作者 主题: 【RF】角色特质-负面特质 P.151-159  (阅读 18168 次)

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【RF】角色特质-负面特质 P.151-159
« 于: 2017-10-05, 周四 20:52:33 »
你已经看到了好的一面,那么接下来则是不怎么愉快的时间了。负面特质可以为角色的建立提供额外业力,但是也可以在游戏中获得。你想要一点额外的现金,黑手党会乐意放这笔高利贷的;想要赚回这笔钱,那就去找份工作赚点钱,但是记住一点,一旦你和这些暴徒有染,那他们可不会那么简单放过你。它需要获得GM的批准和必要的业力(p106,SR5)才能够买一个负面特质,不要惊讶如果GM用此法来给角色扮演提供障碍。
剧透 -   :
You’ve seen the good and now it’s time for the bad. Negative qualities can provide a little extra Karma at character creation but they can also be earned during game play. Need a little extra cash, go In Debt to your local Mafia Don; need to make it back, get a Day Job to earn some funds, but remember that once the mob has their claws in you, they’re not that easy to get out. It’ll take the gamemaster’s approval and the requisite Karma (p. 106, SR5) to be able to buy off a negative quality, and don’t be surprised if the gamemaster lines up a few role-playing hoops along the way.


引用
白化病ALBINISM
奖励:4或者8业力
白色的小兔子很可爱,拥有这个特质的角色也许会得到一个绰号——粉末,小白,或者雪片。白化病是一种遗传性疾病,它会导致眼睛、皮肤和头发的一部分或完全缺乏色素沉淀。缺乏色素的直接后果就是在头发和皮肤部分显示异常的白色,眼睛缺乏色素呈现出粉红和水晶蓝的虹膜,和亮红色的瞳孔。由于缺乏黑色素,提供色素沉着的化合物,角色缺乏防护紫外线,使感光性更强,更容易晒伤。事实上,所有种族,泛形态和泛形态变种都可能患有白化病,包括那些自以为是的超自然动物。
剧透 -   :
While the little white bunnies are cute, a character with this quality will likely get a moniker like Powder, Whitey, or Snowflake. Albinism is a genetic disorder that results in a partial or complete lack of pigmentation in the eyes, skin, and hair. While the lack of pigment in the hair and skin results in white colorations, lack of pigment in the eyes results in pink or crystal blue irises, with bright red pupils. Due to the lack of melanin, the compound that provides the pigmentation, characters with this quality lack ultraviolet light protection, making them very photosensitive and prone to sunburn. All ethnicities, metatypes, and metavariants can manifest albinism; in fact, all species can manifest albinism, including sapient paracritters.
角色拥有这种特质时,在室内照明充足环境下和在明亮却无阳光的日子里工作,需要承担轻度眩光惩罚;以及在阳光明媚的天气里工作需要承受中度眩光惩罚。拥有白化病的角色所有的眩光调整也上升1级。
剧透 -   :
Characters with this quality face a Weak Glare penalty to all actions when working in regular indoor lighting as well as during a bright but overcast day, and a Moderate Glare penalty when working on a sunny day. All other Glare modifiers are also increased by one level versus albino characters. Normal compensation methods work to mitigate the modifiers.
由于皮肤缺乏保护性色素沉淀,拥有这种特质的人更容易晒伤。当角色长时间暴露于太阳光低下时,使日晒伤害的抵抗检定间距减半(p148,R&G)。
剧透 -   :
Due to the lack of protective pigmentation in their skin, characters with this quality suffer sunburn more quickly. Halve the duration between resistance tests when exposed to the sun for extended periods (p. 148, Run & Gun).
角色创建过程中,如果角色获得赛博眼,那么角色创建只获得4点业力。如果一个白化病角色在游戏中植入赛博眼,他必须将此特质获得的业力减少到4,一旦他们拥有业力,就不能把业力花在其他任何东西上,直到将差值补回来。
剧透 -   :
Characters who gain cybereyes at any point in the character creation process only gain 4 Karma at character creation.If an albino character gains cybereyes during game play, they must buy down this quality to the 4 Karma level as soon as they have the Karma, and cannot spend Karma on anything else until the quality is bought down.


失忆症AMNESIA
奖励:4或者8业力
喝酒喝断片一晚上甚至在健康剂量范围内的laés致使几天大脑空白都不算什么,这种失去记忆的症状更加严重而且深刻。记忆的丧失可能来自于直接损伤,魔法,药物,或者一些未知和邪恶的东西(咳咳……比如CFD……嗯哼),它可以是一个简单的表层记忆丧失或一个完整的神经缺失。两种等级的记忆丧失提供不同的业力值和不同层次心理困境给予狂奔者。
剧透 -   :
More than just one night of drunken partying or even a few days’ blackout from a healthy dose of laés, this level of memory loss is far deeper and more profound. The loss can be from injury, magic, drugs, or something unknown and sinister (cough … CFD … cough), and it can be either a simple surface memory loss or a complete neural deletion. The two levels of loss offer differing Karma values and differing levels of difficulty for the mind-wiped shadowrunner.

表层记忆丧失(4业力):这个角色患有经典电影一般的失忆症,他不记得自己是谁,或者自己在某一刻的生活,但他依然保留自己的技能和健全的智力。他不太确定他是如何学习的,或者在哪里学习,但他至少有这些能力。他缺少的是知识技能。GM应该根据PC创建的角色来确定故事,并且记录好他缺失的知识技能。使这个技能与整场游戏息息相关,GM可以为这个角色掷暗骰为他提供灵光一闪(译注:当然这是GM自行决定,坏的GM甚至可以给PC无用的甚至是相反的检定回馈)。
剧透 -   :
Surface Loss (4 Karma): This character suffers from the classic movie amnesia where they don’t remember who they are or their life before a certain moment, but they retain knowledge of their skills and general abilities. They aren’t quite sure how they learned them, or where, but they at least have those abilities at their disposal. What they lack are knowledge skills. The gamemaster determines a back-story based on the character the player creates and notes their knowledge skills. As a skill becomes relevant to the game, the gamemaster can make a secret roll for the character and provide the information in a flash of realization.
但这些知识技能不能是凭空出现的,一个角色必须购买这个知识才能符合灵光一闪的要求。如果技能已经在列表上,为这个技能花2业力购买一个额外的等级,灵光一闪则可能实现,如果技能不在列表上则如常支付。角色可以不够买这个技能然后收GM任意摆布,或者仅仅只是靠街道上混到的东西来建立他新的人生。
剧透 -   :
But these skills don’t just appear out of thin air for nothing. In order to access a Knowledge skill, a character needs to decide to buy it. If the skill is already on their list, 2 Karma buys an additional rank of the skill and that small bit of their history can be revealed. If the skill is not on their list they pay for it normally. A player could choose to never buy back their skills and always be at the mercy of the gamemaster, or simply build up their new identity with what they learn on the streets.

神经缺失(8业力):选择它时,你确实应该好好和GM讨论一番了,或者这可以是GM为那些自愿(注意这个词!)的PC在一个战役企划中发起的计划的一部分。PC(们)能对他们的角色(们)所设定的知识非常有限。一个好的GM应该列出一张技能表以便让PC知道他们可以知道哪一些事情,或者你可以选择除了基本知识外什么也不懂,比如物理特性和装置。心灵属性,技能,特质甚至极限应该在一开始就是一个谜,PC学习他们角色的性格。
剧透 -   :
Neural Deletion (8 Karma): This is something that should be discussed and worked out with the gamemaster before choosing it, or can be part of a gamemaster’s plan for starting a new campaign with willing (note that word!) players.  The player(s) start with a very limited level of knowledge as to what their character(s) can do. A nice gamemaster may allow for a list of skills they seem to know something about, or they can choose to reveal nothing but the basics, such as Physical Attributes and gear. Mental Attributes, skills, qualities, and even Edge should start as a mystery, and players learn about their character as they go.
选择这一项最重要的一点是,你角色的历史不在你的掌握之中,有时你的角色创建也是如此。如果你想要这种程度的失忆症,和你的GM谈谈,然后乖乖等着你的角色卡,最后为可敬可爱的生命坚持下去,因为你的人生在此颠簸,疯狂而有趣的旅途上。
剧透 -   :
One of the most important things to remember about choosing this is that your history is out of your hands and, at times, so is your character creation. If you want this level of Amnesia, talk to your gamemaster and then wait for your character sheet and hold on for dear life because you’re in for a bumpy and wildly fun ride.
PC可以花费业力购买这项特质从而恢复他们对角色的完全控制权,同时你还需要完成GM在游戏中安排好的特殊任务。
剧透 -   :
The player can only fully regain control of their character by spending the Karma to buy off this quality and completing whatever in-game goals the gamemaster designs.


