作者 主题: 【SWC】特质历程 Quality Paths,p. 138-142  (阅读 6005 次)

副标题: 翻译ing;掺了一点H&S的内容,创造特质历程(p. 88, H&S),谁让那个枪兵想到哪写到哪...

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【SWC】特质历程 Quality Paths,p. 138-142
« 于: 2023-01-29, 周日 02:31:52 »
特质历程 Quality Paths
特质历程是一个玩家可以用来探索某个特定故事弧光的选项,这样的探索是通过失去,获得,和改变特质进行的。大部分特质历程需要一个特殊事件或一系列状况的出现来才能开始。特质历程即是一个有助于讲故事的叙事工具,也是一种通过获取和有时甚至转变特质来发展角色的游戏机制。
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Quality paths are an option that players may choose in order to explore a particular story arc, which is expressed through losing, gaining, and altering qualities. Most quality paths require a specific event or set of circumstances to occur in order to begin them. Quality paths are both a narrative storytelling device and a game mechanic for developing a character through the acquisition and sometimes transformation of qualities.
一些特质历程允许你无需翻倍业力花销的买除负面特质。另一些特质会随着玩家的选择与行动消失,往往会被其他特质替代。
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Some quality paths allow you to buy off negative qualities, in which case the Karma costs are not doubled. Other times qualities go away through a character’s choices and actions, often replaced by another one.
特质历程在这里只是给出了几个可能的点子。如果你想要为你的角色创造出一条特质历程的话,我们鼓励你与你的GM一同建构。
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The quality paths presented here are just a few possible ideas. We encourage you to work with your gamemaster if you would like to invent a quality path for your character.

