作者 主题: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --87  (阅读 43247 次)

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离线 jimraynor

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #10 于: 2015-09-14, 周一 07:31:04 »
特质帮助完善了人物的个性
特质会帮助完善人物的个性

正面特质为游戏方式提供了奖励并要求支付业力;负面特质为游戏方式施加了惩罚但会奖励给玩家能够花费在其他方面的业力。
gameplay译成游戏方式不太准,改成例如“正面特质在游戏内提供优势并要求支付业力;负面特质在游戏内产生劣势但会奖励给玩家能够花费在其他方面的业力。”

如前所诉 -> 如前所述

这基于他们想要他们的人物在随后的环节中能够剩下多少业力
取决于他们想让他们的人物具有哪些特质以及在随后的环节中能够剩下多少业力

而人物的负面特质则需要游戏主持人根据游戏中发生的事情来授予
而人物的负面特质则可能由游戏主持人根据游戏中发生的事情来授予

注意特质对任何技能的奖励或负面调整都会在人物表上相应的技能或属性后的括号中标注出来。
将特质和其带来的正的或负得调整值用括号标注在相应的技能或属性后面。我觉得应该是这个意思,你可以看一下110页上的卡是不是这么写的,因为字体的原因我看不了那个卡。另外这个 any bonuses or negative modifers to skills 我不确定是指特质带来的调整值还是来自其他来源的调整值。我猜应该是前者。

上面那个帖子我已经编辑完了,你可以看一眼

既然你说了求特质译名我就不客气了……这些都是个人意见仅供参考
分析思维 -> 分析性思维,分析思维既可以理解成偏正短语也可以理解为动宾短语,有歧义
天资聪颖 -> 天资,不少技能跟physical attribute相关,跟聪颖不沾边
双语 -> 双母语,这个直译的确是双语的意思,但是在实际生活中第二语言点个两三点也就能算双语了,而这个特质允许第二门native language,而且必须在创建人物时候选,所以我觉得直接叫双母语更好

未完待续

----------------------

这个人物混入了人群
这个人物能够轻易混入人群。英语里的一般现在式可以用来表达一个人具备什么什么样的能力,典型的例子比如He kicks ass

一个拥有如猫特质的人物具备... -> 一个拥有鬼祟如猫特质的人物具备...

他们坠落时也能安静落地,即使他们往往不会让别人有机会尝试
他们同时也宣称他们坠落时总能双脚先着地,虽然他们通常不愿意让其他人测试这门本领。

这个矩阵动作(P237)只能是与他们相关联。
为这个特质选择的矩阵动作必须是需要进行检定的。

柔术 -> 双关节,柔术容易让人误会成一种武术,还是直译好一点

人物可以挤进狭窄的空间,那些没有如此灵活的人物是做不到
人物可以挤进普通人无法进入的狭小空间。

她能够维持一个法力/等级等于她的集中专注等级的法术/复杂形式
force在marfish那翻译成魔力了

机头是你想要踏风而行的时候要找的人
Gearhead是需要猛踩油门立刻闪人的时候最需要的人。美语里gas有汽油的意思
另外机头这个名字我也不是很赞成,xxhead实际上是指某一种人,稍含贬义,比如chiphead,dickhead。我觉得大概可以翻译成机械宅?……

这样做会使载具或无人机超过其射击限制并有灾难性伤害的风险
射击限制 -> 设计极限

载具自动化就会受到一点压力伤害(不能修复)
载具就会自动受到一点压力伤害(不能抵抗)。你这句真不是google翻译的吗……

勇气 -> 胆量,guts是个很俚语化的说法,在翻译的时候要尽量表达出来

当用滴水下颚召唤出错误的精魂,拥有勇气的人物是最可能在坚持战斗的,而不是被地狱般的景象所震惊
当口流涎水的甲虫精魂突然现身,拥有胆量的人物是最可能屹立反击而非吓得屁滚尿流的。

包括法术或生物力量导致的魔法性恐惧。
生物力量,critter好像还没人翻译过,生物就生物吧。power指的是critter具有的特殊能力,我建议跟adept一样翻译成异能。

高度耐痛让人物不断化解痛苦,即使她已经忍受了很多。
高度耐痛能让人物在已经承受了不少疼痛的情况下还能继续制造疼痛。

« 上次编辑: 2015-09-15, 周二 07:01:55 由 jimraynor »
以下引自全能的羊姐姐:
挑出最优解不是容易的事。很多四版战斗时间就是花在等待或讨论最优解之上的... 战:"我应该把他打倒地还是推开他?" 贼:"别推别推我要夹击" 牧:"可是不推的话他一快步我们就全体吃光环" 贼:"那么你别动,我用换位打?" 法:"我也可以拉人." 战:"不可以那是墙角你不能钭拉" 法:"如果我这样走的话好像可以拉了但牧师要让路" 牧:"我走开就罩不住贼?" 然后,过了十多分钟,大家谈好了,战士投骰,打失... "是时候重新想了."

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #11 于: 2015-09-15, 周二 20:13:03 »
hmmm……如果你问我的话……double joint强调的是灵活性啊……身体还那么大……
以下引自全能的羊姐姐:
挑出最优解不是容易的事。很多四版战斗时间就是花在等待或讨论最优解之上的... 战:"我应该把他打倒地还是推开他?" 贼:"别推别推我要夹击" 牧:"可是不推的话他一快步我们就全体吃光环" 贼:"那么你别动,我用换位打?" 法:"我也可以拉人." 战:"不可以那是墙角你不能钭拉" 法:"如果我这样走的话好像可以拉了但牧师要让路" 牧:"我走开就罩不住贼?" 然后,过了十多分钟,大家谈好了,战士投骰,打失... "是时候重新想了."

