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https://w.atwiki.jp/xxxrunajp11xxx/pages/56.html
https://w.atwiki.jp/majyusupo/pages/154.html
弱点と封印 【じゃくてんとふういん】 セッションの魔獣の邪力4,3 及び退魔イベントの異能(6)には弱点が存在し それを突かれた場合(封印ロールが行われた場合)その能力は使用できなくなります。 設定的には通常安定的に能力を発揮できるのは4相当の能力までで それを超える場合歪が生じるため代償なり欠点を抱えるようです。 封印や弱点に関しては本家のルールブックを参照してもらうのがいいのですが ここではたまに忘れられてそうな細かい話について書こうかと思います。 書いた人間の私見が混ざってると思われるので、まあ読み物程度にお願いします。 封印方法 封印する方法は大別して3種類 1、戦闘の手番でダメージ判定に封印ロールをいれる 2、1手番消費して封印ロールだけを行う 3、戦闘開始前に封印ロールしてしまう です。 それぞれの違いについて 1、戦闘の手番でダメージ判定に封印ロールをいれる 手番の騎士のロールまたは応援の騎士のロールに封印条件を満たせるロールを入れます。 弱点を探りながら戦闘するなど、大抵の場合この手段で封印を試みている事が多いです。 ・手番の騎士は複数の封印ロールを行動入れることができます。 ・応援の騎士もそれそれ1種類のロールを行うことができます。 なので弱点が複数候補ある場合全部突っ込むことができます。 例:「手首切断」「指先の動作を封じる」「視界にはいらない」「正面からの攻撃をしない」 が候補と挙がっているなら以下のように分担することができます PC1(手番) 『魔獣の正面に立たないよう後ろから回り込み 魔獣の両手首を剣で切り落とします』 PC2(応援) 『煙幕をはって魔獣の視界を塞ぎます』 PC3(応援) 『禁呪で指先を動かすことを禁じます』 この時PC1は自分の手番なので他にも候補があるなら更に入れることもできます 「水をかける」が弱点かも?とあるならPC1は更に 『そして左手に持っているバケツに入れた水を魔獣の頭から浴びせます』 などを入れることができます 注意点 手番のPC1は○○しつつ△△し、さらに□□した後☓☓など複数のロールが入っていてもOKですが 応援のPC2、PC3は1種類のロールしかできません。なので応援で 『禁呪で指先を動かすことを禁じつつ、 バケツに入れた水を魔獣の頭から浴びせます』 とはできないので注意です。 候補が多い時などは裏チャットで誰がどれをやるか確認してから実行したほうが無難です。 1手番で効果がきれます 封印が成立しても基本的に次のキャラクターの行動手番には再度封印ロールを入れなければ能力は使用可能になります 前述の例の場合 水に濡れると封印の場合、乾いて解除 煙幕は風に流されて解除 禁呪などは次手番でも維持するとロールしなければ切れる などになり再度封印ロールが必要です 明らかに解除されないだろうといったケース、コアを破壊する等で弱点で粉砕されたとGMが判断した場合は 例外的に手番が移っても切れません。 破壊系であっても確実を期すために毎手番念入りに破壊するのが定石になっているので もうやめて、魔獣の弱点のHPは0よ!みたいになってることも有りますが…… これでうっかり抜けがあるとピンチになります 2、1手番消費して封印ロールだけを行う ダメージ判定をしないで1手番消費して封印ロールを行います この方法で ・禁呪で指の動きを封じる ・煙幕を張る などを行った場合それを解除する、または別行動を取るまで 封印は持続します 注意点 ダメージロールが伴わないと封印できないとされている弱点をこの方法で封印することはできません なので部位破壊系はダメだと思った方がいいでしょう 1種類のロールしかできません。 3、戦闘開始前に封印ロールしてしまう 水に濡れるのが弱点 視界を封じるが弱点 等、戦闘にはいる前に大方予想がついていてその状況を作り出せるなら 戦闘前のロールでやってしまったほうが無難でしょう 散水車で戦闘エリアを降雨状態にする 結界で全く光のない空間を作る 等 封印ロールはどこまで出来る? 魔獣戦線の戦闘ターンは実は基本的に時間が切られていません。 手番PCはどんなに長い複雑な行動であっても、それは無理でしょうとGMに却下されなければ可能です。 封印に特定アイテムが必要な場合など 事前に準備し損なった場合、詰んだー\(^o^)/ になるかと思うかもしれませんが 魔獣の攻撃を回避し続けながら町中を走り回り封印に必要なアイテム取ってきてもOKだそうです カウンタ - (円柱) 名前 コメント
https://w.atwiki.jp/freak_factory/
FreakFactoryへようこそ EVE ONLINEで活動する「FreakFactory」のWikiです。 現在、記事鋭意制作中。 EVE ONLINE?? EVE ONLINE(イヴ オンライン)はアイスランドのCCP Gamesが発売しているSF-MMORPG。 ストーリーなどの消費型コンテンツが非常に少ない換わりにプレイスタイルの自由度が極めて高い、いわゆる「箱庭系」。※ニコニコから抜粋 もしくはこつこつ貯めたISKの貯金額みてにんまりするゲームです。 HD推奨 EVE ONLINE公式ページ 英語公式 日本語公式(NEXON) FreakFactoryとは? eveonline内で活動する、Allances SHAKE HANDS FAMILY 傘下のコープです。 主に採掘活動をしています。 evemap battleclinic リクルート FreakFactoryはメンバーを募集してます。 アステロイド農家 / Asteroid farmer 調理(生産)スタッフ / Cooking(Production) staff 営業・マーケティングスタッフ / Merketing staff ミッションランナー / Mission Runner 探検家 / Explorer Webデザイナー / Web designer ボケ・突っ込み等お笑い部門 詳しくはこちら 各、1記事の縦スクロール(ページの情報)が長いので記事を分散するかもしれません。一応、類似してる内容は大元>下位ページというようにするかもしれません。 -- kamarsa (2012-08-20 23 02 46) 名前 コメント
https://w.atwiki.jp/thecockrockshockpop/pages/170.html
