Charly Dean a écrit : ↑mer. sept. 10, 2025 5:27 pm Pareil que toi.
J'ai fouillé dans mon LdB en plus pour vérifier sans trouver.
Pour l'extrait dark earth sur la lune noire, regarde au dos de la boîte

Charly Dean a écrit : ↑mer. sept. 10, 2025 5:27 pm Pareil que toi.
J'ai fouillé dans mon LdB en plus pour vérifier sans trouver.
Sylvestre a écrit : ↑mer. sept. 10, 2025 6:41 pm On recherche un livre de base :
If you haven't been a Storyteller before, the Advanced Game will let you try out the task without a lot of effort or risk. Your performance can be just a few minutes long to begin with. Don't be shy!
Your Storyteller, who is now called the Chief Storyteller, will begin the game as usual. But once his adventure is underway, he has the option of letting you take over for a while.
If you feel like being the Storyteller during a particular scene, raise your hand and let him know. If he agrees, you can control the situation to suit yourself. And when you're finished, you get a Storyteller Certificate as a reward (see below). When you become the Storyteller, try to be amusing, impartial, and reasonable.
The Chief Storyteller still has the power to veto your decisions if you act badly. Also, remember that other players will also be Storytellers. If you entertain them and award lots of Fame to their Adventurers, they will do the same for you in turn.
What are Traits?
Traits are a quick and powerful way to make your character more flexible, without resorting to Narrator judgement or creating mathematical formulas for cross-Skill interaction. In most cases, determining if your Background and training give you an edge in a given situation will be easy, because a Trait is either on your character sheet or not.
Some Traits represent a specialization of general Skills that have few or no applications outside their field. These Traits are expressed as a verb (like Sneak or Jump). Other Traits represent the special training that your character possesses regarding one particular class of items or creatures, or one particular branch of knowledge, and are usually described by a noun (like Camel, Mace or Quantum Physics). All weapon Skills are nouns, as they do have an application outside of the relevant Combat Skill. They also represent the ability to take care of your weapon.
Other Traits represent membership in, or deep knowledge of, a race or social group. These are described by an adjective or a noun that is usually used like an adjective, like Red Martian, Lemurian or Maori.
Finally, some Traits represent in-depth knowledge of a region or environment, and they are expressed as a geographic noun or by the name of an environment. While most characters have at least one regional Trait, not everyone will have an environmental Trait. As you will see in Chapter 3, Environmental Traits are very, very useful.