作者 主题: 【简易翻译】注意!克苏鲁 调查员指南【第六章】  (阅读 18937 次)

副标题: 弄脏你的手

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第六章(CHAPTER 6)
弄脏你的手(Getting Your Hands Dirty)
“我从不担心行动的危险,我更担心不行动的危险。”-温斯顿·丘吉尔
(“I never worry about action, only inaction.” - Winston Churchill)
【Cth】尽管上一章中提到的许多技能都可以在《克苏鲁的呼唤》第六版核心规则手册中找到,但是到战争伊始,距“咆哮的二十年代”结束已经过去了将近十年,而且时代还在继续。 不仅如此,冲突不断升级还带来了许多新的经验和熟练程度。 以下是参加秘密战争的调查员的详细附加技能和更新技能。
(Although many of the skills mentioned in the previous chapter can be found in the Call of Cthulhu, Sixth Edition core rulebook, by the beginning of the war it is nearly a decade since the Roaring Twenties ended, and times have moved on. Not only that, there are a multitude of new experiences and proficiencies brought about as a result of the escalating conflict. Below are detailed additional and updated skills for investigators taking part in the Secret War.)

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« 回帖 #1 于: 2020-07-29, 周三 18:10:01 »
引用
航空系统(01%)(Aeronautical Systems (01%))
随着战争的前进,在战争需求的推动下,飞机的复杂性也在增加。 假定相关零件和设备可用,该技能可以使您理解飞行系统和飞机设计的原理,以及操作,维修和修改它们的能力。 不使用这些技能,也可以尝试维修飞机,但将其视为困难的技能检查,并且是进行最基本的维修。
(As progress marches forward, propelled by the needs of warfare, the complexity of aircraft also increases. This skill provides an understanding of the principles of flight systems and aircraft design, as well as the ability to operate, repair, and modify them, assuming the availability of the relevant parts and equipment. Attempts to repair an aircraft can be made using this skill without these, but treat as a Difficult skill check, and then only for the most basic repairs.)

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炮术(01%)(Artillery (01%))
仅限军事角色。操作任何非便携式重型武器,如野战炮、坦克炮、舰炮或岸防炮,都需要炮术技能。由于许多这样的武器需要人员操作,试图单枪匹马地操作是一件困难的事情,而且在守密人的判断下,单人操作更大的武器是不可能的。
其中可以细化技能:空中(炸弹、小炸弹和飞机投下的鱼雷)、防空炮、反潜武器(深水炸弹)、反坦克炮(拖曳武器,包括可怕的德国88毫米)、直射火炮(步兵炮、坦克炮)、曲射火炮(包括野战炮、迫击炮和榴弹炮),舰炮(包括岸防炮)和火箭炮。
(Military characters only. The Artillery skill is required to operate any non-portable heavy weapons, such as field guns, tank guns, naval cannons, or shore batteries. As many such weapons require a crew to operate, attempting to do so single-handedly is a Difficult action, and may be impossible for larger weapons at the Keeper’s discretion.
Specialisations: Aerial (bombs, bomblets, and torpedoes dropped by aeroplanes), Anti-Aircraft, Anti-Submarine Weapons (depth charges), Anti-Tank (towed weapons, including the fearsome German 88mm), Direct Fire (infantry guns, tank guns), Indirect Artillery (including field guns, mortars and howitzers), Naval Artillery (including shore batteries), and Rockets.)

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« 回帖 #2 于: 2020-07-29, 周三 18:19:56 »
引用
白刃战(25%)(Close Combat (25%))
仅限军事和间谍角色。步兵最好的朋友是他的步枪,许多小时的基础训练都致力于教授如何使用步枪作为一种有效的近战武器,尤其是在使用固定刺刀攻击时。由于他们在使用刺刀和其他近战武器方面受过训练,具有白刃战技能的调查人员在使用刀和刺刀进行所有攻击时,或在使用枪托作为棍棒时,都会使用这种白刃战鉴定。此外,在绝望的战斗中,步兵可以使用这种技能来攻击使用一种临时武器,如轮胎防滑链或忠实陆军土木工具(见第115页)。
(Military and Espionage characters only. The infantryman’s best friend is his rifle, and many hours of basic training are devoted to teaching the use of the rifle as an effective melee weapon, particularly when attacking with fixed bayonet. Due to their training in the use of bayonets and other close combat weapons, investigators with the Close Combat skill use this for all attacks with knives and bayonets, or when using a rifle-butt as a club. Additionally, in the desperation of battle the infantryman may use this skill to attack using an impromptu weapon, such as a tyre chain or the faithful Army issue entrenching tool (p.115).)

