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※このページは編集中です。 Surveillance Report The Desmond Files(監査レポート:デズモンド・ファイル) File 30-58 // 1–31 October 2012 // 2012年10月1-31日 File 30 // 1 October 2012 // 2012年10月1日 File 31 // 2 October 2012 // 2012年10月2日 File 32 // 3 October 2012 // 2012年10月3日 File 33 // 4 October 2012 // 2012年10月4日 File 34 // 5 October 2012 // 2012年10月5日 File 35 // 6 October 2012 // 2012年10月6日 File 36 // 8 October 2012 // 2012年10月8日 ◀:File 1-29 ー File 59-85:▶(未作成) Surveillance Report The Desmond Files Top [部分編集] File 30 // 1 October 2012 // 2012年10月1日 Local Headlines(地元紙) 地元紙 The Corriere di Monteriggioni reported a few articles concerning the events of the past month. A translation of the paper can be found below コリエーレ・ディ・モンテリジョーニ紙は、前月の出来事についていくつか報じた。下記はその新聞記事の翻訳である: Violence on the rise in Monteriggioni(モンテリジョーニで暴力事件) In the last month the flow of tourists has considerably increased, to the delight of merchants and landlords in the city. But not all that glitters is gold over the last week there have been three burglaries and a fight between a British tourist and a worker of the place. What is happening to our peaceful community? 先月、観光客が大幅に増加し、商店の店主たちは歓喜している。しかし、注目すべきものは金だけだけではない。先週、3件の強盗事件、および英国人観光客と地元労働者との間で喧嘩があった。いったいこの平穏な地域で何が起こっているのだろうか? Explorers of graves grow(遺跡発掘家育つ) Tuscany is a true paradise for archaeologists and restorers. This time, however, the shovels were taken up by some students from Monteriggioni, led by Professor Tresisani, who began to dig for buried treasure in courtyards. トスカーナは、考古学者と修復師にとって真の楽園である。シャベルを持つのはトレシアーニ教授率いるモンテリジョーニ出身の地元の学生たちだ。彼らによって中庭の発掘作業が進められている。 The economic crises strikes our banks(経済危機が我々の銀行を襲う) The Monte dei Paschi di Siena has recorded losses of € 1.6 billion in the first six months of 2012, but the oldest bank in the world is not the only one to suffer because of the economic crisis. Yesterday, the People s Bank of Monteriggioni revealed to be passive. What are the consequences? モンテ・デイ・パスキ・ディ・シエナ銀行は2012年前半期で16億€の損失を計上している。しかし、世界で最も古いこの銀行も経済危機に苦しんではいられない。昨日、モンテリジョーニの民間銀行が無利息による貸し付けを発表した。どう影響するだろうか? A welcome return(帰国歓迎) Professor Ilario Lannotti, brother of our esteemed councilor, spent several weeks at the University of California working on the ENCODE project. Now the professor has returned to hold a series of conferences in various Italian universities on the subject of new frontiers in DNA researching. 我々が尊敬すべき、わが同国の地方議員イラリオ・ラノッティ教授は、ENCODEプロジェクトのためカリフォルニア大学で数週間過ごされていた。教授は現在DNA研究でのあらたなフロンティアに関してイタリアの大学で一連の会議を開くため帰国されている。 Wine sale advertisement(ワインセール広告) At the Riva Wine Bar s - Deals The best Tuscan wine at truly incredible prices. This week only! リヴァ・ワイン・バー - お買い得情報 本当に信じられないほどの価格で最高のトスカーナワインを。今週だけ! ▲ [部分編集] File 31 // 2 October 2012 // 2012年10月2日 Gare de Valence(ヴァランス駅) ウィリアムのSMS At 2 28pm, William sent an SMS from the railway station in the town of Valence telling Harlan that he was "blending in southern France". 午後2時28分、ウィリアムはヴァランスの町の駅から、ハーラン宛てて「南フランスに着いた」とSMSを送った。 ▲ [部分編集] File 32 // 3 October 2012 // 2012年10月3日 Flughafen Zürich(チューリッヒ空港) ウィリアムのSMS At 6 48pm, William sent Harlan an SMS message from Zurich Airport in Switzerland saying that William would see Adriano the following day. 午後6時48分 ウィリアムはスイス、チューリッヒ空港から明日アドリアーノと会うとハーランにSMSを送った。 ▲ [部分編集] File 33 // 4 October 2012 // 2012年10月4日 Hang In There(頑張ってくれたまえ) ヴィディック博士からルーシーへのメール At 8 00 pm, Warren Vidic sent Lucy an e-mail regarding Desmond s progress, using the name "William M." again. 午後8時、ウォーレン・ヴィディック博士は、「ウィリアム M.」の名前を使用して、再びルーシーにデズモンドの進捗についてメールを送信している。 ▲ [部分編集] File 34 // 5 October 2012 // 2012年10月5日 Roaming The High Seas(大海原をさまよう) アサシンの船 The following data was recorded from somewhere in the Pacific Ocean at 9 54pm. 午後9時54分、以下の通話データが太平洋のどこかで記録された。 DATA TRANSCRIPT LEVEL 3 ........................................... Cell Tower Grid 31HP152EP ........................................... UTC 20121005T215438Z ........................................... [outgoing transmission] [caller id = private]([発信者番号 = 非通知]) [-] Yes? (はい?) [+] William. Gav– [signal interrupted] –trouble reachi– [signal interrupted] –still off the– [signal interrupted] –wait– [signal interrupted] (ウィリアム。ギャビ- [信号途絶] -をかけるな- [信号途絶] -黙って離れてそれ- [信号途絶] -待て- [信号途絶]) [-] Hello? Gavin? (もしもし?ギャビン?) [+] [static] Hold on. [static] I m back. Hello? Can you hear me? ([雑音] まだ切るな [雑音] もしもし?俺の声が聞こえてるか?) [-] Yes. Much better, thanks. What s going on? (あぁ、だいぶ良くなった、ありがとう。どうした?) [+] You know, roaming the high seas, plundering and pillaging, a girl in every port. That sort of thing. Just calling to give you an update. It s been too long. (もう知ってると思うが、今、海の上を放浪中でね、この辺りの港の女全員を略奪してってそんなところか。状況を整理しよう。 ちょうど久しぶりに近況を報告しに連絡しようとしたところだ。) [-] It has. Adriano kept me in the loop. No news from our friends down under? (待っていたぞ。アドリアーノが教えてくれていた。地球の裏側の友人たちからなにか知らせは?) [+] No good news, if that s what you mean. We had time to check things out. I... I did it myself, Bill. [pause] They ve all been eliminated. (それならお前の思う良い知らせはない。行ってみたんだが、自分自身でな…ビル。[間] 彼らは全員排除された。) [-] Shit! [pause] What about Osaka? (クソッ! [間] 大阪は?) [+] The team lost their tail and made contact, as planned. Secured a new safe house yesterday... Well, not quite new. We haven t used that one in a while. You know the place. You ve been there before, in 98. (追跡者をまいて連絡を取ってきた。計画通り昨日新しいセーフハウスを確保した… 新しくはないが、しばらく使われてない。お前も98年頃そこへ行ったことがあるはずだ。) [-] Right. Glad to hear it. (よかった。