作者 主题: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --87  (阅读 43248 次)

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离线 橡木盾

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第一步的内容请看Rubidium老爷的翻译
http://www.goddessfantasy.net/bbs/index.php?topic=72895.0

第二步:选择种族
提升精神、肉体和特殊属性

种族和特殊属性
  在《暗影狂奔》第五版中,人物生成基于优先级系统。优先级系统是具有以下竖列的表格:泛人类型、属性、魔法或共鸣、技能、资源。横排根据优先级程度,从优先级A到优先级E。玩家根据其偏好为他们的人物将优先级分配到各个竖列中。每个竖列(代表人物的各个方面)选取的优先级必须不同,不可重复。例如,一个人物不能同时在魔法或共鸣、资源上都选择优先级B。较高的优先级(A、B等)对人物来说更有价值。人物可以稍后使用业力来进一步定制他们的人物。
  玩家从选择他们的泛人类型,或称种族,开始人物创建的过程。《暗影狂奔》中有五种不同的种族:矮人、精灵、人类、兽人、巨魔。每个种族都有不同的种族优势,也有可能是劣势。例如,人类在极限上有更高的等级(+1);巨魔获得红外视觉,+1触及和天生护甲,但他们也会获得劣势,购买装备时要额外支付百分之五十,因为他们使用的所有东西,包括电子插件和生物插件,都必须为满足他们庞大的身形进行调整。有些种族会获得肉体上或精神上的优势或劣势,他们的属性等级的上限和下限会更高或更低一些。当确定哪个种族更符合他们所选的人物概念时,玩家应该参考泛人类属性表(P66)以检查每个种族的具体细节。
  (勘误:巨魔的种族劣势从购买装备时要额外支付百分之五十改为双倍生活花销。译注:后续已有勘误处会进行注解,然后直接按勘误翻译。)
  一旦玩家选定了他们想要扮演的种族,他们应检查泛人类型竖列以决定对于他们的人物、偏好种族、所需属性点来说,哪个优先级是最佳选择。特殊属性点是极限、魔法、共鸣;如果你想要你的人物在这些领域有更高的等级,那就确保选择有充裕特殊属性点的横排。技术巫师人物需要高额的共鸣,魔法师和修士人物则想要高额的魔法等级。
  每个种族的极限起始等于泛人类属性表(P66)中的下限。魔法和共鸣起始为0。
  当然,极限对所有人物都有益处。如果玩家不选择扮演魔法使用者或技术巫师,那特殊属性点可以完全花费在极限上。如果他们选择了这些方向,也可以按照他们认为合适的方式分配这些点数到极限和魔法或共鸣中。这些特殊属性点只能用来增加特殊属性,不可以用来提升精神或肉体属性。任何在人物创建过程中未花费的特殊属性点都会消失。如果玩家选择了0点特殊属性点,无需担心。玩家可以选择在人物创建过程中花费业力来这些特殊属性点,遵循标准人物发展规则(P103)。
  要注意对大多数种族俩说,魔法、共鸣、极限的最高等级为6;人类极限的最高等级为7。某些特质(幸运、优越属性)允许人物超出属性最大值一点,但是玩家必须,在游戏主持人批准后,用业力购买这些特质。(玩家可以购买幸运或优越属性,但不能同时购买。)即使购买其中一个特质,玩家依然需要花费属性点或业力来提升属性到新的上限。游戏正式开始之前,具备优越属性特质,你可以将魔法或共鸣最高等级提升到7。

剧透 -   :
STEP TWO: CHOOSE METATYPE
RAISE MENTAL, PHYSICAL, AND SPECIAL ATTRIBUTES
METATYPE & SPECIAL ATTRIBUTES
In Shadowrun, Fifth Edition, character generation is based on the Priority System. The Priority System is a table with the following columns: Metatype, Attributes, Magic or Resonance, Skills, and Resources. The rows are divided into Priority Levels ranging from Priority A to Priority E. Players assign a specifc Priority Level for each of the columns to their character depending on their preferences. The values assigned must be different for each column (representing each aspect of the character), and there can be no duplications. For example, a character may not have Priority Level B for Magic or Resonance and Priority B for Resources. The higher the Priority Level (A, B, etc.), the more valuable it is for the character. Characters use Karma later on to customize their characters even further.
  The player begins the character-creation process by choosing their character’s metatype, or race. There are five distinct races within Shadowrun: dwarfs, elves, humans, orks, and trolls. Each race receives different racial advantages (and possibly disadvantages). Humans, for example, receive a higher rating in Edge (+1). Trolls receive Thermographic Vision, +1 Reach, and Dermal Armor, but they also receive the disadvantage of having to pay an additional fifty percent for gear because everything—including cyberware and bioware—must be specially modified to meet their massive physical requirements. Several metatypes also receive physical or mental advantages/disadvantages to their attribute ratings (such as higher or lower natural attribute limits). When determining which metatype best fits the character concept they wish to play, the player should refer to the Metatype Attribute Table (p. 66) and review the specific details for each metatype.
  Once the player has selected the metatype they wish to play, they should review the Metatype column to determine which Priority Levels give them the best options for their character based on their preferred metatype and the special attribute points they need. The special attributes are Edge, Magic, and Resonance; if you want your character to have a high rating in one or more of these areas, make sure you select a row with plenty of special attribute points. Technomancer characters need to ensure they can have a high Resonance, while magician or adept characters will want a high Magic rating.
  Edge starts at the value for each metatype listed in the Metatype Attribute Table (p. 66). Magic and Resonance start at 0.
  Edge, of course, is beneficial to all characters. Special attribute points may be spent entirely on Edge if the player chooses not to play a magic user or a technomancer, or they may split these points as they see fit between their Edge and Magic or Resonance attribute ratings if the player so chooses. These Special Attribute Points may only be allocated on Special Attributes. They may never be used to raise Mental or Physical attributes. Any unspent Special Attribute points disappear following the character creation process. If the player chooses an option that provides 0 special attribute points, don’t worry. Players may elect to spend the Karma given to them during the character creation process to raise these special attributes by following the standard Character Advancement rules (p. 103).
  Note that for most metatypes, the maximum rating for Magic, Resonance, and Edge is 6; humans have a maximum Edge rating of 7. Certain qualities (Lucky, Exceptional Attribute) allow characters to exceed attribute maximums by one, but the player must purchase these qualities with Karma and may only do so with gamemaster approval (the player may purchase either Lucky or Exceptional Attribute, but not both). Even if one of these qualities is purchased, the player must still spend the attribute points/Karma to raise the attribute to that new limit. With Exceptional Attribute, you can end up with a maximum Magic or Resonance rating of 7 when starting the game (before initiation or submersion).

精神和肉体属性
  接下来就是提升人物的属性。玩家为人物选择最适合的属性竖列优先级。这个竖列的数字表示玩家可获得多少用来提升精神和肉体属性的点数。当花费属性点时,参考泛人类属性表。这个表格展现了每个种族的起始属性等级(斜线前的数字)以及最大值。不花费属性点时,人物种族的属性就在起始水平。所以人类起始体质等级为1,矮人起始等级为3,兽人起始等级为4,巨魔起始等级为5。人物随后可将他们的属性点添加在这些起始值上。1点属性点提升1点属性等级。
  人物必须在人物创建过程中花费掉所有属性点。他们不能将属性竖列获得的属性点用来提升特殊属性或用作其它用途。人物在人物创建时仅仅只能有一项精神或肉体属性能够达到天生最大值,魔法、极限、共鸣这些特殊属性不受此限。
  创建他们的人物时,玩家需要仔细一些。不少属性的天生界限低于6的默认等级,这反映了种族在特定属性上的天生劣势。
  当玩家提升属性确定其人物的初始属性时,她应该留意一些基于人物属性计算的因素,比如主动性和天生界限。主动性决定了人物在战斗中的行动顺序,包括玩家人物和非玩家人物(主动性规则,见主动性,P52)。人物的基础主动性等级等于直觉+反应。
  天生界限(见检定和界限,P46)限制了人物在一些检定中可以计算的成功骰数量。因为他们基于属性,所以在选择属性时要留意这些界限。天生界限的公式可在最终结算表(P101)中找到。
  技术巫师需要记住他们的精神属性将决定他们的网际人格属性,他们在矩阵中的代理人格(P249)。关于网际人格的细节,见P250。同样,当魔法师将自己投射到星界空间时,他们拥有星界属性(P134)也基于精神属性。玩家在这个章节中的选择将影响这些属性。

剧透 -   :
MENTAL AND PHYSICAL ATTRIBUTES
The next step is to raise the character’s attributes. The player chooses a Priority Level from the Attribute column that best suits their vision of the character. The number in this column represents the points a player has available for raising their character’s Mental and Physical attributes. When spending attribute points, refer to the Metatype Attribute Table. This table shows the starting attribute ratings for each metatype (the number before the slash) as well as the maximum for each. Characters begin at their metatype’s starting levels at no cost; so humans begin with a Body rating of 1, dwarfs have a starting Body rating of 3, orks have an initial rating of 4, and trolls start at 5. Characters then apply their attribute points to these starting values. It takes 1 attribute point to raise an attribute rating by 1.
  A character must spend all attribute points during character creation. They may not spend attribute points from the Attributes column to raise special attributes or for any other purpose. Characters at character creation may only have 1 Mental or Physical attribute at their natural maximum limit; the special attributes of Magic, Edge, and Resonance are not included in this limitation.
  A player needs to be careful in building their character, as many of the attributes have a natural limit below the default level of 6 to reflect a metatype’s inherent disadvantage in that particular attribute.
  While the player is raising attributes and deciding on starting levels for her character, she should keep in mind several factors that will be calculated at the end of character creation based upon the character’s attributes, namely Initiative and Inherent Limits. Initiative determines the order in which characters, both player characters and non-player characters (NPCs), act in combat (for rules on Initiative, see  Initiative, p. 52). The base Initiative rating for a character is Intuition + Reaction.
  Inherent limits (see Tests and Limits, p. 46) restrict the number of hits characters can count in certain tests. They are based on attributes, so when choosing attributes, keep these limits in mind. The formulas for inherent limits are found on the Final Calculations Table (p. 101).
  Technomancers need to remember that their mental attributes will determine attributes for their Living Persona, their representation in the Matrix (p. 249). For details on the living persona, see p. 250. Similarly, when magicians project themselves into astral space, they have astral attributes (p. 314) that are based on their mental attributes. The choices players make in this section will affect those attributes later.
« 上次编辑: 2017-02-28, 周二 13:48:56 由 橡木盾 »

