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【FBL-PHB】第二章《技能SKILLS》_p42~58
« 于: 2021-12-09, 周四 16:02:05 »
Forbidden Lands - Player's Handbook (2nd printing) [2019]Skills_p42~58
翻译基于2nd printing) [2019],及errata (https://freeleaguepublishing.com/wp-content/uploads/2018/10/errata_ENG.pdf)
翻译by Pany_Q 校对by N个月后的Pany_Q

SKILLS
技能
---------------------------------------------
炽热的岩浆舔舐着博尔德踩着的高跷,直到踏上熔岩的边缘他才舒了一口气。这位盗贼在心中对自己吹了声口哨,踢掉了烧焦了的木头鞋子,然后不动声色地装成众多仆从中的一个混进了堡垒之中,不紧不慢地开始向着宝物库移动。
剧透 -   :
The lava ate his stilts and Berde’s fear didn’t leave him until he reached the ledge. The thief whistled silently to himself, kicked off the smoldering clogs that remained and ventured into the hold as a servant among others, directing his steps without haste towards the treasury.
------------------------------------------------
角色扮演游戏是一种对话。GM描述场景,你描述你的角色(PC)如何行动,然后GM描述任何NPC作何反应,你再回复,如此往复。这就是讲述故事和推进剧情地方式。但迟早,你们将会遇到一个关键的场景、无可挽回的矛盾,无法只靠对话就解决。这时就该掏出你的骰子,使用你的技能了。
剧透 -   :
A roleplaying game is a conversation. The Gamemaster describes the scene, you describe how your PCs behave, the GM describes how any NPCs react, you reply, and it goes back and forth. That is how the sto- ry is told and progresses. But sooner or later, a decisive situation will arise, a point of no re- turn, a conflict that conversation alone cannot resolve. Then it’s time to break out the dice and use one of your skills.

ROLL THE DICE
投掷骰子
====================

游戏中共有16个技能,本章将详细说明。每个技能都与四个属性之一相关联;四个属性分别是:力量(Strength)、敏捷(Agility)、智识(Wits),和共情(Empathy)。
若要执行某项行动,首先描述你的玩家角色(PC)做什么或说什么。然后你取出等于你的技能等级加上关联属性目前数值的数量的六面骰(D6)。如果你拥有某些能派上用场的装备,你也能因此获得一些额外的骰子。
然后你同时投掷所有这些骰子。
剧透 -   :
There are sixteen skills in total in the game, and they are all described later in this chapter. Every skill is connected to one of the four attributes: Strength, Agility, Wits, and Empathy.
When you perform an action, you first describe what your player character does or says. Then you grab a number of six-sided dice equal to your skill level plus your current score in the attribute that is connected to that skill. If you have some sort of gear that may be helpful, you will get extra dice from that as well.
Then you roll all the dice at once.

SIXES MEAN SUCCESS
6是成功

若要行动成功,你至少要骰出一个6。一个投骰结果6称为一个成功(success),在规则中用两把交叉的剑的符号表示:。在某些情况下,如果你投出了超过一个,你能获得额外效果——这将在每个技能中详细说明。
剧透 -   :
To succeed with your action, you must roll at least one six. A six is called a success, and these are marked in the rules with a symbol of two crossed swords: x . If you roll more than one x you can achieve additional effects in some cases – this is specified by each skill.

ONES WEAR YOU DOWN
1会损耗

投骰结果出1意味着你要倒霉了,你可能要承受伤害、疲劳、恐惧,或武器受损。在你的第一次投骰中,结果出1不会有任何效果;只有当你选择孤注一掷(push roll)(见下)后,1才起效。一个投骰结果1称为一个灾祸(bane),使用一个骷髅的符号来表示:
剧透 -   :
Ones can be bad for you – they can mean that you suffer damage, exhaustion, fear, or that your weapon has been damaged. Ones have no effect on your first roll, only if you choose to push your roll (see below). A one is called a bane, and is marked with a skull symbol: l
译注:为了显示方便,后文中,
正文用X表示
正文用O表示
译注2:我要申明我是坚定的O确认X取消党,但原文用的符号我只能这样对应...


DIFFERENT COLORS
不同颜色的骰子

你所投掷的骰子的来源可能很重要——它是来源于属性、技能,还是装备?因此,你应该使用三种不同颜色的骰子。来自属性的骰子称为基础骰(Base Dice),来自技能的骰子称为技能骰(Skill Dice),而来自装备的骰子称为装备骰(Gear Dice)或武器骰(专指武器的情况)。
剧透 -   :
Whether a certain die you have rolled originates from your attribute, your skill, or your gear, may be important. For that reason, you should use dice of three different colors. The dice from attributes are called Base Dice, the dice from skills are called Skill Dice, and the dice from gear are called Gear Dice or Weapon Dice (specifically for weapons).

[官方内置广告]CUSTOM DICE
定制骰子
就是说官方还单独售卖一套为FBL专门定制的骰子。6也就是X直接印在骰子上。每套含9个D6——包含4个白色基础骰、3个紫褐色技能骰和2个黑色武器骰,以及D8、D10和D12各一个。翻译略去


ROLLS WITHOUT SKILL
没有对应技能情况下的技能检定

不论如何,即使你在想做的事情上不具有相应技能,你还是可以投骰的,直接投掷你的基础骰加上适用的装备骰即可。
剧透 -   :
If you don’t have the skill required for the particular action you want to perform, you can roll anyway – simply roll your Base Dice and any applicable Gear Dice.
--------------------------
EXAMPLE
范例

Josie的术士Nirmena与她的冒险伙伴们正在探索一座城堡废墟。突然,一具不死食尸鬼从阴影中跳出来,举起锈迹斑斑的剑挥向Nirmena。她转身就跑,试图躲进一座可以藏身的高塔,但她身前的地面突然坍塌,挡住了去路。她决定跳过这口深坑。Nirmena有敏捷3,但没有移动(MOVE)技能。她在跳跃时只能投3个基础骰
剧透 -   :
Josie’s Sorcerer Nirmena is exploring a ruined castle along with her fellow adventurers. Suddenly, an undead ghoul comes out of the shadows and lifts its rusty sword to strike Nirmena. She turns and runs to- ward a tower to find safety there, but stops in her tracks as the floor has collapsed in front of her. She decides to leap across the chasm. Nirmena has Agility 3 but no skill level in MOVE. She gets to roll only the Base Dice to make the jump.

