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【R&G】深海之下&水中战斗&水栖设施,P156~161
« 于: 2019-09-11, 周三 15:33:54 »
深海之下BENEATH THE SEAS


对于我们这个称之为“地球”的星球而言,其确实拥有大量水源。当然这些水域非常适合生命生存,不过在它们阴暗的深处隐藏着足够多的存在,让陆地生物对下面发生的事情有点紧张。有些人害怕深海生物和怪兽,但在泛人类勇敢进入深海之前,他们必须担心近在咫尺的人类杀手,他们首先要确保自己不受水下两大杀手的伤害;海水冰冷刺骨,明显缺乏可呼吸的空气。并且甚至在他们开始潜水之前,被周围大量的水碾压,从而将空气强行从他们肺部挤出。
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For a planet called Earth, we sure do have a lot of water. Those waters are great for supporting life, of course, but there’s enough hidden in their murky depths to keep land-bound creatures a little nervous about what’s happening down there. Some fear the creatures and monsters of the deep, but well before a metahuman braving those depths has to worry about the nearest man eater, they first have to protect themselves from the two greatest killers beneath the waves; the chilling cold of the ocean’s waters and the distinct lack of breathable air. And that’s before they even start to dive down and get crushed by the tons of water surrounding them and forcing the air from their lungs.

现有的闭气规则(核心规则书第137页)可以很好地涉及到缺乏可呼吸空气。对现有规则唯一修改是,闭气时执行的任何简单、复杂或打断动作都会导致每次闭气时间减少1个战斗轮。游泳移动不能算作一个动作,但是游泳冲刺动作算,这意味着冲刺会减少1轮的闭气时间。
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The lack of breathable air is covered well by the existing rules for Holding Your Breath (p. 137, SR5). The only modification to that existing rule here is that any Simple, Complex, or Interrupt Action performed while holding your breath results in a decrease of 1 Combat Turn per action of breath-holding time. Swimming Movement doesn’t count as an Action for this purpose, but a Swimming Sprint action does, meaning it reduces breath-holding time by 1 Combat Turn.

冰冷的海水是另一回事,甚至和普通的寒冷也不一样。水吸收人体热量的速度是空气的25倍。空气温度22°C(70°F)的感觉舒适,但是22°C的水温就会感觉颇冷,如果你在水里呆太久会导致体温过低。环境疲劳标准规则在这里起作用,但水域的环境程度只会上升到极度。冷水非常致命,但它很难在1分钟内致死,除非水里的人有某种已经存在的伤害或状况。
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The chilling cold of the water is a different story and even a different story than regular cold. Water can sap heat from the body at a rate 25 times faster than that of air. Where 22° C (70° F) air feels nice, 22° C water feels cool and will cause hypothermia if you spend too long in it. The standard rules for Fatigue from Environment work here, but the Environmental Severity of water only goes up to Extreme. Cold water is deadly but it rarely ever kills within a minute unless the person in it has some kind of pre-existing injury or condition.

同样的规则也适用于在低于10°C(50°F)的环境温度中被水浸湿。把衣服脱下来晾干可能是最好的选择,但这个不太常识的知识需要直觉+生存(1)检定来回忆。
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These same rules apply for being soaked in water in environments below 10° C (50° F). Taking off and drying the clothes is probably the best option, but that bit of not-so-common sense would require an Intuition + Survival (1) Test to recall. 


引用
环境疲劳FATIGUE FROM ENVIRONMENT

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轻度(间隔-1小时)MILD (INTERVAL—1 HOUR)

轻度环境水温范围在22°C到17°C(70°-60°F)之间。在维度25°到35°之间的大部分水域,包括南北纬,其表面温度都在这个范围内。一般人可以在体温过低的情况下存活大约10个小时,但在6个小时左右就会昏迷(很可能溺水)。
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Mild environment water ranges in temperature from 22° to 17° C (70°–60° F). Most waters between 25 to 35 degrees latitude, north and south, have a surface temperature in this range. An average person can survive hypothermia for about ten hours but will pass out (and likely drown) somewhere around the six-hour mark.

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中度(间隔-30分钟)MODERATE (INTERVAL—30 MINUTES)

中度环境水温范围为16°至11°C(60°-50°F)。从南北维度35°到45°之间的海洋表面温度大约在这个点上。一般薪奴可坚持6个小时,以及大约在4个小时失去知觉。
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Moderate environment water ranges in temperature from 16° to 11° C (60°–50° F). The ocean’s surface temperatures sit at about this point from 35 to 45 degrees north and south. Average Joe is gonna last about six hours in this and pass out around the four-hour mark. 

