作者 主题: 龙杂志#267 幽暗地域的种族2e:真菌幽灵Sapromnemes  (阅读 11295 次)

副标题: p43,2e内容,渣翻请指教

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  Sapromnemes或者说真菌幽灵,通常来讲是一种通过空气传播的无心智真菌,类似于毒气孢子。然而它们的外观更像是水母:伞盖状的宽大中心帽,依附着长有二十多个细触角。菌帽边缘有着两个黑眼点—给予了这个生物60尺热感视觉。

  Sapromnemes以一种天生的心灵遥感形式移动,悬浮在离地面10尺的空中。触须从Sapromnemes身体中心的菌帽延伸到末端大约6尺;中心菌帽直径大概3尺。

  Sapromnemes只有死亡时才会繁殖,在杀死后爆炸成一团孢子云。孢子随着幽暗地域的水流漂流而去;那些足够幸运的会着陆在一个死去生物的尸骸上分解它腐烂的肉,将其形态变成另一个发育完全的真菌幽灵。

  而那些恰好着陆在死去智慧生物尸骸上的孢子就不仅是从尸体上吸收营养了;它们也吸收了受害者的记忆和智力。当它完全长成水母状的sapromme时,真菌幽灵在这具死去的腐朽身体里出生。而它也拥有了完全意义上死者的全部思维。许多saprommes相信自己是他们“前身”的转世或者被某种莫名其妙的魔法变形成现在的样子。

  在生长阶段,有智力的sapromnemes具备一种无意识的能力来变化它们的身体,在正常的生长过程外,在菌帽里额外生成一对发声器官和一个类似的呼吸器官,通过这些它可以“说话”。Sapromneme的说话腔调生硬而奇怪,没有音调,也没有语气变化(现代的听众会把sapromneme的声音比作机器人的声音)但它提供了真菌幽灵与其他生物交流的方法甚至允许那些前身能够施法的sapromme使用带有语言成分的法术。

  Sapromneme的触须非常柔韧灵活;它们很好地代替了人手。无论是挥舞剑还是施放带有动作成分的法术,触须都能毫不费力地把曾经的手部动作变成正确的触须动作。

  作为真菌生物,sapromnemes通过触须从腐肉中吸收营养。它们也可以通过触须“喝水”。(这允许他们使用魔法药水)

  Sapromnemes没有种族语言。一旦真菌幽灵获得了意识,它就会“记住”它的前身的母语。如果前身知晓不止一种语言,那么sapromneme一开始只能记住其中一种语言,但随着等级的提高,它可以回想起更多的语言。,语言必须根据正常规则使用非武器熟练槽购买。

  sapromneme可以用两种不同的方式扮演:一种是这个生物知道自己到底是什么,另一种:它认为自己是它的前身,只是形式有些扭曲而已。

  对于后一种情况,这些sapromneme花费了大量时间试图为它目前的状况找到一种“治疗方法”。它痛恨自己变成的样子:一种不比会飞的蘑菇好多少的卑微生命形式。这些角色提供了一个有趣的角色扮演挑战,这些sapromneme反复地坚持寻找一种方法来逆转它身体上的转变,一个不可能完成的追求(虽然用许愿术级别的魔法是可能成功的,由DM衡量)。这些真菌鬼魂往往对自己的“前半生”有着极为深刻的记忆,并且他们很难接受事情不再是原来的样子了的事实。

  那些意识到他们的心智是源于吞噬别人记忆的结果的Sapromnemes,把他们前身的生活作为一个模板,并尽其所能地模仿前身,然而,他们不相信(也并不期望他人相信)他们是相同的存在。尽管sapromneme 种族的祭司PC信仰他们前身信仰的神祗,他们也用类似祖先崇拜的方式崇敬地对待它们的前身。(不同神祗看待是否接受sapromneme的信仰这个问题不致相同:它们中大多数会将真菌幽灵祭司视作他们的前身。)
  许多sapromnemes(特别是那些意识到它们作为一种独立的真菌物种存在的)非常迷信命运的莫测无常。毕竟它们意识到孢子恰好着陆在它们前身尸骸的位置,并从而孕育出它们仅仅只是仿照死者意识的自我意识,只是一个运气问题罢了。它们多么可能本就轻易地落在一些别的地方,诸如低等动物没有智力的尸体,或者某块贫瘠的岩石之上。

  一个sapromneme对幽暗地域其他种族的看法很大程度上受到其前身的影响。例如,一个带有地表精灵记忆的真菌幽灵不太可能对卓尔有多尊重。类似地,前身是被灰矮人杀死的矮人的sapromneme可能会对那个种族的成员产生出乎理性的恐惧或憎恨。有心智的sapromnemes似乎古怪地并不喜欢与其他真菌幽灵产生联系;因为每个有心智sapromneme都具有一份标准的类人生物记忆,在他们看来,漂浮着的水母状真菌生物足够古怪。(它们大多数因为同样的原因避开镜子)
 
