Strings Words Characters | |||
---|---|---|---|
130 135,109 1,284,730 |
|
All strings | Browse Translate Zen |
126 119,026 1,120,969 |
|
Translated strings | Browse Translate Zen |
4 16,083 163,761 |
|
Unfinished strings | Browse Translate Zen |
2 15,663 160,027 |
|
Untranslated strings | Browse Translate Zen |
2 420 3,734 |
|
Strings marked for edit | Browse Translate Zen |
4 16,083 163,761 |
|
Unfinished strings without suggestions | Browse Translate Zen |
54 104,106 978,891 |
|
Strings with any failing checks | Browse Translate Zen |
53 103,687 975,163 |
|
Translated strings with any failing checks | Browse Translate Zen |
6 17 116 |
|
Failing check: Unchanged translation | Browse Translate Zen |
1 1,028 13,371 |
|
Failing check: Double space | Browse Translate Zen |
48 104,089 978,775 |
|
Failing check: Mismatching line breaks | Browse Translate Zen |
7 4,689 37,507 |
|
Failing check: XML markup | Browse Translate Zen |
Overview
Project website | github.com/bnp800/swade_compendium_chn |
---|---|
Project maintainers | Kuroni bnp800 |
Translation license | GNU General Public License v3.0 or later |
Translation process |
|
Source code repository |
https://github.com/bnp800/swade_compendium_chn
|
Repository branch | main |
Last remote commit |
remove swade.css dependency
d77553d
bnp800 authored 9 months ago |
Last commit in Weblate |
remove swade.css dependency
d77553d
bnp800 authored 9 months ago |
Weblate repository |
http://weblate.ashfinder.com/git/swade/swade_compendium_chn/
|
File mask | */swpf-core-rules.swpf-rules.json |
Monolingual base language file | en-US/swpf-core-rules.swpf-rules.json |
Translation file |
Download
zh_Hans/swpf-core-rules.swpf-rules.json
|
Last change | Feb. 5, 2024, 2:07 p.m. |
Last author | 白菜他爸 |
25 minutes ago
String statistics
Strings percent | Hosted strings | Words percent | Hosted words | Characters percent | Hosted characters | |
---|---|---|---|---|---|---|
Total | 130 | 135,109 | 1,284,730 | |||
Translated | 96% | 126 | 88% | 119,026 | 87% | 1,120,969 |
Needs editing | 1% | 2 | 1% | 420 | 1% | 3,734 |
Read-only | 0% | 0 | 0% | 0 | 0% | 0 |
Failing checks | 41% | 54 | 77% | 104,106 | 76% | 978,891 |
Strings with suggestions | 0% | 0 | 0% | 0 | 0% | 0 |
Untranslated strings | 1% | 2 | 11% | 15,663 | 12% | 160,027 |
Quick numbers
and previous 30 days
Trends of last 30 days
—
Hosted words
+100%
—
Hosted strings
+100%
—
Translated
+96%
—
Contributors
—
bnp800
Resource updated |
|
None
String updated in the repository |
<div class="swpf-core">
<h1 class="wide">Travel</h1> <p> Many epic tales feature trips across great expanses. A party may sail the Inner Sea or ride across the frontier of Varisia or navigate every district in Absalom. </p> <p> Below are some guidelines to help you figure out how long these journeys take and what dramatic events might happen along the way. </p> <p> <strong>When to Use These Rules:</strong> If it doesn’t matter how long the trip takes, skip all this. Narrate the journey, maybe do an <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04interludes0000]{Interlude}</strong>, and get to the next scene. If you need to know how long the trip takes, or want to insert an obstacle or encounter of some sort, use the information below as a guideline. </p> <p> <strong>The Basics:</strong> The mode of travel determines how many miles the group makes per day. </p> <h2>Travel Times</h2> <p> The rates below assume reasonable terrain and weather. Difficult conditions can drastically decrease progress (or increase it in the case of sailing with strong winds). </p> <table style="width: 50%;"> <colgroup> <col> <col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Average Travel Times</th> </tr> <tr> <th class="sub-heading left">Transport</th> <th class="sub-heading">Miles/8 hour Day</th> </tr> <tr> <td>Foot</td> <td class="centered">24</td> </tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Horse, Light]{Horse}</td> <td class="centered">30</td> </tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Cart]{Cart} (one beast)</td> <td class="centered">30</td> </tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Carriage]{Carriage}</td> <td class="centered">40</td> </tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Wagon, Light]{Wagon} (per beast)</td> <td class="centered">30</td> </tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Rowboat]{Rowboat}</td> <td class="centered">24</td> </tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Sailing Ship]{Sailing Ship}*</td> <td class="centered">30</td> </tr> <tr> <td>Steam Ship*</td> <td class="centered">40</td> </tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Airship (Dirigible)]{Airship (Dirigible)}</td> <td class="centered">80</td> </tr> <tr> <td>@Compendium[swpf-core-rules.swpf-actors.Glider]{Glider}</td> <td class="centered">60</td> </tr> </tbody> </table> <p> <em> *Sailing ships are greatly affected by currents and winds. Strong winds or currents in the right direction allow them to travel about 60 miles per day. Poor winds or going against the current reduce them to 20 miles per day or less. </em> </p> <h2>Encounters</h2> <p> If an area is dangerous or lawless, draw a card from the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Deck} once per day (or even two or three times a day in particularly dangerous areas). A face card or higher represents an encounter, and the card suit can be used to determine the type. </p> <p> Draw twice more if the card is a Joker and combine the results — such as Enemies and an Obstacle, or Strangers and Treasure. </p> <p> Game Masters are highly encouraged to customize encounters based on their setting. </p> <ul> <li> <span class="list-heading">Spades — Enemies:</span> Monsters, enemies, or hostile beasts bar the way. Perhaps they lie in ambush if it’s a popular path, waiting for the next band of unwary travelers. </li> <li> <span class="list-heading">Hearts — Strangers:</span> The group comes upon neutral or friendly nonplayer characters such as merchants, lost travelers, a guide, or even other adventurers. </li> <li> <span class="list-heading">Diamond — Treasure:</span> Somewhere along the way is something of value — a caravan eager for trade or a forgotten ruin with treasure— and guardians to protect it! </li> <li> <span class="list-heading">Clubs — Obstacle:</span> The heroes encounter an obstacle of some kind and must figure out how to circumvent it. Some examples are a flooded river, a decaying rope bridge, a dangerous whirlpool, etc. The obstacle might be defended by creatures or enemies as well. </li> </ul> <h2 class="example">Example: Cinderlands</h2> <p> Our heroes are traveling across the frontier of Varisia, traversing the burning plains of the Cinderlands. </p> <p> The GM draws a Jack of Clubs and decides the area is currently in the throes of an emberstorm— a dangerous black blizzard of dust and ash. This slows progress to a crawl for hours and makes the characters roll for @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from heat and the relentless dusty winds (see the <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Hazards}</strong> section). </p> <p> The GM draws again later that day and gets a Queen of Spades. From an unseen burrow under the charred ground, an ankheg surfaces, hungry for fresh prey. </p> <div><img src="modules/swpf-core-rules/assets/art/p166_Mokmurian_Fight.webp" alt="wizard blocking golems attack with a shield spell"></div> </div>
<div class="swpf-core">
<h1 class="wide">旅行</h1><p>许多史诗般的故事里面都涉及长途跋涉的远行。团队可能会在内海航行,骑行穿过瓦瑞西亚的边界或是穿行于艾巴萨罗姆各区。</p> <p>以下是一些有助于搞清楚这些旅途需要花费多长时间以及沿途会发生什么戏剧性事件的指引。</p> <p><strong>何时使用这些规则</strong>:如果旅途要花多长时间并不重要,则全部跳过。描述这场旅途,也许可以进行一次<strong>幕间</strong>(157页),然后转到下个场景。</p> <p>如果有需要搞清楚旅途所需时间,或是打算在其中插入某种障碍或遭遇,则可将下列内容作为指引。</p> <p><strong>基础</strong>:旅游的模式决定了团队每天能前进多少英里。</p> <h <p>下列速度是基于地形和天气均为理想的假设。恶劣条件会使前进速度大为下降(或是使之大为提高,诸如在强风中扬帆航行)。</p> <thead> <tr> <th <th>英里/每天8小时</th> </tr> </thead> <tbody> <tr> <td>徒步</td> <td>24</td> </tr> <tr> <td>马匹</td> <td>30</td> </tr> <tr> <td>二轮马车</td> <td>30</td> </tr> <tr> <td>运客马车</td> <td>40</td> </tr> <tr> <td>运货马车</td> <td>30</td> </tr> <tr> <td>划艇</td> <td>24</td> </tr> <tr> <td>帆船*</td> <td>30</td> </tr> <tr> <td>蒸汽轮船*</td> <td>40</td> </tr> <tr> <td>飞艇(可驾驶)</td> <td>80</td> </tr> <tr> <td>滑翔机</td> <td <th class="sub-heading">交通方式</th> <th class="sub-heading">英里/每天8小时</th> </tr> </thead> <tbody> <tr> <td class="centered">徒步</td> <td class="centered">24</td> </tr> <tr> <td class="centered">马匹</td> <td class="centered">30</td> </tr> <tr> <td class="centered">二轮马车</td> <td class="centered">30</td> </tr> <tr> <td class="centered">运客马车</td> <td class="centered">40</td> </tr> <tr> <td class="centered">运货马车</td> <td class="centered">30</td> </tr> <tr> <td class="centered">划艇</td> <td class="centered">24</td> </tr> <tr> <td class="centered">帆船*</td> <td class="centered">30</td> </tr> <tr> <td class="centered">蒸汽轮船*</td> <td class="centered">40</td> </tr> <tr> <td class="centered">飞艇(可驾驶)</td> <td class="centered">80</td> </tr> <tr> <td class="centered">滑翔机</td> <td class="centered">60</td> </tr> </tbody> </table> <p><em>*帆船都会极大地受到洋流和风的影响。强风或是方向正确的洋流都能让其每天行进约60英里。微风或是走向相反的洋流都会令其速度下降到每天20英里甚至</em></p> <p><em>更低。</em></p> <h <p>如果区域危机四伏或是属于无法之地,则每天从行动牌堆里抽一张卡(在特别危险的区域里面甚至可以每天抽两到三次卡)。如果是人像牌或在此之上的结果代表发生遭遇,具体种类通过花色来决定。</p> <p>如果抽出鬼牌,则再抽两次,并将结果合并——比如遇敌和障碍,或是邂逅和财宝。</p> <p>在此强烈推荐GM基于设定来设计遭遇。</p> <ul> <li><strong>黑桃-遇敌</strong>:怪物、敌人或是虎视眈眈的野兽拦住了去路。若这条路线颇受欢迎,则它们可能会埋伏,等候着下一帮粗心的过客</li> <li><strong>红心-邂逅</strong>:团队与中立或是友善的NPC相遇,譬如商人、迷路的旅客、向导,甚至是其他冒险者。</li> <li><strong>方片-财宝</strong>:沿途某处存在有价值的事物——渴望交易的篷车队,或是内有财宝的失落废墟。(还有镇守于此的守卫!)</li> <li><strong>梅花-障碍</strong>:英雄遭遇了某种障碍,必须要想办法加以克服。例如泛滥河流、腐烂索桥、危险旋涡等等。该障碍也可能会被某些生物或敌人所保护。</li> </ul> <h <p>英雄正在旅行穿过瓦瑞西亚的边界,横越灰烬之地的燃烧平原。</p> <p>GM抽出了一张梅花J,并决定这片地区现在正有余烬风暴(沙尘与灰烬构成的危险黑色风暴)肆虐。行进因此沦为了为期数小时的爬行,而且角色必须因为炎热和无休止的扬尘大风(见151页的<strong>危难</strong>部分)而进行疲乏投骰。</p> <p>GM在当日稍后再次抽卡,并抽出了黑桃Q,因此焦黑地表下某处隐藏地洞中爬出了一条掘地虫,饥肠辘辘地寻找着新鲜的猎物。</p> <div><img src="modules/swpf-core-rules/assets/art/p166_Mokmurian_Fight.webp" alt="wizard blocking golems attack with a shield spell"></div></div> |
None
String updated in the repository |
<div class="swpf-core">
<h1 class="wide">The Planes</h1> <p> While the world of Golarion exists on the Material Plane, there are many other realms in other dimensions of reality known as the planes of existence. Scholars and sages call these, collectively, the Great Beyond. </p> <p> <strong>When to Use These Rules:</strong> Reference these summaries of the five general types of planes when characters travel to other planes or encounter creatures from the Great Beyond. </p> <p> <strong>The Basics:</strong> Each plane is effectively its own universe with its own natural laws. Rare linking points allow travel between the planes. Some powers also allow — or prohibit — travel between the planes. </p> <h2>Material Plane</h2> <p> The default plane for play in <cite>Pathfinder for Savage Worlds</cite>, the Material Plane operates under the same set of natural laws as our real world. The size and scope of it depends on the GM’s campaign, although the world of Golarion remains the focus of <em>Savage Pathfinder</em>. </p> <h2>Transitive Planes</h2> <p> These planes overlap and interact with other planes, especially the Material. Transitive planes are accessed by powers and special abilities, allowing for travel to other planes of reality. These are the most common: </p> <h3>Astral Plane</h3> <p> This silvery void connects the Material and Inner Planes to the outer Planes. A traveler in the Astral Plane sees it as a vast and empty void dotted with motes of physical reality intersecting with countless overlapping planes. </p> <h3>Ethereal Plane</h3> <p> The Ethereal Plane overlaps with both the Material and the Shadow Plane. A traveler experiences the Material world as if the world were an insubstantial ghost. He can move through solid objects without being seen by creatures in the natural world. Strange creatures dwell here; they can sometimes influence the real world in mysterious and terrifying ways, such as a ghost haunting a graveyard. </p> <h3>Shadow Plane</h3> <p> Best described as a warped "reflection" of the Material Plane, the Shadow Plane is a grim, colorless "duplicate" of the real world. It is infused with negative energies and serves as home for creatures such as undead shades. Plane shifters use the Shadow to cross vast distances across the Material. </p> <h2>Inner Planes</h2> <p> The Inner Planes contain the building blocks of reality. Each Inner Plane is made up of a single type of energy or element, with inhabitant of the same type. </p> <h3>Elemental Planes</h3> <p> Air, Earth, Fire, Water — each of these elements command their own planes, with classic Elemental creatures and other strange beings such as genies and mephits. </p> <h3>Energy Planes</h3> <p> The energies of the Positive and Negative energy planes infuse reality on the Material world. The former provides the spark of life, while the latter harbors the taint of undeath. In general, all characters who use powers draw energy from these planes as well. </p> <h2>Outer Planes</h2> <p> Beyond the mortal world, these planes are the various realms of the gods and the final resting places of the dead from the Material Plane. Characters with arcane powers often contact beings from these planes for advice, guidance, and summoned allies. </p> <h2>Demiplanes</h2> <p> These are extra-dimensional spaces that function like planes but have measurable size and limited access. Items such as a bag of holding and portable hole access these strange places. </p> </div>
