作者 主题: 【翻譯】黑暗編年史-惡魔:降階  (阅读 1831 次)

副标题: CoD, D: tD (Demon: the Descent)

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【翻譯】黑暗編年史-惡魔:降階
« 于: 2015-08-31, 周一 15:17:50 »
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« 上次编辑: 2017-07-03, 周一 00:29:49 由 Laevateinna™ »
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引言(Introduction)
« 回帖 #1 于: 2015-10-14, 周三 22:27:27 »
引言(Introduction)
「地獄已空空如也,所有的魔鬼都出來了!」
—威廉·莎士比亞,《暴風雨》,第一幕第二景
« 上次编辑: 2017-07-03, 周一 00:30:12 由 Laevateinna™ »
小丑就做好小丑該做的事就行了。

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第一章:所有的魔鬼都出來了(All the Devils are here)
« 回帖 #2 于: 2015-10-30, 周五 13:21:33 »
第一章:所有的魔鬼都出來了(All the Devils are here)
「人受自由之刑所苦,他被委棄到這世界,便得為自身一切所行負起責任。」
—讓-保羅‧薩特
« 上次编辑: 2017-07-02, 周日 13:39:13 由 Laevateinna™ »
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第四章:敘事與對手(Storytelling & Antagonists)
« 回帖 #3 于: 2015-11-10, 周二 18:51:52 »
第四章:敘事與對手(Storytelling & Antagonists)
「兩個靈魂的相遇就像兩種化學物質的接觸:一丁點的反應就會徹底改變它們。 」
—卡爾.榮格(Carl Jung)
« 上次编辑: 2017-07-02, 周日 13:58:11 由 Laevateinna™ »
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Re: 【D: tD】惡魔:墮落(Demon: the Descent)
« 回帖 #4 于: 2016-02-19, 周五 20:00:53 »
指標(Tilts)

  下文包含了一些能夠由極端環境、Urshul形態下的狼人或者狡猾的戰鬥者施加的範例指標。

臂折(ARM WRACK)
    描述:你的手臂痛苦難當而且隨後失去知覺。它可能是脫臼、扭傷或骨折了,但無論是哪種狀況,你都無法移動你的手臂。
    效果:如果你的手臂骨折或因為其他原因而不堪使用,你得丟下那隻手握著的東西,而且無法用它來攻擊敵人——而且除非你有雙巧手優勢,否則你會在所有需要肉體靈巧的檢定上承受副手減值。如果此效果做用於兩條手臂的話,你在任何需要肉體靈巧的檢定上都只能用機會骰進行判定,而且在其他肉體行動上承受-3減值。
    造成Tilt:某些超自然能力能藉由碰觸來使受害者的肢體殘廢或者斷骨。角色也可能因為針對手臂(-2減值)的部位打擊(targeted blow)造成的傷害比角色的耐力值還要多而被打得手臂脫臼。針對手部的攻擊只要造成任何傷害就會附加此效果。
    結束Tilt:如果此Tilt是某次攻擊的結果,在該攻擊造成的健康格損傷的最左邊一格畫上x;Tilt會在造成它的攻擊造成的傷害被完全治癒時結束。如果造成該Tilt的那次攻擊是惡性傷害,角色會永久失去使用手臂(或者就真的失去他的手臂)的能力。

目盲(BLINDED)
    描述:角色的眼睛受損或整個消失。
    Effect: The character suffers a -3 penalty to any rolls that rely on vision — including attack rolls — and halves his Defense if one eye is blinded. That penalty increases to -5 and losing all Defense if both eyes are affected.
    Causing the Tilt: The normal way to inflict the tilt is to deal damage to the target’s eyes — a specified attack with a -5 penalty (see Specified Targets, p. 168). A successful attack normally damages one eye. It takes an exceptional success to totally blind an attacker. An attacker can inflict temporary blindness by slashing at her opponent’s brow, throwing sand into his eyes, or kicking up dirt. This requires an attack roll of Dexterity + Athletics with a -3 penalty; the victim’s Defense applies to this attack. If it succeeds, the target is Blinded for the next turn.
    Ending the Tilt: If an attack against the character’s eye does any points of damage, mark an ‘x’ under the leftmost Health box inflicted in that attack. If the damage inflicted is aggravated the character loses vision in that eye permanently. Otherwise, the condition ends when the damage that caused the Tilt is healed.

地震(EARTHQUAKE)
    描述:所有東西都在搖晃與震動,裂縫將大地深深撕開。
    Effect: Earthquakes don’t last long, but they don’t have to. When the quake’s actually occurring, all Dexterity-based dice pools (and Defense) suffer a -1 to -5 penalty depending on the quake’s severity. Characters take between one and three points of lethal damage per turn of the quake’s duration, though a reflexive Stamina + Athletics roll can downgrade that damage to bashing — or cancel it entirely on an exceptional success.
    Causing the Tilt: Without tremendous supernatural power, it’s almost impossible to cause an earthquake. A character who detonates a powerful explosive underground might simulate the effects over a city-block for a few seconds.
    Ending the Tilt: Earthquakes are fortunately very quick events. It’s very rare for one to last more than a minute (20 turns), so waiting them out is the best course of action.

