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【GMG】第二章:诅咒物品(CURSED ITEMS)
« 于: 2021-08-03, 周二 16:54:10 »
虽然魔法物品在任何冒险者的装备库中都是强有力的武器,但魔法也可能是不可预测的,并不总是有益的。诅咒物品是罕见的会对粗心大意的人产生恶意影响,并迫使其使用者做出艰难抉择的一种魔法造物。



极少有诅咒物品是被刻意创造出来的。即使是那些一开始就是为了诅咒某件东西的人,也会发现这个任务极其困难,甚至不可能完成。这些道具都是魔法灾难,粗制滥造或邪恶势力干扰创造的结果。许多人了解诅咒的运作方式,但诅咒是变化无常的,作为GM的你将决定诅咒在游戏中的表现。由于这些原因,带有诅咒特性的物品总是很罕见。

识别诅咒物品:诅咒物品通常看起来是普通的魔法物品,因为扭曲它们功能的魔法也掩盖了它们的诅咒不被发现。除非你在识别诅咒道具时获得了大成功,否则它将只表现出有益或良性的特质。大成功会揭示诅咒的存在和诅咒的确切性质。

移除诅咒物品:许多诅咒物品不能被丢弃。其中一些通过魔法与持用者结合,使其无法移除该物品,而另一些人则与他们的拥有者绑定,即使被丢弃也能返回。(本节使用术语“结合(fuse)”来描述这两种情况。)在很多情况下,这一功能只会在被诅咒的道具第一次被触发或第一次绑定该道具后才会显现出来,从而让用户产生一种虚假的安全感。物品的拥有者可以通过移除诅咒咒语或类似魔法来移除结合的诅咒物品。如果咒语成功,该物品可以被解绑,但没有什么能在条件达成的情况下阻止该物品再次诅咒同一个人,所以最好快速处置掉该物品。即使玩家没有在每天重新绑定,绑定不能被移除的诅咒物品,也会计入角色的绑定数内。
劇透 -  原文:
While magical items can be potent weapons in any adventurer’s arsenal, magic can be unpredictable and is not always benign. Cursed items are unusual magical creations that have a malicious effect on the unwary and can force its wielders into difficult choices.

Cursed items are almost never made intentionally; even those who set out to curse an item find the task incredibly difficult or even impossible. These items are the results of magical mishaps, shoddy crafting, or sinister forces interfering with the creation. Many specify how their curses work, but curses are fickle, and you as the GM determine how curses play out in your game. Due to these factors, an item with the cursed trait is always rare.Identifying Cursed Items: Cursed items often appear to be ordinary magical items, as the magic that warps their function also disguises their curses from detection. Unless you roll a critical success when Identifying a cursed item, it simply appears as something helpful or benign. A critical success reveals both the presence of the curse and the exact nature of the curse.
    Removing Cursed Items: Many cursed items can’t be discarded. Some use magic to fuse to the wielder, making it impossible to remove the item, while others attune to their owner and return even if discarded. (This section uses the term “fuse” to describe either situation.) In many cases, this feature reveals itself only after the cursed item has been triggered for the first time or after investing the item for the first time, allowing the user to develop a false sense of security. Fused cursed items can be removed by targeting the item’s owner with a remove curse spell or similar magic. If the spell is successful, the item can be discarded, but nothing prevents the item from cursing the same creature again if the conditions are met, so it’s best to dispose of the item quickly. Invested cursed items that can’t be removed continue to count against a character’s invested items, even without reinvesting them each day.
女王的杂技团
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优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
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诅咒物品
« 回帖 #1 于: 2021-08-03, 周二 16:54:40 »
吞食袋 BAG OF DEVOURING 物品7+

[罕见][咒法][被诅咒][异次元][魔法]
用法 手持,2只手;负载 1

这个东西看起来像是一个次元袋,但实际上是一种奇异的异次元生物的进食口。任何放在袋子里的动物或植物都有可能引起袋子的兴趣。当你从袋子里取出物品或向其放入动物或植物(或动物或植物产品)时,骰DC9的纯骰检定。在成功的情况下,袋子会忽视这次打扰。失败时,袋子会吞食触发的物质,将其从这个次元中移除;袋子不能吞食神器或其他类似的难以销毁的物品。如果触发物质不完全在袋子里,比如有人把手伸到袋子里,这时吞食袋会试图用擒拿动作把它完全拉进包里,根据包的类型获得运动加值。一旦成功,它就会将受害者或目标完全吞噬。

类型I型;7级;运动加值+15;如同II型次元袋
类型II型;11级;运动加值+ 21;作为III型次元袋
类型III型;13级;运动加值+ 24;作为IV型次元袋