哮喘症ASTHMA
奖励:8业力
当他们给你的绰号叫“咆哮”,你想这是能有多可怕,得到了这样一个经典但罕见的喜剧情景梗。然后你意识到这是因为你的哮喘……这可就没有想象中那样酷。不论这是因为遗传基因,还是因为病毒或者环境污染,你患有“气喘症”,更专业的叫法是慢性哮喘。它致使你持久的哮喘,气短、胸闷、和咳嗽。换而言之,这对会黑客,射击,战斗,建造,召唤,或者哪怕只需要一点点集中注意的行动,造成非常严重的干扰。
剧透 -   :
When they gave you the street name Wheezy, you thought how awesome it was to get a classic but rare sitcom reference. Then you realized it was because of your asthma, and it wasn’t so cool. Whether it was in your genetic code, or forced on you by a virus or pollution, you’ve got the wheezes, more professionally known as chronic asthma. When it kicks in you endure wheezing, shortness of breath, chest tightness, and coughing. In other words, some serious distractions from hacking, shooting, fighting, casting, summoning, and just about anything else that requires even a modicum of concentration.
患有哮喘症的角色应该收到额外的,更快速的疲劳影响。在考虑疲劳伤害的影响时,角色面临疲劳伤害时间减半,每受到一定量的伤害就会受到基于哮喘影响表的额外影响。
剧透 -   :
Characters with asthma suffer additional, and more rapid, effects from all forms of Fatigue. Whenever considering a Fatigue damage effect, the character faces the damage twice as often and suffers additional effects as soon as they start taking damage based on the Asthma Effects table.
引用
表:哮喘症影响表ASTHMA EFFECTS TABLE
(所有效果都是累积的)
1格伤害:   哮喘;所有物理动作检定-1骰池;社交界限-1。
2格伤害:   呼吸短促;所有动作检定-1骰池;社交界限额外-1。
4格伤害:   胸闷;疲劳伤害抵抗只能用意志。
8格伤害:   剧烈咳嗽;所有动作检定-1骰池;社交界限额外-1。


双相情绪障碍BI-POLAR
奖励:7业力
拥有此特质的角色,其情绪具有周期性地在抑郁,平稳,狂躁之间波动。躁狂期,该角色获得+ 1骰池调整在任意关于敏捷和反应的检定中。同时因为无法长时间集中注意,导关于致直觉和逻辑的检定-2骰池调整。抑郁期,角色是无精打采的,消极的,无法集中注意力的。在任何涉及敏捷、反应、逻辑和直觉的检定中 - 2骰池调整。平稳期,角色感觉良好并且无病加身,除了那些他们自己强加给自己的。
剧透 -   :
A character with this quality fluctuates between periods of depression, stability, and mania. During manic periods, the character gains a +1 dice pool modifier to any tests involving Agility or Reaction. At the same time, the inability to focus for extended periods of time results in a –2 dice pool modifier for tests involving Logic or Intuition. During depressive periods, the character is lethargic, unmotivated, and unable to focus. Apply a –2 dice pool modifier to any tests involving Agility, Reaction, Logic, and Intuition. During stable times, the character feels balanced and suffers no difficulties except for those they impose on themselves.
GM投一个骰子决定角色的心理状态。掷骰应该在游戏正式开始前,或者当角色的状态在转变(睡眠、跑步后,长时间监视,等),或在每当GM感觉可以来一发时,但至少每天得有那么一次。结果1或2,角色处于抑郁状态,3或4角色处于狂躁状态,5或6角色是最稳定的。
剧透 -   :
The gamemaster rolls a die to determine the character’s current mental state. This roll should occur at the beginning of the game session, whenever the character gets a shift in activity (sleep, after a run, during a long stakeout, etc.), or whenever the gamemaster feels like it, but at least once per day. On a result of 1 or 2, the character is in a depressed state, on a 3 or 4 the character is in a manic state, and on a 5 or 6 the character is stable.
稳定双极情感障碍的药物成本在500新円一个月,但是这需要一个处方和一SIN(当然,假SIN也是一个可行的选择)。未服用超过十二小时,GM就可以掷骰了。在大街上,这种药物100新円一剂。
剧透 -   :
Medication to stabilize Bi-polar characters is available at a cost of 500 nuyen a month, but requires a prescription and a SIN (a fake SIN is, of course, a viable option). Failing to take meds for more than twelve hours results in a die roll by the gamemaster. On the street, the meds go for 100 nuyen a dose.


黑历史BIG REGRET
奖励:5业力
错误发生。角色过去某一个时刻,他们做了自己一生都会后悔的事情;也许他们做过文乐戏木偶,也许他们是一个重大的政治事件的一部分,或者他们参与了令人不快的公司项目(GM的自由裁决)。任何清楚这个角色黑历史的人在和他进行社交时,这个角色的社会界限都要-3。如果这个黑历史让一个不该知道的人知道了,那可能会引发一场信息胁迫。除非这件事被公开了,否则角色不能花业力取消该特质。而被公开的时候角色的恶名+1,而且你必须尽快花业力取消这个特质。
剧透 -   :
Mistakes happen. Sometime in the character’s past they did something serious that they regret; maybe they spent time as a bunraku puppet, maybe they were part of a major political affair, or they were involved in the wrong corporate project, but it has to be something truly unpleasant (gamemaster’s discretion). The character decreases their Social Limit by 3 against anyone who knows about their past. This could result in a case of blackmail if the wrong person knows the truth. The character cannot buy off this quality unless it becomes public, at which point she gains 1 point of Notoriety and must buy off the quality as soon as possible.


失明症BLIND
奖励:15业力(5业力对那些能进入星界视觉的角色)
角色获得这种特质会完全的失明,在视觉上什么也看不见。这意味着所有基于视觉的感知检定自动失败。同样还要面对-4骰池的一般感官知觉检定,-3骰池的突袭检定;远程攻击盲射,近战攻击盲斗和其他一切相关检定修正都有GM斧正。角色不用能赛博眼规避这个负面特质,因为失明是神经问题让角色无法处理任何视觉刺激,不管来源如何。
剧透 -   :
Characters with this quality are completely blind and can perceive nothing visually. This means they automatically fail all vision-based Perception Tests. They also face a –4 dice pool modifier for general Perception tests, a –3 dice pool modifier for Surprise Tests, Blind Fire when in Ranged Combat, Total Darkness in Melee Combat, and any other relevant modifiers at the gamemaster’s discretion. The character cannot use cybereyes, as the blindness is a nerve issue, leaving them incapable of processing any visual stimuli, regardless of the source.
由于星界视觉不是一个真正的视感,觉醒的盲人角色仍然可以一直使用星界视觉,至少能感觉到物体的存在,但在进行物理层面的所有行动,包括间接的战斗法术,GM应给予角色-2骰池以表示不适应性,记住星界和肉界之间的差异。
剧透 -   :
Since astral sight is not a truly visual sense, Awakened characters who are blind can still use astral perception all the time and at least have some sense of objects in the world, but gamemasters should apply the customary –2 dice pool modifier to all actions performed on the physical plane while perceiving the astral, including indirect combat spells, and keep in mind the differences between the astral and physical worlds.


大限将至BORROWED TIME
奖励:20业力
狂奔者经常面对死亡,但通常他们会学会避免死亡的最佳方法。这个特质使死亡不可避免地出现在你面前,而你无能为力。它可能是一种绝症,一种慢性毒,一种危险心理疾病,或是一颗滴答作响的皮质炸弹,但不管来源,死亡随时可能敲门。角色的大限没有固定时间限制,只有三个骰子用来决定他的死期。在游戏开始前,GM暗骰三个骰子,当三个骰子一致时,在游戏过程中某个完美的戏剧性时刻,角色逝去。
剧透 -   :
Runners face death on a regular basis, but usually they learn the best ways to avoid it. This quality makes avoiding it impossible; the inevitable is at your door, you’re just waiting for it to knock. It may be a fatal disease, a slow-acting poison, a precarious blockage, or a ticking cortex bomb, but no matter the source, death could arrive at any moment. There is no set time limit on the character’s expiration, only a deadly combination of three dice. At the beginning of each game session the gamemaster rolls three dice in secret; three of a kind means times up. At some point during that game session, at the perfect dramatic moment, the character dies.
这个特质无法用业力消除。如果PC改变主意希望自己的角色能存活,GM可以在角色付出代价中存活下来。在气数已尽时(而不是此前),角色必须烧掉所有当前的极限从而活着。此特质就会消失。
剧透 -   :
This quality cannot be bought off. If the player changes their mind and wants their character to survive, the gamemaster can allow the character to survive, at a cost. When their number’s up (and not before), the character must burn all their current Edge to stay alive. The quality then goes away.


