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> [nWoD] Roll and Trait Summary
inthel
2006-02-04, 18:07
Post #1


Walk in Darkness
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Group: Seeker
Posts: 6015
Joined: 2005-06-25
Member No.: 4


待校对,特别是名词


Animal Training: Composure + Animal Ken + equipment (trainer) versus Stamina + Resolve(animal); ex-
tended and contested action (the task demands a number
of successes equal to the animal’s Willpower; each roll rep-
resents one day of training) (p. 79)
训练动物:沉着+兽学+设备(训练者) 对抗 耐力+坚定(动物)
属于持续和对抗动作;要求等同于动物意志值的成功数,每次掷骰表示训练了一天。

Bypass Security System: Dexterity + Larceny +
equipment; extended action (5-15 successes, depending
on the complexity of the system; each roll represents a
turn ― three seconds ― of work) (p. 74)
渗透安全系统:敏捷+盗窃+设备
属于持续动作;要求五到十五个成功数,视系统复杂程度而定。每次掷骰耗时三秒,也就是一轮。

Carousing: Manipulation + Socialize + equipment
(carouser) versus Composure + Empathy (subject); ex-
tended and contested action (the task requires a number
of successes equal to double the highest Stamina among
the character’s acquaintances; one roll equals one hour of
carrying on) (p. 85)
狂宴:操控+社交+设备(狂欢者) 对抗 沉着+共情(目标)
属于持续和对抗动作;取参与宴会诸人中耐力最大者,获得等同于其两倍的成功数即可,每次掷骰耗时一小时。

Catching Objects: Dexterity + Athletics; instant ac-
tion if item is thrown to receiver, contested if it’s thrown
at receiver and Defense doesn’t apply (p. 68)
接物:敏捷+运动
抛给接物者属于即效动作;直接往接物者砸去属于对抗动作,且防御不起作用。

Climbing: Strength + Athletics + equipment; instant
or extended action (one success is required per 10 feet of
height; each roll represents one minute of climbing)
(p. 64)
攀爬:力量+运动+设备
属于即效或持续动作;每攀爬十英寸要求一个成功数,每次掷骰耗时一分钟。

Close Combat, Armed: Strength + Weaponry, mi-
nus target’s Defense and armor; instant action. Add bo-
nus dice based on weapon used or effect performed, and
then subtract penalties for circumstance conditions. Each
success equates to a Health point of damage inflicted, the
type of which is determined by the nature of the attack
(p. 152).
近身战斗(械斗):力量+武器-目标防御-目标防具
属于即效动作;计算武器加值和环境减值。每个成功数造成等量的伤害,伤害类型取决于攻击的性质。

Close Combat, Unarmed: Strength + Brawl, minus
target’s Defense and armor; instant action. Add bonus dice
based on weapon used or effect performed, and then sub-
tract penalties for circumstance conditions. Each success
equates to a Health point of damage inflicted, the type of
which is determined by the nature of the attack (p. 152).
近身战斗(徒手):力量+格斗-目标防御-目标防具
属于即效动作;计算动作效果和环境减值。每个成功数造成等量的伤害,伤害类型取决于攻击的性质。


Create Art: Intelligence + Crafts + equipment; ex-
tended action (4-15+ successes; one roll equals 30 min-
utes of work) (p. 58)
艺术创作:智力+手艺+设备
属于持续动作;要求四到十五个或者更多的成功数,每次掷骰耗时半小时。

Cutting a Deal: Manipulation + Persuasion + equip-
ment versus Manipulation + Persuasion + equipment;
extended and contested action (3-10+ successes required;
each roll represents an hour of negotiation) (p. 82)
讨价还价:操控+说服+设备 对抗 操控+说服+设备
属于持续和对抗动作;要求三到十个或者更多的成功数,每次掷骰表示谈判了一个小时。


Defense: Lowest of Wits or Dexterity; reflexive ac-
tion to use (p. 90)
防御:取机敏和敏捷中的较低值,用于反射动作。

