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【核心书】超能效应(初译)
« 于: 2019-02-25, 周一 10:52:45 »
超能效应
红名为已有初译

效应
名称         类型      动作      射程      持续时间   抵抗检定   成本
折磨         攻击      标准      近身      瞬时      体质or意志  1点每级
掘地          移动      自由     自身     维持     —       1点每级
通讯         感知     自由     等级     维持     —       4点每级
理解          感知     无       自身     永续     —       2点每级
隐藏          感知     自由     自身       维持     —      2点每级
创造          控制     标准      远程     维持     —       2点每级
伤害          攻击     标准     近身       瞬时     韧性/耐久   1点每级
偏转         防御     标准      远程       瞬时     —       1点每级
伸长          综合     自由     自身       维持     —       1点每级
增强特质       综合     自由     自身     维持     —       如基础特质
环境         控制     标准     等级     维持     —       1-2点每级
额外肢体      综合     无       自身     永续     —      1点每级
特征          综合     无       自身       永续     —       1点每级
飞行         移动     自由     自身     维持     —       2点每级
巨大化          综合     自由     自身     维持     —       2点每级
治疗          综合     标准     近身       瞬时     —       2点每级
幻觉         控制     标准     感知     维持     意识       1-5点每级
不朽          防御     无       自身       永续     —       2点每级
免疫        防御     无       自身     永续      —      1点每级
虚体          综合     自由     自身       维持     —       5点每级
弹跳       移动     自由     自身       瞬时     —       1点每级
控制幸运       控制     反射     感知     瞬时     —       3点每级
读心术       感知      标准     感知       维持     意志       2点每级
变形          综合     自由     自身       维持     —       5点每级
移动物体      控制     标准     远程     维持     力量       2点每级
移动方式        移动     自由     自身     维持     —       2点每级
无效化       攻击     标准     远程     瞬时     等级/意志    1点每级
保护          防御     无       自身     永续     —       1点每级
急速工作          综合     自由     自身     维持     —      1点每级
再生         防御      无       自身      永续      —      1点每级
遥感         感知      自由      等级      维持      —      1-5点每级
感官         感知      无      自身      永续      —      1点每级
缩小         综合      自由      自身      维持      —      2点每级
速度          移动     自由     自身       维持     —       1点每级
召唤         控制     标准     近身     维持     —       2点每级
游泳         移动      自由     自身     维持     —       1点每级
传送          移动     移动     等级     瞬时     —       2点每级
转换   控制     标准     近身     维持     —       2-5点每级
变量       综合     标准       自身     维持     —       7点每级
削弱         攻击     标准       近身     瞬时     体质or意志    1点每级

组合好的范例超能
名称         类型      动作      射程      持续时间   抵抗检定   成本
形态变换      变化      变化      变化      变化      —      看内文
冲击波      攻击      标准      远程      瞬时      韧性/耐久   2点每级
眩晕               攻击     标准     远程       瞬时     体质or意志   2点每级
分裂          控制     标准       近身     维持     —       3点每级
元素控制      控制     标准     感知     维持     力量     2点每级
能量光环       攻击     反射     近身       瞬时     韧性/耐久   4点每级
能量控制      攻击     标准     远程     瞬时     韧性/耐久   2点每级
能量吸收      综合     自由      自身       维持     —       看内文
力场护盾      防御     自由     自身     维持     —       1点每级
隐形          感知     自由     自身       维持     —       4或8点
精神冲击       攻击     标准       感知       瞬时     意志     4点每级
魔法          攻击     标准     远程       瞬时     韧性/耐久   2点每级
控制心灵       攻击      标准     感知     瞬时     意志     4点每级
模拟          综合     移动     自身     维持     —       8点每级
超能提升       综合     自由     自身     维持     —       1点每级
变形术          综合      移动      自身      维持      —      8点每级
催眠         攻击      标准      远程      瞬时      体质       2点每级
陷阱         攻击      标准      远程      瞬时      闪避      3点每级
打击          攻击     标准     近身       瞬时     韧性/耐久    1点每级
窒息          攻击     标准     远程       瞬时     体质       4点每级
超级速度       看内文   自由     自身     看内文   —       3点每级


劇透 -   :
NAME            TYPE         ACTION   RANGE      DURATION      RESISTANCE      COST
Affliction         Attack      Standard   Close      Instant      Fort. or Will   1 per rank
Alternate Form      Varies      Varies   Varies   Varies      —         See description
Blast            Attack      Standard   Ranged   Instant      Toughness       2 per rank
Burrowing          Movement      Free       Personal    Sustained       —          1 per rank
Communication       Sensory       Free       Rank       Sustained       —          4 per rank
Comprehend          Sensory       None       Personal    Permanent       —          2 per rank
Concealment       Sensory       Free       Personal    Sustained       —         2 per rank
Create          Control       Standard   Ranged    Sustained       —          2 per rank
Damage          Attack       Standard    Close    Instant       Toughness       1 per rank
Dazzle          Attack       Standard    Ranged    Instant       Fort. or Will    2 per rank
Deflect          Defense       Standard    Ranged    Instant       —          1 per rank
Duplication       Control       Standard    Close    Sustained       —          3 per rank
Element Control       Control       Standard    Perception    Sustained       Strength       2 per rank
Elongation          General       Free       Personal    Sustained       —          1 per rank
Energy Absorption   General       Free      Personal    Sustained       —          See description
Energy Aura       Attack       Reaction    Close    Instant       Toughness       4 per rank
Energy Control       Attack       Standard    Ranged    Instant       Toughness       2 per rank
Enhanced Trait       General       Free       Personal    Sustained       —          As base trait
Environment       Control       Standard    Rank       Sustained       —          1-2 per rank
Extra Limbs       General       None       Personal    Permanent       —         1 per rank
Feature          General       None       Personal    Permanent       —          1 per rank
Flight         Movement       Free       Personal    Sustained       —          2 per rank
Force Field       Defense       Free       Personal    Sustained       —          1 per rank
Growth          General       Free       Personal    Sustained       —          2 per rank
Healing          General       Standard    Close    Instant       —          2 per rank
Illusion         Control       Standard    Perception    Sustained       Awareness       1-5 per rank
Immortality       Defense       None       Personal    Permanent       —          2 per rank
Immunity          Defense       None       Personal    Permanent      —         1 per rank
Insubstantial       General       Free       Personal    Sustained       —          5 per rank
Invisibility       Sensory       Free       Personal    Sustained       —          4 or 8 points
Leaping          Movement       Free       Personal    Instant       —          1 per rank
Luck Control       Control       Reaction    Perception    Instant       —          3 per rank
Magic          Attack       Standard    Ranged    Instant       Toughness       2 per rank
Mental Blast       Attack       Standard    Perception    Instant       Will          4 per rank
Mimic          General       Move       Personal    Sustained       —          8 per rank
Mind Control       Attack       Standard    Perception    Instant       Will          4 per rank
Mind Reading       Sensory       Standard    Perception    Sustained       Will          2 per rank
Morph          General       Free       Personal    Sustained       —          5 per rank
Move Object       Control       Standard    Ranged    Sustained       Strength       2 per rank
Movement          Movement       Free       Personal    Sustained       —          2 per rank
Nullify          Attack       Standard    Ranged    Instant       Rank/Will       1 per rank
Power-Lifting       General       Free       Personal    Sustained       —          1 per rank
Protection          Defense       None       Personal    Permanent       —          1 per rank
Quickness          General       Free       Personal    Sustained       —         1 per rank
Regeneration      Defense      None       Personal   Permanent      —         1 per rank
Remote Sensing      Sensory      Free      Rank      Sustained      —         1-5 per rank
Senses         Sensory      None      Personal   Permanent      —         1 per rank
Shapeshift         General      Move      Personal   Sustained      —         8 per rank
Shrinking         General      Free      Personal   Sustained      —         2 per rank
Sleep            Attack      Standard   Ranged   Instant      Fortitude       2 per rank
Snare            Attack      Standard   Ranged   Instant      Dodge         3 per rank
Speed          Movement       Free       Personal    Sustained       —          1 per rank
Strike          Attack       Standard    Close    Instant       Toughness       1 per rank
Suffocation       Attack       Standard    Ranged    Instant       Fortitude       4 per rank
Summon          Control       Standard    Close    Sustained       —          2 per rank
Super-Speed       See description    Free       Personal    See description    —          3 per rank
Swimming         Movement      Free       Personal    Sustained       —          1 per rank
Teleport          Movement       Move       Rank       Instant       —          2 per rank
Transform          Control       Standard    Close    Sustained       —          2-5 per rank
Variable          General       Standard    Personal    Sustained       —          7 per rank
Weaken          Attack       Standard    Close    Instant       Fort or Will    1 per ran
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Re: 【核心书】超能效应(初译)
« 回帖 #1 于: 2019-02-25, 周一 10:56:18 »
AFFLICTION ATTACK
折磨   进攻
Action: Standard • Range: Close Duration: Instant • Cost: 1 point per rank
标准动作·近身·瞬时·CPR1
劇透 -   :
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。

IMMORTALITY DEFENSE
不朽 防御
Action: None • Range: Personal Duration: Permanent • Cost: 2 points per rank
无动作·自身·永续·CPR2
劇透 -   :
You can recover from death! If your condition becomes dead, you return to life after a time. Subtract your Immortality rank from a time rank of 19 (one month) to determine how long it takes. So Immortality 11, for example, restores you to life in just 30 minutes (19 – 11 = time rank 8). At rank 20, you recover from death at the start of each action round! When you recover, all your damage conditions are removed, but you also lose all accumulated hero points, starting over with none.
你可以摆脱死亡!如果你的状态变为死亡,你会在一段时间之后重生。用时间等级19(一个月)减去你的不朽等级来决定你需要多少时间才能复活。比如不朽11,可以在30分钟后让你重获新生(19-11=时间等级8)。在等级20时,你会在每个行动轮的开始时复活!当你复活的时候,你身上所有的伤害状态都会被移除,但是你同时也会失去所有累积的英雄点,从零开始。

FLAWS
劣化
Limited: You must specify a reasonably common effect (or set of uncommon effects) that keeps you from recovering from death, such as beheading, cremation, a stake through the heart, and so forth. Even then, if the effect is somehow removed or reversed (e.g. the stake is removed from your corpse) you may still be able to come back. -1 cost per rank.
受限:你必须选择一个合理而又常见的效应(或一组不常见的效应),使用他们来阻止你从死亡中归来,例如砍头,火化或是用木桩刺穿你的心脏,诸如此类。但如果这个效应因为什么原因被从你的身上移除了或是反转了(比如,将木桩从你的尸体上拔出来)你也许就可以重新归来。-1CPR