暴風(HEAVY WINDS)
    Description: Howling winds buffet at the characters, whipping street furniture into the air, tearing the roofs from buildings. Powerful winds can toss cars around like toys. Anyone out in the winds feels like they’re taking a beating just for walking down the street.
    Effect: Heavy winds are loud, so characters suffer a -3 modifier to aural Perception rolls. Also the wind inflicts a penalty to all Physical rolls when out in the winds — including Drive rolls. Grade the wind from one to five — one is tropical storm level (around 40 MPH), three is hurricane level (around 80 MPH), and five is tornado level (150+ MPH). This is the penalty applied to Physical dice rolls. Characters outside in the maelstrom take damage from flying debris, taking bashing damage each turn equal to the wind’s rating. A characters can make a reflexive Dexterity + Athletics roll to avoid damage.
    Causing the Tilt: Heavy winds are a fact of life, from siroccos in the desert to tornados in the Midwest to wind shears everywhere.
    Ending the Tilt: Getting out of the wind is the best way to end this Tilt. Sometimes that’s as easy as sheltering in an automobile — as long as nobody tries to drive. Buildings provide more permanent shelter.

擊倒(KNOCKED DOWN)
    Description: Something knocks the character to the floor, either toppling her with a powerful blow to the chest or taking one of her legs out from under her.
    Effect: The character is knocked off her feet. If she hasn’t already acted this turn, she loses her action. Once she’s on the ground, a character is considered prone. The character can still apply Defense against incoming attacks, and can attempt to attack from the ground at a -2 penalty.
    Causing the Tilt: Some weapons list “Knockdown” as a special effect of a damaging hit. Otherwise, a melee weapon with a damage modifier of +2 or greater, or a firearm with a damage modifier of +3 or more can be used to knock a character down with the force of the blow. Alternatively, a melee weapon or unarmed attack can knock an opponent down with a targeted attack against the legs (–2 modifier). The attacker declares that he wants to knock his opponent down, and halves the total damage done (rounding down). On a successful attack, the target is knocked down.
    Ending the Tilt: The easiest way to end this Tilt is to stand up, which takes an action. A character who hasn’t yet acted can make a Dexterity + Athletics roll, minus any weapon modifier, instead of her normal action. If successful, she avoids the effects of this Tilt altogether. On a failure, she falls over and the Tilt applies as normal.

腿折(LEG WRACK)
    Description: Your leg feels like it’s going to snap clean off whenever you move; when you stop moving you feel a burning numbness that encourages you to avoid moving.
    Effect: If your leg is broken, sprained, or dislocated, halve your Speed and suffer a -2 penalty on Physical rolls that require movement (and Defense). If both of your legs are wracked, you fall over — taking the Knocked Down Tilt — and cannot get up. Your Speed is reduced to 1; if you want to move at all, you cannot take any other action. Physical rolls that require movement are reduced to a chance die.
    Causing the Tilt: Some supernatural powers can cripple a victim’s limbs or break bone with a touch. A character can have his leg knocked out by a targeted blow to the leg (-2 penalty) that deals more damage than the character’s Stamina.
    Ending the Tilt: If the Tilt is inflicted as a result of an attack, mark an ‘x’ under the leftmost Health box inflicted in that attack. The Tilt ends when the damage that caused it has healed. If the damage that inflicts this Tilt is aggravated, the character loses use of his leg permanently.

中毒(POISONED)
    Description: You’ve got poison or sickness inside you. It’s tearing you apart from the inside; burning like acid in your gut and making your head swim.
    Effect: This Tilt applies a general sense of being poisoned to a character without worrying about Toxicity during combat. For the purposes of this Tilt, a poison is either “moderate” or “grave” — a moderate poison causes one point of bashing damage per turn of combat, while a grave poison ups that to one point of lethal damage per turn. If the Storyteller cares to continue the effects of the poison outside of combat, he can apply the standard rules for handling poisons and toxins when combat is complete.
    Causing the Tilt: It’s possible for a character to not know that he’s been poisoned. It could be as innocuous as switching drinks with a pretty girl who is the target of a mob hit, or as simple as walking into a house with a carbon monoxide leak. That said, the main time poison comes up in combat is when one combatant inflicts it on another. Injecting your opponent with a syringe full of drain cleaner or snake venom is a Dexterity + Weaponry attack, suffering a -1 modifier for the improvised weapon.
    Ending the Tilt: Short of immediate medical attention — and how many fights take place in an emergency room? — all a victim can do is struggle on. Roll Stamina + Resolve as a reflexive action each turn that your character is poisoned. If your character intends to act (meaning, takes a non-reflexive action), the roll suffers a -3 penalty. Success counteracts the damage for one turn only.

