Comment jouer des Super-héros avec Savage Worlds ? 14
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Salut, j'adore les super-héros, et je me demandais si quelq'un pourrait me dire comment y jouer avec les règles de SW, car en lisant le livre de base c'est plutot dur (exemple le pouvoir Vol vaut 3 ou 6 points de pouvoir pour 3 rounds puis 1 point par round, le hero pourra pas voler plus de quelques secondes/minutes par 24 heures)
Oui, alors à mon avis, les règles d'arcane pour les super pouvoirs ne permettent pas de jouer dans un univers de Super Héros à la Marvel/DC. Pour ça, il faut se procurer Necessary Evil ou le Super Powers Companion, qui contiennent tous les deux des règles pour jouer dans ce types d'univers. Le premier contient un background et une campagne complète, alors que le second ne contient que des règles.
Ça faisait trop de pages ? Ou l'objectif était de faire une trad du deluxe ?
Mon sentiment est que les règles de super-heros du bouquin de base sont plutôt applicables pour les univers réalistes avec une pointe de fantastique genre Kyle XY, X-Files, True Blood... mais pas pour du pure super-collant Marvel/DC.
Oui c'est exactement ça. Quant à l'intégration des règles du companion concerné, c'est près de 200 pages, ça ne rentrait pas vraiment
Sinon pour les super-héros (en anglais)...
Je travaille (mollement) sur une adaptation de Civil War pour SaWo, donc faire jouer dans l'univers marvel m'interpelle.
Je me permets de vous poster un article d'un blog que je trouve plutôt bon :
How to convert a comic-book character into Savage Worlds.
1. Do your research.
I like to get all the physical details of the character first, height, weight and all the other physical details. I also like to add “Base Of Operations”,”Group Affiliations” and throw in what comic-book issue the character first appeared in.
The next bit of information that is important is a good description of the characters skills/equipment and powers.
Since I am writing up Havok, I will go to www.marvel.com, they have a character bio section that is just wonderful, I will usually read a character’s wikipedia article as well..
2. Look for other write-ups to study as a template.
I really try not to slavishly copy another system’s write-up of a character, but in the case of comic- book licensed rpg’s, a character’s powers/skill level has been reviewed and approved by some sort of editorial office making it “official”. This makes for a great road map for fitting those powers/skills into the Savage Worlds game engine.
A character with a considerable bit of history behind him like Havok has a write-up that has been published by TSR’s old Marvel rpg.
The old “FASERIP” system has a thriving online community with several websites worth noting.
Marvel Heroes Classic Roleplaying and Ben Riely’s Marvel RPG Page are two of my favorite sites on the net. Both sites have extensive selections of characters and access to nearly all of the old FASERIP materials. I also personally have access to the majority of the TSR books as well. This stuff is also posted in .pdf form on the Marvel Heroes Classic Roleplaying website.
Once I have Havok’s FASERIP stat’s I use my handy dandy conversion guide to do a rough approximation of them into a Savage World’s version.
Please see: Marvel/TSR rpg "Universal Table" to Savage Worlds/Necessary Evil Conversion Guide
I will also use a Savage World’s Benchmark guide as well.
Savage Worlds Benchmarks ¶ Savage Worlds Attribute ¶ Description
1d4-2 Feeble
1d4 Weak
1d6 Average
1d8 Above Average
1d10 Expert
1d12 Elite
1d12+1 Legendary
1d12+2 Human maximum potential
3. Assign Stat’s/Edges and Powers
In Havok’s case, most of his physical traits are within the range of a high performance athlete and while he has been described as someone who engages in “Intensive regular exercise”, IMO he just isn’t on par with a Daredevil or Moonknight. At this point I am going to decide that while he is in the upper levels of strength, endurance and fitness, none of those stats are going to go over 1d10.
So Havok has had scientific training, hand-to-hand tutelage under Wolverine, and leadership experience with X-Factor . He also has had combat experience under a myriad of hostile conditions.
I assign Havok a range of skill’s that I think he might have received as either an X-Man or while he was in X-Factor. Fighting and Shooting are very obvious in this case, some others, like climbing and stealth are due his “Danger Room” training, Havok has “Pilot” since every mutant in the Marvel Universe seems to be able to fly “The Blackbird”. I also give him “Persuasion” and “Intimidate” since he was a leader of X-Factor. Since he has a University education he also has Knowledge: Geophysics/Geology.