HEALING GENERAL
治愈 常规
Action: Standard • Range: Close Duration: Instant • Cost: 2 points per rank
标准动作•近身•瞬时•CPR2
劇透 -   :
You can heal Damage conditions by touching a subject and taking a standard action to make a DC 10 Healing check. Each degree of success healing one Damage condition, starting with the subject’s worst condition, and working down, as if the subject were recovering rapidly. If the subject is dying, the highest degree of success stabilizes the subject, removing the dying condition. If the Healing check fails, you must wait one minute or use extra effort in order to try again.
你可以通过触碰一个目标并使用标准动作进行一次DC10的治愈检定来治疗伤害状态。每个成功程度都可以治疗一个伤害状态,从目标最坏的状态开始,并持续工作,就像是目标十分快速的愈合一样。如果目标濒死,最高的成功程度用来稳定目标,移除濒死状态。如果治愈检定失败,你必须等待一分钟或是使用极限突破才能再次使用。
You can also grant a subject a bonus equal to your Healing rank on resistance checks against effects with disease or poison descriptors. The bonus applies to the subject’s next resistance check against the effect.
你同样可以给目标用于对抗有疾病或毒素标签的效应的抵抗检定提供一个加值,等同于你的治愈等级。这个加值用于目标下一次对抗效应的抵抗检定。
You can use Healing on yourself, provided you are still capable of taking the standard action needed.
你可以治愈你自己,仍然需要标准动作。
Healing does not work on subjects unable to recover on their own, such as creatures with no Stamina rank or inanimate objects.
治愈不能作用于不能自行恢复的目标,例如没有精力等级的生物或是没有生命的物体。

EXTRA
优化
Action: This extra reduces the action required for you to use Healing. You cannot use Healing more than once per turn regardless. To heal multiple subjects at once, apply the Area modifier. +1 cost per rank
动作:这个优化可以下降使用治愈所需的动作。但你不能在一轮中使用第二次治愈。想要一次治愈多个目标请使用范围化修正。+1CPR
Affects Objects: Your Healing can also “heal” damage to non-living subjects. You make a Healing check against the subject’s worst damage condition, as normal. +1 cost per rank.
非生命干涉:你的治愈同样可以“治疗”非生命目标的伤害。你如常的进行治愈检定对抗目标最坏的伤害状态。+1CPR
Area: Healing with this extra grants the same benefit to all subjects in the affected area. Area Empathic Healing (see this power’s Flaws) is an unwise combination, as the healer takes on all of the damage conditions of the affected subjects at once! +1 cost per rank
范围化:带有这个优化的治愈为影响范围内的所有目标提供好处。范围伤痛转移治愈(见这个超能的劣化)是一个不明智的选择,治愈者会一次性接收所有受影响目标的伤害状态!+1CPR
Energizing: You can heal the fatigued and exhausted conditions as well as damage conditions: DC 10, one degree of success for fatigued, two degrees of success for exhausted. However, you take on the removed conditions and cannot use Healing to eliminate your own fatigue (although you can still use hero points to recover from them). If the Healing check fails, you must wait the normal recovery time or use extra effort to try again. +1 cost per rank.
激励:你可以像伤害状态一样治愈疲劳和筋疲力尽状态:DC10,一成功度治愈疲劳,二成功度治愈筋疲力尽。但你会承受被移除的状态,而且你不能使用治愈来消除你自己的疲劳(尽管你仍然可以用英雄点来恢复他们)。如果治愈检定失败,你就无法移除这个疲劳,只能让它自然恢复,或使用极限突破来再次尝试。+1CPR
Ranged: Ranged Healing requires an attack check to “touch” the subject with the Healing effect. The GM may waive the check for a willing subject holding completely still, but the subject is defenseless that round, making it an unwise decision in the midst of combat. +1 cost per rank
远程:远程治愈需要一个攻击检定来触碰目标好使用治愈效应。GM也许允许一个自愿的目标完全站在原地不动好避免这个检定,但目标这轮会处于无防御状态,这会让它在战斗中途成为一个十分不明智的决定。+1CPR
Perception: Applied to Ranged Healing (following), Perception Ranged Healing does not require an attack check to “touch” the subject. +1 cost per rank
感知:只能应用在远程治愈(上文),感知远程治愈不需要攻击检定来“接触”目标。+1CPR
Persistent: Your Healing can remove even Incurable effects (see the Incurable modifier). Flat +1 point.
不屈:你的治愈甚至可以移除带有不可治愈优化的效应(见不可治愈修正)固定+1点
Restorative: Your Healing effect can restore power points removed by Weaken effects with the appropriate descriptors, such as injury, disease, or poison. You restore points equal to your rank to the affected trait(s). +1 cost per rank
康复:你的治愈效应可以恢复被有适当标签的虚弱效应移除的能力点,例如受伤、疾病、毒素。你能恢复的点数等于你被影响的特质的等级。+1CPR
Resurrection: You can restore life to the dead! If the subject has been dead for fewer minutes than your Healing rank, makes a DC 20 Healing check. If successful, the patient’s condition becomes incapacitated, as if just stabilized. If the check fails, you can only try again using extra effort. +1 cost per rank.
复活:你可以让死人复活!如果目标的死亡时间等级小于你的治愈等级,进行DC20治愈检定。如果成功的话,病人的状态就会变成丧失行动力,就好像刚刚稳定了一样。如果检定失败,你只能用极限突破再试一次。+1CPR
Selective: Area Healing may have this extra, allowing you to choose who in the area does and does not gain the benefits. +1 cost per rank.
选择性:范围化治愈可能有这个优化,允许你选择在范围内的人谁受到治疗而谁无法得到好处。+1CPR
Stabilize: You don’t need to make a Healing check to stabilize a dying character, your Healing effect does so automatically, although it still requires the normal standard action. Flat +1 point.
稳定:你不需要进行治愈检定就能稳定一个濒死的角色,你的治愈效应会自动移除濒死状态,虽然这仍需要使用正常来说的标准动作来执行。固定+1点

FLAW
劣化
Empathic: When you successfully cure someone else of a condition, you acquire the condition yourself and must recover from it normally. You can use Healing and Regeneration to cure your own conditions. You can have the Resurrection modifier for Healing, but if you successfully use it, you die! This may not be as bad as it seems if you have Immortality, allowing you to return to life (see the Immortality effect for details). –1 cost per rank.
伤痛转移:当你成功治愈其他人的状态时,你自动获得这个状态在你自己身上,而且必须正常的恢复它。你可以使用治愈或再生治疗你自己的状态。你可以使用复活修正在治愈上,但如果你成功的使用它时,你会死亡!如果你有不朽超能的话,这也许不像它看起来那么糟糕,允许你稍后复活(细节见不朽效应)。-1CPR
Limited: Examples of ways in which Healing may be Limited include: One Type of Damage (such as energy or bludgeoning damage), Objects (in conjunction with Affects Objects), Others (you can’t use Healing on yourself), or Self (you can only use Healing on yourself). –1 cost per rank.
限制:治愈被限制的例子有很多种:只能治愈某种类型的伤害(例如能量或钝击伤害),物品(结合非生命干涉),其他人(你无法对你自己使用治愈)或是自己(你只能对你自己使用治愈)。-1CPR
Temporary: The benefits of your Healing are temporary, lasting for one hour. The subject then regains any damage conditions you healed. These conditions stack with others the subject acquired since the initial healing, which may result in more severe damage or even death. –1 cost per rank
临时:你的治愈的好处是临时的,只持续一个小时。目标会在时间过去之后重新获得所有你治愈了的伤害状态。这些状态会与其他的叠加,在第一次治愈过去一个小时后重新获得,这也许会导致更严重的伤害甚至是死亡。-1CPR

WEAKEN ATTACK
削弱 攻击
Action: Standard • Range: Close Duration: Instant • Cost: 1 point per rank
标准动作•近身•瞬时•CPR1

劇透 -   :
You can temporarily lower one of a target’s traits, chosen when this effect is acquired. You must touch the target, making a normal close attack check.
你可以暂时降低一个目标的特质,在得到这个效应的时候选好。你必须接触目标,进行一个正常的近身攻击检定。

WEAKEN RESISTANCE CHECK
削弱抵抗检定
Fortitude or Will vs. DC [10 + Weaken rank]
体质或意志VS.DC[10+削弱等级]
Success: No effect.
成功:无效果。
Failure: The target loses power points from the affected trait equal to the difference between the check result and the DC, up to a maximum of the Weaken rank
失败:目标在受影响的特质上会失去相当于检定结果和DC差值的能力点,最高等于削弱效应的等级。

Multiple failed resistance checks against a Weaken effect are cumulative, up to a maximum of the Weaken rank, at which point the effect cannot weaken the trait further. Lost points return at a rate of 1 per round at the end of each of the target’s turns. Inanimate objects do not recover weakened Toughness; they must be repaired. Objects may or may not recover other weakened traits, at the GM’s discretion and depending on the effect’s descriptors.
对抗削弱效应时,多次失败的抵抗检定会效果会累积,最多达到削弱的等级,然后效应无法再削弱这种特质。失去的点数在每次目标的回合结束的时候恢复,速率为1点每轮。无生命物体不会恢复被削弱的耐久,它们必须被修复。物体也许会恢复其他被削弱的特质,由GM的判断和效应的描述符决定。

WEAKENING ABILITIES
被削弱的属性
Abilities weakened below a rank of –5 become debilitated. See Debilitated Abilities for details of specific abilities at this point. It is not possible to weaken an ability past the point of debilitation. Any further uses of Weaken on the subject have no effect until the ability recovers to a rank of at least –5.
被削弱的属性如果降低到-5的等级则会变为虚弱。具体属性虚弱时的细节见虚弱属性。削弱不可能将属性降低到比虚弱更低的情况,任何后续的使用都对目标无效,直到属性恢复到-5以上。

