作者 主题: 【DW12th】神秘博士TRPG 第三章:我能对抗怪物,但不能对抗物理  (阅读 25988 次)

副标题: 神秘博士角色扮演游戏 第三章 译者碟子 校对烧君

离线 DWhit

  • 版主
  • *
  • 帖子数: 139
  • 苹果币: 1
  • Life is short and TTRPG is hot
LOSING A PHYSICAL CONFLICT
在肢体冲突中失败


意外总有一天会发生。宇宙是个危险的地方,人们总是可能会受伤。无论是被机器雪人追赶时绊倒,还是被赛博人的粒子枪击中,受伤绝对不好玩,对你的角色也没有任何好处。在大多数情况下,这种伤害是可以通过小心使用故事点来避免的。瞧,我们告诉过你它们会有用的!(更多关于故事点的信息见102页)。

有时受伤很轻微,不需要大书特书。游戏主持人可能只要记住受伤的事,并说角色可能会因为扭伤脚踝而走得更慢,或者因为手臂疼痛而无法够到顶层架子上的物品。
 
如果严重受伤,一个或多个角色的属性可能会下降。哪个属性下降取决于实际的伤害来源。这应该是合乎故事情节·和事件的逻辑——例如,从高处坠落且未能安全着陆可能造成腿部受伤,导致协调或力量降低。中弹可能意味着你会失去力量、协调(如果四肢受伤)或决心。大多数情况下,由主持人指定哪些属性受到影响。

大多数伤害来源旁边都会有数字或字母来表示角色受到的伤害。具体细节见下方侧边栏。
剧透 -   :
It’s bound to happen sometime. The universe is a dangerous place and people get hurt. Whether this is just tripping over when being chased by robotic Yeti, to getting shot by a Cyberman’s particle gun, getting hurt isn’t fun and doesn’t do your character any good. Most of the time, such injuries can be prevented with the careful expenditure of Story Points. See, we told you they’d be useful! (See pg.102 for more on Story Points).

Sometimes the injury is so small that there’s no heavy paperwork involved. The Gamemaster may just remember the injury and say that the character may be walking slower due to that twisted ankle, or that they can’t reach that item on the top shelf because of the pain in their arm.

If injuries are severe enough, you may find that one or more of the character’s attributes are reduced. Which attribute is down to the actual source of injury. It should be logical to the story and to the event – for example, falling a distance and failing to land safely may result in a loss of Coordination from a leg injury or possibly Strength. Getting shot could mean you’d lose Strength, Coordination (if it’s in a limb), or Resolve. In most cases, the Gamemaster will dictate which attributes are affected.

Most sources of injury will have a number or a letter next to it to indicate the damage the character will take from it. These are explained in the handy sidebar below.

LEVELS OF INJURY
伤害等级


所有伤害来源,无论是武器、跌落、毒药还是更糟的情况,都有对应的值。这通常是一个数字,有时也可能是字母“S”或“L”。
剧透 -   :
All sources of injury, whether they are weapons, falls, poisons or worse, have a value attached to them. This is usually a number, or in some cases the letter “S” or “L”.

Numerical Values
数字值


大多数伤害来源旁边都有一个数字。这表示角色遭受多少伤害,以及伤害导致降低了多少属性。游戏主持人与玩家讨论哪一种属性最符合受伤情况并且与故事相契合。

被箭射中会减少身体属性,而被催眠或麻醉会降低心理属性。我们将在下文介绍各种各样的伤害来源,并告诉你伤害机制的大致情况。

大多数数值形式的损伤以以下格式表示:数字/数字/数字。这代表了正常伤害值,减半值(向下取整)和1.5倍值(向下取整)。例如,骰出Good结果时,标为3/6/9的武器通常造成6点伤害 (假如击中的话;躲避伤害时骰出Bad结果也是一样),但对于Success只会造成3点伤害,而对于Fantastic会造成危险的9点伤害。

中间加粗的数字对应Good/Bad结果,是平均伤害值,而Fantastic/Disastrous结果代表了巨大伤害。较低的Success/Failure代表擦伤或运气好减少了伤害。
剧透 -   :
Most sources of injury will have a number next to them. This indicates how many levels of damage the character will suffer, and how many levels attributes will be reduced due to the injury. The Gamemaster will discuss with the player which attribute is most suitable for the injury and works best with the story.

Getting hit by an arrow will deplete physical attributes, whereas being hypnotised or drugged will lower mental attributes. We’ll cover the various sources of injury later and give you guidelines for how this works.

Most numerical damages are presented in the following format: N/N/N. This represents the normal value for the damage, as well as the halved (rounded down) value, and the 1.5 times value (rounded down). For example, a weapon with a value of 3/6/9 would normally do 6 levels of damage for a Good Result (to hit, or a Bad Result when trying to avoid getting hit), but would only do 3 levels of damage for a Success Result, or a dangerous 9 levels of damage for a Fantastic Result.

The bold number in the middle is the Good/Bad result and is considered the average amount of damage taken, while the Fantastic/Disastrous result represents an extremely damaging outcome. The lower Success/Failure level represents a graze or a lucky break that reduces the damage.

S (Stun)
S(昏迷)


“S”代表击晕,表示目标昏迷。如果游戏主持人允许,他们可能会在昏迷前作出最后一次英勇行为,比如在电台里大声喊出警告,按下开门按钮,或者其他又快又简单的事情。昏迷时长取决于失败的严重程度。正常昏迷持续约30分钟(Failure是15分钟,Disastrous是45分钟)。玩家可以修改时间使之与眩晕的原因或最符合故事的情况相匹配。除了被击晕,可怜的受害者不会受伤,最终会在头痛或轻度恶心中醒来。
剧透 -   :
“S” stands for Stun and means that the target has been knocked unconscious. If the Gamemaster allows, they may be able to perform one last heroic act before falling unconscious, such as shouting a warning on the radio, pressing the button that opens the doors or something else that is quick and simple. How long they are unconscious will depend upon how badly they’ve failed. A normal Stun lasts for around 30 minutes (15 minutes for a Failure, 45 minutes for a Disastrous Result). The Gamemaster may change these times to suit the source of the stun, or whatever best fits the story. Besides being stunned, the poor victim is unharmed and will eventually wake up with a headache or feeling a little nauseous.

L (Lethal)
L(致命)


戴立克的死亡射线,赛博人的粒子炮,犀牛人的爆破枪,它们都有一个共同点:只要挨上一击,身体就会随着红色激光或骨架的蓝色闪光灰飞烟灭。标记为致命的武器就是这样。永远不要和戴立克面对面战斗。

对于Success/Failure结果,致命武器没有完全命中目标,目标承受一定的伤害(通常为是4点)。在Good/Bad或更极端的结果中,伤害是致命的,角色只有花费故事点才能存活。如果角色用完了故事点,这可能意味着死亡——主持人应当与玩家讨论,合理地让角色在史诗般的结局中谢幕。但玩家也应该查看97页的死亡或离开TARDIS条目。如果致命武器用来对付大型目标,比如恐龙、车辆或建筑物,则造成4/8/12的伤害。
剧透 -   :
Dalek death-rays, Cybermen particle cannons or Judoon blasters, they all have one thing in common: just one zap and it’s disintegration in a red flash or glowing blue skeleton time. Weapons flagged as Lethal are just that. You shouldn’t go face to face with a Dalek.

