作者 主题: 【SPCM】食尸鬼(Ghoul)  (阅读 1743 次)

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【SPCM】食尸鬼(Ghoul)
« 于: 2022-08-23, 周二 15:42:51 »
食尸鬼(Ghoul)
对许多人来说,“食尸鬼(ghoul)”这个词会让人联想到使人震惊和反胃的怪诞画面。作为墓穴的居民以及血与骨的鉴赏家,这些以死体为食的有蹄生物以饥渴之姿前行,因生者而流涎,散发出停尸房的恶臭。神话食尸鬼与他们那更普通的同类一般渴望血肉,但他们并非野兽。这种生物反而具备敏锐的智能,而且在学识和习俗上有着让人讶异的深刻积累。事实上,神话食尸鬼助人和害人的可能性并无二致。
和那些共享着同一份名号却在坟墓中大快朵颐的知名生物不同,神话食尸鬼属于活物。尽管神话食尸鬼的行为和天性让他们与同名的兄弟看起来好似天然的盟友,但对食物的争夺以及不死食尸鬼对生者的憎恶使得他们两者成为了死敌。神话食尸鬼死灵师喜欢将同类当做仆从来使役,因为这能产生一种反讽的可笑感觉。
除非另有说明,本书使用的“食尸鬼(ghoul)”一词默认为洛夫克拉夫特神话体系中活着的食尸鬼,而非化为可怖不死生物的食尸鬼。

历史(History)
只要有人类生活、饥饿和死亡之处,就有食尸鬼生活在阴影之中,渴望着食用血肉与记忆。每一处墓穴、每一座坟场和每个无名坟冢之中都可以读取到食尸鬼的历史。他们仍然保留着许多凡人认为早已遗失的东西,这体现在他们模仿古老习俗的习惯,以及通过以死者为食来重拾那些已被遗忘许久的记忆。
许多人猜测食尸鬼最初是通过在幻梦境(Dreamlands)深深挖入地下并从墓穴下方挖出了一条隧道从而来到这边的世界。而有一些人则认为食尸鬼是古老过去的残片,或者是崭新未来的表象。无论如何,食尸鬼从地表居民最初埋葬死者之时便与他们生活在一起,他们将会一直存续下去,哪怕最后一座坟墓被填满之后仍会延续许久。

扮演食尸鬼(Playing a Ghoul)
食尸鬼是讽刺和黑色幽默的结合体。食尸鬼享受啃食腐肉的滋味并从中吸收记忆碎片,别人因自身的饮食习惯而恶心的样子对他们来说是一种乐趣。尽管食尸鬼不会因为自身的本性为耻,但他们会被其他类人生物的文化所吸引,并常常在某种程度上嫉妒对方。食尸鬼们热衷于历史以及晦涩的知识。

若你是食尸鬼,你可能...
  • 懂得黑色幽默,笑看死亡而非畏惧死亡。
  • 乐于让别人感到不舒服,一般会通过你那惹人生厌的饮食习惯来达成这点。
  • 渴望更多地了解这个世界的历史。
  • 认为墓地是让人愉快和舒适的地方。
  • 选择某个特定类型的类人生物作为你的兴趣焦点:你可能认为自己曾经是这些类人生物中的一员、更加喜欢这类生物的肉味、或者希望采纳他们文化和信仰中的元素来挪为己用。
  • 低估他人对自身进食的厌恶之情,当你在这种堕落行为中沉沦之时尤为如此。

其他人可能...
  • 认为你是不死生物。
  • 因外貌而畏惧你,认为你是一头没有心智、贪求血肉的怪物。
  • 认为你居住在墓地里或者睡在棺材里。
  • 把你误认为兽化人(lycanthrope)。

生理简述(Physiology)
尽管神话食尸鬼模糊了生与死的界限,但他们确实是具有生命的有机体。尽管他们的习惯、口腹之欲、和习性与不死食尸鬼所具备的别无二致,但任何了解神话食尸鬼的人都可以迅速发现他们与那些不死同类间的差异十分巨大。从外观的差异到截然不同的行为举止,两者的对比会变得愈发明显。神话食尸鬼具有类人的体态,但外貌狰狞可怖。食尸鬼的面容形似犬类,具有明显凸出的鼻子和类似于猎狗的犬齿。尽管食尸鬼的声音往往具有喉音且语调刺耳,但他们的鼻子并没有大到严重扭曲或者妨碍说话能力的程度。食尸鬼的耳朵又大又尖,他们的头发通常很短,其背部、肩部和前臂上长着肮脏浓密的刚毛。食尸鬼的嘴部淌着口水,他们长长的舌头在没被用到的时候通常会耷拉着。
食尸鬼的兽化特征会延伸到身体的其他部分。他们的站姿有些驼背,有宽阔的肩膀,手看起来和人类的别无二致,但指尖却如爪子一般,他们的腿部和蹄子会让人联想到无毛的山羊。
大多数食尸鬼免疫由于腐烂物质的产生的普通传染病,因此他们与常人的预期刚好相反,几乎不会引发感染和传染疾病。尽管如此,他们对自己的个人卫生往往疏于关注,即便在情况最好的时候也会散发出一股霉味。更多的时候,他们会伴随着腐烂的恶臭,一种难闻的气味会弥漫在他们的呼吸和指缝里。几乎不会染病的特性助长了这种肮脏的习惯,但这种对于展现礼数漠不关心的态度从某种程度上也来源于食尸鬼让类人生物感到不适和恶心之时所带来的乐趣。
食尸鬼的生理特征中最引人注目的一点在于,当他们吃下尸体时,能够体验和吸收这些肉食大餐中残留的记忆。学者们还没有找到能够说明该能力的科学解释,只能把这股力量归类于超自然现象。尽管食尸鬼很喜欢这种提取记忆的能力,但他们既不想解明也不想了解到该能力是如何或者为什么能够发生,许多食尸鬼会坚守一种怪异的迷信说法,即知晓能力的因由会扰乱它产生的机制。对食尸鬼来说,这种能力可以生效就足够了,然而讽刺的是,他们却热衷于解明各式秘密和被遗忘的传说趣闻的过程。

家庭(Family)
神话食尸鬼生来就是食尸鬼,但他们一开始并不会表现出食尸鬼的特征;他们会在日后的生活中经历一次转变。因此,家庭对食尸鬼来说是一项复杂的主题;他们中的许多人会在转变为食尸鬼时被迫放弃自己的家庭,该行为的结果是让人羞耻、且通常带有暴力性质的离家出走。新生食尸鬼在新生活的头几年中往往会在自己强加的孤独中度过,事实上,他们在这段时间里甚至可能对于其他同类的存在一无所知。食尸鬼社会会很快接纳新来的兄弟姐妹,因为几乎每个食尸鬼都清楚地记得这段过渡时期的孤独、焦虑和恐惧。
尽管大多数食尸鬼最终都会学着把自己的寄养家庭中的成员当做真正的亲人来对待,但其中有许多人永远无法从失去抚养自己的亲人的冲击中恢复过来。这些食尸鬼的寿命大多数都比凡人更长,他们时常会在数十年后返回家中,观察或跟踪过去与自己有联系的存在。这种归家行为偶尔会导致暴力行为;但更常见的情况是,食尸鬼会表现出一种阴暗的耐心,在实现目标的同时避免产生对抗。举例来说,当食尸鬼得知自己的家庭成员死亡后,他们最倾向于去做的事情是前去盗墓。吃下双亲、兄弟姐妹和孩子的腐烂肉体,随着食尸鬼消化过去关系的记忆,他们能体验上段生活中的阴影和碎片,最终为自己带来一种形式可怖的解脱。寻求这种解脱的食尸鬼通常会保留与事件相关的物件作为纪念品,比如头骨,或者也可能是不太常见的传家宝,比如武器、珠宝或其他物品。食尸鬼能生下自己的孩子,但有新生的食尸鬼诞生时,这名婴儿往往看起来像是食尸鬼自身血脉相关的类人种族的普通孩童一般。食尸鬼父母通常会忍不住寻找一个家庭来抚养他们的孩子,希望给他们的孩子一段能够贴近正常生活的机遇。
食尸鬼会把他们的孩子当做孤儿或弃婴留在神殿门前,或者留在那些他们认为并希望预料之外的孩子能够得到照料的地方。在极少数情况下,邪恶的食尸鬼会采取更加残忍的做法。在深夜的掩护中,这些食尸鬼父母会潜入从村庄或乡镇里进行盗窃,寻找与自己相似的孩童之后将其替换,希望被替换的孩子能够在舒适和奢华的环境中长大。而被绑架的孩子则会被当做食尸鬼养大。
在具有讽刺意味的命运转折中,这两种“出生时被调换”的孩子都会成长为新生食尸鬼:被替换的孩子是由于他自身的吸血鬼血统而被转化,而被绑架的孩子则是由于在成长过程中只知道用墓碑当做餐盘、将月下的坟场作为游乐场的结果。以这种方式,食尸鬼能如同被生下来一般被创造出来。