http //www.kylevincent.com/ http //www.myspace.com/kylevincent http //www.songtree.com/ member ex-CANDY guest LOVELESS、KILLS FOR THRILLS CDMiles An Ocean Sings The Great Manilow Songbook vol.1 Narita ( Tokyo Girl ) Detour The Best ... So Far C-Sides Patals Of Peace A Sakura Christmas Where You Are Sakura Lullaby Gathering Dust Rare Unreleased Vol.2 Don't You Know Solitary Road Sweet 16 Tell It Goodbye ( An Ode To Candlestick Park 1960-1999 ) A Night Like This The Time Machine's podcast Radio Show LiveLive @ Aristo Mousa, Kyoto April 4th 2015 sat Live @ Shelter, Shimokitazawa, Tokyo April 30th 2012 mon Live @ Poorcow, Shimokitazawa, Tokyo April 29th 2012 sun Live @ Ten Years After, Shinsaibashi, Osaka November 20th 2011 sun Live @ Mrs. Dolphin, Honmachi, Osaka November 21st 2010 sun V.A. world tribute / Drink A Toast to Innocence A Tribute to Lite Rock ( 2013.9 ) CANDY / Teenage Neon Jungle ( 2003年 ) LOVELESS / A Tale Of Gin And Salvation ( 1997年 ) KILL FOR THRILLS / Dynamite From Nightmareland ( 1990年5月25日 ) CD Miles An Ocean 2017/11/22Elec Records1. Saturday's Mine / 2. Look Up / 3. Soon / 4. It Could've Been Me / 5. Narita ( Tokyo Girl ) / 6. Everything You Are / 7. Before We Learn To Love / 8. La La / 9. She Comes Home A Hero / 10. Hillside Daze / 11. Miles An Ocean Sings The Great Manilow Songbook vol.1 2016 1. The Old Songs / 2. Even Now / 3. Mandy / 4. Somewhere Down The Road / 5. Weekend In New England / 6. I Made It Through The Rain / 7. Tryin' To Get The Feeling Again / 8. Can't Smile Without You / 9. Looks Like We Made It / 10. This One's For You / 11. I Write The Songs / 12. Hanggang [ cover of Wency Cornejo ] / 13. She Comes Home A Hero Narita ( Tokyo Girl ) 2015/12/51. Narita ( Tokyo Girl )2. Whatever Happened to Fun Detour 2015/1/201. Intro - DJ Kid Kyle / 2. Happy Me / 3. Too Much Time in My Head / 4. Sometimes I Don't Miss You / 5. Whenever The Rain Falls / 6. This Bed / 7. Forget You Girl / 8. Like Nothing Ever Happened / 9. Intermission - DJ Kid Kyle / 10. A Rock in My Shoe / 11. Detour / 12. Ooh Bop Baa / 13. Left My Heart / 14. San Francisco / 15. In My Tree The Best ... So Far 2011年4月 1. Arianne / 2. Wake Me Up ( When The World's Worth Waking Up For ) / 3. You Will Dance Again / 4. Somewhere Between Hello Goodbye / 5. It's Gonna Be A Great Day / 6. Don't You Know / 7. Let Me Let Go / 8. The First Thing On My Mind / 9. Tomorrow We'll Try Again / 10. On My Ride / 11. Sierra / 12. Never Say Die / 13. Petals Of Peace / 14. In A Heartbeat / 15. Van Gogh Sunset C-Sides 2011年2月 1. Draggin' The Line / 2. You Bring Out the Best In Me / 3. Who Are We Fooling / 4. She's Top 40 / 5. Name / 6. Who Knew / 7. I'm Somebody ( Coffee House Dues ) / 8. What Am I Gonna Do / 9. Next Time We'll Go Crazy / 10. Arianne / 11. Manana / 12. I Will Believe / 