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【6E】游戏概念:动作,失误,极限,狂野骰子

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CPDSSS:
游戏中时间与动作
Game Timing and Actions

如果你们开始行动,游戏进行到了需要进入主动性顺序的时候,知道经过了多少时间以及你在这段时间里能干啥是必要的。

每次轮到你来描述你的角色正在干什么的时候,你的动作就被放置在一个战斗轮里。一个战斗轮在现实时间中的长度为大约三秒钟。每名角色,不论是玩家角色还是非玩家角色,在战斗轮中都有一个自己的回合。
劇透 -   : When the action picks up and the game moves into taking turns in initiative order, it’s good to know how much time is passing and what you can do in that time.

When you get to take a turn and describe what your character is doing, your actions are contained in a combat round. A combat round lasts for about three seconds of in-universe time. Everyone, player characters and non-player characters alike, take a single player turn within that round.
在每个战斗轮中,你能获得几个你用在这个战斗轮里的动作。动作分为两类:主要动作和次要动作。每名玩家一开始至少能得到1个主要动作和1个次要动作,他们每有一个主动性骰就能再得到一个次要动作。主要动作和次要动作可以交换,你可以用一个主要动作来施展一个次要动作,或者用4个次要动作来施展一个主要动作(这能在一回合中提供一次额外的攻击)。每个动作都有一个描述符来告诉你什么时候可以用它,这个动作要不然是主动的(I)要不然是任意的(A)。主动的动作只能在主动性轮中你的回合内进行,任意动作则可以在任意时刻进行。不过要注意,如果你想用一个任意动作,你必须有一个动作可用。如果你在你的回合里用掉了所有动作,你之后就没法用了。除非特殊规则说明,动作也不能从一个战斗轮留到另一个战斗轮。

劇透 -   : Each combat round, you gain an action allotment that you use on your player turn. Actions come in two categories: Minor and Major. The basic action allotment for each character is 1 Minor Action and 1 Major Action per combat round. Players get 1 additional Minor Action for every Initiative Die they have. Players can trade Minor and Major Actions, using a Major Action to perform a Minor Action or using 4 Minor Actions to perform a Major Action (possibly providing an extra attack in a single player turn). Each action has a note next to it indicating when it can be performed; this is either Initiative (I) or Anytime (A). Initiative Actions can only be performed on the character’s player turn during an initiative round, while Anytime Actions can be used at any time. Note, though, that in order to perform an Anytime Action, you must have an Action left. If you spent them all on your turn, you can’t use one later. So sometimes it pays to save an action for later in the round if you act early. Note that actions cannot be carried from one round to another unless that is specifically allowed in a rule.
除了动作之外,角色还可以说一段话,只要三秒钟足够念完它。如果你不知道到底念不念的完,那就掐个表吧!
另外,具体的矩阵动作详见 p.179

劇透 -   : Along with these actions, enough words can be spoken or conversation can be shared to fill three seconds; if there is any doubt about the amount of words that can be said, time it!
Note that specialized Matrix actions are described on p. 179.



--- 引用 ---边栏:动作示例
Action Sample

秘密特工老余正准备潜入一个公司研究设施,要去偷一个极度先进的原型机。几个守卫拦在他和他想潜入的大楼之间,所以老余得想个办法搞定这些人,还不能触发警报。老余觉得把这几个人偷偷放倒是最妥的,于是GM让老余和守卫进入主动性顺序。

劇透 -   : Yu, a covert-ops specialist, is sneaking into a corporate research facility to steal a bleeding-edge prototype. Some security guards are between him and the building he wants to get into, so he’ll have to figure out how to get by them without raising an alarm. He decides a stealth assault will work best, so the gamemaster puts Yu and the guards into Initiative.
在老余的回合,他决定使用一个移动动作来接近目标,于是他来到了目标建筑物的墙角处。然后他再用了一个进入掩体动作来更好地保护自己。老于的武器还没拔出来,但反正他的吹箭筒能很容易的拔出,所以他能用一个快拔动作迅速准备枪械。这样一共是三个次要动作。老余很清楚吹箭镖要打在裸露的皮肤上见效才快,所以他又用了一个要害射击次要动作来瞄准守卫的脖子,这下老余用光了所有的四个次要动作。至于他的主要动作,老余当然选择开枪。

