作者 主题: 腐化(Corruption)整合+翻译  (阅读 22716 次)

副标题: 为什么有人会整合这个啊~当然是给自己的团加点让PC受苦的新内容了~

离线 Shift_FK

  • Knight
  • ***
  • 帖子数: 482
  • 苹果币: 4
  • 长团症候群
腐化(Corruption)整合+翻译
« 于: 2021-11-21, 周日 18:08:14 »
腐化总述
腐化(Corruption)
  即使最纯洁的生物都有可能屈服于黑暗的浪潮。初始时只是一个轻微的疾病或出轨的想法都可能增值成为恶性的存在——腐化的蔓延能掩盖你的道德观、愚弄你的判断、最终吞噬你的灵魂。下列有几种不同的腐化,从血族化的饥渴到魔偶化的恐怖变形。被腐化侵蚀的生活通常是种可怕的经历,但是也提供暗赠礼的诱惑。宿主有时侯选择不抗拒腐化,反而接受并允许它进一步蔓延。这些不幸的人们要么屈服于对腐败力量的欲望,要么尝试克制腐化带来的污染并用这份礼物来干一番大事。

术语表(GLOSSARY)
下列是跟腐化相关的术语。
诱因(Catalyst):在游戏的故事中激发腐化的事件,结合你能迈向完全腐败的方法。
腐化(Corruption):一个邪恶或异种对你的影响的具现化,随着时间的推移改变你。
腐化阶段(Corruption Stage):衡量你接近堕入腐化的程度的指标。你的腐化阶段协助你想像灵魂中有多少部分已被你的腐化扭曲。到达腐化阶段3时,你即被压垮并不再是PC。
赠礼(Gift):你的腐化的显形当中给予好处的部分。
显形(Manifestation):显形是种让你的腐化变得更加突出的方向。被腐化影响人生的你大概每两个角色等级获得显形。每种显形都有赠礼和污染,不过你也许不会两样都获得。
显形等级(Manifestation Level):是个衡量你的腐化已改变了多少你的身心的指标。你的显形等级等同你拥有的显形数目。
污染(Stain):你的腐化的显形当中承受负面效果的部分。

感染腐化(CONTRACTING A CORRUPTION)
每种腐化的诱因栅目提供了多种感染腐化的模式的可能性。一旦你感染腐化,你立即获得一种显形。你的显形等级提升至1,而你的显形数目和你的显形等级能按照第15页的显形等级栅目所描述来提高。你还会随着你的腐化阶段越来越接近失去你的灵魂。此详情参见腐化过程。
多重腐化(Multiple Corruptions):一般情况你只能有种腐化。但在触发了某些非常罕见的条件下有机会导致你被多于一种腐化影响,这情况下你一般承受多重腐化的所有污染,但只获得第一种感染腐化的赠礼,而次要的腐化也会以缓慢的进度给予显形。当描述指向你的显形等级时,只计算该次要腐化的显形等级,而非你的显形等级的总和。

显形(MANIFESTATIONS)
你在第一次感染腐化时获得一种显形,而在后续等级中获得更多。每种显形包括一份赠礼与一份污染(但是按战役变种能改变你是如何获得这些,详情在下列变种栅目)。大多显形有先决条件的限制,只有被腐化更深的角色才能选择。在先决条件中带*号的是同一腐化中的其它显形。
除非特意描述,赠礼的DC=10+1/2你的等级+你的显形等级(详情如下)。你最多能拥有9种显形。[注:有10种显形的腐化]

变种(Variants)
腐化的赠礼与污染不一定相伴相随。你的GM能使用以下变种来改变如何获得赠礼和污染。
实用腐化(Useful Corruption):在此形式的战役中,你的腐化赠礼让你打击黑恶势力。你在腐化时选择你获得的显形并且选择是否提高你的显形等级。你获得该赠礼但不需要承受该污染。若你拒绝接受污染,此显形不会提高你的显形等级,那可能阻止你满足更多显形的先决条件。你能在任何时间接受你的显形中的污染,立即提高你的显形等级。
恶劣腐化(Vile Corruption):在此形式的战役中,腐化是个可怕的负担,越早清除越好。当你感染腐化或提高你的显形等级时,由GM决定你获得的显形。你总是承受该污染但能选择不要该赠礼。若你拒绝接受赠礼,你跟腐化过程相关的豁免检定+1环境加值。每拒绝一份额外赠礼则此加值再+1。你能在任何时间接受你的显形中的赠礼,但这样做使你立即失去对应的豁免检定加值。

显形等级(MANIFESTATION LEVEL)
每个腐化的生物都有显形等级,一般而言等同该生物拥有的显形数目(使用变种规则除外)。有时侯赠礼与污染在生物提高显形等级时变得更加极端。
你大概每2级获得一种新的显形。GM最早能在你的角色等级为1时引进腐化。1级感染腐化的PCk在正常进度下获得首个污染,3级获得第2个,5级获得第3个等等。由于你被限制只能拥有9种显形,你的显形等级不可能超过9级。
所谓的正常进度是个指引而非严格的规则。许多腐化专题的故事基于考虑因素能加速或减缓此过程,GM能改变进度速度来为战役的故事叙述服务。当在高级团中引进腐化时,GM能加速获得首个显形的进度,又或者同时间给予多个显形。在任何情况,腐化进度是由GM决定,而不是你(但是变种规刖能改变此情况,详情参见变种栅目)。

腐化过程(THE CORRUPTION’S PROGRESS)
每种腐化都有相关的豁免检定。每次你豁免检定失败,你的腐化进入下一个腐化阶段。每个阶段都会引起你的内在更显着地变化,直到你堕入完全不可挽救的腐化阶段3。当你被拖向黑暗时,那些豁免一般持续一段长时间(通常是几星期或几个月)。正因如此,允许或强制重骰的能力(或双骰取高取低之类)永远不能用于腐化过程的豁免,即使它们是持久的。

剧透 -   :
Corruption

Even the most pure creature can succumb to tides of darkness. What begins as a minor malady or errant idea can grow into something malignant—a spreading corruption that can obscure your morals, cloud your judgment, and ultimately devour your soul. There are a number of different types of corruptions, from the hunger of vampirism to the horrifying transformation of the promethean. Living with a corruption is often a terrifying experience, but also offers the temptation of dark gifts. Hosts sometimes choose not to fight the corruption, but rather accept it and allow it to progress. These unfortunate folk either succumb to lust for the corruption’s power or attempt to control the stain of corruption and use its gifts for some greater good.

Each corruption detailed on the pages that follow features a general description, followed by its catalysts and manifestations. The catalyst section explains how a creature might contract the corruption, how it progresses, and how it can be cured. When a creature first contracts a corruption and its manifestation level increases, the corrupted creature gains manifestations. Manifestations carry both beneficial gifts and detrimental stains. Also, as the manifestation level increases, the stains and gifts of previous manifestations might grow more powerful. Lastly, as a creature’s manifestation level increases, so does the possibility of the corruption taking hold entirely, defiling its host forever.

GLOSSARY
A short list of terms related to corruptions follows.
Catalyst: The inciting incident that corrupted you in the game’s story, combined with ways you can progress toward total corruption.
Corruption: A dark manifestation of evil or alien influence that changes you over time.
Corruption Stage: A measure of how close you are to falling to your corruption. Think of your corruption stage as how much your soul has been altered by your corruption. At corruption stage 3, you succumb and are no longer a PC.
Gift: A benefit granted by a manifestation of your corruption.
Manifestation: A manifestation is a way in which your corruption becomes more prominent. You gain manifestations roughly every 2 character levels you live with your corruption. Each manifestation has both a gift and a stain, although you might not get both.
Manifestation Level: This is a measure of how much your corruption has changed your body and mind. Your manifestation level equals the number of manifestations you have.
Stain: A negative effect granted by a manifestation of your corruption.

CONTRACTING A CORRUPTION
The catalyst section of each corruption offers a number of possible methods for contracting that corruption. Once you contract a corruption, you immediately gain a manifestation. Your manifestation level becomes 1, and your number of manifestations and your manifestation level can increase as described in Manifestation Level on page 15. You also draw closer to losing your soul, as represented by your corruption stage. This is described under The Corruption’s Progress.
Multiple Corruptions: Typically, you can have only one corruption. If some exceedingly rare condition arises that would cause you to be affected by more than one, you typically gain stains from both corruptions’ manifestations but gifts from only the first one you contracted, and the secondary corruption also grants manifestations at a slower rate. When the text refers to your manifestation level, use only your manifestation level for the second corruption, not the sum of all your manifestation levels.

MANIFESTATIONS
You gain a manifestation of your curse when you first contract a corruption, and gain more at later levels. Each manifestation includes both a gift and a stain (though campaign variants can change how you acquire these gifts and stains as described in the Variants section below). Many manifestations have prerequisites that limit them to characters farther along in their corruptions. A prerequisite marked with an asterisk (*) is another manifestation in the same section.
Unless stated otherwise, the DC for gifts that allow a saving throw is equal to 10 + 1/2 your level + your manifestation level (see below). You can have a maximum of nine manifestations.

Variants
A corruption’s gift and stain don’t have to manifest together. Your GM can use the following variants to alter how gifts and stains are gained.
Useful Corruption: In this form of campaign, your corruption’s gifts allow you to fight sinister forces. You select which manifestation to take when you gain the corruption and with each increase to your manifestation level. You receive the gift, but you don’t have to take the stain. If you refuse the stain, that manifestation doesn’t increase your manifestation level, which could prevent you from qualifying for additional manifestations. You can accept the stain of your manifestations at any time, immediately increasing your manifestation level.
Vile Corruption: In this form of campaign, corruptions are terrible burdens to be purged as soon as possible. When you contract a corruption or your manifestation level increases, the GM decides which manifestation you gain. You always acquire the stain, but you can choose not to take the gift. If you refuse the gift, you gain a +1 circumstance bonus on saving throws related to the corruption progressing. For each additional gift you refuse, this bonus increases by 1. You can accept the gifts of your manifestations at any time, but once you do, you immediately lose the corresponding bonus on saving throws.

MANIFESTATION LEVEL
Each creature with a corruption has a manifestation level, which is normally equal to the number of manifestations the corrupted creature has (see Variants for exceptions). Sometimes gifts and stains become more extreme as a creature’s manifestation level increases.
You gain a new manifestation roughly every 2 levels. GMs can introduce corruptions as early as your 1st character level. A standard rate of corruption starts with a PC gaining the first stain at 1st level, the second at 3rd level, and another at 5th, 7th, 9th, and so on. Because you are limited to nine manifestations, your manifestation level can’t exceed 9th.
This standard rate of acquisition is a guideline rather than a strict rule. Many corruptions feature story considerations that could speed up or slow down the process, and individual GMs can alter the speed to serve the campaign’s narrative. When introducing a corruption at higher levels, a GM could accelerate the rate at which the first manifestations are acquired or grant multiple manifestations at once. In any case, the GM decides when a corruption progresses, not you (though variants can alter this, as described in Variants).

THE CORRUPTION’S PROGRESS
Every corruption has an associated saving throw. Each time you fail it, your corruption progresses to the next corruption stage. Each stage causes a more significant change within you, until you become completely irredeemable at corruption stage 3. When you gain a corruption, you begin at what is effectively stage 0, with no direct penalties. You must attempt a saving throw when you are being pulled toward darkness, and these saves are usually spread over a long period of time (often weeks or months). As such, abilities that allow or force rerolls (or rolling twice and taking the higher or lower result) can never be used on these saving throws, and temporary bonuses don’t apply on the progression saving throw, even if they are long-lasting.


名称(原文名)
出处
简介
底栖魔鱼(Aboleth)Horror Realms面纱大师(veiled master,出自B6的一种底栖魔鱼)们长期以来控制着内海地区政治舞台上无数的仆从
受诅(Accursed)Horror Realms一个肮脏的诅咒深深地束缚着你的身体和灵魂。你对诅咒你之人的怨恨已经形成了一种自己的生活方式。你注意到周围的人对你的蔑视,只有惩罚他们你才能获得慰藉。
不义(Amoral)Antihero's Handbook即使是最高贵的英雄也可能成为身体、思想或精神腐败的牺牲品,但在道德灰色水域行走的反英雄往往更容易陷入下面详述的道德败坏。

当一个正直的人为了达到他的目的而做坏事时,无论是出于偶然,由于邪恶的影响,还是由于绝望,他开始滑倒,每一个借口和理由都会使他进一步堕落到邪恶之中。
深潜者(Deep One)Horror Adventure波涛呼唤着你,就像女妖诱人的歌声回荡在汹涌的海浪中。
恶魔化(Demonic)Horror Realms与深渊或恶魔的密切接触会模糊你的思想,扭曲你的身体。
尸鬼化(Ghoul)Horror Adventure对鲜活血肉的渴望与日俱增,直到每一个有知觉的生物在你眼中都不过是一顿美餐。
狱契(Hellbound)Horror Adventure地狱的深坑等待着你备受谴责的灵魂。
虫群寄体(Hive)Horror Adventure你的躯壳成为一种超凡入侵物种的容器,它试图在恒星间传播并吞噬所有其他生命。
活尸化(Lich)Horror Adventure你转型成反生命(Unlife)的尝试出了极度糟糕的岔子,让你的灵魂被困住了。活尸化腐化还会在化为其它有形不死生物时触发(食尸鬼和吸血鬼例外,它们有自己独特的腐化)。
兽变(Lycanthropy)Horror Adventure有一个声音伴随你的血液脉动,有一股呼唤把你引向世上荒野原始之地,在那里你能自由地为了满足你的嗜血兽欲而狩猎和杀戮。你满心希望用尖牙利爪将敌人撕个粉碎。
受疫(Plagued)Horror Realms当疾病对身体造成长期的身体变化时,它可以成为一种腐化。
鬼上身(Possessed)Horror Adventure不管它是真正的精魄还是你的另一个人格,有另一种思想在跟你争夺你身体的控制权。
改造人(Promethean)Horror Adventure你的肉身日渐消瘦。当你的身体腐朽时,你必须逐渐用上更多的人工组件来替换——尸肉、骨头、木材、金属、或其他特殊材料。
心能(Psychometabolic)Psychic Anthology在格拉利昂和异位面存在着奇怪的力量。那些在与宇宙现象、神秘事物或来自暗幕之外的恐怖擦肩而过的人偶尔会发现心灵能力在他们的头脑中觉醒。这种力量虽然强大,但却会腐蚀身体、潜意识和情绪,往往会带来灾难性的后果。
最好不要忘记,那些钻研神秘知识的人可能会染上以下腐化。
影契(Shadowbound)Horror Adventure黑暗和恐惧是指引你的一切。当阴影吞噬你的时候,你正在变成一个憔悴的、没有生命和色彩的本我的黑白画。
渴血(Vampirism)Horror Adventure你看着溅出来的血不禁垂涎三尺,并跟将你的牙齿插进朋友和无辜者的脖子的冲动搏斗。
« 上次编辑: 2022-01-19, 周三 14:25:58 由 Shift_FK »
万象回廊 | 房规·开团公告存档·翻译&自设
Starfinder |  游戏掌控    秘术师    先锋

