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The EnduranceはDivination Cardの一種 交換可能アイテム 入手方法 関連リンク The Endurance 必要枚数 4枚 Vivid Crimson Jewel Crimson rubies, drops of vigour,flowing through my veins,flesh like coal, try to crush me,diamond is what remains. 交換可能アイテム "(5-7)% increased maximum Life"のModを持つCrimson Jewel。 変換先 Crimson Jewel 入手方法 このカードがドロップするエリア The Mines Level 1 • The Mines Level 2 • The Crystal Veins • The Tunnel • The Quarry • Crystal Ore Map • Dig Map • Excavation Map • Flooded Mine Map • Geode Map カード等のドロップ以外の入手方法 アイテム 必要数 備考 The Gambler 5 Stacked Deck 1 関連リンク 英wiki https //pathofexile.gamepedia.com/The_Endurance Divination Card
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トリキューブ・テールズ (三投物語) 英語版 一般に欧米のTRPGルール本は、子どもたちが読むだろうことを想定してか、ルール以外のうんちくや雑談が多い。この和訳は抄訳として、それらは可能な限り省く。 ライセンス Tricube Tales version 4 © 2019 Richard Woolcock All text released under the CC BY 3.0 license Tricube dice symbol on cover by Lorc, available from https //game-icons.net under the CC BY 3.0 license 準備 GM (ゲームマスター) が1人、世界等の設定を準備しNPC (非プレイヤーキャラ) を担当する。他のプレイヤーは各々1人のPC (プレイヤーキャラ) を担当する。プレイヤーはゲームの世界に応じて会話や行動を通じストーリィを進めていく。 各プレイヤーは3d6、努力 (resolve) トークン3、魅力 (karma) トークン3を持つ (トークンはセッションごとに開始時の状態に戻る)。GMは抗力 (effort) トークンをいくつか用意しておくと良い (訳注 トークンには硬貨を使うのが適当と思われる)。 概要 プレイヤーは、状況が示す4~6の難易度に対し、キャラタイプ (archetype) に応じて1~3個のダイスを振り、少なくともそのうちの1つが難易度以上で成功と見なされる。 奇遇 (perk) は難易度を下げる何らかの特性であり、不遇 (quirk) は難易度を上げる何らかの特性である。奇遇の使用は魅力を1つずつ消費し、不遇の使用は魅力を1つずつ回復する。 キャラ キャラ作成 キャラの作成は、このゲームでは、名前・キャラタイプ・奇遇1・不遇1 (何の特性かを定めておく) を設定することで行う。 キャラタイプ キャラタイプは、気質 (trait) (速さ (agile)、強さ (brawny)、賢さ (crafty) のいずれか1つ) とジョブ (concept) (職種だけでなく、種族やその他の語でも良い) から成る。 道具 プレイヤーの所持する道具はジョブと奇遇から自ずと定まる。特別な利益を与える道具は、それ自体を奇遇として設定する。 成長 キャラは1~3セッションごと (頻度はGMが定める) に成長する。成長するごとに、奇遇または不遇を1つ得る。代わりに魅力または努力トークンを1つ増やしてもよいが (各6個まで)、こちらを連続して行うことはできない。 Game Rules Challenges Gameplay involves overcoming various challenges, each with a difficulty of 4-6 (easy, standard, or hard). Most should be difficulty 5, but the GM may decide that some challenges are easier or harder. Players roll 1-3d6 depending on their archetype. If a die equals or exceeds the difficulty, they succeed—if not, they fail. If they equal or exceed the difficulty on 2-3 dice, it’s an exceptional success. If the player rolls “1” on all of their dice, the result is a critical failure, and this is always *very *bad—the GM should come up with a particularly interesting complication to introduce to the scene! Some challenges require extra effort to overcome. This is represented using effort tokens; each die to equal or beat the difficulty removes a token, and the challenge is defeated once all the tokens are gone. PCs can usually work together to overcome such a challenge, and it will require several rolls; failing any of these rolls will have consequences. Failure Success A challenge has four possible outcomes exceptional success, normal success, normal failure, or critical failure. These results are relative to both the character and the situation, as decided by the GM, and neither the worst-case nor the best-case outcomes should be so extreme that they require suspension of disbelief. A master thief would never believably *fail *to pick a simple lock, but it might take her longer than expected, or lead to a complication. Likewise, an unarmed scholar couldn’t defeat a dozen elite warriors in melee combat—at best, he might make a clean escape. If someone is attempting to translate a magical text, and they have absolutely no background in magic or the language used, then even an *exceptional success *will probably provide them less information than a scholarly mage would obtain on a normal failure! However, there must always be some price for failure—otherwise, the players shouldn’t be rolling! This price is usually obvious—the character might be spotted while trying to sneak past a guard, miss in combat, or fail to climb a tree. The GM could also remove one of the PC’s resolve tokens, or perhaps introduce a complication to the scene. A critical failure is always very bad, no matter how skilled the character, and often represents a stroke of bad luck. If the character would lose one resolve on a normal failure, they should lose two resolve on a critical failure. Narrate the Outcome Don’t simply announce that a character has failed—describe the consequences of their failure, and try to explain what does happen rather than what doesn’t. Instead of saying the character “critically fails to pick a lock,” describe how the tip of the tool snaps off inside the lock. Don’t just say that the character “fails to dodge the attack”—describe how the foe lunges at them and slams a fist into their jaw. Defeat Afflictions Characters are defeated when they run out of resolve, and the victor (player or GM) decides their victim’s fate. Defeated characters gain an affliction appropriate to the situation, such as a broken arm, a phobia, a bruised ego, etc. They recover all of their resolve, but are usually unable to actively participate in the remainder of the scene—they might be unconscious on the ground, fleeing in terror, or just too injured to continue. Afflictions are described by the victor and are treated as temporary quirks (or permanent quirks if caused by a critical failure), except the GM decides when to apply them. A PC with more than three afflictions is retired from play, although they can be brought back if one or more of their afflictions are cured. Death is a matter of narrative. While a player might decide to kill their foe in combat by giving them a fatal affliction, the GM should always warn players if a challenge could result in death. Recovery Certain afflictions (e.g., “fleeing in fear”) are removed automatically at the end of a scene, but others may last hours, days, or longer, at the GM’s discretion. A PC with a suitable perk can spend karma to cure an affliction (e.g., “regeneration” to heal a wound)—but *permanent *afflictions cost *permanent *karma (unless converted into quirks using advances). Opposed Challenges Most challenges consist of PCs working together against external threats, but on occasion, they may wish to oppose each other. If this occurs, both players roll as normal, but each should treat the other’s highest die roll as the difficulty of their own challenge (i.e., highest roll wins). On a tie, the player who matched the difficulty with the most dice achieves a normal success (e.g., 4, 4, 4 is a normal success against 4, 4, 3 or 4, 3, 3). Should the players each roll the same number of matching dice, try to interpret the result in a way that favors both sides equally. If both players roll a critical failure, then each suffers a terrible outcome. NPC Confrontations There may also be situations where two NPCs have a direct confrontation with each other, rather than against PCs. The GM can usually just decide the outcome, but if an unpredictable result is desired, ask the players to roll for the NPCs. Combat Combat and other conflicts can easily be resolved as regular challenges, but if you prefer to have a turn-by-turn exchange of attacks, use these guidelines. NPCs as Challenges The GM assigns foes a