劇透 -   : On Yu’s player turn, he decides to do a Move action to get closer to his destination. He gets near the corner of the building he wants to enter, so he uses the Take Cover action to provide a little protection. He didn’t have a weapon out, but thankfully he has an easy-to-draw blowgun, and he is able to ready it with a Quick Draw action. That’s three Minor Actions. He knows the blowdart works best when it hits exposed skin, so he chooses the Called Shot Minor Action to aim at a guard’s neck. He has now used all four of his Minor Actions. For his Major Action, he chooses to Attack.
在这个例子中老余最后才用掉了主要动作,但并不是说主要动作必须最后用。他也可以快拔拔枪,然后射击,再接着移动,找掩体,卧倒,或者根据那一枪打得准不准来决定是不是该躲避一下。想要怎么使用动作全由玩家决定。

劇透 -   : He used his Major Action last, but it didn’t have to be that way. He could have used Quick Draw to ready the weapon, then fired it, then used Move, Take Cover, Drop Prone, or even Dodge based on how well the attack went. The order of the actions is up to the player.
--- 引用结尾 ---






--- 引用 ---边栏:动作表
Actions



防图裂:
劇透 -   : 次要动作主要动作激活/停用法器(I)协助(A)规避(A)星界投影(I)格挡(A)攻击(I)要害射击(I)放逐精魂(I)切换设备模式(A)施法(I)指挥无人机(I)清除星界印记(I)命令精魂(I)反制法术(A)遣散精魂(I)全防御(A)闪避(A)显形(I)丢下物体(A)仔细观察(I)趴下(I)捡起/放下物体(I)卧倒(A)拔出武器(I)截击(A)装填武器(I)移动(I)机师跳入(I)多重攻击(I)冲刺(I)快拔(I)召唤精魂(I)装填智能枪(I)使用简单设备(I)切换感知形式(I)使用技能(I)站起(I)瞄准(I)进入掩体(I)摔拌(I)

劇透 -   : MINOR ACTIONS MAJOR ACTIONS
Activate/Deactivate Focus Assist
Avoid Incoming Astral Projection
Block Attack
Call a Shot Banish Spirit
Change Device Mode Cast Spell
Command Drone Cleanse
Command Spirit Counterspell
Dismiss Spirit Full Defense
Dodge Manifest
Drop Object Observe in Detail
Drop Prone Pick Up/Put Down Object
Hit the Dirt Ready Weapon
Intercept Reload Weapon
Move Rigger Jump In
Multiple Attacks Sprint
Quick Draw Summon Spirit
Reload Smartgun Use Simple Device
Shift Perception Use Skill
Stand Up
Take Aim
Take Cover
Trip
--- 引用结尾 ---


jimraynor:
小毛病,blowgun是吹箭

CPDSSS:
次要动作
Minor Actions

这些动作通常只会需要耗费你少量的注意力,一点点脑容量和手上动作。几乎所有次要动作的共性是它们通常不会做任何形式的检定。这并不意味着在极端险恶紧张的环境下,GM不能要求你做一个检定,只是说通常情况下,只要你还有动作,你可以简单通过声明你要使用这个动作来进行它。

劇透 -   : These actions usually take only a small amount of focus or a quick and simple thought or movement. A key point among Minor Actions is that they generally do not require a test of any kind. That doesn’t mean in truly dire situations where the pressure is on that the gamemaster can’t ask for a test to be made——it just means that usually, as long as you have the action available, you can perform the task by simply declaring the use of it.


