作者 主题: 【CF】游戏信息——心理疾病与心理重编程 p.50-53  (阅读 689 次)

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游戏信息
GAME INFORMATION

这一段的内容既可以作为GM用以衔接剧情的工具,亦可以作为想要扮演具有某种心理健康问题的角色的玩家的参考资料。在下文中,你能找到一张表格,记录了前文中提到的各种心理疾病在游戏中对应的特质;这其中也包含了下一个章节中有可能与心理疾病相关的特质。需要注意的是,并不是所有的症状和心理障碍都有与之符合的特质,也并不是每一个和特质对应的心理疾病在此都有详细描述。

劇透 -   :
This section is intended as both a source of plot hooks, and a resource for players who wish to portray a character with some form of mental health issue. Below, you’ll find a list of qualities that may be suitable for characters with the mental illnesses described above; there are also qualities in The Enhanced Life that can be used in connection with mental illnesses. Those are also listed here. Note that not all of the symptoms and disorders listed in this section will have qualities recommended for them, and not all of the disorders with qualities listed here have descriptions in the in-character section.

心理疾病表
心理疾病特质与出处
恐惧症恐惧症(RF p.157)
社交焦虑症社会压力(SR5 p.85)
强迫症,盗窃癖,纵火狂自控力低下:强迫症(RF p.158)
创伤后应激障碍(PTSD)下列的一项或全部:与心理创伤相关的失忆症(RF p.152),战斗麻痹(SR5 p.80),闪回(RF p.155),失眠(SR5 p.81),社会压力(SR5 p.85)
解离性失忆症失忆症(RF p.152)
记忆丧失症非完全洗脑(RF p.156)
解离性身份障碍(多重人格)非完全洗脑(RF p.156) 由于分离人格的持续性是这种疾病的一个关键特征,强烈建议玩家和GM创作一个第二人格用于人格转换的状态。
戏剧性人格障碍自控力低下:求关注(p.58)
自恋型人格障碍自控力低下:吹逼佬(RF p.158)
对立违抗性障碍战斗狂热者(R&G p.127) 自控力低下:报复心(RF p.158)
偏执型人格障碍被害妄想症(RF p.157)
反社会人格障碍(疯子)仅限角色扮演。反社会行为的典型指标——缺乏同理心/悔恨,低心理抑制——其实就是暗影狂奔行动的特性
双向情绪障碍双向情绪障碍(RF p.152)
赛博错乱赛博错乱(p.57)
注意力缺陷多动障碍(ADHD)失焦症(p.58)
赛博性脑颞叶癫痫症(TLE-X)赛博性脑颞叶癫痫症 TLE-X(p.59)
感官超负荷综合症感官超负荷综合症(RF p.159)
人工诱导精神分裂综合症(AIPS)人工诱导精神分裂综合症 AIPS(p.57)


改变他们的心灵:可编程ASIST生物反馈(PAB)
CHANGING THEIR MIND: PROGRAMMABLE ASIST BIOFEEDBACK

心理治疗的核心要义是改变人思考的模式。精神活性药物,包括人们磕的那些多种多样的摄入物,可以用来让人感觉好一些(或者至少让那些糟糕的感觉滚远点)。不过感谢奇迹般的DNI科技,ASIST生物反馈现在可以用来直接改变一个人的情感和记忆。

(DT中的一个译注:ASIST,全称Artificial Sensory Induction Systems Technology,人工感觉感应系统技术,诞生于2018年,能够记录、处理和反馈虚假感觉到大脑中,也就是拟感模块基于的技术。)

劇透 -   :
The core of psychotherapy is to change the way a person thinks. Psychoactive medications, including self-medication with various substances, are taken to make oneself feel better (or at least make bad feelings go away). Thanks to the miracle of DNI technology, ASIST biofeedback can now be used to alter a person’s feelings and memories directly.

