作者 主题: WOD-HALO:优势  (阅读 5292 次)

副标题: 删删减减一些东西

离线 sniperm82

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WOD-HALO:优势
« 于: 2010-04-06, 周二 23:56:46 »
精神类优势(armory)

引用
爆炸物处理(oooo)
EOD (oooo)
  必要条件:智力ooo或 敏捷ooo、手艺 ooo 专业:爆炸物
  Prerequisite: Wits ooo or Dexterity ooo, Crafts ooo, Demolitions
手艺专长
Specialty in Crafts
  效果:你的角色非常擅于处理各种爆炸物。他对于制作爆炸物所需的全部科技都非常熟悉,从制造他自己的爆炸物到识别、启动制造好的炸弹。他也受过爆炸物处理训练(EOD),而且能拆除自己没见过的爆炸物。人物在拆除非自己制造的爆炸物时不会有-2减值
  Effect: Your character is well versed in handling all types of explosives. She is familiar with "all kinds of techniques" used in bomb making, from creating her own explosives to identifying and arming manufactured ones. She has also been trained in explosive ordnance disposal (EOD) and is comfortable disarming unfamiliar devices. Your character does not suffer the -2 penalty for disarming an explosive she did not build (see p. 114).



技术宅(o 到 oo)
Technophile (o to oo)
  效果 选择这个优势,你的角色凭借专业的知识或者狂热的爱好,对于特定类型的装备有着相当深入的了解。当优势是1是,仅限于对一下类型的了解:刀剑、手枪、民用汽车、20世纪法国军队的装备等。如果有2点,那么优势的范围将扩大到以下:例如近战武器,枪械,载具,20世纪的军事装备(一点优势的范围较小,二点优势选择的范围大很多。选择优势时也需要选择自己熟悉的是哪方面,而不是点了优势就全部附赠。)

  对于事物的了解仅限于你专注的方面,这个优势的公用类似广博知识(核心规则书P109),只要有一个成功,你的角色就能清楚的了解该物品的历史,性能,和传闻。而且,他可以列举出古剑可能的金属成分,敌人手枪的基本弹道特性,跑车的最高时速或者核弹的爆炸半径
      这优势在角色使用熟悉领域内的物品时不会提供加值,不像广博知识,这个优势可以在建卡后选择,角色的兴趣和活动必须要与之相匹配
  Effect: Through professional experience or a hobbyist's fanaticism, your character is exceptionally knowledgeable with regard to one specific type of equipment, chosen upon purchase of this Merit. With one point in this Merit, its focus is relatively narrow: Edged Weapons, Handguns, Consumer Vehicles, 20th-Century French Military Equipment and so forth. With two points, the Merit's focus may be broader: for example, Melee Weapons, Firearms, Vehicles, 20th-Century Military Equipment.
  With regard to items that fall within the chosen focus only, this Merit functions as the Encyclopedic Knowledge Merit (see p. 109, the World of Darkness Rulebook). With a successful roll, your character is fully versed in the performance, history and trivia of any specific item he encounters. In addition to identifying an item, he can recite the likely metallic composition of an ancient sword, the ballistic characteristics of an enemy's sidearm, the top speed of a sports car or the explosive yield of a nuclear warhead.
  This Merit confers no actual bonuses or abilities when the character attempts to use an item that falls within his field of study. Unlike Encyclopedic Knowledge, this Merit is available after character creation, though the character's actions and interests over an extended period of time should justify the purchase.
« 上次编辑: 2010-04-07, 周三 00:08:58 由 sniperm82 »



离线 sniperm82

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WOD-HALO:优势
« 回帖 #1 于: 2010-04-07, 周三 00:08:23 »
精神类优势

引用
精神类优点:

常识Common sense(oooo):
  作用:你的角色具有杰出的基础知识,并且注重实效。通常他可以依据它所掌握的那些东西在一小段时间的思考之后作出直接且可靠的决定。

  在每一章中,ST都可以为你的角色掷一次感知+沉着骰,在他要做一个会引起灾难性后果的行动的时候,或者当你觉得你在一个情节的关键处被彻底难倒没了主意的时候。如果掷骰成功,ST会指出你的角色的行为导致的特定的情节发展可能带来的风险,或者建议一些可能的行为,使你的角色可以让事情回到正确的轨道上来。需要注意的是:当你因为没有主意而向ST提出掷常识骰的时候,他没有义务一定要执行。这仅仅是一种可能的援助方式。
  只能在角色创建的时候选择。


危险感知Danger sense(oo):
  作用:你的角色在察觉一个正在迫近的隐藏危险的时候会获得+2修正的感知+沉着掷骰。这种类型的掷骰会在第一轮奇袭之前进行。