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【H&S】创造特质历程 Quality Path Creation(p. 88, H&S)
« 回帖 #1 于: 2023-01-29, 周日 02:33:43 »
创造特质历程 Quality Path Creation(p. 88, H&S)
特质路程是一系列有助于探索角色叙事弧光的特质。有时候它们会有多个分支,但是也如上面那个赛博修士的例子那样,他们也可以只是一个单线的提升(译注:这样的例子有很多,后面会补译的)。SR6中有太多有用的特质了,这些特质能讲出太多的故事,甚至都不知道该讲哪一个,那么为什么不捣鼓出一条特质历程来讲述你想讲的故事呢?
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Quality paths are a collection of qualities arranged to help explore a character’s narrative arc. Sometimes they have multiple branches, but with the cyberadept example above, they can also represent a linear progression. There are so many useful qualities in SR6 and more stories to tell than we could ever imagine, so why not hack a quality path to help tell the story you want to tell?
它的运作机制是这样的:Here’s how it works:
首先,为你的特质历程想一个主题。这可能是你角色想要有的一个特定的头衔,比如说“白帽碟客”,或“超链枪手”。又或者它可以代表一个叙事主题或事件,比如说“失谐救赎弧光”,或“数据天堂的灭亡”。为你的特质历程命名某种程度上代表着这一系列的点子。
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First, come up with a theme for your quality path. This might be a special title that your character aspires to, like “white hat decker,” or “gunslinger technomancer.” Or it might represent narrative themes or events, like “Dissonance redemption arc” or “death of a data haven.” Give your quality path a name that represents this collection of ideas in some way.
然后,选择一个起点。什么让你踏上了这个特质历程?通常来说,这会需要满足一个叙事前提,比如在狂奔中的某一个任务获得成功,不过某些游戏机制上的前提条件也可以满足——比如说成为赛博修士需要失去一些精华。这意味着需要和你的GM共同讨论。和他们分享你的主题和点子,得到他们的协助与允许,设置特质路程的前提条件。这做起来不应该太困难,但也许不应该是你的角色已经有的东西。理想状态下,你的GM应该给你在接下来的几次狂奔中满足这些前提条件的需求。
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Next, pick a starting point. What begins the path? Normally, there is a narrative requirement, like succeeding at a particular task during a run, but game mechanics requirements work, too—such as the Essence loss requirement for cyberadept. This requires collaboration with your gamemaster. Share the themes and ideas with them, and with their assistance and approval, set the prerequisite for the quality path. It shouldn’t be too difficult to achieve, but probably shouldn’t be something your character already has covered. Ideally, your gamemaster will provide you with an opportunity to satisfy the prerequisite within the next few game sessions.
游戏机制上,最显著的优势是,当你通过特质历程获得正面特质,他通常不会翻倍业力消耗。如果GM对某个特质的选择有平衡性的顾虑,他们可以让业力花费维持在翻倍的水平。
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The most significant advantage in terms of game mechanics is that when you acquire a positive quality through a quality path, it normally doesn’t cost double its Karma cost. If the gamemaster has concerns about game balance issues with a particular quality choice, they can leave the Karma cost doubled.
现在,选出匹配这个特质历程的特质。依据你的主题曲设置它们的获得顺序。每一个都代表着在该特质历程上踏出的一步。与你的GM分享你的想法,他们也可能会提出他们的建议。你的GM可以选择调整其中一些,甚至为契合他们模组的主题而禁止掉其中一些特质。但是大部分GM的建议应该都是可行的,只要你不是单纯的将一些好的特质塞到一块而罔顾故事的发展。
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Now pick out the qualities that match the quality path. Put them in an order of progression that fits your theme. Each one represents another step on the quality path. Share these ideas with your gamemaster, and they may suggest some as well. Your gamemaster may also choose to suggest alternates, or even disallow some qualities for this purpose, to fit their campaign. However, most gamemaster suggestions should work, as long as it’s clear that you aren’t just trying to throw together some good qualities with little care for the story.
本质上,特质历程是一个给予特质因由与更大意义的叙事结构,让它们在更大的叙事中也有一席之地。它们不应该只是作为你想要的特质的业力折扣券。
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At their core, quality paths are storytelling structures that set up the reasons and assign greater meaning to qualities, justifying them within the greater narrative. They shouldn’t be used just to get a Karma discount on the qualities you want.
如果你的特质历程中包括一个或多个负面特质,那么奖励业力应该仅局限于购买特质历程中的正面特质。不过,一条特质历程并非必然是积极弧光——它也可以代表一系列的挫败和悲剧,以及角色是如何应对的。这种情况下,负面特质的奖励业力会被留存下来直到某些剧情事件得到化解,之后角色能以折扣价买除负面特质,或者自由花费特质所奖励的业力。
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If you include one or more negative qualities within a quality path, the bonus Karma should be limited to being used to purchase positive qualities within the path. Alternatively, a quality path need not be a positive arc—it might represent a series of setbacks or tragic events, and how the character copes (or fails to cope) with them. In this case, the bonus Karma for the negative qualities is held in reserve until some narrative events are resolved, after which the character has the opportunity to buy off the negative qualities at a discount or spend the bonus Karma gained from them freely.
创造特质历程范例:碟板大师Example Quality Path Creation: The Deckmeister
让我们为那些会搭建和定制他们自己骇客硬件的角色设计一条特质历程。这里的叙事主题很清晰,题目的“碟板大师”就很合适。
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Let’s design a quality path for characters who build and customize their own hacking hardware. The narrative theme is clear, and the title “The Deckmeister” fits nicely.
作为起点,一个比较符合直觉的选项是,角色将需要通过他们的技能,作坊,花费业力而非新円来搭建出一个碟板的元件。
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For the starting point, it makes sense that the character will need to construct a cyberdeck component using their skills, a tool shop, and paying with Karma instead of nuyen.
现在到特质了:分析性思维和应急机师看起来也许可以,但是我们要更具体点。碟板组装手(Deck Builder),金起子(Golden Screwdriver),快速配置(Quick Config),保证无效(Voider of Warranties)看起来都很合适(译注:都是H&S里的特质)。对于可能的负面特质,装备滥购综合征(p. 137, SRC)看起来就很完美了。
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Now for the qualities: Analytical Mind and Juryrigger seem like they might fit, but let’s get more specific. Deck Builder, Golden Screwdriver, Quick Config, and Voider of Warranties all seem like a good fit. As for potential negative qualities, Gear Acquisition Syndrome from the Sixth World Companion (p. 137) seems perfect.
那么接下来要做的就只是将他们按顺序放了。碟板组装手和1级的装备滥购综合征可以放在一起作为本特质历程的第一步,他们合计需要0业力。下一步可能可以是金起子,不过需要你花费至少5业力在搭建碟板组件上,并且需要获得之前的特质才能走到这一步。如此再花5业力,你就可以踏上下一步了:快速配置。最后一步允许你不翻倍业力的情况下,购得保证无效,但是你同样需要拿多两级的装备滥购综合征(这为你带来了10点奖励业力以支付这个正面特质)。
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Now it’s just a matter of putting them in order. Deck Builder and one level of Gear Acquisition Syndrome can come together for the first step, for a net Karma cost of zero. Perhaps the next step is Golden Screwdriver, which requires you to spend at least 5 Karma on building cyberdeck components after you received the previous quality in the path. After another 5 Karma spent in this way, you can take the next step: Quick Config. The final step allows you to take Voider of Warranties without paying double its cost, but you also have to take two more levels of Gear Acquisition Syndrome (which provides 10 bonus Karma to pay for the positive quality).

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Re: 【SWC】特质历程 Quality Paths,p. 138-142
« 回帖 #2 于: 2023-01-31, 周二 00:31:06 »
特质历程:动物伙伴 Quality Path: Critter Bond

这条历程是关于与一个动物形成的关系,关注这段关系会如何影响狂奔者和他们的情绪。
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This path is about forming a relationship with a critter, looking at how that relationship can affect a shadowrunner and their emotions.

