{"id":13054,"date":"2011-10-25T17:20:25","date_gmt":"2011-10-25T14:20:25","guid":{"rendered":"http:\/\/www.kayiprihtim.org\/portal\/?page_id=13054"},"modified":"2011-11-01T16:43:20","modified_gmt":"2011-11-01T14:43:20","slug":"nwod-kurallari-3-karakter-avantajlari","status":"publish","type":"page","link":"https:\/\/www.kayiprihtim.org\/portal\/frp\/new-world-of-darkness\/nwod-kurallari-3-karakter-avantajlari\/","title":{"rendered":"nWoD Kurallar\u0131 3: Karakter Avantajlar\u0131"},"content":{"rendered":"<p style=\"text-align: center;\"><a href=\"http:\/\/i.imgur.com\/orOrr.png\" rel=\"nofollow noopener\" target=\"_blank\"><img fetchpriority=\"high\" decoding=\"async\" class=\"aligncenter\" src=\"http:\/\/i.imgur.com\/orOrr.png\" alt=\"\" width=\"467\" height=\"319\"><\/a><\/p>\n<h2 style=\"text-align: center;\"><span style=\"font-size: medium;\"><strong>Health Sistemi<\/strong><\/span><\/h2>\n<p>Oyun i\u00e7inde oyuncular ald\u0131klar\u0131 fiziksel hasarlar\u0131 bu k\u0131s\u0131mda belli olur. nWoD sisteminde, maksimum Health seviyesi \u00fcstteki dairelere karalan\u0131r, a\u015fa\u011f\u0131daki kareler al\u0131nacak hasarlar\u0131 sembolize edecek \u015fekilde kal\u0131r. E\u011fer bir karakter bolca hasar alm\u0131\u015f ve maksimum Health de\u011ferine yakla\u015fm\u0131\u015fsa, maksimum&#8217;un son 3 karesinde, sondan \u00fc\u00e7\u00fcnc\u00fcden ba\u015flamak \u00fczere, -1, -2 ve -3 penalt\u0131 almaya ba\u015flar t\u00fcm zar at\u0131\u015flar\u0131na.<\/p>\n<p>Oyunda \u00fc\u00e7 \u00e7e\u015fit hasar vard\u0131r. Bashing, Lethal ve Aggravated.<\/p>\n<p><strong>Bashing<\/strong> hasar\u0131, bu karelerin i\u00e7in \/ konularak g\u00f6sterilir. Ezikler, kanamayan yaralard\u0131r bunlar. Genelde en hafif olanlard\u0131r. E\u011fer karakterin t\u00fcm Health kareleri Bashing ile dolmu\u015fsa, bilincini kaybetmemek i\u00e7in Stamina zar\u0131 atmal\u0131d\u0131r her tur. Bu at\u0131\u015flara -3 penalt\u0131 etki etmeyecektir. Bu durumda e\u011fer daha fazla hasar al\u0131rsa, soldan ba\u015flayarak Lethal&#8217;e d\u00f6n\u00fc\u015fmeye ba\u015flar hasarlar. Her Bashing hasar\u0131n\u0131n iyile\u015fmesi i\u00e7in 15 dakika gerekir.<\/p>\n<p><strong>Lethal<\/strong> hasar, kesici aletler taraf\u0131ndan olu\u015fturulan veya kanayan yaralard\u0131r. Bunlar ciddi yaralard\u0131r ve iyile\u015fmeleri daha uzun s\u00fcrer. Karelere X konularak g\u00f6sterilir Lethal. E\u011fer bir karakterin t\u00fcm kareleri Lethal ile dolmu\u015fsa, karakter bay\u0131l\u0131r veya komaya girer. Bu durumdan sonra al\u0131nan t\u00fcm hasarlar soldan ba\u015flayarak Aggravated&#8217;a d\u00f6ner. Her Lethal hasar\u0131n\u0131n iyile\u015fmesi i\u00e7in 2 g\u00fcn gerekir.<\/p>\n<p><strong>Aggravated<\/strong> hasar, genelde do\u011fa\u00fcst\u00fc yarat\u0131klar\u0131n verdi\u011fi zorlu hasarlard\u0131r. Bu hasar karelere * konarak g\u00f6sterilir. \u00a0Aggravated hasar art\u0131k karakterin \u00f6l\u00fcme do\u011fru emin ad\u0131mlarla ko\u015fmas\u0131n\u0131 g\u00f6sterir ve \u00f6l\u00fcm\u00fcne \u00e7ok da uzak kalmam\u0131\u015ft\u0131r. T\u00fcm kareler Aggravated ile doldu\u011funda, karakter \u00f6l\u00fcr. Her Aggravated hasar\u0131n\u0131n iyile\u015fmesi i\u00e7in 1 hafta gerekir.<\/p>\n<p>Ayr\u0131ca, alt seviyeden hasar varsa ve \u00fcst seviyeden bir hasar varsa ki\u015fide, al\u0131nan b\u00fcy\u00fck hasar, k\u00fc\u00e7\u00fck hasar\u0131n \u00f6n\u00fcne yaz\u0131l\u0131r. Yani ba\u015flang\u0131\u00e7ta 5 Bashing hasar\u0131 olan bir ki\u015fi ( \/ \/ \/ \/ \/ ) e\u011fer bir adet lethal koyarsa, 5 Bashing ve 1 Lethal olmaz ( \/ \/ \/ \/ \/ X ), en ba\u015fa Lethal konur ve 5 bashing olur ( X \/ \/ \/ \/ \/ ). B\u00fcy\u00fck yaralar k\u00fc\u00e7\u00fck yaralar\u0131 bir kare ileriye iterler. Maksimum Health&#8217;\u0131n d\u0131\u015f\u0131na \u00e7\u0131kan t\u00fcm hasarlar silinir.<\/p>\n<p>Bay\u0131lm\u0131\u015f veya bilincini kaybetmi\u015f oyuncu, uyand\u0131\u011f\u0131nda en sa\u011fdaki tek karesi temizlenmi\u015f olarak uyan\u0131r.<\/p>\n<p><strong>A\u00e7l\u0131k, Susuzluk:<\/strong> Oyuncu Stamina de\u011feri kadar susuz kalabilir, sonraki her g\u00fcn i\u00e7in bir Bashing hasar\u0131 al\u0131r. Stamina+Resolve kadar g\u00fcn a\u00e7l\u0131\u011fa dayanabilir, ondan sonraki her g\u00fcn i\u00e7in bir Bashing hasar\u0131 al\u0131r. E\u011fer ikisinden de yoksun kal\u0131n\u0131rsa, her g\u00fcn iki Bashing hasar\u0131 al\u0131n\u0131r.