作者 主题: 【APG】第八章《可选规则》(已补全)  (阅读 8681 次)

副标题: 包括:各种可选规则和补充规则。翻译:Pany_Q

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【APG】第八章《可选规则》(已补全)
« 于: 2017-09-29, 周五 13:36:51 »
第八章《可选规则》Alternative Rules

20190328更新补全内容:契约、各传统的秘密、声望;添加表格格式;修正一些翻译;补充范例的翻译
翻译&校对by Pany_Q
基于APGv1.0.2 p98~p109

这部分提供了一些新的规则和机制。其中大部分都是可选的,或作为现有规则的替代,还有一些是针对APG中新增能力的增补和说明。还是老规矩,在使用任何可选规则前,都要在游戏团队中讨论并得到GM认可;不管怎么说,引入可选规则会影响到所有人,当然也包括GM的工作量。
劇透 -   :
this section presents a number of new rules and mechanics. Most of them are optional or introduced as alternatives, while a few present additions and clarifcations needed to play with the abilities included in this book. As always, all alternative rules should be discussed within the gaming group and approved by the Game Master before being used; afer all, they affect everyone, including the task of the GM.

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炼金武器 ALCHEMICAL WEAPONS
不少炼金武器任何人都可以使用,但只有受过训练的人才能安全、无风险地使用。更高级一些的炼金武器,则只有受过训练的人才能够使用,没受训的根本无法使用。以下是一些适用规则:
炼金火筒(可携带) (Alchemical Fire Tube (portable)):要求攻城专家(行家)才能安全使用。
炼金火筒(固定式) (Alchemical Fire Tube (stationary)):要求攻城专家(行家)才能够使用,未受训无法使用。
炼金炸弹 (Alchemical Grenade):要求炼金术、攻城专家或烟火术才能安全使用。
炼金地雷 (Alchemical Mine):要求陷阱专家或烟火术才能使用,未受训无法使用。
火药釜 (Breaching Pot):任何人都可以使用火药釜,但只有具有攻城专家或烟火术的人才能安全无虞地使用。
劇透 -   :
Alchemical Weapons
Many alchemical weapons can be used by anyone, but only those with the proper training can do so without risk. The more advanced types cannot be used at all without the proper training. Here is a summary of what applies:
Alchemical Fire Tube (portable): requires Siege Expert (adept) to be used without risk.
Alchemical Fire Tube (stationary): requires Siege Expert (adept) to be used at all.
Alchemical Grenade: requires Alchemy, Siege Expert or Pyrotechnics to be used without risk.
Alchemical Mine: requires either Trapper or Pyrotechnics to be used at all.
Breaching Pot: Anyone can make use of a Breaching Pot, but only a person with the ability Siege Expert or Pyrotechnics can do so without risk.

边栏p98
引用
未受训使用炼金武器 Untrained Use of Alchemical Weapons
有些炼金武器任何人都可以使用,但是未受过训练的人在使用时会有风险——成功检定骰出20(或者,当角色在防御别人的炼金武器效果时防御骰出了1),意味着这件炼金武器直接在角色的手里炸开了花。使用者不骰防御,直接承受全额伤害。此外,任何与使用者直接相邻的人都要骰防御,若未通过则要承受伤害的一半。受过训练的人在使用炼金武器是就不用冒如此灾难性的风险。
劇透 -   :
Untrained Use of Alchemical Weapons
The alchemical weapons which may be used by anyone entail a measure of risk for the untrained – a success test with the outcome 20 (or if used against the characters, a Defense test with the outcome 1) means that the weapon detonates in the hands of the user. The user then takes full damage, without rolling for Defense. Also, everyone in direct contact with the user must roll Defense or suffer half the damage. Trained users do not risk such catastrophic failures.

边栏p99
引用
炼金武器 Alchemical Weapons
在伟大战争(The Great War)末期,在双方力量胶着、战局前景不明的情况下,葛琳缇亚的军事策士们为了查证密探和远游的商贾们谈及的某个传言派出了两艘快船前往城邦诸国。据说,这些城邦发明了几种拥有巨大破坏力的炼金武器,他们将其用在互相间的争斗中,也用在对抗共同的敌人中(关于这个“共同的敌人”,有些人认为是巨人,而另一些人则认为是精灵或者秽物)。而这些艘船满载着炼金武器归来了。
炼金武器中最简单的就是炸弹了。此外还有更巨型的装置,比如能发射火箭雨的火厢车(missile batteries),还有向敌人喷射死亡之炎的巨大火筒(fire tubes)。在战争的最后阶段,秘法学会的炼金学士们尝试改进舶来的技术;比如,他们用铸造的金属弹筒替代了原先发射一次就会烧毁的木制弹筒,使得火筒能够重复填充使用。这些学者们很成功,很快,金属制的火筒就成了新的标准规格,随后不久,单个步兵工兵就能够独自操作的可携带式的火筒也应运而生并得到广泛应用。
就在战争结束前夕,当时葛琳缇亚还被囚禁着,绝望的战争议会>War Council)从Koral城邦购买了两个巨型武器。它们并没赶上击垮黑魔王堡垒的那场最终战斗,但它们还是越过泰坦山脉来到了安珀利亚——“火山(The Volcano)”被保留在阿格雷拉(Agrella),而火厢车“四骑士(The Four Horsemen)”则被保存在位于运达洛斯的工兵部队(Sapper Corps)。
目前,炼金武器在安珀利亚还是比较少见的。它们数量稀少,价格昂贵——因为自战争结束以来,不管秘法学会还是这个国度中的其他所有人,都在专注于别的事业;现在工兵们和皇家炼金术师们(panzer alchemist)所用的火筒大多还是随着车队从旧安布里托运过来的。不过这个情况很可能就要发生改变了。很多迹象表明,当女王认为更加深入达沃卡的时机来临时,炸弹、火筒还有火厢车都会发挥关键作用。
劇透 -   :
By the end of The Great War, when the balance of power was still even and the outcome undecided, the army strategists of Korinthia sent two fast sailing ships hunting for a rumor. Spies and far-travelled merchants spoke of alchemical weapon types with terrible destructive power, developed by the City States and used in combat against each other as well as against a common enemy (giants according to some, elves and abominations according to others). The ships returned full of such weapons.
The simplest type of alchemical weapon is the grenade. There are also more massive contraptions, in the form of missile batteries firing swarms of fre arrows and huge fire tubes that spew burning death at the enemy. During the fnal days of battle, the alchemy masters of Ordo Magica attempted to improve the imported innovations – for instance they experimented with solid cast fre tubes that could be reloaded after each use instead of burning up, like the imported ones made from wood. The masters were very successful and the tubes made from metal quickly became the standard, soon followed by portable types that could be handled by individual sappers on foot.
Right before the end of the war, when Korinthia was held captive, the desperate War Council also acquired two massive weapons from the city state Koral. They did not arrive in time to contribute during the storming of the Dark Lords’ fortress, but they were brought along over the Titans – “The Volcano” kept in Agrella and the missile battery called “The Four Horsemen” stored with the Sapper Corps of Yndaros.
Alchemical weapons are still uncommon in Ambria. They are expensive and few in number, since both Ordo Magica and the rest of the realm have focused on other tasks after the end of the war; most of the fre tubes now used by sappers and panzer alchemists came with the caravans from old Alberetor. But this may very well be about to change. Much seems to indicate that grenades as well as fre tubes and missile batteries will become crucial when and if the Queen decides that the time has come to penetrate deeper into Davokar.

距离分级 DISTANCE CATEGORIES
基本规则中,使用远程武器时并不考虑距离的因素;射击者只需要能够看到敌人,并具备瞄准线(line of sight)就可以了——有些游戏队伍会觉得这过于简化了。如果你的游戏队伍想要更细致的、更有策略性的远程相关规则,你们可以使用下述方法:
每场战斗开始时,双方之间的距离由当时的情况以及地形决定(由GM决定)。距离分级会修正伤害和命中几率,距离分级还对应着战斗人员进入近身战斗范围前所需的移动动作数目。
注意,秘术完全不受该规则影响。
这项规则的一个明显效果就是,使用远程武器的角色在近距离下无法很好地战斗了;他们不得不移动(并承受借机攻击)或调换武器。这也意味着,像身手灵活、箭戳还有即时备战这样的能力都变得更有实用价值了。

表6:距离分级Distance Categories
距离分级
对远程武器的影响
大致距离
花费移动动作数目
只在在第一轮中可以攻击,且射击者得具有主动性
1-2m
攻击检定+2,伤害+1D4
10m
1
20m
2
攻击检定-2
50m
5
极限
攻击检定-5
100m
10
劇透 -   :
Distance categories
Some gaming groups find the basic rules for ranged weapons too simplistic since they do not take distance into account; the shooter must simply be able to see the enemy and have a clear line of sight to it. If your gaming group wants more nuanced and tactically relevant rules, the following guidelines may be used:
Each combat encounter starts at a distance determined by the situation and terrain (the GM decides). The distance categories modify damage and the chance to hit, and correspond to the number of movement actions needed for the combatants to engage each other in melee combat.
Note that mystical powers are not in any way affected by this rule.
An obvious effect of the rule is that characters with ranged weapons cannot fight effectively at short range; they have to move (and suffer Free Attacks) or switch weapons. This means that the abilities Acrobatics, Arrow Jab and Quick Draw become even more valuable.