引用
工兵(15%)(Combat Engineer (15%))
仅限军事角色。具有工兵技能的人员在作战条件下使用建造和拆毁设施方面经验丰富,包括建造和攻破防御设施、放置坦克陷阱或铁丝网等障碍物、部署、探测或拆除地雷以及伪装炮台。
在战斗中排除爆炸物或地雷是一项正常难度的尝试,但如果在着火的情况下尝试,这变成很困难难度。当拆除爆炸物时,一个失火(大失败)表明角色意外引爆了装置。
和平条件下的失败意味着角色对设备不确定,必须花更多时间研究它,然后才能尝试在下一轮解除它。在战斗条件下的失败意味着角色在匆忙中击碎了装置,并且在一瞬间有引爆的危险,除非该角色在幸运掷骰中成功。运气骰的失败意味着装置引爆,而成功则意味着角色可以屏住呼吸,然后在下一轮中再试。
工兵技能还允许角色使用诸如爆破筒之类的专业设备来清理铁丝网。
(Military characters only. Those with the Combat Engineer skill are experienced in the use of construction and demolitions under combat conditions, including building and breaching defences, placing obstacles such as tank traps or barbed wire, deploying, detecting or defusing mines, and camouflaging emplacements.
Defusing explosives or mines out of combat is a Normal task but it is Difficult if attempted under fire. When defusing explosives, a Fumble (Critical Failure) indicates the character has accidentally detonated the device.
A Failure under peaceful conditions means the character is unsure of the device and must spend more time studying it before attempting to disarm it again next round. A Failure under combat conditions means the character in his haste jars the device, and for a split second there is the risk of detonatation unless the character succeeds in a Luck roll. Failure of the Luck roll means the device detonates, while a Success signifies the character can catch his breath and try again next round.
The Combat Engineer skill also allows the character to use specialist devices such as the Bangalore torpedo for clearing barbed wire.)

引用
指挥(05%)(Command (05%))
仅限军事角色。 角色等级可以赋予每个任务指挥一个角色,但是只有指挥官技能才能赋予他实际的能力。 它可以使角色有效地带领NPC部队执行复杂的任务,无论是在战斗中还是行进中,以及确定他所指挥的部队的技能水平。 例如,如果某个角色的指挥技能为50%,那么在该角色指挥下的任何活动中,他所指挥的部队的技能等级为50%。
成功的技能使用可以让受影响的单位按照角色的指示使用武器:爆破、白刃战、重型武器、步枪等,但单位必须单独鉴定,以确定活动本身是否确实受到干扰。部队所进行的任何活动都必须符合所指挥部队的类型。毕竟,无论其军官的指挥技能水平如何,步兵部队都不可能修理或驾驶轰炸机。
受指挥技能影响的基本兵力由角色的军衔决定。士官只能指挥他们的直属部队;中尉可以指挥一个排;上尉可以指挥一个连;少校可以指挥一个营。 入伍者可以尝试使用指挥,但只能在基础数值的使用(除非他花费了角色创造点来添加技能),并且只能在其直属单位级别使用。
使用此技能也可以控制在现场遇到的任何独立单位,那些指挥官被角色打败的人,如果角色试图篡夺指挥权的指挥官被他的部队所喜欢的话。那个鉴定应该是困难难度。
大失败:单位的掷骰难度变为困难难度,直到角色成功地完成一个指挥掷骰,或者经过了1D6+1战斗回合。
失败:单位的掷骰在1D4战斗回合拥有-5%的惩罚。
成功:单位按照角色的指示连贯地行动。
困难成功:单位掷骰在1D4战斗回合中会获得与角色的POW 相等的奖励。
大成功:单位掷骰在1D4战斗回合中变为简单难度。
尝试让角色指挥其他类型的军事力量,例如,试图指挥海军水手的陆军中尉,被列为困难技能检查。
(Military characters only. Rank may give a character the permission to command, but only the Command skill gives him the actual ability to do so. It allows a character to effectively lead NPC troops in complex tasks, both in and out of combat, as well as determining the skill level of the troops under his command. For example, if a character has the Command skill at 50%, then the troops under his command have a skill rating of 50% for whatever activity the character is commanding them in.
A successful skill use allows the affected unit to use artillery, explosives, hand-to-hand combat, heavy weapons, rifles, and so on, as directed by the character, but the unit must roll separately to determine if the activity itself is actually accomplished. Any activity attempted by the unit must be within reason for the type of troops being commanded—after all, an infantry unit is unlikely to be able to repair, or fly, a bomber, no matter what their officer’s Command skill level is.
The basic number of troops affected by the Command skill is determined by the character’s rank. NCOs can only command their immediate unit; a lieutenant can command up to a platoon; a captain can command up to a company; and a major can command up to a battalion. An enlisted man can attempt to use Command, but only at the base percentile chance (unless he has spent character creation points to obtain the skill), and only at the level of his immediate unit.
Any unattached units encountered in the field can also be controlled using this skill, as can those whose commanding officer is outranked by the character, although characters should treat this roll as Difficult if the commander they are attempting to usurp is well-liked by his troops.
Fumble: unit tasks become Difficult until the character makes a subsequent successful Command roll, or for 1D6+1 combat rounds.
Failure: unit tasks incur a -5% penalty for 1D4 combat rounds.
Success: the unit acts coherently as directed by the character.
Special: unit tasks receive a bonus equal to the character’s POW for 1D4 combat rounds.
Critical Success:  unit tasks become Easy for 1D4 combat rounds.
Attempts to command another type of military force from the character’s own, for example an Army lieutenant attempting to direct Navy sailors, is classed as a Difficult skill check.)