鼬鼠袋 BAG OF WEASELS 物品4

[罕见][咒法系][被诅咒][异次元][魔法]
用法 手持,2只手;负载 1

这个项目似乎是一个Ⅰ型次元袋,直到你试图从袋子取回一个物品。当你从鼬鼠袋里找到一个物品时,进行一次DC11的纯骰检定。如果成功,你将正常拿到该物品。如果失败了,你取回的物品就会变成一只鼬鼠;这不会影响神器、诅咒物品或其他难以摧毁的物品。
除了它是超小型并且散发着一种变化系灵光外,这只鼬鼠使用巨鼠的数据(怪物图鉴276)。鼬鼠并不对你效忠,并且通常会试图尽快逃跑。如果鼬鼠受到移除诅咒或类似的法术效果,它会变回原来应该从鼬鼠袋中取出的物品。如果鼬鼠死亡或被杀死,鼬鼠就会消失,物品也会被永久摧毁。因为鼬鼠是一种变形物品,所以你不会从攻击、击败、伤害生物等行为中获得任何收益,但是如果摧毁物品会带来收益,则你获得该收益。


舞蹈鞋 BOOTS OF DANCING 物品11

[罕见][被诅咒][惑控系][绑定][魔法]
用法 穿戴 鞋子;负载 L

这对靴子如同高等精灵靴,但他们的反应动作会强烈的消耗体力。当你穿着靴子的时候,每当你在一次遭遇战中尝试一次以上的运动或特技检定时,诅咒就会激活。靴子对你施放一个8环法术强迫起舞(uncontrollable dance),你的豁免自动失败。一旦诅咒第一次被激活,靴子就会纠缠上你。


献祭披风 CLOAK OF IMMOLATION 物品7

[罕见][被诅咒][塑能系][绑定][魔法]
用法 穿戴 披风;负载 L

功能上如同一件精灵披风,这件披风是由高度易挥发的织物制成。当你穿着它时,如果你受到火焰伤害,你还会受到1d10点的持续火焰伤害。当持续的火焰伤害生效时受到火焰伤害没有额外的效果。你可以像通常情况一样扑灭持续的火焰伤害。
当你受到此持续火焰伤害时,任何使用近战无武装攻击你的生物将受到等同于你在上一轮所受持续性火焰伤害的火焰伤害。一旦诅咒第一次被激活,披风会纠缠上你。


手滑手套 GLOVES OF CARELESSNESS 物品7

[罕见][被诅咒][防护系][异次元][绑定][魔法]
用法 穿戴 手套;负载 L

这对手套的外观和功能与储物手套相同,但排斥任何未储存在手套中的物品。当你佩戴这副手套,无论何时当你通过互动动作拔出或捡起一件物品,都要进行DC11纯骰检定。一旦成功,你就能正常行动。如果失败了,你会将物品朝随机方向扔出15英尺。你可以使用一个反应动作来尝试DC 23反射豁免,成功则会使物品落在你的脚旁。从手套中取出储存的物品不会触发这个诅咒。当诅咒第一次激活时,手套纠缠上你。


美杜莎护甲 MEDUSA ARMOR 物品14

[罕见][被诅咒][变化系][异次元][绑定][魔法]
用法 穿戴 盔甲;负载 3

这个+2精金鳞甲看起来有护命符文,但是没有任何效果。当你被重击时,在受到伤害后,你会被石化1轮。
一旦诅咒第一次被激活,护甲就会纠缠到你身上。


猴爪 MONKEY’S PAW 物品20

[罕见][被诅咒][魔法][不幸][死灵系]
用法 手持 一只手;负载 L

这只干燥的、多节的爪子紧握成一个拳头,等待着一个生物把它捡起来。当你拿起猴爪时,这只手张开,竖起三根枯干的手指。猴爪给你三个愿望,每一个愿望后一个手指卷曲。一旦你拿起猴爪,你就不能扔掉它,直到它通过三个愿望重新变成一个拳头。即使是奇迹术或者祈愿术的效果也无法丢弃猴爪。因为猴爪在1d4小时内重新出现在你的财产中;在这段时间内它对任何其他生物都不起作用。即使另一个生物从你手中偷走了手,它也会回来。一旦你实现了所有的三个愿望,猴爪就会利用异界传送来移动到多元宇宙中的一个随机点。
每当猴爪听到你说出一个听起来像愿望的话,即使你不使用“我祈愿(I Wish)”这个词,它也会激活并给予你的愿望一个扭曲而可怕的版本,任何在扭转现实(alter reality),奇迹术(miracle),荒古奇观(primal phenomenon),或者祈愿术(wish)的可能性范围内能产生的影响,并有可能在GM的裁定下产生更大的影响。


绞杀项链 NECKLACE OF STRANGULATION 物品15

[罕见][被诅咒][绑定][魔法][变化系]
用法 穿戴 项链;负载 L

这条美丽的项链似乎是一个诸如火球项链或者异能吊坠之类的魔法物品。当绑定时,这条项链在魔法的变化中可疑的紧扣在你的脖子上,并与你纠缠。当你进入极度紧张的状态时(由GM决定),项链会紧紧缠绕在你的脖子上,让你窒息(核心规则书478),并在你每回合结束时对你造成30点钝击伤害。每轮一次,你可以用一个动作来尝试DC 34运动检定或强韧豁免;成功意味着你不会受到本回合的伤害,但是你仍然处于窒息中。项链会在你死后一个月松开。


