作者 主题: 【暗影狂奔第五版核心规则书翻译】怪物能力&弱点 394-402  (阅读 8672 次)

副标题: 翻译:Razr;由于某些能力很讨厌而且很没有必要的和其他设定重名,所以会调整他们的译名;

离线 马非鱼

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怪物能力 POWERS
每当一只怪物飞翔、用爪子撕碎一些东西或是用轻轻一触麻痹目标,它就是在使用一种怪物能力。怪物能力是一只怪物拥有的特殊能力。有些怪物能力是天然的,比如它们的爪或硬皮;还有一些相对自然界是魔法的,比如一只犬妖(barghest)的「麻痹之嚎」。
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Whenever a critter flies, rends something with its claws, or paralyzes a target with a mere touch, it’s using a critter power. Powers are the special abilities that a critter possesses. Some critter powers are natural, such as their claws or tough skin. Others, such as a barghest’s Paralyzing Howl, are magical in nature.

怪物要对某目标使用能力,就必须和目标在同一形态,可以是星界形态,或是物质形态。星界形态的存在无法影响主物质界目标,反之物质形态的存在也无法影响星界目标(见星界,p.312)。不过,一只可以「具象化」的星界怪物如果具象化的话,便可以影响物理目标;而「双重性质」的怪物则可以轻而易举地与主物质界或星界的存在互动。
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In order for a critter to use a power against a target, they have to be in the same state, either astral or physical. Astral forms cannot affect physical targets, and physical forms cannot affect astral targets (see The Astral World, p. 312). An astral critter that can materialize can affect physical targets if they do so, however, and dual-natured critters can interact with the astral plane as easily as the physical one.

以下每一项都罗列了一些常见的怪物能力的特性:
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Each entry lists several common characteristics of each power:

类型Type:正如法术一般,怪物能力可以是法力(mana,M)的或是物理(physical,P)的。法力能力不会影响非生命的目标,同样物理能力不能在星界用来影响星界形态的存在。
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Type: Like spells, powers may be either mana (M) or physical (P). Mana powers do not affect nonliving targets, whereas physical powers cannot be used in astral space or to affect astral forms.

动作Action:大多数能力需要一个特定种类的动作(简单或者复杂动作)来发动。有的怪物能力是不需启动永远生效的,这类能力的动作被列为“自动”。
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Action: Most powers require a certain type of action (Simple or Complex) to activate. Some are always on and require no action to activate; these are listed with an Action of “Auto.”

距离Range:所有能力都有它的距离;距离被分为视线内(LOS)、接触或自身(此能力仅影响怪物自身)。法师施法的视线内规则(p.281)同样适用于怪物能力。除非特别被列出,单只怪物的一种能力同一时间只能用于单个目标。
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Range: All powers have a range; this is listed as Line of Sight (LOS), Touch, or Self (the power affects only the critter itself). The Line of Sight rules for spellcasting (p.281) also apply to critter powers. Unless otherwise noted, a power may only be used on one target at a time.

持续Duration:这一项说明了能力的效果能存在多久。

那些永远有效的能力(动作为自动)的持续为始终

即时能力在一个动作中生效与消失,即使它们可能会产生长效作用(比如说伤害)。

维持能力可以被无消耗地长久保持。因为这些能力是内在的,所以怪物保持能力生效并不像维持法术那样受到限制或者减值——虽然当怪物用〈巫术〉施放并维持法术的时候,还是要套用正常的维持法术规则。即使受到伤害,怪物也不会因分心停止维持能力施放。如同维持法术一样,在能力对目标生效后,视线就不一定需要被保持着。怪物同一时间可以维持{魔法属性}个的能力(可以是多个同名能力)。

永久能力在效果被固定为永久之前,必须被维持足够长的时间,详见对应能力中的描述。

有的能力持续为特殊。这类能力的持续时间取决于其他因素,详见对应能力中的描述。
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Duration: This entry indicates how long the power’s effect lasts.

Powers that are constantly in effect (those with an Action of Auto) have a duration of Always.

Instant powers take effect and vanish in the same action, though they may have lasting effects (damage, for example).

Sustained powers may be maintained over time at no effort or cost. Because these powers are innate, the critter is not subject to any strain or modifers for keeping the effect going the way sustained spells do—although normal sustaining rules apply if the critter casts and maintains a spell through Sorcery. Even taking damage will not distract the critter from its ability to sustain. As with sustained spells, line of sight does not have to be maintained after the power takes hold of its target. Critters may sustain a number of powers (or multiple uses of the same power) at one time equal to their Magic.

Permanent powers must be maintained for a specifc period of time before the effects become permanent, as noted in the power’s description.

Some powers have a Special duration. The duration of the power’s effect depends on other factors; these are noted in the description.


降祸ACCIDENT
类型:P   动作:复杂
距离:LOS  持续:即时
拥有这种能力的怪物可以使看似正常的的意外发生。具体发生的意外由GM基于目标动向和目标周围环境决定。这种能力本身谈不上多危险,但它与周遭的环境和境遇共同作用产生了危险。比如说,踩到自己的脚,摔在了交通高峰期的公路上就是一件灾难性的事情。
当一只怪物对某一目标施放此能力,进行一次对抗检定,怪物的魔法+意志 v. 目标的反应+直觉。如果怪物胜出,视为目标在一次检定中掷出了失误;如果怪物达成了4个或以上的净成功,则视为目标在一次检定中掷出了严重失误——这可就不仅仅是一次令人尴尬的笨拙行为,而是一次潜在的灾难。一只怪物可以在同一时间对{魔法属性}个目标使用此能力。
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ACCIDENT
Type: P       Action: Complex
Range: LOS   Duration: Instant
Critters with this power can cause seemingly normal accidents to occur. The exact nature of the accident is for the gamemaster to determine, based on what the target is doing and what’s going on around him. This power isn’t, in and of itself, dangerous, but circumstance and environment can come into play to make it so. Tripping on your own feet in front of rush-hour traffc could be hazardous to your health, for instance.
When a critter targets someone with this power, make an Opposed Test, using the critter’s Magic + Willpower against the target’s Reaction + Intuition. If the critter wins, treat it as if the target rolled a glitch on a test. If the critter scores 4 or more net hits, the accident is treated as a critical glitch—it’s not just an embarrassing fumble, it’s a potential catastrophe. A critter can use this power on a number of targets at once equal to its Magic rating.

动物控制ANIMAL CONTROL
类型:M   动作:复杂
距离:LOS  持续:维持
有一些怪物可以操纵别的怪物,尤其(但不一定)是那些平凡(非魔法)的个体。这一力量能让怪物控制一只或一群动物的行为。这一行为必须是目标动物的正常行为。一群飞鸟,比如说,就不能偷走一辆摩托车或者用手枪开火,但它们可以攻击某人,跟随某人,或者就只是被命令飞走。如果目标怪物离开了控制者的视线,它就不能继续被下指令,但可以继续按照已下达的指令行动{怪物的魅力属性}分钟。拥有此能力的怪物可以控制等同于{5×魅力}只小动物(猫、老鼠,等等),或者{魅力}只大型动物(狼、狮子、熊,等等)。这一怪物能力不能被用在有「灵智」能力的怪物身上。
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ANIMAL CONTROL
Type: M    Action: Complex
Range: LOS   Duration: Sustained
Some critters can manipulate other critters, particularly (but not always) mundane ones. This power lets the critters control the behavior of an animal or a group of animals. It has to be a normal behavior for the target animal. A flock of birds, for instance, couldn’t steal a motorcycle or fre a pistol, but they could attack someone, follow someone else, or simply be made to fly away. If the target critter leaves the controlling critter’s line of sight, it can’t be commanded any longer, but it will continue to follow any orders they had already been given for the critter’s Charisma in minutes. The critter may control a number of small animals (cats, rats, etc.) equal to its Charisma x 5, or a number of larger animals (wolves, lions, bears, etc.) equal to its Charisma. This power may not be used on any critter with the Sapience power.

天生护甲 ARMOR
类型:P    动作:自动
距离:自身  持续:始终
不论此能力来自膜质骨沉积物、鳞片或只是厚皮,拥有此能力的怪物对于物理攻击有某种天生的防护。怪物的天生护甲等级可以与任何穿着的护甲的等级叠加。
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ARMOR
Type: P      Action: Auto
Range: Self   Duration: Always
Whether it comes in the form of dermal bone deposits, scales, or just a thick hide, a critter with this power has some inherent protection from physical attacks. The critter’s natural Armor rating is cumulative with any armor worn.

