作者 主题: 【W:tA 20th】目录及第三章车卡流程  (阅读 12830 次)

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【W:tA 20th】目录及第三章车卡流程
« 于: 2021-06-16, 周三 02:49:38 »
Contents 目录
Prologue: The Eighth Sign 序言:第八个符号 1
Book One: The Wyld 人名一:怀尔德(奇原) 26
Introduction 简介 28
Chapter One: A World of Darkness 第一章:一个黑暗的世界 34
Chapter Two: The Garou 第二章:狼人 72
Book Two: The Weaver 人名二:韦弗(织工)  106
Chapter Three: Character and Traits 第三章:角色和特性 108
Chapter Four: Gifts, Rites and Fetishes 第四章:天赋,仪式和灵具(恋物) 150
Chapter Five: Rules 第五章:规则 230
Chapter Six: Systems and Drama 第六章 系统和剧本 242
Chapter Seven: The Spirit World 第七章:精魂世界 304
Book Three: The Wyrm 人名三:妖蛆 334
Chapter Eight: Storytelling 第八章:讲故事 336
Chapter Nine: Allies 第九章:同盟 364
Chapter Ten: The Enemy 第十章:敌军 422
Appendix 附录 470
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Re: 【W:tA 20th】目录及第三章车卡流程
« 回帖 #1 于: 2021-06-16, 周三 02:50:10 »
Character Creation Process 角色创造过程
• Step One: 步骤一
Character Concept 角色概念
Choose concept, breed, auspice, and tribe.决定概念,血统,月兆和部落。
• Step Two: 步骤二
Select Attributes 选择属性
Prioritize the three categories: Physical, Social, Mental (7/5/3). Note that each Attribute starts with one dot before you add any.
Rate Physical Traits: Strength, Dexterity, Stamina.
Rate Social Traits: Charisma, Manipulation, Appearance.
Rate Mental Traits: Perception, Intelligence, Wits.
按优先顺序列出三个类型:身体,社交,心智(7/5/3),注意,在你添加任何属性之前,每个属性从1点开始。
身体特性等级:力量,敏捷,耐力。
社会特质等级:魅力,操控,仪表。
心理特征等级:感知,智力,机智。
• Step Three:
Select Abilities
Prioritize the three categories: Talents, Skills, Knowledges (13/9/5). Choose Talents, Skills, Knowledges. No Ability may be higher than 3 at this stage.
• 步骤三:
选择能力
给三个类别的能力排序:天资、技能、知识(13/9/5)。选择天资、技能、知识。在这个阶段没有能力可以高于3。
• Step Four:
Select Advantages
Choose Backgrounds (5; selection restricted by tribe), Gifts (three, one each from breed, auspice, and tribe), Renown (by auspice).
• 步骤四:
选择优势
选取背景(5点,受部落限制),天赋(三份天赋,分别来自血统、月兆、和部落),名誉(根据月兆)。
• Step Five:
Finishing Touches
Record Rage (by auspice), Gnosis (by breed), Willpower (by tribe), and Rank (1; cliath).
Spend freebie points (15)
• 步骤五:
收尾工作
记录愤怒(根据月兆),灵知(根据血统),意志力(根据部落),和等级(在一开始通常是1)。
花完自由点数(15点)。

Breed
• Homid: Born human and raised by human parents, you
were not aware of your heritage until you experienced
your First Change — though you’ve felt the effects of
Rage burning within you before that. It’s likely that
you were completely unaware of the werewolves in
your family tree.
Initial Gnosis: 1
Beginning Gifts: Apecraft’s Blessings, City Running,   
  Master of Fire, Persuasion, Smell of Man
• Metis: Your parents are both Garou. They broke the
Litany in a moment of animal passion and you’re
the twisted result. Raised in a sept among other
werewolves, you know Garou culture better than
most homids or lupus. Your parents’ crime left you
malformed and sterile, a visible reminder of their crime.
Initial Gnosis: 3
Beginning Gifts: Create Element, Primal Anger, Rat
Head, Sense Wyrm, Shed
• Lupus: You were born a wolf and spent your first two
years among wolves. Your First Change didn’t come
until you were almost fully grown. You haven’t the
sophistication or understanding of the human world
of a homid, but your instincts and connection to the
wild is much stronger.
Initial Gnosis: 5
Beginning Gifts: Hare's Leap, Heightened Senses,   
  Predator’s Arsenal, Prey Mind, Sense Prey


