作者 主题: 杂记  (阅读 6253 次)

副标题: Logs, 短文, 点子, 角色

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杂记
« 于: 2013-08-30, 周五 05:52:58 »
散弹枪日记

Alessio Vinci
21yr
危险的幸存者
义大利裔(三代目)
皮肤病态的苍白
娃娃脸
左肩膀有着很大一片刺青
套头外套
帮派混混
持枪
打工族
总是把手插在套头外套的口袋里
两手都用绷带包裹着, 卸下绷带后手上留有严重灼伤留下的伤疤 而且指甲都被拔光
且左手小指像是被锤烂后长回来一般, 关节肿胀扭曲并布满拆除缝线后留下的疤痕
跟大自己五岁的女朋友交往 住在女友家
疾病爆发时亲手把感染变异的女朋友给崩了
爆发时期刚好在做Water Taxi的司机(短期打工)


Supply
D. 说 (上午 08:29):
*/roll 4d6
*>  rolls 4d6       -> [6+6+2+5] ->          19   

起始地点:Duck Tours (司机)

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Re: 杂记
« 回帖 #1 于: 2013-09-01, 周日 20:42:30 »
==
[散弹枪日记][活死人街区][Day1]
==

沙─ 沙沙,这是迈阿密。天空露出鱼肚白,现在的温度是摄氏28度,湿度是79%,天空晴朗无云。
一艘停在湖面正中央显眼的黄色计程船,里面搭乘着两名男子和一名年轻女孩。虽然才一大早,河边就已经有许多活死人在晃荡。他们不但不用睡觉,而且不怕阳光──幸好他们暂且没学会怎么游泳。想想看──不用换气,在水中以自由式冲过来的殭尸。

==

Day1, 9:00AM

坐在操纵席上, 杂毛青年懒散的用下巴撑著船舵, 一边用绑着绷带的手稳定的操控著.
对着昨晚一夜中不断散发电波的外星女感到头痛不已而失眠, 眼下微微冒出了黑眼圈.

船上剩的东西也只能再吃个两天了, 拿着条twizzlers放在嘴里嚼著的时候不经想到.

撇了一眼船上的两人, 杂毛青年叹了口气.

这抽到的是什么下下签, 老子今年可还真是流年不利呐.

==

锉刀,大大小小的螺丝,螺丝起子,活动板手,砂纸,六角板手,电动螺丝起子,一组电池,工业剪,工业钳,电卷布,电线配线,橡胶手套,笔,笔记本,榔头,半包长钉,銲枪,焊接变电器,一捆锡

穿着整齐的大叔沉默走在机舱内检视拆下可用的物品,招牌的黯淡与其身影一同融入角落的阴暗,整理著所剩的物品

--

  「tut tut tut tut... ... 噢~~~~」
  驾驶座边的逆风中飘来怪异的呻吟和捡来的浓烈古龙水气味,多少掩盖了漫天恶臭,却更加令人作呕。
  
  你们是在棕榈公路的桥下发现她的,拖着厚重的戎毯和折叠椅,以及布满锈斑的望远镜,完全没有注意到镇上的豹变似地游走在空荡的停车场中,偶然地避开了人群。即使到了就要不能称作少女的年纪了,莉莉‧詹森─或许谁半强迫地看过她的ID... ... 又或者她本人自称的"诺拉‧塔蒂安娜‧雪帕德",还是做着一身彷彿模仿哪个没没无闻地下乐团的哥德式装扮。与亚莱相遇的数天中,至今为止都只是无意义地消耗著食粮与他的耐心,少女身上唯一的行李是装有化妆品、哮喘喷剂和老旧播放器的SISLEY化妆包、用细细的皮绳绑在腰际。
  
  即使狭小的Duck Tour里没有像样的设备,她还是有办法让自己看起来比亚莱或托玛斯多干净那么一点,只是毫无意义的一点。今天她在船上悠晃,偶尔因为一点点摇晃而靠在座位上。你们都很清楚这个女的恐怕不是在感染潮爆发之后受过什么重大精神冲击,而是她的思考结构本来就一点问题。

  「Arghhhhhh~多么暗晦的日子!月神(Selene)的祝福退去,可憎的阳光又要落下来了!」她从舱尾走往舱头,在自己脑内的红毯上以不亚于引擎的高亢声音尖叫,那体力当然是因为睡了个饱的缘故。
  「(giggling)体验过黑夜的温柔而重生的垃圾们,继续在那里看着妾身即可───!」
  
  「别躲在角落,难道汝是害怕日光的下等血族(Ghoul)吗。」不知道为什么趾高气昂地叉著腰的诺拉,回首望了在引擎附近与阴影融为一体的托玛斯,然后以令人不忍看上一眼的慢动作将手臂平举、翻开五指:「然后... ... 妾身的爱仆(黎明的舵手)啊,前夜,你那眼里看到了什么?」这似乎就是她擅自认定的两人的身分。
  
  「今日我等又将前往何方?」

--

掌舵室的舵盘旁贴着数张便条,上面记载着附近载客地点、热门店家和公共交通工具搭乘地点与时刻表。第一手的贵重资料─在一个月前是如此。如今大多数地方都布满了要死不死的东西,但在存粮见底的这个日子里,也许有几个地点仍值得去探一探。

--

在将工具们整齐的收入工具箱后,托玛斯提着工具箱自阴影中走出,给少女至意的含首后走向驶船的青年

「芬奇先生,油表已经不大足够了,电池跟水也不大足够继续撑下去,要靠岸吗?」

==

Day1, 9:20

"嘛... 是没错, 他娘的总在这里打混也不是办法. 晚上要不经意间飘到岸上让那些狗屎上船就糟了."

杂毛不知从何时叼起根烟, 有些郁闷的听着快不是少女的少女所发出的电波, 脑里还有点浑浑噩噩.
那浓厚刺鼻的香水味让他打了个喷嚏, 在这飘荡的鸭子里度过一夜后, 说实在精神差不多也到极限了.

在燃油用完前至少得找到燃料补给...或是新的避难所. 自己都有点为脑袋出现的责任感而感到些许吃惊,
也许是这样吧. 虽然不愿意承认, 不过在这种情况下打心底害怕会只剩自己一个人.
翻看着指示景点的小册子, 看着有点颤抖的手指. 脑里还总留着那天留下的火药味道.
对不起呐, 艾莉莎.

又打了个喷嚏, 也把脑里带着罪恶感的想法一并吹走, 捏起鼻子后, 无法忍受的拿起了驾驶座席内的除臭
喷雾摇晃了下, 对着中二女洒了一身. 让她成了美妙的香味嘉年华. 起身拿了个也不知是否过期的甜甜圈
囫囵吞了下去, 又开了杯咖啡喝着. 随手大喇喇的拿起纸袋内剩下的西点分给两人当早餐, 在拍掉碎屑后
拿着小册子对两人点了下Red Rd的位置.

"这边有家Residential Supermarket, 离市中心和海滩都远, 就先到这边碰碰运气."
就这样决定了下来.

==

决定地点后,黄色客船点燃引擎轰然的朝着目的奔驰而去。不知是否受到这阵噪音的影响,沿岸有不少殭尸纷纷跌入水中。
一路上的景色平淡无趣。即使在路上闲晃的东西是殭尸,迈阿密看起来还是跟以往没什么两样。
一段时间后,你们停在河中央望着目标的超级市场。里面没有灯光难以看清,但外围的空地有寥寥数只殭尸无目的徘徊著。

--

荒唐的一天又开始了。

托玛斯提着工具箱步下船舱,这里面装的可以说是他仅存的家当-即使在僵尸潮爆发之前也是如此

沉默的作为第一人,托玛斯的心眼吊的老高,那晚被僵尸抓住压倒的感觉仍然残留在身体里,一想到那张染满血肉的大嘴对自己的脸咬来就不禁浑身发颤

只不过,手上的工具箱已经比几日前轻盈,这是非常不好的状况,比起没水还要糟糕的状况,什么都没有的话,就真的连反抗的机会都没有,就像那天一样。

担心着不知哪里会冒出僵尸,托玛斯拿起榔头,加快脚步尽量绕开疆尸走向岸边的超级市场,期望着里面会出现想要的电池跟手电筒。

==

Day1, 12:10

杂毛停下了鸭子, 不太安心的瞪视着眼前的情况. 把缆绳牵上路边矮柱上栓住后, 一边把歌德女接了下来.
穿上了套头外套, 不切实际的期望其多少能挡住殭尸的攻击, 掏出屁股口袋的Glock检查了下子弹后, 跟在
水电的后面小心翼翼的前进著.