13. There'd Be Nothing / 14. Don't Change / 15. Be For Her / 16. The Girl I Love / 17. No Matter What Will Be Patals Of Peace 20101. Patals Of Peace2. Sierra [ acoustic ] A Sakura Christmas 2009年12月 Where You Are 2009年2月12日 1. It's Gonna Be A Great Day / 2. In Another Life / 3. The World Is Upside Down / 4. Where You Are / 5. Emily Standing / 6. It's A Lonely World / 7. Satellite / 8. Goin' Down / 9. Sakura Lullaby / 10. On My Ride / 11. Petals Of Peace Sakura Lullaby 2008年11月 1. It's Gonna Be A Great Day / 2. Petals Of Peace / 3. Sakura Lullaby / 4. The Way I Feel Tonight / 5. Can't Let Go [ demo ] Gathering Dust Rare Unreleased Vol.2 2006年1月10日 1. In A Heartbeat / 2. I Don't Wanna Know / 3. The King The Queen / 4. Jonesin' For Zilah / 5. When You Were A Child / 6. Save Me / 7. Quiero Amarte / 8. Cilantro / 9. It's Just A Song / 10. Now I Know / 11. With You Gone / 12. A Night Like This / 13. Something To Remember Me By / 14. Maybe It's Better This Way / 15. The King The Queen [ piano ver. ] Live @ Chronicle Pavillion, Concord, CA ( #12~#14 ) produced by Kyle Vincent Don't You Know 2005年2月8日 1. Don't You Know / 2. The Ballad Of Dana Mary / 3. Soul / 4. Red / 5. Sweet Alice Brook / 6. Tomorrow We'll Try Again / 7. One Last Ride On The Merry-Go-Round / 8. Sister Hold On / 9. The Ghost Of Rock N' Roll / 10. When He Was Young / 11. The Last Hawk produced by Kyle Vincent Solitary Road 2003年6月24日 1. Intro / 2. You Will Dance Again / 3. Remember Me / 4. I Should Understand / 5. Our Song / 6. If I Had Anything / 7. Sierra / 8. Let Me Let Go / 9. Away / 10. Magically / 11. It's Too Late / 12. Everything / 13. Bridge / 14. I Sing For You / 15. Outro produced by Kyle Vincent Sweet 16 1999年 1. One Soul / 2. I Can Still Love You / 3. Back Off! / 4. One Ticket Home / 5. Same Old Heartache / 6. I Only Know How To Love You / 7. Any Other Girl / 8. Man In The Moon / 9. Just A Matter Of Time / 10. If You Were My Love / 11. When I Close My Eyes / 12. When I Need A Miracle / 13. Rockin' Radio / 14. Rita / 15. Running Away / 16. Where Memories Go Tell It Goodbye ( An Ode To Candlestick Park 1960-1999 ) 1999年 1. Tell It Goodbye / ( An Ode To Candlestick Park 1960-1999 ) 2. The First Thing On My Mind A Night Like This 1993年 1. A Night Like This / 2. Never Say Die / 3. Trust / 4. Something To Remember Me By / 5. Maybe It's Better This Way / 6. What Am I Gonna Do / 7. Change The World / 8. For All The Wrongreasons / 9. Wherever You Are Tonight / 10. Now I Know The Time Machine's podcast Radio Show December 21th 2009 Live Live @ Aristo Mousa, Kyoto April 4th 2015 sat 1. Happy Me 2. A Night Like This 3. It's Gonna Be A Great Day 4. Our Song 5. Whenever The Rain Falls 6. Sometimes I Don't Miss You 7. Wake Me Up 8. Arianne 9. The Ballad Of Dana Mary 10. Let Me Let Go 11. You Will Dance Again 12. Forget You Girl 