作者 主题: 【RF】泛基因特质  (阅读 11985 次)

副标题: 译者:瞬爆、Maerry1713、薛猫、马丁、妖猫

离线 妖猫

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【RF】泛基因特质
« 于: 2019-07-05, 周五 02:23:36 »
本文内容由多位译者零星翻译,本帖翻译了剩下的部分,并且将其重新整理。

泛基因特质

正面泛基因特质
取决于你选择成为调换儿时选择的SURGE类型,角色会有一定的业力用于选择以下特质,并且用负面泛基因特质平衡业力。
剧透 -   :
Depending upon the class of SURGE picked when choosing
to be a changeling, characters get a balance of metagenic
Karma to use in selecting these qualities and balancing
them with Negative Metagenic Qualities below

360度视角 360-DEGREE EYESIGHT
花费:4业力
这一特质为角色提供了360度角的视野。这是由于眼睛位置改变还是由于眼睛的组合方式则由玩家或GM决定。眼部结构并不一定要有自然中的对应物(比如昆虫的复眼或变色龙那种位于头部两侧的眼睛)。角色在基于视觉的侦察检定和突袭检定中获得+1骰池调整。这并非完美的系统,泛人类的大脑也并非为处理360度视觉而生。角色在运动中时进行的任何检定受到-1骰池调整,可能会抵消其他的调整值,而且在进行距离超过10米的远程攻击检定时受到-1骰池调整。这些调整值可以叠加。360度视角特质会如常造成社交调整(见〖怪胎〗边栏)。

剧透 -   :
COST: 4 KARMA
This quality provides the character with a 360-degree field of vision. Whether this is due to a repositioning and/or composition of the eyes is up to the player or gamemaster to determine. The ocular structure and system does need to have a natural counterpart such as an insect’s compound eyes or chameleon eyes situated on either side of the head. The character gains a +1 dice pool modifier on vision-based Perception Tests and Surprise Tests. This isn’t a perfect system, and the metahuman brain is not designed to process 360 degrees of vision. Characters face a –1 dice pool modifier to any tests while in motion, possibly negating other modifiers, and a –1 dice pool modifier when making a Ranged Attack Test at distances greater than 10 meters. These modifiers are cumulative. 360-Degree Vision cannot be augmented and is incompatible with eye replacement. Characters with this quality will normally incur social modifiers (see Freaks sidebar, p. 123).

动物毛皮ANIMAL PELAGE
花费:3至5业力
拥有这一特质的角色具有能够长出罕见毛发或毛皮的毛囊。这种毛发不仅像罕见毛发(p122)一样,还有环境优势。动物毛皮在规则上同样视作罕见毛发(p122)。以下列出若干选项,但假如GM和玩家希望,鼓励他们想出自己的方式,但要记住天然版本的要求。
刺Quills(5业力):这种调整后的毛发复盖着厚厚的角蛋白,类似豪猪刺,皮毛和毛发下分部着鬃毛。刺为2至4厘米场,尖锐如针,在近战中使用时容易脱落。刺是一种抵御进攻者的防御机制。若角色在近战中被成功擒抱(见压制,SR5 p195),攻击者需要进行伤害抵抗检定,DV为(力量+1)P,AP+1,使用擒抱与被擒抱者中较高的力量属性。刺可以在近战中使用,使用异种近战武器(刺)技能,数据如下:DV(力量+1)P,触及-,AP +1。要使用这些优势,角色的手臂或腿部必须露出且能活动。刺与其它任何天生或人工毛发和皮肤改造都不兼容。
隔热毛皮Insulating Pelt(4业力):这层厚实的隔热毛皮包裹着整个身体。毛皮为穿戴者隔离寒冷和进水,为拥有这一特质的角色在严寒环境(例如北极和近北极圈地区)下的生存检定提供+2骰池调整。,以及对基于寒冷的攻击提供+4护甲。角色在高温环境下的生存检定承受-2骰池调整。能够如常在毛发外穿戴衣服和护甲。个人毛皮与任何天生或人工毛发和皮肤改造都不兼容。
伪装皮毛Camo Fur(3业力):该角色复盖着深色或斑纹皮毛,在任何光线减弱的条件以及对应斑纹的环境(高草地里的条纹,森林或雨林里的斑点等)下潜行获得+1调整值。伪装皮毛与其它任何天生或人工毛发和皮肤改造都不兼容。

剧透 -   :
A character with this quality develops hair follicles that grow an unusual fur, or pelage. This hair has not only cosmetic functions like Unusual Hair (p. 122) but an environmental benefit as well. Animal Pelage counts as Unusual Hair (p. 122) for rules purposes as well. Some possible options are listed here, but gamemasters and players are encouraged to come up with their own if they want, keeping in mind the natural counterpart requirement.
Quills (5 Karma): These modified hairs are coated with thick keratin plates that resemble porcupine quills, interspersed with bristles, under fur and hair. Quills are 2 to 4 centimeters long, sharp as needles, and detach easily when used in close combat. Quills are used as a defensive mechanism to hold off attackers. If the character is successfully grappled in close combat (see Subduing, p. 195, SR5), the attacker makes a Damage Resistance Test against a DV of (STR + 1)P, AP +1, using the higher Strength attribute of the grappling pair. Quills can be wielded in melee combat using the Exotic Melee Weapon (Quills) skill, with the following stats: DV (STR + 1)P, Reach —, AP +1. The character’s arms or legs must be exposed and mobile to use any of these advantages. Quills is incompatible with other natural or artificial hair or skin modifications.
Insulating Pelt (4 Karma): This is a thick insulating pelt of fur covering the entire body. Pelts insulate the wearer from cold and immersion in water, providing characters with this quality a +2 dice pool modifier for Survival Tests in frigid environments (such as Arctic and Subarctic regions) and +4 Armor against Cold-based attacks. Characters face a –2 dice pool modifier for Survival Tests in extreme heat environments. Clothing and armor can be worn normally over this hair. Insulating Pelt is incompatible with other natural or artificial hair or skin modifications.
Camo Fur (3 Karma): Covered by dark or patterned fur, the character receives a +1 dice pool modifier for Sneaking Tests in any condition with decreased light levels and in environments appropriate to the pattern (stripes in tall grass, spots in a forest or jungle, etc.). Camo Fur is incompatible with other natural or artificial hair or skin modifications.

法术绝缘ARCANE ARRESTER
花费:10业力每等级(最大2级)
当成为一个法术(包括生物的天生法术)的目标时,该名角色更难受到影响。这种强有效的能力使得对于这些角色施放增益与负面的法术都更为困难。角色在他们的任何抵抗法术检定中增加(等级x2)个骰子。如果法术通常不能抵抗(像是隐形术),角色仍然投他们的二或四个的法术绝缘骰池,并且将施法检定投出的成功减去角色得到的成功。例如,如果一个法师对一个拥有2级法术绝缘的角色施放隐形术,并且在施法检定中得到了4个成功,目标角色投4个骰子然后得到了2个成功,那么就意味着施法检定只有两个成功能用于使目标隐形。法术绝缘不能与魔法抗力特质①结合使用。这个特质可以被拥有魔法属性的角色选择,并且同样影响他们施放在自己身上的法术。
译注①:详见核心规则中的特质。

剧透 -   :
COST: 10 KARMA PER LEVEL (MAX 2)
When targeted by a spell (including a critter’s Innate Spell), the character is harder to affect. This potent ability makes casting both benevolent and malevolent spells on these characters much more difficult. The character adds (Level x 2) dice to their resistance test against any spell. If the spell is one that is not normally resisted (such as Invisibility), the character still rolls their Arcane Arrester dice pool of either two or four dice and reduces the hits rolled on the Spellcasting Test by any hits they roll. For instance, if a mage casts Invisibility on a character with Arcane Arrester 2 and gets 4 hits on a Spellcasting Test, the target character rolls 4 dice and gets 2 hits, meaning only two of the hits on the Spellcasting Test are used to make the target invisible. Arcane Arrester cannot be combined with Magic Resistance. This quality can be taken by characters with a Magic attribute, and it affects spells they cast on themselves.

平衡感受器 BALANCE RECEPTOR
花费:6业力
这一平衡感受器像是平衡囊,和哺乳动物半规管一同作用来增强平衡感。平衡感受器让具有该特质的角色在涉及到平衡的检定上获得+1骰池调整。这包括基于敏捷的保持平衡的检定、攀爬检定、跳跃检定和所有体操检定。这和赛博耳和增强平衡的殖装不兼容。

剧透 -   :
This statocyst-like balance receptor works in conjunction with mammalian semicircular canals, augmenting balance. The balance receptor provides characters with this quality a +1 dice pool modifier to tests involving balance. This includes Agility-based Tests to maintain balance, Climbing Tests, Jumping Tests, and all Gymnastics Tests. This is incompatible with cyberears and the balance augmenter augmentation.

喙 BEAK
花费:3或5业力
角色面部的中低部分并非口鼻,而是喙和鼻孔。喙有不同的大小、形状和作用,就像是自然中的鸟喙一样。喙并不是角色获得的唯一一个鸟类特征。由于喙无法被用来咀嚼,角色会把每口食物整个吞下,食物随后会被由厚实的肌肉壁组成的砂囊磨碎。这一特质拓展了角色可以吃的物质范围,生活方式降低10%。额外的器官也会为抵抗摄入毒素的检定(见〖毒素〗)提供+1骰池调整。
具有「喙(包括猛禽喙)」特质的角色遭受社会污名与社交调整(见〖怪胎〗边栏)。
猛禽喙(5业力):虽然标准的喙并非为了战斗而设计,这种喙却是。它可以通过〈徒手格斗〉技能使用,DV(力量+2)P,触及-1,AP-2。

剧透 -   :
COST: 3 OR 5 KARMA
Instead of a mouth and nose, the middle and lower parts of the character’s face are replaced by a beak and nostrils. The beak can vary in size, shape, and function, much like their natural counterparts. The beak is not the only avian quality the character gains. As beaks cannot be used for chewing, characters with beaks swallow each bite whole, and the food is then processed by a gizzard constructed of thick, muscular walls that grind up food. This quality expands the range of substances the character can eat and reduces Lifestyle costs by 10 percent. The extra organ also provides a +1 dice pool modifier on tests to resist ingested toxins (see Toxins, p. 408, SR5).
Characters with the Beak quality (including Raptor Beak) suffer social stigma and modifiers (see Freaks sidebar, p. 123).
Raptor Beak (5 Karma): Where a standard beak is not designed for combat, this beak is. It can be used with the Unarmed Combat Skill ((STR + 2)P, Reach –1, AP –2).

双心脏 BICARDIAC
花费:4业力
具有这一特质的角色在身体右侧有第二个心脏。第二个心脏可以增强心血管系统。由于增强的供血能力和高到对普通人来说心跳过速的心率,双心脏的角色可以更长时间地进行剧烈运动。他们在剧烈运动(比如奔跑、冲刺、在冷热环境中活动,见〖疲乏伤害〗)中的疲乏检定间隔加倍。双心脏和合成心肌可以兼容,不过只有第一个心脏可以被增强。

剧透 -   :
COST: 4 KARMA
Characters with this quality possess a second heart located in the right half of their torso. This second heart augments the normal heart in maintaining the cardiovascular system. Bicardiac characters can perform strenuous exercise for longer periods of time due to increased blood supply and higher pulse rates that would cause tachycardia in normal people. They double the fatigue damage interval for strenuous activities, such as running, sprinting, and operating in hot or cold environments (see Fatigue Damage, p. 172, SR5). Bicardiac is compatible with synthacardium, though only the primary heart can be augmented.