震懾(STUNNED)
    Description: Your character is dazed and unable to think straight. Maybe her vision blurs. If she’s stunned as a result of a blow to the head, she’s probably got a concussion.
    Effect: A character with the Stunned Tilt loses her next action, and halves her Defense until she can next act.
    Causing the Tilt: A character can be stunned by any attack that does at least as much damage as her Size in a single hit. Some weapons have a “stun” special ability. These double the weapon modifier only for the purpose of working out whether the attacker inflicts the Stunned Tilt. Attacks against the target’s head (see “Specified Targets,” p. 168) count the character’s Size as one lower for the purposes of this Tilt. The Storyteller might determine that additional effects cause this Tilt, like being caught in the blast area of an explosion.
    Ending the Tilt: The effects of this Tilt normally only last for a single turn. The character can end the Tilt during her own action by reflexively spending a point of Willpower to gather her wits, though she suffers a –3 modifier to any actions she takes that turn.
« 上次编辑: 2017-07-22, 周六 10:07:33 由 沉淪™DieEnde »
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Re: 【D: tD】惡魔:墮落(Demon: the Descent)
« 回帖 #5 于: 2016-03-10, 周四 21:43:59 »
新優點
 這些新的優點補充了Demon: The Descent中的優點,給予你的無縛者角色一些額外的選項。當中的某些可能也適合其他類型的角色,端看ST決定。

進階型態(Advance Form,•)
 效果:你的角色從低階能力得到的收益較少,但卻得到了更大的優勢。當你獲得此優點時,犧牲掉一個調整或技術,然後獲得一個額外的推進或程序來取代它。

高效契約士(Efficient Dealer,••)
 先決條件:相關專精(法律之於學識,長線詐欺之於掩飾,諸如此類)
 效果:以巧妙的用詞與邏輯迴圈,你的角色可以撰寫出比他人效益更高的契約。當設計一張契約(見Demon: The Descent,189頁),忽略惡魔方的1點價值。也就是說,如果惡魔方的價值為+4,目標對象+2,則當此優點生效時,惡魔方與目標對象只有1點的差距。

電磁語言專家(Electromagnetic Linguistics,••)
 先決條件:電腦•
 效果:You are more in tune with the “machine” portion of the God-Machine than most. In addition to all native human languages, you can decipher machine code, programming languages, and even electromagnetic signals. This can range from reading a piece of computer code and instinctively understanding what the program is intended to do to “hearing” text messages as they zip through the air. Wireless broadcasts can be plucked from the air, but information sent via landline requires you to physically plug a cable into your body. (This doesn’t inflict any damage, but it’s disconcerting and counts as a compromise if you’re under Cover.) Encrypted data isn’t automatically deciphered, but you can try to hack it just like if you had the data on a computer.
    In especially signal-dense areas, like major first-world cities where lots of people have smartphones and wi-fi networks and such, the Storyteller might call for a Wits + Composure roll to isolate a particular transmission, much like trying to listen to a single conversation in a crowded room.

高耐受性(High Tolerance,• or ••)
 效果:惡魔對自我形象的認知未定,或是尚未決定她本身的終極型態。She’s surprisingly tolerant of grafts, and can attach a gadget containing a new form ability to her body without suffering any form of rejection。The demon can graft one gadget containing a form ability to his demonic form without losing access to his other form abilities. The one-dot version of this Merit allows her to graft a gadget containing a Modification or Technology to her demonic form without losing a form ability. The two-dot version instead allows grafting a Propulsion or Process.

身為謊言(Living the Lie,•)
 先決條件:原初動力••+
 效果:當你獲得一具新的掩體時,為該身分選取美德與惡德。當你使用該掩體的時候,無論你滿足自身的美德或惡德又或者是掩體的,你都可以回復意志力。

Monkeywrencher(Monkeywrencher,••)
 先決條件:原初動力••
 效果:Your character has a strong affinity for the nature of her Embeds. Because of this, your character can negate Embeds that match her Incarnation, or her Cipher. When another demon uses an Embed that fits either your character’s Incarnation or a known Key, she can reflexively attempt to counter it by temporarily negating the logistical loophole in reality that allows the Embed to engage. She can also attempt to Monkeywrench any time an angel activates a Numen. Spend an Aether and roll Resolve + Primum. Successes subtract from the user’s activation roll.
 效果:Use of Monkeywrencher is always a compromise. The first time in a scene, the compromise is made at +1. Each time thereafter, it’s made at a cumulative –1.

共振知覺(Resonance Aware,• to •••••)
 先決條件:機智•••
 效果:你的角色的原初動力與其周遭的環境緊密相連。當她對乙太共振(aetheric resonance,見Demon: The Descent,184頁)開放感官時,將你投在共振敏銳上的點數加到原初動力上,來決定她感知的範圍大小。

共振敏感(Resonance Sensitive,•)
 先決條件:機智••••
 效果:你的角色特別能夠感應到乙太共振的現象。當她對乙太共振(aetheric resonance,見Demon: The Descent,184頁)開放感官時,你不需要消耗一點乙太才能啟動此能力。更為有效地,她的感官可以在任何你選擇的時候開啟。無論什麼時候,ST都應該警告你附近有乙太共振源。
 此外,此優點使你的角色不需花費乙太就能辨別出視野範圍內的惡魔。

Subsumed Gadget (••)
    Prerequisites: Primum •••
    Effect: With this Merit, your character has integrated a gadget into her demonic form. She can heal the gadget as if it were part of her form. She can activate the gadget even when her demonic form is not currently exposed; she simply accesses the quantum state that keeps her demonic form. She can access it at any time by concentrating.
    Drawback: Since the gadget is part of her body, your character cannot remove it, offer use to another, or keep it hidden when the demonic form is exposed.

