# Règles V2

# 📖 Les Chroniques de Sicard – Règles complètes

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## 🎲 Résolution des actions

- Lancez un **d100** : il faut obtenir un résultat **inférieur ou égal** à votre compétence.
- Plus le jet est bas, meilleure est la réussite (**marge = compétence – jet**).

### Critiques

- **1–5** = Réussite critique (effet supplémentaire + 1 Point de Chance).
- **96–100** = Échec critique (conséquences graves + 1 Point de Malchance).

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## 🍀 Points de Chance et Malchance

### Chance (joueurs)

- Réussir un jet automatiquement.
- Relancer un dé et garder le meilleur.
- Obtenir une information utile du MJ.

### Malchance (MJ)

- Rendre un jet plus difficile.
- Ajouter un obstacle ou un danger.

---

## 💪 Caractéristiques

Chaque personnage possède **6 caractéristiques (0–100)** :

- **Physique** : force brute, endurance.
- **Agilité** : vitesse, réflexes, coordination.
- **Perception** : sens, vigilance, instinct.
- **Esprit** : intelligence, volonté, pouvoir mystique/technique.
- **Charisme** : persuasion, prestance, intimidation.
- **Flux** : énergie vitale et magique (sert pour sorts, implants, pouvoirs).

👉 **Points de Vie (PV)** séparés (0 = mort).  
👉 **Flux** = réserve commune pour magie, implants, rituels techno-myr.

---

## 🛠️ Compétences

### Physiques &amp; martiales

- **Combat (Corps à corps)** : armes blanches, arts martiaux → basé sur **Physique**.
- **Combat (Distance)** : armes à feu, arcs techno, armes lourdes → basé sur **Agilité**.
- **Discrétion** : furtivité, infiltration, acrobaties → basé sur **(Agilité + Perception) ÷ 2**.

### Techniques &amp; connaissances

- **Technologie** : piratage, mécanique, électronique → basé sur **Esprit**.
- **Connaissance** : histoire, arcanes, médecine, survie → basé sur **Esprit + Perception**.

### Sociales

- **Manipulation** : convaincre, mentir, marchander → basé sur **Charisme**.
- **Intimidation** : imposer sa volonté → basé sur **Charisme + Physique**.

---

## 📈 Progression des personnages

Chaque niveau (1–20) donne :

- **+ PV** : 1d6 (mages), 1d8 (polyvalents), 1d10 (combattants).
- **+ Flux** : 1d4 + dizaine d’Esprit.
- **+ Compétences** : 1 compétence tous les 2 niveaux.
- **+ Spécialisation/Talent** : 1 capacité de classe aux niveaux pairs.
- **+ Caractéristiques** : +5 dans une stat aux niveaux 5, 10, 15, 20.

---

## ⚔️ Combat

### Initiative

- Jet : **d100 + (Agilité ÷ 5)**.
- Ordre décroissant = ordre de jeu.

### Structure d’un tour

Chaque joueur dispose de :

- **2 Actions**
- **1 Réaction**
- **1 Déplacement**

### Actions possibles

<div class="_tableContainer_1rjym_1" id="bkmrk-action-co%C3%BBt-effet-at"><div class="_tableWrapper_1rjym_13 group flex w-fit flex-col-reverse" tabindex="-1"><table class="w-fit min-w-(--thread-content-width)" data-end="3363" data-start="3023"><thead data-end="3062" data-start="3023"><tr data-end="3062" data-start="3023"><th data-col-size="sm" data-end="3046" data-start="3023">Action</th><th data-col-size="sm" data-end="3053" data-start="3046">Coût</th><th data-col-size="md" data-end="3062" data-start="3053">Effet</th></tr></thead><tbody data-end="3363" data-start="3104"><tr data-end="3159" data-start="3104"><td data-col-size="sm" data-end="3128" data-start="3104">Attaque simple</td><td data-col-size="sm" data-end="3135" data-start="3128">1</td><td data-col-size="md" data-end="3159" data-start="3135">Jet d’attaque normal</td></tr><tr data-end="3224" data-start="3160"><td data-col-size="sm" data-end="3184" data-start="3160">Attaque lourde</td><td data-col-size="sm" data-end="3191" data-start="3184">2</td><td data-col-size="md" data-end="3224" data-start="3191">Jet d’attaque + effet spécial</td></tr><tr data-end="3309" data-start="3225"><td data-col-size="sm" data-end="3249" data-start="3225">Préparer sa défense</td><td data-col-size="sm" data-end="3256" data-start="3249">1</td><td data-col-size="md" data-end="3309" data-start="3256">Permet d’utiliser sa Réaction pour parer/esquiver</td></tr><tr data-end="3363" data-start="3310"><td data-col-size="sm" data-end="3334" data-start="3310">Sort ou capacité</td><td data-col-size="sm" data-end="3341" data-start="3334">1–2</td><td data-col-size="md" data-end="3363" data-start="3341">Selon la puissance</td></tr></tbody></table>

