作者 主题: [6E]技能  (阅读 977 次)

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[6E]技能
« 于: 2019-09-02, 周一 21:35:13 »
技能

SKILL



技能列表
   技能   
   未受训   
   星界   
   不可   
   运动    
   可   
   生物科技   
   不可   
   近身格斗   
   可   
   唬骗   
   可   
   咒术   
   不可   
   破解   
   不可   
   电子学   
   可   
   附魔   
   不可   
   工程学   
   可   
   异种武器   
   不可   
   枪械   
   可   
   影响   
   可   
   户外   
   可   
   侦察   
   可   
   驾驶   
   可   
   巫术   
   不可   
   隐匿   
   可   
   任务调度   
   不可   


劇透 -   :
SKILL LIST
Skill  Untrained?
Astral  No
Athletics  Yes
Biotech  No
Close Combat  Yes
Con  Yes
Conjuring  No
Cracking  No
Electronics  Yes
Enchanting  No
Engineering  Yes
Exotic Weapons  No
Firearms  Yes
Influence  Yes
Outdoors  Yes
Perception  Yes
Piloting  Yes
Sorcery  No
Stealth  Yes
Tasking  No





这个章节列举并描述了第六纪暗影狂奔的所有技能和用法。它详细但不详尽—我们无法预料暗影狂奔玩家的脑洞到底有多大,所以可以采取的行动并没有具体的列在这里。不过这些可以作为参考让玩家了解基础的行动如何划分到每个技能,所以你可以设计检定来看看狂奔者们是会取得辉煌的胜利还是摔倒在下水道里。

劇透 -   :
This chapter lists all the skills for Shadowrun, Sixth World and
describes their usage. It is detailed but not exhaustive—we cannot
anticipate the vast creativity of Shadowrun players, so there are
likely to be actions they take that are not specifically listed here.
These guidelines, though, should let you know the basic ways ac-
tions break down into skills so you can devise the right test to see
if shadowrunners pull off a glorious victory—or end up face-down
in the gutter.

技能等级从1到9。每个技能描述都有一些相关的专精。当你有一项专精的时候,你在进行相关检定的时候获得+2骰池调整。当一个专精已经被购买,可以变成一个精通(expertise),意味着可以获得+3骰池调整。当你拥有一项精通的时候,你可以选择该技能里的第二个专精。这个专精无法变成精通,任何一个技能都不能有超过一个专精和一个精通。

劇透 -   :
Skill ranks range from 1 to 9. Each skill description lists some
specializations associated with the skill. When you have a specializa-
tion, you get a +2 dice pool bonus when rolling a skill test related to
that area. Once a specialization is purchased, it can be turned into an
expertise, meaning it gets a +3 bonus. If you have an expertise, you
are allowed to select a second specialization attached to that skill.
That specialization may not become an expertise, and no skill can
ever have more than 1 expertise and 1 specialization attached to it.

关于专精的列表并不全面,在GM允许的情况下,玩家可以获得自己想要的某一项技能的专精。

技能的骰池和某项属性相关联,主要关联的属性回合技能一起列出。如果技能和其他属性也相关联,那么会作为次要属性列在技能里。

这个列表里包括了技能是否能未受训使用的介绍。记住,当尝试使用未受训的技能时骰池为(关联属性-1)。

劇透 -   :
The listings of specializations with each skill are not exhaus-
tive—if players develop a specialization within a skill that they
would like to have, and their gamemaster approves it, they can
have it.

Skills also link to an attribute to form a dice
pool, and the primary linked attribute is listed
with the skill. If there are other attributes linked
to the skill, they are listed as secondary attri-
butes.

The listing includes a note about whether the
skill can be used untrained or not. Remember that
attempting to use a skill untrained means rolling
(linked attribute – 1).








« 上次编辑: 2019-10-20, 周日 11:45:01 由 锐锐的小拉达 »

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Re: [6E]技能
« 回帖 #1 于: 2019-09-03, 周二 23:06:04 »
星界 Astral

专精:星界战斗,星界印记,情感状态(Emotional States),精魂种类
未受训:不可
主要关联属性:直觉
次要关联属性:意志,用于星界战斗
这个技能只能被所有的法师和专精法师使用, 或者拥有[星界感知]异能的修士和神秘修士使用. 他有两个主要用途—一个是灵视,见P159. 另一个是星界战斗,见 P160.

劇透 -   :
Astral
Specializations: Astral Combat, Astral Signa-
tures, Emotional States, Spirit Types
Untrained: No
Primary Linked Attribute: Intuition
Secondary Linked Attribute: Willpower, for as-
tral combat.
This skill can only be used by full or aspect-
ed magicians, or by adepts and mystic adepts who
have chosen the Astral Perception adept power. It
has two primary uses—one is for assensing astral
auras, as described on p. 159. The other is for as-
tral combat, as described on p. 160

运动 Athletics

专精:攀爬,体操,冲刺,游泳,投掷
未受训:
主要关联属性:敏捷
次要关联属性:力量(用于一些出现额外阻力的情况,列如奔跑的时候穿过泥泞或者其他困难区域)

运动技能是展现身体的优雅和力量,这是一个关于力量,速度,敏捷,灵活等等的集合。更重要的是这个能力协调了这些因素,并让你在合适的情况下使用。

作为一个有多种用途的技能,有多种不同的方式使用。它可以用在冲刺(P44),全防御(P43),在使用投掷武器时作为攻击技能。总得来说,它与敏捷的结合展现了运动的灵活,但当有纯粹的力量检定时它就会与力量结合满足需求。这些检定通常来说都很简单(全防御是例外)。跳水和自由落体也包含在这技能里。

除了这些参考,下面列出了几种特定的运动技能检定。

劇透 -   :
Athletics
Specialization: Climbing, Flying, Gymnastics,
Sprinting, Swimming, Throwing
Untrained: Yes
Primary Linked Attribute: Agility
Secondary Linked Attribute: Strength (used for
tests where extra resistance might be offered, like
running through mud or something)
The Athletics skill is about physical grace and
prowess, which is a combination of a number of
factors—strength, speed, quickness, nimbleness,
and so on. More than that, it is the ability to
coordinate all those qualities together, to draw
on your abilities to meet what the situation de-
mands.
As a skill with a variety of uses, it can be em-
ployed in different ways. It is used in Sprint tests
(p. 44) and Full Defense Actions (p. 43), and it is
an attack skill for thrown weapons. In general, it
is paired with Agility to express a certain fluidity
of movement, but it also can be linked to Strength
for tests when sheer muscle power is needed. These
tests are often Simple tests (Full Defense being an
exception). Diving and free-falling are covered
with this skill.
Beyond these guidelines, there are a few specific
types of Athletics tests listed below.