difficulty of 4-6, based on their power relative to the PC. Most enemies should be difficulty 5. Each foe also has one or more effort tokens to represent their resolve. If you have a group of similar enemies, such as a horde of goblins, treat them as a single challenge with extra effort tokens. Resolution Turn order should follow the narrative where possible, and players make all the rolls—they roll to attack on their turn, and to defend on their enemy’s turn. As a general rule, players should only make one defense roll each turn. If they are facing multiple foes, make them roll against the most dangerous attacker. Example of Combat A brawny dwarven battle priest and an agile elven ranger encounter a group of goblinoids while exploring some ruins. GM Four goblin archers ready bows, while two hobgoblins draw cudgels. You can attack first if you use ranged attacks. Standard difficulty; you need 5+ to hit. Elf I shoot! [Rolls 5, 3, 2]—one goblin drops dead, my arrow buried in its throat! Dwarf I draw my warhammer, raise my shield, and charge the hobgoblins! GM Okay, but first roll to evade the goblins’ arrows, standard difficulty. Elf [Rolls 1, 6, 5]—I easily dodge aside. Dwarf [Rolls 3, 5]—an arrow gets lodged in my shield, and I carry on charging. GM Okay, you rush the hobgoblins. Make your attack, standard difficulty. Dwarf [Rolls 4, 2, 4]—I use my “berserker” perk to reduce the difficulty to 4, then I smash their skulls as I roar with rage! Elf New turn? [Rolls 5, 4, 4]—I will use my “marksman” perk and kill the remaining goblins with one arrow! Shish kebab! Archetypes A character’s archetype consists of a trait (agile, brawny, or crafty) combined with a concept (usually a profession), and this combination determines how many dice they roll for challenges. Agile characters roll 3d6 for anything related to quickness, dexterity, reflexes, or stealth. They also roll 3d6 for ranged combat (but see “Combat Styles”). Brawny characters roll 3d6 for any challenges based on strength, toughness, stamina, or athletics. They also roll 3d6 for melee combat (but see “Combat Styles”). Crafty characters roll 3d6 when they perform challenges related to charisma, intellect, willpower, or perception. They also roll 3d6 for mental combat (but see “Combat Styles”). When characters lack the appropriate trait for a challenge, they only roll 2d6. If a particular challenge requires special knowledge that falls outside the scope of their concept and perks, then reduce the number of dice they roll by one. Examples A brawny barbarian rolls 3d6 to swing a sword, 2d6 to throw a spear, and 1d6 to pick a lock. An agile elven ranger rolls 3d6 to sneak silently through the forest, 2d6 to spot a hidden enemy, and 1d6 to negotiate a legal treaty. A crafty wizard rolls 3d6 to throw a fireball at someone, 2d6 to climb a rope, and 1d6 to swing a greatsword in combat. Combat Styles A character’s preferred combat style (i.e., melee, ranged or mental) is usually based on their trait. However, this can also be changed if another style better suits the character concept. For example, an agile thief might prefer melee weapons, and a crafty gunslinger would most likely use ranged weapons. The character’s combat style must be chosen during character creation, and it cannot be changed later. Note Mental combat includes magic attacks, persuasion, intimidation, etc. Context is Important Crafty characters generally roll 3d6 for social challenges, but that doesn’t mean they’re always better at them. A crafty old witch normally rolls 3d6, but courting a young man falls outside the scope of her concept, so she’d only roll 2d6 in such a situation. Perhaps she also has a “warty nose” quirk—if so, that might well increase the difficulty of the challenge, or add a complication. An agile rake normally rolls 2d6, but courting a young lady is well within the scope of his concept, so he wouldn’t lose a die—and he might have a “charming” perk, which could reduce the difficulty of the challenge. He could even spend a karma token to describe the young lady becoming infatuated with him. But of course, the rake would roll 1d6 to persuade a jilted husband to give him a break, and the crafty old witch would roll 3d6 to convince a young woman to try out her spinning wheel, or take a bite from a juicy red apple. Perks Characters with a relevant perk can ask the GM for insight or clues about one particular situation, receive a temporary benefit (such as special gear or aid from an NPC), overcome obstacles that would generally be impossible for other people (such as using their wings to fly onto a rooftop), and so on. The exact benefits and uses of a perk are always at the GM’s discretion, but a broadly defined perk has a wider scope, therefore a more narrowly defined perk (including any perk that is particularly niche for the setting) should have more impact when it does come into play. If a player wants to use their perk to significantly impact the story, they must spend a karma token to do so. Karma can also be spent to reduce the difficulty of a challenge by 1—make this decision after rolling, and make sure you narrate how the perk gives you an edge. No more than one karma may be spent in this way for each challenge. A Deeper Look If you want to do something that regular people couldn’t even attempt, but which your perk really should allow you to do automatically, you must spend a karma token. For example, using “necromancy” to conjure and interrogate the spirit of a murder victim, or perhaps “investigative intuition” to glean extensive insight into a murder scene. If you want to do something that isn’t normally possible, but which your perk should allow you to at least attempt, you don’t need to spend any karma, but you must still roll. For example using your “superhuman strength” to lift a bus. If a perk allows you to automatically bypass a challenge while others have to roll, you must spend a karma token. For example, using “flight” to fly over a river that everyone else needs to swim across, or throwing lots of money at a problem because you’re “filthy rich.” If the challenge is usually possible for everyone, you can still describe how you use your perk to increase the odds, and may later spend karma to retroactively reduce the difficulty. For example, using your “kangaroo legs” to leap onto a roof, while everyone else has to climb. If you only use a perk to add flavor to the scene (e.g., overcoming a challenge through magic that others could just as easily overcome through skill), you don’t need to spend any karma. For example, you might shoot a firebolt at a foe, while another character shoots an arrow; the difference is just a matter of narrative. Another Perspective Always try to think of perks in terms of overcoming challenges. Players only roll if it’s important to the story, but if they can use a perk to automatically succeed without rolling, it costs karma. Likewise, it costs karma to reduce the difficulty of a challenge—but if a perk gives no other benefit, then it *doesn’t *cost any karma. If a player has no karma, the GM may offer them a complication instead. Related