生命周期(Life Cycle)
对于大多数活物来说,前往死亡的漫漫长路始于降生,但对食尸鬼来说并不总是如此。
由食尸鬼父母生下的食尸鬼看起来像是与其父母血脉相连的其他种族,在此情况下,他们会形似该种种族,直至成年后的数年或者靠近死亡与腐朽引发的转变出现为止。有些食尸鬼父母产下的孩子会从降生的首日便展现出兽化的特征(蹄子、尖牙和爪子);这种食尸鬼会快速发育,大约10年就能成年。食尸鬼会保护他们的孩子——尤其是那些看起来更像食尸鬼的那些——把他们收容在坟场最深处的角落里。因此,食尸鬼之外的种族很少遭遇到食尸鬼孩童,而这带来的错误推断,即食尸鬼孩童并不存在,只有现存的食尸鬼以玄妙的方式将受害者转化为同族时才会有新的食尸鬼诞生。
通过魔法成为神话食尸鬼是极为罕见的情况。当然,诅咒以及魔法侵染确实能够导致食尸鬼的显现,但食尸鬼并不能像疾病或兽化人一般“感染”他们的受害者。大多数由于诅咒或者其他情况而转化为食尸鬼的存在并非是由于和食尸鬼的交互而遭遇此等命运,而是通过古老陵墓中的强大魔法或诅咒、阅读禁忌的文字、或者参加渎神的仪式而被转化。而那些追寻此等命运的人则经常会发现自己被意外转化为了不死的食尸鬼。神话食尸鬼自身并没有以魔法手段创造同族的习惯。
墓地会记得它们招待过的食尸鬼,而成为食尸鬼不光是魔法或遗传学的问题,还与行为以及氛围相关。那些如食尸鬼一般活动的人,无论是以腐肉为食亦或者居住在坟墓之中,都会将自身置身于转化为食尸鬼的风险中。若与其他食尸鬼一同从事此种行为、或者在食尸鬼曾经寻欢作乐大啖血肉的地点寻求此种行为,都会增加转化的风险,即便这一区域在数十年甚至数百年内都没有食尸鬼活动也会增加。即便自身没有对食尸鬼行为的偏好或者不具有食尸鬼的血脉,被食尸鬼绑架并养大的孩童也能转化为食尸鬼。然而怪异的是,那些刻意寻求转化为食尸鬼的人,即便从事相应的活动来促使此种转变,也通常会发现他们的目标难以实现。这种转化似乎总是在寻求那些不期待改变的人,但却会回避那些寻求变化之人。
一般来说,类人生物转化为食尸鬼的过程并不会很快完成。与之对应的是,该个体在相当一段时间内,通常会在数年间,都是“新生食尸鬼”。一旦完全转化为真正的食尸鬼,要么通过新生食尸鬼的阶段经历漫长的变化,要么单纯作为食尸鬼的孩子长大成人,他们就能活过数个世纪。食尸鬼能活500年甚至更久,他们不会由于年迈而老死。取而代之的是,他们会变得愈发虚弱,最终失去照顾自己甚至行动的能力,若无人喂食他们的话,最终会由于饥饿而亡。许多食尸鬼不愿意在无尽的寿命中陷入依赖家人的无助之中,他们会主动把自己献上餐桌。这场送葬之宴在食尸鬼社会中并非耻辱或绝望的事情,它反而是一种重大成功,因为通过这种供养,老者的记忆、知识和格星能够在分食的同伴身上存续下去。

新生食尸鬼(Nascent Ghouls)
在条件成立时,类人生物能转化为新生食尸鬼。边栏中的新生食尸鬼模板可以应用在此类生物上,制止他设法逆转形势或者完成转化并完全蜕变为食尸鬼。从类人生物到食尸鬼的变化是一场痛苦的转化过程,通常会充满了不确定性、困惑以及耻辱。

最终转化(The Final Change)
最后触发一名新生食尸鬼的改变,进而完全转化为食尸鬼的因素各不相同。有时候,这只是时间问题而已——在突然完成转化之前可能会经历一年或更长的时间。而在其他时候,他需要食用特定数量的尸体、需要吃下的尸体具备特定的年龄或时期、亦或者可能和特定的种类相关。真正的触发条件由GM决定,但这最后的转变一旦发生,新生食尸鬼就会迅速、痛苦且永久地转化为完全的食尸鬼。在这一过程完成后,只有祈愿术(wish)或者类似的效果才能让新晋化身为食尸鬼的存在恢复到原先的族裔。

引述: 边栏
食尸鬼转化(Ghoul Transformation)
任何类人生物都能转化为新生食尸鬼,这会赋予他们名为“食尸鬼转化”的诅咒。除了反制诅咒的常规手段之外,类人生物还能通过GM设计的特殊任务来逆转食尸鬼转化。新生食尸鬼越强大或顽固,就越难以用此种手段来“拯救”。食尸鬼转化的反制DC等同于与角色等级相应的标准DC(standard DC)。

成为新生食尸鬼(Becoming a Nascent Ghoul)
根据角色是玩家角色亦或者非玩家角色,成为新生食尸鬼会以略微不同的方式改变觉得的数据。无论何种情况,角色的等级均不会改变。

对玩家角色来说(For a player character)
  • 体质获得属性提升(ability boost)。
  • 敏捷和魅力获得属性缺陷(ability flaws)。

对非玩家角色来说(For a non-player character)
  • AC以及所有基于敏捷的技能调整值、DC和攻击降低1点。
  • 根据等级提高他的生命值(Increase their Hit Points by their level)。

新生食尸鬼能力(Nascent Ghoul Abilities)
所有新生食尸鬼获得后续能力。
  • 墓穴嗅觉(Grave Scent):你获得灵敏嗅觉(scent)作为模糊感官(imprecise sense),它的范围为30尺,且仅能侦测尸体(corpses)、不死生物(undead)、腐烂的物质(decaying things)和肉(meat)。
  • 啃咬(Jaws):你获得啃咬非武装攻击(jaws unarmed attack),这可以造成1d6穿刺伤害。你的啃咬属于搏击武器组,具有娴熟(finesse)和非武装(unarmed)特征。
  • 饥渴(Hunger):当你24小时未能食用至少死亡了24小时的类人生物的肉时,你会陷入恶心1(sickened 1)。此种恶心状态在之后会每24小时增加1点。除非你能食用上述肉食,否则你无法降低该状态的数值。

社会(Society)
普通人看到食尸鬼会很轻易做出想当然的推断。食尸鬼吞食尸肉的场景很容易让观察者认为所有食尸鬼都不过是纯粹的野蛮怪物。但实际上食尸鬼的平均水准都要比普通人类更聪慧,即便在他们最为堕落的时期,也从未失去对猎物本性的敏锐洞察。同族的食尸鬼通常会耗费整晚的时间聚集在墓地中,盘坐于墓碑之上或者懒洋洋地躺倒在被开启或空置的棺材里,彼此就各种深奥的话题进行激烈的辩论。
尽管食尸鬼很聪慧,但他们的生活中却缺少了一种重要的东西:可以真正能够称为属于他们自身的社会。食尸鬼会收割,但不会播种,他们需要依赖类人生物的社会来满足自身的需求,而这包含了他们从坟墓中获取的食物以及用来遮风挡雨的墓穴,因此无法创立属于自身的城市或国家。他们总是会由于不断损耗的记忆而分心,他们的头脑可能无法激发出建立文明所必须的灵感火花,而这在其他类人生物的文明中却很常见。食尸鬼们贪婪地阅读各式文本,但鲜有食尸鬼能够创作出属于自己的文字。他们以自身的食粮为效仿的对象,或许还会将自身视为其他文明的过往的继承者。然而,无论食尸鬼吃下了多少类人生物的血肉,体验过多少相关生物的思维,他们都从来不是这些类人社会的真正组成部分。
食尸鬼的本质是食腐生物,是终极的外来者,只有在独处或者身处小团体之中时才会感到舒适。由于缺乏自我意识和反思,食尸鬼从未真正领悟到自身存在的严峻性以及悲剧真相。尽管如此,或者也可能正因为如此,他们内心的潜意识中才会对自身的处境怀揣着一种悲伤的理解。食尸鬼可能会由于找到了一顿全新的大餐而高兴到在坟墓中欢欣雀跃,但在狼吞虎咽地吃下经过时间调味的肉食之后,他们的梦境却通常会被苦涩和绝望所困扰。许多食尸鬼会随着时间的推移变得孤独,出没于遥远的坟墓而被遗弃和遗忘。
很少有食尸鬼能够较好地融入庞大的社会。尽管通过文档和书籍在数个世纪间不断学习,当食尸鬼最终与他们长期以来从远处所崇拜的社会产生接触时,他们的外貌和口腹之欲终将不可避免地产生悲剧。

