作者 主题: 【Champions of Purity/Balance/Corruption】《探索者》Pathfinder 九大阵营角色扮演指南合集  (阅读 14798 次)

副标题: “你是哪个阵营的Friend呢?”

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《探索者》Pathfinder 九大阵营角色扮演指南目录

                                   
                                   
                                   



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守序善良(Lawful Good)
« 回帖 #1 于: 2017-04-18, 周二 01:10:31 »
守序善良

    守序善良的角色将法律视作社会安宁必不可少的部分,他们会为了废除或者修正眼中的不公法令而努力奋斗,而且永远会向需要的人伸出援手。守序善良角色的言行均正直如一,从不妄言,一诺千金。这些人士无论何时何地都会反对邪恶,避免使个人利益凌驾于集体利益之上。他们鲜能接受为了目的而不择手段的做法。那些追求荣耀名声,寻求拨乱反正,或者能舍己为人的角色都可能会偏向这个阵营。



理念

    守序善良的角色形形色色,在对各自信仰的热诚上则更是如此。其中一些狂热的人士堪称这个阵营的楷模,而其他人相对来说则可能会在各自的生活中对自己更为宽容。以下展示的仅仅是一些可能的阵营表现方式。

  • 建造者

        建造者型的角色相信对于家庭和社群来说,拥有强大的凝聚力十分重要,他们会指引其他人走向自强自立。建造者尊崇法律和秩序,认为其能解决所有文明产生的问题。对于这些人来说,强大,仁慈的政府乃是文明得以兴旺的根基。建造者通常会作为社群的一份子帮忙创造出的建筑以及其他产物,以提高其他社群成员的生活质量。
       
        如果你是建造者型的角色,则你会:

    • 为了秩序和组织而奋斗。
    • 将强而有力的政府视作文明必不可少的部分,而紧密联系的家庭和社群就是居住地得以繁荣发展的砖瓦。
    • 使用自己的创造力和技能教导别人如何改善自己和社群的生活质量,并乐于为想移居到秩序和文明地区的人们提供帮助。

        信条:无论产物会是物质还是理念,你都会通过创造为社会带来秩序

  • 圣战者

        圣战者无论在何时何地都会力求驱除所有现身的邪恶。这些正直,强大的人士将其毕生都奉献给了把邪崇恶毒连根拔起的英雄伟业之上。圣战者寻求在对抗邪恶过程中所获得的荣耀,名誉,以及光荣,同时甘愿为了毁灭大敌而付出生命的代价。许多的圣战者型的角色都会选择追随光明之剑:艾奥梅黛。

        如果你是圣战者型的角色,则你会

    • 对邪恶彻彻底底地憎恶唾弃。
    • 积极地拨乱反正,驱逐邪恶与不公。
    • 经由实际行动追寻荣耀与名誉,并视荣誉远在生命之上。

        信条:荣誉时刻与你同在,你会为了根除威胁到誓言保护的领土及其人民的邪恶而不惜以身犯险。

  • 守卫者

        守卫者尊重生命,深信保护无辜弱小之辈的性命乃是至高义务和无上之召。这些勇敢过人,决心坚定的人士乐于为了自己誓言保护之物而不惜抛头颅洒热血,无论保护对象是城市都会,农村乡庄,堡垒坚墙,乃至要隘天险皆是如此。他们甘愿为了自己的义务战斗至最后一课。同时相比将战火燃至他人头上,守卫者更能从保卫坚守的事业中寻得荣耀,名誉,以及光荣所在。当无须过分积极地行使保护义务之时,他们把时间花在给好学者讲解防御战略以及相应技巧上。

        如果你是守卫者型的角色,则你会

    • 不惜以身犯险保护他人生命安全。
    • 积极地保护弱小和清白之人。
    • 提高援助对象的防御以及战术技巧,并对其加以改进。

        信条:为了保护他人的生命和福祉,你不惜牺牲性命。



优势与挑战

    守序善良角色擅于理解政府机构,在服从法律的同时也为自己和他人构筑建立起新的秩序。他们本质上就是乐于助人的角色,即使对方与其并非同一阵营,后者也能发现这些家伙相当值得信任。此外,守序善良的角色也擅长决定怎样行动才能合乎秩序,且能裨益大众胜于个人。因为这些人士对与秩序的着重,他们能在从来没出现过成型政府的土地上建立起稳固的政府管治。

    然而这些角色有时会执拗地遵守法律规条,即使有时这些法律并非公平正义也是如此。相较违抗或者抗议这些法条,守序善良的角色更可能会按照现有的结构和系统去努力对这些法律加以改变,同时也主张其他人采取同样的行动。另外,即使是为了配合同伴计策而撒的一个无关大雅的小谎,也足以让这些人士深感愧疚。类似的,即使是有着善良目的的团体成员接下来的行动能得到有利结果,守序善良的角色也不会为了帮助他们而打破法律。

    当守序善良的人士与同伴在城市里冒险时,前者也常常会婉拒那些在他们心中钻了法律空子的特定计划以及尝试。但在探索废墟以及野地等远离政府直接管辖的地区,守序善良的角色则更容易对其他同伴的不良行为不加理会。



机会与盟友

    最为经常与守序善良阵营联系在一起的职业莫过于圣武士,但武僧同样也适合这个阵营,后者总是守序阵营——事实上,拥有义洛理勇士等级的武僧必须是守序善良。而除了少数例外,其他职业的角色大部分都可以选择各种阵营。虽然如此,尽管按照游戏规则毫无问题——但扮演一位守序善良的盗贼仍然极具挑战性。然而,这样的角色依然可以成为一名调查员,或是为骑士团和军队充当间谍或斥候,并藉此塑造成守序且善良的人物。同时在古老废墟的深处寻找失落珍宝时,她那如鱼得水的技艺亦使其成为一名值得信任的盟友。

    在内海地区,守序善良角色能找到许多冒险的机会以及不少盟友,同时他们也经常喜欢助下列组织一臂之力。

  • 骑士团

        适合该阵营的骑士团能在下面的组织里被找到:不懈地对抗着世界之伤恶魔侵略者的蒙蒂维圣战军;把注意力放在贝尔克泽恩的兽人部落,同时警戒着默语暴君卷土重来,在终焉之墙坚守自己神圣义务的奥泽姆骑士;以及力求废黜奴隶制,宣扬安多安理念的雄鹰骑士;还有其他守序善良的角色愿意加入或与之联手的组织等等。

  • 守序国度

        无论会不会在其中的著名骑士团内服务,守序善良的角色都可能会对援助诸如蒙蒂维或者终焉之墙等国家感兴趣。而在天夏,守序善良的角色也许会愿意保护茲哈以及精瑛免受暴戾巨人,大地精和恶鬼的侵害。毕竟,如果这些地方沦陷了,那侵略者威胁到其他地区也只是时间问题了。

  • 社会秩序

        为社群或者国家带来和平以及秩序乃是每一位守序善良角色的永恒理想。终结纷争动乱,还以法治体制这种任务虽然经常被认为是政治家,议员和律师的工作,但冒险者也同样可以追逐这样的理想。无论她是着眼于维持和平还是与意图破坏现有社会传统的家伙作斗争,在城市环境里的守序善良冒险者能一点一滴地将其阵营的原则灌输给每一位市民。



背景特性 ←点击标题跳转



劇透 -  原文:
Lawful good
Lawful good characters regard law as necessary for the welfare of society. They fight to abolish or change laws they deem unjust, and they always aid those in need. Lawful good characters strive to be forthright in their words and deeds, refuse to lie to others, and keep their covenants. They oppose evil wherever it is found, and avoid putting the good of the individual ahead of what is good for the masses. For these characters, the end rarely justifies the means. Characters drawn to honor, righting wrongs, or making sacrifices for others might be attracted to this alignment.

PHILOSOPHIES
Lawful good characters vary widely, especially in terms of their zeal for their beliefs. Some may be fanatical examples of the alignment, while others apply these ideals more loosely in their lives. The following examples showcase just a few of the possible approaches to this alignment.

BuiLders

Builder characters believe in the importance of close- knit families and strong communities, and they teach others to be self-sufficient.

Builders revere order and law, regarding these concepts as the answer to all of civilization’s problems; for them, a strong, benevolent government is what allows civilizations to thrive. Builders often assist in creating actual structures and items as a part of community’s attempt to improve members’ quality of life.

 If you are a builder, you:
 • Strive for order and organization.
 • View strong government as necessary for civilization’s cultivation, and strong families and communities as the building blocks of successful settlements.
 • Use your creativity and skills to teach others how to improve their lives and communities, and gladly offer your assistance when others are moved to create order and structure.

Code: You bring order to society through your creations, whether material or philosophical.

Crusaders

Crusaders endeavor to stamp out the presence of evil wherever it arises. These just, strong individuals spend their lives in pursuit of such heroic endeavors, tenaciously taking the fight to the root of evil in an attempt to eradicate it. Crusaders seek honor, valor, and glory in their pursuit of evil, and willingly sacrifice themselves in their efforts to destroy their targets. Many crusader types follow Iomedae, the Sword of Light.

 If you are a crusader, you:

• Abhor evil in all its aspects.
• Are motivated to right wrongs and to stamp out evil and injustice.
• Seek honor and glory through your actions, and suffer death over accepting dishonor.
Code: You are honorable and risk your life to eradicate the evil threatening your lands or the lives of those you’ve vowed to protect.

GuardiaNs
Guardians respect life and believe there is no greater duty or higher calling than protecting the lives of innocents and those who are too venerable to protect themselves. These brave, unwavering individuals gladly risk life and limb in defending whoever or whatever they have vowed to protect, whether it’s a city, village, fortress wall, or even a strategic pass. They willingly sacrifice themselves to the last soul to carry out their duty, and they find their honor, valor, and glory in defense rather than in taking the battle to others. When not actively involved in protecting their charge, they spend their time teaching defensive tactics and skills to those willing to learn.

If you are a guardian, you:

• Protect the lives of others at your own risk.
• Are motivated to protect the weak and the innocent.
• Improve the tactics and defensive skills of those you aid.

Code: You risk your life to protect the lives and well- being of others.


ADVANTAGES AND CHALLENGES
Lawful good characters are proficient at understanding bureaucracies,  following laws, and cultivating order and structure in their own lives and in others’. They are naturally helpful, and others find them trustworthy, even if they don’t share the same alignment. Additionally, lawful good characters are adept at deciding which actions are lawful and benefit society rather than the individual. With their focus on order, they can often build governmental stability where none previously existed.

These characters sometimes have problems defying laws, even when the laws are unjust. Instead of disobeying or protesting against such laws, they work within the provided structure or system to change those laws, and they implore others to do so as well. They feel guilty lying to others, even if only asked to fib to provide a ruse for their companions. Similarly, they won’t break the law to help good-intentioned party members perform actions that might have beneficial results.

When they’re adventuring in urban areas with their companions, lawful good characters may feel compelled to excuse  themselves from certain plans or attempt to reason with those  more lenient in their interpretation of the law. It’s much easier for lawful good characters to ignore the bad behavior  of other party members when exploring ruins and wilderness  areas outside the direct jurisdiction of a governing body.

OPPORTUNITIES AND ALLIES
The character class most often associated with the lawful good alignment is the paladin, but this alignment may also include monks, who are always lawful—in fact, monks who take levels in the champions of Irori prestige class must be lawful good. With a few exceptions, the other character classes allow for any alignment. However, playing a lawful good rogue—though feasible via the game’s rules—may be challenging. Such a character would, however, be a good addition to a law enforcement body as an investigator, or might travel as a scout or spy for a military or knightly order. She might also be a trustworthy appropriator of treasures lost in the depths of old ruins.

In the Inner Sea region, lawful good characters can find plenty of opportunities to adventure and find allies. These characters may be specifically interested in lending their support to the following organizations.

Knightly Orders:
Knightly orders suiting this alignment can be found among the crusaders of Mendev, who struggle to stem the teeming Worldwound’s demonic invaders, as well as in Lastwall’s Knights of Ozem, who concentrate their efforts on the orc hordes of Belkzen and maintaining their sacred duty of guarding against the Whispering Tyrant’s return. The Eagle Knights of Andoran, who stamp out slavery and promote the ideals of Andoran, constitute another organization lawful good characters may wish to ally with or join.

Lawful Nations:
Aiding the lawful nations of Mendev and Lastwall, whether working with or without the nations’ famous knightly orders, could interest characters of this alignment. And in Tian Xia, lawful good characters may wish to defend Zi Ha and Jinin against rampaging giants, hobgoblins, and oni. After all, if these nations fall, it’s only a matter of time before the invaders threaten other regions.

Social Order:
 Bringing peace and order to a community or nation should be a paramount ideal to a lawful good character. Settling conflict and establishing a fair body of laws may be more often associated with politicians, legislators, and barristers, but an adventurer can pursue those ideals as well. Whether she focuses on keeping the peace or fighting against those who seek to upset the traditions of a particular society, an adventurer in an urban environment can instill the principles of a lawful good alignment in its people.

TRAITS

The following traits complement characters of lawful good alignment.

Blessed Touch (Faith): You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Hard to Kill (Combat): Your strong will to live and spread good combined with your pure physicality makes you a tough opponent to take down. You may have discovered this as a child after a tragic accident or during the course of your first battle. When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.

Weapon of Peace (Combat): Even though you are a trained combatant, proficient with any number of weapons, you don’t relish killing your enemies. It’s not that you’re afraid of seeing blood, but rather that disabling a foe is superior to killing someone capable of admitting defeat. When using a melee weapon that deals lethal damage to instead deal nonlethal damage, you take only a –2 penalty instead of –4.

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中立善良(Neutral Good)
« 回帖 #2 于: 2017-04-18, 周二 01:19:39 »
中立善良

    中立善良的角色能同时看到守序和混乱轴上的两端,并了解一些选择的确能裨益大众,同时其他选择则能得惠个人。因为无论哪一个极端都无法吸引他们为之行动,因而这些人士也往往被认为是“真正的善良”。中立善良的人寻求大体上能为世界带来善良美好的行为,并会在可能的时候帮助他人。他们既不主张混乱无序,也不提倡深文峻法。中立善良的角色支持能造福大众的法律,但也能毫不犹豫地无视暴君统治下那些不公正的条令。



理念

    中立善良的角色多种多样,尤其对各自信仰的热忱则更为如此。其中一些人也许是这个阵营的杰出代表,而其他人相对来说则可能会在各自的生活中对自己更为宽容。有些人士只会觉得奴隶制——无论在当地合法与否——令人憎恶,而其他人也许会致力于将遇到的奴隶制度统统摧毁。以下展示的仅仅是一些可能的阵营表现方式。

  • 治疗者

        治疗者珍视生命,并且认为所有的生灵其中都蕴藏着美好和善良。无论对象阵营为何,治疗者都会用疗愈的力量帮助有需要的人,同时深信通过自身的技能以及魔法去维护生命的纯净乃是自己的义务所在。因为生命的分量对于他们来说无可比拟,因而这些人也发誓永远不会伤害他人或者取人性命。当被卷进战斗时,治疗者也会去保护好自己,但倾向于使用妨碍或者限制的力量去控制敌人,而不是痛下杀手。总而言之,每个生灵都是这片宇宙中的重要一员,而每一个逝去的灵魂对治疗者来说都是一场真正的悲剧。
       
        如果你是治疗者型的角色,则你会:

    • 视生命高于一切。
    • 使用自己的治疗能力以及相关知识去救助伤患。
    • 战斗的时候保持防御,只会尝试俘获或者弱化敌人。

        信条:你把保障他人的生命健康作为毕生目标,同时也不会去夺人性命。

  • 调停者

        团体里面的所有人都能各走各道的情况不可能出现。生命的一切都与妥协有关,而调停者精于引导个体走向理性,使其能在相互之间达成皆大欢喜的协议,并得到满意的结果。当形势急转直下,或者需要面对敌意满盈的对手时,调停者也不会急于拔剑相向,而是会尝试通过交涉或者威吓来寻找解决问题的另一种方法。当然,世上仍有许多蒙昧野蛮的生物,它们从来就不知妥协为何物。只有当对面选择对你的话语充耳不闻的时候,调停者才会选择诉诸武力,以求胜利。

        如果你是调停者型的角色,则你会:

    • 重视平衡,和平,能从中获益的解决方案。
    • 积极地平息冲突,还以和平。
    • 尝试以自身的才智和魅力去应对本性非恶的生物。

        信条:当阵营相悖的理性生物之间爆发了冲突,你会尝试以自己的外交技巧以平息争端,并使其达成妥协,意见一致。

  • 救赎者

        救赎者相信除了少数例外,大部分生灵都有着成就善良的潜力。只要给予这些没有跟随光明的存在一个机会,让他们摒弃额任性行为,同时接受善良之道的点化,他们就能赎回自己的灵魂,并为过去的恶行做出弥补。救赎者极具耐心,毕竟老习惯很难在须臾之间得以改正。当然,对于那些拒绝接受给予的救赎机会的家伙,救赎者也不会放任他们继续自己的毁灭行径,因而救赎者会采取一劳永逸的方法,以使这些顽固分子无法带来更多的伤害。

        如果你是救赎者型的角色,则你会:

    • 重视生命,并且耐心以待。
    • 积极地带领他人走上光明之途,并深信人人都有改过自新的机会。
    • 愿意对那些拒绝救赎的家伙痛下杀手。

        信条:只要给予机会,堕落之辈也能重返光明。你必须为他们提供悔过的机会,并向其展示救赎之道。



优势与挑战

    中立善良的角色善于看到事情的两面,同时以能力去证明自己的行动,并选择在他们眼中能达到最大良善的做法。这种人士在与他人打交道的时候寻求平衡以及和谐,知晓如何措辞能避免气氛升温,并保证自己的回应能不偏不倚。中立善良的角色知道大自然的价值所在,明白文明往荒野扩张并不总是能带来好事。

    因为中立善良的角色能看到事情的方方面面,因而偶尔他们在有着不同好处的选择之间进行抉择的时候会倍感困难。因此,其他人往往为其打上摇摆不定,软弱无能的标签。

    同时,跟其他偏向混乱或者守序的角色相处,对于中立善良的角色来说也是个不小的挑战,如果冒险小队里的成员阵营多种多样则更是如此。中立善良的角色不一定能总是认可守序善良角色对一丝不苟计划的执着,控制欲,以及阻止其他成员破坏法律乃至影响了团队目标实现的做法——毕竟有时候,的确是需要一些不那么光彩的手段。与此相反,中立善良的角色也许会觉得混乱善良的角色有点过于难以控制,同时不太喜欢后者那随性古怪的想法和举动。就中立善良的角色看来,在思想和行动上拥有太多自由,只会导致责任感的缺失。

    中立善良的角色要经过深思熟虑才能决定接下来的行动是否正确,乃至于有时他们会难以理解为什么其他人会觉得自己的意见并不明智。



机会与盟友

    需要选择任意中立阵营的德鲁伊常常是中立善良。同时除了必须守序的圣武士和武僧外,中立善良的角色适用于大多数职业

  • 探索和保存

        中立的瓦瑞西安那尚未开发的广阔土地能吸引大量中立善良的人物。这片正在迅速发展的地方能为那些追求良善福祉,保存古迹文物,追求留名青史的角色提供良好起点。其中沙点镇则是庇护新手善良角色的港湾。而马格尼玛更是欢迎那些渐有名气的明星冒险者。同时,保护主义者则可能打算在伽尔特的革命浪潮将横扫一切之前,对当地的遗迹和文物加以保存。他们也可能会加入莽吉荒原的人民,一同奋力对抗崇拜恶魔的黒猩猩王的无情掠夺,尝试对进行殖民地化的开垦,还有闻风而来的财宝猎人等等。

  • 安多安与自由之战

        中立善良的角色或者会出身于安多安,并能在当地的雄鹰骑士之中找到盟友,同时他们也许会发现这个王国无论是政治前景,还是力求废黜奴役以及暴君统治的自由思想都十分诱人。中立善良的角色也许会投身于解放奴隶的战斗,他们的支援会得到相应势力的极大欢迎。另外中立善良的角色也可能会加入这个组织,并随着经验和等级的累积逐渐身居高位。

  • 和平,救赎与庇护

        中立善良的角色,尤其以莎伦莱的信徒为甚,通常会造访格拉里昂上那些混乱滋生的温床,并尝试对其施以救赎以及调停,以此加以遏制和干预。这样的地方包括:贵族彼此征伐以求获得统治的布雷斡;土地被革命鲜血浸染的伽尔特;黑魔法与超科技并存的纽梅利亚;遍布佣兵与强盗的河域诸国;广受压迫,濒临叛乱边沿的萨迦瓦;还有背信弃义的海盗老巢镣铐岛等等。而调停者和救赎者型的角色则能为这些地区带去平静,并甚至在这过程中找到自己灵魂的救赎和庇护。



背景特性 ←点击标题跳转



劇透 -  原文:
Neutral good
Neutral good characters can see both sides of the lawful-chaotic axis, understanding that some choices are indeed better for all, and others are better for individuals. Because supporting either extreme on the axis does not motivate them, neutral good characters are often considered the “true good” alignment. They seek to do the most good in the world to make it a better place and to help others when possible. Neither anarchy nor the need for strict order concerns them. Neutral good characters support laws that benefit all, but have no qualms about ignoring unjust laws or tyrannical rulers.

