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【6E】装备(p244-251) --施工中--
« 于: 2019-12-01, 周日 08:52:26 »


装备 GEAR


 “你只是靠着好装备而已”。虽然是老生常谈,但是也有道理,尤其是在第六纪残酷的街道里。在正确的时间拥有错误的装备又或者是在错误的时间拥有正确的装备都是足以致命的潜在缺陷,都可能让你在这个互相伤害的世界里结束一生,如果不是更糟。
劇透 -   :
You’re only as good as your gear. It’s a common saying, but it’s true, especially on the mean streets of the Sixth World. Having the wrong gear at the right time or the right gear at the wrong time are both potentially fatal flaws. Either way you’re probably going to end up in a world of hurt, or worse.

装备属性 GEAR STATS

在暗影狂奔中,任何装备最重要的功能都被表现在他的游戏属性中。特定的属性种类取决于装备的类别。售价是一个通用的属性——所有东西都得给钱——同时所有物品还拥有可获得性。我们接下来会提到他们和其他更特殊的属性。
劇透 -   :
The key functions of any piece of gear in Shadowrun are expressed in its game stats. The exact categories of stats depend on the item’s type. Cost is a universal stat—everything costs money—and all items also have Availability. We’ll cover that and some of the more specialized stats.

可获得性 AVAILABILITY

可获得性表示这件装备有多常见。数字越高,代表装备越稀有。可获得性通常在1-6之间,但是特定情况可以将可获得性最高提升至9。
请注意这个最高级别的可获得性主要为阿尔法,贝塔以及德尔塔级别的改造殖装保留。
劇透 -   :
Availability expresses how easy it is to find a piece of gear. The higher the number, the more scarce the item is. Availabilities typically range from 1 to 6, but circumstances can push them up to 9.
Note that the top levels of Availability are primarily reserved for alphaware, betaware, and deltaware versions of augmentations.
可获得性使得GM对于一个玩家角色可否找到一个特定物品有一个大概的概念,但是它同时还有两种使用方法。首先,可获得性可以被作为矩阵搜索检定的阈值来找到拥有这个装备的人——GM需要注意即使玩家找到了卖家并不意味着卖家愿意出售(accessable,大概也可以翻译成不意味着卖家好脾气)。其次,玩家可以通过人脉锁定这件装备。通常来说,人脉可以找到的物品可获得性小于(不等于)他们的关系等级。至于他们会不会乐意提供则取决于忠诚等级以及具体的角色扮演了。
劇透 -   :
Availability ratings give a general sense to the gamemaster of whether player characters can find a given item, but they also can be used in mechanics in two ways. First, the Availability rating can be used as a threshold in Matrix Search tests to find someone who carries the item—though the gamemaster should note that just because the players find a seller doesn’t mean that seller will be easily accessible. Second, players may ask a contact to locate an item. Generally speaking, contacts can find goods whose Availability is less than (not equal to) their Connection rating. Whether they connect the player characters to the gear is a question of Loyalty and role-playing.
引用
可获得性表 AVAILABILITY TABLE
等级
状况
1
这件物品随处可见,如果你处于一个相对文明的区域,只要走几条街你就可以找到卖它的地方。
2
这件物品稍显稀缺,但是这只是意味着你需要寻找这个特定种类的专卖店而不是在随意某个自动售货机(stuffer shack)里买到而已。
3
这件物品已经进入了精品的领域,这类商品为狂热分子准备,又或者是产量相对稀少。他们不是最稀缺的装备,但与此同时你在曼城区的大多数商店里找不到它们。
4
现在我们打入细分市场了,这些商品不瞄准大众市场,他们的特定功能并不是为所有人设计的,只有在特定城区的少数人拥有他们,并且供应有限。
5
真正的特级商品,为收藏家或者某一个靶向市场设计,但是他们非常难得一见
6
非常稀有,通常由手工制造的物品。小工坊与少数供应商会制造他们,但是你永远不会在主流零售店里找到他们。努力工作,然后你也许可以找到一个接受预约的卖家愿意卖给你一个此类商品。
7
这些物品不会被量产,每一个都是独特和个人定制的。
8
和等级7一样,但是你需要提前预约,并且也许需要接受背景调查,基于制造商决定的某些模糊标准。
9
钱能买到最珍贵的物品——你需要找到一个愿意收你的钱的人。拥有其中一个足以使你跻身精英阶层,出售其中一个可以带来基于稀缺程度的额外收入。
劇透 -   :
1 These items can be found just about anywhere. If you’re in a relatively civilized area, just walk a few blocks, and you’ll find a place that sells this.

