作者 主题: 第二节——暗影狂奔的典型形象  (阅读 31147 次)

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第二节——暗影狂奔的典型形象
« 于: 2014-08-16, 周六 01:10:43 »
你,游戏(玩个梗。我,机器人)
    作为一个暗影狂奔的玩家,你的主要目标是让游戏开始进行下去。这其中的大部分事情应当是十分酷炫的。GM将会为你准备一个故事,一旦当这个故事中投下第一个骰子,你的角色就需要决定如何响应最初的安排和一系列的事件。你迟早会面对一项考验自身实力的挑战——但愿它能早点到来。你和DM可以依照规则来确认你的行动导致的结果。你是否用Ares Predator V射中了那个兽人工头獠牙之间的面门?你有没有能力不惊醒沉睡的矮人守卫而从他身边潜行而过?你是否反制了巨魔法师掷向你的stunball(震撼光弹)并将其裂解为无数闪烁的法力?

    规则帮助你将故事进行下去,且给你的选择予结果。他们并非完美的反映现实——有时,规则只能对具体的现实行为提供一个抽象量化的处理方法,因为这样可以加快游戏节奏,避免玩家们为达成某一结果而反复投骰。这一章描述了一系列你所需要了解的基本规则观念——关于如何运作暗影狂奔、如何完成任务以及如何挣到本该归你的新圆。

原文
劇透 -   :
The Game & You
    As a player in a Shadowrun game, your primary objective is to make things happen. Many of those things should be awesome. The gamemaster will set up a story for you, then your character will decide how to respond to the initial setup and all the events that happen once the story gets rolling. Sooner or later—hopefully sooner—you’ll face a challenge, something that requires you to test your abilities. The rules are here so that you and the gamemaster can determine the outcome of your actions.Did the shot from your Ares Predator V hit the ork ganger right between the tusks? Are you able to sneak past the sleepy dwarf guard without waking him up? Did you counter the stunball the troll mage threw at you and dissolve it into millions of pieces of glittery mana?
    The rules are here to help you move the story forward,to give you outcomes for the decisions you’re making. They are not a perfect mirror of reality—at times,the rules provide abstract ways to determine the results of concrete actions, because it speeds up the game and prevents players from having to roll dice over and over again to complete certain tasks. This chapter describes
the basic rules concepts you need to understand to play Shadowrun, complete your missions, and get the nuyen you’ve got coming to you.

你,GM
    暗影狂奔由一名GM主持,他引导玩家们共同进行冒险。GM设计并推进故事,操控非玩家角色(npc)的行为,并判定检定结果和其他与规则相关的问题。这在游戏中给了DM一定量的权力。当游戏正常运转时,GM应当能够推动故事前进并与玩家合作创造一个令人兴奋且投入的游戏体验。角色扮演需要所有玩家共同努力来让每个人玩得开心(就算是GM,偶尔也要让他们爽一下)。玩家应当在塑造和推进故事的过程中发挥重要作用——通过扮演他们自己的角色.GM应当觉得玩家们可以持续推进故事而非忙于拖延时间和分散注意力在规则的讨论上。越多的团队成员在一起工作,就有越多的机会去用壮观和惊人的方法把钱往人脸上砸。

    关于更多如何运作暗影狂奔和与玩家一起合作的建议,请参阅Gamemaster Advice, p. 332

劇透 -   :
    Shadowrun games are led by a gamemaster, who guides a group of players through the adventures awaiting them.At the gaming table, the gamemaster sets up and advances the story, governs the actions of the non-player characters, and determine the results of tests and other rules-related matters. This gives them a certain amount of power in the game. When the game is working well,the gamemaster will be able to move the story along and work with the players to make an exciting, involving experience.Role-playing is a cooperative endeavor, and every member of the gaming group should be working together to help each member of the group have fun(even the gamemasters, since they should occasionally be allowed some enjoyment). Players should feel like their characters can play an important role in shaping and advancing the story, and the gamemaster should feel that they can keep the story moving ahead without having to engage in prolonged and distracting discussions about the rules. The more members of the group work together,the better their chances of shooting people in the face for money in spectacular and amazing fashions will be.
    For more advice on running a Shadowrun game and working with players, see Gamemaster Advice, p. 332.
« 上次编辑: 2014-09-19, 周五 01:44:32 由 烤麸 »
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Re: 第二节——暗影狂奔的典型形象
« 回帖 #1 于: 2014-08-16, 周六 10:15:27 »
awesome,很棒?
Does the Good Scheme defines Good, or the Good defines Good Scheme?
《都市风貌》第一二三五章完成
《邪恶范例》第一三五章大部
《惊骇英雄》第一章大部,第六章大部
《进化奥秘》法术详述缓慢填坑中

