作者 主题: 【UC】决斗(Duels)  (阅读 20242 次)

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【UC】决斗(Duels)
« 于: 2013-02-27, 周三 00:37:12 »
决斗(DUELS)
没有什么战斗方式比决斗更为文明的了。决斗通过钢铁或法术,在当无序的混战徒劳无益甚至违法的情况下解决争端。尽管决斗通常被认为是荣誉的,却不见得就会有更低的死亡风险。决斗通常会让决斗者们进行更甚于战场的激烈搏杀,由双方最真刀真枪的技巧,力量,和智慧来决出胜利者。


开始一场决斗
决斗是战斗的一种形式,不同于常见的战斗,决斗的参与者们必须全部同意自愿地参与到决斗中,并遵守其规定。如果任意一方破坏了规定,那无论其它结果如何,这一方均将被认为是决斗的败者,而如果其成员继续其进攻性举动,那战斗将以标准的战斗规则来继续。(译注:个人理解,这里大概就是如果破坏了下述的,预先谈好的,决斗规定,而破坏规定的家伙又继续想战个痛,那下述规定将被抛在一边,直接掏出大家最熟悉的战个痛规则继续战

用于决斗的规定通常非常简单,但十分多样,如所有参与者是同一个职业(class),或是所有参与者均同意某些特殊的规定或指引。这样的讨论通常在决斗前进行,以让双方做好充足的准备,但就决斗的所有因素而言,并非总是如此。大多数决斗使用下述的简单规定。

·每个参与者必须独自战斗,不允许得到除了同样参与到决斗的生物,如使魔,动物伙伴,或其他契约生物,外的任何外部帮助。如果决斗一方包括了多于一个参与者,并肩战斗的参与者们可以任意地互相帮助。

·在决斗中允许使用的武器种类须在决斗开始前取得一致意见。比较典型的限制条件包括只允许使用近战武器,远程武器,徒手(或天生)武器,魔法,或这些的组合。决斗的规定可能要求所有参与者使用同样的武器或攻击类型。尤其是在要求使用剑,法术,或火器的决斗中。如果没有这样的规定,任何武器种类都是允许的。

·决斗通常只持续到其中一个决斗者被击倒至失去意识,或其他状态而无法继续决斗的时候。假设目标在豁免检定中失败的情况下,如人类定身术(hold person)这样的法术并不会终止决斗,但石化术(flesh to stone)必然可以。一些决斗不死不休,只有当一个决斗者或一支队伍被切成碎片,或化为一堆冒烟的灰烬时才会结束。其他决斗会持续到第一次见血(first blood),第一次击中(first strike),或者一定次数的成功攻击时。后面的这些决斗类型通常用于解决一些不需要死亡作为结果的争端。

·在一些只使用魔法的决斗里,有可能添加额外的规定,禁止召唤或创造生物,除非这场决斗就是由施法者指挥这些生物来进行(正如在德鲁伊和召唤师们中常见的样子)。

·在一些只有菜刀(warriors)参与的决斗里,通常会有额外规定禁止使用毒,甚至是禁止一整套特定的攻击类型(比如禁止远程攻击,或者要求使用火器)。另外,大多数这样的决斗禁止使用影响到其他参与者的魔法,尽管一些强化施法者自身的法术有时会被允许。


决斗中的战斗(Duel Combat)
一场决斗的运作非常接近通常的战斗,除了一些值得注意的不同。

在决斗的开始,每个参与者做一个先攻检定,就像标准的决斗一样。由于决斗总是有计划且可以预料到的,所以不会有突袭轮。又或者,一些决斗开始于双方的对峙(face off),等待对方退缩或是失去信心。在这种情况下,用一个唬骗,威吓,或察言观色检定代替一般的先攻检定。使用何种技能由每个参与者自行决定,并反映在他们决斗的方式上。(原句:The skill used is decided by the individual participants and is reflective of their approach to the duel.我承认我……嗯,没能很好理解意思,求高手指点!)