PHILOSOPHIES
Neutral good characters vary widely, especially in terms of their zeal for their beliefs. Some may be fanatical examples of the alignment, while others apply these ideals more loosely in their lives. They find slavery, whether legal or not, abhorrent, and may make it their goal to destroy such institutions wherever they find them. The following examples showcase just a few of the possible approaches to this alignment.

heaLers
Healers value life, seeing beauty and good in all living creatures. Healers offer their curative powers to those in need, regardless of their patients’ alignment, believing it’s their duty to use their skills and magic to maintain the purity of life itself. As life is all-important to them, they take oaths never to do harm to others or to take lives; when forced to fight, they protect themselves, but tend to employ abilities that hamper or entrap their enemies rather than killing them outright. After all, every being’s life is important to the universe, and the loss of any soul is a true tragedy to healers.

If you are a healer, you:

• Value life above all else.
• Use your curative knowledge and abilities to heal the sick and wounded.
• Fight defensively, and only to capture or weaken opponents.

Code: You seek to maintain the life and health of others, and do not take others’ lives.

m ediators
 It is not possible for all members of a community to have their way; life is all about compromise, and mediators specialize in steering rational individuals to agreeable terms and favorable outcomes. When things go badly or they must deal with hostile people, mediators do not rashly pull their weapons on others, but instead offer alternative options for resolution through diplomacy or intimidation. Of course, many creatures lack enlightenment, and thus don’t accept compromise. When words fall on deaf ears, mediators resort to weapons to win the day.

If you are a mediator, you:
• Value balance and peaceful, beneficial resolutions.
• Are motivated by the desire to keep the peace and diffuse conflict.
• Attempt to use your wisdom and charisma when dealing with nonevil creatures.

Code: When conflict arises between reasonable creatures of either axis of your alignment, you offer your diplomatic skills to accomplish compromise or agreement.

r edeemers
Redeemers believe that with a few exceptions, most beings are capable of goodness. Beings not following the path of light need only be given a chance to renounce their wayward behavior and be enlightened to the true path of goodness, thus allowing them to redeem their souls and atone for their vile deeds. Redeemers believe in patience, knowing old habits are hard to break. Of course, those who refuse proffered redemption opportunities must not be allowed to continue along their destructive paths, so redeemers must permanently prevent them from doing further harm.

If you are a redeemer, you:
• Value life and are patient.
• Are motivated to bring others into the light, believing they deserve a second chance.
• Are willing to kill those who refuse redemption.
Code: The lost can be returned to the light if given the chance; you must offer it and show them the way.

ADVANTAGES AND CHALLENGES
Neutral good characters excel at seeing both sides of a situation, and they use this ability to inform their actions, doing what they believe will produce the most good. These characters seek balance and harmony in their dealings with others; they know to avoid conversations leading to heated topics, and keep their responses to the middle of the road. They understand the value of nature, and realize that expanding civilization into the wilderness is not always the most appropriate thing to do.

Because of their ability to see all facets of a situation, neutral good characters can sometimes have difficulty in choosing a side between other good beings. For this reason, others may label them as wishy-washy or not capable of serious conviction.

Dealing with other characters aligned along the lawful-chaotic axis can also be challenging, especially in mixed-alignment adventuring groups. The neutral good characters will not always agree with the lawful good characters’ meticulous need to plan their actions, control others, or prevent others from disobeying laws that interfere with the party’s goals—sometimes less-than- honest tactics are necessary, after all. Conversely, neutral good characters might find chaotic good characters a little on the uncontrollable side, not liking the wild bent of their ideas or actions. Too much freedom of thought and action, they believe, just makes one irresponsible.

Neutral good characters give great consideration to their actions before deeming them correct; some neutral good characters find it unfathomable that others cannot see their viewpoint as the most sensible.

OPPORTUNITIES AND ALLIES
Neutral good is an alignment common to the druid class, who must select any neutral alignment. Neutral good serves as an effective alignment for most any class, except the monk and paladin, who must be lawful.

Exploration and Preservation:
The neutral frontier lands of Varisia can hold significant interest for characters of this alignment. This fast-growing area is a great stepping-stone for characters wanting to do good, preserve beautiful works of art and history, and make names for themselves. Sandpoint makes a wonderful hometown for beginning good characters, and Magnimar is especially welcoming toward rising stars. Preservationists may also want to enter Galt to retrieve its relics and artifacts before the revolutionaries ravage them all, or might join the people of the Mwangi Expanse in their struggle against the depredations of the demon- worshipping Gorilla King and exploitation by would-be colonizers and treasure hunters.

Freedom Fighting and Andoran:
 Neutral good characters may hail from Andoran or gain allies in Andoran’s Eagle Knights, and they may find the kingdom’s political views and ideals of freedom from slavery and tyranny particularly appealing. Neutral good characters might involve themselves in the fight to free slaves, and their assistance would be greatly welcomed. They might also join the organization, climbing its ranks as they gain experience and levels.
Peace, Redemption, and Refuge:
Neutral good characters, especially servants of Sarenrae, might find Golarion’s hotbeds of chaos ripe for intervention in the form of redemption and mediation. Such realms include Brevoy, where nobles war against each other for control; Galt, the blood-soaked land of revolution; Numeria, the dark-mage-run land of super science; the River Kingdoms, the land of mercenaries and bandits; Sargava, an oppressive former colony on the verge of rebellion; and the treacherous pirate isles of the Shackles. Mediators and redeemers could bring calm to these regions, and could even form their own refuge for redeemed souls.

TRAITS
The following traits complement characters of neutral good alignment.

Helpful (Combat): You always know the best way to assist your companions, be it assisting them with a task, defending them in battle, or helping them place a well- aimed strike. When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus.

Mediator (Social): You have a way with calming tempers, using cool logic to sooth heated disagreements, and you were always the one to settle arguments among your friends, family, and community. You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.

Redeemer (Faith): You’ve always held the strong belief that morality is everyone’s choice, and that those who act in wicked ways have simply never been shown how their actions truly affect others. If they could be shown their errors, then they would accept a more positive course of action—and you have just enough patience to see this through. When acting as a sponsor for an evil creature seeking redemption (see page 18), your patience and kindness grant the creature a +3 bonus on its save rather than a +1 bonus.

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混乱善良(Chaotic Good)
« 回帖 #3 于: 2017-04-18, 周二 01:21:36 »
混乱善良

    混乱善良的角色意志坚定,保证所有决定均是出自本心,他们是自己命运的主人。混乱善良的角色会听从自己良心的引导,同情弱小无辜,尽己所能地改变不公。这些人士无视他人对其行为的期许,并觉得法律和规则过于束缚自己的个人自由。同事他们对于把自己观点强加于人的行为十分反感,如果是通过威吓做到的话就更是深恶痛绝,因而他们只能勉强做到听命行事。混乱善良的角色渴望自由,同时也希望他人能一样从压迫下得以解放。



理念

    混乱善良的角色形形色色,在对各自信仰的热忱上则更是如此。其中一些角色也许是这个阵营的杰出代表,而其他人相对来说则可能会在各自的生活中对自己更为宽容。这些无忧无虑的灵魂只会根据自己的突发奇想或者快乐所在来行动,而且只有在自己心中的正义受犯时才会出手伤人。这些人极端痛恨奴隶制,无论什么时候都会与之对抗到底。以下展示的仅仅是一些可能的阵营表现方式。

  • 积极派

        积极派的目的是保证其他人能敢于发问,同时在自勉之余也会鼓励其他人反思自己信仰和知识的源头。 此举并非出于恶意或是打扰别人思考的恶趣味,而是出于帮助他们认识自己的义务:只有在思想以及信仰得以解放,而非直接生搬硬套自那些希望社会百姓成为温驯绵羊的家伙所不断灌输的胡言乱语——个人才能真正地获得自由。
       
        如果你是积极派型的角色,则你会:

    • 认为时刻对权威保持疑问态度很重要。
    • 积极地去“点醒”其他人思想中的自由之火。
    • 不懈地去探寻知识和真相。
    • 过着不会不以他人自由为代价的生活。

        信条:你想让他人都对自己所知之物多加怀疑,以此保证每一个个体都能对自己诚实以代,独立思考。

  • 自由斗士

        自由斗士相信任何人都不应受到奴隶制的侮辱,或是迫于服从一个拒绝承认人民权利或是对其置若罔闻的政府。每个人都生来自由,此权利神圣不可剥夺。自由的重要远超其他所有,因此所有的暴君和奴隶主都必须尽一切必要手段加以反对,以力求将其彻底根除。自由斗士会不懈散播他们的理想,以求激励他人发起对抗压迫和奴役的解放战争。尽管自由已经在中立善良的安多安深深植根,但其中许多自由斗士的阵营仍然是混乱善良。

        如果你是自由斗士型的角色,则你会:

    • 重视所有人的自由和解放。
    • 积极地废黜奴隶制。
    • 保证法律不会限制个人的自由权利。

        信条:此世上无有比独裁和奴役更难让人容忍,你将长久地为了将男女老少从压迫的魔掌中解放而不懈奋斗。

  • 侠客

        侠客相信那些为这片土地制定法律的家伙怠于惩罚恶徒祸党,或是前者因法律而过于束手束脚,效率堪忧。因此,侠客们选择亲自给坏蛋降下正义制裁,并化身为小偷,暴徒以及杀人犯的审判者和惩罚者。而当其猎物碰巧是奴隶主或者压迫者时,侠客偶尔也会客串自由斗士的角色。对于侠客来说,正义必须不惜一切代价加以执行,同时他们为会了保护无辜百姓的安全而以身犯险。

        如果你是侠客型的角色,则你会:

    • 重视亲手为恶徒降下正义制裁。
    • 积极地去惩罚奸邪恶党。
    • 无视法律,践行自己的正义,因此,通常遭到通缉悬赏。

        信条:你为了向罪行累累的恶徒降下正义之裁而不惜抛头颅洒热血,并藉此让他人过上更美好的生活。



优势与挑战

    混乱善良的角色跟随自己的良心,做事灵活变通,善于化险为夷。他们鲜少提前做好长远计划,喜欢对大部分事物都保持观望态度,因此在须臾瞬间就能快速调整自己的行动或反应。他们会毫不犹豫地打破法律,如果这样做能拯救他人免于困祸或使其权利得以保障,则更应如此。

    混乱善良的角色希望自己和他人都能得到自由,他们难以在自己眼中过于限制个人自由的社会里生活。这些人认为法律规限并不是保障措施,而是一种不必要的控制机构。而深深信奉混乱善良理念的角色主张大部分个体都是善良的,只要给予随性而行的自由,他们就能践行善举。因为抱着这种想法,这些慈悲为怀,热心过人的家伙也通常被认为是善良阵营里面最为极端的理想主义者。其他善良角色认为这种待人之宽如待己身的想法过于理想,他们更相信个体比起雪中送炭更容易自私自利。因此需要引导才能成就善良。而混乱善良的人则认为,不是每个人都会抱持着自私的想法,反而将引导和法律强加在大众身上,迫使其按照统一模式行事的做法反而会扭曲他们的灵魂,并产生能让邪恶乘虚而入的瑕疵和缺陷。

    混乱善良的角色完全不接受所谓“个人必须为理想献身”,“服从法律成就大善”之类的说辞。但他们自己倒是很愿意为了善良而牺牲自己的自由,乃至自己的生命。



机会与盟友

    混乱善良并非是某些特定职业的专属,但对于必须非守序的野蛮人来说这是一个不错的选择。而最难扮演混乱善良阵营的职业可能是骑将,骑将因为其战斗方式的原因与团队合作紧密相连,同时也必须要遵循某一骑士团的规条。但是,这样的骑士,倒是能在以自由解放为目的的战争中大放异彩,无论其充当的是自由斗士还是其领袖均是如此。

  • 为国家与自由而战

        安多安认为自由与生俱来,其权利神圣而不可剥夺,这种理念对混乱善良的角色来说有着相当大的吸引力。如果他们选择参加对抗奴隶制的战争,那么混乱善良的角色就不难在雄鹰骑士之中找到盟友,尽管如此,他们可能还是更喜欢以外人的身份为其服务,因为这样更符合在他们心中根深蒂固的自由天性。同时,饱受战火洗礼的涅玛萨斯也是一片被自由解放以及独立自主思想所统治的土地,其同样也呼唤着这些角色的助力。

  • 为解放和自由而战

        渴望对抗暴政独裁的混乱善良角色能在以下地方找到机会实现理想:服侍阴影的奈多;活神教权统治下的拉兹密安;被死者掌管的盖布;在魔鬼王朝影响下的切利亚斯,镇压本地百姓的前殖民地萨迦瓦等等。这些土地饱受压迫,急需英雄拯救。同样的,雄鹰骑士也可能在这方面助混乱善良的角色一臂之力,后者或者也会和半身人铃花会一道解放切利亚斯的奴隶,并将其护送到安多安或其他地方。

  • 种族盟友

        混乱善良的角色也许能在精灵和半精灵之中找到盟友,其携手合作的理由不仅仅是因为大部分情况下的阵营一致,而更是出于对生命的好奇,以及在世上留下自己足迹的热忱。其中尤其是半精灵为甚,半精灵经常会因自己缺少统一的家乡而有着创造自己命运的冲动。而精灵则因为更常出现在荒野,使其成为游侠以及德鲁伊的有力盟友。另外,混乱善良的角色也可能在偏向混乱的神裔或是自由自在的猫人中找到助力。



背景特性 ←点击标题跳转



劇透 -  原文:
Chaotic good
Chaotic good characters are strong-willed and self-directed—masters of their own destiny. They act as their consciences dictate, viewing the plights of the weak and innocent with compassion and correcting injustices when they can. Chaotic good characters disregard others’ expectations of their behavior, finding many laws and regulations too limiting to their personal freedom. They resent those who inflict their ideals on others, especially through intimidation, and are often reluctant to conform. Chaotic good characters want the freedom to do as they will and desire others to be free of oppression as well.

PHILOSOPHIES
Chaotic good characters vary widely, especially in terms of their zeal for their beliefs. Some chaotic good characters seem to be fanatical examples of their alignment, while others apply these ideals more loosely in their lives. These carefree souls follow their own whims and pleasures, harming no one unless their personal sense of justice is inflamed. They find slavery an utter abomination, and fight against all instances of it they encounter. The following examples showcase just a few of the possible approaches to this alignment.

aCtiVists
Activists ensure others question and reflect upon the origin of beliefs and knowledge, both their own and that of others. They do not do so out of malice or a desire to disrupt others’ thoughts, but rather out of a duty to help others realize their true selves—a person cannot truly be a free person until her thoughts and beliefs are, in fact, her own, not the rote drivel instilled by those wanting a society of faithful sheep.

If you are an activist, you:
• Value questioning the establishment.
• Are motivated to “awaken” other free thinkers.
• Are a seeker of knowledge and truth.
• Live life without restricting others.

Code: You want others to question what they know, ensuring each individual is truly living honestly and thinking for himself.

 F reedom F iGhters
Freedom fighters believe no one should suffer the indignity of slavery or be forced to serve a government that rejects or ignores the rights of its people. Everyone is born free and should remain so. Liberty is the right of all, and tyrants and slavers must be thwarted or eradicated by any means necessary. Freedom fighters spread their ideals in hopes of inspiring others to wage war against slavers and oppressors. Although liberty is an ideal rooted in neutral good Andoran, many of its freedom fighters are chaotic good.

 If you are a freedom fighter, you:

• Value freedom and liberty for all.
• Are motivated to eradicate slavery.
• Ensure laws do not restrict individuals’ rights.

Code: You find tyranny and slavery the most intolerable crimes in existence, and you long to free every man, woman, and child from their grip.

V iGiLaNtes
Vigilantes believe those individuals enforcing the laws of the land are too lazy or uncaring to effectively punish evildoers, or that their hands are tied by the law. Therefore, vigilantes step forward to deliver justice to wrongdoers, serving as both judge and punisher for thieves, thugs, and murderers. When their prey happens to be slavers or violent oppressors, vigilantes sometimes cross paths with freedom fighters. For vigilantes, justice must be delivered at all costs, and they risk their own lives to keep the lives of innocents safe and secure.

If you are a vigilante, you:
• Value the justice delivered by your own hand.
• Are motivated to punish evildoers.
• Disregard laws to bring about your own justice, and are, therefore, often a wanted individual.

Code: You risk limb and life to bring wrongdoers to justice for their crimes, and in doing so, make life better for others.

ADVANTAGES AND CHALLENGES
Chaotic good characters follow their own consciences and are adaptable, easily rolling with life’s punches. They rarely make plans too far in advance, preferring to take a wait-and-see approach to most things, which allows them to adjust their actions or reactions in a single heartbeat. They have no qualms about breaking laws, especially when doing so will save others or protect others’ rights from being trammeled.

Chaotic good characters want freedom for themselves and others, and find it difficult to live in societies they deem too restrictive to individuals. They view laws and regulations as unneeded mechanisms of control rather than protection. Deeply inherent in the chaotic good character’s philosophy is the belief that most individuals are good and will do good if given the freedom to act as they please. In this regard, these benevolent, kind-hearted individuals can be viewed as the most idealistic of the good alignments. Other good characters call their live- and-let-live attitude overly idealistic, instead believing that individuals are more selfish than kindhearted in nature and need guidance to become good. The chaotic good philosophy, however, holds that because individuals are not all like-minded persons, imposing such guidance and laws to force them to conform to a single mold deforms their spirits, creating flaws and cracks where evil can more easily find a foothold. Chaotic Good Chaotic good characters are strong-willed and self-directed—masters of their own destiny. They act as their consciences dictate, viewing the plights of the weak and innocent with compassion and correcting injustices when they can. Chaotic good characters disregard others’ expectations of their behavior, finding many laws and regulations too limiting to their personal freedom. They resent those who inflict their ideals on others, especially through intimidation, and are often reluctant to conform. Chaotic good characters want the freedom to do as they will and desire others to be free of oppression as well.

