純美蘋果園

跑團活動區 => 月は幻想のままに => 私有分區 => 轮廻の砂时计 => 主题作者是: cas 于 2004-09-09, 周四 18:52:26

主题: 看着TAB那热切的双眸……
作者: cas2004-09-09, 周四 18:52:26
这是目标,等我感冒好了出课考过了就来搞……


#  
Roll and Trait Summary

Now that youÕve seen the basics of the Storytelling
System, the following summary puts many of the gameÕs
rolls and actions in one place for easy reference during
play. DonÕt try to understand all this information right
now. It really only makes sense once youÕve read the rest
of the book. Then you can come back here to pick out
what you need when you need it.
Animal Training: Composure + Animal K en + equipment
(trainer) versus Stamina + Resolve (animal); extended
and contested action (the task demands a number
of successes equal to the animalÕs Willpower; each roll represents
one day of training) (p. 79)
Bypass Security System: Dexterity + Larceny +
equipment; extended action (5-15 successes, depending
on the complexity of the system; each roll represents a
turn Ñ three seconds Ñ of work) (p. 74)
Carousing: Manipulation + Socialize + equipment
(carouser) versus Composure + Empathy (subject); extended
and contested action (the task requires a number
of successes equal to double the highest Stamina among
the characterÕs acquaintances; one roll equals one hour of
carrying on) (p. 85)
Catching Objects: Dexterity + Athletics; instant action
if item is thrown to receiver, contested if itÕs thrown
at receiver and Defense doesnÕt apply (p. 68)
Climbing: Strength + Athletics + equipment; instant
or extended action (one success is required per 10 feet of
height; each roll represents one minute of climbing)
(p. 64)
Close Combat, Armed: Strength + Weaponry, minus
targetÕs Defense and armor; instant action. Add bonus
dice based on weapon used or effect performed, and
then subtract penalties for circumstance conditions. Each
success equates to a Health point of damage inflicted, the
type of which is determined by the nature of the attack
(p. 152).
Close Combat, Unarmed: Strength + Brawl, minus
targetÕs Defense and armor; instant action. Add bonus dice
based on weapon used or effect performed, and then subtract
penalties for circumstance conditions. Each success
equates to a Health point of damage inflicted, the type of
which is determined by the nature of the attack (p. 152).
Create Art: Intelligence + Crafts + equipment; extended
action (4-15+ successes; one roll equals 30 minutes
of work) (p. 58)
Cutting a Deal: Manipulation + Persuasion + equipment
versus Manipulation + Persuasion + equipment;
extended and contested action (3-10+ successes required;
each roll represents an hour of negotiation) (p. 82)
Defense: Lowest of Wits or Dexterity; reflexive action
to use (p. 90)
Degeneration: Roll number of dice associated with
sin performed. If roll fails, Morality drops by one. Roll

new Morality trait as a dice pool. If no successes are rolled,
a derangement is incurred (p. 96).
Disguise: Wits + Subterfuge + equipment (impersonator)
versus Wits + Subterfuge (subject); contested action
(p. 87)
Dodge: Double targetÕs Defense (p. 156); costs action
for turn
Examining a Crime Scene: Wits + Investigation +
equipment; extended action (3-10+ successes; one roll
represents 10 minutes of activity) (p. 59)
Explosives: Dexterity + Athletics (thrown) or Intelligence
+ Science (triggered); instant action (p. 178)
Fast-Talk: Manipulation + Persuasion + equipment
(talker) versus Composure + Empathy or Subterfuge (subject);
contested action (p. 83)
Fatigue: Stamina + Resolve rolls to remain awake;
reflexive action (p. 179)
Foot Chase: Stamina + Athletics + equipment versus
Stamina + Athletics + equipment; extended and contested
action (each roll represents one turn of running)
(p. 65)
Foraging for Sustenance: Wits + Survival + equipment;
extended action (five successes required; one roll
represents one hour of searching) (p. 77)
Grapple: Roll Strength + Brawl - opponentÕs Defense
for attacker to get a grip on target; roll Strength + Brawl -
opponentÕs Strength to perform an overpowering maneuver
or to break free; instant action. (p. 157)
Hacking: Intelligence + Computer + equipment versus
Intelligence + Computer + equipment; extended and
contested action (5-10+ successes; each success represents
30 minutes of programming) (p. 57)
Healing Wounds: Dexterity or Intelligence + Medicine
+ equipment; extended action (one success is required
per Health point of damage suffered; each roll represents
one minute of work (first aid) or one hour of work (hospital
treatment)) (p. 61)
Health: Stamina + Size (p. 90)
Holding Breath: Reflexive action (p. 49)
Initiative: Dexterity + Composure + a die (p. 151)
Interrogation:Wits + Intimidation + equipment (interrogator)
versus Stamina + Resolve (subject); extended
and contested action (the task demands a number of successes
equal to the subjectÕs Willpower; each roll represents
one hour of interrogation) (p. 81)
Jumping: Strength + Athletics + equipment; instant
action (p. 66)
Lifting/Moving Objects: Strength (+ Stamina); instant
action (p. 47)
Lockpicking: Dexterity + Larceny + equipment; instant
or extended action (2-12+ successes required, depending
on the sophistication of the lock; one roll represents
one turn Ñ three seconds Ñ of work) (p. 74)
 
