Divers

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Sommaire

Combat maritime

Principe général

Un navire est géré comme une créature artificielle n'ayant ni caractéristiques ni compétences. En tant que telle il peut recevoir des coups critiques (cf. plus loin).

Présentation d'un navire

Type : créature artificielle. <cr> Taille : Grande (AN +2 CA –1 ), Très grande (AN +5 CA –2), Gigantesque (AN +9 CA –4) ou Colossale (AN +14 CA –8).
Dès de vie : 1 (d10) pour 3 m de long en moyenne.
Initiative : -1 pour chaque tranche de 3m de long (à modifier par la compétence de profession (marin) du commandant)
Déplacement : selon le mode de propulsion. Une "course" ou "charge" ne peut s'effectuer qu'après un round de mouvement complet.
Manoeuvrabilité : les règles de manoeuvrabilité de vol sont utilisées en ce qui concerne les virages.
Classe d'armure : base de 10 + modificateur de taille + 1 par tranche de 5m de mouvement + dons d'armure.
Attaque de base : selon les armes installées.
Attaque principale : attaques infligées par les armes spéciales du navire, sans que l'équipage ne soit utilisé.
Attaque secondaire : attaques effectuées par l'équipage lorsque le navire n'est plus manoeuvré.
Jets de sauvegarde (réflexes et vigueur uniquement) : selon DV et type (Créature artificielle).
Donc : le nombre de don est déterminé normallement, mais les seuls dons accessibles sont ceux signalés plus loin.

Dons des navires

Arme principale [navire] Condition. Présence de baliste(s), catapulte(s) ou équivalent et son personnel d'utiliation non naviguant. Avantage. Le navire peut effectuer une attaque principale lors de son mouvement. Normal. Sans ce don, le navire ne peut effectuer d'attaque principale.

Virage serré [navire] Le navire peut rapidement changer de direction. Condition. Navire. Avantage. Le navire peut changer rapidement de direction (une fois par round seulement, action libre). Quelle que soit sa classe de manœuvrabilité, ce don lui permet d’effectuer un virage à 180°, en plus de ceux auxquels elle a droit en temps normal. Le changement de direction exige le sacrifice de 3 mètres de déplacement.

Ravenloft pour New Gallo

Ci-dessous les Templates utilisés pour les scénarios New Gallo (un template par personnage maximum).

Paths of Corruption

The Dark Powers are always testing the domains inhabitants. Whenever a character is doing an evil act (such as defined by the dark powers on the secret Dm's table), he is entitled a power check (% dice). Failure means going down a DM-chosen path of corruption 1 rank.

Path of Innocence

The Innocent template may be chosen by any Good and somewhat innocent / naive character.

Innocent PREALIGN:0,3,6 BONUS:SKILL|Sense Motive|-2 SA:Inner Light. Evil is repelled by your inner light : +3 divine bonus to non-fear saves against evil. SA:Innocent. -2 competence bonus to fear saves. You lose innocence when required to make a power check.

Path of the Brute.

Path of the Brute (Caress of the Dark Powers) SOURCEPAGE:Ravenloft BONUS:STAT|STR|2 SA:Tempted by raw food...

Path of the Brute (Inticement of the Dark Powers) SOURCEPAGE:Ravenloft BONUS:STAT|STR|4 BONUS:STAT|CON|2 BONUS:STAT|CHA|-2 SA:Rage %/day|Rage BONUS:VAR|Rage|1 SA:Beast traits, Tempted by raw food...

Path of the Brute (Invitation of the Dark Powers) SOURCEPAGE:Ravenloft BONUS:STAT|STR|8 BONUS:STAT|CON|4 BONUS:STAT|INT|-2 BONUS:STAT|WIS|-2 BONUS:STAT|CHA|-2 SA:Rage %/day|Rage BONUS:VAR|Rage|2 SA:Beastly behaviour, Beast traits, Tempted by raw food...

Path of the Brute (Embrace of the Dark Powers) SOURCEPAGE:Ravenloft BONUS:STAT|STR|12 BONUS:STAT|CON|6 BONUS:STAT|DEX|-2 BONUS:STAT|INT|-2 BONUS:STAT|WIS|-2 BONUS:STAT|CHA|-2 SA:Rage %/day|Rage BONUS:VAR|Rage|3 SA:Beastly behaviour, Beast traits, Eat only raw food...

Path of the Bad

Path of the Bad (Caress of the Dark Powers) SOURCEPAGE:Ravenloft SPELL:Disguise self|1|Innate SA:Golden eyes.