2 These items are a bit more specialized, but that mainly means you’ll have to seek out a store that focuses on this type of merchandise, rather than finding it in your local Stuffer Shack or whatever.

3 These are starting to be boutique items, the type of things aficionados seek out, or things that are made in relatively small batches. They’re not the rarest items, but they’re also not sitting in a ton of stores across the sprawl.

4 Now we’re getting into specialty markets. These are things not intended for mass markets, and their specialized function isn’t for everyone. Few people in any given sprawl carry them, and their supplies are limited.

5 True specialty items. These may be collector’s items or things deliberately made for a niche audience, but they are not at all easy to find.

6 These are quite rare, often hand-crafted items. Small workshops and specialty manufacturers make them, and you’ll never find them at a
major retailer. Work hard, and you might track a by-appointment seller who will sell you one.

7 These items are not available off-the-rack. They are specially ordered and custom-made.

8 Same as 7, but you have to make an appointment to order one, and you may be subjected to a background check based on whatever obscure
criteria the manufacturer has decided to assemble.

9 The most rare items money can buy—you just have to find the person who will take your cash. Owning one of these marks you as a member of the elite, and selling one of them brings in extra cash due to their scarcity.
合法性 LEGALITY
有些物品会在可获得性里额外获得一个(I)或者(L)的标识。I代表私人持有这些商品在大多数场合都是非法的,代表他们只被安保,超企以及政府机构允许持有。L代表需要执照(p. 273)以合法持有或递送的物品。执照可以被购买并附加在SIN上(又或者是假SIN)。
劇透 -   :
Some items are listed with an (I) or (L) as part of their Availability rating. The former refers to items that are illegal for private ownership in most places, which means they are only allowed in the possession of security, megacorporate, or government entities. The latter designation is attached to items that require a license (p. 273) in order to legally possess or transport them. Licenses are bought and attached to SINs (or fake SINs).
任何物品的合法性都取决于当地法律。在美加国合法的物品也许在加利福尼亚自由邦并不合法,又或者反之亦然。本章中的合法性以美加国和西雅图为准,但是美加国有些法律会根据所在州而改变(比如合法枪械)。
劇透 -   :
The legal status of any given item is dependent on the local laws. What’s legal in the UCAS may not be legal in CalFree, or vice versa. The listings here are for the UCAS and Seattle in particular, as the UCAS has several laws (like gun possession) that vary by state.

激活程序槽 ACTIVE PROGRAM SLOTS

这项数据说明了这台电子设备可以同一时间运行几项程序。
劇透 -   :
This shows how many programs an electronic device can have running at a single time.
弹药 AMMO
这项数据是一个火器的装弹量,同时也是它弹容的类型——(belt)弹链,(c)可换弹夹,(cy)弹巢,(m)内置弹仓,(ml)导弹,以及(z)前装式。
劇透 -   :
This is the ammo capacity a firearm has, as well as the type of container—(belt) belt, (c) clip, (cy) cylinder, (m) magazine, (ml) missile, or (z) muzzle loaders.

攻击等级 ATTACK RATINGS

这是武器使用的攻击等级。这个等级抽象地说明了武器的某些使攻击更有效的特点。列出的五个数字按照顺序分别代表着极近,近距,中距,远距,极远
劇透 -   :
This is the Attack Ratings the weapon uses. The rating is an abstraction of different characteristics of the weapon that make it more efficient and effective on the attack. This is listed as five numbers, representing, in order, the ratings for Close, Near, Medium, Far, and Extreme ranges.