动物伙伴:羁绊的开始 Critter Bond: Initial Bond
当你与单只动物形成了一个紧密的关系,这条历程便开始了。它可能是一只你喂过以后一直不走的遗弃小狗。它也可能是你值得信赖的马。又或者,它是一只经常在你待的那个下水道能见到的恶魔鼠,由于见得够多所以也已经习惯且接受了彼此的存在。无论如何,有那么一只动物会让你将其当作是你所有的,且你也越来越在意它。
花费:10业力
游戏效果:你必须有动物训练师(p. 133)特质以开始这条特质历程。当你成功让你的动物学会它能学的最大数量的命令后,你可以选择与它建立羁绊。花费一个星期的时间与动物建立羁绊,并进行一个驯兽检定。当这个羁绊建立后,生物能学习的指令的最大数量增加{你的影响技能等级}个。当你花次要动作去命令你的羁绊动物时,你可以同时发出两个命令。当你的动物在你的命令下执行了一个动作,它都将获得一点必须在本次检定中使用的极限,否则它将会消失。只要你的动物是在你命令下行动的,你都可以将你的极限用它的检定上。
作为这个特质的一部分,你将获得至爱亲朋特质(p. 75,SR6),对于草食性或杂食性动物为1级,对于肉食性动物为2级,对于觉醒或浮现动物为3级。
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The path starts when you form a close bond with a single critter. Maybe it’s a stray dog you started to feed and then didn’t go away. Or maybe it’s your trusty horse. Or a devil rat who would hang out in the same sewers you would, and eventually you just kind of accepted each other and got used to being in the same space. Whatever the case, there is a critter that you view as yours, and you have grown to care about it.
•    Cost: 10 Karma
•    Game Effect: You must have the Critter Trainer (p. 133) quality in order to start this quality path. Once you have taught one of your critters its maximum number of commands, you may choose to form a bond with it. Spend one week bonding with the critter and make a training test. Once the bond is formed, the maximum number of commands the critter may learn is increased by your ranks in Influence. When you spend a Minor Action to command your bonded critter, you may issue up to two commands at once. Whenever your critter takes an action at your command, gain a point of Edge that must be used on the critter’s test, or it is lost. You may also spend your own Edge on the critter’s tests, but only when they are acting on your commands.
As part of this quality, you gain the Dependents quality (p. 75, SR6) at level 1 for a mundane herbivore or omnivore, level 2 for a mundane carnivore, or level 3 for an Awakened or emerged critter.
动物伙伴:更深的羁绊Critter Bond: Greater Bond
感情会随着时间越来越深厚,而更深的羁绊则展示出作者与动物伙伴之间更深的关系。
花费:10业力
游戏效果:当你成功让你的羁绊动物学会它能学的最大数量的命令后(包括你影响技能等级带来的额外数量),你们的关系就进一步加深了,因此你可以花费业力来让羁绊更深。当更深的羁绊形成后,你就不在需要使用预先设定好的指令了。你可以用一个次要动作给你的羁绊动物任意指令,它能理解,并且会尽最大的努力执行。你在你羁绊动物检定上用出的任意极限动作或增益,都会消耗少50%的极限(向上取整)。
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Bonds tend to deepen over time, and Greater Bond shows a closer relationship between the runner and their animal friend.
•    Cost: 10 Karma
•    Game Effect: Once your bonded critter has learned its maximum number of commands (counting the extra ones from your Influence ranks), your bond deepens. You become eligible to spend the Karma cost to deepen the critter bond. Once the Greater Bond has been formed, you are no longer required to use pre-defined commands. You may spend a Minor Action to give your critter any instructions you choose, and it will understand and obey to the best of its abilities. Any Edge actions or boosts you use on behalf of your bonded critter cost fifty percent less Edge (rounded up).
动物伙伴:永久提升 Critter Bond: Permanent Improvement[/b][/color][/size]
对动物的训练能让他们做得更好,提升他们的技能和能力。
花费:属性或技能:5x新等级;新特质或提升已有特质:2x业力花费
游戏效果:以获得该特质,花一个月的时间来训练你的宠物,并进行驯兽检定。如果你成功了,你可以花你自己的业力来提升动物的属性或技能,或购入一个特质。任何技能和体质必须温和该生物的天性和能力。你无法教会一只犬魔吹萨克斯。
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The training of a critter can improve what the critter can do, building their skills and capabilities.
•    Cost: Attribute or skill: 5 x new rating; new or upgraded quality: 2 x Karma cost.
•    Game Effect: To gain this quality, spend a month training your critter, followed by a training test. If you succeed, you may spend your own Karma to improve one of the critter’s attributes or skills, or purchase a quality. Any skill or quality must fit the critter’s nature and capabilities. There’s just no teaching barghests to play the saxophone.
动物伙伴:失去 Critter Bond: Lost
你失去了你的动物伙伴!某一刻,角色和他们的动物被分开了。动物可能走丢了,或者被偷走,有或者是其他原因导致和角色分开了。好消息是,它们还没死,你还可以试着找到它们。
