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【G:tSE】第二章-创建角色
« 于: 2013-03-27, 周三 19:49:28 »
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第一步:建立一张凡人卡

无论是吸血鬼、狼人、法师,还是换生灵、魔偶、食罪者,新黑暗世界中的超自然生物的基础都是“曾经为人”。建立一个超自然角色的第一步便是建立一张

凡人卡。
什么是凡人?大致是你生活中所能见到的普通人、专业工作者、领域明星。他们都是“凡人”——没有什么超自然力量,或许有些人更聪明有些人更强壮,但

是他们的能力都是凡人范畴内的。这也就是为何凡人卡的单项属性和技能通常不会超过5。

建立凡人卡的过程,请参照《建立我的第一个nWOD角色》


第二步:添加食罪者模板

nWOD的系统相比较oWOD也就是旧版黑暗世界,有了一个模板的概念。旧版的超自然角色在创建的时候,从一开始就彼此间完全不同。而新版都是同一使用了“

模板”,超自然生物之间所不同的只是添加在凡人卡上的模板不同。举个不太恰当的例子,就好象是D&D中的同一个基础职业选择了不同的进阶一样。这样改进

的结果就是不同的超自然生物之间进行对抗的时候,有了一个统一的衡量准绳——超自然等级。吸血鬼的权能、狼人的原怒、法师的灵知,对应的,食罪者的

超自然等级就是灵格(Psyche)。血族在用异能影响凡人的时候,或许凡人只能以“沉着”属性抵抗影响,而超自然力量的掌控者魔法师们,则可以用“沉着+

灵知”对抗。换句话说,不同的超自然生物产生互动的时候,彼此间的强弱有了一个统一的标准。

然而超自然等级越高,除了意味着越强的力量,通常也意味着角色离凡人世界越来越远。这是一把双刃剑,伴随着许多弊端。当然详细的介绍要放在别的时间

了。

那么现在我们看一看添加一个食罪者模板需要准备些什么吧:

首先,是你要决定角色的死法。“什么?!我还没有开始玩呢,就要死一遍了吗?”是的,这正是食罪者最大的特点——他们曾经死去,又复活了。和吸血鬼

那样的不死生物不同,食罪者是鲜活的血肉之躯,但是超自然的死亡力量让他们凌驾于死亡之上。你的角色曾经死过一次,这个死亡的过程对他影响非常深,

以至于在模板中,专门有两个项目是用来表示死法对他的影响的。

冥阈(ming yu):用来区分死亡的种类。

撕裂——死于暴力、血腥的事件、战争。
静默——死于匮乏、绝望、渺茫的求生机会。
牲祭——死于自然、兽类
枯槁——死于疾病
遗忘——死于意外

原型:人生观、价值观

死神(收割者)——你不得不去选择,谁将生,谁将死。
狂欢者——在对死亡投以一瞥后,你全身心地拥抱着来之不易的生命。
守门人——你守望着生死之间的门槛。
送葬者——你以失落者与亡者的欲望为食。
拾骨者——运用幽魂之力让世界更美好。
代理人——你被迫去帮助死人完成未竟之愿。
死灵法师——你因死亡和彼岸的隐秘学识而狂喜。
朝圣者——你探求着救赎之道,以让你和他人的生死之旅更加平和。


冥阈可以简单类比于法师的道途、狼人的月相、血族的家系。标志着凡人进入超自然世界的时候,从属于哪一种子类别。食罪者的死千差万别,有的人的死可

能是好几种冥阈的交叉。这个时候由玩家来选择角色从属哪一种冥阈。一般来说,在角色的死亡中,给他最深印象最大痛苦的,就是他所属的冥阈。


原型是一种感悟,理解。凡人经历了如此可怕的过程,难免不产生一些改变(俗称毁三观)。原型并不改变角色的美德和恶念,但它会让角色对他自己的生活

、他所生活的世界产生了新的认识。原型并非是一个简单的扮演指示灯,这个属性于美德恶念结合,会影响角色的意志力回复和冥质(也就是施法资源)的回

复。

ST判定一个角色的行为符合他的恶念并且也符合原型时,他可以恢复一点意志和一点已经使用过的冥质。若他的行为符合美德和原型,则回复全部使用过的意

志和冥质。这替换掉原本凡人角色的美德恶念的意志回复机制。

===========================================================================

现在你的角色“死掉”了。不过不用担心,在食罪者的故事中,这才只是个开始。毕竟你的角色还没创建完呢。
现在他“活过来”了。有一点惊恐,有一些迷茫。毕竟一个凡人可不擅长穿越阴阳界的旅行。可这复活的过程是如何发生的呢?这关系到一个重要的概念——

缚灵。

缚灵是你的食罪者角色一体双生的一个部分。它是一个类似鬼魂、却比鬼魂更强大更纯粹的存在。它在可怕的幽暗地域中徘徊,直到你死去的时候,这个阴魂

发现了你的灵魂。它找上你,和你达成了一个“交易”。交易的过程被称为“立契”。契约达成的时候,缚灵住进了你的身体里,和你的灵魂结合。同时借这

个机会,它把你送会凡间,让你欺骗了死亡本身。当你返回阳间的时候,缚灵便搭顺风车也回到人间了。

每一个缚灵都完全不同。食罪者角色略显复杂,是因为你不但要构思你自己,还要构思出一个“缚灵”。它或许暴躁或许冷漠,或许喜欢喋喋不休或许喜欢语

出惊人。缚灵和鬼魂不同,它们的样貌更可怖或者更诡异。一个枪灵可能口吐火焰,披着破油布,没有下半身,骨骼是由各种类似枪杆的金属构成,一张嘴就

伴随着“砰砰!”的火药爆鸣。而一个溺灵可能是皮肤浮肿不断渗出海水,头发由海藻纠结构成,面孔模糊不清镶满海底贝壳。

大胆构思吧,你的缚灵是你的角色的一部分。想象下你的角色第一次看到缚灵的时候他会是什么心情?他和缚灵的交互会发生什么有趣的事情?缚灵的形象也

可以任意由你去发挥。恐怖电影中有许多非常棒的形象,你可以大胆借用。

现在你要问了,这个缚灵,是干啥的?
===========================================================================

第一点,缚灵的存在,使得角色的“人性值”被替换为“同步率(Synergy)”。这个数值标志着你的角色超脱了凡人的善恶观。毕竟死亡都不能征服他了,法

律和道德也不再对他有具体的意义。这个数值指示着食罪者和缚灵的同步程度。关系越差、缚灵越讨厌你,这个数值就越低。当缚灵和你说拜拜的时候,你也

就和自己的灵魂说拜拜了。同步率为0的角色会变成行尸走肉,缚灵通常会抛弃这具身体,找个新的宿主。也有一小部分野心颇大的缚灵会继续操控这具身体为

害人间。同步率高则意味着你和缚灵的关系越密切。这会带来一些具体的好处。也会使得你的行为面临颇多禁忌。

第二点,缚灵的力量,借助角色的身体昭显。缚灵可比那些游魂野鬼厉害多了。力量强大的缚灵可以移山填海,其可怕程度不亚于活过数百岁月的血族或者暴

怒的狼人。好在你的角色坐在驾驶座上,缚灵只是个乘客、副驾驶。缚灵的力量在角色身上被称为“显能”。类似超能力一样的效果。释放显能需要消耗“冥

质(plasm)”——储存在角色体内的施法资源。冥质就是法师的玛娜、血族的血液,什么?你问狼人?哦他们只要生气就会变厉害,那群妖怪……跑题了。

第三点,缚灵和幽暗地域的联系,让你的角色获得了“灵格(Psyche)”。这就是食罪者的超自然等级。灵格越高冥质的槽就越长(就好象网络游戏一样!)

