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【APG】第五章《能力》(ABILITIES)
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zyupha:
APG_第五章_能力ABLITIES
翻译:Pany_Q 校对:一周后的Pany_Q
基于APGv1.0.1翻译,刚翻完发现官方出1.0.2了,待更新errata
第五章《能力》(ABLITIES)
本章将介绍一长串新的能力,大部分都与本书新引入的职业相关。其中大部分能力如同CRB中一样,任何人——不论职业或原型——都可以获得。但一部分能力是限定职业*的,还有一部分是进阶职业*才可获得的——只有当角色达到了一定的专业水平才有资格掌握这些能力。当然,前提是你的团友愿意接受这个限制…
*关于职业 Occupation和进阶职业 Profession的设定见APG第一章《原型》(ARCHETYPES),目前待翻译。
剧透 - : Abilities
here you will find descriptions of a long list of abilities, primarily ones connectedto the new occupations introduced in this book. Just like with the abilities featuredin the Core Rulebook, many of them can be acquired by anyone, occupations andarchetypes aside. But there are also the archetypical abilities and the abilitieslinked to the professions, the latter only available once the character lives upto the requirements of a profession – provided that your group agrees with thislimitation, that is…
炼金术(扩展)ALCHEMY (EXPANDED)
在炼金术师的知识领域,旧的秘方被陆续还原,新开发的配方络绎不绝。于是在APG中,炼金术师们得以创造更多种类的炼金灵药,它们都被一一罗列在62页的边栏中(*译注:在下面的表格中),如核心书那样依照药剂级别归类。药剂的效果在120页的装备一章中(*译注:APG第十章《装备》)多有描述。
炼金术师多惯于同易爆而不稳定的材料打交道,故能正确有效地使用炼金炸弹。因此,炼金术师们——从新手级开始——在使用炼金炸弹时,不再承担灾难性后果。
【逝贡献翻译,稍作修改】
剧透 - : Alchemy (expAnded)
The alchemists’ field of knowledge is constantlygrowing as old recipes are recovered and newformulas created. With the Advanced Player’s Guidealchemists may create more elixirs, all of them listedin the margin on page 62, sorted into separate levelslike in the Core Rulebook. The effects of the elixirsare described in the chapter Equipment on page 120.
Alchemists are used to working with explosiveand volatile substances, and are therefore able tohandle alchemical grenades correctly and effi-ciently. Hence, alchemists – starting at the novicelevel – do not risk failing catastrophically withalchemical grenades.
--- 引用 ---p68边栏表格
-----新手药剂-----NOVICE ELEXIRS炼金地雷(弱效)Alchemical Mine (weak)解毒剂(弱效)Antidote (weak)火染药剂Fire Dye闪光粉末Flash Powder疗伤草药Herbal Cure跟踪箭*Homing Arrow荷蒙库鲁兹Homunculus毒药(弱效)Poison (weak)紫药水(弱效)Purple Sap (weak)显形烛光Revealing Light击晕弩箭Stun Bolt战纹**War Paint压缩面包Way Bread野嚼Wild Chew-----行家药剂-----ADEPT ELEXIRS炼金炸弹Alchemical Grenade炼金地雷(中效)Alchemical Mine (moderate)解毒剂(中效)Antidote (moderate)解毒蜡烛(弱效)Antidote Candle (weak)窒息毒孢Choking Spores集中魔法Concentrated Magic麻痹花露Drone Dew明目灵药Eye Drops元素精华Elemental Essence幽灵蜡烛Ghost Candle圣水Holy Water毒药(中效)Poison (moderate)毒蜡烛(弱效)Poison Candle (weak)护身滑油Protective Oil紫药水(中效)Purple Sap (moderate)暗影染剂Shadow Tint烟雾弹Smoke Bomb荆棘兽Thorn Beasties-----大师药剂-----MASTER ELIXIRS炼金地雷(强效)Alchemical Mine (strong)解毒剂(强效)Antidote (strong)解毒蜡烛(中效)Antidote Candle (moderate)生命灵药Elixir of Life毒药(强效)Poison (strong)毒蜡烛(中效)Poison Candle (moderate)紫药水(强效)Purple Sap (strong)灵体之友***Spirit Friend毒孢炸弹Spore Bomb雷暴球Thunder Ball变形剂****Transforming Draught暮光酊*****Twilight Tincture幽灵粉末Wraith Dust*薛猫在装备章中翻为自导箭,待定
**薛猫在装备章中翻为战绘,待定
***薛猫在装备章译为精魂友人,待定
****薛猫在装备章译为变形粉末,改为变形剂
*****薛猫在装备章译为暮光药剂,待定
--- 引用结尾 ---
剧透 - : 新手药剂 NOVICE ELEXIRS
炼金地雷(弱效) Alchemical Mine (weak)
解毒剂(弱效) Antidote (weak)
火染药剂 Fire Dye
闪光粉末 Flash Powder
疗伤草药 Herbal Cure
跟踪箭* Homing Arrow
人造人 Homunculus
毒药(弱效) Poison (weak)
紫药水(弱效) Purple Sap (weak)
显形烛光 Revealing Light
击晕弩箭 Stun Bolt
战纹** War Paint
压缩面包 Way Bread
野嚼 Wild Chew
行家药剂 ADEPT ELEXIRS
炼金炸弹 Alchemical Grenade
炼金地雷(中效) Alchemical Mine (moderate)
解毒剂(中效) Antidote (moderate)
解毒蜡烛(弱效) Antidote Candle (weak)
窒息毒孢 Choking Spores
集中魔法 Concentrated Magic
麻痹花露 Drone Dew
明目灵药 Eye Drops
元素精华 Elemental Essence
幽灵蜡烛 Ghost Candle
圣水 Holy Water
毒药(中效) Poison (moderate)
毒蜡烛(弱效) Poison Candle (weak)
护身滑油 Protective Oil
紫药水(中效) Purple Sap (moderate)
暗影染剂 Shadow Tint
烟雾弹 Smoke Bomb
荆棘兽 Thorn Beasties
大师药剂 MASTER ELIXIRS
炼金地雷(强效) Alchemical Mine (strong)
解毒剂(强效) Antidote (strong)
解毒蜡烛(中效) Antidote Candle (moderate)
生命灵药 Elixir of Life
毒药(强效) Poison (strong)
毒蜡烛(中效) Poison Candle (moderate)
紫药水(强效) Purple Sap (strong)
灵体之友*** Spirit Friend
毒孢炸弹 Spore Bomb
雷暴球 Thunder Ball
变形剂**** Transforming Draught
暮光酊***** Twilight Tincture
幽灵粉末 Wraith Dust
灵巧战斗AGILE COMBAT
仅限铁誓者可用
从丛林到丘陵地带,同敌手间的距离常在远近之间快速辗转。铁誓者已发展出一套以武器变换为核心,以适应这种快速变化的战斗技巧。个中最熟练的战士能如舞蹈般穿插于战场之中,毫无滞碍地交替使用近战与远程武器,利用敌人的每次攻击还以最具威胁性的反击。角色通过受训于铁誓者的进阶技巧,以习得如何在小规模战斗中取得胜势。
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新手Novice被动动作。角色可拆分ta的移动动作,将这两部分分别用于战斗动作前后。这样做是为了能最大限度地利用地形与掩体。若移动间进入或经过敌人的近战范围,角色仍会触发敌人的借机攻击*。行家Adept被动动作。"作为战斗动作的一部分,角色可在不同武器间自由切换。这仅涉及武器的换用,绝无法通过该能力获取额外的动作来执行任何其它行动。
举例来说,一名铁誓者可在回合开始时持双武器,使用一部分移动动作的可移动距离,并在战斗动作中换用弓,完成射击,之后再换回双武器。最后,铁誓者可以移动剩下的那部分可移动距离。"大师Master反应动作。每当角色撤出敌人的近战范围并引发借机攻击时,将获得一次额外的机会来检定防御。除此之外,任何针对该角色的借机攻击都将令铁誓者获得一次借机攻击,用以反击该敌人。角色可在这次借机攻击中自由换用武器,以期获得最佳效果。*译注:移动进入敌人近战范围本不应该引起借机的,有了这个能力反而会?
【逝贡献翻译,稍作修改】
剧透 - : Agile combAt
Only available to Iron Sworn
During combat in wooded areas and hilly terrain the distance between opponents can shif quickly, from ranged to melee. The Iron Sworn have developed techniques for handling these rapid shifs between weapon types, and the most skilled among them can dance forth over the battlefeld, seamlessly alternating between melee and ranged weapons and using every hostile attack for makingcounter-strikes. The character is trained in the Iron Sworns’ advanced techniques on how to emerge victorious from skirmishes.
Novice Passive. The character can split his or her movement and perform one part of the movement action before the combat action, and the other part after. This is done in order to make maximum use of the terrain and cover. The character still suffers Free Attacks from enemies if the movement leads into or through melee combat distance.
Adept Passive. As a part of its combat action, the character may freely switch between weapons. This only pertains to changing weapons; it does not provide an extra action to be used for anything else. For instance, the Iron Sworn may start holding two weapons, move a part of its movement range, and as a combat action switch to a bow, fre it, and then switch back to two weapons. Finally, the rest of the movement is made.
Master Reaction. The character gains a secondchance to pass all Defense tests againstFree Attacks provoked by withdrawing from melee. In addition, every such Free Attack against the character lets the Iron Sworn make their own Free Attack against the enemy. The character may freely switch weapons for these counter-strikes and choose the tool that fts the situation best.
着甲施法AEMORED MYSTIC
仅限圣殿骑士可用
圣殿骑士已掌握一种可着全身甲施放普利奥斯之奇迹的技艺。当逝日骑士进攻异端或腐化者盘踞的巢穴时,他们身着甲胄以秘法毁灭敌人的同时祝福战友的情形并不鲜见。
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新手Novice被动动作。角色的施法能力不因穿中甲而受影响。防具对防御的影响维持不变。行家Adept被动动作。角色的施法能力不因穿重甲而受影响。防具对防御的影响维持不变。大师Master被动动作。着甲施法者已突破甲胄的限制,施术者可反受其益。因秘术的能量流转于钢铁之中,当秘术师穿着防具时,将获得+1D4额外护甲。 【逝贡献翻译,稍作修改】
剧透 - : Armored mystic
Only available to Templars
The templars have developed techniques for performing the miracles of Prios while wearing full armor. When the Knights of the Dying Sun storm some settlement full of heretics or dark spawn, it is far from uncommon to see them blast their enemies and bless their allies while clothed in steel
Novice Passive. The character’s mystical powers are not affected by wearing medium armor. The armor affects Defense as usual.
Adept Passive. The character’s mystical powers are not affected by wearing heavy armor. The armor affects Defense as usual.
Master Passive. The armored mystic has transcended the limitations of the armor, and may instead beneft from it. A +1D4 bonus is added to the armor’s protection value when the mystic wears it, since mystical energies flow through the steel.
箭戳ARROW JAB
在混乱的战场上,弓手们有时会被卷入近战。为应对这样的状况,人们开发出了在近距下使用远程武器的技巧。这项能力适用于任何种类的弓或弩。
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新手Novice反应动作。当角色受到近战攻击时,ta能以反应动作抽出一支箭矢并用它刺向一个敌人;角色必须如常作进攻检定,若成功命中将造成1D6点伤害,若箭矢有其他附加属性则照常生效。行家Adept反应动作。同新手级能力,但伤害提升至1D8。大师Master反应动作。同行家级能力,但若成功命中,大师级能力还提供一次使用弓弩的借机攻击。该次借机攻击视同以弓对同一目标进行一次普通攻击。若远程武器为弩,则需其弩矢处于上弦状态,且最初的戳刺攻击应用的是另一支弩矢,或该角色持有的为连弩。 【逝贡献翻译,稍作修改】
剧透 - : Arrow JAb
In the chaos of the battlefeld, archers sometimes fnd themselves dragged into the melee. To handle this, techniques on how to use ranged weapons at close range have been developed. This ability may be used with any kind of bow or crossbow.
Novice Reaction. As a reaction to a melee attack against him or her, the character can draw an arrow and use it to stab an enemy. The character must succeed with a normal attack roll against the enemy; a successful hit deals 1D6 damage and the qualities of the projectile (if any) are counted.
Adept Reaction. Like the novice level, but 1D8damage.
Master Reaction. Like the adept level, but the master also gains a Free Attack with the bow if the jab attack hits. The master stabs with the projectile, then (if successful) loads the bow to make a normal ranged attack at the target. If using a crossbow, this requires that it already be loaded and that the initial stab is made with another bolt, or that the character is in possession of a repeating crossbow.