  你的角色拥有一种在危险迫近时能够提醒他的敏锐的生存本能。也许他可以熟练的察觉周围环境中的细微线索,或者拥有神秘的第六感帮他消除将要到来的麻烦和危险。


过目不忘Eidetic memory(oo):
  作用:你的角色拥有像照相机一样的记忆力,这让他可以以惊人的准确度回忆起那些曾经观察过的细节。除非他正面临着压力,你不需要经常掷骰去让你的角色记起那些不起眼的事实或者过去的经验。当面临压力的时候,你的角色可以获得+2修正的智力+沉着或者基于其他技能的掷骰(比如,理论上他可以想起曾经得知的眼前正在发生的事情的真相)。
  只能在角色创建的时候选择。


广博知识Encyclopedic knowledge(oooo):
  作用:你的角色是一本名副其实的百科全书,他的头脑里记录着各种各样类型的有用的(有时是没用的)信息。在任何环境下他都有可能说出一些与当前情况有关的奇闻轶事,它们可能来源于他以前读到的、亲眼看到的一切,或者电视里播出的节目。

  你可以在你的角色遭遇与他通常所在的领域不同的环境或现象时掷智力+感知骰。如果成功,他会想起一些“事实”(以前常被提起而使人们相信,但未经严密证实的),并依此来解释当前所遇到的事。
只能在角色创建时选择。你的角色已经把他经历过的一切琐事吸收进他的大脑,或者他正准备这么做。

  大失败:面对眼前的一切,你的角色想起了一些完全错误的东西,也许他会说“嗨,等等,我曾经在一部电影里看到过这些!”ST会在可能出现大失败的时候为你掷一次智力+感知骰。
  失败:你的角色想破了脑袋,但是他发现里面还是一片空白。
  成功:你的角色想起了一些根当前的情景有关的细节或者事实。比如他会说“你说这儿有一股杏仁味儿?好像我在一本书上看到过这是氰化物中毒的征兆。”
  大成功:你的角色记起了一大堆有用的信息,并且从中得到了更多的提示。他会说“嘿,太棒了,一点蜜糖粘在头骨上。这是墨西哥人在祭祀(?day of the dead)的日子用的。它是给一个生前受大家欢迎的人的祭品。所有人都说电视里看到的是不可信的。”


阴阳调和Holistic awareness(ooo):
  作用:你的角色在身体康复、促进肌体健康和通过保持一个人的生理平衡和强壮来治疗这些方面有艺术般的技巧。这使得他不用求助于医生和医院,而能够依靠收集自然药物来医治一些疾病和创伤(那些不需要外科手术的,受到怒殴或受到致命打击但没有恶化的创伤。)

  当你的角色花费一小时或更久医治一位病人的时候,每天需要掷一次智力+医疗骰。如果成功,病人恢复所需要的天数将会减半。病人身上最严重的创伤会最先得到治疗。所以,如果病人受到了一处致命伤并且掷骰已经取得了成功,那么这处创伤的恢复时间将缩短到一半。如果病人身上的创伤仅仅是被人痛殴造成的,所有的创伤恢复时间仅仅需要用分钟来计算(大约八分钟每处)。关于恢复时间请参看第七章。

  大失败:你的角色误诊或者粗暴的对待伤处,使它进一步恶化了。你的病人并不能好得更快(他维持原来的恢复时间)。然而,他还受到了又一次暴力所带来的伤害。你的角色对他现在的伤病也将一直束手无策。
  失败:治疗没有产生效果,病人受到的创伤恢复的时间也没有改变。如果ST允许,你的角色可以在那一天里继续尝试下一次对他的治疗。如果仍然没能取得成功,病人就可以取得一次治疗一个致命伤或者一个或更多被怒殴造成的创伤的机会。这些床上必须是在自然状态下就可以自己恢复的。因此,就算你的角色没有取得一个可以治疗病人一个致命伤的成功,他也可以在你的角色没有对他做什么时候,自然而然的在两天后恢复一定的健康。在自然恢复的时间里,你的角色不能对病人的创伤有更大的作为了。
  成功:你的角色对病人的医治是有效的,他创伤的恢复时间减半了。
  大成功:病人对治疗的反应非常好。你可以跳过明天的掷骰,它被默认为成功。在这种情况下,两天之内可以有两个致命伤得到治疗。

  潜在的加值(Suggested Equipment):药物齐备(Holistic medicines)+1,可以接触治疗(healing-
touch manuals)+1,肉体中提炼养料和液体的技术(healing-touch manuals)+1

  可能的惩罚:缺乏药物(Lack of remedies)-1或-4,危险逼近-3,临时准备-1


语言Language(o到ooo):
作用:你的角色懂得一门除了自己母语之外的其他语言。在这项优点上拥有一个圆点代表他至少可以流畅的读、写和说那种额外的语言。两个圆点显示出他可以用这种语言流畅优美的书写,并且在用它交谈的时候显得很有口才。有三个圆点则说明他已经可以像一个土生土长的本地人一样使用这门语言了。
在购买这项属性的时候,你必须为你的角色指定一门他擅长的语言。