计算机盲COMPUTER ILLITERATE
奖励:7业力
有这种特质的角色不是技术专家,他只是不懂专业技术。你没有使用AR,计算机,通讯链,和其他电子设备工作过的经验。即使最简单的任务对他们来说也是困难的,比如设置通讯链,发送电子邮件,即时通信,编写三维影像记录器,使用通讯链,或者进行矩阵搜索。拥有此特质在做涉及计算机、电子设备或矩阵连接系统的所有检定- 4骰池调整。在充满压力或神经紧绷的情况下,GM可能需要掷一个成功检定有调整值的成功检定,来让此角色完成他人认为是理所当然的任务。
剧透 -   :
There are characters who aren’t tech-savvy and characters who just don’t understand technology, and then there are characters with this quality. These characters have no experience at working with AR, computers, commlinks, and other electronic devices. They have difficulty performing even simple tasks such as making commcalls, sending e-mails, instant messaging, programming a trideo recorder, using a commlink, or doing a Matrix search. This quality provides a –4 dice pool modifier to all tests that involve a computer, electronic device, or Matrix-connected system of any kind. During stressful or tense situations, the gamemaster may require a Success Test, with the modifier, to complete tasks others would take for granted.


贪图享乐CREATURE OF COMFORT
奖励:10,17,或者25业力
对于拥有这种特质的角色,一个出色的工作回报是生活中最美好的事物。不幸的是,人们很快就会对自己所处的舒适感到依赖,从而神清气爽。对于10业力的等级,角色习惯于一种中端生活;17业力的等级则是高端;25业力,这可是奢华啊宝贝。
剧透 -   :
For the character with this quality, the rewards of a job well done are the finer things in life. Unfortunately, one can quickly get attached to the comforts one has acquired, making the fall seem ever so higher. At the 10 Karma level, the character is used to a Middle Lifestyle, at the 17 level a High, and 25, it’s Luxury all the way, baby.
每天此角色必须拿现有居住的生活方式与自己选择的生活方式做对比,其易怒的性格会使他在社交检定和治疗检定中获得每个对比相差级数-1的惩罚。例如,如果这个角色选择了高端生活方式,被迫呆在一个寄居的生活方式,他将承受- 3惩罚在所有社交检定和治疗测试。如果没有干邑(译注,法国葡萄酒名称,干邑Cognac,同时也是法国普瓦图-夏朗德大区夏朗德省城市名),生活便不值得继续下去。
剧透 -   :
For every day that the character must spend “slumming” it in a lower Lifestyle category, the irritable character suffers a –1 penalty to all Social and Healing tests per Lifestyle category below his chosen level. For example, if the character takes this Quality at the High Lifestyle level and is forced to stay in a Squatter Lifestyle, he will suffer –3 to all Social and Healing tests. Life just isn’t worth living without Cognac.


日常工作DAY JOB
业力:5到15业力
在阴影中狂奔时,有时你需要一种方式来充满你的日常生活,或保持你的表面伪装。该特质负责设定角色的零工合同。虽然收入不错,但是有一张固定的时间表,和需要应付与暗影狂奔工作不相符的boss。PC和GM应该共同商讨决定工作内容,这通常是一个基于工资不错的工作,当GM可以做决定角色转变的工作内容。为了确立白天工作的合法性,角色必须拥有有效的SIN(注册者特质或者持有4级假SIN)。如果你用SINner特质,那么获得的工资被认为已税。如果你用假SIN,它被损坏或者用来进行犯罪活动,那么希望安全人员不是那么简单就能找到你,你会失去那份工作直到形势好转。
剧透 -   :
When running in the shadows, sometimes you need a way to fill your days, or to maintain your cover. This quality burdens a character with responsibilities and time commitments. While the regular income is nice, having a regular schedule and a boss to answer to doesn’t jibe well with the shadowrunning profession. The player and gamemaster should work together to determine the job, which is usually a pretty decent gig based on the pay rates, but the gamemaster should determine the shifts the character works. In order to establish the legitimacy of the day job, the character must possess a valid SIN (SINner quality or at least a Rating 4 fake SIN). If they have the SINner quality, the money from the Day Job quality is considered already taxed. If they are using a fake and it gets burned or connected to a crime, expect the cops to come down hard and the job is lost until the situation is cleared up.
通过名声属性,角色可以很容易赚到足够的钱,所以一定要确保角色有一个很好的理由来进行暗影狂奔。
剧透 -   :
When combined with the Fame quality, this could easily bring in enough money to support the character, so make sure they have a good reason to run the shadows.
日常工作表提供了业力、月薪和工作时间的明细。
剧透 -   :
The Day Job table provides the Karma, income, and hours breakdown for the quality.
游戏中,GM应该跟踪角色花了多少天暗影狂奔行动中,和角色是否能满足他的日常工作职责。如果不能,角色会得到一个警告;如果再次警告之后,他会失去自己的工作。失去工作会使你失去2点信誉值(如果你连炸薯条的工作都保持不住,那么又有哪个狂奔者愿意信任你呢)。而且你还要花一个月的工资,因为你已经预期好用工资购买东西。
剧透 -   :
During runs, the gamemaster should keep track of how many consecutive days are being spent on shadowrunning activity and whether the character can fulfill their day job responsibilities. If they can’t, they get a warning; if it happens again after a warning, they lose their job. Losing their job costs them 2 points of Street Cred (how can you be trusted as a runner if you can’t even hold a job as a fry cook?) and costs the character a month of salary due to purchases they made in anticipation of their pay.
引用
表:日常工作表
业力         月薪         每周工作时间
5      1,000新円         10
10      2,500新円         20
15      5,000新円         40


耳聋症DEAF
奖励:15业力
拥有这种特质的角色近乎完全的聋了,根本听不到任何声音。这意味着自动失败所有基于音频的感知检定。同样还要面对-4骰池的一般感官知觉检定,-3骰池的突袭检定,并且GM可以自由地判决他认为需要的任何动作的调整值。
剧透 -   :
Characters with this quality are completely deaf and can perceive no sound at all. This means they automatically fail all audio-based Perception Tests. They also face a –2 dice pool modifier for general Perception tests, a –3 dice pool modifier for Surprise Tests, and any other modifiers at the gamemaster’s discretion.


“你在骂我?”DID YOU JUST CALL ME DUMB?
奖励:3业力
角色喜欢用文雅的辞令暗地里讽刺。角色满足于比所有人高一等的感觉。但不幸的是,偶有人注意到他的讽刺并感到心烦意乱。在任何社交检定中,这个角色所引起的任何失误都是大失误。
剧透 -   :
The character can’t resist camouflaging insults into well-spoken words. The character gets the satisfaction of feeling superior to everyone. Unfortunately, once in a while people will notice and get pretty upset. Any Glitch rolled by this character on any Social test always counts as a Critical Glitch.


不太灵光DIMMER BULB
奖励:每级5业力(最大3级)
也许你头很铁被打了无数次,也许你的母亲在你还是婴儿时期将你抛弃,也许你从来没有认真完整地思考过,但不管原因是什么,角色在精神世界的舞台上黯淡无光。对于这个特质的每一级,角色在涉及所有逻辑和直觉的检定-1骰池
剧透 -   :
Maybe it was one too many hits to the head, maybe the character’s mother dropped her as a baby, or maybe she never got into that whole “thinking” thing, but whatever the cause, the character does not tend to shine in the mental arena. For every level of this quality, the character faces a –1 dice pool modifier on all tests involving Logic or Intuition.


执念DRIVEN
奖励:2业力
角色有一种执着驱使着他前进。他们所作的一切都是为了解决自身人生中的谜团而更进一步。这可能是找到一个失踪的亲人,发现一个隐藏的真相,甚至报复自己的老敌人。无论什么原因,当面对的线索或机会可以推进自己探索秘密更进一步时,角色必须做出意志+逻辑(4)检定,除非角色成功,否则你会牺牲任何东西和任何人来接近这个真相。另一方面,这种偏执让角色变得难以对付。只要角色积极主动地进行此活动,他的意志就会增加1。
剧透 -   :
The character has an obsession, something that drives them forward. Everything they do is designed to bring them one step closer to solving the enigma in their life. This can be finding a disappeared loved one, discovering a hidden truth about themselves, or even getting revenge on an old enemy. Whatever the cause, when faced with a clue or opportunity to advance their quest, the character must make a Willpower + Logic (4) Test to not immediately drop everything and pursue this new information. Unless the character succeeds, they will sacrifice anything and anyone to get closer to the truth. On the other hand, such single-minded obsession makes the character a tough nut to crack. As long as the character is actively working a lead, he gains +1 to his Willpower.