For Havok’s edge’s, I take into account from a combat perspective he is primarily a ranged attack type. Marksman and Steady Hands fit the bill quite nicely to acknowledge his area of expertise. Since it was mentioned he was trained how to fight by Wolverine, I throw in the “Two-Fisted” edge. Havok has Command and Level-Headed due to his leadership experience and Connections since he has encountered and fought beside a good deal of the Marvel Universe. Since he was an X-Man, I also added Strong Willed since he must have received training from Professor X.
Havok’s Plasma power are pretty straight forward to stat out. He just has a really high level of “Attack Ranged”, the trick here is in the trappings. Based upon the description of his powers I add what I think are the appropriate extras. I have seen Havok use his blasts in non-lethal fashion and also use them in other capacities than a straight ahead “heat” beam.
I add the “stun” power to his powers since it was stated that at his lowest level of power output Havok can cause severe headaches in human beings.
I also add a +1d6 in Attack Melee to cover his Martial Art training from Wolverine.
I also have to come up with a game mechanic method that covers what happens if Havok discharges all of his energy at once.
I might have taken some liberties with his Absorption and Immunity powers, but on a gut level I think those fit.
4. Find Image and Host It.
I like to use The Grand Comicbook Database to find a suitable image for the blog. I usually use the cover from the first comic the character appeared. I then downsize the image and post it on imageshack.
5. Post It On My Blog
Well I hope folks find that useful...I am not much of a writer so apologies for the clunkiness of it...
Real name: Tony Stark
Base of Operations: New York/Global
Occupation: Director of S.H.I.E.L.D., CEO of Stark Enterprises, Adventurer; former U.S. Secretary of Defense
Height: 6'1" (6'6" in armor)
Weight: 225 lbs. (425 lbs. in armor)
Eyes: blue
Hair: black
Unusual Features:No unusual features
Marital Status: single
First Appearance: Tales of Suspense #39 (1963)
Attributes: Agility: d6, Smarts: d12+1, Spirit: d8, Strength: d6, Vigor d6
Charisma:+2 , Pace: 6, Parry: 5, Toughness: 5
Skills: Fighting d6, Guts d10, Intimidation d8, Investigation d6, Knowledge: (Bionics, Business/Finance, Cybernetics, Electronics, Engineering, Weapons Design d12+1), Notice d10, Pilot d8, Persuasion d10, Shooting d10
Edges: Charismatic, Connections, Filthy rich, Gadgeteer, Level headed, Noble, Professional (Smarts, All Knowledge skills), Strong Willed.
Hindrances: Former alcoholic, Heroic, Overconfident, Stubborn.
Powers: (current)
Invent: level 10
After exposure to the Extremis Virus, Tony Stark now has the current powers.
The Iron Man armor is now fused to his body, this allows Stark to store the inner layers of the Iron Man armor in the hollows of his bones as well as control it through direct brain impulses.
One round to activate full Iron Man armor.
Iron Man is also able to remotely connect to external communications systems such as satellites, cellular phones, and computers throughout the world. Stark may use this ability to scour computer files, access security records, see through security cameras and surveillance satellites.
Broadcast: Manipulation, More Range, Interface: Codebreaker, Manipulation: More range, Mind Rider (as per “Mind Reader” Power but for use on technology instead of the human mind. Use the “Malfunction” Power Penalty table for opposing TN rolls)
Stark's nervous system response time has been significantly improved. The Extremis armor grants him superspeed reactions and a healing factor able to regrow whole organs.
Extra Action X3 (For Non-Combat/Movement Only)
Healing, Rejuvenation, Restoration
Lair: Tony Stark either through his own company or through SHIELD has access to pretty much any form of tech he needs for a mission.
Equipment:
(Current Armor)
Agil d12+2, Str d12 +10, Vigor d12+6, (Toughness: 17)
Absorption (Energy: Electrical, Heat, Radiation)
Armor, Heavy +6
Attack Melee: 3d6, Focus, Knockback
Attack Ranged: (Repulsors): 4d6, Focus, Elemental Trick (All) Knockback, Non-Lethal. (LBT but damage reduced to 3d6) ROF: 2
Flight: Level 6
Immunity: Cold, Electrical, Heat, Radiation
Invisibility: Radar, Sonar only
Combat/Targeting Computer:
Fighting d10, Shooting d12, Two-Fisted, Steady hands
Electronic Counter Measures:
-6 on any outside attempts to negate or control armor.
