# explorer_content

path: regles/introduction/glossaire
title: Glossaire
type: markdown
content:
  ---
  type: player
  ---
  ### Jet de dé
  Lorsqu'il est demandé de lancer un dé, la notation commune est la suivante: **n**d**X**.
  Le **n** représente le nombre de dé à lancer.
  Le **X** représente la valeur du dé à lancer.
  *Par exemple*: 2d12 signifie qu'il faut lancer 2 dés à 12 faces.
  ### Réussite critique
  Lorsque vous lancez un dé, il est possible de faire la valeur maximale du dé. Dans ce cas, on dit qu'il s'agit d'une réussite critique. Selon le jet demandé, faire une réussite critique peut apporter des bonus.
  ### Echec critique
  À l'inverse de la réussite critique, un échec critique intervient lorsqu'un jet de dé résulte en un 1, soit la valeur minimale du dé. Selon le jet demandé, faire un échec critique peut apporter des malus.
  ### Jet explosif
  Un jet de dé explosif signifie que si le dé fait sa valeur maximum, vous pouvez relancer le dé. Sur la notation du jet de dé, il est représenté sous la forme d'un point d'exclamation à la fin.
  *Par exemple*: 4d4! signifie qu'il faut lancer 4 dés à 4 faces. Si on fait 4 sur un des dés, on peut alors le relancer.
  ### Jet combiné
  Un jet combiné est un jet demandant d'utiliser le modifieur de deux statistiques donné.
  ### Jet opposé
  Un jet opposé permet de comparer les compétences de deux personnages. Le premier joueur est l'attaquant, le second est le défenseur. Si le score du défenseur est supérieur ou égal à celui de l'attaquant, c'est le défenseur qui l'emporte.
  ### Case
  Une case de jeu représente une unité standard de déplacement durant un combat ou une scène nécessitant une carte. Vous pouvez interpréter cette distance dans l'unité de votre choix.
  ### Unité de trajet
  Une unité de trajet représente la distance moyenne qu'un humain standard peut parcourir en 1h à pied.
  ### Long repos
  Un long repos est un [[La fatigue et le repos#Le repos|repos]] de 8h minimum.


path: regles/introduction/peuples.canvas
title: Peuples
type: canvas
content:
  {"nodes":[{"type":"group","id":"f3c4b9158576d657","x":-1554,"y":-1605,"width":1520,"height":3445,"color":{"hex":"#ffffff"},"label":"Peuple du Fernom"},{"type":"group","id":"3f705f7d0e313646","x":-3160,"y":-1605,"width":1520,"height":3445,"color":{"hex":"#ffffff"},"label":"Peuple de Quploth"},{"type":"group","id":"d88faf4ae5590c4e","x":-4760,"y":-1605,"width":1520,"height":3445,"color":{"hex":"#ffffff"},"label":"Peuple salinéen"},{"type":"group","id":"ab5284b19915bfd6","x":-6360,"y":-1605,"width":1520,"height":3445,"color":{"hex":"#ffffff"},"label":"Indigène pur"},{"type":"group","id":"9ea1410e7d53fc27","x":34,"y":-1605,"width":1520,"height":3445,"color":{"hex":"#ffffff"},"label":"Humain"},{"type":"text","text":"+1 transformation par jour. +1 spécialisation.\n+4 PV max. +2 mana max.","id":"94d638f362982ff4","x":-5500,"y":155,"width":445,"height":70},{"type":"text","text":"+1 point dans une statitstique.\n+4 PV max. +4 mana max.","id":"96b30afaf7265b5a","x":-5820,"y":501,"width":445,"height":79},{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +4 mana max.","id":"3467ea727192c3d2","x":-5500,"y":-364,"width":445,"height":84},{"type":"text","text":"+1 point dans une statistique.\n+6 PV max. +4 mana max.","id":"b6941ad5c06c82bc","x":-5337,"y":328,"width":445,"height":88},{"type":"text","text":"+1 spécialisation. \n+4 PV max. +8 mana max.","id":"d5ef6503e8caa566","x":-5820,"y":328,"width":445,"height":88},{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +4 mana max.","id":"5b4a6180ae615265","x":-5820,"y":-537,"width":445,"height":82},{"type":"text","text":"+1 spécialisation.\n+4 PV max. +4 mana max.","id":"0f026c1405f9fa8f","x":-5820,"y":-191,"width":445,"height":71},{"type":"text","text":"+1 point dans **deux** statistiques.\n+4 PV max. +4 mana max.","id":"8434237ff9e34da7","x":-6160,"y":-18,"width":445,"height":78},{"type":"text","text":"+1 au **modifieur** de votre choix.\n+4 PV max. +4 mana max.","id":"0345c74b403ce28f","x":-5500,"y":-18,"width":445,"height":78},{"type":"text","text":"+1 spécialisation. +1 point dans une stat.\n+4 PV max. +2 mana max.","id":"d5f5ed85baf4c36e","x":-6160,"y":-710,"width":445,"height":75},{"type":"text","text":"+1 point dans une statistique. +1 spécialisation.\n+4 PV max. +2 mana max.","id":"223825d7966a38bb","x":-6160,"y":155,"width":445,"height":70},{"type":"text","text":"+1 transformation par jour.\n+6 PV max. +2 mana max.","id":"3e2766c259a807ef","x":-6300,"y":328,"width":445,"height":88},{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +4 mana max.","id":"bc66f1c720f2ba22","x":-6160,"y":-364,"width":445,"height":84},{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +4 mana max.","id":"6d2180816de6a7c2","x":-4560,"y":-364,"width":445,"height":84},{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +4 mana max.","id":"29b4e2116fff228b","x":-4220,"y":-537,"width":445,"height":82},{"type":"text","text":"+1 point dans **deux** statistiques.\n+4 PV max. +4 mana max.","id":"54a1324925b276d1","x":-4560,"y":-18,"width":445,"height":78},{"type":"text","text":"+1 point dans une statistique. +1 spécialisation.\n+4 PV max. +2 mana max.","id":"725175abd99ddce8","x":-4560,"y":155,"width":445,"height":70},{"type":"text","text":"+1 transformation par jour.\n+6 PV max. +2 mana max.","id":"3e65ba3d2a9b1c20","x":-4700,"y":328,"width":445,"height":88},{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +4 mana max.","id":"d1eae8c69ec84fd9","x":-2620,"y":-537,"width":445,"height":82},{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +4 mana max.","id":"53429fb898663abd","x":-2960,"y":-364,"width":445,"height":84},{"type":"text","text":"+1 au **modifieur** de votre choix.\n+4 PV max. +4 mana max.","id":"e3c8a269feb905de","x":-2300,"y":-18,"width":445,"height":78},{"type":"text","text":"+1 spécialisation. \n+4 PV max. +8 mana max.","id":"296593f5f696acc4","x":-2620,"y":328,"width":445,"height":88},{"type":"text","text":"+1 au **modifieur** de votre choix.\n+4 PV max. +4 mana max.","id":"1991b168ad9df8b5","x":-3900,"y":-18,"width":445,"height":78},{"type":"text","text":"+1 transformation par jour. +1 spécialisation.\n+4 PV max. +2 mana max.","id":"b3629aa20104f80b","x":-3900,"y":155,"width":445,"height":70},{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +4 mana max.","id":"973ef15d65d597eb","x":-3900,"y":-364,"width":445,"height":84},{"type":"text","text":"+1 transformation par jour. +1 spécialisation.\n+4 PV max. +2 mana max.","id":"ebd5231fd90a9780","x":-2300,"y":155,"width":445,"height":70},{"type":"text","text":"+1 point dans **deux** statistiques.\n+2 PV max. +2 mana max.","id":"e6c2f1e215fb4d3a","x":-5500,"y":-710,"width":445,"height":75},{"type":"text","text":"+1 point dans une statistique. +1 spécialisation.\n+4 PV max. +2 mana max.","id":"395a19e3f6579694","x":-1354,"y":155,"width":445,"height":70},{"type":"text","text":"+1 transformation par jour.\n+6 PV max. +2 mana max.","id":"452e9ed77dfddd19","x":-1494,"y":328,"width":445,"height":88},{"type":"text","text":"+1 point dans **deux** statistiques.\n+4 PV max. +4 mana max.","id":"65e9fed403d28bf6","x":-1354,"y":-18,"width":445,"height":78},{"type":"text","text":"+1 point dans une statistique.\n+6 PV max. +4 mana max.","id":"07a93bfc07fbcf5b","x":-2137,"y":328,"width":445,"height":88},{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +4 mana max.","id":"a66a7404cb3cd696","x":-2300,"y":-364,"width":445,"height":84},{"type":"text","text":"+1 point dans **deux** statistiques.\n+4 PV max. +4 mana max.","id":"940dea89a4437be1","x":-2960,"y":-18,"width":445,"height":78},{"type":"text","text":"+1 point dans une statistique.\n+6 PV max. +4 mana max.","id":"dea964e82daf9ed6","x":-3737,"y":328,"width":445,"height":88},{"type":"text","text":"+1 spécialisation. \n+4 PV max. +8 mana max.","id":"046f2de5e9f307b5","x":-4220,"y":328,"width":445,"height":88},{"type":"text","text":"+1 spécialisation.\n+4 PV max. +4 mana max.","id":"ff517d8ab8821d43","x":-4220,"y":-191,"width":445,"height":71},{"type":"text","text":"+1 spécialisation.\n+4 PV max. +4 mana max.","id":"0269303a20908d59","x":-2620,"y":-191,"width":445,"height":71},{"type":"text","text":"+1 transformation par jour.\n+6 PV max. +2 mana max.","id":"a544de49a32370ce","x":-3100,"y":328,"width":445,"height":88},{"type":"text","text":"+1 point dans une statistique. +1 spécialisation.\n+4 PV max. +2 mana max.","id":"d5cc23c47c9ce516","x":-2960,"y":155,"width":445,"height":70},{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +2 mana max.","id":"7b92ea5424519e4b","x":574,"y":-1229,"width":445,"height":74},{"type":"text","text":"+1 point dans une statitstique.\n+6 PV max. +2 mana max.","id":"26ce48577f513afd","x":94,"y":-883,"width":445,"height":88},{"type":"text","text":"+1 spécialisation. +1 point dans une stat.\n+2 PV max. +2 mana max.","id":"bd45b5bac80deb89","x":234,"y":-710,"width":445,"height":75},{"type":"text","text":"+1 spécialisation.\n+8 PV max. +3 mana max.","id":"c29a87aa0802bed9","x":1057,"y":-883,"width":445,"height":88},{"type":"text","text":"Niveau 7","id":"67e7226e5c110243","x":-66,"y":-537,"width":134,"height":50},{"type":"text","text":"Niveau 5","id":"1c604587369f7291","x":-66,"y":-883,"width":134,"height":50},{"type":"text","text":"Niveau 6","id":"2cc8fd362d465b45","x":-66,"y":-710,"width":134,"height":50,"color":{"class":"red"}},{"type":"text","text":"Start à 43 points dans les statistiques.\nSpécialisation [[Sciences#Anthropologie moderne|Anthropologie moderne]].\n14 PV max.","id":"e07f59689cc49b41","x":574,"y":-1575,"width":445,"height":100},{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +2 mana max.","id":"642ffdf4f0356841","x":234,"y":-1402,"width":445,"height":87},{"type":"text","text":"+1 spécialisation.\n+4 PV max. +2 mana max.","id":"4b80edaa82fd08ef","x":894,"y":-1402,"width":445,"height":87},{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +2 mana max.","id":"c3e9b121d62bb1e0","x":574,"y":-1056,"width":445,"height":81},{"type":"text","text":"+1 transformation par jour.\n+8 PV max. +3 mana max.","id":"5dc3083ff215e6e5","x":574,"y":-883,"width":445,"height":88},{"type":"text","text":"+1 point dans une statistique.\n+6 PV max. +3 mana max.","id":"925257c9a34aa23e","x":574,"y":-537,"width":445,"height":82},{"type":"text","text":"+1 point dans **deux** statistiques.\n+4 PV max. +3 mana max.","id":"8bd8e690cedaf3f7","x":894,"y":-710,"width":445,"height":75},{"id":"3d13a5c2292ae79b","type":"text","text":"Stat: X (Target -> 55\\~62)\nSpé: X (Target -> 3\\~6)\nTransfo: X (Target -> 1\\~4)\nPV: X (Target -> 54\\~122)\nPM: X (Target -> 40\\~75)\nAprès le lvl 4, toujours offrir au moins deux options\n#todo","x":646,"y":-1895,"width":301,"height":260},{"type":"text","text":"Niveau 1","id":"9d309747a2df7662","x":-66,"y":-1575,"width":134,"height":50},{"type":"text","text":"Niveau 2","id":"0659760ebe5da63d","x":-66,"y":-1402,"width":134,"height":50},{"type":"text","text":"Niveau 3","id":"915ecaea94f02fa1","x":-66,"y":-1229,"width":134,"height":50},{"type":"text","text":"Niveau 4","id":"e15a7a0aee643d39","x":-66,"y":-1056,"width":134,"height":50},{"id":"48ad393a59b311ed","type":"text","text":"Les humains, originaire d'un tout autre monde, ont subit un cataclysme qui les a projeté dans les terres d'Erina. En tant que civilisation dépourvue de magie, ils sont plus spécialisés, gagnant moins de statistiques mais pouvant plus tôt ou plus fréquemment obtenir certains bonus.","x":1019,"y":-1820,"width":460,"height":185,"color":{"class":"purple"}},{"id":"87f3e632aac1fb85","type":"text","text":"<span style=\"text-align: center; font-size: 13em; width: 100%; display: block;\">Work in progress</span>","x":-6550,"y":-496,"width":8310,"height":416,"color":{"class":"red"}},{"type":"text","text":"+1 spécialisation.\n+8 PV max. +2 mana max.","id":"2c80532cf4ec0a1a","x":-531,"y":-883,"width":445,"height":88},{"id":"320fbcf7763ad8f7","type":"text","text":"Le Fernom est la nation la plus influente du monde. La cité de Fernom est communément appelée la Capitale Dolme. Ses citoyens sont équilibrés et peuvent avoir une grande variété de gameplay et de progression. ","x":-569,"y":-1760,"width":460,"height":125,"color":{"class":"purple"}},{"type":"text","text":"+1 spécialisation.\n+4 PV max. +3 mana max.","id":"e4542fbd80974750","x":-694,"y":-1402,"width":445,"height":87},{"type":"text","text":"+14 PV max. +6 mana max.","id":"9f22babe2feed857","x":-694,"y":-1216,"width":445,"height":74},{"type":"text","text":"+1 point dans **deux** statistiques.\n+2 PV max. +2 mana max.","id":"ed34f067b097c034","x":-694,"y":-710,"width":445,"height":75},{"id":"1540500fca27473c","type":"text","text":"Power spike au niveau 6, 10, 15 et 20","x":-169,"y":-2000,"width":341,"height":50,"color":{"class":"red"}},{"type":"text","text":"+1 point dans une statistique.\n+6 PV max. +3 mana max.","id":"880cc295bee714e0","x":-1014,"y":-1056,"width":445,"height":81},{"type":"text","text":"+1 transformation par jour.\n+8 PV max. +2 mana max.","id":"b5d42f3519e34146","x":-1014,"y":-883,"width":445,"height":88},{"type":"text","text":"Start à 43 points dans les statistiques.\n+1 en psyché.\n16 PV max.","id":"2802ad4d1eb33cf8","x":-1014,"y":-1575,"width":445,"height":100},{"id":"770ebf1a1e4555a4","type":"text","text":"Stat: X (Target -> 56\\~63)\nSpé: X (Target -> 2\\~4)\nTransfo: X (Target -> 2\\~5)\nPV: X (Target -> 68\\~106)\nPM: X (Target -> 35\\~80)\n#todo","x":-920,"y":-1840,"width":301,"height":205},{"type":"text","text":"+1 spécialisation. +1 point dans une stat.\n+4 PV max. +2 mana max.","id":"30b578cb7fa337c8","x":-1354,"y":-710,"width":445,"height":75},{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +2 mana max.","id":"1181f316689d99c7","x":-1354,"y":-1402,"width":445,"height":87},{"type":"text","text":"+1 point dans une statistique.\n+6 PV max. +3 mana max.","id":"16add3db67e7b1ae","x":-1354,"y":-1216,"width":445,"height":74},{"id":"c1dba29156562eb0","type":"text","text":"Que faire des PM en trop pour les non mage ?","x":-1169,"y":-1715,"width":240,"height":80,"color":{"class":"yellow"}},{"type":"text","text":"+1 point dans une statistique.\n+6 PV max. +2 mana max.","id":"d6f4169300e91de7","x":-1494,"y":-883,"width":445,"height":88},{"id":"5bcb32a99160c573","type":"text","text":"Quploth est la région du monde abritant le plus de marchands et charlatans. Dû à la sur-désertification de leurs terres, ils ont appris à vivre en troquant les richesses. Leurs cités, denses et prospères, sont peu nombreuses et suscitent un tourisme culturel croissant.","x":-2197,"y":-1800,"width":460,"height":165,"color":{"class":"purple"}},{"type":"text","text":"+1 spécialisation.\n+4 PV max. +3 mana max.","id":"453960088f558d8a","x":-2300,"y":-1402,"width":445,"height":87},{"type":"text","text":"+14 PV max. +6 mana max.","id":"2983738fa2852d69","x":-2300,"y":-1216,"width":445,"height":74},{"type":"text","text":"+1 spécialisation.\n+8 PV max. +2 mana max.","id":"8cb4737992830f28","x":-2137,"y":-883,"width":445,"height":88},{"type":"text","text":"+1 transformation par jour.\n+8 PV max. +2 mana max.","id":"29349a291fc4a4e7","x":-2620,"y":-883,"width":445,"height":88},{"type":"text","text":"Start à 43 points dans les statistiques.\n+1 en éloquence.\n16 PV max.","id":"260f678fed3d9587","x":-2620,"y":-1575,"width":445,"height":100},{"type":"text","text":"+1 point dans une statistique.\n+6 PV max. +3 mana max.","id":"1cfb0276d1e5473c","x":-2620,"y":-1056,"width":445,"height":81},{"id":"c3560fc71f4f0226","type":"text","text":"Stat: X (Target -> 56\\~63)\nSpé: X (Target -> 3\\~4)\nTransfo: X (Target -> 1\\~5)\nPV: X (Target -> 57\\~90)\nPM: X (Target -> 30\\~85)\n#todo","x":-2548,"y":-1840,"width":301,"height":205},{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +2 mana max.","id":"d8f993ccf3736128","x":-2960,"y":-1402,"width":445,"height":87},{"type":"text","text":"+1 point dans une statistique.\n+6 PV max. +3 mana max.","id":"5280655be4927f14","x":-2960,"y":-1216,"width":445,"height":74},{"type":"text","text":"+1 point dans une statistique.\n+6 PV max. +2 mana max.","id":"ee2203da80aa1e13","x":-3100,"y":-883,"width":445,"height":88},{"type":"text","text":"+1 spécialisation.\n+8 PV max. +2 mana max.","id":"3fa6ba6361ca31b9","x":-3737,"y":-883,"width":445,"height":88},{"id":"f813d7a3d6cb9b1d","type":"text","text":"L'empire salinéen, maitre du continent d'Eredan, a toujours vécu dans la croyance d'une usurpation des dieux, soutenue par l'Avatar originel Narserus qui est loué comme le dieu absolu dont les pouvoirs ont été volés.","x":-3797,"y":-1800,"width":460,"height":165,"color":{"class":"purple"}},{"type":"text","text":"+1 spécialisation.\n+4 PV max. +3 mana max.","id":"e0bec50fac421f51","x":-3900,"y":-1402,"width":445,"height":87},{"type":"text","text":"+14 PV max. +6 mana max.","id":"62d120f756e8103a","x":-3900,"y":-1216,"width":445,"height":50},{"type":"text","text":"+1 point dans une statistique.\n+6 PV max. +3 mana max.","id":"af18797145d7ab62","x":-4220,"y":-1056,"width":445,"height":81},{"type":"text","text":"+1 transformation par jour.\n+8 PV max. +2 mana max.","id":"6a3eff80b9095105","x":-4220,"y":-883,"width":445,"height":88},{"type":"text","text":"Start à 43 points dans les statistiques.\n+1 en éloquence.\n16 PV max.","id":"d33eb865ed88c775","x":-4220,"y":-1575,"width":445,"height":100},{"id":"8c3952c0fb5776d7","type":"text","text":"Stat: X (Target -> 56\\~63)\nSpé: X (Target -> 3\\~4)\nTransfo: X (Target -> 1\\~5)\nPV: X (Target -> 56\\~89)\nPM: X (Target -> 30\\~85)\n#todo","x":-4148,"y":-1840,"width":301,"height":205},{"type":"text","text":"+1 point dans une statistique.\n+6 PV max. +3 mana max.","id":"74e66b8404fee6b3","x":-4560,"y":-1216,"width":445,"height":74},{"type":"text","text":"+1 point dans une statistique.\n+4 PV max. +2 mana max.","id":"c179bfe0a2ecb2d6","x":-4560,"y":-1402,"width":445,"height":87},{"type":"text","text":"+1 point dans une statistique.\n+6 PV max. +2 mana max.","id":"9e70cd30cda9553c","x":-4700,"y":-883,"width":445,"height":88},{"type":"text","text":"+1 spécialisation.\n+8 PV max. +2 mana 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path: regles/l'entrainement/les-competences
title: Les compétences
type: markdown
content:
  ---
  type: player
  ---
  Le maximum d'une compétence est égal au modifieur de 2 statistiques additionnée.
  Au fur et à mesure de sa progression en [[1.Règles/2.L'entrainement/index#La curiosité|curiosité]], le joueur obtiendra des points de compétence qui peut alors investir dans l'une des compétences disponible.
  ### Athlétisme
  > La capacité à effectuer un acte physique intense ou prolongé. Permet de pousser, contraindre, nager, courir.