PF1全AP缓慢制霸中

离线 Shift_FK

  • Knight
  • ***
  • 帖子数: 482
  • 苹果币: 4
  • 长团症候群
受诅(Accursed)
« 回帖 #1 于: 2021-11-21, 周日 18:08:24 »
受诅(Accursed)
一个肮脏的诅咒深深地束缚着你的身体和灵魂。你对诅咒你之人的怨恨已经形成了一种自己的生活方式。你注意到周围的人对你的蔑视,只有惩罚他们你才能获得慰藉。
诱因(Catalyst)
该腐化始于可恨的诅咒、老鬼婆的拜访,或另一种无情的魔法折磨。这些诅咒通常来自于鬼婆、女巫、神灵、精类、巨灵或阴险的妖灵。即使诅咒被解除了,它的腐化也会在你的灵魂中徘徊。

进程(Progression)
该进程与你进行的那些具有持久后果的令人唾弃的行为(spiteful actions)有关。当你施展一个永久或持续时间极长的诅咒时,比如降咒,又或者进行残酷的报复(由GM决定,但通常是对生物进行不相称的暴力行为)时,你必须进行一次意志豁免(DC=15+你的显形等级)。在任意一整个月中,若你进行的令人唾弃的行为的次数没有大于等于你的显形等级,你也必须进行一次该意志豁免。如果你在任何一次上述意志豁免中失败,你必须用你最为严厉的惩罚手段去对付下一个冒犯你的生物,即使那仅仅是鸡毛蒜皮的小事

如果你在上述豁免中失败,但你的盟友或其他人连续三次阻止了你的这种报复行为,你就会摆脱这种冲动。你暂时不必去报复他人,你的腐化也不会发展。但,对你腐化进程的意志豁免会因此增加2。这些加值在你每次摆脱这种冲动时不断叠加,直到你的腐化达到下一阶段。
腐化阶段1(Corruption Stage 1):你第一次参与了不相称的惩罚(自愿或因为豁免失败),你的阵营向邪恶偏移一级,你的面容得以改变,变成令人难忘的美貌或丑陋。
腐化阶段2(Corruption Stage 2):你第二次从事这种行为时,你的阵营再向邪恶偏移一级并且你的面容变成非人的外貌,与诅咒你的那种生物越来越相似。
腐化阶段3(Corruption Stage 3):当你第三次从事这种行为时,你被你的仇恨所吞噬,成为一名由GM控制的NPC。
移除腐化(Removing the Corruption)
解除该腐化需要打破原来的诅咒,并杀死或从下诅咒的人那里获得宽恕。如果你不公平地杀死了任何生物或使其永久受损,你必须消除伤害(undo the harm)并赎罪。
腐化显形(Manifestations)
后续内容是受诅腐化的显形。

恶念瞥视(Baleful Glare)
你能用一道目光让敌人衰弱。
先决条件:显形等级6。
赠礼:每日一次,当你成功地使用威吓来挫败一名30尺内的生物的士气时,你可以以一个迅捷动作立即指定目标,这名受害者必须通过一个意志豁免否则就会陷入永久的恍惚。如果你对一名正被你之前所施展的恶念瞥视所影响的生物再次施展恶念瞥视,这名生物就必须进行一次强韧检定否则会因恐惧而陷入麻痹,持续3天。在每日结束时,这些因恐惧而麻痹的生物都必须进行另一个强韧豁免检定,否则死亡。你在上述诅咒效果中的等效施法者等级等同于你的角色等级。
污染:一只眼睛变得鼓胀和充血,或者每只眼睛变成不同的颜色。你的察觉检定会受到-4的惩罚。这种身体变化无法被魔法所隐藏。

寒铁过敏(Cold Iron Allergy)
你的皮肤如同你的心肠一般坚硬。
先决条件:显形等级4
赠礼:你获得等同于你显形等级½的DR。这项DR可以被寒铁克服。
污染:当你接触到寒铁时,包括你被寒铁武器所击中时,你恶心1轮。对恶心的免疫也无法阻止该效果并且你无法用任何方式来移除它。你可以用一个唬骗检定来对抗敌人的谗言观色检定,以试图向敌人隐藏这种厌恶感。

残忍骗徒(Cruel Deceiver)
你可以编造魔法般的谎言,让受害者堕落。
先决条件:显形等级2
赠礼:你在唬骗和易容检定中获得+2的加值。每日一次,你可以以类法术能力施展舞光术、易容术幻音术。你可以完美地模仿你曾经听过的任何动物或声音的声音。在显形等级3级时,该加值翻倍。在显形等级5级时,你可以每天一次地以类法术能力施展海市蜃楼
污染:你永远无法说出或以其他方式传达真相。你仍然可以通过各种方法进行交流,比如说说出无关紧要的谎言、明显的谎言或者不说出来。

严峻命运(Grim Fate)
你可以按照你的愿望扭曲命运之线。
赠礼:每天一次,以一个直觉动作,你可以在得知结果后重骰一次属性检定、攻击检定、施法者等级检定、豁免检定或技能检定。显形等级8时,每日一次,你还可以对一个生物施以厄运(CRB557页)诅咒;这将使用你的一个标准动作并且你必须指定一名30尺内可见的生物作为目标。
污染:你不能获得士气加值。你在表演和察言观色检定上承受-2罚值。显形等级3时,这些减值翻倍。

惊惧冲击(Horrific Shock)
你可以用压倒性的恐怖来突袭敌人。
赠礼:当你在突袭轮中伤害一名生物时,它战栗一轮除非它能成功通过一次意志豁免。
污染:你会有一个可怕的外表。你在对能看到你的生物进行交涉、驯养动物和野性交谈的检定时受到-2的惩罚。在显形等级3时,该罚值会翻倍。

唾弃转变(Spiteful Transformation)
你可以将敌人变成纯粹的野兽。
先决条件:显形等级5
赠礼:你施展的带有诅咒描述符的法术与能力的DC增加1。每日一次,以一个标准动作,你可以类法术能力施展恶意变形术,施法者等级等于你的角色等级。这将视作一个诅咒并且移除该效果的施法者等级检定的DC增加5。
污染:你在意志豁免中承受-2罚值。如果你获得了该显形的赠礼,那么在你施展上述恶意变形术诅咒后,你在下一日之前忽略上述罚值。

不竭恨意(Undying Hatred)
当你憎恨的人没有受到惩罚时,你不能休息。
赠礼:每日一次,如果你即将死于一次HP伤害,取而代之,你的HP变为-1且伤势稳定。该能力对死亡效果无效。所有观察者会认为你已死亡,除非他们仔细研究你并成功进行一次DC25的医疗检定。1分钟后,你恢复1HP并重获意识。
污染:当你的回合开始时,若有一名无助的敌人距离你的触及范围不超过5尺,那么你必须尝试一次意志豁免。若失败,你必须在本回合内对其发起CDG。该意志豁免DC等于15+你的显形等级。

虚弱爪击(Weakening Claws)
你的指甲长成了利爪。
前置条件:显形等级3。
赠礼:你的指甲长成爪状的自然武器,如果你是中型,会造成1d3点伤害(如果是小型,则为1d2)。每天一次,你可以以标准动作发起一次虚弱爪击攻击。如果你击中,你会对目标的力量值造成永久的-4罚值。受害者若成功通过一次强韧检定,该罚值减半且持续时间缩短为24小时。
污染:你在解除装置、巧手和使用人造武器的攻击检定上承受-2罚值。你在施展具有姿势或情绪成分的法术时,有5%的几率失败。如果你具有其它来源的法术失败率,这些几率叠加。

愿望贩子(Wish Peddler)
你可以像精类或巨灵一样扭曲另一个生物的愿望。
先决条件:显形等级6。
赠礼:每日一次,以一个整轮动作,你可以复制一个法术环位低于你的显形等级的法师法术的效果。这个法术的材料与法器成分价值不得超过1GP,施法时间不得超过1个标准动作。该法术的效果必须部分或全部满足一个你能听到的、一名人形生物(你自己之外)的口头愿望。
污染:如果你在战斗中施放或使用无害的法术或类法术的能力,你必须成功地进行专注检定(DC=20+双倍法术等环位),否则将失去该法术。这也适用于你施放的只针对盟友的非无害法术。此外,你必须尝试对你盟友的法术和类法术的能力进行豁免,即使它们是无害的。

剧透 -  原文:
Accursed Corruption
Source Horror Adventures pg. 16
A foul curse has a deep hold on your body and soul. Your resentment toward the one who cursed you has taken on a life of its own. You notice slights against you by everyone around you, and can gain solace only by punishing them.
Catalyst
The corruption begins with a hateful curse, visitations from a night hag, or another relentless magical torment. These curses most often originate with hags, witches, gods, fey, depraved genies, or insidious divs. Even if the curse is lifted, its corruption lingers upon your soul.
Progression
The progression is tied to spiteful actions you take that have lasting consequences. When you inflict a permanent or long-lasting curse, such as bestow curse, or engage in brutal retaliation (what constitutes brutal retaliation is up to the GM, but usually includes disproportionate acts of violence against living creatures), you must attempt a Will saving throw (DC = 15 + your manifestation level). You must also attempt a saving throw after any month in which you have failed to perform a number of spiteful retaliations equal to or greater than your manifestation level. If you fail any of these saving throws, you must use the most severe punishment at your disposal against the next creature that wrongs you, even in a minor way.

If you fail the save but your allies or others prevent you from exacting your retribution for three consecutive slights, you shake off this urge. You avoid having to exact retribution for the time being, and your corruption doesn’t progress. However, the DC of the Will save against your corruption progressing increases by 2. These increases stack each time you shake off this urge, and they last until your corruption reaches the next corruption stage.
Corruption Stage 1: The first time you engage in disproportionate punishment (voluntarily or because of a failed save), your alignment shifts one step toward evil and your face changes, making you memorably ugly or beautiful.
Corruption Stage 2: The second time you engage in this behavior, your alignment shifts another step toward evil and you take on an inhuman appearance, increasingly resembling the type of creature that cursed you.
Corruption Stage 3: The third time you engage in this behavior, you are utterly consumed by your hatred and become an NPC under the GM’s control.
Removing the Corruption
Lifting the corruption requires breaking the original curse and either killing or earning forgiveness from the one who laid the curse. If you killed or permanently impaired any creatures unfairly, you must undo the harm and atone.
Manifestations
The following are manifestations of the accursed corruption.
Baleful Glare
Source Horror Adventures pg. 16
You can weaken foes with a glare.
Prerequisite: Manifestation level 6th.
Gift: Once per day, when you successfully use Intimidate to demoralize a creature within 30 feet, you can curse that target as a swift action. The victim must succeed at a Will save or be staggered permanently. If you use this ability on a creature that is still under the effects of your baleful glare from a previous day, the target must succeed at a Fortitude saving throw or be paralyzed with fear for 3 days. At the end of each day the target spends paralyzed with fear, it must succeed at another Fortitude saving throw or die. Your effective caster level for these curses is equal to your character level.
Stain: One eye becomes bulging and bloodshot or each eye turns a different color. You take a –4 penalty on Perception checks. This transformation can’t be hidden by magic.
Cold Iron Allergy
Source Horror Adventures pg. 16
Your skin is as hardened as your heart.
Prerequisite: Manifestation level 4th.
Gift: You gain an amount of damage reduction equal to 1/2 your manifestation level. This DR is overcome by cold iron.
Stain: Whenever you touch cold iron, including being struck by a cold iron weapon, you are sickened for 1 round. Immunities don’t prevent this sickened condition, and you can’t remove it early by any means. You can attempt to hide this aversion from foes with a Bluff check opposed by their Sense Motive checks.
Cruel Deceiver
Source Horror Adventures pg. 16
You can weave magical lies to set victims up for a downfall.
Prerequisite: Manifestation level 2nd.
Gift: You gain a +2 bonus on Bluff and Disguise checks. You can use dancing lights, disguise self, and ghost sound once per day each as a spell-like ability. You can perfectly mimic the sound of any animal or voice you have ever heard. At manifestation level 3rd, the bonus doubles. At manifestation level 5th, you can use mirage arcana once per day as a spell-like ability.
Stain: You can never speak or otherwise communicate the truth. You can still communicate by various methods, such as uttering insignificant lies, obvious lies, or nonstatements.
Grim Fate
Source Horror Adventures pg. 16
You can twist the strands of fate to your desires.
Gift: Once per day as an immediate action, you can reroll an ability check, attack roll, caster level check, saving throw, or skill check after learning the result. At manifestation level 8th, you can also lay a curse of unluck upon a creature once per day. This takes a standard action, and must target a creature you can see within 30 feet.
Stain: You can’t benefit from morale bonuses. You take a –2 penalty on Perform and Sense Motive checks. At manifestation level 3rd, the penalty doubles.
Horrific Shock
Source Horror Adventures pg. 17
You can surprise a foe with overwhelming horror.
Gift: When you damage a creature on the surprise round, it becomes shaken for 1 round unless it succeeds at a Will save.
Stain: You take on a horrible appearance. You take a –2 penalty on Diplomacy, Handle Animal, and wild empathy checks against creatures who can see you. At manifestation level 3rd, the penalty doubles.
Spiteful Transformation
Source Horror Adventures pg. 17
You can transform foes into mere beasts.
Prerequisite: Manifestation level 5th.
Gift: Add 1 to the DCs of your spells and abilities that have the curse descriptor. Once per day as a standard action, you can use baleful polymorph as a spell-like ability, with a caster level equal to your character level. This counts as a curse, and the DC of any caster level check to remove it increases by 5.
Stain: You take a –2 penalty on Will saves. If you have this manifestation’s gift, using your baleful polymorph curse negates the penalty until the next day.
Undying Hatred
Source Horror Adventures pg. 17
You can’t rest while those you hate go unpunished.
Gift: Once per day, if you would die from hit point damage, instead your hit point total becomes –1 and you stabilize. This ability doesn’t work against death effects. Observers believe you to be dead unless they study you closely and succeed at a DC 25 Heal check. After 1 minute, you regain 1 hit point and regain consciousness.
Stain: When you begin your turn with a helpless foe within 5 feet of your reach, you must attempt a Will save. If you fail, you must attempt a coup de grace against that foe this round if possible. The DC of this Will save is equal to 15 + your manifestation level.
Weakening Claws
Source Horror Adventures pg. 17
Your fingernails grow into talons.
Prerequisite: Manifestation level 3rd.
Gift: Your nails grow into claw natural weapons that deal 1d3 points of damage if you’re Medium (1d2 if Small). Once per day, you can make a weakening claw attack as a standard action. If you hit, you inflict a permanent –4 penalty on the target’s Strength score. The victim can halve the penalty and reduce the duration to 24 hours with a successful Fort save.
Stain: You take a –2 penalty on Disable Device checks, Sleight of Hand checks, and attacks with manufactured weapons. Your spells with somatic or emotion components have a failure chance of 5%. If you have a spell failure chance from other sources, add the chances together.
Wish Peddler
Source Horror Adventures pg. 17
Like a fey or genie, you can twist another creature’s wishes.
Gift: Once per day as a full-round action, you can duplicate the effect of a witch spell of a spell level lower than your manifestation level. This spell cannot have a material or focus component costing more than 1 gp or a casting time longer than 1 standard action. The spell’s effect must fulfill, in part or in whole, a wish verbally stated by a humanoid creature you can hear (other than yourself).
Stain: If you cast or use a harmless spell or spell-like ability when you are in combat, you must succeed at a concentration check (DC = 20 + double the spell level) or lose the spell. This also applies to nonharmless spells you cast that target only allies. Additionally, you must attempt saves against your allies’ spells and spell-like abilities, even if they are harmless.
« 上次编辑: 2022-01-28, 周五 01:11:33 由 Shift_FK »
万象回廊 | 房规·开团公告存档·翻译&自设
Starfinder |  游戏掌控    秘术师    先锋

