作者 主题: 【6E】游戏概念:基础,检定,角色卡  (阅读 12623 次)

副标题: p.34-40

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【6E】游戏概念:基础,检定,角色卡
« 于: 2019-08-08, 周四 11:12:22 »
游戏概念
GAME CONCEPTS


《暗影狂奔》是一个扮演一群技艺非凡的法外之士对抗整个设定中的世界丢给他们的各种挑战的游戏。玩家们通常都会有一个任务等待他们去完成,而游戏的目的也就在于创造性的设计一个完成任务的计划,然后在不出太多岔子的情况下把这个任务好好做完。
《暗影狂奔》游戏的规则建立在寥寥几个核心的概念之上,简单说来你会丢一大堆六面骰子(D6)然后看看结果,不过混乱总是会不期而遇。规则的作用就是限制和规引规引游戏中的混乱要素——但不会完全压制它们,因为要是事事都遂人愿的话,还要骰子干什么?
如果你想知道这个游戏具体是怎么玩的,就让我们从基础讲起吧。

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Shadowrun is a game of pitting a team of skilled outsiders up against the vast array of challenges the setting will throw at them. The players usually have a job to do; the game is about their creativity in designing a plan to do it, then trying to pull off that plan without it going too far wrong.
The rules of Shadowrun are built around a few core essentials, namely that you should be throwing nice handfuls of D6s to see what happens, and chaos is always lurking nearby. These rules exist to help contain and direct the chaos—but not fully control it, because who has full control over what the dice do?
To look at how the game works, let’s knock out a few basics first.

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游戏中的主要角色是?
What are primary roles in the game?


整个游戏由两种主要角色组成:玩家和GM。每名玩家都有一名他所扮演的游戏中的人物角色(玩家角色,PC)。这些玩家角色就是经历冒险,执行暗影狂奔任务,使用他们的技能来获得成功,然后运气好的话,活下来,的人。另一方面,GM的职责是帮助故事平稳运行下去,通过构造故事框架,控制一些PC们会遇到和互动的其它人物角色(非玩家角色,NPC)们。GM负责把故事讲下去,并且向玩家提供让PC们的人生变的丰富多彩的激励和阻碍。

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There are two main roles: player and gamemaster. The players have a character they represent in the game (the player character, or PC). They are the ones who have adventures, going out and taking on shadowrun jobs and using the skills they have to succeed. Hopefully. And not die. Anyway, the gamemaster helps the story move along by setting up the framework, controlling a number of characters (referred to as non-player characters, or NPCs) the player characters encounter and interact with. The gamemaster keeps the story moving, providing the incentives and opposition that make the player characters’ lives interesting.


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玩家和GM如何合作?
How do the players and the gamemaster work together?


角色扮演游戏的醍醐味就在于让玩家们,GM还有骰子一同演绎各个充满转着和戏剧性场景的故事。GM的职责是帮助玩家们见证故事的展开,骰子的作用是提供随机性要素——有的时候角色们命悬一线地取得了成功,而有的时候他们会失败,不得不在之后为他们的失败做出补救,还有的时候,他们会取得巨大的成功,而他们的事迹会在之后多年依然为人所传唱。所有这些要素都是构成一个令人印象深刻的故事的一部分,所以让故事展开的过程变得有趣和令人印象深刻就是每个人的工作了。在每个人都为了整个团队玩的开心而着想,而不是人人都想着牺牲别人以完成自己的目标而勾心斗角的时候,游戏会更容易好好进行下去。在“管理游戏”这一章节,我们会提到更多GM可以用来设计情节,打造让所有人开心玩耍的环境的更多思路。

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The goal of a role-playing game is to use the players, gamemaster, and dice to tell a story with unexpected twists and drama. The gamemaster is there to help the players see the story unfold, and the dice are there to provide randomness—sometimes the runners will succeed by the skin of their teeth, sometimes they’ll fail and need to scramble to make up for it, and sometimes they’ll succeed so hard that people will be talking about what they pulled off for years afterward. All of these elements can be part of a memorable game, so it’s the job of everyone playing the game to make the unfolding plot fun and memorable. Games tend to work best when everyone looks out for the fun of the group, rather than advancing their goals at the cost of everyone else’s. The Running the Game chapter has more thoughts on how the gamemaster can build plots and create an environment enjoyable for everyone.

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在暗影狂奔的游戏中会发生什么事?
What happens during a Shadowrun game?


各种混乱!简单地说,玩家们会结成一个团队,被一名约翰逊先生(承包狂奔的人所用的假名)雇佣,接下单子,踩踩点,然后执行计划。根据整个任务的复杂度,你们可能需要跑好几次团来完成这个任务。在完成任务的过程中,玩家们采用的方式,他们帮助和伤害的人都可以为之后的任务留下情节上的伏笔。
在任务进行的过程中,玩家们会遇上各种障碍,或者得到让自己的技能一展长才的机会。这时候就该骰子上场了!