Table 6: Distance Categories
Distance category effect on ranged Weapons Approx. Distance number of movements
Close Attack is only possible in the frst turn
and only if the shooter has the initiative
1–2 meters None
Short +2 on attack test, +1D4 in damage 10 meters 1
Medium None 20 meters 2
Long –2 on attack test 50 meters 5
Extreme –5 on attack test 100 meters 10

死亡角色成为不死者 TURN UNDEAD INSTAEAD OF DEAD
不论在安珀利亚还是达沃卡,不死生物都像瘟疫般四处肆虐。它们产生的原因未知,但是有些理论提到了“世界的黄昏”和“日趋迫近的自然秩序的崩坏”。
如果你们的游戏队伍愿意,那么让被杀死的角色成为不死者也是可能的,这样这名角色就能继续留在游戏中。这条可选规则还可以与即死(Direct Kill)规则结合使用——后者会进一步提高角色成为不死者的机会/风险。
还有一个可选项就是,让死亡角色先骰个检定,再决定ta是否成为了不死者,比如骰一个简单坚毅检定就很适合。
劇透 -   :
turn undead instead of Dead
The undead are a plague that spreads throughout Ambria and Davokar. The reason for this is unknown, but theories speak of the “twilight of the world” and the “imminent collapse of the natural order.”
For those gaming groups who are so inclined, there is the possibility for characters who are killed to become undead instead, and then remain in play. This optional rule can be combined with the alternative rule Direct Kill, which would further increase the chance/risk of a character becoming undead.
Another option is to let the player whose character dies roll a test to become undead instead, preferably a simple Resolute test.

完全腐化角色成为不死者 TURN UNDEAD INSTEAD OF THOROUGHLY CORRUPT
辛柏隆世界中一直有个没有明说的现象:有些生物可以在完全腐化的同时仍保留一部人自我意识。如果游戏队伍如此希望,他们可以让术士也适用这个现象——当ta完全腐化时,不是直接变成秽生邪物(blight-born),而是先骰一个坚毅检定,若通过就可以成为不死者,其规则就如同本书新引入的不死者种族一样。
劇透 -   :
turn undead instead of thoroughly corrupt
An implicit fact in Symbaroum is that some creatures can be thoroughly corrupt without losing their will entirely. If the gaming group wishes, the same may apply to sorcerers – instead of becoming blight-born when thoroughly corrupt, they may roll a Resolute test to become undead, in accordance with the race introduced in the Advanced Player’s Guide.

英勇之举 FEATS
对于想让自己的角色能更像传统英雄的游戏队伍来说,引入“英勇之举”规则可能会让游戏变得更有吸引力。简单说,英勇之举就是那种只有传说中的英雄般的存在才能达成的壮举。不过要注意的是,这套规则很可能打破游戏平衡,使其向着玩家严重倾斜——当然,如果游戏队伍就是想要扮演超厉害的英雄玩,这就对了。
触发英勇之举会消耗1点经验值,或带来1点永久腐化。

净击Clean Hit:英雄如常做出攻击,若命中,伤害取最大值,若为多次伤害则全部取最大值。
无畏 Fearless:英雄无视恐惧造成的影响,比如由怪物特质惊怖(Terrify)造成的效果。
无视腐化 Ignore Corruption:在本回合剩余的时间里,英雄所积累的腐化如同不存在;作任何检定时,ta身上的腐化都看作0。不过,实际上英雄还是在如常承受腐化,当进入下一轮就正常起效。
完美防御 Perfect Defense :英雄格挡或躲开了本应命中ta的一击。完美防御每轮只能使用一次。
快速出击 Quick Strike:在战斗轮中,英雄第一个攻击。如果还有别的人也使用了快速出击,那么主动性还是照常决定。
适应力护甲 Resilience:在本轮剩余时间里,+1D4护甲。
冷酷目光 Steely Gaze:英雄的目光慑退敌人,令敌人不敢攻击ta。如果战斗已经开始,那么敌人会选另一个生物来攻击;如果战斗没有开始,那么敌人不会攻击——直到有别的什么人率先动了武。
旋风斩 Whirlwind Attack:在一个战斗动作中,英雄能对所有近战范围内的敌人都发起一次攻击。
劇透 -   :
Feats
Introducing rules for feats may be an intriguing option for gaming groups wanting the player characters to be more like traditional heroes. In short, feats are actions that only especially heroic individuals can accomplish. However, it should be noted that this gives the characters access to actions which seriously tip the game balance in their favor. Of course, in heroic gaming this is kind of the point.
Feats cost one (1) Experience – or one (1) permanent corruption – to activate.
Clean Hit: The hero makes a normal attack and the successful hit or hits deal maximum damage.
Fearless: The hero ignores horror effects, like from the monstrous trait Terrify.
Ignore Corruption: During the rest of the turn, the accumulated corruption of the hero does not matter; all tests are made as if he or she had zero corruption. However, the hero suffers corruption as usual, which comes into play the following turn.
Perfect Defense: The hero parries or dodges a successful attack that otherwise would have hit him or her. Perfect Defense may only be used once per turn.
Quick Strike: The hero attacks first in the turn. If someone else is using Quick Strike, the order of initiative is settled in the normal way.
Resilience: +1d4 Armor for the rest of the turn.
Steely Gaze: The hero’s gaze makes an enemy step back and refrain from attacking the hero. If the fght is already on, the enemy may choose to attack another creature; if the fight has not started, the enemy will not attack before someone else deals the first blow.
Whirlwind Attack: In one combat action, the hero performs one attack against each enemy engaged in melee.

负重 ENCUMBERANCE
如果游戏团队喜欢有负重机制,那么就可以引入这套规则;负重规则详细规定了角色能不受负面影响地携带多少东西。
角色能携带的东西是有上限的。当角色身上背满了挖来的宝藏、大师制作的蛮族巨斧,或者镀金的铠甲,要如何判断ta是不是走几步路都会气喘吁吁、耗尽力气?在这里,负重是以数量计,而不是以重量计;角色能够不受负面影响地携带的物品数等于其强壮属性值。如果超出了这个数,每多一件,角色的防御就要承受-1的修正——就如同防具的妨碍效果一般。
一名角色可以携带的物品数量最多为强壮×2件;超过该数目后,角色就只一小步一小步地能挪动了。
若具有骡背(Pack-mule)优势,负重上限则按强壮×1.5计算,向下取整。
上述是负重的基本规则,此外,下面这些规则也适用:
  • 服装、腰带和鞋子,不计在携带物品数中。
  • 背包、布袋子、挎包及其它轻量容器不算做物品;装在其中的东西才算。
  • 木桶、箱子、盒子及其它笨重的容器自身也算作1件物品;装在其中的东西也依然占物品数。
  • 小物件(钱币、吊坠、珠宝)不计负重,除非一个人身上带了很多很多;每50个小物件计1件物品数。
  • 作为防具穿在身上的护甲不计入物品数;它们的负重效果已经以妨碍值的形式计算过了。没有作为防具穿在身上而是携带着的护甲,则计入物品数,且数目等于其妨碍值。
  • 角色拿在手上的武器不计入物品数(但会显示敌意)。装在包里,收在鞘里,或类似情况下的武器则计入负重。
  • 具有大型(Massive)品质的武器计为2件物品。

对于背了太多东西的角色来说,要在长途跋涉中保持前进速度也更为困难了——对于超载的角色,辛柏隆核心规则书p184的表27中的旅行类型会向较坏的方向提升一级。步行一天算作强迫行进,而强迫行进算作死亡行进。至于死亡行进——超载的角色并不能真正意义上进行死亡行进。此外,当检定一天的死亡行进给角色造成了1点还是1+1D6点伤害时,因沉重的负荷所带来的负面影响,每多1件物品,强壮就受到-1修正。
劇透 -   :
Encumbrance
For the gaming groups who like the idea, an encumbrance rule may be introduced, specifying how much characters can carry without being hampered.
There are limits to how much a character can carry. To decide if he or she becomes exhausted by moving around laden with treasures, masterly crafted barbarian axes or gold-plated armor, the items are abstractly measured in numbers rather than in weight. A character can carry a number of items mirroring his or her Strong value without being negatively affected. If the character carries more, each extra item gives a –1 modification to Defense, just like the impeding effect of armor.
A character can carry a maximum of Strong ×2 items; after that he or she cannot move more than short distances at a time.
With the boon Pack-mule, the encumbrance limit is calculated as Strong x1.5 instead, rounded down.
Besides these basics the following applies:
◆ Clothing, belts and boots do not count as carried items
◆ Backpacks, sacks, shoulder-bags and other light containers do not count as items; only the contents are counted
◆ Barrels, chests, boxes and other bulky containers count as items in their own right, adding to what they contain
◆ Smaller objects (coins, pendants, jewels) weigh nothing unless one carries a lot of them; they count as one carried item for every 50 pieces
◆ Armor worn for protection does not count in this case; it has an impeding value instead. Armor which is carried but not worn for protection correspond to a number of items equal to its impeding value
◆ Weapons held in a character’s hands do not count as carried items (but signal hostility). Weapons carried in the pack, in their sheaths or similar are encumbering.
◆ Weapons with the quality Massive count as two items.
A character who carries more than allowed will also have a hard time keeping pace during longer marches – the categories in table 27 on page 184 in Symbaroum’s Core Rulebook grow one tier worse when a character carries too much. A Day’s March counts as a Forced March, and a Forced March counts as a Death March. An encumbered character cannot travel at true Death March pace. Furthermore, the heavy load gives a –1 modification per extra item to Strong when rolling to see if the Death March results in 1 or 1+1d6 damage per day’s travel.