PF1全AP缓慢制霸中

离线 Shift_FK

  • Knight
  • ***
  • 帖子数: 482
  • 苹果币: 4
  • 长团症候群
不义(Amoral)
« 回帖 #2 于: 2021-11-21, 周日 18:08:27 »
不义(Amoral)
即使是最高贵的英雄也可能成为身体、思想或精神腐败的牺牲品,但在道德灰色水域行走的反英雄往往更容易陷入下面详述的道德败坏。

当一个正直的人为了达到他的目的而做坏事时,无论是出于偶然,由于邪恶的影响,还是由于绝望,他开始滑倒,每一个借口和理由都会使他进一步堕落到邪恶之中。
诱因(Catalyst)
这种腐化往往始于你允许邪恶的力量进入你的生活,帮助你完成一个原本崇高的目标。在帮助社区或拯救所爱之人的名义下,你可能已经与一个伪装的魅魔结盟,或者与一个黑暗势力进行了绝望的交易。

已经是中立或邪恶的角色不能获得这种腐化。

进程(Progression)
这种腐化将以实现一个重要的仁慈目标(在你获得这种腐化时确定)而采取的邪恶行动相联系作为进程,特别是当这种行动比善良行动更容易成功的时候。一个重要的目标可能是推翻一个暴君或解救一个战俘,但这要由GM来决定什么是合格的。每当你为追求你的重要目标而实施邪恶行为时,你必须尝试一个意志检定(DC=15+你的显形等级)。如果你为追求你的目标而实施的邪恶行为的数量少于你的显形等级,你也必须在任何一个月后尝试这个拯救动作。如果你失败了,你就会被一种冲动所征服,去实施一种对你的仁慈目标没有明显促进作用的肆意邪恶行为;这也会使你进入下一个腐化阶段。如果其他人阻止了这种肆意的邪恶行为,你就会摆脱这种冲动,但是未来阻止堕落进展的蓄力攻击的DC会加值2;这种加值在你每次摆脱冲动时都会叠加,但是当你到达下一个堕落阶段时,它就会重置。

为了自己的乐趣而进行肆意的邪恶行为会使腐化自动进入下一个阶段。
腐化阶段1(Corruption Stage 1):你第一次从事邪恶行为以促进你的目标,你的阵营就会向邪恶转变一步。
腐化阶段2(Corruption Stage 2):你第二次从事这种行为时,你的方向又向邪恶的方向转变,你的脸色变得病态,你的瞳孔变成了暗红色。
腐化阶段3(Corruption Stage 3):第三次参与这种行为时,邪恶的行为成为你行动的一部分,你对为实现你的目标而造成的痛苦不以为然--毕竟,这一切都是值得的。然而,你可能会因为卑鄙的行为而忽略了你最初的目的。你会成为GM控制下的一个NPC。

移除腐化(Removing the Corruption)
这种腐败很难消除,因为它部分是基于你的自我幻想。你必须首先确信你在实现你的目标方面走得太远了,即使如此,完全恢复也需要赎罪(根据赎罪术)或经历一个类似的救赎支线,缓解的可能性取决于GM的决定。
腐化显形(Manifestations)
后续内容是不义腐化的显形。

秘密交易(Clandestine Dealings)
你开始从你的敌人的方法中看到价值,这使他们感到好奇。
赠礼:当你尝试用交涉检定来影响一名不友好或敌对的生物的态度时,DC减少5.
污染:你处事方法的虚伪性开始影响到你。善良阵营的武器和伤害效果会对你造成一个额外的伤害,即使你当前的阵营是善的。(例如,如果你不邪恶,一把+1的神圣长剑会对你造成2d8+1点伤害,它会对你造成2d8+2d6+1点伤害,如同你是邪恶角色)。

证据清除者(Evidence Eraser)
你害怕你的罪行被发现,所以你以执着的热情工作来掩盖你的踪迹,尽管这使你变得偏执。
赠礼:你在掩盖或毁灭证据的唬骗检定中获得了+4的亵渎加值,在隐匿检定中也是如此。在显形等级3级时,这个加值变成了+8。
污染:你经常猜测他人的动机。如果你试图对一个没有欺骗行为的人物进行察言观色检定,你必须在DC等于15+你的显形的情况下成功,否则你就会对该人物的行为形成一些古怪的理解,把她描绘成完成你目标的障碍。

证据伪造者(Evidence Forger)
你不关心真相;你只关心 "事实 "是否支持你的议程,而且你善于使这种假话看起来是真的。
赠礼:你当试图用语言学或类似的检定来制造一个伪造的证据时,你可以掷两次骰,并使用较高的结果。你每周可以使用这个赠礼的次数与你的显形等级相等。
污染:你不再能辨别现实和合理的谎言。每当你试图用意志豁免来否定一个幻觉,或者在进行察言观色的对抗检定时,你都要掷两次骰,并采用较低的结果。

禁忌魔法(Forbidden Magic)
你发现你的魔法不足以达到你的目标,所以你开始从更黑暗的来源中汲取能量。
先决条件:显形等级3
赠礼:当你成为一个伤害性或治疗性法术的目标时,在伤害或治疗投掷之前,你可以选择少受一个骰子的伤害(对于一个伤害性法术)或增加一个骰子的治疗(对于一个治疗性法术)。
污染:每次你使用禁忌魔法的赠礼时,你必须成功地进行一次意志豁免(DC=15+你的显形等级),否则你将进入下一个腐化阶段。

高等秘密交易(Greater Clandestine Dealings)
恶魔已经注意到了你动摇的信仰,他们试图引诱你
先决条件:显形等级3,秘密交易
赠礼:秘密交易的好处也适用于邪恶的异界生物,无论他们最初的态度如何。此外,这样的异界生物总是愿意提供交易,无论他们是正常遇到的还是被位面誓缚或类似的方法所召唤。
污染:就具有基于阵营的效果的法术而言,你被视作邪恶生物。

过人恨意(Overwhelming Hate)
你无法忍受那些反对你目标的人--这种想法让你热血沸腾。
先决条件:显形等级6
赠礼:每天一次,你可以宣布一个敌人对你的目标构成威胁,这令你在对该敌人的伤害骰上加上你的显形等级作为加值。在显形等级8级时,这种额外的伤害加值会翻倍。
污染:当你在达成目标的过程中遇到重大挫折时(由GM决定),你必须尝试一次意志豁免(DC=15+你的显形等级)。如果失败,你会在接下来的几天内试图对你认为负有责任的一方进行报复,并且你的腐化会发展到下一个阶段。

自大狂怒(Self-Righteous Fury)
你对被骚扰的愤怒是无止境的,你有时会滑向暴力的狂暴。
先决条件:显形等级6
赠礼:每天三次,你可以获得狂暴术法术的好处,施法者等级与你的显形等级相等。在显形等级8级时,只要你的狂暴术仍在持续,你还能获得加速术法术的好处。
污染:你的脾气很难控制。每当你的属性检定或技能检定失败5或更多时,你必须成功地进行一次意志豁免(DC=15+你的显形等级),否则你会立即向一个参与其中的生物或物体(如果有多个目标则随机决定)发难,用武器攻击它或以其他方式试图伤害它。你不会被强迫继续攻击目标。

反社会骗子(Sociopathic Liar)
你已经变得非常善于编造谎言,以至于别人几乎无法理解你的真实动机。
赠礼:每当你试图用唬骗检定来说谎时,你在检定中获得+4的加值。在显形等级3级时,这个加值增加到+8。
污染:每当你说真话时,如果有生物试图进行察言观色检定,无论检定的结果为何,该生物都会怀疑你在说谎。

众叛亲离(Sudden Betrayal)
你的盟友从不怀疑你会在瞬间背叛他们,如果他们妨碍了你的话。
先决条件:显形等级6。
赠礼:当你对你的盟友发起战斗时,每名盟友都会在正常轮的第一轮内恍惚。
污染:在施展不直接影响目标的能力与效果时,你不把任何其他生物视作盟友(除此显形的赠礼以外)。

剧透 -  原文:
Amoral Corruption
Source Antihero's Handbook pg. 20
While even the noblest heroes can fall victim to corruption of body, mind, or spirit, antiheroes who tread ethically gray waters are often at higher risk of losing themselves to the moral decay detailed below.

When an otherwise upstanding person turns to evil deeds to achieve his goals—whether by accident, due to sinister influence, or through desperation—he begins to slip, every excuse and justification furthering his descent into evil.
Catalyst
This corruption often begins when you allow an evil force into your life to help you accomplish an otherwise noble goal. In the name of helping a community or saving a loved one, you may have fallen in league with a disguised succubus or made a desperate deal with a dark power.

Characters wh0 are already neutral or evil cannot gain this corruption.
Progression
The progression of this corruption is tied to evil actions taken to achieve a significant benevolent goal (identified when you gain this corruption), especially when such actions provide an easier road to success than good actions. A significant goal might be deposing a tyrant or rescuing a prisoner of war, but it is up to the GM to determine what qualifies. Whenever you commit an evil act in pursuit of your significant goal, you must attempt a Will saving throw (DC = 15 + your manifestation level). You must also attempt this saving throw after any month in which the number of evil acts you performed in pursuit of your goal is less than your manifestation level. If you fail any of these saving throws, you are overcome with the urge to commit a wantonly evil act that does not significantly advance your benevolent goal; this also causes you to progress to the next corruption stage. If others prevent this wantonly evil act, you shake off this urge, but the DC of future saving throws to prevent the corruption’s progress increases by 2; this increase stacks each time you shake off the urge, but it resets when you reach the next corruption stage.

Performing a wantonly evil action for your own enjoyment automatically progresses the corruption to the next stage.

Corruption Stage 1: The first time you engage in an evil act to further your goal, your alignment shifts one step toward evil.

Corruption Stage 2: The second time you engage in such an act, your alignment shifts another step toward evil, you take on a sickly pallor, and your pupils turn dark red.

Corruption Stage 3: The third time you engage in such an act, evil behavior becomes a casual part of your actions and you think nothing of the suffering caused to bring about your goals—after all, it will be worth it. However, you might lose sight of your original purpose in favor of mean-spiritedness. You become an NPC under the GM’s control.
Removing the Corruption
This corruption is difficult to remove, since it is based in part on your self-delusions. You must first be convinced that you are going too far to achieve your goal, and even then, full recovery requires atoning (as per atonement) or going through a similar redemptive arc, with the potential of remission subject to the GM’s discretion.
Manifestations
The following are manifestations of the amoral corruption.
Clandestine Dealings
Source Antihero's Handbook pg. 20
You begin to see the value in the methods of your enemies, and this intrigues them.
Gift: When you attempt a Diplomacy check to influence the attitude of an unfriendly or hostile creature, the DC is reduced by 5.
Stain: The hypocrisy of your methods begins to catch up with you. Good-aligned weapons and damaging effects deal one additional die of damage to you, even if your current alignment is good. (For example, a +1 holy longsword deals 2d8+1 points of damage to you if you are not evil, and it deals 2d8+2d6+1 points of damage to you if you are evil.)
Evidence Eraser
Source Antihero's Handbook pg. 21
You fear discovery of your crimes, so you work with obsessive zeal to cover your tracks, though this makes you paranoid.
Gift: You gain a +4 profane bonus on Bluff checks to obscure or destroy evidence, as well as on Stealth checks. At manifestation level 3rd, this bonus becomes +8.
Stain: You constantly second-guess the motives of others. If you attempt a Sense Motive check against a character who is not being deceptive, you must succeed against a DC equal to 15 + your manifestation level or you form some outlandish theory about the character’s behavior that paints her as an obstacle to accomplishing your goal.
Evidence Forger
Source Antihero's Handbook pg. 21
You don’t care about truth; you care only that the “facts” support your agenda, and you are adept at making such falsehoods seem true.
Prerequisite: Manifestation level 3rd, evidence eraser.
Gift: When attempting a Linguistics or similar check to create a forged piece of evidence, you can roll twice and use the higher result. You can use this gift a number of times per week equal to your manifestation level.
Stain: You can no longer discern between reality and a plausible lie. Whenever you attempt either a Will saving throw to disbelieve an illusion or an opposed Sense Motive check, you roll twice and take the lower result.
Forbidden Magic
Source Antihero's Handbook pg. 21
You find your magic to be insufficient for reaching your goal, so you begin to draw from darker sources.
Prerequisite: Manifestation level 3rd.
Gift: When you are the target of a damaging or healing spell, before the damage or healing is rolled, you can choose to take one fewer die of damage (for a damaging spell) or add one die of healing (for a healing spell).
Stain: Each time you use forbidden magic’s gift, you must succeed at a Will saving throw (DC = 15 + your manifestation level) or you progress to the next corruption stage.
Greater Clandestine Dealings
Source Antihero's Handbook pg. 21
Fiends have taken notice of your wavering beliefs, and they seek to entice you.
Prerequisite: Manifestation level 3rd, clandestine dealings.
Gift: The benefits of clandestine dealings also apply to evil outsiders, regardless of their initial attitude. Furthermore, such outsiders are always willing to offer bargains, whether they are encountered normally or called by planar binding or similar methods.
Stain: You count as evil for the purposes of spells that have alignment-based effects.
Overwhelming Hate
Source Antihero's Handbook pg. 21
You cannot abide those who would oppose your goals—the very thought makes your blood boil.
Prerequisite: Manifestation level 6th.
Gift: Once per day, you can declare an enemy to be a threat to your goal, allowing you to add your manifestation level as a bonus on damage rolls against that enemy. At manifestation level 8th, this extra damage is doubled.
Stain: When you encounter a significant setback in reaching your goal (as determined by the GM), you must attempt a Will saving throw (DC = 15 + your manifestation level). On a failure, you attempt to take revenge on the party you consider responsible within the next few days, and your corruption progresses to the next stage.
Self-Righteous Fury
Source Antihero's Handbook pg. 21
Your fury at being vexed knows no bounds, and you sometimes slip into violent rages.
Prerequisite: Manifestation level 6th.
Gift: Three times per day, you can gain the benefits of the rage spell with a caster level equal to your manifestation level. At manifestation level 8th, you also gain the benefits of the haste spell for as long as your rage lasts.
Stain: Your temper is difficult to control. Whenever you fail an ability check or skill check by 5 or more, you must succeed at a Will saving throw (DC = 15 + your manifestation level) or you immediately lash out at a creature or object involved in the situation (determined randomly if there are multiple targets), attacking it with a weapon or otherwise attempting to damage it. You are not compelled to continue attacking the target.
Sociopathic Liar
Source Antihero's Handbook pg. 21
You have become so adept at spinning mistruths that it becomes nearly impossible for others to understand your true motives.
Gift: Whenever you attempt a Bluff check to lie, you gain a +4 bonus on the check. At manifestation level 3rd, this bonus increases to +8.
Stain: Whenever you are telling the truth and a creature attempts a Sense Motive check, the creature suspects you are lying regardless of the check’s result.
Sudden Betrayal
Source Antihero's Handbook pg. 21
Your allies never suspect that you will betray them in an instant if they get in your way.
Prerequisite: Manifestation level 6th.
Gift: When you initiate combat against your allies, each one is staggered for the first normal round of combat.
Stain: You don’t count other creatures as allies for the purposes of abilities and effects that don’t directly target them (excluding the gift of this manifestation)..