离线 jimraynor

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #1 于: 2015-09-04, 周五 06:32:29 »
每个种族都有不同的种族优势,也有可能是劣势。
每个种族都有不同的种族优势(有些也会有劣势)。

巨魔获得红外视觉,+1触及和天生护甲。但他们也会获得劣势,购买装备时要额外支付百分之五十。因为他们使用的所有东西,包括电子插件和生物插件,都必须为满足他们庞大的身形进行调整。
这一句中间的两个句号要改成逗号

有些种族会获得肉体上或精神上的优势或劣势,他们的属性等级的界限会更高或更低一些。
前半句最好改成“有些种族会获得肉体上或精神上的优势或劣势”,后半句里的界限我印象里是特指限制成功骰个数的那个limit?这里最好换个词儿,比如叫属性上限之类的

她应该留意一些基于人物属性计算的因素,主动性和天生界限。
她应该留意一些基于人物属性计算的因素,例如主动性和天生界限。


最近两节干的很不错嘛小伙子,你的产品已经快可以免检了。

另外上次说的stuffer shack,的确是个杂货店,大概类似7-11之类的东西。你翻译的是对的,我理解错了
以下引自全能的羊姐姐:
挑出最优解不是容易的事。很多四版战斗时间就是花在等待或讨论最优解之上的... 战:"我应该把他打倒地还是推开他?" 贼:"别推别推我要夹击" 牧:"可是不推的话他一快步我们就全体吃光环" 贼:"那么你别动,我用换位打?" 法:"我也可以拉人." 战:"不可以那是墙角你不能钭拉" 法:"如果我这样走的话好像可以拉了但牧师要让路" 牧:"我走开就罩不住贼?" 然后,过了十多分钟,大家谈好了,战士投骰,打失... "是时候重新想了."

离线 橡木盾

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #2 于: 2015-09-04, 周五 17:06:11 »
每个种族都有不同的种族优势,也有可能是劣势。
每个种族都有不同的种族优势(有些也会有劣势)。

巨魔获得红外视觉,+1触及和天生护甲。但他们也会获得劣势,购买装备时要额外支付百分之五十。因为他们使用的所有东西,包括电子插件和生物插件,都必须为满足他们庞大的身形进行调整。
这一句中间的两个句号要改成逗号

有些种族会获得肉体上或精神上的优势或劣势,他们的属性等级的界限会更高或更低一些。
前半句最好改成“有些种族会获得肉体上或精神上的优势或劣势”,后半句里的界限我印象里是特指限制成功骰个数的那个limit?这里最好换个词儿,比如叫属性上限之类的

她应该留意一些基于人物属性计算的因素,主动性和天生界限。
她应该留意一些基于人物属性计算的因素,例如主动性和天生界限。


最近两节干的很不错嘛小伙子,你的产品已经快可以免检了。

另外上次说的stuffer shack,的确是个杂货店,大概类似7-11之类的东西。你翻译的是对的,我理解错了

已参考修改。最近两节本身比较简单吧,谢谢Jim老爷鼓励。

离线 橡木盾

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #3 于: 2015-09-04, 周五 17:19:34 »
优先级表和泛人类属性表

根据勘误补充了矮人的种族优势:红外视觉                           
« 上次编辑: 2015-09-10, 周四 18:47:40 由 橡木盾 »

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #4 于: 2015-09-05, 周六 18:25:16 »
范例
分配属性点
James
  James认为人类是最适合扮演技术巫师的,他决定在泛人类型竖列选D横排。作为人类人物,他获得3点特殊属性点,他想花费在极限和共鸣上。James分配2点特殊属性点到共鸣上(提升到2级),分配1点特殊属性点到极限上。查询泛人类属性表,他看见人类极限起始等级为2,所以点数花费后使极限提升到了等级3。
  James继续为他的精神和肉体属性在优先级表上的属性竖列分配了C横排。这给予了他16点属性点提升精神和肉体属性等级。在分配完这些点数后,James的属性如下:  
  
剧透 -   :
EXAMPLE
ASSIGNING ATTRIBUTE POINTS
JAMES
  James thinks the human metatype is best suited to the role of technomancer, and he has decided to use row D in the Metatype column. As a human character, he receives 3 Special Attribute Points that he wants to spend on Edge and Resonance. James assigns 2 Special Attribute points to Resonance (giving it a rating of 2) and assigns 1 Special Attribute point to Edge. Consulting the Metatype Attribute Table, he sees that the starting Edge rating for a human is 2, so the point he spent raises the rating to 3.
  James then moves on to the Attribute column of the Priority Table and decides to assign row C to his Mental and Physical Attributes. That gives him 16 Attribute Points to raise his Mental and Physical attribute ratings. After distributing the points, James’attributes look like this:

Rob
  Rob决定创建一个巨魔街头武士,所以在泛人类型上选择了优先级B,即使这级优先级没有给予巨魔人物任何特殊属性点。如果他想要提升他的极限,Rob就需要在随后的人物创建过程中花费奖励业力。Rob为属性栏选择了优先级A,给予他24点属性点到精神和肉体属性上。Rob在花费掉所有点数后回顾他的人物。他打算利用优越属性特质,使他的力量达到11,并且游戏主持人准许Rob在人物创建过程中购买这个特质。Rob检查他的人物,确保他只有一项肉体属性达到(在这种具体情况下,是超过)了他人物天生属性最大上限。Rob的属性如下:

剧透 -   :
ROB
  Rob has decided to build a troll street samurai and has chosen Priority B for his metatype, even though this priority level does not give any Special Attribute Points to a troll character. If he desires to raise his Edge, Rob will need to spend his bonus Karma later on in the character creation process to do so. Rob chooses Priority A for his Attributes category, giving him 24 Attribute Points to spend on his Mental and Physical attributes. After Rob has spent all his points, he reviews his character. He intends to take the Exceptional Attribute quality, which would allow him to take his Strength up to 11, and the gamemaster has given Rob permission to take this quality at character creation. Knowing this ahead of time, Rob has spent the points to give his character Strength 11. Rob checks his character, and makes sure he only has one Physical attribute that is at (or in this case, above) his character’s natural attribute maximum limit. Rob’s attributes look like this:

Kyra
  Kyra决定她的人物应该是个精灵。查询优先级表,Kyra在泛人类型选择了D。如同Rob的巨魔人物,Kyra的精灵人物也没有额外的特殊属性点。她若要提升她的特殊属性,就需随后使用业力。Kyra将优先级B安在了属性点上。这给予了Kyra20点属性点来提升她的人物。检查她的人物,没有精神或肉体属性达到他们的天生最大上限。在使用了她的点数后,她的人物如下:

剧透 -   :
KYRA
  Kyra has decided her character will be an elf. Scanning the Priority Table, Kyra decides on Priority Level D for metatype. Like Rob’s troll character, Kyra’s elf character will receive no extra Special Attribute Points. For her to raise her special attributes, she will need to use Karma later on. Kyra settles on Priority B for her Attribute Points. This gives Kyra 20 Attribute Points to improve her character. Checking her character, none of her Mental or Physical attributes are at their natural maximum limit. After spending her points, these are her character’s attributes:

译注:表格有误,已勘正。
« 上次编辑: 2015-09-10, 周四 18:51:14 由 橡木盾 »

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #5 于: 2015-09-09, 周三 16:47:06 »
第三步:选择魔法或共鸣
  优先级表的下一竖列是魔法或共鸣。这是为那些想要成为魔法使用者(修士、偏门魔法师、法师、萨满和神秘修士)或技术巫师的玩家准备的竖列。无意于这些人物的玩家可以在这个竖列选择优先级E。《暗影狂奔》第五版中可选魔法使用者的种类请参考“魔法使用者类型”边栏。此外,玩家如果选择了魔法使用者或技术巫师,那么“魔法使用者在2075年的生活”和“技术巫师在2075年的生活”边栏可以帮助玩家了解这些人物。
  这个竖列中的优先级A到优先级C指定了人物魔法或共鸣的起始属性等级,并伴有一些技能和法术或复杂形式。这些对于他们的人物来说已经购买了,可以如常加入他们的人物表中。他们不需要为此花费任何技能点或业力,不过他们依然能够随后花费业力来提升他们的人物。行动技能列表(包括基于魔法或共鸣的技能)可见于P90。技能在P128的技能章节中有所详述。修士可以获得修士异能(P308)来确保他们选择的技能能够得到他们想要的修士异能的支持,比如重击异能对于利器技能。法术列表始于P283,复杂形式见于P252。
  偏门魔法师必须以一个特定的基于魔法的技能组(巫术、咒法、附魔)作为人物实践的魔法领域。一旦偏门魔法师选择了特定技能组,该人物就不能选择其他魔法技能组中的技能,无论是在人物创建时还是以后。
  注意,修士可以免费获得异能点(等于其魔法等级),而神秘修士不行。神秘修士必须以5业力(勘误)一完整异能点的比例购买异能点。神秘修士异能点的最大值等于其魔法等级。你可以在第七步:使用你剩余的业力(P98)中购买异能点。
  记住,玩家不受限于他们获得的优先级。玩家可以在人物创建结束前,花费业力购买更多的法术或复杂形式、注册幽魂或绑缚精魂。

剧透 -   :
Step three:Choose magic or resonance
The next column of the Priority Table is Magic or Resonance. This is a column for players who want to be magic users (adepts, aspected magicians, mages, shamans, and mystic adepts) or technomancers. Players who desire none of these character options choose Priority E for this column. For a quick reference on the variety of magic users available in Shadowrun, Fifth Edition, refer to the Magic User Types sidebar. Additionally, the Life as a Magic User in 2075 and Life as a Technomancer in 2075 sidebars help players know what they’re getting into if they choose these kinds of characters.
  Priority Levels A through C in this column specify the character’s starting attribute rating (either Magic or Resonance) along with a number of skills and spells or complex forms for their character as listed in the appropriate box. These are already paid for and can be added to the character sheet right away; they do not cost any skill points or Karma up front, although they can be increased later. The player should select which skills, spells, and complex forms they want for their character at this time. A list of active skills (including those that are Magic- and Resonance-based) can be found on p. 90. Skills are described in detail in the Skills chapter, p. 128. Adepts should review the adept powers (p. 308) to ensure that the skills they choose will support the adept powers they want, such as the Blades skill for the Critical Strike (skill) adept power. Spells listings start on p. 283, while complex forms can be found on p. 252.
  Aspected magicians must choose a specific Magic-based skill group (Sorcery, Conjuring, or Enchanting) to be the one area of magic that the character practices. Once an aspected magician take this specific skill group, the character may never take any other skills from the other Magic skill groups, either at character creation or at any future point.
  Note that while adepts receive Power Points for free (equal to their Magic rating), mystic adepts do not. Mystic Note that while adepts receive Power Points for free (equal to their Magic rating), mystic adepts do not. Mystic   adepts must purchase Power Points using Karma at the cost 2 Karma per full Power Point. The maximum number of Power Points Mystic Adepts may have is equal to their Magic rating. These points would be purchased during Step Seven: Spending Your Left Over Karma (p. 98).
  Remember, players are not limited to only what they receive in the priority level. Players may spend Karma to buy more spells or complex forms, register sprites, or bind spirits toward the end of character creation.

