作者 主题: 【Cthulhu Mythos】由第三方制作的 伊斯人,过去Yithian,Past  (阅读 8072 次)

副标题: 背景设定和PF官方以及混元社Chaosium Inc制作的内容有些出入

离线 芸帙之雪

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出自第三方《Sandy Petersen's Cthulhu Mythos for Pathfinder》

伊斯人,过去Yithian,Past
这种生物看起来像是一种七彩斑斓的软体动物,依稀呈现出锥形的身体约莫有十英尺高一英尺宽,如蜗牛一般行动。四个突出物从身体背部长出:两个钳子,一个贪婪的嘴,还有个稍有些恐怖的长满敏感触须的头。

CR14
XP38,400
守序中立 大型异怪
先攻+3;感知:盲感60尺,黑暗视觉60尺;察觉+29
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防御能力
防御等级29, 接触12, 措手不及26 (+3敏捷,+17天生,–1体型)
生命值207 (18d8+126);快速医疗Fast Healing5
强韧+15,反射+9,意志+17
防御能力:全局视野【译注:该第三方原文将全局视野放在了防御能力,和PF官方的伊斯不同。不过按照通用怪物规则,这样的写法才是对的】
DR10/魔法
抗力:强酸10,寒冷10,火焰10
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攻击能力
速度:20尺,攀爬10尺
近战:2*螯夹+24(2d8+18/19–20×3)
远程:伊斯电击枪+15(10d8闪电)
占据10尺;触及10尺
特殊攻击:失忆,致命之钳,精神交换

类法术能力(施法者等级16;专注+20)
随意——星界投射(仅限自身),侦测思想(DC16),怪物定身术(DC19),篡改记忆(DC18)
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数据
力量34,敏捷17,体质25,智力30,意志19,魅力18
基本攻击+13;CMB+26;CMD+39
专长:警觉,寓守于攻,强韧加强,精通重击(螯夹),精通强韧加强,精通钢铁意志,钢铁意志,猛力攻击,要害打击
技能:攀爬+20,工艺(任意一个)+28,交涉+22,解除装置+21,医疗+22,知识(奥秘)+31,知识(工程)+31,知识(地理)+31,知识(历史)+31,语言学+28,察觉+29,专业(犹格·索托斯哲学)+29,察言观色+26,法术辨识+31,使用魔法装置+22
语言:邪灵语,其他20种语言,伊斯语;心灵感应100尺【译注:该第三方原文没有通用语,和PF官方的伊斯不同】
特殊:道具构建,学者
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特殊能力
失忆Amnesia(Su):每天一次,以一个标准动作伊斯人可以抹除一个它能够进行心灵感应的生物的记忆。该生物可以通过一个DC23的意志检定以抵抗此效果。如果该生物在检定中失败,那么目标会在意志检定和所有技能检定投骰上承受-4惩罚,并且还会丧失伊斯人希望抹去的记忆片段。一个医疗术heal或一个高等复原术greater restoration可以解除该状态。这是一个影响心灵的能力,这个能力的豁免DC基于魅力。
致命之钳Deadly Pincers(Ex):伊斯人总是可以将自己的1-1/2倍力量调整值来决定钳子攻击的伤害,并且在重击时造成3倍伤害。钳子属于伊斯人的基本攻击。
道具构建Item Creation(Ex):一个伊斯人拥有创造奇异而强大物品的能力,在给定时间和资源的情况下,模糊魔法与科技之间的界限。这个能力可以使一个伊斯人忽略所有的造物专长要求和魔法奇物的施法要求。最终的结果总是伊斯人科技(见下),专为其等的钳子和触须操作而设计。
精神交换Mind Swap(Su):通过一个整轮动作,伊斯人可以将自己的精神和另一个伊斯人可以通过心灵感应沟通的生物进行交换。本能力类似于法术“魔魂壶”,不同点是精神只会在两个躯体间进行交换。一个非自愿的目标也可以通过一个DC23的意志检定来抵抗此能力,如果被成功抵抗则使用此技能的伊斯人在24小时内无法重新尝试该生物交换精神。伊斯可以在任何时间、任何距离以一个整轮动作结束这一精神交换的效果,立即将两个精神返回到原本的身体;如果伊斯愿意,当其以这种方式结束精神交换时,其可以尝试将其对其他精神的失忆能力作为一个自由动作来使用。借助于非凡的科技手段,伊斯也可以向处于其他时间的目标进行精神交换,不过这个过程往往会让游离的精神在一段时间内陷入迷茫,所以伊斯只在可控条件下使用。
学者Scholar(Ex):所有的知识技能对于伊斯人都视为本职技能。
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生态
环境:任意
组织:个体,成对,小组(3-9),或者集体(10+)【译注:该第三方原文是10+,和PF官方的伊斯10-100不同】
财宝:标准(伊斯电击枪 [page 153],其他财宝)