« 上次编辑: 2021-11-22, 周一 01:41:23 由 Shift_FK »
万象回廊 | 房规·开团公告存档·翻译&自设
Starfinder |  游戏掌控    秘术师    先锋

PF1全AP缓慢制霸中

离线 Shift_FK

  • Knight
  • ***
  • 帖子数: 482
  • 苹果币: 4
  • 长团症候群
底栖魔鱼(Aboleth)
« 回帖 #3 于: 2021-11-21, 周日 18:08:29 »
底栖魔鱼(Aboleth)
面纱大师(veiled master)们长期以来控制着内海地区政治舞台上无数的仆从。
诱因(Catalyst)
邪恶而骇人的底栖魔鱼帝国特工对你进行了洗脑。

进程(Progression)
每当你有机会收集对政治阴谋有价值的情报或与你的洗脑者的具体利益有关的情报(由GM决定)时,你必须尝试一次意志豁免(DC=15+你的纤细等级)。若失败,你陷入晕厥(black out),当你在下周内有一次最好的机会不被发现的情况下获取信息时,你无意中试图获取信息。你是否能做到这一点取决于GM的判断和你的能力,但是如果获取信息显然超出了你的能力范围,你可以转而努力破坏情报周围的防御系统,这样你或其他被腐化的特工就可以在以后尝试获取信息。如果你成功了,你就能抵制住这种意外的冲动,但是未来对你的腐化进程豁免的DC会增加2。每当你为协助你的底栖魔鱼主人做出重大牺牲,或者以伤害无辜者的方式推进其议程时,你的腐化就会进展。

腐化阶段1(Corruption Stage 1):在你第一次执行这样的行动时,你发现你很难对自己的动机进行质问。在调查你的腐败行为时,你的技能检定会受到-2的罚值,而且你的阵营会向守序邪恶转变一步。
腐化阶段2(Corruption Stage 2):当你第二次进行这样的行为时,上述技能检定的罚值增加一倍,并且你的阵营会变成守序邪恶。
腐化阶段3(Corruption Stage 3):第三次进行这样的行为时,你就会成为GM控制下的面纱大师们的一个自愿的棋子。

移除腐化(Removing the Corruption)
通过心灵上的调理可以逆转底栖魔鱼腐化,但只有在详细了解被植入的议程之后才能做到。
腐化显形(Manifestations)
后续内容是底栖魔鱼腐化的显形。

无底心智(Fathomless Psyche)
你的记忆变得越来越不可靠。
赠礼:你的头脑中包含了一些空白区域,这些空白对接触它的人来说是个陷阱。你在对抗心灵影响的效果时,在意志豁免中获得+2的加值。任何读到你的想法或情绪的人必须成功通过一次意志豁免,否则会陷入困惑一回合。一个生物每24小时只能被你的无底心智影响一次。
污染:你的赠礼所带来的加值在你对抗底栖魔鱼和他们的同类(包括那些被他们腐化过的人)的意志豁免中改为-2的罚值。

健忘(Forgettable)
你的心智在觉醒时烧掉所有关于你过往的记忆。
先决条件:显形等级6
赠礼:你获得了每天一次以类法术能力使用瞬发隐藏存在(hidden presence)UI的能力。在腐化阶段2,你每天可以使用这个能力两次,在腐化阶段3,每天最多可以使用三次。

污染:人们觉得你令人毛骨悚然,但无法解释原因。活物在用以注意到你或看穿你唬骗的察觉和察言观色检定中获得+4的士气加值。

莫名幻景(Inexplicable Illusions)
你的谎言扭曲了你周围的世界。
先决条件:显形等级5
赠礼:每天一次,你可施展幻听错觉(Auditory Hallucination)UI或者幻景(hallucinatory terrain)来显现一场幻象。显形等级7时,你能选择通过海市蜃楼(Mirage Arcana)长驻幻影 (Persistent Image)创造你的幻象。显形等级9时,你能选择预置幻影(Programmed Image) 或隐匿之纱  (Veil) 。不管你选择使用上述哪种方式,你每日只能以此能力创造一次幻象。该能力的幻象豁免DC等于10+你的显形等级+法术环位。【译注:上述能力推测均为类法术能力】
污染:你不能与任何人讨论你的底栖魔鱼腐化,无论是口头上的还是其他方式,除非你成功地进行了一次意志豁免。你每天可以尝试一次这个豁免。另外,底栖魔鱼和和他们的族群对你的幻觉免疫。

可塑躯壳(Malleable Flesh)
你扭曲的躯壳已然习惯了你的谎言。
先决条件:显形等级3
赠礼:花费10分钟进行专注,你的肉体开始重新排列,如同变身术(alter self)一般。显形等级5时,你可使用此能力来扮演特定个体的外形。显形等级7时,该能力如同类人形态 I (Monstrous Physique I)
污染:改变你的肉体的过程是痛苦的,你在专注进行改变时和这之后的10分钟内会陷入恶心。

七窍玲珑(Porous Mind)
你的心智开了窍。
先决条件:显形等级2
赠礼:你在凝神聆听时能听见他人的心声。当你在对一名生物读空气(get a hunch)成功通过察言观色检定时,你可以一个标准动作使用侦测忧虑(detect anxieties)UI, 侦测欲望(detect desires)UI, 侦测思想(detect thoughts)或者感知疯狂(sense madness)HA(读取所有信息需要三轮专注)。显形等级6时,你能使用心灵感应与30尺内与你拥有同种语言的生物交流。
污染:持续的精神噪音使你很难保持专注。在你用任何预言法术或效果(包括这个显形)了解一个生物的信息后的1小时内,你的专注和知识检定受到-4的罚值。

超凡游说(Overwhelming Hate)
你的洗脑言论就像流行病一样。
先决条件:显形等级3
赠礼:每天一次,你当你对一个目标进行唬骗、交涉或威吓检定并成功时,你可以以一个整轮动作在你的谈话中编织一个暗示,如同暗示术。显形等级5时,你可以改为使用篡改记忆。显形等级9时,你可以改为使用支配人类
污染:底栖魔鱼和他们的族群可以通过专注来读取你的表面想法;成功的意志豁免可以免除这种侵入。底栖魔鱼或相关的生物每天可以在任何范围内向任何目前被你的心灵影响效果控制的人发出一个暗示术,如果命令发生冲突,则自动推翻你的控制。

技能调控(Skill Conditioning)
你拥有你不曾学过的技能。
赠礼:你能说并理解邪灵语。选择一项技能,你在该技能中视作拥有等同于你HD的技能等级并且该技能对你而言是一项本职技能。显形等级5时,你可以增加第二项技能,使其技能等级等同于你的HD。
污染:你的思维工作方式对凡人来说是令人不安的异类。你对非异怪生物的交涉和察言观色检定受到-4的罚值。

陆地世界的叛徒(Traitor to the Surface World)陆奸?
阳光下的世界对你来说已经变得陌生。
赠礼:到了水里,就像到了家里一样,只要你正在游泳,你就会在先攻检定、反射豁免和所有基于敏捷的技能检定中获得+2的加值。你在游泳检定中获得+4的加值。
污染:你的皮肤对干燥非常敏感。当你不在水下时,你的攻击骰和强韧豁免受到-1罚值;当你在24小时内没有在水下呆上至少1小时,该罚值增加1,至多在离开水4天后达到最大的-4罚值。

无意识议程(Unconscious Agenda)
你可以压制侵入性的记忆或想法。
赠礼:每天一次,以一个直觉动作,当你成为一个允许你进行豁免的胁迫效果的对象时,你可以选择在骰豁免骰后、宣布结果前将其重骰1次。显形等级4时,你每日可使用两次本能力,显形等级5时,你每日可使用三次本能力,但你不能使用本能力重骰已经被本能力重骰过的骰子。
污染:你变得更容易受到异怪的精神影响,并且在对抗来自异怪的胁迫效果时受到-2的罚值。你仍然可以使用你的重掷能力来对付这种救豁免,但是-2的罚值适用于你所有的骰值。

剧透 -  原文:
Aboleth Corruption
Source Horror Realms pg. 54
The veiled masters have long controlled countless minions in the Inner Sea region’s political arenas.
Catalyst
Sinister agents of the eldritch aboleth empire have brainwashed you.
Progression
Whenever you have the opportunity to gather intelligence valuable in political intrigue or relevant to the specific interests of your brainwasher (GM’s discretion), you must attempt a Will saving throw (DC = 15 + your manifestation level). Failure means you black out and unwittingly attempt to seize the information when you have the best chance to do so undetected in the next week. Whether or not you manage to do so depends on the GM’s discretion and your abilities, but if obtaining the information is obviously beyond your means, you may instead work to undermine the defenses surrounding the intelligence so you or another corrupted agent can attempt to gain the information at a later date. If you succeed at this saving throw, you resist the unexpected urge, but the DC of future saving throws against your corruption's progression increases by 2. This increase is cumulative, but it reverses when you fail the saving throw or your corruption progresses. Whenever you make a significant sacrifice to assist your aboleth master or advance its agenda in a way that harms innocents, your corruption progresses.
Corruption Stage 1: The first time you perform such an action, you find it harder to question your own motives. You take a –2 penalty on skill checks made to investigate your corruption, and your alignment shifts one step toward lawful evil.
Corruption Stage 2: The second time you perform such an act, the skill check penalty doubles, and your alignment becomes lawful evil.
Corruption Stage 3: The third time you perform such an act, you become a willing pawn to the veiled masters under the GM’s control.
Removing the Corruption
Psychic conditioning can reverse aboleth corruption, but only if the implanted agenda is understood in detail.
Manifestations
The following are manifestations of the aboleth corruption.
Fathomless Psyche
Source Horror Realms pg. 54
Your memory becomes increasingly unreliable.
Gift: Your mind contains gaps that serve as traps to those who contact it. You gain a +2 bonus on Will saving throws against mind-affecting effects. Anyone who reads your thoughts or emotions must succeed at a Will saving throw or become confused for 1 round. A creature can only be affected by your fathomless psyche once every 24 hours.
Stain: The bonus from your gift becomes a –2 penalty to Will saving throws against aboleths and their kind (including those they have corrupted).
Forgettable
Source Horror Realms pg. 54
Your psychic wake burns away all memory of your passing.
Prerequisite: Manifestation level 6th.
Gift: You gain the ability to use hidden presence as a quickened spell-like ability once per day. You can use this ability twice per day at corruption stage 2, and up to three times a day at corruption stage 3.
Stain: People find you creepy but can’t explain why. Living creatures gain a +4 morale bonus on Perception and Sense Motive checks to notice you or to see through your Bluff checks.
Inexplicable Illusions
Source Horror Realms pg. 54
Your lies distort the world around you.
Prerequisite: Manifestation level 5th.
Gift: Once per day, you can manifest an illusion via either audiovisual hallucination or hallucinatory terrain. At manifestation level 7th, you can also choose to create your illusion via mirage arcana or persistent image. At manifestation level 9th, you can choose programmed image or veil. Regardless of your options, you can only create one illusion per day via this ability. The save DC for these illusions is equal to 10 + your manifestation level + the spell’s level.
Stain: You cannot discuss your aboleth corruption with anyone, whether verbally or by other means, unless you succeed at a Will saving throw. You can attempt this saving throw once per day. Aboleths and their kin are immune to your illusions.
Malleable Flesh
Source Horror Realms pg. 54
Your body twists to conform to your deceptions.
Prerequisite: Manifestation level 3rd.
Gift: With 10 minutes of concentration, your flesh takes on a new arrangement, as per alter self. At manifestation level 5th, you can use this ability to assume the shape of a specific individual. At manifestation level 7th, this ability also functions as monstrous physique I.
Stain: The process of shifting your flesh is painful, and you are sickened while concentrating on making the change and for 10 minutes afterward.
Porous Mind
Source Horror Realms pg. 54
Your mind is full of holes.
Prerequisite: Manifestation level 2nd.
Gift: You can hear the thoughts of others when you listen closely. Whenever you succeed at a Sense Motive check to get a hunch about a creature, you can attempt to read that creature’s mind as if using detect anxieties, detect desires, detect thoughts, or sense madness as a standard action (revealing all the information from 3 rounds of concentration). At manifestation level 6th, you can communicate telepathically with anyone within 30 feet who shares a language with you.
Stain: The constant psychic noise makes it hard for you to stay focused. For 1 hour after you learn information about a creature with any divination spell or effect (including this manifestation), you take a –4 penalty on concentration and Knowledge checks.
Preternatural Persuasion
Source Horror Realms pg. 55
Your brainwashing is contagious.
Prerequisite: Manifestation level 3rd.
Gift: Once per day, when you succeed at a Bluff, Diplomacy, or Intimidate check against a target, you can weave a suggestion, as per the spell, into your conversation as a full-round action. At manifestation level 5th, you can instead use modify memory. At manifestation level 9th, you can instead use dominate person.
Stain: Aboleths and their kin can read your surface thoughts by concentrating; a successful Will saving throw negates this intrusion. An aboleth or related creature can issue a suggestion once per day at any range to anyone whose actions are currently controlled by your mind-affecting effects, automatically overriding your control if the orders conflict.
Skill Conditioning
Source Horror Realms pg. 55
You have skills you do not remember learning.
Gift: You speak and understand Aklo. Choose a skill. You are treated as having ranks equal to your Hit Dice in that skill and it is a class skill for you. At manifestation level 5th, you can add a second skill with ranks equal to your Hit Dice.
Stain: Your mind works in ways that are unsettlingly alien to mortals. You take a –4 penalty on Diplomacy and Sense Motive checks against nonaberrations.
Traitor to the Surface World
Source Horror Realms pg. 55
The world of sunlight has grown foreign to you.
Gift: You feel at home in the water, and as long as you are swimming you gain a +2 bonus on initiative checks, Reflex saving throws, and all Dexterity-based skill checks. You gain a +4 bonus on Swim checks.
Stain: Your skin is painfully sensitive to dryness. You take a –1 penalty on attack rolls and Fortitude saving throws when you are not underwater; this penalty increases by 1 for every 24 hours you go without spending at least 1 hour underwater, to a maximum penalty of –4 after 4 days spent out of water.
Unconscious Agenda
Source Horror Realms pg. 55
You can suppress intrusive memories or thoughts.
Gift: As an immediate action once per day, when you are subjected to any compulsion effect that allows a saving throw, you can choose to reroll that saving throw after you roll but before you learn the results of your first roll. You can use this ability twice per day at manifestation level 4th, and three times per day at manifestation level 5th, but never more than once per saving throw attempt.
Stain: You become more vulnerable to mental influence from aberrations and take a –2 penalty on saving throws against compulsions from aberrations. You can still use your reroll ability against such saving throws, but the –2 penalty applies to all of your rolls.
« 上次编辑: 2023-09-10, 周日 21:55:13 由 Shift_FK »
万象回廊 | 房规·开团公告存档·翻译&自设
Starfinder |  游戏掌控    秘术师    先锋

PF1全AP缓慢制霸中

离线 Shift_FK

  • Knight
  • ***
  • 帖子数: 482
  • 苹果币: 4
  • 长团症候群
尸鬼化(Ghoul)
« 回帖 #4 于: 2021-11-21, 周日 18:08:31 »
尸鬼化(Ghoul)
对鲜活血肉的渴望与日俱增,直到每一个有知觉的生物在你眼中都不过是一顿美餐。
诱因(Catalyst)
尸鬼化腐化通常源于绝望的食人行为,例如通过吃掉死去的朋友而在濒死体验中幸存下来。在从食尸鬼热中恢复后,你可能会感染食尸鬼腐败,特别是如果你死于这种疾病,但在转变为食尸鬼之前从死亡中被复活。

