负面特质成瘾奖励:4至25业力
拥有成瘾特质的人物迷上了化学物质(街头毒品:novacoke, bliss, tempo)、技术或魔法装置(更好的生活芯片(BTL)或法器)或者潜在的成瘾行为(赌博或性)。生理成瘾影响人体机能,造成疼痛、恶心、颤抖以及其它会损害狂奔者的副作用,尤其是在戒断的时候。心理成瘾的一些可能影响包括偏执、焦虑、失眠、注意力不集中、情绪障碍和抑郁。成瘾检定、戒断检定以及保持“干净”的特定规则详见P414。
这个特质的奖励业力取决于成瘾的严重程度。成瘾程度包括:轻度、中度、重度和极度。长时间不进行治疗,成瘾就会恶化。成瘾特质的每个等级都有起始剂量等级,告知人物他们必需要多少量才能满足。如果人物有植入体,这个等级可能还会提升。人物成瘾越严重,满足欲望所需的物质或进行活动的时间就越多。
成瘾特质程度较弱时(轻度、中度),更容易隐藏成瘾的影响。较为严重的程度下(重度、极度),就会有明显的成瘾生理或心理迹象。这些迹象对他的社交检定造成负面影响,即使他没有承受戒断效果。
轻度(4业力)/1剂量或1小时嗜好活动:人物的轻度欲望一个月出现一次。如果人物在戒断检定中失败,他就要承受戒断症状并且会积极寻找使用该物质或进行相关活动以寻求解脱。在狂奔中,这可能意味着推迟狂奔者团队一起为工作精心设计的计划,尤其是人物忙于赛马的赌博或沉溺BTL而没有进行狂奔时。当人物承受戒断症状时,在人物所有基于精神属性的检定上受到骰池-2调整(心理依赖)或者在人物所有基于肉体属性的检定上受到骰池-2调整(身理依赖)。如果人物在戒断检定中成功,直到人物的下一次戒断检定之前(一个月),人物不会承受戒断症状并且不需要相关物质或嗜好活动。他在这个月很“干净”。
中度(9业力)/1剂量或1小时嗜好活动:人物的中度欲望每两周出现一次。如果经受戒断,他在所有基于精神属性的检定上(心理依赖)或所有基于肉体属性的检定上(生理依赖)承受-4,直到欲望满足。
重度(20业力)/2剂量或2小时嗜好活动:这种成瘾已经失控。该欲望每周都要经历一次。如果他在戒断检定上失败,他在戒断中基于精神属性或基于肉体属性的检定上承受-4骰池调整(根据其依赖而定)。
另外,他在所有社交检定上承受-2骰池调整,无论其是否在戒断状态中。人物现在没有办法完全隐藏他的成瘾症状,即使当他刚过过瘾之后也是如此。他成瘾导致的伤害的生理和心理迹象很容易被近处的观察者看到。
极度(25业力)/3剂量或3小时嗜好活动:极度成瘾是这个特质的最终状态。药物或习惯的欲望每天都会出现。除非他们用相应的物质或活动满足欲望,否则人物在戒断中基于精神属性或基于肉体属性的检定上(取决于他们的依赖)承受-6的罚值。
因为他成瘾的状态是如此明显,即便是最漫不经心的观察者也会注意到。无论是否处于戒断状态,人物在所有社交检定上承受-3骰池调整。
游戏主持人决定是否需要成瘾人物在不进行游戏的时候进行戒断检定,取决于游戏主持人想要成瘾对人物的游戏体验造成多大的影响。
剧透 - :
NEGATIVE QUALITIES
ADDICTION
BONUS: 4 TO 25 KARMA
A character with the Addiction quality is hooked on chemical substances, such as street drugs (novacoke, bliss, tempo); technological or magical devices, such as better-than-life (BTL) chips or foci; or potentially addictive activities such as gambling or sex. Physiological Addictions affect the Body’s functions, producing pain, nausea, shakes, and other side effects that can impair the runner, particularly during withdrawal. Some possible effects of psychological Addictions include paranoia, anxiety, insomnia, poor concentration, mood disorders, and depression. For specifc rules on Addiction Tests, Withdrawal Tests, and staying clean, see p. 414.
The bonus Karma value of this quality depends on how severe the addiction is. Levels of addiction include: Mild, Moderate, Severe, or Burnout. Addictions get worse over prolonged periods of time without treatment. Each level of Addiction has a starting dosage level that tells the character how much of a substance or activity they must use for a craving to be sated. This level can be increased if the character has augmentations. The more severe a character’s Addiction, the more substance or time devoted to the activity he needs to satisfy his cravings.
At the lower end of the spectrum for the Addiction quality (Mild, Moderate), it is easier to hide the effects of an Addiction. At the most severe levels (Severe, Burnout), there are noticeable physical and mental signs of Addiction. These signs negatively impact his Social Tests even if he is not suffering the effects of withdrawal.