(矩阵)属性ATTRIBUTES

对矩阵装备而言,这里的属性列出了一件装备的攻击性(A),隐匿性(S),数据处理(D)和防火墙(F)。一个装备通常会同时拥有前两项或后两项。
劇透 -   :
For Matrix items, this lists the attribute array an item has for the categories of Attack (A), Sleaze (S), Data Processing (D), and Firewall (F). The first two and the last two are typically paired together.

爆风 BLAST
这是一件爆炸物的爆炸范围。
劇透 -   :
This is the size of a blast of an explosive.

容量 CAPACITY
某些物品允许改造与强化,他们拥有一个容量等级来表示他们可以容纳多少改动。其他物品会占用容量——这些物品的容量等级会被以[ ]圈出。
劇透 -   :
Some items can hold modifications and other adaptations, and they have a Capacity rating to indicate how much they can hold. Other items take up this space—those items have a Capacity rating listed in brackets [ ].

伤害值(DV)DAMAGE VALUE

这是一件武器命中后造成的基础伤害。它也许会包括一个代表属性伤害的字母,比如(e)代表电击伤害而(f)代表火焰伤害。对于爆炸物而言,一个数列代表不同距离的伤害,包括了零距离(GZ),极近和近距。
劇透 -   :
This is used for weapons and is the base damage the weapon inflicts if it hits. It may have a letter indicating its elemental damage, such as (e) for electricity or (f) for fire. For explosives, this is listed at different ranges, including ground zero (GZ), Close, and Near ranges.

防御等级 DEFENSE RATING

这是一件装备可以为角色提供的防御等级加成。
劇透 -   :
This is the boost to a character’s Defense Rating that an item provides.

设备等级 DEVICE RATING 

用于电子设备,这是一个全方位的属性并反映出设备的总体强度和系统全面性。
劇透 -   :
Used for electronic devices, this is a kind of all-purpose stat that reflects the devices overall power and systems integrity.

精华 ESSENCE

用于赛博改造与生体改造。它表现了安装这项改造后你的精华损失。
劇透 -   :
Used for cyberware and bioware, this shows the Essence reduction you experience when installing this item.

模式 MODES

这是一件火器拥有的开火模式,详情见p. 108
劇透 -   :
These are the firing modes firearms use, as discussed on p. 108.

附件位 MOUNT

这代表了附件被安装的位置,详细规则见p. 259
劇透 -   :
This describes where an accessory is placed, as per the rules on p. 259.

等级 RATING

如果一件物品拥有不同的等级,它会在此栏列出,又或者写在物品的名字附近。
劇透 -   :
If an item has a range of ratings in which it is available, it is listed in this column or next to the
item’s name.

载具属性 VEHICLE STATS

载具拥有自己的属性——它们被详细记载在p. 198
劇透 -   :
Vehicles have a bunch of stats—they’re described on p. 198.

转移装备 MOVING GEAR


基础物品 STANDARD GOODS

是否拥有一些基础的物品取决于生活方式(see p. 56)的购买。
基本的服装和房间的装饰家具取决于相应的生活水平。这些物品只有在一个角色由于不可预见的情况失去了他们的生活方式或者住处才需要被考虑,但是他们可以立刻在角色购买了一个新的生活方式后被重新获得。
劇透 -   :
Some general assumptions of item ownership come with the purchase of a Lifestyle (see p. 56). Basic clothing and doss furnishings would be included along with general amenities appropriate to the Lifestyle level. These items only need to be worried about when a character loses their Lifestyle or doss due to unforeseen circumstances, but they are replaced as soon as the runner buys a new Lifestyle.

起始物品 STARTING GEAR

狂奔者使用他们在角色创建时获得的资源购买他们的起始装备。这包括了武器,护甲,科技产品,载具以及一切日常生活中不会使用到的物品。这些物品应该被标志清晰他们是如何被储存的,因为狂奔者很可能会失去他们,由于放在载具里被偷走了,放在住处时房子烧起来了,又或者是随身携带时自己被捕了。
劇透 -   :
Runners use the funds they get at character creation to buy their initial gear. This includes arms, armor, tech, vehicles, and everything else that wouldn’t be a normal part of everyday life. These items should have some kind of note on where they are stored, because the runner could lose items if they keep them in their vehicle and it gets stolen, keep them at their doss and it gets burned, or keep them on their person and they get pinched.