进程(Progression)
每个星期,你需要从一名活物身上吃一份血肉。比你小一个体型的生物算一份,和你体型相当的生物算四份,大一个体型的生物算16份。来自巨大或更大的生物的多余的肉很快就会变质,以至于无法在一周内全部吃完。一周后,如果你还没有吃够肉,你必须每天成功地进行一次意志豁免(DC=15+你的显形等级),直到你吃够为止。如果你豁免失败,下次你休息时,你的腐化就会接管你的行动,你会无意识地猎食,完全吞噬一个有生命的生物。在这种状态下,你无法区分不同的生物,可能会吞噬一个无辜的人;如果你这样做了,你的腐化会发展到下一个阶段。

如果环境使你无法进食(例如你被绑住或在一个没有东西可以进食的地方),你就会开始饥饿,就像你已经3天没有进食一样,你会继续渴望血肉,挣扎着去逃跑、去进食,直到你从有生命的生物那里得到五倍于你通常需要的血肉。如果你的盟友能够限制你的行动并给你喂食有生命的生物的血肉,你的腐化就不会发展。然而,对你腐化进行的意志豁免的DC会增加2。这些增加在每次发生时都会叠加,并且会持续到你的腐化达到下一个堕落阶段。

除了饥饿之外,与死亡的亲密接触也会增加你对肉体的渴望。每当你的生命值降到0以下时,你必须尝试一次豁免,就像你那周没有吃够肉一样。
腐化阶段1(Corruption Stage 1):一旦你以无辜的有生命的生物为食——无论是自愿的还是因为你的豁免失败——你的阵营就会向邪恶的方向转变一阶,侦测不死生物的法术会感应到你,尽管它们返回的奇特结果通知施法者你仍然是个活物。其他的法术和效果不会把你当作不死生物。
腐化阶段2(Corruption Stage 2):第二次,你的阵营又向邪恶的方向转变一阶,你会如同你的生物类型是不死生物一样(包括像破敌和宿敌职业特性的效果)而受到法术和能力的影响。这并不赋予你作为不死生物的任何免疫,也不使你对针对活物的效果免疫,或改变负能量和正能量对你的影响。
腐化阶段3(Corruption Stage 3):第三次,你会成为GM控制下的一个NPC食尸鬼。

移除腐化(Removing the Corruption)
摆脱尸鬼化腐化通常需要禁食,与可能引起你饥饿的生物隔离,并为导致腐化的行为赎罪(如同赎罪术)。
腐化显形(Manifestations)
后续内容是尸鬼化腐化的显形。

食脑者(Brain Eater)
吞噬大脑将会传授你知识。
先决条件:显形等级5,咬牙切齿
赠礼:如果你吃了一个智力属性为3或更高的生物的大脑,你在该生物拥有等级的所有技能检定中获得+2的内在加值,持续1小时。进食一个大脑是一个全回合动作,目标必须是死亡或无助的。如果目标是活的,你可以尝试用咬牙切齿的方式吃掉它的大脑作为CDG,但只有当你的尝试导致受害者死亡时,你才能获得加值。
污染:你在抵抗尸鬼化腐化的过程中会受到-4的罚值。

尸化盔甲(Corpse Armor)
你的肉体具有不自然的韧性。
赠礼:你在天生护甲上获得+2加值。显形等级5时,该加值增加1。
污染:你的肉体像尸体一样粘稠,这使你的感官变得迟钝,并使你难以移动。你的敏捷属性受到-2的罚值。

疫病啮咬(Diseased Bite)
你的啮咬带有一种糟糕的疾病。
先决条件:显形等级4,咬牙切齿
赠礼:被你的啮咬伤害到的生物必须通过一个强韧豁免检定,否则,感染食尸鬼热疫。一名死于食尸鬼热疫的生物会在下一个午夜转变为一只食尸鬼。
污染:你的身体难以抵抗疾病。你在对抗疾病的强韧豁免中承受-4罚值。

咬牙切齿(Gnashing Bite)
你的下巴能够大大张开,你的牙齿变得尖锐无比。
先决条件:显形等级3
赠礼:你获得一次啮咬攻击作为一个主要天生武器。这次啮咬在你为中体型时造成1d6点伤害(小体型时1d4)。
污染:你的舌头变长且呈蛇形。你的魅力属性会受到-2的罚值。

高等麻痹(Greater Paralysis)
你的麻痹之触更加强劲。
先决条件:显形等级7,麻痹,撕裂之爪,恍惚之爪
赠礼:如果一名生物在对抗你的麻痹显形的豁免中失败,他麻痹1d4回合,而不是1回合。精灵对这个效果免疫。
污染:你与负能量有着如此强烈的联系,以至于你对它的对立面极为反感。每当你受到正能量伤害是,你陷入惊惧1轮。

高等墓穴恶臭(Greater Stench of the Grave)
你身上的气味令人难以忍受。
先决条件:显形等级6,尸化盔甲,墓穴恶臭。
赠礼:如果一名生物在对抗你的墓穴恶臭显形的豁免中失败,他会反胃1轮,在此之后,再恶心1d6轮。一旦他因此效果而陷入反胃,他就会在1小时内不再因你的恶臭而陷入反胃。一名成功通过上述豁免的生物在24小时内免疫你的恶臭产生的恶心或反胃效果。
污染:你散发出的恶臭如此强烈,以至于你几乎不可能与他人交流。具有嗅觉的生物完全拒绝与你交流,如同你自动在对活物的交涉和驯养动物的检定中失败,即使你不曾尝试。

麻痹(Paralysis)
被你的爪子划伤会使生物陷入无助。
先决条件:显形等级6,撕裂之爪,恍惚之爪
赠礼:当你对一名活物确认重击时,他必须成功通过一次强韧豁免检定,否则陷入麻痹1轮。精灵免疫该效果。
【译注:此处猜测,应为使用爪抓确认重击】
污染:你开始对负能量免疫。当你被引导能量、治愈法术和伤害法术(inflict spells)影响时,你被视作不死生物。

撕裂之爪(Rending Claws)
你长出了邪恶的爪子,非常适合从剔骨剥肉。
赠礼:你获得两次爪抓作为主要天生武器。这些爪抓在你为中体型时造成1d4点伤害(小体型时1d3)。
污染:你在使用人造武器的攻击与所有远程攻击的检定中承受-2罚值。

恍惚之爪(Staggering Claws)
你的接触攻击会削去受害者的肌肉。
先决条件:显形等级4,撕裂之爪
赠礼:每天每显形等级次,你可以用标准动作发起一次恍惚之爪攻击【译注:此处未说明为何种攻击,根据描述猜测为近战接触攻击】。如果命中,目标生物需成功进行一次强韧豁免检定,否则陷入恍惚,恍惚轮数等同于你显形等级的1/2。
污染:你的手上长满了脓包和水泡,饥饿感开始吞噬你的情感。你在进行远程攻击和使用人造武器攻击时承受的罚值增加到-4。当你的法术含有姿势或情绪成分时,其失败率为5%。在于你从其它来源获得的法术失败率相叠加(例如,你穿着皮甲并施放奥术法术,你将有15%的法术失败几率)。

墓穴恶臭(Stench of the Grave)
你的身体散发出腐烂的恶臭。
先决条件:尸化盔甲
赠礼:你散发出腐败的灵光。当一名生物在开始回合时与你相邻,他陷入1d6轮的恶心,除非他成功通过一次强韧豁免。一名在上述豁免中成功的生物在24小时内不受你的恶臭的影响。显形等级5时,这个灵光扩展到10尺范围。
污染:你发出的腐烂臭味让具有灵敏嗅觉的生物能从两倍的距离注意到你,并使你极难伪装自己。任何有嗅觉的生物对你的起始态度都会降低一级。你超自然的气味不受消除气味APG法术的影响。
特殊:在获得此显形时,即使应用了实用腐化与恶劣腐化变体,你也必须同时获得该显形的赠礼与污染。

剧透 -  原文:
Ghoul Corruption
Source Horror Adventures pg. 20
A hunger for the flesh of the living grows more every day, until every sentient creature seems no more than a meal.
Catalyst
Ghoul corruption commonly stems from desperate cannibalism, such as surviving a near-death experience by eating friends who perished. You might contract ghoul corruption after recovering from ghoul fever, especially if you died from the disease but were raised from the dead before rising as a ghoul.
Progression
Each week, you need to consume one portion of flesh from a sentient creature. A creature one size category smaller than you counts as one portion, a creature of your size category counts as four portions, and a creature one size larger counts as 16 portions. The extra meat from Huge or larger creatures spoils quickly enough that it can’t all be consumed within a week. After a week, if you haven’t consumed enough flesh, you must succeed at a Will saving throw (DC = 15 + your manifestation level) each day until you’ve eaten enough. If you fail the save, the next time you rest your corruption takes over and you unconsciously hunt and feed, devouring a living sentient creature completely. In this state, you can’t differentiate between creatures and might consume an innocent; if you do so, your corruption progresses to the next stage.

If circumstances make it impossible to feed (such as if you are tied down or in a locale with nothing to feed upon), you start to starve as if you had not eaten in 3 days, and you continue to hunger for flesh and struggle to escape and feed until you have received five times the amount of flesh from sentient creatures you normally require. If your allies are able to restrain and feed you flesh from sentient creatures, your corruption doesn’t progress. However, the DC of the Will save against your corruption progressing increases by 2. These increases stack each time this occurs, and they last until your corruption reaches the next corruption stage.

In addition to starvation, close brushes with death also increase your craving for flesh. Whenever you are dropped below 0 hit points, you must attempt a single saving throw as if you hadn’t eaten enough flesh that week.
Corruption Stage 1: Once you feed on an innocent sentient creature—either willingly or because you failed a saving throw—your alignment shifts one step toward evil and spells that detect undead sense you, though the peculiar result they return informs the caster that you’re still a living creature. Other spells and effects don’t treat you as undead.
Corruption Stage 2: The second time, your alignment shifts another step toward evil and you are affected by spells and abilities as if your creature type were undead (including effects like bane and the favored enemy class feature). This doesn’t grant you any of the immunities of being undead, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you.
Corruption Stage 3: The third time, you become an NPC ghoul under the GM’s control.
Removing the Corruption
Getting rid of the ghoul corruption typically requires fasting, isolation from creatures that could incite your hunger, and atoning (as per atonement) for the acts that led to the corruption.
Manifestations
The following are manifestations of the ghoul corruption.
Brain Eater
Source Horror Adventures pg. 20
Devouring brains imparts knowledge to you.
Prerequisite: Manifestation level 5th, gnashing bite.
Gift: If you eat the brain of a creature with an Intelligence score of 3 or higher, you gain a +2 insight bonus on all skill checks in which the creature possessed ranks for 1 hour. Eating a brain is a full-round action, and the target must be dead or helpless. If the target is alive, you can attempt to eat its brain as a coup de grace attack with your gnashing bite, but you gain the bonus only if your attempt results in the victim’s death.
Stain: You take a –4 penalty on saves to resist ghoul corruption.
Corpse Armor
Source Horror Adventures pg. 20
Your flesh is unnaturally tough.
Gift: You gain a +2 bonus to your natural armor. At manifestation level 5th, this bonus increases by 1.
Stain: Your flesh’s corpselike consistency deadens your sensations and makes it harder for you to move. You take a –2 penalty to your Dexterity score.
Diseased Bite
Source Horror Adventures pg. 20
Your bite carries a terrible disease
Prerequisite: Manifestation level 4th, gnashing bite.
Gift: Creatures damaged by your bite attack must succeed at a Fortitude save or contract ghoul fever. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight, as described in the ghoul fever entry.
Stain: Your body has a difficult time fighting off diseases. You take a –4 penalty on Fortitude saves to resist diseases.
Gnashing Bite
Source Horror Adventures pg. 20
Your jaw can unhinge and your teeth grow to sharp points.
Gift: You gain a bite attack as a primary natural weapon. This bite deals 1d6 points of damage if your size is Medium (1d4 if Small).
Stain: Your tongue grows long and serpentine. You take a –2 penalty to your Charisma score.
Greater Paralysis
Source Horror Adventures pg. 21
Your paralyzing touch is even stronger.
Prerequisite: Manifestation level 7th, paralysis, rending claws, staggering claw.
Gift: A creature that fails its save against your paralysis manifestation is paralyzed for 1d4 rounds instead of 1 round. Elves are immune to this effect.
Stain: Your connection to negative energy is so intense you recoil from its anathema. Whenever you take damage from a positive energy source, you are frightened for 1 round.
Greater Stench of the Grave
Source Horror Adventures pg. 21
The smell surrounding you becomes overwhelming.
Prerequisite: Manifestation level 6th, corpse armor, stench of the grave.
Gift: Creatures that fail their saves against your stench of the grave manifestation become nauseated for 1 round before being sickened for 1d6 rounds. Once they have become nauseated in this way, they are immune to the nausea effect of your stench for 1 hour. A creature that succeeds at its save becomes immune to both your stench’s nausea and sickened conditions for 24 hours.
Stain: Your stench is so great that it makes interacting with you almost impossible, as others retch and vomit just from being near you. Living creatures with a sense of smell refuse to engage with you at all, so you fail checks like Diplomacy and Handle Animal with living creatures before you can even attempt them.
Paralysis
Source Horror Adventures pg. 21
A slash from your claws can render a creature helpless.
Prerequisite: Manifestation level 6th, rending claws, staggering claw.
Gift: When you confirm a critical hit against a living creature, it must succeed at a Fortitude save or become paralyzed for 1 round. Elves are immune to this effect.
Stain: You are inured to negative energy. You are treated as an undead creature when subjected to channeled energy, cure spells, and inflict spells.
Rending Claws
Source Horror Adventures pg. 21
You grow vicious claws, perfect for stripping flesh from bone.
Gift: You gain two claw attacks as primary natural weapons. These claws deal 1d4 points of damage if your size is Medium (or 1d3 if you’re Small).
Stain: You take a –2 penalty on attacks with manufactured weapons and on all ranged attacks.
Staggering Claw
Source Horror Adventures pg. 21
Your touch weakens the muscles of your victims.
Prerequisite: Manifestation level 4th, rending claws.
Gift: Once per day per manifestation level, you can make a staggering claw attack as a standard action. If you hit, the target must succeed at a Fortitude save or be staggered for a number of rounds equal to 1/2 your manifestation level.
Stain: The flesh on your hands is covered with pustules and blisters, and your hunger begins to devour your emotions. The penalty you take on ranged attacks and attacks with manufactured weapons increases to –4. Your spells with somatic or emotion components have a failure chance of 5%. This stacks with any spell failure chances you incur from other sources. (For example, if you were wearing leather armor and casting arcane spells, you would have a 15% spell failure chance.)
Stench of the Grave
Source Horror Adventures pg. 21
Your body exudes a stench of decay.
Prerequisite: Corpse armor.
Gift: You exude an aura of decay. Creatures that begin their turns adjacent to you are sickened for 1d6 rounds unless they succeed at a Fortitude save. A creature that succeeds can’t be affected by your stench again for 24 hours. At manifestation level 5th, this aura extends out to 10 feet.
Stain: The stench of decay you emit allows creatures with scent to notice you from twice the usual distance, and makes it extremely difficult to disguise yourself. Any living creatures that have a sense of smell have their starting attitudes toward you reduced by one step. Your supernatural scent is not affected by the negate aroma spell.
Special: Upon taking this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants.
« 上次编辑: 2021-11-26, 周五 14:30:27 由 Shift_FK »
万象回廊 | 房规·开团公告存档·翻译&自设
Starfinder |  游戏掌控    秘术师    先锋

