First version
This commit is contained in:
commit
e70ab97b8b
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# Nuxt dev/build outputs
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||||
.output
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.data
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.nuxt
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.nitro
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.cache
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dist
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# Node dependencies
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node_modules
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||||
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||||
# Logs
|
||||
logs
|
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*.log
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||||
|
||||
# Misc
|
||||
.DS_Store
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||||
.fleet
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||||
.idea
|
||||
|
||||
# Local env files
|
||||
.env
|
||||
.env.*
|
||||
!.env.example
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||||
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|
|||
{
|
||||
"version": "0.2.0",
|
||||
"configurations": [
|
||||
{
|
||||
"type": "chrome",
|
||||
"request": "launch",
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||||
"name": "client: chrome",
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||||
"url": "http://localhost:3000",
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"webRoot": "${workspaceFolder}"
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},
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||||
{
|
||||
"type": "node",
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||||
"request": "launch",
|
||||
"name": "server: nuxt",
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||||
"outputCapture": "std",
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||||
"program": "${workspaceFolder}/node_modules/nuxi/bin/nuxi.mjs",
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||||
"args": [
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"dev"
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],
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||||
}
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||||
],
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||||
"compounds": [
|
||||
{
|
||||
"name": "fullstack: nuxt",
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||||
"configurations": [
|
||||
"server: nuxt",
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||||
"client: chrome"
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||||
]
|
||||
}
|
||||
]
|
||||
}
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||||
|
|
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|
|||
<template>
|
||||
<div class="published-container print is-readable-line-width has-navigation has-graph has-outline" style="">
|
||||
<div class="site-body">
|
||||
<LeftComponent />
|
||||
<MainComponent />
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
File diff suppressed because it is too large
Load Diff
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Load Diff
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|
|||
<script setup lang="ts">
|
||||
interface Props
|
||||
{
|
||||
path: {
|
||||
path: string;
|
||||
to: { x: number; y: number };
|
||||
side: 'bottom' | 'top' | 'left' | 'right';
|
||||
};
|
||||
color?: string;
|
||||
}
|
||||
const props = defineProps<Props>();
|
||||
|
||||
const rotation = {
|
||||
top: "180",
|
||||
bottom: "0",
|
||||
left: "90",
|
||||
right: "270"
|
||||
};
|
||||
|
||||
function hexToRgb(hex: string): string {
|
||||
return `${parseInt(hex.substring(1, 3), 16)}, ${parseInt(hex.substring(3, 5), 16)}, ${parseInt(hex.substring(5, 7), 16)}`;
|
||||
}
|
||||
|
||||
const classes: any = { 'is-themed': props.color !== undefined, 'mod-canvas-color-custom': (props?.color?.startsWith('#') ?? false) };
|
||||
|
||||
if (props.color !== undefined) {
|
||||
if (!props.color.startsWith('#'))
|
||||
classes['mod-canvas-color-' + props.color] = true;
|
||||
}
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<g :class="classes" :style="{ '--canvas-color': props?.color?.startsWith('#') ? hexToRgb(props.color) : undefined }"><path class="canvas-display-path" :d="props.path.path"></path></g>
|
||||
<g :class="classes" :style="{ '--canvas-color': props?.color?.startsWith('#') ? hexToRgb(props.color) : undefined, transform: `translate(${props.path.to.x}px, ${props.path.to.y}px) rotate(${rotation[props.path.side]}deg)` }"><polygon class="canvas-path-end" points="0,0 6.5,10.4 -6.5,10.4"></polygon></g>
|
||||
</template>
|
||||
|
|
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|
|||
<script setup lang="ts">
|
||||
import type { CanvasNode } from '~/types/canvas';
|
||||
|
||||
interface Props {
|
||||
node: CanvasNode;
|
||||
zoom: number;
|
||||
}
|
||||
|
||||
function hexToRgb(hex: string): string
|
||||
{
|
||||
return `${parseInt(hex.substring(1, 3), 16)}, ${parseInt(hex.substring(3, 5), 16)}, ${parseInt(hex.substring(5, 7), 16)}`;
|
||||
}
|
||||
|
||||
const props = defineProps<Props>();
|
||||
|
||||
const classes: any = { 'canvas-node-group': props.node.type === 'group', 'is-themed': props.node.color !== undefined, 'mod-canvas-color-custom': (props.node?.color?.startsWith('#') ?? false) };
|
||||
|
||||
if(props.node.color !== undefined)
|
||||
{
|
||||
if (!props.node.color.startsWith('#'))
|
||||
classes['mod-canvas-color-' + props.node.color] = true;
|
||||
}
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<div class="canvas-node" :class="classes" :style="{transform: `translate(${node.x}px, ${node.y}px)`, width: `${node.width}px`, height: `${node.height}px`, '--canvas-node-width': `${node.width}px`, '--canvas-node-height': `${node.height}px`, '--canvas-color': props.node?.color?.startsWith('#') ? hexToRgb(props.node.color) : undefined}">
|
||||
<div class="canvas-node-container">
|
||||
<template v-if="props.node.type === 'group' || props.zoom > 0.5">
|
||||
<div class="canvas-node-content markdown-embed">
|
||||
<div v-if="props.node.text?.body?.children?.length > 0" class="markdown-embed-content node-insert-event" style="">
|
||||
<div class="markdown-preview-view markdown-rendered node-insert-event show-indentation-guide allow-fold-headings allow-fold-lists">
|
||||
<div class="markdown-preview-sizer markdown-preview-section">
|
||||
<ContentRenderer :value="props.node.text"/>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
<template v-else>
|
||||
<div class="canvas-node-placeholder">
|
||||
<div class="canvas-icon-placeholder">
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-align-left">
|
||||
<line x1="21" y1="6" x2="3" y2="6"></line>
|
||||
<line x1="15" y1="12" x2="3" y2="12"></line>
|
||||
<line x1="17" y1="18" x2="3" y2="18"></line>
|
||||
</svg>
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
</div>
|
||||
<div v-if="props.node.type === 'group' && props.node.label !== undefined" class="canvas-group-label">{{ props.node.label }}</div>
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||||
</div>
|
||||
</template>
|
||||
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|
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|
|||
<script setup lang="ts">
|
||||
import("~/assets/canvas.css")
|
||||
|
||||
import type { CanvasNode, CanvasEdge } from '~/types/canvas';
|
||||
|
||||
interface CanvasProps
|
||||
{
|
||||
_id: string;
|
||||
_type: string;
|
||||
body: { nodes: CanvasNode[], edges: CanvasEdge[] };
|
||||
}
|
||||
interface Props
|
||||
{
|
||||
canvas: CanvasProps;
|
||||
}
|
||||
const props = defineProps<Props>();
|
||||
|
||||
let dragging = false, posX = 0, posY = 0, dispX = ref(0), dispY = ref(0), minZoom = ref(0.3), zoom = ref(1);
|
||||
let centerX = ref(0), centerY = ref(0), canvas = ref<HTMLDivElement>();
|
||||
|
||||
onMounted(async () => {
|
||||
await nextTick();
|
||||
let minX = +Infinity, minY = +Infinity, maxX = -Infinity, maxY = -Infinity;
|
||||
props.canvas.body.nodes.forEach((e) => {
|
||||
minX = Math.min(minX, e.x);
|
||||
minY = Math.min(minY, e.y);
|
||||
maxX = Math.max(maxX, e.x + e.width);
|
||||
maxY = Math.max(maxY, e.y + e.height);
|
||||
});
|
||||
|
||||
minZoom.value = Math.min((canvas.value?.clientWidth ?? 0) / (maxX - minX), (canvas.value?.clientHeight ?? 0) / (maxY - minY)) * 0.9;
|
||||
|
||||
centerX.value = (canvas.value?.clientWidth ?? 0) / 2;
|
||||
centerY.value = (canvas.value?.clientHeight ?? 0) / 2;
|
||||
|
||||
dispX.value = -(canvas.value?.clientWidth ?? 0) / 2;
|
||||
dispY.value = -(canvas.value?.clientHeight ?? 0) / 2;
|
||||
})
|
||||
|
||||
const onPointerDown = (event) => {
|
||||
if (event.isPrimary === false) return;
|
||||
event.target.setPointerCapture(event.pointerId);
|
||||
dragging = true;
|
||||
|
||||
posX = event.clientX;
|
||||
posY = event.clientY;
|
||||
|
||||
document.addEventListener('pointermove', onPointerMove);
|
||||
document.addEventListener('pointerup', onPointerUp);
|
||||
}
|
||||
|
||||
const onPointerMove = (event) => {
|
||||
if (event.isPrimary === false) return;
|
||||
dispX.value -= (posX - event.clientX) / zoom.value;
|
||||
dispY.value -= (posY - event.clientY) / zoom.value;
|
||||
|
||||
posX = event.clientX;
|
||||
posY = event.clientY;
|
||||
}
|
||||
|
||||
const onPointerUp = (event) => {
|
||||
if (event.isPrimary === false) return;
|
||||
dragging = false;
|
||||
document.removeEventListener('pointermove', onPointerMove);
|
||||
document.removeEventListener('pointerup', onPointerUp);
|
||||
}
|
||||
|
||||
const onWheel = (event: WheelEvent) => {
|
||||
zoom.value *= 1 + (event.deltaY * -0.001);
|
||||
|
||||
if (zoom.value > 3)
|
||||
zoom.value = 3;
|
||||
if (zoom.value < minZoom.value)
|
||||
zoom.value = minZoom.value;
|
||||
}
|
||||
|
||||
function clamp(x: number, min: number, max: number): number {
|
||||
if (x > max)
|
||||
return max;
|
||||
if (x < min)
|
||||
return min;
|
||||
return x;
|
||||
}
|
||||
function edgePos(side: 'bottom' | 'top' | 'left' | 'right', pos: { x: number, y: number }, n: number): { x: number, y: number } {
|
||||
switch (side) {
|
||||
case "left":
|
||||
return {
|
||||
x: pos.x - n,
|
||||
y: pos.y
|
||||
};
|
||||
case "right":
|
||||
return {
|
||||
x: pos.x + n,
|
||||
y: pos.y
|
||||
};
|
||||
case "top":
|
||||
return {
|
||||
x: pos.x,
|
||||
y: pos.y - n
|
||||
};
|
||||
case "bottom":
|
||||
return {
|
||||
x: pos.x,
|
||||
y: pos.y + n
|
||||
}
|
||||
}
|
||||
}
|
||||
function getNode(id: string): CanvasNode | undefined
|
||||
{
|
||||
return props.canvas.body.nodes.find(e => e.id === id);
|
||||
}
|
||||
function mK(e: { minX: number, minY: number, maxX: number, maxY: number }, t: 'bottom' | 'top' | 'left' | 'right'): { x: number, y: number } {
|
||||
switch (t) {
|
||||
case "top":
|
||||
return { x: (e.minX + e.maxX) / 2, y: e.minY };
|
||||
case "right":
|
||||
return { x: e.maxX, y: (e.minY + e.maxY) / 2 };
|
||||
case "bottom":
|
||||
return { x: (e.minX + e.maxX) / 2, y: e.maxY };
|
||||
case "left":
|
||||
return { x: e.minX, y: (e.minY + e.maxY) / 2 };
|
||||
}
|
||||
}
|
||||
function bbox(node: CanvasNode): { minX: number, minY: number, maxX: number, maxY: number } {
|
||||
return { minX: node.x, minY: node.y, maxX: node.x + node.width, maxY: node.y + node.height };
|
||||
}
|
||||
function path(from: CanvasNode, fromSide: 'bottom' | 'top' | 'left' | 'right', to: CanvasNode, toSide: 'bottom' | 'top' | 'left' | 'right'): any {
|
||||
if(from === undefined || to === undefined)
|
||||
{
|
||||
return {
|
||||
path: '',
|
||||
to: {},
|
||||
toSide: '',
|
||||
}
|
||||
}
|
||||
const a = mK(bbox(from), fromSide),
|
||||
l = mK(bbox(to), toSide);
|
||||
return bezier(a, fromSide, l, toSide);
|
||||
}
|
||||
function bezier(from: { x: number, y: number }, fromSide: 'bottom' | 'top' | 'left' | 'right', to: { x: number, y: number }, toSide: 'bottom' | 'top' | 'left' | 'right'): any {
|
||||
const r = Math.hypot(from.x - to.x, from.y - to.y), o = clamp(r / 2, 70, 150), a = edgePos(fromSide, from, o), s = edgePos(toSide, to, o);
|
||||
return {
|
||||
path: `M${from.x},${from.y} C${a.x},${a.y} ${s.x},${s.y} ${to.x},${to.y}`,
|
||||
to: to,
|
||||
side: toSide,
|
||||
};
|
||||
}
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<div @pointerdown="onPointerDown" @wheel.passive="onWheel"
|
||||
@touchstart.prevent="" @dragstart.prevent="" class="canvas-wrapper node-insert-event mod-zoomed-out">
|
||||
<div class="canvas-controls" style="z-index: 421;">
|
||||
<div class="canvas-control-group">
|
||||
<div @click="zoom = clamp(zoom * 1.1, minZoom, 3)" class="canvas-control-item" aria-label="Zoom in" data-tooltip-position="left">
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-plus">
|
||||
<path d="M5 12h14"></path>
|
||||
<path d="M12 5v14"></path>
|
||||
</svg>
|
||||
</div>
|
||||
<div @click="zoom = 1" class="canvas-control-item" aria-label="Reset zoom" data-tooltip-position="left">
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-rotate-cw">
|
||||
<path d="M21 12a9 9 0 1 1-9-9c2.52 0 4.93 1 6.74 2.74L21 8"></path>
|
||||
<path d="M21 3v5h-5"></path>
|
||||
</svg>
|
||||
</div>
|
||||
<div @click="zoom = minZoom; dispX = -(canvas?.clientWidth ?? 0) / 2; dispY = -(canvas?.clientHeight ?? 0) / 2;" class="canvas-control-item" aria-label="Zoom to fit" data-tooltip-position="left">
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-maximize">
|
||||
<path d="M8 3H5a2 2 0 0 0-2 2v3"></path>
|
||||
<path d="M21 8V5a2 2 0 0 0-2-2h-3"></path>
|
||||
<path d="M3 16v3a2 2 0 0 0 2 2h3"></path>
|
||||
<path d="M16 21h3a2 2 0 0 0 2-2v-3"></path>
|
||||
</svg>
|
||||
</div>
|
||||
<div @click="zoom = clamp(zoom * 0.9, minZoom, 3)" class="canvas-control-item" aria-label="Zoom out" data-tooltip-position="left">
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-minus">
|
||||
<path d="M5 12h14"></path>
|
||||
</svg>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div ref="canvas" class="canvas" :style="{transform: `translate(${centerX}px, ${centerY}px) scale(${zoom}) translate(${dispX}px, ${dispY}px)`}">
|
||||
<svg class="canvas-edges">
|
||||
<CanvasEdge v-for="edge of props.canvas.body.edges" :key="edge.id" :path="path(getNode(edge.fromNode)!, edge.fromSide, getNode(edge.toNode)!, edge.toSide)" :color="edge.color"/>
|
||||
</svg>
|
||||
<CanvasNode v-for="node of props.canvas.body.nodes" :key="node.id" :node="node" :zoom="zoom" />
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
|
|
@ -0,0 +1,26 @@
|
|||
<template>
|
||||
<div class="site-body-left-column">
|
||||
<div class="site-body-left-column-inner">
|
||||
<NuxtLink class="site-body-left-column-site-logo" aria-label="Developer Documentation logo" :href="'/Home'">
|
||||
<img aria-hidden="true" src="https://publish-01.obsidian.md/access/caa27d6312fe5c26ebc657cc609543be/Assets/obsidian-lockup-docs.svg" style="">
|
||||
</NuxtLink>
|
||||
<NuxtLink class="site-body-left-column-site-name" aria-label="Accueil" :href="'/Home'">Accueil</NuxtLink>
|
||||
<ThemeSwitch />
|
||||
<SearchView />
|
||||
<div class="nav-view-outer">
|
||||
<div class="nav-view">
|
||||
<div class="tree-item">
|
||||
<div class="tree-item-self mod-root is-clickable" data-path="">
|
||||
<div class="tree-item-inner"></div>
|
||||
</div>
|
||||
<div class="tree-item-children">
|
||||
<ContentNavigation v-slot="{ navigation }">
|
||||
<NavigationLink v-if="!!navigation" v-for="link of navigation" :link="link" />
|
||||
</ContentNavigation>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
|
|
@ -0,0 +1,16 @@
|
|||
<template>
|
||||
<div class="site-body-center-column">
|
||||
<div class="site-header">
|
||||
<div class="clickable-icon">
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-menu">
|
||||
<line x1="4" y1="12" x2="20" y2="12"></line>
|
||||
<line x1="4" y1="6" x2="20" y2="6"></line>
|
||||
<line x1="4" y1="18" x2="20" y2="18"></line>
|
||||
</svg>
|
||||
</div>
|
||||
</div>
|
||||
<div class="render-container">
|
||||
<NuxtPage />
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
|
|
@ -0,0 +1,44 @@
|
|||
<script setup lang="ts">
|
||||
interface NavItem {
|
||||
title: string
|
||||
_path: string
|
||||
_id?: string
|
||||
_draft?: boolean
|
||||
children?: NavItem[]
|
||||
|
||||
[key: string]: any
|
||||
}
|
||||
interface Props {
|
||||
link: NavItem;
|
||||
}
|
||||
|
||||
const props = defineProps<Props>();
|
||||
const hasChildren = computed(() => {
|
||||
return props.link && props.link.children && props.link.children.length > 0 || false;
|
||||
});
|
||||
|
||||
const collapsed = ref(!useRoute().path.startsWith(props.link._path));
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<div class="tree-item">
|
||||
<template v-if="hasChildren">
|
||||
<div class="tree-item-self" :class="{ 'is-collapsed': collapsed, 'mod-collapsible is-clickable': hasChildren }" data-path="{{ props.link.title }}" @click="collapsed = hasChildren && !collapsed">
|
||||
<div v-if="hasChildren" class="tree-item-icon collapse-icon">
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none"
|
||||
stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round"
|
||||
class="svg-icon right-triangle">
|
||||
<path d="M3 8L12 17L21 8"></path>
|
||||
</svg>
|
||||
</div>
|
||||
<div class="tree-item-inner">{{ props.link.title }}</div>
|
||||
</div>
|
||||
<div v-if="!collapsed" class="tree-item-children">
|
||||
<NavigationLink v-if="hasChildren" v-for="link of props.link.children" :link="link"/>
|
||||
</div>
|
||||
</template>
|
||||
<NuxtLink v-else class="tree-item-self" :to="props.link._path" :active-class="'mod-active'">
|
||||
<div class="tree-item-inner">{{ props.link.title }}</div>
|
||||
</NuxtLink>
|
||||
</div>
|
||||
</template>
|
||||
|
|
@ -0,0 +1,24 @@
|
|||
<script setup lang="ts">
|
||||
const { toc } = useContent()
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<div class="site-body-right-column">
|
||||
<div class="site-body-right-column-inner">
|
||||
<div v-if="!!toc" class="outline-view-outer node-insert-event">
|
||||
<div class="list-item published-section-header">
|
||||
<span class="published-section-header-icon">
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-list">
|
||||
<line x1="8" y1="6" x2="21" y2="6"></line><line x1="8" y1="12" x2="21" y2="12"></line><line x1="8" y1="18" x2="21" y2="18"></line><line x1="3" y1="6" x2="3.01" y2="6"></line><line x1="3" y1="12" x2="3.01" y2="12"></line>
|
||||
<line x1="3" y1="18" x2="3.01" y2="18"></line>
|
||||
</svg>
|
||||
</span>
|
||||
<span>Sur cette page</span>
|
||||
</div>
|
||||
<div class="outline-view">
|
||||
<TocLink v-for="link of toc.links" :link="link"/>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
|
|
@ -0,0 +1,46 @@
|
|||
<script setup lang="ts">
|
||||
const { data: nav } = await useAsyncData('search', () => fetchContentNavigation());
|
||||
const input = ref('');
|
||||
const pos = ref<DOMRect>();
|
||||
|
||||
function getPos(e: Event)
|
||||
{
|
||||
pos.value = (e.currentTarget as HTMLElement)?.getBoundingClientRect();
|
||||
}
|
||||
function flatten(val: NavItem[]): NavItem[] {
|
||||
return val.flatMap ? val?.flatMap((e: NavItem) => e.children ? flatten(e.children) : e) : val;
|
||||
}
|
||||
function clear(text: string): string
|
||||
{
|
||||
return text.toLowerCase().trim().normalize('NFD').replace(/[\u0300-\u036f]/g, '');
|
||||
}
|
||||
const navigation = computed(() => {
|
||||
return flatten(nav.value ?? []);
|
||||
})
|
||||
const results = computed(() => {
|
||||
return navigation.value?.filter((e) => clear(e.title).includes(clear(input.value))) ?? [];
|
||||
})
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<div class="search-view-outer" ref="">
|
||||
<div class="search-view-container">
|
||||
<span class="published-search-icon"></span>
|
||||
<input class="search-bar" type="text" placeholder="Recherche" v-model="input" @input="getPos">
|
||||
</div>
|
||||
</div>
|
||||
<Teleport to="body" v-if="input !== ''">
|
||||
<div class="search-results" :style="{top: (pos.bottom + 4) + 'px', left: pos.left + 'px'}">
|
||||
<div class="suggestion-item" v-if="results.length > 0" v-for="result of results">
|
||||
<div class="suggestion-content">
|
||||
<div class="suggestion-title">
|
||||
{{ result.title.substring(0, clear(result.title).indexOf(clear(input))) }}<span class="suggestion-highlight">{{ result.title.substring(clear(result.title).indexOf(clear(input)), clear(result.title).indexOf(clear(input)) + clear(input).length + 1) }}</span>{{ result.title.substring(clear(result.title).indexOf(clear(input)) + clear(input).length + 1) }}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="suggestion-empty" v-else>
|
||||
Aucun résultat
|
||||
</div>
|
||||
</div>
|
||||
</Teleport>
|
||||
</template>
|
||||
|
|
@ -0,0 +1,36 @@
|
|||
<script setup>
|
||||
const colorMode = useColorMode()
|
||||
|
||||
const isDark = computed({
|
||||
get() {
|
||||
return colorMode.value === 'dark'
|
||||
},
|
||||
set() {
|
||||
colorMode.preference = colorMode.value === 'dark' ? 'light' : 'dark'
|
||||
}
|
||||
})
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<div class="site-body-left-column-site-theme-toggle" :class="{'is-dark': isDark}" style="">
|
||||
<span class="option mod-dark">
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-moon">
|
||||
<path d="M12 3a6.364 6.364 0 0 0 9 9 9 9 0 1 1-9-9Z"></path>
|
||||
</svg>
|
||||
</span>
|
||||
<div class="checkbox-container" :class="{'is-enabled': isDark}" @click="isDark = !isDark"></div>
|
||||
<span class="option mod-light">
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-sun">
|
||||
<circle cx="12" cy="12" r="4"></circle>
|
||||
<path d="M12 2v2"></path>
|
||||
<path d="M12 20v2"></path>
|
||||
<path d="m4.93 4.93 1.41 1.41"></path>
|
||||
<path d="m17.66 17.66 1.41 1.41"></path>
|
||||
<path d="M2 12h2"></path>
|
||||
<path d="M20 12h2"></path>
|
||||
<path d="m6.34 17.66-1.41 1.41"></path>
|
||||
<path d="m19.07 4.93-1.41 1.41"></path>
|
||||
</svg>
|
||||
</span>
|
||||
</div>
|
||||
</template>
|
||||
|
|
@ -0,0 +1,28 @@
|
|||
<script setup lang="ts">
|
||||
interface TocItem {
|
||||
text: string
|
