作者 主题: 【杂项】接下来请收看/跟住落嚟请收睇  (阅读 9346 次)

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离线 静池之鱼

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【杂项】接下来请收看/跟住落嚟请收睇
« 于: 2020-05-21, 周四 15:19:09 »
目录

Stories of Hong Kong and Others / 油尖旺往事 系列:

E01.鬼怪来的那一夜

E02.七杀

E03.今夜烟花灿烂

E04.情感的禁区

E05.我在梦中见过你

E06.


狂奔ABC 系列:

E01.Action

E02.标杀令(Bill Must Die)

E03.科洛弗道的10:30(Cloverfield,10:30)

E11.月黑高飞(Night dark)

E20.蟹黄之味(Taste)

E23.情迷拉斯维加斯(What Happened in Vegas)


狂奔故事 系列:

E01.狂奔故事1:夜勤营救

E02.狂奔故事2:土豆兄弟

E03.狂奔故事3:29英里


西雅图夜未眠 故事集:

E01.初来乍到

E02.Dr.Who

E03.X特遣队的一个夜晚
« 上次编辑: 2022-03-11, 周五 12:33:49 由 静池之鱼 »

离线 静池之鱼

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Re: 【杂项】跟住落嚟请收睇
« 回帖 #1 于: 2020-05-29, 周五 17:01:19 »
【有情】威尼斯之死

引用
在深夜时分,你和平常一样点进去找活儿的地方,却发现今天最多人讨论的是一个稀奇古怪的讯息。
怀着找乐子或者是本能的好奇心,你参与了进去。什么样的傻瓜,会来一个不是满手鲜血就是居心不良的人聚集的地方,寻找两个布置晚宴的设计师?
你又点了一下个人资料,出现在你面前的头像是一扇平平无奇的木窗,对着无云的天空,以及Ta的名字,“忘天高”。
这一切看起来都没什么稀奇的,无非是跑错地方跑的有点离谱。
然后你看到Ta给出的报酬,一万新円,你开始动心了。
很多事情都由心动开始,然后奔向不止何处的结束。

tag:约会,出轨,爱的根源,寻找自我;跟踪,调查
【本团涉及内容包括但不限于:一小时独白情感倾诉,厦门市旅游攻略,澳门市旅游攻略,吃西餐】
招募人数:2人
形式:QQ文字
限制:禁AI,禁不下载具/不出门,越奇形怪状越难受
报酬:中~高
« 上次编辑: 2020-06-06, 周六 03:06:13 由 静池之鱼 »

离线 静池之鱼

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Re: 【杂项】跟住落嚟请收睇
« 回帖 #2 于: 2020-06-23, 周二 00:24:39 »
面孔失认症 Prosopagnosia
奖励:5业力

当你看向别人的脸时,你只感觉一片空白,这就是面孔失认症。别担心,这只是脸盲症(Faceblindness)的另一种说法,事实上,这种病症曾经广泛存在于人们的生活中,平均50人里就会有一个。不过,现在已经在第六纪了,当人们有了更多显露个性和拥有出位的表现机会时,你还是存在着被面孔失认症困扰的麻烦。

你在任何试图识别、跟踪或物理定位他人(或通过调查获得其信息)的相关检定获得-2骰池调整。如果你要通过记忆检定(P152)来确定他回忆多少关于角色的事情,难度阈值加1(一般来说,就是从2(一般)提升到3(困难)),最小为2。

为什么是2?因为如果对方有【独特风格】,那你的回忆就简单点了,你依然是记不得TA每一个五官细节,但显眼的纹身、独特的行为举止,还是可以作为找到Ta的直接线索。

相反的,对于拥有【低调】特质的角色,你更难找到他们了,在记忆检定中的阈值再往上升一级,也就是从3(困难)提升到4(也是困难),祝你好运。

显然的,这个不适用于星界搜索。这个特质只能被选择一次。

Q:为什么有些措辞很熟悉?你是不是复制黏贴的核心书的内容?
A:是,照搬了独特风格的部分。

Q:那剥夺感官(视觉)和眼盲症呢?兼容吗?
A:你说的有道理,眼盲症不兼容,但是剥夺感官(视力)可以,或许我该再修改一下这个特质,让它的惩罚更高点。
« 上次编辑: 2020-07-17, 周五 23:07:55 由 静池之鱼 »

离线 静池之鱼

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Re: 【杂项】跟住落嚟请收睇
« 回帖 #3 于: 2020-07-17, 周五 19:22:02 »
【磨难!】拆弹专家

引用
“但丁地狱”,第七层,'25.1'包间。

几个穿着厚重的全身甲的家伙推开门,警惕的靠了近来,领头的还拿着一个硕大的防爆盾,后面的人手搭着肩不时的探头观察这个房间的危险要素。

什么危险都没有,只有一个带着豆巴克纸袋的人,穿着银色的西装,右手中指上还戴着一颗硕大的钻戒的人,如果观察仔细,这应该是个男人;桌上还有一桶冰镇着的啤酒还没打开,还有一些刚端上来的下酒菜,似乎正等着对饮开始。

双方对望,无言。

“炸弹呢?”
“你是拆弹的?”
“你看我这一身不像是拆弹的吗?”
“你这一身能拆弹吗?”
“当然啦!我的Keep Talking and Nobody Explodes玩的可好了!”
“滚!”

那支小队走后,男子甩开脸上的纸袋,一杯啤酒下肚后对着门外大喊了一声“阿实!”,一个奴颜媚骨的家伙走了进来,一顿臭骂之后,他打开自己的通讯链,再次发布了一条复读男子的话的信息:

高薪招募拆弹专家,急!