引用
计算机使用(01%)(Comptography (01%))
第二次世界大战期间,计算机还处于起步阶段。 这些机器是大规模的计算引擎,其最先进的真空管和闸流管占据了整个房间,并且需要不间断的维护和保养。 计算机使用技能使角色可以操作其中的一种设备,从而在零件不可避免地烧坏时进行更换,并确保计算正确完成。 如果角色可以使用这些稀有计算机之一,则在处理科学或密码问题时,可能会进行计算机使用军队,这可能对科学,密码学或数学技能鉴定有帮助。 (这允许破解通常仅通过加密技术才能实现的复杂或军事密码。破解此类密码所需的时间由守密人自行决定。)
大失败:角色尝试使用计算机导致了致命错误,烧毁了许多重要组件。 不仅计算机的计算无效,而且计算机必须脱机1D6天才能修复损坏。
失败:角色无法从产生的数据中得出任何有意义的见解。
成功:计算机产生的计算结果极大地增强了角色的项目,使下一次的科学,密码学或数学技能提升了10%
困难成功:计算可以很好地了解项目,使相关的科学,密码学或数学技能等级获得+ 15%的奖励。 此外,角色还发现了操作计算机的新方法,并且可以将其计算机使用技能提高+1D6%。
大成功:计算机不仅产生了惊人的结果(使相关的科学,密码学或数学技能等级获得+25%的奖励。),而且角色还发现更多的使用方法,使人物的技能提高了+1D6%。
(Computers are in their infancy during World War Two. These machines are massive calculation engines taking up entire rooms with their state-of-the-art vacuum tubes and thyratrons, and require constant upkeep and maintenance. The Comptography skill permits a character to operate one of these devices, replacing parts as they inevitably burn out, and ensuring that calculations are completed correctly. Should a character have access to one of these rare computers, a Comptography roll may be made when working on scientific or cryptographical problems, potentially giving a bonus to once science, Cryptography, or Mathematics skill roll. (This permits the cracking of complex or military codes that would normally be impossible by the use of the Cryptography skill alone. The time taken to crack such codes is at the Keeper’s discretion.)
Fumble: the character’s attempt to use the computer has resulted in a fatal error, burning out a number of essential components. Not only are the computer’s calculations useless, but the machine must be taken offline for 1D6 days to repair the damage.
Failure: the character fails to deduce any meaningful insights from the data produced.
Success: the calculations produced by the computer greatly enhance the character’s project, giving a +10% bonus to the next science, Cryptography, or Mathematics skill roll.
Special:  the calculations provide great insight into the project, giving a +15% bonus to the related science, Cryptography, or Mathematics skill roll. In addition, the character has discovered new methods for operating the computer, and may increase his Comptography skill by +1D6%.
Critical Success: not only has the computer produced astounding results (+25% next science, Cryptography, or Mathematics skill roll), but it has also provided a number of insights that allow the character making the skill roll to increase his skill by +1D6%.)

引用
密码学(01%)(Cryptography (01%))
这项技能涉及密码的创建、破译和破解。成功的鉴定允许调查员对消息进行编码或解码,但前提是密码已知。它不允许角色破解军事密码-毕竟,在整个战争中,整个专家团队花费了大量的时间和精力来创造这样的奇迹,但是守密人可以允许破解简单的密码或质量较差的密码。失败的鉴定会导致无法理解的文本,而大失败则会导致被翻译的消息具有误导性,并且可能会造成危险的混乱。
(This skill deals with the creation, deciphering, and cracking of codes. A successful roll allows the character to encode or decode a message but only if the cipher is already known. It does not allow the character to crack military codes— after all, huge amounts of time and energy are expended by entire teams of specialists throughout the war to bring about such miracles—but the Keeper can allow the breaking of simple ciphers or poor quality codes. A failed roll results in an unintelligible transcript, whereas a Fumble results in a misleading, and potentially dangerously garbled, message being translated.)