On a Success/Failure, the Lethal weapon didn’t hit fully and the target will sustain some damage (usually 4 levels). On a Good/Bad or higher result, the damage is Lethal and only the expenditure of Story Points will allow their survival. If the character is out of Story Points, it could mean their demise – the Gamemaster will discuss this with the player to ensure a suitably dramatic and epic end to the character, but players should look at Dying or Leaving the TARDIS on pg.97. Lethal weapons, if used against massive targets such as dinosaurs, vehicles or buildings, have the equivalent of inflicting 4/8/12 levels of damage.

离线 DWhit

  • 版主
  • *
  • 帖子数: 139
  • 苹果币: 1
  • Life is short and TTRPG is hot
SOURCES OF PHYSICAL INJURY
物理伤害来源


除了环境中常见的危险(烈火、寒冷、真空、坠落,见第92页)之外,不幸的是,宇宙中最常见的伤害形式是暴力。但是你被打中时会有多痛呢?
剧透 -   :
Besides the usual perils of the environment (fire, cold, vacuum and falling, see pg.92), the most common form of injury in the universe is, unfortunately, violence. But how much does something hurt when you’ve been hit?

FIGHTING DAMAGE
斗殴伤害


在近距离肢体对抗中,最重要的是你有多强壮。被艾米打一拳当然很疼,但肯定比不上犀牛人士兵的一击。基本上,一拳或一踢的伤害等于角色的力量值。如果角色的力量值为3,那么Good结果造成3点伤害(Success是1点,Fantastic是4点)。如果力量值是5,则Good结果造成5点伤害(Success 2点,Fantastic 7点)。如果使用武器,伤害随不同武器种类产生加值。按以下简表核对,每回答一个“是”,就为角色增加2点力量。

它锋利吗?它是否有锋利的边缘、尖头或者其他用来刺穿或砍伤目标的危险部件?

它重吗?一般人需要用双手才能把它举起来吗?

它危险吗?它会像Sycorax鞭子、激光剑或电锯那样,轻轻一碰就造成伤害吗?

计算伤害时,每个符合的条件为角色增加2点力量。所以如果是剑型武器,伤害是角色的力量值+2。如果是一把大剑,比如必须双手使用的Sycorax剑,那么它既重又锋利,因此伤害是力量值+4。

如果是电锯这样的大杀器,锋利、危险又沉重,那么在力量上加满+6的伤害加值。

如果你使用投掷类武器(比如刀或石头),这同样适用。你越强壮,就能施加更大的力造成更多伤害。所以扔石头造成的伤害等于角色的力量,而扔出的刀子由于锋利会有+2加值。

如果物体被推动是因为其他情况,比如弹弓或火药,这就完全是另一码事了。关于射击,你需要查看射击手伤害表。
剧透 -   :
When it comes to close, physical combat, it’s all about how strong you are. Getting hit by Amy is certainly going to hurt, but not as much as being punched by a Judoon Trooper. Basically, the damage for a punch or kick is the character’s Strength attribute. If the character has a Strength of 3, they will do 3 points of damage on a Good Roll (and 1 on a Success and 4 on a Fantastic). If they have a Strength of 5, they do 5 points of damage on a Good result (2 on a Success and 7 on a Fantastic). If they are using a weapon, the damage is increased depending upon what sort of weapon it is that they’re swinging around. Follow this simple checklist, and for every ‘yes’ add +2 to your character’s Strength.

Is it sharp? Does it have a cutting edge, sharp points or something equally nasty designed to puncture or slash the target?

Is it heavy? Does the average person need two hands to lift it?

Is it dangerous? Does it do damage with just a touch, like a Sycorax whip, a laser sword or a chainsaw?

For every one of these, add +2 to the Strength of the character when working out damage. So if it’s something like a sword, the damage is your character’s Strength +2. If it’s a big sword, like the Sycorax’s, and you really need to use it two-handed then it’s both heavy and sharp so it’s Strength +4.

If it’s something really nasty like a chainsaw, it’s sharp, dangerous, and heavy, so it gets the full +6 to the Strength.

If you’re throwing a weapon (such as a knife or rock) at someone this also applies. The stronger you are, the more force you can put behind the throw doing more damage. So a thrown rock would do damage equal to the character’s Strength, a thrown knife would add +2 to that for being sharp.

If the propelled object is being thrown by something else, such as a catapult, or gunpowder, then it’s a whole different matter, and you’ll be looking at Marksman Damage for shooting things.

WHERE DOES IT HURT?
你哪儿疼?


游戏主持人通常根据伤害来源决定哪个属性受到影响。如果受伤严重,主持人可以将所有伤害叠加到一个属性上,有效地在角色得到医疗救助前禁用该属性。不那么严重的伤害可能导致多个属性稍稍降低。

例如,如果角色腿部中箭,受到3点伤害,主持人可能会决定力量减少1点,因为角色变虚弱了。还应该减少1点协调,因为角色的行动也变困难了。最后,决心也减少1点,因为受伤降低了动力和毅力。

只要加上一点想象力,受伤就能带来出色的故事效果和情节发展。

想象一下角色哪里受了伤,然后想想这次受伤会如何影响他们。如果需要随机确定受伤部位,掷两个骰子并查下表。
剧透 -   :
The Gamemaster usually determines which attribute is affected, according to the source of the injury. If it’s a severe injury, the Gamemaster may apply all of the damage to a single attribute, effectively stopping the character from using that attribute until they can get medical attention. A less severe injury may take a little off multiple attributes.

For example, if the character is shot in the leg with an arrow, taking 3 levels of damage, the Gamemaster may decide that a point should be removed from the character’s Strength, due to their newly weakened state. They should also lose a point from Coordination as they’re less able to move around, and finally a point should be removed from Resolve as the injury will reduce their drive and determination.

With a little imagination, an injury can lead to great story effects and plot developments.

Imagine where the character has been injured and then think of how this injury would affect them. If you need to determine the location randomly, roll two dice and use the table below.

Roll
点数
Location
位置
Attribute Reduced
减少的属性
2-4Leg
Coordination, Resolve, Strength
协调、决心、力量
5-8Body
躯干
Resolve, Strength
决心、力量
9-10Arm
手臂
Coordination, Resolve, Strength
协调、决心、力量
11-12Head
头部
Awareness, Coordination, Ingenuity, Presence, Resolve
感知、协调、才智、气质、决心

如果部位不合适,或者随机得出的部位在掩体后,可以再掷一次,或直接判定掩体吸收了伤害。
剧透 -   :
If the location doesn’t suit, or if the area hit is behind cover, you can either roll again, or decide that the cover absorbs the damage.

KNOCKOUT!
击倒!


通常而言,斗殴伤害并不是为了在打斗中造成重伤。大多数时候,角色只是想把敌人击倒一段时间,这样就可以逃走或从他们边上溜过去。

当用拳头或其他不锋利、不致命的武器打人时,伤害只会减少目标的决心。当决心降到0时,目标被击昏。角色醒来时,在被击倒的过程中受的伤害会恢复,尽管头痛和几处严重的瘀伤会提醒他们经历了什么。

如果主持人认为伤害过于严重(5点或更多),则只获得部分恢复。每受到5点伤害,从昏迷中醒来时只恢复4点。
剧透 -   :
Often, brawling damage isn’t designed to do serious damage in a fight. Most of the time the character just wants to knock an enemy out for a little while so they can get away or get past them.

