« 回帖 #3 于: 2010-04-07, 周三 00:26:38 »
战斗类优势
战斗射击(o to oooo)
Fighting Style: Combat Marksmanship (o to ooooo)
需求:力量oo,敏捷oo,沉著ooo,及枪械oo
Prerequisites: Strength oo, Dexterity oo, Composure ooo, and Firearms oo
效果 你的角色不仅熟练掌握枪支的使用,而且在战斗的高压下也能保持射击的准确度(見「戰鬥中的射手射擊」第51頁,有這些挑戰的敘述)。他很可能有在执法单位,或者军队的经历,虽说 也可能是个自我防卫拥护者,或者是个有着非同一般热情的枪械爱好者
每一个优势都是下一级优势的前提条件,所以你的角色在拥有战术装填前必须有射击优先。优势的描述在下文,大多数都基于枪械技能。
Effect: Your character is not only proficient with firearms, but has trained extensively to maintain her accuracy in the stress of combat (see "Marksmanship in Combat," p. 51, for a discussion of these challenges). She most likely has experience in law enforcement or the military, though she may simply be a self-defense advocate or a dedicated hobbyist with uncommon self-possession.
Each maneuver is a prerequisite for the next. So, your character can't have "Tactical Reload" until she has "Shoot First." The maneuvers and their effects are described below, most of which are based on the Firearms Skill.
射击优先(o):角色的反射训练给他在枪战中增加了一定的优势。当开始战斗时他手上已经有一把枪,那么他的先攻将获得等同枪械技能的加值。如果他有即时备战这一优势,当他第一轮抽出武器时,下一轮将在先攻中加上枪械技能的加值,并以此来改变先攻次序。
Shoot First (o): Your character's trained reflexes give her a split-second edge in a gunfight. Whenever she begins a combat with a firearm already in her hand, she gains a bonus to her Initiative roll equal to her Firearms Skill. If she also has the Quick Draw Merit for firearms (see the World of Darkness Rulebook, p. 113) and draws a firearm during the first turn of combat, this bonus is added retroactively, starting at the beginning of the second turn of combat.
战术装填(oo):你的肌肉已经将装弹动作记忆在骨子里了,你可以下意识地完成装弹。一轮一次,可以用反射动作,给手枪换上一个弹夹,或者用快速上弹器给左轮上弹。一发发装填子弹的武器不在此列。
Tactical Reload (oo): Your character's muscle memory enables her to reload without conscious thought. Once per turn, she may reload a firearm that feeds from a detachable magazine or use a speedloader to reload a revolver, as a reflexive action.
快速射击(ooo): 当使用杆动式,泵动式或者半自动枪械时,若枪械有能力连射,则角色可以进行短点射。(bolt-action给我死一边去)
Double Tap (ooo): When using a lever-action, pump-action or semi-automatic firearm, your character may make short burst attacks as if her gun were capable of autofire.
刺刀见红 (oooo):当敌人在触手可及的距离时,你的角色也能保持准确率和控制力。当你和目标在近距离时,目标的防御对于枪械攻击不起作用。(World of Darkness Rulebook第155頁)。
Bayonet Range (oooo):Your character can maintain accuracy and control even when facing an opponent at arm's length. The target's Defense does not apply to firearm attacks your character makes within close-combat range (see p. 155, the World of Darkness Rulebook).
戰鬥風格:狙擊(o to ooooo)
Fighting Style: Sniping (o to ooooo)
需求:敏捷 ooo, 決心 ooo, 槍械 ooo, 和力量 oo
Prerequisites: Dexterity ooo, Resolve ooo, Firearms ooo, and Stealth oo
效果:狙击手是那些整天倾泻弹幕的枪手的对立面,需要耐心与静谧而非迅捷与鲁莽。你的角色通过长期的经验或者高强度的军事训练,已经具有足够的耐心与技术来花费数个小时以达成一次完美的射杀,来决定一个人质或者一个国家的命运
通过购买优势点可以获得特别战技。每一种战技都是后一种战技的前置条件。所以你的角色在拥有“瞄准”之前,不会拥有“照门归零”。以上战技均只能适用于步枪(包括突击步枪)
Effect: A sniper is the antithesis of a gunfighter, patient and serene rather than swift and ruthless. Your character, through life-long experience or intensive military training, is patient and skilled enough to spend hours staring through a rifle scope before taking one perfect shot that decides the fate of a hostage or a nation.
Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can't have "Battlesight Zero" until she has "On Scope." The maneuvers and their effects are described below, most of which are based on the Firearms Skill. All of the following maneuvers work only with rifles (including assault rifles).
瞄准 (o): 你的角色对于超远距弹道有着相当深刻的了解,并且花费了无数时间从瞄准镜中搜寻任何细节。从瞄准中所能获得的最大加值(见WOD核心规则书P.162)将替代为沉着+1(半自动与自动步枪);而撅把式,栓动式,杆动式步枪所能获得的最大加值为沉着+2.(见WOD核心规则书跑.45)
On Scope (o): Your character has an intuitive understanding of long-range ballistics and has spent countless hours straining to pick out tiny details through a telescopic sight. The maximum bonus she may receive from aiming (see the World of Darkness Rulebook, p. 162) is increased to her Composure +1 for semiautomatic and automatic rifles and her Composure +2 for break-action, bolt-action and lever-action rifles. In addition, when using a scope or other long-range optic device (e.g., binoculars), she receives a +2 bonus to all perception rolls (see the World of Darkness Rulebook, p. 45).
照门归零 (oo): 一旦角色熟悉了一把步枪的性能,她能自其絞出無比的能力。每當你的角色进行步枪校准(見「校准工具」,第164頁),她在這過程中得到兩倍(校准步枪)的加值(+1)于攻击(也就+2)。此外,每當她用來福槍做出一次攻擊皆會接受這獎勵,武器的短射程加上她反應乘五碼的數值,中射程為此數值的兩倍,長射程為此數值三倍。
Battlesight Zero (oo): Once your character is familiar with the capabilities of a rifle, she can wring unparalleled performance from it. Whenever your character sights in a rifle (see "Sighting Tools," p. 164), she doubles the number of attacks that receive the bonus from this process. In addition, whenever she makes an attack with a rifle that receives this bonus, the weapon's short range is increased by five yards times her Wits, medium range by twice this amount and long range by three times this amount.