生物声呐 BIOSONAR
花费:4业力
具有这一特质的角色拥有精巧的生物回声定位系统所需的所有器官,像是蝙蝠或海豚具有的那种。他们可以发出超声波,用反弹的回声对周围空间形成精神图象。获得这样的图像需要一个自由动作(说话)来发送音波;这一动作立刻提供远达50米的区域的图像,可以用来攻击或是进行基于视觉的侦察检定。这一系统无法察觉到音波之间发生的变化,但这点可以通过常规的侦察检定发现。这一能力的生理系统会改变角色的外耳、内耳和声带的形状和大小。耳朵形状的改变会为基于声音的侦察检定提供+1骰池调整,而且所有对角色的基于声音的攻击+1DV。

剧透 -   :
COST: 4 KARMA
Characters with this quality possess all the natural organs for a sophisticated biological echolocation system similar to those of a bat or dolphin. They can emit ultrasonic calls and form a mental image of the surrounding space from the echoes that bounce off their surroundings. Creating an image requires spending a Free Action (Speak) to emit the noise; the action provides an instant picture of the area out to fifty meters that can be used for Attack or vision-based Perception Tests. This system cannot perceive changes that occur between emissions, but it can detected changes through regular Perception Tests. The biological systems for this ability change the shape and size of the character’s outer and inner ears and vocal cords. Ear shape changes provide a +1 dice pool modifier to audio-based Perception Tests and result in a +1 DV modifier to all sonic-based attacks made against the character.

骨刺 BONE SPIKES
花费:5业力
极其锐利的骨质沉积物从角色的骨骼结构中长出,穿过皮肤。具有骨刺的角色无法穿护甲或是限制性的衣物,因为伸出的骨刺会让其很难受。护甲和衣物可以为角色特别定制,可以以比基础价格高50%的价格购买。骨刺也会让角色在近战格斗中更加危险,角色徒手格斗伤害是(力量+2)P。

剧透 -   :
COST: 5 KARMA
Razor-sharp bony deposits grow from the character’s skeletal structure and poke through the skin. Characters with Bone Spikes cannot wear armor or restrictive clothing because the protruding bone spurs make it too uncomfortable. Armor and clothing can be specially designed for the character and purchased at a fifty percent increase to the base cost. The spikes also make the character more dangerous in melee combat, and unarmed melee damage for this character is (STR + 2)P.

宽听觉谱(超声波或次声波)
BROADENED AUDITORY SPECTRUM (ULTRASOUND OR INFRASOUND)

花费:4业力
这一特质允许角色听到通常泛人类能听到的频率之外的声音,可能是超声波的高频声音(包括超声波发射器)或低频的次声波。角色必须在选择该特质时选择能听到哪种频率的声音,而且该特质也可以选择两次,分别选择两种频率。他们不能选择或控制该听觉谱内的特定频率。这一能力允许角色进行侦察检定来探测使用所选频率的通讯或声音,并且所有涉及到声音的侦察检定界限+1。由于这一听觉可以被认为一直具有,对其他角色来说听不到的声音可能会让角色分神甚至耳聋。这一特质会表现为外耳的大小和结构的细微变化。
宽听觉谱和任何耳部改造都不兼容。

剧透 -   :
COST: 4 KARMA
This quality enables the character to hear outside the range of normal metahuman hearing. They can either hear ultrasonic, high-frequency sound (including ultrasound emitters) or infrasonic, low-frequency sound. The character must choose which kind of frequency they can hear upon selecting the quality, and the quality may be selected twice, once for each frequency. They cannot choose or control any particular frequency within the selected spectrum. This ability allows the character to make a Perception Test to detect communication or sounds within his chosen frequency band and adds +1 to the limit of Perception Tests involving sound. As this kind of hearing can be considered always on, noises inaudible to others may sometimes distract or deafen the character. This quality results in minor visible changes to the size and structure of the outer ear.
Broadened Auditory Spectrum is incompatible with any earware (p. 453, SR5).

保护色 CAMOUFLAGE
花费:4业力或8业力
这一特质为角色提供了可以改变来适应背景色的皮肤或头发色素沉着,就像是变色龙。
保护色和任何其他皮肤改造都不兼容,具有「保护色」特质的角色也会遭受社会污名与社交调整(见〖怪胎〗边栏)。
基础保护色:角色的皮肤只有在长时间(1分钟)暴露于鲜明对比的背景(像是色彩图案)时才会改变颜色,而且它总共能保持新颜色最多4小时。如果周围的背景改变了,颜色会褪去,在十分钟内恢复原样。在保护色生效时,只要角色站定不动而且没有穿会毁掉伪装色效果的衣服,发现角色的阈值增加2。
动态着色(8业力):角色的肤色会缓慢地随着背景改变颜色,即便是当角色正在移动时。角色移动时,发现角色的基于视觉的检定-2,而在角色静止时变为-4;角色不能穿着会毁掉伪装色效果的衣服。即便在穿着衣服时,暴露在外的皮肤也会随着背景改变颜色。

剧透 -   :
COST: 4 OR 8 KARMA
This quality provides characters with skin and hair pigmentation that can change to adopt the coloration of a background, much like a chameleon.
Camouflage is incompatible with any other dermal modification, and characters with the Camouflage quality suffer social stigma and modifiers (see Freaks sidebar, p. 123).
Basic Camouflage (4 Karma): The character’s skin changes color only when exposed for a prolonged time (1 minute) to a background with sharp contrasts, like colorful patterns, and it retains the new color for up to 4 hours total. If the background around it changes, the color fades and the creature’s coloration returns to normal within 10 minutes. While the camouflage is in effect, increase the threshold to see the character by 2, as long as they are standing still and not wearing clothing that would ruin the camouflage effect.
Dynamic Coloration (8 Karma): The character’s skin changes color slowly with the background, even as the character moves. This imposes a minus 2 to the visual perception test to see the character while moving and a minus 4 if stationary; the character can not be wearing any clothing that would ruin the camouflage effect. Even when clothed, any exposed skin will change with the background.

迅捷CELERITY
花费:6业力
这种特质导致了参与跑步过程的肌肉的强化,引起腿部肌肉发达并更加突出。角色将自己的行走和奔跑速度增加到敏捷x3(行走)与敏捷x6(奔跑),并为他的冲刺动作提供+1m/轮的加值。这一特质不能与任何腿部或肌肉改造系统(即赛博腿、肌肉替换、肌肉紧致、肌肉增强)组合使用,也不与半羊人腿特质兼容。

剧透 -   :
COST: 6 KARMA
This quality results in a strengthening of the musculature involved in running, causing leg muscles to become ropy and more prominent. The character increases her Walking and Running rates to Agility x 3 (Walking) and Agility x 6 (Running) and also adds +1m/ turn to her Sprint Increase (see Movement, p. 161, SR5). This quality cannot be combined with any leg- or muscle-altering system (i.e., cyberlimbs, muscle replacement, muscle toner, muscle augmentation) and is also incompatible with Satyr Legs.

爪 CLAWS
花费:3,5或7业力
角色的指甲和趾甲变硬变长,变为利爪。这一特质和任何赛博武器或肢体替换赛博改造都不兼容。
挖掘爪(3业力):这些爪子为涉及到挖地或移土的检定提供+2骰池调整,但在战斗中并不很有效(〈徒手格斗〉技能,DV(力量)P,触及 —,AP +1)。
锋利爪(5业力):这些爪子可以用来攻击敌人,使用〈徒手格斗〉技能,DV(力量)P,AP -1。
伸缩爪(7业力):可伸缩的爪子和锋利爪效果相同,但可以缩回去,藏起来。挖掘爪无法伸缩。

剧透 -   :
COST: 3, 5, OR 7 KARMA
The character’s fingernails and toenails harden and lengthen into claws.
Digging Claws (3 Karma): These claws provide a +2 dice pool modifier to all tests involving digging or moving earth, but they aren’t as effective in combat (Unarmed Çombat skill, DV (STR)P, Reach —, AP +1). This quality is incompatible with any cyberweapon or limb replacement cyberware.
Razor Claws (5 Karma): These claws may be used to attack an opponent using the Unarmed Combat skill. Razor claws have a DV of (STR + 1)P, AP –1.
Retractable Claws (7 Karma): Retractable claws have the same effect as Razor Claws, but they can be retracted and hidden. Digging claws cannot be retracted
« 上次编辑: 2020-12-15, 周二 02:01:36 由 妖猫 »




离线 妖猫

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Re: 【RF】泛基因特质
« 回帖 #1 于: 2019-07-05, 周五 13:40:52 »
气候适应 CLIMATE ADAPTATION
花费:4业力(选择沙漠或极地气候)
角色的新陈代谢、皮肤组织和调整周期都适应了极端寒冷或炎热的气候,是的角色更容易适应冷或热的温度。这一特质使得在对应环境中的生存检定和抵抗环境疲乏伤害获得+1骰池调整。玩家在选择该特质时必须选择一种气候。气候适应与真皮镀层、任何皮肤改造和超级甲状腺都不兼容。

剧透 -   :
COST: 4 KARMA (CHOOSE DESERT OR ARCTIC CLIMATE)
The character’s metabolic processes, skin tissue, and regulation cycles are adapted to extreme heat or cold climates, enabling the character to adjust more easily to hot or cold temperatures. This quality grants a +1 dice pool modifier for Survival Tests (p. 136, SR5) and resisting fatigue damage (see p. 172, SR5) from their chosen environment and a –1 dice pool modifier from the other. The player must select a climate when choosing this quality. Climate Adaptation is not compatible with dermal plating, any skin modifications, or a suprathyroid gland.

腐蚀喷吐 CORROSIVE SPIT
花费:5业力
角色有一个与具有「腐蚀喷涂」能力的超自然怪物类似的唾液腺。要想攻击到特定目标,角色需要用异种远程武器(腐蚀喷涂)+敏捷【肉体】进行一次远程攻击检定,射程为{体质}米。唾液会造成酸伤害,DV为6P。由于唾液需要进行补充,这种攻击每30分钟只能使用一次。

剧透 -   :
COST: 5 KARMA
The character possesses salivary glands like certain paracritters that possess the Corrosive Spit power. To strike an intended target, the character makes a Ranged Attack Test using the Exotic Ranged Weapon (Corrosive Spit) + Agility [Physical], with a range of (Body) meters. The saliva causes Acid damage (p. 170, SR5), with a DV of 6P. As the saliva must be replenished, this type of attack can only be used once every thirty minutes.

皮肤改变DERMAL ALTERATION
花费:3到15业力
拥有这一特质的角色具有看起来、摸起来与正常皮肤完全不同的皮肤,具有独特的特性。皮肤改变与其他任何天然的或是人工的皮肤都不兼容。
树皮(5业力):这种皮肤含有编制的纤维素纤维与木纤维,使它在外观与硬度上与树皮类似。树皮皮肤提供+2护甲,可以与任何穿戴护甲叠加。
鲸脂(3业力):这种皮肤在表层下具有一层厚厚的带蒂脂肪,作为隔热层。在抵御寒冷伤害时,角色获得+2护甲加值,但也会在涉及到寒冷的侦查检定中承受-2骰池调整。
龙皮(3业力):这种皮肤形成了鳞片复盖,使角色更加耐热。在抵御火焰伤害时,角色获得+2护甲加值,但也会在涉及到热量的侦查检定中承受-2骰池调整。
花岗岩外壳(15业力):这种皮肤含有大量的方解石构造,使得它显现出浅灰色,并且像石头一样坚硬。花岗岩外壳提供+4护甲,如同硬化护甲①一样起效,但完全不能与其他穿戴护甲叠加。对于伤害抵抗检定,尽管花岗岩外壳不能和穿戴护甲叠加,但是它仍然会像硬化护甲那样提供2个自动成功。
犀牛皮(7业力):这种皮肤又硬又厚,像大象或者犀牛皮一样坚韧。犀牛皮提供+3护甲,并可以与任何穿戴护甲叠加。
译注①:详见核心规则中的怪物能力。假如某次攻击加上调整值后的伤害值小于(穿甲调整后的)硬化护甲能力等级,此次攻击不造成伤害。怪物不需要进行伤害抵抗检定;假如某次攻击加上调整值后的伤害值超过了(穿甲调整后的)硬化护甲能力等级,那么怪物正常进行伤害抵抗检定,但自动获得额外成功,数值为{穿甲调整后的硬化护甲等级的一半,向上取整}。

剧透 -   :
COST: 3 TO 15 KARMA
Characters with this quality possess skin that looks and feels quite different from normal skin and has unique properties. Dermal Alteration is incompatible with any other natural or artificial skin modification.
Bark Skin (5 Karma): This skin contains woven cellulose fibers and wooden filaments that make it resemble tree bark in appearance and hardness. Bark Skin confers +2 armor and is cumulative with any worn armor.
Blubber (3 Karma): This skin possesses a thick layer of vascularized fat underneath the surface that acts as an thermal insulator. The character receives a +2 armor bonus when resisting Cold damage, but he also suffers a –2 dice pool modifier to Perception Tests involving cold.
Dragon Skin (3 Karma): This skin forms a scaly hide that makes the character more heat resistant. The character receives a +2 armor when resisting Fire damage, but she also suffers a –2 dice pool modifier to Perception Tests involving heat.
Granite Shell (15 Karma): This skin contains massive calcite formations that make it appear grayish and hard as rock. Granite Shell provides +4 armor that functions as Hardened Armor (p. 397, SR5) but is not fully stackable with other worn armor. For Damage Resistance Tests; though Granite Shell does not stack with worn armor it does still provide 2 automatic hits from the Hardened Armor (p. 397, SR5).
Rhino Hide (7 Karma): This skin is hard, thick, and leathery like an elephant’s or rhinoceros’s. Rhino Hide grants +3 armor and is cumulative with any worn armor.

