作者 主题: 【SWC】游戏方式 Ways to play,p.143-159  (阅读 8925 次)

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【SWC】游戏方式 Ways to play,p.143-159
« 于: 2022-10-30, 周日 02:03:24 »
新的极限使用方式
NEW WAYS TO USE EDGE


如果你想调整游戏中极限的风味,使其更加硬核,或者更加流畅,使用下列规则。

极限可作为骰池调整值 Edge As Dice Pool Modifications
如果玩家想使用骰池调整来代表增值或者减值的话,使用该规则。
剧透 -   :
Use this rule if players prefer dice pool modifications to represent bonuses or penalties.

在此可选规则之下,玩家可以将任何获得的极限点数转换为每点极限+1骰池。或者,如果GM允许的话,只要极限奖励代表对敌方队伍的优势,则可以将一点极限转换为敌手的-1骰池。无论如何,如果极限被转换为骰池加成,其依然被算入获得极限上限之中。

剧透 -   :
In this optional rule, a player may opt to convert any or all awarded Edge points during an action for +1 die for each point converted, which is applied to the dice pool for the action. Alternately, with the gamemaster’s approval, when an Edge award represents a relative advantage over a hostile party that point of Edge can instead be converted to impose a –1 dice pool penalty on that opposition. Either way, when Edge is converted to a dice pool modification it still counts as an earned point of Edge for tracking the cap on gained Edge.

根据此规则,极限动作同样可以通过每极限花费受到-1骰池来完成。购买极限动作依然会被记入单次行动只能花费一次极限的上线。

剧透 -   :
Under this rule, Edge Actions can also be paid for via –1 die per Edge cost. Buying Edge Actions in this way still counts as your lone Edge expenditure allowed for a single action.

简化极限  Streamlined Edge
使用该规则来处理更快的行动方式。
剧透 -   :
Use this rule to facilitate a faster-moving style of action.

一个可被用来简化战斗中角色扮演,或者相似状况之中的规则,就是根据GM对状况的总体评判来奖励极限,而非根据极限三角来判断(AR 对抗 DR,装备和特质,环境加成)每次行动的极限。如果狂奔者们在技术上极大地超过他们的对手,则每个团队的成员每轮获得1-2点极限。反之亦然,如果对手略胜一筹,则NPC获得每轮类似的极限。当此可选规则生效时,GM应该每战斗回合重新判定双方之间的优势。

剧透 -   :
An option for streamlining roleplaying during combat and similar situations is to award Edge based on the gamemaster’s assessment of the situation at large, instead of evaluating the Edge triad (AR vs. DR, gear and qualities, circumstantial advantage) for each and every action. If the runners outclass their opposition in terms of skill, or material or tactical advantage, each member of the team gains 1 or 2 Edge per round. Likewise, if the opposition has the upper hand, the NPCs gain a similar amount of Edge per round. When this optional rule is in play, gamemasters are encouraged to reassess the comparative advantages between the two sides each combat round.
« 上次编辑: 2023-03-24, 周五 11:55:04 由 马非鱼 »

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Re: 【SWC】游戏方式 Ways to play,p.143-159
« 回帖 #1 于: 2022-10-30, 周日 02:04:57 »
新的可选极限动作 NEW OPTIONAL EDGE ACTIONS

彻底穿透(Through and Through)(穿甲弹,无壳弹,标准弹药):在弹道学中,过穿一词指的是完全穿透目标的弹头,同时造成进入伤和出口伤。这会导致武器的DV(含弹药改装)增加一半,向上取整。极限花费:等于目标的体质属性(穿甲弹将花费减少2,最少为1点)

(注:催化剂傻逼的又一铁证,对目标过穿意味着大部分动能未能传导到目标上,这反而会减少造成的伤害。事实上,彻底停留在体内的子弹意味着动能传导率更高,其减速时经常会造成毁灭性的翻滚状伤口。)
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Through and Through (APDS, caseless, and standard ammo): In ballistics, this phrase refers to a bullet passing completely through a target, leaving both entry and exit wounds. This results in the firearm’s DV, including ammo modifications, being increased by half rounded up. Edge cost: Body of the target (APDS reduces this cost by 2, minimum cost of 1).

霰弹缩喉(Shotgun Choke)(霰弹-簇形弹):如当你在对着近身与近距目标使用装填了簇形弹药的霰弹枪时,你可以扩大缩喉,从而进行一次只消耗一发弹头的BF散点射, 即便霰弹枪缺乏BF开火模式亦可以使用。极限花费:2点。
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Shotgun Choke (shotgun flechette ammo): When using flechette ammo in a shotgun and firing at targets at Close or Near range, you may widen the choke to perform a BF wide burst (p. 109, SR6) that only consumes one shell, even if the shotgun lacks the BF firing mode. Edge cost: 2 (1 for smartguns)

悄声击倒(Silent Takedown)(近战攻击):隐匿行动的一大标志就是悄声击倒:主角溜到一个无名哨兵背后,用一次敏锐的攻击将对手放倒——最常见的方式是扭断颈骨。执行悄声击倒时,做一次简单检定,【武器技能 + 敏捷】(4)。如果成功,目标的状况条将被彻底填满。该项极限动作只能对喽啰使用,对方必须在近战距离内,且不能以任何方式察觉到攻击者。单纯是隐身或者不在视线内并不一定会允许你使用悄声击倒。极限花费:等同于目标的专业属性,最低为1。
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Silent Takedown (Melee attack): A staple of covert action is the silent takedown where the protagonist sneaks up behind a nameless sentry and eliminates them with a deft attack, typically by snapping their neck. To perform a Silent Takedown, make a Simple test using the weapon’s relevant Skill + Agility with a threshold of 4. If successful, the target’s condition monitor is completely filled. This Edge action can only target grunts (p. 203, SR6) who are within melee reach and are not aware of the attacker’s presence at all; simply being invisible or hidden from view does not necessarily permit a Silent Takedown. Edge cost equals Professional Rating, minimum of 1.

”是哑弹!“(It's a Dud!)(范围攻击):不论是由于制造水平低劣,机械部件故障,还是未知超自然力量的介入,一发爆炸武器,比如榴弹或者火箭,在命中目标后根本就没能引爆。该项极限动作必须在计算完偏斜之后立即花费,爆炸失去效果。极限花费:5。
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It’s A Dud! (blast attack): Whether via manufacturing defect, a mechanical malfunction, or the supernatural intervention by unknown forces, a blast weapon such as a grenade or rocket simply fails to detonate after it is delivered. This Edge boost must be spent immediately after scatter is resolved. The blast effect is canceled. Edge cost: 5
« 上次编辑: 2022-11-02, 周三 23:33:38 由 Bellicose »

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Re: 【SWC】游戏方式 Ways to play,p.143-159
« 回帖 #2 于: 2022-11-02, 周三 23:08:50 »
新的治疗方式
NEW HEALING OPTIONS

如果你想对低精华的角色执行更好效果的医疗,使用如下规则。除此之外,更加硬核的游戏还可以通过下列规则来放点血,对,字面意思的放血。

对殖装者急救 FIRST AID FOR THE AUGMENTED
采用如下规则可以避免因为殖装角色的低精华属性,而在对他们使用急救技能和医疗包进行治疗的时候加以过分的惩罚。
剧透 -   :
Use this rule to avoid penalizing augmented characters for their diminished Essence when being treated with First Aid and medkit healing
这一可选规则假设重度殖装化的身体已经为了保养植入体而预先安装了一系列生物医疗接口,同样假设所有伤害会被按比例分配给植入体,这些东西维修起来可比血肉和器官更容易。当使用急救技能或者医疗包治疗的时候,生物科技技能检定可以使用生物科技学或者赛博工艺学专精或者精通。医疗包在使用的时候可以被视为拥有该技能专精。如若如此做,则急救检定或者医疗包治疗的阈值改为(精华,向下取整)。但一次伤害仍然只能被急救检定或者医疗包医治一次。
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This optional rule presumes that a heavily augmented body has numerous biomedical ports already installed for the purposes of maintaining implants, as well as assuming that damage is proportionally allocated to implants that are more readily repaired than flesh and organs. When performing First Aid or medkit healing, the Biotech skill test can use the Biotechnology or Cybertechnology specialization or expertise. Medkits are able to make use of this rule as if they had these specializations. When doing so, the threshold for the First Aid or medkit healing is (Essence, rounded down). Using First Aid or medkit healing in this way still is limited to one attempt per set of injuries.



