作者 主题: 【R&G】武技MARTIAL ART TECHNIQUES  (阅读 11859 次)

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【R&G】武技MARTIAL ART TECHNIQUES
« 于: 2017-11-02, 周四 16:30:28 »
武技MARTIAL ART TECHNIQUES

这些武技涵盖了可学习的武术流派所包含的,各种新动作,要害攻击,和动作奖励加值。这些武技只能通过武术流派或一招鲜特质(正面特质,第127页)购买。请注意,角色所能使用的每种武技都应包含在所选武术流派中,尽管这种武技可能归类于各种各样的流派中。例如,拳击格斗流派包括角抵武技,它可以使用勾手和猛击的组合技撂倒对手。
剧透 -   :
These martial art techniques cover various new actions, Called Shots, and bonuses to actions that can be learned in a martial art style. These techniques can only be purchased through a martial art style or the One Trick Pony Quality (p. 127). Note that characters should use each technique as appropriate to the martial art style even though the technique is available for various styles. For example, while the brawl style of boxing includes the Jiao Di technique, it should represent hook and jab combinations to knock down an opponent.
每当一个要害攻击被使用时,作为一种武技,它意味着会出现两种情况。如果这个要害攻击是通用的,那么角色可以在该要害攻击上罚值降低1。如果该要害攻击被包括在武术训练的动作中,则允许角色在使用该武术时,但要害攻击的罚值不会减少。
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Whenever a Called Shot is used as a technique it means one of two things. If the Called Shot is normally available to everyone, the character can reduce the Called Shot modifier by 1 for that Called Shot. If the Called Shot description includes an action that requires Martial Arts training, then the character is allowed to use that technique but gets no reduction in the Called Shot modifier.


引用
突刺(仅棍棒/利刃)BALLESTRA (CLUBS/BLADES ONLY)
见 p. 119.


倒钩刺(仅近战)BARBED HOOKS (CLOSE COMBAT ONLY) 
角色可以快速撂倒在自己范围内移动的敌人。该武技为截击打断动作检定提供了+1骰池加值。
剧透 -   :
The character is quick to strike out at opponents as they move within his space. The technique provides a +1 die bonus to Interception Interrupt Action tests.


动如脱兔BENDING OF THE REED
面对对手的攻击有两种方式:迎面莽,或转身溜。动如脱兔使用更加灵活的身姿接身避开对手的攻击,利用体操技巧在攻击来临时躲开。这种武技在使用闪避打断动作时,可以给防御检定+1骰池加值。
剧透 -   :
There’s two ways to face an opponent’s attack: meet it head on or not be there. Bending of the Reed is the approach of avoiding an attack by being more flexible and using gymnastics to not be there when the strike occurs. This technique grants a +1 die bonus to Defense Tests when using the Dodge Interrupt Action.


破锋BROKEN FANG
破锋是一系列专门针对各种武器的有效攻击,致使武器减少一部分的使用效率。一把剑,即使是轻微的扭曲,也会导致武器攻击时失去准头。要害攻击(击破武器)罚值降低1。
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Broken Fang is a set of strikes that specifically target various weapons in order to make them less effective when used. Even a slight bend in a sword can cause a strike to miss its mark. Reduce Called Shot penalty by 1 for Called Shot (Break Weapon).


要害攻击(击破武器)CALLED SHOT (BREAK WEAPON)
见p. 111.


要害攻击(夺刃)(仅徒手格斗)CALLED SHOT (DISARM) (UNARMED COMBAT ONLY)
见p. 111.


要害攻击(缠)(仅异种武器)CALLED SHOT (ENTANGLEMENT) (EXOTIC WEAPON ONLY)
见p. 111.


要害攻击(佯攻)(仅近战)CALLED SHOT (FEINT)  (CLOSE COMBAT ONLY)
见p. 111.


要害攻击(钉刺)(仅弓箭/投掷武器)CALLED SHOT (PIN)  (ARCHERY OR THROWN WEAPON)
见p. 112.


擒拿CHIN NA
擒拿是一种捕获和锁定关节的艺术。具有七十二种特殊的武技组成,包括小关节技。只需对手指、手腕或脚趾这些关节薄弱区适当施力,就能让弱势方得到更多的力量去对付强势方。使用制服动作时+2物理界限。
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Chin Na is the art of catching and locking joints. There are seventy-two specific techniques, including small joint manipulation. The proper pulling or bending of fingers, wrists, or toes gives a weaker character more leverage over a stronger opponent. Add +2 to the Physical Limit of the character for Subduing Actions.


缠斗CLINCH
见p. 119.


近身枪械(仅远程武器)CLOSE QUARTER FIREARMS (RANGED WEAPONS ONLY)
在早期使用远程武器时,被敌人用刀剑斧头所包围,这种训练可以帮助射手活下来。如今,这项武技已被做了些修改,在与对手近距离作战时能更有效地使用火器。这能有效地抵抗近战敌人的接近,混杂在近身格斗和火力交织中。特定的远程武器技能需要相应的枪斗术学习。当角色使用枪械,弓,或投掷武器技能(视绑定的武术风格而定),减少近战攻击骰池调整中的远程攻击者的-1罚值。此武技可以多次选择,每一次选择指定一项技能。
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In the early use of ranged weapons when the enemy charged in with swords and axes, this sort of training helped keep the archer alive. Today this technique has been modified to be effective with firearms while in close-quarter combat with an opponent. This has been effective against being charged by an opponent or within a mixed amount of close combat and exchange of fire. Close Quarter Firearms is learned for a specific Ranged Weapon Skill. Reduce the ranged combat Attacker in Melee Combat modifier by 1 for the character when using Firearms, Bow, or Throwing Weapons Skill (depending on the Martial Art style it’s tied to). This technique can be selected more than once to gain each skill.


近身防御枪械CLOSE QUARTER DEFENSE AGAINST FIREARMS
近距离防御枪械武技教人在近身格斗时避免中弹。这包括:保持你的交战对手在其他对手的火力线内,和保持移动。处于近战时,对远程攻击的防御检定获得+1骰池加值。
剧透 -   :
The Close Quarter Defense Against Firearms technique teaches the character to avoid getting shot while engaged in close combat. This includes keeping your melee opponent in the line of fire of other opponents and keeping mobile. This technique provides a +1 die bonus to Defense Tests against Ranged Attacks if engaged in close combat.


巨蟒扼制CONSTRICTOR’S CRUSH
使用该武技的大师,通常用窒息扼喉,致使对方呼吸困难或者血流向大脑倒流,从而更快地制服敌人。在对被制服的对手造成伤害时+ 1DV。
剧透 -   :
This technique masters various choke holds usually involving constricting air or blood flow to the head, to more quickly subdue a target. +1 DV when inflicting damage on a subdued opponent.


反击COUNTERSTRIKE
见 p. 124.


