[Jeu] Le sphinx à deux fêtes

Inspis, théories, conseils ...
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pseudo
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Re: [Jeu] Le sphinx à deux fêtes

Message par pseudo »

Ok, alors on cherche un livre de base:
Helloooo Nurse
A nurse is a healing professional with a sassy white uniform. The kind of person who makes
the prospect of having to be sponge-bathed less daunting. Nurses might be paramedics, hospital
nurses, doctors or evil biogenetic mutationspawning scientists with the ethics of Hitler and the
comics of Eastman and Laird as inspiration.

Prerequisites
A Nurse must be aged 18 and over.

Skills
Choose three of the following skills as permanent class skills. If a skill the character selects is already
a class skill, she receives a +1 competence bonus on checks using that skill.
Bluff, Craft (pharmaceuticals), Knowledge (biology), Research and Treat Injury. 

Bonus Feats
Select one of the following;
Attentive, Educated, Endurance, Look Good in Uniform, Meticulous or Trustworthy.
Apparently you can take the boy out of the dungeon, but you can't take the dungeon out of the boy
(knights of the dinner table #73)
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kridenow
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Re: [Jeu] Le sphinx à deux fêtes

Message par kridenow »

Ça sent l'OGL.
/Pierre
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Gridal
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Re: [Jeu] Le sphinx à deux fêtes

Message par Gridal »

Je crois que c'est Macho Women With Guns version D20.
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Re: [Jeu] Le sphinx à deux fêtes

Message par pseudo »

Bravo @Gridal
Il s'agit effectivement de la version D20 de Macho Women With Guns sortie chez l'éditeur anglais Mongoose en 2003. Il s'agit de la dernière version en date.
La 2 ou 3e édition était sortie un an plus tôt en VF chez 7e cercle, avec le système d'origine, qui est très simple et de type escarmouche pour figurines.

A toi la main.
Apparently you can take the boy out of the dungeon, but you can't take the dungeon out of the boy
(knights of the dinner table #73)
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Gridal
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Re: [Jeu] Le sphinx à deux fêtes

Message par Gridal »

On cherche un livre de base.
3. NEUROMANCER

Starting Background You can see the Virtual Net entwined with wisps of Essence, a parallel world of zeros and ones. The minds of digital beings live here, talking, feuding, fighting; and you do too.

Ability Once the implant is installed, learn 2 Spells. Can Risk a Burden to dive into the Virtual Net to converse with or confront Artificial Intelligences.

Starting Items
* Antique Revolver (d8)
* Flick Knife (d6)
* Leather Jacket (+1 Armour)
* Night-vision Sunglasses
* Blackleaf
* Smokes
DocteurQui
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Re: [Jeu] Le sphinx à deux fêtes

Message par DocteurQui »

Alors ça fleure bon l'esprit cyberpunk, et j'en connais pas mal dans le genre, mais là... 😓
"On n'arrête pas de jouer parce qu'on devient vieux ; on devient vieux parce qu'on arrête de jouer."
 
George Bernard Shaw
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Re: [Jeu] Le sphinx à deux fêtes

Message par Sylvestre »

Cy_borg ?
Mes ventes JDR sont là :)

"Tragedy tomorrow ! Comedy tonight !"
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Gridal
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Re: [Jeu] Le sphinx à deux fêtes

Message par Gridal »

Ce n'est pas Cy_borg.

Indice n°2
THE MAP

As you gather to play, in the centre of a piece of paper, draw a small circle. Mark this as the Home Ruins. Now draw a short line up the page from the circle, heading North, and draw another similar circle. Roll a d3 to determine the Location from the Location Table, and roll d6 to determine the journey Terrain and a d3 for how many days travel it takes to reach that location.

Roll a d3 for the number of extra routes from that location, marking them as spokes from the circle. At each stage describe what you imagine at this place. The GM can undertake this role alone, or the group can take turns, adding a rumour that their character has heard about the place. These rumours may turn out to be true.

Repeat this process for a path East, a path South and a path West from the Home Ruins. Then draw a circular path linking each of the outer Locations, rolling for journey time for each segment. You have created your starting map, at Week scale.

Indice n°1
Spoiler:
3. NEUROMANCER

Starting Background You can see the Virtual Net entwined with wisps of Essence, a parallel world of zeros and ones. The minds of digital beings live here, talking, feuding, fighting; and you do too.

Ability Once the implant is installed, learn 2 Spells. Can Risk a Burden to dive into the Virtual Net to converse with or confront Artificial Intelligences.

