe vers l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "dRJkqj0bIuL67cNe", + "name": "2× Mitrailleuses lourdes jumelées (Fixe vers l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Patrol Boat, River", + "name": "Patrouilleur fluvial", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}.

    \n
    ", + "items": [ + { + "_id": "7UJmPpc549mdCmSh", + "name": "2× Mitrailleuses lourdes jumelées (Pivot vers l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "LFrUWmn3bpQ4LVv8", + "name": "2× Mitrailleuses (Pivot vers la gauche et vers la droite)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+1", + "dmgMod": "+2", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "fqbUNGy2HYpgNUfJ", + "name": "Mitrailleuse lourde (Pivot vers l'arrière)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "PT Boat (WW2)", + "name": "PT Boat (WW2)", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}.

    \n
    ", + "items": [ + { + "_id": "4v74UcGjmOzxJpEe", + "name": "50 cal MG (Front Pintle Mount)", + "type": "weapon", + "data": { + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}

    \n
    \n

    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.

    \n

    Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” 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.

    \n

    Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.

    \n

    Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.

    \n
    ", + "notes": "Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 84, + "price": 1500, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "7r05pvxs8m": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "jnh5swl3sr": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "NA", + "shots": "200", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.NqtAGZ6BnLjRoHSC" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "tdNJIhLncR6FtGaQ", + "name": "Mitrailleuse lourde (Pivot à l'arrière)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": false, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10 + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5 + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "tTmL36kU3p8opaIL", + "name": "4× torpedo tubes (Fixed Forward)", + "type": "weapon", + "data": { + "description": "

    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 (HW)}.

    \n

    @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}

    ", + "notes": "LBT, Heavy Weapon.", + "additionalStats": {}, + "quantity": 1, + "weight": 3000, + "price": 500000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "8d10", + "range": "300/600/1200", + "rof": "1", + "ap": "22", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 400000, + "flags": { + "core": { + "sourceId": "Item.jjkGLW2D9Gd1fkNS" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Pz IVJ", + "name": "Pz IVJ", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", + "items": [ + { + "_id": "2OBqmO7ExtPsCFka", + "name": "Mitralleuse (Fixe à l'avant dans tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "QO1pqbx91oyr77CA", + "name": "Canon de char de 75mm (Tourelle)", + "type": "weapon", + "data": { + "description": "

    Canons et canons antichar : ces armes peuvent tirer des munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{perforantes (PA)} ou hautement @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). .

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 250000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "a7ahcucjed": { + "name": "Close Range", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "5d10", + "dmgMod": "" + } + } + }, + "damage": "4d10", + "range": "75/150/300", + "rof": "1", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1500000, + "flags": { + "core": { + "sourceId": "Item.g5S6PiMuKUvz8rG3" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Pz VI Tiger II", + "name": "Pz VI Tiger II", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}.

    \n
    ", + "items": [ + { + "_id": "bTZ7BXL7mbuuzw4y", + "name": "Canon de char de 88mm (Tourelle)", + "type": "weapon", + "data": { + "description": "

    Canons et canons antichar : ces armes peuvent tirer des munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{perforantes (PA)} ou hautement @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). .

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 500000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "gj8eb9r0ki": { + "name": "Close Range", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "5d10+1", + "dmgMod": "" + } + } + }, + "damage": "4d10+1", + "range": "100/200/400", + "rof": "1", + "ap": "16", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1900000, + "flags": { + "core": { + "sourceId": "Item.XUZVMHugvTP5AaJz" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "tLd4094TVYknQTt3", + "name": "Mitrailleuse (Fixe à l'avant dans tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Rowboat", + "name": "CanOë/Barque", + "description": "
    ", + "items": [] + }, + { + "id": "Semi-Truck", + "name": "Semi-Remorque", + "description": "
    \n

    La remorque a une @Compendium[swade-core-rules.swade-rules.Size and Scale]{taille} de 7 (Grand), @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 14 (2). *La @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Manoeuvrabilité} avec une remorque passe à -2.

    \n
    ", + "items": [] + }, + { + "id": "Small Yacht", + "name": "Petit Yacht", + "description": "
    ", + "items": [] + }, + { + "id": "Space Shuttle", + "name": "Navette spatiale", + "description": "
    ", + "items": [] + }, + { + "id": "Speed Boat", + "name": "Hors-bord", + "description": "
    ", + "items": [] + }, + { + "id": "Spitfire Mk IIA", + "name": "Spitfire Mk IIA", + "description": "
    ", + "items": [ + { + "_id": "Et0TUJzkbZVncwAq", + "name": "4× Mitrailleuses jumelées (Fixe à l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+2", + "dmgMod": "+4", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "dlbJt1xpqgODvQ77", + "name": "4× Mitrailleuses (Fixe à l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "+2", + "dmgMod": "+4", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 300000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "Sports Car", + "name": "Voitude, sportive", + "description": "
    \n

    Mustang or similar stock sports cars.

    \n
    ", + "items": [] + }, + { + "id": "Sports Utility Vehicle", + "name": "Voiture, SUV", + "description": "
    \n

    Luxury features, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}

    \n
    ", + "items": [] + }, + { + "id": "Street Bike", + "name": "Moto", + "description": "
    Conçue pour un usage urbain. Le motard est touché par 50 % des coups directs.
    ", + "items": [] + }, + { + "id": "SU-27", + "name": "SU-27", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Night Vision}.

    \n
    ", + "items": [ + { + "_id": "DMVzHDZh1Lg6Tbfp", + "name": "Canon de 30mm (Fixe à l'avant)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 200000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "i4ht7b587x": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "obyryv42xo": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "3d8", + "range": "50/100/200", + "rof": "3", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 600000, + "flags": { + "core": { + "sourceId": "Item.RjT9GV5lxrTNrKHf" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "u9DHb70boP2rn4kI", + "name": "Missiles Sidewinder Missiles (équivalent soviétique)", + "type": "weapon", + "data": { + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}. Missile guidé par laser, tiré d’un véhicule.

    \n
    \n

    Sauf spécification contraire, un missile doit être verrouillé sur sa cible avant de pouvoir être tiré. Pour cela le tireur doit réussir un jet d'@Compendium[swade-core-rules.swade-skills.Electronics]{Electronique} opposé au jet de Manœuvre de sa cible (@Compendium[swade-core-rules.swade-skills.Boating]{Conduite}, @Compendium[swade-core-rules.swade-skills.Driving]{Pilotage}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Navigation}, en fonction du cas). En cas de Succès, il est possible de tirer jusqu’à la moitié des missiles du véhicule, et la totalité en cas de Prouesse.

    \n

    L’ennemi peut tenter d’éviter les missiles en faisant pour chacun un jet de @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{manManoeuvre} à -4 (ou -2 s’il peut se servir del’environnement en tant que Couvert, comme des astéroïdes, des gratte-ciels, des canyons, et même de gros vaisseaux adverses). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec Criique00}, le véhicule subit une @Compendium[swade-core-rules.swade-tables.Out of Control]{Perte de Contrôle}.

    \n

    Systèmes antimissiles : les navires de guerre contemporains ou les vaisseaux spatiaux plus importants disposent souvent de systèmes antimissiles destinés à anéantir les missiles en approche. Un opérateur doit être @Compendium[swade-core-rules.swade-rules.Hold]{En attente} pour pouvoir agir, mais certains systèmes automatisés se déclenchent quoi qu’il arrive. Quoi qu’il en soit, il est possible de faire un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} par missile à @Compendium[swade-core-rules.swade-rules.Range]{Portée Courte} en appliquant les modificateurs appropriés (y compris la @Compendium[swade-core-rules.swade-rules.Speed]{vitesse} — les missiles se déplacent à Mach 1, ce qui implique un malus de -6). À moins que le contraire ne soit spécifié, les missiles ont une @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} de 8 (2) (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Casser des trucs}).

    \n
    ", + "notes": "Arme Lourde. Missile guidé par laser, tiré d’un véhicule.", + "additionalStats": {}, + "quantity": 4, + "weight": 188, + "price": 600000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": {} + }, + "damage": "4d8", + "range": "100/200/400", + "rof": "0", + "ap": "6", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 500000, + "flags": { + "core": { + "sourceId": "Item.wK7uLtEo5OV0ruSt" + } + }, + "img": "modules/swade-core-rules/assets/art/equipment/weapons/missile-sidewinder-aim9.webp", + "effects": [] + } + ] + }, + { + "id": "T-34/76", + "name": "T-34/76", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Blindage incliné} (avant seulement), @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", + "items": [ + { + "_id": "izqnBfepu5r5upwN", + "name": "Canon de tank de 76mm (Tourelle)", + "type": "weapon", + "data": { + "description": "

    Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 300000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "deh7sce7my": { + "name": "Portée courte", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "5d10", + "dmgMod": "" + } + } + }, + "damage": "4d10", + "range": "75/150/300", + "rof": "1", + "ap": "10", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 1700000, + "flags": { + "core": { + "sourceId": "Item.S9CfQb5pl0JmS9rH" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "fI9uqqLwaczVWR4r", + "name": "Mitrailleuse (Fixe à l'avant dans tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "T-72 MBT", + "name": "T-72 MBT", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", + "items": [ + { + "_id": "SPjWzVjoyXetiGzF", + "name": "Canon de tank de 125mm", + "type": "weapon", + "data": { + "description": "

    Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "wbhu8yehva": { + "name": "Portée courte PA", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "6d10", + "dmgMod": "" + } + } + }, + "damage": "5d10", + "range": "100/200/400", + "rof": "1", + "ap": "30", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2300000, + "flags": { + "core": { + "sourceId": "Item.efML2SNloWOckhxF" + }, + "cf": { + "id": "temp_zxavjpvt25l", + "path": "Equipment#/CF_SEP/Special Weapons#/CF_SEP/Vehicular Weapons", + "color": "#000000" + }, + "babele": { + "translated": true, + "hasTranslation": true, + "originalName": "125mm Tank Gun (AP Rounds)" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [], + "translated": true, + "hasTranslation": true, + "originalName": "125mm Tank Gun (AP Rounds)" + }, + { + "_id": "xW0FNYteTDslG9g1", + "name": "Mitrailleuse (Tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "skillOverride": "", + "shotsUsed": null + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "dkO6ixIyKRsiSTOB", + "name": "Mitrailleuse lourde (Pivot dans tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "T80 MBT", + "name": "T80 MBT", + "description": "
    \n

    @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Chenilles}.

    \n
    ", + "items": [ + { + "_id": "8UZ7FALmttsECSoR", + "name": "Canon de tank de 125mm (Stabilisateur amélioré)", + "type": "weapon", + "data": { + "description": "

    Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}

    ", + "notes": "Arme lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "wbhu8yehva": { + "name": "Portée courte PA", + "type": "damage", + "rof": "", + "skillMod": "", + "dmgOverride": "6d10", + "dmgMod": "" + } + } + }, + "damage": "5d10", + "range": "100/200/400", + "rof": "1", + "ap": "30", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 2300000, + "flags": { + "core": { + "sourceId": "Item.efML2SNloWOckhxF" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "vO5OqdqKZpD1Ay2k", + "name": "Mitrailleuse (Tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": false, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": "3", + "skillMod": "" + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": "2", + "skillMod": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + }, + { + "_id": "pJXPzaiI1Pbcm4Va", + "name": "Mitrailleuse lourde (Pivot dans tourelle)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 1000, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "-2", + "dmgMod": "", + "additional": { + "slr23nl1ss": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "", + "shotsUsed": 10, + "skillOverride": "" + }, + "q3e75vog4f": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d10", + "range": "50/100/200", + "rof": "3", + "ap": "4", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 200000, + "flags": { + "core": { + "sourceId": "Item.ptb6tBlQQFI5z9DN" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + }, + { + "id": "UH-1 (Huey)", + "name": "UH-1 (Huey)", + "description": "
    Helicopter
    ", + "items": [ + { + "_id": "aEhMXhg93IU380Cp", + "name": "Mitrailleuse (Fixe à gauche et à droite)", + "type": "weapon", + "data": { + "description": "
    \n

    Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.