主题: 看着TAB那热切的双眸……
作者: cas2004-09-09, 周四 18:53:51
Meditation: Composure + Wits + equipment; extended
action (4 successes; one roll represents 30 minutes)
(p. 51)
Memorizing and Remembering: Intelligence + Composure;
reflexive action (p. 44)
ObjectÕs Structure: Durability + Size (p. 135)
Oratory: Presence + Persuasion + equipment versus
highest Resolve + Composure of audience; contested action
(p. 83)
Perception: Wits + Composure or a relevant Skill in
place of Composure; reflexive action (p. 45)
Ranged Combat, Guns and Bows: Dexterity + Firearms,
minus targetÕs armor; instant action. Add bonus dice
based on weapon used or effect performed, and then subtract
penalties for circumstance conditions. Each success
equates to a Health point of damage inflicted, the type of
which is determined by the nature of the attack (p. 152).
Ranged Combat, Thrown Weapons: Dexterity +
Athletics, minus targetÕs Defense and armor; instant action.
Add bonus dice based on weapon used or effect performed,
and then subtract penalties for circumstance conditions.
Each success equates to a Health point of damage
inflicted, the type of which is determined by the nature of
the attack (p. 152).
Remaining Conscious: Last Health box is filled with
a slash (bashing damage), roll Stamina each turn to remain
conscious (-3 wound penalty does not apply to roll);
reflexive action (p. 173)
Repair Item: Dexterity + Crafts + equipment; extended
action (4-10 successes; one roll equals 30 minutes
of work) (p. 58)
Research: Intelligence + Academics + equipment;
extended action (3-10+ successes; each roll represents 30
minutes of research) (p. 55)
Resisting Coercion: Resolve + Wits or Resolve +
Stamina; reflexive action (p. 47)
Resisting Poison or Disease: Stamina + Resolve;
reflexive and potentially extended and/or contested action
(p. 49)
Seduction: Presence + Persuasion + equipment or
Manipulation + Persuasion + equipment (seducer) versus
Wits + Composure + equipment (subject); contested and/
or extended action (the extended and contested part of
the task requires a number of successes equal to double
the seducerÕs Presence or double the subjectÕs Resolve; one
roll equals 10 minutes of banter) (p. 84)
Shadowing Stealthily: Wits + Stealth + equipment
(shadow) versus Wits + Composure + equipment (subject);
contested action (p. 76)
Size: Base value is 5 for adult human (p. 94)
Sleight of Hand: Dexterity + Larceny + equipment
versus Wits + Composure or Wits + Larceny; contested
action (p. 75)
Solving Enigmas: Intelligence + Investigation +
equipment; instant or extended action (3-10+ successes;
one roll represents one hour of activity) (p. 60)
Speed: Strength + Dexterity + Species factor (5 for
adult human, 3 for human child) (p. 95)
Surprise: Wits + Composure; reflexive action (p. 151)
Throwing: Range: Strength + Dexterity + Athletics,
minus the objectÕs Size (short range) for a non-aerodynamic
object; double distances for an aerodynamic one.
Accuracy: Dexterity + Athletics + equipment; instant
action (p. 67)
Vehicle Control: Dexterity + Drive + Handling; instant
action (p. 141)
Vehicle Pursuit: Dexterity + Drive + vehicle Handling
versus Dexterity + Drive + vehicle Handling; extended
and contested action (each roll represents one turn
of driving) (p. 69)
Vehicle Ramming: Dexterity + Drive + Handling to
hit; instant action. VehicleÕs Size rating as a pool of its
own, with a +1 bonus for each full 10 mph traveled to
determine damage (p. 144).
Vehicle Tailing: Wits + Drive + vehicle Handling
(tail) versus Wits + Composure + equipment (subject);
contested action (p. 71)
Willpower: Resolve + Composure; reflexive action
(p. 95). Spending Willpower adds three dice to a roll or
+2 to a single Resistance trait such as Stamina, Resolve,
Composure or Defense in one instance (p. 133).
Working the Black Market: Manipulation + Streetwise
+ equipment; extended action (2-10 success; each roll represents
one day of searching the street) (p. 86)
$## &"   **)
主题: 看着TAB那热切的双眸……
作者: sieg2004-09-09, 周四 19:35:54
等待着大人呀
主题: 看着TAB那热切的双眸……
作者: Taburiss2004-09-10, 周五 13:46:07
不知你在说些什么,捏造事实是不好的。
主题: 看着TAB那热切的双眸……
作者: cas2004-09-10, 周五 13:54:10
无有捏造哑,每次我登上来看,你的ID都在上面的哑- -
主题: 看着TAB那热切的双眸……
作者: Taburiss2004-09-10, 周五 17:04:18
挂网又碍着你了?