Starting Items
* Antique Revolver (d8)
* Flick Knife (d6)
* Leather Jacket (+1 Armour)
* Night-vision Sunglasses
* Blackleaf
* Smokes
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Sans Visage
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Re: [Jeu] Le sphinx à deux fêtes

Message par Sans Visage »

Electric Bastionland?
Artesia: le retour au pays
Un pays sans loi, des brigands les mains ensanglantées, des livres qu'il vaut mieux ne pas lire, des cultes secrets et un chevalier de retour chez lui.

[MJ only] Coriolis mes aides de jeu
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Gridal
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Re: [Jeu] Le sphinx à deux fêtes

Message par Gridal »

Ce n'est pas Electric Bastionland mais c'est bien un jeu estampillé "Mark of the Odd".

indice n°3
WHAT WE KNOW

THE BEFORE
* The Before times are barely believed by many, whispers and bedtime stories.
* Punks have seen glimmers of the old life; a plastic doll’s head in the sand; a broken statue wreathed in thick vines; the entrance to a vast underground cavern, formed from smooth stone.
* Many Legends exist, and all have an element of truth.

THE WASTES
* The world is a chaotic swirl of sandstorms, flash floods, parched earth and pockets of verdant growth, broken but recovering.
* The Wastes feel endless, but people gather around shared resources, in camps, villages and great strongholds. Only the Punks dare seek a world beyond.
* The Ruins haunt the land, remnants of a past life, fragments frozen at the moment of the cataclysm. Most is junk, but some is treasure.
* Hidden silos, havens and bunkers hold secrets and promise. Maybe some answers.

OUR PEOPLE
* The people are divided into the Wasters, the Corpos, the Bandits and the Punks.
* The Wasters just want to survive. They obey the Corpos and fear the Bandits.
* The Corpos want to control, and keep a fragile hold on the Wasters.
* The Bandits know the world is broken, so life means nothing anymore.

Indices précédents
Spoiler:
3. NEUROMANCER

Starting Background You can see the Virtual Net entwined with wisps of Essence, a parallel world of zeros and ones. The minds of digital beings live here, talking, feuding, fighting; and you do too.

Ability Once the implant is installed, learn 2 Spells. Can Risk a Burden to dive into the Virtual Net to converse with or confront Artificial Intelligences.

Starting Items
* Antique Revolver (d8)
* Flick Knife (d6)
* Leather Jacket (+1 Armour)
* Night-vision Sunglasses
* Blackleaf
* Smokes
THE MAP

As you gather to play, in the centre of a piece of paper, draw a small circle. Mark this as the Home Ruins. Now draw a short line up the page from the circle, heading North, and draw another similar circle. Roll a d3 to determine the Location from the Location Table, and roll d6 to determine the journey Terrain and a d3 for how many days travel it takes to reach that location.

Roll a d3 for the number of extra routes from that location, marking them as spokes from the circle. At each stage describe what you imagine at this place. The GM can undertake this role alone, or the group can take turns, adding a rumour that their character has heard about the place. These rumours may turn out to be true.

Repeat this process for a path East, a path South and a path West from the Home Ruins. Then draw a circular path linking each of the outer Locations, rolling for journey time for each segment. You have created your starting map, at Week scale.
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Gridal
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Re: [Jeu] Le sphinx à deux fêtes

Message par Gridal »

Bon, j'ai pas trop de succès avec celui-là...

Indice n°4
WHAT THE FUNK IS [nom du jeu]?

[nom du jeu] is a mid-future ecopunk ruin-delving survival game. Player characters (PCs or Punks) travel the world, seeking a safe homestead, called a Glade, to start a new community.

Around two hundred years ago, everything went to crud. The wealthy, who created this mess, fraked off to Mars while the lucky ones hid in vast underground bunkers. We were left to fend for ourselves on the surface, eking out an existence in the broken ruins they left behind, searching for remnants of a past world to help us survive, searching for a place to call home.

We’ll play a group of misfits who have found each other in the wastes and ruins of the fallen world. The past is just a hazy legend, a story scattered over thousands of USB sticks and servers. But the future is there to be written.
DocteurQui
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Re: [Jeu] Le sphinx à deux fêtes

Message par DocteurQui »

Ooh ! Alors avec ecopunk, je serais bien parti sur du Extinction Punk, mais le délire de l'exode sur Mars ne me parle pas...
"On n'arrête pas de jouer parce qu'on devient vieux ; on devient vieux parce qu'on arrête de jouer."
 
George Bernard Shaw
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Gridal
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Re: [Jeu] Le sphinx à deux fêtes

Message par Gridal »

Ce n'est pas Extinction Punk. Je connaissais pas, merci pour la découverte !