Mild (4 Karma)/1 dose or 1 hour of habit-related activity: Mild cravings occur once a month for the character. If a character fails his Withdrawal Test, he suffers symptoms of withdrawal and must actively seek out and use the substance or engage in the activity to find relief. On a run, this could mean delaying plans that the runner team may have meticulously put together for a job, especially if the character is busy gambling with a bookie or slotting a BTL instead of being available for the run. While the character is suffering withdrawal symptoms, apply a –2 dice pool modifier to all of the character’s Mental-attribute-based tests (if psychological dependency) or to all the character’s Physical-attribute-based tests (if physiological dependency). If the character succeeds on his Withdrawal Test, the character does not suffer withdrawal symptoms and does not need the substance or participate in that habit until the character makes their next Withdrawal Test (in one month). He is able to stay clean for that month.
Moderate (9 Karma)/1 dose or 1 hour of habit-related activity: A craving at the Moderate level occurs roughly every two weeks. If the character experiences withdrawal, he suffers a –4 to all Mental-attribute-based tests (if psychological dependency) or –4 to all Physical-attribute-based tests (if physiological dependency) until the craving is satisfed.
Severe (20 Karma)/2 doses or 2 hours of habit-related activity: The addiction is spiraling out of control. The addict experiences cravings once a week. If he fails a Withdrawal Test, he suffers a –4 dice pool modifier to either their Mental- or Physical-based tests (as appropriate for their dependency) while in withdrawal.
In addition, he suffers a –2 dice pool modifier to all Social Tests, whether he is in withdrawal or not. It is all but impossible now for the character to hide his addiction, even when he’s had his fix. The physical and psychological symptoms of the damage caused by his Addiction are readily apparent to the close observer.
Burnout (25 Karma) 3 doses/3 hours (minimum) of habit-related activity: Burnout is the final progression of the Addiction quality. The addict experiences cravings for their drug or habit of choice every day. Until they satisfy their craving with a fix, the character suffers a –6 penalty to either his Mental- or Physical-based tests (whichever one is appropriate for their dependency) while in withdrawal.
Because his Addiction is now obvious to even the most casual observer, the character suffers a –3 dice pool modifier for all Social Tests, whether he is in withdrawal or not.
The gamemaster has discretion as to whether or not she should call for Withdrawal Tests during an Addicted character’s downtime, depending on to what degree the gamemaster wants the addiction to impact gameplay for the character.
过敏奖励:5至25业力
拥有过敏特质的人物对环境中的某种物质或处境过敏。这个特质的量值基于两个因素。首先,该物质或处境是不常见(2业力)还是常见(7业力)。其次,过敏症状的程度:轻度(3业力),中度(8业力),重度(13业力)或极度(18业力)。将适当的数值相加得到最终值。例如,不常见中度过敏(银)是10业力(2+8业力)。如果人物被用他们过敏的物质攻击,他们的过敏每严重一层其抗力检定就失去1颗骰子(例如,轻度过敏失去1颗骰子,中度过敏失去2颗骰子等等)。
过敏表处境 量值 描述
不常见 2 该物质或处境在本地环境中很罕见。例如:银、金、抗生素、草。
常见 7 该物质或处境在本地环境中是普遍存在的。例如:阳光、海鲜、蜜蜂、花粉、污物、WiFi敏感、大豆、小麦。
轻度 3 症状令人不安而分散。过敏影响下的人物在肉体检定上承受-2骰池调整。
中度 8 接触过敏原会产生强烈的疼痛。人物经历过敏症状时在肉体检定上承受-4骰池调整。
重度 13 接触过敏原导致严重疼痛并承受实际物理伤害。人物经历过敏症状时在素有检定上承受-4骰池调整。人物每接触过敏原1分钟就要承受1点物理伤害(不可抗)。
极度 18 当这种程度过敏的人物暴露在过敏原下会进入过敏性休克。这个人物在任何检定上都获得-6骰池调整。人物视为处于极度痛苦中。人物每接触过敏原30秒就要承受1点物理伤害(不可抗)。急救、医学或魔法手段都可以阻止过敏性休克的伤害。
星界信标奖励:10业力
