作者 主题: [UC]演武规则  (阅读 29568 次)

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[UC]演武规则
« 于: 2013-04-13, 周六 17:25:39 »
演武 Performance Combat
并非所有战斗都是为了生存。战士们有时候会发现他们会身处于一场观众的反应至少和战斗结果本身同等重要的竞赛。无论是一场志在唤起当地民众反抗恶棍的酒吧争吵,还是一场生与死均系于观众意见的沐浴于阳光之下的血腥剑术比赛,演武乃是技巧与天赋更重于无情与效率的战斗。

以下的演武规则允许你作为一个GM来运作一场遭遇,甚至是一连串的战斗遭遇,在其中战斗者们不仅要赢得战斗,还得征服观众。

演武的种类 Types of Performance Combat
创建一场演武的时候,决定战斗的目标和规则是很重要的。以下是一些演武的主要例子,但你完全可以自由地混合搭配这些一般类别中的一部分以适应你的战役故事。

  击倒赛 Knockout Bout:一场击倒赛通常会和玩命的战斗同等野蛮,但没那么血腥,尽管它无须由其中一方的死亡来终结,但扔需要有一个清晰而压倒性的胜利。只要演武双方依然站立,战斗便继续。很多击倒赛要求参与者造成非致命伤害。

  表演赛 Staged Combats:表演赛没击倒赛那么危险。在这种战斗中,战斗者通常被安排好只做一些假把式,所以成功的命中并不会造成致命或非致命伤害,但决定观众反应的方式仍和通常的战斗一样(In these contests, combatants typically arrange to have blows that just barely land, so the hits are not registered as either nonlethal or lethal damage, but crowd reaction is determined in the same way as for normal battles. )。表演赛通常需要进阶训练(见舞台战士 Stage Combatant专长)。没有接受过进阶训练的人也可以尝试加入,但在做攻击检定时将承受-6减值,来让他们攻击看起来好像不会造成真正伤害。

  点到即止 To a Number of Wounds:并非所有血腥运动都要以死亡终结。培养一个为了大大小小的竞技而战的斗士通常十分昂贵,投资在这一产业的人们会保护他们的资产。而在社会上,人们珍惜生命却又热爱精彩的战斗。点到即止的战斗就是一个完美的妥协。一场第一次见血的比赛,或是直到出现有特定数量的伤口的比赛通常都足以满足一群观众。

  不死不休 To the Death:只有其中一方的死亡才会结束这种战斗。有时候观众反应在进行中的不顾一切的战斗中只是次要的,但其他时候观众反应会对战斗的实际结果造成影响。一些血腥运动要求战斗者延迟他们的最后一击,让观众有机会表达他们的满意或不满,通常以一阵激烈的喝彩,或是拇指朝上或朝下的手势。一个拇指向上的手势允许败者活下去,来日再战;一个拇指朝下的手势将以一阵血雾结束战斗。

  直取目标 Toward a Goal:通常这些战斗会被精心安排以重现一场历史上的战斗,或只是让战斗者们对抗有着各种危险和陷阱的地形与挑战。这种战斗可以是比赛(可以将它们和第四章里的载具战斗规则混合),或是表现为夺旗游戏,但全部都是为了测试战斗者达到特定目标的能力。


观众态度 Crowd Attitudes
当战斗者们在演武中真刀真枪地干起来时,观众会持续积极地参与到这些战斗中。观众们根据他们所见的战场,将会用他们的热情或嘲笑使战斗者们鼓舞或沮丧,这将造成严重的结果。

当一个PC使用交涉技能时,观众的态度和NPC的态度相似。改善观众态度的演武检定PC基于观众的初始或当前态度。战斗者每次在战场上做了一些精彩的举动,他们就有机会将其充分利用来得到观众更好的反应,而失误也会引起观众的轻蔑。

在演武过程中,GM们时刻记录观众对待战斗双方的态度是很重要的。考虑到一群观众是一大群大喊大叫,鼓掌,起哄,发出嘘声,或其它表现出满意或不满的举动,观众们确切的反应基于战场上发生的事情而时刻变动,但成群的战斗者们通常都可以在任何特定时间合理地得知观众们对他们的表演的看法。

以下是观众反应和态度的一般类别。它们按由低到高排列。

  敌对 Hostile:观众们对他们看到的东西感到不满。敌对的观众会让处于演武中的战斗者士气低落。在战斗中,当观众对特定的一方表现为敌对时,那一方的战斗者们将在所有攻击检定、战技检定、属性检定、技能检定和豁免上承受-2减值。这是一个影响心智的效果。

如果观众对战斗的一方表现为敌对,且那一方的其中一名战斗者在一次演武检定中失败,结果低于DC以下5点甚至更多,那一方将自动在战斗的表演部分中失败。这可能会对游戏的剧情,或是当PC们正在参与一系列的演武战斗时非常重要。

  不友善 Unfriendly:观众对一方持有偏见,准备对失败的演武检定报以最大声的辱骂。不友善的观众也会让处于演武中的战斗者士气低落。在战斗中,当观众对特定的一方表现为不友善时,那一方的战斗者们将在所有攻击检定、战技检定、属性检定、技能检定和豁免上承受-1减值。这是一个影响心智的效果。

  冷漠 Indifferent:观众们等待着有趣的事情发生。观众们只专注于渴望大胆的战斗技巧的出现。

  友善 Friendly:观众们开始倾向于战斗中的一方。当那一方在战斗中完成令人印象深刻的技艺时,观众会献上喝彩,而他们的反应将给予他们选择的一方所有攻击检定、战技检定、属性检定、技能检定和豁免+1士气加值。这是一个影响心智的效果。

  提供帮助 Helpful:观众爱死了他们看到的特定一方的一切。观众们为战斗者们起立,赞美,喝彩并尖叫,推动他们前往最终的胜利。提供帮助的观众给予他们选择的一方所有攻击检定、战技检定、属性检定、技能检定和豁免+2士气加值。这是一个影响心智的效果。

