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副标题: 沉沦罪恶,拥抱深渊,吾允汝将获汝之所求

离线 Whisper

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« 于: 2017-08-16, 周三 09:10:48 »
引用
魔化者demonic腐化变异污染内容节译,出自Pathfinder Campaign Setting:Horror Realms,世界设定:惧怖国度,HR。
受诅者accursed, 狱契者hellbound, 附身者possessed的腐化变异污染内容,见Pathfinder Roleplaying Game Horror Adventures,惧怖冒险,HA。
名词:the Outer Rifts,外层裂隙;corruption,腐化;manifestation,变异;stain,污染;gift,恩典;progress,恶化;
魔化者腐化
背景内容
魔化者demonic:和恶魔的近距离接触——无论是痛苦的敌意还是鲁莽的友善。世界之伤,深渊或是其他此类派生的来源都会导致这种腐化。在世界之伤和其周边之外,魔化者腐化在芒吉莽原中生根壮大,在奇奥泥南部的扭曲棘林中爆炸性的蔓延,在阴影之地中神秘的卓尔崇拜恶魔领主。反复玩弄炼狱魔法、长期使用炼狱植入体或是频繁使用恶魔毒品都会导致这种腐化。移除魔化者腐化需要束缚它唤醒的黑暗冲动,通常这需要持久的冥想或是为在深渊影响下做出的行为进行赎罪。

恶化
魔化者腐化渴望着罪恶。某人可能原本因暴露于世界之伤的纯粹深渊能量而被恶魔影响腐化,或是从魅魔那里接受了太多亵渎恩赐,或是使用了迷诱魔给予的愿望术。但是腐化的恶化往往跟该个体最强大的罪恶有关。当时机来临,你总倾向于使用某种最符合该腐化主题(由DM决定)的行为。这种行为可能会包含肆意毁灭、施展暴力或仅仅是诱惑某人进行混乱邪恶的行为。你必须成功通过一次意志检定(DC = 15 + 你的变异等级),否则将屈从于这种冲动并实施该行为。什么行为最符合主题由DM决定。如果某件事阻止你实施该行为,那么DM在下一周选择一个时间让你继续被强迫为混乱邪恶的事业添砖加瓦。

腐化等级1:你第一次使用某种最符合该腐化主题的行为时,你的阵营向混乱邪恶偏斜一级(首先是邪恶,如果你不是邪恶)。任何使你从死者复生的法术需要通过CL检定,DC=15+双倍你的变异等级。
腐化等级2:你第二次使用某种最符合该腐化主题的行为时,你的阵营倾斜为混乱邪恶。
腐化等级3:你第三次使用某种最符合该腐化主题的行为时,你成为受DM操控的恶魔个体。