在每一轮的开始,参与者们会确认决斗的状态(GM可以通过某些方式,在先攻顺序中标记每一轮的开始,作为检查这个状态的提示)。只要所有参与者同意继续决斗,那决斗将继续。如果有任何一个参与者从决斗中退出,那对所有参与者而言,决斗立即停止,即使有人希望继续。结束了决斗的参与者或参与方将被视为决斗的败者。决斗中剩下的参与者们可以内部同意重开决斗,但这被视为与先前的一场决斗独立的另一场决斗,并不会包括已经退出的人。

决斗的每个参与者可以在他的轮中正常行动,但他的动作必须以她自己或其他的决斗参与者(同伴或对手)作为目标或影响到他们。举个例子,一个菜刀(warrior)可能用他的弓攻击参与到决斗的任何一个人,或者给一个参与到决斗的受伤同伴服下药水,但他不可以攻击参与者外的任何人。同样的,一个决斗中的法师(wizard)不可以施放加速术(haste)给没参与决斗的同伴的同时他自己却并不受到法术的影响,但如果他自己也是目标之一,那他就可以施放法术给他的同伴。攻击性的法术也是一样,比如火球术(fireball)——决斗中的施法者(caster)必须将至少一个他决斗中的对手包括到法术的目标中,而不能在影响到附近的生物时却没有打到他的对手。

除了通常的行动,每个决斗中的参与者都可以使用一些只提供给一场决斗的参与者的特别直觉动作中的一个。他们可以使用决斗反制(dueling counter),决斗闪避(dueling dodge),决斗格挡(dueling parry),或者决斗坚定(dueling resolve)动作,它们的描述见下。


决斗反制(Dueling Counter)
决斗的每个参与者都可以使用一种称为决斗反制的特殊动作。决斗反制很接近反制法术,而更为简单易用。

当一名决斗对手试图施展法术,被作为目标的施法者可以以自由动作做一个辨识法术检定(DC为15+法术等级)。如果检定成功,她可以辨认出对手的法术,并做一个决斗反制的尝试。如果鉴定失败,她将不能尝试决斗反制(尽管仍可以使用特殊动作)。

决斗反制是一个不会引发机会攻击的直觉动作。要进行决斗反制的尝试,反制者必须消耗一个等于或高于施展中的法术的法术等级的法术或法术位。自发施法者(如吟游诗人,先知,和术士)在消耗法术位时,还须选择一个用来反制法术的具体法术。反制者随即做一个施法者等级检定,DC15+要反制的法术的施法者等级。不同于进行一个真正的反制法术动作(需要一个准备动作),即使消耗一个施展中法术的准确复制也不能保证成功。尝试反制法术的施法者,根据她消耗的法术位等级和具体的法术,在检定时获得加值或减值,正如下表所示。如果检定成功,法术将被反制——其被抵消并消失。如果检定失败,法术正常生效,而尝试反制这法术的决斗者在对抗这个法术效果的检定将承受-2减值。

另外,一个施法者可以使用解除魔法(dispel magic)或者高等解除魔法(greater dispel magic)来进行决斗反制。当一个决斗者这样做时,他不需要确定正在被施展的法术,可以反制任何等级的法术,并必须成功 通过一个DC11+要反制的法术的施法者等级的施法者等级检定。当使用解除魔法来进行决斗反制时,将不会被下表的任何情况所调整。

由于准备反制法术是一个决斗施法者自己的动作,他可以在同一轮同时准备反制法术和进行决斗反制。这种情况只有当这位参与者面对复数的对手,或者某个可以用法术瞬发(quicken spell)专长或其他能力来在同一轮施展两次法术的家伙时有用。

表格:决斗反制的调整值
情况                  检定调整值
不同学派的法术               -2
相同学派但不同的法术            +2
法术等级高于被反制的法术的法术等级   +1/每高一级
和被反制的法术相同的法术         +10


决斗闪避(Dueling Dodge)
决斗的每个参与者都可以使用一种被称为决斗闪避的特殊动作。这种特殊的战技(maneuver)给予一个决斗者的AC和反射豁免临时加值,但使他更易于受到其他种类的攻击,直到他下一轮的开始。

当一个参与到决斗中的角色成为决斗的另一个参与者的近战攻击,远程攻击,超自然能力,法术或类法术能力的目标时,他可以宣告,以一个直觉动作做一个决斗闪避。由于这一攻击,给予他AC和任何反射检定+4环境加值。这加值只持续到引起这一直觉动作的攻击结算完毕。如果攻击者可以做出多于一次这样的攻击,所有随后的攻击都将如通常时结算。这一直觉动作必须在得出攻击结果前宣告(译注:原文This immediate action must be declared before the attack is resolved. 于是对于这个能力的宣告时机上有微妙的理解问题,到底是扔骰子前还是扔完骰子得出结果时还可以,这都有待高人指教)。如果该攻击不需要作攻击检定或反射检定,直觉动作照样被消耗,只是毫无效果。

