作者 主题: 【6E】游戏概念:动作,失误,极限,狂野骰子  (阅读 16468 次)

副标题: p.40-49

离线 CPDSSS

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游戏中时间与动作
Game Timing and Actions


如果你们开始行动,游戏进行到了需要进入主动性顺序的时候,知道经过了多少时间以及你在这段时间里能干啥是必要的。

每次轮到你来描述你的角色正在干什么的时候,你的动作就被放置在一个战斗轮里。一个战斗轮在现实时间中的长度为大约三秒钟。每名角色,不论是玩家角色还是非玩家角色,在战斗轮中都有一个自己的回合。
剧透 -   :
When the action picks up and the game moves into taking turns in initiative order, it’s good to know how much time is passing and what you can do in that time.

When you get to take a turn and describe what your character is doing, your actions are contained in a combat round. A combat round lasts for about three seconds of in-universe time. Everyone, player characters and non-player characters alike, take a single player turn within that round.

在每个战斗轮中,你能获得几个你用在这个战斗轮里的动作。动作分为两类:主要动作和次要动作。每名玩家一开始至少能得到1个主要动作和1个次要动作,他们每有一个主动性骰就能再得到一个次要动作。主要动作和次要动作可以交换,你可以用一个主要动作来施展一个次要动作,或者用4个次要动作来施展一个主要动作(这能在一回合中提供一次额外的攻击)。每个动作都有一个描述符来告诉你什么时候可以用它,这个动作要不然是主动的(I)要不然是任意的(A)。主动的动作只能在主动性轮中你的回合内进行,任意动作则可以在任意时刻进行。不过要注意,如果你想用一个任意动作,你必须有一个动作可用。如果你在你的回合里用掉了所有动作,你之后就没法用了。除非特殊规则说明,动作也不能从一个战斗轮留到另一个战斗轮。

剧透 -   :
Each combat round, you gain an action allotment that you use on your player turn. Actions come in two categories: Minor and Major. The basic action allotment for each character is 1 Minor Action and 1 Major Action per combat round. Players get 1 additional Minor Action for every Initiative Die they have. Players can trade Minor and Major Actions, using a Major Action to perform a Minor Action or using 4 Minor Actions to perform a Major Action (possibly providing an extra attack in a single player turn). Each action has a note next to it indicating when it can be performed; this is either Initiative (I) or Anytime (A). Initiative Actions can only be performed on the character’s player turn during an initiative round, while Anytime Actions can be used at any time. Note, though, that in order to perform an Anytime Action, you must have an Action left. If you spent them all on your turn, you can’t use one later. So sometimes it pays to save an action for later in the round if you act early. Note that actions cannot be carried from one round to another unless that is specifically allowed in a rule.

除了动作之外,角色还可以说一段话,只要三秒钟足够念完它。如果你不知道到底念不念的完,那就掐个表吧!
另外,具体的矩阵动作详见 p.179

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Along with these actions, enough words can be spoken or conversation can be shared to fill three seconds; if there is any doubt about the amount of words that can be said, time it!
Note that specialized Matrix actions are described on p. 179.



引用
边栏:动作示例
Action Sample


秘密特工老余正准备潜入一个公司研究设施,要去偷一个极度先进的原型机。几个守卫拦在他和他想潜入的大楼之间,所以老余得想个办法搞定这些人,还不能触发警报。老余觉得把这几个人偷偷放倒是最妥的,于是GM让老余和守卫进入主动性顺序。

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Yu, a covert-ops specialist, is sneaking into a corporate research facility to steal a bleeding-edge prototype. Some security guards are between him and the building he wants to get into, so he’ll have to figure out how to get by them without raising an alarm. He decides a stealth assault will work best, so the gamemaster puts Yu and the guards into Initiative.

在老余的回合,他决定使用一个移动动作来接近目标,于是他来到了目标建筑物的墙角处。然后他再用了一个进入掩体动作来更好地保护自己。老于的武器还没拔出来,但反正他的吹箭筒能很容易的拔出,所以他能用一个快拔动作迅速准备枪械。这样一共是三个次要动作。老余很清楚吹箭镖要打在裸露的皮肤上见效才快,所以他又用了一个要害射击次要动作来瞄准守卫的脖子,这下老余用光了所有的四个次要动作。至于他的主要动作,老余当然选择开枪。

剧透 -   :
On Yu’s player turn, he decides to do a Move action to get closer to his destination. He gets near the corner of the building he wants to enter, so he uses the Take Cover action to provide a little protection. He didn’t have a weapon out, but thankfully he has an easy-to-draw blowgun, and he is able to ready it with a Quick Draw action. That’s three Minor Actions. He knows the blowdart works best when it hits exposed skin, so he chooses the Called Shot Minor Action to aim at a guard’s neck. He has now used all four of his Minor Actions. For his Major Action, he chooses to Attack.

在这个例子中老余最后才用掉了主要动作,但并不是说主要动作必须最后用。他也可以快拔拔枪,然后射击,再接着移动,找掩体,卧倒,或者根据那一枪打得准不准来决定是不是该躲避一下。想要怎么使用动作全由玩家决定。

剧透 -   :
He used his Major Action last, but it didn’t have to be that way. He could have used Quick Draw to ready the weapon, then fired it, then used Move, Take Cover, Drop Prone, or even Dodge based on how well the attack went. The order of the actions is up to the player.





引用
边栏:动作表
Actions




防图裂:
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次要动作主要动作
激活/停用法器(I)协助(A)
规避(A)星界投影(I)
格挡(A)攻击(I)
要害射击(I)放逐精魂(I)
切换设备模式(A)施法(I)
指挥无人机(I)清除星界印记(I)
命令精魂(I)反制法术(A)
遣散精魂(I)全防御(A)
闪避(A)显形(I)
丢下物体(A)仔细观察(I)
趴下(I)捡起/放下物体(I)
卧倒(A)拔出武器(I)
截击(A)装填武器(I)
移动(I)机师跳入(I)
多重攻击(I)冲刺(I)
快拔(I)召唤精魂(I)
装填智能枪(I)使用简单设备(I)
切换感知形式(I)使用技能(I)
站起(I)
瞄准(I)
进入掩体(I)
摔拌(I)


剧透 -   :
MINOR ACTIONS MAJOR ACTIONS
Activate/Deactivate Focus Assist
Avoid Incoming Astral Projection
Block Attack
Call a Shot Banish Spirit
Change Device Mode Cast Spell
Command Drone Cleanse
Command Spirit Counterspell
Dismiss Spirit Full Defense
Dodge Manifest
Drop Object Observe in Detail
Drop Prone Pick Up/Put Down Object
Hit the Dirt Ready Weapon
Intercept Reload Weapon
Move Rigger Jump In
Multiple Attacks Sprint
Quick Draw Summon Spirit
Reload Smartgun Use Simple Device
Shift Perception Use Skill
Stand Up
Take Aim
Take Cover
Trip


« 上次编辑: 2019-10-21, 周一 17:15:43 由 CPDSSS »

离线 jimraynor

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Re: 【6E】游戏概念:动作,失误,极限,狂野骰子
« 回帖 #1 于: 2019-08-22, 周四 17:26:09 »
小毛病,blowgun是吹箭
以下引自全能的羊姐姐:
挑出最优解不是容易的事。很多四版战斗时间就是花在等待或讨论最优解之上的... 战:"我应该把他打倒地还是推开他?" 贼:"别推别推我要夹击" 牧:"可是不推的话他一快步我们就全体吃光环" 贼:"那么你别动,我用换位打?" 法:"我也可以拉人." 战:"不可以那是墙角你不能钭拉" 法:"如果我这样走的话好像可以拉了但牧师要让路" 牧:"我走开就罩不住贼?" 然后,过了十多分钟,大家谈好了,战士投骰,打失... "是时候重新想了."

