作者 主题: 【M:TAs 20th】第三卷-第九章-第三部分:健康与伤势(P406-P409)  (阅读 4332 次)

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 法师面临着一个危险世界。除了凡人街道上的常见暴力、他们自相残杀的政治、扭曲现实的疯狂和偶尔的纯粹暴力,也容易受伤,很容易死亡。在这个明显被怪物定义的世界中,法师须保持头脑清醒,学聪明点,并尽可能避免流血。但因那往往不可能,所以我们有健康特质,反映完全健康和升入天堂间的空间。
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 Mages face a dangerous world. Beyond the common violence of the mortal streets, their internecine politics, reality-bending madness, and occasional bouts of pure brutality, it’s easy to get hurt and damn near as easy to die. In a world apparently defined by monsters, a mage must keep her head, be clever, and avoid bloodshed as often as possible. But because that’s often not possible, we have the Health Trait, which reflects the space between perfectly healthy and going Into The Light.

 正如第六章健康特质条目所指出的,这个特质反映了你角色的状况。受伤时,你可用铅笔在健康槽上画些记号,追踪其目前状态。斜线(/)表冲击伤害,X表致命伤害,星号(*)表恶性伤害。每个种类反映不同类型的伤害。当你的特质下降,你的骰池也随之下降。幸运的是,魔法和药物能修复此类伤势。即使如此,法师相比其它夜裔仍脆弱。狼人能一笑置之的事可轻松杀死法师。
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 As noted under the Health Trait entry in Chapter Six, this Trait reflects your character’s condition. As injuries wear it down, you pencil certain marks along the Health Chart to track its current state. Slash marks (/) designate bashing damage, Xs designate lethal damage, and asterisks (*) designate aggravated damage. Each type reflects a different type of harm. As your Trait goes down, your dice pools go down as well. Magick and medicine, fortunately, can repair such injuries. Even so, mages are fragile when compared to the rest of the Night-Folk. Things a werewolf could laugh off can easily kill a mage.
« 上次编辑: 2022-11-11, 周五 17:25:33 由 肥肥腌臜 »

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治疗伤害

健康等级恢复时间*
冲击伤害
擦伤到重伤
1小时
重创
3小时
伤残
6小时
无法行动
12小时
致命和恶性伤害
擦伤
1天
轻伤
3天
负伤
1周
重伤
1个月
重创
2个月
伤残
3个月
无法行动
5个月

* 恢复时间累加;请看下文的恢复
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Healing Damage

Health LevelRecovery Time*
Bashing Damage
Bruised to Wounded
One hour
Mauled
Three hours
Crippled
Six hours
Incapacitated
12 hours
Lethal and Aggravated Damage
Bruised
One day
Hurt
Three days
Injured
One week
Wounded
One month
Mauled
Two months
Crippled
Three months
Incapacitated
Five months

* Recovery times cumulative; see Recovery, below.


健康槽

健康等级骰池罚值*移动罚值
擦伤
0
轻微疼痛和肿胀;伤了,但仅此而已。
轻伤
-1
割伤、瘀伤、疼痛,可能流血但没有大碍。
负伤
-1
小而痛苦的伤势限制了角色,正常行动减半。
重伤
-2
大的伤势令他残疾;角色没法跑,但仍能走。
重创
-2
显著内、外伤;角色能蹒跚行走(3码/回合),但无法正常移动。
伤残
-5
毁灭性伤势;角色只能爬(1码/回合)。
无法行动
不可用
角色因疼痛和伤口失去意识;无法移动。
死亡
不可用
另一个灵魂要迎接伟大奥秘了。

* 不影响化身、吸收或魔峰骰。
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The Health Chart

Health LevelsDice Pool Penalty*Movement Penalty
Bruised
0
Minor pain and swelling; he’s banged up but otherwise fine.
Hurt
-1
Cuts, bruises, aches, perhaps bleeding but no major impairment.
Injured
-1
Minor, painful injuries limit the character to half his normal movement.
Wounded
-2
Notable injuries handicap him; the character can’t run but may still walk.
Mauled
-2
Significant internal and external damage; character can hobble around (three yards/ turn) but not move normally.
Crippled
-5
Catastrophic injuries; character can only crawl (one yard/ turn).
Incapacitated
N/A
Character is unconscious from pain and trauma; no movement possible.
Dead
N/A
Another soul greets the Great Mystery.