反正我对25000是彻底持厌恶态度,55000是持无所谓态度

热切这两个字还是不与我提为好
主题: 看着TAB那热切的双眸……
作者: cas2004-09-10, 周五 17:17:38
无有,只是经常见你我也会不好意思,论坛好久没更新了……
翻完后就靠你来校了- -
主题: 看着TAB那热切的双眸……
作者: cas2004-09-11, 周六 07:07:29
首先把属性和技能等列一下

属性:

依旧是分心智(智力、智慧、决心)、生理(强壮、敏捷、耐力)和社交(威严、操控、镇静)三大类共九项,但小项上略有不同,感知被决心(在被强迫做事时可以拿来抗拒,视心理或肉体的折磨加以智慧或耐力,另外在中某些毒时也可以拿来同耐力联用,是的,新版里经常会出现属性或技能连用了……)取代。勉强来说,威严(仪态、地位、还有成功人士的自信)取代了魅力和外表,新加入了镇静(可以拿来冥想,维持吸血鬼情感的平衡和避免道德沦丧……)

Use        Mental Physical Social
Power      Intelligence Strength Presence
Finesse    Wits Dexterity Manipulation
Resistance Resolve Stamina Composure


投骰结果:
戏剧性地失败,被导入误区,至死都可能翻不了身了
失败,没能找到充分的证据或打架失手,一般来说总是可以翻盘的(只要有时间材料精力等供重试)
成功,如字面意思,预定目标达成
大成功,比指定的成功数要多(一般动作等默认是一个成功数),通常都会有意外收获/效果


技能:
被分为心智、生理和社交三类技能,对应相关属性(类似老版的知识、天赋和技能),有不少都被合并或者跳去其他类别内了,主要介绍都是抄的老版,应该是无有问题的罢……

心智:

人文(Academics):哲学、历史、文学等等,广泛的各种人文知识。
相关行动:研究
电脑(Computer):能够自由运用现代最高科技电脑及其各种相关系统、软体等的知识。
相关行动:黑客
工艺(Crafts):木工、皮革、编织或是修理汽车等的相关技能,必须选择所专长。
相关行动:工艺品制造,物品维修。
调查(Investigation) :可以观察到常人容易忽略的线索,对於同样的事物会比常人发现更多情报。
相关行动:犯罪现场取证,解谜(- -)
医学(Medicine):从急救处置到外科手术,到人体相关的所有知识。
相关行动:处理伤口
神秘学(Occult):诅咒、魔术、传说等等(不管是真是假)的相关知识。随着背景不同专长变化很大。
政治(Politics):和政治相关的所有知识,譬如操纵群众的方法或是选举战略等等。
科学(Science) :对於物理、化学、生物、地质等等相关的知识,不但熟知而且懂得如何运用。

