作者 主题: 【核心书】第一章 基本规则THE BASICS P10-12  (阅读 19456 次)

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【核心书】第一章 基本规则THE BASICS P10-12
« 于: 2018-11-02, 周五 10:00:35 »
超能决策为你提供了一个想象的空间。其中的规则不仅会帮助你规划故事的情节,也能处理角色和他们所面对威胁之间的冲突。有了它,你可以作为一个与邪恶势力对抗的英雄来体验冒险!任何你能想象到的冒险都将成为可能。
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Mutants & Masterminds provides a framework for your imagination. It has rules to help determine what happens in your stories and to resolve conflicts between characters and the challenges they face. With it, you can experience adventure as a hero fighting against the forces of evil! Any adventure you can imagine is possible.
超能决策和其他游戏一样也有规则。这一章主要来看一下本游戏的基本规则以及如何应用,同时也是游戏进行的基础。
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Like all games, Mutants & Masterminds has rules. This chapter looks at the basic rules of the game and how they work, giving you the foundation upon which the rest of the game is built.
« 上次编辑: 2018-11-02, 周五 12:48:20 由 cmoon »

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Re: 【核心书】第一章 基本规则
« 回帖 #1 于: 2018-11-02, 周五 10:08:25 »
THE CORE MECHANIC
核心设定


M&M通过一套标准的或者说是“核心的”游戏规则来处理行动。无论什么时候一个角色企图采取有可能失败的行动时,请遵循以下规则:
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Mutants&Masterminds uses a standard,or“core,”gameme- chanic to resolve actions. Whenever a character attempts an action with a chance of failure, do the following:

• 骰一个20面的骰子。
• 在所骰数字的基础上添加一个相应的修正值(对本游戏来说像是能力,技能,力量或者其他属性)
• 比较数值总数和难度等级(简称的DC
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•   Roll a twenty-sided die (or d20). 

•   Add any relevant modifiers (for game traits like abili- ties, skills, powers, or circumstances) to the number rolled. 

•   Compare the total to a number called a difficulty class (abbreviated DC). 


如果结果与难度等级相等或者超过难度等级(难度等级由GM根据情况设定),那么行动就成功了。反之,行动失败。
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If the result equals or exceeds the difficulty class (set by the GM based on the circumstances), the effort succeeds. If the result is lower than the difficulty class, it fails. 


这个简单的规则几乎适用于M&M所有的行动,如基于骰出什么样的修正,决定什么样的难度等级,尤其是行动成功与否的确切程度。记得…
d20 + 修正 vs. 难度等级
然后你就知道如何进行游戏的大部分环节了!

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This simple mechanic is used for nearly everything in Mutants & Masterminds, with variations based on what modifiers are made to the roll, what determines the difficulty class, and the exact degree of success and failure. Remember... 

d20 + modifiers vs. difficulty class
... and you understand how to play most of the game! 



« 上次编辑: 2018-11-02, 周五 10:31:53 由 Kistyr »

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Re: 【核心书】第一章 基本规则
« 回帖 #2 于: 2018-11-02, 周五 10:13:42 »
THE GAMEMASTER
主持人


在一场M&M游戏中需要一名玩家扮演Gamemaster(简称GM)。GM负责整场游戏的进行——包括撰写剧本,引导玩家和判定结果。GM为英雄们创作冒险,塑造反派,帮助角色,为玩家描绘世界,基于所骰点数以及规则书中所提及的规则来判定英雄们的行为结果。这是个庞大的工作,但也很有乐趣,因为GM着手创造了整个世界并让角色们融入所创造的有趣和富有激情的故事中。
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One of the players in a Mutants & Masterminds game takes the role of Gamemaster (abbreviated GM). The Game- master is responsible for running the game—a combina- tion of writer, director, and referee. The GM creates the adventures for the heroes, portrays the villains and sup- porting characters, describes the world to the players, and decides the outcome of the heroes’ actions based on the roll of the die and the guidelines given in the rules. It’s a big job, but also a rewarding one, since the Gamemas- ter gets to develop the world and all the characters in it, along with inventing fun and exciting stories. 


如果你打算担任GM,那么你应该仔细通读整本规则书。你应该对规则了如指掌,因为玩家们期望你为他们解释规则从而来帮助决定游戏中会发生什么。你也需要帮助玩家创建他们自己的英雄,确保他们能适应游戏世界并且按他们自己的意愿在扣人心弦的故事中发挥潜力。
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If you’re going to be the Gamemaster, you should read through this whole book carefully. You should have a firm grasp of the rules, since you’re expected to interpret them for the players to help decide what happens in the game. You’ll also help the players develop their own heroes, making sure they fit into the world and have potential for exciting stories in their own right. 

