作者 主题: 【核心书】第三章:属性 ABILITIES P55-P59  (阅读 11984 次)

副标题: 翻译:重庆孙一峰,CMOON

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【核心书】第三章:属性 ABILITIES P55-P59
« 于: 2018-05-15, 周二 11:01:45 »
每个人都有基本的属性:他们有多强壮,多快,多聪明和聪颖。这些属性会影响你的角色所做的大多数事情。更强壮的角色可以举起更大的重量,更敏捷的角色更加具平衡力,更坚韧的角色可以吸收更多的伤害,诸如此类。超能决策(Mutants & Masterminds)的角色有八个基本属性:力量(STR),精力(STA),灵巧(DEX),敏捷(AGL),格斗(FTG),智力(INT),意识(AWE)和魅力(PRE)。力量,精力,敏捷和灵巧是肉体属性,而格斗,智力,意识,魅力是精神属性。(译注:这里的格斗更倾向于格斗技巧)。高于平均(译注:也就是说>0)的属性都会给掷骰结果提供加值,而低于平均的属性将会提供减值。
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Everyone has certain basic abilities: how strong, fast, smart, and clever they are. These abilities influence most things your character does. Stronger characters can lift greater weights, more agile characters have better balance, tougher characters can soak up more damage, and so forth. Mutants & Masterminds characters have eight basic abilities: Strength (Str), Stamina (Sta), Dexterity (Dex), Agility (Agl), Fighting (Ftg), Intellect (Int), Awareness (Awe), and Presence (Pre). Strength, Dexterity, Agility and Stamina are physical abilities, whereas Fighting, Intellect, Awareness, and Presence are mental abilities. Each above-average ability provides a bonus on certain die rolls; while below average abilities apply a penalty.

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Re: 【核心书】第三章:属性 ABILITIES P55-P59
« 回帖 #1 于: 2018-05-15, 周二 11:07:40 »
属性等级ABILITY RANKS
每个属性都有与之相关联的等级,基于其高于还是低于平均。属性从0级开始,这是成年人的基准线。他们可以最低至-5(真的糟糕),且最高至20,宇宙级的存在和力量有着更高的数值。
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Each ability has a rank associated with it, based on how above or below average it is. Abilities start at rank 0, the baseline average for an adult human being. They can go as low as –5 (truly terrible) and as high as 20, with higher values reserved for truly cosmic beings and forces.
当你的角色做有关该属性的事时,属性等级将被加进掷骰结果中。例如,你的力量等级影响你击打某人时造成的伤害。当你使用以智力为基础的技能时,你的智力等级就会发挥作用。有事你的等级被用来计算另一个数值,比如用你的敏捷来确定你用来躲避伤害的反应能力。(你的反射防御性)
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The ability rank is added to, or subtracted from, die rolls when your character does something related to that ability. For example, your Strength rank affects the amount of damage you do when punching someone. Your Intellect rank comes into play when you roll skills based on Intellect, and so forth. Sometimes your rank is used to calculate another value, such as when you use your Agility to determine how good you are at avoiding harm with your reflexes (your Dodge defense).
获得属性等级BUYING ABILITY RANKS
你通过花费能力点的形式来选择你英雄的属性等级。增加1级属性等级需要花费2点能力点,所以将2点能力点用在力量上,举例说明,能将其从0升到1.记住了,0级是平均,2级是有一定数量级的天赋,3是特别的,4是非同寻常的,诸如此类。(详见属性基准表)
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You choose your hero’s ability ranks by spending power points on them. Increasing an ability rank by 1 costs 2 power points, so putting two points into Strength, for example, raises it from 0 to 1. Remember a rank of 0 is average, 2 is a fair amount of talent or natural ability, 3 is exceptional, 4 extraordinary, and so forth. (See the Ability Benchmarks table for guidelines.)

降低属性REDUCING ABILITIES
你同样可以从初始值0降低1或更多。每级你降低的属性将给予你两点花在其他地方的能力点。你无法将属性降低至-5以下,这本身就是严重的缺陷。
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You can also lower one or more of your character’s ability ranks from the starting value of 0. Each rank you lower an ability gives you an additional two power points to spend elsewhere. You cannot lower an ability rank below –5, which is itself a serious deficiency.