离线 CPDSSS

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Re: 【6E】游戏概念:动作,失误,极限,狂野骰子
« 回帖 #2 于: 2019-08-22, 周四 18:39:47 »
次要动作
Minor Actions


这些动作通常只会需要耗费你少量的注意力,一点点脑容量和手上动作。几乎所有次要动作的共性是它们通常不会做任何形式的检定。这并不意味着在极端险恶紧张的环境下,GM不能要求你做一个检定,只是说通常情况下,只要你还有动作,你可以简单通过声明你要使用这个动作来进行它。

剧透 -   :
These actions usually take only a small amount of focus or a quick and simple thought or movement. A key point among Minor Actions is that they generally do not require a test of any kind. That doesn’t mean in truly dire situations where the pressure is on that the gamemaster can’t ask for a test to be made——it just means that usually, as long as you have the action available, you can perform the task by simply declaring the use of it.


引用
引用
激活/停用法器(I)
Activate (Deactivate) Focus (I)


角色可以通过一个次要动作来激活或者停用他们带在身上的绑定法器。

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A character can activate or deactivate a bonded focus that they are carrying on their person with a Minor Action.


引用
规避
Avoid Incoming (A)


在角色的回合之外,角色可以使用这个动作来规避袭来的爆风或者毒气一类的攻击。角色需要做一个 反应+运动-规避惩罚 (规避惩罚见下付的规避惩罚表)检定。角色可以向着他所选择的方向移动{成功}米,但是角色在选择移动方向之前无从得知这次攻击的散布落点。如果角色通过这个动作移动了超过2米,他们会因此倒地,获得匍匐状态。若是角色在本战斗轮中已经使用过规避,移动或冲刺动作,那么这个动作就没法使用,使用这个动作也会使角色在战斗轮中接下来的时间内无法使用规避,移动或冲刺动作。

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A character can use this action when it is not their player turn to get away from an incoming Blast or Gas attack. With this action, a character makes a Reaction + Athletics – Dodge Penalty roll (see Dodge Penalty sidebar for these values). Hits on the test allow a character to move a number of meters equal to their hits in a direction of their choosing, but they shouldn’t know the results of the scatter until after they decide which way they’re headed. If they choose to move more than 2 meters, they dive to the ground at the end of their defense and gain the Prone status. This action cannot be used if the character has taken a previous Avoid Incoming, Move, or Sprint action this combat round and prevents the use of another Avoid Incoming, Move, or Sprint action for the remainder of the combat round.

引用
边栏:规避惩罚表


防图裂:
剧透 -   :
距离调整值
爆心-6
至近-4
近距-2

剧透 -   :
dodge penalty
RANGE MODIFIER
Ground Zero –6
Close –4
Near –2


引用
格挡(A)
Block (A)


角色可以在一次近战防御检定的骰池中添加他的近战技能,这次检定必须是在本战斗轮中进行的。

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A character can add their Close Combat skill to a single Defense test in melee. The roll must happen in the same player turn in which the action is used.


引用
边栏:格挡示例
Block Example


守车和惠特尼的面前立着几名帮派打手。他们俩都是行动迅速的角色,所以两人都在打手之前行动。守车决定移动,快拔武器,瞄准,要害射击,然后扣下扳机,在他的回合内用掉了自己所有的动作。惠特尼则是保守一点——她选择移动,瞄准,然后攻击,这样就存下两个两个次要动作。接下来打手行动,第一个打手攻击惠特尼,于是惠特尼决定格挡。她的反应是4,直觉是3,所以她通常情况下防御骰池是7,不过因为惠特尼的近战技能是5,所以总共她可以投12个骰子。惠特尼投出了5,打手则是4,所以她格挡下了这一击。

如果打手决定攻击守车,守车是不能格挡的,因为他没有动作了。如果另一个人决定攻击惠特尼,她还能再格挡一次——也可以选择不格挡,把动作留到之后。不过既然没有别的攻击者了,那不如把这个动作用掉嘛!

剧透 -   :
Caboose and Whitney are taking on a couple of gang enforcers. They’re both built for speed, so they both go before the enforcers. Caboose decides to Move, Quick Draw a weapon, Take Aim, Call a Shot, and Attack, using up his full allotment of actions for this combat round. Whitney is a little more conservative—she Moves, Takes Aim, and Attacks, saving two Minor Actions. The gang enforcers go next. The first one to act Attacks Whitney, and Whitney decides to Block. Her Reaction is 4 and Intuition is 3, so her Defense test normally would be 7, but she has a Close Combat skill of 5, so she gets to roll 12 dice. She gets 5 hits on the Defense test versus the enforcer’s 4, so the Block worked.

If the enforcer decides to attack Caboose next, Caboose won’t be able to Block, since he has no Minor Actions left. If the enforcer attacks Whitney, Whitney can choose to Block—or not, if she wants to conserve that Minor Action for later. But since there are no more attackers, using it now is better than wasting it!


引用
要害攻击(I)
Call a Shot (I)


你可以提升一次攻击的伤害2点,但要在攻击时承受-4罚值。使用极限能做出更多不同的要害攻击动作,有的没有罚值,有的有更低的罚值。这个动作必须与攻击动作组合使用。

剧透 -   :
Edge allows for some specific called shots without dice penalty or with reduced penalty, but you can increase the damage by 2 by taking a –4 dice pool penalty. This must be combined with the Attack action.


引用
切换设备模式(A)
Change Device Mode (A)


角色可以使用一个次要动作来激活,停用,或者给一个他们通过DNI连接的设备切换模式,不论是这个连接是有线的还是无线的。这包括启用和停用殖装,切换智能枪的开火模式,把通讯链设置成静默模式,开关设备的无线功能,等等等等。

剧透 -   :
A character may use a Minor Action to activate, deactivate, or switch the mode on any device that they are linked to by a direct neural interface, be it a wired or wireless link. This includes activating or deactivating cyberware, changing a smartgun’s firing settings, switching a commlink to hidden mode, turning a device’s wireless functionality off, and so on.


引用
指挥无人机(I)
Command Drone (I)


角色可以对他控制的无人机下达命令。如果通过一台机控面板(RCC)同时控制多台无人机,那么你可以吧这个同样的命令下达给所有无人机。如果你想给每台无人机分别下达不同的命令,那就需要多个次要动作。

剧透 -   :
A character may issue a command to a drone they control. If multiple drones are controlled through a rigger command console (RCC), the same command can be issued to every drone. If a different command is desired for each drone, it requires multiple Minor Actions.


引用
命令精魂(I)
Command Spirit (I)


角色可以对他旗下的一个或一组精魂下达一个服务命令,或者遣散他们。这个服务必须是相同的。如果要使用多个不同的服务,那就需要多个次要动作。

剧透 -   :
A character may issue a service command to a single spirit or group of spirits under their control, or dismiss them. The service must be the same. If multiple services are desired, multiple Minor Actions must be used.


引用
闪避(A)
Dodge (A)


角色可以在一次防御检定的骰池中添加他的运动技能,这次检定必须是在本战斗轮中进行的。

剧透 -   :
A character can add their Athletics skill to a single Defense test in combat. The roll must happen in the same player turn in which the action is used.


引用
丢下物体(A)
Drop Object (A)


角色可以通过一个次要动作松手把他手上正握着的东西丢到地上。根据GM的决断,落到地上的物体可能会因此受损,取决于掉落的高度和落点。

剧透 -   :
A character may drop an object they are holding in their hand or hands as a single Minor Action. The objects fall to the ground and may suffer damage or ill effects if the gamemaster so chooses, depending on the distance of the fall and the landing spot.