--- 引用 ---
--- 引用 ---激活/停用法器(I)
Activate (Deactivate) Focus (I)

角色可以通过一个次要动作来激活或者停用他们带在身上的绑定法器。

劇透 -   : A character can activate or deactivate a bonded focus that they are carrying on their person with a Minor Action.
--- 引用结尾 ---



--- 引用 ---规避
Avoid Incoming (A)

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。角色需要做一个 反应+运动-规避惩罚 (规避惩罚见下付的规避惩罚表)检定。角色可以向着他所选择的方向移动{成功}米,但是角色在选择移动方向之前无从得知这次攻击的散布落点。如果角色通过这个动作移动了超过2米,他们会因此倒地,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,那么这个动作就没法使用,使用这个动作也会使角色在战斗轮中接下来的时间内无法使用规避,移动或冲刺动作。

劇透 -   : A character can use this action when it is not their player turn to get away from an incoming Blast or Gas attack. With this action, a character makes a Reaction + Athletics – Dodge Penalty roll (see Dodge Penalty sidebar for these values). Hits on the test allow a character to move a number of meters equal to their hits in a direction of their choosing, but they shouldn’t know the results of the scatter until after they decide which way they’re headed. If they choose to move more than 2 meters, they dive to the ground at the end of their defense and gain the Prone status. This action cannot be used if the character has taken a previous Avoid Incoming, Move, or Sprint action this combat round and prevents the use of another Avoid Incoming, Move, or Sprint action for the remainder of the combat round.


--- 引用 ---边栏:规避惩罚表


防图裂:
劇透 -   : 距离调整值爆心-6至近-4近距-2
劇透 -   : dodge penalty
RANGE MODIFIER
Ground Zero –6
Close –4
Near –2
--- 引用结尾 ---

--- 引用结尾 ---



--- 引用 ---格挡(A)
Block (A)

角色可以在一次近战防御检定的骰池中添加他的近战技能,这次检定必须是在本战斗轮中进行的。

劇透 -   : A character can add their Close Combat skill to a single Defense test in melee. The roll must happen in the same player turn in which the action is used.


--- 引用 ---边栏:格挡示例
Block Example

守车和惠特尼的面前立着几名帮派打手。他们俩都是行动迅速的角色,所以两人都在打手之前行动。守车决定移动,快拔武器,瞄准,要害射击,然后扣下扳机,在他的回合内用掉了自己所有的动作。惠特尼则是保守一点——她选择移动,瞄准,然后攻击,这样就存下两个两个次要动作。接下来打手行动,第一个打手攻击惠特尼,于是惠特尼决定格挡。她的反应是4,直觉是3,所以她通常情况下防御骰池是7,不过因为惠特尼的近战技能是5,所以总共她可以投12个骰子。惠特尼投出了5,打手则是4,所以她格挡下了这一击。

如果打手决定攻击守车,守车是不能格挡的,因为他没有动作了。如果另一个人决定攻击惠特尼,她还能再格挡一次——也可以选择不格挡,把动作留到之后。不过既然没有别的攻击者了,那不如把这个动作用掉嘛!

劇透 -   : Caboose and Whitney are taking on a couple of gang enforcers. They’re both built for speed, so they both go before the enforcers. Caboose decides to Move, Quick Draw a weapon, Take Aim, Call a Shot, and Attack, using up his full allotment of actions for this combat round. Whitney is a little more conservative—she Moves, Takes Aim, and Attacks, saving two Minor Actions. The gang enforcers go next. The first one to act Attacks Whitney, and Whitney decides to Block. Her Reaction is 4 and Intuition is 3, so her Defense test normally would be 7, but she has a Close Combat skill of 5, so she gets to roll 12 dice. She gets 5 hits on the Defense test versus the enforcer’s 4, so the Block worked.

If the enforcer decides to attack Caboose next, Caboose won’t be able to Block, since he has no Minor Actions left. If the enforcer attacks Whitney, Whitney can choose to Block—or not, if she wants to conserve that Minor Action for later. But since there are no more attackers, using it now is better than wasting it!
--- 引用结尾 ---

--- 引用结尾 ---



--- 引用 ---要害攻击(I)
Call a Shot (I)

你可以提升一次攻击的伤害2点,但要在攻击时承受-4罚值。使用极限能做出更多不同的要害攻击动作,有的没有罚值,有的有更低的罚值。这个动作必须与攻击动作组合使用。

劇透 -   : Edge allows for some specific called shots without dice penalty or with reduced penalty, but you can increase the damage by 2 by taking a –4 dice pool penalty. This must be combined with the Attack action.
--- 引用结尾 ---



--- 引用 ---切换设备模式(A)
Change Device Mode (A)