物品依赖EMOTIONAL ATTACHMENT
奖励:5业力
角色对一件装备产生畸形的情感依恋,他会一直使用这件物品,即使出现了一个更好的选项。此外,如果此物以某种方式被落下,角色将尽一切力量,甚至包括冒着自己和队友的生命危险取回他的物品。如果装备不可挽回的丢失或损坏,PC必须立即花业力买除这个特质,或者在使用此物品的所有检定中-1惩罚,这些惩罚将持续六个月。
在那之后,他会尝试爱上一个替代品,特质会转移到这个装备上。
剧透 -   :
The character has an irrational emotional attachment to a piece of gear. The character will always use this item, even if presented with a “better” option. Furthermore, if lost in some manner, the character will do everything in his power, up to and including risking his life and that of his teammates, to retrieve his item. If the piece of gear is irretrievably lost or damaged, the player must either immediately spend Karma to buy off the quality or suffer a –1 penalty on all tests that would have used that piece of gear for a six-month period. After that time, they learn to love a replacement piece of gear, and the quality transfers to that item.


出狱犯人EX-CON
奖励:15业力
狂奔者们经常吹嘘自己在被那些“棋子”拿下之前会壮烈牺牲。监狱系统里满是这些家伙。一个具有这种特质的角色刚刚从公关办事处被释放出来,他仍然在法律的束缚下,所以他有几个无法避免的不利条件。
剧透 -   :
Runners often brag that they’d go down in a blaze of glory before they let the pawns bring them down. The prison system is full of them. A character with this quality is fresh out of the joint and still on the legal leash, so they have several drawbacks.
首先,当地安保公司有完整的关于角色的文件和纲要,包括殖装,魔法训练,已知联系人,生物特征数据,资料链接等。这个文件被当地的监狱公司复制,并且连接他的犯罪者认证SIN(抱歉,没有额外的业力)。另外,角色不能有任何管制或禁止的殖装,作为监狱制度,删除它们以保护其他囚犯和工作人员(和把它们卖到黑市)。
剧透 -   :
First, the local police corporation has a full file and rundown on the character, including augmentations, magical training, known associates, biometric data, a material link, etc. This file is duplicated by the local prison corporation if they are different than the police force and is connected to their nice new Criminal SIN (sorry, no extra points there). Plus, the character cannot have any Restricted or Forbidden augmentations, as the prison system removes them to protect the other inmates and staff (and sell them to the black market).
其次,这个角色处于假释期,他必须每周两次通过矩阵与他们的假释官(PO)联系,对方每周会亲自拜访一次。另外,假释官可以随时可以打电话给他。当然GM可以随意决定给角色一个正直的假释官,或者一个奸邪的假释官,这取决于GM自己。但是每个假释官的创建都会产生自己的问题。
剧透 -   :
Second, the character is on parole and has to check in with their parole officer (PO) twice a week via the Matrix and once a week in person. Plus, the PO can choose to make a house call any time they want. Whether the gamemaster wants the character to have a sleazy or a squeaky clean PO is up to them, but each creates their own bundle of problems.
最后,角色被称为是出狱犯人,而且在选择联系人方面是有限的。街头人士仍然会自由地与狂奔者为伍,他们甚至因为同情而去假释等候室等候。如果他们的忠诚度等级为4或更高,公司联系人就会与该角色联系在一起,而且如果他们的忠诚度等级为5或6,执法人员就会与狂奔者保持联系。
剧透 -   :
Third, the character is known to be an ex-con and is limited in their choice of contacts. Street-level folks will still freely associate with the runner—hell, they might even commiserate while waiting in their mutual PO’s waiting room. Corp contacts will only associate with the character if they have a Loyalty Rating of 4 or higher, and law enforcement contacts only stick by the runner if they have a Loyalty Rating of 5 or 6.
如果这个角色曾经度过假释期或创造了新生活,这种特质必须花业力消除,或更换同等或更高的其他负面特质。
剧透 -   :
If the character ever gets past their parole or creates a new life for him- or herself, this quality must be bought off or replaced with other negative qualities of equal or greater value.


闪回FLASHBACKS
奖励:7或者15业力
无论是由于创伤后应激障碍(PTSD),精神折磨,黑IC,或者只是一个心理阴影,角色受到基于感官幻觉产生的记忆。闪回是由特定刺激引发的。当角色遭遇触发的刺激物,必须通过一个沉着(5)检定,或在战斗时无法行动(5-成功)轮。在闪回中,角色无法执行任何有用的动作,并可以进行物理行为反映他们的心理错觉。
剧透 -   :
Whether due to PTSD, mental torture, psychotropic IC, or just a scarring experience, the character suffers vivid memory-based sensory hallucinations. The flashbacks are triggered by a specific stimulus. Whenever the character encounters their trigger stimulus, they must make a Composure (5) Test or become incapacitated for (5 – hits) Combat Turns. During the flashback, the character is unable to perform any useful action and may instead perform physical actions reflecting their mental misperceptions.
人物建造期间,和GM商讨确立刺激物和业力奖励基础,关于在行动中刺激物有多普遍。刺激可以是任意感官接收,包括星界层面或矩阵中的事物。7业力价值的刺激物应该出现在一整场暗影狂奔行动中(译注:一整个战役);15业力价值的刺激物则应该出现在任意游戏阶段。
(译注:阶段session,可以是某一团中,也可以是任意时间段,比如行动后的休息时间,GM自行调配,日常出现刺激物阻碍性不大,但是具有扮演价值。请注意,刺激物不要频繁出现,有可能会引起剧情疲劳)
剧透 -   :
During character creation, work with the gamemaster to determine the stimulus and Karma value based on how common that stimulus will be in the campaign. The stimulus can be any sensory input, including something on the astral plane or in the Matrix. A 7 Karma stimulus should come up about once every other shadowrun, while the 15 Karma stimulus should pop up at least once in every game session.


持枪流浪者HOBO WITH A SHOTGUN
奖励:10业力
角色在街头存活了下来以至于使他们疑神疑鬼。他不会选择寄宿以上的住宿。例如,团队决定在中端等级的酒店过夜,甚至在一个肮脏的低端旅馆过夜,角色也会走出去,找一个“舒适”的小巷睡觉而不是享受这种“奢侈品”。如果被迫呆在寄宿以上的住舍,角色会变得迷乱,不稳定和焦虑,他在所有的精神属性动作上-2骰池。直到他能花一天时间住到寄宿或者街道的生活方式来改变自己。
剧透 -   :
The character has survived on the streets for so long that anything else makes them distrustful and suspicious. The character will not choose to stay in accommodations above Squatter. If, for example, the team elects to spend the night in a Middle Lifestyle hotel, or even a squalid Low Lifestyle motel, the character will walk out and find a comfortable alley to sleep in rather than bear this “luxury.” If forced to stay somewhere above Squatter, the character will be at –2 to all his Mental attributes as he becomes confused, erratic, and agitated until such a time as he is able to spend a day in a Squatter or Street lifestyle to rezone himself.


社会性死亡HUNG OUT TO DRY
(译注:由文文提供译名)
奖励:8业力
欢迎来到沉默世界!出于某种原因——某种你所不知道的原因,你的联络人都像是人间蒸发了,他们停止和你来往,拒绝接听你的电话,新的联络人也渐渐不再增多,最后归为沉寂——你陷入了被整个社区排挤的状态。GM当然知道这是为什么,你的角色也会设法去弄清楚这一点,也许会真相大白。这个事件可能是整个战役的焦点,或者是一个支线任务,你可能需要说服你的队友帮你摆脱困境了。
剧透 -   :
Welcome to the world of social shunning. For some reason, unknown to the character, her contacts have suddenly clammed up and stopped answering her calls, and new connections she makes suddenly dry up when they get wind of her social pariah status. The gamemaster knows the reason no one will talk to her, and it’s up to the character to try to figure it out and maybe clear her name. These events could be the focus of an entire campaign or just a few side-jobs here and there that the character might need to convince her running mates to help her out on.
如果你的团队中的其他成员开始询问为什么你处于困境,他们的联系人可能会守口如瓶,甚至可能在事情解决之前三缄其口。一旦情况得到解决,你就该花业力取消这个特质了,或替换另一个相同等级的特质。
剧透 -   :
If other members of the team start to ask around as to why the character is on the outs, their contacts may get a little tight-lipped and may even clam up until the situation is resolved. Once the situation is resolved, the character will need to either buy off this quality or replace it with another of equal value as a result of the events.