引用
边栏p43
THE 16 SKILLS
十六个技能

蛮力(力量)Might (STRENGTH)
坚韧(力量)Endurance
近战(力量)Melee
手艺(力量)Crafting
隐匿(敏捷)Stealth(AGILITY)
巧手(敏捷)Sleiight of Hand
移动(敏捷)Move
射术(敏捷)Markmanship
侦察(智识)Scouting(WITS)
轶闻(智识)Lore
生存(智识)Suvival
洞察(智识)Insight
操弄(共情)Manipulation(EMPATHY)
表演(共情)Performance
治疗(共情)Healing
驯养动物(共情)Animal Handling


THE ART OF FAILURE
失败的艺术

如果你没投出任何X,那就意味着哪里出了点问题。你由于某些原因未能达成你的目标。你可以在GM的协助下自由发挥你的想象来描述你是如何失败的。GM甚至可以为了推进故事和增加戏剧性而让一个失败的检定具有更深远的影响。
失败不应该让故事完全停滞。即使你失败了,也一定有别的办法继续推进——也许要以时间、风险或银币为代价,但总会有办法。GM对于特定情况下某个失败会导致什么样的后果具有最终解释。
不过如果你真的非常想要成功,你还有最后一个机会——孤注一掷!(Push the roll)
剧透 -   :
If you roll no x something goes wrong. For some reason, you failed to achieve your goal. Feel free to elaborate on why with the help of the GM. She might even let a failed roll have further consequences to move the story forward in a dramatic way.
Failure must not stop the story completely. Even when you fail, there must be a way forward – perhaps at the cost of time, risk, or silver, but still a way. The GM has the final say on the consequences of failure in that particular situation.
You have one last chance if you really want to succeed – you can push the roll.

PUSHING YOUR ROLL
孤注一掷
======================

如果你非常迫切地想要在某个技能检定上成功,你还可以选择孤注一掷(push roll)。即,你拿起所有未投出6(X)或1(O)的骰子并重投它们。你能再一次获得投出X的机会。
你不能选择重投哪个骰子。当你孤注一掷,就必须投掷所有不是X或O的骰子。
对于已经成功的检定你也可以选择孤注一掷,前提是额外的X能以某种方式增进效果。GM具有最终解释。当然,孤注一掷不是没有代价的——更多说明见下文。
一次孤注一掷将如何在故事层面展现,取决于你采取了什么样的行动。这不一定非得是肉体层面上的努力,也可以是某种精神力的完全集中或者情感上挣扎。
技能骰(SKILL DICE):当你孤注一掷,来自技能骰的1不算作O,而且即使出1,也依然可以被重投。因此,在本游戏的定制骰子中,技能骰上没有O符号。
装备骰(GEAR DICE):当你孤注一掷,你也必须重投任何武器骰(WEAPON DICE)或装备骰(Gear Dice)。
仅此一次(ONLY ONCE):孤注一掷的机会只有一次。若你在第二次投骰中也没有成功,你只能接受这个结果了。
剧透 -   :
If you are desperate to succeed with a skill roll, you can choose to push it. This means that you grab all the dice that did not come up as a six ( x ) or a one ( l ) and roll them again. You get a new chance to roll x
You cannot choose which dice to reroll. When you push, you must roll all dice that did not come up as x or l
You are allowed to push rolls even after a successful roll, but only if rolling additional x will increase the effect of the roll in some way. The GM has final say on this. Pushing a roll is not without risk – more on that below.
How a pushed roll plays out in story terms depends on what kind of action you are per- forming. It doesn’t have to be a physical effort, it might be about complete mental focus or an emotional struggle.
SKILL DICE: When you push a roll, ones from the Skill Dice do not count as l and can be re- rolled even if they do come up as a one. Hence, the symbol l does not appear on the Skill Dice in the custom dice set for the game.
GEAR DICE: If you push your roll, you must also push any Weapon Dice or Gear Dice.
ONLY ONCE: You can only push your roll once. If you don’t succeed on your second try, you just have to deal with the consequences.

引用
边栏p44
DON’T ROLL TOO OFTEN
投骰勿过于频繁

在血雾禁地(Forbidden Lands)中,投骰一般发生在戏剧性的时刻。孤注一掷在伤害你的同时也会给予你意志点(Willpower Points)。过于频繁的投骰可能导致意志点过多,还会拖慢游戏节奏。所以,你应该只在绝对必要的情况下、极具戏剧性的场合,或面对困难的挑战时才投骰。其他情况下,GM应该直接宣布你的行动成功。
剧透 -   :
In Forbidden Lands, a dice roll is a dramatic moment. Pushing rolls can give you damage but also Willpower Points. Rolling dice too often slows the game down and can generate an excess of Will- power Points. Thus, you should only roll dice when absolutely necessary, in dramatic situations or tough challenges. In any other situation, the GM should simply state that you action succeeds.
剧透 -   :
O IS ACTIVATED
O激活

当你把自己绷得太紧,你有可能受伤、疲乏,或弄坏武器。在孤注一掷后,查看桌上所有的骰子。在第一次投骰中,O没有效果,而一旦孤注一掷,它们就会激活;不论O是出现在第一次投骰,还是第二次,都同样会被孤注一掷激活。
  • 当你孤注一掷,每个来自基础骰的O会对相应属性造成1点伤害(更多关于伤害的说明见第五章)。
  • 当你孤注一掷,每个来自武器骰的O会让武器加值(weapon bonus)降低1(更多详见下文说明)。
记住,技能骰投出的1永远不算做O(见上)。
剧透 -   :
When you push yourself hard, there is a risk that you will suffer damage or exhaustion, or that your weapon will be destroyed. After you have pushed your roll, look at all the dice on the table. In the first roll, l had no effect, but when you push they become active. It doesn’t matter if the l came up in the first roll or the second.
✥  For every l you have rolled on a Base Die when you push, you suffer one point of damage to the attribute you have used (read more about damage in Chapter 5).
✥  For every l you have rolled on a Weapon Die when you push, your weapon’s bonus is decreased by one (read more about that below).
Remember that ones on the Skill Dice never count as l (see above).

引用
边栏p45
DESCRIBE YOUR ACTION
描述你的行动

在血雾禁地(Forbidden Lands)中,你们的故事由你们一同创造。投骰总是剧情的最高潮——首先你需要描述你希望达成什么目标,这样所有人就能对成败的后果心中有数。然后你投出你的骰子。解读结果并描述发生了什么。描述你做什么、说什么,或者在想什么。如果你孤注一掷,描述怎么做的。你自己来说,不用等着GM——GM只应该在你的描述超出了你的投骰结果时才制止你。
剧透 -   :
You create a story together in Forbidden Lands. A dice roll is a dramatic peak – first you should describe what you are trying to achieve, so that everyone knows what is at stake. Then you roll your dice. Interpret the result and describe what happens. Describe what you do, what you say, or what you are thinking. If you push your roll, describe how. Do it yourself, don’t wait for the GM – the GM should only stop you if you go beyond the results you have rolled.
剧透 -   :
引用
边栏p46
CHANCE OF SUCCESS
成功概率

当要投的骰子很多,成功概率会难以预测。下面的表格显示了投1~10个骰子的范围内的成功概率。第三列则显示了孤注一掷后的成功概率
引用
骰子数量成功概率孤注一掷后
117%29%
231%50%
342%64%
452%74%
560%81%
667%87%
772%90%
877%93%
981%95%
1084%96%

剧透 -   :
When you roll a lot of dice, it can be hard to predict the chance of success. The table below shows the chance of success when rolling with 1–10 dice. The third column shows the chance of success if you push the roll.
Number of Dice   Chance of  Success   Pushed Roll