碎颚CRUSHING JAWS
碎颚包含了缠住肌肉和锁死骨架的武术技巧。它包括那些战术名,如开罐器,紧身顶抱,和波士顿蟹,对许多格斗运动来说这些都是非法动作,因为它们会造成严重的伤害或死亡。碎颚允许制服动作(195页,SR5)造成等同于角色力量的物理伤害。该武技每战斗轮只能使用一次。
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The Crushing Jaws technique covers clinches and locks that bend bone and strain muscles. It covers maneuvers with names like can opener, bear hug, and Boston crab, moves that are illegal for many combat sports as they can cause serious injury or death. The Crushing Jaws technique allows Subduing actions (p. 195, SR5) to cause Physical Damage equal to the character’s Strength. This technique can only be used once per Combat Turn.


挑衅之舞DEFIANT DANCE
该武技使角色保持较高的灵活性,帮助他们知晓如何将劣势转化为优势。当角色试图逆转自身被制服的状态时,要害攻击(反制)的罚值降低1,或者将反制打断动作的阈值-1(玩家自行选择)。
剧透 -   :
This technique keeps the character flexible, helping them know how to turn a disadvantage to an advantage. When the character is attempting to reverse a Subdual hold on him, reduce the Called Shot penalty by 1 for Called Shot (Reversal) or reduce the threshold for the Reversal Interrupt Action by 1 (player’s choice).


点穴DIM MAK
这该武技也被称为“死亡之触”,利用截阻动脉和刺激神经点造成持久的疼痛,使目标手臂或腿部麻痹不能动弹。要害攻击(特定部位)罚值降低1,必须只针对手臂和腿部的部位。
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Also known as the touch of death, this technique takes advantage of artery and nerve points to cause lasting pain, making the targeted arm or leg ineffective. Reduce Called Shot penalty by 1 for Called Shot (Specific Location). An arm or leg must be the location targeted.


绝招(只近战)FINISHING MOVE  (CLOSE COMBAT ONLY)
见p. 120.


飞踢FLYING KICK
见p. 121.


全力攻势FULL OFFENSE
见p. 121.


急速蔓藤GRASPING VINES
该武技改进了使用鞭子、锁链或绳索的方法,以快速缠住对手。要害攻击(缠)(仅异种武器)罚值降低1。
剧透 -   :
This technique improves the practice of using a whip, chain, or rope in quickly entangling an opponent. Reduce the Called Shot penalty by 1 for Called Shot (Entanglement) (Exotic Weapon only).


半剑(仅利刃)HALF SWORD (BLADE ONLY)
见p. 121.


锤扣HAMMERFIST
该武技在确定角度时采用了一些击桌球的几何技巧。该武技致使攻击者以最大限度的角度攻击对手手中最薄弱的一部分,成功地击落对手手中的物品。该武技减少要害攻击(缴械)1点罚值。
剧透 -   :
This technique adapts some of the geometric tricks of shooting pool in determining the angle of attack. The technique teaches the attacker to maximize the force against the weakest part of an opponent’s grip on the object to be successful in knocking it out of the opponent’s hand. Reduce the Called Shot penalty by 1 for Called Shot (Blast Out of Hands).


强击(仅近战)HAYMAKER (CLOSE COMBAT ONLY)
见p. 121.


驱引HERDING
见p. 121.


居合IAIJUTSU
见p. 122.


坚如磐石IMPOSING STONE
该武技用于拦截企图越过角色的对手。角色坚守阵地使对手难以越过他的位置。计算对手是否被角色的攻击阻止时,DV+2。这个加值并不会施加在对手的实际伤害值上——它只是用来确定阻止力的。
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This technique is used when intercepting an opponent trying to move past the character. The character places himself in a position in which the opponent cannot progress past him. Add 2 to the character’s Damage Value when calculating if the opponent has been stopped by the character’s attack. This bonus is not added to the actual Damage Value against the opponent—it is only used to determine stopping power.


角抵JIAO DI
角抵,或者叫“Horn Butting”,据说在中国被用于抵御皇帝的敌人。这种武技允许角色在冲锋攻击时造成更多的伤害。在冲锋动作中获得 +1DV,或者要害攻击(击倒)罚值降低1。角色只能接受其中一个好处,就像选择的武术流派一样。如果你想获得其他奖励,必须再次选择这种武技。
剧透 -   :
Jiao Di, or “Horn Butting,” was supposedly used in China to gore enemies of the emperor. The technique allows the character to do more damage when making a charge attack. Using it provides +1 DV on the Charge Action or reduces the Called Shot penalty by 1 for Called Shot (Knock Down). Characters only receive one of these benefits, as listed with the martial art style they select. If they want access to the other bonus, they must select this technique again.


业风神闪KARMIC RESPONSE
世间万物,因果循环。使用该武术,角色不仅能破除制服或缠斗的攻击,而且还能用这种方式来逆转控制。使用该武术,角色可以执行一个反制动作(要害攻击或者打断动作),而不是一个脱出动作(见更多动作中“脱身”)。
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What goes around, comes around. With this technique, the character has practiced not only breaking out of a subduing or clinch attack, but doing it in such a way as to reverse the hold. With this technique, a character may perform a Reversal Action (either Called Shot or Interrupt) instead of an Escape Action.


腿法KICK ATTACK
是的,每个人都可以在对手的腹股沟上留一个鞋子印,但并不是每个人都能把腿踢到胸腔骨上,甚至将腿抬到头部的高度并不费吹灰之力像斧头一样落下。从传统的背踢、侧踢、反身踢到斧踢,这些都是许多武术流派的主要内容。该武技为基础的徒手格斗动作提供+1触及。多次购买该武技无法超过奖励1触及。
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Yeah, everyone can insert boot in opponent’s groin, but not everyone can level a kick to the sternum or raise their leg above their head and drop it like an axe without pulling something. From the traditional back, side, and reverse kicks to the axe kick, this is a staple of many martial arts. This technique provides +1 Reach to basic Unarmed Combat Actions. Multiple purchases of this technique cannot be combined to give more than a +1 Reach advantage.


鲤鱼打挺KIP-UP (CLOSE COMBAT ONLY)
见p. 122.


指节破坏(仅近战)KNUCKLEBREAKER  (CLOSE COMBAT ONLY)
该武技以对手手指的骨骼和关节为目标进行攻击,从而击飞他手上的一件物体。进行要害攻击(夺刃)或要害攻击(缴械)时,角色可以选择造成伤害,就像是普通的近战攻击。选择该武技时,玩家应选择二者效果的其中之一;如果角色想要使用这两种效果,你需要再次选择该武技。该武技只能造成晕眩伤害。
剧透 -   :
This technique targets the bones and joints of the fingers on an opponent when removing an object from his hand. He may choose to inflict damage as if it was a normal melee attack when making a Called Shot (Disarm) or Called Shot (Blast Out of Hands). The player selects which of those two Called Shots this technique applies to when they select it; if they want to use it for both techniques, they need to select it again. Damage from a Knucklebreaker is Stun only.