.
Multi-Environment Life Support: The Armor is designed for use in the vacuum of space as well as the depths of the ocean. The armor generally has a 3 day air supply.
Uni-beam: (on chest)
Blinding attack: (Light based) Stun, Stronger
(Smarts based saving throw)
Can be focused into a laser, 2d6, Elemental Trick (Fire)
Tractor Beam: Telekinisis: Str 1d12.
Image Projection: Illusion, level 3, Film Quality(Images of Iron Man only)
Eye Protection: Immunity vs. Light based stun attacks
Lockdown: As per “Force Control, Bind”. Opp roll vs. d12+8
Override:
-4 smarts roll can raise str to d12+12 or Repulsors to 6d6. it takes two turns to activate. Armor can function at this level for for 2 turns,(4 with a raise) then all armor systems offline except for
Str, Vigor at d12+4
Attack melee, Attack ranged at 2d6
Flight Level4
They remain like this until Stark has a chance to repair his armor.
Remote Access: Stark can remotely control extra suits of armor to assist is dire situations. Control of this extra armor costs one of Stark’s extra actions and works as per “Duplication Power”
Sensors: Awareness, Darkvision
Iron Man can manipulate his armor to recreate many other applications as per GM/Player choice.
"Golden Avenger Armor"
?
Agil d12, Str d12 +8, Vigor d12+4, (Toughness: 15)
Fight d8.
Absorption (Energy: Electrical, Heat, Radiation)
Armor, Heavy +5
Attack Melee: 2d6, Focus, Knockback
Attack Ranged: (Repulsors): 4d6, Focus, Knockback, Non-Lethal, ROF: 2
Energy Control: Elemental Trick (Sonics/Sound), LBT
Immunity: Cold, Electrical, Heat, Radiation
Flight: Level 5
Uni-beam: (on chest)
Blinding attack: (Light based) Stun, Stronger
(Smarts based saving throw)
Can be focused into a laser, 2d6, Elemental Trick (Fire)
2 Hour Air Supply
Fire Extinguisher: As per Negation vs. Fire only, MBT
Energy Pods:
If removed can act as a force field as per “force control” +6 to toughness
Electrical jamming of devices.(As per Malfunction)
Can be used as explosive of 4d6, LBT, AP 8
Each pod removed lowers str, vig by –2, and nullifies Absorption power.
Tractor Beam: Telekinisis: Str 1d12.
Sensors: Awareness, darkvision
Freon Tablets: (mounted in shoulders) 4d6, Energy trick (Cold) AP 8 (Metal only)
Multi-Band Radio: Broadcast Power, Manipulation, More range
Sonic Distorter: Cameleon, (Voice Only)
Electronic Counter Measures:
-6 on any outside attempts to negate or control armor.
Jet powered rollerskates: Iron Man the ability to travel at 60 miles per hour. (Speed 4 X Pace)
Eye Protection: Immunity vs. Light based stun attacks
Image Projection: Illusion, level 3, Film Quality(Images of Iron Man only)
Super Digging: Burrowing
Armor can be collapsed and stored in a a specially designed briefcase.
-8 to pick lock, If lockpick roll fails then armor is destroyed.
"Original Armor"
?
Str d12+4, Vig d12+2 (Toughness:13)
Absorption (Energy)
Armor, Heavy +4
Attack Melee 2d6, Focus, Knockback.