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #12 于: 2015-09-28, 周一 17:01:33 »
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。

剧透 -   :
Allergy
Bonus: 5 to 25 Karma
A character with the Allergy quality is allergic to a substance or condition found in their environment. The value of this quality depends on two factors. The first is whether the substance or condition is Uncommon (2 Karma) or Common (7 Karma). Next, determine the severity of the symptoms: Mild (3 Karma), Moderate (8 Karma), Severe (13 Karma), or Extreme (18 Karma). Add the appropriate point values together to find the final value. For example, the value of an Uncommon Moderate Allergy (Silver) is 10 Karma (2+8 Karma). If a character is attacked with a substance to which they are allergic, they lose 1 die from their Resistance Test for each stage of severity of the Allergy (e.g., 1 die for a Mild allergy, 2 dice for a Moderate allergy, etc.).

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。

剧透 -   :
ASTRAL BEACON
BONUS: 10 KARMA
The astral signature of a character with the Astral Beacon quality is like, well, a beacon—highly visible on the astral plane. The signature also lasts twice as long as it would without the Astral Beacon quality and others assensing it receive a –1 to the threshold of their Assensing Test for gathering information about it. Only characters with a Magic rating may take this quality.

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。

剧透 -   :
BAD LUCK
BONUS: 12 KARMA
This character is cursed—his own luck often turns against him. When the character uses Edge, roll 1D6. On a result of 1, the point of Edge is spent, but it has the exact opposite effect intended. For example, if a character hopes to gain additional dice he loses that many dice from his dice pool. If a character spends Edge to go first in an Initiative Pass, he ends up going last. If a character spent Edge to negate a glitch, Bad Luck turns it into a critical glitch. The character suffers Bad Luck on only one Edge roll per game session. After the character has suffered his Bad Luck, he does not need to roll the test for Bad Luck for any more expenditures of Edge for the duration of that game session.

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。

剧透 -   :
BAD REP
BONUS: 7 KARMA
A character with a Bad Rep quality has a dark and lasting stain on her reputation. She may be a former Knight Errant cop known to have been particularly brutal in dealing with shadowrunners. Or word on the street might be that she once killed a member of her own runner team. If she’s Awakened and comes from a polluted region, it may be generally accepted that she’s a toxic shaman. Whether she is actually guilty of any wrongdoing is not relevant. What people believe she has done has permanently tainted the way they see her and how they deal with her. Whatever the reason, the character starts play with 3 points of Notoriety (p. 372) that can only be removed or decreased by confronting and resolving the source of the bad reputation. Only then may the Bad Rep quality be bought off with Karma.

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。

剧透 -   :
CODEBLOCK
BONUS: 10 KARMA
A character with the Codeblock quality always has trouble with a particular Matrix action. He receives a –2 dice pool modifier any time he attempts that type of Matrix action. Codeblock only applies to Matrix actions with an associated test; it does not apply to actions that do not require a test (p. 237). Characters cannot apply Codeblock toward hacking actions they are never likely to take.

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。

剧透 -   :
COMBAT PARALYISIS
BONUS: 12 KARMA
A character with Combat Paralysis freezes in combat. On the character’s first Initiative Test, the character divides their Initiative Score for that round in half (rounded up). In subsequent phases, the character may roll their normal Initiative. Combat Paralysis also gives the character a –3 dice pool modifier on Surprise Tests. If the character must make a Composure Test while under fire or in a similar combat situation, the gamemaster applies a +1 threshold modifier.

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。

剧透 -   :
ELF POSER
BONUS: 6 KARMA
The Elf Poser is a human character who wants to be an elf. She associates with elves as much as possible, talks like elves, and alters her appearance to resemble an elf. Characters with this quality may undergo cosmetic surgery to get elf ears and elf eyes, and they may successfully pass as elves and avoid any negative Social modifiers associated with being a non-elf.
  Real elves consider Elf Posers an embarrassment, many humans think of them as sellouts, and other metatypes generally consider posers to be pathetic. If an elf discovers the character’s secret, the elf is likely to treat her with contempt and hostility (see  Social Modifiers Table, p. 140). An outed elf poser may also face stigma from prejudiced humans as a “race traitor.”
  Only human characters may take the Elf Poser quality.

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。

剧透 -   :
LOSS OF CONFIDENCE
BONUS: 10 KARMA
The Loss of Confdence quality means something has caused the character to lose confidence in himself and one of his abilities. Though a skilled decker, he failed to hack into a Stuffer Shack grid, or despite high Agility, he glitched an easy Climbing Test and fell into a dumpster—whatever the reason, he now doubts himself and his abilities. In tests involving the affected skill, the character suffers a –2 dice pool modifier. If the character has a specialization with the skill, the character cannot use that specialization while suffering a loss of confidence. The skill chosen for the character to have a Loss of Confidence must be one that the character prides himself in and has invested in building. Only skills with a rating 4 or higher may suffer the Loss of Confidence quality. Edge may not be used for tests involving this skill when the character is suffering Loss of Confidence.

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。

剧透 -   :
LOW PAIN TOLERANCE
BONUS: 9 KARMA
Characters with Low Pain Tolerance are particularly sensitive to pain; they incur a –1 wound modifier for every 2 boxes of cumulative damage, instead of the normal 3 boxes. This affects both Physical and Stun damage tracks.

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。

剧透 -   :
ORK POSER
BONUS: 6 KARMA
Infuenced by Goblin Rock or over-hyped orxploitation trends, an Ork Poser is an elf or human character who alters her appearance to appear as an ork. Various cosmetic biomods—tusk implants, steroids, larynx alterations, etc.—allow him to successfully pass as an ork. Ork posers are an embarrassment to many orks, but some tolerate, if not appreciate, the compliment behind the effort. This means an ork who discovers the character’s secret may either become very hostile toward him or be willing to let the character join the “family”—provided he passes an appropriate hazing ritual to prove his “orkness.” An outed ork poser may also face stigma from other humans or elves as “race traitors,” if those humans/elves harbor any prejudice against orks.
  Only humans and elves may take the Ork Poser quality.