Sympathetic Stigmatic (••)
    Prerequisites: True Friend
    Effect: Your character is tied inexorably to a stigmatic. He understands your demon better than anyone else. He feels what your demon feels. Without academically understanding, he empathizes with your demon’s struggle. If he’s present when your character makes headway toward finding a Key (see Finding the Keys in Demon: The Descent, p. 157), add +2 to the roll. If she activates a Key in the stigmatic’s presence, the resulting Interlock benefits from the 9-again quality on all rolls.
    The stigmatic does not bear any obvious stigmata. Rather, any time your demon suffers injury, so does the stigmatic.
    Drawback: This level of affinity can be dangerous. Most demons never let anyone in to the degree of a Sympathetic Stigmatic. Your demon cannot help it.
    Note: This is a companion Merit to Sympathetic Demon (see below). If a player’s character has Sympathetic Stigmatic reflecting a Storyteller character, that character possesses the companion version automatically.

紋身機件(Tattooed Gadget,••)
    效果:你的角色學得如何用自己的血肉作為嵌動式機件的載體。你的角色可以將嵌動載入機件中,用身體的一部分取代適當物件來作為機件載體,並創造出一個看上去更像是紋身而非機械硬體一部分的標記。使用皮膚作為載體並不會使創造機件的過程獲得任何的加值或減值。所有紋身機件都必須進行啟動檢定,但不需要任何觸發條件來啟動,而且啟動它們總是一個反射動作。紋身機件不可能遺失、被偷、被摧毀或者被超頻。如果惡魔選擇與該機件斷開連結,那麼它只是簡單地從他的身上消失。
« 上次编辑: 2016-09-11, 周日 13:45:40 由 沉淪 »
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Re: 【D: tD】惡魔:墮落(Demon: the Descent)
« 回帖 #6 于: 2016-03-18, 周五 14:47:39 »
知名度(Fame) (• to •••)
   效果:Your character is recognized within a certain sphere for a certain skill, or because of some past action, or just a stroke of luck. This can mean favors and attention, but it can also mean negative attention and scrutiny. When choosing the Merit, define what your character is known for. As a rule of thumb, one dot means local recognition or reputation within a confined subculture. Two dots means regional recognition by a wide swath of people. Three dots means worldwide recognition to anyone who might have been exposed to the source of the fame. Each dot adds a die to any Social rolls among those who are impressed by your character’s celebrity.
    Drawback: Any rolls to find or identify the character enjoy a +1 bonus per dot of the Merit. If the character has Alternate Identity, she can mitigate this drawback. A character with Fame cannot have the Anonymity Merit.
« 上次编辑: 2016-03-22, 周二 10:01:17 由 Leviathan »
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Re: 【翻譯】黑暗編年史-惡魔:墮落
« 回帖 #7 于: 2017-07-02, 周日 12:01:36 »
鬥爭果實(Apple of Discord)
    在用以命名此嵌動的希臘神話中,紛爭女神(厄裡斯)inscribed a golden apple with the words 「to the fairest」 and tossed it in the midst of a feast of the gods. This sparked a dispute between Hera, Aphrodite, and Athena that ultimately led to the Trojan War. As this tale illustrates, jealousy can be a powerful weapon. Tasked with erasing a large cult the God-Machine no longer needs, some Destroyer angels turn members against each other and pick off the survivors once the blood bath is over. This Embed allows a demon to make an object or person she touches intensely desirable to anyone who sees it before the end of the scene (although it has no effect on demons or angels). Victims see the target as a sure means of fulfilling everything they are — Virtue, Vice, and Aspirations — and respond accordingly. Not all immediately fall to violence, but this Embed tends to have the greatest effect on those who have a history violating social norms and breaking their personal codes for the sake of expedience.
    骰池:操縱 + 表達 vs. Integrity(見131頁)
    動作:即時且對抗
        判定結果
    戲劇性失敗:Onlookers gain the Obsessed Condition (p. 310 of Demon: The Descent) regarding the demon. They wish to possess the demon at all costs, but they're perfectly willing to share him with others and will work together to capture and imprison him until their obsession can be broken.
    失敗:The target doesn't become any more worthy of obsession than it already is.
    成功:The demon must touch the target for this Embed to work. The target becomes desirable. Anyone who sees it (or him or her) must accrue a number of successes equal to or greater than the number of successes the demon's player rolled for the Embed. Those who successfully resist it feel some initial interest but quickly overcome it. Those who fail covet the target, gaining the Obsessed Condition regarding it. They wish to possess the object and prevent anyone else from having it. This effect lasts until they have avoided looking at or coming into contact with the object for at least 24 hours. Those who do not break contact with the target may remain obsessed with it for days or even years, although it does not inspire covetousness in anyone who was not present when the demon used the Embed.
    優秀的成功:The Embed works and the victim uses every means at her disposal to acquire the target immediately. She will even deceive, betray, or murder loved ones to have the target for herself.

