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The Ring of Wonder _ Classic World of Darkness 『终末之夜』 _ [M:TAs 20th] 第三卷-第九章-第四部分:战斗和环境危害(P409-P457)
Posted by: Lord Ex 2023-02-11, 19:58
就如马克默(译注:美国著名说唱歌手)所说,死神总是突然降临,我们却认为死神不会眷顾自己。这对觉醒者来说尤其如此,他们强大的洞察和神般的力量让其比我们绝大多数更接近死亡奥秘。无论他是否曾在黑暗小巷面对一个赛博格——或那个在小巷的赛博格正面临更糟的事——法师都对生死相当敏锐。当暴力爆发,其影响也一如既往地无法忽视。
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As Macklemore says, we live on the cusp of death, thinking it won’t be us. That’s especially true for the Awakened, whose intense insights and godlike powers bring them closer than most of us to the mysteries of their mortality. Whether or not he ever faces down a cyborg in a dark alley – or is that cyborg in the alley, facing something worse – a mage has a keen sense of life and death. When violence erupts, as it all too often does, its effects can’t be ignored.
游戏中,战斗常变成夹杂检查规则和争论的投骰比赛。为保持行动连续性和戏剧性,要着重强调描述而非机制。渲染英雄眼中的汗珠、跳弹的呼啸和子弹击中后飞溅、散落房间的石膏碎片。下面详述的许多选项让你有更多事可做,而非投另1次攻击,然后听到“
你击中了”或“
你没击中”。在你编年史的世界里,你的法师能躲在汽车后、把灰扔到某人脸上、用瓶子砸某个混蛋的头,或让他撞在墙上,而整个战斗无需打一拳。
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In games, combats have a tendency to devolve into die-rolling matches punctuated with rules checks and arguments. To keep the action moving and the drama high, emphasize descriptions over mechanics. Play up the sweat in a hero’s eyes, the whine of ricochets, and the flying chips of plaster thrown around the room by a hail of bullets. The many options detailed below give you something more to do than make yet another attack roll and hear either “You hit” or “You miss.” Within the world of your chronicle, your mage can duck behind cars, throw ashes into someone’s face, bust a bottle over some asshole’s head, or reroute him into a wall without a single punch being thrown on your end of the fight.
Posted by: Lord Ex 2023-02-11, 20:03
准备开打
以下部分将暴力分为几类:
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Ready to Rumble
The following section breaks violence down into several categories:
•
魔法与暴力解决了个永恒问题:“
若你发射了枚理应尚未被发明的等离子干扰炮,或割开某人喉咙打开了地狱大门时,会发生什么?”
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• Magick and Violence addresses that eternal question: “What happens if you fire a plasma disrupter cannon that supposedly hasn’t been invented yet or slash somebody’s throat to open a gate to Hell?”
•
远程战斗包括远程攻击手段:枪、箭、投掷物等。角色不用魔法远程战斗,需能看到对方。你往往无法命中真看不到的东西。
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• Ranged Combat covers long-range assault techniques: guns, arrows, thrown objects, and so forth. To fight at a distance without magick, characters need to be able to see one another. You can’t often hit what you can’t really see.
•
近身搏斗含近距的个人格斗,含踢头和酒瓶砸脸。此类有几个分支涉及
阴招、武术,和神秘的
道之秘艺——空明的平和与杀戮技艺。
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• Close Combat deals with the up close and personal world of kicks to the head and beer bottles smashed across faces. Several subsections of that category deal with dirty fighting, martial arts, and the mystic Art of Do – the Akashic Way of peace and carnage.
•
魔法决斗介绍了些有关解决巫师纠纷的指导,包括臭名昭著的斗法秘艺。
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• Magickal Duels presents some guidelines for resolving wizardly disputes, including the infamous art of certámen.
•
环境危害介绍了许多其它的死亡方式:摔死、烧死、毒死等。
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• Environmental Hazards features many other ways to die: falls, fire, poison, and so on.
•
战斗系统表能找到调整值、武器和技巧的基本信息。
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• Combat System Charts, where the essential information for modifiers, weapons, and maneuvers can be found.
战斗顺序 无论你的角色面临多大混乱,战斗都如本章开头所述,在
动作回合中进行。
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Order of Battle
Whatever mayhem your characters face, combat plays out in action turns, as described at the beginning of this chapter.
所有玩家投自己的
先攻看谁在何时行动,然后逐轮处理这些动作。从此每个战斗回合分为3阶段:
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All players roll their initiative to see who acts when, and then handle those actions on a turn-by-turn basis. From that point, each combat turn gets divided into three phases:
•
攻击,当你看到攻击是否命中目标;
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• Attack, when you see whether or not attacks hit their targets;
•
防御,当你看到防御者是否躲开了攻击,以及…
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• Defense, when you see whether or not a defender has avoided an attack; and…
•
伤害,当你决定战斗者受了多重的伤。
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• Damage, when you determine how badly the combatants get hurt.
战斗回合常持续游戏世界时间里的3秒左右。然而对觉醒者来说,时间就是战神手里的玩具。
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Combat turns typically last about three seconds in game-world time. For the Awakened, however, time is a toy in the hands of brawling gods.
Posted by: Lord Ex 2023-02-11, 20:03
先攻
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如本章开头的
先攻与移动所详述的那样,当敌对行动开始时,每个参与的玩家都要投先攻。先攻最高的最先,低的随后。
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As hostilities begin, each player involved makes an initiative roll, as detailed under Initiative and Movement at the beginning of this chapter. The highest initiatives go first, with the lower ones following behind them.
Posted by: Lord Ex 2023-02-11, 20:04
阶段1:攻击
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当枪械开火,法术释放,你能用的骰池,取决于你的角色在那回合里正做什么:
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When guns fire and spells fly, the dice pool you employ depends upon what your character is doing that turn:
• 用射弹枪的攻击,投敏捷+枪械;超科技枪,敏捷+能量武器。
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• For attacks using projectile guns, roll Dexterity + Firearms; for hypertech force guns, Dexterity + Energy Weapons.
• 用投掷武器的攻击,用敏捷+运动。
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• For attacks with thrown weapons, use Dexterity + Athletics.
• 用手持武器的攻击,用敏捷+白刃。
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• For attacks using hand-held weapons, employ Dexterity + Melee.
• 绝大多数用拳、爪、体重等的徒手攻击,投敏捷+肉搏(少数用敏捷+运动、武术、道等代替,但我们会后面深入)。
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• For most hand-to-hand attacks that use fists, claws, body weight, and so forth, roll Dexterity + Brawl. (A handful of attacks employ Dexterity + Athletics, Martial Arts, Do, and so forth instead, but we’ll get into that later.)
• 基于魔法的攻击,投魔峰/启蒙特质。若这些攻击涉及击打或武器,需命中目标(如拳击、等离子炮等),则根据攻击,投敏捷+肉搏、枪械或能量武器。关于具体难度和结果,请看后面描述的各种战斗技巧。武器、战斗情况、危机和战斗技巧,总结在从(第445页)开始的
战斗系统表。
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• For attacks based in magick, roll your Arete/ Enlightenment Trait. If those attacks involve a strike or weapon that needs to hit the target (like a punch, plasma cannon, and so forth), roll Dexterity + either Brawl, Firearms, or Energy Weapons, depending on the attack. For the specific difficulties and results involved, see the various combat maneuvers described below. Weapons, combat circumstances, hazards, and fighting maneuvers are summarized on the Combat System Charts, starting on (p. 445).
Posted by: Lord Ex 2023-02-11, 20:06
阶段2:防御
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不想被攻击命中的角色有几种选择,详情见下。这些防御技巧是用你投出的成功减去对手投的(请看
第八章的
对抗动作)。
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A character who doesn’t want to get hit with an attack has several options, all detailed below. These defensive maneuvers use the successes you roll to take away from the successes rolled by your opponent. (See Resisted Actions in Chapter Eight.)
现在,没自尊的人想被打。这就是你投攻击来击打其他角色的原因。然而1个防御技巧表明1个角色正做额外努力来避免受伤。你能在自己回合的任何时候宣布1个防御技巧——只要你的角色在该回合还剩1动作来执行。若你在该回合已宣布1不同动作,叙事人可让你投意志点(难度6),或花1意志点,来在战斗中改变你角色的想法。
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Now, no self-respecting person wants to get hit. That’s why you roll attack rolls to strike other characters. A defensive maneuver, however, represents a character who’s making an extra effort to avoid injury. You can declare a defensive maneuver at any point in your turn, so long as your character has an action left to perform that turn. If you had already declared a different action for that turn, the Storyteller may have you make a Willpower roll (difficulty 6), or else spend a Willpower point in order to change your character’s mind in the blur of combat.
你能执行1个
闪躲,
格挡或
招架,将其作为攻击的一部分——例如,招架一把剑,然后把你的剑滑到对手的上面;或在角落里闪躲,然后从掩体后射击你的敌人。每种情况下你都需如
第八章所述那样,分割骰池,另一方面,
极度防御反映了全力以赴的逃跑。一个角色在那回合不能做任何其它事。
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You can perform a dodge, block, or parry as part of an attack – parrying a sword and then sliding your blade up your opponent’s own, for example, or dodging around a corner and then taking a shot at your enemies from behind cover. In each case, you need to divide your dice pool, as mentioned in Chapter Eight. A desperate defense, on the other hand, reflects all-out escape. A character can’t do anything else that turn.
闪躲» Click to show Spoiler - click again to hide... «
为了让你的角色东摇西摆地免受伤害,请成功投敏捷+运动。难度取决于攻击本质,和闪躲角色在闪躲中想覆盖的距离。躲避徒手攻击很简单(难度5),但躲开近距枪械要有挑战性地多(难度9或10)。
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To have your character bob and weave herself out of harm’s way, make a successful Dexterity + Athletics roll. The difficulty depends upon the nature of the attack and the distance that the dodging character wants to cover during that dodge. Dodging a hand-to-hand strike is easy (difficulty 5), but dodging firearms at close range is far more challenging (difficulty 9 or 10).
此骰上的每个成功减去攻击者骰的1成功;因此,闪躲角色需投出至少和攻击者起初发动时一样多的成功,来躲开击打。闪躲需一定空间来移动。若你在狭窄门口,就相当难。
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Each success on this roll subtracts one success from the attacker’s roll; thus, the dodging character needs to roll at least as many successes to avoid that blow as the attacker rolled to inflict it in the first place. Dodging requires a certain amount of room to move. If you’re in a tight doorway, it’s pretty hard to dodge.
若你角色既有杂技特质和如此移动的足够空间,那么可用杂技代替运动来进行闪躲尝试。
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If your character has both the Acrobatics Trait and enough room to use such moves, you could use Acrobatics instead of Athletics for a dodge attempt.
许多魔法攻击(火球、心灵摧残等)都能躲避——若目标看见其来袭。详见
第十章第544-545页的
闪躲与抵抗。
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Many mystic attacks (fireballs, mind-crushes, etc.) can be dodged if the target sees them coming. For details, see Dodging and Resistance in Chapter Ten (pp. 544-545).
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要用一个身体部分抵挡击打,需投敏捷+肉搏。难度取决于攻击,但常在6(拳)到8(桌子)间。同闪躲,防御者投出的每个成功,减去攻击者意图的1成功。
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To use a body part to deflect a blow, roll Dexterity + Brawl. The difficulty depends upon the attack but often ranges between 6 (for a fist) and 8 (a table). Like dodging, each success scored by the defender removes one success from the attacker’s attempt.
一般只有徒手攻击能格挡。一个武术家可能投敏捷+武术(难度8),来格挡来袭长矛、其它投掷物品或弓箭,但绝大多数人在这方面很糟糕。普通人(如法师)除非穿护甲、用生命魔法强化皮肤,或用武术/道反应专门的战斗训练,否则无法格挡如剑、爪等致命或恶性伤害。即便如此,某些攻击——如链锯——无法不失去手臂而真正格挡。有关试图格挡致命伤害武器的结果,请看下面的
弹反攻击。
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Normally, only hand-to-hand attacks can be blocked. A martial artist might try to block incoming spears, other thrown objects, or arrows with a Dexterity + Martial Arts roll (difficulty 8), but most folks are pretty much screwed in that department. Normal humans (like mages) cannot block lethal or aggravated damage attacks like swords, claws, and so on unless the character in question is wearing armor, using Life magick to harden his skin, or employing either Martial Arts or Do to reflect specialized combat training. Even then, certain attacks – like chainsaws – can’t really be blocked without losing an arm in the process. For the results of trying to block a lethal damage weapon, see Rebound Attacks, below.
招架和弹反攻击» Click to show Spoiler - click again to hide... «
Parrying and Rebound Attacks
当用武器格挡来袭攻击,投敏捷+白刃。在其它方面,招架运作似格挡。
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When using a weapon to block an incoming attack, roll Dexterity + Melee. In other regards, a parry works like a block.
弹反攻击:若攻击者用了被招架格挡的肉搏攻击(如,被刀格挡的拳击),那么他可能伤到自己。为反映这种窘境,若防御者格挡攻击的成功超过对手攻击他时的,那么他投次
弹反攻击。
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Rebound Attack: If the attacker uses a brawl attack that gets blocked by a parry (like, say, a punch blocked by a knife), then the attacker probably hurts herself. To reflect that predicament, have the defender roll a rebound attack if the successes he rolled to block the attack outnumber the successes his opponent rolled while attacking him.
弹反攻击用典型的敏捷+白刃。但格挡的角色可用满骰池,因为他并非真在攻击敌人。若成功,弹反攻击得到通常的伤害量… 然后,每个超过攻击者成功的成功,再加1成功(例如,1次比必要成功还多2成功的招架,能给弹反攻击加2成功)。这个故事告诉我们:
不要试图去踢那些手拿链锯的人。» Click to show Spoiler - click again to hide... «
A rebound attack uses a typical Dexterity + Melee roll. The character who was blocking gets to use his full dice pool, though, as he wasn’t actually attacking his opponent. If successful, this rebound attack scores the usual amount of damage… and then adds one more success for each success that outnumbered the attacker’s roll. (A parry that scores two successes more than necessary, for example, would add two more successes to that rebound attack.) The moral of this story: don’t try to kick someone who’s got a chainsaw in his hands.
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若你只想躲开一切,你能让角色执行次极度防御。他在这种情况下会竭尽全力免受伤害——就像上文所述,他在那回合也不能做其它事。
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If all you want is to get the hell outta Dodge, you can have your character perform a desperate defense. In this case, he’s putting everything he’s got into getting away from harm – as noted earlier, he can’t do anything else that turn.
极度防御要投角色敏捷+运动;一样,若他有杂技和使用其的足够空间,你能用它代替运动。你的角色能用满骰池应对首次攻击,但同回合里以后的每次攻击中,都得减去1骰,因为逃开几次攻击比单次更难。
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For a desperate defense, roll your character’s Dexterity + Athletics; again, if he’s got Acrobatics and enough room to employ them, you can use that Trait instead. Your character gets to use his full dice pool against the first attack, but he must subtract one die from each subsequent attack that turn because it’s harder to escape several attacks than it is to duck a single assault.
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反制魔法本质是魔法闪躲,用魔峰解除敌对法师的攻击。详见
第十章第545-546页的
反制魔法。
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Essentially a mystic dodge, countermagick uses Arete to undo a rival mage’s attacks. For more details, see Countermagick in Chapter Ten (p. 545-546).
Posted by: Lord Ex 2023-02-11, 20:08
阶段3:伤害
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若攻击命中目标,就该计算其伤势多重。攻击的玩家投骰池,难度6,每个成功造成1健康等级伤害。
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If and when an attack hits the target, it’s time to figure out how badly that target gets hurt. The attacking player rolls her dice pool against difficulty 6, and each success inflicts one health level’s worth of damage.
很成功的攻击造成更多伤害。攻击骰上
第1个成功之后的每个成功,能再加1骰到伤害骰里(攻击骰的3成功,能再加2骰到伤害骰,以此类推)。
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Especially successful attacks inflict more damage. For each success above the first one that the player scores on her attack roll, she adds one more die to the damage dice pool. (Three successes on the attack roll would add two more dice to the damage roll, and so on.)
但记住,
闪躲和格挡会减去成功;角色在攻击骰上投出5成功,但被闪躲拿走3成功,只造成2成功、而非5成功的伤害(额外多1骰)——尽管她仍命中了对手。
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Remember, though, that dodges and blocks subtract successes; a character who rolls five successes on an attack roll but has three taken away by a dodge inflicts the damage from only two successes (one extra die), not from five, even though she still hits her opponent.
伤害种类» Click to show Spoiler - click again to hide... «
正如之前在
健康与伤势中所指出的,攻击造成3种伤害之一:
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As noted earlier under Health and Injury, attacks inflict one of three types of damage:
•
冲击伤害来自钝器创伤:拳头、棍棒、桌腿等。凡人能以耐力特质
吸收冲击伤害(见下)。人物卡上,冲击伤害以1个斜线(/)、而非X来标记。
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• Bashing damage comes from blunt force trauma: fists, clubs, table legs, etc. A person can soak bashing damage (see below) with his Stamina Trait. On a character sheet, bashing damage gets marked with a single slash (/) rather than an X.
•
致命伤害反应致命创伤。凡人——含法师——除非穿护甲,否则
不能吸收致命伤害… 这令其致命。人物卡上用X表示这种伤害。
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• Lethal damage reflects deadly trauma. Unless they’re wearing armor, people – mages included – cannot soak lethal damage… which is what makes it lethal. Indicate this form of damage on your character sheet with an X.
•
恶性伤害代表最可怕的死法。法师无法不用魔法或某些护甲来吸收。人物卡上用星号(*)表示它。
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• Aggravated damage represents the most awful ways to die. Mages cannot soak it without magick or certain types of armor. Indicate aggravated damage with an asterisk (*) on your character sheet.
一样,有关这3种伤害,和从其影响中恢复的细节,请看
健康与伤势部分(第406-409页)。
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Again, for details about these three types of damage, and the process of recovering from their effects, see the Health and Injury section (pp. 406-409).
增加伤害» Click to show Spoiler - click again to hide... «
伤痛会增加。若一个角色在轻伤外又受重伤,那么除非他设法治疗,否则会很快逝去。所以当你在角色的健康槽上记下伤害时,最危险的伤害种类要在顶部。
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Pain adds up. A character who takes severe damage on top of minor injuries winds up getting depleted quickly unless he manages to recover. So when you’re noting damage down on your character’s Health chart, the most dangerous types of damage go on top of that chart.
记录冲击伤害时,在健康槽顶部画个斜线;若受到致命伤害,在/上画条线穿过,将其变成X。若你之后还受恶性伤害,在X上再画条线穿过,将其变成星号。
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When recording bashing damage, put a slash at the top of the Health chart; if you take lethal damage, then turn that / into an X by writing another line through it. If you take aggravated damage after that, then put another line through the X, turning it into an asterisk.
根据其它黑暗世界书籍中介绍的规则,这些标记是累积的。若你在健康槽顶部加了个X或星号,那么你会在标记下面的空格再加另1个/。然而与血族和狼人不同,法师通常无法从伤势中恢复,所以2或3次击打能让法师无法行动——除非他运气极好。因此,将其看作叙事人的判断。你的团可选择保持标记——如有需要,把斜线变成X或星号,但中途也别在空格加新斜线。考虑到受伤罚值和伤势有关(一样,请看
健康与伤势),这对战斗中的法师是合理选项。
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According to the rules presented in other World of Darkness books, those marks are cumulative; if you add that X or asterisk to the top of your Health chart, then you’d add another / to the empty square underneath the marked ones. Unlike vampires and werewolves, however, mages don’t usually regenerate their injuries, and so two or three blows can take a mage out of action unless he’s incredibly fortunate. Therefore, consider it a Storyteller’s judgment call. Your troupe may elect to simply keep the marks as they are – turning slashes into Xs or asterisks if need be but not also adding new slashes to the empty boxes on the track. Considering the wound penalties associated with injuries (again, see Health and Injury), that’s a reasonable option for mages in combat.
吸收伤害» Click to show Spoiler - click again to hide... «
生命很艰难,但活物也能非常坚韧。游戏中受到伤害的角色,能在因伤势失去健康等级前,尝试吸收它们。
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Life’s tough, but living things can be pretty tough too. In game terms, characters who take damage can try to soak it before subtracting health levels from those injuries.
为吸收伤害,投角色耐力,难度依伤害定:
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To soak damage, roll your character’s Stamina against a difficulty determined by the damage:
• 冲击伤害能被任何角色吸收,难度6。
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• Bashing damage can be soaked by any character at difficulty 6.
• 人类通常无法吸收致命伤害,但特别坚韧的可尝试(请看附近边栏的
特效伤害选项)。
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• Humans can’t normally soak lethal damage, although exceptionally tough ones may try. (See the Cinematic Damage option in the sidebar nearby.)
• 恶性伤害对人类(或其它绝大多数生物)太过严重,以至根本无法吸收。抵御此类攻击需超自然防护或重型护甲。
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• Aggravated damage is too severe for humans (or most other creatures) to soak at all. Standing up to such attacks requires paranormal protection or heavy-duty armor.
吸收骰的每个成功减少1健康等级伤害。若吸收骰移除了对角色的所有成功,那么他无伤地承受攻击。
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Each success on a soak roll reduces the damage by one health level. If the soak roll eliminates all of the successes scored against a character, then that character takes the hit without getting hurt at all.
示例:斯派德尔·蔡丝和即将成为她前男友的人发生了争执。他为了表现得男子汉点,掌掴了她,造成2健康等级冲击伤害。蔡丝投3骰,因其耐力是3;她获2成功,斯派德尔瞪着小男友,因为他的殴打没效果。她抓起只钉靴,继续猛击那个所谓的小男友。她也造成了冲击伤害,但他的吸收骰并没那么走运…» Click to show Spoiler - click again to hide... «
Examples: Spider Chase gets in an argument with her soon-to-be ex-boy-toy. Striving to appear manly, he slaps her for two health levels’ worth of bashing damage. Spider’s player rolls three dice, based on Spider’s Stamina 3; she gets two successes, and Spider glares at the boy-toy as his blow has no effect. Grabbing up a big spiked boot, she proceeds to whale on said boy-toy. She, too, inflicts bashing damage, but he’s not nearly as lucky with his soak rolls…
之后,斯派德尔在一次严重得多的打斗中,被一个拿刀的壮汉砍伤。通常来说她无法吸收那种伤——刀造成的是致命伤。但叙事人决定,其耐力3强壮到足以使用特效伤害选项。刀造成5健康等级伤害——3来自攻击,2来自攻击者成功。斯派德尔在吸收尝试上投出3成功,移除这5成功中的3个。对她是好事,对壮汉是坏事!» Click to show Spoiler - click again to hide... «
Later, in a far more serious brawl, Spider gets cut by a tough guy with a knife. Normally, she won’t be able to soak that wound – coming from a knife blade, it’s lethal. The Storyteller, though, decides that Spider’s Stamina 3 makes her tough enough to use the Cinematic Damage option. The knife inflicts five health levels in damage – three from the attack, plus two more for the assailant’s successes. Spider rolls three successes on her soak attempt, eliminating three of those five successes. Good thing for her, bad thing for the tough guy!
斯派德尔喜欢做火焰特技,但被火焰攻击就太过了。她面对一些手持火焰剑的怪人,躲开了攻击,但最终落入燃烧残骸中。火焰烧伤了她,造成2健康等级恶性伤害。这次她没有吸收骰了。她失去了2健康等级,因为火焰表明即使火舞者也有局限。» Click to show Spoiler - click again to hide... «
Spider enjoys spinning fire; being SET ON fire, though, is a bit much. Facing off against some weirdo with a flaming sword, she ducks the blow but winds up falling into burning wreckage. The fire burns her for two health levels of aggravated damage. No soak roll for Spider this time. She takes both health levels as the fire shows that even fire-dancers have their limits.
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可选规则:特效伤害» Click to show Spoiler - click again to hide... «
Optional Rule: Cinematic Damage
法师能相当滥强——若他们是武术家、佣兵、条子、圣殿骑士、黑衣人等时,尤其如此。而在电影里,强者能恢复枪伤、烧伤和其它在现实里,会让他们进医院或太平间的伤势。因此,特效伤害选项给了这类人空间。
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Mages can be unusually badass, especially if they’re martial artists, mercenaries, cops, Templars, Black Suits, and so on. And in the movies, badass people manage to shrug off gunshot wounds, burns, and other things that would, in real life, send them to the hospital or morgue. Therefore, the Cinematic Damage option makes an allowance for such people.
在这个
可选规则下,人类角色能以难度8的吸收骰吸收致命伤害。这不意味着子弹会从角色的胸口上弹开,而是产生一般的肉伤,并非撕裂的伤口和骨头碎裂。
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Under this optional rule, human characters may soak lethal damage with a soak roll at difficulty 8. This doesn’t mean that bullets bounce off the character’s chest but that the damage comes across as the proverbial flesh wound, rather than as gaping cuts and shattered bones.
说书人能依你编年史的基调,将此能力限制在有耐力3+特质的角色上;如此你便不会让奶奶吸收霰弹枪枪伤,而是让强壮术士直面拿弹簧刀的家伙。即便如此,对法师有利的也是对凡人有利的。若你的团选择用特效伤害选项,那么
一切合适的人类角色都应拥有它——不只是玩家角色
(关于另一选项,请看第644页的附录二的壮到死不了优点)。» Click to show Spoiler - click again to hide... «
Depending on the tone of your chronicle, the Storyteller may restrict this ability to characters with a Stamina Trait of 3 or higher; that way, you don’t have grandmas soaking shotgun blasts, but tough sorcerers can stand up to a dude with a switchblade. Even so, what’s good for the mage is good for the mortal. If your group chooses to employ the Cinematic Damage option, then all suitable human characters should get it – not just player characters. (For an additional option, see the Too Tough to Die Merit in Appendix II, p. 644.)
但无论耐力,此选项也不能让法师吸收恶性伤害。他除非用破则魔法或某些护甲,否则无法吸收——对。这也是它为何叫
恶性——因为它和一个愤怒狼人的利爪一样极其致命。
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Regardless of Stamina, this option does not allow mages to soak aggravated damage. Unless vulgar magick or certain types of armor are involved, mages cannot soak agg damage, period. That’s why it’s called aggravated – because it’s as scarily fatal as an angry werewolf’s claws.
Posted by: Lord Ex 2023-02-11, 20:14
魔法与暴力
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法师除普通的拳脚和烟火外,还能用秘艺增强战斗技能。下面的章节将探讨“丢火球烧死他们”的显眼做法。但觉醒者能更微妙,如制造巧合,加强击打或枪击的效果;让墙体掉落到敌人身上;掀起尘埃风暴,掩护撤离或令敌人失明;清空攻击者的弹夹(“
哇,我猜你还没清点你的子弹,伙计…”);或使用其它任何法师能想到或施展的选择。
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Beyond the usual fisticuffs and fireworks, a mage can use her Arts to enhance her combat abilities. The obvious “toss a fireball and burn them up” avenue gets explored in the following chapter. On a more subtle level, though, the Awakened can plant coincidences that intensify the effects of a kick or gunshot; drop walls on top of their enemies; whip up storms of dust that cover an escape or blind an enemy; empty an attacker’s ammunition clip (“Gee, I guess you hadn’t counted your shots, dude…”); or employ any other option a mage could imagine and perform.
除此类把戏外,现实中大量法师还以武器、机械和武术技巧来聚焦秘艺。一个巴塔阿法师能用卡波耶拉(
译注:一种16世纪时由巴西的非裔移民所发展出,介于艺术与武术之间的独特舞蹈)作为她力场、生命或时间攻击的法器。迭代法X以用其超科技传导毁灭性的力场领域效应而臭名昭著。一个空明兄弟能在一拳或一击背后,利用熵(侦测弱点)、力场(动能冲击)、生命(身体知识)和其它领域。战斗与暴力是许多魔法技法的重要部分——这解释了从咆哮的古北欧狂战士到权威特工拥有的威严灵光的一切。
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Beyond such tricks, there’s the simple fact that plenty of mages focus their Arts through weapons, gadgets, and martial techniques. A Bata’a mage could use capoeira as her instrument for Forces, Life, or Time attacks. Iteration X is notorious for channeling devastating Forces Sphere Effects through their hypertech. An Akashic Brother can put Entropy (spotting weak points), Forces (kinetic impact), Life (body knowledge), and other Spheres to work behind a single punch or kick. Combat and violence are intrinsic parts of many mystic practices – which explains everything from howling Norse berserkers to the implacable aura held by agents of authority.
第417页的
魔法战术部分,为觉醒战士提供了几种可能。从更游戏的角度讲,魔法和暴力能以3种不同但相关的方式结合:
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The Magickal Fighting Tactics section on p.417, features several possibilities for the Awakened warrior. In more general game terms, magick and violence can fit together in three different yet related ways:
暴力作焦点» Click to show Spoiler - click again to hide... «
如
第十章的
焦点和秘艺部分所示,武器、力或武术都能为神秘或科技秘艺提供1个焦点。这种情况下,武器或活动提供了法术的“枪和板机”。法师开火、出拳、闪躲或采取任何必要动作来使用焦点。
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Weapons, force, or martial arts can provide a focus for mystic or technological Arts, as shown in the Focus and the Arts section of Chapter Ten. In this case, the weapon or activity provides the “gun and trigger” of the spell. The mage fires a gun, throws a punch, makes a dodge, or takes whatever action is necessary to employ the focus.
为反映此活动,玩家要投2次:1次魔峰(或启蒙),来看魔法是否成功,和1次适当的属性+技能,来看攻击是否命中目标。
若魔法就是攻击,攻击提供魔法,那么游戏上这是1个动作——法师开枪,
作为施展效应的动作,而且虽然投2次,只算1个动作。对很多法师。尤其是科技吏员来说,那个工具或动作能让角色做她该做的。一个黑衣人无法打响指来发射子弹——他需要枪来聚焦那攻击。没武器就没法术效应。
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To reflect this activity, the player makes two rolls: an Arete (or Enlightenment) roll to see if the magick succeeds, and an appropriate Attribute + Ability roll to see if the attack hits its target. If the magick is the attack and the attack provides the magick, then in game terms, this is a single action – the mage is firing a gun as the act that casts the Effect, and although there are two rolls, it counts as only one action. For many willworkers, especially Technocrats, that tool or action allows the character to do what she does. A Man in Black cannot snap his fingers and fire bullets – he needs his gun to focus that attack. No weapon, no Effect.
• 若魔峰骰失败,无法术效应;拳击可能命中,但枪不会开火。
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• If the Arete roll fails, then there’s no magickal Effect; a punch might land, but a gun will not fire.
• 若魔峰骰大失败,攻击出错,引发矛盾(请看
第十章)。
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• If the Arete roll botches, then the attack goes wrong, and Paradox results. (See Chapter Ten.)
• 若魔峰骰成功,魔法按计划作用。
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• If the Arete roll succeeds, then the magick works as planned.
若攻击成功,效应在同回合内生效。不像前几版
法师,
若 效应通过该攻击聚焦,那么回合间无延迟。
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Assuming the attack is successful, the Effect goes off within the same turn. Unlike in previous editions of Mage, there is no delay between turns if the Effect is focused through the attack in question.
但绝大多数情况下,攻击仍需
命中目标——拳击得打中、枪弹得射中敌人等。因此属性+技能骰决定攻击是否命中预定目标。若没有,子弹乱飞、拳击打偏等。
魔法奏效,但
攻击没有。X344号赛博格发射了等离子干扰炮,但视线中的女巫闪到了一边。
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In most cases, however, that attack still needs to hit its target – the punch must land, the gunshot must nail the opponent, etc. Thus, the Attribute + Ability roll determines whether or not the attack hits its intended destination. If not, then the shot goes wild, the punch misses, and so on. The magick has worked, but the attack has not. Cyborg X344 fires his plasma disruptor cannon, but the witch in his sights ducks aside.
但躲开的法术效应仍能破坏
环境。这也是法师间的战斗常造成大量附带伤害的原因。关于此类伤害的细节,请看
打烂东西(第439-441页)和
环境危害部分。
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Dodged magickal Effects can still demolish the environment, however. That’s why fights between mages tend to cause lots of collateral damage. For details about such damage, see Bustin’ Stuff (pp. 439-441) and the Environmental Hazards section.
若1件武器被用作焦点法器,那么法术效应伤害反映武器伤害。有关魔法强化其伤害的攻击——也就是说,让剑爆发火焰——请看后面的
魔法强化暴力。
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If a weapon is being used as a focus instrument, then the damage from that magickal Effect reflects the damage of that weapon. For attacks in which the magick enhances the damage of an attack – say, by making the sword burst into flames – see Magick Enhances Violence, below.
若敌人成功对1次攻击使用了反制魔法,那么那次攻击的魔法元素减弱或消失。即使如此,
非魔法元素(拳头、子弹等)仍有伤害。详见
第十章的
反制魔法(第545-546页)。
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If an opponent successfully applies countermagick against an attack, then the magickal element of that attack lessens or disappears. Even so, the non-magickal element (the fist, the bullet, etc.) can still cause harm. For details, see Countermagick in Chapter Ten (pp. 545-546).
暴力强化魔法» Click to show Spoiler - click again to hide... «
这种情况下,法师实施暴力行为,助力魔法行为:唤魔者刺死祭品、疯狂科学家激活末日装置、变形者割破狼的喉咙,以其血沐浴,将自己变成狼。行为仍提供焦点,但魔法
跟随行为。
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In this case, the mage commits an act of violence that assists an act of magick: the Infernalist stabs the sacrifice, the mad scientist activates the Doomsday Device, the shapechanger slashes the throat of a wolf and bathes herself in its blood in order to transform into a wolf herself. The act still provides a focus, but the magick follows the act.
游戏上玩家照常投攻击。骰上的每个成功让随后魔峰骰难度-1,最大-3。
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In game terms, the player rolls her attack normally. Each success on that roll lowers the difficulty of the subsequent Arete roll by -1, up to a maximum modifier of -3.
除非魔法和行为都是1个活动(如用枪开火或出一拳),否则用于聚焦和强化魔法的攻击,需在施展法术前执行。若玩家想在同回合用攻击和魔法——比如,1个唤魔者想在献祭时打开大门——那么她得于其中分割骰池
(详见第八章第388页的多重动作),或用时间3来在同回合获额外动作。
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Unless the magick and the act involve a single activity (as in firing a gun or throwing a punch) an attack used to focus and enhance magick needs to be performed before that spell is cast. If the player wants to use both the attack and the magick in the same turn – say, an Infernalist who wants to open a gate at the moment of sacrifice – then she needs to either divide up her dice pool between them (as detailed under Multiple Actions in Chapter Eight, p. 388), or else use Time 3 to get extra actions within the same turn.
魔法强化暴力» Click to show Spoiler - click again to hide... «
角色能在普通枪击、拳击或闪躲后投入点额外力量(或
很多额外力量),强化其威力。这种情况下,玩家宣布她正做什么;花1动作施展效应;记下成功数;每个成功让攻击难度-1,最多-3。
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By throwing a little extra power (or a LOT of extra power) behind a normal gunshot, punch or dodge, the character can enhance its effectiveness. In this case, the player declares what she’s doing; takes an action to cast the Effect; notes the number of successes; and then reduces the difficulty of the attack itself by -1 for each success, up to a maximum modifier of -3 difficulty.
只要强化看似是你不用魔法就能做到的,那么它总是巧合。若看似不可能,那么是破则。点燃汽车油箱的枪击?当然。爆发火焰的剑?不行。
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So long as the enhancement looks like something you could do without magick, this sort of thing is almost always coincidental. If it looks impossible, then it’s vulgar. A gunshot that ignites the car’s gas tank? Sure. A sword that bursts into flame? No.
3种情况下,活动都能为效应提供焦点。你选择的选项取决于你的法师在做什么,和你希望以此达到什么目的。详见下一章的
凡俗技能和魔法效应(第532-535页),以及
焦点和秘艺和基于领域的魔法的各种能力。
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In all three cases, the activity can provide the focus for the Effect. The option you choose depends on what your mage is doing and what you hope to accomplish by doing it. For more details, see Mundane Skills and Magickal Effects in the following chapter (pp. 532-535), plus Focus and the Arts and the various capabilities of Sphere-based magick.
战斗中快速施法» Click to show Spoiler - click again to hide... «
很多时候,正在战斗的法师都是快速施法——也就是说,在那一刻飞快搞定。规则上,快速施法的角色的通常难度——包括战斗中1回合里任何施展效应的难度——+1。但涉及战斗前准备的仪式不受此快速施法的罚值
(请看第503页的第十章魔法难度调整表)。
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In many cases, a mage in the heat of combat is fast-casting – that is, making stuff up in the heat of that moment. Rules-wise, a fast-casting character adds +1 to her usual difficulty, including the difficulty of any Effect cast in a single turn during a fight. Rituals that involve preparation before a fight, however, do not suffer this fast-casting penalty. (See the Magickal Difficulty Modifiers chart, Chapter Ten, p. 503.)
此规则
不适用于武术技法的法师(含空明之道),
或用武器作焦点法器。此类法师被认为在融会贯通魔法、战斗以及两者的反应上都有训练和经验。
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This rule does not apply to mages who use the martial arts practice(including Do) or employ weapons as an instrument of focus. Such mages are assumed to have both training and experience with integrating magick, combat, and the reflexes involved in both.
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Examples of Magickal Violence
秘密特工约翰·库兰基对上了个血族。他的玩家布莱恩有几个选择:» Click to show Spoiler - click again to hide... «
Secret Agent John Courage goes up against a vampire. His player, Brian, has several options:
•
暴力作焦点:约翰·库兰基使用
碎石拳击(一个生命3/物质3/熵1效应,用熵侦测弱点),好好利用了他的黑衣人训练。布莱恩宣布他以武术技法作焦点,投启蒙特质,投出4成功。然后投敏捷+武术骰池反映拳击本身。他投出2成功,所以约翰击中了血族。来自效应的伤害——这个情况下是8健康等级,生命领域令其恶性。德古拉伯爵,好好吸收
它吧!
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• Violence as a Focus: Employing the Stone-Shattering Fist Strike (a Life 3/ Matter 3/ Entropy 1 Effect that uses Entropy to spot weak spots), John Courage puts his Black Suit training to good use. Brian declares that he’s using the martial arts practice as a focus, rolls his Enlightenment Trait, and scores four successes. Then he rolls his Dexterity + Martial Arts dice pool to reflect the punch itself. He scores two successes, so John Courage hits the vampire. The damage comes from the Effect – in this case, eight health levels of damage, made aggravated by the Life Sphere. Soak THAT, Count Chocula!
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暴力强化魔法:约翰·库兰基意识到他最强的武器是恐惧,而血族害怕火焰,因此冷酷地看着它,从自己的衣袋里取出一小瓶液体,倒在手套上,拿出打火机,把它点燃,然后手套也着火。他的双手灼烧,他瞪着血族——火焰在他的墨镜上闪耀——激活了可怕的黑衣人权威灵光。
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• Violence Enhances Magick: Realizing that his greatest weapon is fear, and that vampires fear fire, John Courage coolly eyes the vampire, removes a vial of fluid from his coat pocket, douses his gloves with it, takes out a lighter, flicks it to life, and then sets his gloves on fire. His hands burning, he glares at the vampire – flames glinting off his mirrorshades – and invokes the dreaded Black Suit Aura of Authority.
布莱恩在1次成功的操控+胁迫骰后,有3成功加在他的巧合心灵效应“投降或死亡”。通常为5的施法骰难度降到了3(施法骰难度无法再低了),布莱恩投出了6成功,意志薄弱的血族崩溃地颤抖瘫倒。秘密特工约翰既没说一个词,也没打一拳,但他赢了。
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One successful Manipulation + Intimidation roll later, Brian has three successes to add to his coincidental Mind 2 Effect of “Surrender or die.” The casting roll difficulty, normally 5, drops to 3 (casting rolls cannot drop below difficulty 3), Brian scores six successes, and the weak-willed vampire collapses into a quivering heap. Secret Agent John Courage has neither said a word nor struck a blow, but victory is his.