</div></div>---

### Défenses

- Tu ne peux **te défendre** que si tu as **préparé ta défense** ce tour.
- Utiliser une défense consomme ta **Réaction**.

**Esquive (Agilité)**

- Réussite = attaque évitée.
- Réussite critique = contre-attaque gratuite.
- Échec critique = chute (–1 action au prochain tour).

**Parade (Physique)**

- Réussite = dégâts annulés.
- Réussite critique = assaillant perd –1 action à son prochain tour.
- Échec critique = arme fragilisée (–2 durabilité ou inutilisable).

---

### Attaque lourde

- Coût : **2 actions**.
- Inflige dégâts normaux + effet selon le type :
    
    
    - **Tranchant** → hémorragie (1d4/tour, cumulable).
    - **Perforant** → ignore 50% armure.
    - **Contondant** → repousse 3 m + jet Physique DD 25 sinon **–1 action**.
    - **Énergie/Techno** → jet Esprit DD 25 sinon **–1 action**.
    - **Magique** → désavantage à la prochaine défense de la cible.

---

## 🎯 Difficultés des jets (hors combat)

- **Commun** : jet normal.
- **Difficile** : compétence ÷ 2.
- **Héroïque** : compétence ÷ 4.

---

## 🧩 États &amp; Conditions

<div class="_tableContainer_1rjym_1" id="bkmrk-%C3%89tat-effet-%C3%89tourdi-p"><div class="_tableWrapper_1rjym_13 group flex w-fit flex-col-reverse" tabindex="-1"><table class="w-fit min-w-(--thread-content-width)" data-end="4910" data-start="4457"><thead data-end="4483" data-start="4457"><tr data-end="4483" data-start="4457"><th data-col-size="sm" data-end="4474" data-start="4457">État</th><th data-col-size="md" data-end="4483" data-start="4474">Effet</th></tr></thead><tbody data-end="4910" data-start="4511"><tr data-end="4563" data-start="4511"><td data-col-size="sm" data-end="4528" data-start="4511">Étourdi</td><td data-col-size="md" data-end="4563" data-start="4528">Perd –1 action au prochain tour</td></tr><tr data-end="4618" data-start="4564"><td data-col-size="sm" data-end="4581" data-start="4564">Immobilisé</td><td data-col-size="md" data-end="4618" data-start="4581">Ne peut pas bouger, pas d’esquive</td></tr><tr data-end="4651" data-start="4619"><td data-col-size="sm" data-end="4636" data-start="4619">Ralentissement</td><td data-col-size="md" data-end="4651" data-start="4636">Vitesse ÷ 2</td></tr><tr data-end="4698" data-start="4652"><td data-col-size="sm" data-end="4669" data-start="4652">Aveuglé</td><td data-col-size="md" data-end="4698" data-start="4669">–20 jets basés sur vision</td></tr><tr data-end="4746" data-start="4699"><td data-col-size="sm" data-end="4716" data-start="4699">Brûlure</td><td data-col-size="md" data-end="4746" data-start="4716">1d4/tour pendant 1d4 tours</td></tr><tr data-end="4801" data-start="4747"><td data-col-size="sm" data-end="4764" data-start="4747">Hémorragie</td><td data-col-size="md" data-end="4801" data-start="4764">1d4/tour jusqu’à soin (cumulable)</td></tr><tr data-end="4842" data-start="4802"><td data-col-size="sm" data-end="4819" data-start="4802">Empoisonné</td><td data-col-size="md" data-end="4842" data-start="4819">–10 à tous les jets</td></tr><tr data-end="4910" data-start="4843"><td data-col-size="sm" data-end="4860" data-start="4843">Paniqué</td><td data-col-size="md" data-end="4910" data-start="4860">Doit fuir/couvert (jet Charisme pour résister)</td></tr></tbody></table>

</div></div>---

## 🪖 Armures

- L’armure absorbe les dégâts et perd 1 durabilité par coup reçu.
- Quand durabilité = 0 → armure détruite.