射擊專注 (ooo): 你的角色能靜止不動地潛伏數天,忽視睡眠的剝奪,極端的氣溫甚至威脅生命的損傷來瞄準被標定的名字。當作出瞄準過的射擊,她能忽視總數等於其決心的懲罰數值,來自創口、毒品、疾病、痛苦、疲勞、環境條件或相似的要素。舉例來說,若你的角色決心為四級,生命值剩下二(-2),已經沒睡三十六小時(-2)而且吸了強力的迷幻藥(-3),她瞄準過的射擊僅遭受-3罰值而不是-7,並影響她的所有其他骰庫。
Focused Shot (ooo): Your character can lurk motionless in ambush for days, ignoring sleep deprivation, temperature extremes and even life-threatening injuries in the name of putting lead on target. When making an aimed shot, she may ignore an amount of penalties for wounds, drugs, disease, pain, fatigue, environmental conditions and similar factors equal to her Resolve. For example, if your character has Resolve 4, has two points of Health remaining (-2), has gone without sleep for 36 hours (-2) and has ingested strong hallucinogens (-3), her aimed shots suffer only a -3 penalty instead of the -7 that affects all her other dice pools.
戰術介入(oooo): 瞬間選擇和鋼鐵般的神經使角色能抓住最微小的有利機會來進行精準射擊的定位。當做出一個瞄準後的射擊,所有射擊時觸及近攻戰鬥和掩蔽的懲罰減半,小數點後無條件捨去。
Tactical Intervention (oooo): Split-second timing and nerves of steel enable your character to take advantage of the smallest opportunities for accurate shot placement. When making an aimed shot, all penalties for shooting into close combat and for concealment are halved, rounding down.
一槍,一殺 (ooooo): 當你的角色拿起她的來福槍,人們都會臥倒。就這麼簡單。當做出一個瞄準後的射擊,別在攻擊骰庫中加上來福槍的傷害等級(儘管「9再擲」或「8再擲」依然會起作用,若其總是正常)。取而代之,若攻擊成功,加上來福槍的傷害等級作為額外的成功。不利:每次攻擊皆消耗一點意志力。注意這個意志力消費並不會在攻擊上加三個骰數。
One Shot, One Kill (ooooo): When your character picks up her rifle, people fall down. It's just that simple. When making an aimed shot, do not add the rifle's Damage rating to the attack dice pool (though "9 again" or "8 again" still applies if it would normally). Instead, if the attack succeeds, add the rifle's Damage rating as extra successes. Drawback: Spend one Willpower per attack. Note that this Willpower expenditure does not add three dice to the attack.
(※譯者註:這玩意兒真猛,但倒數一二句不是用Willpower point而是只用Willpower讓我不知道該翻成意志力還意志值。不過最後一句說的加三骰應該是意志力效果,所以翻為意志力。)
战斗风格:双手持械Fighting Style: Two Weapons(+1到+4):
条件:敏捷3,武器3
作用:你的角色受过同时使用两只手战斗的训练,让他可以一边进攻一边躲避敌人的攻击,或者在同一轮中攻击两次。在他这样做的时候,每当他使用非惯用手进行攻击,就要受到-2的修正(除非他同时拥有双手灵巧的优点)。
购买这项优点的点数,可以让你的人物使用特殊的战斗技巧。每一个技巧都是学习下一个技巧的条件。所以你的角色不能再学习“旋转锋刃”之前学会“旋转刺击”。所有的技巧都基于武器技巧,他们的作用将在下边进行描述。
疾挥(+1):你的角色的闪避能力(防御加倍,参看相关内容)在同一轮中遭受到多重攻击的时候不受到减值惩罚,除非受攻击的次数大于你的武器点数。当他受到攻击的次数大于他的武器点数的时候,比武器点数多出的那些攻击,每一次都会对你的闪避造成累计-1的惩罚。所以,如果你的角色(防御2,武器3)在一个回合中闪避对方的攻击,开始的3次攻击将受到全部的闪避造成的惩罚(-4),第四次攻击受到-3的惩罚,第五次攻击则受到-2的惩罚。基本上,因为你的角色可以把他的武器挥舞的密不透风,所以他的对手在近身格斗的时候很难接近和攻击到他。
当使用这项技巧的时候,格斗闪避(见前)将不能替代普通闪避。
防守反击(+2):在同一轮中你的角色可以闪避对方的攻击并回击对手。使用这个技巧的那一轮,你的角色会在防御上得到+2的修正,但是每一次攻击都会受到-2的惩罚。在一轮中做出防守反击的动作的时候,他不能做出比他的速度更快的行动。
集中攻击(+3):你的角色可以在同一轮中攻击一个目标两次,第二次攻击会受到-1的惩罚。缺陷:你的角色在使用这个技巧的那一轮里不能防御任何攻击。如果他进行这项技巧之前在早些时候的先攻顺序里已经防御过了攻击,那么这一轮中他将不能做出这个技巧。因为他正忙着闪躲对手的攻击。
流畅的攻击(+4):你的角色可以在同一轮中分别攻击两个不同的目标。目标间的距离不能超过你角色的速度范围。对第二个目标的攻击受到-1的惩罚。缺陷:你的角色在使用这个技巧的那一轮里不能防御任何攻击。如果他进行这项技巧之前在早些时候的先攻顺序里已经防御过了攻击,那么这一轮中他将不能做出这个技巧。因为他正忙着闪躲对手的攻击。
战斗风格:功夫Fighting Style: Kung Fu(+1到+5):