边栏——魔法使用者类型
  《暗影狂奔》有四种类型的魔法使用者:修士、魔法师、偏门魔法师以及神秘修士。以下是每组快速简短的归纳。玩家应该仔细权衡他们所扮演的魔法使用者的不同特性。引用页码处提供了每种类型的魔法使用者的详细信息。

修士
  修士将魔力引导入他们自己的身体强化他们的自身能力,使得他们的天赋和技能更加有效。
  修士不能进行星界投射(P313)。
  修士仅能通过购买星界察觉异能来感知星界空间(P312)。
  修士如果拥有星界察觉异能可以学习星界感知技能。
  修士不能使用任何基于魔法的技能组(巫术、咒法、附魔)。
  修士可以追随精魂导师(P320)。
  修士通过异能点来购买修士异能。修士获得等于其魔法等级的异能点。

魔法师
  魔法师可以进行星界感知。
  魔法师可以进行星界投射。
  魔法师可以自由选择魔法技能或技能组(巫术、咒法、附魔)。
  魔法师可以施放法术、召唤精魂或附魔魔法物品。
  在人物创建时,能够施放法术、进行仪式或创作炼金制剂的法师可知的每一类公式的数量不能超过他们的魔法等级x2(例如,魔法等级4允许8个法术、8个仪式、8个炼金制剂)。

偏门魔法师
  偏门魔法师是受限的魔法师。
  偏门魔法师不能进行星界投射。
  偏门魔法师可以进行星界感知。
  偏门魔法师必须从下列三组技能或技能组中选择其一。
    巫术(施法和相关技能)
    咒法(召唤和相关技能)
    附魔(炼金和相关技能)
  偏门魔法师不能进行任何与其未选择的两组技能相关的魔法技能。
  偏门魔法师如果通过这些技能成为施法者,他仅能选择法术反制。
  偏门魔法师可以追随精魂导师。
  在人物创建时,偏门魔法师能够施放法术、进行仪式或创作炼金制剂的法师可知的每一类公式的数量不能超过他们的魔法等级x2(例如,魔法等级4允许8个法术、8个仪式、8个炼金制剂)。

神秘修士
  神秘修士是魔法师和修士的结合体。
  神秘修士不能进行星界投射。
  神秘修士如果购买了星界察觉异能就可以进行星界感知。
  神秘修士如同魔法师一般购买法术、仪式和制剂。
  神秘修士必须通过业力来购买他们的异能点(每一完整异能点5业力(勘误),最大值等于其魔法等级)。
  神秘修士可以拥有巫术、咒法或附魔技能组中的任何技能。

剧透 -   :
MAGIC USER TYPES
Shadowrun  has four distinct types of magic users: Adept, Magician, Aspected Magician, and Mystic Adept. Here’s a quick breakdown of the unique characteristics of each group. A player should weigh these different characteristics carefully when deciding which kind of magic user to play. Page references are provided for more detailed information about each type of magic user.

ADEPTS
Adepts channel mana into their own bodies to enhance their natural abilities, making their talents and skills much more potent.
Adepts never astrally project (p. 313).
Adepts only perceive astral space by purchasing the Astral Perception power (p. 312).
Adepts can learn the Assensing skill only if they have the Astral Perception power.
Adepts cannot use skills from any magic-related skill groups (Sorcery, Conjuring, or Enchanting).
Adepts can follow mentor spirits (p. 320).
Adepts gain Adept Powers that are purchased with Power Points. Adepts receive a number of Power Points equal to their Magic rating.

MAGICIANS
Magicians can astrally perceive.
Magicians can astrally project.
Magicians can choose freely from the magical skills or skill groups (Sorcery, Conjuring, Enchanting).
Magicians can cast spells, conjure spirits, or enchant magical items.
At character creation, magicians who cast spells, perform rituals, or create alchemical preparations may know a maximum number of formulae from each group equal to their Magic Rating x 2 (i.e., Magic Rating of 4 allows 8 spells, 8 rituals, 8 alchemical preparations).

ASPECTED MAGICIANS
Aspected magicians are a limited form of magician.
Aspected magicians do not astrally project.
Aspected magicians can astrally perceive.
Aspected magicians must choose one, and only one, of the following three Skills/Skill Groups.
Sorcery (Spellcasting and related skills)
Conjuring (Summoning and related skills)
Enchanting (Alchemy and related skills)
Aspected magicians cannot perform any of the magical skills associated with the two groups they did not select.
Aspected magicians can only learn Counterspelling if they take the skills to be a spellcaster.
Aspected magicians can follow mentor spirits.
At character creation, aspected magicians who cast spells, perform rituals, or create alchemical preparations may know a maximum number of formulae from each group equal to their Magic Rating x 2 (i.e., Magic Rating of 4 allows 8 spells, 8 rituals, 8 alchemical preparations).

MYSTIC ADEPTS
Mystic adepts are a combination of magicians and adepts.
Mystic adepts never astrally project.
Mystic adepts can astrally perceive if they purchase the Astral Perception adept power.
Mystic adepts purchase their spells/rituals/preparations in the same way as magicians.
Mystic adepts must purchase their Power Points with Karma (2 Karma each at character creation for a full Power Point, with a maximum number of points equal to their Magic attribute rating).
Mystic adepts can have any skills from the Enchanting, Sorcery, or Conjuring skill groups.

边栏——魔法使用者在2075年的生活
  魔法回到这个世界已有六十多年,但那些引导魔法的觉醒者仍然只是一小部分人。结果,人们对他们是既羡慕又害怕。他们是疯狂谣言、无端猜测和偶发偏见的主题。
  许多平凡的泛人类害怕觉醒者用他们的能力能够做到的事情。的确有基于魔法的恐怖袭击,例如鬼舞事件和冬夜发动的全球性攻击(分别发生在2064年第二次矩阵崩溃期间和之前),这佐证了这种恐惧。如人类主义者这样的政治团体渲染这种恐惧,制造人们对觉醒者憎恨和暴力的火花。
  作为对这种恐惧的反映和安全考虑,许多地方要求魔法使用者注册他们的装备、法术公式、精魂(通常他们只关心至少中等力量的装备和精魂,从游戏中来说就是等级3及以上)。他们被要求购买许可证才能合法携带和使用魔法。这些法律许可证常常伴有侵害性的要求,包括在任何时间都可能经受顺从检查,允许执法机构在没有搜查令、甚至当事人不在场的情况下搜查魔法使用者的住所。有些地方要求魔法使用者向执法机构或安保公司交出血液样本,这可以在必要的时候提供精神连接追踪会魔法的人物。因此,许多暗影中的魔法使用者都有伪造的身份证和许可证,不仅因为他们不想被条子抓住,也是因为他们不想把他们身体的任何部分交出去。魔法物品和许可证的花费规则见于街头装备章节(P416)。
  因为魔法如此罕见,所以成了超级企业垂涎的东西。合法注册的魔法使用者常常成为拐带行动的目标,为敌对的超级企业掠走并被迫接受雇佣。
  觉醒者也有他们自己的偏见,常见的就是不同类型魔法使用者间的敌视(例如,魔法师有时就会对修士有偏见)。因为他们能力有限,偏门魔法师最常受到觉醒者团体的偏见对待。很多人认为他们不是完全的觉醒者或者不是完全的魔法使用者,他们被禁止参加许多魔法团体。

剧透 -   :
LIFE FOR A MAGIC USER IN 2075
Magic has been back in the world for more than sixty years, but the Awakened—the term for those who channel magic—remain a small minority of the population. As a result, they are both admired and feared. They are the subjects of wild rumors, baseless speculation, and the occasional free-foating prejudice.
  Many mundane metahumans fear what the Awakened can do with their abilities. There have been magic-based terror attacks, ranging from the Ghost Dance to the global attacks Winternight launched before and during the second Matrix Crash in 2064, that give credence to these fears. Policlubs like Humanis feed these fears, building them up to spark hate and violence against the Awakened.
  As a refection of this fear and as a measure of caution, many sprawls require magic users to register their gear, spell formulas, and spirits (typically they only care about spirits and gear of at least moderate power—in game terms, those with a rating of 3 or higher). They are required to purchase licenses in order to legitimately carry and use magic. These legal licenses often come with invasive requirements, including being subjected to compliance checks that can be conducted at any time, giving law-enforcement corporations the right to search a magic user’s premises without a warrant, even when the person is not present. Some sprawls require magic users to give law enforcement agencies and/or security corporations blood samples that could serve as material links to track the character magically if necessary. Because of this, many magic users in the shadows have fake IDs and licenses, partly so they won’t get nabbed by the cops, but also so they don’t have to turn any part of their bodies over to them. Rules and cost for magic items and licenses are found in the Street Gear section (p. 416).
  Since magic is such a rare commodity, it is very much desired by the megacorporations. Legally registered magic users often find themselves the targets of extractions, snatched by rival megacorporations looking to press them into employment.
  The Awakened have their own prejudices, often against magic users not of their type (e.g., magicians are sometimes prejudiced against adepts). Since they are limited in what they can do, aspected magicians suffer the most prejudice within the Awakened community. Many see them as not fully Awakened or not full magic users, and they are barred from many magic groups.