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

剧透 -   :
PREJUDICED
BONUS: 3 TO 10 KARMA
With this quality the character is Prejudiced against members of a specifc group of people: metahumans, Awakened, non-metahuman sapient critters, or some other group. The character is not merely intolerant—he is outspoken about his beliefs and may actively work against the target of his prejudice. Depending upon the degree of prejudice, this quality can get the character into trouble for expressing his views or when forced to confront the targets of his prejudice.
  The Karma bonus granted by this quality varies depending upon how common the hated group is, how often the character is likely to encounter members of the group, and the degree to which the character is openly antagonistic toward them. Refer to the Prejudiced Table to determine the Karma value of the quality based on the prevalence of the hated group and the degree of prejudice.
  When dealing with the target of their prejudice, a character receives a –2 dice pool modifier per level of severity of the Prejudiced quality for all Social Tests. If negotiations are a part of the encounter, the target receives a +2 modifier per level of the Prejudiced quality. So if a character who is radical in their prejudiced views against the Awakened tries to negotiate with the target of their prejudice, they receive a –6 to their Negotiation Test while the target receives a +6 dice pool modifier.

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。

剧透 -   :
Sensitive System
Bonus: 12 Karma
A character with the Sensitive System quality has immunosuppressive problems with cybernetic implants. Double all Essence losses caused by cyberware. Bioware implants, regardless of how they are grown or designed, are rejected by the character’s body.
  This quality works differently for characters who are technomancers or Awakened and therefore never plan to take implants. Awakened individuals or technomancers remain fully capable of channeling mana or using Resonance, but they are potentially more susceptible to Drain or Fading. A magic user or technomancer with a Sensitive System must make a Willpower (2) Test before any Drain or Fading Tests. Failure on this test results in Drain or Fading Values being increased by +2 for that particular Drain or Fading Test, as the energy traveling through their body does more damage to their Sensitive System.
« 上次编辑: 2015-11-15, 周日 22:54:23 由 橡木盾 »

离线 jimraynor

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #13 于: 2015-09-29, 周二 07:10:22 »
Aspected在这我也想不出来怎么翻译好……你问问群里的人吧……

-----------------------------
以下是惯例捉虫时间

他欲望所需的物质或进行活动的时间就越多。
满足欲望所需的物质或进行活动的时间就越多。

即使当他比较稳定的时候也是如此
即使当他刚过过瘾之后也是如此

除非他们让他们的欲望保持稳定
除非他们用相应的物质或活动满足欲望

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

离线 jimraynor

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #14 于: 2015-09-29, 周二 14:54:02 »
啊?哪个贴子?我应该都看过了呀
以下引自全能的羊姐姐:
挑出最优解不是容易的事。很多四版战斗时间就是花在等待或讨论最优解之上的... 战:"我应该把他打倒地还是推开他?" 贼:"别推别推我要夹击" 牧:"可是不推的话他一快步我们就全体吃光环" 贼:"那么你别动,我用换位打?" 法:"我也可以拉人." 战:"不可以那是墙角你不能钭拉" 法:"如果我这样走的话好像可以拉了但牧师要让路" 牧:"我走开就罩不住贼?" 然后,过了十多分钟,大家谈好了,战士投骰,打失... "是时候重新想了."

离线 橡木盾

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #15 于: 2015-09-30, 周三 16:36:53 »
啊?哪个贴子?我应该都看过了呀

就是这个帖子,之前内容有更新。

离线 jimraynor

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #16 于: 2015-10-01, 周四 06:14:55 »
好长啊懒得看了 :em032

反正我的意见已经提完了,改不改,改成啥样还得看你。我只是个打酱油的 :em032
以下引自全能的羊姐姐:
挑出最优解不是容易的事。很多四版战斗时间就是花在等待或讨论最优解之上的... 战:"我应该把他打倒地还是推开他?" 贼:"别推别推我要夹击" 牧:"可是不推的话他一快步我们就全体吃光环" 贼:"那么你别动,我用换位打?" 法:"我也可以拉人." 战:"不可以那是墙角你不能钭拉" 法:"如果我这样走的话好像可以拉了但牧师要让路" 牧:"我走开就罩不住贼?" 然后,过了十多分钟,大家谈好了,战士投骰,打失... "是时候重新想了."

离线 橡木盾

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #17 于: 2015-11-15, 周日 22:36:49 »
以下部分是由同好 忘却心音 和 Belegaerion 翻译,我仅为代发。除格式以方便阅读进行了处理以外,未做任何修改。

剧透 -   :
Simsense Vertigo(P83)
Bonus: 5 Karma
Characters who suffer from Simsense Vertigo experience feelings of disorientation whenever they work with augmented reality, virtual reality, or simsense (including smartlinks, simrigs, and image links). Such characters receive a –2 dice pool modifier to all tests when interacting with AR, VR, or simsense.

拟感晕眩
奖励:5业力
  每当经历增强现实、虚拟现实或拟感设备(包括数码链接、模拟装置,及影像链接)时,拟感晕眩的角色就会陷入迷惘。这样的角色在进行任何与增强现实、虚拟现实或拟感相关的检定时,都将受到-2骰池的调整值。

剧透 -   :
SINNer (Layered)(P84-85)
Bonus: 5 to 25 Karma
There are four types of SINs that fall under the SINner (Layered) quality: National SIN, Criminal SIN (either Corporate or National), Corporate Limited SIN, or Corporate Born. Individuals with SINs are required by law to always broadcast their SINs. A legal SIN is required for all legal purchases. This makes them very useful things to have, so those who are SINless generally get by with the use of fake SINs (p. 367) just so they can participate in society.