1   17%   29%
2   31%   50%
3   42%   64%
4   52%   74%
5   60%   81%
6   67%   87%
7   72%   90%
8   77%   93%
9   81%   95%
10   84%   96%

WILLPOWER
意志

把自己逼到能力的极限是有风险的,但这么做也有好处——它能带给你用以施展强大的族裔才能(kin talents)或职业才能(profession talents)的精神力量。更多关于才能(talents)的说明见第四章。
当你孤注一掷后,基础骰(武器骰不算)投出的每一个O在对你造成伤害的同时,还会给予你一点意志点(WP)。若要使用你强大的族裔才能或职业才能,意志点是必不可少的。
你可以从你的据点(stronghold)获得更多意志点(详见第八章)。在你的角色卡上记录意志点。你在任何时候都不能拥有超过10点意志点。
GM可以为NPC孤注一掷,但永远不能获得意志点。详见第四章,p63。
剧透 -   :
To push yourself to the brink of your abilities is risky, but it can also have positive effects – it gives you the force of will required to use the powerful kin talents and profession talents. Read more about these in Chapter 4.
For every l you roll on the Base Dice (Weapon Dice do not count) when you push, you get a Willpower Point (WP) in addition to any damage you suffer. The Willpower Points are required to use your powerful kin talents and profession talents.
You can gain additional Willpower Points from your stronghold (see Chapter 8). Mark your WP on your character sheet. You can never have more than ten (10) WP at any one time.
THE GAMEMASTER can push rolls for NPCs, but she never gains Willpower Points. Read more about this in Chapter 4, on page 63.
范例EXAMPLE
--------------------------

Josie为Nirmna的跳跃投3个基础骰。结果没有X,有一个O。Nirmena朝着沟堑的另一头飞身一扑,但跳到一半意识到另一头离她太远了。Josie决定孤注一掷。她重骰了不是O的那2个基础骰,其中一个出了X!Nirmena拼命伸长手臂抓住了对面沟壑的边缘。她气喘吁吁地爬了上去,暂时安全了。由于投出了一个O,她的敏捷(Agility)受到1点伤害,此外还获得1点意志点。
剧透 -   :
Josie rolls her three Base Dice for Nirmena’s jump. None of them come up x and one shows l . Nirmena throws herself across the chasm but midway realizes that it’s too far to the other side. Josie decides to push the roll. She rerolls her two Base Dice that didn’t show l . One of them now comes up with a x ! Nirmena stretches out her hand and just barely catches the edge on the other side of the chasm. Panting, she climbs up, temporarily safe. Because of the l rolled, she suffers one point of damage to Agility. She also gains one Willpower Point.

ONLY ONE CHANCE
机会只有一次
========================

一般来说,你的任何行动都只有一次成功的机会。一旦你投出骰子,并且孤注一掷了,你就不能再为同样的目的做检定了。你需要尝试不同的方法,或等待情况发生实质性的改变。或者,你也可以让另一位角色来尝试
战斗中不适用这条规则,你可以一次又一次地攻击同一个敌人直到ta倒在自己的血泊中。
剧透 -   :
As a rule, you only have one chance to succeed with any action. Once you have rolled the dice – and pushed the roll – you may not roll again to achieve the same goal. You need to try something different or wait until the circumstances have changed in a substantial way. Or let another player character try.
This rule does not apply to combat, where you can attack the same enemy over and over until he is sprawled bloody on the ground.

GROUP ROLLS
团体检定

当你与你的冒险者同伴们一同面对某个挑战时,你们并不分别投骰。这种情况下,你们自行挑选出最适合的成员来替所有人做检定。若情况适当,其他人可以协助(见下)。如果检定失败了,这意味着你们所有人都失败了,不允许每个人都分别尝试一次。
战斗中不适用这条规则,每个冒险者都可以自由选择要攻击哪个敌人攻。
剧透 -   :
When you face a challenge with your fellow adventurers, you don’t roll dice separately. Instead, you choose who among you is best suited to take on this challenge. You decide who this is. The others may help them (see below) if it’s relevant to the situation. If the roll fails, it counts as a failure for all of you – you are not allowed to try one time each.
This rule does not apply in combat, where each adventurer is free to attack any enemy they like.

MODIFICATION
调整值
=========================

有时,外部因素会帮助你成功,这会让你在检定中获得额外的技能骰。而其他时候,会有什么东西妨碍你的行动,这会让你在检定中的技能骰比正常更少。这就是调整值(modification)。
调整值+1意味着你能多投1个技能骰,+2意味着你能多投2个技能骰,以此类推。调整值-1意味着你能投的技能骰比正常减少1个,-2意味着减少2个,以此类推。
调整值只影响技能骰,从不不影响基础骰或装备骰。
多个调整值可以作用于同一个检定,把所有调整值加在一起即可。比如调整值+2和-1合起来就是+1。
负骰(NEGATIVE DICE):如果在经过调整后你的技能骰为0,那么你直接投基础骰以及任何适用的装备骰。如果经调整后你的技能骰为负数,你必须投等于其数量的骰子。这些骰子被称为“负骰”。负骰中的任何X会抵消基础骰及装备骰中同等数量的X。如果你孤注一掷,你也必须重投技能骰的负骰——当然,结果为X的那些不用重投。
有多种途径可以给予你调整值:才能(talents)、行动本身的难度,以及他人的协助。
剧透 -   :
Sometimes, external factors help you to succeed. This gives you extra Skill Dice to roll. Other times, something hampers your action. This gives you fewer Skill Dice to roll than normal. This is called modification.
Modification +1 means you roll one extra Skill Die, +2 means you roll two extra Skill Dice, and so on. Modification –1 means you roll one Skill Die fewer than normal, –2 means two fewer, and so on.
Modifications only ever affect Skill Dice – never Base Dice or Gear Dice.
Several modifications can apply to the same roll – add them together. A modification of +2 and one of –1 add up to +1.
NEGATIVE DICE: If, after modifications, you end up with exactly zero Skill Dice, you just roll your Base Dice (and any applicable Gear Dice). If you go below zero, you must roll this negative number of Skill Dice. These dice are called negative dice. Any x on negative dice eliminate an equal number of x on Base or Gear Dice. If you push your roll you must re- roll negative Skill Dice too (except the ones showing x of course).
You can get modifications in several dif- ferent ways: through talents, through the dif- ficulty of the action itself, and through help from others.

