Un club de jeu de rôle à Bruxelles - Locaux disponibles 24h/24, 7j/7 - Six salles non-fumeurs - Avec le soutien de la COCOF et de la Commune d'Anderlecht |
Bienvenue chez les Saigneurs du Chaos Pensez à remplir les frigos pour les suivants. On aime tous les boissons fraîches Pensez à sortir les poubelles. Blanches et bleues le lundi soir, blanches et jaunes le jeudi soir. Après 22h, fermez les fenêtres et faites attention au bruit, sous peine d'invoquer un voisin en colère niveau 35. Pas le temps ou l'envie de laver vos couverts et assiettes ? Mettez les dans le lave-vaisselle ! Rappel : Le local de la cave appartient à Alpa et est strictement non fumeur. Parler de jeu de rôle en se lissant la moustache et en se faisant des taches de sauce ? Les Spaghettis du MJ, c'est tous les mois L'ordinateur est votre ami. Souriez, citoyen. Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn "Personne n'a sorti les poubelles de la cour, l'odeur est infecte et remonte jusqu'au premier. Faites tous un jet de santé mentale." Tu veux nous aider à nous faire connaître ? Tu peux utiliser nos signatures dans les autres forums de jeux Écraser ses ennemis, les voir mourir devant soi et entendre les lamentations de leurs femmes. For the night is dark and full of terror. C'est plus fort que toi. Dès qu'un mec se mouche, il faut que tu gardes la morve. Pensez à remplir le frigo de potions avant d'aller combattre le mal. Ça soigne mieux quand c'est frais. Ne fais pas attention à l'aspect rudimentaire de cette maquette, je n'ai pas eu le temps de la faire à l’échelle ni de la peindre. Je suis très désappointé ! Tu as une grosse voiture et du temps ? On veut bien un coup de main pour faire les courses du club de temps en temps Some men just want to watch the world burn J'adore qu'un plan se déroule sans accroc. C'est à une demi-heure d'ici. J'y suis dans dix minutes. Les dieux n’aiment pas qu’on ne travaille pas beaucoup. Les inactifs risquent toujours de se mettre à réfléchir. Je suis désolé Dave. Je crains de ne pas pouvoir faire ça. Chaussette ! J'adore l'odeur du napalm au petit matin. J'ai dégusté son foie avec des fèves au beurre... et un excellent chianti. *scrontch scrontch* C'qui est embêtant dans les oiseaux c'est le bec. *scrontch scrontch* Il ne fallait que cinq centièmes de secondes à X-OR pour se retrouver dans son scaphandre de combat. J'aime ces petits moments de calme avant la tempête. Ça ne compte quand-même que pour un ! T'endors pas, c'est l'heure de mourir. Hulk... Smash. Leeeerooooooooooooooooy Jeeeenkiiins ! Ni ! Mr Bond, vous avez la fâcheuse habitude de survivre For the Watch... I am the one who knocks. Décidément les temps, comme les œufs sont durs. Pour survivre à la guerre, il faut devenir la guerre The cake is a lie Il ne sait pas se servir des trois coquillages... T'as pas une gueule de porte-bonheur. I lost my marbles. Si seulement les kobolds pouvaient venir et t'emporter... Immédiatement. Il me faut la consolation des ombres et l'obscurité de la nuit. Ecoutez, ça devient ridicule. Si on se met à discuter des problèmes, on ne fera jamais rien. FUS RO DAH ! Donjons et Dragons ... La grande aventure ... Par-delà la raison ... D'étranges créatures ... BREAKING NEWS : On a aperçu Thierry avec un ordinateur. |
| | [FULL] Zeitgeist DD5 | |
| | Auteur | Message |
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Tobold Beau parleur
Nombre de messages : 343 Date d'inscription : 06/03/2015
| Sujet: [FULL] Zeitgeist DD5 Sam 1 Juin 2019 - 7:50 | |
| Dungeons & Dragons 5th edition version of the Zeitgeist Adventure Path. We are playing in French, but handouts and other written materials are in English. Zeitgeist is a D&D campaign in a world between fantasy and steampunk. There are elves, orcs, wizards with fireballs, and all the other content of the D&D rulebooks. But there are also trains, steam boats, muzzle-loading firearms and similar devices of early technology. And there are some interesting conflicts: Magic vs. technology, industrialists vs. unions, man-made religions vs. ancient faiths, etc. One of the features that makes the Zeitgeist campaign special is that there is no simple "alignment" system. In the above mentioned conflicts, players have to decide for themselves with whom to side, there is no simple spell that tells you which side is "good" and which side is "evil". The group represents first a squadron of soldiers, then a squadron of members of the state police. But whether they play those policemen like a bunch of Keystone Kops or like the Gestapo is up to them. We are playing roughly every two weeks, on the weekends, in sessions of about 6 hours length. First session, without actual gameplay, but with an introduction of the world and character creation, is on Sunday, June 6, at 2 pm. Players are:
- Rhum
- Idril Arcamenel
- Kalomus
- Altaro
- Moritz
Dernière édition par Tobold le Dim 4 Aoû 2019 - 18:32, édité 2 fois | |
| | | Rhum Papoteur
Nombre de messages : 49 Age : 31 Date d'inscription : 13/11/2017
| Sujet: Re: [FULL] Zeitgeist DD5 Mar 4 Juin 2019 - 21:53 | |
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| | | Kalomus Timide
Nombre de messages : 12 Date d'inscription : 19/12/2017
| Sujet: Re: [FULL] Zeitgeist DD5 Mar 4 Juin 2019 - 22:16 | |
| Super à dimanche Tobold | |
| | | Elric Causeur
Nombre de messages : 52 Age : 48 Localisation : Bruxelles Date d'inscription : 26/05/2017
| Sujet: Re: [FULL] Zeitgeist DD5 Lun 10 Juin 2019 - 10:57 | |
| Hello Tobold,
Are you still looking for players for this campaign, I still have my druid. Could I join next game? Let me know.
Elric You do as you want, but I advise you against putting your phone number on an open forum like here. Every one, every bot can see it, no need to log in. You risk spams and problems of the sort.
Dernière édition par KamiSeiTo le Lun 10 Juin 2019 - 11:57, édité 1 fois (Raison : Modération KST) | |
| | | Tobold Beau parleur
Nombre de messages : 343 Date d'inscription : 06/03/2015
| Sujet: Re: [FULL] Zeitgeist DD5 Lun 10 Juin 2019 - 11:30 | |
| Sorry, I have 5 players, and we are full. | |
| | | Tobold Beau parleur
Nombre de messages : 343 Date d'inscription : 06/03/2015
| Sujet: Re: [FULL] Zeitgeist DD5 Jeu 13 Juin 2019 - 6:57 | |
| | |
| | | Tobold Beau parleur
Nombre de messages : 343 Date d'inscription : 06/03/2015
| Sujet: Re: [FULL] Zeitgeist DD5 Sam 15 Juin 2019 - 14:11 | |
| Merci de laisser une message ici avec le nom et portrait de votre perso. J'ai déjà des figurines. | |
| | | Tobold Beau parleur
Nombre de messages : 343 Date d'inscription : 06/03/2015
| Sujet: Re: [FULL] Zeitgeist DD5 Dim 4 Aoû 2019 - 18:33 | |
| Prochaine session dimanche le 18 août à 14h. | |
| | | Rhum Papoteur
Nombre de messages : 49 Age : 31 Date d'inscription : 13/11/2017
| Sujet: Re: [FULL] Zeitgeist DD5 Lun 5 Aoû 2019 - 13:49 | |
| Still not getting notifications for new messages on the forum ... Will be there ! | |
| | | Idril Arcamenel Timide
Nombre de messages : 14 Localisation : Bruxelles Date d'inscription : 19/12/2017
| Sujet: Re: [FULL] Zeitgeist DD5 Ven 9 Aoû 2019 - 17:16 | |
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| | | Rhum Papoteur
Nombre de messages : 49 Age : 31 Date d'inscription : 13/11/2017
| Sujet: Re: [FULL] Zeitgeist DD5 Dim 11 Aoû 2019 - 14:38 | |
| Could you give the notes on the feats we get for the themes please? James Jones is ready | |
| | | Moritz Beau parleur
Nombre de messages : 297 Date d'inscription : 27/03/2012
| Sujet: Re: [FULL] Zeitgeist DD5 Dim 11 Aoû 2019 - 16:48 | |
| Fernand D'Ystev Dancer, Fencer, bon vivant | |
| | | Tobold Beau parleur
Nombre de messages : 343 Date d'inscription : 06/03/2015
| Sujet: Re: [FULL] Zeitgeist DD5 Dim 11 Aoû 2019 - 17:01 | |
| The notes on the feats are in the Zeitgeist Player Guide. Anybody who hasn't got that document can send me his or her e-mail address by private message on the forum, and I will send the player guide to you. But I can post the feats also here:
Docker New Feat: Docker’s Jank In a band, every musician has to know his bandmates’ parts in case they need to switch places or pick up the slack. Choose up to four allies; you may change your chosen allies if you spend a few hours training with them. You and those allies can each use Help as a bonus action, but only to aid you or one of your chosen allies. Once a character uses this ability, he or she must take a short or long rest before doing so again. Additionally, once per day as a bonus action you can shout a line from an inspiring song to grant an ally a Bardic Inspiration die, a d6. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Except for the limited use, this functions as the Bardic Inspiration feature.