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Lots of mayhem! Briefly, the player characters work as a team and get hired by Mr. Johnson (the pseudonym used by people contracting runs), scope out the job, do the legwork, and then carry out their plan. Depending on the complexity of the job, it may cover multiple gaming sessions. The way they pull off the run, the people they help, and the people they hurt can set the stage for future missions and plot developments.
As a game session progresses, players will meet obstacles or have the chance to use their skills to carry out their plan. This is when the dice come out!

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我该带哪种骰子?
What dice do I use?


六面骰子,就这种。有的时候你会丢两三个,有的时候你得丢一小把,还有的时候你得丢老大一把,可能会有二十多个,如果你很厉害的话。在本书中,六面骰子会被简称为D6,有时会在前面加上一个数字来告诉你该投几个骰子,也就是说“3D6”意思是三个六面骰子。

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Six-sided dice. Period. Sometimes one or two or three, sometimes a small handful, sometimes a large handful. Maybe twenty or more, when you get really good. Throughout the book, six-sided dice are abbreviated as D6, sometimes with a number in front telling you how many dice, so that “3D6” means three six-sided dice.


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骰子出目高好还是低好?
Do I want to roll high or low?


越高越好。大多数情况下,我们都不会看骰子出值的总和。作为代替,你需要看你骰出的5和6,这些是你所得的成功数。你也要关心你一共投出了几个1,如果你有超过一半的骰子投出了1,那你就投出了一个失误或者一个大失误;见本书p.44了解更多。如果你得到的成功多于你通过检定需要的成功,那么超出部分的成功数被称之为净成功。
在一些情况下(主要是主动性,见本书p.39),你还是需要算出骰子出值的总和,而不是数成功数。在这些情况下,出目高还是更好的。

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High. Most of the time, you are not totaling the dice rolls. Instead, you are counting up the number of 5s and 6s you rolled. These are referred to as hits. You also want to see how many 1s you got. If more than half of the dice you rolled are 1s, you have a glitch or critical glitch; see p. 44 for more info. If you got more hits than you need to succeed in a test, the hits above the minimum amount needed to succeed are called net hits.
On some occasions (notably Initiative; see p. 39), you will add the total of the numbers rolled together instead of counting hits. On those occasions, higher remains better.


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我怎么知道该丢多少个骰子?
How do I know how many dice to roll?


你要丢的骰子数被称作你的“骰池(DP)”。为了计算骰池,你通常需要查一个技能(见p.39)和一个关联属性(见p.37)。这些技能和属性都会用数字计量,把它们的数值加在一起——这就是你的骰池了。有时候你会需要将两个属性相加,或者使用某一个属性的两倍。
接下来,我们当然还会在不同的情况下遇到不同的调整值。这也是整本书接下来的部分存在的意义啦!不过只要你记住计算骰池的基本方法,在大多数情况下你都知道该怎么做了。

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The number of dice you roll is called a dice pool. To make it, you generally look at a skill (p. 39) and a linked attribute (p. 37). Both of those have numerical values. Add those two numbers together— that’s how many dice you roll. Some rolls will simply add two attributes, or will count the same attribute twice.
Now, of course, there are changes and modifiers based on a variety of circumstances. That’s why we have this whole book! But if you remember this basic way of making dice pools, you’ll know what to do in most circumstances.


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那我又怎么知道我这个骰池丢出去是否成功了呢?
How do I use the dice pool rolls to know if I succeeded or not?


问得好!为了解释这个问题,我们就得说明一下检定。择日不如撞日,我们立刻开始吧!

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Excellent question! To discuss that, we have to talk about tests. So we’ll do that now!
« 上次编辑: 2021-05-31, 周一 18:01:00 由 CPDSSS »

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Re: 【6E】游戏概念
« 回帖 #1 于: 2019-08-08, 周四 22:24:45 »
检定
TESTS


在一场《暗影狂奔》游戏中你会在各种时候遇上各种人和各种东西,宇宙中的各种法则,或者二者的组合,并且它们并不想让你达成你的目标。为了知道你是否成功地做到了一件事,你会需要进行一个检定,在其中你会产生一个骰池,丢骰子以获得结果,然后看看你是不是成功了。检定有三种基本类型:简单检定,对抗检定,和延续检定。

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In a Shadowrun game, you will at some point attempt something that either other people, the laws of the universe, or both do not want you to accomplish. To see if you succeeded or not, you’ll need to perform a test, where you generate a dice pool, roll to get a result, and then see if you succeeded. There are three basic types of tests: Simple, Opposed, and Extended.