無政府主義(Anarchism)
     Law acts as a deterrent against antisocial activity. By laying down a law and designating punishments, a society sets standards for behavior and culture. A would-be criminal may not be afraid of punishment, but still feels a societal pressure to behave within its dictated confines. This Embed allows the Unchained to twist that rule, making people act without fear of societal repercussion and censure. An affected target lies, cheats, steals, and hurts without compunction if it means getting them what he wants. Usually targets will not hurt loved ones, since doing so carries consequences beyond societal ones. This Embed doesn't make them unaware of consequences; it simply makes them not care about societal pressure and law. Anarchism doesn't affect Unchained.
    骰池:操縱 + 政治 - 沉著
    動作:即時
        判定結果
    戲劇性失敗:The subject becomes inspired to uphold societal norms. She acts with the Inspired Condition, and inherently perceives the Unchained as something that does not fit in with the status quo.
    失敗:此嵌動沒有效果。
    成功:The subject no longer cares about societal repercussions. Appeals to peers, to authority, to law will all fall on deaf ears. The subject gains a Willpower point any time she ignores these things in favor of her own interest. If she puts herself in substantial danger, she gains a Beat. The Embed ends after the scene.
    When used on Storyteller characters, substantial danger offers her an Inspired Condition. This reflects an emboldening from the rebellion.
    優秀的成功:As above, but the Embed does not end until the subject has gained a Beat.

精神故障(Breakdown)
    人類的精神是部複雜的機器。它隨時隨地在產出數以千計的物事,and keeps the complexities of the body regulated so that its myriad parts work together to form a cohesive whole。此嵌動讓無縛者能夠以此利刃打破凡人的精神平衡;it causes just a hint of entropy that ripples through the subject's every function.
    In practice, this means that not only does the subject not do something he intended to do, but he does something completely unrelated, instead. An assailant attempting to fire a gun may break out into a sprint instead. A doctor performing a heart surgery may instead bless her charge.
    When activating Breakdown, choose a Skill. If successful, the next time the subject attempts to use that Skill, he must instead use a different Skill from the same category (Mental, Physical, or Social). So, Survival may be replaced with Drive, or Empathy may be replaced with Intimidation, but Academics could not be replaced with Brawl.
    骰池:機智 + 醫藥 - 決心
    動作:即時
        判定結果
    戲劇性失敗:效果不但沒有發生,而且應該是受害者的傢伙還會得到一個狀態,這狀態與他原先應被替換掉的技能有所關聯。通常而言,此狀態會是激勵(Inspired),Informed或是類似的狀態。
    失敗:此嵌動沒有效果。
    成功:當目標下一次試圖使用所論及的技能時,他取而代之地必須使用同一種技能分類中的另一個技能。目標每一幕只能被做為此嵌動的目標一次。
    優秀的成功:如同成功的效果,但目標在同一幕內可以再次被作為目標。

Fire Drill
    Most safety and security alarms are sensitive to small disturbances. A frying pan of bacon in the kitchen can set off the smoke detector in the living room, and sitting on the bumper might set off the car alarm. The idea behind this is that the inconvenience these false positives may cause is outweighed by the risk that the alarm will not function during a real emergency. A demon with this Embed redirects small amounts of matter and energy to generate just enough of a disturbance to set off alarms.
    骰池:機智 + 科學
    動作:即時
        判定結果
    戲劇性失敗:The demon doesn't set off the intended alarm, but she accidentally starts a fire or creates some other small emergency in her immediate vicinity. The demon or the area gains a Tilt or Condition appropriate to the nature of this complication.
    失敗:The demon fails to set off any alarms.
    成功:This demon creates a disturbance near an emergency sensor within 100 yards of her position — a few wisps of smoke, a tremor in a vehicle's chassis, a tiny radiation leak, or whatever else she chooses. While this does not present any real threat, it is enough to set off any relevant alarms in the area. Depending on the circumstances this can create chaos ranging from an orderly evacuation to a panicked mob trampling each other to escape. The Perception rolls of anyone who does not yet know it is a false alarm are reduced by the demon's Primum rating, and anyone using the alarm as cover for their movements (such as people disguised as firefighters while a fire alarm is blaring) receive a bonus on the relevant roll (probably Persuasion, Stealth, or Larceny) equal to the player's successes.
    優秀的成功:The demon sets off an alarm as above. In addition, she may choose to set off any number of alarms within range.

密碼熵值(Password Entropy)
    Password entropy is used to measure the strength of a password based on the total number of possible combinations of characters in a password of its length. Most people don't use totally random passwords, though. They modify words or names that they can remember, reuse passwords for several systems or sites, or resort to writing down security information and keeping it in an easy-to-reach place. This Embed takes advantage of the way people choose PINs and passwords to narrow down the possibilities. Presented with a password prompt, the demon types the correct one. It does not provide knowledge of user names, nor does it grant remote access if the victim does not have it for the target account. A demon could use a stolen debit card to withdraw money from the owner's bank account using an ATM, for example, but he can't just enter a PIN and withdraw more money than the victim has (or more than the bank's daily limit on cash withdrawals).
    骰池:機智 + 電腦
    動作:即時
        判定結果
    戲劇性失敗:The password the demon types is incorrect, and the demon is locked out of further attempts to guess that password. In addition, if the demon was using this power via an internet connection he risks compromise (apply a +1 modifier).
    失敗:惡魔輸入的密碼不正確。
    成功:惡魔輸入了正確的密碼並取得存取權。除了使用密碼這個立即性的效益外,下一次惡魔用此權限所取得相關利益之檢定是為機械動作(通常來說是電腦、Larceny或者學識檢定)。
    優秀的成功:惡魔如上所述地獲得存取權。此外,惡魔理解到密碼創造者用來選擇密碼的機制原理。直到此幕結束前,惡魔可以正確地猜中任何由同一個用戶創造出來的系統的密碼。