皮肤积生 DERMAL DEPOSITS
花费:3业力
类似巨魔,坚硬的皮层积生物位于皮层之下或是体表,视为天生护甲+1,和穿着的护甲累积计算。如果巨魔调换儿获得了该特质,皮肤积生物会分布更广,更明显,该特质的+1护甲和本身的+1护甲叠加。

剧透 -   :
COST: 3 KARMA
Tough dermal deposits under or on the skin, similar to a troll, count as a natural +1 armor, which is cumulative with worn armor. If a troll changeling acquires this quality, his dermal deposits become even more widespread and pronounced, making the +1 bonus from this quality cumulative with their +1 armor bonus

防御性分泌物 DEFENSIVE SECRETION
花费:4业力
角色的皮肤细胞使得角色在焦虑不安或遇到危险的时候可以渗出防御性分泌物,类似蛙类分泌的那种。尽管并无毒性,这些分泌物要么具有酸性,在接触后产生灼烧感,要么会导致其他的不良皮肤反应。只要其他人的未受保护的皮肤在角色焦虑不安的时候接触到其裸露的皮肤,他们就会在接下来24小时内在所有检定上受到-1骰池调整,或者直到被一次成功的医学+逻辑【精神】(2)检定治疗。防御性分泌物对精魂无效。

剧透 -   :
COST: 4 KARMA
The character’s skin cells that allow her to exude a defensive liquid when agitated or endangered, similar to the defensive secretions of frogs. Though not poisonous, these secretions are either acidic, creating a burning sensation upon touch, or cause other adverse skin reactions. As soon as another person touches the bare skin of the agitated character with unprotected skin, that person suffers a –1 dice pool modifier for all tests made within the next 24 hours or until treated with a successful Medicine + Logic [Mental] (2) Test. Defensive Secretion does not work against spirits.

电磁感知 ELECTROCEPTION
花费:4或7业力
具有该特质的角色发展出了感知电能和附件电场变化的能力。这一能力允许角色用〈仔细观察〉简单动作进行一次侦察+直觉【精神】检定。检定的成功数参照〖电磁感应表〗来确定结果。电磁感知的范围为{精华}米。
电磁感应(4业力):类似于鱼或鸭嘴兽,角色发展出了探测电磁场的电感受器官。虽然现在的电子设备用的都是光学处理器,它们仍然需要电能来运作,这些能量就会产生电场。
科技感应(7业力):通过仍然未知的器官处理,角色可以像是超链者一样,感知到无线技术产生的更高能量。虽然角色能够感受到无线信号,但却不能操作它们。杂讯会影响这一侦察检定。

剧透 -   :
COST: 4 OR 7 KARMA
Characters with this quality have developed the capacity to sense electricity and changes to electrical fields in their vicinity. The ability allows the character to use an Observe in Detail Simple Action to make a Perception + Intuition [Mental] Test. Hits on the test are compared to the Electroception Table to determine results. The range of Electroception is (Essence) meters
Electrosense (4 Karma): Similar to animals like fish or platypuses, the character has developed electroreceptor organs to detect electromagnetic fields. While current electronic devices have optical processors, they still require electrical energy in order to function, and that energy generates an electric field.
Technosense (7 Karma): In a still-unknown organic process, the character can sense the higher energies of wireless technology like technomancers. While the character can sense wireless signals, they cannot manipulate them. Noise modifiers affect this Perception Test.

引用
电磁感知表  ELECTROCEPTION TABLE
成功数感应类型获得信息
1电磁感应是否存在电场,及其来源的方向
1科技感应是否存在无线信号,及其方向
2电磁感应电磁来源的相对大小和类型(生物还是科技)
2科技感应无线信号的强度(活跃无线信号或发射器)
3电磁感应电场来源的确切位置,或生理来源是否有殖装(赛博改造和生体改造会改变电场的“风格”)
3科技感应是否存在具有无线信号的赛博改造或装备
4电磁感应相对于地球磁场的个人方向和高低定位,误差在5米内;生物来源的种类(泛人类类型,动物体型)
4科技感应设备类型(RFID标签、通讯链、智能链、无人机);确认观察区域内是否有超链者能力存在
5+科技感应是否存在纳米体;是否存在隐形标签;认出超链者
剧透 -   :
HITS SENSE INFORMATION
1 Electrosense  Presence and direction of the electrical field’s source
1 Technosense  Presence and direction of wireless signal(s)
2 Electrosense  Relative size and type of the electrical source (biological or technological)
2 Technosense  Strength of the wireless signals (active wireless or transmitter)
3 Electrosense  Exact position of the field’s source or if the biological source has been augmented (cyberware, bioware change the “flavor” of the field)
3 Technosense  Presence of cyberware implants or gear with active wireless
4 Electrosense  Personal orientation and height/depth within 5 meters in relation to the earth’s magnetic field; type of biological source (metahuman type, animal size)
4 Technosense  Type of device (RFID tag, commlink, smartlink, drone, identification of technomancer abilities present within observed area
5+ Technosense  Presence of nanites; presence of stealth RFID tags; identification of a technomancer

加长肢体ELONGATED LIMBS
花费:4业力
角色的手臂与腿被延长,给予她更有效的触及。具有这一特性的角色获得触及+1。这个特质与任何存在的触及调整兼容。角色必须通过提高百分之十的花费来购买特别的衣服与护甲来适应这种不同寻常的体型。如果角色试图使用不合身的护甲,护甲值降低百分之十(向上取整)。

剧透 -   :
COST: 4 KARMA
The character’s arms and legs are elongated, granting her a greater effective reach. Characters with this trait gain Reach +1. This quality is cumulative with any existing Reach modifier. The character must buy special clothing and armor to accommodate this unusual physique at a ten percent cost increase. If the character tries to use ill-fitting armor, the armor rating is reduced by 10 percent (round up).

尖牙FANGS
花费:4业力
角色的下犬牙突出,并且就像食肉动物一样锋利。尖牙可以被用来攻击,使用徒手格斗技能(DV(力量+1)P,触及-1,AP—)。

剧透 -   :
COST: 4 KARMA
The character’s canine teeth are enlarged and sharpened like a carnivore’s. The fangs can be used to attack using the Unarmed Combat skill (DV (STR +1)P, Reach –1, AP —).

蛙舌 FROG TONGUE
花费:4业力
角色拥有一条长且黏的舌头,可以通过肌肉触发,受载弹簧一样伸长。在触发时,它飞射出去,命中目标,随后缩回。虽然它并没有灵活到足以抓握工具,舌头仍然足够强壮,能够抓过重量低于{角色未增强力量×100}克的物体。由于舌头的黏性分泌物,物体会黏在舌头上,直到被手动取下。如果角色还具有「天生毒素」特质,舌头可以用来下毒,这需要使用〈异种近战武器(蛙舌)〉技能进行一次成功的接触近战攻击。

剧透 -   :
COST: 4 KARMA The character possesses a long adhesive tongue, which can be extended in a spring-loaded fashion by a muscular trigger. When triggered, it shoots outward to strike at a target and then retracts. Though not prehensile enough to manipulate a tool, the tongue is strong enough to snatch an object, provided the object’s weight is less than the character’s unaugmented Strength x 100 grams. Because of the tongue’s sticky secretions, the object will stick to the tongue until manually removed. If the character also possesses the Natural Venom quality (p. 117) the tongue can be used to apply the substance with a successful touch-only melee attack (p. 187, SR5) using the Exotic Melee Weapon (Frog Tongue) skill.

功能性尾巴FUNCTIONAL TAIL
花费:4到7业力
一条尾巴从角色的脊椎尾长出;它可能长着鳞片(就像蜥蜴)、长着毛(就像猴子)、或者没有毛(就像负鼠)。它发育完整,并具有功能性,不像「残尾」一样。
角色的服装必须适应这条尾巴,才能获得上述的任何效果。用某些姿势长时间坐着会很不舒服,并且如果角色仍然坐在他的尾巴上的话,对于任何动作产生一个-1骰池调整。功能性尾巴特质与任何其他的尾巴改造或特质都不兼容。有「功能性尾巴」特质的角色遭受社会污名与社交调整(见〖怪胎〗边栏)。
平衡(6业力):通常在一到两米长,一条用于平衡的尾巴不受角色的自主控制。相反,它通过本能地抽动、摇摆甚至随机缠住周围的物体来起效,以改善角色的平衡能力。拥有平衡尾巴的角色在所有关于平衡、攀爬、体操或跳跃的检定中获得+1骰池调整。
桨(4业力):这种宽而有鳞的海狸尾巴可以在游泳时掌控方向,划水推动,为所有游泳检定提供一个+2骰池调整。
抓握(7业力):这种尾巴就像平衡尾巴一样起效,但是角色可以有意识地控制它、就像控制一条额外肢体一般。这条尾巴可以拾取物品,虽然它缺少指头并很难精细操作。对任何使用这条尾巴精细操纵物体的尝试应用一个-4骰池调整,例如按下按钮或扣动扳机。这条尾巴有等同于角色的自然力量一半(向下取整)的实际力量,但如果角色选择使用尾巴悬挂自己的话,它可以承担角色整具身体的重量。抓握尾巴不提供额外的攻击。
钉刺(5业力):这条充满有力肌肉的抓握尾巴末端有一排皮刺,可以用于近战攻击,使用异种近战武器(钉刺)技能,具有下列属性:DV(力量+3)P,触及1,AP-1。

剧透 -   :
COST: 4 TO 7 KARMA
A tail grows from the base of the character’s spine; this may be scaly (like a lizard), hairy (like a monkey), or hairless (like an opossum’s tail), and it is fully developed and functional, unlike the Vestigial Tail (p. 123).
The character’s clothing must accommodate the tail to gain any of the above effects. Sitting in certain positions for long periods of time will be uncomfortable and cause a –1 dice pool modifier to all actions while the character is sitting on his tail. The Functional Tail quality is incompatible with any other tail modification or quality. Characters with the Functional Tail quality suffer social stigma and modifiers (see Freaks sidebar, p. 123).
Balance (6 Karma): Usually between one and two meters long, a tail used for balance is not under the character’s conscious control. Instead, it functions instinctively by twitching, swaying, and even wrapping around things at random in order to improve the character’s balance. Characters with a balance tail receive a +1 dice pool modifier for all Balance, Climbing, Gymnastics, or Jumping-related tests.
Paddle (4 Karma): This broad and scaly beaver-like tail can be used to steer and paddle when swimming, granting a +2 dice pool modifier for all Swimming Tests.
Prehensile (7 Karma): This tail functions like the Balance tail, except that the character can consciously manipulate it as if it were an extra limb. The tail can pick up items, though it lacks digits and has difficulty with fine manipulation. Apply a –4 dice pool modifier to any attempt at fine manipulation of an object with the tail, such as pressing a button or pulling a trigger. The tail has an effective Strength equal to half the character’s unaugmented Strength (round down), but it can hold the character’s entire body weight if he chooses to hang from it. Prehensile tails do not provide an extra attack.
Thagomizer (5 Karma): This powerfully muscled prehensile tail ends in an array of dermal spikes and can be used for a melee attack using the Exotic Melee Weapon (Thagomizer) skill, with the following stats: DV (STR + 3) P, Reach 1, AP –1.