如果观众对战斗的一方表现为提供帮助的,且那一方的其中一名战斗者在一次演武检定中成功,那一方将获得一个胜利点。


观众的起始态度 Crowd's Starting Attitude
在演武的开始,GM要做的第一件事就是决定观众的起始态度。通常观众在开始时对每一方都是冷漠的态度,但根据不同情况,起始态度可以高一档或低一档。在斗鸡场或城市倍受欢迎的勇士可能会得到高一档的起始态度,而外来者,战俘,或是犯罪者可能会得到低一档的起始态度。如果你在运作一连串的战斗,观众的起始态度基于一个,或一群战斗者在上次战斗的表现,这由他或他们拥有的胜利点所决定,而更高或更低。(见连续Serialized Performance Combats部分)


演武检定 Performance Combat Check
每当一个战斗者有机会影响观众的态度,她就做一个演武检定。这一检定是一个魅力检定,加上基于角色BAB,以及角色在表演(艺术),表演(喜剧)或表演(舞蹈)中级别最高者的调整值。做一个演武检定通常是一个迅捷动作,由表演者执行一个触发动作时触发。(见影响观众态度 Affecting the Crowd's Attitude部分)

BAB    演武检定加值
 0       +0
1-5      +1
6-10     +2
10-15    +3
16+      +4

最高的表演级别  演武检定加值
 0         +0
1-5        +1
6-10       +2
10-15      +3
16+        +4

使用演武武器会让战斗者在演武检定上得到+2加值。某些专长,法术,或其他环境也可能会让战斗者在演武检定上得到加值。

一个成功的演武检定会让观众的态度改善一档。不像技能检定,演武检定中自然骰出现20是必然成功的。失败的演武检定会让态度保持不变,除非检定结果比DC低5或更多,这将导致观众态度恶化一档。检定的DC由观众当前态度所决定,并由演武的环境给予一定的调整。如果观众的当前态度是提供帮助的,一个成功的检定给予被偏爱的一方1个胜利点。


演武检定DC Performance Combat Check DC
演武检定的DC基于多个因素,包括观众的起始或当前态度,观众的规模,参与演武的生物数量。演武检定的基础DC由观众对战斗一方的当前态度所决定。

起始或当前态度      改善态度的基础DC
  敌意         20
  不友善        15
  冷漠         10
  友善         15
 提供帮助        20(注)

注:这是得到1个胜利点的DC。


基础DC将由观众的规模,每一方参加者的数量,和数个其他环境进行调整。

观众的规模 Size of the Crowd:更多的观众会更难倾向于一方或另一方。让他们改变态度,需要更为大胆的表演,或是连续上演足以取悦观众的举动。这里给出的常见的观众规模以及其对改善观众态度和获得胜利点的DC的影响。

  小规模 Small Crowd:小规模的观众包括不少于2,不多于25个生物。这不会增加所有演武检定的基础DC。

  中等规模 Medium Crowd:中等规模的观众包括不少于26,不多于100个生物。中等规模的观众使演武检定的基础DC+2。

  大规模 Large Crowd:大规模的观众包括不少于101,不多于300个生物。大规模的观众使演武检定的基础DC+3。

  超大规模 Massive Mob:超大规模的观众由不少于301个生物组成,而其数量可以扩展到数千人。超大规模的观众使演武检定的基础DC+3。


战斗者总数 Total Number of Combatants:大量的战斗者参与到演武中会增加影响观众的难度。一大群的战斗者会让观众难以估计战斗的全体,从而难以捕捉到有可能影响观众态度的个人举动。当有战斗者加入或离开战斗时,将会添加以下的调整值。

  小型战斗 Small Battle:如果战斗中合计有2到8名战斗者,那改善观众态度或是获取胜利点的基础DC不会有变化。

  中型战斗 Medium Battle:如果战斗中合计有9到16名战斗者,那改善观众态度或是获取胜利点的基础DC+4。

  大型战斗 Large Battle:如果战斗中合计有17名或以上的战斗者,那改善观众态度或是获取胜利点的基础DC+8。


其他影响到DC的情况 Other Circumstances That Affect DC:通常会影响改善观众态度或是获取胜利点的DC的情况包括以下几种。

  作弊 Cheating::如果其中一方明显地作弊或是破坏规则,那一方企图改善观众态度的演武检定DC将在余下的演武中一直+2。在一场战斗中,这一调整可以多次发生。而为了识破作弊行为,必须定下观众成员的基础察觉和察言观色等级(如果设定为一般的人类,通常是+0),并根据观众的规模加上调整值。检定DC基于战斗者用于隐藏其作弊举动的动作(通常是唬骗或潜行)。

观众规模   识破作弊的察觉和察言观色检定加值
小规模          +8
中等规模         +12
大规模          +16
超大规模         +20

  以众击寡 Outnumbered:如果战斗的一方数量比其他人多,而人数比小于2:1,则多者一方改善观众态度或获取胜利点的DC将+2。如果一方比所有其他人多,而比率达到2:1甚至更多,多者一方改善观众态度或获取胜利点的DC将+6。如果人数变得相等,或原本拥有2:1数量优势的一方被揍得人数比下降到不足2:1,则这些对DC的增加可以取消或适度减少。(译注&吐槽:这里说的有点绕,简单来说就是这些加值是时刻根据场上人数进行调整的;不过本来就数量占优还被揍翻,这等弱者不是更应该提高难度才对么……)

  不当优势 Unfair Advantage:如果战斗的一方有着明显的不正当的优势(举个例子,战斗一方在战斗开始时处于优势的位置,或拥有更好的武器铠甲,或者他们的对手手无寸铁),改善观众态度的DC+2。如果这种不当的优势足够夸张,GM可以提升DC到+6。

