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 Domaine : Justice (X)

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Alex
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Date d'inscription : 06/12/2015

MessageSujet: Domaine : Justice (X)   Dim 6 Déc - 16:44

NIVEAU 1 : JUGEMENT

Groupement : Perception / Astuce + Empathie
Coût : Aucun

Permet de déterminer la culpabilité d'une personne. Lorsque le Scion est confronté à quelqu'un qu'il suspecte d'avoir commis une injustice et l'accuse de l'avoir fait, le joueur fait son jet (qui ne peut pas être modifié par des pouvoirs surnaturels ou en opposition avec le suspect.) Avec un succès, le Scion peut dire intuitivement si le suspect est coupable de ce dont il l'accuse. Un échec ne détermine rien et signifie que le Scion ne pourra recommencer sur le même sujet pendant les prochaines 24 heures. Un échec critique est une mauvaise lecture.

NIVEAU 2 : TRACES DE CULPABLITÉ  

Groupement : Manipulation / Perception + Intégrité
Coût : 1 Légende

Quand un Scion sait que quelqu'un est coupable d'une injustice, il peut manquer de preuves ou du moyen de le lui faire avouer. Cette Faveur peut y remédier : le Scion accuse l'objet de la culpabilité (une personne, une lettre, une conversation téléphonique, par le biais d'une publicité aérienne, etc.) et le joueur fait son jet contre Volonté + Intégrité + Légende. S'il est réussi, l'accusation déclenche chez la victime des hallucinations périodiques (comme Macbeth et sa femme.) Ces hallucinations ont lieu au hasard et torturent la conscience du coupable : il devient incapable de regagner de la Volonté. Cet effet dure autant de jours que de succès sur le jet d'activation, ou jusqu'à ce que l'offenseur s'amende ou qu'il confesse son crime à quelqu'un qui peut l'obliger à s'amender.

NIVEAU 3 : BOUCLIER DE DROITURE

Groupement : Aucun
Coût : 1 Légende + 1 Volonté

Permet de protéger une victime innocente de subir le châtiment douloureux d'autrui. Le Scion crie à l'injustice (« Il n'a rien fait ! » suffit) et invoque cette Faveur. Ainsi, la prochaine action qui aurait dû blesser la victime innocente n'a aucun effet (elle annule le moindre dégât qui aurait dû être infligé par cette action, comme par exemple être poignardé par sa femme jalouse, tué par un peloton d'exécution, lynché par une foule, poussé du haut d'une falaise, etc.) Pour que la Faveur fonctionne, le Scion doit être présent sur le site du châtiment injuste et la victime doit être réellement innocente.

NIVEAU 3 : MALÉDICTION DU COUPABLE

Groupement : Manipulation / Perception + Empathie
Coût : 1 Légende

Le Scion doit toucher sa victime et exprimer verbalement une faute / un échec commis par elle. La Faveur est automatiquement réussie si le Scion possède un niveau de Légende plus élevé que sa cible (sinon il faut faire un jet en opposition avec Volonté + Intégrité + Légende). Si le pouvoir fonctionne, la victime se remet grandement en question : elle perd 1 point dans toutes ses Vertus pendant toute une scène. Quelqu'un ne peut pas être soumis aux effets de cette Faveur plus d'une fois par scène.

NIVEAU 4 : RAVAGE ONIRIQUE

Groupement : Charisme / Intelligence + Empathie
Coût : 1 Volonté
Le Scion regarde sa cible dans les yeux en prononçant son nom, le crime commis et qqch du genre « tu vas le regretter ». La prochaine fois que le cible ira dormir, elle rêvera et expérimentera exactement tout ce que la victime du crime a pu ressentir lors du méfait. À son réveil, sa réserve de Volonté est entièrement vidée et elle ne pourra pas en regagner pendant [Légende] jours. Pendant ce laps de temps, elle continuera de faire des cauchemars. Si la cible a un niveau de Légende plus élevé que le Scion, le jet doit se faire en opposition avec Volonté + Intégrité + Légende. Le Scion doit connaître le crime commis mais pas forcément dans les détails (au moins l'identité de la victime, les circonstances de base du crime et ses conséquences). La cible doit être liée au crime mais pas obligatoirement en être le principal instigateur. Cette Faveur ne peut pas être activée sur plusieurs personnes à la fois.