それを聞けてうれしい。) [+] As for Moscow, they re still searching. (モスクワに関してはまだ調査中だ。) [-] Let s hope this isn t a dead end. (生きていることを願おう。) [+] Keeping our fingers crossed. It s a promising lead, Bill. Give them time. What s the word on your end? Adriano... (うまく行くよう祈っている。これは有望な手がかりだ。ビル、彼らに時間をやってくれ。なにか話はないか? アドリアーノは...?) [-] He s fine. His condition has much improved. He swears he feels 20 years younger. (彼は大丈夫だ。具合も良くなってきている。20歳ほど若く見えるよ。) [+] Good. (よかった。) [-] I m with his cell now. We re safe and sound. Monitoring the team. They re still at the Villa, but they ve made unbelievable progress. You wouldn t believe it, Gavin. I ll send you a full report. (彼は今、私のチームと一緒だ。安全かつしっかりしてる。チームをよく見てる。我々はまだヴィラにいるが、 信じられないほど進展した。見ても信じないだろうな。詳細なレポートを送ろう。) [+] Perfect. (完璧だ。) [-] Keep this to yourselves for now. The last thing we want... Well, you know. (今のところ、君だけにとどめておいてくれ。我らが望む最後のこと…君はそれが分かってる。) [+] Of course. (もちろんだ。) [-] Alright. Thanks for calling. I ll talk to you soon, old friend. (わかった。電話をありがとう。すぐ旧友に話をしよう。) [+] Take care, Bill. (気をつけろよビル。) [-] Happy plundering. (よい略奪を。) ▲ [部分編集] File 35 // 6 October 2012 // 2012年10月6日 With The Others(他の味方) ウィリアムからショーンへのメール ウィリアムからショーンへのメールの続き At 10 59 pm, William Miles sent Shaun an e-mail with an update concerning several Assassin teams across the globe. 午後10時59分 ウィリアムは、ショーンに世界中に存在する他のアサシンチームに関する最新情報をメールで送った。 ▲ [部分編集] File 36 // 8 October 2012 // 2012年10月8日 More Headlines(多くの見出し) 地元紙 The Corriere di Monteriggioni reported a few more articles concerning the events of the past week. A translation of the paper can be found below コリエーレ・ディ・モンテリジョーニ紙(Corriere di Monteriggioni)は、この一週間の出来事について報じている。以下はその翻訳である: Medici Week(メディチ・ウィーク) by Antonio Russo 主催:アントニオ・ルッソ In order to celebrate the issuing of a postage stamp depicting Anna Maria Luisa de Medici, the city council, in collaboration with local artists and craftsmen, invites you to the Medici Week, a series of events dedicated to Renaissance and contemporary art. アンナ・マリア・ルイサ・デ・メディチを描いた郵便切手の発行を祝い、開催されるメディチ・ウィークにあなたをご招待。メディチ・ウィークは、市評議会と現地のアーティストや職人が協力して開催するルネッサンスと現代美術をテーマにした一連のイベントである。 The future of ice cream(アイスクリームの未来) As we approach the opening of the first museum dedicated to ice-cream, the result is a true revolution in taste. In fact, in flavors! A new generation of ice-cream makers in town has indeed decided to challenge tradition, creating ice cream with gorgonzola cheese, green pepper and even lobster and vodka. Which will you choose? アイスクリームを専門とする初めての博物館の開場が近づくことで、もたらされるものそれは味の革命である。その風味はまさにアイスクリームのルネッサンス!新世代は伝統に疑問を抱き、挑戦し、ゴルゴンゾーラチーズ、ピーマンやロブスター、ウォッカにいたるまアイスクリームにしてきた。あなたはどちらを選ぶだろうか? Villa Auditore for sale?(ヴィラ・アウディトーレ売却か?) The historic villa, acquired in the fourteenth century by Domenico Auditore, has belonged to his heirs until the turn of the sixteenth century. Since then, it has fallen into disrepair, but signs of recent activity suggest that it may be for sale. Even Villa Auditore will end up in foreign hands? ドメニコ・アウディトーレによって14世紀に建設された歴史的邸宅は、16世紀の変わり目まで彼の子孫が所有していた。それ以来破損したままになっていた。しかし最近になり売却の兆しがみられる。ヴィラ・アウディトーレでさえ外国人が手にすることになるのだろうか? Herne+ Advertisement(ヘルネ+ 広告欄) Energy supplement without aromas or taste the push you need to get out of the ordinary! 味も香りも無いエネルギーサプリメントです:平凡な日常から飛び出そう! Powered by Abstergo. アブスターゴより提供 Voicemail(ボイスメール) The following data was recorded from a cell phone tower near from Monteriggioni at 10 51pm. 午後10時51分、以下の通話データがモンテリジョーニ近くの携帯電話用通信塔から記録された。 DATA TRANSCRIPT LEVEL 3 ........................................... Cell Tower Grid 43KP11EP ........................................... UTC 20121008T225106Z ........................................... [outgoing transmission]([外部への送信]) [caller id = stillman, lucy](発信者番号 = スティルマン, ルーシー) [-] You have reached the office of Doctor Warren Vidic. At the tone, please leave a message. For more options, press 1. [bip] (ウォーレン・ヴィディック博士のオフィスです。発信音の後にメッセージを残してください。その他オプションは1を押して 下さい。[ピー]) [+] It s Lucy. I realize this is a security breach, but we can t keep Desmond in the Animus forever. If we push too hard I fear for him. Maybe not for his life, but his sanity. I don t think I can handle another 16. Please, get back to me. (ルーシーです。セキュリティ違反なのはわかっていますが、このままデズモンドをアニムスに入れておくことは出来ません。 これ以上彼を酷使したら、私は彼の命と正気が心配なんです。もう、16号のようにはできません。ご連絡お待ちしています。) ▲
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Leash of OblationはLeather Beltのユニーク 入手方法 詳説・特徴 関連リンク Leash of Oblation Leather Belt ステータス要求値:LEVEL49 +(25-40) to maximum Life最大Life+(25-40) +(15-20) to all Attributes全ステータスに+(15-20) +(50-70) to maximum Life最大Life+(50-70) 25% reduced effect of OfferingsOfferingの効果が25%減少 You can have an Offering of each typeあなたはそれぞれの種類のOfferingを保持できる Offering Skills have 50% reduced DurationOfferingの持続時間が50%減少 Those who offer up sacrifices to every deity entreat the full favour of none. 入手方法 Conquerorsからのみドロップ 詳説・特徴 関連リンク 英wiki https //pathofexile.gamepedia.com/Leash_of_Oblation Unique Belts 一覧
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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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「General MIDI System Level 1」の略称。 単に「GM」と称されたり、「GM1」とよばれたりすることもある。 後継の「GM2?」を含めて「GM」とよばれることもある。 演奏データの互換性や汎用性を目的に取り決められた、音源に関する規格。 楽器の音色マッピング(配列)やドラムの音色の鍵盤へのマッピングを決めている。 関連項目 楽器一覧GM Level1に対応した楽器のマッピング表を記載しています。 GS?GM Level1の仕様を拡張したもの。ローランド社?のオリジナル・フォーマット。 XG?GM Level1仕様を内包した上で拡張したもの。ヤマハ?のオリジナル・フォーマット。 GM2?GM Level1を拡張、進化したもの。GM Level1に比べ、より自由度が高くなっている。
https://w.atwiki.jp/armorgames/pages/13.html