冥思Meditative mind(o):
作用:每当你的角色想要进入冥想状态的时候,他都可以这么做,并且一直保持到他自己愿意停下来为止。此时,你的角色不再因为周围环境的干扰而需要掷感知+ 沉着骰。甚至遭到伤害也不能转移他的注意力。
有关冥想属性,请参照第二章。

« 上次编辑: 2010-04-17, 周六 15:24:55 由 sniperm82 »



离线 sniperm82

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WOD-HALO:优势
« 回帖 #2 于: 2010-04-07, 周三 00:23:15 »
生理类优势

引用
双巧手Ambidextrous(ooo):
作用:你的角色在战斗中或做其他动作的时候使用他的非惯用手不会遭到-2的惩罚。
只能在创建角色的时候选择。


格斗闪避Brawling dodge(o):
  条件:力量2,格斗1
作用:当你的角色作出闪避动作的时候,你可以选择把他的格斗技能的点数加在他的防御属性上,而不是把他的防御属性翻倍。实际上,他利用他受过的格挡和闪避的训练来躲开攻击,而不仅仅依靠自己的本能。对于一个新手来说这可能只有一点点好处,但是对于一个经验丰富的老手,这将成为帮助他战胜敌人的利刃之一。
格斗闪避被应用在躲避即将到来的近身攻击,投掷武器的攻击,和各种在近身搏斗时使用火器进行的攻击。你的角色可以凭借他的速度在回合中作出一个闪避动作。
一个角色可以同时拥有格斗闪避和武器闪避两个优点,但是每个回合中只有一个能够发挥作用。


方向感Direction sense(o):
作用:你的角色拥有一种先天的方向感和保持方向的能力。他总是可以深入一个陌生的地方又按照自己的脚步返回原点,也可以在没有参照物的情况下像一个指南针一样找到正确的方位(面朝南或者面朝北)。


卸武Disarm(oo):
条件:敏捷3,白刃2
作用:你的角色把他使用武器的技巧练到了出神入化的境界,他可以用它在近身搏斗中缴下对手的武器。声明一次正常攻击后,将你的取得的成功数和对手的敏捷相比较,如果大于或等于他的敏捷,你可以选择让你的角色解除他的武装而不是对他造成伤害。他的武器掉落在地上,距离对手的码数等于你取得的成功数。
解除武装与明确的攻击,破坏武器和夺走对手的武器是不同的行为。当你要进行这个动作的时候请参看关于装备的规则。


快速反应Fast reflexes(o到oo):
条件:敏捷3
作用:每一点增加一点先攻。
你的角色拥有敏锐的反应和稳定的神经,并以次向对手施以惩罚。


战斗技巧Fighting Finesse(oo):
条件:敏捷3,白刃2
作用:你的角色使用一把近身武器的风格更偏向敏捷而不是力量。使用一柄武器(例如双刃长剑或武士刀)的时候,你的角色可以用敏捷代替力量来掷攻击骰(making attack rolls)。
你可以为每一柄武器都购买一个这项优点。

健步如飞(o到ooo):
  条件:力量2
  作用:每购买一点增加一点速度。
  不管你的角色有怎样的生理结构,只要他愿意,他就可以跑得更快。


命运干涉(o):
  条件:快速反应2
  作用:你的角色献出一次行动,这使得他可以在可以在接下来的一轮和所有随后的轮中改变自己的先攻顺序。他可以把自己重新安排在先攻表的任何位置,就算原来是最后一个,但是现在想要成为第一个。比如你的角色掷先攻骰的结果是9,但是他想要伏击一个先攻骰为12的对手,那么他可以在第一轮中放弃行动,以此来换得一次命运干涉,然后在第二轮和所有接下来的轮中以先攻13来行动。
  缺陷:一个角色在改变先攻顺序的那一轮中除了提升他的速度什么动作也不能做。


巨大化(oooo):
  作用:你的角色有7英尺或者更高,并且体重超过250磅。他的体型+1(并因此健康等级+1)。
  只能在创建角色的时候选择。
  缺陷:你的角色需要购买加大加高的衣服或者干脆特别定做。他也必须在乘飞机的时候购买两个人的票。


双枪(ooo):
  条件:敏捷3,枪械3
  作用:你的角色拥有的天分和经验使他可以同时用两把手枪精准的射击。他在用非惯用手射击的时候仍然会受到-2的惩罚(除非他同时拥有双手灵巧的技巧),但是他可以在一轮中的同一个行动里用两把手枪同时开火。只是第二次开火需要受到-1的惩罚。如果他愿意,你的角色可以同时射击两个不同的目标,但所需要的注意力会让他在这一轮中失去防御。
  这个技巧只能用手枪来施展。
  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。