NIVEAU 5 : MARQUE ÉCARLATE

Groupement : Aucun
Coût : 1 Volonté + 1 Légende

Le Scion doit savoir avec certitude que sa cible est bien l'auteur d'un méfait ; il doit aussi toucher une partie de sa chair nue avant d'activer cette Faveur. Une marque hermétique et ostentatoire apparaîtra alors et ne pourra pas être effacée avant [Légende]x2 années (sauf si le Scion décide le contraire avant en activant une nouvelle fois cette Faveur). Le Scion responsable de cette marque pourra ensuite dépenser 1 point de Légende et exiger de sa victime qu'elle attire l'attention d'autrui sur la marque en expliquant la raison de sa présence. Le Scion peut choisir de dépenser 1 point permanent de Volonté pour rendre la marque permanente.

NIVEAU 6 : DOULEUR RÉCIPROQUE

Groupement : Charisme / Astuce + Commandement
Coût : 1 Volonté + 3 Légende (+2 autre Légende par personne supplémentaire) (au lieu de 1 Volonté + 1 Légende (+1 par personne supplémentaire)

Le Scion doit lancer un appel au calme d'une voix forte tout en activant ce pouvoir. Le coût de base permet de lier la santé de deux personnes ensemble et on peut en rajouter d'autres dans le groupe en dépensant des points de Légende supplémentaires : si l'un des membres du groupe subit des dégâts, les autres aussi. Ce sont exactement les mêmes dégâts, ce qui veut dire qu'il ne faut pas tenir compte de l'encaissement ou des défenses diverses des autres membres du groupe ; si l'un doit mourir, les autres aussi (excepté le Scion lui-même s'il s'est inclus dans le groupe) mais ils ont le droit à un jet de Vigueur + Énergie (difficulté = succès d'activation du Scion +1) : s'il est réussi, ce sera simplement une inconscience avec un seul niveau de santé intact. Les effets ont une durée maximale de [Légende] jours.

NIVEAU 7 : PRISON PSYCHIQUE


Groupement : Manipulation / Intelligence + Empathie
Coût : 10 Légende (au lieu de 3)
Le Scion plonge son regard dans celui de sa victime et le jet d'activation doit se faire en opposition avec Volonté + Intégrité + Légende. Si le Scion l'emporte, la victime est emportée par des humanoïdes sans visage dans une sorte de véhicule étrange et enfermée dans une prison d'où il est impossible de s'échapper (cf. description p.83). Pour la victime, cela dure [Légende x5] années ; en réalité il ne s'est écoulé que [Légende] minutes (Le Scion peut aussi relâcher sa victime avant s'il le désire). Une fois ce laps de temps écoulé, une porte s'ouvre dans la prison de la victime et si celle-ci la franchit, elle se retrouve en face du Scion. La victime aura perdu 1 point de Charisme, de Manipulation ou de Volonté (au choix du Scion, mais le trait ne peut pas tomber à zéro) à chaque fois que l'emprisonnement durera 10 ans. Les Attributs Épiques concernés par les points perdus ne pourront pas être utilisés avant d'avoir récupéré ces points (mais les Prouesses fonctionnent). L’effet dure pendant 1 jour / succès, mais laisse d’importantes séquelles psychologiques même après sa disparition.

NIVEAU 7 : ARBITRE

Groupement : Charisme / Intelligence + Politique
Coût : 3 Légende + 1 autre point de Légende par niveau de Légende de la cible

Le Scion doit lancer un appel à la justice pour utiliser cette Faveur. Le jet d'activation se fait en opposition avec Volonté + Intégrité + Légende si la cible possède un niveau de Légende plus élevé que le Scion. Cette Faveur entraîne une malédiction du Destin qui vient rétablir une justice cosmique punissant celui qui a commis dans sa vie des crimes majeurs ou mineurs. Les événements déclenchés sont proportionnels aux crimes en question (et liés par nature, idéalement de façon ironique). Chaque infraction sera incluse dans cette malédiction.
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Date d'inscription : 06/12/2015