==

  「Eeeeeeek!!」迎面被喷了满身除臭剂的诺拉一时间乖乖闭上了嘴、坐倒在地。只见她深怕发生什么事情似的深吐屏息,颤抖地拿出喷雾剂:「呼... ... 呼... ... ...呼... ... ... 抓这种时机暗算妾身,可憎的神之爪牙... ... 咳咳咳咳咳」
  
  「汝果然是生存于昼夜交界之人,灰色的掌者、暮色的枪使... ... 妾身终究还是没能够掌握汝的意志吗... ... 」她跪坐在相当碍事的位置,染满蓝灰色眼影膏的眼尾泛起不知是咳嗽还是演技带来的泪水。车于是停了,她也止住了啜泣,半走半摔地重新踏上陆地。
  
  「Arghhhhhh───新人类,那些正是卑贱的新人类姿态啊───」她不知道第几次地在上陆时这么叹息「... ... 可憎的阳光」旋即,因为没能获得理睬、少女颓废地仰起头,瞇细了双眼。在清晨的朝阳底下宛如一丛濡湿的皮草般,缓慢而不安地随着两人移动。

--

你们一路前进到超商门口,幸运的没有任何殭尸对你们感到兴趣。然而超商的门被封死了,你们看到对面有些木板封条跟家具、货柜架顶在门上,似乎曾经有人在这里死守过。熟悉的恶臭跟唏唆声,伴随殭尸无意识的低鸣从里头传出。

==

Day1, 12:45

杂毛看着封死的门皱了皱眉头, 往后面退了两步, 没有多少犹豫的就举起枪对着玻璃门开了一枪, 打碎了玻璃门一角后就着缝隙钻入, 招呼两人进门再拉着货柜架再把打出的缺口堵起. 吐掉了菸蒂后, 从外套里掏出一把手电筒咬在嘴里转开, 交给了歌德女拿着. 杂毛本身也称不上健谈, 对于多话的中二病更多时候选择的是放置. 转头对着水电工说着.

"先在里面探看看吧, 可别走散了."

超市里一片寂静, 只能靠外头射入的阳光看到一点模糊的轮廓, 让歌德女照亮道路后杂毛先就着水电工去找
超市里的主电阀. 虽然不出意外的出了些问题(理所当然的, 在杂毛的脑里根本没办法认知是什么问题), 不过
在水电工的修缮下倒是简单的处理完毕, 开关一修补起来后, 整个超市里也随之亮起. 只是一个月下来, 超市
里明显的被大肆洗劫了一番, 生鲜品也都生霉并泛著一股腐臭的味道. 随着空调的起动飘散了出来.

"啧啧" 一边走动一边感到可惜的咂著舌, 在经过柜台时随手拿了条烟放入怀里, 杂毛小心的探索空无的超市,
评估著待在此处的风险.

==

超市内的状况看来,这里至少已有三组以上的人马进来过了,几乎没剩下什么有用的东西,杂毛立刻就判断出这并不是久待的好地方。虽然正门用杂物挡住,但有可能被潜入的破绽太多,超市内可用的东西也太少,更何况室内还有些殭尸的臭味。

状况就在杂毛身后发生。在众人经过倒塌成堆的货架时,突然有只手从货架中窜出,抓住了歌德女的脚,一颗腐烂的头同时探了出来。

==

Day1, 13:00

杂毛不堪惊吓的坐倒在地, 咬着牙颤抖著拿起了枪, 摇摇晃晃的瞄准了殭尸探出并正准备朝歌德女咬下的头,
然后一枪崩掉了那殭尸的脑袋. 黑色腥臭的血液散射溅上了杂毛的脸, 闭眼躲避的同时让他感到一阵反胃,
不顾颜面的就着一旁干呕了起来.

==

  被捉住脚踝的少女向前仆倒,忘了切上的手电筒敲击在地上、旋转着照射出诡谲的光影。诺拉以似笑非笑的呆然表情看着向自己的小腿肚猛然咬下的死者,把原本那份聒噪收到不知何处去了。她缓缓地把视线从死者身上,移向亚莱那摇晃的眼神。
  
  「Ooopsy Daisy!」
  
  枪声响起。
  
  *
  「咯咯咯咯,咯咯咯咯。」在四溅的污浊血花中,少女清理著长袜上被抓握过的部份、抹去沾在圆头鞋上的脑浆,一面轻笑。「汝又保护了妾身,啊─又保护了妾身!」诺拉在由冲击中恢复过来之后,站起身来转了半圈。装得没事人一样,持着手帕踩着虚浮的脚步。
  
  「汝应该抬头挺胸,没有什么好愧对自己的。」她伸出手打算搭上青年的背,却意识到自己的颤抖而作罢。

--

 「Ooopsy Daisy!」
  
  


反应过来之前,高频的爆响震慑了的托马斯,只能看着缺了半边脑袋趴在地上的僵尸、下方的少女及一旁还举着枪瘫坐着的男人,一时间什么的反应都做不出来-

直到空洞寂静的低鸣再度充斥,托马斯终于恢复知觉,看着突然窜出的僵尸遗体,急促的喘了几口气才终于挪动僵硬的双腿,上前将两人扶起,

虽然想说些什么却又说不出口,含糊地呃呃啊啊一阵子后才终于挤出几个字,「幸好没事啊,两位。」


引着两个精神暂时受到创伤的两人,托马斯快速进入仓库里头捡了些吃的及几罐掉在角落的罐装水,沿着原路回到计程船上。

--

时间经过:9/24
受到了惊吓,一伙人只捡了一点罐头和水就匆匆回到船上。 (补给+1)
然而,要踏入船中时发现船的状态跟原本有点不太一样,有被人动过。
杂毛谨慎的提枪而入,结果看见一个东方面孔的黑发消瘦的年轻人。
「啊!你们是活人吗!太好了,我以为这里只剩下我了!」年轻人讲起英文流利且快,然而他见到杂毛手上的枪口对着自己时吓的气不成声:「阿,你,你有枪阿...我,我只是为了躲殭尸才跑进这里,什么东西我都没有碰过!对不起,我现在就出去!」不过,因为杂毛站在舱门的地方,所以年轻人也不晓得该怎么办,在原地踌躇磨蹭著。

==

Day1, 13:20

迟疑的放下了枪, 杂毛盯着年轻人, 想判断对方到底有没有威胁.
不过怎么想2vs1还有枪...应该是不会输吧?
没有找到燃油和有用的补给让杂毛有点焦虑, 摆了摆手让对方坐回船内, 从大叔那拿了瓶矿泉水扔了过去.
"枪声好像引来殭尸了...你不会想跑出去的"
解开系绳后闷头钻入了驾驶舱再朝后面说着, 引擎起动还让人提心吊胆的花了好一会时间.
开动鸭子后没有再理会后面的人, 杂毛很快速的翻着手上破烂的小册子, 想找出一个安全的避护所.