* Does not affect Avatar, soak, or Arete rolls.
« 上次编辑: 2023-02-08, 周三 09:08:26 由 肥肥腌臜 »

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伤害种类
 
 正如健康一节所指出的那样(而且为清楚起见,如战斗一节所重申的那样),不同攻击和危险造成不同种类的伤害。3种伤害详见下文,反映了初始创伤和治愈所需的时间与努力。
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Types of Injury
 
 Again as noted under Health (and, for clarity, as reiterated in the entry for Combat), different attacks and hazards cause different sorts of injuries. Detailed below, the three types of damage reflect both the initial trauma and the time and effort required to heal it.


冲击伤害
 
 冲击伤害是疼痛但非致命的伤势结果,代表了钝器击打、短距坠落、精神攻击、拳击击伤、窒息气体、轻微疾病、绝大多数药物和其它普通人可能活过的疼痛影响。故事上冲击伤害表现为流鼻血、擦伤、关节疼痛、视力模糊等。死于它是可能的,但不太现实。
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Bashing Damage
 
 A consequence of painful but survivable trauma, bashing damage represents the effects of blunt impact, short falls, psychic attacks, fistfight injuries, knockout gas, minor illness, most types of drugs, and other pains that the average person might walk away from. Story-wise, bashing damage comes across as bloody noses, bruises, aching joints, blurry vision, and so forth. It’s possible to die from bashing damage, but it’s not likely.

 绝大多数角色至少能试图吸收冲击伤害——也就是说,用耐力特质吸收它。战斗一章涵盖了吸收伤害的规则;现在,只需记住,一个有高耐力值的人能承受许多冲击级别的惩罚。
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 Most characters can at least try to soak bashing damage – that is, absorb it with the Stamina Trait. The combat section covers the rules for soaking damage; for now, just remember that a person with a high Stamina can take a lot of bashing-level punishment.

 不过仍限制。当冲击伤害让角色达到健康槽上的无法行动级别时,这个角色就有麻烦了。她虽仍能尝试用耐力吸收受到的冲击伤害,但下一级冲击伤害——常以斜线标注——会在健康槽顶部以X标记。当角色受到更多冲击伤害时,这些X会在槽上往下填。若她的槽从上到下充满了X,那么下一级,任何种类的伤害都会杀死她。所以,对——尽管你击打一个角色到死并不容易,但你确实能。
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 Still, there are limits. When bashing damage takes a character to the Incapacitated level on the Health chart, that character’s in trouble. Although she can still try to soak incoming bashing damage with her Stamina, the next level of bashing damage – typically marked with a slash – gets noted at the top of the Health chart with an X. As the character takes even more bashing damage, those Xs go further down the chart. If her chart gets filled with Xs from top to bottom, then the next level of any kind of damage kills her. So yes – although it’s not easy, you can punch and kick a character to death.

 相比其它种类的伤害,角色从冲击伤害中愈合得更快。详见治疗伤害(第408-409页)和附近的治疗伤害表
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 Characters heal more quickly from bashing damage than they do from other types. For details, see Healing Damage (pp. 408-409) and the Healing Damage chart nearby.