  Force + Constitution.
  ### Acrobatique
  > La capacité à se mouvoir avec souplesse sous la contrainte. Permet d'escalader, d'enjamber, de sauter.

  Force + Dextérité.
  ### Intimidation
  > La capacité à intimider et inspirer la crainte.

  Force + Charisme.
  ### Doigté
  > La capacité à faire des actions précises avec ses mains. Permet de voler à la tire, de crocheter.

  Dextérité + Dextérité.
  ### Discrétion
  > La capacité à dissimuler sa présence. Permet de se cacher, de se mouvoir sans bruit.

  Dextérité + Dextérité.
  ### Survie
  > La capacité à survivre dans des conditions difficiles. Permet de pister, de collecter de la nourriture, de retrouver son chemin.

  Constitution + Psyché.
  ### Enquête
  > La capacité à demander au MJ de l'aide parce que vous puez la merde.

  Intelligence + Curiosité.
  ### Histoire
  > La capacité à connaitre le passé du monde.

  Intelligence + Curiosité.
  ### Religion
  > La capacité a connaitre les pratiques et les coutumes religieuses.

  Intelligence + Curiosité.
  ### Arcanes
  > La capacité à comprendre et percevoir la magie. Permet de comprendre un sort en cours, de détecter de la magie.

  Intelligence + Psyché.
  ### Compréhension
  > La capacité à déterminer les intentions des interlocuteurs. Permet de déceler des mensonges, de l'influence.

  Intelligence + Charisme.
  ### Perception
  > La capacité à observer le monde à travers ces sens. Permet d'observer, d'entendre, de sentir.

  Curiosité + Curiosité.
  ### Représentation
  > La capacité à se mettre en scène et à utiliser les arts. Permet de se produire en spectacle, de jouer d'un instrument, de chanter, de danser.

  Curiosité + Charisme.
  ### Médicine
  > La capacité à apporter des soins. Permet de stabiliser un joueur mourant, de soigner durant un repos.

  Curiosité + Psyché.
  ### Persuasion
  > 

  Charisme + Psyché.
  ### Dressage
  > 

  Charisme + Psyché.
  ### Mensonge
  > 

  Charisme + Psyché.