制作奇物ARTIFACT CRAFTING
仅限奇物工匠可用
制造奇物的辉煌岁月已成过眼云烟,古老锻冶符文的强大秘法也业已不再。然而,即使在日益增长的腐化之中,艺术的创造仍盘存于世,只是更为衰微。角色接受了制作奇物之技艺的训练,并能制造一些较低等的奇物。更高级的奇物如今只能在挖掘辛柏隆遗迹时才能发现,不过那些隶属于行会(tradition)的奇物工匠们依然保有面对阴影与黑暗时昂首挺胸的骄傲。
此外,角色知晓那些传说中的奇物们,还能辨识出奇物的作用方式。在分析奇物时,<制作奇物>能力可等同于<博学>能力,但对使用奇物时没有作用。
关于奇物的更详细说明见p123~127《装备》章(译注:APG第十章《装备》),
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新手Novice每场冒险一次。通过一次[智识]检定,角色能够制作一件新手级奇物*。行家Adept每场冒险一次。角色作为一名受到认可的奇物工匠,通过一次[智识]检定,能够制作一件行家级奇物。大师Master每场冒险一次。角色作为一位知名的奇物工匠,通过一次[智识]检定,能够制作一件大师级奇物。*译注:奇物的等级见APG p127。翻译贴里未列出奇物对应等级,待补
【第一句为止为逝贡献翻译】
剧透 - : ArtifAct crAfting
Only available to Artifact Crafters
The glory days of artifact crafing seem to have passed and the powerful secrets of the old rune smiths are lost. However, even in the shadow of the growing corruption, the creative arts still linger on, if in a more modest way. The character is trained in the art of artifact crafing and can create artifacts of the lower order. Higher artifacts can nowadays only be found while excavating Symbaroum’s ruins, but artifact crafers belong to a tradition that still holds its head high, in spite of shadows and darkness.
The character is also knowledgeable about legendary artifacts and can discern how artifacts work. Artifact Crafing corresponds to the ability Loremaster when analyzing artifacts, but it does not affect the use of them.
The artifacts are described in detail in theEquipment chapter, page 123-127.
Novice Once per adventure. With a passed Cunning test, the character can craft one novicelevel artifact.
Adept Once per adventure. As an acknowledgedartifact crafter, a passed Cunning test lets
the character craft one adept level artifact.
Master Once per adventure. As a famous artifactcrafter, a passed Cunning test lets the character craft one master level artifact.
斧艺师AXE ARTIST
传统上,许多蛮族战士使用斧子战斗,一种能充分发挥斧子潜力的特殊战斗技巧在这些战士之中逐渐发展出来。在角色手中,斧子成为了高效的战斗工具。
所用斧子的武器类型必须是重武器或单手武器。
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新手Novice主动动作。斧艺师学会的第一件事就是:先用斧柄的末端击打以令敌人因疼痛而分神,然后再挥出更猛烈的一击。斧柄末端的冲击造成1d6伤害,且若角色通过一个[精准<-坚毅]检定,敌人会被震慑——这意味着角色可立即做一次借机攻击*。行家Adept主动动作。下一步就是学会强大的双重打击,先用斧子的一面击打,然后紧接着用另一面。该角色在一个战斗动作中进行两次攻击,两次攻击都降低一个骰阶(1D10= 1D8)。大师Master被动动作。斧艺大师回归斧子战斗的本心:大力一击。斧子的每次打击造成额外+1d4伤害,每个战斗动作中限一次。*译注:辛柏隆规则上并没有“状态”概念,所以“震慑”啦“眩晕”啦“击倒”啦都只是字面意思,效果都在紧邻的上下文中当即说明(比如补一次借机攻击/造成1d4伤害/获得优势攻击条件什么的),而不是什么全书通用的规则术语。
【Forty-Three贡献翻译,稍作修改】
剧透 - : Axe Artist
By tradition, many warriors of barbarian origin carry axes into battle, and among these fghters special techniques have been developed – techniques which make full use of the axe’s potential. In the hands of the character, the axe is an effective tool of combat.
The weapon used must be an axe of either heavyor single-handed model
Novice Active. The frst thing an axe artist learns is to strike with the short-end of the axe in order to induce distracting pain before a mightier blow. The short-end thrust deals 1D6 damage and stuns the enemy if the character passes a [Accurate←Resolute] test, meaning that the character gets to make an immediate Free Attack.
Adept Active. Next up is learning the powerful double-strike: to strike with one side of the axe and then follow up by striking a blow with the other. The character makes two attacks in one combat action, both of them at one dice tier lower than normal (1D10=1D8).
Master Passive. The axe master returns to the heart of axe fghting, the mighty blow. Every hit with the axe deals +1D4 damage, limited to one hit per combat action.
铁匠BLACKSMITH
铁匠这一角色存在于安珀利亚和达沃卡的所有族群里,他们的重要性可见一斑。技艺精湛的铁匠在所有文化中都受到尊敬,而在安珀利亚人和巨魔间尤为如此。
制作物品的成本是(译注:表格中的)定价的一半,而后若铁匠卖出该物品,则可获得定价的全部金额作为报酬。也就是说铁匠赚的钱为定价的一半。
该能力每场冒险可用一次,较适合放在宁静的幕间(或者放在一场冒险与下一场冒险之间,如果这样更合理的话)进行。如果所制作物品属于消耗品性质(比如弓矢或弩箭),铁匠一次能制作10份。
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新手Novice特殊动作。通过一次[智识]检定,角色能制作一件新手物品。角色还能够修补受损的防具,或者修改防具的尺寸以适应体型更大或更小的生物。新手物品全都是普通的武器和防具,包括那些具有<短小>和<长柄>*品质的。新手铁匠不能制作具有任何其它品质的物品。行家Adept特殊动作。通过一个[智识]检定,角色能够制作一件行家级物品,行家级物品能拥有一项除<短小>或<长柄>外的品质。行家铁匠能制作CRB和APG中提到的所有武器和防具——具有秘术品质的物品以及在<短小>或<长柄>外具有超过一项品质的物品除外。注意,行家铁匠并不能从物品上移除负面品质。大师Master特殊动作。通过一个[智识]检定,角色能够制作一件大师级物品。大师铁匠能够给武器和防具添加多个品质,也能够移除负面品质。此外,他们还能够给所有种类的武器和防具赋予秘术品质。每添加或移除一项品质,物品的定价累计×5。秘术品质则使定价×10.。*译注:Short 短武器/短小,Long 长柄武器/长柄,既是武器类别也是武器品质,现有翻译需要按情况且统一一下。
剧透 - : blAcksmith
All peoples in Ambria and Davokar have their blacksmiths, which says something about their importance. Master smiths are revered in all cultures, but especially among Ambrians and trolls.
The cost of crafing objects is half of the listed price and if the blacksmith later sells the item, he or she gets the list price in payment. In other words, the proft made by the blacksmith is half the listed price.
This ability may be used once per adventure, preferably during a quiet interlude (or between adventures if that seems more reasonable). Should the item be of a consumable nature (like arrows or bolts), the blacksmith can forge 10 copies at a time.
Novice Special. With a passed Cunning test, the character can make a novice item. The character can also patch damaged armor or adapt armor to ft creatures of larger or smaller sizes. Novice items are all ordinary weapons and armor, including those with the qualities Short and Long. No other qualities can be crafted by the novice smith.
Adept Special. With a passed Cunning test, the character can make an adept item, featuring one quality besides Short or Long. All weapons and armor mentioned in the Core Rulebook and the Advanced Player’s Guide can be crafted by the adept, except items with mystical qualities and those that have more than one quality besides Short or Long. Note that the adept cannot remove negative qualities from items.
Master Special. With a passed Cunning test, the character can make a master item. Master Blacksmiths have the capability to add several qualities to weapons and armor, and also to remove negative qualities. Adding to that, they may instill mystical qualities into all kinds of weapons and armor. For each added or removed quality, the list price of the item is cumulatively increased by ×5. Mystical qualities increase the value by ×10.
--- 引用 ---边栏p63
在冒险中还是在冒险之间?During Adventures or Between Them?
有些能力“每场冒险可用一次”。依据团内玩家的偏好,这可以有两种处理方式。如果角色们在冒险之间也很活跃,他们可能从事各种活动(工作或经营小生意或其它什么的),这类能力可以在这些时间框架下检定;角色们可能在实验室或铁匠铺之类的地方度过休息时间。如果这支队伍把所有时间都花在了不间断的冒险上,那么就有必要在每场冒险的开头给这些能力投骰,或者在冒险进行中寻找某个恰当的时机进行检定。
剧透 - : During Adventures or Between Them?
Some abilities can be used “once per adventure.” This can be handled in two ways, depending on what the gaming group prefers. If the characters also have active periods in-between adventures, where they engage in various activities (working, running a business or something like that), these abilities may be rolled during that time frame; some characters spend the down-time in their laboratory, their smithy and so on. If the group is totally committed to continuous adventuring it may be necessary to roll for these abilities at the start of each new adventure, or to fnd a practical situation during the adventure.
--- 引用结尾 ---
血战BLOOD COMBAT
仅限沉怒守卫可用
卡勒弗斯提的女巫们比其他人更深谙血之力量。凭借与沉怒守卫的通力协作,他们获得了这些深刻的洞见。这些守卫的奉献和训练使得他们能够在战斗中将他们自己或敌人所流出的鲜血转化为自己的力量。
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新手Novice反应动作。角色从自身所流出的鲜血中获取力量。当ta的[体质]减到一半,角色在所有近战中的攻击检定都获得第二次成功机会(*译注:双骰取低)。行家Adept反应动作。角色受伤越重,ta的打击越强劲;当[体质]降到一半以下,角色的所有近战攻击造成额外+1D8伤害。大师Master反应动作。敌人的鲜血会治愈这名勇士;角色在近战中造成的伤害的一半加到角色的[体质]中,向下取整。剧透 - : blood combAt
Only available to Wrath Guard
The witches on Karvosti understand the power of the blood better than others. These insights have been developed in cooperation with the Guard ofthe Slumbering Wrath. The dedication and training of the guard allows them to use the power of spilled blood to their own advantage in combat – whether the blood is theirs or the enemy’s.
Novice Reaction. The character draws strength from the blood it spills. When his or her Toughness has been halved, the character gains a second chance to succeed with all attack tests in melee combat.
Adept Reaction. The character’s hits grow more powerful the more damaged he or she is; when Toughness has been more than halved, all attacks made by the character in melee combat deal an additional +1D8 in damage.
Master Reaction. The warrior is healed by the blood spilled by the enemy; half of the damage that the character deals in melee combat is added to the character’s Toughness, rounded down.
传导腐化CHANNELING
一些长期浸淫在黑暗力量中的邪术师和邪教徒们获得了耐受腐化的能力,他们还能够吸引本应侵蚀他人的腐化。经练习,传导腐化能力还能当作一种残暴的武器使用:将腐化转移到他人身上。
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新手Novice反应动作。角色可以选择代替视线内的某人承受原本应由其承受的临时腐化。行家Adept反应动作。在角色在投骰决定腐化以及在代替他人承受腐化时,角色可获得第二次投骰机会。角色可自行决定接受较高或较低结果——取决于ta认为哪个更有利;当与大师级<传导腐化>结合使用时,较高结果更好,在所有其它情况下,较低结果更好。大师Master反应动作。角色能将腐化传递给他人;这适用于ta所承受的任何形式的腐化,不论来源。通过一个成功的[坚毅<-坚毅]检定,角色所承受的腐化转移给视线内的一个目标。若检定失败,大师依然只承受一半腐化(向上取整),而其余腐化则泄露到周围的环境中,这会使得附近的植物枯萎、地面黑化。剧透 - : chAnneling
Some sorcerers and cultists have through exposure to dark powers developed a capacity to endure corruption and to attract corruption that would have affected others. With practice, Channeling may also be used for passing corruption on to others, as a brutal weapon.
Novice Reaction. The character can choose to receive temporary corruption that will otherwise affect someone else within sight.
Adept Reaction. The character gets a second chance when rolling for corruption and in situations when receiving corruption for someone else. The character may accept the higher or lower outcome depending on what is more favorable; combined with the master level in Channeling the higher outcome is better, in all other cases the lower outcome is preferable.
Master Reaction. The character can pass corruption on to someone else; this is true for all forms of corruption he or she suffers, no matter the source. With a successful [Resolute←Resolute] test, corruption suffered is transferred to a target in sight. If the test fails, the master still only suffers half of the corruption (rounded up), while the rest leaks out into the surrounding area, making plants wither and the ground darken.
