作者 主题: 【R&G】生死存亡:尘世之危——寒冷,P148~150  (阅读 5427 次)

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【R&G】生死存亡:尘世之危——寒冷,P148~150
« 于: 2019-08-31, 周六 12:41:10 »
致死严寒KILLING FROST


泛人类并没有朝着寒冷适应生物的方向进化。在过去的几千年里,我们褪去隔热的毛发,我们并未涂上厚厚的脂肪层来保暖,当温度低于20°C(68°F)时我们就会难以忍受。我们已经开发了保暖的工具和技术,但有时这些工具和技术并不能完全帮到你。如果天气太冷了,即使是一件“阿瑞斯-暖织™”外套也不能阻止你打颤。如果你在外面待太久,可能会冻坏一些手指。
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Metahumans are not evolved to be cold-weather creatures. Over the millennia we have lost our insulating hair, we don’t put on thick layers of blubber to keep warm, and we complain when the temperature gets below 20° C (68° F). We have developed tools and technologies to keep us warm, but sometimes those aren’t around to help you, or it might get so cold that even an Ares ThermalWeave™ jacket isn’t going to keep you from chattering your teeth and possibly losing some digits if you stay out too long.

维持温度大体上离不来这两件事的组合:产生热量和保持热量。泛人体会产生足够的热量来保持舒适,但体温只能降低到体温计上的某一特定温度。身体会停止排汗,限制血液流向表皮,释放生物化学物质来增加热量的产生,这其中每一种行为都有其负面影响甚至毁灭性影响。
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Staying warm is basically a combination of two things, producing and retaining heat. The metahuman body will produce plenty of heat to keep itself comfortable, but only down to a certain point on the thermometer. The body will stop perspiring, restrict blood flow to the surface, and release bio-chemicals to increase heat production, but each of these actions can have their own negative effects and damaging impact.

停止排汗是减少热量流失的好方法,但它是身体在运动后第一时间让身体降温的机制。在寒冷的天气里,让皮肤被汗水复盖会足让你喝上一壶。任何长时间的运动或突然的温度变化都会导致排汗,一旦汗珠开始形成,冰霜杰克就会开始咬你的鼻子和身体其他易受伤的部位。
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Stopping perspiration is a great way to limit heat loss, but it is one of the first mechanisms the body triggers to cool back down after exertion. In the cold, having skin covered in sweat can cost you. Any extended period of exertion or sudden temperature change can cause sweating to occur, and once the beads start to form, Jack Frost will start nipping at your nose and whatever other body parts are vulnerable.

限制血液流向表皮可防止血液与空气之间的热量交换,有助于保持血液中的热量。问题是,四肢如手指、脚趾、耳朵、鼻子和每一平方厘米的皮肤都处于危险之中。周围的寒冷开始引起细胞损伤,大多数人称之为冻伤。
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Restricting blood flow to the skin’s surface prevents heat exchange between the blood and the air, helping to preserve the heat within the blood. Problem is, extremities such as fingers, toes, ears, the nose, and every square centimeter of skin are then at risk. The ambient cold then begins to cause cellular damage that most folks refer to as frostbite.

至于释放各种生物化学物质来提高体温,这种平衡难以估量颇为危险。太多的话,身体就会开始流汗来降温,太少的话,效果就不会很好。在《暗影狂奔》中,该效果被考虑在抵抗检定的“体质”范畴。
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As for the release of various bio-chemicals to increase body temperature, the balance is a dangerous one. Too much and the body starts to sweat to cool off, too little and the effect isn’t great enough to actually do any good. In Shadowrun, this effect is taken into account with the Resistance roll that includes Body.


寒冷的微妙之处在于,不管多冷,泛人人体通常都能存活一段时间。在温度达到物体瞬间冻结的程度之前,泛人体可以调节一段时间。一个普通的泛人类(体质3,意志3)可以在一个极端寒冷的环境中生存大约10分钟。在规划玩家将要面对的环境时,请牢记这一点。
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The tricky thing about cold is that the metahuman body can usually survive for a little while no matter how cold it is. Until temperatures get to the point where things instantly freeze, the metahuman body is able to regulate for a little while. An average metahuman (Body 3, Willpower 3) can survive an Extreme environment for about ten minutes with average rolls. Keep that in mind when planning the environment the players will face.