Ability Cost = 2 power points  per +1 to an ability rank.                               
属性花费=2点能力点 +1级某属性等级

Gain 2 bonus power points  per -1 to an ability rank.
获得两点额外能力点 -1某属性等级


引用
超越人类BEYOND HUMAN
虽然等级7被定义为“人类成就的顶峰”,但在属性基准表上,拥有超过7级属性的角色并不一定是“非人类”。而是与常人相比较而出的超人类。许多漫画中的“普通人”都有着超人的属性,特别是智力。角色可以拥有超人的属性而无需其他事物,仅仅只是个有着惊人天资,训练有素的人类。“正常”人可以达到的极限,很大程度上取决于GM和游戏风格。
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Although a rank of 7 is defined as “the peak of human achievement” in an ability on the Ability Benchmarks table, a character with an ability rank greater than 7 isn’t necessarily “non-human,” merely superhuman in comparison to ordinary people. Many “normal human” characters in the comics have truly superhuman abilities, particularly mental abilities. A character can have a superhuman ability rank without necessarily being anything other than an amazingly talented, well-trained human being. The limits of what “normal” people can accomplish is up to the Gamemaster and depends very much on the style of the game.
« 上次编辑: 2018-07-12, 周四 20:49:45 由 cmoon »

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Re: 【核心书】第三章:属性 ABILITIES P55-P59
« 回帖 #2 于: 2018-05-15, 周二 11:19:56 »
属性THE ABILITIES
以下是对八种属性及其表现的描述。
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Here are descriptions of the eight abilities and what they represent.

力量STRENGTH (STR)
力量是衡量纯粹的肌肉力量和应用它的属性。你的力量等级适用于于:
•徒手和基于力量的攻击造成的伤害。
•你能跳多远。(基于Athletics技能检定)
•你可以举起,携带,投掷的重量
•Athletics技能检定
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Strength measures sheer muscle power and the ability to apply it. Your Strength rank applies to:
 •   Damage dealt by your unarmed and strength-based attacks.                             
 •      How far you can jump (based on an Athletics skill check).                             
 •   The amount of weight you can lift, carry, and throw.                                   
 •   Athletics skill checks.

精力STAMINA (STA)
耐力是健康,耐力和身体恢复力。精力很重要,因为它会影响角色能够抵抗多少伤害的能力。你的精力修正适用于:
•Toughness防御性,用于抵抗伤害
•Fortitude防御性,用于抵抗针对你角色健康的effects。、
•当特定的防御性不适用时,精力检定可以抵抗或让你从影响你角色健康的事物中恢复。
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Stamina is health, endurance, and overall physical resilience. Stamina is important because it affects a character’s ability to resist most forms of damage. Your Stamina modifier applies to:             
•   Toughness defense, for resisting damage.                                         
•   Fortitude defense, for resisting effects targeting your character’s health.                       
•   Stamina checks to resist or recover from things affecting your character’s health when a specific defense doesn’t apply.

敏捷AGILITY (AGL)
•敏捷是平衡,灵动,速度和身体协调能力。你的敏捷等级适用于:
•反射防御性,来躲避远程攻击和其他危险                       
•主动性加值,于战斗中最先行动
•特技和Stealth技能检定
•敏捷检定
•当特定的技能不适用时,敏捷检定适用于协调能力,运动能力和速度。
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Agility is balance, grace, speed, and overall physical coordination. Your Agility rank applies to:   
•   Dodge defense, for avoiding ranged attacks and other hazards.                           
•   Initiative bonus, for acting first in combat.                                           
•   Acrobatics and Stealth skill checks.                                                     
 •   Agility checks for feats of coordination, gross movement, and quickness when a specific skill doesn’t apply.

灵巧DEXTERITY (DEX)
灵巧是手眼协调能力,精准,手工技巧的量度。你的灵巧等级适用于:
•远程攻击的攻击检定
•Sleight of Hand 和 Vehicles技能检定
•当特定的技能不适用时,灵巧检定适用于精细控制和精准度。
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Dexterity is a measure of hand-eye coordination, precision, and manual dexterity. Your Dexterity rank applies to:                                                                   •   Attack checks for ranged attacks.                                                       
•   Sleight of Hand and Vehicles skill checks.                                                               
•   Dexterity checks for feats of fine control and precision when a specific skill doesn’t apply.