||||
id: string
|
||||
children?: TocItem[]
|
||||
|
||||
[key: string]: any
|
||||
}
|
||||
interface Props {
|
||||
link: TocItem;
|
||||
}
|
||||
|
||||
const props = defineProps<Props>();
|
||||
const hasChildren = computed(() => {
|
||||
return props.link && props.link.children && props.link.children.length > 0 || false;
|
||||
});
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<div class="tree-item">
|
||||
<div class="tree-item-self" :class="{'is-clickable': hasChildren}" data-path="{{ props.link.title }}">
|
||||
<a class="tree-item-inner" :href="'#' + props.link.id">{{ props.link.text }}</a>
|
||||
</div>
|
||||
<div class="tree-item-children">
|
||||
<TocLink v-if="hasChildren" v-for="link of props.link.children" :link="link" />
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
|
|
@ -0,0 +1,39 @@
|
|||
|
||||
import type { ContentNavigation } from '#build/components';
|
||||
<script setup lang="ts">
|
||||
const props = defineProps({
|
||||
href: {
|
||||
type: String,
|
||||
default: ''
|
||||
},
|
||||
target: {
|
||||
type: String,
|
||||
default: undefined,
|
||||
required: false
|
||||
}
|
||||
})
|
||||
|
||||
function sluggify(s: string): string {
|
||||
return s
|
||||
.split("/")
|
||||
.map((segment) => segment.normalize('NFD').replace(/[\u0300-\u036f]/g, '').replace(/^\d\. */g, '').replace(/\s/g, "-").replace(/%/g, "-percent").replace(/\?/g, "-q").toLowerCase()) // slugify all segments
|
||||
.filter(e => !!e)
|
||||
.join("/") // always use / as sep
|
||||
.replace(/\/$/, "")
|
||||
}
|
||||
|
||||
const href = (props.href.includes('#') ? props.href.substring(0, props.href.indexOf('#')) : props.href).replace(/\..*$/, '');
|
||||
const anchor = props.href.includes('#') ? props.href.substring(props.href.indexOf('#'), props.href.length) : '';
|
||||
let content: any;
|
||||
try {
|
||||
content = await queryContent().where({ _path: new RegExp(sluggify(href) + '$', 'i') }).findOne();
|
||||
} catch(e) {
|
||||
|
||||
}
|
||||
</script>
|
||||
|
||||
<template >
|
||||
<NuxtLink :href="(content?._path ?? href + anchor) ?? href" :target="target">
|
||||
<slot />
|
||||
</NuxtLink>
|
||||
</template>
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
.obsidian/workspace.json
|
||||
.obsidian/plugins/
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
{
|
||||
"promptDelete": false,
|
||||
"tabSize": 4,
|
||||
"alwaysUpdateLinks": true
|
||||
}
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
{
|
||||
"accentColor": "",
|
||||
"theme": "obsidian",
|
||||
"cssTheme": "Golden Topaz",
|
||||
"textFontFamily": "",
|
||||
"baseFontSize": 17,
|
||||
"enabledCssSnippets": [
|
||||
"canvas",
|
||||
"style"
|
||||
],
|
||||
"translucency": false
|
||||
}
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
{
|
||||
"snapToObjects": true,
|
||||
"snapToGrid": true,
|
||||
"cardLabelVisibility": "always",
|
||||
"newFileLocation": "current",
|
||||
"defaultWheelBehavior": "zoom",
|
||||
"zoomBreakpoint": 0
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
[
|
||||
"obsidian-git"
|
||||
]
|
||||
|
|
@ -0,0 +1,30 @@
|
|||
{
|
||||
"file-explorer": true,
|
||||
"global-search": true,
|
||||
"switcher": true,
|
||||
"graph": true,
|
||||
"backlink": true,
|
||||
"outgoing-link": true,
|
||||
"tag-pane": true,
|
||||
"page-preview": true,
|
||||
"daily-notes": true,
|
||||
"templates": true,
|
||||
"note-composer": true,
|
||||
"command-palette": true,
|
||||
"slash-command": false,
|
||||
"editor-status": true,
|
||||
"markdown-importer": false,
|
||||
"zk-prefixer": false,
|
||||
"random-note": false,
|
||||
"outline": true,
|
||||
"word-count": true,
|
||||
"slides": false,
|
||||
"audio-recorder": false,
|
||||
"workspaces": false,
|
||||
"file-recovery": true,
|
||||
"publish": false,
|
||||
"sync": false,
|
||||
"canvas": true,
|
||||
"properties": false,
|
||||
"bookmarks": true
|
||||
}
|
||||
|
|
@ -0,0 +1,20 @@
|
|||
[
|
||||
"file-explorer",
|
||||
"global-search",
|
||||
"switcher",
|
||||
"graph",
|
||||
"backlink",
|
||||
"canvas",
|
||||
"outgoing-link",
|
||||
"tag-pane",
|
||||
"page-preview",
|
||||
"daily-notes",
|
||||
"templates",
|
||||
"note-composer",
|
||||
"command-palette",
|
||||
"editor-status",
|
||||
"bookmarks",
|
||||
"outline",
|
||||
"word-count",
|
||||
"file-recovery"
|
||||
]
|
||||
|
|
@ -0,0 +1,22 @@
|
|||
{
|
||||
"collapse-filter": false,
|
||||
"search": "",
|
||||
"showTags": false,
|
||||
"showAttachments": true,
|
||||
"hideUnresolved": false,
|
||||
"showOrphans": false,
|
||||
"collapse-color-groups": true,
|
||||
"colorGroups": [],
|
||||
"collapse-display": false,
|
||||
"showArrow": true,
|
||||
"textFadeMultiplier": -3,
|
||||
"nodeSizeMultiplier": 2.49895833333333,
|
||||
"lineSizeMultiplier": 2.49895833333333,
|
||||
"collapse-forces": true,
|
||||
"centerStrength": 0.5,
|
||||
"repelStrength": 15,
|
||||
"linkStrength": 0.75,
|
||||
"linkDistance": 250,
|
||||
"scale": 0.7132754626224443,
|
||||
"close": false
|
||||
}
|
||||
|
|
@ -0,0 +1 @@
|
|||
{}
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
.canvas-node-content.markdown-embed > .markdown-embed-content > .markdown-preview-view
|
||||
{
|
||||
padding: 0 var(--size-4-4) !important;
|
||||
}
|
||||
/*.canvas-node-content.markdown-embed > .markdown-embed-content > .markdown-preview-view::before, .canvas-node-content.markdown-embed > .markdown-embed-content > .markdown-preview-view::after,
|
||||
.markdown-source-view.mod-inside-iframe > .cm-editor > .cm-scroller::before, .markdown-source-view.mod-inside-iframe > .cm-editor > .cm-scroller::after
|
||||
{
|
||||
max-height: var(--size-4-2) !important;
|
||||
min-height: var(--size-4-1) !important;
|
||||
}*/
|
||||
|
|
@ -0,0 +1,23 @@
|
|||
h1 div.heading-collapse-indicator.collapse-indicator::before, h2 div.heading-collapse-indicator.collapse-indicator::before, div.heading-collapse-indicator.collapse-indicator::before,
|
||||
.tree-item-self .tree-item-icon:before, .nav-folder-collapse-indicator::after
|
||||
{
|
||||
display: none !important;
|
||||
}
|
||||
.heading-collapse-indicator.collapse-indicator.collapse-icon svg, .nav-folder-collapse-indicator svg
|
||||
{
|
||||
display: inherit !important;
|
||||
}
|
||||
div.heading-collapse-indicator.collapse-indicator {
|
||||
padding-left: 0px !important;
|
||||
}
|
||||
div.is-collapsed div.heading-collapse-indicator.collapse-indicator {
|
||||
transform: translateX(-2px) translateY(-2px) rotate(-90deg) !important;
|
||||
}
|
||||
.nav-folder.is-collapsed .nav-folder-collapse-indicator {
|
||||
transform: translateX(0px) translateY(0px) rotate(-90deg) !important;
|
||||
}
|
||||
.nav-folder-collapse-indicator {
|
||||
position: relative !important;
|
||||
left: -3px;
|
||||
top: 0;
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
{
|
||||
"folder": ""
|
||||
}
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
{
|
||||
"name": "AnuPpuccin",
|
||||
"version": "1.4.4",
|
||||
"minAppVersion": "0.16.0",
|
||||
"author": "Anubis",
|
||||
"authorUrl": "https://github.com/AnubisNekhet"
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,6 @@
|
|||
{
|
||||
"name": "Golden Topaz",
|
||||
"version": "0.0.0",
|
||||
"minAppVersion": "0.16.0",
|
||||
"author": "Mouth on Cloud"
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,7 @@
|
|||
{
|
||||
"name": "Typewriter",
|
||||
"version": "2.1.3",
|
||||
"minAppVersion": "0.16.0",
|
||||
"author": "crashmoney",
|
||||
"authorUrl": "https://github.com/crashmoney"
|
||||
}
|
||||
File diff suppressed because one or more lines are too long
|
|
@ -0,0 +1,77 @@
|
|||
L'entrainement représente l'évolution physique et mentale d'un personnage au cours de son aventure.
|
||||
Aussi bien grâce à ses échecs que grâce à sa pratique quotidienne, votre personnage s'améliore progressivement dans ses différentes statistiques.
|
||||
## La progression
|
||||
#todo
|
||||
Lorsque vous passez un nouveau palier de votre entrainement, vous pouvez
|
||||
___
|
||||
## Les statistiques
|
||||
|
||||
Les statistiques sont un moyen de représenter les différents attributs physiques et mentales d'un personnage de façon simplifié.
|
||||
Une statistique est un nombre qui évolue de 0 à 15 en fonction de votre entrainement.
|
||||
A chaque palier de 3 points dans une statistique, votre modifieur augmente de 1 point, vous permettant ainsi de gagner en puissance pour vos différents jets de cette statistique.
|
||||
Chaque statistique se constitue également d'un arbre de capacités qui offre à votre personnage certaines aptitudes, selon des cheminements exclusifs.
|
||||
*Plus de détails dans **[[Progression.canvas|Progression]]**.*
|
||||
|
||||
**Si un personnage voit une de ces statistiques descendre en dessous de 0, il meurt ou perds le contrôle de son corps/son esprit.**
|
||||
|
||||
À la création du personnage, le joueur peut attribuer un nombre de point de statistiques indiqué sur la race qu'il a choisi. Par défaut, il ne peut pas dépasser 10 points par statistiques à la création, sauf contre indication du maitre du jeu.
|
||||
### La force
|
||||
La statistique de force représente la masse musculaire et la maitrise de votre corps et de vos muscles.
|
||||
|
||||
>[!info]
|
||||
>Vous pouvez avoir la force de porter une claymore, savez vous vous en servir pour autant ?
|
||||
>La force ne représente pas uniquement la pure musculature. Quelqu'un de fort sait comment maitriser son corps et les outils qui lui sont mis à disposition.
|
||||
|
||||
Cette statistique offre généralement les possibilités suivantes :
|
||||
- Pousser, tirer ou soulever des objets lourds et imposants.
|
||||
- L'utilisation d'armes de guerre et de matériel de protection et de défense.
|
||||
|
||||
La force se spécialise dans :
|
||||
- la brutalité, le fait de se jeter dans la bataille avec une force brute démesurée. %% Voie du barbare, obtiens des maitrise d'arme et des bonus diverses en contrepartie de points de fatigues. %%
|
||||
- la maitrise, le fait de maitriser ses outils à un degré tel qu'ils deviennent une extension de son corps. %% Voie de la polyvalence, offre des bonus variées qui servent de compléments pour les autres stats. %%
|
||||
- la sureté, le fait d'exploiter son corps et ses outils pour se sécuriser et maitriser le champ de bataille. %% Voie du tank, obtiens des maitrises d'armures et de boucliers pour tanker sa mère et protéger les autres. %%
|
||||
### La dextérité
|
||||
La statistique de dextérité correspond à l'habileté et l'adresse avec laquelle vous maniez votre propre corps et les objets qui vous entoure.
|
||||
|
||||
Cette statistique offre généralement les possibilités suivantes :
|
||||
- Le crochetage et le vol à la tire.
|
||||
- L'utilisation des armes légères.
|
||||
- L'utilisation des armes de précision tel que les arcs.
|
||||
|
||||
La dextérité se spécialise dans :
|
||||
- la précision, le fait de . %% Voie de l'archer, permet d'utiliser les arcs et les armes de jet. %%
|
||||
- l'adresse, le fait de . %% Voie du soldat, offre des maitrises d'armes légères et de dual wielding. %%
|
||||
- les reflexes, le fait d'. %% Voie de l'ultra instinct, offre des bonus de dodge, passif comme actif. %%
|
||||
### La résilience
|
||||
La statistique de résilience représente l'aptitude du corps et de l'esprit a résisté aux chocs et aux traumatismes.
|
||||
|
||||
La résilience se spécialise dans :
|
||||
- le corps d'acier, le fait de . %% Voie des HP et du giga tanking, donne a balles de PV, protège des stuns et des contraintes (comme le shove). %%
|
||||
- le corps sain, le fait de . %% Voie des "saving throws", octroie des bonus de résistances aux effets physiques, magiques et aux maladies. %%
|
||||
- le corps endurant, le fait d'. %% Voie de l'endurance, permet de tanker la fatigue. %%
|
||||
### L'intelligence
|
||||
|
||||
L'intelligence se spécialise dans :
|
||||
- l'arcaniste, le fait de . %% Voie des sorts rapides, offre des sorts plus rapide à cast. ( #todo Trouver plus d'idées, chaque voie pourrait filer des sorts unique ????) %%
|
||||
- l'élémentariste, le fait de . %% Voie du mana, obtiens plein de mana et des sorts moins cher. %%
|
||||
- l'érudit, le fait d'. %% Voie de l'overpower, donne des bonus de sorts plus couteux mais extra puissant. %%
|
||||
### La curiosité
|
||||
|
||||
La curiosité se spécialise dans :
|
||||
- la connaissance, le fait de . %% Voie des statistiques secondaires, offre des points a repartir et des bonus pour booster temporairement certaines statistiques secondaires. %%
|
||||
- #todo, le fait de . %% Voie de je sais pas encore #todo. %%
|
||||
- la concentration, le fait d'. %% Voie des items, confère des bonus pour utiliser des items sans jet ou plus rapidement. %%
|
||||
|
||||
### L'éloquence
|
||||
|
||||
L'éloquence se spécialise dans :
|
||||
- l'artiste, le fait de . %% Voie de la musique et des arts, obtient des buffs de zone avec la musique. %%
|
||||
- le dirigeant, le fait de . %% Voie de l'assist, donne des bonus pour pacifier des ennemis et buffer ces alliées avant et pendant le combat ( #idées Obtiens des options de réaction supplémentaires). %%
|
||||
- le charlatan, le fait d'. %% Voie du mensonge et du pouvoir, #todo. %%
|
||||
|
||||
### La psyché
|
||||
|
||||
La psyché se spécialise dans :
|
||||
- #todo, le fait de . %% Voie de l'Aspect, voie "optionnelle", offrant des bonus pour la transformation et les aptitudes possible sous la forme d'Aspect. %%
|
||||
- #todo, le fait de . %% Voie du mana, offre du mana et probablement d'autres trucs #todo. ( #Idées Donner des bonus pour les non mages, afin qu'ils s'investisse dans cette stat). %%
|
||||
- #todo, le fait d'. %% Voie de l'apprentissage, obtient plus de d'emplacement de sorts. %%
|
||||
|
|
@ -0,0 +1,59 @@
|
|||
Les combats se déroulent en **tours**, représentant une unité de temps variable allant de 5 à 10 secondes. En théorie, chaque action d'un tour de combat se déroule en simultanée, mais pour faciliter la gestion d'un combat, chaque combattant agit chacun son tour.
|
||||
|
||||
Au début d'un combat, chaque combattant se voit attribué une position dans le tour grâce à son **initiative**.
|
||||
|
||||
## Initiative
|
||||
|
||||
#todo
|
||||
|
||||
|
||||
---
|
||||
Lorsque c'est à son tour de jouer, un combattant dispose des options ci-dessous.
|
||||
|
||||
## Actions
|
||||
|
||||
>[!tip] Par défaut, un combattant démarre son tour avec **3 actions**.
|
||||
|
||||
Les actions offrent les possibilités suivantes au combattant :
|
||||
### Attaquer
|
||||
Un combattant peut se servir d'une arme qu'il maitrise pour infliger des dégâts à sa cible, si tenté qu'il soit à portée de frapper.
|
||||
Porter un coup demande **2 actions**. Le combattant lance un dé à 12 faces. Au résultat du lancer viennent s'ajouter les différents bonus du combattant (modifieur de stat, bonus pour frapper, bonus contextuel, bonus alliés, etc).
|
||||
Ensuite, pour savoir si l'attaque touche sa cible, il suffit de comparer la valeur obtenu précédemment avec les différents bonus à la défense de la cible. Si le résultat est supérieur ou égal, le coup passe et vous pouvez infliger des dégâts à votre cible.
|
||||
### Contraindre
|
||||
|
||||
### Courir
|
||||
Au prix d'une action, le combattant peut courir pour se déplacer sur le tableau de jeu, afin par exemple de s'approcher de sa cible, ou au contraire fuir un ennemi trop imposant.
|
||||
La distance parcourue dépends de **la vitesse de course** du combattant.
|
||||
|
||||
>[!info] Distances
|
||||
>Toutes les distances sont exprimées de façon arbitraire en case, afin de permettre à chacun d'interpréter les distances selon les unités qu'il souhaite.
|
||||
#### Marcher
|
||||
Selon les situations ou les constitutions des combattants, marcher est la meilleure option possible. Dans ce cas, le combattant peut se déplacer d'une unique case. Même avec une vitesse de course à 0, le combattant peut marcher. #todo %% Une action, mais déclenche t-il une attaque d'opportunité ? %%
|
||||
### Lancer un sort
|
||||
Pour les habiles combattants maitrisant l'art de la magie martiale, il est possible de lancer des sorts pendant la précipitation d'un combat.
|
||||
Afin de lancer un sort, le combattant doit disposer de suffisamment de points de mana.
|
||||
#todo %% 3 actions pour un sort par défaut. %%
|
||||
### Utiliser un objet
|
||||
Pour obtenir un avantage ou protéger un allié, il peut arriver que le combattant souhaite utiliser un objet qu'il possède dans son inventaire. Dans ce cas, il peut l'utiliser ou le lancer en 2 actions.
|
||||
### Improviser
|
||||
|
||||
#todo
|
||||
|
||||
## Action libre
|
||||
Une action libre est un type d'action qui peut paraitre anodin et que l'on peut faire en même temps qu'autre chose.
|
||||
#todo %%3 actions libre pour rester raisonnable.%%
|
||||
|
||||
## Réaction
|
||||
|
||||
>[!tip] Par défaut, un combattant démarre son tour avec **1 réaction**.
|
||||
|
||||
Comme son nom l'indique, une réaction a pour fonction de réagir à un évènement. Par conséquent, la réaction est le seul type d'action utilisable en dehors du tour de jeu du combattant.
|
||||
### Esquiver et parer
|
||||
Par défaut, lorsque le combattant est ciblé par une attaque, cette dernière doit dépassé le score de défense du combattant. Celui ci est défini comme suit:
|
||||
`5 + esquive passive + parade passive.`
|
||||
|
||||
Les réactions d'esquive et de parade fonctionnent toutes les deux de la même façon. Lorsqu'une attaque semble cibler le combattant, il lui est possible d'utiliser sa réaction afin de remplacer le bonus passif par le bonus actif d'un de ces deux effets.
|
||||
Par défaut, si la parade ou l'esquive est possible, le bonus actif est de +1.
|
||||
### Saisir une opportunité
|
||||
Selon les situations, une ennemi peut effectuer une erreur ou un geste quelconque que le combattant peut utiliser à son avantage.
|
||||
#todo
|
||||
|
|
@ -0,0 +1,93 @@
|
|||
%%Copiée collée des idées en vrac, à retravailler/rerédiger. #todo %%
|
||||
|
||||
Lancer un sort en combat: 1d12 + mod d'intel %%Pas sûr.%%
|
||||
Sorts en combat = 3 actions (un tour pour la lisibilité) par défaut.
|
||||
|
||||
Le casting time d'un sort est en réalité le temps **minimum** pour lancer un sort, ce qui signifie qu'un joueur qui n'est pas capable de lancer des sorts rapides (1 tour) peut quand même les lancer en prenant plus de temps (30s).
|
||||
|
||||
Un sort peut être lié à une ou plusieurs classes élémentaires.
|
||||
- 9 classes élémentaire.
|
||||
- 3 classes par dieu.
|
||||
|
||||
>[!question]- Pourquoi lier les classes élémentaires aux Dieux ?
|
||||
>Car, outre le fait que ça permet de catégoriser les classes élémentaires, cela permet de donner de l'importance au dieux, lié au gameplay. Un joueur full magie sera automatiquement plus retissant à manquer de respect aux Dieux s'il risque de perdre la majorité de son gameplay. Ca permet donc de lier le gameplay au lore/RP et ça donne une importance religieuse aux joueurs magie, ce qui peut aisément servir de source de conflit pour ces joueurs qui prennent des personnages intelligents.
|
||||
|
||||
Dieu pur|Dieu sage|Dieu du chaos
|
||||
--|--|--
|
||||
Feu #element/feu|Glace #element/glace|Foudre #element/foudre
|
||||
Terre #element/terre|Arcanes #element/arcane|Air #element/air
|
||||
Nature #element/nature|Lumière #element/lumiere|Psy #element/psy
|
||||
|
||||
Chaque classe élémentaire est associée à un style de magie.
|
||||
#element/feu = Full Dégâts.
|
||||
#element/glace = Dégâts/Terrain.
|
||||
#element/foudre = Dégâts/Multi cibles.
|
||||
#element/terre = Protection/Terrain.
|
||||
#element/arcane = Enchantements.
|
||||
#element/air = Full Buff.
|
||||
#element/nature = Heal/Fatigue/Terrain.
|
||||
#element/lumiere = Buff/Debuff/Utilitaire.
|
||||
#element/psy = Debuff.
|
||||
|
||||
Possibilité de dégâts magique neutre selon les sorts.
|
||||
**Pas de dégâts d'arme (tranchant, contondant, perçant) magique.**
|
||||
|
||||
>[!question] Ajouter des tiers de sort (Tier I, II et III) ?
|
||||
Facilite la visualisation des puissances de sorts.
|
||||
Utile pour l'arbre de magie et pour les spécialisations.
|
||||
Permet par exemple un lvl up en dex > adresse : "Peut lancer des sorts de tier 1 discrètement."
|
||||
Permet également de limiter les tiers de magie par des stats et d'offrir des upgrades de sorts plus puissants ou moins couteux selon le tier.
|
||||
|
||||
> [!fail] Casting time des sorts
|
||||
> Attention, je constate que certains sorts (surtout les sorts de réaction) ne fonctionneraient pas avec le timing standard d'un tour par sort.
|
||||
> En soit, autoriser les sorts en réaction ne contraint pas tant que ça, mais sont ils autorisés pour les spellcaster non rapide ?? Ca peut donner des abus, avec des cheminement éco de mana pour garantir une tankiness accrue dans le temps.
|
||||
> #Idées Solution trouvée: Reduire le prérequis des sorts et des sorts rapides et mettre les sorts en réaction dans l'arbre de magie > rapidité.
|
||||
|
||||
___
|
||||
## Liste de sorts provisoire
|
||||
%% Equilibrage: Les sorts de dégâts plus cher ne doivent pas forcément proposer plus de dés de dégâts mais offrir plus d'options et avoir des dé de dégâts plus haut, pour synergiser avec les buffs de l'arbre de magie. %%
|
||||
|
||||
### Tier 1
|
||||
- Trait de feu #element/feu (4 mana, 1 tour, 12 cases)
|
||||
>Tire un faisceau de flamme, infligeant 2d8 de dégâts de feu.
|
||||
|
||||
- Boule de feu #element/feu (8 mana, 1 tour, 12 cases)
|
||||
>Projette une imposante boule de flamme explosant au contact d'une surface, infligeant ainsi 3d10 de feu sur 3 cases de rayon.
|
||||
|
||||
- Détonation #element/feu (4 mana, 1 tour, 8 cases)
|
||||
>Pointe un lieu visible. Une explosion de flamme jaillit subitement, infligeant 1d10 de feu sur 2 cases de rayon.
|
||||
|
||||
- Protection supérieure #element/glace (3 mana, réaction)
|
||||
>L'armure subit l'intégralité des dégâts sur le prochain coup.
|
||||
|
||||
- Lames de glace #element/glace (4 mana, 1 tour, 12 cases)
|
||||
>2 projectiles à 1d8 de glace. Augmenter les dés de dégâts offre un projectile supplémentaire à la place.
|
||||
|
||||
- Chaine de foudre #element/foudre (4 mana, 1 tour)
|
||||
>Touche la cible puis rebondit au hasard sur jusqu'à 2 autres cibles à 1 case. 1d8 de foudre.