攀爬

攀爬检定是向反重力方向的移动,一次滑倒不仅会让你前功尽弃还会造成严重的伤害。攀爬检定是运动+力量,每一个净成功可以向上,向下或者侧边(玩家选择)移动一米。关键是准确的阈值。请参考攀爬阈值表来确定具体的阈值。

当玩家装备攀爬设备(P279)的开始攀爬时候,会获得一点极限。在攀爬的过程中不能持续获得极限。如果玩家试图通过用“开始攀爬”来堆积极限,例如跳下,然后在同一表面“开始攀爬”,你可以严厉的警告玩家并指出防止极限滥用部分。(P45)

   攀爬阈值         
   阈值   
   骰池修整   
   基础阈值   
   3   
   表面光滑(slick)   
   1   
   表面平整(smooth)   
   1   
   表面涂油*   
   1   
   表面有合适的落手/脚点   
   -1   
   *这个包括任何有意让表面变得难以攀爬的处理   

劇透 -   :
Climbing
Climbing tests are all about moving in a direc-
tion where gravity is working against you and one
slip might not only end your progress but cause
significant harm. The Climbing test is Athletics +
Strength; for each net hit, you move 1 meter up,
down, or sideways (player choice). The trick is
determining the threshold; consult the Climbing
Threshold table for the information on how to de-
termine the threshold.
If a player is equipped with climbing gear
(p. 279), they get a point of Edge when start-
ing their climb. They do not keep gaining Edge
each turn of the climb. If they attempt to pile up
Edge by starting a climb, then jumping off, then
starting a “new climb” on the same surface, you
are allowed to give them a stern talking to and
point them to the Preventing Edge Abuse section
(p. 45).

CLIMBING THRESHOLDS
THRESHOLD RESULT
Base threshold 3
Surface is slick +1
Surface is smooth +1
Surface is greased* +1
Surface has clear hand/footholds –1
*This includes any deliberate treatment to make the
climbing surface difficult to negotiate.

逃脱

狂奔者们经常被安排到那些他们不想待的地方,那最重要的就是如何快速逃离。逃脱是运动+敏捷检定。这个检定的样本阈值在逃脱阈值表中。

   逃脱阈值            
   约束   
   骰池修整   
   绳索、塑料手铐(Rope, plastic cuffs)   
   2   
   铁手铐(Metal handcuffs)   
   3   
   约束衣(Straitjacket)   
   4   
   遏制手铐(Containment manacles)   
   5   
   强化材料(Reinforced material)   
   1   
      
      
   状况   
   修正   
   角色被看守   
   1   
   角色被另一个角色控制   
   见缠斗(Grapple)(P111)   
   

劇透 -   :
Escaping
Shadowrunners are frequently getting put in
places where they’d rather not be, and the priority
quickly becomes about getting out. Escaping these
places is an Athletics + Agility test; sample thresh-
olds for this test are in the Escape Thresholds table.

escape THRESHOLDS
RESTRAINT THRESHOLD
Rope, plastic cuffs 2
Metal cuffs 3
Straitjacket 4
Containment manacles 5
Reinforced material +1
SITUATION ADJUSTMENT
Character is being watched +1
Character is being restrained by
another character
See Grapple (p. 111)

游泳

一个角色的基础游泳速度是一个次要动作游3米每战斗轮(装备可能会增加游泳效率)。通过一次游泳检定,运动+敏捷(2),可以将(净成功/2,向上取整)米添加到游泳的距离上。对于波涛汹涌和困难水域的情况,可以增加游泳阈值。游泳十分消耗体力,每游泳十五分钟阈值增加1。

劇透 -   :
Swimming
The base swimming speed for characters is 3
meters per combat round with a Minor Action
(gear and augmentations may increase this). By
making a Swimming test, which is Athletics + Agil-
ity (2), you add (net hits/2, rounded up) to the dis-
tance in meters. The threshold can be increased for
choppy or otherwise difficult waters. Swimming is
tiring, and the threshold should increase by 1 every
fifteen minutes.






« 上次编辑: 2019-09-06, 周五 23:05:17 由 锐锐的小拉达 »

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Re: [6E]技能
« 回帖 #2 于: 2019-09-04, 周三 23:15:28 »
生物科技 Biotech

专精:生物科技学,赛博工艺学,急救,医疗
未受训:不可
主要关联属性:逻辑
次要关联属性:直觉(很少被使用,当角色试图做一些本书中没有提到的事情时会使用)

这个技能是为那些了解泛人类生物学的角色准备的。在第六纪,这意味着了解殖装和装备之间的区别。这个技能可以用来急救(P119)和医疗(P120)检定,同样可以用来分析和修复赛博改造,生体改造和其他殖装。另一个用途是安装赛博改造,其他的则不行。

生物科技在角色使用生物科技+逻辑和从网络上获取关于设备和完成维修的知识时是简单检定。当需要确定这个检定的具体阈值时,GM应参考基础阈值准则(ThresholdGuidelines)(P36)。

安装赛博改造需要一个延续检定。阈值是(等级X3);如果该改造没有等级,则视为等级2。间隔为1小时,至少需要一家生物科技商店。

劇透 -   :
Biotech
Specialization: Biotechnology, Cybertechnolo-
gy, First Aid, Medicine
Untrained: No
Primary Linked Attribute: Logic
Secondary Linked Attribute: Intuition (this is
rarely used—it is applied when characters try to
do something that is not exactly by the books)
This skill is for characters who know metahu-
man biology. In the Sixth World, that also means
knowing how different augmentations and gear
interact with it. This skill is used in First Aid tests
(p. 119) and Healing tests (p. 120), and it also can
be used when analyzing and repairing cyberware,
bioware, and other augmentations. Another use is
installing cyberware, but not other kinds of ’ware.
Biotech is typically a Simple test, where the char-
acter rolls Biotech + Logic and gains knowledge
about a device or accomplishes repairs based on net
hits. Gamemasters should use the basic Threshold
Guidelines (p. 36) when determining thresholds for
these tests.
Installing cyberware requires an Extended test.
The threshold is (Rating x 3); if the ’ware has no rat-
ing levels, count the rating as 2. The interval is one
hour, and a minimum of a Biotech shop is required.