翻訳オープニング 操作説明The journey map (オープニング後) メニューAmulets その他各モードについて 翻訳 オープニング Decades have passed since I started my quest to find the Gem of Eternity. 永遠のジェムを見つける旅を始めて、10年の歳月が流れた。 A Gem With miraculous powers - giving eternal life, opening gate to other worlds, commanding creatures, to mention a few... I have spent all my life sutdying magic powers. When I learned about the gem, I was exiled by the council for reading forbidden books... I knew I fond something exceptional and continued my studies in secret, hiding from the world. A few days ago, during one of my farseeing rituals, I suddenly spotted the aura of the gem! The place where it is located seems to be an arcane treasure valut... Linking my compass to the Gem, it seems I have to search for it to the North. コンパスによると、それは北の方角にあるらしい…。 操作説明 The journey map (オープニング後) To scroll the map, move the mouse to the top or bottom edge of the screen. You can navigate to your skills, stats, amulets screen, save your game or return to the main menu, using the buttons on the right. マップをスクロールさせるには、画面の上下端にマウスを移動させてください。 スキル、プレイヤーの情報、称号を見る場合や、セーブ、メニューに戻る場合は右のボタンを使用します。 メニュー Amulets Create at least one grade 7 jem. →「グレード7のジェムを作る」 Kill 50 monsters in a row. →「休み無しに、50体のモンスターを連続で倒す」 Summon 50 monsters with your anger in a battle. →「増援を50体以上出現させる」 Call at least 30% of the waves early during a battle. →「全部隊の30%以上を早期出現させる」 Gather at least 2,000 mana by the end of the battle. →「終了時に魔力が2000ポイント以上残す」 Win a battle withlut throwing a gem bomb. →「ジェム爆弾を使用せずに終了」 Win a battle withou building a tower. →「塔を一切建設せずに終了し」 Win a battle without building a trap. →「トラップを一切建設せずに終了」 Destroy every building on the field during a battle. →「終了時までに、全ての建物を破壊」 Throw a total of at least 200 gem bombs throughout your journey. →「通算200個のジェム爆弾を使用する」 Kill a total of 10,000 monsters throughout your journey. →「通算10,000体のモンスターを倒す」 Kill a total of 100 giant monsters throughout your journey. →「通算100体の大型モンスターを倒す」 Kill a total of 10 arcane guardians throughout your journey. →「通算10体の守護者を倒す」 Create a total of 2,000 gems throughout your journey. →「通算2,000個のジェムを生成する」 Build a total of 100 towers throughout your journey. →「通算100個の塔を建設する」 Build a total of 100 traps throughout your journey. →「通算100個の罠を建設する」 Destroy a total of 100 beacons throughout your journey. →「通算100個の標識を破壊する」 Activate a total of 100 spell shrines throughout your journey. →「通算100回、遺跡を起動する」 Defeat the first arcane guardian to achieve this amulet. →「最初の守護者を倒す」 Win 5 battles in Normal mode to achieve this amulet. →「Normalモードで5回勝利する」 その他 各モードについて Normal Kill the All Monsters. Sudden Death If a monster reaches your wizard tower, you lose. Endurance Survive for as long as you can. Heroic +20% number of monsters. +40% monster hit points. No giant monsters. 2 additional waves. Swarm Only swarm waves. +60% number of monsters. Time Siege Kill all monsters before time runs out. Bleeding Edge +60% number of monsuters. +80% monster hit points. No giant monsters. 4 additional waves. Carapace Only armored waves. Increased monster armor, reduced speed. +100% number of monsters. 6 additional waves. Arcane +80% number of monsuters. +100% monster hit points. No giant monsters. 8 additional waves. Monsters led by an Arcane Guardian. Normal 全ての敵を倒せ。 Sudden Death モンスターが拠点に辿りついてしまったら、その時点で敗北。 Endurance 可能な限り生き延びろ。 Heroic モンスターの数が20%、HPが40%増加します。大型モンスターは出ませんが、侵攻が2回増えます。 Swarm 大群モンスターしか出ません。モンスターの数が60%増加します。 Breeding Edge モンスターの数が60%、HPが80%増加します。大型モンスターは出ませんが、侵攻が6回増えます。 Carapace 硬いモンスターしか出ません。防御力が高く、移動速度が低くなっています。 モンスターの数が倍増し、侵攻が2回増えます。 Arcane モンスターの数が80%、HPが100%増加します。大型モンスターは出ませんが、侵攻が8回増えます。 全ての侵攻が終わった後、「Arcane Guardian」が現れます。
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【Tags Hachiouji-P Miku q*Left tK K】 Original Music title Keep Only One Love Romaji music title Keep Only One Love Lyrics written by q*Left Music written, Voice edition by 八王子P (Hachiouji-P) Music arranged by 八王子P (Hachiouji-P) Singer(s) 初音ミク (Hatsune Miku) Fanmade Promotional Video(s) Click here for the original Japanese Lyrics English Lyrics (translated by motokokusanagi2009): Keep only one love... Why have I loved you... More than anyone else I think about you Please, evermore Let me stay next to you In the morning and night All I think about is you Keep only one love... The pouring rain is like my heart When will it stop raining? Come on I cry in the dark night One day you told me Nothing lasts forever But your relationship with her is eternal? Come on Look at me I don t know I can no longer understand you If you are leaving me, Why did you kiss me at that time? Even so It s not that I shouldn t have loved you In the first place Keep only one love... Only I m getting hurt All I want is you I want to stay by your side I don t want to cry anymore Against my will, my eyes follow you Only to realize you re staring at her You re always like that For once, look at me Stay by my side Touch me, stroke me I wonder What you re thinking about, come on I m Always, always Thinking of you Being alone at night Makes me feel desolate Even for a moment I want to make your heart fulfilled with me I want to feel it! Why can t you? Even though I m in love with you so deeply... In my world Only you exist In your world Is there space for me? Who did you have in your heart when you kissed me? Are you seeing her in me? Do you really need me in your world? If not, dump me! I want to tell you this It s okay even if the answer is no