While chaotic good characters do not accept that individuals must sacrifice their ideals and follow laws for the good of the whole, they willingly sacrifice themselves (and their individuality) to protect the whole in the name of good.

OPPORTUNITIES AND ALLIES
Chaotic good is not an alignment embedded in any particular character class, though it can be an excellent one for barbarian characters, who must avoid lawful alignments. The most difficult character class to portray with a chaotic good alignment might be the cavalier, as cavaliers are tied to teamwork by the nature of their combat skills and must follow an order as well. Such knights, however, could serve as effective freedom fighters and leaders in the fight for liberty.

Freedom Fighting (Patriots):
Chaotic good characters might be very attracted to Andoran’s philosophies in regard to liberty being a right inalienable to all. If they choose to join the fight against slavery, chaotic good characters could find allies in the Eagle Knights, though they might prefer to work outside the organization, as doing things their own way is deeply rooted in their nature. War-torn Nirmathas, a land also ruled by the ideals of freedom and self-sufficiency, is in need of defenders as well.

Freedom Fighting (Rebels):
Chaotic good characters wishing to fight against tyranny can find opportunities to make a difference in the shadowy servitor state of Nidal; in Razmiran, the theocracy of the living god; in Geb, domain of the dead; in the diabolical empire of Cheliax; and in Sargava, a former colony bent on subjugating the native populace. These are all oppressive lands in need of heroes. The Eagle Knights are possible allies in these fights as well, and aiding the halfling Bellflower Network in freeing slaves from Cheliax and bringing them to Andoran is another possibility.

Racial Allies:
Chaotic good characters might find allies among the elves and half-elves, with whom they share not only an alignment (generally speaking), but also a curiosity about life and a zeal to forge their own paths in the world. This tendency is even stronger in the case of half-elves, who often find themselves without a unified homeland and feel they must create their own destinies. Elves are more commonly found in the wilderness, making it reasonable that they could be useful allies for druid and ranger characters. Chaotic good characters might also find allies among aasimars who tend toward chaos, or perhaps even among the rare but free-willed catfolk.

TRAITS
The  following  traits  complement characters of a chaotic good alignment.

Careful Combatant (Combat): You have a strong sense of self-preservation, believing it is more important to safely extract yourself from a fight that has turned hopeless than to stubbornly stand your ground and risk death—for when you’re dead, you can’t protect the innocent. When using the withdraw action, both the first and second squares of your movement are not considered threatened by any opponents you can see, rather than just the first square.

Hardly a Fool (Social): You have always been able to ferret out lies and deception. Maybe you worked as an investigator for a time, you came from a place rife with lies, or you’ve studied the human condition long enough to read a person’s face and get to the heart of his message. You gain a +1 trait bonus on Sense Motive checks and a +1 trait bonus on saving throws against illusion effects.

Spark of Creation (Magic): You have always had a knack for making useful things, and your talent as an artisan was evident even at an early age. You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

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守序中立(Lawful Neutral)
« 回帖 #4 于: 2017-04-18, 周二 01:22:59 »
守序中立

    守序中立的角色知晓做事方法的对错所在。他们下意识地认为世界亦是如此周转运作,并决心让周围的一切都走在正确的轨道上。这可能仅仅只会是一个习惯或是神经质的行为,又或许是让角色不至于被重重压力压垮并继续前进的支柱。而许多依靠合作无间的组织团体以及清晰明确的行为准则来指引自己的角色都会被这个阵营所吸引。



理念

    守序中立的角色形形色色。其中一些积极的执行型角色整天忙于将其自身准则强加于外人,同时也有一些角色则是将纪律规矩限于己身,因而后者即使面对混乱无序也能保持平静。以下展示的仅仅是一些可能的阵营表现方式。

  • 执行者

        执行者通过履行分派到己身的义务以实现自己的价值。其中一部分人感觉留有周旋余地才是恰当,同时另外一些人则更喜欢精密制定,鲜有弹性解读的秩序规条。无论如何,所有执行者型的角色都认为现有的秩序必然有其理由,同时如果每个人都能不慌不忙地在自己的岗位上完成工作,世界就会变得更美好。
       
        如果你是执行者型的角色,则你会:

    • 尊重并渴望为那些带来了清晰明确秩序的人士服务。
    • 以每个部分或个体都能各司其职的精密机械或是昆虫部落来看待社会。
    • 拒绝质疑官方权威,除非有证据表明它们背叛了你对其的信任。

        信条:你渴求履行自身的义务,反过来也同样希望他人能完成他们自己的工作。

  • 裁判者

        裁判者替他人作出决定。而且这些决定通常颇为复杂。裁判者严格地按照预先制定的标准和条件来处理问题,以此保证这个决定并非源自个人独断,而是能成为胜于任何个体的伟大智慧结晶。

        如果你是裁判者型的角色,则你会:

    • 看重所有前人留下来的资料,并从中筛选出关键信息。
    • 认为你自己的个人权威乃是源自更高权威的缩影。
    • 拒绝重新审视过去的决定。

        信条:你看重所有的决定,并且对之小心以待。一旦决定作出,事实就已经是笃定不变,无论是你自己还是他人都不能横加干预。

  • 机械论者

        跟执行者类似,机械论者将真实看作是一台上好了油的机器。同时机械论者也跟裁决者有几分相似,他们也喜欢保证世界能在符合这个系统的条件下有序运作。而和上述两者的差别则在于,机械论者将自己从这台庞大的机械中抽离出来,并以此在外部观察这个世界的运作,同时乐于对这台机械作出调整以使其性能得以提高,或是其运作方式得以改变。

        如果你是机械论者型的角色,则你会:

    • 纵观全局的同时也力求细致入微。
    • 认为在恰当的地方做出细小改变,也能使最终结果被彻底改变。
    • 战术灵活多变,但目标始终如一。
    • 会站在功能性以及相互作用的角度去考虑其他人。

        信条:你寻找这个世界上没有效率以及遭受污染毒害的部分,并对其加以修理,以此提高整个世界的运作性能。



优势与挑战

    守序中立的角色通常对自己下一步的行动了然于胸。他们善于在官僚机构之中来去自如,在避免惹上法律麻烦的同时,也能处理自己生活中的组织细节。因为守序中立角色的信条清晰透明,因为其他人都认为其遵守纪律,可靠过人。守序中立的人士也被认为擅于做出并且贯彻强而有力的决定,以在社群团体里建立起稳定以及秩序。

    守序中立的角色拒绝打破自己尊重的那些法律,但取决于这些法律与其个人准则的相悖程度,这份尊重也可能会随之变化。圣武士也许会遵守那些他自己不敢苟同的地方法律,以对当地社群表示尊重,保持和平。但守序中立的武僧则可能会毫无悔意地选择遵从自己的信条——毕竟后者在武僧看来显然更要超越其上。而这样的情况仅仅在法律本身直接与角色的准则截然相反时才会发生,因为大部分守序中立的角色都会下意识地认可法律本身,同时也会为打破它们的行为感到反感。



机会与盟友

    武僧在各个职业中与守序中立阵营的联系最为紧密,除了因为其和义洛理的联系之外,还因为他们那苦修禁欲,公有共享,自律修身,循规蹈矩的生活方式。而因为与正式阶级有着传统纽带的缘故,跟武僧类似,武士和骑将通常都与守律有着紧密联系。同时,虽然盗贼可能处于任何阵营,但如果他们属于守序中立,则他们可能会在技能发挥以及行为举动上难以和阵营本身和谐一致。

    在内海地区,只要这个地方存在法律,则守序中立的角色就有可能在此地找到盟友和好处。而大都会等繁华城市则明显因为其维持和平以及秩序的法律体系而吸引这些人士聚集于此。以下是守序中立的角色可能遇到的机会和盟友

  • 军队与士兵

        无论对方是何种目的的军队,守序中立的冒险者都乐意为其献出自己的纪律与服从,并且为之在战场上大显身手。终焉之墙与蒙蒂维的骑士们一直在招募能听从指挥的忠实战士。而世界各地的地狱骑士团也一直寻求着能协助推广其专横秩序的盟友。

  • 商人

        因为存在着各种各样的商业纠纷,所以不偏不倚,心态公平的仲裁者在经济思想主导的地区里是宝贵的资产。而内海地区的商人都喜欢聘请思想守序的护卫,尤其是杜鲁玛的卡利斯拉德派教徒们。他们总是从佣兵联盟里面找那些服从命令,值得信赖的成员作为自己的保镖。这个联盟有时也以“黑衣团”的外号而为人所知。

  • 守序国度

        虽然高岭城的矮人们闭关自守,但是他们也愿意将自己的忠诚和战斧交给可以信赖的盟友——当然,如果这些盟友是矮人的话那就更可靠了。同时阿肯斯塔的盾勋执法官也同样希望能招募到守法听命的枪手们。而在附近的迦伦德北部海岸——包括奥斯里昂,拉哈多姆和苏比亚等——也是由守序中立的政府所统治。其从军队,政府机构到城市守卫都一直在寻找着能力过人且值得信赖的新血。



引述: 边栏
角色自己的信条原则

    作为守序中立的角色,你自己的所有行动都会遵循某些信条原则。同时你也可能会将这些准则加诸他人——正如你对他们打破这些准则的反应一样。有时这些信条的外部来源包括:地方法律;骑士团;甚至是盗贼行规或者叛军游击队等等。但对于一些守序角色来说,这些准则信条可能会随着个人成长和自我认知而逐渐成型。

    而要达到所谓的守序,就意味着角色的准则不能仅仅是对特定状况持续如一的情绪反应——尤其如果说这些准则可以让角色名正言顺地去破坏社会规则的话,那就更不能过关。这些准则必须硬性严格,详细得当(至少你的角色不需要时时刻刻都在每个生活细节上进行扮演),同时包含你自己的义务职责,以及你希望他人能对其服从的概念认知。而在其中至关紧要的,则是你应当不惜以自身为代价去实现并光耀弘扬这些职责。

    你必须尝试去保证自己的行为处于合理,完整而客观的认知指导下。凡人的思维总是易犯错误,因此仅仅基于自己主观认知而行动的角色容易经常一不留神就打破了自己的准则,从而偏离了守序阵营。

    而激发了你个人准则成型的经历,对你如何解读这份原则也会有着明显且长期的影响。有时候,你也许会被迫在个人准则以及忠诚,情感乃至这份经历本身之间作出抉择。

    同样你也必须决定,准则在某些行为动机或情景条件下的约束力能有多强。而不对行径本身加以约束,或是无视情景限制的准则常常倾向于邪恶——比如说地狱骑士团的准则。但对于一些特定的极端行径——例如谋杀或者折磨,许多准则都难以容忍这些目的为先,手段不论的做法。



背景特性

    以下背景特性和守序中立阵营的角色相得益彰

    【社会】无情权威(inexorable authority):在话语中带上了法律沉重份量的同时,你所下达的判决也使自己的仪态可怕异常。当你在被依法委托的前提下执行或者宣判某项法律判决时,你在威吓检定上获得+2背景加值。

    【战斗】天网恢恢(No Escape):纵然这些饭桶和无赖顽固抵抗,他们也难以逃出你的五指山。当对单一你目击其犯下罪行的生物进行合法且目的是非致命控制的战技时,你在本次战技上获得+1背景加值


劇透 -  原文:
Lawful neutral
Lawful neutral characters know that there are correct and incorrect ways to do things. This might be an almost subconscious sense of how the world works, a determination to make the world work that way, a matter of habit or neurosis, or possibly a crutch that keeps the character moving forward instead of collapsing in a heap. Many characters who use organizations and clearly defined codes of behavior to guide their actions are drawn to this alignment.

PhilOsOPhies
Lawful neutral characters vary widely. Some are zealous enforcers busily engaged in imposing their internal code on the outside world, while others channel their discipline inward and remain calm even in the face of disorder. The following examples showcase a few possible approaches to this alignment.

e xeCutors
Executors define themselves through the discharge of the duties assigned to them. Some are comfortable with a degree of discretion, and others prefer a tightly prescribed set of orders with little room for interpretation. Either way, all executors choose to operate on the assumption that those supplying orders know what they’re doing, and that the world is a better place when everyone does his job efficiently and without fuss.

If you are an executor, you:
• Respect and seek to serve those who give clear, unambiguous orders.
• View society in terms of machinelike or insectile efficiency, where everyone plays predefined roles.
• Resist questioning those in authority, unless given evidence that they’ve betrayed your trust.

Code: You seek to do your duty, and you expect others to do their duties in turn.

J uDges
Judges render decisions on others. These decisions can be—and often are—quite complicated. Judges deal with this by rigorously applying predefined standards and criteria, ensuring that the decision at which they arrive isn’t theirs alone, but reflects the wisdom of a body of thought greater than any single individual.

If you are a judge, you:
• Weigh all the data before you, sifting out key details.
• Consider your personal authority to be representative of a greater one.
• Resist revisiting past decisions.

Code: You weigh your decisions carefully. Once made, these decisions are binding—for others and for you.

M eChaNists
Like executors, mechanists perceive reality as a well-oiled machine. Like judges, they relish ensuring the world conforms to this system. Unlike either, mechanists step outside their particular roles in the machine to observe its operation as a whole, and are willing to step into a variety of roles as to help this machine function better or change how it operates.

If you are a mechanist, you:
• Look at the big picture, while also seeking to understand the precise details.
• Recognize that small changes in the right places can completely transform outcomes. • Are flexible in your tactics, but fixed in your goals.
• Tend to think of others in terms of their functions and interactions.

Code: You look for inefficiencies and contaminants in the world, fix them, and get things working smoothly.

advantaGes and ChallenGes
Lawful neutral characters usually have clear ideas about what to do next. They are adept at navigating bureaucracies, avoiding legal trouble, and managing the organizational details of their lives. When lawful neutral characters’ codes are known and transparent, they’re regarded by others as disciplined and reliable, as well as being good at fostering stability and order in their communities by making and implementing strong decisions.

These characters resist breaking laws they respect, but they differ with respect to the weight they give to laws that aren’t part of their own codes. While a paladin might observe local laws with which she disagrees in order to respect the local community and keep the peace, a lawful neutral monk may have fewer compunctions about solely cleaving to his own code, which he perceives as clearly superior. This typically applies only when laws directly contradict an individual’s code, since most lawful neutral characters have an instinctive appreciation for laws and an aversion to breaking them.

OPPOrtunities and allies

The monk is the class most associated with the lawful neutral alignment, not least because of its association with Irori and with an ascetic, communal, disciplined, and organized life. The samurai and cavalier also share some of the monk’s association with law through their traditional ties to formal hierarchies. While rogues may be of any alignment, it may be difficult to reconcile much of their skills and practices with the lawful neutral alignment.

Wherever there is law in the Inner Sea region, lawful neutral characters may find potential allies and boons. Metropolitan cities are obvious places for such people to congregate because of the institutions of law that maintain the peace and order in them. The following are some opportunities and allies that lawful neutral characters might encounter.

Armies and Warriors:
Militaries of all bents can find use for lawful neutral adventurers willing to put their discipline to work on the battlefield. The knights of Lastwall and Mendev are always looking for stalwart warriors who can follow orders, and Hellknight orders around the world seek allies to aid in extending their domineering code of law.

Merchants:
Because of trade disputes, impartial, fair- minded arbiters are valuable assets in economically minded regions, and merchants all around the Inner Sea hire lawful-minded defenders. The Kalistocrats of Druma in particular can always use obedient, reliable bodyguards as members of their resident Mercenary League (or “Blackjackets,” as they’re sometimes known).

Lawful Nations:
The dwarves of Highhelm keep to themselves, but they value staunch battleaxes on which they can rely (though such allies are valued more highly if they’re dwarven). Alkenstar’s shieldmarshals likewise seek to enlist lawful gunhands. Nearby, the northern coast of Garund—Osirion, Rahadoum, and Thuvia—is ruled by lawful neutral governments whose armies, bureaucracies, and city guards are always looking for able and trustworthy recruits.

traits The following traits complement characters of lawful neutral alignment.

Inexorable Authority (Social): When you speak with the full weight of law, your conviction lends you a terrible presence. You gain a +2 trait bonus on Intimidate checks when enforcing or pronouncing a lawful judgment that you’re legitimately deputed to enforce or pronounce.

No Escape (Combat): Struggle as they might, ne’er- do-wells and vagrants are hard pressed to evade the law once in your clutches. You gain a +1 trait bonus on combat maneuver checks to lawfully and nonlethally restrain a creature you’ve witnessed commit a crime.

a lawful code of oNe

As a lawful neutral character, you have guidelines for your own conduct, and probably for the conduct of others (as well as for how you respond when others breach those guidelines). In some cases these principles come from external sources: local laws, knightly orders, or even (for certain forms of lawfulness) thieves’ guilds or rebellious guerrilla forces. But for some lawful characters, these principles come from an unyielding commitment to a code they formulated themselves.

To qualify as lawful, a personal code must be more than a set of consistent emotional responses to certain situations—especially if the code licenses you to break society’s rules. It must be rigid, be reasonably detailed (at least for your character; there is no need to roleplay all the minute lifestyle details at all times), and include your own obligations as well as precepts you expect others to follow. Crucially, you must be committed to honoring these obligations even at cost to yourself.

You must make attempts to ensure that you’re acting on a reasonably complete and objective understanding; mortal senses and reasoning are so fallible that a character who reacts based solely on her own perceptions may well inadvertently break her own code too often to remain lawful.

The experiences that inspired your code were clearly formative and continue to inform how you interpret it. At some point, you may have to choose between honoring the letter of your code and honoring the loyalties, emotions, or experiences that inspired it.

You must also decide to what extent your code makes allowances for intentions and circumstances. Codes that don’t take into account what you were trying to do and how you were constrained by circumstances (like the code of the Hellknights) tend toward evil. But for certain extreme acts, such as torture and murder, many codes offer very little allowance for how your motivations influence your actions.

