求个discipline种子 总集篇 Special Edition

哪位大神有DISCIPLINE 总集编 ~Special Edition~以及零前后篇 发到,谢谢_百度知道
哪位大神有DISCIPLINE 总集编 ~Special Edition~以及零前后篇 发到,谢谢
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没有的飘过
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discipline的相关知识
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出门在外也不愁求DISCIPLINE 総集编〜Special Edition〜,DISCIPLINE 零 前编,零 後编,无颜之月总集篇_百度知道
求DISCIPLINE 総集编〜Special Edition〜,DISCIPLINE 零 前编,零 後编,无颜之月总集篇
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DISCIPLINE 零 前编;Special Edition〜你要的DISCIPLINE 総集编&#12316
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谢谢,无颜之月的就算了。
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其他1条回答
我也要 大神们快发啊
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出门在外也不愁当前位置:&&&&&&&&&&&&&&&
欲望学院全集
制作地区:日本
语言:日语对白
发行年份:2012
字幕:中文/双语
推荐星级:8.7 8.7分
【电影观看小贴士】:[TS:抢先版] [TC:胶片版] [DVD:标清版] [HD:高清版] [BD:蓝光高清版] - 其中,BD和HD版观看网速推荐至少2M带宽
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《欲望学院》剧情介绍
2012年上映的日本日语动漫动画片支持快播QVOD在线观看和迅雷国语高清BD下载两种方式。高清国语版角色有:
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动漫介绍:动画《欲望学院》(又名《DISCIPLINE》)改编自日本同名成人游戏,讲述主人公“早见拓郎”因为某些原因离开家,进入了圣Arukadia学院。这是个女生占压倒性多数的学校。在宿舍里开始新生活,看似是美好的开始,但是早见很快就遭到屡屡袭来的不幸,十分后悔来到这个学校。宿舍里的怪人美女们、以朋友的名义却象瘟神一样跟在周围的同学们和淫乱的教师、以学校为巢穴的数不清的极恶学部,再加上和被称为恶魔之子的“森本レオナ”的相识,更是敲开了不幸的大门。到了绝境的早见能否从森本レオナ的毒牙中逃脱呢?
《DISCIPLINE》游戏中主要的两个女主角是音川沙织和森本レオナ,两人都是早见的同学。音川是在宿舍里唯一还算正常的女性,学习认真的优等生,多次帮助主人公摆脱困境。而森本则是经营着圣Arukadia学院和森本财团的财团千金小姐,姐姐是学校的董事长兼校长。凭借金钱和权利把学校当成自己的私有品。性格高傲,是属于觉得世界都围着自己转的类型。
《DISCIPLINE》游戏属于比较典型的校园鬼蓄派,H事件很多。并且剧情丰富,画面优秀,无论从游戏画面或游戏配音来看,都称得上是一部大作。
早见 拓郎(はやみ たくろう)
声:小池竹藏 本作男主角。因为性器官优异而因此能够进入圣阿尔卡迪亚学园,但也因此成为蕾欧娜所锁定的目标。 和音川等人是室友,也常被宫岸等恶友所戏弄,后面和音川成为恋人。
音川 沙织(おとかわ さおり) 声:都ほのか 早见的同学和室友,本作女主角。是位个性认真且可靠的优等生,但有时也会有任性的一面。是宿舍中唯一的正常人。 多次帮助早见,和蕾欧娜是劲敌。
宫岸 勇气(みやぎし ゆうき) 声:Yuki-Lin 早见的同学和室友。性欲旺盛且运动神经优秀。身材是宿舍中最好的,但性格也是里面最腹黑的一位。 在早见刚进来时,就以她的肉体为武器来诱惑他。
野野宫 琉璃(ののみや るり) 声:芹园宫 早见的同学和室友。外表和身材,让她看起来像是小孩子。因为自己知道这点,所以讲话也很小孩子气。 但其实这有一半都是演技,本性和宫岸一样地黑心,所以常和她一起联手来戏弄早见。
金田 麻衣子(かねだ まいこ) 声:须本绫奈 早见的同学和室友。是个典型的勤学少女,不仅没什么表情也相当沉默。但其实个性相当黑心,而且性欲也相当旺盛。 在里面常负责策画行动,可说是宿舍中的军师。
森本蕾欧娜(もりもと れおな) 声:北条明日香 早见的同学,大公司?森本财团的千金。因为圣阿尔卡迪亚学园由森本财团所经营,所以把学园看作是自己的东西。性格相当残忍且以自我为中心,对于自己的猎物早见一直紧盯不放。 拥有许多跟班,也是学校的学生组织“学友会”的会长和社交俱乐部的部长。
  DISCIPLINE 序章
  DISCIPLINE 第二章 监禁
  DISCIPLINE 第三章 陵罪
  DISCIPLINE 第四章 戒律
  DISCIPLINE 第五章 潜入
  DISCIPLINE 最终章
  DISCIPLINE 总集编 ~Special Edition~
  DISCIPLINE 零 前编
  DISCIPLINE 零 后编
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淘豆网网友近日为您收集整理了关于Earthdawn - 3rd Edition [RBL] - BOOK - Discipline Design的文档,希望对您的工作和学习有所帮助。以下是文档介绍:Earthdawn - 3rd Edition [RBL] - BOOK - Discipline Design Earthdawn is a Registered Trademark of FASA Corporation. Barsaive is a Trademark of FASA Corporation.Original Earthdawn content copyright
FASA Corporation. Earthdawn Player’pendiumis a Trademark of FASA Corporation. Earthdawn and all associated Trademarks used under license fromFASA Corporation. All Rights Reserved. Published by RedBrick Limited—Auckland, New Zealand.January 2006—Web ReleaseProduct DirectorJames D. FlowersVisit (来源:淘豆网[/p-2328281.html])us on the
at: il us at: info@ContentsWritingCarlton Anderson, Carsten Damm, Steven J. BlackCover ArtKent BurlesInterior ArtPaul Jaquays, Earl Geier,Jeff Laubenstein, Mike NielsenDevelopmentCarlton Anderson, Eike-Christian Bertram, Steven J. Black,Carsten Damm, Lars Heitmann, MichaelJahn, Sebastian PetermannLayoutCarsten Damm, James D. FlowersAdministrationKim Flowers, Richard VowlesNew Disciplines 2Game Balance 2History 2Public Acceptance 2Training(来源:淘豆网[/p-2328281.html]) 2Designing a Discipline 3Dene the Discipline’s Purpose 3Determine Important Attributes 3Determine Racial Restrictions 3Determine Artisan Skills 4Select Talents 4Select Spells 6Determine Special Abilities 6Describe the Discipline in Writing 7Designing New Talents 8Determine Status Level 8Determine Talent Characteristics 8Determine Game Mechanics 10Write Talent Description 10How it Works 12New Talents 12Optional Rules 12ALTERNATIVE DISCIPLINE MECHANI(来源:淘豆网[/p-2328281.html])CS 12We want Your Feedback! 