条件:力量2,敏捷2,耐力2,格斗2
作用:你的角色练习过某种功夫,以集中注意力和自卫作为目的训练了他的大脑和身体。他可能从小的时候就开始跟随家庭或者朋友训练了,或许他作为一个成年人参加了一所教人们锻炼或者护卫技能的学校。
购买这项优点的点数允许你的角色使用一些特殊的战斗技巧。每一个技巧都是学习后面技巧的条件。所以你的角色在学会“集中攻击”之前不能学习“钢铁皮肤”的技巧。这些技巧的作用在下面列出,它们大多数都基于格斗技巧。
集中攻击(+1):足够的身体训练和集中的注意力让你的角色可以攻击对手身上的弱点。特别攻击所要受到的惩罚减少一。(参看:指定目标)即使指定的攻击目标不是对手,你的角色受到的“防具惩罚” 也会减少一。
钢铁皮肤(+2):你的角色由一副坚硬的躯体来承受打击。这让他可以再重复的打击中只受到最小的伤害。在抵抗徒手攻击中他可以获得一点防具。
防御攻击(+3):你的角色是在搏斗中防御的大师。使用这个技巧的时候你的角色在当前一轮的防御中获得2的加值,但是每一次进攻都要受到-2的惩罚。他在使用这个技巧的时候也不能做出超过自己速度的行动。
旋风斩(+4):你可角色可以释放一个暴风般的气旋来攻击对手。他还可以在每一次单独行动中附加敏捷数减去2的格斗攻击。每一个附加的攻击都受到累计-1的修正。因而,当他有3敏捷的时候可以做出两次攻击(第二个-1修正),当有4敏捷的时候可以做出三次攻击(第三个-2修正),当有5敏捷的时候可以做出四次攻击(第四个-3修正)。每一次攻击都必须是对同一个目标的。缺陷:在使用这个技巧的时候你的角色不能对这一轮中的任何攻击作出防御。如果他进行这项技巧之前在早些时候的先攻顺序里已经防御过了攻击,那么这一轮中他将不能做出这个技巧。他正在拼命的闪躲腾挪。
致命一击:通过积聚力量和全神贯注,你的角色可以发动一次可以导致目标残废或直接死亡的攻击。这次攻击将造成致命伤害而不是格斗伤害。缺陷:每次发动致命一击都需要支付一点意志点。记住,这点意志并不对攻击增加三个骰子。
战斗风格:拳击Fighting style:Boxing(+1到+5):
条件:力量3,耐力2,格斗2
作用:你的角色受过拳击的训练,他可以敏捷有力的打击对手,也可以利用躲闪和迂回躲避对手的攻击。他也许曾经参加过高中或大学的运动会,也许正准备参加职业的比赛,也可能通过在当地的健身俱乐部练习取得了某个级别的资格。
购买这项优点的点数允许你的角色使用一些特殊的战斗技巧。每一种技巧都是下一中的先决条件。所以你的角色不能再拥有“痛击”之前就拥有“闪避和迂回”的技巧。下面描述了这些技巧和它们的效果,大多数技巧都是基于格斗技巧(Brawl Skill)的。
痛击(+1):你的角色可以用沉重的殴击让对手步履蹒跚、气息混乱。如果成功地造成一次大于或等于对手体型的格斗攻击,他将丧失做出下一个动作的能力。
闪避和迂回(+2):你的角色受过如何闪避和躲过对手殴击的训练。当受到对手格斗类型(不使用武器)的攻击时,你的角色可以用敏捷或者感知中比较高的那一项决定自己的防御。如果你的角色在同一轮里受到格斗类和武器类的双重攻击,那么他只能用普通防御进行判定。
组合拳(+3):你的角色受过的训练和经验是他可以用一阵暴风雨般的攻击打倒对手。在一个行动里,他可以对对手作出两次格斗攻击。第二次攻击有-1的惩罚。缺陷:你的角色在使用这个技巧的那一轮里不能防御任何攻击。如果他进行这项技巧之前在早些时候的先攻顺序里已经防御过了攻击,那么这一轮中他将不能做出这个技巧。因为他正忙着闪躲别人的拳头呢。
暴殴(+4):你的角色可以通过一记强烈而准确的轰击让他的对手不省人事。一次超过对手体型的格斗类型攻击就可以做到这一点。那个受害者将掷一次耐力骰。如果成功,他虽然保持清醒,但仍旧因为重击失去了下一次行动的能力。如果失败,他会昏迷数轮,时间等与他受到的伤害。缺陷:你的角色不能在他打算使用这个技巧的那一轮里防御任何攻击。如果他进行这项技巧之前在早些时候的先攻顺序里已经防御过了攻击,那么这一轮中他将不能做出这个技巧。同样,他正忙着闪躲别人的拳头。
兽击(+5):你的角色精准强力的拳头看上去像一种致命的武器,它们可以重伤或者直接击杀对手。一次兽击将造成致命伤害而不是格斗伤害。缺陷:你需要为每一次兽击支付一点意志点。记住,这点意志并不对攻击增加三个骰子。
戰鬥風格: 俄特殊部隊刀術(o to oooo)
Fighting Style: Spetsnaz Knife Fighting (o to oooo)
需求:敏捷ooo,兵刃oo
Prerequisites: Dexterity ooo, Weaponry oo
效果:你的角色做過有效使用短刀戰鬥的訓練。這項軍事短刀訓練的原型來自於俄國特殊任務部隊的訓練。這個訓練現在是世界上許多特種部隊之間的標準課程。它包含了反握一把單刃短刀。這些策略裡有著許多快速、流暢地朝向要害揮砍或刺擊的動作。
購買此優勢之級數允許使用特殊的戰鬥策略。每個策略皆是下一個策略之必要條件。所以,你的角色不可能在她擁有攻擊預測前得到優勢佯攻。策略及它們的效果敘述在下。所有的策略都是基於兵刃技能。
Effect: Your character is trained to fight effectively with a knife. This particular form of martial knife training is based upon original Spetsnaz Russian Forces training. This training is now standard among many of the world's Special Forces. It involves holding a single-edged knife in a downward (or "reverse") grip. Maneuvers involve a lot of quick, fluid movements complemented by a mixture of slashing and stabbing toward vital areas.
Dots purchased with this Merit allow access to unique combat maneuvers with a knife. Each maneuver is a prerequisite for the subsequent maneuver. Your character cannot have "Advantageous Angle" until he has "Anticipate Attack." These maneuvers and their effects are described below. All maneuvers are based on the Weaponry Skill.
