You can impose some debilitating condition or conditions on a target by making a close attack. You set the conditions your Affliction causes at each degree when you acquire it and they may not be changed. Higher degree conditions replace lower degree conditions and do not stack with them. See the possible conditions for each degree under the Affliction Resistance Check table. The target resists with Fortitude or Will defense (chosen when you take the effect):
你可以通过一次近身攻击对一个目标强加以一些令他虚弱的状态。在你取得折磨效应时,设定好每个程度会造成的结果,他们不会再发生变化。高程度的结果会覆盖掉低程度的结果,而不是叠加。每个程度可选的状态参见下方的折磨抵抗检定表。(对方使用体质还是意志来进行抵抗由你在取得效应时决定):
AFFLICTION RESISTANCE CHECK
折磨抵抗检定
Fortitude or Will vs. DC [Affliction rank + 10]
体质或意志VS. DC(折磨等级+10)
Success: No effect.
成功:无效果
Failure (one degree):The target is dazed, entranced, fatigued, hindered, impaired, or vulnerable (choose one). Potential descriptors include coughing or sneezing, creeping mental influence, drowsiness, euphoria, fear, itchiness, lethargy, nausea, pain, or tipsiness.
失败(一级):目标陷入眩晕,离魂,疲劳,受阻,削弱或受限(选择其中一个)。可能的标签包括咳嗽或打喷嚏,精神影响,困倦,兴奋,恐惧,瘙痒,嗜睡,恶心,疼痛或醉意。
Failure (two degrees): The target is compelled, defenseless, disabled, exhausted, immobile, prone, or stunned (choose one). Potential descriptors include agonizing pain, confusion, ecstasy, momentary emotional or mental influence, paralysis, seizure, terror, or vomiting.
失败(二级):目标陷入受迫,无防御,残废,筋疲力尽,禁锢,卧倒或昏迷(选择其中一个)。可能的标签包括痛苦,困惑,摇头丸,短暂情绪或精神影响,瘫痪,癫痫,恐怖或呕吐。
Failure (three degrees): The target is asleep, controlled, incapacitated, paralyzed, transformed or unaware (choose one).
失败(三级):目标陷入昏睡,受控,丧失行动力,瘫痪,变形或感知失效(选择其中一个)。
The target of an Affliction makes a resistance check at the end of each of his turns to remove first and second degree conditions. Third degree conditions require a minute of recovery time or outside aid, such as the Treatment skill or Healing effect (DC 10 + rank).
折磨效应的目标在每个回合结束时进行抵抗检定来移除一级和二级状态。三级状态需要一分钟的恢复时间或外部帮助,例如治疗技能或治疗效应(DC:10+等级)。
The exact nature and descriptors of the Affliction are up to you, chosen when you acquire the effect, with the GM’s approval; some examples are provided, but feel free to make up your own.
折磨的确切性质和标签取决于你,当你获得这个效应的时候进行选择,并经过GM的同意,提供了一些例子,但是请自由创造属于你自己的标签。
EXTRAS
优化
Alternate Resistance: Some Afflictions may be initially resisted by Dodge, representing the need for quick reaction time or reflexes to avoid the effect. In this case, the later resistance checks to remove the Affliction’s conditions are typically still based on Fortitude or Will. For example, a target might make a Dodge check to avoid a blinding light or spray of liquid, but a Fortitude check to eliminate the effect if the initial Dodge fails. +0 cost per rank.
抵抗替换:一些折磨可能被设置为由闪避抵抗,代表需要快速反应时间或反应能力来避免效果。在这种情况下,后来的抵抗检定用来移除折磨的状态时,通常还是使用体质或意志。例如,目标可能进行闪避检定以避免致盲光线或液体喷洒,但如果初始闪避失败,则进行体质检定以消除效应的影响。+0每级成本。
Concentration: Once you have hit with a Concentration Affliction, so long as you continue to take a standard action each turn to maintain the effect, the target must make a new resistance check against it, with no attack check required. +1 cost per rank.
集中:一旦你使用附带集中效应的折磨命中了目标,只要你继续在每个回合中采用标准动作来维持效应,目标必须对其进行新的抵抗检定,而不需要进行攻击检定。+1每级成本。
Cumulative: Normally, an Affliction does not have a cumulative effect on the same target, so getting two results of one degree, one after the other, has no more or less effect than a single one degree result; you have to get a higher degree with a later attack, which replaces the initial result. A Cumulative Affliction adds any further degrees to the existing degrees on the target. For example, if you hit a target and impose a vulnerable condition (one degree), then attack again and get one degree on the effect, you impose the Affliction’s second degree condition. +1 cost per rank.
累积:通常情况下,一个折磨对同一个目标没有累积影响,因此同等级的两个效应,一个接着一个命中,和一个单一的同等级的结果没有任何差别;你必须得到一个较晚且较高等级的命中才能取代最初的结果。但累积的折磨不同,它会使目标上现有的失败度提高。例如,如果你命中一个目标并施加一个脆弱的状态(一级),然后再次攻击并获得一个一级结果,你可以将折磨的二级状态附加到对方身上。+1每级成本。
Extra Condition: Your Affliction imposes an additional condition per degree of success. So with one application of this extra, your Affliction imposes two conditions—such as dazed and hindered, or impaired and vulnerable—rather than just one. With two applications, it imposes three conditions, and so forth. Since mutually incompatible conditions are largely wasted, Afflictions with this extra often have the Limited Degree flaw as well. +1 cost per rank.
额外状态:你的折磨效应每级成功度可以额外附加一个状态。因此应用一次这个优化,你的折磨可以同时附加两个状态——例如眩晕和受阻,或是削弱和受限,而不仅仅是一个。应用两次这个优化的折磨可以附加三个状态,以此类推。由于相互不相兼容的状态被大量浪费,因此附加这个优化的折磨往往也有Limited Degree劣化。+1每级成本。
Progressive: This modifier causes an Affliction to increase incrementally without any effort from you. If the target fails a resistance check to end the Affliction, it not only persists, but increases in effect by one degree! So a target affected by the first degree of a Progressive Affliction who fails to resist progresses to the second degree of the effect at the start of his next round. A successful resistance check still ends the Affliction, as usual. +2 cost per rank.
前进:这个修正会使折磨自动叠加而不需要你的任何努力。如果目标没有通过抵抗检定来结束折磨,它不仅会持续,而且会增加一级的结果!因此,一个目标受到一级前进性折磨的影响,而这个目标在下一轮开始时没有抵抗成功,则折磨的效果自动提高到二级。如同往常,一个成功的抵抗检定依然可以终止折磨。+2每级成本。
FLAWS
劣化
Instant Recovery: Similar to the Reversible extra (see p. 144), the target of an Affliction effect with this modifier recovers automatically, no check required, at the end of the round in which the duration ends. So, for example, an instant duration Affliction only lasts one round, while a sustained duration Affliction lasts until no longer sustained. –1 cost per rank.
即时恢复:类似于可逆优化(见144页),在持续时间结束的回合结束时,具有此修正的折磨效应的目标自动恢复,无须抵抗检定。因此,例如一个瞬间持续的折磨只持续一轮,而一个持续的折磨一直到持续时间过去才消失。-1每级成本。
Limited Degree: Your Affliction is limited to no more than two degrees of effect. With two applications of this modifier, it is limited to no more than one degree of effect. –1 cost per rank.
程度有限:你的折磨被限制在不能超过二级影响。使用这个修正两次,折磨的效果会被限制在一级。-1每级成本。