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« 回帖 #3 于: 2020-07-30, 周四 09:10:16 »
引用
损伤管理(15%)(Damage Control (15%))
火灾在船舶和潜艇上特别危险,每一个水手都学会了损伤控制和紧急修理的基本规则。伤害控制允许角色使用消防设备和指挥其他人以确保火势迅速得到控制。
这项技能的训练也使角色有能力在战斗条件下修复船只的严重损坏,以确保保持水密完整性。对船舶的任何严重损坏,包括船体破裂,都可以通过成功的损伤控制鉴定进行临时修复,尽管守密人应将阻止船体破裂视为一项困难的任务。
大失败:角色的行为增加了伤害的严重程度。根据受损位置的不同,结果可能是灾难性的。
失败:角色无法修复损坏。
成功:角色临时修复损坏,在船体破裂的情况下,成功地堵住了缺口。
困难成功:修复被证明是正确的,并且角色可以通过二次修复取得进展,在下一次伤害控制掷骰中获得+10%的加成。
大成功:修复不仅能解决问题,而且修复效果很好,不需要在以后再次修理。
虽然“损害控制”一词专门用来指这种船上训练和活动,但这项技能可以扩展到类似的陆上活动,例如保护大型建筑物和设施。
(Fires are particularly dangerous on ships and submarines, and every sailor learns the basic rules of damage control and emergency repair. Damage Control allows the character to use fire-fighting equipment and direct others to ensure fires are quickly brought under control.
Training in this skill also gives the character the ability to repair critical damage to a vessel under combat conditions to ensure that watertight integrity is maintained. Any critical damage to a vessel, including hull breaches, can be temporarily repaired by a successful Damage Control roll, though the Keeper should treat blocking hull breaches as a Difficult task.
Fumble:  the character’s actions increase the severity of the damage. Depending on the location of the damage, the results could be catastrophic for the vessel.
Failure: the character is unable to repair the damage.
Success: the character temporarily repairs the damage and, in the case of a hull breach, succeeds in blocking the gap.
Special: the repair proves sound, and the character is able to make progress with secondary repairs, giving a +10% bonus to his next Damage Control roll.
Critical Success:  not only does the repair fix the problem, but the repair is good enough not to need revisiting afterwards.
Although the term “Damage Control” is specifically used to refer to such ship-board training and activity, the skill can be extended to cover similar land-based activities, such as the protection of large buildings and installations.)

引用
爆破(01%)(Demolitions (01%))
爆破技能包括在野外存储,运输和使用炸药(例如,黄色炸药和TNT)以完成特定任务(如摧毁桥梁和设防或瘫痪坦克)的军事或专业培训。拆除多种爆炸装置的能力也包括在计时器和雷管(包括保险丝铅笔和其他SOE常用装置)的使用知识中,从而具有对多种爆炸装置进行解散的能力。
如果角色的爆破成功率达到60%或更高,则该技能的大多数常规使用应会自动成功。除非角色能够获得准确的计划或蓝图,否则很难拆除大型结构,例如桥梁,水坝和建筑物。
大失败:角色布置时爆炸,或者在定时引爆的情况下过早爆炸。
失败:炸药要么无法引爆,要么造成太多(或太少)的破坏。
成功:爆破会造成预期的损害。在成功的运气鉴定上,还可以实现任何所需且可行的特殊效果,例如炸开桥梁。
困难成功:爆破会造成额外的伤害,并且还会实现任何所需的可行特殊效果。
大成功:爆破会产生想要的效果,并忽略任何目标护甲。
对于那些没有经过军事或专业培训的人,可以按照第六版《克苏鲁的呼唤》第65页的武器表中的说明,在守密人的允许下用电气修理技能代替。
The Demolitions skill covers military or professional training in the storage, transport, and use of explosives (for example, dynamite and TNT) in the field to achieve specific tasks, such as destroying bridges and fortifications, or immobilising tanks. The ability to defuse a range of explosive devices is also covered by this skill, as is a knowledge of the use of timers and detonators, including fuse pencils and other SOE favourites.
If the character has Demolitions at 60% or higher, then most regular uses of the skill should automatically succeed. Demolishing massive structures, such as bridges, dams, and buildings, are Difficult unless the character has access to accurate plans or blueprints.
Fumble: the explosive goes off while the character is setting it, or too early in the case of a timed explosion.
Failure: the charge either fails to detonate, or does far too much (or too little) damage.
Success: the charge does the expected damage. On a successful Luck roll, any desired and feasible special effect, for example blowing up a bridge, is also achieved.
Special: the charge does special damage, and any desired feasible special effect is also achieved.
Critical Success:  the charge causes the desired effect, and ignores any target armour.
For those who have not had the benefit of military or professional training, the Electrical Repair skill can be substituted instead with the Keeper’s permission, as described in the weapons table on p.65 of Call of Cthulhu, Sixth Edition.)

