Re: [BrainStorming][MJ-Only] Comment je mène mon Kingmaker
Publié : ven. sept. 30, 2011 3:04 pm
Pour le faire jouer, j'attends la vf en dur. Mais pour l'instant, je suis en train de préparer des pré tirés :
Ser Guéric Branelame
Capitaine mercenaire
Compétences :
+4 : Leadership
+3 : Melee Weapons ; Endurance
+2 : Rapport ; Athletics ; Might
+1 : Intimidation ; Ressources ; Alertness ; Resolve
Prouesses :Eold Targael
- Battlefield Veteran (Leadership)
The character has seen his share of combat and can quickly assess a conflict’s tactical advantages. Once per scene, spend a Fate point to roll Leadership against a difficulty derived from the table below. Shifts generated become a pool of bonus points you can distribute to your allies for combat-related rolls during the scene. For example, a Leadership roll of +5 against a Fair (+2) difficulty provides a +3 bonus to an ally’s combat-related skill roll, +1 to three such rolls, or a +2 and a +1 to two. Allies must be able to see or hear you to receive these bonuses.
The Leadership roll’s difficulty depends on how formidable the opposition is.
Difficulty
Strength of Opposition
Mediocre (+0)
The opposition seems insurmountable.
Fair (+2)
The opposition outnumbers the PCs or is obviously superior.
Great (+4)
The player characters and opposition seem evenly matched.
Fantastic (+6)
The player characters outnumber the opposition by 2:1 or more or are obviously superior.
The tougher the opposition, the easier the Leadership roll: that’s because battling the vanguard of the Suvethian Empire is much more heroic and dramatic than dog-piling a handful of peasants. Legends of Anglerre combat is about drama, excitement and heroism, not playing it safe: the tougher the odds, the cooler the character looks when he snatches victory from the jaws of defeat.- Minions (Leadership)
You have lots of minions. In a scene you have the bare minimum on hand – up to three Average (+1) minions. Each has the Strength in Numbers advance and three additional advances (page 167). You can take the stunt multiple times, each additional time providing another three advances. You must spend all advances at the start of the scene when you first bring in your minions, but you needn’t bring them all in right away.- Respected Leader (Leadership)
The character is famed for being just and heroic, and is respected by those under him. When this reputation would benefit you, you may use Leadership instead of Rapport in social situations.- Shield Training (Melee Weapons)
The character has trained extensively with shields. This stunt is required to be able to use shields properly.
First, the stunt allows your shield to give you a defence bonus instead of an armour bonus, and to accept a Minor or Major consequence for you (like armour).
Second, when taking a full defence or block action, your shield acts as an aspect.
Third, if you obtain spin on a Melee Weapons attack when fighting an opponent with a shield, his shield doesn’t benefit him at all, including any benefits he might normally gain from this stunt.
Maître Artisan nain
Compétences :
+4 : Artificer
+3 : Endurance ; Art
+2 : Power of Warding ; Melee Weapons ; Academics
+1 : Alchemy ; Empathy ; Might ; Athletics
Prouesses :Lewellyn Siname
- Sigils (Warding)
Similar to the Magical Inscriptions stunt (see page 117), for a Fate point you can enhance any Warding trapping with inscribed sigils, runes, or glyphs (you choose), so that anyone trying to penetrate the power’s protection suffers a magical attack equal to the power skill level in addition to the trapping’s normal effects. This attack is resisted by Endurance and causes Physical stress if the intruder is physically attacking the Warding, or by Resolve and causes Composure stress if the intruder is attacking with powers.- Apprentice (Artificer)
Requires an associated aspect
Pick a broad category such as smithing, woodworking or stonecutting, and reduce the time required by one step when using Artificer for such tasks. You may take this stunt more than once unless your setting is concerned about historical accuracy (in the mediaeval world you can’t usually be an Apprentice of two crafts due to guild membership restrictions).- Engineer (Artificer)
Requires one other Artificer stunt
The character can create, repair, and dismantle constructs (see Chapter Fifteen: Sailing Ships and War Machines) such as castles and bridges. Constructing ships and other vessels requires the Shipwright stunt below or the Boatwright (Pilot) stunt on page 100, but otherwise uses the same rules.
Creating a construct costs 2 levels less than buying one outright (see page 51), as shown on the table
below, together with the difficulty to create it and the time required. Time, costs, and difficulties depend upon the scale of the construct in question: the figures below are approximate, and may change depending on circumstance (building a wooden boat in a desert is more expensive, for example). Construct creation also assumes the engineer is hiring the required workforce, and has access to a construction facility (mason’s, shipyards, etc) equal in quality to the job difficulty.