    \n

    @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}

    \n
    ", + "notes": "Arme Lourde", + "additionalStats": {}, + "quantity": 1, + "weight": 0, + "price": 750, + "equippable": true, + "equipped": true, + "isVehicular": true, + "mods": 1, + "actions": { + "skill": "Shooting", + "skillMod": "", + "dmgMod": "", + "additional": { + "81qhst5kyq": { + "name": "Attaque CdT 3", + "type": "skill", + "rof": 3, + "skillMod": "-2", + "shotsUsed": 10, + "skillOverride": "" + }, + "yjszf9r0co": { + "name": "Attaque CdT 2", + "type": "skill", + "rof": 2, + "skillMod": "-2", + "shotsUsed": 5, + "skillOverride": "" + } + } + }, + "damage": "2d8+1", + "range": "30/60/120", + "rof": "3", + "ap": "2", + "minStr": "", + "shots": "0", + "currentShots": "0" + }, + "sort": 100000, + "flags": { + "core": { + "sourceId": "Item.FoZBJblnV90RTMBX" + } + }, + "img": "systems/swade/assets/icons/weapon.svg", + "effects": [] + } + ] + } + ] +} \ No newline at end of file diff --git a/compendiums/swade.edges.json b/compendiums/swade.edges.json index 89b5cc5..b7a0209 100644 --- a/compendiums/swade.edges.json +++ b/compendiums/swade.edges.json @@ -1,698 +1,560 @@ { - "entries": [ - { - "description": "Voir SWADE p.49", - "id": "Ace", - "name": "As" - }, - { - "description": "Voir SWADE p.49", - "id": "Acrobat", - "name": "Acrobate" - }, - { - "description": "Voir SWADE p.41", - "id": "Alertness", - "name": "Vigilant" - }, - { - "description": "Voir SWADE p.37", - "id": "Ambidextrous", - "name": "Ambidextre" - }, - { - "description": "Voir SWADE p.148", - "id": "Arcane Background (Gifted)", - "name": "Arcanes (Don)" - }, - { - "description": "Voir SWADE p.148", - "id": "Arcane Background (Magic)", - "name": "Arcanes (Magie)" - }, - { - "description": "Voir SWADE p.148", - "id": "Arcane Background (Miracles)", - "name": "Arcanes (Miracles)" - }, - { - "description": "Voir SWADE p.148", - "id": "Arcane Background (Psionics)", - "name": "Arcanes (Psionique)" - }, - { - "description": "Voir SWADE p.148", - "id": "Arcane Background (Weird Science)", - "name": "Arcanes (Science étrange)" - }, - { - "description": "Voir SWADE p.39", - "id": "Arcane Resistance", - "name": "Résistance aux arcanes" - }, - { - "description": "Voir SWADE p.37", - "id": "Aristocrat", - "name": "Aristocrate" - }, - { - "description": "Voir SWADE p.46", - "id": "Artificer", - "name": "Artificier" - }, - { - "description": "Voir SWADE p.49", - "id": "Assassin", - "name": "Assassin" - }, - { - "description": "Voir SWADE p.40", - "id": "Attractive", - "name": "Séduisant" - }, - { - "description": "Voir SWADE p.48", - "id": "Beast Bond", - "name": "Lien animal" - }, - { - "description": "Voir SWADE p.48", - "id": "Beast Master", - "name": "Maître des bêtes" - }, - { - "description": "Voir SWADE p.38", - "id": "Berserk", - "name": "Enragé" - }, - { - "description": "Voir SWADE p.41", - "id": "Block", - "name": "Blocage" - }, - { - "description": "Voir SWADE p.52", - "id": "Bolster", - "name": "Pique Revigorante" - }, - { - "description": "Voir SWADE p.37", - "id": "Brave", - "name": "Brave" - }, - { - "description": "Voir SWADE p.41", - "id": "Brawler", - "name": "Bagarreur" - }, - { - "description": "Voir SWADE p.38", - "id": "Brawny", - "name": "Costaud" - }, - { - "description": "Voir SWADE p.41", - "id": "Bruiser", - "name": "Cogneur" - }, - { - "description": "Voir SWADE p.37", - "id": "Brute", - "name": "Brute" - }, - { - "description": "Voir SWADE p.42", - "id": "Calculating", - "name": "Calculateur" - }, - { - "description": "Voir SWADE p.48", - "id": "Champion", - "name": "Champion" - }, - { - "description": "Voir SWADE p.46", - "id": "Channeling", - "name": "Canalisation" - }, - { - "description": "Voir SWADE p.38", - "id": "Charismatic", - "name": "Charismatique" - }, - { - "description": "Voir SWADE p.48", - "id": "Chi", - "name": "Chi" - }, - { - "description": "Voir SWADE p.49", - "id": "Combat Acrobat", - "name": "Acrobate de combat" - }, - { - "description": "Voir SWADE p.42", - "id": "Combat Reflexes", - "name": "Combatif" - }, - { - "description": "Voir SWADE p.45", - "id": "Command", - "name": "Commandement" - }, - { - "description": "Voir SWADE p.45", - "id": "Command Presence", - "name": "Grande aura de commandement" - }, - { - "description": "Voir SWADE p.52", - "id": "Common Bond", - "name": "Lien mutuel" - }, - { - "description": "Voir SWADE p.46", - "id": "Concentration", - "name": "Concentration" - }, - { - "description": "Voir SWADE p.51", - "id": "Connections", - "name": "Contacts" - }, - { - "description": "Voir SWADE p.42", - "id": "Counterattack", - "name": "Contre-attaque" - }, - { - "description": "Voir SWADE p.49", - "id": "Danger Sense", - "name": "Sixième sens" - }, - { - "description": "Voir SWADE p.42", - "id": "Dead Shot", - "name": "Dans le mille !" - }, - { - "description": "Voir SWADE p.43", - "id": "Dodge", - "name": "Esquive" - }, - { - "description": "Voir SWADE p.42", - "id": "Double Tap", - "name": "Double détente" - }, - { - "description": "Voir SWADE p.39", - "id": "Elan", - "name": "Panache" - }, - { - "description": "Voir SWADE p.52", - "id": "Expert", - "name": "Expert" - }, - { - "description": "Voir SWADE p.46", - "id": "Extra Effort", - "name": "Effort supplémentaire" - }, - { - "description": "Voir SWADE p.43", - "id": "Extraction", - "name": "Extraction" - }, - { - "description": "Voir SWADE p.38", - "id": "Fame", - "name": "Notoriété" - }, - { - "description": "Voir SWADE p.39", - "id": "Famous", - "name": "Célébrité" - }, - { - "description": "Voir SWADE p.38", - "id": "Fast Healer", - "name": "Guérison rapide" - }, - { - "description": "Voir SWADE p.43", - "id": "Feint", - "name": "Feinte" - }, - { - "description": "Voir SWADE p.45", - "id": "Fervor", - "name": "Ferveur" - }, - { - "description": "Voir SWADE p.40", - "id": "Filthy Rich", - "name": "Très riche" - }, - { - "description": "Voir SWADE p.43", - "id": "First Strike", - "name": "Frappe éclair" - }, - { - "description": "Voir SWADE p.40", - "id": "Fleet-Footed", - "name": "Véloce" - }, - { - "description": "Voir SWADE p.53", - "id": "Followers", - "name": "Suivants" - }, - { - "description": "Voir SWADE p.42", - "id": "Free Runner", - "name": "Coureur" - }, - { - "description": "Voir SWADE p.43", - "id": "Frenzy", - "name": "Frénésie" - }, - { - "description": "Voir SWADE p.46", - "id": "Gadgeteer", - "name": "Bricoleur de génie" - }, - { - "description": "Voir SWADE p.44", - "id": "Giant Killer", - "name": "Tueur de géant" - }, - { - "description": "Voir SWADE p.38", - "id": "Great Luck", - "name": "Très chanceux" - }, - { - "description": "Voir SWADE p.43", - "id": "Hard To Kill", - "name": "Increvable" - }, - { - "description": "Voir SWADE p.43", - "id": "Harder To Kill", - "name": "Trompe-la-mort" - }, - { - "description": "Voir SWADE p.48", - "id": "Healer", - "name": "Guérisseur" - }, - { - "description": "Voir SWADE p.45", - "id": "Hold the Line!", - "name": "Serrez les rangs !" - }, - { - "description": "Voir SWADE p.47", - "id": "Holy/Unholy Warrior", - "name": "Guerrier saint/impie" - }, - { - "description": "Voir SWADE p.52", - "id": "Humiliate", - "name": "Humiliation" - }, - { - "description": "Voir SWADE p.39", - "id": "Improved Arcane Resistance", - "name": "Grande résistance aux arcanes" - }, - { - "description": "Voir SWADE p.41", - "id": "Improved Block", - "name": "Grand blocage" - }, - { - "description": "Voir SWADE p.42", - "id": "Improved Counterattack", - "name": "Grande Contre-attaque" - }, - { - "description": "Voir SWADE p.43", - "id": "Improved Dodge", - "name": "Grande esquive" - }, - { - "description": "Voir SWADE p.43", - "id": "Improved Extraction", - "name": "Grande extraction" - }, - { - "description": "Voir SWADE p.43", - "id": "Improved First Strike", - "name": "Frappe froudroyante" - }, - { - "description": "Voir SWADE p.43", - "id": "Improved Frenzy", - "name": "Frénésie suprême" - }, - { - "description": "Voir SWADE p.44", - "id": "Improved Level Headed", - "name": "Sang-froid" - }, - { - "description": "Voir SWADE p.44", - "id": "Improved Nerves of Steel", - "name": "Nerfs d'acier trempé" - }, - { - "description": "Voir SWADE p.44", - "id": "Improved Rapid Fire", - "name": "Tir très rapide" - }, - { - "description": "Voir SWADE p.47", - "id": "Improved Rapid Recharge", - "name": "Grande source de pouvoir" - }, - { - "description": "Voir SWADE p.41", - "id": "Improved Sweep", - "name": "Grand balayage" - }, - { - "description": "Voir SWADE p.41", - "id": "Improved Trademark Weapon", - "name": "Arme fétiche adorée" - }, - { - "description": "Voir SWADE p.43", - "id": "Improvisational Fighter", - "name": "Improvisation martiale" - }, - { - "description": "Voir SWADE p.45", - "id": "Inspire", - "name": "Inspiration" - }, - { - "description": "Voir SWADE p.50", - "id": "Investigator", - "name": "Investigateur" - }, - { - "description": "Voir SWADE p.44", - "id": "Iron Jaw", - "name": "Mâchoire d'acier" - }, - { - "description": "Voir SWADE p.52", - "id": "Iron Will", - "name": "Volonté de fer" - }, - { - "description": "Voir SWADE p.51", - "id": "Jack-Of-All-Trades", - "name": "Touche-à-tout" - }, - { - "description": "Voir SWADE p.44", - "id": "Killer Instinct", - "name": "Instinct de tueur" - }, - { - "description": "Voir SWADE p.44", - "id": "Level Headed", - "name": "Tête froide" - }, - { - "description": "Voir SWADE p.38", - "id": "Linguist", - "name": "Linguiste" - }, - { - "description": "Voir SWADE p.48", - "id": "Liquid Courage", - "name": "Courage liquide" - }, - { - "description": "Voir SWADE p.38", - "id": "Luck", - "name": "Chanceux" - }, - { - "description": "Voir SWADE p.44", - "id": "Marksman", - "name": "Tireur d'élite" - }, - { - "description": "Voir SWADE p.41", - "id": "Martial Artist", - "name": "Arts martiaux" - }, - { - "description": "Voir SWADE p.41", - "id": "Martial Warrior", - "name": "Maîtrise des arts martiaux" - }, - { - "description": "Voir SWADE p.53", - "id": "Master", - "name": "Maître" - }, - { - "description": "Voir SWADE p.53", - "id": "Master of Arms", - "name": "Maître d'armes légendaire" - }, - { - "description": "Voir SWADE p.46", - "id": "Master Tactician", - "name": "Maître tacticien" - }, - { - "description": "Voir SWADE p.49", - "id": "Mcgyver", - "name": "Débrouillard" - }, - { - "description": "Voir SWADE p.52", - "id": "Menacing", - "name": "Menaçant" - }, - { - "description": "Voir SWADE p.47", - "id": "Mentalist", - "name": "Mentaliste" - }, - { - "description": "Voir SWADE p.42", - "id": "Mighty Blow", - "name": "Coup puissant" - }, - { - "description": "Voir SWADE p.49", - "id": "Mr Fix It", - "name": "Bidouilleur" - }, - { - "description": "Voir SWADE p.45", - "id": "Natural Leader", - "name": "Leader naturel" - }, - { - "description": "Voir SWADE p.44", - "id": "Nerves of Steel", - "name": "Nerfs d'acier" - }, - { - "description": "Voir SWADE p.47", - "id": "New Powers", - "name": "Nouveaux pouvoirs" - }, - { - "description": "Voir SWADE p.44", - "id": "No Mercy", - "name": "Sans pitié" - }, - { - "description": "Voir SWADE p.47", - "id": "Power Points", - "name": "Points de pouvoir" - }, - { - "description": "Voir SWADE p.46", - "id": "Power Surge", - "name": "Afflux de pouvoir" - }, - { - "description": "Voir SWADE p.53", - "id": "Professional", - "name": "Professionnel" - }, - { - "description": "Voir SWADE p.52", - "id": "Provoke", - "name": "Provocateur" - }, - { - "description": "Voir