<div class="swpf-core"><h1 class="wide">诸界位面</h1><p>格拉里昂这个世界位于物质位面,同时其他现实次元(又称实存位面)当中还有许多其他国度,学者和贤者将其合称浩瀚众界。</p><p><strong>何时使用这些规则</strong>:当角色旅行至其他位面或是遭遇来自浩瀚众界的生物时,参照以下大体五类位面的概要。</p><p><strong>基础</strong>:每个位面各自的宇宙中都另有生效的自然法则,位面旅行可以通过稀少的连接点实现,有些奇术也能实现(或是禁止)位面之间的旅行。</p><h
|
None
String updated in the repository |
<div class="swpf-core">
<h1 class="wide">Social Conflict</h1> <p> Not every conflict is won by the blade. Successful oratory can topple nations. </p> <p> <strong>When to Use These Rules:</strong> Most social exchanges are a simple skill roll resisted by the appropriate Trait, such as @Compendium[swpf-core-rules.swpf-skills.Intimidation]{Intimidation} or @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} vs. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit}. For longer interactions, such as the back and forth of a long argument, negotiation, or a legal proceeding, the following system adds some drama and structure to each side's discussion. (The GM might use a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04dramatictask00]{Dramatic Task} instead if the argument must be won in a hurry!) </p> <p> <strong>The Basics:</strong> Characters make arguments back and forth over three rounds, roll their appropriate skills, then consult the <strong>Conflict Results</strong> table (below) to see how well they've influenced their audience. </p> <h2>Conflict Rounds</h2> <p> The conflict is broken down into three rounds of conversation, each focusing on a particular point (or a few highly connected points). </p> <p> During each round, the player roleplays her character's argument and makes a @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} roll opposed by the Spirit of whoever she's trying to convince. If a rival argues against her, the roll is opposed by his Persuasion instead. </p> <p> Each success and raise by the petitioner grants her an "Influence Token" (rivals don't gain tokens, they just oppose the petitioner and keep her from gaining them). </p> <p> <strong>Modifiers:</strong> Persuasion rolls should be modified by the situation as the GM sees fit. A hero trying to convince a wizard of a fact within his field rolls the lowest of his Persuasion or @Compendium[swpf-core-rules.swpf-skills.Occult]{Occult}. A particularly brilliant argument or impassioned roleplaying might add +1 to +4. An insult or <em>faux pas</em> inflicts a similar penalty. </p> <p> Hindrances should also be considered. Convincing a jury that an @Compendium[swpf-core-rules.swpf-hindrances.Outsider]{Outsider (Major)} is innocent of a crime, for example, might inflict a −2 penalty. </p> <h3>Results</h3> <p> At the end of the third round, the speaker looks up her total Influence Tokens on the <strong>Social Conflict Results</strong> table below. </p> <p> <strong>Trials:</strong> Run trials and similar conflicts from the accuser's point of view since they must usually prove the accused's guilt. If the player characters are the defenders, they oppose the prosecution and must keep them from gaining Influence Tokens with the judge (baron, king, warlord, etc.). </p> <p> Accusers in a trial must get at least three tokens to convict. Lesser or greater results indicate the degree of punishment based on local customs and laws. </p> <h2>Example: To Arms!</h2> <p> The cleric must convince a baron to send troops to the defense of a neighboring fiefdom. The barony has warred with his neighbor for generations so the GM decides that's a −4 penalty to the @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} roll. </p> <p> Worse, she's opposed by his slimy wizard, who argues against the idea every round (he opposes her Persuasion rolls). </p> <p> The cleric gets lucky the first round and gets a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}. That's two Influence Tokens. She fails on the second, but gets another raise in the third, for a total of four tokens. </p> <p> The baron agrees but requires payment in land from his neighbor in return for sending part of his army to his rival's defense. </p> <table> <colgroup> <col style="width: 15%"> <col style="width: 85%"> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Social Conflict Results</th> </tr> <tr> <th class="sub-heading left">Tokens</th> <th class="sub-heading left">Results</th> </tr> <tr> <td>0</td> <td> Pleas are denied and negotiations fail. Discussions may reopen if new information is presented or favors are performed. In a trial, the defendant is acquitted. </td> </tr> <tr> <td>1–3</td> <td> The target isn't truly convinced, but provides the minimum amount of support possible. In a trial, the defendant receives the minimum penalty. </td> </tr> <tr> <td>4–5</td> <td> The arbiter is reasonably convinced or willing to help. He grants the aid requested, more or less, but only under certain conditions or in exchange for payment, tasks, favors, etc. The prosecution is successful with typical sentencing in a trial. </td> </tr> <tr> <td>6+</td> <td> The target is eager to help or agree. He gives more than expected in a negotiation or provides more support than requested. A defendant is convicted with the maximum penalty. </td> </tr> </tbody> </table> </div>
<div class="swpf-core">
<h1 class="wide">社交冲突</h1><p>剑非胜万物,舌灿可倾国。</p> <p><strong>何时使用这些规则</strong>:绝大多数社交博弈只需要进行一次简单的技能投骰,并以对应的特性进行对抗(比如威吓或交涉VS心魂)。下列系统则能就长时间的交锋(譬如你来我往的长期辩论、谈判或诉讼)为各方的讨论提供框架的同时增添一点戏剧性。若辩论需要分秒必争决出胜负,GM可以使用剧情任务以作替代!</p> <p><strong>基础</strong>:角色们在三轮内针锋相对,进行合适的技能投骰,查询<strong>冲突结果</strong>表(见下)来确定自己对观众产生了多少影响。</p> <h <p>冲突会分拆成三轮的讨论,每轮都聚焦于某一特定的点(或一些有紧密联系的观点)。</p> <p>玩家在每轮中以角色扮演表明论点,进行一次交涉投骰,并与尝试说服的对象其心魂进行对抗。若对手尝试予以反驳,则变成与反驳方的交涉对抗。</p> <p>发言者的每次成功和优良都能获得一个“影响力标识”(反驳者不会获得标识,其只是反对并阻止发言者获得标识)。</p> <p><strong>调整值</strong>:GM可以根据情形对角色的交涉投骰予以调整。角色尝试说服法师接受自己领域内的事实时需要投交涉和神秘学中的最低者。妙语连珠的驳斥或激情四溢的角色扮演也许能获得+1到+4的加值。辱骂冒犯或<em>失言出丑</em>则会带来类似的减值。</p> <p>负赘也应予以考虑。举例而言,为异客(主要)进行无罪辩护,就会产生-2减值。</p> <h <p>在第三轮结束时,发言者要根据拥有的所有影响力标识并以下文的<strong>社交冲突结果</strong>表确定结果。</p> <p><strong>审判</strong>:以控告方的视角进行审判和类似的冲突通常必须要证明被告方的罪行。若玩家角色是辩护方,他们就必须与诉讼对抗,阻止控告方在审判中从法官(男爵、国王、领主等等)处获得影响力标识。</p> <p>审判中的控告方至少需要获得三个标识才能定罪。更差或更好的结果都会在当地习俗和法律的基础上影响惩罚的力度。</p> <h <table> <thead> <tr> <th <th>结果</th> </tr> </thead> <tbody> <tr> <td>0</td> <td <th class="sub-heading">标识数</th> <th class="sub-heading">结果</th> </tr> </thead> <tbody> <tr> <td class="centered">0</td> <td class="centered">请求被拒绝,谈判失败。只有新情报出现或另有他人伸出援手时才能重开讨论。在审判中,被告被判无罪。</td> </tr> <tr> <td <td <td class="centered">目标并未被完全说服,但会提供可能的最低程度的支援。审判中,被告受到最轻的惩罚。</td> </tr> <tr> <td <td <td class="centered">仲裁人被合理地说服,或愿意提供帮助。在以报酬、任务、人情等作为交换或在特定状况下,他或多或少会提供需要的帮助。诉讼会成功,并得到正常的判决。</td> </tr> <tr> <td <td <td class="centered">目标乐于提供帮助,或点头称道。谈判中他给出的标的远超预期或提供多于所需的援助。被告将被判受到最重的惩罚。</td> </tr> </tbody> </table> <h <p>牧师必须说服男爵出兵帮邻近封地进行防御。因为男爵和其邻居打了好几代人的仗,所以GM判定红的交涉投骰会有-4减值。</p> <p>更糟的是,她还遭到了男爵那谄媚法师的反对,这人每轮都会就此观点予以反驳(法师用交涉投骰对抗)。</p> <p>牧师在第一轮幸运地获得了成功和优良,那意味着获得两个影响力标识。第二轮她失败了,但第三轮又取得了一次优良。这样总计就是四个标识。</p> <p>男爵同意出兵,但他要求就派出其部分兵力协助对手防御这点换取对方的土地作为报酬。</p> </div> |
None
String updated in the repository |
<div class="swpf-core">
<h1 class="wide">Quick Encounters</h1> <p> Sometimes the Game Master may want to quickly sum up an encounter rather than track every action round by round. "Quick Encounters" resolve these kinds of situations with good collaborative storytelling, tension, and risk. </p> <p> <strong>When to Use These Rules:</strong> Use Quick Encounters when you're pressed for time, the group isn't as interested in tactical fights, or they do something the GM isn't prepared for, like infiltrating an enemy compound she hasn't yet detailed. </p> <p> <strong>The Basics:</strong> Characters make a skill roll based on the type of encounter and their goal and interpret the results narratively with the Game Master. </p> <h2>Encounter Types</h2> <p> No @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Cards} are dealt in a Quick Encounter. Instead, the GM describes the scene, and then the players agree on a general plan and what their characters will do to resolve the situation. </p> <p> Once all the players state their intent, they pick the skill that best represents their actions during the encounter and roll. Here are some common examples: </p> <ul> <li><span class="list-heading">Combat:</span> @Compendium[swpf-core-rules.swpf-skills.Fighting]{Fighting}, @Compendium[swpf-core-rules.swpf-skills.Shooting]{Shooting}, arcane skill.</li> <li> <span class="list-heading">Crisis:</span> @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics}, @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} (to calm bystanders), @Compendium[swpf-core-rules.swpf-skills.Repair]{Repair}. </li> <li><span class="list-heading">Heist:</span> @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice}, @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion}, @Compendium[swpf-core-rules.swpf-skills.Stealth]{Stealth}, @Compendium[swpf-core-rules.swpf-skills.Thievery]{Thievery}.</li> <li> <span class="list-heading">Mission:</span> @Compendium[swpf-core-rules.swpf-skills.Battle]{Battle}, @Compendium[swpf-core-rules.swpf-skills.Boating]{Boating}, @Compendium[swpf-core-rules.swpf-skills.Fighting]{Fighting}, @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion}, @Compendium[swpf-core-rules.swpf-skills.Shooting]{Shooting}, @Compendium[swpf-core-rules.swpf-skills.Stealth]{Stealth}. </li> <li><span class="list-heading">Trek:</span> @Compendium[swpf-core-rules.swpf-skills.Common Knowledge]{Common Knowledge}, @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice}, @Compendium[swpf-core-rules.swpf-skills.Survival]{Survival}.