螳螂跃LEAPING MANTIS
该武技将跳跃距离推到了新高度。角色尽可能伸展身体,以获得能跨越峡谷的额外跳跃距离。最终的结果是,要么倒在那边,要么挂在了悬崖边,要么就是成功落在了平坦区域。角色的水平跳跃最大距离从敏捷x 1.5米增加到敏捷x 2米。
剧透 -   :
This technique pushes the body to the limit in jumping long distances. The character stretches his body out to get the extra distance across a chasm. The end result is the character is Prone, either hanging on to the other edge, or flat out on the other side. The character’s maximum horizontal jump distance goes from Agility x 1.5 meters to Agility x 2 meters.


猿攀MONKEY CLIMB
该武技让狂奔者利用各种障碍物和墙角的杠杆快速攀过短墙。通常角色在墙上奔跑,以获得充足的动力来建立优势。该武技允许角色攀登任何高度小于五米,且没有攀登辅助的墙,每成功增加一米攀登的速度。
剧透 -   :
This technique lets runners use leverage on various obstacles and wall corners to quickly climb over short walls. Usually the character runs at the wall to gain momentum and then uses that energy to their advantage. For any wall of a height of 5 meters or less, this technique allows the character to climb unassisted at the assisted climbing speed of 1 meter per hit.


多敌战斗MULTIPLE OPPONENT COMBAT
有些角色同时对付多个对手——或者至少在同一时间内有多人想要攻击他。该武技是一种特殊自由的攻击方式,并且在不知道谁先进攻的情况下快速防御多个对手。例如,保镖可能已经习惯处理那些酒鬼佬,在酒鬼到门口时且不知道哪个性急的家伙要先攻击。当角色决定分裂骰池以攻击多个敌人(自由动作多重攻击,196页,SR5)。如果对手是二到三人,角色+1骰池调整到攻击总骰池中,或者如果对手有四个或更多,+2骰池调整的总骰池中。这个加值是在每次攻击被拆分之前,对整个骰池的调整。
剧透 -   :
Some characters are used to fighting multiple opponents at the same time—or at least pissing off multiple people at the same time, who then want to hurt him. This technique is a specific freestyle of attacking and defending against multiple opponents in quick succession without knowing who will attack first. Bouncers, for example, might have become accustomed to dealing with a drunk’s buddies when showing the drunk to the door and not knowing which hothead was going to take the first swing. When a character decides to attack multiple opponents (Multiple Attack Free Action, p. 196, SR5) with each split directed to a different opponent. Characters can add 1 to the total dice pool if fighting two to three opponents, or add 2 to the total dice pool for four or more opponents. This addition is made to the total pool before it is split for each of the attacks.


多敌防御MULTIPLE OPPONENT DEFENSE
有一段时间你把好几颗狗头狠狠撞在了一起,不过大多时间则是有一群恶徒想要打爆你的狗头。在后者情况下,你该使用一对多的防御手段,让你的狗头依然维持一个三维立体的形状。如果你拥有该武技,并且在近战中遭到多个攻击者攻击,减少1点骰池调整在“近战中的盟友”,或者减少防御者被多次攻击的罚值1点(意味着-1罚值需要从第三次进攻开始)。角色只能用其中之一的效果,这个效果会被记录在对应的武术流派当中。
剧透 -   :
Sometimes you’re banging multiple heads together, other times you have a group of thugs all intent on crushing your skull. In the latter case, use Multiple Opponent Defense to give you a shot at keeping your skull in its proper three-dimensional shape. If you have this and are being attacked in melee combat by multiple assailants, reduce Friends in Melee modifier for the attackers by 1 or reduce the Defender has Defended Against Previous Attacks penalty by 1 (meaning that the –1 die penalty starts on the third attack). Characters can use only one of these options, as noted in their particular martial arts style.


马步OAKEN STANCE
该武技在各种搏斗风格中都有用到,它被称为武术中的马步。它帮助角色更好地控制自己的重心,以防止在近身格斗中被击倒或被击中。当对手试图对角色使用要害攻击(击倒)时,+ 1骰池奖励于近战防御检定中;或者在受到冲锋时,+ 1骰池奖励于延迟动作的近战防御检定中。角色只接受其中一个效果,就像他选择的武术流派一样。
剧透 -   :
This technique is practiced in various styles of wrestling; it’s known as the Horse stance in martial arts. It allows the character better control of their center of balance to prevent being knocked down or charged in close combat. Add +1 die to the Melee Defense Tests of the character when an opponent is attempting to use Called Shot (Knock Down) against her or +1 die in Melee Defense Tests when receiving a Charge with a Delayed Action. Characters only receive one of these benefits, as listed with the martial art style they select.


以力抗力OPPOSING FORCE
以力抗力就是用力对付力。在亚洲和欧洲有各种武术流派具有此武技,被用于徒手格挡和持械格挡。它也可以被称为强气功或硬气功。该武技的使用者+1骰池在持械格挡。或+1骰池在徒手格挡。角色只接受其中一个效果,就像他选择的武术流派一样。
剧透 -   :
Opposing Force is the practice of meeting force with force. Various martial arts both in Asia and Europe have this technique in the practice of blocks and parries. It can also be termed as the Strong or Hard technique. Practitioners of this technique get +1 die to Block or +1 die to Parry. Characters only receive one of these benefits, as listed with the martial art style they select.


空手入白刃RELEASING TALONS
该武技使得角色尽可能顺畅地夺取敌人手中的武器。减少1点要害攻击(夺刃)的骰池罚值。
剧透 -   :
This technique is about the character taking the opponent’s weapon as smoothly as possible. It reduces the penalty by 1 for Called Shot (Disarm).


自由搏击RANDORI
这是方式自由的武技,以任意必要的手段进行搏击。各种变招被纳入了如柔道、合气道等武术流派中,比较常用招式包括挖眼睛,和其他不友好的控制和攻击。减少要害攻击(阴招)的1点罚值,减少要害攻击(致命射击)的1点罚值,或减少要害攻击(具体位置(眼睛))的1点罚值。角色只接受其中一个效果,就像他选择的武术流派一样。
剧透 -   :
This is a freestyle technique of sparring by using any means necessary. While variations are incorporated into martial arts such as Judo and Aikido, the generic technique includes eye gouging and other less than friendly holds and attacks. Reduce Called Shot penalty by 1 for Called Shot (Dirty Trick), reduce the Called Shot penalty by 1 for Called Shot (Vitals), or reduce the Called Shot penalty by 1 for Called Shot (Specific Location (Eye)). Characters only receive one of these benefits, as listed with the martial art style they select.


格挡反击RIPOSTE
见 p. 125.


老树盘根ROOTED TREE
老树盘根允许角色快速转移重心。并抵抗企图移动他的攻击而不用离开他所在的地点。在对抗推挪、大推挪和舍身猛推时,+1物理界限。
剧透 -   :
Rooted Tree allows a character to quickly shift their center of gravity and resist an attack attempting to move them without leaving their spot. It provides +1 to the Physical limit when resisting the Push, Shove, or Sacrificial Move actions.


舍身投技SACRIFICE THROW
见p. 125.