« 上次编辑: 2018-11-02, 周五 12:48:49 由 cmoon »

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Re: 【核心书】第一章 基本规则
« 回帖 #3 于: 2018-11-02, 周五 10:14:54 »
THE HEROES
英雄


M&M游戏中的其余玩家要创建英雄,即他们冒险中的主要角色,就像连载漫画和动画系列中英雄的一样。作为一个玩家,你要在你的GM的指导下按照规则书的要求创建的你的英雄。在接下来的章节以及此处的大纲来详细描述创建一个英雄所需的元素。
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The other players in a Mutants&Masterminds game create heroes, the main characters of their own adventures, like an ongoing comic book or animated series. As a player, you create your hero following the guidelines in this book with the guidance of your Gamemaster. There are several components to creating a hero, described in detail in the following chapters, and outlined here.

« 上次编辑: 2018-11-02, 周五 10:37:58 由 Kistyr »

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Re: 【核心书】第一章 基本规则
« 回帖 #4 于: 2018-11-02, 周五 10:18:34 »
ABILITIES
属性                                                                                                                                                                 


M&M中的所有角色,无论是从英雄恶棍,还是到街头普通人,都有8种属性,每个角色的基本特征强弱不一。属性能够表明一个角色是多么强壮,聪明和警觉等。这些属性为:力量,精力,敏捷,灵巧,格斗,智力,意识和魅力,详见属性章节(第56页)。
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All characters in Mutants & Masterminds, from heroes and villains to the average person on the street, are defined by eight abilities, basic traits each character has to a greater or lesser extent. Abilities tell you how strong, smart, and aware a character is, among other things. The abilities are: Strength, Stamina, Agility, Dexterity, Fighting, Intellect, Awareness, and Presence, described in detail in the Abilities chapter (page 56).

为了衡量其有效性,每个属性的等级标准有-5到20不等。等级0为不突出或平庸,不做修正。等级2远高于平均水平。等级5是真正的出类拔萃,而等级7是一个“正常”人所能达到的最大限度。超过此数值则认为是超人,等级20为宇宙级别,远远超出了凡人(甚至大多数英雄)的能力。属性甚至有负值的情况,即低于平均水平,最低到-5。
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Each ability is assigned a rank from -5 to 20, measuring its effectiveness. A rank of 0 is unremarkable or average, ap- plying no modifier. Rank 2 is pretty well above average. A 5 is truly exceptional, while a 7 is about the most that can be expected from a “normal” human being. Beyond that is superhuman, and a rank of 20 is cosmic-level, far beyond the ability of mere mortals (and even most heroes). Abili- ties can even have negative ranks, for those well below average, as low as –5.

更多属性的设定请查看属性章节。
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For more about abilities, see the Abilities chapter.
« 上次编辑: 2018-11-02, 周五 12:38:33 由 cmoon »

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Re: 【核心书】第一章 基本规则
« 回帖 #5 于: 2018-11-02, 周五 10:23:56 »
SKILLS
技能                                                                                                                                                                 


属性描述了角色的原始潜力或整体能力。技能是对基本属性在特定领域磨练后的成果。例如,敏捷是指你的英雄有多敏捷和灵活,但是杂技技能专注于特定的敏捷相关活动,比如体操,后空翻等等。可以将属性视为提供一定的基础,而技能则专注于在特定领域的应用。
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Abilities describe a character’s raw potential or overall ca- pabilities. Skills are a refinement of those basic abilities into specific areas of endeavor. For example, Agility defines how quick and agile your hero is, but the Acrobatics skill focuses on specific feats of agility like gymnastics, doing back flips, and so forth. Think of abilities as providing a certain base- line, while skills focus in on a particular area of expertise.

角色如果习得了某技能则表示他在该技能上进行了训练。没有在特定技能经过训练的角色是没有技能等级的;角色的基本属性也必须经过鉴定判断是否适用于该技能。受过训练的角色在进行检定时会在基本属性的基础上产生加成。在前面的例子中,我们说杂技技能适用于特定的敏捷专长。如果一个英雄拥有敏捷6并接受过杂技训练(等级7),那么该角色对涉及杂技专长的敏捷检定奖励为13(6加7)。显然,技能训练使角色在涉及该技能的鉴定中通常会更加有效。
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Characters are said to have training in a skill if they have a rank in that skill. A character not trained in a skill has no rank; only the character’s basic ability applies to checks involving the skill. Trained characters have a skill rank that adds to the basic ability when making checks. In the previous example, we said Acrobatics skill applies to specific feats of agility. If a hero has Agility 6 and is trained in Acrobatics (with a rank of 7) then the character’s bonus for checks involving feats of agility covered by Acrobatics is 13 (6 plus 7). Obviously, training in a skill makes characters more effective at checks involving that skill, often more.