引用
潜水(01%)(Diving (01%))
尽管在1930年代确实向公众提供了设备,从而使私人潜水俱乐部得以发展,但在秘密战争时期使用水下呼吸器进行潜水的情况却十分罕见,因此标准的游泳技能并未涵盖这种设备。与游泳结合使用的潜水代表使用呼吸器进行长时间潜水活动的能力。在正常情况下,角色应该在下降途中进行一次潜水鉴定,并在上升途中进行一次鉴定,以确保不发生任何意外。但是,如果进行战斗,则必须以一半的成功率尝试任何活动,除非成功进行了的困难的潜水鉴定,包括发起攻击。潜水技能可在潜水过程中为角色提供紧急操作方面的经验,并可用于在潜水设备出现故障时尝试进行维修。
(Although equipment does become available to the public during the 1930s, enabling the development of private diving clubs, the use of underwater breathing apparatus for diving during the Secret War period is sufficiently unusual that it is not covered by the standard Swim skill. Diving, used in conjunction with Swim, represents the ability to use breathing apparatus for extended diving activities. Under normal circumstances the character should make a Diving roll on the way down and one on the way back up to ensure no mishaps occur, but if engaged in combat any activity must be attempted at half skill unless a successful Difficult Diving check is made, including making an attack. The Diving skill gives the character experience in emergency procedures while diving, and can be used to attempt a repair on diving equipment should it fail.)

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履带车驾驶(10%)(Drive Tracked (10%))
仅限军事角色。这项技能取代了重型机械操作对军用车辆的驾驶,是在正常情况下驾驶履带车辆(包括半履带、自行火炮和坦克)的能力。在恶劣的条件下驾驶,如泥泞或大雪,是一项困难的任务。
(Military characters only. This skill replaces Operate Heavy Machine with respect to military vehicles, and is the ability to drive tracked vehicles including half-tracks, mobile artillery, and tanks in normal conditions. Driving in adverse conditions such as heavy mud or snow is a Difficult task.)

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« 回帖 #4 于: 2020-07-30, 周四 09:11:57 »
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间谍活动(01%)(Espionage (01%))
仅限间谍角色。这代表了角色对秘密情报收集和秘密行动所用方法的了解。这包括规避技术、信号和反监视、使用死信投递和其他秘密通信方法,以及训练具体作战要求和隐藏敌方领土内的活动。间谍技能可用于反间谍目的,以发现可能的敌人间谍活动,并使用监视技术来捕捉他们。
(Espionage characters only. This represents the character’s knowledge of the methods employed in clandestine intelligence gathering and covert operations. This includes evasion techniques, signalling and counter-surveillance, the use of dead letter drops and other secret methods for communicating, as well as training in specific operational requirements and the concealment of activities in enemy territory. The Espionage skill can be used for counter-intelligence purposes to detect likely enemy spy activity, and for employing surveillance techniques to catch them.)

尽管在和平时期进行伪造是犯罪,但在战时却是间谍活动中的一项关键要求。
(Though in peacetime forgery is a crime,  in wartime it is a critical requirement  in the world of espionage.)

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« 回帖 #5 于: 2020-07-30, 周四 10:09:31 »
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野战(05%)(Fieldcraft (05%))
仅限军事角色。野战技能代替了军事角色的潜行技能,代表了在战场上作战所需的基本军事技能,如潜行、伪装和观察。具有野战技能的角色将知道如何通过掩体掩护移动接近敌人阵地,如何过河,以及如何伏击。
野战还代表迷彩技术,使角色掩盖较小射击位置和诱杀装置。 此外,它还可用于短期基本生存,例如觅食和寻找庇护所。
(Military characters only. The Fieldcraft skill replaces Conceal, Hide, and Sneak skills for military characters, and represents the basic military skills required to operate in the field, such as stealth, camouflage, and observation. Characters with the Fieldcraft skill will know the best way to approach an enemy position using cover to mask movement, how to cross rivers, and how to lay down an ambush.
Fieldcraft also represents camouflage techniques, allowing the character to obscure small firing positions and booby-traps. In addition, it can be used for short-term basic survival such as foraging and finding shelter.)

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民俗学(05%)(Folklore (05%))
对某一地区、地区或民族的风俗、故事和信仰的了解,如某一特定的游牧部落地区、凯尔特人或罗姆吉普赛人。这种知识主要与文化传统和传说有关,可以代替人类学,通过雕刻和其他符号来发现某个特定民族的历史存在。
(Knowledge of the customs, stories, and beliefs of an identifiable area, region or people, such as a particular nomadic tribal region, the Celts, or the Romany Gypsies. This knowledge is primarily related to cultural traditions and legends, and can be used instead of Anthropology to detect the historical presence of a particular people through carvings and other signs.)