角色可以使用一个次要动作来激活,停用,或者给一个他们通过DNI连接的设备切换模式,不论是这个连接是有线的还是无线的。这包括启用和停用殖装,切换智能枪的开火模式,把通讯链设置成静默模式,开关设备的无线功能,等等等等。

劇透 -   : A character may use a Minor Action to activate, deactivate, or switch the mode on any device that they are linked to by a direct neural interface, be it a wired or wireless link. This includes activating or deactivating cyberware, changing a smartgun’s firing settings, switching a commlink to hidden mode, turning a device’s wireless functionality off, and so on.
--- 引用结尾 ---



--- 引用 ---指挥无人机(I)
Command Drone (I)

角色可以对他控制的无人机下达命令。如果通过一台机控面板(RCC)同时控制多台无人机,那么你可以吧这个同样的命令下达给所有无人机。如果你想给每台无人机分别下达不同的命令,那就需要多个次要动作。

劇透 -   : A character may issue a command to a drone they control. If multiple drones are controlled through a rigger command console (RCC), the same command can be issued to every drone. If a different command is desired for each drone, it requires multiple Minor Actions.
--- 引用结尾 ---



--- 引用 ---命令精魂(I)
Command Spirit (I)

角色可以对他旗下的一个或一组精魂下达一个服务命令,或者遣散他们。这个服务必须是相同的。如果要使用多个不同的服务,那就需要多个次要动作。

劇透 -   : A character may issue a service command to a single spirit or group of spirits under their control, or dismiss them. The service must be the same. If multiple services are desired, multiple Minor Actions must be used.
--- 引用结尾 ---



--- 引用 ---闪避(A)
Dodge (A)

角色可以在一次防御检定的骰池中添加他的运动技能,这次检定必须是在本战斗轮中进行的。

劇透 -   : A character can add their Athletics skill to a single Defense test in combat. The roll must happen in the same player turn in which the action is used.
--- 引用结尾 ---



--- 引用 ---丢下物体(A)
Drop Object (A)

角色可以通过一个次要动作松手把他手上正握着的东西丢到地上。根据GM的决断,落到地上的物体可能会因此受损,取决于掉落的高度和落点。

劇透 -   : A character may drop an object they are holding in their hand or hands as a single Minor Action. The objects fall to the ground and may suffer damage or ill effects if the gamemaster so chooses, depending on the distance of the fall and the landing spot.
--- 引用结尾 ---



--- 引用 ---趴下(I)
Drop Prone (I)

角色可以使用一个次要动作来趴到地上。直到通过一个站起动作起立,他们都处于匍匐状态。

劇透 -   : A character may choose to drop themselves to the ground as a Minor Action. They gain the Prone status (p. 53) until they choose to use the Stand Up Action.
--- 引用结尾 ---



--- 引用 ---卧倒(A)
Hit the Dirt (A)

角色可以通过一个防御性的受身动作迅速卧倒,对于一次来袭的攻击获得+2防御加值。他们得到匍匐状态(见p.53),同时还会因为他们突兀的倒地姿势,直到他们通过站起动作起立为止,他们在所有行动技能检定中会承受-2罚值。

劇透 -   : A character can quickly drop to the ground in a defensive manner, gaining +2 dice on the Defense test of an incoming attack. They gain the Prone status (p. 53) and also suffer a –2 dice pool penalty on any subsequent tests using active skills until they use the Stand Up action, due to the awkwardness of their fall.
--- 引用结尾 ---



--- 引用 ---截击(A)
Intercept (A)

如果一名对手走进了你的近战攻击范围,只要你本轮内还有一个主要动作和一个次要动作(比如你本轮在这个人之后行动,或者你延迟了你的动作),你就可以在主动性顺序之外对他进行一次攻击动作。这个动作依然记入你自己回合的攻击动作。如果你这轮没有主要动作了,那就很抱歉了。远程武器不能使用截击动作。

劇透 -   : If an opponent comes within Close attack range, you may go out of Initiative order and make an Attack action as long as you have both a Minor and a Major Action still available in this round (because you either are after the attacking player in Initiative order or you deferred some of your actions). This counts as your Attack Major Action for the player turn. If you’re already out of Major Actions this round, you’re drek out of luck. This cannot be used with ranged weapons.
--- 引用结尾 ---