  收买胁迫 Bribery or Coercion:观众可以被收买胁迫。一般来说,一次成功的收买胁迫尝试,包括支付基于观众规模的,一定数量的小钱钱,并成功通过一个基于观众规模的交涉检定。如果给了钱,但交涉检定失败,那钱是收不回来的,而贿赂的一方仍可以在作弊时让观众的检定承受减值。如果交涉检定成功,改善观众态度或获取胜利点的DC-2。交涉检定结果每超出DC5点,改善观众态度或获取胜利点的DC将进一步-1。

观众规模    交涉DC     价码
小规模      15      25gp
中等规模     20     250gp
大规模      25     750gp
超大规模     30    2000gp


影响观众态度 Affecting the Crowd's Attitude
一个战斗者想要影响观众反应的话,通常他都必须完成一些有机会刺激观众们到一个新态度等级的,明显的表演动作。如果观众们看不到战斗者(由于全遮蔽,隐形,高掩蔽 improved cover,或全掩蔽 total cover),他将无法影响观众态度。但遮蔽,或更低曾度的掩蔽并不会影响战斗中影响观众的能力。

当一个战斗者做了一个表演,或达到了在下面部分描述的触发条件中的一个时,一般来说他可以用一个迅捷动作做一个演武检定(如果他拥有演武大湿专长,那这可以是个自由动作)来改善观众的态度。这个迅捷动作通常包括某种形式的炫耀,表演等以企图抓住观众的心。如果战斗者有一个演武专长,则触发检定的动作可以包括某种形式的移动或效果。有时候一个演武检定可以用一个自由动作或直觉动作来进行。若用一个自由动作来做演武检定,这将不允许角色做任何由于演武专长给予的特殊动作(除非他有演武大湿 Master Combat Performer专长),而若用一个直觉动作甚至无动作来做演武检定,同样不允许角色做任何由于演武专长给予的特殊动作(即使他有演武大湿 Master Combat Performer专长)。

有时候,角色会被要求必须做一个演武检定。这些强制性的演武检定并不是动作,而如果失败通常都会有负面效果。

以下是做演武检定的标准触发条件。这些条件根据做出尝试的动作类型或做演武检定的动作类型编排。

迅捷动作检定
以下触发条件允许参与演武的角色用一个迅捷动作做演武检定。一个角色总是可以在需要一个迅捷动作时选择不做演武检定。一些被称为演武专长的专长允许一个角色表演其他动作作为演武检定的一部分。这些专长可以在第二章找到(译注:Performance Feat包括Dramatic Display、Hero's Display、Masterful Display、Mocking Dance、Murderer's Circle、Savage Display)。

  冲锋 Charge:每当一个战斗者命中了一次冲锋攻击,她就可以用一个迅捷动作做一个演武检定。

  战技 Combat Maneuvers:每当一个战斗者成功完成一个战技,她就可以用一个迅捷动作做一个演武检定。

  造成最大伤害 Dealing Maximum Damage:每当一个战斗者的伤害骰扔出了最大伤害(武器或法术,但不包括偷袭或其他可变动的伤害),她可以用一个迅捷动作做一个演武检定。基于她使用的武器种类或法术等级,将得到一个加值或减值。轻型武器得到-4减值,单手武器没有调整,而双手武器或异种武器在检定上得到+2环境加值。法术则会在演武检定上得到相当于法术等级一半的加值。

  能量法术或效果 Energy Spells and Effects:观众们乐于看到绚丽的法术和效果。如果一个战斗者施展或使用了一个造成非常明显的视觉效果的酸、寒冷、火焰、电击、力场或音波伤害的法术或效果(包括附魔有炎爆或电爆这种当确认重击时,会造成能量伤害爆发的武器),她可以用一个迅捷动作做一个演武检定。

  虚招 Feint:如果一个战斗者成功对一个敌人使用虚招,她就可以用一个迅捷动作做一个演武检定。

  放倒对手 Knocking Opponent Prone:当一个战斗者把另一个战斗者击倒至俯卧状态,她就可以用一个迅捷动作做一个演武检定。

  多次击中 Multiple Hits:如果一个战斗者在她的回合内有多于一次攻击,并至少击中她的对手两次,她就可以用一个迅捷动作做一个演武检定。第二次击中后每多击中一次,她都将在演武检定上得到+2加值。


自由动作或直觉动作
以下触发条件允许一个战斗者以一个自由动作或直觉动作进行演武检定。一个战斗者也可以选择用一个迅捷动作来完成这次演武检定,这样做他就可以得到演武专长带来的好处。一个角色总之可以在需要一个自由或迅捷动作时选择不做演武检定。当并不是这个战斗者的回合时,他也可以消耗一个胜利点,来以一个自由动作完成下面的任何一个演武检定,而避免消耗直觉动作。

  重击 Critical Hit:当一个战斗者确认了一次重击,他可以以一个自由动作或直觉动作进行演武检定。若他这样做,检定结果比DC低5或更多将不会降低观众的态度等级。如果战斗者通过重击专长得到重击的额外效果,他将在这次演武检定中得到+2加值。

  第一滴血 First Blood:如果战斗者是一场演武中第一个给敌人造成伤害的家伙(或者在表演赛中第一次击中对手),他可以以一个自由动作或直觉动作进行演武检定。

  狂暴 Raging:在演武中第一个进入狂暴状态的战斗者可以以一个自由动作或直觉动作进行演武检定。

  征服对手 Vanquish Opponent:每当一个战斗者将一个生物的HP降到0或更低,他可以以一个自由动作或直觉动作进行演武检定。


强迫检定 Mandatory Checks
以下的演武检定必须在可能的时候都进行尝试。这些检定不会改善观众的态度,而战斗者也不会得到演武专长的好处。在这些检定中失败通常会对观众的态度造成负面影响。如果观众看不见出发这些检定的动作,则做出那些动作的战斗者就不需要做检定。因为这些触发条件而做的演武检定均不是动作。