注册者(分级)
奖励:5到25业力
  在此劣势中,注册者共分四类:国家认证,犯罪者认证(公司或国家任一),公司受限认证,或公司归属认证。基于法律,经过认证的个人应时刻保持认证信息的公开透明。身份经过合法认证是一应合法交易的前提。这让身份认证显得尤为重要,因此未经认证者通常会使用虚假认证(第367页),以此混迹于正常社会体系。

剧透 -   :
National SIN
  At the 5 Karma level, the character has what is called a National SIN. The character’s parents were legal citizens of a nation (such as the UCAS or CAS) and he has been a citizen of that nation from birth. He has the right to vote, qualify for passports issued by his nation, enlist in the national military, or work in the national government. A National SIN is required for any national security clearance or any form of national military career. A character with a National SIN pays fifteen percent of their gross income in taxes. He is also in no way connected to any of the megacorporations. The main drawback to having a legal National SIN is the character is in the system. The nation in the player character’s background has the character’s biometric data (DNA, fingerprints, retinal scans) on file, and that biometric data is shared with law enforcement agencies through the Global SIN Registry. This makes it much easier to track a character should a job go sideways. Also, nations typically sell the personal information tied to the character’s SIN to corporations. Those with a legal SIN get nearly three times as much spam as those who don’t have a SIN or rely on fake SINs, and the spam messages they receive are disturbingly tailored to their preferences (based on their buying and browsing habits).

国家认证
  在此分级中,角色因身份认证获得5业力,该身份认证被称为国家认证。角色的父母是国家的合法公民(比如UCAS或CAS),自出生以来他也一直是这个国家的公民。他拥有选举权,有资格获得国家颁发的护照,可应征入伍,或在政府机关工作。对于获取国家安全许可证或任何形式的国家军事职业,国家身份认证都是不可或缺的。经过国家认证的角色须缴纳15%的收入作为所得税。他也绝无可能与任何超级公司产生瓜葛。拥有一个合法的身份认证主要的缺点在于角色身处体系之内。玩家角色背景中的母国拥有角色的生物识别数据(DNA,指纹,视网膜扫描)档案,且这些识别数据将通过全球认证登记处与执法机构共享。这使得追踪一个误入歧途的角色变得易如反掌。同样的,国家会把通过身份认证获取的角色个人信息出售给公司。因此,一个拥有合法身份的角色收到的垃圾邮件近三倍于身份未经认证者或假身份使用者,且这些邮件往往异乎寻常的符合他们的偏好(基于他们的购物与浏览习惯)。

剧透 -   :
Criminal SIN
  At the 10 Karma level, the character has a Criminal SIN (either Corporate or National); his Criminal SIN replaces any previous SIN. At some point in his life, the character was arrested and served time for a felony-level offense and was branded a criminal for the rest of his life. He is legally required to broadcast his Criminal SIN at all times; failure to do so is a felony and can lead to re-incarceration. He is shunned by law-abiding society. Law-abiding citizens will, if they must, deal with a SINless character before they’d have any interaction with a known criminal. With his Criminal SIN, the character will experience prejudiced views, suspicion, and/or open hostility from most people with SINs. He will often be denied entry to certain locations (high-end stores, car dealerships, museums, galleries, etc.) and will have difficulty finding legal employment. He can expect to be brought in and held up to 48 hours for questioning anytime a crime is committed in his area. The judicial system in 2075 is more an assembly line than institution of justice. Suspects are treated as guilty unless proven innocent, plausible circumstantial evidence is often sufficient for conviction, and sentencing has more to do with the judge’s mood than the crime. In this environment it’s likely the cops will be more interested in closing the case than solving any crime; they may try to pin crimes on the character with the Criminal SIN whether or not she had anything to do with it. Some degree of “adjusting” facts and “interpreting” witness accounts to support allegations is common; fabricating evidence, if only to meet conviction productivity goals, is not rare. Magic users tend to receive much harsher treatment from the judicial system than mundane criminals. If the character is a magic user with a Criminal SIN, he is registered with local law enforcement. He can expect regular—but usually not scheduled—checks to confirm he lives and to ensure he is not using forbidden spell formula, foci, or other magical gear. The nation or corporation that issued the Criminal SIN will keep close tabs on the character, if he fails to update residential information or appears in any way to be trying to evade their oversight, he is subject to arrest. He is also required to pay a fifteen percent tax on his gross income to the entity that issued his Criminal SIN.

犯罪者认证
  在此分级中,角色因身份认证获得10业力,该身份认证被称为犯罪者认证(公司或国家任一);不管他过去拥有何种身份认证,现如今都已被犯罪者认证取代。在角色人生中的某段时间,他曾被拘捕并作为重刑犯服刑,此后他的余生都会背上犯罪者的烙印。基于法律,他的犯罪者认证应时刻保持公开透明;如若不然将以重罪论处,并被押解劳改。他会被法治社会排斥。如果守法公民别无选择,他们宁可与未经身份认证者打交道,也不愿与犯罪者扯上关系。因他是戴罪之身,角色会饱受来自绝大多数守法公民的偏见、怀疑,甚至是公开的敌意。某些场所(高档商店,汽车经销店,博物馆,画廊等)总会对他关上大门,想找份合法的工作也颇有难度。若他所在的地区发生犯罪事件,他或被在任何时间带走问询,最长可达48小时。2075年的司法体系与其说是司法机构,不如说更像是条流水线。除非能证明清白,嫌疑犯会被视为有罪,那些似是而非的间接证据总能被用以定罪,量刑也常取决于法官的心情而非罪行。在这种大环境下,比起解决任何案件,警方也总是更倾向于快速结案;他们可能会试着把罪名推到有犯罪者认证的角色身上,无论她是否与案情有牵连。通过一定程度的“调整”事实与“解读”证词来驰援指控是常见的手段;仅为满足定罪指标而伪造证据也不鲜见。对比普通罪犯,司法系统倾向于严厉处置魔法使用者。如果角色是个经过犯罪者认证的魔法使用者,这意味着他被地方执法部门登记在册。他将会接受例行的非定时检查以确认他是否健在,并确认他是否使用了违禁的术式,法器或其他魔法器具。为角色登记犯罪者认证的国家或公司会严密监控他,若他未能及时反馈居住信息或以任何方式企图逃避监管,将因此受到拘捕。他还应向认证机构缴纳收入的15%作为所得税。