文盲ILLITERATE
奖励:5业力
虽然由于第六世界的进步,识字并不一定是必要的了,但大多数人还有基础的会话能力。无论是因为你在野外(城市,农村,或者其他地方)长大,或者只是从来没有机会学习,总之你这个角色是不识字的。你可以问其他人,使用代理,或者用软件让你的通讯链扫描然后大声读给你听。任何知道该角色智力缺陷的人都会带着有色眼镜看待他,因此该角色社交界限-1。文盲特质也会影响到使用计算机或通讯链,在你处理其他人的计算机/通讯链的时候,由于不熟悉图标,检定获得-2骰池调整。在游戏中,角色需要花在所有要阅读的知识技能的业力,都会因为这个特质而翻倍,直到他学会阅读然后买下这个特质。
剧透 -   :
Though literacy is not really necessary thanks to the advances of the Sixth World, most folks can at least sound out “See Spot run.” Whether because she grew up in the wild (urban, rural, or otherwise), or just never had the opportunity, the character cannot read a lick. She can ask others, use an agent program, or get software on her commlink to scan and read things aloud, but anyone aware of this intellectual deficit will look negatively on the character, reducing her Social Limit by 1. The illiterate character also suffers a –2 dice pool modifier when working with computer/commlink systems and electronics other than her own due to her unfamiliarity with their iconography. Also, during character creation the character cannot choose any Knowledge skill that may have required even the most minimal of reading, and during game play all Knowledge skills that require reading cost double the Karma for the character until she learns to read and buys off this quality.


负债IN DEBT
奖励:1到15业力
无论你是赌了马还是买了马,你都负了债,而债主是那些黑恶势力。PC和GM一起商讨细节,不过令人高兴的是,每一点业力(最多15点)花在债务上可以为你带来5,000新円的额外资产在创建人物上。这些资金是计算在正常业力置换资金以外,最大可能扩大到75,000新円的额外资金。
剧透 -   :
Whether it came betting the ponies or buying that new pony, the character owes money to an unsavory third party. The player and gamemaster must work out the details, but the happy thing is, for every point of Karma (up to 15) spent to be In Debt, the character gets 5,000 nuyen to spend during character creation. These points are spent in place of the normal Karma for extra cash and extend the possible additional funds to 75,000¥.
接下来就是坏消息了。你欠了那些让人厌恶的黑恶势力的钱还需要另加百分之五十上去,每个月还需增加百分之十的利息直到角色还清这笔债。角色至少需要支付清楚每月的利息,如果角色错过支付这个月的债务,那么那些亲切人士就会上门,然后以每20,000新円欠债比对成1点物理伤害送给你。这个伤害不能抵抗,不能治愈。直到你将最低限度的欠债(月利息)支付给那些友好亲切的债务人为止,他们都会时不时教你点人生道理,缠着你直到你给钱为止。当你头悬债务时也许还会被要求做一些低贱的工作用来支付这份人情。
剧透 -   :
Now it’s time for the bad news. The character now owes some nasty people the amount they borrowed, plus another fifty percent, and the amount increases by ten percent every month until it’s paid off. If the character misses a monthly payment, which has to be at least the interest for the month, they take 1 box of Physical damage for every 20,000 nuyen they owe. This can’t be resisted and can’t be healed until they pay their minimum as their friendly neighborhood lender sent the appropriate message and then leans on them until they get their money. They can also expect to be asked to do some discount work and maybe even a few favors while they have the debt hanging over their head.
角色能力支付足够的业力和现金是,你可以选择将该负面特质买下。如果你只有现金而不是业力,你可以置换另一种相同业力的负面特质。如果你不想这么做,那么我想说的是因为“你不想这么做”,你的债主突然神秘异常,你甚至找不到他的行踪,直到利息重新核算之前,角色都没办法将欠债付清(哪怕你已经能一次付清所有欠债了),这使你债上加债。
剧透 -   :
The quality can be bought off if the character has both enough Karma and cash to pay the debt. If they only have the cash but not the Karma, they can trade for another negative quality of equal Karma. If they don’t want to do that, then the lenders suddenly become scarce, and the character is unable to make the payment until interest compounds again, leaving them deeper in debt.


非完全洗脑INCOMPLETE DEPROGRAMMING
奖励:10业力
有时候你就像个疯子,有时则不是。一个具有这种特质的角色曾经在心灵上被管理成深潜特工(译注:通过药物或者其他手段,控制特工的手段之一)。当你离开时,因为某种原因,你的洗脑工作没能完成。此后,你偶有机会寻回那个掩饰用的心灵身份。
剧透 -   :
Sometimes you feel like a nut, sometimes you don’t. A character with this quality was once mentally programmed to be a deep-cover agent for an agency. When they left, their deprogramming wasn’t completed properly for some reason. Since then the character has had occasional, often unexpected, shifts back to their cover identity.
每当这你面临一个紧张的情况下,比如审问,战斗,甚至只是一个伤害,你都必须进行沉着(4)检定。失败意味着掩饰人格替代了你的主人格1D6分钟,GM可以按自己的意愿来随意设置这个时间。心灵的改变是极其不稳定的,另外一个紧张情景的出现,你会再次被要求掷沉着(4)检定,失败则会替换另一个人格。这可能发生在同一场交火中。
剧透 -   :
Whenever this character faces a stressful situation such as an interrogation, combat, or even just an injury, they must make a Composure (4) Test. Failure means the cover identity comes out and takes control for either 1D6 minutes or whatever length of time the gamemaster desires. The altered psychological state is not stable, though, and another stressful situation can call for another Composure (4) Test and another personality shift. This can occur over and over during the same firefight.

在掩饰人格状态下,你会忘记你是一个无恶不作的狂奔者,和你那一身闯荡江湖的本领,你会回到温和的日常状态。在掩饰人格主导期间你会失去所有的技能,GM可以创建一个第二人格给PC。你可以操控这个NPC,或者干脆就坐在一旁看着GM是如何表演——像个孩子一样地尖叫着跑去找掩护;或者干脆跑向警卫厅,看起来像是迷失在安全设施中一样。
剧透 -   :
During these states the character forgets their badass runner identity and the skills that go with it, and they turn back into mild-mannered everyday Joe. This includes loss of skills while the cover identity is in charge. The gamemaster can create a secondary character for the player to use during these times, ask them to step out while they run the NPC, or make them sit and watch in humiliation as their character screams like a child and runs for cover or simply wanders up to the guard booth, seemingly lost in the middle of the secure facility.
如果这样还不是最糟糕的,你的行为可以愚蠢到像是得了CFD,人们开始用关爱智障的眼神注视你。
剧透 -   :
As if all of this wasn’t bad enough, behaviors like this look an awful lot like CFD, and people are going to start wondering if you’re a head case.


体弱多病INFIRM
奖励:5到25业力
拥有这种特质的你常常这样想:“我该去健身房了”,却很少在购买会员后再去过;或者你走在人生中的下坡路上——你真的太老了。该特质表现为某种体制适应能力的低下。每5点业力,角色就会在所有的物理属性最大值上减少1点。该特质最大可以增加到五倍,但属性的最大值不能降至1以下。同理,角色的物理属性修改永远不会超过这个最大值,无论来源——魔法,器械,其他——你的身体已经虚弱到极限,这些外力会成为压垮你身体的最后一根稻草。
剧透 -   :
Characters with this quality often think, “I should hit the gym” but rarely get past buying the membership, or they’re on the downward slope of life and just too old for this drek. The quality represents some kind of diminished physical fitness aptitude. For every 5 Karma, the character drops all of their Physical Attribute maximums by one. The quality can be taken up to five times, but no Attribute maximum can be dropped below 1. Along with this natural cap, the character can never have a Physical Attribute modified beyond this maximum by any source—magic, machine or otherwise—as their body is too frail to handle the stress.
该特质和Bullets & Bandages (p.12)中的年迈特质(Aged quality)互相叠加,所以你需要小心了,不要把属性最大值降到1以下。
剧透 -   :
The effects of this quality stack with those of the Aged quality from Bullets & Bandages (p. 12), so characters need to be careful of not dropping any Attribute maximum lower than one.


说谎者LIAR
奖励:7业力
像你这样的匹诺曹是永远无法成功的。所有人都知道你说谎成性,甚至当你企图说真话时,听起来也很虚伪。让我们看看这部分是怎么判定的。首先,角色要吃一个在所有社交技能检定上-1骰池的调整。另外,每当角色和其他人攀谈时,GM骰一个D6。结果是1,目标会将此次谈话视为废话并且觉得你在撒谎,不管你如何狡辩。谈话结束了,信任宣告破裂。这种情况发生在每一个你参与的谈话中。任何通过这种方式对角色失去信任的NPC将保持一定持续的不信任,当下次与你相遇时,这种错误的确认数值就会从1扩大到1和2。如果这种事发生三次,角色将会获得一点恶名,并且联系人的忠诚度值会降低1点(如果他是联系人的话)。这意味着如果你的联系人忠诚度降低到了0,和你的联系人说再见吧。
剧透 -   :
You’d never make it as Pinocchio. Everyone around knows the character to be a compulsive liar, and even when she manages to utter the truth, she just sounds false and insincere. Let’s look at how this plays out. First, the character receives a –1 dice pool modifier to all Social skill tests. Also, whenever the character addresses someone, the gamemaster rolls 1D6. On a result of 1, the target of the conversation calls bullshit and assumes the character is lying, no matter what they are saying. Trust is lost, conversation is over. This occurs with every conversation the character takes part in. Any NPC who lost trust in the character this way continues to maintain a certain level of mistrust, and the next time they encounter the character, things go wrong on a roll of 1 or 2. If it happens a third time, the character gains a point of Notoriety, and reduces the Loyalty value of the contact by 1 (if it was a contact). If that means they hit Loyalty 0, then say sayonara to that contact.


