作者 主题: 【FBL-PHB】第五章《战斗和伤害Combat&Damage》_p83~115  (阅读 2574 次)

副标题: 翻译by Pany_Q 校对by N个月后的Pany_Q

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Forbidden Lands - Player's Handbook (2nd printing) [2019]Ch5_Combat&Damage_p83-115
翻译基于2nd printing) [2019],及errata (https://freeleaguepublishing.com/wp-content/uploads/2018/10/errata_ENG.pdf)
翻译by Pany_Q 校对by N个月后的Pany_Q
COMBAT&DAMAGE
战斗和伤害

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剧透 -   :

“What's in a name?” Mormelan asked while wiping blood from his blade on a silk handkerchief. “That which we call a heart, by any word would bleed as rich.” Reubenwald was in no shape to respond, clutching his bleeding chest, but his left hand reached for his grandmother's magical dagger, hidden in his boot.
“藏于名中者为何?”莫梅兰(Mormelan)问道,他正用丝绸手帕擦拭着刃上的血。“谓之心也。其殷如血,其流如血。”而鲁本瓦尔德(Reubenwald)现在远不是能对此做出任何回答的状态,他紧抓着胸前正在流血的伤口,但他的左手伸向了藏在靴子里的祖母的魔法匕首。
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剧透 -   :
Life as an adventurer is hard and often violent. You can run into wild beasts, malicious raiders, cold-souled Rust Brothers, and demonic monsters. When some- one gets in your way, sometimes you have no choice but to hack your way through them.
Combat can be rough for your player character and can even be lethal. Before you enter combat, you should always ask yourself: Is it worth it?
冒险者的生活总是充满艰辛和暴力的。你可能会遇到野兽、残忍的劫掠者、拥有冷酷灵魂的铁锈兄弟会成员,以及恶魔般的怪物。当你的去路被挡住,有时你别无选择,只能杀出一条血路来。
对你的玩家角色来说,战斗可能是艰难的,甚至可能致命。在开始战斗之前,你总应该先问自己这个问题:这值得吗?

ROUNDS&INITIATIVE
战斗轮和主动性
==============

剧透 -   :
When a conflict begins, the first step is to determine who has the initiative. Do this before anyone rolls dice for an action.
当冲突爆发,第一步是确定谁先行动。在任何人投骰或采取行动之前,要先确定行动顺序。

DRAWING THE INITIATIVE
抽主动性牌

剧透 -   :
Grab ten cards, numbered 1 through 10. All the players taking part in the conflict, either voluntarily or involuntarily, each draw a card and the GM draws one card for every NPC. This is called drawing the initiative. The number on the card determines the order in which you act in the conflict.
Number 1 acts first, number 2 acts second, and so forth until everyone has acted. Place your initiative card by your character sheet, so everyone can see in which order you all act. The GM puts her initiative cards in front of her.
When all the participants in the combat have acted once, the round is over, and a new round begins. The round order remains the same throughout the whole conflict – drawing the initiative is only done once, at the start of the first round.
拿出编号为1到10的十张牌。所有参与冲突的玩家,不论自愿的还是非自愿的,都各抽一张牌,GM为每个NPC抽一张牌。这一步称为“抽主动性牌”(drawing the initiative)。牌上的数字决定了你在冲突中的行动顺序。
1号牌先行动,然后是2号牌行动,以此类推,直到所有人都行动过了。把你的主动性牌放在你的角色卡边上,这样每个人都能看到你的行动顺序。GM把自己的主动性牌卡放在自己面前。
当所有参加战斗的人都行动过一次后,这个战斗轮就结束了,新的一轮开始。在整场冲突过程中,轮次顺序保持不变,抽取主动性牌只在第一轮开始时执行一次。

SURPRISE
突袭

剧透 -   :
If you perform an attack that the GM deems surprising, you may draw two initiative cards, and choose which one of the two you want. The card you do not choose is put back in the deck which is shuffled again before the others (either players or GM) draw their cards.
如果GM认为你所执行的攻击是出人意料的,那么你可以抽两张主动性牌,并选择你想要的那一张。将你未选择的那张牌放回牌堆,在其他人(玩家或GM)抽牌之前,再洗一次牌。

引用
边栏p84
CARDS FOR INITIATIVE
主动性牌

剧透 -   :
In the custom card deck for Forbidden Lands (sold separately), there are ten special initiative cards to use when drawing the initiative. If you do not have access to that deck, a normal deck of cards works fine, with the ace substituting for the one.
在《血雾禁地》的定制卡组(单独出售)中,有十张特殊的主动性牌可供使用。若没有这副牌,一副普通的扑克牌也可以用来抽主动性,用ACE代替1。

ROUNDS & TURNS
战斗轮和回合

剧透 -   :
In the game, a round can represent any period from ten seconds up to a minute, depending on circumstances and the skills used.
Another term used to keep track of time in the game is the turn. A turn is about 15 minutes long, and it is used primarily when exploring adventure sites (see Chapter 8 in the Gamemaster's Guide).
在游戏中,一战斗轮(round)可以代表从10秒到1分钟的任何时间,取决于具体环境和所使用的技能。
在游戏中另一个常用来记录时间的术语是回合(turn)。一个回合约为15分钟,主要在探索冒险地点时使用(见《游戏主持人指南》第8章)。
*译注:是的,这里的turn与众不同,它长于round的时间;因为想不出更好的译法所以遵从习惯翻成回合,但要注意意思是不一样的。

TALENTS
才能

剧透 -   :
Some talents also allow you to affect your initiative. Read more in Chapter 4.
有些才能(talents)能影响你的主动性。更多详见第四章*。
*译注:第四章《才能TALENTS》

CHANGING THE INITIATIVE
改变主动性

剧透 -   :
You never draw a new initiative card during a fight, but you can exchange your initiative card – and thus your initiative for the round – with another player character. This can be done at the start of the fight or at the start of the round, but never during a round. You and the other player character must be able to speak to each other to exchange initiatives. You can exchange initiative cards with an enemy through the FEINT action (see Close Combat).
在战斗进行中,你不能抽新的主动性牌,但你可以与另一个玩家角色交换主动性牌,新的主动性起效于当前战斗轮。你可以在整场战斗开始时或在战斗轮开始时交换主动性,但不能在战斗轮进行中交换。你和另一个玩家角色必须能够相互交谈才能交换主动性。你还可以通过佯攻(FEINT)动作与敌人交换主动性牌(见下文《近身战斗Close Combat》节)。

------------------------------
EXAMPLE
范例

剧透 -   :
On their way from the old ruined castle, a few cheap gems and old books being all they have to show for it, Nirmena the half-elf and Tyrgar the dwarf are spotted by three orcs at the edge of the forest. They grin and get ready for a fight. All five draw an initiative card each. Nirmena draws 6, Tyrgar 4, and the orcs 2, 3 and 9. The initiative order is Orc 1, Orc 2, Tyrgar, Nirmena, Orc 3.
半精灵Nirmena和矮人Tyrgar带着他们仅有的收获——一些廉价的宝石和旧书,离开了破旧的城堡废墟。在走到森林边缘时,他们被三个兽人发现了,后者咧嘴一笑,准备开打。五人都各抽一张主动性牌。Nirmena抽到6,Tyrgar抽到4,兽人分别抽到2、3和9。所以主动性的顺序是:兽人1,兽人2,Tyrgar,Nirmena,兽人3。

引用
边栏p85
NON-PLAYER CHARACTERS
非玩家角色

剧透 -   :
In typical conflicts, the GM draws one initiative card per NPC. If there are a lot of NPCs and the number of combatants is above ten, the GM will split the NPCs into groups. All the NPCs with identical stats will form a single group, and the GM will draw one initiative card per group instead of one per individual. All the NPCs in a group act at the same time in the turn order. In what order they act individually within the group is up to the GM.
在一般冲突中,GM通常会为每个NPC抽一张主动性牌。如果有很多NPC,而且战斗人员的总数超过10个,GM会将NPC分组。所有具有相同数据的NPC分入同一组,GM将以小组为单位抽选主动性牌,取代为每个NPC抽牌。同一组中的所有NPC在战斗轮中同时行动。同组内的每个NPC的具体行动顺序则由GM决定。

MONSTERS
怪物

剧透 -   :
The kind of horrible creatures that are commonly called monsters don't act as regular enemies in combat. Monsters draw initiative normally, but then follow their own rules. Read more in Chapter 5 of the Gamemaster's Guide.
通常被称为怪物(monsters)的那些可怕的生物在战斗中并不像普通的敌人那样行动。怪物会正常抽主动性牌,但遵循它们自己的一套规则。更多内容详见《游戏主持人指南》(Gamemaster's Guide)第五章。

SLOW ACTIONS & FAST ACTIONS
慢动作和快动作
=======================

剧透 -   :
When it is your turn to act, you can perform one slow action and one fast action, or two fast actions. A slow action usually consists of rolling for a skill. A fast action is quicker and doesn't always require a dice roll, but can do so. See the lists of typical slow and fast actions on the next page. How these work is explained in detail in the sections Close Combat and Ranged Combat.
当轮到你行动,你可以执行一个慢动作(slow action)和一个快动作(fast action),或两个快动作。一个慢动作通常涉及投掷一个技能检定。快动作则比较快,不一定需要掷骰子,但也可以这样做。详见下一页的典型慢动作和快动作列表。关于这些动作如何进行,详见后文《近身战斗Close Combat》节和《远程战斗Ranged Combat》节。
剧透 -   :
PREREQUISITES: Some actions can only be performed if certain conditions are met. Often this is a feature of the weapon you are using.
前提条件(PREREQUISITES):有些动作只有在满足特定条件时才能执行。这通常是指你需要使用具有某个特性(feature)的武器。

引用
SLOW ACTIONS
慢动作

剧透 -   :
ACTION   PREREQUISITE   SKILL
Slash   Edged of Blunt Weapon   Melee
Stab   Pointed weapon   Melee
Punch/Kick   Unarmed   Melee
Grapple   Unarmed   Melee
Break Free   You are Grappled   Melee
Shoot   Ranged weapon   Marksmanship
Persuade   The opponent can hear you   Manipulation
Taunt   The opponent can hear you   Performance
Cast Spell   You are a Druid or a Sorcerer   None, see Chapter 6
Flee   No enemy at Arm's Length   Move
Crawl   Your are prone   None
Charge   At Near range   Melee Charge talent
Heal Other   No enemy at Arm's Length   Healing/Performance
*Load   Crossbow, see Ranged Combat    -
动作   前提条件   技能
挥砍   有刃或钝器武器   近战
刺击   尖锐武器   近战
拳打/脚踢   徒手   近战
擒抱   徒手   近战
挣脱   你被擒抱   近战
射击   远程武器   射术
说服   对手可以听到你   操弄
挑衅   对手可以听到你   表演
施法   你是德鲁伊或术士   无,见第六章
脱战   贴身距离内无敌人   移动
爬行   你处于倒地姿态   无
冲锋   处于近距距离   近战冲锋才能
治疗他人   贴身距离内无敌人   治疗/表演
*装填   弩,详见远程战斗节    -
*译注:装填LOAD,原文未将该慢动作列于表中,这里为便于查找补充。
动作
ACTION
前提条件
PREREQUISITE
技能
SKILL
挥砍
Slash
有刃或钝器武器
Edged of Blunt Weapon
近战
Melee
刺击
Stab
尖锐武器
Pointed weapon
近战
Melee
拳打/脚踢
Punch/Kick
徒手
Unarmed
近战
Melee
擒抱
Grapple
徒手
Unarmed
近战
Melee
挣脱
Break Free
你被擒抱
You are Grappled
近战
Melee
射击
Shoot
远程武器
Ranged weapon
射术
Marksmanship
说服
Persuade
对手可以听到你
The opponent can hear you
操弄
Manipulation
挑衅
Taunt
对手可以听到你
The opponent can hear you
表演
Performance
施法
Cast Spell
你是德鲁伊或术士
You are a Druid or a Sorcerer
无,见第六章
None, see Chapter 6
脱战
Flee
贴身距离内无敌人
No enemy at Arm's Length
移动
Move
爬行
Crawl
你处于倒地姿态
Your are prone
None
冲锋
Charge
处于近距距离
At Near range
近战冲锋才能
Melee Charge talent
治疗他人
Heal Other
贴身距离内无敌人
No enemy at Arm's Length
治疗/表演
Healing/Performance
*装填
*Load
弩,详见远程战斗节
*译注:装填LOAD,原文未将该慢动作列于表中,这里为便于查找补充。

引用
FAST ACTIONS
快动作

剧透 -   :
FAST ACTION   PREREQUISITE   SKILL
Dodge    -   Move
Parry   Shield or Parrying weapon   Melee
Draw Weapon    -    -
Swing Weapon   Heavy weapon, must be performed right before a close combat attack    -
Get Up   You are prone    -
Shove    -   Melee
Disarm   Your target holds a weapon   Melee
Feint   Enemy at Arm's Length    -
Run   No enemy at Arm's Length   Move (in Rough zone)
Retreat   Enemy at Arm's Length   Move
Grapple Attack   You've Grappled an opponent   Melee
Ready Weapon   Ranged weapon    -
Aim   Ranged, Short distance or more    -
Power Word   You are a Druid or a Sorcerer   None, see Chapter 6
Use Item   Varies   Varies
Take Cover      
快动作   前提条件   技能
闪避    -   移动
格挡   盾或格挡武器   近战
拔出武器    -    -
蓄力   重武器,且必须在一次近战攻击前执行    -
站起   你处于倒地姿态    -
推倒    -   近战
卸武   你的目标持有武器   近战
佯攻   敌人处于贴身距离    -
奔跑   贴身距离内无敌人   移动(当处于困难地形)
撤退   敌人处于贴身距离   移动
擒抱攻击   你已擒抱对手   近战
准备武器   远程武器    -
瞄准   远程武器,且目标处于短距或更远距离    -
真言   你是德鲁伊或术士   无,见第六章
使用物品   视情况而定   视情况而定
找掩体*      
快动作
FAST ACTION
前提条件
PREREQUISITE
技能
SKILL
闪避
Dodge
移动
Move
格挡
Parry
盾或格挡武器
Shield or Parrying weapon
近战
Melee
拔出武器
Draw Weapon
蓄力
Swing Weapon
重武器,且必须在一次近战攻击前执行
Heavy weapon, must be performed right before a close combat attack
站起
Get Up
你处于倒地姿态
You are prone
推倒
Shove
近战
Melee
卸武
Disarm
你的目标持有武器
Your target holds a weapon
近战
Melee
佯攻
Feint
敌人处于贴身距离
Enemy at Arm's Length
奔跑
Run
贴身距离内无敌人
No enemy at Arm's Length
移动(当处于困难地形)
Move (in Rough zone)
撤退
Retreat
敌人处于贴身距离
Enemy at Arm's Length
移动
Move
擒抱攻击
Grapple Attack
你已擒抱对手
You've Grappled an opponent
近战
Melee
备武
Ready Weapon
远程武器
Ranged weapon
瞄准
Aim
远程武器,且目标处于短距或更远距离
Ranged, Short distance or more
真言
Power Word
你是德鲁伊或术士
You are a Druid or a Sorcerer
无,见第六章
None, see Chapter 6
使用物品
Use Item
视情况而定
Varies
视情况而定
Varies
找掩体*
Take Cover*
*译注:找掩体Take Cover,原文未将该快动作列于表中,这里为便于查找补充。

DESCRIBE YOUR ACTIONS
描述你的行动

剧透 -   :
When it's your turn, state which actions you wish to perform and roll dice as needed. Some actions will let your opponent perform a reactive action – see Close Combat and Ranged Combat.
当轮到你行动时,说明你想执行什么动作,并根据需要投骰。有些动作会让你的对手执行一个反应动作(reactive action),详见后文《近身战斗Close Combat》节和《远程战斗Ranged Combat》节。

HELPING OTHERS
协助他人

剧透 -   :
If you help another player character or NPC to perform an action, it costs you one action of the same type (slow or fast). You must that you help someone before any dice are rolled. Helping others breaks the initiative order in the round.
如果你协助另一个玩家角色或NPC执行一个动作,你将花费一个相同类型的动作(慢或快)。你必须在任何骰子被投出之前声明协助他人。协助他人不受战斗轮中的主动性顺序限制。

REFRESHING ACTIONS
刷新动作

剧透 -   :
All actions are refreshed at the beginning of each round. You can never save unused actions from one round to the next.
每个战斗轮开始时,所有动作得到刷新。你永远不能将未使用的动作从一个战斗轮保留到下一个战斗轮。

引用
边栏p86
EMBELLISH!
修饰润色!