Knowledge Perks generally imply lesser knowledge in any related field. For example, a “car mechanic” would also have some degree of general mechanical knowledge—they might not know much about aircraft, for example, but they’d still have a far better chance of fixing one than someone with no mechanical skills. Similarly, someone with a “swordmaster” perk could apply their martial expertise to other combat situations, a “surgeon” perk also implies general medical training, and so on. Assisting Allies Players can also use perks to assist their friends and allies. For example, a “divine healer” might spend karma to remove a wound affliction from an injured friend, while a “brave commander” might spend karma to inspire a companion, reducing the difficulty of a fear-based challenge. Assisting someone doesn’t change the standard expenditure limit of one karma per challenge; if you spend karma to aid an ally, they cannot also spend their own karma to reduce the difficulty further. Stacking Perks Although it isn’t possible to spend more than one karma per challenge, a PC can still use multiple perks at once—success and failure are relative to the character’s competencies, so the GM should take all applicable perks into account. Likewise, just as the impact of a perk depends on how narrowly defined it is, multiple relevant perks should also have more impact than a single perk. Quirks Players must declare their intent to use a quirk before rolling for a challenge. They should describe their character’s actions in a way that incorporates the quirk, and then increase the challenge difficulty by 1 (this can take it above 6). Players usually recover one karma for using their quirk, but if they succeed at the challenge roll, they may recover one resolve instead (if they wish). Only one quirk can be used for each challenge. Complications The GM can also offer players karma in exchange for a complication. Should the player accept this offer, use their quirks for inspiration—the professor with “bad eyes” may have overlooked a major clue, while the “mean” thug may have insulted the wrong person. Of course, complications can also be based on the situation, or perhaps even archetypes or perks. But when possible, try to tie them to a character’s quirks. Genre Rules Cybernetics Just like mundane gear, cybernetics can either be handled as background flavor or treated as a perk, depending on how much impact you want it to have within the game. An individual with extensive cybernetic augmentation may also wish to take a suitable quirk, to represent the physical and psychological drawbacks of their various implants. Fear Insanity A frequent staple of horror stories, fear should be treated the same way as other challenges crafty characters should roll 3d6, while other characters roll 2d6, and individuals without prior experience or exposure to the particular source of fear (as indicated by their concept and perks) reduce the number of dice they roll by one. Failure on a fear challenge results in the loss of one resolve token—if the character loses all resolve, they generally flee the scene, or receive an appropriate form of mental disorder. Hack-and-Slash If gameplay involves dungeon crawls or lots of monster-bashing, you might wish to assign your NPCs traits and ranks. Traits Foes can have one or more traits Agile, brawny and crafty increase the difficulty of challenges against them that use those traits; clumsy, weak or stupid reduce the difficulty. Shooting an “agile and weak” goblin is difficulty 6, for example, while hitting them in melee is difficulty 4. Ranks PCs start at rank 1, increasing their rank every 4th advance (i.e., at 4, 8, 12, 16 and 20), to a maximum of rank 6. NPCs also have a rank, chosen by the GM. When facing someone of higher rank, increase your challenge difficulties by 1 (even if this takes them above 6). Against a foe of lower rank, reduce them by 1. For opponents ###ranks higher or lower, use the “Power Levels” genre rule. Defeating Monsters As a quick rule of thumb, most monsters require a number of effort tokens equal to their rank to defeat. A “boss” monster should require double that number, and may also be one rank higher than his or her lesser kin—these fearsome foes can represent major antagonists, or the “Big Bad” at the end of an adventure, and the GM should use them sparingly. Trappings The GM must also make common sense judgment calls. A non-magical arrow is unlikely to cause any damage to an iron golem, no matter how skilled the archer, whereas a flaming torch would probably destroy an animated scarecrow in one hit. Equally, the types of attack a foe can make depends on their gear and implied capabilities—a goblin armed with a club can only make melee attacks, but if they have a spear they can choose to throw it, and of course, goblin shamans can make mental attacks using their magic. Example Bestiary Bear Rank 2. Brawny. Dragon Rank 5. Brawny and crafty. Goblin Rank 1. Agile and weak. Golem Rank 3. Brawny and stupid. Kobold Rank 1. Stupid and weak. Lich Rank 4. Crafty. Mummy Rank 3. Clumsy. Ogre Rank 2. Brawny and stupid. Orc Rank 1. Stupid. Skeleton Rank 1. Stupid. Troll Rank 2. Brawny and stupid. Vampire Rank 3. Agile. Wolf Rank 1. Wraith Rank 2. Yeti Rank 2. Brawny. Zombie Rank 1. Clumsy and stupid. Magic Psionics Many fantasy, horror, and even science fiction settings describe characters with supernatural powers such as telekinesis, alchemy, psionics, etc. These arcane gifts can be easily represented as perks. A character with such a perk can do anything a trained person in the setting could achieve with appropriate tools, as long as it thematically fits their type of magic. Spending karma allows the mage to perform even greater feats of magic, overcoming any challenge a professional could manage with specialized gear. Always think of magic in terms of the result. It doesn’t matter if the psionicist disintegrates the door, or just causes the lock to spring open—if the goal is to get through the door, they’ve succeeded. But don’t forget, magic is primarily a narrative tool, and it doesn’t change the mechanics. If the GM calls for an agile challenge to open a lock, the mage must still resolve it as an agile challenge, even if they use magic to bypass the door. Magic Limitations If a magic perk is overly broad in scope, the GM should ask the player to choose a limitation. Here are some examples Destructive Your spells cause lots of environmental and collateral damage. Draining Your spells drain you, and may involve blood sacrifices. You spend resolve instead of karma for magic. Focus You require a focus to channel your spells, such as a wand, staff, or holy symbol. If lost or broken, the focus item requires several days to replace. Personal Your magic works on your own body and possessions, but can’t be used directly on others. Ritualistic Your strongest spells take time to cast. You can’t spend any karma unless you’ve a few minutes to prepare. Source Your magic requires a nearby source of suitable energy or matter, you cannot conjure things from thin air. Unsubtle You need to make gestures