I want to hate you But I can t Let it reach you Who love her Anyone else... I love you Keep only one love... Why have I loved you... More than anyone else I think about you Please, evermore Let me stay next to you In the morning and night All I think about is you Stay by my side Hold me tight Love me, be intoxicated by me I want to make your heart fulfilled with me I want you to feel it! Why? Why not me... Keep only one love... Romaji lyrics (transliterated by motokokusanagi2009): Keep only one love... Why have I loved you... dare yori mo anata no koto omotte iru yo nē itsumo yori sotte itai no asa mo yoru mo anata no koto bakari Keep only one love... furi tsuzui teru ame mo atashi no kokoro mitai de itsu ni nattara yamu no? nē kurai cry yoru itsuka anata wa itta eien nante nai yo tte ano ko towa eien nano? nē kocchi o mui te yo wakan nai mō wakan nai yo hanare te iku nara dōshite ano toki kisu shita no nande kana anata o suki ni nara nakya... nante omowa nai kedo Keep only one love... itai no atashi dake de hoshī nowa anata dake de itai no anata no soba ni mō naki taku nai ki ga tsuku to me de occhau no anata no mesen wa ano ko itsu datte sō tamani wa ne atashi o mite yo soba ni ite fure te nade te anata wa ima nani kangae teru no? nē atashi wa itsumo itsu demo anata no koto dake kangae teru yo hitori no yoru wa samishī no isshun demo anata no kokoro o atashi de mitashi te kanji te tai no! dōshite kon na ni suki nano... atashi no sekai dewa anata dake nanoni anata no sekai ni atashi wa iru no? dare o omotte kisu shita no? ano ko to kasane teru no? anata no sekai ni atashi wa iru no? ira nai nara sute te yo! tsutae tai no dame demo ī no kirai ni nari taku temo nare nai no dare yori mo ano ko ga suki na anata ni dōka todoi te... suki dayo Keep only one love... Why have I loved you... dare yori mo anata no koto o omotte iru yo nē itsumo yori sotte itai no asa mo yoru mo anata no koto bakari soba ni ite kitsuku daki shime te mede te kuran de anata no kokoro o atashi de mitashi te kanji te hoshī no! dōshite atashi ja nai no... Keep only one love... [Hachiouji-P, HachioujiP, q*Left]
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Dreamcatcher Lens [部分編集] blankimgプラグインエラー:ご指定のファイルがありません。アップロード済みのファイルを指定してください。 Category Unique Item Class Cabalist Type Focus Item Item Level 32 Require Level 27 Damage Type Power 79 Rate of fire 80 shots/min Interrupt Strength 0 Critical Chance 8% Critical Damage 40% Range 25m All Elemental Strength 66 Equip Cost Modification Relic(1) Special Attributes AFTERLIFE 3 +60 Luck Willpower +19 Power Regeneration 69/min ※上記に画像がないときはアイテム名.jpgでアップロードしてください。 [部分編集] Special Attributes 固定 Affix名 効果 Masterful? AFTERLIFE 3 Prosperous? +60 Luck Archbishop s? Willpower +19 Ameliorating? Power Regeneration 69/min [部分編集] ・追加画像 関連ページ Arcane Lens Focus Items Unique Cabalist Weapons
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CHALLENGES IN DEVELOPING A MANAGEMENT APPROACH TO INDUSTRIAL HERITAGE SITES 2011.2 M. Peason Unity of time, and the temptation to try to recapture the ‘Meiji moment . Unlike some other heritage places. the value of industrial sites may not be based on their representing any one point of time. Many industrial sites reflect the evolution of industrial processes and operations over a period of time, with changes and alterations adding new components, or taking away old components. Taking an industrial site back to one earlier point in time is generally not the objective of its conservation, and as the Nizhny Tagil Charter for the Industrial Heritage (TICCIH 2003) says, reconstruction or returning toa previous known state should be considered an exceptional intervention . Trying to either reconstruct a site as it is thought to have been in the Meiji, or removing later components of a place, is not supported by international guidelines. The Venice Charter (Article 11) says ‘The valid contributions of all periods to the building of a monument [ or site ] must be respected, since unity of style is not the aim of a restoration. When a building [or site] includes the superimposed work of different periods, the revealing of the underlying state can only be justified in exceptional circumstances and when what is removed is of little interest and the material brought to light is of great historical, archaeological or aesthetic values, and its state of preservation good enough to justify the action. Evaluation of the importance of the elements involved and the decision as to what may be destroyed cannot rest solely on the individual in charge of the work. An example in the Japanese nomination Mitsubishi Shipyards at Nagasaki, where the nominated componente are part of an evolved operating shipyard. The dry dock, pattern shop (now the Museum) and the crane have al undergone modification over more than a hundred year period to enable them to fulfil their industrial and company purposes. Trying to revert to a Meiji era form would be ahistorical, would be conjectural to some degree, and would confuse the heritage values of the place. Reconstructing ruins Ruins and incomplete structures can tell their own history. In industrial sites the reconstruction of incomplete remains very often involves conjecture about what the original site was really like, and the Venice Charter (Article 9) says very clearly that restoration must stop at the point where conjecture begins, and in this case moreover