13. Bridge 14. Karaoke Kyle 15. Kyle was Playing Sax 16. Candy Medley ( Weekend Boy - Kids in The City - First Time - American Kix - Last Radio Show - Electric Nights - Lonely Hearts - Turn It Up Loud ) 17. Whatever Happened To Fun 18. Tokyo Girl [ New Song ] 19. Petals Of Peace 20. I Sing For You Live @ Shelter, Shimokitazawa, Tokyo April 30th 2012 mon #1 POWERPOPS #2 YOUNG PARISIAN #3 Kyle Vincent ( CDR-N ) 1. A Night Like This / 2. Arianne / 3. Where You Are / 4. The World Is Upside Down / 5. The First Thing On My Mind [ Karaoke Kyle ] / 6.Wake Me Up #4 CANDY ROCKS ( Kyle Vincent meets ROCKBOTTOM + Ogaaaaaa! ) ( CDR-N ) 1. American Kix / 2. Turn It Up Loud / 3. Whatever Happened To Fun … / 4. Last Radio Show / 5. Kids In The City / 6. Weekend Boy / 7. First Time / 8. Electric Nights / 9. Lonely Hearts / 10. Whatever Happened To Fun … Live @ Poorcow, Shimokitazawa, Tokyo April 29th 2012 sun #1 Chihana ( CDR-N ) #2 Kyle Vincent ( CDR-N ) 1. It's Gonna Be A Great Day / 2. Where You Are / 3. Arianne / 4. A Night Like This / 5. Wake Me Up / 6. Emily Standing / 7. Leave It Alone / 8. Girl I Love [ CANDY ] / 9. Tomorrow We'll Try Again / 10. The Ballad Of Dana Mary / 11. Don't You Know / 12. San Francisco / 13. Whenever The Rain Falls / 14. You Will Dance Again / 15. On My Ride [ Karaoke Kyle ] / 16. Sierra / 17. Before Winter Comes / 18. Let Me Let Go / 19. No Matter What Will Be / 20. Whatever Happened To Fun [ CANDY ] / 21. Petals Of Peace / 22. I Only Want To Be With You [ cover of BAY CITY ROLLERS / Karaoke Kyle ] Live @ Ten Years After, Shinsaibashi, Osaka November 20th 2011 sun 1. Where You Are / 2. Whenever The Rain Falls ( New Song ) / 3. Arianne / 4. Tomorrow We'll Try Again / 5. Van Gogh Sunset / 6. Young Again / 7. The Best Thing You Never Had ( New Song ) / 8. You Will Dance Again / 9. The Ballad Of Dana Mary / 10. What Am I Gonna Do / 11. I'm Somebody ( Coffeehouse Dues ) / 12. The First Thing On My Mind ( Karaoke Kyle ) / 13. Like Nothing Ever Happened ( New Song ) / 14. Petals Of Peace / 15. Whatever Happened To Fun Encore 16. San Francisco ( New Song ) / 17. Let Me Let Go / 18. On My Ride ( Karaoke Kyle ) / 19. You Made Me Believe In Magic ( Karaoke Kyle ) / 20. One Good Reason / 21. Save Me / 22. Don't You Know / 23. Wake Me Up / 24. Sierra / 25. One Last Ride On The Merry-Go-Round / 26. A Night Like This / 27. Happy Ending / 28. I Sing For You Live @ Mrs. Dolphin, Honmachi, Osaka November 21st 2010 sun 1. It's Gonna Be A Great Day / 2. Where You Are / 3. Our Song / 4. Weekend Boy / 5. Arianne / 6. Van Gogh Sunset / 7. Save Me / 8. Lonely World / 9. How Can You Mend A Broken Heart / 10. Until Love Comes Again / 11. Wake Me Up ( When The World's Worth ... ) / 12. What Am I Gonna Do / 13. One Last Ride On The Merry-Go-Round / 14. You Made Me Believe In Magic [ cover of BAY CITY ROLLERS ] / 15. On My Ride / 16. Coffee House Dues / 17. Superstar [ cover of CARPENTERS ] / 18. Let Me Let Go / 19. The Ghost Of Rock N Roll / 20. Whatever Happened To Fun [ cover of CANDY ] / 21. Petals Of Peace