攻擊預測 (o): 經過特種短刀戰鬥的訓練,瞭解如何在接踵而來的攻擊前快速移位並回應它們。要做到這動作要求甚至在戰鬥前,anticipation(:預知、預期)和戰略上有至少一級(這句不太會翻……)。在這個等級,角色將能在決定主動權時用兵刃等級取代沉著。這只在你的角色使用體積二以下帶刃或尖錐武器戰鬥的期間有效。
Anticipate Attack (o): Those trained in Special Forces knife fighting know to move fast before incoming attacks and in response to them. To do this requires a level of anticipation and strategy even before a combat begins. At this level, your character may substitute his Weaponry score for his Composure when determining his Initiative modifier. This is only during combat situations in which your character is using an edged or pointed weapon of Size 2 or under.
(誤)帶殺氣的假動作(一起來當浪速之虎!)
優勢佯攻(※1)(oo): 你的使刀手知道如何做出一個看似來自側面或背面的佯攻來給予它優勢。當於一般不會有獎勵值的攻擊時,角色知道該怎麼唬騙敵方去阻擋不存在的攻擊--然後於其他角度發動攻擊。敵人的防禦值在這樣的攻擊時被視為-1。不利:這個策略只能在不同的輪時做出(※2)。
(※1譯者註:原文直翻是優勢角度…… 雖然大概知道他的意思但翻不出來。)
(※2譯者註:大概是一輪只能用一次?不過這樣也夠強了……)
Advantageous Angle (oo): Your knife-wielder knows how to make a feinted attack from the side or rear in a way that grants him advantage. While normally such attacks confer no bonuses, the character is aware how to deceive an opponent into mounting a Defense against an attack that isn't coming - and then stage an attack from a different angle. The foe's Defense is at -1 during such an attack. Drawback: This maneuver can only be made every other turn.
要害攻擊 (ooo): 角色知道如何鎖定生命器官和弱點攻擊。攻擊使短刀擁有穿甲1,並且命中特定目標或身體部位(見「特定目標」World of Darkness Rulebook 第165頁)的懲罰減少一。
Vital Attack (ooo): Your character knows how to target his attacks to vital organs and other vulnerabilities. Attacks made with a knife have Armor Piercing 1, and penalties to hit specific targets or body parts (see "Specified Targets," p.165 of the World of Darkness Rulebook) are reduced by one.
砍與刺 (oooo): 角色對於短刀的熟練允許他對同目標於一個動作內做出兩個攻擊。第一個是砍擊,第二個是猛刺。做出第一個攻擊就如同一般情況,但第二個遭到-1懲罰。不利:這個快速策略在下一次朝他而來的攻擊留下某些弱點。他的防禦值在下一次遭受攻擊減少1。
Slash and Stab (oooo): Your character's deftness with a knife allows him to make two attacks against one target in a single action. The first attack is a slash, the second a thrusting stab. The first attack is made as normal, but the second suffers a -1 penalty. Drawback: This quick maneuver leaves the character somewhat more vulnerable against the next attack coming toward him. His Defense is counted as being one less against the next attack.
(譯者註:這風格還真是天殺的強猛有力……)
戰鬥風格:棍棒戰鬥(o to ooo)
Fighting Style: Staff Fighting, (o to ooo)
需求:力量 ooo,敏捷 oo,兵刃 oo
Prerequisites: Strength ooo, Dexterity oo, Weaponry oo
效果:角色學會有效地在戰鬥中揮舞鐵頭棒、棒或是杖。很可能是她學自某個武師。這個風格有時被稱作棒術。
購買此優勢之級數允許使用特殊的戰鬥策略。每個策略皆是下一個策略之必要條件。所以,你的角色不可能在她擁有攻擊預測前得到優勢佯攻。策略及它們的效果敘述在下。所有的策略都是基於兵刃技能。
寫下的這些鐵頭棒、棒或杖是此戰鬥風格的基準,這些策略並不受限於這些武器。一個角色可用任何長柄武器發揮這些策略,但使用非上述三個物品的其他長柄武器需要額外的兵刃級數(兵刃 ooo)。角色能利用臨時湊合的東西當作長柄武器(包括挖洞鏟、長柄大鐮或是其他至少五英呎長的物品)使用這些策略。在諸如此類的例子裡,依然需要兵刃級數三,且所有攻擊骰會被加上適當的臨時武器懲罰。也記得利用在戰鬥中揮舞長柄武器會給予+1防禦值。
Effect: Your character has learned to wield a quarterstaff, bo staff or jo staff effectively in combat. This is likely something she has learned from a martial practitioner. This style is sometimes called bojutsu.
Dots purchased with this Merit allow access to unique combat maneuvers with polearms. Each maneuver is a prerequisite for the subsequent maneuver. Your character cannot have "Temple Strike" until she has "Trip." These maneuvers and their effects are described below. All maneuvers are based upon the Weaponry Skill.
Note that while a quarter-, bo or jo staff are the norm for this fighting style, the maneuvers are not limited to these weapons. A character can use any polearm for these maneuvers, but using other polearms with an item that isn't one of the aforementioned three staff types requires an additional point of Weaponry (Weaponry ooo). A character can also utilize improvised polearms (including post-hole diggers, scythes or other objects at least five feet in length) with this maneuvers. In such cases, the Weaponry ooo is still required, and all attack rolls are made with the appropriate improvised weapon penalties in place. Remember as well that utilizing a polearm in combat grants the wielder a +1 Defense.
拌足(o):角色可以使用她的長柄武器絆倒單一敵人,很有希望送他躺地板。這是一個對抗檢定,為角色一般攻擊骰對抗敵方敏捷+运動的競爭。角色的攻擊計入敵方防禦值帶來的不利,像是平常一樣。如果敵方失敗,承擔擊倒規則(見World of Darkness Rulebook第168頁)。在這情況下,跌到地上無論如何都會使敵方遭受一點的衝擊傷害。
Trip (o): Your character can use her polearm to trip a single opponent, hopefully sending him to the ground. It is a contested roll pitting the character's normal attack roll against the opponent's Dexterity + Athletics. The character's attack is penalized by the foe's Defense, as usual. If the opponent falls, assume Knockdown rules (per p. 168, the World of Darkness Rulebook). In this case, however, the fall to the ground incurs a single point of bashing damage to the opponent.
