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离线 云仙

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Re: 【核心书】超能效应(初译)
« 回帖 #10 于: 2019-03-30, 周六 17:53:52 »
SWIMMING MOVEMENT
游泳 位移
Action: Free • Range: Personal Duration: Sustained • Cost: 1 point per rank
动作: 自由 • 距离: 自身 持续: 维持 • CPR1

You can swim fast. You have a water speed equal to your Swimming rank –2, subject to the usual rules for swimming (see the Athletics skill description for details). You can make Athletics checks to swim as routine checks. This power does not allow you to breathe underwater (for that see Immunity, page 113).
你可以游得很快。你的游泳速度等于游泳等级-2,遵守通常的游泳规则(见详细运动技能规则)。这种力量不允许你在水下呼吸(此种免疫见p.165).
想跑长团,大家一起快快乐乐的冒险,遇到各种各样的人和故事

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Re: 【核心书】超能效应(初译)
« 回帖 #11 于: 2019-03-30, 周六 19:05:24 »
TRANSFORM CONTROL
转换 操控
Action: Standard • Range: Close Duration: Sustained • Cost: 2-5 points per rank
动作: 标准  距离: 近身 持续: 维持   CPR2-5

剧透 -   :

You can change objects into other objects, altering their shape or material composition in the process. You must touch the chosen object, which requires a close attack check if the object is held or worn by another character.

你可以将一个物品转换为其他物品,在这个过程中将改变其形状与材质。你必须触及到你所选择的物品。如果该物品被他人拿着或佩戴,则需要进行一个近战攻击检定。

What you can transform affects cost per rank:
你所能选择的转换效果每级的消耗

2 points: Transform one thing or substance into one other thing or substance, such as metal into wood, iron into glass, or broken objects into repaired ones.

2点: 将一个物体或材质转换为其他物体或材质。例如金属转换为木头,铁转换为玻璃,或将破碎的物体转化为经过修复的物体。

3 points: Transform a broad group of things into a single result (any metal into gold, for example) or a single target into any of a broad group (one type of metal, such as lead, into any other metal, water into other liquids, and so forth).

3点:将一个种类的物体们转换为单一结果(例如,将任意金属转换为金。)或者将一个物体转换成任意一个在同一个种类的物体。(例如,将铅转换为其他金属或者将水转换为其他液体等)。

4 points: Transform a broad group of targets into one of a broad group of results (solids into other solids, for example).

4点:让一个种类的物体们转为为其他种类的物体们(例如,一堆固体们转换为其他固体们)。

5 points: Transform any material into anything else.

5点:转换任意物体为其他任意物体

UNDER THE HOOD: TRANSFORM
英雄幕后:转换

Transform is a powerful effect, particularly in the hands of a cunning player. To a degree, Transform can duplicate certain other effects, such as trapping a target by transforming air into a solid material or turning oxygen into a suffocating gas (both Afflictions). This is perfectly allowable; use the rules for other effects as guidelines on how to handle these situations, using Transform rank to determine resistance DCs.

转换时一种强大的能力,特别是当它在一个狡猾的玩家手中。某种程度上,转换可以复制出其他不少的效果。例如通过将空气转化为固体物质或将氧气转化为令人窒息的气体(两者都属于痛苦)来捕获目标。这些都是完全允许,且处理这些情况时,需要使用其他效果的规则来作为参考,通过转换等级来决定相应的DC。

Keep in mind, however, that Transform has a sustained duration, which may affect how such “tricks” work (e.g.,   the trap disappears if the character is stunned, the suffocating gas dissipates unless the character concentrates each round to continue transforming it, etc.). As always, the GM should use common sense and good judgment.

请注意,转换在持续时间上是维持,并非永久,这可能会影响一些诡计的运用。(例如,如果施法者被击晕,由于施法者无法每轮维持转换能力,转换出窒息气体所设立陷阱就会消失)。与往常一样,GM需要运用常识与拥有良好的判断力。

 You may wish to require characters using Transform to acquire money (gold, precious gems, etc.) or other permanent material goods to spend power points on ranks of the Benefit advantage to reflect this newfound wealth; otherwise, the goods fade or remain impermanent in some way. (Assuming things like wealth matter in your series in some way.)

玩家可能会希望操控角色去转换出一些财物(金钱,黄金,宝石,etc.)或者其他贵重原材料商品。但是,玩家需要花费能力点到Benefit天赋来反映这些财富变化。否则,该货物将以某种方式褪色或者变得不贵重。(如果财富在剧情中各种意义上的重要)

DESTRUCTIVE TRANSFORMATIONS
破坏性的转换

It is possible for Transform to effectively destroy objects: turning a steel door into water, air, or even rust certainly removes it as a barrier. However, keep in mind that Transform is normally sustained; the target isn’t truly destroyed unless the effect is continuous, and therefore irreversible. Even then, the destruction of targets tends to be all-or-nothing. For an effect capable of wearingdown and eventually destroying objects, use Weaken Toughness instead.

可以通过转换对物体产生有效的破坏效果:将铁门转换为水,空气,甚至使其生锈,来达到移除屏障的目的。但是,请注意转换通常是持续地,所以目标并未被真正的破坏;当效果是常驻的时候,转换效果才会变为不可逆;但即便如此,该目标在转换的破坏,还是趋向于是处于完全破坏或者毫发无损的二择一的状态。对于磨损并最终完全破坏物品的效果处理,请参考弱化韧性(参考弱化效应)。

TRANSFORMING BEINGS

Transforming living or otherwise animate beings as opposed to inanimate matter requires an effect other than Transform. To alter a target’s outward appearance only, go with a Morph Attack (see the Morph effect). For a harmful effect that does something like turn the target to stone or into a mind-controlled zombie, see Affliction. When dealing with non-living creatures (those absent Stamina) capable of resistance checks (possessing Will) the GM may permit Transform to function like an Affliction against them.

将一个生物或者生命体转换为无生命体,则需要调的是其他效应。如果仅仅要改变目标的外形,则应视为变形攻击(详见变形效应)。如果是将一个目标转换为石头或者被精神控制的僵尸,等这类对目标有害的效果,则见这折磨效应。不过,如果进行抵抗检定的非生物体目标不具备耐力,但拥有意志,GM可以让转换像折磨那样生效并抵抗。

Inanimate objects do not make resistance checks and transform automatically, so long as you can affect their total mass. You can transform (Transform rank –6) rank mass, so Transform 1 can affect up to 1.5 lbs (mass rank –5), then 3 lbs. at rank 2, and so forth, on up to rank 20, which affects 400 tons at once.

无生命的物体将被自动的转换并不会传送抵抗检定,只要你可以影响其整体。你所能转换物体质量等级=转换等级 - 6。也就是说,1级转换可以影响最多1.5磅的物体(质量等级-5);2级转换可以影响3磅的物体,以此类推,最高20级(一次可以影响到400吨的物体)

The transformation lasts as a sustained effect. When you stop maintaining it, the target reverts to normal. Continuous Transform is irreversible except by using another Transform effect to turn the target back into its previous form.

转换是一个维持效果。当你停止维持他时,目标会回到原样。常驻转换是不可以逆的,除非被另外使用转换能力转换回去。

Transforming someone’s devices or equipment requires targeting them first: characters can make Dodge resistance checks for their held or worn items, with a +5 circumstance bonus for hand-held and similar sized objects. So transforming a hand-held weapon like a gun requires an attack check and permits the wielder a Dodge resistance check with a +5 bonus (for a hand-held item). Targeting a worn suit of armor requires an attack check and allows the wearer a Dodge resistance check (with no modifier for a large item).

转换某人的设备与装备,需要对目标进行指定与定位。被指定的角色可以替他们持有或穿着的装备,进行一次闪避抵抗检定。如果是手持或者小型物品,可以获得+5的情境加值。也就是说转换对方的手持武器(如枪支),需要进行一次攻击检定,而对方进行一次+5情境加值的闪避抵抗检定。如果是大型物体或者穿着物,则无额外的情境加值。

Transform is generally just another way of “removing” a device or equipment, considered a part of their discount in cost, although transformed items should eventually be restored or replaced.

转换一般而言只是另外一种廉价的“去除”对方设备或者装备的手段,因此,被转换的物体最终应该得到复原或者替换。


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Re: 【核心书】超能效应(初译)
« 回帖 #12 于: 2019-03-31, 周日 02:43:41 »
PROTECTION DEFENSE

保护 防御

Action: None • Range: Personal Duration: Permanent • Cost: 1 point per rank
动作: 无  距离: 自身 持续: 永久   CPR1

剧透 -   :

Protection shields you against damage, giving you +1 to your Toughness defense per rank. So Protection 4 gives you +4 Toughness.