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魔法强化暴力:布莱恩为寻找血族防御的弱点,通过约翰墨镜上的稳定完整矩阵扫描仪,施展了1个巧合的熵1效应。这是巧合效应,所以布莱恩投约翰的启蒙,获3成功,约翰下一击的难度降了3。但他不抱侥幸心理,用了死亡击打技巧。约翰的敏捷+武术骰有6成功,由于降低的难度,意味着力量+2的致命伤害,外加来自额外成功的5骰子。这次发现、分析并利用了弱点。
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• Magick Enhancing Violence: Looking for a weakness in the vampire’s defense, Brian casts a coincidental Entropy 1 Effect through the Stability Integrity Matrix scanner built into John Courage’s mirrorshades. It’s a coincidental Effect, so Brian rolls John Courage’s Enlightenment, gets three successes, and lowers the difficulty of John Courage’s next blow by -3. Taking no chances, he employs a Death Strike maneuver. Courage’s Dexterity + Martial Arts roll scores six successes, thanks to the lowered difficulty, meaning Strength+2 in lethal damage, plus five more dice from those extra successes. Weakness found, analyzed, and utilized.
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可选规则:整体行动骰» Click to show Spoiler - click again to hide... «
Optional Rule: General Action Rolls
当1个重要角色要面对一群无聊杂兵时,
整体行动骰选项让你一举完成——本该花许多回合的投骰和查表来完成的——一系列动作。在此
可选规则下,1或2次投骰概括动作,迅速推进剧情。
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For times when an important character faces off against a mass of uninspiring mooks, the general action roll option allows you to blow through a series of actions that would otherwise take many turns of die rolling and chart checking to complete. Under this optional rule, one or two die rolls summarize the action and let the plot move forward quickly.
在整体行动骰情况下,叙事人决定合适骰池——常为敏捷+1战斗或体能动作技能——然后决定基本难度(见下表)。玩家投次对抗。叙事人采用一个骰池,反映敌对势力的技能,玩家和叙事人投骰,赢家通吃。
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In a general action roll situation, the Storyteller decides upon an appropriate dice pool – typically Dexterity + a combat or physical action Ability – and then determines a base difficulty (see the chart below). The player makes a single resisted roll. The Storyteller picks up a handful of dice to reflect the abilities of the opposing forces, the player and his Storyteller roll off, and the winner takes it all.
难度 | 行动 |
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7 | 简单(痛击杂兵) |
8 | 挑战(近距交火) |
9 | 困难(暴风雪中战斗) |
10 | 近乎不可能(黑暗中同暗影恶魔战斗) |
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Difficulty | Task |
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7 | Easy (bashing through some mooks) |
8 | Challenging (firefight in close quarters) |
9 | Hard (fighting in a snowstorm) |
10 | Damn Near Impossible (battling shadow imps in the dark) |
若玩家在整体行动骰竞技中失败,那么假设他以非致命方式被击倒。他可能被锁在一个死亡陷阱或类似的东西上。虽然他会受到几级冲击伤害(或1/2级致命伤),但不会被糟糕投骰所杀。
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If the player loses a general action roll contest, then assume that he’s knocked down and out in a non-fatal way. He’ll probably wind up chained to a death trap or something equally genre-appropriate, but though he may suffer a few levels of bashing damage (or a level or two of lethal damage), he won’t get killed by a bad die roll.
示例:辛迪加执行者布鲁斯·福斯特,在发现自己被抢劫时感到很搞笑。4个穿着帮派服装的孩子靠近这个衣着光鲜的人,他们觉得找到了好抓的猎物。他们当然错了,当布鲁斯的玩家比尔用7骰时(敏捷3+肉搏4),他们会发现自己错得多离谱。» Click to show Spoiler - click again to hide... «
Example: Bruce Foster, Syndicate enforcer, is amused to find himself being mugged. Four kids in gang colors close in on the sharp-dressed man, thinking they’ve found easy prey. They’re wrong, of course, and as Bruce’s player Bill picks up seven dice (Dexterity 3 + Brawl 4) they’re about to find out just HOW wrong they are.
因为是黑暗小巷里1对4,比尔的叙事人将难度设为8。考虑到歹徒都是生疏的孩子,她用4骰(敏捷2+肉搏2)来代表歹徒进行对抗骰。» Click to show Spoiler - click again to hide... «
Because it’s four to one in a dark alley, Bill’s Storyteller sets the difficulty at 8. Figuring that the muggers are unskilled kids, she picks out four dice (Dexterity 2 + Brawl 2) to represent the muggers for the resisted roll.
比尔投出3成功;叙事人是1个。布鲁斯将4个流氓打得屁滚尿流,然后打正领带,用一个孩子的金属乐队T恤擦去手指上的血迹,扒了将要成为流氓的人的口袋来赔偿其带来的不便后,继续赶路。» Click to show Spoiler - click again to hide... «
Bill rolls three successes; the Storyteller rolls one. In the game world, Bruce beats the living crap out of the four punks, straightens his tie, wipes the blood off his knuckles with one kid’s Metallica T-shirt, and goes along his way after picking the would-be muggers’ pockets to compensate for the inconvenience.
若比尔投出的成功比叙事人少,那布鲁斯会在小巷醒来,他的上好衣服被撕破,他的钱包空了,他的鼻子也因和几个流氓小但失败的争吵而流血了。» Click to show Spoiler - click again to hide... «
If Bill had rolled fewer successes than the Storyteller, then Bruce would have woken up in the alley, his good suit torn, his wallet gone, and his nose bloodied by a minor but failed altercation with a handful of punks.
杂兵延伸
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杂兵选项作为整体行动骰的替代方案,将任何无名无身份的角色——也就是说,邪教徒、帮派成员、僵尸等——的健康等级减少到4个:健康,轻伤 -1,重伤 -2,伤残 -5。这样玩家就能把杂兵当成磨砺,而不必把整个局面押在1或2次投骰的结果上。
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As an alternate to the general action roll, the mook option reduces any characters without actual names or identities – that is, cultists, gang members, zombies, etc. – to four health levels: Healthy, Hurt -1, Wounded -2, and Crippled -5. This way, the players can make grinder fodder of the mooks in question without betting the entire situation on the results of one or two die rolls.
Posted by: Lord Ex 2023-02-11, 20:20
战术和情况
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Combat Tactics and Circumstances
绝大多数战士都得在没魔法的情况下应付。但即使如此,种种战术和情况也能改变战斗因素——穿护甲、被打倒、盲打等。有关涉及的魔法系统,请看
第十章;有关魔法在战斗的整体应用,请看前文的
魔法与暴力。
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Most fighters must get by without magick. Even then, though, various tactics and circumstances can change elements of combat – wearing armor, being knocked over, fighting blind, and so forth. For the magickal systems involved, see Chapter Ten; and for general applications of magick in combat, see Magick and Violence, above.
游戏上,绝大多数情况都能用调整难度或骰池处理(你很少会同时做2个)。一些更普遍的偏战斗情况包括:
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In game terms, most circumstances can be handled by either by raising or lowering either difficulties or dice pools. (You’ll rarely do both at the same time.) Some of the more common combat-oriented circumstances include:
中止动作» Click to show Spoiler - click again to hide... «
如上文
阶段2:防御中提到的,只要你的角色有1个能用的动作,你就能让其中止计划动作,转而采取防御技巧。此类计划的突然改变,在数据上要投1次暂时意志点或意志点,难度6(你的叙事人对此要求有最终决定权)。脱离原有计划被认为是反射动作,详见
第八章,其本身不算1个动作。
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As mentioned above under Phase Two: Defense, you can have your character abort his planned action in favor of a defensive maneuver, so long as he has an action with which to act. Such abrupt changes of plan technically require either a temporary Willpower point or a Willpower roll, difficulty 6. (Your Storyteller has the final say about that requirement.) Ducking out of your original plans is considered a reflexive action, as described in Chapter Eight, and isn’t counted as an action in and of itself.
伏击» Click to show Spoiler - click again to hide... «
攻击者出其不意地攻击,能让自己在对手前占上风。游戏上,攻击者投敏捷+潜行(+隐秘背景——如果有),对抗骰,对抗目标的感知+警觉。
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Attacking from surprise, an assailant can get the upper hand on her opponent. In game terms, the attacker rolls Dexterity + Stealth (+ the Arcane Background, if she has it) in a resisted roll against her target’s Perception + Alertness.
若攻击者获胜,那么她可在投先手前,先有次对抗敌人的攻击骰。若她在抵消了敌人成功后,还有成功,那么每个多的成功,能给攻击骰池加1骰。比如,李安给一个激情派欢喜宗恶棍带来了惊喜;若她的玩家投4成功,对欢喜宗的2,那么她的攻击池加2骰。
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If the attacker wins, then she gets one attack roll against her opponent before any initiative rolls are made; if she’s got successes left over after canceling his successes out, then she can add one die to her attack dice pool for each success. Let’s say that Lee Ann surprises a rogue Acharne Cultist; if her player rolls four successes to the Cultist’s two, then she adds two more dice to her attack pool.
平局下,攻方先出手,但守方能用防御技巧。若守方获胜,那么他在陷阱被触发前发现埋伏,双方投正常先手。
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On a tie, the attacker goes first but the defender can take a defensive maneuver. And if the defender wins, then he spots the ambush before the trap springs, and both parties roll their normal initiative.
某些情况和角色能让伏击变得不可能。当你穿着动力装甲时,偷偷摸摸接近某人并不可行,且有些人(尤其时间大师)似乎不可能被惊到。终究还是叙事人对伏击的可能性有最终决定权… 当然这不意味着攻击者提前知道她的偷袭会失败。
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Certain situations and characters make ambush impossible. Sneaking up on someone when you’re wearing power armor isn’t feasible, and some people (especially Time Masters) seem impossible to surprise. Ultimately, the Storyteller gets the final call regarding the potential of an ambush... which doesn’t mean, of course, that the attacker knows in advance that her assault will fail.
护甲与护盾» Click to show Spoiler - click again to hide... «
厚大衣、防弹衣、赛博护甲和其它保护方式能吸收攻击伤害。游戏上,护甲能加骰子到角色的吸收骰,让凡人能吸收致命伤害,以及某些恶性伤害——最可能是血族獠牙,但不会是火或生命领域魔法。
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Thick coats, flack suits, cybernetic armor, and other methods of protection absorb the damage of an attack. In game terms, armor adds dice to a character’s soak roll and allows a human being to soak lethal damage as well as certain types of aggravated damage – a vampire’s fangs, most likely, but not fire, or Life Sphere magick.
轻型护甲很容易戴着移动,基于物质的效应也能把西装或内衣变成布料重的护甲。但绝大多数种类的凡俗科技护甲就笨重了。某些护甲对穿戴者的敏捷骰池和穿戴或脱下时间有罚值。穿机车夹克仅需1个简单动作,但警用防暴衣需几分钟才能穿好。
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Light armor is easy enough to move around in, and Matter-based Effects can turn business suits or lingerie into cloth-weight armor too. Most forms of normal-tech armor, though, get cumbersome. Certain types of armor inflict a penalty upon the wearer’s Dexterity-based dice pool and demand time to put on or take off. Slipping on a biker jacket takes a single easy action, but a cop donning riot gear needs several minutes to suit up properly.
护盾:护盾同时还能做保护装备,面对敌人时可发挥作用。徒手战斗中,面对你护盾的敌人的命中你的难度+1或2,这取决于护盾大小。若它被用来抵御投射武器(瓶子、石头、子弹等),那么护盾也可做护甲,护盾每有1级,减少1击打成功。
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Shields: Shields, meanwhile, act as protective gear that can be brought to bear when facing an enemy. An opponent who’s facing your shield in hand-to-hand combat adds +1 or +2 to his difficulty to hit you, depending on the size of the shield in question. If it’s being used to ward off projectile weapons (bottles, rocks, bullets, etc.), then a shield also acts as armor, reducing a blow by one success for every level in the shield’s Rating.
虽然如此,但护盾也占用了一只手,限制了使用者的行动和潜在活动。格挡1次特定的来袭攻击(如一串子弹或一把挥舞火斧)可能需投次敏捷+白刃,和1个专注的护盾格挡动作。护盾也很重,它们暗示你在自找麻烦。在二十一世纪,除受防暴训练的警察(他们常在队列使用)和爱好重温中世纪的人外,你不会发现很多用护盾的人。
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That said, a shield occupies one hand, restricting the user’s movements and potential activities. Blocking a specific incoming attack (say a volley of bullets or a swung fire axe) may demand a Dexterity + Melee roll and a dedicated shield blocking action. Shields are heavy, too, and they suggest that you’re looking for trouble. Outside of riot-trained police (who often use them in formation) and medieval reenactment enthusiasts, you won’t find many people in the 21st century using shields.
关于各种保护装备,请看
战斗系统表(第447页)下的
护甲与护盾表。
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For various types of protective gear, see the Armor and Shields chart, under Combat System Charts (p. 447).
目盲、击倒、无法移动或击晕» Click to show Spoiler - click again to hide... «
Blinded, Knocked Down, Immobilized, or Stunned
普通战斗规则假定所有人都能或多或少地自由移动。但某些障碍会改变这些规则:
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Normal combat rules assume that everyone’s able to move more or less freely. Certain handicaps, however, change those rules:
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击倒:被击倒在地的人须花1动作重新站起。若他无法做到,则直到重新站起前,都将其视作暂时无法移动。
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• Knockdown: Someone who’s been knocked off his feet must take one action to scramble back up. If he can’t do so, consider him temporarily immobilized until he regains his feet.
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目盲:被伤势或黑暗致盲的角色无法闪躲、招架或格挡来袭攻击。且直到能重新看见前,所有依赖视觉动作的难度也+2。
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• Blinding: A character who’s been blinded by injury or darkness cannot dodge, parry, or block incoming attacks. He also adds +2 to the difficulty of all visually dependent actions until he’s able to see again.
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无法移动:当角色被按住、瘫痪或以其它方式变得无法移动时,若目标仍能移动下,其他攻击他的角色的难度-2;若完全无法移动,攻击者自动命中。
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• Immobilization: When a character gets held down, paralyzed, or otherwise rendered unable to move, any other character who attacks him reduces her difficulty by -2 if the target can still move around a bit, and the attacker may hit him automatically if he cannot move at all.
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击晕:若角色——在吸收骰后——遭受的健康等级伤害等同或超过了耐力值,她会被击晕,直到下1回合结束。被击晕的角色除了可能在呆滞中蹒跚,无法做任何事。此时对她的攻击骰难度-2。
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• Stunning: If – after the soak roll – a character suffers health-level damage that equals or exceeds her Stamina rating, she’s stunned until the end of the following turn. The stunned character can’t do anything except perhaps stumble around in a daze. Attack rolls against her during that time reduce their difficulty by -2.
魔法战术» Click to show Spoiler - click again to hide... «
Magickal Fighting Tactics
鉴于法师所掌握的力量,他们为什么要把自己的性命押在区区凡人的武器和战术上?从闪电到粉碎光线到击碎人肋骨的一英寸拳头的一切,对有领域使用此类战术和有意志使用此类致命效应的战士来说,都是可能的。
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Given the power they command, why should mages stake their survival on mere human weapons and tactics? Everything, from lightning bolts and disintegration beams to one-inch punches that shatter a person’s ribcage, is possible for fighters who have the Spheres to use such tactics and the Will to employ them with deadly effect.
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聚焦魔法:若攻击用普通攻击——如拳击或死光炮——作焦点法器,那么攻击者需成功投次敏捷+相应战斗技能。魔峰骰决定魔法的成败,攻击骰决定是否命中目标。此类攻击如前文所述,可被躲开。
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• Focused Magick: If that attack uses a normal attack – like a punch or death-ray cannon – as a focus instrument, the attacker needs to make a successful Dexterity + appropriate combat Ability roll. An Arete roll decides the success or failure of the magick, and the attack roll determines whether or not it hit the target. Such attacks, as mentioned earlier, can be dodged.
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公开魔法:若攻击本身就是魔法的——如闪电、燃烧手势、变形爆炸或纯粹仇恨撕裂血肉的诅咒——那么攻击者投魔峰作攻击骰来替代。此类攻击几乎总破则,对发起者和受害者都一样危险。
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• Openly Magickal: If the attack is itself magickal – like a lightning bolt, incendiary gesture, transformation blast, or flesh-shredding curse of pure hate – then the assailant rolls her Arete as an attack roll instead. Such attacks are almost always vulgar and can be as dangerous to their originators as to their victims.
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间接攻击:若攻击间接——地震、毒药、被熵削弱的脚手架等——那么攻击者如上文投魔峰,但攻击常巧合,而非破则。这可能是觉醒者兵书中最常见的战术,多因它很少当场就明显到能注意到。
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• Indirect Assault: If the attack is indirect – an earthquake, poison, an Entropy-weakened scaffolding, and so on – then the attacker rolls her Arete as above, but the attack is often coincidental rather than vulgar. This might be the most common tactic in the Awakened arsenal, especially since it’s rarely obvious enough to note until later.
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调整战术:当你有一点魔法时,一切把戏都有可能。第1级的感知效应在战斗中特别有效,尤其当你用秘艺扫描弱点、跨越距离勘察、或分析敌人和物质时。你能用聪明感知和这儿那儿的推波助澜,采取许多隐秘但高效的战术。
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• Tactical Adjustments: All manner of tricks become possible when you’ve got a little bit of magick. First-Rank sensory Effects can be especially effective in a combat zone, especially when you’re using the Arts to scope out weak spots, see across distances, or analyze opponents and substances. With clever perceptions and a nudge here and there, you can employ many subtle yet effective tactics.
•
召唤生物:某些法师也会召唤其它存在为他们战斗。这种战术常需精魂领域魔法加1次魔峰骰,且在绝大多数地方都破则。但对强大的萨满和女巫来说,相当高效——请看下文的
精魂战斗。
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• Summoned Creatures: Certain mages also summon other entities to fight for them. That tactic typically requires Spirit Sphere magick plus an Arete roll, and it’s vulgar in most places. Still, for powerful shamans and witches, it can be pretty damned effective – see Spirit Combatants, below.
详见前文的
魔法与暴力。
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For more details, see Magick and Violence, above.
多人攻击» Click to show Spoiler - click again to hide... «
近距和数个敌人战斗的角色,在攻击和防御骰上都受+1难度的罚值
/个攻击者,最多+4。如和2个敌人战斗,这些难度会+2,和5个就是难度+4。
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A character who’s fighting several opponents at close range suffers a penalty of +1 difficulty per attacker to both her attack and defense rolls, up to a maximum penalty of +4. Fighting two opponents, for instance, would add +2 to those difficulties, and fighting five opponents would add +4 difficulty.
有空间1、心灵1或时间2的法师,
且在战斗时,正有1个应用了这些领域之一的活跃感知效应,能无视此罚值。此类效应实际上让他更好看到谁正对谁做什么。
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A mage who has Correspondence 1, Mind 1, or Time 2 and has an active sensory Effect in one of those Spheres going at the time of combat can ignore this penalty. Essentially, such Effects give him an enhanced view of who’s doing what to whom.
恶劣天气或地形» Click to show Spoiler - click again to hide... «
由于一些奇怪的原因,人们常在冰上、暴雨中、燃烧工厂中等地方战斗。当战斗者在恶劣环境中时,各种骰的难度可能+1到3。具体视情况定,但地形可能比战士自己更危险——详见
环境环境危害部分。
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For some odd reason, folks often wind up fighting on ice, in rainstorms, through the middle of burning factories, and so on. When throwing down in ugly circumstances, the combatants might add between +1 and +3 to the difficulties of their various rolls. The specifics depend on the situation, but the terrain may be more dangerous than the warriors themselves – see the Environmental Hazards section for details.
精魂战斗» Click to show Spoiler - click again to hide... «
无论有无化身风暴,法师都能与灵体存在进行魔法和刀剑上的交锋。此类存在除非实体化,否则常缺少实体,所以和它们战斗的过程能相当奇怪… 当然也和与凡人对手战斗的战术和经历不同。
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Avatar Storm or no Avatar Storm, mages can cross spells and blades with spirit entities. Such beings often lack physical substance unless they materialize, so the process of fighting them can be rather strange... certainly different from the tactics and experiences involved in fighting mortal adversaries.
故事上,精魂是常以灵活形态具体化的思想和本质。此类存在的表现形态取决于具体精魂的本质,可能是灵质风暴、惊悚怪物、幽灵般的雾气存在、表面平常的人或动物、几何学具象的破碎纠缠或任何你能想象的形式。精魂在此形态下,常不仅以其肢体,而且还以意志点特质和各种神秘
灵咒攻击:类似魔法的灵体力量,但不知为何符合事物的方式——即使它们的效果在科学上完全不可能。
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Story-wise, spirits are ideas and essence embodied in often flexible forms. Depending on the nature of the individual spirit, such a being might appear as an ephemeral tempest, a bizarre monstrosity, a ghostly mist creature, an apparently normal person or animal, a chattering tangle of incarnate geometry, or anything you might imagine. In that form, the entity often attacks with not only its limbs but also its Willpower Trait and various mystic Charms: spiritual powers that resemble magic but somehow fit into the way things are even when their effects are clearly impossible by scientific reckoning.
有关精魂和其力量,详见本章后面的
影裔精魂存在。现在我们只提这些战斗必需的规则:
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The details regarding spirits and their powers can be found later in this chapter, under Umbrood Spirit Entities. For now, we’ll simply mention these following combat-essential rules:
•
精魂以意志点攻击和吸收,以魂怒伤害敌人:精魂存在除非显形(见下),否则绝大多数行动都用意志点特质,用其本质的狂怒——游戏上是
魂怒特质——造成伤害。
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• Spirits Attack and Soak With Willpower and Damage Opponents With Rage: Unless it has materialized (see below), a spirit entity uses its Willpower Trait for most tasks and inflicts damage with the seething fury of its essence – in game terms, the Rage Trait.
•
基于魂怒的精魂攻击造成致死伤害:绝大多数精魂攻击以灵咒方式进行。但当1个精魂被刺激到足以用其魂怒对抗目标时,魂怒特质成为精魂骰池,伤害为致命或恶性。详见
影裔精魂存在部分(第485-495页)的
爆破灵咒。
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• Rage-Based Spirit Attacks Inflict Deadly Damage: Most spiritual attacks come by way of Charms. If and when a spirit gets roused enough to turn its Rage against a target, however, that Rage Trait becomes the entity’s dice pool, and the damage is either lethal or aggravated. For details, see the Blast Charm entry in the Umbrood Spirit Entities section, (pp. 485-495).
•
法师能吸收精魂魂怒伤害:有精魂领域(或界层科学)——无论等级——的角色,能用反制魔法吸收精魂基于魂怒的伤害。没有的能以化身特质吸收,难度8。其他绝大多数角色无法吸收精魂魂怒。
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• Mages Can Soak Spirit Rage Damage: A character with the Spirit Sphere (or Dimensional Science), at any level, can use countermagick to soak a spirit’s Rage-based damage. A mage without the Spirit Sphere can try to soak it with his Avatar Trait, difficulty 8. Most other mortal characters cannot soak spirit Rage.
•
精魂常隐形:没有至少1级精魂领域的话,包括法师在内的凡人都无法看到精魂——除非其显形,或用
现身灵咒让自己出现在人类眼前。但有超感的动物和凡人能用其察觉附近精魂的存在——即使他们无法真
看到。
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• Spirits Are Usually Invisible: Without at least one dot in the Spirit Sphere, mortals, including mages, cannot see spirits unless a given spirit materializes or uses an Appear Charm to show itself to human eyes. Animals and humans with the Awareness Talent, however, can use it to perceive a nearby spirit’s presence, even if they cannot actually see it.
•
精魂非实体:此类存在由灵质组成,它不像绝大多数战士那样是实体的。虽然有些能用
显形灵咒获得物理形态(也因此变得和其它任何现世生物一样坚固),但它们绝大多数仍保持灵质本质,这意味着…
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• Spirits Aren’t Material: Composed of ephemera, such entities are not physical in the way most combatants are physical. Although some can use the Materialize Charm to take on physical form (and thus become as solid as any other Earthly creature), most of them retain their ephemeral essence, which means...
•
为和精魂战斗,你得有原质或精魂领域:发现自己得处理影裔存在的法师需2级及以上的精魂领域(或者,用科联的话说,界层科学)来影响它们。精魂2能让法师触碰存在,精魂3对付它就和生命3对付有机造物一样。除非影裔获得物理形态,否则生命和物质对它完全没用,其它领域也基本没用——除非法师进入影界,在精魂自己的地盘和其战斗。
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• To Fight Spirits, You Need the Prime or Spirit Spheres: Mages who find themselves dealing with Umbrood entities need the Spirit Sphere (or, in Technocratic terms, Dimensional Science) at Rank 2 or higher in order to affect those entities. Spirit 2 allows a mage to touch an entity, and Spirit 3 acts against it the way Life 3 acts against organic beings. Life and Matter are completely useless against the Umbrood unless they take on a physical form, and other Spheres are essentially useless, too, unless the mage enters the Umbra to battle a spirit on its own ground.
除非精魂已显形,或武器已被原质领域或精魂/界层科学领域附魔,否则物理攻击直接穿过它。由于绝大多数精魂的古怪意识,对影界存在的心灵攻击往往影响法师而非精魂。精魂2和原质2的组合像生命魔法一样影响影界存在,除了一个例外…
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Physical attacks go right through a spirit unless the spirit has materialized or the weapon has been enchanted with the Prime Sphere or the Spirit/Dimensional Science Sphere. Given the bizarre consciousness of most spirits, Mind attacks upon Umbral entities tend to affect the mage instead of the spirit. A combination of Spirit 2 and Prime 2 acts like Life magick on an Umbral entity, with one exception...
•
熵对幽灵不利:无休死者与熵的关系比精魂的更密切。虽然精魂领域也影响它们,但熵3和原质2的组合会在超自然等级上攻击它们的本质,像生命领域魔法一样作用于它们。不行的是,这也会真正带出幽灵最糟糕的特性。以熵魔法攻击幽灵的法师会发现自己正对付一个
恶灵——完全邪恶和禁忌的幽灵。
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• Entropy Does Bad Things to Ghosts: The Restless Dead are more closely tied to Entropy than to Spirit. Although the Spirit Sphere affects them too, it’s the combination of Entropy 3 and Prime 2 that attacks their essence on a metaphysical level and acts like Life Sphere magick on them. Unfortunately, this also literally brings out a ghost’s worst qualities. Mages who attack ghosts with Entropy magick find themselves confronting a spectre – everything vicious and forbidden about the ghost in question.
无论险棘和化身风暴的状态,法师并不经常同精魂战斗——除非他们自己穿越进入异界。但当敌意精魂接触觉醒者时,最好记住这类敌人并非人类。他们由不同于我们的物质组成,绝大多数凡人也甚至无法理解其其运作原理。
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Regardless of the state of the Gauntlet and Avatar Storm, mages don’t wind up fighting spirits very often unless those mages pass into the Otherworlds themselves. When hostile spirits engage the Awakened folk, however, it’s a good idea to remember that such antagonists are not human. They’re made of different stuff than we are, and they work by rules that most mortals can’t even comprehend.
(更多细节请看
战斗顺序表中的
精魂战斗、
异界,和上文提到的
精魂存在 一节,都在本章后面。)
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(For more details, see Spirit Combat on the Order of Battle chart, The Otherworlds, and the aforementioned Spirit Entities section, all later on in this chapter.)
瞄准地点» Click to show Spoiler - click again to hide... «
将攻击瞄准某个位置——持枪的手、双眼、膝盖后面——比简单击打更难,但能有惊人回报。游戏上,瞄准了具体位置的角色会同时增加普通难度和伤害骰。瞄准的攻击可绕开护甲、打掉敌人手中的物体、或有其它基于攻击和位置的效果。
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Aiming an attack at a certain location – the gun hand, eyes, the back of a knee – is more difficult than a simple strike but can have marvelous rewards. In game terms, a character targeting a specific location adds to his normal difficulty but adds to his damage dice as well. A targeted strike may bypass armor, knock an object out of the opponent’s hand, or have other effects based on the attack and location involved.
目标大小 | 难度 | 伤害调整 |
---|
中等(手臂、公文包) | +1 | +1骰 |
小(头、手、枪) | +2 | +2骰 |
精确(眼、心、膝盖骨) | +3 | +3骰 |
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Target Size | Difficulty | Damage Modifier |
---|
Medium (arm, briefcase) | +1 | + one die |
Small (head, hand, gun) | +2 | + two dice |
Precise (eye, heart, kneecap) | +3 | + three dice |
Posted by: Lord Ex 2023-02-11, 20:23
远程战斗
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法师同绝大多数人一样,喜欢在敌人和他们自己的脆弱躯壳间保持距离。所以当技官的突击部队或偷车兜风的帮派分子让你角色的生命艰难时(或者当你
就是那个突击部队或帮派分子时!),以下系统处理飞来的玩意儿和其它投掷物。
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Like most people, mages prefer to keep a distance between their enemies and their own fragile shells. So, when Technocratic shock troops or joyriding gangbangers make your character’s life difficult (or when you are the shock troops or gangbangers!), the following systems handle flying lead and other projectiles.
瞄准» Click to show Spoiler - click again to hide... «
绝大多数人在交火中,都更重视掩护而非准度。但对那些花时间精力正确瞄准的角色来说,结果更好。
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Most folks, in a firefight, place more importance on cover than on accuracy. For those characters who take the time and effort to aim correctly, though, the results are more effective.
游戏上,正瞄准的角色须或多或少保持静止… 也许随着终结者恐吓而大步向前,但除外一动不动。用来瞄准的每回合,都能加1骰于你相应的攻击骰池,上限为角色的感知等级。
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In game terms, an aiming character must remain more or less still... perhaps striding forward with Terminator menace but otherwise motionless. For each turn spent aiming, add one die to your appropriate attack dice pool, up to a maximum of your character’s Perception rating.
瞄准镜也会给攻击骰加2骰;但此加成只适用于单次射击。每次新射击都须再用瞄准镜瞄准,来获得完整加成和效果。
(某些瞄准镜也会降低攻击骰难度——请看第454页的特殊枪支瞄准镜)» Click to show Spoiler - click again to hide... «
A scope adds two dice to that attack roll as well; this bonus, however, applies only to a single shot. Each new shot must be aimed again using the scope in order to get the full bonus and effect. (Certain scopes reduce attack roll difficulty too – see Special Gun Sights, p. 454.)
为正确瞄准,角色须在枪械(为用枪瞄准)、能量武器(为用能量武器)或箭术(为用弓箭)上有至少1点。
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In order to aim properly, a character must have at least one dot in either Firearms (to aim guns), Energy Weapons (to employ energy weapons), or Archery (in order to use bows).
自动射击和扫射» Click to show Spoiler - click again to hide... «
Automatic Gunfire and Strafing
枪声风暴标志了觉醒者间的众多战斗。由于名为自动武器的技官噩梦,角色能在一次狂野爆发中清空整个弹夹。
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Storms of gunfire mark many battles between the Awakened folk. And thanks to the Technocratic nightmare called automatic weapons, a character can empty her entire ammunition clip in a single wild burst.
以全自动速度用枪射击会给攻击骰加10骰,但也因其后坐力,而令射击难度+2,你的角色为清空弹夹,至少需在开始有半弹夹的弹药;一旦这些子弹射出,弹夹就没用了。
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Firing a gun at full-auto speed adds 10 dice to the attack roll, but it also raises the difficulty of the shot by +2, courtesy of the gun’s recoil. In order to empty a clip, your character needs at least a half-clip of ammo to begin with; once those shots are fired, the clip is useless.
全自动扫射:攻击者扫射1个区域时,会用子弹将那个区域打得水泄不通。游戏上,此战术运作除了成功数要在每个涉及目标间均匀分配,其余都同全自动火力。若投出成功少于目标数,叙事人决定谁被枪林弹雨命中与否。
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Full-Auto Strafing: When strafing an area, the attacker hoses down that area with bullets. Game-wise, this tactic works the same way as full-auto fire, except that the successes are distributed evenly between each target involved. If the number of successes rolled winds up smaller than the number of targets, then the Storyteller decides who’s been hit and who’s been missed by that spray of bullets.
弓» Click to show Spoiler - click again to hide... «
早在枪成为人类的首选武器前,远程战斗者就运用了弓的强大精准。如今,此类武器似乎显得笨重古怪。但在熟练弓箭手手中,弓比枪械有几个优点。它们安静、精准而强大——若你有凯特尼斯·伊夫狄恩(
译注:《饥饿游戏》女主角)的潜能,便能在百步外射穿血族心脏。
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Long before guns became man’s weapon of choice, long-range fighters employed the muscular precision of bows. These days, such weapons seem cumbersome and odd. Still, in the hands of a skilled archer, bows have several advantages over firearms. They’re quiet, accurate, and powerful – you can shoot a stake through a vampire’s heart at 100 paces if you’re a would-be Katniss Everdeen.
但这些武器需要比枪械更多的专业知识。角色为正确用弓,需次级技能
箭术。玩家投敏捷+箭术来发射武器。如
远程武器表所列,不同弓有不同难度。无对应技能的角色能
尝试用弓,但受+2难度罚值。
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These weapons, though, demand more expertise than guns. To use a bow correctly, a character needs the secondary Skill Archery. The player rolls Dexterity + Archery in order to shoot that weapon. Different bows have different difficulty ratings, as listed on the Ranged Weapons chart. A character without the appropriate Ability can try to use a bow, but he suffers a +2 difficulty penalty.
悲伤的是,弓比枪更易损坏。弓弦一样。若弓手投出大失败,弓弦断裂,得在再次用弓前更换(机敏+工艺或箭术,难度+1——假设你有个额外弓弦… 若没有,你完了)。弓发射东西的时间也比枪长。游戏上,一个业余弓手在射箭前,须上弦并拉弓(1个自动动作)。但箭术3+的角色能以1动作上弦、拉弓、射箭。但弩要两回合准备并射箭。但技能在此并不重要,因为其中的机制最多就这么快。当然,1个时间3效应能给角色额外动作,加速整个过程——请看
第十章(第522-523页)的
时间领域。
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Sadly, bows are more breakable than guns. So are bowstrings. If the would-be archer botches a roll, the bowstring snaps and must be replaced before the weapon can be used again. (Wits + Crafts or Archery, at +1 difficulty – assuming you have an extra bowstring... if not, thou art fuck’ed.) Bows also take longer to send off their projectiles than guns do. In game terms, an amateur archer must nock and draw the arrow (an automatic action) before he can loose it. A character with three dots or more in Archery, however, can nock, draw, and loose as a single action. A crossbow, meanwhile, takes two turns to ready and shoot. Skill doesn’t matter here, though, because the mechanisms involved move only so fast. A Time 3 Effect, of course, can speed the whole process up by giving extra actions to the character – see the Time Sphere entry in Chapter Ten, (pp. 522-523).
对于从远处钉住血族,我们没开玩笑。但
说比
做容易。弓手为了完成此行为,需投出至少5成功,并至少得造成3健康等级伤害(吸收后),来刺穿怪物胸口,使他的不死心脏碎裂停顿。
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We weren’t kidding about that staking a vampire from a distance trick. Saying it, however, is easier than doing it. To accomplish that feat, the archer needs to score at least five successes and must also inflict at least three health levels (after soaking) in order to pierce the monster’s chest and bring his undead dominion to a splintery halt.
掩护与行动 » Click to show Spoiler - click again to hide... «
无论有无魔法,枪战都不能大意。无法摆脱子弹或能量爆炸者尽可能多地运用掩护。此类保护常在汽车追逐、飞车射击、枪战和其它是人都不会疯到站以待毙的攻击下发挥作用。当然,问题是,你不能命中你无法看见的东西。为瞄准并开火,你也得把自己暴露在敌人枪口下。
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Magick or no magick, gunfights are no place for carelessness. Folks who can’t shrug off bullets or energy blasts use cover as often as possible. Such protection often comes into play during car chases, drive-bys, firefights, and other attacks on people who aren’t crazy enough to stand up and get shot at. The problem, of course, is that you can’t shoot what you can’t see. In order to aim and fire, you’ve got to expose a bit of yourself to your enemy’s gunshots as well.
掩护增加命中目标的难度;角色的掩护越多,越难击中她。相反地,从某些位置射击,或移动时准确射击,也会变难。2种情况下,射击角色射击都受罚值——即使她有掩护加成。
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Cover adds to the difficulty of hitting a target; the more cover a character has, the harder it is to hit her. Conversely, it’s also harder to shoot from certain positions or to fire accurately while you’re moving as well. In either case, the shooting character suffers a penalty to her shots, even as she gets the benefits of cover.
角色无论是否有掩护,移动速度上限都是跑步速度的一半,动作骰池无罚值或分割(请看本章开头的
行动)。躲在墙后和车后对现代枪手来说是历史悠久的战术,一个想避免单程前往冥界的人也会最大利用掩护和行动。
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With or without cover, a character can move up to one half of his maximum running distance and still act without taking a penalty or dividing up his dice pool. (See Movement at the beginning of this chapter.) Ducking behind walls and dodging behind cars are time-honored tactics for the modern gunfighter, and a person who wants to avoid a one-way trip to the Shadowlands will use cover and movement to her best advantage.
掩护 | 命中目标的难度 | 枪手难度 |
---|
平躺 | +1 | +0 |
移动 | +1 | +1 |
墙后 | +2 | +1 |
仅头露出 | +3 | +2 |
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Cover | Difficulty to Hit Target | Shooter’s Difficulty |
---|
Lying Flat | +1 | +0 |
Moving | +1 | +1 |
Behind Wall | +2 | +1 |
Only Head Exposed | +3 | +2 |
射程» Click to show Spoiler - click again to hide... «
远程武器表的每件武器都列出了
射程作为其条目的一部分。此特质显示了武器的中等有效射程;此距离内,难度被认为是6。武器能以难度8(叙事人可能要求更难),最多发射到列出射程的2倍。但2码及以内,角色在近距离内,难度降到4。
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Every weapon on the Ranged Weapons chart has a certain listed Range as part of its entry. That Trait shows the weapon’s medium effective range; within this distance, the difficulty is considered to be 6. A given weapon can be fired up to twice that listed Range at difficulty 8 (possibly higher at the Storyteller’s call). Within two yards or less, however, the characters are within point-blank range and the difficulty drops to 4.
装弹» Click to show Spoiler - click again to hide... «
有时,枪的子弹用光了… 对付法师时,这比通常下更突然。聪明枪手为此情况携带额外弹药。假如你的角色手头有个备用弹夹,那自动武器能在战斗中用1个动作上弹。那把枪仍能在同回合开火——只是玩家通常的攻击骰池失去2骰。
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Guns run out of ammo... sometimes, when dealing with mages, more unexpectedly than usual. Smart gunfighters carry extra ammunition for such occasions. Assuming that your character has a spare clip handy, an automatic weapon can be reloaded during combat by taking a single action to do so. That gun can still be fired within the same turn – the player simply loses two dice from his usual attack dice pool.
左轮手枪是另一回事。它们因为不用弹夹,常需一颗颗上弹——除非你已有个早上好子弹的快速上弹器。有快速上弹器的角色能如上把新弹夹装入枪。若没已有的快速上弹器,需花1整回合手动装填手枪。那回合无法有其他动作,但1个时间3效应能减慢法师周围的时间池,此时她能照常上弹然后射击。
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Revolvers are another matter. Because they don’t use clips, such guns usually have to be loaded bullet by bullet unless you’ve got a speed-loader already primed with bullets. A character with a speed-loader can slap a new clip into her gun, as above. If she doesn’t have a speed-loader ready, she needs to take a full turn to reload that pistol manually. No other actions are possible that turn, though a Time 3 Effect can slow a temporal pool around the mage, during which time she can load her gun normally and then shoot.