--- 引用 ---移动(I)
Move (I)

角色可以用这个动作移动10米的距离。每回合只允许使用一个移动动作。

劇透 -   : A character can use this Minor Action for 10 meters of movement. Only one Move Action is allowed per player turn.
--- 引用结尾 ---



--- 引用 ---多重攻击(I)
Multiple Attacks (I)

如果弹药,触及和敌人的站位允许,角色可以使用这个动作攻击多个目标。将你的骰池均分给每个目标,或者如果你用的是两种不同的攻击方式,那么使用每种攻击方式骰池的一半,向下取整。这个动作必须和攻击主要动作一起使用。

劇透 -   : A character can attack more than one opponent, assuming ammunition, reach, and enemy placement allow it. Split your dice pool evenly among all targets, or if you are using two different forms of attack, use half the dice pool for each, rounded down. This action must be used in conjunction with an Attack Major Action.
--- 引用结尾 ---



--- 引用 ---快拔(I)
Quick Draw (I)

使用这个次要动作,角色可以快速拔出一把手枪或者尺寸类似的武器,再或者小型的投掷武器,然后立刻攻击。这个动作必须和攻击主要动作一起使用。角色必须拥有合适的装备,殖装或者特质来允许他们使用快拔——如果没有什么东西允许角色使用这个动作,那他就不能用。

劇透 -   : A character may quick draw a pistol, pistol- sized weapon, or small throwing weapon and immediately attack with this Minor Action. The Attack action must be used in conjunction with this action. They must have the appropriate gear, augmentation, or quality to be allowed this action— if they don’t have something that allows this action, they can’t take it.
--- 引用结尾 ---



--- 引用 ---装填智能枪(I)
Reload Smartgun (I)

只要还有可用的弹药,角色就可以用一个心灵指令弹出智能武器的弹夹,然后麻利地用一个动作填上新弹夹。

劇透 -   : A character linked to a ready smartgun may use a mental command to eject the weapon’s clip while sliding a new one in with one deft motion, assuming that the new ammo is readily available.
--- 引用结尾 ---



--- 引用 ---切换感知形式(I)
Shift Perception (I)

能进行星界感知的角色可以通过一个次要动作将自己的视野投入或移出星界。

劇透 -   : A character capable of Astral Perception may shift perception to or from astral space as a Minor Action.
--- 引用结尾 ---



--- 引用 ---站起(I)
Stand Up (I)

不管是自行卧倒的还是被摔倒的,角色可以用这个动作站起来,移除自己身上的匍匐状态。

劇透 -   : Whether they chose to be prone or they got knocked down, a character uses this action to get back to their feet and remove the Prone status (p. 53).
--- 引用结尾 ---



--- 引用 ---瞄准(I)
Take Aim (I)

角色可以使用这个动作获得+1骰池加值。一个战斗轮中只能使用一次本动作,但若是加值未在本轮中被使用,它可以被带到下一轮,并且可以和下一轮中瞄准动作提供的加值叠加,如此反复。如果角色在这段时间中进行了瞄准或攻击以外的动作,则累积的加值消失。角色能通过这个动作累积的最大加值等于其意志。角色只能使用准备好的火器或者异种远程武器瞄准。

如果角色通过成像放大或者寻的瞄准镜瞄准目标,瞄准动作需要首先校准射击线,然后才能然后才能从这些道具中获得好处。在这种情况下,第一个瞄准动作不会提供使这些改装生效以外的好处。

劇透 -   : A character gains a +1 dice pool bonus with the use of this action. The action can only be taken once per combat round, but if the bonus is not used, it carries over to the next combat round, allowing it to be combined with actions taken over the course of several combat round. If the character takes a player turn without taking the Take Aim or Attack actions, any carryover bonuses from previous rounds are lost. The maximum dice pool bonus from the use of this action is equal to the character’s Willpower. A character may take aim with a ready firearm, bow, or exotic ranged weapon.