离线 马非鱼

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粘缠 BINDING
类型:P    动作:复杂
距离:特别  持续:立即
不论是通过织网、粘性舌头或是某种魔法力量,拥有此能力的怪物可以使其目标黏在任何目标恰好正在接触的表面上(经常但不一定是怪物本身)。目标可以用一个复杂动作进行一个对抗检定,目标的力量+体质 v. 怪物的魔法+意志,来尝试挣脱粘缠。假如目标获胜,那么就成功逃脱;假如目标失败,那么就不能动弹,直至下次有机会尝试挣脱。此能力的距离取决于怪物的粘缠方式:它可以射出网(距离:LOS),或拥有黏性身体(距离:接触),或只是擅长黏在各种东西上(距离:自身)。
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BINDING
Type: P       Action: Complex
Range: Special   Duration: Instant
Whether it’s through webbing, a sticky tongue, or some magical force, the critter with this power can make its target stick to any surface the target happens to be touching (often, but not always, to the critter itself). The target may attempt to break free from this with a Complex Action, rolling Strength + Body against the critter’s Magic + Willpower. If the target prevails, he has escaped. If he fails, he remains immobilized until the next time he can attempt an escape. The range of this power depends on how the critter binds its targets; it may shoot webbing (Range: LOS), have a sticky body (Range: Touch), or just be good at sticking to things (Range: Self).

强迫 COMPULSION
类型:M
动作:复杂
距离:LOS
持续:维持
这一能力使怪物能强迫一个目标进行一个特定行动,即使这一行动违背了目标的本愿。怪物需要进行一个对抗检定,它的魔法+魅力 v. 目标的意志+逻辑;如果目标失败,那么必须立刻进行被强迫进行的行动。当此力量被使用,受害者会立即意识到自己被强迫行动。该能力不能被用来植入以使目标之后进行强迫行为的暗示;一旦此能力停止,目标马上恢复对自身的控制。
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COMPULSION
Type: M      Action: Complex
Range: LOS   Duration: Sustained
This power enables the critter to compel a target to perform a specific action, even if that action might not be in the target’s best interests. The critter must make an Opposed Test using its Magic + Charisma against the target’s Willpower + Logic; if the target loses, he must immediately carry out the compelled action. The victim immediately recognizes that he was compelled to act after this power is used. This power can’t be used to plant suggestions for future compelled actions; once the power is dropped, the target’s mind is his own once again.

遮蔽 CONCEALMENT
类型:P   动作:简单
距离:LOS  持续:维持
拥有此能力的怪物可以神秘地隐藏自己,其它存在,或是某人正在寻找的某物。「遮蔽」能力使任何试图寻找被遮蔽物体的侦察检定受到等同于{怪物魔法属性}的骰池减值。
「遮蔽」能力可以在同一时间遮蔽{魔法}个类人生物大小的目标,或是{5×魔法}个的更小的目标(猫、婴儿、老鼠,等等)。如果怪物允许,被遮蔽的对象可以互相看到。「遮蔽」能力的效果持续到对象被发现或怪物停止维持此能力。
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CONCEALMENT
Type: P      Action: Simple
Range: LOS   Duration: Sustained
Critters with this power can mystically hide themselves, other people, or things that someone else is seeking. Concealment subtracts a number of dice equal to the critter’s Magic from any Perception Tests to locate the concealed subject.
Concealment can be used simultaneously on a number of metahuman-sized targets equal to the critter’s Magic, or a number of much smaller targets (cats, babies, rats, etc.) equal to the critter’s Magic x 5. Concealed subjects can see each other if the critter allows it. The effect lasts until the target is spotted or the critter stops sustaining the power.

困惑 CONFUSION
类型:M   动作:复杂
距离:LOS  持续:维持
此能力使目标无法清楚地思考。目标变得犹豫不决、健忘、迷糊不清。使用此能力的怪物进行一个对抗检定,怪物的魔法+意志 v. 目标的意志+逻辑。目标的任何行动受到等同于{怪物的净成功}的骰池减值。
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CONFUSION
Type: M    Action: Complex
Range: LOS   Duration: Sustained
This power renders the target unable to think clearly. He becomes indecisive, forgetful, and befuddled. The critter makes an Opposed Test using its Magic + Willpower against the target’s Willpower + Logic. Any net hits the critter scores become a negative dice pool modifer for any action the target character takes.

腐蚀喷吐 CORROSIVE SPIT
类型:P    动作:复杂
距离:特别  持续:立即
拥有此能力的怪物的唾液(或其它某种它能喷射的化学物质)具有强腐蚀性而可以作为武器。使用此能力需要进行正常的远程攻击检定,怪物的〈异种远程武器〉技能+敏捷【肉体界限】,射程增量为{体质}米。此喷吐造成酸性伤害(p.170),伤害值为(怪物的魔法×2)P,穿甲为-(怪物的魔法)。
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CORROSIVE SPIT
Type: P       Action: Complex
Range: Special   Duration: Instant
The critter’s saliva (or some other chemical it can shoot) is extremely caustic and can be used as a weapon. It’s treated as a standard ranged combat attack, using the critter’s Exotic Ranged Weapon skill + Agility [Physical], with range increments of (Body) meters. The spit causes Acid damage (p. 170), with a DV of (Magic x 2)P and an AP of –(critter’s Magic).

龙音 DRAGONSPEECH
类型:M   动作:自动
距离:LOS  持续:立即
龙的生理结构并不允许它用嗓音说话。龙(以及其他一些,可能相关的,怪物)能够用此能力以心电感应一般的方式与其视线中任何数量的其他存在交流,无论对方使用哪种语言。这种心灵交流不能被技术手段截获,所以想要用龙音通过现代科技来交流的龙必须借助一个类人生物作为“翻译”。此能力允许怪物投射发言,但没有此能力的目标不能以同样方式(心电感应)回应。
(编:额,直接说心灵感应会死)
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DRAGONSPEECH
Type: M    Action: Auto
Range: LOS   Duration: Instant
Draconic physiology is not capable of vocal speech. Dragons (and some other, possibly related, critters) are able to communicate telepathically with other beings through this power—as many as they like within line of sight—no matter what the beings’ own Language skills look like. This telepathic communication can’t be picked up by technological means, so dragons wishing to communicate with dragonspeech through modern technology must employ a metahuman as a “translator.” This power lets the critter project speech, but the target(s) cannot respond the same way without their own telepathic ability.

双重性质 DUAL NATURED
类型:P    动作:自动
距离:自身  持续:始终
双重性质的怪物同时在星界和物理位面活动。星界与物理位面的存在他们都可以影响。他们可以如同使用星界感知的角色一样感知星界并与之交互(见星界感知,p.312)。然而,与星界感知不同,双重性质的怪物在同时感知星界与物理位面;它们不需要在两者之间切换(而且,其实是做不到)。它们的思维习惯于同时处理星界与物理位面的感觉,所以双重性质的怪物在感知星界的同时与物理世界互动不需要像法师那样受到-2骰池减值。
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DUAL NATURED
Type: P    Action: Auto
Range: Self   Duration: Always
Dual-natured critters are active in both the astral plane and the physical plane at the same time. They can affect both astral and physical beings. They can perceive and interact with the astral plane like characters using astral perception (see Astral Perception, p. 312). Being dual natured, though, is different from astral perception in that a dual-natured critter always senses both the physical and astral worlds; they don’t have to shift back and forth (and, in fact, cannot do so). Their minds are accustomed to processing both astral and physical sensations, so dual-natured critters don’t suffer the –2 dice pool modifier for interacting with the physical world while astrally perceiving.

元素攻击 ELEMENTAL ATTACK
类型:P    动作:复杂
距离:特殊  持续:立即
不论炎爆或闪电箭,拥有此能力的怪物可以投射出破坏性的元素能量流。此能力拥有特定的元素类型——比如,火精魂拥有元素攻击(火焰)。使用此能力需要进行正常的远程攻击检定,怪物的〈异种远程武器〉技能+敏捷【肉体界限】,射程增量为{魔法}米。伤害值为(怪物的魔法×2)P,穿甲为-(魔法),伤害类型为对应的元素伤害(p.170),在怪物数据中列出。
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ELEMENTAL ATTACK
Type: P       Action: Complex
Range: Special   Duration: Instant
Whether it’s a burst of flame or a bolt of lightning, a critter with this power can project a damaging stream of elemental energy. The power has a specifc element type—for example, spirits of fire have Elemental Attack (Fire). The power is a ranged attack, with range increments of (Magic) meters, using the critter’s Exotic Ranged Weapon skill + Agility [Physical] to attack. The attack’s DV is (Magic x 2)P with an AP of –(critter’s Magic), plus as the appropriate elemental damage (p. 170), as listed in the critter’s statistics.

