作者 主题: 【核心书】超能效应(初译)  (阅读 44994 次)

副标题:

离线 不可名状的糕

  • Adventurer
  • *
  • 帖子数: 33
  • 苹果币: 0
Re: 【核心书】超能效应(初译)
« 回帖 #30 于: 2019-07-25, 周四 19:09:17 »
组合好的超能之一
隐形  INVISIBILITY

Effect: Visual Concealment4 or 8 points
效应: 视觉隐藏  •  4或8点  感知     自由     自身       维持     —     

剧透 -   :

You can vanish from sight at will, gaining total visual concealment, although other senses can still detect you. This power costs 4 points if you are only invisible to normal vision, 8 points if you cannot be detected by any visual sense (including infrared and ultraviolet).

你可以随意在视线中消失,获得完全的视觉隐藏,虽然其他感官仍然能够发现你。 如果你仅对正常视力不可见,则此能力需要4点;如果你对任何视觉感知(包括红外线和紫外线)都不可视,则需要8点。


离线 不可名状的糕

  • Adventurer
  • *
  • 帖子数: 33
  • 苹果币: 0
Re: 【核心书】超能效应(初译)
« 回帖 #31 于: 2019-07-25, 周四 19:11:24 »
INSUBSTANTIAL GENERAL
虚体  综合 
Action: Free • Range: Personal  Duration: Sustained • Cost: 5 points per rank
   自由     自身       维持     —       5点每级

剧透 -   :
You can assume a less solid form, with each Insubstantial rank becoming progressively less solid. You do not gain the ability to assume lower-ranked Insubstantial forms at higher ranks, but you can acquire a lower-ranked form as an Alternate Effect of a higher-ranked one. You can switch between normal and Insubstantial form at will as a free action once per round. The default is that substantial is your “normal” form, but the GM may permit you to make Insubstantial your “normal” form, in which case remaining solid is a sustained duration for you! Insubstantial offers four ranks of effect:

你可以成为一个不稳定(形态)的存在,每一个虚体的等级会让你的形态变得更虚幻(更不稳定)。你不可以在高等级虚体等级时使用低等级的形态,但是你可以通过替换效应的方式,来在高级形态时用低级形态。
RANK 1 – 流态
You become a fluid mass. You can flow through any sort of opening, under (or around) doors, through keyholes and pipes, and so forth. You cannot pass through watertight seals. You can automatically flow out of any restraint—such as a snare or grab—that is not watertight. So you cannot flow out of a bubble completely enclosing you, for example, but anything less cannot hold you. You can exert your normal Strength and can still push or carry objects, although your manual dexterity may be limited (at the GM’s discretion).
A fluid character may attempt to catch a falling person or object, cushioning the fall with the character’s flexible form. This requires a move action, and reduces the falling damage by the cushioning character’s Toughness bonus (representing flexibility in this case). Both characters must make resistance checks against the remaining damage. Higher rank insubstantial forms—lacking physical Strength—cannot attempt this.

你变成了一块流体。 你可以穿过所有类型的开口,例如在门下(或周围),钥匙孔和管道。 你无法通过存在防水密封件。 你可以自动流出任何束缚,例如陷阱或抓取(当然这束缚不是水密的前提下)。 因此,你不能从一个完全封闭你的气泡中流出来,但是没有什么东西可以抓住(抓取)你。 虽然,你关于需要用到手进行操作的灵巧能力可能会受到限制(根据GM的判断),但是你依然可以正常地施加力量并且仍然可以推动或携带物体。
身为流体的角色可能会尝试抓住坠落的人或物体,通过流体的灵活性来提供摔落缓冲。 这需要移动动作,坠落伤害将减去缓冲角色的韧性加值(在此应表示为灵活性)。 两个角色都必须对剩余的伤害进行抵抗检查。 更高级别的虚体形式 - 缺乏有效力量- 无法进行该尝试。

RANK 2 – Gaseous

You become a cloud of gas or fine particles. You have no effective Strength in gaseous form, but have Immunity to Physical Damage. Energy and area attacks still affect you normally. You can flow through any opening that is not airtight. You can use your various other effects normally.

等级2 - 气态


你变成了一团气体或微粒。 你身为气态,不存在有效的力量,但对物理伤害具有免疫。 能量和范围攻击通常仍对你有效。 你可以穿过任何不密闭的开口。 你可以正常地使用其他效应。

RANK 3 – ENERGY

You become coherent energy. You have no effective Strength, but have Immunity to Physical Damage. Energy attacks (other than the energy making up your form, to which you have Immunity) damage you normally. You can pass through solid objects permeable to your type of energy, but energy resistant barriers, like heavy shielding or force fields, block your movement.

等级3  - 能量

你变得变成一股居有连贯性与持续性的能量。 你没有有效的力量,但对物理伤害具有免疫。 能量攻击(你对构成你的形态的能量居有免疫)通常仍会对你造成伤害。 你可以穿过可透过你的能量类型的固体物体,但能量障碍物,如重型屏障或力场,会阻挡你的运动。

RANK 4 – INCORPOREAL
You become an incorporeal phantom. You can pass through solid matter at your normal speed and you have Immunity to Physical and Energy Damage. Sensory effects (other than tactile) and those targeting Will still work on you, as do effects with the Affects Insubstantial modifier. Choose one other reasonably common effect or descriptor that works on you while you are incorporeal. You have no effective Strength and cannot affect the physical world, except with effects with the Affects Corporeal modifier. Your sensory effects work normally.
Unless you have Immunity to Suffocation, you must hold your breath while passing through a solid object, and you can suffocate. If you revert to solid form while inside a solid object for any reason, you suffer damage equal to the object’s Toughness, resisted by your Fortitude. If not incapacitated by the damage, you’re immediately ejected from the object into the nearest open space. If you are incapacitated, you’re trapped inside the object and your condition worsens to dying on the following round (making it very difficult for aid to reach you).

排名4  -  无形

你变成了非物质的幻象。你可以以正常的速度穿过固体物质,你可以免疫物理和能量伤害。感官效应(触觉除外)和针对意志的能力仍将对你有效,就跟【虚体有效】修正一样(一种优化修正)。请选择一种合适的效应或者标签来描述无形状态下的你。除了增加【干涉物质】优化修正效果外,你没有有效的力量且不能干涉物理世界。你的感官效果正常。
除非你对窒息有免疫力,否则你必须在穿过固体时需要屏住呼吸(也就是说你会窒息)。当你在一个固体物件里还原为你原来的物质形态,则会受到与固体物体韧性相等的伤害,体制抵抗。如果你没有因伤害而丧失能力,则会立即将你的物质形态从固体物体中弹射到最近的空地。如果你丧失行动力,那么你就会被困在固体物体对象内部,并且在下一轮你的将会恶化到濒死状态。(这使得很难对你进行援助)。

INSUBSTANTIAL DESCRIPTORS
Note that the fluid, gaseous, etc., rank names are them-selves essentially descriptors for the different Insubstantial effects. A character with Insubstantial 1 might instead be a stretchable, rubbery form rather than a liquid, for example, while one with Insubstantial 2 could transform into a swarm of insects rather than a gas.