<div class="_tableContainer_1rjym_1" id="bkmrk-nom-protection-durab"><div class="_tableWrapper_1rjym_13 group flex w-fit flex-col-reverse" tabindex="-1"><table class="w-fit min-w-(--thread-content-width)" data-end="5582" data-start="5044"><thead data-end="5121" data-start="5044"><tr data-end="5121" data-start="5044"><th data-col-size="sm" data-end="5065" data-start="5044">Nom</th><th data-col-size="sm" data-end="5078" data-start="5065">Protection</th><th data-col-size="sm" data-end="5091" data-start="5078">Durabilité</th><th data-col-size="sm" data-end="5113" data-start="5091">Notes</th><th data-col-size="sm" data-end="5121" data-start="5113">Prix</th></tr></thead><tbody data-end="5582" data-start="5200"><tr data-end="5282" data-start="5200"><td data-col-size="sm" data-end="5221" data-start="5200">Vêtement commun</td><td data-col-size="sm" data-end="5234" data-start="5221">2</td><td data-col-size="sm" data-end="5247" data-start="5234">2</td><td data-col-size="sm" data-end="5269" data-start="5247">–</td><td data-col-size="sm" data-end="5282" data-start="5269">À adapter</td></tr><tr data-end="5357" data-start="5283"><td data-col-size="sm" data-end="5304" data-start="5283">Armure légère</td><td data-col-size="sm" data-end="5317" data-start="5304">4–6</td><td data-col-size="sm" data-end="5330" data-start="5317">4–6</td><td data-col-size="sm" data-end="5352" data-start="5330">–</td><td data-col-size="sm" data-end="5357" data-start="5352">–</td></tr><tr data-end="5432" data-start="5358"><td data-col-size="sm" data-end="5379" data-start="5358">Armure moyenne</td><td data-col-size="sm" data-end="5392" data-start="5379">6–10</td><td data-col-size="sm" data-end="5405" data-start="5392">6–10</td><td data-col-size="sm" data-end="5427" data-start="5405">–5 Discrétion</td><td data-col-size="sm" data-end="5432" data-start="5427">–</td></tr><tr data-end="5507" data-start="5433"><td data-col-size="sm" data-end="5454" data-start="5433">Armure lourde</td><td data-col-size="sm" data-end="5467" data-start="5454">10–15</td><td data-col-size="sm" data-end="5480" data-start="5467">10–15</td><td data-col-size="sm" data-end="5502" data-start="5480">–10 Esquive</td><td data-col-size="sm" data-end="5507" data-start="5502">–</td></tr><tr data-end="5582" data-start="5508"><td data-col-size="sm" data-end="5529" data-start="5508">Armure spéciale</td><td data-col-size="sm" data-end="5542" data-start="5529">Variable</td><td data-col-size="sm" data-end="5555" data-start="5542">Variable</td><td data-col-size="sm" data-end="5577" data-start="5555">Enchantée / unique</td><td data-col-size="sm" data-end="5582" data-start="5577">–</td></tr></tbody></table>