|
||||
|
||||
- Vitesse lumière #element/foudre (3 mana, 1 tour)
|
||||
>Se TP à 6 cases tant qu'il peut voir et courir vers la destination. %% Distance fixe ! %%
|
||||
|
||||
- Solidité rocheuse #element/terre (3 mana, réaction)
|
||||
>Le bouclier ne perd pas de vie en cas de blocage réussi.
|
||||
|
||||
- Conservation #element/nature (3 mana, 1 minute)
|
||||
>Permet à jusqu'à 5 herbes ou préparations médicinales de se conserver 1 jour de plus.
|
||||
### Tier 2
|
||||
- Boule de feu #element/feu (8 mana, 1 tour, 12 cases)
|
||||
>Projette une imposante boule de flamme explosant au contact d'une surface, infligeant ainsi 4d10 de feu sur 3 cases de rayon.
|
||||
|
||||
- Téléportation #element/foudre (5 mana, 1 tour)
|
||||
>Se TP à 9 cases.
|
||||
|
||||
### Tier 3
|
||||
|
||||
### Sorts unique
|
||||
- Dévastation #element/feu + #element/glace + #element/foudre (8 mana, 1 tour, 12 cases)
|
||||
>Inflige 10+3d10 dégâts. Ignore les résistances et réduit les immunités en résistance. ^484fc3
|
||||
- Soin #element/nature (8 mana, 1 tour)
|
||||
>Soigne 10+1d10 PV et guérit tout les effets subits. ^068b55
|
||||
- Illusion de terreur #element/psy + #element/arcane (Spécial)
|
||||
>Vous prenez la forme d'une créature aberrante provenant d'un cauchemar. Tant que vous maintenez cette forme, les personnes qui peuvent vous voir #todo
|
||||
%%En gros, c'est une aura de frayeur permanente%%
|
||||
|
|
@ -0,0 +1,35 @@
|
|||
>[!info] Règle optionnelle
|
||||
|
||||
Dans un monde où la magie régit le monde, des êtres artificiels dépourvus de maîtrises magiques n’auraient eu que peu de chance de survivre. C’est pourquoi les Grands Dieux ont accordé aux dolmes un don unique. Pour les êtres extérieurs, la situation est des plus perturbantes, puisqu’ils se retrouvent avec une seconde conscience en leur sein, alors que la situation est anodine pour un dolme.
|
||||
|
||||
Un Aspect est un être né de la conscience. Basé sur une créature existante, il apparait généralement à l'adolescence au biais d'un phénomène nommé la fulgurance, marquant en quelques sortes le passage à l'âge adulte au même titre que la puberté.
|
||||
La fulgurance se produit communément lorsqu'un dolme vit un évènement intense en émotion comme une vive colère, une profonde tristesse ou une joie démesurée. Certaines cultures et nations se basent même sur des rites traumatique pour déclencher la fulgurance.
|
||||
|
||||
Les Grands Dieux ont toujours conservés les secrets de l’apparition des Aspects aux seins des hôtes. Mais les classes sociales se sont construites autour de la puissance et de la noblesse des Aspects. Il fut observé de nombreuses fois des royaumes naître et mourir avec l’apparition d’Aspects surpuissants et d’héritages ratés.
|
||||
|
||||
>[!fail] Un dolme ne peut pas utiliser la magie si son Aspect n'en est pas capable.
|
||||
|
||||
%%Pour équilibrer ça, il faut que tout les Aspects qui demandent de la force mentale puissent utiliser la magie.%%
|
||||
|
||||
## Déterminer son Aspect
|
||||
>[!warning] Cette partie n'as de sens qu'à des fins de gameplay et ne fonctionne pas dans le lore.
|
||||
|
||||
#Idées
|
||||
Le choix de l'Aspect se fait à la fin de la création du personnage, lorsque les statistiques et l'alignement du personnage ont été choisis.
|
||||
On calcule la somme des points en [[1. L'entrainement#La force|force]], [[1. L'entrainement#La dextérité|dextérité]] et [[1. L'entrainement#La résilience|résilience]] pour trouver la force physique.
|
||||
On calcule la somme des points en [[1. L'entrainement#L'intelligence|intelligence]] et [[1. L'entrainement#La curiosité|curiosité]] pour trouver la force mentale.
|
||||
On calcule la somme des points en [[1. L'entrainement#L'éloquence|éloquence]] et [[1. L'entrainement#La psyché|psyché]] pour trouver la force de charactère.
|
||||
Le maitre du jeu peut arbitrairement offrir ou soustraire des points dans les 3 types de force selon la campagne.
|
||||
Une fois ces 3 valeurs calculés, le joueur peut se référer au tableau des Aspect pour trouver les Aspect qui correspondent à ces valeurs.
|
||||
**Un joueur a tout à fait le droit de revoir ces stats si les Aspects disponibles ne conviennent pas à son gameplay (ex: Il manque un point pour pouvoir avoir un Aspect qui lance des sorts).**
|
||||
|
||||
>S'il prends un Aspect à l'alignement opposé (Loyal opposé à Chaotique, Bon opposé à Mauvais), il perdra alors 2 points en psyché jusqu'à ce que le maitre de jeu considère que le joueur a fait évoluer son alignement (car un personnage peut évidemment changer d'alignement avec ces actions RP).
|
||||
### Transformations
|
||||
De base, un dolme peut changer de forme pour arborer celle de son Aspect 2 fois par jour, pendant un maximum de 2h.
|
||||
#todo Comment se transformer ?
|
||||
## Avatar
|
||||
L'Avatar est le messager des Grands Dieux parmi les dolmes. Chaque grande région du monde dispose d'un Avatar qui se dévoue à l'écoute des prières du peuple.
|
||||
Les jeunes dolmes prient aux Avatar pour obtenir un meilleur Aspect, ce qui leur offre un excellent outil de manipulation des masses. %%Outre l'endoctrinement évident que cette option offre pour les dieux, ça leur permet également de manipuler les foules en se créant des boucs émissaires/des symboles de sympathie et d'empathie.%%
|
||||
## Sanctuaire
|
||||
Les Grands Dieux ont également mis en place un espace particulier afin de permettre aux dolmes et à leur Aspect de communiquer. Au moyen d’un miroir, lorsque l'hôte se met à méditer, il peut se rendre dans une sorte de construction mentale, un sanctuaire dans lequel règne l’Aspect. Le sanctuaire est un espace physique hors du monde dans lequel seul le dolme et son Aspect peuvent aller. Cet espace immaculé peut contenir des objets et des constructions qui ne sont pas réelles.
|
||||
Lorsqu'un dolme se rends dans son sanctuaire, son corps devient inconscient et ne perçoit plus rien. De plus, les personnes observant le miroir peuvent voir (mais pas entendre) ce qu'il se passe dans le sanctuaire.
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
%%En gros, c'est des feats qui peuvent avoir des interactions entre eux et offrir plus de variations de gameplay que ceux de D&D. Par design, je souhaite que les joueurs aient au grand minimum 3 spécialisation au lvl 20. Ca leur offre des perspectives de caractère pour leur personnage et permet de rendre le gameplay de personnages avec les mêmes stats radicalement différents. Là où l'entrainement permet d'obtenir une chiée de bonus, le core gameplay ne doit varier que via les spécialisations.%%
|
||||
|
||||
Chaque personne peut avoir des passes temps et des hobbits qui les passionnent et les captivent, d'autres vivent de leurs arts ou de leur métiers.
|
||||
Néanmoins tous peuvent tirer des bénéfices de leurs connaissances poussées dans leur domaines de prédilections.
|
||||
|
||||
Lors de certaines montée de niveau, un joueur peut choisir de prendre une spécialisation, afin de gagner des bonus dans des situations spécifiques.
|
||||
|
||||
>[!tip] Recommandations
|
||||
>Il est préférable d'anticiper une spécialisation en présentant un certain intérêt pour le sujet en question. En effet, ça peut paraitre étrange de se retrouver avec un guerrier, dévouant sa vie à la guerre, développant un soudain talent pour les arts du spectacle.
|
||||
|
|
@ -0,0 +1,30 @@
|
|||
Les points de fatigue que subissent les personnages représentent un niveau d'épuisement physique et mental. Un personnage peut subir cette fatigue de 3 façons.
|
||||
|
||||
%% Toutes les 24h, les joueurs subissent 3 points de fatigue persistante. %%
|
||||
>[!tip] Un joueur ne peut s'infliger sciemment qu'un seul point de fatigue par tour.
|
||||
## Fatigue temporaire
|
||||
La fatigue temporaire représente un effort exceptionnel qu’à pu effectuer le personnage en dépit de sa santé physique. Ces points de fatigue se régénèrent tout seul au rythme de 1 point toutes les 10 minutes après le dernier point de fatigue subit.
|
||||
___
|
||||
## Fatigue persistante
|
||||
La fatigue persistante représente un état d'épuisement physique et mental de la part du personnage. Ces points de fatigue ne peuvent se régénérer d’aucune autre façon que par le repos, au rythme d'un point par heure de repos.
|
||||
___
|
||||
## Fatigue permanente
|
||||
La fatigue permanente signifie un faiblesse inhérente du corps et de l'esprit. Ces points de fatigue ne disparaitront que lorsque le personnage aura amélioré sa **[[1. L'entrainement#La résilience|résilience]]**.
|
||||
___
|
||||
## Les effets de la fatigue
|
||||
|
||||
>[!fail] Les trois types de fatigue s'additionnent.
|
||||
|
||||
>***L'entrainement physique** représentent les statistiques de **[[1. L'entrainement#La force|force]]**, de **[[1. L'entrainement#La dextérité|dextérité]]** et de **[[1. L'entrainement#La résilience|résilience]]**.*
|
||||
>***L'entrainement mentale** représentent les statistiques d'**[[1. L'entrainement#L'intelligence|intelligence]]**, de **[[1. L'entrainement#La curiosité|curiosité]]**, d'**[[1. L'entrainement#L'éloquence|éloquence]]** et de **[[1. L'entrainement#La psyché|psyché]]**.*
|
||||
|
||||
|Point de fatigue|Effet|
|
||||
|---|---|
|
||||
|2 |**Vitesse de course** divisée par deux.|
|
||||
|4 |Malus de -1 aux statistiques **physiques**.|
|
||||
|5 |Le malus aux statistiques **physiques** passent à -3. Malus de -1 aux statistiques **mentales**.|
|
||||
|6 |**Vitesse de course** à 0.|
|
||||
|7 | Désavantage aux statistiques **physiques**. Le malus aux statistiques **mentales** passent à -3.|
|
||||
|8 |Désavantage aux jets.|
|
||||
|9 |Les points de vie actuels et maximum sont divisées par 2.|
|
||||
|10 |Les points de vie actuels et maximum descendent à 0.|
|
||||
|
|
@ -0,0 +1,90 @@
|
|||
{
|
||||
"nodes":[
|
||||
{"type":"group","id":"06829750ef5599bd","x":-2020,"y":500,"width":2186,"height":1060,"color":"5","label":"L'arbre de magie"},
|
||||
{"type":"group","id":"c2f1e1dc9f560e54","x":-2020,"y":-260,"width":1400,"height":440,"color":"2","label":"Les catégories d'arme"},
|
||||
{"type":"group","id":"4c26416d09f079d6","x":800,"y":-260,"width":412,"height":800,"color":"6","label":"[OLD] Les chances d'effets"},
|
||||
{"type":"group","id":"df7bf1843546155c","x":-40,"y":-260,"width":412,"height":700,"color":"4","label":"Les niveaux de dé de dégâts"},
|
||||
{"type":"group","id":"0001a1b68a01de20","x":-540,"y":-260,"width":405,"height":300,"color":"3","label":"Les catégories d'armure"},
|
||||
{"type":"text","text":"Arme à deux mains ( #arme/deuxmains )","id":"05f29ae370c149a2","x":-2000,"y":89,"width":440,"height":60},
|
||||
{"type":"text","text":"Arme lourde ( #arme/lourd )","id":"3f3a450e03927257","x":-2000,"y":-11,"width":440,"height":60},
|
||||
{"id":"cb701ab01c26ef5f","type":"text","text":"**Pourquoi un arbre des armes ?**\n\nParce que c'est pratique. Mais aussi parce que ça permet aux joueurs de moduler les armes qu'ils souhaitent jouer et enfin car ça permet de rendre certains gameplays dépendant de 2 stats pour équilibrer (arme longue).","x":-2553,"y":-165,"width":473,"height":184},
|
||||
{"type":"text","text":"Arme ( #arme )","id":"6d4a2f41bbe0faa3","x":-1540,"y":-111,"width":440,"height":60},
|
||||
{"type":"text","text":"Force","id":"2d4ca9ae845f3e80","x":-1860,"y":-80,"width":114,"height":29},
|
||||
{"type":"text","text":"Arme légère ( #arme/leger )\nArme de jet ( #arme/jet )","id":"be4e0363d25ec14d","x":-1540,"y":-240,"width":440,"height":80},
|
||||
{"type":"text","text":"Arme longue ( #arme/long)","id":"323a5f9a81cb9a16","x":-1540,"y":89,"width":440,"height":60},
|
||||
{"type":"text","text":"Arme à projectile ( #arme/projectile)","id":"9ff1e9ced7ed0ba2","x":-1080,"y":89,"width":440,"height":60},
|
||||
{"type":"text","text":"Arme maniable ( #arme/maniable )","id":"9dfd54186cec9f5c","x":-1080,"y":-11,"width":440,"height":60},
|
||||
{"id":"2c4cea11c871f757","type":"text","text":"**Action fluide**: En combat, vous êtes capable de lancer un sort rapide en 2 actions au lieu de 3.","x":-2000,"y":1120,"width":700,"height":80},
|
||||
{"id":"ec9e406b973f482e","type":"text","text":"**Instinct magique**: En combat, vous êtes capable de lancer des sorts instinctifs avec une réaction.","x":-2000,"y":960,"width":700,"height":80},
|
||||
{"id":"a4001f690c6fc7d0","type":"text","text":"**Pourquoi un arbre de magie ?**\n\nCar sinon l'arbre de l'intelligence interdirait les embranchements. \nCar ça permet une meilleure modularité des options des joueurs, leur permettant à haut niveau de rattraper des options gamechanger de plus bas niveau sans break la game loop. De fait, il faut que les progressions dans l'arbre de magie ne se fasse pas au même niveau dans chaque branche.\nEnfin, ça permet de faire varier la magie selon d'autres facteurs que l'intel puisque ces progressions dans l'arbre peuvent être ajouter dans d'autres stats.","x":-2553,"y":670,"width":473,"height":380},
|
||||
{"type":"text","text":"Dextérité","id":"40d46d70aff64521","x":-900,"y":-80,"width":140,"height":29},
|
||||
{"id":"2dea460595001fee","type":"text","text":"**Ecole favorite**: Choisissez une classe élémentaire. Les sorts de cette classe coutent 1 mana de moins à lancer (coût min: 2 mana).","x":-1280,"y":960,"width":700,"height":80},
|
||||
{"id":"6558a6188c7ed389","type":"text","text":"Vous êtes capable de lancer des sorts ayant un temps de préparation d'au moins 30 secondes.","x":-1150,"y":520,"width":440,"height":80},
|
||||
{"id":"2e59420c8368401d","type":"text","text":"Vous êtes capable de lancer des sorts ayant un temps de préparation de moins de 30 secondes (appelés sorts rapides).","x":-1150,"y":680,"width":440,"height":100},
|
||||
{"id":"5d594a038219c32d","type":"text","text":"**Sort favori**: Choisissez un sort infligeant des dégâts et coutant 4 mana ou moins (avant réduction). Vous pouvez le lancer sans dépenser de mana.","x":-560,"y":960,"width":700,"height":80},
|
||||
{"id":"5d2ea8430fbbf646","type":"text","text":"A surveillez","x":140,"y":975,"width":137,"height":50,"color":"1"},
|
||||
{"id":"3bfecaba2f48d111","type":"text","text":"**Mitraille magique**: En combat, au prix d'un point de [[La fatigue#Fatigue temporaire|fatigue temporaire]], vous pouvez lancer 2 sorts rapides en 3 actions.","x":-2000,"y":1320,"width":340,"height":130},
|
||||
{"type":"text","text":"Armure moyenne ( #armure )","id":"c683dadfac36f5aa","x":-520,"y":-140,"width":365,"height":60},
|
||||
{"type":"text","text":"Armure lourde ( #armure/lourd )","id":"be498a7bf94e1436","x":-520,"y":-40,"width":365,"height":60},
|
||||
{"type":"text","text":"Armure légère ( #armure/leger )","id":"36ff32b5201e6b59","x":-520,"y":-240,"width":365,"height":60},
|
||||
{"id":"50a297e9388f7e87","type":"text","text":"**Surpuissance**: En combat, au prix d'un point de [[La fatigue#Fatigue temporaire|fatigue temporaire]], vous pouvez, au choix obtenir un avantage au jet d'attaque, ou au jet de dégâts/soin lorsque vous lancez un sort impliquant des dégâts ou des soins.","x":-560,"y":1120,"width":700,"height":100},
|
||||
{"id":"729433c09dbc1ed3","type":"text","text":"**Etude spécialisée**: Choisissez une classe élémentaire. Vous pouvez apprendre un nombre de sort de cette classe égale à votre modifieur d'intelligence.","x":-1280,"y":1120,"width":700,"height":80},
|
||||
{"id":"fecf7560283d8f42","type":"text","text":"**Allégeance divine**: Vous prêtez allégeance à un dieu et obtenez les bonus des branches précédentes pour les classes élémentaire de ce dieu.\nCette allégeance vous impose des malus si vous manquez de respect à votre dieu.","x":-1280,"y":1320,"width":340,"height":220},
|
||||
{"id":"70e6ffb1febee91e","type":"text","text":"**Métamagie**: Choisissez une classe élémentaire. Les sorts de cette classe ignore les résistances et réduisent les immunités en résistance.","x":-920,"y":1320,"width":340,"height":130},
|
||||
{"id":"39fa527d31a0f176","type":"text","text":"**Frappe arcanique**: Vous êtes capable de lancer un sort coutant 6 mana de base (càd avant réduction de coût) ou moins, puis de frapper avec votre arme (de mêlée uniquement) en 3 actions.","x":-1640,"y":1320,"width":340,"height":160},
|
||||
{"id":"9f7a4d656d5bbc69","type":"text","text":"**Déchargement de force**: ","x":-200,"y":1320,"width":340,"height":200},
|
||||
{"id":"aeeb06c3b1367385","type":"text","text":"**Puissance du chaos**: Lors vous lancez un sort infligeant des dégâts, vous pouvez lancer un d12. Si le résultat est inférieur au coup du sort, vous ajoutez cette valeur aux dégâts du sort.","x":-560,"y":1320,"width":340,"height":160},
|
||||
{"type":"text","text":"d4","id":"139e4142483211d3","x":120,"y":-40,"width":100,"height":60},
|
||||
{"type":"text","text":"1","id":"572cdd9739e7fe17","x":120,"y":-140,"width":100,"height":60},
|
||||
{"type":"text","text":"0","id":"28f0f5bc6eb15e48","x":120,"y":-240,"width":100,"height":60},
|
||||
{"type":"text","text":"d12","id":"948fa2537235d983","x":120,"y":360,"width":100,"height":60},
|
||||
{"type":"text","text":"d6","id":"51328105d2b11d7f","x":120,"y":60,"width":100,"height":60},
|
||||
{"type":"text","text":"d10","id":"9dcd0b5c2832994a","x":120,"y":260,"width":100,"height":60},
|
||||
{"type":"text","text":"d8","id":"407857928023833a","x":120,"y":160,"width":100,"height":60},
|
||||
{"type":"text","text":"0/12","id":"5fef03ed8fd10ed9","x":955,"y":-240,"width":103,"height":60},
|
||||
{"type":"text","text":"2/12","id":"94d84befa042fda4","x":955,"y":-40,"width":103,"height":60},
|
||||
{"type":"text","text":"3/12","id":"11f0d109c1ee4c5f","x":955,"y":60,"width":103,"height":60},
|
||||
{"type":"text","text":"4/12","id":"80fbeb5be72c6ac8","x":955,"y":160,"width":103,"height":60},
|
||||
{"type":"text","text":"6/12","id":"588fb4e5b7bf3f68","x":955,"y":260,"width":103,"height":60},
|
||||
{"type":"text","text":"1/12","id":"2383d595b2cb1381","x":955,"y":-140,"width":103,"height":60},
|
||||
{"type":"text","text":"Garanti","id":"70220a5586af7921","x":925,"y":460,"width":163,"height":60},
|
||||
{"type":"text","text":"9/12","id":"fd6113d78da50be6","x":955,"y":360,"width":103,"height":60}
|
||||
],
|
||||
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{"id":"95b0890846a0a00e","fromNode":"2e59420c8368401d","fromSide":"bottom","toNode":"5d594a038219c32d","toSide":"top","label":"Puissance"},
|
||||
{"id":"3e6024683551aa3f","fromNode":"2e59420c8368401d","fromSide":"bottom","toNode":"2dea460595001fee","toSide":"top","label":"Elements"},
|
||||
{"id":"8d8647722d251cf9","fromNode":"2e59420c8368401d","fromSide":"bottom","toNode":"ec9e406b973f482e","toSide":"top","label":"Rapidité"},
|
||||
{"id":"b0f84168682d1a58","fromNode":"ec9e406b973f482e","fromSide":"bottom","toNode":"2c4cea11c871f757","toSide":"top"},
|
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|
||||
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|
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|
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{"id":"9ad4d5ad53bab451","fromNode":"729433c09dbc1ed3","fromSide":"bottom","toNode":"70e6ffb1febee91e","toSide":"top"},
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{"id":"bfe6670049aebcd0","fromNode":"50a297e9388f7e87","fromSide":"bottom","toNode":"aeeb06c3b1367385","toSide":"top"},
|
||||
{"id":"bc9cba5d00f0eadb","fromNode":"50a297e9388f7e87","fromSide":"bottom","toNode":"9f7a4d656d5bbc69","toSide":"top"},
|
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{"id":"066ab062a790eb84","fromNode":"6558a6188c7ed389","fromSide":"bottom","toNode":"2e59420c8368401d","toSide":"top"}
|
||||
]
|
||||
}
|
||||
|
|
@ -0,0 +1,15 @@
|
|||
%%Notes:
|
||||
- Les créatures d'alignement mauvais doivent demander plus de force de charactère que les autres.
|
||||
- Les créatures chaotiques sont des prédateurs solitaires.
|
||||
- Les créatures loyales doivent avoir une range globale plus grandes car ils sont communément plus faibles et fonctionnent en groupe/meutes.
|
||||
- Les créatures bonnes sont très rares et complexe à obtenir.
|
||||
- *[Equilibrage]* **Tous les Aspects qui demandent au moins 8 de mental doivent pouvoir utiliser la magie.** %%
|
||||
|
||||
Aspect | Physique | Mental | Charactère | Alignement
|
||||
-- | -- | -- | -- | --
|
||||
[Anseilid](Aspects#Anseilid) | 0 - 10 | 15 - 30 | 10 - 18 | Chaotique neutre
|
||||
[Digride](Aspects#Digride) | 10 - 20 | 8 - 20 | 12 - 25 | Neutre mauvais
|
||||
[Brakan](Aspects#Brakan) | 15 - 30 | 0 - 10 | 5-20 | Chaotique neutre
|
||||
|
||||
Liste de noms :
|
||||
Hashura, Akkatum, Autompa, Thymeïr, Kuelid, Bethuet, Goldrek, Kronian
|
||||
|
|
@ -0,0 +1,28 @@
|
|||
## Le jet d'effet
|
||||
Pour savoir si un effet s'applique sur un personnage, il lui suffit de trouver son [[Les évolutions de valeur.canvas|niveau de chances d'effet]].
|
||||
Il doit ensuite lancer un dé à 12 faces et comparer le résultat avec sa chance d'effet. Si le résultat est inférieur ou égal à la chance d'effet, l'effet s'applique.
|
||||
|
||||
>[!warning] Par défaut, un effet a 2 chances sur 12 de s'appliquer.
|
||||
>À ça viennent s'ajouter les bonus ou malus communément disponible en résilience ou via les objets.
|
||||
|
||||
*Dans certains cas, lorsque les chances d'effet sont garanties, l'effet peut être **plus puissant**.*
|
||||
|
||||
Subir une seconde fois un effet déjà actif augmente les chances d'effet de 3 niveaux.
|
||||
À la fin de son tour, il réduit de 1 niveau le dé de saignement, puis le relancer pour savoir s'il est toujours en train de saigner.