钢铁体魄(o到ooo):
  条件:耐力3或者决心3
  作用:每一点抵消一点(基于一点对一点的情况下)疲劳或受伤带来的负修正。比如一个有2点钢铁体魄的角色,可以忽视2点疲劳带来的负修正(参看,疲劳)。这项优点也可以抵消由创伤所带来的惩罚。所以如果你的角色健康槽是填满的(可以它受到了-3的修正),并且拥有1点钢铁体魄,那些修正将只有-2的效果。这项优点只能用来抵消负的修正,对正常动作没有任何加成。
  如果需要,你的角色可以在精疲力竭或者疼痛难忍的时候超越自己生理的极限。或许你的角色曾经自己锻炼为了进入大学而数天不眠不休的学习,或许从未间断的运动让你的角色学会了怎样在疼痛缠身的时候毫无影响的继续他的动作。
  缺陷:当你的角色最终得到休息的时候,他会陷入像死人一样的沉睡。在撑过了那一段难熬的时期之后,不论遇到什么情况,你的角色都要至少休眠12个小时才会醒过来。


钢铁胃袋(oo):
  条件:耐力2
  作用:几乎在任何情况下,你的角色都可以把任何东西塞进胃里。在宿醉的时候吞下油乎乎的熏肉和还在流动着的鸡蛋?没有问题!刚从冰箱里取出来的青菜?没有问题!如果被扔在原始森林的中央,为了生存无论让他吃多久的虫子或者树根都不会生病。在适当的时候增加2个骰子进行求生判定。在抵抗虚脱的时候增加3个骰子进行耐力判定。


天生免疫(o):
  条件:耐力2
  作用:你的角色在进行对抗各种传染和疾病的耐力判定时获得+2的修正。他的免疫系统在抵抗病毒、细菌和各种传染源的时候有神奇的效果。你的角色真正的病的次数用一只手就能数得过来。


快拔(o):
  条件:敏捷3
  作用:你的角色在一轮中拔枪、射击或者抽出格斗武器再攻击敌人可以不受惩罚。如果你的角色把武器隐藏了起来(在大衣里面或者钱包里),他可以在同一轮里拔出它并且进行攻击而不会失去防御的机会。枪械和格斗武器的快拔技能必须分开来计算。


快速治疗(oooo):
  条件:耐力4
  作用:你的角色拥有超凡的恢复能力,这种能力让他可以在足以让一般人卧床数月之久的伤病中很快的活蹦乱跳起来。
  你的角色从受伤状态恢复健康只需要普通时间的一半。8分钟可以治愈一点殴打造成的伤害,一点致命伤还需要一天的时间治疗,一点恶性伤害只需要4天就可以治愈。


强健背肌(o):
  条件:力量2
  作用:你的角色在举重和搬运重物的时候获得+1的修正。他可以搬运比他的体格和身体类型允许的重量更多的东西。


强健肺部(ooo):
  条件:运动3
  作用:你的角色练习过长时间的屏息。他可能是一个采珠潜水员,也可能是一个逃脱术的大师,他有能力在没有任何援助的情况下在水下度过大多数人都不敢相信的时间。
  决定了你的角色可以屏息多长时间以后,在参考闭气表的时候为他的耐力加上2。例如,你的角色有2耐力,他可以在你需要掷骰做判定前屏息4分钟。


特技驾驶(ooo):
  条件:敏捷3
  作用:同一轮里,你的角色可以在驾驶一种交通工具的时候做出另外的动作(比如,开枪或者猛捶另外一个乘客)。但是遇到危险情景或者作出危险动作的时候还是需要掷驾驶骰。


毒素抵抗(oo):
  条件:耐力3
  作用:你的角色在掷耐力骰做对抗麻醉品、毒药和生化毒剂的判定的时候获得+2的修正。他的身体有能力抵挡住大剂量的化学制品而不会受到损害。他可能永远也不会食物中毒,宿醉的时间也比一般人更短。
  缺陷:你的角色的身体无法告诉你偶然和故意接触毒素的区别。这使酒精、烟碱、毒品或者其他什么东西很难让对他起作用或者让他上瘾。同样,止痛药和麻醉机也只有通常的一半效果。


武器闪避(o):
  条件:力量2,白刃1
  作用:当你的角色做出闪避动作的时候,他可以通过附加武器属性的点数在防御上代替翻倍他的防御。实际上他依靠接受训练来躲避攻击而不仅仅是本能。这对于一个新手来说可能只有一点点用途,但是一个老手可以把这项技巧作为对付敌人的有效武器。
  武器闪避被用来对抗即将到来的基于武器的攻击。这些武器是指投掷类的武器和近身格斗中使用的枪械。你的角色可以提高他的速度,并且在一轮中做出一个武器闪避的动作。
  一个角色可以同时拥有格斗闪避和武器闪避两个优点,但是每一轮中只能使用其中一个。
« 上次编辑: 2010-04-07, 周三 00:29:41 由 sniperm82 »



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WOD-HALO:优势
« 回帖 #3 于: 2010-04-07, 周三 00:26:38 »
战斗类优势