在游戏规则层面,PAB可以用于植入或删除角色的记忆和/或负面特质,甚至包括深潜特工的假身份和假人格。要让这个过程开始,一个治疗师(或者洗脑者)需要三样东西,一个PAB装置(译注:这东西没有可获得性和价格,就是个GM玩具),一个用于将目标的大脑和装置用DNI连接在一起的手段(数据接口,电极贴片等等),还有时间。对于非自愿的目标,建议使用一些化学或者物理性的拘束,因为PAB单元自身没有控制目标的能力。

劇透 -   :
In game terms, PAB can be used to implant or remove memories and/or Negative qualities in a character, including false identities and personalities for deep-cover operatives. To get the process started, the aspiring therapist (or brainwasher) must have three things: a PAB unit, a way to connect the unit to the target’s brain through DNI (a datajack, trodes, etc.), and time. Chemical or physical restraints are recommended if the target is unwilling, as a PAB unit has no built-in means of sedating a subject.

操作PAB可以被分类为四个大类:事件重编程(修改目标通常可以想起的记忆),触发式重编程(植入或修改一段目标平常想不起来的记忆,它会被一个预设的触发机制激活),心理编程复原,和品行调整。所有的四个类型的操作都需要一个心理学+逻辑【PAB装置等级】的延长检定,时间间隔是1周,阈值根据情况变化(参见下文中的表格)。

劇透 -   :
Using a PAB can be broken into four categories: event reprogramming (altering memories that the subject can normally access), invoked reprogramming (implanting or altering memories the target isn’t consciously aware of, which activate with a pre-set trigger), reversing reprogramming, and behavior modification. All four categories require a Psychology + Logic [PAB unit’s Rating] Extended Test at 1-week intervals, with differing thresholds (see the Action/Threshold Table and Event Reprogramming Table on the previous page).

PAB心理编程是一个极端耗时的过程,而且整个过程必须在一个尽可能短的时间内完成,以保证植入的记忆能够稳固。任何添加或者移除事件记忆或调用记忆的尝试,需要让心理编程者(或者心理编程复原者)每天花掉至少八个小时在目标对象身上,直到达到阈值要求。哪怕少了一天,这次心理编程都会失效。

劇透 -   :
PAB programming is extremely time-consuming, and the process must be completed in a short period of time to ensure the modified memories take hold. Any attempts to implant event or invoked programming, or remove either type of programming, require the (de)programmer to spend at least eight hours every day working with/on the subject until the threshold of the Extended Test is met. Missing a day causes the programming attempt to fail.

在极端困难或者时间紧张的情况下,心理编程者可能会使用γ-东莨菪碱(核心规则书p. 410)来加速摧毁目标抵抗的进程。(在这种情况下,目标必须在编程的每个阶段开始前摄入一剂药物。)如果目标有一次没有摄入药物,会移除对目标意志的减值,增加这一延续检定的阈值3点,并且即使之后补上了药物也不能降回来。

劇透 -   :
In particularly tough or time-sensitive cases, a programmer may use gamma-scopolamine (p. 410, SR5) to break down the subject’s resistance more quickly. (In those cases, the subject must be dosed at the beginning of each programming session.) Missing a dose removes the penalty to the target’s Willpower, increasing the threshold of the Extended Test by 3, and may not be reversed by further doses of the drug.

即使是在最好的情况下,侦测和逆转PAB心理编程也是一件棘手的事。任何检查记忆的能力(比如摄影记忆特质)都是没用的。发现PAB心理编程迹象的唯一可靠方法是通过精神分析,通过一个心理学+逻辑【精神】(12,1天)延续检定,或者一个施法者在心灵探针法术上取得了5以上的净成功。一个PAB装置可以被用来辅助这个心理学检定,编程者可以将它的等级加入骰池里面。隐秘心理编程会提升心理学检定和心灵探针法术的阈值,数值等同于它增加在自己最初的心理编程阈值上的数目。

劇透 -   :
Detecting and reversing PAB reprogramming is tricky, at best. Any power or ability that examines the contents of the memories (such as the Photographic Memory quality) will be ineffective. The only reliable ways to detect PAB reprogramming are through psychoanalysis, via a Psychology + Logic [Mental] (12, 1 day) Extended Test, or by a magician who receives five or more net hits on a Mind Probe spell targeting the subject of the reprogramming. A PAB unit may be used to aid the Psychology Test only, adding its Rating to the user’s dice pool. Concealing the reprogramming modifies the threshold of the Psychology Test and Mind Probe spell by the same amount added to the difficulty of the original programming threshold.