|
||||
___
|
||||
## L'étourdissement
|
||||
>Suite à un choc violent, vous peinez à rester conscient.
|
||||
>L'étourdissement s'accompagne communément de vertiges, de nausées et de sifflements dans les oreilles.
|
||||
|
||||
En cas d'étourdissement, le personnage ne peut plus prendre d'action ou de réaction, et son bonus défensif passif passe à 0.
|
||||
|
||||
Si les chances d'effet sont au maximum, la cible devient inconscient à la place d'être étourdi.
|
||||
___
|
||||
## Le saignement
|
||||
>Lorsqu'une plaie atteint une veine, un saignement abondant peut en résulter, provoquant un semblant d'anémie dans le corps du blessé. Le flux quasi constant de sang peut alors rendre la cicatrisation difficile.
|
||||
|
||||
Si le personnage saigne pendant deux tours, il subit un point de fatigue temporaire.
|
||||
Chaque tour qui suit tant que le saignement persiste, il subit un point de fatigue persistant.
|
||||
|
||||
Si les chances d'effet sont au maximum, la cible se fait trancher une partie de son corps, subissant 2d8+8 points de dégâts en plus du saignement.
|
||||
___
|
||||
|
|
@ -0,0 +1,17 @@
|
|||
## Les dégâts d'arme
|
||||
Les dégâts que peuvent infliger les armes physiques sont communément regroupées dans 3 catégories distinctes.
|
||||
### Contondant
|
||||
>Les dégâts contondants sont des dégâts subis par **écrasement** ou **choc**. Des dégâts contondant peuvent faire de lourd dégâts à la structure interne d'une personne en brisant ses os.
|
||||
|
||||
Une arme à dégâts contondant peut choquer l'ennemi et le mettre à mal. Lorsque vous réussissez à frapper un ennemi en lui infligeant des dégâts contondants, la cible doit réussir son [[[OLD] Les effets subis#Le jet d'effet|jet d'effet]] ou subir un **[[[OLD] Les effets subis#L'étourdissement|étourdissement]]**.
|
||||
### Perçant
|
||||
>Les dégâts perçants représentent des dégâts infligés en passant une partie ou la totalité de l'arme au travers de l'ennemi afin de transpercer l'ennemi.
|
||||
|
||||
Une arme à dégâts perçant peut se faufiler parmi les plus minces interstices des plus puissantes armures. Lorsque vous réussissez à frapper un ennemi en lui infligeant des dégâts perçant, la cible réduit l'absorption de dégâts de l'armure de 5 points pour ce coup.
|
||||
### Tranchant
|
||||
> #todo
|
||||
|
||||
Une arme à dégâts tranchant peut laisser de large entailles sur l'ennemi. Lorsque vous réussissez à frapper un ennemi en lui infligeant des dégâts tranchant, la cible doit réussir son [[[OLD] Les effets subis#Le jet d'effet|jet d'effet]] ou subir un **[[[OLD] Les effets subis#Le saignement|saignement]]**.
|
||||
___
|
||||
## Les dégâts magiques
|
||||
Les dégâts magiques se divisent de façon plus subtiles selon les 6 écoles magiques ainsi que l'élément magique neutre.
|
||||
|
|
@ -0,0 +1,805 @@
|
|||
{
|
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|
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|
||||
{"type":"group","id":"2f070b29f3103ab7","x":-3600,"y":30,"width":1520,"height":3410,"color":"#ffffff","label":"Entrainement - Humain"},
|
||||
{"type":"group","id":"6e652a22c7ed2cf8","x":60,"y":30,"width":1520,"height":3410,"color":"4","label":"Dextérité"},
|
||||
{"type":"group","id":"9281b2ca5e710a5b","x":-5188,"y":30,"width":1520,"height":3410,"color":"#ffffff","label":"Entrainement - Dolme"},
|
||||
{"type":"group","id":"aed1def7c70beae8","x":4080,"y":30,"width":1520,"height":3410,"color":"5","label":"Intelligence"},
|
||||
{"type":"group","id":"43d8f8e2e7cc415d","x":5880,"y":30,"width":1520,"height":3410,"color":"3","label":"Curiosité"},
|
||||
{"type":"group","id":"1df2d64352beb7bb","x":7640,"y":30,"width":1520,"height":3410,"color":"#fe39ee","label":"Éloquence"},
|
||||
{"type":"group","id":"0d1e4ab146acc70c","x":9600,"y":30,"width":1520,"height":3410,"color":"6","label":"Psyché"},
|
||||
{"type":"group","id":"0456aabcc18e63e9","x":1860,"y":30,"width":1520,"height":3410,"color":"2","label":"Résilience"},
|
||||
{"type":"text","text":"","id":"c24d687928146bf2","x":1120,"y":3096,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"f4191688c020c6c9","x":80,"y":2424,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"aef5fa3ecde8893d","x":1120,"y":2648,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"74eb4894cb6160d2","x":600,"y":2648,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"8ad1b6291f04e3a9","x":80,"y":2648,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"7cf06769d86947b5","x":600,"y":2872,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"7a939ff19c5f5afc","x":80,"y":2872,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"c11f7442c19b6305","x":80,"y":3096,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"5876fafaa7d7d9da","x":1120,"y":2872,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"b1dfa0e9d0822f46","x":600,"y":3096,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"282db06d735178eb","x":600,"y":1752,"width":445,"height":108,"color":"1"},
|
||||
{"type":"text","text":"Utiliser une arme à #arme/projectile au corps à corps ne provoque plus de désavantage.","id":"4c6be3929d59ee99","x":80,"y":1752,"width":445,"height":88,"color":"4"},
|
||||
{"type":"text","text":"","id":"52efdc282048d935","x":80,"y":1976,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"Vous êtes capable de tenir une #arme ou #arme/maniable et une seconde #arme/leger .","id":"a7851e9076f78c1e","x":600,"y":1976,"width":445,"height":84,"color":"1"},
|
||||
{"type":"text","text":"","id":"641ad6250b5bfacf","x":1120,"y":1976,"width":445,"height":84,"color":"6"},
|
||||
{"type":"text","text":"","id":"4f96e6c7b12ca24d","x":80,"y":2200,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"Vous ne pouvez plus esquiver activement. Tant que vous portez une #armure/leger, votre esquive passive est égale à votre esquive active.","id":"92bfa64747ffd3c9","x":1120,"y":2200,"width":445,"height":100,"color":"6"},
|
||||
{"type":"text","text":"","id":"3498f1f6461f628a","x":1120,"y":2424,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Vous êtes capable de tenir une #arme/lourd ou #arme/long et une seconde #arme/leger ","id":"81f2fb5b2cfc0eab","x":823,"y":2424,"width":237,"height":136,"color":"1"},
|
||||
{"type":"text","text":"Vous êtes capable de tenir une #arme ou #arme/maniable dans chaque main","id":"3be46881ec593f8e","x":580,"y":2424,"width":220,"height":136,"color":"1"},
|
||||
{"type":"text","text":"Precision","id":"5d3da64e73d405c0","x":323,"y":970,"width":202,"height":60,"color":"4"},
|
||||
{"type":"text","text":"Votre bonus d'esquive active augmente de 1 point.","id":"4cee3093ed3a9b53","x":601,"y":800,"width":445,"height":60},
|
||||
{"type":"text","text":"Adresse","id":"0eacabc7e2e21fa9","x":722,"y":970,"width":202,"height":60,"color":"1"},
|
||||
{"type":"text","text":"Focus dual wield/","id":"82006154ac03b0e4","x":698,"y":926,"width":250,"height":50,"color":"3"},
|
||||
{"type":"text","text":"","id":"cb95ab98f1e4831f","x":1120,"y":1080,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Reflexes","id":"0f8730cfc8a9dd84","x":1120,"y":970,"width":202,"height":60,"color":"6"},
|
||||
{"type":"text","text":"","id":"7da805b5284747df","x":1120,"y":1304,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Votre bonus d'esquive actif est égal à votre modifieur de dextérité.","id":"1119e0e3996b50c4","x":1120,"y":1528,"width":445,"height":80,"color":"6"},
|
||||
{"type":"text","text":"Vous pouvez lancer un sort de Tier 1 discrètement.","id":"601ea55ef1e02628","x":1120,"y":1752,"width":445,"height":60,"color":"6"},
|
||||
{"type":"text","text":"","id":"a70eac9833e6bc64","x":600,"y":2200,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"Focus archerie","id":"66ebbba467db3ccb","x":299,"y":926,"width":250,"height":50,"color":"3"},
|
||||
{"type":"text","text":"","id":"f45e98365bde1f9a","x":80,"y":1080,"width":445,"height":80,"color":"4"},
|
||||
{"type":"text","text":"Vous êtes capable de tenir dans chaque main une #arme/leger . Pour frapper avec 2 armes, #todo","id":"c89f2424f9257f01","x":600,"y":1304,"width":445,"height":76,"color":"1"},
|
||||
{"type":"text","text":"Vous maitrisez des armes d'une catégorie supérieure (direction dextérité).","id":"7b62f91dd58661c1","x":600,"y":1080,"width":445,"height":80,"color":"1"},
|
||||
{"type":"text","text":"Vous maitrisez des armes d'une catégorie supérieure (direction dextérité).","id":"f9d0ffb5c29437fe","x":80,"y":1304,"width":445,"height":76,"color":"4"},
|
||||
{"type":"text","text":"Focus dodge passif","id":"2652ee48a167745c","x":1096,"y":926,"width":250,"height":50,"color":"3"},
|
||||
{"type":"text","text":"Frapper un ennemi dans le dos applique les même bonus que la prise en tenaille. Si l'ennemi est déjà pris en tenaille, vous pouvez ignorer l' #armure/lourd.","id":"6d27b200228d9fdf","x":600,"y":1528,"width":445,"height":132,"color":"1"},
|
||||
{"type":"text","text":"Vous êtes capable d'utiliser la distance longue d'une #arme/projectile ou d'une #arme/jet sans malus.\n","id":"5d934571ad46cf1b","x":80,"y":1528,"width":445,"height":80,"color":"4"},
|
||||
{"type":"text","text":"Vous pouvez esquiver activement.\nVotre bonus d'esquive passif reste à 0.","id":"3a3378ff260352d0","x":600,"y":614,"width":445,"height":85},
|
||||
{"type":"text","text":"-1 à toute utilisation d'objet ou d'arme.\nTemps d'interaction x2 avec les objets.","id":"e8aa574fcd7edcad","x":600,"y":426,"width":445,"height":77},
|
||||
{"type":"text","text":"CA max à 3 + bonus defensif.\n-3 à toute utilisation d'objet ou d'arme.\nTemps d'interaction x2 avec les objets.","id":"f61da58416f45a0c","x":600,"y":238,"width":445,"height":105},
|
||||
{"type":"text","text":"Impossible de tenir des objets. \nCA max à 3.","id":"407c5026200b915c","x":601,"y":50,"width":445,"height":80},
|
||||
{"type":"text","text":"11 (+3)","id":"6c91a201290757b6","x":-215,"y":2424,"width":250,"height":60},
|
||||
{"type":"text","text":"12 (+4)","id":"bb66f24178a58a6b","x":-215,"y":2648,"width":250,"height":60},
|
||||
{"type":"text","text":"13 (+4)","id":"ca8d1674988c3809","x":-215,"y":2872,"width":250,"height":60},
|
||||
{"type":"text","text":"14 (+4)","id":"0ffad95dbefdcdf5","x":-215,"y":3096,"width":250,"height":60},
|
||||
{"type":"text","text":"","id":"89011001b57c5cf5","x":-700,"y":3320,"width":445,"height":130,"color":"6"},
|
||||
{"type":"text","text":"15 (+5)","id":"a369f5cba0ab6c53","x":-215,"y":3320,"width":250,"height":60},
|
||||
{"type":"text","text":"1 (+0)","id":"590bbf636f763c9e","x":-215,"y":238,"width":250,"height":60},
|
||||
{"type":"text","text":"0 (+0)","id":"f05ffe4250936219","x":-215,"y":50,"width":250,"height":60},
|
||||
{"type":"text","text":"","id":"89529628f15c84fe","x":600,"y":3320,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"c17357755bded1b4","x":1120,"y":3320,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"a0832921f1286660","x":80,"y":3320,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"48efd2f266e8638f","x":-700,"y":2424,"width":445,"height":130,"color":"6"},
|
||||
{"type":"text","text":"","id":"bd2abdba458a46d1","x":-700,"y":2648,"width":445,"height":130,"color":"6"},
|
||||
{"type":"text","text":"","id":"4b7181e0217a3627","x":-1220,"y":3320,"width":445,"height":80,"color":"1"},
|
||||
{"type":"text","text":"Vitesse de course de 0 cases.\nCA max à 5.\nPas d'équipement.","id":"4e8ce1eff27b2d94","x":-1219,"y":238,"width":445,"height":105},
|
||||
{"type":"text","text":"","id":"b21fa59603bf6f41","x":-1220,"y":2424,"width":445,"height":80,"color":"1"},
|
||||
{"type":"text","text":"Au prix d'un point de [[La fatigue#Fatigue temporaire|fatigue temporaire]], durant tout un tour, faire une attaque ne demande que 1 action.","id":"cf596cfd01e2f499","x":-1220,"y":2648,"width":445,"height":92,"color":"1"},
|
||||
{"type":"text","text":"","id":"876a840efa5400e5","x":-1220,"y":2872,"width":445,"height":80,"color":"1"},
|
||||
{"type":"text","text":"","id":"13b6779630bdfb22","x":-1220,"y":3096,"width":445,"height":80,"color":"1"},
|
||||
{"type":"text","text":"","id":"586af7a83afaf1c4","x":-1739,"y":3320,"width":445,"height":130,"color":"4"},
|
||||
{"type":"text","text":"Au prix d'un point de [[La fatigue#Fatigue persistante|fatigue persistant]], pendant les 3 prochaines attaques, vous obtenez un bonus de +2 pour frapper.","id":"23721494f5765e63","x":-1740,"y":2200,"width":445,"height":100,"color":"4"},
|
||||
{"type":"text","text":"En frappant avec une arme (hors #arme/leger, #arme/maniable ou #arme/projectile), vous pouvez choisir de subir un malus de 2 points pour infliger 4 points de dégâts supplémentaires.","id":"6d99f085e7cdd153","x":-1740,"y":2424,"width":445,"height":130,"color":"4"},
|
||||
{"type":"text","text":"Vous êtes capable de tenir une #arme/deuxmains dans une seule main.","id":"5f88f70c11580b72","x":-1740,"y":2648,"width":445,"height":112,"color":"4"},
|
||||
{"type":"text","text":"","id":"21ae8131bfb96d39","x":-1740,"y":2872,"width":445,"height":130,"color":"4"},
|
||||
{"type":"text","text":"","id":"a9b2711810ec5b78","x":-1740,"y":3096,"width":445,"height":130,"color":"4"},
|
||||
{"type":"text","text":"Pas d'équipement. \nNe peut pas se déplacer par soi même. \nCA max à 3.","id":"ba5e77d2e433675c","x":-1220,"y":60,"width":445,"height":100},
|
||||
{"type":"text","text":"","id":"3f92b097ac316fc6","x":-700,"y":2872,"width":445,"height":130,"color":"6"},
|
||||
{"type":"text","text":"","id":"6972980e0d4bc0b7","x":-700,"y":3096,"width":445,"height":130,"color":"6"},
|
||||
{"type":"text","text":"+1 point dans une statitstique.","id":"cf6ca3b734c4c5ea","x":-3060,"y":2136,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans une statistique.","id":"404b99f503f286fb","x":-3060,"y":2309,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans une statitstique.","id":"495b200b4572c324","x":-3060,"y":2828,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans **deux** statistiques.","id":"4494998011540232","x":-3060,"y":2482,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 spécialisation.\n+4 PV max. +2 mana max.","id":"e339d9d093d3b7f2","x":-2740,"y":233,"width":445,"height":87},
|
||||
{"type":"text","text":"+1 point dans une statitstique.","id":"49d0389e06e52dfc","x":-3400,"y":1444,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans une statistique.\n+8 PV max. +1 mana max.","id":"045821089191071d","x":-3400,"y":1790,"width":445,"height":70},
|
||||
{"type":"text","text":"+1 point dans une statistique.","id":"7de3b7cd75c57957","x":-3060,"y":1963,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans une statistique.","id":"e206b410fcbae921","x":-3060,"y":2655,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans une statistique.","id":"7d94d69245f49c8f","x":-3060,"y":3001,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans une statistique.","id":"3459307d928f7800","x":-3060,"y":3174,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans **deux** statistiques.","id":"d648864d51598c46","x":-3060,"y":3347,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans une statitstique.\n+6 PV max. +2 mana max.","id":"e454e3f03c99b0bf","x":-3540,"y":752,"width":445,"height":88},
|
||||
{"type":"text","text":"+1 spécialisation.\n+4 PV max. +3 mana max.","id":"df678abd02f2febf","x":-4328,"y":233,"width":445,"height":87},
|
||||
{"type":"text","text":"+1 point dans une statistique.\n+6 PV max. +2 mana max.","id":"7f22b262af377883","x":-5128,"y":752,"width":445,"height":88},
|
||||
{"type":"text","text":"+1 spécialisation. +1 point dans une stat.\n+4 PV max. +2 mana max.","id":"4d374901899bd192","x":-4988,"y":925,"width":445,"height":75},
|
||||
{"type":"text","text":"+1 point dans **deux** statistiques.\n+2 PV max. +2 mana max.","id":"a69167f09d2f88eb","x":-4328,"y":925,"width":445,"height":75},
|
||||
{"type":"text","text":"Start à 43 points dans les statistiques.\nSpécialisation [[Sciences#Anthropologie moderne|Anthropologie moderne]].\n14 PV max.","id":"ed3d084146ee18f5","x":-3060,"y":60,"width":445,"height":100},
|
||||
{"type":"text","text":"+1 spécialisation. +1 point dans une stat.\n+2 PV max. +2 mana max.","id":"4904c57361b866c3","x":-3400,"y":925,"width":445,"height":75},
|
||||
{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +2 mana max.","id":"5107a967e8621f5b","x":-3400,"y":233,"width":445,"height":87},
|
||||
{"type":"text","text":"+1 spécialisation.\n+8 PV max. +2 mana max.","id":"1468f2ee2e4eb270","x":-4165,"y":752,"width":445,"height":88},
|
||||
{"type":"text","text":"+14 PV max. +6 mana max.","id":"7d33d14d2c324189","x":-4328,"y":419,"width":445,"height":74},
|
||||
{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +4 mana max.","id":"908566cd3ad58bbc","x":-4648,"y":1098,"width":445,"height":82},
|
||||
{"type":"text","text":"+1 point dans une statistique.","id":"048cfd191da30598","x":-4988,"y":1271,"width":445,"height":50},
|
||||
{"type":"text","text":"Niveau 6","id":"f03857dc8a6dd2c9","x":-3700,"y":925,"width":134,"height":50,"color":"1"},
|
||||
{"type":"text","text":"Niveau 5","id":"3f69bc1ac1036dc5","x":-3700,"y":752,"width":134,"height":50},
|
||||
{"type":"text","text":"Niveau 7","id":"526a0ea42642e94d","x":-3700,"y":1098,"width":134,"height":50},
|
||||
{"type":"text","text":"Niveau 8","id":"c6e15ff501581ec8","x":-3700,"y":1271,"width":134,"height":50},
|
||||
{"type":"text","text":"Niveau 4","id":"bd33a85adce5d344","x":-3700,"y":579,"width":134,"height":50},
|
||||
{"type":"text","text":"Niveau 2","id":"7fbd96a83f879ea9","x":-3700,"y":233,"width":134,"height":50},
|
||||
{"type":"text","text":"Niveau 3","id":"88013564f0168d26","x":-3700,"y":406,"width":134,"height":50},
|
||||
{"type":"text","text":"+1 transformation par jour.\n+8 PV max. +2 mana max.","id":"b401d05e30c32d05","x":-4648,"y":752,"width":445,"height":88},
|
||||
{"type":"text","text":"+1 point dans une statistique.","id":"c0cd13a1af61b707","x":-4328,"y":1271,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans une statitstique.","id":"b33f1212dcc67b95","x":-4648,"y":1444,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans **deux** statistiques.","id":"0f2efa8a56a80cc5","x":-4648,"y":1617,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans une statistique.","id":"2a43edd8475f8af1","x":-4648,"y":3001,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans une statistique.","id":"687de9e97ce3af43","x":-4648,"y":3174,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans **deux** statistiques.","id":"c462e79c6895ad7b","x":-4648,"y":3347,"width":445,"height":50},
|
||||
{"type":"text","text":"Niveau 1","id":"7b97af9bda18da04","x":-3700,"y":60,"width":134,"height":50},
|
||||
{"type":"text","text":"+1 point dans une statistique. +1 spécialisation.\n+4 PV max. +2 mana max.","id":"51bd690f7ea4f796","x":-4988,"y":1790,"width":445,"height":70},
|
||||
{"type":"text","text":"+1 transformation par jour. +1 spécialisation.\n+4 PV max. +2 mana max.","id":"8270e3bfb20fa0de","x":-4328,"y":1790,"width":445,"height":70},
|
||||
{"id":"cc1c5fe87adf106e","type":"text","text":"Power spike au niveau 6, 10, 15 et 20","x":-3803,"y":-170,"width":341,"height":50,"color":"1"},
|
||||
{"type":"text","text":"+1 point dans une statistique.","id":"08dd707fe5f7c5f0","x":-4648,"y":1963,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans une statitstique.","id":"df7cf24c28253a5b","x":-4648,"y":2136,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans une statistique.","id":"f09498b8cadf5893","x":-4648,"y":2655,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans une statitstique.","id":"6da1e66a4ceaa4c3","x":-4648,"y":2828,"width":445,"height":50},
|
||||
{"type":"text","text":"Start à 43 points dans les statistiques.\n+1 en psyché.\n16 PV max.","id":"4f7c29aaa17c4b0d","x":-4648,"y":60,"width":445,"height":100},
|
||||
{"id":"15670b0f7cbf8950","type":"text","text":"Les dolmes sont équilibrés. Ils peuvent avoir une variété de gameplay et de progression. ","x":-4648,"y":-120,"width":445,"height":120},
|
||||
{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +2 mana max.","id":"49938217f5e36437","x":-4988,"y":233,"width":445,"height":87},
|
||||
{"type":"text","text":"+1 point dans une statistique.\n+6 PV max. +3 mana max.","id":"22021816746a9965","x":-4988,"y":419,"width":445,"height":74},
|
||||
{"type":"text","text":"+1 point dans une statistique.\n+6 PV max. +3 mana max.","id":"48701a913bc27de0","x":-4648,"y":579,"width":445,"height":81},
|
||||
{"type":"text","text":"1 (+0)","id":"886892b79efe4933","x":9280,"y":200,"width":250,"height":60},
|
||||
{"type":"text","text":"0 (+0)","id":"c56d959cbe7cba9a","x":9280,"y":50,"width":250,"height":60},
|
||||
{"type":"text","text":"10 (+3)","id":"ad84c27b01e06f7a","x":9280,"y":2190,"width":250,"height":60},
|
||||
{"type":"text","text":"5 (+1) Humain moyen","id":"1fd43550129c9b25","x":9280,"y":1080,"width":250,"height":60,"color":"#ff0000"},
|
||||
{"type":"text","text":"6 (+2)","id":"642344222a486170","x":9280,"y":1330,"width":250,"height":60},
|
||||
{"type":"text","text":"Dirigeant","id":"1d37a3f0728a8d8e","x":8302,"y":980,"width":202,"height":50,"color":"1"},
|
||||
{"type":"text","text":"Focus mensonge et charme","id":"a50802403960d431","x":8669,"y":930,"width":264,"height":50,"color":"3"},
|
||||
{"type":"text","text":"4 (+1)","id":"81e6a8a75f97a4ae","x":9280,"y":800,"width":250,"height":60},
|
||||
{"type":"text","text":"3 (+1)","id":"6abeb7fcf351830c","x":9280,"y":590,"width":250,"height":60},
|
||||
{"type":"text","text":"2 (+0)","id":"8f0458bb29009d5c","x":9280,"y":390,"width":250,"height":60},
|
||||
{"type":"text","text":"","id":"75a79698ce42df72","x":8180,"y":1080,"width":445,"height":80,"color":"1"},
|
||||
{"type":"text","text":"","id":"a68311695968aa86","x":8700,"y":1080,"width":445,"height":80,"color":"6"},
|
||||
{"type":"text","text":"Charlatan","id":"7ed929ba9a61aa03","x":8700,"y":980,"width":202,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Focus buff","id":"953343c033b3a9a4","x":8278,"y":930,"width":250,"height":50,"color":"3"},
|
||||
{"type":"text","text":"","id":"34db6ea70e2d2fcc","x":8181,"y":800,"width":445,"height":80},
|
||||