拥有星界信标特质的人物的星界标识就像……好吧……信标,在星界空间极易可见。拥有星界信标特质人物的标识持续时间是没有的两倍,其他人对其进行星界感知收集其信息时,星界感知检定的阈值-1。只有拥有魔法等级的人物才能选取这个特质。
坏运气奖励:12业力
这个人物被诅咒了,他的运气常常和他自己作对。当人物使用极限,掷骰1D6。结果为1,则极限点被花费但获得同预期相反的效果。例如,人物希望获在骰池中得额外的骰子却失去了更多;人物在主动性阶段使用极限想要到第一位,却落到了末尾;人物使用极限消除失误,坏运气将其变成大失误。人物在每个游戏遭遇中只会在一次极限使用中承受坏运气掷骰的影响。在这次遭遇中,人物承受了坏运气的影响后,他就不需要再次为极限掷骰坏运气检定。
坏名声奖励:7业力
拥有坏名声特质的人物在她的名誉中有个黑暗而持久的污点。她可能是个前游侠骑士条子,众所周知她处理暗影狂奔者时非常残酷。或者道上传闻她可能曾经杀害了她狂奔者团队中的同伴。如果她是觉醒者并来自污染区,那可能被普遍认为是一名毒萨满。她是否真的犯下了这样的罪行并没有什么关系。当人们相信她曾经的所作所为就决定了人物如何看待她,如何对待她。无论什么原因,人物开始游戏时拥有3点恶名(P372),只有解决了损坏名誉的源头才能取消或减少这个点数。只有这样,坏名声特质方可被用业力购买后取消效果。
荣誉守则奖励:15业力
被荣誉守则约束的人物不会杀害某类特定的人;这是一个坚定的原则。拥有荣誉守则特质的人物选择一类特定人群,他不会杀害这类人也不会允许别人去杀。这类例子包括妇女、儿童、无辜的旁观者或特定种族。人物可以选择去保护特定的生物,但仅限于这种特定生物拥有智能。
人物选择的“禁区”需要游戏主持人的批准。如果这类群体(如儿童)在战役中不常遇,游戏主持人拒绝这个选择。如果玩家一定要选择,游戏主持人可以允许玩家选择两个他不会伤害的群体(例如,妇女和儿童),其中之一必须在战役中经常遇到。魔法师可以选择不摧毁他们精魂导师赋予的奖励召唤出的任何类型的精魂。尊重他们的精魂导师的荣誉守则是值得业力奖励的。人物不能为这个特质选择不起眼的或不存在的群体,例如你不会因为发誓绝不杀害智能仓鼠而获得业力奖励。(译注:“布布,让他们在你正义的呐喊下颤抖吧!”“吱吱!”)
任何时候任何人试图杀害人物保护清单中的人时,这个人物必须通过魅力+意志(4)检定。失败的掷骰意味着人物必须立刻阻止对其保护群体施加的暴力行为。如果形势所迫,人物采取行动对抗他保护的群体,他通常会选择非致命的凡事。他绝不会因为任何理由地杀害一名他发誓保护的群体成员。
拥有荣誉守则会造成一些障碍。例如,可能留下目击者。被人物保护的群体中每有一个人活着离开并记住了他,就提高一点人物的公众认知。人物的工作选择也受到限制,他不会选取那些目标是致死其保护群体一员的工作,他也会对于那些很可能对他保护的群体造成间接伤害的工作持保留意见。
无论何时采用非致命武力都很可能出错。一个人可能对通常无害的迷药会有危及生命的过敏性反应,或者心脏的状况让泰瑟枪的电击也会致死。因此,每次人物采取暴力行动或允许别人采取暴力行动对付他所选的群体时,游戏主持人就暗骰1D6,结果为1就导致使用非致命武力时出现不可预见状况。泛人类在危及生命的医疗条件下,试图驱逐精魂而不是摧毁之却让其获得了自由。当这种复杂的问题出现时,游戏主持人为人物暗骰察觉(4)检定来判断人物是否注意到有什么不对劲。
如果人物选择的群体中的人被杀,无论是有意还是无意,人物都会由于这种冒险中每一个被杀的他保护的人而失去一点业力。
荣誉守则也可以有其他形式。例如:
刺客信条:无人买命,绝不杀之。作为一个刺客,不留下无谓的伤害,是相信刺客信条的人无形而重要的标志。选取这种荣誉守则,每个意外或无偿谋杀都会使其失去1点业力,每次这样的死亡也会让其公共认知上升1点。
勇士守则:遵循一种勇士守则的人物严守个人荣誉。在2075年,这可能意味着人物不会杀害一个手无寸铁的人,也不会对不知道他、没准备好的敌人采取致命行动(例如,没知道狂奔者在那的守卫),或有意采取行动杀害完全没有防备的人(例如,流弹或允许狙击毙命)。人物每杀死一个或允许通过他的行动杀死一个手无寸铁或毫无防备的人就失去1点业力。
剧透 - :
CODE OF HONOR
BONUS: 15 KARMA
The character has a binding Code of Honor when it comes to killing members of a specifc group; it’s a matter of unwavering principle. The character with the Code of Honor quality chooses a specifc group that they will not kill or allow others to kill. Examples of this group could include women, children, innocent bystanders, or a specifc metatype. A character can choose to protect specifc paracritters, but only if the specifed paracritter possesses the Sapience power.
The gamemaster must approve the group that the character designates as being “off limits.” If the group (such as children) is not regularly encountered in campaigns, the gamemaster can reject the choice. If the player feels strongly about his choice, the gamemaster may allow the player to take two groups they will not harm, (i.e., women and children), one of which must be likely to be encountered in the campaign. A magician can legitimately choose to not destroy any type of spirit from which their Mentor Spirit bestows a bonus for summoning. This Code of Honor respects their Mentor Spirit and is worthy of the Karma. Characters can’t pick an obscure or non-existent group to acquire this quality—you can’t acquire Karma by vowing to never kill sapient hamsters, for example.
Any time anyone attempts to kill a member of the character’s protected list, the character must make a Charisma + Willpower (4) Test. A failed roll means the character must immediately put a stop the violence against the member of their protected group. If the situation forces the character to take action against any of his protected group, he will always choose non-lethal methods. Killing a member of the group he has sworn to protect is a line he will not cross for any reason.