12Air Sailor 13Archer 14Beastmaster 15Cavalryman 16Elementalist 17Illusionist hermancer 19Scout 20Sky Raider 21Swordmaster 22Thief 23Troubadour 24Warrior 25Weaponsmith 26Wizard 27New Talents 28Animal Talk 28Call panion 28Deect Blow 28Diplomacy 28Distract 28Elemental Walk 29Impress 29Improve Weapon 29Inspire Others 29Long Shot 29Mind Blade 29Navigation 30Research 30Resist Pain 30Search 30Sense Danger 30Storm Shield 31Tacti(来源:淘豆网[/p-2328281.html])cs 31Wilderness Survival 31DISCIPLINE DESIGN SHEET 32DisciplineDesign2The Disciplines described in the Player’sCompendium are the fteen monly prac-ticed by the adepts of Barsaive. However, adeptscan and sometimes do follow other Disciplines. Thischapter provides detailed Discipline design rules, andis intended for gamemasters and players who wishto introduce new Disciplines into their Earthdawncampaign. These rules can also be used to createalternat(来源:淘豆网[/p-2328281.html])e versions of existing Disciplines, includingregional and race-specic variants.New DisciplinesCreating new Disciplines can be a fun andrewarding process that adds plexityand diversity to an existing Earthdawn campaign.However, designing a new Discipline and playing anadept of that Discipline can pose a number of chal-lenges. This section outlines a few of them.Game BalanceThe mon Disciplines were care-fully designed to be balanced with regards to on(来源:淘豆网[/p-2328281.html])eanother and to be exible enough that an adept char-acter can use his Discipline’s talents and abilities ina variety of different settings. For this reason, newDisciplines should be added to the game with caution,and generally only when the existing Disciplines (binations thereof) do not satisfy the players’ orgamemaster’s needs. Because no system for creatingany new game element is perfect, a new Disciplinecould potentially be powerful enough to th(来源:淘豆网[/p-2328281.html])reatengame balance, e with a focus so narrow thatit has little use in most adventures. When designinga new Discipline, it is important to select talents andabilities that give the Discipline a unique focus, whilestill leaving enough room for player characters toadapt and maintaining game balance.HistoryDisciplines don’t just spring into existence over-night. All Earthdawn Disciplines have been inexistence for several centuries, if not longer. Only t(来源:淘豆网[/p-2328281.html])hecumulative effects of generations of adepts followingin the footsteps of their predecessors can establisha Discipline’s path, dening the talents and abilitiesavailable at each Circle. The time required for thisprocess alone explains why new Disciplines are sorare in Barsaive.Public AcceptanceBear in mind that the mon Disciplinesare the ones best known to the people of Barsaive.Adepts of these Disciplines are often the subjectof local legend, which(来源:淘豆网[/p-2328281.html]) frequently describes theirstrange and wonderful abilities. By contrast, adeptsof new Disciplines use magic in a new and unfamiliarway, combining both known and unknown talents.To many Barsaivians, aficted as they are with aninstinctive distrust of the unfamiliar as a result ofthe Scourge, these often startling new Disciplinesmay hint at Horror magic or, more likely, Theranmagic. The people of Barsaive generally believe thatthe Therans are masters o(来源:淘豆网[/p-2328281.html])f magic, and assume thattheir former overlords have many more Disciplinesthan those known in Barsaive. Ordinary citizens whoencounter an adept that uses magic in an unusual waymay reasonably assume the adept is a Theran spy orslaver. Given Barsaive’s history of oppression at thehands of the Theran Empire, being mistaken for aTheran will almost certainly have unpleasant conse-quences for such an unlucky character.TrainingGiven that adepts in general are mon in the rst place and the vast majorityof Barsaive’s adept population practices one of thefteen standard Disciplines, tracking down a memberof a less well-established Discipline can be difcultat best. Additionally, members of a single race onlypractice many of the nonstandard Disciplines, orhave so few followers that most adventurers will neverencounter more than a handful of them. As a result,nding a teacher for training or Circle advancementoften proves both costly and time-consuming, as itfrequently involves signicant travel and/or research.Discipline DesignI’m no raider, sir. I follow the Discipline of the Air Sailor—a ner, nobler, and very distantcousin of that barbaric ideal followed by the trolls of the Twilight Peaks!