剧透 -   :
The list of actions is fairly comprehensive, but provides no details. It is up to you as a player to describe exactly what your adventurer does, how they look doing it, and what they feel when they raise their sword to strike…
这里所列出的动作清单相当全面,但并未提供细节。这就需要作为玩家的你来具体描述你的冒险者做了什么、做的时候是什么样子,以及他们在举剑攻击时是什么感觉......

ZONES & RANGE
区域和距离
=================

剧透 -   :
The combat area is divided into zones. A zone is a room or an area of ground. How big a zone is varies – from a few steps across up to about 25 meters. A zone is generally smaller in difficult terrain than in open terrain. The distance from one zone to the next is called one segment.
In the official adventure sites, a numbered location on the map typically constitutes one zone. In a random encounter during journeys, the GM can make a quick sketch of the area or simply describe it.
发生战斗的空间被划分为多个区域(zone)。一个区域可以是一个房间,也可以是一块露天场地。一个区域有多大则视情况而定,从几步之遥到25米左右。位于困难地形中的区域通常比位于开阔地形中的区域要小。从一个区域到一个相邻区域的距离称为一阶(segment)。
在官方出版的冒险地点中,通常来说,地图上的一个有编号的位置就是一个区域。在旅途中的随机遭遇中,GM可以给发生战斗场景画一个草图,或者直接描述。

--------------------------------------
EXAMPLE
范例

剧透 -   :
The GM has drawn up a quick map of the area where Tyrgar and Nirmena face the orcs. When combat starts, the adventurers are in a zone next to the orcs. The adventurers' zone is OPEN while the orcs' zone is ROUGH.
Tyrgar和Nirmena遭遇了兽人,GM简略地为战斗绘制了一张地图。当战斗开始时,冒险者和兽人分别位于两个相邻的区域中。冒险者们所在的区域是“开阔地形”(OPEN),而兽人们所在的区域是“困难地形”(ROUGH)。

ZONE FEATURES
区域特性

剧透 -   :
Zones can have various features, which affect actions performed in the zone.

CRAMPED: The zone is small and/or has a low ceiling. Attacks with HEAVY weapons get a –2 penalty, and it is impossible to SWING WEAPON before a close combat attack.

ROUGH: You must roll MOVE when you RUN into the zone. Failure means you managed to get into the zone, but you fall down.

OPEN: The zone is open and flat, which is ideal for mounted combatants. Read more below.

DARK/FOGGY: Ranged attacks into the zone are modified by –2 and can't pass through the zone.
区域会有各种特性,这些特性会影响在区域内执行的动作。

狭窄地形(CRAMPED):该区域很小且/或天花板很低。使用重(HEAVY)武器的攻击会受到-2减值,并且在近战攻击前不能使用蓄力(SWING WEAPON)动作。

困难地形(ROUGH):当你奔跑(RUN)进入该区域时,你必须做移动(MOVE)检定。失败意味着你虽然设法进入了这个区域,但你摔倒了。

开阔地形(OPEN):该区域开放且平坦,非常适合骑乘作战。更多详见后文。

黑暗/雾(DARK/FOGGY):对该区域中的目标进行远程攻击受到-2减值。此外,远程攻击无法穿过该区域。

BORDERS AND LINES OF SIGHT
边界和视野线

剧透 -   :
Another important feature of zones is the border between them. The border between zones affects both movement and ranged combat.

BLOCKED: The border is blocked by a wall, a deep abyss, or something similar. You cannot pass the border between the zones, at least not on foot.

OBSCURED: Something along the border of the zone blocks the line of sight, but not movement. An example could be a doorway, shrubbery, or a curtain. Ranged attacks across the border are not possible, but movement is not affected.
区域的另一重要特性,是区域间的边界。区域间的边界会影响移动和远程战斗。

隔断(BLOCKED):区域之间的边界被一堵墙或一个沟壑之类的东西隔断。这样的边界是无法通行的——至少,只靠双脚的话不行。

遮蔽(OBSCURED):位于区域边界上的某个东西阻挡了视野线,但不会阻挡移动。可以作为遮蔽的例子有:门、灌木丛或窗帘。远程攻击无法穿过这样的边界,但移动不受影响。

RANGE CATEGORIES
距离分类

剧透 -   :
In conflict, the distance between you and your opponent is divided into five range categories. See the table on this page. The Typical Terrain column lists the types of terrain where the maximum line-of-sight usually matches that category. Read more in Chapter 7.
在冲突中,你和对手之间的距离被分为五类。见本页表格。表中的“典型地形”(Typical Terrain)列列出了一般情况下视野线最远能达到该距离时所对应的地形类型。更多详见第七章*。
*译注:第七章《旅行JOURNEY》

引用
RANGE CATEGORIES
距离分类

剧透 -   :
RANGE   DESCRIPTION   TYPICAL TERRAIN
Arm's Length   Right next to you    -
Near   A few steps away, in the same zone as you   Small room, cave tunnel
Short   Up to 25 meters away, in a bordering zone   Dense forest, swamp, large hall
Long   Up to one hundred meters (four segments) away   Forest, hills, city ruins, gigantic hall
Distant   As far as the eye can see   Plains, mountains
距离RANGE   描述DESCRIPTION   典型地形TYPICAL TERRAIN
贴身Arm's Length   就在你身旁    -
近距Near   几步之外,与你处于相同区域(zone)   小房间,洞窟隧道
短距Short   位于25米之外,处于相邻的区域   密林、沼泽、大殿堂
长距Long   位于100米(四阶segments)之外   森林、山丘、城市废墟、巨大的殿堂
远距Distant   视野所及之处   平原、山脉
距离RANGE描述DESCRIPTION典型地形TYPICAL TERRAIN
贴身Arm's Length就在你身旁
近距Near几步之外,与你处于相同区域(zone)小房间,洞窟隧道
短距Short位于25米之外,处于相邻的区域密林、沼泽、大殿堂
长距Long位于100米(四阶segments)之外森林、山丘、城市废墟、巨大的殿堂
远距Distant视野所及之处平原、山脉


MOVEMENT
移动

剧透 -   :
To move during combat, you use the RUN action (fast) or CRAWL (slow). This moves you from one zone to a neighboring zone, or between NEAR and ARM'S LENGTH distance from an enemy in the zone you are already in. No roll is required to RUN, unless you're moving into a ROUGH zone, in which case you need to roll for MOVE (see above).

CLOSE COMBAT: If you have an active enemy at ARM'S LENGTH, you can't RUN away from them. Instead, you must use the RETREAT action (see page 93).

DOORS: You can open an unlocked door with the USE ITEM action (fast). A locked door must either be opened by picking the lock (see page 54) or by breaking it down. A typical wooden door can take 5 points of damage before it falls apart. More sturdy doors require more force, and really massive doors also have an Armor Rating (see page 105).
要在战斗中移动,你需要使用奔跑(快)或爬行(慢)动作。当你想从一个区域移动到一个相邻区域,或当你想从身处同区域的敌人的近距(NEAR)移动到贴身距离(ARM’S LENGTH),你需要使用移动动作。奔跑通常不需要检定,除非你要进入的区域为困难地形(ROUGH),这种情况下你需要做移动(MOVE)检定(见上文)。

近战(CLOSE COMBAT):如果你的贴身距离(ARM'S LENGTH)内存在拥有行动能力的敌人,你就不能使用奔跑(RUN)动作远离敌人。这种情况下,你必须使用撤退(RETREAT)动作代替奔跑(见p93*)。
*译注:p93,即后文《快动作》节—撤退

门(DOORS):对于未上锁的门,可以用使用物品(USE ITEM)动作(快)打开。对于上了锁的门,则必须通过撬锁(见p54*)或直接破门来打开。一扇典型的木门在承受5点伤害后就会散架。更坚固的门则需要费更大的力气,而超巨大的门还会有护甲等级(Armor Rating)(见p105**)。
*译注:p54,即第三章《技能》—巧手Sleight of Hand
**译注:p105,即后文《伤害DAMAGE》节—护甲ARMOR

FLEEING THE CONFLICT
脱战

剧透 -   :
If you're losing a fight, it might be better to retreat and perhaps return with back-up. If you want to leave the conflict immediately, and you don't have any enemies at ARM'S LENGTH, you can roll for MOVE – a successful roll means you manage to get away somehow, and the conflict is over.
You cannot FLEE in this way if you are trapped or surrounded. The GM has final say. You cannot use your roll to move past an opponent – you must FLEE in the same direction you came from. The GM can modify your roll depending on the terrain and the distance to the nearest opponent, see the table below.
如果战斗形势对你不利,那么也许暂且撤退是更好的办法,你甚至可以叫上更多的后援择日再战。若你要立即脱离冲突,首先你的贴身距离(ARM'S LENGTH)内不能有任何敌人,此时你可以投掷移动(MOVE)检定,如果成功,就意味着你设法跑掉了,这场冲突结束。
如果你身陷陷阱或被敌人包围,你就不能以脱战(FLEE)的方式离开战斗*。GM具有最终决定权。该检定不能让你越过你的对手——脱战(FLEE)只能让你向来时的方向移动。GM可以根据地形和你与最近敌人的距离来调整你的检定,详见下面表格。
*译注:若贴身距离内有敌人,此时不用脱战(FLEE)动作,而是要用撤退(RETREAT)动作,详见后文CLOSE COMBAT中的动作说明。

引用
FLEEING
脱战

剧透 -   :
RANGE   MODIFICATION
Near    -1
Short    0
Long    +1
Open Zone    -1
Rough Zone    +1
距离RANGE   调整值MODIFICATION
近距Near   -1
短距Short   0
长距Long   +1
开阔地型Open Zone   -1
困难地型Rough Zone   +1
距离RANGE调整值MODIFICATION
近距Near -1
短距Short 0
长距Long +1
开阔地型Open Zone -1
困难地型Rough Zone+1
剧透 -   :
If the roll fails, you remain in combat with your opponent and cannot get away – you remain at the same distance as you were before. The GM can also inflict some additional negative consequence for you (see page 43). You can attempt to FLEE again in the next round.
如果检定失败,你就无法脱身、被迫留在与该对手的战斗中,且你与对手之间的距离仍然与之前保持相同。GM可以给你施加一些额外的负面后果(见p43*)。你可以在下一轮再次尝试脱战。
*译注:p43,第三章《技能》—失败的艺术the Art of Failure。

------------------------------
EXAMPLE
范例

剧透 -   :
The adventurers and the orcs are in neighboring zones. The distance between the groups is one segment, i.e., SHORT range.
冒险者和兽人分别处于相邻的两个区域。两者之间的距离是一阶(segment),也就是短距(SHORT)。

AMBUSHES & SNEAK ATTACKS
伏击和偷袭
=======================

剧透 -   :
The key to winning a conflict is often attacking when your enemy least expects it. You can achieve this in several different ways.

SNEAK ATTACK: When you stalk someone and your attack catches them unawares, it's called a sneak attack. First, roll an opposed roll for SNEAK. You get a modification depending on how close you are – see the table to the right on this page. If you want to attack in close combat, you usually have to get within ARM'S LENGTH. If you fail, your opponent spots you at your starting distance – draw initiative.
If you succeed, you get a free action (slow or fast, but not both) before you draw the initiative. Your target cannot DODGE or PARRY a sneak attack. Sneak attacks are always done individually, by one attacker against one target.

AMBUSH: A special kind of sneak attack is an ambush – you lie in wait for your enemy and attack when he passes. When you ambush someone, you roll SNEAK as described above, but with a modification of +2, since it is the target and not the attacker that is moving.
Ambushes can be carried out by a group and against a group of targets. This follows the usual rules for SNEAK – for the attackers (whoever has the lowest SNEAK skill level roll) and for the targets (whoever has the highest SCOUT roll).
赢得战斗的关键往往在于出其不意,攻其不备。你可以通过几种不同的方式实现这一点。

偷袭(SNEAK ATTACK):当你偷偷尾随某人,在对方意识到之前就发起攻击,这就叫偷袭。首先,投掷一次隐匿(STEALTH*)对抗检定。根据你与目标之间的距离,该检定会有调整值——见下表。如果你想在近战中进行偷袭,这通常意味着你必须进入敌人的贴身距离内。若检定失败了,你的对手就会在你的起始位置上发现你——现在该抽主动性牌了。
*译注:隐匿对抗检定,原文里写SNEAK,但并没有一个叫SNEAK的技能或动作。认为是笔误了,这里应该是技能STEALTH。隐匿对抗检定就是用你的隐匿(STEALTH)对抗目标的侦察(SCOUT)。
若检定成功,那么你在抽主动性牌之前能执行一个额外动作(慢动作或快动作,但不能都要)。偷袭不能被闪避(DODGE)或格挡(PARRY)。偷袭总是一对一的,一个攻击者对一个目标。

伏击(AMBUSH):伏击是一种特殊的偷袭,你埋伏起来等待敌人经过,然后抓住这个时机发起进攻。当你要伏击别人时,如上所述投掷隐匿*检定,不过有+2调整值,因为此时移动的是目标,而不是攻击者。
*译注:同上,这里原文写SNEAK,改为STEALTH。
团体可以发起伏击,也可以被伏击。遵循隐匿的一般规则,即,伏击方由其隐匿技能最低者做检定,被伏击方由其侦察技能最高者做检定。

引用
SNEAK ATTACKS & AMBUSHES
伏击和偷袭

剧透 -   :
RANGE   MODIFICATION
Arm's Length    -2
Near    -1
Short    0
Long    +1
距离RANGE   调整值MODIFICATION
贴身Arm's Length    -2
近距Near    -1
短距Short    0
长距Long    +1
距离RANGE调整值MODIFICATION
贴身Arm's Length -2
近距Near -1
短距Short 0
长距Long +1

CLOSE COMBAT
近身战斗
================

剧透 -   :
When you attack in close combat, you use the MELEE skill. Close combat usually happens at ARM’S LENGTH. With some weapons, you can attack from NEAR distance (see the weapons, below).