虚体标签

请注意,如液态,气态等级别名称,相对来说本身只是不同虚体效应的标签。 例如,虚体1(液态)的角色可能是可拉伸的橡胶形式而非液体,而具有虚体2(气态)的角色可能变成一群昆虫而非气体。

EXTRAS
优化

Affects Corporeal: This extra is required for any effect that works on corporeal targets while you are incorporeal. See the description of this extra for details and cost.

干涉物质:当你是无形的时候,任何对物质目标起作用的效应都需要这个额外的效果。有关详细信息和费用,请参阅【优化】里的该修正说明。

Affects Others: This modifier allows you to extend your Insubstantial effect to another character by touch, taking them Insubstantial with you. If you ever withdraw the effect while someone is inside a solid object, see the effect’s description for the unpleasant results. +0 or +1 cost per rank.

影响他人:此修正允许你通过触碰将虚体效应扩展到其他角色,使其与你一样变为虚体。你也可以在其他角色进入固体物质时将其取消,对于一个结果的处理请参考这个效应的描述。0cpr 或 1cpr。(如果这个能力给别人用,自己用不了,则是+0cpr)

Attack: Applied to Insubstantial, this extra makes it into a close range effect able to turn targets Insubstantial. You must be able to physically touch the target to make an Insubstantial Attack, meaning it must have the Affects Corporeal modifier to use it while you are incorporeal. This modifier is most effective for ranks 2 through 4, since the victim loses some or all ability to interact with the physical world. The default resistance for an Insubstantial Attack is Dodge, although it can be Fortitude or Will, as best suits the effect’s descriptors. You need to grab a tar-get in order to drag them inside a solid object unless the target is already defenseless. You and the target are not insubstantial to each other. The cost is +0 per rank if it is an Insubstantial Attack only, +1 cost per rank if you can both be Insubstantial and make an attack to make others Insubstantial. +0 or +1 cost per rank.

攻击:对于虚体而言,这个优化使其成为一个近身效应,将目标转为虚体。不过,前提是你必须能够物理触碰目标以进行虚体攻击,这意味着它必须具有干涉物质修正才能在你无形的情况下使用它。该修正对于2到4级最有效,因为受害者将失去了与物理世界交互的部分或全部能力。虚体攻击的默认对抗是闪避,不过,基于效应的标签,用强韧或意志进行对抗。除非目标处于无防御状态,你抓取到目标,才能将它拖动到一个实体对象中。你和目标之间,对于对方来说都属于实质的存在(非虚体)。如果该效应只是虚体攻击,则0cpr; 如果既能变为虚体又能进行虚体攻击则1cpr。0cpr / 1cpr

Continuous: Extending the effect’s duration to continuous allows you to remain Insubstantial until you choose to return to your corporeal form. +1 cost per rank.

连续:将效应的持续时间变为常驻,也就是直到你选择返回到你的物质形态,你将一直保持虚体状态。1cpr

Innate: Use this modifier if your character’s form is nature-rally or innately Insubstantial, particularly if the effect is permanent in duration. Flat +1 point.

先天:如果你的角色的形式会是自然而成或天生的虚体,特别是效应的持续时间为永续,则需要使用该修正。固定+1


Precise: This modifier allows you to selectively make some portions of your body insubstantial while keeping others substantial (or vice versa). This allows you to do things like reach through a wall, solidify your hand to pick up an object or tap someone on the shoulder (or punch them in the face), and become incorporeal again to withdraw it on the following round. Flat +1 point.

精确:此修正允许你选择性地使身体的某些部分变为虚体,同时保持其他部分的实质性(反之亦然)。这允许你做一些事情,比如穿过墙壁,固化你的手来拾取一个物体或者敲击肩膀上的某个人(或者将打在对方脸上),然后再次变成非物质以便在下一轮中收回它。固定+1。


Progressive: You can assume lower ranked forms of In-substantial, but you must progress through them in order to reach the higher-ranked ones. For example if you have Progressive Insubstantial 3, you can assume fluid, gaseous, or energy forms, but to assume energy form, you must first progress through fluid and gaseous, becoming less and less substantial. Since you can only activate the effect once per turn, it takes you three turns to get there. +0 cost per rank.

渐进性:你可以设想变为低级别的虚体形态(比自己原本的形态低级),然后你将通过这些低级形态到达高级形态。例如,如果你有渐进性虚体3,你可以设想变为流体,气体或能量形式,但是为了最终变为能量形态,你必须首先通过流体和气体,变得越来越不虚化。由于你每回合只能激活一次效果,所以你需要三个回合才能变为能力形态。0cpr

Reaction: Becoming Insubstantial is normally a free action, meaning you can’t switch to an Insubstantial form when surprised or otherwise unable to take action. At the GM’s option, applying the Action extra to use Insubstantial as a reaction allows you to switch forms “reflexively” in response to such hazards, even if it is not your turn. +1 cost per rank.

反应:变为虚体通常是一种自由行动,这意味着当你处于震惊或无法进行任何动作时,你无法切换到虚体形式。根据GM的选择,你可以通过动作优化来让你本能反应地切换为虚体来响应该类危险,即使不是你的回合。1cpr

Subtle: This extra makes your Insubstantial nature less noticeable to observers. Rank 1 requires a Perception check (DC 20) to detect that you are Insubstantial, while 2 ranks mean you look entirely normal in Insubstantial form (which may cause opponents to waste effort on you, not knowing you are immune to their attacks, for example). Flat +1 or 2 points.

隐秘:这个优化使你的虚体形式对于旁人来说变得难以察觉。1级需要进行感知检查(DC 20)以察觉你是虚体,而2级意味着你的虚体形态如同正常的实体形态(这可能会导致对手对你白费精力,例如不知道你对他们的攻击免疫)。固定+1 / +2。



FLAWS
破绽


Absent Strength: This flaw applies only to rank 1 Insubstantial and removes your effective Strength while in that form, leaving you with limited ability to affect the physical world like the higher ranks of the effect. Flat –1 point.
力量缺失:这个劣化仅限于1级虚体;这将让你在该形态中的力量变为无效。限制你对物理世界的干涉力,如同更高级的虚体形态一样。 固定-1

Permanent: You are always Insubstantial; you cannot assume solid form, although your Insubstantial effect can still be Nullified unless it is also Innate. +0 cost per rank.