any extra work which is indispensible must be distinct from the architectural composition and must bear a contemporary stamp. The interpretation of what constitutes the appropriate ‘contemporary stamp is controversial, but the main thrust of the charter is clear - don t reconstruct on the basis of conjecture. The Nizhhny Tagil Charter for the Industrial Heritage says 5.VII. Reconstruction, or returning to a previous known state, should be considered an exceptional intervention and one which is only appropriate if it benefits the integrity of the whole site, or in the case of the destruction of a major site by violence. Venice Charter (Article 15) says that in the case of excavated ruins ; ‘Ruins must be maintained and measures necessary for the pennanent conservation and protection of architectural features and of objects discovered must be taken. ... All reconstruction would should however be ruled out a priori. Only anastylosis, the re-erection of complete collapsed elements, is allowed, and even this has become controversial since the Venice Charter was written. An example in the Japanese nomination would be the reverberatory furnace at Shuseikan at Kagoshima. Only the foundations survive, and to attempt to reconstruct the furnace would be based very largely on conjecture, would probably destroy or bury the original fabric of the historical era, and would distort the heritage values of the place. Aesthetic preservation vs industrial character and authentic setting Industrial sites are seldom beautiful. Some are imposing because of their scale or the sculptural nature of their elements, but they are very seldom built for aesthetic effect. Therefore aesthetic judgements should not guide their conservation. Industrial sites however often have a character within their setting that reflects their industrial origins. This can include operational or abandoned equipment, rail lines, ash, coal or waste emplacements, and often a rather barren landscape. This setting is often not aesthetically pleasing, but it can be a powerful tool in understanding the industrial site, and often deserves to be conserved. It is very often not appropriate to try to beautify industrial sites, and the replacement of traditional settings with manicured parklands and urban recreational landscapes is very seldom appropriate, and detracts from theappreciation of the heritage significance of the industrial site. The Venice Charter (Article 7, in another context) states that A monument is inseparable from the history to which it bears witness and from the setting in which it occurs. And (Article 6), states in part that `...Wherever the traditional setting exists, it must be kept. This is echoed in the Nizhny Tagil Oharter ( 2 III ) These values are intrinsic to the site itself, its fabric, components, machinery and setting, in the industrial landscape, in written documentation, and also in the intangible records of industry contained in human memories and customs. This concept is also echoed in the Joint ICOMOS-TICCIH Principles for the conservation of industrial heritage, sites, structures, areas and landscapes, draft of 8 October 2010, article 2. Industrial sites are also often dirty buildings. and in some cases the accumulation of smoke and oil stains, abrasion marks and grime, tell as much about the industrial process as does the machinery itself. Cleaning up industrial buildings and machinery should be considered a very significant decision. and one not taken lightly, as irreplaceable evidence of the past might be lost. Public safety might be a consideration in some rare cases, but there are many ways to make a site safe and avoid public contact with oil and grime without having to remove it all together. An example in the Japanese nomination would be the Manda Pit of the Miike mines at Omuta. The mine headframe, winder building, fan house and other support buildings survive in an industrial setting that makes sense of the buildings and the spaces between them. To some extent the industrial landscape allows the experience of the workers at the site to be understood. To remove the railway remains. mining equipment, and bare open spaces., and introduce instead a modem municipal park landscape, would destroy the industrial context of the place, and reduce the buildings to being just exhibits in a sterile modem garden. Levels of intervention The commonly adopted principle for conservation work is to do as much as is necessary to conserve the place, but as little as is possible. The Venice Charter indicates intervention must stop at the point where conjecture begins. The Nizhny Tagil Charter (4 Ⅲ) indicates yhat The most important sites should be fully protected and no interventions allowed that compromise their historical integrity or the authenticity of their fabric. Sympathetic adaptation and re-use may be an appropriate and a cost-effective way of ensuring the survival of industrial buildings, and should be encouraged by appropriate legal controls, technical advice, tax incentives and grants. A key aim of the conservation of industrial sites is to retain as much of the evidence of the use of the place at the place. The Nizhny Tagil Charter (5.