该攻击结算完毕后,尝试了决斗闪避的生物将在AC和所有反射检定承受-2罚值,直到他的下一轮开始(即使决斗已经结束)。


决斗格挡(Dueling Parry)
决斗的每个参与者都可以使用一种被称为决斗格挡的特殊动作。这一特殊的动作允许决斗者将一个指向她的近战攻击或远程攻击打偏。一个决斗格挡不能使法术或火器远程攻击偏转。

当一个参与到决斗中的角色成为决斗的另一个参与者的近战攻击或远程攻击的目标,她可以宣告以一个直觉动作,尝试格挡这一攻击。她必须使用当前持用的武器,以全额攻击加值,做一个-5减值的攻击检定。如果这一攻击检定等于或高于对她的攻击的攻击检定,她将挡开这一攻击,视作失手。如果尝试格挡的决斗者处于徒手状态,她的尝试将承受额外的-2减值。如果决斗者有格挡(parry)的职业特性(译注:决斗家!看什么看,说的就是你!顺便这决斗家名字就叫Duelist,这边也是满屏幕的duelist,感觉太微妙了),她可以在使用格挡职业特性时,每轮一次,不需要直觉动作做出决斗格挡的尝试。

决斗格挡只适用于一次攻击。由同一攻击者做出的其他攻击将照常结算。如果被格斗者成功格挡的攻击原本是命中而且是重击威胁,那这仍然是一次命中,但不会做确认重击的检定,伤害骰将如常。


决斗坚定(Dueling Resolve)
每次决斗,一个角色有一次机会使用一种称为决斗坚定的特殊动作。这一特殊动作允许一个决斗者忽视一个削弱法术或可怕的伤害,继续战斗。

每当一个参与到决斗的角色在一次强韧或意志检定中失败,或HP被削减到0点以下时,他可以用一个直觉动作使用决斗坚定。如果他是在一次强韧或意志检定中失败,他可以用同样的加值重掷检定。如果第二次检定成功,引起检定的法术或效果不会起效,直到他的下一轮结束(即使其持续时间立即开始)。如果他HP被削减到0点一下(但还没被杀死),他不会失去意识或陷入恍惚状态(staggered condition),并可以如常行动,直到他下一轮结束,此时他将陷入恍惚或失去意识,视乎当时他的HP。

如果,在这个角色的下一轮的结束时,法术或效果结束,又或者他的HP恢复到0点以上,他将陷入疲乏,但没有其他的负面效果。一个角色在一次决斗只能使用使用这一能力一次。


决斗与演武(Duels and Performance Combat)
如果你在一场演武战斗中采用决斗规则,成功表演一次决斗反制,决斗闪避,或决斗坚定,都将允许演武者(cotbatant)以自由动作做一个演武检定(performance combat check)。由于决斗反制,决斗闪避和决斗坚定都是直觉动作,也通常不会用在该角色自己的回合,这意味着这位使用了这些决斗动作之一的演武者必须消耗一点胜利点来做演武检定(非动作 译注:详见演武规则……等一下,好像还没被战?!)。


决斗结果(Dual Results)
当决斗被视作战斗的另外一种形式时,他们通常被用于解决同行或竞争对手之间的争端,通常不会决一死战。作为结局,决斗通常与精神上的奖赏一同战斗。

大家都知道奥术学院(Arcane academies)会举行决斗以决定重要的科系地位,以及在学生间作为比赛以争夺社会地位和奖品。在某些地方,决斗如此普遍,以至于有特别区域专门为决斗而建。这样的决斗场(dueling yards)有时会附上在决斗比赛时启动的特殊附魔。这样的场地可以将所有伤害转化为瘀伤,并阻止立即杀死一个敌人或造成永久性伤害的魔法。那并不意味着万无一失,不止一个学徒在这种所谓的“安全”场地中失去一条手臂,甚至是小命。

战士,圣武士,骑士,和其他主要依靠武器进行攻击的角色常常为了获取荣誉而参与到决斗中,却也会在选择决斗场所时非常挑剔。

无论如何,大多数决斗是严肃的事情,决斗各方会赌上自尊,荣誉,财宝,甚至他们的生命去赢得胜利。当宵小之徒设法作弊以尽可能获得优势时,高尚的决斗者们只运用他们的技巧和智慧而非运气或数量,将这一比拼视作一个证明他们在战场上的优越性的机会。




以下是例行的原文
剧透 -   :
Duels

There is no form of combat more civilized than the duel. Be it with steel or spells, duels are used to settle disputes in situations where a chaotic melee would be disruptive or even illegal. Although duels are often considered honorable, this does not necessarily make them any less deadly. Duels often permit combatants to engage in more even fights than the fracas of the battlefield, allowing the true skill, power, and wit of each to determine the victor.