WEAPONS: When you enter close combat, it is wise to have a weapon in hand. Weapons give you a Gear Bonus for your roll (see page 49), increase the damage caused and allow you to perform actions that are harder or even impossible without a weapon. Several close combat weapons are described in the table on page 101.

SHIELD: Carrying a shield is also very useful in close combat. You can PARRY attacks with it, but you can also use it to SHOVE opponents to the ground. Shields are described in the table on page 106.

STANCE: To be able to attack an opponent in close combat, you have to stand up on your feet. If you are prone, you must first spend a fast action to GET UP before you can attack. The exception is the SHOVE action, which can be done even if you are prone. While you are prone, standing enemies get a +2 modification on all close combat attacks against you.

ACTIONS: There are several actions to choose from in close combat, all of which are described below. Different actions are effective in different situations, depending on what your opponent is doing. Some actions require a weapon with a certain feature.
若要在近身战斗中攻击,就使用近战(MELEE)技能。近身战斗通常发生在贴身距离(ARM'S LENGTH)内,不过也有一些武器可以让你在近距(NEAR)内就能发动近战攻击(见后文《武器》节)。

武器(WEAPONS):当你要进行近身战斗时,手里拿一把武器是明智的。武器不仅可以为你的检定提供装备加值(见p49)、增加所造成的伤害,还能让你你能够执行一些要是没有武器的话就很难甚至不可能完成的动作。在p101**的表格中列出了一些近战武器和它们的数据。
*译注:p49,:第三章《技能SKILLS》—装备EQUIPMENT。
**译注:p101,后文《武器WEAPONS》节.


盾(SHIELD):盾牌在在近身战斗中也能起到非常大的作用。你可以用盾来格挡(PARRY)攻击,也可以用它来把对手推倒(SHOVE)在地。盾牌的描述见p106*的表格。
*译注:p106,后文《伤害DAMAGE》节—护甲ARMOR。

姿态(STANCE):你必须站着才能在近身战斗中攻击对手。如果你是倒地(prone)的,你必须先花一个快速动作站起(GET UP)来,然后才能进行近战攻击。推倒(SHOVE)动作是例外,即使当你倒地,也可以执行该动作。当你倒地时,站立的敌人在所有针对你的近身战斗攻击中获得+2调整。

动作(ACTIONS):在近身战斗中有几种动作可供选择,其详细描述见下。不同的动作在不同的情况下会更有效,取决于你的对手在做什么。有些动作要求你持有具有特定特性的武器。

REACTIVE ACTIONS
反应动作

剧透 -   :
When you attack an aware opponent in close combat, they can DODGE or PARRY to avoid being hit. The defender must declare if they are going to DODGE or PARRY before you roll for your attack. DODGE and PARRY are called reactive actions, since they are performed immediately, and they break the normal initiative order in the round. However, they do count toward your two available actions in the round (one slow and one fast action). For every reactive action you perform, you get one less action when it is your turn, and once you have used both your actions during the round, you can no longer DODGE or PARRY (talents can modify this, however). DODGING and PARRYING in close combat are technically not opposed rolls (see page 49), and they can be pushed.
当你在近身战斗中攻击一个有意识的对手时,后者可以使用闪避(DODGE)或格挡(PARRY)动作以避免被你击中。防御方必须在攻击方投掷攻击检定前声明自己是要闪避还是格挡。鉴于闪避和格挡动作都是立即执行的,而且它们会打破战斗轮中的正常主动性顺序,所以,闪避和格挡动作被称为反应动作(reactive action)。不过,它们仍然会计入你在该战斗轮中可以执行的两个可用动作(一个慢动作和一个快动作)中。你每执行一次反应动作,在轮到你行动时就会少一次动作,而当你已经用掉了你在本轮中的两个动作后,你就不能再闪避或格挡了(不过,才能talents可以改变这一点)。准确来说,近身战斗中的闪避和格挡并不是对抗检定(见p49*),而且可以孤注一掷。
*译注:,p49,既第三章《技能SKILLS》-对抗检定。

引用
边栏p91
MARK YOUR ACTIONS
记录你的动作

剧透 -   :
Because reactive actions break the initiative order, it can be hard to keep track of how many actions the combatants have performed. A tip is to keep track of this by turning the initiative card 90 degrees for every performed action. Turn it to the left for a fast action and to the right for a slow action, and all the way around 180 degrees once both actions in the turn are used up.
由于反应动作会打破主动性顺序,这可能导致难以追踪战斗参与者已经使用了多少个动作。一个记录动作的小窍门:每执行一次动作,就把主动性牌转90度。快动作是向左转,慢动作是向右转,一旦回合中的两个行动都用完了,就转180度。

SLOW ACTIONS
慢动作

剧透 -   :
SLASH: You swing your weapon at your opponent. Requires a weapon with the EDGED or BLUNT features. Roll MELEE plus the weapon's Gear Bonus. Can be DODGED or PARRIED. If your target DODGES, they get a +2 bonus. If you hit, your opponent takes Weapon Damage on their Strength. If you roll multiple x, the damage increases by one for each additional x. If the enemy takes a critical injury (see page 108), roll on the table for slash wounds (for EDGED weapons) or blunt trauma (for BLUNT weapons).

STAB: You attempt to impale your opponent. Requires a weapon with the POINTED feature. Roll MELEE plus the weapon's Gear Bonus. Can be DODGED or PARRIED. A target who PARRIES with a weapon gets a –2 penalty, while parrying with a shield gives a +2 bonus. If you hit, your opponent takes Weapon Damage on his Strength. If you roll multiple x, the damage increases by one for each additional x. If the enemy suffers a critical injury, roll on the table for stab wounds.

PUNCH/KICK/BITE: Does not require a weapon. Roll for MELEE. Can be DODGED or PARRIED, and any attempt to PARRY gets a +2 bonus. If you hit, your opponent takes 1 point of damage to his Strength. If you roll multiple x, the damage increases by one for each additional x. If the enemy suffers a critical injury, roll on the table for blunt force wounds (unless you have fangs – in that case, use the table for slash wounds).

GRAPPLE: You grab hold of your opponent. Roll for MELEE, as no weapon can be used. Can be DODGED or PARRIED. If the attack succeeds, both you and your opponent fall to the ground. The opponent drops any weapon they were holding, and cannot move. The only action they can perform is BREAK FREE – which is a slow action and requires them winning an opposed MELEE against you. While you are grappling, the only action you can perform is a GRAPPLE ATTACK. It works like PUNCH/KICK/BITE, but is a fast action and cannot be DODGED or PARRIED.
挥砍(SLASH):你挥动武器向你的对手砍去。要求武器具有有刃(EDGED)或钝器(BLUNT)特性。投掷近战技能(MELEE)加上武器的装备加值(Gear Bonus)。可以被闪避或格挡。目标若选择闪避,则目标获得+2加值。若你命中,则对手的力量承受等于武器伤害(Weapon Damage)的伤害。若你投掷出多个X,则每一个额外的X让伤害增加1点。若敌人遭受重伤(见p108*),则投掷对应重伤效果:若是有刃武器,投掷D66并按照《挥砍重伤表》决定效果;若是钝器武器,投掷D66并按照《钝击重伤表》决定效果。
*译注:p108,即下文《重伤CRITICAL INJURIES》节。

刺击(STAB):你试图穿刺你的对手。要求武器具有尖锐(POINTED)特性。投掷近战技能加上武器的装备加值。可以被闪避或格挡。目标若使用武器格挡则承受-2减值,若使用盾格挡则获得+2加值。若你命中,则对手的力量承受等于武器伤害的伤害。若你投掷出多个X,则每一个额外的X让伤害增加1点。若敌人遭受重伤,投掷D66并按照《刺击重伤表》决定重伤效果。

拳打/脚踢/啮咬(PUNCH/KICK/BITE):不需要武器。投掷近战技能。可以被闪避或格挡,且任何尝试格挡者都可以获得+2加值。若你命中,则对手的力量承受1点伤害。若你投掷出多个X,则每一个额外的X让伤害增加1点。若敌人遭受重伤,投掷D66并按照《钝击重伤表》决定重伤效果——当然,如果你有锋利的獠牙,则改用《挥砍重伤表》决定重伤效果。

擒抱(GRAPPLE):你牢牢抓住你的对手。投掷近战技能,因为此时武器用不上。可以被闪避或被格挡。若攻击成功,你和对手都会倒在地上。对手握持的任何武器都会脱手掉到地上,并且不能移动。此时对手唯一能做的动作是挣脱(BREAK FREE)——这是一个慢动作,且需要对你进行一个近战对抗检定并获胜才能成功挣脱。当你在擒抱他人时,你唯一能做的动作是擒抱攻击(GRAPPLE ATTACK)。擒抱攻击是一个快速动作,且不能被闪避或格挡,除此之外与拳打/脚踢/啮咬用法一样。

FAST ACTIONS
快动作

剧透 -   :
DODGE: You throw yourself out of the way of your opponent's attack. Reactive action. Roll MOVE (not MELEE). You cannot use a weapon. If the attacker SLASHES, you get a +2 bonus. Every x you roll eliminates a x from the attacker's roll. Any excess x have no effect. When you DODGE, you fall prone. You can choose to remain standing, at the cost of a –2 penalty.

PARRY: You block your opponent's attack. Reactive action. Requires a shield or a weapon. Roll MELEE and the Gear Bonus of the shield or weapon used. If you PARRY with a weapon that lacks the PARRYING feature, you get a –2 penalty. If the attacker STABS you, you get a +2 bonus when you PARRY with a shield but a –2 penalty if you parry with a weapon. Every x you roll eliminates a x from the attacker's roll. Any excess x have no effect.
闪避(DODGE):你向一旁闪躲,避开对手的攻击。反应动作。投掷移动技能(MOVE)(而不是近战)。你不能使用武器。如果攻击者使用挥砍动作,你会得获得+2加值。你每投出一个X,就能抵消攻击者的一个X。额外的X没有效果。若你闪避,你就会倒地——不过,你也可以选择承受-2减值来保持站立。

格挡(PARRY):你阻挡对手的攻击。反应动作。要求使用盾牌或武器。投掷近战技能加上所用盾牌或武器的装备加值。若你用于格挡的武器不具有格挡(PARRY)特性,则你承受-2减值。若攻击者使用的是刺击(STAB)动作,则用盾牌格挡时获得+2加值,但用武器格挡时承受-2减值。你每投出一个X,就能抵消攻击者的一个X。额外的X没有效果。

引用
ATTACK & DEFENSE
进攻和防御

剧透 -   :
   SLASH   STAB   PUNCH/KICK
Parry with weapon   —   -2   +2
Parry with shield   —   +2   +2
Dodge   +2   —   —
Parry without Parrying weapon: -2
Dodge without going prone: -2
   挥砍SLASH   刺击STAB   拳打/脚踢PUNCH/KICK
使用武器格挡   —   -2   +2
使用盾牌格挡   —   +2   +2
闪避   +2   —   —
使用不具有格挡特性的武器进行格挡:-2
不倒地地闪避:-2
挥砍SLASH刺击STAB拳打/脚踢PUNCH/KICK
使用武器格挡Parry with weapon -2 +2
使用盾牌格挡Parry with shield +2 +2
闪避Dodge +2
使用不具有格挡特性的武器进行格挡:-2
不倒地地闪避:-2

剧透 -   :
DRAW WEAPON: You draw a weapon from your belt or scabbard. No roll is required. This fast action can also be used to pick up a weapon or other item from the ground (within ARM'S LENGTH). Also see the QUICKDRAW talent.

SWING WEAPON: You swing your melee weapon to make your upcoming strike more powerful. No roll is required, but this fast action requires a HEAVY weapon. Must be performed directly before a SLASH or STAB, in the same round. If the attack is successful, the damage done increases by +1.

STAND UP: Rise from a prone to a standing stance, or the other way around. Close combat attacks against opponents that are prone are modified by +2. 

SHOVE: You try to push your enemy to the ground. Roll MELEE. A weapon with the HOOK feature or a shield can be used. If your opponent has higher Strength than you, two x are required to succeed, otherwise one is enough. If the attack is successful, your opponent falls to the ground and is prone (however, see the STEADY FEET talent). Any additional x have no effect. Your opponent can DODGE to avoid your SHOVE. PARRYING a SHOVE requires a shield. 

DISARM: You try to knock the weapon from your opponent's hands. Roll MELEE and your weapon's Gear Bonus. Disarming an opponent wielding a one-handed weapon requires one x, a two-handed weapon requires two (however, see the FIRM GRIP talent). If you succeed, your opponent drops their weapon, which lands at ARM'S LENGTH. Any excess x have no effect. You cannot DISARM a shield. Your enemy can PARRY or DODGE your DISARM.

FEINT: You trade initiative cards with an opponent at ARM'S LENGTH (or NEAR, if your close combat weapon can reach that far). The new initiative order takes effect the next round. No roll is required.