剧毒披风 POISONOUS CLOAK 物品13+

[罕见][被诅咒][绑定][魔法][变化系]
用法 穿戴 披风;负载 L

这件看起来无害的披风与一种毒素相关,具体由披风的创造者设定。在不知情的人看来,它是一件隐秘斗篷或蝙蝠披风。当你使用这件披风时,你会失去任何对毒素抗力,并且在战斗中任何时候你受到穿刺或挥砍伤害时,你都会暴露在与剧毒披风相关的毒素中,并且没有潜伏期,即使它不是伤害毒药也是如此。当诅咒第一次被激活,披风就会纠缠上你。
I型;6级;毒素 巨蝎毒(giant scorpion venom)
II型;10级;毒素 狼毒乌头(wolfsbane)
III型;13级;毒素 紫虫毒(purple worm venom)
IV型;17级;毒素 毒芹(hemlock)
劇透 -  速查:
巨蝎毒(GIANT SCORPION VENOM) 物品6
炼金 消耗 伤口 毒素
价格 40gp
用法 手持,2只手;负载 L
启动  互动(Interact)
蝎毒能够带来剧烈的疼痛并使受害者变得虚弱。
豁免检定 DC22强韧;最大持续时间 6轮;
阶段1 1d10点毒素伤害和衰弱(enfeebled)1(1轮);
阶段2 2d10点毒素伤害和衰弱1(1轮);
阶段3 2d10点毒素伤害和衰弱2(1轮)


狼毒乌头(WOLFSBANE) 物品10
炼金 消耗 摄入 毒素
价格 155gp
用法 手持,1只手;负载 L
启动  互动(Interact)
狼毒乌头因它与兽化人之间的联系而出现在民俗传说中。如果你患有兽化症(lycanthropy)且成功从狼毒乌头的毒发阶段3中幸存,你的兽化症会立即得到治愈。
豁免检定 DC30强韧;潜伏期 10分钟;最大持续时间 6分钟;
阶段1 12d6点毒素伤害(1分钟);
阶段2 16d6点毒素伤害(1分钟);
阶段3 20d6点毒素伤害(1分钟)


紫虫毒(PURPLE WORM VENOM) 物品13
炼金 消耗 伤口 毒素
价格 500gp
用法 手持,2只手;负载 L
启动  互动(Interact)
来自庞大紫虫的毒液会让受害者陷入虚弱。
豁免检定 DC32强韧;最大持续时间 6轮;
阶段1 5d6点毒素伤害和衰弱(enfeebled)2(1轮);
阶段2 6d6点毒素伤害和衰弱2(1轮);
阶段3 8d6点毒素伤害和衰弱2(1轮)


毒芹(HEMLOCK) 物品17
[炼金][消耗][摄入][毒素]
价格 2250gp
用法 手持,1只手;负载 L
启动  互动(Interact)
浓缩的毒芹是一种异常致命的毒物,它能够终止受害者的肌肉活动——包括跳动的心脏。
豁免检定 DC40强韧;潜伏期 30分钟;最大持续时间 60分钟;
阶段1 17d6点毒素伤害和衰弱(enfeebled)2(10分钟);
阶段2 21d6点毒素伤害和衰弱3(10分钟);
阶段3 26d6点毒素伤害和衰弱4(10分钟)


诚实之戒 RING OF TRUTH 物品10

[罕见][被诅咒][绑定][惑控系][魔法]
用法 穿戴;负载 -

这枚戒指看起来是一枚谎言戒指,但当绑定时,仔细检查可以发现天使的翅膀和神圣生物隐藏在戒指表面上。当你绑定戒指时,无论是在说话还是写作中,你都无法刻意说出一个谎言。如果你试图省略事实或用真实但欺骗性的词组来表达事情,那就需要进行一次DC11的纯骰检定;如果失败,戒指本身会说出整个真相(如你所相信的)作为答案。保持沉默不会激活戒指的诅咒。
当诅咒第一次激活,戒指就会纠缠上你。


重压之石 STONE OF WEIGHT 物品20

[罕见][被诅咒][魔法][咒法系]
用法 手持 单手;负载 L

也被称为负载石,这种小石头看起来是非魔法物品而且有一种漂亮的光泽,给人一种它可能是一件有价值的或值得注意的物品或某种魔法石的印象。当你把石头带在身上1分钟后,它的诅咒就会激活:石头的大小不会改变,但重量会突然增加到5个负载。这个额外的重量不会让石头在投掷或用作武器时造成更大的伤害。如果你丢弃它,它会在1分钟内重新出现在你的物品中,并且不能被永久性地销毁或扔掉,甚至不能被放在一个容器中以减少或抵消其重量(比如一个次元袋),直到它受到移除诅咒法术或类似的魔法效果为止。
一旦诅咒第一次被激活,石头就会与你纠缠。

劇透 -  原文:
SPECIFIC CURSED ITEMS
The following are a few examples of cursed items.

