掠夺者是狼人和吸血鬼的角色扮演工具。目的是反映这些被诅咒的人围绕公众的健康恐惧和谨慎。
捕食者是高度可定制的。你决定是一个夜晚的野兽是你最具特色的特质,还是只有一个超自然的能力。你决定是否需要喂养野兽是一种持续的,压倒性的饥饿感或仅仅是一种轻微的烦恼。你决定Predators是否只是一个角色扮演工具或游戏中最强大的游戏机制。
升级:如果您从3.x升级,请使用MCM自行解决您的诅咒,然后升级。您可能需要重置某些自定义设置。如果您要从2.x升级或在必须开始新游戏之前升级。
绿色文本表示存在用于调整或禁用功能的MCM选项。 MCM选项将允许玩家定制你的捕食者性质在游戏中占主导地位的程度。你可以让狼人成为游戏中的主要关注点,或者将效果降低到仅仅是偶尔的麻烦。
秘密身份
狼人和吸血鬼必须保持身份秘密或成为不法分子。有三个新的跟踪统计数据,进行比较以计算玩家被发现的风险。
怀疑
民众目前对狼人或吸血鬼可能生活在其中的关注程度是通过一个名为Suspicion的新统计来衡量的。对于每次保留,将单独跟踪此统计信息,对于大多数保留,将从0开始。每当你以人形物为食时,你当前持有的怀疑会增加1到最多5次。如果持有中没有吸血鬼或狼人活动,那么这个数字将每7天减少1次。怀疑是粗略估计你可能被指控为狼人或吸血鬼。
名声
名声代表了持有人对你的信任和安慰程度。有5个级别的名声:
已知(至少有3位朋友)
众所周知(至少有5位朋友在举行)
居民(自有财产)
塔那(成为持有人)
英雄(完成主要任务或内战)
这些等级不会叠加,所以如果你成为了一个并且拥有一个房子,你仍然只有4个已知,并且如果没有完成主要任务线或者内战任务线你就无法获得5点。
Renown充当了反对日益增长的怀疑的“缓冲”。即使他们确定有一个狼人或吸血鬼徘徊,人们也不会想到指责这个国家重新统一的英雄。
人性
吸血鬼和狼人现在拥有一个“人性”统计数据,可以衡量他们的真实性质。人类从5开始(无可置疑),各种因素导致捕食者失去人性点。
在4 Humanity,你发出一种神秘的光环,为讨价还价和说服提供奖励。在人类及以下人群中,人们开始感受到那种光环中的恶意,他们变得紧张和抽搐。你不再有说服力的奖金,但你获得了恐吓奖金。
风险
每次与NPC交谈时,您被NPC指控的风险将根据他们对您的了解程度,他们当前的关注程度,您当前的人性以及他们与您的关系来计算。公式是:
风险= 5 +怀疑 - 人性 - 名声 - 关系等级
如果您的风险大于5,NPC将指责您是狼人或吸血鬼。这将引发警报,并使所有警卫和有问题的NPC变得敌对。
承认
如果你被指控为狼人或吸血鬼,你的名声已达到3或更高,那么你将失去当前等级的声望。你仍然可以增加你的声望,但永远不会增加到超过2.人们可能会犹豫不决指责龙族成为吸血鬼,但如果他已经被证明是一次,他最好不要再用黄色发光眼睛和苍白的皮肤。
如果您第二次被认出,您可能会被永久地从“劫持”中移除,或者让您的家被警卫抓住。
捕食者
狼人和吸血鬼都比以前有更多的优势,尽管这些能力很大程度上来源于香草天际中的那些。
狼人
狼人具有以下能力:
人性
狼人从以下因素对人类进行处罚:
-2当野兽饿了
-5在嚎叫的影响下
-1使用Wolf Senses时
-1晚上。
呼啸而过
在狼人形态下,狼人可以像吸血鬼领主一样使用收藏夹菜单选择嚎叫。狼人可以获得人类和狼人形式的三种嚎叫:
恐怖的嚎叫
兄弟会的嚎叫
狼精神的嚎叫
恐怖的嚎叫和兄弟会的嚎叫来自香草游戏。幽灵狼的嚎叫给予空灵8秒。 “兄弟会的嚎叫”和“圣灵的嚎叫”在其持续时间内为人类提供了-5。如果你看到一个守法的天际公民使用嚎叫,他们会立即提醒警卫你是狼人。被兄弟嚎叫召唤的狼不计入你的召唤限制。使用嚎叫(见下文)将使狼人更快地饥饿。