防护盾为你抵抗伤害,每一升级会+1点韧性防御。 即4级的保护会给你+4点韧性

FLAWS

Sustained: Your Protection is a sustained effect, rather than permanent. The effect can be turned on and off and can be improved using extra effort, including using it to perform stunts (see Extra Effort). Sustained Protection might be a power like a personal force field, or the ability to consciously harden your skin and turn it into armor. +0   cost   per   rank.

维持:你的保护变为一个维持的效应,而非永久。这个效应将变得可以打开或关闭,并且可以通过极限突破来提升效果, 这里包括用该效应来实施Stunts(详见极限突破)。维持的保护可能会是一种类似个人护盾一样的能力或者可以主动石化你的肌肤为装甲的能力。CPR0

« 上次编辑: 2019-03-31, 周日 19:21:59 由 云仙 »

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Re: 【核心书】超能效应(初译)
« 回帖 #13 于: 2019-03-31, 周日 19:49:39 »
额外肢体EXTRA LIMBS                                                综合GENERAL
动作:无 距离:自身 持续时间:永续 CPR1
Action: None • Range: Personal Duration: Permanent • Cost: 1 point per rank
剧透 -   :
你有额外的可操控肢体,比如手臂、触手,甚至是可以用来抓握的毛发或尾巴。每级该效应都会给你一条(译者:我量词破碎了)额外肢体。额外肢体不能让你在单个回合中进行额外的动作,但它们确实带来了和擒抱增强天赋一样的好处——用你的一部分肢体进行擒抱,而让其他肢体能够自由行动。除了你的“有利”肢体外,所有其他肢体都被认为是你的“副手”肢体。如果你拥有天赋(双巧手)的话,你的任何一条肢体都不会承受减值。如果你将你所有的肢体都应用到擒抱的尝试当中(而不是选择让他们中的一部分自由活动),每级额外肢体将会在这种情况下为你提供每级+1的情景加值,最多为+5,就像协作检定一样(见第16页)。
You have extra manipulative limbs, such as arms, tentacles, or even prehensile hair or a tail. Each rank in this effect grants you an extra limb. Extra Limbs do not   allow you to take additional actions in a round, although they do provide the benefits of the Improved Grab advantage—grabbing with some of your limbs and leaving others free. All additional limbs except your dominant limb are considered your “off-hand.” If you have the Benefit (Ambidexterity) advantage, you have no off-hand penalties with any of your limbs. If you apply all of your limbs to a grab attempt (rather than taking the option to leave some of them free), you gain a
+1 circumstance bonus per rank in Extra Limbs to a maximum of +5, much like a team check (see page 16).
优化EXTRAS
一般来说,影响攻击效应的修正(例如物质干涉、区域、穿透等)应该应用在拥有额外肢体的角色的力量上,而不是额外肢体效应本身。这类应用在力量上的修正会影响角色的所有肢体。
In general, modifiers affecting attack effects (e.g. Affects Corporeal, Area, Penetrating, etc.) should apply to the Strength of a character with Extra Limbs rather than to the Extra Limbs effect itself. Such modifiers applied to Strength affect all of the character’s limbs.
常驻:常驻的额外肢体是一个你可以随意开关的超能效应,即便你处于stunned 或 incapacitated状态,在你关闭它之前它仍旧会生效。+1CPR
投射:你额外的肢体是你能力的投射,而非你身体的延伸。因此,任何针对你额外肢体的伤害都没有效果。所以,举个例子,你的一条额外肢体可以伸入一个装酸的容器或一个高炉,在不伤害到你的情况下拉出一个物体。GM可能会将拥有这个修正的额外肢体效应的持续时间调整为专注或维持的,但这不是必需的。这类带着这个优化的额外肢体效应一般不适用天然修正。+1cpr
维持:维持的额外肢体可以随意开关(生长或形成额外肢体,它们同样容易消失),但在你无法继续该效果的时候,这些肢体就会消失或失效。+0CPR

Continuous: Continuous Extra Limbs are a power effect you can turn on and off at will, but that remain until you choose to deactivate them, even if you are stunned or incapacitated . +1   cost   per   rank.
Projection: Your Extra Limbs are merely a projection of your power rather than an extension of your body. Therefore, any harm directed specifically against your Extra Limb(s) has no effect. So, for example, one of your additional limbs could reach into a container of acid or a blast furnace to pull out an object without any harm to you. The GM may require Extra Limbs with this extra to modify their duration to continuous or sustained, but this is not essential. It’s likely Extra Limbs with this extra are not eligible for the Innate modifier. +1   cost   per   rank.
Sustained: Sustained Extra Limbs can be turned on or off (growing or forming the additional limbs and then making them disappear just as easily), but the limbs disappear or stop working if you are unable to continue the effect. +0   cost   per   rank.
劣化FLAWS
出神:协调你这些肢体的动作是困难的,所以当你在一个动作中使用额外肢体时,你会很容易受到伤害。这一劣化一般不应该用在任何天生有额外肢体的生物,特别当它们是其自然生理的一部分的时候。-1CPR
Distracting: Coordinating the actions of your multiple limbs is difficult, so you are vulnerable while applying any extra limbs to an action. This flaw should generally not apply to any creature with Innate Extra Limbs, especially if they are part of its natural physiology. -1   cost   per   rank.
巨大化GROWTH                                                    综合GENERAL
动作:自由 距离:自身 持续时间:维持 CPR2
Action: Free • Range: Personal Duration: Sustained • Cost: 2 points per rank
剧透 -   :
你可以以暂时增大你的体型的方式来获得力量和精力,但代价就是你会成为一个更大、更重、更不灵活的目标,无法在狭小的空间中进行机动。巨大化带来的修正受到能级限制。每增加一级,你的力量和精力就会增加一级(如果是缺失精力的构装体就增加1级的力量和韧性),你的质量等级也会增加1级。每两等级巨大化会增加一个+1的 Intimidation加值。每8级巨大化会增加1级你的速度等级。每级的GROWTH都会让你的潜行检定-1。每2级(四舍五入)会让你的Dodge 和 Parry 防御中-1。每4级巨大化,你的体型就会增加1级(普通人的体型从-2级开始,3到6英尺高)。所以在巨大化8级的时候,你拥有+8的力量和精力,+4的 Intimidation,+1的速度,但是有着-8的潜行,-4的Dodge 和 Parry ,你的体型等级是0(大约30英尺高)。增加你的力量和精力也会提高与之相关的特质,比如你的力量伤害,体质和韧性。
You can temporarily increase your size, gaining Strength and Stamina at the cost of becoming a bigger, heavier, less agile target, unable to maneuver through small spaces. Growth modifiers are restricted by power level limits. Each rank of Growth adds 1 rank to your Strength and Stamina (constructs add 1 rank to Strength and Toughness if they lack Stamina) and adds 1 rank to your mass. Every two ranks adds a +1 bonus to Intimidation. Every 8 ranks adds 1 to your Speed. Every rank of Growth subtracts 1 from your Stealth checks. Every 2 ranks (rounded up) subtracts 1 from your Dodge and Parry defenses. Every 4 ranks of Growth increases your size rank by 1 (ordinary humans start out at size rank –2, between 3 and 6 feet tall). So at Growth 8, you have +8 Strength and Stamina, +4 to Intimidation, +1 Speed, but -8 to Stealth, –4 Dodge and Parry, and you are size rank 0 (around 30 feet tall). Increases to your Strength and Stamina also improve related traits like your Strength Damage, Fortitude, and Toughness.
优化EXTRAS
永续:永久性的巨大化,通常是天生的,适合那些巨型的角色和固定的巨大尺寸的生物。 Growth,+0cpr
Permanent: Permanent Growth, typically with Innate, suits giant-sized characters and creatures that are a fixed larger size. +0   cost   per   rank.