引用
趴下(I)
Drop Prone (I)


角色可以使用一个次要动作来趴到地上。直到通过一个站起动作起立,他们都处于匍匐状态。

剧透 -   :
A character may choose to drop themselves to the ground as a Minor Action. They gain the Prone status (p. 53) until they choose to use the Stand Up Action.


引用
卧倒(A)
Hit the Dirt (A)


角色可以通过一个防御性的受身动作迅速卧倒,对于一次来袭的攻击获得+2防御加值。他们得到匍匐状态(见p.53),同时还会因为他们突兀的倒地姿势,直到他们通过站起动作起立为止,他们在所有行动技能检定中会承受-2罚值。

剧透 -   :
A character can quickly drop to the ground in a defensive manner, gaining +2 dice on the Defense test of an incoming attack. They gain the Prone status (p. 53) and also suffer a –2 dice pool penalty on any subsequent tests using active skills until they use the Stand Up action, due to the awkwardness of their fall.


引用
截击(A)
Intercept (A)


如果一名对手走进了你的近战攻击范围,只要你本轮内还有一个主要动作和一个次要动作(比如你本轮在这个人之后行动,或者你延迟了你的动作),你就可以在主动性顺序之外对他进行一次攻击动作。这个动作依然记入你自己回合的攻击动作。如果你这轮没有主要动作了,那就很抱歉了。远程武器不能使用截击动作。

剧透 -   :
If an opponent comes within Close attack range, you may go out of Initiative order and make an Attack action as long as you have both a Minor and a Major Action still available in this round (because you either are after the attacking player in Initiative order or you deferred some of your actions). This counts as your Attack Major Action for the player turn. If you’re already out of Major Actions this round, you’re drek out of luck. This cannot be used with ranged weapons.


引用
移动(I)
Move (I)


角色可以用这个动作移动10米的距离。每回合只允许使用一个移动动作。

剧透 -   :
A character can use this Minor Action for 10 meters of movement. Only one Move Action is allowed per player turn.


引用
多重攻击(I)
Multiple Attacks (I)


如果弹药,触及和敌人的站位允许,角色可以使用这个动作攻击多个目标。将你的骰池均分给每个目标,或者如果你用的是两种不同的攻击方式,那么使用每种攻击方式骰池的一半,向下取整。这个动作必须和攻击主要动作一起使用。

剧透 -   :
A character can attack more than one opponent, assuming ammunition, reach, and enemy placement allow it. Split your dice pool evenly among all targets, or if you are using two different forms of attack, use half the dice pool for each, rounded down. This action must be used in conjunction with an Attack Major Action.


引用
快拔(I)
Quick Draw (I)


使用这个次要动作,角色可以快速拔出一把手枪或者尺寸类似的武器,再或者小型的投掷武器,然后立刻攻击。这个动作必须和攻击主要动作一起使用。角色必须拥有合适的装备,殖装或者特质来允许他们使用快拔——如果没有什么东西允许角色使用这个动作,那他就不能用。

剧透 -   :
A character may quick draw a pistol, pistol- sized weapon, or small throwing weapon and immediately attack with this Minor Action. The Attack action must be used in conjunction with this action. They must have the appropriate gear, augmentation, or quality to be allowed this action— if they don’t have something that allows this action, they can’t take it.


引用
装填智能枪(I)
Reload Smartgun (I)


只要还有可用的弹药,角色就可以用一个心灵指令弹出智能武器的弹夹,然后麻利地用一个动作填上新弹夹。

剧透 -   :
A character linked to a ready smartgun may use a mental command to eject the weapon’s clip while sliding a new one in with one deft motion, assuming that the new ammo is readily available.


引用
切换感知形式(I)
Shift Perception (I)


能进行星界感知的角色可以通过一个次要动作将自己的视野投入或移出星界。

剧透 -   :
A character capable of Astral Perception may shift perception to or from astral space as a Minor Action.


引用
站起(I)
Stand Up (I)


不管是自行卧倒的还是被摔倒的,角色可以用这个动作站起来,移除自己身上的匍匐状态。

剧透 -   :
Whether they chose to be prone or they got knocked down, a character uses this action to get back to their feet and remove the Prone status (p. 53).


引用
瞄准(I)
Take Aim (I)


角色可以使用这个动作获得+1骰池加值。一个战斗轮中只能使用一次本动作,但若是加值未在本轮中被使用,它可以被带到下一轮,并且可以和下一轮中瞄准动作提供的加值叠加,如此反复。如果角色在这段时间中进行了瞄准或攻击以外的动作,则累积的加值消失。角色能通过这个动作累积的最大加值等于其意志。角色只能使用准备好的火器或者异种远程武器瞄准。

如果角色通过成像放大或者寻的瞄准镜瞄准目标,瞄准动作需要首先校准射击线,然后才能然后才能从这些道具中获得好处。在这种情况下,第一个瞄准动作不会提供使这些改装生效以外的好处。

剧透 -   :
A character gains a +1 dice pool bonus with the use of this action. The action can only be taken once per combat round, but if the bonus is not used, it carries over to the next combat round, allowing it to be combined with actions taken over the course of several combat round. If the character takes a player turn without taking the Take Aim or Attack actions, any carryover bonuses from previous rounds are lost. The maximum dice pool bonus from the use of this action is equal to the character’s Willpower. A character may take aim with a ready firearm, bow, or exotic ranged weapon.

If the character is using image magnification or a targeting scope, the Take Aim action must be used to line up the shot in order to receive any bonus from the item. In this case, the first action of Take Aim does not provide any additional bonus beyond enabling the function of the modification.


引用
进入掩体(I)
Take Cover (I)


角色利用环境中的某些物体为自己提供保护,不过他们的动作也会因为掩体而受到影响。进入掩体动作为角色提供掩蔽I,II,III或IV状态(见p.52)。

剧透 -   :
The character uses something in their area to provide protection, but they also must operate from the constraints created by the cover. Taking cover gives the player the Cover I, II, III, or IV status (see p. 52).


引用
摔拌(I)
Trip (I)


相较于造成伤害而言,这个动作更倾向于把敌人摔到地上。他只能由近战武器施展,必须结合攻击主要动作使用。减少攻击带来的基础伤害2点,如果攻击命中,目标需要投一个运动+敏捷检定,阈值为本次攻击调整过的伤害值。如果目标在此次检定中失败,则他获得倒地状态。

剧透 -   :
This action focuses more on bringing the target to the ground than on doing damage. Can only be done with a melee weapon and must be combined with an Attack Major Action. Decrease the base damage of the attack by 2P; if it hits, target rolls Athletics + Agility with a threshold of the adjusted DV of the attack. If the target fails, they gain the Prone status.

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Re: 【6E】游戏概念:动作,失误,极限,狂野骰子
« 回帖 #3 于: 2019-08-25, 周日 11:20:54 »
主要动作
Major Actions


这些动作需要消耗你更多的时间和注意力。有些动作需要做某种检定,另一些还是只要你有动作就可以使用。不过就像次要动作一样,就算某些动作不需要检定,但GM觉得情势紧急压力很大而需要做一个检定的话,GM有最终决定权。

剧透 -   :
These actions take a bit more concentration or time to complete. Several involve a test of some kind, but some simply occur as long as you have the Action available. Just like Minor Actions, if there is no test involved but the gamemaster feels the pressure is on and one should be required, they have final say in the matter.


引用
引用
协助(A)
Assist (A)


通过这个动作你可以成为协作检定中的帮手,帮助你的队友完成某种任务(见协作检定,p.36)。

剧透 -   :
You can become a helper on a Teamwork test, working to help one of your teammates on some task (see Teamwork Tests, p. 36).