and incantations to cast spells, making it obvious when you’re using magic. Spell Lists In some settings, spellcasters learn fixed lists of predefined spells. You can easily simulate this in Tricube Tales, by adding some further requirements to those who have taken an arcane perk. Mages can choose three spells during character creation; these determine how and when they can use their magic. Each spell needs to have a name and a limitation—e.g., “fiery bolt (destructive),” “lightning shield (personal),” “illusionary disguise (ritualistic),” etc. You can create more potent spells by giving them additional limitations. This narrows their scope, and the GM should be more flexible when interpreting their effect. Perhaps your “invisibility sphere” is ritualistic and requires a focus, but can be used to conceal the entire party. New spells are learned during play, at the GM’s discretion—perhaps a wizard can learn from scrolls or spellbooks, or maybe the GM awards sorcerers a new spell each time they gain an advance. Mounts Minions Armored knights frequently ride their loyal steeds into battle, while fearsome necromancers raise undead minions to serve them in combat. These helpers can generally be abstracted away much like gear—either handle them as background flavor, describing their actions as part of your challenge rolls, or treat them as a perk if you would like them to provide a mechanical benefit. Non-Human Races Fantasy settings frequently include non-human races, such as elves and dwarves, just as science fiction settings often have alien species. Even many horror settings include supernatural creatures, such as vampires and werewolves. In many cases, the race can simply be part of the archetype—for example, an agile elven ranger, or a brawny dwarven soldier, or a crafty gnome illusionist. Another option is to handle the race as a perk (perhaps an elf can spend one karma to see in pitch darkness or recall ancient elven battle techniques), or even a quirk (maybe the half-orc is treated as an outsider, and has little understanding of human etiquette or culture). If the GM wants character races to be a more influential part of the game, treat them as a separate option chosen during character creation. In this case, the race can be handled (from a game mechanics perspective) as both a perk and a quirk, depending on the needs of the story. Power Levels In a fantasy world, a demigod can easily overpower a normal human. Similarly, a vampire or werewolf in a horror setting would outmatch a mere mortal, a mech pilot would completely outgun regular infantry, and a cosmic superhero could obliterate a street-level superhero. In most cases, these scenarios can be handled using relative interpretations of success and failure, assigning afflictions appropriate to the character and story. An invulnerable alien superhero might not be harmed by bullets, but ricochets could still kill the innocent bystanders he’d sworn to protect, resulting in a loss of resolve. Running out of resolve would still lead to defeat—perhaps he receives a “humiliation” or “despair” affliction, as the gangsters escape from the shootout, leaving the poor superhero to deal with the angry press and a pile of corpses. In other cases, a foe might simply be no threat at all. In this case, there is no need to roll, just narrate the outcome. Sieges Battles Sometimes, combat takes place between armies rather than individuals, each side maintaining its own pool of tokens. The PC commander uses crafty challenges to control their forces and eliminate all of the opposing side’s tokens, with the GM assigning a difficulty to attack or defend based on the relative power and tactical advantages of the two armies. Individual PCs can make a difference in such conflicts, but the risks are great. These heroes can eliminate tokens from the opposing army, but if they fail their defensive challenge rolls, they lose their own resolve tokens. Indirect Battles This approach can also be used for other scenarios, such as a legal battle between two businesses, turf wars between gangs or guilds, cyber warfare between nation states or high-tech organizations, etc. As always, individuals can contribute their efforts, but the risks will be high. Superheroes One quick and easy solution for creating superheroes is to base their concept on their mundane persona and handle their superpowers as perks. Thus you might have an agile journalist with his “spider powers” perk, or some crafty filthy-rich inventor with an “iron power suit” perk. As always, the GM should give narrowly defined perks more impact than broadly defined ones. Overly broad superpowers can also be given limitations in the same way as magic (see “Magic Psionics”). If you’ve decided to base your game on a particular movie or book, you can keep things simple by allowing players to base their concept, perk and quirk on a specific superhero. If the player wants to attempt something the superhero can do in the film or comics, then it would fall within the scope of their archetype, and could be further enhanced as a perk. If the character in the film or comics has any notable flaws or foibles, then those can also be used as a quirk. Power Limitations As with magic, if a superpower is overly broad in scope, then it should be given a limitation. Here are some examples Devices Your abilities are granted by special gadgets or equipment, which can be temporarily disabled or lost. Grounded Most superheroes possess some form of airborne locomotion, such as flight, web-slinging, ice slides, super-leaping, etc. But you are limited to using mundane means of travel. Intimidating Your abilities manifest in a way that can invoke feelings of fear and dread, terrifying the innocent. Negation You can’t use your powers while exposed to a specific substance. Non-Offensive Your powers can’t be used to attack someone directly. Suit-Up You must change your form or appearance to utilize your powers. Unreliable You lack full control over your powers. Whenever you attempt to spend karma on this perk, the GM may introduce a complication instead. Supernaturals When someone is defeated, they gain an affliction. Should a PC be defeated by a supernatural creature’s infectious bite or claws, the GM can assign an appropriate affliction, such as “lycanthropy,” “zombie virus,” “vampirism,” etc. Unlike quirks, which are activated by the player, the GM can decide when and how afflictions are used during play. A newly infected werewolf has no control over their transformation or the carnage they cause—but they could later convert their affliction into a quirk, as they learn to control their condition. Likewise, afflictions give no benefits, but a player can later take supernatural perks such as “preternatural strength” or “rending claws.” If the PC takes a broad perk encompassing a range of abilities, they should also pick a limitation (much like Magic Limitations)—for example, a “werewolf gifts” perk might only apply if the character first shapeshifts into their wolfman form. Removing Afflictions If an affliction isn’t permanent, the GM might offer a story-based way