游戏效果:如果你有24小时没看到你的羁绊动物,那么这个特质就生效了。这个分离对你造成了影响——你的状态很糟糕,你会尽你所能来挽回你最好的朋友。在分离的过程中,你任何尝试定位和找回你羁绊动物的直接行动都会让你获得一点极限。但是,任何无法提供直接帮助的极限增幅或行动都会消耗多1点极限。
当角色与动物再团聚时,这个特质将会被移除。
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Your critter is lost! At some point, the character and their critter might become separated. The critter may wander away, or be taken, or otherwise be separated from the player. The good news is, there’s a chance that they’re still alive, and that you might be able to find them.
Game Effect: This quality takes effect when twenty-four hours have passed since the last time the PC saw the critter, and they don’t know where the critter currently is. The separation takes a toll—you are in a bad state and will do whatever you can to recover your best friend. During the time of separation, gain a point of Edge on any direct action that you take in an effort to locate and recover your bonded critter. However, any Edge boosts or actions that aren’t directly part of that effort cost 1 more Edge.
The quality is removed when the critter is reunited with the character.
动物伙伴:信任破裂Critter Bond: Broken Trust
有时一段关系会走进死胡同,尤其是当一方将另一方逼得太紧而忽略了重要边界的时候。如果 PC 做了一些非常苛待/虐待他们生物的事情,那么这个特质就生效了(GM自行决定边界在哪里)。
游戏效果:当你和动物的关系发展到这个特质,动物将不再回应你的命令。基于GM的判断,它甚至可能攻击你或逃跑。
这甚至可能会导致你们这段关系的终结;如果你和你的动物不在一起超过一个月,那么就转变为说再见特质。
如果你希望修复你们之间的羁绊,你可以花至少一个星期训练你的,并成功通过一个驯兽检定。但是,你不能在这个驯兽检定上获得或者使用极限,而且你只有一次机会。如果你成功了,羁绊就会被修复,这个特质也会被移除。
不过,如果你再次触发了这个特质,你就不可以尝试修复羁绊了——它会彻底断开。你将获得动物支配者(p. 132)特质,而且无需花费业力,但该历程上的所有特质将会被移除。如果你再次选择与其他动物建立羁绊,所有的业力花费将会被翻倍。
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Sometimes a relationship goes awry, especially when one party pushes the other too hard and ignores important boundaries. This quality takes effect if the PC does something to horribly mistreat their critter (gamemaster discretion as to where that boundary lies).
Game Effect: When the relationship with a critter moves to this quality, your critter will no longer respond to your commands. At the gamemaster’s discretion, it may even attack you or run away.
It’s possible that this broken trust will lead to a permanent severing of the relationship; if you and your critter stay away from each other for more than a month, move on to the Saying Goodbye quality.
If you wish to restore your bond, you must spend at least one week training with your critter and succeed at a training test.
However, you may not gain or spend Edge on the training test, and you only get one chance. If you succeed, the bond is restored, and this quality is eliminated.
If you ever trigger this quality again, though, you may not attempt to restore the bond—it is broken forever. You gain the Critter Dominator quality (p. 132) with no expenditure of Karma, but all qualities associated with this path are lost. If you choose to bond another critter, all Karma costs are doubled.
动物伙伴:说再见 Critter Bond: Saying Goodbye
某一刻起,角色与生物之间的羁绊就结束了。这可能是因为死亡,距离,又或者是其他导致分离的原因,两者之间的联系永久性的断开了。
游戏效果:如果你的羁绊动物已经失去超过一个月,你可能会放弃希望,接受现实。或者,你的羁绊动物死了,你需要等一个月过去以后才能与其他动物形成羁绊。在这个月里,你不能在沉着检定上获得或使用极限。你与下一个动物建立羁绊时,羁绊的开始与更深的羁绊的业力消耗减半(向上取整)。其他你在这条历程上获得的特质会被移除,不需要支付也不会得到业力。
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At some point, the bond between character and critter ends. Whether it’s death, distance, or some other factor that causes the separation, the connection between the two is permanently severed.
•    Game Effect: If your bonded critter has been lost for at least a month, you may give up hope and move on. Or, if your bonded critter dies, at least one month must pass before you may attempt to form a new bond with another critter. During this month, you may not gain or spend Edge on Composure tests. The Karma costs for your next critter’s Initial Bond and Greater Bond are reduced by fifty percent (rounded up). Any qualities you had in this path are removed, with no Karma expenditures or rewards.