格斗FIGHTING (FGT)
格斗可以衡量你的角色在近距离战斗中的能力,包括击中目标到躲避和迂回攻击。你的格斗等级适用于:
•近身攻击的攻击检定
•反制防御性,以躲避近距攻击
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Fighting measures your character’s ability in close combat, from hitting a target to ducking and weaving around any counter-attacks. Your Fighting rank applies to:                                     
•   Attack checks for close attacks.                                                               
 •   Parry defense, for avoiding close attacks.

智力INTELLECT (INT)
智力包括推理能力和学习能力。拥有高智力等级的角色往往知识渊博且受过良好的教育。你的智力等级适用于:
•Expertise, Investigation, Technology, and Treatment技能检定
•当特定的技能不适用时,智力检定可以通过纯粹的脑力来解决问题。
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Intellect covers reasoning ability and learning. A character with a high Intellect rank tends to be knowledgeable and well-educated. Your Intellect modifier applies to:                                 
 •   Expertise, Investigation, Technology, and Treatment skill checks.                                             
•   Intellect checks to solve problems using sheer brainpower when a specific skill doesn’t apply.

意识AWARENESS (AWE)
虽然智力包含了推理,但意识包含了常识与直觉,有些人可能称之为“灵慧”。拥有高智力和低意识的角色可能是“无头苍蝇”型的,聪明但总是不知道发生了什么。(注:absent-minded professor,无头苍蝇,做事心不在焉者)另一方面,一个并不聪明(低智力)的角色可能会具备很多常识。(高意识)。你的意识等级适用于:
•意志防御,以抵抗来自于头脑的攻击
•洞察和 Perception技能检定
•当特定的技能不适用时,意识检定可以靠直觉来解决问题。
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While Intellect covers reasoning, Awareness describes common sense and intuition, what some might call “wisdom.” A character with a high Intellect and a low Awareness may be an “absent-minded professor” type, smart but not always aware of what’s going on. On the other hand, a not so bright (low Intellect) character may have great deal of common sense (high Awareness). Your Awareness modifier applies to:                                             
 •   Will defense, for resisting attacks on your mind.                                           
 •   Insight and Perception skill checks.                                                               
  •   Awareness checks to resolve matters of intuition when a specific skill doesn’t apply.

魅力PRESENCE (PRE)
魅力是人格的力量,说服能力,领导能力和(较小程度上的)吸引力。魅力对于那些想要成为领导和想让罪犯打心底里畏惧他们的英雄相当有用。你的魅力适用于:
• 诈欺,Intimidation和说服技能检定
•当特定的技能不适用时,魅力检定可以用人格的力量来影响在场者
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Presence is force of personality, persuasiveness, leadership ability and (to a lesser degree) attractiveness. Presence is useful for heroes who intend to be leaders as well as those who strike fear into the hearts of criminals with their presence. Your Presence modifier applies to:                           
 •   Deception, Intimidation, and Persuasion skill checks.                                                     
•   Presence checks to influence others through force of personality when a specific skill doesn’t apply.


增强属性ENHANCED ABILITIES                                                                                                                  
一些属性等级——或者它们的一部分可能会获得增强特质,正如能力章节所说的那样。增强属性是比自然属性更强的超能力。增强的属性和普通的,未增强过的属性等级最大的区别有两个,其一是增强的属性可以被无效化(普通的属性不可以,详见127页“无效化”部分),其二是增强的属性可以拥有能力修正并且可在额外行动中被作为备用能力(该翻译待定)发动(普通属性不可以,详见19页“额外行动"部分)增强的属性和普通属性具有相同的能力点数花费(每一等级2点)。玩家来决定角色的属性是普通的还是增强的,如果是增强的,有几级等级是增强的。
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Some ability ranks—or portions of them—may be acquired as Enhanced Traits, as described in the Powers chapter. Enhanced Abilities are superhuman powers rather than natural. The key differences between Enhanced Abilities and normal ability ranks are Enhanced Abilities can be nullified (normal abilities cannot, see Nullify, page 127) and Enhanced Abilities can have power modifiers and be used for power stunts with extra effort (normal abilities cannot, see Extra Effort, page 19). Enhanced Abilities and normal abilities have the same cost (2 power points per +1 ability rank). The player decides if a character’s ability rank is normal or enhanced and, if it is enhanced, how much of it is enhanced. 
« 上次编辑: 2018-05-15, 周二 11:29:17 由 cmoon »