引用
环境程度ENVIRONMENT SEVERITY

引用
轻度MILD

轻度低温环境范围在10°C至-1°C(50°F至30°F)。这个温度可能看着不太冷,直到你穿着普通的衣服在室外站上一段时间才会有感觉。在南北纬地区,除了夏季以外的每个季节都会处于这一温度的范围,这是普遍现象。这意味着那些没有为自己提供适当的常规住所(寄居或街头生活方式)的狂奔者可能每天都要受其影响。虽然沙漠常被认为烈日炎炎,但其夜间的温度往往会下降到这个范围,有时甚至更低。
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Mild cold environments range from 10° to –1° C (50° to 30° F). These temperatures may not seem very cold until you are stuck standing outside in them for a really long time in normal clothing. In northern and southern latitudes temperatures in this range for extended periods are common in every season besides summer. That means runners who have failed to provide themselves with proper regular shelter (Squatter or Street Lifestyle) can be affected every day. While deserts are usually thought of as hot, their nighttime temperatures often drop into this range and sometimes even lower.

这种温度范围对于一般的泛人而言不难生存。他们只会在18个小时左右才开始受其影响,但不像高温那样晚上可以带来一丝凉爽的喘息,寒冷在晚上只会更冷。一个普通的泛人要在这个温度范围内连续暴露36个小时才能失去知觉,连续60个小时才会死亡。记住,这只是对一般的,且穿着并不适合天气的泛人类而言。在这类疲劳检定中,穿一件外套和一条长裤,配一件普通的衬衫可以将使疲劳检定的间隔时间延长一倍。
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This range of temperatures isn’t hard to survive for an average metahuman. They will only start being affected after eighteen hours or so, but unlike the hot side where evening can bring a cool respite, evening usually makes the cold worse. An average metahuman will have to be exposed to temperatures in this range for thirty-six straight hours to fall unconscious, and sixty straight hours to die. Remember, this is the average metahuman, and they are not dressed for the weather. Wearing a jacket and long pants with a regular shirt will double the duration between Fatigue Tests in this category.

引用
中度MODERATE

中度低温环境范围在-2°C至-13°C(30°F至10°F)。这种程度的低温在北半球和南半球冬季很很常见,但在中纬度地区的冰库外或山顶上却很少能见到。在冬季的夜晚,沙漠偶尔也会降温到一范围。
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Moderate cold environments range from –2° to –13° C (30° to 10° F). Temperatures this low are common during the winter months in the northern and southern latitudes but are rarely found outside of freezers or at the tops of mountains in the middle latitudes. Deserts will occasionally drop into this range at night during winter months.

该温度范围有点令人不适,但仍不会快速致死。在这种环境下,一般泛人类可以保持18个小时的意识。希望他们能花时间找个地方热热身子。如果找不到庇护所和暖气,那么死神会在30小时左右造访。在这种环境下,穿一件夹克和一条长裤,配一件普通的衬衫,在两次疲劳检定之间的时间会延长一倍。
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This temperature range is a bit more unpleasant but still not a quick killer. The average metahuman can stay conscious for eighteen hours in this environment. Hopefully they spend that time trying to find a spot to warm up. Death pays a visit around the thirty hour mark if shelter and heat can’t be found. Wearing a jacket and long pants with a regular shirt doubles the duration between Fatigue Tests in this kind of environment.

引用
重度HARSH

重度低温环境范围在-14°C至-39°C(10°F至-40°F)。在这些地方,人们学会了尊重寒冷,真正理解了寒冷是如何杀死他们的。北极和南极的冬季,几个月内会一次性带来持续数周或数月的低温,甚至夏季几个月也经常如此寒冷。这也是高海拔地区观测到温度,那里的雪从不融化,空气稀薄,每走一步都有死亡的气息。
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Harsh cold environments range from –14° to –39° C (10° to –40° F). These are the places where people learn respect for the cold and truly understand how it can kill them. Winter months in the Arctic and Antarctic bring these temperatures for weeks or months at a time, and even the summer months get this chilly rather frequently. These are also the temperatures found at high altitudes, where the snow never melts, the air is thin, and death hovers over every step.

这种程度的寒冷即使在短时间内也是颇为危险。一般的泛人类只能在这种环境中生存10个小时,而他们在这种刺骨的寒冷中存活6个小时就会有失去知觉的危险。
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This type of cold can be dangerous even for short periods of time. The average metahuman can only survive in this environment for ten hours, and they risk unconsciousness after only six hours of this bone-chilling cold.

