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[WIP] Frontera
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tobormory


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MessagePosté le: Ven 15 Avr - 15:32 (2016)    Sujet du message: [WIP] Frontera Répondre en citant

Ah ! ça me rassure. Et en plus ça m'ouvre quelques perspectives. Merci de ta réponse.
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PublicitéSupprimer les publicités ?
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childeric maximus


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MessagePosté le: Mar 19 Avr - 14:28 (2016)    Sujet du message: [WIP] Frontera Répondre en citant

Très bon boulot !
Bravo !

J'adore l'atmosphère malsaine à souhait qui se dégage de l'ensemble.
Vivement une version un peu plus finalisée.

Et hors de question que je fasse une VF de ton hack
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MessagePosté le: Mar 19 Avr - 16:52 (2016)    Sujet du message: [WIP] Frontera Répondre en citant

Merci mon Chichi d'amour !
Je travaille tous les jours pour arriver à cette version finalisée (ou au moins à une beta acceptable), mais c'est un peu long parce que le temps me manque et que j'ai changé beaucoup de choses en introduisant une Defense pour les tests de combats. Mine de rien, ça a beaucoup de conséquences.
Là, je bosse sur les backgrounds pour virer un truc qui m'énerve : l'utilsation X fois par partie d'un truc. Trop de compta !
Le pire c'est que quand j'aurais fini, Koba va arriver avec sa nouvelle mouture que je trouverai forcément mieux et que tout sera à recommencer Mr. Green

childeric maximus a écrit:
Et hors de question que je fasse une VF de ton hack  


Ben justement, je crois bien que j'ai encore perdu ta traduction... Embarassed Et, comme beaucoup de choses anciennes sur le blog de Herr Doktor, ça renvoie à un magnifique 404 Sad
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MessagePosté le: Mar 19 Avr - 19:10 (2016)    Sujet du message: [WIP] Frontera Répondre en citant

Laughing

Je te la renvoie dès que je l'ai exhumée.
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MessagePosté le: Mar 19 Avr - 23:02 (2016)    Sujet du message: [WIP] Frontera Répondre en citant

Avec plaisir ! Merci, CM.

Allez ! Voici mes modif et ajouts sur les règles :
Citation:

Rules
The Golden Rule: He who has the gold, makes the rules. They Live !

1.Taking action
This shit is simple : roll a number of 12-sided dice equal to your attribute. Then, compare the highest one to the number you're trying to beat. If you do, hoorah ! You win. The difference between your score and the number to beat is called the margin and is mainly used to determine damages in a fight. You may also use the margin to estimate how someone succeeded an action, but don't over-use it. Frontera is by no means a "No/Yes, but..." RPG.

Target Difficulty (TD)
There are two ways to determine the target difficulty :
- When you are working against an inert force, the GM assigns a number according to the circumstances. This TD goes from 2 (easy) to 7 (average) to 12 (extremely difficult).
For example, Lobo and Zippo are trying to penetrate a warehouse. The door is locked, but looks old. Lobo decides to break it down. His Violence is 3 and the GM sets the TD to 5 (below average). Lobo rolls 3 dice. One of them shows a 9. Lobo bashes the door down.
- When you are working against an active opponent (in most cases a NPC), the TD equals four plus the opponent's most appropriated attribute. In combat, this TD is also named Defense. The GM may alter this TD in order to take account of a specific situation, but try to keep it all straight. This is not a wargame !
Soon after they got into the warehouse, a watchman tries to flee. He may warn his boss, so Lobo chases him. The watchman is a poor junkie (Violence 2), thus Lobo must beat 6 with his 3 dice. He rolls the dice and gets a 10 ! The watchman is quickly caught and tied up.

Multiples
Here's the tricky part: if you roll multiples of the same number, you add the number of
multiples to the number itself. For example, if you roll three 6s, that means that you rolled a 9 (3+6). Now, if you also rolled an 11, you would want to ignore that 9. But, in theory, you could roll some extremely high numbers this way. For example, if you roll four 12s, that means that you've rolled a 16.