近身格斗 Close Combat

专精:利刃,棍棒,徒手格斗
未受训:
关联属性:敏捷

你是否离某人很近?你是否想暴打他们?那就靠这个技能!无论你是拳打刀刺棒敲或者其他的,扔近身格斗+敏捷对抗反应+直觉(运动技能可以加到全防御骰池中;见P43)

更多关于战斗的细节见战斗章节(P104)。

劇透 -   :
Close Combat
Specialization: Blades, Clubs, Unarmed Combat
Untrained: Yes
Linked Attribute: Agility
Are you near someone? Are you trying to hurt
them? Then use this skill! Whether you’re punch-
ing, stabbing, clubbing, or whatever, roll Close
Combat + Agility vs. Reaction + Intuition (Athlet-
ics can be added for Full Defense; see p. 43)
Full details on Combat are in the Combat chap-
ter (p. 104).

唬骗 Con

专精:演技,伪装,模仿,表演
未受训:
关联属性:魅力

这个技能组的核心是扮演他人行事去说服别人。或许你表现的像是黑牙一部分藏匿宝藏的失传继承人或者假装是一个不走运的职员,希望能大赚一笔,回到业绩巅峰。不管什么情况,唬骗是一种让他人相信你是另外的一个人的技能。

唬骗检定是对抗检定,目标骰直觉+意志对抗唬骗。通常这是一个简单成功/失败检定来判定角色是否相信了唬骗,但如果净成功数值比较高,GM可以认为唬骗更有说服力,让目标愿意去信服。

更多关于如何在社交检定中获取极限的方法见社交检定极限(P97)。

劇透 -   :
Con
Specializations: Acting, Disguise, Imperson-
ation, Performance
Untrained: Yes
Linked Attribute: Charisma
The key aspect of this group is persuasion where
you act as someone or something you’re not. May-
be you’re acting like the long-lost heir to a portion of
Dunkelzahn’s hoard, or maybe you’re pretending to
be a down-on-their-luck business suit looking to make
a big score to launch them back to the top. Whatever
the case may be, Con is the skill you use to convince
other people that you are something you are not.
Tests involving Con are Opposed tests, and the
target rolls Intuition + Willpower to resist the con.
Usually this is a simple pass/fail test, looking at
whether the character pulled off their con or not, but
if they scored a high number of net hits, the game-
master can consider the con to be extra persuasive,
making the mark an all-the-more-willing participant.
See Social Test Edge (p. 97) for more informa-
tion about how to gain Edge on social tests.

咒术 Conjuring

专精:驱逐,束缚,召唤
未受训:不可
主要属性:魔法

这个技能允许你召唤,束缚,驱逐精魂。具体细节见咒术(P146)。

劇透 -   :
Conjuring
Specialization: Banishing, Binding, Summoning
Untrained: No
Primary Attribute: Magic
This skill allows you to summon, bind, and
banish spirits. For details, see Conjuring, p. 146.









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Re: [6E]技能
« 回帖 #3 于: 2019-09-05, 周四 23:34:27 »
破解 Cracking

专精:矩阵战斗,电子战,骇入
未受训:不可
关联属性:逻辑
在矩阵中,有两种基础的行动:合法的和非法的。破解就是用在非法的行动上的。具体细节见矩阵(P171)。

劇透 -   :
Cracking
Specialization: Cybercombat, Electronic War-
fare, Hacking
Untrained: No
Linked Attribute: Logic
In the Matrix, there are two basic kinds of
actions: legal and illegal. Cracking is what you
use for the illegal ones. For details on the uses of
Cracking, see Matrix, p. 171.

电子学 Electronics

专精:计算机,硬件,软件
未受训:
主要关联属性:逻辑
次要关联属性:直觉,用于修补程序(kludge work)

这是矩阵的另外一种合法的行动。无论你是使用通讯链,修理软件代码,微调硬件都需要用到电子学技能。你可以在矩阵章节找到更多细节(P170).

劇透 -   :
Electronics
Specialization: Computer, Hardware, Software
Untrained: Yes
Primary Linked Attribute: Logic
Secondary Linked Attribute: Intuition, for
kludge work
This is the other side of Matrix work, the legal
side. Whether you’re using your commlink, kludg-
ing some software, fine-tuning your hardware, or
whatever, Electronics is the skill for you. You can
find more details about its use in the Matrix chap-
ter, p. 170.

附魔 Enchanting

专精:炼金,炼成,消除附魔
未受训:不可
关联属性:魔法

附魔被用来制作有时是摧毁法器,fetishes,和其他魔法造物。具体细节可以在魔法章节附魔部分找到(P149)。

劇透 -   :
Enchanting
Specialization: Alchemy, Artificing, Disenchant-
ing
Untrained: No
Linked Attribute: Magic
Enchanting is used to craft—and sometimes
demolish—foci, fetishes, and other items imbued
with magic. Details about this can be found in the
Magic chapter’s Enchanting section, p. 149.