DIFFICULTY
难度
======================

通常,GM不需要评估某个行动有多困难——因为只有在极具挑战性的情况下才需要你投骰,就是这样。但有时候,GM可能想要强调外部因素会帮助或妨碍某个行动。使用下表作为参考:
引用
难度DIFFICULTY调整值MODIFICATION
小菜一碟Trivial3
轻而易举Simple2
不在话下Easy1
平均水平Average0
要求较高Demanding-1
比较困难Hard-2
令人畏惧Formidable-3
还有一些情况下,规则会给出调整值,比如当你使用远程武器仔细瞄准(见p97)时,从远距射击,或者当你在交涉中处于劣势的情况下试图使用操弄(MNIPULATE)技能。有些才能(talent)能在某些情况下给予你正调整值。
剧透 -   :
Normally, the GM doesn’t assess how diffi- cult an action is. You only roll dice in chal- lenging situations – period. But sometimes, the GM might want to underscore that ex- ternal factors either help or hinder an action. Use the following table for guidance:
DIFFICULTY MODIFICATION
Trivial +3
Simple +2
Easy +1
Average 0
Demanding –1
Hard –2
Formidable –3
There are also cases when modifications are imposed by the rules, like when you aim carefully with a ranged weapon (see page 97), shoot at long distance, or if you’re in a bad bargaining position when you attempt to MANIPULATE someone. Some talents can also give you a positive modification in certain situations.

HELP FROM OTHERS
来自他人的协助

其他玩家角色(PC)或非玩家角色(NPC)可以帮助你在某个技能检定中获得成功。协助者必须在被协助者投骰前立即申明。协助行为也必须在故事层面上说得过去——协助者必须本人在场并且具有能支持该行动的能力。GM具有最终解释。
每位协助者能让被协助者获得+1调整值。一次检定中最多能有3个人提供协助,也就是说能从他人协助中获得的调整值最高为+3。
在战斗中,协助的动作类型视作与所协助的动作相同(快动作或慢动作)。
NPC之间也能像PC们一样互相协助。在涉及大量NPC的冲突中,让NPC们以集团形式行动而不是单独行动是个简便易行的方法。
剧透 -   :
Other PCs or NPCs can help you succeed at a skill roll. This must be declared right away, before you roll your dice. It must also make sense in the story – the individual helping you must be physically present and have the capacity to support your action. The GM has the final say.
For each person helping you, you get a +1 modification. No more than three people can help you with a single roll, meaning your maximum modification from assistance is +3.
In combat, helping counts as the same type of action as the one you are supporting (fast or slow).
NPCs can help each other in the same way as player characters. Letting NPCs act in groups instead of individually is often an easy way to manage large numbers of NPCs in conflicts.
----------------------------------------
EXAMPLE
范例

Nirmena尝试协助她的冒险者同伴矮人Tyrgar爬上废墟古塔。Tygar具有敏捷2,移动(MOVE)技能2。所以,Tyrgar总共能投2个基础骰和3个技能骰(2个来自他的技能等级,1个来自Nirmena的协助)。Tyrgar投出了1个X,他成功爬上来了。
剧透 -   :
Nirmena tries to help her fellow adventurer, the dwarf Tyrgar, to climb up the old ruined tower. Tyrgar has Agility 2 and skill level 2 in MOVE . Thus, he gets to roll two Base Dice and three Skill Dice (two for his skill level and one for the help from Nirmena). He rolls one x and makes the climb.

OPPOSED ROLLS
对抗检定
===================

有时候,在技能检定中投出1个X还不够,在对抗检定(opposed roll)中,你必须中胜过你的对手。要在对抗检定中胜出,你必须检定成功,并且投出的X多于对手的。你的对手投出的每个X都会抵消一个你的X。只有你(进攻方)能孤注一掷,且对抗检定只对进攻方算作一个动作。
有时你和你的对手会检定相同的技能,有时是不同的。对抗检定常发生在你想要操弄(MANIPULATE)或隐匿(STEALTH)时,或别人想对你这样做的时候。GM也能在认为合适的时机加入对抗检定。
准确来说,近战中的闪避(DODGING)和格挡(PARRYING)并不属于对抗检定,因为它们需要花费防守方一个动作执行,且能够孤注一掷。
剧透 -   :
Sometimes rolling a x isn’t enough to succeed with your skill roll. In some cases, you have to beat your foe in an opposed roll. To win an op- posed roll, you have to roll successfully and roll more x than your adversary. Every x your ad- versary rolls eliminates one of your x . Only you (the attacker) can push your roll, and the opposed roll only counts as an action for you.
Sometimes you and your adversary roll for different skills, sometimes the same. Opposed rolls are common when you MANIPULATE or use STEALTH , and when someone uses those skills against you. The GM can also use op- posed rolls when she deems it appropriate.
DODGING and PARRYING in close combat are technically not opposed rolls, as they require an action by the defender and can be pushed.
------------------------------------
范例EXAMPLE

Nirmena在古老的塔楼中行动时发现了另一个亡灵守卫。她想要悄悄地溜过守卫,进入前方的旧旧图书馆。Nirmena具有敏捷2,隐匿技能1,于是能投掷2个基础骰和1个技能骰。亡灵具有共情1,侦察技能2,投掷1个基础骰和2个技能骰。Nirmena投出了1个X,但守卫也是。Nirmena绊了一跤,不过Josie决定孤注一掷,Nirmena很幸运地投出了另一个X!Nirmena尽力不发出任何声音,没被守卫发现地潜行了过去。
剧透 -   :
Moving through the old tower, Nirmena spots another undead guard. She tries to sneak by it, into the ancient library beyond. Nirmena has a current Agility score of 2 and skill level 1 in STEALTH , and thus gets to roll two Base Dice and one Skill Die. The undead has Wits 1 and skill level 2 in SCOUT , and rolls one Base Die and two Skill Dice. Nirmena rolls one x but so does the guard. Nirmena stumbles, but Josie decides to push the roll. She gets lucky and rolls another x ! She manages to stay silent, and sneaks past the undead guard without being spotted.

NPCS AND SKILLS
NPC和技能
========================

非玩家角色(NPC)使用技能地方式同玩家角色(PC)一样。由GM替NPC投骰,NPC也能像PC一样孤注一掷。不过,只有当NPC采取会直接影响到PC地行动时——比如当他们攻击或治疗PC时,GM才会替NPC投骰。如果NPC所采取地行动并不会对PC产生直接影响,GM可以直接决定发生了什么。
剧透 -   :
Non-player characters use skills in the same way as player characters. The GM rolls dice for them, and they can push their rolls just like PCs can. But the GM only has to roll for ac- tions that affect a PC directly – for example, if the NPC is attacking a player character or is attempting to save them. When an NPC per- forms an action that does not directly affect a PC, the GM can simply decide what happens.

GEAR
装备
========================


你可以通过使用装备来提高检定的成功率。装备可以是战斗中使用的武器,用来攀爬的绳索,或者帮助你理解某个传说的古旧书卷。在第五章中详述了许多武器,第九章中列出了更多其他装备。
趁手的装备能给予你装备骰(Gear Dice),称为装备加值(Gear Bonus);若该装备是武器,则可称为武器骰(Weapon Dice)和武器加值(Weapon Bonus)。检定时,将装备骰同基础骰(Base Dice)和技能骰(Skill Dice)一起投掷,计算方法也一样:结果为6的算作X。
剧透 -   :
To increase your chance of success, you can use gear. Gear can take the form of a weapon in combat, a rope to climb, or an old book to un- derstand a legend. You will find many weapons in Chapter 5 and lists of other gear in Chapter 9.
Useful gear gives you Gear Dice. This is called the Gear Bonus. When it comes to weap- ons, the terms commonly used are Weapon Dice and Weapons Bonus. You roll Gear Dice together with Base Dice and Skill Dice, and they are counted the same way: sixes equal x .

