作者 主题: 幸运卡牌(Fortune Cards)规则beta版  (阅读 9926 次)

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离线 密云不雨

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幸运卡牌(Fortune Cards)规则beta版
« 于: 2012-08-16, 周四 13:21:44 »
             幸运卡牌(Fortune Cards)是官方提供的一种新的游戏元素,可以在遭遇中提供一种集换式卡牌的玩法。
  • 如何才能玩幸运卡牌?
    A:PC拥有至少一个空的卡牌盒和至少一套套牌。
  • 什么是卡牌盒,能否拥有多个卡牌盒?
    A:卡牌盒是可以容纳10张卡牌的容器(可以扩展盒子容量,必须10的整数倍),一个PC可以同时拥有多个卡牌盒,但必须有一个默认卡牌盒。
    在遭遇开始时,PC可以声明使用哪个卡牌盒,如果没有声明那是使用默认卡牌盒。
  • 什么是套牌,能否拥有多个套牌?
    A:套牌是官方出版的一套可选的卡牌组(如neverwinter套牌包含80张卡牌);PC可以拥有多个同名套牌,
  • 什么是卡牌?
    A:卡牌是一种新的游戏机制,通常有触发条件和卡牌效果,可参看具体的卡牌上的说明,使用卡牌是一个No Action.
  • 如何定制自己的卡牌盒。
    A1:新的卡牌盒是空的,PC需要从拥有的套牌中选择10张卡牌放入盒子。这10张卡牌需要满足条件:
           1.>至少有3张Attack类,3张Defense,3张Tactics。
           2.>扩展卡牌盒时,每次扩展(+10容量),都需要满足这个条件
      A2.卡牌可否重复?可以,只要PC拥有重复的套牌。
  • 在游戏里如何玩卡牌?
    A:1.遭遇开始时选择自己的卡牌盒。从中随机抽取一张卡牌
       2.每轮只能使用一张卡牌,使用完后扔掉这张牌。
       3.同时只能有一张卡牌在手。
       4.回合开始时,PC可以选择:
              1.>扔掉手中牌,重抽一张;
              2.>手中无牌,抽取一张;
              3.>保留手中牌,不重新抽牌;
  • 什么是promo 牌?
        促销牌,通常在促销阶段在标准套牌上额外赠送的牌。
« 上次编辑: 2012-08-23, 周四 13:17:57 由 密云不雨 »

