作者 主题: 【MA】第一章:神话英雄(Mythic Heroes)  (阅读 57792 次)

副标题: 感谢先行者虚星对测试版神话规则的翻译

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【MA】第一章:神话英雄(Mythic Heroes)
« 于: 2013-10-18, 周五 19:44:59 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【MA】第一章:神話英雄(Mythic Heroes)
« 回帖 #1 于: 2013-10-18, 周五 19:45:28 »
感谢先行者虚星对测试版基础神话能力的翻译
链接在此http://www.goddessfantasy.net/bbs/index.php?topic=60041.0

神话英雄(Mythic Heroes)
神话英雄是同时代俊杰中的佼佼者,有着惊人的勇气去面对毫无胜算的逆境。尽管如此,她们仍旧与其她冒险者在很多方面有着相似之处。她们拥有生命值、防御等级以及豁免——实际上她们的大多数属性都相当于同等级的非神话角色。神话角色与众不同的地方在于特殊能力,这些特殊能力来自她们的神话之道(mythic paths)——由神话角色所选择、代表自身神话之力的同类能力集合体。这些能力会在战场内外加强神话角色的能力,让她们能够参与更加富有传奇色彩的非凡冒险。

创造神话角色(Creating a Mythic Character)
与普通角色不同,这些具有神话之力的角色们与周围的世界有着更强的联系,也在传说中佔有更强的地位。一名武技娴熟的战士可能会影响一个地区的历史,但是神话斗士(mythic champion)能改变自身的命运,而她的一举一动都会被人记录或者流传下去。由于这种对战役世界的强烈冲击,创造一名神话角色需要你和DM一同定位你在历史长河中的位置,并且确定你的力量源泉来自何方。
要创造神话角色,起始的时候先要使用核心手册(Pathfinder RPG Core Rulebook)中的规则创造一名普通角色。尽管神话角色有着令人难以置信的能力,她们在起始时仍旧与普通角色一样具有相同的职业特性与能力。
你的角色成为神话的过程取决于整个战役的形式。通常来说,角色有两种成为神话的方式——一种是DM让角色化身神话成为战役中的一部分,另一种则是从始至终故事的焦点都立足于她们的升华和因此产生的行为。无论选择哪一种都会影响到你如何创造自己的神话角色。
如果将神话之力赋予你的角色是一个大型战役中的一部分(很可能只是很短的一段时间),这段故事会明确说明你的新力量的来源,这方面很可能对所有玩家角色来说都是一样的。尽管你可能无法决定力量的来源和本质为何,不过你仍旧能够为你的角色选取神话之道和能力。
若神话之力本身就是整个战役的中心主题,每名玩家就可能有着不同的、独特的力量本源。在这样的战役中,你应当与DM一同决定神话之力的来源。从接触到远古神器到获得神祗的青睐,这些力量可能来自任何方面。DM可以要求所有玩家角色共享自身力量的某些方面——譬如来源——来赋予她们一种共通的联系,或者你也可以让她们的会面成为命运中的一环、成为一场成就真正传奇事迹的伟大英雄的集会。
无论在何种情况下,在战役中都会有一个重要时刻,在此时你获得了神话之力(或者是神话之力显现的时刻,这是在神话之力从出生时就已经潜伏于你体内的情况下)。这些故事中的关键部分被称作“升华之刻(moment of ascension)”。根据战役的风格,它可能作为主线情节的一部分发生在故事早期,或者是角色生涯中靠后的部分。从这一刻起,你的角色便成为神话,获得神话之道以及各种神话能力。

升华(Mythic Ascension)
角色获得第一个神话阶层(first mythic tier)的时刻被称作“升华之刻(或者单纯称为升华)”,这通常伴随着特别的事件。一般来说是由DM来决定这个事件,它可能对角色的故事有着诸多影响。升华决定了神话角色的力量来源,尽管这并不会影响她所获得的力量类型,但是却能对未来的选择与扮演的走向产生作用。
DM可以自由发挥创作任意类型的事件用于升华之刻,只要满足战役的需求即可。本书的第四章包含更多关于DM如何设计升华之刻的内容。后述内容包含了一些最常见的升华方式。