path: regles/l'entrainement/progression.canvas
title: Progression
type: canvas
content:
  {"nodes":[{"type":"group","id":"6e652a22c7ed2cf8","x":60,"y":30,"width":1520,"height":3470,"color":{"class":"green"},"label":"Dextérité"},{"type":"group","id":"aed1def7c70beae8","x":4080,"y":30,"width":1520,"height":3450,"color":{"class":"cyan"},"label":"Intelligence"},{"type":"group","id":"43d8f8e2e7cc415d","x":5880,"y":30,"width":1520,"height":3410,"color":{"class":"yellow"},"label":"Curiosité"},{"type":"group","id":"0456aabcc18e63e9","x":1860,"y":30,"width":1520,"height":3410,"color":{"class":"orange"},"label":"Constitution"},{"type":"group","id":"ae029950e375490b","x":-1760,"y":30,"width":1520,"height":3450,"color":{"class":"red"},"label":"Force"},{"type":"group","id":"1df2d64352beb7bb","x":7640,"y":30,"width":1520,"height":3410,"color":{"hex":"#fe39ee"},"label":"Charisme"},{"type":"group","id":"0d1e4ab146acc70c","x":9600,"y":30,"width":1520,"height":3410,"color":{"class":"purple"},"label":"Psyché"},{"type":"text","text":"Vous pouvez maitriser un nombre de sort supplémentaires égal à votre modifieur de psyché.","id":"2d85a4af9219057d","x":10660,"y":1528,"width":445,"height":72,"color":{"class":"purple"}},{"type":"text","text":"Vous pouvez maitriser un nombre de sort supplémentaires égal à votre modifieur d'intelligence.","id":"58b06ba556f33978","x":10660,"y":2200,"width":445,"height":100,"color":{"class":"purple"}},{"type":"text","text":"Vous gagnez 1 niveau de chance d'effet lorsque vous tentez d'appliquez une [[Les effets#L'influence|influence]] ou un [[Les effets#Le charme|charme]]. #rework","id":"79d14d8bea037a3b","x":10660,"y":1752,"width":445,"height":88,"color":{"class":"purple"}},{"type":"text","text":"Vous gagnez un niveau dans une branche de l'[[Les évolutions de valeur.canvas#L'arbre de magie|arbre de magie]] dans laquelle vous avez déjà au moins un niveau.","id":"7bb08bfb70a81a33","x":10660,"y":1976,"width":445,"height":104,"color":{"class":"purple"}},{"type":"text","text":"","id":"f1b9dc433de32e86","x":10660,"y":2424,"width":445,"height":116,"color":{"class":"purple"}},{"type":"text","text":"Vous gagnez un niveau dans une branche de l'[[Les évolutions de valeur.canvas#L'arbre de magie|arbre de magie]] dans laquelle vous avez déjà au moins un niveau.","id":"aee8e17ec1ba3b11","x":10660,"y":2648,"width":445,"height":112,"color":{"class":"purple"}},{"type":"text","text":"Voie de l'âme","id":"3a769a92d8b1f8fa","x":10660,"y":980,"width":202,"height":50,"color":{"class":"purple"}},{"type":"text","text":"Focus nombre de sorts","id":"6f054d0f11268cfa","x":10629,"y":930,"width":264,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"","id":"52cadffb671219c2","x":10660,"y":2872,"width":445,"height":108,"color":{"class":"purple"}},{"type":"text","text":"Vous apprenez le sort unique [[Liste des sorts#^5b38b6|Domination mentale]].","id":"1be5bc8d91f1d725","x":10660,"y":3096,"width":445,"height":50,"color":{"class":"purple"}},{"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#L'arbre de magie|arbre de magie]]. Vous gagnez le premier niveau de cette branche.","id":"ee2e77db68882151","x":10660,"y":1304,"width":445,"height":136,"color":{"class":"purple"}},{"type":"text","text":"","id":"18eaeae7d6c1c8e6","x":10660,"y":1080,"width":445,"height":100,"color":{"class":"purple"}},{"type":"text","text":"Vous pouvez vous transformer sans faire de jet en 1 action.","id":"93c2ee6c7d17bf10","x":10660,"y":3320,"width":445,"height":80,"color":{"class":"purple"}},{"type":"text","text":"Lorsque vous tombez à 0 PV ou moins, vous pouvez choisir de subir la maladie [[Maladies#Pourriture mortelle|Pourriture mortelle]] pour repasser à 1/4 de vos PV max au lieu de tomber à [[Les effets#L'agonie|l'agonie]].","id":"dde30284c80d5b4c","x":1876,"y":2424,"width":445,"height":136,"color":{"class":"green"}},{"type":"text","text":"","id":"a13e7b4b89263cb8","x":1876,"y":2200,"width":445,"height":120,"color":{"class":"green"}},{"type":"text","text":"Lorsque vous êtes [[Les effets#Agonisant|agonisant]], vous ne perdez que 6 PV par tour et avez une difficulté de stabilisation réduite de 2.","id":"2a731b5463111403","x":1876,"y":2648,"width":445,"height":96,"color":{"class":"green"}},{"type":"text","text":"+7 PV max.","id":"9251cc60a127174e","x":1880,"y":1080,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"Réduit de 1 niveau les chances d'[[Les effets#L'étourdissement|étourdissement]] subit. #rework\n+2 PV max.","id":"82737a209107b384","x":1878,"y":1304,"width":445,"height":116,"color":{"class":"green"}},{"type":"text","text":"+7 PV max.","id":"799d5a86ef93d9ac","x":1878,"y":1528,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"Lorsqu'une attaque inflige plus de dégâts que votre armure, vous pouvez choisir de nullifier les dégâts d'un montant égal à votre armure au prix d'un point de [[La fatigue et le repos#Fatigue persistante|fatigue persistante]].","id":"ab3e548c215cb62a","x":1878,"y":1752,"width":445,"height":128,"color":{"class":"green"}},{"type":"text","text":"Habileté","id":"0f8730cfc8a9dd84","x":1120,"y":970,"width":202,"height":60,"color":{"class":"purple"}},{"type":"text","text":"Corps d'acier","id":"12e684f709a5457c","x":2123,"y":970,"width":202,"height":50,"color":{"class":"green"}},{"type":"text","text":"Lorsque vous êtes [[Les effets#Agonisant|agonisant]], vous pouvez survivre jusqu'à -75 PV au lieu de -50 PV.\n+5 PV max.","id":"0e84969e6b25c5e8","x":1876,"y":2872,"width":445,"height":108,"color":{"class":"green"}},{"type":"text","text":"+7 PV max.","id":"7b8296d6948941ca","x":1876,"y":1976,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"Vous pouvez utiliser la dextérité pour frapper avec une #arme/naturel. Une arme naturel est considéré comme une #arme et bénéficie des mêmes bonus.","id":"cb95ab98f1e4831f","x":1120,"y":1080,"width":445,"height":140,"color":{"class":"purple"}},{"type":"text","text":"","id":"641ad6250b5bfacf","x":1120,"y":1976,"width":445,"height":104,"color":{"class":"purple"}},{"type":"text","text":"Vous pouvez utiliser une action pour vous concentrer et viser, vous permettant de gagner un bonus de +2 pour votre prochaine attaque à distance (sorts inclus) durant ce tour.","id":"601ea55ef1e02628","x":1120,"y":1752,"width":445,"height":128,"color":{"class":"purple"}},{"type":"text","text":"Vous gagnez un bonus de +1 à l'initiative.\nDe plus, vous n'avez aucun malus pour contraindre lorsque vous n'êtes pas à main nus.","id":"7da805b5284747df","x":1120,"y":1304,"width":445,"height":116,"color":{"class":"purple"}},{"type":"text","text":"Lorsque vous êtes pris en tenaille, vous pouvez rediriger l'attaque sur la personne qui vous ","id":"5876fafaa7d7d9da","x":1120,"y":2872,"width":445,"height":128,"color":{"class":"purple"}},{"type":"text","text":"Votre malus d'attaque avec des armes multiples est réduit de 1.","id":"3498f1f6461f628a","x":1120,"y":2424,"width":445,"height":80,"color":{"class":"purple"}},{"type":"text","text":"Vous êtes capable d'esquiver passivement même lorsque vous êtes contraint. Vous êtes capable d'esquiver activement sans vous déplacer.","id":"aef5fa3ecde8893d","x":1120,"y":2648,"width":445,"height":112,"color":{"class":"purple"}},{"type":"text","text":"Votre bonus d'esquive actif est égal à votre modifieur de dextérité.\nVotre bonus d'esquive passive augmente de 1 point.","id":"1119e0e3996b50c4","x":1120,"y":1528,"width":445,"height":112,"color":{"class":"purple"}},{"type":"text","text":"Corps endurant","id":"dddafef993ac6a6f","x":2920,"y":970,"width":202,"height":50,"color":{"class":"purple"}},{"type":"text","text":"Réduit de 1 niveau les chances de [[Les effets#Le saignement|saignement]] subit. #rework\n+1 PV max.","id":"c7e8899f175e73fc","x":2916,"y":1080,"width":445,"height":80,"color":{"class":"purple"}},{"type":"text","text":"En tombant à [[Les effets#Agonisant|l'agonie]], vous pouvez ne pas tombez inconscient. Dans ce cas, vous ne pouvez prendre d'action que pour vous déplacer à la moitié de votre vitesse de course ou vous stabiliser, et n'avez pas de réaction jusqu'à ce que vous retiriez l'état [[Les effets#Agonisant|d'agonie]].","id":"ced73cde0dea27ef","x":2398,"y":2648,"width":445,"height":172,"color":{"class":"red"}},{"type":"text","text":"Réduit de 1 niveau les chances d'[[Les effets#L'empoisonnement|empoissonnement]] et de [[Les effets#La maladie|maladie]] subit. #rework","id":"08db487e80faace0","x":2398,"y":1080,"width":445,"height":80,"color":{"class":"red"}},{"type":"text","text":"Votre bonus d'esquive passif augmente de 1 point.\nVous gagnez un bonus de +1 à l'initiative.","id":"92bfa64747ffd3c9","x":1120,"y":2200,"width":445,"height":80,"color":{"class":"purple"}},{"type":"text","text":"","id":"02f24a89544c53e5","x":2916,"y":2648,"width":445,"height":50,"color":{"class":"purple"}},{"type":"text","text":"Vous récupérez 2 PV supplémentaire pour chaque heure de repos.","id":"f98e5ff4cc8aab8e","x":2398,"y":1304,"width":445,"height":76,"color":{"class":"red"}},{"type":"text","text":"Choisissez un effet. Vous faites le [[Les effets#Le jet d'effet|jet d'effet]] avec #avantage lorsque vous subissez cet effet. #rework\n+2 PV max.","id":"a9ee6bb2d28f4d9a","x":2398,"y":1528,"width":445,"height":112,"color":{"class":"red"}},{"type":"text","text":"Corps sain","id":"487c31c347ce8ac3","x":2520,"y":995,"width":202,"height":50,"color":{"class":"red"}},{"type":"text","text":"Vous pouvez sciemment subir 2 points de fatigue par tour. ","id":"bdebca511ddfd278","x":2398,"y":1752,"width":445,"height":84,"color":{"class":"red"}},{"type":"text","text":"","id":"3b74721167fb65a5","x":2398,"y":1976,"width":445,"height":104,"color":{"class":"red"}},{"type":"text","text":"Lorsque vous vous reposez, vous pouvez choisir les 3 options du tableau [[La fatigue et le repos#Gain par heure de repos|Gain par heure de repos]].","id":"7adc20d1ebd71548","x":2398,"y":2424,"width":445,"height":76,"color":{"class":"red"}},{"type":"text","text":"Choisissez entre les effets [[Les effets#Les effets physiques|physiques]] et [[Les effets#Les effets mentaux|mentaux]]. Vous réduisez les chances d'effets subit de cette catégorie de 1 niveau. #rework","id":"c3d8383a3d882202","x":2398,"y":2200,"width":445,"height":100,"color":{"class":"red"}},{"type":"text","text":"","id":"e8cab43c9d78681b","x":2398,"y":2872,"width":445,"height":88,"color":{"class":"red"}},{"type":"text","text":"","id":"0e1621fd4e8ae798","x":2916,"y":2872,"width":445,"height":50,"color":{"class":"purple"}},{"type":"text","text":"Focus anti effets","id":"97f0eba6c7de8c9e","x":2496,"y":945,"width":250,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"Focus anti fatigue","id":"922584fca02ab5bd","x":2896,"y":920,"width":250,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"+6 PV max.","id":"01e2c284196c8bc7","x":2398,"y":830,"width":445,"height":50},{"type":"text","text":"Focus PV/anti stun","id":"16a422a174053078","x":2099,"y":920,"width":250,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"Focus dodge passif","id":"2652ee48a167745c","x":1096,"y":926,"width":250,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"En frappant un adversaire qui ne connait pas votre position, vous pouvez subir un malus de -5 et déclencher un [[1.Règles/3.Le combat/index#Réussite critique|dégât critique]] si vous touchez.","id":"282db06d735178eb","x":600,"y":1752,"width":445,"height":108,"color":{"class":"red"}},{"type":"text","text":"Frapper un ennemi dans le dos applique les même bonus que la [[Les actions en combat#Prendre en tenaille|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":{"class":"red"}},{"type":"text","text":"Vous progressez dans l'arbre des [[Les évolutions de valeur.canvas#Les armes multiples|armes multiples]].","id":"c89f2424f9257f01","x":600,"y":1304,"width":445,"height":60,"color":{"class":"red"}},{"type":"text","text":"Vous progressez dans l'arbre des [[Les évolutions de valeur.canvas#Les armes multiples|armes multiples]].","id":"a7851e9076f78c1e","x":600,"y":1976,"width":445,"height":50,"color":{"class":"red"}},{"type":"text","text":"","id":"a70eac9833e6bc64","x":600,"y":2200,"width":445,"height":50,"color":{"class":"red"}},{"type":"text","text":"","id":"7cf06769d86947b5","x":600,"y":2872,"width":445,"height":50,"color":{"class":"red"}},{"type":"text","text":"Vous progressez dans l'arbre des [[Les évolutions de valeur.canvas#Les armes multiples|armes multiples]].","id":"74eb4894cb6160d2","x":600,"y":2648,"width":445,"height":50,"color":{"class":"red"}},{"type":"text","text":"Vous maitrisez des armes d'une [[Les évolutions de valeur.canvas#Les catégories d'arme|catégorie]] supérieure (direction dextérité).","id":"7b62f91dd58661c1","x":600,"y":1080,"width":445,"height":80,"color":{"class":"red"}},{"type":"text","text":"","id":"81f2fb5b2cfc0eab","x":600,"y":2424,"width":445,"height":96,"color":{"class":"red"}},{"type":"text","text":"","id":"b1dfa0e9d0822f46","x":600,"y":3096,"width":445,"height":50,"color":{"class":"red"}},{"type":"text","text":"","id":"a9778468f610097b","x":2398,"y":3096,"width":445,"height":50,"color":{"class":"red"}},{"type":"text","text":"Vous êtes capable de supporter un point de [[La fatigue et le repos|fatigue]] supplémentaire avant de subir les [[La fatigue et le repos#Les effets de la fatigue|effets de la fatigue]].","id":"0df4d5b35f2c80c4","x":2916,"y":3096,"width":445,"height":104,"color":{"class":"purple"}},{"type":"text","text":"Contrôle","id":"0eacabc7e2e21fa9","x":722,"y":970,"width":202,"height":60,"color":{"class":"red"}},{"type":"text","text":"Focus dual wield/","id":"82006154ac03b0e4","x":698,"y":926,"width":250,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"Vous pouvez esquiver activement.\nVotre bonus d'esquive passive reste à 0.","id":"3a3378ff260352d0","x":600,"y":614,"width":445,"height":85},{"type":"text","text":"Votre bonus d'esquive active augmente de 1 point.\nVotre bonus d'esquive passive augmente de 1 point.\nVous progressez dans l'arbre des [[Les évolutions de valeur.canvas#Les armes multiples|armes multiples]].","id":"4cee3093ed3a9b53","x":601,"y":800,"width":445,"height":100},{"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":"Votre malus d'attaque avec des armes multiples est réduit de 1.","id":"89529628f15c84fe","x":600,"y":3320,"width":445,"height":70,"color":{"class":"red"}},{"type":"text","text":"","id":"c24d687928146bf2","x":1120,"y":3096,"width":445,"height":104,"color":{"class":"purple"}},{"type":"text","text":"Lorsque vous êtes [[Les effets#Agonisant|agonisant]], vous pouvez survivre jusqu'à vos PV max dans le négatif, même s'ils sont supérieur à 75 PV max.","id":"a20bc53a36fab898","x":1876,"y":3096,"width":445,"height":104,"color":{"class":"green"}},{"type":"text","text":"+20 PV max.","id":"d73fbaf2d8b1af18","x":1876,"y":3320,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"Vous ne pouvez plus esquiver activement. Tant que vous portez au mieux une #armure/leger, votre esquive passive est égale à votre esquive active.","id":"c17357755bded1b4","x":1120,"y":3320,"width":445,"height":100,"color":{"class":"purple"}},{"type":"text","text":"","id":"8ad1b6291f04e3a9","x":80,"y":2648,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"","id":"52efdc282048d935","x":80,"y":1976,"width":445,"height":84,"color":{"class":"green"}},{"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":{"class":"green"}},{"type":"text","text":"Précision","id":"5d3da64e73d405c0","x":323,"y":970,"width":202,"height":60,"color":{"class":"green"}},{"type":"text","text":"Focus archerie","id":"66ebbba467db3ccb","x":299,"y":926,"width":250,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"","id":"c11f7442c19b6305","x":80,"y":3096,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"Impossible de tenir des objets. \nDef max à 3.","id":"407c5026200b915c","x":601,"y":50,"width":445,"height":80},{"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":{"class":"green"}},{"type":"text","text":"Les projectiles des #arme/projectile sont considérés comme des #arme/jet et bénéficient des mêmes bonus.","id":"f45e98365bde1f9a","x":80,"y":1080,"width":445,"height":100,"color":{"class":"green"}},{"type":"text","text":"","id":"7a939ff19c5f5afc","x":80,"y":2872,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"Vous maitrisez des armes d'une [[Les évolutions de valeur.canvas#Les catégories d'arme|catégorie]] supérieure (direction dextérité).","id":"f9d0ffb5c29437fe","x":80,"y":1304,"width":445,"height":76,"color":{"class":"green"}},{"type":"text","text":"9 (+3)","id":"66cdc282d874e7a5","x":-215,"y":1976,"width":250,"height":60},{"type":"text","text":"En attaquant avec une #arme/projectile, vous pouvez choisir de subir un malus de -4 pour infliger 8 points de dégâts supplémentaires. *A annoncer avant le lancer de dé.*","id":"4f96e6c7b12ca24d","x":80,"y":2200,"width":445,"height":130,"color":{"class":"green"}},{"type":"text","text":"À moyenne distance avec une #arme/projectile, vous pouvez subir un malus de -1 pour tirer 2 projectiles en une attaque. *Réutiliser cet effet durant le même tour augmente le malus de 2.*","id":"f4191688c020c6c9","x":80,"y":2424,"width":445,"height":136,"color":{"class":"green"}},{"type":"text","text":"Def 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":"Vous savez viser les points les plus faibles d'une cible. En 3 actions, vous tirez **un** projectile avec une #arme/projectile et déclenchez automatiquement un [[1.Règles/3.Le combat/index#Réussite critique|dégât critique]]. Faire une [[Glossaire#Réussite critique|réussite critique]] n'offre plus de bonus.","id":"a0832921f1286660","x":80,"y":3320,"width":445,"height":160,"color":{"class":"green"}},{"type":"text","text":"1 (+0)","id":"b3c91d8ad0186606","x":3600,"y":238,"width":250,"height":60},{"type":"text","text":"Vous subissez en permanence les effets des maladies [[Maladies#Pourriture mortelle|Pourriture mortelle]] et [[Maladies#Immunodéficience|Immunodéficience]].\n+3 PV max.","id":"fa100d3539684cf9","x":2398,"y":390,"width":445,"height":110},{"type":"text","text":"0 (+0)","id":"46fbb21a22533c26","x":3600,"y":50,"width":250,"height":60},{"type":"text","text":"Vous subissez en permanence les effets des maladies [[Maladies#Pourriture mortelle|Pourriture mortelle]].\n+2 PV max.","id":"c27dc81795b34af0","x":2399,"y":620,"width":445,"height":100},{"type":"text","text":"Vous subissez en permanence les effets des maladies [[Maladies#Pourriture mortelle|Pourriture mortelle]], [[Maladies#Anémie|Anémie]] et [[Maladies#Immunodéficience|Immunodéficience]].","id":"bda0a6d502752f5b","x":2398,"y":230,"width":445,"height":90},{"type":"text","text":"","id":"382794c5f618083c","x":2398,"y":3320,"width":445,"height":80,"color":{"class":"red"}},{"type":"text","text":"Vous êtes immunisé à l'[[La fatigue et le repos#Les effets de la fatigue|effet de fatigue]] 9: \"*Les points de vie actuels et maximum sont divisées par 2.*\"","id":"ac6a543b88debc3b","x":2916,"y":3320,"width":445,"height":80,"color":{"class":"purple"}},{"type":"text","text":"Vous subissez en permanence les effets des maladies [[Maladies#Pourriture mortelle|Pourriture mortelle]], [[Maladies#Anémie|Anémie]] et [[Maladies#Immunodéficience|Immunodéficience]]. \n-5 PV max.","id":"0da4f83cd39d47f3","x":2398,"y":55,"width":445,"height":110},{"type":"text","text":"11 (+3)","id":"6c91a201290757b6","x":-215,"y":2424,"width":250,"height":60},{"type":"text","text":"10 (+3)","id":"4946175eb3567d9a","x":-215,"y":2200,"width":250,"height":60},{"type":"text","text":"12 (+4)","id":"bb66f24178a58a6b","x":-215,"y":2648,"width":250,"height":60},{"type":"text","text":"Parer une attaque au corps à corps permet à **un seul** allié de saisir l'opportunité pour l'attaquer (au corps à corps).","id":"664d388cec1db8b1","x":-700,"y":2200,"width":445,"height":100,"color":{"class":"purple"}},{"type":"text","text":"13 (+4)","id":"ca8d1674988c3809","x":-215,"y":2872,"width":250,"height":60},{"type":"text","text":"En prenant en tenaille un adversaire, vous offrez l' #avantage aux attaques à distance et au sorts.","id":"48efd2f266e8638f","x":-700,"y":2424,"width":445,"height":72,"color":{"class":"purple"}},{"type":"text","text":"0 (+0)","id":"f05ffe4250936219","x":-215,"y":50,"width":250,"height":60},{"type":"text","text":"Vous êtes capable de tenir un #bouclier/deuxmains dans une seule main. Vous pouvez **au mieux** tenir une #arme/leger ou #arme/jet dans l'autre main.","id":"3f92b097ac316fc6","x":-700,"y":2872,"width":445,"height":130,"color":{"class":"purple"}},{"type":"text","text":"Vous pouvez frapper, puis vous interposer en 3 actions.","id":"bd2abdba458a46d1","x":-700,"y":2648,"width":445,"height":72,"color":{"class":"purple"}},{"type":"text","text":"14 (+4)","id":"0ffad95dbefdcdf5","x":-215,"y":3096,"width":250,"height":60},{"type":"text","text":"15 (+5)","id":"a369f5cba0ab6c53","x":-215,"y":3320,"width":250,"height":60},{"type":"text","text":"Avec l'aide d'un #bouclier, vous pouvez utiliser une [[Les actions en combat#Réaction|réaction]] pour intercepter un projectile générant des dégâts de zone à 1 case de vous. Les dégâts sont désormais centré sur vous. Vous êtes considéré en parade active pour vous protéger de cette attaque.","id":"6972980e0d4bc0b7","x":-700,"y":3096,"width":445,"height":184,"color":{"class":"purple"}},{"type":"text","text":"En vous [[Les actions en combat#S'interposer|interposant]], vous gagnez un bonus de +2 pour contraindre.","id":"21453e486463b239","x":-700,"y":1752,"width":445,"height":88,"color":{"class":"purple"}},{"type":"text","text":"3 (+1)","id":"d7dab918f59e9e8a","x":-215,"y":614,"width":250,"height":60},{"type":"text","text":"1 (+0)","id":"590bbf636f763c9e","x":-215,"y":238,"width":250,"height":60},{"type":"text","text":"2 (+0)","id":"9e63bcd6e88a03c7","x":-215,"y":426,"width":250,"height":60},{"type":"text","text":"7 (+2)","id":"b975ce6953d97130","x":-215,"y":1528,"width":250,"height":60},{"type":"text","text":"8 (+2)","id":"13d6fb3d2c358c0c","x":-215,"y":1752,"width":250,"height":60},{"type":"text","text":"6 (+2)","id":"1ec5d85c824a0fac","x":-215,"y":1304,"width":250,"height":60},{"type":"text","text":"4 (+1)","id":"18a9a5261c84c327","x":-215,"y":800,"width":250,"height":60},{"type":"text","text":"5 (+1) Humain moyen","id":"2dfc1830669d0f9a","x":-215,"y":1080,"width":250,"height":60,"color":{"hex":"#ff0000"}},{"type":"text","text":"Vous maitrisez l'utilisation des #bouclier.","id":"af574444b56f7c3a","x":-700,"y":1080,"width":445,"height":60,"color":{"class":"purple"}},{"type":"text","text":"","id":"89011001b57c5cf5","x":-700,"y":3320,"width":445,"height":130,"color":{"class":"purple"}},{"type":"text","text":"Si vous ne maitrisez pas les boucliers, vous pouvez maintenant les utiliser. Sinon, votre bonus de parade active et passive augmentent de 1 point.","id":"5c1f45ccdcb63bc9","x":-700,"y":1976,"width":445,"height":104,"color":{"class":"purple"}},{"type":"text","text":"Focus parade","id":"3f2befda74533faa","x":-663,"y":935,"width":250,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"Sureté","id":"6079f4aceb4530f7","x":-600,"y":980,"width":123,"height":50,"color":{"class":"purple"}},{"type":"text","text":"Vous pouvez porter une armure de [[Les évolutions de valeur.canvas#Les catégories d'armure|catégorie]] supérieure.","id":"a68f97d88ae2767d","x":-700,"y":1528,"width":445,"height":80,"color":{"class":"purple"}},{"type":"text","text":"Vous pouvez porter une armure de [[Les évolutions de valeur.canvas#Les catégories d'armure|catégorie]] supérieure.","id":"9131cfb470137180","x":-700,"y":1304,"width":445,"height":80,"color":{"class":"purple"}},{"type":"text","text":"Après avoir pris un adversaire en tenaille, si un allié parvient à le toucher, vous obtenez également un #avantage sur votre **première** attaque contre cet adversaire.","id":"8ec072fcd062bea6","x":-1220,"y":1976,"width":445,"height":124,"color":{"class":"red"}},{"type":"text","text":"Lorsque vous frappez en utilisant la [[1.Règles/2.L'entrainement/index#La force|force]], faire un 11 sur le lancer de d12 est considéré comme un coup critique. Cependant, vous subissez un malus de 1 point pour frapper.","id":"619790f3351cb33e","x":-1220,"y":2200,"width":445,"height":130,"color":{"class":"red"}},{"type":"text","text":"","id":"b21fa59603bf6f41","x":-1220,"y":2424,"width":445,"height":96,"color":{"class":"red"}},{"type":"text","text":"Au prix d'un point de [[La fatigue et le repos#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":72,"color":{"class":"red"}},{"type":"text","text":"En infligeant des [[1.Règles/3.Le combat/index#Réussite critique|dégâts critique]], vous pouvez choisir de doubler les dégâts fixes.","id":"876a840efa5400e5","x":-1220,"y":2872,"width":445,"height":80,"color":{"class":"red"}},{"type":"text","text":"Vous pouvez utiliser 3 actions pour faire 2 attaques.","id":"2ba0d7d39ebdaa16","x":-1220,"y":1752,"width":445,"height":54,"color":{"class":"red"}},{"type":"text","text":"En infligeant des dégâts critique, vous pouvez choisir d'ignorer l'armure adverse.","id":"7fe8edad412b9146","x":-1220,"y":1304,"width":445,"height":80,"color":{"class":"red"}},{"type":"text","text":"Jusqu'au début de votre prochain tour, vous réduisez votre défense à 5. Cependant, si vous êtes frappé par une attaque au corps à corps, vous pouvez immédiatement contre attaquer gratuitement avec un bonus de 5 pour frapper.","id":"13b6779630bdfb22","x":-1220,"y":3096,"width":445,"height":164,"color":{"class":"red"}},{"type":"text","text":"Votre érudition du combat est légendaire. Vous êtes capable en [[Les actions en combat#Communiquer|communiquant]] d'offrir un bonus de +4 à un allié que vous voyez attaquer.","id":"4b7181e0217a3627","x":-1220,"y":3320,"width":445,"height":100,"color":{"class":"red"}},{"type":"text","text":"Vous maitrisez des armes d'une [[Les évolutions de valeur.canvas#Les catégories d'arme|catégorie]] supérieure (direction force). Si vous les maitrisez déjà, parer avec une #arme, #arme/lourd ou #arme/deuxmains augmente votre parade active de 1 point.","id":"71677f113ec2b682","x":-1237,"y":1528,"width":480,"height":132,"color":{"class":"red"}},{"type":"text","text":"Vitesse de course normale. Vous pouvez porter 5 kg + mod. de force x entrainement en force.\nVous maitrisez des armes d'une catégorie supérieure. Vous apprenez à parer passivement les coups (+1).","id":"4e7559c5a39aa14c","x":-1236,"y":798,"width":480,"height":125},{"type":"text","text":"Vitesse de course de 0 cases.\nDef max à 5.\nPas d'équipement.","id":"4e8ce1eff27b2d94","x":-1219,"y":238,"width":445,"height":105},{"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|Les catégories d'arme]]).\nImpossible de parer.","id":"10578ce04e1631ac","x":-1219,"y":426,"width":445,"height":134},{"type":"text","text":"Maitrise","id":"f3e0a2c14746e1f6","x":-1066,"y":1005,"width":138,"height":50,"color":{"class":"red"}},{"type":"text","text":"Lorsque vous [[Les actions en combat#Intercepter|interceptez]] un adversaire, vous pouvez faire une attaque plutôt que de le contraindre.\n","id":"c94e1e052389c3c0","x":-1220,"y":1080,"width":445,"height":80,"color":{"class":"red"}},{"type":"text","text":"Focus polyvalence","id":"aa55eda8e8543da0","x":-1127,"y":960,"width":261,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"Pas d'équipement. \nNe peut pas se déplacer par soi même. \nDef max à 3.","id":"ba5e77d2e433675c","x":-1220,"y":60,"width":445,"height":100},{"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|Les catégories d'armure]]). Vous pouvez parer activement (+1).\n","id":"230b051c654adef2","x":-1237,"y":614,"width":481,"height":106},{"type":"text","text":"En frappant avec une #arme, #arme/lourd ou #arme/deuxmains, vous pouvez choisir de subir un malus de -4 pour infliger 8 points de dégâts supplémentaires. *A annoncer avant le lancer de dé.*","id":"6d99f085e7cdd153","x":-1740,"y":2424,"width":445,"height":136,"color":{"class":"green"}},{"type":"text","text":"Vous êtes capable de tenir une #arme/deuxmains dans une seule main. Vous ne pouvez cependant pas tenir d'arme dans votre autre main*, même en ayant progressé dans l'[[Les évolutions de valeur.canvas#Les armes multiples|arbre des armes multiples]]*.","id":"5f88f70c11580b72","x":-1740,"y":2648,"width":445,"height":132,"color":{"class":"green"}},{"type":"text","text":"Au prix d'un point de [[La fatigue et le repos#Fatigue persistante|fatigue persistante]], durant tout votre tour, vous obtenez un bonus de +4 pour frapper avec une #arme, #arme/lourd ou #arme/deuxmains.","id":"23721494f5765e63","x":-1740,"y":2200,"width":445,"height":130,"color":{"class":"green"}},{"type":"text","text":"","id":"21ae8131bfb96d39","x":-1740,"y":2872,"width":445,"height":130,"color":{"class":"green"}},{"type":"text","text":"","id":"a9b2711810ec5b78","x":-1740,"y":3096,"width":445,"height":130,"color":{"class":"green"}},{"type":"text","text":"Au prix d'un point de [[La fatigue et le repos#Fatigue temporaire|fatigue temporaire]], durant votre tour, les dégâts que vous infligerez avec une #arme, #arme/lourd ou #arme/deuxmains  vous permet de lancer un second dé de dégâts de votre arme. *Ce dé peut être doublé en cas de dégâts critique.*","id":"c7fdd59fa8ac1410","x":-1757,"y":1976,"width":480,"height":164,"color":{"class":"green"}},{"type":"text","text":"Frapper avec une #arme, #arme/lourd ou #arme/deuxmains augmente les dégâts infligés de 2, mais réduit le [[Les évolutions de valeur.canvas#Les niveaux de dé de dégâts|dé de dégâts]] au niveau inférieur.","id":"1ad3fefc9d443548","x":-1740,"y":1752,"width":445,"height":108,"color":{"class":"green"}},{"type":"text","text":"Utiliser la [[1.Règles/2.L'entrainement/index#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":{"class":"green"}},{"type":"text","text":"","id":"586af7a83afaf1c4","x":-1739,"y":3320,"width":445,"height":130,"color":{"class":"green"}},{"type":"text","text":"Focus damage","id":"d3672ef1e9f7f928","x":-1579,"y":935,"width":261,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"Vous maitrisez des armes d'une [[Les évolutions de valeur.canvas#Les catégories d'arme|catégorie]] supérieure (direction force).","id":"1494ee9b633a8218","x":-1740,"y":1304,"width":445,"height":80,"color":{"class":"green"}},{"type":"text","text":"Vous maitrisez des armes d'une [[Les évolutions de valeur.canvas#Les catégories d'arme|catégorie]] supérieure (direction force).\n","id":"34c9de8fd196e951","x":-1740,"y":1080,"width":445,"height":80,"color":{"class":"green"}},{"type":"text","text":"Brutalité","id":"0bdb82d45425136e","x":-1517,"y":980,"width":137,"height":50,"color":{"class":"green"}},{"type":"text","text":"Voie de la connaissance","id":"6244b0cbb6089b00","x":6117,"y":980,"width":237,"height":50,"color":{"class":"green"}},{"type":"text","text":"Focus substats","id":"e4ac4564fc5b552a","x":6110,"y":930,"width":250,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"Focus substats","id":"836dfaf7d594bcf9","x":6518,"y":930,"width":250,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"Voie de l'apprentissage","id":"e2e21bbcefa39958","x":6531,"y":980,"width":226,"height":50,"color":{"class":"red"}},{"type":"text","text":"À chaque montée de niveau, vous pouvez déplacer jusqu'à 3 points de compétence.\n+1 point de compétence.","id":"a6993f7a2e9f357a","x":6420,"y":1080,"width":445,"height":108,"color":{"class":"red"}},{"type":"text","text":"+3 points de compétence.","id":"0dc25a4ce8d14be7","x":6420,"y":614,"width":445,"height":50},{"type":"text","text":"+4 points de compétence.","id":"757fa440390eeb8a","x":6421,"y":800,"width":445,"height":50},{"type":"text","text":"+5 points de compétence.","id":"7c0402eb30eaf599","x":6420,"y":426,"width":445,"height":54},{"type":"text","text":"6 points de compétence.\nVous ne pouvez pas utiliser d'objet consommable.","id":"e076d233d82edecb","x":6421,"y":50,"width":445,"height":90},{"type":"text","text":"+3 points de compétence.","id":"43700861a50c3ccd","x":6420,"y":238,"width":445,"height":50},{"type":"text","text":"Vous êtes capable de fabriquer des objets magiques d'une rareté accrue.","id":"08bec82d41749257","x":6940,"y":3320,"width":445,"height":80,"color":{"class":"purple"}},{"type":"text","text":"Les objets que vous lancez sont considérés comme des #arme/jet et bénéficient des mêmes bonus.\n+1 point de compétence.","id":"9ee09b2377dc686c","x":6940,"y":1080,"width":445,"height":108,"color":{"class":"purple"}},{"type":"text","text":"Focus buff d'items","id":"46a8a81673ed5e32","x":6934,"y":930,"width":250,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"Voie de la concentration","id":"42d9def8e5fd5999","x":6940,"y":980,"width":237,"height":50,"color":{"class":"purple"}},{"type":"text","text":"Vous apprenez à jouer d'un instrument ou à chanter.","id":"93593651dbdf8d57","x":7660,"y":1528,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"Vous pouvez commencer gratuitement une performance juste avant de lancer l'initiative.","id":"7fdacbd12ac5b161","x":7660,"y":1752,"width":445,"height":88,"color":{"class":"green"}},{"type":"text","text":"","id":"0820176af3c07548","x":7660,"y":3096,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"","id":"ced0ecd03fe37fc2","x":7660,"y":3320,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"Artiste","id":"d1051ec414baf5a3","x":7903,"y":980,"width":202,"height":50,"color":{"class":"green"}},{"type":"text","text":"Focus musique et récits","id":"700c304ea786e357","x":7884,"y":930,"width":241,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"","id":"48134676d2ed1570","x":7660,"y":2648,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"Vous apprenez à jouer d'un instrument ou à chanter.