译文资料区 > Shadowrun 6E

【BS】赛博格,p.176-179

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不朽之尘:
赛博格
赛博格的制造包括分离一个泛人类大脑,并将其植入赛博化身体躯壳,剥离大脑的生物环境并用人工环境取代。虽然大部分赛博格使用克隆脑子,但也包括一些从泛人类或儿童身上移植的。在泛人类体外移植并维生大脑的技术已经存在了十多年,然而仅在最近才在临床环境之外实现其可持续性。此技术需求的技术突破以一种技术突破的形式实现了,这种设备既能保持大脑活性又能使大脑与各式各样的电子设备广泛交互。颅骨收容单元(CCU),街头人称“脑罐”(“jar”)通过一个内置集成通讯链和一个类似中控器的神经控制交互界面来维持近生理环境并实现这些功能。CCU还具有模块化链接,因此可以物理硬连结到壳上。精神本质上变成了一个永久脱离肉体的机师,余下自然寿命中只能通过人造身体来与世界互动。而与普通无人机相比,赛博格的泛人类大脑在大局观、决策力、复杂行为以及技能学习与使用上有显著且不易被颠复的优势。
剧透 -   : Cyborg creation involves isolating a metahu-
man brain and implanting it into a cybernetic body
shell, depriving the mind of its biological environ-
ment and replacing it with an artificial one. While
most such cyborgs use cloned brains, others involve
transplants from adult metahumans or children.
The technology to transplant and sustain a brain
outside a metahuman body has been around for
more than a decade, though only recently has it be-
come sustainable outside clinical environments. The
needed breakthrough came in the shape of a device
capable of both keeping the brain alive and allow-
ing it to interface with a wide array of electronic
tools. The cranial containment unit (CCU), or “jar”
as it is known on the streets, fulfills this role by
maintaining a near-physiological environment for
the brain with an integral commlink and a neural
control interface similar to a control rig. The CCU
also features modular hookups so that it can be
physically hardwired to the shell. The mind essen-
tially becomes a permanently disembodied rigger,
interacting with the world only through their artifi-
cial body for the rest of the natural life span. When
compared to normal drones, a cyborg’s metahuman
brain boasts notable advantages in terms of overall
versatility, decision-making abilities, sophisticated
behavior, and skill learning and use—and they are
also substantially harder to subvert.手术
移植手术需要一个德尔塔级诊所,一个设备齐全的医疗设施,和一队由敬业的赛博外科医生与专家组成的队伍,而且不是每个大脑都适合做这样的手术;作为罐“头”(“jarhead”),需要外源性激素和生化治疗来触发神经元的增长来保障其生存。绝大多数成人大脑对这种治疗反应很差,而且发育完全的大脑往往易于发展出心理障碍,包括大量记忆丧失,各类恐惧症和其它精神疾病,少数挺过手术的成人也接受了大量的心理和药物治疗。虽然人们相信遗传因素与存活率相关联,但这些因素依然未被确认。相比之下,事实证明非加速妊娠的儿童大脑与新生克隆体的大脑富有成效。由于这些大脑仍在发育,所需要的药物治疗更少。不但如此,由于这些脑可失去的记忆更少,人格发展也少。精细的运动协调可以在可以在模拟身体里初次学习,而非必须先忘却一生的自然反射。最后,罐生克隆没有书面记录或者家庭,这大大简化了巨企处置失败项目的难度。
剧透 -   : The transplant procedure requires a delta clin-
ic, a fully equipped medical facility, and a high-
ly skilled team of dedicated cybersurgeons and
specialist staff. The CCU itself is delta-grade cy-
bertech, and not every brain is suited for such a
radical surgery; extensive hormone and biochem-
ical treatments are required to trigger neuronal
growth necessary for survival as a “jarhead.” Most
adult brains react poorly to the treatment, and ful-
ly developed brains that survive tend to develop
psychological disorders, including extensive mem-
ory loss, various phobias, and other psychoses.