之所以被称为“伟大种族”,是因为其是唯一一个战胜了时间岁月与物种灭绝的自然界原生陆地物种。众所周知,那些伟大种族不是用身体穿越时空,而是将其等的思想横跨亿万年进行投射,与目标物种的成员精神交换。这给伟大种族提供了一个理想的途径来研究其他种族与时代,而避免容易的探查,这也是伟大种族如何避开物种灭绝的途径。凭借其对过去未来一切时间的了解,其知道其自身当前的形态何时会变得岌岌可危。在这发生之前,伟大种族把自己整个族群的精神转移到所选择的物种上,从而成为其的新形态。其等的牺牲品则被送回了伟大种族之前的躯体里:迷茫、惊惧、濒临毁灭,在那里牺牲品们很快就会见到留给其等的末日。
以此方式,伟大种族,即便其等的辉煌,是建立在实际灭绝一整个物种的基础上(至少在思想、文化、精神上),但其等依然如此继续前行。

过去的伟大种族
伟大种族的真正起源已经遗失在了古迹之中,但在万古之久前,其等居住于一个名叫伊斯的星球上。因此其等通常被称作伊斯人,但即使是伊斯也并非其等最初的住所。其等曾栖身的身体属于一个具备巨大脑容量并极具潜力的大型无脊椎动物,而这便是其等经常被描绘的形态。
于其等最近的化身中,这个物种有一个基本呈锥形的身体,并用像软体动物一样复杂的脚移动。在锥形身体顶部周围,无骨的四条肢体向外弯曲——两个肢体末端是锐利异常的钳子,一端是一簇感觉器官和用于精密操作的纤细触须,而最后一端是用于进食的锥形管。这个生物高度发达的大脑在锥形身体的顶部,位于四肢之中。伟大种族都有着高世之智:一个典型的大脑样本重量超过200磅,并在实际上,其等的神经元比人脑的神经元更有效率。
伊斯人体型庞大,站立时超过3米高,体重4吨或更多,寿命极长。当然,一个个体总是能通过与另一个生物精神交换来规避死亡。
如果一个伊斯的肉体在其转换精神之前就被杀死了,其确实真正地死亡了。
伟大种族驯化了恐龙、翼龙、海洋爬行动物和其他原始怪兽,经常通过电子植入物控制这些动物。其等更喜欢的工具,无论如何,是科技性的。其等并不统一,经常打内战,也与其他强大的原始物种发生战争,如古老者、蛇人、飞天水螅和星之眷族。

伊斯人科技
伊斯人物品的功能类似于已完成的魔法奇物,不过虽然机制可能不会改变,但物品的外观通常与类似的物品相差很大。举例来说,一把伊斯电击枪看起来像一个奇怪的相机镜头和金属卡钳,但在游戏中的功能与雷鸣手枪和闪电相同。
一个伊斯人物品可以用与任何辨识魔法物品相同的方式被鉴定,但是它的奇怪性质会给法术检查一个-10的惩罚来理解该物品。按照GM的判断,在伊斯人之中待上一段时间或者研究其等的技术之后,一个角色最终可以移除这个惩罚。
非伊斯人难以操作伊斯人物品,为了激活这样的物品,一个非伊斯人必须成功地通过DC20的敏捷或巧手检定(除了任何可能需要的使用魔法装置检定或可能需要的其他技能检定之外)。如果检定失败,则该物品不起作用且动作将被浪费。如果此检定失败5次或更多,则物品会产生危险且不可预测的反作用。
其他物种中已知也有模仿了伊斯人技艺的:譬如,一个米戈能够使用知识(工程)来精心制作伊斯科技。

与人类的关系
伟大种族定期派遣侦查员接管人体,以便研究和记录人类的进程。其等培养了一种邪教来帮助其等的行动,并用高深莫测的学识与寰宇宙合的秘密来奖励其等的信徒。不幸的是,其等也受到敌人的掠夺,比如说黄印邪教,黄印邪教试图俘获在人类形态中的伟大种族成员,并拷问其等来收集其等的秘密。
总而言之,伟大种族作为人类滑稽危险举动的中立观测者而行动,但其等有时可能会试图把事情推向对其等有利的方向。

【译注:不说这个和PF给出的伊斯设定比较,相较于混元社Chaosium Inc给出的伊斯设定,这个第三方的伊斯都显得对人类更具有恶意,且一些设定有明显不同。比如混元社给出的伊斯内部罕有战争,其等倾向于理性高效,社会结构类似于社会主义等。这是混元社设定的原文The Yithians are a race of socialist individuals. They value intelligence above all else and use it as their criterion for immigration. Resources are shared among their kind out of a sense of intellectual logic and proportion. Strife is rare.The Great Race worship no gods.】

原文
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Yithian, Past

 
Contents [show]

Past YithianCR 14

This creature resembles a mollusk with an iridescent, vaguely coneshaped body about ten feet tall and a wide, snail-like foot. Four protrusions sprout from the dorsal side of the body: two claws, a grasping mouth, and some sort of horrific head bristling with sensing tentacles.