引用

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.
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WOD-HALO:优势
« 回帖 #4 于: 2010-04-10, 周六 01:37:25 »
社交系优点————这真得自己从头开始战了

引用
allies(1-5)
盟友
Effect: Allies are people who are willing to help yourcharacter from time to time. They may be associates,friends of convenience or people who owe your charactera favor. Each acquisition of this Merit is dedicated to onetype of ally, whether in an organization, society or circle.Examples include the police, City Hall, criminals, unions,banks, university faculty and hospital staff. In order to have alliances in more than one venue, you need to purchasethis Merit multiple times, each trait with its own dots.Thus, your character might have Allies (Police) ¥¥, Allies(Criminals) ¥¥¥ and Allies (City Hall) ¥, each acquiredseparately at character creation or during play.

Each dot that your character has indicates how deephis influence runs in that group. One dot might mean hecan ask for minor favors, such as being spared a parkingticket if alliance is among police, or being allowed to seean article before it goes to press if alliance is among reporters.
Three dots garner considerable favors, such as abuilding permit Ògoing missingÓ at City Hall, or a strikeresolution being wrapped up early among union leaders.Five dots allow for dangerous and even overtly criminalfavors, such as a stock being sabotaged on Wall Street orthe answers to an exam being shared by a university professor.

The kinds of requests made of people in an organizationtypically have to relate to their sphere of influence.Asking a criminal to slow down the bureaucratic processat City Hall makes no sense, but asking him to pass alongword of a drug buy does. Favors might be minor and withinthe bounds of a personÕs job or role, such as processingsome paperwork more quickly than usual, or could be significantor dangerous and outside whatÕs allowed or evenlegal, such as allowing a civilian access to the police evidencelocker.

The Storyteller has final say over what is an acceptable request and what is not. If thereÕs any doubt, the Storyteller could call for a Manipulation + Persuasion roll,with a bonus equal to your characterÕs Allies dots. Penalties might also apply based on the importance or danger of the request. Asking someone to do something already in the bounds of their role imposes no modifier, while asking them to do something that could get them suspended imposes a -3 penalty, and asking for something that could get them jailed or killed is -5. Frequent favors asked of the same group also imposes a penalty as group members grow tired of being called upon.

Similarly, a roll of Manipulation + Persuasion + Allies dots could determine how many police answer your characterÕs call for help, or how many longshoremen turn up when your character needs a show of force (one per success rolled).

Allies doesn‘t have to be defined in terms of specific individuals over whom your character has sway. He could simply know a variety of people among city reporters and he can call upon them in general from time to time. You should, however, explain why your character has influence in a particular body. Maybe he worked there himself at one time and still has friends in the organization. Or he has done a group a favor and its members still owe him.

Drawback: Allies are not automatons, waiting for your character to ask for help. They have their own lives and needs. An alliance is a two-way relationship. Calling for favors makes your character indebted to his friends, and they are sure to call such favors in when they need
help. The Storyteller can use such debts as inspiration for future stories.


效果:盟友是那些愿意随时帮助你角色的人,这可能是合伙人,铁杆朋友,或者那些欠你人情的人。每次获得这优势都代表不同的盟友,可能是组织里,社交圈内。比如包括警方,市政厅,罪犯,组织,银行,大学或者医院员工。为了在多个方面拥有盟友,你必须多次购买该又是,每个方面都有独自的点。你的角色可能有盟友(警方)2;盟友(罪犯)3和盟友(市政厅)1,每一个都需要角色独自创建

每一个点都代表你在这个群体里有多深的影响力。一个点代表能帮你一些小忙,比如让警察盟友绕过你,不给你开停车罚单,或者要记者中的盟友事先看一篇未发表的报道。三个点代表能帮一些适当的忙,比如在市政厅里“不小心迷路”,或者要求工会领袖重新考虑早些时候谈崩的罢工解决方案。五个点代表能帮一些危险,而且明显是犯罪的忙,比如把华尔街的一个股票给搞停盘,或者向大学教授索要考试答案

这些对组织内的人的要求,都得与他们涉及的领域有关。要求一个罪犯去拖慢市政厅的官僚程序显然是很纱雅的,但是要求他去帮忙买些毒品显然很靠谱。帮个忙可能在那人的职责范围之内,或者符合规章,比如让文书处理更加快一些,或者明显很危险而且超出职责范围内,甚至违法,比如让一个平民进入警方的证物储存室

ST对于请求是否合理有最终解释权。如果有疑问,ST可以要求进行一个操控+说服+优势等级的骰,减值基于所请求事情的重要性或者危险性。要求某人做他们职责内可以做的事,显然不会有减值;要求的事会让他们被怀疑将会有-3减值;如果请求的事会让他们进监狱或者被杀,会有-5减值。经常向同一个组织要求帮助,会让成员厌倦去帮你忙