永续:你将一直是处于虚体状态; 你无法拥有固体形态,但是你的虚体效应的效果仍然可能会被无效化,除非它同时拥有先天优化。 每个等级+0成本。


« 上次编辑: 2019-07-26, 周五 18:48:35 由 不可名状的糕 »

离线 不可名状的糕

  • Adventurer
  • *
  • 帖子数: 33
  • 苹果币: 0
Re: 【核心书】超能效应(初译)
« 回帖 #32 于: 2019-08-14, 周三 23:07:30 »
Move object  Control
移动物体      控制   
Action: Standard • Range: Ranged Duration: Sustained • Cost: 2 points per rank
  标准     远程     维持     力量       2点每级

剧透 -   :

You can move objects at a distance without touching them. Move Object has no action/reaction; a moving object cannot drag the character “holding on” to it, for example. This effect is also not considered “physical contact” or “touch” for effects requiring it.

你可以在不触碰到物体的情况下,远距离移动它们。移动物体不具备动作或者反应;例如一个被移动物体无法被视为某角色“持有”着它。该效应同样不会触发 “物理接触”与“接触”(某些效应会需要这些条件)。

Your effective Strength for lifting and moving objects with this effect is equal to your rank. By taking a move action to concentrate you can increase this by +1 Str, changing  the effect’s duration to Concentration (see Duration at the start of this chapter). This is in addition to using extra effort to further increase your rank (see Extra Effort, page 19).

该效应移动物体时的力量等级等同于与该效应等级。你可以以一个移动动作来进行专注的话,力量+1,该效应的持续时间也会变为专注(请参考章节头的“持续时间”)。这就是通过Extra Effort以外的方式,来进一步的提升能力的等级(参加Extra Effort,p19)

This effect can move objects but cannot perform tasks of fine manipulation (like untying knots, typing, or manipulating controls) without the Precise modifier. Objects thrown into targets as attacks base their damage off your power rank as if it were your Strength rank.

此效果可以移动对象,但是并没有办法完成进行精细的操作任务(例如:解开绳结,键入或控制设备)。当物体被视为投掷物对目标进行投掷攻击,其伤害等级基于能力等级,就如同其他攻击中的力量等级。

Move Object cannot inflict damage directly; you can’t “punch” or “crush” objects with it. You can use it to make disarm, grab, and trip attacks. See the Action & Adventure chapter for details.

移动物体能力不能直接造成伤害;你不能通过它来用它“撞击”或“粉碎”物体。你可以使用它来解除武装,抓取和绊倒。有关详细信息,请参阅“Action&Adventure”一章。


extras
Continuous: Move Move Object generally cannot have a continuous duration, since it is an active effect and requires at least a modicum of attention to maintain. The GM may allow Continuous Move Object as a variation that is not disrupted when you are unable to maintain it, but that still requires your conscious attention to do anything other than have the affected object hang in midair. There’s no change in the cost of the extra, this is just a limitation of the Move Object effect +1 cost per rank.

连续:移动移动对象通常不能具有连续持续时间,因为它是一种活动效果并且至少需要一点注意力来维持。 GM可以允许连续移动对象作为在你无法维护时不会中断的变体,但仍然需要你有意识地注意除了让受影响的对象悬挂在空中之外的任何事情。额外成本没有变化,这只是每个等级的Move Object效果+1成本的限制。


Damaging: Your effect can inflict damage, like an application of normal Strength with damage equal to its rank. This includes damaging targets in grabs and making ranged “strike” attacks. +1 cost per rank.

毁灭:该效应可以造成伤害,就如同正常施加力量,伤害等于其等级。这包括抓住对方并进行远程“撞击”式的攻击。1CPR

improvised Weapon or Throwing Mastery: You are particularly adept at using objects as weapons with your power. Each rank of either advantage increases the damage of objects wielded or thrown using Move Object by 1. Flat +1 point per rank of Improvised Weapon or Throwing Mastery.

临时武器或投掷精通:你特别擅长通过该能力去使用物体作为武器。任何一个优势的每个等级都会增加使用移动物体所挥动或抛出的物体的伤害1.每个等级的临时武器或投掷精通天赋都会相应增加1点伤害。固定•每级临时武器或者投掷精通+1点


Perception: Perception Ranged Move Object can affect any object you can accurately perceive, with no need for an attack check. +1 cost per rank.
感知:感知范围的移动物体你可以影响到任何你能精准感知的物体而不需要攻击检定。1cpr


Precise: Move Object with this modifier can be used for tasks involving fine manipulation. Flat +1 point.

精确:该修正可以使该能力可以被用于涉及精细操作的任务。固定+1点

Subtle: The default version of Move Object involves some noticeable manifestation like a “tractor beam,” a glow around your head or hands (along with a corresponding glow around the affected object), big glowing hands, blazing “energy talons,” a lasso, whip, or the like. Apply the Subtle modifier for a less noticeable Move Object effect, such as invisible “psychokinesis” (which is generally also Perception Range). +1 point per rank.


隐秘:默认版本的移动物体的会拥有一些明显的表现形式,如“牵引光束”,头部或手部周围出现的光晕(以及受影响物体周围的出现相应光晕),发光的大手,炽热的“能量爪”,套索,鞭子等。隐秘修正可以应用于那些制造不太明显的“移动对象”效果的能力,例如不可见的“念动力”(通常也是“感知距离”)。每级隐秘+1点。

Flaws
劣化
Close: Since Move Object works on things at a distance by definition, it cannot generally be reduced to close ranged. At the GM’s discretion, a Close Ranged Move Object effect may represent “tactile telekinesis” or a supernatural influence over objects you are able to touch, but such things are usually better represented by the Enhanced Strength effect. –1 cost per rank.
近身:因为,移动物体在定义上是在一个距离外移动物体,所以它不能简单地把范围减至近身。由GM判断,这个效应可能代表着“tactile telekinesis”或者角色能对其所接触到的物体产生超自然影响,不过提升力量的效应通常更合适用来实现这类能力。

Concentration: Concentration Move Object requires more attention to maintain. You cannot concentrate to increase your lifting capacity or to grab or move another object while you are still “holding” your first. –1 cost per rank.
专注:专注移动物体需要你花费更多的注意力去维持。你无法再通过专注来让你在已经‘握住’一个东西情况下,再去抓取或移动另外一个物体或提升的抬起能力。

 Limited Direction: You can only move objects in a particular direction or path, such as only up and down (towards and away from the ground), only directly towards or away from you (attraction and repulsion), and so forth. This is useful for “gravitic” or “magnetic” versions of the effect. –1 cost per rank.