WEAKENING DEVICES
被削弱的设备
Weaken with Affects Objects and the right descriptor(s) can lower the traits provided by a device (see the Removable flaw in this chapter and the Gadgets & Gear chapter). For example, Weaken Magic could potentially drain the powers of a magical device as well as a target’s own magical powers. Likewise Weaken Electricity could affect an electrical device, and so on. This also applies to equipment, although it tends to have fewer traits to weaken, and the GM should feel free to disallow any Weaken effects that don’t make reasonable sense. For example, just because a Weaken Damage effect is possible doesn’t mean a character should be able to cause guns to do less damage; this sort of thing is better handled by an all-or-nothing effect like Nullify (see its description earlier in this chapter).
带有影响物体的削弱或是正确的标签可以降低由设备提供的特质(参见这一章的可移除劣化和工具与装备章节)。例如,削弱魔法可以临时抽干由魔法设备提供的超能,如同抽干目标本身的魔法超能。或是削弱电力可以影响一个电力供能的设备,诸如此类。这也同样可以应用到装备,尽管它们只有很少的特质可以虚弱,而且GM可以自由的禁止任何觉得有不合理之处的削弱效应。

EXTRAS
优化
Affects Objects: Weaken with this modifier works on inanimate objects, although the effect can still only affect traits the objects possess. This is most often applied to Weaken Toughness for an effect that can weaken both creatures and objects. +1 cost per rank, +0 for Affects Only Objects.
影响物体:带有这个修正的削弱可以作用于无生命的物体,尽管效应仍然只能影响物体的特质。这最常被应用于同时削弱生物和物体韧性的削弱效应。+1CPR,只能影响物体+0CPR.
Broad: You can Weaken any of a broad set of traits, one at a time suited to your effects descriptors. So you might be able to Weaken Abilities, for example, or Weaken Mental Effects. You choose which trait from the set is weakened when you use the effect. +1 cost per rank.
广泛:你可以在一个广泛定义的特质组里选择一个进行削弱,每次选择其中一个适合你效应标签的。所以你也许可以削弱属性,或者是举例来说,削弱精神效应。你在使用效应的时候选择这个组中的其中一个进行削弱。+1CPR
Concentration: Once you have hit with a Concentration Weaken, 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:当你使用集中削弱命中敌人时,只要你每回合花费一个标准动作维持效应,那么目标就必须持续进行新的抵抗检定来对抗它,而不需要你进行攻击检定。+1CPR
Incurable: Weaken with this modifier cannot have its effects countered by another power (such as Restorative Healing) without the Persistent modifier; the target must recover from the Weaken normally. Flat +1 point.
不可治愈:带有这个修正的削弱不能被没有不屈修正的任何其他超能(例如恢复性治疗)移除。目标必须按照正常流程恢复被削弱的特质。固定+1点
Precise: A Weaken effect capable of reducing more than one trait at once can have this modifier, allowing you to choose which traits are affected, while not affecting others. Note this differs from the Selective extra (following). Flat+1 point.
精确:只有能够同时作用于多个特质的削弱效应才能获得这个修正,允许你选择其中一个特质进行削弱,而不影响其他特质。注意,这不同于选择性优化(下文)。固定+1点
Progressive: A Progressive Weaken effect reduces the affected traits each round until the target successfully resists. Make a new resistance check for the target at the end of each turn; failure weakens the affected trait(s) further, while success stops the Progressive Weaken, but the target must still recover ranks already lost (at the rate of 1 point per turn). +2 cost per rank.
渐进性:渐进性削弱效应会使每轮受影响的特质降低,直到目标成功抵抗为止。在每一回合结束时对目标进行新的抵抗检定;失败会进一步削弱受影响的特质,而成功会阻止渐进性削弱,但目标仍需要恢复已失去的等级(以每回合1点的速度)。+2CPR
Selective: This extra is applied to an Area Weaken so it only affects some targets and not others. Combined with Precise (previously), you can use an Area Weaken to selectively affect only certain traits of certain targets. +1 cost per rank.
选择性:这个优化应用于一个范围性削弱,令其只影响某些目标,避开指定的对象。结合精确(前文)你可以使用一个范围削弱来选择性的影响特定目标的特定特质。+1CPR
Simultaneous: If applied to a Broad Weaken, this extra allows it to affect all of the traits in its set at the same time. Each trait loses the difference between the resistance check result and the DC in power points on a failed check. So a Simultaneous Weaken Fire Effects subtracts points from every fire effect the target possesses with a single attack. The effect must be Broad to apply this modifier. +1 cost per rank.
同时:应用于广泛削弱,这个优化允许它同时影响广泛组中所有的特质。每个特质都会在一次失败的检定中失去相当于抵抗检定和DC差值的超能点。所以一个同时削弱火焰效应会在一次攻击中削弱目标所有火焰标签的效应。效应必须应用广泛修正之后才能应用这个修正。+1CPR

ILLUSION CONTROL
幻觉 操控
Action: Standard • Range: Perception Duration: Sustained • Cost: 1–5 points per rank
标准动作·感知·维持·CPR1-5
劇透 -   :
You can control others’ senses to create false impressions,illusions. This can range from visual images to phantom sounds, smells, or even radar or mental images. For 1 point per rank, you can create an illusion affecting a single sense type. For 2 points per rank, you can affect two sense types.For 3 points per rank, you can affect three sense types. For 4 points per rank, you can affect four sense types, and for 5 points per rank, you can affect all sense types. Visual senses count as two sense types. Your rank determines how convincing your illusion is, including the DC for the Insight resistance check (10 + rank).
你可以控制别人的感官来创造错误的印象和幻觉。这可以从视觉图像到幻影声音、气味,甚至雷达图像或精神图像。1点每级的时候,你可以创造影响单个感官类型的幻觉。2点每级时可以影响两种。3点每级时可以影响三种。4点每级可以影响四种。而5点每级的时候你可以影响所有感官类型。视觉感官算作两种感官类型。你的等级决定了你的幻象多么的令人信服,包括洞察抵抗检定的DC(10+等级)。

ILLUSION SIZE
幻象体积
Your illusion occupies an area with a maximum volume rank equal to your effect rank. To increase the size of the illusion you can create, apply the Area extra; each application increases the area your illusion covers by 1 rank.
你的幻象占据了一个最大体积等级相当于你的效应等级的区域。要增加可以创造的幻觉大小,请应用范围化修正。每次应用可以提高幻觉覆盖区域一个等级。

ILLUSIONARY EFFECTS
幻觉效果
Illusions have no substance and cannot have any real world effect. So they cannot provide illumination, nutrition,warmth, or the like (although they can provide the sensations of these things). Likewise, an illusory wall only prevents people from moving through an area so long as they believe it’s real, and an illusory bridge or floor is revealed as false as soon as someone tries to walk across it,and falls through it!
幻象没有实质,不能有任何现实世界的效果。所以它们不能提供光照、营养、温暖或类似的东西(尽管它们可以提供这些东西的感觉)。同样,一堵虚幻的墙只会在人们在相信它是真实的情况下阻止人们通过某个区域,一旦有人试图穿过它,一座虚幻的桥或地板就会被发现是假的,并从中摔落!

OVERCOMING ILLUSIONS
克服幻象
Characters encountering an illusion do not receive checks to recognize it as illusory until they interact with it in some fashion. A successful Insight check against an illusion (DC 10 + Illusion rank) reveals it as false. A failed check means the character does not notice anything amiss. A character faced with clear proof an illusion isn’t real needs no Insight check. Senses with the Counters Illusion effect (see Senses) automatically detect illusions. If any viewer successfully uncovers an illusion and communicates this fact to others, they gain another Insight check with a +5 circumstance bonus. Circumstances may grant additional modifiers to the Insight check to uncover an illusion, depending on how convincing it is.
遇到幻象的角色不会进行识别它为幻象的检定,除非他们以某种方式与幻象进行交互。对幻象(DC10+幻象等级)的成功的洞察检定揭露它虚假的真相。检定失败意味着角色没有发现任何问题。一个角色面对明确的证据证明幻象是不真实的时候,不再需要进行洞察检定。具有克制幻象效应的感官(参见感官)自动检测幻象。如果任何一个观看者成功的发现了一个幻象,并告诉其他人,他们将在洞察检定上获得+5的情景加值。环境可能会给予洞察检定额外的修正来发现一个幻象,这取决于它的真实程度。

MAINTAINING ILLUSIONS
维持幻象
Maintaining an active illusion (such as a fighting creature) requires a standard action each round, but maintaining a static illusion (one that doesn’t move or interact) is only a free action.
维持一个活跃的幻象(如战斗生物)需要每轮一个标准动作,但维持一个静止的幻象(无法移动或交互)只是一个自由动作。

EXTRAS
优化
Independent: Your active illusions only require a free action to maintain, rather than a standard action. +1 cost perrank.
自主:你的活跃幻象只需要自由动作来维持,而不是标准动作。+1CPR
Selective: You choose who perceives your Illusion and who doesn’t. +1 cost per rank.
选择性:你可以选择谁能看到你的幻象,而谁看不到。+1CPR

FLAWS
劣化
Feedback: Although Illusion does not have a physical “manifestation” per se, it can apply this flaw, in which case a successful damaging attack on one of your illusions causes you to suffer damage, using the guidelines given in the description of the Feedback flaw. –1 cost per rank.
反馈:尽管幻象不存在物理意义上的表现,但应用了这个劣化之后,一次对你的幻象成功的攻击会对你造成伤害,详情参考反馈劣化中的描述。-1CPR
Limited to One Subject: Only a single subject at a time can perceive your Illusion. –1 cost per rank.
限制单一目标:同一时间只有一个单体目标可以看到你的幻象。-1CPR
Ranged: It is left to the GM’s discretion whether or not Illusion’s range can be reduced at all, since being able to perceive the affected area is important in creating and directing the illusion. In order to solely alter your own appearance, see the Morph effect, possibly with the Resistible modifier. –1 cost per rank.
射程:是否可以缩小幻象的范围由GM决定,因为能够感知受影响的区域对于创造和引导幻象是很重要的事情。为了单独改变自己的外观,请参见变形效应,可能带有可抵抗修正。-1CPR
Resistible: Illusions Resistible by Will are typically hallucinatory effects projected into the target’s mind. This flaw is commonly combined with Selective, so only the targets you choose perceive your illusions. Illusions Resistible by Fortitude may represent a hallucinatory drug or similar biochemical effect. As usual, targets immune to effects targeting the resistance are unaffected by the illusion as well. So Illusions Resistible by Fortitude or Will have no effect on non-living targets, for example. This resistance check is in addition to the usual Insight check; the first determines if the target can resist the effect creating the illusion, the Insight check determine if the target notices something wrong about the illusion, revealing it as false. –1 cost perrank.
可抵抗:使用意志抵抗的幻象通常是投射到目标头脑中的幻觉效果。这种缺陷通常与选择性结合在一起,所以只有你选择的目标才能观察到你的幻象。使用韧性抵抗的幻象可能代表一种幻觉药物或类似的生化效应。像往常一样,对抵抗检定拥有免疫能力的目标也不受幻象的影响。所以,例如,使用韧性或意志抵抗的幻象对非生命目标没有影响。这种抵抗检定是除了通常的洞察检定之外的;首先确定目标是否能够抵抗产生幻象的效应,洞察检查确定目标是否注意到幻象的错误,并判断其并非真实。–1CPR