When hitting someone with fists or other non-sharp or dangerous weapons, the damage will reduce the target’s Resolve only. When it reaches zero, the target is Stunned. Damage taken during the course of being knocked out is removed when the character wakes, though they may have a headache and a few bad bruises to remind them of the encounter.

If the Gamemaster decides that the damage taken like this is too severe (5 points or more), not all of the damage will be recovered. For every 5 points of damage taken, only 4 points should be recovered when they wake from being Stunned.

MARKSMAN DAMAGE
射击手伤害


射击是另一回事。重要的不是你有多强壮,而是你射得有多准,用的是什么弹药。大多数情况下,不管开火的是谁,子弹或激光击中目标造成的伤害是固定的。下表列出了一些最常见的武器及其正常(Good/Bad结果)伤害值。
剧透 -   :
Shooting something is a different case. It’s not about how strong you are – it’s about how accurately you can shoot, and the type of ammunition used. In most cases, a bullet or a laser will do the same amount of damage if it hits, no matter who fires it. The table presents some of the most common weapons and their normal (Good/Bad) damages.

MARKSMAN DAMAGE
射击手伤害


WeaponBasicS/G/F
Arrow 箭:3(1/3/4)
Crossbow Bolt十字弩:4(2/4/6)
Flintlock Pistol燧发手枪:4(2/4/6)
Pistol (9mm) 9毫米手枪:5(2/5/7)
WWII Rifle二战用步枪:6(3/6/9)
Shotgun猎枪:7(3/7/10)
Assault Rifle冲锋枪:6(3/6/9) *
Machine Gun机枪:7(3/7/10) *
Sniper Rifle狙击步枪:8(4/8/12)
Laser Pistol激光手枪:L(4/L/L)
Laser Rifle激光步枪:L(4/L/L)
Cyberman Particle Gun  赛博粒子枪:L(4/L/L)
Dalek Ray戴立克激光:L(4/L/L)
Judoon Blaster犀牛人爆破枪:L(4/L/L)

*假设一次射击1-3发子弹造成的伤害。大多数情况下,用全自动武器进行自动射击几乎打不中任何东西——可能只有那1-3发子弹击中了,其余的子弹会射向四周,让整个场景到处流弹横飞。
剧透 -   :
* Damages assume a short burst of 1-3 bullets at a time. In most cases, firing a fully automatic weapon on full auto rarely hits anything – it’ll probably hit with those 1-3 bullets, the rest will spray the surroundings and shoot up the scenery.

离线 DWhit

  • 版主
  • *
  • 帖子数: 139
  • 苹果币: 1
  • Life is short and TTRPG is hot
COMBAT
战斗


在博士的冒险中,事情很少用开火来解决。当反派诉诸武力时,博士和同伴们几乎从不武装自己。不过,UNIT和火炬木这样的军事机构还是产生了。每次冒险中,你不太可能经历很多战斗,但有时你也不得不以牙还牙。

幸运的是,战斗和其他冲突一样,不仅仅是互相射击。外星人用枪指着你,并不意味着你也要拔枪回敬。博士使用自己最厉害的武器——头脑和嘴巴,因为他很聪明,而且显然很能说会道!
剧透 -   :
In the Doctor’s adventures things are rarely resolved with gunfire. While the villains may resort to firepower, the Doctor and his companions almost never take up arms. It doesn’t stop more militaristic agencies such as UNIT or Torchwood though. It’s unlikely that you’ll have many fights per adventure, but sometimes you have to fight fire with fire.

Luckily, combat runs the same as any other conflict, and isn’t just about shooting at each other. Just because the aliens are pointing guns at you doesn’t mean you have to point a gun back. The Doctor uses his greatest weapons – his brains and his mouth because he’s smart and he can certainly talk!

GUNS ARE BAD
枪是坏东西


我们不会向你说教枪是多坏的东西,显而易见的事实是,枪是危险的,致命的,不应该轻易指向别人。枪会发挥作用,“战斗”会频繁出现,但博士几乎没有(我们不会说“从来没有” ,因为他在两千多岁的时候有一两次这样的经历)拿枪瞄准过敌人。

枪支和其他武器应该像在现实生活中一样,被当作可怕的、需要谨慎对待的东西。真实的枪声非常响亮骇人。被打中并不像动作片表现的那样——而是很可能导致大量失血、昏迷、休克和更糟的情况。你不可能像赛博人那样抗下子弹。坏人经常使用枪支和暴力,但是如果你不习惯使用枪支,还是有很多方法可以阻止他们扣动扳机,你的角色可以大显身手。

提前计划:避免陷入枪战的最好方法是确保不会发生枪战。简单地避免战斗。有很多方法可以做到这一点,在你的角色不是狂热的枪械战士时更是如此。如果你是科学家或精通科技,就可以想出让敌人的武器失效的妙计。还记得博士登上戴立克皇帝的飞船去救罗丝吗?在戴利克飞船上到处乱跑必死无疑。杰克上校知道面临怎样的困境,他修改了斯利辛摩擦波形宏观动力外推器,在TARDIS周围形成力场,让博士可以和戴立克交谈,而不用担心在开口之前被消灭。你可以制造一个小装置来干扰频率,暂时让对手失明,等等。

躲藏潜入:避免冲突的另一个方法是别被发现。没有什么比在外星装置周围鬼鬼祟祟隐蔽自己更令人兴奋的了。这充满紧张感,并提供了极佳的的戏剧性的机会——你从一个房间溜到另一个,躲开巡逻队,传感器阵列和警卫。知道自己必须进入重兵把守之地,并不意味着必须“全副武装”带着一队UNIT突击队员冲进去突突突。博士是不会那么做的。这并不是说你也不能这么做,但是,找到方法偷偷溜进去,拿到你需要的东西,然后在被发现之前溜出去,可能比冒险让双方正面交战造成伤亡更安全。

说服:“等等。在你开枪之前,在你做出会后悔的事情之前,听我说……”博士在很多情况下都是这样做的,他劝住充满敌意的对手不要开火。无论是纯粹为了分散敌人的注意力,还是想让他们认识到自己的错误,说服与其他任何冲突的解决方式都一致。

如果你潜入时被发现了,而你的小设备又毫无作用,那么总有一件事你可以指望——你永远可以试着用交谈来摆脱麻烦。正如你在扩展冲突部分读到的(见80页),“对话者”先于“战士”行动,所以在开枪之前,你总是可以尝试说服对方有比扣下扳机更好的解决方案。

如果成功了,角色的言辞足以让敌人在开火前停一停,即使只有一会儿。掷骰的成功等级决定了说服有多有效,是有机会思考其他事情的短暂喘息,还是彻底让敌人放下武器。这可能是两害相权取其轻,让角色被抓而不是被杀;毕竟,你总是有机会尝试逃跑,但如果被消灭,你就无力回天了。

