Académique Documents
Professionnel Documents
Culture Documents
CARACTERISTIQUES SECONDAIRES:
CHARISME: AME/2 -3
ESQUIVE: AGILITE/2 -4 (ne comptent que les scores >0 en malus au touché)
PARADE: COMBATt/2 -2
STRESS: SANTE-MENTALE+ Rang
RESISTANCE: VIGUEUR/2 -2
SANITE-MENTALE: AME/2 -2
COHESION: CHARISME +Rang
Every body knows it = Smarts (ex: This man looks like the U.S. President)
Life path/Background only = Smarts -2 or Life path +2 or Skill +4(ex: Know a drug for cop or
medic)
Specific knowledge skill = Smarts -4 or Life path -2 or Skill +2 (ex: Battle for a soldier)
D8 : Cyber Age (Cybernétique, cyberspace, technologies futuristes (nano, cyber, laser)
Power Attack: +d6 to damage. (This is the standard option, listed for sake of completeness.)
Stun: If the target is not already shaken and the damage roll is not high enough to make the target
shaken, it becomes shaken anyway.
Disarm: If the the damage roll is at least the target's toughness, the target drops its weapon.
Knockdown: If the the damage roll is at least the target's toughness, the target is knocked prone.
Weak Point: Give AP 5.
Fast Attack: After all characters act, make another attack (with the same weapon against the same
target) at -2. If target moves away, ignore this effect.
Dehabilitation: If the the damage roll is at least the target's toughness, reduce one of the target's
traits by one die type (treat like a wound for healing purposes).
Defensive Strike: The target's attacks against you are at -2 until your next action.
Impressive attack: You show your superiority and can make a Test of Will (Intimidation) at +2 on
your next turn
Massive blow: In gang-up situation, 1D6 commons are Shaken, or 1D4 extras are Shaken
Heavy one: For this attack consider as Heavy Weapon
Knockout: If the target is already Shaken, the target is K.O. for 2d6 rnds
BENNIES: Wild dies earn bennies , But GM too (1 bennie/pc for NPC) + 2 bennies per NPC Wild card
- Soak roll
- Unshake immediately
- Transform a critical failure in simple failure
- With a lifepath (and explanation): Use the Lifepath score for a skill during the scene
- With an edge (and roleplay):
Reroll and take the best roll
Add +1D6 (may ace) before or after the roll
Modify a part of the narration/story
- With a Conviction: Like a Joker (init=12 and bonuses for the round +2 to all traits and damage)
- With Rank Plot (to achieve): Raise Wild Die one step/benny for the scene (max 3 if it’s achievement
of the Plot, Max one if it’s a small part of the Plot or a way to advance in the Plot)
- With a Trait: Use Trait die as Wild die
Adversaries :
Relations:
(---) Nemesis (--) Enemy or competitor (-) not appreciated (0) Neutral (+) good opinion (++) Real
Friend (+++) beloved one or children
Use: (In collective rolls, the co-rollers gets bonuses or maluses in function of how much they
appreciate to work with the main roller)
+ With a benny by (+) you can upgrade your wild die for the scene.
Ex: A common mother who wants to save her child can move his wild die of 3 steps (child (+++)) and
get a D6 wild die for the scene to save her children at the costs of 3 bennies
Fright Table
1d20* Effect *Add fear level
1-4 Adrenaline Surge: The hero’s “fight”
response takes over. He adds +2 to all
Trait and damage rolls on his next action.
5-8 Shocked must make a Vigor roll or suffer severe
nausea/mental shock that causes a level of
Fatigue for the remainder of the encounter
9-12 Panicked: The character immediately
moves his full Pace plus running die away
from the danger and is Shaken.
13-16 Minor Phobia: The character gains
a Minor Phobia Hindrance somehow
associated with the trauma.
17-18 The Mark of Fear: The hero is Shaken
and also suffers some cosmetic physical
alteration—a white streak forms in the
hero’s hair, his eyes twitch constantly, or
some other minor physical alteration. This
reduces his Charisma by 1.
19-20 Major Phobia: The character gains a
Major Phobia Hindrance.
21+ Terror: Roll on the Terror Table
Without fear level
Terror Table
Roll Result
1-2 Superstitious: Whether it be religion or a lucky
rabbit’s foot, the hero has found something that
helps him deal with the terrors he faces. Pick a simple
routine or object to be the focus of this disorder. As
long as the focus is undisturbed, this character is
fine. If the focus is lost or disturbed all Spirit rolls
are made at –2 for the duration of the mission.
3-4 Don’t Shoot!: This hero has seen many he
perceived as innocent die in the conflicts. Because
of this, he won’t act in violence toward nonmonsters
without first being attacked himself.
He always gives the benefit of the doubt to those
“innocents caught in the crossfire of war.” He
receives the Pacifist (Minor) Hindrance.
5-6 Vacant Stare: The distant look in this character’s
eyes speaks volumes about the horrors he’s seen.
This hero makes all his Notice rolls at –2.
7-8 Flashbacks: When it really hits the fan this hero
is overwhelmed by images of past encounters and
dead comrades. In a combat situation, images
flash through his mind, confusing the past with
reality. He draws two cards per action, and acts
on the worst of the two.