—Jendar For, Theran Air Sailor3DisciplineDesignDesigning a his section offers in-depth explanations ofthe steps for creating a new Discipline from scratch. Ateach step of the process, players should work with thegamemaster to ensure that their new Discipline tsinto the gamemaster’s view of the Earthdawn worldand game. The gamemaster makes the nal decisionon whether or not a new Discipline may be added tohis game. All Disciplines published by RedBrickLimited have been designed with this system, so itshould be easy to modify them by following the guide-line presented below.UseacopyoftheDisciplineCreationWorksheet(provided at the end of this le) as a guideline to followthe step-by-step process of creating a new Discipline.Creating a new Discipline follows a series of eight steps,each step described in detail further below.Dene the Discipline’s PurposeDetermine Important AttributesDetermine Racial RestrictionsDetermine Artisan SkillsSelect TalentsSelect Spells (if applicable)Determine Special AbilitiesDescribe the Discipline in WritingDefine the Discipline’s PurposeStart by explaining the new Discipline’s intendedpurpose. What role does the new Discipline play? Is itunique, or simply a variant of an existing Discipline?What is the Discipline’s name? All existing Disciplinesare built around a central theme that is reectedby the Discipline’s name: Swordmaster, Warrior,Weaponsmith, and so on. This approach should bemaintained when designing a new Discipline.A Scholar Discipline might concentrateon the acquisition of knowledge, drawingon the intellectual talents of the Wizard andTroubadour Disciplines. Similarly, a SpiritualWarrior bine the ghting abilities ofthe Warrior Discipline with the astral talentsof hermancer.Determine Important AttributesAdepts who follow the new Discipline will ndcertain Attributes more important than others. EachDiscipline emphasizes certain Attributes over others.Do adepts of this Discipline need quick reat physical strength? How about a keen mind, orabove-average charisma? Do adepts of this Disciplineneed quick reexes and great physical strength? Dothey need extraordinary perception, or above-averagecharisma?Important Attributes not only help to dene thetype of character best suited to e an adept ofa Discipline, but they also dene on which Attribute-only Tests he may use Karma when advancing inCircles (see Determine Special Abilities, below).Each Discipline should have at least two, but no morethan three important Attributes.Determine Racial RestrictionsThough you should consider the reasons for aDiscipline’s racial restrictions when you decide itspurpose, this step requires you to dene preciselywhich races can and cannot follow the new Discipline.Can all races adopt this Discipline? Which ones cannotand why? If a particular race is strongly lacking in theDiscipline’s important Attributes, that may be suf-cient reason to exclude its members. Similarly, if theDiscipline’s worldview is contrary to that of a partic-ular race, the race in question should probably berestricted from it.Sometimes, a Discipline is only available for aspecic race, excluding all other races from followingit. The racial restrictions of these Disciplines onlyDisciplineDesign4need to list the name of the allowed race, followedby the word only. For example, if only obsidimen canunderstand the way of a Discipline, it should be listedas ‘Obsidimen only’.Determine Artisan SkillsAs noted in the Disciplines chapter of the Player’sCompendium, each Discipline lends itself to certainArtisan skills that relate in some way to the tools orpurpose of that Discipline.Swordmasters often practice the arvingbyetchingrunesintotheirswords. This increases the weapon’s value asa work of craftsmanship, and proves that thewielder is free of Horror-taint. Magicians ofall Disciplines have a longstanding traditionof practicing the Artisan skill of embroidery.In the days just prior to and just after theScourge, magicians stored spell matrices intheir