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绝对中立(Neutral)
« 回帖 #5 于: 2017-04-18, 周二 01:25:40 »
绝对中立

    因为绝对中立的角色位于道德伦理的十字路口,所以所以其阵营表现也是千奇百怪。对其中一部分人来说,他们的中立信念如同圣武士的神圣热忱或是恶魔的毁灭欲望一般熊熊燃烧。而对于其他人来说,也许这份信念只是他们自身对道德问题的超凡中立,或是对其毫无觉知,又或者拒绝对之加以思考的结果。任何在所有意义上对生灵凡世的善良,邪恶,混乱和秩序都漠不关心的角色容易倾向于绝对中立阵营。



理念

    绝对中立角色的主要理念很大程度上取决于具体这个角色到底是主动选择了绝对中立作为生活的道途,还是说他只是因为冷淡漠然或者矛盾犹豫才掉到了这种心态里。无论如何,因为绝对中立的角色要么就是能接受任何人的生活方式,要么就是全部对其拒绝否定,所以这种倾向使他们的敌人和朋友一样多。以下展示的仅仅是一些可能的阵营表现方式。

  • 平衡代行者

        这些角色知晓如果要保持和谐与繁荣,就必须对极端的阵营加以修正。他们也许会去积极地保护凡生万物,又或者对有强烈阵营倾向的外部力量在过去和现在所做出的种种干预深恶痛绝。他们往往会举切利亚斯和世界之伤作为例子,以证明如果对外层位面退让半步,并冷眼旁观多元宇宙那些跟士兵无异的不朽造物继续无休无止地,毫无意义地对抗下去,会是什么后果。
       
        如果你是平衡代行者型的角色,则你会:

    • 找出其他异界生物以及有强烈阵营倾向的力量,并对其加以“中和”。
    • 奋力地抵抗任何对于自身灵魂的侵犯,你的命运当是掌握在自己手中,而不会任由他人操控摆弄。
    • 也许在凡生万物和不朽存在之中都树立了一定数量的敌人。
    • 比其他人更有可能成为一名“平衡使者”(进阶职业)

        信条:如果外层位面打算横加干预,那祂们必须先过了你这一关。

  • 宿命论者

        凡人们以为自己所做的一切都能影响到诸神之间的宏伟蓝图,或是浩瀚无边,纷繁复杂的多元宇宙——这种念头与其说异想天开,不如说是自欺欺人。诸界万物远超凡人的视野和理解,因而为其奋战也是毫无意义的行为。天命难违,无论集合千夫之力,亦或万人之勇,都不能改变这个无可否定的真理。而宿命论者能做的最好选择,就是趁自己在主物质位面的阳寿未尽,奋发地让自己在命运的波澜里力争上游。仅仅是因为这样的虚妄看起来比另一个已知的选择要好上那么一点。

        如果你是宿命论者型的角色,则你会:

    • 顺从地向自己的死亡终末敞开怀抱,但打算在其来临之前享受人生。
    • 不断向前,因为这是你所知的唯一真正选择。
    • 也许会严格地过着恬淡寡欲的生活,或是无聊而逍遥的日子,又或者是以上两者的苦涩结合。

        信条:尝试改变这个世界毫无意义,但你能在自己的生活中做到最好。

  • 自然主义者

        这些热爱自然的人士在自然界的大能中获得了启悟:自然就是自然,无须质疑,无须诘问。而自然主义者则会寻求保护或者效仿这种理念。虽然自然主义者并不会过着无脑野兽的生活,但他们也不会把世界的其余部分看作是能改造重塑的东西——如果其他人打算这么做,自然主义者也会对其加以反对。虽然说自然主义者很可能是德鲁伊,游侠或者野蛮人,但其他任何冒险者都能选择这条简约朴实,但非常重要的生活方式。

        如果你是自然主义者型的角色,则你会:

    • 看重个人力量和自我保护。
    • 认为在这个残酷,毫无怜悯的世界里,找到志同道合的同伴才是可靠的生存之道。
    • 拒绝卷入任何不会马上威胁到自己以及盟友生存的外部事务。
    • 力求保护为你带来这份启发的自然界。

        信条:你遵循并且热爱大自然的规律,同时亦将尽全力保护这种生活方式以及所有与之息息相关的生物。



优势与挑战

    绝对中立的角色不会受到其他阵营的制限,因而能自由自在地在任何情况下采取任何行动。他们交往对象的背景来历也常常是各种各样,这尤其是因为绝对中立的角色鲜少觉得需要为自己当下需求以外的东西而去选择跟别人合作共事。尽管他们的观念和其他凡人一样容易偏颇,但绝对中立的角色稍微能更快地意识到自己的错误,并对其加以改正。
   
    绝对中立的角色也会面临许多困难。比如其他阵营的角色——尤其是那些跟中立绝缘的角色,他们有时候会对这些表面上一直保持观望的中立派疑心重重,觉得他们难以信任——因为前者注意到这些人缺乏原则。同时,有着强烈阵营倾向的人士也会将绝对中立的角色那对所有道德伦理都海纳百川,或者拒之门外的态度视作是对自身追求目标的侮辱。



机会与盟友

    因为绝对中立是大自然和野兽的阵营,因此在这个阵营之下的德鲁伊会觉得十分自在,他们往往会根据需要在歌颂自然以及保护自然免受外界影响的角色之间来回切换。但除了那些必须要求非中立阵营的职业——比如说圣武士等等,基本上绝对中立能与任何的冒险职业兼容。

    以下是绝对中立的角色在内海地区可能会找到的机会和盟友

  • 中立国度

        文明和自然容易在守序或者混乱的各自影响下逐渐动摇倾斜,但如果被推动得过于走向极端,它们往往也会倒回中立的方向。类似的例子包括艾巴萨罗姆的首都,以及猛犸象大王之国的荒野等等——上述两个都是有着多种多样的居民,因而混乱和守序,善良和邪恶都处于力量平衡而达到整体中立的例子。在这里,绝对中立的角色层出不穷,因为他们的价值观一直受到外部力量的考验,因而其灵活多变的天性使其能在各种情况下都能取得优势。

  • 异界盟友

        仅仅因为他们戒绝异界存在的价值观,也并不意味着绝对中立的角色缺少来自异界的援助。事实上,法拉兹玛的招魂者宠儿全部都忠于其庇护女神的中立目标。类似的,神秘的御衡者——谣言称它们与所有的创造和湮灭都有所关联——在其规划宏图中也没有替道德伦理的窘困之争留有位置。

  • 荒野

        绝对中立通常与那些尚未被纳入版图领地的土地有所关联。有时这些地方可能人烟稀少,或者有着定居聚落。但在其之上都尚未被大型政府所控制,因而依然属于自然的地盘。尤其是对于绝对中立的角色来说,诸如莽吉荒原以及世界之冠这些尚未被驯服的地区能为其提供冒险与财富的机会,有时候甚至可能是一个安乐的家也说不定。



引述: 边栏
绝对中立不等于蒙昧无脑

    生物的智能感知在评价其是非观念时起着关键作用。因为动物或构装体的本质天性,即使其固执地对所有不速之客不加警告地狠下杀手,其阵营仍能保持绝对中立——无脑的邪恶生物则不然,因为它们都是出于邪恶目的而被制造的——但如果一个人类总是像上述动物或构装体那样行动,就几乎可以百分百被认为是进行邪恶行为。

    而上面的主要区别则在于,有觉知的生物是否有能力基于情景进行分析,预测,并认识到自己行为的本质。如果单一个体是在你死我活的状况下杀害了对方,则他未必要为自己的行为负上道德责任。有智能的生物不能和动物走兽同日而语。同时,无论有觉知的生物其良心如何微小,其良心肯定都能理解比起眼前这一刻以及自己的需求以外的更多东西。

    在某种程度上,单一个体能控制自己当下乃至更后面的情景发展。因此,他必须为导致双方陷入你死我活境地的行为及其后果负上责任。同样是杀死一名守卫,原因可能是出于自卫,也可能是打算从某次绑架和折磨中逃离,还可能是因为你要求对方交出城镇财宝在先,而第三种动机当然不能与前面两种等同并论。如果是你的决定招致了战斗——尤其是在能预见如此决定的后果的前提下——则你仍然要为这场冲突带来的死者负上道德责任。

    因此,审慎地选择扮演一位忠于动物法则的绝对中立角色,也不能作为自己不经大脑地行动的借口。相反,这样的生活方式意味着你会发挥着自己的智慧才能,从而像动物一样小心警惕,头脑敏锐地过着每一天。除此之外,你还会照顾自己和自己生存所依仗的人们,土地和体系。可能的话,你会尝试避免自己身陷麻烦,并愿意在与自己生存无甚关联的利益上做出妥协。如果这个麻烦实在是避无可避,你也会以尽可能快的速度将其加以收拾。



背景特性

    以下背景特性和绝对中立阵营的角色相得益彰

    【社会】无心之失(Amiable Blunder):你那随性温和的作风使你有时候能摆脱潜在的社交尴尬乃至失礼非难。每天一次,当你的交涉检定结果低于DC 5点以上,并导致NPC态度下降时,你能以一个自由动作马上进行另一个对抗同样DC的交涉检定。如果你成功通过了第二个交涉检定,则NPC的态度不会改变,如同之前的交涉检定失败且结果不超过4点以上。

    【魔法】平衡放逐(Balancer‘s Banishing):外层位面对凡人事务的干预总是让你异常恼火,这份怒意使你的魔力威能大增,源源不断。只要你仍然保持绝对中立,在任何时候施放能把有着混乱,邪恶,善良或是守序子类的异界生物放逐回原位面的法术时,其法术的豁免DC都会增加1。

劇透 -  原文:
Neutral
At the crossroads of both the moral and ethical alignments, it’s unsurprising that neutral characters should be arguably the most diverse in the ways they relate to alignment. For some, their neutrality is as fervently held a conviction as any paladin’s holy zeal or demoniac’s gluttony for destruction. For others, it is the result of a sublime indifference, unconsciousness, or willful refusal to even entertain the question. Any character who thinks equally little—in any sense—of the claims of good, evil, chaos, and law on the mortal soul and of the world around them may be drawn to this alignment.

PhilOsOPhies
The dominating philosophy of a neutral character largely depends on whether the individual has actively chosen neutrality as her way of life or if she merely fell into this mentality by apathy or ambivalence. Either way, the tendency of neutral characters to either be open to all other walks of life or reject such principles wins them as many friends as enemies. The following examples showcase just a few of the possible approaches to this alignment.

a geNts oF B alaNCe These characters know the extremes of alignment need to be kept in their proper place if peace and prosperity are to be maintained. They may be actively protective of mortal life, or just resentful of past or ongoing interference from strongly aligned external forces. They tend to point to Cheliax and the Worldwound as evidence of what happens when you give the Outer Planes an inch, and see the immortal beings of the multiverse as little more than soldiers in an endless and ultimately pointless struggle.

 If you are an agent of balance, you:
• Seek out outsiders and other strongly aligned forces and neutralize them.
• Strenuously resist any infringement on your soul, and see your fate as your own and not another’s to manipulate or control.
• Probably have a number of enemies both mortal and immortal.
• Are more likely than others to become an envoy of balance (see pages 30–31).

Code: If the Outer Planes want to meddle, they can put up with you meddling back.

F atalists

Mortals’ belief that anything they do makes a real difference in the machinations of gods and the crushing vastness and complexity of the multiverse isn’t just absurd—it’s deluded. Everything is so far outside their scope or comprehension that there’s no point in fighting it: what will be will be, and no amount of mortal intervention can change this undeniable truth. The best the fatalist can do is scramble to stay afloat for the duration of his stay on the Material Plane, and only because that illusion seems better than the only knowable alternative.

If you are a fatalist, you:

• Are resigned to eventually dying , but plan to enjoy your life while it lasts.
• Keep going forward because it’s what you know and it’s the only real option you have.
• May be grimly stoic, wearily carefree, or some bitter combination of the two.
Code: There’s no point trying to change the world, but you can make the most of living in it.

N aturalists
These nature-lovers find inspiration in the natural world’s ability to just be itself without self-questioning or doubt, and seek to protect or emulate this ideal. Naturalists don’t mindlessly live in the moment like animals (see the sidebar on the next page), but they don’t see the rest of the world as something to remake, either, and they resist those who do. Naturalists are likely to be druids, rangers, or barbarians, though adventurers of any walk may be drawn to this simplistic—but all-important—way of life.

If you are a naturalist, you:
• Place a high premium on personal strength and self-preservation.
• Know  that  finding  like-minded companions is the surest way to survive in a harsh and unforgiving world.
• Resist becoming invested in external affairs that don’t affect your immediate survival or that of your allies.
• Seek to protect the natural world that inspires you so.
Code: Your laws are those of the natural world, which you adhere to with passion, and you strive to protect both this way of life and all creatures who cling to it.

advantaGes and ChallenGes
Neutral characters are unconstrained by alignment imperatives, freeing them to take whichever course of action they choose in every instance. They often tend to get along with people from a wide range of backgrounds, not least because they rarely feel the need to impose their values on interactions beyond what they immediately need. Although they’re as prone as other mortals to skewed perceptions, neutral characters are somewhat likely to recognize (and therefore correct) their errors sooner than others.

These are also neutral characters’ greatest difficulties. Characters of other alignments (especially those entirely non-neutral) sometimes view these seemingly wishy- washing neutral characters with distrust or suspicion because of their perceived lack of principle, and strongly aligned  characters  may  view  neutral  characters’ acceptance (or rejection) of all moral or ethical paths as an affront to their own goals.

OPPOrtunities and allies
Since neutral is the alignment of nature and beasts, the druid class is very much at home within this moral paradigm, and may shift between honoring nature and protecting it from external influences as need be. But aside from those forced into non-neutral alignments, such as paladins, neutrality may suit any of the adventuring classes.

The following are just some of the opportunities and allies that neutral characters may hope to encounter in the Inner Sea region.

Neutral Nations:
While civilization and nature tend to sway toward the principles of law and chaos respectively, each also tends to revert back to neutrality if its domain is pushed to the extreme. Such can be seen in the urban capital of Absalom and the wilds of the Realm of the Mammoth Lords—each a collectively neutral realm borne of diverse inhabitants and an equal distribution of chaos and law, good and evil. Here, neutral characters flourish, for their values are continually tested by outside forces and their flexible natures allow them to take advantage of various situations.

Otherworldly Allies:
Just because they eschew the values of most extraplanar beings does not mean neutral characters lack outsider aid. Indeed, Pharasma’s psychopomp minions all cleave to their patron goddess’s neutral objectives. Likewise, the mysterious aeons— beings rumored to be at the nexus of all creation and obliteration—have no place in their machinations for moral or ethical quandaries.

The Wilds:
Neutrality is often associated with territories that are not yet nations—perhaps populated, perhaps even somewhat settled, but still largely ungoverned and in a natural state. For neutral characters in particular, untamed regions such as the Mwangi Jungle and the Crown of the World offer opportunities to find adventure, treasures, and even a home.

traits

The following traits complement neutral characters.

Amiable Blunder (Social): Your easygoing demeanor allows you to sometimes recover from potentially awkward social situations or even condemnatory faux pas. Once per day when you fail a Diplomacy check by 5 or more and would cause an NPC’s attitude toward you to worsen, you can immediately attempt another Diplomacy check against the same DC as a free action. If you succeed at this second Diplomacy check, the character’s attitude doesn’t change, as though you had failed the original check by 4 or less.

Balancer’s Banishing (Magic): The interference of the Outer Planes in mortal affairs angers you to no end and invigorates the potency of your magic. As long as you remain neutral, whenever you cast a spell that would send an outsider with the chaotic, evil, good, or lawful subtype back to its home plane, the spell’s saving throw DC increases by 1.

iNtelligeNt Neutrality
 A creature’s intelligence plays a key role in assessing the moral sense of its actions. An animal or construct that, due to its nature, rigidly reacts to all accidental intruders with lethality and without warning would remain neutral (unlike mindless evil creatures, which are created for evil purposes). A human who always reacts this way, though, would almost certainly be performing evil acts.

The difference lies in a sentient creature’s capacity to analyze, predict, and alter her actions based on circumstances. While an individual who kills in a genuine them-or-me situation might not be committing a morally charged act, an intelligent creature’s nature isn’t expressed as reflexively as an animal’s, and a sentient being’s consciousness can apprehend (however dimly) more than just the immediate moment and more than only her own needs.

To the extent that an individual has control of her immediate and broader circumstances, she’s responsible for the actions that lead to a them-or-me struggle and the results of her actions in that struggle. Killing a guard in self-defense is very different when you just demanded he hand over the town’s treasury, as opposed to when you’re trying to escape abduction and torture. If your decisions caused the fight, and especially if the outcome was predictable, you still bear moral weight of the death.

    Therefore, making a conscientious decision to be a naturalist and cleave to the laws of animals doesn’t excuse acting without forethought. Rather, such methodology implies that, like an animal, you will live by your wits as alertly and intelligently as you can, looking after your own and the people, places, and systems on which you depend. You avoid trouble when possible, including willingly compromising interests that aren’t essential to your survival. And when you can’t avoid trouble, you end it as fast as possible.

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混乱中立(Chaotic Neutral)
« 回帖 #6 于: 2017-04-18, 周二 01:29:31 »
混乱中立

    更深入地说,成功的混乱群体经常把无拘无束的利己自私看作是对他人激情和财富的屈服,并因此会使个体本身变得难以相处,易被操控。混乱中立的角色不需要总是随机而行,率性而为,罔顾历史,无视情景,不计后果。同样的,混乱也能简单地通过一时冲动的慷慨解囊和伟大无私来表现。以及明明平时一副逍遥自在或漠不关心的作风,但关键时却能提出让人大吃一惊的明智洞见等类似表现也可以体现出混乱所在。



理念

    要在一个混乱中立的角色上找到始终如一的理念几乎是不可能的事情。有的家伙原则上会打破每一条法律,而其他人则指出这样的行径实在是过于容易预测,跟那遵守同样法律的“奴隶”们毫无区别。以下展示的仅仅是一些可能的阵营表现方式。

  • 冲动者

        一些混乱角色比起对抗更倾向于忽视法律,并随着自己的一时兴起或者三分钟热度来展开行动。尽管其有着冲动者的称呼,其中也会有一些认为计划和准备也是有所价值的家伙:他们常常会要求同伴具备临时发挥的能力——毕竟,计划什么时候有完美地如期执行过呢?
       
        如果你是冲动者型的角色,则你会:

    • 在发现了可行的行动计划后就会迅速且果敢地执行。
    • 利用手头上的一切资源,寻求以最愉悦的方式达成目标。
    • 有时比起成功率高但易于预测的做法,更倾向于进行让人大吃一惊的行动。

        信条:下一秒的行动只要在上一秒决定就好了啦。

  • 叛逆者

        一些叛逆者对抗的是特定的法律或者统治者。而其他的则可能只是想砸碎束缚凡间生灵的桎梏镣铐。但无论这些叛逆者打算解放的是国家还是自身,他们为了执行自己所相信的正义,即使是要做出逆天之行也脸无惧色。

        如果你是叛逆者型的角色,则你会:

    • 可能会,也可能不会考虑应该用什么取代自己打算破坏的事物——或者你压根就没思考这个的需要。
    • 向那些胆敢对你指手画脚的“权威人士”愤怒相向。
    • 即使是在最好停手的时候,你也无法停下手中的兵刃。

        信条:宁为玉碎,不为瓦全!