</div></div>---

## ⚔️ Armes

### Armes de corps à corps

<div class="_tableContainer_1rjym_1" id="bkmrk-arme-d%C3%A9g%C3%A2ts-carac-ty"><div class="_tableWrapper_1rjym_13 group flex w-fit flex-col-reverse" tabindex="-1"><table class="w-fit min-w-(--thread-content-width)" data-end="6537" data-start="5628"><thead data-end="5720" data-start="5628"><tr data-end="5720" data-start="5628"><th data-col-size="sm" data-end="5650" data-start="5628">Arme</th><th data-col-size="sm" data-end="5673" data-start="5650">Dégâts</th><th data-col-size="sm" data-end="5684" data-start="5673">Carac</th><th data-col-size="sm" data-end="5706" data-start="5684">Type</th><th data-col-size="sm" data-end="5720" data-start="5706">Propriétés</th></tr></thead><tbody data-end="6537" data-start="5814"><tr data-end="5913" data-start="5814"><td data-col-size="sm" data-end="5836" data-start="5814">Dague</td><td data-col-size="sm" data-end="5859" data-start="5836">1d6 + (Phy/Agil ÷10)</td><td data-col-size="sm" data-end="5870" data-start="5859">Phy/Agil</td><td data-col-size="sm" data-end="5892" data-start="5870">Perforant</td><td data-col-size="sm" data-end="5913" data-start="5892">Finesse, discrète</td></tr><tr data-end="6027" data-start="5914"><td data-col-size="sm" data-end="5936" data-start="5914">Rapière</td><td data-col-size="sm" data-end="5959" data-start="5936">1d8 + (Phy/Agil ÷10)</td><td data-col-size="sm" data-end="5970" data-start="5959">Phy/Agil</td><td data-col-size="sm" data-end="5992" data-start="5970">Perforant</td><td data-col-size="sm" data-end="6027" data-start="5992">Finesse, +5% crit si Agil &gt; Phy</td></tr><tr data-end="6118" data-start="6028"><td data-col-size="sm" data-end="6050" data-start="6028">Épée longue</td><td data-col-size="sm" data-end="6073" data-start="6050">2d6 + (Phy ÷10)</td><td data-col-size="sm" data-end="6084" data-start="6073">Phy</td><td data-col-size="sm" data-end="6106" data-start="6084">Tranchant</td><td data-col-size="sm" data-end="6118" data-start="6106">Standard</td></tr><tr data-end="6212" data-start="6119"><td data-col-size="sm" data-end="6141" data-start="6119">Hache de guerre</td><td data-col-size="sm" data-end="6164" data-start="6141">2d8 + (Phy ÷10)</td><td data-col-size="sm" data-end="6175" data-start="6164">Phy</td><td data-col-size="sm" data-end="6197" data-start="6175">Tranchant</td><td data-col-size="sm" data-end="6212" data-start="6197">Lourde (2M)</td></tr><tr data-end="6328" data-start="6213"><td data-col-size="sm" data-end="6235" data-start="6213">Tronçonneuse</td><td data-col-size="sm" data-end="6258" data-start="6235">2d8 + (Phy ÷10)</td><td data-col-size="sm" data-end="6269" data-start="6258">Phy</td><td data-col-size="sm" data-end="6291" data-start="6269">Tranchant/Mécanique</td><td data-col-size="sm" data-end="6328" data-start="6291">Vicieuse (crit = +1d6 saignement)</td></tr><tr data-end="6434" data-start="6329"><td data-col-size="sm" data-end="6351" data-start="6329">Hallebarde vibrante</td><td data-col-size="sm" data-end="6374" data-start="6351">1d10 + (Phy ÷10)</td><td data-col-size="sm" data-end="6385" data-start="6374">Phy</td><td data-col-size="sm" data-end="6407" data-start="6385">Tranchant/Énergie</td><td data-col-size="sm" data-end="6434" data-start="6407">Allonge, anti-armure ×2</td></tr><tr data-end="6537" data-start="6435"><td data-col-size="sm" data-end="6457" data-start="6435">Maillet mécanique</td><td data-col-size="sm" data-end="6480" data-start="6457">1d12 + (Phy ÷10)</td><td data-col-size="sm" data-end="6491" data-start="6480">Phy</td><td data-col-size="sm" data-end="6513" data-start="6491">Contondant</td><td data-col-size="sm" data-end="6537" data-start="6513">Étourdissant (DD 25)</td></tr></tbody></table>