信仰与阵营(Faith and Alignment)
食尸鬼并非不了解信仰与崇拜之事,但他们并没有属于自己的真神。有些食尸鬼在成为新生食尸鬼之前的生活中就信奉神明,但很多善神会劝阻食尸鬼这种贴近死亡的生活方式,而这是他们无法容忍或忽视的一点。极具信仰心的食尸鬼会把他的信仰转移到原先生活所接触的神系中更黑暗的神祇——更愿意聆听他们祈祷的神祇。通常来说,这些神明在本质上属于中立或邪恶阵营,而且很少牵涉禁止食用死者的法律和禁忌。其他食尸鬼会信奉神话存在,这通常会是哪些能够提供强大秘密和古代知识的存在,比如奈亚拉托提普(Nyarlathotep)或撒托古亚(Tsathoggua)。
在某些地方,食尸鬼会崇拜大多数现代社会已经抛弃或遗忘的古代神明。而这也是他们重拾腐烂墓地中留下的碎片和记忆的结果。当类人社会不断传承下去之时,他们只会留下破碎的雕塑和庙宇,但当食尸鬼到来后,他们会拾起这些碎片并把它们变为自己的。就这样,许多本已消亡的信仰在食尸鬼的聚居地中存续下来,然而对食尸鬼来说,这些神明与其他存在一样并非合适的庇护者。
并非所有食尸鬼部落都崇拜神明,部分食尸鬼自诩为才智过人的无神论者,如果有证据能够证明神明的力量,他们会承认神明的存在,但否认神明具有任何特殊的权力来获取权威或崇拜。其他食尸鬼则会向他们的前辈寻求智慧。这种形式的先祖崇拜会以一、两种方式来表现出来:食尸鬼可能会回顾自己的父辈以及祖辈来寻求建议,从他们的造诣中攫取灵感;或者,食尸鬼会回顾自己的生活,这种情况在最终经历了完全转化的食尸鬼中更为常见。
对于家庭崇拜者(family-worshippers)来说,已经失去的家庭成员无论生死都像先祖一般值得尊敬:他们就像脱离了过去生活的某种存在一般。对童年记忆的崇拜对这些食尸鬼来说提供了延续的感觉以及生活中的稳定性。他们甚至会继续穿着熟悉的服装(通常都是从坟墓里掠夺而来)并且携带装备和武器试着紧紧抓住过去的生活不放。在这种情况中陷入过去的食尸鬼通常会成为其他同胞同情的对象,但只要他们不会造成伤害,其他同胞通常就会这样放任他们沉溺在自己的记忆中。这种食尸鬼可能会试着与已经失去的家族恢复联系,但即便此种行为不会导致悲剧,这样的事件也会向类人生物昭示食尸鬼群体的存在,而这可能会产生其他问题(详见后文中的关系一节)。
食尸鬼是机会主义者,经常会发现社会规范的禁忌即便没有与他们的生存相违背,也会对他们产生高度限制。守序或善良的食尸鬼十分罕见。

文化(Culture)
食尸鬼没有可以称之为属于真正自身的文化,他们似乎满足于沉浸在自身赖以为生的文化之中。因此,大多数食尸鬼社群都会略微落后于当前时代,食尸鬼在墓穴之下形成的审美相较于当代文化通常会显得有些过时。通过打扫这些被社会所抛弃的事物,食尸鬼创造出一种寄生形式的文化,而这很适合他们而且能让他们感到满足和快乐。食尸鬼以憧憬和尊重的态度对待古老的工具和被抛弃的物品,而且通常能够将这些被抛弃的废品物尽其用。
无论食尸鬼们挪用了哪个社会的文化,他们通常都会以极为实用的态度结成被称为部落的规模相对较小的团体。食尸鬼部落的规模受到可以获得的尸体数量的限制,若部落快速食用并耗尽了墓地,以至于作为宿主的社会注意到了他们的逝者遭到了掠夺的话,食尸鬼们将会把自身置于被迫离开家园或者陷入暴力冲突的境地中。
典型的食尸鬼部落倾向于在墓地之下进行挖掘,使用工具和爪子在泥土中挖出宽阔的巢穴,但也有定居于废弃墓地或者城市废墟的部落。任何具有大量且稳定肉食来源的地点都可以被食尸鬼当做家园——尤其是具有大量尸肉的地点,因为除非陷入饥荒时期,否则食尸鬼不会为了食物而猎杀活物。
食尸鬼更偏好历经岁月的肉,这些肉至少要放置几天,若可能的话,最好放置更长的时间。木乃伊化的肉对于食尸鬼来说是上等的佳肴。
当食尸鬼遇到一具散发着美味芬芳的尸体时(这通常是已故的哲学家、法师、炼金术士、诗人或者其他在数年前死亡的伟大思想家),他们会将这些遗体安置在便于储存的地点。食尸鬼会维持着一整座“肉窖”的尸体来供自身食用,这里的墙壁上排列着已经开启的棺材,展示着内里放置的可怕物件,拙劣且骇人地模仿着人类的酒窖。在这里,他们会把自己最喜欢的尸体储存起来,只有在强烈的饥渴来临之刻才会轻咬这些纤细的老骨头和经过腌制的肉块。
不死生物通常会居住在食尸鬼偏好的领地周围,而对食尸鬼来说,他们并不延误亡灵。事实上,大多数食尸鬼会认为这些不死肉块很美味,而且他们很难向那些和自己癖好不同的人解释死灵法术如何为肉食添加了一抹风味。有时,残留的死亡魔法会对那些过度放纵食欲的食尸鬼产生一种近乎于致幻剂的作用,有一部分食尸鬼相当享受这种感觉——这有点像是过度饮酒,但效果会强烈得多。若有机会遭遇到食尸鬼社群,你会发现保留丧尸同时将其作为守卫和家畜的情况十分常见。

关系(Relations)
食尸鬼与类人生物有着复杂的关系。他们依赖类人生物获取食物并以他们周遭生活的人们为基础构建自己的社会和文化。当食尸鬼与类人生物相遇时,几乎总是会以暴力作为结局。大多数类人生物在发现具有兽化外观但形似自身的生物居住在自家墓地之中,还啃食着同类的尸体时,在最好的情况下也会急于将这一切阐释为一种让人不安的情况,往坏了说就是彻头彻尾的亵渎。一旦类人生物知晓了部落的存在,食尸鬼们就会受到持续不断的侵扰。
典型的食尸鬼也不过与类人生物的平均水平相仿,但这些类人生物在发现食尸鬼之后通常会直接开始与其对抗。尽管这种对抗的结果各不相同,但与一群类人生物发生冲突从长远来说对食尸鬼部落几乎不会带来好结果。他们可能会被歼灭,被强大的武器和更多的数量所摧毁,或者被迫离开去寻找新的觅食地。
尽管类人生物的定居点很难与食尸鬼建立和平的关系,但对于个体来说情况并非如此。通常,艺术家、死灵师或者怪人在得知本地的墓地中有食尸鬼的存在时,会寻求与食尸鬼建立和平的联系。对食尸鬼来说,这种接触很有价值,因为这能让部落深刻理解他们赖以为生的社会的运作方式,而且此类接触还能够掩盖他们的存在或者在他们的进食行为遭到关注时得到警告。作为回报,食尸鬼部落能向他们的盟友提供有价值的事物,比如揭示出遗失在岁月中的秘密或者关于历史的洞见、在对抗不死生物时提供援助、或者在地下区域担当向导。
有些类人生物十分积极地想要成为食尸鬼,而这通常会让食尸鬼感到不安。食尸鬼很几乎不会鼓励类人生物成为自己的同类,更不用说协助他们进行转化了。大多数食尸鬼会对把自身能力“赋予”类人生物的想法感到愤怒,而有些食尸鬼把自身的状态视为一种诅咒,把这施加给他人更是让人羞愧的事情。这种态度还包含着一个十分现实的原因:任何类人盟友都是一顿潜在的大餐,但成为食尸鬼后,这些前类人生物就不太可能被端到餐桌上了——至少在很长一段时间内如此。
对于具有智能的不死生物来说,尽管神话食尸鬼与他们具有共通的兴趣和口味,但这两类存在和平协作的情况很罕见。这是因为相较于那些无心智的存在,食尸鬼更喜欢具备智能的不死生物的味道,而这些不死生物通常也知道食尸鬼是糟糕的盟友。怪异的是,尽管不死食尸鬼似乎很想以这些活着的食尸鬼为食,但神话食尸鬼却不喜欢不死食尸鬼的肉,在描绘这种肉的时候会说“太老了”或者“不新鲜”。

冒险者(Adventurers)
食尸鬼成为冒险者的原因就像其他人一样多种多样,但其中一条驱动他们的理由是不断寻求全新、且具有异域风味的肉食。食尸鬼冒险者可能会希望在各式墓地中采集死者的样本,或者希望在食用已故的学者后知晓被藏匿起来的文档或者已经遗失的圣物。由于冒险者们对于怪异的存在通常有着更高的容忍度,因此相较于在城镇里,身处冒险队伍中的食尸鬼更容易被人所接纳,而且他们还会从队伍的保护和支持中获益。如果食尸鬼的冒险伙伴们能够帮他们不被赶出城镇,那可真是太好了!