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Re: 幸运卡牌(Fortune Cards)规则beta版
« 回帖 #1 于: 2012-08-16, 周四 13:21:56 »
  • 套牌Glory of Neverwinter卡牌列表
    劇透 -   :
    #CardTypeText
    1And Stay Down!AttackPlay when an enemy stands up. The enemy must succeed at a saving throw or fall prone.
    2Brutal Take DownAttackPlay when you daze a target with an attack power. The target also falls prone.
    3Bull's ChargeAttackPlay when you hit a target with a charge attack. After the attack is resolved, you push the target up to 2 squares.
    4Charge!AttackPlay at the start of your turn. Until the end of the turn, you gain a +2 bonus to speed when charging and a +2 bonus to the attack rolls of charge attacks.
    5Deadly ChargeAttackPlay when you charge on your turn. You can use a daily melee attack power against the target of the charge attack instead of a bull rush or melee basic attack.
    6Deadly OpportunityAttackPlay when you make an opportunity attack. You can use a daily melee attack power against the provoking target instead of an opportunity attack.
    7Dire ChargeAttackPlay when you charge on your turn. You can use an encounter melee attack power against the target of the charge attack instead of a bull rush or melee basic attack.
    8Dire OpportunityAttackPlay when you make an opportunity attack. You can use an encounter melee attack power against the provoking target instead of an opportunity attack.
    9Fearsome ChargeAttackPlay when you charge on your turn. You can use an at-will melee attack power against the target of the charge attack instead of a bull rush or melee basic attack.
    10Fearsome OpportunityAttackPlay when you make an opportunity attack. You can use an at-will melee attack power against the provoking target instead of an opportunity attack.
    11Go for the Eyes!AttackPlay before you use an attack power that deals damage. Expend a daily attack power. Each creature hit by the attack is also blinded until the end of your next turn.
    12HamstringAttackPlay when you hit with an opportunity attack. The target is also slowed until the start of your next turn.
    13Immobilizing StrikeAttackPlay when you deal 10 damage or more to an enemy with an attack. The attack deals 5 less damage to that enemy, and that enemy is also immobilized until the start of your next turn.
    14Inconceivable FailureAttackPlay when you miss every target with an encounter attack power. You regain the use of the power. You are also dazed until the start of your next turn.
    15Lucky BlowAttackPlay when you roll a 1 on a damage die. Reroll any dice from the damage roll that have a result of 1. You must take the second roll.
    16Recall PowerAttackPlay when you use a daily attack power. The power is not expended. Expend a higher level daily attack power instead.
    17Relentless EffortAttackPlay when you roll a 1 on an attack roll. Reroll the attack roll. You lose a healing surge.
    18Seize the MomentAttackPlay when an enemy leaves a square adjacent to you due to forced movement. You make an opportunity attack against that enemy.
    19Shall We Dance?AttackPlay when a Medium or Small enemy enters a square adjacent to you. As a free action, you and the enemy swap positions.
    20Signature AttackAttackPlay when you use an encounter attack power. The power is not expended. Expend a higher level daily attack power or encounter attack power instead.
    21Slowing StrikeAttackPlay when you deal 10 damage or more to an enemy with an attack. That enemy is also slowed until the start of your next turn.
    22Stopped in Your TracksAttackPlay before you use an attack power that deals damage. Expend a daily attack power. Creatures hit by the attack are also immobilized (save ends).
    23Stupefying StrikeAttackPlay when you deal 10 damage or more to an enemy with an attack. The attack deals 5 less damage to that enemy, and that enemy is also dazed until the start of your next turn.
    24Tremendous ShoveAttackPlay when you push a target. You push the target up to 2 additional squares.
    25Unbalancing AttackAttackPlay before you use an attack power that deals damage. Expend an encounter attack power. Creatures hit by the attack are also dazed until the end of your next turn.
    26Vicious DamageAttackPlay when an enemy succeeds on a saving throw to end ongoing damage. The enemy must reroll the saving throw.
    27Vicious ShoveAttackPlay when an enemy succeeds on a saving throw to avoid forced movement into hindering terrain. The enemy must reroll the saving throw.
    28Weakening StrikeAttackPlay when you deal 10 damage or more to an enemy with an attack. The attack deals only half damage to that enemy, and that enemy is also weakened until the start of your next turn.
    29Braced to MoveDefensePlay when an attack targets your Reflex. You gain a +4 bonus to Reflex against that attack. You are then dazed until the end of your next turn.