{"type":"text","text":"","id":"08a517fcec1f63d8","x":7660,"y":2424,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"b9b364b308b6b09c","x":8180,"y":2424,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"3eef6d9c5da71775","x":8700,"y":2424,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"48134676d2ed1570","x":7660,"y":2648,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"20f95cbc1dec7e18","x":8180,"y":2648,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"cf868c3cdb983f5f","x":10140,"y":3320,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"fc2afbf4b3ed0fb8","x":9620,"y":3320,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"15 (+5)","id":"f25d44cff7d510c6","x":9280,"y":3320,"width":250,"height":60},
|
||||
{"type":"text","text":"","id":"3080a7c8f83a2f6c","x":8700,"y":3320,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"52cadffb671219c2","x":10660,"y":2872,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"1be5bc8d91f1d725","x":10660,"y":3096,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"93c2ee6c7d17bf10","x":10660,"y":3320,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"21c08cb2efc71062","x":10140,"y":2872,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"f0a9c46ca5ac9eb4","x":10140,"y":3096,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"2f514db6916df263","x":8700,"y":2648,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"acce6c505e162fea","x":8700,"y":1528,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"6feac733f9737df1","x":8700,"y":1752,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"406ac4bcf675979e","x":8700,"y":1976,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"6b3aa9f9b0ea2acd","x":8700,"y":2200,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"af96307129df77b0","x":9620,"y":1528,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"2c316836a1be26b0","x":9620,"y":1752,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"6eed4cfb21d20071","x":9620,"y":1976,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"1b37645757df3c9a","x":10140,"y":1528,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"41a85d4beddd1b3c","x":10140,"y":1752,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"143a1b16e16f28c5","x":10140,"y":1976,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"b10bcd7d6f3bb089","x":8700,"y":1304,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"7 (+2)","id":"7887c91c6dfbf342","x":9280,"y":1580,"width":250,"height":60},
|
||||
{"type":"text","text":"8 (+2)","id":"2c28ae72fcfb2b64","x":9280,"y":1800,"width":250,"height":60},
|
||||
{"type":"text","text":"9 (+3)","id":"af278bcb69d5defb","x":9280,"y":2000,"width":250,"height":60},
|
||||
{"type":"text","text":"11 (+3)","id":"ae401a7b793611f6","x":9280,"y":2390,"width":250,"height":60},
|
||||
{"type":"text","text":"12 (+4)","id":"1c35d43f1c660364","x":9280,"y":2600,"width":250,"height":60},
|
||||
{"type":"text","text":"","id":"aee8e17ec1ba3b11","x":10660,"y":2648,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"f1b9dc433de32e86","x":10660,"y":2424,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"13 (+4)","id":"c7ea84669939cf4b","x":9280,"y":2840,"width":250,"height":60},
|
||||
{"type":"text","text":"14 (+4)","id":"8c32be1f467e45a7","x":9280,"y":3080,"width":250,"height":60},
|
||||
{"type":"text","text":"Focus transformation","id":"1f124dc07f1542dd","x":9839,"y":930,"width":250,"height":50,"color":"3"},
|
||||
{"type":"text","text":"Chaque transformation peut durer 15 minutes de plus.","id":"d718b87be6a8ce42","x":9620,"y":1080,"width":445,"height":80,"color":"4"},
|
||||
{"type":"text","text":"Vous apprenez à lancer des sorts d'un tier supérieur.","id":"e86fa507fc8edaec","x":10140,"y":1080,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"Focus mana","id":"556584c778142fe1","x":10238,"y":930,"width":250,"height":50,"color":"3"},
|
||||
{"type":"text","text":"","id":"e46e7d4fb5172480","x":9620,"y":2424,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"e8206f7ab35b34f2","x":10140,"y":2424,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"0f735675d4261777","x":10140,"y":2648,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"e13757790f412137","x":9620,"y":2648,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"da32cb6773947f2f","x":9620,"y":2872,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"140827efbf4e7684","x":9620,"y":3096,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"da69769bbc3a8cd6","x":9863,"y":980,"width":202,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"3e19a9e849d39a7b","x":9620,"y":1304,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"+10 mana max.","id":"23f7d82d75e0e50e","x":10140,"y":1304,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"3a769a92d8b1f8fa","x":10660,"y":980,"width":202,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"18eaeae7d6c1c8e6","x":10660,"y":1080,"width":445,"height":80,"color":"6"},
|
||||
{"type":"text","text":"Votre connexion innée avec la magie vous a bénie d'un don pour cet art. Choisissez une branche de l'[[Les évolutions de valeur.canvas|arbre de magie]]. Vous gagnez le premier niveau de cette branche.","id":"ee2e77db68882151","x":10660,"y":1304,"width":445,"height":136,"color":"6"},
|
||||
{"type":"text","text":"","id":"2d85a4af9219057d","x":10660,"y":1528,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Vous apprenez à lancer des sorts d'un tier supérieur.","id":"6d878000d1e5f361","x":10140,"y":2200,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"58b06ba556f33978","x":10660,"y":2200,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Vous pouvez vous transformer autant de fois que vous le souhaitez. Le temps total que vous pouvez passer en Aspect est égal à votre nombre de transformation multiplié par la durée d'une transformation.","id":"f08988f2622f6f16","x":9620,"y":2200,"width":445,"height":160,"color":"4"},
|
||||
{"type":"text","text":"Transformation impossible. \nVous rejetez les autres. Alignement chaotique obligatoire.","id":"5e77cf952534a8d2","x":10141,"y":50,"width":445,"height":110},
|
||||
{"type":"text","text":"","id":"89be79d6690d0239","x":10262,"y":980,"width":202,"height":50,"color":"1"},
|
||||
{"type":"text","text":"+3 mana max.","id":"ff7bb9381aaa2352","x":10141,"y":800,"width":445,"height":80},
|
||||
{"type":"text","text":"","id":"79d14d8bea037a3b","x":10660,"y":1752,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"7bb08bfb70a81a33","x":10660,"y":1976,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Focus nombre de sorts","id":"6f054d0f11268cfa","x":10629,"y":930,"width":264,"height":50,"color":"3"},
|
||||
{"type":"text","text":"+3 mana max.","id":"a9554e4fcb4c77d7","x":10140,"y":614,"width":445,"height":85},
|
||||
{"type":"text","text":"","id":"21d4f1341fece650","x":10140,"y":426,"width":445,"height":110},
|
||||
{"type":"text","text":"","id":"d2d7bd73aba21bf1","x":10140,"y":238,"width":445,"height":105},
|
||||
{"type":"text","text":"","id":"ced0ecd03fe37fc2","x":7660,"y":3320,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"6daac2c63ac8e4f0","x":8180,"y":3320,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"Vous êtes capable de vous battre durant une performance. En tenant une #arme (ou #arme/leger ou #arme/maniable ), vous pouvez frapper et maintenir votre performance avec 3 actions.","id":"eb7ef65fc0f904b6","x":7660,"y":1976,"width":445,"height":164,"color":"4"},
|
||||
{"type":"text","text":"Vous apprenez à jouer d'un instrument ou à chanter.\nDe plus, ","id":"55863e22ea274dcb","x":7660,"y":2200,"width":445,"height":80,"color":"4"},
|
||||
{"type":"text","text":"Vous apprenez à jouer d'un instrument ou à chanter.","id":"93593651dbdf8d57","x":7660,"y":1528,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"8ab52b102ebb5a2d","x":7660,"y":2872,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"bc20d18adfbe24dd","x":8180,"y":2872,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"562eae76bd836110","x":8700,"y":2872,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"0820176af3c07548","x":7660,"y":3096,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"800c9a2b0ebc8c19","x":8180,"y":3096,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"Vous maniez les mots à subtilité. Lorsque vous jouez une œuvre impliquant la parole, vous pouvez ne l'appliquer qu'à certaines cibles.","id":"7fdacbd12ac5b161","x":7660,"y":1752,"width":445,"height":108,"color":"4"},
|
||||
{"type":"text","text":"Vous êtes capable d'improviser certaines parties d'une œuvre existante, permettant ainsi d'augmenter le nombre d'utilisation d'une œuvre.","id":"2c3b1bcff602e681","x":7660,"y":1304,"width":445,"height":96,"color":"4"},
|
||||
{"type":"text","text":"Lorsqu'un allié qui peut vous entendre s'apprête à attaquer une cible que vous pouvez voir, vous pouvez saisir l'opportunité pour lui offrir un bonus égal à votre éloquence sur cette attaque.","id":"6f79a8e71400b7ca","x":8180,"y":1528,"width":445,"height":132,"color":"1"},
|
||||
{"type":"text","text":"","id":"49b1196af7b8c2f5","x":8180,"y":1976,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"3620a34f34355f1b","x":8180,"y":1752,"width":445,"height":108,"color":"1"},
|
||||
{"type":"text","text":"Vous gagnez une seconde réaction, utilisable uniquement pour saisir une opportunité.","id":"cdd23181ac4d4546","x":8180,"y":2200,"width":445,"height":80,"color":"1"},
|
||||
{"type":"text","text":"","id":"76867e8ff79ff365","x":8180,"y":1304,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"Focus musique et récits","id":"700c304ea786e357","x":7884,"y":930,"width":241,"height":50,"color":"3"},
|
||||
{"type":"text","text":"","id":"af37b070631fe515","x":8180,"y":620,"width":445,"height":85},
|
||||
{"type":"text","text":"","id":"ca836fec82636955","x":5140,"y":3320,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"cb3c66344de52fa8","x":5900,"y":3320,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"918318467f25ad56","x":6420,"y":3320,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"08bec82d41749257","x":6940,"y":3320,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Vous apprenez à jouer d'un instrument ou à chanter.","id":"d56882be028a518f","x":7660,"y":1080,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"Artiste","id":"d1051ec414baf5a3","x":7903,"y":980,"width":202,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"22675e23c2580f2c","x":8700,"y":3096,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"7ebbd8d9f9924874","x":8180,"y":440,"width":445,"height":110},
|
||||
{"type":"text","text":"Anxiété sociale. Vous ne parlez pas aux inconnus et lors de dialogues, vous ne parlez qu'à vos amis.","id":"ad784618bcd802f4","x":8180,"y":280,"width":445,"height":80},
|
||||
{"type":"text","text":"Mutisme sociale. Vous ne vous exprimez qu'auprès de personnes en qui vous avez une confiance absolue.\nLorsqu'impliqué dans un dialogue, vous refusez de vous exprimer même en présence de vos amis.","id":"80e30ba1018d4b33","x":8153,"y":60,"width":500,"height":140},
|
||||
{"type":"text","text":"+4 mana max.\n","id":"eb6ff873fd574ec6","x":5140,"y":1080,"width":445,"height":100,"color":"6"},
|
||||
{"type":"text","text":"Érudit","id":"c8e1afa6bc6deaf9","x":5161,"y":1000,"width":202,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Vous apprenez à manier de grosses quantités de mana sans danger. Vous progressez dans l'[[Les évolutions de valeur.canvas|arbre de magie]] (direction puissance).","id":"ca5d810fc6584931","x":5141,"y":1304,"width":445,"height":116,"color":"6"},
|
||||
{"type":"text","text":"","id":"ec4a30d94950c4c5","x":5140,"y":1528,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"18a702a65ad2d791","x":5900,"y":2872,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"fec5216ee8ed172f","x":6420,"y":2872,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"fa05734be8833fdd","x":6940,"y":2872,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"17f896da81f758a4","x":5900,"y":3096,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"3c52533d1053940e","x":6420,"y":3096,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"ba625e1ce9b1b6fa","x":6940,"y":3096,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"a6993f7a2e9f357a","x":6420,"y":1080,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"f6fdb645af1a50cb","x":6420,"y":1304,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"Focus ","id":"836dfaf7d594bcf9","x":6518,"y":930,"width":250,"height":50,"color":"3"},
|
||||
{"type":"text","text":"+4 points de stat secondaire.","id":"757fa440390eeb8a","x":6421,"y":800,"width":445,"height":80},
|
||||
{"type":"text","text":"","id":"f65750ec70e55b19","x":5900,"y":2424,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"1f5367ea78b52669","x":6420,"y":2424,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"8566b456611c64fa","x":6940,"y":2424,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"2240db1987c2d5b1","x":5900,"y":2648,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"7e5ac8113feaff18","x":6420,"y":2648,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"6cee547faebba990","x":6940,"y":2648,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Le maximum de toutes les statistiques secondaires est de 4 points, sauf s'il est déjà supérieur.\n+2 point de stat secondaire.","id":"8be85c5fd9d4eec0","x":6420,"y":1528,"width":445,"height":112,"color":"1"},
|
||||
{"type":"text","text":"Les objets que vous lancez sont considéré comme des armes de jet ( #arme/jet) et bénéficient des mêmes bonus.\n+1 point de stat secondaire.","id":"9ee09b2377dc686c","x":6940,"y":1080,"width":445,"height":140,"color":"6"},
|
||||
{"type":"text","text":"","id":"8026d584d0f0b0c5","x":6940,"y":2200,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"71b1699a56316988","x":6940,"y":1752,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Lorsque vous utilisez un objet, vous pouvez lancer un d12. Si vous faites 12, l'objet ne se consomme pas. Cela fonctionne également sur les objets à charges.","id":"626c57432bf2287c","x":6940,"y":1528,"width":445,"height":132,"color":"6"},
|
||||
{"type":"text","text":"En combat, vous pouvez utiliser ou lancer 2 objets en 3 actions.\n+1 point de stat secondaire.","id":"f1f6d8ab9b01445a","x":6940,"y":1304,"width":445,"height":116,"color":"6"},
|
||||
{"type":"text","text":"","id":"6764abae9edac8b2","x":6940,"y":1976,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Voie de la ","id":"e2e21bbcefa39958","x":6531,"y":980,"width":226,"height":50,"color":"1"},
|
||||
{"type":"text","text":"Voie de la concentration","id":"42d9def8e5fd5999","x":6940,"y":980,"width":237,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Focus buff d'items","id":"46a8a81673ed5e32","x":6934,"y":930,"width":250,"height":50,"color":"3"},
|
||||
{"type":"text","text":"Focus substats","id":"e4ac4564fc5b552a","x":6110,"y":930,"width":250,"height":50,"color":"3"},
|
||||
{"type":"text","text":"Voie de la connaissance","id":"6244b0cbb6089b00","x":6117,"y":980,"width":237,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"9aa520bf47ed913a","x":5900,"y":2200,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"04845f18fe94248e","x":6420,"y":2200,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"9cb96e72f5d92b69","x":6420,"y":1976,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"Choisissez une statistique. Toutes les statistiques secondaires qui en dépendent gagnent un point sauf si elles sont déjà au maximum.","id":"a650e6773e57376f","x":6420,"y":1752,"width":445,"height":108,"color":"1"},
|
||||
{"type":"text","text":"+3 points de stat secondaire.","id":"0dc25a4ce8d14be7","x":6420,"y":614,"width":445,"height":85},
|
||||
{"type":"text","text":"+5 points de stat secondaire.","id":"7c0402eb30eaf599","x":6420,"y":426,"width":445,"height":110},
|
||||
{"type":"text","text":"+3 points de stat secondaire.","id":"43700861a50c3ccd","x":6420,"y":238,"width":445,"height":105},
|
||||
{"type":"text","text":"Focus sorts OP","id":"dfbdf746055efbb2","x":5137,"y":950,"width":250,"height":50,"color":"3"},
|
||||
{"type":"text","text":"Vous progressez dans l'[[Les évolutions de valeur.canvas|arbre de magie]]\n(direction puissance).","id":"f535622f45d76947","x":5140,"y":1752,"width":445,"height":78,"color":"6"},
|
||||
{"type":"text","text":"","id":"a623970fea6afc1e","x":5140,"y":1976,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"38ee7e1b2b294537","x":5900,"y":1752,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"Le maximum de toutes les statistiques secondaires augmente de 1 point.\n+2 point de stat secondaire.","id":"2684d451071daba8","x":5900,"y":1528,"width":445,"height":112,"color":"4"},
|
||||
{"type":"text","text":"+3 points de stat secondaire.","id":"a0d845c99d4018e7","x":5900,"y":1304,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"c5f33ebe11bb61dd","x":5900,"y":1976,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"+3 points de stat secondaire.","id":"13557ff2a8b08690","x":5900,"y":1080,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"Apprends le sort unique [[Idées en vrac#^484fc3|Dévastation]]","id":"e9b599327386c0bc","x":5380,"y":2424,"width":206,"height":96,"color":"6"},
|
||||
{"type":"text","text":"6 points de stat secondaire.","id":"e076d233d82edecb","x":6421,"y":50,"width":445,"height":80},
|
||||
{"type":"text","text":"","id":"1631403b7bdacc5b","x":4100,"y":3096,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"5a9a3991aabfb8b2","x":4100,"y":3320,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"6f72a3e683e520a2","x":4620,"y":3320,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"dbdae79f34cbe9c0","x":4100,"y":2648,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"224cca8823e8942e","x":4100,"y":2872,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"Vous progressez dans l'[[Les évolutions de valeur.canvas|arbre de magie]] (direction éléments).","id":"078b236f04e0e153","x":4620,"y":2648,"width":445,"height":72,"color":"1"},
|
||||
{"type":"text","text":"","id":"71a86039bb903239","x":4620,"y":2872,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"Vous progressez dans l'[[Les évolutions de valeur.canvas|arbre de magie]]\n(direction puissance).","id":"e23dc483e0764210","x":5140,"y":2648,"width":445,"height":72,"color":"6"},
|
||||
{"type":"text","text":"","id":"03b4e8f4d8315c3c","x":5140,"y":3096,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"27c0af5465dabb1d","x":5140,"y":2872,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Apprends le sort unique [[Idées en vrac#^068b55|Soin]]","id":"9e4d8c6a7004be81","x":5140,"y":2424,"width":200,"height":96,"color":"6"},
|
||||
{"type":"text","text":"Vous progressez dans l'[[Les évolutions de valeur.canvas|arbre de magie]] (direction rapidité)","id":"af721f406597bfba","x":4100,"y":2424,"width":445,"height":76,"color":"4"},
|
||||
{"type":"text","text":"","id":"4e933dcdbb0537d8","x":4100,"y":1528,"width":445,"height":92,"color":"4"},
|
||||
{"type":"text","text":"Vous progressez dans l'[[Les évolutions de valeur.canvas|arbre de magie]] (direction rapidité)","id":"2ac9c9fc857f494b","x":4100,"y":1752,"width":445,"height":78,"color":"4"},
|
||||
{"type":"text","text":"","id":"7408d3810516a307","x":4100,"y":1976,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"f11c36a391a22298","x":4100,"y":2200,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"Vous progressez dans l'[[Les évolutions de valeur.canvas|arbre de magie]] (direction éléments).","id":"da0684c9e6e3b5e9","x":4620,"y":1976,"width":445,"height":84,"color":"1"},
|
||||
{"type":"text","text":"","id":"217588b6c7774389","x":4620,"y":2200,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"c300303844e0224f","x":4620,"y":2424,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"c78c5ae4439f2073","x":4620,"y":3096,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"+4 mana max.","id":"f610f3eb39b89365","x":4100,"y":1304,"width":445,"height":86,"color":"4"},
|
||||
{"type":"text","text":"Vous êtes capable de lancer des sorts plus rapidement. Vous progressez dans l'[[Les évolutions de valeur.canvas|arbre de magie]] (direction rapidité).","id":"cdaec0b1d2688f35","x":4100,"y":1080,"width":445,"height":100,"color":"4"},
|
||||
{"type":"text","text":"Arcaniste","id":"ce6806533f57a118","x":4323,"y":1000,"width":202,"height":50,"color":"4"},
|
||||
{"type":"text","text":"Elémentariste","id":"d7839b9154edfd23","x":4742,"y":1000,"width":202,"height":50,"color":"1"},
|
||||
{"type":"text","text":"(Sorts en rituel)","id":"b297ac23b8fd5146","x":4620,"y":1528,"width":445,"height":92,"color":"1"},
|
||||
{"type":"text","text":"Vous dédiez vos études à une classe élémentaire. Vous progressez dans l'[[Les évolutions de valeur.canvas|arbre de magie]] (direction éléments).\n+2 mana max.","id":"a3ec23731d3f7c69","x":4620,"y":1304,"width":445,"height":136,"color":"1"},
|
||||
{"type":"text","text":"+10 mana max.","id":"cb308143942389d6","x":4620,"y":1080,"width":445,"height":60,"color":"1"},
|
||||
{"type":"text","text":"+10 mana max.","id":"dc9350a9c22277b0","x":4620,"y":1752,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"Vous êtes capable de lancer des sorts ayant un temps de préparation d'au moins 30 secondes.\nVous êtes capable de maitriser un nombre de sort égal à votre modifieur d'intelligence.\n","id":"b71a14040d3f7173","x":4600,"y":585,"width":485,"height":130},
|
||||
{"type":"text","text":"7 (+2)","id":"2d30acc2786c89f3","x":3600,"y":1580,"width":250,"height":60},
|
||||
{"type":"text","text":"6 (+2)","id":"d6ff824188537a85","x":3600,"y":1330,"width":250,"height":60},
|
||||
{"type":"text","text":"8 (+2)","id":"870d83fff7da87f9","x":3600,"y":1800,"width":250,"height":60},
|
||||
{"type":"text","text":"Focus spam de sorts","id":"912a14f255d57733","x":4299,"y":950,"width":250,"height":50,"color":"3"},
|
||||
{"type":"text","text":"Vous êtes capable de lancer des sorts ayant un temps de préparation de moins de 30 secondes (appelés sorts rapides).\n+4 mana max.","id":"dcd75991f32a2c38","x":4600,"y":760,"width":485,"height":140},
|
||||
{"type":"text","text":"Focus mana","id":"3a83f0e73ddbcc68","x":4719,"y":950,"width":250,"height":50,"color":"3"},
|
||||
{"type":"text","text":"","id":"fb9384fc29a02251","x":5140,"y":2200,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"2 actions par tour.\nRéaction possible.","id":"9a6951086f13bd7d","x":4620,"y":200,"width":445,"height":80},
|
||||
{"type":"text","text":"2 actions par tour.\nPas de réaction possible.","id":"017f64a0f06bed44","x":4620,"y":50,"width":445,"height":80},