急速工作QUICKNESS                                                   综合 GENERAL
动作:自由 距离:自身 持续时间:维持 CPR1
Action: Free • Range: Personal Duration: Sustained • Cost: 1 point per rank
剧透 -   :
您可以用极快的速度来执行通常任务(任何可以用通常检定(请参阅基础章节中的通常检定)来执行的任务)。从执行任务的正常时间等级中减去效应等级,以此来你确定需要多长时间完成。所以,举个例子,如果你的Quickness是7,一项通常任务通常需要一个小时(时间等级9),而你只需要30秒(9 - 7 =时间等级2)就能将其完成。非通常检定不受Quickness的影响,也不受你移动速度的影响。如果你能在不到一秒的时间内完成一项任务(时间等级-2),GM可能会选择将该任务视为你的自由动作(并且GM仍然可以像往常一样限制你一轮中可以做出的自由行动的数量)。
You can perform routine tasks—anything that can be done as a routine check (see Routine Checks in The Basics chapter)—fast, perhaps very fast. Subtract your effect rank from the normal time rank to perform a task to determine how long it takes you. So, for example, if you have Quickness 7, a routine task normally taking an hour (time rank 9) takes you (9 – 7 = time rank 2) 30 seconds. Non-routine checks are not affected by Quickness, nor is movement speed. If you can perform a task in less than a second (time rank –2), the GM may choose to treat that task as a free action for you (although the GM can still limit the number of free actions you can accomplish in a turn as usual).

劣化FLAWS
仅限单种:你的Quickness 只适用于物理上或心理上的任务,而非两者皆可。-1CPR
仅限一个:你的Quickness 只适用于一个特定的任务,例如阅读,数学计算等等。-2CPR
Limited to One Type: Your Quickness applies to only physical or mental tasks, not both. –1   cost   per   rank.
 Limited to One Task: Your Quickness applies to only one particular task, such as reading, mathematical calculations, and so forth. –2   cost   per   rank.

缩小SHRINKING                                                     综合 GENERAL
动作:自由 距离:自身 持续时间:维持 CPR2
Action: Free • Range: Personal Duration: Sustained • Cost: 2 points per rank
剧透 -   :
你可以暂时缩小你的体型,你会变得更小,更难被看见,也更难被击中,但代价就是你会失去力量和速度。每缩小4级,你的体型等级就会减少1(正常人类的默认体型等级是-2),体型每缩小1级,你的力量就会减少1,体型每缩小2级,你的地面速度等级就会减少1。将你缩小的等级的一半(四舍五入)添加到你的主动防御中。将你缩小的等级添加为潜行检定的加值,因为你更难被发现了,但是将你的等级的一半(四舍五入)添加为 Intimidation检定的罚值(当你体型很小的时候很难让人害怕)。缩小带来的修正受到能级的限制。
因此,在缩小12级的时候,你的体型等级为-5(约6英寸高),并有6点的主动防御加值和12点潜行加值,并且有着-3的力量,-1速度,和-6Intimidation的减值。
You can temporarily decrease your size, becoming smaller, harder to see — and hit — at the cost of losing Strength and speed. Every 4 ranks of Shrinking reduces your size rank by 1 (normal humans are size rank –2 by default) and each reduction in size rank subtracts 1 from your Strength and every two reductions in size rank subtract 1 from your ground speed rank. Add half your Shrinking rank (rounded down) to your active defenses. Add your Shrinking rank as a bonus to Stealth checks, since you are harder to spot, but apply half your rank (rounded down) as a penalty to Intimidation checks (hard to be imposing when you’re tiny). Shrinking modifiers are restricted by power level limits.
So at Shrinking 12, you are size rank –5 (about 6 inches tall), and have a +6 bonus to active defenses and +12 Stealth bonus, but –3 Strength, –1 speed, and –6 Intimidation penalties. 优化EXTRAS
原子:缩小20级(体型等级-7),你可以缩小到分子甚至原子的级别,这使得你可以在固体物体的原子之间滑动穿过固体物体。这样做至少需要完整的一轮,较大的物体可能需要更长时间。处在这个大小时,你对伤害和许多效应都能够效地进行免疫,因为你本质上已经脱离了宏观宇宙。GM决定一个特定的效应是否可以到达原子级。如果你拥有这个优化,你也可能获得一个维度旅行的效果,允许你进入亚原子“宇宙”或与之类似的领域。固定+1
正常力量:在缩小期间中,你会保有你全部的力量,速度与Intimidation 。CPR+1
Atomic: At Shrinking 20 (and size rank–7), you can shrink down to the molecular or even atomic level, allowing you to pass through solid objects by slipping between their atoms. It takes at least a full turn to do so, possibly longer for larger objects. You’re effectively immune to damage and many effects at this scale, since you are essentially shifted out of the ordinary universe. The GM decides if a particular effect can reach you at the atomic level. If you have this extra, you might also acquire a Dimensional Travel effect allowing you to shift into a sub-atomic “universe” or similar realm. Flat   +1   point.
Normal Strength: You retain your full Strength, Speed, and Intimidation while shrunk. +1   cost   per   rank.
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Re: 【核心书】超能效应(初译)
« 回帖 #14 于: 2019-04-02, 周二 20:57:02 »
SUMMON CONTROL
召唤 操控
Action: Standard • Range: Close Duration: Sustained • Cost: 2 points per rank
标准动作•近身•维持•CPR2
剧透 -   :
You can call upon another creature—a minion—to aid you. This creature is created as an independent character with (effect rank x 15) power points. A summoned minion is limited to a Power Level equal to the rank of the Summon effect used to create it, is subject to the normal power level limits, and cannot have minions of its own, either from this effect or the Minions advantage.
你可以召唤另一个生物——一个仆从——来帮助你。这个生物作为一个拥有(效应等级*15)超能点的独立角色被创造。召唤的仆从受限的能级相当于创造它的召唤效应的等级,并会受到正常的能级限制(玩家本身的能级),并且不能拥有自己的仆从,无论是使用这个效应还是仆从天赋。
You can summon your minion automatically as a standard action; it appears in the nearest open space beside you. Minions have their own initiative (see Initiative in the Action & Adventure chapter) and act starting on the round after you summon them. Summoned minions are dazed, taking only a standard action each round. Directing a minion to do something is a move action for you, but minions generally do as they are told until a task is completed.
你可以使用标准动作召唤你的仆从,他出现在你旁边最近的空地上。仆从们有他们自己的主动性(见行动与冒险一章中的主动性),在你召唤他们之后的那一轮开始行动。召唤的仆从处于眩晕状态,每轮只能进行一个标准动作。指挥一个仆从去做某件事是一个移动动作,但仆从会持续的按照指示进行行动,直到任务完成为止。
You always have the same minion unless you apply the Variable Type modifier, allowing you to summon different minions. Your minion automatically has a helpful attitude and does its best to aid you and obey your commands.
你总是会使用相同的仆从,除非你使用多变类型修正,这会允许你召唤不同的仆从。你的仆从会自动的拥有一个有助于你的态度,并尽最大努力帮助你和服从你的命令。
Incapacitated minions disappear. They recover normally and you cannot summon an incapacitated minion until it has completely recovered. Your summoned minions also vanish if your effect is not maintained, or is countered or nullified. For more information and rules regarding Minions, see page 193.
丧失行动力的仆从会立刻效应,他们会正常的恢复,而且你无法在完全恢复之前召唤一个丧失行动力的仆从。你召唤的仆从同样也会在你的效应不再维持或是被克制、无效的时候消失。更多信息和规则请阅读193页的仆从。

