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僵怖
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== 背景故事 == ''“我不。明白。你的。方式。人类。同类。向我。指引。泥土。那是。圣地。静卧。安睡。我也。必须。长眠。立刻。”'' == 角色能力 == 每个夜晚*,如果今天白天没有人死亡,你会被唤醒并要选择一名玩家:他死亡。 当你首次死亡后,你仍存活,但会被当作死亡。 == 范例 == [[僵怖]]被处决且看起来已经死亡。[[僵怖]]当晚不能发动攻击。数天后,城镇广场看起来只剩两名玩家存活。善良阵营相当确定[[僵怖]]就是已死亡玩家中的一名,并且游戏继续,直到再有一名玩家死亡。 今天白天无人死亡。当晚,[[僵怖]]发动攻击。在下一个白天,[[修补匠]]死亡。当晚,[[僵怖]]不会被唤醒。 == 运作方式 == 僵怖能秘密地在墓地中保持存活。 * 当僵怖因任何原因死亡后,他会保持存活状态,但说书人会表现得如同僵怖死亡了一样。僵怖第二次死亡时,才会真正地死亡,且善良阵营获胜。 * 看似死亡的僵怖在绝大多数情况下都算作已死亡。该玩家在城镇广场的生命标记会翻面以标识死亡。下一次该玩家投票时,会失去投票标记。该玩家不能发起提名,该玩家可以在有巫毒师的情况下投票,该玩家不算作茶艺师的存活邻近玩家,等等。不同之处是游戏还会继续,僵怖仍然能发起攻击,且游戏会在只剩两名其他存活玩家的情况下继续进行。 * 如果无人在白天死亡,僵怖才会在夜晚被唤醒并发起攻击。如果一名已死亡的玩家被处决,该玩家无法再次死亡,因此僵怖仍然会被唤醒。 * 如果一个醉酒或中毒的僵怖死亡,善良阵营获胜。如果一个“死亡”的僵怖醉酒或中毒,不要宣布该玩家存活。 当僵怖首次死亡后,他依然存活。宣布僵怖已经死亡,但是不要在魔典中给僵怖添加帷幕标记。(如常将城镇广场上他的生命标记翻面。)从现在起,僵怖被当作已死亡。 每个白天,如果有玩家死亡,将“死于今日”提示标记放置到该玩家的角色标记旁。(如果僵怖因处决而“死亡”,会被当作已死亡,因此要给僵怖放置“死于今日”提示标记。) 除了首个夜晚以外的每个夜晚,如果有任何玩家标有“死于今日”,不要唤醒僵怖。 除了首个夜晚以外的每个夜晚,如果没有玩家标有“死于今日”,唤醒僵怖。让僵怖指向任意一名玩家。让僵怖重新入睡。所选玩家死亡——将“死亡”提示标记放置到该玩家的角色标记旁。 == 提示标记 == * 死于今日 放置时机:在白天时,如果有玩家死亡(包括僵怖在内),不论死亡原因为何,在该玩家的角色标记旁放置。 放置条件:在死亡的玩家角色标记旁放置,而不论此时僵怖是否醉酒中毒。如果一天有多名玩家死亡,也只会有一个“死于今日”标记被放置。该标记会用于提醒说书人夜晚是否会唤醒僵怖。 移除时机:在轮到僵怖的夜晚行动顺序结束后,说书人可以任由自己方便来进行移除,或者在黎明时移除。 特殊说明:由于僵怖的能力为回溯型能力,因此如果僵怖在游戏中途产生,仍然要根据当前情况补放标记,而不是因为没有放置标记便在夜晚唤醒僵怖。 * 死亡 放置时机:在僵怖夜晚行动并选择了玩家后放置。 放置条件:僵怖选择的玩家当前存活,且能被僵怖杀死,且僵怖未醉酒中毒,那么在该玩家的角色标记旁放置,用以提醒说书人在黎明时分宣布当晚的死亡玩家。 移除时机:在黎明时宣布死亡玩家后,说书人可以任由自己方便来进行移除。 == 提示与技巧 == * The sinister Zombuul is the deadliest Demon in Bad Moon Rising for its stealth and survivability. The Shabaloth and Po may kill many and the Pukka may strike with their poison, but they are all disappointingly fragile when the town eventually uncovers them. Not so for you - you're hard to find and harder to kill, and your patience is legendary; you're content to lie among the dead and listen peacefully as the town tears themselves apart looking for a Demon among the living, not ever suspecting that one of the rotting corpses in the graveyard still draws breath. The good team should pray you're not the Demon they're facing, because then no player is safe; the dead and the living alike are all equally and terrifyingly suspect.邪恶的[[僵怖]]因其隐匿性和生存能力而成为[[黯月初升]]中最致命的恶魔。[[沙巴洛斯]]和[[珀]]可能会杀死许多人,而[[普卡]]可能会让你被毒药侵扰,但当小镇确定它们在场时,它们都脆弱得令人失望。但对你来说不是这样——你很难被找到也更难被杀死,你的耐心是恐怖的;你会满足于躺在死者中间,静静地听着小镇分崩离析,在活人中寻找恶魔,从没想过墓地里的一具腐烂的尸体还在呼吸。善良阵营应该祈祷你不是他们所面对的恶魔,因为那样的话没有玩家是安全的;死者和生者都同样令人恐惧。 * You only have the ability to kill at night if nobody has died during the day. This can be difficult, since even though players are dying, it is primarily the good team that is killing them, meaning that a troublesome Exorcist or Courtier hovering around may continue to survive when you badly need them gone. One way to work around this limitation is to speak up for no executions, but the good team may find that suspicious and start questioning your allegiance if you push for that too often. A more reasonable strategy is to encourage executions that you don't think will cause death - for example, a Sailor claim, or the neighbours of a Tea Lady. This gives the good team information, but will also grant you your precious kill... providing the Tinker doesn't drop dead in the middle of the day, anyway. You could also (probably only once) argue for a Mastermind, leveraging the good team's paranoia about whether or not they killed the Demon to have them hold off for a night rather than risking losing the game.你只有在白天没有人死亡时才有晚上杀人的能力。这可能很困难,因为即使玩家被提名,处决他们的大多数人仍然是善良玩家,这意味着当你急需他们死亡时,麻烦的[[驱魔师]]或[[侍臣]]可能仍然活着。解决这个麻烦的一种方法是大声引导不执行任何处决,但如果您过于频繁地这样做,善良阵营可能会发现这很可疑并开始质疑您的角色。更合理的策略是鼓励处决您认为不会导致死亡的处决——例如,清醒的[[水手]]或[[茶艺师]]的邻居. 这提供了善良阵营清楚的信息,但也将给予你宝贵的杀戮......无论如何,只要[[修补匠]]不会在白天死去。你也可以(可能只有一次)引导[[主谋]]在场的言论,利用善良阵营对是否杀死恶魔的怀疑,让他们推迟一晚,而不是冒着输掉比赛的风险。 * Kill yourself, and hide in plain sight as a dead player! This can be especially effective if the good team thinks a different Demon is in play, since they will ignore the dead as suspects and focus on the living. Even if they do suspect you, choosing to die at the right moment can throw them off your trail - for example, get yourself executed early to "test" your Sailor immunity, and blame a Pukka for your death. Alternatively and more simply, you can just choose yourself and die at night - players who die at night tend to be good and considered trustworthy. Finally, you can coordinate with your Godfather to take you out at an opportune time, making it look like there isn't a Zombuul in play and that you are an innocent victim of circumstance. Then, you can use your death as a platform to spread misinformation and confuse the good team... or simply sit back and watch the game unfold.杀死自己,然后像死去的玩家一样躲在众人的视线中!如果善良玩家认为另一个恶魔在场,这可能特别有效,因为他们不会将死者视为嫌疑人而将注意力集中在生者身上。即使他们确实怀疑你,选择在正确的时间死去也可以让他们减少对你的怀疑——例如,让自己早日被处决以“测试”你的[[水手]]不死能力,并将你的死归咎于[[普卡]]。或者更简单地说,你可以选择自己并在晚上死去——在晚上死去的玩家往往是善良的并且被认为是值得信赖的。最后,你可以配合你的[[教父]]在适当的时候送你出去,让大家看起来好像没有[[僵怖]]在游戏中,你是游戏的无辜受害者。然后,您可以利用您的死亡作为传播错误信息的平台并迷惑优秀团队......或者只是坐下来观看比赛的展开。 * Rather than dying early, you can instead decide to be a sophisticated undead who lives among the people and lives as long as possible! Surviving this way has several advantages - for one, you can keep bluffing and giving out new information, helping mislead the good team. You're guaranteed to survive death at least once, so you have a backup in the event that suspicion turns on you. Finally, if the good team starts to suspect that you are the Demon in play, you can direct their suspicions to the dead - if they spend an execution or two on your victims, that's an execution or two they can't use on you!与其过早死去,不如决定做一个老练的生存者,活在人间,活得越久越好!以这种方式生存有几个优势——其中之一,你可以不断地虚张声势并提供新信息,从而误导善良阵营。你可以保证至少在死亡中幸存一次,所以你有一个plan b,以防万一大家怀疑你。最后,如果善良阵营开始怀疑你是游戏中的恶魔,你可以将他们的怀疑引向其他死者——如果他们对其他人执行一两次死刑,那你就可以逃过一两次死刑! == 对抗僵怖 == 当你要对抗僵怖的时候,这里有几件事你应该记住: * Pay attention to when and why death happens. If there are deaths at night, but not after a player died by execution, you almost certainly have a Zombuul in your midst. Once you know this, you can do the following...注意死亡发生的时间和原因。如果晚上有人死亡,但不是在玩家被处决后死亡,那么几乎可以肯定你中间有一个[[僵怖]]。一旦你知道了这一点,你可以执行以下操作... * Suspect the dead. Execute the dead you suspect the most. Talk to the dead to find out whose story is not making sense, and focus on those players. You don't know for certain that the Zombuul is among the dead players, but that is a good place to start. If you can confirm early on that certain dead players are not the Zombuul, you'll have the advantage later in the game.怀疑死者。处决你最怀疑的死者。与死者交谈,找出谁的话最没有意义,并专注于那些玩家。你不确定[[僵怖]]是死玩家之一,但这是一个很好的起点。如果你能尽早确认某些死去的玩家不是[[僵怖]],那么你将在游戏后期获得优势。 * Execute every single day. Even if you kill good players, at least that is better than executing nobody and having the Demon choose who dies instead.每天处决。即使你杀死了善良玩家,至少这也比不处决任何人并让恶魔选择谁死要好。 * On the final day, the chances of the Zombuul being among the living is very unlikely. By this point, most Zombuuls will have killed themself at night, or simply been unlucky enough to be executed. Since the Zombuul kills much less frequently than other Demons, the chance that it is already dead when the final day dawns is high. If you have no other information, make sure that the final execution of the game is the execution of a dead player.在最后一天,[[僵怖]]出现在生者中的可能性很小。至此,大多数[[僵怖]]会在晚上自杀,或者只是运气不好被处决。由于[[僵怖]]的杀戮频率远低于其他恶魔,因此在最后一天黎明时它已经死亡的可能性很高。如果您没有其他信息,请确保游戏的最终处决是对死玩家的处决。 == 角色信息 == * 英文名:Mastermind * 所属剧本:[[黯月初升]] * 角色类型:[[恶魔]] * 角色能力类型:[[免死]]、[[限次能力]]、[[互动干扰]]、[[回溯型能力]] ''其他称呼(非官方,仅方便索引用):丧尸、僵尸''
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