分心:你可以试着分散敌人的注意力以成功逃脱,而不是让他们停火。这可能是简单地指向别人,告诉他们他们找错了人(尽管这是让别人陷入麻烦,博士绝不会这么做),以暂时蒙蔽对手——或其他能让你脱身的办法。

让枪失效:当然,如果没有枪,那就没什么好担心的了。武器是很危险的,所以如果你能使它们无效,那么敌人将不得不考虑别的方案,而不是向你开枪。不幸的是,博士早就发现事情总是反过来——子弹对遇到的生物很少有效。最好是打开力场,使用感知过滤器(如果他们看不到你,就不需要枪了)或者把敌人吸引到一个炮火会错误的引起注意的地方……比如引来警察。

报警:就像DVD店里Banto问的那样,为什么没有人直接去报警呢?当然,在外星世界里,这并不是很好的选择,但是在现代的地球,枪声一定会引起当局的警觉。如果你手无寸铁,持枪的外星人马上要袭击你,报警就很有帮助了。如果开枪的是你,那就不太妙了。要是情况特别糟糕的话,你最后可能得好好想办法向UNIT解释。

投降:转身逃跑可能会背后中弹!有时候,选择投降让自己被俘虏更好一些。你可以之后——甚至是提前——为逃跑做好准备。

卧倒隐蔽:有时候最好的办法就是趴下,待在足够坚实的掩体后并保持乐观。通常这会争取到一点宝贵的时间,让你能考虑B计划。

如果敌人在你分散他们的注意力或说服他们之前就开火,你只能选择寻找掩体或逃走。或许博士的能力超出我们的想象,但即使是他也没法做到刀枪不入(尽管他有一次用音速起子制造出声墙来挡子弹)。当子弹(或激光)袭来,角色们可以使用协调和运动(以及任何合适的特性)。如果骰出的结果超过敌人的攻击掷骰,那么角色成功躲到了掩体后。

逃命吧!面对潮水般的敌军和不可撼动的力量,有时候最好的做法就是逃跑。至少它能再给你一次打败坏人的机会。逃跑大概是最简单的选择,尽管如果敌人穷追不舍,就可能导致一场激烈的追逐(见98页的追逐)或者在逃跑时必须躲避武器火力(见下一页的“卧倒隐蔽”)。

反击:绝境中需要铤而走险。虽然博士几乎从不用武器对付任何生物,但同伴们经常不得不向外星侵略者发起反击。UNIT和好战的火炬木成员尤其如此。

如果角色决定诉诸暴力,涉及到枪支时可以稍加选择。他们可以向敌人进行掩护(或“压制”)射击。这意味着角色并不是完全瞄准,只是面向大致的方向。他们不太可能击中敌人,但火力会迫使敌人寻找掩护。这几乎是以射击“恐吓”对手去躲藏起来。如果想鼓起勇气伸出头来反击,目标必须以力量+决心掷骰来抵抗。

另一方面,角色可能会认为唯一的选择就是攻击敌人。对此种情况,最好使用扩展冲突来解决(见80页)。

当然,队伍中的一部分人在射击敌人时,不好斗的角色依然可以做点别的。当杰克上校与5号卫星上的幸存者一道设置路障阻拦戴立克,并向金属威胁开火时,博士正忙着建造德尔塔波投影仪。战士们抵挡敌人的时候,其他人可以做很多事情,比如照顾伤员、寻找出路、拼凑科技装置、入侵电脑系统或其他有用的行动。
剧透 -   :
We’re not going to preach to you about how bad guns are, it’s a simple fact that guns are dangerous, guns kill and guns shouldn’t be pointed at someone lightly. Guns will come into play and ‘combat’ will crop up frequently, but the Doctor hardly ever (we won’t say never, as he has once or twice in his 2000 years) aims a gun at his foes.

Guns and other weapons should be treated just as they are in real life – as something to be feared and regarded with care. Actual gunfire is incredibly loud and terrifying. Getting hit is not like they portray in those action movies – it is likely to result in a lot of blood, passing out, going into shock or worse. You’re not going to be able to take a bullet hit like a Cyberman. The bad guys will frequently resort to guns and violence, but there are many ways to stop them from pulling the trigger, and plenty of things your character can do if you’re not used to handling guns.

Plan Ahead: The best way to avoid a getting into a gunfight is to make sure the situation doesn’t come to shooting. Simply avoid the fight. There are many ways of doing this, especially if your character isn’t a gun loving soldier. If you’re a scientist or good with technology, you could come up with a great way to make the enemy’s weaponry ineffective. Remember when the Doctor boarded the Dalek Emperor’s ship to rescue Rose? Walking around a Dalek ship is going to get you killed. Knowing what they were up against, Captain Jack modified the Slitheen tribophysical waveform macro-kinetic extrapolator to create a forcefield that surrounded the TARDIS allowing the Doctor to talk to the Daleks without worrying about being exterminated before he could speak. You could create a gadget to jam frequencies, to temporarily blind the opponent or something similar.

Hide and Sneak: Another way to avoid conflict is to not be seen. There’s nothing quite as exciting as sneaking around an alien installation trying not to be discovered. It’s tense, and provides great dramatic opportunities as you sneak from room to room, avoiding the patrols, sensor arrays and guards. Knowing that you have to go into a heavily fortified location doesn’t mean you have to ‘tool up’ and go in all guns blazing with a team of UNIT commandos at your side. That’s not what the Doctor would do. It doesn’t mean you can’t do this, however it may be safer to find a way to sneak in, get what you need, and try to sneak out before you are discovered rather than risk casualties on both sides from a frontal attack.

Talking Down: “Hold it. Before you shoot, before you do something you may regret, listen to me...” The Doctor has done this on many occasions, talking a hostile foe down from the brink of opening fire. Whether it is purely to distract the enemy, or to convince them of the errors of their ways, it is handled in just the same way as any other Conflict resolution.

If you’ve been discovered sneaking in and your gadgets are ineffective, there’s one thing you can always rely upon – you can always try to talk your way out of the situation. As you’ll have seen in the Extended Conflict section (see pg.80), ‘Talkers’ go before ‘Fighters’, so before the guns start firing you can always try to convince them of a better solution rather than pulling the trigger.

If successful, the character’s speech is convincing enough to halt the enemy before they fire, even if it is just for a moment. How successful they are in the roll dictates how well they do talking down, whether it is a brief respite giving them chance to think of something else, or getting the enemy to lower their weapons. It may be that this is the lesser of two evils, allowing the character to be captured rather than be killed; after all, you can always try to escape later, not something you can do if you’ve been exterminated.

Distraction: It may be that instead of getting them to stop shooting at you, you could try to distract the enemy long enough for you to make your escape. This could be as simple as pointing at someone else and telling them they have the wrong guy (though this just gets someone else into trouble, not something the Doctor would do) to blinding the opponents momentarily – or something else that allows you to get away.

Take the Guns out of the Equation: Of course, if there are no guns, there’s nothing to worry about. Weapons are pretty dangerous so if you can make them ineffective then the enemy is going to have to think of something else to do rather than shoot at you. Unfortunately, the Doctor has discovered that it is often the other way around – bullets are rarely effective against the creatures that are encountered. Create forcefields, use perception filters (if they can’t see you they won’t need their guns) or draw the enemy somewhere where gunfire attracts the wrong sort of attention... like the police.