生理:

运动(Athletics) :行走、跑步、跳跃、投掷武器,各种型态的运动。
相关行动:攀爬,追击,跳跃,投掷,接物
格斗(Brawl) :空手打架的能力,拳脚功夫、各种武术等。
驾驶(Drives):泛指驾驶各种交通工具的技能,但是不完全表示你能在坦克和莲花跑车之间游走自如,这会表现在难易度上。
相关行动:驾车追击,徒步赶车,驾车跟踪
枪械(Firearms):从手枪到重型机关枪,各种枪枝使用、保养、修理的技能。
盗窃(Larceny):做贼的吃饭手段了
相关行动:绕除保安系统,开锁,妙手空空
潜行(Stealth) :在不被别人发现状态下,移动、追踪、隐藏的技能,人少的地方用敏捷+潜行加装备投,人多处用智慧+潜行
相关行动:影匿
野外求生(Survival):在大自然的荒野中求生的技能,包括寻觅食料、栖息处所、避免野兽的袭击等。
相关行动:索食
武器学(Weaponry):对各种武器的掌握度,在手持凶器扁人时可以把武器学加进去一起投

社交:

兽交(Animal ken):了解动物的习性和情感等,并且融洽相处、加以训练的技能。
相关行动:驯兽
理解(Empathy) :理解别人的感情、动机,并且产生共鸣的能力,也容易受别人情绪影响。
我总觉得这个翻成移情要好许多……
表达(Expression):清楚掌握要点,并且优美地表现出来,可以涵盖写作文章、创作词曲、辩论、演技等等,对於演员或作家来说是必须的。
胁迫(Intimidation):利用肉体上的暴力或是精神上的威胁,让对方产生恐惧而遵造你的指示行动。
相关行动:拷问!
说服(Persuasion):拿来骗人赞同自己意见,或者说召集炮灰必备的技能……
相关行动:协议,花言巧语,讲演,诱惑
交际(socialize):人与人之间的交往,从请吃个小饭交友到大国之间外交家们风雅的对谈都是
相关行动:狂欢作乐
黑街(Streetwise):和流氓、黑帮、黑市种种地下社会有关的知识,也包括当地的流言、犯罪情报等等。
相关行动:黑市交易
掩饰(Subterfuge):隐藏自己的真正意图,并欺骗对方,玩弄花言巧语、瞒天过海的能力。
相关行动:伪装
主题: 看着TAB那热切的双眸……
作者: sieg2004-09-11, 周六 18:35:25
兽...兽交.....
主题: 看着TAB那热切的双眸……
作者: cas2004-09-11, 周六 18:46:22
就是动物交往的缩写- -
主题: 看着TAB那热切的双眸……
作者: cas2004-09-16, 周四 11:33:34
本该三天前就作好的,因为种种原因……
这是上半- -




投骰和能力摘要

便是速查表一类的东西。理解,但无须记忆。因为这本就是供人查询的摘要。这应该是跑团时用到的最多的一段了,可能的话无论是ST还是PC都能把这部分的原文打印下来放在电脑边上
后面的页码不是白标的,并不是说只要看摘要就行了,即使是只做PC,属性技能这两大块也必须看好几次,在脑中形成一个大概印象,毕竟同老版有很大不同……

驯兽:镇静+兽交+训兽装备(大棒萝卜,ECT- -)(训兽方)对抗耐力加决心(动物方),属于延长和对抗行动。需要有至少等同于动物意志点的成功数,在扮演上每个成功要花费游戏时间的一整天(见79页)

绕除保安系统:敏捷+盗窃+装备,延长行动。依系统的复杂性,需5-15个成功数,每个成功要花费一回合的时间,或者游戏中的三秒(见74页)

狂欢作乐:操控+交际+装备(发起人)对抗镇静+共感(目标)

