作者 主题: Fake/Underground @ Shanghai  (阅读 5648 次)

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Fake/Underground @ Shanghai
« 于: 2013-07-05, 周五 14:26:13 »
團名:Fake/Underground @ Shanghai
GM:Darkfantasy
使用系統:Pathfinder
使用資料:CORE, APG, UC, UM.
劇本長度:短
劇本風格:陰謀策略
招收人數:七人
故事背景:在1940年平行世界的上海中所發生的聖杯戰爭
跑團平台:摸黑(以Mail, QQ, IRC等介面各自私下進行)
角色創建:
 
Master
25pt buy,沒有起始金錢,不開放造物,領導力。血骰滿骰-2。
職業只能從以下NPC變體職中選擇。
玩家在遊戲進行的時間內除去一般生活所需,擁有上限兩千法幣的購買能力(約末八萬元人民幣),這些資金可能是角色借貸或從資產中挪用,與背景設定之經濟能力無正相關。
 
令咒
浮現在身體上的魔術結晶。擁有可以讓從者服從的絕對命令權,Master專屬的印記。令咒共有三道,當三道皆消耗完畢時令咒消失,Master失去資格。持有印記時Master可以免疫(Immune)任何來自Servant的效果,包括攻擊,傷害,或法術影響。Master可以自行選擇要免疫什麼效果,並且此項能力對未被察覺的攻擊也有效。此外,Master可以消耗令咒使用以下三種能力:
1.Standard Action,As Maker’s Call from Summoner(CL20) 。
2.Standard Action,Cast Heal(CL20) & Greater Restoration(CL20) on Servant。
3.Immediate Action,當Servant在Master周遭一百呎時免疫一次對Master的傷害。
 
Servant
50pt buy,二十級雙菁英角色,血骰滿骰。沒有起始金錢,不開放造物,領導力。Servant不能是完全虛構的人物,但可以是某個意像或概念的具現。可以選擇人類以外種族,但必需有史料為本。
Servant必需選擇Lawful,Chaos,Good,Evil之一陣營並成為帶該陣營Subtype的Outsider。並且免疫即死,震懾,痲痺以及放逐/驅逐效果。*此乃英靈被日後世人評價所產生的限制,並不一定影響英靈的行為決擇。如無辜的怪物或偽善的惡人。
當從者距離御主超過100尺時,從者的生命力會減弱。距離100尺以外但在1000尺以內時,從者的最大生命值與最大魔力值減半。當距離超過1000尺之外,從者的最大生命值與最大魔力值下降四分之三。從者因為這種方式而被降低的生命值與魔力值不會因為重新回到御主身邊恢復,但是最大值將回到正常的數值。
所有英靈額外獲得以下特性
+10 表現AC +6 增強NAC
+2/per HD額外生命值
 
寶具
物質化的奇跡。寶具可以是一種概念,英靈的能力,或是物品裝備。每位英靈最多可以持有三件寶具,一主二副。每一樣寶具可以指定能力取向,概分為攻擊,防禦,與特殊三類。也可以減少數量以提升寶具能力。
 