,每个回合一次能使用的冥质就越多。但是灵格越高副作用也越强。你的角色越容易被鬼魂察觉,和凡间的联系越小。


先写到这里。我去上个厕所(点烟声)。
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Re: 【G:tSE】第二章-创建角色
« 回帖 #1 于: 2013-03-31, 周日 21:37:28 »
第二章-角色创建-范例
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第二章-角色创建-范例(p.67)

Example of Character Creation
Kat has been invited to play in Eloy’s Geist game. Eloy lets her know that the game will focus on a gang war involving both human and ghostly agents. The players’ characters will make up a krewe caught in the middle. The game’s themes will explore loyalty, paranoia, and danger, as the krewe attempts to negotiate the treacherous turf disputes while maintaining any relationships they have within the warring factions and learning about the true power behind the war, deep within the Underworld.

创建角色范例
Kat受邀参与Eloy的缚灵团。Eloy告诉她这个团主要是讲的是一场将人类与鬼魂皆卷入其中的帮派战争。玩家角色会结成一个灵社,周旋各方势力其中。故事的主旨是:随着玩家们尝试调停各方敌对势力以防他们搅成一锅粥的同时,慢慢揭示隐藏在战争背后,深居幽暗世界的力量。故事围绕着忠诚,偏执,危险展开。

Kat settles down with a character sheet and a few sheets of scratch paper for notes, and starts to write down some rough ideas for her character. She discusses the setting a bit with Eloy, and bounces character concepts off the other players to get a feel for what would fit best, both into the setting and into the nascent krewe that is forming.

Kat拿着张角色表坐下来,在草稿纸上简单的写下一些关于她的角色的构想。她向Eloy大略了解了这个团的背景,同时了解了下其他玩家的角色以便作出一个更能融入这个团的人物。


Step One: Concept
Knowing that the story will focus on a gang war, Kat wants her character to be able to fit in on the streets. She throws out a few options and gets some back, and eventually decides to make her character a car thief who also street races for extra money and more importantly, the thrill and danger of drift racinon city streets.

步骤一:概念
在知道故事主要集中在帮派间的战争后,Kat决定让她的人物更符合街头风格。她反复修改,最终决定做一个偷车贼,同时兼有街头飚车手的身份,以便在刺激又危险的街头漂移赛中赢取更多的钞票和名声。

Kat looks through some name books and decides on the name Zita Vargas.
Kat翻查一番决定给这个人物起名为Zita Vargas。

Before she was bound with her geist, Zita was a rough and tumble car thief and street racer into drift racing, where the driver intentionally causes the rear wheels to lose traction and slide, riding a razor line between control, speed, and completely letting go. It was one of those drifts gone wrong that sent her to the other side.

在与她的缚灵相缚之前,Zita是一个强硬粗暴的猎车手,同时也是一个善用漂移过弯的飚车好手。(后面这段是描述漂移到底是个啥的。看下电影里的画面就知道了)一次漂移,一次事故,一无所有,她被死亡送往彼岸。

After the merger, she still steals cars and races them, but she’s also begun to do side work as a messenger; for the right price, she’ll deliver messages to loved ones or enemies, uncover lost or buried secrets, even take on a shady fare or two as an unlicensed gypsy cab, if she needs to.

在与缚灵融为一体后,她仍然干着偷车和飙车的营生。但她偶尔也干些外快,就像一个信使一样。只要价码合适,她就会给爱人或是仇人带个信儿,又或是挖掘出那些失落的、被埋藏的秘密。甚至如果必要,她还可以用车带着冥土的乘客兜一圈,就像个黑车司机一样。



Step Two: Attributes
Now that she’s got a pretty tight character idea, it’s time for mechanics. First, Kat must prioritize Zita’s Attributes. Zita is cunning, a smart girl that fell through the cracks of the system, and her quick thinking keeps her out of trouble, so Kat prioritizes her Mental Attributes as primary. When she does get in trouble, Zita’s a scrapper, so Physical Attributes are secondary. That leaves Social Attributes as third, which fits Zita’s concept. She’s a bit rough and tumble, and not particularly good with people.

步骤二:属性
现在她的角色构思已经非常具体了,该是时候处理技术环节了。首先Kat要分配Zita的属性。Zita是一个机敏又狡猾的丫头,即便遭逢不测,她也能迅速果断地脱离困境。所以Kat把Zita的精神属性放在首位。当她确实陷入麻烦的时候,Zita好斗又善于应付麻烦,因此生理属性排在第二位。社交类属性放在第三,恰好符合Zita的角色概念。她是一个粗暴强硬,不太会和人好好相处的姑娘。

Kat has five points to distribute among Zita’s Mental Attributes. Since Zita is, above all else, adaptable in the blink of an eye, Kat puts three points into Wits, giving her a Wits of four. The other two points are split between Intelligence and Resolve. She makes a note that she’d like to raise those later, as soon as she gets the experience points to do so.

Kat可以在Zita的精神属性上分配总共5点。Zita最强的是她的适应力,一瞬间就可以让自己适应环境,因此Kat丢了3点在感知上,把感知堆到了4.另外2点则平均分给了智力和决心,并在纸上记下等她拿到经验值后,要把这两项属性补高一点。

Next, she moves on to Zita’s Physical Attributes.Of the four points she has available, Kat puts one point in Strength and Stamina, respectively. Zita isn’t built for brute force, but she’s nimble, so Kat puts the final two dots in Dexterity, for a score of three. She’s been in plenty of fights in her time, and she’s probably won at least as often as she’s lost.

之后她要来决定Zita的生理属性。总共可分配的有4点,Kat分别丢了1点在力量和耐力上。Zita不是块干架的料,但她身手敏捷,因此Kat将最后2点投入到了敏捷上,这样就有了3点敏捷。Zita打过很多次架,大概至少赢的输的差不多。

Finally, she turns her attention to the Social Attributes, where she has three points to spend. What social status Zita has is entirely due to her force of personality, so Kat puts two points into Presence. Kat decides that Zita’s got a bit of a temper, so she leaves Composure below average and places the final Attribute point in Manipulation. Zita can be persuasive if she has to, but she has no patience for fools.