MessageSujet: Re: Domaine : Justice (X)   Dim 28 Fév - 14:18

À traduire

HEARTFELT PROMISE OO

Cost: 1 Legend and 1 Willpower per use

Dice Pool: None

The sacred promise is a universal convention carrying connotations of honor and trustworthiness, and the Scion with this Boon makes sure that it is not taken lightly. Whenever she witnesses a promise being made (it must be made aloud and in a language she can understand, or in some other way intelligible to her), she may spend the requisite cost to bind the person making the promise to it emotionally, giving them renewed desire to keep it faithfully. If the target in question is Legendary and ever breaks said promise they immediately suffer Virtue Extremity for the Virtue in which they have the highest rating (if more than one Virtue is tied for the highest rating, they must choose one of the tied Virtues at random); if the oath-breaker is mortal, he or she immediately loses all Willpower points and cannot regain them for a full month.
This Boon remains in effect for the duration of the promise, which varies from oath to oath; its effects might end if “I promise to deliver this message to your mother,” is fulfilled, but someone thus bound to a promise such as “I swear to be faithful to my husband for the rest of my life” will be forced to endure its effects indefinitely.

CODE OF HEAVEN OOOO
Cost: None
Dice Pool: None

Justice is a universal concept, but it is not expressed the same way universally; the Scion with this Boon overrules the concepts of justice that he may encounter in various other cultures and places and substitutes his own pantheon’s interpretation, allowing him to dispense justice and police offenders according to his rules, not theirs. In any situation wherein his pantheon’s view of justice does not coincide with that of the people he is dealing with, he may use his Justice Boons as if they were one and the same, potentially taking people to task for things his pantheon would frown upon even if their own culture does not look at them the same way. He may punish any of the following behaviors considered crimes by his pantheon, even if the offender has done nothing wrong by his or her own society’s standards:

Spoiler:
 

When the Scion punishes any one of these unforgivable crimes, he gains double his total number of Justice Boons as automatic successes when using any Justice Boon. While he may use his Justice Boons in this manner with impunity, this is not a carte blanche to stomp all over every culture he comes into contact with; the Scion overusing or abusing this Boon may find himself in very uncomfortable or even fatal situations indeed, as the very actions he sees as punishing misbehavior may cause him to be pursued and punished as a criminal himself.

LAW AND ORDER OOOO
Cost: 2+ Legend per use
Dice Pool: Charisma + Command

The justice-driven Scion prizes the order of society, and with this Boon she may mitigate the effects of those who might wish to throw it into disarray. Whenever she sees a Chaos Boon used, she may spend two points of Legend, plus the cost of the Chaos Boon at work, to reduce its successes by a number equal to her own successes on her activation roll; if this reduces the Chaos power’s successes to zero, it has no effect whatsoever.

STAR CHAMBER OOOOO
Cost: 3+ Legend per use
Dice Pool: Charisma + Politics

The Scion with this power may pass judgment from himself on to an even higher power: Fate. By paying the requisite Legend cost plus an amount of Legend equal to his target’s Legend rating, the Scion may bring Fate down upon a criminal to punish him; thereafter, circumstances will inexorably conspire to punish the criminal in some manner perfectly befitting his or her crime, no matter how diligently and adroitly he or she tries to avoid it (see Scion: Companion for sample description). Those who use supernatural means to learn about the criminal in question (Magic, Prophecy, etc.) will be able to see this destiny hanging over him or her, but it cannot be removed, even by the Scion himself, until Fate has had its say.

BANISH OOOOO O
Cost: (1/2 Target's Legend rating) Legend and 1 Willpower per use
Dice Pool: Charisma + Command

For truly dangerous or difficult criminals, sometimes the only punishment that also safeguards the innocent from them is to remove them completely from the area in which they have sinned. By spending the requisite cost and defeating his target’s resistance roll, the Scion may make a declaration (i.e., “I banish you from this city for your crime of murder most foul!”) and banish his target entirely from the area, rendering them literally incapable of entering it while this power remains in effect; there is simply a massive, impenetrable invisible wall preventing them from entering the area specified by the Scion, however they might try to do so. The Scion may apportion his successes between either increasing the range of the banished area or increasing its duration, as follows:

Spoiler:
 

A target who has been banished immediately feels a strong, urgent need to depart, and is seldom able to remain in the area for long before being locked permanently out of it.