Starting a Duel

A duel is a form of combat, but unlike ordinary combat, the participants must all agree to willingly enter the duel and abide by its rules. If either side breaks the rules, that side is considered the loser of the duel, regardless of any other outcome, and if its members continue aggressive action, the fight continues using the standard rules for combat.

The rules for a duel are usually quite simple, but might vary if all of the participants are of a particular class or if all of the participants agree on specific restrictions or guidelines. Such discussions typically happen before the duel, allowing both sides to properly prepare, but as with all elements of a duel, this is not always the case. Most duels utilize the following simple rules.

• Each participant must fight alone and can receive no help from outside sources, with the exception of other creatures who are taking part in the duel, such as familiars, animal companions, or other bonded creatures. If the duel consists of more than one participant on a side, those fighting alongside one another are free to aid each other.

• The types of weapons that can be used in the duel are agreed upon before the duel begins. Typical restrictions include only using melee weapons, ranged weapons, unarmed (or natural) weapons, magic, or any combination of these. The rules of a duel may require all duel participants to use the same weapon or types of attacks. This is especially the case in duels that require swords, spells, or firearms. Absent any such rules, any type of weapon is permissible.

• The duel usually lasts until one of the combatants has been knocked unconscious or otherwise prevented from continuing. Spells such as hold person do not end duels, but flesh to stone certainly does, assuming the target fails her saving throw. Some duels go to the death and are only ended when one duelist or team is cut to pieces or reduced to a pile of smoking ashes. Other duels last until first blood, first strike, or a number of successful attacks. These latter types of duels are usually intended to settle disputes where a creature's death is not the required end result.

• In the case of duels that exclusively use magic, additional rules might prohibit the use of summoned or conjured creatures, unless the duel is performed by such creatures at the behest of the spellcasters involved (as is common among druids and summoners).

• In the case of duels exclusively among warriors, additional rules typically prohibit the use of poison or even entire types of attacks (such as prohibiting ranged attacks, or requiring the use of firearms). In addition, most such duels prohibit the use of magic that affects other participants, although spells that enhance the caster are sometimes allowed.

Duel Combat

A duel functions much like ordinary combat, with a few notable exceptions.

At the start of the duel, each participant makes an initiative check, just like in standard combat. Because duels are always planned and expected, there is never a surprise round. Alternatively, some duels start off with each side facing off, waiting for the other to flinch or break resolve. In such cases, substitute a Bluff, Intimidate, or Sense Motive check in place of the standard initiative check. The skill used is decided by the individual participants and is reflective of their approach to the duel.

At the beginning of each round, the participants check the status of the duel (the GM may want to mark the beginning of each round in some way during initiative tracking as a reminder to check this status). So long as all participants agree to continue dueling, the duel goes on. If any one of the participants withdraws from the duel, the duel immediately ends for all participants, even those who would see it continue. The participant or side that ended the duel is considered the loser of the duel. The duel's remaining participants can, among themselves, agree to resume the duel, but this is considered a separate duel from the previous one and does not involve those who withdrew from the duel.

Each participant in a duel can act normally on his turn, but his actions must target or affect either himself or one of the other duel participants (either an ally or an opponent). For example, a warrior might make an attack with his bow against anyone participating in the duel, or he might administer a potion to a wounded ally also involved in the duel, but he could not attack anyone other than a participant. Similarly a dueling wizard could not cast haste on allies outside the duel while excluding himself, but he could cast it on his allies if he was among the targets. The same goes for offensive spells, such as fireball—the dueling caster must include one of his opponents in the duel among the targets of the spell, and could not affect some nearby creatures to the exclusion of his opponent.

In addition to his normal actions, each participant in a duel may use one of a number of special immediate actions, available only to characters participating in a duel. They may take dueling counters, dueling dodges, dueling parries, or dueling resolve actions, each of which is described below.

Dueling Counter

Each participant in a duel can take a special action called a dueling counter. A dueling counter is similar to a counterspell, but is easier to use.