BAG OF DEVOURING ITEM 7+
RARE CONJURATION CURSED EXTRADIMENSIONAL MAGICAL
Usage held in 2 hands; Bulk 1
This item appears to be and functions as a bag of holding, but is actually a feeding orifice of a bizarre extradimensional creature. Any animal or vegetable matter put in the bag has a chance of triggering the bag’s interest. Whenever you reach into the bag to retrieve an item or place an animal or plant (or animal or plant product) within the bag, roll a DC 9 flat check. On a success, the bag ignores the intrusion. On a failure, the bag devours the triggering material, removing it from this realm of existence; the bag can’t eat artifacts or other similarly hard-to-destroy items. If the triggering material is not entirely inside of the bag, such as when someone reaches a hand inside, the bag of devouring attempts to pull it completely inside the bag using a Grapple action, with an Athletics bonus determined by the type of bag. On a success, it devours the victim or object entirely.
Type I; Level 7; Athletics Bonus +15; acts as a type II bag of holding
Type II; Level 11; Athletics Bonus +21; acts as a type III bag of holding
Type III; Level 13; Athletics Bonus +24; acts as a type IV bag of holding

BAG OF WEASELS ITEM 4
RARE CONJURATION CURSED EXTRADIMENSIONAL MAGICAL
Usage held in 2 hands; Bulk 1
This item appears to be and functions as a type I bag of holding, until you try to retrieve an item from the bag. Whenever you retrieve an item from the bag of weasels, roll a DC 11 flat check. On a success, you retrieve the item as normal. On a failure, the item you retrieve is transformed into a weasel; this doesn’t affect artifacts, cursed items, or other hard-to-destroy items.
This weasel has the statistics of a giant rat (Pathfinder Bestiary 276), except that it is Tiny and exudes an aura of transmutation magic. The weasel has no loyalty to you and typically attempts to escape as quickly as possible. If the weasel is targeted with a remove curse spell or a similar magical effect, it transforms back into the original item that was taken from the bag of weasels. If it dies or is slain, the weasel disappears and the item is permanently destroyed.
Because the weasel is a transformed item, you don’t gain any benefit you would receive from attacking a creature, defeating one, damaging one, or the like, but you do gain any benefit you would gain from destroying an item.

BOOTS OF DANCING ITEM 11
RARE CURSED ENCHANTMENT INVESTED MAGICAL
Usage worn shoes; Bulk L
These boots act as greater boots of elvenkind, but they react wildly to strong physical exertion. While you wear the boots, the curse activates whenever you attempt an Athletics check or Stride more than once in a single round during an encounter. The boots cast an 8th-level uncontrollable dance spell on you,and you automatically fail your save. Once the curse has activated for the first time, the boots fuse to you.

CLOAK OF IMMOLATION ITEM 7
RARE CURSED EVOCATION INVESTED MAGICAL
Usage worn cloak; Bulk L
Appearing as a magic cloak such as a cloak of elvenkind, this garment is made of highly volatile fabric. While wearing it, if you take fire damage, you also take 1d10 persistent fire damage. Taking fire damage while the persistent fire damage is in effect has no additional effect. You can extinguish the persistent fire damage as normal.
Any creature that hits you with a melee unarmed attack while you are taking this persistent fire damage takes fire damage equal to the persistent fire damage you took on your previous turn. Once the curse has activated for the first time, the boots fuse to you.

GLOVES OF CARELESSNESS ITEM 7
RARE ABJURATION CURSED EXTRADIMENSIONAL INVESTED MAGICAL
Usage worn gloves; Bulk L
These gloves appear and function as gloves of storing but repel any item not stored in the gloves. When wearing them, whenever you Interact to draw or pick up an item, roll a DC 11 flat check. On a success, you do so as normal. On a failure,
you instead fling the item 15 feet in a random direction. You can use a reaction to attempt a DC 23 Reflex save, causing the item to land at your feet instead if you succeed. Removing the stored item from the gloves does not trigger the item’s curse. The first time the curse activates, the gloves fuse to you.

MEDUSA ARMOR ITEM 14
RARE CURSED INVESTED MAGICAL TRANSMUTATION
Usage worn armor; Bulk 3
This +2 adamantine scale mail appears to have a fortification rune but grants none of its effects. Whenever you are critically hit, after taking damage, you become petrified for 1 round.
Once the curse has activated for the first time, the armor fuses to you.

MONKEY’S PAW ITEM 20
RARE CURSED MAGICAL MISFORTUNE NECROMANCY
Usage held in 1 hand; Bulk L
This dried, gnarled hand is clenched in a fist, waiting for a creature to pick it up. When you pick up the monkey’s paw, the hand opens, revealing three withered fingers. The monkey’s paw grants you three wishes, curling one finger after every one. Once you pick up the monkey’s paw, you cannot discard the hand until it returns to a clenched fist by casting its three wishes. Any attempts to discard the hand, even with the effects of a miracle or wish spell, are unsuccessful as the monkey’s paw reappears among your possessions within 1d4 hours; it doesn’t work for any other creature in the intervening time. The hand returns even if another creature steals it from you. Once you make all three wishes, the monkey’s paw uses plane shift to travel to a random point in
the multiverse.
Whenever the monkey’s paw hears you utter a
statement that sounds like a wish, even if you don’t use the words “I wish,” it activates and grants a twisted, horrifying version of your wish, producing any effect within the possibility of alter reality, miracle, primal phenomenon, or wish, and potentially a greater effect at the GM’s discretion.