RIGHTFUL OWNERSHIP OOOOO O
Cost: 1 Legend and 1 Willpower per use
Dice Pool: Manipulation + Empathy

The Scion with this Boon punishes whatever crimes she sees fit, but theft, in particular, harshly and immediately. When any inanimate item is stolen, if its rightful owner is willing to donate 1 lethal damage worth of blood, the Scion may meditate on the owner’s blood in order to place a curse on the thief, afflicting them with horrible consequences for as long as they continue to possess the stolen object. The thief begins losing one point of Willpower per day that he or she continues to own the stolen object unless he or she overcomes the Scion’s successes on a resist roll, and loses one dot of Willpower each month that it remains in his or her possession with no resistance; in addition, each time he or she loses a dot of Willpower, he or she also enters immediate Virtue Extremity (chosen at random from his or her Virtues). The only way for the thief to remove the curse is by returning the item to its owner, destroying it in a suitably epic and fateful manner, or passing it off to someone else who takes it of their own free will; in the latter case, the curse passes on to the object’s new owner, to whom all the effects of the curse instantly apply.
While this may not necessarily return the item to its owner every time (since many thieves may be more afraid of retribution than they are of the curse, or not realize the source of the curse for some time), it allows the Scion to punish thieves extremely effectively, and makes ever contemplating stealing from her an extremely risky proposition. This Boon’s effects are permanent once activated, until the stolen object is either returned or destroyed.

SANCTIFY OATH OOOOO OO
Cost: 8 Legend per use
Dice Pool: Charisma + Command

No longer simply suggesting that others keep their word, the Scion with this Boon now demands that they honor their oaths, giving them little to no choice in the matter. At any time that she witnesses a person or group swearing an oath or making a promise, she may spend the requisite amount of Legend to tie the oath to Fate itself, dooming those involved to heinous consequences should they ever break their promise. For every threshold success the Scion scores, his target (or targets) suffers one disastrous botch on a critical action or attempt; everything he or she attempts to do that the Storyteller deems crucial is an automatic botch until all of the Scion’s threshold successes have been used up. Worse yet, if the target breaks his or her oath again, this number resets to its total again and he or she suffers all the ill effects once more. The Scion need not inform her targets that she has sanctified their oath, and the effects of the sanctification are permanent (unless the Scion herself chooses to remove it by paying 10 more points of Legend, usually as a result of an appropriate amount of repentance and/or begging on the part of the sanctified).

DEPUTIZE OOOOO OOO
Cost: 3+ Legend per use
Dice Pool: None

Even the most watchful of judges can’t be everywhere all the time, and the Scion with this Boon knows how to lend her authority and abilities in a divide-and-conquer strategy. By spending the cost of the Boon she wishes to bestow plus a number of Legend points equal to its level, she may give any Justice Boon to another person for later use; that person may use the Boon once for free, whenever they deem it necessary. The Scion may give as many Boons to her deputy as she wishes, but the expense of doing so adds up very quickly.

ETERNAL REPENTENCE OOOOO OOO
Cost: 10 Legend and 1 Willpower per use
Dice Pool: None

Even the most guilty of perpetrators have managed to escape justice in that most final and cowardly way: by dying. The Scion with this power denies a criminal that option, forcing him or her to suffer for his or her crimes even once he or she has shuffled off his mortal coil. By making a declamatory pronouncement of the target’s guilt and detailing his or her impending punishment while in the criminal’s presence, the Scion may lay the onus of justice so heavily upon him or her that it cannot be escaped even in death; whatever underworld he or she escapes to, he or she will find the Scion’s chosen punishment waiting for him or her there, and, like such malcontents as Sisyphus or Tantalus, will be helpless to avoid it.
Of course, the criminal may put justice off for some time by avoiding death, but even the gods know that, inevitably, their day may come, and he or she will be oppressed by the knowledge of the impending torment, causing them to roll their Willpower each day; whenever he or she fails that roll, he or she immediately enters a random Virtue Extremity. The inevitable punishment may only be removed if the criminal in question makes reparations judged worthy by the Scion. Once the Scion’s target has died and begun serving his or her sentence, anyone attempting to remove him or her from the underworld before that sentence is complete suffers a difficulty to all actions equal to the Scion’s threshold successes.

PUNISH THE LINE OOOOO OOO
Cost: 10 Legend per use
Dice Pool: None

Nothing is more inescapable or damning than the sins of the father. The Scion with this Boon makes sure that a criminal has the greatest motivation possible to atone for his misdeed: the welfare and safety of his family. When confronted with any criminal, the Scion may spend the requisite cost to curse all of his descendents with a horrible affliction. The nature of the curse is up to the Scion to determine (with Storyteller approval), but it is always appropriate to the nature of the offender’s crime, and is permanent and crippling to those afflicted. The curse may only be removed if the criminal atones for his misdeeds in a manner that the Scion deems appropriate; since a curse may not be attached to divine ichor, the Scion may not curse the line of any god with a Legend rating of 9 or higher, and, of course, if the target in question is not actually guilty of the crime the Scion accuses him or her of, this Boon has no effect.