真想找个有热水和厕所的地方

他在心里如此希冀着

==

年轻人瘫坐在地上,五六个喘气后才意识过来杂毛对他没有敌意,战战兢兢的喝了一口水。
「啊,啊啊!谢谢,谢谢!我太紧张了,因为最近都没有看到死人以外的东西。对了,我叫唐泽,你们可以叫我唐就好。我是打杂工的,通常都是搬东西。我手脚很快,干劲很好,所以老板也都对我很好,不过他们现在已经都死了,都死了...」这位自称唐泽的年轻人似乎有种一说话就停不下来的毛病,而且像是手臂很痒似的抠搔个不停。

--

  「Eeeeeeeeeeeeeeeeeeek───不要动手!」晚了一步才跌跌撞撞地从后面赶上来的诺拉看着手里还握着枪的亚莱,飞快地擅自误解了什么。用不稳的姿态跨著戏剧性的步伐,捉住了青年的背、歇斯底里地尖叫:「我看到了!我看到那背后的光芒!满溢而出的雾气(魔力)!」
  
  「这个人是,尚向着新生蜕变的旧人类啊!!!」她一旦陷入这种状态就会遮断大半外界讯号和判断力,已经少了几片的假指甲依然深深嵌入亚莱的套头背心:「这样也要下手吗?!妖魔!汝果然还是个丧心病狂的.... ... 噫!」却在话卡在中途的时候双脚一软,辛苦的捂着胸口。
  
  「咻...咻... ... 咻... ... ... 」没能说完剩下的话。

==

Day1, 13:30

叹了口气, 调整了下套头的帽簷, 杂毛小心翼翼的蹲下了身子, 拿起电波女的皮包翻找著.
默默的朝歌德女递出哮喘喷剂, 也没再多说什么.

之后折腾了许久也不见再有进展, 鸭子游过的各点随时都能看到那些游荡排徊的身影,
而在日落后没有人会敢冒着风险上岸, 随着几次上岸却只让时间无意义的消耗, 杂毛的情绪也越来越低迷,
虽然主要原因还是来自于自己上午那窝囊举动就是了.

往好处想, 至少两个同伴都不是那种擅长表达温柔友善的家伙. 慢慢的独自吞咽对自己的憎厌之火.
无趣的抬头用微挂眼袋的倦眼看着河面. 绷紧的神经只剩下香烟得以慰藉.

但缓慢的抽著烟的同时, 每一根抽完后就会拿除臭喷剂消臭, 然后用手电扇小心的把烟雾吹远.

(寻找避难所. 骰出4个6, 失败)

==

事件:
鸭船在河道上来回,不时引得一些僵尸跳水。
杂毛翻阅那本景点小册子一边漫不经心的前进著,身后突然传来惊呼。
在他不解的抬头看望时,碰巧看见那团从桥上洩下来的殭尸群在船前十码左右接连落水,渐起的水花洗刷了船面玻璃。
若再刚才开的快了一点,这些殭尸将会直接落在船身上。

唐泽脸色发青的整个人贴到船尾上。

有见到这幕的成员作恐惧检定。
现在的恐惧值:杂毛2 水管工1

--

1. 托玛斯.马力欧 (伊凡)的「恐惧」 掷了「1 d 6 + 0」 ,掷出「4」,总合为「4」。

恐惧值2


深夜的甲板上,托玛斯坐在船边发楞著,整个河岸已经绕过一圈,一路上可以看见大大小小的僵尸在路上走着,过去曾以奢华闻名的城市居然落得这副模样,一股莫名的笑意及沮丧涌上心头,究竟这样的日子还会持续多久?

正当马力欧打算起身走走时,距离四五步,船尾的唐泽尖叫出声

听见唐泽的惨叫,托玛斯反射性的看向湖边,一团僵尸密密麻麻的落入湖底,一次看见那么多悽惨的人脸令托玛斯吓的整个人摔倒在甲板上,恐惧再度锁住他的声带,好不容易双腿恢复知觉,马力欧跌跌撞撞的从甲板上爬起,捡起地上的眼镜颤抖的戴上,靠在船沿边试图辨识船边有没有疆尸爬上来

--

  「... ... hmm?」在太阳下走路超过10分钟,对诺拉而言都足以分类在跋涉的层级。比起总是处于亢奋状态的精神,肉体素质实在是太过低落。直到唐泽的尖叫声响起前,少女侧倚在僵硬的椅垫上,已然陷入假寐。
  
  「啊啊───堕落了,坠落下来了啊───无法达到神的跟前,丑陋的坠落下来了啊───!」尚未清醒的诺拉如梦似幻地吟道,呆滞无光的眼神不知为何确定定地放在唐泽身上。
  
  「该隐啊!汝布下的种,散布在全人类血脉中的罪恶!就是这悽惨悲哀的末路啊。」
  
  「咯咯咯咯咯咯咯。」似乎对于自己的发言相当满意,少女抖著双肩,阴沉地持续著娇笑。
  「即使是汝也不会想辗过去吧?我等爱仆呀。」

--

Day1, 15:20

D. * rolls 1d6 -> [2] -> 2 过恐惧

正把双脚跨在驾驶座上看着手册的杂毛这时才大声咒骂了一句, 也不理会后面传来的喧哗,
掌著船舵就往旁闪躲. 不过水上毕竟不比陆地, 突如其来的重心移转除了让鸭子平衡不稳的摇晃着外
跟理想的转移距离比来是天差地远. 好不容易在终于稳住船身驶离桥下后, 也只能愤恨随手拿起喝完
的咖啡空瓶往水上丢去. 想到连水中都带着那些尸体的脏污而微微颤抖著.

之后剩下一天的时间里也毫无所获, 增加了探索的专心度也只是无意义的更加消耗精神.

(探索骰仅水电骰出2个6, 失败.)

==

经历了一整天无展获的搜索,众人异常的疲惫,稍作警戒确定没有过于靠岸就各自休息了。

殭尸爆发一个月,在几乎已停止供电的城市里,只有几盏灯光应和著满天星斗。

===
第一天结束,时钟归零。
今天收获:补给1 (总补给3)
今天消耗:补给1 (总补给2)
殭尸时钟上升到2了。
目前成员的恐惧情况:杂毛2/水电工2/歌德女没有/唐泽2
成员的道具状况:水电工的工具箱(+1) 杂毛的手枪(+2) 歌德女的化妆组合(化妆+1)
===

  为了在团体中取得一点点个人空间,人们可以付出庞大的努力、无以计数的金钱。然而,这件事情对诺拉几乎没有什么难以跨越的障碍。幽暗的夜里,少女就坐在船上其中一个位置,略低着头让刘海遮蔽了双眼。她轻轻颤抖著露出微笑,不时咯咯地用单手掩著嘴角。
  
  她回想起今天一整天的事,写下万丈长文。
  在自己的世界里。

  要不了多久时间,甚至不等船身停止晃动、寻找到暂时的泊锚地点。
  少女便以尚留着诡异笑容的表情,坐着睡了去。

==

是夜, 众人在天色完全暗下后也不敢再上岸. 杂毛在夜里开了头灯, 把鸭子停摆在一个小湖中.
后过了小段时间整理了下过夜准备后, 把身子沉入驾驶座椅里, 用套头外套披上身子. 一直看着众人逐渐
睡去后, 才从手上拿出了一个录音机, 压低了声音断断续续的记录著这一天的琐碎.

片刻后也再找不到话讲, 才关上了手上的机器, 沉默的看着天上的月亮, 然后在水波声中睡去.

只有睡脸安祥的像个孩子.