阴招CHEAP SHOT
在安布里托各大城市中的贫民窟里萌生出的这种用于自卫的特殊技巧,至今仍被运达洛斯的街头帮派们运用着。
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新手Novice主动动作。角色在紧张情况下时很自然就会使出如“地沟之吻”(头槌)或“地精捏爆”(断子绝孙脚)这样的阴招。这样的攻击造成1D6伤害,且若敌人受到伤害,角色还能获得一次针对该敌人的借机攻击。行家Adept反应动作。角色所做的正常近战攻击若造成伤害,则能够追加一次绊摔或推倒。若通过一个[智识<-敏捷]检定,该动作能将对手击倒在地。大师Master反应动作。任何一个在近战中攻击角色的敌人都会在攻击后立即遭受一次1D6伤害的血腥反击。这样的反击总会打中一个防护薄弱的部位,因而无视护甲*。 *译注:这个反击要做攻击检定吗,还是必中的?
剧透 - : cheAp shot
In the slums of Alberetor’s larger cities, special techniques for self-defense emerged. These techniques arestill practiced among the gangs of Yndaros.
Novice Active. Cheap Shots like a “gutter-kiss” (head-butt) or a “goblin-squeeze” (groin kick) comes naturally to the character in stressful situations. Such an attack deals 1D6 damage, and if the opponent is damaged the character also gains a Free Attack against him or her.
Adept Reaction. The character performs a normal melee attack and if it deals damage, he or she adds a trip or a tackle. Such a maneuver knocks the opponent to the ground if the character succeeds with a [Cunning←Quick] test.
Master Reaction. Every enemy who engages the character in melee suffers a bloody riposte dealing 1D6 damage directly after its attack. The riposte always hits a weak spot and consequently ignores any armor
捕缚战斗*ENSNARE
许多蛮族的战士和猎人们在使用诸如投石索、渔网或长鞭这样的武器的过程中掌握了如何限制敌人或猎物行动的技巧。安珀利亚人也熟知这项技巧;常见于角斗场的漫长决斗表演以及赏金猎人之手的链枷类武器就是很好的例子。据传,有时候归来者们会挥舞着链棍束缚敌人。角色受训掌握了捕缚的技巧,可用于在近战中获得优势攻击条件,或者活捉猎物。
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新手Novice主动动作。当角色试图捕缚目标时,可获得第二次机会(要求使用具有<捕缚>品质的武器,见p118)(*译注:暨APG第九章《武器与甲胄》)。行家Adept主动动作。与新手效果一同起效;当角色试图放倒被束缚敌人时,可获得第二次机会(要求使用具有<捕缚>品质的武器,见p118)大师Master反应动作。角色运用捕缚武器的技能出神入化,能够命中目标的脖颈并附带窒息效果;在捕缚效果和获得击倒目标的机会这两种好处之外,目标还会受到1D6伤害,无视护甲。当目标[体质]降至0,角色可选择令其失去意识而不是死亡。*译注:对应捕缚(ensnaring)品质的武器,薛猫在武器与甲胄章中将此品质翻作缠绕。
剧透 - : ensnAre
Using weapons like bolas, nets or the long whip, many fghters and hunters of barbarian origin learn to limit the movement of enemies or prey. This skill is also known among Ambrians; flail weapons are, for instance, used in the lengthy show-fghts at the gladiatorial arenas and by many bounty hunters. Abducted humans can sometimes be seen wielding chain staffs, making it possible to ensnare the enemy. The character is trained in the ensnaring techniques used to gain Advantage in melee or to capture prey alive.
Novice Active. The character gains a secondchance to ensnare a target (requires a weapon with the quality Ensnaring, see page 118).
Adept Active. In addition to the novice effect, thecharacter gains a second chance to bringdown an ensnared enemy (requires a weapon with the quality Ensnaring, see page 118).
Master Reaction. The character’s skill with ensnaring weapons is such that every ensnaring attack is assumed to hit the target’s neck and have a strangling effect; besides the ensnaring effect and the chance to bring down the enemy, the target suffers 1D6 damage, ignoring armor. If the target reaches 0 Toughness, the character can choose to make it unconscious instead of dying.
力量之证FEAT OF STRENGTH
仅限战士可用
战士的心灵在战斗中得到磨练,在必要时赐予ta奇迹般的力量。有些人知晓如何利用源自内在的好战之心并将其化作自身的力量,而角色也位列其中。
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新手Novice被动动作。角色能应付大量打击,体质以 [强壮+5]计算。这不影响疼痛极限,依然以 [强壮/2]计算。行家Adept反应动作。角色受伤后会变强。当角色的[体质]降至一半,在[强壮]属性的检定上可获得第二次机会,包括使用[强壮]属性的攻击检定。大师Master反应动作。角色受重伤后会变得更加强。当角色的[体质]降至一半,在行家级效果外,还能额外造成+1D4近战伤害。
【StoneSkin贡献翻译】
剧透 - : feAt of strength
Only available to Warriors
The warrior’s spirit is strengthened in combat, giving him or her miraculous power when needed. The character is one of those who have found this source of aggression within, and know how to make use of it.
Novice Passive. The character can handle taking a beating and counts Toughness as [Strong +5]. This does not affect the Pain Threshold, which is based on Strong/2 as usual.
Adept Reaction. The character grows stronger by suffering damage. When the character’s Toughness is halved, he has a second chance to pass all tests against Strong, including attacks if rolled against Strong.
Master Reaction. The character grows even stronger when severely damaged. When the character’s Toughness is halved, he or she deals +1D4 melee damage, in addition to the effect mentioned at the adept level.
擅长多节武器FLAILER
安珀利亚的骑士与骑士侍从们在很久以前就知晓了多节的锁链类武器极为高效。而最近,战场上又涌现出了许多应用多节武器的新方法,这些方法还流传到了其他战士群体中。角色研习了多节武器的奥秘并能发挥出它们的全部潜力。
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新手Novice被动动作。由角色挥舞的多节武器获得<捕缚>品质,因此能用于捕缚敌人,该效果替代一次正常的攻击。行家Adept被动动作。角色能在多节武器的第二下伤害中灌注强大的力量;多节武器的第二下攻击造成1D8伤害,取代原本的1D6.大师Master主动动作。多节武器大师在已经命中一名目标后,仍能继续攻击。角色能攻击所有处于近战范围的敌人,每次攻击分别投骰。剧透 - : flAiler
Among Ambria’s knights and their squires, the efciency of jointed chain-weapons has long been known. New ways of using jointed weapons have emerged on the battlefeld, and these techniques have been passed on to other warriors. The character has studied the secrets of the jointed weapons and learned to make full use of their potential.
Novice Passive. In the character’s hands, a jointed weapon gains the quality Ensnaring, and may therefore be used to ensnare an enemy, instead of for making a normal attack.
Adept Passive. The character can put great force into the secondary damage of jointed weapons; such hits now deal 1D8 damage, instead of 1D6.
Master Active. The master flailer can use a jointed weapon to continue to strike even after hav-ing hit a target. The character may perform attacks against all enemies within range of melee; each attack is rolled separately
锤奏HAMMER RHYTHM
锤子这种武器古老、简单又残暴,在娴熟的手中,它能击打出致命的战场节律。
角色苦经磨练与实践,成为了能利用大锤之力的人们中的一员,不论锤子的类型是单手武器还是重武器。
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新手Novice反应动作。角色能用锤子击毁敌人的盾牌。当针对使用盾牌的敌人的攻击检定失败(即,敌人格挡了角色的攻击),角色能做一个[强壮<-敏捷]检定。若该检定成功,木盾会碎成渣渣,而金属盾牌会被从对手的手臂上扯断并掉落。持盾者因这次重击而受到1D6伤害。行家Adept反应动作。当一名敌人成功防御住了一次锤子攻击,角色可以双手抓住锤柄并以此冲撞敌人。通过一次[强壮<-强壮]检定,敌人会被撞得后退一步,而在由此制造的空隙中,行家锤奏者能对该敌人发起一次借机攻击*。大师Master主动动作。角色使用锤子能在一个动作中对同一名目标作出两次攻击。若对手成功防御了任一次攻击,则大师锤奏者能作出一次如行家级所描述的那种锤柄冲撞。每轮只允许进行一次锤柄冲撞,即使对手成功防御了两次攻击。*译注:所以当锤奏者的对手持盾成功格挡攻击,行家级和新手级效果可以叠嘛?
剧透 - : hAmmer rhythm
As a weapon, the hammer is ancient and its brutal simplicity may in the right hands pound forth a deadly rhythm echoing over the battlefield. The character is one of those who, through training and experience, can utilize the force of the hammer, whether in its single-handed or heavy version.
Novice Reaction. The character can crush the en- emy’s shield with the hammer. After a failed attack roll where the opponent defends with a shield (that is, the enemy parries the character’s attack), the character may roll a [Strong←Quick]. If successful, a wooden shield shatters to splinters while a metal shield is torn from the opponent’s arm and dropped. The shield carrier also suffers 1D6 damage from the heavy blow.
Adept Reaction. When an enemy successfully de- fends against a hammer attack, the character can grip the shaft of the hammer with both hands and use it to ram the enemy. A passed [Strong←Strong] test drives the opponent one step backwards, and in the space that opens up, the adept hammer fighter gets to make a Free Attack against the enemy.
Master Active. The character makes two hammer attacks against the same target, in one action. If the victim successfully defends against any of these, the master may perform a hammer ram as described at the adept level. Only one ramming per turn is allowed, even if the opponent defends against both attacks.
猎人直觉HUNTER’S INSTINCT
仅限猎人可用
猎人拥有着极为精细协调的直觉,被盯上的目标——无论是罪犯、野兽还是邪术师——很少有能躲过猎人射出的弹药*的。
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新手Novice特殊动作。猎人指定视野内的一个目标,对该目标的所有远程攻击都可以有第二次成功机会。角色攻击该目标时,该目标即被指定,且效果持续至猎物死亡或当前场景结束。行家Adept被动动作。猎人对指定目标的远程攻击造成额外+1D4伤害。大师Master反应动作。大师猎人不会让任何猎物逃走,每当指定目标移动,角色即获得一次对该目标的<借机攻击>。每当目标使用一个移动动作从一个位置移动到另一个位置时,能力都会生效;这意味着,如果目标将两个动作都用作移动,会触发两次角色的远程<借机攻击>。*译注:原文projectile,包括弓箭、弩矢、投石器的石头等等所有远程攻击投射出的物体。
剧透 - : hunter’s instinct
Only available to Hunters
Hunters have a finely tuned instinct and when it comes down to it there are few targets – be they criminal, beast or sorcerer – who can avoid the hunter’s projectiles.
小刀格斗术KNIFE PLAY
在运达洛斯的贫民窟中,小刀的使用十分常见;在狭窄的后巷、下水道或在室内,短刃兵器具有优势。一种被称为“小刀格斗术”的特殊的战斗技巧由此诞生。这种技能在安珀利亚传播开来,任何发生于狭小区域的战斗中都可见其运用。
<小刀格斗术>只能用小刀一类的武器实现,比如那些具有<短小>品质的、用于戳刺或切割的武器。*
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新手Novice被动动作。当角色使用短小的、刀刃类武器攻击时,可以选择用[敏捷]代替[精准]。行家Adept被动动作。角色在每个战斗动作中可对同一个目标用小刀攻击2次。若角色还具有<双武器战斗>,则该能力仅影响其中一次攻击,即总共攻击3次(主手2次,副手1次)。大师Master反应动作。"当角色与敌人极为贴近时,战斗能更为有效:当角色的刀刃攻击造成了伤害,即可认为ta与敌人的接近程度已经使得敌人无法有效地使用普通武器(角色拥有两次通过防御检定的机会),且敌人无法使用长柄武器攻击。若敌人想要回到一个较好的距离,则ta必须在以下两种情况中选择…
a)...在下一回合中赢得先攻(参见p99<快速出击>(Quick Strike),或p104<先攻提前>(Take the Initiative))(译注:参见【APG】第八章《可选规则》),然后继续正常攻击——直到用小刀格斗家再次命中。
b)...使用一个移动动作撤出近战范围,并且承受一次来自小刀格斗家的<借机攻击>。若这次<借机攻击>造成伤害,那么敌人会再次陷入因距离过近而无法有效战斗的窘境中。"*译注:那么天生武器的牙和爪子算吗?
剧透 - : knife plAy
The use of knives is common in the slums of Yndaros; short blades have advantages when fighting in nar- row alleys, down in the drain-tunnels or inside buildings. A special fighting technique has emerged from this, commonly called Knife Play. The skills have spread across Ambria to be employed wherever combat is waged in restricted spaces.
Knife Play may only be performed with knife-like weapons, i.e. sticking or cutting weapons with the quality Short.