Using Engineer in this way creates a construct with basic skill points as per the Construct Scale Table on page 202. Any further improvements are done using the advancement rules (see page 227). You can use shifts to speed up the work, or increase the time taken to gain a retroactive bonus (see page 178). You can also use Engineer to repair constructs as per page 225.
Construct Creation Table
Construct Scale*
Examples
Time to Create
Cost to Create
Difficulty
Medium (3)
Small ship, tower, house, shrine, bridge.
A month
3 x Superb
Fair
Large (4)
Large ship, small castle, temple.
A year
3 x Epic
Great
Huge (5)+
Medium castle, cathedral.
A lifetime
3 x Legendary
Epic
* Advanced constructs (see page 200) are one difficulty level higher to create, and can only be created in societies capable
of their construction.- Feel the Burn (Endurance)
The character can push through incredible pain to reach his goal. You can take one extra Major Physical consequence (see page 161), allowing you to take a total of four consequences in a physical conflict before being taken out.
Espion elfe
Compétences :
+4 : Ranged Weapons
+3 : Power of Glamour ; Alertness
+2 : Survival; Power of Earth; Stealth
+1 : Power of Life ; Power of Nature ; Power of Animals; Investigation
Prouesses :Marn Eclesia
- Camouflage (Glamour)
You can use Glamour instead of Stealth to hide.- Strike with Fear / Wonder (Glamour)
Requires one other Glamour stunt On a success, for a Fate point, you can place an automatic Composure consequence on the target, such as “Paralyzed with Fear”, or “Struck Dumb with Wonder”.- Quick Shot (Ranged Weapons)
The character can bring his weapon to bear in the blink of an eye. You take no penalty for drawing a bow or other ranged weapon as a supplemental action; if someone’s actively blocking such an action (see page 158), you gain a +2 bonus to overcome it.- Lightning Hands (Ranged Weapons)
Requires Quick Shot
The character and his weapon are as one; the thought to aim and shoot is the same as the action. With this stunt, you may use Ranged Weapons to determine initiative instead of Alertness.
Investisseur éclairé
Compétences :
+4 : Rapport
+3 : Empathy; Art
+2 : Ressources ; Resolve ; Contacting
+1 : Intimidation; Stealth; Melee Weapons; Sleight of Hands
Prouesses :
- Heart’s Secret (Empathy)
The character has an instinct for getting to a person’s heart and finding out what matters most to them. On a successful Empathy read, the Story Teller must reveal one of the most important of the target’s aspects, unless you explicitly request otherwise. Normally, the Story Teller has freer rein in her selection (see page 84).
This still doesn’t let you trip over anything that’s truly still a secret to you – it isn’t an instant mystery-solving stunt, after all.- Blather (Rapport)
It’s not that you’re a good liar – possibly far from it. It’s more that you’re so good at not letting the other guy get a word in edgeways that he can’t work out if you’re lying or not. As long as you keep talking, you can cover up increasingly ludicrous lies. Start fast-talking the target as a contest between your Rapport and their Resolve or Rapport. If you win, the conversation continues; repeat the roll on the next exchange. If you fail, no matter how poorly, you can spend a Fate point to continue as if you had. As long as you keep talking and continue to spend Fate points to defer failures, your endless blathering prevents the target from working out what you’re doing. The difficulty of any perception (usually Alertness) checks by the target relating to the fast talk are based on your Rapport skill, or your last successful roll, whichever is higher.
The target of the fast talk, although definitely distracted, is by no means helpless: he responds normally to being attacked or otherwise disturbed, and to obvious stimuli like friends being attacked, shouting, etc. Using Blather on multiple opponents allows each to defend, and you incur a -1 penalty for each additional opponent. Once you stop talking, it may be time for a quick exit...- Razor Tongue (Art)
The character knows how to craft the most exquisite insults, and automatically complements social skills used this way with his Art skill. The stunt grants an additional +1 bonus when using Intimidation to get a rise out of someone, regardless of Art skill: for example, a character with Good (+3) Art, Fair (+2) Intimidation, and this stunt has an effective Intimidation of Great (+4) when trying to get a rise out of someone.- All the World’s a Stage (Art)
Requires one other Art stunt
The character has a natural talent for acting, and may easily, convincingly adopt a persona off-stage. The artist may roll Art instead of Deceit to convince a target he’s someone he isn’t.