<\/p>\n<p><strong>Hastal\u0131k:<\/strong> Hastal\u0131ktan gelen hasar Bashing veya Lethal olabilir. E\u011fer hastal\u0131k do\u011fa\u00fcst\u00fcyse Aggravated olabilir. Hastal\u0131\u011fa dayanmak i\u00e7in Stamina+Resolve at\u0131lmal\u0131d\u0131r. Bu zarlar s\u00fcrekli olarak, belirli aral\u0131klarla at\u0131l\u0131r. Toplam gereken ba\u015far\u0131 say\u0131s\u0131 hastal\u0131\u011fa g\u00f6re de\u011fi\u015fir. Kanser 30 ba\u015far\u0131l\u0131 zar gerektirebilir mesela toplamda.<\/p>\n<p><strong>Uyu\u015fturucu ve \u0130la\u00e7:<\/strong> Uyu\u015fturucuya veya \u0130la\u00e7lara dayanmak i\u00e7in Stamina+Resolve atmak gerekir. Tabi \u00f6ks\u00fcr\u00fck \u015furubuna bu zar\u0131 atmaya gerek yok.<\/p>\n<p>Alkol: Dexterity, Wits ve Intelligence temelli t\u00fcm at\u0131\u015flardan, Stamina&#8217;y\u0131 ge\u00e7en t\u00fcm i\u00e7kiler i\u00e7in (i\u00e7ki say\u0131s\u0131, bardak), 1 zar eksiltilir. Defense ayn\u0131 \u015fekilde azalt\u0131l\u0131r. Karakter Social temelli zarlar\u0131na +1 al\u0131r her i\u00e7ki i\u00e7in (maksimum +3). E\u011fer karakter Stamina+Resolve at\u0131\u015f\u0131n\u0131 beceremezse ve sarho\u015f olunursa, bu bonus penalt\u0131ya d\u00fc\u015fer.<\/p>\n<p>Marijuana: Dexterity, Resolve, Wits ve Intelligence temelli t\u00fcm at\u0131\u015flardan, Stamina&#8217;y\u0131 ge\u00e7en \u00e7ekti\u011fin nefes i\u00e7in 1 zar eksiltilir. Defense ayn\u0131 \u015fekilde azalt\u0131l\u0131r. Etkisi son nefesten 1 saat sonra ge\u00e7er.<\/p>\n<p>Hal\u00fcsinojen: T\u00fcm Attributelar ve Defense, Hal\u00fcsinojen&#8217;in g\u00fcc\u00fc kadar (1-3 aras\u0131) azal\u0131rlar. Karakter korku hissedip garip \u015feyler g\u00f6rebilir. Bunlar\u0131n sadece hayal oldu\u011funu anlamas\u0131 m\u00fcmk\u00fcnd\u00fcr, Intelligence+Streetwise veya Empathy at\u0131larak. Bu durumdan sonra Stamina+Resolve yaparak Hal\u00fcsinojen etkilerinden kurtulmaya \u00e7al\u0131\u015f\u0131labilir.<\/p>\n<p>Kokain: Karakter Strength ve Stamina zarlar\u0131na bir zar bonus alabilir ancak paranoyak olacak ve h\u0131zl\u0131 sinirlenecektir. Social zarlara -1 al\u0131r. Storyteller etkileri ve sonu\u00e7lar\u0131 kendisi belirler, karakterin ne kadar kulland\u0131\u011f\u0131 ve ne kadar saf oldu\u011funa g\u00f6re.<\/p>\n<p>Eroin: Ac\u0131 gider ve hasar penalt\u0131lar\u0131 al\u0131nmaz. Ancak karakter hayal kuran bir duruma girer, 8-Stamina kadar saat. T\u00fcm zarlar ve defence gibi t\u00fcm \u00f6zellikler iki azalt\u0131l\u0131r bu durum boyunca.<\/p>\n<p><strong>Elektrik \u00c7arpmas\u0131:<\/strong> Zar at\u0131lmaz ve karakter direk hasar al\u0131r. Hi\u00e7 bir koruma elektri\u011fe kar\u015f\u0131, aksi belirtilmedik\u00e7e koruma sa\u011flamaz. Karakter kaynaktan kendini ay\u0131rabilmek i\u00e7in Strength zar atmal\u0131d\u0131r.<\/p>\n<table style=\"font: inherit; color: inherit;\" border=\"1\">\n<tbody>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\"><strong>Kaynak<\/strong><\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\"><strong>Hasar<\/strong><\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">K\u00fc\u00e7\u00fck, Priz:<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">4 (B)<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Orta, Koruyucu \u00c7it:<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">6 (B)<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Y\u00fcksek, Sigorta Kutusu:<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">8 (B)<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">\u00d6l\u00fcmc\u00fcl, Metro Ray\u0131:<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">12 (B)<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong>D\u00fc\u015fmek:<\/strong> Karakter d\u00fc\u015ft\u00fc\u011f\u00fc her \u00fc\u00e7 metre i\u00e7in Bashing hasar al\u0131r. 30 metre veya daha fazla d\u00fc\u015ferse, direk 10 Lethal hasar al\u0131r.<\/p>\n<p><strong>Bitkinlik:<\/strong> Uykusuz ge\u00e7en her 24 saatten sonra, her 6 saat i\u00e7in bir Stamina+Resolve at\u0131\u015f\u0131 yap\u0131lmal\u0131d\u0131r. E\u011fer karakter ba\u015far\u0131s\u0131z olursa uyuyakal\u0131r. Uykuya dalmadan \u00f6nce ayakta kald\u0131\u011f\u0131 her 6 saat i\u00e7in karakter uyand\u0131\u011f\u0131nda t\u00fcm zarlar\u0131na -1 zar al\u0131r. Bir karakterin uyumadan ayakta kalabilece\u011fi maksimum g\u00fcn, Stamina veya Resolve de\u011ferlerinin en k\u00fc\u00e7\u00fc\u011f\u00fcd\u00fcr. Karakter istemsiz uykuya dald\u0131\u011f\u0131nda, uyku s\u00fcresi 8 saat + uykusuz kald\u0131\u011f\u0131 her 6 saat i\u00e7in 1 saattir.