  • 破坏者

        虽然一些混乱中立的破坏者真的会去制作诡雷或攻城机械等类似器械,但是大部分破坏者都并不如其名字一样在这种事情上花费精力。相反,大部分的破坏者专注于打倒社会秩序以及其他由别人强加在他们头上的约束限制。就某些方面来说,破坏者和叛逆者有点相似,但是比起注重反抗压迫者本身,破坏者更愿意投身在对抗压迫其器具和傀儡的战斗中。毕竟,只要砸碎了的王冠,统治者就什么都不是了

        如果你是破坏者型的角色,则你会:

    • 寻找削弱或者打破系统体制的方法。
    • 比起行为表面更注重结果本身。
    • 会因为敌人无法抓到你而沾沾自喜。

        信条:藉由击碎权力的工具,你能解放屈服在这些工具阴影之下的所有生灵



优势与挑战

    混乱中立的角色被根植在内心深处的情绪所驱动,他们擅于抢先一步抛出计划,而不愿让其他人对他们发号施令。虽然其中一部分人会稍稍有点过于关注自身和自己的感受,但其他能控制体内自私冲动的成员则能为所有的组织都带来崭新的活力
   
    由于混乱中立的角色总是过于性急而又缺乏远见,因此他们难以忍受限制和约束。对于这些人来说,要理解并不是所有制限都是出于控制欲的这个事实可能异常困难。而当其混乱的天性披着轻浮和痴迷的外衣浮现出来时,混乱中立的角色可能会因此被蒙蔽而看不清现实,并无意中带来意外的伤害——因此也经常给他们招惹来出乎意料的敌人。



机会与盟友

    几乎每一个职业都能选择混乱中立作为自己的阵营。但狂怒的野蛮人和狡猾的盗贼也许是这个阵营的典型代表。而疯狂的天才炼金术师和行为怪异的法师当然也会觉得这个阵营十分适合自己。

    也许是因为经常被自身的漫游癖好所折磨,混乱中立的角色广泛分布在各个地方。在任何情况下,要在内海找到混乱中立的盟友基本上都不用费什么功夫。

  • 叛逆组织

        在内海周围的许多地区都存在着为数不少的叛逆游击战士,而这些混乱角色出没的地方则可能包括狗咬狗的镣铐岛或者被革命鲜血浸染的伽尔特。既然格拉里昂上的许多组织都会因为这样或那样的原因去想方设法摧毁秩序并四散混乱的种子,那么灵活多变的个体就更能找到各种理由去为之奋战不息了。

  • 蛮荒之境

        林诺姆诸王之国饱受精类侵扰的荒野皆是被混乱所统治,无有例外。同样的还有河域诸国那时常变化的封地领土,因为鲜有领主能统治足够长的时间,而那些就位时间足够长的家伙还必须与总是变动的邻国边界时刻抗争。此外,无法预料的法力废墟也能为混乱个体提供他们所追寻的刺激。类似的地方还包括遍布不可思议的神秘之国扎摩诔,以及整个第一世界——这个变幻莫测,永恒不定的平原乃是精类的家园。



引述: 边栏
混乱中立并非邪恶

    玩家和GM经常把混乱中立角色的行动和中立邪恶或者混乱邪恶的行径搞混。毕竟,混乱中立那依据自决的行为的确容易和邪恶的自我中心原则混淆。但是,角色接受自己混乱中立的天性并不能作为其为所欲为的借口。

    混乱中立的角色可以——而且有时应当——自由地选择是否支援他人,乃至为其壮烈牺牲,而这点则经常被邪恶角色所唾弃厌绝。许多倾向混乱的社会,比如说北方的乌尔芬和镣铐岛的海盗等等,都会对慷慨待人,为其当为,以及舍身守诺这些品质给予极高的评价。他们会把这些举动看做是个人的优秀表现,而不是对预先设定准则的盲从。个人的荣誉信条也完全可以跟混乱阵营同时并存,虽然这些准则可能会比较简单,并以减少自己身上(或者他人身上)的制限为目的,但是其也是起源于角色内在的炽烈热忱。角色只是为个人自我负责,而不是对外部规矩体系屈膝。而的确,坚定,自立的生灵通常会感觉自己身上的责任比起周遭他人要来得更为重大。

    更深入地说,成功的混乱群体经常把无拘无束的利己自私看作是对他人激情和财富的屈服,并因此会使个体本身变得难以相处,易被操控。混乱中立的角色不需要总是随机而行,率性而为,罔顾历史,无视情景,不计后果。同样的,混乱也能简单地通过一时冲动的慷慨解囊和伟大无私来表现。以及明明平时一副逍遥自在或漠不关心的作风,但关键时却能提出让人大吃一惊的明智洞见等类似表现也可以体现出混乱所在。



背景特性

    以下背景特性和混乱中立阵营的角色相得益彰

    【社会】厚颜无耻(Unabnashed Gall):即使你的违法行为已经足以让围观群众瞠目结舌,你也完全没把法律放在心上。只要你出乎意料,肆无忌惮地做出会招致其他生物敌意相向的违法行为——比如说故意破坏或盗窃偷扒之类的——你可以进行一次唬骗检定以对抗对方的察言观色检定。如果你成功通过该检定,则你和其他预料到并放任你进行违法行为的盟友则可以获得一次在突袭轮中行动的机会。而每个这样的盟友都会使你在唬骗检定上受到-2减值,该减值可以累增。如果你的唬骗检定失败,则不会出现突袭轮。无论你的唬骗检定成功与否,你和任何预料到并放任你进行违法行为的盟友在战斗期间所进行先攻检定都视作骰出 1

    【战斗】莫测反应(Unpredictable Reaction):你在战斗开始之初的反应出乎人们意料。你在突袭轮期间的攻击上获得+1背景加值。

劇透 -  原文:
Chaotic neutral
Chaotic neutral characters are a widely divergent bunch. For some, chaos is the principle upon which they fight. Others see it as the essential quality of their lifestyles. And there are those who hold chaos as the water in which they swim. Whether chaotic neutral individuals view chaos as simply an absence of law and appreciate it for that reason, or see chaos as the fundamental nature of reality, characters drawn to raw, untrammeled dynamism in any form may be attracted to this alignment.

PhilOsOPhies
Finding a consistent philosophy among chaotic neutral individuals is a near impossibility. Some break every law they can on principle; others point out that this is just as predictable and boring as slavishly following those same laws. The following examples showcase just a few of the possible approaches to this alignment.

 i Mpulsives
Some chaotic characters, rather than opposing law, tend to ignore it and are instead driven by the fun or heat of the moment. Despite their name, some impulsives do recognize the value of plans and preparations: they equip the group to improvise, and usually require it of them, because when did a plan ever go exactly right?
    if you are an impulsive, you:
• Act quickly and decisively when you discover a feasible plan of action.
• Look for enjoyable ways to achieve your goals with whatever resources you have on hand.
• Sometimes struggle to pass up the surprising act for the successful-but-predictable one.
code: Each moment tells you what you need to do.

r eBels
Some rebels are opposed to specific laws or rulers. Others just want to smash the cage of obedience that binds the mortal spirit. But whether the rebel is attempting to free a nation or just herself, she’s never afraid to go against the grain to achieve what she believes is right.
    if you are a rebel, you:
• May or may not have—or need—a vision of what should replace what you’re destroying.
• Resent those who dare try to hold authority over you.
• Can’t stop fighting, even when you probably should.
code: It’s better to die on your feet than to live on your knees.

s aBoteurs
While  some  chaotic  neutral saboteurs do booby-trap siege machinery and such devices, most do not adhere to this theme so literally. Instead, most saboteurs focus on bringing down social orders  and  other  strictures imposed on them by others. In some respects, the saboteur is like the rebel, but rather than concentrate the struggle against the oppressor, the saboteur takes the fight to the instruments of oppression. After all, what is a ruler without his crown?
    if you are a saboteur, you:
• Look for ways to cripple or break the system.
• Care less about the show than the result.
• Take pride in your foes’ inability to catch you.
code: By breaking the tools of power, you free everyone living under the shadow of such tools.

advantaGes and ChallenGes
Chaotic neutral characters are driven from within by deep-seated emotions. They excel at taking the initiative and setting the agenda, rather than allowing other people’s frameworks to dictate their actions. Some have a slight tendency to get too caught up in themselves and their own feelings, but those who can keep selfish impulses in check can bring a definite spark to any party.
Often brash and lacking in foresight, chaotic neutral characters struggle to be patient with restrictions. It can be hard for some to recognize that not all restraints come from people attempting to rule them. Where their chaotic nature expresses itself as flightiness or obsession, it can blind these individuals to reality, and that can cause harm they don’t intend—which in turn can lead to enmities they don’t expect.

OPPOrtunities and allies
Characters of nearly every class can lean chaotic neutral, but the furious barbarian and the clever rogue are perhaps the iconic faces of this alignment. Mad genius alchemists and eccentric wizards definitely have a home in this alignment as well.
Perhaps it’s the wanderlust that often afflicts chaotic neutral characters that makes them such a widespread bunch. In any event, finding chaotic neutral allies in the Inner Sea is rarely difficult.

Rebel Organizations:
Many regions around the Inner Sea host significant numbers of rebellious and chaotic guerrilla warriors, whether such characters come from the dog-eat-dog islands of the Shackles or the bloody streets of revolutionary Galt. Many groups on Golarion seek to dismantle order and sow the seeds of chaos for one reason or another, and a flexible individual can find any number of such causes to fight for.

Untamed Realms:
Among the fey-ridden wilds of the Lands of the Linnorm Kings, chaos is the rule, not the exception. The same description applies to the ever-shifting fiefdoms of the River Kingdoms, since few leaders manage to dominate their holdings for long, and those who do must contend with an ever- changing array of neighboring nations and territories. The unpredictable nature of the Mana Wastes provides excitement that many chaotic individuals seek, as do the untold wonders of mysterious Jalmeray and the entirety of the First World—the capricious and ever-changing planar home of the fey.
traits
The following traits complement chaotic neutral characters.

 Unabashed Gall (Social): Your total indifference to the law even as you’re breaking it is such that those watching you are stunned. Whenever you commit an unexpected and outrageously unlawful act (such as knowingly destroying or stealing something) that would elicit a hostile response from another creature, you may attempt a Bluff check opposed by the opponent’s Sense Motive check. if you’re successful, you and any allies who were willfully expecting your unlawful deed may act in a surprise round. For each ally willfully expecting your unlawful deed, you take a cumulative –2 penalty on your Bluff check. if your Bluff check fails, there is no surprise round. Regardless of whether your Bluff check succeeds, you and any allies willfully taking advantage of your unlawful deed treat your initiative checks for the duration of combat as though you had each rolled a 1.

Unpredictable Reactions (Combat): Your reactions to combat beginning aren’t what people expect. You gain a +1 trait bonus on attack rolls made during the surprise round of combat.

chaotic Neutral iSN’t evil
Players and GMs often confuse the actions of a chaotic neutral character with those of a neutral evil or chaotic evil one. After all, it can be easy to mix up the self- determined acts of chaotic neutral with the self-centered principles of evil. But embracing your chaotic neutral nature isn’t an excuse to do whatever you want.
A chaotic neutral character can (and probably should, sometimes) freely choose to support others—even sacrifice for others, something that is anathema to evil characters. Many chaotic-leaning societies, such as the Ulfen of the north and the pirates of the Shackles, place a high premium on lavish interpersonal generosity, willingness to do what needs doing, and honoring one’s word even at great personal cost—they see such acts as expressions of exceptional individuality rather than blind conformity to predetermined standards. A code of personal honor is entirely compatible with a chaotic alignment, provided this code is simple, serves to limit the constraints on yourself (and possibly others), and springs from a fierce internal conviction. Your sense of obligation is personal, not imposed by rules and structure; indeed, determinedly self-sufficient souls often feel their obligations more keenly than others around them.
Further, successful chaotic communities often see unfettered selfishness as allowing oneself to be ruled by one’s passions and possessions, which makes for a poor neighbor, as well as one who is easily manipulated. A chaotic neutral character needn’t always act randomly, on the moment’s whim, or without regard for history, context, and the effect of her actions on others (and their likely responses). Similarly, chaotic can just as easily mean impulsive generosity, grand gestures, and astonishing insight as it can thoughtless hedonism or careless indifference.

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守序邪恶(Lawful Evil)
« 回帖 #7 于: 2017-04-18, 周二 01:31:00 »
守序邪恶

    守序邪恶的角色相信法律和体系意味着权力和安全。在他们看来,严格而有系统的统治阶级能达成单一个体无法企及的目标。因此他们想方设法让自己处于该系统里的有利地位,并以此获得权力和安全。此外,守序邪恶的人士也会按照严格的个人准则行事——虽然这一般都会是个人的伦理观,或者与旁人观念中的道德有所相悖的信条。但通常来说,他们都会选择按照身边社会的框架体系来行事——当然也没忘记为自己捞好处。许多守序邪恶角色都会在为自己的行为辩护时迅速通过援引条文律例以表现出其守法的天性。这个阵营对于那些毫不在意伤害他人,一心只想节节高升的角色来说尤其有吸引力,但这些人一般还会留着丁点自我正义,或者只是不想让自己暴露在不必要的风险之下。他们对于自己鲜少食言的事实沾沾自喜——因此他们也鲜少许下诺言。此外,在实现自己的阴谋诡计时,守序邪恶的角色总是会有条不紊地达成目的。



理念

    守序邪恶的角色可以出现在社会中的任意阶层。其中一些家伙会不顾一切地打算爬上高位,梦想着有一天能把受过上面的气发泄在下面的人身上。而其他人则是会在那些没那么幸运的家伙身上寻找优越感,同时也会通过滥用特权和权力来找乐子。以下是一些常见的守序邪恶角色典型形象。

  • 专制者

        统治就是自己的天命所在——至少专制者自己是这么相信的。他们会努力尝试让周围的人都屈从在自己的意志之下。服从通常对他们来说并不足够:专制者要求的是完全绝对的顺从。与此同时,虽然专制者也能在更大的组织体系下建立起合作关系,甚至是从属关系,但是他们如果不能迅速在其中节节攀升的话就很容易心生怨恨。同时专制者比起听命行事更去愿意发号施令。而在极为罕见的情况下,专制者才愿意和其他志趣相投的灵魂共享权力。对于他们来说,结盟联手通常都是权宜之计,而这些契约的稳定程度取决于专制者的目的有没有得以达成。然而,即使所有的专制者都相信自己能成为强大的领导者,但实际上他们也许未必有这个能力,因此当那些无能的专制者在获得哪怕一丁点权力后,黑暗的悲喜剧也会随之开演。
       
        如果你是专制者型的角色,则你会:

    • 要求盲目的服从和顺从。
    • 讨厌下属提出疑问或犯下失误。
    • 不断地寻求扩大自己的权力圈。

        信条:你的命令就是法律——那些敢于违反的家伙必将痛哭流涕

  • 奴仆

        这个世界满布危险和无以理解的境地,无可匹敌的强大实体不可计数。但谢天谢地,有时这些存在会用自己的羽翼罩着一些幸运的灵魂,并为其提供庇护,决心,又或者是可以让个体沉溺在社会禁忌里的特许。无论这个庇护主是神明,怪物,国家,或仅仅只是一个凡人,奴仆都清楚忠诚和完美的服侍——无论对方的命令有多么堕落可憎——才是让自己迅速上位并获得舒适与安全的不二法门。奴仆也许会为自己的服务沾沾自喜,或是会对任何行为带来的责任最终都要落到主人身上这一事实感到安心。而完全的奉献仅仅只是换取黑暗主宰礼物的小小代价。

        如果你是奴仆型的角色,则你会:

    • 寻找可以效忠服侍的强大存在。
    • 避免做出任何会让自己的忠诚遭受质疑的行为。
    • 取悦主人就是生命的意义所在,尽管其需要伤害他人或自己也不会改变。

        信条:只要成为一名听话有用的奴才,主人自然就会加以关照。

  • 欺诈者

        欺诈者通过与会的手段积蓄力量。藉由骗术和操纵他人,欺诈者能凭借对于所处系统的了解来取得优势。而他们最常用的方法就是以中间人身份缔结合约或者协议,以最大限度地从别人身上榨取承诺好处的同时,付出尽可能少的代价。虽然制定严酷契约这个行为本身并不能算邪恶,但是欺诈者会专门瞄准法律系统中最为脆弱,易于滥用的部分,并尽自身最大努力来挖出——或者创造出——可以利用的弱点。钻空子和花言巧语地推诿责任都是欺诈者赖以谋生的手段。而其中大部分的合法生意也跟欺诈或是诱人犯罪的纠纷脱不开关系。魅力四射,精明过人,欺诈者是利用人们自身欲望的专家。

        如果你是欺诈者型的角色,则你会:

    • 努力地在每一个合作以及体系中寻找能加以利用的弱点和空子。
    • 鲜少打破法律,毕竟按照规章行事方能保持优雅。
    • 对自己的才智和头脑尤其自傲。

        信条:每个露出弱点的家伙都活该被痛击软肋



优势与挑战

    出乎意料的是,守序邪恶的家伙非常擅长和其他人合作共事,前提是这份互助对他们自身的目标有所助益。他们条理清晰的头脑总是可以很快发现能让当下状况变得对自己有利的关键点所在。同时守序邪恶的角色也意识到大部分系统体制都需要其中每个成员的礼尚往来,因此他们会倾向于对合约上的条文给予最起码的尊重。另外,许多守序邪恶的角色都有着冷酷的自律能力,并使其能在需要的时候控制自己避免做出毫无助益的举动。
   
    与此同时,看到同伴弱点的守序邪恶角色会迅速地将其转化成自己的筹码,并使其成为战斗中的不利因素。此外,守序邪恶的角色也许不愿意为其他原因或是同伴安危而以身犯险。如果队伍的决定会让这些人感觉自己处于不利的话,他们也不愿意就此服从。毕竟,自我利益是驱动大部分守序邪恶角色行事的动机所在——即使是奴仆也是如此。



机会与盟友

    诸如武僧,武士,和骑将这类守序职业中都有可能出现邪恶成员。但最适合守序邪恶阵营的职业也许应该是牧师。因为无论是阿斯莫迪尔斯还是宗·库山都有着阶级分明的强大教会,其都能为守序邪恶的牧师提供无数机会。而女巫与其庇护主和魔宠之间的关系,则和召唤师与其幻灵的关系一样,都可能与这个阵营的模式有着零星相似。不道德的法师同样也被经常吸引到守序邪恶的阵营里——因为在艰苦学习以及复杂知识的筛选下,剩下来的法师大多都有着守序自律的品质,同时对知识的渴求也很容易引诱他们走上怪诞实验的道路。当然,尽管大家都以为盗贼是自由自在的犯罪者,但是也有一些在背后拨弦策划,头脑缜密的盗贼和吟游诗人,他们能巧妙地在不违法的前提下滥用法规。

    而在内海地区,守序邪恶的潜在盟友可能包括以下选择

  • 守序邪恶国度

        切利亚斯的特鲁恩家族向阿斯莫迪尔斯及其魔鬼的权力和权威宣誓效忠,而跟特鲁恩家族志向相投的角色能得到其的长足帮助。而在阴影附属国奈多,角色也能找到更为难以下咽的专横统治。盖布虽然不欢迎生者,但死灵法师能在此地获得盟友。伪神拉兹密安那守序邪恶的金字塔式教权国度同样也是某个惊天大阴谋的缩影。而在天夏,楚业的恶鬼和高领的大地精也许会与相互利益有所重合的外来者合作。

  • 奴隶制

        奴隶贸易是那些从他人身上榨取劳力的家伙的天然避风港。那些乐于从这个以绑架,谋杀和虐待为基底的产业中牟利的角色能在诸如欧克诺或镣铐岛上找到发财良机。

  • 征服者

        那些愿意听从号令,而且降下惩罚时毫不手软的角色能在地狱骑士里面找到不少机会。而沉默执法者也会援助那些其目标有利于保证奈多处于宗·库山控制下的人物。而红螳螂也乐于为了钱财而取人性命,前提是这么做不会打破他们的规条。



引述: 边栏
守序邪恶的团队合作

    邪恶战役的其中一个风险是,角色的自私利己可能会逐渐使整个队伍分崩离析。但是与此同时,角色的自私自利也可能会为克服团队困难提供助力——即使相互之间阵营不同也是如此。

    跟随队伍行动的守序邪恶角色往往着眼于彼此的自我利益。对于他们来说,其他的角色都只是可以消耗的资源,而工具在消耗殆尽前理应物尽其用。比如说,混乱的角色在他们眼里虽然可能是一群令人头疼,目无法纪的可怜虫。但是如果守序邪恶的角色能将其不羁之力引导向有所助益的方向,则每一个成员都能从中获得好处。同时,善良的角色也许是一帮道貌岸然,多愁善感的伪君子,但只要他们碾碎践踏的邪恶也是挡着你路的障碍,为什么不帮这群家伙一把呢?一个聪明的守序邪恶角色不会太过关心动机,他们只看重结果。通过为盟友们进行规划抉择,守序邪恶的角色能知晓如何操纵他们,并将盟友们引向有助于实现自己目标的方向前进。最后,守序邪恶的角色不会因为其他成员的成功而产生任何摩擦——只要他们自己仍然是最成功那一位就行了。



背景特性

    以下背景特性和守序邪恶阵营的角色相得益彰

    【社会】侦察不忠(Detect Disobedience):你拥有找出酝酿中的叛逆的离奇能力。你在对抗其他人尝试在你面前有所隐瞒的察言观色检定上获得+2背景加值。同时在进行是否能发现下属以你为目标的突袭攻击判断时,可以用上述检定替代察觉检定。

    【战斗】惩戒叛逆(Punish Insurrection):你喜欢提醒其他人谁才是老大。在对抗同一组织的成员,或是某一体制内正式效忠于你的下属时,你在攻击和伤害上均获得+1背景加值。而在对抗其他公开违抗该体制统治或是至上权威的成员时,即使其抗令的严重程度已经足以让你和他不再是同一立场,上述的加值也仍然会生效。

劇透 -  原文:
Lawful evil
Lawful evil characters believe that law and structure mean power and safety. In their view, a strict, systematic hierarchy enables outcomes impossible for a single individual, so they seek power and security by positioning themselves advantageously within such systems. They may operate according to strict personal codes—private ethics or creeds that may not align with an observer’s concept of morality—but more often choose to operate within (and take advantage of) the framework of the society around them. Many are quick to cite their law- abiding natures when defending their actions. This alignment is particularly appealing to those who want to get ahead and don’t care whom they hurt, yet who also want to maintain a sense of self-righteousness or don’t want to open themselves up to unnecessary risk. They may take great pride in never breaking their word—and thus rarely make promises—and are  invariably  methodical  and organized in their machinations.

