作者 主题: 【GURPS cyberpunk】第一章 角色  (阅读 18947 次)

副标题: 先弄到人物类型,后面的再说

离线 cmoon

  • Chivary
  • *****
  • 帖子数: 1105
  • 苹果币: 5
  • 你的沙制的绳索
【GURPS cyberpunk】第一章 角色
« 于: 2019-10-25, 周五 23:29:51 »
GURPS Cyberpunk为玩家提供了一个创造其他传统题材的游戏中所没有的角色的机会。这是一个非常凶险的世界。即使是赛博朋克的英雄也是锋芒毕扬的凶徒,他们遵循自我的准则,无视社会的准绳。而反派们通常会做一些让兽人都会感到恐惧,或者让普通的星际死亡突击队队员都会感到反胃的事情。
剧透 -   :
GURPS Cyberpunk offers players a chance to create characters not generally seen in other, more traditional genres. It's a very tough world. Even the heroes of cyberpunk are sharp-edged rogues who follow their own codes and ignore society's. And the villains routinely do things that would horrify an Orc, or turn the stomach of the average Stellar Death Commando.
« 上次编辑: 2019-10-25, 周五 23:51:20 由 cmoon »

离线 cmoon

  • Chivary
  • *****
  • 帖子数: 1105
  • 苹果币: 5
  • 你的沙制的绳索
Re: 【GURPS cyberpunk】第一章 角色
« 回帖 #1 于: 2019-10-25, 周五 23:30:40 »
角色点数CHARACTER POINTS
赛博朋克的环境极其危险。有着包括四处游荡的绝望的流浪者、暴虐的地盘争夺战中的街头帮派、冷酷无情的企业执法者,以及堕落的冷酷无情的人工智能在内的各类敌人。街上到处都是武器:赛博增强植入物、高科技手枪、强力炸药,以及难以计数的各种利器。人们做事正经,他们也有足够的装备来正经事。在竞争如此激烈的情况下,给PC一些优势是比较公平的,这样他们就可以活得足够长,以此来在噩梦般的都市中摸索出自己的道路。因此,GM可能想要让他的战役中的角色拥有超过gurps标准的100点的点数。
剧透 -   :
The cyberpunk environment is always dangerous. Foes include roving packs of desperate nomads, warring street gangs in vicious turf battles, ruthless corporate enforcers or the cold amorality of artificial intelligence gone bad. The streets bristle with weaponry: cybernetic enhancements, high-tech handguns, powerful explosives and sharp, pointy things too numerous to mention. People play for keeps, and they have the hardware to do the job right. With competition this tough, it seems only fair to give the PCs an edge, so they can stay alive long enough to learn their way around the urban nightmare. Therefore, the GM may want to start his campaign with characters having more than the standard GURPS  100 points.

150点-“危同累卵”
处在这一层级的PC将从最底层起步。一开始,他们面对的大部分对手会让他们觉得自己头脑简单、火力不足、装备落后。他们必须非常优秀,非常幸运,才能在权力阶梯上爬得更高。这样做的缺点是,玩家可能要扮演过好几个角色之后才会恰好碰上这样一个结合了好运气和通晓生存之道的角色。诚然,这非常让人沮丧。然而,这样做的优点有三。首先,这是对大多数权威赛博朋克书籍的准确写照——主人公一开始只是个无名小卒,但他的权力、人脉和能力会慢慢成长,直到成为一股不容小觑的力量。其次,这个角色将有一个更深厚的背景。当他准备好成为大人物(250+分)时,PC将拥有一个完整的“故事”,与他互动过的大量npc(以及那些可能欠他人情的人——或者希望看到他被干掉的人),以及关于GM世界如何运作的丰富知识。最后,当玩家做成大事之后,他会拥有巨大的真实的成就感。他可以坐下来反思他“登上人生巅峰”过程中每一次微小的胜利(和挫折!),并且成为一个有故事的人。
剧透 -   :
150 Points  —"Swimming With The Sharks" This level will give a campaign in which the PCs start out at the bottom of the barrel. Initially, almost any opponent they face will have them out-muscled, out-gunned, and out-equipped. They will have to be very good and very lucky to make the long climb up the power ladder. The disadvantage here is that a player will probably go through several characters before hitting upon one with the right combination of good luck and good play to survive. Admittedly, this can be very discouraging. The advantages of this style, however, are threefold. First, this is an accurate portrayal of many definitive cyberpunk books — the protagonist starts out as a pawn, but slowly grows in power, connections and ability until he is a force to be reckoned with. Second, the character will have a much deeper background. By the time he's ready to play in the big leagues (250+ points), a PC will have a fully developed "story," a large number of NPCs he's interacted with (and who may owe him favors — or want to see him snuffed),and a wealth of knowledge about how the GM's world works. Finally, the player will have a real sense of accomplishment when he does hit it big. He can sit back and reflect on each minor victory (and setback!) on his "road to the top," and will have some great stories to tell.
200 Points —声名鹊起 "The Kid’s Got A Rep"
这是GURPS  Cyberpunk  中的角色的默认初始层级。额外的50点可以用来把设备从低端升级到高端,或者多购买一两个赛博增强(无论是用点数购买还是通过用点数换取现金购买)。即使在蔓生都市三部曲中的赛博朋克世界中,200分的牛仔或“街头武士”也是很特别的。他们可能不是最可怕的,最受欢迎的,或最常被谈论的人物,但他们是会被注意到的角色。他们最初的力量不足以对付重量级的人物,但他们可以联合起来,一起进行对付中层特工、公司或帮派的重要行动。
剧透 -   :
This is the default starting level for a GURPS  Cyberpunk  character. The extra 50 points can be used to upgrade equipment from the low end of the spectrum to good quality, or for the purchase of an extra cyber-enhancement or two (whether by point expenditure or trading the points for cash). Even in the urban sprawl of a cyberpunk world, 200-point cowboys or "street samurai" will be special.They may not be the most feared,sought-after or talkedabout, but they will be noticed. They will not initially be strong enough to run with the serious heavyweights, but they can put together significant operations of their own against middle-level operatives, corporations or gangs.
250 Points — 恶名昭彰"Bad News On The Net"
这个级别的角色可能拥有某种强大的力量。如果把所有250点都花在个人装备上,PC将成为最受欢迎的员工之一。如果这些点数被用来加强他的权力基础(财富、声誉、人脉等),他将一言千金,并可能拥有听命于他的特工密探。这是PC开始吸引大公司、政府、犯罪组织和街头干员们(street ops)的注意(无论好坏)的门槛。最适合GM和参与者在全球范围进行的战役——没有琐碎的邻里政治;世界可以被征服!
剧透 -   :
A character at this level probably wields significant power of some kind. If all 250 points are spent on personal gear and equipment, the PC would be one of the most desirable employees around. If the points were spent on enhancing his power base (Wealth, Reputation, Contacts, etc.), he'll have a voice that commands attention, and probably control operatives of his own. This is the threshold at which the PCs start attracting the attention (for good or ill) of major corporations,governments,criminal organizations and street ops. It is best suited for a campaign in which the GM and players are thinking on a global scale — no petty neighborhood politics here; there's a world to be conquered!