有限方向:你只能在特定方向或路径上移动物体,例如仅向上和向下(朝向和远离地面),仅直接朝向或远离你(吸引力和排斥力),等等。这对于展现出“重力”或“磁性”能力很有用。 -1cpr

Limited Material: You can only move a particular type of object or material, such as only metals, plants, rock, water, and so forth. –1 cost per rank (The GM may allow a –2 cost per rank flaw for a particularly limited type of material, such as only precious metals, leaves, sand, or petroleum).
有限材料:你只能移动特定类型的对象或材料,例如仅移动金属,植物,岩石,水等。 -1cpr(对于特别有限类型的材料,GM可能会允许-2cpr,例如仅限贵金属,叶子,沙子或石油)。

离线 不可名状的糕

  • Adventurer
  • *
  • 帖子数: 33
  • 苹果币: 0
Re: 【核心书】超能效应(初译)
« 回帖 #33 于: 2019-08-19, 周一 16:51:32 »
组合好的超能之一

变形术          综合      移动      自身      维持      —      8点每级
shapeshift         General      Move      Personal   Sustained      —         8 per rank
效应:变量(指定形态)
Effect: Variable (assumed forms), Move Action • 8 points per rank

剧透 -   :
You can transform into different forms, gaining the physical traits (abilities, skills, advantages, and powers) of the assumed form. You gain (Shapeshift rank x 5) power points worth of traits. You can also redistribute points spent on your own physical traits (lowering your Strength to apply those points elsewhere, for example).
 You are limited to the inherent traits of the forms you assume and do not gain new mental traits, even if that form possesses them. Shapeshift is often further Limited by the specific types of forms the character can assume, such as Limited to Animals or Limited to Machines.

你可以变身为不同形态,获得该形态的物理特性(能力,技能,专长和力量)。 你获得总值为(变形术等级x 5)能力点的特性。 你还可以重新分配在您自己的身体特性上花费的点数(例如,降低你的力量,以将这些点应用于其他地方)。 你只能获得你所指定形态的固定特性,并且不会获得这种形态该拥有的新的精神特性。角色使用变身术时,一般只会被限定于某种特殊种类,例如仅限限于动物或限于机器。


离线 不可名状的糕

  • Adventurer
  • *
  • 帖子数: 33
  • 苹果币: 0
Re: 【核心书】超能效应(初译)
« 回帖 #34 于: 2019-08-19, 周一 17:13:49 »
组合好的效应
打击         攻击     标准     近身       瞬时     韧性/耐久    1点每级
Strike          Attack       Standard    Close    Instant       Toughness       1 per rank
效应:伤害·1每点一级
Effect: Damage • 1 point per rank

剧透 -   :
You inflict additional damage in close combat. Your Strike either substitutes for your Strength damage or adds to it, if it is Strength-based, see the Damage effect for details. It might be claws, energy fields, focused striking strength, or something similar, depending on your descriptors. Close combat weapons are either equipment or this power with the Removable flaw. See the Gadgets & Gear chapter (following) for more information.

你将在近战攻击中造成额外伤害。 你的打击效应可以增加或替代你的力量伤害,如果它是基于力量的,请参考伤害效应了解详情。 根据你的标签,它可以是爪子,能量盾,集中力量进行打击或类似的东西。 用以打击的近战武器需要是装备或具有可拆卸缺陷的能力。 有关详细信息,请参阅Gadgets&Gear章节(以下)。

离线 云仙

  • 布谷
  • 版主
  • *
  • 帖子数: 754
  • 苹果币: 2
Re: 【核心书】超能效应(初译)
« 回帖 #35 于: 2019-09-01, 周日 13:45:43 »
MIND READING SENSORY
读心术 感知

Action: Standard • Range: Perception Duration: Sustained • Cost: 2 point per rank
标准动作·射程:感知·持续时间:维持·CPR2

剧透 -   :
You can read another character’s mind. To use Mind Reading, make an opposed effect check against the result of the target’s Will check. The degree of success determines the degree of contact:
你可以读取另一个角色的心灵。想要使用读心术,你需要进行一个对抗效应检定,与目标的意志检定结果进行对抗。成功的程度决定了你接触对方心灵的程度:

MIND READING RESISTANCE CHECK
读心术抵抗检定
SUCCESS DEGREE OF CONTACT
成功 接触程度
1·Surface thoughts: You can read what the target is presently thinking. Mind Reading transcends language; you comprehend the target’s thoughts whether or not you share a common language.
1·表层想法:你能够读取的是目标现在的想法。读心术的力量超越语言,你可以理解目标,无论你们是否拥有一种共同的语言。
2·Personal thoughts: You can probe deeper into the target’s mind for information. You can essentially ask any one question and receive the answer from the target’s mind. If the target doesn’t know the answer, then you know that as well.
2·个人想法:你可以更深入地探究目标的思想以获取信息。你基本上可以问任何一个问题,并从目标的心灵中得到答案。如果目标并不知道答案,那么你也能知道这件事。
3·Memory: You can read the subject’s memories and recollections. This allows you to perceive them exactly as the target recalls them, one memory per round.
3·记忆:你可以阅读目标的记忆和过去。这使你可以准确地感知它们,因为目标会对它们进行回想,每轮一个记忆。
4·Subconscious: You can read memories from the target’s subconscious, things even the target does not consciously know. This might mean repressed or hidden memories, deep-seated psychological traumas, or even other personalities.
4·潜意识:你可以从目标的潜意识中读取记忆,即使是目标自身也不记得的内容。这可能意味着压抑或隐藏的记忆,根深蒂固的心理创伤,甚至其他人格。

If you lose the opposed check, you cannot read the target’s mind. With two or more degrees of failure, any renewed attempt in that scene requires extra effort (see Extra Effort). If you desire a greater degree of contact, you must take another standard action and make a new opposed check.
如果你在对抗检定中失败,你就无法读取目标的内心。如果有2或更多的失败度,那么想在这个场景中再尝试需要进行极限突破(参见极限突破)。如果你想要更深入的接触,你需要用另一个标准动作来进行一次新的对抗检定。

The target gets a new Will check (DC 10 + Mind Reading rank) at the end of each turn to shut you out; success ends the effect.
目标在每个回合的结束阶段进行一次新的意志检定(DC=10+读心术等级)用来把你赶出去,任何成功都会直接结束效应。

MIND READING AND DECEPTION
读心术和欺骗

If you can interact with your subject, a successful Deception check against the target’s Insight check causes the subject to consciously think about a particular piece of information you’re looking for, such as a password or name, allowing you to pluck it from the subject’s mind with surface thoughts contact.
如果你和你的目标进行交谈,你可以利用一个成功的欺骗检定对抗目标的洞察检定,使目标不自觉的思考某个你正在寻找的特定信息片段,例如一个密码或是名字,允许你从目标的表层想法中提取它。

