作者 主题: 第二节——暗影狂奔的典型形象  (阅读 30458 次)

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Re: 第二节——暗影狂奔的典型形象
« 回帖 #10 于: 2014-09-19, 周五 02:12:19 »
对抗检定
    对抗检定适用于一个暗影狂奔者不得不运用他的技能与其他个人,生物,有时甚至是先进科技(force,力、产物、武装部队,多解)做斗争的场合。也许她试图从一个保安面前潜入综合工厂(a factory complex,工业中心),用眩晕枪击昏一个好斗(寻衅找茬)的工头(a belligerent ganger怀疑是俚语用法),或是说服Mr. Johnson支付更高的薪水。Notation for Opposed tests looks like this:(插入一幅图)

    请注意对抗检定并不会列出阈值。因为在对抗检定中,你的目标是获得比对手更多的成功度。对手有时投骰所用的技能+属性组合与你相同,有时则不同。关于在特定对抗检定中具体使用何种技能和属性组合的信息,see Using Skills, p. 128。

剧透 -   :
Opposed tests
        Opposed tests happen whenever a shadowrunner has to pit her skills against another individual, living thing,or (occasionally) technological force. Maybe she’s trying to sneak by a security guard in a factory complex,knock out a belligerent ganger with her stungun, or talk Mr. Johnson into offering a higher payday. Notation for Opposed tests looks like this:

Note that Opposed tests do not list a threshold.That’s because in an Opposed test, you are trying to generate more hits than an opponent. Sometimes the opponent is rolling the same skill + attribute combination,sometimes a different one; see Using Skills, p. 128,for information on what skills and attributes are used in specific Opposed tests.
« 上次编辑: 2016-07-02, 周六 00:36:44 由 烤麸 »
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Re: 第二节——暗影狂奔的典型形象
« 回帖 #11 于: 2014-09-19, 周五 02:16:44 »
长期检定
    与发生在转瞬之间的检定不同,不少检定需要耗费更长的时间。也许你需要花上好几天学习一道新法术,或者你打算修理你那台破旧的美制车(Americar),并且你需要搞清楚这些工作的具体耗时。Extended test notation looks like this:(插入一幅图)

    不同于在单次检定中获得所有你所需的成功度,长期检定允许你重复投骰并将所得成功度累计计算直到达到阈值要求,你可能因多种原因暂时中断这个过程,或是有另外的事需要你处理,或是人们开始朝着你开枪,或是你用掉了所有的骰子。请注意在长期检定的每次投骰中,你所获得的成功度都不能超过相应的界限(除非你打算使用极限点绕过界限;see p. 56)。单个长期检定中的时间间隔(interval)描述了在每次投骰之间经过的时长。间隔可短至一个战斗回合长至整月。表“Task Difficulty Threshold”提供了对于判定长期检定阈值的建议,而表“Extended Test Difficulties”可以帮助GM选择恰当的间隔(interval)。
   长期检定并不能永远持续下去;角色的能力到某个时刻最终会达到极限,其副作用可不是说笑的。为了模拟这种情况,在单次长期检定中每多投一次骰子,玩家都需要从骰池中移去一个骰子。最终当其无骰可投时,则检定结束。
    通常单次长期检定的所有骰子没有必要同时投出。暗影狂奔者可以将工作暂时搁置,干些别的,然后回头继续处理这件留下了不少成功度且原本应当做完的工作。

剧透 -   :
Extended tests
        Rather than taking place in a single moment, some tests take place over time. Maybe you’re taking a few days to learn a new spell or you’re repairing your beatup Americar and you need to determine how long the job takes. Extended test notation looks like this:

        Instead of obtaining all of the needed hits in a single roll, Extended tests allow you to make repeated rolls and then accumulate the hits you made in each roll until you either reach the threshold, you run out of time because there’s something else you need to do or because people start shooting at you, or you run out of rolls. Note that on each roll of the Extended test, you can only count the hits equal to or under the applicable limit (unless you decide to use Edge to get around the limit; see p. 56). The interval for an Extended test describes how much time passes between each roll. Intervals can be as short as a Combat Turn or as long as a month. The Task Difficulty Threshold table provides some suggestions on thresholds for Extended tests, while the Extended Test Difficulties can help gamemasters choose the proper interval.
        Extended tests cannot last forever; at some point,characters reach the limit of their abilities, and further efforts will do them no good. To simulate this, with each successive roll on an Extended test, players should remove one die from their dice pool. Eventually they’ll have no dice left, and the test will be over.
        Generally, all of the rolls for an Extended test do not need to be made concurrently. Shadowrunners can set the task aside for a bit, do something else, then pick up where they left off with the amount of hits they had remaining in place.
« 上次编辑: 2016-07-02, 周六 00:37:39 由 烤麸 »
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Re: 第二节——暗影狂奔的典型形象
« 回帖 #12 于: 2014-09-19, 周五 02:18:04 »
关于舍入的贴士(边栏)
    有时你需要决定一些数值的大小,而在这种情况下你可能需要考虑对数值的舍入。本书内对此情况的原则是向上取整,除非有特殊规则告诉你别这么做。