Path of the Bad (Inticement of the Dark Powers) SOURCEPAGE:Ravenloft SPELL:Disguise self|1|Innate SPELL:Invisibility|1|Innate SA:Golden eyes. BONUS:STAT|FOR|-2

Path of the Bad (Invitation of the Dark Powers) SOURCEPAGE:Ravenloft SPELL:Disguise self|1|Innate SPELL:Invisibility|1|Innate SPELL:Curse|1|Innate SA:Golden eyes SA:Haunted (Tired state, needs 2 nights to recover spells). BONUS:STAT|STR|-2

Path of the Bad (Embrace of the Dark Powers) SOURCEPAGE:Ravenloft SPELL:Disguise self|1|Innate SPELL:Invisibility|1|Innate SPELL:Curse|1|Innate SA:Golden eyes SA:Haunted (Tired state, needs 2 nights to recover spells). BONUS:STAT|STR|-2 BONUS:STAT|CHA|10 SA:Madness (schizophrenia) roll for alignment while on stress situations + once per week : 1 LG 2 NG 3 CG 4 NG 5-6 NN 7 NE 8 LE 9 NE 10 CE.

Path of the Ringleader

Path of the Ringleader (Caress of the Dark Powers) SOURCEPAGE:Ravenloft SPELL:Charm Person|1|Innate SA:Forked tongue.

Path of the Ringleader (Inticement of the Dark Powers) SOURCEPAGE:Ravenloft SPELL:Charm Person|1|Innate SPELL:Detect Thoughts|1|Innate BONUS:SKILL|Bluff,Diplomacy|-2 SA:Forked tongue, inhuman voice.

Path of the Ringleader (Invitation of the Dark Powers) SOURCEPAGE:Ravenloft SPELL:Charm Person|1|Innate SPELL:Detect Thoughts|1|Innate SPELL:Charm Monster|1|Innate BONUS:SKILL|Bluff,Diplomacy|-2 BONUS:STAT|WIS|-4 SA:Forked tongue, inhuman voice.

Path of the Ringleader (Embrace of the Dark Powers) SOURCEPAGE:Ravenloft SPELL:Charm Person|1|Innate SPELL:Detect Thoughts|1|Innate SPELL:Charm Monster|1|Innate SPELL:Dominate|1|Innate BONUS:SKILL|Bluff,Diplomacy|-2 BONUS:STAT|WIS|-4 SA:Forked tongue, Inhuman voice SA:Deaf (20% spell failure, does not hear).

Path of the Coward

Path of the Coward (Caress of the Dark Powers) SOURCEPAGE:Ravenloft SPELL:Expeditious Retreat|1|Innate SA:White Hair.

Path of the Coward (Inticement of the Dark Powers) SOURCEPAGE:Ravenloft SPELL:Expeditious Retreat|1|Innate SPELL:Spider Climb|1|Innate SA:White Hair, Fiendish tail. BONUS:SKILL|Balance,Jump,Tumble|-2

Path of the Coward (Invitation of the Dark Powers) SOURCEPAGE:Ravenloft SPELL:Expeditious Retreat|1|Innate SPELL:Spider Climb|1|Innate SPELL:Gazeous Form|1|Innate SA:White Hair, Fiendish tail, Madness : depression. BONUS:SKILL|Balance,Jump,Tumble|-2

Path of the Coward (Embrace of the Dark Powers) SOURCEPAGE:Ravenloft SPELL:Expeditious Retreat|1|Innate SPELL:Spider Climb|1|Innate SPELL:Gaseous Form|1|Innate SPELL:Dimension Door|1|Innate SA:White Hair, Fiendish tail, Madness : depression. Disease : infected wererat (see template). BONUS:SKILL|Balance,Jump,Tumble|-2

Path of Paranoia

Path of Paranoia (Caress of the Dark Powers) SOURCEPAGE:Ravenloft BONUS:CHECKS|Fortitude,Reflex,Willpower|1 SA:Spots of fiendish black scales on body.