招募人数:3-4人
报酬高低:中高
定位需要:至少有一个Face/出面人
任务限时:3天
限制:拒绝远程办公,不能动武力

引用
看来跟班还不知道“拆弹”的含义,祝他好运。
« 上次编辑: 2020-07-20, 周一 19:32:50 由 静池之鱼 »

线上 阿飘

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Re: 【杂项】跟住落嚟请收睇
« 回帖 #4 于: 2021-02-26, 周五 21:44:44 »
载具动作VEHICLE ACTIONS
劇透 -   :
除了乘客动作之外,每个载具动作都需要一个“载具技能+反应【操控性】(X)”的检定。X是指基于地形加上其他调整(例如速度和特技)的阈值。每个载具动作都描述了其阈值以及需要添加的调整值。与平时一样,中控器等级可以降低这个阈值(p. 199, SR5)。许多动作有一个便于完美执行的最佳速度。在任意战斗轮内,驾驶者可以将他们的速度提高等同于其加速属性的值(或者降低1)以便于达到执行载具动作所需的速度。如果一个载具动作存在最佳速度,那么载具当前速度与该动作理想速度之差的绝对值将作为速度调整值加入到阈值中。
载具检定调整值(p. 201, SR5)仍然适用于所有载具动作。除非另有说明,这里所有动作都是复杂动作。
劇透 -   :
With the exception of passenger actions, each vehicle action requires a Vehicle Skill + Reaction [Handling] (X) Threshold test. The X in the threshold is based on the terrain plus other modifiers, such as Speed and stunts. Each vehicle action describes the threshold, along with the modifiers added. As always, the VCR rating reduces this threshold (p. 199, SR5). Many actions have an optimum Speed in order to be per-formed perfectly. Pilots can increase their Speed by an amount up to their Acceleration value (or decrease it by one) in any Combat Turn in order to meet the required Speed to perform the vehicle action. If there is an optimum Speed for the vehicle action, then a Speed modifier value equal to the absolute value difference between the vehicle’s current Speed and the action’s ideal Speed is added to the threshold of the action.
Vehicle test modifiers (p. 201, SR5) still apply to all vehicle actions. Unless stated otherwise, actions here are Complex Actions

常规动作GENERAL ACTIONS
改变已链接装置的模式CHANGE LINKED DEVICE MODE
〈改变已链接装置的模式〉是个自由动作(P. 202, SR5)
劇透 -   :
(P. 202, SR5)
Change Linked Device is a Free Action

变速(任何速度)CHANGE SPEED(ANY SPEED)
变速是个简单动作,允许驾驶者对其速度进行调整。在一轮内可以提高的最大速度增量为加速属性,但这个动作每轮只能使速度降低1。
劇透 -   :
Change Speed is a Simple Action, allowing the pilot to adjust their Speed value. Speed can be increased by increments up to the Acceleration value in a Combat Turn, but braking or deceleration with this action can only reduce Speed by 1 per Combat Turn.

非法拐弯(任何距离,任何速度)BOOTLEG TURN(ANY RANGE, ANY SPEED)
当你的目标开进了反方向而你需要追上他,进行一个载具技能+反应【操控性】(地形+速度)的检定,阈值中的速度指的是目标速度。若有净成功则使动作载具来到目标载具后方的追逐位置。只有一个净成功时追逐方位于目标后方[极远]等级的距离,每个额外的净成功缩短一级距离等级,最多缩短到[紧靠]等级(更多的净成功无效)
劇透 -   :
When you find your target vehicle going in the opposite direction and you need to chase it down, the driver makes a Vehicle Skill + Reaction [Handling] (Terrain + Speed) Test. The Speed portion of the threshold is the Speed value of the target vehicle. Net hits put the acting vehicle in a chase position behind the target vehicle. With one net hit, the chasing vehicle is behind the target vehicle at Extreme range; each additional net hit moves the chasing vehicle one category closer, up to Close range (net hits beyond that have no effect).

追击/甩开(任何距离,任何速度)CATCH UP/BREAK AWAY(ANY RANGE, ANY SPEED)
载具会想缩短与其他载具的距离,或者远远甩开。无论如何,驾驶者进行一个对抗检定,载具技能+反应【操控性】(*),阈值为地形+行动载具与目标载具当前速度之差(如果行动载具当前速度大于目标载具,则阈值仅为地形)。每个超过阈值的净成功都可以拉近或甩开一级的追逐距离,最多为{载具加速属性}级。如果行动载具是追逐者,净成功能让它凑到目标身后,甚至在有足够净成功的情况下跑到目标前头。如果这个动作导致行动载具与目标的距离等级超过[极远],每个追逐载具都可以进行一个最后的载具技能+反应【操控性】(地形+当前速度差)检定,每个净成功缩短与被追逐载具间的距离等级一级。如果行动载具仍然有足够的成功来使彼此间的距离等级超过[极远],就意味着她成功跑路并结束追逐。
如果是空中载具在追行动载具,就存在比[极远]更远的距离等级,即[测位]。行动载具如果甩开超过[测位]等级的距离,那么空中载具将丢失对它的视线。
劇透 -   :
A vehicle may wish to close the distance between the mand another vehicle, or increase it. Either way, the driver makes an opposed Vehicle Skill + Reaction [Handling] (*) Test. Threshold is terrain + the current Speed difference between acting vehicle and target. If the acting vehicle has the current fastest speed of all vehicles, then the threshold is just terrain. Every hit above the threshold allows the vehicle to shift one range category toward or away from her opponent, up to the vehicle’s Acceleration value. If the acting vehicle is the chaser, net hits can shift the acting vehicle to right behind the pursued vehicle, or even in front of the chased vehicle if they get enough hits. If this action results in the acting vehicle moving the range value beyond Extreme range, the pursuing vehicle(s) are each allowed a final Vehicle Skill + Reaction [Handling] (terrain + current Speed difference) Test. Each net hit reduces the chased vehicle’s range shift by 1. If the acting car still has enough successes to put them beyond Extreme range, then she has gotten away and the pursuit ends.
If an aircraft is chasing the acting vehicle, then there is the Spotter range that’s farther out than Extreme. If the acting vehicle shifts the range further than that, then even the aircraft has lost sight of the acting vehicle.