引用
极度EXTREME

极度低温环境范围在-40°到-72°C(-40°到-100°F)。这一范围包含了地球上所有记录的最低温度。南极洲的冬天常如此寒冷。在极地以外,这些温度偶尔会发生在北部和南部地区的冬季风暴期间。虽然风暴通常只持续数小时,但在如此寒冷的天气里,泛人类只能坚持几分钟。
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Extreme cold environments range from –40° to –72° C (–40° to –100° F). This category contains the lowest recorded temperatures on Earth. Winter in Antarctica is regularly this cold. Outside of the polar regions, these temperatures occasionally occur during winter storms in northern and southern regions. Though the storms usually only last for hours, metahumans are only resistant to them for minutes when it’s this cold.

这一温度范围是泛人类耐受的极限。一般泛人类在昏厥之前只有6分钟左右的时间来应对这些极端情况。10分钟后,他们就要化为冰雕了!
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This temperature range is at the limits of metahuman tolerance. The average metahuman can only handle these extremes for about six minutes before passing out. After ten minutes, they’re iced!

引用
致死DEADLY

致死低温环境是指那些低于-73°C(-100°F)的环境。就像致死高温一样,这一温度通常并不存在于地球的自然界。但是,泛人类的聪明才智又一次创造出了许多自然界中没有的东西。先进的研究实验室有设备可以在这种低温下测试各种各样的东西,尤其是对竞争对手有价值的先进科学程序。如果你要打劫这些设施,带一件史诗级别厚的大衣。或者20层外套。
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Deadly cold environments are those colder than –73° C (–100° F). Like the deadly end of heat, these temps are not usually found in nature on Earth. But again, metahuman ingenuity has managed to create a lot of things not found in nature. Advanced research labs have facilities that can get this cold to test all sorts of things, especially advanced science procedures that might be of value to rival corporations. If you’re raiding one of these facilities, bring an epically heavy coat. Or about twenty layers of clothing.

这一温度能让人快速死亡,但幸运的是,在此之前大部分神经都会冻僵麻木,所以死亡不太过痛苦。一般的泛人只能在这种环境中生存1分钟,同时只能保持意识40秒左右。
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These temperatures will kill quickly, but luckily most of the nerves will be frozen and numb well before that point, so death won’t hurt much. The average metahuman can only survive in this environment for one minute, and will only remain conscious in the environment for about forty seconds.


引用
寒冷造成的物理伤害PHYSICAL DAMAGE FROM COLD

引用
冻疮FROSTBITE

冻伤是肉体暴露在低温下的痛苦表现。泛人体试图通过从四肢抽取血液来维持核心体温,并让它们自行保护自己,其理念是,失去几根手指或脚趾总比死掉好。冻伤不会快速致死。那些死于冻伤的人通常死于感染,而不是真正的冻伤。
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Frostbite is a painful reality of exposure to cold temperatures. The metahuman body tries to maintain its core temperature by pulling blood from the extremities and letting them fend for themselves, on the idea that it’s better to lose a few fingers or toes than to die. Frostbite is not a quick killer. Those who die from frostbite usually die from infection, not from the actual cold damage.

当一个角色暴露在中度或更低温的环境中——温度低于冰点时,就会有冻伤的风险。根据冻疮伤害表,每个环境严重程度都会增加伤害,并缩短检定之间的持续时间。在各自的CM上,冻疮伤害都有4格上限。如果在晕眩CM上累计到4格伤害,则进一步的晕眩伤害变为物理伤害,速率从2S变为1P。如果在物理CM上累计到4格伤害,则情况正好相反——进一步的物理伤害将以1转2的比例变为晕眩伤害。
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The risk of frostbite begins when a character is exposed to a Moderate or greater severity environment— temperatures below freezing. Each Environmental Severity increases the damage and decreases the duration between tests according to the Frostbite Damage table. Damage from frostbite has a cap of 4 boxes on each Condition Monitor. If the 4 boxes are reached on the Stun Condition Monitor, further Stun damage becomes Physical at a rate of 2 Stun to 1 Physical. The same goes in reverse if 4 boxes are reached on the Physical Condition Monitor—further Physical damage becomes Stun at a rate of 1 Physical to 2 Stun.

当角色受到一格晕眩或者物理伤害后,他们便会被认定为受到了“冻伤”,所有用他们的四肢进行的动作都会受到-2骰池罚值。在受到一格物理伤害时,角色在确定移动速度的敏捷属性上降低2点。手套提供+1骰池奖励在对抗冻伤的伤害抵抗检定;如果手套是隔热的,则在对抗这种伤害时它们就会提供额外骰子。
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After a character suffers their first box of damage, Stun or Physical, they are considered to have frostbite and suffer a –2 dice pool penalty to all actions performed with their extremities. At the first box of Physical damage, the character’s Agility is treated as 2 lower for the purposes of determining Movement. Gloves provide a +1 dice pool bonus to Damage Resistance Tests against frostbite; if the gloves are insulated, they provide extra dice to resist this damage.