EXTRAS
优化
Active: Your minions are particularly independent and do not have the dazed condition, having a full set of actions each round. +1 cost per rank.
活跃:你的仆从十分的独立,不再拥有眩晕状态,而且每轮都有一整套的动作可以使用。+1CPR
Controlled: Your minions all have the controlled condition (see Controlled in The Basics chapter). They have no free will of their own and are completely under your direction. +1 cost per rank.
受控:你的仆从都有受控的状态(参见基础章节中的受控)。他们没有自己的自由意志,完全在你的指挥之下。+1CPR
Heroic: The creatures you summon are not subject to the minion rules, but treated like normal non-player characters. Additionally, they do not have the dazed condition and take a full set of actions each round. Do not apply the Active modifier to Heroic minions, as this modifier already includes it. Gamemasters should be particularly cautious about allowing this extra for Summon effects used by player characters, especially ones summoning more than one minion. +2 cost per rank.
英雄化:你召唤的生物不再受仆从规则的约束,而是视为普通的NPC。另外,他们没有眩晕状态,每轮都有一整套动作。不需要将活跃的修正应用于英雄仆从,因为这个修正已经包含了它。GM应该特别小心的给使用召唤效应的玩家发放这个修正,尤其是召唤一个以上仆从的时候.+2CPR
Horde: If you have Multiple Minions (see following) you may take a standard action to summon any number of minions up to your maximum amount. You are vulnerable (see the Distracting flaw) until the start of your next turn when summoning a horde. +1 cost per rank.
部落:如果你有多个仆从(见下文),你可以采取一个标准动作召唤任意数量的仆从,直到你仆从的最大数量。你会陷入脆弱状态(参见分散注意力的劣化),直到你召唤一个部落的下个回合开始。+1CPR
Mental Link: You have a mental link with your minions, allowing you to communicate with them and issue orders telepathically like the Communication Link effect (see the Senses effects in this chapter). Flat +1 point.
精神链接:你和你的仆从拥有一个精神链接,允许你们通过心灵感应交流并发出命令,就像Communication Link效应(参见这一章的感官效应)一样。固定•1点
Multiple Minions: You can summon more than one minion. Each application of this extra doubles your total number of minions. So, for example, with Summon 6, you summon a single 90-point minion. With Multiple Minions 1, you can summon two 90-point minions, with Multiple Minions 2, four minions, and so forth. It requires a standard action to summon each minion unless you also have the Horde extra (see previous). +2 cost per rank.
复数仆从:你可以召唤多个仆从。每应用一次这个修正都会使你的仆从总数翻倍。例如,使用召唤6,你可以召唤一个90点的仆从。附带复数仆从1之后,你可以召唤2个90点的仆从,复数仆从2时,4个仆从等等。这需要一个标准动作召唤每一个仆从,除非你也有部落修正(见前文)。+2CPR
Sacrifice: When you are hit with an effect requiring a resistance check, you can spend a hero point to shift it to one of your minions instead. The minion must be within range of the effect and a viable target. Needless to say, this is not a particularly heroic ability. In fact, the GM may wish to restrict it to villains or non-player characters (in which case a hero earns a hero point when a villain uses this extra to avoid an effect by sacrificing a minion). Flat +1 point.
牺牲:当你被一个需要抵抗检定的效果击中时,你可以花费一个英雄点来将它转移到你的一个仆从身上。仆从必须也在效果范围内,而且是一个合理可行的目标。无需说明,这不是一种英雄该做的行为。事实上,GM可能会希望将这个修正限制在恶棍和NPC身上(在这种情况下,当恶棍使用这个修正来牺牲一个仆从回避效应时,英雄可以为此获得英雄点)。固定•1点。
Variable Type: Minions are normally identical in terms of traits, although they may differ cosmetically. With this modifier you can summon different minions of a general type (like elementals, birds, fish, etc.), or even a broad type (like animals, demons, humanoids, etc.). General Type: +1 cost per rank. Broad Type: +2 cost per rank.
多变类型:仆从在特质上通常是相同的,尽管他们在外观上可能有所不同。使用这个修正之后,你可以召唤一个常规类型(如元素、鸟、鱼等)或者一个广泛类型(如动物、恶魔、类人生物等)的不同仆从。常规类型:+1CPR。广泛类型:+2CPR。

FLAWS
劣化
Attitude: Your summoned minions are less than cooperative: indifferent or even unfriendly. You can use interaction skills and other effects to get your summoned minions to cooperate, but success is by no means assured! Indifferent: –1 cost per rank. Unfriendly: –2 cost per rank
态度:你召唤的仆从并不打算合作:漠不关心甚至是不太友好。你可以使用互动技能和其他效果让你召唤的仆从合作,但技能成功绝不是可靠的!漠不关心:-1CPR。不友善:-2CPR。
Resistible: Your minions get an appropriate resistance check (typically Will) against (DC 10 + Summon rank) to avoid being summoned. If they successfully resist, you cannot attempt to summon them again in that scene without using extra effort. –1 cost per rank.
可抵抗:你的仆从会对你的召唤进行适当的抵抗检定(通常是意志,DC10+召唤等级)来拒绝你的召唤。如果他们成功的抵抗,除非你进行极限突破,否则这个场景中都无法再次召唤他们。-1CPR。

SUMMON AND DESCRIPTORS
召唤与标签
Some effects might seem to be Summon, calling up minions to do things for the character, but are actually better treated as descriptors of other effects. Take for example a shaman able to “summon” various spirits to perform magical tasks. By calling on particular spirits of the winds, he can attack a foe with an Affliction that “steals” their breath. Is the “wind spirit” a minion? Technically, no, it’s just a personified effect, since it cannot be attacked, interacted with, or do anything other than create the Affliction effect. It can be Nullified, but so can any effect. The same is true of a character summoning a “minion” that acts as a shield, providing the Deflect or Protection effect, but doing nothing else.
有些效应看起来似乎是召唤,召唤部下为角色做一些事情,但实际上更适合被视为其他效应的标签。以萨满为例,他能够“召唤”各种灵魂来执行魔法任务。通过召唤特定的风之灵,他可以用“窃取”敌人呼吸的折磨来攻击敌人。风之灵是仆从吗?技术上来说,不,它只是人格化的一种效应,因为它不能被攻击,不能与之交互,也不能做除了折磨效应之外的其他任何事情。它可以被无效,但任何效应都可以。同样的道理也适用于召唤一个“仆从”作为盾牌,提供偏转或保护效应,但不做其他任何事情的情况。
Consider carefully whether or not the particular effect a player wants really needs Summon, or if the “minion” in question is just a descriptor for another effect, no different than “heat ray” is a descriptor for a Damage effect or “sticky webbing” is a descriptor for a hindering Affliction; in neither case does the character need Summon Heat Ray or Summon Webbing to create the desired powers!
仔细考虑一个玩家想要的特定效应是否真的需要召唤,或者如果问题中的“仆从”只是另一个效应的标签,与“热射线”是一个伤害效应的标签或“粘性网”是一个阻碍折磨的标签没有什么不同。在这两种情况下,角色都不需要召唤热射线或召唤蛛网来创造他们所需的超能!
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Re: 【核心书】超能效应(初译)
« 回帖 #15 于: 2019-04-08, 周一 20:59:15 »
MORPH GENERAL
变形 综合
Action: Free • Range: Personal Duration: Sustained • Cost: 5 points per rank
自由动作•射程:自身•持续时间:维持•CPR5
剧透 -   :
You can alter your appearance. Your traits do not change; your new form is merely a cosmetic change. You gain a +20 bonus to Deception checks to disguise yourself as the form you assume (see the Disguise guidelines for Deception).
你可以改变你的外表。你的特质并不会发生改变。你的新外观只是表面上的改变。你在伪装成你新形态的诈欺检定上获得+20的加值(参见诈欺中的伪装指南)。
Your Morph rank determines what form(s) you can assume: At rank 1 you can assume a single other appearance. At rank 2 you can assume any of a narrow group of forms, such as people of roughly your size and gender, a type of animal like birds or reptiles, and so forth. At rank 3 you can assume any of a broad group of forms like humanoids, animals, machines, and so forth. At rank 4 you can assume any form of the same mass as your own. For the ability to change size as well as appearance see the Growth and Shrinking effects. To take on the other traits of forms you assume, see the Metamorph extra, following, or the Variable effect, later in this chapter.
你的Morph等级决定了你可以改变成什么外观:1级时,你可以伪装成单一一种其他外观。2级时,你可以伪装成一类外观中的任意模样,例如与你性别和体型差不多的人类,一种动物(如鸟),或是爬虫类等等。3级时,你可以伪装成较大范围的一类外型,如类人生物,动物,机器等等。4级时你可以变形成任意外观,但重量不会发生变化。想要在改变外形时改变体型,参见巨大化和缩小效应。若你想在其他形态拥有不同的特质,参见下文的Metamorp优化,或者这一章节后面的Variable效应

EXTRAS
优化
Attack: A Morph Attack imposes a different appearance on the target creature. Unlike an Affliction that imposes the transformed condition, a Morph Attack is entirely cosmetic: you can’t change the target’s traits other than appearance. +0 cost per rank.
攻击:一次Morph攻击会强迫敌人变成另外一种外形。不像是强迫敌人彻底改变成另外一种形态的折磨,Morph攻击是完全表面的:你除了外形之外无法改变目标的任何特质。0CPR
Metamorph: Morph only changes your appearance; you still have all the traits of your normal form. This modifier allows you to have an alternate set of traits, essentially a complete alternate character you change into, one set of traits per rank in Metamorph. You can switch between sets of traits at will, once per round, as a free action. Your other form(s) must have the same point total as you and are subject to the same power level limits. They must also have traits suitable to your Morph effect. For example, if you can only Morph into humanoid forms, then your alternate forms all have to be humanoid. All of your forms must have your full Morph effect as well; those power points cannot be reallocated. The GM may require certain additional common traits for all of your forms, particularly mental abilities and skills, if you retain them. Metamorph is best suited to characters with defined sets of alternate traits. For a character able to transform into a virtually unlimited number of forms with various traits, see the Variable effect later in this chapter. Flat +1 point per rank of Metamorph.
Metamorph:Morph只能改变你的外表,你仍拥有你正常形态的所有特质。这个修正允许你拥有一套替换的特质,你会完完全全的变化为另外一个角色,你在Metamorph的每一级允许你拥有一套特质。你可以通过想法任意切换这些设置好的特质,自由动作每轮一次。你的其他形态必须拥有与你正常形态相同的超能点,而且受到同样的能级限制。他们也必须拥有和你的Morph效应相适应的特质。例如你只能变形成类人生物,那么你的替换形态也必须是类人生物。你的所有形态都必须拥有你完整的Morph效应。这些能力点无法被挪用。GM可能会要求你的所有形态都有一些额外的固定共有特质,特别是精神属性和技能,如果你把它们记在心里的话。Metamorph is best suited to characters with defined sets of alternate traits.对于一个能够转换成具有各种特征的几乎无限数量形式的角色,参见这一章节后面的Variable效应。固定•每级Metamorph+1点