神器(Artifact):角色碰触到一个不稳定的神器,它将部分力量释放到角色的体内,赋予她神话之力。神话角色可能需要保护神器,因为这是她的力量之源。

宿命(Fated):角色伴随着某种预兆而生,比如行星合(planetary conjunction)或者月食(lunar eclipse),她命中注定将要成为伟大之人。升华之刻会在这些预兆再次发生时到来,而角色也从此开始获得神话之力。

神灵(Godling):神话角色是神之子,通常诞生于神祗与凡人的结合。当角色了解到自身的真正血脉或者见到她那拥有神力的亲缘(或者这名神祗的神使)之时,升华之刻便来临了。

赋予(Granted):一名神使或者其他具有强大力量的存在召唤角色成为它的代理人。这种地位会赋予角色神话之力,但是可能只有在为庇护主服务或者遵守某种教义的时候才能保持这种力量。

继承(Passed On):角色由某个强大个体的死亡而获得此等赠礼——甚至可能是来自一名神话生物。在它临终的时候,它将自己的力量传递给角色,使角色获得神话能力。这种力量的转移可能并非出自当事人的意愿,反而是由玩家角色主动通过杀死神话生物夺取力量。这种方式甚至可能是战役中所有神话之力的获取方式。

选择道途(Selecting a Path)
一旦你获得神话之力,就要选择一条神话之道,它很像额外职业。神话之道会决定你的大多数神话能力。但是与普通职业不同的是,你不会在神话之道上获得等级,而是获得阶层(tiers),每个阶层都会赋予额外的能力与加值。在道途中获得阶层并不需要获取经验值或者角色等级。你仍旧可以从完成遭遇中获取经验,但是这些只能应用到你的职业等级上。你可以通过完成一定量的试炼来获取额外的神话阶层;详见13页获取阶层。
每条道途都会赋予许多特殊能力。此外,所有神话角色都会拥有一些通用神话能力(见12页的基础神话能力表格)。只要你的神话角色达到新的阶层,你就必须选择所有属于该阶层的新力量。

原文
劇透 -   :
Mythic heroes are set apart from their contemporaries, capable of amazing feats of courage in the face of overwhelming odds. In spite of this , they're still similar in many ways to other adventurers. They have hit points , an Armor Class, and saving throws-in fact, most of their statistics are comparable to non-mythic characters of an equal level. Where mythic characters differ is in the special abilities they gain from mythic paths-collections of similar abilities that they can choose to repres ent their mythic power. These abilities enhance mythic characters both in and out of battle, allowing them to take part in extraordinary, larger-than-life adventures.

CREATlNG A MYTHlC CHARACTER
Unlike normal characters, those with mythic power have greater ties to the world around them and a greater place in legend. A skilled fighter might impact the history of a region, but a mythic champion can change its fate, and his every move is chronicled and recorded. Because of this greater impact on the campaign world, creating a mythic character requires you to work with the GM to find your place in the story and determine the source of your power.
To create a mythic character, start by creating a normal character using the standard rules found in the Pathfinder RPG Core Rulebook. Despite their incredible abilities , mythic characters start with the same class features and abilities as normal ones.
The process by which your character becomes mythic is determined by the shape of the overall campaign. Generally , characters become mythic in one of two ways-either the GM decides to make the characters mythic as one part of the campaign, or their as cension and sub sequent deeds are the central focus of the story from nearly the very beginning. Whichever path is chosen influences how you create your mythic character.
If mythic power is added to your character as part of a larger campaign (possibly only for a short period of time), that story defines the source of your newfound power, which is likely the same for all of the PCs. While you might not make all of the decisions about that power's origins and nature, you will still be able to customize your character by selecting your mythic path and abilities.
If mythic power will instead be a central theme of the entire campaign, each PC might have a different, individual source of power. In such a campaign, you should work with your GM to determine the source of your mythic power. This could be anything from contact with an ancient artifact to gaining the sponsorship of a deity. The GM might ask for all of the PCs to share some aspects of their power-such as its source-to give them a common bond, or you might come together as part of a larger destiny, a gathering of great heroes to accomplish truly legendary deeds.
In either case, there will be a moment in the campaign when you gain mythic power (or when it manifests, in the case of mythic power that has been latent in you since birth). This critical part ofthe story is called the moment of ascension. Depending on the style of the campaign, this could occur very early in the story or much later in your character's career, as part of larger plotline. From this moment onward, your character is mythic, and gains a mythic path and a variety of mythic abilities.