\nDe plus, vous gagnez un bonus de +2 pour vos jets de fabrication d'œuvres.","id":"55863e22ea274dcb","x":7660,"y":2200,"width":445,"height":100,"color":{"class":"green"}},{"type":"text","text":"","id":"08a517fcec1f63d8","x":7660,"y":2424,"width":445,"height":116,"color":{"class":"green"}},{"type":"text","text":"Vous êtes capable de vous battre durant une performance. Vous pouvez frapper avec une arme de corps à corps utilisant la [[1.Règles/2.L'entrainement/index#La dextérité|dextérité]] tout en maintenant votre performance avec 3 actions.","id":"eb7ef65fc0f904b6","x":7660,"y":1976,"width":445,"height":124,"color":{"class":"green"}},{"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. Faire une réussite critique permet de ne pas consommer d'utilisation.","id":"2c3b1bcff602e681","x":7660,"y":1304,"width":445,"height":156,"color":{"class":"green"}},{"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 modifieur de charisme sur cette attaque.","id":"6f79a8e71400b7ca","x":8181,"y":1528,"width":445,"height":128,"color":{"class":"red"}},{"type":"text","text":"Vous pouvez sacrifier votre jet d'initiative pour offrir un #avantage à l'initiative à tout votre groupe.","id":"3620a34f34355f1b","x":8181,"y":1752,"width":445,"height":88,"color":{"class":"red"}},{"type":"text","text":"","id":"acce6c505e162fea","x":8700,"y":1528,"width":445,"height":50,"color":{"class":"purple"}},{"type":"text","text":"Vous maniez les mots à subtilité. Lorsque vous appliquez un effet à plusieurs personnes en utilisant uniquement la parole, vous pouvez choisir qui est affecté. Fonctionne aussi avec les oeuvres.","id":"6feac733f9737df1","x":8700,"y":1752,"width":445,"height":128,"color":{"class":"purple"}},{"type":"text","text":"Vous pouvez [[Les actions en combat#Communiquer|communiquer]] en combat et ne subissez plus de malus lorsque les autres communiquent.","id":"34db6ea70e2d2fcc","x":8153,"y":790,"width":500,"height":80},{"type":"text","text":"Lorsqu'un allié [[Les actions en combat#Communiquer|communique]] en combat, votre stress vous fait subir un malus de 1 à tous vos jets (hors dégâts et soins).","id":"af37b070631fe515","x":8153,"y":645,"width":500,"height":95},{"type":"text","text":"Anxiété sociale. Vous ne parlez pas aux inconnus et lors de dialogues, vous ne parlez qu'à vos amis.\nLorsqu'un allié [[Les actions en combat#Communiquer|communique]] en combat, votre stress vous fait subir un malus de 1 à tous vos jets (hors dégâts et soins).","id":"7ebbd8d9f9924874","x":8153,"y":440,"width":500,"height":155},{"type":"text","text":"Après avoir analysé ([[Les compétences#Compréhension|compréhension]] 10) 2 fois un adversaire, vous pouvez saisir l'opportunité au début de son tour pour le provoquer et l'inciter à vous attaquer. Si vous êtes à sa portée, il se mettra à vous attaquer.","id":"cdd23181ac4d4546","x":8180,"y":2200,"width":445,"height":160,"color":{"class":"red"}},{"type":"text","text":"Vous gagnez une nouvelle réaction, utilisable uniquement pour saisir une opportunité.","id":"49b1196af7b8c2f5","x":8180,"y":1976,"width":445,"height":84,"color":{"class":"red"}},{"type":"text","text":"Lorsque vous infligez des dégâts avec une attaque au corps à corps, vous pouvez saisir l'opportunité pour faire un jet d'[[Les compétences#Intimidation|intimidation]]. Si le résultat est supérieur à la vie actuelle de la cible, elle doit réussir un jet d'effet (6/12) ou être [[Les effets#La peur|appeurée]].","id":"76867e8ff79ff365","x":8180,"y":1304,"width":445,"height":156,"color":{"class":"red"}},{"type":"text","text":"Vous offrez un bonus de +1 à l'initiative à tout votre groupe.","id":"75a79698ce42df72","x":8180,"y":1080,"width":445,"height":80,"color":{"class":"red"}},{"type":"text","text":"","id":"8ab52b102ebb5a2d","x":7660,"y":2872,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"Vous gagnez un bonus de +1 à vos compétences dépendant du charisme lorsque vous les utilisez sur des personnes que vous fréquentez régulièrement. Fonctionne sur les œuvres impliquant ces personnes.","id":"b10bcd7d6f3bb089","x":8700,"y":1304,"width":445,"height":136,"color":{"class":"purple"}},{"type":"text","text":"Focus buff","id":"953343c033b3a9a4","x":8278,"y":930,"width":250,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"Dirigeant","id":"1d37a3f0728a8d8e","x":8302,"y":980,"width":202,"height":50,"color":{"class":"red"}},{"type":"text","text":"Vous gagnez un bonus de +1 à vos compétences dépendant du charisme lorsque vous les utilisez sur des personnes de votre rang social. Fonctionne sur les œuvres impliquant ces personnes.","id":"a68311695968aa86","x":8700,"y":1080,"width":445,"height":140,"color":{"class":"purple"}},{"type":"text","text":"Focus mensonge et charme","id":"a50802403960d431","x":8669,"y":930,"width":264,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"Charlatan","id":"7ed929ba9a61aa03","x":8700,"y":980,"width":202,"height":50,"color":{"class":"purple"}},{"type":"text","text":"","id":"20f95cbc1dec7e18","x":8180,"y":2648,"width":445,"height":50,"color":{"class":"red"}},{"type":"text","text":"Vous apprenez à jouer d'un instrument ou à chanter, vous permettant ainsi de jouer des [[Les oeuvres|œuvres]].","id":"d56882be028a518f","x":7660,"y":1080,"width":445,"height":80,"color":{"class":"green"}},{"type":"text","text":"","id":"bc20d18adfbe24dd","x":8180,"y":2872,"width":445,"height":50,"color":{"class":"red"}},{"type":"text","text":"","id":"800c9a2b0ebc8c19","x":8180,"y":3096,"width":445,"height":50,"color":{"class":"red"}},{"type":"text","text":"","id":"3080a7c8f83a2f6c","x":8700,"y":3320,"width":445,"height":50,"color":{"class":"purple"}},{"type":"text","text":"","id":"6daac2c63ac8e4f0","x":8180,"y":3320,"width":445,"height":50,"color":{"class":"red"}},{"type":"text","text":"","id":"406ac4bcf675979e","x":8700,"y":1976,"width":445,"height":60,"color":{"class":"purple"}},{"type":"text","text":"","id":"b9b364b308b6b09c","x":8180,"y":2424,"width":445,"height":50,"color":{"class":"red"}},{"type":"text","text":"Vous ne parlez pas aux inconnus et lors de dialogues, vous ne parlez qu'à vos amis.\nDurant un combat, l'angoisse vous fait subir un malus de 1 à tous vos jets (hors dégâts et soins).","id":"ad784618bcd802f4","x":8153,"y":260,"width":500,"height":140},{"type":"text","text":"Vous ne vous exprimez qu'auprès de personnes en qui vous avez une confiance absolue. Lorsqu'impliqué dans un dialogue, vous refusez de vous exprimer même en présence de vos amis.\nDurant un combat, l'angoisse vous fait subir un malus de 2 à tout vos jets (hors dégâts et soin).","id":"80e30ba1018d4b33","x":8131,"y":60,"width":544,"height":160},{"type":"text","text":"","id":"22675e23c2580f2c","x":8700,"y":3096,"width":445,"height":50,"color":{"class":"purple"}},{"type":"text","text":"","id":"2f514db6916df263","x":8700,"y":2648,"width":445,"height":50,"color":{"class":"purple"}},{"type":"text","text":"","id":"562eae76bd836110","x":8700,"y":2872,"width":445,"height":50,"color":{"class":"purple"}},{"type":"text","text":"Après avoir analysé ([[Les compétences#Compréhension|compréhension]] 10) 2 fois un adversaire, vous pouvez saisir l'opportunité lorsqu'il vous attaque pour le supplier de vous épargner. Vous faites alors un [[Glossaire#Jet opposé|jet opposé]] de [[Les compétences#Persuasion|persuasion]] contre [[Les compétences#Compréhension|compréhension]]. ","id":"6b3aa9f9b0ea2acd","x":8700,"y":2200,"width":445,"height":160,"color":{"class":"purple"}},{"type":"text","text":"","id":"3eef6d9c5da71775","x":8700,"y":2424,"width":445,"height":50,"color":{"class":"purple"}},{"type":"text","text":"","id":"e46e7d4fb5172480","x":9620,"y":2424,"width":445,"height":76,"color":{"class":"green"}},{"type":"text","text":"11 (+3)","id":"ae401a7b793611f6","x":9280,"y":2424,"width":250,"height":60},{"type":"text","text":"12 (+4)","id":"1c35d43f1c660364","x":9280,"y":2648,"width":250,"height":60},{"type":"text","text":"13 (+4)","id":"c7ea84669939cf4b","x":9280,"y":2872,"width":250,"height":60},{"type":"text","text":"14 (+4)","id":"8c32be1f467e45a7","x":9280,"y":3096,"width":250,"height":60},{"type":"text","text":"Les sorts que vous lancez demandent une difficulté augmentée d'un nombre égal au rang du sort pour être [[Liste des sorts#^a8f46f|contrer]].","id":"41a85d4beddd1b3c","x":10140,"y":1752,"width":445,"height":108,"color":{"class":"red"}},{"type":"text","text":"+12 mana max.","id":"143a1b16e16f28c5","x":10140,"y":1976,"width":445,"height":50,"color":{"class":"red"}},{"type":"text","text":"Selon l'alignement de votre Aspect, vous gagnez 1 niveau de chance d'effet lorsque vous tentez d'appliquer l'effet. #rework\nLoyal: [[Les effets#Le charme|Charme]] / Neutre: [[Les effets#L'influence|Influence]] / Chaotique: [[Les effets#La peur|Peur]].","id":"2c316836a1be26b0","x":9620,"y":1752,"width":445,"height":128,"color":{"class":"green"}},{"type":"text","text":"Vous pouvez bénéficier des sens supplémentaire de votre Aspect sans avoir à vous transformer. De plus, vous avez +1 pour vous transformer.","id":"6eed4cfb21d20071","x":9620,"y":1976,"width":445,"height":104,"color":{"class":"green"}},{"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":{"class":"green"}},{"type":"text","text":"Lorsque vous subissez des dégâts en étant transformé, vous pouvez dépenser jusqu'à 5 points de mana et réduire les dégâts d'un montant équivalent.","id":"6d878000d1e5f361","x":10140,"y":2200,"width":445,"height":140,"color":{"class":"red"}},{"type":"text","text":"Vous apprenez à lancer des sorts d'un rang supérieur.","id":"e8206f7ab35b34f2","x":10140,"y":2424,"width":445,"height":76,"color":{"class":"red"}},{"type":"text","text":"Lorsque vous êtes transformé, vous gagnez un bonus de +2 pour lancer des sorts de [[Liste des sorts#Rang 1|Rang 1]].\n+6 mana max.","id":"0f735675d4261777","x":10140,"y":2648,"width":445,"height":112,"color":{"class":"red"}},{"type":"text","text":"Lorsque vous êtes transformé, vous avez #avantage contre les [[Les effets#Les effets mentaux|effets mentaux]]. #rework","id":"e13757790f412137","x":9620,"y":2648,"width":445,"height":92,"color":{"class":"green"}},{"type":"text","text":"10 (+3)","id":"ad84c27b01e06f7a","x":9280,"y":2200,"width":250,"height":60},{"type":"text","text":"7 (+2)","id":"7887c91c6dfbf342","x":9280,"y":1528,"width":250,"height":60},{"type":"text","text":"8 (+2)","id":"2c28ae72fcfb2b64","x":9280,"y":1752,"width":250,"height":60},{"type":"text","text":"Chaque transformation peut durer 15 minutes de plus. De plus, vous avez +1 pour vous transformer.","id":"af96307129df77b0","x":9620,"y":1528,"width":445,"height":72,"color":{"class":"green"}},{"type":"text","text":"Vous apprenez à lancer des sorts d'un rang supérieur.","id":"1b37645757df3c9a","x":10140,"y":1528,"width":445,"height":72,"color":{"class":"red"}},{"type":"text","text":"9 (+3)","id":"af278bcb69d5defb","x":9280,"y":1976,"width":250,"height":60},{"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":615,"width":250,"height":60},{"type":"text","text":"5 (+1) Humain moyen","id":"1fd43550129c9b25","x":9280,"y":1080,"width":250,"height":60,"color":{"hex":"#ff0000"}},{"type":"text","text":"2 (+0)","id":"8f0458bb29009d5c","x":9280,"y":430,"width":250,"height":60},{"type":"text","text":"1 (+0)","id":"886892b79efe4933","x":9280,"y":245,"width":250,"height":60},{"type":"text","text":"Lorsqu'un dégât subit passe votre armure, vous pouvez subir un point de [[La fatigue et le repos#Fatigue temporaire|fatigue temporaire]] pour dépenser jusqu'à 10 points de mana et réduire les dégâts d'un montant équivalent.","id":"3e19a9e849d39a7b","x":9620,"y":1304,"width":445,"height":136,"color":{"class":"green"}},{"type":"text","text":"Vous récupérez 2 point de mana supplémentaire à chaque heure de repos.\n+3 mana max.","id":"23f7d82d75e0e50e","x":10140,"y":1304,"width":445,"height":116,"color":{"class":"red"}},{"type":"text","text":"Réduit de 1 niveau les chances de [[Les effets#Le charme|charme]] et de [[Les effets#La possession|possession]]. #rework\n+2 mana max.","id":"e86fa507fc8edaec","x":10140,"y":1080,"width":445,"height":100,"color":{"class":"red"}},{"type":"text","text":"Voie de l'esprit","id":"89be79d6690d0239","x":10262,"y":980,"width":202,"height":50,"color":{"class":"red"}},{"type":"text","text":"Focus mana","id":"556584c778142fe1","x":10238,"y":930,"width":250,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"Vous pouvez manifester les aptitudes physiques de votre Aspect sans avoir à vous transformer.","id":"140827efbf4e7684","x":9620,"y":3096,"width":445,"height":84,"color":{"class":"green"}},{"type":"text","text":"Vous êtes capable d'utiliser les particularités magiques de votre Aspect sans vous transformer.","id":"fc2afbf4b3ed0fb8","x":9620,"y":3320,"width":445,"height":80,"color":{"class":"green"}},{"type":"text","text":"Lorsque vous êtes transformé, vous gagnez un bonus de +2 en lançant des sorts de [[Liste des sorts#Rang 2|Rang 2]], des sorts spéciaux et des sorts uniques.","id":"cf868c3cdb983f5f","x":10140,"y":3320,"width":445,"height":100,"color":{"class":"red"}},{"type":"text","text":"6 (+2)","id":"642344222a486170","x":9280,"y":1304,"width":250,"height":60},{"type":"text","text":"0 (+0)","id":"c56d959cbe7cba9a","x":9280,"y":60,"width":250,"height":60},{"type":"text","text":"Vous pouvez vous transformer autant de fois que vous le souhaitez sans limite de temps.","id":"da32cb6773947f2f","x":9620,"y":2872,"width":445,"height":88,"color":{"class":"green"}},{"type":"text","text":"Focus transformation","id":"1f124dc07f1542dd","x":9839,"y":930,"width":250,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"","id":"21c08cb2efc71062","x":10140,"y":2872,"width":445,"height":50,"color":{"class":"red"}},{"type":"text","text":"+16 mana max.","id":"f0a9c46ca5ac9eb4","x":10140,"y":3096,"width":445,"height":50,"color":{"class":"red"}},{"type":"text","text":"Vous avez un #désavantage pour vous transformer. Alignement chaotique obligatoire. \nVous pouvez vous transformer une fois par jour durant 30min.","id":"21d4f1341fece650","x":10140,"y":426,"width":445,"height":134},{"type":"text","text":"Chaque transformation peut durer 15 minutes de plus, et vous pouvez vous transformer une fois de plus par jour. \nRéduit le malus des effets mentaux de 1 niveau. #rework","id":"ff7bb9381aaa2352","x":10140,"y":775,"width":445,"height":130},{"type":"text","text":"Vous n'avez plus de #désavantage pour vous transformer. \nPlus de contrainte d'alignement.","id":"a9554e4fcb4c77d7","x":10140,"y":614,"width":445,"height":106},{"type":"text","text":"15 (+5)","id":"f25d44cff7d510c6","x":9280,"y":3320,"width":250,"height":60},{"type":"text","text":"Transformation impossible. Alignement chaotique obligatoire.  Une [[Divers#Possession aléatoire|possession aléatoire]] peut survenir.","id":"d2d7bd73aba21bf1","x":10140,"y":238,"width":445,"height":82},{"type":"text","text":"","id":"d718b87be6a8ce42","x":9620,"y":1080,"width":445,"height":100,"color":{"class":"green"}},{"type":"text","text":"Voie de la conscience","id":"da69769bbc3a8cd6","x":9853,"y":980,"width":223,"height":50,"color":{"class":"green"}},{"type":"text","text":"Transformation impossible. Alignement chaotique obligatoire. Une [[Divers#Possession aléatoire|possession aléatoire]] peut survenir.\nAugmente de 1 niveau les chances d'effets mentaux subis. #rework","id":"5e77cf952534a8d2","x":10141,"y":50,"width":445,"height":130},{"type":"text","text":"Vous pouvez relancer un dé de compétence un nombre de fois égal à votre modifieur de [[1.Règles/2.L'entrainement/index#La curiosité|curiosité]] entre chaque repos de 8h min.","id":"7e5ac8113feaff18","x":6420,"y":2648,"width":445,"height":112,"color":{"class":"red"}},{"type":"text","text":"","id":"1f5367ea78b52669","x":6420,"y":2424,"width":445,"height":96,"color":{"class":"red"}},{"type":"text","text":"Le maximum de toutes les compétences est de 4 points, sauf s'il est déjà supérieur.\n+2 points de compétence.","id":"8be85c5fd9d4eec0","x":6420,"y":1528,"width":445,"height":108,"color":{"class":"red"}},{"type":"text","text":"Choisissez une statistique. Toutes les compétences qui en dépendent gagnent un point. *N'augmente pas le maximum.*","id":"a650e6773e57376f","x":6420,"y":1752,"width":445,"height":108,"color":{"class":"red"}},{"type":"text","text":"Lorsque vous lancez une #arme/jet qui n'est pas consommable, vous pouvez la garder intacte et la récupérer en fin de combat.","id":"71b1699a56316988","x":6940,"y":1752,"width":445,"height":108,"color":{"class":"purple"}},{"type":"text","text":"Lorsque vous utilisez un objet consommable, 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":{"class":"purple"}},{"type":"text","text":"Vous êtes capable de fabriquer des objets magiques d'une rareté accrue.","id":"8566b456611c64fa","x":6940,"y":2424,"width":445,"height":76,"color":{"class":"purple"}},{"type":"text","text":"Vous pouvez lancer une #arme/jet en une action libre. Vous ne pouvez pas lancer d' #arme/jet avec une action dans le même tour.","id":"6cee547faebba990","x":6940,"y":2648,"width":445,"height":112,"color":{"class":"purple"}},{"type":"text","text":"Vous gagnez un bonus de +2 a votre jet de progression de fabrication.","id":"8026d584d0f0b0c5","x":6940,"y":2200,"width":445,"height":80,"color":{"class":"purple"}},{"type":"text","text":"","id":"6764abae9edac8b2","x":6940,"y":1976,"width":445,"height":84,"color":{"class":"purple"}},{"type":"text","text":"Vous augmentez vos chances d'effet de 1 niveau pour les sorts de Rang 1.","id":"a623970fea6afc1e","x":5140,"y":1976,"width":445,"height":84,"color":{"class":"purple"}},{"type":"text","text":"Vous progressez dans l'[[Les évolutions de valeur.canvas#L'arbre de magie|arbre de magie]]\n(direction puissance).","id":"e23dc483e0764210","x":5140,"y":2648,"width":445,"height":72,"color":{"class":"purple"}},{"type":"text","text":"Durant un jet de compétence de groupe, vous pouvez ne pas lancer de dé et offrir un #avantage à tous vos camarades.","id":"c5f33ebe11bb61dd","x":5900,"y":1976,"width":445,"height":104,"color":{"class":"green"}},{"type":"text","text":"Choisissez une statistique. Une fois entre chaque repos de 8h minimum, vous pouvez considérer que vous avez fait 12 sur un jet de compétence dépendant de cette stat.","id":"2240db1987c2d5b1","x":5900,"y":2648,"width":445,"height":132,"color":{"class":"green"}},{"type":"text","text":"","id":"9aa520bf47ed913a","x":5900,"y":2200,"width":445,"height":100,"color":{"class":"green"}},{"type":"text","text":"","id":"f65750ec70e55b19","x":5900,"y":2424,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"+4 points de compétence.","id":"38ee7e1b2b294537","x":5900,"y":1752,"width":445,"height":54,"color":{"class":"green"}},{"type":"text","text":"Le maximum de toutes les compétences augmente de 1 point.\n+2 points de compétence.","id":"2684d451071daba8","x":5900,"y":1528,"width":445,"height":108,"color":{"class":"green"}},{"type":"text","text":"","id":"9cb96e72f5d92b69","x":6420,"y":1976,"width":445,"height":104,"color":{"class":"red"}},{"type":"text","text":"","id":"04845f18fe94248e","x":6420,"y":2200,"width":445,"height":80,"color":{"class":"red"}},{"type":"text","text":"Vous apprenez le sort unique [[Liste des sorts#^484fc3|Dévastation]].","id":"e9b599327386c0bc","x":5380,"y":2424,"width":206,"height":96,"color":{"class":"purple"}},{"type":"text","text":"En dépensant un point de mana par rang du sort, vous pouvez doubler la portée de celui ci. *Les sorts demandant de frapper avec une arme augmente sa portée d'une case.*","id":"fb9384fc29a02251","x":5140,"y":2200,"width":445,"height":140,"color":{"class":"purple"}},{"type":"text","text":"Vous progressez dans l'[[Les évolutions de valeur.canvas#L'arbre de magie|arbre de magie]]\n(direction puissance).\n+4 mana max.","id":"f535622f45d76947","x":5140,"y":1752,"width":445,"height":108,"color":{"class":"purple"}},{"type":"text","text":"Vous gagnez un bonus de +2 à l'initiative.","id":"ec4a30d94950c4c5","x":5140,"y":1528,"width":445,"height":56,"color":{"class":"purple"}},{"type":"text","text":"Vous apprenez à manier de grosses quantités de mana sans danger. Vous progressez dans l'[[Les évolutions de valeur.canvas#L'arbre de magie|arbre de magie]] (direction puissance).","id":"ca5d810fc6584931","x":5141,"y":1304,"width":445,"height":116,"color":{"class":"purple"}},{"type":"text","text":"À chaque augmentation de modifieur, vous pouvez ajouter 1 point à n'importe quel compétence dont le maximum a été augmenté.","id":"f6fdb645af1a50cb","x":6420,"y":1304,"width":445,"height":108,"color":{"class":"red"}},{"type":"text","text":"En combat, vous pouvez utiliser ou lancer 2 #arme/jet en 3 actions.\n+1 point de compétence.","id":"f1f6d8ab9b01445a","x":6940,"y":1304,"width":445,"height":108,"color":{"class":"purple"}},{"type":"text","text":"Vous apprenez le sort unique [[Liste des sorts#^068b55|Soin]].","id":"9e4d8c6a7004be81","x":5140,"y":2424,"width":200,"height":76,"color":{"class":"purple"}},{"type":"text","text":"+3 points de compétence.","id":"a0d845c99d4018e7","x":5900,"y":1304,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"Vous gagnez un bonus de +2 à l'initiative.","id":"27c0af5465dabb1d","x":5140,"y":2872,"width":445,"height":50,"color":{"class":"purple"}},{"type":"text","text":"","id":"18a702a65ad2d791","x":5900,"y":2872,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"","id":"fec5216ee8ed172f","x":6420,"y":2872,"width":445,"height":50,"color":{"class":"red"}},{"type":"text","text":"Vous êtes capable de fabriquer des objets #unique. Si vous n'avez pas déjà l'objet sur vous, vous devez faire un jet d'histoire à chaque progression. Votre progression en fabrication ne peut pas dépasser votre score sur le jet d'histoire.","id":"fa05734be8833fdd","x":6940,"y":2872,"width":445,"height":168,"color":{"class":"purple"}},{"type":"text","text":"Vous progressez dans l'[[Les évolutions de valeur.canvas#L'arbre de magie|arbre de magie]] (direction éléments).","id":"078b236f04e0e153","x":4620,"y":2648,"width":445,"height":72,"color":{"class":"red"}},{"type":"text","text":"+12 mana max.","id":"71a86039bb903239","x":4620,"y":2872,"width":445,"height":50,"color":{"class":"red"}},{"type":"text","text":"Vous pouvez dépenser jusqu'à 8 PV lorsque vous lancez un sort pour réduire son coût en mana d'un nombre égal. Le sort lancé doit obligatoirement infliger des dégâts. *Peut réduire le coût à 0 mana même lorsque le coût est non réductible.*","id":"c78c5ae4439f2073","x":4620,"y":3096,"width":445,"height":164,"color":{"class":"red"}},{"type":"text","text":"Lorsque vous voyez un sort être lancé, vous pouvez dépenser jusqu'à 5 mana pour imposer un malus de 2 fois le mana dépensé.","id":"03b4e8f4d8315c3c","x":5140,"y":3096,"width":445,"height":104,"color":{"class":"purple"}},{"type":"text","text":"Lorsque vous lancez des sorts avec des effets de zone, vous pouvez choisir un nombre de cases que vous pouvez voir égal à votre mod. d'intelligence + 1 dans lesquels vos sorts de zone n'ont aucun effet.","id":"dc9350a9c22277b0","x":4620,"y":1752,"width":445,"height":128,"color":{"class":"red"}},{"type":"text","text":"Vous apprenez le sort unique [[Liste des sorts#^73b8bd|Focalisation destructrice]].","id":"c300303844e0224f","x":4620,"y":2424,"width":445,"height":76,"color":{"class":"red"}},{"type":"text","text":"Choisissez une classe élémentaire. Lorsque vous voyez un sort de cet élément être lancé à 12 cases de vous, vous pouvez dépenser le mana à la place du lanceur avec une réaction. *Vous appliquez le coût en mana du lanceur d'origine.*","id":"217588b6c7774389","x":4620,"y":2200,"width":445,"height":160,"color":{"class":"red"}},{"type":"text","text":"Une fois entre chaque repos de 8h minimum, vous pouvez considérer que vous avez fait 12 sur un jet de compétence.","id":"17f896da81f758a4","x":5900,"y":3096,"width":445,"height":104,"color":{"class":"green"}},{"type":"text","text":"Choisissez une compétence. Si vous faites 6 ou moins à votre jet, vous considérez que votre jet est un 6. *Ne fonctionne pas sur les jets de fabrications et les jets d'œuvres*","id":"3c52533d1053940e","x":6420,"y":3096,"width":445,"height":124,"color":{"class":"red"}},{"type":"text","text":"Lorsque vous fabriquez des #arme, leur dé de dégâts augmente de 1 niveau.","id":"ba625e1ce9b1b6fa","x":6940,"y":3096,"width":445,"height":84,"color":{"class":"purple"}},{"type":"text","text":"Vous progressez dans l'[[Les évolutions de valeur.canvas#L'arbre de magie|arbre de magie]] (direction éléments).\n+4 mana max.","id":"da0684c9e6e3b5e9","x":4620,"y":1976,"width":445,"height":104,"color":{"class":"red"}},{"type":"text","text":"Au prix d'un point de [[La fatigue et le repos#Fatigue persistante|fatigue persistante]], lorsque quelqu'un dépense du mana à 8 cases de vous, vous doublez le coût. La cible subit un malus de 1 point par mana manquant.","id":"6f72a3e683e520a2","x":4620,"y":3320,"width":445,"height":140,"color":{"class":"red"}},{"type":"text","text":"","id":"ca836fec82636955","x":5140,"y":3320,"width":445,"height":100,"color":{"class":"purple"}},{"type":"text","text":"Une fois entre chaque repos de 3h, vous pouvez considérer que vous avez fait un 10 lorsque vous devez lancer un d12.","id":"cb3c66344de52fa8","x":5900,"y":3320,"width":445,"height":100,"color":{"class":"green"}},{"type":"text","text":"Vous augmentez le modifieur de votre choix de 1.","id":"918318467f25ad56","x":6420,"y":3320,"width":445,"height":50,"color":{"class":"red"}},{"type":"text","text":"Choisissez 3 sorts de [[Liste des sorts#Rang 1|rang 1]] ayant un temps d'incantation de 1 min max. En multipliant son temps d'incantation par 5, vous pouvez le lancer pour 1 mana.","id":"7408d3810516a307","x":4100,"y":1976,"width":445,"height":124,"color":{"class":"green"}},{"type":"text","text":"Vous progressez dans l'[[Les évolutions de valeur.canvas#L'arbre de magie|arbre de magie]] (direction rapidité)","id":"af721f406597bfba","x":4100,"y":2424,"width":445,"height":76,"color":{"class":"green"}},{"type":"text","text":"","id":"f11c36a391a22298","x":4100,"y":2200,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"","id":"1631403b7bdacc5b","x":4100,"y":3096,"width":445,"height":104,"color":{"class":"green"}},{"type":"text","text":"Lorsque vous voyez un sort être lancé à 12 cases de vous, vous pouvez utiliser une réaction et sacrifier 8 PV pour imposer un #désavantage au lancer.","id":"5a9a3991aabfb8b2","x":4100,"y":3320,"width":445,"height":100,"color":{"class":"green"}},{"type":"text","text":"","id":"dbdae79f34cbe9c0","x":4100,"y":2648,"width":445,"height":72,"color":{"class":"green"}},{"type":"text","text":"","id":"224cca8823e8942e","x":4100,"y":2872,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"11 (+3)","id":"d1aa3dc75669b712","x":3600,"y":2424,"width":250,"height":60},{"type":"text","text":"12 (+4)","id":"d827e75fe80dca69","x":3600,"y":2648,"width":250,"height":60},{"type":"text","text":"13 (+4)","id":"19f6b8e750ce6591","x":3600,"y":2872,"width":250,"height":60},{"type":"text","text":"10 (+3)","id":"6b8bde42bd3617d2","x":3600,"y":2200,"width":250,"height":60},{"type":"text","text":"14 (+4)","id":"633ab49245f93c3b","x":3600,"y":3096,"width":250,"height":60},{"type":"text","text":"15 (+5)","id":"3c0f47c9c9fdb956","x":3600,"y":3320,"width":250,"height":60},{"type":"text","text":"9 (+3)","id":"bf7e96f38bcb4a56","x":3600,"y":1976,"width":250,"height":60},{"type":"text","text":"Vous progressez dans l'[[Les évolutions de valeur.canvas#L'arbre de magie|arbre de magie]] (direction rapidité).\n+4 mana max.","id":"2ac9c9fc857f494b","x":4100,"y":1752,"width":445,"height":108,"color":{"class":"green"}},{"type":"text","text":"8 (+2)","id":"870d83fff7da87f9","x":3600,"y":1752,"width":250,"height":60},{"type":"text","text":"7 (+2)","id":"2d30acc2786c89f3","x":3600,"y":1528,"width":250,"height":60},{"type":"text","text":"+10 mana max.","id":"b297ac23b8fd5146","x":4620,"y":1528,"width":445,"height":56,"color":{"class":"red"}},{"type":"text","text":"Vous apprenez le sort unique [[Liste des sorts#^a8f46f|Contresort]].","id":"4e933dcdbb0537d8","x":4100,"y":1528,"width":445,"height":56,"color":{"class":"green"}},{"type":"text","text":"Vous dédiez vos études à une classe élémentaire. Vous progressez dans l'[[Les évolutions de valeur.canvas#L'arbre de magie|arbre de magie]] (direction éléments).\n+2 mana max.","id":"a3ec23731d3f7c69","x":4620,"y":1304,"width":445,"height":136,"color":{"class":"red"}},{"type":"text","text":"","id":"f610f3eb39b89365","x":4100,"y":1304,"width":445,"height":86,"color":{"class":"green"}},{"type":"text","text":"Votre connaissance de l'anatomie humanoïde vous permet de provoquer des blessures plus importantes. Vous gagnez 1 niveau de chance d'effet lorsque vous tentez d'appliquer un [[Les effets#Le saignement|saignement]].","id":"eb6ff873fd574ec6","x":5140,"y":1080,"width":445,"height":140,"color":{"class":"purple"}},{"type":"text","text":"Vous êtes capable de lancer des sorts plus rapidement. Vous progressez dans l'[[Les évolutions de valeur.canvas#L'arbre de magie|arbre de magie]] (direction rapidité).","id":"cdaec0b1d2688f35","x":4100,"y":1080,"width":445,"height":100,"color":{"class":"green"}},{"type":"text","text":"+10 mana max.","id":"cb308143942389d6","x":4620,"y":1080,"width":445,"height":60,"color":{"class":"red"}},{"type":"text","text":"Érudit","id":"c8e1afa6bc6deaf9","x":5161,"y":1000,"width":202,"height":50,"color":{"class":"purple"}},{"type":"text","text":"Elémentariste","id":"d7839b9154edfd23","x":4742,"y":1000,"width":202,"height":50,"color":{"class":"red"}},{"type":"text","text":"Mage","id":"ce6806533f57a118","x":4323,"y":1000,"width":202,"height":50,"color":{"class":"green"}},{"type":"text","text":"Focus sorts OP","id":"dfbdf746055efbb2","x":5137,"y":950,"width":250,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"Focus réduction des coûts","id":"3a83f0e73ddbcc68","x":4719,"y":950,"width":250,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"Focus spam de sorts","id":"912a14f255d57733","x":4299,"y":950,"width":250,"height":50,"color":{"class":"yellow"}},{"type":"text","text":"+3 points de compétence.","id":"13557ff2a8b08690","x":5900,"y":1080,"width":445,"height":50,"color":{"class":"green"}},{"type":"text","text":"Vous êtes capable de lancer des sorts ayant un temps d'incantation 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":"Vous êtes capable de lancer des sorts ayant un temps d'incantation 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":"3 actions par tour.\n2 réactions par tour.","id":"1c52c45cc8fa5a42","x":4620,"y":390,"width":445,"height":80},{"type":"text","text":"2 actions par tour.\n2 réactions par tour.","id":"9a6951086f13bd7d","x":4620,"y":200,"width":445,"height":80},{"type":"text","text":"2 actions par tour.\n1 réaction par tour.","id":"017f64a0f06bed44","x":4620,"y":50,"width":445,"height":80},{"type":"text","text":"6 (+2)","id":"d6ff824188537a85","x":3600,"y":1304,"width":250,"height":60},{"type":"text","text":"5 (+1) Humain moyen","id":"fb4fd25bf8a0eb7e","x":3600,"y":1080,"width":250,"height":60,"color":{"hex":"#ff0000"}},{"type":"text","text":"4 (+1)","id":"3501dc181ba816d7","x":3600,"y":800,"width":250,"height":60},{"type":"text","text":"3 (+1)","id":"5f7390ebc474b22c","x":3600,"y":614,"width":250,"height":60},{"type":"text","text":"2 (+0)","id":"93ec93ef15f2197d","x":3600,"y":426,"width":250,"height":60},{"type":"text","text":"Une fois entre chaque repos de 4 heures minimum, vous êtes capable de convertir un point de [[La fatigue et le repos#Fatigue persistante|fatigue persistante]] en point de [[La fatigue et le repos#Fatigue temporaire|fatigue temporaire]].","id":"0630c787813a017d","x":2916,"y":1528,"width":445,"height":112,"color":{"class":"purple"}},{"type":"text","text":"Vous êtes capable de supporter un point de [[La fatigue et le repos|fatigue]] supplémentaire avant de subir les [[La fatigue et le repos#Les effets de la fatigue|effets de la fatigue]].","id":"87237b05992110b1","x":2916,"y":1304,"width":445,"height":116,"color":{"class":"purple"}},{"type":"text","text":"En courant, vous pouvez subir un point de [[La fatigue et le repos#Fatigue persistante|fatigue persistante]] pour faire un test d'athlétisme (8). Pour chaque point au dessus de la difficulté, vous gagnez une case de déplacement.\n+2 PV max.\n","id":"a657327019f0f532","x":2916,"y":1752,"width":445,"height":168,"color":{"class":"purple"}},{"type":"text","text":"Lorsque vous subissez des dégâts, vous pouvez utiliser votre réaction et subir un point de [[La fatigue et le repos#Fatigue persistante|fatigue persistante]] pour gagner immédiatement une action.","id":"60d5876d0424f379","x":2916,"y":1976,"width":445,"height":104,"color":{"class":"purple"}},{"type":"text","text":"","id":"c3f0e1249f902a8e","x":2916,"y":2200,"width":445,"height":120,"color":{"class":"purple"}},{"type":"text","text":"Chaque heure de repos vous fait perdre 1 point de [[La fatigue et le repos#Fatigue persistante|fatigue persistante]] supplémentaire lorsque vous choisissez la réduction de 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path: regles/le-combat/les-actions-en-combat
title: Les actions en combat
type: markdown
content:
  ---
  type: player
  ---
  En combat, les actions disponible pour un joueur deviennent plus classifiées afin de simplifier et organiser l'action. Le nombre d'actions et de réactions d'un joueur sont déterminé par son [[1.Règles/2.L'entrainement/index#L'intelligence|intelligence]] et son [[1.Règles/2.L'entrainement/index#Le charisme|charisme]].
  ## 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 d12. 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 la défense de la cible. Si le résultat est **supérieur ou égal**, le coup passe et vous pouvez infliger des dégâts à votre cible.