物品分销 FENCING GEAR

让我们省掉长篇大论,简单来说,想要给一件你偶尔得之的贵重财物销账,你需要一位人脉。他得有一个正确的职位(你的酒保人脉并不会帮助你卖掉从三津滨偷来的碟板原型机)。如果你刚刚好认识这样的人脉,你可以转到物品基本价值的百分之十,再加上影响+魅力检定,每个净成功百分之一。如果这件物品真的超级火爆又抢手(根据GN的判断),这个出手的过程可能会更加的有利可图并提供更可观的收入,但这完全取决于掌握买卖的谈判者水平。
劇透 -   :
Let’s make this simple. In order to fence the valuables you come across, you need a contact who’s in the right field (your bartender contact isn’t going to be the most useful helping you unload that cyberdeck prototype you lifted from Mitsuhama). If you have the right contact, you can get back ten percent of the base value on the item, plus one percent for every hit on an Influence + Charisma test. If the item is particularly hot or desired (according to the gamemaster’s discretion) the whole selling process could be more adventurous and offer a bigger payday, but that’s up to the individual running the show.

隐藏物品 CONCEALING GEAR

有时候,你会想要让你的伙计躲开好奇的目光。并没有单独的检定可以帮您把它们藏起来——你只需要把它们放进一个容器,枪套又或者什么其他的玩意然后祈祷它们起到他们的设计目的。发现一件物品需要一次它们的隐蔽性阈值的侦察检定。物品都有一个基础的隐蔽性阈值取决于他们的的大小和形状。一些物品会由于它们的设计而拥有不同的阈值有不同的阈值。可能是因为它们被设计得易于隐蔽又或者是太过笨重导致你不能让他们凭空消失。所有的阈值都假定了这件物品被持有者故意隐藏了如果你用单单用手举着这件物品,隐蔽性不会起作用。
劇透 -   :
Sometimes you want to keep your stuff away from prying eyes. There is no active test for hiding gear—you put it in its carrier or holster or whatever and hope the equipment does its job. Spotting gear is based on a Concealability threshold that is used in Perception tests. Items have a base threshold based on their general size and shape; some items change this based on their design, whether they are built to be hidden or bulkier than normal and hard to make disappear. All these thresholds assume the item is being hidden by the owner—if you’re holding the item openly in your hand, the Concealability threshold would not apply.

引用
隐蔽性阈值表 CONCEALABILITY THRESHOLDS TABLE
体积
阈值范例
大型
0突击炮
笨重
1突击枪
可收拢
2冲锋枪
口袋大小
3轻型手枪
手掌大小
4一叠牌
纤细手掌大小
5一张牌
掌心大小
6打火机
小型
7六面骰
迷你
8隐形RFID标签
细小
9粉尘痕迹
精微
10在你肩膀上的跳蚤