    30Breathing RoomDefensePlay when you use your second wind. You can shift up to 2 squares as a free action.
    31Building ConfidenceDefensePlay before you make a saving throw. You gain a +2 bonus to that saving throw. If you succeed, you gain a +2 bonus to all defenses until the start of your next turn.
    32Dwarven StubbornessDefensePlay when you fall prone. Roll a saving throw. If you succeed, you do not fall prone.
    33Extra ExertionDefensePlay when you start your turn dazed. You can take an extra minor action this turn.
    34Fighting SpiritDefensePlay when an attack hits you. After the attack is resolved, you spend a healing surge. You also grant combat advantage until the start of your next turn.
    35Give No GroundDefensePlay when you or an ally is subjected to forced movement. That character is not affected by the forced movement.
    36Good FallDefensePlay when you are knocked prone. Before you fall prone, you shift 1 square as a free action.
    37Hidden ReservesDefensePlay when you spend your last healing surge. You gain a healing surge.
    38Hit the Dirt!DefensePlay when you or an ally is the target of a ranged attack. The target falls prone as a free action and gains a +2 bonus to all defenses against the ranged attack.
    39I'm Done with ThisDefensePlay when you fail a saving throw. You instead succeed on the saving throw. You lose a healing surge.
    40Inured to PainDefensePlay when you save against ongoing damage with a damage type. You gain resist 5 to that damage type until the end of your next turn. This resistance increases to 10 at 11th level and 15 at 21st level.
    41It Could Be WorseDefensePlay when an attack hits you. You take only half damage from the attack and fall prone as a free action.
    42Keep Up Your GuardDefensePlay when you take the total defense action. Until the start of your next turn, enemies take a –2 penalty to attack rolls against you.
    43Mentally BracedDefensePlay when an attack targets your Will. You gain a +4 bonus to Will against that attack. You are then dazed until the end of your next turn.
    44Moment of ClarityDefensePlay when you start your turn dazed or stunned. You ignore the dazing or stunning effect until the end of your turn. If the effect requires a saving throw, you make it at the end of your turn as normal. You lose a healing surge.
    45On Your GuardDefensePlay when you become bloodied. You gain a +2 bonus to all defenses until the start of your next turn.
    46Physically BracedDefensePlay when an attack targets your Fortitude. You gain a +4 bonus to Fortitude against that attack. You are then dazed until the end of your next turn.
    47Quick SwitchDefensePlay at any time. As a free action, you can stow one item and draw another.
    48Resolute MindDefensePlay when an effect dominates or stuns you. You are instead dazed until the effect would normally end. You lose a healing surge.
    49Silver LiningDefensePlay when you fail a saving throw. You can spend a healing surge.
    50Silver TongueDefensePlay when you make a Bluff check, Diplomacy check, or Intimidate check and dislike the result. Reroll the check. You must take the second result.
    51Slip AwayDefensePlay when you start your turn and are grabbed. You make a check to escape the grab as a free action.
    52Swift RecoveryDefensePlay when you use your second wind. The second wind requires a minor action instead of a standard action.
    53Take Cover!DefensePlay when you or an ally is the target of a blast or burst attack. You and each ally in the blast or burst gain a +2 bonus to all defenses against that attack.
    54Walk It OffDefensePlay when you take damage. After you take the damage, you can spend a healing surge. You are dazed until the end of your next turn.
    55Watchful RashnessDefensePlay when you are the target of an opportunity attack. You gain a +4 bonus to all defenses against opportunity attacks (including the triggering opportunity attack) until the start of your next turn.
    56Allow MeTacticPlay when an ally within 10 squares of you spends a healing surge. You lose a healing surge instead of that ally.
    57Behind You!TacticPlay when an enemy enters a square to flank one of your allies. As a free action, the flanked ally can shift up to 2 squares.
    58Deft ChargeTacticPlay when you or an ally charges. The character can take further actions after the charge.
    59Double TeamTacticPlay when you miss with an attack against an enemy you flank. One ally with which you flank that enemy can make a basic attack against that enemy as a free action.
    60Ever ReadyTacticPlay after you take an immediate action. You can take another immediate action before the start of your next turn.
    61Extra StepTacticPlay when you shift. You shift 1 additional square.
    62Fight Me!TacticPlay at the start of your turn. Until the start of your next turn, enemies gain a +2 bonus to attack rolls against you and take a –2 penalty to attack rolls against your allies.