控制载具CONTROL VEHICLE
这是个保持载具在战斗轮中处于控制下的复杂动作。这个动作只在载具战斗中才需要执行,并非日常操作。(P. 203, SR5)
劇透 -   :
(P. 203, SR5)
This is a Complex Action that keeps the vehicle under control for the Combat Turn. It’s only needed during vehicle combat, not daily operation.

疯狂伊万(任何距离,任何速度)CRAZY IVAN(ANY RANGE, ANY SPEED)
疯狂伊万是种航海术语,指潜艇检查是否有人在跟踪它们。此处,这个动作是用于检查是否有载具/无人机在跟踪他们。行动载具通过一系列意想不到的转弯(被称作“疯狂伊万”)来确认是否有载具做出反应。被追逐的载具进行一个载具技能+反应【操控性】(地形)的检定,每个净成功令用于寻找尾行载具的侦察或传感器检定阈值-1。
劇透 -   :
Crazy Ivan is the nautical term for subs to check if someone is following them. In this, the action is to check if a vehicle/drone is following them. The acting vehicle makes a few unexpected turns (called Crazy Ivans) to see if any vehicles react. The vehicle being chased makes a Vehicle Skill + Reaction [Handling] (terrain) Test. Each net hit reduces the Sensor or Perception Test threshold in finding pursuing vehicles.

截停(近距限定)CUT OFF(SHORT RANGE ONLY)
采取该行动的载具会猛得一摆截停后方的目标载具并迫使它撞车。进行载具技能+反应【操控性】(地形)对抗检定。如果行动载具获得了更多的成功,目标载具必须立即进行载具检定避免[撞车],这次检定的阈值等于行动载具获得的净成功数+地形。
(译注:这个和核心chm里的差不多)
劇透 -   :
The acting vehicle makes a sudden move to cut off a target vehicle that is behind it, forcing it to crash. Make a Vehicle Skill + Reaction [Handling] (terrain) Opposed Test. If the acting vehicle achieves more hits, the target vehicle must make an immediate Vehicle Test to avoid crashing, with a threshold equal to the terrain + net hits on the test.

谨慎追击(任何距离,任何速度)DISCREET PURSUIT (ANY RANGE, ANY SPEED)
有时你只是想跟踪一辆载具,看看它去了哪里而不被发现;其他时候你则想慢慢地悄悄接近目标。然而,你离得越近,跟踪另一辆车的风险就越大。行动载具进行一个载具技能+反应【操控性】(地形+距离)检定(距离:紧靠5,近距3,中距2,远距1,极远0)。检定的净成功提高发现行动载具的阈值,最多提高1+当前的地形调整。如果地形等级为0,最大加值为1。
劇透 -   :
Sometimes you just want to follow a vehicle to see where it goes without being detected; other times you want to slowly sneak up on the target. The clos-er you are, however, the riskier it is to follow another vehicle. The acting vehicle makes a Vehicle Skill + Reaction [Handling] (Terrain + Range) Test. Range values are (Close 5, Short 3, Medium 2, Long 1, Extreme 0). Net hits from this test increase the threshold value for detecting the acting vehicle, up to 1 + the current terrain modifier. If the terrain rating is 0, the maximum increase is 1

飞车而过/侧舷炮击(中距或近距,最佳速度2)DRIVEBY/BROADSIDE (MEDIUM OR SHORT RANGE, OPTIMUM SPEED 2)
这一动作使行动载具上的乘客在高速驶过目标载具时获得一个稳定、清晰的射界。当乘客向多个目标射击时(使用点射或全自动射击),驾驶者进行一个载具技能+反应【操控性】(地形+速度)检定。净成功以协作检定的形式加入到乘客的骰池中(p. 49, SR5)。如果乘客不止一个,驾驶者可以根据乘客的射击水平分配这些净成功,使加骰最多达到他们的技能等级。
劇透 -   :
This action gives passengers in the acting vehicle a steady, clear field of fire as it speeds past the target vehicle. When passengers are shooting at multiple targets (using burst fire or full auto), the driver makes a Vehicle Skill + Reaction [Handling] (Terrain + Speed) Test. Net hits add to the passenger’s dice pool according to the rules for Teamwork Tests (p. 49, SR5). If there are multiple passengers, the pilot can divide the net hits among the passengers shooting, up to their skill in dice

用载具武器开火FIRE A VEHICLE WEAPON
驾驶者或乘客可以用载具挂载武器开火。(P. 203, SR5)
劇透 -   :
(P. 203, SR5)
A driver or passenger may fire a vehicle-mounted weapon.