边栏——技术巫师在2075年的生活
  技术巫师是如何运用他们能力的这件事依旧迷雾重重。尽管没有公司能够估计出他们的确切人数(因为他们中许多选择留在地下而不暴露他们的天赋),但普遍认为技术巫师比魔法使用者还要少见。
  因为对技术巫师的了解极为浅薄,世界上很多人惧怕他们和他们的才能。在流行文化中,他们的能力被夸张到极致(比如谣传他们能关闭数个街区内的每个电子器械),有些团体悬赏他们的人头。许多公司想要研究技术巫师,进行实验勾勒出他们的才能,发现更好地理解甚至复制他们能力的方法。其他团体只是想要他们死。技术巫师的法律权利模糊不清、模棱两可,很多时候是有意为此。对技术巫师来说,2075年的世界充斥着敌对的态度,有时还会非常危险。许多技术巫师带着电子板的仿制品来冒充传统的碟客。他们通常为了保护秘密不被发现而什么事都敢做。

剧透 -   :
LIFE FOR A TECHNOMANCER IN 2075
 Much about what technomancers are and how they operate is shrouded in mystery. Though there is no firm estimate of their exact number (since many of them choose to remain underground and not reveal their gift), it is believed that there are fewer technomancers than magic users.
  Because so little is known about technomancers, many in the world fear what they might be and what they might be capable of. In pop culture their abilities are exaggerated to extreme proportions (they might be shown, for example, shutting down every piece of electronics for blocks), and some groups have put bounties on their heads. Many corporations would like to study technomancers, conducting experiments to map their talents and discover ways to better understand and perhaps duplicate their abilities. Others groups just want them dead. The legal rights of technomancers are hazy and ambiguousmany times deliberately so. The world in 2075 is generally hostile and occasionally very dangerous for technomancers, Many technomancers pass themselves off as ordinary deckers, carrying dummy cyberdecks to blend in. They will often do whatever it takes to keep their secret from being discovered.
« 上次编辑: 2015-11-19, 周四 00:47:58 由 橡木盾 »

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #6 于: 2015-09-09, 周三 19:59:03 »
范例
魔法或共鸣竖列
James
  James已为他的技术巫师人物分配了优先级D到泛人类型以及优先级C到属性,于是他不能再选这两级优先级了,剩下A、B和E。横排E没有共鸣选项,所以James排除了它而选择了优先级B。这给予了他4的共鸣属性等级(在第二步中他用2点特殊属性点分配给了共鸣,直接加在上面),以及两个4级的基于共鸣的技能。他选择了编译和注册技能。对于2个复杂形式,他选择了清洁者和编辑者。
  在人物创建的这个环节之后,James的人物如下:

剧透 -   :
MAGIC OR RESONANCE COLUMN
JAMES
  James has already assigned Priority Levels D to his Metatype and C to Attributes for his technomancer character, so these Priority Levels are no longer available to him, leaving A, B, and E. Row E has no Resonance options, so James rules that one out and chooses Priority Level B. This gives him a Resonance Attribute Rating of 4 (which is added to the 2 Special Attribute Points he dedicated to Resonance in Step Two), as well as two Resonance-based skills at rating 4. He selects Compiling and Registering as the skills. For his 2 complex forms, he chooses Cleaner and Editor.
  At this point during character creation, James’ character looks like this:

Rob
  Rob的街头武士不使用魔法也不使用共鸣。他选择优先级E,这个步骤没有给他任何东西,所以他可以直接进行人物创建过程的下一步。

剧透 -   :
ROB
Rob’s street samurai does not use Magic or Resonance. He chooses Priority E, giving him no points in this step, so he simply moves on to the next step in the character creation process.

Kyra
  Kyra的人物是神秘修士。查看了她剩下的优先级后,Kyra选择了优先级A。这给予了她6的魔法属性等级,两个5级魔法技能以及10个法术。她挑选了法术施放和法术反制技能,然后查阅了P283的可选起始法术,她选择了10个适合她的(列表见下)。
  Kyra没有获得任何免费的修士异能的异能点,所以她决定现在就花费业力购买异能,以免以后忘记。Kyra决定花费10业力购买2异能点(勘误)。她将这些异能点分配到修士异能列表中(P308),让她的战斗和社交能力都得到了一定的改善。她会在完成人物的技能部分之后再决定哪些技能需要异能增强。
  在包含了魔法等级、新的技能、修士异能和法术之后,Kyra的人物如下:

剧透 -   :
KYRA
  Kyra’s character is a mystic adept. Reviewing the Priority Levels that she has left, Kyra chooses Priority A. This gives her a Magic attribute rating of 6, two rating 5 Magical Skills, and 10 spells. She picks up Spellcasting and Counterspelling as her skills, and after looking over the selection of spells starting on p. 283, she chooses 10 that suit her (see the list below).
  Kyra won’t get any free Power Points for adept powers, so she decides to spend some of her Karma now just to keep things organized. Kyra decides to spend 10 Karma from her Karma fund to purchase 5 Power Points. She divides up those Power Points among the listed adept powers (p. 308), giving her a good mix of combat and social abilities. She’ll choose the skills that some of the powers enhance once she has selected her specifc skills.
  This is what Kyra’s character looks like after including her Magic Rating and the new skills, adept powers, and spells:

Kyra的列表也已勘误。
« 上次编辑: 2015-09-14, 周一 15:02:56 由 橡木盾 »

离线 jimraynor

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #7 于: 2015-09-10, 周四 11:14:00 »
aspected magician翻译成相位魔法师实在有点不沾边啊……魔法一章里的译法是专精法师,虽然也不完全准不过起码能表达所学有限的意思

James认为人类是最适合扮演技术巫师
这句话是不通顺的呀,要么说“James认为人类最适合扮演技术巫师”要么说“James认为人类是最适合扮演技术巫师的”

giving it a rating of 2严格来说是提升到2级。不过不改也行

James继续为他的精神和肉体属性,在优先级表上的属性竖列分配了C横排
去掉逗号

上面种族表里essence翻译成精华,到属性的例子表里面变成精元了

在Rob花费掉所有点数后,回顾他的人物。
Rob在花费掉所有点数后回顾了他的人物。

当然游戏主持人给予了Rob在人物创建过程中使用这个特质的权利
并且游戏主持人准许Rob在人物创建过程中购买这个特质。另外这一句前面的句号是逗号

这些将详见于第七步:使用你剩余的业力(P98)
你可以在第七步“使用你剩余的业力”(P98)中购买异能点。

玩家不受限于他们获得的优先级
玩家获得的并不止优先级带来的这些。

修士决不能进行星界投射(P313)。
决(好像应该是绝)用做副词的时候表达的是加重语气而不是陈述事实,最好去掉。如果你觉得单独说不能太软了可以改成无法。下同

修士如果拥有星界察觉异能可以学习星界感知技能。
修士必须拥有星界感知异能才可以学习星界察觉技能。

修士可以追随精神导师(P320)。
精神导师 -> 导师精魂

未完待续

----------------------

在人物创建时,魔法师施放的法术、进行的仪式、创造的炼金制剂和可知的公式的最大值都等于他们的魔法等级×2。
在创建人物时,能够施法、主持进行仪式或创作炼金制剂的法师可知的每一类公式的数量不能超过他们的魔法等级x2。这句话出现在法师和专精法师两个地方

神秘修士如果购买了星界察觉异能就可以进行星界感知。
见上

神秘修士可以拥有任何巫术、咒法或附魔技能组。
神秘修士可以拥有巫术、咒法或附魔技能组中的任何技能

神秘修士这一段漏掉了一句Mystic adepts purchase their spells/rituals/preparations in the same way as magicians.

结果,人们对他们是既羡慕又害怕。他们是疯狂谣言、无端猜测和偶发偏见的主题。
这一句译的非常好 :em013

的确有基于魔法的恐怖袭击,在2064年第二次矩阵崩溃期间和之前,冬夜发起了针对鬼舞的全球袭击
的确有基于魔法的恐怖袭击,例如鬼舞事件和冬夜发动的全球性攻击(分别发生在2064年第二次矩阵崩溃期间和之前)
另外martian翻译的部分里出现了一个great ghost dance被翻译成百鬼夜行,不确定是不是同一个事件。

这让执法机构有权在没有搜查令、甚至当事人不在场的情况下搜查一个魔法使用者的住所。
允许执法机构在没有搜查令、甚至当事人不在场的情况下搜查魔法使用者的住所。这一句和上一句的随机顺从检查是并列的

未完待续。。。

----------------------

合法注册的魔法使用者常常发现他们自己成为了争夺的目标,敌对的超级企业伺机抢夺雇佣他们。
合法注册的魔法使用者常常成为extraction行动的目标,为敌对的超级企业掠走并被迫接受雇佣。
extraction是一种常见的run类型,所以这里特别提出来。不过这个词不知道翻译了没

因为知道技术巫师是如此少见
因为对技术巫师的了解极为浅薄

比如,他们被描述能够一块块的关闭每一个电子元件
比如谣传他们能关闭数个街区内的每个电子器械

2075年世界存在普遍的敌意和偶然对技术巫师来说是很危险的
对技术巫师来说,2075年的世界充斥着敌对的态度,有时还会非常危险。

他们通常为了保护秘密不被发现,从而什么事都敢做
他们通常为了保护秘密不被发现而什么事都敢做

横排E没有共鸣选项,James明白这点所以选择了优先级B。
横排E没有共鸣选项,所以James排除了它而选择了优先级B。

他选择了编辑和注册技能
计算机术语里compile被翻译成编译。

所以他可以简单地继续人物创建过程的下一步
所以他可以直接进行人物创建过程的下一步

所以她决定花费一些业力把事情组织起来
所以她决定现在就花费业力购买异能,以免以后忘记。keep things organized是个习语,大概是让事物保持井井有条的意思。整句表达的意思是因为power跟spell是一块的所以现在一起搞了。国内没有这种说法所以很难翻译出来。

让她获得了良好的战斗和社交能力
让她的战斗和社交能力都得到了一定的改善,这里的good是修饰mix不是修饰combat and social abilities,表示两个方面都选了一些

在强化她选择的特定技能的时候,她会再次选择一些异能。
她会在完成人物的技能部分之后再决定某些异能要增强的技能。这里指的是需要选择小类的power比如Enhanced Accuracy和Improved Ability,她现在把小类留空,等第五步搞定之后再回来填。这里我不是逐字翻译的。

« 上次编辑: 2015-09-14, 周一 07:08:29 由 jimraynor »
以下引自全能的羊姐姐:
挑出最优解不是容易的事。很多四版战斗时间就是花在等待或讨论最优解之上的... 战:"我应该把他打倒地还是推开他?" 贼:"别推别推我要夹击" 牧:"可是不推的话他一快步我们就全体吃光环" 贼:"那么你别动,我用换位打?" 法:"我也可以拉人." 战:"不可以那是墙角你不能钭拉" 法:"如果我这样走的话好像可以拉了但牧师要让路" 牧:"我走开就罩不住贼?" 然后,过了十多分钟,大家谈好了,战士投骰,打失... "是时候重新想了."