能量光环 ENERGY AURA
类型:P    动作:自动
距离:自身  持续:始终
这种怪物被破坏性的能量场围绕,这种能量场可以以火焰、电光、极寒等等类型呈现。此能力拥有特定的元素类型:比如,火精魂拥有能量光环(火焰)。拥有此能力的怪物在其所有的近战攻击加上(魔法)点伤害值,此伤害类型为对应的元素伤害(p.170),穿甲为-(魔法)。
对拥有能量光环的怪物的一次成功的近战攻击也会使攻击者受到伤害。攻击者进行一次伤害抵抗检定(体质+护甲),来承受(怪物的魔法×2)点伤害,穿甲为-(魔法)。此能力是始终开启且无法关闭的,除非在怪物的描述中有特别指明。
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ENERGY AURA
Type: P    Action: Auto
Range: Self   Duration: Always
This critter is surrounded by a field of damaging energy, which can take the form of fire, electricity, intense cold, or the like. The power has a specific element type—for example, spirits of fire have Energy Aura (Fire). The critter adds its Magic to the Damage Value of any melee attack it makes. The damage may have a specific type (Elemental Damage, p. 170) and has an AP of –(critter’s Magic). Successful melee attacks against a critter with Energy Aura also damage the attacker. The attacker makes a Damage Resistance Test against a DV equal to the critter’s Magic x 2. This attack has an AP of –(critter’s Magic). Unless indicated in the critter’s description, this power is always on and cannot be turned off.

吞噬 ENGULF
类型:P    动作:复杂
距离:接触  持续:维持
此能力使怪物能将一个目标吸入自体或它控制的地面,使目标窒息或被包裹并造成伤害。这是一种近战攻击。如果它成功,则造成(怪物的魔法×2)点伤害(不同元素的特定效果见下),而且怪物将吞噬并掌控住目标。近战攻击的净成功如同正常近战攻击一般造成额外伤害值。目标如常进行伤害抵抗,体质+护甲,此攻击的穿甲为-(怪物的魔法)。
一旦被吞噬,目标会被困住且无法移动。在目标逃脱之前,每到此怪物的动作阶段,它会再次如上造成伤害;目标必须再次抵抗伤害。在目标的动作阶段,他能以一个复杂动作来尝试逃脱。尝试逃脱需要进行一个对抗检定,目标的力量+体质 v. 怪物的魔法+体质。如果目标胜利,那么将成功逃脱并不再继续受到吞噬伤害。
有些吞噬能力有第二作用,如下所述:
气噬:目标受到晕眩伤害,如同受到吸入性毒素的影响(p.408)。护甲对防御此伤害无效,但其它保护装备可能有用(毒素与药物防护表,p.408)。如果受害者因为眩晕伤害而昏迷,那么他将继续受到伤害,溢出的眩晕伤害会如常转化为物理伤害。
地噬:目标受到物理伤害。
焰噬:目标受到火焰伤害(p.171)。
水噬:目标受到晕眩伤害。水噬比通常的溺水更致命,因为怪物可以对受害者施以巨大的水压。因为眩晕伤害而昏迷的受害者会继续受到伤害,溢出的眩晕伤害会如常转化为物理伤害。
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ENGULF
Type: P       Action: Complex
Range: Touch   Duration: Sustained
This allows a critter to draw a target into itself or the terrain it controls, smothering or otherwise enveloping the target and causing damage. This is a melee attack. If it succeeds, it inflicts damage equal to its Magic x 2 (see below for specific effects by element), and the critter has engulfed its target in its grasp. Net hits on the melee attack increase this damage normally. The target gets a Damage Resistance Test as normal, using Body + Armor; the attack has an AP of –(critter’s Magic).
Once engulfed, a target is trapped and cannot move. Every time its Action Phase comes up after this, until the target escapes, the critter automatically inflicts damage as above; the target gets to resist each time as above. On the target’s Action Phase, he may use a Complex Action to try to escape. To attempt escape, make an Opposed Test, rolling the target’s Strength + Body against the critter’s Magic + Body. If the target wins, she escapes and takes no more damage from the attack.
Some engulf powers have secondary effects; these are described here.
Air Engulf: The victim resists Stun as if from an inhalation-vector toxin attack (p. 408). Armor does not protect against this attack, but other protective gear might (Toxin and Drug Protection Table, p. 408). If the victim passes out from Stun damage, she continues to take damage, with the Stun damage overflowing into Physical damage as normal.
Earth Engulf: The target resists Physical damage.
Fire Engulf: The victim resists Fire damage (p. 171).
Water Engulf: The victim resists Stun damage. This is rougher than normal drowning, because the critter is capable of exerting great pressure on the victim. Victims who pass out from Stun damage continue to take damage after falling unconscious, with the Stun damage overflowing into Physical damage as normal.

强化感官 Enhanced Senses
类型:P    动作:自动
距离:自身  持续:始终
此能力包括了任何改良的(improved)或增强的(augmented)、超越了普通人类的感知能力的感官。这包括低光视觉与热成像视觉,增强听力与增强嗅觉,热感知器官,天然声呐,等等。具体增强的感官在怪物描述中有特别指出。如果增强的感官没有已有的效果描述(比如,热成像就已有效果描述),那么此能力给所有使用到被强化感官的检定+2骰池加值以及使对应的检定上限+1。
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ENHANCED SENSES
Type: P    Action: Auto
Range: Self   Duration: Always
This power includes any improved or augmented senses beyond the normal human range of awareness. This includes low-light and thermographic vision, improved hearing and smell, heat-sensing organs, natural sonar, and so on. The actual enhanced senses are specifed it the critter’s description. If the enhanced sense doesn’t already have a specifc effect (for example, thermographic vision), this power gives a +2 dice pool modifer to tests made using that enhanced sense, as well as +1 to the appropriate limit.

精华吸收 ESSENCE DRAIN
类型:P    动作:复杂
距离:接触  持续:永久
此能力使怪物能永久夺走其它存在的精华属性并且加在自己身上。精华吸收只能以物理的有灵智的生物为目标(角色与有灵智能力的非星界怪物)。目标本身必须是有灵智的(或自身获得了灵智);使用精魂协约或是其他方法来让平凡怪物获得「灵智」,只为以此作为精华来源的做法,是无效的(反作弊系统up)。
(校注:精魂协约,spirit pacts,的详细描述在扩Street Grimoire里)
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ESSENCE DRAIN
Type: P       Action: Complex
Range: Touch   Duration: Permanent
This power allows a critter to permanently take away another being’s Essence and add it to its own. Essence Drain can only target physical, sapient beings (characters and non-astral critters with the Sapience power). The target must be sapient (or achieve sapience) on its own; attempts to use spirit pacts or other methods to imbue mundane critters with Sapience solely for use as a source of Essence do not work.

当目标正在自主性的以物理手段抵抗时,他的精华无法被吸收。目标必须是自愿的或被制服(受控、麻痹、被精神控制,等等)。精华转化必须借助一种强烈的情感联结实现,无论这种情感是情欲、愤怒或恐惧。这种情感必须集中在使用此能力的怪物身上。抽象的恐惧远远不够;为了吸取精华,受害者必须对吸收者感到明确的恐惧。即使精华吸收往往伴随着某种实体的转换(比如,吸血鬼吸取受害者的血液),此能力生效的唯一且必须的要求实际上依然是这种情感联结。
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Essence can’t be drained while the victim is actively, physically resisting. They must either be willing or subdued (restrained, paralyzed, mentally controlled, etc.). Essence transfer can only take place through a strong emotional connection, whether that emotion is passion, anger, or terror. The emotion must also be focused on the critter using the power. Abstract terror is not enough; the victim must be specifically terrified of his attacker in order for the attacker to drain the victim’s Essence. Though there is often a transfer of living material involved in an Essence Drain attack (a vampire drinking his victim’s blood, for instance), nothing but the emotional connection is actually required for this power to work.

吸收1点精华需要进行一次延续检定:怪物的魅力+魔法(10-目标的精华,1分钟)。如果在检定完成前怪物被干扰或打断,精华便没有被吸取。失去精华属性会影响目标的魔法或共鸣属性(见精华,p.52)。如果目标的精华降到0,目标死亡。
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Draining a point of Essence takes an Extended Charisma + Magic (10 – target’s Essence, 1 minute) Test.If the critter is disturbed or interrupted before this test ends, the Essence point is not drained. Lost Essence affects a target character’s Magic or Resonance Rating (see Essence, p. 52). If a target character’s Essence is drained to 0, the character dies.