腮GILLS
花费:4或6业力
两栖动物一般的腮允许角色在水下呼吸。它们可以被放在颈侧、胸部,或是腋下。角色的呼吸与循环系统允许她本能地按需求切换使用肺与腮。这些腮有不同等级的功能,代表了不同的业力花费。对于4业力的腮,角色要么选择空气腮,要么选择水腮,当选取特质时就要确定选择。这些腮并不完美,当水腮在空气中,或是空气腮在水中的时候,疲劳检定的间隔时间减半。对于6业力的腮,它们在两种环境中都同样正常,没有惩罚。

剧透 -   :
COST: 4 OR 6 KARMA
Amphibian-like gills allow the character to breathe underwater. These can be located on the side of the neck, on the pectoral region, or beneath the armpits. The character’s respiratory and circulatory systems allow her to reflexively alternate between using lungs and gills as necessary. These gills develop in varying levels of functionality representing the difference in Karma cost. For 4 Karma the character has either Air or Aqua Gills, chosen when the quality is taken. These gills aren’t perfect, and Fatigue Test durations are halved in either air (for aqua gills) or water (for air gills). For 6 Karma, the gills function equally well, without penalty, in either environment.

诱惑力GLAMOUR
花费:12业力
一名拥有诱惑力的角色具有超自然的天赋,以至于令所有看到他的智人类都会被超自然的魅力所感染。他的外表总是容光焕发,他的声音让灵魂震颤,饱含感情。人们可能把他描述为天使,或是仙子。每个与他说话的人都会忍不住受到感动与鼓舞。智人类总是对角色报以敬畏、尊重和友好,只要他没有做出敌对行为。角色在社交限制上增加两点,并且对于所有社交技能检定具有+1骰池调整,除了威吓之外。这一特质使角色特别令人难忘,他需要承受独特风格特质的影响。

剧透 -   :
COST: 12 KARMA
A character with Glamour is paranaturally gifted so that all sapient beings perceive him as moving with unearthly grace. His countenance always seems radiant, and his voice is soul wrenching and laden with emotion. People may describe him as angelic or fairylike, and everyone he speaks to cannot help but feel moved and inspired. Sapient beings always respond with awe, deference, and kindness to the character as long as he does not act hostile. The character adds 2 to his Social limit and has a +1 dice pool modifier to all Social Skill Tests, with the exception of Intimidation. This quality renders the character particularly memorable, and he suffers from the effects of Distinctive Style quality (p. 80, SR5).

撞角GORING HORNS
花费:5业力
一只或更多的角出现在角色头上。如果这名角色已经有了角,它们会变得更大或是更明显,这些角可以是任意形状的,像是羊角、鹿角或是恶魔角,甚至是头骨附近的锯齿状突起。不像大多数泛人类的角,角色可以通过〈异种近战武器(角)〉技能在战斗中使用它们。撞角具有以下属性:DV(力量+2)P,触及——,AP-1

剧透 -   :
COST: 5 KARMA
A single horn or horns express on the character’s head. If the character already had horns, these grow even bigger or more pronounced. The horns can be anything from ram horns to deer-like antlers to devil horns or even jagged crests of bone around the skull. Unlike most metatype horns, the character may use these in combat with the Exotic Melee Weapon (Horns) skill. Goring Horns have the following stats: DV (STR + 2)P, Reach —, AP –1.

滑腻皮肤 GREASY SKIN
花费:3业力
角色的皮肤上有着汗腺,会在高压或劳累情况下产生滑腻的润滑油,用油性膜复盖全身,让皮肤拥有湿润的光泽。虽然这不会对角色的正常行动产生影响,润滑油会让角色更难抓握。只要角色的身体有一半暴露在外,对角色的压制近战攻击就会受到-2骰池调整。 滑腻皮肤和大面积体毛、皮肤改造或改变皮肤的特质都不兼容。

剧透 -   :
COST: 3 KARMA The character’s skin contains sweat glands that produce a greasy lubricant in stressful or exhausting situations, covering the body with an oily film that gives it a moist sheen. While it does not impair the character’s normal actions, the lubricant makes the character harder to grapple. Subduing melee attacks against the character face a –2 dice pool modifier as long as more than half the character’s body is exposed. Greasy Skin is incompatible with extensive body hair or skin modifications or qualities.

敏锐听觉KEEN-EARED
花费:3业力
具有这种特质的角色由于更大的耳朵而得到异常敏锐的听力。具有这种特质的角色在基于听觉的侦查检定上获得+1骰池调整。

剧透 -   :
COST: 3 KARMA
Characters with this quality have extraordinarily keen hearing due to overly large ears. A character with this quality gains a +1 dice pool modifier to audio-based Perception Tests.

长獠牙 LARGER TUSKS
花费:5业力
长獠牙指的是比泛人类獠牙更大的变种,对应着象、野猪和海象的长牙。和具有「尖牙」特质的角色一样,角色也可以用这些獠牙进行攻击,使用〈徒手格斗〉技能,DV(力量+2)P,触及 —,AP —。长獠牙和口部植入物和改造不兼容(除了「象鼻」)。具有「长獠牙」特质的角色遭受社会污名与社交调整(见〖怪胎〗边栏)。

剧透 -   :
COST: 5 KARMA Larger tusks, bigger variants of normal metahuman tusks, resemble the tusks of elephants, warthogs, and walruses. As with Fangs (p. 115), a character can attack with these tusks using her normal Unarmed Combat skill (DV (STR + 2)P, Reach —, AP —). Larger Tusks are incompatible with mouth implants and modifications (except the Proboscis, p. 117). Characters with the Larger Tusks quality suffer social stigma and modifiers (see Freaks sidebar, p. 123).

低光视觉 LOW-LIGHT VISION
花费:2或4业力
角色的眼睛能够提供自然的低光视觉,使角色可以在星光程度的光线下自然视物。低光视觉无法和眼部替换一同使用。普通的眼睛来自于角色的泛基因背景,像是精灵火兽人的眼睛,花费4业力。具有狭缝虹膜的反光猫科动物眼花费2业力,并且会影响社交(见〖怪胎〗边栏)。

剧透 -   :
COST: 2 OR 4 KARMA
The character possesses eyes that provide natural lowlight vision and enable her to see normally in light levels as low as starlight. Low-light vision cannot be combined with eye replacement. Normal eyes resulting from the character’s metagenic background, such as elf or ork eyes, cost 4 Karma. Reflective feline eyes with slit irises cost 2 Karma and affect social interactions (see Freaks sidebar, p. 123).

魔法感知 MAGIC SENSE
消耗:7业力
这个角色有着侦测他周围魔法使用的能力。这个能力如同『侦测魔法』那样运作(p. 287, SR5),但是用角色的检定,直觉+意志【星界】,取代正常的检定,施法+魔法【强度】。这个能力的半径为{魔法×5}米,最小半径为5米(即使角色没有魔法属性)。

剧透 -   :
The character possesses the ability to detect the use of magic in his vicinity. The ability operates similar to a Detect Magic spell (p. 287, SR5), but use Intuition + Willpower [Astral] for the individual’s test instead of Spellcasting + Magic [Force]. The range of the ability equals (Magic x 5) meters, with a minimum range of 5 meters (including characters with no Magic Rating).
« 上次编辑: 2019-07-09, 周二 00:24:41 由 妖猫 »




离线 妖猫

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Re: 【RF】泛基因特质
« 回帖 #2 于: 2019-07-06, 周六 11:24:18 »
磁力感知 MAGNETOCEPTION
花费:4业力
和电磁感应相似,磁力感知让角色能够感知到附近磁场的变化。这一能力是通过鼻部筛骨中的一个高等级磁石,以及连接到调整过的嗅球和嗅皮层的特殊神经通路做到的。拥有这一特质的角色可以字面意义上嗅出磁场(比如那些由电子器件、能源供应或磁力异常感应器)的存在、方向和强度。角色也有准确定位磁力意义上的北方的能力,为其在导航检定中提供+1骰池调整。角色可以使用一个侦察+直觉【精神】v. 物品抗性的检定,探测5米范围内的磁性。

剧透 -   :
COST: 4 KARMA Similar to Electrosense, Magnetoception allows a character to sense changes in nearby magnetic fields. This is accomplished by an elevated level of magnetite in the ethmoid bone of the nose and specialized neural pathways linking to a modified olfactory bulb and olfactory cortex. Characters with this quality can literally sniff out the presence, direction, and intensity of magnetic fields, such as those generated by electronics, power supplies, or magnetic anomaly detectors. The character also has an unerring ability to locate magnetic north, providing a +1 dice pool bonus to Navigation Tests. The character makes a Perception + Intuition [Mental] v Object Resistance Table (p. 293, SR5) to detect these emanations within a range of 5 meters.

有袋类口袋MARSUPIAL POUCH
花费:3业力
角色的胸前或腹部有一个口袋,就像是袋鼠用于携带幼崽的育儿袋。这一口袋和走私仓相当,隐匿性为-6。

剧透 -   :
COST: 3 KARMA The character develops a pocket-like pouch on her chest or abdomen, just like the pouch a kangaroo uses to carry its young. This pouch is equivalent to a Smuggling Compartment with a Concealability modifier of –6 (p. 455, SR5).

泛基因(属性)提升 METAGENIC (ATTRIBUTE) IMPROVEMENT
花费:15业力
拥有「泛基因提升」特质的角色发展出一种特殊的基因表达,增强了有关特定肉体或精神属性发展的基因。游戏术语来说,角色的一项属性的最低与最高值(列在各自的泛形态属性表中)均提升1点。这一特质对每一个属性仅能选择一次,但它可以与「优越属性」特质叠加。

剧透 -   :
COST: 15 KARMA A character with Metagenic Improvement possesses a genetic expression that enhances the genes connected to the development of a certain Mental or Physical attribute. In game terms, the minimum and maximum values for one of the character’s attributes (as listed in the Metatype Attribute Table, p. 66, SR5) are both raised by 1. This quality may only be taken once per attribute, but it is cumulative with the Exceptional Attribute quality (p. 72, SR5).

泛人类特征 METAHUMAN TRAITS
花费:2业力
拥有这一特质的角色有着表达出特定泛人类外貌特征的泛基因,比如长耳朵、矮个子、高个子或是兽人的獠牙。这一特质为人类角色在伪装成对应泛形态(精灵、矮人、兽人、巨魔)时的伪装检定提供+1骰池调整,就像是「装作精灵」或者「装作兽人」特质。这一特质仅能为人类角色选取。

剧透 -   :
COST: 2 KARMA Characters with this quality possess metagenes that express as certain cosmetic metahuman traits (such as elongated ears, dwarfism, gigantism, or ork tusks). This quality grants a human character a +1 dice pool modifier when disguising herself as a member of the metatype she resembles (elf, dwarf, ork, or troll), similar to the Elf or Ork Poser qualities. This quality can only be taken by human characters.

猴爪MONKEY PAWS
花费:4业力
角色拥有猴子或变色龙一般的,长着细长、适于抓握的脚趾的抓握足。这使他更容易赤脚攀爬。除翻滚之外的体操、攀爬和零重力运动(见p. 163, Run & Gun)检定获得+2骰池调整。如果角色没有穿着适应这种奇异体型的鞋子,骰池调整改为+1。

剧透 -   :
The character possesses monkey- or chameleon-like gripping feet with elongated, prehensile toes that enable him to climb more easily when barefoot. Non-tumbling Gymnastics, Climbing, and Movement in Zero Gravity (p. 163, Run & Gun) tests gain a +2 dice pool modifier. If the character is not wearing shoes that accommodate this unusual physique, the dice pool modifier is reduced to +1.