劣势点数Disadvantage Points
不少赛博朋克世界中的角色都有着劣势——无论是精神上还是身体上——会远远超出标准的40点的限制。为了准确地反映出这一点,这里建议将劣势的上限定为80点,或为两个不论点数为多少的劣势。很多角色可能没有充分利用他们的劣势,可能是因为他们选满劣势后变成了残疾人或短命鬼,但选项就摆在那里。但GM应该密切关注这些问题,以确保所他们选择的劣势在他的战役理念中既有意义,也有效力。如果用这种方式做出的奇怪的个性和背景让他感到困扰,GM可以将上限降至60或40点,但请记住——在赛博朋克的世界中,只有平凡的东西才会被认为是奇怪的。在制定战役的起始点数时,GM应该记得增加劣势的上限。一个275点的角色,劣势80点,Quirk5点,角色总共有360点要花!尽管如此, cyberwear 还是很贵的——这些点数很快就会被花完。
剧透 -   :
Many characters in cyberpunk worlds are loaded with disadvantages — both mental and physical — that go far beyond the normal 40-point limit. To accurately reflect this, it is recommended that the ceiling on disadvantages be raised to 80 points, or any two disadvantages of any point total. Many characters may not take their full quota of disadvantages, and those who do may be short-lived (or dysfunctional), but the option should be there. The GM should keep an eye on them, though, to ensure that the disadvantages chosen are neither meaningless nor totally disabling within the concept of his campaign. If the rather eccentric personalities and backgrounds produced in this manner bother him, the GM should feel free to lower the ceiling to 60 or 40 points, but remember — in cyberpunk, only the mundane are considered odd. The GM should remember the increased level of disadvantages when choosing the starting point value of his campaign. A 275-point character with 80 points in disadvantages and five points in Quirks will have a total of 360 points to spend! Still, cyberwear is expensive — those points will go quickly.
« 上次编辑: 2019-10-26, 周六 11:43:37 由 cmoon »

离线 cmoon

  • Chivary
  • *****
  • 帖子数: 1105
  • 苹果币: 5
  • 你的沙制的绳索
Re: 【GURPS cyberpunk】第一章 角色
« 回帖 #2 于: 2019-10-25, 周五 23:31:23 »
角色类型Character Types
在赛博朋克的世界中,就像在其他题材的世界中一样,角色永远不应该被划分为狭隘的,限制他们能做什么和不能做什么的“几类”。以下角色类型概括了赛博朋克文学中一些最常见的刻板印象。玩家可以自行决定他的角色是否会遵循特定的模式。有些类型的角色可能不适合出现在某些GM的世界里,或者会有巨大的改变。GM应该准备好与他的玩家讨论各种类型的人物如何适应他的世界;他不需要看大量文学作品作参考,只需要根据自己的喜好来做调整。这个清单绝不是详尽无遗的。玩家可以根据自己的喜好构思出新类型的角色,将两种角色类型结合起来(谁说你不能有一个警察/技师的组合呢?)。
剧透 -   :
In cyberpunk, as in other genres, characters should never be pigeonholed into narrow "classes" that restrict what they can and cannot do. The following character types describe some of the most common stereotypes from cyberpunk literature. The player is the judge of how closely his character will follow a particular pattern. Some types will be inappropriate or wildly altered in different GM's worlds. The GM should be prepared to discuss with his players how various character types fit into his world; he need not follow any more of the literature than he wants to. The list is by no means exhaustive. Players should feel free to alter these as they see fit, combine two character types (who says you can't have a combination cop/tinkerer?), or come up with their own, entirely new character conceptions