最终她要来决定社交属性了,一共有3点可分配。Kat考虑了下Zita的人物特质,丢了2点在风度上。考虑到Zita的小暴脾气,Kat让沉着仅有1点——低于常人——并把最后一点丢到了操控上。Zita在必要的时候可以表现得很有说服力,但她可对呆瓜没多少耐心。

Step Three: Skills
Next, Kat has to choose Zita’s Skills. This time, Kat chooses Physical as Primary, giving her 11 points to assign. She chooses Social Skills as the next highest priority, worth seven points there. Zita didn’t stay in school long enough to pick up much in the way of Mental Skills, so that leaves them as tertiary with only four points to spend.

步骤三:技能
接下来该决定Zita的技能了。Kat这次给了生理性技能11点——最多的一组点数。她将社交性技能排在第二位,共7点。Zita没念过多少书,因此精神类属性仅得到了4点以供分配。


Zita’s concept revolves around cars and the stealing thereof, so Kat immediately drops three points in Drive and another three points in Larceny. She’s picked up a lot of other Skills in her time, so Kat puts a point each in Athletics, Brawl, and Stealth. Then, after some thought toward Firearms, Kat decides against it, and she puts her last two points in Weaponry. Zita keeps a knife in a concealed pocket in the sleeve of her jacket, and she knows how to use it.

Zita的角色概念和飙车偷盗紧密联系着,因此Kat直接丢了3点给驾驶和盗窃。Zita还学了很多杂七杂八的技巧,因此运动,搏击,隐秘上各加了1点。琢磨了一下,Kat弃掉了枪械技能,将剩下2点投入到了兵刃当中。在夹克袖子的暗袋里,Zita藏了把刀子,她知道怎么用这玩意。

Kat moves on to Social Skills, where she has seven points to spend. A car thief has to be able to negotiate with fences and chop shops, even a Sin-Eater, so Kat puts two points each in Persuasion, Streetwise, and Subterfuge. Zita knows her way around the streets, and she can usually talk her way through a deal, whether she’s telling the truth or lying through her teeth. The final point goes into Expression. It’s not part of the original concept, but Kat decides that when nobody else is around, Zita writes rap lyrics, and she’s never had the courage to share them with anyone. It adds another facet to the character, and that pleases Kat.

Kat之后开始决定社交属性的7点如何分配。偷车贼必须知道如何与销赃贩子讨价还价,就算她是个食罪者。因此Kat在说服、黑街、掩饰这三个技能上分别投入了2点。Zita知道在道上混怎样才能谋生,并且她知道如何把点子说出来,呃,不管是真是假。最后一点投给了表达。尽管并非原始概念的一部分,Kat决定临时加上这么一条:没人的时候,Zita会写些Rap唱词,她从没有过勇气和别人提起这事。这个小细节让Kat很满意。


Finally, Kat has four points to spread among the Mental Skills. She decides to put two points in Crafts, since Zita should know how to work on cars. Kat puts a point in Occult, to reflect Zita’s curiosity about the strangeness of her own situation, and the final point goes into Computer. She’s learned a little about computers just from jacking cars, but she spends a lot of time online, checking social sites and keeping in touch with the few people she misses from out in California.

最后Kat可以在精神类属性上分配4点。2点给了手艺,因为Zita理所应当该知道如何鼓捣车。1点给了神秘,反映出Zita对她自身状况的好奇心。最后一点给了电脑。Zita的电脑知识大部分不是从摆弄汽车里学到的,她花了很多时间泡在网上,和那些(这部分不会翻,with the few people she misses from out in California.)

Step Four: Specialties
Finished with Skills, Kat decides on Zita’s Skill Specialties, the specific areas in which she excels. To make sure Zita can actually steal cars, Kat puts a Specialty in Crafts as Hot-Wiring. For her second, Kat chooses a Specialty of Drift Racing for Drive, and for her third and final, she decides to put another Specialty in Larceny for Lock-Picking.

步骤4:专精
完成了技能部分后,Kat要来决定Zita的技能专精了,她格外擅长的领域。为了确保Zita确实偷车成功,她将一个专精给了手艺:热线发动(短路起火,就是电影里常见的,男主角从方向盘下面油门上面抓出两条线一打,车就启动了……)。第二个专精,她选了驾驶:漂移赛。最后一个专精,她则选择了盗窃:开锁。

Step Five: Sin-Eater Traits
Zita Vargas the human is pretty fleshed out now, but it’s time to transform her into a Sin-Eater. Kat reads over the Archetypes and decides, after considering the Bonepickers, that Zita is more interested in the thrill of simply being alive, so she chooses Celebrant instead. Zita’s near-death experience falls pretty well under the Forgotten, so that’s an easy choice. She chooses her Keys next. As Forgotten, she has the choice of Industrial or Pyre-Flame — Kat quickly decides that the Industrial Key reflects Zita’s technical aptitude nicely. For the Key gained from her keystone, she chooses Stigmata, liking the motif of blood and asphalt. Next, Kat looks over the available Manifestations. For now, she puts all three of her Manifestation points into the Marionette.

步骤5:食罪者特性
Zita Vargas作为一个人类已经活灵活现。但现在是时候将她转化为一个食罪者角色了。Kat读过原型描述后,考虑过拾骨者后,Kat发现Zita对“活着真好”这事更有感触,因此她选择了狂欢者。Zita的濒死经历和遗忘者刚好吻合,所以这个选择很轻松。作为遗忘者,Zita将持有造物或葬炎之键——Kat很快决定造物之键更符合Zita在技术工作上的才能。而从钥石上获取的钥匙,Kat决定让Zita持有圣痕之键,杂揉着鲜血和柏油的主题要素。最后她把全部的三点显能点数投给了操偶之力。

Kat decides that Zita’s keystone memento is a lucky rabbit’s foot keychain, its fur matted with old, dried blood.

最后Kat给Zita的钥石遗物设计成一只幸运兔脚钥匙链,毛上结着血痂。

Step Six: Merits
Kat has seven points to spend on Merits, either Sin-Eater specific ones or the normal human ones from the World of Darkness Rulebook. She decides to spend three points on the Stunt Driver Merit to reflect her skill driving, and she puts a point into Resources. Zita’s still not doing great, but she’s got some income, even if it isn’t exactly legitimate. Kat also takes a point of Contacts (Underground) to represent Zita’s friends in the chop shops and fences around town. Finally, she decides to take two dots worth of memento, which could give her a vanitas or two Charms. Kat discusses it with Eloy, and works out two Charms. The first is a rosary Zita found wrapped around a wrought-iron fence spike at the local graveyard, its wood blackened and the Christos rusted, that gives her a one-die bonus on Stigmata Key-related rolls. The other is a ring of broken keys for forgotten or demolished cars, taken from a jar in a junkyard that provides her with a one-die bonus on rolls related to the Industrial Key.