Play Possum
    Destruction is a part of a cycle that leads to renewal. Death is likewise a part of a cycle that leads to rebirth. This philosophical gem has practical applications, allowing the demon to experience physical death whenever she suffers lethal or aggravated damage. The demon's death happens quickly and in a manner consistent with the source of the damage: bleeding out for an injury, for example, or succumbing instantly to a toxin. The demon can turn her senses on or off while in this condition, but all mundane and supernatural attempts to detect the spark of life fail.
    Most ordinary mortals panic when they see someone die before their eyes, prompting breaking points. Monsters and those hardened by long exposure to violence rarely expend much additional energy on slain opponents.
    骰池:操縱 + 醫藥
    動作:反射
        判定結果
    戲劇性失敗:The demon fails to feign death; all damage from the triggering attack inflicts aggravated damage instead of lethal damage. If it would ordinarily inflict aggravated damage, the demon suffers additional aggravated damage equal to her Primum rating.
    失敗:The demon doesn't feign death and cannot attempt to use this Embed again until she suffers more lethal or aggravated damage.
    成功:The demon's body 「dies」 for a number of hours equal to her Primum rating, at which time she comes back to life as an instant action. The demon can end this Embed's effect prematurely as an instant action. This recovery restores any additional harm her body took after her 「death,」 but any damage the demon suffered prior to using this Embed remains, including the injury that triggered it.
    優秀的成功:The demon's body dies as above, but when she recovers she heals either all lethal damage, or aggravated damage equal to her Primum rating.

Ripple
    The worst case scenario is never an isolated event, it's never a single domino. The worst case means multiple things triggering off one another, causing exponential problems. In an earthquake, often the aftershocks hurt more than the initial shake. With Ripple, the Unchained doesn't affect an initial event, but instead causes probability to shift in favor of a more devastating series of events following. One bad turn reverberates, and another follows suit. Not only does a man fall to the ground when hit with a bat, but the fall causes the floor to collapse, which means further injury.
    If successful, the entire scene is affected. Any harm caused will be followed with a relative amount of injury soon thereafter. While this secondary injury isn't necessarily as bad, it can turn a bad situation disastrous. This Embed affects a single target with each use.
    All damage caused by Ripple is of the same type initially suffered. If a character suffers bashing damage, Ripple causes additional bashing damage. If it's an aggravated damage source, she suffers aggravated damage from Ripple.
    骰池:機智 + 科學
    動作:反射
        判定結果
    戲劇性失敗:The Embed does not take. Instead, its effects reverse against the Unchained. The next time she suffers damage in the scene, on the next turn she suffers half that damage again (rounded down) from a secondary but related source.
    失敗:The Embed fails to take hold.
    成功:The scene becomes a hotbed for terrible coincidence. One bad turn precedes another. When the character suffers any damage, on the next turn he suffers half that damage, rounded down, from a secondary but related source.
    優秀的成功:Not only does the Embed take hold, but the ripples are forceful and persistent. When the character suffers any damage, on the next turn he suffers half that damage, rounded down. On the following turn, he suffers it halved again. This continues until the damage is reduced to zero.

絆腳(Trip)
    Sometimes, the most subtle breakdowns can be the most devastating. This Embed causes an immediate and momentary exception to a person's balance. Something appears beneath her feet, in her path, or the situation shifts to make balance difficult. Quite simply, the victim falls to the ground. While a trip is its own benefit, most Unchained use this Embed and follow it with more vicious punishments. Trip can be used on anyone the Unchained could normally reach in a turn with her Speed.
    This Embed only works on a single target per turn, and only once per target per scene.
    骰池:機智 + 運動 - 敏捷
    動作:反射
        判定結果
    戲劇性失敗:The demon's effect backfires. She suffers the Knocked Down Tilt (Demon: The Descent, p. 332).
    失敗:The Embed fails. It cannot be used against the same target again in the same scene.
    成功:Success causes the Knocked Down Tilt.
    優秀的成功:The subject suffers the Knocked Down Tilt, and takes the demon's Primum in bashing damage.