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重度(间隔-6分钟)HARSH (INTERVAL—6 MINUTES)

中度环境水温范围为10°C到6°C(50°-40°F),在纬度45°到60°左右是一种常见的表面温度。当落入这些水域而没有救援或者救生艇的希望时,最好的主意就是头朝下游到水底,让不可避免的事情早点发生。溺水会造成大约1分钟的痛苦。在这些水域中,亚低温会让你发抖40分钟左右,然后你就会昏过去淹死。万一你没淹死,你的身体机能会在1小时左右完全停止工作。好消息是,有时候冷水导致的昏迷可以恢复过来。从游戏的角度来看,这需要燃烧一个极限点,在上帝之手的帮助下进入昏迷状态,然后某天再回来对差点杀了你的邪恶冷水进行报复。
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Harsh environment water ranges in temperature from 10° to 6° C (50°–40° F), a common surface temperature beyond 45 degrees latitude and out to about 60 degrees latitude. When jumping into these waters without hope of rescue or a lifeboat, it might be a better idea to go headfirst and swim for the bottom to bring on the inevitable a wee bit quicker. Drowning will cause about a minute of suffering. Hypothermia in these waters will have you shivering for forty minutes or so before you pass out and drown anyway. In case you don’t drown, your body will shut down completely around the one-hour mark. The good news is, sometimes waters this cold actually induce a coma from which you can recover. Game-wise, this would entail burning a point of Edge, dropping into a coma with help from the Hand of God option, and then return someday to exact revenge on the evil cold water that almost killed you. 

引用
极度(间隔-1分钟)EXTREME (INTERVAL—1 MINUTE)

极度环境水温范围在5°C到-2°C(40°-28°F)——是的,这低于水的冰点。这全仰仗于盐的存在!即使配备了专业的设备,这种水温也令人不快,正是它杀死了泰坦尼克号上的乘客。由于这艘船极度缺乏救生艇,那些被迫踩水的人只活了大约10分钟。大多数人沉默在6分钟时。历史上的这一悲惨事件表明,这些冰冷的海水是多么致命。这种温度在维度60°之外,尤其是在极地冰盖附近。
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Extreme environment water ranges in temperature from 5° to –2° C (40°–28° F)—and yeah, that’s below the freezing point of water. Thank you, salt! Unpleasant, even with the proper equipment, these are the water temps that killed the passengers on the R.M.S. Titanic. Those forced to tread water, due to the ship’s appalling lack of lifeboats, only survived about ten minutes. Most were silent before six minutes passed. This sad event in history shows how truly deadly these icy waters can be. Elsewhere on the globe, these temperatures are found beyond 60 degrees latitude, especially around the polar ice caps. 


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深海中的麻烦TROUBLES IN THE DEEP


现在我们把目光转向海底。观察海底的最好方法是乘坐潜水器,但现在我们将讨论当你独自一人的时候会发生什么。潜水有三种基本类型,主要由角色想要潜到的深度来划分:浅水、水肺和深潜。
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And now for an actual look beneath the seas. The best way to get a look beneath the seas is from the safety of a submersible, but for now we’ll discuss what happens when you’re on your own. There are three basic types of diving, mainly separated by the depths to which a character wishes to descend: shallow water, SCUBA, and deep-diving.

浅层潜水包括所有范围在10米深的潜水,同羊也包括自由潜水(无气罐)、浮潜(使用潜水通气管)、无水肺潜水(由船上气罐内拉长管供氧)、氧气系统潜水(人造鳃)或水肺潜水(气罐潜水)。除了需要注意冷水规则,角色只需要对这些潜水法的相关设备进行一点培训就可以在这些区域潜水。
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Shallow diving includes all dives less than ten meters and can include free-diving (no tank), snorkeling (snorkel used), snuba diving (air hose to a tank on a boat), OXSYS diving (artificial gill), or scuba diving (tank diving). Other than rules for cold water if the character is diving in such an area, these dives don’t take much more than a little training on the relative equipment.

水肺潜水用于从0米到50米的潜水。低于10米的深度至少需要少量的额外训练。潜水者需要参考他们的潜水计算机或潜水表,关注他们需要在一定的减压深度停留多久才能让身体重新适应较浅水域的减压。如果不这样做,可能会导致许多不同的效果。为了让这个游戏保持一个游戏的样子而不是潜水课,规则将尽可能简单。
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Scuba diving is used for dives from zero to fifty meters. Depths below ten meters require at least a small amount of extra training. The diver needs to reference their dive computer or a dive table to see how long they need to stay at certain decompression depths to let their body readjust to the reduced pressure of shallower waters. Failure to do this can result in a number of different effects. In order to make this game stay a game and not a lesson in scuba diving, the rules will stay simple.

角色需要进行一个直觉+潜水(深度/10,向上取整)检定。失败的后果取决于深度和他们距离阈值还有多少的严重程度。失败的后果可以在下列“浅层水域重新浮出水面表”。阈值为5,如果角色全部失败则会遭受全部的负面影响。如果他们获得1成功,则只会受到小于等于4的负面影响。
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Characters need to make an Intuition + Diving (Depth/10, round up) Test. The ramifications of failure are based on the depth and how badly they miss the Threshold. They can be found on the Resurfacing from Shallower Water table. Characters with a threshold of 5 that miss them all suffer all the negative effects. If they get 1 hit, they only suffer the effects of 4 and lower.