</div></div>### Armes à distance

<div class="_tableContainer_1rjym_1" id="bkmrk-arme-d%C3%A9g%C3%A2ts-carac-ty-1"><div class="_tableWrapper_1rjym_13 group flex w-fit flex-col-reverse" tabindex="-1"><table class="w-fit min-w-(--thread-content-width)" data-end="7441" data-start="6560"><thead data-end="6640" data-start="6560"><tr data-end="6640" data-start="6560"><th data-col-size="sm" data-end="6578" data-start="6560">Arme</th><th data-col-size="sm" data-end="6606" data-start="6578">Dégâts</th><th data-col-size="sm" data-end="6614" data-start="6606">Carac</th><th data-col-size="sm" data-end="6626" data-start="6614">Type</th><th data-col-size="sm" data-end="6640" data-start="6626">Propriétés</th></tr></thead><tbody data-end="7441" data-start="6722"><tr data-end="6802" data-start="6722"><td data-col-size="sm" data-end="6740" data-start="6722">Arc court</td><td data-col-size="sm" data-end="6768" data-start="6740">1d6 + (Agil ÷10)</td><td data-col-size="sm" data-end="6776" data-start="6768">Agil</td><td data-col-size="sm" data-end="6788" data-start="6776">Perforant</td><td data-col-size="sm" data-end="6802" data-start="6788">Silencieux</td></tr><tr data-end="6896" data-start="6803"><td data-col-size="sm" data-end="6821" data-start="6803">Arbalète lourde</td><td data-col-size="sm" data-end="6849" data-start="6821">2d8 + (Agil ÷10)</td><td data-col-size="sm" data-end="6857" data-start="6849">Agil</td><td data-col-size="sm" data-end="6869" data-start="6857">Perforant</td><td data-col-size="sm" data-end="6896" data-start="6869">Silencieux, anti-armure</td></tr><tr data-end="6974" data-start="6897"><td data-col-size="sm" data-end="6915" data-start="6897">Pistolet 9mm</td><td data-col-size="sm" data-end="6943" data-start="6915">3d6 + (Agil ÷10)</td><td data-col-size="sm" data-end="6951" data-start="6943">Agil</td><td data-col-size="sm" data-end="6963" data-start="6951">Perforant</td><td data-col-size="sm" data-end="6974" data-start="6963">Bruyant</td></tr><tr data-end="7071" data-start="6975"><td data-col-size="sm" data-end="6993" data-start="6975">Magnum</td><td data-col-size="sm" data-end="7021" data-start="6993">3d8 + (Agil ÷10)</td><td data-col-size="sm" data-end="7029" data-start="7021">Agil</td><td data-col-size="sm" data-end="7041" data-start="7029">Perforant</td><td data-col-size="sm" data-end="7071" data-start="7041">Bruyant, ignore 25% armure</td></tr><tr data-end="7150" data-start="7072"><td data-col-size="sm" data-end="7090" data-start="7072">Fusil à pompe</td><td data-col-size="sm" data-end="7118" data-start="7090">3d10 + (Agil ÷10)</td><td data-col-size="sm" data-end="7126" data-start="7118">Agil</td><td data-col-size="sm" data-end="7138" data-start="7126">Perforant</td><td data-col-size="sm" data-end="7150" data-start="7138">Cône 9 m</td></tr><tr data-end="7249" data-start="7151"><td data-col-size="sm" data-end="7169" data-start="7151">Fusil auto</td><td data-col-size="sm" data-end="7197" data-start="7169">6d8 (auto) / 1d8 (manuel)</td><td data-col-size="sm" data-end="7205" data-start="7197">Agil</td><td data-col-size="sm" data-end="7217" data-start="7205">Perforant</td><td data-col-size="sm" data-end="7249" data-start="7217">Jets multiples (+5 diff/tir)</td></tr><tr data-end="7344" data-start="7250"><td data-col-size="sm" data-end="7268" data-start="7250">Fusil sniper</td><td data-col-size="sm" data-end="7296" data-start="7268">1d12 + (Agil ÷10)</td><td data-col-size="sm" data-end="7304" data-start="7296">Agil</td><td data-col-size="sm" data-end="7316" data-start="7304">Perforant</td><td data-col-size="sm" data-end="7344" data-start="7316">Longue portée, précision</td></tr><tr data-end="7441" data-start="7345"><td data-col-size="sm" data-end="7363" data-start="7345">Lance-flammes</td><td data-col-size="sm" data-end="7391" data-start="7363">4d6 + (Agil ÷10)</td><td data-col-size="sm" data-end="7399" data-start="7391">Agil</td><td data-col-size="sm" data-end="7411" data-start="7399">Brûlant</td><td data-col-size="sm" data-end="7441" data-start="7411">Cône 3 m, brûlure 1d4/tour</td></tr></tbody></table>

</div></div>### Munitions spéciales

- **Perforantes** : ×2 dégâts vs armures.
- **Explosives** : zone 3 m (1d6 contondant/brûlant).
- **Élémentaires** : effets secondaires (feu, glace, acide, poison).
- **Contrôle** : filet/électro → immobilisation ou perte d’action.