Degeneration: Roll number of dice associated with
sin performed. If roll fails, Morality drops by one. Roll
new Morality trait as a dice pool. If no successes are rolled,
a derangement is incurred (p. 96).
堕落:根据现有道德值掷骰,如果失败将会降低一点道德;再用新的道德值做骰池掷骰,失败将会导致角色产生精神异常。

Disguise: Wits + Subterfuge + equipment (imperson-
ator) versus Wits + Subterfuge (subject); contested ac-
tion (p. 87)
伪装:机敏+掩饰+设备(模仿者) 对抗 机敏+掩饰(目标)
属于对抗动作。

Dodge: Double target’s Defense (p. 156); costs ac-
tion for turn
闪避:花费一轮的行动使防御值翻倍。

Examining a Crime Scene: Wits + Investigation +
equipment; extended action (3-10+ successes; one roll
represents 10 minutes of activity) (p. 59)
勘察犯罪现场:机敏+调查+设备
属于持续动作;要求三到十个或者更多的成功数,每次掷骰耗时十分钟。

Explosives: Dexterity + Athletics (thrown) or Intel-
ligence + Science (triggered); instant action (p. 178)
爆破:敏捷+运动(投掷)或智力+科学(触发)
属于即效动作。

Fast-Talk: Manipulation + Persuasion + equipment
(talker) versus Composure + Empathy or Subterfuge (sub-
ject); contested action (p. 83)
花言巧语:操控+说服+设备(谈话者) 对抗 沉着+共情或掩饰(目标)
属于对抗动作。

Fatigue: Stamina + Resolve rolls to remain awake;
reflexive action (p. 179)
疲乏:掷耐力+坚定以保持清醒
属于反射动作。

Foot Chase: Stamina + Athletics + equipment ver-
sus Stamina + Athletics + equipment; extended and con-
tested action (each roll represents one turn of running)
(p. 65)
徒步追逐:耐力+运动+设备 对抗 耐力+运动+设备
属于持续和对抗动作;每次掷骰表示奔跑了一轮。

Foraging for Sustenance: Wits + Survival + equip-
ment; extended action (five successes required; one roll
represents one hour of searching) (p. 77)
搜集食物:机敏+求生+设备
属于持续动作;要求五个成功数,每次掷骰耗时一小时。

Grapple: Roll Strength + Brawl - opponent’s Defense
for attacker to get a grip on target; roll Strength + Brawl -
opponent’s Strength to perform an overpowering maneu-
ver or to break free; instant action. (p. 157)
擒抱:力量+格斗-目标防御
反制或挣脱擒抱:力量+格斗-目标力量
属于即效动作。

Hacking: Intelligence + Computer + equipment ver-
sus Intelligence + Computer + equipment; extended and
contested action (5-10+ successes; each success represents
30 minutes of programming) (p. 57)
入侵电脑:智力+电脑+设备 对抗 智力+电脑+设备
属于持续和对抗动作;要求五到十个或者更多的成功数,每个成功数表示花了半个小时编程。

Healing Wounds: Dexterity or Intelligence + Medi-
cine + equipment; extended action (one success is required
per Health point of damage suffered; each roll represents
one minute of work (first aid) or one hour of work (hospi-
tal treatment)) (p. 61)
治疗创伤:敏捷或智力+医学+设备
属于持续动作;每点损伤要求一个成功数,每次掷骰表示花了一分钟(急救)或者一个小时(住院)。

Health: Stamina + Size (p. 90)
健康:耐力+体积

Holding Breath: Reflexive action (p. 49)
屏息:属于反射动作

Initiative: Dexterity + Composure + a die (p. 151)
先攻:敏捷+沉着+一个D10结果

Interrogation:Wits + Intimidation + equipment (in-
terrogator) versus Stamina + Resolve (subject); extended
and contested action (the task demands a number of suc-
cesses equal to the subject’s Willpower; each roll repre-
sents one hour of interrogation) (p. 81)
审讯:机敏+威逼+设备(审讯者) 对抗 耐力+坚定(目标)
属于持续和对抗动作;要求等同于受审者意志值的成功数,每次掷骰耗时一小时。