生体殖装自然恢复 BIOWARE HEALS NATURALLY
使用该规则以阻止生物殖装使得角色医疗速度变慢。
剧透 -   :
Use this rule to prevent bioware augmentations from making the character harder to heal.
生体殖装是活生生的组织,也付出了精华作为代价,它们现在可以被视为身体的自然部分……或者至少是差不多自然的一部分。根据该可选规则,在生物殖装上花费了多少精华需要被列出。当要被治疗时,该计数会被从任何精华所导致的阈值中除去。举例:一名街头武士只有1精华,但在赛博殖装和生体殖装上各花费了2.5精华。当在治疗的时候,一般状况下阈值为 5 - 1.0 = 4。但在此可选规则下视作 5 - 1.0 - 2.5 = 1.5。阈值向下取整为1,因为2成功在此时依然被视为超出阈值1成功。
剧透 -   :
Because bioware is living tissue and paid for via Essence, they are considered to now be a natural, or at least natural-ish, part of the body. Under this optional rule, maintain a tally of how much Essence has been spent on bioware augmentations. When being healed (p. 119, SR6) subtract this tally from any Essence-derived threshold. Example: a street samurai with 1.0 Essence may have spent 2.5 Essence on cyberware and 2.5 Essence on bioware. Accordingly, when being healed the threshold is normally 5 – 1.0 = 4. Under this optional rule, that computation is instead 5 – 1.0 – 2.5 = 1.5, or in effect 1, since 2 hits is 1 hit over the threshold either way!



提升溢出致命性 INCREASED OVERFLOW LETHALITY
使用该规则以让溢出伤害增添一份致命危险。
剧透 -   :
Use this rule to add an inherent element of mortal danger to overflow damage.
一旦角色受到任何数量的溢出伤害,且没有立即死亡,则进行一次“生命垂危”计时,角色如不立即稳定则最终将死亡。治疗至少1格溢出伤害,即可稳定该角色。如果角色在(体质)轮经过之前没有稳定,那么除非燃烧极限使用“屹立不倒”,否则将死亡。通过屹立不倒避免死亡同样将稳定该角色。如果稳定之后的角色又受到了伤害,进行一次新的“生命垂危”计时。
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Upon suffering any amount of overflow damage that doesn’t immediately kill the character, a death’s door countdown begins, and the character will soon die unless stabilized. Healing at least 1 box of overflow damage by any means stabilizes the character. If the character does not become stabilized before a number of rounds equal to Body, they either die or must avert that death via the Not Dead Yet use of Edge (p. 48, SR6). Averting death in this way also counts as stabilization. If, after being stabilized, the character suffers more overflow damage without dying, a new death’s door countdown begins.



流血  BLEEDING
使用该规则以代表严重伤害时受到的持续性损伤。
剧透 -   :
Use this rule to represent ongoing damage stemming from serious injuries.
一旦角色在伤害抵抗检定后承受的伤害大于体质属性,则受到流血状态。此外,GM可以在失误或者其他大问题出现的时候根据情况施加流血状态。
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A character gains the bleeding status when suffering more physical damage boxes, after the resistance test, than their Body. Additionally, the gamemaster may apply the bleeding status due to glitches or other misadventures, at their discretion.
流血:流血状态一般是很容易看见的失血过多。但该状态同样复盖了内出血,这可和你衣服上快速变大的红色污渍一样致命!只要你在流血,你在每战斗轮结束时受到一点无法抵抗的物理伤害。
剧透 -   :
Bleeding: The bleeding status is usually self-evident in the form of blood loss, but the status also covers internal bleeding that is as equally life threatening as a growing red stain in your clothing! While you are bleeding, you suffer one box of unresisted physical damage at the end of each combat round.
流血状态会在受害者受到任何治疗,或者使用创伤贴之后移除。该状态同样可以通过【生物科技 + 逻辑】(4,1轮)延续检定移除。如果不能使用医疗包或者急救包,则阈值增加2点。该检定只溢出状态,它不治疗任何伤害,也不会阻止你后继使用医疗包或者急救。
剧透 -   :
The bleeding status can be removed when the victim receives any healing, or has a trauma patch applied. The status can also be removed via a Biotech + Logic (4, 1 round) extended test. Increase the threshold by 2 if a med kit or first aid kit is not used. This test only removes the status; it does not heal damage nor does it count against the First Aid or Med Kit healing opportunity.



生命方式以及治疗  LIFESTYLE AND HEALING
使用该规则可以让狂奔者的生活方式影响他们自然恢复的能力,可以是好的,也可以是坏的。
剧透 -   :
Use this rule to have a runner’s lifestyle (p. 57, SR6) influence their ability to heal naturally (pp. 120-121, SR6), either for good or for ill.
处于低等生活方式的狂奔者在此可选规则中被视为默认状态。比这更好的生活状态可以带给你很多优势,比如更健康的食品,更好的医疗补给,以及更多的锻炼和复检机会。当在中等生活方式时,狂奔者获得+2恢复骰。因为他们总是有一个受训的医护人员,能够通过家中的智能系统(见“医疗协助”,SR6核心)在自然恢复时提供帮助。如果身处高级生活方式,更多的豪华“真实”食品,以及更普遍的医疗帮助,能够使得治疗检定再+2骰池(总计+4)。那些幸运到能够使用豪华生活方式的狂奔者们会在自然恢复检定中获得+6骰池加成。
剧透 -   :
Runners at Low lifestyle are considered to be in the default circumstance with regard to this optional rule. Living better than this grants advantages such as healthier food, better medical supplies, and expanded opportunities for exercise and rehabilitation. While living at Middle lifestyle, runners gain +2 dice, because they are always presumed to have a trained medic watching over them during natural healing in the form of their home’s smart systems (see Medical Assistance, p. 120, SR6) . At High lifestyle, the increased availability of luxurious “real” food, and more extensive medical care adds an additional +2 dice (+4 total) to the healing tests. Runners fortunate enough to benefit from Luxury lifestyle enjoy a grand total of +6 dice to their natural healing tests.

可以理解的是,假若狂奔者们居住在社会经济光谱更困难的那一边,那自然恢复就要更困难。寄居生活方式让所有自然恢复检定-1骰池,鉴于更高的感染风险,以及营养和医药的匮乏。住在街头的狂奔者甚至没有稳定的住所,所以所有自然恢复检定-2骰池。但街头的糟糕之处不止于此,街头的自然恢复检定会被改变为延续检定,间隔1天。这会使得你的恢复骰池日渐缩小,直到你要么治愈,要么无法继续恢复为止。
剧透 -   :
Understandably, runners on the harder side of the socio-economic spectrum have it more challenging when it comes to natural healing. Squatter lifestyle imposes a –1 die penalty to natural healing, due to the increased risks of infection and the dearth of nutrition and medicine. Runners living at Street lifestyle don’t even have reliable shelter, and they suffer –2 dice for natural healing tests. Even worse, at Street lifestyle natural healing is an Extended test with a 1-day interval, so the dice pool shrinks each day until either you’re healed—or you can’t be healed any further.

狂奔者们也可以前去医院或者诊所寻求帮助。第六纪元不存在“免费医疗”这种东西,所以智能暂时获得“住院”生活方式,每天500新元,且能够提供等同于中等生活方式的自然恢复检定加成(+2骰池,见上)。但是,医生马车合约同样能够为狂奔者提供有效且隐匿的健康保险。基础医生马车合约会免除如上的住院费用。黄金合约同样免费住院,且住院时改为提供+4骰池加成。白金或者超级白金合约则在住院时提供+6骰池加成。
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Runners may also seek care at a hospital or clinic. Since there’s no universal healthcare in the Sixth World, gaining a temporary “hospitalized” lifestyle costs 500 nuyen per day and grants the benefits of Middle lifestyle for the natural healing tests (+2 dice, see above). However, DocWagon contracts
(p. 281, SR6) provide a useful and discreet form of health insurance for people like shadowrunners. A basic DocWagon contract covers the cost of hospitalization as described above. A gold contract does the same and also grants +4 dice pool bonus on healing tests for the duration of a stay. A platinum
or super-platinum contract grants +6 dice bonus for natural healing while under care.
« 上次编辑: 2022-11-03, 周四 00:06:59 由 Bellicose »

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Re: 【SWC】游戏方式 Ways to play,p.143-159
« 回帖 #3 于: 2022-11-03, 周四 00:07:26 »
魔法师与凡俗人  MAGICIANS AND MUNDANES
采用以下规则以扭转魔法师和凡俗人之间的力量平衡,以及魔法和其他魔法之间的力量平衡。
剧透 -   :
Use these rules to tweak the balance of power between magicians and mundanes, and between some kinds of magic with other kinds of magic.