NECKLACE OF STRANGULATION ITEM 15
RARE CURSED INVESTED MAGICAL TRANSMUTATION
Usage worn necklace; Bulk L
This beautiful necklace appears to be a magical item such as a necklace of fireballs or a pendant of the occult. When invested, it magically locks in place, suspiciously tightly, and fuses to you. When you enter a situation of extreme stress (as determined by the GM), the necklace tightens around your neck, suffocating you (Core Rulebook 478) and dealing 30 bludgeoning damage to you at the end of each of your turns. Once per round, you can spend a single action to attempt a DC 34 Athletics check or Fortitude save; success means you don’t take the damage on your current turn, but you continue suffocating. The necklace loosens after you’ve been dead for a month.

POISONOUS CLOAK ITEM 13+
RARE CURSED INVESTED MAGICAL TRANSMUTATION
Usage worn cloak; Bulk L
This innocuous-looking cloak is associated with a type of poison, set at the cloak’s creation. It often appears as a clandestine cloak or a cloak of the bat to the unaware. When you invest this cloak, you lose any resistance to poison damage, and anytime you take piercing or slashing damage in combat, you are exposed to the type of poison associated with the poisonous cloak with no onset, even if it’s not an injury poison. Once the curse has activated for the first time, the
cloak fuses to you.
Type I; Level 6; Poison giant scorpion venom
Type II; Level 10; Poison wolfsbane
Type III; Level 13; Poison purple worm venom
Type IV; Level 17; Poison hemlock

RING OF TRUTH ITEM 10
RARE CURSED ENCHANTMENT INVESTED MAGICAL
Usage worn; Bulk —
This ring appears to be a ring of lies, but when invested, close investigation reveals angelic wings and divine creatures hidden on the face of the ring. When you invest the ring, you are rendered unable to tell a deliberate lie, in either speech
or writing. If you attempt to omit the truth or phrase things truthfully but deceptively, roll a DC 11 flat check; on a failure, the ring itself blurts out the entire truth (as you believe it) as an answer. Keeping silent does not activate the ring’s curse.
Once the curse has activated for the first time, the ring fuses to you.


STONE OF WEIGHT ITEM 2
RARE CONJURATION CURSED MAGICAL
Usage held in 1 hand; Bulk L
Also known as a loadstone, this small stone appears nonmagical and has a lovely sheen, giving the impression that it could be a valuable or a notable item or a magic stone of some kind. When you’ve carried the stone on your person for
1 minute, its curse activates: the stone’s size does not change, but it suddenly increases in weight to 5 Bulk. This additional weight does not cause the stone to deal more damage if thrown or used as a weapon. It reappears in your possessions within 1 minute if you discard it, and can’t be destroyed or
thrown away permanently, or even placed in a container that would reduce or negate its Bulk (like a bag of holding), until it is subject to a remove curse spell or similar magic effect. Once the curse has activated for the first time, the stone fuses to you.
« 上次编辑: 2022-08-10, 周三 09:19:55 由 原子能青蛙 »
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看不懂英文的翻译
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物品诅咒
« 回帖 #2 于: 2021-08-03, 周二 16:55:07 »
大多数诅咒都是使一个基本物品发生改变。物品诅咒改变了它们的基本物品,就像性能符文一样,除非一个生物在鉴定物品的检定中取得了大成功,否则它们不能被检测或识别。诅咒可以应用于其用法条目中列出的特定类型的魔法物品。
诅咒通常不能从物品中移除或转移,不过根据你的判断,在诅咒解除后,这两者都有可能发生。如果PC成功打破了诅咒,新的无诅咒的物品可能是相当的有价值。


吸引箭矢 ARROW ATTRACTING  诅咒8

[罕见][防护系][被诅咒][魔法]
用法 诅咒护甲或盾牌

受到吸引箭矢诅咒影响的物品会如常为你提供防御,但它会像磁铁一样吸引远程攻击。每当一个在120英尺范围内的生物在远程攻击中打失时,它必须立即重投攻击检定对抗你的AC,结果取决于新攻击骰的结果。只有当你本来就是这次攻击的可选目标时,吸引箭矢诅咒才会激活。生物刻意失手的远程攻击不会激活吸引箭矢诅咒。一旦诅咒第一次被激活,物品就会纠缠上你。


纵火 ARSONOUS 诅咒7

[罕见][塑能系][被诅咒][火][魔法]
用法 诅咒戒指、法杖或魔杖

纵火诅咒会在魔法通道中制造缺陷,使魔法通过物品,让多余的能量以火花的形式逸出。每当你激活魔法物品时,30英尺范围内的一个随机盟友受到1d10的持续火焰伤害。如果没有盟友在这个范围内,你将承受伤害。根据GM裁决,替代以上效果,这个诅咒可能会点燃无人看管的物体或周围环境。


