作者 主题: 【DT】矩阵动作与战斗101 & 矩阵战斗范例 P178-182  (阅读 9692 次)

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矩阵动作与战斗101 MATRIX ACTIONS AND COMBAT 101

一旦你已经掌握了矩阵的基本概念,设计好了布景,就是时候从理论到实践了。这一节包括了常用矩阵动作的常见应用,加入碟客军火库的一些新矩阵动作,还有矩阵战斗的范例,能帮助GM理解运作方式。(完整的矩阵规则见核心书p. 214,以及该书的其他部分)
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Once you’ve mastered the basic concept of the Matrix and you’ve designed the scenarios, it’s time to put theory into practice. This section contains common applications of frequently used Matrix actions, a few new Matrix actions to add to your decker’s arsenal, and an example of Matrix combat to help gamemasters get a sense for how things go. (For the complete rules about the Matrix, see p. 214, SR5, and the remainder of this book.)

简单的矩阵动作 SIMPLE MATRIX ACTIONS

矩阵是设计给平常人使用的。以下是简单的矩阵动作,任何有通讯链,能接入矩阵的人都能进行:

· 改变图标:用户能够把他们的图标改为能想到的任何东西,只要它符合矩阵协议。作为混入(或者凸显出来)的重要工具,你改变图标的选择通常会影响到其他化身会如何开始与你的交互。第一印象之类的东西,永远没有第二次机会。

· 矩阵侦察:就像在肉界对应的侦察一样,矩阵侦察对任何有兴趣在矩阵中干活的人来说都非常重要。它最常被用来检查文件上有没有数据炸弹,或者说发现附近静默运行的图标。矩阵中大多数图标都是发光闪亮的东西,不可能错过,但约翰逊先生雇你去找的东西从来都与此相反。矩阵侦察允许角色和GM玩“20问”(如果他们骰得真的很好——不过通常来说要差一些)。你能通过用它确定当前的ASDF配置来刺探敌人,或者你可以研究一份广受欢迎的数据文件的最近历史记录。对100米和同一个主机内的设备进行的矩阵侦察是自动的;如果你想侦察到100米外的设备,则需要一次计算机+直觉【数据处理】检定。如果化身静默运行,你需要一次计算机+直觉【设备处理】v. 逻辑+隐匿性对抗检定。
译注:ASDF,即攻击性、隐匿性、数据处理和防火墙四个矩阵属性

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The Matrix is designed to be used by the average person. The following are simple Matrix actions that anyone with a commlink and access can generally do:
• Change Icon: A user can change their icon to anything imaginable as long as it conforms to Matrix protocols. A crucial tool for blending in (or standing out), your choices with Change Icon generally affect how other personas begin their interactions with you. You never get a second chance to make a first impression and all that.
• Matrix Perception: Matrix Perception, like its meatworld counterpart, is a critical test for anyone remotely interested in working in the Matrix. It is most often used to check a file for data bombs or to pinpoint an icon that’s running silently nearby. Most of the icons in the Matrix are bright, flashy things that are impossible to miss, but those are never the ones Mr. Johnson hires you to find. Matrix Perception allows a character to play 20 Questions (if they’re on a really good roll—more likely the number comes in somewhere south of that) with the gamemaster. You can use it to scout an opponent by determining its current ASDF configuration, or you can delve into the recent history of a sought-after datafile. Matrix Perception is automatic for devices within 100 meters or within the same host; it requires a Computer + Intuition [Device Rating] Test if you are trying to perceive devices more than 100 meters from the device. If a persona is running silent, you need a Computer + Intuition [Device Rating] vs. Logic + Sleaze Opposed Test.
· 矩阵搜索:碟客如何能找到你最近目标在公司里流言蜚语的隐蔽细节?当然,通过搜索!GM可以在认为合适的时候用它来讲故事。这可不是简单地把术语填进搜索框了事,矩阵搜索(计算机+直觉【数据处理】)可以发掘出其他形式都已遗忘的信息,诸如到底是谁拥有财产,或是被遗忘的阴谋论小组关于狂奔者下个目标的疯狂想法。如果有能够在矩阵上搜集到的线索,它们可能能够用矩阵搜索发现。(更多信息见p. 240, SR5)

· 发送信息:别忘了给妈妈打电话!发送信息是队伍联络的命脉,发送的信息和分享的视频流能够让看不顺利进行,但一旦一名成员的通讯设备下线,一切就会轻易崩溃。聪明的狂奔者会警惕蜘蛛或其他人的窃听。