==
« 上次编辑: 2013-09-01, 周日 20:52:36 由 darkfantasy.tw »

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Re: 杂记
« 回帖 #2 于: 2013-09-12, 周四 09:17:40 »

=============================================
人类巫妖, 职业: 死灵法师18
守序邪恶偏中立, 中型不死生物(类人)
先攻: +9 (敏捷+5, 专长+4)
黑暗视觉60呎, Arcane Sight, See Invisibility常驻, 察觉+42
恐惧灵光 (60呎, 豁免难度25)
=============================================
防御能力
AC: 32/触碰15/迟滞27 (敏捷+5, 护甲+6, 盾+6, 天生护甲+5)
生命值: 193 (18d6+128)
豁免: 强韧+18, 反射+17, 意志+20
防御式特能: 引导抗力+5, 伤害减免15/魔法与敲击, 免疫寒冷/电击, 不死生物特性
=============================================
攻击能力
速度30呎
近战触碰+9 (1d8+9负能量伤害, 附加麻痺之触, 豁免难度25)
施法视同19级法师, 对立学派: 塑能, 附魔. 豁免难度=21+环数
每日施法数量: 4/7+1/7+1/7+1/6+1/6+1/6+1/6+1/4+1/3+1
=============================================
基础属性
力量10, 敏捷20, 体质-, 智力32, 睿智16, 魅力22
基础攻击加值: +9/+4, 战技检定: +9, 战技防御: 24
语言: (除秘密语言外所有语言)
=============================================
背景特性
Tireless Logic: 每日一次, 在进行基于智力的技能或属性检定时可以掷双骰取高
Second Chance: 每日一次, 可以重骰失败的豁免检定
Omen: +1特性加值在威吓上, 每日一次, 可以以迅捷动作对目标进行挫败士气(Demoralize)
缺陷
Meticulous: 进行未受训的技能检定-2不利
=============================================
专长
人类额外(等级1): Skill Focus (Knowledge Arcana)
人类额外(等级8): Skill Focus (Spellcraft)
人类额外(等级16): Skill Focus (Perception)
法师额外(等级1): Scribe Scroll
法师额外(等级5): Persist Spell
法师额外(等级10): Quicken Spell
法师额外(等级15): Opposition Research (Evocation)
等级1: Defiant Luck
等级3: Inexplicable Luck
等级5: Spell Focus (Necromancy)
等级7: Leadership
等级9: Mage's Tatoo (Necromancy)
等级11: Undead Master
等级13: Innocent Blood (Story)
等级15: Improved Initiative
等级17: Golem Constructor (Mithral)
=============================================
技能 (点数268)
飞行 +9 (Rank1, Dex+5, Class+3)
潜行 +17 (Rank1, Dex+5, Class+3, Racial+8)
护甲手艺 +34 (Rank18, Int+11, Class+3, Cir+2)
炼金手艺 +17 (Rank1, Int+11, Class+3, Cir+2)
语言学 +34 (Rank18, Int+11, Class+3, Cir+2)
法术辨识 +38 (Rank18, Int+11, Class+3, SF+6)
察觉 +42 (Rank18, Wis+3, Class+3, Racial+8, Feat+10)
察言观色 +36 (Rank18, Wis+3, Class+3, Racial+8, Feat+4)
伪装 +30 (Rank18, Cha+6, Class+3, Com+3)
交涉 +30 (Rank18, Cha+6, Class+3, Com+3)
威吓 +34 (Rank18, Cha+6, Class+3, Com+3, Feat+4, +1 Trait)
使用魔法装置 +12 (Rank1, Cha+6, Class+3, Com+3)
知识
地区 +39 (Rank18, Int+11, Class+3, Com+5, Cir+2)
├亚里多德 1
├牛角海湾 17
├欧隆铎萨 18
├荒芜沙海 1
├山岳部落 1
└其他 1
地理 +22 (Rank1, Int+11, Class+3, Com+5, Cir+2)
├山岳 1
├丛林 1
├平原 1
├海洋 1
└地底 18
贵族 +39 (Rank18, Int+11, Class+3, Com+5, Cir+2)
├亚里多德王权体系 2
├牛角海湾富人圈 18
├欧隆铎萨军阀体系 18
└其他 1
宗教 +22 (Rank1, Int+11, Class+3, Com+5, Cir+2)
├诸神信仰体系(源初神系) 18
├次级神位体系(升华神系) 1
├原始精魂体系(传统元灵) 1
├远东诸神体系(源初神系) 1
└其他 1
自然 +22 (Rank1, Int+11, Class+3, Com+5, Cir+2)
├丛林生态系 1
├山岳生态系 1
├天空部族生态系 1
├平原生态系 1
├海洋生态系 1
├古代生物生态系 1
└地底生态系 16
祕法 +45 (Rank18, Int+11, Class+3, Com+5, Cir+2, SF+6)
├预言系 18
├附魔系 1
├死灵系 18
├咒法系 1
├防护系 5
├幻术系 1
└塑能系 1
地城 +39 (Rank18, Int+11, Class+3, Com+5, Cir+2)
├天然洞穴 1
├遗迹 18
├机关 18
└迷宫 2
工程学 +39 (Rank18, Int+11, Class+3, Com+5, Cir+2)
├建筑学 1
├矮人科技(蒸气机械) 18
├爆破学 1
├机械 17
├炼金术 1
└化学 1
历史 +39 (Rank18, Int+11, Class+3, Com+5, Cir+2)
├亚里多德王朝历史(西方人类) 7
├山岳种族历史(矮人王朝、半巨人部落历史) 1
├巨林诸族历史(精灵、树精族历史) 1
├荒芜沙海古代种族史 10
├欧隆铎萨诸族历史(人类、象人、鼠人、兽人、地精、哥布林) 18
├远东巨龙血脉历史 1
└其他 1
位面 +22 (Rank1, Int+11, Class+3, Com+5, Cir+2)
├远东 3
├影界 18
└其他 1
=============================================
种族能力

人类
精研(Focused Study)
在1级、8级以及16级时,选择一项技能,获得该技能的技能专攻专长。

技能受训(Skilled)
人类在1级以及以后每次升级时获得1点额外技能点。

巫妖
重生(Su)
当巫妖被摧毁时,它的护命匣(通常被安置在离巫妖本人较远的安全位置)将立刻在附近开始重构巫妖的躯体。通常这个过程耗 时1d10天——如果制造中的巫妖躯体再次被摧毁,那么护命匣也会重新启动此过程。在重构结束时巫妖将获得一个完全恢复的新躯体(但之前使用的装备仍留在 原地)并通常燃烧着对杀身之仇的熊熊恨意。

恐惧灵光(Fear Aura)(SU)
处于巫妖身周60尺半径内所有HD小于5的生物必须通过一个意志检定,否则将陷入惊惧状态;生命值等于或高于5HD的生物若未通过检定则战栗等同于巫妖的HD数轮,成功通过豁免检定的生物在接下来的24小时内免疫同一个巫妖的恐惧灵光,这是一个影响心灵的效果。

麻痹之触(Su)
任何被巫妖的触碰攻击命中的生物都必须通过一个坚韧检定,否则将被永久性麻痹。移除麻痹法术或任何可以移除诅咒的法术皆可以接触此效果,但是这个效果不能被驱散。被麻痹的生物从外表看起来和死人无异,不过通过一个DC20的察觉检定或者DC15的医疗检定也 可以发现其实他还活着。
=============================================
职业能力

法师
奥术联结(Arcane Bond)
联结物品(戒指): 一日一次, 可以施放任何法术书中的法术而无需准备

奥术学派(Arcane School)
学派专精(死灵系), 禁制塑能系与附魔系. 每级能多获得一个额外法术格以准备专精学派法术.
禁制学派在准备法术时占用两格法术格

死灵学派
恐怖的死灵师指挥不死生物并且使用不生的污秽力量对抗他的敌人。

力胜于亡(SU)
你获得”命令不死生物”或者”超渡不死生物”作为奖励专长。你每天能引导能量的次数等于3+智力修正值,但只能使用你所选的专长。你能够选择其他专长来增 强这项能力,比如”额外导能”或者”精通导能”。但是不能用专长来改变这项能力,比如”元素导能”或者”阵营导能”。对抗此专长的DC=10+1/2法师 等级+魅力修正值。在20级,不死生物不能用它们的导能抗性来对抗此能力。

墓穴之触(SP)
作为标准动作,你能通过一次近战接触攻击使一个活物颤栗,此效果持续每1/2法师等级一轮(至少为1)。如果你对颤栗中的生物使用次能力,它将导致1轮惊惧(如果该生物HD小于你的法师等级)。你能够每天使用此能力次数为3+智力修正值。