超人类主义  TRANSHUMANISM
采用该规则可以让凡俗人像觉醒者那样无上限地累计力量,可以安装更多更多的殖装。
剧透 -   :
Use this rule to afford mundanes the same opportunity for potentially unlimited accumulation of powers that magicians enjoy, via being able to take more and more augmentations.

在该可选规则之下,未受训的心灵无法接受太多的改装,但角色可以通过训练允许自己接受更多躯体改造。该过程耗时一周,可以被视为凡俗版本的启蒙。超人类级别进阶的业力消耗为(10 + 下一个超人类级别数)。超人类主义者每级别可以获得一个1.0的精华空洞,或者将已有的空洞扩大1.0,且不需要移除任何殖装。请注意这扩展的精华空洞仍然不允许角色拥有超过两条的胳膊和腿,或者超过一个的头和躯干,除非他们的泛形态天然拥有更多肢体。
剧透 -   :
Under this optional rule, characters may train themselves to accept more body modifications than an untrained mind will incorporate. This process takes a week and is a mundane analogue for becoming an initiate, also measured in grades. The karma cost to become or advance a transhumanist grade is 10 + next grade. A transhumanist gains or expands an Essence hole (see sidebar) by 1.0 Essence with each grade, without having to remove any augmentations. Note that the expanded Essence capacity does not allow the character to take more than two arms, two legs, one head, and one torso (unless they are a metatype that already allows more limbs).

引用
边栏:只有凡俗人?
暗影狂奔的一条老格言就是魔法和科技混不好,甚至根本不能混。超人类哲学认为自己应该脱离泛人类生命的概念本身。那些使用魔法和共鸣的人则追寻着一条不同的道路。任何睿智的大师都会告诉你:试图脚踏两条船是没法自我启蒙的。
剧透 -   :
A longstanding adage in Shadowrun is that magic and high technology mix together only poorly, when they mix at all. Transhumanist philosophy seeks to transcend the very nature of what it is to be a metahuman organism. Those who wield magic and Resonance pursue a different kind of goal entirely. As any wise master would say: You cannot achieve enlightenment by trying to walk two paths at once

引用
边栏:精华空洞
一旦消耗精华的殖装被移除,你的精华保持在原有数值,而不是恢复到殖装消耗前的数值。但是你会确立一个与其消耗同数量的“精华空洞”。当你支付精华来购买殖装时,任何精华消耗都会先使用已有的精华空洞进行支付,如果有的话。

举例:一名街头武士有4.0精华,配备标准级别跳线反射2,但是想升级成阿尔法级别的跳线反射3。当赛博殖装被移除,其精华停留在4.0,但拥有一个2.0精华的空洞。当阿尔法级别跳线反射3安装之时,其2.4的精华消耗先用空洞支付,剩下的0.4精华通过精华属性支付,将其现有精华降低到3.6。
剧透 -   :
Whenever an Essence-costing augmentation is removed, your Essence remains at the same value rather than restoring however much Essence that augmentation cost in the first place. Instead, you establish an “Essence hole” of that same value. When you pay Essence to take augmentations, any Essence cost is always first paid from an existing Essence hole, if you have one.Example: A street samurai with 4.0 Essence has standard-grade wired reflexes 2 but would like to upgrade to a better, alpha-grade wired reflexes 3. When that cyberware is removed, their Essence remains 4.0 but an Essence hole of 2.0 is established. When the alpha-grade wired reflexes 3
is implanted, its 2.4 Essence cost is paid out of the Essence hole first. The remaining 0.4 Essence cost is then paid via the Essence attribute, lowering their current Essence to 3.6.



燃尽  BURNING OUT
使用该可选规则可以引入觉醒或者浮现角色永久失去使用魔法或者浮现的可能性。

作为可选规则,你可以引入“燃尽”的概念,在之前的暗影狂奔版本中皆有提到。一个魔法师,或者超链者,在魔法属性或者共鸣属性降低到0时立即成为燃尽角色。燃尽角色不再拥有任何魔法或者共鸣属性,也没有该类属性上限,同时还会失去所有等级的深潜或者启蒙等级与能力。任何法器不再被束缚,任何精魂或者网精立即消失,以此类推。不论如何,从此之后他们永远都是凡俗人了。如果同时使用了“潜在觉醒”规则(见下),则不可以使用该规则。
剧透 -   :
Use this rule to introduce the concept of an Awakened or Emerged character forever losing the capability to wield magic or Resonance.

As an optional rule you may reintroduce the concept of Burning Out, used in some prior editions, to Shadowrun, Sixth World. A magician or technomancer immediately becomes a burnout if their Magic or Resonance ever reaches 0. Burnouts no longer have a Magic or Resonance attribute, nor a maximum Magic or maximum Resonance value, and lose all grades and powers from initiation or submersion. Foci become unbound, and any spirits or sprites are lost, and so on. In all respects, they are henceforth forever a mundane; they may not make use of the Latent Awakening optional rule (see below) if that is in play.



潜在觉醒  LATENT AWAKENING
使用该规则可以允许凡俗角色(看起来像是)在职业生涯或者人生后期忽然发现了自己的魔法潜力。

在该可选规则之下,凡俗角色可以在游戏开始后的某一时点忽然觉醒,将身份由凡俗修正为魔法师或者超链者。该角色获得一魔法属性或者共鸣属性,数值为0,以及等同于目前精华的最高属性值,向上取整。在开始游戏后成为专精法师的业力消耗为15业力,成为任何其他种类法师,或者超链者的业力消耗,则为25业力。和所有魔法师/超链者一样,新觉醒/浮现的角色可以通过花费业力来提升自己的魔法或者共鸣属性。如果“燃尽”规则生效(见上),则其不会因为开始时拥有0属性立即燃尽。但如果后继精华损失导致其属性降低到0或者更低,则其会正常燃尽。
剧透 -   :
Use this rule to allow for an (apparently!) mundane character to realize their magical potential later on in their career or life.

Under this optional rule, a mundane character may Awaken at some point after beginning play, changing status from mundane to either magician or technomancer. The character gains a Magic or Resonance attribute at 0, and a corresponding maximum value equal to current Essence, rounded up. The cost to become an aspected magician after beginning play is 15 Karma. The cost to become any other kind of magician, or a technomancer, is 25 Karma. As with all magicians and technomancers, the newly Awakened/Emerged character may raise their Magic or Resonance attribute via Karma expenditure. If the Burning Out optional rule is in play (see above), they don’t immediately burn out for having 0 in their attribute. However, they will still burn out if a subsequent Essence loss would impose a reduction to 0 or lower Magic or Resonance.

魔法不影响自由意志  MAGIC CAN'T AFFECT FREE WILL
使用该规则可以防止魔法影响个人行动能力。这可能是为了游戏平衡做出的努力,但如果是为了防止触发玩家在现实中的心理阴影,我们也推荐使用它。

第六纪元的形而上学一致认为魔法无法完成三件事情:魔法不能传送,魔法不能时间穿梭,魔法也不能让死者复生或者和死者对话。该可选规则让魔法还不能完成另一件事情:影响自由意志。该规则禁止任何魔法咒语,异能或者效果强迫一个有灵智者违背自己的思想或者行动。任何诸如控制思绪,威严之声等咒语和异能都被禁止使用。
剧透 -   :
Use this rule to remove the potential for magic
to violate personal agency. This may be desirable from some game balance perspectives, but is primarily recommended for addressing potential real-life triggersplayers might have.

The in-universe metaphysics of the Sixth World have always held that there are three things that magic may never accomplish: no teleporting, no time travel, and no raising or communicating with the dead. Under this optional rule, there is one more thing magic may never do: affect free will. With this rule in play no magical spell, power, nor effect may compel the actions or thoughts of a sentient being. Spells and powers that do this, such as Control Thoughts, Commanding Voice, etc, are banned.