工程学 Engineering

专精:航空机械,汽车机械,爆破,炮术,工业机械,开锁,航海机械
未受训:
主要关联属性:逻辑
次要关联属性:直觉,用于应急修复;敏捷,用于开锁。

工程学是制作满足需求的物品,让车辆行驶,飞机飞行,轮船浮动,机器旋转轰鸣才能达到被制作的目的。正如专精所示,这包含了广泛的领域,但技能基本上涵盖了四个基本行动:制造,修复,应急修复和载具炮术。制造和修复是属于同一基础项目—骰工程学+逻辑检定,阈值由正在制造/修复的物品复杂度决(见制造/修复阈值表)而且间隔基于工作的复杂度(见制造/修复间隔表)。

劇透 -   :
Engineering
Specialization: Aeronautics Mechanic, Automo-
tive Mechanic, Demolitions, Gunnery, Industrial
Mechanic, Lockpicking, Nautical Mechanic
Untrained: Yes
Primary Linked Attribute: Logic
Secondary Linked Attributes: Intuition, for ju-
ryrigging; Agility, for lockpicking
Engineering is about making things do the things
you want them to do—making cars move, planes
fly, boats float, and machines spin and roar so they
can achieve whatever purpose they were built for.
As the specializations show, this can cover a wide
range of areas, but the skill essentially covers four
basic activities: building, repairing, juryrigging,
and vehicle gunnery. Building and repairing both
follow the same basic process—roll an Engineering
+ Logic Extended test, with the threshold deter-
mined by the complexity of the item being built/re-
paired (see Build/Repair Threshold table) and the
interval is based on the complexity of the effort
(see Build/Repair Interval table).

应急修复是简单检定,意味着用一次快速调整甚至是敲击让其工作一小段时间。做一个工程学+直觉检定,使用基础阈值准则替代制造/修复阈值表。如果该检定成功,这个设备可以使用(净成功)分钟。当使用结束后,可能会去尝试另一个应急修复检定,但是这次尝试阈值至少比上一次检定高出一,更多的取决于机器在上次应急修复后的磨损程度。

工程学还被用来开机械锁和磁锁。和敏捷一起用于检定,阈值以锁的复杂程度为基础。

   建造/修理阈值表         
   阈值   
   结果   
   基础阈值   
   3   
      
      
   物品类型   
      
   商业级车辆   
   4   
   工业级车辆   
   6   
   军品级车辆   
   8   
      
      
   商业级电子设备   
   —   
   赛博碟板   
   2   
   合法级电子设备   
   1   
   非法级电子设备   
   2   
      
      
   通用型   
   —   
   专业型   
   1   

            
   制造/修复间隔表         
   间隔   
   时间   
   基础间隔   
   1小时   
      
      
   伤害类型   
      
   直接伤害(Straightforward)   
   —   
   复杂伤害(Complicated)   
   x2   
   大量伤害(Extensive)   
   x4   
   全额伤害(Total)   
   x10   
注意所有的修复都需要零件和工具才可以使用

劇透 -   :
Juryrigging is a Simple test, meant to get some-
thing to work in the short term with a quick ad-
justment or even a swift kick. Make an Engineer-
ing + Intuition test, using the Threshold Guidelines
as a guide instead of the Build/Repair Threshold.
If the test is successful, the device functions for (net
hits) minutes. Once it stops functioning, another
Juryrigging test may be attempted, but the thresh-
old should be at least 1 higher than the previous
test, and possibly more depending on how much
wear and tear the machine absorbed in its jury-
rigged state.
Engineering is also used to pick mechanical
locks and maglocks. It is combined with Agility for
these tests, with a threshold based on the complex-
ity of the lock
build/repair THRESHOLDS
THRESHOLD RESULT
Basic threshold 3
Item is …
A consumer vehicle +4
An industrial vehicle +6
A military vehicle +8
A consumer electronic —
A cyberdeck +2
A licensed electronic +1
An illegal electronic +2
Used widely —
Of specialized use +1
build/repair interval
INTERVAL TIME
Basic interval 1 hour
Damage is …
Straightforward —
Complicated x2
Extensive x4
Total x10
Note that all intervals assume needed parts and tools
are available.

异种武器 Exotic Weapons 

专精:见下文
未受训:不可
关联属性:敏捷

某些武器并不像其他的那样常见,需要专门的训练才可以使用他们。这个技能就是为了这些武器准备的。你必须选择一项专精而且只能使用你选择的那一项专精的武器。精通对于这个技能来说是不可获得的。你购买的这个技能的等级对于任何拥有的专精都是适用的。这个技能不受只能拥有一个专精的限制而且无法获得精通。这个技能的适用方法与战斗技能相同意味着骰异种武器+敏捷对抗反应+直觉;细节见战斗章节。

劇透 -   :
Exotic Weapons
Specialization: See below
Untrained: No
Linked Attribute: Agility
Some weapons are not like any other, and you
need particular training to use them. This skill is
for those weapons. You must select a specialization
to use this skill, and you can only use this skill with
weapons for which you have a specialization. Ex-
pertises cannot be acquired for this skill. You can
buy ranks in this skill, and those ranks can be used
with all specializations you have. This skill is ex-
empt from the rule that you can only have one spe-
cialization per skill, and you cannot have expertise
in this skill. This skill functions the same as other
combat skills, meaning you roll Exotic Weapons
+ Agility vs. Reaction + Intuition; see the Combat
chapter for more details.










« 上次编辑: 2019-09-06, 周五 23:06:47 由 锐锐的小拉达 »

离线 锐锐的小拉达

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Re: [6E]技能
« 回帖 #4 于: 2019-09-06, 周五 23:19:07 »
枪械 Firearms

专精:自动枪械,长管枪械,手枪,步枪,霰弹枪
未受训:
关联属性:敏捷

你是否想射点什么?就用这个技能。基础是骰枪械+敏捷对抗反应+直觉。细节在战斗章节(P104)的最上面。

劇透 -   :
Firearms
Specialization: Automatics, Longarms, Pistols,
Rifles, Shotguns
Untrained: Yes
Linked Attribute: Agility
Do you want to shoot things? Use this skill. The
basics are, roll Firearms + Agility vs. Reaction +
Intuition. The details that stack on top of that are
available in the Combat chapter (p. 104).