宝贝撑住(机师限定,任何距离,任何速度)HOLD IT TOGETHER BABY (RIGGER ONLY, ANY RANGE, ANY SPEED)
当载具的CM被彻底填满,它就不能再继续行驶了。如果机师此时已经跳入到载具中,她可以花一点极限以及每战斗轮一个动作去继续操作载具。每个战斗轮都必须进行这个动作,否则车辆就会变成一块强而有力的砖头。这并不能移除执行动作时的骰池减值。
劇透 -   :
When the condition monitor of a vehicle is completely filled, it cannot be driven any further. While the rigger is jumped into a vehicle, she may spend a point of Edge with an action in a Combat Turn to continue operating the vehicle. This must be done every Combat Turn—otherwise the vehicle becomes a brick with momentum. This doesn’t remove the dice pool penalties when performing an action.

细大不逾(任何距离,任何速度)LIKE A GLOVE (ANY RANGE, ANY SPEED)
通常情况下,地形调整值的变化取决于故事和载具的行驶方式,但通过这个载具动作,角色掌控了这种变化——基本上掌控了,驾驶者/自驾在对别人来说具有挑战性的路径上移动,使他们更难进入同一区域。角色必须决定他们想要哪个等级作为他们的新调整值,然后进行一个载具技能+反应【操控性】(地形)检定,地形调整值为他们选择的新值。新地形的调整值必须比当前地形更高。如果行动载具失败,它将根据自己的速度+选定的地形调整值承受撞击伤害,在抵抗伤害后,载具继续使用原本的地形调整值。如果检定成功,任何对手载具必须用新的调整值进行一次载具检定。如果它们失败了,则行动载具和对方载具间的距离提高2级并使对方载具进行的任何〈追击/甩开〉载具动作受到-2骰池减值,直到地形调整再次改变。这个新调整值持续到当前战斗轮结束。
劇透 -   :
Normally the change of terrain modifiers is dependent on the story and how the vehicle is traveling, but with this vehicle action, the character takes charge of the change—basically, the driver/pilot moves in a path that others find challenging, making it more difficult for them to be in the same area. Characters must decide which category they want to be their new modifier, and then make a Vehicle Skill + Reaction [Handling] (terrain) Test, with the terrain modifier being the new value chosen. The new terrain must have a higher modifier than the existing terrain. If the acting vehicle fails, it takes ramming damage based on acting vehicle’s Speed + the selected terrain modifier. After resisting damage, the vehicle continues with the old terrain modifiers. If successful, any opposing vehicles must make a Vehicle Test with the new modifier. If they fail, increase the distance between the acting vehicle and opposing vehicles by 2 and sub-tract 2 dice in any Catch Up/Break Away vehicle action made by opposing vehicles until the terrain modifier changes. This new modifier lasts until the end of combat
引述: 边栏
结束狂奔END RUN
载具追击的路径是有限制的。如果行动和追赶的载具在大小或类型上存在差异,那么GM可能会将行动载具进行〈细大不逾〉载具动作的阈值提高2。如果行动载具成功了,那么追击就结束了,因为行动载具所走的路线是追击者无法效仿的。这可能是一艘水上载具在被常规船只追赶时潜入水中,也可能是一架微型无人机掉进下水道,甚至可能是一辆汽车在火车到达前横穿铁轨。
劇透 -   :
There is a limit to the paths of vehicle pursuit. If there is difference in size or type of acting and pursuing vehicles, the gamemaster may increase the threshold for the Like a Glove action by 2 for the acting vehicle. If the acting vehicle succeeds, then the pursuit ends as the path the acting vehicle took is impossible for the pursuer to follow. This may be a watercraft submerging when pursued by regular ships, a microdrone down the drain, or even a car crossing the tracks before a train arrives

搭车客(紧靠,最佳速度2)PICKUP (CLOSE RANGE, OPTIMUM SPEED 2)
这是一种棘手的载具动作,驾驶者将自己的车辆溜向目标,并在不停车的情况下接住他。载具必须有一个足够宽的车辆入口来接收目标,通常是一个打开的车门。如果成功,目标被视作位于载具内,并获得通常的好处(见伤害与乘客,p. 205, SR5)。失败就意味着……额,看看撞车规则吧(p. 204, SR5)。一个非自愿的目标可以通过体操对抗检定来避免被这个载具动作逮着。目标需要获得比驾驶者更多的净成功并达到与载具速度相等的阈值,否则——啪!
(译注:没说自愿情况下检定方式,非自愿情况也有不少问题……具体怎么判请咨询你的GM)
劇透 -   :
This is a tricky vehicle action where the pilot slides his vehicle toward a target and picks him up without stop-ping. The vehicle must have a vehicle entrance wide enough to pick up the target, most often an open door. If successful, the target is considered inside the vehicle and given the usual benefits (see Damage and Passengers, p. 205, SR5). Failure means ... well, see ramming rules (p. 204, SR5). An unwilling target may avoid ex-traction by this vehicle action by an Opposed Gymnastics Test. The target must get more net hits than the pilot and meet a threshold equal to the speed of the vehicle, otherwise—splat

PIT(近距限定,任何速度)PIT(SHORT RANGE ONLY, ANY SPEED)
〈PIT〉载具动作(精准截停术,precision immobilization technique)指当一辆行动载具试图迫使其前方载具撞车时进行的动作。进行一个载具技能+反应【操控性】(地形)对抗检定,如果行动载具获得更多成功,目标载具的操控性降低等同于净成功的数值。如果目标载具的操控性降低至0,它就被行动载具定住了。行动载具同样要停下并花费一个复杂动作来维持对目标载具的压制。如果行动载具失败了,其速度降低等同于成功的差值。
劇透 -   :
A PIT vehicle action (precision immobilization technique) is done when an acting vehicle attempts to force a vehicle in front of it to crash. Make a Reaction + Vehicle Skill [Handling] (terrain) Opposed Test. If the acting vehicle achieves more hits, the target vehicle’s handling is reduced by the number of net hits. If the target vehicle’s handling is reduced to 0, it has become pinned by the acting vehicle. The acting vehicle may also stop and spend a Complex Action to keep the target vehicle pinned. If the acting vehicle fails, reduce its current speed by the deficit in hits.