一只怪物最多只能通过此能力将精华提高到两倍于其天生上限。任何超过此上限的精华点数都会失去;这只怪物的星界形态同时只能承受这么多精华了。
精华榨取过程的精神刺激会产生一种副作用,使目标产生强烈的痛苦或欣快感——具体是哪种取决于吸取过程的境遇。自愿的受害者大多感受到一种令人上瘾的狂喜,因此必须进行一次心理成瘾检定(p.413),阈值为2。
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A critter can only increase its Essence to twice its natural maximum. Any Essence drained beyond this point is lost; the critter’s astral form can only hold so much at a time.
The psychic stimulus of the act of draining has the side effect of creating either agony or euphoria in the victim, depending upon the circumstances of the attack. Willing victims are most likely to feel a sensation of ecstasy, which could be addictive. A willing victim being drained must make a psychological Addiction Test (p. 413) with a threshold of 2.

吸取了精华属性的怪物,只需一个简单动作,就可以将这种偷取来的生命之力转化为其它属性点,包括魔法。每转化一点精华就可以临时使一种物理属性,精神属性,或魔法+1。如果真的想要的话,可以将多点精华转化到同一属性上,也可以同时将精华点数转化到多个属性上(比如说同时提升力量和体质),但每个简单动作只能转换一点精华。单一属性以此法能接受的最大提升上限为+4。这种属性提升在12小时后消失,而消耗的精华永久失去不再返还。
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A critter that drains Essence can pump their stolen life force into other attributes, including Magic, with a Simple Action. Every point of Essence spent may temporarily boost one Physical or Mental attribute, or Magic, by +1. Multiple points of Essence can be pumped into a single attribute if so desired, but only one point can be used per Simple Action. While more than one attribute may be boosted at a time (for example, Strength and Intuition can both be boosted at once), only one attribute may be so increased per Simple Action. The maximum boost an attribute can receive in this fashion is +4. This attribute boost wears off after 12 hours, and the Essence points used to fuel the boost are lost.

离线 马非鱼

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恐惧 FEAR
类型:M   动作:复杂
距离:LOS  持续:特殊
此能力使怪物能用压倒一切的恐惧充斥目标的内心。受害者在恐慌中夺路而逃,直到ta安全逃出怪物的视线。使用此能力的怪物进行一个对抗检定,怪物的意志+魔法 v. 目标的意志+逻辑。怪物的每个净成功会让此能力持续1个战斗轮的时间。即使此能力消逝,目标仍然需要成功通过一次简单检定,意志+逻辑(怪物的净成功),来重新鼓起面对这只怪物的勇气。
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FEAR
Type: M    Action: Complex
Range: LOS   Duration: Special
This power gives a critter the power to fill its victims with overwhelming terror. The victim flees in panic and doesn’t stop until he is safely away and out of the critter’s sight. The critter makes an Opposed Test using its Willpower + Magic against the target’s Willpower + Logic. The terror lasts for 1 Combat Turn per net hit scored by the critter. Even once the fear fades, the target must succeed in a Willpower + Logic (critter’s net hits) Test to gather the nerve to face the critter again.

守护 GUARD
类型:P   动作:复杂
距离:LOS  持续:维持
此能力使怪物能保护某人不受一般的环境意外和危险(天然的或是降祸能力导致的)伤害,比如保护某人不因中暑猝死,或是拯救溺水的某人。守护能力也可以被用来防止检定出现失误。守护能力一次性可以守护等同于怪物魔法属性数量的角色。如果此能力被精魂使用,每一个被偏转的意外或检定失误视为一个服务。
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GUARD
Type: P    Action: Complex
Range: LOS   Duration: Sustained
This power allows the critter to protect against normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. The Guard power can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the critter’s Magic attribute. Each accident averted or glitch prevented counts as a service if this power is used by a spirit

硬化护甲 HARDENED ARMOR
类型:P    动作:自动
距离:自身  持续:始终
先有了护甲;然后有了装甲。这里我们谈论的是后者。此能力提升怪物的护甲值,并且以与护甲能力一样的形式生效。但它比起护甲能力有以下不同:
假如某次攻击加上调整值后的伤害值小于(穿甲调整后的)硬化护甲能力等级,此次攻击不造成伤害。怪物不需要进行伤害抵抗检定;它甚至可能根本没意识到自己被攻击了。
假如某次攻击加上调整值后的伤害值超过了(穿甲调整后的)硬化护甲能力等级,那么怪物正常进行伤害抵抗检定,但自动获得额外成功,数值为{穿甲调整后的硬化护甲等级的一半,向上取整}。
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HARDENED ARMOR
Type: P    Action: Auto
Range: Self   Duration: Always
There’s Armor, and then there’s Armor. This is the latter. This power provides its rating in Armor, and functions just like the Armor power. It differs from the Armor power as follows.
If the modified Damage Value of an attack is less than the Hardened Armor rating (modified by AP), the attack does no damage. Don’t make a Damage Resistance test for the critter; it might not even notice the attack was made in the first place.
If the modifed Damage Value of an attack is greater than the Hardened Armor rating (modified by AP), then perform a Damage Resistance test for the critter as normal. Additionally, half of the Hardened Armor rating (modified by AP, rounded up) counts as automatic extra hits on this test.

引用
边栏:例子
凯曼和他的小队正忙于对付被派来(杀死他们)使他们不能回家的一条幼龙。凯曼以他的英格拉姆智能枪拉开战斗序幕,在攻击中打出1点净成功,这意味着龙要抵抗总共9P的伤害。这条龙拥有8级硬化护甲能力,而智能枪没有穿甲,所以所有护甲值都能用上。总伤害值超过了龙的硬化护甲等级,所以它需要正常抵抗伤害(假如这条龙有10级硬化护甲能力,这一枪就会在它的龙革上弹开,不造成任何伤害)。这条龙的体质为8;加上硬化护甲带来的8点护甲值,它在伤害抵抗检定中一共可以投16个骰子。硬化护甲使它自动获得4(8÷2)个额外成功;然后它投掷16个骰子进行伤害抵抗,获得了4个成功,所以它在伤害抵抗检定中共获得8成功。这意味着凯曼打出的9点伤害中只有1点真正伤害到它。这条龙在他的物理CM中记下一格——而它共有12格物理CM。这意味着凯曼还有很多“工作”要做。
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Cayman and his team have their hands full with a young dragon that has been sent to keep them from getting home. Cayman starts with his Ingram Smartgun, managing 1 net hit on his attack, which means 9P worth of damage is heading for the dragon. The dragon has Hardened Armor 8, and the Smartgun has no armor piercing, so all points of armor are in play. The incoming damage value is greater than than the armor value, so it needs to be resisted (if the dragon had Hardened Armor 10, the shot would have bounced harmlessly off its hide). The dragon has a Body of 8; added to its Hardened Armor 8, it has 16 dice to roll. The Hardened Armor gives it 4 automatic hits (8 / 2). He then rolls his 16 dice for the Damage Resistance Test and gets 4 more hits, for a total of 8 hits. That means of the 9 hits, 1 got through. The dragon marks 1 box—out of 12—on its Physical Condition Monitor. Cayman’s got plenty of work left to do
.

硬化神秘护甲 HARDENED MYSTIC ARMOR
类型:M   动作:自动
距离:自身  持续:始终
此能力提供对抗星界攻击的保护。除了只对星界攻击生效,此能力的生效方式等同于上述的硬化护甲能力。
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HARDENED MYSTIC ARMOR
Type: M      Action: Auto
Range: Self   Duration: Always
This power provides protection from attacks on the astral plane. Otherwise, it functions in the same way as Hardened Armor, above.

免疫 IMMUNITY
类型:P    动作:自动
距离:自身  持续:始终
拥有免疫能力的怪物对于特定种类的攻击或苦难有强化的抵抗能力。具体而言,拥有此能力的怪物视为对指明的特定伤害类型有{精华×2}级硬化护甲(见硬化护甲,p.397)。这意味着,假如某次攻击加上调整值后的伤害值没有超过其免疫等级,此次攻击不造成伤害;假如某次攻击加上调整值后的伤害值超过了其免疫等级,那么怪物正常进行伤害抵抗检定,但自动获得额外的成功数,数字等同于其免疫等级的一半(向上取整)。
有些免疫能力以稍微不同的方式生效,因为其对应类型的“攻击”本质上不会造成伤害。见下:
免疫衰老:有些东西永远不老,字面意义上。拥有此免疫能力的存在既不会显老,也不会受到衰老效果影响。
免疫普通武器:这种免疫对所有本质上非魔法的攻击都生效;武装法器、法术、修士能力与怪物能力则不受其影响。如果怪物还有过敏弱点,那么此免疫能力对使用其过敏源的非魔法攻击将不会生效(译注:比如说,用木子弹打吸血鬼的话,这个能力就不会生效)。
(校注:这个「免疫普通武器」能力…其实就是在告诉你到底什么可以绕开这个免疫而已,并没有别的效果了2333)

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IMMUNITY
Type: P    Action: Auto
Range: Self   Duration: Always
A critter with Immunity has an enhanced resistance to a certain type of attack or affliction. Effectively, the critter has a Hardened Armor rating equal to twice its Essence against that particular kind of damage (see Hardened Armor, p. 397). This means that if the modified Damage Value of the attack does not exceed the Immunity’s rating, then the attack automatically does no damage. If the modified DV exceeds the Immunity rating, perform a Damage Resistance test as normal, adding the Immunity rating to the dice pool for this test. Additionally, half (rounded up) of the Immunity rating counts as automatic hits on this test.
Some Immunities function slightly differently, because the attack they protect against doesn’t do damage, per se.
Immunity to Age: Some things don’t get old. Literally. Beings with this Immunity neither age nor suffer the effects of aging.
Immunity to Normal Weapons: This applies to all attacks that are not magical in nature; weapon foci, spells, and adept or critter powers function normally. If the critter also has the Allergy weakness, then the Immunity does not apply against non-magical attacks made using the allergen.