离线 橡木盾

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #8 于: 2015-09-11, 周五 15:29:14 »
aspected magician翻译成相位魔法师实在有点不沾边啊……魔法一章里的译法是专精法师,虽然也不完全准不过起码能表达所学有限的意思

James认为人类是最适合扮演技术巫师
这句话是不通顺的呀,要么说“James认为人类最适合扮演技术巫师”要么说“James认为人类是最适合扮演技术巫师的”

giving it a rating of 2严格来说是提升到2级。不过不改也行

James继续为他的精神和肉体属性,在优先级表上的属性竖列分配了C横排
去掉逗号

上面种族表里essence翻译成精华,到属性的例子表里面变成精元了

在Rob花费掉所有点数后,回顾他的人物。
Rob在花费掉所有点数后回顾了他的人物。

当然游戏主持人给予了Rob在人物创建过程中使用这个特质的权利
并且游戏主持人准许Rob在人物创建过程中购买这个特质。另外这一句前面的句号是逗号

这些将详见于第七步:使用你剩余的业力(P98)
你可以在第七步“使用你剩余的业力”(P98)中购买异能点。

玩家不受限于他们获得的优先级
玩家获得的并不止优先级带来的这些。

修士决不能进行星界投射(P313)。
决(好像应该是绝)用做副词的时候表达的是加重语气而不是陈述事实,最好去掉。如果你觉得单独说不能太软了可以改成无法。下同

修士如果拥有星界察觉异能可以学习星界感知技能。
修士必须拥有星界感知异能才可以学习星界察觉技能。

修士可以追随精神导师(P320)。
精神导师 -> 导师精魂

未完待续

----------------------

在人物创建时,魔法师施放的法术、进行的仪式、创造的炼金制剂和可知的公式的最大值都等于他们的魔法等级×2。
在创建人物时,能够施法、主持进行仪式或创作炼金制剂的法师可知的每一类公式的数量不能超过他们的魔法等级x2。这句话出现在法师和专精法师两个地方

神秘修士如果购买了星界察觉异能就可以进行星界感知。
见上

神秘修士可以拥有任何巫术、咒法或附魔技能组。
神秘修士可以拥有巫术、咒法或附魔技能组中的任何技能

神秘修士这一段漏掉了一句Mystic adepts purchase their spells/rituals/preparations in the same way as magicians.

结果,人们对他们是既羡慕又害怕。他们是疯狂谣言、无端猜测和偶发偏见的主题。
这一句译的非常好 :em013

的确有基于魔法的恐怖袭击,在2064年第二次矩阵崩溃期间和之前,冬夜发起了针对鬼舞的全球袭击
的确有基于魔法的恐怖袭击,例如鬼舞事件和冬夜发动的全球性攻击(分别发生在2064年第二次矩阵崩溃期间和之前)
另外martian翻译的部分里出现了一个great ghost dance被翻译成百鬼夜行,不确定是不是同一个事件。

这让执法机构有权在没有搜查令、甚至当事人不在场的情况下搜查一个魔法使用者的住所。
允许执法机构在没有搜查令、甚至当事人不在场的情况下搜查魔法使用者的住所。这一句和上一句的随机顺从检查是并列的

未完待续。。。

----------------------

合法注册的魔法使用者常常发现他们自己成为了争夺的目标,敌对的超级企业伺机抢夺雇佣他们。
合法注册的魔法使用者常常成为extraction行动的目标,为敌对的超级企业掠走并被迫接受雇佣。
extraction是一种常见的run类型,所以这里特别提出来。不过这个词不知道翻译了没

因为知道技术巫师是如此少见
因为对技术巫师的了解极为浅薄

比如,他们被描述能够一块块的关闭每一个电子元件
比如谣传他们能关闭数个街区内的每个电子器械

2075年世界存在普遍的敌意和偶然对技术巫师来说是很危险的
对技术巫师来说,2075年的世界充斥着敌对的态度,有时还会非常危险。

他们通常为了保护秘密不被发现,从而什么事都敢做
他们通常为了保护秘密不被发现而什么事都敢做

横排E没有共鸣选项,James明白这点所以选择了优先级B。
横排E没有共鸣选项,所以James排除了它而选择了优先级B。

他选择了编辑和注册技能
计算机术语里compile被翻译成编译。

所以他可以简单地继续人物创建过程的下一步
所以他可以直接进行人物创建过程的下一步

所以她决定花费一些业力把事情组织起来
所以她决定现在就花费业力购买异能,以免以后忘记。keep things organized是个习语,大概是让事物保持井井有条的意思。整句表达的意思是因为power跟spell是一块的所以现在一起搞了。国内没有这种说法所以很难翻译出来。

让她获得了良好的战斗和社交能力
让她的战斗和社交能力都得到了一定的改善,这里的good是修饰mix不是修饰combat and social abilities,表示两个方面都选了一些

在强化她选择的特定技能的时候,她会再次选择一些异能。
她会在完成人物的技能部分之后再决定某些异能要增强的技能。这里指的是需要选择小类的power比如Enhanced Accuracy和Improved Ability,她现在把小类留空,等第五步搞定之后再回来填。这里我不是逐字翻译的。



已经参考修正。拜谢。
« 上次编辑: 2015-09-14, 周一 15:11:49 由 橡木盾 »

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Re: 【暗影狂奔第五版核心规则书翻译】创建人物 p.64 --
« 回帖 #9 于: 2015-09-11, 周五 15:56:14 »
求具体特质译名,特质章节中两张特质列表从略。

第四步:购买特质
  人物创建的下一步就是完成人物开始《暗影狂奔》战役时的特质清单。
  特质会帮助完善人物的个性,同时也提供了一些奖励或惩罚。有两种类型的特质,正面特质在游戏内提供优势并要求支付业力;负面特质在游戏内产生劣势但会奖励给玩家能够花费在其他方面的业力。
  如前所述,人物在开始人物创建时有25业力,可以用一些来给买特质。玩家可以全部花光,只用一部分或者一点儿也不用,取决于他们想让他们的人物具有哪些特质以及在随后的环节中能够剩下多少业力。此外,创建人物的时候最多只能购买价值25业力正面特质和价值25业力的负面特质。
  在人物创建之后,可以在游戏过程中购买正面特质,而人物的负面特质则可能由游戏主持人根据游戏中发生的事情来授予。负面特质可以在游戏过程中花费业力取消掉。关于购买正面特质和取消负面特质详见“人物发展”规则(P103)。
  当购买正面特质或负面特质时,注意特质对任何技能的奖励或负面调整都会在人物表上相应的技能或属性后的括号中标注出来。

剧透 -   :
STEP FOUR:PURCHASE QUALITIES
This next step in the character creation process is finalizing the list of qualities the character will have at the beginning of a Shadowrun campaign.
  Qualities help round out your character’s personality while also providing a range of benefits or penalties. There are two types of Qualities—Positive Qualities, which provide gameplay bonuses and require an expenditure of Karma; and Negative Qualities, which impose gameplay penalties but also give bonus Karma the player can spend in other areas.
  As mentioned earlier, the character starts the character creation process with 25 Karma, and some of that can be spent to buy Qualities. Players can spend all of it, some of it, or none of it based on what they want their character to have and how much Karma they want to save for later. Additionally, at creation characters can only possess at most 25 Karma worth of Positive Qualities and 25 Karma worth of Negative Qualities.
  After character creation, Positive Qualities can be purchased during game play, while Negative Qualities may be awarded to the character by the gamemaster based on events that take place in game. Negative Qualities can be bought off using Karma during game play. See  Character Advancement  rules (p. 103) for more about purchasing Positive Qualities or buying off Negative ones.
  When purchasing a Positive or Negative quality, note the quality on the character sheet along with any bonuses or negative modifiers to skills in parentheses next to the appropriate skills or attributes.

正面特质

双巧手
花费:4业力
  双巧手人物的双手使用东西能够一样灵巧。没有这个特质,任何仅用副手进行的行动(例如,开枪)承受-2骰池调整(见“攻击者使用副手武器”,P178)。

剧透 -   :
POSITIVE QUALITIES
AMBIDEXTROUS
COST: 4KARMA
The Ambidextrous character can handle objects equally well with either hand. Without this quality, any action performed solely with the off–hand (i.e., firing a gun) suffers a –2 dice pool modifier (see Attacker Using Off-Hand Weapon, p. 178).

分析性思维
花费:5业力
  分析思维是逻辑性分析信息,推导问题解决方案或从干扰中分离出重要信息的不可思议的能力。常用来破解密码、解决谜题、找出陷阱和数据筛选。这个特质赋予人物+2骰池调整到任何涉及模式识别、证据分析、线索搜寻、解决谜题的逻辑检定中。这个特质也会让人物解决问题的时间减半。

剧透 -   :
ANALYTICAL MIND
COST: 5 KARMA
Analytical Mind describes the uncanny ability to logically analyze information, deduce solutions to problems, or separate vital information from distractions and noise. It’s useful in cracking cyphers, solving puzzles, figuring out traps, and sifting through data. This quality gives the character a +2 dice pool modifier to any Logic Tests involving pattern recognition, evidence analysis, clue hunting, or solving puzzles. This quality also reduces the time it takes the character to solve a problem by half.

天资
花费:14业力
  这个特质表明了你是如何做到强中更强的。技能的标准上限是12级。偶尔有些人物可以超过限制,他的一个特定的技能达到真正的卓越。拥有这个特殊的特质,人物在人物创建时可以有一个技能达到等级7,并可以最终提升到等级13。人物只能选择一次天资聪颖特质。

剧透 -   :
APTITUDE
COST: 14 KARMA
This quality is how you become even better than the best in the world. The standard limit for skills is 12. Every so often, there is a character who can exceed limitations and be truly exceptional in a particular skill. With this particular quality, the character can have one skill rated at 7 at character creation, and may eventually build that skill up to rating 13. Characters may only take the Aptitude quality once.

星界变色龙
花费:10业力
  拥有星界变色龙特质的人物,其星界标识混入了星界空间的背景中从而难以侦测。人物留下的所有标识最后只有其他星界标识的一半。任何人通过星界感知检定感知拥有这个特质的人物留下的混合星界标识都会承受-2骰池调整。只有拥有魔法等级并能够留下星界标识的人物可以拥有这个特质。

剧透 -   :
ASTRAL CHAMELEON
COST: 10 KARMA
With the Astral Chameleon quality, the character’s astral signature blends into the background of astral space and is diffcult to detect. All signatures left by the character last only half as long as other astral signatures. Any individuals assensing astral signatures left behind by a character with this quality receive a –2 dice pool modifer for the Assensing Test. Only characters with a Magic rating and capable of leaving astral signatures may have this quality.