撞击(近距限定,任何速度)RAM(SHORT RANGE ONLY, ANY SPEED)
采取该行动的载具试图撞击目标载具。进行对抗检定,双方的骰池为载具技能+反应【操控性】(地形)。如果行动载具取得了更多成功,那么载具就相撞了。攻击的DV为基础DV+净成功;基础DV取决于载具的相对速度和机体,详见〖撞击伤害表〗。
如果对着后面撞击,那么相对速度为行动载具与目标载具的速度之差;
如果对着侧面撞击,那么相对速度为行动载具的当前速度;
如果对着正面相撞,那么相对速度为行动载具与目标载具的速度之和。
行动载具只需抵抗一半的伤害(向上取整),除非是对着正面相撞的情况,此时行动载具要抵抗全额伤害。
(译注:和chm的基本一致我就偷懒了)
劇透 -   :
The acting vehicle attempts to collide with a target vehicle. Make a Vehicle Skill + Reaction [Handling] (terrain) Opposed Test. If the ramming vehicle achieves more hits, the vehicles have collided. The base Damage Value of the attack is determined by the ramming vehicle’s Body and Speed, as noted on the Ramming Damage Table, plus any net hits achieved. From behind, the ramming damage is calculated by Speed difference between the vehicles. From the side, use the Speed of the acting vehicle, and from the front, add the Speed of the acting and targeted vehicles. If the acting vehicle hits the target vehicle in any direction other than head on, the acting vehicle resists only half the damage (round up). If the acting vehicle hits the target head on, the acting vehicle takes full damage.

一点小改变(任何距离,任何速度)SHAKE THINGS UP A BIT (ANY RANGE, ANY SPEED)
通过这个动作,驾驶者在经过时与其他车辆或物体发生擦撞,从而使碎屑混入她的尾迹中,让追赶变得更加困难。空中和水上载具可能会产生更多的尾流或伴流。驾驶者必须进行载具技能+反应【操控性】(地形)检定。如果成功,后方100米内的载具在本战斗轮剩余的时间里进行的任何载具动作地形难度上升1。这个动作每战斗轮可以使用一次。
(译注:这里说的不是地形调整值terrain modifier而是地形难度terrain difficulty,可能是类似从密集变成不可能,也就是调整值从+4变成+6这样,具体请咨询你的GM,另外R5相比核心添加两档地形调整值,变成:开阔0→轻度+1→受限+2→阻塞+3→密集+4→不可能+6)
劇透 -   :
With this action, the driver brushes against other vehicles or objects as she passes by, causing debris to fall into her wake and making pursuit more difficult. Air and sea vehicles could generate more turbulence or wake behind them. The driver must make a Vehicle Skill + Reaction [Handling] (Terrain) Test. If successful, terrain difficulty increases by 1 for the rest of the Combat Turn for any vehicle actions made by vehicles following within 100 meters. This can be done once per Combat Turn.

六点反咬(任何距离,任何速度)SWITCH THE SIX (ANY RANGE, ANY SPEED)
对于大多数载具而言,武器平台是朝前的。这意味着当载具被追逐时,它无法反击。作为空战中飞行员最喜欢的一种战术,咬六点让行动载具能与其身后的目标载具交换位置。这是个载具技能+反应【操控性】对抗检定。两辆载具之间的距离每超过[紧靠]一个等级,目标就得到+1骰池调整对抗这个检定。如果行动载具成功,则移动到目标载具的后方[极远距离]等级的位置。每个净成功都会使行动载具距离目标更近一个距离等级。
劇透 -   :
For most vehicles, weapon platforms are forward-facing. This means when the vehicle is chased, it can’t fight back. A favorite tactic of pilots in aerial dogfights, Switch the Six enables the acting vehicle to trade places with a target vehicle behind him. This is a Vehicle Skill + Reaction [Handling] Opposed Test. For every range category above Close between the two vehicles, the target gets a +1 dice pool modifier to this opposed test. If successful, the acting vehicle is now behind the target vehicle at Extreme range. Each net hit puts the acting vehicle one range category closer to the target.

禅位调节(机师限定,任何距离,任何速度)ZEN CONTROL(RIGGER ONLY, ANY RANGE, ANY SPEED)
每当跳入载具,血液和高辛烷值燃料就会在角色身上同时流淌。他能下意识地认知周围的环境,并用一些不自觉的动作保持载具稳定。每战斗轮一个动作,机师可以花费一点极限而非载具检定来确保载具处在控制下。这个动作仅能在机师跳入中的载具/无人机时使用。
(译注:ZEN CONTROL可能NETA的是Zero Control)
劇透 -   :
Once rigged into a vehicle, blood and high-octane fuel flows just the same for the character. He is subconsciously aware of his surroundings and involuntary functions keep the vehicle steady. A rigger may spend an Edge point in one action per Combat Turn to keep the vehicle under control instead of making a Piloting Test. This can only be done for the vehicle/drone that a rigger has jumped into.

载具检定VEHICLE TEST
用于确认载具是否处在控制下的强制动作(P. 203, SR5)
(译注:forced action整本书只出现过一次,也没有在核心中出现过,具体是什么请咨询你的GM)
劇透 -   :
(P. 203, SR5)
A forced action to check if the vehicle is still under control.