同样,一个操控+说服+盟友的骰,可以决定角色是否会礼貌的回应你的请求,或者当你需要摆场子时,多少哥们会一起来压场子

盟友并不见得就是个给你的角色做牛做马的个体,他可能在城市的记者中认识很多人,而且他可以随时把人叫出来。你应该解释,为什么你的角色会对一个特定群体有一定的影响力。也许他曾经在那工作过一段时间,而且有还在那工作的朋友,或者因为那组织里的人欠他一个人情

不利:盟友并不是机器人,随时等着你的角色来请求帮助。他们也有自己的生活和需要。联盟是一个双向的关系,请求帮忙会让你欠盟友一个人情,并且得在他们需要时回应他们的要求。

引用
barfly
泡吧者(o)
Effect: No matter what town or city your character is in, he can find his way into the best nightspots with a few quick words and a timely bribe. There isn’t a velvet rope made that can keep him out of a restaurant or club.

效果:不管在哪个城镇或城市,他都能用自己的方法轻易的找到夜店,但这不能避免他被挡在餐厅或者俱乐部外

引用
contact(o到ooooo)

Effect: Contacts provide your character information in a particular area of awareness. Each dot in this Merit represents one arena or circle in which your character has a web of connections and from which he may draw information.If he has Contacts ¥¥¥, his dots might be assigned to computer hackers, couriers and big business, respectively.Contacts can include individuals whom you or the Storyteller defines, but more likely they comprise an array of people from whom your character can draw information with a phone call, email or face-to-face query.Contacts is strictly information-gathering. Contacts do not come perform services for your character or rush to his aid. Those actions are the purview of other Merits such as Allies and Retainer.

Gaining information from contacts requires a successful Manipulation + Persuasion or Socialize roll, depending on the relationship between your character and thepeople in question. Pnalties might apply if the information sought is little known (-1 to -3), confidential (-3), or if sharing it could get people in trouble or harmed (-3 to -5). Success doesnÕt guarantee exactly the information for which your character looks. Contacts arenÕt all-knowing,and the Storyteller is perfectly justified in saying that a particular contact simply doesnÕt know something.

Dramatic Failure: The contact doesnÕt tell your character the full extent of what he knows, or provides misleading information. Perhaps heÕs holding out for money or favors, or simply makes an honest mistake.
Failure: The contact doesn’t have the information your character needs.
Success: The contact is able to provide some information that‘s helpful to your character.
Exceptional Success: The contact is able to provide a wealth of information to your character, providing answers to questions that aren‘t even asked.
Suggested Equipment: Gift (+1), small bribe (+1),large bribe (+2), an outstanding favor (+1 to +3)
Possible Penalties: Lack of bribe (-1), frequent and
recent requests (-1 to -2), information confidential (-1 to
-3), information scarce (-2), information obscure (-3)

线人(o到ooooo)

效果:线人能给你的角色提供特定范围内的消息或提醒你。每一点代表一个范围,或者一个圈子,一个你的角色有关系网的圈子,从那可以得到信息。如果他有线人ooo,他的点可以分配给电脑黑客;信使;生意。线人的分类可以由ST独自定义,但是更接近于角色打一个电话,发一个邮件,或者见个面就能获得一定的消息。线人就是信息收集。关系不会直接给你的角色提供帮助。那些帮助请参见盟友或者师长

从线人处获得信息需要进行一个操控+说服/社交的骰,基于你的角色和你询问的人的关系,。以下可能会有减值:消息鲜为人知(-1到-3);机密(-3);会给透露消息的人带来麻烦或伤害(-3到-5).成功骰并不能保证你角色获得的是你想要的信息。线人不是全知全能,并且ST完全可以说某个线人不知道一些事

大失败:线人并没有告诉角色他知道的所有东西,或者提供一些误导信息。也许他想要些钱,或者是一个单纯的失误。
失败:线人并不知道你角色想知道的那些信息
成功:线人提供了些对角色有用的信息
大成功:线人提供了相当有价值的信息,并且说了一些角色并没有问到的东西
建议的加值:礼物(+1),行贿(+1),大量行贿(+2),帮了一个大忙(+1到+3)
可能的减值:没有行贿或数额不足(-1),经常索要信息(-1到-2),机密信息(-1到-3),信息匮乏(-2),信息模糊不清(-3)

引用
frame(o to ooo)
Effect: Your character has a measure of recognition in today‘s media-saturated society, possibly as a performer,athlete, politician or other sort of public personality. He’s frequently identified and can often get star treatment. On the other hand, itÕs difficult for your character to go places without being recognized, and the media watches him carefully.Each dot adds a +1 modifier to your characterÕs Socialize (or Persuasion, where applicable) rolls among those who are impressed by his celebrity status.
Drawback: The more famous your character is, the more easily he is recognized by the public. The Storyteller should apply the same +1 modifier per dot to a general Wits + Composure roll to see if he is recognized by anyone on the street. An exceptional success indicates that one or more people are loyal fans who approach him for autographs, pictures and long conversations.