有枪械1+的角色在正常情况下无需投掷就能上弹,但特定困境下(重伤、开着的车里上弹等),可能需投次敏捷+枪械。然而,用新子弹装填已用弹夹或快速上弹器,需敏捷+枪械骰(难度6)和1整回合。
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A character with a Firearms rating of 1 or better can reload without making a roll under normal circumstances, though certain complications (badly hurt, reloading in a moving car, and so on) might demand a Dexterity + Firearms roll. Reloading a spent clip or speed-loader with fresh bullets, however, requires a Dexterity + Firearms roll (difficulty 6) and an entire turn.
三连发» Click to show Spoiler - click again to hide... «
许多自动武器都能三连发。就像上文的全自动射击情况,这些连射给你的攻击骰多加骰子——三连发是多3骰——代价是难度更高(这种情况是通常难度+1)。列出的难度基于该枪的单发子弹。很明显,此战术每次连发都要花三颗子弹。请查阅远距武器表来看哪些武器能三连发。
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Many automatic weapons can fire off three-round bursts. As with the full-auto fire circumstance above, these bursts add extra dice to your attack roll – three extra dice for a three-round burst – at the cost of a higher difficulty (in this case, +1 to the normal difficulty). The listed damage is based upon a single bullet from the gun in question. Obviously, this tactic expends three bullets each time a burst is fired. Check the Ranged Weapons chart to see which weapons can fire three-round bursts.
投掷武器» Click to show Spoiler - click again to hide... «
当枪支太过,而拳头不够远时,猛扔一个啤酒瓶或一把刀能非常有效… 尤其是用一些魔法强化时。
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When a gun’s too much and a fist doesn’t reach far enough, a hurled beer mug or knife can be remarkably effective... especially when enhanced with a bit of magick.
投掷物品很容易;真用它击中人需成功投次敏捷+运动。难度常为6,但近距目标可能是5。远距目标或投出笨重物品(桌子、路标、不为投掷设计的武器)可令难度+1或+2。
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Throwing objects is easy enough; actually hitting someone with one requires a successful Dexterity + Athletics roll. That roll’s difficulty is typically 6, though close targets might be difficulty 5 instead. Distant targets, or clumsy objects being thrown (tables, street signs, weapons that haven’t been designed to be thrown), may raise that difficulty by +1 or +2.
若攻击者知晓力场领域,他能给一件投掷武器加力场2的推力,增加投出物体的速度和动能。这个巧合把戏上投出的每个成功令攻击难度-1,上限-3。这反之又让攻击更可能投出额外伤害——请看上文的
阶段3:伤害和
魔法强化暴力。
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If the attacker knows the Sphere of Forces, he could add a push of Forces 2 to a thrown weapon, adding velocity and momentum to the hurled object. Each success scored with this coincidental trick lowers the difficulty of the attack by -1, to a maximum reduction of -3. This, in turn, makes it more likely that the attack will score additional damage – see Phase Three: Damage and Magick Enhancing Violence, above.
与不同武器有关的难度、伤害和其它细节能在
投掷武器下的
远距武器表找到。投掷武器的射程常取决于投掷者力量和物品的体积与空气动力学特性。叙事人应据情况自由调整难度和射程。一个强壮的赛博格当然能扔出辆车… 但说真的,他能扔多
远,尤其是大众还都正看着他?
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Difficulties, damage, and other details associated with different weapons can be found on the Ranged Weapons chart, under Thrown Weapons. The range of a hurled weapon usually depends upon the strength of the thrower and both the bulk and aerodynamic qualities of the object. The Storyteller should feel free to adjust the difficulties and ranges according to circumstances. Sure, a strong cyborg can throw a car... but really, how far can he throw it, especially when the Masses are watching him?
双持武器» Click to show Spoiler - click again to hide... «
如果你想让你的吴宇森上场(而且说实话——谁
不想呢?),双枪特技是老旧爱好。但它在电影之外远比看上去要难。同时用两把枪的枪手需给两件武器分割她的敏捷+枪械骰池,不在她手上的枪有+1难度罚值。也就是说,一个熟练战斗者能用一对大型手枪和使用它们的意志来造成严重伤害。
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If you wanna get your John Woo on (and really – who doesn’t?), the two-fisted gunslinger stunt is an old favorite. Outside the movies, though, it’s far more difficult than it looks. A shooter who employs two guns at once needs to divide her Dexterity + Firearms dice pool between both weapons and also add a +1 difficulty penalty to the gun in her off hand. That said, a skillful combatant can lay down some serious damage with a pair of large pistols and the will to use them.
Posted by: Lord Ex 2023-02-11, 20:27
近身搏斗
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由于法师是普通人,而普通人在与其它夜裔较量时并不特别强壮,所以法师和他们的人类盟友需在竞技上引入富有想象力的战斗技巧。万幸(至少是对法师来说),人类已花费数千年精进高效的武力方式。
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Because mages are normal humans, and because normal humans aren’t particularly strong when stacked up against other Night-Folk, mages and their human allies must bring imaginative fighting techniques to the arena. Thankfully (for the mages, at least), humankind has spent millennia refining methods of effective force.
以下系统涵盖一个觉醒角色可能用来打倒敌人的许多技巧。每节都有关于每种技巧的必要元素的说明:伤害、投掷等。若1个技巧需2而非1动作,攻击者须于两者间分割骰池,或用时间3效应来完成。无论哪种方式,除非另有说明,否则攻击都发生在1回合内。
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The following systems cover the many techniques an Awakened character might use to take her enemies down. Each section features notes about the necessary elements of each maneuver: damage, roll, and so forth. If a maneuver requires two actions instead of one, the attacker must either divide her dice pool between them or employ a Time 3 Effect in order to finish the job. Either way, the attack takes place within one turn unless specified otherwise.
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可选规则:武器长度» Click to show Spoiler - click again to hide... «
Optional Rule: Weapon Length
当你带把匕首去对打武士刀时,明显是你处于劣势。为了反映与有较长武器的敌人作战的固有危险,此可选规则于有较短武器的角色的攻击骰池中减去1骰。此选项只适用于徒手情况。若你发现自己正面对一台超智技械,而你手里只有把小刀时,走为上计。
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When you bring a knife to a katana fight, you’re at a distinct disadvantage. To reflect the inherent dangers of battling an opponent with a longer weapon, this optional rule subtracts one die from the attack dice pool of the character who’s got the shorter weapon. This option applies only to hand-to-hand situations. If you find yourself facing off against a HIT Mark with nothing but your athame at hand, it’s time to be anywhere but there.
普通徒手技巧» Click to show Spoiler - click again to hide... «
General Hand-to-hand Maneuvers
任何有适当体格的角色都能施展以下技巧。但有些动作仅限特定形状——若你没爪子,你就不能爪抓!绝大多数情况下。这些攻击造成冲击伤害。例外在每种里都有指出。
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Any character with the right physique can perform the following maneuvers. Some moves, however, are limited to certain shapes – you can’t claw someone if you don’t have claws! For the most part, these attacks inflict bashing damage. Exceptions are noted in each entry.
• 咬噬:有牙齿的生物能咬噬。人类下颚常造成(力量)个冲击伤害,但变形法师的牙齿能是致命。某些夜裔能以咬噬造成恶性伤害,但法师——即使以更危险的形态——只能是致命。咬噬攻击通常造成力量+1伤害;但特别大的嘴或牙可使攻击加+2甚至+3。
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• Bite: Creatures with teeth can bite. Human jaws normally inflict Strength in bashing damage, but a shapechanged mage’s teeth can deal out lethal harm instead. Certain Night-Folk inflict aggravated damage with their bites, but a mage – even in a more dangerous form – inflicts lethal damage only. Typically, a bite attack causes Strength +1 damage; an especially large mouth or teeth, however, may add +2 or even +3 to that attack.
投掷:敏捷+肉搏
难度:5
伤害:力量+1/冲或致
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Roll: Dexterity + Brawl
Difficulty: 5
Damage: Strength +1/ B or L
Actions: 1
• 爪抓:赛博格、野兽、变形法师和有手术植入爪的人能砍伤他们的敌人。它同样造成致命而非恶性伤害——除非攻击者有如原合金爪或魔素强化的某些特殊优势(请看
第十章的
原质领域条目)。普通爪子造成力量+1,狼獾类造成力量+2,
强得离谱的可造成力量+3。
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• Claw: Cyborgs, beasts, shapechanged mages, and folks wearing surgically implanted claws can slash their enemies. Again, this inflicts lethal, not aggravated, damage unless the attacker has some sort of special advantage like Primium claws or Quintessence enhancement. (See the entry for the Prime Sphere, Chapter Ten). Normal claws inflict Strength +1; Wolverine-style claws dish out Strength +2, and holy-shit-lemmie-outta-here claws may deal out Strength +3.
投掷:敏捷+肉搏
难度:6
伤害:力量+1-3/冲或致
动作:1 » Click to show Spoiler - click again to hide... «
Roll: Dexterity + Brawl
Difficulty: 6
Damage: Strength +1-3/ L or A
Actions: 1
• 卸武:战斗者能以巧妙击打或扭动取下敌人手中的武器。攻击者为了成功,投敏捷+白刃,通常难度+1;若成功超过对手力量值,后者武器掉落。若成功不够,仍造成通常伤害。若大失败,她失去自己的武器。
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• Disarm: With a clever strike and twist, the fighter removes her opponent’s weapon from his hand. To succeed, the attacker rolls Dexterity + Melee at +1 to her usual difficulty; if her successes exceed her opponent’s Strength score, then he drops that weapon. If she doesn’t score enough successes to disarm the opponent, she still inflicts her usual damage. If she botches that roll, she loses her own weapon instead.
一个勇敢或技艺精湛的攻击者能尝试徒手解除武装敌人的武器。这种情况下投敏捷+肉搏,难度8,通常攻击骰池减1骰。武术技能有3+的角色能以难度7施展此空手卸武技巧;这种情况下投敏捷+武术,而非肉搏。
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A brave or skillful attacker can try to disarm an armed opponent with her bare hands. In this case, the roll is Dexterity + Brawl, the difficulty is 8, and she subtracts one die from her usual attack dice pool. A character with at least three dots in the Martial Arts Skill can perform this bare-handed disarm maneuver at difficulty 7 instead; in this case, the roll is Dexterity + Martial Arts, not Brawl.
投掷:敏捷+白刃
难度:+1/8/7
伤害:特殊
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Roll: Dexterity + Melee
Difficulty: +1 / 8/ 7
Damage: Special
Actions: 1
• 侧翼或后方攻击:攻击者攻击敌人侧翼,难度-1;从后方攻击,-2。
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• Flank or Rear Attacks: By attacking an opponent’s flank, an attacker reduces his difficulty by -1; by attacking from the rear, he reduces it by -2.
投掷:普通
难度:-1/-2
伤害:普通
动作:1 » Click to show Spoiler - click again to hide... «
Roll: Normal
Difficulty: -1 / -2
Damage: Normal
Actions: 1
• 擒拿:攻击者抓住敌人,可尝试让其无法动弹(压制)或压住(扭打)。后者需些力气,但生命魔法让许多事变得可能。
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• Grapple: Grabbing hold of her antagonist, the attacker tries to either immobilize him (a hold) or crush him (a clinch). The latter option requires a bit of strength, but Life Sphere magick makes many things possible.
攻击者要抓住另1个角色,需成功投力量+肉搏、武术或道。若她想让攻击带有疼痛,玩家投其力量来造成伤害,于下1回合开始,持续到敌人挣脱。敌人可照常尝试吸收伤害。若攻击者是想让敌人保持不动,他被她抓住,直到他下1个动作。
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To grapple another character, the attacker needs to make a successful Strength + Brawl, Martial Arts, or Do roll. If she wants to bring the pain with her attack, the player can roll her Strength to inflict damage, beginning on the next turn and continuing until her opponent breaks free. That foe may try to soak that damage as usual. If, instead, the attacker wants to hold her opponent still, he’s stuck in her grip until his next action.
敌人要摆脱擒拿,有2个选项:投对抗的力量+肉搏,成功击打攻击者来挣脱;或做一样的事、然后比攻击者多投出2成功来扭转压制。在叙事人选择下,一个灵敏角色可用敏捷而非力量来挣脱;若他有杂技、武术或道,他能用这些特质之一代替肉搏。
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To escape a grapple, the opponent has two options: he can break free by successfully beating his attacker in a resisted Strength + Brawl roll, or he can reverse the hold by doing the same thing and then scoring two successes more than his attacker has scored. At the Storyteller’s option, an agile character can use Dexterity instead of Strength to escape; if he’s got Acrobatics, Martial Arts, or Do, he can use either of those Traits instead of Brawl.
擒拿攻击常造成冲击伤害。有倒钩、尖刺或利爪的角色——并在敌人被擒拿时用它们撕扯他——造成致命伤害。
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Grappling attacks normally inflict bashing damage. A character who’s got barbs, spikes, or claws – and who tears into her victim with them while he’s held – inflicts lethal damage instead.
投掷:力量+肉搏
难度:6
伤害:力量或无/冲
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Roll: Strength + Brawl
Difficulty: 6
Damage: Strength or none/B
Actions: 1
• 脚踢:角色将一或两条腿踢出,击中对手痛处。此攻击反映了相当基础的击打;精妙的武术脚踢请见下。脚踢常造成冲击伤害。但赛博格、超智技械或其他大型攻击者可因巨大密度而造成致命伤害。
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• Kick: Lashing out with a leg or two, the character hits an opponent where it hurts. This attack reflects a pretty basic strike; for elaborate martial arts kicks, see below. Kicks normally inflict bashing damage. A cyborg, HIT Mark, or other massive attacker, though, may deal out lethal damage from sheer density.
投掷:敏捷+肉搏
难度:7
伤害:力量+1/冲
动作1 » Click to show Spoiler - click again to hide... «
Roll: Dexterity + Brawl
Difficulty: 7
Damage: Strength +1/B
Actions: 1
• 拳击:一拳,一脸,一个非常基础的攻击。某些拳击——如上钩拳或打向肾脏——能以更高难度造成额外伤害(请看
阴招和
武术的几个例子)。绝大多数拳击造成冲击伤害,但金属制手的赛博格的拳击能是致命伤。
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• Punch: One fist, one face, one very basic attack. Certain punches – like uppercuts or shots to the kidneys – may deal out extra damage with a higher difficulty rating. (See Dirty Fighting and Martial Arts for several examples.) Most punches inflict bashing damage, but punches by metal-handed cyborgs can do lethal harm instead.
投掷:敏捷+肉搏
难度:6
伤害:力量/冲
动作1 » Click to show Spoiler - click again to hide... «
Roll: Dexterity + Brawl
Difficulty: 6
Damage: Strength/B
Actions: 1
• 读懂对手:法师擅长超越敌人思维。叙事人许可下,徒手战斗者能尝试投感知+肉搏、道或武术,读懂对手意图。这是对抗骰,观察者的感知+战斗特质对抗敌人的机敏+战斗特质。
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• Reading an Opponent: Mages specialize in out-thinking their opponents. With the Storyteller’s permission, a hand- to-hand combatant may try to read an opponent’s intentions with a roll of Perception + either Brawling, Do, or Martial Arts. This becomes a resisted roll, pitting the observer’s Perception + combat Trait against her opponent’s Wits + combat Trait.
若观察者胜,每个成功加1骰到骰池,来执行下个动作。
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If the observer succeeds, she adds one die per success to the dice pool to perform her next action.
读懂对手需1动作。角色每个战斗幕间只能做(机敏点)次(机敏3角色1幕最多尝试这个把戏3次)。叙事人可选择将此把戏限定在机敏和相应战斗特质上都有2+的角色;不懂战斗的迟钝者不擅长这种事。这个把戏有20+英尺的距离时无效——除非观察者至少有1点空间或心灵领域,并用1个感知效应远距读懂对手。
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Reading an opponent demands one action. The character may attempt to do this only once per combat scene for each dot she has in Wits. (A Wits 3 character, then, could try this trick up to a maximum of three times in a scene.) The Storyteller might choose to limit this trick to characters who have at least two dots in both Wits and the appropriate combat Trait; slow-witted people who don’t understand fighting aren’t good at this sort of thing. At ranges beyond 20 feet or so, this trick does not work unless the observer has at least one dot in the Correspondence or Mind Spheres and uses a perceptual Effect to read his opponent at a distance.
投掷:感知+战斗特质
难度:6
伤害:不可用
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Roll: Perception + Combat Trait
Difficulty: 6
Damage: N/A
Actions: 1
• 横扫:我们的战士能用武器(白刃)或腿(肉搏、武术或道)将他敌人的腿从其下面打掉。在武器形态上有一个专长的武术家和练习道的战斗者,能在用武器时,以其武术或道(而非白刃)将敌人腿从他下面扫掉… 且当玩家投出10时可获额外成功。若击打成功,敌人在那回合倒地,虽然这不伤害他,但会让他处于劣势(请看上文的
目盲、击倒、无法移动或击晕)。
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• Sweep: With a weapon (Melee) or leg (Brawl, Martial Arts, or Do), our fighter knocks his enemy’s own legs out from under him. Martial artists and Do-trained fighters with a specialty in Weapon Forms can use their Martial Arts or Do (rather than Melee) to sweep an opponent’s legs out from under him while using a weapon... and may get extra successes when the player rolls a 10. If the blow succeeds, the antagonist winds up on the ground that turn and, although the fall won’t hurt him, it’ll place him at a disadvantage. (See Blinding, Knocked Down, Immobilized, or Stunned, above.)
投掷:敏捷+肉搏或白刃
难度:8
伤害:无/冲
动作:1 » Click to show Spoiler - click again to hide... «
Roll: Dexterity + Brawl or Melee
Difficulty: 8
Damage: None/B
Actions: 1
• 击倒:攻击者结合体重和动力,将自身扔向敌人。这会伤害双方,但它是阻止逃跑敌人的高效方法。
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• Tackle: Employing a mix of weight and momentum, the attacker throws herself into her opponent. This sort of thing can hurt both parties, but it’s an effective way to stop a fleeing enemy.
击倒至少需2码距离来达到有效动力。每个战斗者都须成功投次敏捷+运动(攻击者难度6,目标难度6+攻击者成功),否则之后平躺在地。
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A tackle requires at least two yards of distance to achieve effective momentum. Each combatant must make a successful Dexterity + Athletics roll (difficulty 6 for the attacker, difficulty 6 + the attacker’s successes for the target), or else wind up sprawled on the ground afterward.
大失败的击倒者要么失足摔倒(她每跑1码就对自己造成1骰伤害);要么撞到其它东西(对自己造成上述伤害外加(力量)个伤害);要么撞到目标然后弹开(遭受目标(耐力)个伤害,目标本身无伤)。
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A would-be tackler who botches either trips and falls (inflicting one die of damage upon herself for every yard she ran); slams into something else (inflicting that damage plus her Strength damage upon herself); or crashes into her target and bounces off (suffering the opponent’s Stamina in damage and leaving the target himself unharmed).
击倒伤害绝大多数情况都是冲击,而非致命。但一个被飞来的赛博格的重量压垮——或被立刻用生命增加质量、或力场增加动力击中——的人,可能需要去医院休养;游戏上,这种战术造成致命伤害。难道我们真需要指明,一个将自己扔向赛博格或强化重量者的脆弱人类法师很可能会受到那种伤害吗…?
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For the most part, tackle damage is bashing, not lethal. A person crushed beneath the weight of a flying cyborg, however – or hit by someone who’s suddenly amped her mass with Life or her momentum with Forces – is liable to need a hospital, stat; in game terms, this tactic inflicts lethal damage instead. Do we really need to point out that a fragile human mage who flings herself into a cyborg or mass-enhanced body is liable to suffer that kind of damage herself...?
投掷:敏捷+肉搏
伤害:力量/冲或致
难度:7
动作:1 » Click to show Spoiler - click again to hide... «
Roll: Dexterity + Brawl
Damage: Strength/B or L
Difficulty: 7
Actions: 1
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法师把戏:雷霆击» Click to show Spoiler - click again to hide... «
Mage Trick: The Thunder Punch
战斗法师能在拳击、脚踢或其它徒手攻击后掷出启蒙力量,进行出乎意料的强大打击。故事上,这类把戏看上去像完美的表演。游戏上,法师用空间1(判断完美打击点)、熵1或2(寻找弱点或将概率调整到完美地点和时间)、力场2(增加速度)、生命3(强化力量或伤害敌人内在)、心灵2(发出投降冲动)、物质2(破坏惰性材料)、原质2(直接攻击目标式样)或时间2(注意完美开局)。和其它绝大多数把戏一样,每个成功减少1个攻击骰难度,调整上限3。
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Throwing Enlightened force behind a punch, kick, or other hand-to-hand attack, a fighting mage delivers an unexpectedly powerful blow. Story-wise, the trick looks like a perfectly executed strike. In game terms, the mage employs either Correspondence 1 (to judge the perfect spot to hit), Entropy 1 or 2 (to either find a weak spot or adjust probability to the perfect place and time), Forces 2 (to increase velocity), Life 3 (to boost Strength or to damage the enemy internally), Mind 2 (to send an impulse to surrender), Matter 2 (to break inert materials), Prime 2 (to directly attack the target’s Pattern), or Time 2 (to note the perfect opening). As with most other tricks, each success reduces the difficulty of the attack roll by -1 per success, to a maximum adjustment of -3.
这种“雷霆击”在绝大多数情况下也能以徒手武器施展——巧合并造成冲击伤害。然而一个生命或原质3的式样攻击造成恶性伤害,用击打来聚焦全面的超自然攻击。若法师表现得太弱,以至似乎无法造成如此强大的击打,那么它可能滑向破则魔法… 比如,明显的皮包骨极客打碎了一个高大肌肉恶棍身上的每根骨头。哦,是的——若你不小心,雷霆击能杀人,所以除非你的法师想面对过失杀人或谋杀指控,否则最好把这种把戏留给夜裔和其它此类敌人。
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In most cases, this “thunder punch” – which can also be performed with hand-to-hand weapons – is coincidental and inflicts bashing damage. A Life 3 or Prime 3 Pattern assault, however, inflicts aggravated damage instead, using the blow to focus an all-out metaphysical attack. Truly powerful blows may slip into vulgar magick if the mage appears to be too weak to have inflicted such a powerful strike... like, say, the proverbial skinny geek smashing every bone in the body of a towering muscle-thug. Oh, yeah – the thunder punch can kill people if you’re not careful, so it’s best to save this trick for Night-Folk and other such opponents unless your mage wants to face charges for manslaughter or murder.
这招的另一个缺陷很明显:你可能在使用时伤到自己。若目标成功吸收了雷霆击的所有伤害等级,那么攻击者会伤到自己;他本给目标造成的伤害反而伤到他自己(对,他也能尝试吸收)。式样攻击下法师只受冲击而非恶性伤害。但如果法师尝试雷霆击打墙面、铁甲、磐石等,那他可能受致命伤害,也许粉碎其手或脚… 或如果他用武器击打,会在坚硬表面上被破坏。
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Another flipside to the blow is obvious: you can hurt yourself while doing it. If the target manages to soak every level of damage inflicted by a thunder punch, then the attacker hurts himself; the damage he would have inflicted on the target gets inflicted on the mage instead (yes, he can try to soak it too). In the case of the Pattern attacks, the mage simply suffers bashing damage, not aggravated harm. If, however, the mage tries to thunder punch a wall, steel armor, solid stone, and so forth, he might take lethal damage instead, possibly shattering his hand or foot... or, if he’s using a weapon to strike, breaking his weapon against that unyielding surface.
阴招» Click to show Spoiler - click again to hide... «
街头长大的人能以下流方式击倒人。在这种环境中是纯为生存。以下的残忍击打需肉搏技能3+,以及包含此类阴险把戏的背景(帮派成员、暴力邻里、预防强奸课程等)。在街头洗涤的法师也可将此类战术作为工具,来聚焦丑恶的“巧合”,尤其那些用熵、生命、心灵和(当领域增加动量时)力场。
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Folks raised on the streets have nasty ways of taking a person down. It’s sheer survival in such environments. The following collection of brutal blows demands at least three dots in the Brawl Ability, plus a background that includes such dirty tricks (gang membership, violent neighborhood, rape-prevention classes, and so on). Street-honed mages might also use such tactics as tools to focus ugly “coincidences,” especially ones using Entropy, Life, Mind, and (when the Sphere increases kinetic momentum) Forces.
• 致盲:战斗者抓敌人眼睛、朝他脸上扔东西、用化学品喷他或用类似攻击,使其失明。若她成功,每个成功数让敌人失明1回合,骰池失去2骰,直到他恢复。
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• Blinding: Scratching an enemy’s eyes, throwing dirt in his face, spraying him with chemicals or using some similar attack, the brawler tries to render her opponent sightless. If she succeeds, the enemy gets blinded for one turn per success and loses two dice from his dice pools until he recovers.
这种攻击常不会造成持久伤害。但在叙事人选择下,真正狠毒的攻击(用生命魔法长出的爪子挖、用酸液淋他等)可能除致盲还会造成1或2健康等级致命伤害。5+成功可能完全摧毁眼睛… 而且虽然生命魔法能治愈此类创伤,但涉及的法术破则——除非治疗者用急救包、冷水或其它巧合方法修复失明。
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This attack doesn’t normally inflict lasting damage. At the Storyteller’s option, however, a truly vicious strike (gouging with Life-grown claws, showering him with acid, etc.) might inflict a health level or two of lethal damage in addition to the blindness. Five successes or more might destroy the eyes completely... and although Life magick can heal such injuries, there’s vulgar spellcasting involved unless the healer uses a First Aid pack, cool water, or some other method of coincidentally fixing blindness.
投掷:敏捷+托辞
难度:9
伤害:特殊
动作:1 » Click to show Spoiler - click again to hide... «
Roll: Dexterity + Subterfuge
Difficulty: 9
Damage: Special
Actions: 1
• 抱摔:强壮的战斗者能将他的敌人举过头顶,再用蛮力和动力将各种重要内脏打爆。
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• Body Slam: Lifting his opponent up over his head, a strong fighter can use brute strength and momentum to burst various important innards.
此技巧需1次成功的擒拿攻击。若敌人不能在那回合内挣脱,格斗者能用自己的下1个动作来把敌人扔到最近最痛的表面。这冲击常造成冲击伤害;但若表面正好尖锐、带刺或极热,此类创伤可是致命。
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This maneuver requires a successful grappling attack. If the enemy can’t break free within that turn, the brawler can use his next action to slam his foe into the nearest and most painful surface. The impact typically inflicts bashing damage; if the surface happens to be sharp, spiked, or incredibly hot, however, such injuries might be lethal instead.
投掷:敏捷+肉搏/冲或致
难度:6
伤害:力量+2
动作:2 » Click to show Spoiler - click again to hide... «
Roll: Dexterity + Brawl/B or L
Difficulty: 6
Damage: Strength +2
Actions: 2
• 践踏:一个重组人脸的丑恶方法是把它靠在路边或其它坚硬表面(有时张着嘴以有额外效果),然后踢或踩后脑勺。这种事是获得谋杀未遂指控的绝好办法… 或可能坚持的一级谋杀指控!
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• Curbstomp: An ugly way of rearranging someone’s face involves propping said face against a curb or other hard surface (sometimes with the mouth open, for extra effect) and then kicking or stomping down on the back of his head. This sort of thing is a great way to score an Attempted Murder rap... or a Murder One charge that’s likely to stick!
踩踏攻击需1个被击晕或无法移动的目标,以及将他脸就位的1回合。之后格斗者踩踏和物理学会做剩下的事。攻击者为攻击投力量。此攻击造成致命伤害,依叙事人可能有持久而可怕的创伤(牙齿断裂、下巴破碎、面部毁容等)。
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A curbstomp attack requires a stunned or immobilized target, plus one turn to place his face into position. After that, the brawler stomps and physics does the rest. The attacker rolls his Strength for the attack. This assault inflicts lethal damage and may inflict lasting and horrific injuries (broken teeth, shattered jaw, ruined face, etc.) at the Storyteller’s discretion.
投掷:力量+肉搏
难度:6
伤害:力量+2/致
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Roll: Strength + Brawl
Difficulty: 6
Damage: Strength +2/L
Actions: 2
• 重击:格斗者像现实的大力水手,上前,发现开口,全力打出粉碎下巴的一击。若她成功,这一击常将敌人击退1码左右——除非他投力量(难度8)来抵抗影响;若他大失败,倒地。
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• Haymaker: Making like a real-life Popeye the Sailor, the brawler winds up, spots an opening, and hurls everything she has into a jaw-cracking punch. If she’s successful, this blow typically knocks the opponent back a yard or so unless he makes a Strength roll (difficulty 8) to resist its effects; if he botches that roll, he hits the ground.
投掷:敏捷+肉搏
伤害:力量+2/冲
难度:7
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Roll: Dexterity + Brawl
Damage: Strength +2/B
Difficulty: 7
Actions: 1
• 头部撞击:攻击者在近身互抱的情况下能用自己的头撞敌人的脸或胃。这招明显只在双方都处于对方头部可及范围内时才能用——攻击的主要优点来自出其不意,因为嘴里突然出现厚厚的头颅。
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• Head Butt: In a close-clinch situation, the attacker can smash her head into the face or stomach of an opponent. Obviously, this move works only when both antagonists are within head’s reach of one another – the attack’s main benefit comes from surprise, backed up by a sudden thick skull in the teeth.
除非攻击者有长角头部、带刺头盔、钢铁头颅或其它致命装备,否则头部撞击造成冲击伤害。但若目标吸收所有伤害,攻击者被击晕1回合。任何蠢到头部撞击赛博格或其它坚硬敌人的人都遭受她本应造成的伤害,并也被击晕1回合(有关击晕的规则,请看上文的
目盲、击倒、无法移动或击晕)。
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Unless the attacker has a horned head, spiked helmet, steel skull, or other lethal implement, the head butt inflicts bashing damage. If the target soaks all of that damage, however, then the attacker is stunned for one turn. Anyone stupid enough to head butt a cyborg or other unyielding opponent suffers the damage she would have inflicted and gets stunned for a turn as well. (For rules about being stunned, see Blinded, Knocked Down, Immobilized, or Stunned, above.)
投掷:敏捷+肉搏
难度:6
伤害:力量+1/冲
动作:1 » Click to show Spoiler - click again to hide... «
Roll: Dexterity + Brawl
Difficulty: 6
Damage: Strength +1/B
Actions: 1
• 捅枪:攻击者将枪械直接堵入敌人身体,炸出一个相当大的洞。这招危险而混乱,迫使攻击者尽可能靠近。1次成功投掷进入敌人范围内。因为枪是徒手用,该技巧用肉搏而非枪械。只有手枪能这么干,而结果… 很恶心。
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• Jab Pistol: Jamming a firearm directly into his opponent’s body, the attacker blasts a rather large hole in her. Risky and messy, this move forces the attacker to get as up close and personal as it’s possible to get. A successful roll gets inside the opponent’s reach. Because the gun’s being used hand-to-hand, the maneuver employs Brawl instead of Firearms. Only pistols can be used this way, and the results are... disgusting.
投掷:敏捷+肉搏
难度:6
伤害:枪械的+2
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Roll: Dexterity + Brawl
Difficulty: 6
Damage: As per firearm +2
Actions: 1
• 低击:格斗者为击倒对手,瞄准某个位置击打——肾脏、隔膜、私处等——必定伤害巨大。
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• Low Blow: Going for the takedown, a brawler aims a shot at some location – kidneys, septum, genitals, etc. – that’s sure to hurt a lot.
若我们格斗者的攻击骰成功,她的目标就会晕倒(吸收后仍有的健康等级伤害)个回合。他可尝试投耐力(难度8)来摆脱,但除非成功,否则会在剧痛中彻底倒下。此类创伤常涉及冲击伤害。但用爪、牙、剑或强化压毁力打出的低位打击是致命。
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If our brawler assailant makes a successful attack roll, her target winds up stunned for one turn for each health level inflicted after the soak roll. He can try to shrug it off with a Stamina roll (difficulty 8), but unless he manages to do so, he’s down for the count in agonizing pain. Normally, this trauma involves bashing damage. Low blows struck with claws, teeth, blades, or enhanced crushing force, however, are lethal.
投掷:敏捷+肉搏
伤害:力量+击晕/冲或致
难度:7
动作:1 » Click to show Spoiler - click again to hide... «
Roll: Dexterity + Brawl
Damage: Strength + Stun/B or L
Difficulty: 7
Actions: 1
• 柄击:格斗者伤上加伤,用枪或其它小、硬、重的物品——铁棍、啤酒杯、笔记本电脑等,击打敌人头或面部。此击打造成致命伤害,且若敌人投耐力(难度8)失败,她被击晕1回合… 大失败为2回合。现实中,这种击打能摧毁人的颅骨;它还可覆盖1个基于生命的效应,让敌人倒下… 可能——也许是永远——睡去。
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• Pistol Whip: Adding emphasis to injury, the brawler cracks his opponent across the head or face with a gun or other small, hard, heavy object – a crowbar, brew mug, laptop, etc. This blow inflicts lethal damage and may stun the opponent for one turn if she fails a Stamina roll (difficulty 8)... and for two turns if she botches that roll. In real life, this sort of thing can bust a person’s skull; with magick, it can cover for a Life-based Effect that puts the enemy down for the count... maybe to sleep, perhaps forever.
投掷:敏捷+白刃
伤害:力量+2/致
难度:7
动作:1 » Click to show Spoiler - click again to hide... «
Roll: Dexterity + Melee
Damage: Strength +2/L
Difficulty: 7
Actions: 1
Posted by: Lord Ex 2023-02-11, 20:30
武术
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人们自古以来都在愚蠢地互相殴打。但在过去几十年里,数百种武术技法得到了精炼与普及。直到最近,曾一直是精英战士秘艺的技能已成为几乎所有人的运动、消遣和自卫手段。虽然普通人格斗时只是乱打,但高超武术家的战斗远比那高效。
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People have been beating each other senseless since the dawn of time. These last few decades, though, have witnessed the refinement and popularity of hundreds of martial art disciplines. Skills that had been, until recently, the secret arts of elite warriors have since become sports, pastimes, and self-defense techniques for almost everyone. And though the average person is merely brawling when he opens up the Whup-Ass canister, a skilled martial artist fights far more effectively than that.
法师缺少血族和其它夜裔的爪和牙,在严肃战斗中需依赖武器和武术。由于觉醒者严谨好奇的天性,他们往往成为格斗艺术的优等生… 这些艺术在很多层面都是魔法所涉及的心智纪律的体能反映。某些法师——尤其是黑衣人、善终杀手、狡猾巫师和道上的女巫——甚至以武术技能聚焦他们的秘艺,将气之能量和身体状态作为其魔法技法的工具。虽然空明秘艺道比典型武术还精炼强大得多——因此在下面详述——但空明修会不是唯一通过精心瞄准的拳头来聚焦魔法的法师
(请看第580-581页的第十章描述的武术技法)。
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Lacking the claws and teeth of vampires and other Night-Folk, mages must rely upon weapons and martial arts in a serious fight. And given their disciplined and inquisitive natures, the Awakened often make excellent pupils for the fighting arts... arts that are, on many levels, physical reflections of the mental disciplines involved in magick. Certain mages – especially Black Suits, Thanatoic killers, crafty wizards, and street-savvy witches – even focus their mystic Arts through martial skills, utilizing chi energy and physical conditioning as tools for their arcane practices. Although the Akashic Art of Do is far more refined and potent than typical martial arts – and is therefore detailed below – the Akashayana aren’t the only mages who focus magick through a well-aimed punch. (See the Martial Arts practice described in Chapter Ten, pp. 580-581).
柔与刚» Click to show Spoiler - click again to hide... «
一些研习者将武术流派分为“柔”和“刚”:刚拳强调直接动作、进攻姿态、主动攻击和鲜明防御,而柔拳聚焦规避、流畅动作、误导和基于动力的技巧,用攻击者的能量对抗他自己。一派击打;一派流动。
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Some practitioners describe “soft” and “hard” approaches to the martial arts: hard styles emphasize direct actions, aggressive stances, thrusting attacks, and sharp defenses, whereas soft styles focus on avoidance, fluid movements, misdirection, and momentum-based techniques that use an attacker’s energy against him. One approach strikes; the other flows.
许多研习——尤其从各种研习中提取元素的混合武术——两种元素皆有。然而某些研习具有明显的刚拳成分(空手道、赛法斗、虎拳等),而其它在哲学和实践上都侧重于柔拳技法(合气道、咏春、柔道等)。正如以下一些条目所指出的,某些技巧在一派下比另一派更有效。
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Many practices feature both elements, especially within mixed martial arts that take elements from various practices. Certain practices, however, have distinctly hard components (karate, savate, tiger-style, etc.), and others focus on a soft approach in terms of both philosophy and practice (aikido, wing chun, judo, and so forth). As some of the entries below point out, certain techniques work better with one style than they do with another.
绝大多数研习远远超出了战斗技巧。如
运动、杂技、冥想和
秘传(具有如草药学、瑜伽、炼体、中国或阿育吠陀医学及各种哲学的专长)的额外技能,是许多武术基本训练的一部分。游戏上,一个角色应在此类技能上有几点,反映身体训练和技艺的精神及哲学基础。相关建议请看下面
道部分的边栏
道门八艺。
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Most disciplines go far beyond combat maneuvers. Additional Abilities like Athletics, Acrobatics, Meditation, and Esoterica (with specialties like Herbalism, Yoga, Body Control, Chinese or Ayurvedic Medicine, and various philosophies) are part of the essential training for many martial arts. Game-wise, a character should have several dots in such Abilities, reflecting both the physical training and the spiritual and philosophical basis of the art. For suggestions, see the Eight Limbs of Expertise sidebar in the Do section below.
以下技巧能被任何在武术技能上有几点的玩家所使用。武术上的每点能选2个武术技巧。某些高级技巧需
最低技能;只有在相应技能中有相应点数的角色才能使用这些技巧。
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The following maneuvers can be used by any character with a few dots in the Martial Arts Skill. For each dot in Martial Arts, you can choose two martial arts maneuvers. Certain advanced maneuvers demand a Minimum Ability; only characters with the appropriate dots in the appropriate Abilities may employ this maneuver.
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可选规则:醉拳» Click to show Spoiler - click again to hide... «
Optional Rule: Drunken Style
善于观察的武术家模仿醉酒对猴子和其它灵长类(如人)的影响,意识到反应不清格斗者不可预测的本性。他们通过学会进入半催眠的醉酒心智,或训练成非常规地攻击,形成了一种极难理解的流派… 因此也极难防御。
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Aping the effects of intoxication on monkeys and other primates (like people), watchful martial artists recognized the unpredictable nature of a blurry-reflexed fighter. By learning to enter semi-trance drunken mind states, or by training to attack off-beat, these martial artists formulated a style that’s incredibly hard to read... and thus, incredibly hard to defend against.
以下
可选规则允许研习醉拳(或空明圈子里的
破坏节奏派(
译注:现实中为李小龙开创的一种流派))采用这种不可预测的形式。他摆出懒散的醉汉姿态(请看成龙的
醉拳系列),摆动、摇晃并滚动。武术家在赢得先手的任何回合中,做出任何攻击的难度+2,但任何试图格挡、闪躲、卸武或以其它方式反制这些攻击的角色的难度+3。然而这些优势并不适用于他失去先手的回合。
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The following optional rule allows a practitioner of a drunken style (or, in Akashic circles, the Broken Rhythm School) to adopt this unpredictable form. Assuming the lolling drunken stance (see Jackie Chan’s Drunken Master films), he bobs, weaves, and rolls. In any turn in which he wins initiative, that martial artist adds +2 to the difficulty of any attack he makes, but he also adds +3 to the difficulty of any character who tries to block, dodge, disarm or otherwise counter those attacks. These advantages, however, do not apply in turns during which he loses initiative.
战斗中用时间领域感知的防御者能反制此优势,照常躲避和防御;然而用心灵读心者无法这么做,因为连武术家自己都不清楚他下一步会做什么。
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A defender who’s using Time Sphere perceptions during the fight can counter this advantage, dodging and defending normally; a Mind reader, however, cannot do so because not even the martial artist himself knows exactly what he’s going to do next.