<\/p>\n<p><strong>Ate\u015f:<\/strong> Ate\u015f de\u011fildi\u011fi veya etkisinde kal\u0131nd\u0131\u011f\u0131 her saniye belirli bir hasar verir.<\/p>\n<table style=\"font: inherit; color: inherit;\" border=\"1\">\n<tbody>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\"><strong>B\u00fcy\u00fckl\u00fck<\/strong><\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\"><strong>Hasar<\/strong><\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Me\u015fale<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">1 (L)<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Kamp Ate\u015fi:<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">2 (L)<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Yang\u0131n:<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">3 (L)<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<table style=\"font: inherit; color: inherit;\" border=\"1\">\n<tbody>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\"><strong>S\u0131cakl\u0131k<\/strong><\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\"><strong>Hasar Eki<\/strong><\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Mum (Birinci Derece Yan\u0131k):<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">&#8211;<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Me\u015fale (\u0130kinci Derece Yan\u0131k):<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">+1 (L)<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Bunsen Oca\u011f\u0131 (\u00dc\u00e7\u00fcnc\u00fc Derece Yan\u0131k):<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">+2 (L)<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Kimyasal Yak\u0131n\/Erimi\u015f Metal:<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">+3 (L)<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong>Zehir ve Toksin:<\/strong> Her zehir kendi Toxicity seviyesi kadar Lethal hasar verir, baz\u0131lar\u0131 Bashing verebilir. Genelde hasarlar s\u00fcrekli olsa da, baz\u0131lar\u0131 devaml\u0131 olur. E\u011fer bu zehrin etkilerine dayanmak m\u00fcmk\u00fcnse Stamina+Resolve at\u0131lmal\u0131d\u0131r, ba\u015far\u0131 say\u0131s\u0131 al\u0131nan hasar say\u0131s\u0131n\u0131n \u00fcst\u00fcne \u00e7\u0131kmal\u0131d\u0131r.<\/p>\n<table style=\"font: inherit; color: inherit;\" border=\"1\">\n<tbody>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\"><strong>Toksin\/Zehir<\/strong><\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\"><strong>Toxicity<\/strong><\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Amonyak (Koklat\u0131lmal\u0131):<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">3<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">\u00c7ama\u015f\u0131r Suyu (Yenilmeli):<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">4<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Siyan\u00fcr (Yenilmeli\/Koklat\u0131lmal\u0131):<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">7<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Uyu\u015fturucu\/\u0130\u00e7ki Ba\u011f\u0131ml\u0131l\u0131\u011f\u0131 (De\u011fi\u015fken):<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">3 ila 7 aras\u0131<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Salmonella (Yenilmeli):<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">2<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Zehir (De\u011fi\u015fken):<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">3 ila 8 aras\u0131<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong>A\u015f\u0131r\u0131 S\u0131cakl\u0131klar:<\/strong> Y\u00fcksek \u0131s\u0131 veya d\u00fc\u015f\u00fck so\u011fukluklar karakterin Dexterity ve\/veya Strength zarlar\u0131na penalt\u0131lar verebilir. Hatta Wits at\u0131\u015flar\u0131na bile sorun te\u015fkil edilebilir. Karakter bu a\u015f\u0131r\u0131lara Stamina+Resolve kadar saat dayanabilir. Al\u0131nan hasarlar durum ortadan kalkana kadar iyile\u015ftirilemez.<\/p>\n<h2 align=\"center\"><span style=\"font-size: medium;\"><strong><span style=\"text-decoration: underline;\">Willpower Sistemi<\/span><\/strong><\/span><\/h2>\n<p>Willpower, karakterin iradesini, zihninin ne kadar d\u00fczg\u00fcn ve kendisinden ne kadar emin oldu\u011funu temsil eder. Willpower&#8217;\u0131 kalmam\u0131\u015f karakter iradesiz, g\u00fc\u00e7s\u00fcz ve korkakt\u0131r. Resolve daha uzun zamanl\u0131 durumunu temsil ederken, Willpower daha k\u0131sa zamanl\u0131 de\u011fi\u015fimleridir oyuncunun. Health gibi, Willpower maksimum de\u011fere sahiptir ve dairelerle g\u00f6sterilir. Harcanan veya kazan\u0131lan Willpower asla maksimumu ge\u00e7emez. Maksimum Willpower&#8217;\u0131 artt\u0131rman\u0131n tek yolu Resolve ve\/veya Composure&#8217;u artt\u0131rmakt\u0131r.