属性(Attributes)
属性是你的暗影狂奔者的内在特性,是他们在桌上【大概指游戏里】的基础能力。暗影狂奔者的每项属性都有一个具体数值,帮助你决定检定时的骰数。属性分为三组:生理、精神、特殊。每个角色都会有生理属性值和精神属性值,但不一定会有特殊属性值。
对于人类而言,每一项属性都在1到6之间。每个种族在属性上都有着不同的加减值,具体请看P65
生理属性(Physical Attributes)
体质(BOD)
体质量化了你身体健康状况与恢复能力,它影响你倒下前能承受多少的伤害、你抵抗伤害能力的好坏、从毒药疾病中恢复的能力,诸如此类。
敏捷(AGI)
敏捷体现例如手眼协调能力、柔韧性、灵敏度和平衡能力之类的能力。在决定攻击的成功度时敏捷至关重要,因为不管是挥剑攻击还是小心翼翼用枪瞄准,你都需要协调身体才能打中敌人。敏捷在非战斗情况下也非常重要,比如用来悄悄的走过安保身边或顺利搞到钥匙卡。
反射(REA)
反射有关反应能力、警觉和你的角色对周遭事件的反应能力。反射在决定你的角色在战斗中能多快行动与能多娴熟的闪躲他人攻击上意义重大。它也助你在狭窄的小巷中骑车急转来甩掉身后的小混混。
力量(STR)
力量代表,唔,你的角色有多强壮。你的力量越高,你在用拳头痛揍对手时造成的伤害就越大,且可以拖动或抬起更重的东西。力量对于运动也很重要,例如爬山、跑步、游泳。
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Physical Attributes
Body (BOD)
Body measures your physical health and resiliency. It affects how much damage you can take and stay on your feet, how well you resist damage coming your way, your ability to recover from poisons and diseases, and things of that nature.
Agility (AGI)
Agility measures things like hand-eye coordination,flexibility, nimbleness, and balance. Agility is the most important attribute when it comes to scoring hits during combat, as you need to be coordinated to land your blows, whether you’re swinging a sword or carefully aiming a rifle. It also is critical in non-combat situations, such as sneaking quietly past security guards or smoothly lifting a keycard from its secured position.
Reaction (REA)
Reaction is about reflexes, awareness, and your character’s ability to respond to events happeningaround them. Reaction plays an important role in deciding how soon characters act in combat and how skilled they are in avoiding attacks from others. It also helps you make that quick turn down a narrow alley on your cycle to avoid the howling gangers on your tail.
Strength (STR)
Strength is an indicator of, well, how strong your character is. The higher your strength, the more damage you’ll do when you’re raining blows down on an opponent, and the more you’ll be able to move or carry when there’s stuff that needs to be moved. Or carried. Strength is also important with athletic tasks such as climbing, running, and swimming.
精神属性(Mental Attributes)
意志(WIL)
意志,是人物对战胜逆境的渴望,对施法后疲劳的抗拒,在头中闷棍后依然屹立不倒的强大精神的体现。无论是对抗一群穿着皮衣挥舞着撬棍的兽人还是穿过有毒的荒原,意志都能助你撑过它。
逻辑(LOG)
逻辑是你冰冷的理性思维的计算能力。无论你在试着修理一台复杂的机器还是治疗一位受伤的队友,逻辑都会帮你搞定它。逻辑也能帮赫尔墨斯巫师(hermetic mages)抵抗对敌人倾泻完咒语后所要承受的耗竭(Drain)。谍客(dicker)们也发现逻辑非常有用,它让他们能在矩阵战(online battles)时进行更激烈的攻防。
直觉(INT)
直觉是你的直觉之声,是能在大脑反应过来前就告知你情况的本能。直觉帮助你预感到伏击,意识到不协调或出错的事物,注意到你追踪的人的痕迹。
魅力(CHA)
魅力是你的人格力量、口才,以及不需劳驾枪支就能说服他人替你做事的魅力,魅力并不完全指你的相貌。它也并不完全
不指你的相貌。它主要指的是你能如何扬己所长——你的声音、你的脸庞、你的话语和你能用的一切——去诱惑或者恐吓你遇到的人们。另外,魅力对萨满们也很重要,它能帮助他们抵抗自己释放的法术的耗竭(Drain)
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Mental Attributes
Willpower (WIL)
Willpower is your character’s desire to push through adversity, to resist the weariness of spellcasting, and to stay upright after being nailed in the head with a sap. Whether you’re testing yourself against a toxic wilderness or a pack of leather-clad orks with crowbars, Willpower will help you make it through.
Logic (LOG)
The Logic attribute measures the cold, calculating power of your rational mind. Whether you are attempting to repair complicated machinery or patch up an injured teammate, Logic helps you get things right. Logic is also the attribute hermetic mages use to resist Drain from the spells they rain down on their hapless foes. Deckers also find Logic extremely useful, as it helps them develop the attacks and counterattacks that are part of their online battles.
Intuition (INT)
Intuition is the voice of your gut, the instinct that tells you things before your logical brain can figure them out. Intuition helps you anticipate ambushes, notice that something is amiss or out of place, and stay on the trail of someone you’re pursuing.
Charisma (CHA)
Charisma is your force of personality, the persuasiveness and charm you can call on to get people to do what you want without having to go to the trouble of pulling a gun on them. It’s not entirely about your appearance, but it’s also not entirely not about your appearance. What it’s mostly about is how you use what you have—your voice, your face, your words, and all the tools at your disposal—to charm and/or intimidate the people you encounter. Additionally, Charisma is an important attribute for shamanic mages, as it helps them resist the damaging Drain from spells they cast.