恶意氛围 NASTY VIBE
花费:5业力
拥有这一特质的角色散发出极其不适的氛围。角色在场时具有灵智的生物会感觉到一股难以形容的威胁气息,让他们感觉到不自在和被压制。有些人甚至会将这种感觉形容为邪恶出现在面前(无论这是不是真的),迷信的人可能会认为角色的本质是恶魔。角色所有的威吓检定和试图让灵智目标感受到恐惧的检定获得+2骰池调整。

剧透 -   :
COST: 5 KARMA
A character with this quality radiates the ultimate bad vibe. Sapient beings in her presence feel an indefinable air of menace, making them feel ill at ease and oppressed. Some might even describe the feeling as being in the presence of evil (regardless of whether this is true or not), and the superstitious might attribute the character’s nature to something demonic. The character gets a +2 dice pool modifier to all Intimidation Tests and any attempt to instill fear in a sapient target.

天生毒素 NATURAL VENOM
花费:3到20业力
角色的身体能够产生出一种天然存在的动物毒素(而角色自身对其完全免疫)。可选的毒素在下面的〖动物毒素表〗中。毒素可以呼出(吸入媒介,3业力)、啐出(接触媒介,5业力)或注射(注射媒介,0业力,需要「尖牙」特质)这一特质的业力花费等于上面列出的媒介花费与所选毒性强弱的花费之和,列在〖动物毒素表〗中。「天生毒素」和「腐蚀喷吐」不兼容。

剧透 -   :
COST: 3 TO 20 KARMA
The character’s body produces a naturally occurring animal toxin (to which the character herself possesses complete immunity). Possible toxins can be found on the Animal Toxins Table. The toxin can be exhaled (Inhalation Vector, 3 Karma), spat (Contact Vector, 5 Karma), or injected (Injected Vector, 0 Karma, requires Fangs quality, p. 115). The Karma cost of this quality equals the sum of the Vector cost listed above and the costs and the Severity of the toxin chosen, as listed in the Animal Toxins table. For example, a Moderate injected venom costs 5 Karma, while a Serious spat venom costs 15 Karma. Natural Venom is incompatible with Corrosive Spit.
动物毒素表 ANIMAL TOXINS TABLE
毒性业力花费起效速度强度效果穿透
轻微31战斗轮8晕眩伤害0
中度51战斗轮12迷惑、恶心、晕眩伤害-1
严重10即时10迷惑、麻痹、物理伤害-2
致命15即时12恶心、麻痹、物理伤害-2
剧透 -   :
SEVERITY KARMA COST SPEED POWER EFFECT PENETRATION
Mild 3 1 Combat Turn 8 Disorientation; Stun
Damage
0
Moderate 5 1 Combat Turn 12 Disorientation;
Nausea; Stun Damage
–1
Serious 10 Immediate 10 Disorientation;
Paralysis; Physical
Damage
–2
Deadly 15 Immediate 12 Nausea; Paralysis;
Physical Damage
–2

食人魔胃OGRE STOMACH
花费:8业力
角色奇异的肠胃器官,以及不寻常的肠道菌群,可以消化各种正常的泛人类不能或很难消化的物质,例如生肉和植物原料中的纤维素,包括草。该角色的生活方式花费降低百分之二十,角色在抵抗摄入毒素时,在毒素抵抗检定中受到+2骰池调整。

剧透 -   :
The character’s unique stomach, intestinal organs, and unusual gut flora can digest a variety of substances that normal metahumans cannot or have trouble digesting, such as raw meat and cellulose-based plant material, including grass. Lifestyle costs for this character are reduced by twenty percent, and the character receives a +2 dice pool modifier on Toxin Resistance Tests to resist ingested toxins (p. 408, SR5).

光合代谢PHOTOMETABOLISM
花费:4业力
角色拥有一个需要通过光合作用来补充能量的器官,像是叶绿体皮肤或是草状体毛之类的东西。即使角色的光合器官完全暴露在阳光下,光合过程为主人产生的营养也只够作为饮食的补充,而不是取代。具有光合代谢特质的角色减少百分之十的生活方式花费。然而,由于角色的整具身体在阳光下会愉悦并补充能量,角色在夜间或是阴凉处会感到不适,在所有社交检定上承受一个-1骰池惩罚。光合代谢特质不与夜行特质以及全部皮肤、毛发改造兼容。

剧透 -   :
The character possesses an organ, such as chloroplast skin or grasslike body hair, that supplements his energy needs via photosynthesis. Even when the character’s organ is fully exposed to sunlight, this process only creates enough nourishment for the recipient to supplement his diet, not to replace it. Characters with Photometabolism reduce their Lifestyle costs by ten percent. However, since the character’s overall physical well-being and energy increase in the sunlight, the character feels uncomfortable at night or in the shade, suffering a –1 dice pool penalty on all Social Tests. Photometabolism is incompatible with the Nocturnal quality (p. 121) and with all skin and hair modifications.

象鼻PROBOSCIS
花费:5业力
角色没有通常的鼻子和上唇,取而代之的是一个善于抓握的鼻子或象鼻。这甚至比抓握尾还有更多用途。它可以进行细小操作,甚至是用〈异种近战武器(象鼻)〉进行钝击,DV(力量+1)P,触及 —,AP +1。在用象鼻操作的时候,受到-2骰池调整。它的有效力量等于角色的未增强力量。象鼻不会提供额外攻击。拥有「象鼻」特质的角色会遭受社会污名与社交调整(见〖怪胎〗边栏)。

剧透 -   :
COST: 5 KARMA The character possesses an prehensile nose or elephantine trunk instead of a typical nose and upper lip. This is even more versatile than the Prehensile Tail (p. 115). It can be used for small manipulations or even a blunt punch using the Exotic Melee Weapon (Trunk) skill (DV (STR – 1)P, Reach —, AP +1). Apply a –2 dice pool modifier to any attempt to manipulate an object with the trunk. It has an effective Strength equal to the character’s unaugmented Strength. Trunks do not provide an extra attack. Characters with a proboscis suffer modifiers to social interaction (see Freaks sidebar, p. 123).

半羊人腿SATYR LEGS
花费:10业力
角色的腿就像四足动物的后腿一样,通常是分齿蹄,但袋鼠或野兔之类的其他类型也有可能。腿上也长出更多毛发,就像半羊人腿上的一样。拥有半羊人腿的角色将跑步速度提高到(敏捷x6),并为她的冲刺动作提供+1m/轮的加值。这双腿也为任何踢击伤害增加一个+2力量调整。拥有「半羊人腿」特质的角色会遭受社会污名与社交调整(见〖怪胎〗边栏)。

剧透 -   :
The character’s legs are shaped like a quadruped’s hind legs, often with cloven hooves, though other types such as kangaroo or hare legs are possible. The legs also grow more hair, like those of a satyr. A character with Satyr Legs increases her Running rate to (Agility x 6) and also adds +1m/turn to her Sprint increase (see Movement, p. 161, SR5). The legs also provide a +2 Strength modifier to the damage of any kicking attacks. Characters with the Satyr Legs quality suffer social stigma and modifiers (see Freaks sidebar, p. 123).

刚毛 SETAE
花费:4业力
角色手掌上这些像是体毛的结构又被称为壁虎手,让角色得以像是特定爬行动物那样在垂直表面移动。拥有这一特质的角色只要手露出来,就总是使用有协助的攀爬速度。

剧透 -   :
COST: 4 KARMA
Also known as gecko hands, these hairlike structures on a character’s palms allow the character to move along vertical surfaces just like certain reptilian species. Characters with this quality always use assisted climbing rates (p. 134, SR5) as long as their hands are exposed.

湿婆手臂SHIVA ARMS
花费:8业力每对手臂
某种稀有的调换儿和一种泛人类变种允许角色从改变的肩关节中延伸出一对额外的手臂。角色可以抓握与携带正常情况下双倍的物体。这些被称为湿婆手臂或卡莉②手臂的胳膊可以独立移动,但是角色仍然有一只优势手,除非她具有双巧手特质——这一特质可被多次选择,每次增加一只优势手。拥有湿婆手臂的角色可以使用多个武器:火器、近战武器,或是两者的结合。握在副手里的武器承受通常情况的惩罚;这个惩罚应用在火器和近战武器上(详见核心规则中的近战攻击调整表)。角色可以使用额外手臂拿着的火器进行多重攻击自由动作,虽然角色仍然要为这些火器分裂她的骰池,同时使用副手使用火器的罚值仍然会被应用。这一特质可以被选择两次,总共六只手臂。
拥有「湿婆手臂」特质的角色会遭受社会污名与社交调整(见〖怪胎〗边栏)。

译注:卡莉,一名印度教女神。
剧透 -   :
Certain rare changelings and one metavariant grant a character an additional set of arms that extend from modified shoulder joints. The character may hold and carry double the number of objects than normal. These so-called Shiva arms or Kali arms can be moved independently, but the character will still have one dominant hand unless she has the Ambidextrous quality (p. 71, SR5), which can be taken multiple times, each time adding another dominant hand. Characters with Shiva Arms can wield multiple weapons: firearms, melee weapons, or a combination of the two. Weapons wielded in an off-hand suffer the usual penalty; this applies both to firearms and melee weapons (see the Melee Modifiers table, p. 187, SR5). The character can use the Multiple Attacks Free Action (p. 164, SR5) with firearms in their extra hands, though the character must still split her dice pool between the firearms, and any penalties for using firearms in their off-hands still apply. This quality may be taken twice, for a total of six arms.
Characters with the Shiva Arms quality suffer social stigma and modifiers (see Freaks sidebar, p. 123).


热感知THERMAL SENSITIVITY
消耗:4业力
像蛇一样,角色的嗅觉器官附近有红外敏感受体,可以使他感知辐射热量。这个特质允许角色做一个非视觉的察觉检定来确定十米内是否有散发热量的物体(身体,电子设备,etc)。阈值与调整值受环境因素影响,比如温暖的环境,较低的热量输出(如摩擦或者腐败),或者是热量污染(过多热源,热烟,etc)。这个检定的成功数可以获得距离,运动,热量输出以及位置等信息。这个感知不会被隐形术或静音术影响。当在战斗中使用thermal sensitivity,可以使能见度调整值加一。

剧透 -   :
Like a snake, the character possesses infrared-sensitive receptors next to his olfactory organs that allow him to sense radiated heat. This quality allows the character to make a non-visual Perception Test to detect anything that produces heat (bodies, electronics, etc.) within ten
meters. Thresholds and modifers can be adjusted for factors such as warm environments, lower heat outputs (such as friction or decomposition), or heat pollution (too many sources, thermal smoke, etc.). Hits on the test give information on distance, movement, heat output, and location. The sense is not fooled by Invisibility or Silence spells. When using thermal sensitivity in combat, the sense reduces the Visibility and Light/Glare modifers by one level.

热感视觉 THERMOGRAPHIC VISION
花费:3业力
拥有这一特质的角色具有天生的热感视觉,就像是矮人和巨魔。

剧透 -   :
COST: 3 KARMA
A character with this quality has natural thermographic vision, just like dwarfs and trolls.

棘刺 THORNS
花费:2业力
1厘米长的坚硬锐利的凸起物从角色的皮肤上伸出。这些看起来就像是植物的棘刺。实际上它们是真皮下层自然生长的角蛋白的变种,痛苦地从下面伸出皮肤。在被破坏或损伤之后,它们会在几天内重新长出。棘刺会让角色在徒手格斗中更加危险。角色的徒手格斗攻击DV+1.不幸的是,角色会一直处于棘刺导致的不适之中,所有物理检定-1。角色必须穿考虑到其不同寻常身体的衣服,特定装备(比如护甲)也需要定制,其价格提高20-100%。

剧透 -   :
COST: 2 KARMA
Hard, sharp protrusions 1 centimeter long protrude through the character’s skin. These points resemble plant thorns. They are, in fact, a modified form of keratin growing naturally from a sub-dermal layer that painfully emerge from beneath the skin. They regrow over a few days if cracked or broken. Thorns make the character mildly more dangerous in unarmed combat. Add +1 to the DV of any Unarmed Combat attack. Unfortunately, the character is in constant discomfort due to the discomfort of the thorns, giving them –1 to all Physical Tests. The character must have clothing that accommodates her unusual physique and may require customization of certain gear (like armor), increasing the cost by 20–100 percent.