House Rules
拔除Initiative Natural 20能力(很多)
拔除Pounce能力(很多)
拔除Twin Eidolon能力(Summoner)
拔除Split Forms能力(Summoner/Synthesist)
Eidolon Max. Attacks上限為4
Evolution Lage/Huge 體型加值砍半(+4Str/+2Con)
Team work feat全部改為Bonus Feat(Cavalier/Inquisitor)
鍊金加值不與狂暴堆疊(Barbarian&Alchemist)
拔除所有製作異空間法術.(小屋/豪宅/避護所)
拔除五環與之後所有teleportation子系法術
拔除所有異空間旅行法術.
拔除AMF.
施法職業採Spell Points制, 施法職業可以獲得每等級對應職業最高環術的Spell Points(法牧等9環職每級+9SP, 六環職每級+6SP, 四環職每級+4SP)
每環的SP消耗量如下:
1-3環: 環數*3(1st:3pt/2nd:6pt/3rd:9pt)
4-6環: 環數*4(4th:16pt/5th:20pt/6th:24pt)
7-9環: 環數*5(7th:35pt/8th:40pt/9th:45pt)
高屬性的額外SP=屬性調整值*1/2 Level(*10)
英靈會隨等級獲得額外的Dodge AC.
滿BAB職: 1/2*level(10)
3/4BAB職: 3/8*level(7)
1/2BAB職: 1/4*level(5)
Pool系能力所取得的Pool點數*2(Monk/Rogue/Ninja/Magus)
不允許兼職或使用進階職
Rogue lv20 Master Strike能力改為: SA傷害無視護命和Critical Immunity之減免
Synthesist只能獲得Eidolon一半AC加值.
ARMOR AC轉為等值DR/-, 這項能力與Barbarian DR/-職業能力疊加.
« 上次编辑: 2013-08-07, 周三 20:31:12 由 darkfantasy.tw »

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Re: Fake/Underground @ Shanghai
« 回帖 #1 于: 2013-07-05, 周五 15:36:51 »
Commoner

Alignment: Any.

Hit Die: d8.

Class Skills
The commoner's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Swim (Str). And can choose any 2 skills to be class skills.

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shield.

命運點:在1,4,7,10级时,常人能獲得一點命運點。命運點在遊戲內不會補充,而除非特別註明,使用為Free Action。
命運點有以下作用。

厄運反轉:當自己擲出1之時可以宣告以1/2等級幸運加值Reroll(+5)

子彈時間:啟用為Immediate Action,並隨即獲得一個額外的移動動作。

絕望之光:當面臨一次被查覺到的致死攻擊時,可以進行一次反射檢定(DC=傷害值),通過則僅受到半數瘀傷。

選定之人:耗費所有命運點(至少2)來避免一次死亡效果。生命值處於-1,失去意識並傷勢穩定。

表格:Commoner
等級  基本攻擊加值 強韌  反射  意志   職業能力
 1    +0   +0  +0  +2   命運點
 2    +1   +0  +0  +3   
 3    +2   +1  +1  +3   
 4    +3   +1  +1  +4   命運點
 5    +3   +1  +1  +4   
 6    +4   +2  +2  +5   
 7    +5   +2  +2  +5   命運點
 8    +6   +2  +2  +6   
 9    +6   +3  +3  +6   
 10   +7   +3  +3  +7   命運點
 
« 上次编辑: 2013-07-05, 周五 20:10:24 由 darkfantasy.tw »

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Re: Fake/Underground @ Shanghai
« 回帖 #2 于: 2013-07-05, 周五 15:39:57 »
Expert

Alignment: Any.

Hit Die: d8.

Class Skills
The expert can choose any 10 skills to be class skills.

Skill Ranks per Level: 6 + Int modifier.

Weapon and Armor Proficiency: The Expert is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shield.

Skill Focus: A expert gains Skill Focus as a bonus feat at 1st, 4th, and 7th level.

Lore Master (Ex): At 10th level, the expert becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A expert can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action.

表格:Expert
等級  基本攻擊加值 強韌  反射  意志   職業能力
 1    +0   +0  +0  +2   Skill Focus
 2    +1   +0  +0  +3   
 3    +2   +1  +1  +3   
 4    +3   +1  +1  +4   Skill Focus
 5    +3   +1  +1  +4   
 6    +4   +2  +2  +5   
 7    +5   +2  +2  +5   Skill Focus
 8    +6   +2  +2  +6   
 9    +6   +3  +3  +6   
 10   +7   +3  +3  +7   Lore Master
« 上次编辑: 2013-07-05, 周五 17:43:40 由 darkfantasy.tw »

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Re: Fake/Underground @ Shanghai
« 回帖 #3 于: 2013-07-05, 周五 15:49:53 »
Warrior

Alignment: Any.