劇透 -   :

作为Sapromneme复活

sapromneme为DM提供了一种独特的方式来给玩家复活最喜欢的PC。或许幽暗地域的冒险者们最近失去了他们的矮人战士(从一个无底的悬崖跌下)。其他成员为失去的同伴感到悲痛而没想到能再见到他,因为要找回他的尸体几乎是不可能的。想象一下,当几个星期后一个真菌幽灵飘到他们面前声称自己就是他们的老朋友Bjorgas Battleblade要继续他们未竟的事业时,这群人会有多惊讶!

Sapromneme的熟练和生命骰6上限

武器熟练:根据角色职业的要求,总长度不超过8尺的任何武器。更长的武器对于Sapromneme是难于使用的,因为它破坏了sapromneme用心灵遥感维持平衡的能力。

非武器熟练:推荐:警觉,艺术才能,盲斗,贴身作战,危险感知,方向感,坚忍,伪造,草药学,躲藏(通常在石笋里或洞穴顶的阴影中),观察,阅读/写作,生存(幽暗地域)

可用配组:(战士)mine rowdy,sellsword, wilderness protector;(法师)hedge wizard,humanoid scholar;(祭司)oracles,war priest;(游荡者)scavenger. tunnel rat,shadow
注意,如果sapromneme相信自己是被转变了的人类或亚人,那么他们可能不会有一个类人生物的配组,取而代之的可能是他们前身的配组,根据具体情况和DM判断都允许发生。

Sapromneme的基本游戏信息

属性调整值,sapromneme 人物角色敏捷+1魅力-2

属性最高最低值
能力   min    max
力量   3      15
敏捷   6      18
体质   3      15
智力   3      18
灵知   3      18
魅力   3      16

职业限制:所有sapromneme职业限制基于它们的前身种族。

生命骰:Sapromnemes每个职业职业都能获得生命点数,但是每级的生命骰上限是6。这意思是假如一个Sapromnemes为他的生命骰投掷1d10,骰出6 7 8 9 10都当作6处理)

阵营 Sapromnemee可以是任何阵营,这取决于其前身的阵营。

天然ac 9

平均身高和体重,身高 65+1d12,体重10+1d4,Sapromnemee是无性的。

年龄,起始年龄:1岁,最大年龄范围:55+1d10平均最大年龄60 中年:30 老年:40 暮年55

特殊收益
Sapromnemes对所有其他基于真菌的攻击免疫,包括黄色和赤褐色霉菌的孢子和紫罗兰真菌枝条的接触。他们同样免疫基于寒冷的攻击,魔法或其他效应。它们天生就能离地面10尺悬浮的能力使得它们能够不受伤害地越过陷阱坑,甚至是水体。它们可以通过触须与墙表面保持接触并向上悬浮来“攀爬”墙。作为真菌生物,它们不需要呼吸(但必须有空气才能让它们大声说话)。

特殊限制
因为他们的心灵遥感飞行依赖于轻量的身体, sapromnemes不能穿盔甲或携带重物。(50磅大概是真菌幽灵所能携带并移动的最大重量。)因为他们的身体结构,他们不能穿戴大多数魔法物品,虽然DM应该允许魔法戒指戴在触手末端。(依然遵循只能同时佩戴两个魔法戒指的限制)

所有的sapromnemes都散发出一种轻微的腐烂气味,在10尺半径内都可以察觉到。他们以腐尸为食,在吃了这些食物后,散发的气味马上愈发更差了。这些特征,再加上真菌幽灵的诡异外观,总共会有+4的初始反应调整.(这是+4还是-4?)
« 上次编辑: 2021-06-25, 周五 19:43:18 由 鸽子不咕 »

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Re: 龙杂志#267 幽暗地域的种族2e:水母幽灵Sapromnemes
« 回帖 #1 于: 2021-06-25, 周五 14:36:05 »
这篇内容其实是译者在翻译3r其他部分龙杂志时看到的种族,本着补充背景的目的就顺手翻出来了,由于译者对2e基本完全不了解,所以可能会在规则部分翻译不够准确或者译名与之前姥爷们不同

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Re: 龙杂志#267 幽暗地域的种族2e:水母幽灵Sapromnemes
« 回帖 #2 于: 2021-06-25, 周五 14:46:37 »
原文
劇透 -   :
Sapromnemes,or fungal ghosts,are a normally non-intelligent type of airborne fungus,similar to a gas spore. They have more of a jellyfishlike appearance, however,with a broad central mass similar to the cap of a toadstool from which depend twenty or so thin tentacles. The cap holds two black eyespots along its rim,granting the creatune 60' infravision.