Those few adults who have prospered after the
surgery have also undergone extensive psycholog-
ical and pharmaceutical treatment in preparation
for it. While it is believed that there are genetic fac-
tors associated with survival rates, those factors re-
main unidentified. Comparatively, child brains or
the brains of newborn clones who have undergone
unaccelerated gestation have proven quite success-
ful. Since these brains are still growing naturally,
the pharmaceutical regimen is reduced. Further,
these brains have fewer memories to lose and less
personality development. Fine motor coordination
can be learned for the first time while in a simu-
lated body, as opposed to having to unlearn a life-
time of natural reflexes. Finally, there is no paper
trail or family for a vat-grown clone. This makes it
substantially easier for a megacorp to dispose of a
failed subject.学习曲线
由其本性而导致的一件事是,许多罐“头”被激活时仅有极少量的现实世界经验。巨企将其看作一种优势。年轻的大脑更易灌输思想。没有麻烦的家庭或者闲暇时间来打断训练。就像运动反射一样,其中没有忘却恶习的阶段。良好的行为会用适当感官刺激奖励,不良行为则用感官剥夺来惩罚。重复的不良行为则会导致失活。最大的问题是,许多新激活的罐头们的神经专注持续时间很短。人格程序被用于缩短训练时间,但目前的这一世代不足以充分开发运动反射,更高级的感官处理和决策力都是这项技术发展的背面,赛博格最初的适应、训练、以及互动都是,依靠CCU的集成通讯链通过矩阵虚拟现实实现。这意味着大脑在恢复连接前处于感官被完全剥离的状态,也意味着罐头们已经完全适应了矩阵生活。它们与物理世界的唯一联系就是它们电子器官的数码输出,而它们的不间断连接意味着它们总是处于热模VR当中。直到大脑达到可接受的训练和开发水平之前,赛博格都不会与壳交互。调整一经完成,将一位罐头插入准备好的壳中就简单了,从移植到部署通常需要三到六个月的时间。
剧透 -   : A result of their nature is that many jarheads
have little real-world experience when they are ac-
tivated. The megacorps see this as an advantage.
Young brains can be easily indoctrinated. There is
no inconvenient family or leisure time that might in-
trude upon training. As with motor reflexes, there is
no period of unlearning bad habits. Good behavior
is rewarded with appropriate sensory stimuli. Poor
behavior is punished with sensory deprivation. Re-
peated bad behavior can lead to deactivation. The
biggest hurdle is that many of the newly activated
jarheads have naturally short attention spans. Per-
sona programs have been attempted to save training
time, but the current generation has proven inade-
quate to fully develop motor reflexes, higher sen-
sory processing, and decision-making abilities that
are behind this technology’s development. All of a
cyborg’s initial adaptation, training, and interac-
tion takes place via Matrix virtual reality, through a
CCU’s integral commlink. This means that the brain
is in a state of total sensory deprivation until it has
healed this connection. It also means that jarheads
are thoroughly acclimated to Matrix life. Their sole
connection to the physical world is through the
digital output of their electronic organs, and their
constant connection means that they are always in
hot-sim VR. A cyborg is not interfaced with a shell
until the brain has reached an acceptable level of
training and development. Once adaptation is com-
pleted, it’s simple to plug a jarhead into a prepared
shell. From transplant to deployment typically takes
three to six months.缚于机中
当罐头处于激活状态时,它受神经递质和激素的混合物持续刺激。这使得大脑时刻处于警觉状态当中,当赛博格的脑电波传感器检测到无聊感时,它会改变其感官输出强度或者校准大脑营养液的化学成分以触发注意力提升。罐头强化状态的结果就是罐头每次轮班结束时都需要休息一段时间。长度取决于大脑个体以及工作时长。一般来说需要至少八小时的休息。此外,每周还需要停机时间以便技术支持人员提供维护。这种日常维护包括医疗测试、VR训练以及社会化时间。大多数社会化活动通过矩阵进行,但也有一些是与同事面对面进行的——对于那些看起来最“正常”的赛博格,是与不知情公众进行的。
剧透 -   : While active, a jarhead is subject to constant
stimulation from a cocktail of neurotransmitters
and hormones. This keeps the brain in a constant
state of alert. Any time the cyborg’s brainwave
sensors detect boredom, it varies the intensity of
its sensory output or adjusts the chemistry of the
brain’s nutrient bath to trigger an increase in atten-
tiveness. The consequence of a jarhead’s heightened
state is that the cyborg requires a rest period at the
end of each shift as a sleep analog. The amount
varies depending upon the individual brain and its
time in service. Typically, this is at least eight hours
of rest. In addition, weekly downtime is required
so that a support technician can perform routine
maintenance. This maintenance includes medical
testing, VR training, and socialization periods.