夜盲症NIGHT BLINDNESS
奖励:6业力
没人能理解对你而言阴影是多么黑暗。你的自然视觉不适应所有照明条件差的地方。对你而言,所有光线/目眩的环境调整更加糟糕一等,除了充足光线/没有目眩,这仍然不改。
剧透 -   :
No one understands how dark the shadows are like you. The character’s natural vision does not adjust well to poor lighting conditions. All Light/Glare Environmental modifiers are one category worse for the character, with the exception of Full Light/No Glare, which still has no modifier.
这种特质和其他影响角色眼睛的特质不兼容,如果你用赛博改造或生化改造来去除这个负面效果,你必须立即用业力买下这个负面特质。如果你没有足够多的业力来消除它,你就会找不到矫正你眼睛的装置。
剧透 -   :
This quality is incompatible with any other quality that affects the eyes of the character and must be immediately bought off if the character corrects the issue with cyber- or bioware. If the character does not have enough Karma to buy off the quality, they cannot get the corrective gear.


漫不经心OBLIVIOUS
奖励:6或者10业力
拥有这种特质的角色会对角落里藏着的那位手持黑豹加农炮的巨魔视而不见……甚至在巨魔开火之后都会如此!在所有侦查检定中,6业力等级的漫不经心会给予你- 2骰池的调整,包括标准侦查,星界侦查,和矩阵侦查。10业力等级则更进一步,还会让所有侦查检定阈值都增加1。
剧透 -   :
The character with this quality fails to notice the troll in the corner with the Panther cannon … even after they’ve fired it! A 6 Karma level of Oblivious means a –2 dice pool modifier to all Perception Tests, including standard, Astral, and Matrix. On top of that, at the 10 Karma level, all Perception Test thresholds are increased by 1.


和平主义者PACIFIST
奖励:10或者15业力
伤害他人就是对灵魂的玷污。这个特质表现为两个等级的道德僵化提供给角色履行,或允许他人提供的,对他人的伤害。10业力的等级水平,角色避免暴力不进行自卫。角色将不参与任何的湿活(校注:流血的活),并且试图劝阻其他团队成员这样做。非致命攻击(凝胶弹,泰瑟枪,闪光弹,击晕技能等)仍然被认为是“暴力”,只有在对手明显攻击角色,其他队员或无辜旁观者时,才可用于自卫。
剧透 -   :
To hurt another is to mar the soul. This quality represents two levels of moral inflexibility that prevent the character from delivering, or allowing others to deliver, harm to another being. At the 10 Karma level, the character avoids violence not performed in self-defense. The character will not participate in runs involving wetwork and may try to dissuade other team members from doing so. Non-lethal attacks (gel rounds, tasers, flash-bangs, stun spells, etc.) are still considered “violent,” and may only be used in self-defense—after an opponent has clearly attacked the character, other team members, or innocent bystanders.
15业力的等级水平,角色将不会有任何暴力行为,无论是挑衅还是威胁自己或他人。如果角色犯下任何暴力行为,他们将受到强烈的内疚感,并在所有涉及心理属性的检定中遭受- 1骰池调整,直到角色在魅力+意志(20, 1天)持续检定中成功。如果这个角色在七天内没有成功,他们就会失去1点的意志或魅力。这个损失是永久性的,但心理属性检定的-1骰池调整会消失。 如果角色真的杀了人(甚至只是他认为),骰池调整会变成- 2,持续检定时间改为1周,角色的心理界限减少1。
剧透 -   :
At the 15 Karma level, the character will not commit any violence regardless of provocation or threat to themselves or others. If the character commits any act of violence they are stricken with a powerful sense of guilt and suffer a –1 dice pool modifier to all tests involving Mental attributes until the character succeeds at a Charisma + Willpower (20, 1 day) Extended Test. If the character does not succeed at the test within seven days, they lose 1 point of Willpower or Charisma, whichever is higher. The loss is permanent, but the –1 dice pool modifier to tests involving Mental attributes goes away. If the character actually kills someone (or even thinks they did), the dice pool modifier becomes –2, the Extended Test interval changes to 1 week, and the character’s Mental Limit is decreased by 1.


被害妄想症PARANOIA
奖励:7业力
"听着,不是被害妄想症,是真的有人想害我!"在暗影社区,谨慎常常被误认为是被害妄想症,但两者之间有明显的区别。具有这种特质的人物认为每个人都想得到他。无论这是真的,还是只是他一个过度猜想,在面对忠诚度少于4或者陌生人时,角色所有社交检定中-2骰池的调整。这个角色也拒绝透露他的住址或任何关于他住址的信息,每隔几个月他就必须改变生活地点,以减轻他被发现的恐惧。
剧透 -   :
It’s only paranoia if they aren’t out to get you. In the shadows, being cautious is often mistaken for being paranoid, but there’s a dramatic difference between the two. A character with this quality truly thinks everyone is out to get her. Whether this is really the case, or simply a matter of an overactive imagination, the character faces a –2 dice pool modifier on all Social Tests involving contacts with a Loyalty less than 4 or any generally unfamiliar person. The character also refuses to ever give out her address or any information on where she lives and must change living spaces every few months to ease their fear of being found.


下肢瘫痪PARAPLEGIC
奖励:10业力
这种特质的特点就是从腰部以下全部瘫痪。你可以执行任何不需要用到腿的物理任务,通常可以通过轮椅或轮椅无人机进行代步。角色的步行速度为敏捷×3,奔跑速度为敏捷×4,无论何种泛形态(狂奔者获得快速灵活的轮椅,就像轮椅橄榄球运动员和轮椅马拉松运动员那样,而不是沉重笨拙的轮椅)。虽然,在遇到楼道的时候会遇到麻烦,这会阻碍他去想要去的地方。
剧透 -   :
Characters with this quality are paralyzed from the waist down. They can perform any physical tasks that do not require the use of their legs, and locomotion usually occurs via wheelchair or wheelchair drone. The character is fast, with a walking speed of Agility x 3 and running speed of Agility x 4, regardless of metatype (shadowrunners get the fast and agile wheelchairs of marathoners and murderball athletes, not slow and cumbersome chairs). They have trouble, though, with stairs and curbs, which can prevent them from getting where they need to go.
瘫痪可能是永久性的,也可以是暂时性的。一旦瘫痪被治愈成功,你就得花业力购买此项特质了。角色需要额外的开支来使自己的世界更加简便。为了反映这一点,你的生活方式成本增加10%(和种族调整叠加),你的车辆需要进行改装,需要增加5%的价格,或有一个机师界面(p461,SR5)以DNI控制。
剧透 -   :
The paralysis can be permanent or a temporary condition while the character builds up funds to get surgery to fix the cause. Once the repair is done, the quality has to be bought off. The character has a lot of additional expenses to make the world more manageable. To reflect this, their Lifestyle cost is increased by 10 percent (cumulative with racial modifiers) and vehicles need to be modified, increasing their price by 5 percent, or have a Rigger Interface (p. 461, SR5) for DNI control.
该特质不会影响角色在星界和矩阵中的行动。
剧透 -   :
The quality does not affect the character’s abilities in astral space or the Matrix.


恐惧症PHOBIA
奖励:5到15业力
恐惧是心灵的杀手。他也可能分散注意而引起极度恐慌的反应。一个具有这种特质的人物内心深处会有某种恐惧,每当他内心的恐惧被暴露时,他就会产生动摇。恐惧的严重程度决定了角色对恐惧本身的反应。以及他面对恐惧时可能会遇到的任意骰池调整。这一点,再加上他们可能经常接触到他们的恐惧对象,基于恐惧表决定业力值。
剧透 -   :
Fear is the mind-killer. It can also cause reactions from distraction to utter panic. A character with this quality has a visceral fear of some kind that shakes them whenever they are exposed. The severity of the fear determines their reaction to it and any modifiers they may face in its presence. That, combined with how frequently they may be exposed to their object of apprehension, determines the Karma value of the quality based on the Phobia table.
在面对恐惧源时,轻微的恐惧症会使你所有检定-1骰池调整;中度的恐惧症会使你所有检定-3骰池调整,角色必须成功通过沉着(2)检定,负责会感到非常急迫地需要摆脱恐惧源;极度的恐惧症会使你所有检定-6骰池调整,角色必须成功通过沉着(5)检定,如果沉着检定失败了,他必须立即离开至少(5-成功值)战斗轮。
剧透 -   :
Mild phobias cause a –1 dice pool modifier to all actions while in the presence of their source. Moderate phobias cause a –3 dice pool modifier to all actions while in the presence of their source, and the character must succeed on a Composure (2) Test or feel a strong need to get away from the source of their fear. A Severe phobia causes the character to face a -6 dice pool modifier, requires a Composure (5) Test to stay in its presence, and if the Composure Test is failed the character must move away for at least (5 – hits) Combat Turns.