FLAWS
劣化
Resistible: A Morph effect Resistible by Will is most likely a mental illusion of some sort. Observers who succeed on the Will resistance check see you as you truly are rather than in your Morph guise. This is in addition to the usual Perception check to penetrate your disguise. If you have the Metamorph extra, then targets that resist your effect treat you as if you had your normal traits, and not those granted by your Metamorph form. –1 cost per rank.
可抵抗:一个可以被意志抵抗的Morph效应很可能是某种精神错觉。那些在意志抵抗检定中成功的观察者会把你视为真正的你,而不是你的Morph伪装。这是一次额外的穿透你的伪装的感知检定。如果你有Metamorph优化,那么成功抵抗你效应的目标对待你时会当作你有正常的特质,而不是那些由你的变形形态赋予你的特质。

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Re: 【核心书】超能效应(初译)
« 回帖 #16 于: 2019-04-20, 周六 23:31:11 »
Movement Movement
移动方式 位移
Action: Free • Range: Personal Duration: Sustained • Cost: 2 points per rank
自由动作·射程:自身·持续时间:维持·CPR2
剧透 -   :
You have a special form of movement. For each rank in this effect, choose one of the following options:
你拥有一种特殊的移动形式。这个效应的每个等级允许你在下列选项中选择一项:

Dimension Travel
You can move instantly from one dimension to another as a move action. For 1 rank, you can move between your home dimension and one other. For 2 ranks you can move between any of a related group of dimensions (mystical dimensions, alien dimensions, etc). For 3 ranks you can travel to any dimension. You can carry up to 50 lbs. (mass rank 0) of additional material with you when you move. If you apply the Increased Mass modifier, you can carry additional mass up to your modifier rank.
维度旅行
你可以以移动动作立刻从一个维度移动到另一个维度。1级时,你可以在你的原始维度和另一个维度之间移动。2级时,你可以移动到一个相关的维度组(例如神秘维度、外星维度)。3级时你可以任意旅行到所有维度。你可以携带最多50磅重量(质量等级0)的额外物质与你一起移动。如果你应用质量强化修正,你可以携带的额外重量根据其等级增加。

Environmental Adaptation
You’re adapted to a particular environment, such as underwater, zero gravity, and so forth (see Environmental Hazards, pages 185-187, for details). You suffer none of the normal unfavorable circumstance or movement penalties associated with that environment, moving and acting normally. You are still affected by environmental hazards like suffocation, exposure, and so forth. You need the Immunity effect to ignore such things.
环境适应
你已经适应了特定的环境,例如水下、零重力等等(有关详细信息,请参阅第185-187页的环境危害)。你不会遭受任何正常的不利环境或与该环境相关的移动惩罚,可以正常的移动和进行动作。您仍然受到环境危害的影响,如窒息、暴露等。你需要免疫效应来忽略这些影响。

Permeate
You can pass through solid objects as if they weren’t there. For 1 rank, you can move at speed rank –2 through any physical object. For 2 ranks, you can move at speed rank –1 and for 3 ranks, you move at your normal speed through any obstacles. You cannot breathe while completely inside a solid object, so you either need Immunity to Suffocation or have to hold your breath. You may also need Penetrates Concealment Senses to know where you’re going, since you cannot see inside solid objects, either.
Permeate is often Limited to a particular substance like earth, ice, or metal, for example. Permeate provides no protection against attacks, although you do gain cover while inside an object (see Cover, page 244). For the ability to allow things (including attacks) to pass through you, see the Insubstantial effect.
渗透
你可以像不存在一样穿过固体物体。1级时,您可以以-2级速度穿过任何物质。2级时,你可以以-1级速度移动,3级时,你可以以正常速度通过任何障碍物。当你完全在一个固体物体内时,你不能呼吸,所以你要么需要针对窒息的免疫效应,要么不得不屏住呼吸。你可能还需要穿透隐蔽感官好知道你要去哪里,因为你也看不到固体物体的内部。
渗透通常会被局限于一种特定的物质,例如土壤、冰或金属。渗透不提供攻击防护,尽管你在一个物体内获得了完全掩体(参见第244页的掩体)。关于允许事物(包括攻击)穿过你的能力,请看虚体效果。

Safe Fall
So long as you are capable of action, you can fall any distance without harm. You can also stop your fall at any point along a distance so long as there is a handhold or projection for you to grab (such as a ledge, flagpole, branch, etc.). If you have the Wall-crawling power (later in Movement), any surface you can climb provides you with a handhold.
Safe Fall may be Limited to only when you are near a surface (such as the side of a building); you’re assumed to be using the surface to help slow your fall.
安全降落
只要你有行动能力,你就可以落下任何距离而不受伤害。只要有一个扶手或突出物可供你抓取(如窗台、旗杆、树枝等),你也可以在坠落过程中的任何一点停止坠落。如果你有爬墙的能力(稍后移动),任何你能爬的表面都会给你提供这样的抓取点。
安全坠落可能仅限于你接近某个表面时(如建筑物侧面),假设你利用墙壁帮助减缓坠落速度。

Slithering
You can move while prone at your normal ground speed. You suffer no circumstance penalty for making attacks while prone.
滑动
当你俯卧时,你可以以正常的地面速度移动。你不会因为俯卧而受到攻击上的情景减值。

Space Travel
You can travel faster than the speed of light through the vacuum of space (but not in a planetary atmosphere). At rank 1 you can travel to other planets in a solar system. At rank 2, you can travel to other star systems, while at rank 3, you can visit distant star systems, perhaps even other galaxies! This effect does not provide protection from the rigors of outer space (for that, see the Immunity effect in this chapter).
太空旅行
你可以以比光速更快的速度穿越太空中的真空(但不能在行星大气中)。1级时,你可以去太阳系的其他行星。在2级,你可以去其他恒星系统,而在3级,你可以去遥远的恒星系统,甚至其他星系!这种效应并不能保护我们免受外层空间的严酷考验(为此,请参阅本章中的豁免效应)。

Sure-Footed
You’re better able to deal with obstacles and obstructions to movement. Reduce the speed penalty for moving through or around such obstacles by 1 for each rank of this effect. If you reduce the speed penalty to 0 or less, you are unaffected by that obstacle and move at full normal speed.
稳步前行
你能更好地处理障碍物和障碍物。对于通过或绕过这些障碍物的速度惩罚,每级此效应抵消1点。如果将速度惩罚降低到0或更低,则不会受到该障碍物的影响,并以完全正常速度移动。

Swinging
You can swing through the air at your normal ground speed rank, using a swing-line you provide or available lines and projections (tree limbs, flagpoles, vines, telephone- and power-lines, etc.).
悬吊
你可以在空中以你的正常地面速度等级摇荡,使用你提供或可用的悬吊线或投射物(树枝、旗杆、藤蔓、电话和电源线等(或蜘蛛丝)。

Time Travel
You can move through time! For 1 rank, you can move between the present and another fixed point in time (such as 100 years into the past, or 1,000 years into the future). For 2 ranks you can move to any point in the past or any point in the future (but not both). For 3 ranks, you can travel to any point in time. Reaching alternate timelines or parallel worlds requires at least 2 ranks of Dimension-Travel. You can carry up to 50 lbs. (mass rank 0) of additional material with you when you time-travel. If you apply the Increased Mass modifier, you can carry additional mass up to your modifier rank.
时间旅行
你可以穿越时间!1级时,你可以在当前时间和另一个固定时间点之间移动(例如,过去100年或未来1000年)。2级时,你可以移动到过去的任何一个点或将来的任何一个点(但只能选择其一)。3级时,你可以旅行到任何时间点。要达到交替的时间线或平行的世界,至少需要2级的维度旅行。当你进行时间旅行时,你可以携带高达50磅(质量等级0)的额外物质。如果应用质量强化修正,则可以将附加质量提升到相当于修正等级的程度。