Most of this socialization is conducted over the
Matrix, but some is face to face with fellow em-
ployees or even—for the most “normal”-looking
cyborgs—the unwitting public.人机邂逅[/color]
被罐装在CCU里意味着赛博格是具有0.1精华的泛人类。永远需要机器人身体来在物理世界当中行动和操作。最常见的身体是一种被称为壳的人形机器人身体,壳是一种人形无人机,通常为了赛博格能在为泛人类设计的环境中行动而设计的。然而通常来说即使是使用人形身体的赛博格也会被认为是非人类。除了昂贵和罕见的定制、金属框架,奇异举止和合成音等即使在街头武士中也是鹤立鸡群的特质以外。同样的是,罐头的动作、人格以及决策力也与最复杂的传统无人机截然不同。为了实现最大灵活度,即使非人形无人机或载具也可以配备电脑坞。为了使赛博格可以跳入壳,无人机或者是载具内,CCU必须物理性的插入身体。
剧透 -   : Being contained to a CCU means cyborgs are
metahumans with 0.1 Essence, permanently re-
quiring robotic bodies for mobility and manipula-
tion of the physical world. The most common body
is a humanoid robotic body called a shell. A shell
is essentially an anthroform drone body generally
made for cyborgs to function in environments de-
signed for metahumans. Typically, though, even a
cyborg in a humanoid body will be identifiable as
inhuman. With the exception of rare and expen-
sive customizations, the metallic frame, odd man-
nerisms, and synthetic voice will stand out even
among a group of street samurai. Similarly, a jar-
head’s movements, personality, and decision-mak-
ing ability are all obviously distinct from those of
even the most sophisticated traditional drones. To
allow maximum flexibility, even non-anthroform
drones or vehicles can be equipped with a docking
station for a CCU. In order for a cyborg to jump
into a shell, drone, or vehicle body, a CCU must be
physically plugged into the body.
--- 引用 ---颅骨收容单元
(售价220.000新元,可用性6)
CCU被视作为德尔塔级的赛博改造,尽管在实操当中是大脑被装进CCU而非反之。CCU通常为椭球体或圆柱体,长50厘米,直径30厘米。CCU是一个集成了4级赛博插口(有着固定配置D/F 6/7)、通讯链、模录、技能插口5、技能闭路5、以及中控器2的单一设备。将成人大脑移植到CCU当中需要事先移除头部改造(可能除了特制生物改造,取决于GM判断)。这种切除可以作为手术的一部分。除了需要德尔塔级的医疗设施以外,大脑移植手术还需要生物科技(赛博工艺学)【译注:这是个专精】+逻辑(20,一小时)的延展检定。手术结束时赛博格只剩下0.1精华。将大脑从原始肉体中取出并移植到CCU当中完全且永久的破坏了个体的魔法或超链能力。任何经历此过程的角色自动将最大魔法/共鸣属性降为0。CCU包括所有必要的医疗支持设备,可以在不连接维生设备或壳的情况下存活长达四个小时。CCU有2机体以及6CM。
电脑坞
(花费5000新元,可用性5)
这种机师界面的特化版本允许一个CCU插入中型或更大的无人机或载具。
--- 引用结尾 ---
剧透 -   : Cranial Containment Unit
(Cost 220,000 nuyen, Availability 6)
The CCU should be considered delta-grade cyberware
even though, in practice, it’s the metahuman brain that
is installed into the device and not the other way round.