P hilOsOPhies
Lawful evil characters appear on every rung of the social ladder. Some seek desperately to climb the ladder, dreaming of doing unto others what has been done to them. Others feel smug superiority toward the less fortunate and enjoy abusing their power and privilege.

Following are some common lawful evil personality archetypes.

Despots
Destined to rule—at least in their own minds—despots seek to impose their will on those around them. Obedience is often not enough; a despot requires total submission. Despots are capable of collaboration and even subordination within a larger structure, but they usually get resentful if they don’t climb the ranks quickly enough, and they seek out opportunities to give orders instead of taking them. Rarely, despots actually enjoy sharing power with like-minded souls; more often, their alliances are of convenience, and a pact’s stability depends on whether the despot’s goals are being met. While all despots believe themselves to be great leaders, not all are; dark tragicomedy abounds when incompetent despots achieve even a small measure of power.
If you are a despot, you:
• Demand blind obedience and servility.
• Welcome  neither  questions  nor  failures  from your underlings.
• Constantly seek to expand your personal power base.
code: Your commands are law—and woe betide those who disobey.

Minions
The world is a dangerous and confusing place, filled with overwhelmingly powerful entities. Thankfully, sometimes those beings take lucky souls under their wings, offering protection, purpose, and perhaps permission to indulge aspects of oneself that society otherwise prohibits. Whether the patron is a god, monster, nation, or mortal, the minion knows that loyalty and perfect service—no matter how distasteful or depraved the command—are the best ways to rise in the ranks and achieve comfort and security. Minions may take pride in their service or comfort in the fact that any responsibility for their actions ultimately lies with their masters. Total devotion is a small price to pay for the gifts these dark masters offer.
If you are a minion, you:
• Seek powerful figures to serve and obey.
• Avoid anything that might raise questions about your loyalty.
• Live to please your master, regardless of the harm to yourself or anyone else.
code: Be an obedient and useful servant, and your master will take care of you.

Swindlers
Swindlers accumulate power through indirect means. By using deception and  manipulation,  and  by exploiting  the  systems  they inhabit, they gain personal advantage. Their most common method is brokering deals and contracts that seek to Lawful Evil extract the maximum commitment from others while giving as little away as possible themselves. While driving a hard bargain is not itself evil, swindlers specifically prey on those at their most vulnerable, abusing the legal system and doing their best to exploit (or create) weakness. Loopholes and plausible deniability are a swindler’s bread and butter, and most have legitimate business concerns to augment their extortion and entrapment. Often charming, always cunning, swindlers are experts at using people’s own desires against them.
If you are a swindler, you:
• Look for exploits, loopholes, and advantages in every interaction and institution.
• Rarely break the law—working around it is so much more elegant.
• Are exceptionally proud of your wits and cunning.
code: Anyone who shows weakness deserves to have it exploited.

a dvantaGes and C hallenGes
Lawful evil characters are often surprisingly good at working with others, as long as doing so suits their agenda. Their organized minds excel at spotting ways to make a situation work for them, and they usually recognize that most systems require give and take between the various components. They tend to honor at least the letter of their agreements, and many lawful evil characters are capable of a cold self-discipline that lets them rein in unproductive traits when necessary.

At the same time, lawful evil characters who see weakness in their companions are often quick to capitalize on it, making them potential liabilities in combat. They may be unwilling to risk themselves for a cause or partner, or to bend to group decisions if they feel doing so places them at a disadvantage. Self-interest is the driving force for most lawful evil characters—even minions.

O PPOrtunities and a llies
Lawful classes like the monk, samurai, and cavalier all have evil members, but perhaps the class most suited to lawful evil is the cleric, as both Asmodeus and Zon-Kuthon have powerful, hierarchical churches that provide lawful evil clerics with great opportunities. A witch’s relationship to her patron and familiar and a summoner’s to his eidolon can take on similar overtones at a smaller scale. Unethical wizards are also often drawn to lawful evil—the intellectual rigor of complex studies meshes well with a lawful disposition, and their pursuit of knowledge may lure them into deviant experimentation. And of course, while many people think of rogues as freewheeling criminals, some of the most effective masterminds and string-pullers are rogues and bards who abuse the law without breaking it.

Potential lawful evil allies in the Inner Sea region include the following.

Lawful Evil Nations:
Cheliax’s House Thrune owes its power and authority to Asmodeus and his devils, and those of a similar mind-set can go far with House Thrune’s help. The satellite nation of Nidal offers an even bitterer flavor of tyranny. Geb is not friendly to the living, but necromancers can find allies there. The false god Razmir’s cult-nation is a lawful evil pyramid scheme on a colossal scale. In Tian Xia, the oni of Chu Ye and the hobgoblins of Kaoling might collaborate with outsiders whose goals overlap theirs.

Slavers:
The slave trade is a natural home for those drawn to exercising power over others. Those willing to profit from an industry built on kidnapping, murder, and torture can make fortunes in places like Okeno or the Shackles.

Subjugators:
The Hellknights offer opportunities for those willing to follow a code and use punitive force unstintingly on command. The Silent Enforcers might aid those whose objectives help keep Nidal under Zon- Kuthon’s thumb. The Red Mantis are happy to kill for coin, provided doing so doesn’t break their laws.

t raits
The following new traits suit a lawful evil alignment.

Detect Disobedience (Social): You have an uncanny ability to spot a mutiny brewing. You gain a +2 trait bonus on Sense Motive checks to detect when an underling is trying to hide something from you, and can attempt such checks instead of Perception checks to notice and react to a subordinate’s surprise attack against you.

Punish Insurrection (Combat): You relish reminding people who’s in charge. Against members of the same organization or hierarchy who formally answer to you, you gain a +1 trait bonus on attack and damage rolls. You also gain this bonus against members who have openly defied the authority or rules of that body, provided the infraction is serious enough that their standing is now less than yours.

LAWFUL EVIL TEAMWORK
One risk of an evil campaign is that the characters’ selfishness can erode the team bond. Yet selfishness can also help characters overcome their differences, even across alignments.

Lawful evil characters who operate in groups usually focus on mutual self-interest. To them, other characters are resources, and no tool should be discarded out of hand if it can still be of use. For instance, chaotic characters may be messy, indisciplined wretches, but if a lawful evil character can channel that scattered energy into something productive, everyone can benefit. Good characters may be sanctimonious or sentimental, but as long as the evil they’re stomping out is an evil that stands in your way, you have every reason to help them. A wise lawful evil character doesn’t care about motives, only outcomes. By properly framing decisions for your allies and knowing how to manipulate them, you can point them in a direction that aids your objectives. And in the end, a lawful evil character doesn’t need to have a problem with other characters succeeding—as long as she succeeds the most.

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中立邪恶(Neutral Evil)
« 回帖 #8 于: 2017-04-18, 周二 01:32:01 »
中立邪恶

    中立邪恶的角色关心的只有他们自己,而且只要觉得自己能侥幸脱身的话,他们能做出各种事情。中立邪恶的角色不相信法律或准则能保护自己,因而他们也从不会费力去遵守它们。此外,这些人也不会像混乱邪恶的角色那般幼稚直率,异想天开。某程度上来说,中立邪恶才是邪恶不偏不倚,无须修饰的纯粹形态。无论中立邪恶的角色是因为某种原因才选择了邪恶之道,还是说——更可能——是因为他们没有同感心才投身入邪恶的怀抱,其最终结果都是一样:冷酷无情,铁石心肠。



理念

    中立邪恶的角色并不一定热衷于杀人夺命——毕竟这样子不便善后,同时容易招惹麻烦——但是他们几乎都能毫不犹豫地痛下杀手。中立邪恶基本上关心的只有他们自身,还有自己那黑暗的欲望爱好。旁人对他们来说不过是工具,小虫,玩物,甚至只是挡了自己道的“东西”而已。

  • 歼灭者

        万事皆虚,熵和混沌创造了一个毫无意义的世界,无有永恒,虚无就是全部,即使是最伟大的作品和真理都终将在须臾眨眼之间化作尘土。你知晓那些宣称要做好自己的家伙和其他人并无区别,其存在不过只是一种伤害而已。因此你无法容忍任何相信社会上那些关于爱与意义的弥天大谎的家伙。你与他们不同,你将通过深化毁灭的缘由,以撕下他们那层故意为之的无知和愚昧。
       
        如果你是歼灭者型的角色,则你会:

    • 毫无感情,无有踌躇,甚至连追求空无的欲望也不复存在。
    • 放眼四望,无一不是熵与死亡,你会将其当做现实的真理加以接受——同时亦会将其强加于人。
    • 向所有对永恒,成长和意义的追求报以鄙夷。

        信条:万物终为尘埃,何人胆敢质疑

  • 自恋狂

        自恋狂能看到这个世界的美和意义所在——然而这些仅存在于他镜子里的倒影之中。对于这些人来说,世界围绕着他们旋转:凡是让自己不开心的都必定是不公悲剧;凡是能让自己欢欣鼓舞的都必将是属于自己的神授事物。而在面对任何自认为凌驾于他们的家伙及其建议时,自恋狂也许会真心地感到迷惑不解,或是滋生出杀意怒火。自恋狂跟守序邪恶的暴君的不同在于,前者不会特别追求权力或者权威——只要他们自己的妄想能毫无问题地得到满足就行。只有在那些异想天开的念头被真正否定后,自恋狂那不易表现的邪恶本质才会露出血淋淋的尖牙。

        如果你是自恋狂型的角色,则你会:

    • 只会根据事物对你自己的影响来看待它们。
    • 在世界或者其他人没能满足自己的期望时会深感震惊,心生怨恨。
    • 无法理解他人的感受,会为实现自己远大目标所做出的种种可怖行径加以辩解。

        信条:宇宙知晓你所求何物,因此它绝对会赐予你索要的一切。

  • 精神病态者

        无论其诱因为何,精神病态者无法理解他人感受,同时也不知晓何为懊悔。所以他们会尽情做出各种各样,无法无天的反社会行为。精神病态者可能知道,也可能不知道其他人具备感情,但无论如何,他们都不能理解体会其他生物的感觉。旁人在这些精神病态者的眼中只不过是物品——有时滑稽可笑,有时用途多多,但基本上都可以用完即弃。

        如果你是精神病态者型的角色,则你会:

    • 永远无法理解懊悔和同感为何物。
    • 毫不畏惧地去实现自己的异想天开,而且手段一般骇人听闻。
    • 认为所有生灵——即使是其他凡人——也不过是物品而已。

        信条:为所欲为,为所欲为。



优势与挑战

    中立邪恶就是自私的纯粹体现。其一心一意,一举一动都只是为了自己。因此他们自内而外都十分直接坦率。许多强烈倾向中立邪恶的角色都缺乏感情,他们的冷酷无情甚至达到了可怖骇人的境界,所以这些人士能更心无旁骛地把精力花在索取自己的所求之上,因而他们能精通掌握任何自己感兴趣的事物。如果没有出色的无畏勇者作为阻挠他们的抑制力出现的话,中立邪恶的人很有可能会成为渗透大师,或者是大阴谋家。
   


机会与盟友

    几乎所有的冒险职业都能选择中立邪恶作为自己的阵营——毕竟杀人越货就是这种工作的核心。其中尤以忍者和盗贼为甚,毕竟撒谎,潜行,偷窃和背后捅刀子对他们来说都是家常便饭。但善于追踪掠夺以及献身憎恨的游侠,还有炼金术师——尤其是精通毒药的那种——同样也非常适合成为中立邪恶的角色。

    而在格拉里昂,中立邪恶的潜在盟友可能包括以下势力

  • 腐败政府

        虽然中立邪恶的角色也许没有像守序邪恶的同伴们那样渴求统治和管理的权力,但精神病态者那无有内疚,胆大心细的处事风格,加上他那操纵人心的能力,常常使他们精于操控政治体系的走向,并坐观其逐渐走向自己的末日。

  • 中立邪恶的组织

        在内海地区最为臭名昭著——当然表面上不一定如此——且势力广布的中立邪恶组织莫过于盾徽财团:其成员都是一群肆无忌惮,善于靠他人付出的代价来发财致富的商人。同时,以默语魔道为名的不死狂信徒组织也能吸引那些心无愧疚的人士。另外,虽然盗贼公会对于守序邪恶来说过于投机灵活,但是其对于真正的混乱邪恶来说又有着太多管制,因而盗贼公会也经常是中立邪恶阵营。

  • 不死亡灵

        厄加图娅,不死亡灵之女神,本身就是中立邪恶。同时她的许多信徒——其中包括大部分的不死孽种——都是跟苍姬处于同一阵营。而更广泛地来说,任何死灵法师,或者是其他只关心获得失落信息和魔法之力,罔顾其他人也许要付出代价的施法者职业都可能会是中立邪恶。



引述: 边栏
中立邪恶的合作联盟

    尽管中立邪恶的角色只会关心索取自己所求之物,但他们也能毫无问题地跟其他人合作共事。只要是他们的远大目标岌岌可危,或是这些人的利益或打算与其他成员的有所重叠,那么中立邪恶的角色甚至可以在很长一段时间内都能表现得值得信赖。如果有一些看上去毫无威胁的家伙能取悦这些中立邪恶的角色,他们甚至还会对其加以照顾,乃至于对其产生保护欲,然而这样子的保护欲也常常有着向占有欲发展的倾向。

    中立邪恶的角色常常会向别人展示出极端的自私,而这也经常让彼此之间的信任逐渐恶化。这种自私和偏执,加上凡生万物那关注自己的付出胜于他人的本性,使得中立邪恶的角色有时候会认为,只有那些对他们极端有利的分配才是真正的公平合理。而更有头脑的中立邪恶角色也许能抵抗这种认知偏见,但这样子有可能会滋生成影响其与他人长期合作的障碍。

    中立邪恶的角色经常乐于与守序邪恶以及混乱邪恶的人士合作,尽管他们会对这些家伙的死板和狂野抱有一点困惑和优越,但除非这些蠢货的行为碍了自己的事,否则中立邪恶的角色只会把这个想法藏在心底。而当和善良或者中立的人士共事时,中立邪恶的角色会小心地把自己那恶毒的一面隐藏起来,只有在情非得已——或是相信自己能逃之夭夭的情况下,他们才会露出自己的真面目



背景特性

    以下背景特性和中立邪恶阵营的角色相得益彰

    【魔法】骇人思维(Horrifying Mind):当一个非邪恶类人生物尝试通过魔法效果来阅读你的思想时,这个人必须进行一个对抗你感知或魅力检定(由你选择)的意志豁免。如果这个人没能通过该豁免,则他战栗1轮。如果该豁免失败了10点以上,则这个人会先惊惧1轮,然后才战栗1轮。

    【社会】主观真相(Subjective Truth):你能将自己对于事实的了解和对于真实的笃信分隔开来,同样的,你也能将本心意图从脸部表情以及肢体动作上剥离出去。你在撒谎的唬骗检定上获得+2背景加值,前提是对方从来都没发现过你曾经对他撒过谎。如果该次唬骗检定失败,视作目标识破了你谎言中的漏洞,因而以后在对抗同一目标时不能获得上述加值。

劇透 -  原文:
Neutral evil
Neutral evil characters care only for themselves, and do whatever they think they can get away with. They place no stock in the ability of laws or 
 codes to protect them, and thus don’t bother to follow them. At the same time, they’re less spontaneous and prone to whimsy than chaotic evil characters. In some ways, neutral evil is the purest form of evil, unburdened by any other tropes or tendencies. Whether a neutral evil character has chosen to practice evil for its own sake or—more often—simply has no empathy for others, the result is the same: cold, unfeeling cruelty.

Those who care nothing for others or the pain they cause, or who strive toward such indifference, are drawn to this alignment.

P hilOsOPhies
Neutral evil characters are not necessarily enthusiastic murderers—it’s so messy and causes so much potential trouble—but they rarely have qualms with the deed itself. They are fundamentally interested only in themselves and their own dark desires and tastes. Other people are insects, tools, toys, or simply objects in their way.

Annihilists
Nothing matters. Entropy and chaos have created a world where nothing lasts, nothing means anything, and even the greatest works or truths will fall to dust and obscurity in the blink of an eye. You know that those who claim otherwise do themselves and everyone else a disservice, and you cannot abide anyone who perpetuates society’s great lies of love and meaning. Instead, you choose to reveal their willful ignorance by furthering the cause of destruction. The world offends you, and thus you will bring it down. 
if you are an annihilist, you: 
• Have no feelings or scruples, or aspire to have none. 
• See entropy and death everywhere, and accept (and inflict) them as the true pillars of reality. 
• Despise anything that aspires to permanence, growth, or meaning. 
 code: Everything crumbles. Who are you to argue with that?

Narcissists
Narcissists see meaning and beauty in the world—but only when they look in a mirror. For narcissists, the world truly does revolve around them: whatever makes them unhappy is a tragic injustice, and whatever pleases them is theirs by divine right. Narcissists can be genuinely bewildered—or homicidally enraged—by suggestions that anyone else’s concerns take precedence over theirs. The narcissist differs from the lawful evil tyrant in that he has no particular need for power or authority, so long as all his whims are catered to without question. It’s only when those whims are denied that the true, uncaring evil of the narcissist rears its bloody head. 
if you are a narcissist, you: 
• See everything in terms of its effect on you. Neutral Evil   
• Are surprised, shocked, or disgusted when the world or other people don’t cater to your expectations. 
• Are incapable of empathizing with others and can justify just about any horrific actions that serve your greater purpose. 
 code: The universe knows what you want, so what does it expect when it doesn’t it give it to you?