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司法科学(05%)(Forensics (05%))
尽管与现代技术相比,刑事取证仍处于初级阶段,但拥有这一技能的调查员都受过培训,能够根据现场的科学证据确定事件的事实,同时确保证据不受污染。这项技能可用于在特定位置搜索指纹和其他隐藏的证据,尽管这一过程缓慢且费时,因此不适合快速搜索,因为它需要许多小时才能正确完成。
一个使用司法科学技能的角色,每花1D6小时仔细分析一个事件现场,就可以学到一条隐藏的信息。这些信息应该是真实的,例如,确认参与枪战的人数,或者在凶杀现场的铁棍上发现指纹。一个大成功可以提供第二个信息由守门员自行决定,而大失败则表明角色在匆忙寻找证据的过程中污染了现场。
(Though criminal forensics is still in its infancy compared to modern techniques, investigators with this skill are trained to determine facts about incidents based on the scientific evidence at the scene, while ensuring that evidence remains uncontaminated. This skill can be used to search for fingerprints and other hidden evidence at a particular location, though this process is slow and painstaking so is unsuitable for quick searches, as it takes many hours to complete properly.
A character using the Forensics skill can learn one hidden piece of information about an incident scene for each 1D6 hours spent carefully analysing it. This information should be factual only, for example identifying the number of people involved in a gunfight, or finding a fingerprint on an iron poker at a murder scene. A Critical Success can provide a second piece of information at the Keeper’s discretion, while a Fumble indicates the character has contaminated the scene in his rush to find the evidence.)

引用
伪造(01%)(Forgery (01%))
虽然在和平时期伪造是一种犯罪,但在战时,这是间谍界的一项重要要求。每一个情报机构都有一个伪造高手的部门,他们能够复制敌人的许可证、身份证和犯罪文件。假设一个角色有权获得正确的材料,或者有能力去寻找(见第93页),一次成功的伪造尝试可以让他花16个小时制作一套文件或一张许可证。如果伪造的文件特别复杂,或者人物不得不搜刮材料,那么检查就很困难了。
大失败:角色在创建副本时犯了一个不可恢复的错误,必须用新材质重新开始。
失败:生成的文档可以使用,可以通过简单的检查,但是任何人成功地进行了侦查鉴定,在使用时会发现其中的一个重要缺陷。
成功:该文件将通过正常的审查,但详细审查中困难的侦查鉴定成功将发现一个错误。
困难成功:该文件将通过正常的审查,角色发展了一个“诀窍”,以生产更多的副本,在以进一步复制这个特定文件的后续尝试中给予+20%的奖励。
大成功:这份文件是一份完美的副本,即使是最详细的审查也无法确定它是伪造的。
(Though in peacetime forgery is a crime, in wartime it is a critical requirement in the world of espionage. Every intelligence agency maintains a department of master forgers capable of reproducing enemy permits, identification papers, and incriminating documents. Assuming a character has access to the right materials, or the ability to Scrounge (see p.93), a successful Forgery attempt allows him to spend 1D6 hours producing one set of papers or one permit. If the document being forged is particularly complicated or the character has had to scrounge the materials then the check is Difficult.
Fumble: the character makes an unrecoverable mistake while creating the duplicate, and must start again with new materials.
Failure: the resulting document is good enough to pass brief inspection, but anyone making a successful Spot Hidden roll will identify a major flaw in it when used.
Success: the document will pass normal scrutiny, but a detailed examination will reveal a mistake on a Difficult Spot Hidden roll.
Special: the document will pass normal scrutiny, and the character develops a “knack” for producing further copies, giving a +20% bonus to subsequent attempts at producing further replicas of this specific document.
Critical Success:  the document is a perfect copy, and even the most detailed scrutiny will fail to identify it as a forgery.)

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« 回帖 #6 于: 2020-07-30, 周四 10:16:23 »
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重武器(15%)(Heavy Weapons (15%))
重武器技能代表单兵携带重型武器的训练,主要用于战斗中的反坦克或火力支援。接受过军事训练的人物被假定接受过使用多种武器的一般训练。当选择一个专业时,角色可能会尝试使用其他类型的重型武器,这是他对这些武器的一般熟悉程度。
专业包括:航炮、反坦克地雷、反坦克武器(包括反坦克步枪、PIAT、火箭筒和铁拳无后坐力炮)、火焰喷射器、轻型防空、轻型迫击炮、轻型火炮和机关枪。
The Heavy Weapons skill represents training in man-portable heavy calibre weapons, mostly used for anti-tank or fire support in combat. Characters with military training are assumed to have received general training in the use of a number of weapon types. When choosing a specialisation, the character may attempt to use other types of heavy weapon at half his normal skill value, representing his general familiarity with these weapons.
Specialisations include: Aircraft Cannons, AntiTank Mines, Anti-Tank Weapons (including Anti-Tank Rifles, PIAT, Bazookas and Panzerfaust), Flamethrowers, Light Anti-Aircraft, Light Mortars, Light Cannons, and Machine Guns.)