The CCU is typically an oval or cylindrical unit 50 centi-
meters long and 30 centimeters in diameter. It is a single
device that incorporates a rating 4 cyberjack (with a fixed
array of D/F 6/7), commlink, simrig, skilljack 5, skillwire
5, and control rig 2. Transplanting an adult brain into a
CCU requires removing any pre-existing headware (with
the possible exception of cultured bioware, at the gam-
emaster’s discretion). This removal may be considered
part of the surgery. In addition to requiring delta-grade
medical facilities, the brain transplant surgery requires
a Biotech (Cybertechnology) + Logic (20, 1 hour) Extend-
ed test. At the end of the surgery, the cyborg is left with
an Essence of 0.1. Removing the brain from its original
body and implanting it into a CCU completely and perma-
nently disrupts the individual’s magical or technomantic
abilities. Any character who undergoes this procedure au-
tomatically has their maximum Resonance or Magic attri-
bute reduced to zero. A CCU contains all of the necessary
medical support equipment to keep the brain it contains
alive for up to four hours without being connected to a
supporting device or shell. The CCU has a Body of 2 and a
Condition Monitor of 6.
Docking station
(Cost 5,000 nuyen, Availability 5)
Specialized version of a rigger interface that allows a
CCU to be plugged in a drone of medium size or larger, or
into vehicles.赛博格特征
插入壳中时,赛博格在战斗中遵循和普通角色一样的规则(带有相关数据调整)。以下内容提供了赛博格和普通角色的基础区别,并提供了解决机制问题或状况的指导。如果通过电脑坞连接到壳,无人机或载具上,赛博格就如一个跳入是机师一样作用。
由于它们的自然肉体被几乎完全抛弃了,所以赛博格永远不会有天生的物理属性。尽管仍参与部分多汁的湿件,但它们只有象征性的0.1精华,无法以任何方式增加或修复。它们无法成为急救,医疗箱或魔法治疗的目标。它们也无法随着时间推移自愈。大脑本身是非常脆弱的,如果没有CCU的情况下不移植到保持大脑稳定的维生设备当中它就会在五分钟内死亡。它们受到的任何伤害都由CCU承担,只能通过构建/修理测试来修复。CCU因为要么是从壳中移除或壳被摧毁而暴露的情况下自身成为目标。
当作为魔法的目标时它们被视作无人机(例如:实际上对所有法力效果以及治疗或毒液等许多物理效果免疫)(译注:此处的法力/物理效果为mana/physical effects,包括了M/P法术和怪物能力等等,例中治疗Heal为法术,Venom为怪物能力)
剧透 -   : Cyborg Specs
When plugged into a shell, the cyborg follows
the same rules as normal characters in combat
(with the relevant stat adjustments). The follow-
ing sections cover the basic differences between
cyborgs and normal characters and provide guide-
lines on how to resolve mechanics issues or situa-
tions. If plugged into a shell, drone, or vehicle via a
docking station, a cyborg functions as a jumped-in
rigger.
Because their natural body is almost complete-
ly discarded, cyborgs never have innate physical
attributes. Despite having a few juicy living bits
left, they have a nominal Essence attribute set at
a value of 0.1 that cannot be improved or recov-
ered in any way. They cannot be targeted for first
aid, medkit, or magical healing. They do not heal
naturally over time. The brain itself is very vulner-
able and without the CCU would die within five
minutes if not transferred to a life-support system
capable of keeping it stable. Any damage they’ve
suffered goes to the CCU and can only be removed via Build/Repair tests. The CCU itself can only be
targeted directly when exposed, by either remov-
ing it from its shell or destroying the shell.