Mythic Ascension
The moment a character gains her first mythic tier is called the moment of as cension (or simply ascension) and is usually concurrent with an extraordinary event. Generally speaking, the GM determine s this event, which has many implications on the story of the character. As cension determines the s ource of a mythic character's power, and though this doesn't affect the types of abilities she gains, it can influence future choices and roleplaying decisions.
The GM is free to invent any sort of event to serve as the moment of ascension, as required by the needs of the campaign. Chapter 4 includes more information for GMs to consider when designing the moment of ascension. The following ideas represent some of the most common means of ascension.

Artifact: The character comes into contact with an unstable artifact that unleashes some of its power into her, granting her mythic power. The mythic character might need to protect the artifact, as it is the source of her power.
Fated: The character was born under an auspicious sign, such as a planetary conjunction or lunar eclipse, and as such was destined to greatness. The moment of ascension comes when those circumstances repeat themselves and the character gains mythic power.
Godling: The mythic character is the child of a god, typically born from the union of that deity and a mortal. The moment of ascension is when the character learns of her true heritage or is visited by her divine parent (or an agent of that deity).
Granted: A divine agent or other incredibly powerful being calls upon the character to act as its representative. This role gives the character mythic power, but possibly only while serving the interests of this benefactor and while holding to that patron's tenets.
Passed On: The character is present at the death of a powerful-perhap s even mythic-creature. In its final moments, it passes on its power to the character, granting mythic abilities. Alternatively, its power might not be given voluntarily, but rather taken by the PCs when they slaying a mythic creature. These methods could even be the way that all mythic power is gained in a campaign.

Selecting a Path
Once you gain mythic power, you select a mythic path, which is much like an additional class. It determines the maj ority of your mythic abilities. But instead of gaining levels in a mythic path, you gain tiers that grant additional abilities and bonuses. Gaining a tier in a path doesn't replace gaining experience and character levels. You still receive experience points for defeating challenges, but these apply only to your class levels. You gain additional mythic tiers by completing a number of trials; see Gaining Tiers on page i3.
Each path grants a number of specific abilities. In addition, all mythic characters have certain mythic abilities in common (see Table i-1: Base Mythic Abilities on page 12). As soon as your mythic character achieves a new tier, you must select all ofthe new powers that come with that tier.
« 上次编辑: 2014-06-13, 周五 18:52:53 由 沉淪皇 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【MA】第一章:神话英雄(Mythic Heroes)
« 回帖 #2 于: 2013-10-18, 周五 19:46:57 »
神话之道(Mythic Paths)
每个神话角色都属于一条神话之道。每条道途都代表着化身传奇的旅程,道途中的每个阶层都会提供与之相关的能力与特性。当你取得第一个神话阶层时必须选择一条神话之道。角色可以从后述神话之道中进行选择。

大法师(Archmage):身为奥术魔法的大师,大法师能够轻松并娴熟地施放强大的法术、按照自己的意愿重塑现实。大法师的力量使得自身能够改变自身的法术、击破敌人的防御、并掌握几乎所有知识。尽管有许多大法师的能力对于具有高智力属性的角色最有价值,不过具有高魅力属性的角色也可以找到各种各样的强大选项。大法师之道十分适合奥术施法者。