---

## 🧬 Augmentations

### Socles

<div class="_tableContainer_1rjym_1" id="bkmrk-qualit%C3%A9-slots-prix-m"><div class="_tableWrapper_1rjym_13 group flex w-fit flex-col-reverse" tabindex="-1"><table class="w-fit min-w-(--thread-content-width)" data-end="7972" data-start="7744"><thead data-end="7775" data-start="7744"><tr data-end="7775" data-start="7744"><th data-col-size="sm" data-end="7759" data-start="7744">Qualité</th><th data-col-size="sm" data-end="7767" data-start="7759">Slots</th><th data-col-size="sm" data-end="7775" data-start="7767">Prix</th></tr></thead><tbody data-end="7972" data-start="7808"><tr data-end="7839" data-start="7808"><td data-col-size="sm" data-end="7823" data-start="7808">Médiocre</td><td data-col-size="sm" data-end="7831" data-start="7823">0</td><td data-col-size="sm" data-end="7839" data-start="7831">500</td></tr><tr data-end="7871" data-start="7840"><td data-col-size="sm" data-end="7855" data-start="7840">Basique</td><td data-col-size="sm" data-end="7863" data-start="7855">1</td><td data-col-size="sm" data-end="7871" data-start="7863">1000</td></tr><tr data-end="7903" data-start="7872"><td data-col-size="sm" data-end="7887" data-start="7872">Avancé</td><td data-col-size="sm" data-end="7895" data-start="7887">2</td><td data-col-size="sm" data-end="7903" data-start="7895">1500</td></tr><tr data-end="7935" data-start="7904"><td data-col-size="sm" data-end="7919" data-start="7904">Premium</td><td data-col-size="sm" data-end="7927" data-start="7919">3</td><td data-col-size="sm" data-end="7935" data-start="7927">2000</td></tr><tr data-end="7972" data-start="7936"><td data-col-size="sm" data-end="7951" data-start="7936">Exceptionnel</td><td data-col-size="sm" data-end="7959" data-start="7951">4–6</td><td data-col-size="sm" data-end="7972" data-start="7959">2500–5000</td></tr></tbody></table>

</div></div>👉 Chaque implant réduit le **Flux max** :