水下视觉UNDERWATER VISION
花费:3业力
角色在眼球外表发育出了一层额外的、特别适应的膜,允许他在水中水外不受限制地使用他的正常视觉。这允许角色使用水下视觉调整值(见p. 157, Run & Gun):他被视作装备了护目镜或是潜水面具。

剧透 -   :
The character develops an additional, specially adapted membrane to the outer eye that enables him to use his normal vision unrestricted in and out of water. This allows the character to use the underwater visibility modifiers (p. 157, Run & Gun) as if he were wearing goggles or a mask.

犁鼻器VOMERONASAL ORGAN
花费:3业力
角色的鼻子包括额外的嗅觉器官,增强了他们对气味的感知,犁鼻器不仅向对应嗅球,还向杏仁体和下丘脑发送神经信号,从而实现更高的敏感性和对比度。它增强了泛人类原本通过气味辨别和应对不同个体的能力,以及探测诸如恐惧、愤怒或欲望等基础情绪反应的能力。具有这一特质的角色在所有基于嗅觉的侦察检定上获得+2骰池调整,当角色能闻到目标时,对目标的所有社交检定获得+1骰池调整。浓烈的气味以及强烈的背景气味(例如垃圾、辣味食物等)可能削弱甚至混淆这一能力,角色面对压倒性的气味(例如巨大的人群或讨厌的味道)时可能会感到十分不适。为体现这种干扰和不适,在这些情况下的所有检定有-1骰池调整(但呼吸罩能过滤空气从而免除罚值)。由于犁鼻器和大脑行为中枢的神经连接,定制费洛蒙对针对有该特质的角色的加值变为两倍。如果该角色还有肾上腺髓泵(SR5,p459),他人恐惧、愤怒还有欲望的气味有可能触发肾上腺髓泵。在这些情况,该角色需进行沉着(2)检定(SR5 p152)。

剧透 -   :
The character’s nose contains additional olfactory organelles that augment her sense of smell, granting a higher sensitivity and contrast by sending neural signals not only to the accessory olfactory bulb but also to the amygdala and hypothalamus. This enhances a metahuman’s innate ability to discern and react to individuals by scent, and also to detect basic emotional responses such as fear, anger, or lust. A character with this quality can also identify individual people and animals by their smell. Add a +2 dice pool modifier to any Perception Tests based on smell and a +1 dice pool modifier to all Social Tests when the character can smell her target. Strong odors and intense background smells (e.g., garbage, spicy foods, etc.) may diminish this ability or even confuse it, and the character may experience extreme discomfort when confronted with overwhelming odors (e.g., large crowds or offensive smells). To reflect distraction or discomfort, impose a –1 dice pool modifier to all tests in these situations (though a respirator can reduce these penalties by filtrating the air). Thanks to the neural connections between vomeronasal organs and the brain’s behavioral centers, tailored pheromones provide twice their normal bonus against characters with this quality. If the character also possesses an adrenaline pump (p. 459, SR5), other people’s smells of fear, anger, and lust may trigger the pump. In these cases, the character should make a Composure (2) Test (p. 152, SR5).

蹼状指WEBBED DIGITS
花费:4业力
角色具有带蹼的手指与脚趾,就像海豹、鸭子或青蛙一样。这为所有的游泳检定提供+2骰池调整,但对于任何使用带蹼手脚进行的精细操作承受-1骰池调整。

剧透 -   :
The character has webbed fingers and toes similar to a seal, duck, or frog. This provides a +2 dice pool modifier to all Swimming Tests but inflicts a –1 dice pool modifier to any fine manipulations using the webbed digits.




离线 妖猫

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Re: 【RF】泛基因特质
« 回帖 #3 于: 2019-07-08, 周一 11:00:08 »
负面泛基因特质 NEGATIVE METAGENIC QUALITIES
这些特质是为正面泛基因特质那些帅气优点而付出的代价。虽然这些特质本意是作为SURGE的黑暗面,但也可以被想要为角色背景增添一点风味的角色选择,比如神秘的突变或是基因疗法的副作用。
剧透 -   :
These qualities are the price for those cool advantages of the Positive Metagenic Qualities. While these qualities are intended to be the dark side of SURGE, they can also be taken by characters looking for a little extra flavor from their character’s background, such as mysterious mutations or the side effects of gene therapies.

肥胖症 ADIPOSIS
奖励:10业力
角色由于新陈代谢或基因性功能障碍而有着30%以上的体脂,被诊断为临床性肥胖症。由于其巨大的重量和异常发育,角色笨重又反应迟缓。移动速度降低为步行(敏捷x1),奔跑(敏捷x2),冲刺(+0.5m/成功)。另外,角色在所有物理行动上获得-1骰池调整,包括战斗。角色也会比健康人更容易喘不过气。剧烈运动导致的疲劳伤害DV翻倍,而两次抵抗检定之间的间隔减半。

剧透 -   :
BONUS: 10 KARMA
The character is clinically obese due to metabolic or genetic dysfunction and possesses more than thirty percent body fat. Because of his massive weight and abdominal girth, he is cumbersome and slow to react. Reduce his Movement rates to: Walking (Agility x 1), Running (Agility x 2), Sprinting (+0.5m/hit). Additionally, the character receives a –1 dice pool modifier to all physical activities, including combat. The character also becomes out of breath much faster than a healthy person. Double the DV for Fatigue Damage (p. 172, SR5) from strenuous activities, and halve the duration between Resistance Tests.

星界雾霭 ASTRAL HAZING
奖励:5业力(非觉醒者角色)或15业力(觉醒者角色)
具有这一特质的角色表现出催化角色黑暗情绪和负面感受的泛基因,干扰角色的灵光和周围的法力。出于尚未明白的原因,角色自身变为了法力倾斜领域,无论走到哪里都腐坏着周围的星界空间。这一星界雾霭会影响在角色周围施法。无论周围的魔法状况如何,角色总会居于等级3的背景计数的中心,从其身体扩散出其{精华}米;如果角色是觉醒者,这一背景计数也会影响角色自身的行动。如果她长时间呆在同一个地方,每四个小时背景计数会朝着各个方向扩张1米(依照GM判断,背景计数的范围最多额外扩大4米)。

剧透 -   :
BONUS: 5 KARMA (FOR NON-AWAKENED CHARACTERS),
15 KARMA (FOR AWAKENED CHARACTERS)
A character with this quality has expressed metagenes that somehow catalyze and feed on the character’s darker emotions and negative feelings, disturbing the character’s aura and any ambient mana in her vicinity. For reasons not yet understood, the character becomes an aspected domain in her own right and taints astral space around her wherever she goes: she is a generator of tainted background count. This astral haze affects all attempts to cast magic on, at, or in the character’s vicinity. Whatever the ambient mana conditions are, the character always stands at the heart of a Rating 3 background count (p. 30–32, Street Grimoire) that extends a number of meters from her body equal to her Essence; this background count also impairs her own actions if the character is Awakened. If she remains in one place for long, the background count expands by one meter in every direction every four hours (at the gamemaster’s discretion, with an upper expansion limit of 4 points of background count).

狂战士 BERSERKER
奖励:6业力
具有「狂战士」特质的角色的自控力极低,容易陷入荷尔蒙或心理不平衡导致的原始狂怒。和「狂战士」修士异能不同,角色对这种突然狂怒没有掌控力。GM可以在角色情绪激动的时候触发狂战士的暴怒,但角色也可以进行一次沉着(3)检定,看能不能压制住怒火。在狂暴时,角色受着疯狂的嗜血控制,不顾自身安危,攻击身边的所有人,甚至是朋友。狂战士狂怒会临时让角色所有的物理属性等级+1,但却会在1D6轮内降低其精神属性1点(最低1点)。如果角色有肾上素泵,狂战士暴怒会触发植入的肾上腺泵。

剧透 -   :
BONUS: 6 KARMA
Characters with the Berserker quality have a very little self-control and are prone to falling into a primal rage caused by hormonal or psychological imbalance. Unlike the Berserk adept power (p. 169, Street Grimoire), the character has no control over this sudden fury. The gamemaster may choose to trigger the Berserker rage at any point when the character becomes emotionally agitated—though she should call for a Composure (3) Test (p. 152, SR5) to see whether the character can suppress the urge. While enraged, the character is subject to frenzied bloodlust and will attack anyone nearby, even friends, without regard for his own safety. The Berserker rage temporarily adds +1 to all of the character’s Physical attribute ratings, but lowers his Mental attribute ratings by 1 (to a minimum of 1) for the duration of 1D6 Combat Turns. If the character has an adrenaline pump (p. 459, SR5), the berserker rage always triggers the implant.

生物发光 BIOLUMINESCENCE
奖励:5业力
角色的头发和/或皮肤上产生了有色荧光素和酶荧光素,通过化学反应创造出绿到蓝的光芒。虽然在常光下光线太弱不会被看到,在部分光亮或完全黑暗下,光芒就亮到会被看到,能见度调整值下降一级。光芒也足以让身边具有低光视觉的角色受到的能见度调整值降低一级。

剧透 -   :
BONUS: 5 KARMA
The character produces the pigment luciferin and the enzyme luciferase in her hair and/or skin, creating a green to blue glow via a chemical reaction. Though too weak to observe in normal light, the glow is bright enough to spot the character in partial light or full darkness, reducing visibility modifiers by one level. The glow is sufficient to enable a character with low-light vision to reduce visibility modifiers around themselves by one level as well.


头足动物颅骨 CEPHALOPOD SKULL
奖励:6业力
角色有一个类似北海巨妖的头,由珍珠质而非骨骼和软表皮构成,细小的触手复盖了肩膀和胸膛上部。头骨和上半身都是软的,使其在抵抗伤害时受到-3骰池调整。拥有「头足动物颅骨」特质的角色会遭受社会污名与社交调整(见〖怪胎〗边栏)。

剧透 -   :
BONUS: 6 KARMA
The character has a kraken-like head consisting of a nacre- like substance instead of bone and a soft epidermis, with tiny tentacles that cover the shoulders and upper thorax. The skull and the upper torso are soft, imposing a –3 dice pool modifier when resisting damage in this region. A Cephalopod Skull inflicts modifiers on social interaction (see Freaks sidebar, p. 123).

冷血 COLD-BLOODED
奖励:5业力
像蛇一样,这个角色的体内没有自身调节体温的机制。这意味着稳定体温对她而言十分困难。当角色暴露在低于30摄氏度的环境中时,任何和物理属性相关的检定面临-1的骰池调整。低于20摄氏度时则是-3。低于10摄氏度-5。0度时角色身体机能停止并进入昏睡状态直到她充分温暖。拥有这个特质的角色的体温接近气温,当且仅当她被人通过热成像视觉或者热感知侦查和攻击时,对抗检定享有-2的骰池调整。

剧透 -   :
The character’s blood runs cold, like that of a snake. This means she has a hard time maintaining her own body temperature and keeping everything running smoothly. Whenever the character is exposed to temperatures below thirty degrees Celsius, all tests related
to Physical attributes face a –1 dice pool modifer. Below twenty degrees Celsius they face a –3 dice pool modifer. Below ten degrees Celsius they face a –5 dice pool modifer. At zero degrees Celsius the character ceases to function entirely and enters a comatose state
until she is suffciently warmed. The bodies of characters with this quality have temperatures close to the air temperature, providing a –2 dice pool modifer against detection or attack by anyone perceiving them solely through thermographic vision or thermal sensitivity (p. 118)

怪物惊吓 CRITTER SPOOK
奖励:5业力
这个角色的外貌或者气味有哪里威胁着动物和超自然生物。任何距离角色五米内的动物会表现出恐惧与敌意。当角色尝试控制,平静,安抚它们时面临-2的骰池调整。如果进入战斗,怪物会首先袭击这个角色。

剧透 -   :
Something about the character’s presence or smell seems threatening to animals and paranormal critters. Any animals within fve meters of the character react with fear and hostility; apply a –2 dice pool modifer to attempts to control, soothe, or pacify them. If drawn into combat, a critter will go out of its way to attack this character frst.