Novice Passive. The character can choose to attack with Quick instead of Accurate when attacking with a short, knife-like weapon.
Adept Passive. The character makes two separate knife-attacks at the same target with every combat action. If the character also has Twin Attack, this ability only affects one of the attacks, for a total of three attacks (two with the main hand and one with the other).
Master Reaction. The character can fight effective- ly with a knife at very short range from the enemy: when the character deals damage with a knife-attack, he or she is assumed to be so close that the enemy has a hard time using ordinary weapons effectively (the character has two chances to pass the Defense test), and is unable to attack with Long weapons. To reach a better distance, the enemy has to…
… win the initiative next turn (see Quick Strike on page 99 or Take the Initiative on page 104) and then continue attacking until the knife-fighter hits again.
… use a movement action to withdraw from melee, and then suffer a Free Attack from the knife-fighter. If the Free Attack deals damage, the enemy once again finds itself at too short of a distance to attack effectively.
斗篷舞MANTLE DANCE
仅限绅士盗贼可用
在安珀利亚的剑术家中,盾牌是被认为笨拙而粗鲁的,因而格挡匕首成为了更受欢迎的防御工具。有一个流派则更进一步,发展出了一种将剑术家的斗篷变为舞动的盾牌的高雅战斗技巧。
角色能够用自己的空手和一件斗篷或其它形式的一块布料进行<防御>。当这块布料由角色挥舞,它就成为了一面舞动着的具有迷惑性的盾牌,能够晃晕对手或者使对手暂时性失明。
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新手Novice被动动作。角色的斗篷,或其它类似的握在手中的一块布料,为<防御>提供+1加值。行家Adept主动动作。斗篷会击中敌人的眼睛,若攻击检定成功,目标会暂时性地失明。角色立即获得一次对该目标的<借机攻击>,目标在防御此次攻击时当作目盲处理。在一轮时间中,任何攻击该目盲目标的人都能获得这种好处。大师Master主动动作。在大师手中,斗篷就像鞭子一样拥有了<捕缚>品质,角色能够用斗篷制服目标。详见p118的<捕缚>特性(*译注:APG第九章《武器与甲胄》)剧透 - : mAntle dAnce
Only available to Gentleman Thief
Among Ambria’s fencers, shields are regarded as awk- ward and barbaric, making the parrying dagger a more fashionable tool for defense. Another school has gone one step further and developed elegant techniques that turn the fencer’s mantle into a dancing shield.
The character may use his or her free hand along with a mantle or similar sheet of cloth in Defense. When used by the character, the sheet becomes a sweeping and hypnotic shield that can confuse or temporarily blind the opponent.
Novice Passive. The character’s mantle, or some similar sheet of cloth held in the hand, gives a +1 bonus to Defense.
Adept Active. The mantle strikes at the enemy’s eyes, temporarily blinding the target if the attack roll is successful. The character immediately gains a Free Attack against the target, an attack that the enemy must defend against as if blinded. Everyone at- tacking the blind target can take advantage of the situation for the duration of one turn.
Master Active. In the master’s hands, the mantle is like a whip with the quality Ensnaring, making it possible to use it to trap the target. See the quality Ensnaring on page 118 for details.
追击OPPORTUNIST
在纷乱的战场之上,弱点一经暴露就会被敌人利用。不论在安珀利亚还是达沃卡,这一事实广为久经沙场的战士们所熟知,他们还教会了其他人如何最大限度利用这些机会。
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新手Novice反应动作。由于敌人脱离角色近战范围而引发<借机攻击>时,角色在该<借机攻击>的检定上有两次成功机会。行家Adept反应动作。由于敌人脱离角色近战范围而引发<借机攻击>时,角色可在该<借机攻击>中使用主动能力。若使用该效果,则取消新手级的获得两次成功机会的效果。大师Master反应动作。当一名敌人从近战中撤离,大师追击者在<借机攻击>的检定上既能获得第二次成功机会又能够使用主动能力。剧透 - : opportunist
In the midst of battle, weak spots are exposed and can be exploited. This fact is known to expe- rienced warriors in both Ambria and Davokar, who have taught others how to make use of such opportunities.
Novice Reaction. The character has a second chance to succeed on Free Attacks gained from the enemy withdrawing from melee.
Adept Reaction. The character may use active abilities on Free Attacks gained from the en- emy withdrawing from melee. If used, this cancels out the second chance to succeed granted by the novice level.
Master Reaction. When an enemy withdraws from melee, the master opportunist both gains a second chance to succeed with and is allowed to use active abilities on the Free Attack roll.
烟火术PYROTECHNICS
仅限<女王密探>可用
在安珀利亚,随着炼金术领域的进展,炼金武器也得以运用。据悉,女王的秘密特工们会使用这样的装置来对抗王国的敌人,或用这些东西帮助自己脱离险境。角色能通过使用特制的炼金灵药来使敌人目盲,或者削弱敌人。注意,大师级的<第六感>能力能使人在目盲状态下依然正常行动;对于<烟火术>的其它效应,<第六感>则无法抵消。
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新手Novice主动动作。"角色能够使用炼金术师制作的<闪光粉末>(Flash Powder),用以在近战中使一名对手目眩。这需要通过一个[精准<-敏捷]检定;该攻击造成1D4伤害(无视护甲)且能使目标目盲1D4轮。
角色还掌握了如何在使用炼金炸弹(alchemical grenades)和炼金地雷(alchemical mines)时避免灾难性的失败。"行家Adept主动动作。角色知晓如何正确使用炼金<烟雾弹>(alchemical Smoke Bomb)以让浓烟充满一片区域。若<烟雾弹>是在一定距离外扔出的,则需要通过一个[精准]检定才能令其落在想要它落下的地方。如果角色只是往自己脚下扔,那么不需要任何检定,不过角色也要像所有ta身边的人一样遭受影响。区域内的所有人,无论敌友,在他们离开当前地点(往任意方向两个移动动作的距离)之前都看作目盲。留在烟雾范围中的人必须每轮做一个[强壮]检定,若未通过则会因浓烟的毒性而承受1D4伤害,无视护甲。大师Master主动动作。角色能够高效地激活并向一群敌人扔出一颗炼金<雷爆球>(alchemical Thunder Ball)。所有位于5米半径内的目标都会被击中,目标进行一个[精准<-敏捷]检定,决定其承受全额伤害或一半伤害。伤害为1D12,无视护甲。此外,所有吃下全额效果的目标都将目盲1D4轮。剧透 - : pyrotechnics
Only available to Queen’s Spy
In Ambria, advances within the field of alchemyhave led to the use of alchemical weapons. Thesecret agents of the Queen are known to employsuch devices when combating the enemies of therealm or escaping from hazardous situations.The character can use special elixirs to blind orotherwise weaken the enemy. Note that the masterlevel of the ability Sixth Sense makes it possibleto act normally despite being blinded; Sixth Sensedoes not affect any other effects from Pyrotechnics.
Novice Active. The character can use Flash Powdercreated by an alchemist to dazzle an oppo-nent in melee combat. This requires an [Ac-curate←Quick] test; the attack deals 1D4damage (ignoring armor) and the target isblinded for 1D4 turns.
The character can also handle alchemi-cal grenades and alchemical mines withoutrisking a catastrophic failure.
Adept Active. The character can use an alchem-ical Smoke Bomb correctly to fill an areawith dense smoke. If the Smoke Bomb isthrown at a distance, an Accurate test isneeded for it to land where intended. Ifdropped at the character’s feet no test isneeded, but the character is affected justlike all others in the vicinity. Everyone in thearea, friends and enemies, are blinded untilthey leave the place (two movement actionsin any direction). Those remaining in thesmoke must pass a Strong test each turnor suffer 1D4 damage, ignoring armor, fromsmoke poisoning.
Master Active. The character can effectively activateand throw an alchemical Thunder Ball at agroup of enemies. All targets within a radiusof five meters are hit, an [Accurate←Quick]test decides if they suffer whole or halfdamage. The damage is 1D12, ignoring armor.Furthermore, all targets suffering from thefull effect are blinded for 1D4 turns.
速射RAPID FIRE
安珀利亚和达沃卡的弓箭手们发明了速射的技巧。大体上说,右利手会把箭搭在弓的右边而不是左边,一次从箭囊里抽出多支箭矢抓在左手。这样一来,就能够一口气连贯地完成拉弦、瞄准、射出这一套动作,这意味着箭矢能够一支接一支地连续发射——对护甲不足的目标来说真是坏消息。
该能力要求战斗中使用弓。
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新手Novice主动动作。角色能够用移动动作射出第二支箭,总共两支。只有在战斗动作也被用于射箭时才可这样用。两支箭分别投骰,可以(但不是必须)瞄准同一个目标。行家Adept主动动作。角色能够用一个战斗动作射出两支箭,可瞄准同一个目标或两个不同的目标。大师Master主动动作。角色能够用一个战斗动作射出三支箭,可瞄准同一个目标或两个不同的目标。*【薛猫贡献翻译,稍作修改】
*译注:不能射三个不同目标嘛?
剧透 - : rApid fire
Archers in Ambria and Davokar have developedtechniques for rapid firing. In essence, if right-handed, they place the arrow on the right side of thebow instead of on the left, and draw several arrowsat a time from the quiver to hold them in the lefthand. This way, arrows may be knocked, aimed andfired in a single motion, meaning that they can belaunched one after the other – truly bad news forpoorly armored targets.
The ability requires that some kind of bow beused in combat.
Novice Active. The character can sacrifice his or hermovement action to fire a second arrow, twoin total. This may only be done if the combataction is also used for firing a bow. Thearrows are rolled separately and may (but donot have to) be aimed at the same target.
Adept Active. The character may fire two arrowswith a single combat action, at one or twodifferent targets.
Master Active. The character fires three arrowswith a single combat action, at one or twodifferent targets.
瞬间反射RAPID REFLEXES
仅限游民可用
游民之间共同点并不多,除了一点:他们都是生存主义者——也许是因为他们热爱活着的感觉,也许是为了达成目标而保存性命。他们这种求生意志令他们想出了各种避免受伤的办法。
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新手Novice反应动作。当角色遇到可能造成全额或半额伤害的效应时(例如被炼金地雷炸到或被硫磺喷涌喷到),角色在本应吃全额伤害的情况下只受半额伤害,在本应受半额伤害的情况下不受任何伤害。举例来说,当被硫磺喷涌喷到,正常情况下,命中会造成1D12伤害,未命中会造成1D6伤害,那么瞬间反射能力能将伤害分别转换成命中时1D6,未命中不受伤害。行家Adept反应动作。游民避开敌人的近战攻击并瞬移到敌人背后;如果玩家愿意,通过一个[防御]检定游民就可以和敌人互换位置。这意味着,游民能在不承受借机攻击的情况下从被夹击的位置脱出,同时也意味着,如果原来游民身边有同伴站着,那么敌人就会落在一个被夹击的位置上。大师Master自由动作。这位游民专家的反射感官是如此精湛协调,以至于ta能无视一般的战斗轮顺序,因而总能第一个行动;只有那些同样具有该能力且具有更高[敏捷]或[察觉]属性的人才能先于这位游民行动。剧透 - : rApid reflexes
Only available to Rogues
Rogues do not have much in common, besides thatthey all are survivalists – either because they arequite fond of being alive or in order for them tokeep striving for their goals. This will to stay alivehas resulted in the development of various ways toavoid being damaged.
Novice Reaction. In situations when the charactersuffers from an effect which may resultin full or half damage (for instance fromalchemical grenades and Brimstone Cas-cade), the character suffers half damageinstead of full, and no damage instead ofhalf. As an example, if hit by a BrimstoneCascade that normally deals 1D12 with ahit and 1D6 with a miss, this is transformedinto 1D6 with a hit and no damage at all witha miss.
Adept Reaction. The rogue avoids the enemy’smelee attack and dances around to itsback; with a passed Defense test, the rogueand the enemy switch places, if the playerwishes. This means that the rogue getsaway from being flanked without sufferinga Free Attack, and also that the enemy endsup in a flanked position if there was an allystanding next to the rogue.
Master Free. The expert rogue’s reflexes are so finelytuned that he or she ignores the usual turnorder and always acts first; only others withthis ability and a higher value in Quick orVigilant gets to go before the rogue.