使用传感器USE SENSORS
这是个使用传感器的简单动作。(P. 202, SR5)
劇透 -   :
(P. 202, SR5)
This is a Simple Action to use sensors.

使用简单装置USE SIMPLE DEVICE
手动启动/关闭设备的简单动作(P. 202, SR5)
劇透 -   :
(P. 202, SR5)
Simple Action to manually activate/deactivate a device.
« 上次编辑: 2021-03-17, 周三 16:37:57 由 阿飘 »

离线 静池之鱼

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Re: 【杂项】跟住落嚟请收睇
« 回帖 #5 于: 2021-02-27, 周六 13:47:49 »
载具动作(续)
劇透 -   :
陆用载具动作 GROUND VEHICLE ACTIONS
安全出口(任何距离,最佳速度1)CLEAR EXIT(ANY RANGE, OPTIMUM SPEED 1)
具有挑战性的特技,即驾驶员在车辆仍处于运动状态时离开,并保持足够的平衡以采取简单战斗行动(希望他们那时候还站着)。车辆可以在受控制或不受控制的情况下继续行驶。角色必须能从出口当场离开。角色任何时候都可以在移动中离开载具,尽管他们可能会因此导致路疹(见<紧急救助>,p.179)。角色进行一个载具技能+反应【操控性】(速度+地形)检定。如果成功,角色可以在这个战斗回合中做出一个简单战斗动作。如果不成功,见<紧急救助>。
(译注:road rash,皮疹,是一种皮肤擦伤,是由于沿着路面或混凝土被拖拽而引起的,俗称"路疹")
劇透 -   :
A challenging stunt where the driver exits the vehicle while it’s still in motion and remains poised enough to take a Simple Combat Action (hopefully while on their feet). The vehicle may continue on its journey con-trolled or uncontrolled. The character must be able to exit on the ground. A character can always exit a vehicle while moving, though they might suffer road rash (see Bailout, p. 179). The character must make a Vehicle Skill + Reaction [Handling] (Speed + Terrain) Test. If successful, the character can make a single Simple Combat Action this Combat Turn. If unsuccessful, see Bailout.

漂移(任何距离,最佳速度2)DRIFT(ANY RANGE, OPTIMUM SPEED 2)
漂移是指载具在保持控制的同时故意转向过度,从而导致牵引力损失。在赛车中,漂移可以让载具在转向新的前进方向时,通过转弯加速行驶。成功使用此动作将在同一战斗轮的任何<追击/甩开>检定中增加1个骰子。角色进行载具技能+反应【操控性】(速度+地形)检定。
劇透 -   :
Drift is the intentional oversteering of a vehicle caus-ing loss of traction while maintaining control. In racing, drifting allows for faster vehicle actions through turns as the vehicle slides into the new forward direction. Successful use of this action adds +1 die to any Catch Up/Break Away test made in the same Combat Turn. The character must make a Vehicle Skill + Reaction [Handling] (Speed + Terrain) Test.

挖洞 (中距,最佳速度4)MAKE A HOLE (MEDIUM RANGE, OPTIMUM SPEED 4)
这辆车将犁式地穿过地形,给后面中距或近距的车辆创造一条更容易行走的路线。角色进行载具技能+反应[操控性](速度+地形)检定。在这个战斗轮中,每一个净成功将使后续车辆的地形调整值减少1。进行此行动的车辆的受到(机体/2)+地形调整值的伤害。
劇透 -   :
This vehicle is going to plow through the terrain to give following vehicles that are at Medium or Short Range an easier path to follow. The character must make a Ve-hicle Skill + Reaction [Handling] (Speed + Terrain) Test. Each net hit reduces the terrain modifier by 1 for fol-lowing vehicles for this Combat Turn. The acting vehicle takes (Body/2) + terrain modifier in damage.

空中载具动作AIRCRAFT VEHICLE ACTIONS
风中之叶(任何距离,最佳速度0)LEAF ON THE WIND(ANY RANGE, OPTIMUM SPEED 0)
与地面载具不同的是,当空中载具完全损坏或速度降至0时,它们就会变成被重力控制的弹丸,等待着坠毁。驾驶员仍然可能活着出来;通过花费(不是燃烧)一点极限,他们可以立即进行载具技能+反应[操控性](地形+伤害惩罚)检定,在控制检定中的每个净成功用以减少伤害惩罚,以减少“着陆”时的影响。
(注:伤势调整值damage modifier和伤势罚值damage penalty是不是同一个东西请自由心证,按照核心的【驾驶受损载具】规则,操控性会受到伤势减值的影响。)
劇透 -   :
Unlike ground vehicles, when aircraft have been com-pletely  damaged  or  have  their  Speed  reduced  to  0,  they   become   gravity-controlled   projectiles   waiting   to  crash.  The  pilot  may  still  come  out  of  this  alive;  by  spending (not burning) a point of Edge, they can make an  immediate  Vehicle  Skill  +  Reaction  [Handling]  (ter-rain + damage penalty) Test, where net hits reduce the damage penalty during their control test to lessen the impact when “landing.”