GEAR GETS WORN
装备损耗

当在使用装备的情况下孤注一掷(见上),你的装备就有可能损坏。在孤注一掷时,装备骰投出的每一个O,都会令物品的装备加值减1——它不像以前那么好用了:武器变钝,绳子磨损,脆弱的书页掉出来裂成了碎片。当物品的装备加值减到0,它就坏了,直到修好之前都不能再用了。
好消息是,损坏的装备是可以修理的,这需要花费几个小时和一次成功的手艺(CRAFTING)技能检定。如果检定成功,每个X能让装备加值增加1,最高恢复到初始加值。如果检定失败,装备加值会永久降低到当前数值。当装备加值为0,而尝试修理的检定失败了,那么这件物品就永远地毁掉了。要修理高级物品需要具有特殊的才能(见p74)。
剧透 -   :
When you use gear and push your roll (see above), there is a risk your gear may be dam- aged. For every l you roll with your Gear Dice when pushing the roll, the item’s Gear Bonus is decreased by one. It simply doesn’t work as well anymore – a weapon dulls, a rope frays, the frag- ile pages of a book fall out and crumble to piec- es. If the Gear Bonus reaches zero, the item is broken and cannot be used again until repaired.
Luckily, damaged gear can be repaired. It takes a few hours of work and a successful roll with the CRAFTING skill. If the roll is successful, the Gear Bonus is recovered by one point for ev- ery x , up to the starting value. If the roll fails, the Gear Bonus is permanently decreased to its current score. If the Gear Bonus has been re- duced to zero and the attempt at repair fails, the item is permanently destroyed. Advanced items require special talents to repair (see page 74).
------------------------
范例EXAMPLE

Nirmena使用绳子攀爬塔楼的上一层。她能投2个基础骰(当前敏捷为2)和1个装备骰(绳子具有+1加值)。运气不好,她检定失败了,然后决定孤注一掷。她投骰了,然后装备骰投出了一个O。绳子刮到了一块尖锐的岩石上,断了。Nirmena摔下来了!
剧透 -   :
To climb up to the next level of the tower, Nirmena uses a rope. She thus gets to roll two Base Dice (current Agility 2) and one Gear Die (the rope has a +1 bonus). She has a bit of bad luck, fails the roll, and decides to push. She makes the roll, but one of the Gear Dice comes up a l . The rope is scraped against a sharp rock and breaks off. Nirme- na takes a tumble! 

ARTIFACT DICE
奇物骰
=====================

一般情况下,装备只会给你的检定增加D6骰子。不过,有一些大师制造的奇物和魔法物品在基本的装备骰之外,还能额外给予D8,D10,甚至D12骰。奇物骰从来不会因为磨损而降低。《GM指南》(Gamemaster’s Guide)中描述了一些稀有的奇物。能给予奇物骰的物品根据奇物骰类型分为三类:
  • D8:非凡Mighty
  • D10:史诗Epic
  • D12:传说Legendary
投掷奇物骰时,任何高于6的结果视为X,特别高的结果可视为多个X,详见下表。
结果D8D10D12
6XXX
7XXX
8XXXXXX
9XXXX
10XXXXXX
11XXX
12XXXX

血雾禁地的定制骰子将X数目直接刻在了骰子上。
剧透 -   :
Usually, gear only adds extra D6 to your roll. However, there are master crafted artifacts and magic items that adds an extra D8, D10, or even a D12, in addition to the normal Gear Dice. Artifact Dice are never degraded by wear. Rare items of this kind are described in the Gamemaster’s Guide. Items that give you Artifact Dice to roll are divided into three categories, depending on the type of dice they give:
✥ D8: Mighty
✥ D10: Epic
✥ D12: Legendary
When you roll an Artifact Die, any result of 6 or higher counts as x. Really high results count as several x. See the table below.
RESULT D8 D10 D12
6 x x x
7 x x x
8 x x x x x x
9 – x x x x
10 – x x x x x x
11 – – x x x
12 – – x x x x
The Forbidden Lands custom dice have the number of x engraved directly on the dice.

PRIDE
骄傲
=================

每次团(session)一次,你可以在技能检定失败时使用你的骄傲(Pride)。当使用骄傲时,投掷一个D12并将结果加进你的检定中。在孤注一掷前后都可以使用骄傲,但在使用骄傲后不可再孤注一掷。若你在使用了骄傲后仍然失败了,那你必须抹去这条骄傲。你必须在没有骄傲的情况下进行一次团后,才能再选择一个新的骄傲。更多关于骄傲的说明详见第二章。
剧透 -   :
Once per game session, you can use your Pride (see page 34) when you have failed a skill roll. When you use your Pride, roll a D12 and add the result to your roll. You can activate your Pride no matter whether you have pushed the roll or not, but you cannot push the roll after using your Pride. If you fail despite using your Pride, you must erase your Pride. You must play a whole game session without Pride, then you can choose a new one. Read more about Pride in Chapter 2.

THE SKILLS
技能详述
==========================

本节将详述游戏中的16个技能。
剧透 -   :
This section describes the sixteen skills in this game.

MIGHT (STRENGTH)
蛮力(力量)

你用蛮力来推、拉、抬举,或紧紧抓住什么东西。检定成功意味着你展示了你的傲人力量。
剧透 -   :
You use MIGHT to lift, pull, push, or hold tight to something. If your roll succeeds, you perform this feat of strength.

ENDURANCE (STRENGTH)
坚韧(力量)

当路途遥远、环境艰难,而你的腿几乎不能再支撑你前进时,就该投掷坚韧了。当你在极端环境下旅行,或承受酷寒时,就要投掷这个技能。成功意味着你忍耐住了痛苦,还能继续战斗一会儿。
剧透 -   :
When the road is long and hard, when your legs can’t carry you any longer, roll for ENDURANCE. Roll for this skill when you travel in extreme weather or when you are forced to suffer bitter cold. If you succeed, you push through the pain and can fight on for a while longer.

MELEE (STRENGTH)
近战(力量)

对于血雾禁地的所有冒险者来说,能用手中的武器保护自己都是十分重要的——不论任何职业都是如此,而对于战士(Fighter)而言则更为重要。在近战中采取进攻或格挡动作,就要投掷近战(MELEE)。如果检定成功,那么你击中了你的对手,并造成武器伤害(Weapon Damage)(详见p100)。更多关于近战以及如何使用武器的规则详见第五章,
剧透 -   :
To be able to defend yourself with weapon in hand is important to all adventurers in the Forbidden Lands, regardless of your profession, though it is most important for a Fighter. Roll MELEE when you attack or parry in close combat. If the roll succeeds, you hit your adversary and do Weapon Damage (see page 100). Read more about close combat in Chapter 5. How weapons are used is also described there.