There are drawbacks to having a Code of Honor. For example, it can leave witnesses behind. For each person in the protected group the character leaves alive and who is in a position to remember them, increase the character’s Public Awareness by 1. The character’s job options are also limited—he will not take a job if the objective is the death of a member of his protected group and will have reservations about taking part in a mission with a high probability of causing collateral harm to members of his protected group.
There is always a chance things will go wrong whenever non-lethal force is used. A person may have a life-threatening allergic reaction to a usually harmless knockout drug, or a heart condition that makes a taser shock deadly. For this reason, each time the character takes a violent action or allows others to take violent action against a member of his chosen group, the game-master makes a secret roll of 1D6. On a roll of 1, there is an unforeseen complication from the use of non-lethal force. With a metahuman it could be a life-threatening medical condition; with a spirit, an attempt to banish rather than destroy may in fact set the spirit free. When a complication arises, the gamemaster makes a secret Perception (4) Test for the character to notice if anything has gone wrong.
If a person in the character’s chosen group is killed, whether intentionally or inadvertently, the character loses a point of Karma for that adventure for each person in their “protected group” that is killed.
The Code of Honor can take other forms as well. For example:
Assassin’s Creed: A character never kills anyone that they are not paid to kill. Being precise as an assassin, not leaving collateral damage, and being invisible are important hallmarks of those who believe in the Assassin’s Creed. Characters who take this version of Code of Honor lose 1 point of Karma for every unintentional and/or unpaid murder they commit, and their Public Awareness goes up by 1 for each such death.
Warrior’s Code: The character who follows a Warrior’s Code maintains a strict sense of personal honor. In 2075, this likely means a character will not kill an unarmed person, take lethal action against an opponent who is unaware or unprepared for an attack (i.e., a guard who doesn’t know the runner is there), or knowingly take an action that could kill someone who is defenseless (i.e., from a stray bullet or allow someone to be killed from a sniper shot). The character loses 1 Karma per unarmed or defenseless person that they kill or allow to be killed through their actions.
代码阻塞奖励:10业力
拥有代码阻塞特质的人物总是在特定的矩阵行动中遇到麻烦。他在任何时候尝试这种矩阵行动都会获得-2骰池调整。代码阻塞仅适用于有相关检定的矩阵行动,不适用无需检定的行动(P237)。不可能进行黑入行动的人物不能选取这个特质。
战斗麻痹(译注:原文可能有印刷错误)
奖励:12业力
拥有战斗麻痹的人物在战斗中会呆住。人物的第一次主动性检定中,其主动性值减为一半(向上取整)。在随后的阶段,人物可以如常投掷他们的主动性。战斗麻痹也让人物在突袭检定中获得-3骰池调整。如果人物必须在枪林弹雨中或类似的情况下通过镇静检定,游戏主持人将采用+1阈值调整。
至爱亲朋奖励:3、6或9业力
拥有至爱亲朋特质的人物有一个或多个所爱之人依赖于他们的情感支持和经济援助。至爱亲朋包括子女、父母、配偶或情人、兄弟姐妹或者一个老朋友。满足至爱亲朋的需要得占用人物一些时间以及金钱。学习新技能或提升已有技能需要额外百分之五十的时间。需要多长时间提升技能的更多信息见P103“人物发展”章节。同时该特质也增加了任何长期项目基础时间的百分之五十。至爱亲朋还会带来其他方面的障碍,碍手碍脚、分享生活空间、牵涉人物工作、借车、在最不恰当的时候打来电话等等。
3业力,至爱亲朋是偶尔的麻烦:意外跌落(比如人物必须去参加一次运动会时)(存疑),需要情感支持,好感,其他友谊或承担义务的见证以及偶尔的一点钱。这个级别的至爱亲朋的例子包括:懒惰的兄弟姐妹,长期男女朋友,一个虽然人物不和他住在一起却为之支付抚养费并定期探视的孩子。提高人物每个月生活花销的百分之十。
6业力,至爱亲朋是经常的不便:需要关注以及承担定期的义务,参与人物的事务,分享生活空间。这个级别的至爱亲朋的例子包括:一个未婚同居的情人、妻子、丈夫或家庭成员,一个人物分享其抚养权并定期到访他家的孩子(每隔一个周末等),人物负责的幼儿或亲密的兄弟姐妹。提高人物每个月生活花销的百分之二十。
在9业力这个级别,至爱亲朋是和人物生活在一起的亲密家人或生活伴侣。至爱亲朋让人物的时间和资源都变得紧张,甚至需要特殊的照顾和关注,这限制了人物可能的任务和具体行动。这些至爱亲朋的例子包括分享生活空间的大家庭,需要医护的父母或祖父母,任何其拥有完全抚养权的孩子。提高人物每个月生活花销的百分之三十。
剧透 - :
DEPENDENTS
BONUS: 3, 6, OR 9 KARMA
A character with the Dependents quality has one or more loved ones who depend on them for emotional support and financial aid. Dependents may include children, parents, a spouse or lover, a sibling, or an old friend. Meeting the needs of a dependent should take up a fair amount of the character’s time, as well as some of the character’s money. Increase the amount of time it takes to learn a new skill or improve an existing skill by fifty percent. See the Character Advancement section on p. 103 for more information on how long it takes to improve skills. Also increase the base time for any long-term projects by ffty percent. A dependent could also be a hindrance in other ways—getting underfoot, sharing living space, involving herself in the character’s work, borrowing the car, calling at the most inopportune moments, etc.