引用
表:恐惧症表PHOBIA TABLE
状态   业力   描述
罕见   2   触发条件较为罕见,比如玫瑰或特定昆虫的气味。
常见   5   常见的触发条件,比如阳光、巨魔、昆虫、魔法、户外活动或人群。

严重性    业力   影响
轻微        3      所有检定-1骰池
中度        5      所有检定-3骰池,必须成功通过沉着(2)检定
极度        10   所有检定-6骰池,必须成功通过沉着(5)检定否则离开至少(5-成功值)战斗轮


慈悲的主,赐他们安息PIE IESU DOMINE.  DONA EIS REQUIEM.
奖励:2业力
你是一个苦修者,并且认为对自己造成痛苦会得到解脱。也许你在通过痛苦寻求明晰;或者是对自己的行为痛悟忏悔。不管什么原因,你获得了【高度耐痛等级一】但每天总是以对自己造成1格物理伤害开始。该伤害可以被治愈,但是该角色会尽快给自己造成另一个伤害。请注意,人物的伤口可能会引起一些问题,如果有人注意到的话。
剧透 -   :
The character is a flagellant, believing in causing himself pain to serve a greater good. Perhaps they seek clarity through pain; perhaps it is a constant act of contrition for their deeds. Whatever the reason, the character gains High Pain Tolerance 1 but always starts the day with 1 box of Physical damage. This box can be healed, but the character will seek to cause himself another box of damage as soon as possible. Note that the character’s wounds may cause questions in certain social settings, should anyone notice.


自控力低下POOR SELF CONTROL
奖励:4到12业力
无论是吹牛,刺激物上瘾,还是不能忍受混乱状态,具有这种特质的角色会产生各种各样的心理变化,这些变化的效果都是无法控制自己的行为。获取的业力根据限制角色沉着检定的等级不同而不同。特质可以被多次选择,但是每一次选择需要对应一个自控问题。
剧透 -   :
Whether they’re a boaster, an adrenaline junkie, or just can’t stand disorder, characters with this quality span a variety of mental ticks that all boil down to the inability to control one’s actions. The Karma costs vary based on the threshold of the Composure test involved in restraining the character’s actions. The quality can be taken multiple times, but only once for each form of control issue.

吹逼佬(5业力):没有人做的事情能比你更大或者更好。你总是忍不住顶撞别人的主张,甚至为此而撒谎。这可能会导致你被忽视,被认为是小学生,甚至有暴脾气的会起来挑战你,以证明他自己是对的,但没有通过沉着(3)的检定,你是不会停止吹逼的。
剧透 -   :
Braggart (5 Karma): No one has ever done it bigger or better than her. The character will always try to top anyone else’s claims of success, even to the point of lying about it. This may result in them being ignored, considered infantile, or challenged to prove their superiority, but without a Composure (3) Test they won’t back down from the brag.


作死者(4业力):世界的一切中,唯有兴奋感最重要。在任何情况下,如果你没能平静地通过沉着(2)检定,那么你该总是会采取最危险和最冒进的行动选择。这并非坏事,因为肾上腺激素分泌,你在接下去5轮(这并不意味着你每回合能获得的额外主动性,而是这个奖励持续多久)的战斗轮中,会获得1点额外的主动性值。
剧透 -   :
Thrill-Seeker (4 Karma): It’s all about the rush. The character will always take the most dangerous and risky option in any situation if they don’t succeed at a Composure (2) Test. There is a slight payoff, as the adrenaline rush provides a +1 to their Initiative Score for 5 Combat Turns (meaning that is how long the bonus lasts, not that the character gets an additional bonus each turn).

强迫症(4到12业力):
你所认知的一切事物就该按你的意志去摆放,这才叫万物有序。这种神经一般的特质想要获取加值,得从强迫症的严重程度和对角色负面影响情况做定论。也许你喜欢一丝不苟整齐如新一般的房子,也许你觉得桌子上所有无序的物品在这个世界上就有必要变得秩序,也许你觉得需要重复练习自己的技巧(可以是骇入,建造,射击,谈话,盗窃,潜行等)以得到的每一个可能的机会。你必须通过沉着(2)检定来抗拒这个强制心理。业力基础(2 x沉着检定阈值;必须是从阈值1到阈值4);然后添加2点业力表示在人物的个人环境上(例如家具和小电器的位置);添加3点业力表示在公共环境的某一方面(比如纠正不良迹象,计数每一个你能看到的福特美利车);添加4点业力在公共环境的广泛方面(例如,触摸每一个你路过的灯柱,骇入你能看到的每一个摄像机)
剧透 -   :
Compulsive (4 To 12 Karma): There is an order to all things that must be maintained, and the character feels the need to exert their sense of order on everything. The value of this mental malady comes from how severe the compulsion is and how much of a negative impact it can have on the character. Maybe she likes a tidy house, maybe she sees a necessary order to the items on the tables out in the world, or maybe she feels the need to practice her skills (be they hacking, casting, shooting, talking, stealing, sneaking, etc.) every chance she gets.  The character must make a Composure (2) test to resist the compulsion. The base Karma value is (2 x threshold needed for Composure Test; must be from 1 to 4); then add 2 for things in the character’s personal environment (e.g., placement of furniture and minor appliances), 3 for a single aspect of the public environment (e.g., correcting bad apostrophes on signs, counting every Ford Americar they see), or 4 for a broad aspect of the public environment (e.g., touching every light post they walk by, hacking into every camera they see). 
引用

译注:为了更加清晰直白,我弄了一个小表格
沉着检定阈值个人环境(业力)公共环境局部方面(业力)公共环境广泛方面(业力)
1456
2678
38910
4101112

报复心(5业力):复仇虽然是冷盘而不是热菜,但报复的想法一定会使你热血沸腾(校注:谚语,意思大致是君子报仇十年不晚)。不管事件有多小,你总是无巨细地记在心里。以眼还眼以牙还牙。为了抵制立即报复的冲动,你必须做一个成功的沉着(2)检定,即使成功制止了心中的魔鬼,你也必须把冒犯你的人的名字记录到你的黑色小本本里。
剧透 -   :
Vindictive (5 Karma): Though best served cold, the thought of vengeance sure makes your blood boil. No matter how small the slight, it cannot go unreturned, and the escalation factor must always be considered. An insult may be returned with a calm threat, a threat might get the same or may require a payment in pain, and any injurious assault must be brought back upon your enemies two-fold (or more). To resist the urge for instant payback, the character must make a successful Composure (2) Test, and even when resisted, the character must add the offender’s name to their hit list for the future.

战狂怪(10业力):嗜血的愤怒会让你看不到除了胜利之外的任何东西。选择了这个特质,就意味着一旦战斗开始,你就该乖乖失去控制了。你会战斗到所有人都倒下为止,即使寡不敌众从而丢了性命,除非你通过沉着(3)检定去冷静你的头脑,才会做到审时夺度判断分析。
剧透 -   :
Combat Monster (10 Karma): The red rage blinds to all but victory. A character with this quality loses much of her self-control once a fight has begun. She’ll fight until all her opponents are disabled, even if outnumbered and losing, unless she can make a Composure (3) Test to clear her head enough to break off the fight.


档案记录RECORDS ON FILE
奖励:每等级1业力(最大10业力)
在此特质上每获得一点业力,十大中的一个就会有你相对新的SIN记录,生物测量数据,个人信息,医疗信息等。GM和PC应该一起决定好为什么超企会有这个角色的数据记录,或者PC可以把这个秘密留给GM。通过数据记录,公司代理人可以在识别该角色的任何检定中获得+2骰池调整。由于超企用于追踪消费者习惯的面部识别技术和身份识别技术在全球几近饱和,当公司代理人在C或更高等级地区追踪角色时,追踪检定会获得+2骰池检定,
剧透 -   :
For every point of Karma spent on this quality, one of the Big 10 megacorps possesses a relatively up-todate record of the character’s SIN, biometrics, personal, and medical data. The gamemaster and player can work together to figure out why they have this data or the player can leave that mystery up to the gamemaster. The data provides the megacorp’s agents a +2 dice pool modifier for any tests made to identify the character through their records. Due to the proliferation and saturation of facial recognition and identification systems used by the megacorporations to track consumer habits, representatives of the selected megacorps also have a +2 dice pool modifier on tests to track down or locate the character whenever they are in an area with a C or better security rating. No character can have Records on File and Erased at the same time.