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• Matrix Search: How can a decker find an obscure bit of corporate gossip about your latest target? By searching for it, of course! Gamemasters should feel free to make this as much of a storytelling device as they see fit. Not just simply putting a term in a search bar, Matrix Search (Computer + Intuition [Device Rating]) can uncover otherwise-forgotten details about who actually owns a property or a forgotten conspiracy theory group with crazy ideas about the runners’ next target. If there are clues to be found in the Matrix-side of the legwork, they’ll probably be uncovered with Matrix Search. (For more information, see p. 240, SR5)
• Send Message: Don’t forget to call your mother! The lifeblood of team communication, sending messages and sharing video streams allows a run to go smoothly, but should a member’s communication device go offline, things can break down fairly quickly. Smart runners will be wary of eavesdropping by spiders and others.
« 上次编辑: 2018-03-26, 周一 17:25:33 由 妖猫 »




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Re: 【DT】矩阵动作与战斗101 P178-180
« 回帖 #1 于: 2018-03-24, 周六 19:13:28 »
新矩阵动作 NEW MATRIX ACTIONS

无用输入/无用输出GARBAGE IN/GARBAGE OUT
(复杂动作)
权限需求:
3个MARK
检定:软件+逻辑【隐匿性】v. 逻辑+防火墙
这一动作允许碟客把设备“搭错线”,混淆它的输入和输出命令。单个输入只能改变为对应一个输出——设备不能通过无用输入/无用输出被整个重编程,也不能进行超过它们原本设计的行为。举例来说,启动了智能枪的火器能被重编程,每次开火指令下达的时候(无论是拉动扳机还是通过DNI),弹夹——甚至弹匣——会弹射出去。电梯可以被重编程为在按下1层的时候去到23层,但碟客不能复写它的基础安全协议,因为那需要多重命令。GM对什么可以而什么不能被重编程有着最终决定权,但首要原则是“单次按键”的行动或二元关系的倒置——比如智能安保系统中的“友敌”识别程序。重启设备会恢复它正常状态的代码。
译注:第六纪的弹夹clip和弹匣magazine明明混用了……

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This allows a decker to “cross the wires” of a single device, confusing its input and output commands. Only a single input can be changed to correspond to a single output—devices can’t be reprogrammed wholesale or made to act in a manner outside of their original design through Garbage In/Garbage Out. For example, a smartgun-enabled firearm could be reprogrammed so that every time the fire command is given (through either pulling the trigger or DNI), the clip—or even the magazine—ejects. An elevator could be reprogrammed to go to the 23rd floor instead of the lobby, but a decker can’t override its basic safety protocols since that would require multiple commands. Gamemasters have final say in what can and cannot be reprogrammed, but the rule of thumb should be “a single keystroke” of activity or the inversion of a binary relationship—the “friend or foe” recognition program in a smart safety system, for example. Rebooting the device restores the code to its proper state.

反向追踪 TRACKBACK
(特殊动作)
权限需求:
所有者
检定:计算机+直觉【数据处理】(特殊,30分钟)延续检定
这一检定只能在网域上进行,而不能在主机内。联结MARK和它所有者的数据流是依稀可见的一缕信息。校准你的过滤来看它们,而非上亿的不断重叠的数据流是一件刻苦而费力的任务。一旦MARK在设备上被发现(见矩阵侦察,p.241,SR5),那一设备的所有者就能够试着沿着数据流反向追踪到MARK的所有者。需要的成功数等于10+对设备拥有MARK的化身的隐匿性。如果隐匿性等级在搜索过程中变化了,需要的成功数也会变化。如果放置MARK的化身正在静默运行,数据轨迹会在它附近消失,有效地让追踪者知道那个静默运行的图标就在附近。

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This test is only possible on grids, not inside a host. The datastreams that connect marks to their owners are barely visible wisps of information. Calibrating your filters to see them and not the billions of overlapping datastreams is a painstakingly laborious task. Once a mark has been detected on a device (see Matrix Perception, p. 241, SR5), that device’s owner can try to follow the datastream back the mark’s owner. The number of hits required is equal to 10 + the Sleaze rating of the persona who marked the device. If the Sleaze rating changes during the search, the number of hits required changes as well. If the persona that placed the mark is running silent, the trail will end in its vicinity, effectively letting the tracker know that a silent icon is nearby.
« 上次编辑: 2018-10-30, 周二 00:55:51 由 妖猫 »




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Re: 【DT】矩阵动作与战斗101 P178-180
« 回帖 #2 于: 2018-03-25, 周日 23:43:26 »
碟板配置 DECK CONFIGURATION

碟板拥有四个可以分配到它的矩阵属性上的属性值(被称为属性阵列),它必须在开机时配置。碟板的型号决定了它能够分配的属性值和同时能运行的赛博程序数量。改变分配到每个属性的值模拟的是碟客在赛博碟板上正在运行什么软件。(赛博碟板的信息见p. 227,SR5)。下面是碟板的属性:

· 攻击性:攻击性反映碟板通过程序和实用工具攻击其他化身和图标的能力。攻击性动作用来伤害其他操作系统、破解加密、破坏矩阵图标等等。这类动作倾向于声音很大、迅速、强而有力,但有其代价。攻击性动作几乎总会吸引注意,从不狡猾精妙。