剧透 -   :
A NOTE ON ROUNDING
        Sometimes you’re going to have to divide some number or another, and sometimes that will require rounding. The general rule of thumb is to round up, unless a specific rule tells you to do otherwise.
« 上次编辑: 2016-07-02, 周六 00:26:16 由 烤麸 »
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Re: 第二节——暗影狂奔的典型形象
« 回帖 #13 于: 2014-09-19, 周五 02:19:29 »
范例
    Sorsha的美制车在上一场战斗中受到重创,她需要休息并把车修好。GM判定其Americar受损十分严重,因此他查表将修理的阈值设为18,间隔(interval)定为“long”也就是一小时。Sorsha第一次投了10个骰子,进展不错——她得到了5个成功度。幸运的是,她的心智界限(Mental limit)为5,因此她可以获得所有的成功度。Sorsha在第二次投骰时(代表第二个小时)移去了一个骰子并且投骰结果不佳,只得到了两个成功度。她现在总计得到了7个成功度。接下去一小时她投8个骰子并得到了4个成功度:再接着她投7个骰子并得到另外4个成功度。她的总成功度现在为15,然而他的骰池越变越小。接下来她投的6个骰子里只产生了一个成功度,但是紧接着的一次投骰得到了2个成功度。她终于拿到了18个成功度!她的美制车被修复了,此工作总计投了六次骰子,意味着在游戏内经过了六个小时。

剧透 -   :
EXAMPLE
        Sorsha’s Americar took a beating in the last fight, and she needs to sit down and get it fixed. The gamemaster judges that the damage is severe enough to warrant a threshold of 18, and he assigns a Long interval of an hour to the work. Sorsha rolls 10 dice on this test, and the first roll goes well—she gets 5 hits. Fortunately, her Mental limit is 5, so she can count all the hits. Sorsha takes away a die for the second roll (representing the second hour) and rolls poorly, getting only 2 hits. She has a total of 7 hits now. The next hour she rolls 8 dice and gets 4 hits; then she rolls 7 and gets another 4. Her total is now 15,though her dice pool is dwindling. Her next roll of 6 dice only produces a single hit, but the roll after that gets 2. She has her 18! The Americar is now repaired, and the job took six rolls,meaning six hours have passed in the game.
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Re: 第二节——暗影狂奔的典型形象
« 回帖 #14 于: 2014-09-19, 周五 02:20:17 »
需插入两张表,留空中。。。。
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Re: 第二节——暗影狂奔的典型形象
« 回帖 #15 于: 2014-09-19, 周五 02:21:56 »
长期检定、失误
    一次失误并非必然导致长期检定失败,作为替代,检定的成果会被推迟或者变得更难达成。GM可以选择在已累积的成功度上减去1D6。如果这导致当前的总成功度减至零或更少,则检定失败。
    如果出现严重失误,检定自动失败——无需为此投任何骰子。你在此检定中的所有投入都会因此而损失。

剧透 -   :
Extended Tests & Glitches
        A glitch does not necessarily cause the Extended test to fail. Instead, it causes difficulties or delays in the effort.The gamemaster may choose to reduce the hits accumulated to this point by 1D6. If this reduces the total hits to zero or less, the test fails.
        On a critical glitch, the test fails—no dice roll needed.Whatever work you put into the test is lost.
« 上次编辑: 2014-09-23, 周二 23:54:12 由 烤麸 »
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Re: 第二节——暗影狂奔的典型形象
« 回帖 #16 于: 2014-09-19, 周五 02:25:31 »
协作检定
    暗影狂奔者很快就会学到没人可以独自在街巷中生存很久。你必须在团队中起到作用,总有需要队伍中的所有成员一起出力干活的时候。协作检定是团队成员一起工作的效果的模拟。
    在协作检定开始之前,你的团队中需要推选出一个领队。其他人充当其助手,他们必须投合适的技能+属性。每当任一助手获得至少一个成功数,领队的有效界限便上升1。除此之外,助手获得的每个成功度都为领队的骰池增加一个骰子。领队可通过此途径获得的最大骰子数等于领队在相应技能上的等级,或等于领队较高的那一项属性(当此检定运用两种属性)。接下来领队就可以在此检定中使用经过调整的骰池达到或超过阈值。
    如果任何一个助手投出严重失误,替代其通常效果,领队的有效界限将不会获得任何增加。一次普通的失误仅阻止此助手对领队的有效界限做出调整。