EXTRAS
优化
Cumulative: Your Mind Reading adds any further degrees of success to the existing degree on the target, rather than using just the result of the new opposed check. For example, if you have one degree of contact and make another Mind Reading check, getting one degree, you now have two degrees of contact. +1 cost per rank.
累积:你的读心术会在目标现有的接触程度上叠加新的成功度,而不是只使用新的对抗检定的结果。例如你现在有1级接触,并进行新的读心术检定,获得1级,你现在就拥有2级接触了。+1CPR

Effortless: Trying again after two or more degrees of failure does not require extra effort for you. You can retry a Mind Reading attempt an unlimited number of times. +1 cost per rank
毫不费力:在2或更高程度的失败后再尝试不需要进行极限突破。你可以无限次的重试读心术。+1CPR

Sensory Link: You can “tap into” the senses of your subjects, perceiving what they perceive like a Remote Sensing effect (see Remote Sensing) so long as you have at least one degree of contact. Your own senses are inactive while you are using your sensory link and you can only perceive through the senses of one subject at a time. +1 cost per rank.
感官链接:只要你有至少1级接触,你就可以“挖掘”你的目标的感官,感知到目标所感知的东西,如同遥感一般(请参阅遥感)。当你使用感官链接时,你自己的感官会处于非活动状态,并且你同一时间只能感知一个目标的感官。+1CPR

Subtle: As a mental sensory effect, Mind Reading has a degree of subtlety, only noticeable to the subject or to characters with an appropriate mental sense, such as Mental Awareness (see the Senses effect). Subtle Mind Reading is less detectable, requiring a DC 20 Perception check for either type of character to sense it, while two ranks of the Subtle modifier makes your Mind Reading completely undetectable. Flat +1 or 2 points.
隐秘:作为一共精神感知效应,读心术具有一定程度的隐秘效果,只有目标或具有合适的精神感官的人物才能注意到,例如精神认知(参见感官效应)。隐秘读心术不太容易被发现,前文提到的两种角色需要进行DC20的侦查检定来发现它,而2级的隐秘修正会使你的读心术完全无法察觉。固定·+1或2点

FLAWS
劣化
Close: Applied to Ranged Mind Reading, Close Mind Reading requires a close attack check to touch an unwilling target and physical contact throughout the effect’s duration; breaking contact ends the effect. –1 cost per rank.
近身:适用于远程读心术,近身读心术需要进行近身攻击检定来在效应的持续时间内与一个不自愿的目标保持物理接触,打破接触来结束效应。-1CPR

Feedback: You suffer Feedback if a subject you are reading is harmed, using your Mind Reading rank as the resistance check bonus against the damage. Additionally, you may suffer Feedback at the GM’s discretion from reading or experiencing particularly traumatic or emotionally-charged thoughts of memories from the subject. –1 cost per rank.
反馈:如果你正在阅读的目标受到伤害,你也会受到反馈,以你的读心术等级作为对抗伤害的抵抗检定加值。此外,根据GM的判断,你可能会因阅读或体验特定创伤或情绪激动的目标记忆而受到反馈。-1CPR

Limited by Language: You can only understand the subject’s thoughts or memories if you share a common language. –1 cost per rank.
受语言限制:你只能在拥有共同语言的情况下才能理解目标的想法和记忆。-1CPR

Limited to Emotions: You can only read or probe for emotions and emotional associations, not coherent thoughts or memories. –1 cost per rank.
仅限于情绪:你只能阅读或探究目标的情绪和情感联想,而不是连贯的思想或记忆。-1CPR

Limited to Sensory Link: If you have the Sensory Link extra and this flaw, you can only tap into a subject’s senses, you cannot read their thoughts or memories. –1 cost perrank.
仅限于感官链接:如果你有感官链接的优化和这个劣化,你只能链接目标的感官,而无法阅读他们的想法或回忆。-1CPR

Limited to Surface Thoughts: You can only read surface thoughts and cannot achieve higher degrees of contact. –1 cost per rank.
仅限于表层想法:你只能阅读表层想法,无法达到更高程度的接触。-1CPR

Ranged: Ranged Mind Reading requires a ranged attack check in addition to the effect’s normal resistance check. –1 cost per rank.
远程:远程读心术除了效应正常的抵抗检定之外,还需要进行一个远程攻击检定确保命中。-1CPR

Sense-Dependent: Your Mind Reading is dependent on a sense other than just having to accurately sense the target, such as needing to see his expressions (Sight-Dependent), hear him speak (Hearing-Dependent), smell his changes in biochemistry (Scent-Dependent), and so forth. Alternately, it may be dependent on first being in Mental Communication with the target (see Communication). –1 cost per rank.
依赖感官:你的读心术除了必须准确感知到目标之外,还取决于其他感官,例如要看到对方的表情(视觉依赖),听到他说话(听力依赖),闻到对方的生物化学变化(嗅觉依赖)等等。或者,你可能必须先与目标进行心理沟通(参见沟通效应)。-1CPR
想跑长团,大家一起快快乐乐的冒险,遇到各种各样的人和故事

离线 云仙

  • 布谷
  • 版主
  • *
  • 帖子数: 754
  • 苹果币: 2
Re: 【核心书】超能效应(初译)
« 回帖 #36 于: 2019-09-22, 周日 20:43:51 »
SENSES SENSORY
感官 感知
Action: None • Range: Personal Duration: Permanent • Cost: 1 point per rank
无动作·射程:自身·持续:永续·CPR1
剧透 -   :
One or more of your senses are improved, or you have additional sensory abilities beyond the normal five senses. Allocate ranks in Senses to the following effects. Some options require more than one rank, noted in their descriptions. So if you have Senses 5, for example, you can have darkvision (2 ranks), direction sense (1 rank), distance sense (1 rank), and ultra-hearing (1 rank), or any other combination adding up to 5 ranks.
你的一个或多个感官得到提升,或者你拥有超出正常五感的额外感知能力。在感官效应中为下列效果分配等级。有些选项需要一个以上的等级,在它们的描述中有相应的说明。因此,如果你有感官5,你就可以拥有比如:黑暗视觉2级,方向感1级,距离感1级,超听觉1级,或任何其他加起来为5级的组合。
Like all sensory effects, Senses uses the sense types described on page 126 as descriptors.
与所有感知效应一样,感官使用第126页描述的感官类型作为标签。

ACCURATE 2 OR 4 RANKS
精确 2或4级
An accurate sense can pinpoint something’s exact location. You can use an accurate sense to target something in combat. Visual and tactile senses are normally accurate for humans. Cost is 2 ranks for one sense, 4 for an entire sense type.
精确感官可以准确的指出某物的确切位置。你可以在战斗中通过精确感官来瞄准某物。视觉和触觉对人类来说通常是精确的。单个感官的成本是2级,整个感官类型是4级。