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催眠(05%)(Hypnosis (05%))
使个人进入恍惚状态的能力,在这种状态下,他们容易受到暗示,这可以用来控制上瘾,改变习惯,并应对慢性疼痛。试图让一个人进入催眠状态需要一个技能鉴定,而且,不管好莱坞的恐怖片让你相信什么,受试者必须自愿,或者至少不抵抗(在这方面,各种药物都有帮助)。一旦进入恍惚状态,就可以命令受试者执行简单的命令,尽管催眠师必须进行成功的心理学鉴定,以说服受试者做一些完全违背性格或潜在危险的事情。
大失败:所讨论的主题与角色不兼容,并且角色无法再次尝试对该特定主题进行催眠。
失败:尽管没有催眠对象,但角色可能会在一段合理的时间后尝试再次催眠(守密人的判断)。
成功:目标进入恍惚状态。
困难成功:受试者进入恍惚状态,由于效果的强大,角色可能会在不进行催眠鉴定的情况下,在未来随意地使受试者进入恍惚状态。
大成功:受试者进入恍惚状态,由于效果的强大,角色可能会在不进行催眠滚动的情况下,在未来随意使受试者进入恍惚状态。所有试图说服受试者违背性格或以危险方式行事的企图都被视为简单难度。
(The ability to place individuals into trance-like states during which they are susceptible to suggestion, which can be used to control addiction, change habits, and cope with chronic pain. Attempting to place an individual into a hypnotic trance requires a skill roll and, despite what the pulp Hollywood thrillers would have you believe, the subject must be willing, or at least not resisting (a variety of medications can aid in this respect). Once in a trance, the subject can be ordered to carry out simple commands, though the hypnotist must make a successful Psychology roll to convince the subject to do something completely against character or potentially hazardous.
Fumble: the subject in question and the character are incompatible, and the character cannot attempt to hypnotise this particular subject ever again.
Failure: though the subject was not hypnotised, the character may attempt another session after a reasonable amount of time (Keeper’s discretion).
Success: the subject falls into a trance.
Special: the subject falls into a trance and, due to the strength of the effect, the character may put the subject into a trance at will in future without making a Hypnotism roll.
Critical Success:    the subject falls into a trance and, due to the strength of the effect, the character may put the subject into a trance at will in future without making a Hypnotism roll. All attempts to persuade the subject to act against character or in a dangerous manner are treated as Easy.)

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« 回帖 #7 于: 2020-07-30, 周四 10:21:11 »
引用
机构知识(01%)(Institutional Lore (01%))
反映了调查员对组织运作和复杂性的了解,通常是他们所属的组织,如大学或政府部门。这代表了调查人员对他们的组织和内部人员的熟悉程度,以及他们在同事中的地位,以及他们在这个仍然高度官僚化的世界里接触上级的能力。假设研究者知道任何被认为是常识的信息,但是对于技术性更强或晦涩难懂的知识,应该进行检查。
在试图摆脱繁文缛节或寻找合适的人选时,也应使用这种技巧,例如绕过通常的官僚指挥系统,与部门负责人会面,或说服邮递员让调查员为他递送院长的邮件。
(Reflects the investigator’s knowledge of the workings and intricacies of an organisation, usually that to which they belong, such as a university or government department. This represents the investigator’s familiarity with their organisation and the people within it, as well as their standing among colleagues and their ability to gain access to superiors in what is still a highly bureaucratic world. Assume the investigator knows any information that is considered common knowledge, but for more technical or obscure knowledge a check should be made.
This skill should also be used when attempting to cut through red tape or to find the right person to speak to, for example bypassing the usual bureaucratic chain of command to gain a meeting with the Head of the Department, or convincing the postman to let the investigator deliver the Dean’s mail for him.)

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« 回帖 #8 于: 2020-07-30, 周四 10:23:16 »
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应急措施(25%)(Jury Rig (25%))
你几乎可以保证,当某件东西发生故障时,你手上不可能永远有合适的部件或设备来修理它。因此,从你身边的零碎东西中拼凑出能完成工作的东西的能力是无价的。一个成功的应急措施掷骰允许用任何可用的材料制造一个相对简单的物品,或者使用这些材料修复另一个损坏或有缺陷的物品;这可能是一座摇摇欲坠的桥,一个基本的防御工事,甚至是一个诱饵装置或诱饵。与电气维修和机械维修结合使用,只要有合适的部件、工具,甚至可能有一个车间,如果需要的话,相当复杂的设备可以随意装配。想用装甲板和机关枪改装那辆占领了大众的车?现在你知道怎么做了!
(You can pretty much guarantee that when something breaks down, you never have quite the right part or piece of equipment on hand to fix it. The ability to cobble together something that will do the job out of the odds and ends you do have lying around is therefore invaluable. A successful Jury Rig roll allows the creation of a relatively simple item out of whatever materials are available, or the ability to use such materials to repair another damaged or faulty item; this could be a rickety bridge, a rudimentary fortification, or even a booby-trap or decoy. Used in conjunction with Electrical Repair and Mechanical Repair, as long as there are appropriate components, tools, and maybe even a workshop, quite sophisticated items of equipment can be jury rigged, should the occasion demand it. Want to retrofit that captured Volkswagen with armour plates and a machine gun? Now you know how!)