XP 38,400
LN Large aberration
Init +3; Senses blindsense 60 ft., darkvision 60 ft.; Perception +29

DEFENSE

AC 29, touch 12, flat-footed 26 (+3 Dex, +17 natural, –1 size)
hp 207 (18d8+126); fast healing 5
Fort +15, Ref +9, Will +17
Defensive Abilities all-around vision; DR 10/magic; Resist acid 10, cold 10, fire 10

OFFENSE

Speed 20 ft., climb 10 ft.
Melee 2 pincers +24 (2d8+18/19–20×3) or Ranged Yithian lightning gun +15 (10d8 electricity)
Space 10 ft.; Reach 10 ft.
Special Attacks amnesia, deadly pincers, mind swap
Spell-Like Abilities (CL 16th; concentration +20)

At will—astral projection (self only), detect thoughts (DC 16), hold monster (DC 19), modify memory (DC 18)

STATISTICS

Str 34, Dex 17, Con 25, Int 30, Wis 19, Cha 18
Base Atk +13; CMB +26; CMD 39
Feats Alertness, Combat Expertise, Great Fortitude, Improved Critical (pincers), Improved Great Fortitude, Improved Iron Will, Iron Will, Power Attack, Vital Strike
Skills Climb +20, Craft (any one) +28, Diplomacy +22, Disable Device +21, Heal +22, Knowledge (arcana) +31, Knowledge (engineering) +31, Knowledge (geography) +31, Knowledge (history) +31, Linguistics +28, Perception +29, Profession (Yog-Sothothery philosopher) +29, Sense Motive +26, Spellcraft +31, Use Magic Device +22
Languages Aklo, 20 other languages, Yithian; telepathy 100 ft.
SQ item creation, scholar

SPECIAL ABILITIES

Amnesia (Su)
Once per day as a standard action, a yithian can attempt to inflict amnesia on a target it is able to communicate telepathically with. A target can resist this attack with a DC 23 Will save. If the target fails its save, it takes a permanent –4 penalty on Will saving throws and all skill checks and loses all memories save for those the yithian chooses to leave intact. This effect can be cured by heal or greater restoration. This is a mind-affecting insanity effect. The save DC is Charisma-based.

Deadly Pincers (Ex)
A yithian always applies 1-1/2 times its Strength modifier to damage dealt by its pincer attacks, and deals triple damage on a critical hit. Pincers are primary attacks for yithians.

Item Creation (Ex)
A yithian possesses the ability to create exotic and powerful items that blur the line between magic and technology, given time and resources. This ability allows a yithian to ignore all of the Item Creation feat requirements and spellcasting requirements for creating a magic item. The resulting item is always yithian technology (see sidebar), built for their claws and tendrils to manipulate.

Mind Swap (Su)
As a full-round action, a yithian can trade minds with another living creature it is able to communicate telepathically with. This functions as magic jar, except the two minds trade bodies. An unwilling target can resist the mind swap with a DC 23 Will save, after which that particular yithian cannot attempt to swap minds with that creature again for 24 hours. The yithian can end the effect of this mind swap at any time and over any distance as a full-round action, instantly returning both minds to the proper bodies; if the yithian wishes, it may attempt to use its amnesia power on the other mind as a free action when it ends the mind swap in this way. With the aid of singular technological devices, yithians can swap minds with targets in other times as well, although this procedure often leaves the traveling minds disoriented for a period, so yithians use it only under controlled conditions. This is a mind-affecting effect. The save DC is Charisma-based.

Scholar (Ex)
Yithians treat all knowledge skills as class skills.

ECOLOGY

Environment any
Organization solitary, pair, band (3–9), or enclave (10+)
Treasure standard (Yithian lightning gun [page 153], other treasure)

The “great race” was so-called because it was the only natural terrestrial species to conquer time and extinction. Rather than travel physically through time, those of the great race are known instead to project their minds across eons, swapping minds with members of their target species. This gives the great race an ideal means of studying other races and other times whilst avoiding easy detection, and it is also how the great race has escaped extinction. By its knowledge of all time, both future and past, it knows when its current form will become untenable. Before this happens, the great race transfers its minds—as a whole—to the chosen species, which then becomes its new form. Their victims have their minds sent back into the bodies of the great race: confused, shocked, and on the brink of extinction, where they speedily meet their doom.

Thus the great race, despite their glories, literally wipe out an entire species (at least mentally, culturally, and spiritually) each time they move on.