to remove it—perhaps slaying the vampire who bit them reverses their condition, or there’s a cure for the zombie virus. Permanent afflictions can also be removed, but this costs permanent karma. More drastic solutions might also be permitted, such as converting a “zombie virus” affliction into an “amputated leg” quirk (at the usual cost of an advance). Gradual Decline Some conditions offer no benefits at all. While many novels and TV shows depict supernatural creatures as sapient beings, others portray them as mindless beasts driven by rage, instinct, and hunger. Such infections may take the form of a slow decline—victims of a zombie bite might survive hours or even days before they eventually succumb. The GM could even use future afflictions to represent a character’s gradual transformation. Vehicles Whether you’re a pirate captain, a tank driver, a starship commander, a ghostly biker, or a mech pilot, all vehicles can be handled in a similar way. The easiest approach is to treat them like mundane gear, or as perks if they’re particularly powerful. But if the vehicles are a major part of the setting, they can instead be built like characters. Vehicles as Characters Major vehicles start with a concept (but not a trait), a perk and a quirk. They do not have any karma, but they begin with three resolve tokens, and can advance at the GM’s discretion. The driver (or pilot) makes challenge rolls using their own trait, but they can utilize their vehicle’s concept, perks, and quirks as if they were their own. Use the “Power Levels” genre rule for combat between vehicles of significantly different strength—such as a starfighter against a dreadnought.
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Bakugan Battle Brawlers 項目数:48 総ポイント:1000 難易度:★☆☆☆☆ 全実績解除までの所要時間は最短でも20時間弱. ルールさえ理解してしまえば適当にプレイしても勝率9割以上をキープできるため難易度は低い. ストーリーモードクリアで約600Gは自然と解除される. Rookie Finish the tutorial in Story Mode. 10 Beginner Win the Neo Challengers Tournament. 25 Intermediate Win the Supreme Tag Team Tournament. 25 Advanced Win the Brave Battlers Tournament. 25 Bakugan Pro Win the Maximum Power Tournament. 25 Bakugan Master Win the Bakugan Master Cup Tournament. 25 Bakugan King Win the Ultimate Battle Tournament. 60 Challenger Make it into the top 500 in the Bakugan World Rankings. 10 Contender Make it into the top 100 in the Bakugan World Rankings. 15 Elite Make it into the top 10 in the Bakugan World Rankings. 25 Best of the Best Make it into the number 1 spot in the Bakugan World Rankings. 50 Wealthy Earn 10,000 or more total Ranking Points in Story Mode. 10 Extremely Wealthy Earn 50,000 or more total Ranking Points in Story Mode. 25 Customer Shop at the Store. 10 Patron Spend at least 30,000 Bakugan Points at the Store. 20 Miracle Shot Collect ten or more G-Power Pick-Ups in one shot. 15 Ultra Shot Collect three or more Hyper Ability Cards in one shot. 15 Great Shot Collect three or more Battle Items in one shot. 10 Amazing Shot Collect three or more Fuel Pick-Ups in one shot. 10 Smashing Shot Break an obstacle on the battlefield. 10 The Whole Gang's Here Unlock all characters in the Park. 30 Where Will I Put Them All? Collect every Bakugan in the game. 30 Full Deck Collect all Gate Cards. 30 Loaded Deck Collect all Ability Cards. 30 Explorer Unlock all battlefields in the Park. 30 Domination Win a game against every character in Story Mode. 20 Through Their Eyes Play as every character in Battle Arena Mode. 10 Tourist Play in every battlefield in Battle Arena Mode. 10 Grand Battle Brawler Win fifty 1 on 1 Battles in Story Mode. 20 Reliable Battle Brawler Win twenty Tag Team Battles in Story Mode. 20 Mighty Battle Brawler Win twenty Battle Royales in Story Mode. 20 Steering Ace Steer a Bakugan for at least ten seconds. 30 Subterra Smasher Win a battle using the Subterra Quake Special Shot. 10 Pyrus Striker Win a battle using the Pyrus Strike Special Shot. 10 Haos Light-Bringer Win a battle using the Haos Lightning Special Shot. 10 Ventus Stormer Win a battle using the Ventus Storm Special Shot. 10 Darkus Phantom Win a battle using the Darkus Phantom Special Shot. 10 Aquos Spiraler Win a battle using the Aquos Spiral Special Shot. 10 Power Master Win five Power Battles in a row. 15 Power Guru Win five Level 3 Power Battles in a row. 25 Shooting Master Win five Shooting Battles in a row. 15 Shooting Guru Win five Level 3 Shooting Battles in a row. 25 Timing Master Win five Timing Battles in a row. 15 Timing Guru Win five Level 3 Timing Battles in a row. 25 Battle Professional Win ten Gate Cards in a row. 40 Sphere Attack Student Make a successful Sphere Attack or Critical KO. 10 Sphere Attack Master Make ten successful Sphere Attack or Critical KO shots. 20 Sphere Attack Sensei Make twenty successful Sphere Attack or Critical KO shots. 50 + 日本語訳実績 Rookie ストーリーモードでチュートリアルを完了する 10 Beginner Neo Challengers Tournamentで勝利する 25 Intermediate Supreme Tag Team Tournamentで勝利する 25 Advanced Brave Battlers Tournamentで勝利する 25 Bakugan Pro Maximum Power Tournamentで勝利する 25 Bakugan Master Bakugan Master Cup Tournamentで勝利する 25 Bakugan King Ultimate Battle Tournamentで勝利する 60 Challenger 爆丸世界ランキングでトップ500に入る 10 Contender 爆丸世界ランキングでトップ100に入る 15 Elite 爆丸世界ランキングでトップ10に入る 25 Best of the Best 爆丸世界ランキング1位 50 Wealthy ストーリーモードで合計10,000点を獲得する 10 Extremely Wealthy ストーリーモードで合計50,000以上のランキングポイントを獲得 25 Customer Storeでお買い物をする 10 Patron Storeで少なくとも3万点の爆丸ポイントを使う 20 Miracle Shot 10枚以上のG-Power Pick-Upを一気に集める 15 Ultra Shot ワンショットで3つ以上のハイパーアビリティカードを集める 15 Great Shot ワンショットで3つ以上のバトルアイテムを集める 10 Amazing Shot ワンショットで3つ以上の燃料ピックアップを集める 10 Smashing Shot 戦場で邪魔をする 10 The Whole Gang's Here パーク内のすべてのキャラクターのロック解除する 30 Where Will I Put Them All? ゲーム内のすべての爆丸を集める 30 Full Deck 全てのゲートカードを集める 30 Loaded Deck すべての能力カードを集める 30 Explorer パーク内のすべての戦場をアンロックする 30 Domination ストーリーモードですべてのキャラクターに対してゲームで勝利する 20 Through Their Eyes バトルアリーナモードですべてのキャラクターとしてプレイ 10 Tourist バトルアリーナモードであらゆる戦場でプレイ 10 Grand Battle Brawler Win fifty 1 on 1 Battles in Story Mode. 20 Reliable Battle Brawler ストーリーモードで20個のタグチームバトルで勝利する 20 Mighty Battle Brawler ストーリーモードで20のバトルロイヤルで勝利する 20 Steering Ace 爆丸を少なくとも10秒間操縦する 30 Subterra Smasher Subterra Quakeスペシャルショットを使用して勝利する 10 Pyrus Striker Pyrus Strike スペシャルショットを使用して勝利する 10 Haos Light-Bringer Haos Lightningスペシャルショットを使用して勝利する 10 Ventus Stormer Ventus Stormスペシャルショットを使用して勝利する 10 Darkus Phantom Darkus Phantomスペシャルショットを使用して勝利する 10 Aquos Spiraler Aquosスペシャルショットを使用して勝利する 10 Power Master パワーバトルを5連続して獲得する 15 Power Guru レベル3のパワーバトルを5連続して獲得する 25 Shooting Master 射撃戦を連続して獲得する 15 Shooting Guru レベル3の射撃戦を5つ連続して獲得する 25 Timing Master タイミング戦で5つ連続して獲得する 15 Timing Guru レベル3のタイミング戦で5つ連続して獲得する 25 Battle Professional 10枚のゲートカードを連続して獲得 40 Sphere Attack Student Sphere AttackかCritical KOを成功させる 10 Sphere Attack Master Sphere AttackかCritical KOを10回成功させる 20 Sphere Attack Sensei Sphere AttackかCritical KOを20回成功させる 50 Rookie~Best of the Best ストーリーを進めてゆくことで自然に解除される. ストーリーモードは全6トーナメント制,全てのトーナメントを勝ち抜くとラスボス戦. ラスボスに勝利でBest of the Bestが解除される Miracle Shot/Ultra Shot/Great Shot/Amazing Shot/Smashing Shot 1回のショットでステージ中に配置された規定のアイテムを回収or破壊が条件. CPUの動きが参考になる.このなかでも難関はGreat Shot. バトルアイテムとは宙に浮いているクリスタルを破壊することで入手できる戦闘中にYボタンで 使用可能なアイテムのこと.Haosステージ両脇の口から飛び出せる像などの高高度へジャンプ出来る ギミックを活用すれば楽になる.バクガンに一定以上のスピードが無いとクリスタルに弾かれてしまうため注意. Where Will I Put Them All?/Full Deck/Loaded Deck ストーリークリア後のParkでのフリーバトルモードがプレイ可能.BBSにミッションが表示されるので それをこなしてゆくことで新しいバクガンやカードがショップに追加される. クリア可能なミッションが無い場合は一度ショップで追加されたバクガンを購入することで 新たなミッションが開放される場合がある. バクガンポイントはトーナメントで5戦勝ち抜くごとに大量のボーナスが入手出来る. おすすめはタグチームバトル. Grand Battle Brawler/Reliable Battle Braw/Mighty Battle Brawler ストーリークリア後に新たに開催されるトーナメントで3つある試合形式において 規定数勝利することで解除.最短で55戦必要なため,約5時間ひたすら作業となる. Special Shot使用系 ショップでのバクガンアップグレードでLv.5に達したバクガンはその属性に応じた必殺ショットを習得 バトル中にスペシャルショットゲージが満タンになることで使用可能. 当然Lv.5のバクガンを選択しないと使用不可なのでショットする順番には注意. スペシャルショットを敵にヒットさせてなおかつその後のバトルに勝利しないと解除されない. Power Guru/Timing Guru/Shooting Guru 3種類あるバトルのLv3に規定回数連続勝利が必要.アビリティカードの中にバトル形式を指定出来るカードがあるので 解除したいバトルのカードを1枚デッキに入れておけばそれほど苦労せずに解除可能. Shooting Guruは本ゲーム中の最難関実績,どうしても解除出来ない場合はParkにて 自分のデッキと同属性のフィールドを選択しつつ,敵は自分と逆属性を選択,種類はランダムではあるものの保険としてバトルアイテムを取得しておけば難易度は下がる. 自分の属性を連続して破壊することでポイントにボーナスが付与される.