剧透 -   :
Corporate Limited SIN
  At the 15 Karma level the character has the Corporate Limited SIN; he has somehow gained a position in a megacorporation from the outside. He may have been hired as a wageslave (or been the minor child of a person hired as a wageslave), or perhaps brought in by someone in the megacorp who saw advantage in his skill, talent, area of expertise, or some other useful attribute. Under most circumstances the Corporate Limited SIN replaces any National SIN. His Corporate Limited SIN becomes part of the Global SIN Registry, to which law enforcement agencies and security corporations alike have access. Many of these Corporate Limited SINs record whether or not the character is Awakened. The Corporate Limited SIN allows the character to be employed by the megacorp under most circumstances, and it replaces any National SIN that the character may have had previously. With the Corporate SIN, the character can be gainfully employed by the issuing megacorporation as a wageslave, a low-ranking member of the corporation’s security services, or an enlisted member of the corporation’s military. Though he could have a secret-level security clearance to perform his duties, he cannot rise to a leadership position, become an officer, or be part of the megacorporation’s Special Forces (such as the Red Samurai). As a group, characters that possess Corporate Limited SINs are believed to either know something valuable about the inner workings of the megacorporation or have a skill set rival megacorps would want; as such they are considered valid targets for extraction, even if they are no longer active with the corporation. Characters with the Corporate Limited SIN experience prejudice and hostility from those in the shadows who are SINless. The SINless believe the corporations deliberately keep them poor and powerless so they can be exploited. The character with the Corporate Limited SIN may find himself being personally blamed for his corporation’s actions—protesting he has no real authority and no connection with the actions in question usually does little good. To the SINless and neo-anarchists the character with the Corporate Limited SIN has sold out and chosen a corrupt and oppressive system over his own people. The character pays twenty percent of his gross income in taxes to his megacorporation.

公司受限认证
  在此分级中,角色因身份认证获得15业力,该身份认证被称为公司受限认证;他设法从外部在一家超级公司中谋得了一个职位。他可能被招为雇员(或是受聘员工的未成年子女),也可能因其在技术、能力、专业领域的才华或是其它亮点被公司中的某人相中。在绝大多数情况下,公司受限认证将取代其它国家认证。他的公司受限认证会被记入执法机构与保安公司皆可访问的全球认证登记。这一类公司受限认证档案中,有许多都会记录角色是否为觉醒者。在绝大多数情况下,公司受限认证允许角色被超级公司雇佣,它能取代角色过去可能有的任何国家认证。凭借公司认证,角色可被签发认证的超级公司以员工、低级警卫或公司私兵的身份高薪聘用。即便他可以获得机密级安全许可证以履行他的职责,他也无法升至领导层、成为官员或是超级公司特种部队的一员(例如赤红武士)。作为一个团队,认证了公司受限身份的角色们被认为知道一些关于大型公司内部运转情况的宝贵情报,或拥有能令公司竞争对手觊觎的特长;因此即便他们不再活跃于公司中,也仍会成为挖角对象。拥有公司受限认证的角色会受到来自阴影中未经认证者的偏见与敌视。未经认证者相信他们的穷困是公司故意为之,以行其剥削之事。拥有公司受限认证的角色会发现,其他人可能会单方面将他所属公司的行为归咎于他——即使申辩他无权决策且与那些行动无关,大多也无济于事。对于未经认证者与新无政府主义者来说,持有公司受限认证的角色出卖了自己的灵魂,背弃人民选择了一个腐败压迫的制度。角色会把总收入中的百分之二十作为所得税缴纳给他受雇的公司。

剧透 -   :
Corporate SIN
  At the 25 Karma level is the Corporate Born SIN. The character with this ID was probably born into a mega corporation, or belonged to one when it achieved extraterritoriality. At least one of his parents probably had the Corporate Born SIN as well. He grew up in the corporation, his social involvement, education, and almost every aspect of his life was managed by the corporation. His skills and aptitudes were evaluated constantly, and he was groomed for the career path to which he was best suited; his whole world was the corporation. Characters with the Corporate Born SIN had the potential and the opportunity to advance through the corporation hierarchy. He could have been a department administrator, a finance strategist, an agent of corporate intelligence, an officer in a megacorp’s military, or even a member of Corporate Special Forces (Renraku’s Red Samurai or Ares’ Firewatch). With a Corporate Born SIN, he could have enjoyed top-secret clearance within the corporation and access to nearly unlimited resources. Then something happened. An unforgivably costly mistake, the machinations of a rival, a supervisor in need of a scapegoat—something pushed the character out of the corporation and into the cold and unforgiving shadows. In the shadows a SIN that had been the key to opportunity is now a deadly liability. Most in the shadows see the Corporate Born as the privileged few, the aristocrats in the armored limousines who look down on them, oppress them, exploit them and deny them their basic rights. If the SINless discover the character’s Corporate Born SIN, reactions will range from deep suspicion to violent hostility; serious injury and death are real possibilities. The character’s loyalty to his corporation is never questioned, which can be an insurmountable liability in a culture that works against the megacorps. Would-be runners have been killed for holding Corporate Born SINs. Fortunately, Corporate Born records are limited to the megacorporation that generated them. Files in the Global SIN Registry can confirm she has a valid SIN, but do not contain any additional information. Those with Corporate Born SINs pay a tax of ten percent of their gross income to their corporation.