Call the Police: As Banto asked in his DVD store, why doesn’t anyone just go to the police? Sure, it’s not much of an option on an alien world, but on present day Earth the sound of gunfire is bound to alert the authorities. This can be handy if you’re unarmed and about to be attacked by gun-wielding aliens. Not so good if you’re the ones doing the shooting. If the situation is bad enough, you may end up having to answer to UNIT.

Surrender: He who turns and runs away may get shot in the back! It may just be easier in some circumstances to give in and let yourself be captured. You can always work out a plan to escape later, or even plan in advance for such an eventuality.

Diving for Cover: Sometimes the best thing to do is just hit the dirt, throw yourself behind something suitably solid and hoping for the best. Often this can provide you with those valuable seconds that can give you time to think of Plan B.

If the enemy opens fire before you can distract them or talk them out of it, all you can do is dive for cover or run away. The Doctor may have powers beyond our imagination, but even he is not bulletproof (though he has been known to use his Sonic Screwdriver to create a wall of sound to stop bullets). When the bullets (or lasers) start flying, the characters can use their Coordination and Athletics (and any suitable trait). If they beat the enemy’s attempt at hitting with their weapons, the characters successfully make it to cover.

Running for your life!: When faced with unstoppable numbers, and an unbeatable force, sometimes the best thing you can do is just run away. At least it gives you a second chance at defeating the villains. Running away is probably the easiest of options, though if the enemy is persistent it can lead to a dramatic chase (see Chases on pg.98) or having to dodge weapon-fire while running (see ‘Diving for Cover’ on the opposite page).

Shooting back: Desperate times call for desperate measures, and while the Doctor hardly ever takes up arms against any living thing, his companions have frequently needed to return fire on encroaching aliens. This is certainly the case when it comes to UNIT or those trigger-happy Torchwood employees.

If a character is going to resort to violence, they have a couple of choices when it comes to firearms. They can lay down a covering (or ‘suppressive’) fire at the enemy. This means they’re not really aiming at them, just in their general direction. It is unlikely that they’ll hit the enemy, but the gunfire will have them diving for cover. This is almost ‘intimidating’ the opponents into hiding by shooting at them. The targets will have to resist with a Strength + Resolve roll to have the guts to poke their heads above cover to act back.

On the other hand, the characters may decide that the only option left to them is to try to hit the enemy. If this is the case, it is best resolved with an Extended Conflict (see pg.80).

Of course, just because some of your group are shooting at the enemy, it doesn’t mean that the less combative characters can’t be doing something else. While Captain Jack was barricading the floors from the Daleks and shooting at the metal menace with the survivors of Satellite 5, the Doctor was busy building the Delta Wave Projector. While the fighters are holding off the enemy, the others can be doing plenty of things, like tending to the wounded, working on a way out, cobbling together technological devices, breaking into computer systems or other helpful actions.

DUCK AND COVER
低头隐蔽


当子弹横飞,人们被死亡射线击中发出蓝色电光时,躲在掩体后面可能是最安全的选择。掩体有两个优点:一是暴露在外的部位难以击中;二是能防止受伤。

想象一下角色的身体有多少是可见的,有多少是位于掩体之后的。角色隐蔽得越好,攻击者越难击中。如果他们瞄准无掩护的部位,则由于目标较小而进行负值修正。
剧透 -   :
Hiding behind things is probably the safest bet when the bullets are flying and the death rays are turning folks into an electric shade of blue. Cover provides two advantages - one is that it is harder to hit the small area that is exposed, and the second is that the cover provides protection against injury.

Imagine how much of the character is visible, and how much is behind cover. The more of the character that is hidden, the harder it is for the attacker to hit them. If they are aiming specifically for the exposed areas, they suffer a modifier to hit the smaller target.

HOW MUCH IS BEHIND COVER?
身体有多少得到掩护?
MODIFIER TO HIT THE EXPOSED TARGET
击中的修正值
1/3 - Low boxes, or kneeling
 矮箱子或跪姿
-2 modifier to hit
2/3 - Head and shoulders visible, target laying on floor
头和肩膀可见;目标卧倒
-4 modifier to hit
Completely behind cover
完全隐蔽
-10 modifier to hit

如果攻击者并不特意瞄准无掩护的部位,而只是朝目标射击,他们有可能击中目标,但掩体会挡住子弹。
剧透 -   :
If the attacker isn’t aiming specifically for the exposed area, and just shooting at the target, there’s a chance they will hit but the cover will get in the way.

How much protection does it offer?
掩体提供多少保护?


掩体后的人被击中的伤害降低。这取决于掩体有多坚实——有些物体承受一定伤害后就会被摧毁或失去作用。

和先前情况一样,确定目标有多大比例在掩体后,然后使用随机位置表(见86页“你哪儿疼?”)。如果该部位不受掩护,就会如一般状况被击中。如果部位受掩护,那么只有伤害足以穿透掩体时才可能被击中(见下表)。
剧透 -   :
Shooting someone who is behind some form of protection reduces the amount of damage they take. It all depends upon how tough the cover is – some objects can only take so much damage before it is destroyed or before damage starts going through.

As before, determine how much of the target is behind cover, and use the Random Location Table (see “Where Does It Hurt?” on pg.86). If that part of them is exposed, they are hit as normal. If the location is behind cover, then that location could be hit if the damage is enough to go through the protection of the cover (see table below).

COVER TYPE
掩体类型
ARMOUR PROTECTION
护甲值
DAMAGE IT CAN TAKE BEFORE IT IS DESTROYED
毁坏前可吸收的伤害
Wood 木头15
Brick Wall 砖墙1050
Concrete Wall   混凝土墙1570
Steel Wall 钢墙30250

示例:如果罗宾汉躲在木栅栏后时被机器人骑士的解体枪击中,造成4点伤害,那么栅栏将“吸收”1点伤害,而罗宾汉受到余下的3点伤害。他用于掩护的栅栏在被摧毁之前只能再承受4点伤害。

如果他躲在城墙后面,则不会受到任何伤害,因为城墙的护甲值比造成的伤害更高。不过,解体枪会使城墙减少4点耐久。

如果掩体非常大,而且击中目标的几率很小,主持人可以建议使用故事点以成功击中目标!
剧透 -   :
Example: If Robin Hood is shot by a Robot Knight’s disintegrator for 4 points of damage while ducking behind a wooden palisade, the fence ‘absorbs’ 1 point of damage, and Robin takes the remaining 3 points. The fence he is using as cover can only take another 4 points of damage before it is considered destroyed.

If he was hiding behind a castle wall, he would take no damage as its armour protection is greater than the damage done, however, the disintegrator would take 4 points off of the wall.

If the cover is very large, and the chances of hitting any part of the target behind the cover is minimal, the Gamemaster may suggest the use of Story Points to even get a hit in!