Kat有7点优势点可以投入食罪者优势或者是核心规则书中的凡人优势。她决定加3点给特技驾驶优势,以便体现驾车技巧。之后她又投了一点在资产上。Zita没做什么大买卖,但是确实有稳定的收入,尽管有点涉灰。Kat在联络网(地下交易)投入了1点,来表现Zita在二手商和销赃贩子中的线人关系最后她投入2点在遗物优势上,这使得她可以得到一个伪饰或者是两个咒符。Kat和Eloy稍加讨论,选了两个咒符。第一个是一串玫瑰念珠,Zita发现它的时候,这玩意儿正缠绕在一处墓地的铸铁篱笆尖上。这个木珠发黑、圣象也已朽败的小玩意让她在所有和圣痕之键相关的投中都得到+1骰的奖励。另外一个是一串坏掉的钥匙——大概是一些被遗弃或者是被拆分的汽车的钥匙。她在垃圾场的一个罐子里面找到的这串小东西,让她所有和造物之键相关的投都得到+1奖励。


Step Seven: Advantages
Now that all of Kat’s character’s traits are established and her Merit points are spent, it’s time for her to calculate her Advantages. Some of these are derived from other traits. Kat adds Zita’s Resolve of 2 and her Composure of 1 together to come up with a Willpower of 3. Zita’s Synergy score begins at the standard 7. Kat looks over the list of Virtues and Vices and decides that Zita may have a short temper and fall to Wrath, she also nurtures Hope for the future.

步骤七:
Kat已经搞定了角色的属性和优势,现在该计算下Advantages了(翻到这里忘了Advantages咋翻来着了……)。其中的一些是源于属性的衍生属性。决心2+沉着1,Zita的意志便是3。她的同步率在起始应该为7。Kat检查了下美德和恶念的表格,决定Zita的暴躁将她引向愤怒的恶念,而她对未来的憧憬象征着美德希望。

Zita’s Health is 7, determined by adding her Stamina of 2 and her Size rating (5 for a human adult) together. Her Dexterity of 3 and her Composure of 1 give her a 4 Initiative. Her Wits and her Dexterity are equal at 3, so it’s a toss-up for Defense, which is the lower of the two. Finally, Zita’s Strength of 2 and Dexterity of 3 are added to her Species Factor (5 for a human adult) to give her a Speed of 10.

Zita的生命值是7,这是来自耐力和体型的加总(成人体型为5)。敏捷3和沉着1让她获得了先攻4。她的感知和敏捷都是3,因此这决定了防御(两者取低)为3。最后,她的力量2+敏捷3再加上她的种族基础速度(成人5),给了她10点速度。

Kat also records Zita’s starting Psyche (1), plasm (5), and Willpower points (3, the same as her Willpower dots).
Kat也记录下了Zita的起始灵格(1),冥质(5),以及意志点(3,等同于她的意志力)。

Step Eight: Spark of L ife
Kat already has a pretty good idea of who her character is and what she can do. There are just a few more things to flesh out before she’s happy. Kat starts out looking at the list of questions on p. 67 for some ideas on how to round out Zita’s character.

步骤八:画龙点睛
Kat现在对她的角色已经有了很棒的构想:她是谁,她能做些什么。再举杯庆祝前,还有一点工作要做:让人物鲜活起来。Kat看了看p.67的几个问题,来决定Zita的背景要素。

She decides that Zita is only in her early twenties; plenty of time to clean up and go straight or burn out in a blaze of glory. She grew up as a foster kid after her grandmother died, shuffled from one home to another across California, dumped whenever she fought too much or got caught stealing again. She wasn’t stupid, but few of her teachers reached her. She saw things just like her abuela had, down in Mexico, but nobody believed her. So she stopped telling people, afraid of being put away for being crazy.

她定下了主意,Zita刚刚二十出头;大把大把的时间用来赚钱和玩命。Zita的奶奶死后,她在领养家庭间被推来搡去。小偷小摸或者大打出手是常事,被卷铺盖赶出家门也是,她的足迹布满加利福尼亚。她并不笨,但是鲜有老师能让她好好念书。她就和她墨西哥的老奶奶一样,能看到一些“事物”,但没人相信她。所以她不再和别人谈起这些,生怕被人当作疯子排挤。

When she got old enough, she tried for a new start, moving across country to New York City. She got into trouble pretty quick, stealing cars and racing them, betting to make money to pay for a tiny apartment. Eventually she ended up on the wrong side of a bet, and found herself not-so-gainfully employed by a chop shop. They paid her to steal cars and drop them, turning them into spare parts and cash. It wasn’t the worst thing that could have happened, until a boost went bad and the cops were chasing her down the Jersey Turnpike until she rolled the car into oncoming traffic.

她长大一些的时候,她横跨地图来到纽约,试着从新开始。不过她再次卷进麻烦之中,偷车赛车赌命赚钱,只为了能继续有个小公寓住。终于她站对了位置,给自己找了份薪水微薄的工作。销赃拆车的二手店铺雇佣她偷来汽车,然后店家把这些汽车拆成零件,换成钱。事情还没变得那么坏,直到有一天,麻烦一起来了。二哔的增压器、穷追不舍的条子、待收尾的高速公路以及一场事故。她挂了。

She should have died, but she became a Sin-Eater instead.
或者说她本来应该挂掉的,但她成为了一名食罪者。

Kat decides that Zita’s geist is the Passenger, who appears in the back seat just outside Zita’s peripheral vision. She’s never seen him clearly, but she can smell him when he’s there, a mix of sickly sweet rotted blood and charred flesh. His silhouette appears in the rearview mirror, and he speaks to her through the static hiss of a dead AM radio station. No matter what she does, all of her cars gather a black stain in the back floorboard. She’s not sure of his history, but she figures that is enough to start.

Kat把Zita的缚灵设计为一个“乘客”,总是出现在车的后座上,在Zita余光之外。她从来没清楚地看到过“他”,但每次他出现的时候,她可以闻到这个家伙身上的味道。仿佛是甜得发腻的血腥味混合着烧焦的肉味。他在后视镜中的轮廊是黑色的,他通过车载电台的话语总是夹杂着静噪。无论她怎么洗,都洗不掉后座地板上的黑色污渍。所有Zita搞到手的车后座上地板上都有这种污渍。Kat还不确定“乘客”的故事应该怎么编下去,不过她决得这样已经可以开始了。

Kat gives her character sheet to Eloy for approval, and discusses how she’ll fit into the game. He’s happy with the character, and Zita Vargas is ready to join the game.
Kat把人物卡交给了Eloy,和他说了关于如何把这个人物加进团里的想法。他对这个角色很满意,Zita Vargas已经准备好加入游戏中了。

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Re: 【G:tSE】第二章-创建角色
« 回帖 #2 于: 2013-04-01, 周一 20:05:03 »
第二章-创建角色-显能-坟场之力-元素坟场
剧透 -   :
The Elemental Boneyards
Skill: Occult
Area of Effect: Varies
The Sin-Eater instills the essential characteristics of one of the four elements into the fabric of her Boneyard.