反咬 BACKBITING 诅咒4

[罕见][被诅咒][魔法][塑能系]
用法 诅咒一把武器
一个带有反咬诅咒的武器会在严重事故中,做出扭曲空间的回应。每当你使用该武器在“打击”中大失败时,该武器就会旋转(或其投射物在空中转弯),如同你命中了自己一样回头打击你,并且自动对你造成最大伤害。


渴血 BLOODBITER 诅咒6

[罕见][被诅咒][魔法][死灵系]
用法 诅咒一把穿刺或挥砍武器

一件渴血武器会被暴力唤醒被鲜血激活。当你用武器进行了一次成功攻击时,它会额外造成1d6持续性流血伤害,但它同样也会对你造成1d6持续性流血伤害。诅咒将保持休眠状态,直到武器击中一个生物,这时黑色的荆棘将从武器中伸出并刺入你的身体;武器会向你靠拢,你不能用握着武器的手做任何其他用途。如果武器是双手的,它只会附在一只手上(由GM决定)。


劣化 DEGENERATING 诅咒5

[罕见][酸液][被诅咒][魔法][死灵系]
用法 诅咒一把武器

失败使武器破碎。当你在使用该武器的一次攻击中骰出大失败,劣化诅咒将会对武器造成1d10酸液伤害,并且忽略硬度和抗力。

依赖 DEPENDENT 诅咒9

[罕见][被诅咒][魔法][变化系]
用法 诅咒使用技能的装备或者武器

依赖诅咒会使物品功能只有在特定的环境下才能使用。你使用该物品进行技能检定或在战斗中使用该武器时,除非你满足了特定条件,你的成功等级将比你所骰的结果差一级。最常见的类型的依赖的诅咒只是夜间和日间——分别只在夜晚或者白天才能使用,但更为严苛的诅咒也确实存在,例如限制物品在地下使用的诅咒或只允许物品在秋季有效工作的诅咒。


阴郁 DREARY 诅咒3

[罕见][被诅咒][魔法][咒法系]
用法 诅咒一件盔甲

当你穿上这幅盔甲,一个笼罩一人大小的阴云出现在你的头上,并且开始下雨,与此同时盔甲纠缠上你。这会扑灭暴露的火焰,浸湿你携带或拿着的其他物体,甚至可能损坏它们。寒冷天气笼罩下的阴云更糟,根据GM的判定,这可能会导致其他问题,比如影响睡眠。


随机传送 ERRATIC TRANSPOSING 诅咒11

[罕见][被诅咒][魔法][咒法系]
用法 诅咒一把武器

当这个诅咒被激活时,会爆发不受控制的传送魔法,随机传送生物穿越战场。当这把武器重击时,你和一个在60英尺范围内的盟友(随机选择)进行传送来交换位置。如果任何一个受影响的生物无法进入该位置,那么这名生物将被传送到最近的可用方格中。


炫耀 GRANDSTANDING 诅咒11

[罕见][被诅咒][魔法][惑控系]
用法 诅咒一把武器

带有炫耀诅咒的武器会让其使用者过度自信,要求风格而非实用。当你将敌人的生命值降低到0时,你便会失去回合中所有剩余的行动,因为你将被迫展开挥舞、嘲讽、摆姿势或者其他浪费时间的反应。


夸张 OVERDRAMATIC 诅咒5

[罕见][被诅咒][魔法][塑能系]
用法 诅咒一把武器

这把武器在每次攻击时都会闪出大量的光芒。当使用这把武器重击时,你会目盲直到回合结束,并且在你的下回合开始前都受到妖火术(faerie fire)的影响。


吵闹 RAUCOUS 诅咒3

[罕见][被诅咒][魔法][变化系]
用法 诅咒装备或武器

虽然吵闹诅咒只是个小麻烦,但是可能比致命更能让人恼火。当你使用这件物品时,你必须大声的喊出你想用它做什么,破坏任何潜行的尝试。没有宣布你的行动或以普通的音量说话,将自动导致尝试的行动大失败。


饥饿 RAVENOUS 诅咒1

[罕见][被诅咒][魔法][塑能系]
用法 诅咒一枚戒指或者法杖或者魔杖

饥饿诅咒从持用者的身体吸取力量。每当你激活该道具时,你就会变得非常饥饿,并立即开始挨饿(核心规则书500)。第二天你需要的食物是平时的10倍。


染色 STAINING 诅咒1

[罕见][被诅咒][魔法][变化系]
用法 诅咒装备或武器

这个属性与一个特定的颜色相关联,这个颜色是在诅咒创建时定义的。当你使用受影响的装备,同时对另一个物体进行操作动作时,第二个物体将永久地染上相关的颜色。例如,如果你使用一组黄色的染色撬锁器来开门,锁就会永久变黄。这种颜色变化不会非自然地永久持续,可以通过任何普通世俗或魔法手段来改变。