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A cyberdeck has four attribute values assigned to its Matrix attributes (called the Attribute Array), which must be configured when booted. The type of deck determines the values that it may assign and the number of cyberprograms that a decker can load at a single time. Altering the values assigned to each attribute simulates what software the decker is actively running on the cyberdeck. (For information on cyberdecks, see p. 227, SR5.) Here are the attributes of a deck:
• Attack: The Attack rating reflects the ability of the deck to attack other personas and icons using programs and utilities. Attack actions are used to damage other operating systems, break encryptions, and otherwise disrupt Matrix icons. This sort of action tends to be loud, fast, and potent, but at a price. Attack actions almost always attract attention and are never subtle.
· 隐匿性:隐匿性等级反映出碟板伪装设备矩阵存在、探查目标防御,甚至是灵巧地改变另一个系统的代码的能力。隐匿性软件在你需要静悄悄地干活的时候,对缓慢、审慎的行动很有用。

· 数据处理:数据处理等级衡量设备处理信息、数据流和文件的能力。这一等级通常会在并不违法也不危险的普通矩阵动作中使用。它同时会影响碟客化身在虚拟现实中能够行动得多快,这让它常用又很有价值。

· 防火墙:防火墙等级是赛博碟板对抗外部攻击的防御力。它是文件检查器、病毒检测和普遍的防火墙软件。防火墙是对抗矩阵中伤害的虚拟护甲。

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• Sleaze: The Sleaze rating reflects the cyberdeck’s ability to mask the Matrix presence of the device, probe the defenses of its targets, and even subtly alter another system’s code. Sleaze software is quite useful for slow, deliberate actions when you need to get a job done quietly.
• Data Processing: The Data Processing rating measures a device’s ability to handle information, data streams, and files. This rating is often used for general Matrix actions that aren’t illegal or dangerous. It also influences how quickly a decker’s persona acts in Virtual Reality, making it a valuable commodity.
• Firewall: The Firewall rating is a cyberdeck’s protection against outside attacks. It serves as the file checker, virus detection, and general firewall software. Firewall serves as virtual armor against Matrix damage.




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Re: 【DT】矩阵动作与战斗101 P178-180
« 回帖 #3 于: 2018-03-26, 周一 12:41:36 »
矩阵战斗101 MATRIX COMBAT 101

矩阵中的战斗包括复杂而精细的战术与策略。在矩阵战斗中最重要必须记住的事情的是,有个计划。
你的计划可能没法在于敌人接触后如常进行,但至于你的化身如何战斗,你应该有些了解。他会静默运行,尽全力避免被发现,如果被辨识就很快躲藏起来?还是她内心里是个拳手,暴力地攻击碍她事的图标?或者他是个战略家,牺牲专精换取泛用性?以下是一些要掌握的基本概念:

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Combat in the Matrix involves complex, yet subtle, tactics and strategy. The most important thing to remember when it comes to Matrix combat is to have a plan.
Your plan may not survive contact with the enemy, but you should have some sense as to how your avatar fights. Does he run silently and do whatever it takes to avoid detection, quickly hiding if spotted? Is she a pugilist at heart, brutally attacking icons that stand in her way? Or is he a strategist, sacrificing specialization for adaptability? Here are a couple of basic concepts to master:
· 主动性:这是骇客在矩阵中反应的速度。这主要取决于她使用的与矩阵交互的模式。注意:增强无法超越5D6主动性骰的极限。(使用模式的更多信息见p.229, SR5)
      ·增强现实:骇客使用他们通常的主动性和主动性骰。
      ·冷模虚拟现实:骇客使用他们的数据处理+直觉作为他们的主动性,并且骰3D6的主动性骰。各类的中间地带,但并非完全没有风险。在使用冷模时受到的生物反馈伤害是晕眩伤害。
      ·热模虚拟现实:骇客使用他们的数据处理+直觉作为他们的主动性,并且骰4D6的主动性骰。伴随着速度的是它自己的一系列风险。在使用热模时受到的生物反馈伤害是物理伤害。

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• Initiative: This is the speed with which a hacker reacts in the Matrix. It is largely determined by the mode she uses to interface with the Matrix. Note: enhancements cannot push past the maximum of 5D6 Initiative Dice. (For more information on User Modes, see p. 229, SR5.)
• Augmented Reality: Hackers use their normal Initiative and Initiative Dice.
• Cold-Sim Virtual Reality: Hackers use their Data Processing + Intuition as their Initiative, and roll 3D6 Initiative Dice. A middle ground of sorts, but not entirely without risk. Biofeedback damage taken while in cold-sim is Stun damage.
• Hot-Sim Virtual Reality: Hackers use their Data Processing + Intuition as their Initiative and roll 4D6 Initiative Dice. Speed comes with its own set of risks. Biofeedback damage is Physical damage while using hot-sim.
· 数据棘刺:这是碟客武器库中主要而朴实是进攻性矩阵动作。MARK不是必须的,但如果你有机会准备好致命一拳,它能帮你更快地堆起伤害。大多数公司安保蜘蛛对精巧狡猾或是表演技巧毫无兴趣。如果他们已经找到你了,可以预料到相当数量的数据棘刺会朝你砸过来。