元素坟场
技能:神秘
区域效果:见下
食罪者将使他的坟场带有特定元素本质。


The Cold Wind Boneyard
The Cold Wind Boneyard draws upon frigid cold and the devastating power of storms. If the Sin-Eater unlocks the Cold Wind Boneyard while out-of-doors and in cold weather or during a heavy rainstorm, she may add her Occult rating to the activation successes for purposes of determining the maximum area.

饥风坟场
饥风坟场利用了酷寒和风暴的破坏力。如果食罪者在寒冷的户外或者是一场大风大雨中解锁饥风坟场,他可以将神秘技能的级数加到成功骰数上以决定效果的最大区域。

Cold Wind Boneyard 2: The Sin-Eater can target any person within the Boneyard’s area with a powerful sensation of bone-chilling cold. The Sin-Eater’s player must roll (Wits + Occult + activation successes), resisted by the target’s Stamina. If the Sin-Eater is successful, the target suffers a dice penalty on all actions equal to the Sin-Eater’s activation successes for as long as the Sin-Eater maintains concentration on him, as the air around him plunges into bitter cold. With an Exceptional Success, this dice penalty will persist for as long as the Boneyard does, even without the Sin-Eater’s continued concentration. This power costs 1 plasm.

饥风坟场 2:食罪者可以以坟场效果区域内的任一人为目标,使其感到冻彻骨髓的酷寒。骰感知+神秘+启动成功数 对抗 目标的耐力。成功则目标在食罪者专注于他的时候,将在所有动作上承受一个等同于启动成功数的惩罚,仿佛无情的酷寒一直包围着他。大成功:只要坟场持续且目标处于其中,即时食罪者并未专注于目标,效果也依然生效。消耗1冥质。

Cold Wind Boneyard 3: The Sin-Eater can target multiple targets within the Boneyard with even stronger weather effects, such bitterly cold winds or freezing rain. Mechanically, this power functions just like the one before it except that the Sin-Eater may target multiple individuals with dice penalties caused by inclement weather. Each target rolls her Stamina separately, and those who fail to get more successes than the Sin-Eater are affected. This power costs 1 plasm per target to be affected.

饥风坟场3:食罪者可以指定多个目标,且制造更强的气候效果,例如凛冽寒风或者是寒冷的雨水。指定多个目标,目标分别进行对抗,失败者则受影响。其他描述同能力2。每指定1个目标消耗1点冥质。

Cold Wind Boneyard 4: The Sin-Eater can target an individual with a cold-weather attack. The precise nature of each attack depends on the extant environmental conditions — depending on the nature of the weather summoned, an attack might manifest as a lightning bolt, a gust of wind which blows a tree limb down onto the target, or even a snow flurry of incredible force which buries him under several feet of snow and ice. The Sin-Eater’s player must roll (Wits + Occult + activation successes). Generally, because such an attack comes as part of an environmental effect, a targeted character does not receive his Defense. However, living creatures do have some innate resistance to harmful weather phenomena, if only in the form of having enough sense to get out of the rain. Subtract the target’s Stamina from all weather-based attacks. Mundane armor rarely protects against inclement weather, but many forms of magical protection will apply. Each success inflicts one level of bashing damage, and each attack costs 1 plasm.
饥风坟场 4:食罪者可以借助寒冷的气候对一个特定的目标发起攻击。攻击的确切性质取决于当时的自然环境——一束来自云端的雷光、一阵卷裹树枝袭向受害者的疾风、或是可以将其掩埋数尺的雪崩。投感知+神秘+启动成功数。通常来说这种来自环境效果的攻击是不会受到目标防御值的影响的,但是活物确实有一些办法可以抵抗这种袭击(后面不会翻)。天候攻击的投池需减去目标的耐力。凡俗的护甲基本无法对抗严酷的天候,但是魔法护甲可以办到这点。每个成功数造成1点冲击伤害。每次攻击消耗1点冥质。


Cold Wind Boneyard 5: The Sin-Eater may now inflict lethal damage on any target within the Boneyard’s area. This power functions just the same as the 4-dot version, except that all damage is lethal instead of bashing, and each attacks costs 3 plasm.
饥风坟场5:食罪者现在可以对效果区域内的任何目标造成致命伤。其他能力描述同能力4,将冲击伤改为致命伤。每一次攻击消耗3点冥质。



The Grave-Dirt Boneyard
The Grave-Dirt Boneyard draws upon the resonance of cold, dead earth. If the Sin-Eater manifests a Grave-Dirt Boneyard in either an actual cemetery or in a completely subterranean environment such as a network of caverns or underground tunnels, he may add his Occult rating to the activation successes for purposes of determining the affected area. Such an underground environment may be manmade, such as a catacombs, but the environment must be predominantly stone or earthen. The Sin-Eater does not gain the extended range of the Grave-Dirt Boneyard in a completely artificial underground environment such as in subway tunnels.
冢土坟场
冢土坟场与死气沉沉、冰冷坚实的大地相共鸣。如果食罪者在事实意义上的坟冢间或者地下环境显能,他可将神秘技能加到成功骰数上以决定效果区域的范围。地下环境需为人工所成,例如地下墓穴或者是隧道。且材质必须大部分为岩石与泥土。这个增幅效果在人工痕迹太过明显的地下环境中无法生效,例如地铁隧道。


Grave-Dirt Boneyard 2: The Sin-Eater can afflict any person within the Boneyard’s area with a powerful sense of claustrophobia. The Sin-Eater’s player must roll (Manipulation + Occult + activation successes), resisted by the target’s Composure. If the Sin-Eater is successful, the target suffers a dice penalty on all actions equal to the Sin-Eater’s successes for as long as the Sin-Eater maintains concentration on him, as the oppressive gloom of the environment preys upon his mind. With an Exceptional Success, this dice penalty will persist for as long as the Boneyard does, even without the Sin-Eater’s continued concentration. This power costs 1 plasm.
冢土坟场2:食罪者可以用一种强烈的幽闭恐惧感来折磨任意一个处于效果区域内的目标。投 操控+神秘+启动成功数 对抗 沉着。若成功,那么只要食罪者将注意力集中在他的身上,则目标在所有动作上承受等同启动成功数的惩罚,仿佛幽深压抑的环境正在啮噬他的精神。大成功:食罪者无需集中精力于目标身上,只要他仍然处在坟场的范围内,就一直承受这种减值。消耗1冥质。

Grave-Dirt Boneyard 3: The Sin-Eater can cause one or more targets to become lost, whether in the twisting tunnels of a catacomb or amid the menacing tombstones of a cemetary. The Sin-Eater’s player must roll (Manipulation + Occult + activation successes), resisted by the target’s Composure. If the Sin-Eater is successful, the target suffers a dice penalty equal to the activation successes on all attempts to navigate through his current environment. The Sin-Eater may direct this power against multiple targets, with each target rolling Composure separately. This power costs 1 plasm per target to be affected, and the effects last as long as the targets remain within the Boneyard.
冢土坟场3:食罪者可以使多个目标迷失在这个可怖阴森的环境里。投操控+神秘+启动成功数 ,对抗目标的沉着。对抗失败的目标在试图寻找路径和辨识方位的过程中承受等同启动成功的惩罚。多个目标的对抗沉着分别投。每指定1个目标消耗1点冥质,只要目标停留在场景内就一直饱受此效果折磨。