The Great Race of the Past
The true origin of the great race is lost to antiquity, but eons ago, they dwelt on a planet named Yith. As a result they are often called Yithians, but even Yith was not their original home. They once inhabited the bodies of large invertebrates with a massive brain capacity and great potential, and this is the form they are usually pictured in.

In their most recent incarnation, this species has a basically cone-shaped body and moves along on a complex foot like that of a mollusk. Near the top of the cone, four boneless limbs twists forth: two ended in sharpened powerful claws, one in a cluster of sense organs and delicate tentacles used for fine manipulation, while the last ends in cone-shaped tubes used for feeding. The creature’s huge brains were at the top of the cone, centered between the limbs. The great race is immensely intelligent: a typical specimen’s brain weighs over 200 pounds and is actually more efficient, neuron-for-neuron, than the human brain.

Yithians are massive—typically standing over 3 meters tall and weighing 4 or more tons—and very long-lived. of course, an individual Yithian can always evade death by mind-switching with another creature.

If a Yithian’s body is killed before it can switch minds, it does indeed die.

The great race tamed dinosaurs, pterosaurs, sea reptiles, and other primeval monsters, often controlling these beasts via electronic implants. Their preferred tools, however, were technological. They were not unified and often fought civil wars amongst themselves, as well as battling other powerful primeval species, such as the elder things, serpent folk, flying polyps, and starspawn.

Yithian Technology
Yithian items function similarly to established magic items, but while the mechanics may not change, the item’s appearance often varies quite drastically from the item it emulates. For example, a yithian lightning gun looks like a strange camera-like array of lenses and metal calipers, but functions in-game identically to a rod of thunder and lightning.

A yithian item can be identified in the same ways as any magic item, but its strange nature imparts a –10 penalty to the Spellcraft check to comprehend the item. At the GM’s discretion, after some time spent among yithians or studying their technology, a character can eventually remove this penalty.

Non-yithians have difficulty manipulating yithian items, and in order to activate such an item, a non-yithian must make a successful DC 20 Dexterity or Sleight of Hand check (in addition to any Use Magic Device check or other skill check that might be required). If the check fails, the item does not function and the action is wasted. If this check fails by 5 or more, the item backfires dangerously and unpredictably.

Other species have been known to emulate yithian craftsmanship: for instance, a mi-go can use Knowledge (engineering) to craft yithian technology.

Relationships with Humanity
The great race periodically sends scouts to take over human bodies in order to investigate and record human progress. They have fostered a sort of cult to assist them in this, and reward their followers with advanced knowledge and secrets from the entirety of time. Unfortunately, they are also preyed upon by enemies, such as the cult of the Yellow Sign, who try to capture members of the great race in human form, and torture them to gather their secrets.

In general, the great race acts as a neutral observer of human antics, but they may occasionally try to drive events in a direction which is beneficial to them.

Section 15: Copyright Notice
Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.
« 上次编辑: 2021-11-01, 周一 20:54:10 由 芸帙之雪 »

离线 芸帙之雪

  • Peasant
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专业(犹格·索托斯哲学)Profession (Yog-Sothothery Philosopher)
« 回帖 #1 于: 2020-05-05, 周二 11:56:20 »
这里是在第三方制作的   伊斯人,过去Yithian,Past   中提到的技能专业(犹格·索托斯哲学)Profession (Yog-Sothothery Philosopher)

专业(犹格·索托斯哲学)
具有此技能等级的角色可以作为克苏鲁神话的学者,使用此技能代替知识检定或法术辨识检定用来诠释、理解、识别或学习克苏鲁神话相关主题。它也可以被用来代替任何用于施展仪式cast rituals的技能。
在这项技能中获得等级会使多数凡人感到精神紧张。如果你有至少一个等级,则在对恐惧、疯狂和困惑豁免掷骰中有-1的惩罚值。每5个等级增加1惩罚值(譬如,技能等级10获得一个-2惩罚,技能等级15获得一个-3惩罚,以此类推)。

原文
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Profession (Yog-Sothothery Philosopher)
A character with ranks in this skill can function as a scholar on the topic of the Cthulhu Mythos, using this skill in place of Knowledge checks or Spellcraft checks made to interpret, understand, identify, or learn about Cthulhu-related topics. It can also be used in place of any skill used to cast rituals.

Gaining ranks in this skill strains the minds of most mortals. You take a –1 penalty on saving throws against dread, insanity, and confusion if you have at least 1 rank. The penalty increases by 1 for every 5 ranks you have (for instance, 10 ranks gives you a -2 penalty, 15 ranks a -3 penalty, etc).

Section 15: Copyright Notice
Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.
« 上次编辑: 2020-05-05, 周二 20:05:39 由 芸帙之雪 »