They are treated as drones when it comes to
being targeted by magic (e.g., practical immunity
to all mana effects and many physical effects like
Heal and Venom).属性和主动性
罐头包含在适当时使用自己精神属性的活体大脑。壳提供基于其类型的所有物理属性。对于赛博格来说使用CCU连接设备时主动性一直处于热模VR的状态,这意味着它们的主动性一直是(直觉+6)+5D6

--- 引用 ---角色创建阶段的赛博格
当在角色创建过程中构筑赛博格时,无需购买物理属性。为了平衡,精神属性的消耗翻倍。人物原型的选择也影响较小;然而仍有动机选择不同的人物原型,无论是出于角色扮演还是最大化精神属性的目的,种族特质或物理属性都不会被转移到赛博格身上。最后,魔法或共鸣属性都不能被购买,赛博格是凡俗的。
剧透 -   : Cyborgs During
Character Generation
When building a cyborg during character generation,
there is no need to purchase Physical attributes. To main-
tain balance, Mental attributes cost double. The metatype
selection also has less impact; while there is still motiva-
tion to choose a different metatype, either for roleplaying
purposes or to maximize your mental attributes, the ra-
cial qualities and physical attributes do not transfer to a
cyborg. Finally, Magic and Resonance can’t be purchased;
all cyborgs are mundane.
--- 引用结尾 ---
壳是一种技术混合体,跨越了全套赛博义肢改造身体以及人形无人机的界限。壳决定了物理属性,并可以接受赛博与纳米殖装作为选项。CCU包括了一个集成的热模改造通讯链,一个拟感增强器植入体和一个中控器。这意味着在热模VR中赛博格总被认为是跳入了现在的身体里。除非有壳保护,赛博格十分脆弱;CCU就其本身维护大脑生理环境的能力极其有限。就如同跳入机师一样,如果壳被毁灭,CCU受热模VR甩致休克(p.176,SR6)
剧透 -   : Attributes and Initiative
Jarheads contain living brains that use their
own Mental attributes as appropriate. A shell
provides all Physical attributes based on the type
of shell. Initiative for a cyborg is always hot sim
VR using their CCU as the connecting device; this
means their initiative is (Intuition + 6) + 5D6.A shell is a hybrid of technology, crossing over
between a full cyberlimb replacement body and an
anthroform drone. The shell type determines the
Physical attributes and has the option to accept both
cybernetic and nanotech augmentations. A CCU in-
cludes an integral hot-sim-modified commlink, a
simsense booster implant, and a control rig. This
means a cyborg is always considered to be jumped
into its current body in hot-sim VR. A cyborg is very
vulnerable unless protected by a shell; on its own, a
CCU has very limited ability to maintain the brain’s
physiological environment. Similar to a jumped-in
rigger, if the shell is destroyed, the CCU is subjected
to hot sim dumpshock (p. 176, SR6).赛博格vs全义肢改造
赛博格技术的发展是为了规避全身赛博改造的高昂的精华与新元成本。后者——完整的德尔塔级肢体,身躯和颅骨改造——在第六纪也是可用不到百万新元获取的,剩下的精华可以用作额外的赛博或生体改造。然而即使是集成赛博套装和模块化义肢的出现,其成本也依然令人望而却步,而对此任何非实验目的的投资都被当成是低效的。

--- 引用 ---赛博壳
壳是专门用于承接CCU并提供所有泛人类身体功能的赛博躯体。一个没有任何修改的基础模型配备了一整套赛博义肢的改造,加上声音调制器,赛博眼2和图像链,弱光视觉,热感视觉,带有声链的赛博耳1。壳的物理属性可以如同赛博义肢一样修改和升级。一律属性的上限对于合成壳来说是10,机质壳则是12。

无论哪种巨魔大小的壳都需要额外50,000新元并获得+2力量与体质(都增加初始和最大值)以及加4格到CM。它们还有额外20容量。

消耗精华但没有容量的赛博或纳米殖装可以安装在壳中,使用其向上取整的精华消耗作为容量。

属性增强(花费:等级x15,000新元,可用性:等级,容量:等级)
--- 引用结尾 ---
相比之下,CCU们使得泛人形和其生理——自然或人工——变得多余。CCU赛博格们充分利用了机电身体的潜在性能,而代价只是等于泛人类殖装,而且没有生理和代谢系统的固有限制,关于泛人类,精神和社会成本则完全是另一问题了。手术是不可逆转的,一个被完全赛博改造的人依然可以被识别为泛人类;而罐头(即使使用成年人大脑制作的)则明显不是。鉴于其机械身体,赛博格比普通泛人类密度更大,因此不能自然漂浮在水上。除非配备了某种漂浮装置,赛博格会沉到任何水体的底部。虽然它们的内部资源可以防止它们溺毙,恢复的时间表则受它们维护要求的限制。同样的,赛博格不呼吸,不吃东西,也没有皮肤,所以它们免疫毒素(除非以某种形式直接影响大脑)。
