[Jeu] Le sphinx à deux têtes !

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Pyth
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Re: [Jeu] Le sphinx à deux têtes !

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Extrait #4

GRAVE ROBBER
An opportunist who steals from burial sites.

ABILITY ADJUSTMENT: Strength +1, Dexterity +1, Constitution +1, Charisma -1 (Physical strength, coordination, and a strong stomach are essential to the Grave Robber's trade. Unfortunately, spending too much time around corpses can erode social skills.)
SPECIAL ABILITIES: Appraising, Handle Locks and Traps (+1), Iron Constitution(+1),
Fighting the Dead (+1), Night Vision
WEAKNESSES: Criminal Entanglements, Secret Life
HIT DICE: d6
TYPICAL EQUIPMENT: A shovel, a hammer, a dozen coffin nails, a crowbar, a saw, a knife, garotte, 1 set of rugged clothing, a book of anatomy, old rags, a vial of rat poison, 1 set of fine but stained clothing pilfered from a recent grave, a piece of stolen jewelry, a human hand, a wheelbarrow, a loaf of black bread, a bottle of gin, a wooden stake & mallet, 100-500p

Graves are an underdeveloped resource. Of course, most people have irrational prejudices against exploiting the potential wealth to be had by raiding the resting places of the dead. Not so with those intrepid and enterprising people who answer to the name “Grave Robbers”. They understand that the stench of decay is really the smell of money, and if the dead really wanted to keep their treasures they would do something about it. Unfortunately, the dead sometimes do.
Often, corpses are worth even more than the objects with which they are buried! In the Ghastly Age, surgeons are prohibited by law and custom from acquiring sufficient bodies to advance anatomical knowledge through the practice of dissection. Fortunately, the brave and selfless Grave Robbers step up, and charitably help medical science. For a reasonable fee, a Grave Robber will provide surgeons with the flesh they need to practice their art. Often, surgeons take up the trade of grave robbing themselves, cutting out the middle man.
It is not only the newly-dead that can be of use to the living. For example mummified corpses from certain ancient cultures are said to become a wonderful panacea when ground to a powder and dispensed by a quality apothecary. Powdered mummy is also used by painters to create certain colors, and as a preservative. Obtaining such “mumia vera” is a major source of income for those Grave Robbers willing to travel to exotic lands, whose populations are only too happy to serve up their ancestors so that some philandering nobleman might be cured of his syphilis.
It must be noted that, contrary to popular belief, not all Grave Robbers are men of low birth. In fact, many are gentlemen, who realize that when certain ancient and primitives people buried treasures with their dead, they meant for those riches to be later claimed by well-bred men from a superior civilization.
.../...

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Spoiler:
Extrait #1 :

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.


Extrait #2 :

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.

Extrait #3 :

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.

Descriptif du jeu :

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.
All things are true. God's an Astronaut. Oz is Over the Rainbow, and Midian is where the monsters live.
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Re: [Jeu] Le sphinx à deux têtes !

Message par pseudo »

Je ne l'ai pas mais je suis curieux de savoir ce que c'est.
Apparently you can take the boy out of the dungeon, but you can't take the dungeon out of the boy
(knights of the dinner table #73)
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