每个学过水肺潜水的人都知道有一个潜水伙伴的重要性。在任何情况下,当两个或多个角色一起潜水时,只要他们都愿意呆在一起,就可以使用其中最好的直觉+潜水检定结果。如果潜水员能够口头交流,这种方法也可以进行协作检定。
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The importance of having a dive buddy is taught to every person who ever learns to scuba dive. In any case where two or more characters are diving together, the best Intuition + Diving Test result is used as long as they all agree to stay together. If the divers are able to communicate verbally, this method allows a Teamwork Test as well.

深潜是指用设备在50米以下的潜水。这需要更大量的训练,往往需要专门的设备,以便处理这个深度的压力及其对泛人体氧处理的影响。普通的水肺设备通常只能使用到100米,但可以使用到325米以下以创造记录或证明一个点。
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Deep diving represents all dives below fifty meters done with equipment. These require far more extensive training and often specialized equipment in order to handle the pressures and their effects on metahuman oxygen processing at these depths. Normal scuba equipment is commonly used to only 100 meters, but can be used down to 325 meters in order to set records or prove a point.

角色潜到50米以下需要进行直觉+潜水(深度/25)检定。失败的结果查看“深海重新浮出水面表”。和水肺潜水一样,角色应用他们的成功数,并承受所有失败的阈值等级。
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Characters diving down beyond 50 meters make an Intuition + Diving (Depth/25) Test. Failure means consulting the Resurfacing from the Depths table. Like SCUBA, the character applies their hits and suffers all the missed Threshold levels.

前往更深的深渊需要使用非常专业的设备,包括大气潜水服,或ADS。这套潜水服不需要潜水技能;相反,它需要人形驾驶技能(Pilot Anthroform skill,译注:五版并不存在该技能,我怀疑是Pilot Walker,步行驾驶),但却排除了超深潜水的所有其他可能危险。目前的ADS2070型号额定为800米。考虑到海洋的深度这不算什么,但既然光不能穿过200米深,那么在这个深度也看不到多少东西。
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For even deeper depths, extremely specialized equipment is used, including the atmospheric diving suit, or ADS. This suit doesn’t require diving skill; instead it requires a Pilot Anthroform skill but negates all the other potential hazards of ultra deep diving. The current ADS2070 model is rated to 800 meters. Not much when considering the depths of the ocean, but since light doesn’t get past about 200 meters, there’s not much to see at that depth anyway.

引用
表格:水下侦查调整值UNDERWATER  PERCEPTION MODIFIERS
条件调整值
水下听觉确认声音是否存在+1,辨别声音方向-1
水下视觉+1,范围受水质限制
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CONDITION          MODIFIER
Underwater hearing    +1 for sound presence,  –1 for direction
Underwater vision       +1, range limited by Water Clarity

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表格:水下能见度表UNDERWATER  VISIBILITY TABLE
水净度调整值最大可见度
清澈-1/5米40米
阴暗-2/5米20米
朦胧-1/米10米
模糊-2/米5米
      
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WATER CLARITY       MODIFIER       MAXIMUM VISIBILITY
Clear             –1 / 5 meters       40 meters
Cloudy             –2 / 5 meters       20 meters
Murky             –1 / meter       10 meters
Muddy             –2 / meter       5 meters

引用
表格:浅层水域重新浮出水面RESURFACING FROM  SHALLOWER WATER
失败阈值影响
1毛细血管爆裂会导致肩部和胸部周围出现皮疹
2减压病,因为痛苦缠身5小时而在所有动作上-1罚值
3鼓膜破裂,侦查检定-2罚值(听觉)
4手脚麻木,所有肉体动作-1罚值,移动速度减半
5氮麻醉,因为“醉酒”5小时而在所有动作上-2罚值
         
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MISSED THRESHOLD       EFFECT    
1    Burst capillaries lead to a rash around shoulders and chest area
2    Decompression Sickness, –1 penalty to all actions due to pain for five hours
3    Ruptured Ear Drum, –2 penalty to Perception Tests (Audio)
4    Numbness in hands and feet, –1 penalty to all Physical Actions, Movement rate cut in half
5    Nitrogen Narcosis, –2 to all actions due to “drunken” behavior for five hours