神话食尸鬼规则(Mythos Ghoul Rules)
食尸鬼对于那些想要扮演怪物族裔且充当学者职责的玩家是绝佳的选择,但也要注意和确保GM和其他玩家能够接受一个沉浸在让人不适或者禁忌主题(啃食死掉的类人生物很容易让队友感到不适)中的队伍成员。

稀有度
  • 罕见(Uncommon)

生命值
  • 8

体型
  • 中型

速度
  • 25尺

属性提升
  • 体质
  • 自由

语言
  • 通用语(Common)
  • 将你抚养大的生物的语言,若你被食尸鬼抚养大,则为食尸鬼语(Ghoul)
  • 等同于你的智力调整值(若为正数)个额外语言。从邪灵语(Aklo),猫咪语(Cat),死灵语(Necril),地底通用语(Undercommon)以及任何其他你有资格选取的语言(比如你生活的地区流行的语言)。

特征
  • 食尸鬼(Ghoul)
  • 类人生物(Humanoid)

黑暗视觉(Darkvision)
你能在黑暗(darkness)和昏暗(dim light)中视物,就如同身处明亮(bright light)光照中一般,不过你在黑暗中的视觉只有黑白两色。

墓穴嗅觉(Grave Scent)
你获得灵敏嗅觉(scent)作为模糊感官(imprecise sense),它的范围为30尺,且仅能侦测尸体(corpses)、不死生物(undead)、腐烂的物质(decaying things)和肉(meat)。这意味着你能够用嗅觉来定位不死生物的确切位置。若你身处在顺风处,GM通常会让该范围加倍;若你身处在逆风处,GM通常会让该范围减半。

啃咬(Jaws)
你具有啃咬非武装攻击(jaws unarmed attack),这会造成1d6点穿刺伤害。你的啃咬属于搏击武器组(brawling group),并且具有娴熟(finesse)和非武装(unarmed)特征。

心能盛宴(Psychic Feast)
[探索期] [操作]
当你吃下一个已死类人生物的尸肉时,你会吸收该生物生前具有的一部分知识和记忆的残留痕迹。奇怪的是,尸体越古老,这种记忆就会愈发强烈。吃下一具死亡时间不超过24小时的尸体除了补充营养之外不会获得任何好处。若你花费1分钟时间食用一具更加古老、且还带有肉质的尸体(即便是风干的肉也可以,比如木乃伊身上的肉),你就会获得该生物曾经受训的一项技能的洞察。选择一项技能:若该生物在该技能的熟练度上至少达到了受训(trained),你会获得对应的技能洞察(skill insight)。若该生物在该技能上为未受训(untrained),你就会按照GM的判断获得一项技能的洞察作为替代。
技能洞察让你能够更有效地使用对应技能。你能利用被吸收的知识,用对应技能对该生物知晓的内容进行回忆知识(Recall Knowledge)。若你在自身未受训的技能上获得了洞察,你在该技能上的熟练度加值会等同于你的等级。若你在熟练度至少达到了受训的技能上获得了洞察,那么你会在该技能的检定中获得+1环境加值作为替代。通常来说你在任何一具尸体上只能获取一个洞察。根据GM的判断,一具极其古老的尸体可能能够提供更高的奖励或者两个洞察。当你获得另一个洞察时,会失去先前已经获得的洞察。你可以通过某些食尸鬼专长来强化该能力。


原文
剧透 -  原文:
Ghoul
For many, the word “ghoul” conjures grotesque images that shock and nauseate. Denizens of graveyards and connoisseurs of flesh and bone, these hooved eaters of the dead move with hungering poise, slaver for the living, and exude the stench of a charnel house. A Mythos ghoul shares a hunger for flesh with their simpler counterparts, but they are not feral creatures. Rather, these folk possess a keen intellect and a surprising sophistication steeped in lore and custom. Indeed, a Mythos ghoul is just as likely to aid visitors as attack, if not more so.
Unlike the better-known grave-gorging undead that share the same name, Mythos ghouls are living creatures. While their demeanor and nature would seem to make Mythos ghouls natural allies to their homonymous brethren, competition for food and the undead ghoul’s hatred of the living make the two bitter enemies. Mythos ghoul necromancers are fond of using their counterparts as minions, as undead ghouls often appeal to their sardonic sense of irony.
Unless otherwise noted, the word “ghoul” is used in this book to refer to the living ghouls of Lovecraft’s traditions, rather than monstrous undead ghouls.

History
As long as humanity has lived, hungered, and died, there have been ghouls dwelling in the shadows, eager to feed on flesh and memories. The history of the ghoul can be read in every boneyard, every necropolis, and every anonymous grave. They preserve that which was thought lost, both in their habit of mimicking old customs and, by feeding upon the dead, in regaining memories long forgotten.
Many suspect ghouls to have first come to this world by tunneling into graveyards from below, after digging deep into areas of the Dreamlands. Some believe ghouls are a fragment of an ancient past or the manifestation of a new future. Whatever the case, ghouls have lived alongside surface dwellers since they first began burying their dead, and they will likely remain among until long after the last of the last graves have been filled.

Playing a Ghoul
Ghouls are sardonic and dark-humored. They enjoy eating carrion for the flavor and the fragments of memory they can absorb, and they take delight in knowing others are disgusted by their diet. While not ashamed of their own nature, ghouls find other humanoid cultures intriguing and often envy them to some extent. They have a passion for history and obscure knowledge.

If you’re a ghoul, you likely...
· have a dark sense of humor and are amused by death rather than frightened by it.
· enjoy making others uncomfortable, often via your odious eating habits.
· are eager to learn more about the world’s history.
· find graveyards to be pleasant and comforting places.
· have chosen a specific type of humanoid as the focus of your curiosity: you may consider yourself to have once been one of these humanoids, prefer the flavor of their flesh, or wish to adopt elements of their culture and belief as your own.
· underestimate others’ repugnance at your feeding, even as you wallow in your depravity.

Others probably...
· think you’re an undead creature.
· worry you want to eat them.
· are frightened that you are a mindless, ravenous monster, based on your appearance.
· assume you live in a graveyard or sleep in a coffin.
· mistake you for a lycanthrope

Physiology
Though Mythos ghouls blur the line between life and death, they are indeed living organisms. While many of their habits, appetites, and preferences are identical to those possessed by undead ghouls, anyone who gets to know a Mythos ghoul quickly discovers how dissimilar they are to their undead counterparts. From their divergent appearances to their dissimilar behaviors, the contrast becomes increasingly obvious. A Mythos ghoul is humanoid in shape, yet mon-strous in appearance. The ghoul’s visage is almost canine, with a pronounced snout filled with sharp teeth akin to the fangs of a hyena. This snout isn’t large enough to significantly distort or hamper the ghoul’s ability to speak, though ghouls tend to have a guttural, raspy tone to their voices. A ghoul’s ears are large and pointed, and their hair is generally short and mangy with thick bristly patches on the back, shoulders, and forearms. A ghoul’s mouth slavers, and their long tongue frequently lolls when not in active use.
A ghoul’s bestial features extend to the rest of their body. Their stance is somewhat hunched, with broad shoulders, hands that appear human but fingers that end in talon-like nails, and legs and hooves reminiscent of those of a hairless goat.
Many ghouls are immune to ordinary infections from rotting matter, and thus, contrary to expectations, they rarely carry infections or spread maladies. Despite this, they tend to have slovenly personal hygiene and bear a musty stink on the best of days. More often, the cloying stench of decay accompanies them, an odious perfume carried on their breath and under their nails. Almost never falling ill encourages such filthy habits, but this nonchalance toward propriety and presentation stems in part from the amusement many ghouls derive from making humanoids feel uncomfortable and nauseated.
One of the most notable aspects of ghoul physiology is that when ghouls feed upon a corpse, they experience and absorb the memories held within the flesh of their repast. Scholars have yet to discern a scientific explanation for this ability, relegating such powers to the realm of the supernatural. While they delight in this ability to digest memories, ghouls have neither an explanation nor a desire to learn more about how or why it happens, and many adhere to the strange superstition that knowing the reason for this would disrupt the mechanism. That it works at all is enough for ghouls, who ironically enjoy indulging in the procedure to divine all manner of other secrets and forgotten tidbits of lore.

Family
Mythos ghouls are born as ghouls, but they do not display ghoul characteristics at first; instead, they undergo a transition later in life. As such, family is a complex subject for ghouls; many of them are forced to abandon their own when their transformation into a ghoul results in a shameful, often violent flight from home. Nascent ghouls often live the first several years of their new lives in self-imposed solitude and may, in fact, have no idea others of their kind even exist. Ghoul societies are quick to embrace new brothers or sisters because almost every ghoul vividly remembers the loneliness, anxiety, and fear of this transitional period.
While most ghouls eventually learn to appreciate their foster families as true kin, many never recover from the shock of losing the kin who raised them. Such ghouls, who live much longer than most mortal folk, often return to their homes decades later to watch or stalk previous relations. Such returns only occasionally result in violence; more commonly, ghouls demonstrate a dark kind of patience in achieving their goals while avoiding confrontation. For instance, if a ghoul learns that a family member has died, grave robbery is often their first inclination. Feeding on the decayed flesh of a parent, sibling, or child can bring a ghoul a grisly form of closure as they experience shadows and fragments of their previous life by digesting the memories of their prior relations. Ghouls who seek this closure often keep a memento of the event as a keepsake, such as a skull or, less frequently, some sort of heirloom, such as a weapon, piece of jewelry, or other item. Ghouls can have children of their own, but when a new ghoul is birthed, the baby appears as a normal child of a humanoid race linked to the ghoul’s own bloodline. Ghoul parents often can’t resist the urge to seek out a family to raise their child in the hope of giving their baby a chance at something approaching a normal life.
Ghouls leave children as orphans or foundlings on temple stoops or in areas where they suspect and hope that an unexpected baby will be cared for. In rare cases, evil ghouls take more sinister measures. Stealing into a village or township under cover of deep night, these ghoul parents seek out a child in the village who looks similar to their own, then swap the children in the hope that the changeling will be raised in comfort and luxury. The kidnapped child is then raised as a ghoul.
In an ironic twist of fate, both children in these sorts of “switched-at-birth” situations develop into nascent ghouls: the changeling itself as a result of their ghoulish bloodline and the abductee as a result of growing up knowing nothing more than using tombstones as platters and graveyards under moonlight as playgrounds. In this way, ghouls can be created as surely as they can be born.

