Re: Burning Wheel
Publié : ven. févr. 05, 2010 5:18 pm
Bon bah je verrai ça. J'en suis à la page 50 je crois.
Forum avec de vrais morceaux de JDR dedans.
https://casus-no.net/
Hum, mon googlefu est faible, je n'ai pas trouvé. Tu peux nous donner le lien ?Udo Femi a écrit :à part du Star Wars (quoiqu'il existe un hack Jedi Guard qui est pas si débile que ça, à y repenser!)
Knights of the Old Republic
The main change is to make Nature = The Force. Using the Force is identical to using Nature or Tapping Nature.
Jedi would have the Light Side descriptors: mercy, compassion, self-sacrifice, and peace.
Sith would have the Dark Side descriptors: anger, fear, aggression, and revenge.
If they hit Nature 0 then they would convert to the other side with a Nature of 1.
Other changes:
Use Traits to cover over specific Force Powers. In broad terms, you really only need Control, Sense, and Alter. The bonuses you get reflect using these powers (Mind Trick could aid Persuader skill for example) and using them in a way that gets you in trouble (often seen in the movies) is already covered.
Cloak color becomes lightsaber color.
Skills need to be changed to appropriate equivalents.
And there it is - simple.
Addendum: make Light Side and the Dark Side in to a Paired Nature - meaning that both add up to 7. So if a Jedi has a Light Side of 5, he also has a Dark Side of 2. Now the fun part - the Jedi may Tap his Light Side Nature by using a point of Persona as normal, but the Jedi may also Tap his Dark Side Nature for Free (to represent the temptation of the easy path to the Dark Side).
The Dark Side:
Originally for a Ravenloft game.
Darkness: In addition to whatever other Emotional Traits they possess, characters in Ravenloft must keep track of an attribute known as Darkness. This represents the degree to which they have become corrupted and attracted the notice of the Dark Powers.
Starting Darkness: + 1 Darkness if the character has ever murdered a living being in cold blood. + 1 Darkness if the character has ever stolen purely to satisfy a desire (as opposed to a need). + 1 Darkness for each of the following lifepaths: Corrupt Sergeant, Venal Priest, Street Thug, Torturer, Blackmailer, Kidnapper, Pillager, Poisoner, Thug, Desperate Killer, Bandit, and Freebooter. (maximum 3 points of Darkness). + 1 Darkness if the character possesses the Lost Faith trait. + 1 Darkness for any other horrible sin the character has committed. -1 Darkness for any genuine, selfless relationship the character possesses. - 1 Darkness if the character has seriously repented his past actions.
Total these to find starting Darkness, if any. A character may choose to spend five points of Darkness to shade-shift the Trait to grey.
The character may choose to tap into the gifts of the Dark Powers, spending a Persona point, which allows him to add any number of dice, up to the exponent of his Darkness. There will be a consequence- this only fuels the growth of evil in his heart to a greater degree!
Tests to advance Darkness are made whenever a character uses a persona point to add some part of his Darkness exponent to a roll, or whenever one of the following conditions are met. A Darkness test that comes from using Persona points to activate Darkness will have an obstacle equal to the number of dice added. Routine tests always count for advancement for Darkness.
Ob. 1: Failing to do simple good deeds for others out of a motivation of spite. (I advise you not go crazy calling for these tests.)
Ob. 2: Kicking a puppy. General jerkitude. Anything that happens in an episode of House, M.D. (In some episodes House makes Darkness tests as high as Ob. 7- see episode 2.21!)
Ob 3: Dishonesty in business dealings. Lying to your friends to conceal a shameful secret. Betraying an Instinct for selfish motives.
Ob 4: Stealing something to satisfy a want (rather than a need). Betraying a Belief for selfish motives. Doing down a friend in order to benefit yourself.
Ob 5: Manipulating to bring about the downfall of a rival. Killing a living human in the heat of passionate emotion.
Ob 6: Killing a living human in the heat of passionate emotion and then trying to escape blame.
Ob 7: Causing serious loss to a friend for your own benefit. Perpetrating fraud that causes loss to a large number of people.
Ob 8: Murder of a living human in cold blood. Rape.
Ob 9: Killing for petty gain or small vengeance.
Ob 10: Sincerely swearing yourself to the service of evil. Selling your soul.
(Please feel free to fudge these based on your own personal sliding scale of evil.)
A character who has reached the beginning of the campaign without earning any Darkness is by now less likely to earn the attentions of the Dark Powers. He is not required to make a Darkness test or open the Darkness trait unless he earns a Darkness test of at least Ob. 6.
The Embrace of the Dark Powers: The Dark Powers tempt those who make the first steps on the road to Darkness by offering power. When a character’s Darkness reaches 5, he receives a free Trait that offers a small benefit, generally a die trait offering a one-die benefit to certain types of rolls, while applying a similar penalty to some other type of roll. One character, a sneaky type, might be able to meld with shadows, receiving a +1D to Stealthy rolls while in darkness, but become slightly blinded while in bright light (+1 Ob to all Observation and fine manipulation rolls). Another might gain the ability to talk to rats, which begin to constantly flock to him, possibly interfering in his social life.
At Darkness 7: the character receives another free Trait, this time something more powerful and clearly supernatural. He also receives along with it an equally problematic curse. The sneaky character from our first example might become permanently invisible as his desire to remain unseen grows to consume him. The rat-talker might become able to summon and control rats, while slowly turning into a rat-man himself.
At Darkness 10: the character is consumed by evil. If he is a PC, he probably should stop being one. The Dark Powers take him to their bosom, and… you know the story.
Removing Darkness: Repentance is possible in Ravenloft, but in general, a character who wishes to turn towards the light must perform an act of great selflessness for each point of Darkness he wishes to remove, as the Dark Powers begin to doubt their hold on him. Exactly what these acts may be is up to the GM and the character’s player.
Change "Darkness" to the Dark Side and other minor changes since this was originally a mod for Burning Wheel. Calling upon the Darkness could work as an alternate to Nature without having to spend Persona.
Additional Thoughts and Ideas:
Using the Force is via a Trait or Jedi Nature? Mind Trick, Telekinesis, Body Control, Energy Control and Farseeing.
j'ai hésité mais ai préféré considérer qu'ils étaient tombés au champ d'honneur en pratiquant BW ^plutôt que de dire qu'ils avaient fui après lectureLoris a écrit :J'aurais plutôt dit AWOL*.
à ton serviceLoris a écrit : Sinon, j'ai atteint hier la page 77 et je pense que je vais devoir lire le texte de la signature d'Udo sur l'Artha, parce que c'est un point qui a pas l'air évident. Et j'ai donc entamé le CharBurner.