Psychopaths
Psychopaths are individuals who, for whatever reason, are unable to feel empathy and remorse, leading them to indulge in uninhibitedly antisocial behavior. A psychopath may or may not understand that others have feelings, but either way is unable to relate to other creatures. Other people are objects to them—sometimes amusing and sometimes useful, but always disposable. 
if you are a psychopath, you: 
• Never feel remorse or empathy. 
• Indulge your whims in bold, often horrific ways. 
• Know that all living things—even other people—are just objects. 
 code: Do anything you want. Anything.

a dvantaGes and C hallenGes
Neutral evil characters embody pure selfishness. That singleminded dedication to themselves typically makes their inner lives very straightforward. Many strongly neutral evil characters are emotionless and affectless, sometimes to a terrifying degree, which further focuses their mental resources on getting what they want, and can make them experts at whatever interests them. If their lack of inhibition manifests as admirable boldness and fearlessness, they may become master infiltrators and manipulators.

O PPOrtunities and a llies Almost any adventuring class can be neutral evil—killing people and taking their stuff is central to the job, and fewer scruples mean more opportunities. This is particularly true of rogues and ninjas, with their specialties in lying, sneaking, stealing, and backstabbing, but rangers, with their gift for patient predation and dedicated hate, and alchemists (especially poisoners) also make great choices for neutral evil characters.

Potential neutral evil allies on Golarion include the following forces.

Corrupt Governments:
While neutral evil characters may not have the same drive for governmental power as their lawful evil counterparts, psychopaths’ ability to manipulate others and operate boldly and without guilt often makes them quite adept at navigating the political system and using it to further their own ends.

Neutral Evil Organizations:
 The most prominent and widespread neutral evil organization in the Inner Sea region (though not always openly so) is the Aspis Consortium—unscrupulous merchants with a talent for making money at others’ expense. The cult of undeath known as the Whispering Way is also a draw for those without scruples. Thieves’ guilds are often neutral evil, as they’re too opportunistic and flexible to be lawful evil, yet too regimented to be truly chaotic evil.

Undead:
Urgathoa, goddess of undeath, is neutral evil, and many of those who worship her—as well as most undead abominations themselves—share her alignment. More broadly, any necromancers or other spellcasters who care only for gaining hidden information or magical power, regardless of the potential cost to others, may be neutral evil.

t raits
The following traits suit a neutral evil alignment.

Horrifying Mind (Magic): When a nonevil humanoid attempts to read your mind via a magical effect, the reader must attempt a Will save opposed by your Wisdom or Charisma check (your choice). If the reader fails this save, she is shaken for 1 round. If she fails by 10 or more, she is instead frightened for 1 round, then shaken for 1 round.

Subjective Truth (Social): You are able to divorce your knowledge of the facts from your beliefs about the truth, and thus from your facial expressions and body language. You gain a +2 trait bonus on Bluff checks to lie, provided the person you’re lying to has never known you to lie to him. Failing this check counts as being caught in a lie by the target, negating any future use of this bonus against that person.

NEUTRAL EVIL ALLIANCES
Provided neutral evil characters are getting what they want, they have no problem working with anyone else. They can even be trustworthy for extended periods of time when a larger goal is at stake or their interests or goals overlap with others’. If someone pleases them and seems nonthreatening, they may look after that person, possibly even becoming protective, though with a tendency toward possessiveness.

Neutral evil characters tend to project their own extreme selfishness onto others, which can be corrosive to trust. This selfishness and paranoia, plus the universal mortal tendency to be more conscious of one’s own efforts than other people’s, means that neutral evil characters can come to feel that a perfectly fair deal is in fact weighted against them. More intelligent neutral evil characters may be able to resist this cognitive bias, but it can be a serious impediment to long-term collaboration.

Neutral evil characters often work willingly with lawful evil or chaotic evil types, covertly regarding both the orderly and the wild with a slightly bemused condescension, except when these allies’ behavior interferes with business. When working with neutral or good characters, neutral evil characters are generally careful to keep their vicious sides hidden except when necessary—or when they know they can get away with it.

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混乱邪恶(Chaotic Evil)
« 回帖 #9 于: 2017-04-18, 周二 01:33:05 »
混乱邪恶

    混乱邪恶的角色任由自己那恶意的激情摆布着自己的生活。这些家伙的行事手段和生活目标都可能因为自己的一时兴起旋即改变。他们渴求着生活中的新奇和多变。而当需要从长计议的时候,混乱邪恶的角色又会难以忍受所谓的耐心以待和长线计划,他们更喜欢通过直接的行动来马上满足自己。虽然说其中一些混乱邪恶的角色以散布混乱和毁灭为己任,但常见的大部分混乱邪恶角色只是单纯不在乎自己在追求满足的同时会带来多少伤害。他们要么就是会在不屈服在任何传统和准则之下的自己当中找到某种自豪和优越,要么就只是沉溺在放纵自己的贪婪,憎恨,和肉欲当中,不曾考虑任何后果。同时,混乱邪恶角色的情绪和脾性可能不太稳定,他们会任由体内的混乱和激荡不加约束地爆发在别人身上。然而,混乱邪恶的角色不一定是精神失常——他们的狂怒野蛮是可以被有意和小心地加以引导分配。连环杀手,恶魔邪教徒,纵火狂,还有享乐主义者等其他容易被激情诱使而犯下暴行的角色都可能被吸引到该阵营。



理念

    虽然说部分混乱邪恶的角色会有连贯一致的理念和想法来指导自己的行动。但是,许多——或者说,绝大部分——混乱邪恶的角色都是被内心强大无比,恶意十足,无可预测的情绪所驱动着。下面是一些最为常见的混乱邪恶人物例子。

  • 狂信徒

        正如有人能在拥护秩序和正义的过程中找到慰藉,也有人选择向截然相反的事物宣誓效忠。混沌和熵终将把宇宙万物碾作尘埃。无论狂信徒的身份是反圣武士,恶魔领主的邪教徒,还是那些认为世界活该被焚烧殆尽的家伙都好,他们扶植混沌的原因不是出于个人所得,而是真的就为了混沌和邪恶本身。其中一些人认为这个世界必须被彻底毁灭,只有这样某些更好的事物才能从灰烬当中得以诞生;而另一些家伙则将自己视作是永恒斗争中必不可少的一部分——因为光明需要黑暗的映衬才得以存在。更常见的情况是,他们为某个混乱邪恶的存在躬身效力,渴求着自其身上获取无穷力量,又或者希望让某个伤害过他们的世界饱尝复仇怒火。
       
        如果你是狂信徒型的角色,则你会:

    • 你为混乱和痛苦躬身服务并非出于个人回报,而恰恰就是为了效忠之物本身。
    • 可能会去信奉某一恶魔领主或者其他混乱邪恶的化身。
    • 你的灵魂会因为毁灭而欣喜万分。

        信条:混沌乃是所有存在的原初真理,其终将收复世间一切,而你亦将助其一臂之力。

  • 狂怒者

        永不满足的怒火灼烧着狂怒者。对于其中的一些人来说,这份怒火诞生自某个骇人至极,可怖异常的过去——也许他们曾经在其他人的魔爪和怒火下惨遭蹂躏。而在其他一些情况下,这份怒火则可能是在目睹过太多的堕落和腐化后,内心终于被嫌恶和绝望所点燃。而在别的例子里,这份怒火的诱因可能仅仅是某个遭受压抑的权利,或者单单是未经理智锻打的自然天性。但是,并非所有的狂怒者都如上述那样能被马上分辨出来——其中有一些人会选择将自己的狂怒屯积起来,并让其缓慢而炽热地燃烧,藉此将自己的脾气和行为隐藏起来。比起雷霆震怒,他们选择了更为漫长的腐化和消蚀。狂怒者要么就是能从其他人的陨落里——无论这发生在真实中还是想象中——为宣泄怒火找到合理的理由,要么就是他们压根就没觉得需要为此找个解释。无论其动机为何,狂怒者的一举一动中都燃烧着白热高温的灼人怒火。

        如果你是狂怒者型的角色,则你会:

    • 易于宣泄暴力——无论这份暴力是体现在物理,话语,或是精神上都是如此。
    • 经常将怒火转移到方便发泄的目标身上,会因为些微冒犯就去惩罚无辜旁人。
    • 发泄怒火时会觉得自己合情合理,精力充沛,会将耐心和冷静视为软弱。

        信条:如果你伤害了其他人,那一定是他们活该!

  • 享乐派

        对于邪恶的享乐派来说,没有任何东西能比自己的个人愉悦更为重要,而设法获得尽可能多的欢愉享受乃是自然唯一而且正当的道理。任何后果都必须在其面前退居次席,但更可能的是你会对它们不予考虑。经典的邪恶享乐派活在当下,并以武力获得自己想要的一切。这些家伙可以因为觉得手脚冰凉而烧尽城镇,为了偷到马匹而对主人全家挥下屠刀。其他人尚且对收敛界限有所认知,而享乐派的特征则是讨厌所有不必要的制限——同时在这些人的眼中,所有的制限似乎都是不必要的。

        如果你是享乐派型的角色,则你会:

    • 跟随自己的热情和一时之兴来行事,罔顾任何可能的后果。
    • 可能很容易就会感到无聊,并寻求打破其他更过分的禁忌。
    • 对各种刺激有着超乎寻常的反应。

        信条:我就是因为喜欢,才这么干。



优势与挑战

    无论是因为这些人是跟随这自己的奇思妙想来行动,还是因为他们会通过滔天恶行以求更快地达成目的,混乱邪恶的角色可能非常善于夺得优势,因而使其敌人以及竞争对手都难以在对付他们的过程中强占先机。无论这些家伙会不会将其多变的激情写在脸上,即使是在完成一些总体上对自己有利的安排时,如果得不到宣泄或者不能打破什么规矩,鲜有混乱邪恶的角色能忍受这些框架和自控太长时间。而那些管理混乱邪恶人物的家伙则必须以铁拳维持自己的统治,毕竟这种人只能通过暴力和威胁来控制。

    尽管如此,由于混乱邪恶的人物缺乏反思和回顾,以及他们过于凭借自己的情绪下决定。因此混乱邪恶的人物对于其他能搞清楚前者在想什么——通常也是邪恶——的角色来说很容易操控。只要驾驭得当,这些狂怒的毁灭之力能非常有用,并成为跟从主人号令奔涌而出,横扫一切的野蛮狂潮
   


机会与盟友

    作为圣武士的邪恶镜像,反圣武士必须是混乱邪恶。而自怒火中获取力量的野蛮人也是扮演经典的狂野无羁,兽性大发的屠夫的好选择。而有着毁灭审判或者毁灭魔法之力的审判者也很适合这个阵营。同时这个阵营下的吟游诗人和先知也能成为更加阴险,堕落或者疯狂的角色,无论是作为忠诚的建言者或者叛逆的煽动家都很适合。

    而在格拉里昂,混乱邪恶的潜在盟友可能包括以下势力

  • 混乱邪恶的国度

        贝尔克泽恩的野蛮兽人乃是混乱邪恶的强大代表,而伽伦德上黄铜峰的豺狼人则也是如此。自拉瓦古格之牢笼泄露出来的邪恶之力已经在很久之前让幽暗地域成为了一片冷酷和恐怖之地,而居住其中的邪恶精类,卓尔,蛇人和食尸鬼则足为佐证。在天夏,被克拉肯海怪赞纳格所统治的万寿也是一个被前者的邪恶阵营所控制的滨海国家。

  • 恶魔崇拜

        虽然说世界之伤和奇奥尼的扭曲棘林就是混乱邪恶进犯现实的明显体现,但恶魔将其可憎影响扩散到了整个格拉里昂。无论你是赞颂崇拜着某位恶魔领主,或者只是单纯地觉得恶魔是志趣相投的毁灭助力,深渊的居民总是能为混沌的代行者提供无数馈赠。

  • 怪物种族

        许多怪物种族,尤其是那些崇拜拉玛什图和拉瓦古格的种族,其野蛮外表和无脑内在无一不是混乱邪恶的体现化身。从恶毒的兽人到拉瓦古格之嗣,混乱邪恶的生物威胁着每一个文明过度的边界。



引述: 边栏
混乱邪恶感兴趣的同伴

    混乱邪恶角色选择盟友的方式对其他人来说通常都是一个谜——甚至对角色本身来说也可能如此。但基本上可以总结为:某种认为对方能在不会带来太多制限的前提下为自己提供助力以及娱乐的直觉。混乱邪恶的角色也许会选择那些在他们看来更为弱小,无法有效地挑战自己决定的家伙作为盟友。又或者他们会暂时屈居在那些装得比他们更为强大,威胁程度无法忽视的存在之下。

    而在和其他实力相当的人合作时,混乱邪恶的角色似乎更可能容易处于叛变的边缘,或者随时做好抛弃伙伴,追求自己利益的准备。然而,一些这样的合作关系却可以出乎意料地保持稳定,因为某些混乱邪恶的角色也许希望避免寻找新搭档所带来的麻烦和挫折。而他们的盟友也不一定要是邪恶。同时,混乱邪恶的角色也许是最不会因为盟友的阵营而对他们横加评价的家伙——当然,他们还是会注意所有同伴的道德品行。



背景特性

    以下背景特性和混乱邪恶阵营的角色相得益彰

    【战斗】血腥残忍(Bloody-Minded):你随时做好血溅三尺的准备。你在先攻和威吓检定上获得+1背景加值。

    【社会】上头激情(Passionate Inertia):你的思考完完全全,不加抵抗地交由激情操使,即使是魔法也难以让你改变主意。你在对抗改变你对某事物的认知的意志检定上获得+2背景加值。但你在对抗可能正常情况下有所向往的胁迫或者诱惑效果的意志检定上受到-1减值。

劇透 -  原文:
Chaotic evil
Chaotic evil characters live at the mercy of their own toxic passions. Their goals and methods may change on a whim, and they often crave novelty and variety in their lives. While still capable of planning, they may have a hard time with patient, long-term scheming, preferring immediate satisfaction and direct action. For some, spreading chaos and destruction is a deliberate goal, yet more often chaotic evil characters are those who simply don’t care whom their desires may hurt. They may see a certain nobility in their refusal to be bound by any conventions or creeds, or they may simply indulge their greed, hatred, and lust with no thought to the consequences. They may be emotionally or mentally unstable, letting their inner turmoil and turbulence spill Chaotic Evil out uncontrollably into others’ lives. Yet, they need not be insane—their savagery can be deliberate and intentional, unleashed in carefully directed and rationed bursts. Serial killers, demon cultists, arsonists, dangerous hedonists, and others lured to atrocity by passion are drawn to this alignment.

 P hilOsOPhies
Some chaotic evil characters have coherent philosophies or ideas that guide their actions. However, many—if not most—are driven from within by strong, usually poisonous and unpredictable emotions. Below are some of the more common chaotic evil personality types.

Devotees
Just as some people find solace in upholding order and justice, some swear allegiance to their opposites—the chaos and entropy that eventually grind everything to dust. Whether these devotees are antipaladins, cultists of demon lords, or those who simply feel that the world deserves to be burned down, devotees seek to foster chaos and evil not just for personal gain, but for chaos and evil’s own sake. Some believe that the world must be destroyed in order to be rebuilt into something better, or see themselves as a necessary part of an eternal struggle—for light requires darkness to give it contrast. More often, they devote themselves out of a desire to gain power from an evil and chaotic entity, or to impose revenge on a world they feel has wronged them.
if you are a devotee, you:
• Deliberately sow chaos and pain for their own sakes, rather than to obtain personal reward.
• May worship a demon lord or another personification of chaos and evil.
• Find spiritual satisfaction in destruction.
code: Chaos is the true nature of existence, and it will eventually reclaim its own, so you help it along.

Furies
Furies are driven by a rage so consuming that it can never be satisfied. For some, this rage is birthed from a truly horrific past—perhaps one in which they suffered at the hands of another fury. In other cases, it is caused by disgust or despair ignited after witnessing too much depravity. In still others, the cause is simply a sense of stymied entitlement, or even a natural disposition untempered by reason. Not all furies are immediately identifiable as such—some bank their anger, burning slow but hot, and can conceal their temperaments and their actions, corrupting and undermining rather than rampaging. They may find justifications for their rage in the failings (real or imagined) of others, or they may not feel a need to justify themselves at all. Regardless of their 10 motives, a festering, white-hot fever of rage is at the heart of all they do.
if you are a fury, you:
• Are prone to outbursts of violence—whether physical, verbal, or psychological.
• Often redirect anger toward convenient targets, punishing innocents for minor offenses.
• Feel empowered and invigorated when unleashing your anger, and may see patience and calm as weaknesses.
code: If you hurt them, they must have deserved it.

Hedonists
To evil hedonists, nothing matters except personal pleasure, and it’s only natural and right to grab as much of it as they can. Any consequences are secondary, if they are considered at all. Classic evil hedonists live in the moment and take what they want by force. These are the people who burn down a city because their hands are cold, or kill a family just to steal their horse. While other personality types may have a greater sense of entitlement, hedonists are characterized by their unwillingness to restrict themselves unnecessarily—and to a hedonist, all restrictions seem unnecessary.
if you are a hedonist, you:
• Follow your whims and passions, regardless of the potential consequences.
• May get bored easily and seek out ever-greater taboos to break.
• Have disproportionate responses to irritation.
code: Because you felt like it, that’s why.

a dvantaGes and C hallenGes
Whether because they act on every whim, or because they take monstrous shortcuts in pursuit of their goals, chaotic evil characters can be hard to upper hand, making it difficult for rivals and enemies to gain the initiative against them. Their vicious passions may or may not be worn on their sleeves, but even when they’re working in arrangements that are generally favorable to them, few chaotic evil characters can tolerate structure or self- control for long periods without lashing out or breaking the rules. Those who rule over chaotic evil creatures must usually do so with an iron fist, as many such creatures can be controlled only with violence and threats.

For all that, lack of reflection and an overreliance on emotions when making decisions can make some chaotic evil characters easy to manipulate for those (usually evil) characters who can get inside their heads. When properly harnessed, their savage destruction can be extremely useful, a tidal wave unleashed on command by their masters.

O PPOrtunities and a llies Antipaladins,
as unholy counterparts to paladins, must be chaotic evil. Barbarians (whose strength is fueled by wrath) are good choices for classic out-of-control, animalistic butchers; inquisitors with the destruction judgment or magi could work well, too. Bards and oracles are well placed to play more insidious, corrupting, or maddening roles, whether as royal advisors or demagogues.

Potential chaotic evil allies on Golarion include the following forces.

Chaotic Evil Regions:
 Belkzen’s savage orcs are strongly chaotic evil, as are the gnoll bands of Garund’s Brazen Peaks. Evil leaking out from Rovagug’s cage has long since made the Darklands a place of cruelty and terror, as evidenced by nations of evil fey, drow, serpentfolk, and ghouls. In Tian Xia, the kraken Zhanagorr’s brutal rule stamps its alignment on the coastal nation of Wanshou.

Demon Cults:
The Worldwound and Kyonin’s Tanglebriar are obvious incursions of chaotic evil into reality, but demons conduct their vile work all over Golarion. Whether you worship a demon lord or simply find demons to be like- minded purveyors of destruction, the Abyss’s residents have much to offer the agents of chaos.

Monstrous Races:
Many monstrous races, particularly those who worship Lamashtu or Rovagug, are embodiments of chaotic evil in its most savage and unthinking form. From malicious orcs to the Spawn of Rovagug, chaotic evil creatures threaten the borders of every civilized nation.

 t raits
The following traits suit a chaotic evil alignment:

Bloody-Minded (Combat): You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.

Passionate Inertia (Social): Your passions drive your thinking so irresistibly that even magic struggles to change your mind. You gain a +2 trait bonus on Will saves to resist having your mind changed about something, but you take a –1 penalty on Will saves to resist temptation and compulsions you might reasonably be already inclined toward.