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简单检定
Simple Tests


在一次简单检定中,你投你的骰池,数数有多少个成功,然后看看你是否达到或者超过某个既定的阈值,这个阈值由GM设定。GM设定阈值的时候需要参照“阈值指导表”和规则带来的其他建议和指引。如果你投出的成功数大于或等于这个阈值,那么你的行动就成功了,在有些情况下,你的净成功(你骰出的成功超过阈值的部分)会很重要。
一个简单检定写出来看上去像这样:

户外 +直觉(3)检定
技能关联属性阈值


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In a Simple test, you roll your dice pool, count your hits, and see if you meet or beat a threshold of hits established by the gamemaster. The gamemaster establishes the threshold based on the Threshold Guidelines table and suggestions and guidelines established within the rules. If the hits are equal to or greater than the threshold, the action succeeds; in some occasions, the number of net hits (the number of hits above the threshold) comes into play.
A Simple test is written like this:

Outdoors + Intuition (3) test
SKILL LINKED ATTRIBUTE THRESHOLD


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边栏:阈值指导表
THRESHOLD GUIDELINES


1   很简单的任务,最多比说话和走来走去难一点。比如射击附近的建筑物
2   复杂一点,但还在常识范围内。一般人平常做得到的事。比如一边奔跑一边射击附近的建筑物。
3   简单检定的常见起点。足够复杂,需要技能的任务。狂奔者一般认为比常人能干不少,这也是为什么检定的阈值从这里开始。比如射击附近建筑的窗子。
4   更复杂,更难达成的任务。比如射击附近建筑物窗子里的敌人。
5   很难,只有精通这项技能的人物才能达成的任务。比如在在一定距离射击射击附近建筑物窗内的敌人。
6   精英级别的难度,只有万里挑一的人才能常常做到这种事。比如从超远距离狙击某栋建筑窗后的敌人。
7   精英中的精英,无比炫技的任务。比如一边奔跑一边从超远距离狙击某栋建筑窗后的敌人。

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1. Simple task, only slightly more difficult than walking and talking. Shooting at a nearby building.
2. More complex, but still in the range of normal experience. A task an average person pulls of regularly. Shooting at a nearby building while running.
3. Normal starting point for Simple tests. Complicated enough to require skill. Shadowrunners are expected to be more competent than normal people, which is why game thresholds are based here. Shooting a window out of a nearby building.
4. More difficult, impressive enough to accomplish. Shooting an enemy in the window of a nearby building.
5. Tricky, the sort of thing only accomplished by those who have worked on their skills. Shooting an enemy in the window of a nearby buiding at minimum range.
6. Elite-level accomplishment, something that few in the world could pull off with any degree of regularity. Shooting an enemy in the window of a building at far range.
7. Standing out among the elite, demonstrating very rare ability. Shooting an enemy in the window of a building at far range while running.


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对抗检定
Opposed Tests


在一次对抗检定中,另一个角色,物件,设备或者实体会主动地(或者被动地)对抗你的行为,所以你必须克服他们的抵抗。在对抗鉴定中,对抗的双方投掷他们的骰池,然后比较互相的成功数。投出更多成功的一方胜出。投出平手时,一般认为是攻方胜出,不过在产生效果需要净成功时这一点可能会产生变化。检定中成功多的一方比少的一方多出来的部分被称作这次检定的净成功,这些净成功通常都会以某种形式发挥作用——比如说,在战斗中,攻击方的净成功会加在本次攻击的伤害值上。
一个对抗检定写出来看上去像这样:

潜行+敏捷Vs.侦查+直觉
攻方的技能和属性守方的技能和属性

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In an Opposed test, another character, object, device, or entity is actively (or passively) resisting your efforts, so you must exceed their effort to succeed. In an Opposed test, two parties roll dice pools and compare the number of hits. The one with the most hits wins. Ties typically go to the aggressor, though this may change if net hits are required to make a given effect. The difference between the higher number of hits and the lower number of hits are the net hits in these tests, and they are often applied to the action in some way— for example, in combat, net hits from the attacker are added to the Damage Value of their attack.
An Opposed test is written like this:

Stealth + Agility vs. Perception + Intuition
Acting player’s skill and attribute  Defending player’s skill and attribute


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延续检定
Extended Tests


简单检定和对抗检定都是在相对短的时间中进行的,通常来说都是在几秒之内。延续检定则是用来执行耗时更久,更复杂的任务,比如修车或者在矩阵主机中设置后门。延续检定和普通检定一样有着一个阈值,不过这个阈值并不一定要在一次掷骰中达成(一般来说也达不成)。玩家可以使用他的骰池进行多次检定,每一次检定骰池都会比上一次少1个骰子,直到他累积了足够的成功数(或者骰池耗尽而失败)。每次掷骰,都会消耗一定量的时间,这个时间被称作间隔,也被写在延续检定中,成为其一部分。设计延续检定的间隔参见间隔量级表。
(译注:并没有说延续检定的阈值如何设计,大家按照5e的感觉来吧)
一个延续检定写出来看上去像这样:

工程 +逻辑(9,1小时)检定
技能相关属性阈值间隔

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Simple and Opposed tests involve actions that are taken and resolved quickly, generally in the course of a few seconds. Extended tests take longer and are for more complicated activities, like repairing an automobile or building a backdoor into a Matrix host. Extended tests have a dice pool and a threshold like Simple tests, but the threshold does not have to be met on a single roll (and often can’t be). The player can make multiple rolls of the dice pool, progressively making the dice pool 1 die smaller each time they roll, until they have accumulated enough hits to meet or beat the threshold (or run out of dice and fail). With each roll, a certain amount of time passes. This time is known as the interval, and it is listed as part of each Extended test. Setting an interval can be done with the Interval Scale table.

An Extended test looks like this:

Engineering + Logic (9, 1 hour) test
SKILL LINKED ATTRIBUTE THRESHOLD INTERVAL


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边栏:间隔量级表
INTRVAL SCALE


任务耗时间隔
急速1战斗轮
迅速1分钟
短暂10分钟
平均30分钟
1小时
费事1天
累人1周
庞大1个月

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TASK INTERVAL
Fast 1 Combat Turn
Quick 1 minute
Short 10 minutes
Average 30 minutes
Long 1 hour
Consuming 1 day
Exhausting 1 week
Mammoth 1 month


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协作检定
Teamwork Tests


协作检定和其他的检定类型略有区别,因为它实际上是依附于基本的检定类型之上的。狂奔者们总是抱团协作,所以协作检定能给他们一个帮助其他成员的机会。
要进行一个协作检定,选择一名成员作为领队,其他人则是领队的帮手。所有人都进行同一个检定——也就是他们想要一起做的那件事。比方说如果他们聚集在一起想要修好队伍用的斗牛犬厢型车,他们都投工程学+逻辑检定。帮手们先投,他们骰出的成功成为领队的额外骰池。不过帮手们能向领队提供的骰池加成不能超过领队在这个检定中适用的技能等级(如果检定的骰池是由两个属性构成的,则不能超过较高的那个属性)。
若是一名帮手骰出失误,则会给在接下来的一个或者几个动作中给团队带来极大的干扰,从而在一到三个战斗轮内阻止所有人获得或者使用极限。

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Teamwork tests are a little different from the other tests, in that they complement another test. Shadowrunners function as a team, so Teamwork tests give them a chance to help each other out.
To perform a Teamwork test, select one person as the leader; anyone else involved is a helper. They all roll the same test—namely, whatever test they’re trying to pull off together. So if they’re working together to repair the team’s Bulldog Step- Van, then they all roll an Engineering + Logic test. The helpers roll first; any hits become extra dice added to the leader’s dice pool. The total amount of dice added by all helpers cannot be greater than the leader’s applicable skill rank (or the higher of the attributes, if it’s a test involving two attributes).
A glitch on a roll by a helper should cause significant distraction to the next action or few actions they take, preventing them from gaining or spending Edge for one to three combat rounds.

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协作检定与主动性
Teamwork Tests in Initiative


如果想要在身处主动性顺序(见下文p.39)内行动时使用协作检定,你需要在领队行动前声明你要协助他,而且你需要有一个可用的主要动作。使用一个“协助”主要动作可以让你成为协作检定的帮手。领队必须在他的下一个战斗轮中做他应该做的事。如果他并没有参与这个协作检定,没做他的分内工作,或者决定延后自己的动作,来自帮手的骰池加值就会丢失。不过如果你们愿意的话,可以在下一个战斗轮重复这个过程。
(译注:注意6E的战斗轮和5E的有很大区别)

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To assist another member of your team while acting in Initiative order (see p. 39), you have to declare your assistance before they act and while you still have a Major Action to use. The Assist Major Action is used to become a helper on a Teamwork test. The leader must perform their part of the test the next time they have a combat round. If they take actions without doing their part of the Teamwork test, or if they defer their actions, the extra dice from the helpers are lost. They can start the process over again if they would like on their next turn.