离线 cmoon

  • Chivary
  • *****
  • 帖子数: 1105
  • 苹果币: 5
  • 你的沙制的绳索
Re: 【GURPS cyberpunk】第一章 角色
« 回帖 #3 于: 2019-10-25, 周五 23:32:46 »
刺客Assassins
生命也许是廉价的,但死亡是要花钱的。只要有人愿意花钱让敌人或竞争对手永久消失,就会有人愿意为此出钱。
刺客可能是在街上长大的,也可能是被不受其上级欢迎的退役士兵或警察。刺客的共同优势包括夜视、战斗反射、警觉(3E优势)和后台。劣势可能包括敌人(被杀者的朋友和/或亲属)、狂妄自大、自负,或者各种各样令人讨厌的个人习惯和标志。尽管许多刺客擅长于破坏或毒药等领域,但其必须要有战斗技能。其他重要的技能有地域知识、攀爬、犯罪学、伪装、驾驶、跑步、尾随、潜行和追踪。一些刺客非常依赖他们的cyberwear——定制义眼,身体武器化(通常是隐藏的),用药物来增加自己的反应时间,用芯片增强的战斗反射等等。另一些人则轻蔑地看待半机械人,并以用他们“天生”的能力打败他们为乐。但大多数刺客介于两者之间——一点点技巧,一点点装备。
企业鹰犬:一些公司更喜欢用传统方式在商业上取得成功——清除反对者。企业可以派企业鹰犬去消灭敌对企业的关键人员、不合作的政府官员或对企业不忠诚的员工。
做企业杀手的工作相对轻松。通常他会获得大量的高科技设备、现金和公司资源。一般他能享受普通员工享有的健康和人寿保险福利,带薪假期,以及公司生活的所有其他福利(见第12-13页)。与他共事的人通常是最优秀的——或者至少是他的公司能负担得起的最优秀的人。在他进行猎杀之前,他会获得大量的关于他的目标的信息。
但是,如果企业鹰犬想要辞职,他可能会发现自己变成了靶子——他知道的太多了!如果他碰巧能活到退休年龄,谁也说不准他的临别礼物会是一块金表还是一颗子弹。
执行者:
公司可能偶尔需要干掉某人,但这却是犯罪组织的日常。这需要很多的雇佣杀手。一个执行者永远不会知道他的下一个目标是谁——一个聪明的执行者会学会不去猜测。有些工作很容易——一个迟交“保险金”的胖店主,或者一个在错误的时间出现在错误的地方,看到了不该有的东西的街头混混。其他的工作则更为艰难——与组织敌对的罪犯,他们大多都配备了数量众多的全副武装、干劲十足的保镖。
执行者没有企业鹰犬所拥有的众多合法福利。他为之工作的组织规模庞大(在这种情况下,它可能是被合并出来的!),总有一天他会在去上工的时候,发现自己的雇主要么死掉了,要么进了监狱。
但执行者通常会街头出名——他的名声会让他受到一种因恐惧而导致的尊重,这是他作为一个企业成员不会得到的,而且他的薪酬通常比他的商业伙伴高。
雇佣刺客:雇佣刺客不归属于任何人。他可能是一个强大而孤独的独行侠,也可能是一个组织严密的行动小组的成员(见第121页)。无论如何,他的生活质量取决于他的能力。一个可靠、谨慎的自由刺客只要能证明自己能完成大单生意,就能开出自己的价格。一个搞砸了某项任务或谈论客户的自由刺客可能会成为头条新闻,他也没命读这些头条了。自由刺客最宝贵的资产是他的声誉——如果他作为一个失败者而声名远扬,就没有人会雇佣他了。因此,对大多数人来说,说刺客的坏话是个不明智的行为,就算他说的是真话也是。雇佣刺客通常会为了他们的工作而拥有广泛的人脉,无论是合法的还是非法的。
剧透 -   :
Life may be cheap, but death costs money. As long as there are people willing to pay to see an enemy or competitor permanently removed, there will be someone willing to do the removing - for a price.
An assassin may have grown up on the street, or perhaps he is an ex-soldier or cop who was deemed "undesirable" by his superior officers. Common advantages for assassins include Night Vision, Combat Reflexes, Alertness and Patron. Disadvantages could include Enemies (the friends and/or relatives of those he's killed), Megalomania, Overconfidence or any of a large variety of Odious Personal Habits and Trademarks. Combat skills are a must, although many assassins specialize in areas such as Demolitions or Poisons. Other important skills might be Area Knowledge, Climbing, Criminology, Disguise, Driving, Running, Shadowing, Stealth and Tracking. Some assassins rely very heavily on cyberwear - custom eyes, body weaponry (usually concealed), drug-amplified reaction time, chipped combat reflexes, etc. Others look disdainfully at cyborgs, and take great delight in defeating them with nothing more than their "natural" abilities. Most fall somewhere in between - a little bit of skill, a little bit of cyber.
Types of assassin include:
Corporate Gun: Some companies prefer to succeed in business the old-fashioned way - by liquidating the opposition. A corporate gun may be sent to eliminate key personnel from competing firm, uncooperative public officials, or disloyal employees of his own company.
The corporate assassin has a relatively cushy job. He usually has access to a great deal of high-tech equipment, cash and company resources. He will usually have the health and life insurance benefits that regular employees have, paid vacation, and all the other perks of corporate life (see pp. 12-13). The people that he works with will usually be the best — or the best his company can afford, anyway. He will always have a great deal of information about his target before he goes hunting.
But should the corporate gun want to quit, he may find that he is now a target — he knows too much! And if by some chance he should live to retirement age, it's anyone's guess whether he'll get a gold watch or a steel slug as a parting gift.
Enforcer: While corporations might occasionally need to eliminate someone, it's an almost daily necessity for a criminal organization. This requires a good deal of hired muscle. An enforcer never knows who his next target will be — a smart enforcer learns not to try and guess. Some jobs will be easy — a fat storekeeper who is late on his "insurance" payments, or a street punk who was in the wrong place at the wrong time and saw something he shouldn't have. Other jobs are tougher - rival criminals, most of whom have heavily armed and highly motivated bodyguards.
 The enforcer doesn't have many of the legitimate benefits that a corporate gun possesses. Unless the organization he works for is enormous (in which case it is probably incorporated anyway!), there is always the chance that he'll show up for work one day to discover his employers are dead or in jail.
But the enforcer is usually known on the street — his reputation brings him a fearful respect that he wouldn't get as a corp, and he's usually better paid than his business counterpart.
 Freelance:
The freelance assassin is owned by nobody. He may be a fierce-ly independent loner or a member of a tightly-knit op team (see p.121).Whatever the case, his quality of life depends on his abilities. A reliable, discreet freelancer who proves he can pull off the big jobs can name his own price. A freelancer who blows an assignment or talks about his clients may make headlines — but he won't be there to read them. The freelancer's most precious asset is his reputation — if he becomes known as a loser, no one will hire him. For this reason, it's usually a bad move for someone to speak ill of an assassin, even if they're telling the truth! Freelancers often have extensive contacts, both legitimate and otherwise, to facilitate their work.