这不是你要找的薪奴!  THESE AREN'T THE DRONES YOU'RE LOOKING FOR
这是魔法不能影响自由意志的更温和版本。

该可选规则允许魔法选择性地影响自由意志:魔法永远不能强迫任何人施行或者服从暴力行为,也不能在目标正见证暴力发生时影响其自由意识。
剧透 -   :
Use this rule as a less extreme alternative to the
Magic Can’t Affect Free Will optional rule.

Under this optional rule, the ability to affect free will is conditional: magic can never cause someone to commit or submit to a violent act, nor can free will be affected while the target is witnessing violence.



精魂门扉  SPIRIT DOORWAYS
采用该可选规则可以降低召唤精魂的强度,但不影响其骰池。
剧透 -   :
Use this rule to tone down the power of summoned spirits without reducing any of their dice pools.
该规则对“具象化”能力加以一定限制。如该可选规则生效,精魂无法在随便哪个地方进入物理界,它们需要一个与精魂种类相匹配的空间,才能够形成自己的物理躯体。该空间被奥法学者们称为“精魂门扉”。
剧透 -   :
This rule establishes a restriction on the Materialization power (p. 225, SR6) possessed by spirits. While this optional rule is in play, spirits cannot enter the physical plane just anywhere; they require a space appropriate to their spirit type to form a physical body. This space is referred to by arcane scholars as a spirit doorway.
请注意该规则并不限制精魂究竟可以在哪里被召唤,只限制了具象化的地点。并且,精魂依然可以和正在星界投影的法师一样具象化,这么做不需要使用精魂门扉。一旦具象化,精魂可以作为一个无实际形体的幽魂来和物理世界沟通,但是不能以任何物理或者魔法形式来影响物理界的任何东西。
剧透 -   :
Note that this rule does not limit where spirits may be summoned, only where they may materialize. Furthermore, spirits can still manifest in the same manner as projecting magicians (see Astral Projection, p. 160, SR6) without requiring a doorway. While manifested, a spirit can communicate with the physical world as an intangible ghostly figure, but it cannot physically or magically affect anything on the physical plane.
一旦精魂通过门扉再度具象化,便可以自由离开该空间,如泛人类一样在物理界任意旅行。同样,它们的纯星界旅行不需要用到精魂门扉。但是,一旦具象化的精魂回到星界,它想要回到物理界就得再度通过合适的门扉。如果未做其他说明,精魂门扉的大小必须至少为每强度0.25平方米。
剧透 -   :
Once materialized through a doorway, spirits can freely leave that space and travel around on the physical plane just as any metahuman can. Likewise, their purely astral movements do not require spirit doorways. However, once amaterialized spirit returns to the astral plane, it must once again use an appropriate doorway to return to the physical plane. Unless specified otherwise, a spirit doorway must be at least 0.25 square meters per point of Force.
盟约精魂任选一种门扉,由其召唤者决定。自由精魂,伟大精魂,血精魂,虫精魂和其他缺少具象化能力的精魂不受该能力限制。
剧透 -   :
Ally spirits use one of the above doorways at their summoner’s choice. Free, great form, blood, insect, and other spirits that lack the Materialization power are never subject to this optional rule.

边栏:精魂门扉
精魂种类                合适精魂门扉
气                自由活动的气流,至少离地面(强度 * 10米)高。
兽                现在的或之前的动物/宠物巢穴,或者每强度一千克的动物器官,尸首,或者饲料。
地                土壤,金属矿石,或者矿物质,其不能被堆砌进任何建筑物内。
火                明火,岩浆或者其他烧热的材料,或者一滩准备好的燃料。
守护                神圣,祝圣过或者类似的位置,战斗训练场所,现在的或者之前的战场。
引导                人们前去寻求建议或者自省的地方。酒吧,教室,自然美景,城市公园等。
同族                任何召唤者亲自了解的地点
植物                活着的植物
任务                贮存工具和零件的地方,或体力劳动被日常执行的地方
水                一滩水(包括雪和冰),或者正在下暴雨之地



更快的炼金制备时间  FASTER ALCHEMICAL CREATION TIME
使用本规则可以鼓励角色创造并使用更多的炼金制剂。

该规则将制造制剂的第三步完成时间调整为仅需五分钟。
剧透 -   :
Use this rule to encourage characters to create and use more alchemical preparations.
Under this rule, it only takes five minutes to complete Step 3 (p. 150, SR6) of making a preparation.



调整版神秘修士  ALTERNATE MYSTIC ADEPT

采用该规则可以使得神秘修士不再那么像魔法全才,而是更专注于修士异能。

在调整过的神秘修士将初始魔法属性分配给异能点和法术的时候,其每点魔法属性只会赐予0.5点异能点。但是,每次魔法属性增加时,神秘修士也会获得0.5点异能点数,在角色创建时和之后该条规则都会生效。由于异能点数的增多,调整版神秘修士不再获得咒术和附魔能力。和其他修士一样,他们不能星界投影,必须先购买合适的异能才能进行投影。
剧透 -   :
Use this rule to allow players to play a kind of mystic adept that is less of a magical jack of all trades and more focused on adept powers.

When splitting their starting Magic between Power Points and spells (see p. 66, SR6), alternate mystic adepts only receive 0.5 Power Points per point of Magic. However, they also receive 0.5 Power Points every time their Magic increases,
both during and after character generation. In exchange for this increased access to Power Points, alternate mystic adepts do not gain access to conjuring or enchanting. Like adepts, they cannot astrally project and can only astrally perceive if they take the appropriate adept power.



增强版专精法师   ENHANCED ASPECTED MAGICIANS
采用该规则可以提升游玩专精法师的可行性。下列是不同种类的专精法师规则。
剧透 -   :
Use this rule to enhance the allure of playing an Aspected magician. Below are rules for different types of aspected magicians.
附魔师 ENCHANTERS
该类魔法师可以大批量创造制剂(至多同时创造等同于其魔法属性的制剂),每个都内含同样咒语,无需额外时间消耗。所有制剂有同样的效力,但每个制剂制造都需要一次单独的耗竭检定。任何消耗的试剂必须按每剂计算。举个例子,如果你要制造四个治疗术制剂,想使用试剂,就需要花费八打兰的试剂才能取得完整的效果。
剧透 -   :
The magician can create batches of preparations (a number of preparations up to their Magic rating) imbued with the same spell at no additional time cost. All preparations share the same Potency, but each preparation requires a separate test for drain. Any expenditure of reagents is on a per-preparation basis. For example, if you create four Heal preparations and choose to use reagents, you would need to expend eight reagents for full benefit.
巫术师  SORCERERS
除了拥有更多的起始咒语之外,巫术师还可以花费一打兰试剂,以便在施法耗竭抵抗中获得一个自动成功。每次检定只能如此花费一打兰的试剂。
剧透 -   :
In addition to the increased number of starting spells, the sorcerer can spend a reagent for a single automatic hit on spellcasting drain tests. This is limited to a single reagent on a test.
咒术师  CONJURERS
咒术师可以花费一打兰试剂以在召唤耗竭抵抗中获得一个自动成功。每次检定只能如此花费一打兰的试剂。
剧透 -   :
The conjurer can spend a reagent for a single automatic hit on the conjuring drain test. This is limited to a single reagent on a test.

边栏:附魔师在角色创建时的已知咒语
附魔师在角色创建时知道的咒语和其他施法魔法师一样多,但是这些咒语只能被用来附魔。这意味着他们每点魔法属性就会两个咒语(属性由优先级决定)。这是官方澄清,而非可选规则。
« 上次编辑: 2022-11-17, 周四 01:00:16 由 Bellicose »

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Re: 【SWC】游戏方式 Ways to play,p.143-159
« 回帖 #4 于: 2022-11-17, 周四 01:09:18 »
可生还的爆炸  MORE SURVIVABLE BLASTS
采用如下规则能够让范围攻击不那么致命。
剧透 -   :
Use these rules to make blast attacks less deadly.

掩体阻挡爆炸  COVER SHIELDS BLASTS
使用该规则可以使用爆炸攻击的目标通过掩体获得额外保护。

任何爆炸攻击的DV都会被减少等同于角色目前所受益掩体的两倍。该掩体必须对爆炸起始点生效,而非对攻击者的位置生效。此外,如果角色没有掩体,但有匍匐状态,则降低近距和贴身的爆炸攻击DV2点。该DV减少是核心“卧倒”极限动作的延申,不能与其重叠。
剧透 -   :
Use this rule to allow victims of a blast attack to claim some extra protection from cover.
Reduce blast DVs by two times the level of cover a character benefits from. This cover must be relative to the blast rather than relative to the attacker’s position. Additionally, if a character has no cover but has the Prone status (p. 53, SR6) reduce Close and Near blast DVs by 2. This DV reduction is an extension of this Hit the Dirt action (p. 41, SR6) and therefore does not stack with it.