斗士(Champion):斗士在战斗中所向睥睨,他总是被满脸淤青、筋骨断裂的敌人所环绕,在战场上笑到最后的人。斗士的能力使他的攻击更加准确、呈现出令人难以置信的战技、并且毫不费力的横跨战场。拥有较高的力量属性的角色会发现这条道途十分有用,而它对高体质属性也能具有一定的效果。斗士之道非常适合那些依赖着武器与战斗技法的角色。

守护者(Guardian):没人能够穿过守护者的阵线——向着这名坚定的英雄发起的冲锋都注定会失败。守护者的力量使她能够守住阵地、保护盟友、防止敌人从她身边通过、并且挺住那些能够击败凡人英雄的猛击。拥有高体质属性的角色会多次发现通过成为守护者获得的力量是多么地宝贵。守护者之道十分适合那些经常会受到大量伤害的角色。

圣者(Hierophant):凭借着神之力,圣者成为了不容侵犯的神圣化身。圣者的能力使他能够强化自身法术的力量、以更强的效力治愈他人、并且与神祗沟通。大多数成为圣者的角色具有很高的感知属性,不过其中也有许多人具有高于常人的魅力属性。

统帅(Marshal):鼓舞人心的能力与自身的勇气使得统帅成为了伟大的领导者,她能够领导军队完成任何挑战。统帅的力量使她能够激励他人,这会赋予她的所有战友各种加值以及额外的战斗契机。具有高魅力属性的角色以及智力属性高于常人的角色能够通过成为统帅获取各种有用的能力。统帅之道适合那些不断辅助他人的角色。

诡术大师(Trickster):凭借着技巧、训练与出众的头脑,诡术大师可以轻松面对各种让人望而却步的障碍与陷阱、将智者玩弄于股掌之中、并能一击命中常人绝难企及的目标。诡术大师的能力允许他改变自己的外貌、操控他人、并且进行精确的致命打击。具有较高敏捷属性以及魅力属性的角色会通过成为诡术大师而获益良多。诡术大师之道适合那些依靠谎言与诡计的角色。

原文
劇透 -   :
MYTHIC PATHS
Every mythic character belongs to a mythic path. Each path represents a j ourney into legend, and each tier in that path grants abilities and features related to that pursuit. Upon achieving his ist mythic tier, a character must choose one mythic path to follow. Characters can choose from the following mythic paths.

Archmage: A master of arcane magic, the archmage casts powerful spells with great skill and ease, and shapes reality at whim. The powers of the archmage allow her to alter her spells, penetrate foes ' defenses, and master nearly any subject. While many of the archmage's abilities are most valuable to a character with a high Intelligence score, those with high Charisma scores will also find a wide variety of powerful options. The path of the archmage is suitable for arcane spellcasters.

Champion: Unparalleled in combat, the champion stands triumphant on the battlefield, surrounded by brui sed and broken foes. The abilities of the champion allow him to deliver strikes more accurately, perform astounding combat maneuvers, and move effortlessly around the battlefield. Characters with a high Strength score will find this path extremely useful, as will those with a high Constitution score. The path of the champion is suitable for characters who rely on martial arms and combat maneuvers.

Guardian: None can get past the impervious guardian-those who threaten this devout hero's charges are doomed to fail. The powers of the guardian allow her to hold her ground, protect her allies , prevent enemies from moving past her, and survive hits that would defeat lesser heroes. Characters that have a high Constitution score and frequently find them selves in the middle of combat gain valuable powers by becoming a guardian. The path of the guardian is suitable for those who routinely sustain massive amounts of damage.

Hierophant: Drawing on power that goes beyond the gods, the hierophant is an inviolate vessel for the divine. The abilities of the hierophant allow him to enhance the power of his spells, heal others with greater potency, and commune with the gods. Most characters that become hierophants have a high Wisdom score, although many also have an above-average Charisma score. The path of the hierophant is suitable for divine spellcasters.