</li> </ul> <p> <strong>Modifiers:</strong> The GM should assign modifiers based on the situation. If the heroes greatly outnumber their opposition, pursue much slower prey, have prior experience with the obstacles in their path, or special equipment to deal with hazards, the roll might be made at +1 to +4. </p> <p> Very difficult encounters, such as powerful foes (relative to the party), faster prey, or extreme conditions inflict a −1 to −4 penalty. </p> <h3>Turn Order & Critical Actions</h3> <p> Players can go in whatever order they want in a Quick Encounter. This might be important if some of their actions are dependent on someone else's. In a heist, for example, the group might depend on a smooth-talker to gather information about the target's security before the thief attempts to break in. Similarly, a battle commander might need to send a scout across enemy lines before sending in a team to sabotage the enemy's war engine. </p> <p> Resolve these kinds of actions in the order that makes sense, and allow those who come after to change their own plans as the situation changes. </p> <p> If a critical task is failed, the GM must decide if it stops the encounter or simply complicates it (perhaps inflicting a penalty to everyone else's roll). In the heist example above, for example, maybe the charmer gets the information but tips off someone who adds extra sentries, inflicting a −2 penalty to @Compendium[swpf-core-rules.swpf-skills.Stealth]{Stealth} or @Compendium[swpf-core-rules.swpf-skills.Thievery]{Thievery} rolls. Likewise, the scout might find the war engine's location but the enemy moves the device shortly thereafter, adding the need for additional reconnaissance for the team of saboteurs. </p> <p> These kinds of complications might also mean resolving the encounter in multiple stages instead of one roll as the heroes must react to the changing circumstances (see <strong>Staged Encounters,</strong> below). </p> <h3>Staged Encounters</h3> <p> Quick Encounters are typically a single die roll followed by some narration between the GM and the players. But some encounters might need additional rounds to better reflect the results or any new information or events that come to light. </p> <p> If the heist to break into a wizard's tower and steal a powerful occult artifact goes badly, for example, the next stage might become a crisis when the tower suddenly bursts into supernatural flames. That might then lead to a combat encounter as an artifact in the wizard's study breaks and releases an angry djinn! </p> <p> The beauty of staged encounters is their ability to handle complex problems when the constraints of time or larger narrative require a speedy resolution. </p> <h2>Encounter Results</h2> <p> Once each player has determined her skill and any modifiers, she rolls the dice and works with the Game Master to narrate the details based on the total, the situation, and the other players' actions. </p> <h3>Dangerous Encounters</h3> <p> If a character fails his roll in a dangerous situation he takes a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wound} (or d4 Wounds with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure}). If he's the driver of a vehicle, it takes a Wound (or d4 with a Critical Failure). Wounds may be @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Soaked} as usual. </p> <p> Success means the hero emerges with only <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Bumps and Bruises}</strong>, and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} means he escapes unscathed. </p> <h3>Nonlethal Encounters</h3> <p> If the encounter isn't physically dangerous, failure means the hero doesn't contribute to the party's overall success somehow. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means she suffers social stigma, loses or breaks a piece of vital equipment, is positively identified, or gets the wrong information. This likely means moving on to a second stage of the encounter as she deals with the fallout of her errors. </p> <h3>Success & Failure</h3> <p> In general, narration and individual actions determine the success or failure of an encounter. If the smooth-talker can't learn the habits of the sentries, for example, and the GM decides this fact shuts down the operation rather than complicating it, the encounter fails. In other words, let the story tell the tale. </p> <p> In a more dynamic situation such as combat, assume the group "wins" if there are at least as many total successes (one for each success and raise) as there are player characters. They get the information, drive off their foes, complete the mission, or avert (or escape) the crisis. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} rolls <em>don't</em> count as successes. </p> <p> If there are fewer successes than player characters, they fail. Specifics are up to the Game Master, but this might mean the party has to fall back or retreat from their foes, their prey escapes, they don't get the object or information they sought, they survive the crisis but can't save most of the bystanders, and so on. </p> <p> If they can try again, the GM should "reset" the encounter with the new narrative so the group has to come up with a new plan. And of course, their foes are likely on to them now! </p> <h3>Ammo & Power Points</h3> <p> Use the rules for <strong>Ammo & Power Points</strong> under <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04massbattles000]{Mass Battles}</strong> for combat encounters if desired. Otherwise the player and GM can just decide what resources were consumed in the encounter. </p> <h2 class="example">Example: Night on the prowl</h2> <p> Our heroes must break into a nobleman's library, steal an ancient book, and stop an evil conspiracy that threatens all of Golarion. </p> <p> The group decides to play out the break-in as a Quick Encounter. The rogue plans to use @Compendium[swpf-core-rules.swpf-skills.Thievery]{Thievery} to break into the library, take the manuscript, then escape out the back. The bard supports her with a diversionary recital in the town square. </p> <p> The GM decides the rogue's Thievery roll is at −2 to get into the library. The bard gets a success with his @Compendium[swpf-core-rules.swpf-skills.Performance]{Performance} to @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support}. He adds +1 to his friend's roll. </p> <p> The rogue manages a single success, but since there are two player characters and the rules say they need at least as many successes as there are characters, they fail. </p> <p> The GM says three of the nobleman's guards are alerted by the pair's actions. The heroes can continue if they want, but the encounter is now more difficult (−2). The GM also says it's now a Dangerous Encounter as the guards are armed and nervous. </p> <p> With the fate of Golarion at stake, the party agrees to press on. The rogue now uses @Compendium[swpf-core-rules.swpf-skills.Stealth]{Stealth} to avoid the guards. The bard disguises himself and knocks on the door, pretending to be lost! The GM tells the bard to use Performance for this Support roll. He rolls a 21! Both characters are successful, so the ancient manuscript is secured! </p> </div>
<div class="swpf-core">
<h1 class="wide">快速遭遇</h1><p>有时游戏主持人也许会想着快速结算一次遭遇,而不是一轮一轮地计较每个行动。“快速遭遇”则是在保持优秀的合作叙事、张力以及冒险前提下来解决这种情况。</p> <p><strong>何时使用这些规则</strong>:当需要抓紧时间,团队对烧脑的战斗兴趣乏乏,或是采取了GM没有准备应对的行动(比如渗透进细节尚待补完的大型设施)时,则可使用快速遭遇规则。</p> <p><strong>基础</strong>:角色根据遭遇类型以及目的进行一次技能投骰,并与GM一同就投骰结果进行叙述。</p> <h <p>快速遭遇中不用抽行动卡,而是GM来描述场景,然后玩家们协商出一个大致的方案以及每个角色为了解决状况的分工。</p> <p>当每个人阐明其意图后,他们各自在遭遇中选出最能代表其行动的技能。</p> <p>以下是一些常见例子:</p> <ul> <li><strong>战斗</strong>:格斗、射击、奥法技能。</li> <li><strong>危机</strong>:运动、交涉(让旁人冷静)、修理。</li> <li><strong>盗窃</strong>:察觉、交涉、潜行、贼活。</li> <li><strong>使命</strong>:作战、驾船、格斗、交涉、射击、潜行。</li> <li><strong>跋涉</strong>:通用知识、察觉、生存。 <strong>调整值</strong>:GM应根据情况分配修正值。如果英雄人数远超对面,追逐更为缓慢的猎物,先前有过面对挡路障碍的经验,或是有处理危难的特殊装备,则投骰可以带有+1到+4。</li> </ul> <p>非常困难的遭遇,比如说强大的敌人(相对团队而言),跑得更快的猎物,或是极端条件等会招致-1到-4的减值。</p> <h <p>玩家能在快速遭遇中选择以任意顺序行动。如果行动中有部分要取决于彼此则这点尤为重要。举例而言,团队在盗窃时需要能言善道的对象去收集关于目标安保的信息后,盗贼才能尝试潜入。同理,战场指挥官可能需要派遣斥候穿过敌人阵线后才指派队伍去破坏敌方的战争机器。以合理的顺序来对该类行动进行结算,并允许那些顺序靠后的对象根据情况变化更改而改变方针。</p> <p>如果关键任务失败,GM必须判定其是否导致遭遇结束或是让状况复杂化(可能会给其他每名成员的投骰造成减值)。举例而言,在上述的盗窃例子中,也许说客的确入手了信息,但也暗示了某人去增派了额外的哨兵,并给潜行或贼活投骰造成-2减值。同理,斥候也许照出了战争机器的位置,但敌方在之后不久就将其转移,需要破坏小队进行额外探查。</p> <p>这类的麻烦也能意味着这个遭遇从一次投骰变成需要分为几个阶段。因为英雄必须应对变化的情况(见下文的<strong>分段遭遇</strong>)。</p> <h <p>快速遭遇通常只需要进行一次投骰,然后是GM和玩家之间的叙述。但某些遭遇可能需要额外几轮以更好地反映结果或是任何出现的新信息或新事件。</p> <p>举例而言,如果要闯入法师塔并顺走某一强大奥术造物的盗窃行动出意外了,则下一阶段很可能会变成一次危机,这时商店突然冒起了超自然的熊熊大火,也许法师研究的某个造物会碎裂并释放出一名愤怒的巨灵,那接踵而来的可能就会是战斗遭遇!</p> <p>分段遭遇最棒的地方在于其能在时间有限或是需要快速完成长篇展开时处理复杂的问题。</p> <h <p>一旦每个玩家决定了采用的技能及对应调整值,就能进行投骰并与GM一同就总值、状况及其他玩家的行动来展开描述。</p> <h <p>若角色在危险情景下投骰失败,则会受到一个损伤(如果是大失败的话则是d4个损伤)。如果角色是载具的驾驶员,则载具会受到一个损伤(如果是大失败的话则是d4个损伤)。损伤能被如常化解。</p> <p>成功则意味着英雄仅仅受到<strong>肿痛与擦伤</strong>(151页)并得以脱身,获得优良代表其能毫发无损地逃脱。</p> <h <p>如果遭遇不会造成人身危险,失败则代表英雄因某种原因无法为团队的整体成功作出贡献。大失败则意味着其蒙受社交耻辱,丢失或弄破重要装备的一部分,被指认出来,或是得到错误信息。由于角色要面对失误带来的后果,这很可能会意味着进入第二阶段。</p> <h <p>整体而言,剧情描述和人员行动会决定遭遇的成功与否。譬如,若说客无法得知哨兵的行为模式,那么GM可以判定这导致了行动终止,而不是让其复杂化,同时遭遇宣告失败。换言之,让故事合理自洽。</p> <p>在诸如战斗这类更为动态的情境中,如果成功通过的次数(每次成功及优良都算一次)合计至少等同于玩家角色,则算团队“胜利’。实现获得信息、击退敌人、完成任务或是制止(又或是逃出)危机。援助投骰<em>不算入</em>成功次数。</p> <p>如果成功通过的次数少于玩家角色,则视作失败。虽然具体取决于GM,但这也许会意味着团队从敌人面前撤退,猎物得以逃脱,没能找出寻觅的物件或是信息,成功自危机中生还但没能拯救大部分旁人之类。</p> <p>如果玩家可以再试一次,则GM应以新的剧情展开“重设”该遭遇,这样团队就必须拟定新的计划。当然,对手现在可能也会有所准备了!</p> <h <p>若是需要可针对战斗遭遇使用<strong>大规模作战</strong>(158页)中的<strong>弹药与奇术点</strong>规则。不然玩家和GM也能共同决定在该遭遇中消耗了哪些资源。</p> <h <p>英雄们必须闯入某位贵族的图书馆并偷走一本古老的书籍,以阻止威胁到整个格拉里昂的邪恶阴谋。</p> <p>大家决定这次闯入以快速遭遇进行。游荡者打算使用贼活来闯入图书馆,取得手稿然后溜之大吉,吟游诗人会通过在城镇广场朗诵诗歌来声东击西进行援助。</p> <p>GM判定游荡者进入图书馆的贼活投骰会-2。吟游诗人用以援助的表演获得成功,为朋友的投骰提供+1。</p> <p>游荡者取得了一次成功,但因为一共有两名玩家角色,而规则指出他们必须至少获得等同于角色数量的成功才行,因此他们失败了。</p> <p>GM声明这两人的行动惊动了三名贵族的卫兵,英雄若是愿意能继续行动,但遭遇现在变得更为困难(-2)。因为守卫们全副武装,而且颇为紧张,GM同时指出这现在属于危险遭遇。</p> <p>由于格拉里昂的命运已经危在旦夕,团队决定硬着头皮继续上。游荡者现在使用潜行以躲开守卫,吟游诗人易容后敲门假装自己迷路了!GM让吟游诗人使用表演,而他投出了21!两个角色都获得了成功,因此古老的手稿现在到手了!</p> </div> |
None
String updated in the repository |
<div class="swpf-core">
<h1 class="wide">Networking</h1> <p> Pathfinders often need to find information or ask for favors. You can roleplay these encounters out, or you can allow them to use their skills in a "macro" sense — summing up hours of effort with a single roll. </p> <p> @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} is the nice way of interacting with one’s contacts. The flip side of the coin is @Compendium[swpf-core-rules.swpf-skills.Intimidation]{Intimidation}. Either can get the job done but in slightly different ways, as shown below. </p> <p> <strong>When to Use These Rules:</strong> When the player characters want to ask around town for favors or information. </p> <p> <strong>The Basics:</strong> Characters use @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} or @Compendium[swpf-core-rules.swpf-skills.Intimidation]{Intimidation} to gather favors or information. </p> <h3>Persuasion (The Nice Way)</h3> <p> Characters use @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion} to socialize within their various social circles for information or favors. When used in this way, Persuasion isn’t a single exchange but several hours of networking, hobnobbing, carousing, drinks, gifts, bribes, or entertaining. This might represent time roaming a marketplace, a series of meetings with important people, or an evening of food and drink. </p> <p> Success grants most of what the character wants, though it may take a while, cost some money, or require a favor in return. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} either gets more of whatever he was looking for, or at a lower cost. </p> <p> Failure means the hero’s efforts are in vain. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means he’s cut off from that particular group for a while (up to the GM but typically about a week). </p> <p> <strong>Money Talks:</strong> You can catch more flies with honey than vinegar, the saying goes. A character with a little lucre to spread around gets a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{reroll} on her networking attempt, spending money on better bribes, gifts, or wining and dining her contacts. </p> <p> The amount required is up to the GM, the location, and the nature of the contact(s) she interacts with. As a rule of thumb, use the expenses listed under <span>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04downtime000000]{Carousing}</span> and modify as appropriate from there. </p> <h3>Intimidation (The Not-so-Nice Way)</h3> <p> @Compendium[swpf-core-rules.swpf-skills.Intimidation]{Intimidation} can also be used to gather information, call in favors, or make demands, but it’s a little less savory. </p> <p> Each attempt to "work the streets" takes several hours of threats and general unpleasantness, rousting the local populace for whatever the hero needs. </p> <p> Success grants the character most of what she wants, though her victims might decide to get some payback later on. A raise means she gets more info, gets it faster, or her victims are too scared or otherwise preoccupied to plot revenge. </p> <p> Failure means the bully doesn’t get anything useful. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means she ends the evening with a fat lip, black eye, or broken nose (see <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Bumps and Bruises}</strong>). She can work her contacts again the next day, but they’re more likely to be waiting for her this time! </p> <p> <strong>Busting Heads:</strong> The bruiser can improve her odds by getting more violent or extreme than usual. This alienates her contacts for a week but grants her a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{reroll} on the Intimidation check. </p> <p> This raises the stakes as well. A simple failure means the evening ends with <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Bumps and Bruises}</strong>. A Critical Failure bears more serious consequences. The GM might break the action down to an actual encounter (which might be an ambush!). The hero might run afoul of the law, come back with two levels of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from Bumps & Bruises, or her questions might trigger a deadly reaction from a more powerful enemy! </p> <h2 class="example">Example: Savage Measures</h2> <p> Amiri the barbarian needs to locate a town official held for ransom by nefarious bandits. Her @Compendium[swpf-core-rules.swpf-skills.Intimidation]{Intimidation} is better than her @Compendium[swpf-core-rules.swpf-skills.Persuasion]{Persuasion}, and she has the @Compendium[swpf-core-rules.swpf-edges.Menacing]{Menacing} Edge, which adds +2 to Intimidation rolls. Time is tight so she decides to bust some heads. That gives her a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{reroll} as well. With the bonus and reroll she gets a success and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}. The barbarian finds the bandit hideout and learns how many goons guard the official. </p> </div>