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Re: 【SWC】特质历程 Quality Paths,p. 138-142
« 回帖 #3 于: 2023-02-09, 周四 23:28:26 »
特质历程:执念 Quality Path: Obsession

暗影狂奔者,和其他人一样,可能会变得过度执着于某个特定的目标或者概念。这一特质历程为他们的执念绘制出一条路径。
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Shadowrunners, like any other people, may become overly invested in a particular goal or concept. This quality path charts a path through their obsession.

执念:消耗Obsession: Consumed
实现某个特定的目标对你来说是世界上最重要的事情。你没有办法停下对它的思考,只要你没有朝着这个目标努力,那每一刻都是折磨。
奖励:15业力
游戏效果:选择一个特定目标,这个目标需要经过你GM的调整以及允许。这应该是一个困难的,耗费大的,或者危险的目标,但是它同样需要是可以实现的。这个目标通常需要三至四次团才得以实现。你无法获得该历程上的任何奖励业力直到你完成了这个目标。
当你没有主动追求你的目标时,你将无法在任何检定上获得或花费极限。
如果你完成了你的目标,那么你将踏上下一步“执念:满足”。如果你的目标变得难以完成,或者你选择放弃,那么移动到下一步“执念:失败”。持有执念的角色不应获得有关于完成执念的额外业力奖励,不过其他提供协助的角色可以如常获得业力。
剧透 -   :
One personal goal is the most important thing in the world to you. You can’t stop thinking about it, and every moment spent not working toward that goal is a torment.
•    Bonus: 15 Karma
•    Game Effect: Choose a specific goal with your gamemaster’s input and approval. This should be a difficult, costly, or dangerous goal, but it must also be achievable. The goal should generally require three or more sessions to accomplish. You do not receive any bonus Karma for this quality until you accomplish this goal.
Whenever you aren’t actively pursuing your goal, you may not gain or spend Edge on any tests.
If you achieve your goal, move on to Obsession: Fulfilled. If your goal becomes unachievable, or if you choose to give up on it, move on to Obsession: Failed. No additional Karma for the player should be rewarded for activities related to completing the ob session, though other characters who are assisting them may gain Karma.

执念:满足Obsession: Fulfilled
你完成了你所执着的目标,但它真的就满足了吗?你现在有感觉好点吗?你在获得你渴求的东西后,之后的人生又该如何度过?
游戏效果:当你完成了你执着的目标,你可以从执念:消耗特质中获得15点奖励业力。你可以选择在此终止,离开执念这一特质历程。又或者,你可以选择踏向执着倾向或目标导向。
剧透 -   :
You achieved the focus of your obsession, but was it satisfying? Do you feel better now? What are you going to do with the rest of your life, now that you have obtained what you wanted so badly?
•    Game Effect: Once you achieve the goal of your obsession, you gain the 15 bonus Karma from the Consumed quality. You can stop there and step off the Obsession quality path. Alternately, you may choose to move on to Obsessive Tendencies or Goal-Oriented.

执念:执着倾向Obsession: Obsessive Tendencies
虽然你得到你想要的,但是它并没有让事情踏上正轨,或者你失败了,而且不知道下一步该怎么做。无论如何,你渴望找到下一个目标好让你的人生再次有意义。
游戏效果:如果这是你第一次踏上该历程,你可以选择保留或者使用强迫(Compulsion)特质所给的奖励业力。你不可以花费或者使用极限,直到你找到一个新的执念目标。当你确定了你的下一个目标,你能且仅能在你主动追求目标的过程中使用与花费极限。这个循环继续,但你无法从再次从该特质中获得奖励业力。如果GM认为合适,你可以在完成目标的过程中获得业力。
剧透 -   :
Either you got what you wanted and it didn’t make things right, or you failed and don’t know what to do next. Either way, you’re desperate to find a new focus that will bring meaning back to your life.
•    Game Effect: If this is your first time through this path, you may freely save or spend the bonus Karma from the Compulsion quality. Until you choose a new goal to become obsessed with, you may not gain or spend Edge. Once you have chosen your next goal, you may gain and spend Edge again, but only while you are actively pursuing that goal. The cycle continues, but you gain no further Karma from this quality path. You may gain Karma achieving objectives as your gamemaster sees fit.