Marshal: Inspiration and courage make the marshal the greatest leader, capable of leading troops to victory over any challenge. The powers of the marshal allow her to inspire others, which grant s bonu s e s and additional opportunities to all of her comrades. Characters with a high Charisma score and an above-average Intelligence s core will gain a variety of useful abilities by becoming marshals. The path of the marshal is suitable for those who continually aid others.

Trickster: Skill, training, and savvy make the trickster the master of the imposs ible-defying unbeatable obstacle s and trap s , tricking the wise, and hitting otherwise unattainable targets. The trickster's abilities allow him to change his appearance , manipulate others, and strike with deadly accuracy. Characters with high D exterity and Charisma scores have a lot to gain from becoming tricksters. The path of the trickster is suitable for tho s e who rely on subterfuge and cunning.
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【MA】第一章:神话英雄(Mythic Heroes)
« 回帖 #3 于: 2013-10-18, 周五 19:47:45 »
基础神话能力(Base Myhic Abilities)
每名神话玩家角色都会获得一些所有神话角色共通的基础能力,除此之外再通过各自的神话之道获取特殊能力。这些能力基于角色的神话阶层。

基础神话能力(Base Myhic Abilities)
神话阶层属性值神话专长基础神话能力
(Mythic Tier)        (Ability Score)        (Mythic Feat)        (Base Myhic Abilities)
1阶第1个勇者不亡,神话之力,神力涌动 +1d6
2阶第1次神奇先攻
3阶第2个恢复力
4阶第2次神力涌动 +1d8
5阶第3个神话豁免
6阶第3次意志之力
7阶第4个神力涌动 +1d10
8阶第4次无人可挡
9阶第5个不朽
10阶第5次传奇英雄,神力涌动 +1d12

属性值(Ability Score):在你达到第2阶层的时候,一项由你选择属性永久性增加2点。在第4、第6、第8、以及第10阶时,另一项由你选择的属性永久增加2点;这可以是你已经选择增加过的属性,也可以是不同的属性。

神话专长(Mythic Feat):选择1个神话专长或者非神话专长作为奖励专长。你必须如常满足专长的先决条件。你会在第3阶以及之后的每2个阶层再获得另一个神话专长。

勇者不亡(Hard to Kill,Ex):每当你的生命值低于0点的时候,你可以自动稳定而无需进行体质检定。若你拥有能力使你能够在生命值低于0点时进行行动,那么你仍旧会由于进行行动而失去生命值,就如同那些能力所描述的一样。流血伤害(bleed damage)仍旧会导致你在生命值低于0的时候失去生命值。此外,在负生命值合计达到或高于两倍于你的体质属性之前,你不会死亡。

神话之力(Mythic Power,Su):神话角色能够利用力量之源完成惊人的事迹或者欺骗命运。这股力量可以在许多不同的能力中运用。每日你能够使用神话之力的次数等同于3 + 两倍于你的神话阶层(1阶为5次/日,2阶为7次/日,以此类推)。这个次数是你的神话之力的最高数值。若有能力允许你恢复自己的神话之力,那么你无法使其超过这个数值。

神力涌动(Surge,Su):你可以唤醒体内的神话之力来克服各种不同的挑战。你能够花费1次神话之力来进行1d6检定,并把结果加到任何你自己刚做出的d20检定的结果上。使用该能力是直觉动作,并且要在先前的检定结果揭示出之后进行。该能力能够改变检定的结果。通过使用该能力赋予的加骰大小会在4阶提升至1d8,在7阶提升至1d10,并最终在10阶时提升至1d12。

神奇先攻(Amazing Initiative,Ex):第2阶起,你的先攻检定获得加值,数值等同于你的神话阶层。此外,在你的回合以自由动作,你能够花费1次神话之力来在该轮获得1个额外的标准动作。这个额外标准动作不能用于施法。你在每回合以此方式获得的额外动作不能超过1次。

恢复力(Recuperation,Ex):第3阶起,只要你还活着,在8小时的休息后将生命值恢复满。此外,通过花费1次神话之力并休息1小时,你能够恢复相当于满生命值一半数额的生命值(最高为将生命值恢复满)并且恢复任何限定为每日几次的职业能力使用次数(比如野蛮人狂暴、吟游表演、每日法术等等)。在判断这些能力时,这次休息被视为经过了8小时的睡眠。此次休息无法刷新神话之力的使用次数,或者任何限定为每日使用数次的神话能力。