  >[!tip] Combat avec plusieurs armes
  >Si vous êtes capable de vous battre avec plusieurs armes, vous pouvez frapper avec toutes ces armes en une seule attaque. Vous ne faites qu'un seul jet d'attaque. Pour chaque 2 points au dessus de la défense adverse, vous pouvez frapper avec une arme supplémentaire.
  #### Contraindre
  Plutôt que de frapper, il peut être aussi utile de contraindre une cible afin de limiter ces actions et ainsi offrir un avantage stratégique à ces alliés. Vous ne pouvez contraindre que les créatures d'un taille plus grande que vous ou moins.

  > **Saisir**
  > Vous pouvez saisir une cible pour réduire sa vitesse, voir l'immobiliser. La difficulté est égale à 4 + la défense adverse. #todo

  > **Faire chuter**
  > #todo

  > **Désarmer**
  > Fonctionne uniquement après une parade au corps à corps réussi. Vous pouvez faire un jet d'attaque pour tenter de désarmer la cible. La difficulté étant égale à 6 + la défense adverse - la différence entre l'attaque adverse et votre parade. En désarmant, vous projetez une arme adverse d'une 1 case par point au dessus de la difficulté.
  ### 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 en case est égale à **la vitesse de course** du combattant.
  #### Pas de coté
  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 en une action. Même avec une vitesse de course à 0, le combattant peut faire un pas de coté, cependant, si sa vitesse est à 0, il ne peut faire qu'un seul pas de côté par tour.
  ### 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.
  Par défaut, pour lancer un sort en combat, le combattant doit utiliser **3 actions**, et doit se baser sur les règles du [[1.Règles/4.La magie/index#Lancer un sort|lancer de sort]].
  ### S'interposer
  Selon les situations, il est possible de s'interposer entre ses alliées et les ennemis afin de servir de ligne de défense. En utilisant **2 actions**, vous gagnez une réaction utilisable uniquement pour intercepter. De plus, vous pouvez intercepter un assaillant lorsqu'**il rentre** dans votre rayon d'action. *Cependant, vous ne pouvez pas intercepter deux fois le même assaillant*. Enfin, si l'action de l'assaillant consiste à vous contraindre, son action passe en priorité sur votre réaction.
  ### 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

  ## 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.
  Chaque fois que le combattant **effectue une action ou une réaction**, il peut en même temps effectuer une action libre.
  Avec une action libre, un joueur peut: *dégainer une arme (gratuit)*, *attraper ou ramasser un objet sur sa propre case* (gratuit), *analyser une situation*, *communiquer*.
  ### Analyser une situation
  Durant votre action ou réaction, vous pouvez accepter de prendre un malus de 1 à votre jet (si l'action faite nécessite un jet) pour observer et/ou comprendre les évènements qui se déroulent autour de vous. Avec un jet de [[Les compétences#Compréhension|compréhension]] ou de [[Les compétences#Perception|perception]], le maitre de jeu peut vous donner des détails sur le combat et les actions en cours (ex: détailler le type de sort canalisé, trouver les adversaires qui se cachent).
  ### Communiquer
  Durant votre action, vous pouvez communiquer des informations à l'oral ou visuellement avec d'autres personnes.
  ## 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.
  ### Se défendre
  Par défaut, lorsque le combattant est ciblé par une attaque, cette dernière doit dépasser le score de défense du combattant. Celui ci est défini comme suit: 
  `5 + esquive + parade.`
  En se défendant, vous pouvez garder votre bonus actif contre toutes les attaques de l'attaquant. Si vous êtes pris pour cible par un second adversaire, vous devrez utiliser une seconde réaction pour vous défendre.
  #### Parade
  Pour obtenir un bonus en parade, le combattant a besoin de tenir une #arme ou un #bouclier dans une main. En utilisant une réaction, un combattant peut se concentrer sur l'attaque à venir pour bloquer activement.
  #### Esquive
  Tant que le combattant n'est pas contraint, il peut passivement esquiver les coups qui lui parviennent.
  En utilisant une réaction, le combattant peut se concentrer pour esquiver activement, néanmoins, il a besoin d'avoir une vitesse de course supérieure à 0 et d'une case voisine non occupée. Lorsqu'il effectue une esquive active, le combattant **doit** se déplacer d'une case dans n'importe quelle direction disponible.
  ### Saisir une opportunité
  Selon les situations, un ennemi peut effectuer une erreur ou un geste quelconque que le combattant peut utiliser à son avantage.
  #### Prendre en tenaille
  Lorsqu'un adversaire au corps à corps vous tourne le dos et subit une attaque au corps à corps, vous pouvez saisir l'opportunité pour déstabiliser la cible, offrant un #avantage à l'attaquant.
  #### Intercepter
  Lorsqu'un adversaire peu attentif **cours** en dehors de votre portée de corps à corps, vous pouvez en profiter pour le [[#Contraindre|contraindre]] afin qu'il ne soit pas en mesure de s'éloigner d'avantage.


path: regles/le-combat/les-effets
title: Les effets
type: markdown
content:
  > [!fail] Rework en cours
  ## Le jet de choc
  Pour savoir si un choc s'applique sur un personnage, il lui suffit de trouver son [[Les évolutions de valeur.canvas#Les chances de choc|niveau de chances de choc]].
  Lorsqu'un choc à une chance de s'appliquer, le **défenseur** doit lancer un d12. Si le résultat est inférieur ou égal aux chances de choc déterminées, l'effet associé s'applique.