For 3 Karma, the dependent is an occasional nuisance: dropping in unexpectedly (such as when the character must go to a meet), needing emotional support, favors, or other confirmations of friendship/commitment, and occasionally money. Examples of dependents at this level include: slacker sibling, long-term boyfriend/girlfriend, or a child not living with the character but for whom the character pays child support and visits regularly. Raise the character’s lifestyle cost by 10 percent each month.
For 6 Karma, the dependent is a regular inconvenience: needing attention and commitment on a regular basis, getting involved in the character’s affairs, sharing living space. Examples of dependents at this level include: a live-in lover/wife/husband or family member, a child for whom the character shares custody and routinely has in his home (every other weekend, etc.), or a young child or close sibling for whom the character is responsible. Increase the character’s lifestyle cost by 20 percent each month.
At the 9 Karma level, the dependent is close family or a life partner and lives with the character. The dependent is a strain on the character’s time and resources, and/or requires special care and attention that limits the character’s availability for missions or specifc actions. Examples of these dependents include large family sharing the living space, parents or grandparents with medical or physical needs, and full custody of any children. Increase the lifestyle cost for the character by 30 percent each month.
独特风格奖励:5业力
拥有独特方格特质的人物至少在外貌、言谈、举止、个性的一个方面使其难以让人忘怀。可选独特风格包括却不限于以下方面:不易遮掩的纹身,不常见的说话方式或口音,怪异的时尚选择,疤痕,帮派或监狱标志,可笑定制植入体或比如一条尾巴这样非泛人类的装饰。注意在一种文化或地方独特的东西在另一种文化或地方则未必独特。
无论玩家为她的人物选择怎样容易记住的独特风格。任何试图识别、跟踪或物理定位这个人物(或通过调查获得其信息)的相关检定获得+2骰池调整。如果NPC要通过记忆检定(P152)来确定他回忆多少关于人物的事情,难度阈值减1,最小为1。
这个特质天然的,不适用于星界搜索。这个特质只能被选取一次。这个特质与低调特质冲突。
剧透 - :
DISTINCTIVE STYLE
BONUS: 5 KARMA
A character with the Distinctive Style quality has at least one aspect of his appearance, mannerism, or personality that makes him inconveniently memorable. Choices for Distinctive Style include, but are by no means limited to: tattoos that cannot be easily concealed, an accent or atypical manner of speaking, bizarre fashion choices, scars, gang or prison signs, fashy custom augmentations, or non-metahuman modifcations like a tail. Note that what’s distinctive in one culture or location may not be in another.
Whatever Distinctive Style the player selects makes her character easy to remember. Anyone who attempts to identify, trace, or physically locate this character (or gain information about him via legwork) receives a +2 dice pool modifier for relevant tests. If an NPC makes a Memory Test (p. 152) to determine how much they recall about the character, reduce the Diffculty Threshold by 1, to a minimum of 1.
This quality is physical in nature and does not apply to astral searches. This quality may only be taken once. This quality is incompatible with Blandness.
装作精灵奖励:6业力
装作精灵就是那些想要成为精灵的人类人物。她尽可能地与精灵交往,像精灵一样说话,把自己的外貌打扮得像一个精灵。拥有这个特质的人物可能会接受整容手术做出精灵耳朵和眼睛,他们能够如精灵一样成功通过同时避免作为非精灵的任何负面社交调整。
真正的精灵认为装作精灵令人尴尬,很多人类把他们当作背叛者,其他泛人类一般觉得他们很可怜。如果一个精灵发现了人物的秘密,这个精灵很可能用蔑视和敌意对待她(见社交调整表,P140)。带有偏见的人类很可能将一个被揭露的装作精灵视为“种族叛徒”来羞辱。
只有人类人物可以选取装作精灵特质。
小魔怪奖励:每等级4业力(最大4级)
拥有小魔怪特质的人物无法和技术共存。莫名其妙的设备故障,令人意外的软件崩溃,无法启动的载具,他接触的部件异常脆弱,他参与的无线链接受到奇怪的干扰。
当人物试图使用一个中等复杂的装置时,小魔怪上每有一等级(最大4级)减少失误所需的一个1。例如,一个骰池为8、小魔怪等级为2(8业力)的人物,在检定中得到两个或更多1(代替正常的4个)就会失误。游戏主持人可以要求人物通过运行检定,或者在是否出现失误上自动成功。
当决定小魔怪引起的失误效果时,游戏主持人应该具备特别奇怪的机械或电子设备故障的概念。小魔怪引起的失误例子包括:当试图用手枪重击时,弹仓掉了出来;当进入代码解除报警系统时,键盘莫名烧了起来;当试图通过受限节点时,通讯器接口变成了不成句的赛普瑞希尔语。
注意,小魔怪是个负面特质,它阻碍了人物(可能娱乐了他人)。人物无法以小魔怪特质仅仅通过接触去伤害敌人的高科技设备。任何人物仅仅依靠小魔怪特质蓄意破坏的设备都将功能完美。(显然,他可以尝试传统的破坏方式,但小魔怪会影响他的努力。)
这个效果只适用于外部设备而不影响电子插件、生物插件或其他植入体。
剧透 - :
GREMLINS
BONUS: 4 KARMA PER LEVEL (MAX 4)
Characters with the Gremlins quality don’t get along with technology. Devices malfunction inexplicably, software crashes unexpectedly, vehicles refuse to start, components become unusually fragile at his touch, and wireless links suffer faltering connections and odd interference whenever he’s involved.