robes. Though this is no longer true, overtime embroidering intricate patterns anddesigns into the robe came to represent theweaving of the matrices into the fabric.When creating a new Discipline, try to match itsnature and purpose with one or two Artisan skillsthat somehow relate to the Discipline.Select TalentsOnce the new Discipline’s purpose, racialrestrictions, and important Attributes have beendetermined, it’s time to select talents. Talentsare an important part of every Discipline, repre-senting the unique way adepts of that Disciplinefocus their magical abilities. A Discipline’s talentsshould function in a manner consistent with theDiscipline’s central philosophy, whether it’s thepragmatism of the Warrior, the unbridled curiosityof the Troubadour, or the intense intellectualismof the Wizard. A new Discipline should consist of aunique blend of talents, including a number of newtalents that help to distinguish it from the existingDisciplines.Assign a number of talents available to adeptsof the new Discipline, as shown on the Talents PerCircle Table. Keep in mind that some of these talentsare predetermined (see Core Talents and SupportTalents, be-low).Disciplines which allow the Thread Weaving,Spellcasting, and Spell Matrix tal-ents at First Circleare known as magician Disciplines and receive anextra talent at First Circle pensate for the useof Spell Matrices.Two points need tobe considered whenselecting talents: rst,each talent is keyedto a certain statuslevel (Initiate, Circle1; Novice, Circles 2—4;Journeyman, Circles5—8; Warden, Circles9—12; and Master,Circles 13—15), andshould be available toa character within thatstatus level or later(nd a table of availabletalents for each statuslevel at the end of thissection). Second, eachCircle of a Disciplinemust be assigned acertain number oftalents, as shown in the Talents Per Circle Table.Of the 13 talents assigned to the Initiate/Novice status level (Circles 1—4) of the newDiscipline, 6 must be available at First Circle,3 at Second Circle, 2 at Third Circle, and 2must be available at Fourth Circle.As a rule of thumb, a talent should be availablewithin the Circle range of its status level or higher.One consideration that may affect your decisions isthat the higher the Circle a talent is assigned to, themore Legend Points it costs to increase its rank.The Melee Weapons talent is an Initiate/Novice talent, but possessing it may make thedifference between surviving an attack anddying. This talent should be available withinCircles 1—4, but you may want to assign it toa higher Circle in your new Discipline for anyreason. If that’s the case, keep in mind that atCircles 1—4, rank 1 in this talent costs only 100Legend P but costs 200 Legend Points ifpurchased at Circles 5—8.When assigning talents, you should nd an equalmix of core and support talents for your Discipline.For example, two talents can be assigned to mostCircles, one of which should be a core talent and theother a support talent.Core TalentsCore talents dene a Discipline. Most often coretalents are also Discipline talents (see DetermineSpecial Abilities, below), and a number of coretalents are unique to one Discipline only. There are anumber of core talents which have to be assigned to a5DisciplineDesignspecic Circle: Durability, Karma Ritual, and ThreadWeaving talents, as described below.Durability: All Disciplines must have the Durabilitytalent available at Second Circle. Durability fornew Disciplines uses the same rules described forthat talent, using the following numbers. If the newDiscipline offers the Spellcasting talent at Circles 1—8,add +4 to the character’s Death Rating and +3 to hisUnconsciousness Rating for each rank in Durability.If the Discipline does not offer the Spellcasting talent,or offers it at Circles 9—15, add +6 to the character’sDeath Rating and +5 to his Unconsciousness Ratingfor each rank in Durability. These values can be modi-ed later on (see Determine Special Abilities,below). Durability cannot e a Discipline talent.Karma Ritual: All Disciplines have the Karma Ritualtalent available at First Circle. This talent is impor-tant because it allows adepts to purchase Karma