特殊属性(Special Attributes)
精华(ESS)
精华是你的泛人性(metahumanity)的数值,在
暗影狂奔中,你有一大把机会去改造你的肉体,突破它的限界。这种行为经常是有代价的,它们会导致你失去部分泛人形,这意味着失去ESS点。每个角色一开始都有6点ESS,这是你可以进行改造的上限。ESS一旦降低就不再回升。它也会影响MAG和RES,它的降低会连带后二者的降低。
尽管第六世代的人们已经习惯看见一个经过许多改造且拥有殖装的泛人类,恐怖谷效应依旧存在:当人们看见那些似人非人的事物,他们就会感到不安与害怕。一部角色有着夸张特征的卡通会被泛人类接受,但一个几近与人类外观一致的计算机程序令大部分人既不安又不快。这就是当人们看到其他有殖装的泛人类时会发生的了。某种程度上,人们会注意到他们哪儿更不像(或者太像)人类,并否定地回应。改变不一定精确可见,但在某些方面显而易见。不管怎样,一个人变得更不像人,而其他人一定程度上注意到了这点。这就是为何一个角色的ESS会计入社交检定。
极限(EDG)
极限值是一种无形而威力无限的储备,是当你需要的时候可以帮你一把的资源,可以在危机时救你脱离苦海。它不用来计算骰池大小,但你可以消耗它来获取特殊效果。每个人物都有至少1点极限值,如果他们想更频繁地以此获利则需更多。极限的用法与更多细节请见P56
魔法(MAG)
如果你打算施法或以任何方式使用魔法,你的角色都需要MAG。大部分人都没有这项属性,他们的MAG值为0。施放法术的巫师,引导魔力强化身心的修士(adept)都需要MAG。他们的MAG值量化了他们的神秘学水平与能唤来帮助他们的力量的水准。
共鸣(RES)
类似于MAG对法师和修士,RES是科技术师(technomancer)的特别属性。科技术师用他们的精神接入矩阵。RES是他们的接入与塑形能力(详见科技术师,P249),非科技术师的RES值是0.
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Special Attributes
Essence (ESS)
Essence is your metahumanity encapsulated in a number. In Shadowrun, you have ample opportunities to alter your body or push it beyond its normal limits. Such actions often have a cost, and they can result in a loss of a portion of your metahumanity, which means a loss of Essence points. Each character starts with an Essence rating of 6, and it acts as a cap on the amount of alterations you can adopt. When it’s gone, it doesn’t come back. It also affects the Magic and Resonance attributes, as losses in Essence are reflected by losses in Magic and Resonance.
While denizens of the Sixth World are accustomed to seeing a variety of augmentations and alterations to the metahuman form, the “uncanny valley” still exists. The uncanny valley is the disconcerting effect that happens when people see something that is almost, but not quite, metahuman. An animated cartoon with exaggerated features looks fine to metahuman eyes, but a computer program that closely, but not exactly, replicates human appearance is a troubling and unpleasant sight to most viewers. This is what happens when people see others with augmentations—on some level, people notice there is something less (or more) human about that, and they respond to it negatively. The change may not be exactly visible, but it is in some way noticeable—in one way or another, a person has become less human, and on some level other people notice this. This is why a character’s Essence is included in the calculation of their Social limit.
Edge (EDG)
Edge is the ultimate intangible, that certain somethingthat provides a boost when you need it, that gets you out of a tough spot when the chips are down. It’s not used to calculate dice pools; instead, you spend a point of Edge to acquire a certain effect. Every character has at least one point of Edge, more if they want to take more frequent advantage of the boosts it offers. The possible effects of and more details about Edge are on p. 56.
Magic (MAG)
If you intend to cast spells or use magic in any way, your character needs to have the Magic attribute. Most individuals do not have this attribute, meaning their rating is zero. Mages, who cast spells, and adepts, who channel magic into enhanced physical and mental abilities, need this quality. Their Magic rating measures how capable they are in the arcane arts and how much power they can draw down to help them in their efforts.
Resonance (RES)
Similar to Magic for mages and adepts, Resonance is the special attribute for technomancers. Technomancers interface with the Matrix using the power of their mind, and Resonance measures the strength of their ability to interact with and shape that environment (see Technomancers, p. 249). Non-technomancers have a zero rating for Resonance.
主动性和CM(Initiative and Condition Monitors
与阈值(P46)一样,主动性和CM就是角色根据属性获得的数据。它俩应该在车卡的时候计算(P62)
主动性(Initiative)
主动性决定角色在战斗中能多快做出反应。角色的主动性为他们的REA加上INT。
主动性骰(Initiative Dice)
主动性骰,描述见P159,是能增加角色主动性值的额外骰子,一般来自各种工具、法术和异能能力。每个人都至少有一个主动性骰并且有可能从各式工具、法术和其他效果那再获得额外四个主动性骰(主动性骰至多五个)。用不同方式连入矩阵的黑客可以额外获得不同数量的主动性骰(见P214)。
CM
CM用来反应一个角色承受的伤害。玩家角色有两个CM:物理CM与晕眩CM(Stun damage)。将每3点CM排成一行。物理CM等同于角色的BOD(向上取整)的一半+8;晕眩CM等同于角色的WII(同上)+8
当一行CM条被涂满,角色在之后所有的检定中获得-1的惩罚。每行CM被涂满的惩罚会叠加。【简单地说,CM每-3,检定DP-1】
显然,带着伤势到处“狂奔”绝对有问题,角色会想要尽快获得治疗,关于可能的治疗方式,见P205