For each level (maximum of 4), reduce the number of rolled 1s necessary to get a glitch (p. 45) by 1 whenever the character is attempting to use a moderately sophisticated device. For example, a character with a dice pool of 8 and Gremlins level 2 (8 Karma) would trigger a glitch if two or more 1s result from the test (instead of the normal 4). The gamemaster may also require the character to make a test for operation that would otherwise succeed automatically to see whether or not a glitch occurs.
When describing the effects of a Gremlin-induced glitch, gamemasters should play up the notion of a particularly weird mechanical or electronics malfunction. Some examples of Gremlin-induced glitches include: the magazine falling out of a pistol when attempting a critical shot, a keypad inexplicably burning out while entering a code to disarm an alarm system, or the commlink interface converting to Sperethiel mid-sentence when attempting to access a restricted node.
Note that Gremlins is a Negative quality—its effects hinder the character (and probably entertain others). The character cannot use his Gremlins quality to damage an opponent’s high-tech equipment merely by touching it. Anything the character attempts to sabotage using only Gremlins will function flawlessly. (Obviously, he can try any ordinary means of sabotage, but Gremlins will haunt his efforts.)
The effect only applies to external equipment and does not affect cyberware, bioware, or other implants.
无能力奖励:5业力
一个无能力的人物完全缺乏对一些一些行动技能组的能力和知识。更糟的是,他们可能具备一点模糊的知识和相关技能,但他们既没有协调能力也没有理解能力使之正确发挥作用。无论他们在这个领域投入多少努力,他们都不得要领。也许某天在某种程度上发生了奇迹,他们在这些技能上进步到“低劣”的水平。
无能力不适用于语言或知识技能。无能力的人物在相关技能组所有技能上视为“未受训”(见技能等级表,P131)。
某些情况下,对于大多数人来说司空见惯的任务于他们需要一个成功的检定。人物不能尝试他们为无能力特质选择的技能组。即便装备为人物无能力相关的特定技能提供了奖励,人物也不能在该装备上获益。
在实际游戏中,游戏主持人完全可拒绝与无能力特质不相关或压榨性的选择,比如无能力:完全基于一个理想城市的户外战役。(不该这么说,但只能用这个例子:人物不能选择任何他们身体上完全不能使用的技能组。一个非魔法师不能为无能力选择巫术、咒法或附魔;一个非技术巫师不能为无能力选择关联共鸣的技能等等。)
无能力只能被购买一次。
剧透 - :
INCOMPETENT
BONUS: 5 KARMA
An Incompetent character possesses a total lack of knowledge or ability with a certain Active skill groupor, perhaps worse, they have some vague knowledge or the skills contained in the group, but they have neither the coordination nor the comprehension to come anywhere close to carrying it off properly. No matter how much effort they put into this area, they simply cannot grasp it—it would take a miracle for them to somehow, someday advance to the level of “poor” in those skills.
Incompetent may not be applied to Language or Knowledge skills. The Incompetent character is treated as having skill level of “unaware” for all skills in the skill group (see the Skill Rating Table, p. 131).
In some cases, a Success Test may be required for tasks most people take for granted. Characters may not possess that skill group for which they have the Incompetent quality. If gear grants a bonus or requires the use of a specifc skill in which the character is Incompetent, the character gains no benefits from the gear.
Gamemasters are free to reject any choices that would prove irrelevant or exploitative in actual play, such as Incompetent: Outdoors in a campaign based entirely inside an arcology. (This should go without saying, but just in case: Characters may never choose Incompetent for any skill group that they are physically incapable of using. A non-magician cannot take Incompetent in Sorcery, Conjuring, or Enchanting; a non-technomancer cannot be Incompetent in a skill that requires Resonance; and so on.)
Incompetent may be purchased only once.