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Re: 第二节——暗影狂奔的典型形象
« 回帖 #2 于: 2014-08-19, 周二 06:43:59 »
awesome,很棒?
:em032只能自己找了个近似的意思
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Re: 第二节——暗影狂奔的典型形象
« 回帖 #3 于: 2014-08-19, 周二 07:04:56 »
如何让事情开始
    你在暗影狂奔中的角色能做所有普通人会做的事,除此以外还有大额偷盗、间谍活动或是打战(来点肛漫风,原文hit job)之类的。这其中的大部分事情——像是吃饭睡觉或是穿过一条拥挤的马路这样的普通差事——会自动完成并且只留在游戏的背景中。只有当你需要去做一些困难或特别的事,或者躲避某些已经把你套进十字准线的家伙时,你才必须投骰子判定行动的结果。

成功度,阈值
    暗影狂奔使用六面骰进行游戏,通常来说你需要不少这些东西。你投的这些骰子被称之为骰池。此外骰池通常被标记为XD6(X为骰子的数量),因此3D6指的是三个六面骰。当你投骰时,你肯定希望看见五和六。每个被投出的五或六就称之为一个成功。你投出的成功度越多,你就有更大的机会去完成任何你试图去做的事。
    每当你投骰子时,你需要获得足够的成功度去达到或超过一个阈值,阈值就是指你试图成功做成某事所需要的成功数。阈值的难易根据你想要达到的目的而变化,有时阈值是指一定数的成功度,在别的场合你只需要比另一个家伙获得更多的成功度。另有些场合需要考验你在一个持续周期中能够获得多少成功度。所有这些(甚至更多)内容都被包含在这一节关于检定的论述中。
    技能描述中通常包括应被采用的阈值范例,不过GM可以依托表“成功检定的阈值”做一个简单的参考。

表:成功检定的阈值
难度        阈值
简单         1
平均         2
困难         4
极难         6
过分        8-10

    在大多数检定中,你获得的成功度不仅决定了你是否成功,而且能够增加你的成功程度。你获得的成功数中超过你需要的部分就被称之为你的净成功度(net hit)。净成功度可以增进你在战斗中的伤害或者起到其他正面效果。当PC表现出一个罕见而特别的技巧(比如在检定中获得了4个甚至更多的成功度)时,GM可以谨慎考虑奖励玩家一些特别的骰子从而让他们的下一个检定更简单.

劇透 -   :
how to make Things Happen
    Your Shadowrun character does all the things a normal person does, along with the occasional grand theft,espionage mission, or hit job. Most of these things—common tasks like eating, sleeping, and crossing an empty street—are done automatically and are kept in the background of the game. When you need to do something difficult or extraordinary, or when you need to avoid someone who has got you in their crosshairs,you have to roll the dice to determine a result.

Hits & Thresholds
    Shadowrun uses six-sided dice, and usually you need a good quantity of them. The amount of dice you roll is referred to as a dice pool. Additions to the dice pool are often noted by a number in front of the term”D6,” so that 3D6 refers to three six-sided dice. When you roll, you want to see fives and sixes. Each one of these numbers that comes up is called a hit. The more hits you roll, the better chance you have to pull off whatever you are attemptingto do.
    Each time you roll the dice, you’ll be looking to get enough hits to meet or beat a threshold, which is the number of hits you need to do the thing you’re trying to do. That threshold changes depending on what it is you want to accomplish; sometimes it will be a set number of hits, other times you’ll just be trying to get more hits than the other guy. There will also be occasions when you see how many hits you can rack up over an extended period. All of this will be covered more in the section dealing with tests.
    Descriptions of skills often have examples of thresholds that should be used, but gamemasters can fall back on the simple guidelines shown in the Success Test Thresholds table.

    In most tests, the number of hits you get can do more than just determine whether you succeed; it can add to your success. The number of hits you have that is more than what you needed is referred to as your net hits. Net hits can increase the damage you do in combat or have other positive effects. At the gamemaster’s discretion,she can reward extraordinary rolls that result in a high number of net hits (four or more) with a little extra accomplishment for the runner, something that may make their next test easier.