|
||||
{"type":"text","text":"3 actions par tour.","id":"1c52c45cc8fa5a42","x":4620,"y":390,"width":445,"height":60},
|
||||
{"type":"text","text":"","id":"0e1621fd4e8ae798","x":2916,"y":2872,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"4 (+1)","id":"3501dc181ba816d7","x":3600,"y":800,"width":250,"height":60},
|
||||
{"type":"text","text":"5 (+1) Humain moyen","id":"fb4fd25bf8a0eb7e","x":3600,"y":1080,"width":250,"height":60,"color":"#ff0000"},
|
||||
{"type":"text","text":"9 (+3)","id":"bf7e96f38bcb4a56","x":3600,"y":2000,"width":250,"height":60},
|
||||
{"type":"text","text":"10 (+3)","id":"6b8bde42bd3617d2","x":3600,"y":2190,"width":250,"height":60},
|
||||
{"type":"text","text":"11 (+3)","id":"d1aa3dc75669b712","x":3600,"y":2390,"width":250,"height":60},
|
||||
{"type":"text","text":"3 (+1)","id":"5f7390ebc474b22c","x":3600,"y":590,"width":250,"height":60},
|
||||
{"type":"text","text":"2 (+0)","id":"93ec93ef15f2197d","x":3600,"y":390,"width":250,"height":60},
|
||||
{"type":"text","text":"1 (+0)","id":"b3c91d8ad0186606","x":3600,"y":200,"width":250,"height":60},
|
||||
{"type":"text","text":"0 (+0)","id":"46fbb21a22533c26","x":3600,"y":50,"width":250,"height":60},
|
||||
{"type":"text","text":"12 (+4)","id":"d827e75fe80dca69","x":3600,"y":2600,"width":250,"height":60},
|
||||
{"type":"text","text":"13 (+4)","id":"19f6b8e750ce6591","x":3600,"y":2840,"width":250,"height":60},
|
||||
{"type":"text","text":"14 (+4)","id":"633ab49245f93c3b","x":3600,"y":3080,"width":250,"height":60},
|
||||
{"type":"text","text":"","id":"0df4d5b35f2c80c4","x":2916,"y":3096,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"15 (+5)","id":"3c0f47c9c9fdb956","x":3600,"y":3320,"width":250,"height":60},
|
||||
{"type":"text","text":"Une fois entre chaque (?long?) repos, vous êtes capable de convertir un point de [[La fatigue#Fatigue persistante|fatigue persistant]] en point de [[La fatigue#Fatigue temporaire|fatigue temporaire]].\n+2 PV max.","id":"0630c787813a017d","x":2916,"y":1528,"width":445,"height":132,"color":"6"},
|
||||
{"type":"text","text":"","id":"60d5876d0424f379","x":2916,"y":1976,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Vous êtes capable de supporter un point de [[La fatigue|fatigue]] supplémentaire avant de subir les [[La fatigue#Les effets de la fatigue|effets de la fatigue]].","id":"87237b05992110b1","x":2916,"y":1304,"width":445,"height":110,"color":"6"},
|
||||
{"type":"text","text":"En courant ou en sprintant, vous pouvez subir un point de [[La fatigue#Fatigue persistante|fatigue persistant]] pour faire un test d'athlétisme (6). Pour chaque point au dessus de la difficulté, vous gagnez une case de déplacement.\n+4 PV max.","id":"a657327019f0f532","x":2916,"y":1752,"width":445,"height":148,"color":"6"},
|
||||
{"type":"text","text":"","id":"02f24a89544c53e5","x":2916,"y":2648,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Corps d'acier","id":"12e684f709a5457c","x":2123,"y":970,"width":202,"height":50,"color":"4"},
|
||||
{"type":"text","text":"Focus PV/anti stun","id":"16a422a174053078","x":2099,"y":920,"width":250,"height":50,"color":"3"},
|
||||
{"type":"text","text":"","id":"a9ee6bb2d28f4d9a","x":2398,"y":1528,"width":445,"height":92,"color":"1"},
|
||||
{"type":"text","text":"+2 PV max.\nRéduit de 1 niveau les chances de saignement. #rework","id":"c7e8899f175e73fc","x":2916,"y":1080,"width":445,"height":80,"color":"6"},
|
||||
{"type":"text","text":"Corps endurant","id":"dddafef993ac6a6f","x":2920,"y":970,"width":202,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Chaque heure de repos vous fait perdre 2 points de [[La fatigue#Fatigue persistante|fatigue persistant]] au lieu d'un seul.","id":"c3f0e1249f902a8e","x":2916,"y":2200,"width":445,"height":80,"color":"6"},
|
||||
{"type":"text","text":"","id":"c53b5bf4b2151935","x":2916,"y":2424,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"Focus anti fatigue","id":"922584fca02ab5bd","x":2896,"y":920,"width":250,"height":50,"color":"3"},
|
||||
{"type":"text","text":"+6 PV max.","id":"01e2c284196c8bc7","x":2398,"y":830,"width":445,"height":50},
|
||||
{"type":"text","text":"Courir 3 tours d'affilée vous fait subir un point de [[La fatigue#Fatigue temporaire|fatigue temporaire]].\n+3 PV max.","id":"c27dc81795b34af0","x":2398,"y":620,"width":445,"height":100},
|
||||
{"type":"text","text":"","id":"a20bc53a36fab898","x":1876,"y":3096,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"a9778468f610097b","x":2396,"y":3096,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"d73fbaf2d8b1af18","x":1876,"y":3320,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"382794c5f618083c","x":2396,"y":3320,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"ac6a543b88debc3b","x":2916,"y":3320,"width":445,"height":50,"color":"6"},
|
||||
{"type":"text","text":"","id":"a13e7b4b89263cb8","x":1876,"y":2200,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"+2 PV max.\n","id":"f98e5ff4cc8aab8e","x":2398,"y":1304,"width":445,"height":110,"color":"1"},
|
||||
{"type":"text","text":"+4 PV max.\nRéduit de 1 niveau les chances d'empoissonnement. #rework","id":"08db487e80faace0","x":2398,"y":1080,"width":445,"height":80,"color":"1"},
|
||||
{"type":"text","text":"Corps sain","id":"487c31c347ce8ac3","x":2520,"y":995,"width":202,"height":50,"color":"1"},
|
||||
{"type":"text","text":"Focus anti effets","id":"97f0eba6c7de8c9e","x":2496,"y":945,"width":250,"height":50,"color":"3"},
|
||||
{"type":"text","text":"","id":"e8cab43c9d78681b","x":2396,"y":2872,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"0e84969e6b25c5e8","x":1876,"y":2872,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"Lorsque vous tombez à 0 PV, vous ","id":"dde30284c80d5b4c","x":1876,"y":2424,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"7b8296d6948941ca","x":1876,"y":1976,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"Lorsqu'une attaque inflige plus de dégâts que votre armure, vous pouvez choisir de réduire les dégâts d'un montant égal à votre armure au prix d'un point de [[La fatigue#Fatigue persistante|fatigue persistant]].","id":"ab3e548c215cb62a","x":1878,"y":1752,"width":445,"height":128,"color":"4"},
|
||||
{"type":"text","text":"","id":"2a731b5463111403","x":1876,"y":2648,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"bdebca511ddfd278","x":2398,"y":1752,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"c3d8383a3d882202","x":2396,"y":2200,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"7adc20d1ebd71548","x":2396,"y":2424,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"","id":"ced73cde0dea27ef","x":2396,"y":2648,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"Réduit de 1 niveau les chances d'étourdissement. #rework\n+4 PV max.","id":"82737a209107b384","x":1878,"y":1304,"width":445,"height":86,"color":"4"},
|
||||
{"type":"text","text":"+8 PV.","id":"799d5a86ef93d9ac","x":1878,"y":1528,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"+8 PV max.","id":"9251cc60a127174e","x":1880,"y":1080,"width":445,"height":50,"color":"4"},
|
||||
{"type":"text","text":"","id":"3b74721167fb65a5","x":2396,"y":1976,"width":445,"height":50,"color":"1"},
|
||||
{"type":"text","text":"Courir 2 tours d'affilée vous fait subir un point de [[La fatigue#Fatigue temporaire|fatigue temporaire]]. Chaque point de [[La fatigue#Fatigue temporaire|fatigue temporaire]] ou [[La fatigue#Fatigue persistante|persistant]] subit est doublé.\n+5 PV max.","id":"fa100d3539684cf9","x":2398,"y":390,"width":445,"height":140},
|
||||
{"type":"text","text":"1 point de de [[La fatigue#Fatigue permanente|fatigue permanente]]. Chaque point de [[La fatigue#Fatigue temporaire|fatigue temporaire]] ou [[La fatigue#Fatigue persistante|persistant]] subit est doublé.\nCourir vous fait subir un point de [[La fatigue#Fatigue temporaire|fatigue temporaire]].","id":"bda0a6d502752f5b","x":2398,"y":230,"width":445,"height":100},
|
||||
{"type":"text","text":"3 points de [[La fatigue#Fatigue permanente|fatigue permanente]]. Chaque point de [[La fatigue#Fatigue temporaire|fatigue temporaire]] ou [[La fatigue#Fatigue persistante|persistant]] subit est doublé.\nCourir vous fait subir un point de [[La fatigue#Fatigue temporaire|fatigue temporaire]].","id":"0da4f83cd39d47f3","x":2398,"y":55,"width":445,"height":110},
|
||||
{"type":"text","text":"9 (+3)","id":"66cdc282d874e7a5","x":-215,"y":1976,"width":250,"height":60},
|
||||
{"type":"text","text":"10 (+3)","id":"4946175eb3567d9a","x":-215,"y":2200,"width":250,"height":60},
|
||||
{"type":"text","text":"","id":"664d388cec1db8b1","x":-700,"y":2200,"width":445,"height":130,"color":"6"},
|
||||
{"type":"text","text":"Si vous ne maitrisez pas les boucliers, vous pouvez maintenant les utiliser. Sinon, votre bonus de parade active augmente de 1 point.","id":"5c1f45ccdcb63bc9","x":-700,"y":1976,"width":445,"height":104,"color":"6"},
|
||||
{"type":"text","text":"Prendre une cible en tenaille vous confère un avantage au jet d'attaque.","id":"8ec072fcd062bea6","x":-1220,"y":1976,"width":445,"height":80,"color":"1"},
|
||||
{"type":"text","text":"Faire un 11 sur le lancer de d12 est considéré comme un coup critique. Cependant, vous subissez un malus de 1 point pour frapper avec une arme (hors #arme/leger, #arme/maniable ou #arme/projectile).","id":"619790f3351cb33e","x":-1220,"y":2200,"width":445,"height":160,"color":"1"},
|
||||
{"type":"text","text":"Au prix d'un point de [[La fatigue#Fatigue temporaire|fatigue temporaire]], le prochain dégâts que vous infligerez avec une arme vous permet de lancer un second dé de dégâts de votre arme.","id":"c7fdd59fa8ac1410","x":-1740,"y":1976,"width":445,"height":120,"color":"4"},
|
||||
{"type":"text","text":"Vous maitrisez des armes d'une catégorie supérieure (direction force).","id":"71677f113ec2b682","x":-1220,"y":1528,"width":445,"height":80,"color":"1"},
|
||||
{"type":"text","text":"Maitrise","id":"f3e0a2c14746e1f6","x":-1066,"y":1005,"width":138,"height":50,"color":"1"},
|
||||
{"type":"text","text":"Focus polyvalence","id":"aa55eda8e8543da0","x":-1127,"y":960,"width":261,"height":50,"color":"3"},
|
||||
{"type":"text","text":"Prendre une cible en tenaille vous confère un bonus de +2 au jet d'attaque et +1 aux dégâts.","id":"c94e1e052389c3c0","x":-1220,"y":1080,"width":445,"height":80,"color":"1"},
|
||||
{"type":"text","text":"Faire un succès critique pour porter un coup permet d'ignorer l'armure adverse.","id":"7fe8edad412b9146","x":-1220,"y":1304,"width":445,"height":80,"color":"1"},
|
||||
{"type":"text","text":"Vous pouvez porter une armure de catégorie supérieure.","id":"9131cfb470137180","x":-700,"y":1304,"width":445,"height":80,"color":"6"},
|
||||
{"type":"text","text":"Vous pouvez porter une armure de catégorie supérieure.","id":"a68f97d88ae2767d","x":-700,"y":1528,"width":445,"height":80,"color":"6"},
|
||||
{"type":"text","text":"Focus parade","id":"3f2befda74533faa","x":-663,"y":935,"width":250,"height":50,"color":"3"},
|
||||
{"type":"text","text":"Vous maitrisez l'utilisation des boucliers. Votre bonus de parade active augmente de 1 point.","id":"af574444b56f7c3a","x":-700,"y":1080,"width":445,"height":80,"color":"6"},
|
||||
{"type":"text","text":"Sureté","id":"6079f4aceb4530f7","x":-600,"y":980,"width":123,"height":50,"color":"6"},
|
||||
{"type":"text","text":"+1 point dans **deux** statistiques.","id":"d7119feba47fff8e","x":-3060,"y":1617,"width":445,"height":50},
|
||||
{"type":"text","text":"Vous maitrisez des armes d'une catégorie supérieure (direction force).\n","id":"34c9de8fd196e951","x":-1740,"y":1080,"width":445,"height":80,"color":"4"},
|
||||
{"type":"text","text":"Vitesse de course de 0 cases. 1kg d'équipement.\nVous commencez à maitriser des armes (cf. [[Les évolutions de valeur.canvas|Les catégories d'arme]]).\nImpossible de parer.","id":"10578ce04e1631ac","x":-1219,"y":426,"width":445,"height":134},
|
||||
{"type":"text","text":"Vitesse de course normale. 10kg d'équipement.\nVous maitrisez des armes d'une catégorie supérieure. Vous pouvez parer activement.","id":"4e7559c5a39aa14c","x":-1220,"y":775,"width":445,"height":105},
|
||||
{"type":"text","text":"Moitié vitesse de course. 5kg d'équipement.\nVous commencez à maitriser des armures (cf. [[Les évolutions de valeur.canvas|Les catégories d'armure]]). Vous apprenez a bloquer passivement les coups.\n","id":"230b051c654adef2","x":-1220,"y":614,"width":445,"height":126},
|
||||
{"type":"text","text":"Brutalité","id":"0bdb82d45425136e","x":-1517,"y":980,"width":137,"height":50,"color":"4"},
|
||||
{"type":"text","text":"Utiliser la [[1. L'entrainement#La force|force]] pour frapper avec une arme augmente les dégâts infligés de 2.","id":"f737a7c2962a3664","x":-1740,"y":1528,"width":445,"height":80,"color":"4"},
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||||
{"type":"text","text":"Focus damage","id":"d3672ef1e9f7f928","x":-1579,"y":935,"width":261,"height":50,"color":"3"},
|
||||
{"type":"text","text":"Vous maitrisez des armes d'une catégorie supérieure (direction force).","id":"1494ee9b633a8218","x":-1740,"y":1304,"width":445,"height":80,"color":"4"},
|
||||
{"type":"text","text":"+1 spécialisation.","id":"e2f5926e9edbcb58","x":-2740,"y":1444,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans **deux** statistiques.\n+4 PV max. +3 mana max.","id":"744da23d74738932","x":-2740,"y":925,"width":445,"height":75},
|
||||
{"type":"text","text":"+1 spécialisation.\n+8 PV max. +3 mana max.","id":"94dd28bb1ab64d05","x":-2577,"y":752,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 transformation par jour.\n+8 PV max. +3 mana max.","id":"8b0a9f5a7dfd8478","x":-3060,"y":752,"width":445,"height":88},
|
||||
{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +2 mana max.","id":"132c12d2d5c67e19","x":-3060,"y":579,"width":445,"height":81},
|
||||
{"type":"text","text":"+1 point dans une statistique.\n+6 PV max. +3 mana max.","id":"7834cb462469df0c","x":-3060,"y":1098,"width":445,"height":82},
|
||||
{"type":"text","text":"+1 point dans une statistique.","id":"68e9fa5612e5dfb6","x":-3060,"y":1271,"width":445,"height":50},
|
||||
{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +2 mana max.","id":"7575d7f4e60bfd24","x":-3060,"y":406,"width":445,"height":74},
|
||||
{"type":"text","text":"Vous pouvez utiliser 3 actions pour faire 2 attaques.","id":"2ba0d7d39ebdaa16","x":-1220,"y":1752,"width":445,"height":80,"color":"1"},
|
||||
{"type":"text","text":"Frapper avec une arme (direction force) augmente les dégâts infligés de 2, mais réduit le dé de dégâts au niveau inférieur (cf. [[Les évolutions de valeur.canvas|Niveaux de dé de dégâts]]).","id":"1ad3fefc9d443548","x":-1740,"y":1752,"width":445,"height":108,"color":"4"},
|
||||
{"type":"text","text":"Quand un ennemi à portée et pris en tenaille rate une attaque de mêlée, vous pouvez saisir l'opportunité pour l'attaquer.","id":"21453e486463b239","x":-700,"y":1752,"width":445,"height":108,"color":"6"},
|
||||
{"type":"text","text":"+1 point dans une statistique.\n+3 PV max. +5 mana max.","id":"5d285ac5107dd0a3","x":-2740,"y":1790,"width":445,"height":70},
|
||||
{"type":"text","text":"2 (+0)","id":"9e63bcd6e88a03c7","x":-215,"y":426,"width":250,"height":60},
|
||||
{"type":"text","text":"5 (+1) Humain moyen","id":"2dfc1830669d0f9a","x":-215,"y":1080,"width":250,"height":60,"color":"#ff0000"},
|
||||
{"type":"text","text":"6 (+2)","id":"1ec5d85c824a0fac","x":-215,"y":1304,"width":250,"height":60},
|
||||
{"type":"text","text":"7 (+2)","id":"b975ce6953d97130","x":-215,"y":1528,"width":250,"height":60},
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||||
{"type":"text","text":"8 (+2)","id":"13d6fb3d2c358c0c","x":-215,"y":1752,"width":250,"height":60},
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||||
{"type":"text","text":"4 (+1)","id":"18a9a5261c84c327","x":-215,"y":800,"width":250,"height":60},
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{"type":"text","text":"3 (+1)","id":"d7dab918f59e9e8a","x":-215,"y":614,"width":250,"height":60}
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|
||||
{"id":"edfd98f60a079677","fromNode":"c27dc81795b34af0","fromSide":"bottom","toNode":"01e2c284196c8bc7","toSide":"top"},
|
||||
{"id":"7f77147a0d76204f","fromNode":"4d374901899bd192","fromSide":"bottom","toNode":"908566cd3ad58bbc","toSide":"left"},
|
||||
{"id":"8a4a3f305b82104e","fromNode":"a69167f09d2f88eb","fromSide":"bottom","toNode":"908566cd3ad58bbc","toSide":"right"},
|
||||
{"id":"9c6d2e75fac36455","fromNode":"048cfd191da30598","fromSide":"bottom","toNode":"b33f1212dcc67b95","toSide":"left"},
|
||||
{"id":"8e3903137b850416","fromNode":"c0cd13a1af61b707","fromSide":"bottom","toNode":"b33f1212dcc67b95","toSide":"right"},
|
||||
{"id":"9ea011286baf6224","fromNode":"e2f5926e9edbcb58","fromSide":"bottom","toNode":"d7119feba47fff8e","toSide":"right"},
|
||||
{"id":"1da7245bd113dda6","fromNode":"49d0389e06e52dfc","fromSide":"bottom","toNode":"d7119feba47fff8e","toSide":"left"},
|
||||
{"id":"951b9fbf0ef03756","fromNode":"045821089191071d","fromSide":"bottom","toNode":"7de3b7cd75c57957","toSide":"left"},
|
||||
{"id":"b39c074e1e07d50d","fromNode":"5d285ac5107dd0a3","fromSide":"bottom","toNode":"7de3b7cd75c57957","toSide":"right"},
|
||||
{"id":"2f7c971bd42293f9","fromNode":"51bd690f7ea4f796","fromSide":"bottom","toNode":"08dd707fe5f7c5f0","toSide":"left"},
|
||||
{"id":"3470ed924a0c3e70","fromNode":"8270e3bfb20fa0de","fromSide":"bottom","toNode":"08dd707fe5f7c5f0","toSide":"right"},
|
||||
{"id":"5305600e0b875781","fromNode":"c94e1e052389c3c0","fromSide":"bottom","toNode":"1494ee9b633a8218","toSide":"top","color":"4"}
|
||||
]
|
||||
}
|
||||
|
|
@ -0,0 +1,40 @@
|
|||
## Arts du spectacle
|
||||
*Prérequis: [[1. L'entrainement#L'éloquence|Éloquence]] 6*
|
||||
>Les arts du spectacle représentent les différents arts permettant de captiver l'attention des spectateurs et susciter de vives émotions au travers de représentation visuelles et/ou sonores.
|
||||
|
||||
#todo
|
||||
#Idées
|
||||
Permet de produire des œuvres (musiques). %%Permet surtout de produire des œuvres qui charment ou buff.%%
|
||||
+1 en représentation.
|
||||
___
|
||||
## Arts littéraires
|
||||
*Prérequis: [[1. L'entrainement#La curiosité|Curiosité]] 6*
|
||||
>Les arts littéraires se qualifient par l'ensemble des arts dédié à l'écriture et à l'étude des mots. Maitre des proses et de la philosophie, vous savez manier les mots avec finesse et en comprenez toutes les subtilités.
|
||||
|
||||
#todo
|
||||
#Idées
|
||||
Permet de produire des œuvres (contes et poèmes). %%Permet surtout de produire des œuvres qui rapportent de l'argent.%%
|
||||
Peut lire et écrire des messages cachés.
|
||||
En travaillant de pair avec un enchanteur, permet de camoufler un parchemin en simple notes.
|
||||
+1 en persuasion.
|
||||
___
|
||||
## Arts martiaux
|
||||
*Prérequis: [[1. L'entrainement#La dextérité|Dextérité]] 6*
|
||||
>Description romancée.
|
||||
|
||||
#todo
|
||||
#Idées
|
||||
Peut parer à main nu. Peut frapper avec ces poings en utilisant la dextérité.
|
||||
___
|
||||
## Arts de la guerre
|
||||
*Prérequis: [[1. L'entrainement#L'intelligence|Éloquence]] 6*
|
||||
>Description romancée.
|
||||
|
||||
#todo
|
||||
#Idées
|
||||
Bonus contextuel en cas de batailles à grande échelles. Bonus de charisme auprès des figures politiques.
|
||||
+1 en persuasion.
|
||||
|
||||
**Avec [[Sciences#Anthropologie moderne|Anthropologie moderne]]:**
|
||||
#Idées
|
||||
___
|
||||
|
|
@ -0,0 +1,46 @@
|
|||
## Forgeron
|
||||
*Prérequis: [[1. L'entrainement#La résilience|Résilience]] 6*
|
||||
>Description romancée.
|
||||
|
||||
Description des bonus. #todo
|
||||
#Idées
|
||||
Fabrication et réparation d'arme et d'armure.
|
||||
___
|
||||
## Alchimiste
|
||||
*Prérequis: [[1. L'entrainement#La curiosité|Curiosité]] 6*
|
||||
>Description romancée.
|
||||
|
||||
Description des bonus. #todo
|
||||
#Idées
|
||||
Confection de remèdes, de potions et de poisons.
|
||||
|
||||
**Avec [[Sciences#Anthropologie moderne|Anthropologie moderne]]:**
|
||||
___
|
||||
## Enchanteur
|
||||
*Prérequis: [[1. L'entrainement#L'intelligence|Intelligence]] 6*
|
||||
>Description romancée.
|
||||
|
||||
Description des bonus. #todo
|
||||
#Idées
|
||||
Enchantement d'objets et création de parchemins.
|
||||
___
|
||||
## Ingénieur
|
||||
*Prérequis: [[1. L'entrainement#L'intelligence|Intelligence]] 6*
|
||||
>Description romancée.
|
||||
|
||||
Description des bonus. #todo
|
||||
#Idées
|
||||
|
||||
|
||||
**Avec [[Sciences#Anthropologie moderne|Anthropologie moderne]]:**
|
||||
|
||||
___
|
||||
## Artificier
|
||||
*Prérequis: [[1. L'entrainement#L'intelligence|Intelligence]] 6*
|
||||
>Description romancée.
|
||||
|
||||
Description des bonus.
|
||||
#Idées
|
||||
Confection d'explosifs.
|
||||
|
||||
**Avec [[Sciences#Anthropologie moderne|Anthropologie moderne]]:**
|
||||
|
|
@ -0,0 +1,55 @@
|
|||
## Théologie
|
||||
*Prérequis: [[1. L'entrainement#La curiosité|Curiosité]] 6*
|
||||
>Description romancée.
|
||||
|
||||
Description des bonus. #todo
|
||||
#Idées
|
||||
Permet de séduire ou de baratiner les divinités et les prodiges déiste. (+2 en charisme pour tout action fait envers les divinités et prodiges déiste).
|
||||
Le MJ peut proposer des lancer de dé pour faire comprendre au joueur quelles idées il ferrait mieux d'éviter.
|
||||
+1 en religion.
|
||||
___
|
||||
## Astronomie
|
||||
*Prérequis: [[1. L'entrainement#L'intelligence|Intelligence]] 6*
|
||||
>Description romancée.
|
||||
|
||||
Description des bonus. #todo
|
||||
#Idées
|
||||
Tant que vous pouvez voir le ciel, vous savez toujours l'heure qu'il est, la période de l'année et où est le nord.
|
||||
%%Il faut trouver une meilleure option%%
|
||||
+1 en perception.
|
||||
___
|
||||
## Zoologie
|
||||
*Prérequis: [[1. L'entrainement#La curiosité|Curiosité]] 6 ou [[1. L'entrainement#La psyché|Psyché]] 6*
|
||||
>Description romancée.
|
||||
|
||||
Description des bonus. #todo
|
||||
#Idées
|
||||
Permet de comprendre les animaux et d'étudier leurs modes de vie.
|
||||
En étudiant pendant 30 minutes la faune locale, vous êtes capable de trouver les sources de nourriture végétales, d'eau, les lieux de chasse et les zones où des prédateurs peuvent roder.
|
||||
+1 en animal handling.