传染 INFECTION
类型:P    动作:自动
距离:接触  持续:永久
此能力就是人类-泛人类血族病毒(human-meta-human vampiric virus, HMHVV
)传播的途径。当一个拥有传染能力的怪物使用精华吸取能力(见p.396)将受害者的精华降到0,此能力会尝试将怪物感染的病毒传染给受害者。为了确定受害者是否被感染,进行一次对抗检定,怪物的魔法+魅力 v. 目标的体质+意志。如果怪物胜出,受害者被感染并且进入一种类休克状态——此时病毒正在物理、精神、心灵层面重塑受害者。二十四小时后,受害者醒来,成为了一只新的被感染的怪物(具体取决于其原始种族),只有1点精华值,并对精华有一种无法满足的兽性饥渴。新被感染的野兽必须立刻从别的存在那里吸取精华。
被传染能力感染并被转化为血族的玩家角色,在其“死亡”那一刻自动变成NPC角色,并且从那一刻起改由GM操控。
(译注:事实上HMHVV分为三型,其转化过程各有不同,玩家也可以继续使用成为血族的角色(但要为成为的对应血族的对应特质支付一大笔业力)。具体规则见扩展书Run Faster中的相应章节。)
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INFECTION
Type: P Action: Auto
Range: Touch Duration: Permanent
This power is the vector by which the human-metahuman vampiric virus (HMHVV) is transmitted. When a critter with this power uses Essence Drain to reduce the victim’s Essence to 0, this power attempts to pass the critter’s own infection on to the victim. To see if the victim is infected, make an Opposed Test of the critter’s Magic + Charisma against the victim’s Body + Willpower. If the critter wins, the victim is infected and enters a coma-like state as the virus reshapes the victim physically, mentally, and spiritually. Twenty-four hours later, the victim rises as a new Infected critter (as determined by its original metaspecies) with a single point of Essence and an insatiable, bestial hunger for more. The new Infected critter must drain Essence from another being immediately.
Player characters transformed through the Infection power automatically become NPCs upon their “death” and are controlled by the gamemaster from that point forward.

影响 INFLUENCE
类型:M   动作:复杂
距离:LOS  持续:立即
此能力会在目标的脑海中植入一个想法,使怪物能将它的意愿强加在目标身上。使用此能力的怪物进行一次对抗检定,怪物的魔法+魅力 v. 目标的意志+逻辑。如果怪物胜出,目标会把怪物的暗示当作自己的想法来实行。
如果目标发觉了此暗示的不妥之处,可以进行一个意志检定来对抗它,具体过程与克服精神类操纵系法术一致(p.292)。
(译注:具体克服方法如下:使用一个复杂动作,进行意志检定——即使目标因影响能力无法获得动作也可以尝试检定。意志检定每个成功会降低先前怪物在对抗检定中的净成功一点。当净成功数被降低到0时,影响能力失效。)
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INFLUENCE
Type: M    Action: Complex
Range: LOS   Duration: Instant
This power gives the critter the ability to exert its own will on a target character. It implants a suggestion in the target’s mind. Make an Opposed Test using the critter’s Magic + Charisma against the target’s Willpower + Logic. If the critter succeeds, its target acts on the suggestion as if it was his own idea.
If the target is confronted with the wrongness of the suggestion, the subject can make a Willpower Test
to overcome it, the same way that mental manipulation spells can be overcome (p. 292).

天生法术 INNATE SPELL
类型:如同法术  动作:复杂
距离:如同法术  持续:如同法术
此能力使怪物能本能地施放一个特定的法术。为了能够使用此能力,怪物必须拥有施法技能。天生法术是在法师的法术表中选取的,法师也可以如常使用法术反制来对抗它们。天生法术也如同普通法术一般产生耗竭,在维持它们时也需要受-2骰池罚值。怪物与精魂在抵抗耗竭时使用直觉属性或魅力属性,具体由GM决定。
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INNATE SPELL
Type: As spell    Action: Complex
Range: As spell   Duration: As spell
This power allows the critter to instinctively cast a single, specific spell. To use this power effectively, the critter has to have the Spellcasting skill. Innate Spells are chosen from the list of spells cast by magicians, and magicians can oppose them with the Counterspelling skill as normal. Innate Spells also produce Drain as normal, and suffer a –2 penalty for sustaining. Critters and Spirits resist Drain with either Intuition or Charisma, at the gamemaster’s discretion.

具象化 MATERIALIZATION
类型:M   动作:复杂
距离:自身  持续:维持
魔法师与许多怪物都可以离开他们的身体,将自身投影到星界。类似地,许多星界怪物可以将自己投影到物质界,形成一个临时“形体”来充斥它们的所在。这使得这些怪物可以与物质存在互动或影响他们。此外,这些怪物在具象时得到「免疫普通武器」能力。具象与取消具象返回星界各需要一个复杂动作。
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MATERIALIZATION
Type: M    Action: Complex
Range: Self   Duration: Sustained
Magicians and many critters can leave their bodies and project themselves into the astral plane. Likewise, many astral critters can project themselves into the physical world and form a temporary “body” to inhabit while they’re here. This lets them interact with, and affect, physical beings. Additionally, they gain Immunity to Normal Weapons while materialized. Materializing and dematerializing to return to the astral plane both require a Complex Action.

模仿 MIMICRY
类型:P    动作:简单
距离:自身  持续:维持
此能力允许怪物准确地模仿声音,包括使用模仿的怪物能接触到的语言与其他怪物的叫声。假如怪物模仿的不是才听到的东西,而是记忆中的内容,则需要通过一个记忆检定(p.152)。注意到声音是模仿出来的需要一个察觉检定;察觉检定的阈值取决于怪物在 魅力+魔法 检定中的成功数。(译注:对抗检定就对抗检定嘛,说的这么麻烦干什么……;校注:比如说你录了这个怪物发出来的声音啥的,然后你之后再尝试对他的声音辨识。)
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MIMICRY
Type: P    Action: Simple
Range: Self   Duration: Sustained
This power allows a critter to exactly imitate sounds, including speech and the hunting calls of other creatures to which the mimicking critter has been exposed. If mimicking something from memory instead of recent exposure, the critter needs to roll a Memory Test (p.152). Noticing that the mimicked sound is false requires a Perception Test; the threshold of this test is determined by the number of hits scored by the critter with a Charisma + Magic Test.

雾化形体 MIST FORM
类型:P    动作:复杂
距离:自身  持续:维持
此能力允许怪物将自身转变成一片云雾。转变成云雾或变回各需要一个复杂动作。在进入雾化形体的过程中,怪物自身与它携带的法器都被转化,无论此法器是否启动。
这片云雾拥有每行动轮5米的移动速度;此形态下怪物能大略控制其移动,但易受强风影响。这些风可以推动或扰乱雾,由此使怪物暂时束手无措。云雾形态可以通过任何非气密性的裂纹或缺口。能够抵御气体、细菌或病毒感染的系统同样可以抵御雾化形体的怪物。
当处于雾化形体形态时,怪物拥有「免疫普通武器」能力。如果怪物暴露在它所过敏的环境中(比如吸血鬼暴露在阳光下),它立即被迫回到原本的形态。处于雾化形体中时,怪物可以照常感知,但不能使用它的其他能力,直到其返回原本形态为止。
(校注:根据run&gun的设定,空气清新器也是这能力的大克星orz)
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MIST FORM
Type: P    Action: Complex
Range: Self   Duration: Sustained
This power allows the critter to transform itself into a cloud of mist. Shifting into or out of mist form is a Complex Action. When shifting into mist form, the critter transforms itself and any bonded foci it is carrying, active or not.
The mist form has a movement rate of 5 meters per Combat Turn; the critter can control some of its movement in this form, though it is susceptible to strong winds. These can push or disrupt the mist, which can temporarily disorient the critter. The mist form can pass through any cracks or crevices that aren’t airtight. Systems that defend against gases, bacteria, or viral infltration also stop a critter in mist form.
While in mist form, the critter has Immunity to Normal Weapons. If the being is exposed to a substance to which it is allergic, it is immediately forced back into its normal form. While in mist form, the critter can perceive normally but cannot use any of its other powers until it resumes its normal form.