Path of Paranoia (Inticement of the Dark Powers) SOURCEPAGE:Ravenloft BONUS:CHECKS|Fortitude,Reflex,Willpower|1 BONUS:COMBAT|AC|2|TYPE=NaturalArmor.REPLACE SA:Fiendish black scales on whole body. BONUS:SKILL|Bluff,Diplomacy,Gather Information|-2

Path of Paranoia (Invitation of the Dark Powers) SOURCEPAGE:Ravenloft BONUS:CHECKS|Fortitude,Reflex,Willpower|1 BONUS:COMBAT|AC|2|TYPE=NaturalArmor.REPLACE SA:Resist elements (all) 5 SA:Fiendish black scales on whole body. BONUS:SKILL|Bluff,Diplomacy,Gather Information|-4

Path of Paranoia (Embrace of the Dark Powers) SOURCEPAGE:Ravenloft BONUS:CHECKS|Fortitude,Reflex,Willpower|1 BONUS:COMBAT|AC|2|TYPE=NaturalArmor.REPLACE SA:Resist elements (all) 5 BONUS:VAR|DarkPowersSR|TL+10 SR:DarkPowersSR SA:Fiendish black scales on whole body. BONUS:SKILL|Bluff,Diplomacy,Gather Information|-4 SA:Madness : hallucinations.

Fear

Fear checks

A fear check is required in the following cases :

  • encounter level 4 or more higher than party.
  • leader of party disabled.
  • half the party disabled.
  • opponent appears immune to attacks after first 2 rounds.
  • colossal or gargantuan opponent.
  • you are "incapacitated" but in what seems a hopeless situation of mortal danger (especially if player thinks the situation hopeless).
  • horrible scene.
  • opponent having frightful presence or similar power as usual.

To make a fear check is rolling a d20 + character's level with potential modifiers (favored enemy, resist fear...) against a DC of 10 + (1/2 HD + CHA of opponent) in case of an encounter.

Failing a fear check

A failed fear check determines an effect based on the failure margin.

  • 01-05 : Shaken for the scene.
  • 06-10 : Frightened for the scene.
  • 11+ : Panicked for the scene

Horror

Horror checks

  • Signs of violence (DC 5).
  • Scene of pain and suffering (DC 10).
  • Scene of terrible agony (DC 15).
  • Scene of evil and cruelty (DC 20).
  • Discovering some element of the surrounding is drastically wrong (DC 25).

Failing a Horror check

A failed Horror check determines an effect based on the failure margin.

  • 01-04 : Shaken for the scene.
  • 05-08 : Frightened for the scene.
  • 09+ : Panicked for the scene, roll for horror effect (d10) :
    • 01 : Panick vanquished through entering frenzy (rage) for CO+3 rounds before falling down exhausted.
    • 02-04 : Aversion for the scene (character at least frightened next time he makes a similar encounter, even if save successful but then cures aversion).
    • 05-06 : Paralyzed 1-3 rounds (+ character at least paralyzed 1 round next time he makes a similar encounter, even if save successful but then cures paralysis).
    • 07-08 : Hysteria or Nausea 1-3 rounds (+ character at least nauseated 1 round next time he makes a similar encounter, even if save successful but then cures nausea).
    • 09-10 : Plagued by Nightmares (the day after the encounter and each similar one, character is Tired and does not recover spells).

Horror effect

Horror effet is linked to an immediate d6 loss in Wisdom, Intelligence and Charisma. Recovery is possible at a sanitarium (d4-1 per week for a good sanitarium), through hypnosis, through restoration (1 spell for each stat as usual) or through rest (d3-1 per week).

Madness

Madness checks

  • when in mental countact with any insane mind (including Oozes, Aberrations, Elementals, Darklords, Plants...),
  • when suffering total catastrophe situation (destruction of the rest of the party, character left alone against a dangerous threat, believer stripped of her powers because her lack of faith, involontary alignment change, suffering an horrible transformation...).

Failing a Madness check

  • 01-03 : Shaken for the scene.
  • 04-06 : Frightened for the scene.
  • 07+ : Panicked for the scene, roll for madness effect (d10) :
    • 01-02 : Panick vanquished though Denial (what caused the fear test does not exist, character must act as if it is not present and is granted +4 to his Willpower checks against it, automatically panicks whenever he comes back to realty).
    • 03-04 : Blackout after panick finished (does not recall anything from scene, is shaken whenever similar scene happens or is mentionned to him).
    • 05-06 : Hallucinations of what caused the fear test may happen after panick finished (whenever a 1 is rolled by the character).
    • 07-08 : Amnesia (more severe form of Blackout, with d3 negative levels due to Madness effect).
    • 09-10 : Schizophrenia (roll for alignment while on stress situations + once per week : 1 LG 2 NG 3 CG 4 NG 5-6 NN 7 NE 8 LE 9 NE 10 CE).

Madness effect

Madness effect is linked to an immediate d10 loss in Wisdom, Intelligence and Charisma. Recovery is possible at a sanitarium (d4-1 per month for a good sanitarium), through hypnosis, through restoration (1 spell for each stat as usual) or through rest (d3-1 per month).

Projets

Archives

New Gallo