    63Leap Into ActionTacticPlay at the start of your turn. You can move up to your speed as a free action but must end the move adjacent to an enemy.
    64Now Is the Time to StrikeTacticPlay when an enemy adjacent to your ally shifts. The ally can make a melee basic attack against that enemy as an immediate interrupt.
    65QuickstepTacticPlay when you hit a creature with an at-will attack. After the attack, you can shift 1 square as a free action.
    66Ready for AnythingTacticPlay when you ready an action. You can ready a second action and trigger. You can take only one of the readied actions if both trigger.
    67Roll AwayTacticPlay when you stand up. You can shift up to 2 squares as a free action.
    68Roll with the BlowTacticPlay when an attack hits you or an ally. That character shifts up to 3 squares as an immediate reaction.
    69Set for the ChargeTacticPlay when an enemy charges you or an ally adjacent to you. As an immediate reaction, the target of the charge attack can make a melee basic attack against the charging enemy when it moves adjacent to that character.
    70Share the LoadTacticPlay when an attack hits an ally adjacent to you. Your ally takes half of the damage from the attack, and you take the other half. You are both subject to any additional effects of the attack.
    71Snap Out of It!TacticPlay when an ally is subjected to an effect that a save can end. The ally makes a saving throw against that effect with a +2 bonus. If that character saves, you gain 5 temporary hit points.
    72Some Good Will Come of ItTacticPlay when you miss every target with an at-will attack power. An ally within 10 squares of you can make a basic attack against a target of that attack power as a free action.
    73Steel Your NervesTacticPlay when you or an ally uses second wind. Each ally within 10 squares of that character gains a +2 bonus to all defenses until the start of your next turn.
    74Sure FootingTacticPlay when you move during your turn. During your move, entering a square of difficult terrain does not cost 1 square of extra movement.
    75Tactical RetreatTacticPlay at the start of your turn. You and each ally adjacent to you can use a free action to shift up to 3 squares. Each square a character moves cannot bring him or her closer to a visible enemy.
    76Take Heart, Friends!TacticPlay when you spend a healing surge. Each ally that can see you gains 5 temporary hit points.
    77Thread the NeedleTacticPlay when you move adjacent to an ally flanked by enemies. As a free action, you push the ally 1 square (if he or she is willing) and shift 1 square into the square the ally left.
    78True ConfidenceTacticPlay when you gain temporary hit points. You do not gain the temporary hit points. Instead, you regain hit points equal to the temporary hit points.
    79Useful PowerTacticPlay when you use a utility power. The power is not expended. Expend a higher level daily utility power instead.
    80Where Are You Going?TacticPlay when an enemy adjacent to you moves. The enemy takes a –2 penalty to attack rolls against any target other than you until the start of its next turn.
    Promo 1Bowl OverAttackPlay when you gain temporary hit points. The amount of temporary hit points you gain increases by 5.  (Source: LCoNW - 20 Renown)
    Promo 2Spellplague SurgeAttackPlay at the start of your turn. Until the start of your next turn, all attacks made by you and creatures within 5 squares of you deal 5 extra fire and psychic damage.  (Source: LCoNW - 60 Renown)
    Promo 3Great ConfidenceDefensePlay when you gain temporary hit points. The amount of temporary hit points you gain increases by 5. (Source: LCoNW - 40 Renown)
    Promo 4Over BoldDefensePlay when you spend a healing surge. You also gain 10 temporary hit points. You grant combat advantage until the start of your next turn. (Source: GoND Game Day)
    Promo 5Right Behind YouDefensePlay when a creature adjacent to you moves. You shift 1 square into the space the creature left as a free action. (Source: Premier Store - LCoNW?)
    Promo 6Not Dead YetDefensePlay when you drop below 1 hit point. You are dying but do not fall unconscious from that condition until the end of your next turn or until you take additional damage. You cannot regain hit points until the end of your next turn. (Source: ?)
    Promo 7Pile It OnTacticPlay when you spend an action point. Any ally that spends an action point before the start of your next turn gains a +2 bonus to attack rolls and to all defenses. The bonus lasts until the start of your next turn. (Source: GoND Game Day)
    Promo 8Rallying CryAttackPlay at the start of your turn. As a free action, each ally within 5 squares of you can shift 1 square, or up to 3 squares if that ally moves closer to you. (Source: LCoNW Survey)
« 上次编辑: 2012-08-16, 周四 19:51:49 由 密云不雨 »