SWADE p.40", - "id": "Quick", - "name": "Vif" - }, - { - "description": "Voir SWADE p.51", - "id": "Rabble-Rouser", - "name": "Agitateur" - }, - { - "description": "Voir SWADE p.44", - "id": "Rapid Fire", - "name": "Tir rapide" - }, - { - "description": "Voir SWADE p.47", - "id": "Rapid Recharge", - "name": "Source de pouvoir" - }, - { - "description": "Voir SWADE p.52", - "id": "Reliable", - "name": "Fiable" - }, - { - "description": "Voir SWADE p.52", - "id": "Retort", - "name": "Réplique acerbe" - }, - { - "description": "Voir SWADE p.40", - "id": "Rich", - "name": "Riche" - }, - { - "description": "Voir SWADE p.44", - "id": "Rock and Roll!", - "name": "Rock'n roll!" - }, - { - "description": "Voir SWADE p.49", - "id": "Scavenger", - "name": "Recycleur" - }, - { - "description": "Voir SWADE p.50", - "id": "Scholar", - "name": "Érudit" - }, - { - "description": "Voir SWADE p.53", - "id": "Sidekick", - "name": "Acolyte" - }, - { - "description": "Voir SWADE p.51", - "id": "Soldier", - "name": "Soldat" - }, - { - "description": "Voir SWADE p.46", - "id": "Soul Drain", - "name": "Drain de l'âme" - }, - { - "description": "Voir SWADE p.44", - "id": "Steady Hands", - "name": "Poigne ferme" - }, - { - "description": "Voir SWADE p.52", - "id": "Streetwise", - "name": "Réseau" - }, - { - "description": "Voir SWADE p.52", - "id": "Strong Willed", - "name": "Déterminé" - }, - { - "description": "Voir SWADE p.41", - "id": "Sweep", - "name": "Balayage" - }, - { - "description": "Voir SWADE p.45", - "id": "Tactician", - "name": "Tacticien" - }, - { - "description": "Voir SWADE p.51", - "id": "Thief", - "name": "Voleur" - }, - { - "description": "Voir SWADE p.53", - "id": "Tough As Nails", - "name": "Endurci" - }, - { - "description": "Voir SWADE p.53", - "id": "Tougher Than Nails", - "name": "Coriace" - }, - { - "description": "Voir SWADE p.41", - "id": "Trademark Weapon", - "name": "Arme fétiche" - }, - { - "description": "Voir SWADE p.42", - "id": "Two-Fisted", - "name": "Combat à deux armes" - }, - { - "description": "Voir SWADE p.42", - "id": "Two-Gun Kid", - "name": "Double flingue" - }, - { - "description": "Voir SWADE p.40", - "id": "Very Attractive", - "name": "Très séduisant" - }, - { - "description": "Voir SWADE p.53", - "id": "Weapon Master", - "name": "Maître d'armes" - }, - { - "description": "Voir SWADE p.47", - "id": "Wizard", - "name": "Mage" - }, - { - "description": "Voir SWADE p.50", - "id": "Woodsman", - "name": "Forestier" - }, - { - "description": "Voir SWADE p.51", - "id": "Work the Crowd", - "name": "Chauffeur de foule" - }, - { - "description": "Voir SWADE p.51", - "id": "Work The Room", - "name": "Chauffeur de salle" - } - ], - "label": "SWADE Atouts", - "mapping": { - "description": "data.description" + "entries": { + "Ace": { + "description": "Voir SWADE p.49", + "name": "As" + }, + "Acrobat": { + "description": "Voir SWADE p.49", + "name": "Acrobate" + }, + "Alertness": { + "description": "Voir SWADE p.41", + "name": "Vigilant" + }, + "Ambidextrous": { + "description": "Voir SWADE p.37", + "name": "Ambidextre" + }, + "Arcane Background (Gifted)": { + "description": "Voir SWADE p.148", + "name": "Arcanes (Don)" + }, + "Arcane Background (Magic)": { + "description": "Voir SWADE p.148", + "name": "Arcanes (Magie)" + }, + "Arcane Background (Miracles)": { + "description": "Voir SWADE p.148", + "name": "Arcanes (Miracles)" + }, + "Arcane Background (Psionics)": { + "description": "Voir SWADE p.148", + "name": "Arcanes (Psionique)" + }, + "Arcane Background (Weird Science)": { + "description": "Voir SWADE p.148", + "name": "Arcanes (Science étrange)" + }, + "Arcane Resistance": { + "description": "Voir SWADE p.39", + "name": "Résistance aux arcanes" + }, + "Aristocrat": { + "description": "Voir SWADE p.37", + "name": "Aristocrate" + }, + "Artificer": { + "description": "Voir SWADE p.46", + "name": "Artificier" + }, + "Assassin": { + "description": "Voir SWADE p.49", + "name": "Assassin" + }, + "Attractive": { + "description": "Voir SWADE p.40", + "name": "Séduisant" + }, + "Beast Bond": { + "description": "Voir SWADE p.48", + "name": "Lien animal" + }, + "Beast Master": { + "description": "Voir SWADE p.48", + "name": "Maître des bêtes" + }, + "Berserk": { + "description": "Voir SWADE p.38", + "name": "Enragé" + }, + "Block": { + "description": "Voir SWADE p.41", + "name": "Blocage" + }, + "Bolster": { + "description": "Voir SWADE p.52", + "name": "Pique Revigorante" + }, + "Brave": { + "description": "Voir SWADE p.37", + "name": "Brave" + }, + "Brawler": { + "description": "Voir SWADE p.41", + "name": "Bagarreur" + }, + "Brawny": { + "description": "Voir SWADE p.38", + "name": "Costaud" + }, + "Bruiser": { + "description": "Voir SWADE p.41", + "name": "Cogneur" + }, + "Brute": { + "description": "Voir SWADE p.37", + "name": "Brute" + }, + "Calculating": { + "description": "Voir SWADE p.42", + "name": "Calculateur" + }, + "Champion": { + "description": "Voir SWADE p.48", + "name": "Champion" + }, + "Channeling": { + "description": "Voir SWADE p.46", + "name": "Canalisation" + }, + "Charismatic": { + "description": "Voir SWADE p.38", + "name": "Charismatique" + }, + "Chi": { + "description": "Voir SWADE p.48", + "name": "Chi" + }, + "Combat Acrobat": { + "description": "Voir SWADE p.49", + "name": "Acrobate de combat" + }, + "Combat Reflexes": { + "description": "Voir SWADE p.42", + "name": "Combatif" + }, + "Command": { + "description": "Voir SWADE p.45", + "name": "Commandement" + }, + "Command Presence": { + "description": "Voir SWADE p.45", + "name": "Grande aura de commandement" + }, + "Common Bond": { + "description": "Voir SWADE p.52", + "name": "Lien mutuel" + }, + "Concentration": { + "description": "Voir SWADE p.46", + "name": "Concentration" + }, + "Connections": { + "description": "Voir SWADE p.51", + "name": "Contacts" + }, + "Counterattack": { + "description": "Voir SWADE p.42", + "name": "Contre-attaque" + }, + "Danger Sense": { + "description": "Voir SWADE p.49", + "name": "Sixième sens" + }, + "Dead Shot": { + "description": "Voir SWADE p.42", + "name": "Dans le mille !" + }, + "Dodge": { + "description": "Voir SWADE p.43", + "name": "Esquive" + }, + "Double Tap": { + "description": "Voir SWADE p.42", + "name": "Double détente" + }, + "Elan": { + "description": "Voir SWADE p.39", + "name": "Panache" + }, + "Expert": { + "description": "Voir SWADE p.52", + "name": "Expert" + }, + "Extra Effort": { + "description": "Voir SWADE p.46", + "name": "Effort supplémentaire" + }, + "Extraction": { + "description": "Voir SWADE p.43", + "name": "Extraction" + }, + "Fame": { + "description": "Voir SWADE p.38", + "name": "Notoriété" + }, + "Famous": { + "description": "Voir SWADE p.39", + "name": "Célébrité" + }, + "Fast Healer": { + "description": "Voir SWADE p.38", + "name": "Guérison rapide" + }, + "Feint": { + "description": "Voir SWADE p.43", + "name": "Feinte" + }, + "Fervor": { + "description": "Voir SWADE p.45", + "name": "Ferveur" + }, + "Filthy Rich": { + "description": "Voir SWADE p.40", + "name": "Très riche" + }, + "First Strike": { + "description": "Voir SWADE p.43", + "name": "Frappe éclair" + }, + "Fleet-Footed": { + "description": "Voir SWADE p.40", + "name": "Véloce" + }, + "Followers": { + "description": "Voir SWADE p.53", + "name": "Suivants" + }, + "Free Runner": { + "description": "Voir SWADE p.42", + "name": "Coureur" + }, + "Frenzy": { + "description": "Voir SWADE p.43", + "name": "Frénésie" + }, + "Gadgeteer": { + "description": "Voir SWADE p.46", + "name": "Bricoleur de génie" + }, + "Giant Killer": { + "description": "Voir SWADE p.44", + "name": "Tueur de géant" + }, + "Great Luck": { + "description": "Voir SWADE p.38", + "name": "Très chanceux" + }, + "Hard To Kill": { + "description": "Voir SWADE p.43", + "name": "Increvable" + }, + "Harder To Kill": { + "description": "Voir SWADE p.43", + "name": "Trompe-la-mort" + }, + "Healer": { + "description": "Voir SWADE p.48", + "name": "Guérisseur" + }, + "Hold the Line!": { + "description": "Voir SWADE p.45", + "name": "Serrez les rangs !" + }, + "Holy/Unholy Warrior": { + "description": "Voir SWADE p.47", + "name": "Guerrier saint/impie" + }, + "Humiliate": { + "description": "Voir SWADE p.52", + "name": "Humiliation" + }, + "Improved Arcane Resistance": { + "description": "Voir SWADE p.39", + "name": "Grande résistance aux arcanes" + }, + "Improved Block": { + "description": "Voir SWADE p.41", + "name": "Grand blocage" + }, + "Improved Counterattack": { + "description": "Voir SWADE p.42", + "name": "Grande Contre-attaque" + }, + "Improved Dodge": { + "description": "Voir SWADE p.43", + "name": "Grande esquive" + }, + "Improved Extraction": { + "description": "Voir SWADE p.43", + "name": "Grande extraction" + }, + "Improved First Strike": { + "description": "Voir SWADE p.43", + "name": "Frappe froudroyante" + }, + "Improved Frenzy": { + "description": "Voir SWADE p.43", + "name": "Frénésie suprême" + }, + "Improved Level Headed": { + "description": "Voir SWADE p.44", + "name": "Sang-froid" + }, + "Improved Nerves of Steel": { + "description": "Voir SWADE p.44", + "name": "Nerfs d'acier trempé" + }, + "Improved Rapid Fire": { + "description": "Voir SWADE p.44", + "name": "Tir très rapide" + }, + "Improved Rapid Recharge": { + "description": "Voir SWADE p.47", + "name": "Grande source de pouvoir" + }, + "Improved Sweep": { + "description": "Voir SWADE p.41", + "name": "Grand balayage" + }, + "Improved Trademark Weapon": { + "description": "Voir SWADE p.41", + "name": "Arme fétiche adorée" + }, + "Improvisational Fighter": { + "description": "Voir SWADE p.43", + "name": "Improvisation martiale" + }, + "Inspire": { + "description": "Voir SWADE p.45", + "name": "Inspiration" + }, + "Investigator": { + "description": "Voir SWADE p.50", + "name": "Investigateur" + }, + "Iron Jaw": { + "description": "Voir SWADE p.44", + "name": "Mâchoire d'acier" + }, + "Iron Will": { + "description": "Voir SWADE p.52", + "name": "Volonté de fer" + }, + "Jack-Of-All-Trades": { + "description": "Voir SWADE p.51", + "name": "Touche-à-tout" + }, + "Killer Instinct": { + "description": "Voir SWADE p.44", + "name": "Instinct de tueur" + }, + "Level Headed": { + "description": "Voir SWADE p.44", + "name": "Tête froide" + }, + "Linguist": { + "description": "Voir SWADE p.38", + "name": "Linguiste" + }, + "Liquid Courage": { + "description": "Voir SWADE p.48", + "name": "Courage liquide" + }, + "Luck": { + "description": "Voir SWADE p.38", + "name": "Chanceux" + }, + "Marksman": { + "description": "Voir SWADE p.44", + "name": "Tireur d'élite" + }, + "Martial Artist": { + "description": "Voir SWADE p.41", + "name": "Arts martiaux" + }, + "Martial Warrior": { + "description": "Voir SWADE p.41", + "name": "Maîtrise des arts martiaux" + }, + "Master": { + "description": "Voir SWADE p.53", + "name": "Maître" + }, + "Master of Arms": { + "description": "Voir SWADE p.53", + "name": "Maître d'armes légendaire" + }, + "Master Tactician": { + "description": "Voir SWADE p.46", + "name": "Maître tacticien" + }, + "Mcgyver": { + "description": "Voir SWADE p.49", + "name": "Débrouillard" + }, + "Menacing": { + "description": "Voir SWADE p.52", + "name": "Menaçant" + }, + "Mentalist": { + "description": "Voir SWADE p.47", + "name": "Mentaliste" + }, + "Mighty Blow": { + "description": "Voir SWADE p.42", + "name": "Coup puissant" + }, + "Mr Fix It": { + "description": "Voir SWADE