引用
星界投影(I)
Astral Projection (I)


使用一个主要动作,能够星界投影的角色(全才法师和专精法师)可以将他们的意识移动到星界或从星界回归。只要这个动作被声明,整个过程即宣告完成,他们能立刻抵达星界,本战斗轮的剩下时间也按照星界中的状态办理。

剧透 -   :
A character capable of Astral Projection (full magician or aspected magician) may shift their consciousness to or from the astral plane as a Major Action. The process is complete the moment the action is declared and therefore places them on the astral plane immediately, including for the remainder of the current combat round.


引用
攻击(I)
Attack (I)


角色可以通过这个主要动作进行一系列不同的攻击。详见战斗章节(p.104)。

剧透 -   :
A character may perform one of a variety of forms of attack with this Major Action. See the Combat chapter (p. 104) for more details.


引用
放逐精魂(I)
Banish Spirit (I)


角色可以尝试用一个主要动作放逐精魂(见放逐,p.147)。

剧透 -   :
Any character may attempt a Banishing on with a spirit as a Major Action (see Banishing, p. 147).


引用
施法(I)
Cast Spell (I)


角色可以用一个主要动作施法。关于如何施法,详见法术(p.130)。

剧透 -   :
A character may cast a spell as a Major Action. For details on how, see Spells (p. 130).


引用
清除星界印记(I)
Cleanse (I)


觉醒的角色可以使用这个动作消除他们的魔法痕迹(见p.160)。

剧透 -   :
Awakened characters use this action to erase traces of their magic activity (see p. 160).


引用
反制法术(A)
Counterspell (A)


详见p.143.

剧透 -   :
See p. 143 for details


引用
全防御(A)
Full Defense (A)


通过这个动作,直到角色的下个回合,他们可以将自己的意志加入防御检定骰池中。
(译注:原文是“他们的下一个战斗轮”,但角色是没有战斗轮的……反正是催了)

剧透 -   :
A character can add their Willpower to all Defense tests until their next combat round.


引用
显形(I)
Manifest (I)


星界投影中的角色可以用这个动作在物质界以一种幽魂般的形态显现(见p.160)。

剧透 -   :
Characters who are astrally projecting use this action to appear as a ghostly form (see p. 160).


引用
仔细观察(I)
Observe in Detail (I)


使用这个主要动作,角色可以做一个细致的观察。这个动作允许角色做一个侦查检定(见侦查,p.96)或灵视检定(见p.159)。这个动作可以让你发现在激烈的战斗节奏中难以被注意到的细节。我们假定只要无关隐蔽或者隐形魔法,在战斗中的所有人都能注意到其他人的存在,但是并不能一眼看出每个人的装备细节,在某些特别混乱或者紧急的情况下,可能连其他人长啥样都看不清。比方说,在一场黑暗中的大乱斗里,那个向着你的角色冲过来的胜利者可能需要通过这个仔细观察动作才能看得到。

剧透 -   :
A character may make a detailed observation by taking a Major Action. This action allows a Perception test (see Perception, p. 96) or Assensing test (p. 159). This action is intended for determining details that may be obscured due to the pace and rigors of combat. It is assumed that everyone engaged in a combat is aware of the presence of everyone else, barring the use of Stealth or obscuring magic, but not necessarily details of their gear or equipment, and in some particularly hectic or rushed circumstances, the identity of individuals. In the midst of a hectic gunfight/ brawl in the dark, the winner of the brawl, who is now sprinting toward your character, may not be identifiable without an Observe in Detail action.


引用
捡起/放下物体(I)
Pick Up/Put Down Object (I)


角色可以用一个主要动作捡起或者放下他们够得到的东西。使用这个动作意味着角色在拿起或放下物品时足够小心。如果角色拿起的物品是一柄武器,那就按拔出武器动作算。

剧透 -   :
A character may pick up an object within reach or put down one that they were holding as a Major Action. This action means care is taken to put the object down or pick it up. If the picked-up object is a weapon, this counts as readying the weapon.

引用
拔出武器(I)
Ready Weapon (I)


角色可以使用这个动作准备好他们的武器。这包括拔出并拿好一柄火器,从剑鞘或口袋中拔出近战武器,准备好手雷或者飞刀,再或者任何让你进入临战态势的武器。几乎所有武器在使用之前都需要这个动作,虽说很多时候在战斗之前人们就把武器准备好了。
小型的武器比如手里剑或飞刀可以直接一抓一把,通过一个拔出武器动作可以在角色的副手中准备好等于角色的敏捷值把武器。

剧透 -   :
A character may ready a weapon by using this action. This includes drawing and readying a firearm; pulling a melee weapon from a sheath or pocket; taking out and readying a grenade or throwing knife; or any other kind of weapon preparation. Almost all weapons require this action before they are ready for use, though many times it occurs before combat even starts.
Small weapons such as throwing knives and shuriken can be readied in bunches, with a total number equal to the character’s Agility attribute pulled into the character’s off-hand with a single Ready Weapon action.


引用
装填武器(I)
Reload Weapon (I)


没有智能链或者智能链目前没启用的武器需要用一个主要动作重装。只要角色还有足够的弹药,重装武器动作能将武器的弹药完全填满。

剧透 -   :
Weapons without a smartlink, or weapons where the smartlink is currently disengaged, require a Major Action to reload. Reloading a weapon refills the weapon to its maximum capacity as long as the character has sufficient ammunition to do so.


引用
机师跳入(I)
Rigger Jump In (I)


装备有载具中控器(VCR)与机师界面的载具或者无人机或者机控面板(RCC)的机师可以通过跳入主要动作操纵载具或RCC。

剧透 -   :
A character with a vehicle control rig (VCR) and rigger-adapted vehicle or drone or a rigger command console (RCC) may jump in to control the vehicle or operate the RCC with a Major Action.


引用
冲刺(I)
Sprint (I)


角色可以用这个主要动作以冲刺速度移动,移动距离默认15m,在一个运动+敏捷检定中每获得一个成功可以额外增加一米距离。每轮只允许做一个冲刺动作,它也不能和移动或者规避动作在同一轮中使用。

剧透 -   :
A character may move at a Sprint with this Major Action. Movement starts at 15 meters and is increased by 1 meter per hit on an Athletics + Agility Test. Only one Sprint Action is allowed per player turn, and it cannot be performed in the same turn as a Move action or Avoid Incoming action.


引用
召唤精魂(I)
Summon Spirit (I)


能召唤精魂的角色可以使用这个主要动作召唤一个协助他的精魂。对于已经被召唤出的精魂则是使用命令精魂次要动作对它下达命令。

剧透 -   :
A character capable of summoning may use a Major Action to summon a spirit to assist them. A spirit that is already summoned is controlled using the Command Spirit Minor Action.

引用
使用简单设备(I)
Use Simple Device (I)


角色可以用这个主要动作与简单设备进行交互。简单设备指的是那种通过几个简单的动作,比如大拇指拨杆,按按钮,或者点击一个图标就能交互的设备。
对于更复杂的设备需要用更长时间操作,这个时间由GM决定,或是在装备的描述中有写。
要记住,连接到DNI上的设备使用次要动作交互。

剧透 -   :
A character can use any simple device with a Major Action. Simple devices are those that are activated with a simple movement like a thumb trigger, pressing a single key, or tapping a single icon.
It takes longer to interact with more complex devices, with required time being up to the gamemaster or listed with the description of specific gear.
Remember, a device connected via a DNI-enabled system uses the Minor Action.