Armour
护甲


与掩体相似,护甲以同样的方式减少所受的伤害。护甲通常只能防御子弹或其他物理武器。激光等高能武器(任何标为L的致命武器)都能直接穿透它,不过防护力场可以防御任何攻击。

外星护甲,比如戴立克金属和戴立克使用的力场,见第五章:所有奇奇怪怪的生物
剧透 -   :
Just like cover, armour works in the same way, reducing the amount of damage taken. This armour normally only protects against bullets or other physical weapons. Laser or other high energy weapons (anything with a Lethal (L) damage) will cut right through it, although protective forcefields will defend against everything.

Alien armour, such as Dalekanium and the forcefields that Daleks employ are covered in Chapter Five: All the Strange, Strange Creatures.

ARMOUR TYPE 护甲类型ARMOUR PROTECTION 护甲值
Leather Jacket   皮夹克
1
Bulletproof vest   防弹背心
4
SWAT Body Armour   特种装甲
8
Full Metal Plate (Medieval armour)  全套金属板甲(中世纪装甲)
8

离线 DWhit

  • 版主
  • *
  • 帖子数: 139
  • 苹果币: 1
  • Life is short and TTRPG is hot
OTHER SOURCES OF INJURY
其他伤害来源


在危险的宇宙里,刀、枪和肢体冲突并不是受伤的唯一途径。如果一个角色不小心从高处跌落,或者他们被邪恶反派设下的陷阱困在火中,会发生什么呢?
剧透 -   :
Swords, firearms and physical conflict are not the only way to get hurt in this dangerous universe. What happens if a character accidentally falls or if they’re cornered by fire in a trap set by the evil villain?

坠落:坠落可能是由于攀爬、跳过缺口或绕过障碍物时的失败。下落的高度决定了落地时造成的伤害。如果只是绊倒了,角色不会受到任何伤害——至少不会受到物理伤害。如果是失败特别严重、撞到头等情况,游戏主持人可能会让角色昏迷。

从任何高度跌落的伤害是很容易计算的。你的角色每下落一米,伤害值为1。所以如果下落五米,伤害值是5。这个值用于攀爬、跳跃或奔跑时骰出Bad结果的情况。如果结果是Failure则减半,Disastrous则乘以1.5倍。Failure说明你没有坠落着地,成功地落在了某个边缘(尽管有点疼),在下落的过程中抓住了什么东西;在Disastrous结果中,则是特别糟糕地落在了尖锐物上。
剧透 -   :
Falls: Falling can result from failing at climbing something, failing to jump over a gap or around obstacles. The distance fallen determines how much damage taken from hitting the ground. If they’ve just fallen from tripping over something, they’re not really going to take any damage – at least not physical damage. The Gamemaster may stun the character if they fail particularly badly, if they hit their head or something.

Damage from falling any distance is easy to calculate as well. For every metre your character falls, the value of the damage is 1. So if you fall five metres, the damage value is 5. This is the value for failing a Climb, Jump or Running roll with a Bad result, it will be halved if the result was a Failure or multiplied by 1.5 if you get a Disastrous. This reflects something breaking your fall, managing to land on a ledge (albeit a little painfully), catching yourself on the way down or, in the case of a Disastrous Result, landing particularly badly or on something sharp.

撞击:大多数交通工具的设计都注意了保护乘客(除了自行车和其他司机没有防护的交通工具)。如果角色高速撞上物体,或者被高速移动的物体撞击,所造成的伤害等于方撞击在上一个行动中所移动的距离。例如,被一辆行驶了8格的汽车撞到会造成8点伤害(在试图避开它时骰出Bad结果;Failure结果减半,Disastrous乘以1.5倍)。乘客如果撞上了什么东西,也受同样的伤害,但由于汽车的护甲而降低。如果汽车行驶了8格,然后撞上一堵砖墙,假设汽车提供4点护甲值(见111页的交通工具),每个乘客将受到4点伤害。
剧透 -   :
Crashes: Most vehicles are designed to protect the passengers (with the exception of bikes, and other forms of transport where the driver is exposed). If the character hits something at speed, or is hit by something travelling at speed, the damage is equal to the number of Areas it travelled in the last action. For example, getting hit by a car that was travelling 8 Areas in its action does 8 points of damage (on a Bad result when trying to avoid it; halved for a Failure, or x1.5 for a Disastrous). Passengers in a vehicle that hits something suffer the same damage, but reduced by the armour protection of the car. If the car that was travelling at 8 Areas then hits a brick wall, if the car provided 4 levels of armour protection (see vehicles, on pg.111), each passenger takes 4 levels of damage.

溺水:溺水和跌落一样,是掷骰失败的结果。在水中游泳或屏住呼吸失败时会溺水。不能呼吸非常糟糕,通常是致命的——除非你像杰克上校一样有不朽之身。

Bad结果意味着角色将承受8点伤害(通常是力量和决心)。Failure结果则减少到4,这意味着你吞下了一大口水,呛了一下,伤到了自己,但是你还可以再试一次。Disastrous结果是致命的,所以你最好还留有一些故事点……

如果被困在一个被水淹没的地方,你每十秒左右就会受到一次这样的伤害,所以你必须尽快找到一条出路。游戏主持人可能会很宽容地让角色昏过去,然后被反派救起来,成为俘虏。
剧透 -   :
Drowning: Drowning, like falling, is the result of failing a roll. This time it comes from failing at swimming or holding your breath in a flooded area. Not being able to breathe, unless you’re indestructible like Jack, is pretty bad and will usually be a fatal experience.

A Bad result will mean the character sustains 8 levels of damage (usually to Strength and Resolve). A Failure reduces this to 4 which would mean that you’ve swallowed a lungful of water, choked a little and have hurt yourself but you’re OK to try again. Disastrous result is Lethal, so let’s hope you have some Story Points left...

If you’re trapped in a flooded room or location, you’re going to take this damage every ten seconds or so, so you’re going to have to find a way out quick. The Gamemaster may be lenient and have the character black out to be recovered by the villains, waking up as their prisoner.

火:火是一个棘手的问题,因为它取决于火势的大小。最好的方法是避免自己身上着火。借此,你可以在燃烧的建筑中穿行,扑灭大火,试着把开放式壁炉里燃烧着的文件熄灭——所有的处理方法都是一样的。

如果火势特别猛烈,游戏主持人会改变难度,但失败意味着你身上着火了——衣服烧了起来,或者更糟。Disastrous结果是致命的,因为火焰很快就能彻底吞噬你。Bad或Failure结果意味着你烧伤后成功把火扑灭了,这两者分别把伤害减少到8和4。在这种情况下,故事点又一次成为了救命稻草。
剧透 -   :
Fire: Fire’s a tricky one, as it can depend upon how big the fire is. The way we’ll handle it is actually avoiding catching on fire yourself. This way, you can run through a burning building, fight back a blaze, try to put out a burning document that has been thrown into an open fireplace – it’s all handled the same way.

The Gamemaster will change the difficulty if the fire is particularly intense, but a failure means that you’ve caught fire in some way – an item of clothing has caught alight, or worse. A Disastrous result is Lethal, as it doesn’t take long for the flames to totally engulf a person. A Bad or Failure result means that you’ve managed to put out the fire after suffering some burns, reducing the damage to 8 or 4 respectively. Again, Story Points are going to be the lifesaver in this situation.