影断SHADOW BLOCK
见 p. 125.


柔技SILKEN STORM
柔技是对身体一连串巧妙的打击,特意针对那些让人痛苦的部位。可以徒手,使用棍棒,或者使用刀剑的边缘或着刀背。该武技减少要害攻击(分配伤害)1点罚值。
剧透 -   :
The Silken Storm technique is a series of finesse strikes to the body, aimed at spots that will break or bruise painfully. It can be done with bare hands, with a club, or with the use of both the edge and flat of a blade. This technique reduces the penalty by 1 for Called Shot (Splitting the Damage).


束缚飙升SOARING SHACKLES
该武技使角色集中在对手的动作上,寻找抛射体,屏障,和对手的交点。该武技减少要害攻击(钉刺)1点罚值。
剧透 -   :
This technique focuses the character on the opponent’s motions, looking for the intersection of projectile, barrier, and opponent. It reduces the penalty by 1 for Called Shot (Pin).


蹒跚打击STAGGER
该武技集中攻击对手的感官和神经区域,致使对手陷入迷惑的状态。这种武技包括了耳光,或对腹股沟,太阳穴神经丛,咽喉处的攻击。是的,这确实不怎么光彩,但是暗影狂奔可不需要外表靓丽。该武技减少要害攻击(动摇)或要害攻击(具体位置(眼睛,耳朵,胸骨))1点罚值。
剧透 -   :
This technique focuses attacks on sensory and nerve areas to disorient an opponent. This technique covers the ear slap, or a strike to the groin, solar plexus, or throat. It’s not the prettiest of attacks, but shadowrunning isn’t about appearances. It reduces the penalty by 1 for Called Shot (Shake up) or Called Shot (Specific Location (Eye, Ear, Sternum)).


猛龙扑袭(仅近战)POUNCING DRAGON  (CLOSE COMBAT ONLY)
见p. 122.


卷云ROLLING CLOUDS
该武技在应付以身体运动带来的动能时,使用屈身翻滚来做调整而不受损伤。这包括抵抗从高处坠落或从高处跳下的伤害。它减少1的坠落伤害。
剧透 -   :
This technique is about adjusting the kinetic energies thrust upon a body so that it bends and doesn’t break. This includes resisting injuries from falling/jumping from heights or from being thrown. It reduces the DV of Falling Damage by 1.


横扫(仅近战)SWEEP (CLOSE COMBAT ONLY)
当角色把对手掀翻(击倒,p.194,SR5),该武技允许角色选择更多地去控制对手摔倒的方式。他可以选择造成伤害,就像是普通的近战攻击一样。横扫的伤害类型总是眩晕。
剧透 -   :
Martial Art techniques allow more control over how the opponent falls when the character knocks him off his feet (Knockdown, p. 194, SR5). He may choose to inflict damage as if it were a normal melee attack. Damage type from a sweep is always Stun.


摔投THROW PERSON
见p. 123.


雷霆一击THUNDER STRIKE
雷霆一击是用武器进行猛烈的冲击或打击。这不只是对着鼻子来一拳;这是让对手鼻子上的一个伤口变得更丑。该武技减少要害攻击(猛击)1点罚值。
剧透 -   :
Thunder strike is a fierce punch or strike with a weapon. It’s not just a punch to the nose; it’s an upper cut to the nose that makes your opponent even uglier. It reduces the penalty by 1 for Called Shot (Harder Knock).


膝击TI KHAO
就像泰拳那样,该武术涵盖了角色和敌人缠斗时,所能做的各种膝部攻击。在进行缠斗时,角色可以利用对手的身体造成更多的影响,给予对手伤害时+ 1 DV。
剧透 -   :
From Muay Thai, this technique covers various knee strikes that the character can do while in a Clinch with an opponent. When in Clinch combat, the character can leverage their opponent’s body for more impact, giving them +1 DV when inflicting damage.


骗招TRICKING
该武技融合了武术和体操,涉及表演技巧和炫技,以及大量的跳跃和空翻。它包括单腿旋风踢(540 Kick),蝴蝶步,双回旋踢。骗招也包括围着自己的身体旋转或炫耀自己的武器。这种技巧很难实现,但可以有效地恐吓未受过专业训练的,不想打架的人。该武技减少要害攻击(特技射击)1点罚值。
剧透 -   :
This technique covers a mix of martial arts and gymnastics involving showmanship and flair with lots of jumping and flips. It includes such maneuvers as the 540 kick, butterfly twist, and double roundhouse. Tricking also covers a display of spinning and flashing the character’s weapon around his body. Such maneuvers are difficult to perform, but they can be effective in intimidating the untrained in not wanting to fight. It reduces the penalty by 1 for Called Shot (Trick Shot).


双头蛇TWO-HEADED SNAKE(译注:如果觉得双头蛇莫名其妙,可以理解为“虚招”)
该武技是所有关于虚假和误导的统范,让你专注于不泄露自身的任何技巧。它还需要一个小小的手段来给你的对手制造一个假象。该武技减少要害攻击(佯攻)1点罚值。
剧透 -   :
This technique is all about misdirection and misrepresentation, focusing on not giving away any tells in your technique. It also involves a little method acting to give the opponent a false impression of your status. It reduces the penalty by 1 for Called Shot (Feint) (Close Combat only).


双武器攻击(仅利刃/棍棒)TWO-WEAPON STYLE ATTACK (CLUBS/BLADES ONLY)
菲律宾武术的双短剑(baraw)和双匕首,Ryoto Jutto和现代击剑,使用一把剑和一把匕首是所有武术流派的例子。训练人们如何用手中的武器作战。只能使用触及1或者0的武器。双武器攻击将两把武器融为一体。在攻击时,使用这两种武器中的触及较小的,但触及更长的武器增加1点的精度和伤害。角色必须准备且能够使用每个手上的武器,以执行这种攻击方式。
剧透 -   :
Eskrima’s double baraw or double daga, Ryoto Jutto and modern fencing with sword and dagger are all examples of martial arts that train people how to fight with a weapon in each hand. Each weapon can only have a reach of 1 or 0. Two-weapon style combat treats both weapons as one. When attacking, use the lesser Reach of the two weapons, but add 1 to the Accuracy and Damage Value of the longer weapon. The character must be able and ready to use a weapon in each hand in order to perform this style of attack.


双武器防御(仅利刃/棍棒)TWO-WEAPON STYLE DEFENSE (CLUBS/BLADES ONLY)
双武器防御给予角色更特殊的防御。在针对近战攻击进行全防御时,角色获得+2骰池奖励。角色必须准备且能够使用每个手上的武器,以执行这种防御方式。
剧透 -   :
This two-weapon style technique is more specific to defense of the character. The character receives a 2 dice bonus when using Full Defense against Close Combat attacks. The character must be able and ready to use a weapon in each hand in order to perform this style of defense.