ACUTE 1-2 RANKS
敏锐 1或2级
You can sense fine details about anything you can detect with a particular sense, allowing you to distinguish between and identify different subjects. Visual and auditory senses are normally acute for humans. Cost is 1 rank for one sense, 2 for an entire sense type.
你可以通过特定的感官感觉到任何你侦测到的细节,允许你区分和识别不同的个体。视觉和听觉对于人类来说通常是敏锐的。单个感官的成本是1级,整个感官类型的成本是2级。

ANALYTICAL 1-2 RANKS
分析 1或2级
Beyond even acute, you can perceive specific details about anything you can detect with an analytical sense, such as chemical composition, exact dimensions or mass, frequency of sounds and energy wavelengths, and so forth. You can only apply this effect to an acute sense. Normal senses are not analytical. Cost is 1 rank for one sense, 2 for an entire sense type.
超越了敏锐的程度,你还可以从分析的角度感知到任何你能探测到的东西的具体细节,比如化学成分、确切的尺寸或质量、声音的频率和能量波长等等。你只能把这种效果应用在一种敏锐的感官上。正常的感官不会具备分析能力。单个感官的成本是1级,整个感官类型的成本是2级。

AWARENESS 1 RANK
意识 1级
You can sense the use of effects of a particular descriptor with a successful Perception check (DC 10, with –1 to your check per 10 feet range). Examples include Cosmic Awareness, Divine Awareness, Magical Awareness, Mental Awareness, and so forth. You can apply other Sense effects to your Awareness to modify it. Choose the sense type for your Awareness; it is often a mental sense, but doesn’t have to be. Awareness counts as an “exotic sense” for noticing effects with the first rank of the Subtle modifier (see Subtle under Extras for details).
通过成功的perception检定,你可以感知到特定标签的效应(DC10,每10英尺距离会使检定-1)。例如宇宙意识、神性意识、魔法意识、精神意识等等。你可以将其他感官效应应用到你的意识中去修正它。为你的意识选择感官类型,通常它属于一种精神感官,但并不一定。意识被认为是一种特殊感官,因为它能够察觉到使用了1级隐蔽修正的效应。

COMMUNICATION LINK 1 RANK
通讯连接 1级
You have a link with a particular individual, chosen when you acquire this option, who must also have this ability. The two of you can communicate over any distance like a use of the Communication effect. Choose a sense type as a communication medium when you select this option; mental is common for psychic or empathic links. If you apply the Dimensional modifier to your Communication Link, it extends to other dimensions as well (see Dimensional under Power Modifiers for details).
你和一个特定的人建立了连接,在你获得这个能力时选择,对方必须也拥有这个能力。你们两个人可以无视任何距离进行交流,就像使用通讯效应一样。选择这个选项时,选择一种感官类型作为你的通讯媒介。精神类型常见于通灵或移情连接。如果你在通讯连接上应用了维度干涉修正,则它也可以扩展到其他维度使用(详情参见超能修正下的维度干涉)。

COUNTERS CONCEALMENT 2 RANKS
反制隐藏 2级
A sense type with this trait ignores the Concealment effect of a particular descriptor; you sense the subject of the effect normally, as if the Concealment wasn’t even there. So if you have vision that Counters Invisibility, for example, then invisible beings are visible to you. For 5 ranks, the sense type ignores all Concealment effects, regardless of descriptor. Concealed subjects seem slightly “off” to you, enough to know they are concealed to others. This trait does not affect concealment provided by opaque objects, for that, see Penetrates Concealment.
拥有这个特质的感官类型能够忽略特定标签的隐藏效应。你可以正常的感知到使用隐藏效应的目标,如同隐藏效应从未生效一般。例如,如果你的视觉可以对抗隐形,那么隐形生物对你来说是可见的。5级时,你的感官类型可以忽略所有隐藏效应,而不用考虑标签。隐藏着的目标对你来说有点“不对劲”,足以让你明白他们对其他人来说是隐藏的。这个特质不影响不透明目标提供的隐匿,为此,请参见穿透隐匿。

COUNTERS ILLUSION 2 RANKS
反制幻觉 2级
A sense type with this trait ignores the Illusion effect; you automatically succeed on your resistance check against the illusion if it affects your sense type, realizing that it isn’t real.
具有这种特质的感官类型忽略了幻觉效应,如果幻觉影响到了你的这种感官类型,你的抵抗检定会自动成功,并意识到那不是真的。

DANGER SENSE 1 RANK
危机感应 1级
When you would normally be surprised in combat, make a Perception check (DC 10): One degree of success means you’re not surprised, but can’t act during the surprise round (so you don’t suffer any conditions of being surprised), while two or more degrees of success means you are not surprised and may act during the surprise round (if any). Failure means you are surprised (although, if you have Uncanny Dodge, you are not vulnerable). The GM may raise the DC of the Danger Sense check in some circumstances. Choose a sense type for your Danger Sense. Sensory effects targeting that sense also affect your Danger Sense ability and may “blind” it.
当你在战斗中被突袭时,进行一次perception检定(DC10):1级成功度意味着你并没有被突袭,但是你仍然不能在突袭轮中行动(所以你不会承受任何因突袭造成的状态)。而2级或2级以上的成功度意味着你并没有被突袭,而且你可以在突袭轮(如果有的话)中行动。失败意味着你仍然被突袭了(尽管,如果你有uncanny闪避时,你不会陷入脆弱状态)。在某些情况下,GM可能会提高危机感应的检定DC。为你的危机感应选择一种感官类型。针对这种感官的感官效应也会影响你的危机感应能力,并可能使其“失明”。

DARKVISION 2 RANKS
黑暗视觉 2级
You can see in complete darkness as if it were normal daylight; darkness provides no concealment to your vision. This is essentially the same as Counters Concealment (Darkness).
你能够在完全黑暗中视物,如同是正常的白天一般。黑暗不再为你的目标提供隐蔽。这与反制隐藏(黑暗)基本相同。

DETECT 1-2 RANKS
探测 1或2级
You can sense a particular item or effect by touch with a Perception check. Detect has no range and only indicates the presence or absence of something (being neither acute nor accurate). Choose what sense type your Detect falls under (often mental). For 2 ranks you can detect things at range (with the normal –1 per 10 feet modifier to your Perception check).
你可以通过触摸来进行一次perception检定以确认特定的道具或效应。探测没有范围,只能揭露某样物体的存在与否(既不精确也不敏锐)。选择一种感官类型作为你的探测的归属(通常是精神上的)。2级时,你可以在一定范围内探测物体(每10英尺-1点perception检定)。

DIRECTION SENSE 1 RANK
方向感 1级
You always know what direction north lies in and can retrace your steps through any place you’ve been.
你总是知道北方的方向,你可以在任何你去过的地方记住走过的道路。

DISTANCE SENSE 1 RANK
距离感 1级
You can accurately and automatically judge distances.
你可以精确且自动的判断出任意两者之间的距离。