枯萎 WITHERING 诅咒13

[罕见][被诅咒][魔法][死灵系]
用法 诅咒戒指、权杖或魔杖

枯萎诅咒摧毁脆弱的肉体。每当你激活这件物品时,你的一个手指就会变黑并脱落。当你的手失去两到三根手指时,你的偷窃检定和基于敏捷的攻击检定会受到-1的状态减值;如果你失去一只手四根以上的手指,你就不能用这只手握住物体或使用操作动作。这些手指可以用魔法再生,但仍会永远消失。对于有不寻常其他肢体或手指数量的生物如何受到这个诅咒的影响,GM有最终的决定权。、

劇透 -  原文:
ITEM CURSES
Most curses alter a base item. Item curses alter their base item, much like a property rune, though they can’t be detected or identified unless a creature critically succeeds at a check to Identify the Item. A curse can be applied to the specific types of magic items listed in its Usage entry.
Curses typically can’t be removed or transferred from the item, though at your discretion, either might be possible after the curse is broken. If the PCs manage to break the curse, the newly uncursed item could be quite valuable.

ARROW ATTRACTING CURSE 8
RARE ABJURATION CURSED MAGICAL
Usage curses armor or shield
An item affected by an arrow attracting curse protects you normally, but it draws ranged attacks like a magnet. Whenever a creature within 120 feet misses with a ranged attack, it must immediately reroll the attack against your AC, affecting you depending on the result of the new attack roll. The arrow attraction curse activates only if you could have been a legitimate target. Creatures that intentionally attempt to miss a ranged attack do not activate an arrow attraction curse. Once the curse has activated for the first time, the item fuses to you.

ARSONOUS CURSE 7
RARE CURSED EVOCATION FIRE MAGICAL
Usage curses a ring, staff, or wand
An arsonous curse creates flaws in the mystic pathways that channel magic through an item, allowing excess power to escape as sparks. Whenever you activate the magic item, a random ally within 30 feet takes 1d10 persistent fire damage. If no ally is in range, you take the damage instead. At the GM’s discretion, this curse might ignite an unattended object or the surrounding environment instead.

BACKBITING CURSE 4
RARE CURSED EVOCATION MAGICAL
Usage curses a weapon
A weapon with the backbiting curse warps space
in response to catastrophic mishaps. Whenever
you critically fail at a Strike with this weapon, the weapon curls around (or its projectile swerves through the air) to strike you in the back as though you hit yourself, automatically dealing maximum damage to you.

BLOODBITER CURSE 6
RARE CURSED MAGICAL NECROMANCY
Usage curses a piercing or slashing weapon
A bloodbiter weapon is awakened by violence and fueled by blood. When you make a successful attack with the weapon, it inflicts a wound that deals 1d6 persistent bleed damage (in addition to its normal damage), but it also deals 1d6 persistent bleed damage to you. The curse remains dormant until the weapon hits a creature, at which point black thorns protrude from the weapon and dig into your body; the weapon fuses to you and you can’t use the hand that holds the weapon for any other purpose. If the weapon is two-handed, it attaches itself to only a single hand (GM’s choice).

DEGENERATING CURSE 5
RARE ACID CURSED NECROMANCY MAGICAL
Usage curses a weapon
Failure makes the weapon crumble. Whenever you critically fail an attack roll with the weapon, the degenerating curse deals 1d10 acid damage to the weapon, ignoring its Hardness and resistances.

DEPENDENT CURSE 9
RARE CURSED MAGICAL TRANSMUTATION
Usage curses gear used for skills or a weapon
The dependent curse makes an item function properly only under certain circumstances. Whenever you use the item to perform a skill check or use the weapon in combat, your degree of success is one worse than the result you rolled unless those specific conditions are met. The most common types of dependent curses are nocturnal or diurnal—functioning normally only at night or only during the day, respectively—but more restrictive curses do exist, such as a curse that restricts the item’s use to underground or a curse that allows the item to function effectively only during autumn.

DREARY CURSE 3
RARE CONJURATION CURSED MAGICAL
Usage curses armor
When you invest this armor, a personal-sized cloud appears over your head and begins to rain on you, and the armor fuses to you. This extinguishes uncovered flames and soaks other objects you are carrying or holding, potentially ruining them. Cold conditions are one step worse under the cloud, and at the GM’s discretion it might cause other problems, such as interfering with sleep.

ERRATIC TRANSPOSING CURSE 11
RARE CONJURATION CURSED MAGICAL
Usage curses a weapon
This curse bursts with uncontrolled teleportation magic when activated, unreliably transporting creatures across the battlefield. On a critical hit with the affected weapon, you and an ally within 60 feet (chosen randomly) teleport to switch places with one another. If either of the affected creatures is unable to entirely fit within its new space, the creature is placed in the nearest available squares instead.