执念:重大不幸Obsession: Momentous Misfortune
当目标变得无法完成,该特质就会取代给该历程上的其他特质。无论是由于命运的残酷还是由于自身的失败,你放弃了完成执念目标的所有希望。你将无法从“执念:消耗”特质中获得任何奖励业力。你的自信也被完全击垮。该特质取代该特质历程上所有你已经获得的特质。你的不满足影响了你的思维,因此你所有沉着检定的阈值提高1。你可以花25业力将该特质买除。该历程也将在此处终结。
剧透 -   :
This quality replaces others on this path at a point when your goal has become unattainable. Whether due to cruel fate or your own failings, you have given up all hope of obtaining that with which you were so obsessed. You do not collect any bonus Karma from the Consumed quality. Your self-confidence is crushed. This quality replaces any others on the path you may have had. Your dissatisfaction affects your mindset, so the threshold of any Composure tests you take is increased by 1. You may buy it off for 25 Karma at any time. The path ends here.

执念:目标导向Obsession: Goal-Oriented
你完成了你的目标,然后发展出一种更加健康的方式来引导你的野心。你能以8业力的折扣价购得专注野心(通常来说,购得它需要翻倍的正常花费,也就是12业力),你可以用满足执念后的奖励业力进行支付。该历程之后在此终结。
剧透 -   :
You completed your goal, and have developed healthier ways to channel your ambitions. You may purchase the Focused Ambition quality at the discounted cost of 8 Karma (normally it would be twice its normal cost, or 12 Karma), which may come from the bonus Karma for fulfilling your compulsion. The path then ends here.

离线 马非鱼

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Re: 【SWC】特质历程 Quality Paths,p. 138-142
« 回帖 #4 于: 2023-02-09, 周四 23:31:25 »
特质历程:心爱的武器Quality Path: Favored Weapon

注意:该特质历程上的花费不会被翻倍,并且该特质历程上的特质也不能在建卡时获得。
剧透 -   :
Note: The Karma costs for this quality path are not doubled, as none of these qualities can be taken at character creation.

心爱的武器:自我的延伸Favored Weapon: An Extension of Yourself
你变得习惯于使用某个特定的武器,现在它变成你自我认同的一个核心部分。
花费:10业力
游戏效果:选择一个你擅长使用的特定武器。你可以需要在携带着该武器时完成一个至少10业力奖励的任务才能获得该特质。用该武器进行的任何技能检定骰池+1,并且当你持有它时,它的攻击等级+2。
剧透 -   :
You have become accustomed to using one special weapon, and it is now a core part of your identity.
•    Cost: 10 Karma
•    Game Effect: Choose a specific weapon for which you have a related expertise. You must have earned at least 10 Karma in missions where you have had this weapon. Gain +1 die on all skill tests made with the weapon, and all of its Attack Ratings increase by +2 when it is wielded by you.

心爱的武器:独特定制Favored Weapon: Unique Customization
你的武器是特别的,但它可以变得更特别。在这一步,你可以让它变得更加独属于你。
花费:5业力每定制
游戏效果:当你有一个军械工作坊,你可以进行延续检定,工程学(军械)+逻辑(6,1周),来提升你心爱的武器。你可以定制你的武器最多三次,但第二次定制的阈值提升到12,而第三次将提升到18。这种定制更多与你自己对心爱武器的思维模式以及惯用方式相关,而非纯技术上的改进。它们仅在你持有该武器的时会才会生效,并且在选择后无法改变。其他任何人在使用你的定制武器时将无法获得这些奖励,也不能在用它攻击时获得或者花费极限。
每一次你定制你的独特武器,你可以在以下选项中选择其一。
击杀记录:当你用该武器击败一个目标,你将获得1点极限。
准心归零:在你选择的单个射程类别上让武器的攻击等级+2。
致命武器:武器的DV+1。
额外改造(近战):该武器可以获得最多三个改造。
额外配件(远程):选择一个一个武器配件挂载位(顶部,枪管,下挂),该挂载位可以装两个配件。
防御平衡(近战):当你在一个格挡动作中使用该武器时,获得1点极限。
进攻平衡(近战):当你用该武器攻击时,你获得一个额外的次要动作。
怪异造型:当你公然挥动你武器的时候,你在进行影响(威吓)检定时获得1点极限。

注意:除非定制项有额外说明,否则每个性质只能被选取一次。
剧透 -   :
Your weapon is special, but it could become more special. In this step, you make it even more your own.
•    Cost: 5 Karma per customization
•    Game Effect: With access to an Armorer tool shop, you may improve your favored weapon with an Engineering (Armorer) + Logic (6, 1 week) Extended test. You may customize your weapon up to three times, but the threshold for the Extended test increases to 12 for the second customization, and 18 for the third. The customizations are more related to your own mindset and familiarity with your favored weapon rather than purely technical modifications. They only apply when you are wielding the weapon, and may not be changed once selected. Anyone else using your customized weapon don’t receive the bonuses, and may not gain or spend Edge on attacks made with it.
Each time you customize your unique weapon, choose one of the following options:
•    Kill Streak: Gain one point of Edge whenever you defeat a target with this weapon.
•    Sighted In: Add +2 to this weapon’s Attack Rating at a range category of your choice.
•    Deadly: This weapon’s DV is increased by 1.
•    Extra Modifications (melee): This weapon may accept up to three modifications.
•    Extra Accessories (ranged): Choose a weapon mount location (top, barrel, underbarrel). That mount may support two accessories.
•    Defensive Balance (melee): Gain a point of Edge when you use this weapon for a Block action. •    Offensive Balance (melee): Whenever you attack with this weapon, you gain an additional Minor Action.
•    Wicked Appearance: Gain a point of Edge when making an Influence (Intimidation) test while openly brandishing your weapon.
Note: Unless the customization clearly states otherwise, each customization may only be taken once.