EXTENDED 1 RANK
扩展 1级
You have a sense that operates at greater than normal range. Your range with the sense—the distance used to determine penalties to your Perception check—is increased by a factor of 10. Each additional time you apply this option, your range increases by an additional factor of 10, so 1 rank means you have a –1 to Perception checks per 100 feet, 2 ranks makes it –1 per 1,000 feet, and so on. An extended sense may be limited by conditions like the horizon and physical barriers between you and the subject, unless it also Penetrates Concealment.
你有一种超越正常运作范围的感官。你这种感官的范围——用于确定对你的perception检定的减值的距离——增加了10倍。每次你应用这个选项的时候,你的感知范围都会增加10倍,所以1级意味着你每100英尺会获得perception检定的1点减值,2级使它变为每1000英尺1减值,以此类推。一个扩展感官可能会受到一些条件的限制,比如你和目标之间的视野(地平线)和物理障碍,除非你的这种感官能够穿透隐匿。

INFRAVISION 1 RANK
热感视觉 1级
You can see in the infrared portion of the spectrum, allowing you to see heat patterns. Darkness does not provide concealment for objects differing in temperature from their surroundings. If you have the Track effect, you can track warm creatures by the faint heat trails they leave behind. The Gamemaster is the final judge on how long the trail remains visible.
你可以感知到光谱的红外部分,让你能够看到热图像。黑暗并不能掩盖与周围环境温度不同的物体。如果你有追踪效应(据考属于特征效应下属),你可以追踪别人留下的微弱的热痕迹。GM决定有多少痕迹仍然可见,并拥有最终解释权。

LOW-LIGHT VISION 1 RANK
低光视觉 1级
You ignore circumstance penalties to visual Perception checks for poor lighting, so long as it is not completely dark.
只要光线环境没有进入完全黑暗,你就可以忽略对视觉perception检定的情景减值。

MICROSCOPIC VISION 1-4 RANKS
显微视觉 1-4级
You can view extremely small things. You can make Perception checks to see tiny things nearby. Cost is 1 rank for dust-sized objects, 2 ranks for cellular-sized, 3 ranks for DNA and complex molecules, 4 ranks for atomic-sized. The GM may require an Expertise skill check to understand and interpret what you see.
你可以看到非常小的东西。你可以进行perception检定来看周围的细小物体。尘埃大小的物体需要1级,细胞大小的程度需要2级,DNA和复杂分子的程度需要3级,原子大小的程度需要4级。GM可能会要求你进行相关专业技能的检定来理解和解释你所看到的一切。

PENETRATES CONCEALMENT 4 RANKS
穿透隐匿 4级
A sense with this trait is unaffected by concealment from obstacles (rather than Concealment effects). So vision that Penetrates Concealment sees right through opaque objects, for example, and hearing that Penetrates Concealment is unaffected by sound-proofing or intervening materials, and so forth.
具有这个特性的感官不会受到来自障碍物的隐匿(而非隐藏效果)的影响。因此,穿透隐匿的视觉可以直接看穿不透明的物体,或是穿透隐匿的听觉不会受到隔音材料或intervening materials(中间的障碍或干扰材料)的影响,诸如此类。

POSTCOGNITION 4 RANKS
过去视 4级
Your senses extend into the past, allowing you to perceive events that took place previously. You can make Perception checks to pick up on past information in an area or from a subject. The Gamemaster sets the DC for these checks based on how obscure and distant in the past the information is, from DC 15 (for a vague vision that may or may not be accurate) to DC 30 (for near complete knowledge of a particular past event as if you were actually present). Your normal (present-day) senses don’t work while you’re using Postcognition; your awareness is focused on the past. Your postcognitive visions last for as long as you concentrate. Postcognition does not apply to sensory effects like Mind Reading or any other ability requiring interaction. Postcognition may be Limited to past events connected to your own “past lives” or ancestors, reducing cost to 2 ranks.
你的感官延伸到过去,允许你感知以前发生过的事情。你可以在一个区域或从一个物体上对过去的信息进行perception检定。GM根据信息在过去的模糊和遥远程度来设置这些检定的DC,从DC15(对于可能准确或可能不准确的模糊视觉)到DC30(对于特定过去事件身临其境般的感知)。当你使用过去视时,你的意识集中在过去,正常(现在)的感官无法生效。只要你集中精神,过去视产生的幻觉便会一直持续。过去视不适用于感知效应,如读心术或任何其他需要互动的能力。过去视可能仅限于与你自己的前世或祖先有关的过去事件,这会使成本降低到2级。

PRECOGNITION 4 RANKS
未来视 4级
Your senses extend into the future, allowing you to perceive events that may happen. Your precognitive visions represent possible futures. If circumstances change, then the vision may not come to pass. When you use this ability, the Gamemaster chooses what information to impart. Your visions may be obscure and cryptic, open to interpretation. The Gamemaster may require appropriate Perception skill checks for you to pick up on particularly detailed information, with a DC ranging from 15 to 30 or more. The GM can also activate your Precognition to impart specific information to you as an adventure hook or plot device. Your normal (present-day) senses don’t work while you’re using Precognition; your awareness is focused on the future. Your precognitive visions last as long as you concentrate. Precognition does not apply to sensory effects like Mind Reading or any other ability requiring interaction.
你的感官延伸到未来,允许你感知可能发生的事件。你的预言代表着可能的未来。如果情况发生变化,那么景象可能不会实现。当你使用这个能力时,GM会选择要传递的信息。你看到的景象可能晦涩难懂,难以解释。GM可能需要适当的perception技能检定来判断是否能获取特别详细的信息,DC范围为15到30或更多。GM还可以主动激活你的未来视,以提供具体信息给你作为触发冒险的钩子或是剧情需要。当你使用未来视时,你的意识集中在未来,你的正常(现在)感官失效。只要你集中精神,你的未来视就会一直持续。未来视不适用于感知效应,如读心术或任何其他需要互动的能力。

RADIO 1 RANK
无线电 1级
You can “hear” radio frequencies including AM, FM, television, cellular, police bands, and so forth. This allows you to pick up on Radio Communication (see the Communication effect). This is the base sense of the radio sense type. It’s ranged, radius, and acute by default.
你可以“听到”无线电频率,包括AM、FM、电视、无线电话、警察频道等等。这会允许你获得无线电通讯(见通讯效应)。这是无线电感官类型的基本感官。默认拥有半径、射程和敏锐选项。