Trackless
You leave no trail and cannot be tracked using visual senses (although you can still be tracked using scent or other means). You can walk across the surface of soft sand or snow without leaving tracks and you have total concealment from tremorsense (see Concealment, page 244). Each additional rank renders you trackless to another sense type.
踏雪无痕
你不会留下痕迹,无法用视觉来追踪你(尽管仍然可以用气味或其他方式追踪你)。你可以在柔软的沙地或雪地上行走而不留下痕迹,你对于震颤感知来说获得完全隐匿(见第244页的隐匿部分)。每增加一个等级,你就可以选择另一种感觉类型来抹除痕迹。

Wall-crawling
You can climb walls and ceilings at your ground speed rank –1 with no chance of falling and no need for an Athletics check. You are still vulnerable while climbing, however. An additional rank of this effect means you climb at your full speed rank and are not vulnerable while climbing.
蛛行
你可以用地面速度-1级的速度爬上墙壁和天花板而不会掉下来,也不需要进行运动检定。然而,你在攀爬时仍然属于脆弱状态。这个效应提高1级意味着你可以以全速等级攀爬,并且在攀爬时不再属于脆弱状态。

Water-Walking
You can stand or move at your normal ground speed on the surface of water, quicksand, and other liquids without sinking. If you fall prone for any reason, you sink into the liquid normally. With 2 ranks of this effect, you can also lie prone on a liquid surface without sinking; you only sink if you choose to.
水上行走
你可以在水面、流沙和其他液体上以正常的地面速度站立或移动,而不会下沉。如果你出于任何原因跌倒,你会正常的沉入液体中。2级效应时,你也可以躺在液体表面而不下沉;你只有在你选择下沉的时候才会下沉。

UNDER THE HOOD: TIME, SPACE, AND DIMENSION TRAVEL
英雄幕后:时间、宇宙以及维度旅行
剧透 -   :
The Time, Space, and Dimension Travel effects of Movement are comparatively cheap considering what they do, primarily because such special movement capabilities are highly dependent on the plot and nature of the setting, and subject to a lot of Gamemaster oversight. Thus, they largely amount to supped-up Features, mainly allowing heroes to visit exotic locales.
考虑到移动方式中,时间、宇宙以及维度旅行所提供的功能,他们的价格相对来说太过便宜了,这主要是因为这些特殊的移动能力高度依赖于战役的情节和性质,并且会受到很多GM的监督。因此,他们在很大程度上是效力增强过的特质,主要用来允许英雄们拜访其他的场景(译注:用来乱入其他团(不是)。

Temporal mechanics and the effects of time travel are left entirely up to the GM, who may choose to make Time Travel Limited, Uncontrolled, or Unreliable for player characters, or disallow it altogether, treating it solely as a plot-device in the setting.
时间机器和时间旅行效应的影响完全取决于GM,GM可以选择限制时间旅行、令其不受控,或是对玩家角色来说不可靠,或完全禁止时间旅行,将其视为设定中一个剧情专用的工具。

Space travel in the comic books rarely involves the laws of physics and tends to occur “at the speed of plot”. Characters and vehicles (such as alien starships) able to traverse the void of space do so primarily to facilitate adventures out among the stars. Exactly how fast characters travel through the void of space does not really matter; it is how long it takes them to get where they’re going that matters. So Space Travel is largely defined in terms of “how far can you go between scenes?” The same is true of the mechanism of travel, whether hyperspace, jump drive, faster-than-light “warp speed,” or what have you.
漫画书中的太空旅行很少涉及到物理定律,往往取决于情节发生的速度。能够穿越太空的人物和交通工具(如外星宇宙飞船)主要是为了促进星际探险。确切来说,角色在太空中移动的速度并不重要,重要的是他们到达目的地需要多长的时间。所以太空旅行很大程度上可以定义为:你能在场景之间走多远?同样的道理也适用于旅行机制,无论是超空间、跳跃引擎、超越光速的弯曲速度或者随便什么。

The Gamemaster likewise decides on the existence and nature of other dimensions in the setting, what they are like, and who can reach them. Like Time Travel, the GM may require Dimension Travel be Limited, Uncontrolled, or Unreliable for player characters, or treat it solely as a plot-device rather than a defined effect.
GM同样决定了战役中其他维度的存在和性质,它们是什么样的,谁能到那边去。和时间旅行一样,GM可能要求玩家角色的维度旅行是受限制的、不受控的或是不可靠的,或者仅仅作为一种剧情工具使用,而不是如同定义的效应。
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Re: 【核心书】超能效应(初译)
« 回帖 #17 于: 2019-04-21, 周日 15:17:43 »
NULLIFY ATTACK
无效化 攻击
Action: Standard • Range: Ranged Duration: Instant • Cost: 1 point per rank
标准动作·射程:远程·持续时间:瞬间·CPR1

剧透 -   :
Nullify can counter particular effects of a particular descriptor, such as fire effects, magical effects, mental effects, and so forth (see Countering Effects, at the start of this chapter). You can counter one effect of your chosen descriptor per use of Nullify. You can’t nullify innate effects (see the Innate modifier description).
无效可以对抗带有指定标签的特定效应,例如火焰效应、魔法效应、精神效应等等(参见本章开头的克制效应)。每次使用无效化都可以克制所选标签的一个效应。你不能无效化天然效应(参见天然修正的描述)。

Make a ranged attack check to hit the target. Then make an opposed check of your Nullify rank and the targeted effect’s rank or the target’s Will defense, whichever is higher. If you are targeting the subject of an effect rather than the effect’s user, make an opposed check of Nullify rank vs. effect rank. If you win, the targeted effect turns off, although the user can re-activate it normally. If you lose the opposed check, you do not Nullify the effect. With two or more degrees of failure, trying again against the same subject in the same scene requires extra effort.
对目标进行远程攻击检定。然后用你的无效化等级和目标效应的等级或目标的意志防御中较高者进行对抗检定。如果你的目标更倾向于效应,而不是效应的使用者,则进行无效化等级和效应等级的对抗检定。如果你赢了,目标效应会被关闭,尽管使用者可以正常的重新激活它。如果你在对抗检定中失败,则不会使效应无效。如果失败度达到2级或以上,在同一个场景对同一个目标再次尝试需要进行极限突破。

EXTRAS
优化

Affects Insubstantial: Nullify does not require this modifier to affect insubstantial targets, or the Insubstantial effect itself. You can attempt to nullify the effects of insubstantial targets normally
影响虚体:无效不需要这个修正来影响虚体目标或是虚体效应本身。你可以正常的消除虚体目标的效应。

Alternate Resistance: Nullify may require a Fortitude rather than a Will check to represent an effect resisted by health and stamina rather than strength of will. +0 cost per rank.
抵抗替换:无效也许需要使用体质而非意志来进行对抗检定,这代表着一个需要健康或是精力来抵抗的效应。+0CPR

Area: An Area Nullify effect works on all targets in the area. Make a single power check and compare the result against the opposed checks of the targets. Targets lacking effects you can nullify are, naturally, unaffected. If your Area Nullify has a duration longer than instant, choose whether or not the effect remains in the chosen area (affecting anyone entering or leaving it) or moves with the targets hit with the initial effect. There is no difference in cost, but to be able to do both, take one Area Nullify as an Alternate Effect of the other. +1 cost per rank.
范围化:范围化的无效化效应对范围内的所有目标都有效。进行一次超能检定,然后用结果与所有目标进行对抗检定。没有你能消除的效应的目标,理所当然的不会受到任何影响。如果你的区域化无效持续时间长于瞬间,请选择效应是否保留在所选区域内(影响任何进入或离开这个区域的人)或跟着初始命中的目标移动。这在价格上没有区别,但要同时做到这两点的话,就要把一个范围化无效作为另一个的替换效应。+1CPR

Broad: Broad Nullify can counter effects of a particularly broad descriptor like magical, mutant, or technological effects. This modifier is available only with the Gamemaster’s permission and may depend on the effects available in the series. +1 cost per rank.
广泛:广泛无效化可以克制一个较大的标签对应的效应,如魔法、变异、科技效应等。这个修正只能在GM同意的时候使用,可能取决于战役中可用的效应。+1CPR

Concentration: Any countered effect is suppressed and cannot be re-activated while you concentrate. The user of the countered effect may use extra effort to gain another opposed Nullify check. If successful, the effect can be reactivated. +1 cost per rank.
集中:所有克制的效应都被抑制,当你集中注意力(每轮消耗一个标准动作)时不能重新激活。使用者可以通过极限突破来进行一次新的对抗无效的检定。如果成功的话可以重新激活效应。+1CPR