RETREAT: This action must be used instead of RUN if you have an active enemy at ARM'S LENGTH. Brings you to NEAR range. Roll for MOVE. If you fail, you move but your enemy gets a free attack against you – a SLASH, STAB or PUNCH that doesn't count toward their actions in the round and which you can't PARRY or DODGE.
拔出武器(DRAW WEAPON):你从腰带或刀鞘中拔出武器。不需要投掷检定。这个快动作也可以用来从地面上捡起武器或其他物品(在贴身距离内)。也参见快拔(QUICKDRAW)才能。

蓄力(SWING WEAPON):你抡圆了你的近战武器,使你的下一次打击更加有力。不需要投掷检定,不过这个快动作需要一把具有重型(HEAVY)特性武器才能执行。必须在同一回合内的挥砍或刺击动作之前立即执行。如果攻击成功,造成的伤害增加+1。

站起(STAND UP)*:从倒地(prone)姿态爬起来变为站立姿态,或者反过来。对倒地的对手发起的近战攻击会获得+2调整值。
*译注:前文表格里写的是GET UP,这里变STAND UP。推测是原文手滑了,都是“站起”动作。

推倒(SHOVE):你试图把你的敌人推倒在地。投掷近战技能。可以使用盾牌或具有倒钩(HOOK)特性的武器*。若对手的力量属性高于你,则需要两个X才能成功,若非如此,则1个X就够了。若攻击成功,你的对手就会摔倒在地,并处于倒地姿态(有例外,见稳健步伐STEADY FEET才能)。额外的X没有效果。对手可以通过闪避来避开你的推倒。若要格挡推倒,则需要有一面盾牌。
*译注:推测这句话意思是说,你可以把倒钩武器或盾牌的装备加值加到你的检定里,也就是投掷:近战技能+倒钩武器/盾牌的装备加值(若有)。

卸武(DISARM):你试图打掉对手握持的武器。投掷近战技能加上你武器的装备加值。若对手使用的是单手武器,则卸武需要一个X;若对手使用的是双手武器,则需要两个X(有例外,见FIRM GRIP才能)。若你成功了,你的对手就会丢掉武器,武器会落在贴身距离内。额外的X没有效果。你不能卸武一面盾牌。卸武可以被格挡或闪避。

佯攻(FEINT):你与处于贴身距离(ARM'S LENGTH)的对手交换主动性牌(若你的近战武器可以达到近距(NEAR),那么近距也可以)。新的主动性从下一战斗轮(round)开始生效。不需要投掷检定。

撤退(RETREAT):若有敌人处于你的贴身距离内,则你必须用这个动作来代替奔跑(RUN)。能让你与敌人之间的距离变为近距(NEAR)。投掷移动技能(MOVE)。若你失败了,你仍能移动,但你的敌人将得到一次对你的额外攻击——可以是挥砍、刺击或拳打(PUNCH),该次攻击不计入敌人在本战斗轮的行动数,并且你不能格挡或闪避该次攻击。

----------------------------
EXAMPLE
范例

剧透 -   :
The fight between the adventurers and the orcs begins. Orc 1 uses his two actions to RUN toward Tyrgar, first from SHORT to NEAR distance, then to ARM'S LENGTH. Orc 2 does the same, but approaches Nirmena. Then it's Tyrgar's turn. His axe is already drawn, so he uses his fast action to SHOVE Orc 1 to the ground, which succeeds.
He then proceeds to use his slow action to SLASH the orc, who has already used up his actions in the round and can't PARRY or DODGE. Tyrgar rolls the following dice: four Base Dice for his Strength, two Skill Dice for his MELEE skill, one Skill Die for his AXE FIGHTER talent, two Gear Dice for his axe's Weapon Bonus, and two bonus Skill Dice because his opponent is prone. He rolls three x. The first x means he hits. The next two x, combined with his axe's Weapon Damage of 2, results in 4 points of damage to the orc, who is Broken.
Nirmena's turn. She draws her sword (fast action) and tries to STAB Orc 2, but misses. Orc 3 runs to ARM'S LENGTH from Tyrgar. Then the round is over.
冒险者和兽人之间的战斗开始了。兽人1号用他的两个动作向Tygar奔跑(RUN),先从短距(SHORT)跑到近距(NEAR),再从近距跑到贴身(ARM'S LENGTH)距离。兽人2号如法炮制,只不过目标换成Nirmena。接下来轮到Tygar行动了。他的斧头已经拔出来了,于是他用快动作将兽人1号推倒(SHOVE)到地上,并且成功了。
随后,Tygar用他剩下的慢动作挥砍(SLASH)向这个兽人,后者在这一回合已经用完了所有动作,不能格挡(PARRY)或闪避(DODGE)了。Tygar掷出以下骰子:4个基础骰来自他的力量属性,2个技能骰来自他的近战(MELEE)技能,1个技能骰来自他的斧战士(AXE FIGHTER)才能,2个装备骰来自他斧头的武器加值,还有额外2个技能骰——因为他的对手现在是倒地的。他投出了3个X。第一个X意味着他命中了。剩下的2个X,加上他斧头的武器伤害2,结果是对兽人共造成4点伤害,后者崩溃(Broken)了。
轮到Nirmena了。她拔出剑(快动作)并试着刺击(STAB)兽人2号,但刺空了。兽人3号奔跑到Tygar的贴身距离内。然后,这个战斗轮(round)结束了。


ADVANCED CLOSE COMBAT
高级近战

[使用一套单独售卖的官方卡牌,进行“隐藏组合”战斗。翻译略。]

RANGED COMBAT
远程战斗
====================

剧透 -   :
When you attack someone from a distance, you roll MARKSMANSHIP. You need a ranged weapon, even if it's simply something to throw. The table on page 103 describes various weapons and indicates the maximum range at which the weapon can be used.
当你从远处攻击别人时,你要投掷射术(MARKSMANSHIP)技能。你需要一个远程武器,哪怕只是一块可以扔的石头也可以算。第103页的表格*对各种武器作了描述,并指出了各武器可使用的最远距离。
*译注:p103,即武器节的远程武器部分。

RANGE
距离

剧透 -   :
When you shoot at someone, it is harder to hit your target the further away they are. At SHORT range, you get a –1 penalty, and at LONG range it's a –2. At ARM'S LENGTH, you get –3 since it's very hard to draw a bead on an opponent that close to you. This does not apply if you are shooting at a defenseless or completely oblivious opponent at ARM'S LENGTH – in that case, you get a +3 bonus instead.
当你向某人射击时,目标离你越远就越难命中。当处于短距(SHORT),你会有-1减值,当处于长距(LONG),则是-2。在贴身(ARM'S LENGTH)距离内,则是-3——因为你很难在对手离你那么近的时候进行瞄准。不过,当你在贴身距离内向一个无防备的或毫不知情的目标射击,则前一条规则不适用,这种情况下你会得到一个+3加值。

引用
SHOOTING RANGE
射击距离

剧透 -   :
RANGE   MODIFICATION
Arm's Length   -3/+3
Near   -
Short   -1
Long   -2
Distant   -3(requires Aim)
距离RANGE   调整值MODIFICATION
贴身Arm's Length   -3/+3
近距Near   —
短距Short   -1
长距Long   -2
远距Distant   -3(需要瞄准Aim)
距离RANGE调整值MODIFICATION
贴身Arm's Length -3/+3
近距Near
短距Short -1
长距Long -2
远距Distant -3(需要瞄准Aim)

ACTIONS
动作

剧透 -   :
The actions available in ranged combat are not as numerous as in close combat, but there are a few options.

READY WEAPON: Fast action. Before you can fire your bow or sling, you must READY it – prepare the weapon by nocking an arrow or placing a stone in your sling. Once you have READIED your weapon, you can't take any slow action other than SHOOT and no fast action other than AIM (see below) – if you do anything else, you must READY the weapon again before you can SHOOT. Note that the FAST SHOOTER talent allows you to fire bows and slings without using an action to READY the weapon.
Crossbows don't need to be READIED. Instead, you must LOAD a crossbow (slow action) before each shot. You can carry a LOADED crossbow around as long as you like.

AIM: Fast action. Before you SHOOT, you can AIM. This gives you a +1 bonus to the attack. You must AIM and SHOOT in the same round – you cannot save the bonus for a later round. Please note that you cannot READY your weapon, AIM and SHOOT in the same round, as that is a total of three actions. It's possible if you have the FAST SHOOTER talent, however.
You can't AIM at an aware opponent at ARM'S LENGTH – he is too close for you to be able to draw a bead on.

SHOOT: Slow action. Roll for MARKSMANSHIP and the weapon's Gear Bonus. Can be DODGED, but to PARRY a ranged attack the target must have a shield. If you hit, your target takes Weapon Damage on his Strength. For every additional x rolled, the damage increases by one. If the target suffers a critical injury, roll on the table for stab wounds if you used a bow or throwing knife and use the table for blunt force if you used a sling or a thrown rock.

DODGE: Fast reactive action. You throw yourself out of the way of your opponent's attack. Roll MOVE (not MELEE). Every x you roll eliminates one x from the attacker's roll. Any excess x have no effect. When you DODGE, you fall prone. You can choose to remain standing, at the cost of a –2 penalty.

PARRY: Fast reactive action. To be able to PARRY a ranged attack, you must either have a shield or a weapon with the PARRYING feature and at least rank 2 in the talent for the relevant weapon type (see Chapter 4). Roll using MELEE and the weapon's Gear Bonus. Every x you roll eliminates one x from the attacker's roll. Any excess x have no effect.
远程战斗中可用的动作种类没有近身战斗中那么多,但也有一些选择。

准备武器(READY WEAPON):快动作。在你用弓或投石索发射弹药之前,你必须准备(READY)好它——比如给弓搭上箭或给投石索装上石头。一旦你给远程武器完成了准备武器,你就不能采取除射击(SHOOT)以外的任何慢动作,也不能采取除瞄准(AIM)以外的任何快动作(见下文)——如果你做任何其他动作,你都必须先重新准备武器才能射击。注意,速射手(Fast Shooter)才能允许你不使用动作准备武器就能射弓箭和扔投石索。
弩不需要准备武器。相对的,你必须在每次射击前装填(LOAD)弩箭,装填是一个慢动作。只要你愿意,你可以一直随身携带一把装填好的弩。

瞄准(AIM):快动作。你可以在射击(SHOOT)之前瞄准(AIM)。这将使你的攻击获得+1加值。你必须在同一战斗轮内进行瞄准和射击——你不能把加值留到以后的回合用。注意,你不能在同一战斗轮内准备武器、瞄准和射击,因为这总共要花三个动作。不过,如果你有速射手(FAST SHOOTER)才能,这是可以做到的。
你不能在贴身距离内瞄准一个有意识的对手——对方离你太近了,你无法对准。

射击(SHOOT):慢动作。投掷射术(MARKSMANSHIP)技能加上武器的装备加值(Gear Bonus)。远程攻击可以被闪避,但若要格挡,则目标必须有一面盾牌。若你命中,目标的力量承受等于武器伤害的伤害。每额外投出一个X,伤害就增加1点。当目标遭受重伤,若你使用的是弓箭或飞刀,则按照《刺击重伤表》投掷对应重伤效果,若你使用的是投石索或手扔石头,则按照《钝击重伤表》投掷对应重伤效果。

闪避(DODGE):快反应动作。你向一旁闪躲,避开对手的攻击。投掷移动技能(MOVE)(而不是近战)。你每投出一个X,就能抵消攻击者的一个X。额外的X没有效果。当你闪若你闪避,你就会倒地——不过,你也可以选择承受-2减值来保持站立。

格挡(PARRY):快反应动作。若要格挡远程攻击,你需要一面盾牌,或一把具有格挡特性的武器并且在相应武器类型的才能上至少达到2级(见第四章)。投掷近战(MELEE)技能加上武器的装备加值。你每投出一个X,就能抵消攻击者的一个X。额外的X没有效果。

REACTIVE ACTIONS
反应动作

剧透 -   :
Just like in close combat, your opponent must declare if he intends to DODGE or PARRY before you roll to attack. DODGE and PARRY are reactive actions and break the normal initiative order in the round.
如同近身战斗,你的对手必须在你投掷攻击检定之前声明其是否打算闪避或格挡。闪避和格挡是反应动作,会打破战斗轮中的正常主动性顺序。

----------------------------
EXAMPLE
范例

剧透 -   :
The last remaining orc RETREATS and then RUNS. In the next round, Tyrgar DRAWS his crossbow and then SHOOTS it. The range is now SHORT which gives Tyrgar a –1 penalty. Yet he rolls two x, and with the crossbow's Weapon Damage of 2 he inflicts 3 points of damage.
剩下的最后一个兽人撤退(RETREAT),然后奔跑(RUN)。到了下一个战斗轮,Tygar拔出(DRAW)他的弩,然后射击(SHOOT)兽人。因现在的距离是短距(SHORT),这给了Tygar一个-1减值。不过他掷出了2个X,弩的武器伤害为2,所以共造成了3点伤害。

SOCIAL CONFLICT
社交冲突
====================

剧透 -   :
Sometimes, you can make things go your way without resorting to violence. Instead, you trick or convince your opponent without drawing your weapon. This might even be possible in the midst of combat, if the GM judges it plausible. For non-violent conflicts, you use the MANIPULATION skill.
What you ask of your opponent or what you want them to do must be within reason – no NPC will agree to do anything or act completely against their own interests, no matter how good your roll is.

MONSTERS: Many monsters are so savage or dim-witted that they simply cannot be swayed by words, no matter how silvery your tongue is. Read more about monsters in the Bestiary in the Gamemaster's Guide.
有时,你可以在不诉诸暴力的情况下让事情往对你的有利的方向发展。即使不拔出武器,你也可以欺骗或说服对手。只要GM认为合理,这甚至可以在战斗中进行。对于非暴力冲突,使用操弄(MANIPULATION)技能。
你想要对手给你的东西或想让他们做的事情必须在合理范围内——不管你的检定结果有多好,没有哪个NPC会同意为你做任何事或完全违背自己的利益,。

怪物(MONSTERS):许多怪物是如此野蛮或愚蠢,以至于它们根本无法被语言所动摇,无论你的舌头多么油滑。在《GM指南》的怪物大全(Bestiary)章中阅读更多关于怪物的信息。

RESOLUTION
结算

剧透 -   :
When you try to convince or bluff someone, make an opposed roll of MANIPULATION versus your opponent's INSIGHT. It only counts as a (slow) action for you.
If you successfully MANIPULATE your opponent, they must either do what you want or immediately attack you with physical violence. Even if your opponent chooses to do what you want, they can still demand something in return. The GM decides what that entails, but it should be reasonable enough for you to be able to meet those demands. It is up to you to accept the agreement or not.
当你试图说服或唬弄别人时,做一个对抗检定,用你的操弄(MANIPULATION)对抗对手的洞察(INSIGHT)。该检定使用你的一个(慢)动作,不算在对手的动作里。
当你成功操弄你的对手,则后者有两个选择:一是按你想要的做,二是立即以物理手段攻击你。不过,即使对手选择了按你想要的做,其仍然仍可以索取回报。GM决定你需要付出什么,但应该是你能够合理满足的要求。由你决定是否接受条件。

NEGOTIATING POSITION
交涉中的地位

剧透 -   :
Your chances of MANIPULATING someone successfully are affected by your negotiating position, which is determined by the GM. Each of following factors modifies your roll by +1:
✥ You have more people on your side.
✥ What you ask for doesn't cost your opponent anything.
✥ Your opponent has suffered damage to any attribute.
✥ You have helped your opponent previously.
✥ You present your case very well (determined by the GM).