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Re: 幸运卡牌(Fortune Cards)规则beta版
« 回帖 #2 于: 2012-08-21, 周二 16:28:36 »
无冬的荣耀 套牌译文

1.攻击卡牌:
劇透 -   :
01   倒!     攻击   当一个敌人站起时。这个敌人必须成功做一次豁免检定否则倒地。

02   野蛮击倒   攻击   当你用一次攻击威能使一个目标眩晕时。目标倒地。

03   横冲直撞   攻击   当你冲锋攻击命中一个目标时。在这次攻击结束后,你将目标推离最多2格。

04   冲!     攻击   在你回合开始时。直到这个回合结束,你冲锋时速度获得+2加值,冲锋攻击骰获得+2加值。

05   每日冲锋   攻击   当你在你的回合冲锋时。你可以使用一个每日近战攻击威能对抗冲锋攻击的目标,以取代一次冲撞或近战基础攻击。

06   每日借机   攻击   当你做一次借机攻击时。你可以使用一个每日近战攻击威能对抗引发借机的目标,以取代一次借机攻击。

07   遭遇冲锋   攻击   当你在你的回合冲锋时。你可以使用一个遭遇近战攻击威能对抗冲锋攻击的目标,以取代一次冲撞或近战基础攻击。

08   遭遇借机   攻击   当你做一次借机攻击时。你可以使用一个遭遇近战攻击威能对抗引发借机的目标,以取代一次借机攻击。

09   随意冲锋   攻击   当你在你的回合冲锋时。你可以使用一个随意近战攻击威能对抗冲锋攻击的目标,以取代一次冲撞或近战基础攻击。

10   随意借机   攻击   当你做一次借机攻击时。你可以使用一个随意近战攻击威能对抗引发借机的目标,以取代一次借机攻击。

11   刺目之击!攻击   在你使用一个可造成伤害的攻击威能之前。花费一个每日攻击威能,每个被攻击命中的生物都目盲直到你下回合结束。

12   断筋   攻击   当你的一次借机攻击命中时。目标减速直到你下回合开始。

13   定身打击   攻击   当你对一个敌人攻击造成大于等于10点伤害时。这次攻击对敌人的伤害减少5点,这个敌人定身直到你下回合开始。

14   非凡之败   攻击   当你的一次遭遇攻击威能对每个目标都落空时。你重新使用这个威能,并且你眩晕直到你下回合开始。

15   幸运微风   攻击   当你的一次伤害骰出现一个1点时。重骰这次伤害骰的任何骰,你必须接受第二次的结果。

16   威能回想   攻击   当你使用一个每日攻击威能时。这个威能未被花费,取而代之的花费一个高等级的每日攻击威能。

17   无情杰作   攻击   当你的一次攻击骰出现1点时。重骰这次攻击骰,你失去一次回复力。

18   把握时机   攻击   当一个邻近你的敌人由于受迫移动离开你一格时。你对这个敌人做一次借机攻击。

19   跳支舞吧?攻击   当一个中型或小型敌人进入一格邻近你时。以一个自由动作,你和这个敌人交换位置。

20   签名打击   攻击   当你使用一个遭遇攻击威能时。这个威能未被花费,取而代之的花费一个高等级的遭遇或每日攻击威能。

21   减速打击   攻击   当你对一个敌人攻击造成大于等于10点伤害时。这个敌人减速直到你下回合开始。

22   半路阻截   攻击   在你使用一个可造成伤害的攻击威能之前。花费一个每日攻击威能,每个被攻击命中的生物都定身(豁免结束)。

23   眩晕打击   攻击   当你对一个敌人攻击造成大于等于10点伤害时。这次攻击对敌人的伤害减少5点,这个敌人眩晕直到你下回合开始。

24   巨力猛推   攻击   当你推一个目标时。你将这个目标额外推离最多2格。

25   失衡打击   攻击   在你使用一个可造成伤害的攻击威能之前。花费一个遭遇攻击威能,每个被攻击命中的生物都眩晕直到你下回合结束。

26   恶毒创伤   攻击   当一个敌人做了一次成功的豁免以结束持续伤害时。这个敌人必须重骰这个豁免骰。

27   恶意猛推   攻击   当一个敌人做了一次成功的豁免以避免受迫移动进入有害地形时。这个敌人必须重骰这个豁免骰。

28   虚弱打击   攻击   当你对一个敌人攻击造成大于等于10点伤害时。这次攻击对敌人的伤害减少一半,这个敌人虚弱直到你下回合开始。
« 上次编辑: 2012-08-22, 周三 21:31:29 由 被遗忘的游侠 »
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Re: 幸运卡牌(Fortune Cards)规则beta版
« 回帖 #3 于: 2012-08-21, 周二 16:45:03 »
无冬的荣耀 套牌译文