晚上的演讲
你的狼人嚎叫的效果随你的演讲技巧而变化。
感官
狼人可以切换他们的狼的感官,允许他们在黑暗中看到并通过他们的气味跟踪远处的血腥生物的运动,并通过他们移动时发出的声音跟踪非生物。使用你的狼人感觉会给人类带来-1的惩罚。
还原表格
狼人可以随时恢复他们的状态,就像吸血鬼之王一样。
饥饿
狼人必须消耗类人生物的心才能保持饱腹感。虽然满足,但狼人获得了50%的Magicka,Health和Stamina以人体形式再生。饥饿时,magicka再生减少-100(可以通过MCM禁用或修改此效果)。
喂养人形心脏将使饥饿的狼人长达12小时。随着时间的推移喂食后续的心脏将为每个消耗的心脏增加24小时的计时器。因此,你可以想象一下吃20颗心,并连续20天吃饱。喂养动物可以让野兽停留的时间更短。
“较小”的转型
除了能够在任何时间每天变换一次(通过香草狼人更强大的力量),狼人可以在夜间改变他们想要的次数。 “夜晚”的确定与吸血鬼不受阳光伤害的时间相同 - 晚上7点至凌晨5点。
收成
狼人可以从睡眠或迷住的受害者身上收获心灵,拯救心脏以后消耗,以便在不改变的情况下避免野兽的饥饿。收获心脏会增加怀疑。
吸血鬼
吸血鬼是更强大的法师,拥有天生的施法能力。他们用类似尸体的身体支付他们的吸血鬼法术,这些身体容易受到阳光的影响,并且能够缓慢地恢复体力,或者根本不再恢复体力。
人性
吸血鬼从5人开始,并采取以下处罚:
第一个(最大-3)后每个吸血鬼阶段-1。
-2召唤亡灵或提升僵尸。
-1在白天外面。
-1使用猎人的视力时。
-5当使用吸血鬼反射,吸血鬼隐形或雾状法术时。
-5使用吸血鬼排水法术时。
-2当使用其他血魔法时。
私语
随着吸血鬼阶段的进展,吸血鬼逐渐获得更强大的力量悄悄话:
灵魂之光的悄悄话 - 在大的附近探测所有被灵魂激活的生物,持续1秒。这对平民来说是无法察觉的。
欲望的悄悄话 - 平静一个人形或亡灵30秒。可以通过这种方式吸食人形生物。
阴影的悄悄话 - 只要你保持蹲伏并缓慢移动,就会隐形180秒。如果效果被打破,可以通过蹲下或等待3秒来重铸。
年龄的悄悄话 - 几秒钟的慢速时间。
迷雾中的悄悄话 - 变成薄雾。
吸血鬼低语完全沉默。
血魔法
吸血鬼对血液进行了远程动力控制,随着身体变得更加干燥,血液会逐渐增加。
吸血鬼吸取 - 吸收生物的敌人并使其瘫痪。
吸血鬼之握 - 将敌人抬到空中并煮沸血液。
Summon Gargoyle - 用血液魔法吸收非生命物质,创造一个傀儡来做你的竞标。
尸体诅咒 - 使目标瘫痪几秒钟。
吸血鬼的仆人 - 将僵尸提升180秒。不计入你的召唤限制(共2个)。
如果您使用吸血鬼耳语或血魔法检测到,当地的怀疑将增加2.如果此增加导致怀疑增加到> = 5,将立即进行指控检查。
晚上的演讲
你的狼人嚎叫的效果随你的演讲技巧而变化。
尸体
吸血鬼变得越来越像尸体,他们离开的时间就越长。耐力再生减缓并最终完全停止。但是,动力攻击还需要更少的耐力才能执行。
排水
吸血鬼可以选择彻底消灭他们的受害者,杀死他们并同时喂养自己。
收成
吸血鬼可以从睡眠或自愿的受害者身上采集血液,杀死他们并给予一小瓶血液供以后食用。
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Predators is a role playing tool for werewolves and vampires. The aim is to reflect the healthy fear and wariness of the public around these cursed individuals.