Ⅰ) indicates that Conservation of the industrial heritage depends on preserving functional integrity, and interventions to an industrial site should therefore aim to maintain this as far as possible. The value and authenticity of an industrial site may be greatly reduced if machinery or components are removed, or if subsidiary elements which form part of a whole site are destroyed. This also means that components of industrial places should not be moved to other places, as museum items or exhibits, or destroyed to ‘clean up a site. The Nizhny Tagil Charter (5.Ⅲ) Preservation in situ should always be given priority consideration. Dismantling and relocating a building or structure are only acceptable when the destruction of the site is required by overwhelming economic or social needs. The Joint ICOMOS-TICCI!I Principles for the conservation of industrial heritage, sites,structures,areas and landscapes also states (9) Protection measures should apply to buildings and their contents since completeness or functional integrity is especially important to the significance of industrial heritage structures and sites. Their heritage value may be greatly jeopardized or reduced if machinery or other significant components are removed, or if subsidiary elements which form part of a whole site are destroyed. An example in the Japanese nomination would be the Customs House at Miike Port. Much of the original fabric of the customs house survives intact, and other parts have been simply moved to new locations within the building. This building could be conserved without requiring its demolition and reconstruction, and in the process most of its original fabric could be retained to tell an authentic story of its history and use. Only as much intervention should take place as is required to ensure the stability or the structure, and its ability to withstand its new use. Continued industrial use Some sites with industrial heritage significance are still in industrial use. The Venice Charter (Article 5) states that The conservation of monuments is always facilitated by making use of them for some socially useful purpose. The Nizhny Tagil Charter (4 Ⅱ) indicates that Programmes for the conservation of the industrial heritage should be integrated them for some socially useful purpose. And 5. Ⅴ states Continuing to adapt and use industrial buildings avoids wasting energy and contributes to sustainable development. Industrial heritage can have an important role in the economic regeneration of decayed or declining areas. The continuity that re-use implies may provide psychological stability for communities facing the sudden end a long-standing sources of employment. The Joint ICOMOS-TICCIH Principles for the conservation of industrial heritage, sites, structures, areas and landscapes also states ( 8 ) In the case of active industrial structures or sites of heritage significance, it must be recognized that their continued use and function might carry some of their heritage significance and provide adequate conditions for their physical and economic sustainability as a living production or extraction facilities. Their specific technical characteristics and features need to be respected while implementing contemporary regulations such as building codes, environmental requirements or risk reduction strategies to address hazards of natural or human origin. And (10) Appropriate original or alternative and adaptive use is the most frequent way and often the most sustainable way of ensuring the conservation of industrial heritage sites or structures. ...Building codes, risk mitigation requirements, environmental or industrial regulations, and other standards should be implemented in an adapted way to take heritage dimensions into account when they are enforced through physical interventions. An example from the Japanese nomination would be at Yawata Steelworks. The continued use of the repair workshop for industrial uses that do not endanger its historic fabric would maintain the historically traditional use of the building. Similarly, the continued use of the pumping station at Onga River is a much more appropriate continuing use than converting the place to a new use. In both cases the traditional use has precedence over tourist-oriented uses―World Heritage listing is first and foremost about conserving WH values, not providing tourist attractions. Proper documentation and discussion of conservation proposals Current international best practice suggests that proposals for the conservation of places of heritage significance should be based on the inputs of relevant expert advice, and should be documented and widely discussed before action is taken. The Nizhny Tagil Charter (3 Ⅷ) indicates that The value of significant sites should be defined and guidelinesfor future interventions established. Any legal, administrative and financial measures that are necessary to maintain their value should be put in place. Proper documentation and discussion reduces the chance of poor decision making, and a documented conservation plan should provide clear evidence of what exists at a place before works start. what evidence is used to establish the heritage values of the place, and what the proposed works are to conserve those values. The conservation plan also shows future managers what has been done to a place and why. The World Heritage Operational Guidelines require adequate documentation of conservation proposals and actions. Heritage decisions based on un-documented verbal conversations is not a supportable basis for conservation planning.