符文纹身RUNE TATTOO
位于达沃卡东部的外沃德部落的符文工匠们常常在他们自己和同伴身上刺绘强大的符文。当在战斗中被激活,这些符文看起来就像有生命一样流淌着炽热的红光。角色带有这样的纹身,或是自己制作的(需要<雕刻符文纹身>仪式)(*译注:APG仪式Carve Rune Tattoo,待翻译),或是由一位绘符师(*译注:symbolist,指绘符传统的秘术师)作为某个具有重大意义的事迹的谢礼或回报而给予。
<符文纹身>要求有人为角色施展<雕刻符文纹身>仪式。如果角色开卡就拥有该能力,那么纹身开场就已经在了了。
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新手Novice反应动作。"当角色受到攻击,符文纹身为[护甲]提供+1D4加值,不过只有当角色选择激活它时才有效。激活该保护效果时,每次角色被命中都受到1点临时腐化,角色在骰掷其它类型的护甲之前决定是否要使用符文的保护。
此外,符文就像一整套衣物一样保护角色免受天气和寒风之扰。"行家Adept反应动作。绘符纹身自动被引向角色身上的伤处,在伤口周围隐隐发光。角色每轮恢复1点<体质>;每恢复1点,要受到1点临时腐化。纹身的战士可决定何时终止恢复过程。大师Master反应动作。符文纹身使得勇士的攻击更加强力。当命中敌人时,若角色愿意,流淌着光华的纹身会蔓延到武器上并造成+1D4额外伤害,代价是角色承受同等数量的临时腐化。剧透 - : rune tAttoo
The rune crafters of Clan Vajvod in eastern Davokaroften tattoo themselves and their allies with power-ful runes. These runes seem almost alive and glowred-hot when activated in combat. The charactercarries such tattoos, either self-made (requires theritual Carve Rune Tattoo) or granted to the characteras a gift or a reward, likely for a service of greatimportance for the symbolist who made it.
Rune Tattoo requires that someone uses the ritualCarve Rune Tattoo on the character. If the characterhas the ability from the start, the tattoo is alreadyin place.
Novice Reaction. The rune tattoo provides a +1D4bonus to armor against attacks, but only ifthe character chooses to activate it. Activat-ing the effect costs one temporary corruptionfor each attack that hits and the characterdecides whether or not to use it before he orshe rolls for other kinds of armor.
In addition, the rune protects fromweather and wind like a full set of clothes.
Adept Reaction. The rune tattoo is attracted to inju-ries on the character’s body and glows aroundthe wounds. The character regenerates onepoint of Toughness per turn; each point healedcosts one point in temporary corruption. Thetattooed warrior may abort the regenerationprocess when he or she wishes.
Master Reaction. The rune tattoo adds power tothe warrior’s attacks. When an enemy is hitand the character so wishes, the glowingtattoo flows over the weapon dealing +1D4damage, at the cost of as many points intemporary corruption for the character.
攻城专家SIEGE EXPERT
在安珀利亚,战争有两种打法:在战场上,和在围城战中。攻城武器在两种战争中都适用。这个能力包括知晓如何使用弩机(ballistae)、攻城塔(siege tower)和投石车*(catapults),以及能够从平地建起这些精妙装置的技能。一名攻城专家懂得为了破坏敌人的城墙要如何挖防护性的战壕和坑道。在此之上,他们还会使用战术炼金武器:炼金炸弹(alchemical grenades)、火药釜(breaching pots)、火厢车**(missile batteries),以及移动式和固定式的炼金火筒***(alchemical fire tubes)。
所有攻城以及战术武器都在武器章作详述,从p110开始。(*译注:APG第九章《武器与甲胄》)
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新手Novice特殊动作。角色受过使用弩机以及如何在现场搭建攻城塔的训练。角色能够操作炼金炸弹,不会像外行那样误引爆它们。行家Adept特殊动作。角色能在建造攻城装置的工程中担任组织者,还能使用更高级的攻城武器,比如投石车和它的大号兄弟——大型投石车*。在建造攻城装置的施工现场,角色能够计划并领导挖掘防御性战壕和破坏城墙结构的地道的工程。角色在攻城武器技艺上的造诣更深一层——ta能使用炼金烟幕从敌人的弓箭手眼前藏匿进攻的军队;使用炼金火药釜在敌人的防御工事上开洞;还能用炼金火筒同向所用经过它的人喷射火焰和死亡。此外,角色即使在压力下使用移动式炼金火筒也不会引发灾难性后果。大师Master特殊动作。角色对炼金武器的理解卓越非凡,所有炼金武器都看作拥有<大型>(Massive)品质,如果原本没有的话。*译注:薛猫在武器章将catapults和trebuchet译为小型投石机和投石机,这边为了表述顺畅一些译为投石车和大型投石车,待定
**译注:薛猫在武器章译为飞弹missile batteries,待定
***译注:薛猫在武器章译为炼金火药桶alchemical firetube,待定
剧透 - : siege expert
In Ambria, wars are fought in two ways: on thebattlefield and through sieges. Siege weapons areused in both cases. This ability covers the use of bal-listae, siege towers and catapults, and also the skillto construct these contraptions from the ground up.A siege expert can plan and organize the digging ofprotective trenches and tunnels for the purpose ofundermining an enemy’s walls. Added to this is theuse of alchemical battlefield weapons: alchemicalgrenades, breaching pots, missile batteries andalchemical fire tubes, both stationary and portable.
All siege and battlefield weapons are describedin the Weapons’ section, starting on page 110.
Novice Special. The character is trained to use aballista and to construct siege towers onlocation. The character can handle alchem-ical grenades and does not risk them det-onating by mistake, like an inexperienceduser must worry about.
Adept Special. The character can lead the workwhen building and then effectively use moreadvanced siege weapons, like the catapultand its bigger cousin, the trebuchet. At thesite of a siege, the character can plan andlead the work of digging protective trenchesand undermining tunnels. The characterhas learned the deeper secrets regardingthe art of siege weapons – alchemicalsmoke screens hiding attacking troopsfrom hostile archers; the use of the alchem-ical breaching pot that blasts holes in theenemy’s fortifications; and the alchemicalfire tube, spewing fire and death at anyonepassing in front of it. Also, the portable ver-sion of the alchemical fire tube can safelybe handled under stress, without riskingcatastrophic failures.
Master Special. The character’s understandingof alchemical weapons is exceptional, andthey all get the quality Massive if they donot have it already.
棍斗术STAFF FIGHTING
长棍简朴的外表常掩盖了其作为武器的功能,而熟练的棍斗家们——常见于达沃卡的精灵们以及那些在必要时使用符文棍战斗的清苦修行的棍法师们——很好地展示了后者。在蛮族中也有棍斗家,他们一般使用一种称作斧矛(Pike Axe)的武器(同样的武器在安珀利亚被称作戟(Halberd)*)。关于这些流派是否有着共同的起源仍存在争议,但这已经无关紧要;它们都同样有效——正如拥有该能力的角色所展示的那样。
<棍斗术>能在所有长武器上使用——棍(staff)、矛(spear)、戟(halberd),以及长矛(pike)。更稀有的链棍也可与该能力一起使用。此外,与棍斗术技巧最为合拍的乃是所有长武器中最简单的基本款——木棍(wooden staff)**。
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新手Novice反应动作。角色所受训练使ta能格挡袭向自己的攻击,角色获得+1[防御]加值;若使用的是简单的木棍或符文棍,因其比其它长武器更快、配重更平衡,角色获得+2[防御]加值。行家Adept反应动作。"当角色使用长武器,若敌人防御住了第一下攻击,那么角色可以用长武器手柄的末端进行一次<借机攻击>。该<借机攻击>单独投骰,伤害为1D6。
若装备木杖(即,既不是矛也不是戟,但包括符文棍),只要握着武器,每次成功防御住一次近战攻击,也可进行一次<借机攻击>——棍斗家在格挡成功后会发起一次快速的反击。"大师Master主动动作。角色掌握了如何在一个动作里先打腿然后攻击倒下的敌人。第一下攻击若通过[精准<-敏捷]检定,则敌人倒地,随后紧接着发起一次<借机攻击>,且看做具有[优势攻击条件]。*译注:Halberd在CRB里翻成双刃斧了,待改。
**这段里都用wooden staff表示木棍,但是CRB和APG武器章里类似武器是叫quarterstaff,这里认为是瑞典人在翻不同章到英文时译名没统一,中文都当作同一个武器“木棍”了。
剧透 - : stAff fighting
The apparent simplicity of the staff tends to mask its versatility as a weapon, which is demonstrated by skilled staff fghters, ofen found among Davokar’s elves and the ascetic staff mages who use their rune staffs for fghting if the situation demands it. There are also staff fghters among the barbarians, ofen using the Pike Axe as a weapon (the same weapon called a Halberd in Ambria). The question of whether or not these fghting traditions have a common origin is redundant; they are all equally effective – something a character with this ability will be able to demonstrate.
Staff Fighting may be performed with all Long weapons – staff, spear, halberd and pike. Also the more exotic Chain Staff can be used. Moreover, staff fghting techniques are especially useful for anyone using them with the simplest of all Long weapons – the wooden staff.
Novice Reaction. The character is trained to parry incoming attacks and gains +1 in Defense; with the simple wooden staff or a rune staff – quicker and better balanced than other weapons in the category – the bonus is +2 in Defense.
Adept Reaction. The character uses the back end of the Long weapon to gain a Free Attack if the opponent defends against the initial attack. The Free Attack is rolled separately and the damage is 1D6.
If armed with a wooden staff (that is, not a spear or a halberd, but including rune staffs), this may also be done after every successful Defense against melee attacks while holding the weapon – the staff fghter makes a quick riposte after having parried.
Master Active. The character has learned how to target the legs and then attack the fallen enemy with a single motion. The initial attack sends the enemy to the ground if the attacker succeeds with a [Accurate←Quick] test and the follow-up is performed as a Free Attack with Advantage on the opponent.
棍法(秘术传统)STAFF MAGIC
仅限棍法师可用
棍法师曾是辛柏隆帝王的守卫。当最后一位统治者陨落,他们退隐至他们位于达沃卡深处的城堡之中,期盼着将来重建业已衰弱的组织。在他们看来,辛柏隆的复灭是他们的罪孽;他们因沉迷于虚名、阴谋以及地位而忽视了守护帝国的职责。
如今的棍法师们衣着简朴、缄默寡言,拥有着骇人的秘术力量,这个组织的现状正是他们致力于恢复组织旧貌的努力造就的。角色是被选中的存在之一,ta被给予一根符文棍,以及复兴棍法组织旧日辉煌的伟大使命——他们要击溃黑暗,将最后帝王的真正继承者拥上辛巴尔*的荆棘王座。
棍法师是一支精英队伍,从招募新人开始就有着极高要求;只有拥有最高潜力的秘术师才有资格同他们在消灭黑暗的使命中并肩作战。
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新手Novice特殊动作。"棍法师将自己的灵魂与一根刻有元素符文的符文棍绑定。符文棍吸收所有角色因学习该传统新手级秘术所受到的腐化。若角色在绑定符文棍时已经有永久腐化,那么永久腐化会降低1D6。绑定只能进行一次;若符文棍丢失或不得不跟换,不会再次降低腐化。
此外,棍法师可以用一个自由动作激活一种元素符文,无论是施放棍法传统的秘术还是将棍子作为近战武器使用,都可造成额外+1D4伤害。角色可选择火焰、闪电、霜寒或酸蚀**。激活符文的动作不会导致腐化。"行家Adept特殊动作。符文棍吸收所有角色因学习该传统行家级秘术所受到的腐化。此外,符文棍能很好地束缚腐化,角色因施放传统内秘术而承受腐化时,能骰两次,取较低的骰值。大师Master特殊动作。符文棍吸收所有角色因学习该传统大师级秘术所受到的腐化。符文棍能很好的束缚临时腐化,因此当角色使用棍法传统的秘术时不再承受任何临时腐化。***
*译注:辛巴尔(Symbar),辛柏隆帝国(Symbaroum)的首都
**译注:那我可不可以4个自由动作符文全开+4D6?
***所以棍法传统跟CRB三传统的区别在于,CRB三个传统在新手级免除了因学习该传统仪式而承受腐化,棍法传统没有这个好处。
剧透 - : stAff mAgic
Only available to Staff Mages
The staff mages were once the guards of the Symbarian emperor. Afer the fall of the last emperor, they retreated to their castle deep inside Davokar, hoping to reform their weakened order. To them, they were to blame for the fall of Symbaroum; they failed in their duty because they focused more on titles, intrigues and status than on protecting the empire.
The reformation gave birth to the order as it is today, its members appearing as simply dressed and taciturn mystics with astounding powers. The character is one of the chosen, given a rune staff and the task of restoring the former grandeur of the order by crushing the darkness and placing the rightful heir of the last emperor on the Throne of Thorns in Symbar.