|
||||
___
|
||||
## Médecine
|
||||
*Prérequis: [[1. L'entrainement#L'intelligence|Intelligence]] 6 ou [[1. L'entrainement#La curiosité|Curiosité]] 6*
|
||||
>Description romancée.
|
||||
|
||||
Description des bonus. #todo
|
||||
#Idées
|
||||
Sait stabiliser un joueur à 0 PV sans avoir à faire de jet.
|
||||
___
|
||||
## Anthropologie ancienne
|
||||
*Prérequis: [[1. L'entrainement#La curiosité|Curiosité]] 6*
|
||||
>L'étude des peuples du vieux monde vous permet de comprendre comment vivaient les premiers enfants des Dieux et quel étaient leurs coutumes.
|
||||
|
||||
Description des bonus. #todo
|
||||
#Idées
|
||||
Vous apprenez les rudiment d'une langue antique et êtes capable de la lire, la comprendre à l'oral.
|
||||
De plus, vous êtes capable d'étudier des ruines en 10 minutes pour connaitre le peuple, la date de construction et les méthodes de protection employés (+3 aux détection de pièges et +2 pour le groupe).
|
||||
+1 en histoire.
|
||||
___
|
||||
## Anthropologie moderne
|
||||
*Prérequis: [[1. L'entrainement#La curiosité|Curiosité]] 6*
|
||||
>Description romancée.
|
||||
|
||||
Description des bonus. #todo
|
||||
#Idées
|
||||
À elle seule, cette spécialisation n'apporte rien, mais elle fournit de nombreux bonus à certaines spécialisations.
|
||||
|
|
@ -0,0 +1,30 @@
|
|||
## Course
|
||||
*Prérequis: [[1. L'entrainement#La force|Force]] 6*
|
||||
>Description romancée.
|
||||
|
||||
Description des bonus. #todo
|
||||
#Idées
|
||||
Vitesse de course: +2 cases.
|
||||
+1 en athlétisme.
|
||||
___
|
||||
## Natation
|
||||
*Prérequis: [[1. L'entrainement#La force|Force]] 6 ou [[1. L'entrainement#La dextérité|Dextérité]] 6*
|
||||
>Description romancée.
|
||||
|
||||
Description des bonus. #todo
|
||||
#Idées
|
||||
Vitesse de nage = 4 cases sans armure.
|
||||
Vitesse de nage = 3 cases en armure moyenne ou inférieur.
|
||||
Vitesse de nage = 2 cases en armure lourde.
|
||||
+1 en athlétisme.
|
||||
___
|
||||
## Escalade
|
||||
*Prérequis: [[1. L'entrainement#La force|Force]] 6 ou [[1. L'entrainement#La dextérité|Dextérité]] 6*
|
||||
>Description romancée.
|
||||
|
||||
Description des bonus. #todo
|
||||
#Idées
|
||||
Vitesse d'escalade = 3 cases en armure moyenne ou inférieur. %% De base, escalader demande un jet de %%
|
||||
Vitesse d'escalade = 1 cases en armure lourde.
|
||||
+1 en acrobatique.
|
||||
___
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
## Spécialisation
|
||||
*Prérequis: [[1. L'entrainement#La force|Force]] 6*
|
||||
>Description romancée.
|
||||
|
||||
Description des bonus.
|
||||
#Idées
|
||||
Idées.
|
||||
___
|
||||
|
|
@ -0,0 +1,107 @@
|
|||
La plupart des garnisons et des marchands d'armes proposent un catalogue d'armes varié.
|
||||
Parmi ces armes, deux catégorie évidentes en ressortent. Les armes de combat au corps à corps et les armes de combat à distance.
|
||||
|
||||
### Épée courte
|
||||
#arme
|
||||
>Une valeur sûre pour tout les soldats et aventuriers en herbe. L'épée courte est plutôt simple à manipuler et permet efficacement de se défendre des dangers qui peuvent roder en bordure de ville ou dans les bas-quartiers des grandes cités.
|
||||
|
||||
**Dégâts**: 1d6 *tranchant*
|
||||
**Coût**: #todo
|
||||
|
||||
### Épée longue
|
||||
#arme/lourd
|
||||
>Une arme imposante pouvant passer au travers des cuirs et des écailles des créatures des montagnes et des forêts sauvages.
|
||||
|
||||
**Dégâts**: 1d8 *tranchant* (Deux mains: 1d6+2)
|
||||
**Coût**: #todo
|
||||
|
||||
### Épée à deux mains
|
||||
#arme/deuxmains
|
||||
|
||||
**Dégâts**: 1d8+2 *tranchant*
|
||||
**Coût**: #todo
|
||||
|
||||
### Dague
|
||||
#arme/leger
|
||||
>Une petite et fine lame pouvant se glisser entre les plaques des plus impressionnantes armures pour assener des coups net et rapides. La dague est bien souvent considéré comme une arme faite pour le meurtre froid et sanglant, car elle est le symbole de l'assassin et du roublard.
|
||||
|
||||
**Dégâts**: 1d4 *perçant*
|
||||
**Coût**: #todo
|
||||
|
||||
### Masse d'arme
|
||||
#arme
|
||||
|
||||
**Dégâts**: 1d6 *contondant*
|
||||
**Coût**: #todo
|
||||
|
||||
### Masse hérissée
|
||||
#arme/lourd
|
||||
|
||||
**Dégâts**: 1d8 *perçant*
|
||||
**Coût**: #todo
|
||||
|
||||
### Rapière
|
||||
#arme/maniable
|
||||
|
||||
**Dégâts**: 1d6 *perçant*
|
||||
**Coût**: #todo
|
||||
|
||||
### Lance
|
||||
#arme/long
|
||||
|
||||
**Dégâts**: 1d6 *perçant*
|
||||
**Coût**: #todo
|
||||
|
||||
### Hallebarde
|
||||
#arme/long #arme/deuxmains
|
||||
|
||||
**Dégâts**: 1d8 *tranchant*
|
||||
**Coût**: #todo
|
||||
|
||||
### Arc court
|
||||
#arme/projectile
|
||||
|
||||
**Distance de tir**: 6 cases/21 cases.
|
||||
**Dégâts**: 1d4 *perçant*
|
||||
**Coût**: #todo
|
||||
|
||||
### Arc long
|
||||
#arme/projectile
|
||||
|
||||
**Distance de tir**: 6 cases/36 cases.
|
||||
**Dégâts**: 1d6 *perçant*
|
||||
**Coût**: #todo
|
||||
|
||||
### Arbalète
|
||||
#arme/lourd #arme/projectile
|
||||
|
||||
**Dégâts**: 1d8 *perçant*
|
||||
**Coût**: #todo
|
||||
|
||||
### Écu
|
||||
#bouclier
|
||||
|
||||
**Protection**: +2 parade active. +1 parade passive.
|
||||
**Dégâts**: 1 *contondant*
|
||||
**Coût**: #todo
|
||||
|
||||
### Targe avec umbo
|
||||
#bouclier
|
||||
|
||||
**Protection**: +2 parade active.
|
||||
**Dégâts**: 1d4 *contondant*
|
||||
**Coût**: #todo
|
||||
|
||||
### Rondache
|
||||
#bouclier
|
||||
|
||||
**Protection**: +3 parade active.
|
||||
**Dégâts**: 1 *contondant*
|
||||
**Coût**: #todo
|
||||
|
||||
### Pavois
|
||||
#bouclier/deuxmains
|
||||
|
||||
**Protection**: +3 parade active. +2 parade passive.
|
||||
**Dégâts**: 1d4 *contondant*
|
||||
**Coût**: #todo
|
||||
|
|
@ -0,0 +1,22 @@
|
|||
|
||||
### Armure en cuir
|
||||
#armure/leger
|
||||
>
|
||||
|
||||
**Protection**: -3 PV. 50 PV.
|
||||
**Coût**: #todo
|
||||
|
||||
### Cottes de mailles
|
||||
#armure
|
||||
>
|
||||
|
||||
**Protection**: -6 PV. 100 PV.
|
||||
**Coût**: #todo
|
||||
|
||||
### Armure de plaque
|
||||
#armure/lourd
|
||||
>
|
||||
|
||||
**Protection**: -10 PV. 150 PV.
|
||||
**Coût**: #todo
|
||||
|
||||
|
|
@ -0,0 +1,37 @@
|
|||
%%Par défaut, un objet utilisable est consommé après utilisation.%%
|
||||
### Bandages
|
||||
>
|
||||
|
||||
Peut être utilisé pour soigner un saignement.
|
||||
**Coût**: #todo
|
||||
### Herbes médicinales
|
||||
>
|
||||
|
||||
Peuvent être préparées pour réduire les chances d'effets ou soigner. Les herbes se conservent pendant 15 jours. Une préparation se conserve 1 jour. Usage unique.
|
||||
#### Tonique
|
||||
>
|
||||
|
||||
Convertit un point de [[La fatigue#Fatigue persistante|fatigue persistant]] en point de [[La fatigue#Fatigue temporaire|fatigue temporaire]]. Augmente les chances de saignement de 2 niveaux pendant 3h. Utilisable 1 fois par jour.
|
||||
**Coût (herbes)**: #todo
|
||||
**Coût (préparation)**: #todo
|
||||
|
||||
#### Saignement
|
||||
>
|
||||
|
||||
Réduit les chances de [[[OLD] Les effets subis#Le saignement|saignement]] de 2 niveaux pendant 1h.
|
||||
**Coût (herbes)**: #todo
|
||||
**Coût (préparation)**: #todo
|
||||
|
||||
#### Etourdissement
|
||||
>
|
||||
|
||||
Réduit les chances d'[[[OLD] Les effets subis#L'étourdissement|étourdissement]] de 2 niveaux pendant 1h.
|
||||
**Coût ( herbes)**: #todo
|
||||
**Coût (préparation)**: #todo
|
||||
|
||||
#### Maladie
|
||||
>
|
||||
|
||||
Attenue les effets de la maladie pendant 6h. #todo
|
||||
**Coût ( herbes)**: #todo
|
||||
**Coût (préparation)**: #todo
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
## Arme magique (variante)
|
||||
Augmente les dégâts de base de l'arme de 2 points de dégâts.
|
||||
|
||||
## Armure magique (variante)
|
||||
Augmente la durabilité de l'armure de 15% (arrondi à l'inferieur). #todo
|
||||
|
|
@ -0,0 +1,17 @@
|
|||
## Armure enchantée (variante)
|
||||
#armure/leger ou #armure #magique #elementaire
|
||||
%%Fonctionne sur tout les types de dégâts magique sauf le magique neutre, et les dégâts physique.%%
|
||||
Nullifie 3 points de dégâts du type de l'armure. Augmente la durabilité de 15% (arrondi à l'inférieur).
|
||||
## Armure de plaque en adamantine
|
||||
#armure/lourd
|
||||
Immunise contre les dégâts critiques.
|
||||
**Protection**: -10 PV. 150 PV.
|
||||
**Coût**: #todo
|
||||
## Arme enchantée (variante)
|
||||
#arme #magique
|
||||
%%S'applique à toutes les armes.%%
|
||||
Augmente les dégâts de base de l'arme de 3 points de dégâts et offre un bonus de +1 pour frapper avec cette arme.
|
||||
## Arme élémentaire (variante)
|
||||
#arme #magique #elementaire
|
||||
%%S'applique à toutes les armes. Fonctionne sur tout les types de dégâts magique sauf le magique neutre.%%
|
||||
Augmente les dégâts de base de l'arme de 2 points. Change le type de dégâts de l'arme.
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
## Armure de puissance (variante)
|
||||
#magique
|
||||
%%S'applique aux #armure et #armure/lourd.%%
|
||||
|
||||
## Amulette de la flamme pure
|
||||
#magique #elementaire #element/feu #unique
|
||||
>Confectionné par le grand mage de la cour impériale d'Alektara pour l'empereur Cephalis I, le premier empereur a avoir mis en place un avant poste sur Gardib, la terre interdite. Ce dernier fut mis au défi par les dieux, qui souhaitaient le punir de son insolence.
|
||||
|
||||
Offre une résistance aux dégâts de #element/glace.
|
||||
Lorsque vous lancez un sort, vous pouvez choisir de subir 1d4 de dégâts (ignorant l'armure) pour réduire le coût du sort d'autant de mana que de dégâts subis.
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
%% J'aimerai garder l'esprit de Tolkien sur les items légendaire, en leur donnant une importance énorme, que leur seul nom puisse évoquer l'effroi. Avec le nouveau système d'œuvre des bardes, il est plus facile de faire l'emphase sur la grandeur des artéfacts légendaires. %%
|
||||
|
||||
## Collier de la tyrannie
|
||||
#magique #divin #unique #persistant
|
||||
> Il s'agit du plus puissant artéfact enchanté par la mère de la tyrannie avant qu'elle ne migre vers Fernom. Les légendes de Fernom considèrent que c'est cet objet qui auraient engendré la création des Avatars.
|
||||
|
||||
Vous êtes capable de lancer gratuitement et en permanence le sort Illusion de terreur sur vous même.
|
||||
Lorsque vous lancez les dés de dégâts d'un sort, vous pouvez relancer tous les 1.
|
||||
|
|
@ -0,0 +1,16 @@
|
|||
Les aventuriers-sages ont pu mettre le main sur une myriades d'artefacts dépassant de loin toutes leur espérances lorsqu'ils sont parvenus à se frayer un chemins parmi les couloirs labyrinthique aux proportions cyclopéenne de la résidence des dieux.
|
||||
|
||||
### Le tome historique
|
||||
#magique #divin #unique
|
||||
>"Je n'ai jamais eu autant de mal à poser des mots sur ce que j'ai pu vivre qu'à ce moment précis. Enfermé en pleine lumière, cachée de tous par de grandes baies vitrée. Un impitoyable paradoxe qui se présente à nous sous toutes les formes. Un simple bouquin. Posé sur un piédestal à la beauté éternelle. L'œuvre des Dieux. Du Primitif. J'ai eu l'immense privilège de pouvoir toucher son œuvre la plus pure. [...]"
|
||||
>"[...] Malgré toutes nos tentatives, nous ne parvenions pas à ouvrir ce livre. Il était comme scellée par l'énergie monde elle même. Nous avons donc fini par abandonner nos espoirs de pouvoir exploiter le tome pour poursuivre nos recherches. Durant nos analyses de la pièce, nous avons remémorer plusieurs phases architecturales des Dieux, et je ne sais trop pourquoi, je me suis senti attirer par ce bouquin. Il s'est alors ouvert sous mes yeux, et un florilège de descriptions sur les différentes #todo"
|
||||
|
||||
Le tome historique ressence toute l'histoire passée du monde depuis la création du bouquin.
|
||||
En vous approchant du tome, vous pouvez penser à un évènement passé. Lorsque vous ouvrirez le tome, les pages contiendront alors la description la plus précise et factuelle possible de cette évènement.
|
||||
Si vous imaginez un évènement fictif ou un évènement erroné, le bouquin ne s'ouvrira pas.
|
||||
Le tome n'as pas de conscience et ne peut pas répondre aux questions. Il ne fait que donner des faits.
|
||||
|
||||
### P҉̵̸̴̧̛̛̀̀͞͝͏̸̵̶̷̧̛͜͝͏͘͝à̛҉̵̸̶̷̴̷̸̷̨̨̢̨̛̛̛̕͢͠͠͞r̵̷̴̷̡̛͡҉̢̧̛́́̀͠҉̶̨̨͏̶̧̢à̶̸̸̵̷̧̢̢̢̛́́̀́̀̕͢͜͜͡͠͝d̡̢͘͢͝͠҉̷̷̴̧̨̛́́͘͜͟͡͞҉̵́ó̴̸̵̴̷̶̴̴̵̸̢́̕̕͢͜͡͞҉̕͝͠x́̕̕̕͜͝͏̵̷̶͘͘͟͞͞͏̵̧̛̀́͘͢e̷̢͏҉̨̨̨͘͢͜͢͡͞͞͡҉̷̨͘͜҉̶̨
|
||||
#divin #unique
|
||||
>"[...] On dirait que la pièce dans laquelle nous avons trouvé ce tome n'a pas été conçue pour lui, mais pour contenir une force bien supérieure. Sous nos yeux se trouvait une force absolue, invisible mais parfaitement matérielle. Le vraie paradoxe était là, devant nos yeux. Cette chose, affamée, immobile, m'as absolument terrifiée. Car cette chose est emprisonnée. Cette chose est scellée, et rien ni personne ne doit la faire sortir. Soudain, dans mon esprit, quelque chose s'est produit. J'ai réalisé ce que j'avais devant moi. Un objet, ou un être peut être, que même les Dieux ne peuvent maitriser. Que même le Primitif a dû scellé. C'est alors que j'ai fait cet horrible constat. Cette chose, présente devant nous, *vient d'ailleurs* et la moindre erreur pourrait lui offrir l'opportunité de ravager notre monde."
|
||||
|
||||
|
|
@ -0,0 +1,66 @@
|
|||
La liste des tags disponible pour les objets du compendium :
|
||||
#charges, #arme, #armure, #arme/leger, #arme/lourd, #arme/jet, #arme/maniable, #arme/long, #arme/deuxmains, #arme/projectile, #armure/leger, #armure/lourd, #bouclier, #bouclier/deuxmains , #magique, #elementaire, #unique, #divin, #persistant
|
||||
|
||||
## Les objets communs
|
||||
|
||||
#charges: Utiliser l'objet ne le consomme pas, mais utilise une charge à la place.
|
||||
## Les armes
|
||||
|
||||
#arme: Une arme, permettant d'infliger des dégâts à vos cibles. Manipuler ou frapper avec une arme demande des jets de **[[1. L'entrainement#La force|force]]**.
|
||||
Nécessite une *action libre* pour être dégainer et une *action* pour être rengainer.
|
||||
|
||||
#arme/leger: L'arme est plus légère et nécessite moins de maitrise pour être maniée. L'arme est manipulée avec la statistique de **[[1. L'entrainement#La dextérité|dextérité]]**.
|
||||
|
||||
#arme/lourd: L'arme est plus lourde et nécessite plus de maitrise pour être maniée. Si indiquée, vous pouvez choisir de tenir une arme lourde à deux mains pour frapper plus fort avec.
|
||||
|
||||
#arme/deuxmains: L'arme doit **obligatoirement** être portée à deux mains pour être correctement maniée.
|
||||
*Une arme à deux mains n'est pas obligatoirement une arme lourde.*
|
||||
|
||||
#arme/jet: L'arme peut être jetée efficacement. Une arme de jet peut toujours être utilisée comme arme de corps à corps. L'arme est manipulée avec la statistique de **[[1. L'entrainement#La dextérité|dextérité]]**.
|
||||
|
||||
#arme/maniable: L'arme est manipulée avec la statistique de **[[1. L'entrainement#La dextérité|dextérité]]**.
|
||||
|
||||
#arme/long: La portée de l'arme est étendue d'une case.
|
||||
|
||||
### Les armes à projectiles
|
||||
|
||||
#arme/projectile: L'arme utilise des projectiles et frappe à distance. Les armes à projectiles utilisent forcément la statistique de **[[1. L'entrainement#La dextérité|dextérité]]** et nécessite d'avoir le projectile dans son inventaire pour pouvoir être utiliser.
|
||||
*Sauf contre indication, utiliser une arme à projectile à 2 cases ou moins de sa cible impose un désavantage pour se servir de l'arme. De plus utiliser la longue distance d'une arme à projectile impose un malus de 2 point sur le jet d'attaque.*
|
||||
|
||||
>[!tip] Règle optionnelle
|
||||
>Si la gestion des munitions devient trop lourde pour les joueurs, le MJ peut appliquer la règle optionnelle suivant.
|
||||
>Les armes à projectiles ne nécessite plus d'avoir les munitions dans son inventaire, on considère que le joueur à toujours le nécessaire pour utiliser son arme. Néanmoins, les munitions améliorées doivent toujours être décomptés normalement.
|
||||
## Les armures
|
||||
|
||||
#armure : Une armure permettant de protéger son porteur des coups. Les armures permettent d'absorber une partie des dégâts que subit le porteur au détriment de leur durabilité.
|
||||
*Nécessite trois tours pour être enfilée et deux actions pour être retirée.*
|
||||
|
||||
#armure/leger: Une armure légère est plus ample et moins restrictive que les armures standards, même si elle apporte moins de protection.
|
||||
*Nécessite un tour pour être enfilée, et une action pour être retirée.*
|
||||
|
||||
#armure/lourd: Une armure lourde offre une bien meilleure protection comme les coups et réduit les zones de points faibles du porteur.
|
||||
*Nécessite une minute pour être enfilée et un tour pour être retirée.*
|
||||
|
||||
> [!info] Les armures magiques
|
||||
Communément, les armures magiques fonctionnent différemment des armures standard. Au lieu de réduire les dégâts subit d'un montant fixe, les dégâts sont réduit d'un montant proportionnel.
|
||||
|
||||
#bouclier : Un bouclier offre une protection mobile à son détenteur tout en lui permettant de se battre. Les boucliers peuvent être tenus à une main et peuvent communément servir d'arme improvisée en utilisant la statistique de **[[1. L'entrainement#La force|force]]** pour frapper.
|
||||
*Nécessite une action pour être équipé, et une action libre pour être lâché.*
|
||||
|
||||
#bouclier/deuxmains : Certains boucliers imposants ne peuvent être utiliser qu'à deux mains. Les boucliers devant être utilisé à deux mains offrent une seconde utilisation bien pratique. En effet, un bouclier à deux mains peut être enfoncer dans le sol pour offrir du couvert.
|
||||
*Nécessite deux action pour être équipé, une action pour être lâché.*
|
||||
|
||||
## Les objets magiques
|
||||
|
||||
#magique: Un objet enchanté, disposant de propriétés magiques. Les objets magiques ne conservent pas leur propriétés lorsque le propriétaire se transforme.
|
||||
|
||||
#elementaire: Un objet magique disposant d'une affinité avec une école de magie élémentaire spécifique. Communément, les objets magiques élémentaires offrent des bonus pour utiliser ladite école magique ou pour appliquer le type de dégâts de cette école.
|
||||
|
||||
#unique: Un objet magique fait sur-mesure qui n'existe donc qu'en un seul exemplaire dans le monde.
|
||||
|
||||
#persistant: Un objet magique persistant a la puissance de conserver ces propriétés magiques même lorsque son propriétaire se transforme. Les objets persistants sont rares et prisés des chasseurs de dragons et des hauts gradés militaires.
|
||||
|
||||
#divin: Des traces de magie divine peuvent encore être trouvées sur cet objet magique. Son origine peut être inconnue mais *sa puissance est indéniable*.
|
||||
|
||||
> [!error]- Lore/Spoilers
|
||||
Les objets magiques divins comportent des traces perceptibles de l'énergie monde, la source de toute puissance dans l'univers qui peut être manipulées pour influencer les règles du monde.
|
||||
|
|
@ -0,0 +1,14 @@
|
|||
## Anseilid
|
||||
>Étrange créature à l’apparence quasi fantomatique, résultat d’une expérience tout aussi étrange du Grand Dieu bleu. Il s’agit d’une créature des steppes et des plateaux de haute montagne, qui dégage un froid constant l’enveloppant dans une sorte de brume lui donnant son aspect fantomatique.
|
||||
>
|
||||
>Le plus étrange avec cette créature reste son anatomie, qui se résume à un large crâne avec un unique œil et une bouche, un petit buste rattaché sans cou à la tête, et deux longues jambes fines. Il utilise principalement la magie pour chasser et se mouvoir en lévitant.
|
||||
|
||||
## Digride
|
||||
>Le digride est un mélange particulier entre un félin et un rapace. Sa petite taille élancée peut vaguement rappeler la panthère du monde humain. Cette créature semble avoir reçu beaucoup d’attention de la part de ces créateurs qui lui ont offert toutes les chances de survivre dans ce monde hostile à la vie.
|
||||
>
|
||||
>Le digride est teinté de bleu et peut dégager une légère lumière lorsqu’il déploie ses ailes afin de s’apparenter à la foudre dans le ciel. Le digride chasse grâce à sa magie de foudre, préférant s’attaquer aux prédateurs solitaires peu alertes qui festoient de leurs chasses.
|
||||
|
||||
## Brakan
|
||||
>Puissant reptile aux allures de dragon raté, le brakan est probablement l'un des tout premiers rejetons créés par les Grands Dieux, qui n’avaient à l'époque peu d’expérience et qui agissaient selon leur bon vouloir sans se soucier de la survivabilité de leur enfants.
|
||||
>
|
||||
>Le brakan semble avoir de minuscules ailes atrophiées clairement incapable de soulever son immense masse. De par son manque évident d’agilité et son point faible exposé, le brakan vit dans les régions rocheuses et dans les grottes, préférant une vie solitaire à la vie en meute.