Hit Die: d8.

Class Skills
The warrior's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency: warriors are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
warriors are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a warrior loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the warrior adds his Wisdombonus (if any) to his AC and his CMD. In addition, a warrior gains a +1 bonus to AC andCMD at 4th level. This bonus increases by 1 for every four warrior levels thereafter.
These bonuses to AC apply even against touch attacks or when the warrior is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex): Starting at 1st level, a warrior can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a warrior special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the warrior's base attack bonus from his warrior class levels is equal to his warrior level. For all other purposes, such as qualifying for a feat or a prestige class, the warrior uses his normal base attack bonus.
At 8th level, the warrior can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the warrior does not meet the prerequisites for the feat).

Unarmed Strike: At 1st level, a warrior gains Improved Unarmed Strike as a bonus feat. A warrior's attacks may be with fist, elbows, knees, and feet. This means that a warrior may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a warrior striking unarmed. A warrior may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a warrior's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A warrior's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.


等級  基礎攻   強韌  反射  意志 徒手攻  AC 速度加值 疾風連擊
    擊加值              擊傷害  加值      攻擊加值
 1   +0   +2  +2  +2 1d6  +0 +0呎  -1/-1
 2   +1   +3  +3  +3 1d6  +0 +0呎  +0/+0
 3   +2   +3  +3  +3 1d6  +0 +10呎 +1/+1
 4   +3   +4  +4  +4 1d8  +1 +10呎 +2/+2
 5   +3   +4  +4  +4 1d8  +1 +10呎 +3/+3
 6   +4   +5  +5  +5 1d8  +1 +20呎 +4/+4/-1
 7   +5   +5  +5  +5 1d8  +1 +20呎 +5/+5/+0
 8   +6   +6  +6  +6 1d10 +2 +20呎 +6/+6/+1/+1
 9   +6   +6  +6  +6 1d10 +2 +30呎 +7/+7/+2/+2
10   +7   +7  +7  +7 1d10 +2 +30呎 +8/+8/+3/+3
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Re: Fake/Underground @ Shanghai
« 回帖 #4 于: 2013-07-05, 周五 15:54:43 »
Military/Thug

Alignment: Any.

Hit Die: d10.

Class Skills
The military/thug's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency: military/thugs are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

Gunsmith: At 1st level, a military/thug gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The military/thug also gains Gunsmithing as a bonus feat.

表格:Military/Thug
等級  基本攻擊加值 強韌  反射  意志   職業能力
 1    +1   +2  +2  +0   Gunsmith
 2    +2   +3  +3  +0   
 3    +3   +3  +3  +1   
 4    +4   +4  +4  +1   
 5    +5   +4  +4  +1   
 6    +6   +5  +5  +2   
 7    +7   +5  +5  +2   
 8    +8   +6  +6  +2   
 9    +9   +6  +6  +3   
 10   +10  +7  +7  +3 
« 上次编辑: 2013-07-05, 周五 17:50:44 由 darkfantasy.tw »

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Re: Fake/Underground @ Shanghai
« 回帖 #5 于: 2013-07-05, 周五 16:17:39 »
Magician

Alignment: Any.

Hit Die: d6.

Class Skills
The magician's class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).

Skill Ranks per Level: 2 + Int modifier.

Spell Points per Level: 4 + 1/2 Int modifier.

Spells: A magician casts arcane spells drawn from the sorcerer/wizard spell list. A magician must choose and prepare her spells ahead of time.
To learn or cast a spell, a magician must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magician's spell is 10 + the spell level + the magician's Intelligence modifier.
A magician may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour storing in his bonding object. While storing, the magician decides which spells to prepare.