  魔法治疗 Magical Healing:观众们并不乐于看见魔法治疗的使用;一些观众甚至将之视为作弊。在一个战斗者施展一个治疗法术或其他造成治疗效果的能力,或是使用一个治疗的触发型魔法道具、完成型魔法道具,或使用恢复道具(甚至包括给一个敌人灌下治疗轻伤药水或类似的药水),她都必须做一个演武检定(On a turn when a combatant casts a healing spell or other healing effect, or uses a healing spell trigger, spell completion, or use-activated item (including forcing a potion of cure light wounds or similar potion down the throat of an opponent) she must make a performance combat check. )。成功将不会对观众态度造成任何影响,而失败则将降低观众的态度一档。

  倒血霉 Rolling a Natural 1:当一个战斗者在一次攻击检定或豁免检定中自然骰扔出1,她必须做一个演武检定。成功将不会对观众态度造成任何影响,而失败则将降低观众的态度一档。

  转进 Withdraw:每当一个战斗者使用撤退动作,她必须以一个自由动作做一次演武检定。这次检定承受-5减值,成功将不会对观众态度造成任何影响,而失败则将降低观众的态度一档。


胜利点 Victory Points
当演武的一方正收益于提供帮助的观众,并通过了一次演武检定,那一方将得到一点胜利点。胜利点将保存在一个池中,可以被演武中特定一方的任何人在演武中的任何时候使用,只要那一方无人反对。在演武中,胜利点可以以一下的方式使用。使用胜利点不是一个动作。

•一个战斗者可以消耗一个胜利点在一个演武检定中自动成功,但当处于提供帮助的观众的状态下时,不可以通过这样做来自动成功演武检定。

•一个战斗者可以消耗一个胜利点将需要一个自由或迅捷动作的演武检定变为无动作,这可以让他避免在并非自己的回合时消耗迅捷动作来完成演武检定。

•一个战斗者可以消耗一个胜利点强迫一个演武中的对手重掷一个演武检定。这个对手必须接受掷的结果。


当进行着一系列连续的演武战斗时,还没使用的演武点可以被保存并在下一次演武中使用,还可以影响观众的起始态度。

而在连续的战斗中,由于在一场演武的最后得到比对手更高的观众态度而决定性地赢得胜利的队伍,每个成员都会赢得一点胜利点。

划分胜利点:在团队演武的情况下,有时候演武队伍的分组会变化。这种时候,如何划分这支队伍已经获得的胜利点就是非常重要的。胜利点必须尽可能平均地分配给这支队伍的每个成员,而余数则归给无论通过什么方式决定下来的成员(但不能有任何成员从余数中得到多于1点的胜利点)。举个例子,如果一支由四个成员组成的队伍在一个回合结束时拥有6个胜利点,则四个成员都会得到至少1个胜利点,而其中有两个成员将各得到1点额外的胜利点,选出哪两个则由全部成员都认为公平的方式决定。


决定胜负 Determining a Winner
当演武结束,观众态度等级最高的一方将赢得观众的心。在平局的情况下,将通过胜利点决定胜者。如果这样还是平局,那这场演武则是一场平局。


连续演武 Serialized Performance Combats
如果你在运作一系列的演武战斗作为你战役的一部分,每场单独的演武的胜败将会影响下一场演武的观众起始态度,无论是消极影响还是积极影响。

如果演武中的一方是由于在观众处于敌对态度时,在一次演武检定中失败了5点甚至以上而输掉演武,则在其下一个回合中,观众们将以不友善,而非冷漠作为起始态度。

如果演武中的一方在演武开始时拥有至少等于其成员人数的胜利点,则观众们对他们将以友善,而非冷漠作为起始态度。如果拥有至少3倍于其成员人数的胜利点,则观众们对他们将以提供帮助,而非冷漠作为起始态度。





自从有了原文妈妈再也不用担心我不会被吐槽了!
剧透 -   :
Performance Combat

Not every fight is for survival. Combatants sometimes find themselves in contests where the crowd's reaction is at least as important as the outcome of the fight itself. Whether a bar brawl with the goal of rousing the local populace to rise up against a band of bullies or a sun-drenched and bloody gladiatorial contest where life and death actually hinge on the favor of the crowd, performance combats are fights in which showmanship and flair can be more important than ruthless fighting efficiency.

The following rules for performance combat allow you as the GM to run an encounter, or even a series of combat encounters, in which the combatants must not only win the battle, but also win over the crowd.

Types of Performance Combat

When creating a performance combat, it is important to determine the goals and rules of that combat. The following are the major examples of performance combat, but you should feel free to mix and match some of these general categories to create a performance combat that fits the story of your campaign.

Knockout Bout: Frequently as brutal but not as bloody as battles to the death, a knockout bout does not end in the death of one side, but still requires a clear and crushing victory. As long as both sides in the performance combat remain standing, the fight continues. Many knockout bout combats require that their participants deal nonlethal damage.

Staged Combats: Staged combats are less dangerous than knockout bouts. In these contests, combatants typically arrange to have blows that just barely land, so the hits are not registered as either nonlethal or lethal damage, but crowd reaction is determined in the same way as for normal battles. Staged combats often require advanced training (see the Stage Combatant feat). Those without advanced training can attempt to participate, but take a –6 penalty on attack rolls in order to make it seem like their attacks hit without doing real damage.

To a Number of Wounds: Not all blood sports end in death. It is often costly to train warriors for arenas big and small, and those who finance such enterprises are protective of their investments. In societies that value life but still love the spectacle of a good fracas, fighting to a number of wounds is an excellent compromise. A fight to first blood or to a certain number of wounds is often enough to appease a crowd.

To the Death: Only the death of one side ends these bouts. Sometimes the crowd's reaction is secondary to the desperate battle on display, but other times the crowd's reaction can have an effect on the actual outcome of the fight. Some blood sports demand that combatants hold off on the killing blow until the crowd gets a chance to voice its pleasure or displeasure, usually with a roar of applause or with a thumbs-up or thumbs-down gesture. A thumbs-up gesture allows the vanquished combatant to live and fight another day; a thumbs-down gesture ends the melee with a grotesque spray of blood.