当然,PAB装置(和它们的使用者)都不是完美的。当心理编程或者心理编程复原的心理学检定出现大失误的时候,GM可以选择除了导致心理编程失败之外,还会使目标获得负面特质,例如感官超负荷综合征(尝试心理编程时),或者非完全洗脑(尝试心理编程复原时)。

劇透 -   :
Of course, PAB units (and their users) are far from perfect. At the gamemaster’s option, critical glitches on Psychology Tests to program or deprogram a subject with PAB may inflict negative qualities as well as causing the attempt to fail. Examples include Sensory Overload Syndrome (for programming attempts) and Incomplete Deprogramming (for deprogramming attempts).

原则上,所有影响角色的感情和/或记忆的负面特质都可以通过PAB重编程获得或者移除。这包括:成瘾(仅限心理成瘾,不能用于治疗拟感成瘾),失忆症(但玩家仍然需要支付业力购买技能),双向情绪障碍,荣誉守则,战斗麻痹,贪图享乐,独特风格,装作精灵,物品依赖,闪回,非完全洗脑,失忆症,丧失信心,装作兽人,被害妄想症,自控力低下(所有子类别),歧视,社会压力,粗鲁,以及本文中提到的所有新特质。(这些特质的描述可以在核心规则书p. 77-87,RF p.151-159找到)

劇透 -   :
Generally, any Negative quality affecting a character’s emotions and/or memories may be removed or implanted by PAB. These include: Addiction (psychological addictions only, may not be used to treat simsense addictions), Amnesia (players still must spend Karma to buy skills), Bi-Polar, Code of Honor, Combat Paralysis, Creature of Comfort, Distinctive Style, Elf Poser, Emotional Attachment, Flashbacks, Incomplete Deprogramming, Insomnia, Loss of Confidence, Ork Poser, Paranoia, Poor Self Control (all variants), Prejudiced, Social Stress, and Uncouth, as well as any of the new Qualities listed in this section. (Descriptions of the other qualities listed here may be found on pp. 77–87, SR5, and pp. 151–159, Run Faster.)

需要注意的是,通过PAB调整对象的品行依然有以下几个限制:首先,只有负面特质能通过PAB添加或者移除。其次,移除负面特质所需的业力仍须支付——PAB行为调整是支付那些业力的理由,而不是代替业力。GM有权决定在玩家被迫通过PAB获得负面特质的时候是否获得业力。这一流程有着14的可获得性,以及120000新円的价格。

劇透 -   :
Note that there are some limitations to using PAB to modify a subject’s behavior: First, only Negative qualities may be implanted or removed. Second, the Karma cost for removing Negative qualities must still be paid—PAB behavior modification is a justification for spending the Karma, not a replacement. Whether a player receives Karma for a quality inflicted against the character’s will via PAB is left to the gamemaster’s discretion. The procedure has an Availabilty of 14 and costs 120,000 nuyen.

操作/阈值表
操作阈值
事件重编程目标的意志+调整值(见事件重编程表)
触发式重编程目标的意志+调整值(见事件重编程表),必须在检定前决定一个触发条件
心理编程复原等同于原先心理编程时的阈值,包括任何调整值
品行调整添加/移除特质的业力消耗