CRAFTING (STRENGTH)
手艺(力量)

在血雾禁地,你经常需要自己制作装备,如果坏了也需要自己修,这就需要手艺(CRAFTING)技能。
剧透 -   :
You often have to make your own gear in the Forbidden Lands, and repair it if it breaks. To do so requires the CRAFTING skill.
修理(REPAIR):修理一件损坏的物品需要花费几个小时,和一次成功的手艺检定。如果检定成功,那么你修好了这件物品。如果物品具有装备加值(Gear Bonus),那么修理检定结果的每个X能让装备加值+1,不过不能超过该物品的初始装备加值。如果检定失败,那么该物品的装备加值永久降低到当前数值。当物品的装备加值已经降到了0,而此时修理又失败了,那么这件物品永久地毁掉了。高级物品需要拥有特定的才能(talent)方可修理(见方框中的文本)。
剧透 -   :
REPAIR: Repairing a broken item generally takes a few hours and a successful CRAFTING roll. If the roll succeeds, the item is repaired. If the item has a Gear Bonus, it will increase one step for every x rolled. You cannot go above the original Gear Bonus. If the roll fails, the Gear Bonus is permanently decreased to the current level. If the Gear Bonus has been decreased to zero and the repair fails, the item is permanently destroyed. Advanced items require specific talents to repair (see the boxed text).

引用
SIMPLE AND ADVANCED ITEMS
简单和高级物品

游戏中的所有物品分为两类:简单(SIMPLE)和高级(ADVANCED)。简单物品是那种所有人都可以通过手艺技能制作和修理的物品;而高级物品则需要拥有特定才能方可制作和修理。第九章种按分类列出了所有物品,制作和修理各高级物品所需的对应才能也已在每个物品后列出。
剧透 -   :
All items in the game fall into one of two categories: SIMPLE and ADVANCED. SIMPLE items are items anyone can make and repair with the CRAFTING skill, while ADVANCED items require specific talents to make or repair. Every item in the Gear List in Chapter 9 is categorized, and the talent required for ADVANCED items is listed for each item.

制作(CRAFT):制作新的物品远比修理现有物品要更耗时耗力。如同修理,你需要通过一个手艺检定——如果是高级物品的话还需要拥有适合的才能;此外,你还需要有原材料,多数情况下还得有特殊工具,而且比起修理要花远远更多的时间。个别物品制作起来尤其复杂,因此检定会有减值。第九章种列出了所有要求和前置条件。注意,有些物品的原材料本身就需要先被制作。
如果检定成功,你制作出了这件物品,其质量如同装备列表所述。如果检定失败,这件物品无法使用,原材料也被浪费掉了;若要再次尝试制作相同的物品,你必须提升你的手艺技能等级,或者等待一星期。
剧透 -   :
CRAFT: Creating new items requires far more work than repairing existing ones does. It requires a CRAFTING roll (and the right talent, for ADVANCED items) just like repairing, but you also need raw material, in most cases special tools, and usually a lot more time. Some items are very complicated to craft and the roll will be modified negatively. All these requirements and prerequisites can be found in the gear tables in Chapter 9. Note that some raw materials might be items which in turn must be crafted.
If your roll is successful, you make the item, of the same quality as listed in the equipment lists. If you fail, the item is unusable, the raw materials are spent, and you must increase your CRAFTING skill or wait a week before you can attempt to craft the same item again.

引用
RAW MATERIALS
原材料

原材料按种类分,以单位(unit)计数。比如,“1单位铁(IRON)”或“1单位布(CLOTH)”。第九章装备列表列出了原材料。
剧透 -   :
Raw materials are divided into categories and are counted in units, for example a unit of IRON or a unit of CLOTH. You can find raw materials in the Gear Lists in Chapter 9.

额外时间(ADDITIONAL TIME):在制作物品时,你可以通过花费比最低所需时间更多的时间来提高成功率。若花费2倍最低所需时间,检定可以+1;若花费4倍最低所需时间,检定可以+2。你无法通过再增加时间来让调整值超过+2了。
剧透 -   :
ADDITIONAL TIME: By spending more time than the minimum required to craft an item, you increase your chance of success. If you spend twice as much time as the requirement, you get a +1 modification on your roll, and if you spend four times as much time, you get a +2 modification. You cannot get a higher modification than +2 by spending additional time.
大师制造(MASTER CRAFTING):娴熟的工匠能制作出远超一般工匠的杰作。通过才能(talent),你制作的物品的数据能优于正常水平。更多说明详见第四章。
剧透 -   :
MASTER CRAFTING: Skilled craftsmen can create items above and beyond what a normal craftsman can. Using talents, you can create items with better game stats than normal. Read more in Chapter 4.

引用
NEW ITEMS
新物品

你完全可以尝试制作未列于武器和装备列表的东西。你可以在GM同意的前提下自行决定物品的属性和制作要求。GM拥有最终解释。
剧透 -   :
You can attempt to craft items that are not listed in the weapons and gear lists. You can determine the item’s properties and the requirements to craft it in consultation with the GM. The GM has the final word.

STEALTH (AGILITY)
隐匿(敏捷)

从敌人的眼皮底下溜过去避免战斗很多时候是明智的决定。投掷对抗检定(详见p49,即上文的《对抗检定》),用你的隐匿(STEALTH)技能对抗对手的侦察(SCOUT)技能。如果你赢了,那么你就未被发现地从对手身边溜过去了。该技能也可用来在静止状态下保持隐藏而不被发现。第三种使用该技能地方法是用来进行偷袭(sneak attack)(详见p90)
剧透 -   :
It is often wise to avoid combat and sneak past the enemy instead. Roll an opposed roll (see page 49) with your STEALTH skill against your adversary’s SCOUT. If you win, you manage to sneak past them without being spotted. You can also use this skill to remain hidden and avoid discovery when you are stationary. A third way to use this skill is to make a sneak attack (see page 90).

引用
GROUP STEALTH
团队隐匿

如果你和冒险伙伴们肩并肩一起使用隐匿技能,那么你们不再每人单独投骰,而是只有隐匿技能等级最低的那个PC投骰,该结果应用到全队。且不允许协助。
剧透 -   :
When you and the other adventurers use STEALTH side by side, each of you don’t roll for the skill. Instead, only the PC with the lowest skill level rolls, and the result applies to the whole group. Helping is not allowed.

MOVE (AGILITY)
移动(敏捷)

当你要跳跃、攀爬、快速移动,或做任何需要速度或机动性的动作时,就要投掷移动(MOVE)检定。移动还被用于在近战中躲避攻击,以及脱离战斗(更多详见第五章)。
剧透 -   :
When you are going to jump, climb, move fast, or perform any other action that requires speed or motor control, you roll MOVE. You can also use MOVE to duck in close combat and run away from conflict (read more in Chapter 5).

SLEIGHT OF HAND (AGILITY)
巧手(敏捷)

当你想要神不知鬼不觉地偷走女王的珠宝、撬锁,或做其他需要精细操作的事情时,投掷巧手(SLEIGHT OF HAND)检定。
剧透 -   :
When you are trying to steal the queen’s jewel unnoticed, pick a lock, or perform any other action that requires fine motor skills, you roll SLEIGHT OF HAND.