p.49", + "name": "Bidouilleur" + }, + "Natural Leader": { + "description": "Voir SWADE p.45", + "name": "Leader naturel" + }, + "Nerves of Steel": { + "description": "Voir SWADE p.44", + "name": "Nerfs d'acier" + }, + "New Powers": { + "description": "Voir SWADE p.47", + "name": "Nouveaux pouvoirs" + }, + "No Mercy": { + "description": "Voir SWADE p.44", + "name": "Sans pitié" + }, + "Power Points": { + "description": "Voir SWADE p.47", + "name": "Points de pouvoir" + }, + "Power Surge": { + "description": "Voir SWADE p.46", + "name": "Afflux de pouvoir" + }, + "Professional": { + "description": "Voir SWADE p.53", + "name": "Professionnel" + }, + "Provoke": { + "description": "Voir SWADE p.52", + "name": "Provocateur" + }, + "Quick": { + "description": "Voir SWADE p.40", + "name": "Vif" + }, + "Rabble-Rouser": { + "description": "Voir SWADE p.51", + "name": "Agitateur" + }, + "Rapid Fire": { + "description": "Voir SWADE p.44", + "name": "Tir rapide" + }, + "Rapid Recharge": { + "description": "Voir SWADE p.47", + "name": "Source de pouvoir" + }, + "Reliable": { + "description": "Voir SWADE p.52", + "name": "Fiable" + }, + "Retort": { + "description": "Voir SWADE p.52", + "name": "Réplique acerbe" + }, + "Rich": { + "description": "Voir SWADE p.40", + "name": "Riche" + }, + "Rock and Roll!": { + "description": "Voir SWADE p.44", + "name": "Rock'n roll!" + }, + "Scavenger": { + "description": "Voir SWADE p.49", + "name": "Recycleur" + }, + "Scholar": { + "description": "Voir SWADE p.50", + "name": "Érudit" + }, + "Sidekick": { + "description": "Voir SWADE p.53", + "name": "Acolyte" + }, + "Soldier": { + "description": "Voir SWADE p.51", + "name": "Soldat" + }, + "Soul Drain": { + "description": "Voir SWADE p.46", + "name": "Drain de l'âme" + }, + "Steady Hands": { + "description": "Voir SWADE p.44", + "name": "Poigne ferme" + }, + "Streetwise": { + "description": "Voir SWADE p.52", + "name": "Réseau" + }, + "Strong Willed": { + "description": "Voir SWADE p.52", + "name": "Déterminé" + }, + "Sweep": { + "description": "Voir SWADE p.41", + "name": "Balayage" + }, + "Tactician": { + "description": "Voir SWADE p.45", + "name": "Tacticien" + }, + "Thief": { + "description": "Voir SWADE p.51", + "name": "Voleur" + }, + "Tough As Nails": { + "description": "Voir SWADE p.53", + "name": "Endurci" + }, + "Tougher Than Nails": { + "description": "Voir SWADE p.53", + "name": "Coriace" + }, + "Trademark Weapon": { + "description": "Voir SWADE p.41", + "name": "Arme fétiche" + }, + "Two-Fisted": { + "description": "Voir SWADE p.42", + "name": "Combat à deux armes" + }, + "Two-Gun Kid": { + "description": "Voir SWADE p.42", + "name": "Double flingue" + }, + "Very Attractive": { + "description": "Voir SWADE p.40", + "name": "Très séduisant" + }, + "Weapon Master": { + "description": "Voir SWADE p.53", + "name": "Maître d'armes" + }, + "Wizard": { + "description": "Voir SWADE p.47", + "name": "Mage" + }, + "Woodsman": { + "description": "Voir SWADE p.50", + "name": "Forestier" + }, + "Work the Crowd": { + "description": "Voir SWADE p.51", + "name": "Chauffeur de foule" + }, + "Work The Room": { + "description": "Voir SWADE p.51", + "name": "Chauffeur de salle" } -} \ No newline at end of file + }, + "label": "SWADE Atouts", + "mapping": { + "description": "data.description" + } +} diff --git a/compendiums/swade.edges.json.OLD b/compendiums/swade.edges.json.OLD new file mode 100644 index 0000000..89b5cc5 --- /dev/null +++ b/compendiums/swade.edges.json.OLD @@ -0,0 +1,698 @@ +{ + "entries": [ + { + "description": "Voir SWADE p.49", + "id": "Ace", + "name": "As" + }, + { + "description": "Voir SWADE p.49", + "id": "Acrobat", + "name": "Acrobate" + }, + { + "description": "Voir SWADE p.41", + "id": "Alertness", + "name": "Vigilant" + }, + { + "description": "Voir SWADE p.37", + "id": "Ambidextrous", + "name": "Ambidextre" + }, + { + "description": "Voir SWADE p.148", + "id": "Arcane Background (Gifted)", + "name": "Arcanes (Don)" + }, + { + "description": "Voir SWADE p.148", + "id": "Arcane Background (Magic)", + "name": "Arcanes (Magie)" + }, + { + "description": "Voir SWADE p.148", + "id": "Arcane Background (Miracles)", + "name": "Arcanes (Miracles)" + }, + { + "description": "Voir SWADE p.148", + "id": "Arcane Background (Psionics)", + "name": "Arcanes (Psionique)" + }, + { + "description": "Voir SWADE p.148", + "id": "Arcane Background (Weird Science)", + "name": "Arcanes (Science étrange)" + }, + { + "description": "Voir SWADE p.39", + "id": "Arcane Resistance", + "name": "Résistance aux arcanes" + }, + { + "description": "Voir SWADE p.37", + "id": "Aristocrat", + "name": "Aristocrate" + }, + { + "description": "Voir SWADE p.46", + "id": "Artificer", + "name": "Artificier" + }, + { + "description": "Voir SWADE p.49", + "id": "Assassin", + "name": "Assassin" + }, + { + "description": "Voir SWADE p.40", + "id": "Attractive", + "name": "Séduisant" + }, + { + "description": "Voir SWADE p.48", + "id": "Beast Bond", + "name": "Lien animal" + }, + { + "description": "Voir SWADE p.48", + "id": "Beast Master", + "name": "Maître des bêtes" + }, + { + "description": "Voir SWADE p.38", + "id": "Berserk", + "name": "Enragé" + }, + { + "description": "Voir SWADE p.41", + "id": "Block", + "name": "Blocage" + }, + { + "description": "Voir SWADE p.52", + "id": "Bolster", + "name": "Pique Revigorante" + }, + { + "description": "Voir SWADE p.37", + "id": "Brave", + "name": "Brave" + }, + { + "description": "Voir SWADE p.41", + "id": "Brawler", + "name": "Bagarreur" + }, + { + "description": "Voir SWADE p.38", + "id": "Brawny", + "name": "Costaud" + }, + { + "description": "Voir SWADE p.41", + "id": "Bruiser", + "name": "Cogneur" + }, + { + "description": "Voir SWADE p.37", + "id": "Brute", + "name": "Brute" + }, + { + "description": "Voir SWADE p.42", + "id": "Calculating", + "name": "Calculateur" + }, + { + "description": "Voir SWADE p.48", + "id": "Champion", + "name": "Champion" + }, + { + "description": "Voir SWADE p.46", + "id": "Channeling", + "name": "Canalisation" + }, + { + "description": "Voir SWADE p.38", + "id": "Charismatic", + "name": "Charismatique" + }, + { + "description": "Voir SWADE p.48", + "id": "Chi", + "name": "Chi" + }, + { + "description": "Voir SWADE p.49", + "id": "Combat Acrobat", + "name": "Acrobate de combat" + }, + { + "description": "Voir SWADE p.42", + "id": "Combat Reflexes", + "name": "Combatif" + }, + { + "description": "Voir SWADE p.45", + "id": "Command", + "name": "Commandement" + }, + { + "description": "Voir SWADE p.45", + "id": "Command Presence", + "name": "Grande aura de commandement" + }, + { + "description": "Voir SWADE p.52", + "id": "Common Bond", + "name": "Lien mutuel" + }, + { + "description": "Voir SWADE p.46", + "id": "Concentration", + "name": "Concentration" + }, + { + "description": "Voir SWADE p.51", + "id": "Connections", + "name": "Contacts" + }, + { + "description": "Voir SWADE p.42", + "id": "Counterattack", + "name": "Contre-attaque" + }, + { + "description": "Voir SWADE p.49", + "id": "Danger Sense", + "name": "Sixième sens" + }, + { + "description": "Voir SWADE p.42", + "id": "Dead Shot", + "name": "Dans le mille !" + }, + { + "description": "Voir SWADE p.43", + "id": "Dodge", + "name": "Esquive" + }, + { + "description": "Voir SWADE p.42", + "id": "Double Tap", + "name": "Double détente" + }, + { + "description": "Voir SWADE p.39", + "id": "Elan", + "name": "Panache" + }, + { + "description": "Voir SWADE p.52", + "id": "Expert", + "name": "Expert" + }, + { + "description": "Voir SWADE p.46", + "id": "Extra Effort", + "name": "Effort supplémentaire" + }, + { + "description": "Voir SWADE p.43", + "id": "Extraction", + "name": "Extraction" + }, + { + "description": "Voir SWADE p.38", + "id": "Fame", + "name": "Notoriété" + }, + { + "description": "Voir SWADE p.39", + "id": "Famous", + "name": "Célébrité" + }, + { + "description": "Voir SWADE p.38", + "id": "Fast Healer", + "name": "Guérison rapide" + }, + { + "description": "Voir SWADE p.43", + "id": "Feint", + "name": "Feinte" + }, + { + "description": "Voir SWADE p.45", + "id": "Fervor", + "name": "Ferveur" + }, + { + "description": "Voir SWADE p.40", + "id": "Filthy Rich", + "name": "Très riche" + }, + { + "description": "Voir SWADE p.43", + "id": "First Strike", + "name": "Frappe éclair" + }, + { + "description": "Voir SWADE p.40", + "id": "Fleet-Footed", + "name": "Véloce" + }, + { + "description": "Voir SWADE p.53", + "id": "Followers", + "name": "Suivants" + }, + { + "description": "Voir SWADE p.42", + "id": "Free Runner", + "name": "Coureur" + }, + { + "description": "Voir SWADE p.43", + "id": "Frenzy", + "name": "Frénésie" + }, + { + "description": "Voir SWADE p.46", + "id": "Gadgeteer", + "name": "Bricoleur de génie" + }, + { + "description": "Voir SWADE p.44", + "id": "Giant Killer", + "name": "Tueur de géant" + }, + { + "description": "Voir SWADE p.38", + "id": "Great Luck", + "name": "Très chanceux" + }, + { + "description": "Voir SWADE p.43", + "id": "Hard To Kill", + "name": "Increvable" + }, + { + "description": "Voir SWADE p.43", + "id": "Harder To Kill", + "name": "Trompe-la-mort" + }, + { + "description": "Voir SWADE p.48", + "id": "Healer", + "name": "Guérisseur" + }, + { + "description": "Voir SWADE p.45", + "id": "Hold the Line!", + "name": "Serrez les rangs !" + }, + { + "description": "Voir SWADE p.47", + "id": "Holy/Unholy Warrior", + "name": "Guerrier saint/impie" + }, + { + "description": "Voir SWADE p.52", + "id": "Humiliate", + "name": "Humiliation" + }, + { + "description": "Voir SWADE p.39", + "id": "Improved Arcane Resistance", + "name": "Grande résistance aux arcanes" + }, + { + "description": "Voir SWADE p.41", + "id": "Improved Block", + "name": "Grand blocage" + }, + { + "description": "Voir SWADE p.42", + "id": "Improved Counterattack", + "name": "Grande Contre-attaque" + }, + { + "description": "Voir SWADE p.43", + "id": "Improved Dodge", + "name": "Grande esquive" + }, + { + "description": "Voir SWADE p.43", + "id": "Improved Extraction", + "name": "Grande extraction" + }, + { + "description": "Voir SWADE p.43", + "id": "Improved First Strike", + "name": "Frappe froudroyante" + }, + { + "description": "Voir SWADE p.43", + "id": "Improved Frenzy", + "name": "Frénésie suprême" + }, + { + "description": "Voir SWADE p.44", + "id": "Improved Level Headed", + "name": "Sang-froid" + }, + { + "description": "Voir SWADE p.44", + "id": "Improved Nerves of Steel", + "name": "Nerfs d'acier trempé" + }, + { + "description": "Voir SWADE p.44", + "id": "Improved Rapid Fire", + "name": "Tir très rapide" + }, + { + "description": "Voir SWADE p.47", + "id": "Improved Rapid Recharge", + "name": "Grande source de pouvoir" + }, + { + "description": "Voir SWADE p.41", + "id": "Improved Sweep", + "name": "Grand balayage" + }, + { + "description": "Voir SWADE p.41", + "id": "Improved Trademark Weapon", + "name": "Arme fétiche adorée" + }, + { + "description": "Voir SWADE p.43", + "id": "Improvisational Fighter", + "name": "Improvisation martiale" + }, + { + "description": "Voir SWADE p.45", + "id": "Inspire", + "name": "Inspiration" + }, + { + "description": "Voir SWADE p.50", + "id": "Investigator", + "name": "Investigateur" + }, + { + "description": "Voir SWADE p.44", + "id": "Iron Jaw", + "name": "Mâchoire d'acier" + }, + { + "description": "Voir SWADE p.52", + "id": "Iron Will", + "name": "Volonté de fer" + }, + { + "description": "Voir SWADE