https://w.atwiki.jp/evenewsjapan/pages/18.html
パッチ/アップデート Patch, アップデート、アップグレード、その他ゲームプレイに直接関係する情報・アナウンス関連です。 本カテゴリでは出来るだけ正確に原文を保つため、日本語言い回しのため訳に私見を取り入れていません。 2008/12/16 ・1.0.4パッチノート 本日Deployされたパッチ内容。微調整。 2008/12/10 ・Quantum Rise 1.0.3 修正パッチ 本日Deploy予定のパッチ内容について。 <DownTime:2008年12月10日 日本時間20 00-24 40>(予定) <追記:12/11 00 45> FUCK!! Patch is NOT going to deploy today!! ネットワークトラブルやらでパッチは次回におあずけ。1.0.3は未実装です。 <追記:12/11 21 00> Deployされますた 2008/11/27 ・Quantum Rise 1.0.2 修正パッチ 27日(目)メンテ時間延長 20 00 - 24 30予定。これ関連の情報です。 2008/11/15 ・Quantum Rise 1.0.1 修正パッチ 22日(土)メンテ時間延長 20 00 - 22 00予定。これ関連の情報です。 2008/11/13 ・Quantum Riseパッチノートまとめ(2) Quantum Riseパッチノート追加・修正分 2008/11/10 ・Quantum Riseパッチノートまとめ 最終パッチノートのまとめです。長すぎ。 2008/11/05 ・EVE Online Quantum Rise on nov. 11th とうとう11日に第一弾実装。 2008/10/30 ・Rollin' Rollin' Rollin' 今後のTransport shipへの変更点等。(Quantum Rise以降?) 2008/10/26 ・The Orca 新Capital、Orcaについて。 2008/10/20 ・Quantum Rise released on SiSi 次期拡張アップデート内容がSiSiへリリース済。 2008/10/16 ・EVE Online Quantum Rise Multiplies MMO Power 開発者からの次期拡張アップデートに関するアナウンス。 2008/10/5 ・Empyrean Age 1.1.1 – 1.1.2パッチノート 大型拡張パッチ関連のアナウンス。 名前 コメント
https://w.atwiki.jp/niconicokaraokedb/pages/3952.html
Mental Trick めんたるとりつく【登録タグ:VOCALOID 初音ミク 曲 曲め 曲めん 猫虫P】 曲情報 作詞:猫虫P 作曲:猫虫P 編曲:猫虫P 唄:初音ミク ジャンル・作品:VOCALOID カラオケ動画情報 オンボーカルワイプあり コメント 名前 コメント
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最近使ったファイル RecentView.ahk bookmark_hatena 「最近使ったファイル」をリストアップ、migemo でインクリメンタルサーチ @あれこれ-2007年7月参照 [2008-01-25]シェルのコンテキストメニューを開けるように [2007-09-29]右クリックメニュー追加 /* RecentView.ahk 2008.01.25 版 「最近使ったファイル」をリストアップ、migemo でインクリメンタルサーチ ・流行らせるページ管理人 さまの migemo.ahk を使用させていただいてます。 http //lukewarm.s101.xrea.com/myscripts/index.html 必要なファイルは migemo.ahk を参照のこと。 ・ファイル名・フォルダ名とリンク先ファイルの拡張子を一覧表示 ・エディット部にファイル名の一部を入力(migemo スタート) ・タイトルバーにファイル総数、ステータスバーにマッチファイル数を表示 ・タブでコントロールを移動、カーソルキーでリスト移動・選択 ・項目を選択すると、ステータスバーにリンク先のディレクトリを表示。 ・項目をダブルクリック、または選択状態にして Enter でリンク先のパスを ポチエス関連付け版に渡す。 ・右クリックメニューから、 ・リンク先ファイルのあるフォルダ(リンク先がフォルダの場合はその 上位フォルダ)を開く、 ・リンク先ファイル・フォルダ(target)のフルパスをクリップボードにコピー、 ・リンク先ファイル・フォルダ(target)のコンテキストメニューを開く、 ・ショートカットファイルをゴミ箱に入れる(個別・全て)。 フルパスのコピーは poafag さまの file ///形式とかでフルパス取得する AHK(http //d.hatena.ne.jp/poafag/20060831/1157027879)を、 コンテキストメニュー表示は Contextmenu(http //cspace.s2.xrea.com/ 単機能ツール集)を使わせて頂いてます。 ・拡張子欄が空欄になってるものは、フォルダ。 ・フォルダへのショートカットの場合、ファイル名中、つまりフォルダ名に [.] があると拡張子として表示してしまう→動作には問題なし。 */ #Include %A_ScriptDir%\migemo.ahk pochi_s = D \Application\Launcher\esExt5\esExt5.exe ; ポチエスのパス recent = %UserProfile%\Recent\*.