生命视野(SU)
8级开始,你获得10尺盲视,每天持续等于你法师等级的轮数。此能力仅仅允许你侦测活物和不死生物。这个视野也会告诉你一个生物到底是 不死是活物。构装体和其他不死不活的生物无法被此能力看见。此能力的范围在12级以及之后的每4级额外增加10尺。这些轮不必是连续的。
=============================================
装备, 总资产530,000gp
30,000gp 主手: Staff of Master(Necromancy)
13,515gp 盾: Mithral Buckler +5
12,680gp 护甲: Silken Ceremony Armor +5
20,000gp 戒指: Freedom of Movement (Bond)
2,500gp 戒指: Sustence
45,000gp 头环: Headband of mental prowess +6 (Int and Cha)
2,250gp 头部: Circlet of Persuasion
1,250gp 眼部: Eyes of Eagle
12,500gp 肩部: Cloak of Resistance +5
18,000gp 腰带: Dexterity +6
5,000gp 手部: Glove of Storing
17,500gp Rod, Metamagic Quicken Minor
25,000gp Rod, Absorption

5,000gp Ioun Stone (Dark Blue Rhomboid) Alertness (as the feat)
4,000gp Ioun Stone (Incandescent Blue Sphere) +2 enhancement bonus to Wisdom
8,000gp Ioun Stone (Mossy Disk, Flawed)*10, +5 competence on one Knowledge
15,000gp Ioun Stone (Orange Prism) +1 caster level
1,000gp Bag, Handy Haversack

Permanency Spells:
7,500gp Arcane Sight
5,000gp See Invisibility
12,500gp Telepathic Bond (Cohort)

Spellbook:
17,165gp Manual of Binding
12,990gp Scribe Fee
12,500gp Book, Blessed*2

Spell Focus
8,115gp for Total

Spell Material
5000gp for Total

Craft: Mithral Golem
180,750gp

Non-Magic Items
500gp Books, adventurer's chronicle*10
300gp Arcane Family Workbook
500gp Talisman, Necrotic (+1 Channel Resistance)
200gp Outfit, Royal

=============================================
« 上次编辑: 2013-09-29, 周日 20:58:25 由 darkfantasy.tw »

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Re: 杂记
« 回帖 #3 于: 2013-09-12, 周四 09:18:04 »
Blessed Book Spell List

9th—freedom, imprisonment, mages disjuction, mages excellent enclosure, spellbane, mass suffocation, foresight, gate, soul bind, summon monster IX, time stop, wish

8th—dimensional lock, trap the soul, moment of prescience, shadow evocation greater, clone, polymorph any object, create greater undead, horrid wilting, greater planar binding, maze, screen, regenerate (esoteric)

7th—sequester, spell turning, instant summons, mages magnificent mansion, phase door, teleport object, forcecage, invisibility mass, project image, Simulacrum, control weather, fly mass, limited wish, banishment, finger of death, grasping hand, greater teleport, reverse gravity, summon monster VII, harm (esoteric), animate object (esoteric)

6th—antimagic field, guards and wards, acid fog, getaway, geas/quest, contingency, mislead, permanent image, shadow walk, veil, create undead, curse major, hardening, contagious flame, disintegrate, greater dispel magic, legend lore, planar binding, wall of iron

5th—break enchantment, dismissal, mages private sanctum, prying eyes, telepathic bond, shadow evocation, dream, magic jar, animal growth, fabricate,telekinesis, cloudkill, cone of cold, contact other plane, hungry pit, magic jar, overland flight, permanency, secret chest, symbol of pain, greater teleport (esoteric)

4th—dimensional anchor, phantom steed communal, solid fog, arcane eye, animate dead, fear, magic siege engine greater, ball lightning, black tentacles, detect scrying, dimension door, enervation, greater invisibility, resilient sphere, remove curse, arcane concordance (esoteric)

3rd—dispel magic, sleetstorm, arcane sight, blood biography, tongue, displacement, invisibility sphere, vampiric touch, fly, haste, magic weapon greater, shrink item, keen edge, blink, daylight, enter image, fireball, gentle repose, secret page, sepia snake sigil, stinking cloud

2nd—arcane lock, retrieve item, blood transcription, embrace destiny, blurr, invisibility, command undead, spectral hand, alter self, ant haul communal, bulls strength, cats grace, eagles splender, foxs cunning, owls wisdom, knock, sculp simulacrum, whispering wind, darkvision, false life, glitterdust, make whole, mirror image, resist energy, see invisibility, summon swarm, web, ill omen (esoteric)

1st—alarm, summon monster I, comprehend language, identify, true strike, claurion call, vanish, crafter's fortune, feather fall, burning hands, detect undead, disguise self, grease, mage armor, magic aura, magic missile, ray of enfeeblement, unseen servant

0—resistance, acid splash, drench, detect magic, detect poison, read magic, ghost sound, haunted fey aspect, bleed, disrupt undead, touch of fatigue, jolt, mage hand, mending, message, open/close, root, arcane mark, prestidigitation
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Re: 杂记
« 回帖 #4 于: 2013-09-13, 周五 23:14:00 »
=======================================
Guldurneth(Cohort)
Lv16 Synthesist (Summoner)
NE Lich, (Half-Drow, Female) Medium Undead, Age:424.
5'8"(172cm), 125lb(56kg)
Language: Common, Elf, Necril, Draconic, Abyssal, Infernal.
=======================================
HD:16d8+160 (243)
Initiative:+8 (+2 Dex, +4 Feat, +2 Trait)
Fear Aura (60ft, DC28 Wil)
AC:17/12/15(+2 Dex, +5 NAC)
Save: F+20 R+12 W+20
Str10, Dex14, Con-, Int16, Wis16, Cha30
Speed: 30ft. Sense: Darkvision 60ft.
=======================================
Spell
Cast spell as lv16 Summoner
Spells per Day: 8/8/7/6/5/3, DC=20+Spell Level
Spell Known: 6/6/6/5/5/4/2
0-Acid Splash, Arcane Mark, Detect Magic, Ligjt, Read Magic, Mage Hand
1-Enlarge Person, Mage Armor, Rejuvenate Eidolon Lesser, Compel Hostility, Ant Haul, Unseen Servant
2-Alter Self, Barkskin, Summon Eidolon, Haste, Invisibility, See Invisibility
3-Black Tentacle, Dimension Door, Displacement, Invisibility Greater, Magic Fang Greater
4-Sending, Evolution Surge Greater, Transmogrify, Overland Flight, Purified Calling
5-True Seeing, Teleport Greater, Heroism Greater, Invisibility Mass
6-Maze, Dominate Monster
=======================================
Feat
Lv1-Cosmopolitan
Lv3-Weapon Focus (Claw)
Lv5-Improved Initiative
Lv7-Rending Fury
Lv9-Improved Natural Attack (Claw)
Lv11-Dimensional Agility
Lv13-Dimensional Assault
Lv15-Dimensional Dervish
=======================================
Traits
Reactionary: +2 trait bonus on Initiative
Noble: +1 trait bonus on knowledge(noble) and sense motive.
=======================================
Skills 80
Fly: Rank1, Class+3, Dex+2 = +6
Stealth: Rank1, Class+3, Dex+2, Racial+8 = +14
Knowledge(Arcane): Rank1, +3 Class, +3 Int =+7
Knowledge (Religion): Rank1, +3 Class, +3 Int = +7
Knowledge (Nobility): Rank1, +3 Class, +3 Int, +1 Trait = +8
Knowledge (Planes): Rank1, +3 Class, +3 Int = +7
Spellcraft: Rank1, +3 Class, +3 Int =+7
Perception: Rank16, +3 Class, +3 Wis, +8 Racial = +30
Sense Motive: Rank16, +3 Class, +3 Wis, +8 Racial, +1 Trait = +31
Bluff: Rank16, +3 Class, +10 Cha, +3 Com, +1 Racial = +33
Diplomacy: Rank16, +3 Class, +10 Cha, +3 Com = +32
Intimidate: Rank1, +3 Class, +10 Cha, +3 Com = +17
Disguise: Rank4, +3 Class, +10 Cha, +3 Com = +20
Use Magic Device: Rank4, +3 Class, +10 Cha, +3 Com = +20
=======================================
Racial Abilities

Half-Elf
Elven Immunities:Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Dual Minded The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws.