Just one fix !
Some character's features provide a fix. A fix allows you to add or subtract 1 to one of the dice you've just rolled except the highest one.
Example : Let's turn the clock back two hours before the warehouse's intrusion. Zippo is at home in an awkward situation. Brenda, his 'sweetheart', planned a romantic evening while Lobo's waiting for him outside to hunt vampires (What a drag ! That girl is a real downer !). Fortunately Zippo his a skilled liar (Mojo 4 and the Con-artist feature). So he starts to tell her bullshit about his old sick mom (a timeless classic !). Brenda is used to his lies so the outcome is uncertain. Time to roll some dice !
Brenda's Mojo is 5, thus the TD is 9. Zippo rolls his four dice and gets : 3, 6, 6 and 7. It should be a failure but it won't be. Thanks to his Con-Artist feature, Zippo can fix his roll on a lying test. One of his 6 becomes a 7. Two 7 make a 9. He barely passes the test !

2. Combat
Don't shoot yourself. Don't shoot each other. And especially... don't shoot me. Planet Terror

Initiative

As the GM, it's up to you to determine who has the initiative when a fight breaks out. Use a token or anything else to materialize the initiative (an ace of spades looks great) and give that marker to the party who initiates the fight (PC or NPC).
The ownership of the initiative marker provides two benefits :
- that party always act first in a round (in any order among its members)
- that party may choose to reroll any test, but then the other side takes the marker. The initiative change takes effect immediately after the resolution of the rerolled test.
Wax and wane : there is one last thing to know about the initiative marker. A the party who loses a major character (a Bad guy for the GM, a PC for the players), loses the initiative too.

Resolution

Aim your gun, press the trigger, see what happens. In other words and as said above : choose your target and roll your dice (Violence in most cases), you hit if the attack roll equals or beats the target's defense. Then the victim loses as many Blood points as your margin plus any weapon bonus. If she wears an armor, the damage is subtracted from it first.

Multiple enemies

As a rule of thumb when you fight multiple opponents, you can only attack one of them. But don't despair, some game's mechanics (WOW points for instance) can circumvent this annoying limitation.

Combat example : Having explored the warehouse, Lobo and Zippo interrupt a meeting between a vampire and two crooked cops. Logically they obtain the initiative.
Lobo attacks first and shoot at the vampire. The undead bastard has a Violence of 6, so his Defense is 10. Lobo fails to hit him, but he wants another chance. He gives away the initiative marker and rerolls the dice : 5, 5 and 6. He gets 7. Lobo misses again and Zippo curses him.
Since the initiative has just changed hands, the vampire and the cops attack. The vampire charges Lobo and the GM rolls the dice : 1, 5, 6, 6, 10, 10. Ouch ! 12 ! It beats the Lobo's Defense of 7. Lobo loses 5 Blood points (the vampire is fighting bare hands). Now the cops shoot at Zippo but they both miss him. It's Zippo's turn. He aims a cop, shoots and gets a 9. 3 above the cop's Defense plus 3 for his shotgun. The cop suffers a 6 Blood points loss. He dies.
The first round is over now. The next one is going to start with the vampire and the cop acting first since the GM still has the Initiative marker. Will Lobo and Zippo survive ? I seriously doubt it. But who cares ? They are such losers anyway !




Les 3 gros changements concernent donc l'initiative, une difficulté "passive" pour limiter les jets de dés (4+carac du PNJ/PJ) et le "fix". Ce dernier donne un avantage sans être trop puissant (enfin il me semble). C'est censé aller avec des "features" (aka backgrounds) comme celui-ci :
Citation:
Con-artist
Don't let your mouth get your ass in trouble. Shaft
You are a natural-born liar. No matter how big they are, lies come out of your mouth effortlessly. When you try to lie, you can fix your roll.