太陽穴直擊 (oo): 你的角色讓她的棍棒對抗敵人的頭側。攻擊頭部在普通情況的-3懲罰依然存在,但是若傷害出現或者(骰數?)超出目標體積,目標陷入不省人事相當於那些已造成傷害之輪數。傷害一般而言為衝擊傷害,當其是以鈍的棍棒使出。不過,傷害也能由像是薙刀那樣的帶刃武器來執行。效果相同,但衝擊傷害現在被嚴重傷害給取代。
Temple Strike (oo): Your character brings her staff against the side of her adversary's head. The normal -3 penalty to hit the head still applies, but if the damage meets or exceeds the target's Size, the target falls unconscious for a number of turns equal to the damage done. This damage is usually bashing, as it is meant to be performed with a blunt staff. The damage can be performed with a bladed weapon such as the naginata, however. The effect is the same, but the damage is now lethal instead of bashing.
危險範圍(ooo):隨著這個技巧,你的角色能夠以廣大的弧形來揮舞她的武器,打擊任何落入三碼內的人。角色作一次普通攻擊檢定(力量+兵刃+武器加值)。這個檢定得到等於敵方數量的懲罰(最高為-5)。成功完成檢定將損傷所有半徑三碼內的敵人。若武器為普通的鈍長柄武器(像棍子),它造成衝擊傷害。若有刃,武器造成嚴重傷害。不利:這個攻擊無法區翻距離內的敵友。任何盟友落入半徑三碼內都會和敵人一起被打擊。這個技術無法使夥伴排除於損傷外。
Dangerous Radius (ooo): With this technique, your character can swing her weapon in a wide arc, hitting anyone within three yards. Make a normal attack roll for the character (Strength + Weaponry + weapon bonuses). This roll receives a dice penalty equal to the number of opponents hit with this strike (to a maximum of -5 dice). Successes achieved on this roll are done as damage to all within the three-yard radius. If the weapon is a normal blunt polearm (i.e., a staff), it does bashing. If bladed, the weapon causes lethal damage. Drawback: This attack cannot distinguish between friend or foe. Any allies within the three-yard radius are hit along with enemies. The technique cannot be pulled to exclude friends from the damage.
戰鬥風格:擊劍(o to oooo)
Fighting Style: Fencing (o to oooo)
需求:敏捷ooo,兵刃ooo
Prerequisites: Dexterity ooo, Weaponry ooo
效果:角色經歷了有關擊劍藝術的訓練。他很可能是在擊劍學會習得這項技能,且比及格標準更熟悉這項运動。
購買此優勢之級數允許使用特殊的戰鬥策略。每個策略皆是下一個策略之必要條件。所以,你的角色不可能在她擁有刺擊前得到虛擊。策略及它們的效果敘述在下。所有的策略都是基於兵刃技能。
擊劍意味執行時使用特定刀劍。假如你的角色使用這些刀劍:彎刀、西洋劍、決鬥刺劍、杖劍,使用下面的策略不受懲罰。任何其他種類的刀劍將對所有下面列出的策略招致-1之懲罰。(要得到更多刀劍類近戰武器的資訊,見本書第一章)
Effect: Your character is trained in the art of fencing. He likely learned this skill at a fencing academy, and is familiar with the sport in more than a passing capacity.
Dots purchased with this Merit allow access to unique combat maneuvers using fencing weapons. Each maneuver is a prerequisite for the subsequent maneuver. So, your character cannot have "Feint" until he has "Thrust." These maneuvers and their effects are described below. All maneuvers are based upon the Weaponry Skill.
Fencing is meant to be performed with specific swords. The maneuvers below can be used without penalty provided your character is using one of the following swords: curved sword, fencing sword, rapier or sword cane. Any other type of sword incurs a -1 penalty against any of the maneuvers listed below. (For more information on swords as melee weapons, see Chapter One.)
刺擊 (o): 這刺擊是再單純不過的強力攻擊。一個劍術家的站立姿勢(一條腿支撐角色的姿勢,另一條腿置於前方)給予這個攻擊特別的力量。當你的角色做出一個刺擊,劍朝敵人突去,他有+1獎勵值。
Thrust (o): The thrust is a simple yet powerful attack. A fencer's stance (one leg anchoring your character's position and the other leg lunging him forward) gives this attack extra force. When your character makes a thrust attack, plunging the blade toward an opponent, he does so with a +1 bonus.
虛擊 (oo): 角色知道該如何做出一個假攻擊來拋下他的對手。作一個「一般」攻擊骰(力量+兵刃),扣去敵方防禦值,就像平時那樣。這個攻擊是假的;它不會打擊敵人或者造成任何損傷。若角色得到甚至一個成功,無論如何,敵方會短暫地困惑並失去平衡,下次遭到針對他的攻擊時防禦值不會起作用。(可能來自你的角色下一輪攻擊或者其他於此之前的來源。※)
(※譯者註:大概是你的角色下一輪沒攻擊的話就恢復了。)
Feint (oo): Your character knows how to make a fake attack intended to throw off an opponent. Make a "normal" attack roll (Strength + Weaponry), and this roll is penalized by the opponent's Defense, par usual. This attack is fake; it does not strike the foe or do any damage. If your character achieves even a single success, however, the opponent is momentarily confused and off-balance, and may not apply her Defense against the next attack she suffers (which may be from your character the following turn or may be from some other source beforehand).
檔後還擊 (ooo): 檔後還擊需要一個針對角色的攻擊。使用閃避(即他的防禦值乘二),他快步離開攻擊路線。當他的敵方破綻大開時,他能夠接著做出一個突然且快捷的攻擊,攻擊在-1懲罰下執行。不過,敵方的防禦值不會對這個攻擊骰造成影響。不利:若你的敵方在同一輪遭受任何另外的攻擊,而她使用過檔後還擊,她將不能使用她的防禦值對抗他們(※)。
(※譯者註:搞不清楚這句怎麼翻才對……意思是敵方被檔後還擊之後對其他攻擊也做了檔後還擊,或者敵方檔後還擊後攻擊玩家角色被檔後還擊,就不能使用他的防禦值?(還真像繞口令))
Riposte (ooo): A Riposte requires an attack to be made against your character. He steps out of the way of the attack using his Dodge (i.e., her Defense, doubled). While his opponent is open, he can then make a sudden and quick attack, which is performed at a -1 penalty. However, the opponent's Defense does not further penalize the attack roll. Drawback: If your opponent suffers any further attacks on a turn where she has used Riposte, she cannot apply her Defense against them.