独眼 CYCLOPEAN EYE
奖励:6业力
角色并没有两只眼睛,在鼻子上方只有一只巨大的眼睛,并具有和他的泛人类种族一样的自然视觉。由于缺乏立体视觉和视差之类的双眼视觉信号,像是抓住一个篮球之类的准确的手眼协调能力是很难做到。在游戏规则中,拥有独眼的角色在所有战斗检定,以及所有需要精确度的技艺、身体检定(由GM裁定)中获得-1骰池调整。独眼角色缺乏双目视觉过程所需要的脑叶发育以及神经连接,因此他们不能用赛博眼弥补这一负面特质。拥有「独眼」特质的角色会遭受社会污名与社交调整(见〖怪胎〗边栏)。

剧透 -   :
Instead of two eyes, the character possesses a single huge eye directly above the nose, with the same natural vision abilities of his metatype. Because he lacks binocular vision cues, such as stereopsis and parallax, accurate hand-eye coordination, such as catching a basketball, is difficult. In game terms, characters with a Cyclopean Eye receive a –1 dice pool modifier for all Combat Tests and all technical and physical skill tests that require precision (gamemaster’s discretion). Cyclopean characters lack the cerebral lobe development and neural connections to process binocular vision, so they cannot compensate for this negative quality with a cybereye. Characters with the Cyclopean Eye quality suffer social stigma and modifiers (see Freaks sidebar, p. 123).

畸形 DEFORMITY
奖励:5或15业力
拥有「畸形」泛基因特质的角色的面部和身体特征异常且不对称。考虑到许多具有该特质的角色有错位的感知器官,比如双眼长在脸的一侧,或是鼻子位于前额,这一状况在街头被称为“毕加索”(严重面部畸形奖励5业力)。而严重的身体畸形有时被称为“卡西莫多”(严重身体畸形奖励15业力)。即便在2070年代,拥有这一特质的角色如果没有隐藏自身的异常,就会受到社会排挤(〖怪胎〗边栏的调整值翻倍)。取决于畸形影响感官还是运动功能,角色在侦察检定(毕加索)或肉体行动技能检定(卡西莫多)上受到-2骰池调整。这些畸形分布太广,无法被矫正。如果特质并没有被业力买除,手术过程中的并发症会让医生暂停手术。

剧透 -   :
BONUS: 5 OR 15 KARMA
A character with metagenic Deformity has abnormal and asymmetrical facial and body features. Given that many characters with this quality have misplaced sensory organs, such as having both eyes on one side of the face or the nose centered on the forehead, the condition is known on the streets as a Picasso (5 Karma for a severe facial deformity). A significant physical deformity is sometimes called a Quasimodo (15 Karma for a severe physical deformity). Even in the 2070s, characters with this quality who do not hide their abnormalities will suffer social marginalization (double the modifiers offered in the Freaks sidebar, p. 123). Depending upon whether the deformity affects sensory or motor functions, the character receives a –2 dice pool modifier to Perception (Picasso) or –2 dice pool modifier to Physical Active Tests (Quasimodo). These deformities are too extensive to be corrected. If the quality is not bought off with Karma, complications arise during surgery that cause the doctors to halt the procedure.

羽毛 FEATHERS
奖励:3业力
角色长出了羽毛,取代了普通的体毛或是复盖了身体的其他部分。这些羽毛可能长着细小绒毛(部分是防水的,就像鸭子羽毛),也可能是蓬松而鲜艳的。由于轻易就能看到角色身上的羽毛,加以这过于特殊,所有试图认出或定位角色的矩阵搜索检定和其他检定都获得+1骰池调整。羽毛并没有防护性,而且和「鳞片」或「奇异毛发」泛基因特质都不兼容。拥有「羽毛」特质的角色会遭受社会污名与社交调整(见〖怪胎〗边栏)。

剧透 -   :
BONUS: 3 KARMA
The character sprouts feathers that replace her regular body hair or cover other parts of her body. These feathers may be fine and downy (and partially water- resistant, like a duck’s) or fluffy and vibrant. Due to the uniqueness and ease of identifying this feature on characters, all Matrix Search Tests and tests to identify or locate the character get a +1 dice pool modifier. Feathers offer no protective value and are incompatible with the Unusual Hair and Scales Metagenic qualities. Characters with the Feathers quality suffer social stigma and modifiers (see Freaks sidebar, p. 123).

缺陷(属性) IMPAIRED (ATTRIBUTE)
奖励:8业力
角色的精神或身体属性之一存在着缺陷,角色无法达到其泛形态在该属性上的天生上限。角色的一个泛形态属性上限永久降低2点。举例来说,人类角色的一个天生上限为4而非6.这一特质也会对应地减少增强后属性上限。这一特质每个属性仅能选择一次。如果在游戏中选择了这一特质,如果属性上限被降低到了当前的属性之下,那么也会降低角色的当前属性。

剧透 -   :
BONUS: 8 KARMA
One of the character’s Mental or Physical attributes is Impaired, so it is impossible for her to achieve the natural maximum level of her metatype in that attribute. Permanently reduce one of the character’s metatype attribute maximums by 2. For example, a human character would have one attribute with a natural maximum of 4 rather than the usual 6. This quality also decreases the augmented maximum by the appropriate amount. This quality can only be taken once for each attribute. If taken during play, this quality may reduce a character’s current attribute rating in the affected attribute if themaximum is reduced lower than the current rating.

昆虫特征 INSECTOID FEATURES
奖励:6业力
角色拥有昆虫的特征,比如复眼、虫颚或虫翼。虽然这些调整基本上是外观上的(角色无法飞行,复眼不会影响角色的视觉而且在正常的眼窝之中),他们看上去像是虫精魂的肉身形态,导致角色在遇到新认识的人的时候,受到敌意态度的社交调整。如果被卷入战斗,人们可能会先攻击该角色(清除明显威胁)。由于轻易就能看到角色的昆虫特征,加以这过于特殊,所有试图认出或定位角色的矩阵搜索检定和其他检定都获得+1骰池调整。「昆虫特征」会严重影响社交(见〖怪胎〗边栏)。

剧透 -   :
BONUS: 6 KARMA
The character possesses insectoid features such as compound eyes, mandibles, or insect wings Though the modifications are merely cosmetic (the character cannot fly; compound eyes have no effect on the character’s vision and are in normal eye sockets), the resemblance to insect spirit flesh forms causes the character to suffer the Hostile (p. 140, SR5) social modifier when meeting new people. If drawn into combat, people may attack this character first (to remove the apparent threat). Due to the uniqueness and ease of identifying these features on characters, all Matrix Search Tests and tests to identify or locate the character get a +1 dice pool modifier. Insectoid Features can seriously affect social interactions (see Freaks sidebar, p. 123).

情绪发色 MOOD HAIR
奖励:4业力
角色的毛发会因为角色的精神状态而发生改变。比如说,在角色激动不安的时候,它可能会变为深红色。由于角色精神状态一眼便知无法隐藏,如果对方意识到了这一点,所有对角色的〈察言观色〉检定获得+2骰池调整。「情绪发色」和毛发调整或「羽毛」、「鳞片」特质不兼容。

剧透 -   :
BONUS: 4 KARMA
Mood hair changes colors according to the character’s emotional state; for example, it may turn deep red when the character is agitated. Because the character’s emotional state is clearly visible and cannot be hidden, add a +2 dice pool modifier for all Judge Intentions Tests (p. 152, SR5) against the character if the person is aware of this fact. Mood Hair is incompatible with any hair modification and the Feathers and Scales qualities.

幼态持续NEOTENY
奖励:6业力
幼态持续的角色在生长期间停止发育,保留儿童或青少年(直到13岁)的身体特征,即使他们已经是法律上的成年人了。由于缺乏成年人常见的某些特征(身高、体毛、面部变化、低沉声音等等),他们很容易被误认为儿童或青少年。GM可以从NPC与角色互动的方式来决定对某些社交检定做出调整。人们经常会轻视儿童,这可能给予幼态持续的角色一项优势。角色身体发育的缺乏导致其默认的物理CM降低为6+(体质/2,向上取整)格,并可能会造成社交调整(见怪物边栏)。
幼态持续的角色需要定制护甲与装备,因此导致生活方式的花费增长百分之十。他们也会遭受社会污名与社交调整(见〖怪胎〗边栏)。

剧透 -   :
BONUS: 6 KARMA
Neotenous characters have halted during development and retain the physical traits of a child or adolescent (up to a thirteen-year-old) even though they are legally adults. Given the absence of certain traits common to adults (height, body hair, facial changes, deeper voice, and so on), they can easily be mistaken for children or teenagers. Gamemasters may modify certain Social Tests depending on how an NPC will interact with the character. People often underestimate children, which may give a neotenous character an advantage. The character’s lack of physical development reduces his default Physical Condition Monitor to 6 + (Body/2, rounded up) boxes and may result in social modifiers (see Freaks sidebar, p. 123).
Characters with Neoteny need custom armor and equipment, causing a ten percent increase in lifestyle. They also suffer social stigma and modifiers (see Freaks sidebar, p. 123).

夜行 NOCTURNAL
奖励:4业力
具有这种特质的角色具有反常的昼夜节律。角色通常有与典型每日周期相反的周期——她通常白天睡觉,晚上活跃,不过昏暗时间表(在黎明黄昏活动)也是可能的。在白天活动时,由于疲惫,所有精神属性降低1点。

剧透 -   :
BONUS: 4 KARMA
A character with this quality has an abnormal circadian rhythm. Instead of a typical diurnal cycle, the character has the opposite—she normally sleeps during the daytime and is active at night, though a crepuscular schedule (twilight activity) is also possible. All Mental attributes are reduced by 1 during daylight hours due to weariness.

早衰症 PROGERIA
奖励:9业力
早衰症候群是一种极其罕见的症状,衰老在某些方面被极大地加速了。虽然由于基因工程和生物技术的发展,预期寿命已经有所增加,但角色也只是多了一点能活的日子(具体数值取决于GM),除非他接受延长寿命的技术或是被HMHVV感染(这会将角色变为吸血鬼,停止衰老)。虽然在角色小时候,生物基因疗法减轻了早衰影响,早衰症仍然在很早的时候就中止了角色的身体发育,让他看上去像是年老的儿童(身形矮小,有着孩童特征,皮肤却满是皱纹)。和「幼态持续」类似,这样的角色可能会被错认为是小孩。患有早衰症的角色也会受到症候群的副作用,像是动脉粥样硬化和心血管问题,其所有物理检定受到-2骰池调整。

剧透 -   :
BONUS: 9 KARMA
Progeria syndrome is an extremely rare condition in which some aspects of aging are greatly accelerated. Though life expectancies have increased due to advances in genetic engineering and biotech, the character has only a few more years to live (the exact number is up to the gamemaster), unless he undergoes life-prolonging techniques or gets infected by HMHVV (which turns the character into a vampire, halting the progeria). Though biogenetic treatments have diminished some of the effects during the character’s childhood, progeria has halted his physical development in an early stage, making him look like an ancient child (small stature and childlike features coupled with wrinkled skin). Such a character may be mistaken for a child, similar to Neoteny (p. 121). A character suffering from progeria also experiences side effects of the syndrome such as atherosclerosis and cardiovascular problems, resulting in a –2 dice pool modifier to all Physical Tests.