弱化(感知)REDUCED (SENSE)
奖励:2到29业力
你的五感其中之一迟钝得如同黄油刀(对觉醒者而言,就是六感之一)。任何涉及被选中的感官所要进行的检定,都要-2骰池调整。这个特质可以多次选择,每次选择都能减少的不同的感官,且涉及不止一种感觉的检定时,它们的影响是互相累积的,如一般的侦查检定。失去嗅觉或味觉的角色获得2业力,而失去听觉、视觉或星界视觉的角色获得5业力,失去触觉则获得10业力,因为缺乏触觉敏感性而影响到大多数物理技能检定。
剧透 -   :
One of the character’s five (or six for certain Awakened folks) senses is about as sharp as a butter knife. Any Test involving the chosen sense faces a –2 dice pool modifier. This quality can be taken multiple times, reducing a different sense each time, and its effects are cumulative for tests involving more than one sense, such as general Perception Tests. A character with a reduced sense of smell or taste gains 2 Karma, while a reduced sense of hearing, sight, or astral sight is worth 5 Karma, and a reduced sense of touch is worth 10 Karma because it affects most Physical skill rolls due to lack of tactile sensitivity.
如果感官被永久地修复,你就得花业力消除这个特质了。如果你没有足够的业力来消除特质,则无法进行预期的修复。没有角色可以同时拥有剥夺感官(视觉)和眼盲症,或者剥夺感官(听觉)和耳聋症。
剧透 -   :
If the sense is ever repaired or corrected permanently, the quality must be bought off. If the character does not have enough Karma to buy off the quality, the intended repair cannot be made. No character can have Reduced (sight) and Blind at the same time, or Reduced (hearing) and Deaf at the same time.


感官超负荷综合症SENSORY OVERLOAD SYNDROME
奖励:15业力
因为AROs和过多的无线感官输入,感官超负荷综合症(SOS)是永远存在在世界中的流行疾病。症状就像是人工诱发精神分裂症(AIPS),患者如同癫痫发作那样。每当患有SOS的角色进入一个ARO高饱和区(GM裁定)或试图使用感官增强系统,他必须执行意志+极限(4)检定,否则会进入癫痫发作(5-成功)分钟。
剧透 -   :
Sensory Overload Syndrome (SOS) is a growing epidemic in the world of ever-present AROs and excessive wireless sensory input. The condition is an offshoot of AIPS, and victims suffer similar epileptic episodes. Whenever a character with SOS enters an area of high ARO saturation (gamemaster discretion) or attempts to make use of sensory enhancement systems, they must make a Willpower + Edge (4) Test or enter into an epileptic seizure for (5 – hits) minutes.
症状可以通过解除角色通讯链中的现实增强系统从而取消,或运行通讯链的静默模式,但这两个解决方案在有些可疑的地方需要广播识别身份时会产生一些问题。
剧透 -   :
The condition can possibly be prevented by deactivating enhancement systems, the character’s commlink, or running the commlink in hidden mode, but these last two options create issues in areas where identification is required or suspicious when not broadcast.


签名标识SIGNATURE
奖励:10业力
纸鹤只代表着一种意思(译注:这里是指必须在现场留下一点东西的意思,宣告犯罪)。由于某种原因,有这种特质的角色觉得有必要留下他们的名片来说明他是否参与了工作。签名通常是一些特定的物品、记号或技艺,用于标识他的参与情况。对于那些知道角色和他的签名的人,该签名常常容易识别。任何企图通过你的签名标识辨识你身份的检定,都需要加上你的名声和信誉相加的骰池调整。
剧透 -   :
The origami swan can mean only one thing. For some reason, a character with this quality feels it is necessary to leave their calling card to announce their involvement in a job. The signature is usually some specific item, symbol, or technique the character uses that identifies their participation. For those who know the character and their signature, the signature is easily identified. Anyone performing a test to identify the character’s handiwork or track the character is given a dice pool modifier equal to the character’s Street Cred and Public Awareness combined.


世仇VENDETTA
奖励:7业力
就像是哈特菲尔德和麦考伊那档子烂事。不管最初的原因是什么,你与某人或者某团体结下了血海深仇,仇杀现在作为一种复仇的问题,更像是一种荣誉和声誉的体现。这意味着,你无法抗拒和敌人做斗争。
剧透 -   :
This is some Hatfield and McCoy-level drek. The character is entangled in a blood feud with an individual or group, and no matter the initial cause, the vendetta is now as much an issue of honor and reputation as revenge. The quality means the character has extreme difficulty resisting a confrontation with her foe.
当你遇到你所仇恨的对象时,你必须做一个沉着(3)检定,否则你别无选择,只能施行暴力。如果你让你的死敌从这个世界上消失,接下去你有两个选择——你可以用业力消除此特质,或者一个新的复仇者从此诞生,新一轮复仇开始了。
剧透 -   :
Whenever the character encounters the target of her ire, she must make a Composure (3) Test or else have no choice but to incite a violent confrontation. If the character should ever neutralize their nemesis, they have two options. They can buy off the quality, or someone new will pick up the vendetta, giving the character gets a new nemesis.


通缉名单WANTED
奖励:10业力
被人喜欢,也许不那么令人舒畅。虽然在一些情况下,大多数狂奔者可能会被问到问题,但这是不同的。当你选择这个特质时,你会明白为什么你的脑袋会带有赏金或者合同。赏金应该至少值25000新円,足以让自己的“朋友”明白自己有多诱人了。角色应该会经常处理那些闻着赏金的味道赶来的淘金者们。
剧透 -   :
It feels so good to be wanted, or maybe not. Though most runners are probably wanted for questioning in a few cases, this is something different. When the character takes this quality, they work out why they have a bounty or contract on their head. The bounty should be worth at least 25,000 nuyen, enough to tempt even one’s own “friends.” The character should have to frequently deal with someone coming for them or finding out about the bounty and using it against them.
如果因为某种原因,赏金被取消了,比如角色大变样,或者洗清了自己的名字,那么你就得花业力把这个特质买回来了。
剧透 -   :
If for some reason the bounty ever goes away, like the character is turned in or they clear their name, the quality must be bought off with Karma.


« 上次编辑: 2019-05-01, 周三 08:21:27 由 失语 »

离线 不朽之尘

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Re: 【RF】角色特质-负面特质 P.151-159
« 回帖 #1 于: 2017-10-05, 周四 21:57:21 »
安居乐业特质的是这个https://baike.baidu.com/item/%E5%B9%B2%E9%82%91/8249562?fr=aladdin
电子界龙法法会梦见仿生塔克西斯么?

离线 失语

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Re: 【RF】角色特质-负面特质 P.151-159
« 回帖 #2 于: 2017-10-05, 周四 22:00:57 »
啊,了解了, 感谢指正

离线 白色的星星

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Re: 【RF】角色特质-负面特质 P.151-159
« 回帖 #3 于: 2017-10-10, 周二 16:43:49 »
白化病,失忆症……
令人怀念而又深感遗憾的过去…呐。
神之假身团 无惧者行于光明的七日救援;无悔者穿越黑暗的最终朝圣。
塔夫塔度DIY 唤醒远古之力,被咒纹所束缚的人们。

离线 马非鱼

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Re: 【RF】角色特质-负面特质 P.151-159
« 回帖 #4 于: 2017-10-11, 周三 05:55:15 »
白化病,失忆症……
令人怀念而又深感遗憾的过去…呐。

回忆起中二的过去吗  :em008

离线 jimraynor

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Re: 【RF】角色特质-负面特质 P.151-159
« 回帖 #5 于: 2017-10-11, 周三 06:27:35 »
你,或者你所在的团体留有血海深仇,<---- 应该是你和某个人或某个团体有血海深仇。你的团体跟别人有仇可不算。
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."

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Re: 【RF】角色特质-负面特质 P.151-159
« 回帖 #6 于: 2017-10-11, 周三 08:12:15 »
你,或者你所在的团体留有血海深仇,<---- 应该是你和某个人或某个团体有血海深仇。你的团体跟别人有仇可不算。
感谢 :em006

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Re: 【RF】角色特质-负面特质 P.151-159
« 回帖 #7 于: 2017-10-11, 周三 08:49:00 »
白化病,失忆症……
令人怀念而又深感遗憾的过去…呐。
:em006 :em006