withLegend Points. You should create the new Discipline’sspecic Karma ritual when you describe the Disciplinein writing later on. A Discipline’s Karma Ritual helpseshing out the concept of the Discipline and makesit easier to roleplay. Karma Ritual cannot e aDiscipline talent.Ritual of the Ghost Master: The Ritual of TheGhost Master is a unique option for Circle advance-ment available to all Disciplines at Fifth Circle. Thistalent should be a Discipline talent.Thread Weaving: All Disciplines offer the ThreadWeaving talent. The variant of the Thread Weavingtalent must be assigned to a school of spells if theDiscipline is a magician Discipline, which is denedat a later stage (see Select Spells, below). All otherDisciplines offer this talent at Fourth Circle. Thenew Discipline should offer a specic variant ofThread Weaving, as does each existing Discipline.The Discipline can offer other variants of the ThreadWeaving talent. This talent is always a alent.Support TalentsThese talents support a Discipline, allowing youto customize a Discipline to a specic point of view.Support talents cannot be assigned as alents, that’s reserved for core talents. Again, there isno hard and fast way to determine which talents aresuitable as support talents, this decision depends onwhat you have in mind for that Discipline. There are anumber of support talents which have to be assignedto a specic Circle: Leadership, Talent Pattern, andAttribute Pattern, as described below. Depending onthe concept of a Discipline, these might even serveas core (and thus as Discipline) talents—if that is thecase, the Circles assignments given below are notDisciplineDesign6 although the talent should remain in thesame status level.Leadership: This talent allows a character to leadothers and is available to all Disciplines at EighthCircle.Talent Pattern: This talent allows a character totemporary boost one of his other talents and is avail-able to all Disciplines at Thirteenth Circle.Attribute Pattern: This talent allows a character totemporary boost one of his Attributes and is availableto all Disciplines at Fifteenth Circle.New TalentsSince not all existing talents dene and support anew Discipline equally well, it might e neces-sary to develop new talents which were not availablebefore. Refer to the Designing New Talents sectionlater in this chapter for more information.Select SpellsIf the new Disciplinehas access to theSpellcasting talent, youhave to determine whichschool of spells is avail-able to members ofthis Discipline. mon schoolsare elementalism, illusionism, nethermancy, andwizardry.If you want to create your own school, you need tocreate a spell list. There is no need e up with alist of all- just choose a number of spellssuited to the Discipline from the four spell chaptersin the Player’pendium, and assign spell toa Circle. Use the numbers shown on the Spells PerCircle Table as a guideline for how big the spell listshould be.As with talents, there are no hard and fast rulesto select and assign spells to Circles. If you want tochange the Circle availability of a spell for the newDiscipline, you may in- or decrease it by one (or eventwo Circles in rare cases).When designing his bat MageDiscipline, Steven wants it to have access tothe elementalism spell Lighting Bolt. However,this spell is available to Elementalists at ThirdCircle, which is too late for what Steven hasin mind. As a result, he decides batMages may learn this spell at Second Circleinstead.Determine Special AbilitiesThe next step in creating a new Discipline is todetermine the special abilities it gives the character.Each Discipline is designed using 40 Build Points,whichcanbedistributedamongtheDiscipline’sspecialabilities. Special abilities consist of CharacteristicsBonuses, Discipline Talents, Discipline Abilities, andfree spells.Assigning Special AbilitiesSpecial abilities must each be assigned to a Circle,starting no earlier than Fourth Circle. The followinglimitations have to be taken into account.Novice: Only one special ability can be assigned toFourth Circle. This may be a 1-point CharacteristicsBonus, or a Discipline ability. In addition to that, pointscan be spent to modify