致命伤害
 
 人能活过拳打脸上;但刀刺内脏是另一回事。致命伤害指枪、剑、高处坠落、锐器击打、电能灼伤、穿刺创伤、致死毒物、致命疾病和其它死亡使者所造成的伤害。普通角色除特效伤害选项(请看412页)的可选例外,无法吸收致命伤害。此类伤害可能致死他。
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Lethal Damage
 
 Folks can walk away from a punch in the face; a knife in the gut, though, is another story. Lethal damage depicts the harm dealt out by guns, blades, long falls, sharp impacts, electrical burns, puncture wounds, deadly poisons, fatal diseases, and other harbingers of mortality. With potential exceptions for the Cinematic Damage option (see p. 412), the average character cannot soak lethal damage. This type is likely to be the death of him.

 一样在健康槽上用X记下每级致命伤害。每一级都反映了更大程度的创伤。此类伤势的愈合要更久,且角色除非接受医疗护理—— 1次成功的智力+医学投掷——来稳定伤势,否则情况可能恶化。
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 Again, note each level of lethal damage with an X on the Health chart. Every level reflects a greater degree of harm. Such injuries take longer to heal as well, and the character’s condition may deteriorate unless she receives medical care – a successful Intelligence + Medicine roll – in order to stabilize that trauma.

 轻伤以下的任何未治疗的致命伤势都会加重1级/天,如重伤状态的角色,第二天就会降到重创,后天伤残,大后天无法行动——直到伤势稳定。若致命伤害让其降到无法行动以下,她应开始挑选纸钱或花圈——她完了。
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 At all levels below Hurt, untreated lethal wounds grow one level worse each day. A character at Wounded, for example, drops to Mauled the next day, Crippled the day after that, and Incapacitated the day after that until her injuries are stabilized. If and when lethal damage drops a character below Incapacitated, she should start picking out a harp or a pitchfork – she’s done.

 当用任何逊于生命领域魔法的东西治疗时,致命伤害都要花一段时间治愈。上面的治疗伤害表显示了从致命伤恢复的时间比冲击伤的长。在说书人的设定下,令角色到重创、伤残或无法行动状态的致命伤,都可能留下长期伤疤——即使健康槽已回复这些失去的健康等级。
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 When treated with anything less than Life Sphere magick, lethal damage takes a while to heal. The Healing Damage chart above reveals just how much longer it takes to snap back from lethal harm than it does to recover from bashing damage. At the Storyteller’s option, lethal injuries that bring a character to Mauled, Crippled, or Incapacitated may leave lasting scars even after the Health chart has recovered those lost health levels.


恶性伤害
 
 “恶性伤害”代表一个人能遭受的最可怕的伤势:火焰、硫酸、剧毒毒物、血族獠牙、辐射、爆炸和类似的物理暴力。此类伤害在超自然上,是把将活物绑一起的式样撕裂了… 因此,生命3和熵4效果能通过解开式样造成恶性伤害。但万幸的是,生命3也能重新编织受损式样;此类治疗需破则魔法和1魔素/级治愈的健康等级,但比死掉好。
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Aggravated Damage
 
 “Agg damage” represents the most horrific injuries a person can sustain: fire, acid, virulent toxins, vampire fangs, radiation, explosions, and similar physical atrocities. On a metaphysical level, such damage tears apart the Pattern that binds a living thing together… and so, it follows that Life 3 and Entropy 4 Effects inflict aggravated damage by unweaving that Pattern. Thankfully, Life 3 can also reweave a damaged Pattern; such treatment demands vulgar magick and a point of Quintessence per health level healed, but it’s an improvement over dying.

 恶性伤害和致命伤害一样,无法被绝大多数物理存在吸收。某些类型的保护——装甲板、被物质和原质魔法加固过的物质,或,如铅保险箱或钢隔板等难以置信的坚固材料——能抵御恶性伤害,但普通血肉不能。只有时间和魔法能治愈此类伤害;医疗护理能促进长期治疗,但不能用短期急救修补(请看选项边栏包扎它们)。
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 Like lethal damage, aggravated damage cannot be soaked by most physical beings. Certain types of protection – armor plating, substances that have been hardened with Matter and Prime magick, or incredibly dense materials like lead vaults or steel bulkheads – can resist aggravated damage, but normal flesh cannot. Only time and magick can heal such harm; medical care facilitates long-term treatment but can’t patch it up with short-term First Aid. (See the Patch ‘Em Up option sidebar.)