调查书面记录 RESEARCH IN ARCHIVES
任何人都可以在档案馆和图书馆里查找信息,不过,首先得找对地方——你得在可能有你想要的信息的地方找它们,才能有所收获(换句话说,你在蓟花要塞的镇档案馆里找一辈子也是找不到前往辛巴尔(Symbar)的路的)。要得知在哪里能找所需要的信息,你得先有合适的人脉,并通过一个智识检定。
实际跑团中,调查就是角色向一堆书籍文档提出问题。如果GM认为这些文档中可能包含一些相关的信息,那么具有博学能力的角色检定[智识],没有这能力的角色得检定[智识-5]。拥有档案管理员(Archivist)优势的角色在调查书籍文档时可以骰两次取较好结果。
劇透 -   :
Research in Archives
Anyone can search for information in archives and libraries, but in order to fnd anything useful they obviously need to search in a place where the desired information can be found (in other words, searching for directions to Symbar at the town archives of Thistle Hold is hopeless). Learning where to search may require a passed Cunning test in combination with suitable Contacts.
In practice, the search is based on the characters directing a question to the document collection. If the Game Master deems that the documents may contain some relevant information, a character with the ability Loremaster rolls against Cunning while the others roll a [Cunning –5] test. A character with the boon Archivist gains a second chance to pass all tests when searching document collections.

开始游戏时有剩余经验值 START WITH FREE EXPERIENCE
CRB p179上有个用经验重骰的可选规则。既然有了这个,再加上本书引入的“优势与劣势”规则,一些游戏队伍可能想要以CRB中所描述的以外的方式创建角色——即,不再选择1个行家能力+2个新手能力/5个新手能力,而是保留着有剩余经验值开始游戏。
以有剩余经验值的状态开始游戏,意味着每位玩家有50点经验值可以给角色分配。如果选了劣势,初始经验值还能增加;经验值可用来购买优势、能力和特质。另外,如果游戏队伍使用了“使用经验重骰”的规则,你还可以留着经验值用作重骰。
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Start With free experience
In the Core Rulebook, on page 179, is the optional rule Re-roll for Experience. With that in mind, and because of the new possibilities introduced by the rules on boons and burdens, some gaming groups may prefer to build their characters in another way than what is described in the Core Rulebook – that is, to begin with free Experience instead of choosing one ability at adept level and two at novice level (alternately fve at novice level).
Starting with free Experience means that each player gets 50 Experience points to use for his or her character. This can be increased by choosing burdens and then spent to acquire boons, abilities and traits. However, the Experience may also be saved for re-rolls, if the optional rule Re-roll for Experience is used by the group.

秘术仪式大师的更多仪式 MORE RITUALS FOR MASTERS)
掌握秘术仪式能力在到了大师级后,依然有只能学6个仪式这个限制。如果你们的游戏队伍很中意仪式,觉得半打仪式太少了的话,推荐使用下面的可选规则:
掌握秘术仪式的大师可以学习额外仪式,每个仪式花10点经验值。只有仪式大师才可以以这种方式获得仪式;至于那些还不够杰出的使用仪式者,仍旧依照掌握秘术仪式能力的各等级中的描述学习仪式。
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More rituals for masters
The ability Ritualist has a limit of six rituals when reaching the master level. For gaming groups that really enjoy rituals and think that half a dozen is too few for a true master ritualist, the following alternative rule is recommended:
Master ritualists can learn additional rituals for the cost of 10 Experience points per ritual. Only a master can acquire more rituals this way; for less prominent ritualists, what is detailed in the description of the ability levels applies.

逃跑&追逐 FLIGHT & HUNT
当角色们想要逃离追赶自己的什么人或什么东西时,那么建议GM基于敏捷属性来处理追逐。如果角色们决定抱团行动,那么就让敏捷属性最低的那位做检定,其敏捷由追逐者中跑的最快的那位的敏捷修正。如果角色们分开行动,则所有人都做一次检定,同样由跑得最快的追逐者的敏捷来修正。如果追逐和逃跑的角色调换了,角色们正在追着猎物跑,那么这个公式依然适用,只不过改由猎物中跑得最慢的那位的敏捷来作修正。
在追逐过程中,每轮进行一次检定——如果猎物成功,那么距离提高一阶,如果猎物失败,那么追逐者拉近了一阶距离。要成功逃走,被追逐者必须拉开3阶的距离,也就是说,追逐者的成功数得比失败数多3个才行。而对被追着的人来说,当失败数比成功数多了3个时,当然就被抓住了。
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范例:蛮族盗贼Hoska在蓟花要塞的某栋房子里干了一票后几乎要成功溜走时不巧被某位正一个人值班的守卫看到了,于是追逐开始!Hoska敏捷为13,而守卫的敏捷为9(+1),即Hoska的玩家在试图逃脱守卫追捕的检定时需要对抗13+1=14。
第一轮,玩家骰出了7——Hoska跑远了一些,具有了1阶距离。好运保持到了下一次投掷结果,玩家骰出了13:,现在有2阶距离。但是很不辛,第三次投掷结果为17;守卫迫近了一些,现在距离为1阶。 Hoska的玩家紧张地叹了口气。追逐继续!

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Flight & hunt
When the characters are trying to escape anyone or anything hunting them, it is suggested that the Game Master handles it based on the attribute Quick. If the characters decide to stick together, the one with the lowest value in Quick must make a test, modified by the Quick of the fastest hunter. Should they split up, all of them need to make a test, again modified by the Quick of the fastest hunter. If it is the other way around and the characters are on the hunt the same formula is used, but instead with a modification based on the slowest prey.
During the hunt, one test is made each turn – if the prey succeeds it pulls away one step, if the prey fails the hunter comes one step closer. To fnally get away, the hunted must reach an advantage of 3, in other words, he or she must succeed at three rolls more than he or she fails. And the prey who fails at three rolls more than he or she succeeds will of course get caught.

陷阱 TRAPS
或为了保护某个区域,或为了减慢敌人的移动,不管是受过训练的还是没受过训练的角色都可以设置陷阱。下面这些规则详述了可携带的陷阱还有能够在现场搭建起来的陷阱。
一些特定的陷阱的说明见p127的《装备》章。

设陷阱 Setting a Trap
通过一个智识检定,角色可以设置一个预制的陷阱。
未受训的角色(也就是,没有陷阱专家能力的角色)只能使用机械陷阱,使用时要通过一个智识检定。如果骰出了20,那么陷阱就直直弹到了ta的脸上。
经过训练的陷阱专家可以在一个战斗动作内准备好一个机械陷阱或一个炼金地雷*;他们还能用手边的东西临时拼凑出一个简陋的陷阱。这都要求具有使用陷阱能力;若只使用炼金地雷,那么需要具有火焰术能力。
*译注:原文是一个战斗动作能搞定一堆机械陷阱和炼金地雷,怀疑是英语堪忧;这里直接改为“或”,暂定如此吧。

发现陷阱 Discovering a Trap
任何有触发陷阱风险的人都可以通过一个[察觉←隐匿]检定发现这个陷阱。

避开陷阱 Bypassing a Trap
发现一个陷阱后,有两种方式避开它:
通过一个[敏捷←智识]检定可以跳过陷阱,这看作移动动作的一部分。如果检定失败,那么陷阱就弹了起来,角色被夹住,即,移动动作被打断。
如果地形允许,那么角色可以绕过陷阱。这要花费额外一个移动动作——当然,取决于地形不同,也可能花更多。

解除陷阱 Disarming a Trap
发现一个陷阱后,你也可以解除陷阱。
未受训的人并不能真解除陷阱——他们要让陷阱无效,就只能通过向它射击,或拿根长的东西(具有长柄品质)戳它。该操作算作一个战斗动作,且需要通过一个[精准←智识]检定。
具有陷阱专家能力的人能够通过一个[智识←智识]检定来解除一个陷阱,且不需要具有长柄品质的工具就能这么做。

从陷阱脱离 (Getting Free from a Trap)
陷阱一般会造成伤害,其具体伤害值见各陷阱的介绍;若是临时陷阱,那么见陷阱专家能力的说明。此外,如果陷阱具有相应品质,那么就能将受害者无法移动。一个陷阱如果能限制受害者行动,就会在其描述中说明,同时也会说明如何挣脱。
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traps
Trained as well as untrained characters can set traps, in order to protect a location or slow an enemy down. Here follows rules on portable traps and those which may be constructed on location.
Specific traps are described in the chapter Equipment on page 127.

Setting a Trap
With a passed Cunning test, the character can set a ready-made trap.
Untrained individuals (i.e. those who do not have the ability Trapper) can only set mechanical traps, which require a passed Cunning test. If the outcome of the test is 20, the trap is sprung in their faces.
Trained trappers can ready both mechanical traps and alchemical mines with a combat action, and they can also craft improvised traps. This requires the ability Trapper, or Pyrotechnics if only using alchemical mines.

Discovering a Trap
Anyone at risk of activating a trap discovers it with a passed [Vigilant←Discreet] test.

Bypassing a Trap
A discovered trap can be bypassed in two ways:
It can be jumped over as part of a movement action, which requires a [Quick←Cunning] test. If the test fails, the trap is sprung and the character is caught by it, i.e. movement is interrupted.
If the terrain allows, a trap can always be ignored by going around it. This costs an extra movement action, or more depending on the terrain.

Disarming a Trap
A discovered trap can also be disarmed.
An untrained individual cannot disarm traps – they have to incapacitate them by shooting or poking at them with a long instrument (the quality Long). The procedure counts as a combat action and requires a passed [Accurate←Cunning] test.
An individual with the ability Trapper can roll a [Cunning←Cunning] test to disarm a trap, and does not require an instrument with the quality Long to do so.