影响 Influence

专精:礼仪,教导,威吓,领导力,交涉
未受训:
主要关联属性:魅力
次要关联属性:逻辑,当进行一场清楚的辩论时。主要在交涉和某些领导力场合使用。

这是不同于唬骗的另一种把想法传达给别人的方式。可以以这么说,这是更诚实的一方,但这是在贬低唬骗艺术,夸大商业谈判的正义性。无论你是想激励狂奔者同伴,还是从MRJ手里榨出更多的油水,或者警告他人通过这里没有好果子吃,影响就是你需要的技能。这个检定通常是影响+魅力,但当角色有足够的理由去支撑他的观点时使用影响+逻辑。当使用魅力时用意志+直觉对抗,当使用逻辑时用意志+逻辑对抗。

影响同样被用于教导这一可以缩短学会技能时间的检定(见P68)。如果想要教会他人,相应的技能至少需要4级或者更高。教导使用影响力+魅力检定,每一个净成功可以减少1天的学习技能的时间。

更多关于如何在社交检定中获取极限的方法见社交检定极限(P97)。

劇透 -   :
Influence
Specialization: Etiquette, Instruction, Intimida-
tion, Leadership, Negotiation
Untrained: Yes
Primary Linked Attribute: Charisma.
Secondary Linked Attribute: Logic, when mak-
ing a clear argument. Mainly in Negotiation, could
also be in some leadership situations.
This is the other way of shaping the opinions of
others, along with Con. It might be said that this
is the more honest side, but that would be under-
selling the integrity of con artists and overselling
the honesty of business negotiators. The point is,
whether you are trying to inspire your fellow run-
ners, squeeze a few nuyen out of Mr. Johnson, or
let someone know that intense physical pain awaits
them if they cross you, Influence is the skill to use.
The test usually is Influence + Charisma, but some-
times it can be Influence + Logic when the character
is relying on pure reason to get their point across. It
is opposed by Willpower + Intuition when Charis-
ma is used, Willpower + Logic when Logic is used.
Influence is also used for Instruction tests,
which can shorten the time it takes to learn new
skills (see p. 68). Instructors must have 4 or
more ranks in the skill they want to teach. The
instructor makes an Influence + Charisma test,
which reduces the time to learn a skill by 1 day
per net hit.
See Social Test Edge (p. 97) for more informa-
tion about how to gain Edge on social tests.

户外 Outdoors

专精:导航,生存,追踪,环境分类(森林,沙漠,都市等)
未受训:
关联属性:直觉

虽然可以一直宅在家里,看些三维影像吃点WhompSnappers,这看起来很不错,但有的时候你需要出门走走。户外就是处理这种时候的技能。无论你是想追踪什么人或事,找点食物,或者找到最快抵达目标的方法,户外就是在这种时候用的。通常这是一个简单检定,户外+直觉,阈值使用36页的基础阈值准则。试图掩盖踪迹会让追踪检定的阈值增加。

劇透 -   :
Outdoors
Specialization: Navigation, Survival, Tracking,
by environment (Woods, Desert, Urban Areas, etc.)
Untrained: Yes
Linked Attribute: Intuition
While staying indoors forever, watching trids
and eating WhompSnappers, seems like a good
enough life, sometimes you have to go outside.
Outdoors is to help deal with those times. Whether
you are following the tracks of someone or some-
thing, scaring up food, or figuring out the quick-
est way to your destination, Outdoors is the skill
to use. Typically this is a Simple test, Outdoors +
Intuition with a threshold set using the Threshold
Guidelines on p. 36. Efforts to disguise tracks may
set the threshold for Tracking tests.

侦察 Perception

专精:视觉,听觉,触觉,环境分类(森林,沙漠,都市等)
未受训:
主要关联属性:直觉
次要关联属性:逻辑,用于图案识别(pattern recognition)

是不是有人偷偷从前面的烟雾里摸了过来?主管的桌子上是不是有一个暗格?灯的开关在哪边?这些问题可以通过侦察检定来回答。当观察周围环境的时候,这是一个简单检定,侦察+直觉, GM根据找到目标物的难易程度来确定阈值(示例阈值可见侦察阈值表)。侦察同样被用来去找到那些不想被发现的人,这种情况下检定为侦察+直觉对抗隐匿+敏捷(有些时候这些检定不是同时进行的;细节见隐匿章节)。

有时侦察不仅仅是发现周围环境的细节和找出被藏起来的物体。有可能是观察不同事物之间的联系或者事件和物体的行为轨迹。这种情况下,GM可以让玩家使用侦察+逻辑检定,阈值基于试图拼凑解读信息的复杂度。

劇透 -   :
Perception
Specialization: Visual, Aural, Tactile, by Envi-
ronment (Woods, Desert, Urban, etc.)
Untrained: Yes
Primary Linked Attribute: Intuition
Secondary Linked Attribute: Logic, for pattern
recognition.
Is someone sneaking through the smog up
ahead? Is there a secret compartment in that
executive’s desk? Where’s the light switch?
These are some of the questions that can be an-
swered with a Perception test. When observing
an environment, this is a Simple test, Percep-
tion + Intuition with a threshold determined
by the gamemaster based on how difficult it is
to find what the players are looking for (sam-
ple thresholds can be found in the Perception
Thresholds table). Perception is also used to at-
tempt to see those who do not wish to be seen,
in which case the test is Perception + Intuition
vs. Stealth + Agility (sometimes these tests are
not rolled concurrently; see the Stealth section
for more details).
Sometimes Perception is about more than just
taking in the details of your surroundings or try-
ing to spot a hidden object. It may be about seeing
how different things link to each other, or discerning
a pattern in events or movements. In those cases, a
gamemaster can have a player make a Perception +
Logic test, with the threshold based on the complexi-
ty of the information they are trying to piece together.