The staff mages are an elite order, placing high demands on recruits from the start; only the most promising mystics can ever hope to battle darkness as members of their order.
Novice Special. The staff mage binds his or her soul to a rune staff, carved with the runes of the elements. The staff absorbs all corruption the character would have gained by learning the powers of the tradition at the novice level. If the character already has permanent corruption when being bound to the staff, the level of permanent corruption is reduced by 1D6. This can only be done once; if the staff gets lost or must be replaced, no additional reduction is made.
In addition, as a free action the staff mage can activate an elemental rune and then deal +1D4 damage with the staff, no matter if it is used in combination with the powers of the tradition or as a melee weapon. The character can chose between fre, lightning, cold or acid. Activating the rune gives no corruption
Adept Special. The staff absorbs all corruption the character would have gained by learning the powers of the tradition at the adept level. Also, the staff binds the corruption so well that the character gets a second chance to roll for corruption when using all powers included in the tradition; the character suffers from the lower of the two outcomes
Master Special. The staff absorbs all corruption the character would have gained by learning the powers of the tradition at the master level. The staff also binds temporary corruption so effectively, that the character no longer suffers any temporary corruption when using the powers of staff magic.
天赋异禀STRONG GIFT
仅限秘术师可用
关于秘术力量的起源有许多传言,所有秘术传统都急于宣称自己才是最古老的,或至少是与秘术实践的存在同样古老。不管真相如何,许多人相信,最初建立起各传统的是那些或天生或通过无尽求索而获得强大天赋的无流派秘术师们。
<天赋异禀>这一能力——无论是自发的还是通过练习和试练获得的——仍存于当今一些秘术师身上。一方面,这种天赋能令秘术师对世上特定的某种腐化具有抵抗力。也能使得秘术师可以临时使用秘术能力,代价是较高的腐化。
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新手Novice特殊动作。"[天赋异禀]允许秘术师从自己已知的秘术能力中挑选一个作为具有天赋的秘术能力,使用该秘术时只需承受(1)点临时腐化。如果角色没有秘术能力,或者希望用别的具有腐化效应的能力作为天赋能力,也是可以的——比如将<掌握秘术仪式>(包括任一仪式)或<灵视>作为天赋的话,则使用这些能力不会造成超过(1)点的临时腐化。此外,诸如<古老智慧>这样的特质也可以选择。
<天赋异禀>对因学习传统外的秘术能力而承受的永久腐化无效,只影响因使用它们而承受的临时腐化。"行家Adept被动动作。行家级<天赋异禀>的角色在计算腐化极限时取[意志],而不是[意志/2]。对这样的个体,只有当总腐化达到[意志×2]时才会成为腐化生物。大师Master特殊动作。大师级别的天赋使得角色能施放新手级别的任一秘术能力。所有成功检定都有第二次失败的机会,且使用该能力会带来1D8临时腐化。所有秘术能力都可使用,不论秘术属于哪个传统。【StoneSkin贡献翻译,略作修改】
剧透 - : strong gift
Only available to Mystics
There are many myths describing the origin of mystical powers, and all established traditions are quick to state that theirs is the oldest, or at least nearly as old as the mystical practice itself. Whatever the truth may be, many believe that it was self-taught mystics with an especially perfected or strong gif who founded the frst traditions.
The Strong Gif – innate or acquired through trials and practice – can still be found with some mystics. For one thing, the gif provides a singular resistance against the corruption of the world. It also endows the mystic with the ability to use improvised mystical powers, at a high cost in corruption.
Novice Special. The Strong Gift allows the character to choose a signature power. This power is selected from among the ones already known to the mystic, and that power then only costs one (1) temporary corruption to use. If the character has no powers or just prefers to have a tainting ability as its signature instead, this is also allowed – a gift linked to the ability Ritualist (including all individual rituals) or to Witchsight means that these never cost more than one temporary corruption to use. Also, traits such as Wisdom of the Ages may be chosen.
The Strong Gift has no effect on the cost in permanent corruption for learning a power outside a mystical tradition; it only affects the amount of temporary corruption gained when using it.
Adept Passive. A character with the adept level in Strong Gift uses his or her whole Resolute value as the corruption threshold, instead of only half. Such an individual does not become blight born until its total corruption reaches a value of Resolute ×2
Master Special. The gift of the Master lets the character cast any mystical power, albeit only at the novice level. There is a second chance to fail all success tests and using the power causes 1D8 temporary corruption. All mystical powers are available, no matter what tradition they belong to.
剑圣SWORD SAINT
在安珀利亚的决斗者之中,有一些人与他们的剑如同产生了神秘的共生关系一般,武器于他们就好似肉体与灵魂的延伸。[剑圣]的技法只有在手握细剑时才能发挥(或者其它具有<精确>品质的单手武器*)。格挡匕首或[斗篷舞]能力(Mantle Dance)也可与剑一同使用;但是,将[双武器战斗]与[剑圣]能力结合使用并不可获得额外伤害加值。
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新手Novice被动动作。当角色一手握精准剑**、一手握格挡匕首战斗时,能获得极大优势。此时剑造成的伤害为1D10,取代原先的1D8。行家Adept反应动作。角色能够做出快速的反击。每轮一次,在完成一次成功的[防御]后,角色对此敌人获得一次<借机攻击>。大师Master反应动作。"大师可以作出一连串反击,每次成功[防御]都可获得一次<借机攻击>,不再限制每轮可进行的<借机攻击>的次数。
此外,该等级附带一个<被动动作>奖励,精准剑**的伤害增加至1D12。"
*译注:原文“or other single-handed sword with the quality Balanced”,然而细剑的品质是精确不是平衡,所以这句话有问题。暂认为“平衡”是typo,应为“精确”。
**译注:如上,暂认为“平衡”是typo,应为“精确”。
剧透 - : sword sAint
Among Ambria’s duelists, there are those who have achieved an almost mystic symbiosis with their fencing swords, who handle their weapons as if they were extensions of their body and soul. The Sword Saint techniques may only be used with a fencing sword (or other single-handed sword with thequality Balanced). A parrying dagger or the ability Mantle Dance may also be used in combination with the sword, but Sword Saint cannot be combined with the ability Twin Attack to gain additional bonuses to damage.
Novice Passive. The character has learned to take full advantage of fghting with a balanced sword in one hand and a parrying dagger in the other. The damage dealt by the sword is 1D10, instead of 1D8.
Adept Reaction. The character can perform a rapid riposte. After one successful Defense per turn, the character gains a Free Attack against the enemy.
Master Reaction. The master can perform a series of ripostes and gains a Free Attack against the opponent with each successful Defense test, with no limitation on the number of Free Attacks per turn.
As a Passive addition, the damage of the balanced sword increases to 1D12
绘符(秘术传统)SYMBOLISM
<绘符>起源于远在群鸦山脉以东的、被绘符师(symbolists)们称为“人类的第一座城市”的神秘之地,它早已失落于东方的荒茫沙漠废土之中。如今,绘符师们主要汇聚在位于达沃卡东部的外沃德部落;当然,也不是所有绘符师都在那里,他们中有一部分为了追寻符文、记号还有象征的知识而踏上了漫长、遥远的旅程。绘符师的基本观点认为,世界由符号和象征组成,因此通过改变代表某些世间特性的符号和象征,就可以反过来对世界产生影响。
<绘符>的力量通过绘画或书写创造。更新奇的创作手段也是可能存在的,比如刺绣、雕刻或编织。不论制作方法为何,绘符师通过指令释放绘符中的秘术力量,而绘符在放出其蕴含的力量后就会消失不见。
创作一个绘符并不会导致腐化,但当绘符激活后,使用绘符者会承受(1)点临时腐化。
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新手Novice特殊动作。"角色开始掌握了一些符文的力量。符号必须通过实体形式展现——切割、绘画、蚀刻、纹身——总之会花费些时间;对一名新手来说,制作一个具有秘术力量的绘符要花一个小时。不过,要激活一个绘符只需要一个战斗动作即可,也就是说出一段触发用的短语。注意,绘符师必须能看到绘符或与其直接接触(近战范围)才能激活绘符。
绘符师为每个秘术能力只能准备一个绘符。当绘符被使用,就必须重新充能,所需时间与从头开始创作绘符所花费时间相同。"行家Adept特殊动作。"花费一个战斗动作,绘符师能够快速在书上、泥土中或地上的灰尘中画出一个绘符。这种临时性的绘符不受一名绘符师为每个秘术只能准备一个绘符这条规则的限制。
对于行家,激活绘符是一个自由动作,无论绘符是(新手级那样的)更持久的形式还是(行家级那样的)较短暂的形式,ta只需念出一个词即可。不过,每轮只能激活一个绘符。
另外,行家绘符师可选择使用某种物理触发机制代替一个单词来激活绘符。秘术师在创作绘符时决定其触发方式,比如说,可以设定为某个生物进入某个房间,某个人踩到了绘符上,或者在你的近战范围有人拔出了武器。绘符师可以选择是否将自己排除在条件之外,但绘符师的同伴并不能成为例外:如果他们的行动符合了触发条件,绘符就会被激活。
行家可以用一个简单的手势(自由动作)抹消ta自己的绘符,不过这要求实际触摸到绘符。"大师Master主动动作。花费一个战斗动作,绘符师能在空中画出火光构成的符文,并在同一个动作中激活它们。因此,这些绘符的作用方式如同其它传统的秘术一样,不同的是秘术师每激活一个绘符只需承受1点临时腐化。这些转瞬即逝的绘符不受一名绘符师为每个秘术只能准备一个绘符的规则限制。剧透 - : symbolism
Symbolism was developed in the east, beyond the Ravens, in what the symbolists call “The frst city of humans” – a place of myth, lost somewhere in the vast deserts of the eastern wastes. Nowadays, the symbolists gather in Vajvod, in eastern Davokar, even though some of them travel far and wide in their search for knowledge of runes, signs and symbols. The basic assumption of the symbolists states that the world consists of signs and symbols, and that it therefore may be affected and influenced by altering signs and symbols which represent its diverse features.
The powers of Symbolism are created by drawing or writing. More fanciful p rocedures are also possible, like embroidery, etchings or weaves. Procedures aside, the power of the symbol is released by the symbolist’s command, and the symbol vaporizes when its power has been unleashed.
Creating a symbol gives no corruption but when it is activated the one who uses it suffers one (1) point of temporary corruption.
Novice. Special. The character has begun to grasp the power of runes. The signs must be physically represented – carved, painted, etched, tattooed – which takes time; for a novice, it takes one hour to create a power symbol. However, it only takes a combat action to activate a symbol, which is done by uttering an activation phrase. Note that the symbolist has to see or be in direct contact (melee range) with the symbol in order to activate it.
The symbolist can only have one symbol per mystical power prepared in this way. When a symbol has been used it must be recharged, which takes as much time as it does to create the symbol from scratch.
Adept Special. With a combat action, the symbolist can quickly paint a symbol in a book or draw it in the mud or dust of the ground. These temporary symbols transcend the limitation stating that the symbolist may only have one symbol per power prepared.
To the adept, activating symbols – no matter if they are prepared in a more permanent fashion (see novice) or are of a temporary nature – is a free action where he or sheonly has to utter a single word. However, only one symbol may be activated per turn.
In addition, the adept symbolist can choose to activate symbols using a physical trigger instead of a word. The trigger is decided by the mystic when the symbol is created, and can for instance be that a living creature enters a room, that someone steps on the symbol or that a weapon is drawn within melee range. The symbolist may or may not exclude him- or herself from this equation, but the allies of the symbolist cannot be excluded: if they act in accordance with the trigger, the symbol is activated.
The adept can erase one of his or her own symbols with a simple gesture (free action), but this requires actually touching the symbol.
Master Active. As a combat action, the symbolist can draw flaming power runes in the air and activate them as part of the same action. Hence, the symbols work just like the powers of other traditions, aside from the mystic only suffering one point in temporary corruption per activation. These momentary symbols transcend the limitation stating that the symbolist may only have one symbol per power prepared.