引用
表:冻疮伤害FROSTBITE DAMAGE
状况伤害间隔
中度1S30分钟
重度2S10分钟
极度1P1分钟
致死2P2战斗轮
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CONDITION    DAMAGE    TIME
Moderate    1S          30 minutes
Harsh       2S          10 minutes
Extreme       1P          1 minute
Deadly       2P          2 Combat Turns

引用
寒冷表面/物质COLD SURFACES/SUBSTANCES

是的,我们要讲的就是当你把舌头贴在那根金属棒上时会产生的严重后果。这还包括接触干冰(固态二氧化碳),将手指浸入液氮(氧气、氦气等),或者将反气溶胶喷雾喷到某人脸上。诸如此类愚蠢(或英勇)行为的伤害都位于寒冷物质伤害表中。每次角色接触到物质时,都需要抵抗伤害。在整体浸没的状态下,每战斗轮进行3次伤害抵抗检定测试(基本上是每秒1次)。
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Yup, we’re talking about sticking your tongue on that metal pole and the serious consequences of such an action. This also includes touching dry ice (solid state carbon dioxide), dipping a finger in liquid nitrogen (oxygen, helium, etc.), or flipping that aerosol can over and spraying it in someone’s face. The damages for such asinine (or maybe heroic) actions are located on the Cold Substance Damage Table. The damage is resisted every time the character is exposed to the substance. In the case of submersion, make 3 Damage Resistance Tests for each Combat Turn (basically 1 per second).

把超级冷冻液体泼到别人身上,或者用冷的东西喷到他们身上都算远程攻击检定(译注:我怀疑这里使用的是投掷技能),每次攻击只造成一次伤害。失误意味着泼出去的东西有一些溅了回来,攻击者自己也必须抵抗伤害。大失误意味着攻击者把冷冻物质泼在自己身上了——他们需要抵抗伤害,而他们的目标则什么也不会发生,除了有可能因为爆笑而拉伤肌肉。
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Splashing a supercooled liquid on someone or spraying them with something cold counts as a Ranged Attack Test and only applies damage once for each attack. Glitches mean some of the stuff sprayed back, and the attacking character will have to resist the damage as well. Critical glitches means the attacker dropped the substance on themselves—they get to resist the damage, while their target gets none, except maybe from pulling a muscle due to laughter.

引用
表:寒冷物质伤害COLD SUBSTANCE DAMAGE
物质伤害AP
反气溶胶喷雾2P+2
低于 0° C金属4P+2
-50°至-100° C液体12P-2
-100°至-200° C液体18P-4
低于 -200° C液体28P-6
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SUBSTANCE             DAMAGE       AP
Inverted Aerosol Sprays    2P          +2
Metals below 0° C        4P          +2
Liquids –50° to –100° C     12P          -2
Liquids –100° to –200° C     18P         -4
Liquids below –200° C        28P          -6


引用
排汗和寒冷伤害PERSPIRATION  AND COLD DAMAGE    

排汗和脱水规则(第146页)也适用于寒冷天气环境。在低温下,空气中的水分急剧减少,身体内的水分会很快排到环境和衣服中。把汗排到环境中也许更好,因为把它排到衣服中可能使得角色陷入寒冷潮湿的危险中。
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The rules for perspiration and dehydration (p. 146) also apply to cold weather environments. At low temperatures, there is very little moisture in the air, so the body will lose it quickly to the environment and the clothes they are wearing. Losing it to the environment is better, since losing it to the clothes may pull the character into the dangers of being wet in the cold.


引用
伤害调整值,环境影响,和寒冷伤害INJURY MODIFIERS, ENVIRONMENTAL EFFECTS, AND COLD DAMAGE

那么,当伤者被寒冷麻痹时,有什么好处呢?好吧,其实没有。因为寒冷会使血液从四肢流出,让角色发抖,而且离开身体的血液会带走热量,所以这两者在大部分时间里处于平衡状态。GM可以决定什么动作可能会受到寒颤的影响,以及受伤导致失血是否应该增加由于寒冷而进行的伤害抵抗检定的频率。
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So what benefit is there to being numbed by the cold when it comes to being injured? Well, none really. Since the cold is going to pull blood flow from the extremities and make the character shiver, and blood leaving the body will take heat with it, the two pretty much balance out most of the time. The gamemaster can decide what actions might be effected by shivering and whether blood loss from injury should increase the frequency of Damage Resistance Tests due to the cold.
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