公司归属认证
  25业力的认证分级被称为公司归属认证。拥有该身份的角色或出生于一家超级公司,或在这家公司获得治外法权时为其工作。他父母中至少有一个同样拥有公司所属认证。他在公司中长大,他的社交、教育,以及生活中的方方面面全都由公司管控。他的技术与才能被时时评估,同时也会被以最适合他发展的方向来培养;公司就是他的全世界。持有公司归属认证的角色们有机会与可能在公司中获得晋升。他可以是部门管理、金融分析师、隶属于公司情报机构的特工、公司私军军官,甚至是超级公司特种部队的一员(如联络的赤红武士或阿瑞斯的火伺)。因其公司归属认证,他能享受到公司内部最高机密许可的待遇,且有权使用几乎无限的资源。然而天有不测风云。或因犯下大错、或被竞争对手阴谋陷害、或成高层的替罪羔羊——种种原因将角色从公司中除名,卷入了冷酷无情的暗影之中。在暗影笼罩下,这种过去炙手可热的身份认证如今却成了致命的负累。绝大多数暗影中人将公司归属认证者视作少数特权阶级,那些坐在防弹轿车里依权仗势俯视、欺压、利用、拒绝他们的贵族们。若未经身份认证者发现角色的身份为公司受限认证,反应会从深怀戒心到暴力敌对,不一而足;这大有可能造成严重的伤害事件甚至死亡。角色对他的公司忠心不二,当他身处的群体反对该超级公司时,这一点会带来不小的阻碍。曾有准狂奔者因持有公司归属认证被害的记录。幸运的是,只有其所属的超级公司记录了这些身份档案。她在全球身份登记处的档案仅能确认其身份的有效性,但其中不包含任何额外信息。公司归属认证者需向其公司缴纳收入中的百分之十作为其所得税。

剧透 -   :
Social Stress(P85)
Bonus: 8 Karma
Whether as a result of loss or trauma or due to innate psychological makeup, the Social Stress quality burdens the character with emotions that interfere with his ability to interact with others. A specific cause and trigger for the Social Stress must be established. For example, if his Social Stress is caused by survivor’s guilt after the loss of a close friend, unexpectedly encountering someone who looks similar to the lost friend will heighten stress. When a character is using Leadership or Etiquette skills, reduce the number of 1s required to glitch the test by 1. Gamemasters should call for more Social Tests for characters with Social Stress to determine how a character reacts to others, particularly if a situation related to the cause of their stress arises.

社会压力
奖励:8业力
  无论是因失去亲友、心理创伤,还是先天性心理缺陷所致,社会压力劣势都会在情感上成为角色社交的障碍。选择该劣势的角色需指明原因及触发条件。举例来说,如果他的社会压力源自于失去朋友后独自幸存的愧疚感,若与某个相貌和死去的朋友很像的人不期而遇,将会令他压力大增。当角色在使用领导或仪礼技能时,检定中出现失误所需1点骰的个数相应减少1个。GM应当给具有社会压力的角色更多社交检定以确认角色对待他人的反应,特别是在可能诱发角色社会压力的情况下。

剧透 -   :
Spirit Bane(P85)
Bonus: 7 Karma
A character with a Spirit Bane really torques off a certain type of spirit (p. 303). Whether the character has a reputation for harming this sort of spirit or something about her aura enrages them, spirits of the type affected by the Spirit Bane are likely to harass the character when she is in their presence, and they may be reluctant to obey or perform favors for the character or her friends. If spirits of this type are ordered to attack a party that includes the character, these spirits will single her out and attempt to destroy her first. Affected spirits will always use lethal force against these characters with the Spirit Bane quality. If the character with Spirit Bane tries to summon or bind this spirit, she suffers a –2 dice pool modifier for the attempt. If the summoner tries to banish a spirit of this type, the spirit receives a +2 dice pool modifier for resisting her attempt. Watchers and minions do not count for Spirit Bane, as they are constructs that are not summoned like normal spirits.
  This quality may only be taken by magic users. Magic users may possess this quality for a type of spirit that is not a part of their magical tradition.

精魂灵质
奖励:7
  拥有精魂灵质的角色会令某种类型的精魂(第303页)变得扭曲。也许是因为他们惯于伤害一类精魂,也许是因为某种让精魂狂暴的体质,精魂宿敌在遇到这样的角色时常常会阻扰她,它们可能会不愿遵从或帮助该角色和其同伙。如果该类型的精魂受命去攻击该角色所在的小队,那些精魂会先把她提溜出来尝试第一个干掉。受影响的精魂总会死命对付那些有着精魂灵质的角色。如果具有精魂灵质的角色试图召唤或约束这一类精魂,她的这一尝试将受到-2骰池的减值。若召唤者尝试放逐这一类精魂,该精魂将在这次对抗中获得+2骰池加值。监视精魂与仆役不受精魂灵质影响,因为它们的构造使其不能如同通常的灵魂一样被召唤。
  这种劣势仅能为魔法使用者所选。他们可选择与自身魔法流派无关的精魂类别作为精魂宿敌。

剧透 -   :
Uncouth(P85)
Bonus: 14 Karma
The character with the Uncouth quality has difficulty interacting with others. He acts impulsively, overreacts to any perceived provocation, and tends to do whatever pops into his head without considering the consequences (i.e., flipping off Mr. Johnson, calling a drunk troll a “Trog,” or responding to casual trash talk from a rival runner by punching her in the face). All Social Tests made by the character to resist acting improperly or impulsively receive a –2 dice pool modifier.
  Additionally, the cost for learning or improving Social Skills is double for Uncouth characters (including at character creation), and they may never learn any Social skill groups. Uncouth characters are treated as “unaware” in any Social skills that they do not possess at Rating 1 or higher (see Skill Ratings, p. 129). The gamemaster may require the character to make Success Tests for social situations that pose no difficulty for normal characters.