<\/p>\n<p><strong>Willpower Harcamak:<\/strong> Willpower her tur bir adet harcan\u0131p belirli bir at\u0131\u015fa +3 zar ekleyebilir. Bu zarlar Degeneration zarlar\u0131na yap\u0131lamaz. Ayn\u0131 zamanda Stamina, Resolve, Composure veya Defense de\u011ferlerinden birisini iki seviye y\u00fckseltmek amac\u0131yla bir adet kullan\u0131labilir.<\/p>\n<p><strong>Willpower Kazanmak:<\/strong> Kazan\u0131lan Willpower seviyesi asla maksimum seviyeyi ge\u00e7emez. Bir oyuncu e\u011fer Vice&#8217;\u0131n\u0131 oynarsa bir adet, Virtue&#8217;s\u0131n\u0131 oynarsa kaybettiklerinin hepsini geri kazan\u0131r. Vice&#8217;\u0131 geri kazanmak ancak sahnede bir kez olurken, Virtue&#8217;y\u0131 kazanmak sadece oyun oturumunda bir kez olur. Ayn\u0131 zamanda bir karakter e\u011fer 8 saatlik uyku \u00e7eker veya benzeri bir dinlenmesini sa\u011flayacak \u015fey yaparsa tamam\u0131 dolar. E\u011fer bir karakter hedeflerinden birini ba\u015far\u0131r ve bu yolda bir ba\u015far\u0131 elde ederse bir Willpower kazanabilir. Karakterler oyunun sonunda b\u00fct\u00fcn Willpowerlar\u0131n\u0131 geri kazan\u0131rlar.<\/p>\n<h2 align=\"center\"><span style=\"text-decoration: underline; font-size: medium;\"><strong>Morality Sistemi<\/strong><\/span><\/h2>\n<p>Morality karakterin ahlak seviyesi olarak k\u0131saca a\u00e7\u0131klanabilecek olsa da, genel olarak karakterin ne kadar iyi bir insan oldu\u011funu ve neler yapt\u0131\u011f\u0131n\u0131 g\u00f6sterir.<\/p>\n<table style=\"font: inherit; color: inherit;\" border=\"1\">\n<tbody>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\"><strong>Seviye<\/strong><\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\"><strong>G\u00fcnah<\/strong><\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\"><strong>Zar<\/strong><\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">10<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Bencil d\u00fc\u015f\u00fcnceler<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">(5 zar)<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">9<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">K\u00fc\u00e7\u00fck bencillikler (ba\u011f\u0131\u015f yapmaktan \u00e7ekinmek).<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">(5 zar)<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">8<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Ba\u015fkas\u0131na hasar vermek (yanl\u0131\u015fl\u0131kla veya di\u011fer t\u00fcrl\u00fc).<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">(4 zar)<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">7<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">K\u00fc\u00e7\u00fck h\u0131rs\u0131zl\u0131k (d\u00fckkan h\u0131rs\u0131zl\u0131\u011f\u0131).<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">(4 zar)<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">6<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">B\u00fcy\u00fck h\u0131rs\u0131zl\u0131k (soygunculuk).<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">(3 zar)<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">5<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">\u0130steyerek b\u00fcy\u00fck alana zarar vermek (kundak\u00e7\u0131l\u0131k).<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">(3 zar)<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">4<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Cinnet cinayeti (kas\u0131ts\u0131z katil).<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">(3 zar)<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">3<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Planl\u0131 cinayet (kas\u0131tl\u0131 katil).<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">(2 zar)<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">2<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">G\u00fcndelik\/Duygusuz cinayet (seri katil).<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">(2 zar)<\/td>\n<\/tr>\n<tr>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">1<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">Sapk\u0131nl\u0131k (toplu katliam).