9-10 Eternal Pessimist: This hero has seen too many
friends and innocents get killed. He finds it difficult to
form relationships—why bother when they’re bound
to be just more meat for the grinder? Viewed as a bit
of a wet blanket in the best situations, this character
suffers a –4 to his Charisma. Should he have any
Leadership Edges, his Command Radius is halved.
11-12 Night Terrors: Horrors affect every person
differently. Your hero is plagued by the visions of
things he or she has seen. Whatever the cause,
this character is traumatized by past events and
cannot sleep properly without drink or drugs.
As a result the individual is permanently tired or
intoxicated. When it is important to sleep, a failed
Vigor roll (–2) means this character cannot. When
it is important to stay awake, a failed Vigor roll (–2)
means the tired hero falls asleep.
13-14 Addiction: This hero has seen too much and has turned
to drugs as a way of coping. While they have eased the
horrors locked within his mind, they have also created
powerful cravings for more to keep the demons at bay.
The hero has a Major Habit Hindrance.
15-16 The Shakes: When the adrenaline starts pumping,
this hero starts to shake like a leaf. During
combat or anytime the character is under stress,
his hands start shaking, reducing all Agility and
Agility related skill rolls by –1.
17-18 Paranoia: The character has seen things in his life
that he simply cannot explain. He feels that every
mystery has a deeper meaning and goes to great
lengths to fit them into his skewed perception
of the world around him. He gets the Delusional
Hindrance (Major), as well as a –2 to his Charisma.
19-20 Blood Lust: The hero has seen his fair share of
killing and the experience has awakened a strange
lust within. He gains the Bloodthirsty Hindrance.
21 Unnatural Appetite: This character begins to
believe he can survive only through eating strange
and disgusting things. It starts simply enough, with
bugs or paper or cigarette butts. This gives a –2 to
Charisma when dealing with those who know of
these weird habits. If the character rolls this result
again, it begins to progress in loathsomeness.
Eventually, people around the neighborhood may
notice their pets have disappeared as they go to
fill his appetite for blood or other entrees.
22 Marked for Death: The character has looked into
the pits of Hell and seen his place setting at the table.
He knows it’s just a matter of time before he dies,
no matter what he does. This character receives one
less benny at the start of each adventure session for
each time he rolls this result.
23 Heart Attack: The hero is so
overwhelmed with fear that his heart
stutters. He becomes Incapacitated and
must make a Vigor roll at –2. If successful,
he’s Shaken and can’t attempt to recover
for 1d4 rounds. If he fails, he dies in 2d6
rounds. A Healing roll at –4 saves the
victim’s life, but he remains Incapacitated.
When STRESS is below 0 each negative point is a D6 mental anguish damage, so when your
STRESS protection is negative, you could become mad without seeing big monsters or
surnatural things.
Stress recovery by:
Decompression (one time/adventure=1pt): You find a way to evacuate the pression fo 3
rounds: Cry, Shake, Agressivity, Run, Bad jokes, Nauseas, Mutism, etc…
FOCUS: (one time/adventure=2pts) Your FOCUS remember you of the good things of life, it
can be a picture of your wife, a simple cigarette, a prier, a song of your childhood etc…
You concentrate on your Focus one complete round, and forget everything else, and you heal
2 points of Stress
Regagner du STRESS: Lorsqu’une creature ayant un score de FEAR est éliminée, tous les pjs
ayant participé regagnent 1 point en STRESS
1 pt pour une scène réconfortante (ex : prendre le temps de fêter Noël en plein scénar)
Repos entre les aventures : 1pt/semaine de loisirs (pas d’entraînement ou autre)
Pour pouvoir regagner du Stress, le personnage ne doit plus souffrir de dégâts mentaux
Automatic Weapons:
Suppressive Fire:
At -3 a hero must make an immediate Vigor roll at 0, apply only the last “incapaciter” wound modifier. This
does not count as an action. The next wound he rolls again, but he’s incapacited with a raise.
Raise: The hero is only stunned. The hero still has 3 wounds, but is not Incapacitated. He is Shaken and suffers a
temporary impairment as well. Roll 2d6 on the Injury Table.
The effects are short-term and go away when the combat is over.
Success: The hero is unconscious. He regains consciousness with a successful Healing roll, as noted
above, or after an hour has passed.
Roll 2d6 on the Injury Table. The injury goes away when all wounds are healed.
Failure: The victim is Bleeding Out. At the start of each round, he must make another Vigor roll (with
applicable penalties). A failure means he has to roll again next round. A result of 1 or less means
the poor sap dies (as a Critical Failure).
Success means he stabilizes but remains unconscious until healed.Roll 2d6 on the Injury Table as
well. The injury is permanent and requires specialist healing (such as the greater healing power).
With nonlethal damage, treat this as a Success except the hero is unconscious for 1d6 hours.
Critical Failure: The hero is dead. Nothing can bring him back.
With nonlethal damage, treat this as a Success except the hero is unconscious for 2d6 hours.
