ACTION! SYSTEM 2 Règles De Base

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ACTION! SYSTEM 2 Règles De Base ACTION! SYSTEM 2 Règles de Base Mark Arsenault & Patrick sweeney Création de l’ACTION! SYSTEM Mark Arsenault, Patrick Sweeney & Ross Winn Ecriture des Règles de Base de l’ACTION! SYSTEM Clint H. Jackson & Dan Norder Autres contributions écrites Ont également participé au développement : Margaret Arsenault, Justin Bacon, Stefano Bartoletti, Bill Beane, Christian Conkle, Jim Crocker, Adrienne Dandy, Albert Deschene, Sean Patrick Fannon, Bruce harlick, Clint H. Jackson, Spike Y. Jones, Steven Long, Christopher McGlothlin, M.Ed. Dan Norder, Marcus Pregent, Lou Prosperi, Mikko Rautalahti, Gareth-Michael Skarka, Tomas Skucas, Rob Stone, Chris Weibbe, Ross Winn. Remerciements particuliers aux membres des groupes Action-System et Action-Design pour leurs suggestions, leur enthousiasme et leur soutien. Version française Guilhem Arbaret Traduction Guillaume Herlin, Francois Lalande, Christophe Mouchel, Fabrice Wiels Corrections et relecture de l’édition française Rafael Réalisation de la maquette de l’édition française Rejoignez le groupe de discussion de l’ACTION! SYSTEM pour avoir accès aux dernières nouvelles sur les produits Action ! System, aux téléchargements gratuits, et bien plus ! Pour des plus amples informations, visitez le site offi ciel de l’ACTION! SYSTEM : http://www.action-system.com. ou le site français : http://www.hyperactif.fr.st Action! System copyright 2001-2002 by Gold Rush Games. All rights reserved. Action! System, Fast Action!, Action! Packed, Action! Ready, the Action! System logo and all associated marks are owned by Gold Rush Games and are used in accordance with the Action! System Temporary License, available at www.action-system.com ACTION! SYSTEM 3 SOMMAIRE Introduction ......................................................................... 05 Points d’action ................................................................... 50 Soyez prêts à l’action ! ........................................ 05 Quand utiliser les points d’action ........................ 50 Qu’est-ce qu’un jeu de rôle ? .............................. 05 Utilisation des points d’action ............................. 50 De quoi ai-je besoin pour jouer ? ........................ 05 Gagner des points d’action .................................. 51 Autres produits Action! System .......................... 05 Licence de l’Action! System ............................... 05 Règles du jeu ...................................................................... 52 Comment marche l’Action! System ? ................. 06 Niveaux de campagnes ........................................ 07 Les actions .......................................................... 52 Actions possibles ................................................. 52 Attributs ................................................................................. 08 Combat ................................................................ 54 Modifi cateurs de diffi culté .................................. 55 Groupe physique ................................................. 08 Table des Modifi cateurs de DEF ......... 55 Table de FOR ....................................... 08 Table des Modifi cateurs de combat .... 55 Groupe mental ..................................................... 08 Modifi cateurs d’action ......................................... 56 Scores des attributs .............................................. 08 Tables des modifi cateurs d’action ....... 56 Table de valeur des Attributs ............... 08 Règle de combat : Tir automatique ..................... 56 Limites aux scores des attributs .......................... 09 Règle de combat : Explosions ........................... 57 Achat des attributs ............................................... 09 Dégâts .................................................................. 57 Création de nouveaux groupes ........................... 09 Blessures et effets des dégâts .............................. 58 Attributs dérivés ............................................................... 10 Guérison .............................................................. 59 L’environnement ................................................. 60 Description des attributs dérivés ......................... 10 Cartes & fi gurines ................................................ 61 Table de mouvement ........................... 11 Armure ................................................................ 61 Création de nouveaux attributs dérivés ............... 11 Liste des armures ................................ 61 Armes .................................................................. 62 Traits ......................................................................................... 12 Liste des armes ................................... 64 A propos des traits ............................................... 12 Objets inanimés ................................................... 66 Avantages ............................................................ 12 Table de solidité des objets ................. 66 Désavantages ....................................................... 12 ................................................................................. 68 Inné ou acquis ? ................................................... 12 Aventure Achat des traits .................................................... 13 Intrigue ................................................................ 68 Création de nouveaux traits ................................. 13 Scènes ................................................................. 69 Une histoire interactive ....................................... 69 Description des traits ................................................... 14 Derniers conseils au MJ .................................... 69 Avantages ............................................................ 14 Désavantages ....................................................... 20 Création des personnages (résumé) ................... 70 Listes des traits .................................................... 27 Expérience ............................................................................ 73 Compétences ...................................................................... 28 Points d’expérience ............................................. 73 Groupes de compétences .................................... 28 Table de distribution ............................ 73 Niveaux de compétence ...................................... 28 Table des coûts de progression ............ 73 Table des niveaux de compétence ....... 28 Spécialités ............................................................ 28 Extensions & Variantes ................................................ 05 Types ................................................................... 29 Règle optionnelle de richesse ............................ 74 Achat des compétences ....................................... 29 Table optionnelle de richesse .............. 74 Utilisation des compétences ................................ 29 Localisation des dégats ........................................ 75 Table de Diffi culté ............................... 29 Table de localisation aléatoire ............. 75 Réussite et échecs automatiques ......................... 30 Modifi cateurs des attaques visées ....... 75 Seuils de réussite ................................................. 30 Table de FOR Etendue ........................................ 76 Table des seuils de réussite .................. 30 Echelles ............................................................... 78 Quelles compétences utiliser ? ........................... 31 Table étendue de mouvement .............. 75 Quel attribut utiliser ? ......................................... 31 Règles optionnelles de linguistique ..................... 80 Le jet de compétences ( résumé ) ........................ 31 Utilisation de dés différents ( 2d10, 1d20 ) ......... 82 Utilisation inhabituelle des compétences ............ 31 Table Etendue des Modifi cateurs de Distance ..... 83 Marge de réussite ................................................. 32 Listes de compétences optionnelles .................... 84 Duel de compétence ............................................ 32 Compétences de fantasy/médiévales ... 84 Modifi cateurs au jet de compétence .................... 32 Compétences modernes ....................... 86 Outils et Equipements ......................................... 33 Compétences de science-fi ction .......... 88 Création de nouveaux groupes de compétences .. 33 Fiche de personnage ..................................................... 90 Description des compétences ................................. 34 Descriptions ......................................................... 34 Listes des compétences ....................................... 48 ACTION! SYSTEM 4 INTRODUCTION Soyez prêts à l’Action ! Dés Vous aurez besoin d’au moins trois dés à six faces pour jouer. Il est L’ACTION! SYSTEM est un ensemble de règles de jeu de rôle. Il est aussi facile à apprendre qu’à jouer, et se montre suffi samment souple pour préférable que chaque joueur dispose de ses propres dés, mais comme s’adapter à tous les joueurs et tous les genres. les joueurs effectuent leurs jets les uns après les autres, il est tout à fait possible de se les partager. Grâce à l’ACTION! SYSTEM, vous pourrez revivre les histoires que vous avez pu lire dans des romans et des bandes dessinées, ou voir au Autres produits ACTION! SYSTEM cinéma et à la télévision. L’ACTION! SYSTEM vous permet d’inventer des personnages aussi amusants
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