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Re: 【核心书】第三章:属性 ABILITIES P55-P59
« 回帖 #3 于: 2018-05-15, 周二 11:24:07 »
改变属性ALTERING ABILITIES
在游戏过程中,你英雄的属性等级可能会因为以下原因而改变:
•提升或降低属性的一些能力效果(见能力章节)
•你可以在用花费获得的能力点的方式来提升属性等级,但你不能将增加到超过能级限制的属性等级。(见能级,P24)
当属性等级改变时,属性的特质也会随之改变。所以如果你提升了角色的敏捷,他基于敏捷的技能和反射防御也会增加。同样的,如果英雄的敏捷加值减少,他基于敏捷的技能和反射也会受到影响。
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Over the course of play, your hero’s ability ranks may change for the following reasons:     
  •   Some power effects raise or lower ability ranks (see the Powers chapter).                             
   •   You can improve ability ranks permanently by spending earned power points on them, but you cannot increase an ability rank above the limits set by the series’ power level (see Power Level, page 24).                                                                          Whenever an ability rank changes, all traits associated with the ability change as well. So if you increase your character’s Agility, his Agility-based skills and Dodge defense also increase. Likewise, if the hero’s Agility bonus decreases, his Agility-based skills and Dodge suffer.

虚弱属性DEBILITATED ABILITIES                                                           
如果你的英雄因为各类原因使得有一项属性低于-5,这个属性就被认为是虚弱的,并且带来的影响比仅仅只是对特质和掷骰的减值更严重,比如:
•虚弱的力量,敏捷或灵巧代表着英雄collapses:无防御, immobilized, and stunned(尽管有意识且清醒)
•虚弱的精力代表英雄处于濒死,并承受-5的修正于Fortitude检定以避免死亡。
•虚弱的格斗代表着英雄 dazed 和无防御,并且无法进行任何近身攻击。
•虚弱的智力,意识,或魅力代表着英雄unaware直到该属性恢复至-5级。
•虚弱属性通常是由有能力影响(暂译power affecting)你的角色造成的。属性等级一旦虚弱就无法更低了。
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If one of your hero’s ability ranks drops below –5 for any reason, that ability is said to be debilitated and the character suffers more serious effects than just a penalty to certain traits and rolls, as follows:                                                                   
•   Debilitated Strength, Agility, or Dexterity means the hero collapses: defenseless, immobilized, and stunned (although still conscious and aware).                                   
 •   Debilitated Stamina means the hero is dying, and suffers a –5 modifier on Fortitude checks to avoid death on top of it.                                                              •   Debilitated Fighting means the hero is dazed and defenseless, and cannot make close attacks.
•   Debilitated Intellect, Awareness, or Presence means the hero is unaware and remains so until restored to at least a –5 rank in the ability.                                        Debilitated ability ranks usually result from a power affecting your character. Ability ranks cannot be lowered any further once they are debilitated.


缺失属性ABSENT ABILITIES                                                         
有些事物或生物实质上缺乏一种属性,而非拥有特定属性的-5级。这些生物需要缺失属性的检定自动失败。缺失属性的额外影响如下:
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  Rather than having a rank of –5 in a given ability, some things or creatures actually lack an ability altogether. These beings automatically fail any check requiring the absent ability. The additional effects of an absent ability are as follows:     
                                                 
 •力量:没有力量的生物是不能施加任何物理力量的,要么是因为它没有物理形体(比如无形的幽灵),要么就是不能移动(比如一棵树)。
 
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•   Strength: A creature with no Strength is incapable of exerting any physical force, either because it has no physical form (like an incorporeal ghost) or simply can’t move (like a tree).         