Toward a Goal: Often these are elaborate affairs that may reproduce a historical battle, or just pit combatants against terrain and challenges that feature a variety of hazards and traps. These types of battles can be races (maybe mixing them with the rules for vehicular combat presented in Chapter 4), or may present capture-the-flag-like objectives, but all test the ability of the combatants to achieve a predetermined goal.

Crowd Attitudes

While combatants do the actual fighting in performance combat, the crowd remains an active participant in these bouts. The audience can bolster or demoralize the competitors with their enthusiasm or scorn for what they see on the battlefield, with serious results.

A crowd's attitude is similar to a nonplayer character's attitude when a character uses the Diplomacy skill. The DC of performance combat checks to improve crowd reaction is tied to the crowd's starting or current attitude. Each time the combatants do something spectacular on the battlefield, they have the opportunity to parlay that success into a better crowd reaction, but missteps can also create contempt among the crowd.

During performance combat, it is important for the GM to keep track of the crowd's attitude toward each side of the combat. Given that a crowd is filled with many people shouting, clapping, booing, hissing, or otherwise showing their pleasure or displeasure, the exact crowd reaction changes from moment to moment based on events on the battlefield, but groups of combatants always have a reasonable idea of what the crowd thinks of their performance at any given time.

The following are the general categories of crowd reaction and attitude. They are listed from lowest regard to highest.

Hostile: The crowd does not like what it is seeing. Hostile crowds demoralize combatants in a performance combat. In these battles, while the crowd is hostile toward a given side, those combatants take a –2 penalty on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws. This is a mind-affecting effect.

If the crowd is hostile toward a side of the combat and a member of that side fails a performance combat check by 5 or more, that side automatically loses the performance part of the combat. This can be important for the story of the game, or if the PCs are participating in serialized performance combats.

Unfriendly: While still biased against a side, the crowd reserves its most vocal disdain for failed performance combat checks. Unfriendly crowds demoralize combatants in a performance combat. In these battles, while the crowd is unfriendly toward a given side, those combatants take a –1 penalty on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws. This is a mind-affecting effect.

Indifferent: The crowd is waiting for something exciting to happen. Audience members show little emotion other than anticipation and a desire for daring feats of combat to occur.

Friendly: The crowd is beginning to be swayed toward one side in the fray. Audience members cheer when that side achieves some impressive feat in the combat, and their reaction grants a +1 morale bonus on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws for their chosen side. This is a mind-affecting effect.

Helpful: The crowd loves what it is seeing from a given side. Audience members stand up, chant, cheer, and scream for the combatants to push on toward ultimate success. A helpful crowd grants its chosen champions a +2 morale bonus on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws. This is a mind-affecting effect.

If the crowd is helpful toward one side of the combat and a member of that side succeeds at a performance combat check, that side gains a victory point.

Crowd's Starting Attitude

The first thing a GM must do in a performance combat is determine the crowd's starting attitude. Typically a crowd starts out with an indifferent attitude toward each side, but it could start with an attitude that's a step higher or lower based on other circumstances. Favored champions of a fighting pit or a city may start at a higher attitude step, while outsiders, prisoners of war, or criminals may start at a lower attitude step. If you are running a series of combats, a crowd may start with a higher or lower starting attitude based on a combatant's or a group of combatants' performance in the last bout, which is determined by the number of victory points the individual or group has (see the Serialized Performance Combats section).

Performance Combat Check

Whenever a combatant has a chance to affect the crowd's attitude, she makes a performance combat check. The check is a Charisma ability check modified by the base attack bonus of the character plus any ranks the character has in Perform (act), Perform (comedy), or Perform (dance), whichever is highest. Making a performance combat check is usually a swift action, triggered when a combatant performs a trigger action (see the Affecting the Crowd's Attitude section).



Base Attack Bonus

Bonus on Performance Combat Check

 


0

+0

 

1–5

+1

 

6–10

+2

 

11–15

+3

 

16+

+4





Highest Perform Ranks

Bonus on Performance Combat Check

 


0

+0

 

1–5

+1

 

6–10

+2

 

11–15

+3

 

16+

+4


Using a performance weapon grants a combatant a +2 bonus on performance combat checks. Some feats, spells, or other circumstances may grant a combatant a bonus on performance combat checks.

Succeeding at a performance combat check improves the attitude of the crowd by one step. Unlike skill checks, a roll of a natural 20 on a performance combat check always succeeds. Failing the check either leaves the attitude unchanged or, if the check fails by 5 or more, causes the attitude of the crowd to decrease by one step. The DC of the check is determined by the crowd's current attitude, with a number of adjustments to the DC granted by the circumstances of the performance combat. If the crowd's current attitude is helpful, a successful check grants the favored side 1 victory point.

Performance Combat Check DC

The performance combat check's DC is based on a number of factors, including the starting or current attitude of the crowd, the size of the crowd, and the number of creatures participating in the performance combat. The base DC of the performance combat check is determined by the current attitude of the crowd toward the side of combat.



Starting or Current Attitude

Base DC to Improve Attitude




Hostile

20



Unfriendly

15



Indifferent

10



Friendly

15



Helpful

201




1 This is the DC to gain a victory point.


The base DC is modified by the size of the crowd, the number of participants on each side, and a number of other circumstances.

Size of the Crowd: Larger crowds are harder to sway to one side or the other. It takes great shows of daring or a progression of numerous displays of crowd-pleasing actions to get them to change their attitude. Presented here are the general crowd sizes and their effects on the DC to improve crowd attitudes and gain victory points.

Small Crowd: A small crowd contains no fewer than two and no more than 25 creatures. It does not increase the base DC of all performance combat checks.