<\/td>\n<td style=\"font: inherit; color: inherit;\" valign=\"top\">(2 zar)<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong>Morality Kaybetmek:<\/strong> E\u011fer bir karakter bulundu\u011fu seviye veya daha alt\u0131ndaki bir seviyede hareket ederse, yapt\u0131\u011f\u0131 \u015feyin mevcut oldu\u011fu seviyede yazan zar miktar\u0131 at\u0131l\u0131r. Ba\u015far\u0131l\u0131 gelirse, seviye kaybetmez ve ba\u015fka bir \u015fey olmaz karaktere. E\u011fer bu zar ba\u015far\u0131s\u0131z gelirse, karakter bir seviye morality kaybeder ve yeni Morality seviyesi kadar zar atmal\u0131d\u0131r. E\u011fer bu da ba\u015far\u0131s\u0131z gelirse, Storyteller oyuncuya bir Derangement verir.<\/p>\n<p><strong>Morality Kazanmak:<\/strong> Karakterin yapt\u0131\u011f\u0131 g\u00fcnahlardan kurtulmak i\u00e7in neler yapt\u0131\u011f\u0131yla alakal\u0131d\u0131r. Karakter y\u00fckseldik\u00e7e y\u00fckselmesi zorla\u015f\u0131r. Genelde bu durum tamamen Storyteller ile alakal\u0131d\u0131r. Ayn\u0131 zamanda Morality i\u00e7in Experience harcanabilir ancak her seferinde sadece bir seviye y\u00fckseltme \u015fans\u0131na sahiptir oyuncu.<\/p>\n<h2 align=\"center\"><span style=\"text-decoration: underline; font-size: medium;\"><strong>Derengement Sistemi<\/strong><\/span><\/h2>\n<p>Derengement, yani akli sorunlar, karakterlerin ciddi travmalar, olaylar ve belki de World of Darkness&#8217;\u0131n ger\u00e7ek y\u00fcz\u00fcn\u00fc g\u00f6rd\u00fcklerinde ortaya \u00e7\u0131kacak \u015feylerdir.<\/p>\n<p>A\u015fa\u011f\u0131da baz\u0131lar\u0131 verildi. Bir durumda, zar atmadan neler oldu\u011fu genelde genel a\u00e7\u0131klamada verilir. E\u011fer karakter kendini sakinle\u015ftirmeye \u00e7al\u0131\u015f\u0131rsa zar atar ve ba\u015far\u0131l\u0131 gelmesi durumunda ba\u015far\u0131r genelde. Ancak e\u011fer ba\u015far\u0131s\u0131z olursa, ilk durumdan daha k\u00f6t\u00fc olur.<\/p>\n<p>Ayr\u0131ca, karakterlerin &#8220;A\u015f\u0131r\u0131&#8221; yazan hastal\u0131klar\u0131 almas\u0131 i\u00e7in, hayat\u0131n\u0131 de\u011fi\u015ftirecek kadar b\u00fcy\u00fck olaylar ya\u015famas\u0131 gerekmektedir. Sadece Morality d\u00fc\u015f\u00fcnce al\u0131namazlar, ciddi anlamda a\u011f\u0131r \u015feyler olmal\u0131d\u0131rlar.<\/p>\n<p>Bir not, e\u011fer karakter 8-10 aras\u0131 Morality&#8217;e sahipse, hi\u00e7 bir Derengement alamaz. 10&#8217;dan 9&#8217;a veya 8&#8217;e d\u00fc\u015ft\u00fc\u011f\u00fcnde bile almaz.<\/p>\n<p>Son olarak, Hafif hastal\u0131klar, zamanla Ciddi hastal\u0131klara d\u00f6n\u00fc\u015febilir. Bunun olmas\u0131 i\u00e7in Morality d\u00fc\u015fmek laz\u0131md\u0131r, ancak daha ciddi durumlar da buna sebep olabilir.<\/p>\n<p><strong>Depresyon (Hafif)<\/strong>: E\u011fer karakter amac\u0131na ula\u015fmada ba\u015far\u0131s\u0131z olursa geriye kalan sahne boyunca depresyona girebilir. Herhangi bir eylem s\u0131raf\u0131nda dramatik ba\u015far\u0131s\u0131zl\u0131k da yine depresyonu tetikleyebilir.<br \/>\nZar: Resolve + Composure<br \/>\nEtki: E\u011fer zar\u0131 ba\u015far\u0131s\u0131z gelirse karakter bir Willpower kaybeder ve mevcut sahne bitene kadar Willpower puanlar\u0131n\u0131 kullanamaz.<\/p>\n<p><strong>Melankoli (Ciddi)<\/strong>: Ciddi depresyon. Yukar\u0131daki etkilere ek olarak, b\u00fct\u00fcn zarlar sahne boyunca -2 penalt\u0131 al\u0131r.<\/p>\n<p><strong>Fobi (Hafif)<\/strong>: Karakter belirli bir ki\u015fiden, yerden ya da \u015feyden korkar.<br \/>\nZar: Resolve + Composure<br \/>\nEtki:\u00a0 Karakter fobisinden ka\u00e7maya \u00e7al\u0131\u015f\u0131r. Sadece g\u00f6rmesi bile sald\u0131r\u0131 zarlar\u0131na -5 penalt\u0131 almas\u0131na sebep olur. Karakter fobisinden ka\u00e7amayacak durumdaysa, savunma ve savu\u015fturma d\u0131\u015f\u0131nda hi\u00e7 bir hareket yapamaz, donar.<\/p>\n<p><strong>Histeri (Ciddi)<\/strong>: Fobi gibi i\u015fler. Zar ba\u015far\u0131s\u0131z olursa karakter fobisiyle ayn\u0131 odada kalmaya dayanamaz ve herhangi bir duyusuyla (g\u00f6rme, i\u015fitme, koku vs) fobisini alg\u0131lamaya katlanamaz. Karakter herhangi bir sald\u0131r\u0131 eyleminde bulunamaz ve sadece o alandan ka\u00e7maya \u00e7al\u0131\u015f\u0131r. E\u011fer fobisi ona dokunursa, yeniden\u00a0 Resolve + Composure zar\u0131 at\u0131l\u0131r. Yeni at\u0131lan zar dramatik ba\u015far\u0131s\u0131z gelirse karakter bay\u0131l\u0131r ve sahne bitene dek bilin\u00e7siz bir halde yatar. E\u011fer karakter fobisini, ona dokundu\u011funda farkederse Resolve + Composure zar\u0131na -3, karaktere dokunmas\u0131na ra\u011fmen fobisini farkedemiyorsa -5 penalt\u0131 al\u0131r.<\/p>\n<p><strong>Narsisizm (Hafif)<\/strong>: Karakter herhangi bir amac\u0131nda ba\u015far\u0131l\u0131 olursa bu egosunu besleyebilir.