引用
表格:深海重新浮出水面RESURFACING FROM THE DEPTHS
失败阈值影响
2鼓膜破裂,侦查检定-2罚值(听觉)
3减压病,因为痛苦缠身5小时而在所有动作上-2罚值
4氮麻醉,因为“醉酒”5小时而在所有动作上-2罚值
5氧中毒,神志不清,所有动作-4罚值持续5小时
6~7空气栓塞,使用体质属性抵抗12P伤害
8~9高血压神经综合征,因为震慑10小时而在所有动作上-2罚值
10~11肺破裂,使用体质属性抵抗18P伤害
12+海怪,角色被海怪攻击
   
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MISSED THRESHOLD    EFFECT
2       Ruptured Ear Drum, –2 Perception Tests (Audio)
3       Decompression Sickness, –2 penalty to all actions due to pain for five hours
4       Nitrogen Narcosis, –2 to all actions due to “drunken” behavior for five hours
5       Oxygen Toxicity, Confusion, –4 to all actions for five hours
6-7       Air Embolism, 12P damage resisted with Body
8-9       High Pressure Nervous Syndrome, –2 to all actions due to shaking for ten hours
10-11    Lung Rupture, 18P damage resisted with Body
12+ Kraken, Character is attacked by a kraken


引用
水下战斗UNDERWATER COMBAT

因为在300米的潜水检定中失败的角色会被海怪攻击,所以我们最好解释一下这个角色会有哪些选择和困难。需要克服的最大问题将是缺乏机动性和可视性。
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Since a character that fails on a Diving Test for a 300-meter dive gets attacked by a kraken, we’d best explain what options and difficulties that character is going to have. The biggest problems to overcome will be a lack of mobility and visibility.

人物在水下、水中或水面上战斗时,所有攻击动作受到-2骰池罚值,以表现试图适应流体环境的基本困难。
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Characters fighting under, in, or on the water face a flat –2 dice pool penalty to all Attack Actions to represent the basic difficulty of trying to adjust to the fluid environment.

非专门设计用于水流环境的远程武器,射击距离每超过一米水域,就会-1DV。非专门设计用于水下的枪械不能在水下开火。他们可以改造其特性以提供氧气燃烧和特殊滑轨,让半自动武器在一轮内重新装膛。这方面的规则可在“改装武器”(第51页)一节中找到。
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Ranged weapons that are not specifically designed for use in aquatic environments suffer a reduction of –1 DV for every meter of water a round fired from them passes through. Firearms not designed for underwater cannot be fired while they are underwater. They can be modified with special features to provide oxygen for combustion and special slides to allow semi-automatic weapons to re-chamber a round. Rules for this can be found in the Modifying Weapons (p. 51) section.

近战格斗在水中和水下都是很困难的。人物的力量减半以确定所有近战攻击的伤害。擒拿、缠斗和制服都可以让角色对他们所能抓住的对手施展全力。
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Melee combat in and under water is tough. Characters have their Strength halved to determine the damage of all Melee attacks. Grappling, Clinches, and Subduing all allow the character to apply their full Strength against an opponent within their grasp.

任何允许炸鱼的捕鱼湖里的鱼都会告诉你,水下爆炸真的很糟糕。由于压缩效应,水下爆炸往往具有很高的破坏力,但许多炸药依靠火焰或弹片来摧毁目标,这两种东西在水下不会飞得很远。水下爆炸计算可以在“水下爆炸表”中找到。
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As any fish in a lake where dynamite fishing is allowed will tell you, underwater explosions suck. Due to compression effects, explosions underwater tend to be highly damaging, but many explosives rely on fire or shrapnel to damage a target, two things that don’t get very far underwater. Underwater stats for explosives can be found in the Underwater Explosives table.

引用
表格:水下爆炸UNDERWATER EXPLOSIVES
榴弹伤害AP爆风
震撼10S-420m
闪光特殊*特殊*
破片18P(f)+2-2/m
高爆20P-2-1/m
瓦斯半径5m
烟雾半径5m
热烟半径5m
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GRENADE       DAM       AP       BLAST
Flash-bang       10S          -4       20m
Flash-pak       Special*       —       Special*
Fragmentation    18P(f)       +2       -2/m
High-Explosive    20P          -2       -1/m
Gas             —          —       5m Sphere
Smoke          —          —       5m Sphere
Thermal Smoke     —         —       5m Sphere
*闪光弹在水下以各种疯狂的方式折射和反射,看起来就像碎片弹一样疯狂。如果闪光弹在水下爆炸,对同样在水下范围内的人造成双倍的调整值。
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*Flash-paks look fragging crazy underwater as the light refracts and reflects in all sorts of crazy ways. Double all modifiers inflicted by the flash-pak if it goes off underwater for anyone in range who is also underwater.