引用
使用技能(I)
Use Skill (I)


角色可以使用一个主要动作来使用一项合适的技能(见技能,p.92)

剧透 -   :
A character may use an appropriate skill by using a Major Action (see Skills, p. 92).

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Re: 【6E】游戏概念:动作,失误,极限,狂野骰子
« 回帖 #4 于: 2019-09-10, 周二 16:42:34 »
失误与严重失误
Glitches and Critical Glitches


如果你在一次检定中超过一半的骰子掷出了1,你就掷出了一个失误。如果你掷出了一个失误,并且这次检定中没有获得任何成功,你就掷出了一个严重失误。

剧透 -   :
If more than half of the dice that you roll on a test are 1s, you have rolled a glitch. If you rolled a glitch without a single hit on the test, you have rolled a critical glitch.


引用
失误
Glitches


掷出一个失误意味着你搞砸了什么事。它所带来的后果应当是麻烦而不是灾难性的——在挥出武器后失手滑脱,或者是其他人被你的伪装唬住之后却一时忘了自己的假名。如果你掷出了足够的成功,一个失误的检定依然可以成功。失误并不会妨碍成功本身,但是它会造成一些你需要之后去擦屁股的麻烦。

剧透 -   :
Rolling a glitch means something went wrong. It should be inconvenient rather than disastrous— dropping a weapon after swinging with it, or briefly forgetting your assumed name after someone is fooled by your disguise. If you rolled enough hits, a test with a glitch may also be a success. The glitch doesn’t cancel the success, but it causes a problem afterward that you need to recover from.


严重失误
Critical Glitch


严重失误则比失误要惨得多。你可能是打偏了一发子弹,还刚好跳弹打中了你的队友,或者是本来打算黑入什么东西却把你的名字和照片发给了网域监管机构。事情会变的很艰难,也可能会有长期性的后果,但你倒也不至于会被一个严重失误打入万劫不复的境地,它也不应该过度的惩罚玩家以至于让他们失去游玩乐趣。(比如说,让一个法师永久失去一两点魔法就是一个不好玩的例子)严重失误可以推动剧情发展,带来命悬一线的气氛,但不至于让玩家们完全失去希望。

剧透 -   :
A critical glitch is significantly worse than a glitch. It’s the errant gunshot that misses its target and ricochets back to hit one of your teammates, or the attempted Matrix hack that sends your name, photo, and location straight to the Grid Overwatch Division. It should be difficult and could have lasting ramifications, but it shouldn’t be fatal, and it shouldn’t penalize the character so much that they stop having fun. (Having a mage permanently lose several points off their Magic rating would be an example of a no-fun critical glitch). Use critical glitches to advance stories with an air of desperation without pummeling the players into hopelessness.

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Re: 【6E】游戏概念:动作,失误,极限,狂野骰子
« 回帖 #5 于: 2019-09-29, 周日 17:10:41 »
极限
Edge


《暗影狂奔:第六纪》中的很多游戏机制都围绕着获取和消耗极限点数展开。一种理解极限机制的方式是,你可以认为它代表着一点一滴积累战术优势,而后将它们转化为出奇制胜的一招的一种机制,就像拳王阿里和福尔曼的那一战一样,花了五轮时间把对手的体力消耗殆尽,然后在第八轮猛然出击一套KO,又或者像是那时候还不是大帝的巴卑尔那样在帕尼帕特利用迅速和训练有素的部队包围扰乱数倍于自军的敌军,直到他们混乱不堪,能被一次冲击打垮。极限是你的计划亦或机运,在你的果决之下为你所用。

剧透 -   :
Much of Shadowrun, Sixth World is structured around gaining and using Edge. One way to think of Edge is building up tactical advantages that culminate in a sudden move toward victory. It’s Muhammad Ali playing rope-a-dope with George Foreman for five rounds before turning it around and going aggressively toward an eighth-round knockout. It’s soon-to-be-Emperor Babur at Panipat using speed and training to envelop a superior force until they were so battered that they could be swept away. It’s both what you plan for and the unexpected moment when you seize an opportunity and make it your own.

你可以在你的角色卡上记录你的极限点,不过由于它会经常在游戏过程中加加减减,所以最简单的记录方式是用一些筹码硬币或者甚至糖果之类的来代表极限点数。糖果的话可以真的在吃极限点数的时候吃掉嘛!

剧透 -   :
Edge is tracked on the character sheet, but since it can be added to and subtracted from freely during game sessions, it’s easiest to track with some sort of token, such as pennies, poker chips, or even candies. The candies can even be consumed when spent!

每个战斗轮中,一名角色只能使用一次极限,这一次使用也不能包含多个增益或者动作或者它们的组合,但是同一个增益可以被重复使用(比如消耗一点极限重投一个骰子的增益可以 连用两次,消耗两点极限重投两个骰子。)在这种情况下,你只能在单一检定中使用极限——比方说,你不能重投一枚你的骰子和一枚对手的骰子。

剧透 -   :
Characters can only have one expenditure of Edge per round. That expenditure cannot include multiple boosts or actions, or a combination of the two, but the same boost can be multiplied if the player wishes (e.g., spending one Edge allows the player to reroll one die; they could spend two to reroll two dice). In those cases, the expenditure of Edge must apply to the same roll—you cannot, for example, buy a reroll on your test and also on your opponent’s test.

在每次团开始时,角色拥有等同于自己极限属性的极限点数。在团的过程中,极限点数可以最多累积保存7点,包括一开始的点数。任何超过基础极限属性的极限点数都会在结束当前遭遇时失去;这里的遭遇指的是任何战斗,黑客入侵,社交说服,或者其他你能得到或使用极限点数的场景。如果遭遇结束时你的极限点数少于你的极限属性,它并不会得到补充。如果你想要更多极限点,那就得自己去挣。

剧透 -   :
Characters start a gaming session with Edge points equal to their Edge rank. In the session, Edge can be carried over and accumulated up to a limit of 7, including the Edge provided by the character’s Edge attribute. Any Edge garnered over your base attribute goes away when you complete any ongoing confrontation; this includes combat, hacking, social persuasion, and any situation where bonus Edge might be accumulated. If, at the end of the confrontation, your current Edge points are less than your Edge attribute, you stay at the lower level. If you want more Edge, you have to earn it.

引用
获取极限
Gaining Edge


装备,法术,或者其他物品能为你提供极限或者减少提供给其他角色的极限。社交情景会给予其中的一方极限——详见p.98的社交极限表。在每一个攻击或黑入动作的开始,比较双方的攻击等级和防御等级(如果有多个目标,则选用其中最高的值)。如果任意一方高于另一方4或者更多,高的一方获得一点极限。如果攻击是范围效果攻击或者多目标攻击,选用防御等级最高的目标作为比较对象。一个玩家在同一轮中不能得到超过两点奖励极限。

剧透 -   :
Gear, spells, qualities, and other items provide bonus Edge or cancel Edge given to other players. Social situations can provide Edge to one side or another— see the Social Edge table on p. 98. At the beginning of an Attack or hack action, compare the Attack Rating and Defense Rating of the opponents (or, if there are multiple targets, the highest of the combatants). If either is 4 or more greater than the other, that player gets a point of Edge. If the attack is area-effect or attacking multiple targets, compare to the highest Defense Rating among them. No player may gain more than two bonus points of Edge in a combat round.

极限也能在社交场合获得,这要基于各位参与者对彼此的态度,他们的仪容举止,还有一些其他因素。

剧透 -   :
Edge can also be gained in social situations, based on the attitudes the different participants have toward each other, their bearing, and other factors.