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[部分編集] #ref error :ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (画像URL) 通称 出演作品 ホワイトデー☆(森近霖之助) [部分編集] 概要 ホワイトデー☆で森近霖之助を演じた声優。 [部分編集] +ホワイトデー☆での活躍 [部分編集] ニコニコでの扱い [部分編集] 本スレでの扱い [部分編集] 実況での扱い [部分編集] 主な持ちネタ
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LEVEL∞ (レベル インフィニティー) 2009.08.05VGCD-1043¥1,680 tax in 発売元:5pb.販売元:ジェネオン・ユニバーサル・エンターテイメント TrackList 1. LEVEL∞(ファミソン8BIT ver.) 作詞:yura 作曲:伊藤賢治 編曲:KPLECRAFT 2. XXX 作詞:yura Dark 作曲・編曲:佐野信義 3. LEVEL∞(Disillusion Special ver.) 作詞:yura 作曲:伊藤賢治 編曲:quad(luvtrax) 4. LEVEL∞(Instrumental) 作曲:伊藤賢治 編曲:KPLECRAFT 5. XXX(Instrumental) 作曲・編曲:佐野信義 6. LEVEL∞(Field ver.) 作曲:KPLECRAFT/伊藤賢治 編曲:KPLECRAFT ©2008 NEOPLE/D F製作委員会 長谷川明子OffcialWebsite タグ LEVEL∞ XXX 長谷川明子
https://w.atwiki.jp/sdvx/pages/3051.html
楽曲リスト TRACK TITLE? / LEVEL 楽曲リスト(III)/LEVEL02 TOTAL NOV ADV EXH INF GRV 070 070 000 000 000 灰色背景のTRACKはプレーする為にインプットが必要です 投票 No. MUSIC BPM Lv CHAIN 譜面属性dif ind NOV ADV EXH INF GRV 0228 Arcadia 148 02 07 12 - 0295 0102 Iterator 130 02 08 10 - 0499 0121 色は匂へど散りぬるを 138 02 08 12 - 0491 0207 INVITATION SiGN -SDVX Version- 145 02 08 12 - 0559 0103 Vampire Killer scar-ed Pf rmx 130 02 06 12 - 0403 0122 泡沫、哀のまほろば 155 02 08 13 - 0335 0116 エスケープ・フロム・ディストピア 208 02 07 14 - 0390 0216 桜華月想-SDVX EDIT- 138 02 08 12 - 0455 0101 good high school 150 02 05 08 15 0580 0228 群青硝子のスピカ 145 02 08 14 - 0559 0203 こちら、幸福安心委員会です。 128 02 12 14 - 0252 0129 孤独の番人 190 02 08 14 - 0421 0111 再教育 163 02 07 09 - 0344 0240 最果てのコトバ 155 02 08 12 - 0673 0122 Silent Story 126 02 08 11 - 0494 0303 The Starry true 132-153 02 07 12 - 0290 0205 サヨナラデイズ 142 02 09 12 - 0304 0213 Shiny Up! 130 02 07 12 - 0307 0314 Just Be Friends 128 02 07 12 - 0330 0301 しゅわスパ大作戦☆ - SDVX Edit. - 140 02 09 13 - 0405 0379 シアワセうさぎ 140 02 08 13 - 0512 0321 シリョクケンサ 135 02 07 12 - 0423 0102 dilemma 128 02 06 10 - 0288 0332 深海シティアンダーグラウンド 170 02 08 14 - 0603 0240 sweet dream 128 02 09 13 - 0604 0201 SCAPEGOAT BOY - SDVX Edit. - 165 02 08 14 - 0441 0333 Starlight Dance Floor 128 02 08 13 - 0355 0210 Starlight Vision 180 02 07 12 - 0670 0201 星霜輪廻~Repeat~ 170 02 08 13 - 0509 0105 世界はネコのもの 157 02 06 12 - 0532 0237 second spring storm 131 02 07 12 - 0516 0368 善悪の頂にある真実 100-140 02 08 13 - 0393 0219 タイムマシン 126 02 07 13 - 0476 0211 Darkness Pleasure 136 02 07 12 - 0413 0306 ツギハギスタッカート 139 02 08 13 - 0440 0304 TU-MA-MI△ALL-NIGHTER 132 02 10 14 - 0319 0202 天狗の落とし文 feat. ytr 160 02 09 13 - 0687 0202 Two Fates 176 02 06 11 - 0426 0201 トーキョープレジャーグラウンド 220 02 10 13 - 0539 0201 東方妖々夢~the maximum moving about~ 197-205 02 08 13 - 0525 0103 遠く Dexholic Mix 128 02 06 11 - 0386 0318 取り残された美術(Arranged HiZuMi) 160 02 07 13 - 0262 0205 トリノコシティ 135 02 07 12 - 0370 0102 ナナイロ 230 02 07 10 13 0622 0108 Nyan Cat 142 02 08 13 15 0399 0320 Virtual Sunrise (nana s Festival EDM Remix) feat. Kanae Asaba 128 02 07 12 - 0406 0342 ハッピーシンセサイザ 127 02 07 13 - 0261 0246 始まりへと続く帰り道 171 02 07 12 - 0728 0203 honey trap 172 02 07 12 - 0502 0112 Bad Apple!! feat. nomico 138 02 07 12 14 0389 0101 PULSE LASER 165 02 07 12 14 0501 0115 pandora (Maozon Remix) 140 02 08 13 - 0373 0201 非公開日誌 190 02 07 12 - 0476 0128 秘封倶楽部の未踏世界 146 02 09 12 - 0350 0301 Find the Answer 170 02 08 11 - 0508 0201 ファンタジースター 183 02 08 13 - 0411 0234 Phantasm Brigade 168 02 08 13 - 0527 0225 Future MUSiC 132 02 07 12 - 0478 0111 Black Board 124 02 09 12 - 0406 0213 Hail Storm 134 02 07 12 - 0363 0301 星屑ユートピア 240 02 07 12 - 0838 0344 モンスターストライクメドレー(SDVX REMIX) 176 02 07 13 - 0541 0104 U&M 128 02 05 08 - 0431 0234 夕立、君と隠れ処 150 02 09 12 - 0547 0214 夢の空、約束の場所 135 02 07 11 - 0311 0113 Runway Drive 160 02 07 11 - 0700 0102 Rebellious stage 160 02 06 10 13 0295 0129 ルービックキューブ 140 02 09 14 - 0307 0108 レトロスペクティビリー・メリーゴーランド 180 02 07 12 - 0576 0110 炉心融解 165 02 07 11 13 0396
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How to Hold and Control Your Pencil 鉛筆の持ち方とコントロールの仕方 https //www.youtube.com/watch?v=pMC0Cx3Uk84 http //www.proko.com/how-to-hold-and-control-your-pencil/ Are you tired of messy, wobbly lines? 皆さん雑でぐらついた線にウンザリしていませんか? Tired of not having any control of your pencil? 鉛筆をコントロールできなくて困っていませんか? Are you only capable of using a series of short strokes? 短い線ならコントロールできるのにと思ってませんか? Well don’t throw in the towel just yet! あきらめることはありません! Try drawing from the power of your shoulder! 肩を使って描きましょう! With just a few short years of practice you can draw gestural, fluid lines like you ve always wanted. ほんの二、三年練習するだけで、 皆さんがいつも欲しがっていた 流れるような動きのある線が描けるようになります。 By using this patent-pending new arm motion we guarantee you’ll be able to complete that curve with one beautiful stroke! この新案特許出願中の腕の動きを使えば、 美しい一回のストロークでカーブを完成できることを 保証します! Stay tuned to find out how you can CHANGE YOUR LIFE! チャンネルはそのまま、 皆さんの人生を変えるときです! There are two common ways to hold your pencil while drawing ドローイングを行うとき、 主に二つの持ち方があります。 Tripod Grip - Holding the pencil with your thumb, index and middle fingers, like writing. 三点支持、 鉛筆を、あなたの親指、人差し指、中指で 字を書くときのように持ちます。 This grip is more comfortable for using the tip of the pencil. この持ち方は、鉛筆の先端を使うときには快適です。 Not practical to use the side. 芯の側面を使うのには向いていません。 It’s also comfortable to control with your fingers to draw very small precise lines. また、この持ち方は、細かく正確な線を引くために あなたの指をコントロールするのに向いています。 So, it’s good for small strokes and thin lines that are uniform in weight. ですので、小さなストロークや、 均一な細い線を引くのに向いています。 Overhand Grip - Holding your hand over the pencil. かぶせ持ち 鉛筆の上から手をかぶせて握ります。 Your hand should be relaxed with the fingers and thumb lightly holding the pencil. 鉛筆を軽く親指とその他の指で握りながら、 手はリラックスしている必要があります。 You can still use the tip of the pencil by one of two ways. 皆さんは、鉛筆の先端を二つの方法のうちの一つから 使うことができます。 If drawing on a horizontal surface like a tabletop, simply bend the wrist forward a bit. テーブルの上のような水平の表面に置いて描く場合、 単純に手首を前に少し曲げます。 If drawing on a vertical surface such as a pad resting on your knees or an easel, you can flip your wrist upside down to use the tip. もし、イーゼルや膝の上に置いた画用紙パッドのように 垂直な面の上で描く場合、 先端を使うためにこのように手首をさかさまにひっくり返して 使えます。 Along with the tip, the overhand grip allows you to use the side, which is much more versatile than the tip. 先端とともに、 かぶせ持ちでは、側面も使うことができます。 側面は先端より用途が広いです。 You can get thick soft lines, thin lines, and a transition between the two. 