Je propose un dernier indice, si dans un ou deux jours personne n'a trouvé je donnerai la réponse pour ne pas bloquer le jeu.
MOFOING BESTIARY

CREATURE STATS
If two Damage dice are listed, roll both and take the higher result.
A = Zero Armour if none stated.

AI ROTTING BODY
6 HP, 12 STR 6 DEX, 3 WIL, rusty weapon (d8), in Unit of 6d6

* Slow, mindless disintegrating corpses. Controlled by a central Artificial Intelligence beyond death through a brain implant, acting as strategic hordes.
* Attacks anything that comes nearby. Groups will act to cut off exits.
* Cannot be affected by anything that targets the mind. Will collapse if the link to the central server’s severed.

ALGO SENTINELS
18 HP, 3A, 18 STR, 10 DEX, 8 WIL, Bludgeon (d12), Pulse Cannon (d10 Blast) Unit

* 12’ humanoid Droids forged on Mars. Guards of the CryOrg Colonies. Ultimate force of the Corpos.
* Immune to electricity and cold.
* Absorb electricity Damage received, healing HP by the same amount instead.
* Critical Damage: Pulse Cannon vaporises the target.

ANDROID MILITIA
10 HP, 2A, 16 STR, 10 DEX, 12 WIL, Retractable blade (d12), Blaster (d8)

* Humanoid androids with synthetic skin, indistinguishable from humans, designed for military use.
* Seeking freedom from humanity, fearful of their influence.
* Paranoid, but with a childlike wonder at natural phenomena.

BANDIT
4 HP, 11 STR, 14 DEX, 12 WIL, Revolver (d6) or Blade (d6)

* Thieves who value wealth over all else.
* Use disguises, stealth, and trickery to surprise victims.

Indices précédents
Spoiler:
3. NEUROMANCER

Starting Background You can see the Virtual Net entwined with wisps of Essence, a parallel world of zeros and ones. The minds of digital beings live here, talking, feuding, fighting; and you do too.

Ability Once the implant is installed, learn 2 Spells. Can Risk a Burden to dive into the Virtual Net to converse with or confront Artificial Intelligences.

Starting Items
* Antique Revolver (d8)
* Flick Knife (d6)
* Leather Jacket (+1 Armour)
* Night-vision Sunglasses
* Blackleaf
* Smokes
THE MAP

As you gather to play, in the centre of a piece of paper, draw a small circle. Mark this as the Home Ruins. Now draw a short line up the page from the circle, heading North, and draw another similar circle. Roll a d3 to determine the Location from the Location Table, and roll d6 to determine the journey Terrain and a d3 for how many days travel it takes to reach that location.

Roll a d3 for the number of extra routes from that location, marking them as spokes from the circle. At each stage describe what you imagine at this place. The GM can undertake this role alone, or the group can take turns, adding a rumour that their character has heard about the place. These rumours may turn out to be true.

Repeat this process for a path East, a path South and a path West from the Home Ruins. Then draw a circular path linking each of the outer Locations, rolling for journey time for each segment. You have created your starting map, at Week scale.
THE WASTES
* The world is a chaotic swirl of sandstorms, flash floods, parched earth and pockets of verdant growth, broken but recovering.
* The Wastes feel endless, but people gather around shared resources, in camps, villages and great strongholds. Only the Punks dare seek a world beyond.
* The Ruins haunt the land, remnants of a past life, fragments frozen at the moment of the cataclysm. Most is junk, but some is treasure.
* Hidden silos, havens and bunkers hold secrets and promise. Maybe some answers.

OUR PEOPLE
* The people are divided into the Wasters, the Corpos, the Bandits and the Punks.
* The Wasters just want to survive. They obey the Corpos and fear the Bandits.
* The Corpos want to control, and keep a fragile hold on the Wasters.
* The Bandits know the world is broken, so life means nothing anymore.
WHAT THE FUNK IS [nom du jeu]?

[nom du jeu] is a mid-future ecopunk ruin-delving survival game. Player characters (PCs or Punks) travel the world, seeking a safe homestead, called a Glade, to start a new community.

Around two hundred years ago, everything went to crud. The wealthy, who created this mess, fraked off to Mars while the lucky ones hid in vast underground bunkers. We were left to fend for ourselves on the surface, eking out an existence in the broken ruins they left behind, searching for remnants of a past world to help us survive, searching for a place to call home.

We’ll play a group of misfits who have found each other in the wastes and ruins of the fallen world. The past is just a hazy legend, a story scattered over thousands of USB sticks and servers. But the future is there to be written.
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