移除腐化
赎罪需要击杀腐化你的恶魔或是净化你首次被腐化时所在的场所。

变异
以下是魔化腐化带来的变异。

深渊畸形
你的躯体折射出你腐化的丑恶。
恩典:你在和恶魔和它们的邪教沟通时获得+3威吓和交涉检定加值。你的污染减值对这些检定无效。当你达到变异等级5时,这些加值翻倍。
污染:你的丑恶让他人不适。你在交涉、易容和驯养动物上获得-2减值。当你达到变异等级5时,这些减值翻倍。
混乱畸变
你的物理形体完全无法预测。
前提:变异等级2.
恩典:永久性血肉植入物fleshcrafts(HA 166)在植入你身上时费用降低10%。每天一次,你可以获得[变身术]中列出的任意一项能力,同时获得一种通常是混乱或邪恶生物的物理特征或身体部件(获得的能力需用该生物能力和变身术中较差的一种)。从此种方法获得的能力持续每变异等级1小时。当你达到变异等级7时,你获得的能力持续到你使用其获得一种不同的特性。
污染:你的阵营灵光视为混乱邪恶而不是你的真实阵营。你的灵光强度相当于牧师的灵光强度。当你达到变异等级5时,无论何时你启动该能力,你都有触发血肉突变fleshwarp mutation(HA 171)的风险,除非你通过DC=15+你变异等级的强韧检定。因你魔化者腐化而在同一天获得所有血肉突变都被视为来自同一部位。
腐化利爪
你的双手被扭曲成可怕的爪子。
恩典:你得到一次爪击作为一种主要天生武器。该攻击可造成1d6伤害(小体型1d3)。当你达到变异等级6时,你得到第二次爪击。
污染:你在使用人造武器时-2攻击骰,在你必须藏起你的爪子时易容检定-2。
恶魔强化
恶魔能量在你体内涌动。
前提:变异等级4
恩典:你在你选择属性上获得+2亵渎加值。
污染:DM选择你的另一项属性(不同于你恩典所选择的属性),你在该属性上获得-2减值。
恶魔翅膀
在你的后背上长出一对恶魔翅膀。
前提:变异等级4
恩典:你获得30尺飞行速度,机动性不良。当你达到变异等级8时,该飞行速度提升到60尺且机动性提升到良好。
污染:你的翅膀不能被魔法隐藏,且你无法用普通的方法隐蔽它们。你的翅膀本能地周期翻转,使你在逃脱和隐匿检定上获得-4减值。
邪恶冲动
你的本能变得愈发强烈。
恩典:当你困惑时,你可以骰两次并选择一个结果来决定困惑的实际效果。每天一次,当你晕眩、惊惧、反胃、恐慌或震慑时,你可选择被困惑原效果两倍时长作为替代。
污染:你沉迷于暴露在深渊和恶魔生物环境中。每周你未能在深渊或是一只恶魔30尺范围内度过1小时以上,你都必须进行一次意志检定(DC = 15 + 你的变异等级)。如果失败,你将被迫在下周里为将你腐化的恶魔进行一次有益的行动。若你未被阻止,你的腐化将会恶化。
深渊刻痕
你的身体上遍布可怕的疤痕。
前提:变异等级5
恩典:你获得等于你变异等级一半的 DR/寒铁或善良。
污染:你在对抗由守序或善良异界生物的超自然能力、类法术能力和有秩序或善良关键字的法术时,豁免骰获得-2减值。
可怕真相
深渊向你揭示了有关现实的可怕真相。
前提:变异等级5
恩典:你可用一个整轮动作,如同真知术一样,看到真相。你每天可使用该恩典的轮数等同于你的变异等级,且这些轮数不需要连续。
污染:当你结束使用该变异时,你困惑相同的轮数(用3轮真知就在之后困惑3轮)。
特殊:当你获得该变异时,你必须同时获得恩典和污染,即使你有实用腐化useful corruption或是黑暗腐化vile corruption变体。
扭曲利爪
你的利爪携带着深渊的扭曲能量。
前提:变异等级7,腐化利爪,恶魔强化
恩典:你的腐化利爪伤害提升,如同你变大一个体型。你的利爪的威胁范围变为19-20。当重击确认时,目标生物必须通过强韧检定否则会被你注入的恶魔能量扭曲。该效果会对一项随机属性造成1d4点伤害并使该生物恍惚一轮。
污染:你在用人造武器进行近战攻击时-4攻击骰,你的解除装置和巧手技能检定获得-4减值。你在使用动作或情感成分的法术上获得5%法术失败率,该法术失败率和其他效果的法术失败率叠加。

剧透 -  原文:
Demonic*: Close contact—whether it’s painfully hostile or recklessly friendly—with demons, the Worldwound, the Abyss, or anything derived from such sources can inflict this corruption. In addition to the Worldwound and nearby lands, demonic corruption also takes root with alarming frequency in the Mwangi Expanse, those parts of the Darklands where secretive drow worship demon lords, and within the blasted reaches of the Tanglebriar south of Kyonin. Repeated dabbling in fiendish magic and long-term use of demonic implants or demonic drugs frequently inflicts this corruption. Removing demonic corruption requires chaining the vile impulses it has awakened, generally with prolonged meditation or atonement for actions taken under Abyssal influence.
Sages of the Magaambya in the Mwangi Expanse offer to teach ways to remove demonic corruption that involve communion with angels and nature spirits.

DEMONIC CORRUPTION
Close contact with the Abyss or demons clouds your mind and twists your body.
Catalyst
Prolonged contact with Abyssal energies or demons, whether willing or otherwise, has corrupted your soul.
Progression
Demonic corruption thrives in the presence of sin. One could become initially corrupted by demonic influence through being exposed to raw Abyssal energies in the Worldwound, accepting one too many profane gifts from a succubus, or using a wish granted by a glabrezu, but the progression of the corruption is often tied to the individual’s most powerful sin. When an opportunity arises to carry out a significant action that matches the corruption’s theme (GM’s discretion), you
are tempted to take it. The action might include wanton destruction and violence, or merely tempting someone to behave in a chaotic evil manner. You must succeed at a Will saving throw (DC = 15 + your manifestation level) or succumb to this temptation and perform the action. What counts as significant is up to the GM. If something prevents you from performing this act, the GM chooses a time over the next week when you’re compelled to otherwise further the cause of chaotic evil.

Corruption Stage 1: The first time you perform a significant act that matches the corruption’s theme, your alignment shifts one step toward chaotic evil (toward evil first, if you aren’t yet evil). Any attempt to raise you from the dead requires a successful caster level check (DC = 15 + double your manifestation level).
Corruption Stage 2: The second time you perform such an act, your alignment shifts to chaotic evil.
Corruption Stage 3: The third time you perform such an act, you become a demonic entity under the GM’s control.

Removing the Corruption
Redemption requires slaying the demon who corrupted you or cleansing the site where you were corrupted.