Medium Crowd: A medium crowd contains no fewer than 26 and no more than 100 creatures. A medium crowd increases the DC of all performance combat checks by +2.


Large Crowd: A large crowd contains no fewer than 101 and no more than 300 creatures. A large crowd increases the DC of all performance combat checks by +3.


Massive Mob: A massive mob is made up of no fewer than 301 creatures, and its numbers can expand into the thousands. A massive mob increases the DC of all performance combat checks by +4.

Total Number of Combatants: The participation of a large number of combatants increases the difficulty of swaying the crowd. Large groups of combatants make it difficult for a crowd to follow the entire battle and to catch actions from individuals that could possibly sway the audience's attitude. Adjust these modifications as combatants enter or leave the battle.

Small Battle: If the battle is between a total of 2–8 combatants, there is no change to the base DC to improve the attitude of the crowd or gain victory points.


Medium Battle: If the battle is between 9–16 combatants, the DC to improve the attitude of the crowd or gain victory points increases by +4.


Large Battle: A battle with 17 or more total combatants increases the DC to improve the attitude of the crowd by +8.

Other Circumstances That Affect DC: Other circumstances that always affect the DC to improve the attitude of the crowd or gain victory points include the following.

Cheating: If one side visibly cheats or breaks the rules, the DC for that side of the performance combat to improve the attitude of the crowd increases by 2 for the remainder of the performance combat. This increase can occur multiple times in a battle. For the purpose of spotting cheating, determine the base Perception and Sense Motive for the average member of a crowd (usually +0 if you assume an average human) and apply the following modifiers based on crowd size. The DC is based on whatever action the combatant is using to hide any cheating (usually Bluff or Stealth).




Crowd Size

Bonus on Perception and Sense Motive
Checks to Spot Cheating




Small crowd

+8



Medium crowd

+12



Large crowd

+16



Massive mob

+20



Outnumbered: If one side of the battle outnumbers the others by less than a 2:1 ratio, the DC for that side to improve the attitude of the crowd or to gain victory points increases by 2. If one side outnumbers all others by a ratio of 2:1 or more, the DC for that side to improve the attitude of the crowd increases by 6. These increases to the DC end or are reduced to the appropriate level if the numbers become even or if the 2:1 ratio of combatants is ever brought down to outnumbering the other sides by less than a 2:1 ratio.


Unfair Advantage: If one side of the battle has an obvious unfair advantage (for example, one side starts the battle in a fortified position or has better weapons and armor, or its opponents are not armed at all), the DC to improve the attitude of the crowd is increased by 2. A GM can increase the DC by as much as 6 if the unfair advantage is severe enough.


Bribery or Coercion: Crowds can be bribed or coerced. Typically a successful bribe or attempt at coercion involves paying some amount of gold based on the crowd size, and succeeding at a Diplomacy check with a DC based on the size of the crowd. If the gold is paid and the Diplomacy check fails, the side gains a penalty for cheating instead, though the gold is still spent. If the check succeeds, the DC to improve crowd reaction and gain victory points decreases by 2. For every 5 points over the DC by which the combatants make the check, the DC to improve the crowd's attitude or to gain a victory point decreases by 1.




Crowd Size

Diplomacy DC

Gold Paid

 


Small crowd

DC 15

25 gp

 

Medium crowd

DC 20

250 gp

 

Large crowd

DC 25

750 gp

 

Massive mob

DC 30

2,000 gp



Affecting the Crowd's Attitude

For a combatant to affect the crowd's reaction in some way, he must usually accomplish some visible combat display that has a chance of motivating the crowd toward a new attitude. If the crowd cannot see the combatant (because of total concealment, invisibility, improved cover, or total cover), he cannot affect the crowd's attitude in any way, but concealment and lesser forms of cover do not affect a combatant's ability to affect the crowd.

When a combatant performs or causes one of the triggers described in the sections that follow, he can typically make a performance combat check as a swift action (or a free action if the creature has the Master Combat Performer feat) to improve the attitude of the crowd. The swift action usually involves some form of flourish, display, or show in the attempt to grab the attention of the crowd. If the combatant has a performance feat, the action that triggers the check may involve some form of movement or effect. Sometimes a performance combat check can be made as a free or an immediate action. Making a performance check as a free action does not allow a character to take any special action granted to him by a performance feat (unless he has the Master Combat Performer feat), and making a performance combat check as an immediate action or as no action never allows a character to perform a special action granted by a performance feat (even if he does have the Master Combat Performer feat).

Other times, a performance combat check must be performed. These mandatory performance combat checks are not actions, and usually have detrimental effects if the check is not successful.

The following are the standard triggers for making a performance combat check. The triggers are organized by the action type required to attempt or to make the performance combat check.

Swift Action Checks

The following triggers allow a character participating in a performance combat to make a performance combat check as a swift action. A character can always opt not to make a performance combat check that requires a swift action. Some feats, called performance feats, allow a character to perform other actions as part of the performance combat check. These feats can be found in Chapter 2.

Charge: Whenever a combatant hits with a charge attack, she can make a performance combat check as a swift action.

Combat Maneuvers: Whenever a combatant successfully performs any combat maneuver, she can make a performance combat check as a swift action.

Dealing Maximum Damage: Whenever a combatant deals maximum damage with a damage roll (weapon or spell, but not including sneak attack or other variable precision damage), she can make a performance combat check as a swift action. She gains a penalty or bonus on this check based on the type of weapon or spell she uses. Light weapons take a –4 penalty on the check, one-handed weapons grant neither a bonus or a penalty, and two-handed or exotic weapons grant a +2 circumstance bonus on the check. Spells grant a bonus on the performance combat check equal to half their spell level.

Energy Spells and Effects: Crowds tend to respond to flashy spells and effects. If a combatant casts a spell or produces an effect that deals acid, cold, fire, electricity, force, or sonic damage in a visible way (including weapons with special abilities like flaming burst or shocking burst that deal bursts of energy damage on critical hits), she can make a performance combat check as a swift action.