双母语
花费:5业力
  拥有这个特质的人物可以流利地读、写、讲第二门语言。他们可以选择第二门语言作为母语(见“语言技能”,P150)。这个特质只能在人物创建时选取;选择该特质让人物在第五步:购买行动、知识和语言技能(P88)中获得第二个免费语言技能。

剧透 -   :
BILINGUAL
COST: 5 KARMA
A character with this quality reads, writes, and speaks a second language fluently. They can list a second language as a native tongue (see Language Skills, p. 150). This quality can only be acquired at character creation; selecting it gives the character a second free language skill during  Step Five: Purchase Active, Knowledge, and Language Skills, (p. 88).

低调
花费:8业力
  这个人物能够轻易混入人群,他很少被注意到也很容易被遗忘。他的外表的每个方面都是毫不起眼的。任何试图描述这个人物的人都没法找到比“普通身高、普通身材、普通头发”等更精确的语句来进行形容。
  任何人想要回忆起这个人物的特定细节,检定阈值提高1。这意味着记忆检定从普通(阈值2)变得困难(阈值3)。
  试图在人口稠密的环境中跟踪或物理定位拥有低调特质的人物要在所有搜索相关的检定上承受-2骰池调整。如果基于其外表四下打探这个人要承受相同的惩罚。然而,通过魔法或矩阵搜索时不适用这个惩罚。如果人物有任何可见的纹身、疤痕、明显的电子插件或其他便于识别的特征,低调特质带来的加值会取消直到人物外表的鲜明特征移除掉。
  在某些环境和特定情况下,游戏主持人可以决定低调特质不适用。例如,一个拥有低调特质的巨魔,无论他的犄角多么普通,其高大的身躯依然会让他在一群人类中鹤立鸡群。人物只要在离开了这种使其突显的环境后才能获得他的加值。

剧透 -   :
BLANDNESS
COST: 8 KARMA
This character blends into a crowd; he’s seldom noticed and easily forgotten. He is unremarkable in every aspect of physical appearance. Anyone attempting to describe the character cannot come up with anything more precise than “average height, average build, average hair, etc.”
  Increase the threshold for anyone to recall specifc details about the character by 1. This means a Memory Test with a diffculty of Average (threshold of 2) becomes a Hard test (threshold of 3).
  Individuals attempting to shadow or physically locate a character with the Blandness quality in a populated setting receive a –2 dice pool modifier on all tests related to their search. The same penalty applies if they’re asking around about the person based on the individual’s physical appearance. The modifier does not, however, apply to magical or Matrix searches. If the character acquires any visible tattoos, scars, obvious cyberware, or other distinguishing features, the bonuses from the Blandness quality go away until the distinctive features are removed from the character’s appearance.
  In certain circumstances and specifc situations, the gamemaster may determine that Blandness does not apply. For example, a troll with the Blandness quality still towers head and shoulders over a crowd of humans and so still stands out, no matter how average their horns may be. The character only regains his bonus by leaving the situation where he stands out.

鬼祟如猫
花费:7业力
  一个拥有鬼祟如猫特质的人物具备不可思议的优雅、隐匿的步伐、无声移动的超常能力的天赋。他们坠落时也能安静落地,即使他们往往不会让别人有机会尝试。这个特质给予潜行技能检定+2骰池调整。

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CATLIKE
COST: 7 KARMA
A character with the Catlike quality is gifted with an uncanny elegance, a stealthy gait, and an almost preternatural ability to move without making a sound. They also claim they land on their feet when dropped, though they tend not to let people test this. This quality adds a +2 dice pool modifier to Sneaking skill tests.

代码玩家
花费:10业力
  一和零才是玩代码的真正母语。人物熟练于执行特定矩阵动作(当她选择这个特质时选定),他获得+2骰池调整在这个矩阵动作上。为这个特质选择的矩阵动作(P237)必须是需要进行检定的。

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CODESLINGER
COST: 10 KARMA
Ones and zeroes are practically a native language to a Codeslinger. The character is adept at performing a particular Matrix action (which she selects when she selects this quality) and receives a +2 dice pool modifier to that Matrix action. This can only be selected for Matrix Actions (p. 237) that have a test associated with them.

双关节
花费:6业力
  一个有双关节的人物拥有非常灵活的关节,可以将他的身体弯曲到极致。人物在脱逃术检定上获得+2骰池调整。人物可以挤进普通人无法进入的狭小空间。他们在派对和酒吧中也会很棒。

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DOUBLE-JOINTED
COST: 6 KARMA
A Double-Jointed character has unusually fexible joints and can bend and contort his body into extreme positions. The character receives a +2 dice pool modifier for Escape Artist tests. The character may also be able to squeeze into small, cramped spaces where less limber characters cannot. They’re also great at parties and bars.

优越属性
花费:14业力
  优越属性特质就是你如何成为有魅力的巨魔和敏捷的矮人的原因。它允许你将一项属性最高上限提高一点。例如,一个在力量上拥有优越属性特质的兽人人物可以在安装插件之前将力量属性提升至10,以代替正常上限的9。优越属性也适用于特殊属性,如魔法和共鸣。极限不受优越属性的影响(极限提升通过另一种被称为幸运的特质)。人物只能选取一次优越属性特质,并且需要得到游戏主持人的批准。

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EXCEPTIONAL ATTRIBUTE
COST: 14 KARMA
The Exceptional Atribute quality is how you get to be the charismatic troll, or the agile dwarf. It allows you to possess one attribute at a level one point above the metatype maximum limit. For example, an ork character with the Exceptional Attribute quality for Strength could take his Strength attribute up to 10 before augmentations are applied, instead of the normal limit of 9. Exceptional Attribute also applies toward Special Attributes such as Magic and Resonance. Edge cannot affected by the Exceptional Attribute (Edge is raised by another quality called Lucky). A character may only take Exceptional Attribute once, and only with the gamemaster’s approval.

第一印象
花费:11业力
  第一印象特质使一个人物可以轻松融入新的环境、处境、群体和工作中。无论是渗透进一个帮派、在新的城市找到关系还是在一次私人会面中的争论,人物在第一次会面中有关社交检定上获得临时+2骰池调整,如谈判和欺骗。这个调整值不适用于第二次以及随后的遭遇。

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FIRST IMPRESSION
COST: 11 KARMA
The First Impression quality enables a character to slide easily into new environments, situations, groups, and jobs. Whether infiltrating a gang, making contacts in a new city, or wrangling an invite to a private meet, the character gains a temporary +2 dice pool modifier for relevant Social Tests such as Negotiation and Con during the first meeting. This modifier does not apply to second and subsequent encounters

集中专注
花费:每等级4业力(最大6级)
  一个拥有集中专注特质的技术巫师或魔法使用者经过了训练从而可能比其他人在操纵魔力或共鸣上更加精确。这种精确减少了对魔法使用者或技术巫师身体的压力。她能够维持一个魔力/等级等于她的集中专注等级的法术/复杂形式,无需承受任何惩罚。例如,一个拥有集中专注等级3的魔法使用者可以维持魔力3的护甲法术而不用在维持法术时承受负面骰池调整。维持任何额外法术或复杂形式都受到标准的每维持一个法术或复杂形式-2骰池调整。这个特质只能被能够施法的魔法使用者和技术巫师人物选择。

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FOCUSED CONCENTRATION
COST: 4 KARMA PER RATING (MAX 6)
A technomancer or magic user with the Focused Concentration quality has the discipline to manipulate mana or Resonance more precisely than otherwise possible. This precision reduces stress to the magic user’s or technomancer’s body. She is able to sustain one spell/complex form with a force/level equal to her Focused Concentration rating without suffering any penalties. For example, a magic user with Focused Concentration rating 3 may sustain a Force 3 Armor spell without taking the negative dice pool modifier for sustaining a spell. Sustaining any additional spells or complex forms incurs the standard –2 dice pool modifier per spell or complex form sustained. This quality may only be taken by magic user characters that are able to cast spells and technomancers.

机械脑袋
花费:11业力
  机械脑袋是你需要猛踩油门立刻闪人的时候最需要的人。她是天生的司机或飞行员。当她在载具或无人机的车轮、摇杆或控制器上时,她能够直观了解机器的局限和能力并且操作其到最佳状态。在载具或飞车战斗中,机械脑袋可以提高其载具或无人机百分之二十的速度或者将操作调整+1(玩家选择)。她在载具中尝试困难动作或特技时,也能获得+2骰池调整。这个奖励持续1D6分钟。
  玩家如果愿意可以选择再获得额外的1D6分钟奖励。这样做会使载具或无人机超过其设计极限并有灾难性伤害的风险。人物每让载具获得奖励超过初始奖励一分钟,载具就会自动受到一点压力伤害(不能抵抗)。

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GEARHEAD
COST: 11 KARMA
The Gearhead is who you look for when it’s time to stomp on the gas and move. She’s a natural-born driver or pilot. When she’s at the wheel/stick/controls of a vehicle or drone, she has an intuitive understanding of its limitations and its capabilities and is able to coax whatever machine she’s controlling to perform at its best. During vehicle or chase combat, a Gearhead can increase the Speed of her vehicle or drone by 20 percent or increase the Handling modifier by +1 (player’s choice). She also receives a +2 dice pool modifier when attempting diffcult maneuvers
or stunts in the vehicle. This bonus lasts for 1D6 minutes.
  The player can choose to make this bonus last up to an additional 1D6 minutes if she wants. Doing so pushes the vehicle or drone well beyond its design limits and risks catastrophic damage. For each minute the character pushes the vehicle past its initial bonus period, the vehicle automatically takes one point of stress damage (unresisted)

胆量
花费:10业力
  当口流涎水的甲虫精魂突然现身,拥有胆量的人物是最可能屹立反击而非吓得屁滚尿流的。胆量给予人物在对抗恐惧和威吓时+2骰池调整,包括法术或生物能力导致的魔法性恐惧。

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GUTS
COST: 10 KARMA
When a bug spirit with dripping mandibles comes calling, the character with Guts is the one most likely to stand and fight instead of freaking the hell out. Guts gives a character a +2 dice pool modifier on tests to resist fear and intimidation, including magically induced fear from spells or critter powers.