战斗者用醉拳武术时不一定要喝醉。然而为使用此选项,武术家
须在武术或道上至少有3,且须有
醉拳或
破碎节奏派专长。普通格斗者——无论喝醉与否——都无法有效使用此武术。
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The fighter doesn’t have to be drunk when using drunken style martial arts. In order to employ this option, however, the martial artist must have at least three dots in either Martial Arts or Do, and must take a specialty in either Drunken Style or Broken Rhythm School. Normal fighters – drunk or sober – cannot use such techniques effectively.
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Martial Arts as a Magickal Focus
此节有普通武术的效果。为将此类技艺作为焦点,请再看
第十章技法:焦点形态下的
武术条目和上文的
魔法与暴力条目。
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This section represents the effects of normal martial arts. To employ such arts as a focus, again see the Martial Arts entry under Practice: The Shape of Focus in Chapter Ten and the Magick and Violence entry earlier in the combat rules section.
正如
第六章可选规则:最低技能(请看第276页)所指出的那样,一个武术家法师,通过武术技巧使用的最高领域的点数,应等同她武术(若她用道,就是道)的点数。一个新手空手道家无论是不是法师,都不应能以她几乎不懂的技艺引导毁灭性的法术效应。
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As noted in the Chapter Six entry Optional Rule: Minimum Abilities (see p. 276), a martial artist mage should have at least one dot in Martial Arts (or Do, if she uses Do) for every dot in the highest Sphere she uses through her martial arts techniques. Mage or no mage, a budding karateka should not be able to channel devastating magickal Effects through an art she barely understands.
• 当身投:武术家用攻击者的动力对抗他自己,将其扔到最近的墙壁… 或地面… 或更糟。这是一种仍很有效的基础柔拳技巧。当武术家被攻击时,投对抗,敏捷+武术对攻击者的敏捷+肉搏、白刃或武术(取决于敌人用来攻击的技能)。若你投出的成功比攻击者多,那么你避开攻击,且可——立刻并无需分割骰池——尝试
投掷他(如下)。若你投掷失败,仍避开攻击。
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• Counter Throw: Directing an attacker’s momentum against him, the martial artist sends him flying into the nearest wall... or the ground... or worse. A basic soft-style maneuver, this remains an effective technique. When the martial artist is attacked, make a resisted roll of Dexterity + Martial Arts against the attacker’s Dexterity + Brawl, Melee, or Martial Arts (depending on the Ability that the opponent is using to attack). If you score more successes than your attacker does, then you deflect the attack and may – immediately and without having to divide up your dice pool – try to throw him (as below). If you fail the throw, you still sidestep his attack.
最低技能:武术1,运动1(柔拳)
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Minimum Ability: Martial Arts 1, Athletics 1 (soft style)
投掷:敏捷+武术
难度:6
伤害:同投技
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Roll: Dexterity + Martial Arts
Difficulty: 6
Damage: As Throw
Actions: 1
• 死亡击打:攻击者将坚硬的手瞄准器官、关节或其它致残部位,对目标传导毁灭性力量。此攻击造成致命伤害。
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• Death Strike: Aiming a rigid hand at an organ, joint, or other incapacitating location, the attacker directs devastating force at that target. This strike inflicts lethal damage.
最低技能:武术3(刚拳)
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Minimum Ability: Martial Arts 3 (hard style)
投掷:敏捷+武术
难度:5
伤害:力量+2/致
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Roll: Dexterity + Martial Arts
Difficulty: 5
Damage: Strength +2/L
Actions: 1
• 斗转星移:武术家能躲避敌人击打,改变其力量方向来对抗她自己。游戏上,防御者投
阶段2:防御的敏捷+武术。每个成功减去攻击者骰的1成功。若防御者的成功比攻击者多,那么后者须投敏捷(难度8),否则掉在地上(或砸向附近表面),遭受(自身力量)个冲击伤害。
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• Deflecting Block: Evading an attacker’s blow, the martial artist redirects the attacker’s force against her. In game terms, the defender rolls Dexterity + Martial Arts in Phase Two: Defense. Each success subtracts one success from the attacker’s roll. If the defender scores more successes than his attacker, then the attacker must roll Dexterity (difficulty 8) or else fall to the ground (or smash into a nearby surface), taking her own Strength in bashing damage.
最低技能:武术2(柔拳)、运动或杂技2
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Minimum Ability: Martial Arts 2 (soft style), Athletics or Acrobatics 2
投掷:敏捷+武术
伤害:攻击者力量/冲
难度:6
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Roll: Dexterity + Martial Arts
Damage: Attacker’s Strength/B
Difficulty: 6
Actions: 1
• 神龙摆尾:将敌人击倒在地的扫堂腿。游戏上此效果似投技,但武术家无需先抓住敌人。
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• Dragon Tail Sweep: A spinning leg sweep that knocks an opponent sprawling. In game terms, the effects work like a throw, but the martial artist doesn’t need to grab her opponent first.
最低技能:武术1(刚拳)、运动或杂技1
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Minimum Ability: Martial Arts 1 (hard style), Athletics or Acrobatics 1
投掷:敏捷+武术
难度:8
伤害:敌人力量/冲
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Roll: Dexterity + Martial Arts
Difficulty: 8
Damage: Opponent’s Strength/B
Actions: 1
• 铁肘/膝大枪:以肘部或膝盖骨进行快、狠的击打,常在近距对准弱点。
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• Elbow/ Knee Strike: A quick, brutal blow with an elbow or kneecap, usually directed at a vulnerable spot at close range.
最低技能:武术1(任意流派)
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Minimum Ability: Martial Arts 1 (any style)
投掷:敏捷+武术
难度:5
伤害:力量+1/冲
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Roll: Dexterity + Martial Arts
Difficulty: 5
Damage: Strength +1/B
Actions: 1
• 飞踢:武术家跳到空中,将体重和动力结合,形成强力击打。
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• Flying Kick: Leaping through the air, the martial artist combines her body weight and momentum into a powerful blow.
最低技能:武术1(刚拳)、运动或杂技1
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Minimum Ability: Martial Arts 1 (hard style), Athletics or Acrobatics 1
投掷:敏捷+武术
难度:7
伤害:力量+2/冲
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Roll: Dexterity + Martial Arts
Difficulty: 7
Damage: Strength +2/B
Actions: 1
• 刚击/柔击:基础的战斗拳法,比野蛮拳击更有技巧。刚拳版要紧握拳头或坚硬手指(虎爪技巧),而柔版常绊倒敌人,或以其它方式用其自身力量伤害他。
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• Hard Strike/ Soft Strike: Here’s a basic combat blow, focused with more skill than a wild punch. The hard variant involves a clenched fist or rigid fingers (the Tiger Claw technique), whereas a soft blow typically involves tripping the opponent or otherwise using his own force to hurt him.
最低技能:武术1(任意流派)
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Minimum Ability: Martial Arts 1 (any style)
投掷:敏捷+武术
难度:刚5/柔6
伤害:力量+1/冲
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Roll: Dexterity + Martial Arts
Difficulty: hard 5/ soft 6
Damage: Strength +1/B
Actions: 1
• 关节锁:武术家擒拿住敌人,对关节和压力点施压。若他选择对点施压,便能脱臼或破坏肢体、关节甚至可能是脖子。
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• Joint Lock: Having already grappled his opponent, the martial artist applies pressure to joints and pressure points. If he chooses to exert force against that spot, he can dislocate or break limbs, joints, or possibly even the neck.
玩家投敏捷+武术来擒拿敌人(请看上文的
擒拿),然后立刻(不在攻击间分割骰池)投敏捷+武术造成伤害。每个成功造成1健康等级致命伤害。
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The player rolls Dexterity + Martial Arts to grapple his opponent (see Grapple, above), then may immediately (without dividing his dice pool between attacks) roll Dexterity + Martial Arts to inflict damage. Each success rolled inflicts one health level’s worth of lethal injury.
最低技能:武术2(任意流派)、运动或杂技2
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Minimum Ability: Martial Arts 2 (any style), Athletics or Acrobatics 2
投掷:敏捷+武术
难度:5
伤害:成功数/致
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Roll: Dexterity + Martial Arts
Difficulty: 5
Damage: Successes/L
Actions: 1
• 击打神经/压力点:武术家瞄准关键位置,精确导向力量对付它。若攻击者投出至少3成功来击中敌人,那么敌人须投耐力(难度8),否则下1回合被击晕。大失败则晕3回合。
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• Nerve/ Pressure Point Strike: Targeting a vital location, the martial artist directs precision force against it. If the attacker scores at least three successes to hit his opponent, then the opponent must make a Stamina roll (difficulty 8) or else be stunned on the next turn. A botch on that roll stuns her for three turns instead.
最低技能:武术3(任意流派)
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Minimum Ability: Martial Arts 3 (any style)
投掷:敏捷+武术
难度:7
伤害:力量+3/冲
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Roll: Dexterity + Martial Arts
Difficulty: 7
Damage: Strength +3/B
Actions: 1
• 蛇步:我们的武术家避开了击打,巧妙绕开了远近攻击。他自然得先看见其来临。此技巧同闪躲,有3骰加成,敏捷+武术做骰池。
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• Snake Step: Shifting away from the blow, our martial artist deftly sidesteps a close or ranged attack. Naturally, he must be able to see it coming first. This maneuver acts as a dodge, with a thee-dice bonus and Dexterity + Martial Arts as the dice pool involved.
最低技能:武术1(任意流派),运动或杂技1
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Minimum Ability: Martial Arts 1 (any style), Athletics or Acrobatics 1
投掷:敏捷+武术
伤害:不可用
难度:刚拳6/柔拳5
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Roll: Dexterity + Martial Arts
Damage: N/A
Difficulty: hard 6/soft 5
Actions: 1
• 弹腿:武术家将她的能量集中于一个简单而强力的踢腿上,将其下半身的力量导入击打。
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• Snap Kick: Focusing her energy on a simple yet effective kick, the martial artist directs her lower body strength into the blow.
最低技能:武术1(刚拳)
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Minimum Ability: Martial Arts 1 (hard style)
投掷:敏捷+武术
难度:5
伤害:力量+1/冲
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Roll: Dexterity + Martial Arts
Difficulty: 5
Damage: Strength +1/B
Actions: 1
• 回旋踢:我们的武术家旋转,向他的目标狠狠踢去。
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• Spinning Kick: Our martial artist spins around and plants a solid kick into the object of his attention.
最低技能:武术2(刚拳),运动或杂技2
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Minimum Ability: Martial Arts 2 (hard style), Athletics or Acrobatics 2
投掷:敏捷+武术
伤害:力量+3/冲
难度:6
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Roll: Dexterity + Martial Arts
Damage: Strength +3/B
Difficulty: 6
Actions: 1
• 投技:已擒拿住敌人(或使用了上文
当身投)的武术家能将其猛扔到就近表面。游戏上攻击者需有大于等于敌人敏捷的敏捷+武术骰池。武术家能以成功投掷将敌人扔出(攻击骰成功)码。
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• Throw: Having grappled her opponent (or used a counter throw, above), the martial artist slams him into a convenient surface. In game terms, the attacker needs a Dexterity + Martial Arts dice pool equal to, or higher than, her opponent’s Dexterity. With a successful roll, the martial artist can throw her opponent up to one yard for each success she scores on her attack roll.
她只要在位置上能直射,就能选择敌人在哪儿落地。落地时承受力量个伤害。若他被扔出时正冲向她,撞击前每多冲10尺另多1骰伤害(上限10)。
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So long as she’s got a straight shot at the location, she can choose where her opponent lands. When he lands, he takes damage based on her strength. If he’d been charging her at the time he was thrown, the impact also inflicts an additional +1 die for every 10 feet he’d been traveling at the time (+10 dice maximum).
若撞击造成伤害(吸收后)多于3健康等级,敌人须投耐力(难度8),否则被击晕1回合。
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If the impact inflicts more than three health levels in damage (after soaking), the opponent must make a Stamina roll (difficulty 8) or else be stunned for one turn.
若武术家把1个敌人扔到另1个上,飞翔的敌人造成(其耐力)骰冲击伤害,若此时1或2个敌人都在移动,那么因动力和撞击再加1骰(例如一个在被扔出前跑了20尺的耐力3坏蛋,会对他的同伴造成5骰冲击伤害)。把1个敌人扔到另1个上的投掷难度+2,但的确是一石二鸟。
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Should the martial artist throw one opponent into another one, the flying enemy inflicts one die bashing damage for each point of Stamina he has, plus one additional die for the momentum and impact if one or both of the opponents were moving at the time. (A Stamina 3 bad guy, for example, who’d just run 20 feet before being thrown would inflict five dice of bashing damage on his buddy.) Throwing one opponent into another one adds +2 to the roll’s difficulty for that throw, but it does indeed smash two birds with one throw.
最低技能:武术(任意流派)2
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Minimum Ability: Martial Arts (any style) 2
投掷:敏捷+武术
难度:刚拳7/柔拳6
伤害:力量+行动/冲
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Roll: Dexterity + Martial Arts
Difficulty: hard 7/ soft 6
Damage: Strength + movement/B
Actions: 1
• 雷鸣破:毁灭性的飞踢。武术家跳到空中,将气和质量集中在一次击打上,它强大到足以立刻结束绝大多数战斗。游戏上每个成功给伤害多加1骰。然而每5回合只能用1次,因为它需要极高专注和打击力度。
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• Thunder Kick: A devastating flying kick. Hurling himself through the air, the martial artist focuses his chi and mass into a strike potent enough to end most fights immediately. In game terms, each success adds one additional die to the kick’s damage. A character cannot use the Thunder Kick more than once every five turns, however, as it demands intense focus and commitment to the blow.
最低技能:武术(任意流派)3,运动或杂技2
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Minimum Ability: Martial Arts (hard style) 3, Athletics or Acrobatics 2
投掷:敏捷+武术
难度:7
伤害:力量+3+成功数/冲
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Roll: Dexterity + Martial Arts
Difficulty: 7
Damage: Strength +3 + successes/B
Actions: 1
• 生死击打:对器官或关节的致命击打,造成致命伤害。
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• Vital Strike: A sharp-handed blow to an organ or joint inflicts lethal injury.
最低技能:武术(任意流派)2
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Minimum Ability: Martial Arts (hard style) 2
投掷:敏捷+武术
难度:7
伤害:力量/致
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Roll: Dexterity + Martial Arts
Difficulty: 7
Damage: Strength/L
Actions: 1
• 空手入白刃:武术家以令敌人痛苦的方式抓住她,造成伤害并卸其武。武术家要从敌人手上取走武器,需投出至少3成功;5成功不仅取走,还能在下回合自用。
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• Withering Grasp: Grabbing his foe in a painful hold, the martial artist inflicts damage and may disarm her as well. To get the weapon from an enemy’s hand, the martial artist must score at least three successes; with five successes, he can take it away from her and use it himself in a following turn.
最低技能:武术(柔拳)3
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Minimum Ability: Martial Arts (soft style) 3
投掷:敏捷+武术
伤害:力量/冲
难度:7
动作:1» Click to show Spoiler - click again to hide... «
Roll: Dexterity + Martial Arts
Damage: Strength/B
Difficulty: 7
Actions: 1
Posted by: Lord Ex 2023-02-11, 20:31
除边栏鬼龙拳外的道内容请看https://www.goddessfantasy.net/bbs/index.php?topic=96580.0
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鬼龙拳:龙魂功» Click to show Spoiler - click again to hide... «
Kuei Lung Chuan: Dragon Spirit Kung Fu
龙魂功作为巫龙虎派的秘传,特点是宽大、强悍的动作,结合了虎之愤怒和龙之优雅。游戏上,鬼龙拳为刚拳,炫目壮观,鼓励对生活与战争充满热情。
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The secret discipline of the Wu Lung Tiger School, Dragon Spirit Kung Fu features broad, powerful movements that combine the fury of a tiger with the grace of a dragon. In game terms, Kuei Lung Chuan is a hard style, flashy and grandiose, that encourages a passionate approach to life and war.
为反映鬼龙拳,来自巫龙——也仅限巫龙!——的角色可选择此形式的武术专长。角色和往常一样,武术特质每有1点能学最多2个技巧,杂技和白刃也会有几点。龙魂拳专注几种武器:中国剑、矛、杖和太极扇。一个虎派武术家能在白刃上选择鬼龙拳专长,投掷此技能出的10算作2而非1成功。杂技上同样的专长,能让武术家在于杂技行为上使用虎派训练时,获得这些额外成功。这些优势一同反映了龙魂功的宽泛研习。
(详见第274页第六章的专长)» Click to show Spoiler - click again to hide... «
To reflect Kuei Lung Chuan, a character from the Wu Lung – and only from the Wu Lung! – may take a Martial Arts specialty in this form. As usual, that character can learn up to two maneuvers for each dot in the Martial Arts Trait and will have several dots in Acrobatics and Melee as well. The Spirit Dragon style concentrates on several weapons: the jian sword, the spear, the staff, and the war fan. A Tiger School martial artist can take a Kuei Lung Chuan specialty in Melee to count every 10 rolled with that Ability as two successes, not just one. Taking the same specialty in Acrobatics allows the martial artist to get those extra successes while employing his Tiger School training in his acrobatic feats. Together, these advantages reflect the grand discipline of Spirit Dragon Kung Fu. (For details, see Specialties in Chapter Six, p. 274.)
鬼龙拳强调特定技法。被虎派训练的角色会有至少2种以下技巧,外加他决定学习的任何其它攻击,而上层研习者会习得这些技巧的绝大多数——若非全部:
死亡击打、神龙摆尾、刚击、蛇步、雷鸣破和
空手入白刃。巫龙当然也常用秘传功夫做施法焦点。
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Kuei Lung Chuan emphasizes certain techniques. A character trained by the Tiger School will have at least two of the following maneuvers in addition to whichever other attacks he decides to learn, and upper-level devotees will have most, if not all, of these techniques: Death Strike, Dragon Tail Sweep, Hard Strike, Snake Step, Thunder Kick, and Withering Grasp. The Dragon Wizards, of course, often use their secret kung fu art as a mystic focus, too.
Posted by: Lord Ex 2023-02-11, 20:34
魔法决斗
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当盟友法师需要解决普通战斗无法解决的争端时。虽然非致命决斗、摔跤比赛、比武竞技等历史悠久的仪式在某些团体仍流行,但法师——尤其有神秘背景者——在决斗手段上更偏爱秘艺而非武力。
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When allied mages need to hash out a dispute, normal combat will not do. Although the time-honored rituals of non-fatal dueling, wrestling matches, martial arts sparring contests, and so on remain popular in certain groups, mages – especially ones from a mystic background prefer Arts over force when it comes to dueling techniques.
比赛» Click to show Spoiler - click again to hide... «
当优雅地展示优势似乎足以解决争端时,双方可以开展1次比赛。选择战场,比拼技能,找出谁是更棒的法师。这取决于团体、争端和对手,可采取多种形式之一。在此有几种建议:
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When a graceful display of superiority seems sufficient to resolve a dispute, the antagonists could share a contest. Pitting their skills against one another, these rivals choose a field of battle to find out which is the better mage. Depending on the group, dispute, and antagonists in question, this could take one of a number of forms. Here are a few suggestions:
• 象棋比赛
• 谜语比赛
• 速度比赛(徒步、载具或用如飞行或传送等魔法方法)
• 羞辱或吹牛比赛
• 理论争论或一些类似辩论(在以太之子、赫耳墨斯、天国颂歌、智冕会、先祖原人和其它理性组织中流行)。
• 身体力量、敏捷、耐久或试胆挑战(在女巫、萨满、混混和武术家中流行)。
• 意志交锋(在偏爱心智或精魂修炼的法师中普遍存在)
• 体育比赛(几乎任何人)
• 发明比赛(科技法师最爱)
• 寻宝游戏
• 黑道追杀
• 变形比赛
• 收购比赛(辛迪加推销员喜欢)
• 放荡比赛
• 乐队比赛
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• A chess match
• A riddle contest
• An insult contest or bragging competition
• A race (either on foot, in vehicles, or through magickal methods like flight or teleportation)
• A juried argument of theories or some similar debate (popular among Etherites, Hermetics, Choristers, Solificati, Progenitors, and other cerebral sects)
• A challenge of physical might, agility, endurance, or fearlessness (favored among witches, shamans, street-folks, and martial artists)
• A psychic clash of wills (especially prevalent among mages who favor mental and spiritual discipline)
• Sports matches (pretty much anyone)
• Invention contests (a technomancer favorite)
• Scavenger hunts
• Crime sprees
• Shape-changing rivalries
• Acquisition contests (Syndicate reps love this one)
• Debauchery dares
• Battles of the bands
所有这些比赛都通过富有想象的扮演和本章开头附近的
戏剧行为表上的一些投掷来进行。社交、体能和艺术与科学行为最适合这种事,投掷基于决斗者同意作为战场的行动。这些行为常由持续骰(像在比赛一样,看谁先有最多成功)或持续及对抗骰(像在游戏或肉体对抗一样,看谁的技能和幸运胜出)决定。
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All of these contests play out through a combination of imaginative roleplaying and a few rolls off the Dramatic Feats chart near the beginning of this chapter. Social, physical, and art-and-science feats work best for this sort of thing, with the rolls based on the tasks that the duelists agree upon as a field of battle. Those feats tend to be decided by either extended rolls (to see who gets the most successes first, as in a race) or extended and resisted rolls (to see whose skill and luck prevails, as in games or physical confrontations).
竞争者在任何比赛中都要事先商定赌注,一旦出胜负,输赢双方了结恩怨。然而每一方都可能会挑选几个目击者和相关助手,确保公平和正式地解决可能有的作弊。
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In any contest, the disputants agree upon stakes beforehand, with the winner and loser settling their grudge once the contest has been won. Meanwhile, each side will probably pick out several witnesses and associated seconds to assure a fair and official resolution with – one hopes – a minimum of cheating.
磨难» Click to show Spoiler - click again to hide... «
古代习俗让双方敢于通过磨难般的考验来解决争端:都要承受痛苦经历,先放弃的失败。手拿烧红的铁;承受酷暑或严寒;不戴潜水设备从深水取回物品;承受双方同意的酷刑或身体改造而不喊叫;让自己和野兽、昆虫或精魂对抗… 所有这些和其它许多磨难都在各种文化中有荣誉地位。虽然现代法师常认为他们自己太过文明(读作:胆小)而不愿接受此类挑战,但珍惜身心活力的行愿者——萨满、女巫、极限运动者、武术家、欢喜宗、善终者和其他尊重部落文化者——欣然应对这种磨难。
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Ancient customs dared rivals to settle their disputes through trial by ordeal: both rivals undertake a painful experience, and the one who gives up first loses the dispute. Handling hot irons; enduring intense heat or cold; retrieving objects from deep underwater without diving gear; suffering consensual torture or body modification without crying out; pitting one’s self against wild animals, insects, or spirits... all these ordeals, and many others, have places of honor in various cultures. And though modern mages often consider themselves too civilized (read: chicken) to submit to such challenges, willworkers who cherish physical and spiritual vitality – shamans, witches, extreme athletes, martial artists, Ecstatics, Thanatoics, and other people who venerate tribal cultures – tackle such ordeals gladly.
游戏上,玩家要再利用
戏剧行为表,这次倾向用
体能行为表。
抗性于此真正发挥了作用,因为它反映了角色承受痛苦和疲劳的能力。同样使用持续骰… 若决斗者正对另一方造成磨难,用持续和对抗骰。叙事人也可要求意志点骰——尤其在包括面对个人恐惧或可怕死亡的勇气的磨难上。
环境危害一节描述了不幸境况和地形的影响。无论磨难细节,决斗双方也都可能受伤… 也许冲击,常是致命,甚至可能恶性。当挑战得到解决时,决斗者可能需要大量治疗、恢复或两者皆有。
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In game terms, the players again utilize the Dramatic Feats chart, this time favoring the Physical Feats table. Resistance really comes into its own here, as it reflects a character’s ability to withstand pain and fatigue. Again, use extended rolls... extended and resisted, if the duelists are inflicting the ordeal upon one another. The Storyteller might require Willpower rolls as well, especially for ordeals that involve courage in the face of personal fears or spectacular demise. The Environmental Hazards section features the effects of unfortunate conditions and terrain. Regardless of the ordeal’s specifics, both duelists will probably suffer damage, too... probably bashing, often lethal, and perhaps even aggravated. By the time the challenge gets resolved, the duelists might need significant healing, recuperation, or both.
对骂大战和磁芯大战» Click to show Spoiler - click again to hide... «
上文决斗方式的变种,让网民(通常但并不总是虚拟行者)以网络决斗或磨难互相对抗。在这种情况下使用和上文一样的系统,但行为是社交和智力而非体能上的。双方随着决斗进行可能需投意志点——持续(当面对嘲讽和蔑视时),或持续对抗(当他们正践踏彼此自尊时)。失败者失去几点暂时意志点,胜利者成为最后赢家。
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A variation on the previous dueling styles pits netizens (often, but not always, Virtual Adepts) against each other in online duels or ordeals. In this case, the same systems used above come into play, but the feats are social and intellectual rather than physical. As the duel rages, the antagonists might need to make Willpower rolls – either extended (as when facing taunts and scorn), or extended and resisted (as when they’re tearing into one another’s self-esteem). Losers sacrifice temporary points of Willpower, and winners become the Last Ego Standing.
磁芯大战» Click to show Spoiler - click again to hide... «
在
磁芯大战——一种被虚拟行者喜爱的网络决斗传统——中,每个争执方建立1个魔素池的服务器核心,它被隔离于数位网络外,防止决斗的广泛感染。
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In a core war – an Internet dueling tradition favored by the Virtual Adepts – each disputing party sets up a Quintessence-pool server core that has been partitioned outside the Digital Web as a whole, to prevent widespread infections from the coming duel.
决斗一开始,双方编写病毒程序(智力+电脑,难度8)攻击对方服务器。他们在过程中,从自身能量——游戏上是魔素特质——中抽出1魔素,供给自身一部分,将其输入到病毒中。和下文描述的古典斗法风格一样,这些服务器和病毒能采用富有想象的形式;魔素服务器可建造得像地牢、电影景观、迷宫样办公室、全维度迷宫、复杂曼荼罗等。病毒能看上去像奇幻历险的英雄、卡通人物、昆虫类入侵者、愤怒小鸟、不满的办公室员工、几何风暴等… 所有都反映了进行决斗者的人格。
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Once the duel begins, the antagonists write virus programs (Intelligence + Computer, difficulty 8) to attack the other servers. In the process, they invest a part of themselves into the virus by energizing it with a point of Quintessence from their personal energy – in game terms, from the Quintessence Trait. As with the classical certámen style described below, these servers and viruses can take imaginative forms; Quintessence servers might be built like dungeon levels, cinematic landscapes, maze-like offices, pan-dimensional labyrinths, complex mandalas, and so forth. The viruses can look like fantasy adventure heroes, cartoon characters, insectoid invaders, angry birds, disgruntled office workers, geometric storms, and so forth... all of which reflect the personalities of the people conducting the duel.
随着决斗开始,病毒被送去攻击磁芯。沿途升级装置——能量药片、医疗包、水或火池等——能在攻击中补给并升级病毒战士。有这些升级装置的决斗者可再花1点个人魔素,升级他们的病毒英雄。游戏上这些点数能让决斗者改变战术或降低攻击难度。
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As the duel begins, the viruses get sent off to attack the cores. Power-ups along the way – power pills, medical kits, pools of water or fire, etc. – can fuel and upgrade the virus warriors during the attack. With those power-ups, the duelists upgrade their viral champions by spending another point of personal Quintessence. In game terms, these points let a duelist change tactics or lower the difficulty of her attack.
决斗者随着磁芯大战进行,能投持续和对抗骰。其一般来说如上所述,包含智力+电脑。但决斗者可改变战术——用不同特质新投次——也就是说,机敏+解码、机敏+电脑、感知+密码学等。每次改变投掷都需1魔素,但改变能调整骰池来偏向决斗者的强项。首先投出25成功的决斗者破坏磁芯,赢得战争… 也获得制造磁芯的魔素。
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As the core war continues, the duelists make extended and resisted rolls. Generally, that roll involves Intelligence + Computer, as mentioned above. A duelist might change his tactics, though, by making new rolls with different Traits – say, Wits + Enigmas, Wits + Computer, Perception + Cryptography, etc. Each change of rolls requires a Quintessence point, but the change can adjust the dice pool to favor a duelist’s strengths. The first duelist to score 25 successes breaches the core and wins the war... and gets the Quintessence that went into making that core, as well.
因为磁芯战士将自身精髓注入到病毒和磁芯,所以他们也因战斗受伤。每次投掷失败都会死掉1个病毒,对决斗者自动造成1级冲击伤害,需要新1魔素才能让病毒重生。大失败造成致命伤害,因为死亡以系统冲击反冲到决斗者身上。虽然磁芯战争致死很罕见,但此类决斗者
的确偶尔死亡。你知道那些电脑游戏迷被发现死在椅子上、双手紧握控制器或键盘的故事吗?现在你总算知道
究竟发生了什么吧…
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Because core warriors invest their essence into their viruses and cores, they take damage from the battle. Each failed roll indicates a death for the virus, which inflicts an automatic level of bashing damage on the duelist and requires a new point of Quintessence so that the virus can respawn. A botched roll inflicts lethal damage instead, as the death backlashes on the duelist as system shock. Although core wars to the death are rare, such duelists do occasionally die. Y’know those stories about computer game enthusiasts found dead in their chairs, the console or keyboard clutched in their hands? Now you know what really happened...
对骂和磁芯大战的变种包括黑客挑战(系统入上文的
比赛所述)或虚拟格斗;后者规则请看本章后面的
数位网络部分。然而最近,虚拟行者和其他激进法师更喜爱最有成效的那种决斗…
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Variations on flame and core wars involve hacking challenges (with systems as Contests, above) or virtual combat; for the latter rules, see the section on The Digital Web later in this chapter. More recently, however, both the Virtual Adepts and other activist mages have favored the most productive sort of duel...
现实挑战» Click to show Spoiler - click again to hide... «
在一个亟需希望的世界,1次
现实挑战会以最无私的方式解决争端:找到1个沉睡者中的问题,然后看谁能最好地修复它。战场本质上涉及1个需要改善的境况:犯罪猖獗的街区、饥荒、奴隶贸易链或毒贩战争、环境灾难,等等。第三方选择情况,提出一定数量的目标,胜利条件是必须实现它们。胜利的决斗者是成功在要求时间内达成最多目标者。
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In a world that desperately needs hope, a reality challenge resolves a dispute in the most altruistic way possible: by finding a problem among the Sleepers, then seeing who can fix it best. Essentially, the field of battle involves a situation that cries out for improvement: a crime-ridden neighborhood, a famine, a slave trafficking ring or drug cartel war, an environmental catastrophe, and so forth. A third party picks the situation and then places a certain number of goals that must be fulfilled as victory conditions. The winning duelist is the one who manages to meet the most goals within the time required.
一条主要规则主导着所有现实挑战:
沉睡者绝对不能知道到底发生了什么。这迫使决斗者要聪明、微妙并隐秘——他们不能直接带着成捆食物飞起来,然后用几个精心抛出的火球消灭敌对组织。参加者中途也须在大众中激起希望和自立… 毕竟,若人们自己都无法被激发去改变,那么也不会真有改善。
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One major rule dominates all reality challenges: the Sleepers must not know what’s really going on. This forces the duelists to be clever, subtle, and secretive – they can’t simply fly in with bundles of food and wipe out warring factions with a few well-tossed fireballs. In the process, the contestants must also inspire hope and self-sufficiency among the Masses... after all, if the people themselves aren’t inspired to change, then very little has actually improved.
决斗法师常被允许让人们看见他们,并与其互动,但不直接目击魔法。决斗者实际上成为了像天使、众神或英雄一样,行走于凡人间而不向人们揭露自己强大的真实本性。在目击的沉睡者面前公开施法,会让违规法师每次失去1个目标(并引发矛盾!),矛盾反冲会令决斗失败。
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Dueling mages are usually allowed to let people see them and interact with them but not to directly witness magick in action. Essentially, the duelists become like angels, gods, or heroes, walking among mortals without revealing their powerful true natures to the people. Overt acts of magick in front of Sleeper witnesses cost the offending mage one goal per incident (as well as any Paradox incurred!), and a Paradox backlash forfeits the duel.
由于现实挑战有利于人类整体,而不会使范式倾斜,宗派法师和技术官僚都能彼此分享现实挑战。根据传说,此类决斗起源于中世纪晚期欧洲、中国的红巾军起义… 可能两者皆有,可能都不是。征战组织努力改善普通人的命运,最后成为一个组织道德的合适测试。毕竟,根据推理,若一个法师或组织能赢得——正如人们所说的——民心,那么现实本身就会成为那个法师或组织价值的裁判。
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Because a reality challenge benefits humanity as a whole without tilting the paradigm over a cliff, both mystics and Technocrats can share a reality challenge with one another. According to legend, such duels originated during the European late Middle Ages, the Red Turbans War in China... or perhaps both, or maybe neither. Warring factions would work to improve the lot of the common people, which in time became a suitable test for a faction’s virtue. After all, went the reasoning, if a particular mage or faction could win – as the expression goes – the hearts and minds of the people, then Reality itself would be the judge of that mage or faction’s worthiness.
游戏上,现实挑战是故事饵,而非一串投掷。有关将世界变得更好的更多细节,请看
第七章的
升华:只能有一个吗?(第369-370页)和
第十章的
现实域(第611-617页)。
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In game terms, a reality challenge is a story hook, not a series of rolls. For more details about changing the world for the better, see Ascension: Can There be Only One? in Chapter Seven (pp. 369-370) and Reality Zones in Chapter Ten (pp. 611-617).
旧形式斗法» Click to show Spoiler - click again to hide... «
评议会在更利己但字面上的传统层面上,具有悠久的
斗法习俗——自中世纪以来,法师解决争端的正式决斗。这种形式的决斗在新千年罕见但很吸引人,包括一个大的魔法斗法环,它被刻在一个特别准备的仪式空间里,其在共识现实之外。此圆环
须在穹域准备,因为决斗本身就是极其破则的魔法。
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On a more selfish but literally Traditional level, the Council has its longstanding custom of certámen – the formalized wizards’ duel that has resolved disputes since the medieval era. Rare but fascinating in the new millennium, this form of dueling involves a large, magickal certámen circle inscribed in a specially prepared ritual space outside of consensual reality. This circle must be prepared in a Horizon Realm, as the duel itself manifests exceedingly vulgar magick.
设定中的规则» Click to show Spoiler - click again to hide... «
The Rules Within the Setting
早期斗法常是巫师进入一个仪式环,然后用魔法力量轰击对方,直到有人投降或死亡。这种方式的明显问题令其不适合整个评议会。赫耳墨斯法师在至尊大议会时期,将其魔法比武审判改进成其他非赫尔墨斯法师能使用的形式,最好不会杀死对方。九宗在经过数十年调整后,达成了一种仪式化决斗法,吸取魔素而不造成身心创伤。这种合法形式的斗法成为了解决争端的官方方法。虽然老派巫师也仍用其它方法决斗,但剑盾形式的斗法,自十六世纪中期一直是法律标准。
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Early forms of certámen usually involved wizards getting into a ritual circle and then blasting one another with mystic
might until somebody surrendered or died. The obvious problems with this method made it unsuitable for the Council as a whole. During the Grand Convocation era, Hermetic wizards refined their mystical trial by combat into a form that other non-Hermetic mages could employ, preferably without killing one another. After decades of adjustment, the Traditions arrived at a ritualized duel method that drained Quintessence without inflicting physical or psychological injury. This legal form of certámen became the official method for resolving disputes. Although old school-wizards continue to duel with other methods as well, the sword-and-shield form of certámen has been the legal standard since the mid-1500s.
在正式的斗法竞技中,每1方同意条款,下注作为决斗奖励。然后双方进入1个特别准备的圆环,它被安排为可塑形、限制并引导魔法能量。由于这些炫目地破则的能量,所有正式的斗法环都须在穹域内制作。尝试在现世发动此类决斗的少数法师都被大量矛盾的夸张展现摧毁。
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In official certámen matches, each party agrees to terms, putting up a stake as the prize for the duel in question. The rivals then enter a specially prepared circle that has been configured to shape, confine, and channel the mystic energies involved. Due to those spectacularly vulgar energies, all official certámen circles must be crafted within Horizon Realms; the few mages who’ve tried to wage such duels on Earth have been theatrically undone by massive Paradox displays.
1场斗法比赛至少有2位对手、1个圆环、1到3名
斗法法官,且常有1位观众。法官执行适当协议,确保双方都能接受决斗结果。比赛根据对手和情况,能以1个复杂仪式开始——精魂祈祷、参加者的祝福、宣读恩怨、观察礼仪、背诵头衔、赛前吹嘘等——1个简单介绍,或1个简单指令:“
开打”。
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A certámen match features at least two antagonists, the circle, one to three Certámen Marshalls, and usually an audience. The Marshalls enforce the proper protocols and make sure that all sides abide by the duel’s outcome. Depending on the antagonists and circumstances involved, the match might open with an elaborate ritual – invocation of spirits, blessing of contestants, reading of charges, observation of etiquette, reciting of titles, pre-duel bragging, and so forth – a brief introduction, or a simple command: “Fight.”
在决斗前的仪式中,每个决斗者将自身所有魔素倒入1个
核心中:1个巨大的闪耀能量构成的球体或池子。若1个法师为决斗,持有塔斯或从盟友那儿借用了额外的魔素,她也要将其输入核心中。核心为决斗提供了目标。对手不攻击法师本人,而是其核心。
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During the pre-duel ceremonies, each combatant channels all her Quintessence into a single Locus: a large sphere or pool of shining energy. If a mage has Tass or receives a loan of additional Quintessence from her allies for the duel, she puts that into her Locus as well. The Locus provides a target for that duel. Rather than attacking the mage herself, the rival strikes at her opponent’s Locus instead.
比赛一开始,一股魔法能量的穹顶于场地上升起,保护法官和观众不受错误能量的伤害。双方具象几个发光球体,法师越强,具象球体越多。每个决斗者于其中选择2个:1把
剑 和1扇
盾。剑攻击对手核心,盾保护法师自己的核心不受类似攻击。当一个决斗者耗尽对手核心的魔素时,比赛结束。
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Once the match begins, a dome of mystic energy descends over the arena in order to protect the Marshalls and spectators from errant energies. Each antagonist manifests a number of glowing spheres; the more powerful the mage, the more spheres he manifests. From among them, each duelist selects two: a Gladius (sword) and an Aegis (shield). The Gladius attacks the opponent’s Locus, and the Aegis defends the mage’s own Locus from similar attacks. When one duelist has drained the rival’s Quintessence from his Locus, the match ends.
一场直接的斗法比赛是两法师互掷球体。然而更常见的是,双方将他们的剑、盾、核心和其它球体制成精美、夸张而又常可怕的形状。决斗者以任性想象引导魔法能量,铸造狂野武器、凶猛生物、能量帷幕、元素风暴、巨大盾牌、声音爆发以及其它法师能想象的任何东西。斗法环允许决斗者将自身能量变成无数形态。两个技艺高超对手间的斗法比赛能成为难以置信的魔法烟火表演的展示… 对观众来说,给庄重程序增加了严肃的娱乐因素。
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A no-frills certámen match features two mages slinging spheres at one another. More often, however, the antagonists craft their Gladius, Aegis, Locus, and other spheres into elaborate, theatrical, and often fearsome shapes. Guiding mystic energies with willful imagination, the duelists forge wild weapons, ferocious creatures, curtains of energy, elemental tempests, titanic shields, bursts of sound, and whatever else the mage can imagine. The certámen circle allows its duelists to will their energies into infinite arrays
of form. A certámen match between two skilled opponents, then, can be an incredible display of occult pyrotechnics... which, for spectators, adds a serious entertainment factor to otherwise solemn procedures.