* ;;; ----- 一覧作成 ----- GUI, Margin, 1, 1 Gui, Add, Edit, vEdit gMatch w200 Gui, Add, ListView, r20 w200 AltSubmit vRecentView gRecentView, Name|Ext Gui, +Resize Gui, Add, Button, xm+30 Default gButtonOpenFile, OpenThis Gui, Add, Button, x+30 gButtonCancel, Cancel Gui, Add, StatusBar MigemoOpen(A_ScriptDir "\dict\migemo-dict") ; 「最近使ったファイル」リスト Loop, %recent% { lists() } LV_ModifyCol(1, 142) ; 列の幅指定 LV_ModifyCol(2, 36) LV_ModifyCol(2, "Sort") ; 2列目でソート LV_Modify(1,"Select Focus") ; ソート後1行目を選択・フォーカス SB_SetParts(30) ; ステータスバーの分割幅指定 Gui, Show, , %num% recent files ;タイトルバー(最近使ったファイルの総数) Return ;;; ----- インクリメンタルサーチ ----- Match GuiControlGet,Ed,,Edit len = StrLen(Ed) LV_Delete() GuiControl,-Redraw,RecentView MigemoSet(Ed) Loop, %recent% { filename = A_LoopFileName Loop, Parse, filename, "`n" { StringSplit, file, filename, . if(len 0) { ifInString, A_LoopField, %Ed% { lists() } else if(MigemoMatch(A_LoopField) len 1) { lists() } } if(len = 0) lists() } } LV_ModifyCol(2, "Sort") ; 2列目でソート LV_Modify(1,"Select Focus") ; ソート後1行目を選択・フォーカス GUIControl, +Redraw, RecentView Return ;;; ----- イベント ----- RecentView ; ダブルクリック if A_GuiEvent = DoubleClick { targetfile() Run, %pochi_s% %OutTarget% } ;Return ; 項目選択 if A_GuiEvent = I ; リストビューの選択状態 { targetfile() if ErrorLevel = S ; 選択されたら Outdir = %OutDir% num = LV_GetCount(S) SB_SetText(A_Space num, 1) ; ステータスバーに表示 SB_SetText(OutDir, 2) } Return ; [Open This]ボタン、ENTER ButtonOpenFile targetfile() Run, %pochi_s% %OutTarget% Return ; 右クリックメニュー・アプリケーションキー GuiContextMenu Menu, ContextMenu, Add, directory, target Menu, ContextMenu, Add, clip path, clip Menu, ContextMenu, Add, Shell ContextMenu, context Menu, ContextMenu, Add, recycle, recycle Menu, ContextMenu, Add, recycleAll, recycleAll Menu, ContextMenu, Show Return target targetfile() ;Run, D \Application\Filer\afx0165\yaafxcmd.exe -s -l "%OutDir%" Run, %pochi_s% %OutDir% Return clip targetfile() Run, %A_ScriptDir%\AutoHotkey.exe %A_ScriptDir%\scripts\file_path.ahk "%OutTarget%" Return context targetfile() Run, path\to\ContextMenu.exe "%OutTarget%" Return recycle FileRecycle, %UserProfile%\Recent\%file%.lnk Gosub, Match ; サーチ中の最新状態にするか ; re() ; 全ファイルのリストを更新するか Return recycleAll FileRecycle, %UserProfile%\Recent\*.lnk re() Return ;;; ----- ファイルリスト表示関数 ----- lists() { global SplitPath,A_LoopFileFullPath,file,dir,ext,name,drive SplitPath, name, file,dir,ext,name,drive StringSplit, file, name, . ; ファイル名を.で分割 If file0 2 ; 分割した文字列が3つ以上なら { LV_Add("", name) ; ファイル名のみ表示 } else { LV_Add("", name, ext) ; 2分割以下なら } num = LV_GetCount() } ;;; ----- リスト再取得 ----- re() { global LV_Delete() GuiControl,-Redraw,RecentView Loop, %recent% { lists() } LV_ModifyCol(2, "Sort") ; 2列目でソート LV_Modify(1,"Select Focus") ; ソート後1行目を選択・フォーカス GUIControl, +Redraw, RecentView GuiControl, , Edit ; GuiControl, Focus, Edit } ;;; ----- リンク先の情報取得関数 ----- targetfile() { global SelectedFile = LV_GetNext(0, "F") ;LV_GetText(OutputVar, RowNumber [, ColumnNumber]) LV_GetText(file, SelectedFile, 1) LV_GetText(ext, SelectedFile, 2) If ext = { file = %file% FileGetShortcut, %UserProfile%\Recent\%file%.lnk, OutTarget SplitPath, OutTarget, , OutDir } else { file = %file%.