2.防御卡牌:
劇透 -   :
29   振作前行   防御   当一次攻击对抗你的反射防御时。你对抗这次攻击的反射+4加值,然后你眩晕直到你下回合结束。

30   呼吸空间   防御   当你使用回气时。你可以一个自由动作快步最多2格。

31   树立信心   防御   在你做一次豁免骰之前。你的这次豁免骰获得+2加值,如果你成功,你的所有防御获得+2加值直到你的下回合开始。

32   矮人顽固   防御   当你倒地时。你做一次豁免检定,如果成功,你不倒地。

33   额外行动   防御   当你回合开始处于眩晕状态时。本轮内你可以额外做一个次要动作。

34   战斗精神   防御   当一次攻击命中你时。在这次攻击结束后,你使用一次回复力,你提供战斗优势直到你下回合开始。

35   寸土不让   防御   当你或一个队友被受迫移动时。这名角色不受受迫移动的影响。

36   摔的漂亮   防御   当你被击倒时。在你被击倒之前,你可以一个自由动作快步一格。

37   隐藏储量   防御   当你使用你的最后一次回复力时。你获得一次回复力。

38   卧倒!    防御   当你或一名队友被一次远程攻击作为目标时。目标可以一个自由动作倒地并且对抗这次远程攻击的所有防御获得+2加值。

39   了结     防御   当你一次豁免失败时。取而代之的,你这次豁免成功,你失去一次回复力。

40   适应伤痛   防御   当你对有伤害类型的持续伤害豁免时。你获得5点该伤害类型的抗性直到你下回合结束。11级时增加到10,21级时增加到15。

41   不幸之万幸 防御   当一次攻击命中你时。你从这次攻击中只受到一半的伤害并且以一个自由动作倒地。

42   维持防护   防御   当你使用全防御动作时。直到你下回合开始,敌人对你的攻击骰-2。

43   精神振作   防御   当一次攻击对抗你的意志防御时。你对抗这次攻击的意志+4加值,然后你眩晕直到你下回合结束。

44   清新一刻   防御   当你回合开始处于眩晕或者震慑状态。你无视眩晕或震慑效果直到你本回合结束。如果这个效果需要做一次豁免检定,那么你可以正常的在回合结束时做一次
                                  豁免。你失去一次回复力。

45   防护就绪   防御   当你重伤时。直到你下回合开始,你的所有防御获得+2加值。

46   身体振作   防御   当一次攻击对抗你的强韧防御时。你对抗这次攻击的强韧+4加值,然后你眩晕直到你下回合结束。

47   迅捷易武   防御   随时。以一个自由动作,你可以收起一件物品并且拿出一件物品。

48   刚毅不屈   防御   当一个效果支配或震慑你时。取而代之的你被眩晕直到这个效果正常的结束。你失去一次回复力。

49   一线希望   防御   当你一次豁免骰失败时。你可以花费一次回复力。

50   巧舌如簧   防御   当你做一次唬骗、交涉、威吓检定并且不喜欢检定结果时。重骰检定,你必须使用第二次结果。

51   摆脱遁走   防御   当你回合开始并且被擒抱时。你以一个自由动作做一次检定来摆脱擒抱。

52   迅捷回复   防御   当你使用回气时。回气动作需要一个次要动作而不是一个标准动作。

53   掩护!  防御   当你或一名队友被一次爆发或冲击攻击作为目标时。爆发或冲击内的你和每名队友对抗这次攻击的所有防御获得+2加值。

54   并无大碍   防御   当你受到伤害时。在你受到伤害之后,你可以花费一次回复力,你被眩晕直到你下回合结束。

55   有备的轻率 防御  当你是一次借机攻击的目标时。你对抗借机攻击(包括触发效果的这次借机攻击)的所有防御+4加值直到你下回合开始。

« 上次编辑: 2012-09-15, 周六 21:27:34 由 被遗忘的游侠 »
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Re: 幸运卡牌(Fortune Cards)规则beta版
« 回帖 #4 于: 2012-08-21, 周二 16:47:31 »
无冬的荣耀 套牌译文

3.战术卡牌:
劇透 -   :
56   乐意效劳   战术   当你10格内的一名队友花费一次回复力时。你代替这名队友失去一次回复力。

57   小心后面!战术   当一个敌人进入一格来夹击你的一名队友时。以一个自由动作,被夹击的这名队友可以快步最多2格。

58   巧妙冲锋   战术   当你或一名队友冲锋时。在这次冲锋结束后,他还可以继续做动作。

59   双重合作   战术   当你对你所夹击的目标攻击落空时。和你夹击这个敌人的一名队友可以一个自由动作对这个敌人做一次基础攻击。

60   时刻准备   战术   当你做一次即时动作之后。你可以再做一个即时动作在你下回合开始之前。

(附:直觉动作说明:每轮一次:每轮你只能做一个直觉动作,可以是即时中断或是即时应对。如果在你的上一个回合结束后还没有做过直觉动作,当某个触发条件允许你做直觉动作时你可以做一个。在你自己的回合不能做直觉动作。)


61   再跨一步   战术   当你快步时。你额外快步一格。

62   向我开炮!战术   当你回合开始时。直到你下回合开始,敌人对你的攻击骰+2,对你队友的攻击骰-2。

63   冲动   战术   当你回合开始时。你可以一个自由动作移动不超过你速度的距离,但是必须在结束移动时邻近敌人。

64   打击时刻   战术   当一名邻近你队友的敌人快步时。这名队友可以一个即时打断动作对这个敌人做一次近战基础攻击。

65   迅捷脚步   战术   当你用一次随意攻击命中一个生物时。攻击结束后,你可以一个自由动作快步一格。

66   万事俱备   战术   当你准备一个动作时。你可以准备第二个动作和触发条件,但是如果两个都触发,你只能做其中一个准备的动作。

67   滚走   战术   当你站起时。你可以一个自由动作快步最多2格。

68   随风而滚   战术   当一次攻击命中你或一名队友。这名角色可以一个即时反应动作快步最多3格。

69   抵御冲锋   战术   当一个敌人冲锋你或一名邻近你的队友时。以一个即时反应动作,当它移动至邻近这名角色时,冲锋的攻击目标可以对发起冲锋的敌人做一次近战基础攻击。