· 暴力破解:暴力破解作为一种简单直接获得MARK的方式,牺牲效率换来了多功能性。数据棘刺能让你一开始就获得更多伤害,但暴力破解能够作为基础,让碟客在接下来有更多的选择。记得,一次成功的攻击性动作会警告你的目标你的存在,但并非你的位置。如果你正在静默运行,使用暴力破解不会自动揭示你的位置(不过一次失败的隐匿性检定会),也许能给你一点机会。

· 矩阵全防御:这一动作会让通讯链或相连的设备进入主动防御模式,在用户进行矩阵防御检定时获得奖励(把用户的意志加到骰池中,即使它之前已经在骰池构成中)。

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• Data Spike: This is the main, no-frills offensive Matrix action in a decker’s arsenal. Marks aren’t required, but can help you pile on the damage that much more quickly if you have the opportunity to set yourself up for a knockout blow. Most corporate security spiders aren’t terribly interested in being subtle or earning style points. If they’ve found you, expect a fair number of data spikes to be thrown in your direction.
• Brute Force: A blunt way of getting marks, Brute Force sacrifices efficiency for versatility. A Data Spike will net you more damage out of the gate, but Brute Force can act as a setup blow, giving the decker more options down the line. Remember a successful attack action alerts your target to your presence, but not your precise location. If you’re running silent, using Brute Force won’t automatically reveal your location (while a failed Sleaze roll will), perhaps giving you a small window of opportunity.
• Full Matrix Defense: This action triggers the commlink or connected device into active defense mode, granting a bonus (add the user’s Willpower to the dice pool, even if it has been previously added) whenever the user makes a Matrix Defense Test.
· 配置碟板:无论是使用配置管家赛博程序,还是单纯地切换赛博程序或矩阵属性,再配置化身可能意味着在千变万化的矩阵战场上的生与死。很多完全自信,觉得绝不会有第二次反击的碟客使用的一个策略是:在第一个行动阶段的最后使用自由动作增强你的防御,应对袭来的反击,之后在下一个行动阶段的开始,用另一个自由动作调整到出名的玻璃大炮。不过,这在那些算错了第二次反击的碟客中也很流行。安息吧,朋友。

· 隐藏:你不能攻击你看不到的。除非你被打了MARK,使用隐藏动作脱离战斗可能是好的赚取时间的办法。如果你成功了,你的对手必须把动作花在矩阵侦察上。在一纳秒就能决定成败的世界里,这可能就是你需要的。

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• Reconfigure Deck: Either through using the Configuration cyberprograms or simply swapping cyberprograms or Matrix attributes, reconfiguring your persona can mean the difference between life and death on the ever-changing battlefields of the Matrix. Using a Free Action at the end of your first Action Phase to boost your defenses against the incoming counterattack and then using another Free Action at the beginning of your next Action Phase to revert to the proverbial glass cannon is a tactic used by many deckers who are entirely confident that the second counterattack will never come. It was also popular with many deckers who miscalculated when it came to that second counterattack. Rest in peace, chummers.
• Hide: They can’t hit what they can’t see. Unless you’ve been marked, using Hide to disengage from combat can be a good way of buying yourself some time. If you succeed, your opponent will have to spend actions devoted to Matrix Perception tests. In a world where a nanosecond can make or break a man, that may be all the time you need.
« 上次编辑: 2018-03-26, 周一 14:41:34 由 妖猫 »




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Re: 【DT】矩阵动作与战斗101 P178-180
« 回帖 #4 于: 2018-03-26, 周一 14:41:19 »
矩阵伤害与后果 MATRIX DAMAGE AND CONSQUENCES

无论你行事有多么精巧隐秘,每个人迟早都会被打到。以下是一些在进入矩阵战斗场景之前,需要掌握的基本概念:
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No matter how subtle and sneaky you are, sooner or later everyone takes a hit. Here are a couple of basic concepts to master before running through a Matrix combat scenario:
· 矩阵伤害:矩阵CM代表设备能够承受的伤害。设备拥有{8+设备等级/2}格CM,代表机械的修复状态。矩阵伤害永远是用设备等级+防火墙进行抵抗。如果化身受到伤害,它所运行的设备受到伤害(除了超链者,他们受到晕眩伤害)。(更多信息见p. 228,SR5)