When a dueling opponent tries to cast a spell, the targeted spellcaster can make a Spellcraft check (DC 15 + the spell's level) as a free action. If the check succeeds, she can identify her opponent's spell and can attempt a dueling counter. If it fails, she cannot attempt a dueling counter against that spell (although special actions are still available to her).

A dueling counter is an immediate action that does not provoke attacks of opportunity. To attempt a dueling counter, the countering duelist must expend a spell or spell slot of a level equal to or higher than that of the spell being cast. Note that characters who cast spells spontaneously (such as bards, oracles, and sorcerers) must choose which exact spell they are using to counterspell in addition to the slot being used. The countering duelist must then make a caster level check against a DC of 15 + the spell's caster level. Unlike when using a true counterspell action (which requires a readied action), even expending an exact copy of the spell being cast does not guarantee success. The caster attempting the counterspell receives a bonus or penalty on her check depending upon the level of the spell slot being expended and the exact spell used, as noted in the table below. If the check is successful, the spell is countered—it is negated and the spell is lost. If not, the spell takes effect as normal and the duelist attempting to counter the spell takes a –2 penalty on any saving throws made against the spell's effect.

Alternatively, a spellcaster can use dispel magic or greater dispel magic as a dueling counter. When a duelist spellcaster does so, he does not need to identify the spell being cast, can counter a spell of any level, and must succeed at a caster level check against a DC of 11 + the spell's caster level. When dispel magic is used as a dueling counter, it is not modified by any of the circumstances in the table below.

Because readying a counterspell is its own action, a dueling spellcaster can prepare to counterspell and make a dueling counter in the same round. This is only useful if the participant is facing multiple opponents, or someone with access to the Quicken Spell feat or other abilities that allow casting two spells in the same round.

Table: Dueling Counter Modifiers



Circumstance

Check Modifier




Spell is of a different school

–2



Spell is of the same school, but not the same spell

+2



Spell is of a higher level than the spell being countered

+1/level above



Spell is the same as the spell being countered

+10



Dueling Dodge

Each participant in a duel can take a special action called a dueling dodge. This special maneuver gives a duelist a temporary bonus to his AC and on Reflex saves, but leaves him vulnerable to other attacks until the start of his next turn.

Whenever a character participating in a duel is the target of a melee attack, a ranged attack, a supernatural ability, or a spell or spell-like ability from another participant of the duel, he can declare that he is making a dueling dodge as an immediate action. This grants him a +4 circumstance bonus to his AC and on any Reflex saving throws he must make as a result of the attack. This bonus only applies until the attack that triggered the immediate action is resolved. If the attacker can make more than one such attack, all subsequent attacks are resolved as normal. This immediate action must be declared before the attack is resolved. If the attack does not require an attack roll or a Reflex saving throw, the immediate action is still spent, but with no effect.

Once the attack is resolved, the creature that attempted a dueling dodge takes a –2 penalty to his AC and on all Reflex saving throws until the start of his next turn (even if the duel ends).

Dueling Parry

Each participant in a duel can take a special action called a dueling parry. This special action allows the duelist to deflect a blow from a melee or ranged attack directed at her. A dueling parry cannot deflect spell or firearm ranged attacks.

Whenever a character participating in a duel is the target of a melee or ranged attack from another participant of the duel, she can declare that she is attempting to parry the attack as an immediate action. She must then make an attack roll with whatever weapon she is currently wielding, using her full base attack bonus but with a –5 penalty. If this attack roll is equal to or greater than the attack roll being made against her, she parries the attack and it is considered a miss. If the duelist attempting the parry is unarmed, she takes a further –2 on the attempt. If the duelist possesses the parry class feature, she can attempt this dueling parry once per round without spending an immediate action if she is using her parry class feature.

This dueling parry only applies to one attack. Other attacks made by the same attacker are resolved normally. If the attack is a hit and a critical threat, but would be parried by the duelist, it is still a hit, but no confirmation roll is made and damage is rolled normally.

Dueling Resolve

Once per duel, a character can use a special action called dueling resolve. This special action allows a duelist to keep on fighting despite a crippling spell or terrible injury.