PF1全AP缓慢制霸中

离线 Shift_FK

  • Knight
  • ***
  • 帖子数: 482
  • 苹果币: 4
  • 长团症候群
狱契(Hellbound)
« 回帖 #5 于: 2021-11-21, 周日 18:08:34 »
狱契(Hellbound)
地狱的深坑静候你那受谴的灵魂。
诱因(Catalyst)
狱契腐化通常是由于与邪恶的魔鬼宗主签订了地狱契约或你体内的魔化之血而形成的。当你死亡时,你的灵魂会进入地狱,尽管你可以正常地从死亡中复活。

进程(Progression)
你与魔鬼宗主间的契约决定了你的腐化会如何推进进程。当有机会进行符合那魔鬼契约的重要行动时,你将难忍诱惑。这个行动可能包括利用你的权力压迫别人,或者诱惑别人钻取合法的漏洞。此时你必须成功通过一次意志豁免(DC=15+你的显形),否则将不敌诱惑开始着手行动。何种行动将算作重要行动取决于GM。通常情况下,不会伤害任何人的行为并不作数。如果有什么事情阻止你开展行动,那么GM会在接下来的一周内选择另一个时间,让你被迫去推动这合法的邪恶事业。
腐化阶段1(Corruption Stage 1):当你第一次做出符合魔鬼契约的重要行为时(无论是自愿的还是因为你的豁免失败),你的阵营会向守序邪恶偏移一级(如果你还不是邪恶的,则先向邪恶转变)。任何让你起死回生的尝试都需要成功的施法者等级检查(DC=15+你的显形等级的两倍)。
腐化阶段2(Corruption Stage 2):你第二次进行这样的行为时,你的阵营会变为守序邪恶。
腐化阶段3(Corruption Stage 3):当你第三次进行这样的行为时,你的契约就会到期,或者你会成为地狱的傀儡--一个由GM控制下的活生生的魔鬼。

移除腐化(Removing the Corruption)
从狱契腐化中得以释放,需要消灭你的魔鬼宗主、夺回已付的报酬并赎罪。
腐化显形(Manifestations)
后续内容是狱契腐化的显形。

最暗欲望(Darkest Desires)
黑暗宗主用各种愿望的允诺来诱惑你。
先决条件:显形等级9
赠礼:你每天可以以类法术施展一次有限祈愿术。它不能复制一个需要材料成分成本超过1,000gp的法术。每次你从该愿望中获得或多或少的收益时(由GM决定),你必须成功地进行一次意志豁免,否则你的腐化就会发展到下一个阶段。
污染:你从本显形赠礼中或使用你自己的法术许下愿望时,收益将由你的魔鬼宗主授予并从魔鬼的角度进行诠释。
特殊:在接受此显形时,你必须同时接受赠礼与污染,即使应用了实用腐化或恶劣腐化变体。

魔鬼之角(Devil’s Horns)
你的眉心长出了犄角。
赠礼:你获得了一次角抵攻击,在你中体型时造成1d4点伤害(小体型1d3)。这些犄角在你处于任何形态下都会出现,所以你在任何变形效果之下仍然保留这些犄角。
污染:你获得了无法用魔法隐藏的犄角,但可以用世俗的方法遮挡它。任何看到这些犄角的人都能认出这是不自然的。如果有人在与你订立契约时留下了使你获得优势的漏洞,你必须利用这种漏洞。这通常算作一种可以使得你的腐化进程得以进展的行为。
特殊:在接受此显形时,你必须同时接受赠礼与污染,即使应用了实用腐化或恶劣腐化变体。

魔鬼标记(Devil’s Mark)
你身上有魔鬼的印记。
赠礼:选择一项1环术士/法师或女巫法术作为你的类法术能力,你每天能够使用该类法术能力的次数等同于你的显形等级。该能力必须是一项施法时间不超过1个标准动作,也不需要任何材料或法器成分成本超过1gp的能力。
污染:魔鬼的印记浮现在你的体表。它无法被魔法隐藏但可以被世俗的方法遮蔽。任何看到这印记的人都能认出这是不自然的。

魔鬼仆从(Diabolical Servitor)
响应你呼救的魔鬼们都与你交好。
先决条件:显形等级2
赠礼:每天一次,你可以以类法术能力召唤一只守序邪恶的异界生物,如同召唤怪物II且持续分钟数等同于你的显形等级。显形等级4时,你可以此施展召唤怪物III,但只召唤一只控斥魔。显形等级6时,你可以此施展召唤怪物IV。显形等级8时,你可以此施展召唤怪物V
污染:你能看到每一次交流背后的谎言和痛苦,即使它并未浮于表面。你在察觉和察言观色检定中承受-4罚值,除非该检定是针对魔鬼的。

魔化修养(Fiendish Tutelage)
一些秘密最好束之高阁。
赠礼:你获得炼狱语作为奖励语言并在与魔鬼互动时进行的交涉或唬骗检定上获得+2加值。当你获得这项赠礼时,选择两项知识技能。你可以在未受训时用这两项知识技能尝试检定。显形等级3时,上述加值翻倍。
污染:基于你阵营而产生的法术与效果将把你视作一名守序邪恶的异界生物或你的原阵营,以较差者为准。

污浊预视(Murky Futures)
你可以向地狱寻求关于如何避免自己宿命的线索。
赠礼:每天一次,通过10分钟的冥想,你可以唤来地狱的知识。你获得持续24小时的神导术的好处或直至解消。在更高显形等级时,你可不选择神导术而选择获得不同预言法术的效果:显形等级2时,占卜术;显形等级4时,预言术;显形等级6时,异界探知(询问阿斯摩蒂斯或一名中等神Intermediate Deities)
污染:你在濒死时进行稳定伤势的体质检定、对你进行的医疗检定与对你施展咒法(医疗)法术并赋予好处时的施法者等级检定(同样作用于达到腐化阶段1之后的你)的DC全部上升2。显形等级3时,上述DC改为增加4点。你的灵魂在你死亡之后立即逃窜开来,所以你无法被生命之息、医疗领域神授力量或类似的能力复活。

深穴之讯(Passage through the Pit)
地狱之口慵懒地为你敞开。
先决条件:显形等级3
赠礼:你可每小时1次地通过穿越地狱到达其它地方。以一个整轮动作,选择一个方向,然后你沿此方向传送2d10×5英尺远(或者到达一个最近的安全、未被占据的地点)。显形等级6时,你可每分钟使用此能力一次,显形等级8时,随意使用。
污染:在显示阵营的效果之下,你的阵营被显示为守序邪恶。该阵营灵光之强度,就如同你是一名守序邪恶牧师一般。在对抗防护特定类型生物的咒法系效果时,你被视作一名守序邪恶的跨位面魔鬼亚种异界生物。

蛇舌(Serpent’s Tongue)
三寸分叉之舌。
先决条件:显形等级3,魔化修养
赠礼:你在唬骗和交涉检定中获得+2加值。每日一次,当你对一名生物发起的唬骗或交涉检定成功时,你可以尝试影响它,如同暗示术一般,施法者等级等同于你的角色等级,持续时间为每等级1分钟。显形等级6时,该加值增加到+4。
污染:你的舌头呈现出蛇一般的分叉,这无法被法术隐藏,但你可以尝试用易容检定来掩盖它。在每一次与人开口互动时你都需要尝试一次易容检定来对抗对手的察觉检定。你的魔鬼之舌在你尝试对抗地狱的利益时会背叛你。当你因为一项混乱或善良的原因(由GM决定)而施展一个法术时,如果其具有语言成分,那么你有20%的法术失败率,且在具有思维成分的该类法术中受到-5减值。

脆弱之魂(Tenuous Soul)
地狱对你灵魂的吸引,绵长且愈发强劲。
赠礼:你在对抗情绪和恐惧的法术与效果的豁免中获得+2加值。你对那些束缚或摧毁你灵魂的法术与效果免疫,除非它来源于一名魔鬼。显形等级3时,该加值增加为+4。
污染:你在对抗占据你或夺取你控制权的法术与效果的豁免中承受-2减值。显形等级3时,该减值增加为-4。

剧透 -  原文:
Hellbound Corruption
Source Horror Adventures pg. 22
The pit of Hell waits for your damned soul.
Catalyst
The hellbound corruption typically takes hold as the result of an infernal contract with a diabolic patron or your fiendish blood. Your soul goes to Hell when you die, though you can be raised from the dead normally.
Progression
Your diabolic patron’s portfolio determines what makes your corruption progress. When an opportunity to carry out a significant action that matches the devil’s portfolio comes up, you are tempted to take it. The action might include oppressing people using your authority or tempting someone closer to lawful evil. You must succeed at a Will save (DC = 15 + your manifestation level) or succumb to temptation and perform the action. What counts as significant is up to the GM. Usually, an act that wouldn’t harm anyone doesn’t count. If something prevents you from performing this act, the GM chooses a time over the next week when you’re compelled to further the cause of lawful evil.
Corruption Stage 1: The first time you perform a significant act that matches the devil’s portfolio (either willingly or because you failed your save), your alignment shifts one step toward lawful 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 lawful evil.
Corruption Stage 3: The third time you perform such an act, your contract comes due or you become a thrall to Hell—a living devil under the GM’s control.
Removing the Corruption
Gaining release requires destroying your patron, retrieving the payment, and atoning.
Manifestations
The following are manifestations of the hellbound corruption.
Darkest Desires
Source Horror Adventures pg. 22
Your dark patron offers to grant you wishes to tempt you.
Prerequisite: Manifestation level 9th.
Gift: You can use limited wish once per day as a spell-like ability. It can’t duplicate a spell requiring a material component costing more than 1,000 gp. Each time you get more or less what you wished for (GM’s discretion), you must succeed at a Will save or your corruption progresses to the next stage.
Stain: Wishes you make from this manifestation’s gift or your own spells are granted by your patron and interpreted from a devil’s perspective. The patron always tries to twist your wish away from your intent and to its own dark ends.
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants.
Devil’s Horns
Source Horror Adventures pg. 22
Horns grow upon your brow.
Gift: You gain a gore attack that deals 1d4 points of damage if your size is Medium (1d3 if Small). These horns appear in any form you take, so you still retain this gore attack in any form you assume with a polymorph effect.
Stain: You gain horns that can’t be hidden by magic, but can be hidden by mundane means. Anyone who sees the horns recognizes them as unnatural. If someone leaves a loophole in an agreement with you that would allow you to gain an advantage, you must exploit it. This typically counts as an act that might progress your corruption.
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants.
Devil’s Mark
Source Horror Adventures pg. 22
You have the mark of a fiend on your body.
Gift: You gain a 1st-level sorcerer/wizard or witch spell of your choice as a spell-like ability usable a number of times per day equal to your manifestation level. It must not have a casting time longer than 1 standard action or a material or focus component costing more than 1 gp.
Stain: Your devil’s mark manifests on your body. It can’t be hidden by magic, but can be hidden by clothing or other mundane means. Anyone who sees the mark automatically recognizes it as unnatural.
Diabolical Servitor
Source Horror Adventures pg. 22
You fraternize with devils who answer your call for aid.
Prerequisite: Manifestation level 2nd.
Gift: Once per day as a spell-like ability, you can summon a lawful evil outsider, as summon monster II with a duration of 1 minute per manifestation level. At manifestation level 4th, you can use summon monster III, but summon an accuser devil. At manifestation level 6th, you can use summon monster IV this way. At manifestation level 8th, you can use summon monster V this way.
Stain: You see lies and pain behind every exchange, even when it isn’t there. You take a –4 penalty on Perception and Sense Motive checks except for those made against devils.
Fiendish Tutelage
Source Horror Adventures pg. 22
You learn secrets best kept from mortal minds.
Gift: You gain Infernal as a bonus language and a +2 bonus on Bluff and Diplomacy checks to interact with devils. When you acquire this gift, choose two Knowledge skills. You can attempt checks with them untrained. At manifestation level 3rd, the bonuses double.
Stain: Effects that vary based on your alignment treat you as lawful evil or your true alignment, whichever is worse.
Murky Futures
Source Horror Adventures pg. 23
You can call upon Hell for clues about how to avoid your fate.
Gift: Once per day, you can call upon the knowledge of Hell with 10 minutes of meditation. You gain the benefit of guidance, with a duration of 24 hours or until discharged. At higher manifestation levels, you can choose to gain the benefit of a different divination spell at the end of your meditation instead: augury at manifestation level 2nd, divination at manifestation level 4th, or contact other plane at manifestation level 6th (to consult Asmodeus or an intermediate deity).
Stain: Increase the DCs of Constitution checks you attempt to stabilize while dying, Heal checks targeting you, and caster level checks required for conjuration (healing) spells to benefit you by 2 (the DC increase applies on the caster level check required to raise you from the dead at corruption stage 1). At manifestation level 3rd, the DCs increase by 4 instead. Your soul flees immediately on death, so you can’t be revived by breath of life, the gift of life domain power, or any similar ability.
Passage through the Pit
Source Horror Adventures pg. 23
The maw of Hell yawns wide to welcome you.
Prerequisite: Manifestation level 3rd.
Gift: You can step through Hell to reach other places once per hour. As a full-round action, you can choose a direction, then teleport 2d10 × 5 feet away in that direction (or the nearest safe, unoccupied location). You can use this ability once per minute at manifestation level 6th, and at will at manifestation level 8th.
Stain: You register as lawful evil as well as your own alignment to effects that reveal alignments. This alignment aura is strong, as if you were a lawful evil cleric. You are treated as an extraplanar lawful evil outsider with the devil subtype by abjurations that protect against such creatures.
Serpent’s Tongue
Source Horror Adventures pg. 23
You gain the persuasive power of a master deceiver.
Prerequisite: Manifestation level 3rd, fiendish tutelage.
Gift: You gain a +2 bonus on Bluff and Diplomacy checks. Once per day when you succeed at a Bluff or Diplomacy check against a creature, you can attempt to influence it as if using suggestion with a caster level equal to your character level and a duration of 1 minute per level. At manifestation level 6th, the bonuses increase to +4.
Stain: Your tongue takes on a serpentlike fork that can’t be hidden by magic, though you can attempt a Disguise check to conceal it. Attempt one Disguise check per interaction, opposed by your opponent’s Perception. Your devil tongue rebels when you work against infernal interests. When you attempt to cast a spell for a chaotic or good cause (as determined by the GM), you have a 20% spell failure chance if it has a verbal components and a –5 penalty on concentration checks if it has a thought component.
Tenuous Soul
Source Horror Adventures pg. 23
Your soul feels the constant and increasing pull of Hell.
Gift: You gain a +2 bonus on saving throws against emotion and fear spells and effects. You are immune to spells and effects that would trap or destroy your soul except those employed by a devil. At manifestation level 3rd, the bonuses increase to +4.
Stain: You take a –2 penalty on saving throws against spells and effects that would possess you or control your actions. At manifestation level 3rd, the penalty changes to –4.
« 上次编辑: 2023-12-10, 周日 03:32:35 由 Shift_FK »
万象回廊 | 房规·开团公告存档·翻译&自设
Starfinder |  游戏掌控    秘术师    先锋