旋挑(※) (oooo): 若角色使用他的刀劍成功地命中敵方,他能轉動他的手腕用兵器尖端執行一個快捷的螺旋切割;這個切割對敵方造成同等於你角色敏捷的嚴重傷害。不利:為執行這個策略,角色必須在她最初的攻擊檢定前消耗一點意志力。這點意志力不允許他在這次攻擊得到+3骰數。若最初的攻擊檢定失敗,這點意志力會被浪費掉,而旋挑將不會被加上。
(※譯者註:原文只查到扇閘/風扇煞車的意思,所以我自己亂取……)
Moulinet (oooo): If your character makes a successful hit on an adversary with his sword, he may then rotate his wrist and perform a quick spiral cut with the tip of the weapon. This additional cut requires no additional roll; the cut does lethal damage to the opponent equal to your character's Dexterity. Drawback: To perform this maneuver, the character must spend a Willpower point before he makes her initial attack roll. The Willpower does not grant him the additional +3 to attack. If the initial attack roll fails, the Willpower point is wasted and the Moulinet may not be added.
劍道:日本擊劍
Kendo: Japanese Fencing
上面的優勢為歐式擊劍,但能完全適應日本劍道。儘管這些技巧(被稱作技)稍微地不同,技術性的部份還是一樣。
The above Merit is for European-style fencing, but can be adapted for Japanese kendo fairly easily. While the techniques (called waza) are slightly different, the mechanics stay the same.
刺擊 (o): 變為???(※);作為刺擊的替代,角色做出一個高舉過頭的攻擊,但存在+1修改。
(※譯者註:我都是羅馬拼音亂塞……猜測大概是直斬的意思。)
Thrust (o) becomes Kaburi; instead of thrusting, your character makes an overhead attack, but the +1 modifier remains.
虛擊 (oo): 變為???(氣合)。製造一個使人分心的策略時,它需要包含著大聲叫喊。
Feint (oo) becomes Kiai. It involves shouting loudly while making a distracting maneuver.
檔後還擊 (ooo): 變為????? ??(技 打落),或者「劍殺」。角色將不會快步避開而是在反擊前擋開這次攻擊。
Riposte (ooo) becomes Uchiotoshi Waza, or "killing the sword." The character may not step out of the way but instead parries the attack before her own counter-attack.
旋挑 (oooo): 變為??? ??(技 二段),允許使用刀劍一次完整的攻擊以及第二次的迅捷切割。再次,所有這些技術都一樣,而且優勢作用的方式完全相同,儘管稱呼不同。不管怎樣,使用不同的刀劍。一個角色能使用日本刀、?差或彎刀來執行劍道的技 - 以其他刀劍使用它們會招致-1懲罰。
Moulinet (oooo) becomes Nidan Waza, allowing one completed attack and a second quick cut with the sword. Again, all the mechanics are the same, and the Merit works in the exact manner, though with different terms. However, the swords used are different. A character can perform kendo waza with katana, wakizashi and curved swords - using them with any other swords incurs a -1 penalty.
戰鬥風格:菲律賓武術(o to oooo)
Fighting Style: Filipino Martial Arts (o to oooo)
需求:敏捷ooo,兵刃ooo
Prerequisites: Dexterity ooo, Weaponry ooo
效果:角色經歷了菲律賓的武藝訓練,它通常被稱呼為escrima或者kali。他可能是經由一個家庭成員或指導者學習。大多數的escrima技法與武器都有濃重的自身防衛意味存在。
購買此優勢之級數允許使用特殊的戰鬥策略。每個策略皆是下一個策略之必要條件。所以,你的角色不可能在她擁有格檔並鎖扣前得到解除武裝。策略及它們的效果敘述在下。所有的策略都是基於兵刃技能。
執行這些策略時記著,角色手上必須有一個以上的鈍器。這個武器最可能是一根(或一對)escrima棍棒,但也能用任何長度兩英呎以內的鈍器來替代。若角色揮舞兩個武器,他依舊承擔非慣用手的-2懲罰。一旦角色在這個風格達到四,也就是最後一級,他能選擇空手使出這些策略中的任何一個。在這時他學到escrima技法中的「空手」。
Effect: Your character is trained in the art of Filipino fighting, which is often called escrima or kali. He may have learned this from an instructor or a family member. Most escrima techniques use weapons and are meant predominantly for self-defense.
Dots purchased with this Merit allow access to unique combat maneuvers with blunt weapons. Each maneuver is a prerequisite for the subsequent maneuver. So, your character cannot have "Disarm" until he has "Lock and Block." These maneuvers and their effects are described below. All maneuvers are based upon the Weaponry Skill.
Note that to perform these maneuvers , a character must have at least one blunt weapon in hand. This weapon is potentially one escrima stick (or a pair), but it can be any blunt object shorter than two feet in length. If the character wields two weapons, he still assumes the -2 penalty for off-hand attacks. Once the character reaches the fourth and final level of this style, he can then choose to use any of the maneuvers without weapons. At this stage he learns the "empty hand" techniques of escrima.
格檔並鎖扣 (o): 隨著這次行動,你的角色使用敵人的衝量對抗她自己。若你在力量+兵刃上得檢定成功,你的角色制住敵人用來攻擊的手並以其擒扭他(擒扭,見World of Darkness Rulebook第157頁)。當角色在技巧上使用守勢的策略,你可以在力量+兵刃檢定加上他的防禦值。無論如何,若你選擇在這次攻擊加上他的防禦值,角色在那輪將不被允許用防禦值對抗接下來的攻擊。若他已經使用過他的防禦值,他仍然能使用這個策略,但他不能加上他的防禦值。
Lock and Block (o): With this move, your character uses an adversary's momentum against her. If you succeed on a Strength + Weaponry roll, your character captures an opponent's attacking arm in his own and gains a grapple over her (for grappling rules, see p. 157, World of Darkness Rulebook). You may add your character's Defense to the Strength + Weaponry roll, as he is technically making a defensive maneuver. However, if you choose to add his Defense to this attack, you may not apply his Defense against any incoming attacks that turn. If he has already applied his Defense, he may still utilize this maneuver, but he does not get to add his Defense to the roll.