Getting Free from a Trap
Traps often deal damage, specified in the description of the trap or, in the case of improvised traps, in the description of the ability Trapper. Furthermore, if the trap has such qualities it may hold the victim in place. If so, this is mentioned in the description, combined with information on what it takes to get free.

交易二手物品和宝物 TRADE IN USED GOODS AND TREASURES)
有时,角色们会想要出售用过的武器和防具。商人们会很乐意以列表价一半的价格收购它们(然后把它们抛光擦亮,再以全价卖给别人。)
具有秘术品质的物品的价格不太会随时间改变,它们总能以列表价格卖出。另外,普通的贸易商品(trade items)也以列表价格原价卖出;所以,这类东西虽然难以携带,但依然是很值钱的宝物。
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Trade in used goods and treasures
Sometimes the player characters will want to sell goods in the form of used weapons and armor. Merchants will gladly buy such secondhand items at half of the listed price (then give them a polish and sell them to someone else at full price).
Items with mystical qualities tend to keep their value over time and are always sold at a price corresponding to the listed price. Also, normal trade items are sold at the listed purchase price, making such finds into cumbersome but valuable treasures.

由优势带来的收入 INCOME FROM BOONS
如果游戏队伍希望角色们在冒险之间也能积极地利用自己的时间,那么也可以把优势作为一种收入来源。
以下这些优势显然可以这么用:绘图师(Cartographer)、老千(Cheat)、逃脱大师(EscapeArtist)、赌徒(Gambler)、伪装专家(Impressionist)、灵媒(Medium)、海市蜃楼(Mirage)、音乐家(Musician),和说书人(Storyteller)。其它的优势和能力当然也可以用来赚点泰勒,不过前提是玩家能给出合理的说明来解释如何做到。
每场冒险一次(或在冒险之间),角色投投骰检定与优势/能力相关的那个属性;如果并没有明确相关的属性,那么就用智识和影响中较高的那个。若检定成功,能获得1D10泰勒。
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Income from boons
For gaming groups who like to see the characters use the time in-between adventures actively, boons may be used as a source of income.
The most obvious boons to be used this way are Cartographer, Cheat, Escape Artist, Gambler, Impressionist, Medium, Mirage, Musician and Storyteller. Other boons and abilities may of course be used to earn thaler, if the player can give a reasonable explanation as to how.
Once per adventure (or in-between adventures), the player may roll against the attribute related to the boon/ability; if there is no such attribute, use the highest of Cunning or Persuasive. A passed test renders an income of 1d10 thaler.

战技 MANEUVERS
如果游戏队伍想要玩得更有策略性,那么可以引入“战技”规则,这样所有人都能在战斗中有更多的选择。当然,这么做也有个坏处,那就是战斗过程会变的更复杂——玩家们会需要做更多选择。GM也要考虑更多规则。总而言之,就是战斗场景变得更长了——有些游戏队伍会觉得这样更好,而有些则并非如此。
有时候,战技用起来挺像能力的,还会模糊能力与任何人都可用的策略之间的界限。当然,能力总是要更强大些,但不管怎么说,在加入战技机制前,你们最好还是花点时间讨论一下。
有些战技得配合“按尺度移动”(Movement by Scale)(CRB p181)规则才有用,或者,至少得配着简单的战斗地图用才行(CRB p162)
下面列出了玩家还有对手们都可以采取的战技;。凡是想要在战斗中占更大优势,或单纯想让敌人更难过的人都可以使用。

仔细瞄准 Careful Aiming
你在使用远程武器时了更多时间,非常慎重地进行了瞄准,你的攻击检定可以双骰取较好结果。代价是,你得贡献出一个移动动作,也就是说你在这一轮中不能移动了。

冲锋 Charge
你向着敌人冲了过去,你做了两个移动动作外加一个近战战斗动作。冲锋的路线必须是从起点到目标的一条直线。如果攻击检定失败,则目标能做一次借机攻击。

延后先攻 Delay the Initiative
为了让别的人先于你行动,你选择将自己在当前战斗轮中的先攻延后。当轮到你行动时,你指定谁在你之前行动。从下一回合开始,你的先攻又回到正常位置。

卸武 Disarm
你攻击敌人的武器或盾牌,试图将它们从主人的手里击落,检定为[精准←强壮]。这次攻击不造成伤害,如果失败,你将暴露在该敌人的借机攻击之下。

全防御 Full Defense
你全力防御,在当前回合中,你在防御时能双骰取较好结果。你不能进行任何攻击。

全进攻 Full Offense
你将全力灌注在近战进攻上,你的所有近战攻击都可以双骰取较好结果,持续一回合。不过也正因此,你在该回合中所有防御检定都双骰取较差结果。

擒制 Hold
你以阻止目标移动为目的,做出摔跤形式的攻击,检定为[强壮←强壮]。使用该战技时,魁梧特质能带来加值,I级+2,II级+4,III级+8。如果被擒制者也具有魁梧特质,那么这些修正同时适用于发起擒制者和被擒制者。若要维持擒制,每轮需作一次检定。
如果检定失败,目标能获得一次借机攻击。此外要注意的是,当你维持擒制时是无法做出任何其它行动的。

击晕 Knock Out
你在优势攻击条件下发起进攻,试图让目标失去意识。攻击检定和伤害骰如常,但是并不直接造成伤害,而是再骰一个1D12,将该结果与伤害值做比较;如果1D12结果小于伤害值,那么目标就被击晕了。如果攻击失败,那么你就失去了对这名目标的优势攻击条件(更多关于优势攻击条件的说明见CRB p162)
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范例:Grumpa悄悄接近了某个守卫,并试图将他击晕。攻击成功;伤害骰结果为6。Grumpa的玩家投掷1D12,骰出6以下的结果即成功;她骰出了4,于是守卫晕倒在地。;
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武器上毒 Poison on Weapon
通过一个[智识]检定,你就可以用一个战斗动作给你的武器上毒。如果骰出了20,那么就什么地方出了差错,你毒到了自己。
一剂毒药的量足够攻击一次,然后就必须上新一剂毒药了。

冲撞 Push Back
你向着目标猛扑过去并试图把目标往后推——也许是推出房间,也许是推下悬崖,诸如此类。你的回合一开始你就得开始推,并且要花费你的战斗动作和移动动作。若攻击检定成功,你能造成一半的伤害,同时将目标推回半个移动动作的距离(5m)。若检定失败,那么目标将获得一次借机攻击。

推倒 Tackle
你以推到目标为目的进行攻击,检定为[强壮←强壮]。这么做有个风险,不论你的攻击成功与否,你自己也可能跟着倒下;你需要通过一个[敏捷]检定才能保持站立。推倒的动作算作一个战斗动作,且如果你具有[魁梧]特质,那么作该强壮检定时,该特质的每一级都可以提供+2修正。(译:也就是+2、+4、+6给强壮检定)

提前先攻Take the Initiative
若想提升自己的先攻,你需要投掷一个[坚毅]检定。若检定成功,那么当决定先攻顺序时你可以获得+5加值。不过,更快的速度是以精确度下降为代价的;不论你的[坚毅]检定成功与否,在该轮中你的所有成功检定都双骰取较差结果。从下一轮开始,你的先攻顺序恢复如常。
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Maneuvers
For gaming groups looking to add more tactical choices to the game, maneuvers may be an attractive addition, giving more options to everyone involved in combat. Of course, a drawback is that this makes combat scenes much more complicated, both with regard to the number of choices that players have to make and the book-keeping required by the Game Master. In essence, it will take longer to play out a combat scene; some gaming groups see this as a beneft, others do not.
In some cases, maneuvers work much like abilities and can blur the line between abilities and tactical choices available to everyone. Sure, the abilities are always much more powerful, but you should still take some time to discuss if you want to add this mechanic or not.
Some of the maneuvers will only be useful if the gaming group also uses the optional rule Movement by Scale (page 181 in the Core Rulebook), or is at least willing to play with a simplifed Combat map (page 162 in the Core Rulebook).
Here follows a list of maneuvers that all characters and opponents may employ, hoping to improve their own position or make things harder for the enemy.

Careful Aiming
You take the time to aim carefully with a ranged weapon and get a second chance to pass the attack test. The cost is a movement action, meaning that you cannot move during the turn.

Charge
You charge at the enemy and make a double movement plus a combat action in melee. The charge must be in a straight line towards the target. If the attack test fails, the target gets to make a Free Attack.

Delay the Initiative
You choose to delay your initiative during the turn, to let someone else go frst. When it is your time to act, you specify who will get to act before you. The next turn, you are back at your normal place in the order of initiative.

Disarm
You attack the enemy’s weapon or shield, hoping to make him or her drop it [Accurate←Strong]. The attack deals no damage, and if the test fails you expose yourself to a Free Attack from the enemy.

Full Defense
You stake everything on defense and have a second chance to pass all Defense tests during the turn. You are not allowed to perform any attacks.

Full Offense
You stake everything on melee attacks for a turn, giving you a second chance to pass all melee attacks. Because of this you simultaneously have a second chance to fail all Defense test during the turn.

Hold
You attack with a wrestling maneuver aimed at stopping the target from moving [Strong←Strong]. The trait Robust gives a bonus to the test, +2 at level I, +4 at level II and +8 at level III. This modification applies to both the wrestler and its target, if the latter is Robust. A test is made each turn to maintain the hold.
If the test fails, the target gets to make a Free Attack. Also, note that you cannot perform any other actions while maintaining the hold.