Grave-Dirt Boneyard 4: The Sin-Eater can cause the very earth itself to rise up against a target. Stones hurl themselves against her, and sinkholes open up to trap her feet and knock her to the ground. The Sin-Eater’s player must roll (Wits + Occult + activation successes, minus Defense). Each success inflicts one level of bashing damage, and each attack costs 1 plasm.
冢土坟场4:食罪者唤起大地打击他的目标。落石、坍陷的洞窟,石将她击伤,泥将她束缚。投 感知+神秘+启动成功数,减去目标防御。每点成功数造成1点冲击伤害,每次攻击消耗1点冥质。

Grave-Dirt Boneyard 5: The Sin-Eater may now inflict lethal damage on any target within the Boneyard’s area. This power functions just the same as the 4-dot version, except that all damage is lethal instead of bashing, and each attacks costs 3 plasm.
冢土坟场5:食罪者现在可以对坟场区域内的任意目标造成致命伤。能力的其他描述同能力4,造成的伤害改为致命伤。消耗冥质3。



The Pyre-Flame Boneyard
The Pyre-Flame Boneyard draws upon the resonance of fire, heat and ash. If the Sin-Eater manifests a Pyre-Flame Boneyard in either in a hot, desolate area like a desert or within the confines of a burnt-out structure, she may add her Occult rating to the activation successes for purposes of determining the affected area.
葬炎坟场
葬炎坟场可以从烈焰,热流以及灰烬中汲取力量。如果食罪者在沙漠,燃尽的废墟等或炙热或荒凉的区域释放葬炎坟场,他可以将其神秘学等级加到启动成功数上来决定影响区域。

Pyre-Flame Boneyard 2: The Sin-Eater can afflict any person within the Boneyard’s area with a feverish disorientation. The Sin-Eater’s player must roll (Manipulation + Occult + activation successes), resisted by the target’s Stamina. If the Sin-Eater is successful, the target suffers a dice penalty on all actions equal to the Sin-Eater’s successes for as long as the Sin-Eater maintains concentration on him, as he begins to burn with fever. With an Exceptional Success, this dice penalty will persist for as long as the Boneyard does, even without the Sin-Eater’s continued concentration. This power costs 1 plasm.
葬炎坟场2:食罪者可以让坟场区域内的任何一个目标迷失于热燥之感中。投 操控+神秘+启动成功数,对抗目标的耐力。若成功,只要食罪者继续将注意力保持在目标身上,则目标在全部动作上承受等同于食罪者成功数的减值(这里应该是成功数而不是启动成功数,以区别前述的两种坟场?),仿佛他正要开始自燃。大成功则食罪者无需对其保持专注,只要目标处在效果区域内就一直受到影响。消耗1冥质。


Pyre-Flame Boneyard 3: The Sin-Eater can inflict the previous penalty on targets, each of whom becomes disoriented by the sensation of acrid, burning smoke pouring into his lungs. This power costs 1 plasm per target to be affected, and the effects last as long as the targets remain within the Boneyard. Any target who rolls more successes on Stamina than the Sin-Eater is unaffected.
葬炎坟场3:如前所述,但影响多个目标,每个目标受到影响后都仿佛是浓烟呛入胸腔。所有目标分别对抗,对抗成功的目标则不受影响。每指定一个目标消耗1点冥质。

Pyre-Flame Boneyard 4: The Sin-Eater can ignite flammable materials within the Boneyard’s area. The Sin-Eater’s player must roll (Resolve + Occult + activation successes). This roll may gain +1 to +5 bonus dice on attempts to ignite particularly flammable materials, like oily rags or dry brush, or it may suffer a –1 to –5 penalty on attempts to ignite fire retardant materials, like wet cloth or foam insulation. The Sin-Eater may not target any moving object with this power, nor any living being. This power costs a variable number of plasm points equal to the size of the fire to be created. Lighting a candle costs 1 plasm, while blowing up a car might cost 10.
葬炎坟场4:食罪者可以点燃坟场内的可燃物质(哦哦哦这个好像很厉害!)。投 决心+神秘+启动成功数。根据所要点燃的材料不同,骰池可得到1-5的加值或减值。正在移动的物体和活物都不可被此能力点燃(真可惜)。该能力消耗的冥质取决于所要引发的火焰的火势大小(核心书中火焰是有Size这一属性的貌似)。点蜡烛消耗1点,拿车子点篝火大概需要10点。

Plasm Cost      Size          Description
      1     1 or smaller        A book.
      2     2-3                 A trash can, a bush.
      3     4-6                 Roughly man-sized.
      4     7-10                Up to the size of a small car.
      5     11-15               Up to the size of a large truck. This is the maximum Size which can be targeted with this power.
冥质花费        大小          描述
      1     1或更小             一本书
      2     2-3                 灌木丛、垃圾桶
      3     4-6                 和人差不多大小
      4     7-10                至多和一辆小轿车差不多
      5     11-15               至多和一辆大卡车差不多。这是该能力能点燃的最大程度


Pyre-Flame Boneyard 5: The Sin-Eater may now inflict lethal fire damage on any target within the Boneyard’s area. The Sin-Eater’s player must roll (Wits + Occult + activation successes). Defense does not apply to this roll, but it takes a few seconds for a burning target to take damage from the flames, allowing a quick-witted target to “drop and roll” to put out the flames without taking damage. Any target subject to a successful use of this power may roll (Wits + Athletics) to put out the flames without taking damage. The target’s successes on this roll are subtracted from those rolled for the Sin-Eater, with each remaining success inflicting one level of lethal damage (or aggravated damage for beings who are especially vulnerable to fire). Each attack made with this power costs 3 plasm.
葬炎坟场5:食罪者现在可以在坟场内的任何目标身上引发致命性的烈焰。投 感知+神秘+启动成功数。防御对此能力毫无作用,但由于烈焰在烧伤目标前大概有几秒钟的时间,所以反应迅速的目标也许可以通过打滚灭火之类的方式避免被烧伤。遭到此能力袭击的目标可以依靠一个 感知+运动 投来熄灭火焰。等同于目标的灭火成功数的骰将从食罪者的成功中减去,剩余的骰子每个可以造成1点致命伤。(以火为弱点的生物将受到恶性伤害,哦哦烧烤吸血鬼)。每一次攻击消耗3点冥质。

The Tear-Stained Boneyard
The Tear-Stained Boneyard draws upon the cold embrace of the sea. If the Sin-Eater extends the Tear-Stained Boneyard to cover a large body of water, he may add her Occult rating to the activation successes for purposes of determining the maximum area. In order to gain this benefit, the Sin-Eater must either actually be on the water far enough from shore to be over her head (although the Boneyard may be unlocked from a boat) or the Sin-Eater must be within (Boneyard rating x 100) yards of the spot where someone has drowned within the last ten years.