落叶飘(任何距离,最佳速度2)FALLING LEAF(ANY RANGE, OPTIMUM SPEED 2)
飞机通常不会停在半空中。有了这个动作,固定翼飞机可以在在失速时避免进入尾旋。角色进行载具技能+反应[操控性](速度+地形)检定。在一场追逐中,使用落叶飘将操纵载具离开战斗。当载具从空中落下时,净成功将会增加行动载具与追逐载具之间的距离。进行此动作后,行动载具的速度降低为0。失误会让载具失去控制;玩家必须进行载具技能+反应[操控性](操控性)检定。如果到达阈值,载具的操作不会失控(这个检定的特殊性质意味着通常不会出现净成功);每一次检定失败,控制性就会减少1。严重失误时,驾驶员的这次检定获得-4的骰池减值。的这次检定获得-4的骰池减值。
劇透 -   :
Aircraft don’t normally stop in midair. With this action, a fixed-wing aircraft can stall itself without going into a spin. The character must make a Vehicle Skill + Reac-tion [Handling] (Speed + Terrain) Test. In a chase, the use of the Falling Leaf action drops the acting vehicle out of aerial combat. Net hits add to the distance be-tween acting vehicle and pursuing vehicles as the air-craft drops out of the sky. Speed of the acting vehicle is reduced to 0 after performing this action. A glitch in this test puts the vehicle out of control; players must make a Vehicle Skill + Reaction [Handling] (Handling) Test. If they meet the threshold, the Handling of the vehicle is unchanged (the particular nature of this test means generating net hits typically will not happen); for each net miss on the test, Handling of their vehicle is reduced by one. On a critical glitch, the pilot takes a –4 dice pool penalty on the test.

猛烈炮轰(中距或近距,最佳速度2)STRAFE (MEDIUM OR SHORT RANGE, OPTIMUM SPEED 2)
使用此载具技能,驾驶员进行载具技能+反应[操控性](地形+速度)检定。在同一个战斗轮中,使用载具武器开火将获得等同于净成功的奖励。缺点是载具不能在同一个战斗轮中进行<追击/甩开>动作。
劇透 -   :
With this vehicle action, the driver of the vehicle makes a Vehicle Skill + Reaction [Handling] (Terrain + Speed) Test. Net hits add to subsequent Fire a Vehicle Weapon actions done with this vehicle in the same Combat Turn as this action. The disadvantage is that the vehicle cannot make a Catch Up or Break Away action in that same Combat Turn.

无人机载具动作 DRONE VEHICLE ACTIONS
虫群(紧靠或近距,任何速度)SWARM(CLOSE OR SHORT RANGE, ANY SPEED)
给多架无人机使用,这个行动会让驾驶员控制的无人机们进行配合进攻更有效,像跳一场致命的芭蕾舞。当机师跳入一个无人机时,驾驶员进行一个载具技能+反应[操纵性](地形+无人机数量)检定。如果成功,根据协作检定规则,检定中涉及的所有无人机在同一战斗轮中的任何后续攻击都将添加净成功个骰子。如果没有成功,无人机就会像活宝三人组一样“协调”,每一个都会受到骰池罚值,骰池罚值等于阈值和成功数之间的差值。此动作需要两个或更多的无人机。
(译注:the Three Stooges,一部首播于1960年的电视剧,又译《三个臭皮匠》,内容是卓别林的风格的喜剧故事。)
劇透 -   :
Used with multiple drones, this action allows pilots controlling the drones to coordinate an attack more efficiently, dancing in a deadly ballet. When rigged into one drone, the driver makes a Vehicle Skill + Reaction [Handling] (Terrain + number of drones) Test. If successful, net hits are added to the dice pool for any drone involved in the test for any subsequent attacks during the same Combat Turn per the rules for Teamwork Tests. If unsuccessful, the drones are as coordinated as the Three Stooges, and each receives a penalty to its actions equal to the difference between the threshold and number of hits. This action must be performed with two or more drones.

乘客/驾驶员载具动作 PASSENGER/PILOT VEHICLE ACTIONS
紧急救助 BAILOUT
紧急救助能让角色尽快的从载具里出来。这个简单动作不是最得体的离开,但它能让角色清楚的认识到载具的相对危险性。角色从陆用或水上载具离开时抵抗(速度×3)的眩晕伤害(如果你从一架没有降落伞的移动中的飞机上离开,你可能面临更多的伤害。)角色可能会因为地形、坠落或水深而造成额外的物理伤害。额外的伤害由GM决定。如果角色使用该动作时试图把除了自己以外的东西从载具中拉出来,例如营救某人,这个动作就会变成复杂动作。
劇透 -   :
Bailout gets the character out of the vehicle as fast as possible. This Simple Action is not the most graceful of exits, but it gets the character clear of the  relative danger of the vehicle. The character resists (Speed x 3) Stun damage from exiting a land or watercraft while in motion (if you exit a moving, flying aircraft without a parachute, you’re likely facing more damage than you can adequately soak). Characters may take additional physical damage based on terrain, falling, or water depth. This additional damage is up to the gamemaster. If the acting character is attempting to get more than himself out of the vehicle, like rescuing someone, this action becomes a Complex Action.

使用载具武器开火 FIRE WEAPON
驾驶者或乘客可以用载具武器开火。(P. 203, SR5)
劇透 -   :
(P. 203, SR5)(这里原文就是什么都没有)