Feint: If a combatant successfully feints against an enemy, she can make a performance combat check as a swift action.

Knocking Opponent Prone: When a combatant knocks another combatant prone, she can make a performance combat check as a swift action.

Multiple Hits: If a combatant has more than one attack on her turn and hits an opponent with at least two of those attacks, she can make a performance combat check as a swift action. She gains a +2 bonus on this performance combat check for every attack she hits with beyond the second.

Free Action or Immediate Action Checks

The following triggers allow a combatant to make a performance combat check as a free action or an immediate action. A combatant may also opt to make any of these performance combat checks as a swift action instead, and gains the benefit of performance feats when he does so. A combatant can always opt to not make a performance combat check that requires a free action or immediate action. A combatant can also spend a victory point to make any one of these performance combat checks as a free action taken when it is not the combatant's turn, which allows the combatant to make one of these performance combat checks without spending an immediate action.

Critical Hit: When a combatant confirms a critical hit, he can make a performance combat check as a free or immediate action. When he does so, failing by 5 or more does not lower the crowd's attitude. If the combatant gains a special effect on this critical hit from a critical feat, he gains a +2 bonus on the performance combat check.

First Blood: If the combatant is the first person to damage an enemy during a performance combat (or to hit an opponent in the case of staged combats), he can make a performance combat check as a free or immediate action.

Raging: The first time a combatant enters a rage in a performance combat, he can make a performance combat check as a free or immediate action.

Vanquish Opponent: Whenever a combatant reduces a creature to 0 or fewer hit points, he can make a performance combat check as a free or immediate action.

Mandatory Checks

The following performance combat checks must be attempted whenever possible. These checks don't improve a crowd's attitude, and the combatant gains no benefit from performance feats with these checks. Failing them typically has a detrimental effect on a crowd's attitude. If the crowd cannot see the action that triggered these checks, the combatant who performed it does not need to make the check. Making a performance check for one of these triggers is not an action.

Magical Healing: Crowds tend to dislike the use of magical healing; some crowds even see it as cheating. On a turn when a combatant casts a healing spell or other healing effect, or uses a healing spell trigger, spell completion, or use-activated item (including forcing a potion of cure light wounds or similar potion down the throat of an opponent) she must make a performance combat check. Success yields no change to the attitude of the crowd, but any failure reduces the crowd's attitude by one step.

Rolling a Natural 1: When a combatant rolls a natural 1 on an attack roll or a saving throw, she must make a performance combat check. A success does not affect the crowd in any way, but any failure reduces the crowd's attitude by one step.

Withdraw: Whenever a combatant uses the withdraw action, she must make a performance combat check as a free action. She takes a –5 penalty on the check, and success does not shift the crowd's attitude, but failure shifts it one step lower.

Victory Points

When a side is benefiting from a helpful crowd reaction and succeeds at a performance combat check, that side gains a victory point. Victory points are kept in a pool, and can be spent by anyone on a given side of a performance combat at any time during the performance combat, as long as no one on the side objects to the use of the victory point. Victory points can be spent during a performance combat in the following ways. Spending a victory point is not an action.

• A combatant can spend a victory point to gain an automatic success at a performance combat check, but cannot spend the victory point to succeed at a performance combat check while the crowd has a helpful attitude toward that combatant's side of the performance combat.

• A combatant can spend a victory point to make a free or immediate action performance combat check as no action, allowing the combatant to make the check when it is not the combatant's turn without spending an immediate action.

• A combatant can spend a victory point to force an opponent in a performance combat to reroll a performance combat check. The opponent must take the effect of the reroll.

While running a group of serialized performance combats, any unspent victory points are saved and can be used during the next performance combat, and can affect the starting attitude of the crowd.

In the case of serialized combats, decisively winning a performance by having a higher crowd attitude than the opposing team or teams at the end of the performance combat wins 1 victory point for each combatant on the winning side.

Splitting Up Victory Points: Sometimes, in the case of team performance combat, the lineup of a performance combat team may change. If this occurs, it may be important to split up any victory points the team has gained. Victory points should be split as evenly as possible among the combatants within a team, with the remainder going to combatants in any way the team chooses (but with no individual player receiving more than 1 point from the remainder). For instance, if a team is made up of four combatants, but at the end of a bout there are 6 victory points, all four combatants gain at least 1 victory point, and two members of the team each receive 1 additional point, as chosen by the members of the team in any way the members deem fair.

Determining a Winner

When the performance combat is concluded, the side with the highest attitude wins over the crowd. In the case of a tie, use victory points to determine the winner. If the bout is still a tie, that performance combat is a tie.

Serialized Performance Combats

If you are running a series of performance combats as part of your campaign, successes and failures for each performance combat can affect the starting attitude of the crowd in future performance combats in the series, both negatively and positively.

If one side of a performance combat loses the performance part of the combat by failing a performance combat check by 5 while the crowd has a hostile attitude, on the very next bout, the crowd starts with an unfriendly attitude instead of the indifferent attitude.