离线 cmoon

  • Chivary
  • *****
  • 帖子数: 1105
  • 苹果币: 5
  • 你的沙制的绳索
Re: 【GURPS cyberpunk】第一章 角色
« 回帖 #4 于: 2019-10-25, 周五 23:33:12 »
保镖Bodyguards
在充满危险的赛博朋克世界里,有钱有势的人不断地遭受到绑架、袭击或暗杀的威胁。那些希望生存下来的人会采取一些措施来确保他们能够受到保护。
保镖拥有进入政治、经济或犯罪精英的社交圈而不被注意的能力。人们往往把他看作是一件家具。一个精明的干员可以用这种方法获取很多有用的信息。许多刺客都想为他们的目标对象当保镖——还有什么比这更好的方法来了解他的安保程序呢?
保镖可能拥有的优势包括敏锐听觉、警觉、战斗反射、高痛阈、执法权、广角视觉和强韧( Toughness)。推荐选择的劣势有外貌(越吓人越好)、阉人(某些阿拉伯国家的雇主坚持要让他们的后宫保镖有这个劣势)、狂热、遵纪守法、疑神疑鬼、责任感或誓言。
所有的保镖都会有某种类型的战斗技能——但这可能是从光束武器到斗殴之间的任何技能。其他有用的技能包括犯罪学、侦测谎言、驾驶(许多人被雇为司机)、急救或语言。一个既能当翻译又能当保镖的人,薪水会更高。但在另一方面,翻译可能会在错误的时间分散掉警卫的注意力——并且有些雇主不希望保镖听懂他们在说什么!
大多数保镖都有某种赛博增强——移植肌肉、反射增强器、植入武器以及任何能让他们比对手更有优势的东西
剧透 -   :
In the danger-filled world of cyberpunk, the wealthy and powerful are constantly under threat of kidnapping, assault or assassination. Those who wish to survive take steps to ensure they are protected.
 A bodyguard has unique opportunities to move in the social circles of the political, economic or criminal elite without actually being noticed. People tend to think of him as a piece of furniture. A sharp operator can pick up lots of useful information this way. Many assassins try to get hired as bodyguards for their intended victim — what better way to learn about his security procedures?
 Some possible advantages for a bodyguard include Acute Hearing, Alertness, Combat Reflexes, High Pain Threshold, Legal Enforcement Powers, Peripheral Vision, and Toughness. Good choices for disadvantages include Appearance (the more intimidating,the better),Eunuch (employers from some Arabic countries insist that their harem bodyguards have this disadvantage), Fanaticism, Honesty, Paranoia, Sense of Duty or Vow.
All bodyguards will have some type of combat — but this could be anything from Beam Weapons to Brawling. Other useful skills include Criminology, Detect Lies, Driving (many are employed as chauffeurs), First Aid, or Languages. A bodyguard who can also act as a translator is worth a higher salary. On the other hand, translation can distract a guard at the wrong time — and some employers don't want the bodyguard to understand what they're talking about!
Most bodyguards have some sort of cyber-enhancements — grafted muscles, reflex boosters, weapon implants and anything else that might give them an edge over an opponent