- 1 slot = –2 Flux
- 2 slots = –5 Flux
- 3 slots = –8 Flux

### Tableau des augmentations

<div class="_tableContainer_1rjym_1" id="bkmrk-famille-nom-slots-pr"><div class="_tableWrapper_1rjym_13 group flex w-fit flex-col-reverse" tabindex="-1"><table class="w-fit min-w-(--thread-content-width)" data-end="9310" data-start="8115"><thead data-end="8178" data-start="8115"><tr data-end="8178" data-start="8115"><th data-col-size="sm" data-end="8131" data-start="8115">Famille</th><th data-col-size="sm" data-end="8154" data-start="8131">Nom</th><th data-col-size="sm" data-end="8162" data-start="8154">Slots</th><th data-col-size="sm" data-end="8169" data-start="8162">Prix</th><th data-col-size="md" data-end="8178" data-start="8169">Effet</th></tr></thead><tbody data-end="9310" data-start="8243"><tr data-end="8342" data-start="8243"><td data-col-size="sm" data-end="8259" data-start="8243">Sensorielles</td><td data-col-size="sm" data-end="8282" data-start="8259">Vision augmentée</td><td data-col-size="sm" data-end="8290" data-start="8282">1</td><td data-col-size="sm" data-end="8297" data-start="8290">500</td><td data-col-size="md" data-end="8342" data-start="8297">Vision nocturne/thermique, +10 Perception</td></tr><tr data-end="8432" data-start="8343"><td data-col-size="sm" data-end="8359" data-start="8343">Sensorielles</td><td data-col-size="sm" data-end="8382" data-start="8359">Vision tactique</td><td data-col-size="sm" data-end="8390" data-start="8382">1</td><td data-col-size="sm" data-end="8397" data-start="8390">1000</td><td data-col-size="md" data-end="8432" data-start="8397">Zoom + HUD, +10 Combat distance</td></tr><tr data-end="8523" data-start="8433"><td data-col-size="sm" data-end="8449" data-start="8433">Sensorielles</td><td data-col-size="sm" data-end="8472" data-start="8449">Laser oculaire</td><td data-col-size="sm" data-end="8480" data-start="8472">2</td><td data-col-size="sm" data-end="8487" data-start="8480">2000</td><td data-col-size="md" data-end="8523" data-start="8487">Rayon 18 m, 2d8 brûlant (3/jour)</td></tr><tr data-end="8621" data-start="8524"><td data-col-size="sm" data-end="8540" data-start="8524">Mobilité</td><td data-col-size="sm" data-end="8563" data-start="8540">Renfort musculaire</td><td data-col-size="sm" data-end="8571" data-start="8563">1</td><td data-col-size="sm" data-end="8578" data-start="8571">700</td><td data-col-size="md" data-end="8621" data-start="8578">+10 Athlétisme/Acrobatie, sauts doublés</td></tr><tr data-end="8706" data-start="8622"><td data-col-size="sm" data-end="8638" data-start="8622">Mobilité</td><td data-col-size="sm" data-end="8661" data-start="8638">Propulseurs intégrés</td><td data-col-size="sm" data-end="8669" data-start="8661">2</td><td data-col-size="sm" data-end="8676" data-start="8669">1500</td><td data-col-size="md" data-end="8706" data-start="8676">Bond 9 m, +3 m déplacement</td></tr><tr data-end="8791" data-start="8707"><td data-col-size="sm" data-end="8723" data-start="8707">Mobilité</td><td data-col-size="sm" data-end="8746" data-start="8723">Locuslegs</td><td data-col-size="sm" data-end="8754" data-start="8746">3</td><td data-col-size="sm" data-end="8761" data-start="8754">3000</td><td data-col-size="md" data-end="8791" data-start="8761">+1 Esquive/tour, chute ÷ 2</td></tr><tr data-end="8877" data-start="8792"><td data-col-size="sm" data-end="8808" data-start="8792">Combat</td><td data-col-size="sm" data-end="8831" data-start="8808">Lame rétractable</td><td data-col-size="sm" data-end="8839" data-start="8831">1</td><td data-col-size="sm" data-end="8846" data-start="8839">800</td><td data-col-size="md" data-end="8877" data-start="8846">Arme cachée (1d8 tranchant)</td></tr><tr data-end="8974" data-start="8878"><td data-col-size="sm" data-end="8894" data-start="8878">Combat</td><td data-col-size="sm" data-end="8917" data-start="8894">Bras-grappin</td><td data-col-size="sm" data-end="8925" data-start="8917">1</td><td data-col-size="sm" data-end="8932" data-start="8925">1000</td><td data-col-size="md" data-end="8974" data-start="8932">Attire objet/cible, mobilité verticale</td></tr><tr data-end="9071" data-start="8975"><td data-col-size="sm" data-end="8991" data-start="8975">Combat</td><td data-col-size="sm" data-end="9014" data-start="8991">Canon plasma</td><td data-col-size="sm" data-end="9022" data-start="9014">2</td><td data-col-size="sm" data-end="9029" data-start="9022">2500</td><td data-col-size="md" data-end="9071" data-start="9029">Faisceau plasma 3d6, ignore 50% armure</td></tr><tr data-end="9155" data-start="9072"><td data-col-size="sm" data-end="9088" data-start="9072">Internes</td><td data-col-size="sm" data-end="9111" data-start="9088">Stimulant cardiaque</td><td data-col-size="sm" data-end="9119" data-start="9111">1</td><td data-col-size="sm" data-end="9126" data-start="9119">1500</td><td data-col-size="md" data-end="9155" data-start="9126">+1 action (1 fois/combat)</td></tr><tr data-end="9235" data-start="9156"><td data-col-size="sm" data-end="9172" data-start="9156">Internes</td><td data-col-size="sm" data-end="9195" data-start="9172">Renfort osseux</td><td data-col-size="sm" data-end="9203" data-start="9195">2</td><td data-col-size="sm" data-end="9210" data-start="9203">2000</td><td data-col-size="md" data-end="9235" data-start="9210">–25% dégâts physiques</td></tr><tr data-end="9310" data-start="9236"><td data-col-size="sm" data-end="9252" data-start="9236">Internes</td><td data-col-size="sm" data-end="9275" data-start="9252">Régénération cell.</td><td data-col-size="sm" data-end="9283" data-start="9275">3</td><td data-col-size="sm" data-end="9290" data-start="9283">5000</td><td data-col-size="md" data-end="9310" data-start="9290">Rend 1d6 PV/tour</td></tr></tbody></table>

</div></div>### Risques marché noir

Implants illégaux → test de stress à chaque combat :

- **1d20 ≤ nb implants illégaux = bug**.