解除武裝(oo): 這允許你的角色在接下一個之後的攻擊並壓下敵人手上的武器,這很可能會逼迫敵方丟下她的武器。(注意這和擊脫武器這個優勢不同。)為扮演這個策略,做出一個一般攻擊檢定(敏捷+兵刃)。比較這個檢定的成功數和敵方的耐力。若成功數等於或大於她的耐力值,她的武器掉落。同樣地,這個攻擊會對敵方造成損傷。將在這個攻擊檢定中得到的成功數減半(無條件進位)。敵人得到這個數值的衝擊傷害。
Disarm (oo): This allows your character to capture an incoming attack and bring his own weapon down upon a foe's forearm, potentially forcing the enemy to drop her weapon. (Note that this is different than the Disarm Merit.) To enact this maneuver, make a normal attack roll (Dexterity + Weaponry). Compare the successes on this roll against the opponent's Stamina. If the successes are equal to or exceed her Stamina score, she drops the weapon. This attack does cause damage to the opponent, as well. Take the successes gained on the attack roll and halve them (round up). The opponent takes this damage, bashing.
失衡攻擊(ooo): 隨著這個攻擊,你的角色用他的武器使敵人處於失衡狀態。這個攻擊可以是任何形式:短棒刺入心窩、打擊敵人的太陽穴或他的鼻樑,或者用棍棒的衝量推她進入麻煩的地點。這攻擊在-2懲罰中做出。若成功,這攻擊造成完整傷害且敵人的下一個攻擊有-3懲罰。
Off-Balancing Attack (ooo): With this attack, your character uses his weapon to set a foe off-balance. This attack can take any form: thrusting a baton into a solar plexus, hitting a foe's temple or the bridge of her nose or using a stick's momentum to push her into an awkward position. The attack is made at a -2 penalty. If successful, the attack does full damage and the opponent's next attack is made at a -3 penalty.
千手防禦 (••••): Escrima實踐者知道怎麼在戰鬥中流暢地行動,而這往往是其他武器風格系統無法比擬的。在這情況下,你能在一輪裡允許你的角色使用完整防禦值(或閃避)來對抗所有攻擊。第一次之後的所有攻擊皆不會造成減損。
Many-Handed Defense (oooo): Escrima practitioners know how to move and flow with the combat in ways often unparalleled in other weapon-style systems. In this case, you may apply your character's full Defense (or Dodge) to all attacks against him in a single turn. They are not diminished at all by attacks made after the first.
戰鬥風格:弓術
Fighting Style: Archery (o to oooo)
需求:力量oo,敏捷oo,运動oo
Prerequisites: Strength oo, Dexterity oo, Athletics oo
效果 你的角色將數年獻給弓箭的練習。她可能是個弓箭選手、一個低科技獵人,或中世紀歷史狂熱者。
購買此優勢之級數允許使用特殊的戰鬥策略。每個策略皆是下一個策略之必要條件。所以,你的角色不可能在她擁有抽與放前得到快速搭箭。策略及它們的效果敘述在下。下述所有策略僅作用於弓箭。
Effect: Your character has devoted years of practice to the bow. She
may be a competitive archer, a low-tech hunter or a medieval history enthusiast.
Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can't have "Rapid Nock" until she has "Draw and Loose." The maneuvers and their effects are described below. All of the following maneuvers work only with bows.
抽與放(o):角色的手臂肌肉為多次搭重弓這苛刻任務做了完全的調整。她在弓的最小力量、傷害和距離效果上得到+1力量。
Draw and Loose (o): Your character's arm muscles are well-toned for the demanding task of repeatedly drawing a heavy bow. She gains +1 Strength for the purposes of a bow's minimum Strength, Damage and Range.
快速搭箭(oo):你的角色可保持毀滅性的開火速度。每輪一次,她將以反射動作「重新裝填」弓。
Rapid Nock (oo): Your character can maintain a withering rate of fire. Once per turn, she may "reload" a bow as a reflexive action.
弧形射擊(ooo):箭矢,就像所有其他發射體,以弧形彈道飛行。你的角色是個估算射距、風和其他要素的大師,弧形射擊要比直直射出要遠的多。你的角色使用的所有弓射程皆變為兩倍。
Arcing Fire (ooo): Arrows, like all other projectiles, travel in ballistic arcs. Your character is a master of estimating range, wind and other factors to arc shots much farther than they would travel if fired directly. Double the Ranges of any bow your character uses.
高仰角射擊(oooo):角色能夠避免直接攻擊將箭矢射入高空並筆直落向不幸的受害者。角色的弓箭攻擊於目標隱藏於掩蔽物後時不會受到懲罰,只要角色在能看見目標的任何部位來估計他的位置且其缺乏頭頂上的遮蔽。舉例來說,一個目標躲藏於原木後而腳伸了出來就沒懲罰,但一個角色縮在小貨車的車底則得到一般保護。不利:你的角色將只能在戶外或廣闊的空間使用這個戰術──大到足以提供數百英呎提供直飛行(如美式足球場)
Plunging Fire (oooo): Your character can eschew direct attacks in favor of launching arrows high into the air to plummet straight down on hapless victims. Your character's bow attacks suffer no penalties for target concealment behind solid objects, so long as the target lacks overhead protection and your character can see any part of the target by which to gauge her location. For example, a target hiding behind a log with her foot sticking out applies no penalty, but a character in a fetal curl on a van's floorboards receives normal protection. Drawback: Your character may use this maneuver only outdoors or in enclosed spaces large enough to provide for several hundred feet of vertical flight (e.g., football stadiums).