在通常通过游戏机制获得的极限之外,玩家还可以通过角色扮演获得极限。如果一名角色做了什么绝顶聪明,无比幽默,或者别的帅爆了的事情,GM可以因他们优秀的表演奖励他们一点极限。这一点奖励极限依然遵循通常的获得和保存极限的规则。

剧透 -   :
In addition to the ways to gain Edge through game mechanics, players can gain Edge through role-playing. Maybe a player does something brilliant, especially funny, or otherwise awesome. If they do, the gamemaster can award them with a bonus point of Edge for the quality play they bring to the table. This bonus Edge is subject to all the limitations of gaining and keeping Edge as normal.

引用
防止滥用极限
Preventing Edge Abuse


极限只能在一场真正对抗性的遭遇中获得。GM不应该给并未直接参与遭遇的玩家发放极限,也不应该给试图利用系统漏洞的玩家发放极限。比方说,玩家可能会把武器指向无辜路人来积累瞄准一个人可能获得的极限,或者他们会不断盯着并非真正目标,但他们看得很清楚的东西看来积累极限。最简单的防止这类情况发生的准则是,单纯为了获得极限而进行的动作不应该获得极限,这个动作必须在当前的遭遇/讨论/矩阵战/随便什么情景中发挥其他的作用。除此之外,上面的只是一个指导准则,我们要记住对于极限的发放与否GM有最终决定权。

剧透 -   :
Edge can only be gained when it is part of a real opposed encounter. Gamemasters should not award points of Edge that are not directly part of an ongoing confrontation, and they should not reward players who are attempting to game the system. For example, players might attempt to aim their weapon at an innocent passerby to stack up on the Edge they might gain from targeting such a person, or they might try to take multiple looks at something that isn’t a real opponent when they have better vision than them in an effort to stack up extra Edge. The easiest part of this guideline is to say that Edge should not be awarded to any player taking an action solely to gain Edge. The action must play another role in the ongoing confrontation/ discussion/hack/whatever. Beyond that, the guidelines are as described above, with the bottom line being that the gamemaster has final discretion on when Edge should be awarded and when it should be withheld.


引用
花费极限
Spending Edge


极限在极限增益中使用,有些增益允许你使用特殊的极限动作。极限增益花费一到五点极限。极限增益是一个简单的增幅,直接套用在某次检定之上。这些增益一般在掷骰发生前指定,有一些例外会特别指出。
要注意,没有任何东西能把一次极限花费的消耗极限降低到0.

剧透 -   :
Edge is spent through Edge Boosts, some of which allow special Edge Actions. Boosts range in cost from 1 to 5 Edge. Boosts are straightforward add-ons you can throw into a roll. Typically boosts are selected before a die roll; exceptions are noted in the descriptions.
Note that nothing can ever reduce the cost of an Edge Action to 0 Edge.

引用
1极限增益
1-Edge Boosts


•   重掷一粒骰子:选择任何一例骰子,重掷它。它可以是你的或者你对手的,但结果无论如何你都得接受。这可以在掷骰完成后使用。

•   主动性+3:这项增益能在战斗开始前使用。你可以用一点极限将你的主动性值提升3点。你也可以在战斗中使用,如果你想让自己在下一轮中早动一点。

•   使用一个极限动作:你可以使用一个耗费一点极限的极限动作,见极限动作一栏。

剧透 -   :
• Reroll one die: Pick any die and reroll it. It can be yours or your opponent’s, but the result stands no matter what you roll. This is done after all rolls have been made.
• Add 3 to your Initiative Score: This one kicks in before combat even starts. You can choose to spend one point of Edge to increase your Initiative Score by 3. It can also be used during the fight if you want to move up in the order on the next Initiative Cycle.
• Use an Edge Action: You can choose to use one of the 1-Edge Actions described in the Edge Action section.


引用
2极限增益
2-Edge Boosts


•   一粒骰子+1:你可以你可以让某一粒骰子的出目+1.这可以让一个4变成5,使你多一个成功,也可以把一个1变成2避免失误。

•   给同伴1点极限:你可以做一些帮助你同伴获得优势的事。你消耗两点极限,你的同伴获得一点极限。

•   抵消1点敌人的极限:如果你不愿意,坏蛋们就没法获得优势。你消耗两点极限,一名你指定的对手减少一点极限。

•   使用一个极限动作:你可以使用一个耗费两点极限的极限动作,见极限动作一栏。

剧透 -   :
• +1 to a single die roll: You get to add 1 to a single die. Maybe that’s making a 4 a 5 to get another hit, or making 1 a 2 to avoid a glitch.
• Give ally 1 Edge: You do something that offers an advantage for another member of your team. Take away two of your own Edge, and give one to a teammate.
• Negate 1 Edge of a foe: No sense in letting the bad guys get the best of you if you don’t need to. You spend two of your own Edge, but one vanishes from the opponent of your choice.
• Use an Edge Action: You can choose to use one of the 2-Edge Actions described in the Edge Action section.


引用
3极限增益
3-Edge Boosts


•   一个成功:你无条件获得一个成功,这个成功加在你在检定中获得的总成功之上。这不会让你的检定自动通过,只是多了一个成功而已。

•   治疗一点晕眩伤害:你再次焕发生机,从晕眩CM移除一格伤害。

剧透 -   :
• Buy one automatic hit: You get an automatic hit. This one adds on to the total hits you roll. This isn’t an automatic success at whatever test you’re attempting, just another hit to add to your total.
• Heal one box of Stun damage: You catch a second wind and clear a box from your Stun Condition Monitor.


引用
4极限增益
4-Edge Boosts


•   界限突破:将你的极限属性加在你的骰池上,并让6成为爆骰。爆骰意味着6不仅仅算做成功,掷出6的骰子还可以再投一次以获得更多的成功。如果额外的骰子掷出了成功,则计算之,如果掷出了6,则还可以再投,如此往复。如果这些额外的骰子掷出了1,这些1不计算在失误之内。

•   恢复一点物理伤害:你移除一格物理CM上的伤害——你的优势使得敌人对你造成的伤害比他们想象的要小。

•   良机再现:在掷骰完成之后,你可以重投所有失败的骰子。这项极限增益不能在掷出失误或者大失误时使用。

•   使用一项极限动作:你可以使用一个耗费四点极限的极限动作,见极限动作一栏。

剧透 -   :
• Add Edge to your dice pool: Add your Edge as a dice pool bonus to your roll, and make 6s explode. “Exploding” means that 6s count as a hit and can be rerolled in an attempt to get an additional hit. If another hit is scored, tack it on; if another 6 is rolled, tack on a hit and roll it again. Keep the hits coming! If a 1 is rolled after a 6, it does not count toward your total for calculating glitches.
• Heal 1 point of Physical damage: You take off a single box of damage from your Physical Condition Monitor—your advantage over your opponents means they didn’t hit you quite as hard as they first thought.
• Reroll all failed dice: Pretty much what it says—after a roll is made, you can reroll all failed dice. This Edge Boost cannot be used if a glitch or critical glitch is rolled.
• Use an Edge Action: You can choose to use one of the 4-Edge Actions described in the Edge Action section.