跳帮(紧靠,任何速度)GRAPPLE/BOARD(CLOSE RANGE, ANY SPEED)
这不是你的“打开车门进到路边停好的车”挑战。这是当你在每小时80公里速度行驶的载具上,并打算进入你在追逐中的车辆里的时候要做的。角色进行体操+力量[物理](地形)检定才能从一辆车移动到下一辆车。如果目标载具的入口没有打开,角色会被认为是挂在它的外表面。在每个战斗轮结束而载具还在移动时,角色必须进行力量检定以继续坚持下去。如果角色还处于外部时,目标车辆做出了一个<甩开>动作(第174页),角色必须进行一次力量检定,阈值等同于甩开动作的净成功。如果角色未能抓住载具或跌落,他必须抵抗(速度× 3)的物理伤害。
(译注:原文“GRAPPLE/BOARD”直译“抓住/登上”,采用了群里的前译。百科解释:“跳帮作战是指帆船时代海上作战时,当两船距离足够近的情况下,从己方船只通过跳板、荡锁或直接登船等方式,登上敌方船只进行白刃战的过程。”)
劇透 -   :
This isn’t your opening-the-door-to-get-in-the-carparked-in-the-street challenge. This is the thing you do when you are traveling at 80 kph and you want to get in a vehicle you’re chasing. Characters must make a Gymnastics + Strength [Physical] (Terrain) Test to move from one vehicle to the next. If there are no openings into the target vehicle, the character is considered to be hanging onto its outside surface. At the end of every Combat Turn while the car is moving, the character must make a Strength check to continue to hang on. If the target car makes a Break Away action (p. 174) while the character is on the outside, the character must make a Strength test with a threshold equal to the net hits from the Break Away test. If the character fails to get on the vehicle or falls off, he must resist (Speed x 3) Physical damage.

近战攻击(紧靠,任何速度)MELEE ATTACK(CLOSE RANGE, ANY SPEED)
就像用棒球棍击打信箱,这个动作和角色正常做的任何近战攻击动作相同。 然而,伤害会随着载具的速度而增加。如果载具的速度大于或等于攻击者的力量,那么角色必须用等同于车辆速度的阈值进行力量检定,否则会在冲撞后失去武器。近战武器可以附加在载具上来攻击附近的目标。这样的武器会使用机体的一半作为力量,然后加上载具的速度作为伤害。
劇透 -   :
Like attacking mailboxes with a baseball bat, this action is the same as any melee attack action a character can do normally. Damage, however, is increased by the Speed of the vehicle. If the Speed of the vehicle is equal to or greater than the strength of the attacker, then the character must make a Strength test with a threshold equal to the Speed of the vehicle or lose the weapon after impact. Melee weapons can be added to vehicles to take on nearby targets. Such weapons use half the vehicle’s Body for Strength and then add that to the Speed of the vehicle for damage.

水上载具动作 WATERCRAFT VEHICLE ACTIONS
倾覆(紧靠或近距,任何速度)CAPSIZE(CLOSE OR SHORT RANGE, ANY SPEED)
这一动作可以视为一次猛撞,但它更多的是关于使用载具重量的作用,用发动机尾流,或是从螺旋桨/喷气机喷出的水的推力,以破坏目标载具在水中的浮力。对目标载具进行一个载具技能+反应[操控性]对抗检定。如果载具检定成功,目标载具的速度和加速降低净成功的数值。如果这两个属性都被降为0,则表示该载具已被淹没和漂浮。此动作是用于水上载具的,不过陆用或空中载具如果靠近深水区,也可以使用该动作,但目标载具会获得+2骰池用于对抗检定。如果成功,目标载具的驾驶风格 引擎会吸到水并熄火。
劇透 -   :
This action can be done as a ram, but it’s more about using the acting vehicle’s weight, engine wake, or thrust of water from the propeller/jet to compromise the target vehicle’s buoyancy on water. Make a Vehicle Skill + Reaction [Handling] Opposed Test against the target vehicle. If the acting vehicle succeeds, the target vehicle’s Speed and Acceleration are reduced by the net hits.  If both attributes are reduced to 0, the vehicle has been swamped and is adrift. While Capsize is used for targeted watercraft, it can be attempted against land vehicles or aircraft if they are close to deep water, but add 2 to the target vehicle’s dice pool for the Opposed Test. If successful, the target vehicle’s engine sucks up water and stalls.

后面还有

驾驶风格 DRIVING WITH STYLE
特技驾驶是机师和偶尔开车的人的区别。在高级的驾驶规则里,驾驶员可以选择特技驾驶以增加好处。它们可以单独执行,也可以添加到其他的载具动作中。特技驾驶的等级是由驾驶员决定的。虽然这个检定没有上限,但是GM可以指定一个特技的等级。如果单独执行,用一个复杂动作进行一次载具技能+反应[操控性](特技驾驶等级+地形)检定。如果这是一个其他动作的一部分,特技驾驶等级将加入到阈值中。任何包含特技驾驶(或者单独执行)的动作如果失败将要立即进行一个载具检定,骰池减值为特技驾驶等级,或撞个崩溃。注意,只有机师和载具驾驶员会尝试特技驾驶。自驾的行动过于合乎逻辑而不会去尝试这种疯狂的举动。
劇透 -   :
Stunts are what separate the riggers from the Sunday drivers. With advanced driving rules, stunts have added benefits that a pilot can choose from. They can be performed alone or added to other vehicle actions. The rating of the stunt is chosen by the pilot. While there is no upper limit, the gamemaster may dictate the rating of a specific stunt. If done alone, it’s a Complex Action using Vehicle Skill + Reaction [Handling] (stunt rating + terrain). If done as part of another action, the stunt rating is added to the threshold. Any action that includes a stunt (or a stunt alone) that fails must make an immediate vehicle test with a dice penalty equal to the stunt rating or crash. Note only riggers and drivers of vehicles may perform stunts. Pilot programs are just too logical to try actions this crazy.
« 上次编辑: 2021-03-05, 周五 22:05:11 由 静池之鱼 »

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Re: 【杂项】接下来请收看/跟住落嚟请收睇
« 回帖 #6 于: 2021-08-07, 周六 22:47:05 »
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