Each of the following factors modifies your roll by –1.
✥ Your opponent has more people on their side.
✥ You ask for something valuable or dangerous.
✥ Your opponent has nothing to gain by helping you.
✥ You are having trouble understanding each other.
✥ The range between you is SHORT or longer.
你的交涉地位会影响你操弄他人的成功率,交涉地位由GM决定。以下每个因素都会给予你的检定+1调整值:
  • 你方人数更多。
  • 你所要求的并不会让对方付出任何代价。
  • 对方的任一属性承受了伤害。
  • 你之前曾帮助过对方。
  • 你的发言有理有据、令人信服(由GM判断)。

以下每个因素都会给予你的检定-1调整值:
  • 对方人数更多。
  • 你所要求的是贵重的或危险的。
  • 对方通过帮助你不会得到任何好处。
  • 你们互相交流有困难。
  • 你们之间的距离为短距(SHORT)或更远。

REPUTATION
名望

剧透 -   :
Your chances of MANIPULATING someone are also affected by your Reputation scores (see page 40). If your Reputation is higher, you get a +1 modification to your roll, and if your Reputation is more than twice that of your opponent's, you get +2. If your opponent has a higher score, they get the same bonus as above.
你的名望等级(见p40*)也会影响你对他人使用操弄技能的成功率。如果你的名望等级比对手高,你在检定中会得到+1调整值,如果你的名望是你对手的两倍以上,则会得到+2。如果对手名望等级比你高,则对手也所能得到与上述相同的调整值。
*译注:第二章《构建冒险者YOUR ADVENTURER》-声望REPUTATION-节。

MANIPULATE A GROUP
团体操弄检定

剧透 -   :
When you want to MANIPULATE a whole group, you usually address the group's leader or spokesperson. Remember that your roll is modified by –1 if your opponent has more people on their side. If you reach an agreement with the leader, the rest of the group usually follows. If there is no given leader it's harder – every single opponent acts individually.
通常来说,若想对一个团体使用操弄,你就要跟该团体的领袖或话事人交涉。记住,如果对方的人数更多,你在检定中会有-1调整值。如果你与团体领袖达成了一致意见,那么团体中的其他人也会跟从领袖。而如果一个团体重并没有既定的领袖,那就会更困难了——团体中的每个人都会单独行事。

RANGE
距离

剧透 -   :
To MANIPULATE someone, you usually need to be in NEAR range – but if it is applicable to the situation, the actions can be used at SHORT or even LONG range. The GM modifies your roll negatively if she deems that the range impairs your negotiating position (see above).
通常来说,要对某个人使用操弄,你需要处在近距距离——不过,如果情况合理,该动作也可以在短距甚至长距距离下使用。GM如果认为距离会影响你的交涉地位(见上),就会对你的检定给予减值。

ARTIFACTS
奇物

剧透 -   :
Some valuable or very impressive artifacts can give a Gear Bonus to your MANIPULATION roll.
一些非常贵重的或引人注目的奇物可以在你做操弄检定时给予装备加值。

WEAPONS
武器
===============

剧透 -   :
As an adventurer, you always want a weapon close at hand – you never know where danger lurks. The tables and images on the following pages show various kinds of common weapons in the Forbidden Lands. Unique and powerful artifacts are described in Chapter 6 in the Gamemaster's Guide.
作为一名冒险者,你总是希望手边有一把趁手武器——你永远不知道危险潜伏在哪里。后几页的表格和插图列出了迷雾禁地中各种常见的武器。在《GM指南》的第六章中还有一些独特而强大的奇物。

WEAPON ATTRIBUTES
武器属性

剧透 -   :
The features used in the weapon tables are explained below.

GRIP indicates if you need one or two hands to wield the weapon. A two-handed weapon can't be combined with a shield, and some critical injuries will prohibit the use of two-handed weapons.

BONUS indicates how many Gear Dice you can roll when using the weapon. Remember that the Gear Bonus can be reduced if you push your roll – the bonus decreases by one for every l you have rolled (see page 50). If the Gear Bonus is reduced to zero, the weapon breaks and needs to be fixed using the CRAFTING skill.

DAMAGE indicates your base Weapon Damage, i.e., how many points of damage to Strength your opponent suffers if your attack is successful. If you roll extra x, you deal additional damage.

RANGE indicates the maximum range at which the weapon can be used.

COST indicates the weapon's typical price in silver coins. The actual price can vary depending on the supply and demand at the location.

FEATURES indicates which features the weapon has. Possible features are LIGHT, HEAVY, EDGED, POINTED, BLUNT, PARRYING, HOOK. How these are used is explained in the Close Combat section (see page 90).
下文将解释武器表格中用到的各种属性的意思。

握持(GRIP):握持表示使用该武器时需要单手还是双手。双手武器不能与盾牌一起使用。有些重伤还会让你无法使用双手武器。

加值(BONUS):加值表示当你使用该武器做检定时,能获得的装备骰(Gear Dice)的数量。注意,装备加值是会降低的——当你在检定时孤注一掷(见p50*),每投出一个O,装备加值就会降低1。当装备加值降到0,那么武器就坏掉了,必须使用手艺(CRAFTING)技能修理。
*译注:孤注一掷对武器加值的影响:p50,即《技能》章《装备》节。

伤害(DAMAGE):伤害表示你的基础武器伤害(Weapon Damage),即,若你攻击成功,你能对对手的力量造成多少点伤害。若你投出了额外的X,那么就能造成更多的伤害。

距离(RANGE):距离表示武器能够使用的最远距离。

价格(COST):价格表示该武器的通常定价,单位为银币。实际的武器价格会依当地的供需情况而涨落。

特性(FEATURES):特性表示武器具有的特性。武器会具有的特性如下:轻型(LIGHT)、重型(HEAVY)、有刃(EDGED)、尖锐(POINTED)、钝器(BLUNT)、格挡(PARRYING)、倒钩(HOOK)。关于如何运用这些特性见《近身战斗》节(见p90*)。
*译注:《近身战斗》节,p90,即上文。

引用
p101武器表格
MELEE WEAPONS
近战武器

剧透 -   :
WEAPON    GRIP    BONUS    DAMAGE    RANGE    COST    FEATURES
Unarmed    –    –    1    Arm    –    Blunt
Knife    1H    +1    1    Arm    1    Light, Pointed
Dagger    1H    +1    1    Arm    2    Light, Edged, Pointed
Falchion    1H    +1    2    Arm    4    Edged, Pointed
Shortsword    1H    +2    1    Arm    6    Edged, Pointed, Parrying
Broadsword    1H    +2    2    Arm    10    Edged, Pointed, Parrying
Longsword    1H    +2    2    Arm    18    Heavy, Edged, Pointed, Parrying
Two-Handed Sword    2H    +2    3    Arm    40    Heavy, Edged, Pointed, Parrying
Scimitar    1H    +1    2    Arm    8    Edged, Pointed, Hook, Parrying
Handaxe    1H    +2    2    Arm    2    Edged, Hook
Battleaxe    1H    +2    2    Arm    6    Heavy, Edged, Hook
Two-Handed Axe    2H    +2    3    Arm    24    Heavy, Edged, Hook
Mace    1H    +2    1    Arm    4    Blunt
Morningstar    1H    +2    2    Arm    8    Blunt
Warhammer    1H    +2    2    Arm    12    Blunt, Hook
Flail    1H    +1    2    Near 16 Blunt
Wooden Club    1H    +1    1    Arm    1    Blunt
Large Wooden Club    2H    +1    2    Arm    2    Heavy, Blunt
Heavy Warhammer    2H    +2    3    Arm    22    Heavy, Blunt, Hook
Staff    2H    +1    1    Near    1    Blunt, Hook, Parrying
Short Spear    1H    +1    1    Near    2    Pointed
Long Spear    2H    +2    Near    4    Pointed
Pike    2H    +2    2    Near    12    Heavy, Pointed
Halberd    2H    +2    2    Near    30    Heavy, Pointed, Edged, Hook
Trident    2H    +1    2    Near    6    Pointed, Hook
武器   WEAPON    握持GRIP    加值BONUS    伤害DAMAGE    距离   RANGE    价格COST    特性   FEATURES
徒手   Unarmed    –    –    1    贴身    Arm    –    钝器   Blunt
小刀   Knife    1H    +1    1    贴身    Arm    1    轻型,尖锐   Light, Pointed
匕首   Dagger    1H    +1    1    贴身    Arm    2    轻型,有刃,尖锐   Light, Edged, Pointed
大砍刀   Falchion    1H    +1    2    贴身    Arm    4    有刃,尖锐   Edged, Pointed
短剑   Shortsword    1H    +2    1    贴身    Arm    6    有刃,尖锐,格挡   Edged, Pointed, Parrying
宽剑   Broadsword    1H    +2    2    贴身    Arm    10    有刃,尖锐,格挡   Edged, Pointed, Parrying
长剑   Longsword    1H    +2    2    贴身    Arm    18    重型,有刃,尖锐,格挡   Heavy, Edged, Pointed, Parrying
双手剑   Two-Handed Sword    2H    +2    3    贴身    Arm    40    重型,有刃,尖锐,格挡   Heavy, Edged, Pointed, Parrying
弯刀   Scimitar    1H    +1    2    贴身    Arm    8    有刃,尖锐,倒钩,格挡   Edged, Pointed, Hook, Parrying
手斧   Handaxe    1H    +2    2    贴身    Arm    2    有刃,倒钩   Edged, Hook
战斧   Battleaxe    1H    +2    2    贴身    Arm    6    重型,有刃,倒钩   Heavy, Edged, Hook
双手斧   Two-Handed Axe    2H    +2    3    贴身    Arm    24    重型,有刃,倒钩   Heavy, Edged, Hook
硬头锤   Mace    1H    +2    1    贴身    Arm    4    钝器   Blunt
钉头锤   Morningstar    1H    +2    2    贴身    Arm    8    钝器   Blunt
战锤   Warhammer    1H    +2    2    贴身    Arm    12    钝器,倒钩   Blunt, Hook
连枷   Flail    1H    +1    2    近距    Near    16    钝器   Blunt
木棒   Wooden Club    1H    +1    1    贴身    Arm    1    钝器   Blunt
大木棒   Large Wooden Club    2H    +1    2    贴身    Arm    2    重型,钝器   Heavy, Blunt
重型战锤   Heavy Warhammer    2H    +2    3    贴身    Arm    22    重型,钝器,倒钩   Heavy, Blunt, Hook
木棍   Staff    2H    +1    1    近距    Near    1    钝器,倒钩,格挡   Blunt, Hook, Parrying
短矛   Short Spear    1H    +1    1    近距    Near    2    尖锐   Pointed
长矛   Long Spear    2H    +2    1   近距    Near    4    尖锐   Pointed
重矛   Pike    2H    +2    2    近距    Near    12    重型,尖锐   Heavy, Pointed
戟   Halberd    2H    +2    2    近距    Near    30    重型,尖锐,有刃,倒钩   Heavy, Pointed, Edged, Hook
三叉戟   Trident    2H    +1    2    近距    Near    6    尖锐,倒钩   Pointed, Hook
武器
WEAPON握持GRIP加值BONUS伤害DAMAGE
距离
RANGE价格COST
特性
FEATURES
徒手
Unarmed1
贴身
Arm
钝器
Blunt
小刀
Knife1H+11
贴身
Arm1
轻型,尖锐
Light, Pointed
匕首
Dagger1H+11
贴身
Arm2
轻型,有刃,尖锐
Light, Edged, Pointed
大砍刀
Falchion1H+12
贴身
Arm4
有刃,尖锐
Edged, Pointed
短剑
Shortsword1H+21
贴身
Arm6
有刃,尖锐,格挡
Edged, Pointed, Parrying
宽剑
Broadsword1H+22
贴身
Arm10
有刃,尖锐,格挡
Edged, Pointed, Parrying
长剑
Longsword1H+22
贴身
Arm18
重型,有刃,尖锐,格挡
Heavy, Edged, Pointed, Parrying
双手剑
Two—Handed Sword2H+23
贴身
Arm40
重型,有刃,尖锐,格挡
Heavy, Edged, Pointed, Parrying
弯刀
Scimitar1H+12
贴身
Arm8
有刃,尖锐,倒钩,格挡
Edged, Pointed, Hook, Parrying
手斧
Handaxe1H+22
贴身
Arm2
有刃,倒钩
Edged, Hook
战斧
Battleaxe1H+22
贴身
Arm6
重型,有刃,倒钩
Heavy, Edged, Hook
双手斧
Two—Handed Axe2H+23
贴身
Arm24
重型,有刃,倒钩
Heavy, Edged, Hook
硬头锤
Mace1H+21
贴身
Arm4
钝器
Blunt
钉头锤
Morningstar1H+22
贴身
Arm8
钝器
Blunt
战锤
Warhammer1H+22
贴身
Arm12
钝器,倒钩
Blunt, Hook
连枷
Flail1H+12
近距
Near16
钝器
Blunt
木棒
Wooden Club1H+11
贴身
Arm1
钝器
Blunt
大木棒
Large Wooden Club2H+12
贴身
Arm2
重型,钝器
Heavy, Blunt
重型战锤
Heavy Warhammer2H+23
贴身
Arm22
重型,钝器,倒钩
Heavy, Blunt, Hook
木棍
Staff2H+11
近距
Near1
钝器,倒钩,格挡
Blunt, Hook, Parrying
短矛
Short Spear1H+11
近距
Near2
尖锐
Pointed
长矛
Long Spear2H+21
近距
Near4
尖锐
Pointed
重矛
Pike2H+22
近距
Near12
重型,尖锐
Heavy, Pointed
Halberd2H+22
近距
Near30
重型,尖锐,有刃,倒钩
Heavy, Pointed, Edged, Hook
三叉戟
Trident2H+12
近距
Near6
尖锐,倒钩
Pointed, Hook
此处待补充近战武器插图。

