作者 主题: 【暗影狂奔第五版核心规则书翻译】使用属性 p. 152  (阅读 7826 次)

副标题: 主译:猪之哀伤;这一页果然很少东西啊....

离线 马非鱼

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使用属性 USING ATTRIBUTE
《暗影狂奔》的技能系统如此复杂,正是为了能覆盖尽可能多的行动检定,然而有些检定却最适合使用人物天生的属性。例如,如果一打兽精魂突然物质化,诡异的咆哮在空气中回荡,这种时候并没有什么技能可以防止你精神首创,而只有你的魅力(象征着你的人格力量)和意志(你的精神韧性)才能让你在死亡威胁的面前保持理智。
劇透 -   :
The Shadowrun skill system is designed to be broad in order to account for as many actions as possible. There may be occasions, though, where natural abilities are the closest matching proficiency to a given test. For example, if a dozen beast spirits were to suddenly materialize, claws probing the air for prey, there is not a skill to help you avoid soiling yourself. However, Charisma (strength of character) and Willpower (mental fortitude) are great for seeing if you maintain some sense of composure in the face of certain death.

仅使用属性的检定 ATTRIBUTE-ONLY TESTS
GM将决定仅使用属性的检定适用的时间和情景。这类检定一般使用一到两个不同的属性,用其数值之和作为骰池总数。这里列出了一部分仅使用属性的检定,来解决技能无法产生作用的情景。
劇透 -   :
The gamemaster decides when an attribute-only test is called for and what attributes to apply. Attribute-only tests pair two attributes together to form a dice pool, although there may be some situations where only one attribute applies. Here are a few attribute-only pairings built to suit situations where no skill suffices.

沉着(魅力+意志)COMPOSURE(CHA+WIL)
总有那么些事情,是专业的狂奔者都不好应付的。当一个角色面对强烈的情感冲击时,他一般会有两种选择:保持冷静继续战斗,或是缩成一团烂泥。已决定到底会是哪种结果,角色需要进行一个检定,魅力+意志,阈值依据情况的严重性而定。注意到,当类似的情况多次重复发生后,便不必再进行此项检定——邂逅一群全副武装的帮派分子可能会很吓人,但当你见过他们好几次之后,有谁还会再害怕呢?
劇透 -   :
Some situations are tough to deal with, even for hardened professionals like shadowrunners. When a character is faced with an emotionally overwhelming situation there are only two choices. Stay and fight or turn into a quivering lump of goo. To find out which one happens, make a Willpower + Charisma Test, with a threshold based on the severity of the situation. Take note that repeating similar situations over and again eventually eliminates the need to perform this test. Staring down a group of well-armed gangers will be scary at first, but after a character does it a few times the fear gives way to instinct.

察言观色(魅力+直觉)JUDGE INTENTIONS(CHA+INT)
理解他人也是一项天分。一个角色可以用他们的直觉在猜测其他人的意图,以决定自己是否应该相信眼前的家伙。进行一个对抗检定,观察者的直觉+魅力 v. 目标的意志+魅力。察言观色这种事情并没有什么科学依据,成功的检定也不能保证目标不会欺骗你(意图也是可以变化的),狡猾的角色也能轻易得到别人的信任,所以,这个检定只是你判断是否相信对方的基准之一。
劇透 -   :
Reading another person is also a matter of instinct. A character can use their instincts to guess at the inten- tions of another person or to gauge how much they can trust someone. Make an Opposed Intuition + Charisma Test against the target’s Willpower + Charisma. This is not an exact science. A successful test doesn’t mean the target will never betray you (intentions have been known to change), and deceptive characters can gain another’s con dence easily. This primarily serves as a benchmark or gut instinct about how much you can trust the person you are dealing with.

举重/负重(体质+力量) LIFTING/CARRING(BOD+STR)
抬起物品的基本上限是{力量×15}kg。如果超过这个重量的话,需要进行一个检定,体质+力量,每个成功都可以再提高15kg的抬重能力。将重物举过头顶更加困难,比如说挺举。举过头顶的基本上限是{力量×5}kg。进行同样的检定,每个成功提高5kg的上限。
负重上限和举重完全不同,角色可以无负担地携带的总重量为{力量×10}kg的物品。进行同样的检定,每个成功提高10kg的负重,具体规则见携带物品,p. 420。
劇透 -   :
The baseline for lifting weight is 15 kilograms per point of Strength. Anything more than that requires a Strength + Body Test. Each hit increases the max weight lifted by 15 kilograms. Lifting weight above your head, as with a clean & jerk, is more dif cult. The baseline for lifting weight above the head is 5 kilograms per point Strength. Each hit on the Lifting Test increases the maximum weight you can lift by 5 kilograms.
Carrying weight is significantly different than lifting weight. Characters can carry Strength x 10 kilograms in gear without effort. Additional weight requires a Lifting Test. Each hit increases the maximum by 10 kilograms. For more details on carrying gear, see Carrying Gear, p. 420

记忆力(逻辑+意志) MEMORY(LOG+WIL)
这个年代,我们有许多用来记录信息的设备,甚至还有专门辅助记忆的生体改造,但记忆依然不是一个技能。如果一个角色需要回忆一个信息,进行一个检定,逻辑+意志,阀值由知识技能表格来决定。如果一个角色需要主动记下一个信息,那么他需要及时地进行一个检定,逻辑+意志,每个成功都可以为之后回忆这个内容时的骰池提供一个额外的骰子。
失误会给记忆带来毁灭性的影响。在这次检定中失误,意味着角色搞错了这个信息中的某部分,例如密码中数字的顺序。大失败则会使得角色坚信自己记得某件从未发生过的事。
劇透 -   :
While there are numerous mnemonic devices, and even a few select pieces of bioware, designed for remembering information, memory is not a skill. If a character needs to recall information make a Logic + Willpower Test. Use the Knowledge Skill Table to determine the threshold. If a character actively tries to memorize information, make a Logic + Willpower Test at the time of memorization. Each hit adds a dice to the Recall Test later on.
Glitches can have a devastating effect on memory. A glitch means the character misremembers some portion of the information, such as order of numbers in a passcode. A critical glitch means the character has completely fooled himself into believing and thus remembering something that never actually happened.