移动 MOVEMENT
类型:P   动作:复杂
距离:LOS  持续:维持
此能力允许怪物加快或减慢目标的移动速度。此能力只对倾向移动的东西有效:载具、角色或怪物。如果此能力被运用在怪物本身以外的存在上,它只在怪物控制的地形上生效。如果此能力被运用在怪物自身,它在任何地方都有效。怪物可以将原速度乘以或除以一个数字,此数字最大可以等于其魔法属性数值。
对于单一目标,此能力不叠加。一旦目标离开了怪物的控制地形/领域,此能力结束,目标速度回归正常。
对载具使用移动能力比对怪物或角色使用此能力要复杂些。如果目标是载具,怪物进行一个简单检定,怪物的魔法+意志,阈值为载具结构的一半(向上取整),最小为2。如果怪物达到了阈值,将其成功数与载具的[加速]属性相乘,在下一战斗轮将此值加(或减)在载具的速度上,如同进行加速或减速检定一般。在此之后,只要怪物维持此能力且载具未脱出其领域/控制地形,怪物可以在每战斗轮再次进行一次检定,魔法+意志,来进一步加速或减速载具。视情况而定,突然的速度变化可能会导致载具需要进行碰撞检定(p.201)。
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MOVEMENT
Type: P    Action: Complex
Range: LOS   Duration: Sustained
This power allows the critter to speed up or slow down the target’s movement rate. The power only works on things that are predisposed to locomotion: vehicles, characters, or critters. If used on targets other than the critter, it also only functions in terrain that the critter controls. If used only on the critter itself, this power can be used anywhere. The critter can multiply or divide the target’s movement rate by up to its Magic attribute.
Only one instance of this power may be applied to a particular target at any one time. Once the target has left the critter’s terrain/domain, the power ends and the target’s movement is returned to normal.
Using Movement on vehicles is tougher than it is on critters and characters. If the target is a vehicle, the critter makes a Magic + Willpower test with a threshold of half the vehicle’s Body (round up), with a minimum of 2. If the critter meets the threshold in this test, multiply the hits by the vehicle’s Acceleration Rating and add the result to (or subtract it from) the vehicle’s Speed in the next Combat Turn, as if making an Acceleration or Deceleration Test. The critter can continue to make Magic + Willpower Tests to increase or decrease the vehicle’s speed each Combat Turn that it sustains this power and the vehicle remains in its domain/terrain. Based on the situation, these sudden changes in speed may call for Crash Tests (p. 201) for the vehicle.

神秘护甲 MYSTIC ARMOR
类型:M   动作:自动
距离:自身  持续:始终
此能力如同「天生护甲」能力一般生效,但它只对通过星界的攻击有保护作用。
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MYSTIC ARMOR
Type: M    Action: Auto
Range: Self   Duration: Always
This power functions in the same way as Armor, except that it only provides protection from attacks on the astral plane.

天生武器 NATURAL WEAPON
类型:P    动作:自动
距离:接触  持续:立即
利爪。尖牙。带刺的尾巴。无论以什么形态出现,这只怪物拥有某种施加物理伤害的手段。此能力在各怪物数据栏的描述会说明此攻击的本质、伤害值、穿甲能力(在适用穿甲规则的场合)。天生武器能力可以对应近战或远程攻击,怪物也按照标准的战斗规则使用它们。怪物需要用〈徒手格斗〉技能来使用近战天生武器,用〈异种远程武器〉技能来使用远程天生武器。除非在怪物详述中注明,大多数天生武器在对抗「免疫普通武器」能力时视作普通武器。
拥有天生武器的双重性质的怪物可以用此能力打击其触及内的星界目标。此攻击使用怪物的徒手格斗技能,应用物理伤害值。而像其他远程攻击一样,远程天生武器在此情况下不对星界生效。
没有「天生武器」能力的怪物也还是可以进行徒手格斗。如同一般角色,这样进行的徒手格斗伤害值为(力量)S。
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NATURAL WEAPON
Type: P Action: Auto
Range: Touch Duration: Instant
Claws. Sharp, pointy teeth. A spiked tail. Whatever form it takes, the critter possesses some means of inflicting Physical damage. The description of this power describes the nature of the attack, as well as its Damage Value and Armor Penetration modifiers where applicable. Natural weapons may be either melee or ranged attacks, and critters follow standard combat rules when using them. Critters use the Unarmed Combat skill to attack with natural melee weapons, and the Exotic Ranged Weapon skill to attack with natural ranged weapons. Most natural weapons are considered normal weapons for purposes of the Immunity to Normal Weapons power; exceptions are noted in individual critter descriptions.
A dual-natured critter with a melee Natural Weapon can use this power against astral targets that are within its reach. Use the critter’s normal Unarmed Combat skill and physical Damage Value for this attack. Ranged Natural Weapons, like other ranged combat, do not work on the astral plane.
Critters without a Natural Weapon may still make an unarmed attack. As with regular characters, the Damage Value is (STR)S.

毒性呼吸 NOXIOUS BREATH
类型:P    动作:复杂
距离:特殊  持续:立即
许多怪物都有难闻的口气——这一种甚至是有毒的。拥有此能力的怪物可以用一阵令人恶心的臭气使目标失去战斗力。此能力视作一次远程攻击,怪物的异种远程武器+敏捷【物理】。伤害形式为吸入型毒素(速度:即时,强度:怪物的魔法属性,效果:晕眩伤害、恶心;见毒素-效果,p.409)。护甲对此毫无作用,但呼吸防护对保护目标有效(见毒素与药物防护表,p.408)。
这阵剧毒呼吸以锥形延展(怪物的体质)米,最多能同时影响两个彼此距离在一米内的目标。
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NOXIOUS BREATH
Type: P       Action: Complex
Range: Special   Duration: Instant
A lot of critters have bad breath—this one’s breath is actually toxic. The critter with this power can incapacitate targets with a nauseating stench. This is treated as a ranged attack using the critter’s Exotic Ranged Weapon skill + Agility [Physical]. The damage is a toxin attack with an inhalation vector (Speed: Immediate, Power: critter’s Magic, Effect: Stun damage, nausea; see p. 409). Armor is useless, but respiratory protection will help guard the target (see the Toxin and Drug Protection Table, p. 408).
This blast of breath extends in a cone out to (Body) meters and can catch up to two targets who are within one meter of each other.

麻痹之嚎 PARALYZING HOWL
类型:P    动作:复杂
距离:特殊  持续:特殊
此能力影响{魔法×15}米范围内所有听到了这嚎叫的目标,无论盟友或敌人。怪物进行一次对抗检定,怪物的魔法+魅力 v. 目标的直觉+意志。任何区域与个人(如赛博改造)的[减音器]的等级,以及『缄口术』或『沉默术』在检定中的成功数,都作为加值加在目标的对抗检定中。如果目标在检定中胜出,那么他不受此次能力影响。
如果怪物在对抗检定中胜出,目标的反应和敏捷属性都降低{怪物的净成功数}点。注意,目标的反应属性下降会影响目标的主动性和当前主动性值。此效果持续{怪物的魔法+净成功}战斗轮。如果目标的敏捷与反应属性之一降到0,目标会被麻痹{怪物的魔法+净成功}分钟,并且除了呼吸不能进行任何动作。在任何一种效果结束后,目标在效果中降低的反应与敏捷属性都会以每分钟一点的速度回复。
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PARALYZING HOWL
Type: P       Action: Complex
Range: Special   Duration: Special
This power affects everyone who hears it, be they friend or foe, within a radius of (Magic x 15) meters. The critter makes an Opposed Test using its Magic + Charisma against the target’s Intuition + Willpower. The rating of any area-effect sound-dampening devices, personal sound-dampening devices (such as cyberware), or hits scored by Hush or Silence spells, is added to the target’s Opposed Test. If the target wins, he suffers no ill effects.
If the critter wins, the target’s Reaction and Agility are both reduced by 1 for every net hit the creature scores; the reduction in Reaction affects the target’s Initiative and Initiative Score. This effect lasts for (Magic + net hits) Combat Turns. If either Agility or Reaction drop to zero, the target is paralyzed for (Magic + net hits) minutes and can take no actions except to breathe. After either effect ends, the target’s Reaction and Agility each return at the rate of 1 point per minute.