GRANDSTANDING CURSE 11
RARE CURSED ENCHANTMENT MAGICAL
Usage curses a weapon
Weapons with the grandstanding curse inspire overconfidence in their wielders, demanding style over pragmatism. Whenever you reduce a foe to 0 Hit Points, you lose all remaining actions on your turn, as you are compelled to flourish, gloat, pose, or otherwise waste your time in response.

OVERDRAMATIC CURSE 5
RARE CURSED EVOCATION MAGICAL
Usage curses a weapon
The weapon flashes excessive light with each attack. On a critical hit with the weapon, you are blinded until the end of your turn and take the effects of a faerie fire spell until the start of your next turn.

RAUCOUS CURSE 3
RARE CURSED MAGICAL TRANSMUTATION
Usage curses gear or a weapon
While more annoying than deadly, a raucous curse is the bane of subtlety. Whenever you use the affected item, you must loudly yell what you are attempting to do with it, ruining any attempts at stealth. Failure to announce your action or speak at an appropriate volume automatically causes the attempted action to become a critical failure.

RAVENOUS CURSE 1
RARE CURSED EVOCATION MAGICAL
Usage curses a ring, staff, or wand
A ravenous curse draws power from the wielder’s body. Whenever you activate the item, you become incredibly hungry and immediately begin to starve (Core Rulebook 500). You require 10 times as much food as normal for the next day.

STAINING CURSE 1
RARE CURSED MAGICAL TRANSMUTATION
Usage curses gear or a weapon
This property is associated with a specific color, which is defined at the time of the curse’s creation. Whenever you use the affected equipment while taking a manipulate action with another object, the second object is permanently stained the associated color. For instance, if you used a set of yellow staining lockpicks to open a door, the lock would permanently become yellow. This color change does not otherwise unnaturally persist and can be changed via any normal mundane or magical means.

WITHERING CURSE 13
RARE CURSED MAGICAL NECROMANCY
Usage curses a ring, staff, or wand
A withering curse shrivels vulnerable flesh. Whenever you activate the item, one of your fingers turns black and falls off. You take a –1 status penalty to Thievery checks and Dexteritybased attack rolls with a hand missing two or three fingers; if you lose more than four fingers on one hand, you can’t use that hand to hold objects or use manipulate actions. These fingers can be replaced by magic but are otherwise gone forever. The GM has the final say on how creatures with unusual appendages or numbers of fingers are affected by this curse.
« 上次编辑: 2022-08-10, 周三 09:25:49 由 原子能青蛙 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

线上 原子能青蛙

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Re: 【GMG】第二章:诅咒物品(CURSED ITEMS)
« 回帖 #3 于: 2021-08-04, 周三 08:46:04 »
这可能是GMG里最有意思的一节了
劇透 -  签名折叠:

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Re: 【GMG】第二章:诅咒物品(CURSED ITEMS)
« 回帖 #4 于: 2022-08-10, 周三 09:32:25 »
本节中的CURSED和CRB中的CURSE特征不是一个特征,前者是一个物品特征,后者则是对角色生效的苦难。

因此把CURSED改成了“被诅咒”,望各位译者周知。
劇透 -  签名折叠:

离线 璀璨星炬

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Re: 【GMG】第二章:诅咒物品(CURSED ITEMS)
« 回帖 #5 于: 2022-08-10, 周三 15:48:54 »
本节中的CURSED和CRB中的CURSE特征不是一个特征,前者是一个物品特征,后者则是对角色生效的苦难。

因此把CURSED改成了“被诅咒”,望各位译者周知。

改叫“咒蚀”或者“受诅”如何?
理想的译法是这样的:先把原文看懂,照原文译出来,看看念不念得下去,试删掉几个不一定用得着的字,看看是否有损文义和文气。如果有损,再补回来。试把不可少的字加进去,看看是否超出原文范围,增减以后和原文再校对一次。有些地方是否译错,语气的轻重是否恰如其分,原文的弦外之音译文是找不找得到?原文的意思要消化;译文的文字要推敲。有经验的译者可能一下笔就译好了,不过还是要推敲的时候多。

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Re: 【GMG】第二章:詛咒物品(CURSED ITEMS)
« 回帖 #6 于: 2022-08-10, 周三 21:15:17 »
受詛咒讀起來會比被詛咒好用,但既然主要是用於標籤,倒是沒有必要堅持雙音節

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Re: 【GMG】第二章:诅咒物品(CURSED ITEMS)
« 回帖 #7 于: 2022-08-10, 周三 22:15:18 »
受詛咒讀起來會比被詛咒好用,但既然主要是用於標籤,倒是沒有必要堅持雙音節

感觉可以
理想的译法是这样的:先把原文看懂,照原文译出来,看看念不念得下去,试删掉几个不一定用得着的字,看看是否有损文义和文气。如果有损,再补回来。试把不可少的字加进去,看看是否超出原文范围,增减以后和原文再校对一次。有些地方是否译错,语气的轻重是否恰如其分,原文的弦外之音译文是找不找得到?原文的意思要消化;译文的文字要推敲。有经验的译者可能一下笔就译好了,不过还是要推敲的时候多。