英雄幕后:幻象
劇透 -   :
Illusion is a broad-ranging effect, usable for a number of different things. A few common considerations for Illusion include the following.
幻象是一种广泛的效应,可以用于许多不同的事物。关于幻象的一些常见思考包括以下几点。

DAMAGING ILLUSIONS
伤害幻象
For illusions so realistic they are capable of inflicting damage,add a Linked Perception Range Damage effect. At the GM’s discretion, this effect can even be made into a Linked Array with a variety of alternate attack effects, allowing your illusionist to inflict conditions other than damage on targets. Keep in mind the attack effects all need to be perception range to match the range of Illusion.
这一类幻象过于逼真,以至于它们真的可以造成伤害,添加一个相关的感知范围伤害效应。根据GM的判断,这种效应甚至可以被制作成拥有各种不同攻击效果的阵列,允许你的幻象对目标造成伤害之外的状态。记住,攻击效应需要是感知范围来匹配幻象本身的射程。

ILLUSORY APPEARANCE
虚幻的外表
Illusion can alter a subject’s appearance, providing an essentially impenetrable disguise—at least until someone makes a successful check to see through the illusion. However, for just the ability to alter appearance,use the Morph effect, which is generally more effective than Illusion Limited to Appearance.
幻象可以改变一个对象的外观,提供一个本质上无法看穿的伪装,至少在某人成功的通过幻象检定之前。然而,对于仅仅改变外观的能力,使用变形效应通常比仅限于外观的幻象更加有效。

MENTAL ILLUSIONS
精神幻象
The default Illusion effect is perceptible to anyone or anything (including machines) as if it were real. Some illusions exist solely in the mind, like projected psychic hallucinations. This type of Illusion has the Resistible by Will flaw and the Selective extra, since the illusionist can choose whether or not to project the illusion into a particular subject’s mind, and therefore decides who can or cannot perceive the illusion. This is a net +0 modifier, for the same base cost.
任何人或者东西(包括机器)都能感觉到默认的幻象效应,就好像它是真实的一样。但有些幻象只存在于头脑之中,就像是投射精神幻象。这种幻象有着意志抵抗劣化和选择性优化,因为错觉者可以选择是否将幻象投射到某个特定的目标的脑袋里,从而决定谁能或不能感知到这个幻象。基于其基础成本,这是一个净+0的修正。

MY ALLY, MY ENEMY
我的盟友,我的敌人
A common Illusion trick is to switch the appearances of an enemy and an ally, causing a foe’s teammate to attack that enemy by mistake. You can generally handle this with an opposed check of Illusion and Insight; if you win, the target is unaware of the switch and attacks the wrong target.
一个常见的幻象技巧是改变敌人和盟友的形象,使敌人的队友错误地攻击敌人。你通常可以通过对幻象进行的对抗检定和洞察来处理这个问题;如果你赢了,目标就不知道这次转换,并攻击错误的目标。

I DISBELIEVE!
我不信!
Keep in mind characters don’t get to make a resistance check to overcome an illusion unless they have reason to believe the illusion is not real. Given the rather fantastic things that can happen in Mutants & Masterminds settings, an illusion generally has to provide some evidence of its true nature. Smart illusionists keep the true nature of their powers secret, and smart Gamemasters require players to come up with something a bit more comprehensive than “I disbelieve!” to figure out when there are illusions at hand.
记住,除非角色有理由相信这种错觉是不真实的,否则他们不必为了克服幻象而进行抵抗检定。考虑到超能决策所处的环境中可能发生一些非常奇妙的事情,一个幻象必须暴露一些其真实本质。聪明的幻术师会对他们能力的真实本质保密,而聪明的GM会要求玩家想出一些比“我不信!”更加全面的东西,来弄明白什么时候属于幻象。

FLIGHT MOVEMENT
飞行 位移
Action: Free • Range: Personal Duration: Sustained • Cost: 2 points per rank
自由动作·自身·维持·CPR2
劇透 -   :
You can fly through the air, including hovering in place.You have a flight speed rank equal to your effect rank.
你可以飞入空中,甚至悬停。你拥有一个相当于你效应等级的飞行速度。

EXTRAS
Aquatic: You can move underwater as easily as in the air.You have a water speed equal to your Flight rank, minus 2,subject to the usual rules for swimming (see the Athletics skill description for details). You can make Athletics checks to swim as routine checks. This power does not allow you to breathe underwater (for that see Immunity, page 113).This is the Swimming power as an Alternate Effect. Flat +1 point.
水中运动:你可以像在空中一样轻松的在水下运动。你的水下速度等于你的飞行等级-2,这取决于游泳技能的一般规则(详见运动技能说明)。你游泳时进行运动检定的时候可以进行通常检定。这种超能不允许你在水下呼吸(见第113页的豁免),这是一种游泳超能的替代效应。固定+1点。
Continuous: Continuous Flight operates even when the user is incapacitated or otherwise unable to sustain it.The user remains hanging in the air, aintaining relative position to the ground, if necessary. Alternately, the user might float safely down to the ground when unable to maintain Flight as a kind of “safety net,” your choice when you apply the modifier. +1 cost per rank.
永续飞行:即使在使用者丧失行动力或无法维持的情况下,永续飞行仍在运行。如有必要,使用者仍保持悬挂在空中,与地面保持相对位置。或者是作为一种安全机制,使用者无法维持飞行时,会安全的飘浮着落地,这是你在应用修正时选择的。+1CPR
Subtle: The default Flight effect is noticeable, whether from the rush of air, the roar of jets, or a glowing contrail or aurora, for example. This modifier reduces, and then eliminates, these traces. If your Flight is completely Subtle, you do not need to make Stealth checks to move silently while flying (you do so automatically), although you may still need to do so to avoid being seen or otherwise detected.Flat +1 or 2 points.
隐蔽:默认的飞行效应是十分明显的,无论是空气急流,喷流的轰鸣或是发光的轨迹。这个修正减少并消除这些痕迹。如果你的飞行是完全隐蔽的,你不需要做潜行检定来在飞行时安静的移动(你自动完成这个动作),尽管你可能仍然需要进行潜行检定来避免被看到或是其他方式侦测到。固定+1或2点。

FLAWS
Concentration: Flight requiring concentration means you can fly, but can’t do much else at the same time. –1 cost per rank.
注意力集中:需要注意力集中的飞行意味着你可以飞行,但不能同时做其他很多事情。-1CPR
Distracting: You are not very maneuverable and therefore vulnerable while flying (see the Vulnerable condition in The Basics chapter). –1 cost per rank.
分散注意力:你不是很灵活,因此在飞行时陷入脆弱状态(见基础章节的脆弱状态)。-1CPR
Gliding: You fly by gliding on wind currents. Your maximum gliding distance is limited to the vertical distance rank of your starting height, plus your flight speed rank. You may be able to gain altitude occasionally by catching thermal updrafts and winds at the GM’s discretion. Otherwise you must land at the end of your maximum distance. –1 cost per rank.
滑翔:你在气流中滑翔。你的最大滑行距离仅限于你开始高度的垂直距离等级,加上你的飞行速度等级。根据GM的判断,你可以偶尔通过捕捉热上升气流和风来提高高度。否则你必须在你最大距离的终点着陆。-1CPR
Levitation: You can only move vertically, straight up and down, and not side to side, although you can allow yourself to be carried along in the direction of the wind horizontally. –1 cost per rank.
悬浮:你只能垂直、垂直地上下移动,而不能左右移动,尽管你可以让自己水平地沿着风的方向移动。-1CPR
Platform: Your Flight is reliant on some sort of platform on which you stand or sit. If you fail a resistance check while flying, or you are grabbed by someone standing on the ground, you’re knocked or pulled off your platform and cannot fly. You can regain the use of your flying platform by reactivating your Flight effect on your next turn. –1 cost per rank.
平台:你的飞行依赖于某种你站着或坐着的平台。如果你在飞行中没有通过抵抗检定,或者你被站在地面上的人抓住,你会被撞倒或从平台上拉下来,并无法飞行。你可以通过在下一个回合中重新激活你的飞行效果来重新使用你的飞行平台。-1CPR
Wings: You have wings that allow you to fly, but they run the risk of being fouled or restrained, which prevents you from flying. If you are immobilized, restrained, or bound, you cannot fly. You can regain the use of your wings by reactivating your Flight effect once you are no longer affected by the aforementioned conditions. –1 cost per rank.
翅膀:你有可以让你飞的翅膀,但是它们有被污染或被束缚的风险,这会阻止你继续飞行。如果你被固定、约束或束缚,你就无法继续飞行。一旦你不再受到上述条件的影响,你可以通过重新激活飞行效果来重新使用你的翅膀。-1CPR
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Re: 【核心书】超能效应(初译)
« 回帖 #2 于: 2019-02-27, 周三 19:53:56 »
虽然不是我用的(思

SPEED MOVEMENT
速度 移动
Action: Free • Range: Personal • Duration: Sustained • Cost: 1 point per rank
自由动作·自身·维持·CPR1
劇透 -   :
You can move faster than normal. You have a ground speed rank equal to your effect rank. This also improves all forms of movement based on ground speed.
你可以比平时移动的更快。你拥有和效应等级相等的地面速度等级。这同样提高你所有类型的基于地面速度的移动速度。