驾驶 Piloting

专精:陆用驾驶,空中驾驶,水上驾驶
未受训:
主要关联属性:反应

当你想在困难道路上穿行的时候,就需要这个技能(机师是死是活就靠这个技能。)通常这是一个简单检定,驾驶+反应,阈值基于尝试的动作难度。有时骰驾驶用来甩掉追踪的尾巴,或者跟上别人,或者其他多人载具(multi-vehicle)行动。在这种情况下,是驾驶+反应对抗驾驶+反应。

劇透 -   :
Piloting
Specializations: Ground Craft, Aircraft, Water-
craft
Untrained: Yes
Linked Attribute: Reaction
When you want a vehicle to move in a tricky
way, this is the skill to use (riggers live or die by
this skill). This is generally a Simple Test, Piloting
+ Reaction with a threshold based on the difficulty
of the maneuver they are attempting. Sometimes a
Piloting roll is about trying to avoid a tail, or tail
someone else, or some other multi-vehicle action.
In these cases, it’s Piloting + Reaction vs. Piloting
+ Reaction.

巫术 Sorcery

专精:反制法术,仪式施法,施法
未受训:不可
关联属性:魔法

巫术有很多种用途,多到不能在这里讲完。相对的,魔法章节有法术(P130),施法(P143)和其他用途的信息。

劇透 -   :
Sorcery
Specializations: Counterspelling, Ritual Spell-
casting, Spellcasting
Untrained: No
Linked Attribute: Magic.
The uses of Sorcery are numerous—too nu-
merous to cover here! Instead, look at the Magic
chapter for information on Spells (p. 130), Coun-
terspelling (p. 143), and other uses.

隐匿 Stealth

专精:伪装,手上功夫,潜行
未受训:
关联属性:敏捷

暗影狂奔不应该很显眼,所以你应该能猜到,这是一个很有价值的技能。隐匿包含了所有角色不想引起他人注意的行动—潜行进研究中心,从黑手党的眼皮底下滑过一根信用棒,混进一群孤星警察里等等。通常一个隐匿+敏捷检定是在尝试开始是使用的,净成功被用于其他角色注意到这个角色的阈值。有时尝试隐匿是自发的,所以是隐匿+敏捷对抗侦察+直觉对抗检定。

在某些但不是全部的情况下,角色的体型可能会影响隐匿的效果。如果GM认为合适的情况下,角色的身体可作为隐匿+敏捷检定的阈值,或者根据他们的体型增加基础的阈值。

劇透 -   :
Stealth
Specialization: Disguise, Palming, Sneaking
Untrained: Yes
Linked Attribute: Agility.
Shadowrunning isn’t supposed to be obvious,
as you should be able to guess by the name, so
Stealth is a very valuable skill. Stealth covers all the
activities characters perform that they do not want
others to notice—sneaking into a research facility,
slipping a credstick out from under a Mafia don’s
nose, blending into a crowd of Lone Star officers,
and so on. Typically, a Stealth + Agility test is made
at the start of such an effort, with the net hits being
used as a threshold for others to notice what the
character is up to. Sometimes the attempt at stealth
happens spontaneously, so it is a Stealth + Agility
vs. Perception + Intuition Opposed test.
In some circumstances, but not all, the size of a
character may play a role in how stealthy they can
be. If the gamemaster judges it to be appropriate,
the Body of a character can be used as a threshold
for their Stealth + Agility test, or the threshold can
be increased based in their size

任务调度 Tasking

专精:编制,注销,注册
未受训:不可
关联属性:共鸣

这个技能是超链用来做各种超链行动的。更多细节可以在超链(P187)章节找到。

劇透 -   :
Tasking
Specialization: Compiling, Decompiling, Regis-
tering
Untrained: No
Linked Attribute: Resonance
This is the skill technomancers use to do var-
ious technomancer activities. More information
about these activities can be found in the Techno-
mancers section (p. 187).











离线 锐锐的小拉达

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Re: [6E]技能
« 回帖 #5 于: 2019-09-16, 周一 00:08:04 »
技能等级
注意:本表中的数字是指技能等级加上专精和精通

            
   等级   
   精通   
   0   
   未受训:你从来没有尝试过你要做的事情,至少不是正经的。   
   1   
   新手:你上过几节课,读过一些资料,但在这个领域你仍然是新手   
   2   
   初学者:你付出了一些时间和练习来运用,但你知道很多人可以轻易超越你   
   3   
   熟手:你的技能可以出于本能而使用。积累的经验也是显而易见的。   
   4   
   专业人士:当人们想要为这种专业技能而招聘的时候就会找上你   
   5   
   高级专业人士:即使是其他老手也能意识到你凸显的水平,如果自己不努力你就会把他们抛在身后   
   6   
   当地传奇:你还没有出手,认识你的人就会吹捧尊敬你的能力   
   7   
   精英:现在你正走向巅峰。这个技能等级超越了世界上的绝大多数人   
   8   
   高级精英(Elite pro):你不仅能靠这项技能养活自己,更被认为是同龄人中最好的   
   9   
   国家精英:你是整个国家地区里最好的。   
   10   
   跨国精英:你的技能已经超越了国界,即使在国际竞争中也十分突出   
   11   
   全球精英:如果在奥运会比赛上有这个技能,那你应该是金牌的有力争夺战。如果在这个技能有奥运会比赛,你应该去参加。   
   12   
   世界最佳(GOAT):当人们谈论到有史以来最伟大的事情时,你的名字不在顶端也在其中   


劇透 -   :
SKILL LEVELS
Note that the numbers in this table refer to skill rank plus specialization or expertise.
RANK EXPERTISE
0 Untrained: You’ve never tried to do the thing you’re about to do, at least not seriously.
1 Novice: You’ve taken a few lessons, done some reading, but you’re still pretty new to this area.
2 Advanced beginner: You’ve put in some time and practice, and it shows, but you know many people could easily outpace you.
3 Journeyman: Your skills are starting to be recognized. Your accumulating experience is clear.
4 Professional: When people are hiring for this particular skill, they look for someone like you.
5 Advanced professional: Even other pros realize that you’ve raised your game, and if they don’t hustle you’ll leave them behind.
6 Local legend: You haven’t hit the big time, but people who know you speak of your skill with great respect.
7 Elite: Now you’re making it toward the top. With this level of skill, you outpace the vast majority of the rest of the world.
8 Elite pro: Not only can you make money in this skill, but you’re recognized as one of the best by your peers.
9 National elite: You’re one of the best in your entire nation in this area.
10 Multinational elite: Your skills go beyond your national borders, and they are good enough to excel even in international competition.
11
Global elite: If there were Olympics for this skill, you’d be considered a gold-medal contender. If there are Olympics for this skill, you should
probably enter them.
12 GOAT: When people talk about the Greatest of All Time, your name is in the mix, if not at the top of the list.