Manifestations
The following are manifestations of demonic corruption.

Abyssal Deformity
Your body mirrors the ugliness of your corruption.
Gift: You gain a +3 bonus on Intimidate checks and on Diplomacy checks to interact with demons and their cults. Your stain penalty does not apply to these checks. At manifestation level 5th, the bonuses double.
Stain: Your hideousness unsettles others. You take a –2 penalty on Diplomacy, Disguise, and Handle Animal checks. At manifestation level 5th, the penalties double.

Chaotic Mutation
Your physical form is unpredictable.
Prerequisite: Manifestation level 2nd.
Gift: Permanent fleshcrafts (Horror Adventures 166) cost 10% less to apply to you. Once per day, you can gain any one of the abilities listed in alter self, as well as an apt physical feature or body part of a typically chaotic or evil race (using that race’s ability or that in alter self, whichever is worse). Abilities gained in this manner persist for 1 hour per manifestation level. At manifestation level 7th, the ability granted lasts until you use the ability again to gain a different feature.
Stain: Your aura detects as chaotic and evil instead of your true alignment. The aura is strong, like that of a cleric. At manifestation level 5th, whenever you activate this ability, you risk undergoing a fleshwarp mutation (Horror Adventures 171) unless you succeed at a Fortitude saving throw (DC = 15 + manifestation level). All fleshwarp mutations from your demonic corruption gained in the same day count as originating from the same area.

Corrupted Claws
Your hands twist into terrible claws.
Gift: You gain a claw attack as a primary natural weapon. This attack deals 1d6 points of damage (or 1d3 points of damage if you are Small). At manifestation level 6th, you gain a second claw attack.
Stain: You take a –2 penalty on attack rolls with manufactured weapons and on Disguise checks where you must hide your claws.

Demonic Enhancement
Demonic power surges within you.
Prerequisite: Manifestation level 4th.
Gift: You gain a +2 profane bonus to the ability score of your choice.
Stain: You take a –2 penalty to an ability score of the GM’s choice (other than the one you select as your gift).

Demonic Wings
You’ve grown a pair of demonic wings from your back.
Prerequisite: Manifestation level 4th.
Gift: You gain a fly speed of 30 feet with poor maneuverability. At manifestation level 8th, the fly speed increases to 60 feet and your maneuverability increases
to good.
Stain: Your wings cannot be hidden by magic, but you can conceal them by mundane means. Your wings periodically flap and rasp reflexively, imposing a –4
penalty on Escape Artist and Stealth checks.

Hideous Urges
Your base instincts grow stronger.
Gift: Whenever you are confused, you can roll twice and take the result of your choice to determine the actual effects of confusion. Once per day, if you become
dazed, frightened, nauseated, panicked, or stunned, you can instead choose to become confused for the twice the duration of the original effect.
Stain: You become addicted to exposure to the Abyss and demonic creatures. Each week that you go without spending at least 1 hour within 30 feet of a demon or in the Abyss, you must attempt a Will saving throw to resist the urge to create a bit of the Abyss on the spot by performing a chaotic evil act (as if you had been tempted as defined in this corruption’s progression). If you fail the saving throw, you are compelled to perform an act within the next week befitting the demon who corrupted you. Unless you are prevented from doing so, your corruption progresses.

Scarred by the Abyss
Your body is horrifically scarred.
Prerequisite: Manifestation level 5th.
Gift: You gain damage reduction equal to half your manifestation level that can be overcome by cold iron or good weapons.
Stain: You take a –2 penalty on all saving throws against spells with the lawful or good descriptors and against spell-like abilities and supernatural abilities created by outsiders with the lawful or good subtypes.

Terrible Truths
The Abyss reveals the awful truths of reality to you.
Prerequisite: Manifestation level 5th.
Gift: You can see the truth, as per true seeing, as a fullround action. You can use this gift for a number of rounds per day equal to your manifestation level, and the rounds need not be used consecutively.
Stain: When you cease to use this manifestation’s gift, you become confused for a number of rounds equal to the number of rounds you used the gift.
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants.

Warping Claws
Your claws carry the warping energies of the Abyss.
Prerequisites: Manifestation level 7th, corrupted claws, demonic enhancement.
Gift: The damage caused by your corrupted claws increases as if you were one size larger. The threat range for your claws becomes 19–20. On a confirmed critical hit, a targeted creature must succeed at a Fortitude saving throw to resist becoming warped by your infusion of demonic energy. This inflicts 1d4 points of damage to a randomly determined ability score and causes the creature to be staggered for 1 round.
Stain: You take a –4 penalty on melee attack rolls with manufactured weapons and on Disable Device and Sleight of Hand checks. You have 5% spell failure chance on spells with a somatic or emotion (Pathfinder RPG Occult Adventures 144) component. This stacks with all other chances of spell failure.