  Subir une seconde fois un choc déjà actif augmente les chances de choc de 3 **niveaux**.
  Par défaut, *à la fin* de son tour, la victime d'un choc réduit de 1 **niveau** le dé de choc, puis le relancer pour savoir si elle subit toujours ledit choc.
  ## Les chocs physiques
  ### Choc sensoriel

  ### Choc métabolique
  Saignement
  ### Choc physique
  Etourdissement
  ## Les chocs mentaux
  ### Choc psychique

  ### Choc 


path: regles/le-combat/les-types-de-degats
title: Les types de dégâts
type: markdown
content:
  ---
  type: player
  ---
  ## Les dégâts physiques
  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 est capable de choquer l'ennemi et le mettre à mal. Déclencher l'effet d'une attaque contondante permet d'infliger un **[[Les effets#L'étourdissement|étourdissement]]**.
  ### Perçant
  >Les dégâts perçants représentent des dégâts infligés avec précision en passant une partie ou la totalité de l'arme au travers de l'armure afin de transpercer l'ennemi.

  Une arme à dégâts perçant permet de se faufiler parmi les plus minces interstices des plus puissantes armures. Déclencher l'effet d'une attaque perçante permet au dégâts fixe d'ignorer l'armure adverse.
  ### Tranchant
  > #todo

  Une arme à dégâts tranchant peut laisser de large entailles sur l'ennemi. Déclencher l'effet d'une attaque tranchante permet d'infliger un **[[Les effets#Le saignement|saignement]]**.
  ___
  ## Les dégâts magiques
  Les dégâts magiques se divisent de façon plus subtiles selon les 9 écoles magiques ainsi que l'élément magique neutre.
  > [!warning] Tous les types de dégât magique ignorent les armures non enchantées.
  ### Neutre
  > #todo

  Une attaque de magie neutre peut . Déclencher l'effet d'une attaque magique neutre permet d'ignorer toute résistance aux dégâts magique neutre.
  ### Feu
  > #todo

  Une attaque de feu permet d'enflammer la cible, causant des brûlures continues. Déclencher l'effet d'une attaque de feu permet d'enflammer la cible, qui prendra feu et subira 1d10 de dégâts à la fin de son tour s'il ne prends pas une action ou une réaction pour éteindre le feu.
  ### Glace
  > #todo

  Une attaque de glace est capable , lui imposant un malus de -1 en intelligence et en psyché jusqu'à la fin de son prochain tour.
  ### Foudre
  > #todo

  Une attaque de foudre va tétaniser le corps de la cible, le rendant difficile à contrôler pendant quelques instants ce qui lui impose un malus de -1 en dextérité et en force jusqu'à la fin de son prochain tour.
  ### Poison
  > #todo


path: regles/la-magie/liste-des-sorts
title: Liste des sorts
type: markdown
content:
  ---
  type: player
  ---
  ## 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. %%

  **Notation:**
  - Nom #element (coût, durée d'incantation, portée, prérequis d'incantation)
  > Effet
  ### Rang 1
  - Trait de feu #element/feu (4 mana, tour, 12 cases, V/Ge/Gl)
  >Tire un faisceau de flamme, infligeant 2d8 dégâts de [[Les types de dégâts#Feu|feu]].

  - Echauffement #element/feu (2 mana, tour, V/Gl)
  >Chauffe à blanc une arme ou un projectile. Jusqu'au début de votre prochain tour, les coups portés avec l'objet infligent 1d6 dégâts supplémentaire. Les dégâts de l'arme deviennent des dégâts de [[Les types de dégâts#Feu|feu]].

  -  #element/feu (mana, tour)
  >

  - Corps ardent #element/feu(6 mana, tour, V/Ge/Gl)
  >Pendant 5 tours, toute personne terminant son tour à une case de vous subit 1d10 dégâts de [[Les types de dégâts#Feu|feu]].

  -  #element/feu(mana, tour)
  >

  - Protection supérieure #element/glace (2 mana, réaction, V/Gl)
  >L'armure subit l'intégralité des dégâts sur le prochain coup.

  - Lames de glace #element/glace (4 mana, tour, 12 cases)
  >Tire 2 projectiles infligeant 1d8 dégâts de [[Les types de dégâts#Glace|glace]]. Augmenter les dés de dégâts offre un projectile supplémentaire à la place. Chaque projectile demande un jet d'attaque séparé et peut viser une cible différente.

  -  #element/glace(mana, tour)
  >

  -  #element/glace(mana, tour)
  >

  -  #element/glace(mana, tour)
  >

  - Chaine de foudre #element/foudre (4 mana, tour, 12 cases)
  >Frappe une cible visible puis rebondit sur jusqu'à 2 autres cibles à 1 case de la première. Inflige 1d8 dégâts de [[Les types de dégâts#Foudre|foudre]].

  - Vitesse lumière #element/foudre (3 mana, tour)
  >Se téléporte à 6 cases tant que vous pouvez voir et courir vers la destination.

  - Décharge de foudre #element/foudre(3 mana, tour)
  >Tire une décharge foudroyante d'énergie, infligeant 4d4[[Glossaire#Jet explosif|!]] dégâts de [[Les types de dégâts#Foudre|foudre]].

  -   #element/foudre(mana, tour)
  >

  -  #element/foudre(mana, tour)
  >

  -  #element/terre(2 mana, tour)
  >Un pilier de matière est extirpé du sol pour aller frapper la cible, qui est alors déplacée d'une case. Si la cible est propulsée contre un mur, elle subit alors 3d12 dégâts [[Les types de dégâts#Contondant|contondant]].

  -  #element/terre(3 mana, tour)
  >Propulse un projectile de matière sur la cible, infligeant 1d12 dégâts [[Les types de dégâts#Contondant|contondant]] et appliquant un [[Les effets#L'étourdissement|étourdissement]] (2/12).

  - Bouclier tortue #element/terre(3 mana, tour)
  >Vous gagnez un bonus de 2 en blocage, mais subissez également un malus de 2 en esquive et perdez 2 cases de vitesse de course durant 1 min.

  -  #element/terre(2 mana, réaction)
  > Vous gagnez une résistance aux dégâts [[Les types de dégâts#Les dégâts physiques|physiques]] jusqu'à la fin de votre prochain tour.

  -  #element/terre(mana, tour)
  >

  - Enchantement mineur #element/arcane(2 mana, tour, V/Gl)
  > Condense de l'énergie magique dans une arme ou un projectile. Vous faites une attaque immédiatement après avoir lancé ce sort sans dépenser d'action, infligeant 1d8 dégâts supplémentaire. Les dégâts de l'arme deviennent [[Les types de dégâts#Neutre|magique]].

  - Rupture de force #element/arcane(3 mana, tour, V/Ge/Gl)
  > Vous condensez une puissante énergie magique qui est propulsée directement sur votre cible. Vous lancez 2d20 et prenez le plus haut résultat pour infliger des dégâts [[Les types de dégâts#Neutre|magique]]. *Avoir un #avantage aux dégâts permet de lancer un autre d20.* *Augmenter les dégâts de ce sort permet d'infliger 5 dégâts [[Les types de dégâts#Neutre|magique]] supplémentaire.*

  -  #element/arcane(mana, tour)
  >

  -  #element/arcane(mana, tour)
  >

  -  #element/arcane(mana, tour)
  >

  - Foulée aérienne #element/air(3 mana, tour, 12 cases)
  >La vitesse de course de votre cible augmente de 2 cases pendant 1 minute. Vous gagnez également un bonus de +1 à l'esquive.

  - Pression forcée  #element/air(5 mana, tour, 18 cases)
  >Crée une imposante colonne d'air descendent de 3 cases de rayon sur 12 cases de haut. Les créatures à l'intérieur ont un malus de 1 à l'esquive. Les créatures volantes chutent de 3 cases par tour.

  -  #element/air(mana, tour)
  >

  -  #element/air(mana, tour)
  >

  -  #element/air(mana, tour)
  >

  - Conservation #element/nature (2 mana, 1 minute)
  >Permet à jusqu'à 5 herbes ou préparations médicinales de se conserver 1 jour de plus. *Ne peux être utilisé qu'une seule fois par herbe/préparation.*

  -  #element/nature(mana, tour)
  >

  -  #element/nature(mana, tour)
  >

  -  #element/nature(mana, tour)
  >

  -  #element/nature(mana, tour)
  >

  - Absorption radieuse #element/lumiere (3 mana, tour)
  > Absorbe la lumière d'une zone de 4 cases de rayon, la faisant apparaitre comme plus sombre. #todo 

  -  #element/lumiere (mana, tour)
  >

  -  #element/lumiere (mana, tour)
  >

  -  #element/lumiere (mana, tour)
  >

  -  #element/lumiere (mana, tour)
  >

  -  #element/psy(6 mana, tour)
  >Envenime l'esprit de la cible, brouillant sa perception de la réalité et lui faisant voir des images subliminales de chaos. Applique un effet de [[Les effets#La peur|peur]] (4/12).
  ### Rang 2
  - Boule de feu #element/feu (8 mana, 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.

  - Détonation #element/feu (4 mana, tour, 8 cases)
  >Pointe un lieu visible. Une explosion de flamme jaillit subitement, infligeant 2d10 de feu sur 2 cases de rayon.

  - Lance de givre #element/glace(4 mana, tour)
  >Une lame de glace vient grandir le long de votre arme. Augmente votre portée d'une case. L'arme inflige des dégâts tranchants. Dure 1 min, casse après 8 coups réussis.

  - Téléportation #element/foudre (4 mana, tour)
  >Se téléporte à un point visible à 9 cases max.

  - Apaisement #element/psy (3 mana, tour)
  >En touchant la cible, vous pouvez faire un jet d'intelligence. Guérit l'influence, le charme et la peur, mais augmente les chances de ces effet de 1 niveau pendant 3 tours.

  - Painshock #element/psy (6 mana, tour)
  >*Ne fonctionne que si la cible touchée à subit des dégâts depuis votre dernier tour.* Vous touchez une plaie et intensifiez la douleur à l'extrême. Applique un effet d'[[Les effets#L'étourdissement|étourdissement]]. La difficulté est égale à 2/12 + 1 niveau pour chaque 10% de vie max retiré.

  - Perturbateur #element/psy (4 mana, réaction, 9 cases, V/Ge)
  >Lorsqu'un lanceur de sort termine son incantation, vous pouvez perturber les flux magiques pour lui imposer un malus de 3 au jet.
  ### Rang 3
  - Rejet pur #divin (spécial, tour, 3 cases, Ge)
  >Vous propulsez une énergie magique pure condensée sur votre adversaire avec une puissance absolue. Vous infligez 1d6!+4 dégâts [[Les types de dégâts#Neutre|magique]] tous les 3 mana dépensé. Vous pouvez dépenser jusqu'à 30 mana. Après avoir lancé ce sort, vous subissez un malus de 4 au lancer de sort pendant 1 tour.
  ### Sorts unique
  Les sorts uniques sont des sorts obtenus uniquement avec des objets magiques ou en progressant dans l'arbre d'entrainement. Il n'existe **aucun** autre moyen d'obtenir des sorts.

  - Dévastation #element/feu + #element/glace + #element/foudre (10 mana, tour, 12 cases)
  >Inflige 10+3d10 dégâts. Vous pouvez choisir le type de dégâts entre feu, glace et foudre. Ignore les résistances et réduit les immunités en résistance. ^484fc3

  - Soin #element/nature (8 mana, tour, toucher)
  >Soigne 10+1d10 PV et guérit l'[[Les effets#L'étourdissement|étourdissement]], le [[Les effets#Le saignement|saignement]] et les [[Les effets#L'empoisonnement|poisons]]. ^068b55

  - Contresort #element/arcane (4 mana, réaction, 12 cases)
  >Perturbe les flux magique pour interrompre une canalisation en cours. Vous pouvez augmenter le coût du sort pour augmenter les chances de réussite. La difficulté est égale à 6 - le cout du sort à interrompre + le cout du contresort. ^a8f46f

  - Focalisation destructrice #element/arcane (12 mana, tour)
  >Vous focalisez les énergies magiques sur vous, rendant l'utilisation de sort plus complexe pour les autres. La densité d'énergie anormale vous fait subir 5 points de dégâts par tour. Pendant une minute, toute personne à 18 cases de vous essayant de lancer un sort ou de [[1.Règles/6.Les Aspects/index#Transformations|se transformer]] subit un malus de 4. ^73b8bd

  - Domination mentale #element/psy (10 mana, tour, toucher)
  >Applique un effet de [[Les effets#La possession|possession]] (6/12). ^5b38b6
  ### Sorts spéciaux
  Les sorts spéciaux sont une liste de sorts que les joueurs peuvent obtenir durant certaines aventures. Selon les cas, un joueur peut demander au maitre du jeu de commencer avec un sort spécial si ça correspond à son passé. Les sorts spéciaux peuvent aussi être des sorts que les PNJ ont et qu'ils peuvent apprendre aux joueurs.


path: regles/la-specialisation/arts
title: Arts
type: markdown
content:
  ---
  type: player
  ---
  ## Arts du spectacle
  *Prérequis: [[1.Règles/2.L'entrainement/index#Le charisme|Charisme]] 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.

  Permet de produire des œuvres (musiques). %%Permet surtout de produire des œuvres qui charment ou buff.%%
  +1 en représentation.

  **Avec [[Sciences#Anthropologie moderne|Anthropologie moderne]]:**
  	Permet de produire des œuvres (musiques) de rareté supérieure.
  ___
  ## Arts littéraires
  *Prérequis: [[1.Règles/2.L'entrainement/index#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 sans jet.
  ___
  ## Arts martiaux
  *Prérequis: [[1.Règles/2.L'entrainement/index#La dextérité|Dextérité]] 6*
  >Description romancée.

  Peut parer passivement à main nu les attaques au corps à corps.
  Hors [[1.Règles/6.Les Aspects/index#Transformations|transformation]], les dégâts des #arme/naturel sont égaux aux mod. de force + mod. de dextérité. Frapper avec une #arme/naturel en utilisant la dextérité vous permet quand même de bénéficier des bonus de la force.
  ___
  ## Arts de la guerre
  *Prérequis: [[1.Règles/2.L'entrainement/index#L'intelligence|Intelligence]] 6*
  >Description romancée.

  #todo
  #Idées
  	Bonus de +2 pour analyser une situation.
  	+1 en persuasion.

  **Avec [[Sciences#Anthropologie moderne|Anthropologie moderne]]:**
  	Analyser une situation 
  #Idées 
  ___


path: regles/la-specialisation/metiers
title: Métiers
type: markdown
content:
  ---
  type: player
  ---
  ## Forgeron
  *Prérequis: [[1.Règles/2.L'entrainement/index#La constitution|Constitution]] 6*
  >Description romancée.

  Description des bonus. #todo
  #Idées
  	Fabrication et réparation d'arme et d'armure.
  ___
  ## Alchimiste
  *Prérequis: [[1.Règles/2.L'entrainement/index#La curiosité|Curiosité]] 6*
  >Description romancée.

  Description des bonus. #todo
  #Idées
  	Confection de remèdes, de potions, de poisons et de drogues.

  **Avec [[Sciences#Anthropologie moderne|Anthropologie moderne]]:**
  ___
  ## Enchanteur
  *Prérequis: [[1.Règles/2.L'entrainement/index#L'intelligence|Intelligence]] 6*
  >Description romancée.

  Description des bonus. #todo
  #Idées
  	Enchantement d'objets.
  ___
  ## Ingénieur
  *Prérequis: [[1.Règles/2.L'entrainement/index#L'intelligence|Intelligence]] 6*
  >Description romancée.

  Description des bonus. #todo
  #Idées
  	

  **Avec [[Sciences#Anthropologie moderne|Anthropologie moderne]]:**

  ___
  ## Artificier
  *Prérequis: [[1.Règles/2.L'entrainement/index#L'intelligence|Intelligence]] 6*
  >Description romancée.

  Description des bonus.
  #Idées
  	Confection d'explosifs.

  **Avec [[Sciences#Anthropologie moderne|Anthropologie moderne]]:**


path: regles/la-specialisation/sciences
title: Sciences
type: markdown
content:
  ---
  type: player
  ---
  ## Théologie
  *Prérequis: [[1.Règles/2.L'entrainement/index#La curiosité|Curiosité]] 6*
  >Description romancée.

  Description des bonus. #todo
  #Idées
  	Permet de séduire ou de baratiner les divinités et les avatars. (+2 en charisme pour tout action fait envers les divinités et avatars).
  	Le MJ peut proposer des lancer de dé pour faire comprendre au joueur quelles idées il ferrait mieux d'éviter.
  	+1 en religion.
  ___
  ## Zoologie
  *Prérequis: [[1.Règles/2.L'entrainement/index#La curiosité|Curiosité]] 6 ou [[1.Règles/2.L'entrainement/index#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.
  	+2 en animal handling.
  ___
  ## Médecine
  *Prérequis: [[1.Règles/2.L'entrainement/index#L'intelligence|Intelligence]] 6 ou [[1.Règles/2.L'entrainement/index#La curiosité|Curiosité]] 6*
  >Description romancée.

  Sait stabiliser un joueur sans avoir à faire de jet. *Ne s'applique pas en cas d'auto stabilisation.*
  Faire un jet de médecine pour soigner un joueur à l'agonie le ramène à 1 PV. Il peut immédiatement faire un jet pour tenter de reprendre conscience.
  +1 en médecine.
  ___
  ## Mythologiste d'Erina
  *Prérequis: [[1.Règles/2.L'entrainement/index#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. 

  Vous apprenez les rudiment d'une langue antique et êtes capable de la lire et de 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.Règles/2.L'entrainement/index#La curiosité|Curiosité]] 6*
  >Description romancée.

  À elle seule, cette spécialisation n'apporte rien, mais elle fournit de nombreux bonus à certaines spécialisations.


path: regles/la-specialisation/speciaux
title: Speciaux
type: markdown
content:
  ---
  type: player
  ---
  ## Echolocalisation
  *Prérequis: [[1.Règles/2.L'entrainement/index#La curiosité|Curiosité]] 6*
  > Vous êtes capable de vous repérer avec les sons et pouvez agir sans la vue.