社交检定极限

一些最优秀的狂奔者也是最会说话的,他们可以不用一颗子弹就把活干的漂亮。这就需要像战斗一样把话说的快速又流畅,周围的环境会对试图影响或唬骗他人起到不少作用。

社交检定的情况可能会让一方或者另一方获得极限。这方面的机制并不像战斗一样可以直观的用数字表现—GM需要自己判别给予极限的时机。这个时机判定很简单:一方比另一方是否有足够的优势值得去奖励极限?下面的列表里展示了在一些社交场合中一方获得极限的方式,按照情景类型进行分类(不包括教导,因为这不是一个对抗性动作)。一般来说,极限只会被奖励一次,无论是在遭遇的开始还是出现特殊情况,不会再遭遇中重复获得。

劇透 -   :
Social Test Edge
Some of the best shadowrunners around are the
best talkers, the ones who get the job done without
a single bullet fired. That requires some quick and
smooth talking, and like combat, the surrounding
circumstances can play a large role in how well the
attempt to influence or con someone will go.
The circumstances of a social test may allow
one side or the other to gain Edge. The mechan-
ics for this are not as numerically based as they
are for combat—gamemasters will have to use
judgment about when Edge is awarded and when
it is not. The question at the core of the decision
is simple: Does one side have enough advantage
over the other that they should be awarded Edge?
The following list shows some of the ways one side
might gain Edge over the other in a social situa-
tion, broken down by type of situation (not includ-
ing instruction, since that tends to not be an ad-
versarial process). Generally speaking, Edge would
be awarded once, either at the beginning of an
encounter or when particular circumstances arise,
not repeatedly throughout the encounter.

   社交检定极限         
   通常情况   
      
   发言者极限   
   听众极限   
   发言者是被信任的人介绍的   
   听众被警告要注意发言者   
   听众对发言者有倾向   
   发言者对属于一个群体的听众   
   发言者的外表非常适合自己的定位   
   发言者一点也不像他们声称的角色   
   听众对发言者有浪漫的吸引力   
   听众对发言者有个人偏见   
   听众能从发言者的话中听到明显的好处   
   听众认为发言者说的风险很大   
   听众的思想和/或情绪被魔法控制   
      
      
      
   唬骗   
      
   发言者极限   
   听众极限   
   听众十分绝望   
   听众处于安全状况而且没有风险   
   发言者有足够的证据   
      
      
      
   礼仪   
      
   发言者极限   
   听众极限   
   发言者在相关方面有丰富的生活经验   
   听众在相关方面有丰富的生活经验   
   发言者是被信任的人介绍的   
   发言者与听众不喜欢或不信任的人有关   
      
      
   威吓   
      
   发言者极限   
   听众极限   
   发言者比听众更孔武有力   
   听众比发言者更孔武有力   
   听众没什么办法离开   
   听众知道支援就在路上   
      
      
   领导力   
      
   发言者极限   
   听众极限   
   发言者被那些他试图领导的人信任   
   听众有足够的理由不信任发言者   
   发言者地位较高   
   听众地位较高   
      
      
   交涉   
      
   发言者极限   
   听众极限   
   听众感到绝望   
   发言者缺乏工作的经验和专业知识   
   发言者分享了听众不知道的关键信息   
   发言者分享了对听众无用或有害的信息   
   发言者分享了听众不知道的关键信息   
      

劇透 -   :
social test edge
general
EDGE TO TALKER EDGE TO LISTENER
Talker is introduced by trusted person Listener has been warned about the talker
Listener is disposed to listen to people like the talker Talker belongs to a group listener has significant prejudices about
Talker’s appearance is perfectly suited for their role Talker does not look like their claimed role at all
Listener has romantic attraction to talker Listener has strong personal dislike of talker
Listener sees clear gain from what talker is saying Listener sees steep risk in what talker is saying
Listener’s thoughts and/or emotions are being controlled by magic
con
EDGE TO TALKER EDGE TO LISTENER
Listener is desperate Listener is in secure position and is risk averse
Talker has convincing support for claims Talker has been caught in clear lie
etiquette
EDGE TO TALKER EDGE TO LISTENER
Talker has significantly more life experience in this area Listener has significantly more life experience in this area
Talker is introduced by trusted person Talker is associated with people the listener dislikes or distrusts
intimidation
EDGE TO TALKER EDGE TO LISTENER
Talker is clearly more physically powerful than listener Listener is clearly more powerful than talker
Listener has no easy ways to leave Listener knows help is on the way
leadership
EDGE TO TALKER EDGE TO LISTENER
Talker has trust from people they are trying to lead Listeners have clear reasons to distrust talker
Talker outranks listener Listener outranks talker
negotiation
EDGE TO TALKER EDGE TO LISTENER
Listener is desperate Talker lacks experience or expertise for the job
Talker shares critical information listener did not know about Talker shares information that is useless or detrimental to listener

知识技能

知识技能没有等级,因为不直接用于技能检定。作为替代,提供了与其他检定关联获取知识的机会。例如,如果角色拥有安保系统知识而且进行了侦察检定去看公司设施外观,那么检定可能会给一个机会去看到摄像头安装的位置和巡逻的时机。如果拥有西雅图帮派知识技能,一个成功的侦察会帮助知道走到面前的是万圣节帮的成员。西雅图街头知识技能会在西雅图区域进行户外检定时提供帮助。玩家也可以进行记忆检定(P67)来回忆有没有已知的相关知识技能。