PF1全AP缓慢制霸中

离线 Shift_FK

  • Knight
  • ***
  • 帖子数: 482
  • 苹果币: 4
  • 长团症候群
受疫(Plagued)
« 回帖 #6 于: 2021-11-21, 周日 18:08:36 »
受疫(Plagued)
当疾病对身体造成长期的身体变化时,它可以成为一种腐化。
诱因(Catalyst)
长期遭受一种魔法疾病的折磨,可以诱发受疫腐化。

进程(Progression)
你会带有疾病患者的症状和外表,即使你已经治愈了引发你腐化的疾病,或者在其他方面对疾病有免疫力。此外,一旦你获得受疫腐化,你就会失去对疾病的免疫力,并且不能从法术、物品或其他效果中获得这种免疫力。只有活物才能获得这种腐化。

每个月一次,如果你没有用你所携带的疾病感染等于或大于你的显形等级的生物,你必须尝试一个强韧豁免(DC=15+你的显形等级)。如果你失败了,在你下次休息的时候,你会立即获得一种由GM选择的新疾病(无需豁免),并昏迷(black out),在疾病的阴险的谵妄中失去对自身控制。你必须在下次日出前寻找并感染任何你能找到的生物。如果你的强韧豁免成功,或者在1天内被阻止感染任何人,这种冲动就会暂时过去,但是未来抵抗这种诱惑的豁免DC会增加2。这种增加是累积的,但是当你的腐化进展到一定程度就会重置。被你感染并治愈的无辜者(或者由GM决定,由你大力协助其康复)不计入这个数字,那些被他人感染的人也不计入,他们在你的腐化达到当前阶段前就已经被感染了。

腐化阶段1(Corruption Stage 1):你的腐化第一次进展时,你所患的任何疾病都变得更加顽强。你在抵抗新的疾病时,会在豁免上受到-2的罚值,并且你的阵营会向邪恶的方向偏移一级。
腐化阶段2(Corruption Stage 2):你的腐化第二次进展,你所0患的疾病变得难以治愈;在决定治愈该效果的施法者等级检定的DC增加10,例如移除疾病。你的阵营会转变为邪恶。
腐化阶段3(Corruption Stage 3):你的腐化第三次发展,疾病剥夺了你的自由意志,GM获得了对你角色的控制。

移除腐化(Removing the Corruption)
治愈该腐化不仅需要治愈你现在所患的疾病,还需要治愈引发你腐化的最初疾病--这往往需要使用罕见的精心治疗。

腐化显形(Manifestations)
后续内容是受疫腐化的显形。

苦难增速(Accelerated Affliction)
你可以加速他人的疾病。
赠礼:每天每两个显形等级一次,以一个迅捷动作,你可以使30尺内一名患有任何疾病的生物对他们罹患的随机一种疾病进行一次豁免检定。若失败,则其立即受到该疾病的损益。若成功,这次豁免也不会计入从疾病中痊愈的豁免次数。
污染:你在自选的一项属性值上承受-2罚值。

病体反叛(Bodily Betrayal)
你的身体在最糟糕的时刻背叛了你。
先决条件:苦难增速
赠礼:每日每显形等级一次,你可以对一名生物发起一次近战接触攻击以令其受到你所携带的任一疾病的感染。
污染:瘟疫之疮使伤痛更加剧烈。在你受到致命伤害(lethal damage)后的1轮内,你的攻击骰、豁免和专注检定都会受到-2罚值。

虚假健康(False Health)
你可以假装健康并隐藏你的症状。
先决条件:苦难增速
赠礼:每天一次,以一个迅捷动作,你可以压制苦难增速的污染,持续小时数等同于你的显形等级。
污染:当你启动虚假健康时,你的专注检定承受-2罚值。

脑热幻梦(Fevered Dreams)
疾病蒙蔽了你的思想。
先决条件:显形等级6,传染性思维,悲惨伴礼
赠礼:感染你所传播的疾病的受害者的梦境对你而言清晰可见。每日一次,当你休息时,你可对等同于你显形等级数量的沉睡的疾病受害者造成由你选择的下列效果之一:托梦术恐惧术(在醒来时)、梦魇术暗示术(在醒来时)。
污染:你的睡眠质量十分糟糕。你每晚必须休息12个小时才能获得通常休息的全部好处。

传染性思维(Infectious Thoughts)
你的思想像你的疾病一样传播。
先决条件:显形等级3,悲惨伴礼
赠礼:你可以与10尺内任何患有疾病的生物进行心灵感应。显形等级5时,距离增加为30尺。显形等级7时,距离增加为100尺。显形等级9时,距离为1英里。
污染:你难以控制本我。你在对抗情绪描述符的效果的意志豁免中承受-2罚值。显形等级5时,该罚值翻倍。

生疫吐息(Living Breath)
你的呼吸中带有疾病的恶臭。
先决条件:显形等级5,苦难增速,病体反叛
赠礼:当你启动病体反叛显形并让一名生物接触到你所携带的疾病时,你的呼吸也会开始携带这种疾病,这会使得10尺内的生物有可能被感染。但这些生物在试图抵抗你病体反叛造成的疾病时,在豁免中获得+2加值。
污染:这种疾病使你的呼吸短促,四肢僵硬。你在所有基于力量和敏捷的检定中都会受到-2罚值。

悲惨伴礼(Miserable Company)
你的疾病的症状变得更加明显。
赠礼:你在辨别与治疗疾病的医疗检定中蝴蝶+2加值,在使用基于魅力的检定影响那些能够造成疾病效果的生物或者患有疾病的生物时获得+2加值。显形等级3时,上述加值加倍。患有任何疾病的生物都会在对抗由你施展的影响心灵的效果中承受-2罚值。
污染:即使在你治愈了任何传染病(包括你的受疫腐化)之后,你仍然会残留有1d4天的传染性,尽管你没有任何症状。在显化等级3级时,你会残留1d8天的感染性。

极致脱力(Overwhelming Weakness)
疾病剥夺了你四肢的力量。
赠礼:除你自身以外,其它受害者在对抗你施展的任意疾病效果中的初始豁免检定失败后,陷入恶心24小时。
污染:疾病让你的四肢愈发虚弱。你的力量属性承受-2罚值。若你在苦难增速中选择力量属性受到罚值,这两者的罚值叠加。

意识窃取(Theft of Awareness)
你的感官会失灵,但你能施加的可怕疾病使你能接触到那些受其影响的人的感官。
先决条件:显形等级7,传染性思想,悲惨伴礼
赠礼:以一个移动动作,只要你保持专注,你就能感染了由你施展疾病效果的生物身上借用感官,只要他们仍处于你传染性思想的范围内。在你专注时,你的身体陷入耳聋与目盲。这些生物可以通过一次成功的意志豁免来抵抗这种侵入。显形等级9时,你可以以一个标准动作在分享其感官时占据这名受害者。
污染:你的感官动摇。在你没有使用窃取意识的时候,你的察觉检定和察言观色检定受到-4罚值。

剧透 -  原文:
Plagued Corruption
Source Horror Realms pg. 58
Disease can become a corruption when it causes long-lasting and physical changes to the body.
Catalyst
Suffering a magical disease for a prolonged period can induce the plagued corruption.
Progression
You carry the symptoms and appearance of one suffering from a disease, even if you’ve been cured of the illness that triggered your corruption or are otherwise normally immune to disease. Further, once you gain the plagued corruption, you lose any immunity to disease and cannot gain such immunity from magical spells or items or other effects. Only living creatures can gain this corruption.

Once per month, if you did not infect a number of creatures equal to or greater than your manifestation level with a disease you are carrying, you must attempt a Fortitude saving throw (DC = 15 + your manifestation level). If you fail, the next time you rest, you immediately gain a new disease of the GM’s choosing (without a further saving throw) and black out, losing control to the insidious delirium of the disease. You must seek out and infect any creature you can find before the next sunrise. If you succeed on your Fortitude saving throw or are prevented from infecting anyone for 1 day, the urge passes, but the DC of future saving throws to resist this temptation increases by 2. This increase is cumulative, but resets when your corruption progresses. Innocents you infect and then cure (or whose recovery you significantly assist, at the GM’s discretion) do not count toward this number, nor do those infected by others who were themselves infected before your corruption reached its current stage.

Corruption Stage 1: The first time your corruption progresses, any disease you suffer from becomes more tenacious. You take a –2 penalty on all saving throws to resist contracting a new disease, and your alignment shifts one step toward evil.

Corruption Stage 2: The second time your corruption progresses, diseases you suffer from become difficult to cure; the DC of a disease you are suffering from is increased by 10 for the purposes of caster level checks for spells such as remove disease to cure you from its effects. Your alignment shifts to evil.

Corruption Stage 3: The third time your corruption progresses, your disease saps your free will and the GM gains control of your character.
Removing the Corruption
Curing the corruption requires curing not only the underlying diseases you suffer from, but also the initial illness that triggered your corruption—this often necessitates the use of rare and elaborate treatments.
Manifestations
The following are manifestations of the plagued corruption.
Accelerated Affliction
Source Horror Realms pg. 58
You can quicken diseases in others.
Gift: As a swift action, once per day per 2 manifestation levels you have (minimum once per day), you can cause one creature within 30 feet suffering from any diseases to attempt a saving throw against one randomly determined disease they are suffering. On a failed saving throw, they immediately take that disease’s damage. A successful save does not count toward the saving throws required to recover from the disease.
Stain: You take a –2 penalty to any one ability score of your choice.
Bodily Betrayal
Source Horror Realms pg. 58
Your body betrays you at the worst moments.
Prerequisite: Accelerated affliction.
Gift: Once per day per manifestation level, you can make a touch attack on a creature and expose it to any disease you are carrying.
Stain: Plague sores make injuries more acutely painful. You take a –2 penalty on attack rolls, saving throws, and concentration checks for 1 round after you are dealt lethal damage.
False Health
Source Horror Realms pg. 58
You can feign health and hide your symptoms.
Prerequisite: Accelerated affliction.
Gift: Once per day as a swift action, you can suppress the stain of your accelerated affliction for a number of hours equal to your manifestation level.
Stain: You take a –2 penalty on concentration checks while using false health.
Fevered Dreams
Source Horror Realms pg. 58
Disease clouds your thoughts.
Prerequisite: Manifestation level 6th, infectious thoughts, miserable company.
Gift: The dreams of victims of the diseases you spread are apparent to you. Once per day while you rest, you can cause a number of sleeping victims of your disease up to your manifestation level to suffer the effects of one of these spells of your choice: dream, fear (upon awakening), nightmare, or suggestion (upon awakening).
Stain: You sleep poorly. You must rest for 12 hours each night to gain the full benefits of rest.
Infectious Thoughts
Source Horror Realms pg. 58
Your thoughts spread like your disease.
Prerequisite: Manifestation level 3rd, miserable company.
Gift: You can communicate telepathically with any creature within 10 feet suffering from any disease. At manifestation level 5th, the range increases to 30 feet. At manifestation level 7th, the range is 100 feet. At manifestation level 9th, the range is 1 mile.
Stain: Your ego becomes hard to contain. You take a –2 penalty on Will saving throws against effects with the emotion descriptor. At manifestation level 5th, the penalty doubles.
Living Breath
Source Horror Realms pg. 59
The stink of disease carries on your breath.
Prerequisite: Manifestation level 5th, accelerated affliction, bodily betrayal.
Gift: When you use your bodily betrayal manifestation to expose a creature to a disease you are carrying, your breath carries the disease as well, potentially infecting all creatures within a 10-foot radius. These creatures gain a +2 bonus on the saving throw to resist the disease you are attempting to inflict with your bodily betrayal.
Stain: The disease shortens your breath and stiffens your limbs. You take a –2 penalty on all Strength- and Dexterity-based checks.
Miserable Company
Source Horror Realms pg. 59
Your disease’s symptoms become more apparent.
Gift: You gain a +2 bonus on Heal checks to recognize or treat diseases and on Charisma-based skill checks to influence creatures able to inflict disease or those suffering from a disease. At manifestation level 3rd, these bonuses double. Creatures with any diseases take a –2 penalty on any saving throws against mind-affecting effects you create.
Stain: You remain infectious for 1d4 days even after you are cured of any infectious disease (including your corruption plague), though you show no symptoms. At manifestation level 3rd, you remain infectious for 1d8 days.
Overwhelming Weakness
Source Horror Realms pg. 59
Disease saps your limbs of their strength.
Gift: Victims other than you who fail their initial saving throw against any disease effect you create become sickened for 24 hours.
Stain: The disease makes your limbs weak. You take a –2 penalty to Strength. This penalty stacks with the ability penalty from accelerated affliction if you chose Strength as your penalty.
Theft of Awareness
Source Horror Realms pg. 59
Your senses fail you, but the terrible disease you can inflict affords you access to the senses of those who suffer from it.
Prerequisite: Manifestation level 7th, infectious thoughts, miserable company.
Gift: As a move action, for as long as you concentrate, you can borrow the senses of any creature suffering from a disease effect you created, as long as the creature is within range of your infectious thoughts. Your body is effectively blind and deaf while you concentrate. The target can resist this intrusion with a successful Will saving throw. At manifestation level 9th, you can possess one such victim as per possession once per day as a standard action while you are already sharing its senses.
Stain: Your senses falter. You take a –4 penalty on Perception checks and Sense Motive checks while you are not using theft of awareness.
« 上次编辑: 2021-12-10, 周五 15:07:11 由 Shift_FK »
万象回廊 | 房规·开团公告存档·翻译&自设
Starfinder |  游戏掌控    秘术师    先锋

PF1全AP缓慢制霸中

离线 Shift_FK

  • Knight
  • ***
  • 帖子数: 482
  • 苹果币: 4
  • 长团症候群
影契(Shadowbound)
« 回帖 #7 于: 2021-11-21, 周日 18:08:39 »
影契(Shadowbound)
黑暗和恐惧是指引你的一切。当阴影吞噬你的时候,你正在变成一个憔悴的、没有生命和色彩的本我的黑白画。
诱因(Catalyst)
在接触影界或阴影魔法,或与残忍的链魔、异怪、不死生物或阴影精类接触一个月或更长时间后,就会带来影契腐化。只有在一个月内至少六次被以深刻的私人方法被用来折磨或幻灭(disillusion)时,腐化才会发生

进程(Progression)
当你再次被阴影折磨时,当你因为忧郁而破坏了一件美丽或快乐的东西时,或者当你播种恐惧时,该腐化就会进展。每个月,你所拥有的每个显形等级将令你必须花费至少2个整天的时间,远离所有的光和其他生命。如果你不这样做,在月末你必须尝试一次意志豁免。如果你失败了,在接下来的24小时内的某个时候,你会发狂并破坏一些珍贵的东西。当你每天第一次遇到一个非常美丽的生物或物体,或者一个具有强烈或压倒性的善良光环的生物或物体时,你也需要尝试这样的豁免。该豁免DC等于15+你的显形等级。如果盟友能够在24小时内约束你,或以其他方式阻止你在这段时间内破坏任何珍贵的东西,你的腐化就不会发展。然而,防止你腐化的意志豁免的DC会增加2。这些增加会在每次发生时叠加,并且会持续到你的腐化达到下一个腐化阶段。

当你的豁免失败时,你所摧毁的珍贵物品取决于你的腐化阶段,如下所述。如果你自愿摧毁一个与后来的腐败阶段有关的生命或物品,你就会自动进展到那个阶段(你可能会以这种方式跳过中间的阶段)。例如,你第一次故意恐吓无辜者或摧毁一个重要的美物,你就会立即进入第二阶段。重复你的行为不会使你的腐化阶段进一步发展(如果你再次恐吓无辜者,你不会发展到第三阶段)。