p.51", + "id": "Jack-Of-All-Trades", + "name": "Touche-à-tout" + }, + { + "description": "Voir SWADE p.44", + "id": "Killer Instinct", + "name": "Instinct de tueur" + }, + { + "description": "Voir SWADE p.44", + "id": "Level Headed", + "name": "Tête froide" + }, + { + "description": "Voir SWADE p.38", + "id": "Linguist", + "name": "Linguiste" + }, + { + "description": "Voir SWADE p.48", + "id": "Liquid Courage", + "name": "Courage liquide" + }, + { + "description": "Voir SWADE p.38", + "id": "Luck", + "name": "Chanceux" + }, + { + "description": "Voir SWADE p.44", + "id": "Marksman", + "name": "Tireur d'élite" + }, + { + "description": "Voir SWADE p.41", + "id": "Martial Artist", + "name": "Arts martiaux" + }, + { + "description": "Voir SWADE p.41", + "id": "Martial Warrior", + "name": "Maîtrise des arts martiaux" + }, + { + "description": "Voir SWADE p.53", + "id": "Master", + "name": "Maître" + }, + { + "description": "Voir SWADE p.53", + "id": "Master of Arms", + "name": "Maître d'armes légendaire" + }, + { + "description": "Voir SWADE p.46", + "id": "Master Tactician", + "name": "Maître tacticien" + }, + { + "description": "Voir SWADE p.49", + "id": "Mcgyver", + "name": "Débrouillard" + }, + { + "description": "Voir SWADE p.52", + "id": "Menacing", + "name": "Menaçant" + }, + { + "description": "Voir SWADE p.47", + "id": "Mentalist", + "name": "Mentaliste" + }, + { + "description": "Voir SWADE p.42", + "id": "Mighty Blow", + "name": "Coup puissant" + }, + { + "description": "Voir SWADE p.49", + "id": "Mr Fix It", + "name": "Bidouilleur" + }, + { + "description": "Voir SWADE p.45", + "id": "Natural Leader", + "name": "Leader naturel" + }, + { + "description": "Voir SWADE p.44", + "id": "Nerves of Steel", + "name": "Nerfs d'acier" + }, + { + "description": "Voir SWADE p.47", + "id": "New Powers", + "name": "Nouveaux pouvoirs" + }, + { + "description": "Voir SWADE p.44", + "id": "No Mercy", + "name": "Sans pitié" + }, + { + "description": "Voir SWADE p.47", + "id": "Power Points", + "name": "Points de pouvoir" + }, + { + "description": "Voir SWADE p.46", + "id": "Power Surge", + "name": "Afflux de pouvoir" + }, + { + "description": "Voir SWADE p.53", + "id": "Professional", + "name": "Professionnel" + }, + { + "description": "Voir SWADE p.52", + "id": "Provoke", + "name": "Provocateur" + }, + { + "description": "Voir SWADE p.40", + "id": "Quick", + "name": "Vif" + }, + { + "description": "Voir SWADE p.51", + "id": "Rabble-Rouser", + "name": "Agitateur" + }, + { + "description": "Voir SWADE p.44", + "id": "Rapid Fire", + "name": "Tir rapide" + }, + { + "description": "Voir SWADE p.47", + "id": "Rapid Recharge", + "name": "Source de pouvoir" + }, + { + "description": "Voir SWADE p.52", + "id": "Reliable", + "name": "Fiable" + }, + { + "description": "Voir SWADE p.52", + "id": "Retort", + "name": "Réplique acerbe" + }, + { + "description": "Voir SWADE p.40", + "id": "Rich", + "name": "Riche" + }, + { + "description": "Voir SWADE p.44", + "id": "Rock and Roll!", + "name": "Rock'n roll!" + }, + { + "description": "Voir SWADE p.49", + "id": "Scavenger", + "name": "Recycleur" + }, + { + "description": "Voir SWADE p.50", + "id": "Scholar", + "name": "Érudit" + }, + { + "description": "Voir SWADE p.53", + "id": "Sidekick", + "name": "Acolyte" + }, + { + "description": "Voir SWADE p.51", + "id": "Soldier", + "name": "Soldat" + }, + { + "description": "Voir SWADE p.46", + "id": "Soul Drain", + "name": "Drain de l'âme" + }, + { + "description": "Voir SWADE p.44", + "id": "Steady Hands", + "name": "Poigne ferme" + }, + { + "description": "Voir SWADE p.52", + "id": "Streetwise", + "name": "Réseau" + }, + { + "description": "Voir SWADE p.52", + "id": "Strong Willed", + "name": "Déterminé" + }, + { + "description": "Voir SWADE p.41", + "id": "Sweep", + "name": "Balayage" + }, + { + "description": "Voir SWADE p.45", + "id": "Tactician", + "name": "Tacticien" + }, + { + "description": "Voir SWADE p.51", + "id": "Thief", + "name": "Voleur" + }, + { + "description": "Voir SWADE p.53", + "id": "Tough As Nails", + "name": "Endurci" + }, + { + "description": "Voir SWADE p.53", + "id": "Tougher Than Nails", + "name": "Coriace" + }, + { + "description": "Voir SWADE p.41", + "id": "Trademark Weapon", + "name": "Arme fétiche" + }, + { + "description": "Voir SWADE p.42", + "id": "Two-Fisted", + "name": "Combat à deux armes" + }, + { + "description": "Voir SWADE p.42", + "id": "Two-Gun Kid", + "name": "Double flingue" + }, + { + "description": "Voir SWADE p.40", + "id": "Very Attractive", + "name": "Très séduisant" + }, + { + "description": "Voir SWADE p.53", + "id": "Weapon Master", + "name": "Maître d'armes" + }, + { + "description": "Voir SWADE p.47", + "id": "Wizard", + "name": "Mage" + }, + { + "description": "Voir SWADE p.50", + "id": "Woodsman", + "name": "Forestier" + }, + { + "description": "Voir SWADE p.51", + "id": "Work the Crowd", + "name": "Chauffeur de foule" + }, + { + "description": "Voir SWADE p.51", + "id": "Work The Room", + "name": "Chauffeur de salle" + } + ], + "label": "SWADE Atouts", + "mapping": { + "description": "data.description" + } +} \ No newline at end of file diff --git a/compendiums/swade.hindrances.json b/compendiums/swade.hindrances.json index 6ef0806..e9cd823 100644 --- a/compendiums/swade.hindrances.json +++ b/compendiums/swade.hindrances.json @@ -1,293 +1,236 @@ { - "entries": [ - { - "description": "Voir SWADE p.23", - "id": "All Thumbs", - "name": "Deux mains gauches" - }, - { - "description": "Voir SWADE p.22", - "id": "Anemic", - "name": "Anémique" - }, - { - "description": "Voir SWADE p.22", - "id": "Arrogant", - "name": "Arrogant" - }, - { - "description": "Voir SWADE p.26", - "id": "Bad Eyes", - "name": "Myope" - }, - { - "description": "Voir SWADE p.25", - "id": "Bad Luck", - "name": "Malchanceux" - }, - { - "description": "Voir SWADE p.22", - "id": "Big Mouth", - "name": "Bavard" - }, - { - "description": "Voir SWADE p.22", - "id": "Blind", - "name": "Aveugle" - }, - { - "description": "Voir SWADE p.28", - "id": "Bloodthirsty", - "name": "Sanguinaire" - }, - { - "description": "Voir SWADE p.26", - "id": "Can't Swim", - "name": "Mauvais nageur" - }, - { - "description": "Voir SWADE p.27", - "id": "Cautious", - "name": "Prudent" - }, - { - "description": "Voir SWADE p.24", - "id": "Clueless", - "name": "Ignorant" - }, - { - "description": "Voir SWADE p.22", - "id": "Clumsy", - "name": "Lourdaud" - }, - { - "description": "Voir SWADE p.23", - "id": "Code of Honor", - "name": "Code d'honneur" - }, - { - "description": "Voir SWADE p.23", - "id": "Curious", - "name": "Curieux" - }, - { - "description": "Voir SWADE p.28", - "id": "Death Wish", - "name": "Rien à perdre" - }, - { - "description": "Voir SWADE p.23", - "id": "Delusional", - "name": "Chimère" - }, - { - "description": "Voir SWADE p.28", - "id": "Doubting Thomas", - "name": "Sceptique" - }, - { - "description": "Voir SWADE p.26", - "id": "Driven", - "name": "Obsession" - }, - { - "description": "Voir SWADE p.22", - "id": "Elderly", - "name": "Agé" - }, - { - "description": "Voir SWADE p.24", - "id": "Enemy", - "name": "Ennemi" - }, - { - "description": "Voir SWADE p.23", - "id": "Greedy", - "name": "Cupide" - }, - { - "description": "Voir SWADE p.25/26", - "id": "Habit", - "name": "Mauvaise habitude" - }, - { - "description": "Voir SWADE p.24", - "id": "Hard of Hearing", - "name": "Dur d'oreille" - }, - { - "description": "Voir SWADE p.24", - "id": "Heroic", - "name": "Héroïque" - }, - { - "description": "Voir SWADE p.24", - "id": "Hesitant", - "name": "Hésitant" - }, - { - "description": "Voir SWADE p.24/25", - "id": "Illiterate", - "name": "Illettré" - }, - { - "description": "Voir SWADE p.25", - "id": "Impulsive", - "name": "Impulsif" - }, - { - "description": "Voir SWADE p.25", - "id": "Jealous", - "name": "Jaloux" - }, - { - "description": "Voir SWADE p.25", - "id": "Loyal", - "name": "Loyal" - }, - { - "description": "Voir SWADE p.28", - "id": "Mean", - "name": "Sale caractère" - }, - { - "description": "Voir SWADE p.28", - "id": "Mild Mannered", - "name": "Timoré" - }, - { - "description": "Voir SWADE p.26", - "id": "Mute", - "name": "Muet" - }, - { - "description": "Voir SWADE p.26", - "id": "Obese", - "name": "Obèse" - }, - { - "description": "Voir SWADE p.26", - "id": "Obligation", - "name": "Obligations" - }, - { - "description": "Voir SWADE p.25", - "id": "One Arm", - "name": "Manchot" - }, - { - "description": "Voir SWADE p.23", - "id": "One Eye", - "name": "Borgne" - }, - { - "description": "Voir SWADE p.24", - "id": "Outsider", - "name": "Etranger" - }, - { - "description": "Voir SWADE p.27", - "id": "Overconfident", - "name": "Présomptueux" - }, - { - "description": "Voir SWADE p.26", - "id": "Pacifist", - "name": "Pacifiste" - }, - { - "description": "Voir SWADE p.27", - "id": "Phobia", - "name": "Phobie" - }, - { - "description": "Voir SWADE p.27", - "id": "Poverty", - "name": "Poches percées" - }, - { - "description": "Voir SWADE p.23", - "id": "Quirk", - "name": "Bizarrerie" - }, - { - "description": "Voir SWADE p.25", - "id": "Ruthless", - "name": "Impitoyable" - }, - { - "description": "Voir SWADE p.28", - "id": "Secret", - "name": "Secret" - }, - { - "description": "Voir SWADE p.23", - "id": "Shamed", - "name": "Déshonoré" - }, - { - "description": "Voir SWADE p.25", - "id": "Slow", - "name": "Lent" - }, - { - "description": "Voir SWADE p.24", - "id": "Small", - "name": "Frêle" - }, - { - "description": "Voir SWADE p.28", - "id": "Stubborn", - "name": "Tétu" - }, - { - "description": "Voir SWADE p.28", - "id": "Suspicious", - "name": "Suspicieux" - }, - { - "description": "Voir SWADE p.22", - "id": "Thin Skinned", - "name": "Susceptible" - }, - { - "description": "Voir SWADE p.23", - "id": "Tongue-Tied", - "name": "Défaut d'élocution" - }, - { - "description": "Voir SWADE p.26", - "id": "Ugly", - "name": "Moche" - }, - { - "description": "Voir SWADE p.27", - "id": "Vengeful", - "name": "Rancunier" - }, - { - "description": "Voir SWADE p.28", - "id": "Vow", - "name": "Serment" - }, - { - "description": "Voir SWADE p.27", - "id": "Wanted", - "name": "Recherché" - }, - { - "description": "Voir SWADE p.23", - "id": "Yellow", - "name": "Couard" - }, - { - "description": "Voir SWADE p.22", - "id": "Young", - "name": "Gamin" - } - ], - "label": "SWADE Handicaps", - "mapping": { - "description": "data.description" + "entries": { + "All Thumbs": { + "description": "Voir SWADE p.23", + "name": "Deux mains gauches" + }, + "Anemic": { + "description": "Voir SWADE p.22", + "name": "Anémique" + }, + "Arrogant": { + "description": "Voir SWADE p.22", + "name": "Arrogant" + }, + "Bad Eyes": { + "description": "Voir SWADE p.26", + "name": "Myope" + }, + "Bad Luck": { + "description": "Voir SWADE p.25", + "name": "Malchanceux" + }, + "Big Mouth": { + "description": "Voir SWADE p.22", + "name": "Bavard" + }, + "Blind": { + "description": "Voir SWADE p.22", + "name": "Aveugle" + }, + "Bloodthirsty": { + "description": "Voir SWADE p.28", + "name": "Sanguinaire" + }, + "Can't Swim": { + "description": "Voir SWADE p.26", + "name": "Mauvais nageur" + }, + "Cautious": { + "description": "Voir SWADE p.27", + "name": "Prudent" + }, + "Clueless": { + "description": "Voir SWADE p.24", + "name": "Ignorant" + }, + "Clumsy": { + "description": "Voir SWADE p.22", + "name": "Lourdaud" + }, + "Code of Honor": { + "description": "Voir SWADE p.23", + "name": "Code