太くて柔らかい線、 細い線、 そして二つの間を移行する線です。 Controlling the Pencil 鉛筆のコントロール Since grade school we are accustomed to using the pencil for writing. 小学校以来、 我々は鉛筆を字を書くことに慣らされてきました。 Since writing only requires our wrist, we have decades of muscles memory developed for handling the pencil with our wrists. 我々は、 手首のみを使って字を書くことを要求されてきたので、 手首を使って鉛筆を取り扱うために開発された 数十年のマッスルメモリーを持っています。 Though there’s nothing wrong with using our wrist when it makes sense, we would be limiting ourselves if we didn t go beyond the wrist. 手首を使うのは別に悪いことではありませんが、 もし手首以外で描けないとすれば、 我々は自身に制限を設けていることになります。 The wrist serves well for small strokes and details. 手首は、小さいストロークと細部には 大変向いています。 The shoulder serves well for short AND long strokes. 肩は、長短両方のストロークに向いています。 It’s much better for steady lines and fluid gestural lines. 肩を使った方が、安定した線や、 流れるようなジェスチャーを表した線に向いています。 Your shoulder provides a greater range of motion than your wrist. 皆さんの肩は、手首より、 可動範囲が大きくなっています。 So, when drawing larger shapes, curvy lines, use your shoulder. ですので、大きな形や、曲線の多い線を描くときは、 肩を使いましょう。 This is especially useful for gesture drawing. このことは、ジェスチャードローイングに於いて 特に有効です。 Once you need to add some little details, you can switch to the tripod grip. 小さな細部を加える必要ができたのなら、 三点支持に切り替えればいいのです。 Again, it’s ok to use your wrist and hold the pencil with the tripod grip for smaller details, but watch out for this... もう一度いいますが、 細部を描く際に、三点支持で鉛筆を持ち、 手首を使うのは良いですが、 このことには気を付けてください... Since using your wrist doesn t allow longer strokes, we end up drawing a bunch of short lines to create one longer line. 手首を使うと、長い線は引けませんので、 長い線を引くのにいくつもの短い線を積み重ねることになります。 This can get messy and you may end up with hairy lines. これでは綺麗とは言えませんし、 毛むくじゃらの線を描いてしまいます。 Using the Overhand Grip かぶせ持ちを使う Holding the pencil overhand allows you to use the side of the pencil. 手をかぶせて持つやり方では、 芯の側面を使うことができます。 When sharpened correctly (as I explained in the pencil sharpening video..) this allows you to get larger strokes of tone. 正しく削ることができていれば (私が鉛筆の削り方のビデオで説明したことです。) 皆さんは長いストロークで色のついた面を描くことができます。 If you press lightly and layer one stroke over another, you can get soft gradations. 軽く押し付けて、一方のトーンにもう一方を重ねれば、 グラデーションが描けます。 You can roll the pencil forward or backward to control the thickness and edge quality of the line. 鉛筆を前後に起こすことによって、 線の、太さと輪郭の質をコントロールすることができます。 Use the area closer to the tip for a thinner sharper line and use the middle for a thicker softer line. 先端近くを使うことで細く鋭い線を使え、 腹を使うことで太く柔らかな線が使えます。 And everything between.. そしてその中間のすべてです。 Also, you can change the angle of your stroke to control the line thickness. また、 皆さんは、線の太さを変えるために、 ストロークの角度を変えることができます。 Stroking perpendicular to the length of the pencil creates a thick line like I just showed. 鉛筆に対して垂直にストロークすると、 私が示したように太い線を引くことができます。 Pulling the pencil downward, parallel to the length of the pencil creates a thin line. 鉛筆を下に、鉛筆に対して平行に引くと、 細い線を描けます。 So you don’t need to use the tip, though you can.. ですので、先端を使う必要は必ずしも有りません。 使ってもいいですが。 With a slight turn of the wrist while you’re pulling the stroke, you can create a line that changes from thin to thick. ストロークの最中に、わずかに手首を曲げると、 細い線から太い線へ移行する線を引くことができます。 This variation in line weight adds a good dynamic to our drawings. この線の太さに関する多様性は、 ドローイングに躍動感を与えます。 It’s kind of like using a calligraphy pen instead of a ballpoint pen. これは、ボールペンではなく、カリグラフィペンを使うようなものです。 The combination of an overhand grip and using your shoulder allows for the widest range of motion and line type. かぶせ持ちと肩を使うことの組み合わせは、 広い可動範囲と、広い線の種類を可能にします。 Most of the drawing can be done this way. ドローイングの大半はこのやり方で行われます。 Muscle Memory マッスルメモリー When we first start holding it like that it feels weird because we don’t have good control of our shoulder. 最初に上で説明したようなやり方で鉛筆を持ったとき、 違和感を感じるかもしれません。 なぜなら、我々は肩の扱いに慣れていないからです。 We ve only practiced using our wrists to write. 我々は、手首を使って字を書く訓練しかしていません。 We need to train our shoulder. 我々は肩を訓練する必要があるのです。 It’s like playing sports. これはスポーツをするようなものです。 Repeat the motion so many times that it becomes intuitive. それが直観的になるまで動作を何回も繰り返してください。 Our friends at Wikipedia say Muscle memory is 我々の友人であるウィキペディアはマッスルメモリーについて こういっています。 "a form of procedural memory that involves consolidating a specific motor task into memory through repetition. 手続き記憶の一種で、 繰り返しを通して、記憶の中に 特定の運動課題を強固にすることを含む。 When a movement is repeated over time, a long-term muscle memory is created for that task, eventually allowing it to be performed without conscious effort. 動作が何回も繰り返されたとき、 長期マッスルメモリーはその課題に対応して作られ、 最終的には、意識的な努力なしにその動作を行うことが可能になる。 This process decreases the need for attention and creates maximum efficiency within the motor and memory systems.” この過程に於いて、 注意の必要性を減少させ、 動作と記憶システムの間で最大の効率を作り出す。 So, at first, drawing in this new way is a distraction. ですので、最初は、 このやり方で描くのは大変イライラします。 Our mind has to focus on moving the shoulder correctly instead of making decisions about the drawing. 我々の精神は、 ドローイングに関する判断をする代わりに 肩を正しく動かすことに集中すべきです。 Fight the temptation to revert back to just using your wrist with the tripod grip. 三点支持で手首を使うやり方に立ち戻る誘惑と 戦うべきです。 Overtime as you develop the muscle memory you won’t need to think about it and you’ll use the pencil like a Jedi master. マッスルメモリーを開発するまで時間をかけたのなら、 あなたは考える必要もなく線を引けるでしょうし、 ジェダイマスターのように鉛筆を操れるでしょう。 Exercises 練習 Start training you shoulder by filling pages of curves, circles and straight lines. 曲線や、円や、直線でページを埋め尽くして、 肩をトレーニングすることを始めてください。 Draw two dots and connect them with a straight line to train your hand eye coordination. 皆さんの手と目が一致する訓練のために、 点を二つ描き、その間をまっすぐな線でつないでください。 Or draw 4 dots and connect them with an ellipse. または、点を四つ描き、それらを楕円形でつなげてください。 Try “ghosting” the lines first by practicing the motion before making contact with the paper. 紙に鉛筆を接する前に、 動きを練習して、 最初に線を"ghosting (実際には線を引かずに、鉛筆を動かして これから引く線の練習をすること)"してください。 This is a great warm up before starting your drawing session. これは、実際にドローイング課題をやる前の良い 準備運動になります。 You can also practice controlling your line weight by shifting your curves from thin to thick. 曲線を細い線から太い線に変えることも、 線の強弱をコントロールする良い練習になります。 Or if you struggle with filling in large areas with clean tone, then draw a 6x6 inch square and fill it in with a clean tone. または、皆さんが、大きな範囲をきれいなトーン(色調、色の範囲)で 塗りつぶすのに苦労しているのなら、 約15x15cmの四角形を描き、 その中をきれいなトーンで塗りつぶしましょう。 It helps to shade only on the down strokes and lift the pencil off the paper on the way back up. それは、下方向のストロークだけで影を描いたり、 戻るときに鉛筆を紙から離すことの助けになります。 Focus on keeping the distance between each stroke consistent and using the same amount of pressure each time. 各々のストローク同士の距離を一定に保つこと、 毎回同じ圧力で線を引くことに集中してください。 A very good exercises for hand-stability and pressure sensitivity. 手の安定性と、圧力の繊細さのための良い練習になります。 If you end up with dark and light lines, it means either your stroke distance or pressure is inconsistent. もし、明るい線や暗い線ができてしまった場合、 ストローク間の距離や、線の圧力が一定でなかったということです。 btw, a well sharpened pencil helps a lot… ところで、 良くとがらせた鉛筆は大変助けになります。 * I think you should check out the premium courses. Head over to proko.com/store for the full line up. You’ll find cool things like Portrait Drawing, Figure drawing, Art Model Poses and a poster of Human Proportions. Whaaat?! If you like this video, share the wealth, tell your friends. Post it on your favorite social network. Subscribe to the Proko newsletter if you want to be updated about new videos. Buh Bye!