引用
p103武器表格
RANGED WEAPONS
远程武器

剧透 -   :
WEAPON    GRIP    BONUS    DAMAGE    RANGE    COST    FEATURES
Rock    1H    –    1    Near    –    Light
Throwing Knife    1H    +1    1    Near    1    Light
Throwing Axe    1H    +1    2    Near    2
Throwing Spear    1H    +2    1    Short    2
Sling    1H    +1    1    Short    1    Light
Short Bow    2H    +2    1    Short    6    Light
Longbow    2H    +2    1    Long    12
Light Crossbow    2H    +1    2    Long    24    Loading is slow action.
Heavy Crossbow    2H    +1    3    Long    40    Heavy, Loading is a slow action.
武器   WEAPON    握持GRIP    加值BONUS    伤害DAMAGE    距离   RANGE    价格COST    特性   FEATURES
石头   Rock    1H    –    1    近距    Near    –    轻型   Light
飞刀   Throwing Knife    1H    +1    1    近距    Near    1    轻型   Light
飞斧   Throwing Axe    1H    +1    2    近距    Near    2      
标枪   Throwing Spear    1H    +2    1    短距    Short    2      
投石索   Sling    1H    +1    1    短距    Short    1    轻型   Light
短弓   Short Bow    2H    +2    1    短距    Short    6    轻型   Light
长弓   Longbow    2H    +2    1    长距    Long    12      
轻弩   Light Crossbow    2H    +1    2    长距    Long    24    装填(慢动作)   Loading is slow action.
重弩   Heavy Crossbow    2H    +1    3    长距    Long    40    重型,装填(慢动作)   Heavy, Loading is a slow action.
武器
WEAPON握持GRIP加值BONUS伤害DAMAGE
距离
RANGE价格COST
特性
FEATURES
石头
Rock1H1
近距
Near
轻型
Light
飞刀
Throwing Knife1H+11
近距
Near1
轻型
Light
飞斧
Throwing Axe1H+12
近距
Near2
标枪
Throwing Spear1H+21
短距
Short2
投石索
Sling1H+11
短距
Short1
轻型
Light
短弓
Short Bow2H+21
短距
Short6
轻型
Light
长弓
Longbow2H+21
长距
Long12
轻弩
Light Crossbow2H+12
长距
Long24
装填(慢动作)
Loading is slow action.
重弩
Heavy Crossbow2H+13
长距
Long40
重型,装填(慢动作)
Heavy, Loading is a slow action.
此处待补充远程武器插图。

DAMAGE
伤害
================

剧透 -   :
Life as a roaming adventurer is hard and risky. The rewards may be great, but the only thing you know for sure is that you will suffer all sorts of damage along the way. Damage can come in many forms and reduces one of your four attribute scores:

DAMAGE TO STRENGTH: Bleeding wounds, broken bones, and pain. This is the default type of damage. If the type of damage is not specified, it's always damage to Strength.

DAMAGE TO AGILITY: Physical fatigue and exhaustion.

DAMAGE TO WITS: Fear, panic, and confusion. Read more under Fear Attacks on page 112.

DAMAGE TO EMPATHY: Despair, mistrust, sorrow.
四处漂泊的冒险者生活充满艰辛和危机。回报可能丰厚,但有一件事是确定的:你在一路上可能遭受各种各样的伤害。依据伤害形式的不同,你的四项属性之一会相应降低:

力量伤害(DAMAGE TO STRENGTH):流血,骨折,还有疼痛。这是默认的伤害类型。在没有特别说明伤害类型的情况下,都默认为力量受到伤害。

敏捷伤害(DAMAGE TO AGILITY):肉体上的疲劳和力竭。

智识伤害(DAMAGE TO WITS):恐惧、惊慌,还有困惑。关于恐惧攻击(Fear Attack)详见112页*。
*译注:恐惧攻击,p112,即下文《恐惧FEAR》节。

共情伤害(DAMAGE TO EMPATHY):绝望、猜疑、悲伤。

SUFFERING DAMAGE
承受伤害

剧透 -   :
You can suffer damage in many ways. These are the three most common:

BY ROLLING l when you push a roll. When pushing, you suffer one point of damage to the attribute used for every l you roll.

FROM ATTACKS. Whenever someone successfully attacks you in close combat or with a ranged weapon, you suffer damage to Strength equal to the Weapon Damage plus one for every additional x your opponent rolls.

FROM MAGIC. Spells cast by Sorcerers and Druids can give you damage of all types. Read more in Chapter 6.
你会因多种原因受到伤害。以下列出其中最常见的三种:

孤注一掷时投出O:当你孤注一掷,每投出一个O,该检定所涉及的属性就受到1点伤害。

被攻击:每当有人用近战或远程武器击中你,你的力量受到伤害,其数值等于对方的武器伤害加对方检定结果中额外X的数量。

魔法:术士(Sorcerer)和德鲁伊(Druid)施放的法术能对你造成任何类型的伤害。详见第六章*。
*译注:第六章《魔法MAGIC》。

ARMOR
护甲

剧透 -   :
By wearing leather, chainmail, or a full suit of plate armor you can protect your body from damage to Strength. See the list of various kinds of armor, below. Armor doesn't provide protection from other kinds of damage, or from damage you inflict on yourself when you push a roll.
The effect of armor is determined by its Armor Rating. When you suffer damage from a physical attack, you roll a number of Gear Dice equal to the Armor Rating. Every x you roll decreases the damage by one. This roll does not count as an action and cannot be pushed.
If any damage penetrates your armor, its Armor Rating is decreased – every l you roll reduces the Armor Rating by one. If the armor absorbed all the damage, any l rolled has no effect. Armor can be repaired. Natural armor is not degraded in this way.

HELMETS: You can only wear one type of armor at a time, but you can combine body armor with a helmet. Add the Armor Rating of any helmet you wear to the rating of your body armor before you roll. If the armor is degraded, you can choose if it is the body armor or the helmet that is damaged.
All helmets also have an extra effect: If you suffer one of the critical injuries, 65 for a slash wound, 64 for a stab wound, or 64–66 for blunt force, roll a number of Gear Dice equal to the Armor Rating of the helmet. If you roll one or more x, the critical injury is changed to the 11–12 blunt force injury instead. This will reduce the Armor Rating of the helmet to zero however.
皮甲、锁子甲,或者一整套板甲能保护你免受力量伤害。见下表中列出的各种护甲。护甲并不能对力量以外的伤害类型提供防护,也不能避免你因孤注一掷而对自己造成的伤害。
护甲等级(Armor Rating)决定了护甲的有效性。当你受到物理攻击时,投掷等于护甲等级数量的装备骰。每骰出1个X,你受到的伤害降低1。该检定不占用动作,也不能孤注一掷。
若有任何伤害穿透了你的护甲,那么护甲等级可能会降低——每投出一个O,护甲等级降低1。不过,如果护甲吸收了所有伤害,那么所有O都不起效。护甲可以被修理。天生护甲不会依照以上方式降低。

头盔(HELMETS):你同时只能穿着一种护甲,但你可以将躯干护甲与头盔相结合。在投骰前,将任何穿戴的头盔的护甲等级加到躯干护甲中。当护甲等级降低时,你可以自行选择是由躯干护甲还是头盔来承受损耗。
此外,所有头盔都一种特别效果:当你承受重伤,并骰出挥砍重伤65、刺击重伤64,或钝击重伤64-66中的一种时,投掷等于头盔护甲等级数量的装备骰。如果你投出了一个或多个X,那么该重伤会立刻变为钝击重伤11-12。不过,这会使得头盔的护甲等级立刻降为0。

引用
SHIELDS

剧透 -   :
WEAPON    BONUS    DAMAGE    RANGE    COST    FEATURES
Small Shield    +1    –    –    6    Light
Large Shield    +2    –    –    15
武器*   WEAPON    加值BONUS    伤害DAMAGE    距离RANGE    价格COST    特性   FEATURES
小盾   Small Shield    +1    —   —   6    轻型   Light
大盾   Large Shield    +2    —   —   15   —   —
武器*
WEAPON加值BONUS伤害DAMAGE距离RANGE价格COST
特性
FEATURES
小盾
Small Shield+16
轻型
Light
大盾
Large Shield+215
*译注:这里并不是写错了,而是FBL优良传统:盾是武器(认真)。
此处待补充盾的插图。

引用
ARMOR & HELMETS
护甲&头盔

剧透 -   :
GEAR    ARMOR RATING    COST    BODY PART    FEATURES
Leather    2    4    Body    Light
Studded Leather    3    6    Body
Chainmail    6    24    Body    Heavy item. Armor Rating 3 against arrows and Stabs.
Plate Armor    8    80    Body    Heavy item. Modifies Move by –2
Studded Leather Cap    1    3    Head    Light
Open Helmet    2    8    Head    Light
Closed Helmet    3    18    Head
Great Helm    4    30    Head    Modifies Scout by –2
装备   GEAR    护甲等级ARMOR RATING   价格COST    穿着部位BODY PART    特性   FEATURES
皮甲   Leather    2   4   躯干    轻型   Light
镶钉皮甲   Studded Leather    3   6   躯干   —   —
锁子甲   Chainmail    6   24   躯干    重型物品。面对箭矢和刺击时护甲等级为3。   Heavy item. Armor Rating 3 against arrows and Stabs.
板甲   Plate Armor    8   80   躯干    重型物品,移动(MOVE)检定承受-2调整   Heavy item. Modifies Move by –2
镶钉皮帽   Studded Leather Cap    1   3   头部    轻型   Light
敞开式头盔   Open Helmet    2   8   头部    轻型   Light
包裹式头盔   Closed Helmet    3   18   头部   —   —
大头盔   Great Helm    4   30   头部    侦察(Scout)检定承受-2调整   Modifies Scout by –2
装备
GEAR护甲等级ARMOR RATING价格COST穿着部位BODY PART
特性
FEATURES
皮甲
Leather24躯干
轻型
Light
镶钉皮甲
Studded Leather36躯干
锁子甲
Chainmail624躯干
重型物品。面对箭矢和刺击时护甲等级为3。
Heavy item. Armor Rating 3 against arrows and Stabs.
板甲
Plate Armor880躯干
重型物品,移动(MOVE)检定承受-2调整
Heavy item. Modifies Move by –2
镶钉皮帽
Studded Leather Cap13头部
轻型
Light
敞开式头盔
Open Helmet28头部
轻型
Light
包裹式头盔
Closed Helmet318头部
大头盔
Great Helm430头部
侦察(Scout)检定承受-2调整
Modifies Scout by –2
此处待补充护甲和头盔的插图。

COVER
掩体

剧透 -   :
When enemies are shooting at you, hunkering down behind cover – preferably something solid – can save your life. Taking cover behind something counts as a fast action. Cover has an Armor Rating and works like armor – but only against ranged attacks. As opposed to armor, cover is not degraded. Cover can be combined with armor – roll for cover first, then armor. 
当敌人向你射击时,躲在掩体后面可以救你的命,如果是坚固的东西就更好了。躲到掩体后面算作一个快动作。掩体也有护甲等级,作用如同只对远程攻击起效的护甲。与护甲不同的是,掩体的护甲等级不会降低的。掩体可以与护甲结合:检定时先投掷掩体的护甲等级,再投掷护甲的。

引用
TYPICAL COVER
典型掩体

剧透 -   :
BARRIER    ARMOR RATING
Furniture    3
Wooden Door    4
Tree Trunk    5
Wooden Wall    6
Stone Wall    8
障碍物   BARRIER    护甲等级ARMOR RATING
家具   Furniture    3
木门   Wooden Door    4
树桩   Tree Trunk    5
木墙   Wooden Wall    6
石墙   Stone Wall    8
障碍物
BARRIER护甲等级ARMOR RATING
家具
Furniture3
木门
Wooden Door4
树桩
Tree Trunk5
木墙
Wooden Wall6
石墙
Stone Wall8

-------------------------
EXAMPLE
范例

剧透 -   :
Later on in the journey, Tyrgar gets in trouble again. The dwarf is hit by an angry minotaur's greataxe. The attack inflicts a whopping 4 points of damage. Tyrgar wears chainmail and an open helmet, for a total Armor Rating of 8. He rolls eight Gear Dice and gets one x and one l. Tyrgar suffers 3 points of damage and his Armor Rating is decreased by 1. Tyrgar chooses to let his chainmail take the hit and its Armor Rating is thus decreased to 5.
在随后的旅程中,Tygar又卷入了麻烦。这位矮人被一个愤怒的牛头人的大斧头击中。这次攻击造成了惊人的4点伤害。Tygar身着锁子甲,头戴敞开式头盔,总护甲等级为8。他投掷8个装备骰,得到1个X和1个O。因此Tygar受到3点伤害,其护甲等级下降1。Tygar选择让他的锁子甲承受损耗,锁子甲的护甲等级因此降至5。

BROKEN
崩溃
=================

剧透 -   :
When an attribute score reaches zero, you are Broken. This means that you are put out of action in one way or another. Exactly what it means to be Broken depends on what attribute has been depleted:

STRENGTH: You're knocked senseless. Roll for a critical injury for the type of damage you suffered (see page 196). If you're not dead, you can only CRAWL and mumble through the pain. You can't perform any other actions and you can't roll for any skills.

AGILITY: You collapse from exhaustion. You can only CRAWL and wheeze. You can't perform any other actions and you can't roll for any skills.

WITS: You're paralyzed by fear or confusion. Roll for a critical injury on the horror table (see page 200) – except if you Broke yourself by pushing a roll. If you remain conscious, you can RUN to a safe place, but you can't perform any other actions or roll for any skills. 

EMPATHY: You break down in despair or selfpity. You must either explode in a violent outburst, kicking and breaking everything around you, or withdraw from everyone around you. In either case, you're uncommunicative until you've recovered a point of Empathy.
当任一属性值降到零时,你就会崩溃(Broken)。这意味着你以这样或那样的方式失去了行动能力。崩溃的具体形式取决于归零的属性是哪一个:

力量(STRENGTH):你被打得不省人事。根据你所受的伤害类型投掷重伤表(见p196*)。如果你还没死,那么现在只能在痛苦中爬行(CRAWL)和含糊地咕哝。你不能进行任何其他动作,也不能做任何技能检定。
*译注:重伤表,p96,即《重伤CRITICAL INJURIES》章)。

敏捷(AGILITY):你因精疲力竭而倒下。你只能爬行和呼哧呼哧地喘气。你不能进行任何其他动作,也不能做任何技能检定。

智识(WITS):你因恐惧或困惑而动弹不得。按《恐惧重伤表》(见p200*)投掷重伤——不过,若是因孤注一掷而崩溃则不用投掷重伤表。如果你还保持清醒,你可以奔跑(RUN)到一个安全的地方,但你不能执行任何其他动作,也不能做任何技能检定。
*译注:恐惧重伤表,p200,即《重伤》章的后面。

共情(EMPATHY):你陷入绝望或自怨自艾中不可自拔。你必须在以下两种情况中选择其一:或寄情于暴力、破坏周围的一切;或将内心封闭起来、远离周围所有人。总之无论哪种情况,在你恢复1点共情之前,你都是无法沟通的。

COUP DE GRACE*
致命一击

*译注:指补刀结束性命
剧透 -   :
An opponent who has lost all Strength or Agility is defenseless. If it's an intelligent being (with Wits) and you want to give him a COUP DE GRACE and kill him outright, you must fail an Empathy roll (roll for the attribute only). Even if the roll fails, you must spend one Willpower Point and suffer one point of damage to Empathy – killing in cold blood is not as easy as you might think. If you have the COLD-BLOODED talent you can kill defenseless enemies without these negative effects.
力量或敏捷任一属性归零的敌人会处于无防备状态。若该敌人是具有智慧的生物(即拥有智识属性),而你想给予其致命一击(COUP DE GRACE)、彻底终结其性命的话,你必须做共情检定并失败(仅投掷属性骰),才能予以击杀。即使检定失败,你也必须花费1点意志点(Willpower Point),并受到一点共情伤害——冷血杀戮并不像你想象的那么容易。不过,如果你有“冷血”(COLD BLOOD)才能,你可以杀死毫无防备的敌人而免受这些负面影响。

RECOVERY
恢复
==============

剧透 -   :
The fastest way to recover from being Broken is for someone else to treat you by rolling for HEALING (for Strength or Agility) or PERFORMANCE (for Wits or Empathy). This is a slow action, but cannot be performed with an enemy at ARM'S LENGTH. If the roll is successful, you immediately recover a number of points in the Broken attribute equal to the number of x rolled. Further rolls have no effect, and the same person can only try once. If no one helps you within D6 hours, you recover anyway and get one point back in the relevant attribute.