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Re: 第二节——暗影狂奔的典型形象
« 回帖 #4 于: 2014-08-21, 周四 23:50:42 »
取定值(Buying Hits)
    有时玩家可以节省时间不做检定而直接取定值(buy hits),尤其是在需要投大量骰子以至于他们相当确信能够成功的场合。取定值的方法是,将你的骰池中每四个骰子折算为一个成功度,小数点后舍去。请注意这并非是一个折中的举措——你不能先用一部分骰子取定值然后投剩下的。要么用所有骰子取定值,要么用他们来投出结果。
    如果当一个行动有机会导致一个小过失(也许更加危险)从而深刻地改变整个游戏的进程,那么这时通常是不能取定值的。你需要你的GM批准才能取定值。如果他不希望你在这次检定中取定值,你就不能这么干——还是准备好投骰子吧。

劇透 -   :
    Sometimes it can save time to skip a test and allow a player simply to buy hits,especially if they are rolling so many dice they are fairly certain they’ll succeed. To buy hits, simply count one hit for every four dice in your pool, rounded down. Note that this can’t be a halfway measure—you can’t buy a couple of hits and then roll for the rest. Either you buy hits with all your dice, or you roll with all of them.
    Buying hits often should not be done if there is a chance of a glitch or critical glitch that might significantly change the course of the game’s actions. You needyour gamemaster’s approval to buy hits. If he doesn’t want you to buy hits for the test, then you’re not buying hits—get ready to roll.
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Re: 第二节——暗影狂奔的典型形象
« 回帖 #5 于: 2014-08-27, 周三 08:07:49 »
失误
    除了投出五和六,你需要注意的是投出了多少一。如果超过半数的骰子投出了一,那你摊上事了。这种情况被称之为失误。当你投出失误时,事态就会变得很糟糕。或许你的枪脱手了,或许你被一块没察觉到的断块路面绊倒了。无论哪种情况,这些事情都会让你的人生更加艰难。而失误到底会导致什么发生则由GM酌情决定。
    界定失误的指导方针如下:对于这个摊上事儿的暗影狂奔者而言,他的人生应当变得更加艰难但又不至于对他的工作产生灾难性的影响。举个例子,如果一个狂奔者在做拆除爆炸物的检定出现了失误,或许他的剪钳会脱手,或许他会在使用增强现实(AR)信息窗口判定爆炸装置性质的过程中出错。然而GM不应该安排玩家突然剪错导线结果导致爆炸物在他脸上炸开花。作为补充,假设玩家在这个过程中只投出了1到2个成功度,那么GM可以考虑让失误更加严峻。
    请注意,在投出检定所需成功度的同时出现失误是可能的。在这时,失误不会抵消成功的动作,他们会一同发生。举个例子,一个巨魔对另一个矮人挥出了迅速且强有力的一击,巨魔投出了足够的成功度确保成功击中但同时也出现了失误。这一拳正中矮人的面门,他因此受到了伤害。但是这一击的反作用力和向下瞄准的行为使得巨魔失去了平衡,令他在这一击命中后摔倒在地。在接下来的几轮中,这个巨魔不得不自己站起来并回到作战态势中。
    一个玩家可能因为命运捉弄,在投出失误的同时没有投出哪怕一个成功度。这种情况被称之为严重失误,而这真是再糟糕不过了,这种险境下,只有行在意前,动如脱兔才能保证自己完璧无缺。此外,具体会发生什么取决于GM,但是严重失误对暗影狂奔者的计划是严重的破坏性因素,令他们忙于将一切恢复正轨。投出严重失误很可能导致意外且耻辱的死亡。GM可以让玩家从这种情况中幸存下来以便让大家获得更多的乐趣,但这意味着要迫使玩家即兴表演、测试他们能力的极限、令其做出铤而走险的计划来使他们幸存。
    显而易见,玩家通常都希望避免严重失误,如果玩家认为他们真的需要如此做时,可以使用一点极限点达成这个目标(请参阅极限爆发效果,p.56)。通过极限爆发中的绝处逢生用法, 玩家可以将严重失误降格为普通的失误,或者完全抵消一个失误(请记住他们不能花两个极限点来抵消一个严重失误)。这并不会对你的成功度做出任何改变,仅仅是吸收了负面效果。
劇透 -   :
   Along with fives and sixes, you need to pay attention to how many ones show up when you roll the dice. If more than half the dice you rolled show a one, then you’ve got problems. This is called a glitch. When you glitch, something bad happens. Maybe you drop your gun. Maybe you trip over a broken piece of pavement you hadn’t noticed. Whatever the case, something happens that makes your life more difficult. Just what it is that happens is left to the discretion of the gamemaster.