借力打力YIELDING FORCE
与以力抗力相反,借力打力运用对手的力来对付对手自己。它提供+1骰池调整在格挡反击,+1骰池调整在反击,+1骰池调整在投掷(包括摔投和舍身投掷动作)。人物只接收其中一个效果,如他们的武术风格所示。
剧透 -   :
Opposite of Opposing Force, Yielding Force is the practice of using the opponent’s force against him. It provides +1 die to Riposte, +1 die to Counter Strike, or +1 die to Throw (including both the Throw Person and Sacrificial Throw actions). Characters only receive one of these bonuses, as indicated in their particular Martial Art style.
« 上次编辑: 2023-12-01, 周五 18:18:34 由 阿飘 »

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Re: 【R&G】武技MARTIAL ART TECHNIQUES
« 回帖 #1 于: 2017-11-04, 周六 11:49:03 »
武技边栏

引用
赛博殖装和武术流派CYBERNETICS AND MARTIAL ARTS

当赛博殖装和武术流派与武技混合使用时, 会出现一些额外的细节。以下是一些会出现的问题。
剧透 -   :
With cybernetics, there are a few extra details that come up when mixing them with martial art styles and techniques. Here are a few that come up.

引用
赛博义肢和手CYBERNETIC LIMBS AND HANDS
单个拥有力量等级的赛博义肢或者部分赛博殖装可以使用各种武技。当使用制服伤害来对付敌人时,角色可以使用他自己的手,臂,或腿部力量进行尝试,用手(例如:扼颈)或手(例如:锁喉)或腿(三角扼)也能做到各种扼制效果。
剧透 -   :
The Strength Rating of individual cybernetic limbs or partial cybernetics can be used on various techniques. When applying subduing damage to an opponent, the character could use their individual hand, arm, or leg Strength in the attempt, as various choke holds can be done either with the arm (example: halfnelson) or hand (example: trachea choke hold) or leg (triangular choke hold).

剃刀手,手刃,钢刺爪HAND RAZORS, BLADES, AND SPURS
虽然这些武器能很好地宰了对手,但它们并非与所有动作和武技相兼容。例如,当你试图摔投、擒抱、制服或缴械对手时,你不会得到赛博武器专精的骰池奖励。此外,赛博武器可以在战斗中被造成伤害和损坏。在血与钢(校注:血与钢(Sangre y Acero)疑似泰坦尼克梗,这里是对殖装战斗的强行玩梗)的战斗风格中尤为如此。因为使用了赛博殖装的近战武器攻击是基于角色的物理界限,降低武器的精确性是没有意义的(那将是一个具体位置的要害攻击)。相反,成功的要害攻击使其AP-1。如果赛博武器的损坏不止如此,那么它再也不能正常地收回(如果说该赛博武器是可伸缩的话)。赛博武器所受的损伤只能有赛博殖装专家进行维修,花费殖装价格的十分之一,这需要进行一个逻辑+ 赛博工艺学【精神】(10, 1小时)延迟检定。
剧透 -   :
While these weapons work well in slicing up an opponent, they are not compatible with all actions and techniques. For example, when attempting to throw, grapple, subdue, or disarm an opponent, the character does not get the cyber weapon specialization bonus dice. Additionally, cybernetic weapons can be damaged and broken in combat. This is especially true in Sangre y Acero style of combat. Because the attack using a cybernetic melee weapon is based on the Physical Limit of the character, it doesn’t make sense to reduce the Accuracy of the weapon (that would be a Called Shot to a location). Instead, a successful Called Shot reduces the AP value by 1. If a cybernetic weapon is damaged more than once this way, it can no longer retract properly (if said cyber weapon was retractable). Damage to cyber weapons can only be repaired by a cybernetic specialist at one tenth the price of the cyberware being repaired and require a Logic + Cybertechnology [Mental] (10, 1 hour) Extended Test to complete.

技能闭路 SKILLWIRES
虽然技能闭路可以为角色提供可使用的技能等级,但除非角色已经学习了武术流派和单独的武技,不然他们永远不被允许使用其他的武术武技。
剧透 -   :
While skillwires help with the applicable skill rating for a character, they cannot allow the use of martial arts techniques without the character first learning the style and techniques separately.




引用
魔法与武术流派MAGIC AND MARTIAL ARTS

接触,擒抱,制服,和使用接触法术缠斗TOUCHING, GRAPPLING, SUBDUING, AND CLINCHING WITH TOUCH SPELLS
当角色和对手身体接触时,例如当一个法师已经被对手制服或被对手制服中,而法师正在施放一个指向对手的法术,对手只能抵抗法术的效果,而不能对接触攻击进行防御检定。
剧透 -   :
When a character and opponent are in physical contact, such as when a magician is being subdued or subduing an opponent, and the magician is casting a spell directed at that opponent, the opponent can only resist the effects of the spell and does not get a Defense Test against the Touch Attack.

魔法武术流派武技MAGICAL MARTIAL ART TECHNIQUES
有些法师可能会试图用法术与对手战斗,比如魔法之手。这项武术尝试极具挑战性。这种战斗方式并没有获得有利位置的调整和触及,它也不会获得额外的伤害优势,所以一些武技是不适用的。视觉调整应用在需要以视觉线为基础的法术。如果觉得这些动作可能会干扰施法者集中在他的法术上,GM可以随意附加调整值在任何需要技巧性质的动作上,比如使用“点穴”。
剧透 -   :
Some magicians may attempt to fight an opponent using a spell like Magic Fingers. This is a very challenging task with martial arts. This kind of combat doesn’t gain the benefits of the Superior Position modifier or Reach, nor does it gain an extra damage advantage, so some techniques do not apply. Visual modifiers apply as the use of the spell is based on line of sight. The gamemaster may apply additional modifiers for any action that requires finesse, such as using Dim Mak, if they feel it interferes with the spellcaster’s concentration on their magic.

物理异能和武技PHYSICAL ADEPT POWERS WITH TECHNIQUES
一些异能有类似武技一样的效果,比如卷云或纵云梯。如果修士既有异能又有武技,则异能奖励会取代武技收益。这意味着修士不会从两者都获得收益。当然如果修士暂时封闭自己的异能,那么他依然能获得该武技带来的优势。现有的异能/武技重叠列表如下:
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Some adept powers have a boost that is similar to a Martial Art technique, such as Rolling Cloud or Light Body. If the adept has both the power and the technique, the rules or bonuses of the power supersede the gains and rules of the technique. This means that the adept doesn’t gain benefit from both. If the adept turns off the power, however, she can still use and gain the advantage of the technique. Current list of powers/techniques with such an overlap include:
引用
异能POWER             武技TECHNIQUE
纵云梯Light Body         卷云Rolling Cloud
纵云梯Light Body         螳螂跃Leaping Mantis
飞檐走壁Wall Running       猿攀Monkey Climb




引用
多重攻击与武术流派MULTIPLE ATTACKS  AND MARTIAL ARTS

使用自由动作多重攻击,不能与那些需要动作的武技一起使用(例如“反击”,“居合”、“飞踢”、“摔投”)。它仍然可以与那些在攻击前减少调整值或者增加攻击伤害的武技一起使用。它也可以用于某一要害攻击(如“钉刺”、“缠”)。这里有一个特殊的武术流派武技——“多敌战斗”,那是专门为使用自由动作多重攻击设计的。
可用于多种攻击自由动作。
剧透 -   :
The Multiple Attack Free Action cannot be used with any technique that requires its own action (e.g., Counterstrike, Iaijutsu, Flying Kick, Throw Person). It can still be used with other techniques to reduce modifiers prior to the attack or increase the damage of the attack. It can also be used with certain Called Shot techniques (e.g., Pin, Entanglement). There is a specific martial art technique, Multiple Opponent Combat, that is specifically designed to be used with Multiple Attack Free Action.