名声(o到ooo)
在当今这个媒体社会,你的角色有着相当的知名度,可能是个演员,运动员,政客,或者此类公众人士。他经常被人认出,而且差不多是个明星。换而言之,这会使得你的角色难以掩藏起来,而且媒体也会格外关注他。对于对角色有深刻印象的人,每一个o在角色的社交相关判定上获得+1加值
不利:你的角色越有名气,他越可能被公众认出。ST可以进行感知+调查+名声的骰,来确定角色会不会在街上被人认出。如果大成功,那么预示着一个或更多的死忠会来围观你,要求合影,签名,和对话

引用
resource (o to ooooo)
Effects: This Merit measures your character‘s material resources, both possessions and wealth. All characters are assumed to have a job or a source of income (trust fund, parents) that is sufficient to cover their basic needs:food, shelter and transportation. Dots in this Merit represent disposable income Ñ wealth and assets that can be liquidated for more money in case of emergency. The number of dots indicates your characterÕs general level of wealth. One dot suggests low disposable income: $500 a month and approximately $1,000 worth of assets. Two dots suggest moderate disposable income: $1,000 a month and approximately $5000 worth of assets. Three dots suggest significant disposable income: $2000 a month and maybe $10,000 worth of assets. Four dots suggest substantial disposable income: $10,000 a month and $500,000 worth of assets. Five dots suggest significant wealth: 50,000 a month and as much as $5,000,000 worth of assets.

Resources can be used to determine if your character can reasonably afford a purchase or expenditure. Equipment,weapons and items throughout these rules are assigned costs in dots. The Storyteller can assign cost dots to other items during play based on whatÕs here. If your character has the same or more dots in Resources, he can afford the item on his disposable income. That doesnÕt mean he has a blank check with which to buy everything he sees. He might be able to afford one or two items with a cost equal to his Resources dots in a single month. Items with lower costs can be acquired more often. The Storyteller has final say on whatÕs too much or whatÕs too often.Your characterÕs Resources dots arenÕt spent and donÕt go away. They represent available cash at any given moment.The only means by which your characterÕs Resource dots might decrease is if story events conspire against them.Perhaps your characterÕs fortune is wiped out, he loses his job or his company is subjected to a hostile takeover. The Storyteller therefore influences how your character’s dots might decrease, and whether they can be salvaged.

资源(o到ooooo)
效果:这个优势代表着你角色物质资源的丰富程度,包括持有物和财产。所有的角色默认有工作,或者有某种经济来源(信托基金、家长),以此来满足最基本的需求:食物,住所,交通。点代表着你一次性收入的资产,而且在紧急状况下还能清算得到更多的钱。点的数量代表着你如人物的大致财富水平。o代表一月收入500,资产总额1000USD;oo代表月收入1000,资产5000USD;ooo代表月收入有2000多,资产接近10000;oooo代表月收入10000USD,资产50000;ooooo代表你是相当的有钱,是两千万,月收入50000,资产有5000000

资源可以决定你的角色能否承受购买的价格和花销。装备,武器,一起其他规则中有注明花费的东西。ST可以在游戏中给别的物品设定花费。如果角色有花费所需要的点,或者更多,那么他可以在一个月内负担起一个过多个等于资源点数的物品的维护花销(汽车,房租)。如果你的资源点数大于一件物品的价格,那么可以一次性购买下(枪械,书籍等);ST对于购买物品的花费和购买的数量有着最终解释权。你的角色的资源点数不会花费掉,也不会消失。只是代表你能获得的资金的数量。唯一会导致资源点数减少的状况只有剧情发展需要如此。也许你角色的财产全部洗白了,被炒鱿鱼了或者公司被对手公司搞垮了。因此,ST可以决定角色会减少多少资源。

引用
status(o to ooooo)
Prerequisites: Varies
(see below)
Effects: Your character has standing, credentials, authority or respect within an organization, group, company or social body. He might have an official position or title, or might simply be revered and honored within the group and therefore accorded a degree of authority. Your character might be a company vice president, a police sergeant or lieutenant, an army corporal or a nurse at a hospital. Or he could be a lowly member of the group whom everyone likes or who has won some acclaim and is allowed more standing than he is officially entitled.Each acquisition of this Merit is dedicated to one type of authority, whether in an organization, society or circle.Examples include police, City Hall, criminals, unions, banks,a university faculty  and hospital staff. In order to have authority in more than one venue, you need to purchase this Merit multiple times, each trait with its own dots. Thus,your character might have Status (Police) ¥¥, Status (Criminals) ¥¥¥ and Status (City Hall) ¥, each acquired separately at character creation or during play. You would need to explain how he reconciles all this authority in the setting.The aforementioned character might be a dirty police sergeant who has paid his dues in civil elections and gained some recognition among city officials.