Effets possibles :

- Bug mécanique : implant off.
- Surchauffe : 1d6 dégâts + –1 action.
- Virus : implant hackable par MJ.
- Rejet : –5 PV permanents.

---

## 🔮 Magie

### Le Flux

- Réserve commune de magie.
- Repos court : +1d6 Flux.
- Repos long : récupération complète.

### Lancer un sort

1. Choisir le sort.
2. Payer coût (actions + Flux).
3. Jet d’Esprit vs DD.
4. Appliquer effets.

### Paliers de sorts

<div class="_tableContainer_1rjym_1" id="bkmrk-niveau-actions-flux-"><div class="_tableWrapper_1rjym_13 group flex w-fit flex-col-reverse" tabindex="-1"><table class="w-fit min-w-(--thread-content-width)" data-end="10236" data-start="9872"><thead data-end="9924" data-start="9872"><tr data-end="9924" data-start="9872"><th data-col-size="sm" data-end="9895" data-start="9872">Niveau</th><th data-col-size="sm" data-end="9905" data-start="9895">Actions</th><th data-col-size="sm" data-end="9912" data-start="9905">Flux</th><th data-col-size="sm" data-end="9924" data-start="9912">Exemples</th></tr></thead><tbody data-end="10236" data-start="9978"><tr data-end="10044" data-start="9978"><td data-col-size="sm" data-end="10001" data-start="9978">Apprenti (1–6)</td><td data-col-size="sm" data-end="10011" data-start="10001">1</td><td data-col-size="sm" data-end="10018" data-start="10011">3</td><td data-col-size="sm" data-end="10044" data-start="10018">Projectile élémentaire</td></tr><tr data-end="10113" data-start="10045"><td data-col-size="sm" data-end="10068" data-start="10045">Intermédiaire (7–13)</td><td data-col-size="sm" data-end="10078" data-start="10068">1–2</td><td data-col-size="sm" data-end="10085" data-start="10078">6</td><td data-col-size="sm" data-end="10113" data-start="10085">Boule de feu, invocation</td></tr><tr data-end="10177" data-start="10114"><td data-col-size="sm" data-end="10137" data-start="10114">Maître (14–19)</td><td data-col-size="sm" data-end="10147" data-start="10137">2</td><td data-col-size="sm" data-end="10154" data-start="10147">10</td><td data-col-size="sm" data-end="10177" data-start="10154">Tempête élémentaire</td></tr><tr data-end="10236" data-start="10178"><td data-col-size="sm" data-end="10201" data-start="10178">Ultime (20)</td><td data-col-size="sm" data-end="10211" data-start="10201">2</td><td data-col-size="sm" data-end="10218" data-start="10211">15</td><td data-col-size="sm" data-end="10236" data-start="10218">Sort signature</td></tr></tbody></table>

</div></div>### Boost arcanique

- Coût Flux doublé.
- Effet amplifié (zone ×2, dégâts doublés).

### Critiques magiques

- Réussite (1–5) : sort gratuit ou boosté.
- Échec (96–100) : surcharge (–1d4 Flux) + backlash (1d6 dégâts psy).

---

## 🏛️ Factions

*(Exemples, à détailler dans un chapitre futur)*

- **Kobayashi Robotics** : accès implants haut de gamme, malus réputation.
- **Église de Dorkan** : bénédictions martiales, interdit implants cyber.
- **Guilde des Ombres** : bonus Manipulation/Discrétion, missions secrètes obligatoires.

---

## 🎲 Tables de critiques

### Réussites (1–5)

- Attaque : +50% dégâts ou effet spécial.
- Défense : parade → ennemi perd –1 action ; esquive → contre-attaque.
- Magie/implants : coût –1 action/Flux ou effet amplifié.
- Social : PNJ accorde plus que prévu.
- Autres : découverte bonus.

### Échecs (96–100)

- Attaque : arme bloquée ou explosion (1d6 dégâts).
- Défense : esquive = chute (–1 action), parade = arme fragilisée.
- Magie/implants : surcharge (–1d4 Flux), implant off.
- Social : PNJ comprend la tentative → méfiance.
- Autres : bruit, perte ressource, alerte.