Sapromnemes move by an innate form of telekinesis,hovering up to 10 feet above the surface of the ground. A sapromneme stretches about 6 feet from the top of its central mass to the tips of its tentacles; its central cap has a diame-ter of about 3 feet.

Sapromnemes reproduce,only indeath, exploding into a puff of spores when slain.The spores drift off in the currents of the Underdark; those fortu-nate enough to land on a dead organ-ism break down its decaying flesh and expand its form into that of a fully grown fungal ghost.

Those spores that happen to land upon a slain intelligent being do more than just absorb the nutrients from its body; they also absorb the slain victim's memories and intelligence. When fully grown into the jellyfishlike form of a sapromneme, the creature has, fo rall intents and purposes, the mind of the dead being whose decaying body gave "birth" to the fungal ghost.Many sapromnemes believe themselves to be reincarnations or magically altered ver-sions of their "predecessors," somehow polymorphed into their present shape.

Intelligent sapromnemes have an unconscious ability to alter their own bodies during the growth stage,twist-ing their normal growth to create a pair of vocal organs and a lunglike organ deep in its cap,through which it can"speak." Sapromneme speech is stilted and strange,with little tonal quality and no inflections (modern-day listeners would compare a sapromneme's voice to that of a robot), but it allows the fungus-being to communicate with others,and even allows those sapromnemes with spellcasting predecessors to castspells with verbal components.

Sapromneme tentacles are highly flexible and dexterous; they serve admirably in place of hands. Saprom-nemes have no difficulty "translating"remembered hand movements into the proper tentacle movements, whether the action be swinging a sword or cast-ing a spell with somatic components.

As fungal lifeforms, sapromnemes eat by absorbing nutrients from decay-ing flesh through their tentacles.They can also "drink" through their tentacle tips. (This allows them to drink the con-tents of a magical potion vial.)

Sapromnemes have no racial lan-guage.Once a fungal ghost achleves consciousness,it "remembers" the initial language spoken by its predecessor.If the predecessor knew more than onelanguage, the sapromneme can remem-ber only one of the languages at first but can recall additional languages as it increases in level. Languages must be purchased with nonweapon proficien-cies as per the normal rules.

A sapromneme can be played in one of two different ways: Either the crea-tuire knows what it is,or else it believes itself to be its predecessor,somehow warped in form.

In the latter case,the sapromneme spends much of its time trying to find a"cure" for its present condition.It hates what it has become: a lowly form of life no better than a flying mushroom.These PCs offer an interesting roleplaying challenge,as the sapromneme repeatedly insists upon searching for a way to reverse its transformation,a quest that cannat be achieved (although it might be possible with wish-level magic, at the DM's discretion).These fungal ghosts often have the sharpest memories of thetr "former life," and they have diffieulty accepting that things are no longer what they were.

Sapromnemes that realize that their intelligence is the result of having devoured another's memories use their predecessor's life as a template and pattern themselves after the predecessor to the best of their ability, They do no ,however,believe (or expect others to believe) that they are the same being.

Their predecessors are revered in a manner similar to ancestor-worship,although sapromneme priest PCs wor-ship their predecessor's deity. (Whetherthe deity accepts the worship of the sapromneme depends upon the indi-vidual deity: most recognize fungal ghost priests as they would the prede-cessor.)

Many sapromnemes (especially those aware of their existence as a separate,fungoid species) are heavily superstitious, giving great credence to the whims of Fate.After all, they realize that it was only a matter of luck that their spores happened to land where they did and provide them with a self-awareness,even if it is patterned after that of a deceased individual. How easily they could have landed elsewhere,on the non-intelligent corpse of a lower animal or upon some barren rock somewhere

A sapromneme's opinions of other Underdark races is heavily influenced by the opinions of its predecessor.A fungal ghost with the memories of a surface elf, for instance,is not likely to have much regard for the drow.Simi-larly, a sapromneme whose dwarven predecessor was killed by duergar might have an irrational fear of or hatred for members of that race. Oddly enough, intelligent sapromnemes do not seem to enjoy association with other fungal ghosts; since each intelligent sapromneme has the memories of a member of a standard humanoid species,the sight of a floating,jellyfish-like mushroom-being seems strange to them.(Most of these sapromneme avoid mirrors for the same reason.)

边栏
The Sapromneme Resurrection
A sapromneme represents a unique way for the DM to return a player's favorite PC to the party once slain.Perhaps the Underdark adventurers have recently lost a dwarven fighter to a fall down a seemingly endless chasm. The other party members grieve thelr fallen comrade but never expect to see him again, for retrieving his body would be nigh impossible.Imagine their surprise when several weeks later a fungal ghost floats up to them,claiming to be none other than their old pal Bjorgas Battleblade,ready to pick up where he left off!