If the character is using image magnification or a targeting scope, the Take Aim action must be used to line up the shot in order to receive any bonus from the item. In this case, the first action of Take Aim does not provide any additional bonus beyond enabling the function of the modification.
--- 引用结尾 ---



--- 引用 ---进入掩体(I)
Take Cover (I)

角色利用环境中的某些物体为自己提供保护,不过他们的动作也会因为掩体而受到影响。进入掩体动作为角色提供掩蔽I,II,III或IV状态(见p.52)。

劇透 -   : The character uses something in their area to provide protection, but they also must operate from the constraints created by the cover. Taking cover gives the player the Cover I, II, III, or IV status (see p. 52).
--- 引用结尾 ---



--- 引用 ---摔拌(I)
Trip (I)

相较于造成伤害而言,这个动作更倾向于把敌人摔到地上。他只能由近战武器施展,必须结合攻击主要动作使用。减少攻击带来的基础伤害2点,如果攻击命中,目标需要投一个运动+敏捷检定,阈值为本次攻击调整过的伤害值。如果目标在此次检定中失败,则他获得倒地状态。

劇透 -   : This action focuses more on bringing the target to the ground than on doing damage. Can only be done with a melee weapon and must be combined with an Attack Major Action. Decrease the base damage of the attack by 2P; if it hits, target rolls Athletics + Agility with a threshold of the adjusted DV of the attack. If the target fails, they gain the Prone status.

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CPDSSS:
主要动作
Major Actions

这些动作需要消耗你更多的时间和注意力。有些动作需要做某种检定,另一些还是只要你有动作就可以使用。不过就像次要动作一样,就算某些动作不需要检定,但GM觉得情势紧急压力很大而需要做一个检定的话,GM有最终决定权。

劇透 -   : These actions take a bit more concentration or time to complete. Several involve a test of some kind, but some simply occur as long as you have the Action available. Just like Minor Actions, if there is no test involved but the gamemaster feels the pressure is on and one should be required, they have final say in the matter.


--- 引用 ---
--- 引用 ---协助(A)
Assist (A)

通过这个动作你可以成为协作检定中的帮手,帮助你的队友完成某种任务(见协作检定,p.36)。

劇透 -   : You can become a helper on a Teamwork test, working to help one of your teammates on some task (see Teamwork Tests, p. 36).
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--- 引用 ---星界投影(I)
Astral Projection (I)

使用一个主要动作,能够星界投影的角色(全才法师和专精法师)可以将他们的意识移动到星界或从星界回归。只要这个动作被声明,整个过程即宣告完成,他们能立刻抵达星界,本战斗轮的剩下时间也按照星界中的状态办理。

劇透 -   : A character capable of Astral Projection (full magician or aspected magician) may shift their consciousness to or from the astral plane as a Major Action. The process is complete the moment the action is declared and therefore places them on the astral plane immediately, including for the remainder of the current combat round.
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--- 引用 ---攻击(I)
Attack (I)

角色可以通过这个主要动作进行一系列不同的攻击。详见战斗章节(p.104)。

劇透 -   : A character may perform one of a variety of forms of attack with this Major Action. See the Combat chapter (p. 104) for more details.
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--- 引用 ---放逐精魂(I)
Banish Spirit (I)

角色可以尝试用一个主要动作放逐精魂(见放逐,p.147)。

劇透 -   : Any character may attempt a Banishing on with a spirit as a Major Action (see Banishing, p. 147).
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--- 引用 ---施法(I)
Cast Spell (I)

角色可以用一个主要动作施法。关于如何施法,详见法术(p.130)。

劇透 -   : A character may cast a spell as a Major Action. For details on how, see Spells (p. 130).
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--- 引用 ---清除星界印记(I)
Cleanse (I)

觉醒的角色可以使用这个动作消除他们的魔法痕迹(见p.160)。

劇透 -   : Awakened characters use this action to erase traces of their magic activity (see p. 160).
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--- 引用 ---反制法术(A)
Counterspell (A)

详见p.143.