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绘符师们所知的真相The Truth of the Symbolists
根据外沃德部落的绘符师们的说法,来到群鸦山脉西侧的人类是从东侧逃过来的避难者。据传说,这边最早有人定居的地方就是目前外沃德所在的区域,并且当时在殖民在程中牺牲了许多生命。对于当年到底是什么阻挡了他们,存在着许多争议和猜测,一说是巨人,一说是食人猛兽,还有观点认为一个叫做Aravax或Axerva的人类部落,后者也许跟后来被称作Angathal Taar的追随者的蛛形种族有关。不论哪个说法是真的,绘符师们都认为传说中蕴含着无价的教训。
自然,如果当初这些逃难者所用的秘术是那种更强力、更快捷的类型的话,本可以救下更多性命——但这种做法是短视的。人类之所以能顺利存活,是因为他们从先前犯下的错误中吸取了教训——他们知晓世界对于亵渎或滥用它的人会给予多残酷的报应。正是基于这种逻辑,正统的绘符师们认为所有其它传统之间的区别其实微不足道;他们认为巫术和法术实际上并不比邪术好多少。
剧透 - : The Truth of the Symbolists
According to the symbolists of Clan Vajvod, humans once arrived in the region west of the Ravens as refugees from the east. The legends say that the territory of the Vajvods was the frst to be populated and that the colonization cost many lives. Exactly what stood in their way is a topic for debate and guesses – there is talk of giants, hordes of predatory beasts and a human tribe called Aravax or Axerva, possibly related to the spider-like race later known as the followers of Angathal Taar. Irrespective of which, the symbolists claim that the legends have an invaluable lesson to tell.
Sure, lots of single human lives could have been saved if the refugees had used more potent and more quickly crafted mystical powers, but only in the short term. That humankind fnally triumphed was due to what had been learned from previous mistakes – insights regarding the world’s capacity to brutally punish all who violate or abuse it. Based on this logic, the orthodox symbolists claim that the difference between all other mystical traditions is slim; that witches and wizards in reality are not much better than sorcerers.
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陷阱专家TRAPPER
陷阱自古以来都是十分有用的工具,在达沃卡中尤为如此。许多蛮族人都知道如何制作陷阱,一部分需要涉入森林的安珀利亚人也懂得陷阱的好处。角色明白了一个道理,与怪物和秽物们作战的最好方式就是先把它们抓住并铐起来。
经过训练的陷阱专家们能够部署和解除机械陷阱以及炼金地雷。此外,若情况需要,角色能使用手头拥有的材料快速制作一个临时陷阱。
更多关于陷阱的规则详见p102(译注:APG第八章《可选规则》)
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新手Novice主动动作。通过一个[智识]检定,角色能够用一个战斗动作部署或解除一个机械陷阱。效果取决于陷阱的等级(见p127装备章)(*译注:APG第十章《装备》)。角色还能够花费一整轮制作一个临时陷阱。角色所制作的临时陷阱能造成1D6伤害。行家Adept主动动作。角色能像操作机械陷阱一样操作炼金地雷。现在,一个由该角色制作的临时陷阱能造成1D8伤害。大师Master主动动作。角色是远近闻名的陷阱专家,能将任何种类陷阱的效用都发挥到极致。陷阱和地雷都看作高一级:弱效当作中效,中效当作高效,而当角色使用强效装置时,在所有检定中获得第二次机会——敌人在尝试发现、卸除或脱离时的困难会更大;伤害骰也会投两次并取较高值。对于炼金陷阱,伤害重骰仅用于第一次爆炸,不作用于后续伤害。现在,临时陷阱造成1D10伤害。剧透 - : trApper
Traps have been used since ancient times andin Davokar they are particularly useful. Amongbarbarians, the art of trap-making is known tomany and even Ambrians venturing into the woodsknow to appreciate a good trap. The character hasrealized that monsters and abominations are bestcombated after having been caught and fettered.
Trained trappers can deploy and disarmboth mechanical traps and alchemical mines.Furthermore, when the need arises, the charactercan quickly manufacture improvised traps frommaterials at hand.
See more on the rules regarding traps on page 102.
Novice Active. With a passed Cunning test, the char-acter can use a combat action to deploy ordisarm a mechanical trap. The effect dependson the level of the trap (see page 127 in theEquipment chapter). The character can alsobuild an improvised trap, but this requires awhole turn to complete. An improvised trapmade by the character deals 1D6 damage.
Adept Active. The character can handle alchem-ical mines the same way he or she handlesmechanical traps. An improvised trap madeby the character now deals 1D8 damage.
Master Active. The character is a renowned trapperwho knows how to make the most of anykind of trap. Traps and mines are countedas one tier higher: weak becomes mod-erate, moderate becomes strong and thecharacter gets a second chance on all rollswhen using a strong device – the enemies’attempts to discover, disarm or get freebecome more difficult; also the damagedice is rolled twice and the highest outcomestands. For alchemical traps, the damagere-roll only pertains to the initial explosion,not the ongoing damage that follows. Im-provised traps now deal 1D10 damage.
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边栏p72
陷阱和地形Traps and Terrain
陷阱有效与否取决于地形的限制与潜能。因此,若将使用到陷阱,建议采用<战斗地图>(参见CRB, p162)。若采用了<比例尺移动>(Movement by Scale)规则,则一个陷阱会复盖一个格子(参见CRB, p181)。
剧透 - : Traps and Terrain
The effectiveness oftraps is determined bythe terrain’s limitationsand potential. Hence, it issuggested that you use aCombat Map when trapsare employed (see page162 in the Core Rulebook).If Movement by Scale isused, a trap covers onesquare (see page 181 in theCore Rulebook).
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花式射箭TRICK ARCHERY
使用弓或弩的花式射箭是安珀利亚的至高时尚,它在秀场上人气之高,一如它在实战中有效至极。磨练自己的技艺至登峰造极所需要的刻苦与耐心只有少部分人拥有,因而花式射手并不多见。终其一生磨练弓技或弩技之人罕有,而角色就是其中之一。
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新手Novice主动动作。角色可以用一整轮(战斗加移动动作)来完美地瞄准并精确命中敌人身上的某个部位;将一把武器从手中打出去,将某一身体部位钉到附近的一面墙或一颗树上,或者打中眼睛令敌人目盲。如常投攻击检定,若命中并造成伤害,则附带效果也会发生:被扔下的武器必须要捡起来才能继续使用,把敌人钉到墙上的箭矢必须被拔出来或折断,射中眼睛附近的箭会令敌人暂时失明。无论哪种情况,敌人都会为处理突发状况而丧失一个战斗动作。行家Adept主动动作。"角色令抛射物在地面、墙壁、家具、盾牌或具有强韧的皮肤或穿着护甲的生物表面弹开,使得抛射物能在角色不具有直达目标的瞄准线的情况下命中位于掩体后的目标。ta必须对目标身处什么位置有概念,或者看着目标躲进了什么地方,比如说躲进一个掩体或隔壁的房间。如果目标做了双移动动作,那么就不能被打中。
这种攻击不论成功检定还是伤害都如常进行。"大师Master反应动作。"每轮一次,角色能够远程地格挡一次成功命中的攻击。这种远程格挡动作可以是以下两种类型:
a) 对抗瞄准一名同伴的近战攻击:大师射手射出一个抛射物打偏本会命中同伴的攻击。这个格挡动作要求通过一个[精准<-敏捷]检定;若成功,该攻击不中,同伴不受其伤害。
b) 对抗瞄准一名同伴或射手本人的一发物理性质的抛射物:该格挡动作要求通过一个[精准<-敏捷]检定;若成功,射来的抛射物会偏转并错失目标。"剧透 - : trick Archery
Trick shooting with bows and crossbows is highestfashion in Ambria, as appreciated at shows as itis effective in combat. Trick archers are not verymany, since most people lack the patience forhoning their skills to such an astounding degree.The character is one of the few who have dedicatedtheir lives to mastering the bow or the crossbow.
Novice Active. The character can use a full turn(combat plus movement action) to aim per-fectly and then hit a very precise locationon the enemy; shoot a weapon from a hand,nail a body-part to a nearby wall or tree, oraim for the eyes to blind the enemy. The at-tack is rolled as usual and if it hits and dealsdamage, the intended effect also occurs:a weapon is dropped and must be pickedup, an arrow that nails the enemy to a wallmust be pulled out or broken, and a hit closeto the eyes leaves the enemy temporarilyblinded. Whichever the case, the targetloses a combat action in order to deal withthe situation.
Adept Active. The archer can cause projectiles toricochet off floors, walls, furniture, shieldsor living creatures with robust skin or armorin order to hit targets behind cover so thecharacter does not need free line of sightbefore firing. He or she must have an ideaof where the target is or have watched itduck into hiding, for instance into cover oran adjacent room. If the target has made adouble movement action it cannot be hit.
This kind of attack is made as usual, regarding both success test and damage test.
Master Reaction. Once per turn, the charactercan parry a successful attack at range.This ranged parrying maneuver can be oftwo types:
Versus a melee attack aimed at an ally:The master archer fires a projectile that de-flects an attack which otherwise would havehit one of his or her allies. This parrying ma-neuver requires a passed [Accurate←Quick]test; if successful, the attack misses the allywithout dealing any damage.
Versus a physical projectile aimed at thearcher or an ally: The parrying maneuverrequires a passed [Accurate←Quick] test;if successful, the incoming projectile isdeflected and misses its target.
巨魔之歌(秘术传统)TROLL SINGING
巨魔的秘术传统是通过歌唱表现的,有时会使用号角、笛子或口笛演奏音乐作为伴奏。根据巨魔的教导歌谣,这个传统起源于巨魔们在<地底世界>(Underworld)长距离交流时用到的嘈嚎(kauking)的歌唱风格。
_________________
新手Novice特殊动作。"巨魔歌者学习新手级巨魔歌谣时不再承受永久腐化,不过该能力不能保护歌者免受在歌唱这些歌谣时所受到的临时腐化。
此外,每个场景一次,所有巨魔歌者在尝试影响或操作目标心灵时(即,当对手使用[坚毅]属性进行防御时)可以重骰一次成功检定。该重骰不可用于建立或维持秘术连锁效果。"行家Adept特殊动作。巨魔歌者学习行家及巨魔歌谣时不再承受永久腐化。此外,行家在尝试影响或操作目标心灵时——包括建立或维持一个这种类型的秘术连锁时,可重骰一次成功检定,。大师Master特殊动作。巨魔歌者学习大师级巨魔歌谣时不再承受永久腐化。大师在尝试影响或操纵目标心灵时——包括建立或维持一个这种类型的秘术连锁时,可以重骰每一次成功检定。剧透 - : troll singing
The mystical tradition of trolls is expressedthrough singing, sometimes accompanied bymusic played on horn, flute or pipes. Accordingto the trolls’ educational songs, the traditionstems from the kauking singing style that trollsuse to communicate over long distances in theUnderworld.
Novice Special. The troll singer suffers no perma-nent corruption from learning troll songsat the novice level, but has no protectionfrom temporary corruption suffered whensinging them.
In addition, once per scene all trollsingers have a second chance to succeedon a test when trying to influence or affecta target’s mind (that is, situations whenthe adversary defends using the attributeResolute). The re-roll may not be usedto create or maintain a chain of mysticaleffects.
Adept Special. The troll singer suffers no perma-nent corruption from learning troll songsat the adept level. Additionally, the adeptmay re-roll one success test when tryingto influence or affect a target’s mind, alsowhen creating or maintaining a chain ofsuch mystical effects.
Master Special. The troll singer suffers no perma-nent corruption from learning troll songsat the master level. The master may re-rollevery success test when trying to influenceor affect a target’s mind, also when creatingor maintaining a chain of such mysticaleffects.
--- 引用 ---边栏p73
巨魔的嘈嚎Kauking
被巨魔们称为“嘈嚎”的歌唱风格,可以描述为一种尖锐、有旋律的恸鸣声,它能够传播很长的距离。这些歌谣多半没有歌词,但是其音调、旋律还有节奏对于能够听懂的个体来说是有意义的。
剧透 - : Kauking
The singing style known as Kauking among the trolls can be described as a highpitched, melodic wailing which carries over long distances. The songs are usually wordless, but the tones, melody and rhythm have meaning to those equipped to understand.