<div class="swpf-core">
<h1 class="wide">打点关系</h1><p>探索者经常需要搜集信息或是请求帮助。这些遭遇能通过扮演完成,或是在“宏观”层面使用技能——将数小时的努力整合成单独的一次投骰。</p> <p>交涉是与联系人进行互动的理想方法,反过来就是威吓。两者都能完成任务,但方法稍有不同,如下所述。</p> <p><strong>何时使用这些规则</strong>:当玩家角色打算在城镇到处打听信息或是寻求帮助时。</p> <p><strong>基础</strong>:角色使用其交涉或是威吓以获取帮助或是搜集信息。</p> <h3>交涉(亲切的方法) <p>角色通过交涉与各种社交圈进行往来以获得信息或帮助。当这样使用时,交涉就并非是单次的互动,而是数小时的社交、聊天、盛宴、畅饮、赠礼、行贿或娱乐。这代表在市场转悠,一系列与要人的会面,或是一场菜肴酒水齐备的晚宴。</p> <p>成功会让角色得到大部分想获得的东西,尽管可能花上了好一阵子,破了点费,或是欠下了需要偿还的人情。获得优良则要么是会获得更多所求的东西,要么是付出了更少的代价。</p> <p>失败代表英雄是白费力气,大失败则意味着他暂时中断了和某个团体的往来(取决于GM,但通常是一周)。</p> <p><strong>有钱能使鬼推磨</strong>:俗话说得好,为人大方朋友广。有条件慷慨解囊的角色可以把钱花在更丰厚的贿赂、礼物或是交际时的餐饮上,以让其打点关系的尝试获得一次重投。</p> <p>所要花费的金钱数量取决于GM、地点以及其参与交际的性质。大概的规则是使用<strong>欢宴</strong>(146页)下列出的开支,并在此之上进行适当调整。</p> <h3>威吓(没那么亲切的方法) <p>威吓同样能用于收集信息,要求帮助或是提出需求,但这就没那么愉快了。</p> <p>每次“街头工作”都要花上数个小时去威胁恐吓(通常不那么愉快)以迫使当地民众提供英雄所需的东西。</p> <p>成功会让角色得到大部分想获得的东西,尽管受害者可能会决定在之后加以报复。获得优良意味着角色能更快完成,或是能获得更多信息,又或者受害者过于畏惧或是事务缠身乃至于无法密谋报复。</p> <p>失败则代表这个家伙不能获得任何有用的东西。大失败则意味着这晚过去后落得个鼻青脸肿的下场(参见151页的<strong>肿痛与擦伤</strong>)。虽然可以改日再次进行沟通,但这次别人可能就会有所预备,恭候大驾了!</p> <p><strong>诉诸暴力</strong>:莽汉能通过比平常更为暴力极端的方式提高成功概率。这会让其在一周内无法再次进行互动,但也会让威吓检定获得一次重投。</p> <p>同时这样也会提高风险。失败意味着这晚结束后会留下一身<strong>肿痛与擦伤</strong>(151页),大失败则会导致更为严重的结果。GM可能会将这个行动拆解成真正的遭遇(可能还会是一场伏击!),对象可能会触犯法律,返回时带有两级来自肿痛与擦伤的疲乏,或者其问题会招致更强大的敌人就此作出致命回应!</p> <h3 <p>野蛮人艾米莉需要找出被邪恶匪帮用来勒索赎金的城镇官员位置,其威吓优于交涉,并且具备可以让威吓投骰+2的凶神恶煞专长。时间紧迫,因此她决定诉诸暴力。这让她获得一次重投。她凭借+2加值以及重投获得成功并获得优良,于是野蛮人找出了匪帮的窝点以及有多少暴徒守着官员。</p> </div> |
None
String updated in the repository |
<div class="swpf-core">
<h1 class="wide">Mass battles</h1> <p> Many adventures feature heroes traveling about the land, gathering @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04allies00000000]{allies} to thwart some inevitable foe or ravaging horde. They build coalitions, train armies, discover powerful artifacts, and finally stand against the enemy in desperate and glorious battle. </p> <p> The rules presented here allow the Game Master to handle a small warband holding a fort against an undead horde, a siege against a walled city, or even full divisions of troops fighting across a massive battlefield. The process is abstract, but it provides a narrative base for heroes to plan, get involved, and take part in the carnage! </p> <p> <strong>When to Use These Rules:</strong> Use the Mass Battle rules when you need to resolve a large conflict that can go either way, and also allow the player characters to have a role in its outcome. The culmination of these tales is not always a foregone conclusion, and failure can be just as interesting as victory! </p> <p> <strong>The Basics:</strong> Each side has a number of “Force Tokens” equal to its relative strength and size. Commanders roll their @Compendium[swpf-core-rules.swpf-skills.Battle]{Battle} skill each turn. The winner reduces his rival’s force until one side or the other breaks. </p> <h2>Setup</h2> <p> To start, give the larger or more powerful army 10 Force Tokens. Give the opposing army a proportional number of tokens. If one army has 10,000 warriors, for example, and the other has 7,000, give the smaller army seven tokens. These represent the troops, ships, and other assets in each side’s army. </p> <p> Adjust the ratio as makes sense to account for special or elite troops, better equipment, and so on. If one army is half as powerful as another, for example, give one side 10 Force Tokens and the other five. Get close enough to give a reasonable approximation of relative strength. The dice and the players’ actions will handle the rest. </p> <h2>Battle</h2> <p> At the start of each round, the player characters discuss and decide on their plan. Then the attackers make an opposed @Compendium[swpf-core-rules.swpf-skills.Battle]{Battle} roll against the defender. Add the modifiers below as appropriate to each roll. </p> <table style="width: 75%"> <colgroup> <col> <col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Battle Modifiers</th> </tr> <tr> <th class="sub-heading left">Modifier</th> <th class="sub-heading left">Circumstance</th> </tr> <tr> <td> <p>+1 per<br>point of<br>advantage</p> </td> <td> <p> <strong>Force Bonus:</strong> The side with the most Force Tokens adds +1 for each point of difference. If the larger army has 10 tokens and the smaller one has 7, for example, the commander of the more powerful army adds +3. </p> </td> </tr> <tr> <td> <p>+1 to +4</p> </td> <td> <p> <strong>Tactical Advantage:</strong> Grant a +1 to +4 bonus for any special circumstances that might help that army, such as fortifications, weather, terrain, or other conditions not otherwise factored into the army’s strength. </p> </td> </tr> <tr> <td> <p>+1 to +4</p> </td> <td> <p> <strong>Battle Plan:</strong> Add +1 to +4 if one side has a particularly effective or clever plan over the other. </p> </td> </tr> </tbody> </table> <h3>Results</h3> <p> The winner of the opposed roll consults the Battle Results. Casualties are generally distributed evenly throughout the army or however the GM feels is most appropriate for the narrative. </p> <p> <strong>Time:</strong> A standard battle round is two hours of hard fighting. The Game Master should change this as suits her needs or the story. A more reserved fight might have four- or even eight-hour rounds, while a siege might be a battle round per day. </p> <table style="width: 75%"> <colgroup> <col> <col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Battle Results</th> </tr> <tr> <th class="sub-heading left">Modifier</th> <th class="sub-heading left">Result</th> </tr> <tr> <td> <p>Tie</p> </td> <td> <p><strong>Draw:</strong> Both sides lose one Force Token.</p> </td> </tr> <tr> <td> <p>Success</p> </td> <td> <p> <strong>Marginal Victory:</strong> The victor loses one Force Token, the defeated loses two. </p> </td> </tr> <tr> <td> <p>Raise</p> </td> <td> <p> <strong>Victory:</strong> The defeated army loses two Force Tokens. </p> </td> </tr> </tbody> </table> <h3>Morale</h3> <p> After an army loses one or more Force Tokens, its leader makes a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit} check modified by these circumstances: </p> <table style="width: 75%"> <colgroup> <col> <col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Morale Modifiers</th> </tr> <tr> <th class="sub-heading left">Modifier</th> <th class="sub-heading left">Circumstance</th> </tr> <tr> <td> <p>−1</p> </td> <td> <p>Each Force Token lost so far.</p> </td> </tr> <tr> <td> <p>+2</p> </td> <td> <p>The army is made up mostly of @Compendium[swpf-core-rules.swpf-abilities.Undead]{undead} or other @Compendium[swpf-core-rules.swpf-abilities.Fearless]{fearless} troops.</p> </td> </tr> <tr> <td> <p>+2</p> </td> <td> <p>The army is within fortifications or prepared positions.</p> </td> </tr> <tr> <td> <p>+2</p> </td> <td> <p>The army cannot retreat or will be killed if it does.</p> </td> </tr> </tbody> </table> <p> Success means the leader cajoles the army to fight on. The battle continues another round (or as the attacker sees fit). </p> <p> Failure means the commander loses control of his force. The army is defeated but conducts an orderly retreat. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means they flee the field in a reckless rout. They may be scattered temporarily or permanently, ridden down by the enemy, or captured as the GM decides. </p> <h3>Aftermath</h3> <p> When one side routs, retreats, or runs out of Force Tokens, the battle ends. If it’s important to determine the fate of named @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Extras} or other nonplayer characters, use the <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03healing0000000]{Aftermath & Extras}</strong> rules. </p> <h2>Characters In Mass Battles</h2> <p> Player characters can dramatically affect the results of the battle. Before their commander makes a Battle roll, players who want to enter the fray describe what they’re doing and make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Support} roll with whatever skill they feel is most appropriate. (Don’t forget that enemy champions can add to the rival commander’s Battle roll as well!) </p> <p> Each hero’s success grants the commander +1 to his Battle roll but the warrior takes @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Bumps and Bruises} for the effort. With a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}, the character emerges unharmed and rolls on the <strong>Battle Effects</strong> table; the player may choose to use the result rolled or give the commander the usual +2 bonus instead. </p> <table> <colgroup> <col> <col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Battle Effects</th> </tr> <tr> <th class="sub-heading left">2d6</th> <th class="sub-heading left">Result</th> </tr> <tr> <td> 2 </td> <td> <strong>Inspire:</strong> The warrior battles valiantly, inspiring the troops and urging them to fight on despite their injuries. Her side immediately recovers one Force Token. </td> </tr> <tr> <td> 3–4 </td> <td> <strong>Terrorize:</strong> The fighter’s fury terrorizes her foes. The enemy commander subtracts 2 from his @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit} roll if forced to test morale this round. </td> </tr> <tr> <td> 5–9 </td> <td> <strong>Valor:</strong> The warrior’s Support adds +2 to the commander’s Battle roll as usual. </td> </tr> <tr> <td> 10–11 </td> <td> <strong>Slaughter:</strong> The foe reels at the champion’s onslaught. Subtract 2 from the enemy commander’s Battle total. </td> </tr> <tr> <td> 12 </td> <td> <strong>An Army of One:</strong> Tales will be told and songs sung of the warrior’s epic feats this day. The enemy army loses a Force Token immediately (this doesn’t subtract from his Battle roll but does cause a morale check even if he wins). </td> </tr> </tbody> </table> <p> Failure means the warrior fought bravely. He takes a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wound} but doesn’t add to the commander’s Battle roll. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means the character rolls on the <strong>Battle Effects </strong>table but also suffers d4+1 Wounds! </p> <p> The Game Master and players should work together to describe each character’s glorious scenes of bravery and carnage once the results are determined. </p> <h3>Ammo & Power Points</h3> <p> If it’s important to track, each round a hero enters the fray and uses @Compendium[swpf-core-rules.swpf-skills.Shooting]{Shooting} or an arcane skill the character expends some ammunition or @Compendium[swpf-core-rules.swpf-edges.Power Points]{Power Points}. </p> <p> Arcane types and archers use 2d6 Power Points or arrows per round of Mass Battle. The GM should alter these numbers based on the character's chosen tactics, the length of each battle round, weapon types, or how long she thinks the hero has to recover or rearm between rounds. </p> </div>
<div class="swpf-core">