Life Cycle
For most living creatures, the long road to death begins with birth, but this is not always so for the ghoul.
Ghouls born to ghoul parents can appear to belong to another race connected to a parent’s bloodline, in which case they resemble that race until a few years after reaching maturity or until the transformation is triggered by proximity to death and decay. Some ghouls born to ghoul parents display their bestial features (hooves, fangs, and claws) from the first day; such ghouls mature quickly, growing to adulthood in about 10 years. Ghouls are protective of their children—particularly those who look more ghoullike—and shelter them in the deepest corners of their graveyard warrens. As a result, ghoul children are only rarely encountered by nonghouls, giving rise to the false suppositions that ghoul children do not exist and that new ghouls are created only when existing ghouls magically transform victims into their own kind.
Becoming a Mythos ghoul through magic is rare. Certainly, curses and magical infections can cause ghouls to manifest as well, but ghouls cannot “infect” their victims like a disease or lycanthropy. Most who become cursed or otherwise transformed into ghouls meet their fate not through interaction with ghouls, but through powerful magic or curses in old tombs, from reading forbidden texts, or by taking part in blasphemous rituals. Most who pursue such a fate often find themselves accidentally turning into undead ghouls instead. Mythos ghouls themselves do not make a habit of creating more of their own kind through magical means.
Graveyards remember when they have played host to ghouls, and becoming a ghoul is as much a matter of behavior and atmosphere as it is one of magic or genetics. People who engage in ghoulish activity, be it feeding on decayed flesh or living in graveyards, put themselves at risk of becoming ghouls. This risk increases if such behaviors are undertaken in the company of other ghouls or if they’re pursued in regions where ghouls once cavorted and dined, even if no ghouls have been active in an area for decades or even centuries. A child abducted and raised by ghouls can transform into a ghoul, even without a predilection toward a ghoulish nature or ghoulish heritage. Curiously, those who deliberately seek the transformation into a ghoul and engage in such activities to foster such a change often find their goal elusive. The change seems to seek those who don’t expect it but avoids those who pursue it.
Typically, a humanoid who undergoes the transformation into a ghoul does not make the change swiftly. Instead, the individual spends a significant amount of time, often many years, as a “nascent ghoul.” Once they make the transition to full ghoul, either after enduring the change via nascent ghouldom or simply by growing to adulthood as a ghoul child, they can live for centuries. Ghouls can live to be 500 years or more, but they do not die of old age. Instead, they grow increasingly feeble, losing their ability to fend for themself or even move, and they eventually die of starvation if not fed. Many ghouls, rather than endure an endless existence helplessly dependent on family, offer themselves to the banquet table. This funeral feast is not a matter of shame or despair in ghoul society but one of triumph, for through this feeding an elder’s memories, knowledge, and personality can live on in those who partake.

Nascent Ghouls
When the conditions are right, a humanoid creature can become a nascent ghoul. The nascent ghoul template in the sidebar should be applied to such a creature until it manages to reverse the situation or makes the transition into a full-fledged ghoul. The change from humanoid to ghoul is a painful transition typically full of uncertainty, confusion, and shame.

The Final Change
The final trigger that enables a nascent ghoul to make the full transformation into a ghoul varies. Sometimes, it’s merely a matter of time—a year or more might pass before the transformation completes suddenly. At other times, it requires the consumption of a specific number of bodies, either of a specific age or epoch, or perhaps of a specific type. The actual trigger is left to the GM to determine, but once it takes place, the nascent ghoul’s transformation into a full ghoul is swift, painful, and permanent. Once complete, only a wish or similar effect can restore the newly minted ghoul’s former ancestry

Ghoul Transformation
Any humanoid can become a nascent ghoul, which gives them a curse called ghoul transformation. In addition to the usual means to counteract curses, a humanoid can reverse the ghoul transformation by undergoing a special quest of the GM’s design. Nascent ghouls that are more powerful or headstrong are more difficult to “save” in this manner. The counteract DC of ghoul transformation equals the standard DC for the character’s level.

Becoming a Nascent Ghoul
Becoming a nascent ghoul changes a character’s statistics in slightly different ways depending on whether they are a player character or non-player character. In either case, the character’s level doesn’t change.

For a player character:
· Gain an ability boost to Constitution
· Gain ability flaws to Dexterity and Charisma.

For a non-player character:
· Decrease AC and all Dexterity-based skill modifiers, DCs, and attacks by 1.
· Increase their Hit Points by their level.

Nascent Ghoul Abilities
All nascent ghouls gain the following abilities.
Grave Scent You gain scent as an imprecise sense with a range of 30 feet that detects only corpses, undead, decaying things, and meat.
Jaws You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the finesse and unarmed traits.
Hunger When you go 24 hours without feeding on the flesh of a humanoid that had been dead for at least 24 hours, you become sickened 1. This sickened condition increases by 1 every 24 hours. You can’t reduce its value until you feed on such flesh.

Society
It’s easy for someone to look upon a ghoul and make assumptions. The sight of a someone devouring dead flesh might lead an observer to view all ghouls as nothing but feral, unsophisticated monsters. In truth, ghouls are, on average, more intelligent than typical humans, and even when they are at their most debased, they are never far from a keen insight into the nature of their meal. Often, a clan of ghouls will spend entire nights gathered in boneyards, perched atop gravestones or lounging in opened and emptied coffins, engaged in spirited debates about diverse and esoteric topics.
Yet for all their intellect, ghouls have always lacked something significant in their lives: a society they can truly call their own. They reap, rather than sow, relying upon humanoid society for many of their needs, including food from their graves and shelter in their tombs, without creating their own edifices or nations. Eternally distracted by the memories they consume, their minds may be incapable of the inspirational spark they’d need to build civilizations, found so often in other humanoid cultures. They are voracious readers of texts of all types, yet few ghouls can bring themselves to create texts of their own. They model themselves after those they feed upon, seeing themselves, perhaps, as the inheritors of other civilizations’ pasts. Yet, they are never truly a part of humanoid society, regardless of how much humanoid flesh they eat or how many humanoid minds they experience.
Scavengers to the core, ghouls are the ultimate outsiders, comfortable only when alone or in small groups. Due to a lack of self-awareness and introspection, ghouls never really grasp the enormity and tragic truth of their existence. Despite this or perhaps because of it, they carry in their hearts at least a subconscious understanding of the sadness of their situation. Ghouls may titter and caper atop a grave in delight at finding a delicious new meal, yet in the aftermath of gorging on time-seasoned meat, their dreams are often haunted by bitterness and despair. Many ghouls grow solitary over time, abandoned and forgotten while they haunt distant sepulchers.
Ghouls rarely integrate well into greater societies. Despite centuries of education via texts and tomes, when ghouls finally make contact with societies they have for so long admired from afar, their appearance and appetites inevitably result only in tragedy.

Faith and Alignment
Matters of faith and worship are not unknown to ghouls, but they have no true gods of their own. Some ghouls worship gods from their life prior to becoming a nascent ghoul, but many good deities discourage the death-adjacent lifestyle of a ghoul, something they cannot condone or overlook. Particularly devout ghouls shift their worship to a darker god in their original life’s pantheon—one more willing to hear their prayers. Typically, these gods are neutral or evil in nature and have fewer concerns regarding laws and taboos against feasting on the dead. Other ghouls worship entities of the Mythos, particularly those offering powerful secrets and ancient knowledge, such as Nyarlathotep or Tsathoggua.
In some lands, ghouls worship the gods of old that most modern societies have abandoned or forgotten. This is the result of ghouls picking up fragments and memories left behind in decaying graveyards. When a humanoid culture passes on, they leave behind only crumbling statues and temples, but when the ghouls move in, they pick up those pieces and make them their own. In this way, many otherwise-dead faiths live on in ghoul warrens, yet these gods are no more the preferred patrons of ghouls than any other.
Not all ghoul clans worship gods. Some consider themselves intellectual atheists, typically acknowledging gods if there is evidence of their power but denying that they have any special claim to authority or worship. Other ghouls instead look to their predecessors for wisdom. This form of ancestor worship manifests in one or two ways: a ghoul may look back upon their parents and their parents’ parents for advice, mining their accomplishments for inspiration; or a ghoul might look back upon their own life, particularly in the case of a changeling ghoul who has finally undergone full transformation.
To family-worshippers, lost family members living or dead become as ancestors to venerate: their existence is like something out of a past life. Worship of these childhood memories is all some ghouls have to provide any sense of continuity and stability in their lives. They may even continue to wear familiar clothing (often robbed from graves) and carry gear and weapons in an attempt to cling to their previous lives. Ghouls stuck in the past in this way often become objects of pity among their brethren, who typically leave them to wallow in their own memories as long as they do no harm. Such ghouls may try to reestablish contact with lost family, but even if this does not result in tragedy, such an event can reveal the presence of a ghoul colony to humanity, which can cause problems (see Relations on page 27).
Ghouls are opportunistic and often find the taboos of social norms highly confining if not antithetical to their very survival. They are rarely lawful or good.