腐化阶段1(Corruption Stage 1):你第一次豁免失败时,你破坏了一个可靠的光明、快乐或美丽的来源,例如一件艺术品或一处自然美景。
腐化阶段2(Corruption Stage 2):第二次失败时,你会恐吓无辜的人或破坏一个重要的美丽、光明或快乐的物体。
腐化阶段3(Corruption Stage 3):第三次失败,你摧毁了帮助你在腐化中保持自我的支柱之一,要么是杀死了一个支持你的人,要么是摧毁了一个重要的私人物品。你会完全失去你的认知能力,成为一个由GM控制的NPC。

移除腐化(Removing the Corruption)
移除该腐化需要摧毁最初扭曲你的生物,或者恢复所有由于你的腐化而陷入黑暗的希望和欢乐。

腐化显形(Manifestations)
后续内容是影缚腐化的显形。

阴森感知(Eerie Perception)
你的眼睛产生了变化,适应了阴影中的生活。
赠礼:你获得60英尺范围内的黑暗视觉。如果你已经有黑暗视觉,你的黑暗视觉范围会增加30英尺。你在察觉和隐匿也获得了+2加值。在显形等级3级时,这些加值会增加到+4。
污染:你的眼睛颜色褪去变为暗灰色,你的眼睛对光线反应过度。你获得了强光敏感,这使你在强光的地方陷入目眩(dazzled)。

虚空空虚(Emptiness of the Void)
朋友和盟友只是你可以伤害得更深的人。
赠礼:你灵魂中的黑暗可以抽取盟友的生命力。每天一次,当你承受属性伤害、属性吸取或HP伤害时,你可以将伤害或消耗平均分配给你和30英尺内的一个盟友。只有当该次伤害或吸取会使你的属性或HP降至0时,你才可以这样做。你可以用自由动作来激活这个能力,即使不在你的回合。
污染:你几乎回忆不起同袍之情。你无法使用援助动作,也无法从其中获益。

骇人(Frightful)
恐惧在你脑海中挥之不去,你可以把它传播给别人。
赠礼:你有一种猜测如何吓唬他人的诀窍。你在威吓检定中获得+2的加值,并且你创造的恐惧效果的DC增加1。显形等级3时,威吓检定的加值增加到+4,DC增加2而不是1。
污染:你的头发会失去颜色,你的睡眠会萦绕在脑海的噩梦所打断。你对恐惧效果的豁免会受到-2罚值,并且你会失去你曾有过的对恐惧的任何免疫。你对可以消除你的恐惧的效果(如移除恐惧)获得了免疫。在显形等级3级时,罚值变为-4。

缥缈(Insubstantiality)
你的身体偶尔会闪烁成无实体的阴影。
先决条件:显形等级3
赠礼:你的身体有时会在恢复实体的外观之前瞬间闪烁或模糊。你在AC上获得一个相当于你显形等级一般的偏斜加值。你有20%的几率无视(将其视为普通命中)来自任何武器的确认重击和精确伤害(如偷袭伤害),除非它具有幽冥武器的特殊能力。
污染:你在对抗能迫使你移动或摔倒的攻击与效果的豁免和CMD上受到-6的罚值,同时在所有的战技检定中也会受到相同罚值,除了那些用于逃脱擒抱的检定。

痛苦避难所(Refuge in Pain)
痛苦是你从空虚中得到的唯一慰藉。
先决条件:显形等级4,阴森感知,极致痛苦
赠礼:痛苦使你精神振奋。每当你从一次攻击中受到的伤害大于或等于你的角色等级的三倍时,你在攻击骰、伤害骰、豁免和技能检定中获得+2的士气加成,持续1轮。如果你有来自谎言编织者显形的污染,这些加值改为亵渎加值。
污染:每当你受到伤害时,你受到的伤害量会增加1/2你的显形等级。

悔恨凝视(Regretful Gaze)
你的目光带着你对被挥霍潜力的悔恨。
先决条件:显形等级3,骇人
赠礼:你获得一个凝视攻击,使30英尺范围内的敌人被战栗1轮,除非他们成功通过一次意志豁免。你可以用自由动作压制这个能力,并以迅捷行动使其恢复。豁免成功的生物会在24小时内对你的悔恨凝视免疫。
污染:你像是因衰老而枯萎。你的力量、灵巧和体质属性值各减少1点,或者,在这些属性值上承受等同于你下一个年龄段所承受的减值,以对你来说更坏的结果为准。

坏灭之触(Touch of Ruin)
你被注入了阴影位面的坏灭之力。
先决条件:显形等级4,骇人,悔恨凝视
赠礼:每日每显形等级一次,以一个标准动作,你可以发起一次近战接触攻击以造成每显形等级1d10点伤害。被此接触命中的生物在你选择的一项属性上承受1点属性吸取,除非他成功通过一次强韧豁免。
对魔法老化效果免疫的生物对此接触攻击免疫。
污染:只要你穿戴或携带任何衣服或装备,其上都会出现奇怪的褪色和磨损。将此类物品的硬度视为正常值的一半。你在保护你所拥有的物品不受损害或破坏的豁免中受到-4的罚值。

织谎者(Weaver of Lies)
利用从影子位面汲取的阴影,你可以将虚假的东西变成令人信服的实体仿造物。
先决条件:显形等级2
赠礼:每天一次,你可以类法术能力施展一次阴影咒法,但只能用此模拟一个术士/法师的1环或更低环位的法术。你的施法者等级等同于你的角色等级。该幻影的真实度为10%,你的显形等级每比2级高1级,该幻影的真实度提高10%。
污染:快乐和兴奋对你来说已经变得陌生,痛苦是你唯一剩下的感觉。你不能从士气加值或吟游诗人的表演中获益。

极致痛苦(Wretched Pain)1000-7
痛苦是为数不多的仍然能刺激你的感觉之一。
先决条件:阴森感知
赠礼:以每当你对被你夹击的生物或者对AC上失去敏捷加值的生物造成武器伤害时,你可以以一个直觉动作造成一个剧痛的伤口。目标必须进行一次强韧豁免,否则会因为剧痛而反胃1轮。如果豁免成功,他恶心1轮并在24小时内免疫你在之后使用的该能力。
污染:你的眼睛变成乳白色、全黑或淡黄色,使你看起来像盲人,尽管你在大多数情况下可以正常视物。你获得强光失明,这使你在暴露于日光或其他强光源时失明1轮,此后只要你保持在强光下,就会陷入目眩。

剧透 -  原文:
Shadowbound Corruption
Source Horror Adventures pg. 34
Darkness and fear are all that guide you. As the shadow consumes you, you are becoming a gaunt caricature of your former self, emptied of life and color.
Catalyst
Shadowbound corruption occurs after a month or more of exposure to the Shadow Plane or shadow magic, or contact with cruel kytons, aberrations, undead, or shadowy fey. Corruption sets in only if it is used to torment or disillusion you at least six times in a month in a deeply personal manner.
Progression
The corruption progresses when you’re tortured by shadow again, when you destroy a thing of beauty or joy because your melancholy makes it unbearable, or when you sow fear. Every month you must spend at least 2 entire days per manifestation level you have away from all light and other life. If you don’t, at the end of the month you must attempt a Will saving throw. If you fail, sometime in the next 24 hours you go berserk and destroy something precious. You also need to attempt such a saving throw the first time each day you come across a being or object of great beauty, or a being or object with a strong or overwhelming aura of good (this includes yourself, so to avoid the save, you might need to ruin or tarnish your own beauty). The save DC is equal to 15 + your manifestation level. If allies are able to restrain you for 24 hours or otherwise prevent you from destroying anything precious during that time, your corruption doesn’t progress. However, the DC of the Will save to prevent your corruption from progressing increases by 2. These increases stack each time this occurs, and they last until your corruption reaches the next corruption stage.

The precious thing you destroy when you fail your save depends on your corruption stage, as noted below. If you voluntarily destroy a being or object related to a later corruption stage, you automatically progress to that stage (you might skip over intervening stages in this manner). For example, the first time that you intentionally terrorize innocents or destroy an important object of beauty, you then immediately proceed to stage 2. Repeating your actions doesn’t cause your corruption stage to progress further (if you terrorize innocents again, you don’t progress to stage 3).
Corruption Stage 1: The first time you fail the saving throw, you destroy a reliable source of light, joy, or beauty, such as a piece of art or bit of natural beauty.
Corruption Stage 2: The second time you fail the saving throw, you terrorize innocent people or destroy an important object of beauty, light, or joy.
Corruption Stage 3: The third time you fail the saving throw, you destroy one of the pillars that has helped you retain yourself in the face of the corruption, either by killing someone whose support has been essential or destroying an object of vital personal importance. You lose your identity entirely, becoming an NPC under the GM’s control.
Removing the Corruption
Undoing the corruption requires destroying the creature who first twisted you or restoring all the hope and joy that have fallen into darkness as a result of your corruption.
Manifestations
The following are manifestations of the shadowbound corruption.
Eerie Perception
Source Horror Adventures pg. 34
Your eyes change, adapting to a life in the shadows.
Gift: You gain darkvision to a range of 60 feet. If you already have darkvision, the range of your darkvision increases by 30 feet instead. You also gain a +2 bonus on Perception and Stealth checks. At manifestation level 3rd, the bonuses increase to +4.
Stain: Your eye color fades to a dull gray and your eyes overreact to light. You gain light sensitivity, causing you to be dazzled in areas of bright light.
Emptiness of the Void
Source Horror Adventures pg. 34
Friends and allies are just people you can hurt more deeply.
Gift: The darkness in your soul can draw in the life force of allies. Once per day when you take ability damage, ability drain, or hit point damage, you can divide the damage or drain evenly between you and one ally within 30 feet. You can do so only if the damage or drain would reduce your ability score or hit points to 0. The ally can attempt a Will save to resist the link. You can activate this ability as a free action, even if it isn’t your turn.
Stain: You struggle to remember the meaning of alliance and friendship. You can’t benefit from or use the aid another action.
Frightful
Source Horror Adventures pg. 35
Fear lingers in your mind, and you can spread it to others.
Gift: You have a knack for guessing just how to scare others. You gain a +2 bonus on Intimidate checks and the DCs of fear effects you create increase by 1. At manifestation level 3rd, the bonus on Intimidate checks increases to +4 and the DC increases by 2 instead of 1.
Stain: Your hair loses its color and your sleep is interrupted by nightmares that never leave your mind. You take a –2 penalty on saving throws against fear effects, and you lose any immunities to fear you might otherwise possess. You gain immunity to effects that would remove your fear (such as remove fear). At manifestation level 3rd, the penalty changes to –4.
Insubstantiality
Source Horror Adventures pg. 35
Your body flickers occasionally into insubstantial shadow.
Prerequisite: Manifestation level 3rd.
Gift: Your body sometimes shifts or blurs momentarily before resuming the appearance of solidity. You gain a deflection bonus to your AC equal to half your manifestation level. You have a 20% chance to ignore (treat as a normal hit) confirmed critical hits and precision-based damage (such as sneak attack damage) from any weapon unless it has the ghost touch weapon special ability.
Stain: You take a –6 penalty on saving throws and to your CMD against attacks and effects that would move or trip you, as well as on all combat maneuver checks except those made to escape a grapple.
Refuge in Pain
Source Horror Adventures pg. 35
Pain is your only solace from the emptiness of your existence.
Prerequisite: Manifestation level 4th, eerie perception, wretched pain.
Gift: Pain invigorates you. Whenever you take an amount of damage greater than or equal to three times your character level from a single attack, you gain a +2 morale bonus on attack rolls, damage rolls, saving throws, and skill checks for 1 round. If you have the stain from the weaver of lies manifestation, these bonuses are profane bonuses instead.
Stain: Whenever you take damage, increase the amount of damage you take by 1/2 your manifestation level.
Regretful Gaze
Source Horror Adventures pg. 35
Your gaze carries your regret for wasted potential.
Prerequisite: Manifestation level 3rd, frightful.
Gift: You gain a gaze attack that causes foes within 30 feet to become shaken for 1 round unless they succeed at a Will save. You can suppress this ability as a free action and cause it to resume as a swift action. A creature that succeeds at the saving throw is immune to your regretful gaze for 24 hours.
Stain: You are withered as if by age. Reduce your Strength, Dexterity, and Constitution scores by 1 point each, or by however much they would be reduced if you were one age category older, whichever is worse for you.
Touch of Ruin
Source Horror Adventures pg. 35
You are infused with the ruin of the Shadow Plane.
Prerequisite: Manifestation level 4th, frightful, regretful gaze.
Gift: As a standard action a number of times per day equal to your manifestation level, you can make a melee touch attack that deals 1d10 points of damage per manifestation level you have. A creature touched this way takes 1 point of ability drain to the ability score of your choice unless it succeeds at a Fortitude save. Creatures immune to magical aging are immune to this touch attack.
Stain: Any clothing or gear you wear or carry seems strangely faded and timeworn as long as you wear or carry it. Treat such items’ hardness as half the normal amount. You take a –4 penalty on saving throws to protect items in your possession from damage or destruction.
Weaver of Lies
Source Horror Adventures pg. 35
Using shadows drawn from the Plane of Shadow, you can spin falsehoods into convincing imitations of reality.
Prerequisite: Manifestation level 2nd.
Gift: Once per day, you can use shadow conjuration as a spell-like ability, but only to emulate a sorcerer/wizard spell 1 spell level lower than your manifestation level. Your caster level is equal to your character level. The illusion is 10% real + another 10% real for every manifestation level you have beyond 2nd.
Stain: Joy and excitement have become foreign to you, leaving pain the only sensation of much interest. You can’t benefit from morale bonuses or bardic performances.
Wretched Pain
Source Horror Adventures pg. 35
Inflicting pain is one of the few sensations that still stirs you.
Prerequisite: Eerie perception.
Gift: Whenever you deal weapon damage to a creature that you are flanking or a creature that is denied its Dexterity bonus to its AC against you, you can inflict a painful wound as an immediate action. The target must succeed at a Fortitude saving throw or be nauseated by pain for 1 round. If the target succeeds at the save, it is sickened for 1 round and becomes immune to your further uses of this ability for 24 hours.
Stain: Your eyes turn a milky white, utter black, or pale yellow, making you appear blind although you can see normally in most circumstances. You gain light blindness, causing you to be blinded for 1 round whenever you are exposed to daylight or another source of bright light and dazzled for as long as you remain in bright light thereafter.
« 上次编辑: 2021-12-10, 周五 19:12:04 由 Shift_FK »
万象回廊 | 房规·开团公告存档·翻译&自设
Starfinder |  游戏掌控    秘术师    先锋

PF1全AP缓慢制霸中

离线 Shift_FK

  • Knight
  • ***
  • 帖子数: 482
  • 苹果币: 4
  • 长团症候群
Re: 腐化(Corruption)整合
« 回帖 #8 于: 2021-11-21, 周日 18:08:51 »
施工完毕
« 上次编辑: 2021-12-10, 周五 19:12:16 由 Shift_FK »
万象回廊 | 房规·开团公告存档·翻译&自设
Starfinder |  游戏掌控    秘术师    先锋

PF1全AP缓慢制霸中

离线

  • 犭良人
  • Diver
  • ******
  • 帖子数: 2558
  • 苹果币: 2
  • .--. --- ... ... . ... ... .. --- -.
Re: 腐化(Corruption)整合+翻译
« 回帖 #9 于: 2021-11-23, 周二 20:31:53 »

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due