%ext% IfInString, ext, lnk { FileGetShortcut, %UserProfile%\Recent\%file%, OutTarget SplitPath, OutTarget, , OutDir } else { FileGetShortcut, %UserProfile%\Recent\%file%.lnk, OutTarget ;, OutDir SplitPath, OutTarget, , OutDir } } Return } ButtonCancel GuiClose GuiEscape MigemoClose() ExitApp -
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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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【登録タグ B No.D 曲 氷山キヨテル】 作詞:No.D 作曲:No.D 編曲:No.D 唄:氷山キヨテル 曲紹介 最近身近な奴らがリア充になり始めてきたので、彼らの幸せを願って(というわけではないですが)一曲作ってみました。(作者コメ転載) 記念すべきキヨテル初投稿曲。 歌詞 雪の輝きが肌に凍みてゆく 街の明かりが隔てた夜 幾多の光に照らし出されても 手は暖める宛もなくて 鐘の音は何度鳴ったかな? 他人事のような月日が 零れた記憶を変えていく この街の灯も空に舞う雪も 今は掌の上儚く脆い 現れて消える人の背に願う 二人の聖なる夜をお幸せにね 合わせようとしてもうまく描けない あるはずない時計の先 眺めて続けてもこんな所からじゃ 上手く溶け合うはずもなくて 二人なら気付くこともない 微かな向かい風に撫でられ心が痛むよ いつか溶けていく偽物だとして 今は同じような幸せに包まれ 数え切れないほどの夢が 全て醒めてしまわないように願っている ありもしない時計の歯車なら 探すのもやめよう 時間に付いていくために 春が来て夏も秋も経て またこの季節に還る 吐息の白さが増していく 星が散るように雪が舞い落ちていくように 凍える中で輝こうとした 長い夜ももう終わりを迎えて 次の冬はきっと好きな季節になるよ 灯の向こうでお幸せに コメント これ好き!声と合ってて良いです。 -- 名無しさん (2009-12-06 12 37 12) かなり好きです。気が早いが先生オリジナル曲のカラオケ第一号になるかもと感じた -- 名無しさん (2009-12-07 08 45 34) かっこいい曲だなー 先生もいい声してる -- 名無しさん (2009-12-07 12 58 11) キヨン様吹いたwww メロディー好きだなぁ -- 名無しさん (2009-12-07 17 36 44) すげえいいです! -- 名無しさん (2009-12-08 20 17 40) メロディがすごく好き。これで先生が好きになった! -- 名無しさん (2009-12-18 17 17 38) すごく好きなメロディ。これはもっと伸びるべき!! -- 名無しさん (2009-12-19 09 57 23) もっと評価されるべき -- 名無しさん (2010-03-31 10 54 27) 裏声使うくらいの音域がすごいきれいに響くねぇ -- 名無しさん (2010-03-31 23 27 56) 埋もれ名曲 -- 名無しさん (2010-07-03 21 34 53) この綺麗な歌詞とメロディーの合わさる神秘的な調和が好きです(つ´∀`)つ -- 睦月 (2010-08-02 06 03 02) 先生の魅力が引き出されてるような気がする -- 蒼 (2011-01-29 00 52 33) メロディーカッコいい!!先生に合ってる曲だなー(● ̄ω ̄●)心の隙間に入ってくる!!! -- 松本 卍丸 (2011-04-06 00 58 12) この曲をキッカケにキヨテル先生が大好きになりました。歌詞も曲も綺麗で本当に大好きな曲。クリスマスじゃなくても一年中聴いていたい。 -- 芽衣 (2011-04-11 22 18 20) めっちゃかっこいい!! リズムと曲調がすごい良い! ハマリます! -- 米 (2011-05-23 22 40 15) 相変わらず埋もれ名曲だなww -- 名無しさん (2011-09-02 00 54 16) いいなぁ、これ!!好きかも。 -- 名無しさん (2011-10-09 00 51 16) 殿堂入りしてほしいです。 -- 雪鴉 (2011-10-26 21 22 12) 相変わらず埋もれ名曲でワロタw -- 名無しさん (2012-01-08 00 50 38) いい曲だなー -- 名無しさん (2012-06-03 20 42 40) 先生の埋もれている名曲だな。初見に動画のタグを見てネタ曲だと思って聴いたら、素晴らしい曲で感動したのはいい思い出w -- 海里 (2013-02-01 02 13 57) なんで埋もれてるんだこれ?知らない人は損してる気がしなくもない。名曲だよな。 -- 名無しさん (2013-03-25 12 07 03) これは知っておくべきだね!絶対に!ボカロ好きな人でもまだキヨテルさん知らない人多いからショック(..)一番好きかも。名曲なのになー -- 梶野雅 (2013-03-29 21 04 54) 初めて聴いたとき、イントロから泣きそうになってしまいました。いい曲ですね -- 名無しさん (2014-08-04 08 57 49) 夏だけど聴きに来ます。 -- 名無しさん (2015-08-24 16 57 52) キヨテル先生って切ない感じの曲ばっかで涙が… -- サグメ (2016-06-02 00 18 56) 名前 コメント