尸潮坟场
尸潮坟场自冰冷的海之拥中汲取力量。如果食罪者在接近一大片水体的地方施展能力,他可以将神秘技能数加到启动成功数上决定效果的最大范围。若要获得此种增益,食罪者必须处于离岸边足够远的地方,该处的水深至少要能末过他的头顶(尽管他可以在船上施展此能力)或者他所开启坟场的 坟场显能等级x100 码内,最近10年有人曾经溺死。

Tear-Stained Boneyard 2: The Sin-Eater can target any person within the Boneyard’s area and afflict them with the psychological sensation of drowning. The Sin-Eater’s player must roll (Wits + Occult + activation successes), resisted by the target’s Composure + Psyche. If the Sin-Eater is successful, the target suffers a dice penalty on all actions equal to the Sin-Eater’s activation successes for as long as the Sin-Eater maintains concentration on her, as she becomes unable to draw breath and becomes convinced that she is drowning. With an Exceptional Success, this dice penalty will persist for as long as the Boneyard does, even without the Sin-Eater’s continued concentration. This power costs 1 plasm.
尸潮坟场2:食罪者专注于坟场区域内的一个目标,让其感到仿佛遭受溺毙。投感知+神秘+启动成功数对抗沉着+灵格。若成功则只要食罪者持续专注于目标,那么目标的所有动作承受等同启动成功数的惩罚,仿佛他就要溺死一般。大成功则无需持续专注于目标,只要他处在坟场效果区域内就会一直承受减值。消耗1点冥质。

Tear-Stained Boneyard 3: The Sin-Eater can target multiple targets with the 2-dot version of this power. Mechanically, this power functions just like the one before it except that the Sin-Eater may target multiple individuals with dice penalties caused by inclement weather. Each target rolls her Composure separately, and those who fail to get more successes than the Sin-Eater are affected. This power costs 1 plasm per target to be affected.
尸潮坟场3:食罪者可以指定多个目标,运用如能力2的描述。目标分别投骰对抗(这里只提到了沉着,但是应该包括灵格,即超自然等级的)。若对抗失败,则目标受到能力的影响。每指定一个目标则消耗1点冥质。


Tear-Stained Boneyard 4: The Sin-Eater can target an individual with a watery attack even on dry land, as a flood of brackish sea water manifests to strike the target at the Sin-Eater’s bidding before disappearing. The Sin-Eater’s player must roll (Wits + Occult + activation successes). The target’s Defense applies to this roll. Each success inflicts one level of bashing damage, and each attack costs 1 plasm. If the target is actually in the water (whether swimming in the sea or lounging in a bathtub), this power costs nothing to activate.
尸潮坟场4:食罪者现在甚至能使用水体攻击某个地面上的特定目标,如同咸而苦涩的洪流涌上海岸席卷目标而后消弭。投 感知+神秘+启动成功数。该打击受目标防御影响。每一点成功造成1点冲击上海,每次攻击消耗1点冥质。如果目标浸入水中,则该能力无消耗。无论目标是在水中游泳还是在浴缸中闲适地泡澡。

Tear-Stained Boneyard 5: The Sin-Eater may seek to drown his victim even on dry land. This power functions just the same as the 4-dot version, except that each net success inflicts two points of bashing damage, and each attacks costs 2 plasm.
尸潮坟场5:食罪者现在甚至能在干燥的地面上溺毙他的受害者。这个能力的描述如同能力4,但现在每点成功造成2点冲击伤害,每一次攻击消耗2点冥质。

« 上次编辑: 2013-04-01, 周一 20:06:34 由 飞翔的口琴手 »
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Re: 【G:tSE】第二章-创建角色
« 回帖 #3 于: 2013-04-01, 周一 21:27:42 »
第二章-创建角色-显能-坟场之力-造物坟场
剧透 -   :
The Industrial Boneyard
Skill: Crafts
The Industrial Boneyard draws upon the relentless inhumanity of the machine and the sterility which separates man-made structures from natural ones. If the Sin-Eater unlocks the Industrial Boneyard inside a building of any kind, he may add his Craft rating to the activation successes for purposes of determining the maximum area, but when he does so, the Boneyard’s area can never extend beyond the physical structure of the building itself. In order to gain this benefit, the Sin-Eater need not be inside the structure, but he must be able to touch one of its outer walls. With Industrial Boneyard 3, the Sin-Eater can extend his control to encompass multiple connected buildings which are part of the same unit (such as a mansion and its guesthouse or all the cookie-cutter houses in a residential subdivision) but not any place outside of a structure. With Boneyard 5, the Sin-Eater’s gaze even covers the grounds of a large estate or the yards and streets of a residential neighborhood.
造物坟场
技能:手艺
造物坟场自那反人类的无情机械造物和不断侵蚀自然边疆、如癌变一般扩散的人造设施中汲取力量(这段大概是这个意思,差不多……求更好的译法)。在人造建筑内,食罪者可将手艺加到启动成功数上决定效果范围,但最大范围不能超过建筑的物理结构的界限。他不需要处于建筑内,但必须能够接触到建筑的外墙。造物坟场3使得食罪者可以将范围扩展到相关联的建筑群,但不包括任何一个建筑之外的区域。造物坟场5则使食罪者可以将窥探的视野投诸于一大片庄园的土地范围或者是街区的街道上。


Industrial Boneyard 2: The Sin-Eater can target any mechanical device she is capable of perceiving within the Boneyard and turn it on or off at will. The Sin-Eater’s player must roll (Wits + Craft + activation successes) and spend 1 plasm. In addition to this power, the Sin-Eater may reflexively add her activation successes to any Wits-related roll to perceive or understand any aspect of the structure within which she stands. She can easily perceive hidden passages, concealed safes and the like. This aspect of the power costs nothing.
造物坟场2:食罪者可以任意开关在坟场范围内可感知到的机械装置。投 感知+手艺+成功启动数,消耗1点冥质。额外地,他可以将启动成功数添加到任何感知相关投,以洞察隐藏的隔间、储藏室、保险箱之类的玩意。这个额外效果是无消耗的。

Industrial Boneyard 3: The Sin-Eater can completely control a single device within the Boneyard, directing it as he wishes, using the same dice pool as the previous power. However, he can only cause such devices to do things normally within their purview. That is, he could cause a vacuum cleaner to begin cleaning a rug but he could not cause it to fly about the room. This power costs nothing provided that the target device does not require any electricity or is already plugged in if it does require power. Feats such as activating an unplugged appliance or moving an unplugged vacuum cleaner cost 1 plasm per target to be affected.
造物坟场3:食罪者可以操控任何一个单一的装置来使它们在被设计出来的职能内进行工作。使用前一能力的骰池。当物件不耗电或者是已经充好电的话,则该能力不消耗冥质。启动没有能源的物件则需消耗每1物体1点冥质。