Culture
Without a true culture to call their own, ghouls seem perfectly content to immerse themselves in the cultures of those they dine upon. As a result, most ghoul societies trail somewhat behind the times, with their aesthetics often seeming old-fashioned compared to the modern-day cultures under whose graveyards they hide. By scavenging what these societies throw away, ghouls create a parasitic form of culture that suits them well and keeps them sated and happy. They treat ancient tools and discarded objects with reverence and respect and can typically eke out several more uses of objects other cultures have discarded as ruined.
Regardless of the society whose culture they’ve appropriated, ghouls usually form into relatively small groups known as clans for a very practical purpose. A ghoul clan is limited in size by the pool of available dead, and if the clan depletes a graveyard or feeds so quickly that their host society notices the depredations visited upon their deceased, the ghouls may find themselves forced out of their homes or pushed into violent confrontations.
The typical ghoul clan prefers to lair in extensive warrens dug by tool and claw into the earth below a graveyard, but clans have been known to settle in abandoned necropolises or ruined cities. Anywhere there’s a large or steady source of meat to feed upon can serve a ghoul as a home—specifically dead meat, as they do not hunt living creatures for food save for in times of famine.
They prefer flesh that is properly aged, at least by a few days and, if possible, for much longer. Mummified flesh is considered a delicacy to a ghoul.
When a ghoul encounters a particularly delicious corpse (often the remains of a philosopher, wizard, alchemist, poet, or other great thinker who died years ago), they keep the remains handy in storage. Ghouls maintain entire “cellars” of corpses to feed upon, with walls lined with open coffins displaying their grisly contents in a macabre parody of human wine cellars. Here, they keep their favorite bodies in storage, nibbling only now and then on these finely aged bones and preserved bits of flesh when the urge to celebrate strikes.
Undead often dwell in and around locales that ghouls favor, and for their part, ghouls do not abhor undead themselves. Indeed, most ghouls find the taste of undead flesh to be delicious, and they have difficulty explaining how necromancy flavors flesh to those who lack their interests. At times, lingering death magic has an almost narcotic impact on those who overindulge, which some ghouls particularly enjoy—a bit like drinking to excess but to far more potent effect. It’s common to encounter ghoul societies that keep zombies as guardians and livestock simultaneously.

Relations
Ghouls have a complex relationship with humanoids. They depend on humanoids for food and base their societies and very culture on those they live near. When ghouls and humanoids meet, however, the result is almost always violent. Most humanoids are quick to interpret the discovery of bestial-looking parodies of their own shape dwelling in their graveyards and eating their dead as unsettling at best, or downright blasphemous at worst. Once humanoids know of the clan’s presence, ghouls can expect continuous harassment.
The typical ghoul is more than a match for an average humanoid, but such humanoids are usually the ones to start confrontations when ghouls are discovered. Though the results vary, conflict with a group of humanoids almost never ends well for a ghoul clan in the long run. They might be wiped out, destroyed by superior weapons or numbers, or otherwise forced to move on to find a new feeding ground.
While humanoid settlements generally have difficulty establishing peaceful relations with ghouls, the same is not the case for individuals. Often, an artist, necromancer, or eccentric who learns of the presence of ghouls in a local graveyard will seek to establish peaceful contact with the ghouls. For their part, ghouls value such contacts, for they give the clan insight into the workings of the society they feed upon, and such a contact can also help cover up their presence or warn them when their feeding becomes noticeable. In return, ghoul clans can offer value to their allies by revealing secrets lost to the ages or insights about history, supplying aid in dealing with undead, or serving as guides into underground regions.
Some humanoids actively seek to become ghouls, which generally makes ghouls nervous. Rarely will a ghoul encourage a humanoid to become one of their kind, much less help them transform. Most ghouls rankle at the idea of “gifting” a humanoid with their abilities, and some feel ashamed at inflicting what they feel is a curse. There’s also a practical reason: any humanoid ally is a potential meal, and once a ghoul, an ex-humanoid is less likely to grace a banquet table—at least for a long, long time.
When it comes to sentient undead, although Mythos ghouls often share common interests and often tastes, peaceful cooperation rarely occurs between the two groups. While ghouls enjoy the flavor of intelligent undead more than mindless ones, these undead typically understand that ghouls make poor allies. Curiously, while undead ghouls seem eager to feed upon their living counterparts, Mythos ghouls tend to find the flesh of undead ghouls to be unpleasant, describing it as “overripe” or “rancid” in flavor.

Adventurers
Ghouls become adventurers for as wide a range of reasons as anyone, but one driving force is the constant urge to seek out new, exotic meals. A ghoul adventurer might wish to sample the dead in a wide range of graveyards or hope to uncover a hidden text or lost relic they learned of after feeding on a dead scholar. Since adventurers often have a much higher tolerance for strangeness, a ghoul is more likely to find acceptance in an adventuring party than in a town, and they benefit from a party’s protection and support. If the ghoul’s adventuring allies can help keep them from being run out of town, then all the better!

Mythos Ghoul Rules
The ghoul is an excellent choice for a player who wishes to play a monstrous ancestry that can fill a more scholastic role, but care should be taken to ensure that the GM and the rest of the players are comfortable with having a party member who may well be wallowing in unpleasant or taboo subjects (eating dead humanoids can easily upset one’s allies).

Rarity
· Uncommon

Hit Points
· 8

Size
· Medium

Speed
· 25 feet

Ability Boosts
· Constitution
· Free

Languages
· Common
· The languages of the creatures that raised you, which is Ghoul if you were raised by ghouls.
· Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Aklo, Cat, Necril, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).

Traits
· Ghoul
· Humanoid

Darkvision
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Grave Scent
You can use scent as an imprecise sense to a range of 30 feet, but only to detect undead, corpses, and meat. This means you can use your sense of smell to determine the exact location of an undead creature. The GM will usually double the range if you’re downwind from the creature or halve the range if you’re upwind.

Jaws
You have a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the finesse and unarmed traits

Psychic Feast
Exploration, Manipulate
When you feed upon the flesh of a dead humanoid, you absorb some of the lingering traces of memory and knowledge the creature possessed in life. Strangely, the older the corpse, the more potent the memories become. Feeding on a corpse less than 24 hours dead provides no benefit besides nourishment. If you spend 1 minute feeding on an older corpse that has some amount of flesh (even dried flesh, such as a mummy might have), you gain an insight about a skill the creature was trained in. Choose a skill; if the creature was at least trained in that skill, you gain that skill insight. If the creature was untrained in that skill, you get an insight of the GM’s choice instead.
A skill insight makes you more effective with that skill. You can use the absorbed memories to Recall Knowledge that the creature knew using that skill. If you have an insight into a skill you are untrained in, your proficiency bonus for that skill is determined by your level. If you have an insight into a skill you are at least trained in, you instead gain a +1 circumstance bonus to checks with that skill. You can normally gain only one insight from any given corpse. At the GM’s discretion, a particularly ancient corpse might grant a larger bonus or two insights. You lose your previous insight when you gain another one. You can enhance this ability by taking certain ghoul feats.
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【SPCM】食尸鬼(Ghoul)
« 回帖 #1 于: 2022-08-23, 周二 15:43:11 »
食尸鬼传承(Ghoul Heritages)
在孩童时期,神话食尸鬼会误认为某种类人生物。部分食尸鬼会利用这一现实,设法让其他族裔的成员将食尸鬼的孩童抚养成人。通常来说,食尸鬼只会把他们的孩子安置在具有高度组织化的中型体型的族裔中。在其他社会中作为替换儿被抚养大的食尸鬼会维持他在该文化成长期间所接受的文化训练。在食尸鬼之间出生和成长的食尸鬼与其他族裔养大的食尸鬼有所不同。在1级时从后述食尸鬼传承中选择一项。

利爪食尸鬼(Clawed Ghoul)
你具有爪抓无武装攻击(claw unarmed attack),这造成1d4点挥砍伤害。你的爪抓属于搏击武器组(brawling group),且具有灵巧(agile)、娴熟(finesse)和非武装(unarmed)特征。

坚韧食尸鬼(Hardy Ghoul)
你与死亡的亲密接触让你变得更加适应腐烂与衰败。你免疫非魔法疾病(non-magical diseases),并且你获得对负能量伤害(negative damage)的抗力(resistance),其数值等同于你的等级。

人子食尸鬼(Humanoid-Raised Ghoul)
作为被类人生物抚养大的食尸鬼,你很熟悉他们的文化。选择一个常见族裔(common ancestry)。你立即获得该族裔的一个族裔专长(ancestry feat)。除了你的角色自身的族裔之外,你总是可以从你选择的族裔中选择族裔专长,除非你缺乏这些族裔专长所需要的任何生理特征(physiological feature)。

锐鼻食尸鬼(Sharp-Nosed Ghoul)
你的鼻子比大多数食尸鬼灵敏。你获得灵敏嗅觉(scent)作为模糊感官(imprecise sense),它具有30尺范围,在侦测不死生物(undead)、尸体(corpses)和肉(meat)的时候则具有60尺范围。

小巧食尸鬼(Small Ghoul)
在经历神秘过程转化为食尸鬼之前,你曾经是侏儒(gnome)、半身人(halfling)或其他小体型种族。你失去2点生命值(Hit Points),且你的体型(size)变为小型(Small)。选择一种小型常见族裔。你立即获得该族裔的一个族裔专长。除了你的角色自身的族裔之外,你总是可以从你选择的族裔中选择族裔专长,除非你缺乏这些族裔专长所需要的任何生理特征。



族裔专长(Ancestry Feats)
在1级时,你获得一个族裔专长,在此之后的每4级(在5级、9级、13级和17级时)还能够获得一个额外族裔专长。作为食尸鬼,你可以从后述族裔专长中进行选择。

引述: 1级族裔专长
宛若死灵(Close to Undeath)    专长 1
[食尸鬼]
你能从具有负能量(negative)特征的治疗中获益,就如同你是不死生物一般。正能量治疗仍旧可以治愈你,但是仅有一半的效果。此外,当你被正能量治疗时,你必须成功通过DC 20的强韧豁免,失败则会陷入恶心1(sickened 1)。负能量伤害以及正能量伤害不受本专长影响。