Knock Out
You attack from an Advantage, aiming to render the target unconscious. The attack is made as usual, but instead of dealing damage, 1d12 is rolled against the damage value; if the outcome is lower than the value, the target is knocked out. If the attack fails, you lose the Advantage over the target (see page 162 in the Core Rulebook for more on Advantage).
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Example: Grumpa has snuck-up on a guard and tries to knock him out. The attack is successful; the damage die is rolled with the outcome 6. Grumpa’s player rolls 1D12, trying to roll under 6; she rolls a 4 and the guard falls unconscious to the ground.
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Poison on Weapons
With a passed Cunning test, you may use a combat action to apply poison to your weapon. If the outcome is 20 something goes wrong and you yourself are poisoned.
The poison is enough for one hit, then a new dose must be applied.

Push Back
You lunge at the target with the intention of pushing it backwards – out of a room, over the edge of a cliff or similar. You have to start your turn with the push and must spend both your combat and your movement action doing so. A passed attack test deals half damage but will also push the target half a movement back (fve meters). If the test fails, the target gets to make a Free Attack.

Tackle
You attack hoping to knock down the target [Strong←Strong]. The risk is that you also topple over, whether you make a successful tackle or not; a passed Quick test lets you remain standing. The tackle counts as your combat action and if you are Robust you add +2 to the Strong test per level acquired in the trait.

Take the Initiative
You roll a Resolute test hoping to gain the initiative. If successful you gain a +5 bonus when deciding your place in the order of initiative. The downside is that your speed has a negative impact on your precision; you have a second chance to fail all success test during the turn, no matter if the Resolute test was successful or not. The next turn, you are back to your normal place in the order of initiative.

怪物战利品 MONSTER TROPHIES
只要砍了怪物并收集了战利品,任何人都可以赚钱——只不过,从怪物上上获取有价值的部分这个过程对未受过训练的人来说挺容易出问题的:很多战利品都因为腐败变质而彻底毁坏,另一些则价值大打折扣。必须通过一个[智识]检定才能搜刮战利品,若检定成功你能得到一个保存状态较差的战利品,若检定失败就什么也得不到。如果要得到一个保存状态良好的战利品,除了通过[智识]检定,你还必须拥有怪物知识能力或者野外生存特质;该检定若失败,那么你会得到一个保存状态较差的战利品。
下方是一个怪物战利品清单,列出了从常见的到稀有的各种战利品;这些都是怪物猎人们在森林中可能狩猎到的。

表7:怪物战利品Monster Trophies
对抗等级例如…
价值(保存状态良好/较差)
弱小 Weak一套豺狼(jakaar)牙齿
1泰勒/-
普通 Ordinary无毛怪猫(marecat)的黑色皮毛,或钉在帆布上的一只溪刺蛛
10泰勒/1泰勒
挑战 Challenging一对龙蝇的翅膀,或一个长牙猪的头骨
100泰勒/10泰勒
强大 Strong一对具有催眠效果的林德龙的眼球
500泰勒/50泰勒
超凡 Mighty一只大巨魔的头颅
1000泰勒/100泰勒
劇透 -   :
Monster trophies
For anyone who slays monsters and collects trophies there is money to earn, even if the procurement of the valuable parts can cause problems for the untrained – putrefaction spoils many trophies completely and lowers the price on others. A Cunning test is required to be able to harvest a trophy, rendering a trophy in poor condition if successful and no trophy at all if failed. To end up with a trophy in good condition, a passed Cunning test with the ability Beast Lore or the boon Bushcraft is needed; if such a test fails, a trophy in poor condition is harvested instead.
At the bottom of the page is a list of obvious and more exotic trophies that monster hunters can collect during their hunting trips into the woods

Table 7: Monster Trophies
resistance example value (good/poor condition)
Weak A set of jakaar teeth 1 thaler/–
Ordinary The black skin of a mare cat or a tricklesting pinned to a canvas 10 thaler/1 thaler
Challenging A pair of dragon fly wings or an aboar skull 100 thaler/10 thaler
Strong The hypnotic eyes of a lindworm 500 thaler/50 thaler
Mighty The cranium of an arch troll 1 000 thaler/100 thaler

大师级物品 MASTERCRAFTED ITEMS
玩家们在的冒险中有可能会碰上大师级工匠制作的武器和防具;他们也可能找到了值钱的宝贝或足够的钱,因而有机会从技艺精湛的铁匠那里购买大师级物品。
锻造大师能够给手头的物品增加一个或更多的品质,也能够从物品上移除负面的品质。每增加一个正面品质或移除一个负面品质,该物品的价格就累积地×5。如果是秘术品质,则要×10。
--------------------------------
范例:如果一把剑值5泰勒,经过大师锻造后具有了破甲品质,它就值25泰勒(5×5泰勒)。如果你还想让这把剑具有精确品质,那么它的价值就暴涨到了125泰勒(5×5×5泰勒)。如果这还不够,你还想要它拥有燃烧(Flaming)品质,那么它的价值就是1250泰勒(5×5×5×10泰勒)——这真是各种意义上的王者之剑了!
--------------------------------
劇透 -   :
master crafted items
During their adventures, the player characters may happen upon master crafed weapons and armor, and should they instead fnd valuables or coin they have the opportunity to buy mastercrafts from especially skilled blacksmiths.
The master smith has the ability to add one or more qualities to the object in question, or alternatively to remove negative qualities. For every added or removed quality, the cost/value of the item is cumulatively increased by ×5. Mystical qualities cumulatively increase the price by ×10.
------------------------------
Example: If a sword costs five thaler, a master craft version with the quality Deep Impact would be worth 25 thaler (5×5 thaler). If you also want that sword to be Precise, the value is ramped up to 125 thaler (5×5×5 thaler). And if you also want it to be Flaming, the price is 1 250 thaler (5×5×5×10 thaler), truly a weapon for kings and queens!
------------------------------

契约 PACT-MAKING
与世间的某个古老力量缔结契约,是获得知识和力量的捷径之一——当然这么做绝不是没有风险的。缔结契约的行为在普通人眼中就跟邪术差不多了;不过,虽然利用契约获得力量的确实大多数都是术士,其实任何够勇敢够绝望的人都能这么做。
缔结契约就是与一个有心成为角色保护者和指导者的强大存在定下一种协议;通常缔结契约的对象是自然的精魂或不死生物。
简而言之,这个强大的存在会赋予角色一部分自身的力量,这样祂就能获得一个能前往祂自己无法到达的地方的忠心仆人,或者是为了当角色最终沦为秽物时吞噬其灵魂精华——或两者皆是。在第一种情况下,角色会被迫以某种方式行动,以此来实现该上位存在的目的;在第二种情况下,该存在会想方设法地引诱角色积累越来越多的腐化。

边栏p106
引用
契主 Pact-making Beings
那么,有哪些存在会有与角色缔结契约的兴趣呢?总的来说,这些存在会属于野兽、不死生物或秽物这三个怪物类别下,且对抗等级高于等于“强大”(Strong)。在Järnringen已经出版的模组中有不少很好的例子,不过鉴于本书是玩家指南,所以这里就不具体指出都是谁了…

契约的好处 The Benefits of the Pact
角色若受到永久腐化即可获得经验值;1点永久腐化可给予1D12点经验值。在缔结契约时即如上述结算一次。随后,每场冒险中最多可有1点永久腐化能如此给予经验值。由玩家角色决定是否以及何时进行该交易。
角色能够学习契主所拥有的所有怪物特质、能力、秘术以及秘术仪式。为习得这些天赋,角色需如常支付经验值。
此外,角色也能够学习契主所没有的其它特质和能力。这种情况下,必须为该天赋承受1点永久腐化,且这1点腐化不会给予额外经验值。付完代价后,可如常支付经验值习得该天赋。

契约的代价 The Price of the Pact
角色必须将契主的目标之一作为自己的奋斗目标。该目标或可以取代角色原先的目标,也可成为一个额外的目标。不论哪种情况,目标在缔结契约时决定。
角色目标不可与契主的目的相冲突,若有则必须抛弃。当缔结契约时也明确了这点,毕竟这是达成协议的前提。
一旦角色开始偏离契主的目的,或做出了违背契主的行为,契主一定会知晓。最初的警告会是噩梦、身体不适或其它类似形式。随后,若角色依然不改变做法,情况会越来越糟;契主会拒绝让角色继续用腐化换取经验值,还会对角色施加诅咒——或是让角色承受的所有腐化翻倍,或是令角色无法自然恢复且所有其它恢复手段都效果减半。此外还有个选择,当背誓者在骰掷其最常用属性时必须双骰取较差结果。契主会自行选用能对角色产生最大危害的做法。

打破契约 Breaking a Pact
已知并不存在能打破这类契约的方法。如果你躲进女巫之环、通讯法阵或庇护中的话就能暂时躲开契约和诅咒(详见上述仪式的具体描述)。但是,一旦角色踏出这些地方一步,诅咒就会立刻恢复原状。
劇透 -   :
pact-making
To enter into a pact with one of the ancient powers of the world can be a shortcut to knowledge and power – but it is far from risk-free. To commoners, pact-making and sorcery are more or less the same, but even if many sorcerers use pacts as a means to grow stronger anyone who is brave or desperate enough can enter into a pact.
Pact-making requires an agreement with a mighty being who is interested in becoming the character’s protector and tutor; usually a nature spirit or an undead.