心爱的武器:病态依恋Favored Weapon: Unhealthy Attachment
如果你想,那么只要你为对应武器选用该病态依恋特质,你就可以获得1级的独特改造而无需支付任何业力费用。
游戏效果:当使用任何需要与你心爱武器相同技能的武器时,你将无法在攻击上获得或花费极限。
剧透 -   :
If you choose, you may take one level of Unique Customization at no Karma cost if you also select the Unhealthy Attachment quality for that weapon.
•    Game Effect: When using any weapon that requires the same skill as your favored weapon, you may not gain or spend Edge on attacks.

心爱的武器:失去!Favored Weapon: Lost!
如果你失去了你的心爱武器,你将无法在至少一个月内取代它。如果你选择不再喜爱其他武器了,病态依恋依然会有影响,直到你花10业力买除它。如果你选择一个新的心爱武器,你必须将你的病态依恋转移到它身上。如果你没有拿病态依恋,那么这次你将必须拿。选择一个新的心爱武器不需要花业力,但是所有的独特定制都必须单独购买。
剧透 -   :
If your favored weapon is lost, you may not replace it for at least one month. If you choose to not favor another weapon, your Unhealthy Attachment quality penalty will apply until you buy it off for 10 Karma. If you choose a new favored weapon, you must transfer your Unhealthy Attachment to it. If you do not have an Unhealthy Attachment, you must take it at this time. There is no Karma cost for choosing a new favored weapon, though all Unique Customizations must be purchased individually.

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Re: 【SWC】特质历程 Quality Paths,p. 138-142
« 回帖 #5 于: 2023-02-09, 周四 23:50:43 »
特质历程:宿怨Vendetta

当你的热度到达15或更高时,你可以选择踏上该特质历程。你必须选择获得悬赏对象(p. 136)或者2级的狩猎对象(p. 137)。你不会因为获得这些特质而马上获得奖励业力。
在你第一次承受悬赏对象或狩猎对象的影响时,选择以下选项之一:
剧透 -   :
When your Heat level reaches 15 or higher, you may begin this quality path. You must either take Bounty (p. 136) or 2 levels of Hunted (p. 137). You do not initially gain any Karma in return for these qualities.
After the first time you suffer the consequences for Bounty or Hunted, choose one of the following options:

宿怨:躲风头 Vendetta: Lie Low
你会保持低调好让那些特殊关注自行退缩?那么,你的出路就是让你的个人热度降低至0,方法随意。你会在每节团的时候都受到悬赏或狩猎对象的影响,直到你的热度降低至0。当你的热度降低至0,悬赏对象或狩猎对象特质就是被移除。你之后可以用正常价格购买一个正面特质(而非如同一般规则那样翻倍)。该道途会在此终结。
剧透 -   :
Will you lie low and hope the special attention blows over? If so, your way out is to reduce your personal Heat to zero using whatever methods are available to you. You will suffer the effects of the Bounty or Hunted quality every session until your Heat reaches zero. Once your Heat reaches zero, the Bounty or Hunted quality goes away.You may then purchase one positive quality at its regular Karma cost (instead of double, per usual character advancement costs). The path ends here.

宿怨:终结Vendetta: Shut It Down
你会找到那个拿到你号码的人?找到是谁在追踪你需要你人脉的协助,给出至少1000新円的方便费。当你知道是谁在追踪你后,你必须决定是和他达成一致,或让他们退缩。这会需要作为一两节狂奔的焦点,而非一次常规的狂奔。如果你尝试去平抚你的追击者,你必须为他们一次狂奔(免费),或者给他们{你热度×1,000}新円。如果你想迫使你的追击者停下,你需要进行一次狂奔去获得他们的把柄、威吓他们或将他们击倒。如果狂奔失败了,你获得悬赏对象或2级狩猎对象(其中你没有的那个)。如果你已经两个特质都有了,那么将狩猎对象特质的升级提升至3。如果狂奔成功,你的悬赏对象或狩猎对象特质会被移除,并且参与到狂奔者的每个狂奔者的个人热度-5。该历程在此终结。
剧透 -   :
Do you track down who’s got your number? Finding out who is after you will require the help of your contacts, with a bribe of at least 1,000 nuyen. Once you know who is after you, you must decide whether to try to make a deal, or make them back down. This would likely require the focus of a session or two, rather than the usual shadowrun. If you are attempting to appease your pursuer, you must perform a run for them (for free), or pay them 1,000 nuyen for every point of Heat you have. If you force your pursuer to back down, you must perform a run to gain leverage over them, intimidate them, or take them down. If the run fails, you gain either Bounty or 2 levels of Hunted (whichever you didn’t already have). If you already have both qualities, increase the Hunted quality to level 3. If the run succeeds, your Bounty or Hunted quality goes away, and the personal Heat of every runner involved in the run is reduced by 5. The path ends here.