d'honneur" + }, + "Curious": { + "description": "Voir SWADE p.23", + "name": "Curieux" + }, + "Death Wish": { + "description": "Voir SWADE p.28", + "name": "Rien à perdre" + }, + "Delusional": { + "description": "Voir SWADE p.23", + "name": "Chimère" + }, + "Doubting Thomas": { + "description": "Voir SWADE p.28", + "name": "Sceptique" + }, + "Driven": { + "description": "Voir SWADE p.26", + "name": "Obsession" + }, + "Elderly": { + "description": "Voir SWADE p.22", + "name": "Agé" + }, + "Enemy": { + "description": "Voir SWADE p.24", + "name": "Ennemi" + }, + "Greedy": { + "description": "Voir SWADE p.23", + "name": "Cupide" + }, + "Habit": { + "description": "Voir SWADE p.25/26", + "name": "Mauvaise habitude" + }, + "Hard of Hearing": { + "description": "Voir SWADE p.24", + "name": "Dur d'oreille" + }, + "Heroic": { + "description": "Voir SWADE p.24", + "name": "Héroïque" + }, + "Hesitant": { + "description": "Voir SWADE p.24", + "name": "Hésitant" + }, + "Illiterate": { + "description": "Voir SWADE p.24/25", + "name": "Illettré" + }, + "Impulsive": { + "description": "Voir SWADE p.25", + "name": "Impulsif" + }, + "Jealous": { + "description": "Voir SWADE p.25", + "name": "Jaloux" + }, + "Loyal": { + "description": "Voir SWADE p.25", + "name": "Loyal" + }, + "Mean": { + "description": "Voir SWADE p.28", + "name": "Sale caractère" + }, + "Mild Mannered": { + "description": "Voir SWADE p.28", + "name": "Timoré" + }, + "Mute": { + "description": "Voir SWADE p.26", + "name": "Muet" + }, + "Obese": { + "description": "Voir SWADE p.26", + "name": "Obèse" + }, + "Obligation": { + "description": "Voir SWADE p.26", + "name": "Obligations" + }, + "One Arm": { + "description": "Voir SWADE p.25", + "name": "Manchot" + }, + "One Eye": { + "description": "Voir SWADE p.23", + "name": "Borgne" + }, + "Outsider": { + "description": "Voir SWADE p.24", + "name": "Etranger" + }, + "Overconfident": { + "description": "Voir SWADE p.27", + "name": "Présomptueux" + }, + "Pacifist": { + "description": "Voir SWADE p.26", + "name": "Pacifiste" + }, + "Phobia": { + "description": "Voir SWADE p.27", + "name": "Phobie" + }, + "Poverty": { + "description": "Voir SWADE p.27", + "name": "Poches percées" + }, + "Quirk": { + "description": "Voir SWADE p.23", + "name": "Bizarrerie" + }, + "Ruthless": { + "description": "Voir SWADE p.25", + "name": "Impitoyable" + }, + "Secret": { + "description": "Voir SWADE p.28", + "name": "Secret" + }, + "Shamed": { + "description": "Voir SWADE p.23", + "name": "Déshonoré" + }, + "Slow": { + "description": "Voir SWADE p.25", + "name": "Lent" + }, + "Small": { + "description": "Voir SWADE p.24", + "name": "Frêle" + }, + "Stubborn": { + "description": "Voir SWADE p.28", + "name": "Tétu" + }, + "Suspicious": { + "description": "Voir SWADE p.28", + "name": "Suspicieux" + }, + "Thin Skinned": { + "description": "Voir SWADE p.22", + "name": "Susceptible" + }, + "Tongue-Tied": { + "description": "Voir SWADE p.23", + "name": "Défaut d'élocution" + }, + "Ugly": { + "description": "Voir SWADE p.26", + "name": "Moche" + }, + "Vengeful": { + "description": "Voir SWADE p.27", + "name": "Rancunier" + }, + "Vow": { + "description": "Voir SWADE p.28", + "name": "Serment" + }, + "Wanted": { + "description": "Voir SWADE p.27", + "name": "Recherché" + }, + "Yellow": { + "description": "Voir SWADE p.23", + "name": "Couard" + }, + "Young": { + "description": "Voir SWADE p.22", + "name": "Gamin" } -} \ No newline at end of file + }, + "label": "SWADE Handicaps", + "mapping": { + "description": "data.description" + } +} diff --git a/compendiums/swade.hindrances.json.OLD b/compendiums/swade.hindrances.json.OLD new file mode 100644 index 0000000..6ef0806 --- /dev/null +++ b/compendiums/swade.hindrances.json.OLD @@ -0,0 +1,293 @@ +{ + "entries": [ + { + "description": "Voir SWADE p.23", + "id": "All Thumbs", + "name": "Deux mains gauches" + }, + { + "description": "Voir SWADE p.22", + "id": "Anemic", + "name": "Anémique" + }, + { + "description": "Voir SWADE p.22", + "id": "Arrogant", + "name": "Arrogant" + }, + { + "description": "Voir SWADE p.26", + "id": "Bad Eyes", + "name": "Myope" + }, + { + "description": "Voir SWADE p.25", + "id": "Bad Luck", + "name": "Malchanceux" + }, + { + "description": "Voir SWADE p.22", + "id": "Big Mouth", + "name": "Bavard" + }, + { + "description": "Voir SWADE p.22", + "id": "Blind", + "name": "Aveugle" + }, + { + "description": "Voir SWADE p.28", + "id": "Bloodthirsty", + "name": "Sanguinaire" + }, + { + "description": "Voir SWADE p.26", + "id": "Can't Swim", + "name": "Mauvais nageur" + }, + { + "description": "Voir SWADE p.27", + "id": "Cautious", + "name": "Prudent" + }, + { + "description": "Voir SWADE p.24", + "id": "Clueless", + "name": "Ignorant" + }, + { + "description": "Voir SWADE p.22", + "id": "Clumsy", + "name": "Lourdaud" + }, + { + "description": "Voir SWADE p.23", + "id": "Code of Honor", + "name": "Code d'honneur" + }, + { + "description": "Voir SWADE p.23", + "id": "Curious", + "name": "Curieux" + }, + { + "description": "Voir SWADE p.28", + "id": "Death Wish", + "name": "Rien à perdre" + }, + { + "description": "Voir SWADE p.23", + "id": "Delusional", + "name": "Chimère" + }, + { + "description": "Voir SWADE p.28", + "id": "Doubting Thomas", + "name": "Sceptique" + }, + { + "description": "Voir SWADE p.26", + "id": "Driven", + "name": "Obsession" + }, + { + "description": "Voir SWADE p.22", + "id": "Elderly", + "name": "Agé" + }, + { + "description": "Voir SWADE p.24", + "id": "Enemy", + "name": "Ennemi" + }, + { + "description": "Voir SWADE p.23", + "id": "Greedy", + "name": "Cupide" + }, + { + "description": "Voir SWADE p.25/26", + "id": "Habit", + "name": "Mauvaise habitude" + }, + { + "description": "Voir SWADE p.24", + "id": "Hard of Hearing", + "name": "Dur d'oreille" + }, + { + "description": "Voir SWADE p.24", + "id": "Heroic", + "name": "Héroïque" + }, + { + "description": "Voir SWADE p.24", + "id": "Hesitant", + "name": "Hésitant" + }, + { + "description": "Voir SWADE p.24/25", + "id": "Illiterate", + "name": "Illettré" + }, + { + "description": "Voir SWADE p.25", + "id": "Impulsive", + "name": "Impulsif" + }, + { + "description": "Voir SWADE p.25", + "id": "Jealous", + "name": "Jaloux" + }, + { + "description": "Voir SWADE p.25", + "id": "Loyal", + "name": "Loyal" + }, + { + "description": "Voir SWADE p.28", + "id": "Mean", + "name": "Sale caractère" + }, + { + "description": "Voir SWADE p.28", + "id": "Mild Mannered", + "name": "Timoré" + }, + { + "description": "Voir SWADE p.26", + "id": "Mute", + "name": "Muet" + }, + { + "description": "Voir SWADE p.26", + "id": "Obese", + "name": "Obèse" + }, + { + "description": "Voir SWADE p.26", + "id": "Obligation", + "name": "Obligations" + }, + { + "description": "Voir SWADE p.25", + "id": "One Arm", + "name": "Manchot" + }, + { + "description": "Voir SWADE p.23", + "id": "One Eye", + "name": "Borgne" + }, + { + "description": "Voir SWADE p.24", + "id": "Outsider", + "name": "Etranger" + }, + { + "description": "Voir SWADE p.27", + "id": "Overconfident", + "name": "Présomptueux" + }, + { + "description": "Voir SWADE p.26", + "id": "Pacifist", + "name": "Pacifiste" + }, + { + "description": "Voir SWADE p.27", + "id": "Phobia", + "name": "Phobie" + }, + { + "description": "Voir SWADE p.27", + "id": "Poverty", + "name": "Poches percées" + }, + { + "description": "Voir SWADE p.23", + "id": "Quirk", + "name": "Bizarrerie" + }, + { + "description": "Voir SWADE p.25", + "id": "Ruthless", + "name": "Impitoyable" + }, + { + "description": "Voir SWADE p.28", + "id": "Secret", + "name": "Secret" + }, + { + "description": "Voir SWADE p.23", + "id": "Shamed", + "name": "Déshonoré" + }, + { + "description": "Voir SWADE p.25", + "id": "Slow", + "name": "Lent" + }, + { + "description": "Voir SWADE p.24", + "id": "Small", + "name": "Frêle" + }, + { + "description": "Voir SWADE p.28", + "id": "Stubborn", + "name": "Tétu" + }, + { + "description": "Voir SWADE p.28", + "id": "Suspicious", + "name": "Suspicieux" + }, + { + "description": "Voir SWADE p.22", + "id": "Thin Skinned", + "name": "Susceptible" + }, + { + "description": "Voir SWADE p.23", + "id": "Tongue-Tied", + "name": "Défaut d'élocution" + }, + { + "description": "Voir SWADE p.26", + "id": "Ugly", + "name": "Moche" + }, + { + "description": "Voir SWADE p.27", + "id": "Vengeful", + "name": "Rancunier" + }, + { + "description": "Voir SWADE p.28", + "id": "Vow", + "name": "Serment" + }, + { + "description": "Voir SWADE p.27", + "id": "Wanted", + "name": "Recherché" + }, + { + "description": "Voir SWADE p.23", + "id": "Yellow", + "name": "Couard" + }, + { + "description": "Voir SWADE p.22", + "id": "Young", + "name": "Gamin" + } + ], + "label": "SWADE Handicaps", + "mapping": { + "description": "data.description" + } +} \ No newline at end of file diff --git a/compendiums/swade.skills.json b/compendiums/swade.skills.json index ae4d36a..08e044c 100644 --- a/compendiums/swade.skills.json +++ b/compendiums/swade.skills.json @@ -1,173 +1,140 @@ { - "entries": [ - { - "description": "Voir SWADE p.30", - "id": "Academics", - "name": "Éducation" - }, - { - "description": "Voir SWADE p.29", - "id": "Athletics", - "name": "Athlétisme" - }, - { - "description": "Voir SWADE p.35", - "id": "Battle", - "name": "Stratégie" - }, - { - "description": "Voir SWADE p.33", - "id": "Boating", - "name": "Navigation" - }, - { - "description": "Voir SWADE p.30", - "id": "Common Knowledge", - "name": "Culture générale" - }, - { - "description": "Voir SWADE p.29", - "id": "Driving", - "name": "Conduite" - }, - { - "description": "Voir SWADE p.31", - "id": "Electronics", - "name": "Électronique" - }, - { - "description": "Voir SWADE p.31", - "id": "Faith", - "name": "Foi" - }, - { - "description": "Voir SWADE p.29", - "id": "Fighting", - "name": "Combat" - }, - { - "description": "Voir SWADE p.31", - "id": "Focus", - "name": "Focus" - }, - { - "description": "Voir SWADE p.31", - "id": "Gambling", - "name": "Jeu" - }, - { - "description": "Voir SWADE p.31", - "id": "Hacking", - "name": "Informatique" - }, - { - "description": "Voir SWADE p.35", - "id": "Healing", - "name": "Soins" - }, - { - "description": "Voir SWADE p.31", - "id": "Intimidation", - "name": "Intimidation" - }, - { - "description": "Voir SWADE p.31", - "id": "Language", - "name": "Langue" - }, - { - "description": "Voir SWADE p.33", - "id": "Notice", - "name": "Perception" - }, - { - "description": "Voir SWADE p.33", - "id": "Occult", - "name": "Occultisme" - }, - { - "description": "Voir SWADE p.29", - "id": "Performance", - "name": "Performance" - }, - { - "description": "Voir SWADE p.34", - "id": "Persuasion", - "name": "Persuasion" - }, - { - "description": "Voir SWADE p.34", - "id": "Piloting", - "name": "Pilotage" - }, - { - "description": "Voir SWADE p.34", - "id": "Psionics", - "name": "Psioniques" - }, - { - "description": "Voir SWADE p.35", - "id": "Repair", - "name": "Réparation" - }, - { - "description": "Voir SWADE p.34", - "id": "Research", - "name": "Recherche" - }, - { - "description": "Voir SWADE p.31", - "id": "Riding", - "name": "Équitation" - }, - { - "description": "Voir SWADE p.35", - "id": "Science", - "name": "Sciences" - }, - { - "description": "Voir SWADE p.36", - "id": "Shooting", - "name": "Tir" - }, - { - "description": "Voir SWADE p.33", - "id": "Spellcasting", - "name": "Magie" - }, - { - "description": "Voir SWADE p.30", - "id": "Stealth", - "name": "Discrétion" - }, - { - "description": "Voir