In short, this being imbues the character with some of its power, to gain a loyal agent who can reach places that the being cannot, or with the long-term goal of consuming the spiritual force of the character when he or she fnally turns blight born – or sometimes both. In the frst case, the character will be forced to act in a way which furthers a goal that the being strives for; in the second case, the being will try to tempt the character into attracting and amassing corruption in any way it can.

引用
Pact-making Beings
So, what beings may be interested in forging a pact with the characters? In general, they are creatures of the categories Beasts, Undead or Abominations that provide at least Strong resistance. A couple of perfect examples of such beings appear in the adventures already published by Järnringen, but since this is a player’s guide we cannot specify exactly who they are…

The Benefits of the Pact
The character can gain Experience in exchange for accepting permanent corruption; each point in permanent corruption gives 1d12 Experience points. This happens when the pact is forged. Later a maximum of 1 permanent corruption per adventure can be accepted. The player decides if and when this exchange will be made.
The character gains access to all monstrous traits, abilities, mystical powers and rituals that the being has. He or she must pay for these gifs with Experience as usual.
The character can also gain access to other traits and abilities, besides the ones possessed by the being. In that case, the gif must be paid for with 1 point in permanent corruption, a point that does not provide additional Experience. Once the gif has been paid for, it must be acquired by spending Experience as usual.

The Price of the Pact
The character must accept one of the being’s goals as his or her own and strive towards it. This goal may either replace one of the character’s own goals, or be assumed as an additional goal for the character. Either way, the goal is determined when the pact is forged.
The character can no longer have personal goals which contradict the being’s objectives. This is also made clear when the pact is forged, and a requirement for reaching an agreement at all.

If the character starts to divert from or act in disagreement with the being’s goals and objectives, the being will know this. Initially, the character will be warned in the form of nightmares, physical discomfort or similar. Then, if the character does not change his or her ways, things will go from bad to worse; the being will deny the character the choice to exchange corruption for Experience and put a curse on him or her – either meaning that all corruption gained by the character is doubled or that he or she cannot heal naturally and that all other healing is halved. Another option is that all the oath-breaker’s rolls against his or her most frequently used attribute gain a second chance to fail. The being will choose the alternative which is most damaging to the character.

Breaking a Pact
There is no known way to break this sort of pact. You can temporarily hide from the pact and the curse in a witch circle, a magic circle or inside a sanctum (see the rituals in question for details). However, as soon as the character steps outside such a location, the curse returns in full force.

损毁建筑物 DAMAGE ON BUILDINGS
有时候,角色们在匆忙之中会需要暴力突破一道物理屏障,或者敌人们为了捉到角色们而要做同样的事。
这就需要关于建筑物的一些新的概念了:
强度 (Toughness) :当一栋建筑的强度降到0,意味着进攻方可以进入它了——要塞崩解,城墙倒塌,诸如此类。破开的缺口足够每轮1D4名进攻者进入其中,而在新开的口子的另一侧,可以并排站4名防御者。
破坏界限 (Breakpoint):如果一栋建筑在一轮中受到等于其强度一半的伤害——即,伤害超过了破坏界限——建筑立即被攻破。注意,这包括了在一个战斗轮中受到的所有伤害,并不像疼痛极限那样只算一次攻击的伤害。因此,只要弄到够多的投石车,只消一轮就能攻破一座城堡——至少理论上如此。
工事 (Fortification):简单来说,工事就是建筑的护甲。具有破城品质的武器能够无视建筑的工事值;而其它武器,必须先打穿工事值才能对建筑物造成伤害。能力中的破甲效果对建筑物无效。

点燃建筑 Set Buildings on Fire
在攻城战中,火攻木制建筑物是个很常用的策略。这需要可燃物——可以是炼金炸弹,一瓶燃烧着的油罐,或是用树枝和火绒点出的简单火种。当建筑接触到火焰,骰一个[智识←工事]检定,决定建筑会不会着火;若检定成功,那么火焰造成1D4伤害,且具有破城品质。注意,只要这栋建筑上有窗户,或者有弓箭手站在房顶,那么点火的那个人会立刻成为远程攻击的靶子。
着火建筑内部的人都可能受到伤害——每轮需骰一次[强壮]检定,若没过,则该角色因为浓烟和酷热影响,从这轮开始每轮受到1D4伤害(无视护甲)。一旦强壮检定失败,这种伤害会自动持续;唯一能停止这种伤害的办法就是离开建筑,或者想出别的什么办法降温。
当火势开始蔓延,要灭火就需要大量的水、沙子,或其它类似的东西。当有人通过了一个[智识←火持续的轮数-1]检定,那么火就灭了。如果有谁以这种方式成功灭了火,那么ta也会立刻成为众矢之的。

表8:破坏建筑物Damage on Buildings
建筑类型
强度
破坏界限
工事值*
小屋 Croft
10
5
5
农舍 Farm house
10
5
10
哨塔,木制 Guard Tower, wood
10
5
15
哨塔,石制 Guard Tower,stone
40
20
20
堡垒,木制 Fort, wood
50
25
15
庄园宅邸 Manor
100
50
10
堡垒,石制 Fort, stone
200
100
20
要塞 Stronghold
500
250
20
城堡 Castle
1000
500
20
*具有“破城”品质的武器能够无视建筑的工事值,直接对其“强度”造成伤害。能力中的破甲效果对建筑物无效。
劇透 -   :
Damage on buildings
There will likely be times when the characters are in a hurry to force a physical obstacle, or it may be the enemies who need to do the same in order to reach the characters.
New concepts related to buildings are needed:
Toughness: When the Toughness of a building reaches zero it is accessible to the attacker: a fortification crumbles, a wall collapses and so on. The breach is big enough for 1d4 attackers to enter per turn, against defenders who can stand four abreast across the newly formed opening.
Breakpoint: If a building is dealt half of its Toughness in damage in one turn – i.e. the Breakpoint is exceeded – it is immediately breached. Note that this includes all damage dealt during the turn, not from a single attack as is the case with the Pain Threshold. Hence, with enough catapults gathered, the walls of a castle can be breached in a single turn, at least in theory.
Fortification: In essence, Fortification is the Armor of the building. Weapons with the quality Wrecking ignore the Fortification value; other weapons must frst penetrate the Fortification value before damaging the structure. Abilities with an armor penetrating effect have no such effect on buildings.

Set Buildings on Fire
Setting wooden buildings on fre is an ofen used tactic during sieges. This requires some kind of flammable concoction – it can be an alchemical grenade, a flaming oil canister or a simple fre made from dry twigs and tinder. When the building has been exposed to the flames, a test against [Cunning –Fortifcation] is rolled to see if it catches fre; if so, the flames deal 1d4 damage and count as having the quality Wrecking. Note that whoever lights the fre will become the target of ranged attacks, provided that the building in question has windows or archers on the roof.
Those inside a burning building are at risk of suffering damage each turn the building continues to burn – a passed Strong test per turn is required, or else the individual starts taking 1d4 damage (ignoring Armor) each turn from fumes and heat. When a Strong test has failed the damage continues automatically; the only way to stop it is to leave the building or fnd some other way to cool down.
Putting out the fire once it has begun to spread requires access to massive amounts of water, sand or similar. The fire dies when someone succeeds with a test against [Cunning –the number of turns the fire has raged after the first]. Anyone who extinguishes the fre in this way will likely become the target of ranged attacks.

Table 8: Damage on Buildings
builDing toughness breAkpoint
fortificAtion vAlue*
Croft 10 5 5
Farm house 10 5 10
Guard Tower, wood 10 5 15
Guard Tower, stone 40 20 20
Fort, wood 50 25 15
Manor 100 50 10
Fort, stone 200 100 20
Stronghold 500 250 20
Castle 1000 500 20
*Weapons with the quality Wrecking ignore the building’s Fortifcation value and damage its Toughness directly. Abilities with an armor penetrating effect have no such effect on buildings.

回收弓箭和弩矢 RECLAIMING BOLTS AND ARROWS
一些游戏队伍可能想要更真实的游戏体验,那么如果战斗射出去的弓箭和弩矢会断的话会更好——这样一来,弓箭手们更需要未雨绸缪(发射物成为了一种资源),而在战斗后满战场捡没坏的箭矢也会成为更有意义的活动;当然,如果箭矢折了或者毁了,这就会是一件充满咒骂的活动了。
想要采用箭矢回收规则的团队们可以参考下面知道原则:
  • 回收普通发射物时,如果玩家骰1D20的结果大于10,那么这发射物就坏了。这包括所有不具有任何品质的发射物。
  • 回收具有某些品质的发射物(比如平衡或破甲)时,如果玩家骰1D20的结果大于15,那么这发射物就毁了。
  • 回收具有秘术品质的发射物时,如果玩家骰1D20的结果大于17,那么发射物就毁了。
劇透 -   :
reclaiming bolts And Arrows
Some gaming groups may find it realistic and desirable if arrows and bolts which have been fred during combat are at risk of breaking – this makes it important for archers to plan ahead (the projectiles become a resource) and it also makes it worthwhile to spend some time searching for undamaged projectiles afer the battle, muttering in anger each time one of them proves to be fractured or destroyed in some other way.
Groups who want rules for reclaiming used projectiles can use these guidelines.
◆ An ordinary projectile proves to be damaged if the player rolls over 10 with 1d20. This applies to all projectiles without qualities.
◆ A projectile with some kind of quality (e.g. Balanced or Deep Impact) is damaged if the player rolls over 15 with 1d20.
◆ Projectiles with mystical qualities are damaged if the player rolls over 17 with 1d20.