If a side of the performance combat starts with at least 1 victory point per member of the side, the crowd's attitude starts as friendly toward that side instead of indifferent. If the side has at least 3 victory points per member, the crowd starts as helpful instead of indifferent.
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Re: [UC]演武规则(剩下一部分,还没排版!)
« 回帖 #1 于: 2013-04-13, 周六 17:25:55 »
附:规则涉及到的所有专长(舞台战士Stage Combatant的译名取自 弑君者伊恩 的UC专长简表,演武大湿Master Combat Performer的翻译取自 格里菲因 的UC专长详述。演武专长们除了Murderer's Circle 这个总感觉太别扭外,均采用了 Falengel 的译名)

舞台战士(战斗)
Stage Combatant (Combat)
你是表演和非致命战斗的大师。
先决条件:武器专攻,BAB+5
效果:当你用有武器专精的武器进行攻击时,你不需要在尝试不造成伤害或造成非致命伤害时承受罚值。
一般:当进行不造成伤害或造成非致命伤害的攻击时,你的攻击检定承受-4罚值。

演武大师(战斗专长)
Master Combat Performer (Combat)
你是一个在角斗场和舞台上表演武艺的大师。
先决条件:演武战士[Performing Combatant]或3项演武专长,基本攻击加值+6
好处:你可以用自由动作进行演武检定。你可以像演武武器一样使用所有武器进行演武。


以下是演武专长  Performance Feat

戏剧杂耍(战斗,演武)
Dramatic Display (Combat, Performance)
你运用武器的技巧清晰地展现在了敌人和观众眼前。
先决条件:炫目技巧
好处:当你消耗一个迅捷动作做一个演武检定,你散发出一股令人惊叹的技巧的气场。你在演武检定上得到+2加值,并在你下一轮结束之前,在所有攻击检定和战技检定上得到+2加值。

英豪演武(战斗,演武)
Hero's Display (Combat, Performance)
你用武器向观众表演出引人注目的华丽招式。观众们爽翻了,而你的敌人吓傻了。
先决条件:炫目技巧,武器专攻,并熟练所选择的的武器(译注吐槽:这个要求是有什么深邃的用意吗?)
好处:当你消耗一个迅捷动作做一个演武检定,你举起你有武器专攻的武器做一个威武的展示。你在演武检定上获得+2加值,并对在你30尺范围内,看得见你展示的敌人做一个威吓检定以挫败其士气。

宗师极意(战斗,演武)
Masterful Display (Combat, Performance)
你精心完成一个特别的胜利动作,让观众们欢喜若狂。
先决条件:炫目技巧,任意两个演武专长。
好处:选择你拥有的任意两个演武专长的效果。当你做一个演武检定时,你得到那两个专长的好处,但只能在演武检定中得到+2加值。

嘲弄舞步(战斗,演武)
Mocking Dance (Combat, Performance)
你来了一小段舞蹈嘲弄对手,逗乐观众。
先决条件:特技动作4级,或是表演(舞蹈)4级
好处:当你消耗一个迅捷动作做一个演武检定,在做检定之前你可以移动五尺而不触发借机攻击,又或者以你的速度移动并触发机会攻击。你不可以停在你可以威胁任意敌人的位置。如果你移动了至少5尺,你在演武检定中得到+2加值。

杀戮回旋(战斗,演武)
Murderer's Circle (Combat, Performance)
在你重创了对手之后,你围着他打圈,仿佛准备杀戮的猎手。
先决条件:闪避,特技动作4级。
好处:当你在完成了一次重击,或表演了一次战技后仍相邻于吃了你重击或战技的目标,并消耗一个迅捷动作做一个演武检定,你就可以移动到相邻你目标的其他任意空间,不会触发借机攻击。你到那个空间必须有一条清晰的路线,并有能力凭一个移动动作抵达那里。如果你在任意一个并非起始位置的地方结束这次移动,你在演武检定上获得+2加值。

Savage Display(战斗,演武)
Savage Display (Combat, Performance)
伴随着你的胜利和一声咆哮,你用更进一步的野性推动自己前进。
先决条件:炫目技巧
好处:当你消耗一个迅捷动作做一个演武检定,你在演武检定上获得+2加值,并直到你下一轮结束前,在伤害骰上得到+1d6的价值。这一额外的伤害并非基于精准的伤害。
« 上次编辑: 2013-04-19, 周五 23:23:41 由 狗熊有敌 »

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Re: [UC]演武规则(剩下一部分,还没排版!)
« 回帖 #2 于: 2013-04-13, 周六 17:26:05 »
这个坑如有意外则是放演武武器

演武武器们
Gladius, Scizore, Amentum, Aklys, Knuckle axe, Madu (leather/steel),Pata,Quadrens,Scorpion whip,Sica,Hooked axe,Shotel,Flying blade,Throwing shield

其实列表已经翻过了就当我在这里顺手归个类吧!(拇指
« 上次编辑: 2013-04-13, 周六 19:33:53 由 狗熊有敌 »

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Re: [UC]演武规则(剩下一部分,还没排版!)
« 回帖 #3 于: 2013-04-13, 周六 17:46:51 »
赞美lz  :em020
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Re: [UC]演武规则(剩下一部分,还没排版!)
« 回帖 #4 于: 2013-04-13, 周六 18:09:48 »
有bug可以跟帖指出,到时候一起毁灭证据!

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Re: [UC]演武规则(剩下一部分,还没排版!)
« 回帖 #5 于: 2013-04-13, 周六 18:13:19 »
观众的规模:更多的观众会更难倾向于一方或另一方。让他们改变态度,需要更为大胆的表演,或是连续上演足以取悦观众的举动。这里给出的长剑的观众规模以及其对改善观众态度和获得胜利点的DC的影响。


超大规模:超大规模的观众由不少于301个生物组成,而其数量可以扩展到数千人。中等规模的观众使演武检定的基础DC+3。
迅捷动作检定
以下触发条件允许参与演武的角色用一个迅捷动作做演武检定。一个角色总之可以在需要一个迅捷动作时选择不做演武检定。
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Re: [UC]演武规则
« 回帖 #6 于: 2013-04-13, 周六 21:07:16 »

  直到一定数量的伤口 To a Number of Wounds

点到为止 不是更好吗?

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Re: [UC]演武规则
« 回帖 #7 于: 2013-04-13, 周六 21:15:52 »
于是果断采用 :em003

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Re: [UC]演武规则
« 回帖 #8 于: 2013-04-18, 周四 09:41:47 »
其实演武和角斗有什么分表?

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Re: [UC]演武规则
« 回帖 #9 于: 2013-04-18, 周四 11:51:20 »
其实演武和角斗有什么分表?
演武基本不能把对手打死,角斗就随便杀
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