引用
精魂们和武术流派SPIRITS AND MARTIAL ARTS

和精魂战斗在第六纪变得稍微熟悉了一些,不过它们依然面临着许多挑战。点穴或者击倒之类的武技可能对精魂是无效的,因为其广泛的解剖学多样性。试图窒息精魂完全不可能,就像他们是有未知的物质组成一样,它们实际上是没有呼吸。它们的免疫能力使许多风格的武术都受到抑制。没有哪一种风格的武技可以直接和精魂作战,但是有一种武技可以对付这种不寻常的对手。这种武技被称作“内家”,任何一个购买了武术流派的角色都可以学习这个武技。
剧透 -   :
Fighting spirits has become somewhat more familiar in the Sixth World, but it still presents plenty of challenges. Techniques like Dim Mak or knocking down a spirit can be ineffective thanks to the wide anatomical variety spirits display when they materialize. Attempting to suffocate a spirit is impossible, as while they may assume physical forms, they don’t actually breathe. And their Immunity Power puts a damper on a lot of styles. No single martial art style deals directly with fighting spirits, but there is a technique for fighting such unusual opponents. The technique is called Neijia, and any character who has purchased a martial art style can learn this technique

内家NEIJIA
复杂动作
内家指的是内在的力量。它能使那些麻瓜就像使用法器一样攻击精魂。该武技以人格的精神和灵魂力量为聚焦点,从而使出足以破坏具象化精魂的意念攻击。这允许角色使用一种物理性质的“星界战斗”对付具象化精魂。这种攻击方式是基于太极的顺应万物和精神合一的理念。角色必须先对精魂进行成功的接触攻击。这可以包括制服或缠斗,如果角色被吞噬则也算。角色只能进行意志v.意志作为攻击,精魂需要对抗的伤害为魅力+净成功值的晕眩伤害。这种伤害不是物理上的,所以不能用来摧毁“守护”或“魔法屏障”。角色在发动攻击后会承受耗竭,抵抗等同于精魂防御检定命中的眩晕伤害(不是净命中)。如果你是法师,则正常抵抗耗竭;其他人使用意志+魅力。
剧透 -   :
Neijia means internal strength. It’s as close as a mundane can get to magical weaponry in fighting spirits. The technique focuses the spiritual and mental strength of the character in order to inflict damage to a Materialized spirit as an Attack of Will. It allows the character to perform a physical version of Astral Combat (p. 315, SR5) against Materialized spirits. The style of the attack is based on Tai Chi’s soft and fluid motion and mental discipline. The character must first make a successful Touch Attack against the spirit. This can include a Grapple or Clinch, but it also counts if the character has been Engulfed. Using only Willpower vs. Willpower as an attack, the character can impose Charisma + net hits in Stun Damage that the spirit must resist. This damage is not physical, so it cannot be used to take down wards or magical barriers. The character feels drained after making this attack, resisting Stun Damage equal to hits (not net hits) from the spirit defending against the attack. If they are a mage they resist Drain per their tradition; everyone else uses Willpower + Charisma.




引用
电击伤害和武术流派ELECTRICITY DAMAGE AND MARTIAL ARTS

有些武器似乎非常适合特定的武术。像电击手套和空手道,或电棍和巴顿术。注意到它们的共同点了吗?使用电击武器在使用武术时有额外的选择。当一个具有武术训练的角色使用一种武器,如电击手套或电棍攻击对手时,他可以选择造成什么伤害。你可以选择正常的,非电击伤害攻击,充分利用你使用的任何武术武技,或者你可以使用电击伤害而不受武技的净成功伤害增加。
剧透 -   :
Some weapons seem to be perfectly suited to particular martial arts. Like shock gloves and karate, or a stun baton and baritsu. Notice a common theme? Weapons that deal electricity damage give extra options when using Martial Arts. When a character with a Martial Art training attacks an opponent using a weapon such as a shock glove or stun baton, they have a choice of damage to apply. They can either opt for the normal, non-electric damage of the attack, taking full advantage of any Martial Arts techniques they use, or they can apply the shock damage without the net hits or increases from techniques.

如果角色用制服或者缠斗与对手接触,或使用电击破坏的设备,角色可以以自由动作对对手造成一个晕眩伤害,这需要GM的允许,并且武器和对手也需要进行接触。如果武器没能接触,那么角色就需要一个简单动作。目标可以尝试挣脱,但是制服或缠斗意味着他移动会很困难,在防御检定中给-3骰池罚值。在使用“接触攻击”的情况下(p187,SR5),攻击骰出平手时成功。正如上述所说,使用这种方式时,使用武技获得的净成功不会增加武器的伤害值。
剧透 -   :
If the character is in touch contact with an opponent from a Grapple or Clinch and has equipment that deals electricity damage, the character may make a Free Action to initiate shock damage to the opponent provided that the gamemaster agrees that the weapon is also in touch contact with the opponent. If the weapon is not in touch contact, it costs the character a Simple Action. The target can attempt to squirm away, but the Grapple or Clinch means they have trouble moving, giving them a –3 dice penalty on their Defense Test. As is the case with TouchOnly Attacks (p. 187, SR5), the attack succeeds on a tied roll. As is the case above, neither net hits nor techniques will increase the Damage Value of the weapon when used in this fashion.




引用
黑暗中的战斗FIGHTING IN THE DARK

武术流派并不是专门训练那些没有视力的人,但也有一些特殊的学徒依靠其他感官来获得成功。为此,他们学会了如何在黑暗攻击。任何购买武术流派的人都可以学习这种武技。
剧透 -   :
Martial art styles don’t specifically train someone to fight without sight, but there are special students who practice relying on their other senses to achieve success. To this end, they learn how to Strike the Darkness. Any character who has purchased a Martial Art style can learn this technique.

盲斗适应STRIKE THE DARKNESS
该武技减少了角色在判断对手的时候,使用视觉的依赖。这是一种混合使用其他感官的武技,如听觉和嗅觉,并使用记忆记住对手的防御和攻击,以预测对手的下一步。它减少了1点在盲斗时的罚值。
剧透 -   :
This technique reduces the character’s reliance on his sight to fight an opponent. It’s a mix of using other senses such as hearing and smell and using memory, remembering previous blocks and strikes to predict the opponent’s next position. It reduces the penalty for Blind Fighting by 1.