CRITICAL INJURIES: If your Strength is Broken, you might die unless treated in time (below).
从崩溃恢复的最快方法,就是让别人对你做治疗(HEALING)检定以恢复力量或敏捷属性,或做表演(PERFORMANCE)检定以恢复智识或共情属性。治疗或表演是一个慢动作,且当有敌人处于贴身距离内时不能进行。若检定成功,崩溃的属性立即恢复等于所投出X数量的属性点。多次检定没有效果,且同一个人只能尝试一次。如果在D6小时内没有人帮助你,在这段时间过后,你最终还是会在相关属性上恢复1点。

重伤(CRITICAL INJURIES):如果你的力量属性崩溃,你可能会死,除非及时受到治疗(见下)。

FURTHER RECOVERY
进一步恢复

剧透 -   :
Once back on your feet, you will recover all remaining lost attribute points by RESTING or SLEEPING for a Quarter Day (see page 144). This assumes that you are not HUNGRY, THIRSTY or suffering from another condition that blocks recovery.
在你能站起来后,就可以通过花1/4天休息(RESTING)或睡觉(SLEEPING)(见p144*)来恢复其余属性点。当然,前提是你没有处于饥饿(HUNGRY)、口渴(THIRSTY)或其他会阻止恢复的状态下。
*译注:实际在p146,即《旅行Journey》章《一天中的行动QUARTERS OF THE DAY》节。

CRITICAL INJURIES
重伤
======================

剧透 -   :
Being Broken is always bad, but having your Strength or Wits Broken is especially dangerous – it can trigger long term effects and even cost you your life. The critical damage tables are found at the back of this book. Roll D66 on the table relevant to the latest form of damage you have suffered: slash wounds, stab wounds, or blunt force (for Strength), or horror (for Wits).
崩溃总是是糟糕的,而当崩溃的属性是力量或智识时尤为如此——这可能留下长期的后遗症,甚至让你丢掉性命。重伤表格在本书最后。依据你最后受到的伤害的形式,找到相应的重伤表格——力量崩溃的《挥砍重伤表》、《刺击重伤表》或《钝击重伤表》,或智识崩溃的《恐惧重伤表》,然后依照该表格投掷D66决定你受到何种重伤。

DEATH
死亡

剧透 -   :
If your critical injury is listed as LETHAL, someone must make a successful HEALING roll to save you – otherwise, you die when the time indicated has passed. If you recover attribute points (above) before you die, you can attempt to HEAL yourself – but the roll gets a –2 penalty. Each person trying to HEAL you can only roll once.

INSTANT DEATH: Note that there are a small number of critical injuries that kill you outright. If you roll either of these, you draw your last breath in the Forbidden Lands. Time to make a new character.
若你骰出的重伤带有“致命”(LETHAL)标签,那么在所列出的时间过去后你将死亡——除非在那之前有人对你做治疗(HEALING)检定并成功。如果你在死亡之前恢复了属性点(见上文),那么你可以尝试对自己进行治疗——不过要承受-2减值。每个尝试治疗你的人都只能检定一次。

即死(INSTANT DEATH):注意,有个别重伤会让你立刻死亡。如果你骰出了这些,那么你在迷雾禁地吐出了最后一口气。是时候车一个新角色了。

HEALING
康复

剧透 -   :
Each critical injury has a specific effect that you suffer during the healing time indicated – measured in days.

CARE: If someone manages to HEAL you during the process of healing a critical injury, the remaining healing time is reduced by half. Any earlier roll to save your life does not count towards this – a new roll is required to reduce the healing time.

ATTRIBUTE POINTS: Note that you can recover all your lost attribute points, but still suffer the effects of a critical injury.
每一个重伤都附带一个特殊效果,和一个以天为单位的康复时间,在这段时间中你都要承受这个特殊效果。

护理(CARE):在你从重伤康复的过程中,若有人对你进行治疗(HEAL),那么剩余的康复时间减半。更早的用于急救的检定并不算在此——需要一个新的治疗检定来缩短康复时间。

属性点(ATTRIBUTE POINTS):注意,即使你恢复了所有损失的属性点,也仍会承受重伤的效果影响。

NON-TYPICAL DAMAGE
非典型伤害

剧透 -   :
For some types of damage (for example from fire), the normal critical injury tables don't apply. If you're Broken by such a non-typical type of damage, use the table Critical Injuries – Others on page 199.

CONDITIONS: Some conditions, such as HUNGRY and THIRSTY, can Break you (below). The effects of this are specified by each condition. Don't roll for a critical injury in this case.
对于某些类型的伤害(比如火焰造成的伤害),普通的重伤表并不适用。如果你因这种非典型伤害而崩溃,请使用199页的《其他伤害重伤表》*。
*译注:在书的最后。

状态(CONDITIONS):有些状态,比如饥饿(HUNGRY)和口渴(THIRSTY),会使你崩溃(见下)。这些状态造成的崩溃效果由每个状态分别规定。这种情况下不需要投掷重伤表。

引用
边栏p109
KIN WEAPONS
各族裔的武器

剧透 -   :
Among weapon illustrations, you'll find designs created by the various kin of the Forbidden Lands. The kin designs normally don't affect the stats of the weapon, the differences are only cosmetic.
在武器插图中,你会找到由血雾禁地的各个族裔所创造的不同武器设计。各族裔的设计通常不影响武器的数据,这些差异只是外观上的。

此处待补充各族裔武器插图:
兽人武器ORC WEAPONS
矮人武器DWARVEN WEAPONS
精灵武器ELVEN WEAPONS


PUSHED DAMAGE
孤注一掷的伤害

剧透 -   :
There is one case where you don't risk any critical injury when Broken: when you push a roll so hard that you break yourself. This is very rare, but it can happen. This means you can never kill yourself by pushing a roll.
因孤注一掷而造成的崩溃不会引起重伤。这种情况非常罕见,但依然可能发生。也就是说,你永远不可能因孤注一掷而杀死自己。

----------------------------
EXAMPLE
范例

剧透 -   :
Poor Tyrgar was hurt before the savage strike by the minotaur, and is now Broken. He rolls 52 on the critical injury table for slash wounds, and thus suffers a bleeding gut. He rolls a D6 and gets a 5, meaning he will die in five hours unless HEALED before he bleeds out. Nirmena is not around, so Tyrgar rolls another D6 to see how long it will take him to get back on his feet without help. He rolls a 2. After two hours on the cold ground he comes to. He tries to HEAL himself but fails. He now has three hours to find Nirmena or someone else who can HEAL him before he dies from his injuries.
可怜的Tyrgar原先就有伤在身,而在吃下牛头人残暴的一击之后,他现在崩溃了。Tygar在《挥砍重伤表》中投掷出了52,因此遭受了内出血的重伤。随后投掷D6,得到5,这意味着如果Tygar不在5小时内得到治疗(HEAL),他就将死于失血过多。此时Nirmena并不在附近,所以Tyrgar只能再投掷一个D6来决定他需要多长时间才能在没有帮助的情况下自己重新站起来。Tygar掷出了2。于是在冰冷的地上躺了两个小时后,他终于醒了过来。Tyrgar尝试治疗自己,但失败了。现在Tygar有三个小时的时间去寻找Nirmena或者其他能够治疗他的人,否则就会死于内伤。

引用
边栏p110
BROKEN NPCS
NPC的崩溃规则

剧透 -   :
NPCs can be Broken in the same ways as PCs. An NPC can HEAL a PC and vice versa. However, dice are usually not rolled when an NPC HEALS another NPC – instead, the GM decides what happens. The GM can also decide that a minor NPC whose Strength is Broken simply dies.
NPC的崩溃方式与PC一样。NPC可以治疗PC,反之亦然。不过,当一个NPC治疗另一个NPC时,通常不会掷骰子——而是由GM直接决定发生什么。GM也可以决定一个力量崩溃的次要NPC是否直接死亡。

CONDITIONS
状态
==================

剧透 -   :
In the game there are four so-called conditions your PC can suffer: HUNGRY, THIRSTY, SLEEPY, and COLD. These conditions can cause damage and block recovery. Mark conditions in the relevant check boxes on your character sheet.
在游戏中,有四种“状态”(conditions)可能影响你的角色,分别是:饥饿(HUNGRY)、干渴(THIRSTY)、困倦(SLEEPY)和寒冷(COLD)。这些状态不仅会造成伤害,还会阻碍恢复。你可以在角色卡上的相应位置勾选状态。

HUNGRY
饥饿

剧透 -   :
You must eat a ration of food (see page 38) at least once every day. After a day without food, you become HUNGRY. Being HUNGRY has several effects:
✥ You cannot recover Strength in any way, except through magic. You can recover other attributes.
✥ You suffer one point of damage to Strength per week. If your Strength is Broken while HUNGRY, you die after another week without food.
✥ As soon as you have eaten, you are no longer HUNGRY, and you can recover Strength normally.
你每天必须吃至少一份食物(见p38*)。经过一天不吃饭后,你就会饥饿(HUNGRY)。饥饿会造成如下影响:
  • 除非通过魔法,你不能以任何方式恢复力量属性。其他属性可以正常恢复。
  • 每过一周,你的力量受到1点伤害。若你在饥饿状态下力量崩溃,且在接下来的一周内仍然没有吃东西,你将死亡。
  • 一旦你吃了东西,你就不再饥饿,你可以正常恢复力量属性了。
*译注:食物,p38,即第二章《角色》章,《消耗品》节。

THIRSTY
干渴

剧透 -   :
You must drink a ration of water (see page 38) at least once per day. After a day without water, you become THIRSTY. Being THIRSTY has several effects:
✥ You cannot recover any attributes, except through magic. If you are Broken, you need to drink water to get back up again.
✥ You suffer one point of damage to both Strength and Agility every day. If either of your Strength or Agility are Broken while THIRSTY, you die after another day without water.
✥ As soon as you drink, you are no longer THIRSTY, and you can recover your attributes normally.
你每天必须喝至少一份水(见38页*)。经过一天不喝水后,你就会干渴(THIRSTY)。干渴会造成如下影响:
  • 除非通过魔法,你不能恢复任何属性。若你崩溃了,你必须要先喝水才能重新站起来。
  • 每过一天,你的力量和敏捷各受到1点伤害。若你在干渴状态下力量或敏捷崩溃,且接下来一天内仍然没有喝水,你将死亡。
  • 一旦你喝了水,你就不再干渴,你可以正常恢复属性了。
*译注:水,p38,即第二章《角色》章,《消耗品》节。

SLEEPY
困倦

剧透 -   :
You need to sleep for at least one Quarter Day of each day. After one day without sleep, you become SLEEPY. Being SLEEPY has several effects:
✥ You cannot recover Wits, except through magic. If your Wits are Broken while SLEEPY, you must sleep for at least one Quarter Day to get back up again.
✥ You suffer one point of damage to your Wits each day. If this damage breaks your Wits, you collapse and sleep for at least one Quarter Day.
✥ As soon as you have slept for at least a Quarter Day, you are no longer SLEEPY, and you can recover Wits normally.
你每天需要睡至少1/4天的时间。经过一天不睡觉后,你就会困倦(SLEEPY)。困倦会造成如下影响:
  • 除非通过魔法,你不能恢复智识属性。如果你在困倦状态下智识崩溃,你必须至少睡1/4天才能重新站起来。
  • 每过一天,你的智识受到1点伤害。如果你的智识因此崩溃,你就会立刻倒下,随后睡至少1/4天。
  • 一旦你睡了至少1/4天,你就不再困倦,你可以正常恢复智识属性了。

COLD
寒冷

剧透 -   :
When the cold is bitter and you don't have enough shelter, you have to roll ENDURANCE regularly. The colder it is, the more frequently you need to roll. A chilly fall day requires a roll per day; in the depth of winter, you might have to roll once every hour.
Extra protection, like a blanket, can give you Gear Dice to roll. If you fail your roll, you become COLD. Being COLD has several effects:
✥ You immediately take one point of damage to both your Strength and Wits – as the cold seeps into your body and makes the blood run slower to your brain, you are unable to think clearly.
✥ You can even hallucinate, causing you to act irrationally – details are up to the GM to decide. Some say that when you are close to freezing to death, you feel a strong burning sensation that can make you tear your clothes off.
✥ You must keep rolling ENDURANCE at the same interval, and with the same effect if you fail. If your Strength is Broken while you are COLD, you die the next time you have to roll.
✥ You cannot recover Strength or Wits. Only after you have warmed up again, if only by a campfire, are you able to recover those attributes.
当寒风刺骨,而你无处可避时,你必须以一定的间隔做坚韧(ENDURANCE)检定。气温越低,检定频度就越高。在凉爽的秋天,你需要每天检定一次;而在深冬时节,你可能得每小时检定一次。
额外的保护,比如一条毯子,可以给你的检定提供装备骰。如果检定失败,你就获得寒冷(COLD)状态。寒冷会造成如下影响:
  • 你的力量和智识立即各受到1点伤害——由于寒冷渗入你的身体,血液流向大脑的速度变慢,你无法清晰地思考。
  • 你甚至会产生幻觉,以致于做出失常的行为——具体细节由GM决定。有人说,当你快要冻死时,你会感到强烈的灼热感,能让你把衣服从身上撕下来。
  • 你必须以相同的间隔继续做坚韧检定,如果失败,你必须继续承受同样的效果。若你在寒冷状态下力量崩溃了,那么在下一次做坚韧检定时你就会死亡。
  • 你不能恢复力量或智识属性。只有在重新暖和起来之后——比如在篝火旁呆一会,你才能恢复这些属性,。