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取定值(四取一)
Buying Hits


有时候玩家不想信任随机多变的骰子,或者他们觉得自己的骰池足够大,任务足够简单,那么他们可以不投骰子,直接获得一定量的成功。如果想要取定值,你要先计算你的骰池大小,然后骰池中的每四个骰子被换算成一个成功。要注意这决不是一个折中措施——你要不然用你全部的骰池取定值,要不然乖乖投骰子。在取定值时,不能以任何形式使用极限,而且你需要GM的首肯才能在一个检定中取定值。在产生失误或者大失误会严重影响检定结果的情况下,不应该取定值。

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Sometimes a player does not want to trust the vagaries of the dice, and they feel that they have a large enough dice pool and an easy enough task that they can buy hits instead of rolling dice. To buy hits, you form your dice pool and calculate one hit for every four dice, rounded down. This is an all or- nothing move—you either buy hits with all your dice or with none. Edge cannot be used in any way when buying hits, and you need gamemaster approval to buy hits. It should not happen in a circumstance where a glitch or critical glitch would have a significant impact on the test’s outcome.


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再次尝试
Trying Again


有的时候你丢了骰子,但是事情就是不遂人愿。可恶的骰子。不论如何,任何人的本能都是再试一遍,只要没有条子追着你的屁股,或者没有帮派在朝你打枪之类的。重试一个检定是被允许的,不过在同样的条件下重试一个失败的检定会受到-2的罚值,每一次额外的重试会承受再额外的-2罚值。如果你在重试中实现了显著的的进展(何种程度的进展才够“显著”得由GM决定),那么你的骰池可以得到重置。
这种罚值不会在战斗动作中生效,因为每一个攻击动作都被视作一次单独的尝试,而非一次重试。

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Sometimes you roll the dice and they don’t do what you want them to do. Stupid dice. Anyway, the natural inclination is to try again, as long as the cops aren’t chasing you or gangers aren’t shooting at you or whatever. That’s allowed, but retrying a test when circumstances have not changed imposes a –2 dice pool penalty on the character. Each additional attempt imposes another –2 penalty. Taking a significant break (the gamemaster decides what definition of “significant” applies) resets the dice pool.
This penalty does not apply to Combat actions, as each attack is considered a new and separate action, not a retry.
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Re: 【6E】游戏概念
« 回帖 #2 于: 2019-08-10, 周六 22:13:57 »
角色特征
Character Traits


在刚才的检定一节中我们提到了玩家角色的属性和技能,这二者是暗影狂奔中角色的两大重要特征。在本节中,我们将会接着介绍这些特征,再加上一些其他对于角色来说至关重要的要素。

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The test listing mentioned skills and attributes of player characters, which are two of the key traits of characters in Shadowrun. We’ll run those down, along with other critical aspects of characters, in this section.

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引用
属性
Attributes


这是一名角色的核心状态。它们包括了角色天生具有或者后天习得的能力,也就是那种用以和独特的技能搭配来完成各种任务的力量。关于属性的更多信息,包括属性等级的范围等等,可以在接下来的“创建角色”章节(本书p.58)找到。属性被分为三大类:物理属性,精神属性和特殊属性。
有许多种能改变属性的东西,比如说法术和装备,但是一名角色的属性永远不能被提高至他们基本的属性等级+4以上。

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These are the core stats for a character. They encompass the abilities characters were born with and developed through hard work, the tools they combine with individual skills to accomplish tasks. More details about attributes, including the ranges for Attribute ranks, can be found in the Character Creation chapter (p. 58). Attributes come in three groups: Physical, Mental, and Special.
Various things modify attributes, such as spells and gear, but a character’s adjusted attribute can never be higher than their current attribute rank +4.


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物理属性
Physical


物理属性包括:
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The Physical attributes are:

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体质
Body


这项属性代表一个人广义上的健壮程度,坚忍程度和健康程度。有时候它还跟体型有关——巨魔(见p.56)们往往会有更高的体质属性——但也并不绝对一定,比如矮人的体质多半还是高于人类。体质常常被用于抵抗伤害和毒素。

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This represents the general sturdiness, integrity, and health of the individual. It sometimes is correlated to size—trolls (see p. 56) tend to have high Body ratings— but this is not a perfect correlation, as dwarfs tend to have higher Body ratings than humans. Body’s uses include resisting damage and toxins.


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敏捷
Agility


这项属性代表一个人的灵巧度,柔韧性和手眼协调能力。它是战斗的主要属性,也是很多运动活动的主要属性。

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This represents nimbleness, speed, flexibility, and hand-eye coordination. It is the key attribute for combat, as well as many athletic activities.

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反应
Reaction


如果说敏捷代表了速度,那反应代表的就是迅捷,让你能对事物做出轻巧反应的能力。反应是一个主要的防御属性,也被用于驾驶和操控载具与无人机。

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While Agility may be speed, Reaction is quickness, the ability to respond with alacrity. Reaction is one of the key defensive attributes, and it is also used in piloting and controlling vehicles and drones.

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力量
Strength


纯粹的肌肉力量,用来举起和背负重物,还有狠狠揍人的那个力量。它被用在一些运动检定中,对于徒手战斗也极其重要。

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This is raw muscle power, the ability to lift, carry, and punch with great force. It comes up in some Athletics tests and is important in unarmed combat.