引用
深海魔法MAGIC OF THE SEA


引用
星界侦查/投影ASTRAL PERCEPTION/PROJECTION

在一定条件下,水会影响星界侦查和投影。大多数水体表面10米以内的水域充满了如此多的生命,以至于在所有的灵视检定中都要承受-2骰池罚值。温暖的水域,特别是沿海区和浅水区,由于这些水域中微生物丰富,所以在灵视检定上有-4骰池罚值。所有的水域无论看起来多么缺乏生命都存在微生物,并且在灵视检定中受到-1骰池罚值。
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Astral Perception and Projection are affected by water under certain conditions. The waters within ten meters of the surface of most bodies of water are teeming with so much life they provide a –2 dice pool penalty to all Assensing Tests. Warm waters, especially along coasts and in shallows, incur a –4 dice pool penalty to Assensing Tests due to the abundance of microorganisms in those waters. All waters, no matter how devoid of life they seem, have microorganisms and incur a –1 dice pool penalty on Assensing Tests.

所有这些生命的优势建立在星界层面上观察海洋相对更容易,星界投影的角色即使在最黑暗的水域航行,也只会受到标准的-2骰池罚值。例外情况发生在生命体被有意地清理或被污染致死的区域。
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The advantage of all this life is that on the Astral Plane the oceans are relatively easy to see in, and astrally projecting characters only suffer the standard –2 dice pool penalty when navigating in even the darkest waters. Exceptions to this occur in areas where the life forms have been intentionally purged or have died off due to pollution.

这些微生物无法阻止星界投影,但是有些微生物对法力敏感,当一个星界形体通过时会发光。由GM来决定这些法力发光物种是否存在于水体中。水域不会减缓星界形体的速度,但空虚和缺乏重力会让星界旅行穿越水域相当危险。投影的角色会很容易失去方向感,尤其是在发生争斗之后,避免攻击比记住你面对的方向更重要。
剧透 -   :
Astral Projection is not stopped by these microorganisms, but some are mana sensitive and light up when an astral form passes. It is up to the gamemaster to determine if these mana-luminescent species are present in a body of water. Water does not slow an astral form, but the emptiness and lack of gravitational force make traveling astrally through water quite dangerous. Projecting characters can lose their sense of direction quite easily, especially after an altercation where avoiding an attack is more important than remembering which way you’re facing.

星界投影的角色必须进行灵视(3)检定,否则将会在水下失去方向感。由于星界旅行速度非常之快,所以用此法穿越深海并不十分危险,但它可能导致丢失目标或无法再次找到特定的位置。
剧透 -   :
Astrally Projecting characters must make an Assensing (3) Test or lose their sense of direction underwater. With the speed of astral travel being so fast, this isn’t exactly dangerous, but it can lead to losing a target or being unable to find a specific location again.

引用
法术SPELLS    

大多数法术在水下施放时至少会有一些变化。“浪涛下的法术表”为某些水下法术效果提供常规指南。GM对水下法术的效果做出最后的判决,并可以根据自己的意愿修改它们。
剧透 -   :
Most spells have at least some alteration when being cast underwater. The Spells Beneath the Waves table offers general guidelines for certain spell effects underwater. The gamemaster makes the final call as to the effects of a spell underwater and can modify them as she sees fit.

引用
表格:浪涛下的法术SPELLS BENEATH THE WAVES
操纵法术元素效果因元素而异。
幻象法术所有幻象法术都将受到-1骰池罚值。
范围
区域效果元素效果因元素而异。所有幻象法术都将受到-2骰池罚值。
视觉线受水中能见度的限制。
元素影响
它们失效了。暂时的。
单目标攻击影响目标5米范围内的一切。区域效果攻击拥有2倍的效果区域。
单目标攻击影响目标2米范围内的一切。区域效果攻击拥有一半的效果区域。
单目标攻击无法生效。区域效果攻击的伤害减半。
剧透 -   :
Manipulation Spells       Elemental effects vary by element.
Illusion Spells             All illusion spells suffer a –1 dice pool penalty.
Range
Area-effect          Elemental effects vary by element. Illusion spells suffer a –2 dice pool penalty.
Line of Sight          Limited by Visibility in water.
Elemental Effects
Fire                They don’t work. Period.
Electricity          Single target attacks affect everything within 5 meters of the target. Area-effect attacks have double the Area of Effect.
Cold             Single target attacks affect everything within 2 meters. Area-effect attacks have half the Area of Effect.
Acid             Single target attacks have no effect. Area-effect attacks have their damage halved.


引用
精魂SPIRITS


对六种减缓中的五种来说,在水下召唤它们并不是一个好主意;对于这五种中的其中一种而言,这绝对是个可怕的主意。在水下召唤检定对任何一种精魂类型都不存在调整值,他们也不会介意在星界游荡。但当他们被要求使用他们的“具象化”能力时,问题通常也就出现。
剧透 -   :
Summoning spirits underwater is not a great idea for five of the six kinds of spirits and an absolutely horrendous idea for one of those five. There are no modifiers to the Summoning Test for any of the spirit types, and none of them mind hanging out on the astral plane. Problems usually arise when they are asked to use their Materialization power.