<h1 class="wide">大规模作战</h1><p>英雄在许多冒险中会周游各地,征集盟友以对抗终将降临的大敌或是肆虐群魔。他们缔结联盟,训练军队,发掘强力神器,并最终在光荣而绝望的战场上抗击敌人。</p> <p>游戏主持人能通过这里展示的规则来处理从戍卫堡垒对抗不死部众的小战帮,围攻筑有高墙的城市,乃至在广大战场调遣各支部队战斗迎敌。虽然过程较为抽象,但这也为英雄们筹划并投身参与这场歼灭战提供了叙事基础!</p> <p><strong>何时使用这些规则</strong>:在需要处理影响走向的大规模冲突且玩家角色们会左右其最终结果时使用大规模作战规则。这场传说的高潮不一定是预先定好的结果,败北也能和胜利一样有趣!</p> <p><strong>基础</strong>:两边都会获得与其力量及规模相应数量的“兵力标识”,指挥官每回合进行作战技能投骰,胜方将会减少对方的兵力,直到其中一方土崩瓦解。</p> <h <p>开始时给予较多或较强一方军队10个兵力标识,然后给予另一方相应比例数量的标识。举例而言,如果一只军队有10000名兵士,而另一方只有7000士卒,则给予数量较少的军队七个标识。这代表了双方军力的部队、船只和其他军备等等。</p> <p>对于特殊或精锐部队,又或者一方装备精良之类时,对比例进行合理调整。举例而言,如果一方的实力只有另一方的一半,则给予前者10个标识,同时给予后者五个。要尽可能足够贴近双方大致的相对力量,剩下的就交给骰子和玩家的行动来处理。</p> <h <p>每轮开始时,玩家角色能讨论并决定计划。</p> <p>然后攻击方与防御方进行一次作战对抗投骰,同时为每次投骰附加下列适用的调整值。</p> <table> <thead> <tr> <th <th>状况</th> </tr> </thead> <tbody> <tr> <td>每点优势+1</td> <td <th class="sub-heading">调整值</th> <th class="sub-heading">状况</th> </tr> </thead> <tbody> <tr> <td class="centered">每点优势+1</td> <td class="centered"><strong>兵力加值</strong>:兵力标识每相差1个,最多的一方就能+1。举例而言,如果较多的一方具有10个标识,而较少的一方只有7个,那么前者的指挥官就会+3。</td> </tr> <tr> <td <td <td class="centered"><strong>战术优势</strong>:任何有助于军队的特殊状况都会让其获得+1到+4的加值,譬如防御工事、天气、地形或是其他没被算入军队力量中的因素。</td> </tr> <tr> <td <td <td class="centered"><strong>作战计划</strong>:如果其中一方比起对面具有特别有效或是精明的计划时会获得+1到+4的加值。</td> </tr> </tbody> </table> <h <p>在对抗投骰中获胜的一方参照作战结果。所有的伤亡都会大体上被平均地分配到整只军队当中,或是以GM觉得就叙述而言合适的方式处理。</p> <p><strong>时间</strong>:困难战斗下标准的作战轮是两个小时。游戏主持人应根据剧情需要对其进行改变,更为保守的战斗可能会是四小时甚至是八小时一轮,而攻城战则每个作战轮时长可达整整一天。</p> <thead> <tr> <th <th>结果</th> </tr> </thead> <tbody> <tr> <td>同等</td> <td <th class="sub-heading">总结</th> <th class="sub-heading">结果</th> </tr> </thead> <tbody> <tr> <td class="centered">同等</td> <td class="centered"><strong>平局</strong>:双方都失去一个兵力标识。</td> </tr> <tr> <td <td <td class="centered"><strong>险胜</strong>:胜方失去一个兵力标识,败方失去两个兵力标识。</td> </tr> <tr> <td <td <td class="centered"><strong>大胜</strong>:败方军队失去两个兵力标识。</td> </tr> </tbody> </table> <h <p>在军队失去一个或更多兵力标识时,其领袖须根据下述状况的调整值进行一次心魂投骰。</p> <table> <thead> <tr> <th <th>状况</th> </tr> </thead> <tbody> <tr> <td>-1</td> <td>到目前为止损失的每个兵力标识。</td> </tr> <tr> <td>+2</td> <td>军队大部分由不死生物或是其他无畏部队构成。</td> </tr> <tr> <td>+2</td> <td>军队驻扎在防御工事内或是严阵以待。</td> </tr> <tr> <td>+2</td> <td <th class="sub-heading">调整值</th> <th class="sub-heading">状况</th> </tr> </thead> <tbody> <tr> <td class="centered">-1</td> <td class="centered">到目前为止损失的每个兵力标识。</td> </tr> <tr> <td class="centered">+2</td> <td class="centered">军队大部分由不死生物或是其他无畏部队构成。</td> </tr> <tr> <td class="centered">+2</td> <td class="centered">军队驻扎在防御工事内或是严阵以待。</td> </tr> <tr> <td class="centered">+2</td> <td class="centered">军队无法撤退,或是这样做会被处死。</td> </tr> </tbody> </table> <p>成功意味着领袖能鼓动军队继续战斗,战斗继续进入下一轮(或者攻击方根据情况而定)。</p> <p>失败则代表指挥官失去对其部队的控制,军队败退并开始有序撤离,而大失败则是他们会从战场上不顾一切地溃逃而散,根据GM决定,这群家伙可能会暂时或永远作鸟兽散,惨遭敌人屠戮或是沦为俘虏。</p> <h <p>当一方溃散、撤退或是失去了所有的兵力标识后,会战结束。如有必要决定某些具名龙套或是NPC的命运,使用128页的<strong>余波与龙套</strong>规则。</p> <h <p>玩家角色们能戏剧性地影响会战的结果。在其指挥官进行作战投骰前,每名打算参加这场对抗的玩家需要描述其具体行动并以自己认为合适的技能进行一次援助投骰(别忘了敌方的翘楚人物也能增加其指挥官的作战投骰!)</p> <p>成功会让指挥官的作战投骰+1,但英雄会因此而遭受来自<strong>肿痛与擦伤</strong>的疲乏。获得优良则角色得以毫发无损,并根据作战效果表进行投骰。玩家能在投骰出来的结果或是如常给予指挥官+2加值之间二选一。</p> <thead> <tr> <th <th>结果</th> </tr> </thead> <tbody> <tr> <td>2</td> <td <th class="sub-heading">2D6</th> <th class="sub-heading">结果</th> </tr> </thead> <tbody> <tr> <td class="centered">2</td> <td class="centered"><strong>鼓舞</strong>:这名将士奋不顾身的浴血奋战使部队士气大振,并促使他们顶着伤痛继续战斗。所属一方立刻恢复一个兵力标识。</td> </tr> <tr> <td <td <td class="centered"><strong>威慑</strong>:这名战士的凶猛吓坏了敌方,若对方指挥官该轮内被迫进行士气测试,则其心魂投骰-2。</td> </tr> <tr> <td <td <td class="centered"><strong>英勇</strong>:这名将士的援助投骰如常让指挥官的作战投骰+2。</td> </tr> <tr> <td <td <td class="centered"><strong>无双</strong>:敌方在这名勇士的猛攻下大惊失色,敌对指挥官的作战投骰总值-2。<br/></td> </tr> <tr> <td <td <td class="centered"><strong>一人成军</strong>:这名将士当下的壮举将会流芳百世,传唱千古。敌方军队立刻失去一个兵力标识(这不会对其作战投骰造成减值,但即使胜出也要进行士气检定)。</td> </tr> </tbody> </table> <p>失败则意味着英雄战斗得很英勇,其会受到一个损伤,但不会让指挥官的作战投骰获得加值。大失败则代表角色依照<strong>作战效果</strong>表进行投骰,但同时会遭受d4+1个损伤!</p> <p>游戏主持人和玩家们应当在结果决定后一同协力描述角色光荣而勇猛的杀敌场景。</p> <h <p>如有计较的必要,每名英雄在对战中每轮使用射击技能或是奥法技能都会消耗一定的弹药或奇术点。</p> <p>奥法型人物和弓手在大规模作战中每轮都要消耗2d6奇术点或是箭矢。</p> <p>GM应根据战术,会战每轮的时长、武器类型,或者认为角色每轮之间需要花费多少时间恢复或重整旗鼓等因素调整这些数值。</p> </div> |
None
String updated in the repository |
<div class="swpf-core">
<h1 class="wide">Interludes</h1> <p> Interludes give players a way to get to know their own characters, reveal their backstories, or even add to the lore of the world you’re all building together. </p> <p> <strong>When to Use These Rules:</strong> The GM might call for an Interlude when the party gathers around the campfire, travel across Golarion, or socialize at the local tavern. </p> <p> <strong>The Basics:</strong> Players tell a story from their character’s point of view and are rewarded with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Benny}. </p> <h2>Running An Interlude</h2> <p> When you want to give your players a moment to catch their breath and get into character, allow those who want to take part to draw a card from the @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Action Deck}. The suit of the card gives each player three choices: Downtime, Backstory, or Trek. If a player draws a Joker give <em>everyone</em> a Benny and let them choose the suit and category! </p> <ul> <li> <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04downtime000000]{Downtime}:</strong> What the hero does when left alone. A priest might quietly read a holy text while a warrior constantly sharpens his blades. </li> <li> <strong>Backstory:</strong> A tale of the character’s past, told through her voice and narration. </li> <li> <strong>Trek:</strong> The story of an obstacle or challenge the party encountered on the trip. </li> </ul> <div> <img src="modules/swpf-core-rules/assets/art/pyramids.webp" alt="A group of travelers march across a narrow bridge high above the desert lowlands"> </div> <table> <colgroup> <col> </colgroup> <tbody> <tr> <th class="main-heading">Interludes</th> </tr> <tr> <th class="sub-heading left">Spades</th> </tr> <tr> <td> <strong>Downtime:</strong> The character spends time alone in quiet contemplation. What does she do? </td> </tr> <tr> <td> <strong>Backstory:</strong> A great victory or personal triumph. </td> </tr> <tr> <td> <strong>Trek:</strong> A difficult obstacle the group negotiated along the way. </td> </tr> <tr> <th class="sub-heading left">Hearts</th> </tr> <tr> <td> <strong>Downtime:</strong> The hero practices a skill. What is it? </td> </tr> <tr> <td> <strong>Backstory:</strong> A tale of the hero’s greatest love — lost, found, present, or waiting on her back home. </td> </tr> <tr> <td> <strong>Trek:</strong> The party met along the way — merchants, fellow travelers, a renowned bard or hero, etc. Who were they and what happened? </td> </tr> <tr> <th class="sub-heading left">Diamonds</th> </tr> <tr> <td> <strong>Downtime:</strong> The character studies or works on an object of some sort. What is it? </td> </tr> <tr> <td> <strong>Backstory:</strong> Something your hero wants or already has. It might be a material possession, recognition, a political goal, or even a trip he wishes to take to some amazing destination. </td> </tr> <tr> <td> <strong>Trek:</strong> How the group found something that helped them along the way, such as an oasis, minor treasure, food or water, friendly locals, etc. </td> </tr> <tr> <th class="sub-heading left">Clubs</th> </tr> <tr> <td> <strong>Downtime:</strong> Your hero broods or is angry about something. What is it, and how does she misbehave? </td> </tr> <tr> <td> <strong>Backstory:</strong> A tale of misfortune from your hero’s past, perhaps revealing something of his Hindrances or a dark secret. </td> </tr> <tr> <td> <strong>Trek:</strong> A hardship the party overcame on their trip: the tragic death of a favored "@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Extra}, spoiled or lost supplies, a mechanical breakdown, abysmal weather, and so on. </td> </tr> </tbody> </table> </div>
<div class="swpf-core">
<h1 class="wide">幕间</h1><p>幕间让玩家得到了解自己角色,揭示背景故事或是甚至以此来丰富大家一同创建的世界内容。</p> <p><strong>何时使用这些规则</strong>:GM在团队齐聚于篝火旁,横越格拉里昂或是在地方酒馆享受时可能会发起幕间。</p> <p><strong>基础</strong>:玩家站在角色的立场讲述故事,并获得一点助力点。</p> <h <p>当想要给玩家们一点时间歇口气并进入角色时,让打算参加的成员从行动牌堆里抽一张卡。每个玩家根据卡牌的花色都会有三个选择:休整、背景故事或是奇遇。如果玩家抽到鬼牌,全员获得一点助力点,并且让<em>他们</em>自由选择花色以及类别!</p> <ul> <li><strong>休整</strong>:英雄独处时会做什么。神职者也许会安静地阅读圣典,斗士也许会不断地磨砺锋刃。</li> <li><strong>背景故事</strong>:藉由角色的口吻来叙述其过去的故事。</li> <li><strong>奇遇</strong>:关于团队在路途上曾经遭遇的障碍或挑战的故事。</li> </ul> < <thead> <tr> <th <img src="modules/swpf-core-rules/assets/art/pyramids.webp" alt="A group of travelers march across a narrow bridge high above the desert lowlands"> </div><table> <thead> <tr> <th class="main-heading">幕间</th></tr><tr> <th class="sub-heading">黑桃</th> </tr> </thead> <tbody> <tr> <td class="centered"><strong>休整</strong>:角色在独自深思,在想什么呢?</td> </tr> <tr> <td class="centered"><strong>背景故事</strong>:伟大胜利或是个人满足。</td> </tr> <tr> <td class="centered"><strong>奇遇</strong>:团队在旅途上曾经周旋过的某个困难障碍。</td> </tr> <tr> <t </tr> <tr> <td class="centered"><strong>休整</strong>:英雄在磨炼技能,会是什么呢?</td> </tr> <tr> <td class="centered"><strong>背景故事</strong>:关于角色挚爱的故事——是失去、寻回、出现或是在等着其归来呢?</td> </tr> <tr> <td class="centered"><strong>奇遇</strong>:团队在旅途上发生了邂逅——商人、随行旅客、知名吟游诗人或是英雄等等。这些人是谁?发生了什么?</td> </tr> <tr> <t </tr> <tr> <td class="centered"><strong>休整</strong>:角色就某件物件或之类的进行学习和作业,会是什么东西呢?</td> </tr> <tr> <td class="centered"><strong>背景故事</strong>:某些英雄想要或是已经得到的东西。可能是物质财产、认可、政治目的,甚至是一段希望能抵达惊异终点的旅程。<br/></td> </tr> <tr> <td class="centered"><strong>奇遇</strong>:团队是如何找到某件在旅途上为其提供帮助的事物,譬如绿洲、小量财宝、食物、友善的当地人等等。</td> </tr> <tr> <t </tr> <tr> <td class="centered"><strong>休整</strong>:英雄为了某事闷闷不乐或是怒发冲冠,那是什么?其又做错了什么?</td> </tr> <tr> <td class="centered"><strong>背景故事</strong>:英雄过去的不幸故事,也许会揭示出某些负赘或是黑暗秘密。</td> </tr> <tr> <td class="centered"><strong>奇遇</strong>:团队在旅途上曾经克服的难关:喜爱龙套的惨死、补给损坏或丢失、机械故障、恶劣天气等等。</td> </tr> </tbody> </table> </div> |
None
String updated in the repository |
<div class="swpf-core">
<h1 class="wide">Hazards</h1> <p> Heat, cold, hunger, thirst, lack of sleep, and other hazards can wear down even the hardiest of heroes, sending them into a downward spiral that can lead to @Compendium[swpf-core-rules.swpf-abilities.Death]{death} if they can’t improve their situation. </p> <p> <strong>When to Use These Rules:</strong> When you want to emphasize the dramatic and dangerous nature of extreme environments or lack of resources. </p> <p> Other Hazards listed in this section, such as falling, poison, disease, and the like, generally come up in response to a creature or situation. </p> <p> <strong>The Basics:</strong> Each Hazard is different, but most are an attribute check made periodically against some dangerous effect. Failure tends to cause <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}</strong>. Use the standard rules modified by any changes noted in this section. </p> <h2>Bumps & Bruises</h2> <p> Stumbling down a slope or running through a cavern in the dark might cause numerous cuts, scrapes, and bumps. </p> <p> Characters moving through injurious terrain make an @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} roll. Those who fail gain a level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. </p> <p> <strong>Recovery:</strong> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} levels from Bumps & Bruises improve one level every 24 hours instead of every hour. </p> <p> A character may use the @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} skill to treat the injuries. Success relieves one level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} from Bumps & Bruises and a raise relieves two. Each healer may attempt this roll only once unless the GM decides a change in circumstances warrants another opportunity (finding medical supplies, for example). </p> <h2>Climbing</h2> <p> Climbing uses the @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} skill, and the basics are covered under <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}</strong>. When the game is in rounds, each inch climbed takes 2″ of Pace. </p> <p> No roll is usually needed to ascend ladders or trees with sturdy limbs unless the GM feels there’s a good reason (being chased, injured, etc.). </p> <p> Under stress (such as during combat rounds), the climber must roll @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} to make progress. Success means he moves normally, failure means he doesn’t make any progress that round, and a Critical Failure indicates a fall! If secured by a rope or other restraint, he falls half the length of the restraint and suffers Fatigue from <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Bumps and Bruises}</strong>. If unsecured, see the <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04hazards0000000]{Falling}</strong> rules. </p> <p> <strong>Modifiers:</strong> The GM