决斗系统» Click to show Spoiler - click again to hide... «
假设决斗者在如此空间相遇,那么决斗本身使用如下系统:
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Assuming that the duelists meet in such a space, the duel itself employs the following systems:
• 具象球体:决斗者一在圆环内相遇,他们每有1点魔峰就具象1个发光球体。例如一个有魔峰6的决斗者能具象最多6个发光球体。但1次只能用2个;其余保留,但它们也能显示出一种令人畏惧的优势(见下)。
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• Manifesting Spheres: Once the duelists meet inside the circle, they manifest one glowing sphere for each point of Arete the characters possess; a duelist with Arete 6, for instance, can manifest up to six glowing spheres. Only two of these spheres can be used at a time; the rest get kept in reserve, though they can also present an intimidating edge (below).
这些发光球体表现法师的优秀(魔峰特质),而非专修(领域特质)。因此,一个魔峰5的决斗者即使只在3个领域上有点数,也能联结最多5个发光球体。
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These glowing spheres represent the mage’s excellence (her Arete Trait), not her expertise (her Spheres Trait). Thus, an Arete 5 duelist can conjure up to five glowing spheres, even if she has dots in only three Spheres on her character sheet.
• 剑与盾:每个战斗者将1个发光球体作为剑,另1个作盾。1个攻击;另1个防守。因此,选中的球体
就是法师领域特质之二——常是有最高等级的2个。每个决斗者都要决定想在哪个位置用哪个领域,这些决定反映战斗者的战术重点。
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• Gladius and Aegis: Each combatant takes one glowing sphere as his Gladius (sword), and another as his Aegis (shield). The first attacks; the other defends. In this case, the spheres chosen are two of the mage’s Sphere Traits – typically the ones with the highest ratings. Each duelist gets to decide which Sphere he wants to use for which position, and those decisions reflect a combatant’s tactical priorities.
• 核心:每个战斗者也要把他或她的所有魔素(可能还有塔斯)具象进1个发光核心中。首个耗尽对手核心所有魔素的决斗者获胜。
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• Locus: Each combatant also manifests all of his or her Quintessence (and probably Tass as well) into a single glowing Locus. The first duelist to drain all of her opponent’s Quintessence from the Locus wins.
• 先攻与战术:决斗随后进入3秒回合。每回合决斗者投先攻,可——每回合——从以下骰池选1个,作为先攻等级的基础(第399页):
- 敏捷+魔峰(反映速度)
- 机敏+魔峰(反映思敏)
- 意志点(反映纯粹的意志力)
每个决斗者都能在新回合开头改变先攻骰,反映了战术改变。
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• Initiative and Tactics: The duel then moves into three-second turns. Each turn, the duelists roll initiative, and may choose – each turn – to select one of the following dice pools as the basis for their initiative rating (p. 399):
- Dexterity + Arete (reflecting speed)
- Wits + Arete (reflecting quick-wittedness)
- Willpower (reflecting sheer force of will)
Each duelist may change initiative dice at the beginning of a new turn, reflecting a shift of tactics.
• 攻击:每回合,每个决斗者都能攻击。先攻最高的玩家先攻击,先攻低的后攻击。
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• Attack: Each turn, each duelist gets to attack. The player with the highest initiative attacks first, and the lower initiative attacks second.
攻击者投机敏+剑领域或敏捷+剑领域,对抗难度为防守者的盾领域+3(例如盾为生命3,难度为6)。攻击者可分割骰池或用时间3魔法来在1回合中攻击数次。然而用时间3减慢敌人在斗法礼仪中被禁止;尝试此战术的战斗者自动输掉决斗。
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The attacker rolls her Wits + Gladius Sphere or her Dexterity + Gladius Sphere against a difficulty of the defender’s Aegis Sphere + 3. (Aegis Life 3, for example, would be difficulty 6.) The attacker may divide her dice pool or employ Time 3 magick in order to attack several times within a single turn. Using Time 3 to slow your opponent down, however, is forbidden by certámen etiquette; a combatant who attempts this tactic automatically loses the duel.
• 伤害与吸收:攻击者投出的每个成功会从防守者的核心中吸走1魔素,将其转移到自己的核心。防守者能投原质等级对抗难度6来吸收此伤害;每个成功减去攻击者总成功中的1个。
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• Damage and Soaking: Each success scored by the attacker drains one point of Quintessence from the defender’s Locus and transfers it to her own Locus. The defender can try to soak this damage by rolling his Prime rating against difficulty 6; each success deducts one success
from the attacker’s total.
• 胜利:首个耗尽他或她敌人魔素核心的决斗者赢得斗法竞技。
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• Victory: The first duelist to drain his or her opponent’s Quintessence Locus wins the certámen match.
塑形领域» Click to show Spoiler - click again to hide... «
发光的斗法球体数量反映了角色的魔峰特质点数,但剑与盾反映了角色的实际领域特质。当这些发光球体初次出现时,它们只是些法师想让它们看起来像什么就像什么的能量球。然而剑与盾具象了它们各自领域的法则。空间可看似空间中的扭曲颤动,而熵类似黑洞或鬼脸,力场像个风或火球,生命造出了一个潮湿能量的绿色球体,等等。
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The number of glowing certámen spheres reflects a character’s Arete Trait rating, but the Gladius and Aegis reflect the character’s actual Sphere Traits. When they first appear, these glowing spheres are simply balls of energy that look like whatever the mage wants them to look like. The Gladius and Aegis, however, embody the principle of their respective Spheres; Correspondence could look like a quivering warp in space, whereas Entropy resembles a black hole or ghostly face, Forces conjures a ball of wind or fire, Life creates a green sphere of humid energy, and so forth.
然而一旦发光球体被变出来,有创造力的决斗者(和玩家)就能将其塑形成他们希望呈现的形态。空间扭曲能成为多维分形剑或空间中的闪烁洞。熵可将自身塑形为拿着黑曜石镰刀的可怕骷髅事物,或撕开一个通往地狱的大门。力场可旋转成风暴,生命能成为龙或其它神秘生物。在斗法环内,可能性只局限于每位决斗者的想象。这些形状只是装饰——一个生命3的剑即使看上去像巨大有触手的眼球生物,它也还是生命3的剑——但它们能极有威慑力,并展示出每个决斗者的创造力。经验丰富的决斗者可能以他们令人回味的武器而出名,这些老专家的剑与盾领域可能都有代表形状。
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Once the glowing spheres get conjured, however, creative duelists (and players) can shape them into whatever forms they wish to present. That Correspondence warp could become a polydimensional fractal sword or a coruscating hole in space. Entropy might shape itself into a ghastly skeleton-thing with an obsidian scythe or rip open a portal to an apparent hell. Forces could swirl into tempests, and Life could turn into dragons or other mythic creatures. Within the certámen circle, the possibilities are limited only by each duelist’s imagination. These shapes are purely cosmetic – a Life 3 Gladius is a Life 3 Gladius even if it looks like a giant, tentacled eye-creature – but they can be pretty damned intimidating and display each duelist’s creativity as well. Seasoned duelists might be known for their evocative weaponry, and these old pros probably have signature shapes for their Gladius and Aegis Spheres.
其它发光球体和核心也能被重塑。一个真正高调的战斗者可变出一支跳舞的球体恶魔合唱团、一个闪烁液态火的核心、一个像燃烧恶魔剑的剑、一个像充满讥笑面庞的黑镜的盾。时髦的斗法球体能给最终也将参加斗法比赛的观众提供额外娱乐。虽然古老的决斗大师在如今或多或少地成了历史,传说仍记得卡隆·穆斯泰抽象设计的扭曲心智的几何图形、玛丽安娜性感艺术的肉感优雅、波尔托斯斗法的元素武器库的可怕力量。一个决斗法师当然
可以就变出闪耀的能量球,而把戏剧性的东西留给她自负的同行… 但说实话,这有什么乐趣?
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The other glowing spheres and the Locus can be reshaped as well. A really showy combatant might conjure a chorus of dancing sphere-imps, a Locus made of shimmering liquid fire, a Gladius like a flaming demon sword, and an Aegis like a black mirror filled with sneering faces. Stylish certámen spheres can provide extra entertainment for the crowd that inevitably attends a certámen match. Although the old dueling masters are more or less history in the current age, tales still recall the mind-wrenching geometry of Caeron Mustai’s abstract designs, the lusty grace of Marianna’s sensual artistry, and the awful force of Porthos Fitz-Empress’s elemental certámen arsenal. Sure, a dueling mage could simply conjure shimmering balls of energy, and leave the theatrics to her egotistical peers... but really, where’s the fun in that?
Posted by: Lord Ex 2023-02-11, 20:37
环境危害
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这个世界即使没有公开暴力,也是个危险之地。从火焰到洪水再到人们为了有趣、利益或报复而服下的无数毒药,死亡仍是人类境况中不可或缺的因素。即使在觉醒者中,绝大多数苦难和死亡并不来自暴力,而是我们周遭的世界。因此当你的角色乘着旋风或在火焰上行走时,一些系统能告诉你他们是否且如何存活。
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Even without overt violence, the world is a dangerous place. From fire to flood to the various toxins people ingest for fun, profit, or revenge, mortality remains an inescapable element of the human condition. Even among the Awakened, most suffering and death comes not from violence but from the world around us. So when your characters ride the whirlwind or walk on fire, a handful of systems can tell you if and how they survive.
环境危害的游戏数值能在(第454页)开始的
环境危害表中找到。以下是一般规则。
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The by-the-numbers game effects of environmental hazards can be found on the Environmental Hazards charts, starting on (p. 454). The general rules appear below.
Posted by: Lord Ex 2023-02-11, 20:37
恶劣天气和环境
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Harsh Weather and Environments
现代人被宠坏了。我们的房屋和车辆抵挡了极端天气的最糟影响。但在全球气候变化的时代,即使是这些奢侈品也无法拯救我们。你无法给农场装空调,或开丰田普锐斯爬圣山。尤其对于来自我们世界的街头、沙漠和荒野的法师来说,冷热的影响能成为重要的故事要素。
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Modern-era man is spoiled. Our houses and vehicles keep out the worst effects of extreme weather. But in an age of global climate change, not even those luxuries can save us. You can’t air-condition a farm, or scale a holy mountain in a Prius. Especially for mages from the streets, deserts, and wilderness of our world, the effects of heat and cold can be vital story elements.
除最极端的情况外,恶劣天气会以叙述和基于如结冰路面、瓢泼大雨、大风、惊人湿度等情况的难度或骰池罚值(在1到3个因素间)——请看
战术和情况(第417页)下的
恶劣天气或地形——出现。骰池减少反映被中暑或发抖削弱的角色的状态,难度提高表现环境挑战——雾、霜、沙、丛林等。像冰滩、水坑或闪电等随机危险当然也是恰当的。
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In all but the most extreme conditions, harsh weather comes through in narration and difficulty or dice-pool penalties (between one and three factors) based upon conditions like icy roads, driving rain, high winds, staggering humidity, and so on – see Rough Weather or Terrain under Combat Tactics and Circumstances,(p.417). Dice-pool reductions reflect the state of a character who’s weakened by heatstroke or shivering, whereas increased difficulties represent environmental challenges – fog, frost, sand, jungle, and so forth. Random hazards like ice patches, sinkholes, or lightning bolts are certainly appropriate too.
真正危险的情况(干涸沙漠、高于120度或低于冰点的温度、飓风强度的风、冰暴等)可对呆在其中的角色造成冲击伤害。在不同间隔下——每小时1次、2次甚至可能是3或4次在真正极端情况下——角色除非投耐力抵抗这些影响,否则受1级冲击伤害(请看
戏剧行为表体能类下的
抵抗行为)。但她无法以其它方式吸收它——这就是耐力骰的作用。此伤害和其它冲击攻击一样,若角色伤势够重,就能杀死她。环境保护装备能加到耐力骰上(一般1-3骰),但笨重、磨损或其它不合适的装备(如在沙漠戴护甲或暴雪中赤裸)可对骰造成罚值——除非角色已适应这些情况。生命2魔法能抵御这些影响(当然,假设已施展适当法术),
秘传专长
炼体也行
(请看第285页第六章的边栏),或背景历史含适应这些元素的角色,如因纽特人适应寒冷条件。然而即便如此,某些极端情况——如在南极洲赤裸或在死亡谷裹皮毛旅行——可能依叙事人选择推翻部分或所有保护。
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Truly dangerous conditions (parched deserts, temperatures above 120 degrees or below freezing, hurricane-force winds, ice storms, and so forth) may inflict bashing damage on characters who remain outside in them. At various intervals – once per hour, twice an hour, possibly even three or four times an hour in truly extreme situations – a character suffers one health level in bashing damage unless she makes a Stamina roll to resist those effects. (See the Resisting feat on the Physical spectrum of the Dramatic Feats chart.) She cannot soak it otherwise, though – that’s what the Stamina roll is doing. As with other bashing attacks, this damage can kill a character if she’s injured badly enough. Environmental protection gear can add to the Stamina roll (generally between one and three dice), but bulky, exhausting, or otherwise unsuitable gear (like wearing armor in a desert or being naked in a blizzard) may inflict penalties on the roll unless the character has already acclimated to those conditions. Life 2 magick can protect against those effects (assuming that an appropriate spell has been cast, of course), as can the Esoterica specialty Body Control (see that sidebar, Chapter Six, p. 285) or a character whose background history includes being conditioned to those elements, as an Inuit would be to cold conditions. Even then, however, certain extremes – like being nude in Antarctica or wrapped in furs for a trip through Death Valley – may override some or all of that protection at the Storyteller’s option.
致死情况——如高度真空或深海压力——造成致命伤害。1个成功的生命3效应能保护不受此类环境影响,但其它办法不能。此类伤害常有1刻钟间隔,虽然一些危险——浓烟、沸腾液体、毒气、压溃压力——能在数分钟甚至数秒内杀人。强烈辐射造成恶性伤害并能在数秒、分钟、小时或天内杀人——取决于辐射本质和影响强度。
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Deadly situations – like hard vacuum or deep-sea pressure – inflict lethal damage instead. A successful Life 3 Effect would protect against such environments, but the other methods won’t. Such damage usually involves quarter-hour intervals, although some hazards – thick smoke, boiling liquid, toxic gases, crushing pressure – can kill in minutes or even seconds. Intense radiation inflicts aggravated damage and can kill in seconds, minutes, hours, or days, depending on the nature of the radiation and the intensity of its effects.
角色在合适环境中,可能能以制造庇护所、装备或两者皆有,来避免部分或绝大部分影响。成功投次生存(或城市生存,用于城市环境)——也许背靠一些相关魔法——能帮她制造此类保护——只要她有东西可用。若你知道自己在做什么的话,在加拿大荒野制造防寒庇护所会相当容易。可核爆城市中的辐射防护?就不那么简单了…
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In suitable surroundings, a character may be able to avoid some or most of those effects by constructing shelter, gear, or both. A successful Survival (or Urban Survival, for city environments) roll – perhaps backed up by some related magick – can help her manufacture such protection, so long as she’s got something to work with. Making a cold-weather shelter in the Canadian wilderness would be fairly easy if you knew what you were doing. Radiation shielding in a nuked city, though? Not quite so easy...
Posted by: Lord Ex 2023-02-11, 20:38
饥饿和干渴
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法师不会挨饿,不是吗?那取决于他们是谁、在哪儿、施展哪种魔法。毕竟,风暴术不会教你变出食物或饮料之类的玩意儿!当然,若你是有经济能力的城市居民,那么很容易找到吃的;但若没现成现金或容易接触到食品商的渠道,那就完全是不同的故事了。即使在美国郊区也有人饿死,而且虽然你的法师可能无需担心自己的命运,但一个关心世界格局的行愿者得考虑饥饿问题… 若不是他自己的饥饿,也有
其他人的。
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Mages don’t go hungry, do they? That depends on who they are, where they are, and what sorts of magick they perform. After all, storm arts won’t teach you a damned thing about conjuring food or drinks! Sure, it’s easy to find chow if you’re a financially solvent city-dweller; take away ready cash or easy access to food merchants, though, and that’s a totally different story. People die of hunger even in American suburbs, and though your mage might not have to worry about that fate himself, a willworker who’s concerned about the world at large has to take hunger into account... other people’s hunger, if not his own.
干渴是个严重得多的问题。工业化世界有大量饮用水,但一旦你离开城市地区,这种容易获得的水就消失了。乡下的水可能被铁锈、工业废物、污水或动物粪便所污染;饮用野外小溪的水能让你的肠子感染寄生虫或毒物——除非你事先过滤了它。许多所谓的发展中国家获得安全饮用水的渠道很有限;在一些地区,水是“私有化(也就是说,若你买不起就不能喝)”、被污染或基本不存在的。在绝大多数年头,饥饿和干渴杀死的人都比战争和其它暴力的更多。
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Thirst is a far more serious issue. The industrialized world has plenty of drinkable water, but once you leave the urbanized sphere, that easy access disappears. Rural water may be contaminated by rust, pollution, sewage, or animal waste; drinking from a stream in the wilderness can infect your intestines with parasites or toxins unless you’ve filtered that water beforehand. Many so-called developing nations have limited access to safe drinking water; in some regions, water is either “privatized” (that is, if you can’t afford to buy it, you can’t have any), contaminated, or essentially nonexistent. Together, starvation and thirst kill more people most years than wars and other violence combined.
饥饿和干渴都会对长期无给养的角色造成伤害。一个角色每1天不进食就会受1级冲击伤害,每1天不喝水或其它液体受1级致命伤害。成功投次耐力能延迟这些影响1天,但难度始于6,没给养就每天加1级。角色最多能支撑(耐力)天不喝水,(耐力×3)天不进食,之后自动受伤害。挨饿角色能花意志点来推迟此影响(每天1点),但无法做同样的事来避免干渴。两种情况下角色都无法吸收伤害——他的身体
已通过生存本身吸收了它。叙事人可减少角色骰池(除耐力和魔峰)1点/天干渴,或2天挨饿。
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Both starvation and thirst inflict damage on characters who go long periods without nourishment. Figure that a character suffers one health level of bashing damage for each day he goes without food, and one health level of lethal damage for each day he goes without water or other potable fluid. A successful Stamina roll can put off these effects for one day, but the difficulty of that roll starts at 6 and then goes up one level per day without nourishment. A character can go a maximum of one day without water for each dot in Stamina he possesses, and a maximum of three days without food for each dot before starting to take damage automatically. A starving character can spend Willpower points in order to put off this effect (one point per day), but he cannot do the same thing to avoid thirst. In neither case can the character soak that damage – his body is already soaking it simply by surviving through it. The Storyteller may reduce that character’s dice pools (other than Stamina and Arete) by one for each day suffering thirst and each two days suffering hunger.
有关消化被污染的水或食物的效果,请看
药物、毒药和疾病(第441-442页)。
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For the effects of consuming tainted water or food, see Drugs, Poisons, and Disease, (pp. 441-442).
Posted by: Lord Ex 2023-02-11, 20:38
火焰
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烧死(尤其对法师)是最可怕的死亡形式,火焰烧毁皮肤、吞噬组织、蒸干器官、爆裂骨骼并耗尽身体的基本水供应。烧伤不仅导致休克创伤和组织伤害,而且还有脱水… 它还能在火势过后很长一段时间内造成死亡。难怪所有活物… 以及很多不死生物… 惧怕火焰——而且据说很多地狱充满着永恒之火。
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The most fearsome form of death (especially for mages), fire fries skin, devours tissue, cooks organs, cracks bones, and consumes the body’s essential water supply. Burns kill not only from shock trauma and tissue damage but from dehydration as well... and burns can kill long after the fire itself has passed. It’s no wonder that all living things... and many undead ones too... fear fire – and that so many hells are said to be filled with eternal flames.
游戏上,此可怕元素每回合造成1-3健康等级恶性伤害。成功投次耐力,对抗难度照
火焰伤害表(第454页),会在该回合造成轻微烧伤但无伤害;失败自然意味着受伤;大失败反映重伤——致盲、手烧伤、气管烧焦等。在火中的每回合都需多投次。生命3魔法能保护自己不受明火伤害,但生命2和炼体特质不能。
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In game terms, this awful element inflicts aggravated damage, from one to three health levels of it per turn. A successful Stamina roll, made against the difficulty on the Fire Damage chart (p. 454), indicates a minor burn but no damage that turn; failure means damage, obviously; and a botch reflects a major injury – blinded eye, flash-seared hand, scorched windpipe, and so forth. Every turn spent in the fire demands another roll. Life 3 magick can protect against open flames, but Life 2 and Body Control cannot.
火焰除了其本身造成的伤害外,还会制造强大热量、消耗氧气、释放过热气体、将身体水分吸至表面(如水泡)然后蒸发掉。火焰还会点燃易燃物,(有时单凭热量就能)融化许多人造物质。角色能保护自己不受火焰伤害,但其热量和影响的不能。有防火护甲或衣物的角色受到的火焰伤害减半,但他仍能感受到如吸入过热气体的副作用,或令布料没覆盖的血肉起泡——除非他也有保护措施,不受此因素影响。同时,处于
传导热量的保护(如金属护甲)下的人受到的伤害数同无护甲角色,但这来自高温和副作用,而非直接的火焰。
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Beyond the harm caused by the flames themselves, fire creates intense heat, consumes oxygen, releases superheated gases, and draws the body’s water to the surface (as blisters) and then evaporates that moisture. Fire also ignites flammable materials and can melt many artificial substances, sometimes from the heat alone. A character may be protected from the flame but not from that heat and its effects. A character who’s got flame-resistant armor or clothing suffers half damage from the fire, but he still feels the fire’s side effects, like inhaling superheated gases, and or blistered flesh that’s not covered by the fabric, unless he’s protected against that factor too. Meanwhile, someone in heat-conducting protection (like metal armor) takes the same amount of damage as an unarmored character, but from radiant heat and side-effects rather than directly from the fire.
超自然上,火焰将材料的式样变为混沌魔素。原质3魔法能从大火中导出魔素
(见第504页第十章的基础伤害或持续时间表)。但路西法最喜爱元素的破坏本质苛求任何法师的技能。纵使力场领域的大师也敬畏原始火焰的力量。
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Metaphysically, fire turns material Patterns into Quintessential chaos. Prime 3 magick can channel Quintessence from a large fire (as per the Base Damage or Duration chart in Chapter Ten, p. 504), but the disruptive nature of Lucifer’s favorite element taxes the skills of every mage. Even Masters of the Forces Sphere respect the power of raw flame.
Posted by: Lord Ex 2023-02-11, 20:40
爆炸
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火焰与爆炸就像巫师和书籍一样相配。在火球、等离子炮和如炸弹与气体泄漏等更正常的来源之间,压缩空间和不可抗力的结合对附近所有人都有严重后果。
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Flames and explosions go together like wizards and books. And between fireballs, plasma cannons, and the more mundane sources like bombs and gas leaks, the combination of compressed space and irresistible force has serious consequences for anyone nearby.
超自然上,爆炸用强大能量将式样炸成碎片。但为了幸存,爆炸常造成冲击或致命伤害,尽管猛烈(凝固汽油)或灾难性(核弹)的能是恶性。
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Metaphysically, explosions blast Patterns into pieces through application of intense energy. For survival’s sake, however, explosions tend to inflict bashing or lethal damage, though fiery (napalm) or catastrophic (nukes) ones inflict aggravated damage instead.
现实生活中(相对电影而言),爆炸常会因冲击力造成更多伤害,而非烟火。旁观者会耳膜破裂、骨折,甚至皮肤完好而器官破裂。弹片也常比高温更致命,人们被飞来的碎片切碎。现实程度取决于叙事人选择。在电影故事里,小角色能被爆炸消灭,而主要角色能从其中走出,只有些许头发烧焦。然而残酷的现实决定了任何人都会受到致死伤害,几乎不允许躲避——除非在炸弹爆炸前躲到墙后面。
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In real life (as opposed to the movies), explosions usually cause more damage from the concussive force of the blast than from the pyrotechnics involved. Bystanders can suffer burst eardrums, broken bones, and ruptured organs even when their skins remain unburnt. Shrapnel, too, is often deadlier than the heat, with people cut to ribbons by flying debris. The level of realism, then, depends upon the Storyteller’s approach. In cinematic tales, lesser characters can be wiped out by explosions that major characters walk away from with a bit of singed hair; gritty realism, however, dictates lethal harm for everyone, with little dodging allowed unless it involves ducking behind walls before the bomb goes off.
爆炸范围和爆炸威力» Click to show Spoiler - click again to hide... «
Blast Area and Blast Power
爆炸无论伤害,都会从爆炸中心向外辐射其影响,此距离称为
爆炸范围。叙事人(或引爆爆炸的玩家)投骰,骰池基于爆炸物涉及的
爆炸威力——每磅爆炸物的每点爆炸威力为1骰。投掷难度是,震荡爆炸(手雷、塑胶炸药、炸弹等)为6,火球(凝固汽油、煤气罐、燃烧弹等)为4。
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Regardless of the damage involved, explosions radiate their effects outward from the center of a detonation, to a distance called the Blast Area. The Storyteller (or the player who set off the explosion) rolls a dice pool based on the Blast Power of the explosive involved – one die per point of Blast Power for each pound of the explosive involved. The difficulty of that roll is 6 for concussion blasts (grenades, plastique, bombs, etc.), and 4 for balls of fire (napalm, gas tanks, Molotov cocktails, etc.).
投出的每个成功等同1健康等级伤害。爆炸范围内的所有人和物受全部伤害,范围外的人受基于和范围距离的伤害。爆炸范围(和其中所有东西)受爆炸全部威力;每向外距中心1码(或米)减去最初骰的1成功。
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Each success on that roll equals one health level of damage. Everyone and everything within the Blast Area takes full damage, and everyone outside that Area takes damage based upon their distance from it. That Blast Area (and everything in it) suffers the full force of the explosion; each yard (or meter) outward from the center subtracts one success from the original roll.
某些爆炸物只用骰池来影响——没爆炸威力。这种情况下,只需如上投骰。但当你计算谁受多大伤害时,爆炸范围仍得计算。有火爆炸可点燃大火(见上),冲击爆炸可削弱周围建筑。
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Certain explosives just use a dice pool for their effects – no Blast Power involved. In this case, just roll the dice as above. The Blast Area, though, still counts when you’re figuring out who takes what amount of damage. Flaming explosions may ignite fires (see above), and concussive ones might weaken surrounding structures.
处理炸药» Click to show Spoiler - click again to hide... «
一些爆炸是意外发生,另一些则是故意的。尤其在我们这个恐怖袭击的年代,设计、修改、使用和移除爆炸物的能力能意味着活的沉睡者和死的群众间的区别。次要知识
爆破学反映角色对爆炸物质、其用途和——若有可能——处理的理解。没有此类知识,爆炸物仍是神秘的混沌之力;有,角色就能对过程施加微小但有益的控制。
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Some explosions go off by accident. Others are deliberate. Especially in our age of terror, the ability to design, modify, employ, and disarm explosives can mean the difference between live Sleepers and dead Masses. The secondary Knowledge Demolitions reflects a character’s grasp of explosive substances, their use, and – when possible – their disposal. Without such knowledge, explosions remain mysterious forces of chaos; with it, a character can exert a small but helpful amount of control over the process.
规则上,有爆破学的角色能设计、使用并可能拆除爆破装置。他会对涉及的力量和反应有一定了解,甚至可能能用力场或物质效应塑形和引导它们。一般用敏捷+爆破学来制造或手工拆除炸药;感知+爆破学来注意爆炸物涉及的陷阱(含特定装置上的傻瓜陷阱);智力+爆破学来分析或设计炸弹,或计算其爆炸效果;当快速思考能拯救一切时,机敏+爆破学用于最后几秒的状况。
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Rules-wise, a character with Demolitions may design, use, and possibly deactivate explosive devices. He’ll understand a bit about the forces and reactions involved, and might even be able to shape and direct them with Forces or Matter Effects. In general, use Dexterity + Demolitions to build or manually defuse an explosive; Perception + Demolitions to note traps involving explosives (including booby traps on a particular device); Intelligence + Demolitions to analyze or design a bomb or to gauge what its effects would be after it goes off; and Wits + Demolitions for those last-second situations when quick thinking saves the day.
当你玩这类东西时,成功投掷当然必不可少。设计或拆除爆炸装置可能需持续投掷… 而且拜托上帝,别出大失败!同时,有爆破学的法师能通过用爆破学骰降低基于力场的爆炸装置的难度、用魔峰骰降低基于爆破学的骰的难度、将应用爆炸物作为其秘艺焦点,来把自己知识转向魔法用途,以强或弱化爆炸效果。
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Successful rolls, of course, are essential when you’re playing with this sort of thing. Designing or defusing an explosive device may demand an extended roll... and by all that’s holy, don’t botch that roll! Meanwhile, a mage with Demolitions may enhance or suppress the effects of an explosive situation by using a Demolitions roll to lower the difficulty of a Forces- based explosive device, using an Arete roll to lower the difficulty for a Demolitions-based roll, or turning her knowledge toward magickal use by employing explosives as a focus for her Arts.
关于爆炸物范例,请看第455页
战斗系统表下的
爆炸物。
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For sample explosives, see Explosives under the Combat System Charts, (p. 455).
躲避和掩体?» Click to show Spoiler - click again to hide... «
预计会发生爆炸的角色能躲到掩体(假设真存在)后俯卧,或——若你用
躲避爆炸选项——在关键时刻拯救自己。这种情况下,成功投次敏捷+运动(或杂技)能让角色逃离最坏结果。所有这些动作都算防御动作。但若你已在那回合用了你的动作,那你就完了。
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Characters who expect an explosion can dodge behind cover (assuming that such cover exists), go prone, or – if you use the Dodge the Blast option – save themselves in the nick of time. In this case, a successful Dexterity + Athletics (or Acrobatics) roll allows the characters to escape the worst effects. All of these choices count as a defensive action. If you’ve already used your action that turn, though, you’re kinda screwed.
• 掩体:躲在墙或其它大型固体物体(车、柜台、大而重的机器等)后的角色,获得该物体
耐久和
结构的防护
(请看第455页的打烂东西)。爆炸本质上首先摧毁了这些物体。
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• Cover: A character who ducks behind a wall or other large solid object (car, counter, large heavy machine, etc.) gets the protection of that object’s Durability and Structure. (See Bustin’ Stuff, p. 455.) Essentially, the explosion destroys those objects first.
物体每有1点耐久和结构,能吸收爆炸的1成功。若保护物被摧毁,但仍有成功,那么其后的角色受剩余伤害,外加来自被摧毁物体碎片的另1健康等级致命伤害。掩体只在物体相当坚固时才有效;一辆自行车无法保护你免受手雷伤害,而玻璃窗户只会让爆炸影响更坏:其碎片造成
2级致命伤害。
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The protection absorbs one success from the explosion for each point of Durability and Structure the object has. If the protection gets destroyed and there are still successes left over, then the character behind that protection takes the remaining damage, plus another health level in lethal damage from the shrapnel of the object being destroyed. Cover works only if the object in question is fairly solid; a bicycle won’t protect from you from a grenade, and a glass window would just make the effects of that blast even worse: two health levels of lethal damage from its shrapnel.
• 卧倒:俯卧在地上能帮法师减少爆炸的最坏影响。成功投次敏捷+运动(杂技)一样能让角色在玩意儿爆炸前落地。俯卧角色少受2级爆炸伤害——
假设那爆炸不是火球;后者情况下角色仍受全部伤害。
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• Going Prone: Dropping to the ground can help a mage minimize an explosion’s worst effects. Again, a successful Dexterity + Athletics (or Acrobatics) roll lets the character hit the dirt before things go boom. A prone character suffers two successes fewer from the blast, assuming that the explosion is not a ball of flame; in the latter case, a prone character still takes full damage.
• 躲避爆炸:虽然现实生活里这种事不可能,但动作片英雄却能跑出爆炸、跳起并驾驭它、把厨房电器当太空舱或做到其它扯淡的事。在
可选规则(请看边栏)下,法师能用魔法做类似事。这种特技一样无视了基本物理;但魔法亦同。
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• Dodging the Blast: Although this sort of thing’s impossible in real life, action-movie heroes manage to outrun explosions, leap up and ride the blast, use kitchen appliances as space capsules, and other sorts of nonsense. Under an optional rule (see sidebar), mages can use magick to do similar things. Again, such stunts ignore basic physics; then again, though, so does magick.
• 护甲:若其它一切都无效,每点护甲防护能吸收1健康等级致命伤害。但穿护甲的角色仍受爆炸的全部冲击伤害。正如许多战争老兵知道的那样,凯夫拉无法阻止震荡波。护甲可吸收某些如狼人利爪或血族獠牙的恶性伤害;但它无法阻挡火焰或辐射——除非是专门造出来抵御此类元素,或涉及火焰非常小且很快被扑灭。
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• Armor: If all else fails, armor can absorb one health level’s worth of lethal damage for every point of the armor’s protection. The character inside the armor, however, still takes the explosion’s full force in bashing damage. As all too many war vets know, Kevlar won’t stop a concussive shock wave. Armor might absorb certain kinds of aggravated damage, like werewolf claws or vampire fangs; it will not, however, stop fire or radiation unless that armor has been specially made to protect against such elements or the fire involved is very small and quickly removed.
范例:一场邪教仪式上的一些傻瓜决定把打火机油喷在篝火上来“助燃”它。金克丝在火焰跳入打火机油并进入大傻瓜手里的瓶子前意识到了危险。» Click to show Spoiler - click again to hide... «
Example: Some idiot at a Pagan ritual decides to “help” a flagging bonfire by spraying it with lighter fluid. Jinx realizes the danger right before the flames leap up the stream of lighter fluid and into the bottle in Das Idiot’s hands.
叙事人决定1夸脱打火机油有10英尺爆炸范围。爆炸威力只有3,共3骰,但火焰造成恶性伤害。他投3骰对抗难度4,投出2成功。傻男孩受2健康等级恶性伤害,站他旁边的2个孩子一样。站在傻瓜13英尺内的人受1级恶性伤害,更远的会目眩但无伤。» Click to show Spoiler - click again to hide... «
The Storyteller decides that a quart bottle of lighter fluid has a Blast Area of 10 feet. The Blast Power is only 3, for a total of three dice, but fire inflicts aggravated damage. He rolls three dice against difficulty 4 and scores two successes. Idiot-Boy takes two health levels of aggravated damage, as do the two kids standing next to him. Folks standing within 13 feet of the moron take one health level of aggravated fire damage, and the folks further out remain dazzled but unhurt.
专长熵魔法的金克丝站在爆炸范围内。她做了一个本能躲避;她的玩家卡米尔投了金克丝敏捷+感知的5骰。她获2成功,成功地快到躲出了范围,只受1而非2级伤害。她的机车夹克还吸收掉了(只被溅上了一点燃烧液体),所以她翻滚扑灭火焰,扯下夹克,扔到一个仍燃烧的孩子头上…» Click to show Spoiler - click again to hide... «
Jinx, whose specialty is Entropy, stands within that Blast Area. She makes an instinctive dodge; her player Camille rolls five dice for Jinx’s Dexterity + Awareness. Getting two successes, she manages to duck out of range quickly enough to take only one health level of damage, not two. Her biker jacket absorbs that level (it’s just splashed with a little bit of burning fluid), so she rolls to extinguish the flame, yanks off her jacket, and throws it over one of the still-burning kids...
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可选规则:躲避爆炸» Click to show Spoiler - click again to hide... «
Optional Rule: Dodging the Blast
觉醒战斗者精于使用熵、力场、生命、物质和时间魔法来避免爆炸的最坏结果。此类法师扭曲概率(熵)、元素(力场和物质)、物理力量(生命)或紧要关头的时间物理(时间),成功制造违反预期——甚至现实——的巧合。
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Awakened combatants excel at using Entropy, Forces, Life, Matter, and Time magick to avoid the worst effects of an explosion. Bending probability (Entropy), the elements (Forces and Matter), physical prowess (Life), or the temporal physics of a critical moment (Time), such mages manage to enact coincidences that defy expectations, if not reality.
此可选规则本质是超自然的躲避和掩体规则,能让在适当领域上有至少2点的法师投敏捷+魔峰来超自然地躲避爆炸(机敏能代替敏捷,因为此躲避更多是心智而非体能上的)。难度取决于爆炸本质。成功意味着伤害减半或——5+成功下——无伤——除如衣服烧焦或轻微擦伤等外观。
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Essentially a paranormal duck-and-cover rule, this optional rule allows a mage with at least two dots in the appropriate Spheres to make a Dexterity + Arete roll to metaphysically dodge the blast. (Wits can work in place of Dexterity, as this dodge is more mental than physical.) The difficulty depends upon the nature of the explosion. Success means half damage or – with five successes or more – no damage beyond cosmetic stuff like burnt clothing or minor scratches.
这种闪躲是反射性的,无需1个动作。事后看似是法师找到了些神奇掩体、从地板上滚下、翻滚得恰到好处或执行了其它一些勉强可信的闪避来保住皮肤。即便如此,这种把戏也有局限。大范围爆炸——如夷平建筑或城市街区那种——无法如此躲开。
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This sort of dodge is reflexive and doesn’t require an action. In the aftermath, it seems as though the mage has found some miraculous bit of cover, dropped through the floor, rolled just right, or committed some other barely believable dodge to save his skin. Even so, this trick has limits. Large-scale explosions – like the kind that level buildings or city blocks – cannot be dodged this way.
难度 | 爆炸大小 |
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6 | 小爆炸(手雷、莫洛托夫燃烧瓶) |
8 | 大爆炸(煤气罐、小型炸弹、简易爆炸装置) |
9/T3 | 特大爆炸(炮弹、油罐车、卡车炸弹) |
T=下限;给出的数字是躲避爆炸所需的最少成功数» Click to show Spoiler - click again to hide... «
Difficulty | Size of Explosion |
---|
6 | Small detonation (grenade, Molotov cocktail) |
8 | Large explosion (gas tanks, small bombs, IEDs) |
9/T3 | Huge explosion (artillery rounds, tanker trucks, truck bombs) |
T = Threshold; the number given is the minimum number of successes needed to dodge the blast 在爆炸前有更高领域等级和1完整动作的法师也能用其它方法:破则魔法护盾(力场、物质、原质)、巧合地躲在掩体后、基于生命魔法的坚韧、在炸弹爆炸前将法师带离危险地方的空间或精魂魔法通道,诸如此类。只有心灵领域在此类爆炸状况下没用。即便如此,我们也建议叙事人别让玩家躲在厨房电器里来逃离核爆。那真的很蠢。
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A mage with higher Sphere ratings and a full action before the blast can use other options too: vulgar magick shields (Forces, Matter, or Prime), coincidental dodges behind protection, Life-based toughness, Correspondence or Spirit magick gateways that take the mage out of harm’s way before the bomb goes off, that sort of thing. Only the Mind Sphere remains useless in such explosive situations. Even so, we advise Storytellers to avoid letting players escape nuclear explosions by hiding in kitchen appliances. That’s just plain silly.
Posted by: Lord Ex 2023-02-11, 20:42
电击
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电在约一百五十年前还是种神秘元素,只有最博学的科学家才敢研究;如今则为我们的日常生活提供动力。但它仍相当危险。电力是点燃和熄灭生命的电流之火。所以当你的角色在输电轨附近战斗或以各种方式驾驭闪电时,他们有被严重烧伤的风险。
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Roughly 150 years ago, electricity was a mysterious element that only the most esoteric scientists dared to mess with; today, it fuels our everyday world. And yet, it’s still dangerous as hell. Electricity is the galvanizing fire that ignites and extinguishes life. So when your characters battle near a third rail or ride the lightning in any number of ways, they risk getting badly burned.
来自小型机内电池组——电击枪、医用电击器甚至汽车电池——的轻微电击造成冲击伤害。但基本无限制的电力——家用电流、输电轨、闪电、特斯拉线圈等——造成致命伤害:组织烧伤、器官休克、身体功能紊乱等。2种来源都会引起剧痛,并可能让肌肉处于不可控的痉挛或僵硬。我们的身体经受电脉冲,如此脉冲在更大范围内能对人类造成严重伤害。
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Minor shocks from tiny self-contained battery-powered units – Tasers, TENS units, even car batteries – inflict shocks of bashing damage. Essentially unlimited sources of electricity, however – household currents, third rails, lightning bolts, Tesla coils, etc. – cause lethal damage: burnt tissue, organ trauma, disrupted body functions, and the like. Both sources cause astonishing pain and tend to lock muscles into uncontrollable spasms or rigid immobility. Our bodies run on electrical impulses, so such impulses on a larger scale do serious damage to the human animal.