调整版规避动作ALTERNATE AVOID INCOMING ACTION
采取该规则可以缓解不能在一回合中避开多次爆炸的问题。该可选规则替代核心的“规避”次要动作。
剧透 -   :
Use this rule to remedy the problem of not being able to avoid multiple blasts in the same round. This optional rule replaces the Avoid Incoming minor action (p. 41, SR6) with the following version:
规避 (A) 次要动作
在角色的回合之外,角色可以使用这个动作来规避袭来的爆风或者毒气一类的攻击。在结算完了爆炸偏斜之后,角色需要做一个(反应 + 运动 - 规避惩罚) (规避惩罚见核心的规避惩罚表)检定。角色可以向着他所选择的方向移动{成功}米,角色在移动完毕之后可以选择倒地,获得匍匐状态。若是角色在本战斗轮中已经使用过规避,移动或冲刺动作,那么该动作的移动必须尽可能地远离爆炸中心,或者,如果上述的“掩体阻挡爆炸规则”生效的话,进入最近的掩体。该动作对每次爆炸攻击仅能使用一次。
剧透 -   :
A character can use this action to get away from an incoming Blast or Gas attack. After scatter is resolved, a character makes a Reaction + Athletics – Dodge Penalty roll (see Dodge Penalty table, p. 311, SR6). A character may move up to a number of meters equal to their hits in a direction of their choosing. They may dive to the ground at the end of this movement to gain the Prone status (p. 53, SR6). If the character has taken a previous Avoid Incoming, Move, or Sprint action in this combat round, then the movement must be as directly away from the center of the blast as possible, or optionally into the nearest effective cover if theCover Shields Blasts rule (see above) is in use. This action may only be made once per blast attack.
« 上次编辑: 2022-11-17, 周四 01:18:21 由 Bellicose »

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Re: 【SWC】游戏方式 Ways to play,p.143-159
« 回帖 #5 于: 2022-11-17, 周四 01:18:04 »
新装备选项  NEW GEAR OPTIONS
采取如下规则可以让某些装备更有吸引力。
剧透 -   :
Use these rules to make some examples of gear more attractive to use.
增强穿甲弹  IMPROVED APDS
如果你觉得穿甲弹应该更强,则采用如下规则。

穿甲弹会将任何结构值减半(向下取整),任何目标所拥有的能够降低DV的效果(比如硬化护甲)同样也会被减半。这包括“免疫普通武器”能力赐予的硬甲。
剧透 -   :
Use this rule if you feel APDS ammo should have a stronger overall benefit.Under this rule, APDS halves (rounded down) structure ratings (p. 113, SR6) as well as the rating of any DV reducing effects a target may have, such as hardened armor. This includes hardened armor gained via Immunity to Normal Weapons (p. 225, SR6).



更致命的反载具火箭和导弹  MORE LETHAL ANTI-VEHICULAR ROCKETS AND MISSILES
采取该规则可以让反载具火箭更有效地击毁比电摩更大的车辆。

当发射反载具火箭或者导弹时,选择一个“主要目标”,必须是屏障,摩托车或者更大的载具/无人机,或者大型怪物(体质10+)。如果该目标在计算完偏斜之后依然在原爆点内,则主要目标被视为直接命中,承受了锥形装药的所有威力,使得原爆点DV翻倍。任何受爆炸影响的其他目标则受到正常效果。
剧透 -   :
Use this rule to allow anti-vehicular rockets to more reliably knock out targets tougher than a scooter.
When firing an AV rocket or missile (p. 264, SR6), designate exactly one primary target, which must be a barrier, motorcycle-or-larger sized vehicle or drone, or a large critter (10+ Body). If that designated target is in Ground Zero range after scatter is resolved, then that target is considered directly hit and suffers the full force of the shaped charge, resulting in double GZ DV. Any other targets in the blast suffer effects as normal.



突击炮爆风  ASSAULT CANNON BLASTS
采用该规则可以让突击炮具有一些战术灵活性。

该规则允许突击炮弹药成为范围攻击,DV为【原爆点6P、贴身4P、近距 -】,爆风为3米。突击炮可以装填标准或者穿甲弹弹药,采取机枪的价格。突击炮在采用标准弹药和穿甲弹药攻击时没有爆风。
剧透 -   :
Use this rule to grant assault cannons some additional tactical flexibility.
Under this rule, assault cannon ammunition creates a blast attack (p. 114, SR6) with DV GZ 6P, Close 4P, Near —, and Blast 3 m. Assault cannons also gain the ability to also accept standard and APDS ammunition using machine gun pricing. Assault cannons do not make blast attacks when using standard or APDS ammo.



超级甲状腺加成可叠  SUPRATHYROID BONUSES STACK
采取该规则可以增强该殖装的威力。

超级甲状腺提供一系列增益,其包括罕见的,无条件体质属性加成。但是其他的加成同时也会使得该殖装无法和跳线反射或者肌肉增强这样的基础战斗殖装同时生效。该可选规则使得超级甲状腺的加成不受任何其他殖装影响,可与其正常重叠,但仍然要受殖装增强最大上限影响。
剧透 -   :
Use this rule to increase the attractiveness of using this augmentation.
A suprathyroid gland (p. 292, SR6) offers numerous bonuses, including a rare, unconditional bonus to Body. However, it also grants several other bonuses that render the augmentation incompatible with basic combat ’ware such as wired reflexes or muscle augmentation. Under this optional rule, the suprathyroid gland’s bonuses are exempted from all other augmentations’ restrictions on what they cannot stack with. Its bonuses are still subject to the augmented attribute maximum (p. 37, SR6).
« 上次编辑: 2022-11-17, 周四 01:20:52 由 Bellicose »

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Re: 【SWC】游戏方式 Ways to play,p.143-159
« 回帖 #6 于: 2022-11-27, 周日 18:32:54 »
新护甲选项 NEW ARMOR OPTIONS
采用如下规则可以允许护甲直接减免伤害。
剧透 -   :
Use these rules to allow armor to play a more direct role in mitigating damage.

护甲减免物理伤害 ARMOR LESSENS PHYSICAL DAMAGE

采用该规则可以减少所受到的物理伤害。

如该可选规则生效,护甲可以将部分物理伤害转变为眩晕。在抵抗伤害之后,每有8点DR,便能将一格物理伤害转变未眩晕伤害。如果是范围攻击,则每有4点DR便能将1点物理伤害转变为眩晕。该伤害不对由毒素或者状态造成的伤害生效。如果更致命的反载具火箭与导弹规则生效的话,被直接命中的目标无法从该规则受益。
剧透 -   :
Use this rule to reduce the amount of physical damage suffered.

When this optional rule is in play, armor converts some Physical damage to Stun. After resisting damage, convert one box of Physical damage to Stun for every 8 full points of DR you have. In the case of damage from blast attacks (p. 114, SR6) one point of Physical damage is converted to Stun for every 4 full points of DR. This rule is not applied to damage resulting from toxins or statuses. If the More Lethal Anti-Vehicular Rockets and Missiles (see above) optional rule is in play, targets directly hit by an AV weapon cannot benefit from this rule.

承受攻击  ABSORB THE BLOW (【A】次要动作)

使用该规则可以允许角色选择使用护甲来偏转一次攻击,而非试图躲避之。

在防御任何物理攻击,或者造成伤害的魔法攻击时,花费该动作,可以允许你在防御检定中投掷等同于DR的骰子,而非使用常规骰池(一般为反应 + 直觉),并且将一枚骰子转换为狂野骰。一旦失误,或者狂野骰出目为1,则穿戴者的护甲,任一增强DR的殖装,或者GM选择的一项装备遭到损坏,需要维修才能继续正常运转(见制造/维修,SR6)。一旦损坏,该物品不提供DR,也不能以任何方式起作用。

剧透 -   :
Use this rule to allow characters the option to attempt to use their armor to deflect an attack rather than trying to avoid it outright.