Auspice
• Ragabash: New Moon — Questioners and tricksters
who stalk the Wyrm with guile and cunning.
Initial Rage: 1
Beginning Gifts: Blur of the Milky Eye, Liar’s Face, Open   
  Seal, Scent of Running Water, Spider's Song
Beginning Renown: Three in any combination
• Theurge: Crescent Moon — Seers and shamans who
clearly understand spirits and their ways.
Initial Rage: 2
Beginning Gifts: Mother's Touch, Sense Wyrm, Spirit   
  Binding, Spirit Speech, Umbral Tether
Beginning Renown: 3 Wisdom
• Philodox: Half Moon — Judges and lawmakers who
balance the dual nature of man and wolf.
Initial Rage: 3
Beginning Gifts: Fangs of Judgment, Persuasion, Resist   
  Pain, Scent of the True Form, Truth of Gaia
Beginning Renown: 3 Honor
• Galliard: Gibbous Moon — Lore-keepers and tale-
singers who tell the deeds of Garou past to inspire
the present.
Initial Rage: 4
Beginning Gifts: Beast Speech, Call of the Wyld,   
  Heightened Senses, Mindspeak, Perfect Recall
Beginning Renown: 2 Glory, 1 Wisdom
• Ahroun: Full Moon — Warriors and protectors who
bring destruction to the Wyrm wherever it dwells
and breeds.
Initial Rage: 5
Beginning Gifts: Falling Touch, Inspiration, Pack
Tactics, Razor Claws, Spur Claws
Beginning Renown: 2 Glory, 1 Honor


Tribe
• Black Furies: Defenders of the wild places and fierce
warriors for their fellow women. Most Black Furies
are female; the only males in their tribe are metis.
Initial Willpower: 3
Backgrounds: No restrictions.
Beginning Gifts: Breath of the Wyld, Man's Skin,   
  Heightened Senses, Sense Wyrm, Wyld Resurgence
• Bone Gnawers: As the best-informed tribe, the Bone
Gnawers are consummate spies. Members live in
poverty, and have a casual regard for Garou traditions.
Initial Willpower: 4
Backgrounds: Resources are discouraged; Ancestors and   
  Pure Breed are restricted.
Beginning Gifts: Cooking, Desperate Strength, Resist   
  Toxin, Scent of Sweet Honey
• Children of Gaia: The most moderate tribe, the Chil-
dren of Gaia nurture what little the Wyrm has not
corrupted and often speak out on humanity’s side.
Initial Willpower: 4
Backgrounds: No restrictions.
Beginning Gifts: Brother’s Scent, Jam Weapon, Mercy,   
  Mother's Touch, Resist Pain
• Fianna: Originally of Celtic descent, the Fianna hold
on to a lust for both celebration and battle, wherever
they are in the world.
Initial Willpower: 3
Backgrounds: No restrictions, but Kinfolk is   
  recommended.
Beginning Gifts: Faerie Light, Hare's Leap, Persuasion,   
  Resist Toxin, Two Tongues
• Get of Fenris: Dedicated to the Wyrm’s destruction, the
Get are savage and bloodthirsty warriors who take great
pride in their Germanic and Scandinavian heritage.
Initial Willpower: 3
Backgrounds: Contacts are discouraged.
Beginning Gifts: Lightning Reflexes, Master of Fire,
Razor Claws, Resist Pain, Visage of Fenris
•  Glass Walkers: The ultimate urban predators, the
Glass Walkers take the war against the Wyrm into
the boardroom and the skyscraper — though other
Garou do not trust them.
Initial Willpower: 3
Backgrounds: Ancestors and Pure Breed are restricted;   
  Mentor is discouraged.
Beginning Gifts: Control Simple Machine, Diagnostics,   
  Persuasion, Plug and Play, Trick Shot
• Red Talons: Living in the deep wilderness, this tribe
only allows lupus and some metis to join. They believe
that the only way to beat the Wyrm is to exterminate
humanity.
Initial Willpower: 3
Backgrounds: Allies and Contacts are discouraged;   
  Resources is restricted. Their only Kinfolk are wolves.
Beginning Gifts: Beast Speech, Eye of the Hunter,
Hidden Killer, Scent of Running Water, Wolf at the Door
• Shadow Lords: Cunning, deceptive, and domineering,
the Shadow Lords have a burning drive to lead the
whole Garou Nation.
Initial Willpower: 3
Backgrounds: Allies and Mentor are discouraged.
Beginning Gifts: Aura of Confidence, Fatal Flaw, Seizing   
  the Edge, Shadow Weaving, Whisper Catching
• Silent Striders: Exiled from their homeland, the Silent
Striders travel constantly. Many learn the secrets of
the physical or spiritual world on their journeys.
Initial Willpower: 3
Backgrounds: Ancestors is restricted; Resources is   
  discouraged.
Beginning Gifts: Heaven's Guidance, Sense Wyrm,   
  Silence, Speed of Thought, Visions of Duat
• Silver Fangs: The hereditary rulers of the Garou Na-
tion, their careful maintenance of royal blood has led
to inbreeding and the taint of madness.
Initial Willpower: 3
Backgrounds: All Silver Fangs must purchase at least
three dots of Pure Breed.
Beginning Gifts: Eye of the Falcon, Falcon's Grasp,   
  Inspiration, Lambent Flame, Sense Wyrm
• Stargazers: Ascetics who seek to master their own Rage,
the Stargazers wander the world striking at the Wyrm
wherever they find it.
Initial Willpower: 4
Backgrounds: Allies, Fetish, and Resources are   
  discouraged.
Beginning Gifts: Balance, Channeling, Falling Touch,   
  Iron Resolve, Sense Wyrm
• Uktena: Mysterious and mystical, the Uktena are a
tribe of outsiders charged with guarding the resting
places of many powerful Banes, though this taints
them by association.
Initial Willpower: 3
Backgrounds: No restrictions.
Beginning Gifts: Sense Magic, Sense Wyrm, Shroud,
Spirit of the Lizard, Spirit Speech
• Wendigo: The only tribe made up of primarily Native
American werewolves, the Wendigo are cold and in-
sular, guarding their caerns against even other Garou.
Initial Willpower: 4
Backgrounds: Contacts and Resources are discouraged.
Beginning Gifts: Beat of the Heart-Drum, Call the
Breeze, Camouflage, Ice Echo, Resist Pain