体型调整值 SIZE COST ADJUSTMENTS

大多数装备都是为了人类又或者说人类体型的生物制造的。精灵或者兽人与人类的体型足够相似所以基本上他们也可以用上这些装备,但是这对于矮人和巨魔就不是很友好了。他们大体上需要在特殊商店购物或者客制他们的特别装备。为了体现这一特点,矮人需要为了所有他需要合身的装备多付10%,包括护甲或者衣物,但不包括武器和通讯链。如果有疑问,购买、可以做决定它们什么时候会起效。这对于巨魔来说更难,所以他们会为所有购物额外多付10%,甚至AR手套都需要被单独设计来贴合巨魔的粗手指,而任何装备都需要某种程度上的改动来贴合他们的体型,力量又或者是角质皮肤。
劇透 -   :
Most gear is built to be used by humans, or at least human-sized creatures. Elves and orks are close enough to human sizes that they can generally make this gear work for them, but it’s not as easy for dwarfs and trolls. They usually need to shop at special stores or order their gear with certain customizations made to it. To account for this, dwarfs pay a ten percent markup on all the fitted gear they purchase. This applies to items like armor and clothes, but not stuff like weapons and commlinks. When in doubt, the gamemaster makes the call of when to apply it. It’s harder for trolls, and they experience a ten percent markup on everything. Even AR setting have to be adjusted to fit trolls’ thick fingers, and every piece of gear needs some kind of adjustment for their size, strength, and dermal deposits.
使用不合适的物品 USING UNADAPTED GEAR
有时候,一个矮人或者巨魔需要使用一些别的装备又或者是使用任何他们现在拥有的,任何时候矮人或者巨魔使用没有被设计来适应他们体型的装备时会在使用到相应物品时受到一个-2骰池的惩罚。这意味着护甲并不合身,武器不合手,通讯链难以使用,诸如此类。
劇透 -   :
Sometimes a dwarf or a troll has to use someone else’s stuff or make do with what’s handy. Any time a dwarf or troll uses gear that is not adapted for them, they suffer a –2 dice pool penalty on all actions involving that gear. This means armor doesn’t close right, guns don’t fit right, commlinks aren’t easy to use, etc.

无线功能 WIRELESS FUNCTIONALITY

几乎所有设备都是无线的,无线革命起先是为了追踪用户,而大多数的追踪都是为了分析客户的行为。超企同时发现这在跟踪库存以及观察客户会如何使用产品时非常有用。而他们需要做的就是确保客户有足够的理由保持无线功能随时随地的被开启。而这启发了...无线奖励!
劇透 -   :
Nearly every device is wireless. The wireless revolution started for tracking purposes, though most of the tracking was about observing consumer behavior. The corps also found it useful for inventory tracking and seeing how people used their goods. The only trick was finding a way to make sure consumers had a reason to keep the wireless functionality on at all times. That led to … the wireless bonus!
无线奖励 WIRELESS BONUS
许多物品都会在与矩阵链接时获得奖励。对于大多数劳苦大众来说,这只是一些他们普通生活中的一些小小的便利。但对于狂奔者而言这就可能是生死选择,因为保持你的智能枪XI与矩阵链接可能会给你那一点必要的极限,又可能导致你的末日如果你的枪惨遭被骇,让你酷炫的电子击发冲锋枪变成一块镇纸。拥有无线奖励的物品会被标明,而有些物品大类里所有的物品都拥有无线奖励。
劇透 -   :
Many items have a bonus applied when they’re kept attached to the Matrix. For the bulk of the population, this is just a little convenient aid in their normal life, but for runners it is often a door- die decision, because leaving your Smartgun XI linked to the Matrix could be the little edge you need, or it could be your doom as you get hacked and the fancy electronics-laden SMG becomes a paperweight. Items with a bonus are listed, and some have it listed for the entire category as well.
关了它 TURNING IT OFF
把你或者你的装备和矩阵分离很简单,在战斗中你所需要的只是通过一个次要动作进行一个电子学+逻辑(1)的检定断开连接。战斗之外,你总是可以假设你花些时间搞定了它,只要你拥有电子学技能。
劇透 -   :
Separating yourself and your gear from the Matrix is easy. An Electronics + Logic (1) Test as a Minor Action is all it takes in combat. The rest of the time, you can just assume you can figure it out as long as you have the Electronics skill.
过时货 THROWBACKS
这些设备是较为老旧的科技产品,或许是因为它们不适用于现代矩阵又或者是缺乏交互的手段,它们不能与无线世界连接并获得相应的好处。它们同样不会被骇入或被其他非物理的形式影响。比如一个挥舞着大斧的巨魔依然可以选择物理骇爆你的中古步枪,
劇透 -   :
These devices are older tech. Whether it’s because they’re incompatible with the current Matrix or devoid of a way to interface with it, they don’t have a way to connect and gain any bonus from the wireless world. They also can’t be hacked in any way shape or form other than the other use of the word, like when a troll swings his axe and hacks your antique rifle in half.
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