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ニンジャのアーキタイプ Ninja Archetypes Frozen Shadow Frozen Shadow 出典 Inner Sea Intrigue 38ページ Frozen shadows belong to a rare ninja clan operating in Avistan, having migrated to the Lands of the Linnorm Kings decades ago. Most members are Tian, Ulfen, and Varki humans, and they work as thieves, power brokers, and spies loosely guided by secretive masters with unknown agendas. クラス技能:A frozen shadow adds Survival to his list of class skills, instead of Diplomacy. This ability alters the ninja’s class skills. Hardy Killer(変則)/Hardy Killer:At 2nd level, a frozen shadow has become incredibly inured to his surrounding climate. At the beginning of any day, the frozen shadow can spend 1 point from his ki pool to benefit from the effects of an endure elements spell. The frozen shadow does not treat any Acrobatics skill check to jump as if he had a running start, and at 10th level he cannot reduce the DC of Acrobatics skill checks made to jump by half. This ability alters ki pool. Track Victim(変則)/Track Victim:Starting at 4th level, a frozen shadow adds half his ninja level on Survival checks to follow tracks and on Perception checks to see through disguises. Additionally, if the frozen shadow sees a creature that has changed its appearance using the Disguise skill, he can always attempt a Perception check to see through the disguise, even if the disguised creature did nothing to draw attention to itself. The frozen shadow also gains a +2 bonus to Will saving throws when attempting to disbelieve an illusion affecting a creature or creatures. This ability replaces uncanny dodge. Swift Tracker(変則)/Swift Tracker:At 8th level, a frozen shadow can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving up to twice his normal speed while tracking. Additionally, his bonus on Will saving throws to disbelieve illusions affecting a creature or creatures increases to +4. This replaces improved uncanny dodge. 忍術:The following ninja tricks complement the frozen shadow archetype bleeding attackUC, darkvisionUC, deadly rangeUC, fast stealthUC, hidden weaponsUC, sudden disguiseUC, vanishing trickUC, and wall climberUC. 上位忍術:The following advanced ninja tricks complement the frozen shadow archetype assassinateUC, ghost stepUC, invisible bladeUC, master disguiseUC, and see the unseenUC. Gunpowder Bombardier Gunpowder Bombardier 出典 Heroes from the Fringe 30ページ Ratfolk assassins and other ninjas with an affinity for gunpowder demonstrate masterful control of bombs, using the explosives to inflict major damage or impair their foes. Gunpowder Bomb(変則)/Gunpowder Bomb:At 2nd level, a gunpowder bombardier can expend 1 ki point to throw a gunpowder bomb at a grid intersection as a ranged attack against AC 5 with a range of 20 feet. The gunpowder bomb deals 1d6 points of bludgeoning damage to all creatures in a 10-footradius burst, which can be increased to 20 feet by spending 1 additional ki point. A creature in the bomb’s radius can attempt a Reflex save (DC = 10 + half the gunpowder bombardier’s ninja level + her Dexterity modifier) for half damage. At 5th level and every 2 levels thereafter, the bomb’s damage increases by 1d6, to a maximum of 9d6 points of bludgeoning damage at 19th level. This alters ki pool and replaces the ninja trick gained at 2nd level. Explosive Impairment(超常)/Explosive Impairment:At 4th level, a gunpowder bombardier can imbue her gunpowder bombs with impairing effects. By spending 1 additional ki point when she throws a gunpowder bomb, the gunpowder bombardier can cause her bomb to inflict one of the following conditions, in addition to dealing its normal damage, for a number of rounds equal to half her ninja level dazzled, deafened, entangled, or shaken. At 8th level, she adds nauseated and stunned to the list of conditions her bombs can inflict. A creature that succeeds at the Reflex save to halve the damage also negates the condition inflicted by the gunpowder bomb. This replaces uncanny dodge. Delayed Explosive(変則)/Delayed Explosive:At 8th level, a gunpowder bombardier can plant a gunpowder bomb and delay its explosion. As a standard action, the gunpowder bombardier can place a gunpowder bomb—adding effects as she would if she were throwing the gunpowder bomb, and spending the requisite ki points—and specify a number of rounds after which the bomb will detonate, up to a maximum number of rounds equal to the gunpowder bombardier’s ninja level. If the bomb is touched or moved by another creature, it detonates immediately. The gunpowder bombardier can have only one delayed explosive active at a time; planting another gunpowder bomb renders the previous bomb inert. This replaces improved uncanny dodge. Mask of the Living God Mask of the Living God 出典 Disciple s Doctrine 20ページ When the Living God needs to silence the voices of those heretics who question too loudly, these enforcers are the tools he employs. Weapon and Armor Proficiencies:In addition to having the ninja’s normal weapon and armor proficiencies, the mask of the Living God is proficient with bolas, saps, and whips. This alters the mask of the Living God’s weapon and armor proficiency. Mask(変則)/Mask:A mask of the Living