the Discipline’s Durabilitybonuses, as shown on the Durability Modiers Table.Only one modier can be acquired. The rst valueapplies to the Death Rating, and the second value tothe Unconsciousness Rating.Steven wants bat Mage o be tough. By spending 3 Build Points onDurability, adepts of the new Disciplinewill end up with a Durability of 7/5 (+3/+2added to the base of 4/3, since it is a magicianDiscipline).Journeyman: Up to 5 points worth of special abil-ities are available from Circles 5 through 8, and onlyone special ability can be assigned to each Circle. Thismay be a 1-point Characteristics Bonus or a Disciplineability. Only one Discipline ability can be assignedwithin this range of Circles.Warden: All Disciplines automatically receive theability to use Karma on Recovery Tests at NinthCircle at no extra cost. In addition, up to 2 specialabilities can be assigned to each Circle. These maybe 1- and/or 2-point Characteristics Bonuses, or a 1-point Characteristics Bonus and a Discipline ability.Only one Discipline ability can be assigned withinthis range of Circles.Master: All Disciplines automatically increase thecharacter’sMaximumKarmaPointsby25atThirteenthCircle at no extra cost. In addition, up to 3 specialabilities can be assigned to each Circle. These may be7DisciplineDesignmade up of either 1-, 2-, and 3-point CharacteristicsBonuses, or a 1- or 2-point Characteristics Bonus andone Discipline ability. Only two Discipline abilitiescan be assigned within this range of Circles.Characteristics BonusesCharacteristics Bonuses may be applied to a char-acter’s Defense Ratings, Initiative Step, Karma, andRecovery Tests.Defense Ratings: Bonuses to a character’s DefenseRatings are permanent increases to Physical, Spell, orSocial Defense. These increases can be made in incre-ments of +1, +2, or +3. A Discipline should have nomore than 10 points worth of Defense Rating bonuses,and we suggest that these bonuses are distributedevenly among the different Defense Ratings. In addi-tion, the bonuses should show an emphasis basedon the Discipline concept. For example, the mon Disciplines received a total of 5 increases totheir primary Defense Rating, a total of 3 increasesto their secondary Defense Rating and a total of 2increases to their tertiary Defense Rating. Each +1increase costs 1 build point.Initiative: Bonuses to a character’s Initiative arepermanent increases to the Initiative Step. Theseincreases can be made in increments of +1 or +2. ADiscipline can have a maximum of 3 points worth ofInitiative bonuses in total. Each +1 increase costs 1build point.Karma: A Karma bonus allows a character to useKarma on Attribute Tests, as determined by theDiscipline’s Important Attributes. Once all impor-tant Attributes have been assigned a Karma bonus, aDiscipline may also provide a specialty Karma bonus(usually at Seventh Circle), such as Karma on DamageTests or Spell Effect Tests. A Discipline should haveno more than 5 points worth of Karma bonuses intotal. Each Karma bonus costs 1 build point.Recovery Tests: Recovery Test bonuses increasethe number of Recovery Tests a character may makein one day. A Discipline should have no more than 3points worth of Recovery Test bonuses in total. Eachadditional Recovery Test costs 1 build point.Discipline TalentsWhen choosing talents for the new Discipline,choose a number of Discipline talents. Only coretalents can e Discipline talents. Talents that donot involve a test, such as Durability and Karma Ritual,cannot be taken as Discipline talents. The mandatoryThread Weaving talent is always a Discipline talentat no extra cost. Ritual of the Ghost Master shouldbe a Discipline talent, but doesn’t have to be. EachDiscipline Talent costs 1 point.Discipline AbilitiesDiscipline abilities are unique abilities or powersavailable only to adepts of this Discipline. The effec-tiveness and power of a Discipline ability is based onthe Circle at which it is available. Discipline abilitiescause permanent damage when initially used or “acti-vated.” While taking that damage, the adept gainsadditional power, but he must lower his Death andUnconsciousness Ratings by points of permanentdamage. In addition to causing