When defending against a physical or a damage-dealing magical attack, spend this action to roll a number of dice equal to Defense Rating in place of the usual dice pool (typically Reaction +
Intuition) and convert one die to a wild die (p. 48, SR6). On a glitch, or if the wild die comes up as
a 1, the wearer’s armor, a DR-enhancing augmentation, or a piece of gear the gamemaster choses becomes broken and will need repair before functioning again (see Build/Repair, p. 95 SR6). While
broken, the item contributes no DR nor does it function in any other capacity

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Re: 【SWC】游戏方式 Ways to play,p.143-159
« 回帖 #7 于: 2022-11-27, 周日 18:39:05 »
力量扩展 EXPANDED ROLES FOR STRENGTH

如果你想扩展力量在战斗中的角色,请使用如下规则。

近战使用力量而非敏捷  ROLLING STRENGTH INSTEAD OF AGILITY IN CLOSE COMBAT
使用该规则可以使用力量替换近战检定中的敏捷检定。

只要武器依赖重量和动能,比如剑,斧,棍棒等,其近战攻击便可以投掷力量属性,而非敏捷属性。在使用该规则时,将力量增加到AR上,而非敏捷。一旦要将武器如此使用则必须双手持握一遍最大化使用者的力量,这不会引起副手减值。
剧透 -   :
Use this rule to substitute Strength for Agility as the linked attribute on a Close Combat test.

Close Combat attacks may roll Strength instead of Agility for any unarmed attacks or if the weapon relies on both mass and momentum, such as swords, axes, clubs, etc. When using this optional rule, add Agility to Attack Rating in place of Strength. When relevant to the weapon, it must be wielded in both hands so as to leverage the attacker’s full strength. This does not incur off-hand
penalties.


高力量属性增加伤害  HIGH STRENGTH ADDS TO DAMAGE
使用该规则可以拓展赛博义肢硬化的加成,并且将其提供到其他所有近战武器上,包括未增强的近战伤害。

如果力量至少为7,则你的近战DV增加1,如力量至少为10,则你的近战DV增加2。任何不会因为高力量受到增强的武器(如单丝鞭)则不增加DV。“天生武器”怪物力量不受此规则影响,但你仍然可以使用怪物的力量属性来作攻击检定,详细见上。
剧透 -   :
Use this rule to expand the bonus for cyberlimb hardening (p. 291, SR6) and apply it to all other Close Combat weapons, including otherwise unmodified unarmed damage.

If your Strength is at least 7, increase your melee DV by 1. If your Strength is 10 or higher, increase
your melee DV by 2. Weapons that do not benefit from high strength (e.g., monofilament whips) do not increase DV. The Natural Attack critter power also does not get modified by this rule, but by all means you can roll the critter’s Strength to attack if it’s higher than their Agility (see above).


高力量属性减少后坐力  HIGH STRENGTH REDUCES RECOIL
使用该规则可以扩展力量对后坐力的管理,并使其不只是使用重武器的最小属性。

在该可选规则生效时,各种开火模式所造成的AR减值,如果攻击者的力量属性大于7,则降低1、如其力量属性大于10,则降低2。如要如此控制枪械则必须双手持握之,即便其正常状况下能单手抓握也一样,这不会导致副手减值。

剧透 -   :
Use this rule to expand the role of Strength in managing recoil beyond the established minimums to wield heavy weapons.

Under this optional rule, the AR penalties for firing mode attacks (see pp. 108-109, SR6) are lessened by 1 if the attacker’s strength is 7 or higher, and by 2 at 10 strength or higher. In order to benefit from high strength, both hands must be used to control the firearm, even if it could otherwise be used single-handedly. This does not incur off-hand penalties.
« 上次编辑: 2022-11-27, 周日 18:41:15 由 Bellicose »

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Re: 【SWC】游戏方式 Ways to play,p.143-159
« 回帖 #8 于: 2022-11-27, 周日 18:50:00 »
拓展战斗选项  EXPANDED COMBAT OPTIONS
下列规则允许GM处理那些在玩家之中很受欢迎的战术,并且增加正常规则中缺失的选项。
剧透 -   :
These rules give gamemasters the tools to handle tactics popular with players, adding to what is available in the standard rules.

守望动作  OVERWATCH ACTIONS
使用该规则可以管理迟滞行动。

在此可选规则下,任何主动性动作可以被延迟,使其在你的下回合开始之前被执行,这会使其被视作可以在任何时候执行。守望动作必须清晰定义其触发条件,以及行动为何。举例,守望动作可以是“如果有人从门内出来,我立即用全自动射击攻击他们所有人!”,或者“我先不进门,等队友引爆了破门弹之后,我进门之后如若看到任何剩下的敌人,则立即攻击之。”这些守望动作可以在任何角色的回合中任意时间触发,只要触发条件达成即可。

守望动作会在当下角色回合的触发行动结束之后开始。但是,如果GM允许,少数守望动作可以打断这些角色的行动,合理即可。举例,如果狙击手声明想要对任何把头探出掩体的家伙攻击,则应该在对方角色进入新掩体或者回到掩体后之前结算狙击手的攻击。任何守望动作并不会影响角色的主动性值,任何被宣称的守望动作在下一个战斗轮依然生效,直到你的新回合开始为止。但请牢记,一旦新的动作轮开始,你如若在自身回合开始之前执行了动作,这些动作是不会刷新的。
剧透 -   :
Use this rule to manage delaying actions.

Under this optional rule, initiative actions may be delayed so that they are performed sometime before your next turn, as if they were anytime actions. Overwatch actions must be clearly defined both in terms of what the triggering conditions are and what the action will be. For example, an overwatch action might be “if they come out through that door, I’ll spray them all with a full auto burst!” or “I’ll delay moving through the door until after my teammate detonates the breaching charge, and I’ll spend an attack action if I see any remaining hostiles after going inside!” The overwatch actions are resolved as anytime actions executed during any character’s turn, so ong as the triggering conditions are met.

Overwatch actions take place after the actions of whoever’s turn it actually is. However, with gamemaster discretion, certain overwatch actions
may interrupt that character if it makes sense to do so. For example, if a sniper had expressed an overwatch attack on a character who poked their head up out of cover, it is reasonable to resolve that sniper’s shot before that character can duck back down or move into new cover. Overwatch actions do not affect a character’s initiative score. Declared overwatch actions are still valid in the next combat round up until the start of your turn, but remember any actions taken between the start of a combat round and the beginning of your turn do not refresh at the start of your turn.


双持武器  DUAL WIELDING
使用如下规则可以让你少许加入一些“越酷越好”的规则,允许同时对一个目标使用两把武器。

双重攻击(【I】次要动作) DUAL ATTACK

该攻击必须同时和一个攻击动作同步使用,使用多于一把的武器攻击同一目标。在结合不相同的武器时,双方都必须在目标的距离内拥有有效AR属性。如果武器不相同,则将使用者的双方技能级别相加(包括专精和精通)而后将总骰池除以2,并将该数值取代技能加入骰池。

任意武器必须被指定为主要武器,其将会设定双重攻击的基础AR与DR,还有伤害属性。副武器在双重攻击中贡献+1AR和+1DV(其种类为主要武器的种类,物理或者眩晕,即便伤害属性不一样也如此结算),如果该武器的DV为5以上,则+2DV。任何范围攻击武器不能在双重攻击中使用。只影响一个目标的开火模式才能被使用,但是每有一把武器使用开火模式攻击,则将AR减值提升一半。最终,请记住除非角色有双巧手特质是不能在双重攻击中使用极限的。

举例:一名街头武士希望用自己的两把阿瑞斯掠食者VI击穿一个敌对的街头混混,她的基础武器DV为3P,但她想造成尽可能多的伤害,于是将两把枪都切换成了BF窄点射,两把武器的伤害都增强到5P,因此双重攻击的伤害也提升到了7P。但是,如果只有单手来控制每把枪,着实会导致后坐力令人恼怒——BF模式的AR减值从-4增加到了-6,由于两把枪都使用了BF攻击,总的AR减值变成了-12AR,然后加上双重武器的+1AR加成。最终结算的双重攻击调整值为-11AR,DV增加到7P。

剧透 -   :
This action may be used in conjunction with an Attack major action to attack a single opponent with more than one weapon. When combining dissimilar weapons, they both must have an Attack Rating for the target’s range band. When the weapons are dissimilar, add up both skill ranks (including specializations or expertise) and then divide by two, rounded down. This value is used as the skill contribution to the dice pool.