离线 cmoon

  • Chivary
  • *****
  • 帖子数: 1105
  • 苹果币: 5
  • 你的沙制的绳索
Re: 【GURPS cyberpunk】第一章 角色
« 回帖 #5 于: 2019-10-25, 周五 23:36:41 »
经纪人Brokers
在赛博朋克的世界里有着众多不动层级的经济水平。但无论他处在哪个经济水平,经纪人都是为了赚钱而生的。成功的经纪人必然已经掌握了供求的艺术——一个优秀的推销员能卖掉任何东西!
经纪人在井然有序的公司和充斥着三教九流的街头之间架起了桥梁——大多数人和两者都有联系。经纪人不为一家企业工作——他们是自己的老板——他们有自己的工作时间,自己做交易,他们拥有拒绝为任何该死的企业服务的权利。
经纪人知道谁在买进,谁在卖出,以及把他们撮合在一起的办法。某些经纪人会在黑市或灰市经营他们的业务;而别的经纪人会选择遵纪守法。他们都会拥有某些很有用的技能:管理、电脑操作、侦测谎言、外交、唬骗、经济学、语言、商人、搜集和黑街都很常见。经纪人的不同之处在于他们的优势和劣势。
黑市商人:他提供的东西是无法通过正常渠道获得的。如果价格合适,他可以提供未登记的武器、非法赛博产品、毒品、危险化学品、爆炸物、军事装备、机密文件、冰和破冰软件(前者为威廉吉布森作品中的防火墙,后者为黑客黑入防火墙时使用的软件)——或者仅仅是信息——只要价格合适,他就能为你提供任何东西。黑市商人充当了销赃者的角色,他们支付赃物价值的10%至25%,然后以半价将其转售。专门从事软件业务的经纪人知道,新鲜就意味着一切……他所持有的商品每一天都在贬值。
大多数黑市交易者倾向于保持无情的中立——但他们中的一些人会站在一边,或者至少能让你买来他们的支持。尽管如此,对一个愿意出卖自己祖母的人过于友好绝对不会有什么好处。
典型的黑市商人拥有的优势包括直觉、幸运、数学天才、眼线和财富。劣势可能有贪婪、荣誉准则、吝啬、社会污名和各种身体上的劣势。除了通讯设备(经纪人喜欢与市场保持联系)之外,他很少需要赛博科技。
掮客:掮客是会保密的职业中介。如果有人需要组建一个op小队(见第121页的侧栏),他们可以去找个信誉良好的掮客谈谈——他能提供具有所需技能的可靠干员(operators)。掮客让GM拥有了一个整合pc或者引入重要的npc的好办法。某些掮客只会为了合法的行动而组建团队,而另一些人只是为了他们“坚信”的信念。不那么有道德的掮客会安排任何事情,从暗杀到军事政变。
掮客靠他的关系生存和死亡。他通常会拥有网络狂奔( netrunning )技能,或与有这个技能的人有密切的合作。欺骗一个掮客通常不是一个好主意——他知道有人能够做到这事(甚至可能欠他一个人情)。
固定的优势包括眼线、超凡魅力、逼真记忆和声誉。敌人和身体上的劣势很适合用在掮客身上。许多掮客会将他们的客户的数据存放在他们的颅骨里。
清道夫:这些经纪人专卖二手物件。他们知道300英里内的每一个垃圾场,他们的客户里可能有一两个军需士官。如果发生了什么事故或交火,清道夫会迅速赶到现场收拾掉从轮毂盖到身体部位在内的任何东西。
清道夫可能会与其他类型的经纪人保持良好的关系——很多清道夫不会直接与客户打交道。杰出的清道夫除了有那些列出的所有经纪人共有的技能之外,还会拥有一些技术性技能。他们经常发现自己卡在了枪林弹雨之间,并且必须保持良好的身体状况。许多人都热衷装上于搭载了各种技术的 cyberwear ——内置传感器、开锁器和其他赛博潜行硬件都很重要。一流的清道夫一般会拥有自己的技师团队和执行者团队。
街头小贩:这些人是经济结构的最低端——毒品贩子、皮条客和其他低生活水平的人。街头小贩通常把非法商品卖给社会渣滓。有些贩子会去追求更高的生活地位;其他的小贩会觉得待在在他们所在地方很开心。他们通常与犯罪组织有联系,并经常与其他类型的经纪人打交道。
对街头小贩来说,有用的优势包括危险感知、眼线和后台。劣势包括成瘾(对那些自己尝试商品的人来说)、文盲、社会污名、贫穷和年轻。
很少有街头小贩能够买得起cyberwear;那些有能力(负担)的人最有可能选择某种自卫或武器系统。
GM应该禁止让经纪人PC成为其他角色的免费供应商店——这可能会使游戏失去平衡。
剧透 -   :
There are many different economic levels in most cyberpunk worlds. But no matter what level he operates at, the broker is in it for the money. A successful broker has mastered the art of supply and demand — a good salesman can sell anything!
Brokers bridge the gap between the smoothly organized corporations and the chaos of the street — most have contacts in both. Most brokers don't want to work for a corp. They're their own boss — they keep their own hours and do their own deals, and they reserve the right to refuse service to any-damn-one they please.
The broker knows who's buying and who's selling, and how to get them together. Some brokers deal in black- or gray-market goods and services; others remain strictly legitimate. They all find certain skills useful: Administration, Computer Operation, Detect Lies, Diplomacy, Fast-Talk, Economics, Languages, Merchant, Scrounging, and Streetwise are common. The differences lie in their advantages and disadvantages.
Black Marketeer: He supplies things that aren't available through normal channels. Unregistered weapons, illegal cybertech, drugs, dangerous chemicals, explosives, military equipment, secret documents, slick ice and icebreakers — or just information — he can supply it, if the price is right. Many black marketeers act as fences, paying anywhere from 10% to 25% of the value of stolen goods, then reselling them at half price. A broker who specializes in software knows that newness is everything… every day that he holds on to his goods decreases their value.
Most black marketeers prefer to remain ruthlessly neutral — but some of them will take sides, or at least stay bought. Still, it never pays to be too friendly with someone who'd sell his own grandmother.
Typical advantages include Intuition, Luck, Mathematical Ability, Contacts, and Wealth. Disadvantages may include Greed, Code of Honor, Miserliness, Social Stigma and physical disadvantages of all types. Outside of comm gear (brokers like to stay in touch with their markets), he rarely has need for cybertech.
Fixers: Fixers are confidential employment agencies. If someone needs to put together an op team (see sidebar, p. 121), they can talk to a reputable fixer — he'll provide reliable operators who have the required skills. A fixer gives the GM a great method for bringing together PCs, or for introducing important NPCs. Some fixers will only assemble teams for legal operations, others only for purposes they "believe in." Less moral fixers can arrange anything from an assassination to a military coup.
 A fixer lives and dies by his contacts. He'll usually have some netrunning skills of his own, or work in close cooperation with someone who does. Doublecrossing a fixer usually isn't a good idea — it's a solid bet that he knows someone who can even the score (and who might even owe him a favor).
Fixer advantages can include Contacts, Charisma, Eidetic Memory and Reputation. Enemies and physical disadvantages fit in well. Many fixers keep their client database chipped into a skull socket.
Scavengers: These brokers specialize in used hardware. They know every junkyard within 300 miles, and probably have one or two military supply sergeants on their payroll. If there's a wreck or firefight, scavengers will quickly descend on the scene to pick up the pieces — everything from hubcaps to body parts.
Scavengers will probably be on good terms with brokers of other types — many don't deal directly with the customer. A good scavenger will have some technical skills in addition to those listed for all brokers. They often find themselves in the middle of the action, and have to be in good physical condition. Many are heavily into cyberwear of the technical variety — built-in sensors,lockpicks and other cyberstealth hardware are all important. A big-time scavenger will have his own team of techies and enforcers.
Street Dealers: This is the low end of the economic spectrum — drug pushers, pimps and other low-life. Street dealers generally sell illegal goods to the dregs of society. Some aspire to a higher station in life; others are quite happy where they are. They usually have contacts in a criminal organization, and will often deal with other types of broker.
Useful advantages for a street dealer include Danger Sense, Contacts and Patrons. Disadvantages include Addiction (for those who sample their own goods), Illiteracy, Social Stigma, Poverty and Youth.
Few street dealers can afford cyberwear; those who can are most likely to choose some sort of personal protection or weapon system.
The GM should discourage PC brokers from becoming a free supply shop for the other characters — this can throw the game out of balance.