Status represents the privileges and liberties that your character is authorized to take within the confines and definitions of his group. Increasing dots reflect increasing clout. A cop with Status 1 can enter the suspect lockup and interrogation rooms, while a cop with Status 4 can enter the evidence locker without supervision or get involved in a crimescene investigation without specifically being called in.


The phrase “within the confines and definitions of his group” is emphasized above because Status operates exclusively through official channels. A surgeon might have one patient seen or operated on before another, because thatÕs within the official confines of his authority. Exceeding the confines of authority or proper channels transcends the limits of the Status Merit. Going above and beyond “ to ask for favors rather than give orders or to requisition an official request” enters the realm of the Allies Merit. So, a police detective who gets a lower-ranking officer to investigate a case may do so with Status. That request is conducted through proper channels. Meanwhile, a police detective who asks another officer to overlook some evidence or to delay an investigation does so with Allies. The favor is asked outside official channels.


While Status might allow your character to give orders to underlings, the Merit doesnÕt automatically get results. Subordinates or co-workers might resent their assignments,dislike your character or have personal agendas that interfere with your characterÕs needs. Efforts to get things done through official channels still call for Manipulation+ Intimidation, Persuasion or Socialize rolls,whichever Skill is appropriate to the request, circumstances and your characterÕs standing within the organization.Bonus dice equal your characterÕs Status dots. Penalties might apply if your character browbeats someone (-1), uses threats (-2), skirts the limits of his authority (-2) or exceeds his authority (-3 to -5)

地位(o到ooooo)

你的角色是个在某组织、公司、群体或者社会团体内有地位,有信用,有权力也受到尊敬的人。他可能有个公开的头衔,或者只是在团体内受到尊敬并因此有一定的权力。你的角色可能是一家公司的副总裁,警察中士或少尉,军队中的中士,或者医院里的护士。或者他在群体内地位不高,但是广受群众欢迎,声誉极高,实际获得的地位高于公开的头衔。每选择一次该优势,都代表着一方面的权力,不管是组织,社会或者小圈子。比如有警方,市政厅,罪犯,工会,银行,大学教师与医院员工。为了获得多方面的地位,必须多次选择此优势,每一个都有独立的点。另外你的角色可能有地位(警方)oo,地位(罪犯)ooo,地位(市政厅)o,每一个都需要角色在开卡时分别创建或在游戏中创建。你需要解释你的角色是如何获得这些权力的。

地位代表你的角色在在特定的团体里享有一定范围的特权和自由。每增加一个点你的影响力就增加。一个地位1的警察可以进入拘留所和审问室,而一个地位4的警察可以不被监视的进入证据保管柜,或者可以随意进入犯罪现场而不会被人喝止。

上文强调“在特定群体的一定范围内”是因为地位是通过官方渠道来起作用的。一个外科医生可以在手术前见到自己的病人,因为这是官方赋予他的权力。超过限定的权力或者超过地位优势所给予的极限。如前文所述,“要求帮的忙而不是下达命令或者使用官方渠道要求”进入了优势:盟友的范围。所以,一个警方侦探要求一个低级警官去调查一件案件可以使用优势:地位。这个要求通过合适的渠道传达。同时,一个警方侦探要求另一个警官去检查一些证据或者推迟调查,得使用优势:盟友。这个帮忙是通过非官方渠道要求的。

当地位允许你的角色对属下下达命令时,这优势并不会自动给出结果。下属或者同事可能会怨恨分配给他们的任务,讨厌你,或者对你有意见,就是不让你如意。通过官方渠道要求完成这件事,可以进行一个操控+威逼/说服/社交——根据你的角色在组织内所处的环境,选择更加合适的技能来进行请求。并且加上你地位的点数,会有以下减值:如果你的角色揍过某人(-1),进行威胁(-2),在权限极限的边缘(-2),超出权限(-3到-5)


引用
striking look(oo to oooo)
Effect: Your character is exceptionally attractive by modern standards; heads turn and conversations stop when she enters a room.
For two dots, your character gets a +1 modifier to all Presence or Manipulation rolls when she attempts to use her looks to entertain, persuade, distract or deceive others.
For four dots, your characterÕs looks are angelic; she gets a +2 modifier.
Drawback: The more attractive your character is, the harder it is for her to avoid notice in public. Witnesses to any criminal acts are much more likely to remember your character’s appearance, and easily recognize her in a lineup.Your character is also likely to receive a great degree of unwanted attention in social situations.

注目外貌(oo 到 oooo)

效果:你的角色以现代标准而言,吸引力十足,每进入一个房间都会吸引众人的眼球。
在oo时,你的角色在进行说服,娱乐,扰乱等基于风度和操控的骰时获得+1加值。
在oooo时,加值提升为+2
不利:你的角色越是引人注目,你就越难回避公众的注意。你的角色约有吸引力,人们越有可能记住你的外貌,而且会被轻易的识别出来。而且在一些社交场合会引起很多不必要的注意。
« 上次编辑: 2010-07-08, 周四 00:37:47 由 sniperm82 »