 •精力:没有精力的生物要不然是没有物理形体(比如幽灵),或不是个生命体(例如机器人或其他构造)。没有精力的生物suffer and recover from damage like inanimate objects (see Damaging Objects under the Damage effect),他们免疫 fatigued 和 exhausted状态的影响。但无法exert extra effort.没有精力的生物通常——但不一定——对其他影响生命体的的事物免疫。(见能力章的免疫)                   
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•   Stamina: A creature with no Stamina has no physical body (like a ghost) or is not a living being (such as a robot or other construct). Creatures with no Stamina suffer and recover from damage like inanimate objects (see Damaging Objects under the Damageeffect). They are immune to fatigued and exhausted conditions, but cannot exert extra effort. Creatures with no Stamina are often—but not necessarily—immune to many of the other things affecting living beings as well (see the Immunity effect in the Powers chapter). They have no Fortitude defense.
•灵巧:没有灵巧的生物不能操纵物体,因此不能进行物理攻击
 
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•   Dexterity: A creature with no Dexterity cannot manipulate objects and hence cannot make physical attacks.                     
 
 • 敏捷:没有敏捷的生物无法用自己的力量移动身体并且没有反射防御性。           
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•   Agility: A creature with no Agility is unable to move its body under its own power and has no Dodge defense.     
                                                                     
•格斗:没有格斗的生物无法进行任何形式的近身攻击(但它有灵巧的话,仍能进行远程攻击)                                               
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•   Fighting: A creature with no Fighting is incapable of making any sort of close attack (but may still be able to launch ranged attacks, if it has Dexterity).   
•智力:没有智力的生物是自动机,缺乏自由意志,完全依靠简单的本能和预先设定好的程序运作,没有智力的生物免疫mental effects 和interaction 技能,并且没有意志防御性。
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   •   Intellect: A creature with no Intellect is an automaton, lacking free will and operating entirely on simple instinct or pre-programmed instructions. Anything with no Intellect is immune to mental effects and interaction skills and has no Will defense.
• 意识:没有意识的角色是完全 unaware且没有存在概念的。它是无生命的物体而非生物。物体免疫 mental effects 和interaction技能。且没有 defenses apart from Toughness(如果他们是活的,还有 Fortitude)                                        、
 
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•   Awareness: Anything with no Awareness is completely unaware and also has no Presence. It is an inanimate object, not a creature. Objects are immune to mental effects and interaction skills, and have no defenses apart from Toughness (and Fortitude, if they are alive).
•魅力:没有魅力的生物无法interact 并且免疫 interaction技能。他们没有意志防御性                                                             
 
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•   Presence: Creatures without Presence are unable to interact and immune to interaction skills. They have no Will defense.

缺失某个属性是返还10能力点的;也就是说,他给角色另外的10点能力点去花费在其他地方,和-5级的属性相似,但效果不同。 
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Lacking an ability is –10 power points; that is, it gives the character an additional 10 power points to spend elsewhere, similar to having a –5 rank in an ability, but with different effects.
                                   
超能决策中的英雄无法在没有GM允许的情况下缺失某项属性,因为这会对角色和游戏产生巨大影响。
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Mutants & Masterminds heroes cannot be absent an ability without Gamemaster permission, as it can have significant effects on the character and the game.
缺失属性无法被 weakened(见能力章节的 weakened ) 或虚弱。因为他们根本不存在!
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Absent abilities cannot be weakened (see the Weaken effect in the Powers chapter) or debilitated, since they are not present at all in the first place!
无生命的物体除了他们的Toughness之外没有别的属性。有生气但非生物的,例如机器人或僵尸这类constructs 有力量,敏捷和灵巧,可能还会有一定等级意识和魅力(如果意识到自己的境地或有互动的能力),和格斗(如果能进行近身攻击)。他们可能有智力(如果能独立思考的话),但没有精力(因为他们不是生物)。详见装备章节的 Constructs。
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Inanimate objects have no abilities other than their Toughness. Animate, but nonliving, constructs such as robots or zombies have Strength, Agility, and Dexterity, and may have ranks of Awareness and Presence (if aware of their environment or capable of interaction), and Fighting (if able to make close attacks). They may have Intellect (if capable of independent thought), but have no Stamina (since they are not living things). See Constructs in the Gadgets & Gear chapter for more information.
« 上次编辑: 2018-06-20, 周三 18:40:07 由 cmoon »