Jumping: Strength + Athletics + equipment; instant
action (p. 66)
跳跃:力量+运动+设备
属于即效动作。

Lifting/Moving Objects: Strength (+ Stamina); in-
stant action (p. 47)
举起/移动物体:力量(+耐力)
属于即效动作。

Lockpicking: Dexterity + Larceny + equipment; in-
stant or extended action (2-12+ successes required, de-
pending on the sophistication of the lock; one roll repre-
sents one turn ― three seconds ― of work) (p. 74)
撬锁:敏捷+盗窃+设备
属于即效或持续动作;要求二到十二或者更多的成功数,视锁的复杂性而定,每次掷骰耗时三秒,也就是一轮。


Meditation: Composure + Wits + equipment; ex-
tended action (4 successes; one roll represents 30 min-
utes) (p. 51)
冥想:沉着+机敏+设备
属于持续动作;要求四个成功数,每次掷骰耗时半小时。

Memorizing and Remembering: Intelligence + Com-
posure; reflexive action (p. 44)
记忆和回想:智力+沉着
属于反射动作。

Object’s Structure: Durability + Size (p. 135)
物体结构:耐久+体积

Oratory: Presence + Persuasion + equipment versus
highest Resolve + Composure of audience; contested ac-
tion (p. 83)
演讲:风度+说服+设备 对抗 (听众中最高的)坚定+沉着
属于对抗动作。

Perception: Wits + Composure or a relevant Skill in
place of Composure; reflexive action (p. 45)
领悟:机敏+沉着或和沉着相关的技能
属于反射动作。

Ranged Combat, Guns and Bows: Dexterity + Fire-
arms, minus target’s armor; instant action. Add bonus dice
based on weapon used or effect performed, and then sub-
tract penalties for circumstance conditions. Each success
equates to a Health point of damage inflicted, the type of
which is determined by the nature of the attack (p. 152).
远距战斗(枪支弓箭):敏捷+枪械-目标防具
属于即效动作;计算武器加值、动作效果和环境减值。每个成功数造成等量的伤害,伤害类型取决于攻击的性质。

Ranged Combat, Thrown Weapons: Dexterity +
Athletics, minus target’s Defense and armor; instant ac-
tion. Add bonus dice based on weapon used or effect per-
formed, and then subtract penalties for circumstance con-
ditions. Each success equates to a Health point of damage
inflicted, the type of which is determined by the nature of
the attack (p. 152).
远距战斗(投掷武器):敏捷+运动-目标防御-目标防具
属于即效动作;计算武器加值、动作效果和环境减值。每个成功数造成等量的伤害,伤害类型取决于攻击的性质。

Remaining Conscious: Last Health box is filled with
a slash (bashing damage), roll Stamina each turn to re-
main conscious (-3 wound penalty does not apply to roll);
reflexive action (p. 173)
维持神智:当最后一格健康值受到冲击伤害时,每轮都需要掷耐力骰以保持清醒(不受骰数-3的惩罚)
属于反射动作。

Repair Item: Dexterity + Crafts + equipment; ex-
tended action (4-10 successes; one roll equals 30 minutes
of work) (p. 58)
修理物品:敏捷+手艺+设备
属于持续动作;要求四到十个成功数,每次掷骰耗时半小时。

Research: Intelligence + Academics + equipment;
extended action (3-10+ successes; each roll represents 30
minutes of research) (p. 55)
研究:智力+学识+设备
属于持续动作;要求三到十个或者更多的成功数,每次掷骰耗时半小时。

Resisting Coercion: Resolve + Wits or Resolve +
Stamina; reflexive action (p. 47)
抗拒胁迫:坚定+机敏或坚定+耐力
属于反射动作。

Resisting Poison or Disease: Stamina + Resolve;
reflexive and potentially extended and/or contested ac-
tion (p. 49)
抵抗毒素或疾病:耐力+坚定
属于反射动作、可能的延续和/或对抗动作。