« 上次编辑: 2017-11-05, 周日 12:26:55 由 失语 »

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Re: 【R&G】武技MARTIAL ART TECHNIQUES
« 回帖 #2 于: 2017-11-05, 周日 10:51:21 »
范例

引用
反击COUNTERSTRIKE
      袋熊刚刚犯了错,挑起了事端——他把酒泼了——在一个瘦长的,穿的像是白色睡衣的男人身上。对手的名字叫隆,他是一位职业空手道选手(反击,以力抗力(徒手格挡),腿法,横扫,和鲤鱼打挺)。还有一个自觉有义务该加入争斗的酒吧保镖。当袋熊摇摆着攻过去时,他发现自己的攻击被隆的右臂格挡住,而作为回敬的左臂狠狠撞在他的下巴。
      袋熊醉了,所有行动-1骰池调整。他花了一点极限以展现先机在握的功能(他只剩下4点极限了)并且掷出19点主动性。隆骰了16点主动性值,而保镖骰了23的主动性值。保镖延迟了他的行动,他要看看在他介入之前事情会发展到什么情况。
      袋熊掷攻击骰。他有徒手格斗4,敏捷6,物理界限为5,然后因为醉酒状态他需要-1骰池罚值。他获得了5点成功。
      隆选择反击,他是以此为专业的。他立即扣除7点主动性质(变成9),并且骰徒手格斗6,,+ 2专精,敏捷5,物理界限为7。隆骰了6点的成功,超过袋熊的5,一个成功的反击。隆的伤害值为6S+1净成功,反击造成的伤害总计为7S。
      袋熊投掷他的伤害抵抗检定,体质6 +护甲9,只得到4成功,所以他受到了3格晕眩伤害,要承受-1伤势调整。
      袋熊当然知道什么叫谨慎,他知道自己的对手现在可能做什么,所以当他再吃一拳时,他尝试着不要反抗得太强硬。他掷徒手格斗4和敏捷6,-1醉酒与-1伤势调整值,于是他决定投入极限(他现在还有3点极限)。他骰出4个成功。
      隆决定保留一下他剩下的主动性值,他没做一个反击,而是做了一个标准的防御检定,成功5。袋熊再次没有命中。
      隆现在进行攻击了,他尝试进行一个要害攻击(击倒)。他需要骰一个- 4骰池罚掷的检定,并最终获得4成功。袋熊进行防御检定并且只获得成功2。所以他失败了,这意味着他被摔倒了。隆有横扫武技,意味着袋熊需要骰伤害抵抗检定对抗8S的伤害值。一个幸运的伤害抵抗检定,袋熊只受到1格的晕眩伤害。但他还是摔倒了。
      保镖认为现在还不是介入的时候。袋熊和隆的主动性值都用完了,所以该战斗轮结束。
剧透 -   :
      Wombat just made the mistake of picking a fight—and spilling his drink—on a wiry fellow wearing what looks like white pajamas. The opponent is named Ryu, and he is a practitioner of Karate (Counter Strike, Opposing Force (Block), Kick, Sweep and Kipup). There’s also a bouncer in the bar who feels obliged to get involved. When Wombat swings, he finds his blow blocked by Ryu’s right arm while a retaliatory left arm hits him in the jaw.
      Wombat is inebriated and has a –1 modifier to all actions. He plays Edge to Seize the Initiative (leaving him with 4 Edge remaining) and rolls an Initiative Score of 19. Ryu in turn rolls an Initiative Score of 16, while the bouncer rolls an Initiative Score of 23. The bouncer delays his action so he can see how things are going before he intervenes.
      Wombat then rolls to attack. He has Unarmed Combat 4, Agility 6, and a Physical limit of 5, and he takes a –1 penalty for his inebriated state. He gets 5 hits.
      Ryu chooses to Counterstrike, in which he as a specialization. He immediately deducts 7 from his Initiative Score (making it 9) and rolls Unarmed Combat 6, +2 for his specialization, and Agility 5, with a Physical limit of 7. Ryu rolls 6 hits, more than Wombat’s 5, so it is a successful Counterstrike. Ryu’s Damage Value is 6S + 1 net hit from the Counterstrike for a total DV of 7S.
      Wombat rolls his Damage Resistance Test with his Body 6 + Armor 9 and gets only 4 hits, so he takes 3 boxes of Stun Damage, imposing a –1 Wound Modifier.
      Wombat is understandably wary of what his opponent might do now, so he tries not to push too hard when he takes another punch. He rolls Unarmed Combat 4 and Agility 6 with –1 for inebriation and –1 for his wound, but he decides to throw in some Edge (he now has 3 left). He gets 4 hits.
      Ryu decides to conserve his remaining Initative Score and not do another Counterstrike, so he just makes a standard Defense Test, getting 5 hits. Wombat has missed again.
      Ryu’s now has an attack, and he attempts a Called Shot (Knock Down). He takes a –4 dice pool penalty to the roll and ends up with 4 hits. Wombat rolls his Defense Test and only gets 2 hits. So he fails, meaning he falls prone. Ryu has the Sweep technique, meaning Wombat has to roll his Damage Resistance Test against a Damage Value of 8S. With a lucky Damage Resistance roll, he gets off with only 1 box of Stun Damage. But he’s still prone
      The bouncer decides it’s not yet time to intervene, and Wombat and Ryu are out of Initiative Score, so the Combat Turn is over.


摔投THROW PERSON
      在混战之中,酒吧里的另一位顾客觉得这场争斗蛮有趣的,于是决定也参与进去。他的名字叫肯,他是一位柔道黑带,他知道以下武技:擒拿,缠斗,舍身投技,摔投,要害攻击(夺刃)。袋熊认为两个人都是来找他麻烦的,但是隆只是站在那里,而肯也只是站了起来接近袋熊。主动性值如下:袋熊27,肯26,隆17,和保镖16。
      袋熊翻滚并且躲避掉隆——他倒地离开隆威胁区域的惩罚。肯冲锋,抬腿就是一个回旋踢,但是也被躲掉了。隆继续用拳击猛击以维持他的主动性流程,他没有命中。保镖继续摸鱼看戏。袋熊现在有17点主动性值,肯16,隆7,和保镖6。
      袋熊决定去会会这个新来挑事的肯并且一个冲锋,冲锋获得的骰池奖励和自身的罚值互相抵消了,他得到4成功。肯徒手格挡,他掷骰徒手格斗5和敏捷5,物理界限6。他获得5成功,并且主动性值-5(11)。
      肯成功了,然后他宣告进行一个摔投动作。肯减去10点主动性值(变成1)。肯骰攻击检定并且得到5成功;袋熊骰防御检定,只骰出2成功。
      肯获得的数值总和是力量(5)+ 3成功,大于袋熊的物理界限(5)。袋熊的体质是5,意味着他被抛出3米。在伤害抵抗检定(体质+护甲)之后他遭到了3格眩晕伤害(因为调整后的护甲值大于调整后的伤害值)。
      袋熊的主动性值是6,而肯的主动性值是1。隆和保镖延迟他们的行动。
剧透 -   :
     