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精神属性
Mental


精神属性包括:
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The Mental attributes are:


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意志
Willpower


这项属性代表角色承受艰难困苦,耐受疼痛,穿过各式骗局与各种遍布于第六纪的艰难险阻的能力。这项属性对重视魔法的角色来说十分重要,因为他们要用这项属性来在引导法力时维持他们的精力。它还会用于抵抗某些攻击和幻象。

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This represents the character’s ability to persevere through hardship, pushing through pain, deception, and many other obstacles the Sixth World throws at them. It is very important for magic-based characters, who use it to maintain their energy through the work of channeling mana, and it also is important for resisting some attacks and illusions.


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逻辑
Logic


这项属性代表你心灵中冷静计算,理性的,分析性的,用来解谜的心智功能。碟客们和超链者们大量的使用这项属性,任何人在做模式识别或者类似的任务的时候也会用到它。

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This is the coldly calculating part of the mind, the rational, analytical, puzzle-solving aspect. Deckers and technomancers use it frequently, and it can be useful to anyone in pattern recognition and other tasks.

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直觉
Intuition


如果逻辑是阳,那么直觉就是阴(反过来说也成),直觉代表你的本能,灵光一闪,灵机一动的窥见,那些毫不讲任何道理但是就是行得通的思绪。直觉帮助角色对危险做出反应,预见威胁,并且抵御一些魔法侵袭。

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The yin to Logic’s yang (or, probably, the other way around), Intuition is your gut instinct, your sudden inspiration, your flash of insight that doesn’t seem to make any sense but still works. Intuition helps characters react to danger, perceive threats, and resist some magic threats.


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魅力
Charisma


这项属性就是你发挥在别人身上的影响力。不管你是靠着你闭月羞花的美貌,滔滔不绝的口才,引领风尚的时尚嗅觉还是纯粹用力量,亦或是上面说的事物之综合,魅力代表你说服别人做某件事的能力有多强大。出面人的魅力总是越高越好。

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This is the pull you exert on other people. Whether you are using your looks, your speaking ability, your fashion sense, your sheer power, or some combination of any of the above, Charisma shows how powerful you can be in persuading others to a course of action. Faces thrive on Charisma.


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特殊属性
Special Attributes


特殊属性包括:
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Special attributes are:


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极限
Edge


统计学上计量不可计量之物的属性,你会在千钧一发之际用上它的。这是本能,冒险,以及对危险的鲁莽无视,还有让狂奔者在九死一生的危难之际幸存下来的嗅觉的一种综合表现。极限极为重要,我们单开了一章来讲解它(见本书p.44)。

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This critical statistic measures the undefinable, putting it on tricky ground right at the outset. It is that combination of guts, risk, and heedless ignorance of danger and good sense that lets shadowrunners survive where others do not. Edge is detailed and important enough to have its own section (p. 44).


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魔法
Magic


不是所有的角色都有这项属性;它只对魔法使用者角色适用,这些角色也被叫做觉醒角色。这项属性描述角色引导魔力来为他做事的本事大小。

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Not all characters have this attribute; it is only for magic-using characters, who are generally referred to as Awakened characters. It measures their strength in channeling mana into spectacular effects.


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共鸣
Resonance


就像魔法,不是不是所有角色都有这项属性——它是超链者独享的,超链者是一种能够只用自己的心灵力量就可以连接和与矩阵互动的角色。这项属性衡量了他们操作矩阵能力的强度。

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Like Magic, not all characters have this attribute— it is exclusive to technomancers, characters who access and interact with the Matrix through the power of their mind only. This attribute measures their strength in manipulating the Matrix.


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精华
Essence


所有角色都有这项属性。功能上,它代表角色角色能够容纳的赛博改造,生体改造和其他殖装的总量,因为泛人类的身体只能容纳一定量的改造,否则它就会失去区分它与冰冷机器的那一丁点属于活物的光芒。这项属性会存在主要是因为魔法和科技的彼此不相容——法力就是没法轻易在科技造物中流淌,所以如果你的精华减少(明确的说,你的精华每次减少得比一个整数低,每低一点你就会流失一点魔法。),你的魔法使用就会受限,而且一些魔法,尤其是治愈魔法,你身上的殖装越多,对你的效果就越少。

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All characters have this attribute. It functions as a capacity rating for how much cyberware, bioware, and other augmentations characters can hold, since the metahuman body can only contain so much ’ware before it loses the small spark that separates a living being from a machine. This attribute primarily exists due to the lack of interaction between magic and technology— mana simply does not flow well through technology, so magic use is limited as your Essence declines (specifically, anytime your Essence goes below any whole integer, you lose a point of Magic for each integer passed), and some magic, particularly healing magic, has less of an effect on you as you gain more augmentations.