should assign a bonus (+2) if the surface has numerous hand- and footholds or the climber has good equipment. Assign a penalty (−1 to −4) for smooth surfaces, lack of equipment, bad weather, etc. </p> <div> <img src="modules/swpf-core-rules/assets/art/yeti.webp" alt="a yeti lies in wait as two climbers make their way up a steep cliff"> </div> <h3>Prepared Climbs</h3> <p> Break lengthy ascents like climbing mountain sides into three roughly even sections. Assume any falls occur at the "top" of each section. </p> <p> The GM might also consider using the <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04dramatictask00]{Dramatic Tasks}</strong> system if the surface must be ascended in a certain amount of time — such as before weather hits, guards return, etc. </p> <h2>Cold</h2> <p> Trudging through deep snow for hours on end, facing biting winds, or falling in ice water can wear down and kill even a hearty warrior. </p> <p> A character must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every four hours spent in weather below freezing (32° F); at −2 if the temperature is below 0° F. Failure means the hero incurs a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} level. </p> <p> Roll only once per day if a character has appropriate cold weather gear (heavy furs and the like), or once every five days if well-provisioned with shelter, food, and other resources. </p> <p> <strong>Death:</strong> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} victims @Compendium[swpf-core-rules.swpf-abilities.Death]{die} after 2d6 hours instead of waking @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Exhausted}. </p> <p> <strong>Recovery:</strong> Victims can recover @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} only after they receive adequate warmth and shelter. </p> <h2>Disease</h2> <p> Diseases cover a wide range of maladies, from long-term debilitating illnesses to those which might cause immediate spasms or @Compendium[swpf-core-rules.swpf-abilities.Death]{death}. </p> <p> Diseases can be contracted through various vectors, such as an airborne source, ingestion, or the touch or bite of a creature that causes a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wound} or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken} result. In any of these situations, the victim must make an immediate @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll to avoid infection. </p> <p> To handle such a diverse range of diseases, we’ve broken them down into three major categories. If you’re trying to model a specific disease, adjust the rules presented here to better reflect its symptoms. </p> <p> <strong>Recovery:</strong> Diseases can be cured by the <em>@Compendium[swpf-core-rules.swpf-powers.Healing]{healing}</em> power with the Neutralize Poison or Disease modifier, or with specific medications — whether or not those are available depends on the game (GM’s call). </p> <p> The symptoms can often be treated by common medicines, however. With a successful @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll, a physician, priest, herbalist, etc., can prescribe or create a treatment. She may attempt to do so once per day. </p> <p> Each application of the treatment (balms, poultices, elixirs, etc.) reduces @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} by one level for four hours. </p> <table> <colgroup> <col style="width: 25%"> <col style="width: 75%"> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Disease categories</th> </tr> <tr> <th class="sub-heading left">Type</th> <th class="sub-heading left">Effect</th> </tr> <tr> <td>Chronic</td> <td> <p> At the start of every game session, the character makes a Vigor roll. Failure means he’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Exhausted} from spasms, coughing fits, or similar issues for that session. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} means he will @Compendium[swpf-core-rules.swpf-abilities.Death]{expire} before the end of the session. The GM is encouraged to let heroes go out in a blaze of glory if possible. Success means the victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigued} for the game session, and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} means he gets a second wind and suffers no ill effects. </p> </td> </tr> <tr> <td>Debilitating</td> <td> <p> Flus, viruses, stomach bugs and the like have various specific symptoms but generally result in the character being @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigued} for 2d6 days. </p> </td> </tr> <tr> <td>Lethal</td> <td> <p> Fast-acting diseases might be found in the darkest depths of forgotten dungeons or in specific locations on Golarion. Upon contracting the disease, the hero is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigued}. At the start of each turn thereafter, he must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll or suffer a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wound}! (Some diseases may call for a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll more slowly, such as once per hour or once per day.) A successful @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll stops the effects <em>only</em> if the proper medicine is on hand to stop the disease. </p> </td> </tr> </tbody> </table> <div> <img src="modules/swpf-core-rules/assets/art/b1-opener.webp" alt="a man on a sinking ship fights off a giant octopus in a last attempt to save his life"> </div> <h2>Drowning</h2> <p> Swimming is covered under <strong>@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Movement}</strong>. In still water, each inch of movement on the tabletop takes 2″ of Pace. Swimming up or down stream should modify this as the Game Master sees fit. </p> <p> Under hazardous conditions, swimmers must roll @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} to move. Failure means she makes no progress that round, and a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} causes a level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. With success she moves normally. </p> <p> If it becomes important to know, characters can hold their breath for a number of rounds equal to 2 plus their Vigor die, or half that if they weren’t prepared for being submerged and didn’t have time to get a good breath. </p> <p> Add +2 to swimming rolls if a character has something that floats to hold on to. </p> <p> <strong>Armor:</strong> Subtract 1 for each point of worn armor, not counting any magical bonuses. Swimming in chainmail, for example, subtracts 3 from a character's @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} (swimming) rolls. </p> <p> <strong>Death:</strong> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} characters @Compendium[swpf-core-rules.swpf-abilities.Death]{perish} in a number of rounds equal to their Vigor die. If someone can get to the victim before then, he can be resuscitated with a @Compendium[swpf-core-rules.swpf-skills.Stealth]{Healing} roll at −2. </p> <h2>Electricity</h2> <p> On Golarion, characters may encounter natural or magical sources of electricity. Contact with a high voltage electrical source (GM’s call) causes 3d6 damage. Increase the damage by +1d6 if the victim is standing in deep water or driving rain, and +2 if the victim wears mostly metal armor (chainmail, platemail). </p> <p> <strong>Armor:</strong> Armor doesn’t protect from electrical damage unless it’s specifically designed to do so (e.g., a rubberized suit). </p> <h2>Falling</h2> <p> Falling damage is 1d6+1 for every full 10 feet (or d6+1 per 2" on the tabletop), to a maximum of 10d6+10. </p> <p> <strong>Snow:</strong> Particularly soft ground, such as very deep snow, acts as a cushion. Every foot of soft snow reduces damage 1 point. </p> <p> <strong>Water:</strong> A successful @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} roll halves damage into reasonably deep water at heights of 10″ (20 yards) or less. A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise} negates the damage entirely. Those who fall into water from heights greater than 20 yards take damage as if they’d hit solid earth. </p> <h2>Fire</h2> <p> If a flammable target is hit by fire (GM’s call), roll 1d6. On a 6, the target catches fire and immediately takes the damage listed below. Very flammable targets catch fire on a 4–6. Volatile targets, such as a person dowsed in pitch, catch fire on a 2–6. </p> <p> Fire continues to cause damage at the beginning of the victim’s turns. Roll a d6 immediately after it does so. On a 6, it grows in intensity to whatever maximum the GM feels is appropriate (usually 3d6 for organic beings). On a 1, the fire drops a level, or burns out if reduced below 1d6 damage. </p> <p> A character may also make an @Compendium[swpf-core-rules.swpf-skills.Athletics]{Athletics} roll to put out a fire on himself, others, or a flame the size of a Medium @Compendium[swpf-core-rules.swpf-powers.Blast]{Blast} Template. This is an action, plus any modifiers for intensity, tools, the flammability of the target, etc. </p> <table style="width: 50%"> <colgroup> <col> <col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Fire Damage</th> </tr> <tr> <th class="sub-heading">Damage</th> <th class="sub-heading left">Description</th> </tr> <tr> <td class="centered">1d6</td> <td>Spot contact, steam</td> </tr> <tr> <td class="centered">2d6</td> <td>Bonfire, burning room</td> </tr> <tr> <td class="centered">3d6</td> <td>Fireball</td> </tr> <tr> <td class="centered">5d6</td> <td>Lava</td> </tr> </tbody> </table> <p> <strong>Armor:</strong> Armor protects normally unless the attack or hazard’s description says otherwise. A hero hit with a fireball is still better off if he has a breastplate than not, for example. </p> <p> <strong>Flaming Weapons:</strong> Flame doesn’t cause extra @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{damage} but may set the target on fire if the target is flammable or volatile (as above). </p> <h3>Smoke Inhalation</h3> <p> Fires in confined areas produce deadly smoke. Each person within must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every round. If the roll is failed, the character gains a level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. A wet cloth or similar precaution adds +2 to the roll. </p> <p> <strong>Death:</strong> A person @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} from smoke inhalation @Compendium[swpf-core-rules.swpf-abilities.Death]{dies} in a number of minutes equal to his Vigor. If someone can get to the victim before then, he can be resuscitated by removing him from the hazard and succeeding on a @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll at −2. </p> <h2>Heat</h2> <p>Heat over 90° Fahrenheit can cause heat exhaustion and heatstroke.