· 受伤硬件(砖化):“砖化”是俗称,指的是设备遭受的伤害足以填满矩阵CM的所有格子,造成爆炸性的故障——爆出火花、冒烟,还有小火苗。这类效果通常只是为了表现,而不会造成物理伤害,不过GM也可以决定在极端情况下要求一次伤害抵抗检定。VR模式中的碟客在设备变砖的时候被甩出矩阵,受到甩致伤害。砖化的设备在修复之前都会是受损且无法使用的。(更多信息见砖化,p.229,SR5。)

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• Matrix Damage: The Matrix Condition Monitor represents a device’s ability to handle damage. A device has 8 + (Device Rating / 2) boxes that represent the state of repair for the machine. Matrix damage is always resisted with Device Rating + Firewall. When a persona is hit for damage, the device it is running on takes that damage (except technomancers, who take it as Stun damage). (For more information, see p. 228, SR5.)
• Damaging Hardware (Bricking): “Bricking” is the slang term for when a device suffers enough damage that all of the boxes of its Matrix Condition Monitor are completely filled, causing it to malfunction explosively—complete with sparks, smoke, and small fires. These sorts of effects should be generally for show and not a source of Physical damage, although gamemasters may decide extreme situations warrant a Damage Resistance Test. A decker in VR mode is dumped from the Matrix when her device is bricked and she suffers from dumpshock. A bricked device is damaged and useless until it is repaired. (For more information, see Bricking, p. 229, SR5.)
· 甩致伤害:VR中的骇客被强制与矩阵断开连接时会由于拟感模块反冲,受到一阵卑劣的冲击。如果你在冷模中,甩致伤害的伤害值是6S,而在热模中则是6P。甩致伤害是生物反馈伤害,所以你用意志+防火墙来进行抵抗。如果这还不够,你同时会失去方向感,在{10-意志}分钟内所有动作都会受到-2的骰池调整。(更多信息见甩致伤害与链接锁定,p. 229,SR5。)

· 链接锁定:当化身被冻结在矩阵中,无法离开时,就被链接锁定了。本质上,你的开关按钮永远被卡在“开”上了。被链锁的用户不能离开矩阵或重启设备,唯一逃脱的手段是成功的弹出动作(p. 249,SR5)。任何化身(包括代理、超链者或网精)都能被链锁。通常来说,在VR中的碟客失去意识会切换到AR,但被链锁的化身仍然在线上,处在VR之中,让骇客能够受到更多攻击。(更多信息见甩致伤害与链接锁定,p. 229,SR5。)

剧透 -   :
• Dumpshock: A hacker forcibly disconnected from the Matrix while in VR suffers a nasty shock as his sim module kicks out. The Damage Value for dumpshock is 6S if you’re in cold-sim and 6P if you’re in hot-sim. Dumpshock is biofeedback damage, so you resist it with Willpower + Firewall. As if that weren’t enough, you’re also disoriented and take a –2 dice pool modifier on all of your actions for (10 – Willpower) minutes. (For more information, see Dumpshock & Link-Locking, p. 229, SR5.)
• Link-Locking: Getting link-locked occurs when a persona is frozen in the Matrix and is not allowed to leave. In essence, your on/off button is stuck in the on position. A link-locked user can’t leave the Matrix or Reboot her device. The only escape is a successful Jack Out action (p. 240, SR5). Any persona (including an agent, technomancer, or sprite) can be link-locked. Typically, a decker knocked unconscious in VR will revert to AR, but a link-locked persona remains online and in VR leaving the hacker vulnerable to further attacks. (For more information, see Dumpshock & Link-Locking, p. 229, SR5.)
· 非法动作:所有攻击性和隐匿性动作都是非法矩阵动作,会被GOD追踪。如果骇客在攻击性动作中失败,她的目标的安全软件反弹代码,把它发送回骇客,然后警告所有者。在失败的攻击中,每个目标在防御检定中获得的净成功都会让骇客受到1格矩阵伤害,这不能被抵抗。如果骇客在隐匿性动作中失败,目标的防火墙软件会侦测到入侵,在赛博碟板上放置一个MARK,并且通知它的所有者。
剧透 -   :
• Illegal Actions: All Attack and Sleaze actions are illegal Matrix actions and are tracked by GOD. If a hacker fails an Attack action, her target’s security software rejects the code, sends it back to the hacker, and then alerts its owner. For every net hit the target got on its defense test in a failed Attack, the hacker takes 1 box of Matrix damage, which can’t be resisted. If a hacker fails a Sleaze action, the target’s Firewall software detects the intrusion, places a mark upon the cyberdeck, and informs its owner.