Predators is highly customizable. YOU decide if being a beast of the night is your most defining trait, or just one more supernatural ability. You decide if the need to feed the beast is a constant, overpowering hunger or merely a minor annoyance. You decide if Predators is merely a roleplaying tool or the most powerful game mechanic in the game.
Upgrading: If you are upgrading from 3.x, cure yourself of your curse using the MCM and then upgrade. You may have to reset some of your custom settings. If you are upgrading from 2.x or before you will have to start a new game.
Green text indicates that there is an MCM option to tweak or disable a feature. MCM options will allow a player to tailor how much your predator nature dominates gameplay. You can make being a werewolf your primary concern in the game or reduce the effects to a mere occasional nuisance.
Secret Identity
Werewolves and vampires must keep their identities secret or become outlaws. There are three new tracked stats, which are compared to calculate the player's risk of being discovered.
Suspicion
The populace’s current level of concern that a werewolf or vampire might be living among them is measured by a new stat called Suspicion. This statistic is tracked separately for each hold and starts at 0 for most holds. Each time you feed on a humanoid, suspicion in your current hold will increase by 1 to a maximum of 5. If there is no vampire or werewolf activity in a hold, that number will decrease by 1 every 7 days. Suspicion represents a rough estimate that you might be accused of being a werewolf or vampire.
Renown
Renown represents the level of trust and comfort the people of a hold have with you. There are 5 levels of renown:
Known (at least 3 friends in the hold)
Well known (at least 5 friends in the hold)
Resident (own property in the hold)
Thane (become thane of a hold)
Hero (complete either the Main Quest or Civil War)
These levels do not stack, so if you become thane and also own a house you still only have 4 reknown, and you cannot gain 5 reknown without completing either the main questline or the civil war questline.
Renown acts as a “buffer” against rising suspicion. Even if they are certain there is a werewolf or a vampire prowling the hold, the people wouldn’t think of accusing the hero who reunited the country.
Humanity
Vampires and werewolves now have a “Humanity” stat that measures how much their true nature shows through. Humanity starts at 5 (Unquestionable) and various factors cause predators to lose humanity points.
At 4 Humanity, you emit a mystical aura that gives a bonus to haggling and persuasion. At 3 humanity and below, people start to sense the maliciousness in that aura, and they become nervous and twitchy. You no longer have a bonus to persuasion but you gain a bonus to intimidation.
Risk
Each time you speak to an NPC, your risk of being accused by that NPC will be calculated based on how well they know you, their current concern, your current humanity, and their relationship to you. The formula is:
Risk = 5 + Suspicion - Humanity - Renown - Relationship Rank
If your risk is >5, the NPC will accuse you of being a werewolf or vampire. This will set off an alarm and cause all guards and the NPC in question to turn hostile.
Recognition
If you have a renown of 3 or higher when you are accused of being a werewolf or vampire, you will lose the benefits of your current level of Renown in that hold. You can still increase your Renown, but never higher to more than 2. The people may be hesitant to accuse the Dragonborn of being a vampire, but if he’s already been proven to be one once he’d better not turn up again with glowing yellow eyes and pale skin.
If you are recognized a second time, you may be banished from the Hold forever or have your home seized by guards.
Predators
Both werewolves and vampires have far more advantages than they did before, though these abilities are derived heavily from those found in vanilla Skyrim.
Werewolves
Werewolves have the following abilities:
Humanity
Werewolves take penalties to Humanity from the following factors:
-2 when the Beast is hungry
-5 when under the effects of a Howl
-1 when using Wolf Senses
-1 at night.