粗鲁
奖励:14业力
  拥有粗鲁劣势的角色很难与他人良好互动。他行事冲动,对任何自认的挑衅行为反应过度,且倾向于把任何突如其来的念头付诸行动而不计后果(例:做下流的手势,管一个醉巨魔叫“巨傻”,或是以有情破颜拳来回应竞争对手的闲话)。所有角色用以抵抗行为不当或冲动的社交检定要承受-2骰池的减值。
  此外,粗鲁的角色用以学习或提高社交技能的业力花费是通常情况下的两倍(包括角色创建环节),且他们可能永远也学不到任何社交技能组。那些粗鲁的角色不具备等级1或更高等级的社交技能被视作无知水平(见技能等级,第129页)。即使是那些对普通角色来说不成问题的社交情境,GM也可以要求角色为其进行检定。

剧透 -   :
Uneducated(P87)
Bonus: 8 Karma
An Uneducated character is not mentally impaired—she just never had the opportunity to learn. Whether because she and her family were isolated squatters, or were SINless, or otherwise underprivileged, she was denied access to the education system. She has only a rudimentary knowledge of reading, writing, and arithmetic.
  Characters with the Uneducated quality are considered “unaware” in Technical, Academic Knowledge, and Professional Knowledge skills they do not possess (see Skill Ratings, p. 129), and they may not default on skill tests for those skills. The gamemaster may also require the character to make Success Tests for ordinary tasks that the typical sprawl-dweller takes for granted. Additionally, the Karma cost for learning new skills or improving existing ones in these categories is twice the normal rating (including at character creation), and it’s possible the character will never learn some skill groups belonging to these categories.

没文化
奖励:8业力
  一个角色没文化并不意味着她在智力上有缺陷——她只是没得到学习的机会。不论是因家庭被孤立、身份未经认证,还是因其它原因导致社会地位低下,她都被教育体系所拒绝。她只有阅读、写作与算术的基础知识。
  没文化的角色对于那些他们不具备的技术、学术知识和专业知识技能视作无知水平(见技能等级,第129页),他们不能进行无等级检定。即使是那些对外城区人来说习以为常的事情,GM也可以要求角色为其进行检定。此外,用以学习这些新技能或提高现有技能的业力花费是通常情况下的两倍(包括角色创建环节),且角色可能永远也学不到这些类别下的某些技能组。

剧透 -   :
Unsteady Hands(P87)
Bonus: 7 Karma
A character with Unsteady Hands has mild shakes that affect the dexterity and finesse in his hands. The character suffers a –2 dice pool modifier for all Agility-based tests when symptoms manifest themselves. The condition could be physiological (an untreated genetic disorder or damaged nerves, for example), caused by psychological trauma, or even be symptomatic of age. Certain augmentations or medications can mask these symptoms under normal circumstances. Under more stressful situations in the course of the run, there is a chance the Unsteady Hands condition can reappear. The character makes an Agility + Body (4) Test following a stressful encounter (combat, for example). A successful test means the character does not experience the symptoms of this condition (this time). A failed test causes the difficulties associated with unsteady hands to re-emerge, and they remain with the character for the remainder of the run.

手抖
奖励:7业力
  手抖的角色的手部灵活性与精度会因轻微的抖动而受到影响。当这一症状发作时,角色任何基于敏捷的检定将受到-2骰池的减值。这种情况可能是由于生理(例如未经治疗的遗传病或神经损伤)、心理创伤,甚至年龄导致的。在通常情况下,某些改造或药物能掩盖这些症状。在紧张的状况下,症状可能复发。角色在经历了一段充满压力的遭遇后(例如搏斗),需经过敏捷+体质(4)检定。检定成功意味着该症状并未复发(仅限当前)。检定失败将会导致病症复发,且会持续至故事结束。

剧透 -   :
Weak Immune System(P87)
Bonus: 10 Karma
A character with a Weak Immune System has reduced resistance to infections and disease. Increase the Power of any disease by  2 for every Resistance Test. A character with Weak Immune System cannot take the Natural Immunity or Resistance to Pathogens/Toxins qualities. A Weak Immune System often results from immune-suppression treatments used in cybersurgery and bio-genetic procedures, so it is reasonable to believe that characters that have undergone extensive body modifications are more likely to acquire this quality.

免疫系统衰弱
奖励:10业力
  免疫系统的衰弱会降低角色对感染和疾病的抵抗力。在抗病检定中,所有疾病的强度+2。选择了免疫系统衰弱的角色无法选择天生免疫或病原体/毒素抗力作为优势。免疫系统的衰弱往往源于电子改造与基因改造中的免疫抑制处理,因此有理由相信角色中经过身体改造的个体更容易获得这种劣势。

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #18 于: 2015-11-16, 周一 10:39:08 »
SINner和SINless的翻译最好统一一下

经过认证的个人应时刻保持认证信息的公开透明
我认为这里的broadcast应该指的是在matrix上广播你的SIN,就像wifi一样只要你在一个区域内所有设备都能自动获取你的SIN。