Arcane Training Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class).

Wary: Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others' motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Lich:
Ejuvenation (Su): When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.

Fear Aura (Su): Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the lich's Hit Dice. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours. This is a mind-affecting fear effect.

Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC equal to the lich's save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.

Undead Traits (Ex) Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.
=======================================
Class Abilities
Favored Class Bonus: add +1/4 Evolution point (4)

Synthesist

Fused Eidolon
A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

Fused Link (Su)
Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

Maker's Jump (Sp)
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.

Greater Shielded Meld (Ex)
At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.

Split Forms (Su)
At 16th level, as a swift action, the synthesist and his fused eidolon can split into two creatures: the synthesist and the eidolon. Both have the same evolutions. The synthesist emerges in a square adjacent to the eidolon if possible. All effects and spells currently targeting the fused synthesist-eidolon affect both the synthesist and the eidolon.
The synthesist can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a full-round action. For the duration of this effect, the eidolon functions as a normal eidolon of the summoner's class level.

Aspect (Su)
At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.

Summon Monster VIII(Sp)
Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

=======================================
Equipment
Wealth: 58,500gp
2,500gp Ring: Sustence
18,000gp Belt of giant strength +6
18,000gp Headband of alluring charisma +6
12,500gp Shoulder: +5 Resistance
1,000gp Bag, Handy Haversack
Left: 6,500gp
=======================================
« 上次编辑: 2013-09-14, 周六 19:27:49 由 darkfantasy.tw »

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Re: 杂记
« 回帖 #5 于: 2013-09-14, 周六 11:39:30 »
Mithral Golem, Bioconstruct Modification   CR 17
Cost: 180,750
N Huge construct
Init +11; Senses darkvision 60 ft., low-light vision; Perception +21

DEFENSE
AC 32, touch 16, flat-footed 24 (+7 Dex, +1 dodge, +16 natural, –2 size)
hp 219 (25d10+65)
Fort +8, Ref +15, Will +8
DR 15/adamantine, evasion; Immune construct traits, magic

OFFENSE
Speed 50 ft.
Melee 2 slams +36 (6d10+12), treat as Magic
Space 15 ft.; Reach 15 ft.
Special Attacks fluid form, quickness

STATISTICS
Str 33, Dex 24, Con —, Int —, Wis 11, Cha 1
Base Atk +25; CMB +38; CMD 56
Feats DodgeB, MobilityB, RunB, Spring AttackB, Weapon Focus(Slam), Power Attack, Vital Strike, Improved Vital Strike, Greater Vital Strike, Improved Natural Attack(Slam), Improved Unarmed Attack, Crane Style, Crane Wing, Crane Reposite, Improved Initiative, Stunning Assault(DC=34), Toughness
Skills Acrobatic +10, Stealth +29, Perception +21

SPECIAL ABILITIES
Fluid Form (Ex)
A mithral golem’s body can take on a form like liquid silver as a swift action. While in this form, the mithral golem’s reach increases to 30 feet and its DR becomes 15/bludgeoning and adamantine. A mithral golem in this form can also move through any crack or hole in a wall or door, no matter how small, without impeding its movement. A mithral golem can maintain this form for up to 10 rounds per day, but these rounds do not need to be consecutive. Reverting to its normal form is a free action.

Immunity to Magic (Ex)
A mithral golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a mithral golem, as noted below.
A slow spell cast on the golem causes it to lose its quickness ability for 1d6 rounds.
A haste spell heals the golem of 1d6 points of damage per level of the caster (maximum 10d6).
Hitting a mithral golem in fluid form with any spell of 6th level or higher with the cold descriptor causes the golem to take 10d6 points of damage (no save) and lose the use of its fluid form ability for 24 hours.

Quickness (Ex)
A mithral golem is incredibly quick. It can take an extra move action during its turn each round. This means it can move up to double its speed and still make a full attack.
« 上次编辑: 2013-09-14, 周六 17:06:44 由 darkfantasy.tw »

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Re: 杂记
« 回帖 #6 于: 2013-09-15, 周日 09:46:43 »
龙之翼
==================================
Son of Mars, Guide/Skirmisher Level 5
N Medium Human
Init +5; Senses darkvision 60 ft.; Perception +11
==================================
DEFENSE
AC 19, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +6 Armor)
HD: (5d10+5)
Saves: Fort +5, Ref +7, Will +2
Resist to Acid, Cold, Electricity 5,
==================================
OFFENSE
Speed: 20 ft. (30ft. without Armor)
Melee: Magic Falchion +10 (2d4+6/18-20x2)
Range: Mwk Composite Longbow +9 (1d8+8/x3)
==================================
STATISTICS
Str 18, Dex 16, Con 12, Int 12, Wis 12, Cha 14
Base Atk +5; CMB +9; CMD 22
==================================
Racial Abilities:
Tactic Domain from Mars
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
==================================
Class Abilities:

Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Ranger’s Focus (Ex)
At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.
At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.
This ability replaces favored enemy.

Terrain Bond (Ex)
At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the Ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the Ranger’s allies leave no trail and can’t be tracked. The Ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.
This ability replaces hunter’s bond.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Favored Terrain (Ex) (Water)
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Hunter’s Tricks
At 5th level, a skirmisher Ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the Ranger or a nearby ally. At 5th level, the Ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A Ranger can use these tricks a total number of times per day equal to 1/2 his Ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A Ranger cannot select an individual trick more than once.