离线 cmoon

  • Chivary
  • *****
  • 帖子数: 1105
  • 苹果币: 5
  • 你的沙制的绳索
Re: 【GURPS cyberpunk】第一章 角色
« 回帖 #6 于: 2019-10-25, 周五 23:37:13 »
名人Celebrity
名人是一种古老的现象——在庞贝古城的城墙上,人们发现了古人潦草写下的关于喜爱的角斗士的下流诗句。当权者总是试图利用名人来左右大众;有时这么做确实有效。
是什么构成了一个名人,他们对普通公民的有着怎样的影响力、有着多大的影响力,这很大程度上取决于GM的个人意见。在某个世界里,电影明星已经成为过去式——人们不会去看电视以外的东西。在某个世界里,角斗又死灰复燃了,全副武装的战士们在数百万的家庭观众面前拼死搏斗。又或许也许飞车对决是当前的流行趋势,直升机机组人员在高速公路上巡视,等待着一场大秀的出现。再或者在某个世界里,摇滚才是王道!
有类特别的名人只会在一个赛博朋克的世界出现——知名网络狂奔者,他掌控并随意进出网络的能力为数百万粉丝所熟知,他们通常在唱通俗歌曲里被唱到或他们的名字会被用来传达隐晦的革命消息。受欢迎的政治家、宗教人物、作家、诗人或任何其他上升到拥有公众影响力的地位的人也可能是名人。
GM还必须决定名人对大众的影响力有多大,有什么样的影响力。(改变刻板印象会带来有趣的结果;例如,在诺曼·史宾拉德(Norman Spinrad)的小说《大闪光》(The Big Flash)中,美国政府利用一个摇滚乐队来获得公众对投掷原子弹的认可。)。这对名人PC来说尤其如此,他们的主要能力将是操纵和激励(或打击)大众的能力——他们的魅力对其他PC几乎没有影响。
无论他们所处的专业领域是什么,对于一个真正受欢迎的名人来说,有些事情是必须要做的。外貌、超凡魅力和财富位居优势之首——在很多情况下还能增加音乐技能和迷人声线。常见的劣势包括成瘾、酗酒、强迫型行为、敌人、风流好色、狂妄自大和自负。
名人的一些重要技能可能是做戏、艺术家、吟诗、舞蹈、领导力、乐器、表演、诗歌、政治、演讲、礼仪、性感、唱歌、神学或写作。名人PC将一直出现在公众的视线中。如果他或她想从事任何隐秘的活动,他必然要有第二个(秘密)身份。
剧透 -   :
Celebrities are an ancient phenomenon — lewd verse about favorite gladiators was found scrawled on the walls of Pompeii. Those in power will always try to use popular figures to help sway the masses; sometimes it works.
What constitutes a celebrity, and how much and what kind of influence they have over the average citizen, will depend largely on the individual GM. In some worlds, movie stars are a thing of the past — nobody watches anything but TV. In other worlds, gladiatorial combat has reappeared, with heavily-cybered combatants duelling to the death in front of millions of home viewers. Or maybe autoduelling is the current rage, with helicopter crews patrolling the highways, looking for a show. In still other worlds, rock 'n roll rules!
A peculiar type of celebrity that could only exist in a cyberpunk world is the star netrunner, known to millions of adoring fans only by his handle and for his ability to break into and out of network feeds at will, usually to sing vulgar songs or deliver vaguely revolutionary messages. Popular politicians, religious figures, authors, poets or anyone else who rises to a position of public influence could also be celebrities.
The GM must also decide how much and what kind of influence celebs have over the masses. (Inverting stereotypes can lead to interesting results; for instance, Norman Spinrad's story The Big Flash has the U.S. Government using a rock group to gain popular acceptance for dropping an atomic bomb.) This is especially true of PC celebrities, whose main power will be their ability to manipulate and inspire (or demoralize) masses of people — their charms will have little effect on other PCs.
Whatever their area of expertise, there are certain things that are a must for a truly popular celeb. Appearance, Charisma, and Wealth top the list of advantages — add Musical Ability and Voice in many cases. Common disadvantages include Addiction, Alcoholism, Compulsive Behavior, Enemies, Lecherousness, Megalomania and Overconfidence
Some important skills for a celebrity might be Acting, Artist, Bard, Dancing, Leadership, Musical Instrument, Performance, Poetry, Politics, Public Speaking, Savoir-Faire, Sex Appeal, Singing, Theology or Writing. A celeb PC will be in the public eye at all times. If he or she wants to engage in any shadowy activities, a second (and secret) identity may be necessary.

离线 cmoon

  • Chivary
  • *****
  • 帖子数: 1105
  • 苹果币: 5
  • 你的沙制的绳索
Re: 【GURPS cyberpunk】第一章 角色
« 回帖 #7 于: 2019-10-25, 周五 23:38:03 »
警察Cop
警察的作用也因世界不同而有不同。在城市丛林中,警察常常满足于将罪犯隔离在城市的特定区域。但在这个“区域”中,很少有人会被真正的逮捕。然而,在警察国家,警察可能拥有临场法官、陪审团和(如果需要的话)刽子手的绝对权力。
一些警察部门会歧视那些有明显赛博增强的潜在警官,而另一些部门则鼓励这种改造,并可能会为他们的警官支付一定比例的费用。所有的警察都需要一些技能,比如地域知识(他们所在的街区)、光束武器、斗殴、犯罪学、侦测谎言、驾驶、即时备战、急救、枪械、审问、跑步、短剑(警棍)、快速装弹、跟踪和黑街。
坏警察:在一个腐败的资本主义赛博朋克世界里,警察部门总是会有人贪污。许多警察完全被某个犯罪组织、公司或个人所操控。作为对此的回报,坏警察能够定期得到报酬。
但并非所有的坏警察都在这么做——有些人只是戴着警章的暴徒,他们以滥用职权为乐。他们欺凌街头小贩,偷窃商人的商品,痛打流民。还为保护自己或自己的亲信会欣然做出伪证。
常见的“坏警察”优势包括战斗反射、危险感知、执法权和韧性。缺点经常发现是酗酒,坏脾气,嗜血,横行霸道,职责,无幽默感,施虐狂和坏声誉。
好警察:即便在残酷的赛博朋克世界里,仍然会有一些想要把世界变得更好的理想主义者。好警察“按规矩办事”的——任何向他行贿的人都会被关进监狱。他经常不受同事们的欢迎,因为他可以毫不留情地查出部门内部的腐败。
好警察(PC或其他人)会迅速地拥有令人印象深刻的一名单的敌人。其他劣势包括荣誉准则、职责、诚实、责任感、遵纪守法和誓言。共有的优势有超凡魅力、共情、执法权、坚强意志和声誉。
叛逆警察:叛逆警察是警察中的十字军。他对一个或多个问题(毒品滥用、青年帮派、非法赛博改造、网络犯罪等)怀有强烈的感情,他狂热地追求这些问题。因为他的坏脾气,他经常会被认为是这个部门的“专家”。叛逆警察因在追求正义的过程中违反了(或至少歪曲了)规则而臭名昭著;因此,一个叛逆警察可能会定期被降职——只是在下一次被大幅度降职之后,他的职级又会被恢复。
作为一名叛逆警察,共有的优势包括战斗反射、执法权、声誉、坚强意志和坚韧。劣势可能有强迫型行为、职责、敌人、狂热、责任感和誓言。
剧透 -   :
The role of the police also varies from world to world. In an urban jungle, the cops are often satisfied to keep the criminals isolated in certain sections of town. Actual arrests, at least in this "Zone," are rare. In a police state, though, a police officer may have absolute power as on-site judge, jury and (if need be) executioner.
 Some police departments will discriminate against would-be officers with obvious cyber enhancements — others encourage this kind of modification, and may offer to pay a percentage of the cost for their officers. All cops need skills such as Area Knowledge (of their beat or precinct), Beam Weapons, Brawling, Criminology, Detect Lies, Driving, Fast-Draw, First Aid, Guns, Interrogation, Running, Shortsword (baton), Speed-Load, Shadowing and Streetwise.
Bad Cop: In a corrupt and capitalistic cyberpunk world, there will always be graft within the police department.Many cops will be owned lock,stock and barrel by a criminal organization,corporation or private party.In return for his services, the bad cop can expect regular payoffs.
 Not all bad cops are on the make — some are merely badge-wearing thugs who take great pleasure in abusing their position. They will shake down street dealers, steal from merchants and beat up drifters. They will cheerfully commit perjury to protect themselves or their cronies.
Common bad cop advantages include Combat Reflexes, Danger Sense, Legal Enforcement Powers and Toughness. Disadvantages often found are Alcoholism, Bad Temper, Bloodlust, Bully, Duty, No Sense of Humor, Sadism and Bad Reputation.
 Good Cop: Even in the grim world of cyberpunk, there will still be idealists who want to change the world for the better. The good cop operates "by the book" — anyone offering him a bribe will find himself behind bars. He is often unpopular among his fellow officers, as he can be ruthless in ferreting out corruption within the department.
 Good cops (PCs or otherwise) will quickly accumulate an impressive list of Enemies. Other disadvantages include Code of Honor, Duty, Honesty, Sense of Duty,Truthfulness and Vow.Common advantages are Charisma,Empathy,Legal Enforcement Powers, Strong Will and Reputation.
Maverick: A maverick is a cop with a crusade. He has one or more issues that he feels strongly about (drug abuse, youth gangs, illegal cybernetics, net crime, etc.), and he is fanatical in his pursuit of them. He will often be considered the department "expert" on his particular peeve. Mavericks are notorious for breaking (or at least bending) the rules in their pursuit of justice; for this reason, a maverick may get demoted regularly — only to have his rank reinstated after the next spectacular bust!
 Common advantages for a maverick cop include Combat Reflexes, Legal Enforcement Powers, Reputation, Strong Will and Toughness. Disadvantages might be Compulsive Behavior, Duty, Enemies, Fanaticism, Sense of Duty and Vow.