引用
气AIR

当气精魂在水下具象化时,通常以大量气泡的形式显现。气精魂显现在水面附近不会出什么问题,但是会受到来自深处气体压力的影响。由于气精魂的具象化受到气体压缩的影响,每100米水深,其属性就受到-1减值。在深水处召唤并要求气精魂具象化,随后带回到水面时,相反的情况发生了——直到他们到达水面,在那里他们会恢复原样。
剧透 -   :
Usually appearing as a mass of gas bubbles when materialized beneath the water, spirits of air have few issues near the surface but suffer from the effects of pressure on gasses at depths. Air spirits’ attributes are reduced by 1 for every 100 meters of water above them due to the compression of the gasses they are materializing as. When summoned at depth and asked to Materialize then brought to the surface, the reverse occurs until they reach the surface where they return to normal.

引用
兽BEAST

当被要求在水下具象化时,这种精魂类型受到的影响是最小的。他们只要以水生野兽的形体出现,或者少数该类生物的融合体。
剧透 -   :
These are the least affected type of spirit when asked to use Materialization underwater. They simply take on the form of an aquatic beast or an amalgamation of a few such creatures.

引用
地EARTH

地精魂在水下待得并不太舒服,当他们具象化时,会在自身周围形成一层淤泥构成的薄雾。所有需要穿过薄雾的行动都受到-1骰池罚值。利用具象化能力的地精魂,可以提高自身密度并迅速沉入水底,或形成浮石状物质并迅速浮到水面。
剧透 -   :
Earth spirits are not particularly comfortable underwater, and they create a haze of silt around themselves while Materialization is in use. The haze creates a –1 dice pool penalty to all actions that pass through the haze. Earth spirits using the Materialization power can also make themselves extra dense and sink to the bottom quickly or form into a pumice-like substance and float quickly to the surface.

引用
火FIRE

认真的?!千万别让他们在水底具象化。在水下具象化的火精魂会因为他们的过敏(水)而立即受到伤害。完全浸没的具象化精魂也会每战斗轮受到1点强度的伤害。能量光环能力在水下无效,元素攻击和吞噬同样如此。
剧透 -   :
Really?! Just don’t ask them to use Materialization underwater. Fire spirits that Materialize underwater are instantly wracked with pain from their Allergy (Water). Complete submersion also causes 1 point of Force damage every Combat Turn the spirit is Materialized. The Energy Aura power is ineffective underwater, as are Elemental Attack and Engulf.

引用
人MAN

作为陆地生物,人在海底几乎没有什么力量。当人精魂具象化时,由于人与海之间的天然隔绝,当深度超过10米时,他将受到-2的骰池罚值。
剧透 -   :
A creature of land, man has little power under the sea. When using Materialization a spirit of man suffers a –2 dice pool penalty when deeper than 10 meters for the natural disconnection between man and the sea. 

引用
水WATER

这是他们的主场,水精魂在水中如果不通过灵视几乎不可被发现。任何试图发现他们的人,在所有侦查检定中受到-6骰池罚值。灵视仍可以轻松地从周围水中分辨出水精魂的星界形体。在水中水精魂的“步行”移动速度+10米,“奔跑”移动速度+20米。
剧透 -   :
In their natural surroundings, spirits of water are virtually undetectable without Assensing. Anyone trying to spot them suffers a –6 dice pool penalty to all Perception Tests. Assensing will still easily discern the astral form of a spirit of Water from the surrounding waters. Spirits of water also gain a +10 meter increase to their Walking Movement and +20 meters to Running while in water.
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Re: 【R&G】深海之下&水中战斗&水栖设施,P156~161
« 回帖 #1 于: 2019-09-11, 周三 15:39:52 »
神盾·无痕浏览AEGIS INCOGNITO
检索:水生环境栖息地
SEARCH: AQUATIC ENVIRONMENTAL HABITATS



引用
“天演”早乙女海穹EVO SAOTOME AQUADOME

随着天演加加林火星基地的麻烦平息下来后,这地终于通过了高度安全封锁。在高度戒备下度过的时间并没有浪费,我确信,这一设施群将成为主要行动目标。
剧透 -   :
With the troubles at Evo’s Gagarin Mars base calming down, this place has managed to finally come through its high security lockdown. The time spent under heightened security wasn’t wasted, I’m sure, and this cluster of facilities is going to be a prime target for operations.

引用
“卡德摩斯”深海栖息殖民地CADMUS DEEP HABITAT COLONY

深海居住技术的巅峰,该研究设施位于葡萄牙附近北大西洋3500米深处。该区域由赛达尔-克虏伯经营,是他们中最有价值头脑的超级安全藏身处,这个地方对于任何想要进入的狂奔者来说都是一个噩梦般的目标。
剧透 -   :
The pinnacle of deep-sea habitation technology, this research facility sits at a depth of 3,500 meters in the North Atlantic off of Portugal. Run by Saeder-Krupp and used as an ultra-secure hideaway for some of their most valuable minds, this place is a nightmare target for any runner looking to get in.