為勝求險(Victory at Any Price)
    有時失敗並非選項。擁有正確知識的惡魔可以隨他所願操縱概率,如此一來他經常能夠從失敗邊緣挽救回勝利的可能性——而代價則顯現於他的身軀。惡魔可以在一次檢定中啟動此嵌動,無論玩家是在該檢定上成功或失敗。此嵌動不能用來挽救戲劇性失敗、磨損檢定或者用來保持意識的耐力檢定。使用此嵌動來確保一個惡魔能力(嵌動、充動或者惡魔型態能力)會使掩體暴露於風險中(磨損檢定獲得+1加值)。
    此嵌動使目標檢定的成功數增加1個,無關角色在此嵌動上得到了多少個成功。此嵌動的成功或失敗只關乎惡魔需要為此勝利付出多少代價。一旦玩家宣告他要使用為勝求險的意圖,他就必須接受為此而得施於惡魔身上的代價。
    此嵌動被認為是相當有用的,但過於頻繁地操縱概率會引來神之機械的詳細審視。角色在一章中最多能使用此嵌動的次數等於其原初動力。之後每次使用為勝求險都會帶來磨損判定。
    骰池:機智 + 科學
    動作:反射
        判定結果
    戲劇性失敗:惡魔以之後進行的所有舉動為代價救回了該行動。作為確保獲得一個額外成功的代價,惡魔受到1點惡性傷害。此外,直到角色下次承受戲劇性失敗前,他的骰池降到只剩下機會骰。請注意,玩家每幕只能因為戲劇性失敗而拿到一點節律(Demon: The Descent 287頁)。
    失敗:惡魔為了避免災難發生而付出的巨大努力使他受到很重的傷。他受到1點惡性傷害。
    成功:惡魔付出了不大的個人代價以排除逆境。惡魔受到1點致命傷害。
    優秀的成功:成功的代價無足輕重。作為確保獲得一個額外成功的代價,惡魔受到1點衝擊傷害。
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Re: 【翻譯】黑暗編年史-惡魔:墮落
« 回帖 #8 于: 2017-07-02, 周日 13:46:19 »
回亡返照(Echoing Death)
    惡魔擊殺目標,並使得該角色最後進行的行動被取消。這需要惡魔扭曲時間與因果,因而會使得惡魔的掩體暴露在巨大的風險下(用遊戲術語來說,使用此充動時的磨損檢定有-2減值)。如果此充動成功啟用,那麼惡魔可以抹消掉該角色人生中最後的幾個片段,或許可以挽救某條被該名角色殺死的生命。
    此充動只能作用於該角色人生中最後幾分鐘所進行的行動。任何比這時間更久的事件以及他的行動所引發的後續效果都早已迴盪於整個宇宙的韻律循環當中,遠在惡魔的觸及之外。
    範例先決:偏刃格架(Turn Blade),無影無蹤(Without a Trace)
    骰池:力量+肉搏+原初動力
    行動:長時(目標成功數=用以殺死目標所需的致命傷害量;每輪一次擲骰)
    消耗:1點乙太
        判定結果
    戲劇性失敗:充動無法啟用;目標沒有死亡,惡魔無法抹消他的行動。此外,惡魔的命運與目標的命運相互糾纏,使惡魔獲得Fate-Bound狀態。每當目標受到傷害時,惡魔玩家必須進行一次耐力+決心的檢定,否則就受到等量傷害。此狀態會在惡魔因它承受傷害時結束(玩家可以在任何時候選擇自願承受此傷害藉此消除此狀態)。
    失敗:角色可以選擇放棄嘗試或者承受如115頁所述的狀態。
    成功:角色必須累計等同於能夠殺死目標的致命傷害數量的成功數。請注意,這實際上代表你所需的成功數兩倍於目標所擁有的生命值(目標的健康值會先被致命傷害填滿一次,接著致命傷害才會再轉化為惡性傷害)。就此而論,要殺死一名耐力2的正常角色,此充動得累積14個成功才能做到——假設該目標的健康值如果是全空的話)。然而如果目標已經受了傷,那麼所需的成功數應該進行相應的調整,這意味著惡魔在使用此充動前,可以而且應該善加利用盟友的攻勢以及自己先前的攻擊來降低難度。
    一旦玩家累計的成功數足夠,惡魔需得對目標進行一次接觸攻擊(敏捷+肉搏-防禦)。一旦此檢定成功,目標會一次性承受所有累計傷害並因此崩潰。在不可思議的巨大壓力下,他的骨骼會被粉碎裂斷、血肉被壓的糜爛。惡魔選擇該角色在人生最後的幾分鐘內所進行的一個行動(在同一幕內發生的事件);該動作與所有因其而發生的後續效果將被覆寫為無效。
    優秀的成功:玩家可以選擇列於313頁的其中一個選項,或者是吸收目標被取消的行動所殘餘下來的以太能(以遊戲術語來說,目標獲得等同於其原初動力值的以太)。

時間凍結(Frozen in Time)
    只是一瞥,惡魔便能改變目標與時間之間的相對參照值。從受害者的角度來看,她身邊的一切都加速行進,在一陣模糊中閃現而過,而她只能無助地旁觀。對惡魔(以及其他任何人而言),受害者如石膏像一樣定格不動,像是一具活雕像。
    當目標被凍結時,她不會被傷害。她的身體與世界的其餘部分無法產生交互作用(更準確地說,是有進行交互作用的,但是如此緩慢以至於她不會受到任何有害效果),這意味著惡魔可以用此充動來讓一個快要因毒素或者傷勢而死的人保住性命。同樣地,重力也無法作用於該角色,這意味著被凍結在時間中的墜落目標不會繼續在空間中移動。
    範例先決:Ellipses,活體紀錄(Living Recorder)
    骰池:智力+科學+原初動力-耐力
    行動:即時
    消耗:1點乙太
        判定結果
    戲劇性失敗:惡魔反而加速了目標。在目標眼中,所有東西都移動得極度緩慢。她的感知變得超級精確。在戰鬥中,她可以宣告她要對任何她所選擇的對象進行Killing Blow(324頁)。在戰鬥的狀況外,她移動的速度快得無人能見——但她無法開門或者移動障礙物(她可以對它們施加力量,但它們相對她而言移動得太過緩慢,很難從她的路徑上移開)。此效果持續等同於惡魔原初動力值的回合數(在戰鬥中)或者分鐘(在非戰鬥狀況中)。
    失敗:沒有效果;時間沒有變慢。
    成功:目標被凍結在時間中,如前所述。在這段時間中,目標不會受到傷害,無論是來自攻擊、流血或者極端環境(335頁),但她也無法進行動作。此效果持續等同於惡魔原初動力值的回合數(在戰鬥中)或者分鐘(在非戰鬥狀況中);玩家可以在充動效果將要結束時花費1點以太,使充動的效果延續等於其原初動力值的時間(這就是說,如果惡魔的原初動力是2,玩家可以每兩回合/分鐘花費1點以太來保持此效果繼續維持。延續效果無須進行檢定。
    優秀的成功:惡魔可以將目標凍結一整幕而不需進行額外的延續行動。