极寒/酷热:寒冷与冻伤有关,主持人根据寒冷程度设定伤害等级。角色必须使用力量和任何合适的技能(通常是生存,根据特性调整)掷骰来避免冻伤。这可能需要每小时判定一次(如果温度极低的话会更频繁一些,比如Volag-Noc星的表面),角色的属性逐渐减少,直到被冻死。

同样的效果也可以用于暴露在极端高温下,比如沙漠烈日暴晒或者直面Pyrovilia星的高温和岩浆环境。同样的,游戏主持人会根据炎热程度分配伤害等级,并且需要骰力量+生存来避免受到高温的伤害。
剧透 -   :
Extreme Cold/Heat: Cold is all about exposure with the Gamemaster assigning a damage level depending upon how extreme the temperature is. Characters will have to make rolls using their Strength and any suitable skill (usually Survival, modified by traits) to avoid exposure. This may have to be repeated every hour (or more often if the temperature is suitably frosty, such as the surface of Volag-Noc), the character gradually losing attributes until they freeze to death.

The same effect can be used for exposure to extreme heat, like being caught in the open under the hot desert sun or exposed to the heat and magma of Pyrovilia. Again, the Gamemaster will assign a damage level depending upon how hot it is, and Strength + Survival rolls are required to avoid taking damage from the heat.

EXTREME COLD / HEAT极寒/酷热
TEMPERATURE温度                   DAMAGE伤害
Above 55°C  55°C以上           5 every 5 minutes  每5分钟5点
Above 45°C  45°C以上           3 per hour  每小时3点
Above 30°C  30°C以上           1 per day  每天1点
Below -5°C  -5°C以下              1 per day  每天1点
Below -20°C  -20°C以下         3 per hour  每小时3点
Below -40°C  -40°C以下         5 every 5 minutes  每5分钟5点

这些数字是基于没有适合的衣物或防护装备情况下暴露在极端温度中的近似值。游戏主持人可以随意调整这些数字或根据情况自行确定。
剧透 -   :
These figures are approximations based on exposure without the correct clothing or protective gear. The Gamemaster should feel free to adjust these figures or make up their own to suit the situation.

辐射:辐射是令人厌恶、隐形而致命的东西。角色很少会遇到高水平辐射源,但这里有一些参考,以防角色们无意中进入了一座核电站,而这座核电站已经被某个时间特工那复仇心重的弟弟熔毁了。

辐射量的测量单位是雷姆(或人体伦琴当量。谁说游戏没有教育意义的?)吸收的雷姆数值越大,伤害越严重。例如,没有屏障的的核电站堆芯每小时辐射约500雷姆,一团核辐射云每小时辐射约1000雷姆,在发生事故的核电站附近,你每小时受到约2000雷姆辐射。如果不穿防辐射服(能使剂量减半),暴露在这些水平的辐射下一小时通常是致命的。即使这样,低于500雷姆时,你每小时也要受到12点伤害(Bad结果。Failure减半为6点,Disastrous乘以1.5倍为18点),必须住院治疗好几周来恢复。
剧透 -   :
Radiation: Radiation is nasty stuff, invisible and deadly. It’s rare that characters will encounter sources of high radiation, but here are some guidelines just in case the characters stumble into a nuclear power plant that has been set to meltdown by the vengeful younger brother of a Time Agent.

Radiation is measured in rems (or Roentgen Equivalent in Man, who said games weren’t educational?). The higher the rems received, the more severe the damage. For example, an unshielded power plant core gives out around 500 rems per hour, a nuclear fallout cloud around 1000 rems per hour, and being at a nuclear plant when there’s an accident you’re looking around 2000 per hour. Exposure to any of these levels for an hour is usually fatal without a radiation suit (which halves the dosage). Even then, under 500 rems and you’re taking 12 points of damage an hour (on a Bad result, half of that on a Failure to 6, or 1.5 on a Disastrous to 18) and looking forward to weeks of hospital treatment to recover.

真空:没有宇航服,直接进入太空的真空环境就像是直达末日的单程旅行。科幻作家们经常争论暴露在真空环境中是否会导致窒息、爆炸减压、寒冷造成的瞬间冻僵,或者无防护暴露在太阳下而被烤熟。然而,我们已经发现,它并不像我们往常相信的那样迅速招致死亡。暴露在真空中按溺水的情况对待(见前文)。当你在真空中屏住呼吸时(记住要先呼气)骰出Disastrous结果是致命的,Bad和Failure结果则分别造成8点和4点伤害,因为肺部在与压力作斗争。每隔30秒判定一次,难度值逐次提高(你不可能永远屏住呼吸!)。
剧透 -   :
Vacuum: Without a spacesuit, going out into the vacuum of space is a one way trip to doomsville. Science fiction writers constantly argue over whether being exposed to vacuum results in suffocation, explosive decompression, instantly freezing due to the cold of space or cooking from unprotected exposure to the sun. However, we’ve seen that it’s not as violent a death as some would have us believe, and exposure to vacuum is treated like drowning (see above). A Disastrous result at holding your breath (remembering to exhale first) while you’re exposed to vacuum is Lethal, Bad or Failure results in 8 or 4 levels of damage respectively as the lungs struggle against the pressure. This will have to be repeated every thirty seconds with a Difficulty that gets harder every time (you can’t hold your breath forever!).

离线 DWhit

  • 版主
  • *
  • 帖子数: 139
  • 苹果币: 1
  • Life is short and TTRPG is hot
LOSING A MENTAL CONFLICT
在精神冲突中失败


伤害主角的不仅仅是身体上的威胁。许多恐怖之事可以削弱意志、侵入思维。大多数情况下,精神冲突和其他普通冲突一样进行。简单的后果,可以是失败了而遭到精神控制、害怕、附体或更糟。在更详细的精神冲突中,角色受到“伤害”,就像物理冲突一样。唯一的区别是造成的伤害是暂时的。

精神伤害和身体伤害一样,但减少的是才智或者决心,而不是力量属性。如果使用武器,如MITRE头部装置或其他心灵扭曲设备,主持人可以给予额外伤害。伤害通常会减少角色的决心,减到0时,角色丧失抵抗的意志或失去意识。这种“伤害”之后很快就会恢复,尽管如果被附体或精神控制时,影响可能会持续更久。如果影响特别严重,有时会获得负面特性。
剧透 -   :
It’s not just physical threats that can harm our heroes. There are many terrors out there that can sap the will or invade the mind. In most of these cases, this will be conducted just as any other Conflict. It can be as simple as failure resulting in being mentally controlled, scared, possessed or worse. In more detailed mental Conflicts, characters take ‘damage’ from the encounter, just like a physical Conflict. The only difference is the damage inflicted is temporary.

Mental damage is inflicted just like physical damage, but using Ingenuity or Resolve instead of the Strength attribute. The Gamemaster may apply bonuses if weapons are used such as a MITRE headset or other mind-bending equipment. Damage is usually taken from the character’s Resolve, until it reaches 0 and the character has lost his will to resist or falls unconscious. This ‘damage’ is restored quickly afterwards, though the effects of losing may be longer-lasting if they’ve been subjected to possession or mind control, sometimes gaining Bad Traits if the effects are severe enough.