 其它方面,请把恶性伤害视为致命伤害。以星号标记,恶化同致命伤害,需长时间治愈。若受伤角色想活过重伤,必须稳定下来。
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 In all other regards, treat aggravated damage as lethal damage. Marked with an asterisk, it deteriorates like lethal damage, takes a long time to heal, and must be stabilized if the injured character plans to survive major injury.
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精神创伤
 
 你在法师的世界能不被抓伤却受折磨。此类精神创伤来自心灵攻击、折磨、可憎巨著和造成身心痛苦的情感冲击。若普通伤势代表对血肉的攻击,那么精神创伤则反映对意识或灵魂的攻击。虽然凡人世界里不普遍,但觉醒者极常面对。
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Psychic Trauma
 
 In a mage’s world, you can suffer torment without sustaining a scratch. Such psychic trauma comes from mental attacks, torture, abominable tomes, and emotional shocks that cause psychosomatic pain. If normal injury represents assaults upon the flesh, then psychic trauma reflects assaults upon the consciousness or soul. Although it’s uncommon in the mortal world, the Awakened face it with awful regularity.

 游戏上精神创伤是心灵领域造成的冲击伤害。这种情况下,是意志点而非耐力提供吸收骰。由于绝大多数觉醒族裔的强大意志,心灵攻击常为长期和抵抗骰(请看戏剧系统:折磨),而非造成物理伤害的立刻攻击。但一个未觉醒者能因心灵攻击遭受剧痛;此类攻击可能击倒一个角色,而其折磨者甚至都不在场。灭世者、巴塔阿和新世界秩序专精此类攻击,空明修会能用道对人的心灵与四肢施压。
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 In game terms, psychic trauma is bashing damage inflicted by the Mind Sphere. In this case, Willpower, not Stamina, offers a soak roll. Given the powerful will of most Awakened folks, psychic attacks tend to be extended and resisted rolls (see Dramatic Systems: Torture) rather than immediate strikes like the ones that inflict physical harm. An unAwakened person, however, can suffer intense pain from psychic attacks; such assaults might knock out a character whose tormentor isn’t even in sight. The Nephandi, Bata’a, and New World Order specialize in such attacks, and the Akashayana can use Do to apply pressure to a person’s mind as well as to his limbs.

 说书人可决定,当角色面临不该知道的事(请看此选项的边栏)时,某些巨大冲击可造成几骰精神创伤。虽然冲击可能不会杀死角色,但通常的冲击伤害规则适用于此类情况,所以一个意志薄弱者可能死于恐惧或心脏病。此外,一个无法行动状态的角色可能最终得上心理疾病,被反映其受伤心灵的缺点所折磨(请看附录二的缺点与精神缺陷,在第646-650页)。当然这种事很少,但在疯狂的魔法世界里值得注意。
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 At the Storyteller’s discretion, certain heavy-duty shocks might inflict a few dice of psychic trauma when characters face Things Man Was Not Meant to Know. (See that option’s sidebar.) Although shock probably won’t kill a character, the usual bashing damage rules apply to such situations, so it may be possible for a weak-willed person to die of horror or heartbreak. Alternately, an Incapacitated character might wind up mentally ill, tortured by Flaws that reflect his wounded mind. (See Flaws and Derangements in Appendix II, pp. 646-650.) Such things are rare, of course, but worth noting in the crazy world of magick.