Howls
In werewolf form, werewolves can select a howl using the favorites menu just like Vampire Lords. Werewolves have access to three howls in both human and werewolf form:
Howl of Terror
Howl of Brotherhood
Howl of the Wolf Spirit
Howl of Terror and the Howl of Brotherhood are from the vanilla game. Howl of the Spirit Wolf grants etherealness for 8 seconds. The Howl of Brotherhood and Howl of the Spirit grant -5 to humanity for their duration. If you are seen using a Howl by a law-abiding citizen of Skyrim, they will immediately alert the guards that you are a werewolf. Wolves summoned by the Howl of Brotherhood do not count against your summoning limit. Using a Howl while Sated (see below) will make the werewolf hungrier sooner.
Night Speech
The effects of your werewolf howls scale with your speechcraft skill.
Senses
Werewolves can toggle their wolf senses, allowing them to see in the dark and track the movement of blooded creatures from a distance by their scent, and non-living creatures by the sounds they make when they move. Using your werewolf senses incurs a -1 penalty to humanity.
Revert Form
Werewolves can revert their form at any time, just like the Vampire Lord.
Hunger
Werewolves must consume the hearts of humanoids in order to remain sated. While sated, Werewolves gain +50% Magicka, Health, and Stamina regeneration in human form. While hungry, magicka regeneration is reduced by -100 (this effect can be disabled or modified through the MCM).
Feeding on a humanoid heart will make a hungry werewolf sated for 12 hours. Feeding on subsequent hearts while sated will add 24 hours to the timer for each heart consumed. So you could conceivably eat 20 hearts at once and be sated for 20 days straight. Feeding on animals sates the beast for less time.
“Lesser” Transformation
In addition to being able to transform once per day at any time (by means of the vanilla werewolf greater power), werewolves can transform as many times as they want at night. “Night” is determined as the same times that vampires do not receive sun damage – 7pm to 5am.
Harvest
Werewolves can harvest hearts from sleeping or charmed victims, saving the hearts to consume later in order to stave off the Beast's hunger without transforming. Harvesting hearts increases Suspicion.
Vampires
Vampires are much more powerful mages with innate spellcasting ability. They pay for their vampiric spells with a corpse-like body that is vulnerable to sunlight and regenerates stamina slowly or not at all.
Humanity
Vampires start with 5 humanity and take the following penalties:
-1 per stage of vampirism after the first (max -3).
-2 for summoning undead or raising zombies.
-1 when outside in the daylight.
-1 when using hunter’s vision.
-5 when using the vampiric reflexes, vampiric invisibility, or mist form spells.
-5 when using the vampiric drain spell.
-2 when using other Blood magic.
Whispers
The vampire gains progressively more powerful Whispers of power as he progresses through the stages of vampirism:
Whisper of Soul Sight - Detect all creatures animated by souls in a large vicinity for 1 second. This is undetectable to civilians.
Whisper of Desire - Calm a humanoid or undead for 30 seconds. Humanoids can be fed off of while charmed in this way.
Whisper of Shadows - Turn invisible for 180 seconds as long as you remain crouched and move slowly. If the effect is broken, it can be recast by dropping into a crouch or waiting 3 seconds.
Whisper of Ages - Slow time for several seconds.
Whisper of Mists - Transform into mist.
Vampire Whispers are completely silent.
Blood Magic
Vampires have telekinetic control of blood, which grows as their body becomes more desiccated.
Vampiric Drain - Absorbs health from living enemies and paralyzes them.
Vampiric Grip - Lifts an enemy into the air and boils their blood.
Summon Gargoyle - Imbues non-living material with blood magic, creating a golem to do your bidding.
Corpse Curse - Paralyzes a target for several seconds.
Vampire’s Servant - raises a zombie for 180 seconds. Does not count against your summoning limit (total of 2).
If you are detected using a vampire whisper or blood magic, local suspicion will increase by 2. If this increase causes suspicion to increase to >=5, an accusation check will be made instantly.
Night Speech
The effects of your werewolf howls scale with your speechcraft skill.
Corpse
Vampires become more corpse-like the longer they go without feeding. Stamina regeneration slows and ultimately stops completely. However, power attacks also require significantly less stamina to execute.
Drain
Vampires have the option of draining their victims entirely, killing them and feeding themselves at the same time.
Harvest
Vampires can harvest blood from sleeping or willing victims, killing them and granting a vial of blood for later consumption.
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