Backgrounds
• Allies: Your friends and confidantes among humans
and wolves.
• Ancestors: The ability to channel the knowledge and
skills of those Garou who have gone before.
•  Contacts: A network of people throughout human
society that you can tap for information.
• Fate: A prophecy surrounding you and your pack that
you will fulfill.
• Fetish: You have an item of some sort with a spirit bound
within it, giving it supernatural powers.
• Kinfolk: Relatives who you are in touch with, human
and wolf, who are immune to the Delirium.
• Mentor: A Garou of higher Rank who has taken an
interest in your progress and offers advice.
• Pure Breed: You have the blood of a Garou hero in
your veins, and others can see it within you.
• Resources: Your personal wealth, possessions, and income.
• Rites: You know a number of rites, rituals empowered
with spirit magic.
• Spirit Heritage: You have the touch of a particular
type of spirit on you, and they treat you as their own.
• Totem: The pack’s totem is a unique spirit, and this
Background is pooled among the pack to create it.
Gifts
Choose one each from the “Beginning Gifts” listed
under breed, auspice, and tribe above.
Renown
Assign starting Renown according to auspice, as
noted above.
Rank
All characters begin play at Rank 1.
Rage, Gnosis, and Willpower
Set Rage according to auspice, Gnosis according to
breed, and Willpower according to tribe.

Freebie            Points 免费点
Trait特性         Cost费用
Attributes属性    5 per dot
Abilities能力     2 per dot
Backgrounds背景   1 per dot
Gifts天赋         7 per Gift (Level One only)
Rage愤怒          1 per dot
Gnosis灵知        2 per dot
Willpower意志力   1 per dot
« 上次编辑: 2021-07-21, 周三 02:23:12 由 赤熊 »
在下鸽子男爵!
OWOD狼人书扩展东方变形者
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