<br \/>\nZar: Resolve + Composure<br \/>\nEtki: Zar ba\u015far\u0131s\u0131z oldu\u011funda sahnenin geri kalan\u0131 boyunca karakter di\u011fer oyuncularla uyumunu kaybeder ve kendi yarar\u0131na olmad\u0131\u011f\u0131 s\u00fcrece hi\u00e7 bir eyleme kat\u0131lmaz. Tak\u0131m oyunu gerektiren eylemlere -3 penalt\u0131 al\u0131r. Kendini be\u011fenmi\u015fli\u011fi y\u00fcz\u00fcnden t\u00fcm sosyal zarlar\u0131na da -1 penalt\u0131 al\u0131r.<\/p>\n<p><strong>Megalomani (Ciddi)<\/strong>: Narsisizm etkileri, penalt\u0131 zarlar\u0131na -1 eklenerek aynen uygulan\u0131r. Ayr\u0131ca karakter a\u015f\u0131r\u0131 yar\u0131\u015fmac\u0131 olur ve ba\u015far\u0131s\u0131z oldu\u011fu eylemleri tak\u0131nt\u0131 haline getirir. Ba\u015far\u0131s\u0131zl\u0131kla sonu\u00e7lanan eylemleri tekrar yapmak ister. E\u011fer kendisi ba\u015far\u0131s\u0131z olur ve bir ba\u015fkas\u0131 ayn\u0131 eylemde ba\u015far\u0131l\u0131 olursa, sosyal a\u00e7\u0131dan kendini al\u00e7akta hisseder ve 1 Willpower puan\u0131 kaybeder.<\/p>\n<p><strong>Tak\u0131nt\u0131 (Hafif)<\/strong>: E\u011fer karakter \u00f6nemli bir eylemi ba\u015far\u0131r ya da bu eylemde ba\u015far\u0131s\u0131z olursa, bunu tak\u0131nt\u0131 haline getirebilir.<br \/>\nZar: Resolve + Composure<br \/>\nEtki:\u00a0 Zar ba\u015far\u0131s\u0131z olursa karakter ba\u015far\u0131s\u0131z olmas\u0131na sebep olan \u015feye sinirlenmeye ya da ba\u015far\u0131l\u0131 olmas\u0131n\u0131 sa\u011flayan \u015feyi \u00f6vmeye ve incelemeye odaklan\u0131r, mevcut olay umrunda olmaz. Bu durum, Hikaye Anlat\u0131c\u0131s\u0131&#8217;n\u0131n yorumuna kalm\u0131\u015ft\u0131r. Tak\u0131nt\u0131s\u0131 d\u0131\u015f\u0131nda herhangi bir eyleme -1 penalt\u0131 alabilir ya da tak\u0131nt\u0131s\u0131 d\u0131\u015f\u0131nda hi\u00e7 bir i\u015fle u\u011fra\u015fmayabilir.<\/p>\n<p><strong>Obsesif Komp\u00fclsif\u00a0 (Ciddi)<\/strong>: Obesesif Komp\u00fcsif davran\u0131\u015f, bir dizi tak\u0131nt\u0131ya b\u00fct\u00fcn i\u015flerin \u00f6n\u00fcne ge\u00e7ecek kadar dikkat verildi\u011fi bir davran\u0131\u015f bi\u00e7imidir. Bireyler baz\u0131 \u015feyleri s\u00fcrekli, tekrar ve tekrar yaparlar. Silah dolu mu diye iki dakikada bir kontrol ederler, ate\u015f etmeleri gerekti\u011finde bile. Veya ortam temiz tutmal\u0131 olduklar\u0131na inan\u0131rlar.<br \/>\nZar: Resolve + Composure &#8211; 2<br \/>\nEtki: Zar ba\u015far\u0131l\u0131 gelirse Obsesif Komp\u00fclsif davran\u0131\u015f bir turlu\u011funa durur.<\/p>\n<p><strong>Ku\u015fku (Hafif)<\/strong>: Karakter g\u00f6rd\u00fc\u011f\u00fc \u015feylerden ku\u015fku duyar. Karakter herkesi ister istemez (\u00e7akt\u0131rmadan) sorgular, herkesle belirli bir mesafe b\u0131rak\u0131r ili\u015fkilerinde. Olaylar direk olarak karakteri etkileyen \u015feyler olmal\u0131d\u0131r.<br \/>\nZar: Resolve + Composure<br \/>\nEtki: O an ortaya \u00e7\u0131kan ku\u015fkusu bast\u0131r\u0131l\u0131r. Zar d\u0131\u015f\u0131nda, karakter t\u00fcm sosyal ili\u015fkilerinde -1 penalt\u0131 al\u0131r.<\/p>\n<p><strong>Paranoya (Ciddi)<\/strong>: Karakter her \u015feyden ku\u015fku duymaya ve her \u015feyden korkmaya ba\u015flar. Her \u015fey veya herkes &#8220;onlardan biri&#8221; olabilir sonu\u00e7ta (Devlet ajanlar\u0131, \u00e7e\u015fitli Komplolar veya Do\u011fa\u00fcst\u00fc yarat\u0131klar vs).<br \/>\nZar: Resolve + Composure &#8211; 2<br \/>\nEtki: Ba\u015far\u0131l\u0131 zarda, o an ortaya \u00e7\u0131kan paranoyadan ar\u0131n\u0131r karakter. Di\u011fer t\u00fcrl\u00fc olabildi\u011fince h\u0131zl\u0131 ka\u00e7maya \u00e7al\u0131\u015f\u0131r o ki\u015fi veya \u015feyden. Zar d\u0131\u015f\u0131nda, karakter t\u00fcm sosyal ili\u015fkilerinde -2 penalt\u0131 al\u0131r.<\/p>\n<p><strong>A\u015fa\u011f\u0131l\u0131k Kompleksi (Hafif)<\/strong>: Karakter ne zaman stres dolu veya zorlu bir i\u015fle kar\u015f\u0131 \u015fark\u0131ya gelirse, ortamdan uzakla\u015fmaya \u00e7al\u0131\u015f\u0131r, kendinden ku\u015fku duyar.<br \/>\nZar: Resolve + Composure<br \/>\nEtki: Ba\u015far\u0131s\u0131z zar, karakterin yapabilece\u011finden \u015f\u00fcphe duymas\u0131n\u0131 ve ortamdan uzakla\u015fmak i\u00e7in her \u015feyi yapmas\u0131n\u0131 sa\u011flar. Bu durumda karakterin yapt\u0131\u011f\u0131 t\u00fcm i\u015fler -1 penalt\u0131 al\u0131r ayr\u0131ca. Willpower, karkaterin a\u015fa\u011f\u0131l\u0131k olmas\u0131yla alakal\u0131 hi\u00e7 bir at\u0131\u015fta harcanamaz.<\/p>\n<p><strong>Anksiete (Ciddi)<\/strong>: Anksiete aynen A\u015fa\u011f\u0131l\u0131k kompleksine benzer. Ancak e\u011fer ba\u015far\u0131s\u0131z zar at\u0131l\u0131rsa, karakterin Anksietesi -2 zara sebep olur ve Willpower herhangi at\u0131\u015fa harcanamaz.