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« 回帖 #9 于: 2020-07-30, 周四 10:34:42 »
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数学(EDU x2%)(Mathematics (EDU x2%))
作为物理学的伴生技能,它代表了进行高级数学计算的能力,是破解敌人密码的重要武器。20%的技能可以让一个人学习微积分和解析几何,而在40%的时候,微积分和非欧几里德几何就可以理解了。在60%的情况下,一个角色能够进行创造性的、创新性的数学工作,毫无疑问,他会很快找到他来讨论新墨西哥州正在调查的某些特殊项目。超过90%的角色可以轻松地与爱因斯坦讨论他的理论,但由于他的工作性质,可能更容易受到SAN损耗的影响。
(A companion skill to Physics, this represents the ability to carry out advanced mathematical calculations, and is an essential weapon in the fight to crack enemy codes. A skill of 20% allows a person to do calculus and analytic geometry, while at 40% differential and integral calculus and non-Euclidean geometry become understood. At 60% a character is capable of creative, innovative mathematical work, and would no doubt be quickly approached to discuss certain special projects being investigated in New Mexico. Beyond 90% the character is at ease discussing his theories with Einstein, but is perhaps more susceptible to SAN loss due to the nature of his work.)

引用
近战武器(各种)(Melee Weapon (Various))
对于非军事角色,或者通常不接受近战训练的军人,近战武器可以代替白刃战。有许多不同类型的肉搏,或手对手,战斗武器可用。
专业包括:斧头、棍棒、刀、矛和剑等。如表21所示,每个专业的基本概率各不相同。
(For non-military characters, or for military ones who would not normally receive Close Combat training, Melee Weapon can be used instead for close-quarters fighting. There are many different types of melee, or hand-to-hand, combat weapons available.
Specialisations include: Axe, Club, Knife, Spear, and Sword, amongst others. The base chance for each specialisation varies, as shown in Table 21.)

表21:近战武器专业(Table 21: Melee Weapon Specialisations)
专业(Specialty)基本概率(Base Chance)
斧(Axe)20%
棍棒(Club)25%
刀(Knife)25%
矛(Spear)15%
剑(Sword)15%

引用
气象学(10%)(Meteorology (10%))
气象学技能允许一个角色预测当地或地区的天气状况长达三天,前提是他们对该地区的天气模式有经验。除了预测天气状况外,气象学技能还可以识别不同的天气影响、它们的原因以及它们带来的危险的可能性。气象学家也可以很容易地探测到任何微妙但不自然的天气状况,例如不寻常的雾或奇怪的移动的云,在那里其他人可能会错过它们。
(Skill in Meteorology allows a character to predict local or regional weather conditions for up to three days, providing they have experience of the area’s weather patterns. As well as predicting weather conditions, the Meteorology skill allows the identification of different weather effects, their cause, and the likelihood of danger presented by them. A meteorologist would also easily be able to detect any subtle but unnatural weather conditions, such as unusual fogs or strangely moving clouds, where others might miss them.)

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军事理论(05%)(Military Doctrine (05%))
仅限军事角色。军事理论代表了军事角色对武装部队的了解,包括军衔和徽章、规程和程序,以及军事战略和各种战争流派等概念。角色可以使用此技能来了解与军事事务相关的特定信息,例如前线指挥官的正确指挥链,或步兵攻击加固炮台的标准攻击模式。
在试图突破断繁文缛节或尝试将违背法规的行为合理化时,角色也可以尝试使用此技能。对规章制度的轻微侵犯需要进行正常的技能检查,而对规章制度的重大侵犯则需要进行困难的军事理论技能检查,以证明其正当性,并将其减少为轻微侵犯;然后,不能再进行第二次技能鉴定以进一步减少这种侵犯。具有高军事理论技能的角色的典型例子是“军营房律师”,他能够吐露军事法规,以证明上级采取任何行动(或更可能是缺乏行动)。
守密人还可以使用军事理论来识别角色提出的战斗计划中的错误。 一旦确定了攻击计划,守密人就可以进行军事理论的技能测试,以建议潜在缺陷的情况。
(Military characters only. Military Doctrine represents a military character’s knowledge of the armed forces, including ranks and insignia, protocols and procedures, and concepts such as military strategy and the varying schools of warfare. Characters can use this skill to know a specific piece of information relating to military matters, be that the correct chain of command to approach the Quartermaster General, or the standard pattern of attack for infantry assaulting  reinforced emplacements.
Characters can also attempt to use this skill when trying to cut through red tape or justify actions that would be considered against regulations. A minor infringement of regulations would require a Normal skill check, while a major infraction against them would require a Difficult Military Doctrine skill check in order to justify it, and reduce it to a minor infringement; a second skill roll cannot then be made to reduce this infringement any further. A classic example of a character with a high Military Doctrine skill would be the “barrack room lawyer” capable of spouting military regulations to justify any action (or more likely any lack of action) to superiors.
A Keeper can also use Military Doctrine to identify errors in plans for battle proposed by the characters. Once a plan of attack is decided, the Keeper can roll a Military Doctrine skill test in order to advise the character of potential flaws.)