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 Sujet du message: Ambassade/Embassy
MessagePosté: Ven 7 Déc 2012 11:16 
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Djinn Kadessien Tourmenté
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Inscription: Lun 22 Oct 2012 13:22
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Date de naissance: 20 Jan 1987
Hi ! This is the English post for Call of Cthulhu: Midnight Crews and Strange Lilies !
Here there'll be a lot of goodies and translations.

I'll start with the Investigators' Roster...
Musique d'ambiance: Ambiant music. Because the roster had to be this epic.
Vies restantes: Lives remaining. There is a roster-based lives system : it's more or less a total party kill buffer, just in case.
XP totaux Midnight Crew: MC total XP. The experience is group-based. People can do "heroic actions" to individually gain more XP, but these are lost with death !
Niveau de Menace: Threat Level. There is also a group-based level system a la Borderlands ! The bigger it is, the stronger the enemies get and more frequent badass enemies spawn. (It also means greater loot !)
Avancement d'écriture/import des scénarii: Writing progress and importing of scenarii. It means how far prepared scenarios go. There shouldn't be too much problems. Each character means a scenario ! And the colors... you'll see by the 2nd Season.
Liste des Persos et Prétirés: Character List. The main roster functionality, it signals character name, owner, actual XP and classes !
Modes de jeu (Mutators): Game Modes. People can retry missions with all sorts of game modes. Débloqué = Unlocked.
  • Normal Modo: Normal mode. It goes without saying, it's the normal mode which makes the players unlock mission and progress in the story.
  • Hero Replay: Already in english. Redoes a mission with the actual threat level to catch missed XP. Enemies might be tougher than before and loot may be more plentiful.
  • Boss Rush: Already in english. A basic arena boss rush, to make loot fast. Needs a fully unlocked season ! Caution: actual threat level used.
  • ████ 30 - 30-turn ████: Already in english. A Hero 30-like minigame to save the world in 30 combat turns.
  • Présence Zéro: Presence 0 A infinite survival mode. Pick a starting mission and infinite waves of enemies will pursue the team while █████ is slowly disappearing by lack of presence and has to seek glory to gain back presence ! No lives lost.
  • ████████ Reversal: Already in english. [DATA EXPUNGED]
  • Orange Mécanique: Clockwork Orange. A Hotline Miami mode, which means all attacks insta-gib in a fury of ultraviolence ! Half XP and no lives lost.
  • Entraînement VR-MGS: VR-MGS Training. A Metal Gear Solid VR mode, which means being detected by an enemy restarts the mission. Triple XP and no lives lost.
  • Deadly Premonition: Already in english. Like in said game, a mission in a local (ultra-sturdy and armed) zombie apocalypse, with hunger and thirst playing a wider role, ammo and loots being twice as frequent, and found weapons break much easier. Ammo regens at end of mission.

_________________
Tu n'as plus d'argent ? Tu as été stupide de manger ton déjeuner plus tôt. *Sort un beignet a la viande.* Tu en veux ? Mon estomac ne se sent pas très bien en ce moment.
Vraiment... ?
*Acquiesce*
Je t'aime. *Embrassade*
- Dialogue entre Ririchiyo et Karuta

Roll to Dodge !


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 Sujet du message: Re: Ambassade/Embassy
MessagePosté: Sam 15 Déc 2012 01:43 
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Djinn Kadessien Tourmenté
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Inscription: Lun 22 Oct 2012 13:22
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Date de naissance: 20 Jan 1987
Translated Bit: Experience Points, Promotions and Perks

In my modified Call of Cthulhu version, I replaced the stroke-based XP system by a slightly more generous one.
XP are eaten and digested in Perks by a somewhat visceral way. Even skill augmentations are Perks in themselves : their price depends of the skill level.
  • 10 XP per point to go directly to 26 pts (Skill Get) or raise a untrained one by 10 pts (Touch-a-While).
  • XP equal to the actual level to raise by two points a skill between 26 and 49 pts.
  • XP equal to the actual level to raise by one point a skill between 50 and 74 pts.
  • XP equal to thrice the actual level to raise by one point a out-of-subclass skill between 75 and 99 pts.
  • XP equal to five times the actual level to raise by one point a out-of-subclass skill beyond 99 pts.
  • XP equal to twice the actual level to raise by one point a subclass skill between 75 and 99 pts.
  • XP equal to thrice the actual level to raise by one point a subclass skill beyond 99 pts.

Every thousand XP eaten, one gets a Promotion. It's a "class level" that one can spend together with a class perk to evolve through classes. There are many classes and subclasses (including the basic Investigator which does not have any subclasses but contain useful things).
To exemplify: A Midnight Crewer (who has the Investigator I promotion for free) with Investigator III and Vigil II can only take the Vigil III promotion, his sixth, when he'll have eaten 5000 XP.

Subclass promotions are available once their main class has been gotten to the IV promotion, so "Enquêteur IV" is a prerequisite for Adventurer I and Inspector I.
Getting to subclasses are pretty nifty, because they "unlock" skills for easier training beyond the 75 point mark.
Each class and subclass have their own ability gain perks : so one should be careful to not get blocked from targeted subclass gains by too high class ability prerequisites (there are generally a maximum of 2 ability gains, the third is generally unlocked by the subclass).

There are Investigator III and IV perks which make getting those prerequisites easier for a XP cost. They are:
  • Reinforced Perk Slot (III) which diminishes by 10% all numeric requisites, for 300 XP.
  • Superior Reinforced Perk Slot (IV) which diminishes by 20% all numeric requisites, for 800 (300+500) XP.
  • Exalted Perk (IV) which diminishes by 5% or 1 (whatever's the maximum) the selected Trait and all Traits which have it as prerequisite, for 400 XP.
  • Finally, Forced Ability Gain (IV) requires 1000 XP and 2d6 Sanity for the first time, and 1400 XP/5d6 Sanity for subsequent times, and can only be used in the case the previous methods do not or would not work.

So, to be brief:
  • Characters advance by eating experience points and digesting them to Perks. Even skills are raised by Perks.
  • There are promotions every thousand XP which give the ability to unlock new class levels.
  • Getting to subclasses unlocks the 75 point soft limit on certain skills !
  • Some classes are better for some characters than others who can be blocked by too high prerequisites. To each class its abilities !
  • Three ability gains: basic (Investigator), advanced (Class) and superior (Subclass).
  • One can get around prerequisited by paying XP tolls for slots and perk chains, or even forcing ability gain by spending lots of XP and Sanity (not recommended).