电击表展示了角色接触数种来源的电力后,每回合受到的健康等级伤害。电击的电流刺激效果也让角色多少变得无能为力——游戏上,所受的每个伤害等级,都能让其至少被电晕1回合。从电流中抽身需投耐力,难度9。即使和小型电力(如汽车电池的)长时间接触也会产生剧痛,并扰乱重要的身体功能… 尤其是心脏、神经、肌肉和大脑。
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The Electrocution chart shows the number of health levels per turn that a character suffers from contact with sources of electricity. The literally galvanizing effects of electrical shock also render that character more-or-less helpless – in game terms, stunned for at least one turn per health level’s worth of damage taken. Pulling away from an electrical current requires a Strength roll, difficulty 9. Prolonged contact with even a minor source of electricity (like a car battery) generates intense pain and can disrupt vital bodily functions... most especially the heart, nerves, muscles, and brain.
哦对了——电流也会传播。任何接触了传导电力的角色与表面的东西,也都会被电击并受到伤害。
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Oh yeah – and electricity travels, too. Anything in contract with a character or surface that conducts electricity will get shocked and damaged as well.
因电伤陷入无法行动状态的角色可能受到永久伤害:神经创伤、运动功能受损、大脑损伤等。游戏上可采用体能和/或心智特质减少的形式、毁容伤疤或无法控制的抽搐(外貌属性减少)和其它基于故事的影响。这也是我们将瘫痪创伤和电击影响等同的原因。这些年来闪电可能听从我们,但——像火焰——认为其已驯服是不明智的。
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Characters reduced to Incapacitated by electrical injuries may suffer permanent damage: nerve trauma, impaired motor functions, brain damage, and so on. Game-wise, this might take the form of reduced Physical and/ or Mental Traits, disfiguring scars or uncontrollable tics (reductions in Appearance), and other story-based effects. There’s a reason we equate paralyzing trauma with the effects of electricity. Lightning might do our bidding these days, but – like fire – it’s not wise to consider it tamed.
Posted by: Lord Ex 2023-02-11, 20:43
下坠和冲撞
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重力是位苛刻的女士。在10到100英尺间坠落的角色,每坠落的10英尺——四舍五入——受1骰冲击伤害。超过100英尺,由于终端速度和物理学,伤害变成致命——除非角色恰好落在一些能缓冲此类下坠的东西上。
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Gravity is a harsh mistress. A character who falls between 10 and 100 feet takes one die of bashing damage for every 10 feet – rounded down – that he falls. Over that 100-foot mark, the damage becomes lethal damage instead, thanks to the wonders of terminal velocity and physics, unless that character happens to land on something that’ll cushion such falls.
现实地说,树枝和水流无法缓冲高处坠落。从悬崖掉下的人更可能被前者刺穿,或被后者击碎,而非被其救下。然而数十年的电影与冒险小说允许法师将此类表面用做巧合缓冲,而不超出常识现实的界限。严格说,致命伤害
应在仅30英尺后就生效。但黑暗世界的规则是100英尺,所以朋友间为何要讲物理呢?
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Realistically speaking, tree branches and rushing water won’t cushion long descents. A person falling off a cliff is more likely to be impaled on branches or shattered on waves than she is to be saved by them. Decades of movies and adventure fiction, however, allow mages to use such surfaces as coincidental cushions without going outside the bounds of consensual reality. Technically, lethal damage should kick in after only 30 feet. The World of Darkness rules, however, say 100 feet, so what’s a little physics between friends?
长距坠落最多造成10骰致命伤害;因此可能活下来——尽管不是太可能。若受重力影响的人恰好落在尖锐或破损(碎石、岩石、长柄武器架等)的东西上,那么
所有伤害都是恶性。护甲在坠落伤害上,仅吸收其通常等级(四舍五入)的一半——除非它被特别设计用于缓冲。
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A long-distance fall inflicts a maximum of 10 dice, lethal; it is possible, then, to survive such falls, though it’s not bloody likely. If the gravitationally challenged individual happens to land on something sharp or broken (rubble, rocks, racks of polearms, etc.), then all of the damage is aggravated. Armor absorbs only half of its usual rating (rounded down) in falling damage, unless it has been specially designed to cushion impact.
冲撞» Click to show Spoiler - click again to hide... «
撞上或被其他角色或固体物体(墙、桌、车等)撞上,那么——由叙事人决定——撞击时每10英尺(或3码)速度,造成1骰冲击伤害。例如一个在撞墙前跑了20英尺的家伙,会因撞击受2骰冲击伤害。
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Ramming into, or being rammed by, other characters or solid objects (walls, tables, vehicles, etc.) may – at the Storyteller’s discretion – inflict one die of bashing damage for every 10 feet (or three yards) of velocity at the time of impact. A dude who runs 20 feet before slamming into a wall, for instance, might take two dice of bashing damage from the impact.
若该物体耐久特质高于角色耐力特质,后者可因撞击自动失去1额外冲击健康等级。例如一辆在上回合开了40英尺的车,会因速度造成4骰冲击伤害,再对它撞到的一切多造成1健康等级的自动冲击伤害… 呃,这是辆
车。然而,若撞击超过了物体耐久和结构,那么它在叙事人选择下,可被摧毁。
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If that object’s Durability Trait is higher than the character’s Stamina Trait, he may take an extra automatic bashing health level from the impact. A car that had traveled 40 feet within the previous turn, for example, would inflict four dice of bashing damage for its velocity, plus one health level of automatic impact damage to whatever it hits because... well, it’s a car. If that impact exceeds both the object’s Durability and its Structure, however, then that object could be destroyed, at the Storyteller’s option.
物体或角色以大致相同速度撞到一起时。受双方撞击骰池的总和,撞击前每移动1回合,
外加1自动成功,来反应撞击速度和质量的叠加效应。
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Objects or characters that smash into each other at roughly equal velocity take the total of both impact dice pools, plus one additional automatic success for each turn they were traveling before they hit, to reflect the cubed effects of colliding velocity and mass.
飞行物体在头20英尺后失去1骰的效果——除非它自我推进或符合空气动力学,30英尺后2骰,50英尺后3。例如一个扔出的桌子,会由于其质量而失去动量;然而一辆机动车并不会。
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A flying object loses one die of effect after the first 20 feet unless it’s self-propelled or aerodynamic, two dice after 30 feet, and three after 50 feet. A thrown table, for example, loses momentum thanks to its mass; a motor-powered car, however, does not.
护甲由于被设计成防止冲击,按通常数减少冲撞。这些冲撞规则
不影响武器,因为冲撞伤害已被计入武器正常效果。
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Armor, because it’s designed to protect against impact, reduces ramming and slamming impact by the usual amounts. These impact rules do not affect weapons, as impact damage is already figured into the weapon’s normal effects.
可选规则:打烂东西» Click to show Spoiler - click again to hide... «
Optional Rule: Bustin’ Stuff
法师能有相当的破坏力——从破门到用熵魔法让吊灯掉在人头顶上。破坏东西的细节一般应留给叙事和好的投掷(“
5成功?那堵墙没了!”)。然而总有你得弄清物体或表面的相关强度——也许还有另一边的人的命运——的时候,叙事人可用以下耐久和结构的
可选规则。
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From breaking down doors to dropping chandeliers on people’s heads with Entropy magick, mages can be rather destructive. Generally, the ins and outs of breaking things should be left to narration and good die rolls (“Five successes? That wall is history!”) For those times, however, when you need to figure out the relative toughness of an object or surface – and perhaps the fate of the person on the other side of it – the Storyteller may use the following optional rules about Durability and Structure.
耐久» Click to show Spoiler - click again to hide... «
无生命物体或表面的
耐久表示了它能吸收的伤害数。1个物体最多能阻止耐久等级的伤害——每点耐久1健康等级。例如,一堵耐久4的墙能在被攻击破坏前,吸收4级伤害。若有人在爆炸发生时,正站在那墙的另一边,那么她可能因爆炸受4健康等级的伤害。
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The Durability of an inanimate object or surface represents the amount of damage it can absorb. Assume that an object can stop damage up to its Durability rating – one health level per point of Durability. A Durability 4 wall, for instance, could absorb four levels’ worth of damage before an attack breaks through. If someone’s standing on the other side of that wall when an explosion goes off, then take four health levels off of the damage she might have suffered from the blast.
耐久基于厚度、柔韧和抗拉强度的组合,只反应惰性材料——而非血族、机器人、精魂等——的固有特性。将其视作材料的永久吸收骰。冲击和致命伤害对耐久影响一样,但
特定形式的恶性伤害(魔法火焰、狼人利爪等)可让物体或表面的耐久等级减半。不,血族獠牙就算成造成恶性伤害,但它也不应能咬穿墙;德古拉啃穿银行金库门的主意有点蠢,不过他的
利爪可能是另一回事…
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Based on a combination of thickness, flexibility, and tensile strength, Durability reflects only the innate properties of inert materials, not vampires, robots, elementals, or the like. Think of it as a material’s permanent soak roll. Both bashing and lethal damage affect Durability the same way, though certain forms of aggravated damage (mystic fire, werewolf claws, etc.) may halve an object or surface’s Durability rating. No, vampires should not be able to bite through walls even though their fangs inflict aggravated damage; the idea of Dracula chewing through a bank vault door is kinda silly, though his claws may be another matter...
结构» Click to show Spoiler - click again to hide... «
结构是物体或表面内在完整性的总体反映,表示事物在停止运作前能承受的伤害数。复杂物品可能表面坚固(如笔记本电脑)但一旦你破坏了内部,就很容易损坏。简单物品虽耐久低,但有更高结构;你或许能用好的一推来开扇门,但完全砸碎它要更难。
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An overall reflection of an object’s or surface’s internal integrity, Structure represents the amount of damage a thing can take before it stops working. Complex items might be durable on the surface (like a laptop computer) but break easily once you disrupt their innards. Simple items have a higher Structure, even if their Durability rating is low; you might be able to crack a door with a good shove, but smashing it down entirely is more difficult.
若耐久表示物体的吸收,那结构反映其健康等级。物体的结构被超过不一定会被
毁,但它的功能无法照常运作。汽车停止运行;电脑死机;墙面破出个大洞——即使绝大部分仍在。结构伤害无法治愈。得有人用普通维修工具或物质领域魔法来修复它。一般假设物体承受2倍的结构数伤害后就被基本摧毁——也许不会蒸发,但无法修复了。
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If Durability represents an object’s soak, then Structure reflects its health levels. The object in question won’t necessarily be destroyed once its Structure gets exceeded, but it won’t function in the way it’s supposed to function. A car stops running; a computer goes dead; a wall gets a nice big hole knocked through its surface even if most of the wall still stands. Structure damage cannot be healed. Someone needs to fix it, either with normal repair work or with Matter Sphere magick. As a general rule, assume that an object that takes more than twice its Structure rating is essentially destroyed – perhaps not vaporized, but beyond repair.
结构耐久 | 物质是… |
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1 | 脆弱(普通玻璃、薄木或陶瓷) |
2 | 易碎(坚固玻璃、胶合板、陶器) |
3 | 坚韧但有韧性(室内门、安全玻璃、清水墙、薄金属) |
4 | 坚固刚硬 |
5 | 坚固有韧性 |
6 | 坚硬 |
7 | 坚硬且厚 |
8 | 坚硬、厚且强悍 |
9 | 厚、坚硬且紧实 |
10 | 非常坚固紧实 |
11+ | 几乎无法穿透 |
结构 | 物体是… |
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1 | 脆弱(葡萄酒杯、灯泡) |
2-3 | 易碎(玻璃、笔记本电脑、清水墙) |
4-5 | 结实复杂(汽车引擎、相机、打印机) |
6-7 | 结实简单(桌子、木板、轮胎、厚门、砖墙) |
8-9 | 厚实简单(石墙、路灯杆、金属隔板) |
10 | 厚实强悍(保险箱、银行金库、建筑地基) |
11+ | 为承受巨力而建造(大型客机、船舶、军用车辆) |
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StructureDurability | Substance is... |
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1 | Fragile (normal glass, thin wood, or ceramic) |
2 | Breakable (sturdy glass, plywood, crockery) |
3 | Tough yet flexible (interior door, safety glass, drywall, thin metal) |
4 | Strong and rigid |
5 | Strong and flexible |
6 | Solid |
7 | Solid and thick |
8 | Solid, thick, and reinforced |
9 | Thick, solid, and dense |
10 | Exceedingly strong and dense |
11+ | Damn near impenetrable |
Structure | Object is... |
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1 | Fragile (wineglass, light bulb) |
2-3 | Easily broken (window, laptop, drywall) |
4-5 | Sturdy and complex (car engine, camera, printer) |
6-7 | Sturdy and simple (table, plank, tire, thick door, brick wall) |
8-9 | Thick and simple (stone wall, streetlight pole, metal bulkhead) |
10 | Thick and reinforced (safe, bank vault, building foundation) |
11+ | Built to take enormous punishment (airliner, ship, military vehicle) |
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某些种类的魔法对物质物体效果超群。熵、物质和原质领域造成伤害的效应能破坏耐久特质——熵利用弱点、物质分解材质、原质在魔素层面瓦解式样。3种情况下,任意1种领域的1个基于伤害的效应都让物体耐久-2。在叙事人选择下,生命领域能对木头、植物和其它有机活体材料有同样效果。
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Certain types of magick are pretty hard on material objects. Damage-inflicting Effects from the Entropy, Matter, and Prime Spheres undermine the Durability Trait – Entropy by exploiting weak spots, Matter by disrupting the substance, and Prime by disintegrating its Pattern on a Quintessential level. In all three cases, figure that a damage-based Effect from any of those Spheres reduces an object’s Durability by -2. At the Storyteller’s option, the Life Sphere may cause the same effect on wood, plants, and other living, organic materials.
若用此选项,一个法师想转化1个物体,她得为那物体的每点耐久投出至少1成功;若她未达到要求,就得持续投掷来克服物体耐久。这解释了为何即使用破则魔法,将保险箱变成棉花糖也并非易事。然而,熵、物质、原质和(也许还有)生命投出的每个成功仍可让目标耐久-2,因此你
能将保险箱变成棉花糖… 只是不太容易,当然也不算巧合。
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If, using this option, the mage wants to transmute an object, she’ll have to score at least one success for each point of Durability in that object; if she falls short, then she’ll need to use an extended roll in order to overcome that object’s Durability. This explains why turning safes into cotton candy is not exactly an easy proposition, even if you use vulgar magick. And yet, Entropy, Matter, Prime, and perhaps Life still subtract -2 from the target’s Durability for each success rolled, and so you can turn a safe into cotton candy... it’s just not particularly easy and certainly not a coincidence.
该选项受新黑暗世界系列的物体规则启发,已为
《20周年法师》调整简化。所以当一个赛博格打穿一堵墙或一个街头先知让一辆警车意外爆胎时,这些规则能帮你决定成功所需的力量大小。
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Inspired by the Objects rules in the New World of Darkness series, this option has been adjusted and simplified for Mage 20. So when a cyborg punches through a wall or a street prophet makes a cop car accidentally blow a tire, these rules can help you decide the amount of force it takes to succeed.
简单物体请看
战斗系统表的那个条目。
载具系统一节有各种交通工具的耐久和结构等级。
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For sample objects, see that entry on the Combat System Charts. The Vehicle Systems section has Durability and Structure ratings for various riding machines.
示例:秘密特工约翰·库兰基为楼上那帮啃肉的现实干犯准备了一个龌蹉惊喜。他注意到支撑他们临时住处木材的细长柱(耐久6,结构6),他用稳定完整矩阵扫描仪(1个内置于墨镜的熵1效应)扫描了构造,注意到支撑的弱点,在其位置猛踢了一脚——1个巧合的力场2/物质2效应,通过武术脚踢聚焦,令柱子完整性断裂。» Click to show Spoiler - click again to hide... «
Example: Secret Agent John Courage plans a nasty surprise for the pack of flesh-munching Reality Deviants upstairs. Noting the slender pillar that’s holding up the timbers of their makeshift squat (Durability 6, Structure 6), he scans the framework with his Stability Integrity Matrix (an Entropy 1 Effect built into his mirrorshades), spots the weak spot in that support, and lets fly with a massive kick at that location – a coincidental Forces 2/ Matter 2 Effect that fractures the pillar’s integrity, focused through a martial arts kick.
玩家布莱恩拿起骰子,为弱点扫描投掷。她在扫描上获4成功,让布莱恩那次脚踢的难度有-3加成。他用“暴力作焦点”(如第413页所述),投克兰基的启蒙7。这给布莱恩7个骰子。他的难度在成功熵扫描后是3。(巧合难度为领域2+3,扫描-3。然而魔法效应最低难度为3——请看第535页)。 布莱恩投出6成功。» Click to show Spoiler - click again to hide... «
Brian, the player, picks up his dice and rolls for the weak-spot scan. He gets four successes on the scan, which gives Brian a -3 reduction to the difficulty of that kick. Using “violence as a focus” (as described on p. 413), he rolls John Courage’s Enlightenment of 7. This gives Brian seven dice to roll. After the successful Entropy scan, his difficulty is 3. (Sphere 2 + 3 for coincidence, -3 for the scan. Magickal Effects have a MINIMUM difficulty of 3, however – see p. 535). Brian rolls six successes.
若他试图击中移动目标,布莱恩得投敏捷+武术来成功踢中。因为柱子不会动,所以叙事人免费给了他次机会。» Click to show Spoiler - click again to hide... «
If he were trying to hit a moving target, Brian would need to roll Dexterity + Martial Arts in order to score a successful kick. Since the pillar isn’t going anywhere, the Storyteller gives the shot to Brian for free.
基于启蒙骰的6成功,外加用力场领域的1自动成功,脚踢对柱子造成14健康等级伤害。物质领域的使用将柱子耐久降到4,所以那脚踢对柱子结构6造成10健康等级伤害。» Click to show Spoiler - click again to hide... «
Based on six successes scored on the Enlightenment roll, plus one automatic success for using the Forces Sphere, the kick itself inflicts 14 health levels of damage on the pillar. Use of the Matter Sphere reduces the pillar’s Durability to 4, so that kick deals out ten health levels against the pillar’s Structure of 6.
柱子?什么柱子?你说曾是柱子的那堆碎片? 柱子断裂,木地板吱吱作响,秘密特工约翰·克兰基为他即将到来的贵宾准备了一场合适的接待会…» Click to show Spoiler - click again to hide... «
Pillar? WHAT pillar? You mean that splintered ruin that USED to be a pillar?
The pillar breaks, the floorboards creak, and Secret Agent John Courage prepares a fitting reception for his impending guests...
溺水与窒息» Click to show Spoiler - click again to hide... «
即使是觉醒存在也需呼吸。但当烟或水迫使角色屏住呼吸,那么时间长度基于耐力特质:
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Even Awakened beings need to breathe. But when smoke or water force a character to hold her breath, that character can hold her breath for a length of time based on her Stamina Trait:
耐力 | 屏住呼吸 |
---|
1 | 30秒 |
2 | 1分钟 |
3 | 2分钟 |
4 | 4分钟 |
5 | 8分钟 |
6 | 15分钟 |
7 | 20分钟 |
8 | 30分钟 |
9 | 45分钟 |
10 | 1小时 |
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Stamina | Holding Breath |
---|
1 | 30 seconds |
2 | One minute |
3 | Two minutes |
4 | Four minutes |
5 | Eight minutes |
6 | 15 minutes |
7 | 20 minutes |
8 | 30 minutes |
9 | 45 minutes |
10 | One hour |
角色能花暂时意志点来延长屏气时间:1点加30秒。若角色在时间结束时无法获得可呼吸空气,她开始以每回合1健康等级的速度窒息或溺水。若她到了无法行动状态且仍无法呼吸,那么1回合后死去。
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That character can extend her breath-holding time by spending temporary Willpower; each point spent grants another 30 seconds of time. If the character cannot reach breathable air by the end of that time, she starts to suffocate or drown at the rate of one health level per turn. If she reaches Incapacitated and still cannot breathe, she dies one turn afterward.
窒息伤害为自动;它不被投出也无法被吸收。缺氧积累和治愈同冲击伤害,但溺水伤害(含吸入水,且能伤害肺和气管)在叙事人决定下,可像致命伤害一样积累和治愈。
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Suffocation damage is automatic; it is not rolled and cannot be soaked. Oxygen deprivation accumulates and heals like bashing damage, although drowning damage (which involves inhalation of water, and can damage the lungs and windpipe) may accumulate and heal like lethal damage instead, at the Storyteller’s discretion.
若受过急救训练的角色(医学1+,假设为现代医疗技术)能在溺水或窒息的角色死后不到10分钟内接触她,他能成功投次机敏+医学来试图复苏她。在异常冰冷的水中,这个时间延长到半小时。难度始于6,然而头5分钟后每5分钟+1,一到难度9就开始抬高成功数门槛。成功的生命3魔法能在这头几分钟内复活人。然而缺氧10分钟(在冷水30分钟)后,大脑开始损坏。之后只有生命5能做到。
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If a character with First Aid training (Medicine 1 or higher, assuming modern medical techniques) can reach a drowned or suffocated character within fewer than 10 minutes of death, he can try to resuscitate her with a successful Wits + Medicine roll. In unusually cold water, this time extends up to half an hour. The difficulty starts at 6 and goes up by +1 for each five minutes after the first, however, and starts racking up thresholds of successes needed once it reaches difficulty 9. Successful Life 3 magick can restore a person to life within those first few minutes. However, after 10 minutes (30 minutes in cold water) without air, the brain begins to deteriorate. After that point, only Life 5 will do.
假如角色有时间将自己冥想进催眠状态,1次
体炼专长的成功使用能像该特质的边栏所示那样延长屏气时间。之后这个虔诚者开始像其他人一样窒息或溺水。值得注意的是溺水是世上最大的意外杀手之一——尤其在儿童中… 而且和大众印象相反,它的标志并非挣扎叫喊,而是寂静。
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Assuming that the character has had time to meditate herself into a trance state, a successful use of the Body Control specialty can extend breath-holding time by the amounts shown in the sidebar dealing with that Trait. After that, the devotee begins suffocating or drowning like any other person would do. It’s worth nothing that drowning is one of the biggest accidental killers on Earth, especially among children... and, contrary to popular impressions, is not marked by thrashing and yelling, but by silence.
Posted by: Lord Ex 2023-02-11, 20:53
药物、毒物和疾病
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Drugs, Poisons, and Disease
每个生命体都是一个化学组。生命的卓越特征通过复杂化学过程产生。其他一些过程——通常被称为药物、毒物和疾病以及其它名称——改变了特定生命体中的默认化学设置。一些损伤,一些帮助,一些两者皆有。出于简化,将
药物视作用于改变人身心的化学组合物,
毒物视作用于伤害活物的化学制品,
疾病视作导致痛苦的内部改变。法师与这三者都有悠久历史。
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Each living being is a chemistry set. The sublime features of life come about through complex chemical processes. Certain other processes – often referred to as drugs, poisons, and diseases, among other names – change the chemical default settings in a given living thing. Some hurt, some help, and some have both effects. For simplicity’s sake, think of drugs as chemical compounds intended to alter a person’s body and mind, poisons as chemicals intended to harm a living thing, and disease as an internal alteration that causes suffering. Mages have long histories with all three.
药物虽有负面含义,但也只是一种物质;医药是药物,反之亦然。精神药物代表那些旨在改善身心状态的医药。秘术师和技官都将精神药物当作超脱、放松、提升感官和体能强化的工具。如
第十章的
法器一节中的
药物与毒物所述,各种技法都用药物来聚焦意图。即便如此,精神药物也改变身体的化学成分… 它们在此意义上成为
麻醉剂,通过潜在危险的化学变化生效。
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Despite its negative connotations, a drug is simply a substance; medicines are drugs, and drugs are medicines. Psychotropic drugs represent a certain kind of medicine meant to enhance various mental and physical states. Mystics and technomancers alike use psychotropic compounds as tools for transcendence, relaxation, heightened awareness, and physical vigor. As the Drugs and Poisons entry in the Instruments section of Chapter Ten explains, various practices use drugs to focus their intentions. Even so, psychotropics alter body chemistry... and in that sense, they become intoxicants, working their effects through potentially hazardous chemical changes.
毒物是故意有害的药物和疾病——对身心造成不快影响的毒液、毒素、感染等。一些是自然的,但其它许多不是。由于毒物和觉醒者间的长久联系,绝大多数沉睡者将魔法视作一种超自然甚至真正毒素。在臭名昭著的《出埃及记》22:18“
行邪术的女巫,不可容她存活。”中的词语“女巫”,其词根是一个有时被译成“投毒者”的希伯来词语。至于疾病,史上所有种类的法师都被当成医者和疫病携带者。然后,药物、毒物和疾病能成为魔法的工具、魔法活动的主题和法师遭受、引发及医治之物。
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Poisons are intentionally harmful drugs and diseases – venoms, toxins, infections, and so forth, with unpleasant effects upon a body and mind. Some are natural and many others are not. Thanks to the long associations between poison and the Awakened, most Sleepers consider magic to be a sort of metaphysical or even literal toxin. The word “witch” in the infamous Exodus 22:18 passage, “Thou shalt not suffer a witch to live,” is rooted in a Hebrew word sometimes translated as“poisoner.” As for disease, mages of all types have been regarded throughout history as both healers and carriers of sickness. Drugs, poisons, and disease, then, can be tools of magick; subjects of magickal activity; and things that mages suffer from, cause, and cure.
呼唤愉悦博士(
译注:愉悦博士是英国一支以常用药物做主题而出名的乐队)
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鉴于这种长久联系,某些法师精于药物和毒物也就不足为奇了。次要知识
药理/毒物学反映角色对此类物质的专注——从高科技研究或久经考验的传统技法。你的角色能用此特质分析、配制、改善、稀释或诊断不同物质的效果。和
爆破学(如上所述)一样,一个适当精通的法师能用魔法让制作特定毒素和精神药物变得更高或低效;用生命、心灵或物质魔法帮助制造异常强大的物质;用毒物、医药和药物作为焦点法器… 可能还会增强其效果——先祖原人、圣叶、梦语者、巴塔阿、理性之子和欢喜宗的常见赌博。
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Given that long association, it’s not surprising that certain mages specialize in drugs and poisons. The secondary Knowledge Pharmacopeia/ Poisons reflects a character’s dedication to such substances, from the perspective of either high-tech research or time-tested, traditional practices. With that Trait, your character can analyze, concoct, enhance, dilute, or diagnose the effects of various substances. As with the Demolitions knowledge (referenced above), a properly skilled mage might make certain toxins and psychotropics more or less effective with magick; use Life, Mind, or Matter magick to help create unusually potent substances; and employ poisons, medicine, and drugs as instruments of focus... probably while also enhancing their effects – a common gambit for Progenitors, Verbena, Dreamspeakers, Bata’a, Children of Knowledge, and Cultists of Ecstasy.
一个学识渊博的角色同样也能识别某些物质的效果(感知+药理);在糟糕经历中劝说药效发作者(操控+药理);注意到看似无害物质的可怕潜力(机敏+药理);并可用生命或心灵秘艺抵抗特定毒素——因为他清楚其作用方式(智力+药理)。所以是的——法师同化学变化有很深关系… 而且一些比其他人更懂这些关系。
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By the same token, a knowledgeable character can also recognize the effects of certain substances (Perception + Pharmacopeia); talk intoxicated people down during a bad experience (Manipulation + Pharmacopeia); spot the nasty potential of an apparently harmless substance (Wits + Pharmacopeia); and potentially use Life or Mind Arts to counteract a given toxin, because he understands the way it works (Intelligence + Pharmacopeia). So yes – mages have deep relationships with chemical alterations... and some understand those relationships better than others do.
毒素等级» Click to show Spoiler - click again to hide... «
游戏上毒物、疾病和危险药物都造成伤害,改变特质并能被生命领域效应引发或治愈。专精此类事物的法师——尤其是欢喜宗、善终者、萨满、炼金术士、女巫和先祖原人——偏好该领域,且他们能通过疾病和化学合成物聚焦生命、心灵和其它领域。
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In game terms, poisons, diseases, and dangerous drugs all inflict damage, alter Traits, and can be caused or cured with Life Sphere Effects. Mages who specialize in such things – especially Ecstatics, Thanatoics, shamans, alchemists, witches, and Progenitors – tend to favor that Sphere, and they can focus Life, Mind, and other Spheres through diseases and chemical compounds.
所有疾病、药物和毒素都有以下特质:
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All diseases, drugs, and toxins have the following Traits:
•
毒素等级:特定毒素或疾病对受影响角色造成伤害的健康等级数量。标有(冲)的造成冲击伤害,(致)的造成致命伤害。每次服用药物和毒物会造成该伤害1或2次——除非玩家投耐力(见下),而长期疾病每周或可能是——如像癌症的慢性杀手——每月或更久,造成该伤害1次。
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• Toxin Rating: The number of health levels that a particular toxin or disease inflicts upon the afflicted character. Entries marked with a (B) inflict bashing damage, and those marked with an (L) deal out lethal damage. Drugs and poisons cause this damage one or two times per ingestion unless the player makes a Stamina roll (below), whereas long-lasting diseases inflict that damage once per week or perhaps – as in the case of slow killers like cancer – once per month or longer.
•
难度:角色投耐力抵抗伤害影响的难度。若疾病或毒物继续影响角色或角色仍服药,根据需要进行新投掷。投出大失败,角色服药过量——正如警告所说——“可能有害或致命”。
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• Difficulty: The difficulty of the character’s Stamina roll to resist the damaging effects. If the disease or poison continues to affect the character, or if that character keeps taking the drug, make new rolls as necessary. On a botched drug roll, the character overdoses which – as the warning goes – “may be harmful or fatal.”
某些疾病或物质同时有(冲)和(致);这些标记反映了疾病严重性或物质纯度。致命化合物或疾病往往影响受害者到其死亡或被治愈。
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Certain diseases or substances have both a (B) and an (L); these designations reflect the severity of the disease or the purity of the substance. Lethal compounds or diseases tend to affect a victim until either he’s cured or he dies.
特别恶性的超自然毒素造成恶性伤害,但所幸此类物质很稀少。强大的夜裔常能摆脱毒素和疾病(或像血族一样对绝大多数免疫),但通常有1或2种物质——像银对化兽或铁对妖精——对它们造成恶性伤害。
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Especially vile paranormal toxins deal out aggravated damage, but fortunately such substances are rare. Powerful Night-Folk often shrug off toxins and disease (or, like vampires, remain immune to most of them), but typically one or two substances – like silver to werecreatures or iron to the fae-folk – inflict aggravated damage against them.
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毒素等级 | 难度 | 疾病 | 毒物或药物 |
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1 | 6 | 感冒(冲) | 酒精(冲)、四氢大麻酚(冲) |
2 | 7 | 水痘(冲)、食物中毒(冲)、耐甲氧西林金黄色葡萄球菌(致) | 甲基苯丙胺(冲)、甲醇(致) |
3 | 7 | 流感(冲)、癌症早期(致)、肺炎(致) | 肉毒胺(冲)、污水(冲)、催泪瓦斯(雾状;冲)、颠茄(致) |
4 | 8 | 艾滋病(致)、麻风病(致)、癌症晚期(致) | 沙门氏菌(冲)、氨气(致)、浑水(冲) |
5 | 8 | 严重流感(冲/致)、霍乱(冲)、癌症扩散(致) | 漂白剂(致)、工业废物(致) |
6 | 9 | 鼠疫(致)、炭疽(致) | 强酸(致) |
7 | 9/T3 | 埃博拉(致) | 沙林(致)、氰化物(致)、酸性污泥(致) |
注解:毒素云无法闪避;角色为避免影响需防护装备或生命2魔法。许多有毒化学物通过皮肤接触生效,无法屏气来避免。
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Toxin Rating | Difficulty | Disease | Poison or Drug |
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One | 6 | Cold (B) | Alcohol (B), THC (B) |
Two | 7 | Chicken Pox (B), Food Poisoning (B), MRSA (L) | Methamphetamine (B), Methanol (L) |
Three | 7 | Influenza (B), Cancer, Early (L), Pneumonia (L) | Ptomaine (B), Tainted Water (B), Tears Gas(cloud; B), Belladonna (L) |
Four | 8 | HIV (L), Leprosy (L), Cancer, Advanced (L) | Salmonella (B), Ammonia (L), Fouled Water (B) |
Five | 8 | Severe Flu (B/L), Cholera (B), Cancer, Extensive (L) | Bleach (L), Industrial Waste (L) |
Six | 9 | Bubonic Plague (L), Anthrax (L) | Strong Acids (L) |
Seven | 9/T3 | Ebola (L) | Sarin (L), Cyanide (L), Acidic Sludge (L) |
Notes: Clouds of toxins cannot be dodged; to avoid the effects, a character needs protective gear or Life 2 magick. Many toxic chemicals work on skin contact, and cannot be avoided by holding one’s breath.
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有医学特质的角色只要有时间和工具,就能缓解疾病或物质的症状。但毒素仍需从体内排出,所以尽管成功投次智力+医学能帮病人感觉更好——且可能像
健康与伤势下详述的治愈规则那样,加速愈合——但它们无法真正
治愈,只是治疗其影响。
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Given time and the tools of her trade, a character with the Medicine Trait can ease the symptoms of a disease or substance. The toxin still needs to work its way out of the body, though, so although a successful Intelligence + Medicine roll can help the patient feel better – and perhaps speed the healing process as per the healing rules detailed under Health and Injury – they can’t actually heal the problem, merely treat its effects.
另一方面,生命魔法能
治愈它们。游戏上这常涉及到成功的生命2效应来改变法师自己,生命3改变他人。缓慢愈合往往巧合——尤其以普遍接受的工具或技法聚焦(“
给你——拿着。它会马上让你感觉更好。”)。然而快速愈合常破则——除非病人和观察者
真相信奇迹(“
治好了!”)。
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Life magick, on the other hand, can cure such problems. Game-wise, this usually involves successful Life 2 Effects to alter the mage himself, and Life 3 Effects to alter someone else. Slow cures tend to be coincidental, especially when focused through a commonly accepted tool or practice. (“Here – take this. It’ll help you feel better in no time.”) Instant cures, however, tend to be vulgar unless the patient and observers literally do believe in miracles (“Be HEALED!”).
同样情况也适用于中毒和生病。虽然一个人也能让他人中毒… 欢喜宗、灭世者和辛迪加行动的专长——那种效果仍需相当隐秘。一个在和陌生人握手后酩酊大醉的人会想知道究竟发生了什么。而且虽然诅咒和毒物同巫术和巫毒有很深联系,一个指向某人并立刻让其染上麻风病的法师也是用了破则魔法。
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The same runs true for inflicting intoxication and disease. Although a person can have a literally intoxicating effect on other folks... a specialty of Ecstatics, Nephandi, and Syndicate ops – that effect still needs to be fairly subtle. A person who gets falling-down drunk after shaking hands with a stranger will wonder what the fuck just happened. And though curses and poisons have deep connections to witchcraft and Voudoun, a mage who points her finger at someone and gives him instant leprosy is working vulgar magick for sure.
通过化学生活得更好» Click to show Spoiler - click again to hide... «
Better Living Through Chemistry
你不一定非得是欢喜宗或理性之子才能和精神药物打交道。所有种类的萨满都要处理改变心智的化合物,而技官则处理聪明药和特制毒品及更多如可乐或酒的普通药。诚然,大量法师
的确会说不。然而对那些不会的,以下药物有重要的游戏效果:
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You don’t have to be a Cultist of Ecstasy or Child of Knowledge in order to deal with psychotropic substances. Shamans of all types work with mind-altering compounds, whereas technomancers deal with smart and designer drugs as well as with more mundane drugs like coke or booze. Sure, plenty of mages do just say no. For those who don’t, however, the following drugs have notable in-game effects:
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酒精:每2杯中度酒精饮料造成1骰冲击伤害。真正的烈性酒是1杯。导致的骰池罚值反映在模糊感知和蹒跚的反射动作。重度饮酒的伤害能以宿醉、恶心和其它损伤的形式,持续1天或更久。若角色把自己喝成了无法行动状态,她就昏倒了… 若她是个配角,甚至可能死掉。
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• Alcohol: Every two drinks of a moderate alcoholic beverage cause one die of bashing damage. Really potent drinks have the same effect after a single drink. The resulting dice-pool penalties reflect blurry perceptions and staggered reflexes. Heavy-duty drinking damage can linger for a day or more in the shape of hangovers, nausea, and other impairments. If the character drinks herself to Incapacitated, she passes out... and, if she’s a supporting character, she might even die.
喝酒角色无论是否受伤害,都得每喝2杯投耐力。难度取决于酒的烈度——镇酒冰壶或淡啤酒是5或6,非常烈性的是8或9。投掷失败,基于感知和敏捷的骰池减1骰。大失败将角色搞昏。对,酗酒真能让你完蛋!
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Whether or not the character takes damage, a drinking character needs to make a Stamina roll for every two drinks she consumes. The difficulty depends upon the potency of the drink – 5 or 6 for wine coolers or weak beer, 8 or 9 for the really hard stuff. Failure on that roll subtracts one die from Perception- and Dexterity-based dice pools. A botch knocks the character out right then and there. Yes, heavy drinking can indeed fuck you up!
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大麻:大麻的醇香效果改变了角色的时间、空间和健康感。它们在另一方面能诱发妄想和令人心悸的恐慌。游戏上,被草药影响的角色得到或失去基于感知的骰池的1骰。玩家投意志点;成功有加成,但失败有损失。继续吸食可导致更多投掷和更强效果。受大麻影响的角色在叙事人选择下,甚至能每吸食半小时就失去基于敏捷和意志点骰池的1骰。
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• Cannabinoids (Pot, Hashish): The mellowing effects of ganja alter a character’s sense of time, space, and wellbeing. On the flip side, they can induce paranoia and heart-thumping panic attacks. Game-wise, a character either gains or loses one die from his Perception-based dice pools while under the influence of the herb. The player makes a Willpower roll; success indicates a bonus, but failure indicates a loss. Continued smoking may lead to further rolls and more intense effects. At the Storyteller’s discretion, a character under the influence of pot or hash could even lose one die from his Dexterity- and Willpower-based dice pools for each half hour spent indulging.
尽管偶尔有相反看法,但大麻不造成物理伤害。其影响可在叙事人选择下,让基于时间的法术难度-1——由于在时间感知上的滑流效应。然而该加成不会随着觉醒草药的继续使用而提升,且无论如何也不应是可靠的——有时奏效,有时不。
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Despite occasional perceptions to the contrary, cannabis inflicts no physical damage. Its influence might, at the Storyteller’s option, reduce the difficulties of Time- based spells by -1, thanks to the slipstream effect it has on time perceptions. This bonus does not increase with continued use of awakened herbs, however, and should not be a reliable bonus in any case – sometimes it works, sometimes it doesn’t.
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可卡因/快克/甲基/快速丸:高辛烷兴奋剂给受影响的角色每回合1额外动作,但它们也减少其基于意志点且用于基于判断、克制或常识的骰池1骰。每剂自动造成2健康等级冲击伤害,一旦药效消失,角色崩溃。她能再次用药消除该影响,但每次崩溃伤害加2级:连用2次4健康等级,3次6级,以此类推。1剂可卡因持续约1小时,快克约半小时,神力约4-6小时。
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• Cocaine/ Crack/ Meth/ Speed: High-octane stimulants give a character one extra action per turn while she’s under the influence, but they also reduce her Willpower-based dice pools by one die for rolls based on judgment, restraint, or common sense. Each dose inflicts two automatic health levels in bashing damage once the drug wears off and the character crashes. She might put off this effect by using the drug again, but the crash gets two levels worse each time: four health levels for two consecutive uses, six after three uses, and so forth. A dose of coke lasts about an hour, crack lasts roughly half that long, and crank lasts between four to six hours per dose.