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状态计量表(CM)
Condition Monitors


状态计量表(以下称CM)跟踪计量你的健康值。每名角色有两个CM:物理CM和晕眩CM。CM是由一系列格子组成,每排三个(见下图的例子)。你的物理CM有(体质/2)+8格,晕眩CM有(意志/2)+8格。每当一排的三个格子被填满之后,角色就会在伤害抵抗检定以外的所有检定上承受-1罚值,两个CM中每个被填满的横排都会增加这个罚值1点。任何一个CM被填满都会导致角色失去意识,如果晕眩CM被填满,额外的伤害会转为物理伤害,如果物理CM被填满,额外的伤害会成为溢出伤害(见p.121)

 

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Condition Monitors track the health of your character. Each character has two: Physical and Stun. Condition Monitors are a series of boxes set in rows of three (see sample at right). Your Physical Condition Monitor has (Body/2, rounded up) + 8 boxes, while the Stun Condition Monitor has (Willpower/2, rounded up) + 8 boxes. When a row of boxes on a monitor is filled, the character takes a –1 dice pool penalty to all tests except Damage Resistance. Each row filled on either monitor increases the penalty by 1. When either monitor is filled; the character is unconscious. If the Stun monitor is filled, remaining damage becomes Physical; extra physical damage becomes Overflow (p. 121).

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技能
Skills


技能是加在属性之上的另一层能力,它们是角色通过勤学苦练而掌握的东西。技能就是你用来开枪,潜行绕过警卫,魅惑那个暴躁的保安官员,开着逃跑用的车飚车,以及其他很多事情的东西——实在是很多,所以我们有一整个章节讲技能,从第92页开始。技能有从1-9的等级,他们能被咒语,装备和其他效果增强,但增强的技能等级永远不能超过+4。

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Skills are the next layer of ability placed on top of attributes. They are learned abilities, things characters gain through training and practice. Skills are used to fire weapons, sneak past guards, charm a grumpy security officer, drive a getaway car, and many other things—so many that there is an entire chapter on skills, starting on p. 92. They have a rank from 1 to 9. They can be modified by spells, gear, and other effects, but their augmented increase can never be more than +4.


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主动性
Initiative


在角色扮演游戏中,行动通常都是自由进行的,人们想做什么就做什么,并不会受制于某种严格的回合逻辑。但别的一些时候,尤其是指战斗中,这种严格的回合规则就是必须的了,主动性就是用来帮助决定回合顺序的属性。主动性属性包括两个部分:首先是主动性等级,这是一个数字,它的值是角色的反应+直觉(可能会因为例如殖装一类的因素改变)。另一个部分是主动性骰,它代表每个遭遇开始时角色可以投掷多少枚D6来决定自己的主动性值。我们不计算这些骰子的成功数,而是将它们的出目加总,再加上角色的主动性等级来得到这场遭遇中角色的主动性值。角色的主动性骰数从1开始,可以通过殖装,法术或其他手段增加。你永远不能有多于5D6枚主动性骰。

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Often, in a role-playing game, activities can happen in a free-flowing manner, with people taking actions as they need to, without a strong turn structure. Sometimes, namely in combat, a strict turn order is needed, and the Initiative stat helps determine how that turn order will go. The Initiative stat has two components: The first number is the Initiative rank, which is derived by adding Reaction to Intuition (it may be enhanced by other factors such as augmentations). The second component is the Initiative Dice, which is a number of D6s that the player rolls to determine their Initiative Score at the beginning of any encounter. Instead of counting hits, the player adds the numbers on their Initiative Dice together, then combines them with their Initiative rank to get the Initiative Score for that encounter. The number of Initiative Dice for a character starts at 1 and may be increased by augmentations, spells, or other effects. You can never have more than 5D6 Initiative Dice.

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攻击等级
Attack Rating


如果角色要采取攻势,他们就得熟用自己的拳脚或者武器来帮助他们打出伤害。角色武器的停止力,精度和后座补偿(对于枪械而言)一类提升武器综合效率的因素被归总为一个数值,也就是这个攻击等级。角色徒手战斗的攻击等级是是他的力量+反应。

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When a character is going on the offensive, they have either their bare hands or a weapon to help them lay down the damage. The weapon has a combination of stopping power, accuracy, and recoil compensation (for firearms) that increases its overall effectiveness. These are captured in the Attack Rating. A character’s Attack Rating for unarmed combat is Strength + Reaction.

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防御等级
Defense Rating


这项数据也是战斗中十分重要的数据,它代表角色和他们身上穿着的护甲抵御来袭攻击的效率。这是一个体质,身着护甲,其他效果比如说魔法,的综合评价。

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This stat is an important part of combat, representing how well the character and their worn armor resist incoming attacks. It is a combination of Body, worn armor, and other effects, including augmentations and magic.