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※ 各ページの肉質表は 斬・打・射は60%~、火水雷氷龍の属性は30%~を弱点として青文字表示しています。 属性弱点一覧鳥竜種 飛竜種 魚竜種 甲殻種 牙獣種 古龍種 弱点部位一覧鳥竜種 飛竜種 魚竜種 甲殻種 牙獣種 古龍種 属性弱点一覧 鳥竜種 名称 火 水 雷 氷 龍 毒 麻 睡 備考 ドスギアノス ◎ ○ ○ △ △ ○ ○ ○ ドスランポス ○ ○ ○ ◎ △ ○ ○ ○ ドスゲネポス ○ △ ○ ◎ △ ○ △ ◎ ドスイーオス △ ○ ○ △ △ △ ○ ◎ イャンクック △ ◎ ◎ ◎ × ◎ ○ ○ 風圧小 イャンクック亜種(青) △ ◎ ◎ ◎ × ◎ ○ ○ 風圧小 ゲリョス ◎ △ × △ △ ○ ○ ○ 風圧小 ゲリョス亜種(紫) ◎ △ × △ ○ ○ ○ ○ 風圧小 イャンガルルガ △ ◎ △ ○ △ × ○ △ 風圧小、耳栓 飛竜種 名称 火 水 雷 氷 龍 毒 麻 睡 備考 リオレイア × △ ○ △ ◎ ○ ○ ○ 風圧大、耳栓 リオレイア亜種(桜) × △ ○ △ ◎ ○ ○ ○ 風圧大、耳栓 リオレイア希少種(金) × △ ◎ × × △ △ △ 風圧大、耳栓 リオレウス × ○ △ ◎ ○ ○ △ △ 風圧大、耳栓 リオレウス亜種(蒼) × △ △ ○ ◎ ○ △ △ 風圧大、耳栓 リオレウス希少種(銀) × ◎ ◎ △ × △ ○ △ 風圧大、耳栓 フルフル ◎ △ × × × ○ ○ ○ 風圧、高級耳栓 フルフル亜種(赤) × ◎ × × × ○ ○ ○ 風圧、高級耳栓 モノブロス △ × ◎ ◎ × ○ ○ ◎ 風圧大、高級耳栓 モノブロス亜種(白) △ × ◎ ◎ × ◎ ○ ○ 風圧大、高級耳栓 ディアブロス × △ ○ ◎ ○ ○ ○ ◎ 風圧大、高級耳栓 ディアブロス亜種(黒) × △ ○ ◎ ○ ○ ○ ◎ 風圧大、高級耳栓 バサルモス △ ○ △ △ ○ ○ ○ △ 風圧、高級耳栓 グラビモス × ◎ × ○ ◎ ○ ○ ○ 風圧、高級耳栓 グラビモス亜種(黒) × ◎ △ × × ○ ○ ○ 龍は胸を破壊後有効、風圧、高級耳栓 ティガレックス × × ◎ × ○ ○ ○ ○ 風圧大、高級耳栓 アカムトルム × × ○ × ◎ ○ ○ ○ 高級耳栓、耐震 魚竜種 名称 火 水 雷 氷 龍 毒 麻 睡 備考 ドスガレオス × ◎ ◎ ◎ × ◎ ○ △ ガノトトス ◎ × ◎ × × △ ○ ○ ガノトトス亜種(翠) ◎ × ◎ × × ◎ ○ ○ 甲殻種 名称 火 水 雷 氷 龍 毒 麻 睡 備考 ダイミョウザザミ ◎ × ◎ × × ◎ ○ △ 風圧 ショウグンギザミ × × ◎ ○ × ◎ ○ ○ 風圧 シェンガオレン ○ × ○ × ◎ × × × 耐震 牙獣種 名称 火 水 雷 氷 龍 毒 麻 睡 備考 ドスファンゴ ○ ○ ◎ ○ × ◎ ○ ○ ババコンガ ◎ × × ○ × ◎ ○ △ 耳栓、耐震、耐臭 ドドブランゴ ◎ × ○ × × ◎ ○ △ 耳栓、耐震、耐雪 ラージャン × △ × ◎ × ◎ △ ○ 耳栓、耐震 古龍種 名称 火 水 雷 氷 龍 毒 麻 睡 備考 ラオシャンロン ○ × △ × ◎ × × × 風圧大、高級耳栓 ラオシャンロン亜種(灰) ○ × △ × ◎ × × × 風圧大、高級耳栓 キリン △ △ × × × △ × ◎ クシャルダオラ × × ○ × ◎ ◎ ○ △ 龍風圧、耳栓、風ガード中は雷が効き易くなる、雪山戦のみ耐雪 クシャルダオラ(錆) × × ○ × ◎ ◎ ○ △ 龍風圧、耳栓、同上 ナナ・テスカトリ × ○ × ○ ◎ ○ △ ○ 龍風圧(一部風圧大)、耳栓、炎ガード中は水が効き易くなる テオ・テスカトル × ○ × ○ ◎ ○ ○ ○ 龍風圧(一部風圧大)、耳栓、同上 オオナズチ ◎ × △ × ○ △ ○ ◎ 龍風圧 ミラボレアス ○ × × × ◎ △ △ △ 風圧大、高級耳栓 ミラボレアス亜種(紅) ○ × × × ◎ △ △ △ 硬化中は龍が○になる、風圧大、高級耳栓 ミラボレアス亜種(祖龍) ○ × × × ◎ △ △ △ 硬化中は龍が○になる、風圧大、高級耳栓 弱点部位一覧 鳥竜種 名称 斬 打 弾 備考 ドスギアノス 全 全 全 ドスランポス 全 全 全 ドスゲネポス 全 全 全 ドスイーオス 全 全 全 イャンクック 腹 頭 頭 イャンクック亜種(青) 腹 頭 頭 ゲリョス 尾 頭 頭 ゲリョス亜種(紫) 尾 頭 頭 イャンガルルガ 頭 頭 頭 打撃は「翼」・弾は「腹」も弱点 飛竜種 名称 斬 打 弾 備考 リオレイア 頭 頭 腹 リオレイア亜種(桜) 頭 頭 腹 リオレイア希少種(金) 翼 頭 尾 リオレウス 頭 頭 腹 リオレウス亜種(蒼) 頭 頭 腹 リオレウス希少種(銀) 翼 頭 尾 フルフル 首 頭 頭 フルフル亜種(赤) 首 頭 頭 モノブロス 尾 首 尾 モノブロス亜種(白) 尾 首 尾 ディアブロス 尾 首 尾 ディアブロス亜種(黒) 尾 首 尾 バサルモス 頭 腹 腹 腹破壊後は共通して腹が弱点 グラビモス 首 腹 腹 腹破壊後は共通して腹が弱点 グラビモス亜種(黒) 首 首 全 腹破壊後は共通して腹が弱点 ティガレックス 頭 頭 頭 後ろ脚 怒り時は頭の方が効く アカムトルム 頭 頭 頭 尻尾 怒り時は頭の方が効く 魚竜種 名称 斬 打 弾 備考 ドスガレオス 腹 腹 首 弾属性は「背中」も弱点 ガノトトス 腹 腹 首 ガノトトス亜種(翠) 腹 腹 首 甲殻種 名称 斬 打 弾 備考 ダイミョウザザミ 頭 頭 頭 鋏破壊後は、防御時のみ鋏が弱点に ショウグンギザミ 頭 頭 頭 ヤド破壊後は肉質が変化?(未確認) シェンガオレン 胴 胴 顔 弱点(ヤドの中)は除く 牙獣種 名称 斬 打 弾 備考 ドスファンゴ 全 全 全 ババコンガ 頭 頭 頭 腹を膨らませた状態だと、斬撃のみ「前足」が弱点に ドドブランゴ 頭 頭 頭 ラージャン 頭 頭 頭 古龍種 名称 斬 打 弾 備考 ラオシャンロン 腹 腹 腹 弱点(背中の一部)は除く ラオシャンロン亜種(灰) 腹 腹 腹 弱点(背中の一部)は除く キリン 角 角 角 クシャルダオラ 頭 頭 尾 風を纏っている状態だと肉質が少し硬くなる クシャルダオラ(錆) 頭 頭 尾 風を纏っている状態だと肉質が少し硬くなる ナナ・テスカトリ 頭 頭 尾 炎を纏っている状態だと肉質が少し硬くなる テオ・テスカトル 頭 頭 尾 炎を纏っている状態だと肉質が少し硬くなる オオナズチ 頭 頭 頭 消えている状態だと頭以外の肉質が硬くなる ミラボレアス 顔 顔 顔 ミラボレアス亜種(紅) 顔 顔 顔 硬化中は全ての肉質が10に ミラボレアス亜種(祖龍) 顔 顔 顔 硬化中は全ての肉質が10に