IMMUNITY DEFENSE 免疫 防御
Action: None • Range: Personal 动作:无 •距离:个人
Duration: Permanent • Cost: 1 point per rank 持续时间:永久 • 费用:每级一点超能点数
劇透 -   :
You are immune to certain effects, automatically succeeding on any resistance check against them. You assign ranks of  Immunity to various effects to gain immunity to them (with  more extensive effects requiring more ranks). These assignments are permanent. Examples include the following:
你免疫了某种效果,自动的在对抗其的判定中成功。你通过在不同效果的免疫上分配等级来免疫不同的效果(价格高昂的效果需要更高等级的免疫来豁免。)这种分配是固化永久的,下面会为你举例说明。
•    1 rank: aging, disease, poison, one environmental condition (cold, heat, high pressure, radiation, or vacuum), one type of suffocation (breathe normally underwater or in an alien atmosphere, for example), starvation and thirst, need for sleep, or a rare power descriptor (such as your own powers, a close sibling’s powers, etc.).
一级:老化, 疾病, 毒药, 一个恶劣环境(冷,热,高压强,辐射,真空),在某些特定环境仍可呼吸自如(水下,亦或者是外星), 饥饿和口渴,睡眠需求,或者一个极其特定的能力标签(例如你本身的能力,或者血缘关系亲密的兄弟姐妹)
•    2 ranks: critical hits, suffocation effects (no need to breathe at all), or an uncommon power descriptor (such as chemical, gravitic, necromantic, etc.).
二级:暴击,不需要呼吸,或者一个不常见的能力标签(例如化学能, 重力,巫术巴拉巴拉吧)
•    5 ranks: alteration effects, sensory Affliction effects, emotion effects, entrapment (grabbing, snares, or bonds), fatigue effects, interaction skills, or a particular Damage effect, descriptor (such as bullets, cold, electricity, falling, fire, magic, radiation, sonic, etc.)
五级:变质效果,感官操纵效果, 情绪影响, 禁锢(抓握, 陷阱, 捆绑), 疲劳效果, 互动技能, 或者某种特定的伤害效果, 标签(比如说子弹, 寒冷, 电击, 跌落,火焰,魔法, 辐射,音波)
•    10 ranks: a common power descriptor (such as all effects with cold, electricity, fire, radiation, or weather descriptors, for example), life support (includes immunity to disease, poison, all environmental conditions, suffocation, and starvation and thirst)
十级:一个常见的能力标签(例如含有寒冷/电击/火焰/辐射/天气标签的效果), 生命维持(百病不侵,无毒不克,极端环境适应,窒息,抵御饥饿和缺水)
•    20 ranks: a very common power descriptor (bludgeoning or energy, for example).
二十级:一个非常常见的能力标签(例如钝击或者能量攻击)
•    30 ranks: All effects resisted by Fortitude, All effects resisted by Will
三十级:所有可以通过意志来抵抗的效果,所有可以通过体质来抵抗的效果.
•    80 ranks:  All effects resisted by Toughness (the equivalent of 40 ranks of Impervious Toughness).
八十级:所有能够通过韧性来抵抗的效果(等同于四十级的无敌强健)
DEGREES OF IMMUNITY(免疫的程度)
Some Immunity effects are a matter of degree. For example, “immunity to cold” can range from the environmental effects of cold (described under The Environment) to cold damage, to complete immunity to all effects with the “cold” descriptor. The first requires only 1 rank, and provides no resistance to other sorts of cold effects. The second requires 5 ranks and only provides immunity to cold Damage effects. The third requires 10 ranks and provides complete immunity to all effects with the “cold” descriptor whatever they may be.
有些免疫效果只是免疫程度上的不同。例如“对寒冷的抵抗”可以分为 单单对寒冷环境的免疫, 对寒冷伤害的免疫,到对所有有寒冷标签的效果的免疫。 第一个只需要一级的免疫,第二个则需要五级,第三个则需要十级,提供了对所有带有寒冷标签的效果的抵抗,不论是哪种。
EXTRAS 优化
Affects Others: This extra allows you to grant the benefits of your Immunity to others by touch. It’s most commonly used with life support, such as the power to maintain a life support “bubble” around you. +1 cost per rank.
影响作用于他人:这个优化可以让你通过触摸来将免疫的影响分给其他人。最常见的例子是将其应用于生命维持,比如说将一个生命维持“泡泡”环绕在别人身上.这个优化每级花费一点超能点。
Sustained: Sustained duration Immunity may be suitable for certain types of powers, particularly force fields or similar protective abilities requiring a modicum of concentration. It is a net +0 modifier from Immunity’s base permanent duration. +0 cost per rank.
延长:延长免疫的持续时间更适合某些某些其他种类的能力。 特别是强制领域的或者类似的需要少量专注的保护能力。这个是一个无费的修正, 因为免疫自身的延续时间是永久。

Ranged: Affects Others Immunity may have this extra, allowing it to grant its benefits at range. +1 cost per rank.
距离:影响作用于他人可能会有这个优化。这个优化允许在一定距离内将免疫的buff加持给他人。
Reflect: You can reflect attacks to which you are immune back at the attacker as a free action. Make a normal attack check using your own attack modifier to hit with the reflected attack. It has its normal effect if it hits. +1 cost per rank
反射:你可以不消耗任何行动轮来将你免疫的攻击反射给攻击施于者.你需要进行一次正常的命中判定来决定是否命中,若是命中,则该攻击的效果将会保持为它的常态。这个优化每级花费一点超能点。
Redirect: You can redirect attacks to which are you are immune at any other target within the attack’s normal range, as Reflect, above. You must have the Reflect extra to take this one. +1 cost per rank.
重新指向:你所反射的攻击可以指向另外一个在其攻击范围内的目标。你必须先有反射优化,才能解锁重新指向的优化。这个优化每级花费一点超能点。
FLAWS劣化
Limited to Half Effect: You suffer half the normal effect rather than being entirely immune to it. For environmental effects, you only make checks half as often. For other effects, halve the effect’s rank (round down) before determining its resistance check DC, including for things like Impervious. -1 cost per rank.
效果减半:你将承受普通效果的一半,而不是完全免疫某种效果。在环境效果的判定上,判定的频率会降低一半。如果是其他的效果,则每次对抗判定时,将其所对抗效果的等级除以2(包括但不限于无敌),这个劣化会减少效果每级花销一点

UNDER THE HOOD: IMMUNITY 英雄幕后:免疫
劇透 -   :
There are characters in comic books flatly immune to certain things. Immunity is intended to provide this option in Mutants & Masterminds. It’s simpler at some point to say a character is immune to something than it is to bother rolling dice.
在超级英雄漫画中,有些角色对某些事物免疫。免疫这个能力出现在超能决策中就是为了提供这样的一个选项。毕竟直接了当的说某件事物被某人免疫,要比骰个20面骰子简单的多。
Immunity also encourages creativity: if you can’t overcome a foe just by hitting him, what then? Encourage players to use tactics, cleverness, power stunts, and hero points to deal with foes immune to their more conventional attacks.
当然免疫也鼓励了创造性的决策:如果你无法通过打爆一个恶人来阻止他, 那么你该做什么呢? 用尽你的计谋,动用你的资源,用尽一切办法去阻止那些免疫你的攻击的恶人吧。
If you find Immunity—especially broad immunities at higher ranks—a problem in your game, feel free to restrict it (perhaps to no more than 10 ranks) or eliminate it altogether, replacing it with Protection and defense bonuses with appropriate power modifiers.
如果你发现免疫(特别是那些高等级免疫多项事物的免疫)影响了你的游戏体验。你可以尽管限制它(比如说将它限制为最高等级为10 )或者直接把它ban掉,然后用合理的能力修正将其换成保护能力或者防御加成。
For a degree of immunity to Damage, see the Impervious extra in the Modifiers section
如果想要知道对伤害的免疫程度,更多详情可见修正部分的强固优化
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Re: 【核心书】超能效应(初译)
« 回帖 #3 于: 2019-03-01, 周五 14:09:27 »
伤害DAMAGE                                                        攻击 ATTACK
Action: Standard • Range: Close Duration: Instant • Cost: 1 point per rank
动作:标准·距离:近身 持续时间:瞬时·成本:CPR1
劇透 -   :
你可以用近身攻击来对目标造成伤害。你所造成的伤害的确切性质由你决定,但需要得到GM的批准;它可以是由从强大的冲击波到剃刀爪,能量场,或其他一些破坏性介质在内的任何东西所造成的。目标需要进行对其进行韧性抵抗检定:
伤害抵抗检定
韧性 VS [伤害等级 + 15]
成功:伤害并未生效
失败(一程度):目标在该检定之后的所有伤害抵抗检定中要承受-1的情景减值。
失败(二程度):目标在属于他的下一回合结束前都将处于眩晕状态,并且要在该检定之后的所有伤害抵抗检定中要承受-1的情景减值。
失败(三程度):目标处于踉踉跄跄状态,在该检定之后的所有伤害抵抗检定中要承受-1的情景减值。如果目标再次被处于踉踉跄跄状态(在伤害抵抗检定中三个或三个以上的失败程度数),将应用四程度失败的该效应效果。踉踉跄跄状态将持续到目标恢复(参见下方的恢复)
失败(四程度):目标陷入丧失行动力状态。
劇透 -   :
You can inflict damage on a target by making a close attack. The exact nature of your Damage is up to you, with the GM’s approval; it can be anything from a powerful impact to razor claws, energy fields, or some other damaging medium. The target resists with Toughness:
DAMAGE RESISTANCE CHECK
Toughness vs. [Damage rank + 15]
Success : The damage has no effect.
Failure (one degree): The target has a –1 circumstance penalty to further resistance checks against damage.
Failure (two degrees): The target is dazed until the end of their next turn and has a –1 circumstance penalty to further checks against damage.
Failure (three degrees): The target is staggered and has a -1 circumstance penalty to further checks against damage. If the target is staggered again (three degrees of failure on a Damage resistance check), apply the fourth degree of effect. The staggered condition remains until the target recovers (see Recovery, following).
 Failure (four degrees): The target is incapacitated .
The circumstance penalties to Toughness checks are cumulative, so a target who fails three resistance checks against Damage, each with one degree of failure, has a total –3 penalty. If an incapacitated target fails a resistance check against Damage, the target’s condition shifts to dying. A dying target who fails a resistance check against Damage is dead.
对韧性检定所施加的情景减值是累计的,所以如果有目标在三次抵抗检定中都取得了一程度的失败,他总共会获得-3的减值。如果一个踉踉跄跄状态的目标在伤害抵抗检定中失败,他的状态将会变为濒死。倘若濒死的目标在伤害抵抗检定中失败,他将会死亡。