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
## Le primitif
|
||||
Au commencement du monde, il n'y avait que de l'Energie. Un torrent d'Energie immatériel, bouillant et tourbillonnant furieusement dans l'infinité.
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
Les Grands Dieux Draconiques, transcendés par leur découverte du multivers, ont décidés d'étudier et de comprendre le fonctionnement des autres mondes existants. Ils ont pris pour sujet d'étude principe le monde disposant du moins possible d'Energie-monde, pour comprendre comment la vie a pu subsister sans les miracles qu'apportait la puissance des Dieux.
|
||||
|
||||
C'est ainsi qu'ils y découvrirent ce qui deviendra plus tard l'univers brisé. Les dieux y trouvèrent un peuple vivant de la science et des progrès technologiques, encerclé par une diversité de faune et de flore dépassant toutes les espérances des Grands Dieux.
|
||||
|
||||
Ils furent subjugué par la construction même de ce monde et la structure de la planète. Tout dans cet univers paraissait si harmonieux et **naturel**, quelque chose qui dépasse la compréhension des dieux. Après tout, pour des dieux ayant les pouvoirs infinies permettant de construire un monde comme ils le souhaitent, pourquoi laisser autre chose que leur propre volonté modeler le monde ?
|
||||
|
||||
C'est après cette découverte qu'ils se décidèrent à étudier avec une grande détermination les mystères de l'évolution et qu'ils peuplèrent leurs domaine céleste de populations aux anatomies dérivées de leurs découvertes.
|
||||
|
||||
Leur plus grand projet fut évidemment de reproduire l'humain, tout en lui apportant les outils nécessaires à sa survie dans un monde bien plus dangereux que leur monde d'origine.
|
||||
|
||||
Chaque version des humains qu'ils ont pu expérimenter fut un échec, soit car ils s'éloignaient trop de l'essence d'origine, soit parce que les humains ne parvenaient pas a survivre à la faune environnante. Comme quoi, même les dieux ne peuvent parfaitement imiter l'équilibre fragile de la nature.
|
||||
|
|
@ -0,0 +1,61 @@
|
|||
## Items
|
||||
-
|
||||
___
|
||||
## Items magiques
|
||||
-
|
||||
___
|
||||
## Saving throws
|
||||
#Idées Pour implémenter les savings throws, plutôt que de rajouter un autre type de stat, il serait plus intéressant de proposer des jets d'opposition. Pour y réduire l'aléatoire et éviter d'avoir des résultats trop absurde, permettant ainsi de plus valoriser les stats, je souhaite, plutôt que de lancer des d12, que les joueurs lancent des d6.
|
||||
Il faut conserver l'aspect aléatoire pour permettre aux joueurs non minmax d'avoir leurs chances faces aux boss et aux potentiels situations PvP.
|
||||
Dans le cas d'un jet d'opposition, les critiques n'existent pas.
|
||||
___
|
||||
## Stats
|
||||
>[!warning] Il faut trouver un moyen de forcer les stats mentales à un joueur cac
|
||||
>**Idées possibles**:
|
||||
>- Proposer des sorts de bas niveau qui offre des bonus suffisamment intéressant aux cac pour investir en intel/psyché.
|
||||
>- Les stats secondaires ne doivent pas dépendre que de la curiosité.
|
||||
|
||||
- La force permet d'améliorer la parade et les capacités de combat au cac.
|
||||
- Attention, il ne faut pas qu'un joueur puisse tout win en ne prenant que de la force.
|
||||
- #Idées Le meilleur moyen de réduire l'impact de la force est d'offrir avec les spécificités des variations de gameplay, avec comme prérequis des stats mentales, rendant les stats physiques .
|
||||
- La dextérité permet d'améliorer le dodge et les capacités de combat au cac et à l'arc.
|
||||
- Les mêmes réflexions que pour la force s'appliquent ici.
|
||||
- La résilience permet d'augmenter les PVs, la résistance à la fatigue et aux effets.
|
||||
- Quasi obligatoire pour tout le monde.
|
||||
- L'intelligence permet d'améliorer sa magie (et sa mana).
|
||||
- **Important ! Proposer des options pour les non mage.**
|
||||
- La curiosité permet d'améliorer les stats secondaires.
|
||||
- #Idées Permettre d'utiliser des objets en un temps plus court (Description In PR: le joueur analyse plus aisément la situation et est capable d'utiliser un objet pendant qu'il fait autre chose). Permet par exemple d'avoir des gameplay alchimiste.
|
||||
- Le charisme permet d'obtenir des buffs situationnels.
|
||||
- La psyché permet d'améliorer son aspect (et le nombre de sorts connu).
|
||||
- **Important ! Proposer des options pour les non mage.**
|
||||
___
|
||||
## Œuvres
|
||||
%% Il s'agit du seul gameplay qui se base exclusivement sur une stat secondaire (représentation). Attention à l'équilibrage que ça risque d'impliquer. %%
|
||||
Le gameplay artiste va fonctionner un peu comme celui du spellcaster. L'artiste disposera d'une liste d'œuvres (des musiques, des contes, des récits, des poèmes, etc). Chaque œuvre lui offre la possibilité de buff ces camarades, de débuff ces ennemis ou de charmer des gens. Néanmoins, à mesure qu'il utilise une œuvre, cette dernière se propage, devient connue et finit par perdre sa capacité à buffer.
|
||||
|
||||
Une œuvre a un nombre fixe d'utilisation avant de perdre son charme. En changeant de région, certaines œuvres peuvent regagner une partie de leur efficacité.
|
||||
|
||||
Certaines œuvres laissent la possibilité d'improviser, permettant ainsi de gagner des utilisations supplémentaires.
|
||||
|
||||
#Idées Limiter certaines œuvres à la langue, offrant ainsi une utilité à cette dernière.
|
||||
|
||||
Une œuvre se qualifie par les attributs suivants :
|
||||
- Le type d'œuvre, qui définit les outils nécessaires à son utilisation.
|
||||
- Une musique ne nécessite qu'un instrument. Les musiques visent souvent tout un groupe.
|
||||
- Un récit nécessite un instrument et un chant.
|
||||
- Un poème ne nécessite que le chant. Les poèmes visent souvent une unique personne.
|
||||
- La qualité de l'œuvre, qui définit sa puissance et son nombre d'utilisation.
|
||||
- L'originalité de l'œuvre. Une œuvre originale est plus difficile à produire mais dispose de plus d'utilisation. Cependant, une œuvre peu originale est plus facile à assimiler et il est donc plus facile d'improviser avec une œuvre peu originale.
|
||||
### Création d'œuvres
|
||||
La création d'une œuvre peut prendre plus ou moins de temps selon le talent, l'implication et l'objectif de l'artiste.
|
||||
En commençant son œuvre, l'artiste doit choisir le type d'œuvre et son originalité. %%L'originalité définit le prérequis minimum de qualité nécessaire. %%
|
||||
|
||||
. | Médiocre | Moyen | Agréable | Entrainant | Enchanteur
|
||||
-- | -- | -- | -- | -- | --
|
||||
Plagiat | 15 | 35 | 65 | 90 | 130
|
||||
Reprise | 30 | 60 | 95 | 125 | 165
|
||||
Nouvelle œuvre | 45 | 80 | 130 | 160 | 205
|
||||
Expérimentation | 60 | .. | .. | .. | 250
|
||||
|
||||
Chaque jour, un artiste peut dédier au moins 3 heure à la création de son œuvre. Après 3 heures et pour chaque 2 heures suivantes passées, il peut effectuer un jet de curiosité. Ce score s'ajoute à sa progression actuelle, permettant ainsi que
|
||||
|
|
@ -0,0 +1,23 @@
|
|||
## Règles
|
||||
Pour taper: 1d12 + mod de stat.
|
||||
L'AC: 5 + bonus défensif.
|
||||
Bonus défensif: Esquive (active ou passive) + parade (active ou passive).
|
||||
L'esquive passive ne peut pas dépasser l'esquive active.
|
||||
La parade passive (a.k.a blocage) peut dépasser la parade active.
|
||||
La parade oblige à avoir une #arme ou un #bouclier en main.
|
||||
L'esquive oblige à avoir une vitesse de course supérieure à 0.
|
||||
___
|
||||
## Equilibrage
|
||||
Pour la fluidité des combats, ne jamais dépasser les 4 dès de dégâts par attaque.
|
||||
Pour la fluidité des combats, ne jamais dépasser 2 attaques par tour.
|
||||
Attention à ne pas offrir trop de dégâts fixe. De préférence, rester au max sur la valeur moyenne des dés.
|
||||
___
|
||||
## Soin
|
||||
|
||||
>[!error] Pas de heal direct.
|
||||
|
||||
**Impossible**%% ou presque%% de régénérer en combat.
|
||||
La potentielle regen est aussi très dépendante de l'Aspect.
|
||||
Offre une bien plus grosse importance à la mécanique de fatigue, aux armures et aux sorts de protection.
|
||||
Oblige un peu le risk management pour les joueurs.
|
||||
Permet également d'ajouter de l'importance aux objets de soin.
|
||||
|
|
@ -0,0 +1,42 @@
|
|||
Le maximum d'une statistique secondaire est égal au modificateur de 2 stats additionnée ou d'une stat multiplié par 2.
|
||||
Au fur et à mesure de sa progression en [[1. L'entrainement#La curiosité|curiosité]], le joueur obtiendra des points de stat secondaire qui peut alors investir dans l'une des stat secondaire disponible.
|
||||
%% Laisser l'éloquence et la curiosité avoir plus de substat que les autres, afin d'inciter les joueurs à investir dedans. %%
|
||||
|
||||
## Force
|
||||
Athlétisme = force + résilience. %% Inclut la nage. %%
|
||||
Acrobatique = force + dextérité. %% Inclut l'escalade. %%
|
||||
Intimidation = éloquence + force.
|
||||
## Dextérité
|
||||
Acrobatique = force + dextérité.
|
||||
Vol à la tire = dextérité * 2.
|
||||
Discrétion = dextérité * 2.
|
||||
## Résilience
|
||||
Athlétisme = force + résilience.
|
||||
Survie = résilience + psyché. %% Dans ce cas là, la psyché représente le sang froid. %%
|
||||
## Intelligence
|
||||
Enquête = intelligence + curiosité. %% La substat coup de pouce du MJ %%
|
||||
Histoire = intelligence + curiosité.
|
||||
Religion = intelligence + curiosité.
|
||||
Arcanes = intelligence + psyché.
|
||||
Compréhension = intelligence + éloquence. %% Equivalent psychologie, la capacité à comprendre les messages cachés, les mensonges, etc... %%
|
||||
## Curiosité
|
||||
Perception = curiosité * 2.
|
||||
Enquête = intelligence + curiosité.
|
||||
Représentation = éloquence + curiosité.
|
||||
Histoire = intelligence + curiosité.
|
||||
Religion = intelligence + curiosité.
|
||||
Médicine = curiosité + psyché. %% Dans ce cas là, la psyché représente le sang froid. %%
|
||||
## Eloquence
|
||||
Représentation = éloquence + curiosité.
|
||||
Intimidation = éloquence + force.
|
||||
Persuasion = éloquence + psyché.
|
||||
Animal handling = psyché + éloquence.
|
||||
Mensonge = psyché + éloquence. %% (Plus logique en intel mais pour l'équilibrage, je le met en psyché) %%
|
||||
Compréhension = intelligence + éloquence.
|
||||
## Psyché
|
||||
Animal handling = psyché + éloquence.
|
||||
Mensonge = psyché + éloquence. %%Mensonge et persuasion font un peu doublon ?%%
|
||||
Persuasion = éloquence + psyché.
|
||||
Arcanes = intelligence + psyché.
|
||||
Médicine = curiosité + psyché.
|
||||
Survie = résilience + psyché.
|
||||
|
|
@ -0,0 +1,44 @@
|
|||
// https://nuxt.com/docs/api/configuration/nuxt-config
|
||||
import CanvasModule from './transformer/canvas/module'
|
||||
|
||||
export default defineNuxtConfig({
|
||||
modules: [CanvasModule, "@nuxt/content", "@nuxtjs/color-mode"],
|
||||
css: ['~/assets/global.css'],
|
||||
content: {
|
||||
experimental: {
|
||||
search: true
|
||||
},
|
||||
documentDriven: {
|
||||
injectPage: true,
|
||||
},
|
||||
contentHead: false,
|
||||
markdown: {
|
||||
toc: { depth: 3, searchDepth: 3 },
|
||||
remarkPlugins: [
|
||||
'remark-ofm',
|
||||
'remark-mdc',
|
||||
'remark-emoji',
|
||||
'remark-gfm',
|
||||
]
|
||||
},
|
||||
canvas: {
|
||||
remarkPlugins: [
|
||||
'remark-ofm',
|
||||
'remark-mdc',
|
||||
'remark-emoji',
|
||||
'remark-gfm',
|
||||
],
|
||||
}
|
||||
/*,
|
||||
sources: {
|
||||
content: {
|
||||
dir: "content",
|
||||
driver: "github",
|
||||
repo: "peaceultime/system-aspect",
|
||||
branch: "master",
|
||||
apiURL: "https://git.peaceultime.com/api/v1",
|
||||
cdnURL: "https://git.peaceultime.com/",
|
||||
}
|
||||
}*/
|
||||
}
|
||||
})
|
||||
File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,24 @@
|
|||
{
|
||||
"name": "nuxt-app",
|
||||
"private": true,
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
"build": "nuxt build",
|
||||
"dev": "nuxt dev",
|
||||
"generate": "nuxt generate",
|
||||
"preview": "nuxt preview",
|
||||
"postinstall": "nuxt prepare"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@nuxt/content": "^2.10.0",
|
||||
"@nuxtjs/color-mode": "^3.3.2",
|
||||
"nuxt": "^3.9.0",
|
||||
"three": "^0.160.0",
|
||||
"vue": "^3.4.3",
|
||||
"vue-router": "^4.2.5"
|
||||
},
|
||||
"dependencies": {
|
||||
"hast-util-to-html": "^9.0.0",
|
||||
"remark-ofm": "file:../remark-ofm"
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,20 @@
|
|||
<template>
|
||||
<div class="render-container-inner" >
|
||||
<div class="publish-renderer">
|
||||
<div class="markdown-preview-view markdown-rendered node-insert-event hide-title">
|
||||
<div class="markdown-preview-sizer markdown-preview-section" style="padding-bottom: 0px;">
|
||||
<h1>Bonjour :)</h1>
|
||||
</div>
|
||||
</div>
|
||||
<div class="extra-title">
|
||||
<span class="extra-title-text">Home</span>
|
||||
<span aria-label="Close page" role="button">
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-x">
|
||||
<line x1="18" y1="6" x2="6" y2="18"></line>
|
||||
<line x1="6" y1="6" x2="18" y2="18"></line>
|
||||
</svg>
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
|
|
@ -0,0 +1,57 @@
|
|||
<script setup lang="ts">
|
||||
const { page } = useContent()
|
||||
|
||||
/*function toggleCollapse(e: HTMLElement)
|
||||
{
|
||||
e.classList.toggle('is-collapsed');
|
||||
const children = [...e.children];
|
||||
children.splice(0, 1);
|
||||
children.forEach(e => e.classList);
|
||||
}*/
|
||||
|
||||
onMounted(() => {
|
||||
document.querySelectorAll('.callout.is-collapsible .callout-title').forEach(e => {
|
||||
e.addEventListener('click', (_) => {
|
||||
e.parentElement!.classList.toggle('is-collapsed');
|
||||
})
|
||||
})
|
||||
})
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<template v-if="!!page && page._type == 'markdown' && page.body.children.length > 0">
|
||||
<div class="render-container-inner">
|
||||
<div class="publish-renderer">
|
||||
<div class="markdown-preview-view markdown-rendered node-insert-event hide-title">
|
||||
<div class="markdown-preview-sizer markdown-preview-section" style="padding-bottom: 0px;">
|
||||
<h1>{{ page.title }}</h1>
|
||||
<ContentRenderer :key="page._id" :value="page" />
|
||||
</div>
|
||||
</div>
|
||||
<div class="extra-title">
|
||||
<span class="extra-title-text">Home</span>
|
||||
<span aria-label="Close page" role="button">
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-x">
|
||||
<line x1="18" y1="6" x2="6" y2="18"></line>
|
||||
<line x1="6" y1="6" x2="18" y2="18"></line>
|
||||
</svg>
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<RightComponent />
|
||||
</template>
|
||||
<CanvasRenderer v-else-if="!!page && page._type == 'canvas'" :key="page._id" :canvas="page" />
|
||||
<div v-else-if="!!page">
|
||||
<div class="not-found-container">
|
||||
<div class="not-found-image"></div>
|
||||
<div class="not-found-title">Impossible d'afficher</div>
|
||||
<div class="not-found-description">Cette page est actuellement vide et impossible à traiter</div>
|
||||
</div>
|
||||
</div>
|
||||
<div v-else class="not-found-container">
|
||||
<div class="not-found-image"></div>
|
||||
<div class="not-found-title">Introuvable</div>
|
||||
<div class="not-found-description">Cette page n'existe pas</div>
|
||||
</div>
|
||||
</template>
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
<template>
|
||||
Tags
|
||||
</template>
|
||||
|
|
@ -0,0 +1,6 @@
|
|||
<script setup lang="ts">
|
||||
</script>
|
||||
|
||||
<template>
|
||||
|
||||
</template>
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 4.2 KiB |
File diff suppressed because one or more lines are too long
|
|
@ -0,0 +1,3 @@
|
|||
{
|
||||
"extends": "../.nuxt/tsconfig.server.json"
|
||||
}
|
||||
|
|
@ -0,0 +1,15 @@
|
|||
import { resolve } from 'path'
|
||||
import { defineNuxtModule } from '@nuxt/kit'
|
||||
|
||||
export default defineNuxtModule({
|
||||
setup(_options, nuxt) {
|
||||
nuxt.options.nitro.externals = nuxt.options.nitro.externals || {}
|
||||
nuxt.options.nitro.externals.inline = nuxt.options.nitro.externals.inline || []
|
||||
nuxt.options.nitro.externals.inline.push(resolve('./transformer/canvas/module'))
|
||||
|
||||
// @ts-ignore
|
||||
nuxt.hook('content:context', (contentContext) => {
|
||||
contentContext.transformers.push(resolve('./transformer/canvas/transformer'))
|
||||
})
|
||||
}
|
||||
})
|
||||
|
|
@ -0,0 +1,122 @@
|
|||
import type { MarkdownOptions, MarkdownPlugin, MarkdownParsedContent } from '@nuxt/content/dist/runtime/types'
|
||||
import { defineTransformer } from '@nuxt/content/transformers'
|
||||
import slugify from 'slugify'
|
||||
import { withoutTrailingSlash, withLeadingSlash } from 'ufo'
|
||||
|
||||
import { parseMarkdown } from '@nuxtjs/mdc/dist/runtime'
|
||||
import { type State } from 'mdast-util-to-hast'
|
||||
import { normalizeUri } from 'micromark-util-sanitize-uri'
|
||||
import { type Properties, type Element } from 'hast'
|
||||
import { type Link } from 'mdast'
|
||||
import { isRelative } from 'ufo'
|
||||
|
||||
export default defineTransformer({
|
||||
name: 'canvas',
|
||||
extensions: ['.canvas'],
|
||||
async parse(_id, rawContent, options) {
|
||||
const config = { ...options } as MarkdownOptions
|
||||
config.rehypePlugins = await importPlugins(config.rehypePlugins)
|
||||
config.remarkPlugins = await importPlugins(config.remarkPlugins)
|
||||
|
||||
await Promise.all(rawContent.nodes?.map(async (e: any) => {
|
||||
if(e.text !== undefined)
|
||||
{
|
||||
e.text = await parseMarkdown(e.text as string, {
|
||||
remark: {
|
||||
plugins: config.remarkPlugins
|
||||
},
|
||||
rehype: {
|
||||
options: {
|
||||
handlers: {
|
||||
link: link as any
|
||||
}
|
||||
},
|
||||
plugins: config.rehypePlugins
|
||||
}
|
||||
})
|
||||
}
|
||||
}));
|
||||
|
||||
return {
|
||||
_id,
|
||||
body: rawContent,
|
||||
_type: 'canvas',
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
async function importPlugins(plugins: Record<string, false | MarkdownPlugin> = {}) {
|
||||
const resolvedPlugins: Record<string, false | MarkdownPlugin & { instance: any }> = {}
|
||||
for (const [name, plugin] of Object.entries(plugins)) {
|
||||
if (plugin) {
|
||||
resolvedPlugins[name] = {
|
||||
instance: plugin.instance || await import(/* @vite-ignore */ name).then(m => m.default || m),
|
||||
options: plugin
|
||||
}
|
||||
} else {
|
||||
resolvedPlugins[name] = false
|
||||
}
|
||||
}
|
||||
return resolvedPlugins
|
||||
}
|
||||
|
||||
function link(state: State, node: Link & { attributes?: Properties }) {
|
||||
const properties: Properties = {
|
||||
...((node.attributes || {})),
|
||||
href: normalizeUri(normalizeLink(node.url))
|
||||
}
|
||||
|
||||
if (node.title !== null && node.title !== undefined) {
|
||||
properties.title = node.title
|
||||
}
|
||||
|
||||
const result: Element = {
|
||||
type: 'element',
|
||||
tagName: 'a',
|
||||
properties,
|
||||
children: state.all(node)
|
||||
}
|
||||
state.patch(node, result)
|
||||
return state.applyData(node, result)
|
||||
}
|
||||
|
||||
function normalizeLink(link: string) {
|
||||
const match = link.match(/#.+$/)
|
||||
const hash = match ? match[0] : ''
|
||||
if (link.replace(/#.+$/, '').endsWith('.md') && (isRelative(link) || (!/^https?/.test(link) && !link.startsWith('/')))) {
|
||||
return (generatePath(link.replace('.md' + hash, ''), { forceLeadingSlash: false }) + hash)
|
||||
} else {
|
||||
return link
|
||||
}
|
||||
}
|
||||
|
||||
const generatePath = (path: string, { forceLeadingSlash = true, respectPathCase = false } = {}): string => {
|
||||
path = path.split('/').map(part => slugify(refineUrlPart(part), { lower: !respectPathCase })).join('/')
|
||||
return forceLeadingSlash ? withLeadingSlash(withoutTrailingSlash(path)) : path
|
||||
}
|
||||
|
||||
const SEMVER_REGEX = /^(\d+)(\.\d+)*(\.x)?$/
|
||||
|
||||
function refineUrlPart(name: string): string {
|
||||
name = name.split(/[/:]/).pop()!
|
||||
// Match 1, 1.2, 1.x, 1.2.x, 1.2.3.x,
|
||||
if (SEMVER_REGEX.test(name)) {
|
||||
return name
|
||||
}
|
||||
|
||||
return (
|
||||
name
|
||||
/**
|
||||
* Remove numbering
|
||||
*/
|
||||
.replace(/(\d+\.)?(.*)/, '$2')
|
||||
/**
|
||||
* Remove index keyword
|
||||
*/
|
||||
.replace(/^index(\.draft)?$/, '')
|
||||
/**
|
||||
* Remove draft keyword
|
||||
*/
|
||||
.replace(/\.draft$/, '')
|
||||
)
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
{
|
||||
// https://nuxt.com/docs/guide/concepts/typescript
|
||||
"extends": "./.nuxt/tsconfig.json"
|
||||
}
|
||||
|
|
@ -0,0 +1,20 @@
|
|||
export interface CanvasNode {
|
||||
type: 'group' | 'text';
|
||||
id: string;
|
||||
x: number;
|
||||
y: number;
|
||||
width: number;
|
||||
height: number;
|
||||
color?: string;
|
||||
label?: string;
|
||||
text?: any;
|
||||
};
|
||||
export interface CanvasEdge {
|
||||
id: string;
|
||||
fromNode: string;
|
||||
fromSide: 'bottom' | 'top' | 'left' | 'right';
|
||||
toNode: string;
|
||||
toSide: 'bottom' | 'top' | 'left' | 'right';
|
||||
color?: string;
|
||||
label?: string;
|
||||
};
|
||||
Loading…
Reference in New Issue