各传统的秘密 THE SECRETS OF THE TRADITIONS
各秘术传统都有着个别不愿与外人分享的秘密。虽然炼金和奇物制作行业并没有类似的规矩,不过如果游戏队伍愿意采用知识与传统绑定的规则的话,那么欢迎采用下述规则。
这些秘密的配方和制作工艺只有身在对应传统之内的角色才能知晓,不过任何角色也都可以在进行游戏的过程中获得这些东西——可能是通过拜师学会的,也可能是找到了记录着该知识的神秘文本,又或者是在蓟花要塞或其它城镇的黑市里花钱买到的。
若采用此规则,则每个炼金术师和奇物工匠都必须选择一个所属传统。
注意,拥有优势“禁忌知识”的角色从一开始就能知道所有传统的秘密。

巫术传统的秘密 Secrets of Witchcraft
  • 炼金术(Alchemy):变形剂、荆棘兽
  • 制作奇物 (Artifact Crafting):树皮面具、女巫穗带、兽面具、尸布
  • 铁匠 (Blacksmith):流血(Blood-letting)、反伤(Retributive)、女巫袍

法术传统的秘密 Secrets of Wizardry
  • 炼金术:炼金炸弹
  • 制作奇物:炼金地雷、咒文卷轴、咒文封印、火光石、御者之环*(Ruler’s Ring)、学会徽章、思维棱镜
  • 铁匠:燃烧、法师袍、附毒**(Poison Coated)
*译注:薛猫在装备章译为统治者金环,待定
**译注:薛猫在装备章将Acid Coated译为酸液覆盖,Poison Coated译为毒液包裹,这边分别译为附酸、附毒,待定


绘符传统的秘密 Secrets of Symbolism
  • 炼金术:战纹(War Paint)*
  • 制作奇物:仪式书典**(Ritual Codex)、仪式封印**(Ritual Seal)、跃迁武器
  • 铁匠:诅咒武器
*译注:薛猫在装备章译为战绘,待定
**译注:薛猫在装备章分别译为秘仪手册和秘仪封印,待定


棍法传统的秘密 Secrets of Staff Magic
  • 炼金术:
  • 制作奇物:符文棍、符文棍尾、符文棍头
  • 铁匠:附酸(Acid Coated)

邪术传统的秘密 Secrets of Sorcery
  • 炼金术:灵体之友*(Spirit Friend)、暗影染剂、荷蒙库鲁兹*(Homunculus)
  • 制作奇物:死亡面具、铁冠
  • 铁匠:隐形甲、死亡符文(Death Rune)、亵渎
*译名未统一,待定

神术传统的秘密 Secrets of Theurgy
  • 炼金术:圣水
  • 制作奇物:虫面具、太阳面具
  • 铁匠:圣袍、神圣

巨魔之歌传统的秘密 Secrets of Troll Singing
  • 炼金术:
  • 制作奇物:疗伤蜘蛛、幸运币、祟蜥斗篷*(Marlit Cape)、会面石、蟾蜍守卫
  • 铁匠:歌者胸甲、雷暴
*译注:薛猫在装备章译为蜥皮斗篷,待定
劇透 -   :
The secrets of the traditions
The mystical traditions harbor secrets that they are reluctant to share with outsiders. The rules on alchemy and artifacts do not take this secrecy into account, but gaming groups who wish to use the creative abilities in line with the traditions of the game world are welcome to use the rules described here.
The secret recipes and procedures are known only to characters initiated in the different traditions, but can be used by anyone who has gained access to them while playing – whether they have acquired the knowledge from a tutor, found mysterious texts on the subject or purchased the secrets from the black market in Thistle Hold or some other town.
If this rule is used, every alchemist or artifact-crafer must choose which tradition to belong to.
Note that the boon Forbidden Knowledge can give a character access to the secrets of all traditions from the start.

Secrets of Witchcraft
◆ Alchemy: Transformation Brew, Thorn Beasties
◆ Artifact Crafing: Bark Mask, Witch Braid, Beast Mask, Burial Shroud
◆ Blacksmith: Blood-letting, Retributive, Witch Gown

Secrets of Wizardry
◆ Alchemy: Alchemical Grenade
◆ Artifact Crafing: Alchemical Mine, Spell Scroll, Spell Seal, Spark Stone, Ruler’s Ring, Order Medallion, Mind Prism
◆ Blacksmith: Flaming, Order Cloak, Poison Coated

Secrets of Staff Magic
◆ Alchemy: None
◆ Artifact Crafing: Rune Staff, Staff Foot, Staff Head
◆ Blacksmith: Acid Coated

Secrets of Sorcery
◆ Alchemy: Spirit Friend, Shadow Tint, Homunculus
◆ Artifact Crafing: Death Mask, Iron Crown
◆ Blacksmith: Concealed Armor, Death Rune
and Desecrated

Secrets of Theurgy
◆ Alchemy: Holy Water
◆ Artifact Crafing: Pest Mask, Sun Mask
◆ Blacksmith: Blessed Robe, Hallowed

Secrets of Troll Singing
◆ Alchemy: None
◆ Artifact Crafing: Healing Spider, Lucky Coin, Marlit Cape, Meeting Stone, Toad Guard
◆ Blacksmith: Skald’s Cuirass, Thundering

命中位置 HIT LOCATIONS
该可选规则令玩家可以打击敌人身上的特定部位;同时意味着,根据命中部位不同,当伤害大于等于疼痛极限时会产生不同的效果。此外,防具可以被拆分成不同部分,因而角色也可以在身体不同部位装备不同类型的防具。

表9:命中位置 Hit Locations
1D10身体部位伤害大于等于疼痛极限产生的效果
1右腿被击倒(prone)。在该场景剩下的时间里移动动作减半。
2左腿被击倒(prone)。在该场景剩下的时间里移动动作减半。
3-5躯干气喘。无法行动一轮。
6-7右臂检定[敏捷],若没过,手中物品掉落。此外,在该场景剩下的时间里,任何用到这条手的检定都双骰取高。
8-9左臂检定[敏捷],若没过,手中物品掉落。此外,在该场景剩下的时间里,任何用到这条手的检定都双骰取高。
10+1D6伤害,且目标失去意识1D4轮。

边栏 p108
引用
主手 Main Hand
如果采用命中位置规则,那么最好也决定一下角色们是右利手还是左利手。这里给个小建议,角色的主手与玩家一致,所有NPC默认右利手。

瞄准身体的上部或下部 Aim High or Low
角色可以在攻击时瞄准目标身体上部或下部,这样做可以命中目标身上的薄弱部位,或者引起某个特定效果——比如让目标损失一个移动动作,或让目标手里的东西掉到地上。瞄准身体上部或下部攻击会给攻击检定带来-2修正。

边栏p108
引用
瞄准身体的上部或下部 Aim High or Low
1D10
上部
1
右腿
2
左腿
3-4
躯干
5-6
右臂
7-8
左臂
9-10
---------------------------------
1D10
下部
1-2
右腿
3-4
左腿
5-7
躯干
8
右臂
9
左臂
10

瞄准身体部位 Aim at Body Part
角色可以选择攻击敌人身上的特定部位,一般是希望命中某个保护较弱的部位或引起特定效果。瞄准特定身体部位攻击会给成功检定带来-5修正。

防具部位 Armor Segments
角色可以在不同的身体部位装备不同种类的防具,这样一来,就可以在保护重要部位的同时尽可能省钱并降低妨碍效果。
防具部位的价格和妨碍效果是原整套防具乘以一定比例。妨碍效果向上取整,因而0.5变成1。

表10:防具部位 Armor Segments
防具拆分价格/妨碍值
腿部 20%(一条腿10%)
胸甲(躯干)40%
手臂20%(一条手臂10%)
头盔20%

劇透 -   :
Hit locations
This optional rule makes it possible to hit specific parts of the enemy and means that damage equal to or higher than the Pain Threshold has different effects depending on where the enemy is hit. Also, armor may be divided into segments so that the character can have different types of armor on different parts of the body.

Table 9: Hit Locations
1D10 body part effect of Damages equal to or higher than pain threshold
1 Right Leg Knocked prone. Half movement for the rest of the scene.
2 Left Leg Knocked prone. Half movement for the rest of the scene.
3–5 Torso Loses breath; incapacitated for a turn.
6–7 Right Arm Drops item held if failing a Quick test. Also, a second chance to fail all rolls requiring the use of the arm for the rest of the scene.
8–9 Left Arm Drops item held if failing a Quick test. Also, a second chance to fail all rolls requiring the use of the arm for the rest of the scene.
10 Head +1D6 damage and the target is rendered unconscious for 1D4 turns
引用
Main Hand
If Hit Locations are used, it might be wise to decide if the characters are right- or left-handed. As a suggestion, the character has the same main hand as its player and all NPCs are assumed to be right-handed.

Aim High or Low
The character can choose to aim high or low in order to hit unprotected parts of the target, or to cause a certain effect – for instance that the target loses a movement action or drops something. Aiming high or low gives −2 on the attack test.

引用
Aim High or Low
1D10 HIGH:
1 Right Leg
2 Left Leg
3–4 Torso
5–6 Right Arm
7–8 Left Arm
9–10 Head
-------------
1D10 LOW:
1–2 Right Leg
3–4 Left Leg
5–7 Torso
8 Right Arm
9 Left Arm
10 Head

Aim at Body Part
The character can take aim at a specific part of the enemy’s body, hoping to hit a less protected area or achieve a specific effect. Aiming at a specific body part gives –5 on the success test.