神话豁免(Mythic Saving Throws,Ex):第5阶起,当你成功在一次豁免检定中对抗一个法术或特殊能力之后,只要该能力不是源自神话(比如具有神话阶层或神话等级的生物),你就可以不受任何影响。若你在豁免中失败,而且该能力是来源自神话,你会如常受到完整效果。

意志之力(Force of Will,Ex):第7阶起,你能用意志力使事情朝着你想要的方向发展。以直觉动作,你能够花费1次神话之力来重骰你刚做出的d20检定,或者迫使任何非神话生物重骰它刚做出的d20检定。你可以在检定结果揭晓之后使用该能力。任何进行重骰的人都必须接受第2次检定的结果,即便结果更差也是如此。

无人可挡(Unstoppable,Ex):第8阶起,你能够以自由动作花费1次神话之力,来让后述任何一种正在影响你的状态结束:出血(bleed)、目盲(blind)、困惑(confused)、畏缩(cowering)、晕眩(dazed)、目眩(dazzled)、耳聋(deafened)、纠缠(entangled)、力竭(exhausted)、迷魂(fascinated)、疲乏(fatigued)、惊惧(frightened)、反胃(nauseated)、恐慌(panicked)、麻痹(paralyzed)、战栗(shaken)、恶心(sickened)、恍惚(staggered)或者震慑(stunned)。所有其他状态或效果都会保持,即便这些效果与你所选取的状态是由同一个法术或效果产生的也是如此。你能够在你的回合开始时使用该能力,甚至在有状态妨碍你进行行动的时候也可以使用。

不朽(Immortal,Su):第9阶起,如果你被杀死,你可以在24小时后恢复生命,无论你的尸体状态如何,也不管你是如何被杀死的。当你恢复生命之后,并不会被视为已经休息,而且直到你下一次进行休息之前,都不会恢复那些需要休息充能的能力。若你是被神话生物(或者具有更强力量的生物)、或者持用能够穿透传奇伤害减免(epic damage reduction)的武器的非神话生物所进行的致命一击(coup de grace)或重击杀死,就不能够靠该能力复活。第10阶起,你就只能被神器(artifact)的致命一击或重击杀死。

传奇英雄(Legendary Hero,Su):第10阶起,你达到了神话之力的顶点。除了每天完全恢复你的神话之力使用次数之外,你的神话之力使用次数每小时还会恢复1次。

原文
劇透 -   :
TABLE 1-1: BASE MYTHIC ABILITIES
Mythic   Ability  Mythic    Base Mythic
Tier     Score    Feat      Abilities
1st       -      1st       Hard to kill, mythic power, surge +1d6
2nd      1st       -       Amazing initiative
3rd       -      2nd       Recuperation
4th      2nd       -       Surge +1d8
5th       -      3rd       Mythic saves
6th      3rd       -       Force of will
7th       -      4th       Surge +1d10
8th      4th       -       Unstoppable
9th       -      5th       Immortal
10th     5th       -       Legendary hero, surge +1d12

BASEM YTH1C AB1UT1ES
Every mythic PC gains a number ofbase abilities common to all mythic characters, in addition to the special abilities granted by each mythic path. These abilities are gained based on the character's mythic tier.

Ability Score: Upon reaching the 2nd mythic tier, an ability s core of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers , another ability s core of your choice permanently increases by 2; this can be an ability s core you've already increased or a different ability s core. Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

Hard to Kill (Ex): Whenever you're belowo hit points , you automatically stabilize without needing to attempt a C onstitution check. If you have an ability that allows you to act while below o hit p oint s , you still lose hit p oints for taking actions , as s pecified by that ability. Bleed damage still cau s e s you to lose hit points when below o hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of p ower to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at ist tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d2o roll you just made by rolling id6 and adding it to the result. Using this ability is an immediate action taken after the result ofthe original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to id8 at 4th tier, id10 at 7th tier, and id12 at 10th tier.