离线 cmoon

  • Chivary
  • *****
  • 帖子数: 1105
  • 苹果币: 5
  • 你的沙制的绳索
Re: 【GURPS cyberpunk】第一章 角色
« 回帖 #8 于: 2019-10-25, 周五 23:38:58 »
企业成员Corporate
企业的作用将因世界的不同而不同。在一些地方,他们被一个全能的政府接管,这个政府控制着一切的生产、制造与分销。在这种情况下,任何企业成员角色都将是中高层公务员。但在其他的世界中,公司就是政府;要么他们用公司国取代了传统的政府形式,要么政府软弱无能,无法阻止大型企业为所欲为。
无论如何,在大多数的赛博朋克世界里,今日的公司已经如雨后春笋般成长为横跨海洋的巨人,其触角能从海底的藻类农场延伸到太空中的卫星工厂。在这样的世界里,扮演企业成员角色变得很有挑战性。
“公司人”不是商人——那是经纪人。相反,他是一家大型企业(通常是跨国企业)的中高层管理人员。他的工作是确保企业的最大利益和他的事业能够一起得到发展。
大多数超企的内部竞争激烈;一个高管总是要面对嫉妒他的对手,他们嫉妒他的成功,对手们会仔细寻找他身上的任何弱点,野心勃勃的下属想要得到他的职位,以及会将其当作是对他们工作的威胁的多疑的高层管理人士。
有些公司有非常文明的规章,规定为了实现公司的目标哪些是可以做的,哪些是不可以做的。(例如布鲁斯•斯特林的《网络中的岛屿》里的Rizome公司)。其他的那些公司成员则以极高的效率从事着谋杀、破坏和工业间谍活动。
所有的公司成员都必须有职责劣势(通常是12或更少)——根据定义,他们为某人工作。他们必须处理的问题通常由上级交给他们,尽管处理问题的方法由个人决定。然而,这并不意味着他们会对公司有责任感!许多公司角色都有私图,他们的目标可能与公司董事会的目标不一致。
作为npc,公司成员为GM提供了一个整合pc的好办法。他们总是组织出个OP小队去一起执行某个任务,他们通常更喜欢使用非公司人员(来组成小队),以此推卸责任。
GM应该谨慎地限制PC所能利用的企业资源——超企是为了盈利而存在的,而不是为所有雇佣兵配备最先进的设备而存在的。当然,如果风险足够高、行动足够重要、PC足够好,那么企业可能会放开财政限制。
典型的企业成员优势包括超凡魅力、后台(企业本身通常是一个强大的后台)、社会地位和财富。劣势,如敌人,善妒,责任感和讨厌的个人习惯(工作狂)都是相当普遍的。
必要的技能因公司而异,但一些常见的技能是会计学、管理、电脑操作、外交、唬骗、政治、演讲、教学和写作。
许多这样的“西装男”将配备某种赛博科技——sockets, plugs等。如果整个世界都对显而易见的实体cyberwear皱眉头,那么成功的生意人就会回避它(或尽可能地隐藏它);要不是这样的话,赛博科技就是因人而异的了。
 