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特质
Qualities


角色们通常会有一些天生的特性或者继承自过往经历的结果,正是这些事物塑造了这名角色的今天。这些东西就是一名角色的特质,它们可能是正面的也可能是负面的,会为角色带来好处或者惩罚。特质的详述见本书p.70.

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Characters often have innate characteristics or consequences from past experiences that shape the way they are today. These are represented as qualities, which can be either positive or negative—that is, providing benefits or penalties. Qualities are discussed and listed on p. 70.

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装备
Gear


你可能专业扎实,你可能经验老到,但是有时候没那个金刚钻就是揽不了这个瓷器活。这里有一些类别的装备,狂奔者们可能会用得到;所有这些装备在本书p.247开始的部分都会提到。

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You can be good, you can be skilled, but sometimes you need the right toys to get the job done. These are some of the categories of gear that shadowrunners use; all of them are discussed in more detail in the gear listing starting on p. 247.


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殖装
Augmentations


殖装是角色肉体的替代品,能增强一个人某些方面的能力。它可能是提升敏捷和力量的肢体,可能是被垫入皮肤下层的装甲片,或者可能是某个替代的腺体或者器官,用以增强某方面的能力,或者提供新的能力。殖装列表见p.282。

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Augmentations are alterations to a physical body that enhance an individual’s capabilities to some degree. It may be a limb that increases strength and agility, it may be armor plates woven into the skin, or it may be replacement glands or organs that enhance existing capabilities or add new ones. Augmentations are listed starting on p. 282.

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其他装备
Miscellaneous Gear


装备有很多种,比如通讯链,其他电子产品,破门入室工具,等等等等。在角色卡上这些被放在一起。

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There are many types of gear, including commlinks, other electronics, breaking and entering gear, and more. Those are all grouped together on the character sheet.

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武器
Weapons


你可能是那种觉得一次完美的狂奔意味着一枪不发的那种人,也可能是用响起的爆炸声数来评价一个任务是否成功的那种人。不管你是哪边的,你都会想要自己身边有一把武器,不论拔枪是你的头一个还是最后一个选项。武器列表见p.247,它们在角色卡上被单独列出,因为这些数据常常被引用。我还能说什么呢?世道险恶啊,朋友们。

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You may be the type of shadowrunner who thinks a good run means one where no shots are fired, or you may be the type who measures success in the number of explosions set off in the course of a run. Either way, though, you want a weapon at your side, whether it’s your first or last option. Weapons are listed starting on p. 247, and they are listed separately on the character sheet since they are referenced so frequently. What can we say? It’s a violent world out there.

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人脉
Contacts


狂奔者们靠队友互助渡过难关,但这并不是他们拥有的一切——他们还有自己的人脉,也就是他们的人际网络,可以帮忙弄到装备,查找信息,或者帮忙做点事。人脉的详述见下文p.50

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Shadowrunners have their team to help them out, but they have more than that—they have contacts, the network of people who help them obtain gear, uncover information, and otherwise get the job done. Contacts are discussed more on p. 50.


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生活方式
Lifestyle


不管你整个通宵都在外面干活,还是干了一天任务想早早收工回家,每个狂奔者都得有个地方让他可以倒头就睡,这地方还得放些吃的供他充饥。狂奔者的生活方式代表他维持自己活着的开销,包括吃的喝的还有遮风挡雨之处,能让他第二天继续战斗的所有一切的开销。关于这些的细节见下文p.56。

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Whether you’re out all night on a job or looking to turn in early after a long day of running, every shadowrunner needs a place to crash. And some food to eat while they’re there. A shadowrunner’s lifestyle represents the cost of staying alive, getting enough food and shelter to be ready to fight another day. This aspect is covered in more detail on p. 56.

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特殊特征
Specialized Traits


上文所述的特性基本涵盖了一名暗影狂奔角色的一切了,但对于某些专业的角色来说还有一些东西要写,尤其是觉醒角色和矩阵专精的角色。这些东西包括:法师会用的法术(见p.131),魔法使用者的启蒙等级(见p.166)和超魔(见p.167)修士异能(见p.156),赛博碟版(见p.174)和程序(见p.184),复合程式(见p.189)和回声(见p.195)

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The elements above are common to pretty much all Shadowrun characters, but there are some things that are particular to specialized characters, notably Awakened characters and Matrix-focused characters. These include: the spells mages use (p. 131), a magician’s Initiate Grade (p. 166), metamagics (p. 167), adept powers (p. 156), cyberdecks (p. 174), programs (p. 184), complex forms (p. 189), and echoes (p. 195).
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