SWADE p.36", - "id": "Survival", - "name": "Survie" - }, - { - "description": "Voir SWADE p.34", - "id": "Taunt", - "name": "Provocation" - }, - { - "description": "Voir SWADE p.35", - "id": "Thievery", - "name": "Subterfuge" - }, - { - "description": "Voir SWADE p.89", - "id": "Untrained", - "name": "Compétence par défaut" - }, - { - "description": "Voir SWADE p.35", - "id": "Weird Science", - "name": "Science étrange" - } - ], - "label": "SWADE Compétences", - "mapping": { - "description": "data.description" + "entries": { + "Academics": { + "description": "Voir SWADE p.30", + "name": "Éducation" + }, + "Athletics": { + "description": "Voir SWADE p.29", + "name": "Athlétisme" + }, + "Battle": { + "description": "Voir SWADE p.35", + "name": "Stratégie" + }, + "Boating": { + "description": "Voir SWADE p.33", + "name": "Navigation" + }, + "Common Knowledge": { + "description": "Voir SWADE p.30", + "name": "Culture générale" + }, + "Driving": { + "description": "Voir SWADE p.29", + "name": "Conduite" + }, + "Electronics": { + "description": "Voir SWADE p.31", + "name": "Électronique" + }, + "Faith": { + "description": "Voir SWADE p.31", + "name": "Foi" + }, + "Fighting": { + "description": "Voir SWADE p.29", + "name": "Combat" + }, + "Focus": { + "description": "Voir SWADE p.31", + "name": "Focus" + }, + "Gambling": { + "description": "Voir SWADE p.31", + "name": "Jeu" + }, + "Hacking": { + "description": "Voir SWADE p.31", + "name": "Informatique" + }, + "Healing": { + "description": "Voir SWADE p.35", + "name": "Soins" + }, + "Intimidation": { + "description": "Voir SWADE p.31", + "name": "Intimidation" + }, + "Language": { + "description": "Voir SWADE p.31", + "name": "Langue" + }, + "Notice": { + "description": "Voir SWADE p.33", + "name": "Perception" + }, + "Occult": { + "description": "Voir SWADE p.33", + "name": "Occultisme" + }, + "Performance": { + "description": "Voir SWADE p.29", + "name": "Performance" + }, + "Persuasion": { + "description": "Voir SWADE p.34", + "name": "Persuasion" + }, + "Piloting": { + "description": "Voir SWADE p.34", + "name": "Pilotage" + }, + "Psionics": { + "description": "Voir SWADE p.34", + "name": "Psioniques" + }, + "Repair": { + "description": "Voir SWADE p.35", + "name": "Réparation" + }, + "Research": { + "description": "Voir SWADE p.34", + "name": "Recherche" + }, + "Riding": { + "description": "Voir SWADE p.31", + "name": "Équitation" + }, + "Science": { + "description": "Voir SWADE p.35", + "name": "Sciences" + }, + "Shooting": { + "description": "Voir SWADE p.36", + "name": "Tir" + }, + "Spellcasting": { + "description": "Voir SWADE p.33", + "name": "Magie" + }, + "Stealth": { + "description": "Voir SWADE p.30", + "name": "Discrétion" + }, + "Survival": { + "description": "Voir SWADE p.36", + "name": "Survie" + }, + "Taunt": { + "description": "Voir SWADE p.34", + "name": "Provocation" + }, + "Thievery": { + "description": "Voir SWADE p.35", + "name": "Subterfuge" + }, + "Untrained": { + "description": "Voir SWADE p.89", + "name": "Compétence par défaut" + }, + "Weird Science": { + "description": "Voir SWADE p.35", + "name": "Science étrange" } -} \ No newline at end of file + }, + "label": "SWADE Compétences", + "mapping": { + "description": "data.description" + } +} diff --git a/compendiums/swade.skills.json.OLD b/compendiums/swade.skills.json.OLD new file mode 100644 index 0000000..ae4d36a --- /dev/null +++ b/compendiums/swade.skills.json.OLD @@ -0,0 +1,173 @@ +{ + "entries": [ + { + "description": "Voir SWADE p.30", + "id": "Academics", + "name": "Éducation" + }, + { + "description": "Voir SWADE p.29", + "id": "Athletics", + "name": "Athlétisme" + }, + { + "description": "Voir SWADE p.35", + "id": "Battle", + "name": "Stratégie" + }, + { + "description": "Voir SWADE p.33", + "id": "Boating", + "name": "Navigation" + }, + { + "description": "Voir SWADE p.30", + "id": "Common Knowledge", + "name": "Culture générale" + }, + { + "description": "Voir SWADE p.29", + "id": "Driving", + "name": "Conduite" + }, + { + "description": "Voir SWADE p.31", + "id": "Electronics", + "name": "Électronique" + }, + { + "description": "Voir SWADE p.31", + "id": "Faith", + "name": "Foi" + }, + { + "description": "Voir SWADE p.29", + "id": "Fighting", + "name": "Combat" + }, + { + "description": "Voir SWADE p.31", + "id": "Focus", + "name": "Focus" + }, + { + "description": "Voir SWADE p.31", + "id": "Gambling", + "name": "Jeu" + }, + { + "description": "Voir SWADE p.31", + "id": "Hacking", + "name": "Informatique" + }, + { + "description": "Voir SWADE p.35", + "id": "Healing", + "name": "Soins" + }, + { + "description": "Voir SWADE p.31", + "id": "Intimidation", + "name": "Intimidation" + }, + { + "description": "Voir SWADE p.31", + "id": "Language", + "name": "Langue" + }, + { + "description": "Voir SWADE p.33", + "id": "Notice", + "name": "Perception" + }, + { + "description": "Voir SWADE p.33", + "id": "Occult", + "name": "Occultisme" + }, + { + "description": "Voir SWADE p.29", + "id": "Performance", + "name": "Performance" + }, + { + "description": "Voir SWADE p.34", + "id": "Persuasion", + "name": "Persuasion" + }, + { + "description": "Voir SWADE p.34", + "id": "Piloting", + "name": "Pilotage" + }, + { + "description": "Voir SWADE p.34", + "id": "Psionics", + "name": "Psioniques" + }, + { + "description": "Voir SWADE p.35", + "id": "Repair", + "name": "Réparation" + }, + { + "description": "Voir SWADE p.34", + "id": "Research", + "name": "Recherche" + }, + { + "description": "Voir SWADE p.31", + "id": "Riding", + "name": "Équitation" + }, + { + "description": "Voir SWADE p.35", + "id": "Science", + "name": "Sciences" + }, + { + "description": "Voir SWADE p.36", + "id": "Shooting", + "name": "Tir" + }, + { + "description": "Voir SWADE p.33", + "id": "Spellcasting", + "name": "Magie" + }, + { + "description": "Voir SWADE p.30", + "id": "Stealth", + "name": "Discrétion" + }, + { + "description": "Voir SWADE p.36", + "id": "Survival", + "name": "Survie" + }, + { + "description": "Voir SWADE p.34", + "id": "Taunt", + "name": "Provocation" + }, + { + "description": "Voir SWADE p.35", + "id": "Thievery", + "name": "Subterfuge" + }, + { + "description": "Voir SWADE p.89", + "id": "Untrained", + "name": "Compétence par défaut" + }, + { + "description": "Voir SWADE p.35", + "id": "Weird Science", + "name": "Science étrange" + } + ], + "label": "SWADE Compétences", + "mapping": { + "description": "data.description" + } +} \ No newline at end of file diff --git a/fr.json b/fr.json index a917124..a9c9b11 100644 --- a/fr.json +++ b/fr.json @@ -13,13 +13,13 @@ "Mad Scientist": "Savant fou", "Power": "Pouvoir", "Professional": "Professionel", - "Ranger": "Ranger", - "Shaman": "Chaman", + "Ranger": "Ranger", + "Shaman": "Chaman", "Social": "Social", "US Marshal": "US Marshal", - "Voodooist": "Adepte du vaudou", + "Voodooist": "Adepte du vaudou", "Weird": "Étrange", - "Witch": "Sorcière", + "Witch": "Sorcière", "--Relics": "Reliques Deadlands", "Relic": "Relique", @@ -30,12 +30,12 @@ "Carbine": "Carbine", "Catapults": "Catapulte", "Derringers and Pepperboxes": "Derringer & poivrière", - "Double Action Revolver": "Révolver, double action", + "Double Action Revolver": "Révolver, double action", "Flamethrowers": "Lance-flammes", "Gatling": "Gatling", "Grenades": "Grenade", "Lasers (Futuristic)": "Laser, futuriste", - "Machine Guns": "Mitrailleuse", + "Machine Guns": "Mitrailleuse", "Melee": "Corps à corps", "Melee Weapons, Futuristic": "Arme de contact, futuriste", "Melee Weapons, Medieval": "Arme de contact, médiévale", @@ -54,7 +54,7 @@ "Rocket Launchers & Torpedoes": "Lance-roquette et torpille", "Shotgun": "Fusils calibre 12", "Shotguns": "Fusil de chasse", - "Single Action Revolver": "Révolver, simple action", + "Single Action Revolver": "Révolver, simple action", "Submachine Guns": "Pistolet mitrailleur", "Vehicular Weapons": "Arme véhiculaire", @@ -96,12 +96,12 @@ "spirit": "Âme", "strength": "Force", "Health": "Santé", - "SWADE.Wounds": "Blessures" + "SWADE.Wounds": "Blessures", - "--Actions" : "Actions SWADE", + "Actions" : "Actions SWADE", "Adventure Toolkit" : "Réseautage", "Edges" : "Atouts", "Healing" : "Guérison", "Situational Rules" : "Règles de situation", "Special Ability Actions" : "Capacités spéciales" -} +} diff --git a/module.json b/module.json index 5083ef3..143715d 100644 --- a/module.json +++ b/module.json @@ -96,7 +96,7 @@ ] }, "compatibility": { - "minimum": "10", - "verified": "12" + "minimum": "14", + "verified": "14" } } \ No newline at end of file diff --git a/modules/swade-fr-init.js b/modules/swade-fr-init.js index dc72fab..f9fa0bd 100644 --- a/modules/swade-fr-init.js +++ b/modules/swade-fr-init.js @@ -1,5 +1,6 @@ import { SWDELUXStatBlockParser } from "./sw-statblock-parser.js"; -import { ClassCounter} from "https://www.uberwald.me/fvtt_appcount/count-class-ready.js" +import { ClassCounter } from "https://www.uberwald.me/fvtt_appcount/count-class-ready.js" + const __compFolderTranslation = [ { compendium: 'swade-core-rules.swade-vehicles', @@ -65,128 +66,122 @@ class swadeFrTranslator { } } - /************************************************************************************/ -Hooks.once('init', () => { +Hooks.once("babele.init", (babele) => { + babele.register({ + module: 'swade-fr-content', + lang: 'fr', + dir: 'compendiums' + }); - console.log("INIT !!!!!!") - if (typeof Babele !== 'undefined') { - - console.log("BABELE LOADED !!!"); - Babele.get().register({ - module: 'swade-fr-content', - lang: 'fr', - dir: 'compendiums' - }); - - Babele.get().registerConverters({ - "gear_skill": (skill) => { - let transl = skill - //console.log("Testing", skill) - if (skill) { - let translated = game.babele.translate("swade-core-rules.swade-skills", { name: skill.trim() }, true) - transl = translated.name || skill.trim() - } - return transl - }, - "skill_swid": (swid) => { - if (swid == "combat") return "fighting"; - if (swid == "tir") return "shooting"; - return swid - }, - "category_converter": (category) => { - return game.i18n.localize(category) - }, - "edge_requirements": (req) => { - let reqTab = req.split(",") - let results = [] - for (let item of reqTab) { - let keyName = item.match(/([\w\s\(\)]+) (d[\w\+]*)/) - //console.log("Keyword", item, keyName) - if (keyName && keyName[2]) { // This is a skill or attribute - let toTranslate = keyName[1].trim() - let attr = swadeFrTranslator.getAttribute(toTranslate) - if (attr) { // Test if attribute - results.push(attr + " " + keyName[2].trim()) - } else { // Test if skill - let translated = game.babele.translate("swade-core-rules.swade-skills", { name: toTranslate }, true) - if (!translated.name) { - translated = game.babele.translate("deadlands-core-rules.deadlands-skills", { name: toTranslate }, true) - } - let transResult = translated.name || toTranslate - results.push(transResult + " " + keyName[2].trim()) + babele.registerConverters({ + "gear_skill": (skill) => { + let transl = skill + //console.log("Testing", skill) + if (skill) { + let translated = game.babele.translate("swade-core-rules.swade-skills", { name: skill.trim() }, true) + transl = translated.name || skill.trim() + } + return transl + }, + "skill_swid": (swid) => { + if (swid == "combat") return "fighting"; + if (swid == "tir") return "shooting"; + return swid + }, + "category_converter": (category) => { + return game.i18n.localize(category) + }, + "edge_requirements": (req) => { + let