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childeric maximus


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MessagePosté le: Mer 20 Avr - 08:56 (2016)    Sujet du message: [WIP] Frontera Répondre en citant

Je n'ai plus la mécanique de THW en tête, mais ça me plait bien tes propositions. En particulier le principe du jeton pour l'initiative.
J'aime beaucoup l'humour pince sans rire aussi. Okay
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MessagePosté le: Mer 20 Avr - 10:30 (2016)    Sujet du message: [WIP] Frontera Répondre en citant

vraiment excellente l'idée de l'initiative

j'avoue c'est même la meilleure idée de gestion de l'initiative que j'ai pu voir jusqu'ici Okay

et le "fix", ça me rappelle quelque chose Mr. Green

bravo en tout cas, c'est très inspirant

EDIT: c'est malin, le D12 me fait un appel du pied maintenant
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tobormory


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MessagePosté le: Mer 20 Avr - 14:08 (2016)    Sujet du message: [WIP] Frontera Répondre en citant

Hello, les gars ! Merci de votre soutien Okay

Pour l'initiative, je me suis inspiré de Combat Commander, mon wargame tactique préféré. Ouais, j'ai grandi avec le vieux Casus alors je suis bi-classé roliste/wargamer. Je l'ai testée en partie la semaine dernière et ça roule tout seul. L'idée est de faire un truc tout simple, mais qui a de l'intérêt. Taper en premier est forcément un gros avantage. Mes joueurs s'en sont surtout rendus compte quand c'étaient leurs adversaires qui avaient la main Twisted Evil Après, ils ont davantage réfléchi à comment initier un combat. Mais ce que j'aime surtout c'est l'interactivité PJ/MJ. Le fait que l'initiative puisse changer de main dynamise vraiment les combats et introduit un peu de tactique dans un système pas vraiment prévu pour. Avec en plus quelques 'features' qui permettent d'agir sur l'initiative, ça donne des combos intéressantes.

Pour l'humour, le jeu original n'en manquait déjà pas (une des raisons pour lesquelles j'adore les jeux de Koba !) et de toute façon je ne sais pas faire sans. En tout cas ça me fait plaisir que vous y soyez sensibles.

Pour le fix, Poulpiche, je ne sais pas vraiment ce que ça te rappelle. J'avoue avoir beaucoup perdu en jeuderologie ces derniers temps. Si tu peux préciser, ça m'intéresse. ça m'est venu comme ça, mais c'est possible que ce soit un recyclage inconscient de mon cerveau fatigué. Je trouve ça pas mal en tout cas car c'est ludique et simple.

Le truc qui me chagrine c'est que ça crée une mécanique de plus alors que je voulais vraiment rester sur une base minimale fidèle à The Hardway. Je n'ai pas encore assez de recul pour savoir si c'est en trop ou pas. On verra. Ce qui est sûr en tout cas, c'est que je ne rajoute rien de plus !

Là, je m'attaque au toilettage des actions MOFO et après ce sera le système d'expérience (qui me casse bien les pieds soit dit en passant). Je vous donne des nouvelles très bientôt ;)
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MessagePosté le: Mer 20 Avr - 14:32 (2016)    Sujet du message: [WIP] Frontera Répondre en citant

pour le fix, c'est juste que j'utilise la même mécanique pour le système de robotype. je crois avoir repris l'idée d'une variante du poker d'as auquel j'avais joué

en tout cas, tout cela est très bon, continue comme ça Okay
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MessagePosté le: Ven 22 Avr - 12:12 (2016)    Sujet du message: [WIP] Frontera Répondre en citant

Ah ! Ok et merci ;)
Désolé de ne pas avoir épondu plus tôt, mais j'étais occupé à finir ma version des backgrounds -et à travailler, mais ça c'est accessoire. Mr. Green
Le plus long a été de suivre le modèle du maître, c'est-à-dire trouver des citations pour accompagner tout ça. Je me suis grillé les neurones avec les quotes des films de Chuck et Arnie

Citation:





2. Fighting style & Features

The frontier is a rough place, dude, you need a fighting style to defend yourself (at least it's what you would say to the cops). Pick one in the list below and while you're at it choose also two features. Features are typical qualities that tell more about you and may make things easier in certain cases.
 
2.1 Fighting styles

Freak
It happens sometimes. People just explode . . . natural causes. Repo-man
Maybe you were part of a military experiment or maybe you're not from this world.
Pros : You developed strange powers that allow you to blow up others people head. Use Mojo instead of Violence during a fight and ignore opponent's armor.
Cons : Except the fact you're a weirdo, an obscure army's department is probably looking for you... dead or alive ?
 
Martial Artist
If you plant rice, rice will grow. If you plant fear, fear will grow. Kung Fu, the TV series
You embody all the wisdom of the Far East. Your fists are steel and your heart is pure. Living with you must be so boring !
Pros : When fighting bare hands, add one to your damage and ignore the enemy armor.
Cons : Skip the 7th step of the character's creation process (You don't roll on the Gun porn table).
 
Marksman
Jesus ! Could you use a smaller gun? You got blood on me again. Bad Boys
You have a sharp eye and a steady hand.
Pros : You can use the Powerful feature of firearms and you lose only one die (instead of two) when firing beyond range.
Cons : There is always a young moron to confront you to find out who is the best gunslinger in the south of the Rio Bravo. 
 
Atrocity Exhibition
-You broke my arm! -There's 215 bones in the human body. That's one. Terminator 2
Unnecessary violence is your thing. You don't fight, you maim. You don't shoot, you scatter. So much hate and rage ! Don't take it amiss, but you should probably consult someone.
Pros : When you hit someone, you may spend one Blood point and describe how your sadistic blow (or shot) hurts the victim. Every opponent whose Mojo is lower than yours is shocked and can't act this round. In addition, potential witnesses are so scared they wouldn't testify in any way against you.
Cons : Except the expenditure of one Blood point, none. Oh yes, you are covered of blood at the end of the fight !
 
Lead Rain
And I wonder still I wonder who'll stop the rain. Creedence Clearwater Revival
You rely more on firepower than on accuracy.  
Pros : You can use the Rock and Roll feature of firearms.
Cons : You exhaust all your ammo in one fight and you are probably wanted in several counties for collateral damages.
 
Up, close and personal
You just fucked with the wrong Mexican. Machete
Firearms are for pussies. Real men fight hand-to-hand. There is nothing better than smelling the sweat of your opponent just before you rip him in two.
Pros : You can use all the features of melee weapons.
Cons : Every time you get a firearm on the Gun porn table, switch it for a melee weapon with an equivalent Damage rate.
 
Wacky executioner
I'm just a Sweet Transvestite from Transexual Transylvania. The Rocky Horror Picture Show
You are a serious kind of whimsical maniac with your strange disguise. But it has good sides. People tend to underestimate you and no one would suspect that you wear a weapon hidden in one of your disguise props. Choose your look (Elvis clone, mariachi, priest, stripper ...) and adapt  your weapon accordingly (e.g. a "gunicrophone", a "trumpetogun",  a "cruciknife", a "submachine bra"...).
Pros : You always get the Initiative at the start of a fight and your weapon is undetectable until it fires.
Cons : You look ridiculous of course and, unless it's carnival time, you're not so hard to spot.
 
Nasty player
Hit the balls, Jack ! Famous Texan proverb
You can't play fair. Low blows, sand in the eyes, bitten ears are your favorite weaponry. It's not glorious. Yes, maybe. But aiming the sensitive parts has proven efficacy.
Pros : When you hit someone, you can chose to inflict no damage. In this case you may  either steal the initiative marker or reduce your opponent's Defense by 2 for the rest of the round.
Cons : Except a bad reputation, none.
 
Candy-ass
...and there's only one rule: you save your own ass. Carlito's way
In a fight, your number one priority is to save your butt. Some may call you a coward or even a pussy but you see things from another perspective. You are the one who survive at the end.
Pros : Add one to your Defense, but be careful to act accordingly to this style in a fight or the GM could cancel this benefit.
Cons : No matter what another character's feature may say, you will never be able to use the Rock and Roll feature of weapons.
 
2.2 Features
Note : you will sometimes find below the mention "You can fix your roll". It refers to a special ability called a Fix (see the rules section p.XX).
 
Con-artist
Don't let your mouth get your ass in trouble. Shaft
You are a natural-born liar. No matter how big they are, lies come out of your mouth effortlessly. When you try to lie, you can fix your roll.
 
Driver
-This was a new car, Riggs... -Well, it still is! Lethal Weapon 2
Add your Stuff score to the vehicles handling rating. In addition you always go unscathed
from car crashes.
 
Medic
-Nurse, you got a clamp? -Yes. -Scratch my nose. A little harder. M.A.S.H.
You can give back three blood points (Stuff score) times per game session. More than that and the movie gets boring.
 

Tough as nails
I ain't got time to bleed. Predator
You get 3 more Blood points.
 
Get outta my head
The mind is a terrible thing to taste. Ministry
There is something in your brain-convolution that makes you act like a jerk. It's a fact. But sometimes life is fair. Your brain is such a mess that you cannot be affected by psi powers.
 
Hocus Pocus
So he hid it in one place he knew he could hide something - his ass. Pulp Fiction
You can always hide something not bigger than a small pistol on yourself that will escape all search.
 
Ghost
If I was a tree, I'd hide in a forest. Forced Vengeance
You are pretty good at disguising yourself. You cannot pass for a specific person, but as a
common bum or soldier nobody will notice you.
 
Hacker
Two million years of human evolution and that's the best idea you can come up with ? Strange Days
You can access any database given you have a computer handy. It can go from the local
police department (difficulty : 7), to HOMSEC (difficulty : 9) even to MICOM (difficulty : 14).
 
Second amendment
Now I have a machine gun. Ho ho ho. Die Hard
You can find a weapon anywhere. If your character is disarmed, throw 1D12 and you
find the corresponding weapon in the Gun porn table (p.6). Don't forget to tell everyone
how you find it (hint : « It was on the floor » is lame). You can't throw away a gun just to find a new one, how old are you ? Six ?
 
Contacts
The only friend I had was Snowden and I didn't know him. Catch-22
You know (Mojo score/2, rounded up) people whom you can turn to for help and information.
 
Gimmick
This bold renegade carves a Z with his blade, A Z that stands for Zorro. Famous TV theme song
You have a signature, a mania, a sort of distinctive sign that earns you reputation amongst criminals (and cops too).
When you attempt social test with criminals, you can fix your roll. 

Mannish boy
I'm a man, I'm a hoochie-coochie man. Muddy Waters
You are a man, a real male exuding self-confidence and testosterone. You gain the same advantage than "Foxy Lady" (see 2.3 below) but only with women.
 
Junk collector
A paperclip can be a wondrous thing. MacGyver
You always have the right piece of junk for the right task. When you try to craft or tinker something, you can fix your roll.
 
Suicidal Tendencies
Look mom no hands ! Famous last words
You are a thrill-seeker. Adrenaline is your fuel even if sometimes it hurts. You probably lost almost all your teeth but when you try acrobatics, you can fix your roll.
 
Out of the blue
Am I fast, or is Sweden just a very small place? The Quick and the Dead
Call it instinct or reflexes, you are lightning-quick. You always act first in a combat round.
 
2.3 Sexploitation

If the character is a woman, she gains the « Foxy Lady » background for free. You can fix your social test whenever the character's appearance might be of use.


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MessagePosté le: Ven 22 Avr - 14:44 (2016)    Sujet du message: [WIP] Frontera Répondre en citant

 
Citation:
Je me suis grillé les neurones avec les quotes des films de Chuck et Arnie

Mais aussi tu prends des films d'auteur ! Mr. Green
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Kobayashi
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MessagePosté le: Ven 22 Avr - 15:08 (2016)    Sujet du message: [WIP] Frontera Répondre en citant

C'est clair !
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MessagePosté le: Ven 22 Avr - 15:13 (2016)    Sujet du message: [WIP] Frontera Répondre en citant

Pétard ! Ça envoie du lourd ! Laughing
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MessagePosté le: Ven 22 Avr - 15:26 (2016)    Sujet du message: [WIP] Frontera Répondre en citant

En fait la VF va souvent plus loin que la VO, à croire que les doubleurs de Ken le Survivant ont bossé dessus  Mr. Green
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MessagePosté le: Ven 22 Avr - 15:35 (2016)    Sujet du message: [WIP] Frontera Répondre en citant

en tout cas, j'ai bien rigolé avec la description des styles de combat  Mr. Green
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