这使得追踪一个误入歧途的角色变得易如反掌
go side ways意思是计划失败。

一个拥有合法身份的角色收到的垃圾邮件近三倍于身份未经认证者或假身份使用者
我估计这里的spam应该不止是垃圾邮件,建议改成广告

他会被法治社会排斥
society这里指的是一个群体。law-abiding society可以翻译成恪守法律的群体/恪守法律的组织。

他或被在任何时间带走问询
“或被”大概是打错了?另外anytime是形容a crime is committed in his area的,类似“每当”。这里的任何时间可以删掉

如果角色是个经过犯罪者认证的魔法使用者
经过 -> 具有 这里的SIN是名词

作为一个团队,认证了公司受限身份的角色们被认为知道一些关于大型公司内部运转情况的宝贵情报
这里的group意思是a group of people,表示“这一类人”或者“整体而言”

社会压力
社交压力

精魂灵质
bane为什么会被翻译成灵质……虽然这个词的确不好翻译……这一段的最后一句翻译成精魂宿敌就很好嘛

例:做下流的手势
漏掉了“对Mr Johnson”

且他们可能永远也学不到任何社交技能组
我认为这里的may应该是允许的意思。他们不能学习社交技能组。

检定失败将会导致病症复发,且会持续至故事结束。
持续至狂奔结束

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

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #19 于: 2015-11-16, 周一 17:15:57 »
范例
选择特质
James
  在第一步,于他的计划中,James已经决定他想要天生硬化特质,花费10业力。查看了剩下的特质之后,James又决定为他的技术巫师人物选取分析性思维(5业力)和毒素抗力(催泪瓦斯,4业力)。花费总共价值19业力的特质之后,他原来的25业力还剩下6业力。James决定选取负面特质来增加业力,以便在人物创建过程结束的时候来提升他的人物。James决定选取成瘾(中度,BTL,9业力),至爱亲朋(同居的女朋友,6业力),歧视(公司社畜,普通,偏见,5业力)。负面特质给予他20业力,意味着他现在总共26业力。
  他的特质分列如下:

剧透 -   :
EXAMPLE
CHOOSING QUALITIES
JAMES
  In his planning during Step One, James had already decided he wanted the Natural Hardening quality, which costs 10 Karma. Looking over the rest of the qualities, James also decides to pick up Analytical Mind (5 Karma) and Resistance to Toxins (Tear Gas, 4 Karma) for his technomancer character. That’s a total of 19 Karma worth of qualities, leaving 6 from his original 25. James decides to pick up Negative Qualities to add to this Karma amount so he can have some left to improve his character at the end of the character creation process. James decides to pick Addiction (Moderate, BTLs) for 9 bonus Karma, Dependents (live-in girlfriend) for 6 Karma, and Prejudiced (Corporate Wageslaves, Common, Biased) for 5 bonus Karma. The Negative Qualities give him 20 Karma back, meaning his current Karma total is 26.
  His Qualities break down as follows:

Rob
  Rob已经选取了优越属性(力量)特质花费14业力以及注册者(国家)奖励5业力。两者相加结果是减少9业力。Rob选注册者特质是因为他设想他的巨魔人物曾经是一名加美联邦的士兵。Rob之后选择了快速治疗特质(3业力)和一级求生意志(3业力),又减少了6业力。Rob花费了15业力,意味着他只剩下10业力。他选取坏名声(奖励7业力)以及两级小魔怪特质(奖励8业力)给予了他15业力,也就是说他现在有25业力,结算如下:

剧透 -   :
ROB
  Rob has already picked out the Exceptional Attribute (Strength) quality for 14 Karma and SINner (National) for a bonus of 5 Karma. The two of them combine for a reduction of 9 Karma. Rob wanted the SINner quality because his idea for the troll character is that he was a former soldier from the United Canadian American States. Rob then chooses the Quick Healer quality (3 Karma) and one level of Will to Live (3 Karma), for reduction of 6 more Karma. Rob has spent 15
Karma, which means he has 10 Karma left. He chooses Bad Rep (7 bonus Karma) and two levels of the Gremlins quality (8 bonus Karma) to give him back 15 Karma, meaning he now has 25, calculated as follows:

Kyra
  在人物创建中的这个部分,Kyra就已经确定了她特质的业力池和异能点。在第一步,她选了精魂导师(5业力)和集中专注(2级,每等级4业力共8业力)。在第二步,她决定花费10业力为修士异能购买2异能点(勘误)。她目前已经花费23业力(5+8+10=23),使得她只剩下2业力。如果Kyra想在结束时有更多业力提升她的人物,她必须选取一些负面特质。她选择如下:荣誉守则(决不杀害其他精灵,奖励15业力),独特风格(帮派纹身,奖励5业力)以及轻度成瘾(Bliss,奖励4业力)。对于她的精魂导师,Kyra决定她的人物将遵循名为“海”的精魂。Kyra选择在召唤水精魂时获得+2加值并记在了她的人物表上。Kyra的特质和剩余业力结算如下:

剧透 -   :
KYRA
  At this point in character creation, Kyra has already designated her Karma pool for qualities and Power Points. In Step One, she targeted Mentor Spirit (5 Karma) and Focused Concentration (Rating 2, 4 Karma each for a total of 8 Karma). In step 2, she decided to spend 10 Karma purchasing 5 Power Points for adept powers. She has spent 23 Karma so far (5 + 8 + 10 = 23), leaving her with only 2 Karma. If Kyra wants more Karma at the end to improve her character, she must take some Negative Qualities. She chooses the following: Code of Honor (does not kill other elves, 15 bonus Karma), Distinctive Style (Gang Tattoos, 5 bonus Karma), and Mild Addiction (Bliss, 4 bonus Karma). For her mentor spirit, Kyra decides to have her character follow a spirit called Sea. Kyra also chooses the +2 bonus for summoning water spirits, which she notes on her character sheet. Kyra’s qualities and her remaining Karma are calculated as follows:
« 上次编辑: 2015-11-17, 周二 14:01:42 由 橡木盾 »