光環(Halo)
    惡魔創造出一圈柔和、平滑的光源,撫平範圍內所有人的傷痛並讓他們昏昏欲睡。這道光可以從惡魔的雙眼裡發射,如果她希望如此的話,但也可以單純地是從她身邊不知何處散發而出。
    範例先決:旁觀效應(Bystander Effect),心之所欲(Heart’s Desire)
    骰池:儀態+醫藥+原初動力
    行動:即時
    消耗:2點乙太
        判定結果
    戲劇性失敗:光圈沒有出現,而且惡魔降低了自身周圍的光亮與生命力,奪取溫暖與能量。任何被她碰觸到的目標受到1點致命傷害。然而,如果她避免碰觸他人,她自己每一小時會受到1點致命傷害。她可以藉由淨化(purging)自身的所有以太來解除此狀態(這會製造出一道紅色閃光,並使得該區域內所有電子設備短路)。
    失敗:光芒沒有出現。
    成功:惡魔在該區域內置放了「柔光」狀態。當該區域被此狀態覆蓋時,角色每5分鐘就會回復1點衝擊傷害,每小時回復1點致命傷害。所有治療與醫藥檢定獲得等同於惡魔原初動力值的加值。此外,任何在範圍內的角色感覺到一陣強烈的睡慾。沉著+機智檢定可以使他保持清醒,但該角色必須投出比該惡魔在此充動上的成功值更多的成功。睡著之後,角色仍然能如常被喚醒。
    這道光圈會持續存在一幕,除非惡魔希望它持續存在更久。 
    優秀的成功:如上所述,除了任何睡著的目標會一直沉睡到惡魔允許他們甦醒。

傳道授業(Sermon)
    Calling upon intimate, metaphysical knowledge of the workings of trust and awe in the human brain, the demon can deliver a speech worthy of 山上寶訓。任何聽見惡魔話語的人類會將他的話語視作自己的道德指標Any humans who hear the demon’s words take them as, if not literal truth, then useful moral guideposts。如果惡魔對同樣一群群眾不斷傳遞訊息,他可以用此充動來創始自己的教團。
    Longtime listeners are more than fanatically loyal — their moral framework is whatever the demon wishes it to be. This Exploit affects what actions a human sees as breaking points, allowing them to act with perfect moral clarity so long as their actions reflect the demon’s teachings.
    範例先決:眾所皆知(Everybody Knows),社交力學(Social Dynamics)
    骰池:儀態+說服+原初動力
    行動:長時(目標成功數=完整度;每天一次擲骰)
    消耗:1點乙太/每次演說
        判定結果
    戲劇性失敗:所有當前聽眾立刻遠離惡魔,躲開他並拒絕再次聆聽他的佈道。惡魔對該群聽眾獲得Notoriety狀態(310頁)。
    失敗:惡魔可以選擇放棄嘗試或者承受狀態。
    成功:惡魔可以在多天以及多場演講中使用此充動。如果目標是ST的角色(而且通常的確是如此),ST應該決定他們當中最高的完整度為何。一旦玩家累計達到該數量的成功,該群聽眾就會皈依於惡魔傳布的信仰網路之下。惡魔接著應該指定那些明確的行動會或者不會觸發該群群眾的崩潰點,這也包括了通常會使凡人成受嚴重減值的暴力行為。只要聆聽者在仍服事惡魔或者遵從其道德法則的某些教條時進行這些行動,這些聆聽者就無需受到崩潰點的懲罰。
    對ST的角色這類很少追蹤完整度或者崩潰點的腳色而言,這單純意味著此團體會獻身於惡魔的教誨。這會使惡魔獲得一群追隨者,或者甚至是教徒(cultists)。不過,惡魔應該小心注意。這個教團是獻身於他的言語,而非他本人。這意味著此教團很容易被奪走。若一名有著領袖氣質的個體滲透進該組織,並對成員宣稱他在教義上比起該惡魔更加權威,那惡魔可能會失去他的羊群。
    惡魔不受此充動影響。
    優秀的成功:玩家可以列於313頁的其中一種狀態,或者替其崇拜者加上著魔狀態(Obsession,310頁)。
小丑就做好小丑該做的事就行了。