高度耐痛
花费:每等级7业力(最大3级)
  高度耐痛能让人物在已经承受了不少疼痛的情况下还能继续承受疼痛。在计算伤害调整时(见伤害调整,P169),拥有高度耐痛的人物可以忽略每等级一点伤害。因此,拥有这个特质2级的人物可以承受4点伤害而没有伤害调整,就如同他只受了2点伤害。当这个人物受到第五点伤害时,立刻承受-1伤害调整。这个特质效果在拥有疼痛抗力修士异能、疼痛编辑插件或伤害补偿插件时无效。

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HIGH PAIN TOLERANCE
COST: 7 KARMA PER RATING (MAX RATING 3)
High Pain Tolerance lets a character keep delivering the pain even if she’s had plenty piled on her own head. A character with High Pain Tolerance can ignore one box of damage per rating point of this quality when calculating wound modifiers (see Wound Modifiers, p. 169). So a character with this quality at Rating 2 can take 4 boxes of damage but carry on without wound modifiers as if she only had 2 boxes of damage. The –1 wound modifier would then kick in when the character takes her fifth box in damage. This quality may not be used with the Pain Resistance adept power, pain editor bioware, or damage compensator bioware.

自家地盘
花费:10业力
  如果人物比任何人都了解她的左邻右舍,捷径、藏身处以及她可以信任的人,那她很可能拥有自家地盘特质。她了解住在这里的家庭,他们的故事,哪个孩子搬出去在做什么事;她比地图指南更了解这些街道,知道那些甚至地图指南都不知道的事情,知道什么时候地图指南出错。她了解帮派政治,谁为谁狂奔,谁是谁的狂奔目标。但这不仅限现实街道。人物的自家地盘特质可以以特定的方式体现,取决与她是谁,她干什么的。当选取这个特质时,从如下奖励中选择一项:
  适应星界:人物在其自家地盘上适应了星界背景辐射。通过一生的熟悉,她学会了如何在其中工作,使得她忽略至多两点背景辐射。例如,如果她在自家地盘上的背景辐射为3,她的魔法检定使其减少为1;如果背景辐射为5,对她来说就只有3,以此类推。这个特质只在她自家地盘上有效,在其他地方没有任何好处。
  你认识一个人:这个人物和她的邻居建立起了长期关系。这些人不是人脉,但是他们将人物视为他们的一员,很可能有利于她或和她交谈。人物自家地盘上的NPC邻居在哪里遇见她都对她视为友好状态(除非她做了什么事改变了这点)。人物在与自家地盘上的任何人的谈判中或的+2街头信誉。
  数字化领域:这是碟客或技术巫师声称其所有一台特定主机。她可能事实上拥有自己的地点,或是足以被称为家的地方。当人物在自家地盘的主机上时,她在矩阵检定中获得+2加值。从其他特质上获得的加值可以与自家地盘的加值叠加。如果人物没有光顾这台主机长达六个月,她失去自家地盘特质,因为她不再像她应该的那样熟悉这个地方了。
  运送者:人物对街头巷尾了如指掌。当地图指南出错或过期时,她会知道。当运送者在她的自家地盘时,她在闪避检定上获得+2骰池调整。
  潜逃中:躲藏和保持低调是一个暗影狂奔者的日常生活。潜逃中意味着人物拥有关于安全屋、藏身处、废弃建筑的百科知识,几乎所有不会被帮派成员或鸠占鹊巢者注意到的偏僻之地。当她需要紧急地找到一个安全的位置时,这个人物在用于快速找到合适的地方的直觉+相应街头知识技能上获得+2骰池奖励。
  街头政治:这个人物了解街头帮派、犯罪活动和表面之下的联系,也就是她自家地盘上的社会和政治结构。她在有关帮派和他们的活动的知识检定上获得+2骰池调整。
  这个特质可以选择多次,每次从上述内容中选择不同类别。

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HOME GROUND
COST: 10 KARMA
If a character knows her neighborhood better than anyone—the shortcuts, the hiding places, and the people she can trust—then she probably has the Home Ground quality. She knows the families who live there, their stories, and what the kids who moved out are doing; she knows the streets better than GridGuide, knows things that aren’t on GridGuide, and knows when GridGuide is wrong. She knows the politics of the gangs, who’s running for whom and who’s running from whom. But it’s not just the physical streets. Depending on the character, her Home Ground quality can manifest in ways specifc to who and what she is. When choosing this quality, select one of the bonuses below:
  Astral Acclimation: The character has become acclimated to the background count of her Home Ground. Through a lifetime of familiarity she’s learned to work around it, enabling her to ignore up to two points of background count. For example, if the background count on her Home Ground is 3, she sees only a reduction of 1 to her Magic tests; if the background count is 5, for her it is only a 3, and so on. This quality works only on her Home Ground and has no benefit anywhere else.
  You Know a Guy: The character has built up long-lasting relationships with people from her neighborhood. These people are not contacts, but they know her as one of their own and are more likely to do favors for or talk to her. NPCs from the character’s Home Ground neighborhood are considered friendly toward her wherever she encounters them (unless she has done something to change that).The character receives +2 Street Cred for any Negotiation with people from her Home Ground.
  Digital Turf: This is for a decker or technomancer who has a specifc host that she calls her own. She may actually own the spot, or it can be a place she frequents enough to consider home. The character receives a +2 bonus to Matrix Tests while in her Home Ground host. Bonuses from other Qualities may stack with Home Ground. If the character has not frequented this host for more than six months, she loses the Home Ground quality because she is no longer as familiar as she should be.
  The Transporter: This character knows the layout of streets, back alleys, service tunnels, etc., like the back of her hand. She knows when GridGuide is wrong and when GridGuide is out of date. When the transporter is on her Home Ground, she has a +2 dice pool modifier for Evasion Tests.
  On the Lam: Hiding out and lying low are part of a shadowrunner’s daily life. On the Lam means a character has an encyclopedic knowledge of safehouses, bolt holes, abandoned buildings, just about any out-of-the-way place not claimed by gangs or squatters. When she needs to find a safe location in a hurry, this character receives a +2 dice pool bonus to her Intuition + appropriate street knowledge skill to find a suitable place to hole up fast.
  Street Politics: This character knows the street gangs, the criminal operations, and the beneath-the-surface affiliations that are the social and political fabric of her Home Ground. She receives a +2 dice pool modifier for Knowledge Tests relating to gangs or their operations.
  This quality can be taken multiple times, selecting one of the categories above each time.

看似人类
花费:6业力
  一个拥有看似人类特质的泛人类人物可以在大多数情况下像人类一样。当进行社交技能检定时,人类NPC会以中性的态度回应人物,即使这些人类对泛人类抱有偏见。人物可能会承受那些对人类抱有偏见的泛人类NPC更多的仇视,他们要么将其误认为人,要么就是怀疑他看似人类的动机。只有精灵、矮人和兽人可以选取看似人类特质。

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HUMAN-LOOKING
COST: 6 KARMA
A metahuman character with the Human-Looking quality can pass for human in most circumstances. Human NPCs respond with neutral attitudes toward such characters when making Social skill tests (p. 82), even those humans who are particularly biased against metahumans. The character may suffer increased animosity from metahuman NPCs who are prejudiced against humans and who either mistake him for human or distrust his motives for trying to look human. Only elves, dwarfs, and orks can take the Human-Looking quality.

不屈不挠
花费:每等级8业力(最大3级)
  肉体和精神都有极限,但有些人拥有一直超越这些限制。不屈不挠特质上每有一个等级,人物在他选择的一个固有界限(精神、肉体或社交)上获得+1的提升。他至多可以以任意分配方式提高三级(例如,一个固有界限+3或者一个固有界限+2、另一个+1再或者三项都+1)。

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INDOMITABLE
COST: 8 KARMA PER LEVEL (MAX 3)
Bodies and minds have limits, but some people have the will to push right through those boundaries. For each level of Indomitable, a character receives a +1 increase to an Inherent limit of his choice (Mental, Physical, or Social). He can take up to three levels and can apply them in any way he chooses (+3 to one Inherent Limit, for example; or +2 to one Inherent and +1 to another; or +1 to all three).

应急机师
花费:10业力
  应急机师给予了人物对机电设备的内部运作和基本原则的直观把握。她了解如何修理破坏、磨损,提高设备效率以及做到那些设计者根本没有打算的事情。拥有应急机师特质的人物在应急使用装备时的机械检定获得+2骰池调整。如果游戏主持人需要决定人物想要完成的事情有没有可能,他可以参考她成功使用“建造与修理表”(P146)的阈值,然后将这个检定的阈值减去1。成功的机械技能检定能够使应急机师展现惊人的技术专长,她所有的设计都是暂时性的。拥有应急机师特质的人物可以做到的事情包括:
  仅再一次使用一个已被摧毁的装置(1D6分钟)。
  在1D6个战斗回合中,调整电子设备的功率,使等级高出正常一级。
  使载具或无人机的部件获得暂时性的额外性能,使其传感器或操作+1(如果结合机械脑袋的奖励加值,载具或无人机的关键部件在超越界限的持续时间结束后将会完全熄火;这个时候,载具或无人机就和巨大的镇纸无异)。
  用不同的部件组装出临时的一发装置或武器(游戏主持人决定哪些部件适用)。
  设计一种临时方法绕过安全措施,例如安全犁或压力板。

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JURYRIGGER
COST: 10 KARMA
Juryrigger gives a character an intuitive grasp of the inner workings and underlying principles of mechanical and electronic devices. She knows how to repair the broken, rejuvenate the worn, improve a device’s effciency, or coax it into doing things it’s designers hadn’t intended. Characters with the Juryrigger quality receive a +2 dice pool modifier for Mechanical Tests when juryrigging gear. If the gamemaster decides what the character wants to accomplish is in fact possible, he determines the threshold for her success using the Build/Repair Table (p. 146) as a guideline, then reduces the threshold for the test by 1. While a successful Mechanics Skill Test enables the Juryrigger to perform amazing technical feats, everything she devises is temporary. Examples of what a character may be able to do with Juryrigger include:
  Juryrig a destroyed device so that it will operate just one more time (for 1D6 minutes).
  Tweak an electronic device to function at a rating one higher than normal for 1D6 Combat Turns.
  Temporarily coax extra performance from a vehicle’s or drone’s components, increasing its Sensor or Handling by +1 (if combined with bonuses from Gearhead, the vehicle’s or drone’s critical components completely burn out at the end of the duration from being pushed well beyond their limits; at that point, the vehicle or drone becomes a big paperweight).
  Improvise a one-shot device or weapon from disparate components (the gamemaster has final say on whether suitable parts are available).
  Devise an impromptu means to bypass a security measure, such as a trip beam or pressure plate.