<\/p>\n<p><strong>Seslendirme (Hafif)<\/strong>: Karakter stres dolu bir i\u015fte, durumda, hi\u00e7bir \u015fey yapmadan \u00f6nce onu seslendirmeli. Karakter seslendi\u011fini fark etmeyebilir.<br \/>\nZar: Resolve + Composure<br \/>\nEtki: Ba\u015far\u0131s\u0131z zarda karakter t\u00fcm i\u00e7 monologlar\u0131n\u0131 da seslendirir, ancak bunlar\u0131 ancak bir ba\u015fkas\u0131 s\u00f6ylerse fark eder. Bunu sahip oldu\u011fu Wits kadar tur kadar durdurabilir. Bu noktadan sonra bunu yapmaya tekrar ba\u015flayacakt\u0131r. Ba\u015far\u0131l\u0131 olursa ki\u015fi bu can s\u0131k\u0131c\u0131 al\u0131\u015fkanl\u0131\u011f\u0131n\u0131 bir sahneli\u011fine durdurabilir.<\/p>\n<p><strong>\u015eizofreni (Ciddi\/A\u015f\u0131r\u0131)<\/strong>: Karakterin alt\u0131ndan kalkamayaca\u011f\u0131 bir veya bir dizi travma, ciddi sorunlara sebep olur ve karakterin kendini veya \u00e7evresini farkl\u0131 hayal etmesini sa\u011flar. Storyteller bunlar\u0131 d\u00fc\u015f\u00fcn\u00fcr ve belirler duruma uygun olarak. Karakterlerin g\u00f6recekleri ve yapacaklar\u0131 kestirilemez ve tehlikelidir.<br \/>\nZar: Resolve + Composure<br \/>\nEtki: Karakter t\u00fcm sosyal zarlar\u0131na -2 penalt\u0131 al\u0131r. Ayn\u0131 zamanda ona kar\u015f\u0131 sert, su\u00e7lay\u0131c\u0131 ve tramvas\u0131n\u0131n \u00fczerine giden tutumlarda bulunan ki\u015filere agresif olabilir. E\u011fer zar ba\u015far\u0131l\u0131 gelirse, karakter travma sebebinden ka\u00e7maz veya sald\u0131rabilir.<\/p>\n<p><strong>\u0130rrasyonellik (Hafif):<\/strong> Karakter stres dolu veya \u00e7ok rahats\u0131z edici bir durumla kar\u015f\u0131 kar\u015f\u0131ya kald\u0131\u011f\u0131nda tamamen irrasyonel bir bi\u00e7imde, d\u00fc\u015f\u00fcnmeden ve mant\u0131ks\u0131z hareket edebilir.<br \/>\nZar: Resolve + Composure<br \/>\nEtki: Ba\u015far\u0131l\u0131 olmas\u0131 durumunda karakter mant\u0131ks\u0131z davran\u0131\u015flar\u0131na engel olur. Ba\u015far\u0131s\u0131z zarda karakter normalde olmas\u0131 gerekti\u011finden daha fazla \u00e7\u0131lg\u0131n davran\u0131r. Ayr\u0131ca genel olarak, karakter kavga ba\u015flatamaz bu durumda.<\/p>\n<p><strong>Ki\u015filik B\u00f6l\u00fcnmesi (Ciddi\/A\u015f\u0131r\u0131)<\/strong>: Bir travma sonucu karakterin ki\u015filikleri bir yada daha fazla kere b\u00f6l\u00fcn\u00fcr. Bu durum travma&#8217;n\u0131n sonucunun veya sebeplerinin su\u00e7unu ba\u015fka birine atma ihtiyac\u0131ndan do\u011far genelde. Her ki\u015filik belirli \u00e7e\u015fitlerde duygusal durumlarda ortaya \u00e7\u0131kar. \u00c7o\u011fu durumda hi\u00e7 bir ki\u015filik di\u011ferinin fark\u0131nda de\u011fildir.<br \/>\nEtki: Her ki\u015filik \u00e7e\u015fitli Skillere sahiptir veya farkl\u0131\/artt\u0131r\u0131lm\u0131\u015f Sosyal Attributelar edinir.<\/p>\n<p><strong>Ka\u00e7\u0131nma (Hafif)<\/strong>: \u00d6nceki zamanda ya\u015fanm\u0131\u015f bir travma sonucu, karakter baz\u0131 durumlardan s\u00fcrekli ka\u00e7\u0131nmak ister. Mesela evi yanm\u0131\u015f ve kar\u0131s\u0131 ile \u00e7ocuklar\u0131 \u00f6lm\u00fc\u015f birisi, yang\u0131nlar\u0131 g\u00f6rmek istemez, g\u00f6remeyece\u011fi, duyamayaca\u011f\u0131 bir yere ka\u00e7mak ister. Belki ate\u015fin o kokusu bile rahats\u0131z eder.<br \/>\nZar: Resolve + Composure<br \/>\nEtki: Ba\u015far\u0131s\u0131z zarda karakter ba\u015fkalar\u0131na zarar vermek pahas\u0131na ortamdan uzakla\u015f\u0131r. E\u011fer karakter ka\u00e7amayaca\u011f\u0131 bir durumdaysa t\u00fcm zarlar\u0131 -1 al\u0131r. Ba\u015far\u0131l\u0131 zarda karakter g\u00f6rd\u00fc\u011f\u00fc \u015feyden ka\u00e7may\u0131 durdurup, kendini sakinle\u015ftirebilir.<\/p>\n<p><strong>F\u00fcg Durumu (Ciddi\/A\u015f\u0131r\u0131)<\/strong>: Karakter bir tak\u0131m haf\u0131za kay\u0131plar\u0131 ya\u015famaktad\u0131r. Karakter haf\u0131za kayb\u0131 s\u0131ras\u0131nda bir \u00e7e\u015fit &#8220;otopilot&#8221; durumuna girer. Durumu bir \u00e7e\u015fit a\u011f\u0131r stres tetikleyebilir. Karakterin bu durumunu tetikleyen bir \u015fey vard\u0131r.<br \/>\nZar: Resolve + Composure<br \/>\nEtki: Karakterin tetikleyicisi ne zaman olursa, veya ortaya \u00e7\u0131karsa zar at\u0131l\u0131r. Ba\u015far\u0131s\u0131z olmas\u0131 durumunda, karakterin neredeyse robot gibi transa ge\u00e7mi\u015f durumu oynan\u0131r. Storyteller e\u011fer yapt\u0131\u011f\u0131n\u0131z \u015feyden ho\u015fnut kalmazsa kontrol\u00fc kendisi alabilir. E\u011fer birisi karakterin yapmaya \u00e7al\u0131\u015ft\u0131klar\u0131n\u0131 engellerse, bu durumdaki karakter onlara sald\u0131r\u0131r ve i\u015fine devam eder. Ba\u015far\u0131l\u0131 zar ise karakterin bilincini korumas\u0131 anlam\u0131na gelir.