POWERS:
No Power Points
Instead of using Power Points, characters with Arcane Backgrounds simply choose the power they want to
activate and make an arcane skill roll. The penalty to the roll is half the power’s usual Power Point cost (rounded
down). Casting the armor power, for example, which costs 2 Power Points,
is an arcane skill roll at –1.
Once cast, check the results below:
• Success: The power activates as usual.
• Raise: A raise on the roll grants any additional bonuses to the power stated in its description. Armor, for
example, grants a +4 bonus to Toughness with a raise.
• Failure: All currently maintained powers are cancelled and the caster is Shaken.
►►Backlash: Channeling magic, spiritual, or psionic energy, tinkering with unstable technology, and even
using superpowers all come with certain risks.
If a caster rolls a 1 on the arcane skill die when using one of his powers it automatically fails and he suffers 2d6
damage. Replace each Arcane Background’s specialized backlash
rules with these:
• Magic: Use the above Backlash results.
• Miracles: As above, but the damage is reduced by half the priest’s Faith skill.
• Psionics: Use the above Backlash rules, but the damage is applied to all sentient creatures within a Large Burst
Template centered on the psionicist.
• Super Powers: The hero does not suffer damage, but cannot use the power for the rest of this encounter or
until he spends a Benny to negate the Backlash.
• Weird Science: As above and the “device” is destroyed and must be rebuilt. This typically takes 1d3+1 hours,
minus one hour for every success and raise on the Repair roll.
►►Maintaining Powers: Characters can maintain powers as long as desired, but each power maintained
inflicts a –1 to cast any new powers. Thus an invisible mage can keep the power going indefinitely, but suffers a
–1 penalty if he then attempts to hurl a bolt.
►►Interrupting Powers: If a character with an activated power is Shaken or suffers a wound or Fatigue level,
he must make a Smarts roll to maintain all his powers. If the roll is failed, all powers are instantly dropped. A
wizard with armor who suffers a Shaken result, for example, must make a Smarts
roll. If the wizard suffers two wounds from an attack, he must make a Smarts roll at –2.
Powers shut down automatically if the caster sleeps or is rendered unconscious.
►►Power Preparation: A caster may prepare a spell by concentrating for a round (no movement or other
actions and avoid interruption, as described above). If successful, he ignores 2 points of penalties on all powers
cast with his next action.
If he does not enact any powers on his next action, the preparation is lost.
Character creation:
Rank
Skills: 15 points
Hindrances: you can choose one Major (give 2 points) and 2 minor (give 1 point)
With points you can advance Traits
Life paths: 5 points : donnent Dnbre points à dépenser dans la carrière exclusivement
Dont un certain nombre en Knowledge
Avec D4 : points utilisables uniquement pour les comps dont 1pt mini en Know
Avec D6 : possibilité d’utiliser 2pts pour acheter un edge lié ; 2 pts mini en Know
Avec D8 : Possibilité d’utiliser 2pts pour acheter un Professional edge lié ; 3pts mini en know
Avec D10 : Possibilité d’acheter le professional edge sans avoir les prérequis ; 4pts mini en know
Avec D12 : Le Professional edge est gratuit ; 4 pts mini en Know
Focus
Relations
2 free contacts + family members
Team connections: For each pc, note the name and your vision of the pc and the level of the relation
At the beginning, total levels must be equal to 0. for a (++) you must have two (-) or a (--)
Si ne dépense pas de points, fait le jet avec le malus, mais peut dépenser autant de points de magie
qu’il veut (chacun vaut +1 au jet)
AB Médium : Pas de points de Magie, Jet avec Malus, Bonus +2 contre 1pt de Fatigue
AB Rituels : Système de points de magie, magie non immédiate minutes par défaut
Ex : sort -4 censé durer 4 minutes, en prenant la journée (+4) en sacrifiant une vache (+2) et en
utilisant 2 points de magie (+2), j’ai +4 pour lancer mon sort avec mon D6 en Rituel
AB Mythe : Magie non immédiate, round pour les sorts de combat, Minutes pour les invocations
+ augmenter son bonus : (Limite Dé de compétence)
En prenant plus de temps : durée x2 =+1 1H=+2 1J= +4
En utilisant plus de composants : +1 pour deux composants rares ajoutés
En utilisant des sacrifices : +1 pour 3 petits animaux +1 pour un gros animal +2 pour un humain
En X les invocateurs :+1/4 extras +1/WC répétant le sort +2/4 extras +2/WC connaissant le sort
Diminuer le temps en rounds (-2) rendre le sort instantané (-4) si il est possible de préparer les
composants
+ augmenter son bonus : en dépensant des points de magie (Limite Dé de compétence)
+ augmenter son bonus en perdant de la santé mentale
+1/1D6 d’angoisse mentale
- Le malus du sort indique le nombre de D6 d’angoisse mentale à lancer pour jeter le sort :
Ex : Invoquer/contrôler un Byakhee : -6 donne 6D6 d’angoisse mentale
+ Utiliser des points de magie pour annuler l’angoisse mentale : 1 point annule 1D6 (Limite Dé de
compétence)