Simultaneous: Simultaneous Nullify can counter all effects of a particular descriptor (such as fire or magic) at once. +1 cost per rank.
同时:同时无效化可以一次克制所有特定标签的效应(如火焰或魔法)。+1CPR

Effortless: Trying again after two or more degrees of failure does not require extra effort for you. You can retry a Nullify attempt an unlimited number of times. +1 cost per rank.
无限重试:在2级失败之后再次尝试不再需要你进行极限突破。你可以重新尝试无效化无数次。+1CPR

Precise: If you can Nullify multiple effects, this modifier allows you to choose which are nullified and which are not. Flat +1 point.
精确:如果你可以使多个效应无效化,这个修正允许你选择哪些被无效,而哪些不会受到你的影响。固定+1点

Randomize: Rather than being countered, the effect(s) targeted by your Nullify acquire the Uncontrolled flaw and go out of control (as dictated by the GM). +0 cost per rank.
随机化:被你无效化的效应不再是被克制,而是获得不受控制的缺陷并失去控制(按照GM的决定)+0CPR

Selective: If you have an Area Nullify effect, this extra allows you to choose who in the area is affected, nullifying some targets and not others. +1 cost per rank.
选择性:如果你有一个范围化无效效应,这个优化允许你选择范围内的哪些目标受到你的效应影响。+1CPR

Sustained: If this modifier is applied to Concentration Nullify, keeping the countered effect(s) suppressed is only a free action for you each turn. +1 cost per rank.
维持:如果这个修正被应用于集中无效,则抑制效应只需要自由动作。+1CPR

FLAWS
劣化
Side Effect: If you fail to nullify an effect, you might suffer some kind of “backlash” or similar side effect. –1 cost per rank.
副作用:如果你无效一个效应时失败,你会承受某种反噬或是相似的副作用。-1CPR
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Re: 【核心书】超能效应(初译)
« 回帖 #18 于: 2019-04-21, 周日 22:10:49 »
创造CREATE                                                      控制 CONTROL
动作:标准 距离:远程 持续时间:维持 cpr2
Action: Standard • Range: Ranged Duration: Sustained • Cost: 2 points per rank
剧透 -   :
你可以凭空造出固态物质。它们可能是由凝固的能量、“硬化”的水或空气、转化出的大量物质、冰、石头或其他一些物质所构成,这取决于效应的标签。
您可以塑造出任何简单的几何形状和常见的物体(如立方体、球体、穹顶、锤子、透镜、碟形等)。对于某一特定物体是否过于复杂而效应无法成到这种效果的情况,GM拥有最终裁定权。一般来说,你的物体不能有比铰链更复杂的活动部件。它们可以是实心的,也可以是空心的,可以是不透明的,也可以是透明的,这取决于你在使用效应时的选择,也受到你的标签与GM的判断的限制。
你可以创建一个最大体型等级等于效应等级和韧性等级等于效应等级的物体。创建的物体可以像普通物体一样被损坏或破坏。如果你停止维持它们,它们也会消失。您可以通过再次使用您的效应(本质上是“重新创造”该物体)来修复对已创建物体的任何损坏。创建的物体在创建之后是静止的,尽管其他效应可以移动它们。一般来说所创建的物体的质量等级与其体型级别相等。
You can form solid objects essentially out of nowhere. They may be made of solidified energy, “hardened” water or air, transmuted bulk matter, ice, stone, or some other medium, depending on the effect’s descriptors. You can form any simple geometric shape or common object (such as a cube, sphere, dome, hammer, lens, disk, etc.). The GM has final say on whether or not a particular object is too complex for this effect. Generally, your objects can’t have any moving parts more complex than a hinge. They can be solid or hollow, opaque or transparent, as you choose when you use the effect, limited by your descriptors and the Gamemaster’s judgment. You can create an object with a maximum volume rank equal to your effect rank and Toughness equal to your effect rank. Created objects can be damaged or broken like ordinary objects. They also vanish if you stop maintaining them. You can repair any damage to a created object at will by using your effect again (essentially “re-creating” the object). Your created objects are stationary once you have created them, although other effects can move them. Assume a created object has a mass rank equal to its volume rank.

创建物体、掩体和隐蔽
创建出的物体可以像普通物体一样为你提供掩体或隐蔽(如果对象是不透明的)。你创建出的物体提供的掩体可以阻挡他人的攻击,但也可以阻挡住你的攻击。攻击击中掩体照常会对其造成伤害(参见“破坏物体”,第189页)。
有间接修正的效应可以像绕过其他掩体一样绕过创造出的物体提供的掩体(参见间接修正)。选择性修正允许您更改物体提供的掩体和隐匿。

用物体捕获
你可以把目标困在一个足够大的中空物体里(例如笼子或泡泡)。这既需要对目标的Dodge进行攻击检定,目标也要对抗效应等级进行Dodge抵抗检定。
被困住的角色可以正常地冲出物体。对目标施加状态而不止是捕获他们,这需要一个单独的效应,比如折磨(见本章中的折磨),你可能希望购得它,将其作为创造的一个替换效应(详情见本章中的替换效应)。

扔出物体
简单地将一个创造出的物体扔到一个目标上,根据该物体的大小将被视为一个范围攻击效应(参见超能章节中的范围化优化)。该物体会造成与其韧性相等的伤害,目标得到Dodge检定以躲避掉落的物体。检定成功不会造成任何伤害(而不是造成通常的一半伤害)。虽然被创造出的物体可以作为临时武器使用,但创造效应不能创造出攻击或其他效应;您必须单独获得这些效应(可以将其作为替换效应)。

支撑重量
如果一个被创造的对象需要支撑部分重量——例如,作为创造出桥梁或者支撑一个被破坏的结构——那么它的有效力量就等于它的等级。你可以“强化”一个被创造的物体,通过一个标准动作和进行专注来为其增加1力量,直到你的下一回合开始。您还可以在一回合中使用极限突破来增加创造的力量,并且这些修正会累积。

CREATED OBJECTS, COVER, AND CONCEALMENT
A created object can provide cover or concealment (if the object is opaque) just like a normal object. Cover provided by a created object can block incoming attacks, but blocks outgoing attacks as well. Attacks hitting the covering object damage it normally (see Damaging Objects, page 189). Indirect effects can bypass the cover a created object provides just like any other cover (see the Indirect modifier). The Selective modifier allows you to vary the cover and concealment your objects provide.
TRAPPING WITH OBJECTS
You can trap a target inside a large enough hollow object (a cage or bubble, for example). This requires both an attack check against the target’s Dodge and a Dodge resistance check against the effect’s rank.
A trapped character can break out of the object normally. Imposing conditions on the target other than just trapping them requires a separate effect, such as Affliction (see Affliction in this chapter), which you may wish to acquire as an Alternate Effect of Create (see Alternate Effect in this chapter).
 DROPPING OBJECTS
Simply dropping a created object on a target is treated like an Area Effect attack based on the object’s size (see the Area extra in the Powers chapter). The object inflicts damage equal to its Toughness, and targets get a Dodge check to evade the falling object. A successful check results in no damage (rather than the usual half damage). While a created object can potentially be wielded as an improvised weapon, the effect cannot otherwise create attacks or other effects; you must acquire these effects separately (perhaps as Alternate Effects).
SUPPORTING WEIGHT
If a created object needs to support weight—created as a bridge or to support a weakened structure, for example—it has an effective Strength equal to its rank. You can “shore up” a created object by taking a standard action and concentrating, increasing its Strength by 1 until the start of your next round. You can also use extra effort to increase a created object’s Strength for one round, and these modifiers are cumulative.

英雄幕后: 创造v召唤
创造和召唤有着相似的效果:都是“凭空创造”东西。那么什么时候角色应该两中取其一呢?实际上,创造制造的是无生命的物体,而召唤制造出的是某种能够独立行动的生物(尽管在召唤没有意识的生物,如机器人或僵尸时是受到限制的)。因此,一个能够创造“冰雕”的角色,例如:墙壁、滑梯、柱子等等,应该有创造。另一方面,一个能够召唤动画中的雪人的角色应该是召唤的,而一个强力的“驾驭冰元素”超能很可能同时具有这两种效应!
UNDER THE HOOD: CREATE VS. SUMMON
Create and Summon are similar effects: both “create” things out of nowhere. So when should a character have one and not the other? Generally, Create makes inanimate objects, while Summon conjures creatures of some sort, capable of independent action (albeit limited in the case of mindless creatures like robots or zombies). So a character able to create “sculptures” of ice, for example: walls, slides, columns, and so forth, should have Create. A character able to call up animated snowmen, on the other hand, should have Summon, while a powerful “ice elemental” may very well have both effects!