Armor Segments
The character can use different armor on different body parts, to save money and reduce the level of impediment while still protecting the most vital parts as much as possible.
Armor segments cost a part of the price of the full armor and have a part of the armor’s value in Impeding. The impediment is rounded up so that 0.5 becomes 1.

Table 10: Armor Segments
Armor segment price/impeding value
Legs 20 % (10 % per leg)
Cuirass (torso) 40 %
Arms 20 % (10 % per arm)
Helmet 20 %


声望 REPUTATION
在辛柏隆的世界中冒险者数不胜数,只有获得够长的才能变得闻名遐迩——或臭名昭著。名声是一把双刃剑:享有声誉自然能在社交场上给你带来方便,但同时也意味着你很难避人耳目地行动。此外,各种坊间流言都会围绕着你,讲述你那些知名事迹。不论流言的真实性如何,旁人对待角色的态度都会有所不同了;闻名遐迩也不一定全是好事,不过有时候臭名昭著也不一定是坏事。
“声望”(Reputation)的数值表现了角色有多出名,且具有以下效果
  • 当角色试图避免引起他人注意时,隐匿属性承受等于声望值的减值。
  • 当角色试图游说敌对势力,且因其名声而被认出时,影响属性承受等于声望值的减值。
  • 当若角色为了获得社交方面的好处而说出自己的名号和事迹,影响属性获得等于声望值的加值

引用
表11:声望 Reputation
声望值类型实例/b]
0普通人——
1受人尊敬的普通人Kadra,蓟花要塞的一位宝藏猎人
2经验丰富的冒险者露辛妲•攥金手(Lysindra Goldengrasp),成功的宝藏猎人
3在地方颇有名气英雄嘎穆•蠕虫行者(Garm Wormwriggler),蓟花要塞的地精英雄
4广为人知的英雄赛雷克斯•阿提奥(Serex Attio), <大战>中的战争英雄
5杰出领袖雅克勃•维耶若(Iakobo Vearra),逝日骑士团的圣殿骑士指挥官
6安珀利亚公爵艾斯梅拉达(Esmerelda),女王的妹妹,卡珊戴恩(Kasandrien)公爵
7传奇人物蓟花要塞镇长拉瑟佛•奈特普奇(Lasifor Nightpitch);卡勒弗斯提的胡德拉(Huldra)耶丽塔(Yeleta),
9 *——萨拉般(Tharaban),蛮族部落的大族长
10——葛琳缇亚•碎夜,安珀利亚女王

声望变化 (Changes in Reputation)
角色声望的变化主要由ta的冒险事迹决定,不过有时也可以通过鼓励散布流言蜚语和故事歌谣的方式来提高声望。反过来说,觉得出名反倒不好的角色可以通过低调行事来避免为人所知。

引用
表12:声望变化 Changes in Reputation
活动对声望的影响
普通冒险+/-0。 每季度一次冒险(一年四次)就足够维持声望了(比如《铜王冠》中的冒险:《应许之地》、《兽印》还有《弥留梦冢》)
公开冒险每次冒险+1;这种冒险必须对社会具有极大意义和影响,且发生在一个城镇或影响一大片区域(比如《守护者之怒》(Wrath of the Warden))
英雄事迹得到传唱花10泰勒+1,最多可加到声望+1。具有[说书人]或[音乐家]特质的角色可免费获得这个好处。
全面的介绍在当前场景下+1,不过在此之外没效果。
不在、休息中或保持沉默每季度-1,如果这季度在休息或保持沉默的话(一年四次);包括那些完全不为公众所知的冒险。

声望类型 Type of Reputation
角色声望除了数值,还应能用一个称号或一两句话来描述。如前述,声望的具体内容能令事件朝不同方向发展,且取决于你在与谁打交道——“蓟花要塞的拯救者”跟“破誓者”这两种称号所能引起的反应肯定是不同的,不同势力对你的态度也会截然不同。像“女巫杀手”这种称号能令你在圣墙城或运达洛斯的部分地区受到热情款待,而当你身在卡勒佛斯提或在达沃卡深处会见女巫时,这个称号会为你带来不一样的欢迎方式。
简而言之,角色的名望会左右他人对角色的态度,在跟不同群体打交道时所引起的反应也是不同的

边栏p109
引用
队伍和声望The Gaming Group and Reputation
身在同一支队伍中的角色也可能声望并不一样。角色的声望取决于他们是不是喜欢对别人吹嘘自己的成就,是不是找了吟游诗人传唱自己的丰功伟业;抑或采取相反的行动,试图从事件中隐去自己参与过的痕迹,尽可能不让别人知道自己的事迹。
劇透 -   :
Reputation
In the world of Symbaroum there are lots of adventurous people, and some of these live long enough to become famous – or infamous. Such fame is, however, a double-edged sword: sure, being renowned will give you certain social benefits, but it also makes it much harder to travel or act without being noticed. Furthermore, there will be many rumors circling about, detailing the deeds and happenings the character is known for. Regardless of the rumors’ veracity, people will treat the character differently – being famous is seldom all good, but with a certain kind of people it is also true that being infamous may work in your favor.
The value in Reputation states how well-known the character is and has the following effects:
◆ Reputation modifies Discreet negatively when the character tries to avoid attention.
◆ Reputation modifies Persuasive negatively when the character tries to influence a supporter from a hostile faction, if the character is recognized and identified because of his or her reputation.
◆ Reputation modifies Persuasive positively if the character mentions his or her name and deeds when trying to earn social favors.

Table 11: Reputation
value type example
0 Commoners —
1 Upstanding commoner Kadra, treasure hunter in Thistle Hold
2 Experienced adventurer Lysindra Golden grasp, successful treasure hunter
3 Locally acknowledged hero Garm Wormwriggler, the goblin hero in Thistle Hold
4 Widely known hero Serex Attio, aged war hero from The Great War
5 Prominent leader Iakobo Vearra, Commander of the templars in The Knights of the Dying Sun
6 Ambria’s dukes Esmerelda, the Queen’s sister and duchess of Kasandrien
7 Legendary individual Lasifor Nightpitch, Mayor of Thistle Hold; Yeleta, the Huldra of Karvosti
9 — Tharaban, High Chieftain of the barbarian clans
10 — Korinthia Nightbane, Queen of Ambria

Changes in Reputation
The character can influence his or her reputation primarily by adventuring, but also by encouraging the spread of rumors, songs and tales. On the other hand, the character may also make an effort to act discreetly, hoping to avoid becoming famous. Surely, being recognized is not in every character’s best interest.

Table 12: Changes in Reputation
Activity effect on reputation
Ordinary adventuring ±0. One adventure per season (four per year) is enough to uphold the reputation (for instance the adventures in The Copper Crown: The Promised Land, The Mark of the Beast and Tomb of Dying Dreams)
Public adventuring +1 per adventure with a significant public impact, in a town or with great effect on a large area (for instance Wrath of the Warden)
Heroic Tales/Songs +1 to the cost of 10 thaler, to a maximum of +1 in Reputation. A character with the boon Storyteller or Musician can get this bonus for free
A thorough introduction +1 in the present situation but no effect beyond that
Absence, rest or silence –1 per season of rest or silence (four per year); including adventures which completely escapes the public

Type of Reputation
Aside from the numerical value, a character’s reputation should be suitably described in the form of an epithet and a short sentence or two. As previously mentioned, the details of the reputation can complicate things, depending on who you interact with – the epithet “The Savior of Thistle Hold” will likely provoke other reactions than “The Oathbreaker”, and would surely inspire to very diverse sentiments with people from different factions. A reputation as a “Witch Killer” will earn the character a warm welcome in Templewall and certain parts of Yndaros, while the welcome would be quite different on Karvosti or when meeting witches deep inside Davokar.
In short: the reputation of the character will affect how he or she is regarded by others and provoke different reactions from different people.

效果叠加 OVERLAPPING EFFECTS
如果角色的行动导致了多种效果叠加,那么采用下面这些规则:

  • 双骰取较好/较差结果(有第二次成功的机会/有第二次失败的机会):不论效果叠加了多少次,来源于哪些规则,都最多只能加骰一次。
  • 同时有双骰取较好结果和双骰取较差结果这两种效果:效果互相抵消;只当某种效果多于另一种效果时,角色才能加骰,且最多只能加骰一次。
  • 在同一个成功检定中有多个加值或减值:这些都加在一起,不过每种来源类型——优势、物品、炼金灵药——下只能有一个修正值起效。如果有多个修正值源于同一个来源类型(即,多个物品在同一个检定上提供多次加值),那么只有最高的那个修正值起效。
  • 骰子类型提升一阶:提升骰阶的效果最高可将骰阶提升至1D12。在那之后,任何提高骰阶的效果给投骰结果+1。
劇透 -   :
Overlapping effects
When a character acts in a way which leads to overlapping effects, the following applies:
◆ A second chance to pass/fail a success test: Only one extra roll is made, no matter how many such effects are in play and what rule they derive from.
◆ Simultaneous second chance to pass and fail: The effects cancel each other out, and an extra roll is only made if the character has more of one than the other.
◆ Multiple positive and negative modifications on the same success test: These are added together, but only one modifier from each type of source – boons, items, elixirs – may be used. If several modifications stem from the same source (i.e. many items that gives a bonus on the same test), only the highest modification comes into play.
◆ Increased die tier: Effects that increase the dice tier of the effect test can at most increase it to 1d12. After that, each further increase adds +1 to the outcome.


« 上次编辑: 2019-03-28, 周四 16:14:15 由 zyupha »
Kick the goblin scum!
Fu*k it bit my anckle.

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