力量与伤害STRENGTH AND DAMAGE
力量为玩家提供了一个“内置”的伤害效应:击打物体的能力!你可以对你的力量造成的伤害应用效应修正,使其能够进行穿透,甚至让其成为一个范围效应!你也可以为你的力量伤害效应添置替换效应;更多详细信息请参见效应替换,P136。和其他伤害效应一样,角色的力量伤害的默认距离为近身,默认持续时间为瞬时。
你可以选择让伤害效应基于力量——比如近战武器——以此来讲将你的力量伤害加入到其中。当你决定攻击等级时,将你的力量和伤害等级加在一起。对任何因力量而获得加值伤害的伤害来说,被施加在该伤害上的修正也必须被施加在你的力量等级上。然而,如果你的力量被降低了,你因力量而增加的伤害也会减少,变为负数的力量甚至会减少你原本的伤害!同样,任何阻止你发挥你的力量的东西也会阻止你使用基于力量的伤害效果。如果你不能挥拳,你也不能挥剑。另一方面,激光刀刃或电击武器也会造成稳定的伤害,无论你用它能不能用来发挥你的力量。
劇透 -   :
Strength provides a “built-in” Damage effect: the ability to hit things! You can apply effect modifiers to the Damage your Strength inflicts, making it Penetrating or even an Area effect! You can also have Alternate Effects for your Strength Damage; see the Alternate Effect modifier for details. Like other Damage effects, a character’s Strength Damage is close range and instant duration by default.
If you choose, a Damage effect can be Strengthbased—something like a melee weapon—allowing your Strength Damage to add to it. You add your Strength and Damage ranks together when determining the rank of the attack. Any modifiers applied to your Damage must also apply to your Strength rank if its bonus damage is to benefit from them. However, any decrease in your Strength reduces the amount you can add to your Damage, and negative Strength subtracts from your Damage! Likewise, anything that prevents you from exerting your Strength also stops you from using a Strength-based Damage effect. If you can’t swing your fist, you can’t swing a sword, either. On the other hand, a laser blade or thuderbolt staff does the same damage whether you can exert your Strength with it or not.

破坏物体DAMAGING OBJECTS
物体(没有精力等级的目标)会和其他目标一样受到伤害。由于它们不能行动,因此眩晕与踉踉跄跄状态对无生命的目标不会产生什么实际影响。构装体,是能够行动的,因此会正常受到眩晕和踉踉跄跄状态的影响。(详见“装备”一章中的构装体)。从定义上讲,物体是处于无防御状态的,因此物体可以被终结攻击(参见动作&冒险章节中的终结攻击):本质上,您可以选择将对物体进行攻击作为一次通常检定,但如果你和往常一样进行攻击检定,攻击命中后会自动获得重击,你会在效应上获得+5加值。攻击另一个角色持有或佩戴的物品是一个粉碎动作(更多细节,请参见第8章的动作部分)。如果攻击者的目的是扭曲、损坏或破坏这个物体,在韧性检定中取得了两程度的失败会导致物体的扭曲或损坏(例如在物体上产生一个穿过物体的孔洞),而三或三以上程度的失败意味着物体被破坏了(碎裂、粉碎成渣等)。
例子:自由女神(lady liberty)正在从一处廉价公寓的火灾中救出人们,但她被倒塌的废墟包围着。她的玩家决定打出一条通道。因为她想要获得最大的伤害,所以她决定照常进行攻击检定(而不是选择进行通常检定)。考虑到她的攻击加值,她只有在投出天然1的时候才会失误。她成功了,根据力量计算了自己的伤害,并且由于自动重击获得了+5。gm决定砖块、灰浆和重梁的韧性为9(译注:实际上应该是8,不然没办法30-7-9=15,美国人的数学啊),并对其进行韧性检定,他掷出了7,来对抗dc 30(自由女神的伤害+ 15)。结果为15,这意味着它取得了3程度的失败,所以她很容易就能从废墟中破土而出,把建筑物清理干净,把人们送到安全的地方!
劇透 -   :
Objects (targets lacking a Stamina rank) take damage similar to other targets. Dazed and staggered results have no real effect on inanimate targets, since they do not take actions. Constructs, capable of action, are dazed and staggered normally (see Constructs in the Gadgets & Gear chapter). Inanimate objects are defenseless by definition and therefore subject to finishing attacks (see Finishing Attack in the Action & Adventure chapter): essentially, you can choose between making your attack on the object as a routine check or, if you make the attack check normally, gaining an automatic critical hit if your attack hits, for a +5 bonus to effect. Attacking an object held or worn by another character is a smash action (see Smash in the Actions section of Chapter 8 for more details). If an attacker’s intention is to bend, break or destroy an object, then two degrees of failure on the Toughness check results in a bend or break (such as a hole punched through the object) while three or more degrees of failure means the object is destroyed (shattered, smashed to pieces, etc.).
Example:   Lady   Liberty,   rescuing   people   from   a   tenement   fire,   is   hemmed-in   by   collapsed   debris.   Her   player   decides   to   simply   punch   a   path   through.   Since   she’s   going   for   maximum   damage,   she   decides   to   make   the   attack   check   normally   (rather   than   a   routine   check).   Given   her   attack   bonus,   she’ll   only   miss   on   a   natural   1   anyway.   She   succeeds   and   does   her   Strength   in   Damage,   +5   for   the   automatic   critical.   The   GM   decides   the   brick,   mortar,   and   heavy   beams   have   Toughness   9   and   makes   a   Toughness   check,   rolling   a   7,   against   DC   30   (Lady   Liberty’s   Damage   +   15).   A   15   result   is   three   degrees   of   failure,   so   she   easily   smashes   through   the   debris   and   clears   the   building,   carrying   people   to   safety!
一些常见材料的韧性等级被列了在材料韧性表中。所列出的等级是针对大约一英寸(距离等级-7)厚度的材料决定的:每增加一倍厚度会+1韧性,而每减少一半厚度则会-1韧性。所以一英尺的石头的韧性为8。特装的韧性取决于它的材料。特装的基础韧性等于特装的总点数除以5(四舍五入,最小为1)。
材料韧性MATERIAL TOUGHNESS
MATERIAL     韧性TOUGHNESS
纸Paper          0
泥土Soil          0
玻璃Glass         1
冰 Ice            1
绳索Rope         1
木Wood          3
石 Stone          5
铁 Iron           7
钢筋混凝土 Reinforced Concrete    8
钢 Steel          9
钛Titanium       15
超级合金Super-alloys  20+
劇透 -   :
The Toughness ranks of some common materials are shown on the Material Toughness table. The listed ranks are for about an inch (distance rank –7) thickness of the material: apply a +1 per doubling of thickness or a –1 per halving of it. So a foot of stone is Toughness 8. Equipment has Toughness based on its material. Devices have a base Toughness equal to the total points in the device divided by 5 (rounded down, minimum of 1).

恢复RECOVERY
活物目标在休息期间每分钟移除一个伤害状态,将从他们最差的状态中开始恢复。所以一个被伤害的角色先会从丧失移动力状态中恢复,然后再移除踉踉跄跄,晕眩这两个状态,到了最后开始每分钟移除-1韧性检定减值,直到完全恢复。愈合和再生效应可以加快这个过程。持续或更严重的伤害将被视作难题处理(参见动作与冒险章的恢复部分)。
因为没有精力,物品不会从伤害中恢复,除非它们拥有类似重生的效应。如果不具有这类效应,它们必须要得到修理,方能复原。修理损坏的物品时,请参阅科技技能指导。
劇透 -   :
Living targets remove one damage condition per minute of rest, starting from their worst condition and working back. So a damaged character recovers from being incapacitated, then staggered, dazed, and finally removes a –1 Toughness check penalty per minute until fully recovered. The Healing and Regeneration effects can speed this process. Lasting or more serious injuries are handled as complications (see Lasting Injuries in the Recovery section of the Action & Adventure chapter).
Objects, having no Stamina, do not recover from damage unless they have an effect like Regeneration. Instead, they must be repaired. See the guidelines under the Technology skill when repairing damaged objects.
« 上次编辑: 2019-03-27, 周三 20:58:34 由 云仙 »

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Re: 【核心书】超能效应(初译)
« 回帖 #4 于: 2019-03-02, 周六 14:43:37 »
组合好的超能之一

ALTERNATE FORM
(变换形态)
Effect: Varies, Activation • effects total –1 or 2 points
效果:多样的,需要激活•效果总费-1 或者 2点
劇透 -   :
You can transform into something other than mere flesh and blood, from a body of organic steel to a cloud of gas, a mass of liquid, a swarm of tiny insect-sized robots, or anything else you want to develop. Choose a set of effects that reflect the capabilities of your Alternate Form, based on the examples following. Then choose the action required to assume your Alternate Form: if it requires a move action, subtract 1 power point from the total cost of the effects. If it requires a standard action, subtract 2 points. See the Activation flaw for details.
通过这个能力,你可以将你的血肉之躯变换成其他的形态:有机的钢铁之躯,一片气体,一滩液体,一大群的纳米机器人,或者其他任何你能想到的东西。在下面列举的几个例子中,你可以选择借鉴一些,来决定你的形态具有什么样的能力。然后想想你的变化需要通过什么样的动作来实现:一个移动动作你可以减掉一点花销,而一个标准动作则减去两点。详情可以通过后文的激活来了解。
Some potential Alternate Forms (and their possible effects) include:
变换形态的一些例子,以及它们可能的效果
•    Energy: You are made up of energy, such as fire or electricity: Damage (close or ranged), Flight, Immunity, Insubstantial 3, and Teleport (Energy Medium).
能量:你的身体变成了某种能量体,例如火焰,或者电。可能的效果有:伤害(近身或者远程), 飞行,免疫, 虚体化三级,以及 传送(能量媒介)
•    Gaseous: You are a cloud of gas, like fog or mist: Affliction (Suffocate), Concealment (Visual, Attack), Flight, Immunity, and Insubstantial 2.
气态: 你变成了一团气体, 例如雾汽或者烟雾。可能的效果有:折磨(窒息),隐形(视觉,攻击), 飞行, 免疫,以及虚体化二级。
•    Ghost: You are incorporeal and invisible, largely unaffected by the physical world: Concealment (Visual), Flight, Immunity, and Insubstantial 4.
灵体:你成为了无形无影的幽灵,不受物理世界的影响。可能的能力有:隐形(视觉), 飞行, 免疫。 以及虚体化四级
•    Heroic: You have a distinct “hero” form, in addition to your “normal” form. Essentially, all your powers have the Activation modifier! The inability to assume your heroic form might also constitute a complication for you from time to time.
英雄:在你普通形态的基础上,你有独特的英雄形态。值得注意的是, 你的每个能力都应该有个激活修正。 某些时候的无法变身,也许会成为你的一个大难题。
•    Liquid: You are made up of liquid (such as water): Affliction (Suffocate), Concealment (Visual, Limited to Underwater), Elongation, Immunity, Insubstantial 1, and Swimming.
液态: 你的身体由液体组成(比如说水), 可能的能力有:折磨(窒息),隐形(视觉,限于水下), 延伸, 免疫, 虚体化一级,以及游泳。
•    Particulate: Your body is composed of a granular or particulate substance like sand, dust, salt, and so forth: Damage, Elongation, Immunity, Insubstantial 1, and Movement (Slithering).
微粒:你的身体由某种细小微粒组成, 例如沙子,尘埃,盐粒巴拉巴拉。可能的效果有:伤害,延伸,免疫,虚体化一级,以及 移动(滑行)
•    Shadow: You transform into a living shadow: Concealment (Visual, Limited to Darkness and Shadows), Immunity, Insubstantial 4, and Movement (Slithering, Wall-crawling).
阴影:你变成了一个活着的阴影, 可能拥有的能力有:隐形(限于黑暗和影子), 免疫,虚体化四级, 以及移动(滑行,攀墙)
•    Solid: You are made up of a hard solid substance like stone or metal: Enhanced Stamina, Enhanced Strength, Immunity, and Protection.
固态: 你的身体转化成了某种坚硬的固体,例如石头或者金属, 可能的效果有:加强耐力,加强力量,免疫,以及 防御。
•    Swarm: Your “body” is actually thousands of other tiny creatures: insects, worms, even little robots: Flight, Immunity, Insubstantial 2, and Movement (Slithering, Wall-crawling).
集群:你的身体实质上是某种小生物的集群,例如爬虫,昆虫,亦或者纳米机器人。可能的效果有:飞行, 免疫, 虚体化二级, 以及移动( 滑行, 攀墙)
•    Two-Dimensional: You can flatten yourself to become almost infinitely thin: Concealment (Visual, Limited to One Side), Damage (Penetrating – sharp edges), Insubstantial 1 (for slipping through narrow spaces), and Movement (Slithering)
二维的:你可以将自己压缩成极其薄的一个二维体。 可能拥有的效果有:隐形(视觉,限于一个方向), 伤害(穿透伤—锋利边缘), 虚体化一级(可以在细缝中穿行), 以及移动(滑行)。
想跑长团,大家一起快快乐乐的冒险,遇到各种各样的人和故事