幸运
花费:12业力
  扔骰子和抛硬币是这个人物更常选择的方式,这让她有机会因为自己的好运气惊掉下巴。幸运允许人物极限上限+1(例如,一个人类人物可将她的极限提高到8)。注意,选取这个特质并不会实际提升人物的当前极限等级,这只是给予她机会这样做而已;获得额外定数的业力花费依然需要支付。这个特质仅能选取一次并需得到游戏主持人的批准。幸运特质不能与优越属性同时选择。

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LUCKY
COST: 12 KARMA
The dice roll and the coin flips this character’s way more often than not, giving her the chance to drop jaws in amazement at her good fortune. Lucky allows a character to possess an Edge attribute one point higher than his metatype maximum (for example, a human character could raise her Edge to 8). Note that taking this quality does not actually increase the character’s current Edge rating, it just allows her the opportunity to do so; the Karma cost for gaining the extra point must still be paid. This quality may only be taken once and must be approved by the gamemaster. The Lucky quality cannot be combined with Exceptional Attribute.

魔法抗力
花费:每等级6业力(最大4级)
  这是个能够弹开火球术的奇妙能力。在魔法抗力上每花费6业力,人物在法术抗力检定中就获得1颗额外的骰子。然而魔法抗力特质始终“开着”,人物不能降低它以接受如治愈术这类有益法术。拥有魔法抗力的人物不能参加需要自愿目标的法术;这样的法术使用在魔法抗力的人物身上时自动失败。
  拥有魔法等级的人物不能选取这个特质。

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MAGIC RESISTANCE
COST: 6 KARMA PER RATING (MAX RATING 4)
This is the wonderful ability to potentially make a Fireball bounce away. For every 6 Karma spent on Magic Resistance, a character receives 1 additional die for Spell Resistance Tests. The Magical Resistance quality, however, is always “on”—the character cannot lower it to receive beneficial spells such as Heal. A character with Magic Resistance cannot take part in spells that require a voluntary subject; such spells automatically fail when used on magic-resistant characters.
  Characters with a Magic rating cannot take this quality.

精魂导师
花费:5业力
  每个人在其一生中都需要一些帮助,即使来自某个比较朦胧虚幻的家伙。精魂导师特质意味着人物遵循着一位守护神精魂(见精魂导师P320),在他的魔法实践中引导他并给他的天生能力带来一些优点和缺点。人物可以改变精魂导师,但他在同一时间只能拥有一个精魂导师。改变精魂导师,人物首先必需如同购买负面特质一样将现有精魂导师驱除。他可以稍后再次购买这个特质以遵循不同的精魂导师。这个花费是离开一位精魂导师并与另一位精魂导师相连的代价。
  精魂导师在不同流派中有不同的名字。赫尔墨斯法师称其为“精魂导师”,萨满则称他们遵循的精魂为“图腾”。虽然名字不同,但导师运作的方式是相同的。
  只有拥有魔法属性等级的人物能够选择这个特质。

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MENTOR SPIRIT
COST: 5 KARMA
Everyone needs some help in life, even if it comes from someone relatively filmy and insubstantial. Mentor Spirit means the character follows a patron spirit (see Mentor Spirits, p. 320) that guides him in his practice of magic and provides certain advantages and disadvantages to his natural abilities. A character may change mentor spirits, but he may have only one mentor spirit at a time. To change mentor spirits, the character must first buy off the current mentor spirit as if it were a Negative quality. He can then purchase the quality again to follow a different mentor spirit. This cost represents the toll of divorcing from one mentor spirit and bonding with a new one.
  Each tradition has a different name for a mentor spirit. Hermetic mages prefer the term “mentor spirit,” while shamans use the word “totem” for the spirit that they follow. While the names may vary, the way the mentor works is consistent.
  This quality is only available to characters that possess a Magic attribute rating.

天生运动员
花费:7业力
  拥有这个特质的人物有着与生俱来的身体素质、空间意识和天生的田径或体操天赋的结合。人物也许不是世界级的运动员并且需要训练才能达到巅峰,然而他拥有在他的体型和重量级下最佳身体状态。天生运动员在奔跑和体操技能检定上获得+2骰池调整。

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NATURAL ATHLETE
COST: 7 KARMA
A character with this quality has an innate combination of physical fitness, spatial awareness, and natural athletic or gymnastic talent. While the character may not be a world-class athlete and may require training to achieve peak performance, he is in prime physical shape for his size and weight class. The Natural Athlete adds a +2 dice pool modifier for Running and Gymnastics skill tests.

天生硬化
花费:10业力
  这个特质使得人物的天生结构更能抵抗反馈。这给予了她1点天生生物反馈过滤,这与生物反馈过滤程序或技术巫师的防火墙叠加(P251)。

剧透 -   :
NATURAL HARDENING
COST: 10 KARMA
This quality makes the character’s neural structure resistant to feedback. This gives her 1 point of natural biofeedback fltering, which is cumulative with a Biofeedback Filter program or a technomancer’s firewall (p. 251).

天生免疫
花费:4或10业力
  随便喝毒药都不会中招的能力。拥有天生免疫的人物与生俱来或是后天发展出对一种疾病或毒素的免疫。
  这个特质有两级可选。如果购买4业力的等级,人物免疫一种天然疾病或毒素。如果在天生免疫上购买完全10业力的等级,人物免疫一种合成(人工制造)的疾病或毒素。
  天生免疫对基于魔法的疾病或毒素无效,比如HMHVV。
  玩家和游戏主持人必须在人物免疫何种疾病、毒品或毒药上达成一致。人物可以每六个小时摄取一剂毒品、毒药或暴露一次在疾病传染中而没有任何不良影响。在随后的六小时内,任何剂量和暴露都如常造成伤害,但人物的恢复时间减半。
  注意,拥有天生免疫的人物可以疾病携带体,其不受不良影响的同时会感染其他人物。

剧透 -   :
NATURAL IMMUNITY
COST: 4 OR 10 KARMA
The ability to casually sip poison can never be overrated. A character with Natural Immunity has an innate or developed immunity to one single disease or toxin.
  This quality is available at two levels. If purchased at the 4 Karma level, the character is immune to a single natural disease or toxin. If Natural Immunity is purchased at the full 10 Karma level, the character is immune to a single, synthetic (artificially created) disease or toxin.
  Natural Immunity does not affect diseases or toxins that are magically based, such as HMHVV.
  The player and gamemaster must agree on the disease, drug, or poison to which the character is immune. The character can take one dose of the drug or poison and experience one exposure to the disease every six hours with no ill effects. Any subsequent dosing or exposure during the next six hours causes normal damage, but the character’s recovery time is halved.
  Note that characters with Natural Immunity to a disease can be a carrier, infecting other characters while suffering no ill effects.

摄影记忆
花费:6业力
  拥有摄影记忆的人物可以瞬间回忆起具体事实、日期、数字或任何其所见所闻。人物在所有记忆检定上获得+2骰池调整。

剧透 -   :
PHOTOGRAPHIC MEMORY
COST: 6 KARMA
A character with Photographic Memory can instantly recall facts, dates, numbers, or anything else he has seen or heard. The character gains a +2 dice pool modifier to all Memory Tests.

快速治疗
花费:3业力
  拥有快速治疗特质的人物在所有她进行或接受的医疗检定中,包括魔法治疗,获得+2骰池调整。

剧透 -   :
QUICK HEALER
COST: 3 KARMA
A character with the Quick Healer quality receives a +2 dice pool modifier to all Healing Tests made on/for/by her, including magical healing.

病原体/毒素抗力
花费:4或8业力
  拥有病原体/毒素抗力的人物比其他人物更易于抵抗疾病和毒品,其在抗力检定上获得+1骰池调整。这个特质有两级:4业力的等级抵抗病原体或者毒素之一。如果人物在这个特质上购买8业力,她在两种抗力检定上都获得+1调整。

剧透 -   :
RESISTANCE TO PATHOGENS/TOXINS
COST: 4 OR 8 KARMA
A character with Resistance to Pathogens/Toxins can fight off diseases and drugs more easily than other characters and receives a +1 dice pool modifier to Resistance Tests. This quality comes at two levels: at 4 Karma the character is resistant to either pathogens or toxins, not both. If the character purchases this quality at 8 Karma, she receives the +1 modifier for resisting both.

精魂亲和
花费:7业力
  精魂亲和特质只有魔法使用者可选,允许人物与一种类型的精魂调谐(见精魂,P303)。这些精魂对该人物感兴趣,更倾向于帮助她。他们可能不愿攻击该人物,如果迫不得已也会尽量采取非致命力量。守望者和仆从不受这个特质影响,因为他们是被构造的而不是像普通精魂一样被召唤的。精魂亲和使每种类型的精魂为魔法师提供额外1个精魂服务,并在绑缚检定上获得+1骰池调整。、
  魔法使用者在这个特质上选择的精魂类型可以不属于他们的魔法流派。

剧透 -   :
SPIRIT AFFINITY
COST: 7 KARMA
Available only to magic users, the Spirit Affnity quality allows a character to be attuned to one type of spirit (see Spirits, p. 303). These spirits find the character interesting, are drawn to her, and are more inclined to assist her. They may be reluctant to attack the character, and if forced to do so they are likely to use nonlethal power. Watchers and minions do not count for this
quality as they are constructed and are not summoned like normal spirits. Spirit Affnity provides magicians with 1 additional spirit service for each spirit of that type, and it also provides a +1 dice pool modifier for Binding Tests.
  Magic users may possess this quality for a type of spirit that is not part of their magical tradition.

强韧
花费:9业力
  拥有强韧特质的人物比别人更容易对伤害置之不理。当进行伤害抗力检定时,人物获得+1骰池调整在他们的体质上。

剧透 -   :
TOUGHNESS
COST: 9 KARMA
Characters with the Toughness quality shrug off damage more easily than others. Such characters gain a +1 dice pool modifier to their Body when making Damage Resistance tests.

求生意志
花费:每等级3业力(最大3级)
  求生意志上每有一个等级,人物就获得额外一点伤害溢出(P101)。这些额外点只是让人物死亡前承受更多的伤害;它们不能提升人物变得无意识或无行为能力的阈值,也不影响人物所受伤害的调整值。

剧透 -   :
WILL TO LIVE
COST: 3 KARMA PER RATING (MAX RATING 3)
For each rating point in Will to Live, the character gains 1 additional Damage Overfow Box (p. 101). These additional boxes only allow the character to sustain additional damage before dying; they do not raise the threshold at which the character becomes unconscious or incapacitated, nor do they affect modifiers from the damage the character has taken.
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