麻痹之触 PARALYZING TOUCH
类型:P    动作:复杂
距离:接触  持续:特殊
此能力是麻痹之嚎的接触版本。怪物必须接触到目标;如果目标被突袭或以其他方式未注意到怪物,此能力自动生效。如果目标注意到怪物,将此能力视为一次无伤害的近战攻击。怪物的魔法+魅力 v. 目标的直觉+意志。此能力的其他效果视作等同于麻痹之嚎。
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PARALYZING TOUCH
Type: P       Action: Complex
Range: Touch   Duration: Special
This is the Touch-range version of the Paralyzing Howl power. The critter must touch the target; if the target is surprised or otherwise unaware of the critter, this is automatic. If the target is aware of the critter, treat this as a Melee Attack that causes no damage. The Opposed Test to paralyze a target is the critter’s Magic + Agility against the target’s Intuition + Willpower. Otherwise, this power functions the same way as Paralyzing Howl.

石化
PETRIFICATION
类型:P   动作:复杂
距离:LOS  持续:维持
有些怪物用恐惧将你吓到一动不动,字面意义上的。使用此能力时进行一次对抗检定,怪物的魔法+意志 v. 目标的直觉+意志。如果目标胜出,它不受此次能力影响。
如果怪物胜出,目标的反应和敏捷属性都降低(怪物的净成功数)点。注意目标的反应属性下降会影响目标的主动性和当前主动性值。此能力一直生效,直至怪物停止维持此能力。在此效果结束后,目标在效果中降低的反应与敏捷属性都会以每分钟一点的速度回复。
如果目标的敏捷与反应属性之一降到0,目标会被转化成一座石雕。只要怪物维持此能力,他会一直保持石雕状态;一旦怪物停止维持此能力,目标恢复到他的正常形态,并且在效果中降低的反应与敏捷属性都会以每分钟1点的速度回复。
石雕形态的受害者无法感知到其周遭环境和周遭发生的事情。他作为屏障时的屏障等级等同于怪物的魔法×2。
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PETRIFICATION
Type: P    Action: Complex
Range: LOS   Duration: Sustained
Some critters petrify you with fear. Critters with this power can do it literally. Perform an Opposed Test using the critter’s Magic + Willpower against the target’s Intuition + Willpower. If the target wins, he suffers no ill effects.
If the critter wins, the target’s Agility and Reaction are both reduced by 1 for each net hit the critter scores; this reduction also affects the target’s Initiative and Initiative Score. This effect lasts as long as the critter sustains the power. After this effect ends, the target’s Reaction and Agility return at the rate of 1 point each per minute.
If either Agility or Reaction drop to 0, the target is transformed into a stone statue. He remains a statue for as long as the critter sustains the power; once the power is dropped, the target resumes his normal state and regains Reaction and Agility each at the rate of 1 per minute.
While transformed, the victim is unaware of his surroundings and events happening around him. He has a Barrier Rating equal to the critter’s Magic x 2.

念动 PSYCHOKINESIS
类型:P   动作:复杂
距离:LOS  持续:维持
此能力使怪物能用它的意念移动一件物体。此能力效果类似于『魔法之手』法术(p.294),如同一支魔法的“手”般运作,这只“手”的力量与敏捷等于使用此能力时进行的一次检定,魔法+意志,的成功数。
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PSYCHOKINESIS
Type: P    Action: Complex
Range: LOS   Duration: Sustained
This power enables a critter to move an object with his mind. It’s similar to the Magic Fingers spell (p. 294), acting as a magical “hand” with Strength and Agility equal to the number of hits scored on a Magic + Willpower Test.

离线 马非鱼

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再生 REGENERATION
类型:P   动作:自动
距离:自身  持续:始终
此能力使怪物能快速恢复任何受到的伤害。在每个战斗轮结束时,如果拥有此能力的怪物在它的物理或晕眩CM中有受到的伤害,它可以进行一次检定,魔法+体质,回复量为{检定成功+体质属性等级},回复顺序为:物理溢出,物理伤害,最后晕眩伤害。如果怪物的物理溢出承受了过量伤害,它依然没死透:(在战斗轮结束时)它还没进行一次再生检定。如果在这次再生检定之后,它的物理伤害溢出仍然超过其体质属性,那它就真的死透了。
再生能力也不是一切都能治愈。对大脑或脊髓造成的伤害(比如,一次对头部的要害攻击)不能被此能力治疗。魔法伤害,包括武器法器、战斗法术、大部分怪物能力/修士能力/施法所带来的耗竭,同样不能被此能力治疗。如果怪物被某种含有其过敏原的东西伤害,虽然受到的伤害依然可以被再生能力治疗,但只要它继续接触过敏原便不能进行再生检定。
再生能力与任何殖装都不兼容。拥有再生能力的怪物不能接受殖装:手术切口愈合太快以至于无法进行植入。拥有殖装的怪物在得到此能力后会身体排斥其殖装,因为此能力不断尝试修复已有的基因模板。
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REGENERATION
Type: P    Action: Auto
Range: Self   Duration: Always
This power allows rapid healing of any damage a critter has taken. At the end of each Combat Turn, if the critter has any damage on either of its Condition Monitors, it makes a Magic + Body Test, adds its Body to the number of hits scored, and heals that many boxes of damage, first from Physical overflow, then from the Physical damage monitor, and finally from the Stun damage monitor. If the critter has exceeded its Physical overflow damage, it’s not dead yet. It still gets a Regeneration Test. If, afterthis test, its Physical overflow still exceeds its Body, then it’s really dead.
Regeneration can’t heal everything. Damage to the brain or spinal cord (for example, a called shot to the head) can’t be healed this way. Magical damage from weapon foci, combat spells, most critter or adept powers, or Drain likewise can’t be healed by Regeneration. If the critter is damaged by something it has an Allergy to, it can heal that damage with Regeneration, but can’t make the Regeneration Test as long as it’s in contact with the allergen.
Regeneration is incompatible with augmentations. Critters with Regeneration cannot receive augmentations; surgical incisions close too quickly to perform the implantation. Critters with augmentations who gain this power will reject their augmentations as the power repairs the existing genetic template.

灵智 SAPIENCE
类型:P   动作:自动
距离:自身  持续:始终
有灵智的怪物有自我意识、能够自己做决定,整体而言其水平等同或超过智人。当大部分怪物对于其未获得等级的技能视为无知的(见p.131),有灵智的怪物对未获得等级的技能仅视为未受训的(见p.131),可以照常使用允许未受训使用的技能。他们可以学习新技能如果他们想要的话(译注:“无知的”对应无等级,即不能使用任何未获得等级的能力;“未受训的”对应等级0,即可以在额外-1骰池的情况下使用允许未受训(default)的技能,比如徒手格斗)
大多数有灵智的怪物是平凡(无魔法能力)的,但他们可以觉醒并且拥有魔法属性。觉醒的灵智怪物能够按照普通角色使用的同一套魔法规则,学习并使用任何他们决定学习的魔法能力。虽然没有已知的灵智怪物以超链者的身份露面,但“技术怪物”(译注:见扩展Howling Shadows)的出现已经让很多科学家相信灵智怪物成为超链者仅仅是时间的问题——如果真的还没有这样的存在出现的话。
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SAPIENCE
Type: P    Action: Auto
Range: Self   Duration: Always
Sapient critters are self-aware, capable of making their own choices, and are generally at or above the level of Homo sapiens. While most critters are considered Unaware (see p. 131) of any skill they don’t possess, sapient critters are merely Untrained (see p. 131) and can default normally. They are also capable of learning new skills if they so choose.
Most sapient critters are mundane, but they are capable of Awakening and possessing a Magic attribute. Awakened sapient critters are capable of learning any magical task they set their minds to, and follow the same rules for magic as normal characters. While no sapient critters are known to have Emerged as technomancers, the appearance of “technocritters” has led many scientists to believe that it’s only a matter of time—if it hasn’t already happened.

搜索 SEARCH
类型:P   动作:复杂
距离:特殊  持续:特殊
寻找,就寻见;但用此能力,你就能更快寻得。要寻找某个目标,怪物进行一次延续检定,魔法+直觉(5,10分钟)。许多因素会让这变得更困难;依照搜索调整值表在此检定中加上适当的调整值。
怪物在使用搜索之前必须曾经见到过它搜寻的目标。精魂可以搜索任何它的召唤者可以提供精神图像的目标(译注:精魂与召唤者之间有精神链接)。能够进入星界的怪物可以在星界使用此能力,而且不需要具象到物质位面,即使目标存在于物质位面。
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SEARCH
Type: P       Action: Complex
Range: Special   Duration: Special
Seek, and ye shall find, but it goes a lot faster with this power. To find a target, the critter makes a Magic + Intuition (5, 10 minutes) Extended Test. Lots of things can make this harder; apply the appropriate modifiers from the Search Modifiers Table.
The critter must have seen the thing it’s searching for at some time before the search begins. Spirits may search for anything for which their summoner can provide them a mental image. Critters who can enter astral space may use this power there and do not have to materialize while searching, even if the target is in the physical world.