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Re: 【核心书】超能效应(初译)
« 回帖 #5 于: 2019-03-12, 周二 15:04:16 »
伸长 综合ELONGATION  GENERAL
动作:自由 距离:自身 持续时间:维持 CPR1
Action: Free • Range: Personal Duration: Sustained • Cost: 1 point per rank
你可以通过伸长你的身体和/或四肢来增加你的reach。将你的效应等级加到你的正常体型等级上,以此来确定你可以伸长多少;对于正常体型的人类来说,1级可以伸长至15英尺,2级可以伸长至30英尺,以此类推。20级的伸长可以伸长到1000英里!“弹回”到你的正常形状是一个自由动作。
你可以通过伸长你的四肢来在更远的距离上进行“近战”攻击。一旦被伸长,你可以将在你的新攻击范围内进行近战攻击作为一个标准动作。如果你不能准确地感知到你的目标(例如,你在拐角处进行伸长),应用隐匿规则(参见动作与冒险章节中的隐匿)。此外,伸长允许你缠绕并束缚住一个对手,你将于 grab 检定中获得每级+1加值。(受到能级限制)。
劇透 -   :
You can elongate your body and/or limbs to extend your reach. Add your effect rank to your normal size rank to determine how far you can elongate; for a normal-sized human (size rank –2) this is 15 feet at rank 1, 30 feet at rank 2, and so forth. Rank 20 Elongation can stretch 1,000 miles! “Snapping back” to your normal shape is a free action.
 You can use Elongation to make “close” attacks at a greater distance by elongating your limbs. Once elongated, you can make melee attacks within your new reach as a standard action. If you can’t accurately sense your target (you’re elongating around a corner, for example), apply the rules for concealment (see Concealment in the Action & Adventure chapter). In addition, Elongation allows you to wrap up and entangle an opponent so it grants a +1 bonus to grab checks per rank (limited by PL).

增强特质ENHANCED TRAIT                                            综合GENERAL
动作:自由 距离:自身 状态 持续时间:维持 花费与基础特质花费相同
Action: Free • Range: Personal Duration: Sustained • Cost: As base Trait
劇透 -   :
你可以暂时增强你现有的一个特质,当你获取这个效应时需要选择增强哪个特质。当这个效应被激活时,在你的受效应影响的特质的等级之上会加上该效应的等级。所以,举个例子,增强力量5在你激活它的时候会给你的力量+5。你增强的特质仍然受到PL的限制,所以你的未被效应增强前的特质等级必须要低于这个限制,至少要低于效应所能提升的数目来以此符合规则。,每一级的强化特质的花费与在受影响的特质上获得一个等级的花费相同。关键的区别在于,增强特质是一种超能效应,而不是一种天然的特质,作为一种效应,它可以跟极限突破和其他效应相结合。更多相关信息,请参见“基础规则”一章中的“超能效应”和“属性”一章中的“属性增强”。
You can temporarily improve one of your existing traits, chosen when you take this effect. While this effect is active, you increase the affected trait by its rank. So, for example, Enhanced Strength 5 increases your Strength by +5 while it is active. Your enhanced trait is still subject to power level limits, so your unenhanced rank must be below the limit by at least the amount of the enhancement to accommodate it. The cost of Enhanced Trait is the same per rank as acquiring a rank in the affected trait. The key differences are that Enhanced Trait is a power effect, rather than a natural trait, and as an effect it can be combined with extra effort and other effects. See Extra Effort in The Basics chapter and Enhanced Abilities in the Abilities chapter for more.
劣化FLAWS
限制:被增强的特质在某些情况下会受到限制,比如只在夜间(或白天)生效,或只在愤怒(或处于其他的情绪状态下)的情况下生效,只在水下(或其他一些环境)生效等等。一个很少会出现在游戏中的限制——比如在新月期间会失去你的增强特质——可以被作为一个“失去超能”困境来处理。更多详细信息,请参阅基础章节中的困境。-1CPR
永续:在不改变其花费的情况下,你的增强特质可以是一个永续化的改善,而非一个需要维持的效应。最主要的区别是你的永续增强不能被激活和关闭,也不能被极限突破所改善,包括使用它来执行超能特技(参见额外的努力)。没有使用永久性增强特质的动作,因为它一直处在被激活的状态。CPR+0
降低特质:在其他特质被增强期间,你的一个或多个特质将被降低。这一劣化的花费与被降低的特质所减少的点数相等。所以,举个例子,如果你在获得力量的同时失去了智力,失去的智力等级的超能点数就等于该缺陷的花费。与所有劣化一样,效果必须至少花费一个超能点。固定减去等于被降低的特质等级所需的超能点数
Limited: Enhanced Traits are often Limited in some fashion, such as Nighttime (or Daytime) Only, While Angry (or in another emotional state), Underwater (or in some other environment), and so forth. A limit that rarely comes into play—like losing your Enhanced Trait during a new moon—can be handled as a power loss complication. See Complications in The Basics chapter for details. –1   cost   per   rank.
 Permanent: At no change in cost, your Enhanced Trait may be a permanent improvement, rather than a sustained effect. The primary difference is that your permanent enhancement cannot be turned on and off and cannot be improved by extra effort, including using it to perform power stunts (see Extra Effort). There is no action to use a Permanent Enhanced Trait, as it is always active. +0   cost   per   rank.
Reduced Trait: One or more of your traits is lowered while others are enhanced. This flaw is worth as many points as the reduction in the affected trait(s). So, for example, if you lose Intellect while you gain in Strength, treat the value of the lost Intellect ranks as the value of the flaw. As with all flaws, the effect must still cost at least 1 power point.
 Flat   –points   equal   to   the   lowered   trait.
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Re: 【核心书】超能效应(初译)
« 回帖 #6 于: 2019-03-22, 周五 20:18:10 »
BURROWING MOVEMENT
掘地 位移
Action: Free • Range: Personal·Duration: Sustained • Cost: 1 point per rank
自由动作·射程:自身·持续时间:维持·CPR1
劇透 -   :
You can burrow through the ground, leaving a tunnel behind if you choose. You move through soil and sand at a speed rank equal to your Burrowing rank, minus 5. So Burrowing 8, for example, lets you move through the ground at speed rank 3 (around 16 MPH). Burrowing through hard clay and packed earth reduces speed one additional rank.Burrowing through solid rock reduces it by two additional ranks. The tunnel you leave behind is either permanent or collapses behind you immediately (your choice when you begin burrowing each new tunnel).
你可以在地下挖掘前进,在身后留下一条通道,如果你希望的话。你可以穿行与泥土与沙石之中,速度等级等于你的掘地等级-5.例如掘地8级,你可以以3级速度在地底移动(大概16英里每小时)。在硬粘土和填充土中挖洞会使速度降低一个等级。在坚硬岩石中挖洞会使速度降低两个等级。你留下的隧道要么是永久性的,要么当你开始挖掘每一个新的隧道时立即坍塌在你身后(根据你的选择)。

Note that Burrowing differs from the Permeate effect of Movement, which allows you to pass through an obstacle like the ground at your normal speed without disturbing it at all (see Movement for details).
请注意,掘地不同于位移效应中的渗透,渗透允许你以正常速度穿过障碍物,如地面,而不会干扰它(详情请参见位移)。

EXTRAS
优化

Penetrating: Normally, the hardness of the ground affects only the speed at which you burrow. At the GM’s discretion, some super-hard materials may be considered Impervious to Burrowing, in which case this extra allows you to dig through them. 1 point per rank.
穿透:通常情况下,地面的硬度只影响你挖洞的速度。根据GM的判断,一些超硬材料可能被认为是针对挖掘的屏障效果,在这种情况下,这个优化允许你挖掘穿过他们。CPR1

Ranged: This extra either allows you to create tunnels at a greater distance (without having to be at the end-point of the tunnel as it forms) or, in conjunction with Affects Others, allows you to grant the Burrowing effect to someone else at a distance. Doing both requires two applications of the extra. +1 or 2 cost per rank.
提高射程:这个优化允许你在一个更大的距离(当它形成时,你不必在隧道的终点)创建隧道,或者,结合干涉他人的修正,允许你给离你较远的其他人赋予掘地的效果。想要同时做到这两件事需要应用两个修正。CPR1或2。