Magnetic Control: “Telekinesis” d12”
Life Support
within the index finger-a miniature buzz saw that can cut through wooden doors in seconds (attack melee 2d6, AP 5)
oil lubrication system that can be removed and shot at medium distance, blow torch. (attack ranged, Fire based attack 2d6)
Radio ability to disrupt frequencies and to over take those with his own broadcast.(Broadcast, Manipulation)
Electrical jamming of devices.(As per Malfunction)
Flight. (4 X Pace)
Able to give off electrical discharge (Stun, Stronger)
Engine powered skates giving a soldier the ability to travel at 60 miles per hour. (Speed 4 X Pace)
Real Name: Steve Rogers
Base of Operations: WW2 Europe
Occupation: Adventurer
Height: 6’ 2”
Weight: 240 lbs (110kg)
Eyes: blue
Hair: blond
Unusual Features: No unusual features
Marital Status: Single
First Appearance: Captain America Comics #1 (March 1941)
Modern Appearance: Avengers #4, (March 1964)
Attributes: Agility: d12, Smarts: d8, Spirit: d10, Strength: d12+1, Vigor d12+1
Charisma: +2, Pace: 12, Parry: 10 (13 shield), Toughness: 9 (11)
Skills: Fighting d12, Guts d12, Intimidation d8, Investigation d6, Knowledge: (Art, Military Tactics: d8), Notice d8, Persuasion d10, Pilot d8, Shooting d10, Stealth d10, Throwing d10,
Edges: Acrobat, Alertness, Block, Brawny, Charismatic, Combat Reflexes, Dodge, Fast Healer, First Strike, Hard To Kill, Level Headed, Quick, Sweep, Two-Fisted.
Hindrances: Code of Honor (Major), Heroic (Major), Enemies (Major)
Super Powers:
Combat Training: Attack Melee: +1d6 (Non HW)
Super Attributes: Agil, Str, Vig.
Leaping (1)
Speed (1)
Equipment:
Body Armor: It is composed of a Insulated chain-mail mesh (+2 to toughness)
The Original Shield:
Attack Melee +2d6, AP 4, HW, Knock-Back
Deflection -2 from ranged attacks
Parry +3 (opponent must be visible)
The Indestructible Shield:
Absorption: (Kinetic/Energy) “Knock-back” Cap’s Shield can Save against any potential attack with knock-back potential.
Armor +10, HW
Attack Melee/Ranged +2d6 (AP 4, Focus, HW,
Knock-Back, Non-Lethal, ROF: 2)
*ROF simulates Cap’s ability to hit multiple targets with his shield.
Deflection -3 from ranged attacks
Parry +3 (opponent must be visible)
Immunities; Kinetic/Energy based attacks
* requires activation
It is virtually indestructible: it is resistant to penetration, temperature extremes, and the entire electromagnetic spectrum of radiation. The only way it can be damaged in any way is by tampering with its molecular bonding.
Real Name: Steve Rogers
Base of Operations: New York/Global
Occupation: Adventurer
Height: 6’ 2”
Weight: 240 lbs (110kg)
Eyes: blue
Hair: blond
Unusual Features: No unusual features
Marital Status: Single
First Appearance:
Captain America Comics #1 (March 1941)
Avengers #4, (March 1964)
Group Affiliation: Secret Avengers, Avengers,Invaders, All-Winners Squad, Secret Defenders,S.H.I.E.L.D., Project: Rebirth, U.S. Army
Attributes: Agility: d12+2, Smarts: d8, Spirit: d12, Strength: d12+2, Vigor d12+2
Charisma: +4, Pace: 12, Parry: 12 (15 shield), Toughness: 10 (12)
Skills: Climbing d10, Fighting d12+2, Guts d12, Intimidation d8, Investigation d6, Knowledge: (Art: d8, Tactics: d10), Notice d10, Persuasion d12, Pilot d8, Shooting d10, Stealth d10, Throwing d12
Edges: Acrobat, Alertness, Attractive, Brawny, Charismatic, Command, Combat Reflexes, Combat Sense, Expert (Fighting), Fast Healer, First Strike, Hard To Kill, Improved Dodge, Improved Level Headed, Improved Sweep, Inspire, Master (Fighting/Shield Throwing), Master of Arms, Natural leader, Nerves of Steel, Steady Hands, Strong Willed, Improved Trademark Weapon (Shield), Two-Fisted.
Hindrances: Code of Honor (Major), Heroic (Major), Enemies(Major)
Super Powers:
Combat Training: Attack Melee: +1d6 (Non HW)
Super Attributes: Agil, Str, Vig.
Leaping (1)
Speed (1)
Equipment:
Body Armor: It is composed of a Insulated chain-mail mesh (+2 to toughness)
The Original Shield:
Attack Melee +2d6, AP 4, HW, Knock-Back
Deflection -2 from ranged attacks
Parry +3 (opponent must be visible)
The Indestructible Shield:
Absorption: (Kinetic/Energy) “Knock-back” Cap’s Shield can Save against any potential attack with knock-back potential.