Industrial Boneyard 4: The Sin-Eater can telekinetically move any non-living item which he can perceive within the Boneyard. He can cause items to fling themselves at targets or he can turn on a television and cause it to display whatever images he desires. Controlling inanimate objects in this manner costs a number of plasm points equal to the size of the item. The player must roll (Resolve + Craft + activation successes) to activate this power. If the Sin-Eater attempts to hurl the item at a target, the roll is (Resolve + the object’s Size + activation successes, minus the target’s Defense). The Sin-Eater may only make one such attack per turn, and also costs plasm equal to the item's Size.
造物坟场4:食罪者可以用心灵传动的方式移动他在坟场中探知的非生命物体。他可以将物体掷向他的目标或者是打开电视让其播放任何他想要播放的画面。控制非活动状态的物体将消耗等同于物体体型的冥质。投 决心+手艺+启动成功数以显能。如果食罪者是要掷出物体以打击对手,则投决心+物体体积+启动成功数,减去防御。食罪者每轮只能如上进行一次攻击,并且消耗等同物体体型的冥质。

Industrial Boneyard 5: The Sin-Eater gains dominion over every object within the Boneyard’s reach. Unlocking the Boneyard at this level raises the activation cost to 5 plasm, but thereafter, the Sin-Eater pays nothing to use any of the preceding Industrial Boneyard powers. Additionally, while this power is in effect, the Sin-Eater can spend 3 plasm to cause an object to do something completely unnatural, such as causing a chair to wrap its arms around someone sitting in it and restrain her or rearranging the oil on a painting to change what it depicts. These unnatural effects only last as long as the Boneyard does before the object reverts to its prior shape.
造物坟场5:食罪者现在可以号令坟场范围内的每一个物体。解锁这个级别的坟场将消耗5点冥质,但相应的,使用任何前述子能力都不在花费额外的冥质。额外地,通过消耗3点冥质他可以让任何区域内的物体以非自然的方式运作。例如让一把椅子用扶手束缚住使用者,或者改变画布上油料的分布以改变画作。这种非自然的影响仅仅在坟场生效的时候产生效果,当坟场结束,则任何物体都将恢复原状。

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Re: 【G:tSE】第二章-创建角色
« 回帖 #4 于: 2013-06-14, 周五 09:14:55 »
第二章-创建角色-显能-坟场之力-冲动坟场
剧透 -   :
The Passion Boneyard
Skill: Empathy
The Passion Boneyard grants the Sin-Eater understanding of the emotional states of any thinking beings caught within its confines. While the Passion Boneyard is active, the Sin-Eater may add her activation successes to all Empathy rolls to judge the emotional nature of anyone she observes within.

冲动坟场
技能:共感
冲动坟场让食罪者能够理解处于其范围内的智慧存在、洞悉他们的情感。当该坟场启动的时候,食罪者可以将启动成功数添加到所有尝试揣测他者情绪的共感投当中。

Passion Boneyard 2: The Sin-Eater can instill the area with a particular emotional resonance such that anyone who enters may be compelled to feel that emotional state. The Sin-Eater’s player must roll (Manipulation + Empathy + activation successes). For each point of plasm spent, the Sin-Eater may taint an area with a 10-yard radius with a particular emotion. Anyone who enters the tainted area whose Composure + Psyche is less than the activation successes will be compelled to feel that emotion for as long as they remain within the area. Whenever an affected character attempts to act contrary to the instilled emotion, he suffers a dice penalty on the action equal to the activation successes.

冲动坟场2 :食罪者将某种情感灌注到一片区域中,闯入者将被强迫承受这种情感。食罪者投 操控+共感+启动成功数 。每消耗1点冥质,食罪者便能将情感沾染到一个10码半径的区域中。沉着+灵格 少于启动成功数的闯入者只要停留在区域内,就会一直承受这种情感。当尝试表现出和这种情感相斥的情绪时,必须承受等同启动成功数的减值。


Passion Boneyard 3: The Sin-Eater can taint any part of the Boneyard or all of it with an emotion,using the rules described under the 2-point version,for a flat cost of 5 plasm.
冲动坟场 3 :食罪者可将某种情感灌注在坟场的任何一个地方,一个平面将消耗5冥质。其他描述如同子能力冲动坟场2。

Passion Boneyard 4: The Sin-Eater gains the power to actually feed off the strong emotions inculcated with the Passion Boneyard like a psychic vampire. Whenever a character affected by an emotional resonance instilled by the Sin-Eater acts on it in some important way, the Sin-Eater regains plasm and, in some cases, Willpower. There is no roll associated with this power.
冲动坟场4:食罪者能以一种类似“心灵吸血鬼”的方式从坟场所灌注的情感中汲取力量。当一个角色受到冲动坟场灌注的情感影响时,食罪者可以恢复冥质和意志点。这个能力不涉及投骰。

Traits Regained    Situation
1 plasm            The target spends a Willpower in furtherance of the emotion
1 plasm            The target achieves an Exceptional Success or a Dramatic Failure in furtherance of the emotion
1 plasm            The target injures himself per health level as a result of the strong emotion
3 plasm            The target either loses Morality or gains a derangement as a result of the strong emotion

1 plasm             The target dies as a direct result of the strong emotion
per health level,
plus 1 Willpower

恢复量             状况
1冥质              角色在这种情感的促成下消耗了1点意志。
1冥质              角色在这种情感的促成下达成了大成功或者大失败。
1冥质              角色由于这种情感的驱动使得自己受到了伤害(每健康等级1点)
3冥质              角色由于这种强烈情感失去了人性值或是获得了某种精神病症。

1冥质每健康等级,  由于这种强烈情感作为直接原因,促成了目标的死亡。
额外获得1点意志


Passion Boneyard 5: The Sin-Eater can damage someone psychically through the power of emotional resonance. Once a target has come under the effect of an emotional resonance created through the Passion Boneyard, the Sin-Eater may attack them emotionally, draining them of Willpower and even health. Activating this power costs 3 plasm, and the Sin-Eater’s player must roll (Intelligence + Empathy + activation successes,  minus the target’s Composure). Each net success on the attack roll causes the target to lose one point of Willpower. If the target is totally drained of Willpower, she becomes emotionally overcome as any remaining successes inflict one point of bashing damage each.
冲动坟场5:食罪者可以用情感的共鸣对目标造成物理伤害。当一个目标受到冲动坟场中灌注的情感影响时,食罪者能够以情感的力量攻击他们,耗尽他们的精神力乃至生命力。使用该能力消耗3点冥质,食罪者角色投 智力+共感+启动成功数,减去目标沉着。每一点剩余成功都可以让目标失去一点意志点数。如果目标的意志点数耗尽,则由于她的精神不堪重负,剩余的每个成功都将对她造成1点冲击伤害。

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Re: 【G:tSE】第二章-创建角色
« 回帖 #5 于: 2013-06-14, 周五 09:18:47 »
第二章-创建角色-显能-坟场之力-原初坟场
剧透 -   :
第二章-创建角色-显能-坟场之力-圣痕坟场
剧透 -   :
第二章-创建角色-显能-坟场之力-停滞坟场
剧透 -   :
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