事件重编程表
事件阈值
改变后的记忆的时间跨度
  少于一天-1阈值
  少于一周0
  少于一个月+1阈值
  少于六个月+3阈值
  少于一年+6阈值
  多于一年+8阈值
改变后的记忆对目标不重要-1阈值
改变后的记忆对目标十分重要+2阈值
目标直接参与了改变后的记忆+2阈值
改变后的记忆包括一连串事件+1至+4阈值(GM决定)
改变后的记忆与基本的行为模式冲突*+1至+4阈值(GM决定)
隐秘心理编程可变†
*这项调整在目标或者他们熟知的人在改变后的记忆中表现的和目标自身的品行,或者其他人在目标其他未更改的记忆中的品行不符时适用。例如,如果一个平时十分和平主义的人在要更改的记忆中对他人施暴,就可以套用这项调整值。或者类似的,如果一个目标认识很多年的朋友(并且这些记忆还在)在重编程后的记忆里表现的就像他不认识目标一样,这项调整值也可以套用。
†心理编程者可以选择通过一个比通常的手段更复杂的方式来进行心理编程,以隐藏心理编程的痕迹。编程者选择提升这一检定的阈值一定的量,而后同样的数字会作为调整值加在发现这一事件重编程的的阈值上(见发现和反向心理编程的规则,p. 53)。

可选规则
OPTIONAL RULES

乖乖吃药    TAKE YOUR MEDS
除了简单的认定一个心理疾病就是没药救了之外,玩家也可以被允许使用一些药物和/或BTL,无论合法的或者非法的,来压制他们某个特定的怪癖,就像双向情绪障碍(RF p.152)特质里的那样。细节可以由GM决定,但是和这些药品相关的花销会成为角色生活方式的一部分(伴随着合适的花销提升;普遍而言不少于500新円每月,或角色生活方式的1%;取较大者),又或者直接让角色自掏腰包。

劇透 -   :
Rather than deciding that a mental illness is simply unmanageable, players may be allowed to use medication and/or BTLs, whether legal or illegal, to suppress their particular quirks, as in the Bi-Polar Negative Quality (p. 152, Run Faster). Specifics are left to individual gamemasters to decide, but expenses related to these drugs could become part of a character’s Lifestyle (with appropriate price increase; generally no less than 500 nuyen or 1 percent of the monthly lifestyle cost, whichever is greater) as easily as paying directly out-of-pocket.

移情作用    TRANSFERENCE
当一个人的心灵的工作方式被干扰之后,任何试图观测这个人的心灵的人都得冒着被影响的风险。如果一个法师对着一个心灵已经足够邪魔外道,违反泛人类的天性的角色使用心灵探针法术,这个法师可能会承受某种“翻译错误”或者被这个(对他们来说)杂乱无章的思维模式迷惑。这只会发生在那些扭曲的疯子身上,而不是那些更为常见的心理疾病,比如双向情绪障碍,抑郁症或者强迫症什么的。这种心灵反噬会造成和甩致休克类似的晕眩,对施法者造成{法术的强度}点伤害,加在他们要承受的耗竭伤害上,然后让他们晕头转向,在(10-意志)分钟内在所有行动中受-2罚值。精神冲击通常是由试图对有着精神病或者看待现实的方式被显著改变了的对象读心导致的,不过导致这种事的完整状况列表可以由GM决定。

劇透 -   :
When the function of another’s mind is disrupted, anyone viewing the inner workings of their thoughts is at risk of being affected, as well. If a magician uses a Mind Probe spell on a character whose thinking is far enough outside metahuman norms, the magician may suffer some kind of “translation error” or be disoriented by the disorganized (to them) patterns of thought. This should only happen in cases of twisted psychosis, not in more common mental illnesses such as bi-polar disorder, depression, and OCD. The psychic backlash causes stun similar to dumpshock, dealing the spell’s Force in damage to the spellcaster in addition to any Drain they suffered, and leaving them stunned (–2 to all actions) for (10 – Willpower) minutes. Psychic shock normally results from reading the minds of targets with psychoses or other significantly altered perceptions of reality, but the full list of circumstances it might occur in is left to the gamemaster’s discretion.






« 上次编辑: 2018-08-09, 周四 14:03:00 由 CPDSSS »

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Re: 【CF】游戏信息——心理疾病与心理重编程 p.50-53
« 回帖 #1 于: 2018-08-09, 周四 12:15:46 »
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