失眠奖励:10或15业力
一个拥有失眠特质的人物在入睡和休息上会有些麻烦。通常情况下,这只是个小烦恼。但对于狂奔者依赖每一个机会来休息以保持敏锐的狂奔者来说,这就是大问题了。失眠会延长人物恢复眩晕伤害的时间。
在10业力这个等级上,人物在掷骰体质+意志来恢复眩晕伤害前,需要通过直觉+意志(4)检定。如果人物检定成功,人物不会受到失眠的妨碍并正常恢复眩晕伤害。他也可以在8个小时的睡眠后恢复极限点。如果人物检定失败,人物恢复他们眩晕伤害的时间成为通常的双倍。因此原本需要一个小时恢复的量,现在需要两个小时。如果人物被失眠影响,他的极限点不会恢复而且也不会在接下来的24小时内恢复。
在15业力这个等级上,直觉+意志(4)检定上的失败意味着所有通过休息来恢复眩晕伤害的努力都白费了,人物只能稍后重试。经历失眠的人物没有恢复眩晕伤害,而且必须等待24小时才能恢复极限点。
剧透 - :
INSOMNIA
BONUS: 10 OR 15 KARMA
A character with the Insomnia quality has trouble falling asleep and seldom feels well rested. Usually, this is only an annoyance. For runners, however, this can become a major problem when they are dependent on being able to rest at every opportunity to remain sharp. Insomnia can lengthen the amount of time it takes for a character to recover Stun damage.
At the 10 Karma level, before a character rolls his Body + Willpower to recover Stun damage, the character rolls an Intuition + Willpower (4) Test. If the character succeeds on this test, the character is not impeded by Insomnia and the character regains Stun damage as normal. He also regains his Edge after 8 hours of restful sleep. If the character fails, double the amount of time it normally would take for a character to recover their Stun damage. So instead of healing a number of boxes of Stun damage in an hour, it now takes two hours per roll. If the character is affected by Insomnia, the character does not have his Edge refreshed and may not have it refreshed for up to another 24 hours.
At the 15 Karma level, a failed Willpower + Intuition (4) Test means that all efforts to regain Stun damage through rest are negated during that time period, and the character must try again later. No Stun damage is regained from the attempt due to the insomnia the character experiences, and the character must wait for 24 hours before their Edge refreshes.
丧失信心奖励:10业力
丧失信心特质说明有什么东西导致人物对他自己和他的一项能力丧失了信心。比如即使一个熟练的碟客,在侵入拥堵小屋杂货店的网络时失败,或者尽管高度灵活,也在简单的攀爬检定中出现失误并摔了下来。无论何种原因,他现在怀疑他自己和他的能力。涉及受影响的技能检定时,人物承受-2骰池调整。如果人物专精这个技能,人物在丧失信心时不能享受专精的好处。人物选择受到丧失信心影响的技能必须是人物创建的时候购买过的。只有等级4或更高的技能能够承受丧失信心的影响。当人物丧失信心时,这个技能不能使用极限点。
低度耐痛奖励:9业力
拥有低度耐痛特质的人物对疼痛特别敏感;他们每受到两点伤害就要承受-1伤害调整,代替了正常的三点伤害。这同时影响物理伤害和眩晕伤害。
装作兽人奖励:6业力
受到地精摇滚或夸张兽化趋势的影响,装作兽人就是一个精灵或人类人物将自己的外貌改变得像一个兽人一样。各种各样生物改造——獠牙种植、类固醇、喉部改造等等——这使得他成功地像兽人一样。装作兽人对很多兽人来说令人尴尬,但也有些兽人对此保持容忍,即便不欣赏,也承认他们的努力。这意味着当兽人发现人物的秘密既可能变得非常敌视他也可能愿意让人物加入“家庭”,通过一个适当的恶作剧来证明自己的“兽人性”。一个被揭露的装作兽人也可能面临被其他人类或精灵视为“种族叛徒”,如果这些人类或精灵怀有对兽人的偏见。
只有人类和精灵可以选取装作兽人特质。
歧视奖励:3至10业力
拥有这个特质的人物对特定群体的成员怀有歧视,比如泛人类、觉醒者、非泛人类智能生物或其他人。人物不仅仅是不够宽容,他对自己坚信的事情毫无避讳并且会积极反对他歧视的目标。根据歧视的程度,这种特质让人物表达自己的观点或面对自己歧视的目标时陷入麻烦。
这个特质的业力奖励取决于人物仇视的群体有多常见,他有多大的可能遭遇他们,以及他会公开对抗他们的可能有多大。参见“歧视表”根据人物仇视的群体的普遍程度和其歧视程度决定特质奖励的业力值。
当和他们歧视的目标打交道的时候,人物的歧视特质每有一级严重程度就要在所有社交检定上获得-2骰池调整。如果谈判是遭遇的一部分,人物的歧视特质每有一级严重程度,目标就获得+2调整。所以如果人物激进地歧视觉醒者而尝试和觉醒者谈判的话,他们在谈判检定上获得-6同时对方获得+6骰池调整。
歧视表目标群定的普遍性 业力值
普通目标群体(如人类、泛人类) 5
特定目标群体(如觉醒者、技术巫师、变形者、专精魔法师) 3
歧视严重程度 业力值
偏见(如秘密的泛人类仇视者) 0
不避讳(如人类主义者的典型成员) 2
激进(激进的人种优越论者) 5
脑灼伤奖励:10业力