接物:敏捷+运动。若想要对方接住算是个即时动作(比如说提醒后丢巧克力),不想则是对抗动作(丢刀子……),如受方没能及时察觉则丧失防御加成,等同于受惊状态,见151页(见68页)

攀爬:强壮+运动+装备,即时或延长行动,每个成功数能上升10英尺高度,并耗费1分钟(见64页)

近战,凶器:强壮加武器学,减去目标的防御和护甲,属于即时动作。另外还有武器好坏和特殊效果的加成,还有环境的罚值,每个成功数造成一级的伤害,伤害的类型则参视攻击物的属性

近战,肉搏:强壮加格斗,减去目标的防御和护甲,属于即时动作。另外还有武器好坏和特殊效果的加成,还有环境的罚值,每个成功数造成一级的伤害,伤害的类型则参视攻击物的属性
这两条可以见乃可和ES姐姐翻译的部分,有更详细的说明,在书第152页里有详细说明

工艺品制造:智力+工艺+装备,属于延长行动。需要4至15个成功数,一般每个成功平均耗费30分钟(见58页)

协议:操控+说服+装备对抗操控+说服+装备,属于延长和对抗行动,需要3-10个成功骰,每个成功骰在扮演时表现为花了一小时在沟通上(见82页)

防御:敏捷或者智慧,取低的那个,属于反射行动(见90页)

恶化:根据所犯罪行来决定投骰数,越重越少。投骰失败则道德降1,然后以新的道德值为骰子池做道德投骰,如果也失败,那么一项精神疾病将应景地发芽,生根,茁壮成长(见96页)
关于降人性的具体说法,见ES姐姐的翻译

伪装:智慧+掩饰+装备(伪装方)对抗智慧+掩饰,属于对抗行动(见87页)

闪避:加倍目标防御(见156页),需在每回合都消耗一动作
已经没多重动作了,所以龟缩后就什么也不能做……

犯罪现场取证:智慧+调查+装备,属于延长动作。需要3-10个成功数,每个成功数表现为花10分钟在调查行动上(见59页)

爆破:敏捷+运动(投掷)或智力加科学(触发),即时动作(见178页)

花言巧语:操控+说服+装备(搭讪男)对抗镇静+共感或掩饰(被勾引女),对抗行动(见83页)

倦怠:投精力+决心来保持清醒,反射行动(见179页)

11路追击:精力+运动+装备对抗同样的骰子数,延长和对抗行动(每个骰表现为一回合的奔跑)

索食:智慧+野外求生+装备,延长行动(需要5成功,每成功骰表现为一小时的搜寻行动),见77页

肉搏:强壮+格斗-对手的防御来抓住对手;强壮+格斗-对手强壮则是实施一强力招数或从束缚中挣脱出来,即时动作(见157页)

黑客:智力+电脑+装备对抗同前;延长和对抗行动(需要5-10个成功骰,每个骰表现为30分钟的程序对抗),详见57页

治疗创伤:敏捷或智力+医疗+设备,延长行动(每成功对应治好一个等级的伤害,每个骰对应一分钟的操作-如急救;或一小时的操作-如医院的大手术),见61页

健康等级:耐力+体格,(见90页)

屏气:反射动作,同精力有关(见49页)

先攻:敏捷+沉着+一个D10(见151)

拷问:智慧+胁迫+装备(S)对抗精力+决心(M),延迟和对抗行动(需要的累计成功数等同于对象的意志点,每个投骰表现为一小时的拷问),见81页

跳跃:强壮+运动+装备,即时行动(见66页)

举起/移动物体:强壮(+精力),即时行动(见47页)

开锁:敏捷+盗贼+装备,即时或延长行动(视锁的难度而言,需要2-12个成功骰,每个骰在游戏时至少需要一回合/也就是三秒来扮演),见74页
主题: 看着TAB那热切的双眸……
作者: sieg2004-09-17, 周五 16:59:03
这个技能是不是是跟属性有关的那个?
跟后面有一章的SKILL没关吧?
主题: 看着TAB那热切的双眸……
作者: cas2004-09-17, 周五 20:40:29
正好相反
主题: 看着TAB那热切的双眸……
作者: cas2005-01-22, 周六 03:09:18
冥想:沉着+智慧+道具,延长行动(需要4个成功,每个骰表现为30分钟的沉思),见51页