Eschatologist New Feat: Proper Ending With the dire knowledge that the world shall end in ice, you do what you can to prevent such fate from befalling your allies. As a bonus action, you can touch a dying creature or a creature that died in the past round. That creature is restored to life if dead, stabilizes, and is considered to have failed no death saving throws, but remains unconscious. The body must be relatively intact. This ability doesn’t function on decapitated or disintegrated creatures, for example. As an action, you can concentrate on your own mortality in order to manifest a zone of cold in a 10-foot radius around you. Once manifested, the zone is stationary, and it lasts until you dismiss it as a bonus action, or you fall unconscious. At the start of your turn, creatures in the zone take 1d6 cold damage. This increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. Creatures in the zone cannot heal or gain temporary hit points. Since you manifested this fragment of the world’s icy end, you are affected by the zone even if you are not inside it, and you cannot reduce the damage this power deals to you by any means. Other creatures’ resistances and immunities can still protect them. Once you manifest this zone, you cannot use it again until you complete a long rest.
Gunsmith New Feat: The Man with Two Guns Is God You have discovered the coolest fighting style in the world. You can draw and stow two firearms when you would normally be able to draw or stow only one. You can use two weapon fighting with dual pistols (or target pistols) just as with light melee weapons. Any creature you attack with a firearm cannot make opportunity attacks until the start of your next turn. You are proficient in gunsmithing tools. Crafting common firearms only requires time and money. Crafting a grenade takes 25 gp of materials. Doing it safely takes 10 days of work, or you can rush it in 1 day, but then must succeed on a DC 10 Intelligence check or else the grenade explodes and injures you. Likewise, you can craft target pistols, rifled carbines, or rifled muskets by paying half their price for raw materials, then spending a day for every 5 gp of total price to craft the item from scratch. Or you can take a normal firearm, spend 25 gp on a rifling kit, and successfully make a DC 10 Intelligence check to upgrade the weapon in a single day. If you fail this check, the weapon is ruined. Whenever you take a long rest, choose two firearms in your possession to maintain. Those weapons cannot misfire for 24 hours.
Martial Scientist New Feat: Martial Studies Research is important for science and for combat. If you don’t know just the right fighting technique, you’re pretty sure someone else has published a thesis about it. You gain proficiency in one martial melee and one martial ranged weapon. In addition, every martial scientist learns the Experimental Strike technique. During the campaign you will have the opportunity to learn new techniques. Keep track of which you know. At the end of a long rest, choose one technique you know. You have access to that technique for the day. Experimental Strike (Martial Scientist Technique) Scientific breakthroughs are born of both careful study and wild experimentation. Whenever you use the Attack action and miss with every attack, you may make an improvised attack without spending an action, such as slicing a rope to pin an enemy with a chandelier, or smashing a pipe to spray blinding steam on an enemy. Make an Intelligence check and add your proficiency bonus; the GM determines the DC based on how difficult the task is. For example, dropping a chandelier straight down might very easy (DC 5), but slicing it, grabbing it to arrest its fall and make it jostle, then releasing it at the perfect moment so it swings laterally and flies at an enemy ten feet away might be hard (DC 20). The GM should refer to the core rules for guidelines on the effects of improvised attacks. Circumstances will dictate how many foes are affected, how much damage is dealt, and whether any conditions can be applied (such as prone or blinded), but generally this should do at least “setback” damage. After you use experimental strike you cannot use it again until you finish a short or long rest.