</p> <p> A character must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every four hours spent in weather above 90° F; at −2 if the temperature is above 110° F. Failure means the hero incurs a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} level. </p> <p> Roll only once per day if a character has plenty of water, or once every five days if well-provisioned with shelter, food, and other resources. </p> <p> <strong>Heatstroke:</strong> A @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} when resisting heat indicates heatstroke! The hero must make a second @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll or perish. </p> <p> <strong>Recovery:</strong> A victim must cool down somehow to recover @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. This usually means water, shade, and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{rest}. </p> <h2>High altitude</h2> <p> Traversing landscapes at high elevations can cause @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} — and potentially worse — to those who aren’t used to it. </p> <p> When traveling at altitudes roughly a mile high or higher, a character must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every four hours. Failure means the hero incurs a Fatigue level. The roll is at −2 for elevation greater than 10,000 feet, and −4 (maximum) for higher than 15,000 feet. </p> <p> At the GM’s discretion, characters who are already acclimated to these elevations don’t need to roll. </p> <p> <strong>Death:</strong> @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} victims @Compendium[swpf-core-rules.swpf-abilities.Death]{die} after 2d6 hours. </p> <p> <strong>Recovery:</strong> Victims one level of Fatigue per hour after resting for at least two full hours. </p> <h2>Hunger</h2> <p> Average-size humans need about 1,500 calories of reasonably nutritious food per day to avoid the effects of hunger. If sufficient sustenance isn’t available, a character begins to suffer and die. </p> <p> After 24 hours without enough food, the victim must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll. Failure means he gains a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} level. </p> <p> See the <strong>@Compendium[swpf-core-rules.swpf-skills.Survival]{Survival}</strong> skill when a character wants to hunt or scrounge for food from the local environment. </p> <p> <strong>Death:</strong> An @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} character @Compendium[swpf-core-rules.swpf-abilities.Death]{dies} from hunger 3d6 hours later. </p> <p> <strong>Recovery:</strong> The victim must have at least a half day’s food to recover. </p> <h2>Poison</h2> <p> The bane of adventurers across all of Golarion can be delivered by the smallest of foes — poison! </p> <p> When an adventurer is poisoned, he must make an immediate @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll minus the Strength of the poison (if listed). Failure causes the effects listed below: </p> <ul> <li> <span class="list-heading">Knockout:</span> The victim is knocked out (@UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} and unconscious) for 2d6 hours (twice that with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure}). </li> <li> <span class="list-heading">Lethal:</span> The victim is Stunned, takes a Wound (two with a Critical Failure), and perishes in 2d6 rounds. </li> <li> <span class="list-heading">Mild:</span> The victim suffers Fatigue, or Exhaustion with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure}. This cannot cause Incapacitation. </li> <li> <span class="list-heading">Paralyzing:</span> The victim is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Stunned}Stunned} and cannot attempt to recover for d4+1 rounds (double that with a Critical Failure). </li> </ul> <p> These are basic and simplified poison effects that can be altered as needed to suit specific creatures or hazards. A particularly deadly venomous snake, for example, might still cause Exhaustion to those who resist its effects, or @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue} with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{raise}. </p> <div> <img src="modules/swpf-core-rules/assets/art/oasis.webp" alt="an adventurer with hand clutched outwards crawls to a small oasis in the hot desert"> </div> <p> <strong>Treatment:</strong> A character may make a @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll minus the strength of the poison (if any modifier is listed) to stop its effects. If successful, the victim’s life is saved and the poison no longer has any ill effects — paralyzed victims can move and those rendered unconscious wake. </p> <p> Each character may only attempt one Healing roll per incident to cure the poison, but another character with Healing may try as well. </p> <h2>Sleep</h2> <p> Most people need a minimum of six hours’ sleep out of every 24. A character who goes without must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every 24 hours thereafter or suffer @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. Tea or similar stimulants add +1 to the roll. </p> <h2>Thirst</h2> <p> An average-sized human requires two quarts of water a day. This requirement is doubled in very dry conditions (such as the desert) or areas of great heat and high humidity (the jungle) as the character perspires constantly and begins to dehydrate. </p> <p> If enough water isn’t available, the hero begins to suffer from dehydration. A day after he can’t get enough water, he must make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll every eight hours (every four hours in a very hot or humid environment). Failure incurs a level of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigue}. </p> <p> See the <strong>@Compendium[swpf-core-rules.swpf-skills.Survival]{Survival}</strong> skill when a character wants to search for water from the local environment. </p> <p> <strong>Recovery:</strong> Characters recover Fatigue levels normally after receiving sufficient water. </p> <p> <strong>Death:</strong> An individual @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} by thirst @Compendium[swpf-core-rules.swpf-abilities.Death]{perishes} after 2d6 hours. </p> <h2>Traps & Haunts</h2> <p> Traps are mechanical or magical in nature, usually constructed to protect treasures or stop intruders. They range from simple camouflaged pits to poisoned @Compendium[swpf-core-rules.swpf-gear.Darts(blowgun)]{darts} and triggered magical <em>@Compendium[swpf-core-rules.swpf-powers.Burst]{burst}</em> effects. </p> <p> Haunts function like traps, but are specific supernatural phenomena connected to restless shades or other spirits. These areas react violently to the presence of the living, usually triggering some kind of effect when the area is entered or some item of personal import is touched or approached. </p> <p>Here's how to read each trap or haunt's description:</p> <p><strong>Type:</strong> Mechanical, Magical, Haunt</p> <p> <strong>Notice Check:</strong> Yes or No, with any modifier to a @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} roll to detect the presence of a trap. Success allows the heroes to react before the trap or haunt is triggered. </p> <p> <strong>Thievery Check:</strong> Yes or No, with any modifiers to the @Compendium[swpf-core-rules.swpf-skills.Thievery]{Thievery} die roll needed to succeed in disabling a trap. </p> <p> <strong>Effects:</strong> How the trap springs or the haunt manifests, their game effects, and whether or not it can reset. </p> <p> <strong>Wounds:</strong> Haunts can be affected by the @Compendium[swpf-core-rules.swpf-powers.Healing]{healing power}. When the haunt is healed a number of @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Wounds} equal to the number listed here, it's disabled. </p> <p> <strong>Reset:</strong> After a certain duration, a haunt (even a disabled one) resets to its original state. The duration is listed in the haunt. This continues until the haunt is destroyed. </p> <p> <strong>Destroying a Haunt:</strong> To completely destroy a haunt, its source must be destroyed. This is usually listed before the haunt or in the description. This will often involve destroying something, such as a cursed corpse. </p> <h2 class="trap floor"> Collapsing Floor </h2> <p> <strong>Type:</strong> Mechanical; <strong> @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} Check: </strong> Yes, at –2; <strong> @Compendium[swpf-core-rules.swpf-skills.Thievery]{Thievery} Check: </strong> Yes, at –2 </p> <p> <strong>Trigger:</strong> A hinged section of floor is rigged to give way. Any Size 0 or larger creature entering the room triggers a collapse. </p> <p> <strong>Effect:</strong> Victims fall 30 feet (3d6+3 damage) unless they make an @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Evasion} roll to dive clear. </p> <h2 class="trap skull"> Vengeful spirit </h2> <p><strong>Type:</strong> Haunt (6’ radius);</p> <p> <strong> @Compendium[swpf-core-rules.swpf-skills.Notice]{Notice} Check: </strong> No (the spirit appears without warning); </p> <p> <strong>Trigger:</strong> Proximity; <strong>Wounds:</strong> 1; <strong>Reset:</strong> 1 day </p> <p> <strong>Effect:</strong> The spirit manifests in front of the victim, causing him to make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore04theadv.JournalEntryPage.04fear0000000000]{Fear} check when the ghostly image appears. </p> <div> <img src="modules/swpf-core-rules/assets/art/traps.webp" alt="an adventurer and his party set off a trap unleashing swinging axes and falling sections of the floor beneath them"> </div> </div>
<div class="swpf-core">
<h1 class="wide">危难</h1><p>炎热、寒冷、饥饿、干渴、缺乏睡眠等其他危难能拖垮最为顽强的英雄,如果他们无法改善状况,则足以将其陷入致死的恶性循环中。</p> <p><strong>何时使用这些规则</strong>:打算突出了剧烈与危险的极端环境或是资源匮乏。这里列出的其他危难(诸如坠落,中毒,疾病等等之类)常常会在遇见某些生物或是情景时出现。</p> <p><strong>基础</strong>:尽管每个危难各有差别,但大多都是定期针对某些危险效果进行某项属性检定。失败往往会造成<strong>疲乏</strong>(132页)。使用标准规则的同时根据该章节注释的任何变化对其加以调整。</p> <h <p>在斜坡上摔倒滚下或是在黑暗中跑过洞穴可能会造成一些割伤、擦伤和瘀肿。</p> <p>角色在穿越有害地形时需进行一次运动投骰,失败将承受一级疲乏。</p> <p><strong>恢复</strong>:因为肿痛与擦伤造成的疲乏等级每24小时(而不是每小时)改善一级 (见132页<strong>疲乏</strong>)。</p> <p>角色能使用治疗技能来处理伤口。成功将让源自肿痛与擦伤的疲乏改善一级,若获得优良则是两级。每名治疗者只能尝试一次该投骰,除非GM决定环境有所变化从而再次提供了机会(比如找到了医疗补给等)。</p> <h <p>攀爬使用运动技能,而且基础已经涵盖在123页的<strong>移动</strong>当中。当游戏按轮行动时,每英寸攀爬消耗2英寸的移速。</p> <p>在以健全肢体爬树攀梯的时候通常无需投骰,除非GM觉得有足够理由如此(被追逐,受伤等等)。</p> <p>面临压力时(比如处于战斗轮中),攀爬者必须进行运动投骰才能前进。成功意味着其可以正常移动,失败意味着其在该轮里没法移动,若是大失败就会坠落!如果有诸如绳索或其他制动绳等安全措施,则会坠落制动绳长度的一半,而且会遭受来自<strong>肿痛与擦伤</strong>的疲乏(见上文)。如果没有安全措施,见154页<strong>坠落</strong>规则。</p> <p><strong>调整值</strong>:倘若表面有许多可供手抓或落脚的地方,或是攀爬者具备优良装备,则GM应予以加值(+2)。若是表面光滑,缺少装备或是天气恶劣之类,则予以减值(-1到-4)。</p> < <img src="modules/swpf-core-rules/assets/art/yeti.webp" alt="a yeti lies in wait as two climbers make their way up a steep cliff"> </div><h3>规划攀爬</h <p>把距离如同攀爬山坡这类的登高大致平均划分为三个部分,并假设所有的坠落都发生在每个部分的“顶部”。</p> <p>如果登高有特定的时间限制—比如说要赶在糟糕天气到来,或是守卫回来之前等等,GM也可以考虑使用<strong>剧情任务</strong>系统(148页)。</p> <h <p>连续在深深的积雪中跋涉几个小时,遭遇刺骨寒风,或是跌落冰水之中,即便再强壮的战士也会耗竭死去。</p> <p>在温度低于冰点(华氏32°)的天气里每待四小时,角色就必须要进行一次活力投骰(倘若温度低于华氏0则会-2)。失败则意味着其会招致一级疲乏。 </p> <p>如果角色穿戴有适宜的冬装(如裘皮大衣等),每天只需进行一次投骰;若备有完善的住所、食物等其他资源,则只需每五天进行一次投骰。</p> <p><strong>死亡</strong>:无力化的对象不会带着力竭醒来,而是在2d6小时后死亡。</p> <p><strong>恢复</strong>:对象只有在获得足够的温暖以及庇护时才能开始自疲乏中恢复。</p> <h <p>疾病涵盖的范围极广,从让人衰弱的长期顽症到能马上造成痉挛或死亡的恶疾都在其中。</p> <p>疾病能通过各种途径传染,比如空气、摄入、因生物的触碰或噬咬所导致的动摇或损伤结果等等。无论是上述何种情形,对象必须马上进行一次活力投骰以避免感染。</p> <p>为了处理如此繁复多样的疾病,这里将其拆分成三种主要的种类。如果需要尝试构建某一特殊疾病,可对这里列出的规则进行调整以更好地反映其症状。</p> <p><strong>恢复</strong>:疾病只能藉由带有祛除毒素或疾病调整的<em>治疗</em>奇术或是特定药物才能治愈——这是否可行取决于游戏(GM决定)。</p> <p>然而,症状通常也能通过藉由常规医护加以处理。医师、神职者、草药医师之类可以通过一次成功的治疗投骰来开出处方或是采取治疗手段,其每天可以就此尝试一次。</p> <p>各类治疗手段(药油、药膏、灵药之类的)可以在四小时内让疲乏减轻一级。</p> <table> <thead> <tr> <th <th>效果</th> </tr> </thead> <tbody> <tr> <td>顽症</td> <td <th class="sub-heading">类别</th> <th class="sub-heading">效果</th> </tr> </thead> <tbody> <tr> <td class="centered">顽症</td> <td class="centered">角色每回游戏开始前进行一次活力投骰。失败意味着其会在这回游戏内因为痉挛、咳嗽或类似问题陷入力竭。大失败意味着会在本回游戏结束前死去,如有可能,推荐GM让英雄得以光荣离世。成功意味着对象会在本回游戏里陷入疲乏,优良则代表其得以暂时恢复元气,并无需遭受疾病效果影响。</td> </tr> <tr> <td <td <td class="centered">诸如流感、病毒、腹痛等类似的病痛症状各异,但通常只会让角色在2d6天内陷入疲乏。</td> </tr> <tr> <td <td <td class="centered">在失落地牢最为黑暗的深处或是格拉利昂的特定地点可能有着致死的急性疾病。英雄若是感染这种疾病就会陷入疲乏,此后每回合开始时必须要成功通过一次活力投骰,否则将遭受一个损伤!(某些疾病也许会更晚才要求进行活力投骰,比如每小时一次,或是每天一次。)<em>只有</em>当遏制疾病的适合药物在手时,才能藉由一次成功的治疗投骰来停止这种效果。</td> </tr> </tbody> </table> < <img src="modules/swpf-core-rules/assets/art/b1-opener.webp" alt="a man on a sinking ship fights off a giant octopus in a last attempt to save his life"> </div><h2>溺水</h <p>游泳涵盖在123页的<strong>移动</strong>当中。静水中,桌面上每移动1英寸消耗2英寸移速。在活水中顺流或逆流前行时,GM应根据情况对此进行调整。</p> <p>游泳者在情况危急时必须通过运动投骰才能移动,失败意味着其在该轮内无法前行,而大失败则会造成一级疲乏。成功就能正常移动。</p> <p>如有必要予以计较,角色能憋气等同于2+其活力骰的轮数,如果在淹没前并未准备且没时间深吸气,则只能憋气上述轮数的一半。</p> <p>倘若角色能抓住任何漂浮物,则游泳投骰+2。</p> <p><strong>护甲</strong>:穿戴的每点护甲都会带来-1(不算入任何魔法加值)。举例而言,穿着锁甲时游泳,角色的运动(游泳)投骰会-3。</p> <p><strong>死亡</strong>:无力化的角色会在等同于其活力骰的轮数过去后死亡。如果有人在此之前将对象救出,藉由一次-2的治疗投骰则能将其复苏。</p> <h <p>角色在格拉利昂可能会遭遇源于自然或魔法的电流。接触某种高压电源(GM决定)会造成3d6伤害。如果对象站在深水或是暴雨中,伤害增加1d6;若对象穿着的护甲(锁甲、板甲)大体上是金属,则伤害+2。</p> <p><strong>护甲</strong>:护甲不会为电击伤害提供保护,除非是为此的特殊设计(橡胶衣之类的)。</p> <h <p>坠落伤害为每10英尺1d6+1(桌面上每2英寸d6+1),上限至10d6+10。</p> <p><strong>雪</strong>:诸如非常深的雪这类特别柔软的地面可以作为缓冲,雪每深1英尺就会减少1点伤害。</p> <p><strong>水</strong>:从10英寸(20码)或更矮的高度坠入足够深的水里时,成功通过一次运动投骰可以让伤害减半,获得优良则会完全忽略伤害。而从高于20码的位置坠入水里的角色会受到如同掉在坚实土地上的伤害。</p> <h <p>如果可燃目标被火焰击中(GM判断),投1d6。若为6,则目标会着火并马上受到下列伤害。易燃目标会在4-6时着火。挥发性可燃目标(诸如浸满沥青的人员)会在2-6时着火。</p> <p>火焰会一直在对象回合开始时造成伤害,并在此后马上投d6。若为6则会烧得更为猛烈,直到GM认为火势达到合适上限为止 (通常有机生物是3d6)。若为1则火焰会下降一个等级。若是降至1d6伤害之下则会熄灭。</p> <p>角色也可以进行一次运动投骰来熄灭自己身上、他人身上,或是中型爆发盖板大小的火焰。这属于一个行动,且应用火势、工具以及目标可燃性等等带来的调整值。</p> <table> <thead> <tr> <th class="main-heading" colspan="2">火焰伤害</th></tr><tr> <th class="sub-heading">伤害</th> <th class="sub-heading">描述</th> </tr> </thead> <tbody> <tr> <td <td>少量接触、蒸汽</td> </tr> <tr> <td>2d6</td> <td>篝火、燃烧的房间</td> </tr> <tr> <td>3d6</td> <td>火球</td> </tr> <tr> <td>5d6</td> <td <td class="centered">少量接触、蒸汽</td> </tr> <tr> <td class="centered">2d6</td> <td class="centered">篝火、燃烧的房间</td> </tr> <tr> <td class="centered">3d6</td> <td class="centered">火球</td> </tr> <tr> <td class="centered">5d6</td> <td class="centered">岩浆</td> </tr> </tbody> </table> <p><strong>护甲</strong>:除非攻击或是危难的描述中另有说明,否则护甲能如常提供保护。