引用
“阿瑞斯”三叉戟ARES TRIDENT

感谢多年的深入渗透,我们掌握了大量关于该军事训练设施和一些受过高度战斗训练人员的信息。这是圭亚那流域上的三层建筑,拥有丰富的军用规范技术和训练流程,以及一个完整的研发设施。
剧透 -   :
Thanks to years of deep-cover infiltration, we have plenty of information on these military training facilities and some highly combat-trained operatives. This three-structure compound on the Guiana Basin holds a wealth of milspec technology and training procedures, as well as a full R&D facility.

引用
“阿兹特科”军事海洋生态建筑AZTECHNOLOGY MILITARY AQUACOLOGY

我们的报告证实我们监控的进出巴兰基利亚的船只一直在为该项目发放建筑材料和工作人员。我们从该地区工作人员那里得到的报告并不能确定该项目是否完成,但现场确实有人员居住,现场周围水域的安全也得到了加强。在希尔格(Sirrurg,译注:巨龙)破坏了阿兹特兰和阿兹特科技的设施后,他们很有可能在更好地保护他们的海洋食品供应方面取得进展。
剧透 -   :
Our reports verify that the ships we’ve been monitoring cruising in and out of Barranquilla have been releasing construction supplies and personnel for this project. The reports we’ve received from assets working in the area aren’t conclusive on whether the project is complete, but there are definitely personnel living on site, and security in the waters around the site has increased as well. Odds are work on this picked up so that Aztlan and Aztechnology can better protect their marine food supplies after the destruction to their facilities wrought by Sirrurg.

引用
“赤轮工程”最高安全级别监狱RED WHEEL ENGINEERING MAXIMUM SECURITY PRISON

我们收集了一份关于肯尼亚海岸“水龟监狱”的可靠文件,这个地方非常之显眼。一座可移动的,最高安全级别监狱设施,带有可随意重新排列的水下监狱单元,这将是史无前例的技术监禁成就。来自该设施的宝藏还有已经添加的数据存储节点。监狱不仅保护罪犯,还保护数据。
剧透 -   :
We’ve gathered a solid file on the “Terrapin Prison” off the coast of Kenya, and this place is a doozy. A mobile maximum-security prison facility with underwater prison cells that can be rearranged at will is already quite the techno-incarcerative accomplishment. The bonus money from this facility comes from the data-storage nodes that have been added. Not only does the prison secure criminals, but it also secures data.

引用
“以人为本”骤降PEOPLE’S PLUNGE

在去年海龙造成的破坏之后,地平线的“派对彩蛋”尚未修复。地平线实际上已经开始了现场的回收工作,试图在他们的下一个海洋城项目中重用该设施的一些材料。位于洛杉矶海岸的这个尚未命名的设施加强了安全措施。新项目的特点是形状类似的设计,但位于大陆架之上。有传言称,为了展示深海科技的独创性,这款产品将每天“下架”一次。目前仍有传言称,PP中包含了现场实验的数据,这是海龙袭击该设施最合理的原因。
剧透 -   :
After the damage caused by the Sea Dragon last year, Horizon’s “Party Egg” has yet to be repaired. Horizon has actually begun a salvaging operation on the site to try to reuse some of the materials from this facility on their next aquacity project. Security has been increased at this yet-unnamed facility off the coast of Los Angeles. The new project features a similarly shaped design but rests atop the continental shelf. Rumors say it’s being designed to be “dropped” off the shelf once each day for a deep-sea show of technological ingenuity. The PP is still rumored to contain data from experimentation that occurred at the site, which was the most plausible reason for the Sea Dragon’s assault on the facility.

引用
海洋潮流观测所AQUATICUS

这是海龙的另一目标,天演宣布这一设施已经完全损坏无法修复,因为它从1500米深的海底坠落进入马里亚纳海沟的黑暗之中。我们的情报显示,该设施在3000米左右停止坠落,并进行了修复,但天演出于某种考量没有将其计入账目。我敢肯定,天演拥有的基因改造员工队伍会使修复工作变得非常轻松。尽管目前存在纳米技术恐慌,天演在使用微观机器优化(或者“增强”,如果你喜欢引用耸人听闻的话)泛人类状态方面,并没有失去一步。
剧透 -   :
Another target of the Sea Dragon, this facility was declared by Evo to be damaged beyond repair as it was dropped from its perch 1,500 meters beneath the sea into the crushing dark of the Marianas Trench. Our intel shows that the facility’s descent into doom stopped around the 3,000-meter mark and it was repaired, but Evo is keeping it off the books for some reason. I’m sure the repairs were made easier by the cadre of genetically modified employees Evo has at their disposal. Despite the current nanotechnology scare, Evo has not lost a step in their use of the microscopic machines in enhancing (or “enhancing,” if you’re fond of scare quotes) the metahuman condition.