Amazing Initiative {Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a s pell. You can't gain an extra action in this way more than once per round.
 
Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for i hour, you regain a number ofhit points equal to half your full hit points (up to a maximum of your full hit p oints) and regain the use of any cla s s features that are limited to a certain number of u s e s per day (such as barbarian rage, bardic performance , spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Mythic Saving Throws (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.

Force ofWill (Ex): At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can exp end one use of mythic power to reroll a d2o roll you just made , or force any non-mythic creature to reroll a d2o roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even ifit is lower.

Unstoppable (Ex): At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fa s cinated, fatigued, frightened, nau s e ated, panicked , paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even tho s e resulting from the same spell or effect that caused the s elected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.

Immortal (Su): At 9th tier, if you are killed, you return to life 24 hours later, regardle s s of the condition of your body or the means by which you were killed. When you return to life, you aren't treated as if you had rested, and don't regain the use of abilities that recharge with rest until you next rest. This ability doesn't apply if you're killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable ofbypas sing epic damage reduction. At loth tier, you can be killed only by a coup de grace or critical hit made with an artifact.

Legendary Hero (Su): At ioth tier, you have reached the height of mortal p ower. You regain u s e s of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.
« 上次编辑: 2013-10-20, 周日 13:49:35 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【MA】第一章:神话英雄(Mythic Heroes)
« 回帖 #4 于: 2013-10-18, 周五 19:48:20 »
获取阶层(Gaining Tiers)
角色的神话之力按照阶层来进行分类,1阶神话角色已经明显要强于同等级的非神话角色了,而10阶神话角色则获取了类似神祗的力量。神话阶层(Mythic tiers)类似于基础职业或者进阶职业的等级,因为达到每个阶层都会获取力量并附加到之前已有的阶层上,但是阶层的获取方式与等级有所不同。角色要通过完成一定量的试炼才能获得新神话阶层,这些试炼都发生在游戏进行中。试炼是添加入你的角色的传奇故事中的困难任务。进入新神话阶层的进程独立于经验值的获取(尽管你能够通过各式各样的遭遇获取经验值,但是你的神话阶层提升取决于你所完成的试炼)。
试炼在故事中发生的时刻,就是你必须超越那些平凡的英雄行径的时刻。这些都是在你的传奇中的关键点。DM要决定何种事情有资格成为试炼,而具体是否将其完成则像其他冒险一样是由你自己决定的。你可能甚至都不清楚自己正在挑战试炼,直到你完成并且DM告知你修正自己的神话角色卡为止(见248页),不过你可能会在发现自己正面对极具挑战性的敌人,或者正在尝试某些近乎不可能的事情的时候得到相关的暗示。
为了进入新的阶层所需要完成的试炼数量记述在表格:每阶神话试炼数量中。例如:假设一名5级战士发现她的神话血脉,并且成为了1阶斗士。在一次团的进程中,她获得了足够的经验值并成为6级战士。在这段时间内她并未完成任何试炼,因此她并没有进入到斗士之道的下一个阶层。而在第二次团的进程中,剧情最后她参与战斗对抗一只多年以来危害某座城市的神话巨魔(mythic troll);通过击败巨魔,她完成了自己的试炼,这使得她成为了2阶斗士。要达到第3阶,她需要完成两个试炼。神话角色在10阶之后便无法再得到提升。
请注意表格,达到下一个阶层所需的试炼数量可能会有所不同。DM可以通过增减所需的试炼数量来适应战役的发展——请查看本书第四章来获取更多关于神话试炼的信息(见129页)。

每阶神话试炼数量(Mythic Trials per Tier)
阶层(Tier)        试炼(Trials)
1阶*
2阶1
3阶2
4阶2
5阶3
6阶3
7阶4
8阶4
9阶5
10阶5
*:第1阶层由升华之刻所赋予。

原文
劇透 -   :
TABLE 1??1: MYTHIC TRIALX PER TIER
Tier Trials
1st* -
2nd 1
3rd 2
4th 2
5th 3
6th 3
7th 4
8th 4
9th 5
10th 5
*The first tier is gained at the m o ment of ascension.