      In the melee, another customer in the bar has decided the fight looks entertaining and has decided to join in. His name is Ken, and he has a black belt in Jujitsu, and he knows the following Techniques: Chin Na, Clinch, Sacrificial Throw, Throw Person, and Called Shot (Disarm). Wombat expects both to come at him, but Ryu stands there as Ken gets up and approaches Wombat. The initiative scores are as follows: Wombat 27, Ken 26, Ryu 17, and the bouncer 16.
      Wombat swings and misses at Ryu—his penalties are dragging him down. Ken then charges in and aims a roundhouse kick at Wombat, but he also misses. Ryu tries to punch Wombat, but keeping the theme for this Initiative Pass going, he misses. The bouncer continues to delay action. Wombat now has an Initiative Score of 17, Ken 16, Ryu 7, and the bouncer 6.
      Wombat decides to take on the newcomer and charges Ken; the charge bonus offsets his penalties, and he gets 4 hits. Ken decides to Block, so he rolls Unarmed Combat 5 and Agility 5 with a Physical limit 6. He gets 5 hits and subtracts 5 from his Initiative Score (now 11).
      Ken is successful, and he then declares a Throw Person Action. Ken subtracts 10 from his Initiative Score (making it 1). Ken rolls to attack and gets 5 hits; Wombat rolls his Defense Test and only gets 2 hits.
      The sum of Ken’s Strength (5) + 3 net hits is greater than Wombat’s Physical Limit (5). Wombat’s Body is 5, meaning Wombat is thrown 3 meters. After rolling for Damage Resistance (Body + Armor) he suffers 3 boxes of Stun Damage (it’s Stun because the modified Armor Value is greater than modified Damage Value).
      Wombat’s Initiative Score is 6, while Ken’s Initiative Score is now 1. Ryu and the bouncer delay their actions.


要害攻击(缴械)CALLED SHOT (BLAST OUT OF HANDS)
      袋熊现在陷入的狂怒足以让他掏出他的手枪。他用复杂动作把枪拔了出来,因为它没有在快拔枪套中,或处于可以快速拔取的位置。
      那位保镖恰巧是个修士,他觉得现在是出手的好时机。他知道以下武技:近距离防御枪械,倒钩刺,坚如磐石,和锤扣。他急速奔到袋熊跟前,试图一脚踢掉他手里的手枪。他进行要害攻击(缴械)。保镖骰出下列攻击:敏捷6,徒手格斗8,–4要害攻击,+ 1锤扣。他没有得到+ 2专精骰池奖励,因为他没有学习专精武术流派,骰出结果为7成功。袋熊防御检定骰出3成功。保镖获得了4点净成功,足以让枪飞出4米开外。手枪在酒吧上空掠过。
剧透 -   :
      Wombat is now pissed off enough to pull out his holdout pistol. He uses a Complex Action to pull out the gun, since it was not in a quick-draw holster, or in a position to draw quickly.
      The bouncer, who happens to be an adept, decides this is a good time to act. He knows the following Techniques: Close Quarter Defense Against Firearms, Barbed Hooks, Imposing Stone, and Hammer Fist. He runs up to Wombat and attempts to kick the gun clear out of his hands. He makes a Called Shot (Blast out of Hands). Bouncer rolls to attack with the following values: Agility 6, Unarmed Combat 8, –4 for called shot, +1 for Hammer Fist. He does not get the + 2 specialization bonus because he has not learned a specific style) and gets 7 hits. Wombat gets 3 hits on his Defense Test. The bouncer gets 4 net hits, enough to send the gun flying 4 meters away. The gun flies over the bar.


影断SHADOW BLOCK
      又到了新一轮骰主动性的时候了。袋熊骰了20点,保镖18点,隆和肯都得了16点。
      袋熊怂了,他要逃出这个不断对自己不利的局面。他向门口走去,试图避开他的三个对手。他投掷敏捷+体操【物理】并获得3成功,以避免对手截击或拦截攻击。他的主动性值现在是10。
      保镖不想在袋熊造成那么大的破坏后离开,所以他花费一点极限使用影断。保镖投敏捷+体操【物理】,阈值等于袋熊的3点成功。保镖扣除掉自己5点的主动性值,并且获得4点成功,净成功是1。这意味着他降低袋熊净成功到2。袋熊不再有足够的净成功去躲避了。保镖决定狠狠凑一下这个袋熊(译:真惨啊)。由于影断,他的主动性值已经从18下降到13,他又下降了5试图截击。保镖没有准备武器,所以这是一个徒手格斗+敏捷【物理】检定。他得到2净成功,加上他的力量,伤害值为7。袋熊投掷抵抗伤害检定,获得4成功验,这意味着他最终的收到的伤害为3,低于他的体质属性等级。保镖的拦截失败了,袋熊逃出生天来到街上——希望下次他在酒吧的时候,能抑制住要打架的冲动。
     
剧透 -   :
 
      It’s time to roll Initiative again. Wombat rolls an Initiative Score of 20, Bouncer rolls an 18, and Ryu and Ken both get a 16.
      Wombat decides it’s time to get out of a worsening situation. He heads for the door and tries to Evade his three opponents. He rolls Agility + Gymnastics [Physical] and gets the 3 hits needed to avoid Interception or Interception attacks by his opponents. Wombat’s Initiative Score is now 10.
      The bouncer doesn’t want Wombat to get away after causing so much disruption, so he spends a point of Edge while attempting a Shadow Block. Bouncer rolls Agility + Gymnastics [Physical] with a threshold equal to Wombat’s 3 hits. Bouncer takes 5 from his Initiative Score and gets 4 hits, which is 1 net hit. That means he drops Wombat’s net hits to two. Wombat no longer has enough net hits to get by everybody automatically. The bouncer decides he will be the one to attack Wombat. His Initiative Score had already dropped from 18 to 13 thanks to the Shadow Block, and he drops another 5 to attempt an Interception. The bouncer does not have a weapon ready, so this is an Unarmed Combat + Agility [Physical] Test. He gets 2 net hits, which are added to his Strength to make a Damage Value of 7. Wombat gets 4 hits on his Damage Resistance Test, which means the final damage to him is 3, which is less than his Body Rating. That means the bouncer’s Interception failed, so Wombat bounds by and out into the street—hopefully resolved to resist the urge to get into a fight next time he’s in a bar.
« 上次编辑: 2017-12-12, 周二 08:40:38 由 失语 »

离线 厄火与葬礼女神

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Re: 【R&G】武技MARTIAL ART TECHNIQUES
« 回帖 #3 于: 2023-09-12, 周二 14:41:03 »
根据官方RG errata

引用
指节破坏 校正KNUCKLEBREAKER CORRECTION
删除(仅近战)【校注:也就是说可以远程指节破坏了】
剧透 -   :
Remove the “(Close Combat only)” sub-head here.
« 上次编辑: 2023-09-12, 周二 15:15:21 由 厄火与葬礼女神 »