地窖语言家(Crypt Polyglot)    专长 1
[食尸鬼]
先决条件 心能盛宴(Psychic Feast)
当你使用心能盛宴(Psychic Feast)时,能够选择获得该生物生前知晓的一种语言,并以此来替换技能洞察(skill insight)。这仍然计入你能获得的洞察数量的限制中。

拾荒能手(Expert Scrounger)    专长 1
[食尸鬼]
你擅长寻找和使用破旧的装备。你能使用破损物品(broken items),就好像它们没有破损一般。此外,当你在瓦砾、灌木丛、泥土或其他遮挡视线的地点(other places hidden from view)进行搜索(Seek)时,可以将任何低于10 + 你的熟练度加值的结果替换为这两个数值相加的结果。

墓穴学识(Graveyard Lore)    专长 1
[食尸鬼]
你在墓地中度过的大量时间使得你从中获取了大量与当地文化相关的信息。你的宗教(Religion)和社群(Society)的熟练度等级变为受训(trained),如果你从背景或职业中已经获得了这些熟练度,则可以用其他技能作为替代。

长出尖爪(Grown Claws)    专长 1
[食尸鬼]
先决条件 你的传承为利爪食尸鬼(Clawed Ghoul)之外的传承
你获得可怕的爪子,就如同利爪食尸鬼(Clawed Ghoul)一般。

齿爪乱挥(Tooth and Claw Frenzy)    专长 1
[食尸鬼]
先决条件 爪抓攻击
要求 你的双手都空着
你作出3次打击:1次用你的啃咬,另外2次分别用你的两个手的爪抓作出。

引述: 5级族裔专长
博学盛宴(Erudite Feaster)    专长 5
[食尸鬼]
先决条件 心能盛宴(Psychic Feast)
你能至多维持从心能盛宴(Psychic Feast)中得到的3个洞察。若你获得了第4个洞察,则要从现有的洞察中选择1个并失去它。此外,如果你吃下的尸体特别古老(至少保存了100年,但是保存完好到仍有可以食用的肉;这可以通过自然形成的干尸化或者魔法来保存),你从中获得的任何环境加值变为+2点,若你至少达到了17级,则为+3点。

惯于腐败(Inured to Rot)    专长 5
[食尸鬼]
你免疫非魔法疾病(non-magical disease),而且在对抗魔法疾病(magical diseases)以及死亡效果(death effects)时,豁免获得+1环境加值。若你的传承是坚韧食尸鬼(Hardy Ghoul),则会变得免疫魔法疾病,并且在对抗死亡效果时,豁免获得+2环境加值作为替代。

齿爪撕扯(Ripping Teeth and Talons)    专长 5
[食尸鬼]
你擅长用自己的天生武器进行战斗。你的啃咬获得致命d8(deadly d8)特征。若你具有爪抓,它们还会获得成对(twin)特征。每当你用非武装攻击造成重击时,还能应用攻击的重击专精(critical specialization)效果。

厚皮(Thick Hide)    专长 5
[食尸鬼]
当你的AC不具有物品加值(item bonus)时,你的AC会获得+1点环境加值。9级其,若你的反射和强韧豁免不具有物品加值时,这些豁免还能获得+1点环境加值。13级其,这些环境加值增加至+2点。19级时,这些加值增加至+3点。

饕餮食欲(Voracious Appetite)    专长 5
[食尸鬼]
先决条件 心能盛宴(Psychic Feast)
你能够以三动作行动(3-action activity)使用心能盛宴(Psychic Feast),在这种情况下它会失去探索期(exploration)特征。你只能对具有肉、且没有免疫心灵(mental)效果的尸体使用该能力。

引述: 9级族裔专长
滋补盛宴(Nourishing Feast)    专长 9
[食尸鬼]
先决条件 心能盛宴(Psychic Feast)
当你对至少达到9级的生物的尸体使用心能盛宴(Psychic Feast)时,你会获得等同于自身等级的临时生命值(temporary Hit Points)。你从相同的尸体上只能获得一次该专长的好处。

强效嗅觉(Strong Nose)    专长 9
[食尸鬼]
先决条件 墓穴嗅觉(Grave Scent)
你的嗅觉变强了。你的灵敏嗅觉作为模糊感官(imprecise sense)能感知40尺范围内的所有气味,若你是锐鼻食尸鬼(Sharp-Nosed Ghoul)则为60尺范围。

巢穴挖掘者(Warren Digger)    专长 9
[食尸鬼]
你是个挖掘奇才。你获得10尺的掘进速度(burrow Speed)。你可以在沙地、土地、泥地或冰里挖掘。除非挖掘的材料特别坚硬,否则你可以选择是否在身后留下一条隧道,在材质坚硬的情况下你总是会留下隧道。若你身后没有留下隧道,则必须在掘地期间屏住呼吸。17级其,你的掘进速度增加至15尺。

引述: 13级族裔专长
齿爪高手(Teeth and Talons Expertise)    专长 13
[食尸鬼]
你的天生武器十分致命。你的非武装打击获得后述失败效果。
   失败 你造成一半伤害。



原文
剧透 -  原文:
Ghoul Heritages
As children, Mythos ghouls can be mistaken for certain humanoids. Some take advantage of this fact by contriving to have a ghoul child raised by members of other ancestries. Typically, ghouls place their children only among highly organized ancestries of Medium size. Ghouls raised as changelings in another society maintain the cultural training they received when growing up in that culture. A ghoul born and raised among ghouls is different from a ghoul who was raised by another ancestry. Choose one of the following ghoul heritages at 1st level.

Clawed Ghoul
You have a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits.

Hardy Ghoul
Your close contact with the dead has inured you to rot and decay. You are immune to non-magical diseases and you have resistance to negative damage equal to your level.

Humanoid-Raised Ghoul
As a ghoul raised by humanoids, you are familiar with their culture. Choose a common ancestry. You immediately gain one ancestry feat for that ancestry. You can always select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack.

Sharp-Nosed Ghoul
You have a more sensitive nose than most ghouls. You gain scent as an imprecise sense with a range of 30 feet, or to a range of 60 feet for undead, corpses, and meat.

Small Ghoul
You were once a gnome, halfling, or other small folk before your occult practices transformed you into a ghoul. You lose 2 Hit Points and your size changes to Small. Choose a Small common ancestry. You immediately gain one ancestry feat for that ancestry. You can always select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack.

Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a ghoul, you select from the following ancestry feats.

1st Level
Close to Undeath Feat 1
Ghoul
You benefit from healing with the negative trait as if you were an undead creature. Positive healing still heals you as well, but it is only half as effective. In addition, when you are healed by positive energy, you must succeed at a DC 20 Fortitude save or become sickened 1. (Negative damage and positive damage are not affected by this feat.)

Crypt Polyglot Feat 1
Ghoul
Prerequisites Psychic Feast
When you use Psychic Feast, you can replace the skill insight you gain to instead take the form of one language the creature knew in life. This still counts toward your limited number of insights.

Expert Scrounger Feat 1
Ghoul
You are practiced at finding and using old, broken equipment. You can use broken items as if they were not broken. In addition, when you Seek in rubble, undergrowth, dirt, or other places hidden from view, you replace any result less than 10 + your proficiency bonus with that total result.

Graveyard Lore Feat 1
Ghoul
You have picked up a great deal of information about local cultures from the long time you have spent in cemeteries. You gain the trained proficiency rank in Religion and Society (which you can replace with other skills if you also gained them from your background or class).

Grown Claws Feat 1
Ghoul
Prerequisites any heritage other than clawed ghoul
You grow wicked claws, as a clawed ghoul.

Tooth and Claw Frenzy Feat 1
Ghoul
Prerequisites claw attacks
Requirements Both your hands are free.
You make three Strikes: one with your jaws and one with each of your claws.

5th Level
Erudite Feaster Feat 5
Ghoul
Prerequisites Psychic Feast
You can maintain up to three insights from Psychic Feast. If you would gain a fourth, you choose one of your existing insights to lose. In addition, if the body you feast upon is particularly ancient (at least 100 years old, but well-preserved enough to still retain flesh; this can be via natural mummification or magical preservation), any circumstance bonus you gain increases to +2, or to +3 if you are at least 17th level.

Inured to Rot Feat 5
Ghoul
You are immune to non-magical disease, and you get a +1 circumstance bonus to saves against magical diseases and death effects. If you are a hardy ghoul, you instead become immune to magical diseases and gain a +2 circumstance bonus to saves against death effects.

Ripping Teeth and Talons Feat 5
Ghoul
You are skilled at fighting with your natural weapons. Your jaws gain the deadly d8 trait. If you have claws, they gain the twin trait. Whenever you critically hit with an unarmed attack, you apply the attack’s critical specialization effect.

Thick Hide Feat 5
Ghoul
You gain a +1 circumstance bonus your AC when you do not have an item bonus to AC. At 9th level, you also gain a +1 circumstance bonus to Reflex and Fortitude saves if you don’t have item bonuses to those saves. At 13th level, these circumstance bonuses increase to +2. They increase to +3 at 19th level.

Voracious Appetite Feat 5
Ghoul
Prerequisites Psychic Feast
You can use Psychic Feast as a 3-action activity, in which case it loses the exploration trait. You can use it on any corpse that has flesh and that wasn’t immune to mental effects.

9th Level
Nourishing Feast Feat 9
Ghoul
Prerequisites Psychic Feast
When you use Psychic Feast on the corpse of a creature of at least 9th level, you gain temporary Hit Points equal to your level. You gain this benefit only once from a given corpse.