Whenever a character participating in a duel fails a Fortitude or Will saving throw, or is reduced to fewer than 0 hit points, he can use dueling resolve as an immediate action. If he failed a Fortitude or Will saving throw, he can attempt another saving throw, using the same bonus. If this second saving throw is a success, the spell or effect prompting the saving throw does not take effect until the end of his next turn (even though its duration begins immediately). If he is reduced to fewer than 0 hit points (but not slain), he does not fall unconscious or gain the staggered condition, and can act normally until the end of his next turn, at which point he becomes staggered or unconscious based on his current hit points.

If, by the end of the character's next turn, the spell or effect ends or he is brought to above 0 hit points, he is fatigued, but otherwise suffers no ill effect. A character can only use this ability once per duel.

Duels and Performance Combat

If you are using the duel rules within a performance combat, successfully performing a dueling counter, dueling dodge, or dueling resolve all allow the combatant to make a performance combat check as a free action. Since the dueling counter, dueling dodge, and dueling resolve action are all immediate actions, and are usually not done on the character's turn, this means that the combatant using one of these dueling actions must spend a victory point to make the performance combat check (not an action).

Duel Results

While duels can be treated as another form of combat, they are usually undertaken to resolve a dispute between colleagues or rivals and are not usually intended to end in death. As a result, duels are usually fought with a specific prize in mind.

Arcane academies are known for having duels to determine important faculty positions and as competitions between students for social standing and prizes. In some places, duels are so common that special areas are constructed specifically for duels. Such dueling yards are sometimes made with special enchantments that can be turned on for dueling competitions. Such fields typically convert all damage to nonlethal damage and prevent magic that instantly slays a foe or does permanent harm. That is not to say that accidents don't happen, and more than one student has lost a limb or even her life while within such “safe” fields.

Fighters, paladins, cavaliers, and other characters that primarily rely on weapon attacks usually engage in duels to settle points of honor, but can also be rather particular in choosing their dueling space.

Regardless of the conditions, most duels are serious affairs, with each side putting pride, honor, treasure, and even their lives on the line to win the day. While villains might try to cheat the rules and exploit every advantage, nobler duelists see the competition as a chance to prove their superiority on the field of battle using only their skills and wits, rather than chance or superior numbers.
« 上次编辑: 2017-11-07, 周二 15:11:16 由 沉沦™DieEnde »

离线 dnlas

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感觉和演武有点像 演武决斗里面 也有靠 FB 或是 伤口到一定数量 来分出胜负的
奥术永远是烂强而失衡的
神术永远是狂热而狭隘的
自然永远是迂腐而保守的

贼永远是躲在阴影中抽菸偷懒的

离线 沙包

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巫师间的决斗

离线 他化自在天

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引用
·在一些只使用魔法的决斗里,有可能添加额外的规定,禁止召唤或创造生物,除非这场决斗就是由施法者指挥这些生物来进行(正如在德鲁伊和召唤师们中常见的样子)。

就决定是你了!凶暴狼! :em032

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我记得这规则和演武连着的,所以演武也交给你了 :em006 :em006

* 背叛者之殇 逃

离线 狗熊有敌

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等一下,原来演武还没翻的吗?!
* 狗熊有敌 认为这其中一定有什么误会

离线 狗熊有敌

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Re: 【UC】决斗 Duels
« 回帖 #6 于: 2013-02-27, 周三 20:48:27 »
于是搞定,来捉虫来吐槽!

离线 柳深龙佐性

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    • 皇帝圣印RPG
Re: 【UC】决斗 Duels
« 回帖 #7 于: 2013-02-27, 周三 21:39:30 »
我这边Wounds and Vigor已经译了一半,若狗熊大已翻译好了,那就全交给您了 :em005

若还未撞车,我希望能翻完它,谢谢 :em023
« 上次编辑: 2013-02-27, 周三 22:12:42 由 柳深龙佐性 »

身随心动。
这是个角色扮演游戏,不是一个坐着等打架游戏!
比起决定好的故事,人类的历史美得叫人心醉。

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Re: 【UC】决斗 Duels
« 回帖 #8 于: 2013-02-27, 周三 22:26:19 »
喜闻乐见的70码么!

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Re: 【UC】决斗 Duels
« 回帖 #9 于: 2013-02-27, 周三 23:00:56 »
我这边Wounds and Vigor已经译了一半,若狗熊大已翻译好了,那就全交给您了 :em005

若还未撞车,我希望能翻完它,谢谢 :em023
本来传说中的预告就是为了避免撞车的

我只是浏览了一遍还没动手呢,有现成的自然是最好的,交给你了!
* 狗熊有敌 拍肩!