引用
附表:搜索调整值表
状况                  阈值调整值
目标在一公里以外         +距离公里数
目标是非生命体或地点      +5
状况                  骰池调整值
目标被藏匿能力隐藏      -藏匿者魔法属性
目标隐藏在法力屏障后      -屏障的强度(Force)

毒液 VENOM
类型:P   动作:自动
距离:接触  持续:立即
拥有此能力的怪物能分泌一种危险且有伤害性的毒素(见p.408)。通常,此毒素的属性为:媒介:注射,速度:1战斗轮,穿透:0,强度:怪物的魔法属性,效果:物理伤害。有些怪物拥有的毒素属性与此不同——这样的毒素属性会在怪物的描述中特别注明。
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VENOM
Type: P       Action: Auto
Range: Touch   Duration: Instant
The critter secretes a toxin (see p. 408) that is dangerous and harmful to others. Typically, the attributes for this poison are Vector: Injection, Speed: 1 Combat Turn, Penetration: 0, Power: Magic, Effect: Physical damage. Some critters may have venoms with different attributes—these will be noted in their individual descriptions.

天气控制 WEATHER CONTROL
类型:P  动作:复杂
距离:LOS  持续:维持
此能力使怪物在合理范围能操纵特定的当地天气情况。天气被改变的结果必须是在此环境下可能出现的,这意味着,比如说,在赤道附近的费征收不可能出现暴风雪。此能力逐渐生效,在怪物完成一个延续检定,魔法+意志(10,30分钟),时达到效果顶峰。虽然名叫天气控制,拥有此能力的怪物并不真的控制天气;他们只是呼唤特定天气并逐渐将天气向特定发展方向推动。比如说,拥有此能力的怪物可以召来雷暴,但不能操纵闪电束攻击。
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WEATHER CONTROL
Type: P    Action: Complex
Range: LOS   Duration: Sustained
This allows a critter to manipulate, within reason, certain local weather conditions. The desired weather must be realistically possible in the environment, which means no snow storms in equatorial Africa, for instance. It builds up over time, reaching its peak when the critter completes a Magic + Willpower (10, 30 minutes) Extended Test. In spite of the power’s name, the critter doesn’t actually control the weather; it only summons it and pushes it in the desired direction. A critter can summon a thunderstorm, for instance, but can’t aim the lightning bolts.

离线 马非鱼

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弱点 WEAKNESSES
并不是所有超自然能力都对怪物有利。下列内容是一些生存在这个觉醒世界的神奇生物的弱点。
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Not all things metaphysical are helpful to a critter. Here are some of the weaknesses the creatures of the Awakened World can suffer.

过敏 ALLERGY
如同角色一般,许多怪物也会对特定物质或环境过敏。将此弱点视作过敏负面特质(p.78)。
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Like characters, many critters suffer allergies to particular substances or conditions. Treat this weakness as the Allergy negative quality (p. 78).

饮食要求 DIETARY REQUIREMENT
每个人都得吃饭,而拥有此能力的怪物必须在它们的食谱里加上某些古怪或异乎寻常的东西。典型的例子有:有毒的垃圾、石油、金和泛人类的血肉。除非在怪物详述中特别注明,怪物每天至少需要吃一顿这种特别食物,进食量要与它的体型和新陈代谢速度相匹配。如果它不能吃到这种特殊要求的食物,那么这只怪物会变得病怏怏的,最终死去。
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Everybody’s got to eat. Critters with this weakness have to include something strange or exotic in their diets. Typical examples include toxic waste, petroleum, gold, or metahuman flesh. Unless specified in the critter’s description, it needs at least one meal per day, appropriate to its size and metabolism. Unless it gets the specified requirement in its diet, the critter will eventually grow sick and die.

精华损失 ESSENCE LOSS
特定的怪物,尤其是那些被(HMHVV)感染的,并不拥有它们自己的精华;它们依靠窃取其它存在的精华生存下去。它们不但没有真正属于自己的精华,还会以每个阴历月(29天)一点的速率,缓慢地失去它们窃取的精华。注意,失去精华意味着此怪物的魔法属性可能也会被影响(见p.278)。
如果拥有此能力的怪物的精华值被降到了0,它就得向天借命苟活了。除非重新进食补充精华值,它会在{体质+意志}天后以一种极其痛苦的方式死去。可想而知,这样的一只怪物是一个不断寻找猎物来补充养分的饥饿的捕食者,而这样的怪物是超乎寻常地危险的。
对于HMHVV感染者,特定的怪物能力会加速其精华损失速度。任何非自动生效的能力(使用时需要一个动作的)对于感染者而言都是需要精华来强化的。每次使用此类能力都会使精华损失过程加速一周。
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Certain critters, most notably the Infected, have no actual Essence of their own; they exist by stealing Essence from other beings. Not only do they not have their own Essence, they slowly lose any Essence they’ve stolen, at the rate of 1 point of Essence every lunar month. Losing Essence also means that a critter’s Magic might be affected (see p. 278).
If the critter is reduced to an Essence score of 0, it’s living on borrowed time. It will die a very unpleasant death in Body + Willpower days unless it feeds and replenishes its Essence. Such a critter is a starving predator in search of prey for sustenance, and as such is extraordinarily dangerous.
Certain powers of the HMHVV Infected accelerate Essence Loss. Any power that is not automatic (meaning it requires an action to use) is Essence-intensive for the Infected. Each use of these powers accelerates the loss of Essence by one week.

感应休眠 INDUCED DORMANCY
有的环境或物质可以强制某些怪物进入一种停止活动的类休克状态。比如说,这种环境可以是缺乏空气,或特定的稀有物质,如奥利哈钢。迫使怪物休眠需要的环境或物质的接触时间各有不同,在对应怪物的详述中有注明。一旦特定的环境或物质被去除,怪物会在很短的时间内醒来,通常在一分钟以内。
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Some condition or substance can force some critters into a coma-like state of suspended animation. The condition can be a lack of air, for example, or a certain rare substance such as orichalcum. The length of exposure needed to cause the critter to become dormant varies and is mentioned in the critter’s description. The critter will awaken quickly, usually within a minute, once the condition or substance is removed.

弱化感官 REDUCED SENSES
一只怪物的五感之一或全部都可能被限制效果。通常而言,被弱化的感官只有通常感官作用距离的一半,但它们可能是更进一步弱化的,甚至很可能到完全失去感觉能力的地步。
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Any or all of the critter’s five basic senses may be limited in effectiveness. Typically, reduced senses function at half the normal range or effectiveness, but they might be reduced even further, possibly to the point of the complete loss of that sense.

文盲 UNEDUCATED
将此弱点视作「 没文化」负面特质(p.87)。
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Treat this weakness as the Uneducated Negative quality (p. 87).

脆弱 VULNERABILITY
有的怪物有它的“阿喀琉斯之踵”,也就是它们更容易受伤或毫无防护之处。有时候此弱点是某种物质。不论此物质是木头、金或快干水泥,用于作为武器攻击对应怪物时都会造成额外伤害。将所有使用对应物质进行的攻击,DV+3。使用此对应物质制成的武器造成的伤害都无视对应怪物可能具有的「免疫」能力。怪物的脆弱弱点对应的物质造成的伤害不能被再生能力或治疗魔法治疗,只能通过自然恢复被治疗。
有些脆弱点对应的是一种环境而不是具体物质。比如,一只巴西利斯克(蛇怪,蛇鸡兽)对它自身的「石化」能力脆弱。在这种情况下,它对自己的石化能力的抵抗检定要承受-3骰池减值。
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Some critters have an Achilles’ heel, something that hurts them more than other things, or against which they have no defense. Sometimes it’s a substance. This substance, be it wood or gold or ferrocrete, causes additional damage when used as a weapon against the critter. Increase the Damage Value of all attacks with the substance by 3. Weapons made of something the critter is vulnerable to bypass any Immunities it might have. Damage taken from the substance to which a critter is vulnerable can’t be healed by Regeneration or healing magic, only by natural healing.
Some Vulnerabilities are conditions, not substances. For instance, a basilisk is vulnerable to its own Petrification power. In such cases, a –3 dice pool modifier is applied to the critter’s Resistance Test to avoid the condition.