Strong Nose Feat 9
Ghoul
Prerequisites grave scent
Your sense of smell improves. Your scent is an imprecise sense for all smells with a range of 40 feet, or 60 feet if you are a sharp-nosed ghoul.

Warren Digger Feat 9
Ghoul
You are a prodigy of digging. You gain a burrow Speed of 10 feet. You can burrow through sand, earth, mud, or ice. You decide whether to leave a tunnel behind you unless the material is particularly solid, in which case you always leave a tunnel. If you do not leave a tunnel behind, you must hold your breath while burrowing. At 17th level, your burrow Speed increases to 15 feet.

13th Level
Teeth and Talons Expertise Feat 13
Ghoul
You are deadly with your natural weapons. Your unarmed Strikes gain the following failure effect.
Failure You deal half damage.
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【SPCM】食尸鬼(Ghoul)
« 回帖 #2 于: 2022-08-23, 周二 15:43:23 »
神话族裔的变体(Archetypes for Mythos Ancestries)
某些技术和传承会与一个物种的文化以及身体属性紧密交织在一起,使得其他人无法利用这些内容。除非得到GM的许可,否则后述变体仅适用于标注中的族裔和职业。
  • 食尸鬼能够成为精神嗜体(necrophages),他们能够获得选取罕见的耳语颅骨变体魔宠的许可。

精神嗜体(食尸鬼)
Psychophage (Ghoul)
所有食尸鬼都能通过食用尸体的血肉与骸骨来获得营养、力量和知识。将这些曾属于有识之士的腐肉以可怖行为吞噬消耗之后,会将它们的记忆和知识的碎片注入到食用尸体的食尸鬼的心智中。在大多数情况下,这些记忆十分短暂,就像在回忆短暂带来快乐的美梦,而当食尸鬼集中注意时,原本模糊的印象便忽然清晰起来了。
在死者记忆和知识中匆忙瞥见几眼无法满足精神嗜体,他还学会了如何从生者身上汲取这些好处。

精神嗜体入门(Psychophage Dedication)    专长 2
[变体] [入门] [食尸鬼]
先决条件 食尸鬼(ghoul),心能盛宴(Psychic Feast)
尽管你更喜欢死尸的肉片和干瘪骸骨的味道,但你还可以在使用啃咬打击(jaws Strike)伤害特定生物时吸收思维的碎片。你在生存(Survival)以及食尸鬼学识(Ghoul Lore)上受训(trained),若你已经受训,在此情况下则可以让任意技能变为受训。此外,你还学会了吞噬技能(devour skill)聚能法术。如果你还未拥有聚能池(focus pool),则会获得具有1点聚能点(Focus Point)的聚能池。你可以在每日准备中补充聚能池,也可以通过花费10分钟进行再聚能(Refocus)行动来食用任何适用于心能盛宴(Psychic Feast)能力的肉,并以此来恢复1点聚能点。
聚能法术的环级会自动升阶至你的等级的一半,向上取整。某些专长能够提供更多的聚能法术,并且增加你的聚能池的大小,但你的聚能池永远无法大于3个聚能点。你在异能法术攻击检定和法术DC上的熟练度变为受训(trained)。你的施法属性为智力,前提是你还未拥有施法属性(若已经拥有其他施法属性,在该情况下则取用已获得的施法属性)。
特殊 直至选取另外2个精神嗜体变体的专长之前,你无法再选择任何其他入门专长(dedication feat)。

完美食尸鬼(Consummate Ghoul)    专长 4
[变体] [食尸鬼]
先决条件 精神嗜体入门(Psychophage Dedication)
你获得一个有资格选取的额外食尸鬼族裔专长(ghoul ancestry feat)。你还会获得1项技能提升(skill increase),但除非特技技能的熟练度等级已经达到了你的最大熟练度等级(在此情况下你可以正常使用它),否则必须将其应用至生存(Survival)技能。
特殊 你可以多次选取该专长。

吞噬思想(Devour Thoughts)    专长 6
[变体] [食尸鬼]
先决条件 精神嗜体入门(Psychophage Dedication),聚能池(focus pool)
你能够从活人与死尸身上抽取更多信息。当你使用心能盛宴(Psychic Feast)时,能够知晓已死生物最后的想法(final thoughts)。此外,你还能学会吞噬思想(Devour Thoughts)聚能法术。你的聚能池中的聚能点数量增加1点。

吞噬魔法(Devour Magic)    专长 8
[变体] [食尸鬼]
先决条件 精神嗜体入门(Psychophage Dedication),聚能池(focus pool)
你能够利用活人与死尸身上的魔法洞察力。当你使用心能盛宴(Psychic Feast)时,能够知晓该生物死亡时已经准备的所有法术或者法术库(spell repertoire)中所有法术的名字,而且你能够把这具尸体当做魔法文本来进行学习法术(Learn a Spell)行动。此外,你还能学会吞噬魔法(Devour Magic)聚能法术。你的聚能池中的聚能点数量增加1点。

品尝秘密(Savor Secrets)    专长 8
[罕见] [变体] [食尸鬼]
先决条件 精神嗜体入门(Psychophage Dedication),聚能池(focus pool)
你能深入挖掘尸体或生物的血肉来了解他的秘密。你学会了品尝秘密(Savor Secrets)聚能法术。你的聚能池中的聚能点数量增加1点。
译注:我也不知道为什么就这一个专长是罕见稀有度……

活力盛宴(Vital Feast)    专长 12
[变体] [食尸鬼]
先决条件 精神嗜体入门(Psychophage Dedication),聚能点数量最高至少达到了2点的聚能池
对你来说,任何一块肉都是营养丰富的交响乐。若你在上一次再聚能(Refocused)后至少花费了2点聚能点,那么当你使用再聚能时,能够恢复2点聚能点以取代原本的1点。



原文
剧透 -  原文:
Psychophage (Ghoul)
All ghouls gain sustenance, strength, and knowledge from feasting on the flesh and bones of the dead. The eerie act of digesting the rotting flesh of formerly thinking people infuses fragments of memories and lore into the feasting ghoul’s mind. In most cases, these memories are ephemeral, like dreams remembered through a haze of pleasant euphoria, with key elements periodically coming into sharp focus as the ghoul concentrates.
These glimpses into the memories and knowledge of the dead are not enough for the psychophage, who learns to draw these benefits from the living as well.

Psychophage Dedication Feat 2
Archetype Dedication Ghoul
Prerequisites ghoul, psychic feast
Although you prefer the flavor of dead meat and dry bone, you can also absorb fragments of the minds of certain creatures you damage with a jaws Strike. You are trained in Survival and in Ghoul Lore (unless you were already trained, in which case you can become trained in any skill). In addition, you learn the devour skill focus spell. If you don’t already have one, you gain a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to eat any flesh suitable for your psychic feast ability.
Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You are trained in occult spell attack rolls and spell DCs. Your spellcasting ability is Intelligence unless you already had a spellcasting ability (in which case you use that one).
Special You can’t select another dedication feat until you have gained two other feats from the psychophage archetype

Consummate Ghoul Feat 4
Archetype Ghoul
Prerequisites Psychophage Dedication
You gain an additional ghoul ancestry feat you qualify for. You gain a skill increase you must spend on Survival unless it is already at your maximum skill proficiency rank (in which case you can spend the increase normally).
Special You can select this feat more than once.

Devour Thoughts Feat 6
Archetype Ghoul
Prerequisites Psychophage Dedication, focus pool
You can draw more information from the living and dead. When you use psychic feast, you learn the dead creature’s final thoughts. In addition, you learn the devour thoughts focus spell. Increase the number of Focus Points in your focus pool by 1.

Devour Magic Feat 8
Archetype Ghoul
Prerequisites Psychophage Dedication, focus pool
You can exploit magical insight from the living and dead. When you use psychic feast, you learn the names of all the spells the creature had prepared or had in its spell repertoire when it died, and you can use the corpse as if it were magical writing for the Learn a Spell activity. In addition, you learn the devour magic focus spell. Increase the number of Focus Points in your focus pool by 1.

Savor Secrets Feat 8
Uncommon Archetype Ghoul
Prerequisites Psychophage Dedication, focus pool
You can dig deep into a corpse or a creature’s flesh to learn its secrets. You learn the savor secrets focus spell. Increase the number of Focus Points in your focus pool by 1.

Vital Feast Feat 12
Archetype Ghoul
Prerequisites Psychophage Dedication, focus pool with a maximum of at least 2 Focus Points
Any snack of flesh can be a symphony of sustenance to you. If you have spent at least 2 Focus Points since you last Refocused, you regain 2 Focus Points instead of 1 when you Refocus.
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 璀璨星炬

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Re: 【SPCM】食尸鬼(Ghoul)
« 回帖 #3 于: 2022-08-23, 周二 17:20:53 »
食尸鬼可以认爹?快进到养了114514个食尸鬼战士冒险者的侏儒
理想的译法是这样的:先把原文看懂,照原文译出来,看看念不念得下去,试删掉几个不一定用得着的字,看看是否有损文义和文气。如果有损,再补回来。试把不可少的字加进去,看看是否超出原文范围,增减以后和原文再校对一次。有些地方是否译错,语气的轻重是否恰如其分,原文的弦外之音译文是找不找得到?原文的意思要消化;译文的文字要推敲。有经验的译者可能一下笔就译好了,不过还是要推敲的时候多。