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可选规则:不该知道的事

 法师头脑坚固。毕竟他们的工作就是解锁开几乎无人认识的门。但某些谜团最好别被发现。作为可选规则,说书人能宣布角色已经看或懂太多。
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Optional Rule: Things Man Was Not Meant to Know

 Mages are a tough-headed lot. It’s their trade, after all, to unlock doors that few folk even recognize. Still, certain mysteries are best left undiscovered. As an optional rule, the Storyteller may declare that a character has seen or understood too much.

 当面对的情况是如此可怕或奇怪,以至无法集中精力时,说书人能要求相关角色投次意志点。法师一样对这种事习以为常,所以当普通人面对宇宙邪恶,可能得投掷对抗难度8或9时,法师会投掷对抗难度6或7,可能更少。一些谜团或行为对人的理智来说仍是如此可怕,以至法师都需难度8或9下至少1成功,而凡人须投出3+成功,对抗更高难度。此类情况应相当稀少。但若他们不存在,那么劫夺者和灭世者就会不可怕得多… 也少得多。
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 Faced with situations or enigmas too horrible or strange to contemplate, a Storyteller can call for a Willpower roll on the part of the characters involved. Again, mages are used to such things, so while a normal mortal might have to roll against difficulty 8 or 9 when he confronts cosmic abominations, a mage would roll against difficulty 6 or 7, maybe less. Some mysteries or acts remain so catastrophic to one’s sanity that even the mage needs at least one success at difficulty 8 or 9, while the mortal must score three successes or more against that higher difficulty. Such situations should be quite rare. If they didn’t exist, however, then Marauders and Nephandi would be far less frightening… and far less numerous.

 此类对抗下的失败意志点骰会迫使角色昏倒(无论性别)、在极度惊恐中呆住或逃跑。之后角色遭受噩梦、颤抖或挥之不去的纠缠。若意志点骰只是失败,影响很快消失。但法师的玩家若投出大失败,这些影响随后可能导致1个心理缺点、一段可怕探求,甚至当法师有时间完全处理自己经历的后果时,还有幻劫(探求请看第七章;幻劫请看第十章;缺点一样请看附录二)。同时凡人必会一直被此经历困扰,可能疯狂或默默发疯(请看第五章劫夺者一节的理智消失,在第242页)
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 A failed Willpower roll in such confrontations might force a character to pass out (regardless of gender), freeze in horrified fascination, or flee. Afterward, that character suffers nightmares, shakes, or creeping obsessions. If the Willpower roll was simply failed, the effects will soon fade. If a mage’s player botched that roll, however, those effects might later lead to a Psychological Flaw, a horrific Seeking, or perhaps even Quiet once the mage has had time to fully process the implications of his experience. (For Seekings, see Chapter Seven; for Quiet, see Chapter Ten; and for Flaws, again, see Appendix II.) A mortal, meanwhile, would certainly remain haunted by that experience and might go wildly or silently mad. (See Sanity Sinks in the Marauders entry of Chapter Five, p. 242.)

 (值得注意的是,法师和他们的坚韧同伴仍对狼人的月狂免疫。虽然狼人应把任何聪明法师吓得半死,但《狼人:末日怒嚎》中所描绘的恐慌和错觉的更大影响不算做不该知道的事)。
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 (It’s worth noting that mages and their hardy companions remain immune to lycanthropic Delirium. Although a werewolf should scare the hell out of any intelligent mage, the greater effects of panic and delusion described in Werewolf: the Apocalypse don’t count as Things Man Was Not Meant to Know.)

 这种事一样不应经常发生。但由于虚空、堕落者和疯子的影响,潜在的心疾风险能给觉醒之道增添些刺激。
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 Again, this sort of thing shouldn’t happen often. Given the influence of the Void, the Fallen, and the Mad, however, the threat of potential dementia can add sharpness to an Awakened Path.
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治疗伤害
 
 如治疗伤害表所示,治疗不同种类的伤害并不一样。这些恢复时间默认受伤角色有休息和基本的医疗护理;在特别好的条件下——如最先进的设备、精湛的医疗和不中断的治疗空间——治疗时间能比表上给出的好1甚至2(最好情况下)个档次。
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Healing Damage
 
 As the Healing Damage charts show, different types of damage heal differently. Those recovery times assume that an injured character has rest and basic medical attention; under especially good conditions – like state-of-the-art facilities, skilled medical therapy, and uninterrupted healing space – the listed healing times can be one or even (under the best circumstances) two categories better than the ones given on that chart.
 