引用
5极限增益
5-Edge Boosts


•   对手的2算作失误:该反击了!在对手检定时,他所有的1和2都会在计算失误和大失误时被计算。

•   特殊效果:发挥你的创造力!你使用了你的极限,然后某些偶然事件就这么发生了。你的GM最终决定具体发生了什么,但它一定会将情势向你们这边扳。有可能是爆开的水管,靠近的医疗马车,一只愤怒的精魂,总之是一些让你们爽到一点点而又让敌人感到一些压力的东西。

•   使用一项极限动作:你可以使用一个耗费五点极限的极限动作,见极限动作一栏。

剧透 -   :
• Count 2s as glitches for the target: Time to get counteroffensive! When an opponent rolls, both 1s and 2s count in their total to determine if they glitch or critical glitch.
• Create special effect: Bring your creativity to the table! You spend this Edge and something fortuitous happens. It’s up to you and your gamemaster to determine what it is, but it should certainly turn the tides slightly in your favor. Burst pipes, approaching sirens, incoming DocWagon, an angry spirit, something that adds a little more oomph to your side or puts a little stress on the enemy.
• Use an Edge Action: You can choose to use one of the 5-Edge Actions described in the Edge Action section.
« 上次编辑: 2019-09-30, 周一 10:07:16 由 CPDSSS »

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Re: 【6E】游戏概念:动作,失误,极限,狂野骰子
« 回帖 #6 于: 2019-09-30, 周一 12:43:05 »
极限动作
Edge Actions


这些动作本身不会花费主要或者次要动作,但是他们必须和一个特定的动作一同使用;每个极限动作后面的括号中描述了这些应当一同使用的动作。所有的极限动作都应当在它伴随的动作检定进行前声明使用,如果你已经进行了检定,那么你不能追溯性的使用极限动作。极限动作包括:

剧透 -   :
These actions by themselves do not cost either a Minor or Major Action, but they must be used in conjunction with an action; each Edge Action mentions in parentheses what action must be taken at the same time. In all cases, the decision to use an Edge Action must be made before the test connected to that action. If you’ve already rolled dice for the action, you cannot retroactively use an Edge Action. Edge Actions include:

引用
引用
• 正如预料(远程多重攻击):你像是进行一场棋局一般地战斗,每一击的意图都在于将你的对手引导到一个特定的地点。现在他们已经就位了,你可以连看都不带看的攻击他们,毕竟你只是在朝着一个决定好的方向,而不是一个会动的人开枪。使用多重攻击时,对每一个目标适用你的全部骰池。
消耗:4极限

剧透 -   :
• Anticipation (Multiple Attacks, Ranged Attack): You played this combat like a game of chess, using each strike to direct your opponents to a particular spot. Now they’re there, and you can attack without even looking at them, since you’re firing at a spot, not a person. When performing this Multiple Attack, roll your full dice pool for each target. Cost: 4 Edge

引用
• 宏大演讲(使用技能[影响]):你将长篇大论脱口而出,这段演讲展现的雄辩和启迪达到了凡人难以企及的高度。投你的影响+魅力检定两遍,第一遍检定视作协作检定,你可以将它的成功加在第二次检定的骰池中,而第二次检定才是真正计算成功的检定。
消耗:4极限

剧透 -   :
• Big Speech (Use Skill [Influence]): A torrent of words flows from your mouth, reaching heights of eloquence and inspiration mortals rarely hit. Roll your Influence + Charisma test twice; the first time it counts as a Teamwork test, meaning you can add your hits to the dice pool for the second roll. The second roll acts as your hits for the test. Cost: 4 Edge

引用
• 好戏开场(使用技能[唬骗]):在施展骗术时,你发觉现在需要一点额外的戏剧性要素,而这正是你的拿手好戏。也许是一段声泪俱下的念白,也许是一段闻者泣见者泪的悲惨历史,无论是以什么形式,你都巧妙的撩拨着目标的心弦,将他们拉向你这边。以快速唬骗为例,你可以从看客那里募捐到200新円,而在长期的交涉中你能把你的要价往上提高20%,对方会同意的。
消耗:2极限

剧透 -   :
• Bring the Drama (Use Skill [Con]): While spinning your con, you get to a part where extra drama would be appropriate, and you bring it. Maybe it’s a dramatic speech, maybe it’s some tears or sorrowful histrionics, but whatever the case, you take action to tug at the heartstrings of the mark and bring them to your side. For a quick con, this can bring in 200 nuyen from onlookers. When used as part of a longer-term con, you can increase your asking price by twenty percent, and the mark will agree to it. Cost: 2 Edge

引用
• 除你武器(任何攻击):成功的一击不会对目标造成伤害,但是他们的武器会被从手中打落。
消耗:5极限

剧透 -   :
• Called Shot—Disarm (any attack): Successful hit does no damage to target, but their weapon is knocked from their hands. Cost: 5 Edge.

引用
• 致命打击(任何攻击):这一击直指对手的要害,如果命中,增加额外的三点伤害(净成功带来的额外伤害如常加算)。
消耗:5极限

剧透 -   :
• Called Shot—Vitals (any attack): The attack goes for the vitals, adding 3 extra damage if it hits (along with net hits, as usual). Cost: 5 Edge

引用
• 掩体射击(远程攻击,必须处于掩蔽IV状态下):你躲在掩体后偷偷射击,并保持你的掩蔽状态。掩体后射击不再需要一个次要动作。
消耗:2极限

剧透 -   :
• Fire from Cover (Ranged Attack, must be in Cover IV): You sneak an attack out while maintaining your cover. Attacks from cover may be made without spending a Minor Action. Cost: 2 Edge

引用
• 一击撂倒(近战攻击,上一个动作中必须至少使用了1点极限):你发挥你的长处,给与了对手真正痛苦的一发。如果你对对手造成的任意类型的伤害高于对手的意志,立刻填满对手的晕眩CM,并使他昏厥。不会有伤害溢出到物理CM。
消耗:2极限
(译注:上一个动作中必须至少使用1点极限的限制见下表)

剧透 -   :
• Knockout Blow (Melee Attack): You use your advantage to truly bring the hurt on an opponent. If your inflicted damage of any type is greater than the target’s Willpower, immediately fill up the Stun Condition Monitor. The target is unconscious. No damage overflows to the Physical Condition Monitor. Cost: 2 Edge

引用
• 握紧刀柄(近战攻击):使用刀剑攻击时,你将你的优势化作准确的一记攻击。将要害攻击的罚值减少至-2。
消耗:1极限

剧透 -   :
• Shank (Melee Attack): When attacking with a blade, your advantage turns into a targeted strike. Reduce the Call a Shot penalty to –2. Cost: 1 Edge

引用
• 灵机一动(任意):你可以使用你没有的技能进行检定,不必承受未受训带来的罚值。这不能让你使用未受训不可用的技能。
消耗:1极限

剧透 -   :
• Sudden Insight (Any): Perform an action in which you have no skill levels without penalty. This does not allow you to use skills that cannot be performed untrained. Cost: 1 Edge

引用
• 战术翻滚(卧倒):你立刻卧倒,躲避来袭火力,然后灵巧地打了一个滚,使得你可以在翻滚时攻击。如果你在同一轮使用近战攻击,你不受匍匐带来的骰池罚值影响(见p.53)。在下一轮中,你不受匍匐带来的对近身和近距攻击的-2防御罚值。
消耗:1极限

剧透 -   :
• Tactical Roll (Hit the Dirt): You drop to avoid incoming fire, with an agile roll that helps you make an attack as you roll. If you use a melee Attack action on the same combat round, you do not get the dice pool penalty that comes with the Prone status (p. 53). For the next round, you do not take the –2 dice pool penalty from Close or Near attacks that come with the Prone status. Cost: 1 Edge

引用
• 倒地摔拌(近战攻击):你的优势给你带来一个不仅仅能伤害对手,更能把他摔翻在地上的机会。如果你对他造成的伤害大于对手的体质,他们获得匍匐状态。
消耗:1极限

剧透 -   :
• Tumble (Melee Attack): Your advantages combine to give you the chance to not just hurt your opponent but bring them to the ground. If the damage being inflicted on a target is greater than the target’s Body, they are brought down, giving them the Prone status. Cost: 1 Edge