鳞片SCALES
奖励:5业力
这个角色长着有麟的皮肤,近似于蜥蜴或者蛇。鳞片可能复盖她整个身体或者特定区域,但是一定是明显且可见的。这些鳞片可能和常规的一样,或者是某种不常见的颜色(亮红,绿松石蓝,etc)。角色同样会周期性地蜕皮,同时长出新的鳞片。鳞片皮肤不提供防御属性。介于这个特征的特殊性以及辨识性,任何试图识别、跟踪或物理定位这个角色(或通过调查获得其信息)的相关检定获得+2骰池调整。这个特质无法和生化皮肤改造或者其他与皮肤相关的特质兼容。拥有「鳞片」特质的角色会遭受社会污名与社交调整(见〖怪胎〗边栏)。

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The character has scaly skin, similar to a lizard or snake. The scales may cover her entire body or only certain sections, but they are obvious and visible to onlookers. The scales might grow in certain patterns or appear in unusual colors (bright red, turquoise blue, etc.).
The character will also periodically shed his scaly skin as a new layer grows in underneath. Scaly skin offers no protective value. Due to the uniqueness and ease of identifying these features on characters, all Matrix Search Tests and tests to identify or locate the character get a +2 dice pool modifer. This quality is incompatible with bioware skin augmentations and other skin-related qualities.
Characters with the Scales quality suffer social stigma and modifers (see Freaks sidebar, p. 123)

臭腺 SCENT GLANDS
奖励:4业力
角色有着散发出恶臭的臭腺,那味道像是臭鸡蛋和臭鼬味的混合物。虽然在平常的状况下,气味最多只是难闻,可以通过大量使用香水或广藿香水来减轻,但处在压力之下时就会变得非常有侵略性。臭味难以从衣服上去除。通过味觉定位角色受到+1骰池调整(如果角色有压力则变为+2),而在没有掩盖气味时,所有社交检定受到-1骰池调整(如果角色有压力则变为-2)。

剧透 -   :
BONUS: 4 KARMA
The character possesses scent glands that produce a foul odor best described as a combination of rotten eggs and skunk spray. While the normal level of smell is stinky at best and may diminish with extensive use of strong perfumes or patchouli, it becomes highly offensive under stress. The scent is difficult to remove from clothing. Add a +1 dice pool modifier to locate the character by scent (+2 when the character is stressed) and a –1 dice pool modifier to all Social Tests whenever the odor is not masked (–2 when stressed).

缓慢治愈 SLOW HEALER
奖励:3业力
角色的伤口恢复健康要比普通人更慢,治愈伤口、疲乏、疾病和毒素效果都需要更长的时间。角色所有的治疗检定都受到-2骰池调整,包括魔法医疗。

剧透 -   :
BONUS: 3 KARMA A Slow Healer recuperates from wounds more sluggishly than normal characters do, taking typically longer to heal wounds, fatigue, and pathogen and toxin effects. The character suffers a –2 dice pool modifier to all Healing Tests, including magical healing.

醒目皮肤着色STRIKING SKIN PIGMENTATION
奖励:4业力
角色的皮肤呈现出一种不同寻常的颜色,无论是整体的还是不完全的。例如,一个角色可能在她的脖子、肩膀与手臂上具有棕色豹纹,或者一名角色的皮肤可能完全变为橙色、蓝色或金色。这一特质的价值可能在于醒目的皮肤颜色很明显并可以看到,并且影响角色被注意、辨认或是遭到偏见的机会。由于辨认角色身上的特点非常独特又容易,所有识别或定位角色的矩阵搜索检定以及其他检定获得+2骰池调整。这一泛人类基因特质与生体改造皮肤增强不兼容。

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STRIKING SKIN PIGMENTATION BONUS: 4 KARMA The character’s skin takes on an unusual color, either in its entirety or in patches. For example, a character may acquire brown leopard spots across her neck, shoulders, and arms, or a character’s skin may turn entirely orange, blue, or golden. The value of this quality is contingent on the striking skin color being obvious and visible, and affecting a character’s chances of being noticed, recognized, or encountering prejudice. Due to the uniqueness and ease of identifying these features on characters, all Matrix Search Tests and tests to identify or locate the character get a +2 dice pool modifier. This metagenic quality is incompatible with bioware skin augmentations.

粗短胳膊 STUBBY ARMS
奖励:10业力
由于骨骼发育异常,角色的胳膊又粗又短,而非通常的长度。角色所有近战和徒手格斗检定的触及-1。另外,任何需要胳膊或手的灵活敏捷的非战斗检定(GM判断)都会受到-1骰池调整。

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BONUS: 10 KARMA Instead of normal arm length, the character has stubby arms resulting from skeletal dysplasia. The character suffers a –1 penalty on Reach for all Melee and Unarmed combat test. In addition, the reduced length of the arms imposes a –1 dice pool modifier for all non-Combat Tests requiring limberness and dexterity with the arms or hands (at the gamemaster’s discretion).

共生 SYMBIOSIS
奖励:5业力
如果角色在某个位置持续定居了一段时间(超过一个季节,不过由GM确定具体的时间段),他就逐渐适应了这个地方与周围的环境。虽然这允许角色更加直观地了解环境与其间的居民,但当它发生在受污染的环境,或是荒废的城市环境中时,这种连接也可能会造成致命影响。在游戏规则中,角色的生物节律与感官逐渐适应了他长期住处周围的环境(半径为精华x100米)——他度过大部分时间的地方。角色每月做一次体质+意志(3)的检定;如果他们成功了,他们就与环境产生了协调。如果他们失败了,他们就不能协调环境,产生感觉的不完全或缺失。可能他们所居住的环境并不是他们想协调的,并且他们想要主动去抵抗这种协调。在那样的情景中,他们在检定上获得一个-1骰池调整。
一旦连接形成,只有当角色搬家,它才会被切断,以形成新的连接。他们不得不在新的地方整整住上一个月,才能有机会切断旧的连接,并且直到他们在新的社区里通过了一次体质+意志(3)的检定之后,才能成功切断连接。
共生为角色提供了超自然的洞察力,以及与存在于他的协调范围内的每样东西之间的连接。这使得他在居住范围内,对任何涉及户外技能组里的技能检定,以及对于所有居住范围内的人的全部社交检定上获得+1骰池调整。此外,角色对于周围发生的事情有一种直观把握,同时他也会在情绪上被土地状况所影响。如果发生了火灾,他立刻就会惊慌起来。如果这片区域里的居民全都和平共处,他就是幸福健康的,这会为他在区域中进行的任何治疗检定提供+1加值。另一方面,环境与社会问题——像是毒品泛滥、帮派暴力,以及污染——会在角色的身体上产生反应,使他生病与衰弱。在这种情况得到纠正之前,角色就像受到轻度过敏的影响一样。

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SYMBIOSIS BONUS: 5 KARMA If the character sets up residence in a certain location for a sustained period of time (more than a season, though the gamemaster determines the specific time period) he gradually becomes attuned to the place and his surroundings. While this grants the character a preternaturally intuitive understanding of the environment and its inhabitants, the bonding can be fatal when it occurs in polluted or desolate urban environments. In game terms, the character’s biorhythm and senses gradually adapt to the environment (Essence x 100 meters in radius) around his permanent residence—the place where he spends most of his time. The character makes a Body +Willpower (3) Test each month; if they succeed, they are attuned to their environment. If they fail, they are unattuned and left to feel incomplete or lost. It may be that the area in which they live is one where they do not want to be attuned and they want to actively resist the attunement. In that case, they get a –1 dice pool modifier on the test. Once the bond is formed, it can only be broken if the character changes his home to form a new bond. They have to live in the new place for a full month to have a chance to break the old bond, and the bond is not broken until they succeed at the Body + Willpower (3) Test in the new neighborhood. Symbiosis provides the character with preternatural insight and connection to everything living within his sphere of attunement. This grants him a +1 dice pool modifier on any Skill Test involving the Outdoor Skill Group as well as a modifier to all Social Tests with individuals residing within the area. In addition, the character possesses an intuitive grasp of what’s going on around him, and he is emotionally affected by the condition of the land. If a fire breaks out, he instantly becomes alarmed. If all inhabitants in the area coexist peacefully, he is blissful and healthy, providing +1 to any Healing Tests performed while in the neighborhood. On the other hand, environmental and social problems—like drug abuse, gang violence, and pollution—produce a somatic response in the character, leaving him sick and depleted; treat as a persistent Mild Allergy until the situation is rectified.

第三只眼 THIRD EYE
奖励:3业力
第三只眼位于角色的前额。这只眼不会提供视觉调整,除了角色能在闭上一只眼睛的情况下仍然感知纵身。就算闭上第三只眼,旁观者也能通过一个侦察(2)检定注意到它的存在。「第三只眼」与「独眼」特质不兼容,而且会造成社交调整(见〖怪胎〗边栏)。

剧透 -   :
BONUS: 3 KARMA
A third eye appears in the middle of the character’s forehead. This eye incurs no vision modifiers, except that the character may still perceive depth with one eye closed. Even when the third eye is closed, an onlooker can detect its presence with a Perception (2) Test. Third Eye is incompatible with Cyclopean Eye (p. 120) and incurs social modifiers (see Freaks sidebar, p. 123).

奇异毛发UNUSUAL HAIR
奖励:3业力
角色的毛发变成了不同寻常的颜色或质地,或是以不同寻常的样式、在不同寻常的区域生长。例如,一名角色的头发可能是天生的紫罗兰色,或着她可能炫耀自己长在头上并顺着肩膀与背垂下的华丽的狮子般的鬃毛,再或者她可能像是暗夜精灵变种或像猴子的哈努曼矮人变种一般,浑身复盖着一层柔软的绒毛。由于辨认角色身上的特点非常独特又容易,所有识别或定位角色的矩阵搜索检定以及其他检定获得+2骰池调整。奇异毛发与其他天生或人工的毛发改造不兼容。


残尾 VESTIGIAL TAIL
奖励:6业力
一条普通或短而粗的尾巴长在角色的脊椎末端。这条尾巴可能像是蜥蜴一样复盖有鳞片,狗或猫一样长毛,也可能像是老鼠那样没有毛。这条尾巴在努力之下可以轻微摆动,但没有其他作用而且经常造成角色的平衡问题。角色在所有涉及平衡和移动的物理检定中受到-1骰池调整,像是跳跃、攀爬、奔跑等等。「残尾」特质与「功能性尾巴」特质、赛博或生体改造的尾巴都不兼容。拥有「残尾」特质的角色会遭受社会污名与社交调整(见〖怪胎〗边栏)。

剧透 -   :
BONUS: 6 KARMA
A normal or stumpy tail grows from the base of the character’s spine. This tail may be scaly, like a lizard; hairy, like a dog or cat; or hairless, like a rat. The tail may be wagged slightly with effort, but it has no other function and frequently causes balance issues for the character. Characters have a –1 dice pool modifier to all Physical Tests involving balance or movement such as jumping, climbing, running, etc. The Vestigial Tail quality is incompatible with the Functional Tail (p. 115), cybernetic, or bioware tails. Characters with the Vestigial Tail quality suffer social stigma and modifiers (see Freaks sidebar).

引用
怪胎 FREAKS
许多负面的泛人类基因特质为角色提供了严重的社会问题,因为他们看起来如此奇怪。在一个充满了千篇一律的公司职员与无处不在的监控的世界里,变得不同使得你就像在一群穿着黑色风衣的家伙里面梳着一头粉毛一样突出。这样,每个人都会注视着你,就像你长着两个头——可能是你确实拥有的东西之一——一样。
从规则角度而言,这意味着每当你选择一个提到本边栏的特质,你就要在所有的社交基础检定上承受-1骰池减值。每选择三个特质,你的社交界限减少一点。那是在规则上的直接规定,但是对一名角色而言意味着什么呢?唔,不论角色去哪里,他们会被像外人或是丑八怪一样对待。被注目是预期中的事,私语和指点也会发生,频繁的嘲笑也在意料之中。
角色怪异外形的某些方面可能招致除了人类至上主义者蠢蛋们之外的暴力关注。许多具有昆虫或龙特点的调换儿都会受到昆虫精魂的密切关注(因为昆虫精魂们往往把他们视为竞争对手),以及在龙族内战期间受到龙族仇视者的攻击,这迫使他们躲了起来。一些没有躲藏好的家伙只因为他们的外表就遭到杀害。




离线 xgod03

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Re: 【RF】泛基因特质
« 回帖 #4 于: 2022-08-03, 周三 12:53:31 »
根据官方errta,现在星界雾霭限定只能由觉醒角色选取,奖励15业力