Armor +10, HW
Attack Melee/Ranged +2d6 (AP 4, Focus, HW,
Knock-Back, Non-Lethal, ROF: 3)
*ROF simulates Cap’s ability to hit multiple targets with his shield.
Deflection -3 from ranged attacks
Parry +3 (opponent must be visible)
Immunities; Kinetic/Energy based attacks
* requires activation
It is virtually indestructible: it is resistant to penetration, temperature extremes, and the entire electromagnetic spectrum of radiation. The only way it can be damaged in any way is by tampering with its molecular bonding.
Real Name: Dr. Henry Philip "Hank" McCoy
Aliases: Kreature, Mutate #666
Base of Operations: Global
Occupation: Adventurer, geneticist; former biochemist, college lecturer
Height: 5’ 11”
Weight: 402 lbs
Eyes: Blue
Hair: (Originally) Brown; (currently) Bluish-black
Unusual Features: Feline-like features, covered in blue fur
Marital Status: Widowed
First Appearance: [Uncanny] X-Men vol. 1 #1 (September 1963)
Group Affiliation: X-Men, formerly X-Treme X-Men, Acolytes (while mind-controlled), X-Factor/X-Terminators, Defenders, Avengers, Rejects
Attributes: Agility: d12+4, Smarts: d12, Spirit: d8, Strength: d12+4, Vigor d12+4
Charisma: +2 (+4), Pace: 24, Parry: 8 Toughness: 11
Skills: Climbing d12, Fighting d10, Guts d12, Intimidation d10, Knowledge: (Assorted Languages d10, biochemistry, Genetics, Electronics d12,), Notice d8, Pilot d8,Shooting d10, Stealth d10, Throwing d12.
Edges: Acrobat, Ambidextrous, Brawny, Charasmatic, Combat Reflexes, Combat Sense, Connections, Improved Dodge, Jack Of All Trades, Quick, Strong Willed, Sweep, Two-Fisted
Hindrances: Code Of Honor (Major), Heroic (Major), Outsider (Mutant)
Combat Training: Attack Melee: +1d6 (Non HW)
Super Powers:
“Ape Form”:
Ability to emit mood altering pheromones, causing sexual attraction in women
+2 to his charisma
Extra Limb (Can use Prehensile Feet as if they were hands)
Leap: Level 4
Super Speed: Level 2
Swinging
Wall Walker
“Feline” Form:
Claws +1d6, Focus
Dark Vision
Heightened Senses (“Animal like” senses)
Str +2
Super Speed: Level 3
Regeneration
Real Name: Matt Murdock
Base of Operations: New York
Occupation: Lawyer/Vigilante
Height: 6’
Weight: 200 lbs, (80kg)
Eyes: blue
Hair: red
Unusual Features: Wears dark glasses to hide blindness.
Marital Status: Single
First Appearance: Daredevil Vol. 1, #1 (April 1964)
Attributes: Agility: d12+1, Smarts: d8, Spirit: d10, Strength: d12, Vigor d10
Charisma: 0 , Pace: 8, Parry: 13(14), Toughness: 7(9)
Skills: Climbing d10, Fighting d12, Guts d12, Intimidation d10, Investigation d10, Knowledge: (Law: d12), Lockpicking d10, Notice d12+2 (all but sight), Persuasion d10, Stealth d12, Streetwise d10, Throwing d12, Tracking d12
Edges: Arcane Edge (Super Powers), Acrobat, Alertness*, Block, Combat Reflexes, Dodge, First Strike, Fleet-Footed, Florentine, Quick, Improved Sweep, Thief, Two-Fisted, Strong Willed.?* = except for sight based rolls
Hindrances: Blind (Major) Heroic (Major), Enemy (Major) The Kingpin, The Hand, Loyal (Minor)
Super Powers:
• Awareness: “Radar sense”, Not effected by vision obscuring penalties.Cannot be blindsided. More vulnerable to attacks on other senses, must make a –2 vigor roll or take an extra +4 damage.
• Heightened Senses, Tracking (All but Sight)
• Immunity: Light based blinding/stun attacks
• Leaping (1)
• Parry+3, Catch + Throw
• Combat Training + 1d6 to melee attacks (non HW)
Equipment:??Costume: It is composed of a micro-chainmail mesh created by Reed Richard’s (+2 to toughness)
Billy Club: DD’s weapon of choice is a two piece billy club that snaps together to form a blind mans cane. A tap of a hidden stud on the top section straightens the handle. A second tap of the stud releases a 30 foot line and hook for swinging across large distances. The second section is a specially balanced metal reinforced piece of wood that he throws with consummate skill.