引用
• 夺械绞手(格挡):在近战中,如果你成功的格挡住了对手的攻击,你可以使用这个使用这个极限动作将对方的武器从他手中扭下来。做一个近战+敏捷(对手的力量)简单检定。如果你刚好达到阈值,你将对方的武器从他手中扭了下来,使武器落在地上。如果你超过了阈值,你夺走了对方的武器。如果你没达到阈值,对方依然拿着他的武器。
消耗:2极限

剧透 -   :
• Wrest (Block): When in melee combat, if you successfully Block an attack, you can use this action to wrest your opponent’s weapon away. Roll Close Combat + Agility, with the attacker’s Strength as the threshold. If you equal the threshold, you knock the weapon out of their hands, and it falls to the ground. If you get more hits, you take the weapon from them. If you get fewer hits, the attacker retains the weapon. Cost: 2 Edge

引用
边栏:按消耗极限分类的极限动作表
edge actions by cost


1极限
握紧刀柄(近战攻击)
灵机一动(任意)
战术翻滚(卧倒)
倒地摔拌(近战攻击)

2极限
好戏开场(使用技能[唬骗])
掩体射击(远程攻击,必须处于掩蔽IV状态下)
一击撂倒(近战攻击,上一个动作中必须至少使用了1点极限)
夺械绞手(格挡)

4极限
正如预料(远程多重攻击)
宏大演讲(使用技能[影响])

5极限
除你武器(任何攻击)
致命打击(任何攻击)

剧透 -   :
1 Edge
Shank (Melee Attack)
Sudden Insight (Any)
Tactical Roll (Hit the Dirt)
Tumble (Melee Attack)
2 Edge
Bring the Drama (Use Skill [Con])
Fire from Cover (Ranged Attack, must be in Cover IV)
Knockout Blow (Melee Attack, must have spent at least1 Edge in previous action)
Wrest (Block)
4 Edge
Anticipation (Multiple Attacks, Ranged Attack)
Big Speech (Use Skill [Influence])
5 Edge
Called Shot—Disarm (any attack)
Called Shot—Vitals (any attack)

燃烧极限
Burning Edge

有的时候,你会在极度绝望的情况下使用极限,作为你挣扎求生的决死一搏。这种使用极限的情景极其极端,从而导致你会永久性的损失一点极限属性(如果你真的愿意,它可以降低至0)。你也会同时在此消耗你所储存的所有极限点。用掉的极限点可以再挣回来,而你损失的极限也可以再次用业力(角色提升时使用的资源)买回。在通常无法使用极限的时候,也可以燃烧极限。

剧透 -   :
Sometimes you need to use Edge in an act of total desperation, a last-ditch measure to stay alive. These uses are so extreme that you permanently lose 1 point of Edge rank (even taking it down to zero if you so choose). You also spend all accumulated Edge. Spent Edge can be re-earned, and burned Edge can eventually be bought back with Karma (the currency for character advancement). Edge can be burned even at times when Edge normally cannot be spent.

以下是燃烧极限的两种方式:

引用
一击必中:有的时候你会想要——或者说无比希望——你正打出的一击命中目标,又准又狠。一击必中使你的一次检定自动成功,并且视为具有四个净成功。这个检定必须是角色可以进行的——比方说,它不能让非觉醒者进行魔法检定,或者让你使用一个你没有而且非受训不可用的技能。

剧透 -   :
Here are the uses of burning Edge:
Smackdown: Sometimes you want—or desperately need—the blow you’re taking to definitely hit, and hit hard. Smackdown counts as an automatic success on whatever test you were about to make, with four net hits to boot. This has to be a test the character is capable of performing—it cannot, for example, be a spellcasting test for a non-Awakened character, or a skill test involving a skill that the character does not have and that cannot be used untrained.

引用
屹立不倒:即使你看上去命数马上就要耗尽,你也成功的做了点什么让你能继续苟延残喘一阵子。也许你命好,从高处落下时有个雨棚接了你一下,或者你植入的碟版刚好弹飞了把你爆了头的那颗子弹留了你一命,那些本该杀死你的东西突然改变主意,放了你一条生路。在角色濒临死亡时使用屹立不倒,这一点燃烧的极限可以使你活过杀死你的一击,但它并不一定能自动把你从濒死的状况中拯救出来。(比如说,如果你被人灌进水泥桶里丢进了普吉特海湾,烧一点极限能让你找到一个老旧的废弃潜水氧气罐,但它并不能让你直接从水底出来。)如果明智的使用,屹立不倒能让你得到一个活下去的机会。但如果用不好的话,这只能让你的角色在升天之前多坚持一瞬间而已。

剧透 -   :
Not Dead Yet: Just when it looks like you’re about to shuffle off this mortal coil, you make a move that buys you a little bit more life. Maybe it’s the oddly cushioned awning that saves you during a free-fall, or the implanted cyberdeck in your head that happens to deflect a bullet just enough to keep you alive, but something that would be about to kill you instead allows you to live. Use Not Dead Yet when death is imminent for the character; burning the point of Edge allows you to survive the killing blow, though it does not necessarily remove you from the situation that put your life in danger in the first place (if, say, you were wearing cement shoes at the bottom of the Puget Sound, burning Edge might allow you to find an old, discarded scuba tank, but it won’t automatically get you out from under water). Used judiciously, Not Dead Yet can give you a chance to stay alive. Used unwisely, and it’s just one more bit of flailing before your character goes to that big dark alley in the sky.


« 上次编辑: 2019-10-21, 周一 17:15:12 由 CPDSSS »

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Re: 【6E】游戏概念:动作,失误,极限,狂野骰子
« 回帖 #7 于: 2019-10-21, 周一 17:13:45 »
狂野骰子
Wild Die


在某些装备,法术和特质的描述中你能看到关于狂野骰子的描写。这个小小的奇迹能成就亦或是破坏你的行动。当骰池中包含狂野骰子时,使用一个其他颜色的骰子来简单地从结果中辨认它。狂野骰子被加入到骰池中投掷,它的成功(5或6)被计算为3个成功,而不是一个。但反过来,如果它投出1,则骰池中所有的5都不被算做成功。狂野骰子投出2,3,4则无事发生。
如果使用极限导致爆骰,狂野骰子骰出的6被认为是3个成功,并且可以重投。不过重投之后的结果(不论是成功还是1),都被认为是普通骰子,而不是狂野骰子。

剧透 -   :
In the description of certain, gear, spells, and qualities you’ll find a reference to the wild die. This little wonder can make or break a move. When a wild die is in play, use a different color or easily identifiable die to track the result. The die adds into the pool directly and a hit with the wild die (5 or 6) counts as 3 hits instead of just 1. On the downside, a 1 cancels all the 5s rolled. A 2, 3, or 4 on the wild die means nothing.
If Edge is being used and 6s explode, a 6 on the wild die counts as 3 hits and can then be rerolled. Any additional hits, rolled 1s, or re-rolls are counted as a regular die, not a wild die.

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Re: 【6E】游戏概念:动作,失误,极限,狂野骰子
« 回帖 #8 于: 2022-09-19, 周一 00:32:16 »
根据2022西雅图版的CRB(也就是现阶段包含最新版errata的CRB),“正如预料”部分的规则变为如下内容:

• 正如预料(远程多重攻击):你像是进行一场棋局一般地战斗,每一击的意图都在于将你的对手引导到一个特定的地点。当进行该多重攻击时,使你的骰池翻倍,然后将其尽可能地平均分配到每一个不同的目标上。
消耗:4极限
剧透 -   :
Anticipation (Multiple Attacks, Ranged Attack): For you combat is like a game of chess, and you’re several moves ahead of the opposition. When performing this Multiple Attack, double your full dice pool and then split it as evenly as possible for each different target. Cost: 4 Edge