离线 妖猫

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Re: 【DT】矩阵动作与战斗101 & 矩阵战斗范例 P178-182
« 回帖 #5 于: 2018-03-26, 周一 17:25:13 »
矩阵战斗范例 MATRIX COMBAT EXAMPLE

引用
Haywire的监视指数在这一幕开始时是12。
Haywire已经进入了主机,正在用热模VR静默运行,有效抵消了静默的-2骰池罚值。她使用的是联络·剣赛博碟板,它的ASDF设定为3/6/5/5,把隐匿性提升到最高。另外,她运行着配置管家、匿踪器和“婴儿监控器”。Haywire辨识了文件,立刻决定要交换她的一些属性和赛博程序。GM决定允许她依照想法多次交换,而不追踪她使用了多少简单动作。Haywire的配置变为了6/5/3/5而运行的赛博程序变成了锤头、配置管家和解码器。不再运行“婴儿监控器”意味着她看不见自己的GOD指数了,但这是她愿意冒的风险。
译注:虽然这是简单动作,但是理论上应该是自由动作;它能不能作为简单动作可以用来再配置的论据……听GM的吧

剧透 -   :
Haywire’s Overwatch Score at the beginning of the scene is 12.
Having already entered the host, Haywire is running silently and using hot-sim VR, effectively offsetting the –2 dice penalty from being silent. She’s using a Renraku Tsurugi cyberdeck with its ASDF values set to 3/6/5/5 to maximize her Sleaze attribute. Additionally, she’s running Configurator, Stealth, and Baby Monitor. Once she spots the file, Haywire decides to switch some of her attributes and cyberprograms. The gamemaster decides to allow her to swap as many times as she wants instead of keeping track of how many Simple Actions she uses. Haywire’s configuration changes to 6/5/3/5 and her cyberprograms become Hammer, Configurator, and Decryption. The loss of Baby Monitor means she’ll be flying blind when it comes to her GOD score, but it’s a risk she’s willing to take.

Haywire溜进了主机,她的化身图标仅仅是一道一闪而过的暗影。她的目标已经在视线之内,是一个数据文件,里面有某一阿瑞斯副总裁的确凿犯罪证据。但一名安保蜘蛛已经就位,看管着主机最敏感的文件。Haywire的化身轻微变幻,她的剑变长,而她的忍者服(她对老一套的爱是无限的)甚至更接近主机的调色。她更慢地移动,而某些更好的处理细节在她身上消失了,但她愿意冒这个险。
剧透 -   :
Haywire slipped through the host, her avatar a merest flicker of a shadow. Her prize, a datafile containing damning evidence on a certain Ares VP, was in sight, but a security spider had taken up a position watching over the host’s most sensitive files. Focusing on the file for a moment, a small icon of a wolf’s head came into view—the marks of the spider, clearly showing ownership. Haywire’s avatar shifted slightly, her sword growing in length and her ninja costume (her love of cliches knew no bounds) blending even more closely to the host’s color palette. She moved slightly more slowly and some of the finer points of resolution were lost on her now, but she was willing to take the risk.

引用
Haywire通过暴力破解动作,要用她标志性的手里剑给蜘蛛打MARK。她骰矩阵战斗+逻辑,一共13个骰子。她获得了4个成功,远在她的上限7以下(解码器增加了1点攻击性)。蜘蛛正在冷模中使用赫尔墨斯·战车,而且并没有静默运行。他的ASDF阵列设定为4/2/4/5,而他正运行的赛博程序是封锁和加密器,这让他的防火墙上升到6。蜘蛛骰意志+防火墙来防御Haywire的MARK,一共10个骰子。他只得到了2成功;Haywire的两个净成功足以给他打上MARK,并且造成矩阵伤害。通常来说,这只会是1DV,但因为她正在运行锤头,蜘蛛需要抵抗3DV。蜘蛛骰设备等级+防火墙(总共8个骰子)并且获得了2个成功,受到了1格矩阵伤害。
因为暴力破解是一个攻击性动作,除了放置MARK和造成矩阵伤害之外,还额外造成了两件事。首先,防御方的成功会加到她的OS上,让它变成了14。第二,目标立刻察觉到了这次攻击,虽然他现在还不能看到对此负责的化身。

剧透 -   :
Haywire tags the spider with her signature shuriken mark using a Brute Force action. She rolls her Cybercombat + Logic for a total of 13 dice. She scores four hits, well under her limit of seven (Decryption added one to her Attack attribute). The spider is using a Hermes Chariot, is in cold-sim VR, and is not running silently. His ASDF array is set to 4/2/4/5, and he is currently running the cyberprograms Lockdown and Encryption, which bring his Firewall up to six. The spider rolls his Willpower + Firewall to defend against Haywire’s mark, a total of ten dice. He only gets two hits; Haywire’s two net hits are enough to mark him and inflict Matrix damage. Normally, this would only be 1 DV, but because she’s running Hammer, the spider needs to resist 3 DV. The spider rolls his Device Rating + Firewall (eight dice in total) and scores two hits, taking one box of Matrix damage.
Since Brute Force is an attack action, two things happen in addition to her placing the mark and doing some Matrix damage. First, the defender’s hits are added to her OS, making it 14. Second, the target is immediately aware of the action, even though he cannot currently see the persona responsible.