剧透 -   : Cyborg technology was developed to circum-
vent the prohibitive Essence and nuyen costs of full
body cybernetic replacements. The latter—full del-
ta-grade limb, torso, and skull replacement—is also
available in the Sixth World and can be achieved
for less than a million nuyen, with Essence left over
for additional cyber- and bio-implants. Even with
the advent of integrated cybersuites and modular
limbs, however, costs are considered prohibitive
and the investment deemed inefficient for anything
but experimental purposes. Comparatively, CCUs
make the metahuman form and biology—natural
and artificial—redundant. CCU cyborgs make the
most of the potential performance of electrome-
chanical bodies for a fraction of the cost of equiv-
alent metahuman augmentations and without the
inherent limitations of biological and metabolic
systems. The metahuman, social, and mental costs
on the subject are another issue entirely. The pro-
cedure is irreversible. An individual with full cy-
ber replacement is still recognizably metahuman;
a jarhead (even one with an adult brain) is decid-
edly not. Given their mechanical bodies, cyborgs
are much denser than a normal metahuman and
as a result are not naturally buoyant in water. Un-
less equipped with some sort of flotation device, a
cyborg will sink to the bottom of any body of wa-
ter. While their internal resources should prevent
them from drowning, the timeframe for a recovery
will be limited by their maintenance requirements.
Likewise, cyborgs do not breathe, eat, or have skin,
so they are immune to toxins (unless somehow ap-
plied directly to the brain).技能
与无人机不同,赛博格的优势之一就是技能的学习与使用。取而代自动软件,一些罐头可以拥有和开发自己的技能组并用技能软件补足。赛博格适应包括技能闭路这类可以通过CCU的板上处理器访问的正常技能软件。许多赛博格广泛依赖技能软件,因为它们在部署前只有少量机会通过传统方法学习如何行事。完全成熟的成人大脑保留自己的技能,经过一段过渡和适应期(几个月),它们就能以正常水平使用这些技能。
剧透 -   : One of the advantages of cyborgs over normal
drones is skill learning and use. Instead of auto-
softs, some jarheads can possess and develop their
own skill sets and may complement these with
skillsofts. Cyborg-adaptation includes cybernetic
skillwires that can run normal skillsofts accessed
through the CCU’s onboard processors. Many cy-
borgs rely on skillsofts extensively, as they have
had limited opportunity to learn how to do things
via traditional training before being deployed.
Full-grown adult brains retain their own skills,
and after a transition and adaptation period (a few
months), they may use them at their normal levels.维护与动力
赛博格需要每周一次工坊级设备的保养,这种保养包括了补充有机化学物质,为无人机身体提供燃料,还有检查活体大脑生命体征。这些常规程序还需要审查CCU在其活动当中的拟感水平以及药物注射状况——这些必须被长期监控以控制其在可接受的参数范围内运行。长期暴露于不安全水平的化学或电子反馈会产生严重的生理和心理结果。维护流程要求每周至少进行一次赛博工艺学+逻辑(20,30分钟)延展检定,每次缺席的维持过程都使每月的理智(Sanity)检定阈值+1。将CCU转移到新的无人机内是个简单的插拔过程,假设技术人员已经被授权访问身体的话仅需不到一分钟。赛博格需要至少一天时间适应新身体,并在适应之前无法获得或消耗极限。有了适当联络人,这种维护费需要2000新元/周。
剧透 -   : A cyborg requires a weekly maintenance session
with shop-level equipment. This maintenance in-
volves resupplying organic chemicals, refueling the
drone body, and checking vitals on the living brain.