有关什么样的技能是可用的以及会起什么作用,请参阅技能章节。
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For details on what skills are available and what they do, see the Skills chapter.
« 上次编辑: 2018-11-02, 周五 12:39:01 由 cmoon »

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Re: 【核心书】第一章 基本规则THE BASICS P10-12
« 回帖 #6 于: 2018-11-02, 周五 10:25:45 »
ADVANTAGES
天赋                                                                                                                                                                 


天赋给角色带来的加成并不多,它虽然允许角色做他人不能做的事情,不过其效果介于技能和能力之间。天赋可以是特殊的战斗技巧或财力资源,人脉关系等等。
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Halfway between skills and powers, advantages are minor benefits characters have, allowing them to do things others cannot. They range from special combat maneuvers to things like financial resources, contacts, and so forth.

许多天赋没有等级,或者只有一个等级;一个角色要么具有天赋(以及它带来的好处),要么就是没有。其他天赋可能有多个等级,像属性和技能,来衡量它们的效果。
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Many advantages have no rank, or rather just one rank; a character either has the advantage (and the benefits that it grants) or does not. Other advantages may have multiple ranks, like abilities and skills, measuring their effectiveness.

有关各种天赋及其效果 的详细信息,请参阅天赋一章。
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For details on the various advantages and what they provide, see the Advantages chapter.
« 上次编辑: 2018-11-02, 周五 12:40:07 由 cmoon »

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Re: 【核心书】第一章 基本规则THE BASICS P10-12
« 回帖 #7 于: 2018-11-02, 周五 10:30:58 »
POWERS
能力                                                                                                                                                                                                                                                             


能力是超越普通人类的特殊能力。它们就像天赋,但是更强大。鉴于天赋可能只会给你的英雄一点小小的特殊能力,能力会带来些真本事。
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Powers are special abilities beyond those of ordinary human beings. They’re like advantages, only much more so. Whereas an advantage might give your hero a minor special ability, powers grant truly abilities.

这些能力是基于效果的,这些效果描述了在游戏中某种能力的作用。能力可能有一个或多个效果,你可以应用各种修正数据来调整效果,进而将其调整为正确的能力。
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Those abilities are based on effects, which describe what a power does in game terms. A power may have just one effect or several, and you can apply various modifiers to the effects to change how they work, customizing them to get just the right power.

能力效果的等级与属性一样,范围从1到20(有时更多)。与属性不同的是,能力效果的等级不会小于1,因为“平凡”意味着没有“能力”!
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Power effects have ranks like abilities do, on a scale from 1 to 20 (sometimes more). Unlike abilities, effects do not have ranks of less than 1, since the “average” is not having powers at all!

一些能力效果需要经过鉴定,而另一些则自动触发。对于各种能力可能具有的效果的完整说明,请参阅能力章节。
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Some power effects require checks to use, while others operate automatically. For full descriptions of the various effects powers can have, see the Powers chapter.
« 上次编辑: 2018-11-02, 周五 12:42:35 由 cmoon »

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Re: 【核心书】第一章 基本规则THE BASICS P10-12
« 回帖 #8 于: 2018-11-02, 周五 10:41:16 »
COMPLICATIONS
苦难                                                                                                                                               


最后,英雄往往有很多苦难要克服。克服这些挑战是成为真正英雄的一部分。苦难包括从身体残疾或个人问题到不寻常的脆弱点。你选择你的英雄的苦难,定义你的英雄在游戏中必须克服的一些挑战。克服苦难的过程可以让你的角色变得更加英勇,这些稍后会在专门的规则中讨论。有关苦难的更多信息,请参阅秘密起源一章。
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Finally, heroes often have complications to overcome. Overcoming such challenges is part of what makes a real hero. Complications range from physical disabilities or personal issues to unusual vulnerabilities. You choose your hero’s complications, defining some of the challenges your hero must overcome in the game. The process of dealing with complications allows your character to be more heroic, discussed later in the rules. See the Secret Origins chapter for more on complications.
« 上次编辑: 2018-11-02, 周五 12:44:32 由 cmoon »

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Re: 【核心书】第一章 基本规则THE BASICS P10-12
« 回帖 #9 于: 2018-11-02, 周五 10:44:59 »
RANKS & MEASURES
等级&度量


在谈论游戏特质的价值时,M&M使用等级这个术语。所以你可能会说一个英雄有“等级8的力量”或者简称“力量8”(含义相同),或者某个效果等级是5,9,15或你有的别的什么。 超能决策中每一个可量化的特征都有一个对应的等级。
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Mutants & Masterminds uses the term rank when talking about the value of a game trait. So you might say a hero has “rank 8 Strength” or simply “Strength 8” (which mean the same thing), or that an effect is rank 5, 9, 15, or what have you. Every quantifiable trait in M&M has a rank as- signed to it.

这款游戏还采用了一个度量机制,有一些现实生活中的度量单位如磅,秒,分钟,小时,英尺,码和英里等被用以度量。正如度量表所显示的,等级和度量之间有直接关系。 (您可以在本书的后面找到度量表的公制版本。)
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The game also uses a system of measures, real world values like pounds, seconds, minutes, hours, feet, yards, and miles, to name a few. There is a direct relationship between rank and measure, as shown on the Measurements Table. (You can find a metric version of the Measurements Table in the back of the book.)