宿怨:也没什么问题? Vendetta: This Is Fine?
你会接受这个情况作为作你的新常态吗?如果这样,那么这个特质就变成永久的,直到你以20业力买除这个特质。但是,你能获得10业力以用于购买单个正面特质或以原本的业力花费买除一个负面特质(而非双倍)。剩余业力将会失去。该历程在此终结。
剧透 -   :
Do you accept this situation as just part of your new normal? If so, the quality becomes permanent unless you buy it off later for 20 Karma. However, you gain 10 points of Karma that you may use to purchase a single positive quality or buy off one of your negative qualities at its unmodified Karma cost (instead of double). Any Karma not spent on a quality is lost. The path ends here.

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Re: 【SWC】特质历程 Quality Paths,p. 138-142
« 回帖 #6 于: 2023-02-10, 周五 00:50:39 »
特质历程:罪人之路Quality Path: SINner’s path

如果你在建卡时选择了有码者特质,那么你就可以选择该特质历程。如果你的个人热度到达10,那么你将获得特质档案记录。
剧透 -   :
Unfortunately for you, some evidence of your crimes is being collected to create a profile in a criminal database.
罪人之路:档案记录SINner’s Path: Records on File
相当不幸的,你的一些犯罪证据已经在犯罪数据库中形成了一个档案。
游戏效果:当你尝试使用假SIN或执照时,它的等级被视为实际等级-1。每当你获得热度,你将额外获得一点(每节最多额外+1)。如果你的热度到达17,那么当局就会收集到足够的信息来指证你的罪行。你的有码者特质变为犯罪SIN。
剧透 -   :
Game Effect: Whenever you attempt to use a fake SIN or license, treat the rating as if it were one lower. Whenever you gain Heat, you gain one extra (max +1 heat per session). If your heat ever reaches 17, the authorities have gathered enough information to identify you with your crimes. Your SINner quality becomes a Criminal SIN.
Gain 5 Karma, which you may save or spend as you wish.
罪人之路:犯罪SIN  SINner’s Path: Criminal SIN
也许你原来的SIN因为你的犯罪行为被标记了,又或者你在被指控有重大犯罪行为后获得了一个。
游戏效果:当你尝试使用假SIN或执照时,它更有可能根据你的犯罪 SIN 进行识别并销毁。你所有的假ID效果如同他们只有一半的等级(向上取整),并且你不可以获得或使用极限来影响查SIN。狂奔结束时的热度检定并没有带来任何热度,你依然获得1点个人热度。此时档案记录并不会生效。
剧透 -   :
Either your original SIN has been flagged for your criminal acts, or you were issued one after being charged with a crime.
•    Game Effect: Whenever you use a fake SIN or license, it is much more likely to be identified against your criminal SIN and burned. All of your fake IDs function at half their rating (rounded up), and you may not gain or spend Edge to influence a SIN check. If the Heat roll at the end of a run results in no Heat gained, you gain 1 personal Heat anyway. Records on File does not apply in this instance.
罪人之路:遁入暗影 SINner’s Path: Into the Shadows
你的SIN对你来说太沉重了,因此你需要找到一个消失在暗影中的门路。历程的这部分是由GM发起的,但它应该作为玩家想要对不断增加的压力做点什么的响应。
游戏效果:一个中间人或ID制造商人脉会需要{10,000+个人热度×1,000}新円来做好从矩阵上小心清除你个人信息的安排。你的个人热度减半。你能以8业力来买除你的有码者或犯罪SIN特质。之后,你可以用10业力买除档案记录。该历程在此终结。
剧透 -   :
Your SIN weighs heavily on you, and so you’re going to need to find a way to disappear into the shadows. This part of the path is initiated by the gamemaster, but it should be in response to the player wanting to finally do something about the mounting pressure.
•    Game Effect: A fixer or ID manufacturer contact will require 10,000 nuyen plus 1,000 nuyen for every point of personal Heat to arrange for your original identity to be carefully purged from the Matrix. Reduce your personal Heat by half. You may buy off your SINner or Criminal SIN quality for 8 Karma. At any point after this, you may buy off Records on File for 10 Karma. The path ends here.