Skill Sage (Ex): As a free action, the Ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.
==================================
Traits:
Reactionary
Ease of Faith
World Traveller
Pride (Drawback)
==================================
Feats:
Ranger Style: Two-Weapon Fighting
Ranger Bonus: Endurance
Lv1 Power Attack
Lv3 Defiant Luck
Lv5 Inexplicable Luck.
==================================
Skills (40pt)
Climb: Rank1, +3 Class, +4 Str, -3 Armor = +5
Swim: Rank1, +3 Class, +4 Str, -3 Armor = +5
Ride: Rank1, +3 Class, +3 Dex, -3 Armor = +4
Stealth: Rank4, +3 Class, +3 Dex, -3 Armor = +7
Knowledge(Dungeoneering): Rank1, +3 Class, +1 Int = +5
Knowledge(Geography): Rank1, +3 Class, +1 Int = +5
Knowledge(Nature): Rank1, +3 Class, +1 Int = +5
Heal: Rank1, +3 Class, +1 Wis = +5
Perception: Rank5, +3 Class, +1 Wis, +2 Racial = +11
Profession(Soldier): Rank5, +3 Class, +1 Wis = +9
Profession(Sailor): Rank1, +3 Class, +1 Wis = +5
Sense Motive: Rank5, +3 Class, +1 Wis, +1 Trait = +10
Survival: Rank5, +3 Class, +1 Wis = +9
Diplomacy: Rank5, +3 Class, +1 Cha, +1 Trait, +2 Racial = +12
Intimidate: Rank1, +3 Class, +1 Cha = +5
Handle Animal: Rank1, +3 Class, +1 Cha = +5
Perform(Wind): Rank1, +1 Cha = +2
==================================
Equipments
Wealth: 5250gp
Masterwork Composite Longbow (+4) 800
+1 Greatsword 2350
Masterwork Spiked Breastplate 700
1400gp
==================================
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Re: 杂记
« 回帖 #7 于: 2013-11-03, 周日 06:40:41 »
=========================================
Viara
Weapon Master lv4/Anti-Paladin lv2/Noble Scion lv10
Human Forsaken Lich, Medium undead (augement)
Initiative: +9; Senses darkvision 60 ft.; Perception +29
------------------------------------------------------------------------
DEFENSE
 AC 40, touch 16, flat-footed 37 (+3 Dex, +7 Shield, +14 Armor, +3 NAC, +2 Def, +1 Insight)
 hp 214 (2d10+14d8+128)
 Fort +32, Ref +21, Will +24
 Defensive Abilities: channel resistance +4, SR25, DR15/Bludgeoning and Magic, Immune to cold and electricity, soul shield, soul storm, undead traits
------------------------------------------------------------------------
OFFENSE
 Speed 20 ft. (30ft without armor)
 Melee 2 Shield +37/+37/+32/+32/+27 (2d6+24/x2)
 Special Attacks: Sneak Attack +2d6, disembodied strike (1d8+8); soul lash (DC 26; 8d6)
------------------------------------------------------------------------
STATISTICS
Str 34, Dex 17, Con -, Int 14, Wis 12, Cha 26
Base Atk +13; CMB +25; CMD 41
Languages Common, Elven, Undercommon, Necril, Orc, Giant, Dwarven, Dragon, Sylven, Halfling, Gnome
------------------------------------------------------------------------
Feats
 Human Bonus(lv1): Skill Focus(Intimidate)
 Human Bonus(lv8): Skill Focus(Diplomacy)
 Human Bonus(lv16): Skill Focus(Sense Motive)
 Fighter Bonus(lv1): Weapon Focus(Heavy Shield)
 Fighter Bonus(lv2): Dazzling Display
 Fighter Bonus(lv4): Weapon Specialization(Heavy Shield)
 Noble Scion(lv7): Leadership
 Regional Expertise(lv9): Improved Initiative
 Regional Expertise(lv11): Enforcer
 Regional Expertise(lv13): Intimiadating Prowess
 Lv1: Two-Weapon Fighting
 Lv3: Double Slice
 Lv5: Improved Shield Bash
 Lv7: Improved Two-Weapon Fighting
 Lv9: Shield Slam
 Lv11: Shatter Defense
 Lv13: Two-Weapon Rend
 Lv15: Shield Master
------------------------------------------------------------------------
Skills (120)
Knowledge(Nobility): Rank16, Class+3, Int+2, NS+5 = +26
Knowledge(Local): Rank16, Class+3, Int+2, NS+5 = +26
Linguistic: Rank8, Class+3, Int+2 = +13
Perception: Rank16, Class+3, Wis+1, Feat+4, Com+5 = +29
Sense Motive: Rank16, Class+3, Wis+2, Feat+10 = +31
Bluff: Rank16, Class+3, Cha+8, Com+3 = +35
Diplomacy: Rank16, Class+3, Cha+8, Feat+6, Com+3, +5 NS = +41
Intimidate: Rank16, Class+3, Str+12, Cha+8, Feat+6, Com+3 = +48
------------------------------------------------------------------------
Trait: Reactionary, +2 trait bonus on Initiative
Trait: Second Chance, Once per day reroll a failed save
Trait: Weapon of Peace, lethal weapon deal nonlethal damage for -2 attack instead -4
Drawback: Pride. when someone threatens, accuses, or challenges, take –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes.
------------------------------------------------------------------------
SPECIAL ABILITIES

Fighter: Weapon Guard (Ex)
Gains a +1 bonus to CMD against disarm and sunder attempts while wielding shield. This bonus also applies on saves against any effect that targets shield.

Fighter: Weapon Training (Ex)
Gains a +1 bonus on attack and damage rolls with shield.

Anti-Paladin Aura of Evil (Ex)
The power of an antipaladin’s aura of evil is equal to 2 level. A paladin who uses smite evil on an antipaladin deals 4 points of damage on his first successful attack.

Anti-Paladin: Detect Good (Sp)
At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.

Anti-Paladin: Smite Good (Su)
Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability.

Anti-Paladin: Unholy Resilience (Su)
Gains a bonus equal to Charisma bonus (+8) on all saving throws.

Anti-Paladin: Touch of Corruption (Su)
An antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 9 times. As a touch attack, an antipaladin can cause 1d6 points of damage. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points.

Noble Acion: Affluent (Ex)
Gains extra 41250gp

Noble Scion: Greater Leadership (Ex)
Gains the Leadership feat as a bonus feat and can recruit a cohort of the same level.

Noble Scion: Aristocratic Erudition (Ex)
At 3rd level, a noble scion gains a bonus equal to 5 on Diplomacy, Knowledge (local), and Knowledge (nobility) checks. This ability also reduces the DCs of Diplomacy and Knowledge (local) checks others make to gather publicly known information about the noble scion by the same amount.

Noble Scion: Prestigious Influence (Ex)
A noble scion can use his influence to receive special treatment, favors, and other services. He effectively has a pool of virtual gold pieces equal to 250 gp to spend on services and non-material goods. This pool replenishes at the beginning of every week.
Services and nonmaterial goods available to a noble scion include:
Pay for lodgings, stabling, taxes, and tolls.
Improve his lifestyle quality.
Hire entertainers, messengers, mounts, servants, transport, workers, and so on.
Obtain invitations to exclusive events, or entry into privileged locations.
Spread rumors or start a whispering campaign.
Purchase spellcasting services.
Employ an expert hireling to make a skill check with a check bonus of +10 plus his class level (50 gp).
A noble scion cannot permanently gain goods or wealth from this ability; boons attainable from this ability are generally only available in settlements of 5,000 people or more. The exact benefits available in a location are subject to GM discretion.

Noble Scion: Regional Expertise (Ex)
The Empire of Devils: Enforcer, Intimidating Prowess
General: Improved Initiative.

Noble Scion: Dilettante Studies
Dilettante Scoundrel (Ex): A noble scion gains a +2d6 sneak attack bonus as per the rogue class ability. If a noble scion gets a sneak attack bonus from another source, the bonuses on damage stack.
Dilettante Warrior (Ex): A noble scion gains a +2 bonus on attack and damage rolls.

Noble Scion: Servitor (Ex)
At 7th level, a noble scion gains a faithful NPC servitor of the same level as his cohort granted by the Leadership feat. This servitor can only have levels in NPC classes and comes equipped with gear appropriate for a character 1 level lower than the servitor's actual level. The servitor does not follow the noble scion as would a cohort or follower, but instead can run various errands for his master while the noble scion is adventuring, such as delivering messages or maintaining the scion's manor in his stead.

Noble Scion: Peerless Patrician (Ex)
At 10th level, once per round a noble scion can roll twice on any Bluff, Diplomacy, Intimidate, Knowledge (nobility), or Sense Motive check and take the better roll. Once per day, instead of rolling one of these skill checks, he can assume the roll resulted in a natural 20.
------------------------------------------------------------------------
Equipment: 99,750
36,360gp, 2 Spiked Heavy Shield +5 Bashing
13,070gp, Piecemeal Armor +5
18,000gp, Giant's Strength Belt +6
18,000gp, Headband of Alurring Charisma +6
12,500gp Cloak of Resistance +5
2,250gp, Circlet of Persuation
4,000gp, Ring of Protection +2
500gp Quick Runner's Shirt
1,250gp Eye of the Eagle
6,000gp Boots of Haste
7,500gp Gloves of Dueling
4,000gp Ioun Stone, Pale Green Prism, Cracked*2
3,000gp Ioun Stone, Deep Red Sphere, Flawed
2,000gp Ioun Stone, Dusty Rose Prism, Flawed
Total: -28680gp
=========================================
Ziegfred
Warrior lv4/Expert lv12
Human, LN Medium Humanoid
Initiative: +2; Senses darkvision 60 ft.; Perception +39
------------------------------------------------------------------------
DEFENSE
 AC 21, touch 12, flat-footed 19 (+2 Dex, +9 Armor)
 hp 110 (2d10+14d8+32)
 Fort +15, Ref +12, Will +16
------------------------------------------------------------------------
OFFENSE
 Speed 30 ft.
 Melee +14/+9/+4 Masterwork Dagger (1d4)
 Range +16/+11/+6 Masterwork Musket, Double Berrel (1d12)
------------------------------------------------------------------------
STATISTICS
 Str 10, Dex 14, Con 14, Int 20, Wis 14, Cha 14
 Base Atk +13; CMB +13; CMD 25
------------------------------------------------------------------------
Feat
Human Bonus(lv1): Skill Focus(Knowledge Engineering)
Human Bonus(lv8): Skill Focus(Craft Siege Engines)
Human Bonus(lv16): Skill Focus(Craft Alchemy)
Lv1 Exotic Weapon Profience (Bombard)
Lv3 Difiant Luck
Lv5 Inexplicable Luck
Lv7 Siege Engineer
Lv9 Siege Gunner
Lv11 Siege Commander
Lv13 Master Siege Engineer
Lv15 Monument Builder
------------------------------------------------------------------------
Skills 176
Craft(Alchemy): Rank16, Class+3, Int+5, Feat+6, Cir+2 = +32
Craft(Siege Engines): Rank16, Class+3, Int+5, Feat+6, Cir+2 = +32
Knowledge(Engineering): Rank16, Class+3, Int+5, Feat+6, Cir+2 = +32
Knowledge(Local): Rank16, Class+3, Int+5, Cir+2 = +26
Knowledge(Nobility): Rank16,
Profession(Governor)
Sense Motive
Diplomacy
------------------------------------------------------------------------
Equipment (45,000gp)
2,800gp Masterwork Musket, Double-Barreled
=========================================
« 上次编辑: 2013-11-03, 周日 12:24:13 由 darkfantasy.tw »