每次角色服用强效兴奋剂时,叙事人可要求投次耐力,难度6。失败意味着不理智行为(鲁莽、脾气暴躁、情绪波动剧烈等),大失败意味着服药过量。后者下角色受2倍伤害… 致命而非冲击。长期服用在任何时候都可能导致上瘾、不理智和其它难堪副作用。
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Each time a character consumes a heavy stimulant, the Storyteller may require a Stamina roll, difficulty 6. Failure means irrational behavior (recklessness, flash temper, violent mood swings, etc.), and a botch means an overdose. In the latter case, the character takes double the usual damage... lethal, not bashing. Prolonged use, in any case, tends to lead to addiction, irrationality, and other ugly side effects.
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特制毒品:由觉醒或沉睡药剂师调制的特制毒品能以各种有趣方式改变身心。最有名的麦角二乙酰胺和摇头丸已存在了数代,虽然技术上它们是特制毒品,但通常并不被这么认为。
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• Designer Drugs: Concocted by either Awakened or Sleeper chemists, designer drugs alter bodies and minds in various interesting ways. The most famous concoctions, LSD and Ecstasy, have been around for generations and aren’t usually considered designer goods any more, even though that’s technically what they are.
游戏上特制毒品能有叙事人想要的一切效果——常为心智和/或体能特质的暂时提升,代价是不幸行为和潜在的严重副作用。此类药物是绝佳的故事钩和秘法/科技魔法焦点(“
...你吃了蓝色药丸,然后...”)。
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In game terms, a designer drug can have whatever effects the Storyteller wants it to have – typically a temporary boost of Mental and/ or Physical Traits, at the cost of unfortunate behavior and potentially serious side effects. Such concoctions make excellent plot hooks and mystic/ technomagickal focuses (“...you take the blue pill, and...”).
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摇头丸/改变情绪的药物:所有精神药物在技术上都有改变情绪的效果。然而这类——典型是亚甲二氧甲基苯丙胺(又名摇头丸)或X——重塑大脑化学,促进信任和康乐。游戏上这些物质可对基于意志点的骰池有加成骰,代价是使用者倒下时有1或2级自动的冲击伤害。摇头丸尤其有磨牙和脱水副作用;“投”X时耐力骰大失败可引发癫痫,导致1-3健康等级的即刻致命伤害,而非投后的冲击伤害。
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• Ecstasy/ Mood-Altering Drugs: Technically, all psychoactive drugs have mood-altering effects. However, this category – epitomized by MDMA, a.k.a. Ecstasy, or X – reworks brain chemistry in an effort to promote trust and wellbeing. Game-wise, these substances may add bonus dice to Willpower-based dice pools at the expense of a level or two of automatic bashing damage when the user comes down. Ecstasy, in particular, has tooth-grinding, dehydrating side effects; a botched Stamina roll while “rolling” on X may cause a seizure that inflicts one to three health levels of immediate lethal damage instead of that post-roll bashing damage.
摇头丸好的是能增强强烈(通常是强迫的)感官意识,可在投摇头丸的最高潮时,对基于感知的骰池加1或2骰,持续约1小时。1次摇头丸骰依剂量和纯度可持续2-5小时。
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On the good side, ecstasy promotes intense (often compulsive) sensory awareness and may add a die or two to Perception-based dice pools for about an hour during the highest point of the Ecstasy roll. Depending on the dose and purity, an MDMA roll may last between two to five hours.
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迷幻药(麦角二乙酰胺、二甲基色胺、佩奥特等):改变心智的物质为许多秘法技法提供了钥匙;一些人甚至提出理论,说人类意识本身就是灵长类吃了精神真菌后产生的。涉及迷幻药时真相是个相当模糊的概念。某些人相比更普遍的
致幻剂,更喜欢术语
宗教致幻剂,因为前者引发梦境和错觉,后者唤醒“内在的神”。
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• Psychedelics (LSD, DMT, peyote, etc.): Mind-bending substances provide the keys to many mystic practices; some folks have even theorized that human consciousness itself arose when primates ate psychotropic fungi. Truth is an especially hazy concept where psychedelics are concerned. Certain folks prefer the term entheogen over the more common hallucinogen, because hallucinations project dreams and delusions, whereas entheogens wake the “inner god.”
规则上1剂迷幻药会在旅行期间减少角色骰池1-3骰。温和旅行扭曲景象,大的歪曲所有反射和感知。用此类药物作焦点的角色在叙事人选择下可降低基于空间、心灵、精魂和时间的魔法骰难度。
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Rules-wise, a dose of psychedelic drugs reduces a character’s dice pools by one to three dice for the duration of the trip. A mild trip bends the landscape, and a major trip skews every reflex and perception. At the Storyteller’s option, a character who’s using such drugs in a focus may reduce the difficulties of her Correspondence, Mind, Spirit, and Time-based magick rolls.
虽然这种药物不造成物理伤害,但很多宗教致幻剂会诱发恶心、口渴、脱水和深邃——有时是痛苦——的感知强度。典型的旅行持续4-12小时,在首次服用后的1-3小时里达到高峰。与流行看法相反,旅行不会在服用者一降低剂量时就跳出奇怪的事。大多数情况下,感知在半小时内歪曲,渐渐上升到更强烈的感觉。
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Although such drugs inflict no physical damage, many entheogens induce nausea, dry mouth, dehydration, and profound – sometimes painful – perceptual intensity. Typical trips last between four and 12 hours, peaking between one and three hours after the first dose. Contrary to popular belief, trips don’t jumpstart weird shit as soon as the user drops the dose. Most often, the perceptions begin skewing within a half hour, gradually rising toward more intense sensations.
叙事人在旅行的某个阶段可要求投次意志点,难度基于当时角色生活中发生的事。快乐状况降低难度,但恐惧和挑战提高它们。成功的意志点骰一般意味着好——可能是深邃——的经历,失败让服用者墜入噩梦巷(
译注:原著一般译为《玉面情魔》)的糟糕(也许是破碎)远足。2种旅行都能激发探求,而非常糟糕的可能导致幻劫(详见
第七章和
第十章)。庆幸的是老练向导能帮助缓解糟糕旅行或强化好的。熟悉精神体验的角色(如许多萨满、某些药剂师和医生、各种女巫和几乎所有欢喜宗狂信徒)的成功社交骰,能让旅行角色多投意志点,来掌控自身体验,且可能从即使是糟糕的旅行中获得长期加成。
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Somewhere along the trip, the Storyteller might request a Willpower roll, with difficulties based on the stuff that’s going on in the character’s life at the time. Happy circumstances lower the difficulty, but fears and challenges raise them. A successful Willpower roll means a generally good – perhaps profound – experience, whereas a failed roll drops the user into a bad (perhaps shattering) excursion through Nightmare Alley. Either trip can inspire a Seeking, and a really bad one might cause a Quiet. (See Chapters Seven and Ten for details.) Thankfully, an experienced guide can help ease a bad trip or enhance a good one. Successful social rolls from a character who’s familiar with psychotropic experiences (like many shamans, certain alchemists and doctors, various witches, and almost all Ecstatic devotees) allow a tripping character to make new Willpower rolls in order to master her experience and perhaps gain long-term benefits from even the bad trips.
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鸦片毒品(海洛因、吗啡、鸦片等)和镇静剂(瓦利姆、安眠酮等):各种镇静毒品能抑制感官和神经系统,减少疼痛并促进兴奋。虽然鸦片有幻觉恍惚状态的秘法历史,但此类物质的成瘾性让其成为危险麻烦的工具。
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• Opiates (Heroin, Morphine, Opium, etc.) and Sedatives (Valium, Quaaludes, etc.): Suppressing the sensory and nervous systems, the various downer drugs reduce pain and promote euphoria. Although opium has a mystic history of visionary trance states, the addictive properties of such substances make them risky and problematic tools.
游戏上1剂鸦片毒品或镇静剂减少基于疼痛的骰池罚值,常是1或2健康等级伤害。它不能真被
治愈,但只要毒品生效,相关罚值就无法阻碍角色。同时,每剂让角色的敏捷和社交特质骰池减1骰。也造成1级自动冲击伤害,它不来自创伤
本身,而是此类药物的抑制能量。
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In game terms, a dose of opiates or downers reduces pain-based dice penalties, typically by one or two health levels’ worth of damage. That damage isn’t actually healed, but the associated penalties don’t hinder the character so long as the drug remains in effect. Meanwhile, the character’s Dexterity- and Social-Trait dice pools drop by one die per dose. Each dose also inflicts one automatic level of bashing damage, not from injury per se, but from the deadened energy associated with such drugs.
在叙事人选择下,鸦片或海洛因的恍惚状态降低基于视觉的心灵或精魂施法难度。正集中精力于1个特定问题的角色可在智力或感知骰上有1或2骰加成… 毕竟,福尔摩斯是个相信毒品令自己心智敏锐的鸦片使用者。缺点上鸦片毒品和镇静剂相当成瘾。定期服用者应必有1或2个毒品相关的缺点。而且,每新1剂没被
不受其影响——或已被魔法觉醒或强化——的人精确估量的鸦片毒品或强镇静剂,都需投次耐力。失败意味着麻醉恍惚,大失败可能昏迷或死亡。
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At the Storyteller’s option, an opium or heroin trance might decrease the difficulty of vision-based Mind or Spirit spellcasting rolls. A character who’s concentrating on a particular problem could receive a one or two-die bonus to his Intelligence or Perception rolls... after all, Sherlock Holmes was an opium user who believed that the drug sharpened his mental faculties. On the downside, opiates and sedatives are ferociously addictive. Regular users should certainly have a Flaw or two associated with the drug. Also, each new dose of an opiate or strong sedative that has not been meticulously measured by someone who’s not under the influence – or that has been mystically awakened or enhanced – demands a Stamina roll. Failure means a deadening trance, and a botch means potential coma or death.
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根据许多萨满技法,所有物质都有内在精魂。一个萨满能唤醒精魂来弱或强化这些物质的效果。科技层面上,科学能修改其分子结构来弱或强化化合物或疾病的效果。游戏上2种办法都会觉醒药物或疾病,让其比通常更强或弱。
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According to many shamanic practices, all material things have essential spirits within them. By awakening those spirits, a shaman can ease or intensify the effects of those material things. On a technological level, science can ease or intensify the effects of a compound or disease by altering its molecular structure. In game terms, both approaches awaken a drug or disease, making them more or less powerful than they would normally be.
故事里角色可用其喜爱的焦点强化药物或疾病的效果。萨满倾向于用催眠状态、仪式和对药物或疾病精魂的祈祷。科学家用显微镜和其它实验设备、分析程序、电脑模拟和活体实验来证实结果。女巫和寻欢作乐者融合上述方法来测量化合物和使用配方,来得到想要结果,但也怀着对超自然元素的尊重和崇敬来处理此任务。你的角色该用看似最适合她信仰和技法的方法。
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In the story, a character employs his favored focus to enhance the properties of the drug or illness in question. Shamans tend to employ trance states, rituals, and invocations to the spirit of the drug or disease. Scientists employ microscopes and other lab gear, analysis procedures, computer simulations, and live-subject tests in order to verify results. Witches and ecstasy-seekers employ fusions of the previous approaches, measuring compounds and working with formulas in order to get the desired result, but handling that task with respect and reverence for the supernatural element as well. Your character should use whichever approach seems most appropriate to her beliefs and practices.
规则上你能用精魂3唤醒药物精魂,或生命3/精魂3唤醒别人体内的疾病精魂。科学家能用物质2强化药物属性,生命2强化微生物,生命3/物质2来强化活体内药物的效果,生命3强化基于微生物的疾病的效果。结合上述仪式,所有这些办法都是巧合,魔峰骰上的每个成功对药物效果加1级(其毒素等级,可能还有其它效果)。
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Rules-wise, you can use Spirit 3 to rouse the spirit of a drug, or Life 3/ Spirit 3 to rouse the spirit of a disease in someone else’s body. A scientist can use Matter 2 to enhance the properties of a substance, Life 2 to enhance microbes, Life 3/ Matter 2 in order to enhance the effects of substances within a living body, and Life 3 to enhance the effect of microbe-based disease. Combined with the rituals described above, all of those approaches seem coincidental and add one level to a substance’s effects (its Toxin Rating and possibly its other effects as well) for each success on the Arete roll.
觉醒药物内的精魂也能创造秘法药物,强化微生物和化合物的属性也能让法师制造科技魔法药物和疾病。有关精神图腾精魂的示例,请看
附录一图腾精魂一节的玛丽·简(第635页)。
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Awakening the spirit inside a substance can also create mystic drugs, and enhancing the properties of microbes and compounds allows a mage to craft technomagickal drugs and diseases. For an example of psychoactive totem spirits, check out Mary Jane in the Totem Spirits section of Appendix I, (p.635).
Posted by: Lord Ex 2023-02-11, 21:02
战斗系统表
具体的巫师决斗系统,请看魔法决斗部分。
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Combat System Charts
For specific wizard duel systems, see the Magickal Duels section.
Posted by: Lord Ex 2023-02-11, 21:03
战斗顺序
• 先攻:先攻等级(敏捷+机敏)+1骰。
• 攻击:查看攻击是否命中目标。
• 防御:查看防御者是否躲过攻击。
• 伤害:决定战斗者伤势。
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Order of Battle
• Initiative: Initiative Rating (Dexterity + Wits) + one die.
• Attack: See whether or not attacks hit their targets.
• Defense: See whether or not a defender has avoided an attack.
• Damage: Determine how badly the combatants get hurt.
攻击 • 射弹枪:敏捷+枪械。
• 超科技枪:敏捷+能量武器。
• 投掷武器:敏捷+运动。
• 手持武器:敏捷+白刃。
• 徒手攻击:敏捷+肉搏、武术、运动或道。
• 魔法攻击:魔峰。若攻击涉及击打或武器,按上述投相应特质。
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Attack
• Projectile Guns: Dexterity + Firearms.
• Hypertech Force Guns: Dexterity + Energy Weapons.
• Thrown Weapons: Dexterity + Athletics.
• Hand-Held Weapons: Dexterity + Melee.
• Bare-Hand Attacks: Dexterity + Brawl, Martial Arts, Athletics, or Do.
• Magickal Attacks: Arete. If attack involves a strike or weapon, roll appropriate Trait as above.
防御 • 闪躲:敏捷+运动,难度6。每个成功抵消攻击者1成功。
• 格挡:敏捷+肉搏或武术,难度各异。
• 招架:敏捷+白刃或武术,难度各异。
• 极度防御:敏捷+运动,减去(攻击者数-1)骰。
• 反制魔法:魔峰;难度8,作闪躲;请看
第十章。
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Defense
• Dodge: Dexterity + Athletics, difficulty 6. Each success removes one attacker success.
• Block: Dexterity + Brawl or Martial Arts, difficulty variable.
• Parry: Dexterity + Melee or Martial Arts, difficulty variable.
• Desperate Defense: Dexterity + Athletics, -1 die per attacker after first.
• Countermagick: Arete, difficulty 8, as a dodge; see Chapter Ten.
伤害 • 伤害:作为攻击类型,难度6;骰池为攻击者伤害骰+(成功数-1)。
• 吸收:耐力骰,难度6;每个成功抵消1伤害成功。
• 冲击:所有角色都能吸收。
• 致命:除非用
特效伤害选项,否则无护甲的人类不能吸收。
• 恶性:无特殊保护不能吸收。
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Damage
• Damage: As attack type, difficulty 6; dice pool is attacker’s damage roll + numbers of successes after the first.
• Soaking: Stamina roll, difficulty 6; each success removes one damage success.
• Bashing: All characters can soak.
• Lethal: Humans cannot soak without armor, except under Cinematic Damage option.
• Aggravated: No soak without special protection.
魔法与暴力 • 暴力作焦点:1动作,2投骰:魔峰/启蒙,查看魔法是否成功;攻击骰(见上),查看攻击是否成功。
若暴力为焦点,角色也无法在没其它动作的情况下执行其中一个,那么玩家无需像执行多重动作那样分割骰池。
• 暴力强化魔法:2动作,2投骰:照常投攻击;每个成功令随后魔峰骰难度-1(最高-3)。
• 魔法强化暴力:2动作,2投骰:魔峰骰施展效应;每个成功令随后攻击难度-1(最高-3)。
• 快速施法:即兴魔法攻击;魔峰骰难度+1。
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Magick and Violence
• Violence as Focus: One action, two rolls: Arete/ Enlightenment, to see if magick succeeds; and attack roll (as above) to see if attack succeeds. If violence is focus and character cannot perform one without the other, then player does not need to divide dice pool as if performing multiple actions.
• Violence Enhances Magick: Two actions, two rolls: roll attack normally; each success lowers difficulty for subsequent Arete roll by -1 (maximum modifier -3).
• Magick Enhances Violence: Two actions, two rolls: Arete roll to cast Effect; each success reduces difficulty of subsequent attack by -1 for each success (maximum modifier of -3).
• Fast-Casting: Improvised magickal attack; +1 difficulty on Arete roll.
精魂战斗 • 先攻:精魂先攻投意志点。
• 攻击:精魂除非用灵咒(详见
灵咒条目),否则投意志点,难度6。
• 防御:精魂投意志点来闪躲,难度6;否则在攻击和闪躲间分割骰池。
• 伤害:精魂投魂怒,难度6;每个成功造成1健康等级伤害。致命或恶性取决于灵咒。有精魂/界层科学领域的法师能吸收,难度6;没有的用魔峰,难度8。
• 吸收伤害:精魂用意志点特质吸收伤害。显形精魂如实体角色般攻击防御。绝大多数实体攻击和武器,和除原质与精魂/界层科学外的领域,无法伤害非显形精魂。
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Spirit Combat
• Initiative: Spirits roll Willpower for initiative.
• Attack: Spirits roll Willpower, difficulty 6, unless using a Charm. (For specifics, see Charm entries.)
• Defense: Spirits roll Willpower, difficulty 6, to dodge; or else split Willpower dice pool between attack and dodge.
• Damage: Spirits roll Rage, difficulty 6; each success inflicts one health level of damage. Said damage may be lethal or aggravated, depending upon Charm. Mages with Spirit/ Dimensional Science Sphere can soak spirit damage, difficulty 6; mages without Spirit can soak with Arete, difficulty 8.
• Soak Damage: Spirits soak damage with their Willpower Trait. Materialized spirits attack and defend as physical characters. Most physical attacks and weapons cannot harm un-Materialized spirits, nor can Spheres other than Prime and Spirit/ Dimensional Science.
Posted by: Lord Ex 2023-02-11, 21:04
治疗伤害
健康等级 | 恢复时间* |
---|
冲击伤害 |
---|
擦伤到重伤 | 1小时 |
重创 | 3小时 |
伤残 | 6小时 |
无法行动 | 12小时 |
致命和恶性伤害 |
---|
擦伤 | 1天 |
轻伤 | 3天 |
负伤 | 1周 |
重伤 | 1个月 |
重创 | 2个月 |
伤残 | 3个月 |
无法行动 | 5个月 |
* 恢复时间累加;请看下文的恢复。» Click to show Spoiler - click again to hide... «
Healing Damage
Health Level | Recovery Time* |
---|
Bashing Damage |
---|
Bruised to Wounded | One hour |
Mauled | Three hours |
Crippled | Six hours |
Incapacitated | 12 hours |
Lethal and Aggravated Damage |
---|
Bruised | One day |
Hurt | Three days |
Injured | One week |
Wounded | One month |
Mauled | Two months |
Crippled | Three months |
Incapacitated | Five months |
* Recovery times cumulative; see Recovery, below. 健康槽
健康等级 | 骰池罚值* | 移动罚值 |
---|
擦伤 | 0 | 轻微疼痛和肿胀;伤了,但仅此而已。 |
轻伤 | -1 | 割伤、瘀伤、疼痛,可能流血但没有大碍。 |
负伤 | -1 | 小而痛苦的伤势限制了角色,正常行动减半。 |
重伤 | -2 | 大的伤势令他残疾;角色没法跑,但仍能走。 |
重创 | -2 | 显著内、外伤;角色能蹒跚行走(3码/回合),但无法正常移动。 |
伤残 | -5 | 毁灭性伤势;角色只能爬(1码/回合)。 |
无法行动 | 不可用 | 角色因疼痛和伤口失去意识;无法移动。 |
死亡 | 不可用 | 另一个灵魂要迎接伟大奥秘了。 |
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The Health Chart
Health Levels | Dice Pool Penalty* | Movement Penalty |
---|
Bruised | 0 | Minor pain and swelling; he’s banged up but otherwise fine. |
Hurt | -1 | Cuts, bruises, aches, perhaps bleeding but no major impairment. |
Injured | -1 | Minor, painful injuries limit the character to half his normal movement. |
Wounded | -2 | Notable injuries handicap him; the character can’t run but may still walk. |
Mauled | -2 | Significant internal and external damage; character can hobble around (three yards/ turn) but not move normally. |
Crippled | -5 | Catastrophic injuries; character can only crawl (one yard/ turn). |
Incapacitated | N/A | Character is unconscious from pain and trauma; no movement possible. |
Dead | N/A | Another soul greets the Great Mystery. |
瞄准地点
目标大小 | 难度 | 伤害调整 |
---|
中等(手臂、公文包) | +1 | +1骰 |
小(头、手、枪) | +2 | +2骰 |
精确(眼、心、膝盖骨) | +3 | +3骰 |
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Targeting Locations
Target Size | Difficulty | Damage Modifier |
---|
Medium (arm, briefcase) | +1 | + one die |
Small (head, hand, gun) | +2 | + two dice |
Precise (eye, heart, kneecap) | +3 | + three dice |
掩护与行动
掩护 | 命中目标的难度 | 枪手难度 |
---|
平躺 | +1 | +0 |
移动 | +1 | +1 |
墙后 | +2 | +1 |
仅头露出 | +3 | +2 |
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Cover and Concealment
Cover | Difficulty to Hit Target | Shooter’s Difficulty |
---|
Lying Flat | +1 | +0 |
Moving | +1 | +1 |
Behind Wall | +2 | +1 |
Only Head Exposed | +3 | +2 |
角色...
• 伏击:攻击者投敏捷+潜行(+隐秘背景),目标对抗投感知+警觉,难度6。攻击者若获胜,获1免费动作,及(成功数-1)额外骰;平局,攻击者先手;目标获胜,发现攻击者。
• 目盲:无法格挡、闪躲或招架;其它所有行动难度+2。
• 击倒:同
无法移动,直到重新站起。
• 无法移动:若目标能移动,攻击者命中难度-2;若目标无法移动,自动命中。
• 击晕:若目标从一击中所受伤害超过耐力值,那被击晕1回合;这段时间命中难度-2。
• 和多人战斗:每个攻击者让角色攻击和防御的难度+1,最高罚值+4。有空间1、心灵1或时间2的法师,
并在战斗时有含这些领域之一的激活的感知效应,能忽视罚值。
• 处恶劣境况:依情况而定让难度+1到+3。
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Character Is...
• Ambushed: Attacker rolls Dexterity + Stealth (+ Arcane Background), resisted by target’s Perception + Alertness, difficulty 6. Attacker gets one free action if she wins, with one additional die per success after the first one; attacker goes first in tie; target spots attacker if target wins.
• Blinded: Cannot block, dodge, or parry; all other tasks +2 difficulty.
• Knocked Down: As per
Immobilized until standing back up.
• Immobilized: Attackers reduce difficulty to hit by -2 if target can move; hit automatically if target cannot move.
• Stunned: If, from one blow, target suffers damage that exceeds Stamina rating, then target is stunned one turn; attempts to hit are -2 difficulty during that time.
• Fighting Multiple Opponents: +1 difficulty per attacker, to character’s attack and defense rolls, up to a maximum
penalty of +4. A mage with Correspondence 1, Mind 1, or Time 2,
and who has an active sensory Effect in one of those Spheres at the time of combat can ignore penalty.
• In Rough Conditions: +1 to +3 difficulties, depending on circumstances.
护甲与护盾
护甲种类 | 等级 | 敏捷罚值 |
---|
硬皮 | 1-3 | 0 |
赛博护甲 | 1-4 | 0 |
强化服 | 1-2 | 0 |
增强强化服 | 1-5 | 0 |
机车皮衣 | 1 | -1 |
皮革衣服 | 2 | -2 |
角色扮演盔甲 | 2 | -1 |
锁子甲 | 4 | -2 |
钢铁胸甲 | 3 | -2 |
全身甲 | 5 | -2 |
凯夫拉战术背心 | 3 | -1 |
防弹背心 | 4 | -2 |
防暴服 | 4 | -2 |
军用护甲 | 5 | -2 |
阿兰森机甲 | 7 | -2 |
护盾 |
---|
垃圾桶盖子 | 3/+1 | 0 |
木制盾牌 | 2/+2 | -1 |
金属盾牌 | 4/+2 | -2 |
防暴盾牌 | 5/+2 | -1 |
注解硬皮反映有特别厚或坚固皮肤的动物、逝兽、建筑或变形法师。
赛博护甲被内置于佩戴者体内。请看背景:
植入插件。
强化服已被加固、加垫或铺薄的网状保护层。
增强强化服是被物质领域修改的普通衣服。
机车夹克代表厚、实用、重型的保护。
角色扮演盔甲反映现代的服饰盔甲。
锁子甲代表能作战的链式盔甲,比角色扮演盔甲重。
全身甲是铰接的骑士护甲。
防暴服是警用重型护甲。
军用护甲反映全套的现代战斗护甲。
阿兰森机甲是种标准的全身型超科技技官联盟护甲,被卓越公民和特工组成的联盟安全部队使用。详见
附录二(第656页)。
木制和金属盾牌代表为比武和重现战斗而做的可在战场用的盾牌。
防暴盾牌是种厚特种玻璃或带视窗的金属盾牌,由警察部队在民间动乱情况下(常以围墙阵型)使用。
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Armor and Shields
Armor Type | Rating | Dexterity Penalty |
---|
Tough Hide | 1-3 | 0 |
Cybernetic Armor | 1-4 | 0 |
Reinforced Clothing | 1-2 | 0 |
Enhanced Clothing | 1-5 | 0 |
Biker Jacket | 1 | -1 |
Leather Duster | 2 | -2 |
Cosplay Mail | 2 | -1 |
Chainmail | 4 | -2 |
Steel Breastplate | 3 | -2 |
Full Plate | 5 | -2 |
Kevlar Vest | 3 | -1 |
Flak Vest | 4 | -2 |
Riot Suit | 4 | -2 |
Military Armor | 5 | -2 |
Alanson Hardsuit | 7 | -2 |
Shields |
---|
Trash Can Lid | 3/+1 | 0 |
Wooden Shield | 2/+2 | -1 |
Metal Shield | 4/+2 | -2 |
Riot Shield | 5/+2 | -1 |
NotesTough Hide reflects animals, Bygones, constructs, or shapechanged mages with especially thick or armored skin.
Cybernetic Armor has been built into the wearer. See the Background:
Enhancement.
Reinforced Clothing has been stiffened, padded, or layered with thin mesh protection.
Enhanced Clothing is apparently normal clothing modified by the Matter Sphere.
Biker Jacket represents thick, practical, heavy-duty protection.
Cosplay Mail reflects modern costume armor.
Chainmail represents battle-worthy chain-link armor, heavier than cosplay mail.
Full Plate is articulated knight’s armor.
Riot Suit is police heavy body armor.
Military Armor reflects a full suit of modern battle armor.
Alanson Hardsuit is a standard-issue, full-body suit of hypertech Technocratic armor, used by Union security forces composed of extraordinary citizens and Enlightened agents alike. See
Appendix II (p. 656) for details.
Wooden and Metal Shields represent field-ready shields built for jousts and reenactment battles.
Riot Shield is a thick Plexiglas or metal-with-viewport shield, employed by police forces (typically in a wall formation) during civil unrest situations.
Posted by: Lord Ex 2023-02-11, 21:32
远程战斗技巧
技巧 | 特质 | 难度 | 伤害 |
---|
瞄准 | 敏捷+枪械 | 不可用 | 瞄准回合的命中+2骰 |
全自动 | 敏捷+枪械 | +2 | +10骰 |
近距 | 敏捷+枪械 | 4 | 武器 |
扫射 | 敏捷+枪械 | +2 | 特殊 |
三连发 | 敏捷+枪械 | +1 | 命中+3骰;伤害同武器 |
投掷武器 | 敏捷+运动 | 6 | 武器 |
双持武器 | 敏捷+枪械 | +1 | 特殊 |
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Ranged Combat Maneuvers
Maneuver | Traits | Difficulty | Damage |
---|
Aiming | Dexterity + Firearms | N/A | +2 dice to hit per turn spent aiming |
Full-Auto | Dexterity + Firearms | +2 | +10 dice |
Point Blank | Dexterity + Firearms | 4 | Weapon |
Strafing | Dexterity + Firearms | +2 | Special |
3-Round Burst | Dexterity + Firearms | +1 | +3 dice to hit; damage as weapon |
Thrown Weapon | Dexterity + Athletics | 6 | Weapon |
Two Weapons | Dexterity + Firearms | +1 | Special |
阴招技巧(肉搏至少得3)
技巧 | 特质 | 难度 | 伤害 |
---|
致盲 | 敏捷+托辞 | 9 | 特殊#1 |
抱摔 | 敏捷+肉搏 | 6 | 力量+2/冲或致 |
践踏 | 力量+肉搏 | 6 | 力量+2/致 |
重击 | 敏捷+肉搏 | 7 | 力量+2/冲+击倒 |
头部撞击 | 敏捷+肉搏 | 6 | 力量+1/冲 |
捅枪 | 敏捷+肉搏 | 6 | 枪械威力+2/致 |
低击 | 敏捷+肉搏 | 7 | 力量+击晕/冲或致 |
柄击 | 敏捷+白刃 | 7 | 力量+2/致 |
注解#1=每个成功让敌人目盲1回合,骰池失去2骰,直到他恢复。依具体攻击可致长期创伤。
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Dirty Fighting Maneuvers (min. three dots in Brawl)
Maneuver | Traits | Difficulty | Damage |
---|
Blinding | Dexterity + Subterfuge | 9 | Special #1 |
Body Slam | Dexterity + Brawl | 6 | Strength + 2/B or L |
Curbstomp | Strength + Brawl | 6 | Strength +2 /L |
Haymaker | Dexterity + Brawl | 7 | Strength +2/B + Knockdown |
Head Butt | Dexterity + Brawl | 6 | Strength +1/B |
Jab Pistol | Dexterity + Brawl | 6 | As Firearm +2/L |
Low Blow | Dexterity + Brawl | 7 | Strength + Stun/B or L |
Pistol Whip | Dexterity + Melee | 7 | Strength +2/L |
Notes#1 = Enemy blinded for one turn per success, loses two dice from his dice pools until he recovers. May cause lasting injury, depending upon attack.
普通徒手技巧
技巧 | 特质 | 难度 | 伤害 |
---|
咬噬 | 敏捷+肉搏 | 5 | 力量+1到+3/冲或致 |
爪抓 | 敏捷+肉搏 | 6 | 力量+1到+3/致或恶 |
卸武 | 敏捷+肉搏 | +1/8 | 特殊#1 |
侧翼/后方攻击 | 敏捷+技能 | -1/-2 | 同攻击 |
擒拿 | 力量+肉搏 | 6 | 力量或无 |
脚踢 | 敏捷+肉搏 | 7 | 力量+1/冲 |
拳击 | 敏捷+肉搏 | 6 | 力量/冲 |
读懂对手 | 感知+特质 | 6 | 特殊#2 |
横扫 | 敏捷+肉搏 | 8 | 特殊#3 |
击倒 | 敏捷+肉搏 | 7 | 力量+特殊#4/冲 |
注解#1=攻击者投敏捷+白刃,难度+1;若成功数超过敌人耐力值,他丢掉武器。若没有,攻击者照常造成伤害。大失败,攻击者失去自己武器。徒手卸武是敏捷+肉搏,难度8,通常攻击骰池-1骰(另见下文的
武术卸武)。
#2=对抗骰,观察者的感知+战斗特质对抗敌人的机敏+战斗特质。成功的观察者在执行下个动作的骰池上加(成功)个骰。
#3=击倒:若击打成功,敌人倒地。
#4=至少需2码来有足够动力。每个战斗者需成功投敏捷+运动(攻击者难度6,目标难度(6+攻击者成功数)),否则被击倒在地。可能伤害攻击者。
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General Hand-To-Hand Maneuvers
Maneuver | Traits | Difficulty | Damage |
---|
Bite | Dexterity + Brawl | 5 | Strength +1 to +3 /B or L |
Claw | Dexterity + Brawl | 6 | Strength +1 to +3 /L or A |
Disarm | Dexterity + Melee | +1 / 8 | Special #1 |
Flank/ Rear Attack | Dexterity + Ability | -1 /-2 | As Attack |
Grapple | Strength + Brawl | 6 | Strength or None |
Kick | Dexterity + Brawl | 7 | Strength +1 /B |
Punch | Dexterity + Brawl | 6 | Strength /B |
Reading Opponent | Perception + Trait | 6 | Special #2 |
Sweep | Dexterity + Brawl | 8 | Special #3 |
Tackle | Dexterity + Brawl | 7 | Strength + Special #4 /B |
Notes#1 = Attacker rolls Dexterity + Melee at +1 difficulty; if successes exceed opponent’s Strength score, he drops weapon. If not,
attacker inflicts usual damage. On botched roll, attacker loses own weapon. Bare-handed disarm is Dexterity + Brawl, difficulty 8, minus one die from usual attack pool. (See also
Martial Arts Disarm, below.)
#2 = Resisted roll, observer’s Perception + Combat Trait against opponent’s Wits + Combat Trait. Successful observer adds one die per success to the dice pool to perform next action.
#3 = Knockdown: if blow succeeds, antagonist winds up on ground.
#4 = Requires at least two yards to achieve effective momentum. Each combatant needs successful Dexterity + Athletics roll (difficulty 6 for the attacker, difficulty 6 + the attacker’s successes for the target) or wind up on ground. May damage attacker.
特殊道艺技巧(道至少得2;最多4技巧)
技巧 | 特质 | 难度 | 伤害 |
---|
拨挡飞箭 | 敏捷+道 | 7/9 | 偏转/武器 |
飓风投 | 敏捷+道 | 8 | 力量+3+成功数 |
铁布衫 | 不可用 | 6 | 吸收+(道特质)个骰 |
气合术 | 特殊 | 7/不可用/8 | 特殊#1 |
梅花桩 | 敏捷+道 | 6 | 跳跃;请看条目 |
柔拳 | 敏捷+道 | 7 | 攻击者的力量+武器+成功数 |
折枝为剑 | 敏捷+道 | 不可用 | (道特质)个骰/冲,武器/致或武器+1/致 |
旋风腿 | 敏捷+道 | 8 | 力量+5+成功数 |
武器技艺 | 同攻击 | 不可用 | 特殊——请看条目 |
注解所有级别的修道者也能施展
普通徒手和
武术技巧,选择冲击或致命伤害;可能完全无法施展
阴招技巧。
#1=修道者在耐力+道骰(难度7)上的每个成功,能给自己3回合的1耐力加成;投操控+道(难度为目标意志点+3)来恐吓敌人;或坚持怒吼(魅力+道,难度8),加成功数到表达、领导力、胁迫或基于表演的秘艺骰。
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Do Special Techniques (min. two dots in Do; four techniques max.)
Maneuver | Traits | Difficulty | Damage |
---|
Arrow Cutting | Dexterity + Do | 7/9 | Deflect/ Weapon |
Hurricane Throw | Dexterity + Do | 8 | Strength +3 + successes |
Iron Shirt | N/A | 6 | + 1 die to soak per dot in Do |
Kiaijutsu | Special | 7/ N/A /8 | Special #1 |
Plum Blossom | Dexterity + Do | 6 | Leaps; see entry |
Soft Fist | Dexterity + Do | 7 | Attacker’s Strength + Weapon + Successes |
10,000 Weapons | Dexterity + Do | N/A | 1 die per dot in Do/B, Weapon/L or Weapon +1/L |
Typhoon Kick | Dexterity + Do | 8 | Strength +5 + Successes |
Weapon Art | as per Attack | N/A | Special – see entry |
NotesDo practitioners of all levels may also perform
General Hand-To-Hand and
Martial Arts maneuvers, choosing between bashing and lethal damage; may not perform
Dirty Fighting maneuvers at all.
#1 = Practitioner may give self a three-turn Stamina bonus of one dot for every success in a Stamina + Do roll (difficulty 7); frighten enemies by rolling Manipulation + Do (difficulty is the target’s Willpower +3); or hold the Shout in (Charisma + Do, difficulty 8), adding successes to Expression, Leadership, Intimidation, or performance-based Art roll.
武术技巧
技巧 | 特质 | 难度 | 伤害 |
---|
当身投 | 敏捷+武术 | 6 | 特殊#1 |
死亡击打 | 敏捷+武术 | 5 | 力量+2/致 |
斗转星移 | 敏捷+武术 | 6 | 攻击者的力量/冲#2 |
卸武 | 敏捷+武术 | 7 | #3 |
神龙摆尾 | 敏捷+武术 | 8 | 敌人的力量/冲 |
铁肘/膝大枪 | 敏捷+武术 | 5 | 力量+1/冲 |
飞踢 | 敏捷+武术 | 7 | 力量+2/冲 |
刚击/柔击 | 敏捷+武术 | 5/6 | 力量+1/冲 |
关节锁 | 敏捷+武术 | 5 | 擒拿+成功数/致 |
击打神经 | 敏捷+武术 | 7 | 力量+3/冲#4 |
蛇步 | 敏捷+武术 | 6/5 | 闪躲+3骰 |
弹腿 | 敏捷+武术 | 5 | 力量+1/冲 |
回旋踢 | 敏捷+武术 | 6 | 力量+3/冲 |
投技 | 敏捷+武术 | 7/6 | 力量+行动/冲#5 |
雷鸣破 | 敏捷+武术 | 7 | 力量+3+成功数/冲 |
生死击打 | 敏捷+武术 | 7 | 力量/致 |
空手入白刃 | 敏捷+武术 | 7 | 力量/冲+卸武 |
注解每种技巧的完整描述请看
最低技能和柔与刚派列表。
#1=对抗骰,敏捷+武术对抗攻击者的敏捷+肉搏、白刃或武术;成功后偏转攻击,并可如下文对攻击者用
投技。
#2=每个成功减去攻击者骰的1成功;若防御者投出成功比攻击者多,那么攻击者需投敏捷(难度8),否则受(自身力量)及冲击伤害。
#3=同上文的徒手
卸武;武术技能最低3。
#4=若攻击者对敌人投出至少3成功,后者须投耐力(难度8),否则下回合被击晕。
#5=敏捷+武术骰池不小于敌人敏捷的攻击者能将其扔出最多(成功)个码。可有额外伤害——请看条目。
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Martial Arts Maneuvers
Maneuver | Traits | Difficulty | Damage |
---|
Counter Throw | Dexterity + Martial Arts | 6 | Special #1 |
Death Strike | Dexterity + Martial Arts | 5 | Strength +2/L |
Deflecting Block | Dexterity + Martial Arts | 6 | Attacker’s Strength/B #2 |
Disarm | Dexterity + Martial Arts | 7 | #3 |
Dragon Tail Sweep | Dexterity + Martial Arts | 8 | Opponent’s Strength /B |
Elbow/ Knee Strike | Dexterity + Martial Arts | 5 | Strength +1/B |
Flying Kick | Dexterity + Martial Arts | 7 | Strength +2/B |
Hard/ Soft Strike | Dexterity + Martial Arts | 5/6 | Strength +1/B |
Joint Lock | Dexterity + Martial Arts | 5 | Grapple + Successes/L |
Nerve Strike | Dexterity + Martial Arts | 7 | Strength +3/B #4 |
Snake Step | Dexterity + Martial Arts | 6/5 | Dodge + 3 dice |
Snap Kick | Dexterity + Martial Arts | 5 | Strength +1/B |
Spinning Kick | Dexterity + Martial Arts | 6 | Strength +3/B |
Throw | Dexterity + Martial Arts | 7/6 | Strength + Movement/B #5 |
Thunder Kick | Dexterity + Martial Arts | 7 | Strength +3 + Successes/B |
Vital Strike | Dexterity + Martial Arts | 7 | Strength/L |
Withering Grasp | Dexterity + Martial Arts | 7 | Strength/B + Disarm |
NotesSee also
Minimum Ability and soft or hard style listings for each maneuver, under full descriptions.
