Re: [Jeu] Le sphinx à deux têtes !
Publié : jeu. juin 12, 2025 10:28 am
Aucune idée de ce que c'est mais elle donne bien envie cette description.
Forum avec de vrais morceaux de JDR dedans.
https://www.casusno.com/
If a Debate is not simply role-played out, the following system can be used:
•A debater makes either a Charisma or Intelligence Check to successfully make a significant point. If the Check fails, it means that the point has so badly stated that nobody will even take it seriously.
•A debater can successfully make a counter argument with either a Charisma or Intelligence check. Again, a failure indicates the response is seen to be invalid, or even laughable.
•The debate will continue until somebody fails an Ability Check. Alternately, a debater can attempt to end the debate by making a final argument, which forces an Intelligence Contest. Whoever wins the Contest wins the debate then and there.
•Characters who achieve fame as debaters can expect to receive invitations to increasingly important salons.
The Castle refers to a large and imposing structure that is the center of the scenario. The Castle could be an actual stronghold from feudal times. Such places as ancestral mansions, lunatic asylums, prisons, monasteries, and universities can also be considered Castles, especially if they had once been military strongholds, or have been built to resemble them. .../... The Castle is often a place of Confinement, home to a family under a Curse, encloses a Dark Place, is the site of a Haunting, shelters a Fiend or Monster, and contains an essential Mystery. If not an abandoned on account of being a Ruin, the Castle will be presided over by a Despot. The Castle is not just a place, but an actual character in the story. Its door may resemble a mouth, and its windows may stare like eyes. The Castle seems to have a will of its own, for good or ill.
Preternatural Effects are events that appear to transcend the mundane order of nature. Summoning a Demon, creating a storm from a blue sky, and turning a hapless victim into a toad are all Preternatural Effects. The Preternatural world is shadowy and uncertain. Unlike an effect created through purely scientific means, the reality of a Preternatural Effect is never definite.
Preternatural Effects are created by many different means.
•Incantations combine strange gestures and words of power to quickly create a desired Preternatural Effect, but at a cost in physical vigor.
•Ceremonies are rituals used by Magicians to create Preternatural Effects. A Ceremony is the slowest and most inconvenient way to create a Preternatural Effect, but it is the only method that allows the Magician to use magic on an object outside their sensory range. A given Ceremony can only be performed once a day.
•Talismans are physical objects that grant their possessors the constant power of a Preternatural Effect
•Pacts are contracts between Magicians and certain Spirits. When the terms of the contract are fulfilled, the Spirit causes the desired Preternatural Effect to occur. A particular Pact can only be employed once a day.
•Mad Inventions are items that create Preternatural Effects almost identical those made by a Magician, but through means of bizarre science.
•Preternatural Powers are possessed by certain creatures, particularly Spirits such as Demons and Fairies. Generally, a Spirit can grant a Pact for its own Preternatural Powers, or can teach the use of Incantations, Ceremonies, and Talismans that correspond to those same Preternatural Powers.
The Castle refers to a large and imposing structure that is the center of the scenario. The Castle could be an actual stronghold from feudal times. Such places as ancestral mansions, lunatic asylums, prisons, monasteries, and universities can also be considered Castles, especially if they had once been military strongholds, or have been built to resemble them. .../... The Castle is often a place of Confinement, home to a family under a Curse, encloses a Dark Place, is the site of a Haunting, shelters a Fiend or Monster, and contains an essential Mystery. If not an abandoned on account of being a Ruin, the Castle will be presided over by a Despot. The Castle is not just a place, but an actual character in the story. Its door may resemble a mouth, and its windows may stare like eyes. The Castle seems to have a will of its own, for good or ill.
If a Debate is not simply role-played out, the following system can be used:
•A debater makes either a Charisma or Intelligence Check to successfully make a significant point. If the Check fails, it means that the point has so badly stated that nobody will even take it seriously.
•A debater can successfully make a counter argument with either a Charisma or Intelligence check. Again, a failure indicates the response is seen to be invalid, or even laughable.
•The debate will continue until somebody fails an Ability Check. Alternately, a debater can attempt to end the debate by making a final argument, which forces an Intelligence Contest. Whoever wins the Contest wins the debate then and there.
•Characters who achieve fame as debaters can expect to receive invitations to increasingly important salons.
Jeu en deux volumes d'un total d'environ 350 pages, de la plume d'un unique auteur, auxquels viennent s'ajouter 7 publications supplémentaires, de taille variée. Appartenant à la mouvance OSR, le jeu cherche à émuler un genre littéraire particulier, et se focalise sur une période historique s'étalant sur 30 ans. Pour autant le jeu se défend de toute volonté d'être historiquement fidèle, l'objectif restant de jouer dans un cadre purement fictionnel. Une seconde édition serait envisagée, couvrant 6 périodes supplémentaires. Il n'a pas sa fiche au GROG, par contre on en a parlé sur Casus NO.