劇透 -   : See p. 143 for details
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--- 引用 ---全防御(A)
Full Defense (A)

通过这个动作,直到角色的下个回合,他们可以将自己的意志加入防御检定骰池中。
(译注:原文是“他们的下一个战斗轮”,但角色是没有战斗轮的……反正是催了)

劇透 -   : A character can add their Willpower to all Defense tests until their next combat round.
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--- 引用 ---显形(I)
Manifest (I)

星界投影中的角色可以用这个动作在物质界以一种幽魂般的形态显现(见p.160)。

劇透 -   : Characters who are astrally projecting use this action to appear as a ghostly form (see p. 160).
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--- 引用 ---仔细观察(I)
Observe in Detail (I)

使用这个主要动作,角色可以做一个细致的观察。这个动作允许角色做一个侦查检定(见侦查,p.96)或灵视检定(见p.159)。这个动作可以让你发现在激烈的战斗节奏中难以被注意到的细节。我们假定只要无关隐蔽或者隐形魔法,在战斗中的所有人都能注意到其他人的存在,但是并不能一眼看出每个人的装备细节,在某些特别混乱或者紧急的情况下,可能连其他人长啥样都看不清。比方说,在一场黑暗中的大乱斗里,那个向着你的角色冲过来的胜利者可能需要通过这个仔细观察动作才能看得到。

劇透 -   : A character may make a detailed observation by taking a Major Action. This action allows a Perception test (see Perception, p. 96) or Assensing test (p. 159). This action is intended for determining details that may be obscured due to the pace and rigors of combat. It is assumed that everyone engaged in a combat is aware of the presence of everyone else, barring the use of Stealth or obscuring magic, but not necessarily details of their gear or equipment, and in some particularly hectic or rushed circumstances, the identity of individuals. In the midst of a hectic gunfight/ brawl in the dark, the winner of the brawl, who is now sprinting toward your character, may not be identifiable without an Observe in Detail action.
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--- 引用 ---捡起/放下物体(I)
Pick Up/Put Down Object (I)

角色可以用一个主要动作捡起或者放下他们够得到的东西。使用这个动作意味着角色在拿起或放下物品时足够小心。如果角色拿起的物品是一柄武器,那就按拔出武器动作算。

劇透 -   : A character may pick up an object within reach or put down one that they were holding as a Major Action. This action means care is taken to put the object down or pick it up. If the picked-up object is a weapon, this counts as readying the weapon.

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--- 引用 ---拔出武器(I)
Ready Weapon (I)

角色可以使用这个动作准备好他们的武器。这包括拔出并拿好一柄火器,从剑鞘或口袋中拔出近战武器,准备好手雷或者飞刀,再或者任何让你进入临战态势的武器。几乎所有武器在使用之前都需要这个动作,虽说很多时候在战斗之前人们就把武器准备好了。
小型的武器比如手里剑或飞刀可以直接一抓一把,通过一个拔出武器动作可以在角色的副手中准备好等于角色的敏捷值把武器。

劇透 -   : A character may ready a weapon by using this action. This includes drawing and readying a firearm; pulling a melee weapon from a sheath or pocket; taking out and readying a grenade or throwing knife; or any other kind of weapon preparation. Almost all weapons require this action before they are ready for use, though many times it occurs before combat even starts.
Small weapons such as throwing knives and shuriken can be readied in bunches, with a total number equal to the character’s Agility attribute pulled into the character’s off-hand with a single Ready Weapon action.
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--- 引用 ---装填武器(I)
Reload Weapon (I)

没有智能链或者智能链目前没启用的武器需要用一个主要动作重装。只要角色还有足够的弹药,重装武器动作能将武器的弹药完全填满。

劇透 -   : Weapons without a smartlink, or weapons where the smartlink is currently disengaged, require a Major Action to reload. Reloading a weapon refills the weapon to its maximum capacity as long as the character has sufficient ammunition to do so.
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--- 引用 ---机师跳入(I)
Rigger Jump In (I)

装备有载具中控器(VCR)与机师界面的载具或者无人机或者机控面板(RCC)的机师可以通过跳入主要动作操纵载具或RCC。

劇透 -   : A character with a vehicle control rig (VCR) and rigger-adapted vehicle or drone or a rigger command console (RCC) may jump in to control the vehicle or operate the RCC with a Major Action.
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--- 引用 ---冲刺(I)
Sprint (I)

角色可以用这个主要动作以冲刺速度移动,移动距离默认15m,在一个运动+敏捷检定中每获得一个成功可以额外增加一米距离。每轮只允许做一个冲刺动作,它也不能和移动或者规避动作在同一轮中使用。