#1 = Resisted roll of Dexterity + Martial Arts against attacker’s Dexterity + Brawl, Melee, or Martial Arts; success deflects
attack and may
Throw, attacker as below.
#2 = Each success subtracts one success from attacker’s roll; if defender scores more successes than attacker, then attacker must roll Dexterity (difficulty 8) or take own Strength in bashing damage.
#3 = As per
Disarm, above, bare-handed; minimum three dots in Martial Arts Skill.
#4 = If attacker scores at least three successes against opponent, opponent must make Stamina roll (difficulty 8) or be stunned next turn.
#5 = Attacker with Dexterity + Martial Arts dice pool equal to or higher than opponent’s Dexterity throws opponent up to one yard for each success scored. Extra damage possible – see entry.
Posted by: Lord Ex 2023-02-12, 08:16
近战武器
武器 | 难度 | 伤害/类型 | 隐蔽性 | 注解 |
---|
斧类 |
---|
短柄小斧 | 6 | 力量+1/致 | 夹 | |
印第安战斧 | 6 | 力量+2/致 | 夹 | |
普通斧 | 7 | 力量+3/致 | 不 | |
大斧 | 7 | 力量+6/致 | 不 | #1 |
长柄斧 | 7 | 力量+3/致 | 不 | #2 |
剑类 |
---|
匕首 | 4 | 力量+1/致 | 口 | #3 |
刀 | 4 | 力量+1/致 | 口 | |
短剑 | 5 | 力量+2/致 | 夹 | |
剑 | 6 | 力量+2/致 | 雨 | |
武士刀 | 6 | 力量+3/致 | 雨 | #4 |
大剑 | 5 | 力量+6/致 | 不 | #1 |
十手 | 5 | 力量+1/致 | 夹 | #5,#6 |
勾剑 | 7 | 力量 +3/致 | 雨 | 成对使用,#2,#5,#6 |
棍类 |
---|
防暴警棍 | 5 | 力量+1/冲 | 雨 | |
棒球棍 | 5 | 力量+2/冲 | 雨 | |
撬棍 | 6 | 力量+1/致 | 夹 | |
杖 | 6 | 力量+1/冲 | 不 | |
铁杖 | 7 | 力量+3/致 | 不 | #1 |
权杖 | 6 | 力量+2/致 | 不 | |
双节棍 | 7 | 力量+2/冲 | 雨 | #5,#7 |
狼牙棒 | 6 | 力量+2/致 | 雨 | |
大狼牙棒 | 7 | 力量+4/致 | 不 | #1 |
拳类 |
---|
拳套 | 4 | 力量+1/冲 | 口 | |
指虎 | 6 | 力量/致 | 口 | |
尖刺护手 | 6 | 力量+1/致 | 夹 | |
手爪(小) | 6 | 力量+1/致 | 口 | |
手爪(大) | 6 | 力量+2/致 | 口 | |
印度拳刃 | 6 | 力量+2 | 夹 | #3,#5 |
战扇 | 5 | 力量+2/致 | 夹 | #5,#7 |
风火轮 | 6 | 力量+3/致 | 不 | #6 |
即兴武器 |
---|
破瓶 | 6 | 力量+1/致 | 口 | #8 |
椅子 | 7 | 力量+2/冲 | 不 | |
链锯 | 8 | 力量+7/致 | 不 | #9 |
桌子 | 8 | 力量+3/冲 | 不 | #1 |
鞭和链#10 |
---|
链条 | 5 | 力量/冲 | 夹 | |
链鞭 | 6 | 力量+1/致 | 夹 | |
锁镰 | 7 | 力量+3 /冲 | 雨#2,#6 | |
万力锁 | 7 | 力量+2 /致 | 雨#2,#6 | |
尾鞭 | 6 | 力量+1/冲 | | |
九尾鞭 | 6 | 力量/致 | 夹 | |
普通鞭 | 6 | 力量/致 | 夹 | |
牛鞭 | 7 | 力量+1/致 | 夹 | |
注解难度:使用武器的正常难度。
伤害:使用武器的伤害骰。
种类:冲=冲击、致=致命、恶=恶性
隐蔽性:口=口袋、夹=夹克、雨=雨衣、不=不可用
#1=双持武器;很重——使用至少需力量3。
#2=正常使用需双手;单手难度+2。
#3=可穿透3点护甲。
#4=双手用伤害骰+1。
#5=用于格挡时骰池+1。
#6=用于卸武时骰池+2。
#7=敌人尝试格挡的难度+1。
#8=用3次后毁坏。
#9=大失败伤害自己。
#10=可用于缠住敌人肢体,难度+1。
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Melee Weapons
Weapon | Difficulty | Damage/Type | Conceal | Notes |
---|
Axes |
---|
Hatchet | 6 | Strength +1/L | J | |
Tomahawk | 6 | Strength +2/L | J | |
Axe | 7 | Strength +3/L | N | |
Great Axe | 7 | Strength +6/L | N | #1 |
Polearm | 7 | Strength +3/L | N | #2 |
Blades |
---|
Stiletto | 4 | Strength +1/L | P | #3 |
Knife | 4 | Strength +1/L | P | |
Short Sword | 5 | Strength +2/L | J | |
Sword | 6 | Strength +2/L | T | |
Katana | 6 | Strength +3/L | T | #4 |
Great Sword | 5 | Strength +6/L | N | #1 |
Sai | 5 | Strength +1/L | J | #5, #6 |
Hook Sword(s) | 7 | Strength +3/L | T | Used as pair, #2, #5, #6 |
Clubbing Weapons |
---|
Riot Baton | 5 | Strength +1/B | T | |
Baseball Bat | 5 | Strength +2/B | T | |
Crowbar | 6 | Strength +1/L | J | |
Staff | 6 | Strength +1/B | N | |
Iron Staff | 7 | Strength +3/L | N | #1 |
Mace | 6 | Strength +2/L | N | |
Nunchaku | 7 | Strength +2/B | T | #5, #7 |
Spiked Club | 6 | Strength +2/L | T | |
Huge Spiked Club | 7 | Strength +4/L | N | #1 |
Fist-Extension Weapons |
---|
Sap | 4 | Strength +1/B | P | |
Brass Knuckles | 6 | Strength/L | P | |
Spiked Gauntlet | 6 | Strength +1/L | J | |
Hand Claws (small) | 6 | Strength +1/L | P | |
Hand Claws (large) | 6 | Strength +2/L | P | |
Katar | 6 | Strength +2 | J | #3, #5 |
War Fan | 5 | Strength +2/L | J | #5, #7 |
Wind and Fire Wheel | 6 | Strength +3/L | N | #6 |
Improvised Weapons |
---|
Broken Bottle | 6 | Strength +1/L | P | #8 |
Chair | 7 | Strength +2/B | N | |
Chainsaw | 8 | Strength +7/L | N | #9 |
Table | 8 | Strength +3/B | N | #1 |
Whips and Chains #10 |
---|
Chain | 5 | Strength/B | J | |
Chain Whip | 6 | Strength +1/L | J | |
Kusarigama | 7 | Strength +3/B | T #2, #6 |
Manriki-Gusari | 7 | Strength +2/L | T | #2, #6 |
Flogger | 6 | Strength +1/B | | |
Barbed Cat | 6 | Strength/L | J | |
Whip | 6 | Strength/L | J | |
Bullwhip | 7 | Strength +1/L | J | |
NotesDifficulty: The normal difficulty at which the weapons is used.
Damage: The number of damage dice rolled when employing this weapon.
Type: B = Bashing L = Lethal A = Aggravated
Conceal: P = Pocket J = Jacket T= Trenchcoat N= N/A
#1 = Two-handed weapon; very heavy – requires min. Strength 3 to employ.
#2 = Requires two hands to employ properly; +2 difficulty if used one-handed.
#3 = Penetrates up to three points of armor.
#4 = May be used two-handed for an additional +1 damage die.
#5 = +1 to dice pool when used to block.
#6 = +2 to dice pool for disarm attempts.
#7 = +1 difficulty to opponent’s block attempts.
#8 = Breaks after three uses.
#9 = On a botch, user inflicts damage upon self.
#10 = May be used to entangle an enemy’s limb at +1 difficulty.
远程武器
种类 | 伤害 | 射程 | 射速 | 弹夹 | 隐蔽性 | 注解 |
---|
常规武器 |
---|
轻型左轮 史密斯威森,640型(.38特种弹) | 4 | 12 | 3 | 6 | 口 | |
重型左轮 柯尔特,巨蟒(.44马格南) | 6 | 35 | 2 | 6 | 夹 | |
轻型半自动手枪 格洛克,17型(9毫米) | 4 | 20 | 4 | 17+1 | 口 | |
重型半自动手枪 以色列军事工业,沙漠之鹰(12.7×33毫米) | 5 | 30 | 3 | 7+1 | 夹 | |
步枪 雷明顿,700型(30.06) | 8 | 200 | 1 | 5+1 | 不 | |
小型冲锋枪 英格拉姆,马克10型(9毫米) | 4 | 25 | 3 | 30+1 | 夹 | #1 |
大型冲锋枪 科赫,MP-5(9毫米) | 4 | 50 | 3 | 30+1 | 雨 | #1 |
突击步枪 AK-47(7.62x39毫米) | 7 | 150 | 3 | 42+1 | 不 | #1 |
锯短的霰弹枪 温彻斯特,24型双管(12号) | 8 | 10 | 2 | 2 | 夹 | |
霰弹枪 伊萨卡,37型(12号) | 8 | 20 | 1 | 5+1 | 雨 | |
半自动霰弹枪 伯奈利,4型(12号) | 8 | 25 | 3 | 6+1 | 雨 | |
突击霰弹枪 宪兵系统,自动突击-12(12号) | 8 | 50 | 3 | 32+1 | 不 | #1 |
科联武器#2 |
---|
比格斯,X-5 R型保护者 | 5 | 40 | 4 | 12 | 夹 | #3 |
比格斯,X-5 A型保护者 | 5 | 40 | 4 | 12+1 | 夹 | #1 |
比格斯,姆乔尔尼尔 马克5型 | 10 | 100 | 1 | 10 | 雨 | #4 |
堡垒-格拉夫斯,WW-3 | 8 | 200 | 3 | 50+1 | 不 | #1 |
博兰,马克13型 武器系统 | (如下所示) | | | | | #1,#5 |
超智技械链枪 | 8 | 150 | 3 | 200 | 不 | #1 |
弓类#6 |
---|
短弓 | 4 | 60 | 1 | 1 | 不 | |
猎弓 | 5 | 100 | 1 | 1 | 不 | |
长弓 | 5 | 120 | 1 | 1 | 不 | |
突击弩 | 3 | 20 | 1 | 1 | 夹 | #7 |
弩 | 5 | 90 | 1 | 1 | 雨 | |
重型弩 | 6 | 100 | 1 | 1 | 不 | |
泰瑟枪 | 5 | 5 | 1 | 1 | 口 | #8 |
催泪瓦斯 | 3 | 3 | 1 | 5 | 口 | #8 |
安抚喷雾 | 5 | 3 | 1 | 5 | 口 | #8 |
军用武器#9 |
---|
.30口径机枪 | 12 | 800 | 5 | 100 | 不 | #1 |
.50口径机枪 | 16 | 1000 | 5 | 200 | 不 | #1,#10 |
30毫米加农炮 | 15 | 1200 | 8 | 100 | 不 | #1,#11 |
79型榴弹发射器 | 6 | 400 | 1 | 1 | 不 | #12 |
19型榴弹发射器 | 8 | 600 | 2 | 1 | 不 | #10,#12 |
喷火器 | 火焰,3级/回合 | 60 | 1 | 5 | 不 | #12 |
火箭发射器 | 12-16 | 500+ | 1 | 1 | 不 | #12 |
注解伤害:枪械和弓类的伤害都是致命。
射程:列出射程内(单位为码),难度6;列出射程2倍内,难度8;2码内,难度4。
射速:武器单回合能发射的子弹上限数或三连射数。
弹夹:武器能容纳的子弹上限数。一些列有“+1”的武器,能在枪膛有1发子弹的情况下容纳1完整弹夹。
隐蔽性:请看
近战武器表。
#1=枪能全自动射击、三连发和扫射。
#2=除链枪外的所有种类武器都有激光瞄准器,能被沉睡者和卓越公民使用;只发放给卓越公民级别或更高的科技联盟人员。
#3=左轮按下按钮就能将任何种类的弹药装入枪筒。R型和A型均由复合材料制成——金属探测器看不到。
#4=很少发给未启蒙人员,因为它往往因未启蒙的使用而投掷失败并卡住;不过相比几年前更适应共识。
#5=通过主枪管,将冲锋枪主武器(同
AK-47;50发弹夹)和自动霰弹枪性能(同
宪兵系统,自动突击-12;20发弹夹)结合,外加枪管下的榴弹发射器(同
79型榴弹发射器/6发弹夹)。激光瞄准器。
重型;需力量3+使用,但后坐力相对低。
#6=长和短弓花1自动动作上弦和拉弓;弩需2自动动作装填。有箭术3+的角色能将上弦、拉弓和放箭合为1动作,但不能用弩做同样的事。
#7=可折叠;需1回合从存放状态展开,展开后加1动作来装填。
#8=冲击而非致命伤害;投出成功不加额外伤害。催泪瓦斯和科联安抚喷雾也能减少目标骰池(成功数×2)个骰达1回合。
#9=需重武器上的枪械专长和C级护照才能在美国合法持有。
#10=不可携带;须安装在载具上。
#11=链枪;通常无法携带,但能被一些超智技械和重型赛博格携带。由于高速“钻孔”效果,可让护甲保护减半。
#12=请看
爆炸物表。
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Ranged Weapons
Type | Damage | Range | Rate | Clip | Conceal | Notes |
---|
Conventional Guns |
---|
Revolver, Lt. SW M640 (.38 Special) | 4 | 12 | 3 | 6 | P | |
Revolver, Hvy. Colt Anaconda (.44 Magnum) | 6 | 35 | 2 | 6 | J | |
Semi-Automatic Pistol, Lt. Glock 17 (9mm) | 4 | 20 | 4 | 17+1 | P | |
Semi-Automatic Pistol, Hvy. IMI Desert Eagle (.50 AE) | 5 | 30 | 3 | 7+1 | J | |
Rifle Remington M-700 (30.06) | 8 | 200 | 1 | 5+1 | N | |
SMG, Small Ingram Mac-10 (9mm) | 4 | 25 | 3 | 30+1 | J | #1 |
SMG, Large HK MP-5 (9mm) | 4 | 50 | 3 | 30+1 | T | #1 |
Assault Rifle AK-47 (7.62x39mm) | 7 | 150 | 3 | 42+1 | N | #1 |
Shotgun, Sawed Off Winchester Model 24 double barrel (12 Gauge) | 8 | 10 | 2 | 2 | J | |
Shotgun Ithaca M-37 (12 Gauge) | 8 | 20 | 1 | 5+1 | T | |
Shotgun, Semi-Automatic Benelli M4 (12 Gauge) | 8 | 25 | 3 | 6+1 | T | |
Shotgun, Assault MPS AA-12 (12 Gauge) | 8 | 50 | 3 | 32+1 | N | #1 |
Technocracy Sidearms #2 |
---|
Biggs X-5 Model R Protector | 5 | 40 | 4 | 12 | J | #3 |
Biggs X-5 Model A Protector | 5 | 40 | 4 | 12+1 | J | #1 |
Biggs Mjollner Mk. IV | 10 | 100 | 1 | 10 | T | #4 |
Castle-Graves WW-3 | 8 | 200 | 3 | 50+1 | N | #1 |
Bolan Mk.13 Weapons System | (as noted below) | | | | | #1,#5 |
HIT Mark Chain-Gun | 8 | 150 | 3 | 200 | N | #1 |
Bows #6 |
---|
Short Bow | 4 | 60 | 1 | 1 | N | |
Hunting Bow | 5 | 100 | 1 | 1 | N | |
Long Bow | 5 | 120 | 1 | 1 | N | |
Crossbow, Commando | 3 | 20 | 1 | 1 | J | #7 |
Crossbow | 5 | 90 | 1 | 1 | T | |
Crossbow, Hvy. | 6 | 100 | 1 | 1 | N | |
Taser | 5 | 5 | 1 | 1 | P | #8 |
Tear Gas | 3 | 3 | 1 | 5 | P | #8 |
Pacification Spray | 5 | 3 | 1 | 5 | P | #8 |
Military Weapons #9 |
---|
.30 Caliber Machine Gun | 12 | 800 | 5 | 100 | N | #1 |
.50 Caliber Machine Gun | 16 | 1000 | 5 | 200 | N | #1, #10 |
30 mm Cannon | 15 | 1200 | 8 | 100 | N | #1, #11 |
M-79 Grenade Launcher | 6 | 400 | 1 | 1 | N | #12 |
M-19 Grenade Launcher | 8 | 600 | 2 | 1 | N | #10, #12 |
Flamethrower | 3 levels/ turn, fire | 60 | 1 | 5 | N | #12 |
Rocket Launcher | 12-16 | 500+ | 1 | 1 | N | #12 |
NotesDamage: All damage from firearms and bows is lethal.
Range: Within listed range (in yards), difficulty is 6; at twice listed Range, difficulty is 8; within two yards, difficulty is 4.
Rate: Maximum number of bullets or three-round bursts the weapon can fire in a single turn.
Clip: Maximum number of bullets the weapon can hold. Some weapons, listed as “+1”, can hold a full clip with a round ready in the chamber.
Conceal: See
Melee Weapons chart.
#1 = Gun may fire full-auto, three-round bursts, and strafing sprays.
#2 = All category weapons except chain-gun feature laser sights and can be used by Sleepers and extraordinary citizens;
issued only to Technocracy personnel of extraordinary citizen level or higher.
#3 = Revolver; at the touch of a button, can chamber any type of ammunition loaded in the cylinder. Both Model R and Model A made of composite materials – invisible to metal detectors.
#4 = Rarely issued to unEnlightened personnel, as it tends to jam on a failed roll during unEnlightened use; still, more attuned to Consensus than it was years ago.
#5 = Combines a submachine gun main weapon (as per
AK-47; 50-shot clip) with auto-shotgun capabilities (as
MPS AA-12; 20-shot clip) through the main barrel, plus a grenade launcher under that barrel (as a
MP-79/ six-shot magazine). Laser sights.
Heavy; requires Strength 3 or better to employ but has relatively low recoil.
#6 = Long and short bows take an automatic action to nock and draw; crossbows require two automatic actions to reload. A character with Archery 3 or higher can nock, draw, and loose an arrow as a single action but cannot do the same thing with a crossbow.
#7 = Collapsible; requires one turn to unfold from storage configuration, plus one action to load once it has been unfolded.
#8 = Bashing damage, not lethal; adds no extra damage from successes scored. Tear gas and Technocratic pacification spray also reduce target’s dice pools by two dice for one turn per success.
#9 = Requires Firearms specialization in Heavy Weapons and a Class C license to own legally in U.S.
#10 = Not man-portable; must be mounted on vehicle.
#11 = Chain-gun; not normally man-portable, but carried by some HIT Marks and heavy-duty cyborgs. Halves armor
protection due to high-speed “drilling” effect.
#12 = See
Explosives chart.
投掷武器
武器 | 难度 | 伤害/种类 | 隐蔽性 |
---|
刀 | 6 | 力量/致 | 口 |
手里剑 | 7 | 3/致 | 口 |
长矛 | 6 | 力量+1/致 | 不 |
石头 | 5 | 力量/冲 | 不等 |
大石头 | 5 | 力量+3/冲 | 不 |
印第安战斧 | 6 | 力量+1/致 | 夹 |
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Thrown Weapons
Weapon | Difficulty | Damage/Type | Conceal |
---|
Knife | 6 | Strength/L | P |
Shuriken | 7 | 3/L | P |
Spear | 6 | Strength +1/L | N |
Stone | 5 | Strength/B | varies |
Stone, Large | 5 | Strength +3/B | N |
Tomahawk | 6 | Strength +1/L | J |
特殊弹药种类
种类 | 伤害 | 效果 |
---|
外质干扰器 | 5/恶 | 以恶性伤害爆炸炸毁精魂和血族;对实体存在为普通伤害。 |
爆炸弹 | 6/致 | 迷你手榴弹;对目标为6骰,每离撞击处1码-1骰,最多-6骰;仅限霰弹枪和科联枪械。 |
飞镖弹 | 7/致 | 小型飞镖;现代身体护甲对此弹药防护-2,但老式厚护甲(仅)对此防护翻倍;仅限霰弹枪和科联枪械。 |
燃烧弹 | 4/恶 | 白磷——开火后于空气中点燃;命中后每回合造成2骰恶性伤害;可点燃易燃物。 |
橡皮弹 | 冲 | 伤害同普通子弹,但为冲击而非致命。 |
泰瑟弹 | 5/冲 | 电荷造成2回合的5级冲击伤害;科联特殊弹药。 |
催泪瓦斯弹 | 冲 | 瓦斯充满2米范围——请看第456页的毒素;仅限霰弹枪和科联枪械。 |
特氟龙弹 | 致 | 伤害同普通子弹,但令护甲防护-1。 |
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Special Ammunition Types
Type | Damage | Effects |
---|
Ectoplasmic Disruptors | 5/A | Blasts spirit entities and vampires with aggravated damage explosion; normal damage to physical beings. |
Explosive Shells | 6/L | Mini-grenades; six dice on target, minus one die/ yard from impact to max. of -6 dice; usable only in shotguns and Technocratic firearms. |
Flechettes | 7/L | Tiny darts; modern body armor reduced by -2 to protection from this ammo, but old-style thick armor counts as double for this ammo only; only from shotguns and Technocratic firearms. |
Incendiary Rounds | 4/A | Phosphorus – ignites in air when fired; inflict two dice aggravated damage for one turn after they hit; ignite flammable objects. |
Rubber Bullets | B | Damage as normal bullets for the gun, but bashing, not lethal. |
Taser Bullets | 5/B | Electrical charge inflicts 5 levels bashing for two turns; Technocratic special ammo. |
Tear Gas Rounds | B | Fills two meter radius with tear gas – see Toxins, p.456; shotguns and Technocratic firearms only. |
Teflon Bullets | L | Damage as per normal bullets for the gun, but reduce armor protection value by -1. |
特殊枪械瞄准器
种类 | 难度减值 | 注解#1 |
---|
激光瞄准器 | -1 | 瞄准1回合。 |
狙击瞄准镜 | -2 | 瞄准2回合。 |
夜视仪 | -1 | 仅限黑暗;也让枪手在黑暗中看东西。 |
电脑瞄准器 | -3 | 瞄准1回合。 |
#1=瞄准器给枪手骰池+2骰,仅限首次射击。
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Special Gun Sights
Type | Difficulty Reduction | Notes #1 |
---|
Laser Sight | -1 | One turn to aim. |
Sniper Scope | -2 | Two turns to aim. |
Night Vision Scope | -1 | Dark only; also lets shooter see in darkness. |
Computer Targeting | -3 | One turn to aim. |
#1 = Scopes add two dice to shooter’s dice pool for the first shot only.
Posted by: Lord Ex 2023-02-12, 09:26
环境危害
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火焰伤害
健康等级/回合 | 火焰大小 |
---|
1 | 火炬;部分身体烧伤 |
2 | 篝火;半个身体烧伤 |
3 | 烈焰;吞没整个身体 |
吸收难度 | 火焰温度 |
---|
3 | 蜡烛(1级烧伤) |
5 | 篝火(2级烧伤) |
7 | 本生灯(3级烧伤) |
8 | 电器火焰 |
9 | 化学火焰 |
10 | 熔岩或金属熔化 |
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Fire Damage
Heath Levels/ Turn | Size of Fire |
---|
One | Torch; part of body burned |
Two | Bonfire; half of body seared |
Three | Inferno; body engulfed |
Soak Difficulties | Heat of Fire |
---|
3 | Candle (first degree burns) |
5 | Campfire (second degree burns) |
7 | Bunsen burner (third degree) |
8 | Electrical fire |
9 | Chemical fire |
10 | Molten lava or metal |
电击
健康等级/回合 | 电源 |
---|
2 | 小型;墙上插座 |
4 | 大型;保护栅栏 |
6 | 严重;接线盒 |
8 | 致命;地铁轨道 |
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Electrocution
Health Levels/ Turn | Electrical Source |
---|
Two | Minor; wall socket |
Four | Major; protective fence |
Six | Severe; junction box |
Eight | Fatal; subway rail |
爆炸物
种类 | 爆炸范围 | 爆炸威力 | 燃烧 | 注解 |
---|
毒气手雷 | 4 | 不可用 | 无 | #1 |
震荡手雷 | 3 | 8骰 | 无 | #2 |
破片手雷 | 3 | 12骰 | 无 | |
莫洛托夫燃烧瓶 | 2 | 8骰 | 有 | #3 |
简易爆炸装置 | 3-5 | 8-15骰 | 看情况 | #4 |
自爆炸弹 | 4-6 | 10-15骰 | 看情况 | #5 |
汽油 | 3 | 2 | 有 | #3 |
油箱(汽车) | 5 | 12骰 | 有 | #3 |
汽车炸弹 | 5 | 20骰 | 看情况 | #4 |
卡车炸弹 | 20 | 30骰 | 看情况 | #4 |
爆破粉 | 1 | 1 | 有 | #6 |
达纳炸药 | 3-5 | 6骰/筒 | 有 | |
硝化甘油 | 4 | 3 | 无 | #7 |
塑胶炸药 | 1-6 | 1-20 | 无 | #8 |
凝固汽油 | 10-50 | 特殊 | 有 | #9 |
小型火箭 | 3-6 | 10-15骰 | 无 | |
炮弹 | 10 | 20-30骰 | 无 | |
核弹 | 1-30英里 | 认真的? | 有 | #3 |
注解爆炸范围:爆炸中心,以10英尺为单位;范围内的所有角色和物体受全部伤害,每向外1码,-1成功。
爆炸威力:每磅或半加仑炸药投出的骰数;有时就是骰池。
燃烧:炸药是否也能点燃火焰。
除非注明,否则伤害为致命。
#1=请看
毒素表.
#2=冲击而非致命伤害。
#3=恶性伤害。
#4=也可燃烧(恶性伤害+火焰)或破片(护甲保护减半)。
#5=绑在使用者身上或体内;点燃后杀死使用者。同#4。
#6=零散的火火药或闪光粉;点燃时也会制造出刺眼闪光。
#7=不稳定的液体;可因碰撞点燃。
#8=可形成精确爆炸范围;在被电子雷管点燃前保持稳定。
#9 = 凝胶状汽油;恶性伤害。叙事人投1骰决定多少凝固汽油命中了某个角色,然后10回合里每回合都投那么多骰。无法被水扑灭,只能因完全缺氧熄灭。成功闪躲减少(成功数)个骰伤害。
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Explosives
Type | Blast Area | Blast Power | Burn | Notes |
---|
Toxic Gas Grenade | 4 | N/A | No | #1 |
Concussion Grenade | 3 | 8 dice | No | #2 |
Fragmentation Grenade | 3 | 12 dice | No | |
Molotov Cocktail | 2 | 8 dice | Yes | #3 |
IED | 3-5 | 8-15 dice | Depends | #4 |
Suicide Bomb | 4-6 | 10-15 dice | Depends | #5 |
Gasoline | 3 | 2 | Yes | #3 |
Gas Tank (car) | 5 | 12 dice | Yes | #3 |
Car Bomb | 5 | 20 dice | Depends | #4 |
Truck Bomb | 20 | 30 dice | Depends | #4 |
Blasting Powder | 1 | 1 | Yes | #6 |
Dynamite | 3-5 | 6 dice/ stick | Yes | |
Nitroglycerin | 4 | 3 | No | #7 |
Plastique | 1-6 | 1-20 | No | #8 |
Napalm | 10-50 | Special | Yes | #9 |
Small Rocket | 3-6 | 10-15 dice | No | |
Artillery Shell | 10 | 20-30 dice | No | |
Nuke | 1-30 miles | Seriously? | Yes | #3 |
NotesBlast Area: Center of explosion, measured in 10’ increments; all characters and objects take full damage within Blast Area, -1 success for each yard outward from there.
Blast Power: Number of dice rolled per pound or ½ gallon of explosive; sometimes simply a dice pool instead.
Burn: Whether or not the explosive also ignites fires.
Damage lethal unless noted.
#1 = See
Toxins chart.
#2 = Bashing damage, not lethal.
#3 = Aggravated damage.
#4 = Might also be incendiary (aggravated damage + fire) or shrapnel (half armor protection).
#5 = Strapped to, or inside of, user; kills user upon ignition. Also, #4.
#6 = Loose gun- or flash powder; also creates blinding flare when ignited.
#7 = Liquid, unstable; may ignite upon impact.
#8 = May be shaped for precise explosion area; stable until ignited by electronic detonator.
#9 = Jellied gasoline; aggravated damage. Storyteller rolls one die to determine how much flaming napalm hits a given character, then rolls that many dice per turn for 10 turns. Not extinguished by water, only by total lack of oxygen. Successful dodge reduces damage dice pool by one die per success.
躲避爆炸
难度 | 爆炸大小 |
---|
6 | 小爆炸(手雷、莫洛托夫燃烧瓶) |
8 | 大爆炸(煤气罐、小型炸弹、简易爆炸装置) |
9 | 特大爆炸(炮弹、油罐车、卡车炸弹) |
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Dodging the Blast
Difficulty | Size of Explosion |
---|
6 | Small detonation (grenade, Molotov cocktail) |
8 | Large explosion (gas tanks, small bombs, IEDs) |
9 | Huge explosion (artillery rounds, tanker trucks, truck bombs) |
毒素
毒素等级 | 难度 | 疾病 | 毒物或药物 |
---|
1 | 6 | 感冒(冲) | 酒精(冲)、四氢大麻酚(冲) |
2 | 7 | 水痘(冲)、食物中毒(冲)、耐甲氧西林金黄色葡萄球菌(致) | 甲基苯丙胺(冲)、甲醇(致) |
3 | 7 | 流感(冲)、癌症早期(致)、肺炎(致) | 肉毒胺(冲)、污水(冲)、催泪瓦斯(雾状;冲)、颠茄(致) |
4 | 8 | 艾滋病(致)、麻风病(致)、癌症晚期(致) | 沙门氏菌(冲)、氨气(致)、浑水(冲) |
5 | 8 | 严重流感(冲/致)、霍乱(冲)、癌症扩散(致) | 漂白剂(致)、工业废物(致) |
6 | 9 | 鼠疫(致)、炭疽(致) | 强酸(致) |
7 | 9/T3 | 埃博拉(闪避时做云状,致) | 沙林(致)、氰化物(致)、酸性污泥(致) |
注解:毒素云无法闪避;角色为避免影响需防护装备或生命2魔法。许多有毒化学物通过皮肤接触生效,无法屏气来避免。云也会随风飘移,并能用力场2+效应驱或扩散。
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Toxin
Toxin Rating | Difficulty | Disease | Poison or Drug |
---|
One | 6 | Cold (B) | Alcohol (B), THC (B) |
Two | 7 | Chicken Pox (B), Food Poisoning (B), MRSA (L) | Methamphetamine (B), Methanol (L) |
Three | 7 | Influenza (B), Cancer, Early (L), Pneumonia (L) | Ptomaine (B), Tainted Water (B), Tears Gas(cloud; B), Belladonna (L) |
Four | 8 | HIV (L), Leprosy (L), Cancer, Advanced (L) | Salmonella (B), Ammonia (L), Fouled Water (B) |
Five | 8 | Severe Flu (B/L), Cholera (B), Cancer, Extensive (L) | Bleach (L), Industrial Waste (L) |
Six | 9 | Bubonic Plague (L), Anthrax (L) | Strong Acids (L) |
Seven | 9/T3 | Ebola (avoid as cloud, L) | Sarin (L), Cyanide (L), Acidic Sludge (L) |
Notes: Clouds of toxins cannot be dodged; to avoid the effects, a character needs protective gear or Life 2 magick. Many toxic chemicals work on skin contact, and cannot be avoided by holding one’s breath. Clouds also drift with wind and may be dispersed or spread with Forces 2 or higher Effects.
物体
耐久 | 物质是… |
---|
1 | 脆弱(普通玻璃、薄木或陶瓷) |
2 | 易碎(坚固玻璃、胶合板、陶器) |
3 | 坚韧但有韧性(室内门、安全玻璃、清水墙、薄金属) |
4 | 坚固刚硬 |
5 | 坚固有韧性 |
6 | 坚硬 |
7 | 坚硬且厚 |
8 | 坚硬、厚且强悍 |
9 | 厚、坚硬且紧实 |
10 | 非常坚固紧实 |
11+ | 几乎无法穿透 |
结构 | 物体是… |
---|
1 | 脆弱(葡萄酒杯、灯泡) |
2-3 | 易碎(玻璃、笔记本电脑、清水墙) |
4-5 | 结实复杂(汽车引擎、相机、打印机) |
6-7 | 结实简单(桌子、木板、轮胎、厚门、砖墙) |
8-9 | 厚实简单(石墙、路灯杆、金属隔板) |
10 | 厚实强悍(保险箱、银行金库、建筑地基) |
11+ | 为承受巨力而建造(大型客机、船舶、军用车辆) |
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Structure
Durability | Substance is... |
---|
1 | Fragile (normal glass, thin wood, or ceramic) |
2 | Breakable (sturdy glass, plywood, crockery) |
3 | Tough yet flexible (interior door, safety glass, drywall, thin metal) |
4 | Strong and rigid |
5 | Strong and flexible |
6 | Solid |
7 | Solid and thick |
8 | Solid, thick, and reinforced |
9 | Thick, solid, and dense |
10 | Exceedingly strong and dense |
11+ | Damn near impenetrable |
Structure | Object is... |
---|
1 | Fragile (wineglass, light bulb) |
2-3 | Easily broken (window, laptop, drywall) |
4-5 | Sturdy and complex (car engine, camera, printer) |
6-7 | Sturdy and simple (table, plank, tire, thick door, brick wall) |
8-9 | Thick and simple (stone wall, streetlight pole, metal bulkhead) |
10 | Thick and reinforced (safe, bank vault, building foundation) |
11+ | Built to take enormous punishment (airliner, ship, military vehicle) |
屏气
耐力 | 屏住呼吸 |
---|
1 | 30秒 |
2 | 1分钟 |
3 | 2分钟 |
4 | 4分钟 |
5 | 8分钟 |
6 | 15分钟 |
7 | 20分钟 |
8 | 30分钟 |
9 | 45分钟 |
10 | 1小时 |
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Holding Breath
Stamina | Holding Breath |
---|
1 | 30 seconds |
2 | One minute |
3 | Two minutes |
4 | Four minutes |
5 | Eight minutes |
6 | 15 minutes |
7 | 20 minutes |
8 | 30 minutes |
9 | 45 minutes |
10 | One hour |
物体和表面范例
物体/表面 | 耐久 | 结构 | 伤害 | 注解 |
---|
障碍 |
---|
窗户 | 1-3 | 1-3 | 1 | #1 |
有机玻璃 | 3-5 | 5 | 2 | |
纱门 | 2 | 2 | 不可用 | |
薄门 | 1 | 5 | 1 | |
厚门 | 2-4 | 5-7 | 2 | |
金属门 | 3-5 | 6-8 | 4 | |
金库门 | 10 | 10-18 | 8 | |
干墙 | 3 | 2-4 | 1 | #2 |
木墙 | 3-5 | 6-8 | 2 | #2 |
砖墙 | 6-8 | 6-8 | 3 | #2 |
石墙 | 6-9 | 8-9 | 3 | #2 |
铁墙 | 7-10 | 8-15 | 4 | #2 |
铁丝网栅栏 | 2 | 6 | 1 | #2 |
木栅栏 | 2-4 | 3-6 | 2 | #2 |
金属栅栏 | 3-4 | 7-10 | 3 | #2 |
家具 |
---|
椅子 | 3-4 | 4-6 | 1-2 | |
棺材 | 2 | 7 | 2 | |
电脑 | 1-3 | 2-4 | 1-2 | |
沙发 | 3 | 7 | 3 | |
灯 | 1-2 | 2-3 | 1 | |
搁板架 | 3-4 | 6-7 | 2 | |
桌子/办公桌 | 2-4 | 4-6 | 2-3 | |
电视 | 2 | 2 | 2 | |
街头物体 |
---|
信箱 | 2-3 | 2-6 | 1-2 | |
井盖 | 4 | 6 | 3 | |
金属杆 | 4-8 | 6-7 | 2 | |
路灯 | 5 | 8-9 | 3 | |
树 | 5-10 | 10+ | 3-5 | #3 |
注解耐久:整体硬度和/或厚度。
结构:有效完整性;当伤害超过结构,物体被破坏。
伤害:若攻击者用物体或表面做即兴武器,加到前者冲击伤害池的后者骰数。
#1=若玻璃在用作武器前破碎,伤害为致命;重型玻璃伤害翻倍。
#2=伤害反应被墙的一块击中或被狠狠撞到墙上。
#3=变化极大,取决于树的年龄、种类和大小。
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Sample Objects and Surfaces
Object/Surface | Durability | Structure | Damage | Notes |
---|
Barriers |
---|
Window | 1-3 | 1-3 | 1 | #1 |
Plexiglas | 3-5 | 5 | 2 | |
Screen Door | 2 | 2 | N/A | |
Flimsy Door | 1 | 5 | 1 | |
Thick Door | 2-4 | 5-7 | 2 | |
Metal Door | 3-5 | 6-8 | 4 | |
Vault Door | 10 | 10-18 | 8 | |
Drywall | 3 | 2-4 | 1 | #2 |
Wooden Wall | 3-5 | 6-8 | 2 | #2 |
Brick Wall | 6-8 | 6-8 | 3 | #2 |
Stone Wall | 6-9 | 8-9 | 3 | #2 |
Steel Wall | 7-10 | 8-15 | 4 | #2 |
Chain Link Fence | 2 | 6 | 1 | #2 |
Wooden Fence | 2-4 | 3-6 | 2 | #2 |
Metal Fence | 3-4 | 7-10 | 3 | #2 |
Furniture |
---|
Chair | 3-4 | 4-6 | 1-2 | |
Coffin | 2 | 7 | 2 | |
Computer | 1-3 | 2-4 | 1-2 | |
Couch | 3 | 7 | 3 | |
Lamp | 1-2 | 2-3 | 1 | |
Shelving Unit | 3-4 | 6-7 | 2 | |
Table/Desk | 2-4 | 4-6 | 2-3 | |
TV | 2 | 2 | 2 | |
Street Objects |
---|
Mailbox | 2-3 | 2-6 | 1-2 | |
Manhole Cover | 4 | 6 | 3 | |
Metal Bars | 4-8 | 6-7 | 2 | |
Street Light | 5 | 8-9 | 3 | |
Tree | 5-10 | 10+ | 3-5 | #3 |
NotesDurability: Overall hardness and/ or thickness.
Structure: Useful integrity; when damage exceeds Structure, the object is broken.
Damage: The number of dice the surface or object adds to an attacker’s bashing damage pool if he uses that object or surface as an improvised weapon.
#1 = Damage lethal if glass gets shattered before use as a weapon; doubled for heavy-duty glass.
#2 = Damage reflects being hit with a piece of the wall or being slammed hard into it.
#3 = Extremely varied, depending on age, type, and size of tree.
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