One weapon must be designated the primary weapon, which sets the unmodified AR and DV and damage type for the dual attack. The other weapon contributes +1 AR and +1 DV (of the primary weapon’s same type, P or S, even if they are different) to the dual attack, or +2 DV if that weapon has 5 DV or greater. Blast weapons may not be used in a dual attack. Firing mode attacks that only have one target (see p. 108, SR6) may be employed, but increase any AR penalties for the attack by half for each weapon using a firing mode attack. Finally, remember that no Edge may be expended on a dual attack unless the character benefits from the Ambidextrous quality (p. 70, SR6).

Example: A street samurai wishes to perforate a hostile street ganger with her twin Ares Predator VIs. The base DV for her primary weapon is 3P, but she wishes to cause maximum damage and uses both guns to perform BF narrow bursts, modifying both to 5P, so the total damage code for the dual attack is 7P. However, the recoil is atrocious when only using one hand to control each firearm, and the BF AR penalty is increased from –4 to –6. And since each gun is using a BF burst, that is a combined –12 AR for the given range band added after the +1 AR bonus for adding the second weapon. The combined modification for her dual attack is –11 AR, with an increase to DV 7P.
« 上次编辑: 2022-11-27, 周日 18:57:39 由 Bellicose »

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Re: 【SWC】游戏方式 Ways to play,p.143-159
« 回帖 #9 于: 2022-11-27, 周日 19:08:30 »
人躲不了子弹  YOU CAN'T DODGE BULLETS
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使用该规则可以提供更加模拟化的战斗体验。如果想要最佳化结果,请同时使用物理提示物品来标明角色和敌手的相对位置,以及战斗具体发生在哪里。

在标准游玩规则之下,大多数攻击都是对抗检定,允许一次防御检定。在该可选规则中,任何对抗检定改为对一次阈值的简单检定。即便攻击在此规则下并不视为对抗检定,攻击的目标依然可以对攻击者的骰池使用极限加成。任何攻击的最小检定阈值都是0,这意味着那些不大可能打空的攻击——失误者除外。

如果目标没有任何防御骰池,则任何对其攻击的阈值从0开始,其每有6个防御骰池,则将阈值增加1。任何近距以外的距离都会使得阈值增加1,最大为极远距离,阈值+4。任何超过该阈值的净成功如常增加DV。以下状态会调整该阈值:
- 掩体状态:阈值增加等同于掩体级别
- 卧倒状态:如距离为近距则阈值-1,如距离为中距以上则阈值+1。
- 法术反制(A)行动:对法术和类法术能力的攻击阈值增加等同于施法(反法)技能的一半,向上取整。
- 格挡(A)行动:阈值增加1,如果在近距,则增加运动技能的一半,向上取整。
- 瞄准(A)行动:阈值在近身和更远距离都降低-1.
- 目标机动方式怪异(该机动视GM判断可能需要额外的移动动作):任何距离造成的调整值翻倍,举例,如在中距的目标做出各种怪异机动,则阈值增加+4,而不是+2.
- 目标偏大(车辆,大型无人机,门廊):阈值-1.
- 目标巨大(巴士,龙类,商业航班):阈值-2.
- 目标偏小(猫或狗,小型无人机,儿童):阈值+1.
- 目标极小(迷你无人机,鸽子,手持设备):阈值+2。
- 目标微乎其微(微型无人机,蝴蝶,RFID标签):阈值+3.


边栏:连谷仓的宽边都打不中  BROAD SIDE OF A BARN

听过那句“你连谷仓的宽边都打不中”的俗语吗?这一可选规则可以让你更容易打中谷仓。在试图攻击任何迷你,微型,小型无人机(或者是皮克精)的时候,攻击者无法花费极限。在攻击任何体质属性为10以上的角色时,获得1点极限。如果你在试图攻击任何体质为15以上的目标则再额外获得一点极限。这些极限必须在检定中花费,不然消失。
剧透 -   :
Have you ever heard the saying about hitting the broadside of a barn? This optional rule makes it easier for you to actually hit the broadside of a barn than to hit something smaller. When attempting to hit a drone that is micro, mini, or small, or a pixie, the attacker is unable to spend Edge. When attempting to hit anything with Body that is greater or equal to 10, gain a point of Edge. If you are attempting to hit anything with Body that is greater or equal to 15, gain an additional point of Edge. These points of Edge must be spent on that test or they are lost.
« 上次编辑: 2022-11-27, 周日 19:11:00 由 Bellicose »

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Re: 【SWC】游戏方式 Ways to play,p.143-159
« 回帖 #10 于: 2022-12-11, 周日 18:57:47 »
矩阵与跳入  MATRIX AND RIGGING
这些规则能够增强碟客与机师玩家的游戏体验。
剧透 -   :
These rules offer quality-of-life benefits for playing hackers and riggers.

剧透 -   :
Alternate Noise
Use this rule if you want noise to have mechanics parallel to those that modify magical activities.In addition to being less mechanically punitive with dice pool modifiers, this Alternate Noise rule separates spam, poor grid service, and jamming into distinct effects. The effects of spam and poor grid service cannot be experienced at the same time. How are you going to have your commlink blown up by ads when you barely have any bars? Under these optional rules, any noise reduction effects work normally versus jamming or distance-based noise. Every multiple of –2 noise from gear or other effects downgrades the severity of spam or grid service weakness by one category.

High Spam: Areas with an extreme number of people or the height of an aggressive marketing blitz. Examples: sporting events, rock concerts, riots, etc. Personas generated within an area of high spam cannot gain or spend edge on Matrix actions.

Medium Spam: Locations with heavy physical and Matrix traffic sometimes sustain this level of interference. Examples: downtown business cores, arcologies, airports and other busy transportation terminals. Personas generated from devices within an area of medium spam have any Edge costs on Matrix actions or tests increased by +1.

Light Spam: Areas of light spam are places that experience moderately heavy Matrix use. Office parks during the day, nightclubs during the night, shopping malls during business hours, etc. Personas generated from devices within an active area of light spam suffer –1 die on any Matrix actions.

Grid Service Void: This refers to the rare areas in the Sixth World where there is no working Matrix infrastructure whatsoever. Examples include the most remote wildernesses, the ocean floor or outer space, or conflict zones where military forces employ powerful jammers that cut off civilian access to the Matrix. While in a grid service void, no Matrix actions may be attempted unless there is a direct connection established to the target device. Employing a satellite link (p. 168, SR6) allows that user to experience a grid service void as if it were an area of weak grid service instead (see below).

Intermittent Grid Service: These are areas where Matrix reception is spotty. Examples include the sprawl barrens and most wild or abandoned areas of significant size. While within these areas, Matrix actions may only target devices within physical line of sight. Employing a satellite link (p. 168, SR6) allows that user to experience an area with intermittent grid service as if it were an area of weak grid service instead (see below).

Weak Grid Service: These are the areas where the telecomm providers simply don’t invest heavily. Rural areas away from sprawls, and poor areas within the sprawl (security ratings E through C) typically have weak grid service. When a persona is generated within an area with weak grid service, all Matrix actions it takes suffer a –1 die penalty.

Jamming/ECM: This effect is created by jamming and ECM equipment, as well as certain Matrix actions. Jamming and ECM inflict –1 die to all
Matrix actions per level of the effect. Additionally, if the jamming or ECM level is greater than the device rating of any affected equipment, that equipment is unable to contribute to Matrix actions or provide wireless bonuses.