These routine procedures also review the CCU’s
sim levels and pharmaceutical infusions over the
course of its activities—these must be monitored
to ensure it is operating within accepted parame-
ters. Extended exposure to unsafe levels of either
chemical or electronic feedback can have serious
psychological and physiological consequences.
Maintenance sessions require a Cybertechnology
+ Logic (20, 30 minutes) Extended test at least
once a week. Each missed maintenance session
increases the threshold of its monthly Sanity test
(see below) by 1. Transferring a CCU into a new
drone body is a simple matter of plugging and un-
plugging that takes less than a minute, assuming
the technician has authorized access to the bodies
in question. The cyborg requires at least a day to
familiarize itself with a new body and is unable to
gain or spend Edge on all actions until then. With
the proper contact, this maintenance costs 2,000
nuyen per week.心理学和非人行为
罐头的大脑处于一个人造的内在不稳定的环境当中。它经历了长时间频繁循环的感官剥夺,遭受了生理认知的戏剧性变化,并被持续泵入心理治疗用的化学物质。结果就是,它们的思维经常出现各种紊乱,表现为心理负面特质(见赛博僵尸游戏信息,174页)。这反映了此等剧烈转换的失衡和泯灭人性的效果,并成为角色扮演的诱因。最常见的问题是恐惧症和狂躁症。
每个月,赛博格都必须进行一次意志+直觉的理智检定(2)。自上次以来,每缺席一次维护(见上)阈值便会+1。失败则表明赛博格开发或恶化了心理问题,给角色负担上新的5业力负面特质或者给现有的增加额外5业力。或者,角色也可以选择将精神属性及其最大值永久降低1点。各色精神紊乱的发展不需要逻辑的衡量。相反,一个新的,更严重的可能只是简单取代现有的。出于显而易见的原因,赛博格积累的这些负面特质几乎总是精神或心理上的。随着这些负面特质的积累,赛博格需要加在维护流程上的额外周期性心理治疗。这些治疗可以帮助克服现有精神疾病并缓解精神疾病的积累。从游戏性角度上来看,这可以通过业力买除负面特质来实现。(p.69,SR6)
剧透 -   : A jarhead’s brain exists in an artificial and in-
herently unstable environment. It goes through
frequent cycles of extended sensory deprivation, is
subjected to dramatic changes of physical identity,
and is constantly pumped full of psychotherapeu-
tic chemicals. As a result, the mind will frequent-
ly develop a variety of disorders, represented by
negative mental qualities (see Cyberzombie game
information, p. 174). These reflect the unbalancing
and dehumanizing effect of such an extreme con-
version and serve as hooks for role-playing. The
most common issues are phobias and manias.
Each month, a cyborg must make a Sanity test
of Willpower + Intuition (2). The threshold in-
creases by 1 for every maintenance session (see
above) missed since the last test. Failure indicates
the cyborg has developed or worsened a psycho-
logical problem, burdening the character with a
new 5 Karma negative quality, or increasing an ex-
isting quality by an additional 5 Karma. Alterna-
tively, a character may choose to permanently low-
er a Mental attribute and respective maximums by
1 point. There need not be a logical progression
of increased severity with a variety of disorders.
Instead, a new and more serious one may simply
supplant an existing one. For obvious reasons, the
negative qualities a cyborg accumulates in this
manner are invariably mental or psychological
in nature. As these flaws accumulate, the cyborg
will need regular psychotherapy sessions added
to its maintenance cycles. These sessions can help
to overcome existing psychoses and slow the ac-
cumulation of new ones. For game purposes, this
is accomplished by buying off the negative quality
with Karma (p. 69, SR6).

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