   The guideline for a glitch is that whatever happens should make life more difficult for the particular shadowrunner while not disastrously interfering with their work. For example, a runner who rolls a glitch while working to defuse an explosive may drop his wire cutters,or may call up the wrong augmented reality windowof information about the nature of the device. The gamemaster should not, however, decree that the player abruptly cut the wrong wire so that the explosive blows up in their face. As an additional factor, the gamemaster may decide to make the glitch more severe if the player only had one or two hits along with it.   Note that it is possible to roll a glitch on a test that has enough hits to be successful. In these cases, the glitch does not cancel out the success; instead, the glitch occurs in addition to the success. For example,a troll could take a mighty swing at a dwarf, rolling enough hits to make contact but also glitching.The
dwarf takes damage from the troll’s beefy fist slamming into his face, but the force of the swing and the need to aim downward takes the troll off balance, sending him to the ground after the punch lands. In the next couple of rounds, the troll has to get up on his feet and get back into a fighting stance.
   There may be circumstances where a player rolls a glitch and also does not achieve a single hit. This is called a critical glitch, and this is where the drek hits the fan. These are the dice rolls that could put characters’lives at risk, where they’re going to have to think fast and move faster in order to get out with their hoops intact. Again, exactly what happens is up to the gamemaster,but a critical glitch should throw a serious monkey wrench into shadowrunners’ plans, making them scramble to recover. While an abrupt, ignominious death is possible when a critical glitch is rolled, gamemasters and players will likely have more fun if the roll keeps the players alive but forces them to improvise, test the limits of their skills, and develop desperate plans to help them stay alive.
   Clearly, a critical glitch is something players want to avoid, and if they really feel the need to do it, they can use a point of Edge to do so (see Edge Effects, p. 56). By using the Close Call function of Edge, players can downgrade a critical glitch to a mere glitch, or entirely negate a glitch (note that they cannot spend two points to negate a critical glitch). This does not, however, do anything about their total lack of hits. They’ll just have to suck that up.
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Re: 第二节——暗影狂奔的典型形象
« 回帖 #6 于: 2014-09-19, 周五 01:51:59 »
检定和界限
当你在暗影狂奔游戏进行中投骰时,你通常是在做不同形式的检定。这里有四点是你在做检定时需要注意的:
        1.检定的类别;
        2.应当投的骰子数量(通常由相关技能和属性的等级相加获得);
        3.检定的界限,这决定了你在检定中可应用成功度的最大值;
        4.检定的阈值。
    检定的描述符(notation,符号记号谱号)包含了所有你需要了解的信息。不同种类检定的描述符(Test notation)有细微的区别-无论是成功度检定, 对抗检定, 延时检定,或是协作检定.每一种在下文都有详细论述。
    界限有两种不同的类型:天生界限以及因使用设备带来的界限。你的角色有三种天生界限—身体,心智,以及社交-这取决于角色的属性(p. 51)。这些界限象征你能将你的躯体,你的意志,以及你的魅力推进到何种程度(精灵族角色可能会很失望,因其魅力事实上并非是无上限的)。在游戏术语中,界限告知你在最初的投骰中能将多少成功度事实上用于决定检定的结果。如果你投出了超过界限额度的成功度,那么你只能将成功度设为与界限相等。偶尔有狂奔者可能找到方法去拓展or even blow他们的界限,但他们仍需意识到其界限是如何影响到任意即将到来的检定。极限点是一个绕过界限的方法——通过使用一点极限点,你可以选择在单次检定中无视你的界限(see Edge Effects, p. 56)。
    请记住,界限通常只适用于由单一技能加单一属性决定其骰池的检定。如果检定只使用单一属性,或双属性,则界限不起效。
    狂奔者们时常受限于他们正在使用的设备,而非他们的天生界限。举例来说,任何武器都有精度作为使用此武器攻击时的界限,而数据版的属性则是以其进行一系列矩阵动作(Matrix actions)时的界限。欲知更多信息,请查阅Street Gear, p. 416中对于不同设备的评述。
    因使用设备带来的界限自动覆盖天生界限,无论其变得更高或更低。举个例子,使用枪械射击时的检定界限由其精度充当(查看 p.416关于更多设备的描述及其属性),因此没有任何天生界限在这些检定中起效。界限是对这些设备的共通性质及不同特质在游戏数据中的综合体现。