permanent damage,Discipline abilities may also cause the same amountof Strain every time they are used.To create a new Discipline ability, use the followingguidelines: Novice abilities cost 1 permanent DamagePoint and have a limited effect that either lasts for 10minutes or increases a test by +2 steps in exchange forStraindamage.Journeymanabilitiescost1permanentDamage Point and have a limited effect that eitherlasts for 10 minutes or increases a test by +3 steps inexchange for Strain damage. Warden abilities cost 2permanent Damage Points and have a limited effectthat either lasts for 24 hours or increases a test by +3steps in exchange for Strain damage. Master abilitiescost 3 permanent Damage Points and have a limitedeffect that either lasts permanently or increases a testby +5 steps in exchange for Strain damage.A Discipline should have no more than 8 pointsworth of Discipline abilities. Each Discipline Abilitycosts 2 build points.Free SpellsMagician Disciplines provide 1 new spell fromthe current Circle at Second, Third, Fourth and FifthCircle at no extra cost.Describe the Discipline in WritingThe nal step in creating a new Discipline is topresent a written description to the gamemaster forhis approval. Ideally, the whole package starts witha ctional essay describing an in-game example ofhow to portray that Discipline. Of course, since thereare always a number of ways to portray membersof a given Discipline, the ctional essays might bewritten as if different members of the same piled it.Half-Magic abilities are special abilities that arestrongly associated with a Discipline, but which don’tconstitute talent use. These are typically skill-related,but also include passive, Perception-based abilities,such as hermancer Discipline’s ability to sensespirits and other astral entities. When choosing Half-Magic abilities carefully consider the Discipline’s rolein the game world and select abilities that shouldcharacterize all of its members, from the lowliestDisciplineDesign8apprentice to the most celebrated master. For moreinformation, see Half-Magic in the Disciplineschapter of the Player’pendium, p.62).If applicable, you can provide rules for playingvariations or “specialists” of the Discipline. Withgamemaster approval, players may use these varia-tions for their characters.A list of possible Discipline Violations shouldbe provided for gamemasters who are using theoptional Talent Crisis rule. These suggestionsshould be based on the mon viewpoints ofthe Discipline.Like Karma Rituals, Rituals of Advancementplayers and gamemasters are encouraged to use themwhen a character advances in Circle.Finally, a list of possible Multi-binations addresses ple-ments and conicts between different Disciplines.Like the possible Discipline violations, these sugges-tions should be based on the typical mindset of theDisciplines in question.Designing New TalentsThe Discipline a character learns deter-mines which talents he may select. Talents are animportant part of every Discipline, representing theunique way each adept taps into the magical energiesof astral space to produce effects congruent with theirDiscipline’s philosophy—no matter if it is a warriorswinging his sword, a troubadour singing a song, or amagician casting a spell.Any new Discipline created should be a uniqueblend of talents from the current talent list, andinclude a number of new talents unique to the newDiscipline to separate the Discipline from the others.A new talent should have a new effect, and notmerely be a copy of another talent. Of course, gamemechanics and talent effects are two different pairsof shoes–while a talent can have a unique effect, thegame mechanics to create and resolve it can be similarto other talents. There are a number of different gamemechanic types available for talent design.These guidelines serve gamemasters to createnew talents that are balanced and adhere to theEarthdawn rules. Designing a new talent follows aseries of four steps. Each step is described in detailbelow.Determine Status LevelDetermine Talent CharacteristicsDetermine Game MechanicsWrite Talent DescriptionDetermine Status LevelAll talents of the same status level should