FEAR
恐惧
==============

剧透 -   :
Many horrifying beasts lurk in the shadows of the Forbidden Lands. Such creatures, many of which can be found in the Bestiary in the Gamemaster's Guide, can perform so-called fear attacks. Fear attacks can also be triggered by magic and other terrifying experiences.
A fear attack is rolled with a number of Base Dice. Each x rolled causes one point of damage to Wits. All fear attacks have NEAR range, unless stated otherwise. Some fear attacks target a single victim, while others affect everyone within range.
血雾禁地的阴影中徘徊着许多可怕的野兽。许多这类生物可以在《GM指南》的怪物章中找到,它们可以做出称为“恐惧攻击”(fear attack)的招式。魔法以及其他可怕的经历也可以造成恐惧攻击。
检定恐惧攻击时,投掷一定数量的基础骰。每掷出一个X,就会对智识造成1点伤害。除非另有说明,所有的恐惧攻击的距离都为近距。有些恐惧攻击只针对一个目标,而有些则影响到范围内的所有人。

DARKNESS
黑暗
=================

剧透 -   :
When you are in complete darkness and lack night vision, you have no choice but to feel your way forward/around. To RUN in complete darkness requires a successful MOVE roll, and you generally take one point of damage if you fail that roll.
You can attack opponents at ARM''S LENGTH normally in darkness, but you must first SCOUT successfully to be able to target them. This action takes no time in combat – you can SCOUT and then attack directly in the same round.
You cannot SHOOT at targets at SHORT range or more in total darkness. You can shoot opponents at ARM'S LENGTH or NEAR range, but only if you make a SCOUT roll. All ranged attacks in darkness are modified by –2.
当你身处完全黑暗中又没有夜视能力时,你别无选择,只能靠摸索前进。你需要一个成功的移动(MOVE)检定才能在完全黑暗中奔跑(RUN),如果失败了,则一般会受到1点伤害。
你在黑暗中可以正常地攻击处于贴身(ARM'S LENGTH)距离的对手,前提是你必须先做侦察(SCOUT)检定并成功,这样才能够瞄准目标。在战斗中做这样的侦察动作不需要花时间(*译注:即不花动作)——你可以在同一战斗轮内先侦察然后直接攻击。
在完全黑暗的情况下,你无法对位于短距或更远距离的目标进行射击(射术SHOOT)。你可以射击位于贴身或近距的对手,前提是你必须先做侦察检定并成功。所有在黑暗中的远程攻击都承受-2调整值。

FALLING
坠落
==============

剧透 -   :
If you fall from three meters or more and hit a hard surface, the GM rolls for an attack against you. She rolls a number of Base Dice equal to the height of the fall in meters, minus 2. You take one point of damage to Strength for every x she rolls. Metal armor gives no protection.
当你坠落3米或更多距离并落在一个坚硬表面上,GM就会对你投掷攻击检定。该检定使用下[落高度-2]个基础骰,其中下落单位为米。GM每投出一个X,你就会受到1点力量伤害。金属护甲无法提供保护。

DROWNING
溺水
=================

剧透 -   :
Adventurers in the Forbidden Lands are assumed to know how to swim. If you end up in water, you need to make an ENDURANCE roll every turn (15 minutes) to stay afloat. If you wear metal armor, you need to roll every round.
If you sink, you need to make an ENDURANCE roll every round to hold your breath. If you fail, you start to drown and suffer one point of damage to Strength every round until someone saves you. If you are Broken when drowning, you die after D6 minutes.
血雾禁地的冒险者们默认为都会游泳。当你身处水中,你需要每1回合(15分钟)做一次坚韧(ENDURANCE)检定以保持浮起。如果你穿着金属护甲,则你需要每战斗轮就做一次检定。
如果你沉进水里了,就需要每轮做一次坚韧检定来屏住呼吸。若检定失败,你就会开始溺水,你会每轮受到1点力量伤害,直到有人救起你。若你在溺水时崩溃,那么你会在D6分钟后死亡。

POISON
毒物
================

剧透 -   :
Poisons are measured by Potency. A weak poison has Potency 3, a strong poison has Potency 6, and an extremely potent poison can have Potency 9 or even more. If you ingest poison in some manner, roll an opposed roll against the GM – she rolls a number of Base Dice equal to the Potency and you roll for ENDURANCE. If the poison wins, you suffer its full effect. If you win the roll, you only suffer the limited effect of the poison. Poison has no effect on monsters.
毒物以效力(Potency)衡量。弱毒的效力为3,强毒的效力为6,而极强的毒物的效力为9或更高。若你以某种方式摄取了毒物,则你要与GM进行一次对抗检定——GM投掷等于毒物效力数量的基础骰,而你投掷坚韧。如果毒物赢了,你会承受毒物的完全效果。如果你赢了,你只需承受毒物的有限效果。毒物对怪物无效。

LETHAL POISON
致命毒物

剧透 -   :
✥ FULL EFFECT: You take one point of damage to Strength each round until you are Broken. Your critical injury counts as non-typical. If you drink an antidote in time, the effect of the poison is halted.
✥ LIMITED EFFECT: You take one point of damage to Strength.
  • 完全效果(FULL EFFECT):你每轮受到1点力量伤害,直到崩溃。该重伤算作非典型(non-typical,见《其他重伤表》)。如果你及时喝下解毒剂,毒物的效果中止。
  • 有限效果(LIMITED EFFECT):你受到1力量的伤害。

PARALYZING POISON
麻痹毒物

剧透 -   :
✥ FULL EFFECT: You take one point of damage to Agility each round until you are Broken. If you drink an antidote in time, the effect of the poison is halted.
✥ LIMITED EFFECT: You take one point of damage to Agility.
  • 完全效果:你每轮受到1点敏捷伤害,直到崩溃。如果你及时喝下解毒剂,毒物的效果中止。
  • 有限效果:你受到1点敏捷伤害。

SLEEPING POISON
睡眠毒物

剧透 -   :
✥ FULL EFFECT: You take one point of damage to Wits each round until you are Broken, at which time you fall unconscious for D6 hours. You don't suffer a critical injury. If you drink an antidote in time, the effect of the poison is halted.
✥ LIMITED EFFECT: You take one point of damage to Wits.
  • 完全效果:你每轮受到1点智识伤害,直到崩溃,届时你会昏迷D6小时。你不会受到重伤。如果你及时喝下解毒剂,毒药的效果中止。
  • 有限效果:你受到1点智识伤害。

HALLUCINOGENIC POISON
致幻毒物

剧透 -   :
✥ FULL EFFECT: You take one point of damage to Empathy each round until you are Broken. If you drink an antidote in time, the effect of the poison is halted.
✥ LIMITED EFFECT: You take one point of damage to Empathy.
  • 完全效果:你每轮受到1点共情伤害,直到崩溃。如果你及时喝下解毒剂,毒物的效果中止。
  • 有限效果:你受到1点共情伤害。

引用
POISON ON WEAPONS
武器上毒

剧透 -   :
Poisons can be smeared on weapons with the POINTED or EDGED features. The poison will take effect after an attack that inflicts one point of damage or more. Smearing poison on a weapon is a slow action. The poison stays on the weapon for a Quarter Day or until it's used in an attack that hits a target.
毒物可以涂抹在具有尖锐(POINTED)或有刃(EDGED)特性的武器上。毒物将在攻击造成1点或更多伤害后起效。在武器上涂抹毒物是一个慢动作。毒物会在武器上停留1/4天,或直到被用于攻击并命中目标。

DISEASE
疾病
==================

剧透 -   :
When exposed to a dangerous contagion or infection, you need to roll an opposed roll for ENDURANCE against the Virulence rating of the disease. This is called a sickness roll. A typical disease has a Virulence of 3, but there are diseases with much higher ratings. If you fail the roll, you fall SICK, which has several effects:
✥ The day after the infection the disease breaks, at which time you suffer one point of damage to both Strength and Agility.
✥ You can't recover your Strength or Agility while SICK, except through magic.
✥ Make another sickness roll once per day. Each failed roll means you suffer another point of damage to both Strength and Agility.
✥ If your Strength is Broken when SICK, you die after another day if you don't get well before then.
✥ As soon as you succeed at a sickness roll, you are no longer SICK. Stop rolling sickness rolls and recover your attributes normally.
当暴露于危险的传染病或感染风险时,你需要做一次对抗检定,用你的坚韧(ENDURANCE)对抗疾病的致病性(Virulence)。这称为“疾病检定”(sickness roll.)。典型疾病的致病性为3,但也有一些疾病的致病性会更高。若检定失败,你就会生病(SICK),这会导致以下几种影响:
  • 感染后的第二天,你就会发病,此时你的力量和敏捷会各受到1点伤害。
  • 当生病(SICK)时,除非通过魔法,否则你无法恢复力量或敏捷。
  • 第二天之后的每天都要做一次疾病检定。每失败一次,你的力量和敏捷会再各受到1点伤害。
  • 若你在生病期间力量崩溃了,且在接下来的一天内未能痊愈,你将死亡。
  • 一旦疾病检定成功,你就不再生病。你不用再做疾病检定,也可以如常恢复属性了。

引用
OTHER DISEASES
其他疾病

剧透 -   :
The sickness effects described above reflect a common but deadly disease. There are many other diseases that can have unique effects.
上述疾病效果反映的是一种常见但致命的疾病。还存在许多其他的疾病,它们能产生各种独特的效果。

MEDICAL AID
医疗帮助

剧透 -   :
If you are cared for by someone during your sickness, this person can roll your sickness rolls instead of you. The healer rolls for HEALING against the Virulence of the disease. Healing potions can give a bonus to the roll. The NATURE'S CURE (see page 123) spell is also very effective against disease.
如果有人在你生病期间照料你,那么这个人可以代替你做疾病检定。治疗者用治愈(HEALING)对抗疾病的致病性(Virulence)。治疗药水可以给检定提供一点加值。自然之愈法术(NATURE'S CURE,见p123*)对于治愈疾病也非常有效。
*译注:NATURE'S CURE,p123,见第六章《魔法MAGIC》。

RIDING ANIMALS
坐骑
===================

剧透 -   :
A loyal horse or other riding animal is an important asset to any adventurer, not just Riders. The animal can carry your gear during your journeys (see Chapter 7), and you can take advantage of being in the saddle during combat. Several types of riding animals are described in Chapter 5 in the Gamemaster's Guide and a few unique riding animals are described with text and images on cards from the Forbidden Lands custom card deck.

MOVEMENT: Riding animals allow you to move faster across the battlefield than if you are on foot. Every animal has a Movement Rate. This determines how many segments the animal can move with a RUN action. Humanoids have Movement Rate 1 and most riding animals have Movement Rate 2.
To be able to use its full Movement Rate, any zones the animal moves through must have the OPEN feature. In other cases, the animal's Movement Rate is 1.

MOVE: When you are mounted, and are about to perform an action that usually requires you to roll MOVE (such as moving into a ROUGH zone), roll for ANIMAL HANDLING instead, using the animal's Agility (not your Empathy). Pushing such a roll will not give you Willpower Points.

CLOSE COMBAT: You can fight from a mount, but only with one-handed weapons. Opponents attacking you must decide if they attack you or the mount. Attacks against a mounted rider suffer a –1 penalty.

ARCHERY: To shoot a bow from a mount requires the HORSEBACK FIGHTER talent, otherwise you can't use a ranged weapon while riding. Opponents shooting at you must decide if they attack you or the mount.

DAMAGE: Your animal can suffer damage, just like you can, through attacks or by pushing rolls when you are using the animal’s attribute score. Animals recover damage just like adventurers. An animal that has its Strength reduced to zero does not suffer a critical injury, instead it is considered dying. An ANIMAL HANDLING roll must be made within an hour to save the animal. Animals generally don’t have Wits or Empathy.
不仅对骑士(Riders),对任何冒险者来说,一匹忠诚的马或其他骑乘动物都会是具有重要意义的财产。在旅途中,坐骑可以帮你驼运装备(见第7章《旅行JOURNEYS》);在战斗中,坐骑可以让你获得骑乘战斗的优势。在《GM指南》第五章中描述了几种不同类型的骑乘动物,而在血雾禁地的定制卡牌中也图文并茂地描述了一些独特的骑乘动物。

移动速度(MOVEMENT):骑着动物可以让你在战场上移动得比步行更快。每个动物都有一个移动速度(Movement Rate)。移动速度决定了动物使用奔跑(RUN)动作时可以移动多少阶(segment)。人形生物的移动速度都为1,而大多数骑乘动物的移动速度为2。
坐骑若要达到最高移动速度,其所经过的所有区域(zone)都必须是开放地形(OPEN)。若不满足该条件,则坐骑的移动速度是1。

移动检定(MOVE):当你骑乘动物时,若要执行一个通常会需要你做移动(MOVE)检定的动作(比如要进入一个困难地型(ROUGH)的区域),则应投掷驯养动物(ANIMAL HANDLING)取代移动,并且使用动物的敏捷属性代替你的共情属性*。对这样的检定进行孤注一掷不会给予你意志点。
*译注:总之,骑乘动物时的移动检定就是投掷[角色的驯养动物技能+动物的敏捷属性],而不是用移动+角色敏捷,也不是驯养动物+共情。这里是先用驯养动物检定代替移动检定,再用动物敏捷属性代替驯养动物原本的共情属性的意思。

近身战斗(CLOSE COMBAT):骑乘时也可以战斗,但只能使用单手武器。当对手攻击你时必须决定攻击目标是你还是坐骑。攻击骑乘中的骑手会承受-1减值。

射击(ARCHERY):要想做到从坐骑背上拉弓射箭,你必须具有“马背战士”(HORSEBACK FIGHTER)才能,否则你不能在骑乘时使用远程武器。当对手向你射击时必须决定攻击目标是你还是坐骑。

伤害(DAMAGE):坐骑也会如同你一样承受伤害——或因为被攻击,或因为你使用动物的属性孤注一掷。动物恢复所承受伤害的方式也同冒险者一样。不过,当动物的力量属性降低至零,它并不会崩溃,而是进入濒死。必须在1小时内做一个驯养动物检定,才能救它。动物一般没有智识或共情属性。

« 上次编辑: 2022-09-24, 周六 16:58:21 由 zyupha »
Kick the goblin scum!
Fu*k it bit my anckle.

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Re: 【FBL-PHB】第五章《战斗和伤害Combat&Damage》_p83~115
« 回帖 #1 于: 2022-09-27, 周二 19:38:51 »
哇,更新啦