优化EXTRAS

常驻:创造出物体变为常驻效应,这将持续到他们被他人摧毁,无效化,或者你选择解除他们。每级+1成本。
Continuous: Continuous Create makes objects that remain until they are destroyed, nullified, or you choose to dismiss them. +1   cost   per   rank.

屏障:适用于创造,这个优化会使得使被创造出的物体拥有韧性屏障。每级+1成本。
 Impervious: Applied to Create, this extra makes the objects’ Toughness Impervious. +1   cost   per   rank.

天然:常驻或永久的创造附加这个修正会使物体不能被无效,无论从哪个方面来说,他们本质上都是“真实的”物体(尽管使用者可以通过意愿“消除”他们,除非效果也是永久的)。固定+ 1点。
 Innate: Continuous or Permanent Create with this modifier makes objects that cannot be nullified, they’re essentially “real” objects for all intents and purposes (although the user can “unmake” them at will unless the effect is also permanent). Flat   +1   point.

可移动:你可以使用与你创造等级相同的移动物体效应来移动你所创造的对象(有关详细信息,请参阅本章中的移动物体)。每级+1成本。
Movable: You can move your created objects around with a Move Object effect at your Create rank (see Move Object in this chapter for details). +1   cost   per   rank.

精准:您可以创建更精密和详尽的物体。精确创造的精确程度由GM决定,但是一般来说,您可以创造具有活动部件和大量细节的物体。固定+ 1
Precise: You can create more precise and detailed objects. The exact parameters of Precise Create are up to the GM, but generally, you can create objects with moving parts, and considerable detail. Flat   +1   point.

选择性:你可以让你创造的对象选择性地允许攻击“穿过”,在允许一些目标(例如你和你的盟友)的攻击通过它们的时候阻挡另一些攻击。你也可以有选择地让你创造的物体对某些生物来说是坚固的,而对其他生物来说则是虚无的,比如让一个人穿过一堵墙,同时挡住另一个人。改变一个对象的选择性需要花费自由动作;永久创造的对象一旦创造出来之后,就不能更改它们的选择性。每级+1成本。
Selective: You can make your created objects selectively “transparent” to attacks, blocking some while allowing others (yours and your allies’, for example) to pass through them. You can also selectively make your objects solid to some creatures and incorporeal to others, such as allowing one person to walk through a created wall, while blocking another. It takes a free action to change the selective nature of an object; permanent created objects cannot have their selectivity changed once they are created. +1   cost   per   rank.

静止的:你创造的物体可以在空中静止不动。他们抵抗移动的力量等级等于修改等级。除非你有链接优化或可移动优化,否则一旦它被放置,你就无法再移动一个固定的被创建的物体,任何人都不行(只能破坏掉)。CPR+0
 Stationary:Your created objects can hang immobile in the air. They resist being moved with a Strength rank equal to the modifier rank. Unless you have the Tether extra or the Movable extra, you cannot move a stationary created object once it’s placed any more than anyone else can.  +0 cost   per   rank.

隐秘:这个修正在1级时使创造的物体像真实的建筑物一样不会引起人们注意(它们看起来就像真实的原本就在这的东西),2级时使创造的物体无法被看到(比如由无形的力场形成的墙壁)。固定+1或+2
 Subtle: This modifier either makes created objects not noticeable as constructs for 1 rank (they look just like real objects) or not noticeable at all for 2 ranks (such as objects composed of invisible force). Flat   +1or   2   points.

链接:你和你创造的物体着连接,你可以用你自己的力量移动它们(只要你足够强壮)。固定+1
Tether: You have a connection to your created objects, allowing you to exert your own Strength to move them (provided you are strong enough to do so). Flat1point.


劣化FLAWS
反馈:当你创造的物体受到伤害时,您可能也会受到伤害(详细信息请参阅反馈劣化描述)。-1CPR
Feedback: You may suffer damage when your created objects are damaged (see the Feedback flaw description for details). -1   cost   per   rank.

永续:永续创造出的物体会一直存在,直到被销毁或无效化。与常驻创造不同,您不能选择解除这些物体;它们确实是永续的。您无法修复永续创所创造出的物体,也无法创造后对其进行修改。+0CPR
Permanent: Permanent created objects last until destroyed or nullified. Unlike Continuous Create, you cannot choose to dismiss such objects; they are truly permanent. You cannot repair permanent created objects or otherwise alter them once they’re created. +0   cost   per   rank   (for a Sustained effect).

成比:你所创建的物体的总体型等级加上韧性等级等于你的创造效应等级,而不是体积和韧性都能够等于你的效应等级。因此,您可以创造一个体型级别为0且韧性等于创建级别的物体,反之亦然,或介于两者之间,只要这两个级别的总和不超过创造效应的级别。-1CPR
Proportional: Your created objects have a total volume rank plus Toughness rank equal to your Create rank, rather than both volume and Toughness up to your rank. So you can create an object with volume rank 0 and Toughness equal to your Create rank, vice versa, or anywhere in between, so long as the sum of the two ranks does not exceed your Create rank. –1   cost   per   rank.
« 上次编辑: 2019-04-27, 周六 18:06:47 由 云仙 »
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Re: 【核心书】超能效应(初译)
« 回帖 #19 于: 2019-05-17, 周五 14:56:25 »
弹跳LEAPING                                                     移动MOVEMENT
Action: Free • Range: Personal Duration: Instant • Cost: 1 point per rank
动作:自由 距离:自身 持续时间:瞬时 CPR1
剧透 -   :
你拥有着惊人的弹跳能力,甚至远超过一个熟练的运动员。你的弹跳效应等级- 2,就是你在一次立定跳远中所跳出的距离等级了:1级效应15跳远英尺,2级效应可以跳远30英尺,20级效应可以跳远1000英里!你不会因为跳跃后落地而受到任何伤害,只要它在你的最大跳跃距离之内。
你跳跃的速度等级最大为7(大约250英里每小时),所以跳出超过距离等级7的距离所需要的时间等于距离等级- 7。例如,跳出500英里这么远的距离(距离等级17)需要时间等级10(17 - 7,或两个小时)的滞空时间!因此,为了更好地控制方向,“跳跃者”可能会选择缩短几英里的“跳跃距离”,只让他们在空中停留一分钟左右的时间。
剧透 -   :
You can make prodigious leaps, far more than even a skilled athlete. Your Leaping rank, minus 2, is the distance rank you cover in a single standing jump: so 15 feet at rank 1, 30 feet at rank 2, up to 1,000 miles at rank 20! You do not suffer any damage from landing after a jump, so long as it is within your maximum distance.
 The speed rank of your leap maxes out at 7 (around 250 miles per hour), so leaps of greater than distance rank 7 take time equal to the distance rank minus 7. For example, a massive leap of 500 miles (distance rank 17) takes time rank 10 (17 – 7, or two hours) of time in the air! Because of this, leapers may choose to make shorter “hops” of just a couple miles, leaving them airborne for only a minute or so, to better control their direction.
优化
他人干涉:你可以给你正在触摸的人和你在效应持续期间一样的弹跳能力。在你要带着某人弹跳的时候不需要用到这个优化;跳跃的时候你可以携带你的力量允许你携带的重量。CPR+1/0
劣化
杂技检定需求:为了使用弹跳,你必须做一个杂技技能检定(DC 10)。你的检定结果每超出DC一点,你就可以多使用1级的弹跳效应,直到到达你拥有的总弹跳等级。CPR-1
全力:有了这个劣化,你只能跳出你的极限距离;在不使用你的跳跃效应的情况下,你可以跳出距离更短的跳跃,但只是基于你的力量跳出的正常跳跃距离。这可以适用于无法控制的“弹跳”效果,如火箭助推器等。固定+1
剧透 -   :
EXTRAS
Affects Others: You can give someone you are touching the ability to leap like you do while the effect lasts. You do not need this extra to simply carry someone while you leap; you can carry what your Strength normally allows.
+0   or   +1   cost   per   rank.
 FLAWS
Acrobatics Check Required: In order to use Leaping, you must make an Acrobatics skill check (DC 10). Each point your check total exceeds the DC allows you to use 1 rank of Leaping, up to your total rank. –1   cost   per   rank.
Full Power: With this flaw, you can only leap your maximum distance; you can make shorter leaps only by not using your Leaping effect at all, just the normal jumping distance for your Strength. This may suit uncontrollable “leaping” effects like rocket boosters and the like. Flat   –1   point.