剧透 -   :
Teamwork tests
        Shadowrunners learn quickly that no one survives for long on the streets by themselves. You have to function as a group, and there are times when all members of a team pitch in to help out on a job. Teamwork tests simulate the effect of group members working together.
         To start a Teamwork test, your group needs to choose someone to act as the leader. All of the others serve as assistants, and they should roll the appropriate skill + attribute.For each assistant that scores at least one hit, the relevant limit for the leader’s test increases by one. Additionally,each hit the assistants make adds one die to the leader’s dice pool. The most dice that can be added to the test is equal to the leader’s rating in the applicable skill, or the highest attribute rating if the test involves two attributes. The leader then rolls their adjusted dicepool and tries to beat the threshold for the test.
        If any assistant rolls a critical glitch, then the leader receives no adjustments to the relevant limit, in addition to the regular effects of a critical glitch. A glitch prevents that assistant from adding an adjustment to the limit.
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Re: 第二节——暗影狂奔的典型形象
« 回帖 #17 于: 2014-09-19, 周五 02:26:39 »
范例
    暗影狂奔小队正在追踪一个神出鬼没的萨满,所有队员都要为追踪这个家伙出力。Takouba有3级追踪(Tracking)和4点直觉(Intuition)(合计为7)且他的心智界限为5,在此次检定中作为领队。Lliane有2级追踪和3点直觉,因此她投了五个骰子并得到了一个成功度。Saskatchewan Pete和Sorsha都没有追踪技能,因此他们投骰数其直觉减一,Pete为2,Sorsha为3。pete没有得到任何成功度而Sorsha得到了一个,全队合计对Takouba的有效界限加2并给他的检定加了两个骰子。他将在界限为7的情况下投9个骰子,试试看能获得多少成功度吧。

剧透 -   :
EXAMPLE
        The shadowrunning team is tracking a particularly elusive shaman, and each and every member of the team needs to pitch in. Takouba, with 3 ranks in Tracking and an Intuition of 4 (total of 7) and a Mental limit of 5, takes the lead in the test. Lliane has Tracking 2 and Intuition 3, so she rolls five dice and gets one hit.Saskatchewan Pete and Sorsha both do not have the Tracking skill, so each of them rolls their Intuition – 1,which is 2 for Pete, 3 for Sorsha. Pete gets no hits and Sorsha gets one, so altogether the team is adding 2 to Takouba’s limit and 2 dice to his test. He will roll 9 dice with a limit of 7 and see how many hits he gets.
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Re: 第二节——暗影狂奔的典型形象
« 回帖 #18 于: 2014-09-19, 周五 02:28:02 »
重试检定
    通过不断努力最终打开魔法锁,并在安保系统扫描到之前溜进办公室——这种满足感,一个轻言放弃的暗影狂奔者是永远无法体会到的。重试一个失败的检定是可行的,但是玩家每重试一次就要接受2点成功度惩罚(英文原意有歧义,问过官网以后结论是成功度)。如果一个角色在重试中实现了足够的进展(何种程度的突破才够分量由GM慎重决定),他们可以在不受惩罚的情况下继续尝试下去。
    请注意开枪射击不同的人或是在未命中之后再次挥剑都不能被视作重试检定。任意一次射击、挥剑或出拳都被视作单独的动作,而非对先前失败行为的重试。

剧透 -   :
Trying Again
        A shadowrunner who gives up after a quick failure is a shadowrunner who will never know the satisfaction of getting a maglock to finally open after repeated tries and then slipping into an office just before the security sweep passes by. Re-trying on a failed test is allowed,but players must take a cumulative –2 penalty on each retry. If the character takes a sufficient break from trying (it’s up to gamemaster discretion how long a break is needed), they can begin the task again with no penalty.
        Note that taking a shot or another swing of the sword after missing does not count as trying again.Each attempted shot, sword swing, or punch counts as its own action, rather than being a re-try of a previous failure.
« 上次编辑: 2014-11-27, 周四 16:43:42 由 烤麸 »
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Re: 第二节——暗影狂奔的典型形象
« 回帖 #19 于: 2014-11-27, 周四 16:49:48 »
时间流速
暗影狂奔游戏中的时间流速就如同其他游戏中一样。大多数情况下你不需要紧盯游戏中的每分每秒,当然如果这样做能增添你的乐趣我们也并不反对。有时时间是至关重要的,诸如赴会或劫镖这种需要缜密时间表的工作,即使在这种情况下将时间分段处理仍旧优于精确到每一秒。让子弹飞起来,但别忘了注意时间的流逝。

战斗回合
当战斗爆发时,所有动作都将发生在一系列战斗回合中,任意参与者都有机会在此做出选择并付诸实践。每个战斗回合持续大约三秒,这意味着在此时间内足以独自筹划一场攻击。

动作
(鉴于P163暂时没动工,这段相关的就先空着吧)

剧透 -   :
Time Passing
Time passes in Shadowrun just like it does anywhere else.Most of the time you won’t have to track every minute or second, though we won’t stop you from doing so if that somehow increases your enjoyment. Sometimes time will be of the essence as runners try to get to a meeting, or attempt to intercept a convoy that follows a very tight schedule, but even in those situations it’s best to keep track of time in an abstract fashion rather than measuring it down to the second. When the bullets start flying, however, a little closer attention to the passage of time should be paid.

Combat Turns
When fighting breaks out, action takes place in a series of Combat Turns, where each participant gets the chance to select and take actions. Each Combat Turn lasts approximately three seconds, representing the amount of time it takes individuals to stage an attack.

Actions
There are three different kinds of actions in Shadowrun:Free Actions, Simple Actions, and Complex Actions. On their turn, characters take a specific action or combination of actions. They then make tests to generate a result.The way they spend actions, as well as the specific actions in each category, are discussed on p.163.
« 上次编辑: 2016-07-02, 周六 00:12:52 由 烤麸 »
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