--- 引用结尾 ---
摔跤WRESTING
摔跤在战士们中颇为流行,因其训练与娱乐性并重而备受青睐。因此,在安珀利亚大型城镇的竞技场中、军营中百无聊赖的士兵间、剑斧交横的战场上,都可以看到摔跤的身影。角色受到了训练,在着甲与无甲时皆可进行摔跤。
魁梧特性为摔倒对手和防止被摔倒时的[强壮]检定提供加值:新手级别+2,行家级别+4,大师级别+8。若使用[强壮]以外的属性进行检定,则[魁梧]不提供加值。
_________________
新手Novice主动动作。"角色掌握了摔跤的基本动作,并能以其对抗着甲的敌人。角色在持有武器时仍可进行摔跤而不需丢弃武器。
攻击如常进行,如果命中则摔跤手将敌人牢牢抓住。摔跤手可以接着尝试抛摔敌人或紧抓不放;两种选择都需要通过一个[强壮<-强壮]检定。抛摔可以对敌人造成1D4无视护甲的伤害,并使敌人仰面倒在地上。
另一种选择,紧抓不放,不会造成伤害,但敌人无法行动,效果持续到摔跤手的[强壮<-强壮]检定失败为止。此外,摔跤手的所有队友对被抓紧的敌人进行攻击时都具有[优势攻击条件]。摔跤手在保持紧抓不放时自己也无法做任何事,这使ta变得易受攻击:所有敌人对摔跤手的攻击具有[优势攻击条件]。"行家Adept反应动作。角色学会了如何借力降力并将敌人摔翻在地。首先,摔跤手必须在受到近战攻击时如常通过[防御]检定,接着ta必须通过一个[敏捷<-强壮]检定。抛摔造成1D4无视护甲的伤害,被抛摔的敌人仰面倒地,呼吸困难,在其接下来的回合不能进行任何主动动作。大师Master反应动作。"角色的反应性抛摔(见行家级别)只需要通过[敏捷<-强壮]检定,无需[防御]检定。若抛摔失败,则再进行[防御]检定以躲避攻击。大师级的抛摔造成1D6无视护甲的伤害,被抛摔的敌人仰面倒地,呼吸困难,在其接下来的回合不能进行主动动作。
此外,大师级摔跤手可以立刻对该敌人<借机攻击>一次。"【谷子贡献翻译,稍作修改】
剧透 - : wrestling
Wrestling is popular among warriors, appreciated for educational purposes as well as its entertainment value. Hence, wrestling matches can be seen in the arenas of Ambria’s larger towns, in army camps among bored soldiers and on the battlefeld amidst swinging swords and axes. The character is trained to wrestle, both with and without the protection of armor.
The trait Robust adds a bonus to Strong when throwing an opponent or resisting being thrown: +2 at novice level, +4 at adept level, +8 at master level. Robust gives no bonus if some other attribute besides Strong is used.
Novice Active. The character knows the basic wrestling maneuvers and can use them against armed opponents. Also, the character can wrestle while holding weapons; they need not be dropped or put away.
The attack is made as usual and if successful the wrestler gets the enemy in a frm grip. The wrestler may then try to throw the enemy or just maintain the grip; both alternatives require a [Strong←Strong] test. The throw inflicts 1D4 damage, ignoring armor, and leaves the enemy flat on its back.
The alternative to a throw, maintaining the grip, inflicts no damage, but the enemy cannot act until the wrestler fails a [Strong←Strong] test. Also, all allies of the wrestler have Advantage on the gripped enemy. The wrestler is unable to do anything else while maintaining the grip, leaving him or her vulnerable: all enemies have Advantage on the wrestler.
Adept Reaction. The character has learned how to counter an opponent’s strength and can use it to throw the enemy to the ground. First, the wrestler must pass a normal Defense test verses the enemy’s melee attack, then he or she must pass a [Quick←Strong] test. The throw deals 1D4 damage, ignoring armor, and the thrown enemy ends up flat on its back, loses its breath and is unable to perform any active actions during the following turn.
Master Reaction. The reactive throw of the character (see the adept level) only requires a passed [Quick←Strong] test, no Defense test is needed. If the throw fails, then a Defense test is rolled to avoid being hit. The master’s throw deals 1D6 damage, ignoring armor, and the thrown enemy ends up flat on its back, loses its breath and is unable to perform any active actions during the following turn.
Furthermore, the master wrestler immediately gets a Free Attack on the enemy.
--- 引用 ---
边栏p65 能力表格
能力ABILITY 常拥有这些能力的原型/限定职业or原型ARCHETYPE/OCCUPATION身手灵活Acrobatics战士,游民Warrior, Rogue炼金术Alchemy秘术师,游民Mystic, Rogue灵巧战斗Agile Combat仅限铁誓者Iron Sworn only着甲施法Armored Mystic仅限圣殿骑士Templar only箭戳Arrow Jab猎人Hunter制作奇物Artifact Crafting仅限奇物工匠Artifact Crafter only斧艺师Axe Artist战士Warrior背刺Backstab游民Rogue怪物知识Beast Lore秘术师,游民Mystic, Rogue狂暴Berserker战士Warrior铁匠Blacksmith所有All血战Blood Combat仅限沉怒守卫Wrath Guard only护卫Bodyguard战士Warrior传导腐化Channeling秘术师,游民Mystic, Rogue阴招Cheap Shot游民Rogue威严Dominate战士,秘术师,游民Warrior, Mystic, Rogue捕缚战斗Ensnare战士,游民Warrior, Rogue骑御Equestrian战士,秘术师,游民Warrior, Mystic, Rogue提升属性Exceptional Attribute战士,秘术师,游民Warrior, Mystic, Rogue力量之证Feat of Strength仅限战士Warrior only佯攻Feint游民Rogue擅长多节武器Flailer战士Warrior锤奏Hammer Rhythm战士Warrior猎人直觉Hunter’s Instinct仅限猎人Hunter only铁拳Iron Fist战士Warrior小刀格斗术Knife Play游民Rogue领袖Leader战士,秘术师,游民Warrior, Mystic, Rogue博学Loremaster秘术师,游民Mystic, Rogue着甲战斗Man-at-arms战士Warrior斗篷舞Mantle Dance仅限绅士盗贼Gentleman Thief only神射手Marksman战士,游民Warrior, Rogue治愈Medicus秘术师,游民Mystic, Rogue秘术力量Mystical Power秘术师Mystic天生勇武Natural Warrior战士Warrior追击Opportunist战士,游民Warrior, Rogue用毒Poisoner秘术师,游民Mystic, Rogue擅长长柄武器Polearm Mastery战士,游民Warrior, Rogue烟火术Pyrotechnics仅限女王密探Queen’s Spy only即时备战Quick Draw战士,游民Warrior, Rogue速射Rapid Fire猎人,游民Hunter, Rogue瞬间反射Rapid Reflexes仅限游民Rogue only快速恢复Recovery战士,秘术师,游民Warrior, Mystic, Rogue掌握秘术仪式Ritualist战士,秘术师,游民Warrior, Mystic, Rogue符文纹身Rune Tattoo战士Warrior盾战士Shield Fighter战士Warrior攻城专家Siege Expert所有All第六感Sixth Sense战士,游民Warrior, Rogue法术(秘术传统)Sorcery秘术师Mystic棍斗术Staff Fighting猎人,战士Hunter, Warrior棍法(秘术传统)Staff Magic仅限棍法师Staff Mage only坚韧不屈Steadfast战士,秘术师,游民Warrior, Mystic, Rogue擅长投掷武器Steel Throw战士,游民Warrior, Rogue扼杀者Strangler游民Rogue天赋异禀Strong Gift仅限秘术师Mystic only剑圣Sword Saint战士Warrior绘符(秘术传统)Symbolism秘术师Mystic战术家Tactician秘术师,游民Mystic, Rogue神术(秘术传统)Theurgy秘术师Mystic陷阱专家Trapper猎人,游民Hunter, Rogue花式射箭Trick Archery猎人Hunter巨魔之歌Troll Singing秘术师Mystic双武器战斗Twin Attack战士,游民Warrior, Rogue双手武器之力Two-handed Force战士Warrior巫术(秘术传统)Witchcraft秘术师Mystic灵视Witchsight秘术师,游民Mystic, Rogue法术(秘术传统)Wizardry秘术师Mystic摔跤Wrestling战士Warrior
--- 引用结尾 ---
剧透 - :
能力 ABILITY 常拥有这些能力的原型/限定职业or原型 ARCHETYPE/OCCUPATION
身手灵活 Acrobatics 战士,游民 Warrior, Rogue
炼金术 Alchemy 秘术师,游民 Mystic, Rogue
灵巧战斗 Agile Combat 仅限铁誓者 Iron Sworn only
着甲施法 Armored Mystic 仅限圣殿骑士 Templar only
箭戳 Arrow Jab 猎人 Hunter
制作奇物 Artifact Crafting 仅限奇物工匠 Artifact Crafter only
斧艺师 Axe Artist 战士 Warrior
背刺 Backstab 游民 Rogue
怪物知识 Beast Lore 秘术师,游民 Mystic, Rogue
狂暴 Berserker 战士 Warrior
铁匠 Blacksmith 所有 All
血战 Blood Combat 仅限沉怒守卫 Wrath Guard only
护卫 Bodyguard 战士 Warrior
传导腐化 Channeling 秘术师,游民 Mystic, Rogue
阴招 Cheap Shot 游民 Rogue
威严 Dominate 战士,秘术师,游民 Warrior, Mystic, Rogue
捕缚战斗 Ensnare 战士,游民 Warrior, Rogue
骑御 Equestrian 战士,秘术师,游民 Warrior, Mystic, Rogue
提升属性 Exceptional Attribute 战士,秘术师,游民 Warrior, Mystic, Rogue
力量之证 Feat of Strength 仅限战士 Warrior only
佯攻 Feint 游民 Rogue
擅长多节武器 Flailer 战士 Warrior
锤奏 Hammer Rhythm 战士 Warrior
猎人直觉 Hunter’s Instinct 仅限猎人 Hunter only
铁拳 Iron Fist 战士 Warrior
小刀格斗术 Knife Play 游民 Rogue
领袖 Leader 战士,秘术师,游民 Warrior, Mystic, Rogue
博学 Loremaster 秘术师,游民 Mystic, Rogue
着甲战斗 Man-at-arms 战士 Warrior
斗篷舞 Mantle Dance 仅限绅士盗贼 Gentleman Thief only
神射手 Marksman 战士,游民 Warrior, Rogue
治愈 Medicus 秘术师,游民 Mystic, Rogue
秘术力量 Mystical Power 秘术师 Mystic
天生勇武 Natural Warrior 战士 Warrior
追击 Opportunist 战士,游民 Warrior, Rogue
用毒 Poisoner 秘术师,游民 Mystic, Rogue
擅长长柄武器 Polearm Mastery 战士,游民 Warrior, Rogue
烟火术 Pyrotechnics 仅限女王密探 Queen’s Spy only
即时备战 Quick Draw 战士,游民 Warrior, Rogue
速射 Rapid Fire 猎人,游民 Hunter, Rogue
瞬间反射 Rapid Reflexes 仅限游民 Rogue only
快速恢复 Recovery 战士,秘术师,游民 Warrior, Mystic, Rogue
掌握秘术仪式 Ritualist 战士,秘术师,游民 Warrior, Mystic, Rogue
符文纹身 Rune Tattoo 战士 Warrior
盾战士 Shield Fighter 战士 Warrior
攻城专家 Siege Expert 所有 All
第六感 Sixth Sense 战士,游民 Warrior, Rogue
法术(秘术传统) Sorcery 秘术师 Mystic
棍斗术 Staff Fighting 猎人,战士 Hunter, Warrior
棍法(秘术传统) Staff Magic 仅限棍法师 Staff Mage only
坚韧不屈 Steadfast 战士,秘术师,游民 Warrior, Mystic, Rogue
擅长投掷武器 Steel Throw 战士,游民 Warrior, Rogue
扼杀者 Strangler 游民 Rogue
天赋异禀 Strong Gift 仅限秘术师 Mystic only
剑圣 Sword Saint 战士 Warrior
绘符(秘术传统) Symbolism 秘术师 Mystic
战术家 Tactician 秘术师,游民 Mystic, Rogue
神术 Theurgy 秘术师 Mystic
陷阱专家 Trapper 猎人,游民 Hunter, Rogue
花式射箭 Trick Archery 猎人 Hunter
巨魔之歌 Troll Singing 秘术师 Mystic
双武器战斗 Twin Attack 战士,游民 Warrior, Rogue
双手武器之力 Two-handed Force 战士 Warrior
巫术(秘术传统) Witchcraft 秘术师 Mystic
灵视 Witchsight 秘术师,游民 Mystic, Rogue
法术(秘术传统) Wizardry 秘术师 Mystic
摔跤 Wrestling 战士 Warrior
乌尔枯法师:
所以符绘不会让秘术师免于学习秘术的永久腐蚀?
NewAlbionDrone:
--- 引述: 乌尔枯法师 于 2021-10-11, 周一 23:06:00 ---所以符绘不会让秘术师免于学习秘术的永久腐蚀?
--- 引用结尾 ---
“绘符的力量在于它对腐化的抗性:绘符师不会因学习本流派的秘术或绘制符文承受腐化。符文被激活时他们会承受一定腐化,但比其它流派的成员要低——每个激活的符文一点临时腐化。绘符的弱点在于速度慢;绘符师用制作符文的时间换来了对腐化的防护。但绘符仪式和其它流派的仪式同样运作。”
见第六章《秘术流派》http://www.goddessfantasy.net/bbs/index.php?topic=102081.0
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