Skyseer New Feat: Skyseer Vision As a bonus action you may touch an ally and give them insight into future actions. The touched ally chooses one of the following — attack roll, saving throw, ability check, or skill check — and then rolls a d20. The next time the ally would make the same type of roll before the end of the encounter, they may use the previously rolled result or opt to make a new roll. If the ally has advantage or disadvantage, only the first roll is replaced. After using this ability you must take a short or long rest before you can use it again. As part of a long rest during which the night sky is visible, you may focus your mind on the future and receive a prophetic dream regarding one question. Upon completion of your rest you awaken with insights into the future as though you had cast a divination spell regarding a task you plan to take the following day.
Spirit Medium New Feat: Unfinished Business You possess a deep understanding of spirits and the ties that bind them to the mortal world. With the simplest of actions and words, you can stir the recently deceased into action. With your urging, the spirit of a recently dead person will speak briefly with you. You can cast speak with dead. The body must be within three miles of where it died, and must not have died more than a day ago. You do not require a complete body as the ability speaks with the spirit and needs no corporeal connection. You can’t do so again until you finish a long rest. At the GM’s discretion, you could also use this power to communicate with uneasy spirits who have not yet moved on, regardless of how long ago they died. Using this power against undead, or in any combat situation for that matter, is possible but very difficult. By expending this power you can force an undead creature you can see to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). If it fails, you may take control of it for one round, as the dominate monster spell. Alternately you can call up the spirit of a creature whose body you can see that died in the past five minutes. It does not receive a save to resist. Its spirit manifests in a space you choose within 25 feet of you, and performs a single action of your choice as if it were still alive, then disappears.
Technologist New Feat: Disposable Simulacrum. By spending 10 gp to acquire the necessary parts, you can craft a contraption, which functions somewhat similarly to a familiar called by the find familiar spell. When deactivated it weighs 5 lbs. and can fit in a pouch or pocket, but you can infuse a bit of your life force into the contraption so that it becomes animate. As a bonus action, you can activate your contraption and place it in an unoccupied adjacent space, at which point it becomes a Tiny construct creature, with a form roughly similar to one of the animals available with find familiar. The contraption has that animal’s stats, with the following adjustments. It uses your AC and save bonuses (if higher), and its hit point maximum is 2 times your character level. Your contraption acts on your initiative; it moves where you direct it. To get it to take any other action, such as Dash, Disengage, Dodge, or Help, you must spend an action to control it. Additionally, your contraption can be designed to perform one special task, such as attacking with a natural or light weapon you integrate into its body, casting a single spell you store in it, or using some other ability (like Lay on Hands or Deflect Missiles) you have access to. You still must spend the appropriate type of action to have your contraption perform this task, and spells or abilities used through the contraption count towards your daily limit. Since it is bonded to you, however, the contraption performs this one special task as if you were performing the action in its space. Changing this special task requires an hour of tinkering. Changing the contraption’s shape requires eight hours at a properly furnished workshop. You can only control one contraption at a time. Your contraption only functions while within 120 feet of you, beyond which it deactivates. While within that range, you can spend an action to see and hear from its space until the start of your next turn, during which time you are blind and deaf with regard to your own senses. If reduced to 0 hit points, the contraption is automatically deactivated and you must spend an hour making repairs before you can activate it again. Replacing a lost contraption costs 10 gp and takes eight hours at a properly furnished workshop. At 5th level you can spend 100 gp to craft a contraption in the shape of a Medium or smaller animal of up to CR ½. At 10th level you can spend 1,000 gp to craft a contraption in the shape of a Large or smaller animal of up to CR 1. The larger the animal, the larger a weapon that can be integrated into its body.