God has a mask that is a symbol of his faith and the myriad powers invested in him. Abilities granted by this class other than undercover faith function only while the mask of the Living God is wearing his mask. Putting on or removing this mask is a move action. Undercover Faith(変則)/Undercover Faith:At 1st level, when not wearing his mask, a mask of the Living God can take on an utterly mundane identity as if he were a vigilante with the many guises social talent. While in a mundane identity, the mask of the Living God cannot wear his mask; putting it on while in a mundane identity immediately ends the mundane identity and its effects. Changing into this mundane identity takes 1 minute and must be done out of sight to preserve the mask of the Living God’s secret. The time it takes the mask of the Living God to change into a mundane identity cannot be decreased. This replaces poison use. Expurgate(擬呪)/Expurgate:The role of a mask of the Living God is to silence heretics and blasphemers, and he is an expert at rendering even the most glib of his foes into babbling fools. At 2nd level, when he deals damage to a target, he can expend 1 point from his ki pool to affect that target as if he had cast fumbletongue, using his ninja level as his caster level. The target can attempt a Will saving throw (DC = 10 + half the ninja’s level + his Charisma modifier) to negate this effect. At 6th level, the target of this ability is instead struck entirely mute for 1d4 rounds unless it succeeds at a Will saving throw. The mask of the Living God cannot spend a point from his ki pool to make an additional attack. This alters ki pool. Stern Gaze(変則)/Stern Gaze:A mask of the Living God is trained to sense deception and strike fear into the hearts of his foes. At 3rd level, he gains a morale bonus equal to half his ninja level on Intimidate and Sense Motive checks. This replaces no trace. 忍術:The following ninja tricks complement the mask of the Living God archetype forgotten trick, kamikaze, unarmed combat training, vanishing trick, weapon training. 上位忍術:The following master tricks complement the mask of the Living God ghost step, see the unseen, and shadow split. Petal Ninja Petal Ninja 出典 Wilderness Origins 13ページ Petal ninjas are a secretive clan of ghoran infiltrators, in touch with their plantlike nature to the point where they can change their forms, allowing them access into places that were previously impossible to reach. Petal ninja is an archetype available only to ghorans. クラス技能:A petal ninja gains Heal as a class skill, but does not gain Appraise as a class skill. This alters the ninja’s class skills. Blossom Shower(変則)/Blossom Shower:At 2nd level, as a standard action, a petal ninja can spend 1 ki point to create a burst of flower petals in a 15-foot radius centered on a point within 20 feet. A blossom shower lasts for a number of rounds equal to half the petal ninja’s level (minimum 1 round). When activating a blossom shower, the petal ninja forgoes a number of sneak attack dice to determine the shower’s effects, as noted below. These sneak attack dice are unavailable for the duration of the blossom shower and are regained when the effect ends. If an effect requires a saving throw, the DC is equal to 10 + twice the number of sneak attack dice expended + the petal ninja’s Charisma modifier. The petal ninja can choose to create a lesser effect even if she expends more dice than required. For example, she can expend 4 sneak attack dice, but impart the effect of 3 sneak attack dice. The shower does not affect the petal ninja herself, apart from the concealment granted by using 1 sneak attack die. 1 Sneak Attack Die Creatures within the radius gain concealment (20% miss chance). 2 Sneak Attack Dice As 1 sneak attack die, except each creature in the radius must succeed at a Will save or be dazzled for 1d6 rounds. 3 Sneak Attack Dice As 2 sneak attack dice, except creatures are sickened on a failed save. 4 Sneak Attack Dice As 2 sneak attack dice, except creatures are fascinated on a failed save. 5 Sneak Attack Dice As 2 sneak attack dice, except creatures are staggered on a failed save. 6 Sneak Attack Dice As 2 sneak attack dice, except creatures are nauseated on a failed save. This replaces the ninja trick gained at 2nd level. Burst of Blossoms(超常)/Burst of Blossoms:At 4th level, a petal ninja gains the ability to transform into a cloud of blossoms as a standard action. By spending 1 point from her ki pool, a petal ninja can take the form of a cloud of blossoms, becoming insubstantial for 1 round, as gaseous form. While insubstantial she also gains a +4 circumstance bonus on Stealth checks. At 8th level, the duration increases to a number of rounds equal to 1 plus the petal ninja’s Charisma modifier. This replaces no trace, uncanny dodge, and improved uncanny dodge. Sundial(超常)/Sundial:At 6th level, the petal ninja gains the ability to change the lighting in a 30-foot-radius emanation centered on herself as a move action. For every ki point she spends, the light levels change by one step (from darkness to dim light, normal light, and bright light, and vice versa). This change remains in effect for 1 minute. This replaces light steps.