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 Sujet du message: Re: Ambassade/Embassy
MessagePosté: Dim 16 Déc 2012 02:46 
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Djinn Kadessien Tourmenté
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Inscription: Lun 22 Oct 2012 13:22
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Date de naissance: 20 Jan 1987
The Great Perk List (except sub-classes, may change)

"Novice I (Everyone has it":
Skill Get (10 to 250 XP): Already formerly described.
Skill Gain (Basic) (1x skill level XP): Already formerly described (from 26 to 49, 2 points per gain).

"Novice II":
Ability Gain (Basic) (500 XP): Already formerly described. Limited to once per ability.
Skill Gain (Advances) (1x skill level XP): Already formerly described (from 50 to 74, 1 point per gain).
Touch-a-While (100 XP): Already formerly described. Useful when one wants to raise a skill but lack the XP to do so Image.
Elementary Motivation (500 XP): Requires POW > 5. Creates a five-point Motivation Gauge to boost rolls (10 %, with a two point maximum per roll) and break eventual enemy AT-Fields (so they cannot be immune to attacks or instakill people). Easily the most useful perk ever.
Prudence (250 XP): Requires INT > 9. +5% in Hide, Sneak and Spot Hidden to take cover and seek covered enemies. For Mass Effect roadsters Image.
Toughness (250, 350 then 500 XP): +2 life points, a D&D classic Image. Can be taken up to 3 times...
Regular (400 XP): +1 Aplomb against non-hostile creatures.
Kill Me Baby (400 XP): No more Sanity damage taken by killing non-hostile or formerly non-hostile intelligent creatures.
Great Health (500 XP): Life regenerates twice as fast, and damaged abilities regenerate five times as fast (for a default of 1 week per point, becoming 33 hours and 40 minutes per point).
Hatred (500 XP): Requires dancing as the "I hate it" from Futago-hime, against an ordeal or simply towards the (real or imaginary) enemy. Gives the player +1 damage and +5 on attack rolls against the selected creature type.

"Novice III":
Exaggerated Motivation (500 XP): Requires POW 9 and Elementary Motivation. Upgrades the Motivation gauge to nine points, allows the use of a third point per roll, and allows the PC to freely and instantaneously spend 1 Motivation point to gain 1d6 Sanity.
Dorf (700 XP): You become a dwarf ! You die at -8 Life instead of -2, gain back 1 Sanity per day, get a 10-point skill gain in Operate Heavy Machinery and Geology - if not 100% sober. You also develop a mild alcoholic tendency and a beard (pretty annoying if said character is female).
Aggro (300 XP): Counters "Tank !". Incoming attacks hit for 1 more damage, but you get a +3 Initiative score and a +2 bonus on attack rolls Image.
Tank ! (300 XP): Counters "Aggro". Incoming attacks hit for 1 less damage, but you get a -3 Initiative score and a -2 bonus on attack rolls Image.
Open Spirit (400 XP): Allows tolerance of the Mythos Image. Maximum Sanity is calculated considering having 10 less points in Cthulhu Mythos.
Amusing Injuries (600 XP): Requires CON > 9 or INT < 11 or Exaggerated Motivation. Allows spending a Motivation point (ou a daily roll for POWx4 or APPx3) to ignore a cripping wound (like broken or bent bones) or gain back 10 life points hors combat (so when unconscious you can wake up after the battle).
Improved Hatred (500 XP): Requires 5000 eaten XP. The selected Hatred bonus is upgraded to +1d4 damage and +12 to attack rolls.
Skill Gain (Superior) (3x skill level XP): Already formerly shown. It's a unoptimized way to gain skill points, subclass skill gain is preferable.
Improved Toughness (275, 425 then 550 XP): Requires to spend a Toughness level. The +2 life point bonus is improved to a cool +4 Constitution gain, which has the same effect on Life point total, but also impedes death by thirst, hunger, poison and most other ways. The spent Toughness level cannot be bought again.
Unflatable (600 XP): Requiert Great Health. Life and ability regen rates are yet again doubled, and a minimum fréquency of ability regeneration of 1 point per 5 days (with the regen rate bonus, it hastens to 2 points per day) is applied. So there will be no more permanent ability losses and you are guaranteed to get back a point every half-day.
Fists That Count (200 XP): Requires melee damage bonus < +0 & (POW > 11 or Elementary Motivation). Brings the Melee Damage Bonus to +0. Should it rises by ability gain to +0, it will be refunded.
Reinforced Perk Slot (300 XP): Already formerly shown.

"Novice IV":
True Dorf (1000 XP): Requires Dorf. Death at -10 life instead of -8, Unconsciousness at 0 life instead of 2, and other 10-point skill gains in Mechanics and History. When you are shaken or Broken by Sanity Loss, you automatically go berserk.
Mechanical Life Gauge (750 XP): Your Life Gauge is improved to a Earthbound Life Gauge : you can lose a maximum of 5 life points per turn and it becomes much harder to kill you (because of CON rolls of varying difficulty that may stop the gauge from decremeting on critical checkpoints).
Acceptance (900 then 500 XP): Requires Open Spirit and 35 then 65 points in Cthulhu Mythos. Overboosted upgrade to Open Spirit, lowers by 40 then again 50 the Cthulhu Mythos score in the purpose of calculating the Maximum Sanity score. Also gives 25% then 50% resistance to Sanity damage caused by non-hostile creatures.
Skill Gain (Overkill) (5x skill level XP): Already formerly shown.
Improved Reinforced Perk Slot (500 XP): Already formerly shown.
Exalted Perk (400 XP+trait to buy if not already bought): Already formerly shown. Exalted Perks are shown with a "!!" symbol.
Ability Gain (Forced) (1000 XP then 1400 XP, and 2d6 then 5d6 SAN)[/b]: Already formerly shown.

"Vigil I":
Ability Gain (Advanced, CON/STR/DEX) (750 XP): The second class ability gain.
Power Attack (300 XP): Requires STR > 12. Lets you attack with -10 on the attack roll and +2 damage.
Finesse Attack (300 XP): Requires DEX > 12. Lets you attack with +11 on the attack roll and -2 damage.
Two-handed Attack (450 XP): Requires STR > 12 & DEX > 12. Lets you attack with two melee weapons having -10 on the attack roll instead of -20.
Improved Weapon Throwing (450 XP): Requires DEX > 14. Lets you attack with +15 on the attack roll by throwing your weapon.
Charge (350 XP): Requires STR > 12. Allows you to increase your movement speed by half to attack an enemy with +5 on the attack roll and +1 damage dealt. Enemy must not be in three meters reach prior to the charge.

"Vigil II":
Weapon Focus (400 XP): Requires STR > 13. +1 damage with selected weapon type, "own hands" or a martial art being authorized weapon types.
Weapon Finesse (400 XP): Requires DEX > 13. +5 to attack rolls with selected weapon type, "own hands" or a martial art being authorized weapon types.
Two-handed Attack Science (200 XP): Requires DEX > 14 and Two-handed Attack. Lets you attack two different targets with a melee weapon each, having -10 on both attack rolls instead of -20.
Tomorrow Attack (500 XP): Requires DEX > 14, and Two-handed Attack or Finesse Attack. Allows to delay an attack. Delayed attacks do 2 less damage but if the target is attacked again, the damage will be considered as a single blow, including for the purposes of bypassing armor.
Blocking Parry (300 XP): Requires STR > 13 & DEX > 13. Allows having a +10 to the next attack roll after a successful parry. Also really stylish.
Natural Armor (400 XP): Requires CON > 12 then 14 then 16 & 4000 then 6000 then 8000 eaten XP. Allows you to absorb 1 damage by attack. This Perk can be taken up to three times.

"Vigil III":
Improved Power Attack (300 XP): Requires STR > 15 & Power Attack. Allows attacking with -20 to the attack roll and +5 damage.
Improved Finesse Attack (300 XP): Requires DEX > 15 & Finesse Attack. Allows attacking with +20 to the attack roll and -3 damage.
Three-handed Attack (650 XP): Requires STR > 15 & DEX > 15 & POW > 8 & Two-handed Attack. Allows equipping three hands worth of melee weapons Image to attack with a -20 attack roll penalty.
Improved Charge (550 XP): Requires STR > 13 & CON > 11 & Charge. Improves charging to +100% movement speed, +10 to attack rolls and +2 damage. Also reduces by two meters the minimal range to charge.
Double Blocking Parry (400 XP): Requires Two-Handed Attack Science & Blocking Parry. Allows having a +15 to the next attack roll after a two successful parries in a turn (with two melee weapons). Even more stylish.

"Vigil IV":
Improved Weapon Focus (500 XP): Requires STR > 16 & Weapon Focus. Improves selected Weapon Focus bonus to a +1d4 damage.
Improved Weapon Finesse (500 XP): Requires DEX > 16 & Weapon Finesse. Improves selected Weapon Finesse to +12 to attack rolls.
Three-handed Attack Science (300 XP): Requires DEX > 17 & Three-handed Attack. Lets you attack as much different targets as you like with a melee weapon in each hand, having -15 on both, all three or all attack rolls instead of a -20 or -50 penalty.
Controlled Zone Science (800 XP): Requires SIZ > 13 & Blocking Parry. +1 SIZ ability gain, and allows the character to block any movement as a creature twice his normal SIZ.
Triple Blocking Parry (600 XP): Requires Three-Handed Attack Science & Double Blocking Parry. Allows having a +20 to the next attack roll after a three successful parries in a turn (with three melee weapons). Cannot get any more stylish.
Psionic Weapon (400 XP): Requires Improved Weapon Focus & POW > 11. Allows spending 1 Mana as a free action to manifest up to three psionic replicas of said weapon the character has Improved Weapon Focus for. They cannot be destroyed and doesn't disappear until dropped. Doesn't work for ranged or too elaborate weapons (like chainsaws).

"Warden I":
Ability Gain (Advanced, CON/DEX) (750 XP): The second class ability gain.
Ability Gain (Advanced, STR/SIZ) (1000 XP): Same thing, but since they are secondary to the class, they cost more Image.
Targeted Attack (300 XP): Requires DEX > 12. Allows a ranged attack with +15 to the attack rolls and halved range penalties, by taking an additional turn to attack.
Weak Point Attack (300 XP): Requires INT > 12. Allows a ranged attack with -15% to the attack rolls and added half of range penalites, while inflicting double damage.
Guns Akimbo (450 XP): Requires STR > 12 & DEX > 12. Halves dual-wielding penalites concerning handguns.
Pistol Whip (550 XP): Requires STR > 14. Allows a melee attack with a ranged weapon, dealing +2 damage. In case of important (generally a 50 margin) or critical failure, said ranged weapon fires and automatically hits you.
Charge Attack (350 XP): Requires POW > 12. Allows the character to strike with double damage, knockback and/or other nasty surprises by charging his/her weapon as a standard attack, like Mega Man :D.

"Warden II":
Ranged Weapon Focus (400 XP): Requires DEX > 13. As Weapon Focus, but for ranged weapons.
Ranged Weapon Finesse (400 XP): Requires INT > 13. As Weapon Finesse, but for ranged weapons.
Tomb Raider Attack (200 XP): Requires DEX > 14 & Guns Akimbo. Eschews additional ranged attack penalties while firing at separate targets with separate hands (but not the dual- or multi-wielding penalties) Image.
Grammaton Spirit (550 XP): Requires DEX > 14 & STR > 14 & Guns Akimbo. Halves dual-wielding penalites concerning submachine guns (-20 to -10).
Unnecessary Combat Roll (400 XP): Requires DEX > 12. Gives a +10 Dodge bonus by firing after a combat roll.
Natural Armor (400 XP): As said Vigil II class perk.

"Warden III":
Improved Targeted Attack (300 XP): Requires DEX > 15. Allows a ranged attack with +35 to the attack rolls and no range penalties, by taking two additional turns to attack.
Improved Weak Point Attack (400 XP): Requires INT > 15. Weak Point Attack now does triple damage instead of double.
Shottyman (600 XP): Requires STR > 16 & Grammaton Spirit. Halves dual-wielding penalites concerning shotguns (-20 to -10).
Backroll (550 XP): Requires DEX > 14 & INT > 11 & Unnecessary Combat Roll. On turns when the character didn't attack, the first opponent who attacks the Warden has a -20 penalty to hit because the character does a dodge roll. If his/her attack fails, the Warden can immediately fire back with a +10 attack roll bonus !
Power Charge Attack (450 XP): Requires POW > 14 & Charge Attack. Allows a four-meter zone attack or other nastier surprises by taking an entire turn power-charging. The character can also use the traditional and quicker (for multi-shot weapons) Charge Attack.
Power Pistol Whip (550 XP): Requires POW > 12 & Pistol Whip. Pistol Whip now deals +2d4 damage instead of +2.

"Warden IV":
Improved Ranged Weapon Focus (500 XP): Requires DEX > 17 & Gun de Prédilection. As Improved Weapon Focus, but for ranged weapons.
Improved Ranged Weapon Finesse (500 XP): Requires INT > 17 & Science du Tir. As Improved Weapon Finesse, but for ranged weapons.
More Dakka (500 XP): Requires STR > 14. Allows attacking two targets (can be the same) by spending thrice the ammo Image.
Improved Guns Akimbo (550 XP): Requires DEX > 14 & STR > 14 & POW > 8 & Guns Akimbo. Allows equipping three handguns and lowers multi-wielding penalites concerning handguns to -10 instead of -50.
Rifleman (650 XP): Requires STR > 17 & DEX > 17 & Shottyman. One-fifths dual-wielding penalites concerning sniper rifles (-50 to -10).
Improved Grammaton Spirit (750 XP): Requires DEX > 14 & STR > 18 & Grammaton Spirit. One-fifths dual-wielding penalites concerning machine guns (-50 to -10).

"Investigator I":
Ability Gain (Advanced, DEX/INT/CHA) (750 XP): The second class ability gain.
[TRAPAVOID] (300 XP): Requires DEX > 13. +10 bonus to dodge and disarm traps.
Bat Deduction (300 XP): Requires CHA > 13. Allows the instant summoning and throwing of a bat at enemies' hair and eyes while getting an idea or figuring something out.
Sense of Essentials (400 XP): Requires INT > 9 & DEX > 9. +33 to Spot Hidden checks to detect games, computers, mangas and (normal human) food.

"Investigator II":
Improvised Combat (300 XP): Requires INT > 13 & (STR > 7 or POW > 7). Allows dealing more damage with improvised weapons, and even more if those are clues.
Talions' Law (200 XP): Requires DEX > 11 & CHA > 11. Allows dealing +2 damage with a weapon that served to hurt yourself at most five minutes before Image.
SHO ! SHOOO !!! (500 XP): Requires DEX > 13 & CHA > 13 & Sense of Essentials. Spot Hidden works ten times faster Image (1 combat turn = 1 minute of spotting hidden things, and so on) !
Metal Detector (350 XP): Requires INT > 12 & POW > 8. Allows detecting metal in a POWx50cm radius.
Nocturnal vision (300 XP): Requires INT > 9 & POW > 9. Halves penalites due to darkness Image.

"Investigator III":
Movement Rate Gain (600 XP): Requires Ability Gain (DEX, Advanced). Improves default movement rate to 9m per turn (or if superior or equal, adds 1m per turn). Permanently adds 1 to DEX if the latter is less than 12.
Talons' Law (as in Achille Talon) (350 XP): Requires INT > 14 & Talions' Law. When in position of having the Talions' Law bonus, allows the character to get a +33 Fast Talk bonus against his opponent. Winning a Fast Talk roll against the opponent makes the battle degenerate into a lengthy erudite conversation.
Insane Troll Logic (550 XP): Requires INT > 11 and Bat Deduction. In a Bat Deduction, the Investigator has +INTx1 to attack rolls for the remainder of battle or, if he/she isn't in battle, 5 mn.
Sleepwalking Vision (250 XP): Requires Nocturnal Vision. -33 Sneak penalty on enemies when you are asleep, and when you make something brutal in your sleep like attacking said enemies, they lose 1d4/1d10 Sanity (because they thought you were dead).
Night Vision (200 XP): Requires INT > 11 & POW > 11 & Nocturnal Vision. Eschews all darkness-related penalties, as the character can see in perfect dark as in perfect lighting conditions ! Replaces Nocturnal Vision.

"Investigator IV":
Moon Logic (350 XP): Requires Ability Gain (Basic, INT) & Insane Troll Logic. +2 Aplomb and +8 to rolls to solve Sanity-damaging enigmas Image.
Force Ageru (450 XP): Requires POW > 13 & SHO ! SHOOO !!!. The Investigator can now freely attract objects to his hands (in a 10 kg limit) at less than two meters than said hands.
Televisions' Law (500 XP): Requires Improvised Combat & Talions' Law. +10 to improvised weapon throwing rolls, and make all thrown screens explode on impact, even the ones which shoudn't like LCD's.
Blind Vision (500 XP): Requires Vision nocturne & (POW > 13 or physiquement aveugle). Halves all blindness-related penalties while still eschewing all darkness-related penalties. Remplace Night Vision.

"Trader I":
Ability Gain (Advanced, CHA/INT/EDU) (750 XP): The second class ability gain.
Wallet Rapist (250 XP): Requires DEX > 11 & CHA > 11. In all echanges concerning the wallet of someone else, gives the character a quite substancial chance of auto-stealing a bill.
Charismatic Presence of \\ Akkariin ! // (300 XP): Requires SIZ < 16. Allows spending up to 10 Mana to gain a +5 bonus per point to avoid or evade fights. Sometimes mis-activates while doing social activities Image.
Gabble (200 XP): Requires Touche-a-While(Other Languages). +10 bonus to talk and understand languages where one has 30 or less points.
Blood Money (250 XP): Requires Handguns 40+. Each inflicted damage point makes a coin fall instead of blood (if one has a silencer equipped, said coins fall inside mossy cases, making no noise on the floor Image).

"Trader II":
First Contact (350 XP): Requires Wallet Rapist. Allows each time you get a new phone number or address to contact, to get one of his contacts' name/phone/address.
Money Detector (450 XP): Requires INT > 13 & Bargain 40+. Allows to detect money freely on a POWx50cm radius and, by a opportune gust of wind, attract bills in the same radius.
Barter (300 XP): Requires CHA > 13 or EDU > 13. All NPCs have things to barter with the player character.
Hitman (450 XP): Requires POW > 13 or EDU > 13, & Blood Money. Bills (5€, 10€ and 20€) can instantly be converted into bullets once put into a gun (preferably a revolver).

"Trader III":
Margin Call (450 XP): Requires First Contact. +15 to intimidating rolls on phone.
Corruption Detector (150 XP): Requires Money Detector & Baratin 40+. Allows the character to detect the corruption or corruptibility of a person at first glance.
Google Translate (400 XP): Requires Gabble. Boosts Gabble to a +20 bonus, concerning languages up to 55 points. Cannot make a language' skill level rise above 65.
Clean Slate (200 XP): Requires Blood Money. Allow spending 1 Mana and 1 Sanity pour to wipe off blood trails and fingerprints in a five meter radius.

"Trader IV":
Privacy Violation (500 XP): Requires Computer Use 35+ & First Contact & (Cthulhu Mythos 25+ % or Margin Call). When having a phone call you can, by spending 5 Mana and by taking 0/2d6 Sanity damage, make your contacts' computer disobeys basic physics laws and attack him.
Larks' Mirror (550 XP): Requires Money Detector & Charismatic Presence of \\ Akkariin ! //. By spending 3 Mana, you take 1d6+1/2d6+3 Sanity damage and create a permanent illusory object. Said object has a +25 bonus to attract people and convince'em to possess a much, much larger value than normal.
Blind Idiot Translation (300 XP): Requires Bargain 50+ % & Google Translate. When negotiating in a foreign language, small errors with appear at the Traders' advantage (and never at his/her detriment) while contracts are signed.
Of Each Side (500 XP): Requires INT > 13 & POW > (20 minus Bargain divided by 5). Creates at the price of 1d6/3d6 Sanity a harmless, very fragile and very fast clone, allowing the Trader to be at two places at the same time ! The clone also has Charismatic Presence of \\ Akkariin ! // to avoid and evade battles.

"Commissar I":
Ability Gain (Advanced, STR/INT/EDU) (750 XP): The second class ability gain.
Ability Gain (Advanced, SIZ) (1000 XP): Same thing, but since they are secondary to the class, they cost more Image.
Ability Gain (Advanced, POW) (1200 XP): This one augments POW by TWO points instead of one thanks to the humans' uncommon psionic potential Image.
Unity (250 XP): Second most useful Perk of the game. Allows to ressurect ALL recently dead team members or unbreak ALL recenty broken team members, at the respective costs of a quarter of Maximum Sanity and Maximum Life. Makes you a Shepard wannabe.
Incendiary Ammo (350 XP): Requires INT > 11. Allows a free action that, for 3 turns, makes all projectiles fired by the team ignite, igniting enemies for bonus damage.
Big Boss (400 XP): Requires POW > 13 or STR > 13. Gives a +1 perceived SIZ bonus (i.e. for intimidating purposes) for each team member with more SIZ than you Image. Minimum bonus: +2, cannot stack.
Delegate Tasks (300 XP): Requires POW > 13 or EDU > 13. Gives a +10 leadership bonus to everyone who execute their orders except hiding (it'll be another Perk). Those leadership bonuses CANNOT STACK.

"Commissar II":
Tactical Camo (400 XP): Requires INT > 11 & Unity. Makes every team member have minimum Hide & Sneak scores equal to the best members' scores, -20.
Cryo Ammo (300 XP): Requires INT > 13 & Incendiary Ammo. Allows a free action that, for 3 turns, makes all projectiles fired by the team freeze enemies and do additional damage on robots, armored vehicles and some magic entities.
Nobskin (350 XP): Requires SIZ > 13 or CON > 13, & Big Boss. Gives the Commissar a +1 Damage Absorption bonus for each team member with more SIZ than you Image. Bonus minimum +2, cannot stack.
Team Cohesion (200 XP): Requires Unity & Delegate Tasks. All team members know where each other is in a 100 meter radius and have +10 to rolls to find the Commissar.

"Commissar III":
Fortification (300 XP): Requires Unity & SIZ > 11. Free once-per-encounter power that gives all team membres a +2 armor absorbtion bonus for 3 turns.
Disruptor Ammo (300 XP): Requires INT > 15 & Cryo Ammo. Allows a free action that, for 3 turns, makes all projectiles fired by the team electrocute and stun enemies, inflicting bonus damage on electronic and/or submerged enemies.
Waaagh! (400 XP): Requires (POW > 15 or STR > 15) & Big Boss. The Commissars' team mates have a +1 bonus to attack rolls for each teammate next to them, and the Commissar has a +1 to damage dealt by attack for each two teammates in the same radius Image.
A-Team Firing (400 XP): Requires (STR > 13 or DEX > 13) & Unity. Togglable Perk. Makes all ranged attack rolls uniform (as sneak/hide rolls on Tactical Camo) and forces the team to fire in a general bearing Image.

"Commissar IV":
Antipersonnel Ammo (400 XP): Requires (INT > 17 or Exaggerated Motivation) & Disruptor Ammo. Allows a free action that, for 3 turns, makes all projectiles fired by the team pierce half of all encountered armor (sometimes including AT-Fields) and deal bonus damage to everyone save for vehicles and other non-"personnel" foes.
Warp Ammo (300 XP): Requires POW > 13 & Disruptor Amm. Allows a free action that, for 3 turns, makes all projectiles fired by the team deal knockbacks and disrupt magic.
Hit' da Waaagh! (250 XP): Requires Waaagh! & (STR > 16 or Melee Weapon 65+ or Martial Arts 45+). Waaagh!'s effect, instead of not affecting melee attacks, affects them doubly Image.
Voice of the Legion (500 XP): Requires EDU > 16. Allows the Commissar to talk all his teams' languages at a minimum skill level of 25, and makes him benefit from all Touch-a-While(Other Language), Gabble, Google Translate and Universal Glyphology perks of all team members.
Guns For All (350 XP): Requires A-Team Firing & POW > 13. While using A-Team Firing, this Perk summons generic submachine guns and bullets for those who do not have ranged weapons and/or ammo to fire (2d6 damage, 100m range, technical difficulties on rolls of 99+), which disappear at the end of combat, end of firing or when struck by technical difficulties.

"Psyker I":
Ability Gain (Advanced, EDU/INT) (750 XP): The second class ability gain.
Ability Gain (Advanced, POW) (1200 XP): This one augments POW by TWO points instead of one thanks to the humans' uncommon psionic potential Image.
Oral Tradition (200 XP): Requires EDU > 12 or INT > 12. +20% bonus to learn spells by mouth. Works in conjunction with the Archivists' Lecture.
Magic Thought Process (Basic) (450 XP): Requires EDU > 13 or POW > 13. -25 % to Sanity Damage while casting spells or magical abilities.
Biotic Barrier (350 XP): Requires CON > 13. Magic missiles and rays are stopped by the character's armor which gets a +2 absorbtion bonus against these.
Side Effects (200 XP): Requires EDU > 11 or CHA > 11. Spells cast by the Psyker have (depending on a Luck roll) some side effects. Warning, fumbles will throw the negative side-effects on the Psyker.

"Psyker II":
Fight The Power (250 XP): Requires Elementary Motivation & (Ability Gain (Advanced, POW) or Exaggerated Motivation). Gives a +5 to Cthulhu Mythos rolls and +2 to POW scores by 5 POW of différence with it, and adds +4 POW by missing ability it may have.
Cigaro (300 XP): Requires POW > 16 or CHA > 16 or SIZ > 16. +10% to spell effects (+1 minimum to damage).
Legilimancy (Basic) (300 XP): Requires INT > 13 or POW > 15. +10 to rolls against mind control and +5 against other mind-altering effects (defending oneself inside a dream is a mind effect). Also gives +1 Aplomb in dreams or astral-type planes.
Call of Whap (300 XP): Requires POW > 14. When summoning, you may summon a creature with 15% more CON and SIZ, but 10% less INT and EDU.

"Psyker III":
Prep gwarlek (200 XP): Requires (INT > 15 or POW > 15) & Magic Thought Process (Basic). -50 % to Sanity damage while reading Sanity-affecting books with the help of someone already aware of its dangers.
Magic Thought Process (Advanced) (650 XP): Requires (EDU > 15 or POW > 15) & Magic Thought Process (Basic). -50 % to Sanity Damage while casting spells or magical abilities.
Legilimancy (Advanced, Offensive) (400 XP): Requires (INT > 15 or POW > 17) & Legilimancy (Basic). Player may use half his/her actual reverse Legilimancy bonuses to boost his own mind control, mind-altering effects and reduce enemy astral Aplomb.
Warp Perils (300 XP): Requires (EDU > 14 or CHA > 14) & Side Effects. Side Effects are awesomely boosted, and may even result in random summons or major effects. Evidently, fumbles are more unforgiving in the Luck Roll.

"Psyker IV":
Hey Ya ! (400 XP): Requires Ability Gain (Advanced, POW) or (Elementary Motivation & POW greater than 16). Half of the Psykers' spells' power still affect magic-immune beings.
Spell Mashup (400 XP): Requires EDU > 16 or POW > 18. Allows the mixing of spells. Requires a dedicated grimoire to note them.
Legilimancy (Advanced, Défensive) (300 XP): Requires (INT > 15 or POW > 17) & Legilimancy (Basic). Improves Legilimancy bonuses to +15 to rolls against mind control, +10 against other mind-altering effects, and +2 Aplomb in dreams or astral-type planes.
Warp Fault (400 XP): Requires POW > 16. The Psyker may spend once or many times 10 % (+1 minimum) more Mana when summoning. The summoning has a chance to bring a second creature.

"Archivist I":
Ability Gain (Advanced, EDU/CON) (750 XP): The second class ability gain.
Ability Gain (Advanced, POW) (1200 XP): This one augments POW by TWO points instead of one thanks to the humans' uncommon psionic potential Image.
Lecture (200 XP): Archivists' main power, allowing them to teach spells by reading their books aloud to their apprentices. Lecturing someone can only be done without interruption but takes one-twentieth of the time.
Detachment from Characters (Basic) (450 XP): Requires EDU > 13 or POW > 13. +10 % to Sanity rolls when reading Sanity-damaging books.
Coup du Journal (350 XP): +20 to Hide checks when reading, and the player character can use Spot Hidden while seemingly reading Image.
Throw The Book At Them (250 XP): Requires EDU > 11 or POW > 11. Books now inflict by default 1d6+bd damage as improvised weapons (1d3 or 1d4 when one doesn't have this perk) and can be thrown by rolling the mean of Throw and Library Use skills !

"Archivist II":
Forbidden Lines (400 XP): Requires Lecture & EDU > 13 & reading a Sanity-straining book. Allows the Archivist to utter hastily and instinctively some of his books' Sanity-damaging lines Image. Said damage depends of the book.
Holocron (400 XP): Requires EDU > (18 minus Mécanique or Electronique divided by 5). Allows to transform solved Rubik's Cubes into holocrons Image containing next to twelve hours of video and audio holographic video feed, including Lectures.
Bookspace (450 XP): Requires EDU > (20 minus Usage de Librairie divided by 5). Allows the Archivist to declare a container will now be able to contain an almost-infinity of books while constantly weighing like it contains "only" five of em, and allows to get back from it any desired book by grasping the first book inside after thinking about it.
Literacy Shield (400 XP): Requires POW > 15 & Throw The Book At Them. Allows assembling a hemispheric or spheric shield made of books at will (absorbing 4 damage in normal conditions). Caution, it damages the books.

"Archivist III":
Double Lecture (600 XP): Two spells can now be Lecture-learned at a time, in the mean time between the two spells', dividing the total needed learning time by two, so it's now forty times faster to learn than by the normal way.
Detachment from Characters (Avancé) (550 XP): Requires (EDU > 15 or POW > 15) & Detachment from Characters (Basic). Improves the Sanity roll bonus when reading Sanity-damaging books to +20.
Paper detector (550 XP): Requires (EDU > 15 or POW > 15) & Library Use 40+. Allows paper detection in a POWx50cm radius, and a +50 to Spot Hidden rolls involving books, as for you they glow in the dark !
Illustrations (300 XP): Requires POW > 15 & Throw the Book at Them. Creates for 3 Mana an image from one of the pictures in the Archivist's books, animated and controllable. Deals as much Sanity damage as the normal "things".

"Archivist IV":
Occult Lines (500 XP): Requires EDU > 15 & Forbidden Lines. Allows learning one and a half as much spells (at least 1 more than normal) by Mythos books.
Improved Holocron (300 XP): Requires Holocron, EDU > (21 minus Mechanics or Electronics divisées par 5). Boosts Holocrons to twenty hours + Illustrations + archived lectures (which take a quarter less space).
Enchanting Table (250 XP): Requires EDU and POW > a (21 minus Library Use divided by 5) or (21 minus Cthulhu Mythos divided by 3). Easier spellcasting when one is near lots of books.
Universal Glyphology (200 XP): Requires EDU > 17. +20 to read books in (even unknown) foreign languages.

That is all for now *sigh*.

_________________
Tu n'as plus d'argent ? Tu as été stupide de manger ton déjeuner plus tôt. *Sort un beignet a la viande.* Tu en veux ? Mon estomac ne se sent pas très bien en ce moment.
Vraiment... ?
*Acquiesce*
Je t'aime. *Embrassade*
- Dialogue entre Ririchiyo et Karuta

Roll to Dodge !


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 Sujet du message: Re: Ambassade/Embassy
MessagePosté: Sam 22 Déc 2012 15:41 
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Djinn Kadessien Tourmenté
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Inscription: Lun 22 Oct 2012 13:22
Messages: 658
Date de naissance: 20 Jan 1987
Translated Bit: Moods, Modifiers, Armors et Criticals
Moods
In my houseruled Cthulhu, it is very hard to get 90 % in a skill (which is the most common source of Sanity in a normal Cthulhu game).
But getting and losing Sanity is very easy with another of my house rouse. Characters have "thoughts", like in Dwarf Fortress !
Eating well, fighting, cuddling adorable creatures, resting after hard work and making friends raises Sanity, and in reverse, hunger, thirst, childish fears, evictions, unjust ordeals, losing loved ones and Banality excess hurt Sanity.

Modifiers
I made a modifier system for rolls, to make them easier to understand and cumulate. From easiest to hardest:
  • Trivial: 50pt bonus (i.e. Fast Talk: Try to seduce a man with a voice alterator with a "Agiri Goshiki" voice preset.)
  • Very Easy: 20pt bonus (i.e. DEXx5: Race against a man on a rolling chair, without downward slopes)
  • Easy: 10pt bonus (i.e. Spot Hidden: Find a particular product in a proximity supermarket)
  • Normal: Roll as normal (i.e. Mechanics: Change a car battery)
  • Hard: 10pt penalty (i.e. Drive Auto: Parking and niche a tank)
  • Very Hard: 20pt penalty (i.e. Piloting: Making a plane touch down without breaking something by 70 mph of lateral, chaotic wind)
  • Improbable: 50pt penalty (i.e. Psychoanalysis: Psychoanalyze someone clinging to a broken bridge over a chasm, and starting to slide down)
  • Impossible: normally impossible, but is a 100pt penalty (i.e. Fast Talk: Pacifying an Ork Warboss and making him hate war.)
(Impossible rolls may be pulled off in opposing rolls, the enemy making a gross failure and the player making a huge success, or may simply succeed if the used skill has 101+ points in it.)

Armor
Armor is considered not as a mass of temporary HP, but a mix of HP and damage reduction.
They absorb their actual HP worth of damage, and are damaged by 1 point only by receiving more than twice their max HP minus their actual HP.
So a kevlar (8 HP) absorbs 8 damage, and gets damaged by getting 9+ (more than 8) damage.
A once-damaged kevlar, (8-1 HP) absorbs 7 damage, and gets damaged by getting 10+ (more than 9) damage.
A twice-damaged kevlar, (8-2 HP) absorbs 6 damage, and gets damaged by getting 11+ (more than 10) damage.
And so on. So armors absorb less as they get damaged, but the more they get damaged the less it is likely to be damaged.
Some enemies come with extremely damaged armor to simulate thick skin layers like scales or just sheer fat for huge enemies.

Critical Successes and Failures (not to be mistaken with Elemental Criticals)
For rolls where the skill is between 21 and 80 %, critical success is achieved with a 01 to 10, and critical failure is achieved with a 91 to 100. It's the basic case.
When a critical is made, the opposing dice is taken into account (or another roll is made) and I look at the corresponding table (one for crits and another for fumbles), applying (or trying to apply) the corresponding effect.

If the skill is lesser than 21 %, critical success become only possible with a 10 point success margin (which is impossible if less than 11 %).
If the skill is greater than 81 %, critical failures become only possible with a 10 point failure margin (which is impossible if greater than 91 %).
And in the same time, critical success margin is raised by 2 by point over 90 %, up to 100 % critical success chance at 135 % skill.
Note that positive and negative modifiers may change these odds too !

A 100 % skill has a generous 30 % critical success chance, but not only that. For every 10 point margin in critical success, another critical success effect is applied !
To note: it only applies because of the skill, not because of opposing incompetence. Multiple criticals can only be gotten by getting it by a normal roll, taking only modifiers into account, no opposing failure/success margin.

Last thing: I consider natural ones (called *01*) as "super critical successes" where there normal critical success is applied, but the investigators are on a roll, getting some lucky side-effects. It may incur:
  • Stronger critical effects ("How did I make sixteen fire crits on that mob ?")
  • Cool rounding errors ("-1,75 HP... ok, so you are now unconscious at -1 HP")
  • A wounded or defenseless player character losing all aggro ("How comes that no one of these seven mobs didn't hit me this turn ?")
  • Heavy AI nerf ("The veteran soldier comes at melee range and tries crushing your foot with his sniper rifle.")
  • Exemplary coincidences ("Oh, you know this guy. He's a corrupt police inspector, and he's BY CHANCE alone in a dark street.")
Doing more critical successes in a row, extend this "on a roll" state, and even when a natural *01* incurs a normal success or even a failure, it will be always better that a natural 2.

Natural 100s' (*00* ?) aren't "super critical failures"... except when the players had way too much luck on the dice and are effortlessly curb-stomping so-called "very difficult" ordeals.

_________________
Tu n'as plus d'argent ? Tu as été stupide de manger ton déjeuner plus tôt. *Sort un beignet a la viande.* Tu en veux ? Mon estomac ne se sent pas très bien en ce moment.
Vraiment... ?
*Acquiesce*
Je t'aime. *Embrassade*
- Dialogue entre Ririchiyo et Karuta

Roll to Dodge !


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 Sujet du message: Re: Ambassade/Embassy
MessagePosté: Sam 22 Déc 2012 17:03 
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Djinn Kadessien Tourmenté
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Inscription: Lun 22 Oct 2012 13:22
Messages: 658
Date de naissance: 20 Jan 1987
Translated Bit: Elemental Criticals and Rare Weapons
Some weapons can put enemies on fire, or stun them... I made a Borderlands-like elemental critical system. Some weapons (like grenades, flamethrowers and tazers) directly damage with "crits", other have critical multipliers.

Those "mini-crits", "crits" or "elemental crits" are obtained by 3 cumulative conditions.
  • Succeed at an attack roll with a 35+ margin, with a elemental weapon.
  • Critically hit the opponent with a elemental weapon.
  • Critically hit the opponent and get the "elemental critical" effect (even without a elemental weapon).

There is 15 elemental critical types, divided in three categories (physical, mental, and superior).
  • Fire crits damage over time. The more crits there are, the more damage and duration there is ! It is possible to shorten a fire by being doused in water, rolling all over the floor or simply choke the flames.
  • Elec crits inflict d6's of damage on shields, barriers and un-/poorly insulated robots, and not much damage on other things. It also inflicts zonal damage in water.
  • Acid crits inflict additional d6's of damage thay only apply to armor. Acid crits also stay over time, dropping by one dice every turn, continuing to corrode. Acid-critted enemies are extra vulnerable, but won't drop armor in good shapes.
  • Explosion crits are the most efficient and simple crits. They simply are additional damage d6's, but they also have a tendancy to do collateral damage. Explosive-elemental melee weapons tend to be double-edged blades, but still fun to use !
  • Slag crits are rare and bizarre. Nothing happens when someone is sprayed in this purple stuff until the enemy is hit by a non-slag-elemental weapon with enough strength. Such a hit is boosted by 2 damage for every slag crit it stored. Overkill !
  • Stun crits penalizes the enemies' physical actions, and eventually makes them lose a turn or two. Not very important for hordes of mooks, but cripples Badasses and Bosses.
  • Root crits cripples enemy movement to a halt. Heavier multiplicators means dividing enemy movement rate by a bigger factor (x1 divides speed by two, x2 by three, x3 by four, x4 by five...).
  • Blind crits blinds the enemy, giving them huge penalties should they not have blindsight or not rely on other senses.
  • Mezz crits annoys enemies and give them penalties to all rolls, for longer durations than Stun crits. But they cannot accumulate much.
  • Flux crits are damage d6's to Mana. Effective against enemy psykers (who you can capture after, 'cause they are unconscious !), incorporeals and undead. Zombies only have 1 or 2 mana, so AoE Flux crits make zombie-hunting trivial.
  • Confusion crits makes enemies attack random targets at range instead of attacking their target. Big enemies with small flunkies hate this kind of crit which makes them kill their own flunkies and hit enemy tanks instead of DPS'.
  • Hallus crits makes enemies hallucinate. The effect on AI enemies is similar to Confusion, except that they are inept at estimating enemy strength, health and strategy.
  • Deaf crits deafens enemies. It also makes some of 'em put their hands on their ears, dropping weapons. Too much Deaf crits in a round can make affected creatures permanently deaf - beware throwing too much flashbangs in a place risking to cripple allies.
  • Shock crits inflict Sanity damage. Efficient to pre-interrogate enemies or make cowardly opponents flee, but discouraged against Mythos creatures and already maddened hostiles.
  • KHAOOOHS crits are extremely powerful, causing random effects from a mere annoyance to disintegration, including uncontrolled polymorphing and mutating. A lot of these effects are permanent.

Elemental criticals are usually dealt by rare and modified weapons, but not all rare and modified weapons are elemental.
Other non-elemental crits, auxiliary equips, knockback, armor penetration and aggro reduction, temporary Perks, anti-criticals, side-effects on crit victims, curses and mana-powered effects, are possible (among even others)...
Weapons (and so, modifiers) have different rarity level, exactly like in Borderlands !
  • Common (i.e.: a scoped rifle)
  • Uncommon (i.e.: a foldable shotgun with a bipod)
  • Rare (i.e.: a x2 Explosive pistol with a sharpened bayonet)
  • Legendary (i.e.: a laser-sight smartgun revolver which boosts Aplomb by 1 when equipped)
  • Artifact (two colors) (i.e.: a SMG that hastens move rate by 50% and flings free low-level offensive spells when it crits)
  • Common? ("Pearlescent") (i.e.: a x3 KHAOOOHS sniper rifle which propagate one of the target's crits to adjacent enemies)

Crafting those weapons are more and more difficult as rarity and amount of installed mods grow, and obtaining mods needs experimenting on rare and costly materials, often recycled/dismounted from other weapons. Unlimited potential needs means, time and unfaltering skills.
Evidently, modifiers modify the gun's name. There is a two mod limit per weapon (Three with "Eldritch Crafting" Inspector Perk, among other things), except for auxiliary equips, which are:
  • NEW: Silencer & Oldschool Silencer (-10%/-15% to aggro, common/rare)
  • Scope (+10 to attack rolls, common)
  • Laser/Red Dot scope (+10/+15 to attack rolls, rare/rarest)
  • Bipod (+5 to attack rolls if prone or covered, uncommon)
  • Flashpak (x1 Blind crit if success/failure margin on attack roll is 5 or less, very rare)
  • Folding/Automatic Folding handle (Easy/Very Easy concealment, uncommon/very rare)
  • Portable Imaging Radar (+10 to spot covered enemies, +5 to attack rolls against covered enemies, rare)
  • Smartgun Rails (Boosts auxiliary equips installed after them, very rare)

Image
It's all for today ! (Ending of "Les Shadoks".)

Translated Signature
"Let me explain it to you ! When I enter "fantasy mode", I put off my glasses
to obscure my view. I look at things with my heart and focus my spirit !"
- Chitose Ikeda


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