  Tant que vous pouvez entendre, vous n'avez pas de #désavantage lorsque vous êtes [[Les effets#Aveuglé|aveuglé]] et pouvez lancer des sorts impliquant de voir. De plus, vous connaissez la position de toute personne invisible et ne subissez aucun malus de [[La visibilité|visibilité]].
  ___


path: regles/la-specialisation/sports
title: Sports
type: markdown
content:
  ---
  type: player
  ---
  ## Course
  *Prérequis: [[1.Règles/2.L'entrainement/index#La force|Force]] 6*
  >Description romancée.

  Vitesse de course: +3 cases.
  Pas de malus de course en armure.
  +1 en athlétisme.
  ___
  ## Natation
  *Prérequis: [[1.Règles/2.L'entrainement/index#La force|Force]] 6 ou [[1.Règles/2.L'entrainement/index#La dextérité|Dextérité]] 6*
  >Description romancée.

  +1 case pour chaque 2 points au dessus du DC.
  DC de nage -2.
  Une fois par tour, peut se déplacer d'une case sans jet. %%Permet d'esquiver en nageant.%%
  +1 en athlétisme.
  ___
  ## Escalade
  *Prérequis: [[1.Règles/2.L'entrainement/index#La force|Force]] 6 ou [[1.Règles/2.L'entrainement/index#La dextérité|Dextérité]] 6*
  >Description romancée.

  +1 case pour chaque 2 points au dessus du DC.
  DC d'escalade -2.
  Une fois par tour, peut se déplacer d'une case sans jet. %%Permet d'esquiver en escaladant.%%
  +1 en acrobatique.
  ___
  ## Gymnastique
  *Prérequis: [[1.Règles/2.L'entrainement/index#La dextérité|Dextérité]] 6*
  >Description romancée.

  Aucun malus en étant au sol.
  Les actions lié à la course, à la nage ou au saut peuvent se faire avec des jets d'acrobatique.
  Peut se relever pendant un déplacement.
  Vous ne subissez aucun dégâts en chutant de 3 cases ou moins. Chuter de 4 à 9 cases offre un jet d'acrobatique (4 + 2 par case) pour diviser par deux les dégâts subits.
  ___


path: regles/la-specialisation/template-de-specialisation
title: Template de spécialisation
type: markdown
content:
  ---
  type: dm
  ---
  ## Spécialisation
  *Prérequis: [[1.Règles/2.L'entrainement/index#Les statistiques|Stat]] 6*
  >Description romancée.

  Description des bonus.
  #Idées
  	Idées.
  ___


path: regles/les-aspects/tableau-des-aspects
title: Tableau des Aspects
type: markdown
content:
  ---
  type: player
  ---

  > [!tip]- Notes d'equilibrage
  Les créatures d'alignement mauvais doivent demander plus de force de charactère que les autres.
  Les créatures chaotiques ont une plus haute difficulté de transformation.
  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 plus exigeantes à obtenir.
  **Tous les Aspects qui demandent au moins 8 de mental doivent pouvoir utiliser la magie.**

  | Aspect       | Physique | Mental  | Charactère | Stat améliorée | Alignement        |
  | ------------ | -------- | ------- | ---------- | -------------- | ----------------- |
  | Drinbuur     | 12 - 18  | 8 - 12  | 15 - 20    | Psyché         | Neutre bon        |
  | Akkatom      | 15 - 25  | 8 - 12  | 8 - 12     | Force          | Neutre bon        |
  | Lanidae      | 3 - 10   | 15 - 20 | 10 - 20    | Intelligence   | Chaotique mauvais |
  | Dao Tua      | 8 - 15   | 0 - 10  | 15 - 20    | Charisme       | Neutre mauvais    |
  | Yinkovn      | 0 - 10   | 8 - 15  | 15 - 20    | Psyché         | Neutre            |
  | Shelfine     | 5 - 12   | 12 - 20 | 5 - 12     | Intelligence   | Chaotique bon     |
  | Kronian      | 3 - 13   | 10 - 18 | 15 - 20    | Psyché         | Neutre mauvais    |
  | Rudnard      | 12 - 20  | 8 - 15  | 10 - 18    | Dextérité      | Chaotique bon     |
  | [[Anseilid]] | 3 - 13   | 15 - 20 | 10 - 20    | Intelligence   | Chaotique neutre  |
  | Qua'faltar   | 10 - 18  | 8 - 18  | 12 - 20    | Psyché         | Chaotique mauvais |
  | Mul'dekar    | 8 - 18   | 12 - 20 | 10 - 18    | Curiosité      | Neutre mauvais    |
  | Ka Bii       | 3 - 12   | 12 - 20 | 10 - 20    | Curiosité      | Loyal bon         |
  | Beth'oit     | 3 - 12   | 10 - 20 | 12 - 20    | Charisme       | Loyal bon         |
  | [[Thymeïr]]  | 15 - 22  | 3 - 13  | 10 - 20    | Force          | Chaotique mauvais |
  | Nyelis       | 5 - 12   | 10 - 20 | 5 - 15     | Curiosité      | Neutre            |
  | Zeniom       | 5 - 15   | 10 - 18 | 12 - 20    | Charisme       | Chaotique neutre  |
  | Asnol        | 3 - 10   | 8 - 18  | 12 - 20    | Intelligence   | Neutre mauvais    |
  | Othompa      | 8 - 18   | 10 - 18 | 12 - 20    | Psyché         | Neutre mauvais    |
  | [[Digride]]  | 10 - 20  | 8 - 15  | 12 - 20    | Dextérité      | Neutre mauvais    |
  | Incabat      | 15 - 25  | 3 - 10  | 12 - 20    | Constitution   | Neutre mauvais    |
  | [[Vadeaxil]] | 15 - 25  | 12 - 20 | 0 - 8      | Force          | Neutre            |
  | Franeline    | 10 - 20  | 12 - 20 | 3 - 10     | Dextérité      | Neutre            |
  | Hashura      | 8 - 18   | 10 - 18 | 12 - 20    | Charisme       | Neutre            |
  | [[Shlahog]]  | 15 - 25  | 8 - 15  | 10 - 18    | Force          | Chaotique mauvais |
  | Promolide    | 15 - 25  | 10 - 15 | 10 - 20    | Constitution   | Chaotique mauvais |
  | Arsinam      | 15 - 25  | 5 - 12  | 5 - 15     | Constitution   | Chaotique neutre  |
  | Onimee       | 15 - 25  | 0 - 10  | 3 - 10     | Dextérité      | Chaotique neutre  |
  | [[Brukaur]]  | 15 - 25  | 3 - 13  | 8 - 15     | Constitution   | Chaotique neutre  |
  | Jernius      | 5 - 15   | 8 - 18  | 5 - 12     | Curiosité      | Neutre            |
  | [[Miador]]   | 8 - 20   | 10 - 20 | 0 - 12     | Dextérité      | Loyal neutre      |
  | Kuelid       | 0 - 15   | 15 - 20 | 5 - 20     | Intelligence   | Loyal neutre      |
  | Goldreg      | 5 - 18   | 3 - 15  | 10 - 20    | Psyché         | Loyal mauvais     |
  | Nigiak       | 3 - 15   | 8 - 20  | 8 - 20     | Charisme       | Loyal neutre      |
  | Zaliax       | 10 - 25  | 0 - 12  | 10 - 20    | Force          | Loyal mauvais     |
  | Calderan     | 5 - 18   | 8 - 20  | 5 - 18     | Intelligence   | Loyal neutre      |
  | Urdi'rik     | 10 - 25  | 8 - 20  | 5 - 18     | Constitution   | Loyal mauvais     |
  ## Aspects spéciaux
  - [[3.Bestiaire/98. Aspects/Dragon|Dragon]]
  - [[Eladir|Eladir]]


path: regles/annexes/divers
title: Divers
type: markdown
content:
  ### Possession aléatoire
  > [!error] Attention
  Cette règle peut provoquer des désaccords et mettre en place des situations dérangeantes pour les joueurs. 
  Assurez vous de bien la comprendre avant de choisir des éléments qui peuvent vous faire subir cette règle.

  Selon certaines conditions, il est possible que vous soyez victime d'une possession aléatoire, communément lorsque votre niveau en psyché est très bas. Cela représente les conflits internes entre vous et votre Aspect. 
  Dans ces cas là, le maitre de jeu peut décider à tout moment de prendre possession de votre personnage et de jouer à votre place. 
  **Lorsque les conditions pour subir une possession aléatoire sont réunis, il est recommandé au maitre de jeu de demander l'avis du joueur sur la fréquence d'intervention de cette effet, afin de ne pas le frustrer.**
  Les recommandations (variables selon la difficulté souhaitée) sont au choix: 
  - Toutes les 1d6 x 15 min, vous perdez le contrôle pendant 1d4 x 2 min.
  - Toutes les 1d3 x 5 min, le MJ lance un d12, s'il fait 12, vous perdez le contrôle jusqu'au prochain jet.


path: regles/annexes/la-fatigue-et-le-repos
title: La fatigue et le repos
type: markdown
content:
  ---
  type: player
  ---
  ## La fatigue
  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.
  Lorsqu'un joueur ne se repose pas pendant 24h, il subit 2 points de fatigue persistant. 

  >[!warning] 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. Faire un repos d'une heure supprime tout les points de fatigue temporaire.
  ## 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.
  ## Fatigue permanente
  La fatigue permanente signifie un faiblesse inhérente du corps et de l'esprit. Ces points de fatigue ne peuvent pas être enlevés.
  ## Les effets de la fatigue

  >[!fail] Les trois types de fatigue s'additionnent.

  >***L'entrainement physique** représentent les statistiques de **[[1.Règles/2.L'entrainement/index#La force|force]]**, de **[[1.Règles/2.L'entrainement/index#La dextérité|dextérité]]** et de **[[1.Règles/2.L'entrainement/index#La constitution|constitution]]**.*
  >***L'entrainement mentale** représentent les statistiques d'**[[1.Règles/2.L'entrainement/index#L'intelligence|intelligence]]**, de **[[1.Règles/2.L'entrainement/index#La curiosité|curiosité]]**, d'**[[1.Règles/2.L'entrainement/index#L'charisme|charisme]]** et de **[[1.Règles/2.L'entrainement/index#La psyché|psyché]]**.*

  A partir de 2 point de fatigue et pour chaque point supplémentaire, le joueur subit un malus, basé sur le tableau ci-dessous.

  | Point de fatigue | Effet                                                                                                                  |
  | ---------------- | ---------------------------------------------------------------------------------------------------------------------- |
  | 2                | Malus de -1 aux statistiques **physiques**.                                                                            |
  | 3                | Malus aux statistiques **physiques** accru de 1 point (-2). Malus de -1 aux statistiques **mentales**.                 |
  | 4                | **Vitesse de course** divisée par deux.                                                                                |
  | 5                | Malus aux statistiques **physiques** accru de 1 point (-3). Malus aux statistiques **mentales** accru de 1 point (-2). |
  | 6                | **Vitesse de course** à 0.                                                                                             |
  | 7                | #désavantage/absolu  aux statistiques **physiques**. Malus aux statistiques **mentales** accru de 1 point (-3).        |
  | 8                | #désavantage/absolu  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.                                                                   |
  ___
  ## Le repos
  Un repos n'as pas de durée fixe et peut durer jusqu'à 12h. *Passer ce temps, il est considéré que le joueur récupère tout ses PV, son mana et perd toute sa fatigue persistante.*
  Pour chaque heure passé à se reposer, le joueur peut se référer au tableau **Gain par heure de repos** ci-dessous pour récupérer 2 des 3 options disponible.

  En se reposant dans un lieu destiné au repos, vous pouvez commencer votre repos comme si vous vous étiez déjà reposé 2 heures.
  Durant un repos, vous pouvez effectuer un jet de médecine (14 - heure de repos) pour appliquer 2 fois les effets d'une heure de repos sur une personne. Vous ne pouvez faire qu'un seul jet de médecine par personne et par repos.

  >[!tip]- Règle optionnelle - Provisions
  >Pour éviter que les joueurs ne se reposent 12h à chaque repos long, vous pouvez demander à vos joueurs d'utiliser des provisions pour faire un repos. Pour chaque 4h de repos passé, les joueurs doivent utiliser une unité de provision par personne. S'ils sont accompagnés d'animaux (comme des montures), ces derniers prennent une demie provision par animal.
  ### Gain par heure de repos

  | Heure de repos | PV       | Mana     | Fatigue persistante |
  | -------------- | -------- | -------- | ------------------- |
  | 1              | +5       | +5       | 0                   |
  | 2              | +6       | +6       | -1                  |
  | 3              | +6+CON   | +6+PSY   | -1                  |
  | 4              | +7+CON   | +7+PSY   | -1                  |
  | 5              | +7+CON   | +7+PSY   | -1                  |
  | 6              | +8+CON   | +8+PSY   | -2                  |
  | 7              | +8+CON   | +8+PSY   | -2                  |
  | 8              | +10+CON  | +10+PSY  | -2                  |
  | 9              | +11+2CON | +11+2PSY | -3                  |
  | 10             | +13+2CON | +13+2PSY | -3                  |
  | 11             | +15+2CON | +15+2PSY | -4                  |


path: regles/annexes/la-visibilite
title: La visibilité
type: markdown
content:
  ---
  type: player
  ---
  >[!info] Règle optionnelle

  Il existe 4 niveau d'intensité lumineuse: Lumière intense, Visible, Pénombre et Noir complet. Les différentes intensité lumineuse ont un impact sur les combats. 
  Passer d'un intensité à une autre impose un malus de 2 pour attaquer, lancer des sorts et en [[Les compétences#Perception|perception]]. Le malus décroit à la fin de chacun de vos tours passé dans une même intensité lumineuse.
  ### Lumière intense
  Dans la lumière intense, vous avez un malus de 2 pour attaquer. De plus, vous devez faire un jet de [[Les compétences#Perception|perception]] à chaque début de tour. Si vous faites 10 ou plus, vous êtes [[Les effets#Aveuglé|aveuglé]].
  ### Noir complet
  Sans perception accrue, tout ce qui se trouve dans le noir complet est considéré comme [[La visibilité#Caché|caché]].
  Passer du noir complet à la lumière intense en 1 tour vous [[Les effets#Aveuglé|aveugle]] automatiquement.
  ### Caché
  Lorsque vous êtes caché, #todo


path: regles/annexes/le-deplacement
title: Le déplacement
type: markdown
content:
  ---
  type: player
  ---
  ## Courir
  **Vitesse de course**: 6 case par défaut.
  Armure lourde: -1 case.
  ### Sauter

  ## Nager
  Jet d'athlétisme DC ? (8 ?).
  **Vitesse de nage**: 4 cases si réussite. Deux échecs d'affilée => coule.
  Armure moyenne: DC+2.
  Armure lourde: DC+4. -1 case.
  ### Couler
  En cas d'échec, le joueur coule.
  **Vitesse de coulage**: 1 case.
  Armure moyenne: 2 cases.
  Armure lourde: 3 cases.
  ## Escalader
  Jet d'acrobatique DC ? (8 ?).
  **Vitesse d'escalade**: 3 cases si réussite. Deux échecs d'affilée => lâche prise et chute.
  Armure moyenne: DC+2.
  Armure lourde: DC+4. -1 case.
  ## Voler
  Une créature volante combat en permanence la chute. À chaque tour, si une créature volante ne se déplace pas, elle chute. Durant son déplacement, la créature doit dépenser sa vitesse de chute actuel en déplacement avant de pouvoir se déplacer.
  ### Planer
  Une créature volante peut choisir de planer pour rester en l'air sans dépenser ces actions en déplacement. Dans ce cas, à la fin de son tour, elle est obligée de se déplacer de la moitié de sa vitesse de vol en ligne droite.
  ### Chuter
  Chuter d'une case ne provoque rien.
  Chuter de 2 à 6 cases offre un jet d'acrobatique (4 + 2 par case) pour diviser par deux les dégâts subits.
  Vitesse de chute: 6 cases par tour (déplacement en fin de tour). +6 par tour (max: 30)
  Dégâts à l'atterrissage: 1d6+1 par case par tour.


path: regles/annexes/les-effets
title: Les effets
type: markdown
content:
  ---
  type: player
  ---
  ### Etourdi
  >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 faire que 2 actions max, n'as plus qu'une réaction max, et son AC max passe à 5.
  ### Plaie ouverte
  >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 a une plaie ouverte pendant deux tours, il subit un point de [[La fatigue et le repos#Fatigue temporaire|fatigue temporaire]].
  Chaque tour qui suit tant que le saignement persiste, il subit un point de [[La fatigue et le repos#Fatigue persistante|fatigue persistante]].
  ### Empoisonné
  >

  À chaque début de tour, un personnage subissant un poison doit faire un jet de choc. S'il réussit autant de fois que l'**efficacité** du poison, il est effectivement empoisonné et subit les effets de ce dernier. S'il rate un nombre de fois égal à la **solubilité**, le poison se dissipe sans avoir d'effet.
  ### Malade
  >

  Lorsqu'un élément peut appliquer une maladie à un personnage, ce dernier doit faire un jet d'effet. S'il réussit, il subit la maladie.
  En début de journée (à la fin d'un repos si le personnage a passé la nuit à se reposer), le personnage peut faire un jet d'effet. S'il le réussit, le niveau est réduit de 1. Lorsque le niveau d'effet est à 0, le personnage est guérit.
  ### Apeuré
  >

  #todo
  ### Contrôle mental
  Un contrôle mentale peut avoir plusieurs niveau de puissance dépendamment de la profondeur à laquelle l'influence mentale à pu s'introduire dans l'esprit de la cible. Après chaque ordre ou toute les 5 minutes, un personnage contrôlé peut relancer un jet d'effet en réduisant de 1 niveau les chance d'effet.
  #### Influencé
  >L'influence est le niveau le plus bas de contrôle de la psyché. Un sujet sous influence n'as pas conscience de son effet, sauf bien sûr si les faits lui sont présenté sous les yeux.

  Une cible sous influence accepte une requête simple demandant un jet de compétence (comme un mensonge, du vol, une traversée à la nage). Tout influence l'exposant lui ou ces camarades au danger lui feront douter de son libre arbitre et pourraient briser l'influence. De ce fait, l'influence en plein combat est presque impossible.
  #### Charmé
  >Le charme est le niveau médian de contrôle de la psyché. Un sujet charmé à conscience qu'il est sous l'effet d'une forme de contrôle, mais ne cherche pas à s'en défaire. Il accepte d'être sous influence tant que les décisions prises conviennent à son éthique.

  Une cible charmée accepte de répondre aux ordres comme s'il s'agissait d'un subordonné. Elle doit donc agir selon les requêtes de son maitre mais peut comprendre lorsqu'un ordre implique de se mettre en danger.
  #### Possédé
  >La possession est le niveau le plus élevé de contrôle de la psyché. Un sujet possédé perds le contrôle de son corps et devient, comme un aspect, une seconde conscience présente dans ce corps. Un personnage possédé ne peut pas réellement jouer, et doit se battre pour agir, ou plus exactement, pour empêcher son corps d'agir.

  Durant une possession, vous êtes projeté dans votre sanctuaire et devait vous battre contre chaque ordre imposé. Vous et votre Aspect pouvez durant votre tour lancer un d12 auquel vous ajouter votre modifieur de psyché pour vous opposer à l'ordre. Selon l'action imposé par la possession, la difficulté diffère: 
  - Suicide: 5 - Tentative immédiate de suicide.
  - Mise en danger: 8 - Action pouvant avoir des impacts sur votre survie (lâcher son arme, se mettre ventre au sol).
  - Opposition: 11 - Action qui s'oppose à vos principes (attaquer des innocents, ces camarades).
  - Action: 14 - N'importe quel action qui n'entre dans aucune des autres catégories.
  Si vous réussissez a résister avec 4 point au dessus de la difficulté, vous pouvez contrôler votre personnage durant ce tour.
  ### Addict
  >Provoque des effets puissants à court terme mais peut également causer une addiction sur le long terme.

  Une drogue se définit par 3 paramètres. 
  - L'addictivité qui détermine les chances d'effet à la consommation. 
  - L'accroissement qui détermine combien de consommation par jour sont nécessaire pour augmenter les chances d'effet. 
  - Le taux d'accroissement qui détermine de combien de niveau augmente les chances d'effet.