FLAWS
劣化

Limited: Burrowing may be limited to certain circumstances or materials, such as only loose sand and soil (leaving the character unable to burrow through dense clay or solid rock), or only snow and ice (being unable to burrow through earth and soil at all). –1 cost per rank.
受限:掘地可能仅限于某些情况或材料,例如松散的沙子和土壤(使角色无法在致密粘土或固体岩石中掘地),或仅限于冰雪(根本无法在陆地和泥土中掘地)。-1CPR。
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Re: 【核心书】超能效应(初译)
« 回帖 #7 于: 2019-03-22, 周五 20:36:00 »
DEFLECT DEFENSE
偏转 防御
Action: Standard • Range: Ranged Duration: Instant • Cost: 1 point per rank
标准动作·射程:远程·持续时间:瞬时·CPR1
劇透 -   :
You can actively defend for characters other than yourself,deflecting or diverting attacks against them at a distance, and may be able to more effectively defend yourself, depending on your rank. See the Defend action in the Action & Adventure chapter for details. You use your Deflect rank in place of an active defense. You still add 10 to a Deflect die roll of 10 or less, for a minimum roll of 11.Deflect modifiers are limited by power level.
你可以主动为自己以外的角色防御,在远处偏斜或转移攻击,并且可以更有效地保护你自己,这取决于你的等级。有关详细信息,请参阅行动与冒险一章中的防御动作。你使用你的偏转等级来代替主动防御。你仍然可以在结果为10或更少的偏转投骰中加上10,以获得至少11的结果。偏转带来的修正受能级的限制。

Like a ranged attack, if you Deflect at medium range, you have a –2 circumstance modifier on your check. At long range, you have a –5 circumstance modifier. Range is measured from you to the target of the attack you are deflecting
像远程攻击一样,如果你在中距射程进行偏转,你的检定会有-2情景减值。在远距射程时,你有-5情景减值。距离是从你到你所偏转的被攻击的目标的距离。

Like the defend action, Deflect does not work against area effects or perception ranged attacks, nor versus attacks targeting defenses other than Dodge or Parry.
像防御动作一样,偏转不能对抗范围效果或感知射程的远程攻击,也不能对抗以闪避或招架以外的防御为目标的攻击。

EXTRAS
优化

Action: Because it requires the defend action, Deflect cannot take less than a standard action. To create a kind of “deflection field” or similar effect that automatically deflects attacks over a wide area, use an Enhanced Dodge and/or Enhanced Parry effect with modifiers like Area and Selective.
动作:因为它需要进行防御动作,所以偏转不能采取低于标准的动作。要创建一种“偏转力场”或类似效果,自动在一个较大的范围内偏转攻击,请使用增强闪避和/或增强招架效应,并使用诸如“范围化”和“选择性”之类的修正。

Reflect: You can reflect attacks back at the attacker as a free action. First, you must successfully deflect the attack, then make a normal attack check using your own attack modifier to hit with the reflected attack. It has its normal effect if it hits. +1 cost per rank.
反射:你可以以一个自由动作将攻击反射回攻击者。首先,你必须成功地偏转攻击,然后使用你自己的攻击修正进行正常的攻击检定,用你反射的攻击进行攻击。如果命中,它正常的造成影响。+1CPR

Redirect: You can redirect attacks you successfully deflect at any target within the attack’s normal range, as Reflect, above. You must have the Reflect extra to take this one. +1 cost per rank.
重定向:你可以在偏转攻击后指定它的方向,你可以将被你反射的攻击转向其正常范围内的任何目标,如上所示。你必须有反射优化之后才能获取这个优化。+1CPR
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Re: 【核心书】超能效应(初译)
« 回帖 #8 于: 2019-03-23, 周六 14:24:55 »
REGENERATION DEFENSE
再生 防御
Action: None • Range: Personal • Duration: Permanent • Cost: 1 point per rank
无动作·射程:自身·持续时间:永续·CPR1
劇透 -   :
You recover quickly from damage. Remove penalties to your Toughness checks due to damage equal to your Regeneration rank each minute. You then recover other damage conditions equal to your Regeneration rank each minute, starting from your most severe condition. Spread this recovery out evenly over a minute (10 action rounds). So with Regeneration 5, you remove a –1 Toughness penalty every other round (every round with Regeneration 10, and up to a –2 penalty per round with Regeneration 20).
你能很快恢复自己的伤势。根据你的再生等级,每分钟消除等量因伤害而造成的韧性检定减值。然后从你最严重的状态开始,你每分钟恢复相当于你的再生等级的其他伤害状态。恢复量会平均在一分钟内(10轮动作)。因此,对于再生5来说,每隔一轮移除-1韧性减值(再生10时是每轮移除一次,再生20时提高到每轮移除-2减值)。

REGENERATION ABSENT STAMINA
缺乏精力的再生
Characters with no Stamina do not heal (see Absent Abilities in the Abilities chapter). One or more ranks of Regeneration overcome this. An absent Stamina character with Regeneration 1 recovers at a normal rate; additional Regeneration ranks speed up that rate.
没有精力属性的角色不会自行恢复(参见属性章节中的缺失属性)。一级或更高等级的再生克服了这一点。一个缺乏精力属性的角色拥有再生1时可以以正常的速度恢复;额外的再生等级会加快这个速度。

EXTRAS
优化
Persistent: You can regenerate even Incurable damage conditions (see the Incurable modifier). +1 cost per rank.
不屈:你可以再生不可治愈的伤害状态(参见不可治愈修正).+1CPR

FLAWS
劣化
Source: Your Regeneration only works when you have access to a particular source to replenish yourself, such as blood, electricity, sand, scrap metal, sunlight, and so forth. –1 cost per rank.
来源:你的再生仅对你选择的特定来源所造成的伤害生效,例如血液、电击、沙土、废弃金属、阳光,诸如此类。-1CPR
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Re: 【核心书】超能效应(初译)
« 回帖 #9 于: 2019-03-24, 周日 12:00:24 »
TELEPORT MOVEMENT
传送 位移
Action: Move • Range: Rank Duration: Instant • Cost: 2 points per rank
移动动作·射程:等级·持续时间:瞬时·CPR2
劇透 -   :
You can move instantly from place to place without crossing the distance in between. You can teleport yourself and up to 50 lbs. (mass rank 0) of additional mass a distance rank equal to your effect rank as a move action. Unwilling passengers get a Dodge resistance check to avoid being taken along.
你可以立刻从一个地方移动到另一个地方而不穿过两者之间的空间。你可以用移动动作传送你自己,外加最多50磅(质量等级0)的附加重量,距离等级等于您的效果等级。
You can only teleport to places you can accurately sense or know especially well (in the GM’s judgment). You retain your position and relative velocity when you teleport. So if you are falling when you teleport, you are still falling at the same speed when you arrive at your destination.
你只能传送到你可以准确感知或是特别熟悉的地方(根据GM的判断),你传送时保持你的位置和相对速度。因此如果你在传送时处于坠落状态,当你到达目的地时,你仍然以同样的速度下降。
Teleport is meant for use on or around a planet. For things like traveling to distant planets or stars, apply the Space Travel effect of Movement as a “hyperjump” or similar power.
传送适用于在行星或其附近使用。对于移动到遥远的行星或恒星之类的事情,使用位移的太空旅行效果来做成“超级跳跃”或者类似的超能。

EXTRAS
优化
Accurate: You don’t need to know or accurately sense your destination to teleport there, just be able to generally describe it, such as “inside the capitol building lobby” or “atop the Emerald Tower’s roof.” If the destination isn’t in your Teleport range, nothing happens. +1 cost per rank.
准确:你不需要知道或准确的感知你传送的目的地,只需要能够一般地描述它,例如“国会大厦大厅里”或“翡翠塔的屋顶上”。如果目的地不在你的传送范围内,那就不会有任何反应。+1CPR
Change Direction: You can change your direction or orientation after a teleport. Flat +1 point.
改变方向:你在传送后可以改变你的方向或朝向。固定+1点
Change Velocity: You can teleport “at rest” to your destination. Among other things, this means you can teleport out of a fall and suffer no damage. Flat +1 point
改变速度:你可以静止的传送到你的目的地。除此之外,这意味着你可以在坠落中传送而不会受到伤害。固定+1点
Easy: You are not dazed or vulnerable when making extended teleports (following). +1 cost per rank.
轻松:在进行扩展传送时,你不会眩晕或脆弱。+1CPR
Extended: You can take two move actions to make an extended teleport with a distance rank equal to your effect rank +8. You are dazed and vulnerable for one round after an extended teleport. +1 cost per rank.
扩展:你可以采用两个移动动作来进行一次距离等级等于你效应等级+8的扩展传送。在扩展传送后,你会受到一轮的眩晕和脆弱。+1CPR
Increased Mass: You can carry additional mass when you teleport equal to your rank in this extra. Flat +1 point per rank in Increased Mass.
增加质量:你传送时可以携带更多的质量,质量等级等同于你这个优化的等级。固定+1每级增加质量
Portal: You open a portal or gateway between two points as a free action. The portal is five feet across. Anyone stepping through the portal (a move action) is transported. The portal remains open as long as you concentrate, taking a standard action each turn to maintain it. +2 cost per rank.
传送门:你可以用自由动作在两个点之间打开一个传送门或是通道。这个传送门为5英尺宽。任何人可以穿过传送门(移动动作)并被传送。传送门在你维持期间始终保持开启,每回合消耗一个标准动作来维持他。+2CPR
Turnabout: You can teleport, take a standard action, and teleport back to your starting point in a single round, so long as the total distance moved doesn’t exceed your Teleport range. Flat +1 point.
回旋:你可以在一轮中传送,进行一个标准动作,然后传送回你的起始点,只要传送的总距离不超过你的传送射程。固定+1点

FLAWS
劣化
Limited to Extended: You can only make extended teleports. You must have the Extended extra, and this flaw effectively makes it a +0 modifier. –1 cost per rank.
限制为扩展:你只能进行扩展传送了。你必须拥有扩展优化,并且这个劣化有效地使其变为一个+0的修正。-1CPR
Medium: You require a medium for your teleportation, such as electrical or telephone wires, root structures, waterways, shadows, flames, mirrors, and so forth. You can only teleport from and to locations where your medium exists. –1 cost per rank.
媒介:你需要一种媒介来进行传送,例如电线、电话线,树根结构,水路,阴影,火焰,镜子等等。你只能在你媒介存在的地方传送。-1CPR
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