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Re: 【核心书】第三章:属性 ABILITIES P55-P59
« 回帖 #4 于: 2018-05-15, 周二 11:43:27 »
防御性和主动性DEFENSES & INITIATIVE
英雄在工作中面临着众多危险,从邪恶的敌人的袭击到陷阱和残忍的精神控制。英雄的防御性是用来避免这些事情的属性,决定攻击英雄的难度,或者对他们进行抵抗检定。每一种防御都基于特定的某个属性,被英雄的天赋和能力所修正。要了解更多关于防御性的内容以及如何使用它们,参见第8章。
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Heroes face many hazards in their line of work, from attacks by villainous foes to traps and fiendish mind control. A hero’s defenses are abilities used to avoid such things, determining the difficulty to affect a hero with an attack, or to make resistance checks against them. Each defense is based on a particular ability, modified by the hero’s advantages and powers. For more on defenses in general and how you use them, see Chapter 8.

反射DODGE
反射防御性基于敏捷等级。包括了反应时间,迅捷,灵活度,以及整体协调能力,用于躲避远程攻击或其他反应和速度很重要的危险的情况。
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Dodge defense is based on Agility rank. It includes reaction time, quickness, nimbleness, and overall coordination, used to avoid ranged attacks or other hazards where reflexes and speed are important.

体质FORTITUDE
体质防御性基于精力,衡量健康程度,抵抗像毒药或疾病这样的威胁。它包括体魄、强壮度、新陈代谢能力和免疫力。
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  Fortitude defense is based on Stamina and measures health and resistance to threats like poison or disease. It incorporates constitution, ruggedness, metabolism, and immunity.   
 
                                                   
反制PARRY
反制防御性基于格斗属性。它通过优越的格斗属性(也就是基于格斗的属性)对抗、闪避或躲避敌人近距离战斗中打击你的企图的属性。
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Parry defense is based on Fighting. It is the ability to counter, duck, or otherwise evade a foe’s attempts to strike you in close combat through superior fighting ability.   
   
                                                     
韧性TOUGHNESS
韧性防御性基于精力,包含有整体耐用性。抵抗直接的伤害和 harm。
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Toughness defense is based on Stamina and is resistance to direct damage or harm, and overall durability.

意志WILL
意识防御性以意识等级为基础。它衡量的是精神的稳定性,冷静,决心,自信,自我意识,以及意志力,用来抵抗 mental 或 spiritual 攻击。
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Will defense is based on Awareness rank. It measures mental stability, level-headedness, determination, selfconfidence, self-awareness, and willpower, used to resist mental or spiritual attacks.

防御性等级DEFENSE RANK
你的基础防御性等级等同于你关联属性的等级。你可以通过花费能力点的方式来增加防御性到超过你的属性等级,1点能力点增加你的防御性1级,直到受到能级限制(见能级,P24)
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Your base defense ranks are equal to your ranks in their associated abilities. You can increase your defenses above the values granted by your ability ranks by spending power points: 1 power point grants you an additional rank in a defense, up to the limits imposed by power level (see Power Level on page 24). 

Defense Cost =  1 power point  per +1 rank
防御性花费=1能力点 +1级


用Enhanced Trait 效果(见能力章)你可以用这个能力来以同样的成本来增加等级,1能力点每级。
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With the Enhanced Trait effect (see the Powers chapter) you can also improve your defenses with powers at the same cost, 1 point per rank.

韧性等级TOUGHNESS RANK
唯一例外是韧性,只能通过天赋和能力来超过你基础的精力等级,而不能是直接地消耗能力点。这反映出,超越常态的的韧性基本上都是某种超能力。详见天赋和能力章的各种提升能力的选项。特别是防御翻滚 和 the Protection effect.。
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The exception is Toughness, which can only be increased above your base Stamina rank using advantages and powers, not by direct spending of power points. This reflects that greater-than-normal Toughness is virtually always some sort of special ability. See the Advantages and Powers chapters for various options for improving Toughness, notably the Defensive Roll advantage and the Protection effect.