一个小手里剑出现在Haywire手中,发出只有她能看到的夸张的闪光。漫画力好的地方不多,她想,但他们做的皮肤的确是最好的。她手腕一闪,把手里剑朝蜘蛛发射过去,扎在了背上。立即就有了反应,而这反应也并不出乎意料。主机浸在红光之中,一道警报号角在虚拟墙壁之间回荡。
剧透 -   :
A small shuriken appeared in Haywire’s hand, giving off an exaggerated glint that only she could see. Mangadyne isn’t good for much, she thought to herself, but they make the best damn skins out there. A flick of her wrist sent the shuriken at the spider, striking him in the back. The response was both immediate and predictable. The host was bathed in a red light, and somewhere an alarm klaxon echoed off its virtual walls.
« 上次编辑: 2018-05-17, 周四 23:50:51 由 妖猫 »




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Re: 【DT】矩阵动作与战斗101 & 矩阵战斗范例 P178-182
« 回帖 #6 于: 2018-03-27, 周二 01:10:52 »
引用
GM要求开始骰主动性。Haywire在热模中的主动性值是她的直觉(6)加上数据处理(3)。她把这加到了她4D6的骰子上,总共是17。蜘蛛也同样——他的直觉是3,数据处理是5。不过,由于他只在冷模里,他骰3D6主动性骰。不过,他骰得特别好,总共是22。
在他的第一个行动阶段里,蜘蛛需要定位Haywire静默运行的化身图标。GM决定蜘蛛很确定附近有什么东西在静默运行(毕竟他刚刚被打了MARK),并且骰了蜘蛛的矩阵侦察,计算机+直觉检定。他的8个骰子获得了4个成功。这由Haywire的逻辑(7)+隐匿性(5)对抗,12个骰子。不幸的是,她只骰出了3个成功,被蜘蛛辨识出来了。注意虽然蜘蛛能看到Haywire的化身,她仍然在静默运行,所以其他战斗参与者只能分别投骰来看到她,除非在她身上获得了MARK。蜘蛛随后用自由动作激活了主机的警报系统,呼叫IC。

剧透 -   :
The gamemaster now calls for initiative. Haywire’s Initiative Attribute in hot-sim is the sum of her Intuition (6) and Data Processing (3). She adds that to the result of her roll of 4D6 for a total of 17. The spider does the same—his Intuition is 3 and his Data Processing is 5. However, since he’s only in cold-sim, he rolls 3D6 initiative dice. He rolls particularly well though, getting a total of 22.
On his first Action Phase, the spider needs to locate Haywire’s silently running avatar. The gamemaster decides that the spider is certain there’s something running silently in the vicinity (he was just marked, after all) and rolls the spider’s Matrix Perception, a Computer + Intuition test. His eight dice generate four hits. This is opposed by Haywire’s Logic (7) + Sleaze (5), 12 dice. Unfortunately, she only rolls three hits and is spotted by the spider. Note that while the spider can see Haywire’s avatar, she is still running silently, so other participants in the combat will have to roll separately to see her unless she is marked. The spider then uses his Free Action to activate the host’s alarm system, calling for IC.
在她的行动阶段,Haywire用数据棘刺攻击了蜘蛛,再次骰矩阵战斗+逻辑。这次,她的13骰子骰得特别好,获得了5个成功。不幸的是,她的好运气是会传染的,蜘蛛的直觉+防火墙获得了4个成功。Haywire现在的攻击性是7。1个净成功让她的DV上升到8,而且她的MARK和锤头赛博程序各自添加了2DV,最终是12DV。不想看到事情这么快结束,GM让蜘蛛使用极限来突破界限。蜘蛛骰设备等级(2)+防火墙(6——加密器加1)+极限(3)。在所有骰子结算完成后,他一共获得了9个成功,受到了3格矩阵伤害,现在一共被填满了四格。那9个成功也添加到Haywire的OS上,一路涨到了23。Haywire随后用自由动作激活她的配置管家赛博程序,她的矩阵属性变为5/3/5/6,,赛博程序换为加密器、外壳层和矩阵护甲。她数据处理属性的变化同时也把她的主动性提高到了19。
剧透 -   :
On her Action Phase, Haywire attacks the spider with a Data Spike, rolling Cybercombat + Logic once again. This time, her 13 dice roll particularly well, getting her five hits. Unfortunately, her luck is contagious and the spider’s Intuition + Firewall roll lands him four hits. Haywire’s current Attack attribute is seven. The one net hit brings her DV to 8 and her mark and her Hammer cyberprogram both add an additional 2 DV on top of that, giving her a grand total of 12 DV. Not wanting things to end so quickly, the gamemaster has the spider use Edge to Push the Limit. The spider rolls his Device Rating (2), Firewall (6—Encryption adds one to the value), and Edge (3). After all the exploding dice are sorted out, he ends up with nine hits, taking an additional three boxes of Matrix damage, bringing his total to four boxes. Those nine hits are also applied to Haywire’s OS, knocking it all the way up to 23. Haywire then uses a Free Action to activate her Configurator cyberprogram, changing her Matrix attributes to 5/3/5/6 and cyberprograms to Encryption, Shell, and Armor. The change in her Data Processing attribute also changes her initiative to 19.