剧透 -   :
The role of corporations will vary from world to world. In some places, they have been taken over by an all-powerful government that controls production, manufacturing and distribution of everything. In this case, any corporate characters will be mid- to upper-level civil service bureaucrats. But in other worlds the corporations are the government; either they have replaced traditional forms of government with a corporate state, or the government is weak and ineffective enough to be unable to stop the megacorps from doing as they please.
Either way, in most cyberpunk worlds the corporations of today have mushroomed into ocean-straddling giants, with tentacles reaching from algae farms beneath the ocean to satellite factories in space. It is in this world that playing a corporate character becomes challenging.
 A "corp" is not a merchant — that's for brokers. Instead, he is a middle- or upper-level executive in a large (usually multinational) business. His job is to see that the best interests of his company are forwarded — along with his career!
 Competition is stiff inside most megacorps; an executive will always have to deal with jealous rivals envious of his success, competitors who scrutinize him for any sign of weakness, ambitious underlings who want his job, and paranoid upper-management types who see him as a threat to their jobs.
In some corporations, very civilized rules govern what is and isn't permitted in pursuit of the company's goals (see the Rizome Corporation in Islands in the Net by Bruce Sterling, for instance). Other companies conduct murder, sabotage and industrial espionage with ruthless efficiency.
All corporates must have the Duty disadvantage (usually on a 12 or less) — by definition, they work for someone. The problems that they must deal with are generally handed to them by superiors, though the method used to handle the problem is left up to the individual. This does not, however, mean that they have a Sense of Duty to the corporation! Many corporate characters will have private agendas of their own, and their goals may not coincide with that of the company Board of Directors.
As NPCs, corporates provide the GM with a good method of bringing the PCs together. They are always putting together op teams for some mission or another, and they often prefer to use non-company personnel, in order to preserve deniability.
The GM should be careful to limit the amount of corporation resources that PCs can draw upon — megacorps are in business to make a profit, not to outfit entire mercenary crews with state-of-the-art equipment. Of course, if the stakes are high enough, the operation important enough, and the PCs good enough, then the corporate purse strings will be loosened as much as necessary.
Typical corporate advantages include Charisma, Patrons (the corporation itself is usually an expensive Patron), Status and Wealth. Disadvantages such as Enemies, Jealousy, Sense of Duty and Odious Personal Habit (Workaholic) are all fairly common.
Necessary skills will vary widely from company to company, but some common ones are Accounting, Administration, Computer Operation, Diplomacy, Fast-Talk, Politics, Public Speaking, Teaching and Writing.
Many "suits" will have some sort of neural cybertech — sockets, plugs, etc. If the world as a whole frowns upon obvious physical cyberwear, then successful businessmen will shy away from it (or hide it as much as possible); otherwise, cybertech will vary from individual to individual.

离线 cmoon

  • Chivary
  • *****
  • 帖子数: 1105
  • 苹果币: 5
  • 你的沙制的绳索
Re: 【GURPS cyberpunk】第一章 角色
« 回帖 #9 于: 2019-10-25, 周五 23:41:20 »
赛博弱子Cyberprep
赛博弱子是赛博朋克的另一面。那些法外狂徒在与什么对抗?在赛博朋克的未来,有一个只有少数人能享受到的安全的世界。试想一下,如果现在的雅皮士们能够改造他们的身体,将他们的思想融入网络,他们会做些什么。自然是去享受那昂贵且颓废的快乐。
赛博弱子类型的角色有很多钱可以花在自己身上,却对现实世界一无所知。典型的优势有外貌、眼线、社会地位和财富。他甚至可能很聪明、很有才华,但从根本上来看,他不会像企业成员那样强硬,也不会像他们那样冷酷无情。
赛博弱子不太可能有任何明显的身体上的劣势;爸爸妈妈几年前就把它们去掉了。精神上的劣势更有可能出现。特别是,典型的赛博弱子还会有15点的错误认知:“这些都不是真的。”当他看到残酷的街头世界——或者,在看到董事会里的真相的时候——他很可能会把它当作一场游戏,在这场游戏中,每个人在晚上游戏结束时都能找回理智。
赛博弱子的技能几乎没有什么是为了实用而获得的。地域知识(城市好的一面),豪饮,语言,礼仪,性感,运动和驾驶技能将是普遍的。扒窃、黑街和大多数其他的小偷/间谍技能都是正确的!但是一个浪荡子也可能会拥有一些高等级的实用技能,比如柔道或空手道,网络狂奔,或任何运动类型的武器。
赛博弱子类型的角色可能有任何改造(钱不是问题),或者根本没有改造。如果改造是一种时尚的话,他会把自己变成一块铬。如果明显的改造被认为是“俗气的”,那么他所有的改造都会是隐形的。
一个掉进了贫民窟的赛博弱子,可能更适合一个“正常”的赛博朋克PC团队一些…如果他的能力值得让人照顾的话。如果没人想扮演这个可怜的无辜角色,他可以成为一个优秀的NPC。
剧透 -   :
The cyberprep world is the flip side of cyberpunk. What are those outlaws rebelling against? There is a safe and secure world in the c-punk future, though it's available to few. Just think of the things that today's yuppies would do if they could augment their bodies and plug their minds into the net. Expensive, decadent fun.
 The cyberprep character has lots of money to spend on himself, and no concept of what the real world is like. Typical advantages would be Appearance Contacts, Status and Wealth. He might even be smart and talented, but, by definition, he doesn't have the street tough or the corporate ruthlessness that goes into cyberpunk.
 Cyberpreps aren't likely to have any significant physical disadvantages; Mummy and Dads had them fixed years ago. Mental disadvantages are much more likely. In particular, the typical c-prep also suffers from the 15-point Delusion "None Of This Is Real." When he encounters the gritty world of the streets — or, for that matter, of boardroom realities — he's likely to treat it as a game, where everybody gets their marbles back at the end of the evening.
Few of the cyberpreppie's skills would have been acquired for practical reasons. Area Knowledge (of the good side of town), Carousing, Languages, Savoir-Faire, Sex Appeal, and sports and vehicle skills would be common. Scrounging, Streetwise and most other thief/spy skills are right out! But a pleasure-seeker might wind up with high levels in a few useful skills, such as Judo or Karate, Netrunning, or any  weapon.
A cyberprep type might have any modifications (cost is no object), or none at all. If augmentations are in fashion, he'll be solid chrome. If obvious mods are considered "declasse," all his improvements will be invisible.
A single cyberpreppie, slumming, might fit into a "normal" cyberpunk PC group… if he had abilities that made him worth babysitting. If nobody wants to play this poor innocent, he makes a good NPC.