一个脑灼伤的人物正在应付一些神经问题,这些问题是由于某些方式如黑IC、精神IC或BTL造成的伤害引起的。这些问题可能表现为短期或长期记忆丧失、大脑突然空白、频繁的偏头痛、感官能力减弱(视觉、触觉、嗅觉等),以及如偏执和焦虑这样的情绪障碍。玩家为脑灼伤选择一个特定效果,其效果应该明显到足以阻碍人物并与游戏主持人当前安排的伏笔挂钩。每当他进入VR或插上一片BTL,人物就必须通过一个体质+意志(4)的检定。掷骰失败,他就会经历六个小时这种特定的物理影响。这个检定中的失误或大失误将导致受影响的时间长达24小时。消除脑灼伤特质的唯一办法就是获得必要的修复损伤治疗,然后花费业力把负面特质去掉。然而一旦脑灼伤,人物会依旧容易受到环境影响。另一个糟糕的事情是使用黑IC、精神IC或BTL将会导致这个特质复发。人物除了脑灼伤时肉体上遭受的副作用,他还容易受到黑IC、精神IC和BTL的伤害。当面对这些IC,人物必须通过一个意志(3)的检定来判断是否处变不惊。如果他能面对造成他脑灼伤的IC,人物在遭受这些程序造成的伤害时,伤害抗力承受-2调整。
如果要选择BTL的脑灼伤特质,人物必须至少对BTL有轻度成瘾并且拥有使用BTL的装备。
如果要选择黑IC和/或精神IC的脑灼伤特质,人物必须是一名碟客或技术巫师。
剧透 - :
SCORCHED
BONUS: 10 KARMA
A Scorched character is coping with neurological problems brought on by damage caused in some way by Black IC, Psychotropic IC, or BTL. The problem can manifest as short- or long-term memory loss, unexpected blackouts, frequent migraines, diminished senses (sight, touch, smell, etc.), and mood disorders such as paranoia and anxiety. The player chooses one specifc effect of Scorched, and its effect should be pronounced enough to hinder the character and present potential plot hooks for the gamemaster. Whenever he enters VR or slots a BTL chip, the character must make a Body + Willpower (4) Test. On a failed roll, he experiences the specifed physical effects for six hours. A glitch or critical glitch on this test results in suffering the effects for 24 hours. The only way to eliminate the Scorched quality is to get the medical treatment necessary to repair the damage, then spend the Karma to buy off the Negative quality. Once Scorched, though, the character remains susceptible to the condition. Another bad encounter with Black or Psychotropic IC or a BTL will bring this quality back. In addition to the physical side effects the character may experience from being Scorched, the character is vulnerable to damage inficted by either Black or Psychotropic IC or BTLs. When faced with this IC, the character must make a Willpower (3) Test to be able to confront it without panicking. If he is able to confront the IC that caused their Scorched condition, the character suffers a –2 to Damage Resistance Tests when these programs are inflicting damage.
To take the Scorched quality for BTLs, the character must have at least a Mild Addiction to BTLs and possess the gear necessary to use BTLs.
To take the Scorched quality for Black and/or Psychotropic IC, the character must be either a decker or a technomancer.
脑灼烧生理副作用表效果 短期记忆丧失
游戏规则 人物不记得插入了一片BTL芯片。人物立即进行另一次戒断检定。失败意味着渴望立即再次到来,这作为戒断症状。人物必须插入另一片芯片。如果是IC,人物必须通过一个阈值+1的记忆检定。失败导致记忆的裂缝,甚至可能迷失在主机中。
效果 长期记忆丧失
游戏规则 与短期记忆丧失效果相同。另外,在效果持续期间,人物失去使用一个行动技能的能力。他单纯记不得如何使用了(例如,手枪技能)。将这个技能视为为受训直到症状消失。
效果 大脑突然空白
游戏规则 在效果持续期间,人物对这段时间里的事情没有记忆。这些记忆不能被技术或魔法的手段恢复。
效果 偏头痛
游戏规则 人物在所有肉体和精神检定上承受-2,对光敏感且恶心(P409)。
效果 偏执、焦虑
游戏规则 即使基础社交活动,人物也必须通过社交检定。成功阈值为5。如果没有合适的技能,人物默认魅力-1。失败意味着人物在这种场合下会表现得偏执或焦虑。
敏感系统奖励:12业力
拥有敏感系统特质的人物对网络植入物是免疫抑制的。无论它们是如何生长和设计的,网络插件、生物插件植入物导致的所有精华损失都会翻倍,因为人物的身体排斥它们。
这个特质对技术巫师或觉醒者这些不打算接受植入物的家伙影响不大一样。觉醒的人或技术巫师仍然能够完全引导魔力或利用共鸣,但他们更容易受到潜在的耗竭或衰落的影响。一个拥有敏感系统的魔法使用者或技术巫师在进行任何耗竭或衰落检定之前必须通过一个意志(2)的检定。失败将导致接下来的耗竭或衰落检定中耗竭或衰落的数值得到+2提升,他们的敏感系统使得能量流经他们的身体时造成了更多的伤害。