 即便如此,医疗护理(也就是来自有医疗2+的角色的帮助)对冲击伤势下的重伤或更糟,以及致命或恶性下的负伤或更糟来说,也是必不可少的。没有此类治疗的受伤角色将受到或多或少的永久损伤,直到有生命3+的人有机会以魔法修复该损伤。感染、深层组织创伤、韧带撕裂和其它此类问题都需生命魔法或医疗援助。单凭时间无法完全治愈严重伤势。
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 Even so, medical treatment (that is, help from a character with Medicine 2 or better) is essential for bashing injuries of Wounded or worse, and for lethal or aggravated injuries of Injured or worse. Without such treatment, an injured character suffers more-or-less permanent impairment until someone with Life 3 or better has an opportunity to fix that damage with magick. Infections, deep-tissue trauma, torn ligaments, and other such problems require either Life magick or medical assistance. Time alone cannot heal severe injuries completely.


恢复时间
 
 伤势越重,从中恢复的时间越长。游戏上治疗伤害表列出的恢复时间是累加的。如詹妮弗·洛琳斯从第八章那头斗牛犬那儿遭受3级致命伤害,她需11天从这些咬和抓伤中恢复(1天+3天+1周=11天)。若她逃脱时又遭受2级冲击伤害,那么她需4小时从冲击伤害中恢复,再加11天治疗狗的攻击伤。
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Recovery Time
 
 The more injured you are, the longer it takes to recover from those injuries. Game-wise, the Recovery Times listed on the Healing Damage chart add up. If, for example, Jennifer Rollins takes three levels of lethal damage from that pit bull in Chapter Eight, she needs 11 days to recover from those bites and scratches. (One day + three days + one week = 11 days.) If she took two additional levels of bashing damage escaping the situation, then she’d need four hours to recover from the bashing damage, plus 11 days to heal from the dog’s assault.


魔法治疗
 
 当然,生命领域魔法能像… 好吧,像魔法般修复。技官联盟有先进的医疗护理,能在数小时甚至几分钟内再生受损组织,专精生命的巫师和圣职医者,能在短时间内以疗伤圣手,让伤者从死亡线上回到完全健康。此类行为当然是破则魔法。即使在最先进的科技范式下,人也不能立刻治愈枪伤。
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Magickal Healing
 
 Life Sphere magick, of course, can fix such things like… well, like magic. The Technocracy has advanced medical treatments that can regenerate damaged tissues in hours or even minutes, and Life-specialized witches and sacred healers can lay on hands to get an injured person from death’s door to full health in no time. Such feats are, of course, vulgar magick. Even in the most technological paradigm, people cannot immediately heal gunshot wounds.

 如上所述,某些伤害比其它的更难治愈。医者即使用生命3魔法,也须花1魔素/健康等级修复恶性伤害。伤者的式样须被恢复,而要求的能量超过了普通医生或法师所能调用的。
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 As mentioned earlier, certain injuries are harder to heal than others. Even with Life 3 magick, a healer must spend one Quintessence point per health level in order to repair aggravated damage. The injured person’s Pattern must be restored, and that task demands energies above and beyond anything that the average doctor or mage can muster.