劇透 -   : A character may move at a Sprint with this Major Action. Movement starts at 15 meters and is increased by 1 meter per hit on an Athletics + Agility Test. Only one Sprint Action is allowed per player turn, and it cannot be performed in the same turn as a Move action or Avoid Incoming action.
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--- 引用 ---召唤精魂(I)
Summon Spirit (I)

能召唤精魂的角色可以使用这个主要动作召唤一个协助他的精魂。对于已经被召唤出的精魂则是使用命令精魂次要动作对它下达命令。

劇透 -   : A character capable of summoning may use a Major Action to summon a spirit to assist them. A spirit that is already summoned is controlled using the Command Spirit Minor Action.
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--- 引用 ---使用简单设备(I)
Use Simple Device (I)

角色可以用这个主要动作与简单设备进行交互。简单设备指的是那种通过几个简单的动作,比如大拇指拨杆,按按钮,或者点击一个图标就能交互的设备。
对于更复杂的设备需要用更长时间操作,这个时间由GM决定,或是在装备的描述中有写。
要记住,连接到DNI上的设备使用次要动作交互。

劇透 -   : A character can use any simple device with a Major Action. Simple devices are those that are activated with a simple movement like a thumb trigger, pressing a single key, or tapping a single icon.
It takes longer to interact with more complex devices, with required time being up to the gamemaster or listed with the description of specific gear.
Remember, a device connected via a DNI-enabled system uses the Minor Action.
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--- 引用 ---使用技能(I)
Use Skill (I)

角色可以使用一个主要动作来使用一项合适的技能(见技能,p.92)

劇透 -   : A character may use an appropriate skill by using a Major Action (see Skills, p. 92).

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CPDSSS:
失误与严重失误
Glitches and Critical Glitches

如果你在一次检定中超过一半的骰子掷出了1,你就掷出了一个失误。如果你掷出了一个失误,并且这次检定中没有获得任何成功,你就掷出了一个严重失误。

劇透 -   : If more than half of the dice that you roll on a test are 1s, you have rolled a glitch. If you rolled a glitch without a single hit on the test, you have rolled a critical glitch.


--- 引用 ---失误
Glitches

掷出一个失误意味着你搞砸了什么事。它所带来的后果应当是麻烦而不是灾难性的——在挥出武器后失手滑脱,或者是其他人被你的伪装唬住之后却一时忘了自己的假名。如果你掷出了足够的成功,一个失误的检定依然可以成功。失误并不会妨碍成功本身,但是它会造成一些你需要之后去擦屁股的麻烦。

劇透 -   : Rolling a glitch means something went wrong. It should be inconvenient rather than disastrous— dropping a weapon after swinging with it, or briefly forgetting your assumed name after someone is fooled by your disguise. If you rolled enough hits, a test with a glitch may also be a success. The glitch doesn’t cancel the success, but it causes a problem afterward that you need to recover from.

严重失误
Critical Glitch

严重失误则比失误要惨得多。你可能是打偏了一发子弹,还刚好跳弹打中了你的队友,或者是本来打算黑入什么东西却把你的名字和照片发给了网域监管机构。事情会变的很艰难,也可能会有长期性的后果,但你倒也不至于会被一个严重失误打入万劫不复的境地,它也不应该过度的惩罚玩家以至于让他们失去游玩乐趣。(比如说,让一个法师永久失去一两点魔法就是一个不好玩的例子)严重失误可以推动剧情发展,带来命悬一线的气氛,但不至于让玩家们完全失去希望。

劇透 -   : A critical glitch is significantly worse than a glitch. It’s the errant gunshot that misses its target and ricochets back to hit one of your teammates, or the attempted Matrix hack that sends your name, photo, and location straight to the Grid Overwatch Division. It should be difficult and could have lasting ramifications, but it shouldn’t be fatal, and it shouldn’t penalize the character so much that they stop having fun. (Having a mage permanently lose several points off their Magic rating would be an example of a no-fun critical glitch). Use critical glitches to advance stories with an air of desperation without pummeling the players into hopelessness.
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