动作防御性ACTIVE DEFENSES
反射和反制都需要动作才能发挥作用。限制你的机动性、注意力和反应时间都会对它们产生不利影响。如果你是脆弱状态,你的反射和反制防御性等级会减半(将它们的正常数值除以2,然后四舍五入),如果你是无防御状态。它们都会降至0。
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Dodge and Parry defenses require a measure of action to be fully effective. Limits on your mobility, focus, and reaction time adversely affect them. If you are vulnerable, your Dodge and Parry defense ranks are halved (divide their normal values by 2 and round up), and if you are defenseless, they are both reduced to 0!


防御等级DEFENSE CLASS(暂译)

防御性的一个用途就是确定防御等级,或是用特定攻击影响目标的难度等级。适用的防御性,加上10,就像通常检定一样(的确,这是对角色“常态”防御的度量)。所以用远程攻击攻击一个角色时会受到反射防御性反抗,给予攻击一个难度等级(反射+10).同样的,用mental 影响某人时,会受到意志防御性反抗,有着难度等级(意志+10),诸如此类。这被称为“针对”某个防御性,例如“针对反射”或“针对意志”。主要的防御等级特质是反射、反制和意志。
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One use of defenses is determining a defense class, or the difficulty class to affect a target with a particular attack. This is the appropriate defense, plus 10, just like a routine check (indeed, it is essentially a measure of the character’s “routine” defense). So hitting a character with a ranged attack goes against Dodge defense, giving the attack a DC of (Dodge + 10). Similarly, affecting someone with a mental power goes against Will defense, with a DC of (Will + 10), and so forth. This is referred to as “targeting” a defense, such as “targets Dodge” or “targets Will”. The main defense class traits are Dodge, Parry, and Will.

抵抗检定RESISTANCE CHECKS
防御性也被用来衡量克服某种effects的能力,抵抗检定包括防御性加D20掷骰来反抗由effect或危险决定的难度等级。因此,你可能会为你的英雄进行 Fortitude抵抗检定来克服毒素,例如,或者用反射抵抗检定来避免触发陷阱等等。这被称为“抵抗”,如“Fortitude抵抗”或“ 反射抵抗”。主要的抵抗特质有反射、Fortitude、韧性和意志。
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Defenses are also used to measure the ability to overcome certain effects, involving a resistance check of the defense plus a die roll against a difficulty class determined by the effect or hazard. So you might make a Fortitude resistance check for your hero to overcome a toxin, for example, or a Dodge resistance check to avoid a trap just as it is triggered, and so on. This is referred to as “resisting,” such as “resisted by Fortitude” or “resisted by Dodge”. The main resistance check traits are Dodge, Fortitude, Toughness, and Will.
« 上次编辑: 2018-06-20, 周三 18:48:30 由 cmoon »

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Re: 【核心书】第三章:属性 ABILITIES P55-P59
« 回帖 #5 于: 2018-05-15, 周二 11:49:20 »
主动性INITIATIVE                                                                
当事情发生得飞快时,超能决策的角色用他们的主动性值来决定谁先行动。每个参与冲突的角色都要进行D20+主动性修正的检定,就如:
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  When things start happening quickly, Mutants & Masterminds characters use their initiative bonuses to determine who goes first. Each character involved in a conflict makes a check of d20 + initiative modifier, which is:         
     
                          Initiative Modifier = Agility + Advantages (Improved Initiative) + Power Modifiers
                                              主动性修正=敏捷+天赋(增加的主动性)+能力修正


角色接着按照从高到低的主动性顺序行动。详见动作与冒险章节
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Characters then act in initiative order, from highest to lowest. For details see the Action & Adventure chapter.
« 上次编辑: 2018-05-18, 周五 11:04:56 由 cmoon »

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Re: 【核心书】第三章:属性 ABILITIES P55-P59
« 回帖 #6 于: 2018-05-15, 周二 11:50:21 »
大概要改,但我还是先发了 :em032