Attack melee/ranged: Str+2d6+1, (non heavy weapon), Nonlethal, ROF: 3
*ROF simulates DD’s ability to hit multiple targets with his Billyclub when thrown.
Swinging,
Real Name: Peter Parker
Base of Operations: New York
Occupation: Freelance photographer, science teacher, former scientific researcher
Height: 5’ 10”
Weight: 167 lbs, (76kg)
Eyes: Hazel
Hair: Brown
Unusual Features: No unusual features
Marital Status: Married to Mary Jane Watson-Parker
First Appearance: Amazing Fantasy #15 (1962)
Attributes: Agility: d12+4, Smarts: d8, Spirit: d10, Strength: d12+6 Vigor d12+4
Charisma: 0 Pace: 6. Parry: 14, Toughness: 10
SKILLS: Fighting d10, Guts d12, Investigation d8, Knowledge (Chemistry) d8, Knowledge (Physics) d8, Knowledge (Chemistry, Engineering) d8, Knowledge (Photography) d8, Notice d10, Repair d8, Shooting d10, Stealth d12, Streetwise d8, Taunt d10.
Edges: Acrobat, Alert, Arcane Background (Super powers), Alertness, Combat Reflexes, Fleet Footed, First Strike, Improved Dodge, Improved Sweep, Quick, Two-Fisted.
Hindrances: Code Of Honor (Major), Heroic (Major), Loyal (Minor), Habit (Must wisecrack during combat).
Powers:
Attack melee 2d6, focus, HW
Awareness, Danger Sense "Spider Sense"
Deflection: 3
Extra actions X2
Leaping 4
Parry: +6, catch+throw (Requires Activaton)
Super Attributes: Agility, Strength, Vigor
Wall Walking
*Animal Control: Telepathic Link to Spiders
*Total adhesion to whole body
* =This is a new power, the full range still to be explored
Webshooters: (either mechanical or organic)
Attack ranged 2d6 (Web missles) ROF 2
Deflection -5 requires activation (Web Shield)
Ensnare, Stronger, Ranged Attack, Area Effect
Swinging, stronger line
Spiderman can also use webbing to create a parachute or hand-glider if situation warrants
“Iron Spider” Uniform:
?
Costume: +4 Armor, Heavy Armor
"Liquid Metal Nano-Fiber Fabric"
The costume is made of liquid metal nano-fibers that allow him to perform the following power stunts:
Limited Shape-Shifting: (Chameleon) The costume can quickly change in appearance upon mental command into anything from Spider-Man's civilian clothes to his former costumes
Camouflage: As per “Invisibility power.
Mesh Webbing: Located under Spider-Man’s arms are webs that allow him to glide for short distances.
Broadcast: (No control, monitor/Communication only)?Built-In Fire/Police/Emergency Scanner: Receives own wavelength and those of defense organizations, 200 mile range.?GPS Microwave Communications: Can communicate on all frequencies at a range of 25 miles.?Telescopic Lens: Heightened Senses, Eagle eyes, Tracking.?Visual Amplification: Includes Infrared and Ultraviolet viewing ability.?Audio Amplification: +2 Bonus to all hearing rolls.
Carbon Filter: The mask provides Immunity vs. Airborne Toxins + Limited AIr Supply.
Extra Limbs: “Waldo’s”Three Waldo’s are located on the back of the costume.??1d6 str per arm, AP of 4, 3 extra attacks??Periscope: In ability to look around corners, displaying the results in his eyepieces.?Flashlight: or Light based Stun attack.
http://swpccc.blogspot.fr/2009_01_01_archive.html
Malheureusement ce monsieur n'a pas laissé de contact évident pour qu'on le retrouve. mais si certains ont envie de traduire son travail sur savage torgan.net, ils auraient une foule de lecteurs je suis certain
Voilà quelques exemples de ce que vous pourrez trouver sur ce blog : Malheureusement ce monsieur n'a pas laissé de contact évident pour qu'on le retrouve. mais si certains ont envie de traduire son travail sur savage torgan.net, ils auraient une foule de lecteurs je suis certain