Arcane Bond(Object):
Magician begin play with one bond object at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet or ring. These objects are always masterwork quality. it must be worn to have effect, and it occupies the ring or neck slot accordingly. A magician must cast a spell with his bonded object.
A bonded object can be used once per day to cast any one spell that the magician has and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the magician, including casting time, duration, and other effects dependent on the magician's level. This spell cannot be modified by metamagic feats or other abilities.
A magician begins play with a bond object containing all 0-level wizard spells plus three 1st-level spells of his choice. The magician also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the bond object. At each new magician level, he gains two new spells of any spell level or levels that he can cast for his bond object.

表格:Magician
等級  基本攻擊加值 強韌  反射  意志   職業能力
 1    +0   +0  +0  +2   1st level Spell, Arcane Bond(Object)
 2    +1   +0  +0  +3   
 3    +1   +1  +1  +3   
 4    +2   +1  +1  +4   2nd level Spell
 5    +2   +1  +1  +4   
 6    +3   +2  +2  +5   
 7    +3   +2  +2  +5   3rd level Spell
 8    +4   +2  +2  +6   
 9    +4   +3  +3  +6   
 10   +5   +3  +3  +7   4th level Spell
« 上次编辑: 2013-07-05, 周五 17:29:47 由 darkfantasy.tw »

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Re: Fake/Underground @ Shanghai
« 回帖 #6 于: 2013-07-06, 周六 12:08:23 »
設以Avalon為A級寶具,風王結界與咖哩棒為B級寶具

Avalon 遙遠的理想鄉
Rank A 結界寶具(防禦)
+8 insight AC, +4 shield AC, +5 luk save
regenerate 15, immune to disease, poison, ability damage/drain, negative level, fatigue/exhaustion.
1/day, immediate action, 張開結界抵禦自身和周圍十呎友軍所有來自外界的影響,自身和友軍目標視為不存在直到持有者下回合行動開始。結界展開中自身與友軍目標皆無法進行任何動作。

Excalibur 約束勝利之劍
Rank B 對軍寶具(攻擊)
視為Holy Avenger
1/day, fullround action, 240ft*30ft line, deal 24d6 fire damage. (Ref half)

Invisible Air 風王結界
Rank B 對人寶具(特殊)
Unlimited use, swift action, invisibility(object only, CL20)
Attack made by invisible object deal 2d6 extra precise damage.
+6 enhance dexterity, +4 initiative.
3/day, gust of wind(DC17, CL20)
3/day, air walk(CL20)

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Re: Fake/Underground @ Shanghai
« 回帖 #7 于: 2013-08-06, 周二 11:19:45 »
打点鐘
ゲーム内の時間経過を管理するための「打点鐘(だてんしょう)」と呼ばれるルールがある。

このゲームはシーン制によって進行するゲームであり、PCの行動や移動によってゲーム内時間が定量的に進むルールにはなっていない。ゲームマスター(GM)が時間を進めると宣言したときのみ、時間が進む。

この、時間を進めるという宣言が「打点鐘」である。打点鐘とは上海に時を告げる鐘のことで、夜明け前、正午、夕刻、深夜の四つの時間に鳴らされる。GMが打点鐘を鳴らすことを宣言したとき、ゲーム内時間が朝から昼へ、昼から夕方へ、と次の段階に切り替わっていくのである。

打点鐘が鳴らされると幕間という特別なシ-ンが発生し、PCたちは情報交換や回復ができるようになる。

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Re: Fake/Underground @ Shanghai
« 回帖 #8 于: 2013-08-10, 周六 20:00:41 »
上海區域分四個地段 起始玩家必須選擇一處做為避護所, 一天之中玩家必須至少花費一個區段時間在避護所中休息

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Re: Fake/Underground @ Shanghai
« 回帖 #9 于: 2013-08-10, 周六 20:07:43 »
探索: 尋找對手每簡單的方法就是靠眼以及腳. 地圖中四區每區又粗分四部份, 東北東南西北西南(也就是概分成16格). 每耗費一個打點鐘的時間英靈可以探索市區的一部分(1/16).