be equalin power–so what is appropriate for a certain statuslevel? While it is always useful pare a new talentwith the existing talents of the same status level, wecan offer the following guidelines:Initiate/Novice TalentsInitiate and Novice talents tend to be the weakesttalents in terms of power, and usually represent magi-cally enhanced forms of everyday tasks. Talents atthis level usually have a mundane skill equivalent orcan only be used in very specic situations.Journeyman TalentsMost Journeyman talents are expansions orextensions of the general Initiate or Novice talents.For example, the Second Weapon talent is an expan-sion of the Melee Weapons talent, representing theextra training in bat. Many Journeymantalents have a mundane skill equivalent and can beused in a limited number of situations.Warden TalentsLike Journeyman talents, some Warden talentsrepresent further advancements from basic talentsonly available with extensive training and focus. Othertalents at this status level represent a deeper under-standing of the Discipline. For example, the Warriorcan transform parts of his body into a living weaponusing Body Blade. Only a select few Warden talentsare available as skills. Warden talents can be used ina wide variety of situations.Master TalentsMaster talents are the strongest talents inEarthdawn. Some extend basic talents to themaximum possible. As the name indicates, Mastertalents represent an Adept’s mastery of the Discipline.For example, Master talents allow an Archer cansummon a bow made of air, and a Thief to vanish fromsight at will. Master talents are almost never availableas skills, and can be used in almost any situation.Determine Talent CharacteristicsEach talent has a number of characteristics toresolve its effects using Earthdawn game mechanics.A talent’s Step Number is used to determine e of a talent’s effects, while the Action entrydetermines how much time the talent requires bat. Karma and Strain represent the magical and/or physical price an Adept has to pay for using thetalent.9DisciplineDesignStep NumberUsually, a talent’s Step Number is based on oneof the six Attributes–Dexterity, Strength, Toughness,Perception, Willpower or Charisma. When deter-mining the Attribute, simply chose the one mostclosely related to the talent’s effect.Alternatively, a talent’s Step Number can be basedon talent rank alone, either meaning the talent is ineffect at all times, or uses its rank instead of rollingAction Dice.ActionTalents that require a character to focus on usingthe talent require a Standard Action bat.Talents requiring a Simple Action do not need a char-acter’s full attention, and can be used a number oftimes bat.KarmaTalents that require Karma need an above-averageamountofmagicalenergytowork.TalentsthatrequireKarma rarely have an additional Strain cost. Karmausually es a requirement if the effect of thetalent is impossible to achieve using mundanemethods. The Body Blade or Claw Shapetalents, for example, allow an adeptto transform parts of his body intoa weapon–something that is impossible to achieve fornon-Adepts.A Karma requirement can also represent anunusual boost of a mundane action–the Taunt talent,for example, uses magic to make an otherwise harm-less insult show a greater effect on the target. As arule of thumb, talents that don’t require a Talent Testto use don’e with a Karma requirement.StrainTalents that cause Strain drain small doses of acharacter’s life energy for their power, most oftendue to physical exertion. The number of Strain pointsassigned to a talent is low, usually only a single pointper use.Range and DurationA talent’s duration and range are usually deter-mined by the talent’s rank or by the test result.Duration is measured in one of the following units:rounds, minutes, hours, or days. A talent’srange is measured feet, yards, or miles.Not all talents have a range or dura-tion, so these characteristics appearin the talent’s description only whereapplicable.Determine Game MechanicsEarthdawn uses a nite numberof game mechanics to resolve atalent’s effects. Choose one ofgame mechanic types listed播放器加载中,请稍候...
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