70   分担伤害   战术   当一次攻击命中一名邻近你的队友时。你的队友受到这次攻击的一半伤害,你受到另一半伤害,你俩都遭受这次攻击附加的任何效果。

71   振作起来!战术   当一名队友遭受一个可豁免结束的效果时。这名队友对这个效果做一次豁免检定并有+2加值。如果这名角色豁免成功,你获得5点临时生命值。

72   否极泰来   战术   当你的一次随意攻击威能对所有目标都落空时。你10格内的一名队友可以一个自由动作对这次攻击威能的其中一个目标做一次近战基础攻击。

73   坚定勇气   战术   当你或一名队友使用回气时。这名角色10格内的每名队友的所有防御+2加值,直到你下回合开始。

74   立足点    战术   当你在你的回合内移动时。在你的移动中,进入一格困难地形不需要花费额外的一格移动力。

75   战术撤退   战术   当你回合开始时。你和每个邻近你的队友可以一个自由动作快步最多3格。角色移动的每一格都不能使他靠近一个可见的敌人。

76   当心!    战术   当你使用一次回复力时。每名可以看到你的队友获得5点临时生命值。

77   穿针引线 战术   当你移动至邻近一名被夹击的队友时。以一个自由动作,你可以推离这名队友1格(如果他或她是自愿的)并且快步至这名队友刚离开的格子。

78   真正的信心 战术   当你获得临时生命值。你不获得临时生命值,取而代之的,你获得相同数值的生命值。

79   好用的威能 战术   当你使用一个辅助威能时。这个威能并未被花费,取而代之的,花费掉一个更高等级的每日辅助威能。

80   你要去哪?战术   当一个邻近你的敌人移动时。这个敌人对抗除你以外的任何目标时攻击骰-2直到这个敌人下回合开始。
« 上次编辑: 2012-08-31, 周五 22:31:47 由 被遗忘的游侠 »
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Re: 幸运卡牌(Fortune Cards)规则beta版
« 回帖 #5 于: 2012-08-21, 周二 16:55:43 »
卡牌名部分:有些不准确的翻译,大家可以对照英文自己斟酌,自娱自乐的译名而已,
正文部分:有错误的地方大家帮纠正下~ :em007
(献给我们所热爱的XX :em028
« 上次编辑: 2012-08-21, 周二 16:58:38 由 被遗忘的游侠 »
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Re: 幸运卡牌(Fortune Cards)规则beta版
« 回帖 #6 于: 2012-08-22, 周三 19:18:54 »
这名字,翻译的简洁有力!

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Re: 幸运卡牌(Fortune Cards)规则beta版
« 回帖 #7 于: 2012-08-23, 周四 11:39:20 »
赞美苦力
白雪諾 10/18/12/13/10/16 | LG 人类 男性 | 义洛理圣武2| HP 21/21 | AC 20(16 tch, 14 fl) | CMD 16 | F7 R7 W6 | 先攻+4 | 骑术+7,生存+3,魔法装置+5,唬骗+5,杂技+7,驯养动物+7|普通视觉 |随意攻击 AB+6,DMG 1D8| 随意侦测气池|试炼(1/1) +1| 圣疗(4/4)1D6+3正能量
赵灵儿 20/13/10/05/08/18 | LG 娜迦裔 女性 | 神圣使徒圣武4| HP 32/32 | AC 22(14 tch, 18 fl) | CMD 21 | F8 R6 W7 | 先攻+1 | 宗教+1,位面-1,交涉+8|昏暗视觉 |随意攻击 AB+8,DMG 2D8+7| 随意侦测邪恶|制裁(1/1) +4,毁灭(1/1) +1| 圣疗(6/6+3/3)2D6正能量|勇气灵光,病免,移除疲乏,引导正能量,法术1,领域1
4E模组恐怖墓穴汉化全本放出http://www.goddessfantasy.net/bbs/index.php?topic=131767.0

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Re: 幸运卡牌(Fortune Cards)规则beta版
« 回帖 #8 于: 2012-08-23, 周四 12:15:38 »
赞美苦力
呵呵,不苦不苦,一些有趣的名字在翻译的时候我都笑的不行 :em025
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Re: 幸运卡牌(Fortune Cards)规则beta版
« 回帖 #9 于: 2012-08-23, 周四 22:46:50 »
         *新手起始包优惠:如果购买者还没有任何一套同类物品,可以半价购买一件该商品

优惠[第二弹]:套牌买80赠送8张
劇透 -   :
81   大吃一惊   攻击   当你获得临时生命值时。你获得的临时生命值+5。

82   法潮瘟疫   防御   当你回合开始时。直到你下回合开始,所有由你或你5格内的生物作出的攻击造成额外5点火焰和心灵伤害。

83   无穷信心   防御   当你获得临时生命值时。你获得的临时生命值+5。

84   英勇无畏   防御   当你花费一次回复力时。你获得10点临时生命值,你提供战斗优势直到你下回合开始。

85   紧随其后   防御   当一个邻近你的生物移动时。你以一个自由动作快步一格至这个生物刚离开的格子里。

86   我还没死   防御   当你的生命低于1点血时。你濒死但是并不会由于濒死状态而陷入昏迷,直到你下回合结束或直到你再受到伤害。你不能回复生命值直到你下回合结束。

87   堆积          战术   当你花费一个行动点时。在你下回合开始前,任何队友花费一个行动点时,攻击骰和所有防御获得+2加值,加值持续到你下回合开始。

88   战斗口号   攻击   在你的回合开始时。以一个自由动作,你5格内的每个队友可以快步一格,或向着邻近你的方向移动最多3格。

« 上次编辑: 2012-08-23, 周四 22:52:47 由 被遗忘的游侠 »
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