举例而言,遭到火球命中时,身上如果有胸甲总比没有的要好。</p> <p><strong>燃烧武器</strong>:火焰不会造成额外伤害,但可能会让易燃易爆的目标着火(如上所述)。</p> <h <p>受限空间内的火焰会产生致命的烟雾。其中的每个人每轮都必须进行一次活力投骰。若该投骰失败,角色会获得一级疲乏。湿布或类似的预防措施会让该投骰+2。</p> <p><strong>死亡</strong>:因吸入烟雾而无力化的人员会在等同于其活力的分钟数过去后死亡。如果有人能在此 之前将对象救出,将其从危难中移出并成功通过一次-2的治疗投骰则能让其复苏。</p> <h <p>超过华氏90度以上的炎热会造成热衰竭和中暑。</p> <p>当温度达到华氏90度以上时,角色必须每四小时进行一次活力投骰;若温度超过华氏110度则还要-2。失败意味着英雄会招致一级疲乏。</p> <p>如果角色具备充足的水分补给,每天只需进行一次投骰;若备有完善的住所、食物等各类资源,则只需每五天进行一次投骰。</p> <p><strong>中暑</strong>:抵御炎热的投骰中出现大失败会导致中暑!角色必须要成功通过另一次活力投骰,否则就会死去。</p> <p><strong>恢复</strong>:对象必须要设法降温才能自疲乏中恢复。这常常包括水冷、阴凉及休息等等。</p> <h <p>穿越高海拔地区会导致疲乏,而对那些难以适应的对象而言可能还会更糟。</p> <p>角色在大约一英里或更高的海拔上旅行时每四小时必须进行一次活力投骰。失败意味着英雄会招致一级疲乏。海拔超过10,000英尺时,该投骰-2,超过15,000英尺时为-4(上限)。</p> <p>已经适应该海拔高度的角色不需要再进行投骰(由GM决定)。</p> <p><strong>死亡</strong>:无力化的对象会在2d6小时后死亡。</p> <p><strong>恢复</strong>:至少休息完整两小时后,对象每小时恢复一级疲乏。</p> <h <p>体型为中型的人类每天需要1500卡路里营养合理的食物以避免受到饥饿的影响。如果不能获取足够的食物,角色就会开始为饥饿所苦。</p> <p>倘若24小时后仍没有摄取足够食物,对象必须进行一次活力投骰,失败意味着会获得一级疲乏。</p> <p>倘若角色想在当地环境狩猎或是搜寻食物,参照38页的<strong>生存</strong>技能。</p> <p><strong>死亡</strong>:无力化的角色会在3d6个小时后死于饥饿</p> <p><strong>恢复</strong>:对象必须摄入至少半天份额的食物才能恢复。</p> <h <p>格拉利昂上任何一位冒险者都可能会因为最小的敌人—毒素而殒命!</p> <p>冒险者中毒时必须马上进行一次活力投骰,并减去毒性值(如有列出)。失败会导致下列效果。</p> <p><strong>昏厥</strong>:对象会昏厥(无力化且失去意识)2d6小时(若是大失败则时间加倍)。</p> <p><strong>致命</strong>:对象会被震慑,并且受到一个损伤(若是大失败则是两个),并在2d6轮内死亡。</p> <p><strong>温和</strong>:对象会遭受疲乏,若是大失败则变成力竭,这不会造成无力化。</p> <p><strong>麻痹</strong>:对象会无力化d4+1轮,若是大失败则加倍。</p> <p>这些基本且简化的毒素效果可以根据需要进行调整来适配某些特定的生物或是危难。举例而言,致命毒蛇可能仍会让抵抗了其效果的家伙造成力竭,,获得优良才会是疲乏。</p> <div> <img src="modules/swpf-core-rules/assets/art/oasis.webp" alt="an adventurer with hand clutched outwards crawls to a small oasis in the hot desert"> </div><p><strong>治疗</strong>:角色能进行一次减去毒性值(如有列出的调整值)的治疗投骰来抑制毒素的效果。倘若成功,对象的性命得以保全,而且毒素不再带来任何负面效果——麻痹的对象能重新移动,昏迷不醒的人员则会清醒过来</p> <p>每个角色在每次事发时只能尝试一次治疗投骰来治愈中毒,但另一名具有治疗技能的角色能再尝试一次。</p> <h <p>大部分人每24小时都需要至少6小时的睡眠。不睡觉的角色之后每24小时都要成功通过一次活力投骰,否则将会遭受疲乏。茶或是其他兴奋剂会让该投骰+1。</p> <h <p>中型人类每天需要两夸脱水,在非常干旱(比如沙漠)或是炎热高湿(丛林)的环境中则加倍,因为角色会不断流汗并开始脱水。</p> <p>如果无法获得足够水分,英雄会开始为脱水所苦。不能摄入足够水分一天后,其必须每八小时(如果是非常炎热或是潮湿的环境里则是每四小时)进行一次活力投骰。失败会导致一级疲乏。 </p> <p>如果角色想从当地环境获取水分的话,参照38页的<strong>生存</strong>技能。</p> <p><strong>恢复</strong>:角色在摄入足够水分后才能如常开始恢复疲乏等级。</p> <p><strong>死亡</strong>:因干渴无力化的人物会在2d6小时后死亡。</p> <h <p>陷阱分为机械型与魔法型,通常是为守护宝藏或阻拦入侵者而搭建,从简易的伪装陷坑到毒镖乃至触发式的魔法<em>爆裂</em>效果皆涵盖其中。</p> <p>作祟的机制与陷阱类似,但属于与不得安宁的阴魂或其他灵体有关的超自然现象。这类区域对活物的存在有着强烈反应,通常在进入该区域或靠近/接触某些重要私人物品时会触发某种效果。</p> <p>以下阐述了阅读每个陷阱与作祟描述的方法:</p> <p><strong>类型</strong>:机械、魔法、作祟</p> <p><strong>察觉检定</strong>:可/否,带有的调整值会作用于发现陷阱存在的察觉投骰。若是成功则英雄得以在触发陷阱或作祟前作出反应。</p> <p><strong>贼活检定</strong>:可/否,带有的调整值会作用于解除陷阱的贼活投骰。</p> <p><strong>效果</strong>:陷阱如何触发或作祟如何显现级对应游戏效果以及是否会重置。</p> <p><strong>承伤数</strong>:作祟会受治疗奇术影响,倘若作祟被治疗了等同于此处列出数量的损伤就会退散。</p> <p><strong>重置</strong>:在特定持续时间过去后,作祟(即使遭到失能)也会重置到初始状态。持续时间会在作祟中列出,这会持续到作祟遭到消灭为止。</p> <p><strong>消灭作祟</strong>:只有摧毁作祟的根源才能将其消灭。这通常会在作祟之前或是描述中列出,而且通常涉及摧毁某物(诸如诅咒的尸体)。</p> <h <p><strong>类型</strong>:机械;</p> <p><strong>察觉检定</strong>:可,-2</p> <p><strong>贼活检定</strong>:可,-2</p> <p><strong>触发</strong>:装有铰链的地板会随着机关打开,任何体型0或更大的生物进入房间都会触发塌陷。</p> <p><strong>效果</strong>:除非对象成功通过一次回避投骰予以躲开,否则就会坠落30英尺(3d6+3伤害)。</p> <h <p><strong>类型</strong>:作祟(6英尺半径);</p> <p><strong>察觉检定</strong>:否(灵体毫无先兆地出现);</p> <p><strong>触发</strong>:接近;<strong>承伤数</strong>:1;<strong>重置</strong>:1天</p> <p><strong>效果</strong>:灵体在对象身前显现,鬼魅般的图像出现时会致使其进行一次恐惧检定。</p> <div> <img src="modules/swpf-core-rules/assets/art/traps.webp" alt="an adventurer and his party set off a trap unleashing swinging axes and falling sections of the floor beneath them"> </div></div> |
None
String updated in the repository |
<div class="swpf-core">
<h1 class="wide">Fear</h1> <p> Cold dread seizes the heroine as she enters the lost tomb. A dragon emerges from the cave, belching smoke and fire at the adventurers who threaten its hoard. An investigator stumbles upon a scene of grisly, ritualistic carnage. </p> <p> These rules reflect the horror of these terrible situations upon your heroes’ psyches. </p> <p> <strong>When to Use These Rules:</strong> When a creature has the @Compendium[swpf-core-rules.swpf-abilities.Fear]{Fear} Special Ability, or the Game Master decides a situation is particularly disturbing. </p> <p> <strong>The Basics:</strong> Characters make a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Spirit} roll when confronted by creatures or situations that cause Fear. </p> <h2>Fear Checks</h2> <p> The heroes make a Fear check (a Spirit roll as a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{free action}) when they first spot a creature with the @Compendium[swpf-core-rules.swpf-abilities.Fear]{Fear} ability}. </p> <p> Success means a character manages to overcome the situation and carry on. A failed Fear check means the unfortunate soul faces the consequences below, depending on whether the source of fear was grotesque or terrifying in nature: </p> <ul> <li> <span class="list-heading">Nausea:</span> If the scene was grotesque or horrific, such as a grisly discovery or learning a secret "Man Was Not Meant to Know," the character is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken} and @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03situationalr00]{Fatigued} from the mental strain. Critical Failure means the victim must roll on the <strong>Fear Table</strong> as well. </li> <li> <span class="list-heading">Terror:</span> A terrifying trigger, such as a monstrous creature or unknowable evil, is much more intense. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Extras} are typically Panicked. @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Wild Cards} must roll on the <strong>Fear Table</strong> (at +2 with a @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Critical Failure} on the Fear check). Roll a d20 and add the monster’s Fear penalty, if any, to the roll (a −2 adds +2 to the roll, for example). </li> </ul> <h3>Becoming Jaded</h3> <p> After encountering a particular type of creature, the character doesn’t have to make Fear checks every time he sees another in that particular scenario. If the party clears out an asylum full of spectral inmates, for example, they should only have to roll the first time they encounter them — not in every room. The Game Master might require a roll if the heroes encounter such horrors in a particularly different or frightening situation, however. </p> <table> <colgroup> <col> <col> </colgroup> <tbody> <tr> <th class="main-heading" colspan="2">Fear Table</th> </tr> <tr> <th class="sub-heading left">d20*</th> <th class="sub-heading left">Effect</th> </tr> <tr> <td>1–3</td> <td> <strong>Adrenaline Surge:</strong> The hero’s "fight" response takes over. He acts as if he had a Joker this action! </td> </tr> <tr> <td>4–6</td> <td> <strong>Distracted:</strong> The hero is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Distracted} until the end of his next turn. </td> </tr> <tr> <td>7–9</td> <td> <strong>Vulnerable:</strong> The target is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Vulnerable} until the end of his next turn. </td> </tr> <tr> <td>10–12</td> <td> <strong>Shaken:</strong> The character is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken}. </td> </tr> <tr> <td>13</td> <td> <strong>The Mark of Fear:</strong> The hero is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Stunned} and suffers some cosmetic physical alteration — a white streak forms in his hair, his eyes twitch constantly, or some other minor physical alteration manifests. </td> </tr> <tr> <td>14–15</td> <td> <strong>Frightened:</strong> The character gains the @Compendium[swpf-core-rules.swpf-hindrances.Hesitant]{Hesitant} Hindrance for the remainder of the encounter. If he already has it, he’s Panicked instead. </td> </tr> <tr> <td>16–17</td> <td> <strong>Panicked:</strong> The character immediately moves his full @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03rules000000000]{Pace} plus running die away from the danger and is @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Shaken}. </td> </tr> <tr> <td>18–19</td> <td> <strong>Minor Phobia:</strong> The character gains a @Compendium[swpf-core-rules.swpf-hindrances.Phobia]{Minor Phobia} Hindrance somehow associated with the trauma. </td> </tr> <tr> <td>20–21</td> <td> <strong>Major Phobia:</strong> The character gains the @Compendium[swpf-core-rules.swpf-hindrances.Phobia]{Major Phobia} Hindrance. </td> </tr> <tr> <td>22+</td> <td> <strong>Heart Attack:</strong> The hero is so overwhelmed with fear that his heart stutters. He must make an immediate @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore01charac.JournalEntryPage.01traitsummari00]{Vigor} roll at –2. If successful, he’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Stunned}. If he fails, he’s @UUID[Compendium.swpf-core-rules.swpf-rules.swpfcore03rules0.JournalEntryPage.03combat00000000]{Incapacitated} and @Compendium[swpf-core-rules.swpf-abilities.Death]{dies} in 2d6 rounds. In the latter case, a @Compendium[swpf-core-rules.swpf-skills.Healing]{Healing} roll at –4 saves his life, but he remains Incapacitated. He may be treated normally thereafter. </td> </tr> </tbody> </table> <p> <em>*Add the creature’s Fear penalty as a positive number to this roll.</em> </p> </div>
<div class="swpf-core">
<h1 class="wide">恐惧</h1><p>冰冷的恐惧让英雄在进入失落坟墓时却步。巨龙自洞穴中现身,向威胁自己财宝的冒险者喷出浓烟和烈火。调查员在面对仪式性大屠杀的可怖景象时踌躇不前。</p> <p>这些规则反映了可怕场景给英雄内心带来的恐怖。</p> <p><strong>何时使用这些规则</strong>:生物具备恐惧特殊能力或是游戏主持人判定情景非常让人不安时。</p> <p><strong>基础</strong>:角色在遇到会造成恐惧的生物或情景时进行一次心魂投骰。</p> <h <p>角色在首次目击具有恐惧能力的生物时进行一次恐惧检定(以一个自由行动进行的心魂投骰)。</p> <p>成功意味着角色设法克服了该情景并坚持了下来。恐惧检定失败意味着这个不幸的生灵要面对下列结果,取决于恐惧的源头本身到底属于怪诞或是恐怖。</p> <ul> <li><strong>反胃</strong>:如果遭遇怪诞或是骇人的情境(譬如可怕的发现或是知晓“凡人不应知道”的秘密),角色会因为心理压力遭受动摇与疲乏。大失败意味着对象还必须依照<strong>恐惧表</strong>进行投骰。</li> <li><strong>恐怖</strong>:更为让人毛骨悚然的恐怖诱因,比如怪物般的生物或不可理解的邪恶。龙套通常会陷入恐慌,不羁角色必须要依照恐惧表进行投骰(如果恐惧检定出现大失败则要+2)。投d20并且加上怪物的恐惧减值(如有,举例而言,-2就是在投骰结果上+2) 。</li> </ul> <h <p>在遭遇特定类型的生物后,角色不应在该特定场合内每次见到另一只怪物时都要再进行恐惧检定。举例而言,若团队正在清理一处遍布病人幽灵的精神病院时,他们应该只在首次遇到它们时进行投骰——而不是每个房间都要来一次。然而,如果英雄在尤为不同或是可怕的情景下遭遇了这类恐怖时,GM也可以要求再进行一次投骰。</p> <thead> <tr> <th <th>效果</th> </tr> </thead> <tbody> <tr> <td>1-3</td> <td <th class="sub-heading">D20*</th> <th class="sub-heading">效果</th> </tr> </thead> <tbody> <tr> <td class="centered">1-3</td> <td class="centered"><strong>肾上腺素爆发</strong>:英雄的“战斗”本能占了上风。他在该行动内如同具有鬼牌般行动!</td> </tr> <tr> <td <td <td class="centered"><strong>分神</strong>:英雄在其下一回合结束前陷入分神。</td> </tr> <tr> <td <td <td class="centered"><strong>脆弱</strong>:目标在其下一回合结束前陷入脆弱。</td> </tr> <tr> <td <td <td class="centered"><strong>动摇</strong>:角色遭受动摇。</td> </tr> <tr> <td <td <td class="centered"><strong>恐惧烙印</strong>:英雄陷入震慑,并且会在外表容貌上遭受一些变化:头<br/>发中多出一缕白丝,眼睛不断抽搐或是显现出其他次要的外在变化。</td> </tr> <tr> <td <td <td class="centered"><strong>惊惧</strong>:角色在该次遭遇中的剩余时间内获得犹豫不决负赘。如果已经具有此负赘,则会变成陷入恐慌。</td> </tr> <tr> <td <td <td class="centered"><strong>恐慌</strong>:角色马上会以全移速加上奔跑骰远离危险,并且遭受动摇。</td> </tr> <tr> <td <td <td class="centered"><strong>次要恐惧症</strong>:角色获得某种与精神创伤相关的次要恐惧症负赘。</td> </tr> <tr> <td <td <td class="centered"><strong>主要恐惧症</strong>:角色获得主要恐惧症负赘。</td> </tr> <tr> <td <td <td class="centered"><strong>心脏病</strong>:英雄被恐惧彻底压垮乃至心律不齐,其必须马上进行一次-2的活力投骰。若是成功会陷入震慑;若是失败则会无力化并在2d6轮内死去。在后一种情况里,进行一次-4的治疗投骰能挽救其性命,但角色仍会处于无力化。在这之后能如常对其进行治疗。</td> </tr> </tbody> </table> <p><em>*将生物的恐惧减值换成正数加到本次投骰上。</em></p> </div> |
130 | File in original format as translated in the repository | JSON nested structure file | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
130 | All strings, converted files enriched with comments; suitable for offline translation | Android String Resource | CSV | JSON | JSON nested structure file | gettext PO | iOS strings | TBX | TMX | XLIFF 1.1 with gettext extensions | XLIFF 1.1 | XLSX |
4 | Unfinished strings, converted files enriched with comments; suitable for offline translation | Android String Resource | CSV | JSON | JSON nested structure file | gettext PO | iOS strings | TBX | TMX | XLIFF 1.1 with gettext extensions | XLIFF 1.1 | XLSX |
zh_Hans/swpf-core-rules.swpf-rules.json
” file was changed. 10 months ago