GETTING SCARED
害怕


面对难以形容的宇宙恐怖时,我们很容易感到恐惧;不是只有无辜的村民会被吓得失去理智。角色们遇到的许多外星人都很骇人,只有勇敢的人才不会害怕地瑟瑟发抖。

面对可怕的事就像是另一种冲突。如果外星人特别可怕,它将拥有恐惧因素特性,这一特性调整怪物的决心和气质数值。直面它的角色将不得不用自己的决心和才智加上任何合适的特性调整,如“勇敢”,来打败这些敌人。记住,恐惧因素特性在生物主动恐吓角色时才会生效。

如果角色胜出,他们可能会受惊,但可以正常继续。然而,如果失败了,角色就会呆立住尖叫不止。极大的失败,即Bad或Disastrous结果下,角色可能会晕倒、逃跑或连续数月经受梦魇的折磨。
剧透 -   :
t is not hard to get scared when facing the unspeakable horrors of the universe and it’s not just the innocent villager who gets terrified out of their wits. Many of the aliens the characters will encounter are just plain terrifying, and it’ll be a brave individual who doesn’t stand there quaking in fear.

Facing something scary is simply another Conflict. If the alien is particularly scary, it will have the Fear Factor trait that’ll modify the monster’s Resolve and Presence. The character facing it will have to beat these with their own Resolve and Ingenuity, modified by any suitable trait like ‘Brave’. Remember, the Fear Factor trait doesn’t come into effect unless the creature is actively scaring the character.

If the character wins, they may be scared but they’re able to continue as normal. However, if they fail against the creature, the character can do very little other than stand there and scream. Failing by a lot, a Bad or Disastrous result, and the character may faint, run away or suffer from horrible nightmares for months.

示例:克拉拉正在卡拉布拉索斯银行的保险库中穿行,想知道博士去了哪里。在拐角处,她发现Teller正在嗅出罪犯。她因为看到了它能做什么而害怕,并骰决心+才智对抗Teller的决心+气质。Teller没有看到她,所以它的恐惧因素特性无效。她成功了,并准备偷偷溜过走廊离开。Teller感觉到了她的存在,转过身来。它对着她怒吼,克拉拉站在那里吓得呆住了。她需要再次掷骰,因为它已经看到了克拉拉并主动地恐吓她,由于恐惧因素而获得了额外加值!克拉拉骰出了Failure,只能站在那里,惊恐万状!
剧透 -   :
Example: Clara is walking through the vaults of the Bank of Karabraxos, wondering where the Doctor has got to. As she turns a corner, she spies the Teller, sniffing out the guilty. She’s scared, having seen what it can do, and makes a Resolve + Ingenuity roll against the Teller’s Resolve + Presence. The Teller hasn’t seen her, so its Fear Factor trait doesn’t come into play. She succeeds and prepares herself to sneak across the corridor and away. The Teller senses her, and turns. It roars at her, and Clara stands in abject terror. She needs to make the roll again, as it has seen her and is actively scaring her, getting the bonus from its Fear Factor! Clara gets a Failure on her roll and can do nothing but stand there, terrified!

FREEZE!
别动!


在博士的许多冒险经历中,发生的事特别令人难以置信,以至于人们惊讶得动弹不得。例如,角色们遇到了一群试图统治世界的人。他们与这些反派面对面地站着,而反派们把手伸到额头上,解开了人皮紧身衣!甩掉伪装以后,出现在眼前的是一群斯利辛!

在游戏中,玩家们通常会把这5-10秒的戏剧性场面作为一个逃跑、攻击或做些什么的机会,而外星人则因为忙着钻出紧身衣而十分无助。正是在这样令人震惊、戏剧性十足的时刻,游戏主持人可以要求玩家的角色静止不动。斯利辛揭露身份的时候,他们吓得呆若木鸡了。

想要行动的角色可以花一个故事点动起来,只要这不打乱主持人的冒险计划。只要角色们在面对身份揭露时没有危险,事情就会变得更加戏剧化。
剧透 -   :
In many of the Doctor’s adventures there are moments when things happen that are so mindboggling that people just stand there and stare. For example, the characters encounter a group of people intent on taking over the world. The stand face to face with the villains when they reach to their foreheads and unzip their skin-suits! The shake off their disguises to reveal a group of Slitheen!

In the game, the players would usually take those 5-10 seconds of dramatic reveal as an opportunity to run, attack or do something while the aliens were helpless and busy wriggling out of their skinsuits. It is during these shocking and dramatic moments that the Gamemaster can demand that the player characters freeze. They’re stunned into inactivity while the reveal happens.

Character who wish to act can spend a Story Point to do so, as long as it doesn’t upset the Gamemaster’s plans for the adventure. As long as the characters are in no danger while this reveal occurs, it makes things more dramatic.

BEING POSSESSED
被附体


宇宙中有许多外星生物可以操纵角色,控制他们的行为和思想。托拉吉星系中的活太阳可以将人们变成它复仇思想的杀人狂傀儡,而远古恶魔在6号基地避难所控制了托比,把他变成自己意识的活容器。

对抗试图控制你思想的外星生物属于普通冲突,外星生物的决心+说服对抗角色的决心+才智(如果是智斗)或力量(如果是纯粹的精神力量搏斗)。任何适用的特性都可以用于调整双方的属性。如果角色赢了,他们会保持自制和理智。如果失败了,他们可以选择花费故事点来保持控制。如果用完了故事点,外星生物就会成功附体,完全交由主持人决定要做什么。

有些时候,角色可以强行夺回控制几秒钟——阻止自己扣动扳机,试图告诉其他人外星人的邪恶计划或者打败它的办法。这并不容易,但如果故事情节合理,主持人可能会允许你这么做。

如何摆脱外星人的束缚?这需要花费故事点,但如果你已经被附体了,可能意味着故事点耗尽,所以你不得不从朋友那里获取。他们可以捐出故事点:一场鼓舞人心的演讲以示支持,一段提醒你自己是谁的有意义的对话,以及任何可能让你恢复理智的事情,都可能有所帮助。
剧透 -   :
There are many alien beings in the universe that can take over a character, controlling their every action and thought. The living sun in the Torajii system could turn people into homicidal agents of its vengeful thoughts, and the Beast took over Toby Zed on Sanctuary Base 6 to become the living vessel of the its consciousness.

Defending yourself against an alien presence that is trying to control your mind is a normal Conflict, with the alien’s Resolve + Convince resisted by the character’s Resolve + Ingenuity (if a battle of wits) or Strength (if a battle of pure mental power). Any applicable traits can modify the attributes of each side. If the character wins, they retain their control and sanity. If the character fails they can opt to spend Story Points to retain control. If they’re out of Story Points, the alien will take control, and the Gamemaster will dictate what they wish to do.

There may be moments when the character can retain control for a couple of seconds – stopping themselves from pulling that trigger, trying to tell the others what the alien’s evil plans are or how to defeat it. It’s not easy, but the Gamemaster may allow you to do this if it fits the story.

How to shake the thrall of the alien? It’s going to cost Story Points, but if you’re already possessed it probably means you’ve already run out of Story Points, so you’re going to have to get them from your friends. They can donate Story Points: a rousing speech of support, a meaningful dialogue to remind you of who you are, anything that might bring you back to your senses may help.