<\/p>\n<h2 align=\"center\"><span style=\"text-decoration: underline; font-size: medium;\"><strong>Speed Sistemi<\/strong><\/span><\/h2>\n<p>Karakterlerin Speed de\u011feri, y\u00fcr\u00fcy\u00fcp de hala ba\u015fka bir \u015fey yapabilecekleri metreleri temsil eder. Her say\u0131, 0.3 metreyi temsil etmektedir. Karakter hem y\u00fcr\u00fcy\u00fcp hem aksiyonda bulunabilir, ancak \u00f6nce hareket edip sonra aksiyonda bulunup sonra tekrar hareket edemez.<\/p>\n<p>Alternatif olarak karakter t\u00fcm turunu ko\u015farak ge\u00e7irebilir ve bu Speed&#8217;i iki kat\u0131na \u00e7\u0131kar\u0131r. Ancak bu durumda karakter ba\u015fka bir \u015fey yapamaz.<\/p>\n<h2 align=\"center\"><span style=\"text-decoration: underline; font-size: medium;\"><strong>Defense ve Armor Sistemi<\/strong><\/span><\/h2>\n<p>Defense ve Armor, gelen hasarlar\u0131 azaltmak ad\u0131na karakterlerin sahip oldu\u011fu yeteneklerdir. Defense, yak\u0131n d\u00f6v\u00fc\u015f silahlar\u0131, f\u0131rlatmal\u0131 silahlar ve silahs\u0131z d\u00f6v\u00fc\u015flerde, gelen hasarlar\u0131 1:1 oran\u0131nda azalt\u0131r. Armor ise hem Defense&#8217;in i\u015fe yarad\u0131\u011f\u0131 yerlerde, hem de ate\u015fli silahlara kar\u015f\u0131 ayn\u0131 \u015fekilde i\u015fe yarar. Karakter Dexterity ve Wits&#8217;i artt\u0131rd\u0131\u011f\u0131nda, buna g\u00f6re Defense de artabilir.<\/p>\n<h2 align=\"center\"><span style=\"text-decoration: underline; font-size: medium;\"><strong>Initiative Sistemi<\/strong><\/span><\/h2>\n<p>Initiative, karakterin d\u00fc\u015f\u00fcnme ve tepkiverme \u00f6zelli\u011fini temsil eder. bir olay an\u0131nda kim \u00f6nce hareket edecek, kim \u00f6nce hamle yapacak bunu g\u00f6sterir. Bir aksiyon sahnesinde herkes bir zar atar ve Initiative de\u011ferini ekler buna. En y\u00fcksek say\u0131ya sahip ki\u015fi ilk ba\u015flar ve buna g\u00f6re s\u0131ralan\u0131r oyuncular. Karakter Dexterity ve Composure&#8217;u artt\u0131rd\u0131\u011f\u0131nda, buna g\u00f6re Defense de artabilir.<\/p>\n<div class=\"seperator\">#<\/div>\n<table id=\"table20\" style=\"border-collapse: collapse; width: 450px; height: 21px;\" border=\"0\" cellspacing=\"0\" cellpadding=\"2\" align=\"center\">\n<tbody>\n<tr>\n<td style=\"border-style: solid ridge ridge; border-width: 1px; padding-left: 4px; padding-right: 4px;\" bgcolor=\"#5d372a\" width=\"98%\"><span style=\"color: #ffffff;\"><strong><span style=\"font-family: Tahoma;\">Yi\u011fit Levent | <span style=\"color: #ffff99;\">Baal Adramelech<\/span><\/span><\/strong><\/span><strong><br \/>\n<\/strong><strong> <\/strong><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n","protected":false},"excerpt":{"rendered":"<p>Health Sistemi Oyun i\u00e7inde oyuncular ald\u0131klar\u0131 fiziksel hasarlar\u0131 bu k\u0131s\u0131mda belli olur. nWoD sisteminde, maksimum Health seviyesi \u00fcstteki dairelere karalan\u0131r, a\u015fa\u011f\u0131daki kareler al\u0131nacak hasarlar\u0131 sembolize edecek \u015fekilde kal\u0131r. E\u011fer bir karakter bolca hasar alm\u0131\u015f ve maksimum Health de\u011ferine yakla\u015fm\u0131\u015fsa, maksimum&#8217;un son 3 karesinde, sondan \u00fc\u00e7\u00fcnc\u00fcden ba\u015flamak \u00fczere, -1, -2 ve -3 penalt\u0131 almaya ba\u015flar t\u00fcm [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":4901,"menu_order":0,"comment_status":"open","ping_status":"closed","template":"","meta":{"_acf_changed":false,"footnotes":""},"class_list":["post-13054","page","type-page","status-publish"],"acf":[],"_links":{"self":[{"href":"https:\/\/www.kayiprihtim.org\/portal\/wp-json\/wp\/v2\/pages\/13054","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.kayiprihtim.org\/portal\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/www.kayiprihtim.org\/portal\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/www.kayiprihtim.org\/portal\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.kayiprihtim.org\/portal\/wp-json\/wp\/v2\/comments?post=13054"}],"version-history":[{"count":0,"href":"https:\/\/www.kayiprihtim.org\/portal\/wp-json\/wp\/v2\/pages\/13054\/revisions"}],"up":[{"embeddable":true,"href":"https:\/\/www.kayiprihtim.org\/portal\/wp-json\/wp\/v2\/pages\/4901"}],"wp:attachment":[{"href":"https:\/\/www.kayiprihtim.org\/portal\/wp-json\/wp\/v2\/media?parent=13054"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}