Seduction: Presence + Persuasion + equipment or
Manipulation + Persuasion + equipment (seducer) versus
Wits + Composure + equipment (subject); contested and/
or extended action (the extended and contested part of
the task requires a number of successes equal to double
the seducer’s Presence or double the subject’s Resolve; one
roll equals 10 minutes of banter) (p. 84)
诱惑:风度+说服+设备或操控+说服+设备(诱惑者) 对抗 机敏+沉着+设备(目标)
属于对抗和/或持续动作;要求两倍于风度(诱惑者)或两倍于坚定(目标)的成功数。每次掷骰耗时十分钟。

Shadowing Stealthily: Wits + Stealth + equipment
(shadow) versus Wits + Composure + equipment (sub-
ject); contested action (p. 76)
阴影躲藏:机敏+潜行+设备(躲藏者) 对抗 机敏+沉着+设备(目标)
属于对抗动作。

Size: Base value is 5 for adult human (p. 94)
体积:成年人基础值为5。

Sleight of Hand: Dexterity + Larceny + equipment
versus Wits + Composure or Wits + Larceny; contested
action (p. 75)
扒窃技巧:敏捷+盗窃+设备 对抗 机敏+沉着或机敏+盗窃
属于对抗动作。

Solving Enigmas: Intelligence + Investigation +
equipment; instant or extended action (3-10+ successes;
one roll represents one hour of activity) (p. 60)
分析谜题:智力+调查+设备
属于即效或延续动作;要求三到十个或者更多的成功数,每次掷骰耗时一小时。

Speed: Strength + Dexterity + Species factor (5 for
adult human, 3 for human child) (p. 95)
速度:力量+敏捷+种类因素(成年人是5,人类小孩是3)

Surprise: Wits + Composure; reflexive action (p. 151)
奇袭:机敏+沉着
属于反射动作。

Throwing: Range: Strength + Dexterity + Athlet-
ics, minus the object’s Size (short range) for a non-aero-
dynamic object; double distances for an aerodynamic one.
投掷:不符合气体动力学的物体投掷距离为力量+敏捷+运动-物体体积(短距投掷),符合气体动力学的物体投掷距离是其两倍

Accuracy: Dexterity + Athletics + equipment; instant
action (p. 67)
精准:敏捷+运动+设备
属于即效动作。

Vehicle Control: Dexterity + Drive + Handling; in-
stant action (p. 141)
车辆控制:敏捷+驾驶+手控
属于即效动作。

Vehicle Pursuit: Dexterity + Drive + vehicle Han-
dling versus Dexterity + Drive + vehicle Handling; ex-
tended and contested action (each roll represents one turn
of driving) (p. 69)
驾车追逐:敏捷+驾驶+车辆手控 对抗 敏捷+驾驶+车辆手控
属于持续和对抗动作;每次掷骰表示驾驶了一轮。

Vehicle Ramming: Dexterity + Drive + Handling to
hit; instant action. Vehicle’s Size rating as a pool of its
own, with a +1 bonus for each full 10 mph traveled to
determine damage (p. 144).
驾车冲撞:掷敏捷+驾驶+手控决定是否命中
属于即效动作;伤害以车辆体积值为骰池,且每十迈的速度增加一点伤害。

Vehicle Tailing: Wits + Drive + vehicle Handling
(tail) versus Wits + Composure + equipment (subject);
contested action (p. 71)
驾车跟踪:机敏+驾驶+车辆手控(跟踪者) 对抗 机敏+沉着+设备(目标)
属于对抗动作。

Willpower: Resolve + Composure; reflexive action
(p. 95). Spending Willpower adds three dice to a roll or
+2 to a single Resistance trait such as Stamina, Resolve,
Composure or Defense in one instance (p. 133).
意志:坚定+沉着
属于反射动作;每一点意志值可以暂时增加三个骰数,或者在进行与抗性将关的特性(如耐力、坚定、沉着或防御等)的行动时暂时+2。

Working the Black Market: Manipulation + Streetwise
+ equipment; extended action (2-10 success; each roll rep-
resents one day of searching the street) (p. 86)
黑市交易:操控+市井+设备
属于持续动作;要求二到十个成功数,每次掷骰表示在街头寻找了一天。
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