GA1N1NG TlERS
A character's mythic power is classified by tier, with a 1st-tier mythic character already being significantly more powerful than a non-mythic character of the same level and a 10th-tier mythic character possessing nearly godlike puissance. Mythic tiers are similar to levels in a class or prestige class in that the powers gained at each tier are added to all those that came before, but tiers are gained in a different manner from levels. A character gains a new mythic tier by completing a number of trials that occur during play. A trial is a difficult task that adds to the legend and story of your character. Achieving a new mythic tier occurs independently of exp erience point progression (though you will also gain experience points for the various encounters you complete as you progress through your trials).
Trials are moments in the story when you must rise above the deeds of lesser heroes. These moments become critical junctures in your legend. The GM decides what qualifies as a trial, and it's up to you to complete it as you would other adventures. You might not even know you are attempting a trial until it is completed and the GM informs you to note it on your mythic character sheet (see page 248), though you'll likely get an inkling when you find yourself facing a particularly challenging foe or attempting something that most would find impossible.
The number of trials required to attain each new tier appears on Table 1-2: Mythic Trials per Tier. For example, supp o s e a 5th-level fighter dis covers her mythic heritage and becomes a lSt-tier champion. Over a number of s e s sion s , she earns enough experience points to gain her 6th level of fighter. During this time, she doesn't complete a trial, so she doesn't advance to the next tier of the champion path. During the next s e s sion, however, she engages in a climactic battle against a mythic troll that has plagued the town for years; by defeating the troll, she completes her trial, allowing her to become a 2nd-tier champion. To reach 3rd tier, she will need to accomplish two more trials. A mythic character can't gain more than 10 tiers.
Note that the number of trials needed to achieve the next tier might vary from the number listed on Table 1-2. The GM can reduce or increase this number as needed to suit the campaign-refer to the Mythic Trials section in Chapter 4 for more guidance (see page i29).
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【MA】第一章:神话英雄(Mythic Heroes)
« 回帖 #5 于: 2013-10-21, 周一 04:16:22 »
看来取消了1级就出神话弱点,P子也反应过来这素非常2B的浪漫……
你是光,我是影。光照耀着影,影守护着光。我们是最疏离的双生子,我们是最亲密的陌生人...

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Re: 【MA】第一章:神话英雄(Mythic Heroes)
« 回帖 #6 于: 2013-10-23, 周三 16:05:50 »
这是PF版的EPIC规则么?
战略之所以成功是因为其正确,战术之所以正确是因为其成功。

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Re: 【MA】第一章:神话英雄(Mythic Heroes)
« 回帖 #7 于: 2013-10-23, 周三 16:09:36 »
这是PF版的EPIC规则么?
是另一种规格尺度上的普通冒险。
Does the Good Scheme defines Good, or the Good defines Good Scheme?
《都市风貌》第一二三五章完成
《邪恶范例》第一三五章大部
《惊骇英雄》第一章大部,第六章大部
《进化奥秘》法术详述缓慢填坑中

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Re: 【MA】第一章:神话英雄(Mythic Heroes)
« 回帖 #8 于: 2013-10-23, 周三 19:47:11 »
看来取消了1级就出神话弱点,P子也反应过来这素非常2B的浪漫……
太可惜了!

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Re: 【MA】第一章:神话英雄(Mythic Heroes)
« 回帖 #9 于: 2013-10-23, 周三 20:03:14 »
看来取消了1级就出神话弱点,P子也反应过来这素非常2B的浪漫……
太可惜了!
乃用测试版开1-3级神话团试试……小心翻桌子……
你是光,我是影。光照耀着影,影守护着光。我们是最疏离的双生子,我们是最亲密的陌生人...