解释,知识技不能未受训使用。
下面是一些但不全面的知识技能清单。玩家可以在GM的允许下自由创造自己的知识技能。

• 航空航天技术
• 奥秘学
• [地区]帮派
• 汽车模型
• 战斗车手
• 企业风格
• 间谍技巧
• 黑客组织
• 执法公司
• 魔法社群
• 魔法流派
• 泛位面
• [国家]政治
• 兽人美食
• Orkxploitation音乐
• [地区/时代]历史
• 安保系统
• 第六纪历史


劇透 -   :
Knowledge Skills
Knowledge skills do not have ranks, because
they are not used directly in skill tests. Instead,
they are used to provide opportunities to gain
knowledge connected to other tests. For example,
if a character has Security Systems knowledge and
performs a Perception test to look over a corporate
facility exterior, their test might give them a chance
to see where cameras are located and when patrols
go by. If they have the Seattle Gangs knowledge
skill, a successful Perception test might help them
know that the people walking up to them are mem-
bers of the Halloweeners gang. The Seattle Streets
Knowledge skill would help them when making
Outdoors tests in the Seattle area. Players may also
make Memory tests (p. 67) to see if they can recall
certain facts about areas where they have a Knowl-
edge skill.
By definition, Knowledge skills cannot be used
untrained.
Below is a list of some, but certainly not all,
possible Knowledge skills. Players are free to make
their own, with gamemaster approval.
• Aerospace Technology
• Arcana
• [Area] Gangs
• Automobile Models
• Combat Biker
• Corporate Personalities
• Espionage Techniques
• Hacker Groups
• Law Enforcement Corps
• Magical Societies
• Magical Traditions
• Metaplanes
• [Nation] Politics
• Ork Cuisine
• Orkxploitation Music
• [Region/Era] History
• Security Systems
• Sixth World History
• Spirit Types
• [Sprawl] Streets
• Tech Companies
• Trideo Series
• Troll Thrash Rock
• Urban Brawl
• Virtual Nightclubs
• Weapons Manufacturers

语言技能

第六纪充斥着各种语言。所有的语言都被保留下来,还有一些新的,例如精灵的语言斯派瑞瑟尔语,兽人的语言欧扎特语,街道的语言市话。了解如何说这些语言会成为获取他人隐藏信息或与重要人物建立联系的关键。

语言技能是有专精等级的知识技能。这意味着有四个级别,例如:

• 斯派瑞瑟尔语
• 斯派瑞瑟尔语(专精)
• 斯派瑞瑟尔语(精通)
• 斯派瑞瑟尔语(母语)


劇透 -   :
Language Skills
The Sixth World is full of a variety of languages.
All the languages present in our world remain in
place, as well as some new ones, such as Sperethiel,
the language of the elves; Or’zet, the language of
orks; and Cityspeak, the language of the streets.
Knowing how to speak these languages can be the
key to picking up information people are trying
to hide from you, or to building connections with
important contacts.
Language skills are Knowledge skills with spe-
cialization ranks. That means they have four levels,
like so:
• Sperethiel
• Sperethiel (Specialist)
• Sperethiel (Expert)
• Sperethiel (Native)

第一个级别,你获得用侦察检定理解该语言的能力,这是以前做不到的。这个功能和其他知识技能相同。第二个级别,你获得2骰子在理解语言的相关检定上。在第三个级别,你理解语言的骰池奖励增加到了3。母语者不需要检定去理解语言。

角色提升只允许提升到精通级。获取母语的唯一办法是在角色创建的时候—创建角色时免费获取一项,而特质可能会提供一个奖励项。你在理解有关母语的时候完全不需要检定。

理解语言的阈值检定基于阈值准则表,P36。诸如人们说话时的音量和语速或俚语/行话的数量会影响阈值。

技能使用范例:卡斯漫游马(Cass Wandering Horse)点了一点斯派瑞瑟尔语帮助自己的调查工作,但还没有到达专精级。在调查一个毒品走私集团时,他无意中听到古人帮的成员在用斯派瑞瑟尔语交流。他靠的更近了点,看看自己能不能做点什么。他们在安静的说话,因此GM把阈值设为4.漫游马有4侦察和5直觉,所以他骰9骰子看自己是否能听懂在说些什么。他的队友们没有斯派瑞瑟尔语技能去理解别人的话,所以只能依靠流浪马。如果他有专精,他的骰池加到11;精通加到12。

他有5个净成功,足够听出“酒吧”“皮阿拉普”和“新星可乐”是谈话中的一部分。他有了一条新线索去追踪。

劇透 -   :
At the first level, you gain the ability to use
Perception tests to understand things in that lan-
guage, which you could not have done before. This
functions the same as other Knowledge skills. At
the second level, you gain 2 dice on tests related
to understanding the language. At the third level,
the dice pool bonus on tests to understand the lan-
guage increases to 3. Native speakers do not have
to roll a test to understand that language.
Character advancement only allows you to ad-
vance to Expert level. The only way to gain a Na-
tive language is as part of the character creation
process—one such language is selected for free
during character creation, while qualities might
provide a bonus language. You never need to make
tests to understand things in your native language.
The thresholds of tests to understand languages
is based on the Threshold Guidelines table, p. 36.
Elements such as the volume and speed people use
when speaking or the amount of slang/lingo em-
ployed can affect the threshold.
The skill works like this in practice: Cass Wan-
dering Horse has picked up a little Sperethiel
to help him in his investigative work, but not
enough to be a specialist yet. While looking into a
drug-smuggling ring, he overhears a couple mem-
bers of the Ancients talking to each other in Spere-
thiel. He leans in closer to see what he can make
out. They are speaking quietly, so the gamemaster
sets the threshold at 4. Wandering Horse has Per-
ception 4 and Intuition 5, so he rolls 9 dice to see
if he can make out what they are saying. His team-
mates, who do not have the Sperethiel language
skill, have no chance to understand what is being
said, so they have to rely on Wandering Horse. If
he were a specialist, he could increase his dice pool
for the test to 11; expertise would make it 12.
He rolls 5 hits, just enough to make out that the
words “bar,” “Puyallup,” and “novacoke” are part
of the conversation. He has a lead to follow!


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