戰鬥風格:鎖鏈武器(o to oooo)
Fighting Style: Chain Weapons (o to oooo)
需求:力量oo,敏捷 ooo,兵刃ooo
Prerequisites: Strength oo, Dexterity ooo, Weaponry ooo
效果 角色接受過鎖鏈武器這項困難的戰鬥藝術訓練。除非你精通,不然鎖鏈武器有名的難以使用 - 一個只有貧乏技術的戰士很可能會切到或讓鍊子纏住自己就像他傷害敵人那樣。角色的訓練很可能一直都有它的形式,技能學習自武術道場或可能是戲劇的舞台戰鬥(※)。(注意角色在沒有任何這個優勢的級數時使用鎖鏈武器攻擊檢定會自動受到-2懲罰)
購買此優勢之級數允許使用特殊的戰鬥策略。每個策略皆是下一個策略之必要條件。所以,你的角色不可能在她擁有無法穿透的防禦前得到捆手。策略及它們的效果敘述在下。所有的策略都是基於兵刃技能。
(※ 譯者註:原字stage combat意思是戲劇使用,設計在不受傷的情況下產生戰鬥的假象。)
Effect: Your character is trained in the difficult art of fighting with chain weapons. Chain weapons are notoriously unpredictable unless mastered - a poorly skilled fighter is as likely to tangle or cut himself as he is to harm an opponent. Your character's training is likely to have been formalized, having learned the skill at a martial arts dojo or perhaps in stage combat for the theater. (Note that a character using chained weapons who possesses no Dots in this Merit suffers an automatic -2 to all attack rolls.)
Dots purchased with this Merit allow access to unique combat maneuvers with chain weapons. Each maneuver is a prerequisite for the subsequent maneuver. So, your character cannot have "Hand Bind" until he has "Impenetrable Defense." These maneuvers and their effects are described below. All maneuvers are based upon the Weaponry Skill.
無法穿透的防禦 (o):你的角色選擇在這輪不攻擊,取而代之將對著敵人(或敵人們)旋轉鎖鏈。在這整輪,無所謂主動權,你能夠對接踵而來的攻擊在你的防禦值上追加上+2。角色同時在多重敵人對其做出三次攻擊前不會得到懲罰。第一和第二次攻擊不會引起她防禦值上的負面修正。
Impenetrable Defense (o): Your character may choose not to attack in a given turn, and instead whirl the chain in the direction of her opponent (or opponents). During the entire turn, regardless of Initiative, you may add +2 to your character's Defense to deflect incoming blows. Your character also takes no penalty for defending against multiple opponents until she faces three attacks. The first and second attacks made against her cause no negative modifiers to
her Defense.
捆手(oo):這個防禦性策略是為來臨的攻擊所設(以格鬥或兵刃為基礎)。當敵方使用武器或者他的身體攻擊,你的角色以鎖鏈纏繞攻擊而來的肢體,使用力量+兵刃擒扭它。這個檢定中不會減去敵方的防禦值,但他攻擊的成功骰會。若你的角色成功了,肢體會被鎖鏈綁起,敵人能在下一輪使用力量+格鬥檢定脫困。若敵方在他的攻擊達成更多成功數,他的攻擊依舊會被你捆手的成功骰削弱。這個策略必須在攻擊者的主動輪,且執行這個動作意味你的角色不能在這一輪攻擊。
Hand Bind (oo): This defensive maneuver is made against an incoming attack (Brawl or Weaponry-based). When a foe attacks with a weapon or with his body, your character wraps the attacking limb with the chain, grappling it with a Strength + Weaponry attack. The foe's Defense is not subtracted from this roll, but his successes on the attack roll are. If your character is successful, the limb is bound with the chain, and the opponent can attempt to escape this next turn with a Strength + Brawl roll. If the foe achieved more successes on his attack, his attack is still diminished by whatever successes you rolled on the Hand Bind roll. This maneuver must be done on the attacker's Initiative turn, and performing this action means your character cannot make an attack this turn.
勒置 (ooo):你的角色試圖用鎖鏈纏繞敵方的脖子。作力量+ 兵刃檢定。受害者將試圖在下一個動作用力量+格鬥檢定解放自己,檢定會減少同等於你的角色力量+1的值。這個策略並不是引起損傷或者殺死的人 - 這策略是透過使用鎖鏈擠壓他脖子的動脈來讓他不省人事,如此流入他腦內的血液就會不足。若角色在擒扭上成功,她能夠使受害者在接下來那輪窒息。沒有破解窒息纏繞的每一輪,受害者遭受-1於所有抵抗擲骰。當你的角色連續累積的輪數等於受害者耐力,他即陷入昏迷。這項策略,當其完成,使受害者造成一點衝擊傷害。此戰鬥策略對抗不需呼吸的角色時無效。
Outside Choke (ooo): Your character attempts to wrap the chain around her opponent's neck. Roll Strength + Weaponry. The victim may attempt to free himself on his next action with a Strength + Brawl roll, which is reduced by your character's Strength +1. This maneuver is not to cause damage or kill the opponent - this maneuver is to render him unconscious by pressing the chain against the arteries of his neck, thus halting blood flow to his brain. If your character is successful on the grapple, she can begin to choke the victim on the following turn. For every turn that the choke hold is not broken, the victim suffers an additional -1 on all rolls to resist. When your character has accumulated a number of uninterrupted turns equal to
the victim's Stamina, he falls unconscious. This maneuver, when complete, causes a single point of bashing damage to the victim. This combat maneuver is ineffective against characters who need not breathe.
迴旋與戳刺 (oooo):角色在這個等級是使用鎖鏈的高度熟練者,他能使用武器的任何部位作聚焦的攻擊。旋轉幾次鎖鏈,她可以在一次攻擊中產生衝量,並保有令人吃驚的準確。做一個目標攻擊,你能無視和目標攻擊相關的-2罰值。換句話說,攻擊敵人的軀幹或肢體都不會有罰值,攻擊頭部則會有 -1罰值,攻擊手部為-2,攻擊眼睛則是-3。不利:你角色的防禦值在整輪的其他時間皆無效。若你的角色在此輪攻擊前有用她的防禦值對抗任何來臨的攻擊,她將不能使用這個策略。
Whirl and Thrust (oooo): Your character at this level is highly adept at using chains, and can make focused attacks with any part of the weapon. By whirling the chain a few times, she can build momentum on a single attack, which can be made with startling accuracy. On a targeted attack, you can ignore up to -2 of penalties associated with directed attacks. In other words, attacks to an opponent's torso or limbs are done at no penalty, attacks the head would be at -1, to the hand -2 and to the eye -3. Drawback: Your character negates her Defense for the rest of the turn. If your character has applied her Defense against any incoming attack before
her turn, she may not perform this maneuver.
« 上次编辑: 2010-11-25, 周四 20:17:32 由 sniperm82 »

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