MARKSMANSHIP (AGILITY)
射术(敏捷)

通过使用弓和箭、投石索,或者只是简单的石头,你就能将敌人制止在一定距离外并防止弄脏自己的手。当你要向敌人投掷或射击武器时,做射术(MARKSMANSHIP)检定。如果你成功了,那么弹药击中了目标并对其造成武器伤害(详见p100)。关于远程战斗的更多说明详见第五章。
剧透 -   :
Using a bow and arrow, sling, or a simple rock, you can stop enemies at a distance and can avoid bloodying your hands. Roll MARKSMANSHIP when you throw or fire a weapon at an enemy at a distance. If you succeed, the shot hits its target and you do weapon damage (see page 100) to your enemy. Read more about ranged combat in Chapter 5.

SCOUTING (WITS)
侦察(智识)

作为一名血雾禁地的冒险者,你如果想要活得久一点,就必须时刻保持警惕。你通过侦察(SCOUTING)技能来发现任何试图偷偷接近你的东西(对抗检定,详细见上)。
当你看到某个位于远处的人或物,并想要了解更多时,也使用这个技能。如果检定成功,你能看到那是什么,并能得知其会不会对你构成威胁。GM决定你具体看到了什么。
剧透 -   :
As an adventurer in the Forbidden Lands, you always have to be on your guard, or you won’t live long. You use your SCOUTING skill to discover anyone sneaking up on you (opposed roll, see above).
You can also use this skill when you see something or someone at a distance, and want to know more about it. If the roll is successful, you see what it is and can determine whether or not it is a threat to you. The GM decides exactly what you see.

引用
DON’T USE SCOUTING TO FIND HIDDEN THINGS
不要用侦察来寻找隐藏物品

侦察技能不是用来寻找诸如秘门或隐藏的线索之类的东西的。如果你描述了你的PC如何搜索了正确的地点,你的GM应该直接让你找到你要找的东西——只要可以找到。
剧透 -   :
The SCOUTING skill is not used to find hidden things like secret doors or hidden clues. If you describe how your PC searches the right place, the GM should simply let you discover what you are looking for if it is possible to find.

引用
GROUP SCOUTING
团队侦察

当你和冒险伙伴们同时侦察,你们并不分开投骰,而是选出一名PC代表全队作检定,其结果适用于全队。且不允许协助。
剧透 -   :
When you and other adventurers SCOUT at the same time, you do not roll separately. Instead, only one PC rolls. You decide together who should roll. Helping is not allowed. The result applies to the whole group.

LORE (WITS)
轶闻(智识)

神话和传说并不只是篝火旁的消遣谈资。它们经常蕴含着血雾禁地代代相传的攸关生死的知识。如果你想要知道更多关于某个冒险地点、某个重要NPC,或某件奇物的情报,投掷轶闻(LORE)检定。如果检定成功,你就能记起某个有关的传说(见p6)。部分传说已作为展示材料(handouts)可供使用。
剧透 -   :
Myths and legends are not just tales to amuse around the campfire. They often contain vital knowledge about the Forbidden Lands that has been passed down through generations. Roll for LORE when you want to know more about an adventure site, an important NPC or an artifact. If you succeed, you will remember a legend (see page 6) about it. Some legends are available as premade handouts.

SURVIVAL (WITS)
生存(智识)

血雾禁地是一片危机四伏的土地,野兽徘徊于荒野中。错误的道路或水源都会置无知者于死地。当你在荒野中旅行,你会在多种不同的情况下投掷生存(SURVIVAL)检定。更多说明详见第七章。
剧透 -   :
The Forbidden Lands are dangerous ground, where wild beasts roam the land. The ignorant can lose their lives by choosing the wrong path through the woods or drinking from the wrong water source. You can roll SURVIVAL in a number of different situations when you are traveling in the wilderness. Read more in Chapter 7.

INSIGHT (WITS)
洞察(智识)

对于冒险者来说,能够读懂他人的心思,以及看穿谎言与诡计也是很重要的能力。当某人对你使用操弄(MANIPUTLATE)时,你要投掷洞察(INSIGHT)检定(对抗检定)。详细见下。
你还可以使用洞察技能来看出某个NPC的心理状态。你必须呆在该NPC的身边,并花几分钟观察他。如果你的检定成功,GM必须告诉你目前这名NPC身上最强烈的情绪情绪时什么,比如:憎恨、恐惧、傲慢,或爱慕。
剧透 -   :
Being able to read other people and see through lies and deceit can be an important ability for an adventurer. Roll INSIGHT when someone is trying to MANIPULATE you (opposed roll). Read more below.
You can also use this skill to determine an NPC’s state of mind. You must be close to the NPC and spend a few minutes observing him. If your roll is successful, the GM must tell you which is the NPC’s strongest emotion right now – for example hate, fear, contempt, or love.

MANIPULATION (EMPATHY)
操弄(智识)

血雾禁地的生活充满血腥,但很多时候你也可以通过非暴力的手段达成你的目的,比如通过施展魅力,恐吓威胁,或好好讲道理。有很多方法能让另一个人站到你的角度来看问题。你投掷一个操弄(MANIPULATION)检定,对手投掷洞察(INSIGHT)来对抗。你的名望(见p40)以及你在谈判中是否处于有利地位都会影响你的成功概率。
如果你成功了,你的对手必须做以下两件事之一:按你想要的做,或立即以物理手段攻击你。
即使你的对手选择了按你想要的做,他仍可以索要回报。GM决定你需要付出什么,但应该是能够合理满足的要求。由你决定是否接受条件。
当你成为被操弄的目标(BEING MANIPULATED):NPC和其他PC也可以对你使用操弄技能。如果对方检定成功,你必须在攻击和提出某种交易这两种做法之间二选一。然后GM(或另一位玩家)决定是否接受你的条件。
剧透 -   :
Life in the Forbidden Lands is bloody, but you can often reach your goals without violence, through charm, threats, or sensible reasoning. There are many methods to make another person see things your way. Make an opposed roll (see page 49) with your MANIPULATION against your adversary’s INSIGHT. Your chances are af fected both by your bargaining position and your Reputation (see page 40).
If you succeed, your adversary must either do what you want or immediately attack you physically.
Even if your adversary chooses to do what you want, he can still demand something in return. The GM decides what that entails, but it should be reasonable enough for you to be able to meet those demands. It is up to you to accept the agreement or not.
BEING MANIPULATED: NPCs and other PCs can MANIPULATE you. If their roll succeeds, you must attack or offer a deal of some kind. Then it is up to the GM (or the other player) whether your adversary accepts or not.