杂讯变体  ALTERNATE NOISE
如果你想让杂讯能有背景计数调整魔法那样的机制,可以使用如下规则。

除了对骰池的机制罚值更小之外,此杂讯变种规则将填埋区,弱网域服务,以及干扰区分为独立的效果。填埋区和弱网域服务效果无法同时生效。你的通讯链连一格信号都没有,怎么可能被广告连番轰炸呢?如果下列可选规则生效,则任何降低杂讯的效果正常对干扰或者距离杂讯生效。装备或者其他效果提供的杂讯减免效果,每有-2,则能将弱网域或者填埋区的效果降低一级。

高填埋:有着巨量人口或者正处在营销闪电战巅峰时期的地区。例子包括:运动会,摇滚音乐会,暴乱,等等。在高填埋区出现的化身不能在矩阵行动上花费极限,也不能通过矩阵行动获得极限。
中填埋:有着大量物理和矩阵交通的地区偶尔也会体验这个级别的干扰。例子包括:市中心商业区核心,生态圈,机场和其他重大交通枢纽。在此区域内设备生成的化身,所有矩阵行动或者检定时极限花费+1。
轻填埋:轻填埋矩阵区有着还算较多的矩阵使用率。包括白天的办公区,晚上的夜总会,正在开门的超级商场,等等。在此区域内设备生成的化身在所有矩阵检定时-1骰池。
网域服务虚空:第六纪元世界内罕见的缺乏任何矩阵基础设施的地区。例子包括最偏僻的荒野,海床或者外太空,或者是战区内——军方可能会使用强力干扰器来彻底切断平民的矩阵链接。在网域服务虚空区,任何矩阵行动都不能被使用,除非对目标设备有直接链接。使用卫星链(见核心)可以使得用户将网域服务虚空视为弱网域服务。
间断网域服务:矩阵收发时好时坏的地区。例子包括蔓城荒野区,以及大多数范围极广的郊区或者遗弃区。只要在这些区域内,矩阵行动只能对视线内的设备使用。使用卫星链可以使得用户将间断网域服务视为弱网域服务。
弱网域服务:电信服务商就是不想在这些区域大量投资而已。远离蔓城区的乡间,以及城区内的贫穷区域(安保级别从E到C不等)一般就会有弱网域服务区。如果化身在弱网域服务区生成,则所有矩阵检定时-1骰池。
干扰 / 电子战:该类效果由电子战系统或者干扰器生成,也包括某些特定的矩阵行动。干扰/电子战区域每一级,就会对范围内的所有矩阵行动施加-1骰池。此外,如果干扰或者电子战级别大于受影响的设备等级,则该设备无法使用矩阵行动,或者提供无线加值。



减少速度罚值  LESS PUNITIVE SPEED INTERNVAL PENALTIES
如果你想让操纵载具和无人机更简单的话,请使用如下规则。

在标准规则下,速度罚值对所有载具检定生效。但如果该可选规则生效,则速度罚值仅在撞击时生效。所有其他操纵载具的检定不受速度罚值影响。

剧透 -   :
Use this rule if you want to make operating vehicles and drones simpler.

Under the standard rules, speed interval penalties (p. 199, SR6) apply to all vehicle tests. When this optional rule is in play, speed interval penalties only apply to crash tests (p. 200, SR6). All other tests involving operating a vehicle do not suffer speed interval penalties.
« 上次编辑: 2022-12-11, 周日 19:27:20 由 Bellicose »

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Re: 【SWC】游戏方式 Ways to play,p.143-159
« 回帖 #11 于: 2022-12-11, 周日 23:47:41 »
游玩游戏 PLAYING THE GAME
习惯成自然  PRACTICE MAKES PERFECT
采取如下规则可以允许狂奔者们练习自己的计划,以让这些人在命悬一线时能够更好地执行它!

练习计划首先需要一个与预计挑战相匹配的模拟款。建造这个模拟需要对目标有着最新的情报,以及一个工程学(工业)检定来建造/维修之。同样需要的还有一个大型空间或者一个位于荒郊野岭的地方。GM最终可以决定获得的情报和训练空间是否允许特定技能的锻炼。此外,如果GM允许,则训练可以通过VR在虚拟空间内完成。这一虚拟空间需要高等生活方式才能获得,且需要电子(软件)技能来建造/维修。

练习需要四十个小时的训练,且必须在连续的十天之内完成。一旦训练完成,每个参与训练的狂奔者都可以投掷(练习的技能)+ 意志。举例,如果狂奔者们正在练习如何挤过建筑物内的通风管道,则可以投掷【运动(逃脱)+ 意志】。

训练可以作为对你自己的一次提前合作检定。这意味着任何训练中获得的成功,在实际执行计划时都会作为骰池加值使用。训练时的骰池加值可以在多于一次的检定中重复生效,但这些检定必须都是和越过一项障碍或者完成一项任务有关的。自然,GM有权决定哪些才算数。

此外,小班组战术(见FS)可以被训练。所有狂奔者在训练战术行动时都视为拥有小班组战术知识技能。在训练检定中所有人的平均成功会被加到领队使用该行动时的【影响力 + 逻辑】骰池之中。

训练可以受到一名领袖的指挥,此人可以投掷【影响力(领导力) + 魅力】,这些成功作为所有队员在训练时的合作检定成功。但任何领队不能在指导其他人训练时自己也参与训练。

训练加成在训练完成后至多生效五天。

剧透 -   :
Practice Makes Perfect
Use this rule to allow shadowrunners to practice dry runs of their plans to sharpen their execution when their hoops are on the line!

Practice requires a reasonable mockup of the anticipated challenge. Building this mockup requires current intelligence on the target as well as an Engineering (Industrial) build/repair test (p. 95, SR6). A large space or remote location is also needed. The gamemaster has final say whether the gathered intelligence and training space warrant practicing certain skills. Additionally, withgamemaster’s approval, the practice may be accomplished instead via VR inside a virtual construct. This virtual construct requires the resources available at High lifestyle and uses Electronics (Software) skill for the build/repair test.

Practice requires forty hours of training, which cannot be split up over a period longer than ten consecutive days. When training is completed, each runner participating in training rolls the practiced skill + Willpower. For example, a runner practicing squeezing through a building’s air duct system will roll Athletics (Escaping) + Willpower.

The training works as a preemptive Teamwork test (p. 36, SR6) with yourself. That is, any hits on the practice are bonus dice to the activity when subsequently executed. Bonus dice from practice can apply repeatedly to more than one test, but these tests must all apply to overcoming one single obstacle or achieving one task. Naturally, gamemaster discretion dictates the distinction.

Alternatively, Small Unit Tactics maneuvers (p. 86, Firing Squad) can be practiced. All runners who undergo this training are considered to have the Small Unit Tactics knowledge skill while executing the practiced maneuver. The average number of hits on the practice test across all participants is added to the leader’s Influence + Logic test for the practiced maneuver.

Training can be directed by a leader, who will roll Influence (Leadership) + Charisma. These hits act as teamwork for any and all teammate’s practice tests. A leader cannot also be practicing while directing others’ practice.

Training benefits last up to five days after completion of training.



技能等级不受限  UNRESTRICTED SKILL RANKS
如果你想让玩家们玩长期团,在技能达到9之后继续获得技能等级,使用该规则。

在此可选规则之下,一名角色拥有几级技能不受限制。唯一的限制是你愿意在提升技能上花费多少业力和时间。但该规则在开卡时不生效。

剧透 -   :
Use this rule if you want to play a longer campaign where characters are able to continue gaining skills beyond rank 9.

Under this optional rule, there is no arbitrary limit on how many ranks a character may possess in a skill. Instead, the restriction is how much Karma and time you are willing to spend on advancement.
This rule never applies during character generation.



拓展专精  EXPANDED SPECIALIZATIONS

如果你想让技能专精和精通获得额外的灵活度,使用该规则。

在此规则下,对于一个技能应该拥有多少专精不受限制。你不需要先购买精通再获得专精。但精通仍然限制为每技能仅有一个。

剧透 -   :
Use this rule if you want to allow increased flexibility with skill specializations and expertises.

Under this rule, there is no limit on the number of specializations a skill may have. You are not required to purchase an expertise before taking additional specializations. Expertises are still limited
to one per skill
技能等级不受限  UNRESTRICTED SKILL RANKS
如果你想让玩家们玩长期团,在技能达到9之后继续获得技能等级,使用该规则。

在此可选规则之下,一名角色拥有几级技能不受限制。唯一的限制是你愿意在提升技能上花费多少业力和时间。但该规则在开卡时不生效。

剧透 -   :
Use this rule if you want to play a longer campaign where characters are able to continue gaining skills beyond rank 9.

Under this optional rule, there is no arbitrary limit on how many ranks a character may possess in a skill. Instead, the restriction is how much Karma and time you are willing to spend on advancement.
This rule never applies during character generation.



拓展专精  EXPANDED SPECIALIZATIONS
如果你想让技能专精和精通获得额外的灵活度,使用该规则。

在此规则下,对于一个技能应该拥有多少专精不受限制。你不需要先购买精通再获得专精。但精通仍然限制为每技能仅有一个。

剧透 -   :
Use this rule if you want to allow increased flexibility with skill specializations and expertises.

Under this rule, there is no limit on the number of specializations a skill may have. You are not required to purchase an expertise before taking additional specializations. Expertises are still limited
to one per skill
« 上次编辑: 2022-12-12, 周一 00:09:26 由 Bellicose »