记忆和回想:智力+沉着,反射行动(见第44页)

道具架构:耐久+大小(见135页),通俗的说便是道具的HP,耐久为伤害减免域,耐久败了凶器使用时就有-1惩罚,架构全败物品就损坏到不能使用。

讲演:威严+说服+装备对抗观众中决心+镇静的最高者,对抗行动(见第83页)

感知:智慧+镇静或其他可替代镇静的相关技能,反射动作(见第45页)

远程攻击,枪同弩:敏捷+枪械,减去目标的甲,即时动作。另外加上所用武器的攻击骰数和加减环境骰数。每个成功扣去目标一级健康度,伤害的种类取决于攻击的类型(见第152页)。

远程攻击,投掷武器:敏捷+运动,减去目标的防御与护甲,即时行动。另外加上所用武器的攻击骰数和加减环境骰数。每个成功扣去目标一级健康度,伤害的种类取决于攻击的类型(见第152页)。

保持清醒:最后一格健康等级被划上斜线时(也就是冲击伤,见ES翻译的按婚娶DEMO部分的详细说明),每回合都要投耐力判定来保持清醒(-3受伤惩罚不用加入投骰考虑中),反射行动(见第173页)

道具修理:敏捷+工艺+设备,延长行动(需要4-10个成功骰数,每个骰表现为30分钟的操作),见58页

研究:智力+人文+装备,延长行动(需3-10个成功骰数,每个骰所费30分钟),见55页

威压抗拒:决心+智慧(或耐力,视何种威压而定),属潜在地延长和/或对抗行动(见49页)

抗毒素或疾病:耐力+决心,为反射行动,潜在的延长和/或对抗行动(见49页)

诱惑:威严+说服+装备或操控+说服+装备(骗子一方)对抗智慧+镇静+装备(目标),竞争和/或延长行动(延长和竞争部分需要数个成功骰来取得胜利,一般是骗子威严的一倍-如果目标打算成功抵抗,或者目标决心的一倍-如果骗子想要成功,谁先累积到所需的成功骰数谁就算是成功。每个骰在扮演上花费10分钟的逗弄时间),见84页   

暗影潜行:智慧+潜行+装备(潜行者)对抗智慧+沉着+装备(目标),对抗行动(见76页)

体格:成年人类默认为5(见94页)

戏法:敏捷+盗窃+装备对抗智慧+镇静+盗窃;对抗行动(见75页)

解谜:智力+调查+装备;即时或延长行动(需要3-10个成功数,每个投骰花费一小时游戏时,见60页)

速度(每回合能走出的最大码数,奔跑加倍):强壮+敏捷加特素(成人+5,小孩+3,更多见95页)

突袭:智慧+镇静;反射行动(见151);投不出至少一个成功骰的话,第一个回合无法行动,防御值(DEF)不计入防守骰数内

投掷:远程(这不废话吗,投掷难不成还有近身的- -):强壮+敏捷+运动减去物体与对象的尺码/体格修正后的值便是非流线形物体的短距码数,流线形物体如足球或长矛等距离加倍,中距是短距的加倍,长距是中距的加倍(这个影响到具体的命中,也就是说先要判断一个东西是否能被拿来丢目标,然后再考虑命中问题,物体本身有杀伤加成,其伤害种类也基本由其自身决定),
命中:敏捷+运动+装备,即时动作,见67页

驾驶:敏捷+驾车+操作,即时动作(见141页)

车辆追逐:敏捷+驾车+车辆操作相互对抗,延时和对抗动作(每个骰耗去一回合的驾驶动作),见69页

撞车:敏捷+驾车+车辆操作为命中,其本身的大小决定伤害骰数,每10MPH+1个骰数,见144页

开车跟踪:智慧+驾驶+车辆操作(尾行者)对智慧+镇静+装备(目标),对抗行动(见71页)

意志力:决心+镇静,反射动作(见95页),花1点WP可以加三个骰数或+2如耐力、决心、镇静或防御等的抵抗,只能抗拒一次单次[攻击](见133页)

黑市交易:操控+黑街+装备,延长动作(需要2-10个成功数,每个骰表现为一天的城市搜寻),见86页