Haywire在蜘蛛后面移动——这是肉界的旧习——把她的忍者刀刺进了他的背部。明亮多彩的缎带从蜘蛛现在忽隐忽现、被压垮到半跪的化身中冒出来。但他没有倒下。暗自诅咒了一句,Haywire很快组织了新的赛博程序阵列,能很有希望地保护她免受出现在蜘蛛手里的大型手枪的伤害。
剧透 -   :
Moving behind the spider—an old habit from the meatworld—Haywire thrust her ninja-to into his back. Vibrant, multi-colored ribbons spiraled out of the spider’s now-flickering avatar as he crumpled to one knee. But he did not fall. Cursing silently, Haywire quickly called up a new array of cyberprograms, ones that could hopefully protect her from the oversized pistol that appeared in the spider’s hand.

引用
在第二个主动性流程的开始,在蜘蛛的主动性阶段中,GM决定全力以赴。蜘蛛骰他的数据棘刺,共有12个骰子。GM决定用极限良机再现来重骰失败的骰子,最终得到了7个成功。Haywire用她的意志(3)和防火墙(7,加密器+1)进行抵抗,加上外壳层给的1个额外骰子,从矩阵护甲又获得了2个,最终为13。她的骰子让她失望了,只骰出了3个成功,让蜘蛛获得了4个净成功。在受到矩阵伤害之外,由于蜘蛛的封锁赛博程序,Haywire现在被链锁了。
译注:外壳层和矩阵护甲都应该是作用于伤害抵抗检定而非防御检定。

剧透 -   :
At the beginning of the second Initiative Pass, on the spider’s Action Phase, the gamemaster decides to go all out. The spider rolls his own Data Spike, a total of 12 dice. The gamemaster decides to use Edge for a Second Chance to reroll failures, for a total of seven hits. Haywire resists with her Willpower (3) and Firewall (7, Encryption adds one), with an extra die from Shell and two extra dice from Armor, for a total of 13. Her dice let her down, rolling only three hits, giving the spider four net hits. In addition to taking Matrix damage, Haywire is now link-locked thanks to the spider’s Lockdown cyberprogram.
她新调整的主动性值是9,Haywire进入了第二个主动性阶段。她采取行动,投出另一次数据棘刺,骰她的13个骰子(矩阵战斗+逻辑),抵抗蜘蛛的9个骰子(直觉+防火墙)。命运对Haywire露出微笑(起码在这一刻如此),而她最重取得了3个净成功,让她的攻击DV提高到14。带着叹息,GM决定蜘蛛在伤害抵抗检定中用最后一点极限进行极限突破,再一次骰设备等级+防火墙+极限。他的骰子结果很不错,但还不够好,7个成功只把伤害降低到了7格,砖化了蜘蛛的赛博碟板(并且结束了链锁)。Haywire的OS同时增长到了30,她破解眼前文件的时间不多了。
剧透 -   :
With her newly adjusted initiative score of 9, Haywire enters her second Action Phase. She goes for the kill with another Data Spike, rolling her 13 dice (Cybercombat + Logic) against the spider’s nine dice (Intuition + Firewall). Fate smiles on Haywire (at least for a moment) and she ends up with three net hits, putting her attack’s DV at 14. With a sigh, the gamemaster uses the spider’s last point of Edge to Push the Limit on his Matrix Damage Resistance Test, once again rolling Device Rating + Firewall + Edge. His dice roll well, but not well enough, and the seven hits only reduce the damage to seven boxes, bricking the spider’s cyberdeck (and ending the link-lock). Haywire’s OS also increases to 30, giving her very little wiggle room to crack the file in front of her.

攻击并没有让Haywire惊讶,但它的猛烈程度确实吓到了她——她建立的额外防御被撕裂,但它们很可能救了她的命。Haywire掏出一系列1和0,再次攻击,切断了蜘蛛的脑袋。
她已经落后于计划,知道主机大约会在心脏三次跳动之后爬满IC。第二发手里剑出现在她手中。她就要在那发生之前获得她的战利品。

剧透 -   :
The attack didn’t surprise Haywire, but its ferocity did—the extra defenses she had erected were torn apart, but they likely saved her life. Coughing up a series of ones and zeroes, Haywire struck again, severing the spider’s head.
She was already off schedule and knew the host would be crawling with IC in a matter of three heartbeats. A second shuriken appeared in her hand. She was going to claim her prize before that happened.
« 上次编辑: 2018-04-01, 周日 09:57:22 由 妖猫 »