引用
“普罗透斯有限公司”北海方舟模块PROTEUS AG NORTH SEA ARKOBLOCKS

我们仍无法掌握该设施任何可靠的事物。在与当地资产谈判时了解到,北海医疗费用安排因为高额关税而变得困难重重。我建议让除欧洲之外资产流动过来,并对这些设施进行操作——最好是在暴露于该地区的长期不利影响开始显现之前,完成这一系列长期的操作。
剧透 -   :
We’re still having trouble getting anything solid on these facilities. Medical cost arrangements become excessively prohibitive when negotiating with local assets aware of the conditions in the North Sea. I’d recommend getting non-European assets to travel over and perform operations against the facilities—preferably a long series of operations that can be completed before the adverse long-term effects of exposure to the area begin to manifest.

引用
“普罗透斯有限公司”方舟模块PROTEUS AG ARKOBLOCKS

我们来自普罗透斯在全球其他地区项目中获得的情报是可靠的。我们有大量的资源每天向我们提供有关普罗透斯大型水栖城市的运营和项目数据。随着普罗透斯在香港海岸建造的“观光通道方舟模块”的开放,让人们对普罗透斯的设计技术有了更多的了解。或者至少是20年前的设计技术。方舟模块似乎是根据早期设计的基础上故意建造然后向游客开放。该举措无疑改变了公众对公司的看法。让我觉得他们可能在推动着什么。
剧透 -   :
Our intel from Proteus’ projects around the rest of the globe is solid. We have numerous sources feeding data to us on a daily basis about operations and projects occurring at Proteus’ massive aquatic cities. The opening of Proteus’ Touristenfalle arkoblock, constructed off the coast of Hong Kong, has allowed a lot of insight into Proteus’ design techniques. Or at least, into their design techniques as of twenty years ago. The arkoblock seems to have been intentionally built based on early designs and then opened to tourists. The act has certainly provided a shift in popular opinion for the corporation. Makes me think they might be pushing for something.

引用
海龙巢穴THE SEA DRAGON’S LAIRS

我不明白为什么没人相信接入点上突然冒出来的素材资料。该站点对海龙的一些运作进行了深入的了解,而我们似乎是唯一考虑过这个问题的信息公司。事实证明,夏威夷群岛和印度尼西亚都是进行操作和资产信息询问的成熟地区,以便巩固有关海龙控股和活动的数据。
剧透 -   :
I can’t understand why no one ever believes the stuff that pops up over on JackPoint. The site had a great insider look at some of the Sea Dragon’s operations, and we seem to be the only intel operation giving it a second thought. Both Hawai’i and Indonesia have proven to be ripe territory for operations and asset informational interrogations to solidify data on the holdings and operations of the Sea Dragon.

印度尼西亚和尼豪岛都是高度活跃地区,有大量的支持和反对海龙的水上活动。大多数行动都是街头级别的协同工作,行动人员的价值之低,以至于他们都在“海之女王”(Queen of the Sea)的视线之下。
剧透 -   :
Indonesia and Nihoa are both highly active locations with extensive aquatic operations both for and against the Sea Dragon. Most operations are coordinated at the street level, with operatives of such low value they are below the gaze of the Queen of the Sea.

引用
波士顿港BOSTON HARBOR

一座海洋城和一座方舟模块一同消失在东北大都会轴线隔离区。波士顿港海洋城“海洋奥秘”(The Aqua Arcana Boston Harbor Aquacity)简称“Aabha”,与普罗透斯“诺伊之锤”方舟模块这二者主要水栖资源在NEMA隔离区开始生效时丢失了。当他们封锁港口时,其他较小的监测站和数百艘船只仍在港内。
剧透 -   :
An aquacity and arkoblock were both lost inside the Northeastern Metroplex Axis Quarantine Zone. The Aqua Arcana Boston Harbor Aquacity, Aabha for short, and Proteus Neuhammer arkoblock were two of the major aquatic resources lost when the NEMA Quarantine went into effect. Other smaller monitoring stations and hundreds of ships were also still in the Harbor when they locked the place down.

这两家设施虽然由对立的公司运营,但都在努力挽救港口的生态系统。这让我很生气,由于没有来自隔离区内部的真正消息,我们现在需要归档这些文件。让它们继续保存在活跃的存储器中毫无意义。我向所有与波士顿(后略)和NEMA(后略)相关的文件提出这一建议,直到我们得到封锁区的消息。
剧透 -   :
These two facilities, though run by opposing corporations, were both working to try to save the Harbor’s ecosystem. As much as it angers me, with no real news coming from inside the quarantine zone we need to archive these files for now. No sense keeping them up in the active storage. I’m making this recommendation for all Boston- and NEMA-related files until we can get word through the lockdown.