 故事上伤势会重创你的角色,给她留下长期伤疤。魔法确实能创造奇迹,但刀伤、烧伤和愤怒怪物砍伤的痛苦,不会随着健康特质治愈而简单忘记。撕裂血肉、折断骨头、扭曲韧带和受损器官,在它们最初的伤害消失在记忆中后,还会有很长时间的疼痛。因此,觉醒族裔和他们常面对的咆哮造物不同,游走在战斗边缘,因为太清楚自己有多脆弱。
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 Story-wise, injuries batter your character, often marking her with lasting scars. Magick can work wonders, true, but the pain of knife wounds, burns, and slashes from an enraged horror aren’t simply forgotten once the Health Trait heals. Torn flesh, broken bones, twisted ligaments, and scarred organs hurt long after their initial injuries pass into memory. As a result, unlike the snarling creatures they so often face, the Awakened folk skirt the edges of a fight, all too aware of just how fragile they can be.

 有关治疗魔法的更多细节,请看第十章技法一节的医疗运作(第581页)。
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 For additional details about healing magick, see the Medicine Work entry in the Practices section of Chapter Ten (p. 581).



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可选规则:包扎它们
 
 你的小组在高强度的战斗故事中,可能需要在他们的伤势真正痊愈前很久,就得包扎并返回战场。有医疗3+和适当医疗装备的角色,在此可选规则下,能治疗一定程度的致命伤害,足够他的病人重回战斗。
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Optional Rule: Patch ‘Em Up
 
 In high-intensity combat tales, your group might need to be patched up and sent back into action long before their injuries have truly healed. Under this optional rule, a character with Medicine 3 or higher, plus the appropriate medical gear, can heal a certain degree of lethal damage long enough for his patients to get back in the fight.

  投机敏+医疗,难度8,医生能包扎1级致命伤害/成功。但冒险一结束,受伤角色至少需2个月恢复伤势——单个故事里每包扎1次,时间翻倍(首次2个月,第2次4个月,第3次8个月等)。被包扎的角色行动时,仍会在除化身和吸收外的所有骰上有最少-1的罚值——她伤得很重。耐力1或2的角色不能如此被包扎,伤残或无法行动状态的则完全不能。受伤角色能被包扎1次/点耐力。如耐力3的法师最多包扎3次,之后其伤势超过医者技艺所能及。
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 Rolling his Wits + Medicine against difficulty 8, the medic can patch up one level of lethal damage per success. Once the adventure ends, however, the injured character will need at least two months to recover from her injuries – double that for each time she gets patched up within a single story. (Two months the first time, four months the second, eight months the third, etc.) A patched-up character still operates at a minimum penalty of -1 to all rolls except Arete and soak – she’s hurting bad. Characters with Staminas of 1 or 2 cannot be patched up this way, and a character who reaches Crippled or Incapacitated cannot be patched up at all. Patch-up attempts can be made once for every dot of Stamina that the injured character has; a Stamina 3 mage, for instance, can be patched up a maximum of three times before her injuries overwhelm the healer’s skill.

 包扎骰大失败令病人状态降1级。且说书人在角色每次如此包扎时,可让玩家投耐力,难度8,失败产生1个长期缺点,作为创伤后果(可能的缺点请看附录2)。角色无论如何,都会因如此仓促的措施而受长期影响——除非后面用生命魔法修复。
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 A botched patch-up roll actually drops the patient’s condition by one level. Also, each time a character gets patched up this way, the Storyteller may have the player make a Stamina roll at difficulty 8, with failure incurring a lasting Flaw as a result of her trauma. (See Appendix II for potential Flaws.) The character will, in any case, suffer long-term effects from such hasty measures unless Life magick gets used to fix the problem later.

 同现实生活,选项包扎它们展示了有长期后果的快速治疗;但它仍为那些面临致命挑战,却缺少生命3魔法或治疗物品的绝望结社提供了希望,也反映了当长期休养不是选择时,战场医学的实用。
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 As in real life, the patch ‘em up option presents a quick fix with long-term consequences; still, it offers hope for desperate cabals who face deadly challenges yet lack access to Life 3 magick or healing items while also reflecting the utility of battlefield medicine when a long recuperation is not an option.
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