劇透 -   :
Tests and Limits
When you roll dice in Shadowrun, you are generally making one form of test or another. There are four things you need to know when you’re making a test. They are:
1. What kind of test it is;
2. How many dice you should roll (usually this is a rating of a skill added to the rating of a linked attribute);
3. The limit on the test, which tells you the maximum amount of hits you can apply to the test;
4. The threshold for the test.
   The notation for a test gives you all the information you need to know. Test notations look slightly different based on the kind of test it is—either a Success test, an Opposed test, an Extended test, or a Teamwork test.Each type is discussed below.
   There are two different types of limits: inherent limits and limits from gear. Your character has three inherent limits—Physical, Mental, and Social—that are derived from their attributes (p. 51). These limits represent just how far you can push your body, your mind, and your charm (elven characters may be dismayed to discover that their charm is not, in fact, boundless). In game terms, limits tell you how many of the hits from your initial roll you can actually use to determine the result of the test. If you roll more hits than your limit allows, then you can only count the hits equal to the limit. Occasionally runners might find ways to extend
or even blow by their limits, but they should be aware of these limits so they know how it might affect any upcoming tests.One method to get around a limit is Edge—by using a point of Edge, you may choose to ignore your limit for a single test (see Edge Effects, p. 56).
   Note that limits generally only apply to tests involving a dice pool derived from a skill and an attribute.Tests using a single attribute, or two attributes, do not use limits.
   Often, rather than using their inherent limits, runners will be limited by the piece of gear they are using. Each weapon, for example, has an Accuracy rating that serves as its limit for attacks made with that weapon, while cyberdecks have attributes that serve as limits on a variety of Matrix actions. For more info, check out the write-ups on different pieces of gear in Street Gear, p. 416.
        When a limit is imposed by a piece of gear, it overrides the inherent limit, whether it is higher or lower than that limit. For example, the Accuracy of a firearm acts as the limit for tests that involve shooting that gun (see p.416 for more discussion of gear and its attributes), so no inherent limits are used in that test. The limit is a game statistic for the piece of gear that reflects both its general nature and the quality of its workmanship.
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Re: 第二节——暗影狂奔的典型形象
« 回帖 #7 于: 2014-09-19, 周五 01:55:43 »
范例
    Saskatchewan Pete将意识停留在星界中(on astral overwatch,后文也有提及,疑为固定用法),一边留心精魂的动静一边施法,而此时他的团队正在渗透一座公司设施。正当他们要破开前门时,他察觉到一束灵光正在接近并判断出这属于一个施法者。Pete试图将这个威胁扼杀在萌芽之中。他对这个闯入者施放了Stunbolt,希望能打他们(them?)一个措手不及。他在这个检定中投了11个骰子,并得到了3个成功度,但他同时投出了6个1,这意味着他失误了。GM判定Pete将注意力过于集中在其施法的灵光上(the aura of his own spell),因此它的星界视觉——他对所有魔法事物的视野——出现了短暂的目眩,带给他一个在执行astral overwatch duties过程中的任何检定都起效的罚值。
    这个敌对施法者虽然为Pete的法术所伤但是并未被撂倒,他仍旧成功地闯了过来。事实上,他制造了a Blast spell 这可能对pete团队中的街头武士Takouba造成切实的伤害。这个施法者将法术投了出去,pete试图对其进行反制。Pete非常不幸地在反制法术检定中投出了6个1并且没有得到任何一个成功度——一次严重失误.GM判定Pete试图偏转这个目标Takouba的法术结果却引向了自己。紧接着Pete的全力驱使反而加大了the Blast spell的威力。A bad overwatch assignment just got a hell of a lot worse,Pete的团队不得不考虑如何安置一个受伤的法师。
    如果Pete有需要,他可以使用一点极限点将严重失误降格,将法术转向自己承受其原本威力,或者让Takouba去面对法术的效果。承受伤害或是坐视伙伴被击倒——暗影中的生存之道便是如此。