Vekeshi Mystic New Feat: Hand of Retribution You gain proficiency in the Intimidation skill, or another skill if you already have Intimidation. In battle, a vestige of the power of Srasama waits to punish those who harm your allies. When an enemy you’re aware of deals damage to one of your allies, as a reaction you can deal 1d4 radiant damage to the enemy who made the attack. That enemy sees a faint burning outline of a six-armed goddess hovering behind you, which then lashes out in retaliation with blades of fire. You cannot use this power twice against the same creature in the same encounter. After you use this power six times, you must take a long rest before you can use it again. At 5th level, the damage increases to 1d4 radiant and 1d4 fire. At 11th level, the enemy also catches on fire and takes 1d4 fire damage each round until it spends an action to make a DC 10 Dexterity check to put the fire out. At 17th level, using this ability does not require spending your reaction.
Yerasol Veteran New Feat: Display of Heroism You unfortunately have great experience rescuing allies on the battlefield. As an action you can assist an ally who is imperiled. You can lift the ally to their feet if they are prone, and if you have any movement left for the turn you can drag the ally with you. Until the start of your next turn, as long as the ally remains beside you, any attacks made against that ally have disadvantage. Your heroic example can rouse your ally’s, even from the brink of consciousness, allowing the ally to spend a hit die to heal. Only 1 point is actual healing; the rest are temporary hit points. At 5th level you can do this as a bonus action. At 10th level this no longer requires any action, though you can help no more than two allies this way per turn. | |
| | | Tobold Beau parleur
Nombre de messages : 343 Date d'inscription : 06/03/2015
| Sujet: Re: [FULL] Zeitgeist DD5 Mer 21 Aoû 2019 - 17:15 | |
| En ce qui concerne la prochaine session, il n’ya que peu d’options pour jouer au club. Je suis en vacances le week-end du 14/15 septembre. Le week-end des 28 et 29 septembre, le club organise le déménagement du mobilier. Il est ensuite fermé pendant tout le mois d'octobre.
Nous pourrions jouer soit le samedi 21 septembre, soit le dimanche 22. Si plus d'un joueur n'est pas disponible ce week-end, nous devrions jouer à une autre date ailleurs, par exemple chez moi.
Faites-moi savoir vos disponibilités. | |
| | | Tobold Beau parleur
Nombre de messages : 343 Date d'inscription : 06/03/2015
| Sujet: Re: [FULL] Zeitgeist DD5 Lun 14 Oct 2019 - 17:07 | |
| Nous jouons dimanche le 27 octobre à 14h chez Rhum. | |
| | | Tobold Beau parleur
Nombre de messages : 343 Date d'inscription : 06/03/2015
| Sujet: Re: [FULL] Zeitgeist DD5 Mer 6 Nov 2019 - 6:50 | |
| Retour au club dimanche le 17 novembre à 14 h.
Dernière édition par Tobold le Lun 16 Déc 2019 - 12:45, édité 1 fois | |
| | | Tobold Beau parleur
Nombre de messages : 343 Date d'inscription : 06/03/2015
| Sujet: Re: [FULL] Zeitgeist DD5 Lun 18 Nov 2019 - 19:44 | |
| Nous jouons au club dimanche le 15 décembre à 14h. | |
| | | Tobold Beau parleur
Nombre de messages : 343 Date d'inscription : 06/03/2015
| Sujet: Re: [FULL] Zeitgeist DD5 Lun 16 Déc 2019 - 18:12 | |
| Prochaine partie dimanche le 19 janvier à 14h au club. | |
| | | Tobold Beau parleur
Nombre de messages : 343 Date d'inscription : 06/03/2015
| Sujet: Re: [FULL] Zeitgeist DD5 Jeu 30 Jan 2020 - 6:59 | |
| Prochaine partie dimanche le 16 février à 14h au club. | |
| | | Tobold Beau parleur
Nombre de messages : 343 Date d'inscription : 06/03/2015
| Sujet: Re: [FULL] Zeitgeist DD5 Dim 16 Fév 2020 - 20:35 | |
| Prochaine partie dimanche le 8 mars à 14h au club. | |
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| Sujet: Re: [FULL] Zeitgeist DD5 | |
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| | | | [FULL] Zeitgeist DD5 | |
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