Technique

Modérateur: César

Technique

Messagepar César » 19 Août 2016, 20:37

Un fil de discussion sur la technique.
Pour faire, ce sont les règles de Pathfinder. Si vous les connaissez pas, vous apprendrez sur le tas :-P

Les ouvrages de base utilisés sont : le manuel des joueurs, le manuel des joueurs règles avancées, l'art de la magie, l'art de la guerre, Advanced Race Guide, le Cadre de campagne de la Mer Intérieure, Ultimate Intrigue et des morceaux du manuel des classes avancées.
Les ouvrages sur Golarion (Pathfinder Campaign Setting et Pathfinder Players' Companions) sont aussi plus ou moins dans la pile.
De manière générale, si vous voulez quelque chose (don, sort, pouvoir, archétype, objet ...), demandez moi avant.

J'ai déjà évoqué les modifications et choix de règles. Si nécessaire, je ferai une petite liste des principales compétences d'artisanat (il doit y en avoir une quinzaine en tout et elles ont un périmètre assez extensif). Pour les Arts, les arts éphémères sont représentés par les compétences de Représentation, les autres par des compétences d'Artisanat.
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Re: Technique

Messagepar César » 19 Août 2016, 20:46

Les traits
Vous commencez avec deux traits classiques (Ultimate Campaign) au choix (mais dans deux catégories différentes).
Vous avez également 1 trait de campagne ; deux si cela paraît faisable.
La liste des traits de campagne est la suivante (on verra en fonction des personnages, ceux ou celui qui paraissent appropriés). Oui, c'est en anglais, j'ai eu la flemme de traduire.

Amoral Mercenary: You have always looked after yourself first, and done whatever you need to do to survive. You’ve killed before, and you’ll kill again, but you don’t lose sleep over it. If it’s you or them, you invariably choose yourself. You follow no code, unless it’s doing whatever brings you to the top. Of course, sometimes you have to work with others, and that’s fine too, as long as the pay is right—whatever it takes to get the job done. With the current unrest in Cheliax, it’s starting to look like a good deal to work with House Thrune. You know Thrune rewards those who serve it well, and there’s no one else in Cheliax who can offer the power, prestige, and money that Thrune can.

Apprentice Devilbinder: It’s no secret that conjuring and binding devils is a popular pursuit in Cheliax, and you have served as an apprentice to a diabolist since a young age. Eventually, however, you decided you wanted more for yourself than a life of study and service, and when you felt you had learned all that you were likely to from your master, you struck out on your own. You know you can achieve the loftiest heights of power with the support of Hell behind you, just as you are aware you can fall to the lowest depths if you’re incautious and lose that support. You are determined to use your skills and abilities to bind Hell and its minions to your will, and to make a name for yourself as one of Cheliax’s premier devilbinders.

Asmodean Acolyte: You grew up in the church of Asmodeus, and have served as a faithful follower your entire life. You’ve studied the unholy texts, committed the rigid hierarchies of Hell to memory, and striven to eliminate emotion and mercy from your mind in emulation of the Prince of Darkness. You may have continued your career in the church, officially joining the priesthood and aspiring to advance to positions of higher authority and greater power, or you may have left the church, deciding the life of a priest was not for you.

Chelish Noble: You had the fortune to be born into one of Cheliax’s noble families, and even more importantly, your family is one of those loyal to House Thrune. Perhaps your family has been allied with Thrune since the Chelish Civil War, or maybe Thrune granted your family its title in exchange for its support during that conflict. In any case, your experience growing up among the nation’s well-to-do has given you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance. With the nascent uprising of the Glorious Reclamation in Cheliax, there is much concern among the aristocracy, and House Thrune needs the support of loyal nobles now more then ever.
This trait assumes you belong to a minor noble human family with a small manor or estate in some backwater of the empire. If you’re not human, either you were adopted into a noble human family, or your family was recently granted a nonhereditary noble title.

Erratic Malefactor: Some people follow codes and traditions; others look out for only themselves. You don’t care—you do what you want, when you want, sometime for a good reason, and sometimes for no reason at all. You revel in your status as an outlier, and take pride in the fact that you follow no one else’s orders—at least most of the time. In a lawful land like Cheliax, one has to be more careful and at least pay lip service to the rules and restrictions of society. As a result, you try to manage the chaos that rages within your soul, but you’re always on the lookout for the opportunity to truly unleash destruction. These days, there’s plenty of work for someone who will do what needs to be done, no questions asked, and the rewards from House Thrune for those who work with it are a strong incentive as well. If working with others gives you the freedom to carry out some of your darkest instincts without fear of repercussion, then why not—at least for now. You can worry about the future when it comes.