劇透 -   :
EXAMPLE
   Saskatchewan Pete is on astral overwatch, keeping an eye out for spirits and spells while his team infiltrates a corporate facility. As they are working to breach an outer door,he catches a glimpse of an aura approaching and recognizes it as belonging to a spellcaster. Wanting to take out the threat before it gives him any headaches, Pete casts Stunbolt at the interloper, hoping to catch them off guard. He rolls 11 dice on the test; he gets 3 hits, but he also gets six ones, meaning he glitches. The gamemaster decides that Pete paid too close attention to the aura of his own spell, so his astral sight—his vision of all things magical—is dazzled temporarily, giving him a penalty on any tests he makes while performing his astral overwatch duties.
   The opposing spellcaster was hurt but not taken out by Pete’s casting, and he’s still coming. In fact, he’s got a Blast spell brewing that could put a real hurt on Takouba, the group’s street samurai. The spellcaster throws it, and Pete tries to counterspell it. Unfortunately, Pete gets six ones on his Counterspelling test and not a single hit—it’s a critical glitch. The gamemaster decides that Pete manages to deflect the spell away from Takouba and right onto himself. Pete then takes the full force of the Blast spell. A bad overwatch assignment just got a hell of a lot worse, and the team will have to figure out how to function with an injured mage.
   If Pete wanted to, he could use a point of Edge and avoid the critical glitch, which would keep the spell from deflecting to him, though Takouba would still have to deal with its effects.Get hurt or watch your partner go down—that’s how life in the shadows goes.
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Re: 第二节——暗影狂奔的典型形象
« 回帖 #8 于: 2014-09-19, 周五 02:05:58 »
范例
    Takouba的身体界限为6,部分归功于他的高体质和高力量。他以手中的反抗者T-250霰弹枪开始了他的暗影狂奔者生涯,这把枪的精度为4。他在所有使用这把枪射击的检定中以其精度作为界限;他的身体界限在这些检定中无效。他的敏捷(Agility)为5且霰弹枪技能为6,这意味着他在使用这把枪的时候可以投11个骰子。一段时间过后,他意识到由于反抗者相对较低的精度而使他损失了过多的成功度,所以他存了一笔新元购入了一把精度为6的PJSS Model 55。
    他仍旧使用精度替代他的身体界限,但现在精度更高了,他不会再损失像以前那样多的成功度。接下来他可能会在枪上安装一个激光瞄具,将枪的精度提高至7。这样精度就高于他的身体界限,但他在使用这把特制枪械射击时仍旧以此精度作为界限。他获得了充足的成长空间。即使他的霰弹枪技能提升至8或9,通常获得的成功度也不会超过界限,他将给任何与他为敌的人带去无尽的痛苦。

劇透 -   :
EXAMPLE
        Takouba has a Physical limit of 6, thanks in part to his high Body and Strength. He starts his shadowrunning career using a Defiance T-250 shotgun, which has an Accuracy of 4. He uses the Accuracy as a limit in all tests for shooting the shotgun; his Physical limit does not come into play. He has an Agility of 5 and a Shotguns skill of 6, meaning he rolls 11 dice when he uses the gun. After a time, though, he notices that he is losing too many hits due to the relatively low Accuracy of the Defiance, so he saves up his nuyen and invests in a PJSS Model 55, with an Accuracy of 6.
        He still uses the Accuracy instead of his Physical limit,but now that he’s working with a higher Accuracy,he is not going to lose as many hits. He may then add a laser sight to the gun, which bumps the Accuracy up to 7. It’s now higher than his Physical limit, but the Accuracy is still the limit he uses when shooting that particular gun. He’s got plenty of room to grow now.Once his Shotgun skill gets to 8 or 9, he still generally won’t hit the limit, and he’ll be bringing drekloads of pain to anyone at the wrong end of his gun barrels.
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Re: 第二节——暗影狂奔的典型形象
« 回帖 #9 于: 2014-09-19, 周五 02:10:22 »
成功度检定
    成功度检定通常出现在一个暗影狂奔者不得不在转瞬间运用其才能去达成某事的场合。例如驾车在高速公路上的车流中穿梭,搜寻干草垛里的针(a nnedle in a haystack是一个词组,泛指不可能找到的事物、大海捞针),或是挪动一块重物。你需要在一个成功度检定(也被称为普通检定)中投出数量达到阈值要求的成功度,接着就可以忙别的了。Success test notation looks like this:(插入一幅图)

劇透 -   :
Success tests
        Success tests generally occur when a shadowrunner has to use her abilities to accomplish something in a single moment of time. This could involve weaving a car through traffic at high speed, looking for a needle in a haystack, or lifting a heavy object. A Success test(also known as a Simple test) is a matter of rolling up enough hits to meet the threshold for the test, then moving on. Success test notation looks like this:
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