OVERWORLD JUDGEMENT OOOOO OOOO
Cost: 15 Legend per use
Dice Pool: Charisma + Command

The Scion with this Boon is now literally the law, and he may enforce his edicts by doing nothing more than stating them. By spending the requisite cost and overcoming the resistance rolls of those around him, he may declare a law or rule and force everyone who hears him to obey, whether they want to or not. Those not from the Scion’s pantheon who attempt to break his law must spend a point of Willpower and fail a roll of whichever Virtue is most appropriate to the situation (for example, Valor if the Scion has declared that killing prisoners is outlawed); those who are from the Scion’s pantheon must spend the Willpower and botch the roll in order to do so.
The Scion is instantly aware of anyone who breaks his law, though what he chooses to do about it is entirely up to him. The new law remains completely binding for each target for a number of months equal to the Scion’s threshold successes, after which point they are no longer strictly bound to adhere to it.

PARDON OOOOO OOOO
Cost: 1+ Legend and 1+ Willpower (see below)
Dice Pool: None

Though the Scion with this Boon is zealously driven to enact justice in all its forms, she is also aware that even judges are not infallible and that the world is not always as black and white as it seems, and she is able to adapt and administer justice without stepping over the line into cruelty. Whenever she is confronted with someone who is suffering from the effects of a Justice Boon for crimes they have committed, she may examine the case herself to determine whether or not the punishment fits the crime.
If it turns out that the victim is suffering from something that the Scion does not deem a crime (because of someone else’s use of Code of Heaven, for example) or if she judges them to be truly penitent, she may spend the requisite cost plus the cost of the Boon to lift the punishment entirely, forgiving the target of whatever judgment was delivered against him or her in the past. The Scion may not remove any Justice Boon that she cannot reasonably claim has been levied in error or continued too long, and she cannot remove Justice Boons from herself, should she be punished for misbehavior of her own.

DIVINE ENFORCEMENT OOOOO OOOOO
Cost: 5+ Legend and 1 optional Willpower per use
Dice Pool: Perception + Empathy

The Scion with this Boon knows the laws and codes of any society in which she chooses to operate, flawlessly and authoritatively. By spending a scene in a specific society, she automatically gains complete, encyclopedic knowledge of its laws and rules, and retains it for as long as she remains in that society; if she wants to know a law from a different community in the same society (i.e., a state law from a neighboring state), she must spend 1 Legend in order to automatically gain this knowledge. If she chooses to spend the full cost of the Boon, she may become instantly aware of all unpunished or current lawbreakers within the society, up to a radius of a number of miles equal to her successes on the activation roll (if she wishes to increase her range, she may spend 1 additional point of Legend to add the same distance again).
Once she has become aware of all the guilty parties within her range, she may choose to spend a point of Willpower to cause all of them to instantly lose their entire Willpower pool and to feel a strong compulsion to turn themselves in to the nearest authority with a full explanation of their misdeed (even if they did not know about it prior to the Scion’s use of this Boon, the criminals in question instantly gain intimate knowledge of what they did wrong). If the Scion wishes, she may exclude specific crimes from this Boon (jaywalking, speeding, kidnapping, or whatever else she chooses), but she cannot make specific people exempt from its effects.
This Boon does not affect gods with a Legend rating of 9 or higher, as they are forces greater than any one Scion’s attempt to impose the law.
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Date d'inscription : 06/12/2015

MessageSujet: Re: Domaine : Justice (X)   Dim 28 Fév - 20:52

Avatar of Justice (The Arbiter)

Cost: 1 Willpower + 30 Legend
For one scene, the character becomes The Arbiter—the avatar of divine Justice whose single, unblinking eye can see in all directions and whose gavel silences all dissent. Mortals cannot commit unrighteous acts in The Arbiter’s sight, and no being can lie to The Arbiter’s face. Past sins burn inside when The Arbiter draws near, compelling mortals to confess, and discomfiting even the most treacherous Gods and titanspawn. Even the defeated Titans had to remain in their prisons when The Arbiters commanded them to submit. (Only the fact that someone let them out allowed them to escape.)

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