Sapromneme Proficiencies 6 Hits
Weapon Proficiencies: Any,as allowed by character class,with an overall length of 8 feet or less. Longer weapons are difficult for the saprom-neme to wield,as they play havoc with a sapromneme's abilty to balance itself telekinetically.A sapromnemepatterns lts weapon selection uponthat of Its predecessor.
Nonweapon Proficiencies: Recom-mended: Alertness,Artistic Ability.Blind-fighting,Close-quarter Flghting.Danger Sense, Directlon Sense,Endurance,Forgery, Herbalism,Hld-ing (usually above, among stalactites or the shadows of cavern ceilings).Observation, Reading/Writing.Sur-vival
Avallable Kits: (Warrior) mine rowdy,sellsword, wilderness protector:(wiz-ard) hedge wizard,humanoid scholar(priest) oracles,war priest: (rogue)scavenger. tunnel rat,shadow. Note that sapromneme believing them-selves to be transformed humans or demihumans will not have a humanoid kit but possibly the kit of their prede-cessor instead, as allowed by the situ-ation and the DM.

Sapromneme Basic Game Information
Abllty Score Adjustments,A sapromneme PC gains a +1 bonus to Dexter-ity and suffers -2 penalty to Charisma.
劇透 -   :

Class Restrictions:All sapromneme class restrictions are based on those of the oreature's pre-decessor's race.
Hit Dice.Sapromnemes receive Hit Dice per character class but have a"cap" of 6 hit points per die(?这里印刷模糊不清了). That is,a sapromneme fighter rolls 1d10 for its hit pointe, and a roll of 6.7,8,9, 10 is trested as a 6,
Alignment. Sapromnemee can be of any alignment, depending upon the alignment ot thelr predecesaor.
Natural Armor class. 9
Average Height and Weight.Height:65+1d12. Weight 10+1d4.Saprom-nemes are asexual.
Age. starting Age: 1 year.Maximum Age Range:55+1d10. Average
Maximum Age: 80 yeare, Mlddle Age:30 year.,Oid Age: 40 yeare: Venerable: 55 yesrs.

Special Advantages
Sapromnemes are immune to all other fungal-based attacks,including the spores of yellow and russet mold and the touch of a violet fungl's branches.They are likewise immune to cold-based attacks,magical or otherwise,Their innate ability to hover at a height of up to 10 feet above the surface below them allaws them to pass harmlessly over covered pit traps and even bodies of water.They can "climb" a wall by staying in contact with the wall's surface with their tentacles and hovering upward. As fungoid life, they do not requilre air to breathe (although air must be present to allow them to speak aloud).

Special Disadvantages
Because their telekinetic flight depends upon a lightweight body, sapromnemes cannot wear armor or carry significant amounts of weight. (Fifty pounds is about the maximum a fungal ghost can carry and still maneuver.) Because of their body structure, they cannot wear most magical items,although the DM should allow magical rings to be worn at the tip of a tentacle. (The standard maximum of two magical rings being worn at the same time should likewise be enforced.)
All sapromnemes give off a slight smell of decay, noticeable within a 10' radius.They feast upon decaying fleah;their odor is worsened immediately after having consumed such fare.These traits,combined with the fungal ghost's alien appearance, combine to create an initial reaction penalty of +4.

« 上次编辑: 2021-06-25, 周五 19:48:26 由 鸽子不咕 »

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Re: 龙杂志#267 幽暗地域的种族2e:真菌幽灵Sapromnemes
« 回帖 #3 于: 2021-06-25, 周五 15:25:34 »
demihumans  亚人
kit 配组
Artistic Ability 艺术才能
What's your name?          What do you do?
Do you want to do anything else,and if so what is it?
What's your first memory?          What's the most amazing thing you've ever witnessed?
What's the best thing about being you?What's the worst?
If you could switch bodies with someone for 24 hours,who would it be?
What there superpowers do you wish you had?
What's life going to look like in the year 3000?
How far is a light year?
Do you have any secret talents?
What would you do on your last day on Earth?

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Re: 龙杂志#267 幽暗地域的种族2e:真菌幽灵Sapromnemes
« 回帖 #4 于: 2021-06-25, 周五 15:37:16 »
demihumans  亚人
kit 配组
Artistic Ability 艺术才能

感谢!已修改

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Re: 龙杂志#267 幽暗地域的种族2e:真菌幽灵Sapromnemes
« 回帖 #5 于: 2021-06-25, 周五 18:38:35 »
这种族挺有趣,收藏了