reqTab = req.split(",") + let results = [] + for (let item of reqTab) { + let keyName = item.match(/([\w\s\(\)]+) (d[\w\+]*)/) + //console.log("Keyword", item, keyName) + if (keyName && keyName[2]) { // This is a skill or attribute + let toTranslate = keyName[1].trim() + let attr = swadeFrTranslator.getAttribute(toTranslate) + if (attr) { // Test if attribute + results.push(attr + " " + keyName[2].trim()) + } else { // Test if skill + let translated = game.babele.translate("swade-core-rules.swade-skills", { name: toTranslate }, true) + if (!translated.name) { + translated = game.babele.translate("deadlands-core-rules.deadlands-skills", { name: toTranslate }, true) } - } else { // Rank or edge - let itemName = item.trim() - let rank = swadeFrTranslator.getRank(itemName) - if (rank) { - results.push(rank) - } else { - let translated = game.babele.translate("swade-core-rules.swade-edges", { name: itemName }, true) - if (!translated.name) { - translated = game.babele.translate("deadlands-core-rules.deadlands-edges", { name: itemName }, true) - } - let transResult = translated.name || itemName - results.push(transResult) + let transResult = translated.name || toTranslate + results.push(transResult + " " + keyName[2].trim()) + } + } else { // Rank or edge + let itemName = item.trim() + let rank = swadeFrTranslator.getRank(itemName) + if (rank) { + results.push(rank) + } else { + let translated = game.babele.translate("swade-core-rules.swade-edges", { name: itemName }, true) + if (!translated.name) { + translated = game.babele.translate("deadlands-core-rules.deadlands-edges", { name: itemName }, true) } + let transResult = translated.name || itemName + results.push(transResult) } } - //console.log(">>>>>>>>>>>>>>>>>>>>>>>>> { - if (range) { - if (range == 'Cone Template') return 'Gabarit de cone'; - } - return range; - }, - "gear_ammo": (ammo) => { - if (ammo) { - if (ammo == 'Arrows/Bolts') return 'Flèches/Carreaux'; - if (ammo == 'Canister Shot (Cannon)') return 'Cartouches (Canon)'; - if (ammo == 'Shrapnel Shot (Cannon)') return 'Shrapnel (Canon)'; - if (ammo == 'Solid Shot (Cannon)') return 'Solide (Canon)'; - if (ammo == 'Bullets, Medium') return 'Balles, Moyenne'; - if (ammo == 'Shotgun Shells') return 'Cartouche de Shotgun'; - if (ammo == 'Laser Battery, Pistol') return 'Batterie pour laser, Pistolet'; - if (ammo == 'Laser Battery, Rifle / SMG') return 'Batterie pour laser, Fusil'; - } - return ammo; - }, - "powers_duration": (duration) => { - if (duration == 'One hour') return '1 heure'; - if (duration == 'Instant (slot); 5 (speed)') return 'Instantanée (apathie), 5 (vitesse)'; - if (duration == '(boost); Instant (lower)') return '5 (augmentation), Instantanée (diminution)'; - if (duration == 'Instant') return 'Instantannée'; - if (duration == 'Until the end of the victim\'s next turn') return 'Jusqu’à la fin du prochain tour de la victime'; - if (duration == 'A brief conversation of about five minutes') return 'Une brève conversation d\'environ 5 minutes'; - if (duration == '5 (detect), one hour (conceal)') return '5 (détection), 1 heure (dissimulation)'; - if (duration == 'Instant (Sound); 5 (Silence)') return 'Instantanée (son), 5 (silence)'; - return duration; - }, - "powers_range": (range) => { - if (range == 'Smarts x5 (Sound); Smarts (Silence)') - return 'Intellect ×5 (son), Intellect (silence)'; - if (range == "Cone Template") - return "Gabarit de cône" - if (range == "Touch") - return "Toucher" - if (range == "Sm") - return "Intellect" - if (range == "Sm x 2" || range == "Sm x2") - return "Intellect x2" - if (range == "Self") - return "Personnel" - return range; - }, - "powers_rank": (rank) => { - return swadeFrTranslator.getRank(rank) } - }); - } + //console.log(">>>>>>>>>>>>>>>>>>>>>>>>> { + if (range) { + if (range == 'Cone Template') return 'Gabarit de cone'; + } + return range; + }, + "gear_ammo": (ammo) => { + if (ammo) { + if (ammo == 'Arrows/Bolts') return 'Flèches/Carreaux'; + if (ammo == 'Canister Shot (Cannon)') return 'Cartouches (Canon)'; + if (ammo == 'Shrapnel Shot (Cannon)') return 'Shrapnel (Canon)'; + if (ammo == 'Solid Shot (Cannon)') return 'Solide (Canon)'; + if (ammo == 'Bullets, Medium') return 'Balles, Moyenne'; + if (ammo == 'Shotgun Shells') return 'Cartouche de Shotgun'; + if (ammo == 'Laser Battery, Pistol') return 'Batterie pour laser, Pistolet'; + if (ammo == 'Laser Battery, Rifle / SMG') return 'Batterie pour laser, Fusil'; + } + return ammo; + }, + "powers_duration": (duration) => { + if (duration == 'One hour') return '1 heure'; + if (duration == 'Instant (slot); 5 (speed)') return 'Instantanée (apathie), 5 (vitesse)'; + if (duration == '(boost); Instant (lower)') return '5 (augmentation), Instantanée (diminution)'; + if (duration == 'Instant') return 'Instantannée'; + if (duration == 'Until the end of the victim\'s next turn') return 'Jusqu’à la fin du prochain tour de la victime'; + if (duration == 'A brief conversation of about five minutes') return 'Une brève conversation d\'environ 5 minutes'; + if (duration == '5 (detect), one hour (conceal)') return '5 (détection), 1 heure (dissimulation)'; + if (duration == 'Instant (Sound); 5 (Silence)') return 'Instantanée (son), 5 (silence)'; + return duration; + }, + "powers_range": (range) => { + if (range == 'Smarts x5 (Sound); Smarts (Silence)') + return 'Intellect ×5 (son), Intellect (silence)'; + if (range == "Cone Template") + return "Gabarit de cône" + if (range == "Touch") + return "Toucher" + if (range == "Sm") + return "Intellect" + if (range == "Sm x 2" || range == "Sm x2") + return "Intellect x2" + if (range == "Self") + return "Personnel" + return range; + }, + "powers_rank": (rank) => { + return swadeFrTranslator.getRank(rank) + } + }); }); + /* -------------------------------------------- */ export class SwadeFRContentCommands { @@ -373,7 +368,7 @@ async function loadSecretCompendiums() { /************************************************************************************/ function processItemSwid(actor, item) { let swid = item.system.swid - let newSwid = swid + let newSwid = swid if (swid == "combat") newSwid = "fighting"; if (swid == "tir") newSwid = "shooting"; if (swid != newSwid) { @@ -415,7 +410,7 @@ Hooks.once('ready', () => { type: Boolean, onChange: lang => window.location.reload() }) - + SwadeFRContentCommands.init() migrateSwid() checkSwidSettings() @@ -428,6 +423,6 @@ Hooks.once('ready', () => { Hooks.once('babele.ready', () => { console.log(">>>>>>>>>> BABELE READY") loadSecretCompendiums() -}); +}); console.log(">>>>>>>>>>>> LOADED") diff --git a/scripts/convert-all-entries.js b/scripts/convert-all-entries.js new file mode 100644 index 0000000..cbbd907 --- /dev/null +++ b/scripts/convert-all-entries.js @@ -0,0 +1,93 @@ +// convert-all-entries.js +// Traite tous les fichiers JSON du répertoire compendiums/ +// - Convertit entries[] en entries{} +// - Ignore les fichiers déjà au bon format +// - Sauvegarde l'ancien fichier en .OLD + +const fs = require('fs'); +const path = require('path'); +const convertEntriesToObject = require('./convert-entries'); + +const COMPENDIUMS_DIR = path.join(__dirname, '..', 'compendiums'); + +function isAlreadyConverted(data) { + // Vérifie si entries est déjà un objet (et non un tableau) + return data.entries && typeof data.entries === 'object' && !Array.isArray(data.entries); +} + +function processFile(filePath) { + const filename = path.basename(filePath); + + try { + // Lire le fichier + const content = fs.readFileSync(filePath, 'utf8'); + const data = JSON.parse(content); + + // Vérifier si déjà converti + if (isAlreadyConverted(data)) { + console.log(`⏭️ ${filename} - déjà au bon format, ignoré`); + return false; + } + + // Vérifier qu'il y a bien un tableau entries + if (!data.entries || !Array.isArray(data.entries)) { + console.log(`⚠️ ${filename} - pas de tableau entries, ignoré`); + return false; + } + + // Effectuer la conversion + const converted = convertEntriesToObject(data); + + // Sauvegarder l'ancien fichier en .OLD + const backupPath = filePath + '.OLD'; + fs.renameSync(filePath, backupPath); + + // Écrire le nouveau fichier + fs.writeFileSync(filePath, JSON.stringify(converted, null, 2) + '\n', 'utf8'); + + console.log(`✅ ${filename} - converti`); + return true; + + } catch (error) { + console.error(`❌ ${filename} - ERREUR: ${error.message}`); + return false; + } +} + +function main() { + // Lister tous les fichiers JSON dans compendiums/ + const files = fs.readdirSync(COMPENDIUMS_DIR) + .filter(f => f.endsWith('.json') && !f.endsWith('.OLD')) + .map(f => path.join(COMPENDIUMS_DIR, f)); + + console.log(`Fichiers JSON trouvés: ${files.length}`); + console.log(''); + + let convertedCount = 0; + let ignoredCount = 0; + let errorCount = 0; + + for (const filePath of files) { + const result = processFile(filePath); + if (result === true) { + convertedCount++; + } else if (result === false) { + ignoredCount++; + } else { + errorCount++; + } + } + + console.log(''); + console.log(`Résumé:`); + console.log(` - Convertis: ${convertedCount}`); + console.log(` - Ignorés: ${ignoredCount}`); + console.log(` - Erreurs: ${errorCount}`); +} + +// Exécuter si lancé directement +if (require.main === module) { + main(); +} + +module.exports = { processFile, isAlreadyConverted, main }; diff --git a/scripts/convert-entries.js b/scripts/convert-entries.js new file mode 100644 index 0000000..1be3079 --- /dev/null +++ b/scripts/convert-entries.js @@ -0,0 +1,72 @@ +// convert-entries.js +// Script générique pour convertir un tableau "entries" en objet indexé par id + +function convertEntriesToObject(jsonInput) { + // Parse si c'est une string, sinon utiliser directement + const data = typeof jsonInput === 'string' ? JSON.parse(jsonInput) : jsonInput; + + if (!data || typeof data !== 'object') { + throw new Error('Entrée invalide : doit être un objet ou un JSON valide'); + } + + if (!data.entries || !Array.isArray(data.entries)) { + throw new Error('L\'objet doit contenir une propriété "entries" qui est un tableau'); + } + + // Conversion du tableau entries en objet + const entriesObject = {}; + + for (const entry of data.entries) { + if (!entry || typeof entry !== 'object') { + console.warn('Entrée invalide dans le tableau, ignorée :', entry); + continue; + } + + if (entry.id === undefined || entry.id === null) { + console.warn('Entrée sans ID, ignorée :', entry); + continue; + } + + // Créer une copie sans le champ id + const { id, ...rest } = entry; + entriesObject[entry.id] = { ...rest }; + } + + // Retourner un nouvel objet avec entries converti + return { + ...data, + entries: entriesObject + }; +} + +// Gestion des arguments en ligne de commande +if (require.main === module) { + const fs = require('fs'); + + // Lire depuis stdin ou argument + let input; + if (process.argv[2]) { + // Premier argument = fichier ou JSON direct + try { + // Essayer de lire comme fichier + input = fs.readFileSync(process.argv[2], 'utf8'); + } catch (e) { + // Sinon traiter comme JSON string + input = process.argv[2]; + } + } else { + // Lire depuis stdin + input = fs.readFileSync(process.stdin.fd, 'utf8'); + } + + try { + const result = convertEntriesToObject(input); + console.log(JSON.stringify(result, null, 2)); + } catch (error) { + console.error('Erreur:', error.message); + process.exit(1); + } +} + +// Exporter pour utilisation comme module +module.exports = convertEntriesToObject;