  Un joueur addicte doit consommer au moins une fois par jour de la drogue s'il ne veut pas avoir de malus.
  ### Aveuglé
  Vous avez un #désavantage pour attaquer et lancer des sorts. Vous ratez automatiquement tous jet de perception dépendant de la vue. Tous les bonus, effets et actions impliquant que vous voyez ne fonctionnent plus. À la fin de chacun de vos tour, vous pouvez faire un jet de [[1.Règles/2.L'entrainement/index#La constitution|constitution]] (9) pour ne plus être aveuglé. Vous subissez alors les malus normaux d'un changement d'intensité lumineuse.
  Si vous êtes aveuglé sur une longue période, vous ne pouvez pas lire et donc ne pouvez pas apprendre de sorts de façon conventionnelle.
  ### Muet
  Vous ne pouvez pas parler et ne pouvez pas lancer de sorts nécessitant des incantations vocales. Vous ne pouvez pas utiliser l'action libre [[Les actions en combat#Communiquer|Communiquer]].
  ### Sourd

  ### Invisible
  Vous ne pouvez pas être vu et êtes considéré comme [[La visibilité#Caché|caché]] par toute créature qui utilise la vue comme sens principal.
  ### Au sol
  Votre vitesse de course est divisée par deux. Vous avez un malus de 2 en dextérité et pour lancer des sorts. Vous pouvez vous relever en **1 action**. Une attaque à distance à un malus de 4 pour vous toucher. Viser supprime ce malus mais n'octroie aucun bonus. Enfin, une attaque au corps à corps a un bonus de +2 pour vous toucher.
  ### Inconscient
  Lorsque vous êtes inconscient, vous tombez au sol et ne pouvez plus prendre ni d'action, ni de réaction. À la fin de votre tour, vous pouvez faire un jet combiné de constitution et psyché (16) pour reprendre conscience. Chaque tour passé inconscient réduit la difficulté de 2. Subir des dégâts en étant inconscient réduit la difficulté de 4 et vous permet de refaire un jet immédiatement.
  ### Agonisant
  Lorsque vous tombez à 0 PV ou moins, en plus de tomber dans l'[[#Inconscient|inconscience]], vous êtes à l'agonie. Dans cet état, votre corps n'est pas capable de survivre et vous perdez progressivement votre énergie vitale. De plus, vous n'êtes pas capable de reprendre conscience. Chaque tour passé en agonie vous fait perdre 10 PV. Si vos points de vie atteignent vos PV max dans le négatif, vous mourrez. Si vous avez plus de 50 PV max, vous mourrez à -50 PV.
  #### Stabilisé
  Durant votre agonie, un allié peut vous stabiliser pour vous éviter la mort. En réussissant un jet de médecine (8 + 1 par palier de 5 PV négatif), vous pouvez stabiliser la cible et supprimer son effet d'agonie. Cependant, tant que la cible n'est pas au moins à 1 PV, elle ne peut pas reprendre conscience et commence immédiatement un [[La fatigue et le repos#Le repos|repos]].
  Vous pouvez prendre 10 minutes pour soigner sommairement la cible, afin de la ramener à 1 PV et lui permettre de reprendre conscience immédiatement avec 2 points de [[La fatigue et le repos#Fatigue persistante|fatigue persistante]].


path: regles/annexes/les-evolutions-de-valeur.canvas
title: Les évolutions de valeur
type: canvas
content:
  {"nodes":[{"type":"group","id":"06829750ef5599bd","x":-2020,"y":500,"width":2900,"height":1080,"color":{"class":"cyan"},"label":"L'arbre de magie"},{"type":"group","id":"c2f1e1dc9f560e54","x":-2020,"y":-120,"width":1520,"height":560,"color":{"class":"orange"},"label":"Les catégories d'arme"},{"type":"group","id":"65a16f8a8602d035","x":-2940,"y":-120,"width":848,"height":700,"color":{"class":"red"},"label":"Les armes multiples"},{"type":"group","id":"df7bf1843546155c","x":40,"y":-380,"width":412,"height":820,"color":{"class":"green"},"label":"Les niveaux de dé de dégâts"},{"type":"group","id":"4c26416d09f079d6","x":520,"y":-360,"width":360,"height":800,"color":{"class":"purple"},"label":"Les chances de choc"},{"type":"group","id":"0001a1b68a01de20","x":-440,"y":140,"width":405,"height":300,"color":{"class":"yellow"},"label":"Les catégories d'armure"},{"id":"6558a6188c7ed389","type":"text","text":"Vous êtes capable de lancer des sorts ayant un temps d'incantation d'au moins 30 secondes.","x":-800,"y":520,"width":460,"height":80},{"id":"2e59420c8368401d","type":"text","text":"Vous êtes capable de lancer des sorts ayant un temps d'incantation de moins de 30 secondes (appelés sorts rapides).","x":-800,"y":680,"width":460,"height":100},{"id":"5d594a038219c32d","type":"text","text":"**Surcharge**: En dépensant jusqu'à 3 points de mana supplémentaire lorsque vous lancez un sort, vous gagnez un bonus équivalent à votre dépense sur votre jet.","x":-560,"y":960,"width":700,"height":80},{"type":"text","text":"Armure légère ( #armure/leger )","id":"36ff32b5201e6b59","x":-420,"y":160,"width":365,"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":-2000,"y":-102,"width":480,"height":182},{"type":"text","text":"Arme à deux mains ( #arme/deuxmains )\nBouclier à deux mains ( #bouclier/deuxmains), uniquement si vous maitrisez les #bouclier.","id":"05f29ae370c149a2","x":-1880,"y":320,"width":440,"height":100},{"type":"text","text":"Arme lourde ( #arme/lourd )","id":"3f3a450e03927257","x":-1880,"y":220,"width":440,"height":60},{"id":"e11c57d0ae33b680","type":"text","text":"**Surpuissance**: En combat, au prix d'un point de [[La fatigue et le repos#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":160,"y":960,"width":700,"height":100},{"id":"50a297e9388f7e87","type":"text","text":"**Maitrise magique**: Choisissez un sort infligeant des dégâts. Les dégâts infligés augmentent de 2 points par dé, mais vous perdez la possibilité de faire des [[Glossaire#Jet explosif|jets explosifs]]. Vous pouvez changer de sort maitrisé à chaque montée de niveau.","x":-560,"y":1120,"width":700,"height":100},{"id":"3746baeef30016d8","type":"text","text":"**Puissance du chaos**: Lorsque vous lancez un sort infligeant des dégâts coûtant 10 mana ou moins, vous pouvez lancer un d12. Si le résultat est inférieur au coup du sort, vous ajoutez cette valeur aux dégâts du sort.","x":160,"y":1320,"width":340,"height":200},{"id":"51a07f8d61300031","type":"text","text":"**Déchargement de force**: En combat, au prix d'un point de [[La fatigue et le repos#Fatigue persistante|fatigue persistante]], vous pouvez réduire le coût d'un sort de 8 mana.","x":520,"y":1320,"width":340,"height":140},{"id":"4d8a8d99fb3e822d","type":"text","text":"En combat pour nerf, mais ça ne fait pas de sens in RP","x":620,"y":1460,"width":228,"height":100,"color":{"class":"red"}},{"id":"aeeb06c3b1367385","type":"text","text":"**Déchainement**: Choisissez un effet. Vous gagnez 1 niveau de chance d'effet lorsque vous tentez d'appliquer cet effet avec des sorts.","x":-560,"y":1320,"width":340,"height":140},{"id":"9f7a4d656d5bbc69","type":"text","text":"En doublant le coût d'un sort, vous pouvez le passer en concentration (1 min). Tant que vous vous concentrez dessus, vous pouvez le relancer pour son cout de base en 1 action.","x":-200,"y":1320,"width":340,"height":160},{"type":"text","text":"Armure moyenne ( #armure )","id":"c683dadfac36f5aa","x":-420,"y":260,"width":365,"height":60},{"type":"text","text":"Armure lourde ( #armure/lourd )","id":"be498a7bf94e1436","x":-420,"y":360,"width":365,"height":60},{"type":"text","text":"Arme ( #arme )\nArme improvisé ( #arme/improvisé )","id":"6d4a2f41bbe0faa3","x":-1420,"y":76,"width":440,"height":89},{"type":"text","text":"Arme légère ( #arme/leger )\nArme de jet ( #arme/jet )\nArme naturelles ( #arme/naturel )","id":"be4e0363d25ec14d","x":-1420,"y":-80,"width":440,"height":100},{"id":"729433c09dbc1ed3","type":"text","text":"**Etude spécialisée**: Choisissez une classe élémentaire. Vous pouvez maitriser 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 toutes les classes élémentaire de ce dieu.\nCette allégeance vous impose des malus si vous lui manquez de respect.","x":-1280,"y":1320,"width":360,"height":185},{"type":"text","text":"Arme à projectile ( #arme/projectile )","id":"f2fd7cb202a5eed0","x":-960,"y":320,"width":440,"height":60},{"type":"text","text":"Arme maniable ( #arme/maniable )","id":"9dfd54186cec9f5c","x":-960,"y":220,"width":440,"height":60},{"id":"70e6ffb1febee91e","type":"text","text":"**Dévotion élémentaire**: Choisissez une classe élémentaire. Les sorts de cette classe ignore les résistances et réduisent les immunités en résistance (non cumulable).","x":-900,"y":1320,"width":320,"height":160},{"id":"ec9e406b973f482e","type":"text","text":"**Instinct magique**: Vous êtes capable de lancer des sorts instinctifs avec une réaction.","x":-2000,"y":960,"width":700,"height":50},{"id":"39fa527d31a0f176","type":"text","text":"Vous pouvez doubler le coût d'un sort pour le lancer en une action. *Vous ne pouvez pas lancer d'autre sorts durant ce tour.*","x":-1640,"y":1320,"width":340,"height":140},{"type":"text","text":"Arme longue ( #arme/long )","id":"323a5f9a81cb9a16","x":-1420,"y":320,"width":440,"height":60},{"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 ajoutée dans d'autres stats.","x":-2000,"y":520,"width":644,"height":260},{"type":"text","text":"Vous pouvez frapper avec 2 membres (poing, pied, tête) qui sont considérés comme des #arme/naturel, y compris sous forme d'Aspect.","id":"2cfa77b0dd224272","x":-2900,"y":-80,"width":764,"height":80},{"id":"2dea460595001fee","type":"text","text":"**Ecole favorite**: Choisissez une classe élémentaire. Les sorts de cette classe coûtent 1 mana de moins à lancer.","x":-1280,"y":960,"width":700,"height":80},{"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":"3bfecaba2f48d111","type":"text","text":"**Mitraille magique**: En combat, au prix d'un point de [[La fatigue et le repos#Fatigue temporaire|fatigue temporaire]], vous pouvez lancer 2 sorts en 3 actions.","x":-2000,"y":1320,"width":340,"height":100},{"type":"text","text":"Vous êtes capable de vous battre avec une #arme/leger  dans chaque main.","id":"63fbf787175ad0e4","x":-2900,"y":80,"width":360,"height":80},{"type":"text","text":"Vous pouvez frapper avec 3 membres (poing, pied, tête) qui sont considérés comme des #arme/naturel, y compris sous forme d'Aspect.","id":"1e5889a16062d4d6","x":-2496,"y":80,"width":360,"height":140},{"type":"text","text":"Vous êtes capable de tenir une  #arme/lourd  ou #arme/long et une seconde  #arme/leger ","id":"1d1f23ad9c45269d","x":-2900,"y":440,"width":360,"height":100},{"type":"text","text":"Vous pouvez frapper avec 4 membres (poing, pied, tête) qui sont considérés comme des #arme/naturel, y compris sous forme d'Aspect.","id":"1d677742d674e0ef","x":-2496,"y":250,"width":360,"height":130},{"type":"text","text":"Vous êtes capable de tenir une  #arme ou #arme/maniable dans chaque main","id":"e7d87837d6344053","x":-2496,"y":440,"width":360,"height":80},{"type":"text","text":"4/12","id":"80fbeb5be72c6ac8","x":649,"y":60,"width":103,"height":60},{"type":"text","text":"6/12","id":"588fb4e5b7bf3f68","x":649,"y":160,"width":103,"height":60},{"type":"text","text":"9/12","id":"fd6113d78da50be6","x":649,"y":260,"width":103,"height":60},{"type":"text","text":"2/12","id":"94d84befa042fda4","x":649,"y":-140,"width":103,"height":60},{"type":"text","text":"3/12","id":"11f0d109c1ee4c5f","x":649,"y":-40,"width":103,"height":60},{"type":"text","text":"d4","id":"139e4142483211d3","x":196,"y":-160,"width":100,"height":60},{"type":"text","text":"d8","id":"407857928023833a","x":196,"y":40,"width":100,"height":60},{"type":"text","text":"d12","id":"948fa2537235d983","x":196,"y":240,"width":100,"height":60},{"type":"text","text":"Vous pouvez tenir une #arme ou #arme/maniable dans une des mains.","id":"04dbbe900bb75830","x":-2900,"y":250,"width":360,"height":80},{"id":"6dbcca4b73b07637","type":"text","text":"**Sort favori**: Choisissez un sort infligeant des dégâts coûtant jusqu'à 5 mana. Il coute maintenant 1 mana (non réductible). Vous avez +5 - le nombre de mana réduit pour frapper avec. De plus, il ne compte pas dans votre limite de sorts maitrisés. Vous pouvez changer à chaque montée d'[[1.Règles/2.L'entrainement/index#L'intelligence|intelligence]] ou de [[1.Règles/2.L'entrainement/index#La psyché|psyché]].","x":160,"y":1120,"width":700,"height":140},{"type":"text","text":"0/12","id":"5fef03ed8fd10ed9","x":649,"y":-340,"width":103,"height":60},{"type":"text","text":"1/12","id":"2383d595b2cb1381","x":649,"y":-240,"width":103,"height":60},{"type":"text","text":"Garanti","id":"70220a5586af7921","x":619,"y":360,"width":163,"height":60},{"type":"text","text":"1","id":"572cdd9739e7fe17","x":196,"y":-260,"width":100,"height":60},{"type":"text","text":"d10","id":"9dcd0b5c2832994a","x":196,"y":140,"width":100,"height":60},{"type":"text","text":"d6","id":"51328105d2b11d7f","x":196,"y":-60,"width":100,"height":60},{"type":"text","text":"0","id":"28f0f5bc6eb15e48","x":196,"y":-360,"width":100,"height":60},{"type":"text","text":"+2 dégats fixe pour chaque niveau au delà du d12.","id":"cbe97e2bc68bf83e","x":96,"y":340,"width":300,"height":80}],"edges":[{"id":"f1c09b5d776985ab","fromNode":"36ff32b5201e6b59","fromSide":"bottom","toNode":"c683dadfac36f5aa","toSide":"top"},{"id":"b5d39cd20c55f4d5","fromNode":"c683dadfac36f5aa","fromSide":"bottom","toNode":"be498a7bf94e1436","toSide":"top"},{"id":"3bc6d172bb4b3a25","fromNode":"139e4142483211d3","fromSide":"bottom","toNode":"51328105d2b11d7f","toSide":"top"},{"id":"7ae1a6763b221126","fromNode":"51328105d2b11d7f","fromSide":"bottom","toNode":"407857928023833a","toSide":"top"},{"id":"e17456468a13e36f","fromNode":"407857928023833a","fromSide":"bottom","toNode":"9dcd0b5c2832994a","toSide":"top"},{"id":"69a27efa00b74f53","fromNode":"9dcd0b5c2832994a","fromSide":"bottom","toNode":"948fa2537235d983","toSide":"top"},{"id":"2d919961a6851230","fromNode":"572cdd9739e7fe17","fromSide":"bottom","toNode":"139e4142483211d3","toSide":"top"},{"id":"cb723acfedf41f27","fromNode":"28f0f5bc6eb15e48","fromSide":"bottom","toNode":"572cdd9739e7fe17","toSide":"top"},{"id":"ce868db66b82fee8","fromNode":"be4e0363d25ec14d","fromSide":"bottom","toNode":"6d4a2f41bbe0faa3","toSide":"top"},{"id":"093c465b967b7cb4","fromNode":"3f3a450e03927257","fromSide":"bottom","toNode":"05f29ae370c149a2","toSide":"top"},{"id":"0082c586d8ab0953","fromNode":"6d4a2f41bbe0faa3","fromSide":"left","toNode":"3f3a450e03927257","toSide":"top","label":"Force"},{"id":"75cded000694895e","fromNode":"6d4a2f41bbe0faa3","fromSide":"right","toNode":"9dfd54186cec9f5c","toSide":"top","label":"Dextérité"},{"id":"a7009ea7c53dce42","fromNode":"3f3a450e03927257","fromSide":"right","toNode":"323a5f9a81cb9a16","toSide":"top"},{"id":"c49e0dce7e029e4a","fromNode":"9dfd54186cec9f5c","fromSide":"left","toNode":"323a5f9a81cb9a16","toSide":"top"},{"id":"a04ced105c091017","fromNode":"11f0d109c1ee4c5f","fromSide":"bottom","toNode":"80fbeb5be72c6ac8","toSide":"top"},{"id":"8b6457a2047a31d4","fromNode":"94d84befa042fda4","fromSide":"bottom","toNode":"11f0d109c1ee4c5f","toSide":"top"},{"id":"a438ea91a256d717","fromNode":"80fbeb5be72c6ac8","fromSide":"bottom","toNode":"588fb4e5b7bf3f68","toSide":"top"},{"id":"323afb6e2eea35c9","fromNode":"588fb4e5b7bf3f68","fromSide":"bottom","toNode":"fd6113d78da50be6","toSide":"top"},{"id":"cfcdef49f6d25a98","fromNode":"2383d595b2cb1381","fromSide":"bottom","toNode":"94d84befa042fda4","toSide":"top"},{"id":"f03cff01a57fa9d1","fromNode":"5fef03ed8fd10ed9","fromSide":"bottom","toNode":"2383d595b2cb1381","toSide":"top"},{"id":"0d652a9dff26ca0f","fromNode":"fd6113d78da50be6","fromSide":"bottom","toNode":"70220a5586af7921","toSide":"top"},{"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"},{"id":"dc48932aa34b97be","fromNode":"2c4cea11c871f757","fromSide":"bottom","toNode":"3bfecaba2f48d111","toSide":"top"},{"id":"7535b332382f7667","fromNode":"2dea460595001fee","fromSide":"bottom","toNode":"729433c09dbc1ed3","toSide":"top"},{"id":"831199f66f068ab3","fromNode":"5d594a038219c32d","fromSide":"bottom","toNode":"50a297e9388f7e87","toSide":"top"},{"id":"2264630f56903295","fromNode":"2c4cea11c871f757","fromSide":"bottom","toNode":"39fa527d31a0f176","toSide":"top"},{"id":"65eb4b44eab1c777","fromNode":"729433c09dbc1ed3","fromSide":"bottom","toNode":"fecf7560283d8f42","toSide":"top"},{"id":"9ad4d5ad53bab451","fromNode":"729433c09dbc1ed3","fromSide":"bottom","toNode":"70e6ffb1febee91e","toSide":"top"},{"id":"bfe6670049aebcd0","fromNode":"50a297e9388f7e87","fromSide":"bottom","toNode":"aeeb06c3b1367385","toSide":"top"},{"id":"bc9cba5d00f0eadb","fromNode":"50a297e9388f7e87","fromSide":"bottom","toNode":"9f7a4d656d5bbc69","toSide":"top"},{"id":"066ab062a790eb84","fromNode":"6558a6188c7ed389","fromSide":"bottom","toNode":"2e59420c8368401d","toSide":"top"},{"id":"bfba0d04bc94ac80","fromNode":"6dbcca4b73b07637","fromSide":"bottom","toNode":"3746baeef30016d8","toSide":"top"},{"id":"37d2ea8d7372bdb3","fromNode":"6dbcca4b73b07637","fromSide":"bottom","toNode":"51a07f8d61300031","toSide":"top"},{"id":"79159f700592fab7","fromNode":"e11c57d0ae33b680","fromSide":"bottom","toNode":"6dbcca4b73b07637","toSide":"top"},{"id":"c0d033053ea0e909","fromNode":"2e59420c8368401d","fromSide":"bottom","toNode":"e11c57d0ae33b680","toSide":"top","label":"Instinct"},{"id":"ad15d110060d8f35","fromNode":"9dfd54186cec9f5c","fromSide":"bottom","toNode":"f2fd7cb202a5eed0","toSide":"top"},{"id":"2b2b989d6301171a","fromNode":"2cfa77b0dd224272","fromSide":"bottom","toNode":"63fbf787175ad0e4","toSide":"top"},{"id":"e6bfcfef9146a9e5","fromNode":"63fbf787175ad0e4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