HEALING (EMPATHY)
治疗(共情)

血雾禁地是一个充满危险的地方。作为一名冒险者,你或你的朋友迟早会受伤。这时治疗(HEALING)技能就会很有用。该技能有两种用法,见下。
恢复(RECOVERY):当一个人的力量或敏捷降到0,就会崩溃(Broken),无法动弹了。此时若你给伤员治疗(HEAL)(慢动作)并检定成功,那么伤员就能爬起来,并恢复等于你在治疗检定中投出的X数量的属性点。更多关于伤害的说明见第五章。
救命(SAVE A LIFE):治疗的最重要的应用,就是给一位遭受重伤(critical injury)的队友施展急救,把他从死亡线上拉回来。此时若检定失败,可能意味着伤员的死亡,所以务必小心!关于重伤(critical injury)的说明见p108。
剧透 -   :
The Forbidden Lands are a dangerous place. As an adventurer, there is a significant risk that you and your friends will be injured, sooner or later. This is when the HEALING skill is useful. It can be used in two different ways:
RECOVERY: A person who has had their Strength or Agility reduced to zero is Broken, and cannot act any further. If you apply your HEALING skills to her (slow action) and your roll succeeds, they get back on their feet and immediately recover a number of attribute points equal to the number of x you roll. Read more about damage in Chapter 5.
SAVE A LIFE: The most important application of HEALING is giving first aid and saving the life of a fallen comrade who has suffered a critical injury. A failed roll at this point could mean the end for your patient, so be careful! Read more about critical injuries on page 108.

PERFORMANCE (EMPATHY)
表演(共情)

歌唱和表演在血雾禁地备受欢迎。这片土地充满了人们代代相传的传说和神话。表演可以有多种用法。
恢复(RECOVERY):当某人的智识(Wits)或共情(Empathy)被降到0,可以使用表演来让他们重新站起来(慢动作),就如同治疗技能能恢复力量和敏捷一样。你的目标立刻恢复等于你在表演检定中投出的X数量的属性点。更多说明见第五章。
挑衅敌人(TAUNT ENEMIES):在战斗中,你可以使用一个慢动作(slow action)(见p85)来挑衅敌人。敌人必须处于短距(SHORT range)且能够理解你的语言。你无法挑衅怪物(monsters)或动物。投掷对抗检定,用你的表演(PERFORMANCE)对抗对手的洞察(INSIGHT)。如果你成功了,从以下效果中选一个:
  • 你激怒了敌人,对方的下一次攻击会转向你,如果可能的话。
  • 敌人被你分散了注意力,其下一次检定会有-1的调整值。若你投出了比成功所需更多的X,那么每多一个X,敌人的下一次检定都要额外-1。
请在游戏桌上自由的美化你对敌人的辱骂。
剧透 -   :
Singing and performing are highly valued in the Forbidden Lands. The land is permeated by legends and myths, passed on by the people through generations. The PERFORMANCE skill can be used in several ways.
RECOVERY: When someone’s Wits or Empathy is reduced to zero, you can use PERFORMANCE to bring them back to their feet (slow action), in the same way as HEALING can recover Strength and Agility. Your subject immediately recovers a number of attribute points equal to the number of x you roll. Read more in Chapter 5.
TAUNT ENEMIES: You can use a slow action (see page 85) to taunt an enemy in combat. The enemy must be in SHORT range and be able to understand your language. You cannot taunt monsters or animals. Roll an opposed roll for PERFORMANCE versus INSIGHT. If you succeed, choose one of the following effects:
✥ The enemy is angered and must direct their next attack at you, if at all possible.
✥ The enemy is distracted and his next roll is modified by –1. If you roll more x than you initially needed to win, the enemy’s next roll is modified by an additional –1 for every x.

ANIMAL HANDLING (EMPATHY)
驯养动物(共情)

血雾禁地充满了可怕的野兽和怪物,但在森林、原野和山地中也生存着许多普通的动物——它们也可能同样危险就是了。动物不是驯化的就是野生的。驯养动物(ANIMAL HANDLING)技能可以有几种不同的用法:
骑乘(RIDE):任何冒险者都可以骑乘一匹马或其他骑乘动物而不会摔落,但若要做出一些更有难度的机动性动作,就需要技能检定了。当你在坐骑背上尝试诸如跳跃或其他困难的动作时,驯养动物可代替移动(MOVE)做检定。这种情况下,使用坐骑的敏捷代替你的共情作为检定的基础骰。你可以孤注一掷,但这可能会让坐骑精疲力尽。
指挥驯化动物(COMMAND TAME ANIMALS):你可以使用驯养动物技能来尝试让一头驯化的动物听从你的命令。你能让动物执行的任务必是简单且不超出这只动物的正常行为范围的。GM决定什么是合理的。这样做会花费至少几分钟。
驯服野生动物(TAME WILD ANIMALS):遇到一头野生动物时,你可以尝试用原始的方式与之交流,说服它放弃攻击你的意图。你们必须处于近距(CLOSE)或更近的距离,而且你必须知晓这只动物的存在。投掷一个对抗检定,用你的驯养动物对抗动物的力量——更大型的动物也更难被你吓跑。
如果花比较长的时间,你还可以使用驯养动物来驯化一只野生动物。这只动物必须被抓住,你必须在驯养动物检定中成功等于动物力量属性的次数,该工作会花费几天时间,天数等于你尝试的次数。你必须每天花费1/4天来驯化这只动物,如若不然,这个过程就必得重头开始。
注意,你只能驯化动物,怪物是不能被驯化的(见Gamemaster’s Guide p124的表格)。
剧透 -   :
The Forbidden Lands are full of horrible beasts and monsters, but there are also plenty of regular animals in the forests, on the plains, and in the mountains – these can be dangerous as well. Animals are either wild or tame. The ANIMAL HANDLING skill can be used in several different ways:
RIDE: Any adventurer can sit on a horse or another type of mount without falling off, but more advanced maneuvers can require a skill roll. ANIMAL HANDLING replaces MOVE when you attempt difficult jumps or other maneuvers on beastback. Use the mount’s AGILITY in these cases to determine the number of Base Dice for the roll, not your EMPATHY. You can push the roll, but you run the risk of exhausting the mount.
COMMAND TAME ANIMALS: Using ANIMAL HANDLING, you can attempt to command a tame animal to do your bidding. The actions you want it to perform must be simple and within the framework of the animal’s normal behavior. The GM decides what is reasonable. An attempt to do this takes at least a few minutes.
TAME WILD ANIMALS: When you encounter a wild animal, you can attempt to discourage it from attacking by communicating on a primal level. You must be at CLOSE range or closer, and you must be aware of the animal’s presence. Roll an opposed roll for ANIMAL HANDLING against the animal’s STRENGTH – larger animals are harder to frighten off.
Through a longer period of work, you can also use ANIMAL HANDLING to tame a wild animal. The animal must be caught, and to successfully tame it you must use ANIMAL HANDLING successfully as many times as the animal’s STRENGTH, spread out over an equal number of days. You must spend a Quarter Day (see page 144) every day taming the animal, or the process begins anew.
Please note that you cannot tame monsters, only animals (see the table on page 124 of the Gamemaster’s Guide).
« 上次编辑: 2022-09-24, 周六 14:00:04 由 zyupha »
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Fu*k it bit my anckle.

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