CHAOTIC EVIL AFFINITIES
The process by which a chaotic evil character selects allies is often a mystery to others—and perhaps even to the characters themselves—but often boils down to an instinctive sense of who’s likely to provide support and entertainment without overly restricting them. They may choose allies they perceive as weaker and thus unable to effectively challenge their decisions, or they may be temporarily cowed into serving those who pose too great a threat to ignore.

While in working relationships with equals, chaotic evil characters may seem to be ever on the verge of betrayal, or at least ready to abandon their partners to pursue their own interests. However, some of these partnerships prove surprisingly stable, as the chaotic evil character may want to avoid the inconvenience and frustration of finding new partners. These allies need not be evil, either—a chaotic evil character is perhaps the least likely to judge others for their alignment (or indeed, pay attention to their companions’ morality at all).

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【COP】善良角色的道德困境
« 回帖 #10 于: 2017-04-18, 周二 01:35:07 »
身陷困境的善良角色

    在许多游戏里面,扮演善良角色是稀松平常的事情。然而,一些GM喜欢在游戏中一次又一次地混入带有道德困境的元素,并将这些难题扔到玩家面前,以此测试他们的决心——既然现实生活尚且都不会一成不变,更何况这是奇幻游戏呢。以下部分展示了一些在游戏过程中会不期而遇的主题,你或者会为此挠破头皮,并和GM以及其他玩家一同就下列困境展开讨论。而这也能让你得知每一个人对于阵营的不同想法。



冒险者的伦理道德

    有时游戏中会出现让你的角色左右为难的复杂伦理难题,或是你的角色会因此而被迫做出困难的道德抉择。虽然这也是游戏元素的一环,但作为玩家的你或许会打算对此敬而远之。因此和你的GM就此事展开沟通相当重要。只有在人人都对这些道德底线知道得一清二楚,同时觉得它们都挺有意思的情况下,游戏才能变得有趣起来。而事实上,一些玩家不希望在自己的奇幻游戏里出现任何与真实生活过于相似的内容。因此为了公平起见,大家都应该事先坐下来对此好好地商议讨论。

    善良角色在其冒险旅途中要面对的诸多难题之一就是如何处理邪恶类人生物的子嗣。比如说,在短暂的冒险后,一只冒险小队与刚刚袭击完村落的一群哥布林不期而遇,而后者除了死亡和毁灭的足迹外什么也没有留下。玩家们跟踪这群哥布林到了它们的洞窟老巢,并将其消灭干净——但是这些死去的哥布林留下了一些婴儿。那么玩家们这时候应该拿它们怎么办呢?斩草除根?放任不管?在这种情况下善良角色能做出的最好最恰当的选择应该是什么?

    正如善良阵营的人员组成也是各种各样,因此他们对于这种问题也会提出不同的解决方法。一些善良角色也许会相信孩童不是与生俱来就被邪恶沾染,因为行为是后天学习养成的。因此这些人也许会把这些婴儿幼童聚集起来,并将其安置到其他条件更好的机构——比如说教堂,修道院,或者孤儿院等等,以此解决这些类人小孩的抚育问题。或者作为选择,一些角色甚至会亲自去抚养这些孩童长大。这可谓最为崇高的解决方法。同时,其他角色也许可能会什么都不做,将这些孤儿交给了变幻无常的大自然——要么这些小孩能靠自己在荒野中活下来,要么他们就会被后者淘汰。最后,一些善良角色可能会相信这些幼童终将无法克服骨子里的邪恶天性,因而会将其彻彻底底地斩尽杀绝,并将其视作是一种善良之举,正义之举,也是一种更为慈悲的选择。

    而其他的伦理困境则可能是:某位强力的队员或是盟友显示出了其邪恶的本质。举个例子,冒险小队里的圣武士能继续和某位邪恶的法师队友合作共事吗?还是说这样做违反了他的道德准则呢?类似的情况肯定会让圣武士忧心忡忡,但比起拒绝与法师合作下去,前者也能选择尝试把这位邪恶队友带回光明。毕竟,如果这个队友仍在继续为团队做出贡献,那么他心中肯定仍会有那么一丝善念。因此,圣武士也许会将救赎这位队友看作是自己的目标,并为之不懈努力下去。

    而队伍里的非圣武士角色——取决于其对善良的热忱程度——他们可能会选择对这个问题视而不见。除非这个邪恶角色做出了一些蓄意伤害小队或者无辜百姓的行为,不然在其他队友眼中看来,前者可能只是表现得更加“中立”而已。当然,在其狐狸尾巴露出来后——无论是通过侦测阵营或者什么别的手段——情况就不一样了。



格拉里昂上的阵营

    在Pathfinder RPG里面,善良和邪恶是泾渭分明的事物。而这样的概念可以在标明善良或者邪恶的怪物子类,侦测邪恶/善良的法术,以及带着善良/邪恶描述符的法术里面就能看出来。使用带有邪恶描述符法术的角色应当被视作犯下了轻微的邪恶行为,尽管通过法术创造不死生物才是更为过分且需要加以赎罪的邪恶行径。

    而有着邪恶子类的生物(大部分都是异界生物)则基本上都是邪恶的,比如魔鬼,邪魔,恶魔等等。即使真有被救赎的例子,其数量也是少之又少。它们的邪恶已经深入骨髓,同时亦将终生不断地践行恶举。而有着邪恶阵营的凡人,则和这些生物不同。事实上,光只有邪恶阵营也并不代表这些家伙十恶不赦,或是需要被阻拦诛杀。因为这个人物本身邪恶的程度可能并没那么深,比如说可能只是自私,贪婪,或是极端虚荣而已。同时,拥有这些特质也并不代表这个角色会被侦测邪恶看出是邪恶阵营,因为除了牧师或者其他带有灵光的职业,这个法术对HD在4及以下的生物并没效果。



引述: 边栏
    圣武士以及伦理困境

    圣武士比起其他任何职业,都要更多地面临在道德困境以及在自身阵营和荣誉信条之间的灰色地带做出选择的情况。那些扮演圣武士角色的玩家不应该对这些左右为难的窘境而心生畏惧。相反,像这样的问题应该被当成是和GM就圣武士信条以及其将如何影响角色当前的行动而展开讨论的契机。而GM,同理,应当花时间详细解释什么行为会导致角色失去其特殊能力,或是迫使其要去赎罪偿还。而GM和玩家之间应该同样讨论,GM在以后将通过何种方式对玩家逾越界线的行为提出警告。而处理这个潜在问题最为快捷简单的方式就是虔信经匣。这个不算昂贵(1000gp)的魔法奇物提供给了佩戴者一个保证自己行为不至越轨的方法,同时也能在其接下来的行为可能违背信仰或者背离道德的时候提出警醒。这个简单的小玩意可以让许多圣武士免于堕落的命运。

    而想知道更多关于特定神祇圣武士信条的玩家可以参照玩者伴侣:纯善之信(Pathfinder Player Companion Faith of Purity。←点击跳转

劇透 -  原文:
In many games, playing good characters is the norm. However, some GMs like to interject ethical quandaries into the game from time to time to keep players on their toes and to test their characters’ resolve—and because real life isn’t always so cut and dry, why should your fantasy campaign be? This section presents a few topics that often rear their heads during the course of play as elements for your consideration. You may want to discuss some of the following quandaries with your GM and other players. This will allow you to see where everyone stands in regard to the idea of alignment.

ETHICS FOR ADVENTURERS
If complicated ethics that challenge a character’s concept or force her to make difficult moral decisions is an element of play you would rather avoid, discussing this with your GM is important. It makes for a better game when everyone knows the expected boundaries in terms of what is considered fun. Some players, in fact, do not want to have anything that too closely resembles real life appearing in their fantasy games! Decide together what your group considers to be fair game.

One of the many quandaries good-aligned characters face during their adventuring careers is what to do about the progeny of evil humanoids. For example, shortly into their adventures, an adventuring party encounters a group of goblins who have been raiding a village, leaving a swath of death and destruction in their wake. The PCs track them to some caves and kill them—but the dead goblins leave behind babies. What should the PCs do with those? Kill them? Leave them be? What is the best and most appropriate thing for a good character to do in this situation?

Just as there are varying good alignments, there are different solutions to this problem. One good character might believe the children are not inherently evil, that their behavior is learned, and round up the young ones to take them to a higher power like a church, a monastery, or an orphanage set up to deal with the issue of raising humanoid children. Alternatively, he might decide to raise them himself! This could be viewed as the most saintly thing to do. Another character might decide not to do anything, leaving the children to the whims of nature—either the children will survive in the wild on their own, or they will not. Lastly, a good character who believes the younglings can never overcome their innate evil might kill them all outright, viewing the action as good, just, and the most merciful option.

Another quandary might be the presence of a party member or strong, supporting ally who is actually evil. For instance, can the party’s paladin continue to work with the evil wizard in the group, or is it morally wrong to do so? This situation would certainly disquiet the paladin, but rather than refusing to work with the wizard, she could insist on trying to reform the person, who must surely have some ounce of goodness in him if he continues to aid the group. It might become her goal to bring this individual to the light, and she could work tirelessly to make it happen.

Non-paladin members of the group, depending  upon  their  fervor  toward goodness, might choose to ignore the issue entirely, unless the evil character does something overtly harmful to the group or an innocent person. Otherwise, they might accept him more as “neutral” until he shows his true colors, whether or not a detection of his true alignment
indicates otherwise.

ALIGNMENT ON GOLARION
The Pathfinder RPG assumes good and evil are definitive things. Evidence for this outlook can be found in the indicated good or evil monster subtypes, spells that detect good and evil, and spells that have the good or evil descriptor. Characters using spells with the evil descriptor should consider themselves to be committing minor acts of evil, though using spells to create undead is an even more grievous act of evil that requires atonement.

Creatures with an evil subtype (generally outsiders) are creatures that are fundamentally evil: devils, daemons, and demons, for instance. Their redemption is rare, if it is even possible. They are evil to their very core, and commit evil acts perpetually and persistently. Mortals with an evil alignment, however, are different from these beings. In fact, having an evil alignment alone does not make one a supervillain or even require one to be thwarted or killed. The extent of a character’s evil alignment might be a lesser evil, like selfishness, greed, or extreme vanity. Having these qualities might not even cause the character to detect as evil when subjected to detect evil, as creatures possessing 4 or fewer Hit Dice do not register to the spell (with the exception of clerics or other characters that radiate an aura).

PALADINS AND MORAL QUANDARIES
More than any other character class, paladins face challenges in dealing with moral quandaries and shades of gray because of their alignment and code of honor. Those playing paladins should not be fearful of these ethical dilemmas; instead, such moral issues should be viewed as opportunities to open a dialogue with the Game Master to discuss the nature of the paladin’s code and how it would affect her role in the situation at hand. The GM, likewise, should take the time to fully explain what might cause the character to lose her special abilities or force her to seek atonement. The GM and the player should also discuss how and if the GM will warn her in future gaming sessions if her actions warrant repercussions. A quick and easy solution to this potential problem is the oft-overlooked phylactery of faithfulness. This inexpensive magic item (1,000 gp) gives the wearer a way to keep her behavior in check, providing a clear indicator of whether she is straying from her faith or is about to engage in immoral behavior. This simple item has prevented many a paladin’s fall.

Players wanting more information on the codes adhered to by paladins of a specific deity should consult Pathfinder Player Companion: Faiths of Purity.


嗯...各种意义上善良都很辛苦呢....

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【COB】所谓的“战术性中立”
« 回帖 #11 于: 2017-04-18, 周二 01:35:47 »
战术性中立

    一些玩家会基于战术考虑以及游戏规则而非角色本身的信条去选择中立阵营。考虑到游戏里面以特定阵营生物为目标的效果——其中尤其以善良和邪恶为甚——的具体数量,一些人会认为因此而去扮演中立其实是在“玩概率”

    当然,所有人都能如此尝试去逐条标记各种基于阵营的效果和法术:你可以躲过圣武士的制裁邪恶,但你也同时成为了圣言和渎神之语法术的目标。虽然说这样做能为你带来一点优势,但也许战术性中立引起的最大争论在于,基于阵营认识从而将你当做敌人的智能生物会更少——尤其是有阵营倾向的异界生物,比如魔鬼或天使等等。

    尽管如此,在更深的层面上来看,战术性中立仍然不是好的选择:因为这是基于你遭遇到针对/支援自己阵营的生物和效果的概率和你角色本身的选择相分离的假设。而只有在GM严格地按照冒险模组所写的内容来展开游戏,并且完全没有模组本身进行筛选,或是将你的阵营考虑进去,同时冒险模组本身也没有精确指出针对该情况的应对变化时,上述的假设方能成立。

    当然,聪明地进行角色选择也是值得表扬的行为,毕竟玩一张优化良好的角色卡也能带来相当有趣的体验。但阵营对你的角色来说非常重要,它是作为整个角色故事概念的根基,而不仅仅是某个属性。因此所谓的最优阵营选择,应当是能让你自己和游戏小组里其他人都能玩得最开心的那个才对。

劇透 -  原文:
Strategic Neutrality
Some players advocate neutrality for strategic reasons that extend beyond character beliefs, instead honing in on rules benefits. Given how many effects in the game target creatures of certain alignments—especially good and evil—some say neutrality is just “playing the odds.”

Certainly, one could attempt to itemize effects and spells that affect you based on alignment: you’re safe from a paladin’s smite, but you get caught in both holy word and blasphemy spells. There is some merit to this approach, but probably the strongest argument in favor of strategic neutrality is that fewer sentient creatures, especially aligned outsiders such as devils or angels, will appoint themselves your enemy based solely on knowledge of your alignment.

Regardless, the logic of strategic neutrality fails at a deeper level: it assumes that your odds of encountering creatures and effects opposed to (or supportive of) your alignment are independent of your character choices. This is true only if your GM is running published adventures strictly as written, she’s either not choosing the adventures or not taking your alignment into account when doing so, and those adventures don’t specify variations to address precisely this consideration.

Being smart about your character options is certainly a worthy goal; it’s fun to make and play well-built characters! But alignment is so important to your character—as a fundamental story concept, not just as part of a stat block—that the best alignment choice is always the one that allows you and your group to have the most fun at the table.

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【COC】如何玩好邪恶角色?
« 回帖 #12 于: 2017-04-18, 周二 01:36:40 »
如何玩好邪恶角色?

    角色扮演游戏最好玩的地方就在于其允许玩家去暂时体验成为另一个人是种什么样的感觉。而有时候扮演一个与自己相当不同,乃至于违背了本人所有道德禁令的角色也是十分有趣的经历。扮演一个邪恶角色是安全地探索人性黑暗愿望的有趣方式,其也能让我们对那些所谓“恶役”角色的动机和人格得到更深入的了解。

    然而,虽然说扮演邪恶角色可以有所收获,但其也并非毫无难度。作为冒险小队的一员,邪恶角色可能会把其他成员看做是竞争对手,受害者,或是可消耗的资源。而玩家之间的自私和虐待心理可能会毁了整场游戏,乃至友谊。

    而要玩好邪恶角色的关键则在于确保游戏里面的每一个人都能达成共识。因为不是每个小组成员都必须是邪恶阵营,所以就要确保每个玩家都必须对故事走向和可能的人际互动感到舒适才行。正如希望能扮演邪恶角色这个想法本身毫无问题,同样的,不希望看到有人用那种方式进行扮演这个想法也是毫无问题。毕竟,开诚布公才是最为重要。而参与者之间一场带有审判意味的压抑对话只会让游戏本身走向崩溃。

    首先,游戏小组里面应该就玩家之间的互动写出明确的指导准则。在某些小组里,也许玩家之间的互相算计,性格之争,乃至字面意义上的背后捅刀子等行为都会被看做是超有意思的展开——毕竟这也算玩家们凭借协作而完成的挑战。但对于其他小组来说,也许他们会将团队纽带看作是游戏的核心,或者只是单纯讨厌玩家们在空余时间互相倾扎的做法。因为攻击角色本身和挑起玩家敌意这两者之间的界线难以确定,所以最好在一开始就先把话说明白。

    无论你的游戏风格为何,只要你下决定时会以冒险小队到底是因为什么才齐聚一起来作为出发点的话,一切事情自然都会顺利发展。如果你是小队中唯一的邪恶角色,那你就必须事先决定好,这个邪恶角色到底是出于什么原因才和善良人士混在一起。如果彼此正在致力的目标一致,小队里的圣武士也许能对某个危险的瘾君子施以怜悯,或是容忍某个渴望权力的贵族与之同行。但其肯定不可能会和某个以杀害无辜者为乐的家伙为伍。

    而在其中也许最重要的就是,游戏小组和其GM都必须全部都在一些基本的底线取得共识。许多人都有自己的逆鳞,或者一些绝对不想在游戏里面遇到的情景——比如说强奸,虐待儿童或动物等等。如果有人提出了这个担忧,那就应该不予争议地把这些遭遇剔除出游戏之外。同时,其他描述以外的东西也许可以保留下来:玩家也许能接受需要折磨敌人以获得信息的剧情,但他也许不想扮演出每一个可怕的细节。

    像这样的底线最好在游戏开始之初就加以讨论。但必须牢记的是,每个人的接受程度都有所不同,其甚至可能会随着时间而逐渐改变。如果你或者其他人已经无法继续接受游戏里的某些行为,那这时就应该暂停一下,并酌情对此作出修改。而无论你的小组最后得出的底线为何,请务必对其——以及每一个人——都给予足够的尊重。

劇透 -  原文:
MAKING EVIL FUN
The great gift of roleplaying is that it allows people to temporarily experience what it’s like to be someone else, and sometimes it can be fun play someone very different from yourself—a person who may transgress your own morals and taboos. Playing an evil character can be a safe and entertaining way to explore humanity’s darker urges, as well as a way to help us better understand the motives and basic personhood of those people we might otherwise write off as simply “bad.”

Yet while playing an evil character can be rewarding, it’s also challenging. As a member of an adventuring party, an evil character may see other characters as adversaries, victims, or expendable resources. That same selfish, potentially abusive mentality between players can ruin games, or even friendships.

The key to playing evil well is making sure everyone in your group is on the same page. While not every party member needs to be evil, every player does need to be comfortable with both where the story may go and the potential interpersonal dynamics. Just as there’s nothing wrong with wanting to play an evil character, there’s nothing wrong with not wanting to play that way, either. Above all, be honest and open—a conversation where people feel judged or pressured will only set your group up for failure.

First, your group should create guidelines for player interaction. For some groups, PC versus PC scheming, in- character insult battles, and even PCs literally backstabbing other PCs can be as much fun as working together against a challenge. Other groups feel the team bond is central to play, or just don’t like interpersonal conflict in their leisure time; the line between attacking a PC and antagonizing the player can be hard to find, so talk about it up front.

Regardless of your play style, things will run smoother if you determine from the outset why the group works together. If you’re the only evil character in a party, decide why your particular brand of evil makes you a good fit. Your party’s paladin might take pity on a dangerous addict or tolerate a power-hungry noble if she’s working toward the same goal as you are, but she probably can’t work with someone who kills innocents for fun.

Perhaps most importantly, both your group and your GM need to agree on basic boundaries. Many people may have triggers, or situations that they absolutely don’t want to come up in a game—examples might include rape or cruelty to children or animals. If someone voices such a concern, there should be no discussion—just leave those situations out of the game. Other things might be okay if they take place off-camera: a player could be fine with the story of torturing an enemy for information, but might not want to roleplay every grisly detail.

It’s best to discuss these boundaries at the beginning, but bear in mind that comfort levels vary from person to person, and may change over time. If you or someone else stops enjoying the game, pause the action and adjust accordingly. And whatever guidelines your group agrees to, respect them—and each other.


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