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Re: 杂记
« 回帖 #8 于: 2013-11-13, 周三 19:34:31 »
"十岁杀死熊" 本乡猛
=========================================
Fighter lv4/Ranger lv6
Weapon Master/Guide/Skirmisher
Partholon, Medium Humanoid(Partholon)
Initiative: +12; Senses darkvision 60 ft.; Perception +29
------------------------------------------------------------------------
DEFENSE
AC 31, touch 18, flat-footed 23 (+8 Dex, +3 Shield, +10 Armor)
hp 94 (10d10+30)
Fort +12, Ref +16, Will +9
Defensive Abilities:
------------------------------------------------------------------------
OFFENSE
Speed 30 ft.
Melee 2 Shield +24/+24/+24/+24 (1d3+15/x2)
Special Attacks: Smite 1/day, Ranger's Focus 2/day
------------------------------------------------------------------------
STATISTICS
Str 13, Dex 26, Con 12, Int 16, Wis 16, Cha 18
Base Atk +10; CMB +11; CMD 29
Languages Common, Elven, Giant, Dragon
------------------------------------------------------------------------
Feats
Mythic T1: Power Attack
Mythic T3: Weapon Finesse
Fighter Bonus(lv1): Weapon Focus(Heavy Shield)
Fighter Bonus(lv2): Weapon Finesse
Fighter Bonus(lv4): Weapon Specialization(Heavy Shield)
Ranger Style(lv2): Two-Weapon fighting
Ranger Style(lv6): Shield Master
Lv1: Power Attack
Lv3: Double Slice
Lv5: Improved Shield Bash
Lv7: Leadership
Lv9: Improved Two-Weapon Fighting
------------------------------------------------------------------------
Skills (74)
Stealth: Rank 10, Class+3, Dex+8 = +21
Knowledge(Dungeoneering): Rank 1, Class+3, Int+3 = +7
Knowledge(Engineering): Rank 1, Class+3, Int+3 = +7
Knowledge(Geography): Rank 1, Class+3, Int+3 = +7
Knowledge(Nature): Rank 1, Class+3, Int+3 = +7
Perception: Rank 10, Class+3, Wis+3, Com+5 = +21
Sense Motive: Rank 10, Class+3, Wis+3 = +16
Survival: Rank10, Class+3, Wis+3 = +16
Diplomacy: Rank10, Class+3, Cha+4, trait+1 = +18
Intimidate: Rank10, Class+3, Cha+4 = +17
------------------------------------------------------------------------
Trait: Auspicious Tattoo, gain a +1 trait bonus on Will.
Trait: Second Chance, Once per day reroll a failed save
Trait: World Traveler, +1 Dip & become class skill
Drawback:
------------------------------------------------------------------------
Scale   10 gp   +1   +3   –2   25%   30 ft.   20 ft.   5 lbs.
Scale   10 gp   +1   +3   –2   15%   30 ft.   20 ft.   10 lbs.B15
Four-mirror armor   20 gp   +5   +4   –5   30%   20 ft.   15 ft.   40 lbs.

62000gp
2169gp +2 light steel shield
2169gp +2 light steel shield
6040gp +2 Piecemeal armor
8000gp +4 Belt of incredible dexterity
7500gp Gloves of dueling
2000gp +2 Cloak of resistance
6000gp Boots of haste

17878gp

斗士特性(Champion Features)
随着你的阶层获得提升,你会获得后述能力。
斗士之击(Champion's Strike):从后述能力中选择一种。一旦做出选择就无法进行更改。
飞掠冲刺(Fleet Charge,Ex):以迅捷动作,你能够花费1次神话之力并进行移动,移动距离最多与你的速度相同。在这次移动中的任意一点,你能够以最高的攻击加值进行一次近战或远程攻击,并将你的阶层加到攻击检定上。此次攻击不算在你在本轮做出的任何其他攻击之内。此次攻击所造成的伤害能穿透任何伤害减免。
护具宗师(Armor Master,Ex):当你穿着轻甲或者使用盾牌(包括塔盾)的时候,不会受到护甲检定减值或者遭受奥术失败率。此外,轻甲的最大敏捷加值不会再限制你。该能力最多可以选取3次。第2次选取后可以应用至中甲。第3次选取后可以应用至重甲。
永生(Longevity,Su):通过获取该能力,你不再会因为年迈而死亡。若你由于年龄而受到身体属性减值,获得该能力之后你就不再会受到这些惩罚。你的年龄仍会继续增长,而且你会获得所有年龄增长带来的精神属性加值。
飞掠战士(Fleet Warrior,Ex):当你进行全力攻击(full attack)时,你可以在攻击前或后移动不超过你速度的距离。此移动会照常引发借机攻击。
精准(Precision,Ex):你那致命的攻击比其他人更容易命中目标。每当你进行全力攻击(full attack)时,通过较高基本攻击加值而获得的额外攻击会得到5点加值。该能力不能对这些攻击提供比你的基本攻击加值更高的攻击加值。例如:12级战士通常具有+12/+7/+2的基本攻击加值;具有该能力,基本攻击加值便成为+12/+12/+7。该能力不会减少双武器战斗或者其他情境对攻击检定带来的减值(比如寓守于攻、猛力攻击、防御式战斗、或者有害状态)。你能够多次选取该能力。每次你选取,对额外攻击的攻击加值就再增加5点。

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Re: 杂记
« 回帖 #9 于: 2014-04-17, 周四 07:36:29 »
Верность партии - Верность Родине

35岁
KGB国家安全委员会边防军管理局(第三局)秘密计划"匿名"管理担当
尤里·弗拉基米罗维奇·安德罗波夫派系
遭灰衣主教弹劾
实战经验丰富
参与镇压基辅罗斯叛乱
参与入侵捷克斯洛伐克作战
1941年出生于苏联英雄伊万·斯捷潘诺维奇·科涅夫家族第三代
1944年伊万·斯捷潘诺维奇·科涅夫升任苏联元帅
1951-1953年其父与时年近访莫斯科中央尤里·弗拉基米罗维奇·安德罗波夫来往甚密 并同期出任外交部第四欧洲司
1956年随其父见证了匈牙利十月事件, 事件后回本国就读高等军事学校
1959-1963年于高等军事学校毕业, 任职中尉入伍, 在作战期间因其残暴的用兵手段而逐渐闻名
1963-1965年在参与镇压基辅罗斯叛乱回国后受拔升 后进入就读并毕业于伏罗希洛夫军事学院(总参军院)
1968年率领苏联空降师参与捷克斯洛伐克征伐
在镇压布拉格之春事件后 由于时年并未发生越战 美方压力远出苏联当局意料
于1969 当时率军大将伊万·格里戈利耶维奇·巴甫洛夫斯基遭受国际舆论压力而被问罪
于风波之中遭受牵连 入狱两年后因尤里一派的声势成长而被释放
出狱后于1971年春进入KGB第三局中某任秘密计划负责人
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