作者 主题: 看着TAB那热切的双眸……  (阅读 10408 次)

副标题: 我新换的雷射皮肤也败了哑

离线 cas

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看着TAB那热切的双眸……
« 于: 2004-09-09, 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)
 
   曾经看过一篇短篇小说,主角是个喜欢挖洞的高中生。挖洞是他的兴趣——不,是习惯。后山、海边、校园、中庭、体育馆后面、公园、草地、沙滩、工地、危楼,只要是能挖洞的地方,都会看到高中生的杰作。他总是在挖洞,不停地挖洞,随时带把铲子在身边。高中生的挖洞行为并非毫无意义,他深怕——不,确信自己迟早会杀人,所以才不停挖洞,因为他需要一个掩埋尸体的洞穴。有一天他到远方旅行,在河边的土堆下铲的时候,突然感到一丝异样。即使如此,高中生并未停止手边的工作。挖洞对他来说不是目的,而是一种手段,不可能中途放弃。最后,高中生挖出了一具尸体。……原来我并不孤独,高中生喜上眉梢。

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« 回帖 #1 于: 2004-09-09, 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)
$## &"   **)
   曾经看过一篇短篇小说,主角是个喜欢挖洞的高中生。挖洞是他的兴趣——不,是习惯。后山、海边、校园、中庭、体育馆后面、公园、草地、沙滩、工地、危楼,只要是能挖洞的地方,都会看到高中生的杰作。他总是在挖洞,不停地挖洞,随时带把铲子在身边。高中生的挖洞行为并非毫无意义,他深怕——不,确信自己迟早会杀人,所以才不停挖洞,因为他需要一个掩埋尸体的洞穴。有一天他到远方旅行,在河边的土堆下铲的时候,突然感到一丝异样。即使如此,高中生并未停止手边的工作。挖洞对他来说不是目的,而是一种手段,不可能中途放弃。最后,高中生挖出了一具尸体。……原来我并不孤独,高中生喜上眉梢。

离线 sieg

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« 回帖 #2 于: 2004-09-09, 周四 19:35:54 »
等待着大人呀

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« 回帖 #3 于: 2004-09-10, 周五 13:46:07 »
不知你在说些什么,捏造事实是不好的。
Truth or happiness, never both.

离线 cas

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« 回帖 #4 于: 2004-09-10, 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- -
   曾经看过一篇短篇小说,主角是个喜欢挖洞的高中生。挖洞是他的兴趣——不,是习惯。后山、海边、校园、中庭、体育馆后面、公园、草地、沙滩、工地、危楼,只要是能挖洞的地方,都会看到高中生的杰作。他总是在挖洞,不停地挖洞,随时带把铲子在身边。高中生的挖洞行为并非毫无意义,他深怕——不,确信自己迟早会杀人,所以才不停挖洞,因为他需要一个掩埋尸体的洞穴。有一天他到远方旅行,在河边的土堆下铲的时候,突然感到一丝异样。即使如此,高中生并未停止手边的工作。挖洞对他来说不是目的,而是一种手段,不可能中途放弃。最后,高中生挖出了一具尸体。……原来我并不孤独,高中生喜上眉梢。

离线 Taburiss

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看着TAB那热切的双眸……
« 回帖 #5 于: 2004-09-10, 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
Truth or happiness, never both.

离线 cas

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看着TAB那热切的双眸……
« 回帖 #6 于: 2004-09-10, 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- -
   曾经看过一篇短篇小说,主角是个喜欢挖洞的高中生。挖洞是他的兴趣——不,是习惯。后山、海边、校园、中庭、体育馆后面、公园、草地、沙滩、工地、危楼,只要是能挖洞的地方,都会看到高中生的杰作。他总是在挖洞,不停地挖洞,随时带把铲子在身边。高中生的挖洞行为并非毫无意义,他深怕——不,确信自己迟早会杀人,所以才不停挖洞,因为他需要一个掩埋尸体的洞穴。有一天他到远方旅行,在河边的土堆下铲的时候,突然感到一丝异样。即使如此,高中生并未停止手边的工作。挖洞对他来说不是目的,而是一种手段,不可能中途放弃。最后,高中生挖出了一具尸体。……原来我并不孤独,高中生喜上眉梢。

离线 cas

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看着TAB那热切的双眸……
« 回帖 #7 于: 2004-09-11, 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
« 上次编辑: 2004-09-11, 周六 12:24:15 由 cas »
   曾经看过一篇短篇小说,主角是个喜欢挖洞的高中生。挖洞是他的兴趣——不,是习惯。后山、海边、校园、中庭、体育馆后面、公园、草地、沙滩、工地、危楼,只要是能挖洞的地方,都会看到高中生的杰作。他总是在挖洞,不停地挖洞,随时带把铲子在身边。高中生的挖洞行为并非毫无意义,他深怕——不,确信自己迟早会杀人,所以才不停挖洞,因为他需要一个掩埋尸体的洞穴。有一天他到远方旅行,在河边的土堆下铲的时候,突然感到一丝异样。即使如此,高中生并未停止手边的工作。挖洞对他来说不是目的,而是一种手段,不可能中途放弃。最后,高中生挖出了一具尸体。……原来我并不孤独,高中生喜上眉梢。

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« 回帖 #8 于: 2004-09-11, 周六 18:35:25 »
兽...兽交.....

离线 cas

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« 回帖 #9 于: 2004-09-11, 周六 18:46:22 »
就是动物交往的缩写- -
   曾经看过一篇短篇小说,主角是个喜欢挖洞的高中生。挖洞是他的兴趣——不,是习惯。后山、海边、校园、中庭、体育馆后面、公园、草地、沙滩、工地、危楼,只要是能挖洞的地方,都会看到高中生的杰作。他总是在挖洞,不停地挖洞,随时带把铲子在身边。高中生的挖洞行为并非毫无意义,他深怕——不,确信自己迟早会杀人,所以才不停挖洞,因为他需要一个掩埋尸体的洞穴。有一天他到远方旅行,在河边的土堆下铲的时候,突然感到一丝异样。即使如此,高中生并未停止手边的工作。挖洞对他来说不是目的,而是一种手段,不可能中途放弃。最后,高中生挖出了一具尸体。……原来我并不孤独,高中生喜上眉梢。