Ex-Iomedaean: You, or perhaps your family, were once worshipers of Iomedae, but something happened that made you lose your faith. Perhaps your family was accused of being dishonorable or cowardly, or maybe one of your family members was the victim of church “justice.” Or perhaps you simply met someone who opened your eyes and showed you the truth—that the Inheritor’s so-called honor, valor, and justice are just tin plating on a strict dogma that seeks to control people by restricting their free will. In any event, you left the church, and as a result, your family was subjected to scorn and holier-than-thou disapproval. Ever since, you’ve vowed to some day get revenge against the church of Iomedae—and with the current situation brewing in Cheliax, you might finally have the opportunity.

Good Slip: Halflings are a common sight in Cheliax and make up the majority of that nation’s slave population. Known derisively as “slips,” halflings are almost universally treated with scorn and contempt, while paradoxically valued as the most precious slaves. You are a Chelish halfling, but unlike most of your race, you have embraced your role in Chelish society, and used it to your own advantage. People constantly overlook you or discount you as an inconsequential slip, but you know the truth—halflings are just as vital to the empire’s health as its nobles, priests, and warriors. You may have been born a free halfling who has never known the chains of slavery, or a slave who was later freed after a period of loyal servitude. Or perhaps you are still a slave, happy (or at least content) in your enslavement, and hoping for some eventual recognition of your contribution, however small, to Cheliax’s great and orderly society.

Hellknight Aspirant: You have always admired the authority, discipline, and righteousness of the ebonarmored Hellknights. Whether it’s their unwavering selfcontrol, uncompromising dedication to law and order, relentless pursuit of justice, or merciless administration of punishment, you have tried to model your own actions on the Hellknight philosophy called the Measure and the Chain. Your most fervent wish is to eventually join one of the Hellknight orders and take your place among the grim ranks dedicated to upholding and enforcing the laws of Hell and of Cheliax.

Local Tough: You were born and raised in the town of Longacre on the southwestern fringes of the Whisperwood, or at least have lived there long enough that you’re considered a native. You’ve never been one for the quiet life, and have been considered a miscreant and reprobate since you were a child. As an adult, you’ve made something of a name for yourself as a thug, enforcer, and petty thief in town, hiring yourself out to anybody who needs muscle in exchange for a few coins. In the course of such employment, you’ve worked with another local troublemaker named Cimri Staelish and have become friends. Cimri has recently gotten involved with some shadowy, though powerful, characters, and as Hell’s Vengeance begins, you and a group of other ne’erdo-wells have agreed to help Cimri burgle a tannery just outside town. With luck, this could be the start of bigger and better things than just working as hired muscle.

Scion of the Nine Circles: While the worship of Asmodeus is widespread throughout Cheliax, you follow a different path: that of the philosophy of diabolism. Asmodeus and the other archdevils are worthy of respect and emulation, certainly, but rather than worship one Lord of Hell above all others, your faith is instead based on the veneration of the order and laws of Hell itself as a model for a perfect society. Free will must be suppressed to prevent rebellion, slavery is required to keep the unworthy in their place, and evil and cruelty are necessary for good and kindness to exist.

Thrune Informant: The Thrice-Damned House of Thrune rules Cheliax with autocratic power, and its representatives can be found throughout the empire, drawn from all walks of life. Most of these agents do not work directly as government employees, but they still serve House Thrune in whatever ways they can. You are a true patriot of Cheliax, and have long worked for House Thrune as a paid informant. You report what you see to the authorities, and occasionally carry out specific tasks suited to your skill set and abilities when asked. People like you help prevent potential traitors and other “undesirables” from undermining Thrune’s authority and keep Chelish society running smoothly. You hope that with continued faithful service, you
will eventually be rewarded with greater authority and autonomy as a sworn agent of House Thrune.
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Re: Technique

Messagepar Lord Musashi » 01 Sep 2016, 16:39

Petite question, combien de point à la création?

Realiste 10
Standard 15
Fantastique 20
Epique 25
“Il perd, celui qui sait ce qu'il va faire s'il gagne. Il gagne, celui qui sait ce qu'il va faire s'il perd.”
“Il y a quelques chose de pourri dans le royaume du Danemark"
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Re: Technique

Messagepar César » 01 Sep 2016, 23:58

15 points.
Et oui, il va falloir faire des choix ... après, vous pourrez vendre votre âme pour en avoir plus ... :mrgreen: :twisted:
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Re: Technique

Messagepar Lord Musashi » 02 Sep 2016, 01:22

On peut la vendre avant de commencer? :mrgreen: :lol:
“Il perd, celui qui sait ce qu'il va faire s'il gagne. Il gagne, celui qui sait ce qu'il va faire s'il perd.”
“Il y a quelques chose de pourri dans le royaume du Danemark"
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