RADIUS 1-2 RANKS
半径 1-2级
You can make Perception checks with a radius sense for any point around you. Subjects behind you cannot use Stealth to hide from you without some other concealment. Auditory, olfactory, and tactile senses are normally radius for humans. Cost is 1 rank for use with one sense, 2 ranks for one sense type.
你可以用半径感官来感知你周围的任何一点。你身后的目标不能在没有其他隐藏的情况下,用潜行来躲避你。听觉、嗅觉和触觉对人类来说通常是默认拥有半径选项的。1级用于单个感官,2级用于整个感官类型。

RANGED 1 RANK
射程
You can use a sense that normally has no range (taste or touch in humans) to make Perception checks at range, with the normal –1 per 10 feet modifier. This can be enhanced with the Extended Sense effect.
你可以使用一个通常没有范围(以人类来说,味觉或触觉)的感官在范围内进行perception检定,每10英尺获得1减值。这可以通过扩展的感官效应来增强。

RAPID 1 RANK
快速
You can read or take in information from a sense faster than normal: each rank increases your perception speed by a factor of 10 (x10, x100, etc.) with a single sense, double cost for an entire sense type. You can use rapid vision to speedread, pick up on rapid flickering between frames of a film, watch video replays in fast-forward speeds, and such, rapid hearing to listen to time-compressed audio “blips,” and so forth.
你可以从某种意义上更快地阅读或获取信息:每个等级使一个单一的感官的感知速度提高10倍(x10,x100,等等),想作用于整个感觉类型需要将价格翻倍。你可以使用快速视觉来快速阅读,看一部高速播放的电影,观看以快进速度播放的视频,诸如此类,快速听力可以用来听时间压缩后的尖声音频等等。

TIME SENSE 1 RANK
时间感 1级
You always know what time it is and can time events as if you had an accurate stopwatch.
你总是知道现在是什么时间,你能为所有事件排列一个准确的时间就好像你有一块精准的秒表一样。

TRACKING 1 RANK
跟踪 1级
You can follow trails and track using a particular sense. Basic DC to follow a trail is 10, modified by circumstances, as the GM sees fit. You move at your speed rank –1 while tracking. For 2 ranks, you can move at full normal speed while tracking.
你可以使用特定的感官追寻痕迹和跟踪。根据GM认为合适的情况,跟随痕迹的基本DC是10。你在追踪时以你的速度等级-1进行移动。2级时,可以在跟踪时以正常速度移动。

ULTRA-HEARING 1 RANK
超级听力 1级
You can hear very high and low frequency sounds, like dog whistles or ultrasonic signals, including those used by some remote controls.
你可以听到非常高和低频的声音,比如狗哨或超声波信号,包括一些遥控器所使用的声音。

ULTRAVISION 1 RANK
超级视力 1级
You can see ultraviolet light, allowing you to see normally at night by the light of the stars or other UV light sources.
你可以看到紫外光,让你可以在夜间通过恒星或其他紫外线光源来正常视物。

EXTRAS
优化
Affects Others: You can grant the benefits of one or more Senses to another character. Apply Affects Others only to the ranks of the chosen sense(s). +0 or +1 cost per rank.
他人干涉:你可以将一个或多个感官的好处赋予另一个角色。使用他人干涉只影响所选感官那些级别。+0或+1CPR。

Area: The Area modifier only applies to Senses that Affect Others, and only to extend their benefits to everyone in an area. Apply the Selective modifier for the ability to choose who in the area does and does not benefit from the Senses. To affect the area of a sense itself, use the Extended and Radius traits of the Senses effect. +1 cost per rank.
范围化:范围化修正只应用于有他人干涉修正的感官,并且只将其好处扩展到某个区域中的每个人。应用选择性修正来选择区域中哪些人从感官中受益,哪些人不受益。要影响感官本身的范围,请使用感官效应的扩展和半径特质。+1CPR。

Dimensional: This modifier allows you to extend your senses into other dimensions. It’s assumed to apply to all your senses, allowing you to sense your proximate location in the other dimension(s). For a more extended range, use Remote Sensing with this modifier. +1 point per rank.
维度干涉:这个修正允许你将你的感官扩展到其他维度。假设它适用于你的所有感官,这会允许你感受到另一个维度最接近的位置周围的情况。想要观察更大的范围,请使用带有此修正的遥感。固定+1点

Innate: Senses, particularly those of aliens or constructs like robots, may be Innate, although this does not prevent sensory effects like Concealment or Dazzle from disabling them. Flat +1 point
天然:感官,尤其是外星人的感官或是机器人之类的构造,可能是天然的,尽管这并不能阻止隐藏这样的感知效应或者是眩晕使它们无法生效。固定+1点

Ranged: Likewise, the Ranged extra only applies to Senses that Affect Others, extending the distance at which you can grant their benefits. To extend the range of a sense itself, use the Extended, Radius, and Ranged options of the Senses effect. +1 or +2 cost per rank.
远程:同样的,远程优化只适用于他人干涉的感官,延长你可以赋予他人好处的距离。要扩展感官本身的范围,请使用感官效应中的扩展、半径和范围选项。+1或2CPR

FLAWS
劣化
Limited: Some Senses may be Limited to only sensing certain things or only under certain circumstances. As usual, the sense must lose about half its utility to qualify for this flaw, less than that is more likely a particular descriptor associated with the sense and may constitute a complication at the GM’s discretion when it comes up in play. –1 cost per rank.
限制:某些感官可能仅限于感知某些事物或仅在某些情况下能够使用。与往常一样,感官必须失去约一半的效用才能符合这一劣化,比这更可能是与感官相关的一个特定标签,同时,在GM令其发挥作用时这可能会构成一个难关。-1CPR

Noticeable: Senses with this flaw are particularly noticeable in some way: your eyes may glow, for example, or you may emit a noticeable sound, vibration, energy, or the like for use as a sensor. Flat –1 point.
明显:有这个劣化的感官在某些方面特别明显:例如,眼睛会发光或者可能会发出明显的声音、振动、能量等,或是用作一个传感器。固定-1点

Unreliable: Some Senses may be unreliable; the GM makes checks for reliability when the sense is used. Two variations of this flaw may apply: in the first, the Senses effect is unreliable, when it doesn’t work, the character perceives nothing with that sense. In the second, the character’s perceptions are unreliable, the sense appears to work, but the character gets the wrong information. For this reason, the GM should make all reliability checks for Senses in secret, just informing the player of what the character does (or does not) notice. –1 cost per rank.
不可靠:某些感官可能是不可靠的。GM在感官被使用时进行可靠性检定。这个劣化可能有两种变体:第一种,感官效应不可靠,当它不起作用时,角色无法用这种感官感知任何东西。在第二种情况下,角色的感知是不可靠的,感官似乎起作用,但角色得到了错误的信息。出于这个原因,GM应该秘密地进行所有感官的可靠性检定,只需告知玩家角色注意到了(或没有注意到)什么。-1CPR
想跑长团,大家一起快快乐乐的冒险,遇到各种各样的人和故事