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Stage 2 "Airbase" Extraction and support impossible - the air base has been overrun. Defend what you can at the base, eradicate the hostiles, and get any intel you can. 「援護と奪還は不可能」―空軍拠点は既に奴らに占領された。君が出来る事を守り、敵を倒し、出来る限りの奴らの頭脳を手に入れろ。 (画像提供 zonB さん) MAP Point 黄色い丸 補給物資配置場所 青い星 開始地点 黒い三角 よくセントリーガンが置かれる場所 上下の広いスペースの使い方 対して広いわけではないがそれなりに逃げるスペースが与えられているため、Map1~3の中では割と遊びやすい。 しかし、動ける範囲は限りがあるので結局Wave終盤は混戦となる。 ①,①´のポイント 主にマルチ向け。 目の前の柵に迫る敵を迎撃する。①´はそれと開始地点の中間に陣取り、下からの敵を迎撃するようにしても良い。 ②のポイント ①,①´以外の残りの二人はここで迎撃する。 次に、全員が上のフロアで待ち構える方法を紹介する。 ③のポイント 米国版Wiki (リンクは当該ページ)では、"A MUST DO tactic is to straight away get to the top room!"(まず、一番上のフロアに行くのが最も重要な策だ。)と述べられている。 上の方が逃げ回りながらの柵の修復がしやすく、若干スペースが広い。 この戦術をマルチで取ると、各メンバーが柵の前に陣取って迎撃する風景が思い浮かべられるが、「持ち場」の概念を頑なに持つのはあまり良くない。 赤矢印のポイント 上のフロアの柵を破った敵の一部はこのルートで進んでくる。(当然その逆も考えられる。) 大概、大きな群れで押し寄せてくるので対処する際は十分に気を付けること。 特筆してはいないが、開始地点のすぐ下の3方向に柵のある小部屋はランクが高ければ高いほどすぐに押し切られてしまうので、いわゆるここは「捨てる」場所。 壊されたままずっと放置するのも一つの方法だ。
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プロフェット・オヴ・カリストレード Prophet of Kalistrade 出典 Paths of Prestige 42ページ Any fool off the street can earn a few copper pieces for his labor, but the white-gloved leaders of Druma know that the only true path to success is that set forth in the Prophecies of Kalistrade, a series of directives that detail a strict regimen believers must follow in order to achieve wealth and prosperity. Such prohibitions include abstaining from several kinds of meat, most sexual activity, and virtually all physical contact with other people (wearing full-length white gloves in public to avoid inadvertent touching). Despite their eccentric ways, none can deny that in many cases the strictures of Kalistrade seem to lead their adherents to great wealth. The intense strength of will needed to follow the Prophecies of Kalistrade seems to shape the prophets into preternaturally calm and focused individuals who are as ruthless in the market as they are skilled at twisting words and formulating elaborate loopholes in contracts. 前提条件 プロフェット・オヴ・カリストレードになるためには、キャラクターは以下の基準すべてを満たさなければならない。 属性:秩序にして中立 技能:Knowledge (local) 5ランク、Profession (merchant) 5ランク、Sense Motive 2ランク 特殊:Must follow the Prophecies of Kalistrade. クラス技能 プロフェット・オヴ・カリストレードのクラス技能は、以下の通り:Appraise【知】、Bluff【魅】、Diplomacy【魅】、Intimidate【魅】、Knowledge (local)【知】、Knowledge (nobility)【知】、Sense Motive【判】、Spellcraft【知】、and Use Magic Device【魅】。 レベル毎の技能ポイント:4+【知】修正値。 ヒットダイスの種類:d8。 クラスの特徴 レベル 基本攻撃ボーナス 頑健セーヴ 反応セーヴ 意志セーヴ 特殊 1日毎の1レベル 1日毎の2レベル 1日毎の3レベル 1日毎の4レベル 1 +0 +0 +0 +1 Auspicious display +1 1 — — — 2 +1 +1 +1 +1 Purchase spells 2 — — — 3 +2 +1 +1 +2 — 3 — — — 4 +3 +1 +1 +2 Auspicious display +2, business acumen 3 1 — — 5 +3 +2 +2 +3 — 4 2 — — 6 +4 +2 +2 +3 Mystical contacts 4 3 — — 7 +5 +2 +2 +4 Auspicious display +3 4 3 1 — 8 +6 +3 +3 +4 Prophet’s chest 4 4 2 — 9 +6 +3 +3 +5 Planar contacts 5 4 3 — 10 +7 +3 +3 +5 Auspicious display +4 5 4 3 1 修得呪文数 レベル 1 2 3 4 1 2 — — — 2 3 — — — 3 4 — — — 4 4 2 — — 5 4 3 — — 6 4 4 — — 7 5 4 2 — 8 5 4 3 — 9 5 4 4 — 10 5 5 4 2 以下のすべてがプロフェット・オヴ・カリストレード上級クラスの特徴である。 武器と防具の習熟:A prophet of Kalistrade gains no additional weapon or armor proficiencies. 呪文:A prophet of Kalistrade casts arcane spells drawn from the sorcerer/wizard spell list, but is limited to divination and enchantment spells. He can cast any spell he knows without preparing it ahead of time. To cast a spell, a prophet of Kalistrade must have a Charisma score of at least 10 + the spell’s level. His bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + the spell level + the caster’s Charisma modifier (if any). His selection of spells is extremely limited—at each prophet of Kalistrade level, he gains one or more new spells, as indicated on the table on page 43. At 4th, 6th, 8th, and 10th level, he can choose to learn a new spell in place of one he already knows, provided the new spell is of the same level as the one he is replacing. As he gains levels, a small number of additional spells are added to the prophet of Kalistrade’s spell list. He does not automatically learn these spells when they become available— they must be selected as part of his total spells known. At 2nd level, he adds divine favor and f loating disk to his spell list. At 4th level, he adds augury and zone of truth to his spell list. At 6th level, he adds arcane lock and make whole to his spell list. At 8th level, he adds glibness and obscure object to his spell list. At 10th level, he adds discern lies and divination to his spell list. Auspicious Display(変則)/Auspicious Display:A prophet of Kalistrade projects an air of confidence and inviolability by displaying his wealth and status. So long as the prophet wears 1,000 gp worth of purely decorative jewelry, clothing, or other adornments, he gains a +1 dodge bonus to AC and a +1 morale bonus on saving throws. This bonus (and the necessary value of his accoutrements) increases as he gains levels, to +2 for 4,000 gp at 4th level, +3 for 9,000 gp at 7th level, and +4 for 16,000 gp at 10th level. Purchase Spells(超常)/Purchase Spells:Starting at 2nd level, a prophet of Kalistrade can cast spells not normally available to him by expending a certain amount of gold. A prophet of Kalistrade can spontaneously cast any 1st-level spell he knows—even if he has expended all of his spells for that day—by sacrificing 500 gp worth of currency (gp, sp, and so on) or gems. If the spell has a material component cost, it is added to the base cost of this ability. Currency or gems used in this way must be on the prophet’s person, and goods other than standard currency or precious gems cannot be sacrificed to use this ability. Casting a spell in this way does not expend any of the prophet’s uses of spells for that day, and once sacrificed, the currency spent to use this ability cannot be retrieved in any way—the money has effectively disappeared forever. At 4th level, the prophet of Kalistrade can cast a 2ndlevel spell he knows by sacrificing 1,500 gp. At 7th level, he can cast a 3rd-level spell by sacrificing 3,000 gp. At 10th level, he can cast a 4th-level spell by sacrificing 5,000 gp. Business Acumen(変則)/Business Acumen:At 4th level, a prophet of Kalistrade can treat settlements as one size category larger when determining their base values and purchase limits. At 7th level, this ability improves so that the prophet can treat settlements as two size categories larger. At 10th level, the prophet can treat settlements as four size categories larger. Mystical Contacts(変則)/Mystical Contacts:At 6th level, once per week a prophet of Kalistrade can call in favors from his trading partners to purchase a spellcasting service at half its normal price. The prophet must still find a spellcaster capable of casting the spell he desires (which usually means finding a large enough settlement), and must provide any expensive material components required by the spell at their full price. Prophet’s Chest(擬呪)/Prophet’s Chest:At 8th level, a prophet of Kalistrade can hide a chest on the Ethereal Plane, as per the spell secret chest, except that the prophet does not need an expensive chest or replica—any chest will do. The prophet can summon the chest back to the Material Plane as a standard action up to three times per day. So long as the prophet accesses the chest once every month, it suffers no chance of being lost on the Ethereal Plane. A prophet of Kalistrade can have only one chest on the Ethereal Plane in this way. Planar Contacts(超常)/Planar Contacts:At 9th level, a prophet of Kalistrade can purchase an outsider’s services for half the normal cost when he casts a planar ally spell or is within 30 feet of an ally who casts a planar ally spell. When negotiating with a creature called by a planar binding spell (either his own or an ally’s), the prophet gains a +4 bonus on any opposed Charisma checks. 元プロフェット・オヴ・カリストレード Ex-Prophets of Kalistrade A prophet who ceases to be lawful neutral, or who violates the dietary and sexual prohibitions set forth in the Prophecies of Kalistrade, loses all class features (except weapon, armor, and shield proficiencies), and cannot progress further in levels as a prophet of Kalistrade. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate.