纯美苹果园

译文资料区 => 暗影狂奔 => Shadowrun 6E => 主题作者是: 马非鱼 于 2023-02-12, 周日 02:09:28

主题: 【SC】新特质历程,p. 14-169
作者: 马非鱼2023-02-12, 周日 02:09:28
本贴仅包括暗影阵容(Shadowrun Cast)里的特质之路(希望能翻完...),不包括角色背景,车卡建议,角色扮演建议,冒险引子那些内容。有值得看的地方,但是也还是太多了。

且吐槽一下枪兵,这个特质历程系统可以说承担了不应承受之重...太多这个枪兵想写,但是没有接到单的资源,被用特质历程的形式写在了这本里。甚至在枪兵个人推书的时候,还自爆塞了他PC的设定作为彩蛋...太多的私货了。这是一本需要和GM讨论着用,不适合直接拿来主义的书...

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这里是2023.2.15的本人。依然是吐槽,几本书里对特质历程的定义飘忽不定,一时一个样。至少在这本书(的前三个特质历程)中,特质历程里的特质似乎被作为剧情进展的特殊奖励,这个在野兽召唤师(Beast Summoner)里面特别明显。如果翻译内容哪怕勾起你一丝好奇心,记得去看(or翻译)SC的冒险引子。
主题: 【SC】学院派法师 Academic Mage p. 14-17
作者: 马非鱼2023-02-12, 周日 02:19:09
特质历程:法师猎人Quality Path: Mage Hunter

注意:如果你成功完成了魔法萃取(Magical Extraction)或奇物回收(Artifact Recovery)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。
Note: If you have successfully completed the Magical Extraction or Artifact Recovery adventure hook, the Karma costs for purchasing qualities from this path are not doubled.
觉醒知觉Awakened Awareness
你在星界中是如此自在,因而你可以更轻易的灵视与追踪灵光和星界印记。
花费:8业力
游戏效果:当你灵视或尝试追踪一个星界印记或灵光时,你获得一点极限。你对你亲自灵视过的灵光与星界印记有着完美记忆,并且以一个次要动作,你可以与你的精魂或其他通过心灵链接法术(或类似效果)和你链接的角色进行自由分享。
You’re so comfortable in astral space that you more easily assense and track auras and astral signatures.
•    Cost: 8 Karma
•    Game Effect: Whenever you assense or attempt to track an astral signature or aura, gain a point of Edge.
You have a perfect recollection of any aura or astral signature that you have personally assensed, and with a minor action, you may share freely with any of your spirits or characters connected to you via the Mindlink spell (or a similar effect).
反应式反制法术Reactive Counterspelling
你学会了一种迅速且精准的反制法术技巧。
消耗:10业力
游戏效果:要踏上此道途,你必须拥有觉醒知觉特质。每当你的视野范围内有一个法术的目标对象(人或物),你可以用一个次要动作去保护这个法术的单个目标。将你在巫术(反制法术)上的等级添加到目标对抗该法术的防御骰池中。这不会与增强防御或者任何其他形式的反制法术叠加,取高值。对于范围法术,你必须决定哪一个目标会获得你的保护。
You have learned a swift and surgical technique for counterspelling.
•    Cost: 10 Karma
•    Game Effect: In order to take this quality, you must possess the Awakened Awareness quality. Whenever a spell targets something or someone within your line of sight, you may spend a Minor Action to use counterspelling to defend a single target from that spell. Add your ranks in Sorcery (Counterspelling) to the target’s dice pool to defend against the spell. This does not stack with Boosted Defense or any other form of counterspelling—only the best bonus is used. In the case of an area effect spell, you must designate which target gains your protection.
防御性调和(指定法术类别) Defensive Attunement
你承受过太多的敌对法术,因此你对其中一些有了抵抗力。
消耗:5业力
游戏效果:以获得该特质,你必须在一次狂奔中被所选类别的敌对法术影响一次。选择一个法术类别:战斗,侦察,生命,幻觉,或操纵。每当你用任意形式的反制法术去保护一个目标免受对应类别法术的伤害时,该目标将获得一点只能用于这次防御检定的极限。此外,法术的施放者不能在他们的巫术检定上获得或者花费极限(但他们可以在他们的耗竭检定上那么做)。你只能获得该特质一次。作出明智的选择。
You’ve been the target of one too many hostile spells, and you’ve developed a resistance to some of them.
•    Cost: 5 Karma
•    Game Effect: In order to take this quality, you must have been affected by a hostile spell of the chosen type at least once during a run. Choose a spell type: Combat, Detection, Health, Illusion, or Manipulation. Whenever you use any form of counterspelling to defend a target from a spell of that type, the spell’s target gains a point of Edge that may only be spent on the defense roll against that spell. Furthermore, the caster of that spell may not gain or spend Edge on their Sorcery test (but may do so on their drain resistance test). You may only take this quality once. Choose wisely.

特质历程:星界旅行者Quality Path: Astral Traveler

注意:如果你成功完成泛位面行者任务(Metaplanar Quest)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。
Note: If you successfully complete the Metaplanar Quest adventure hook, the Karma costs for purchasing any positive qualities in this path are not doubled.
星界住民Astral Resident
你在星界上花了太多的时间,在那对你来说就像是在家一样。
花费:5业力
游戏效果:每当你使用星界技能进行灵视或星界导航,你获得一点必须用在该检定上的极限(若不在本次检定中使用将失去)。如果你在任何星界技能检定上选择取定值而非投骰,那么你检定骰池中每三个骰子就可以获得一个成功(而非四取一,向下取整)。
You have spent so much time in astral space that you feel at home there.
•    Cost: 5 Karma
•    Game Effect: Whenever you use the Astral skill for assensing or navigating in astral space, gain a point of Edge that must be spent on that test or is lost. If you choose to buy hits instead of rolling dice on any Astral skill test, gain one hit for every three dice you would roll (instead of four, round down).
泛位面契约学识(特定精魂类别)Metaplanar Contract Lore (Select Spirit Type)
你非常了解与某种精魂订立契约的细枝末节。
花费:10业力
游戏效果:你必须有星界住民特质才能获得该特质。当你在精魂中有了负面信誉后,该特质对你无效。选择该特质时,指定一种你至少束缚过一次的精魂。当涉及到束缚对应种类精魂的检定时,任何极限增幅或行动都只花费正常极限的一半(向上取整)。你可以多次选择该特质。每次要选择不同的精魂类别。
You deeply understand the nuances of making pacts with one type of spirit.
•    Cost: 10 Karma
•    Game Effect: You must have Astral Resident in order to take this quality. Whenever you have a negative reputation among the spirits, this quality doesn’t work for you. Choose a spirit type that you have bound at least once when selecting this quality. Any Edge Boosts or actions affecting a test made to bind a spirit of that type cost only half as much Edge as normal (round up). You may take this quality multiple times. Choose an additional spirit type each subsequent time.
星门通道(特定泛位面以及自由精魂或稳定星门)Astral Gate Access (select metaplane and either free spirit or stable gate)
你知道该如何找到和通过某一星门去一个特定的泛位面。
消耗:3业力
游戏效果:你必须有星界住民特质才能获得该特质。选定一个泛位面。对于该泛位面的稳定星门或愿意为你开启星门的自由精魂,你清晰知晓且也有可靠途径去找到它们。对于一个无需说明且能便捷通行的稳定星门,你每次前往必须给守卫或当局价值2000新円的贿赂或礼物。如果你呼唤一个自由精魂为你开门,那么你必须给他们1业力。通道能允许合理数量的队友通行。你可以多次选择该特质。每次要选择不同的泛位面以及其对应的方式(稳定星门或自由精魂)。
You know how to locate and access a gate to a specific metaplane.
•    Cost: 3 Karma
•    Game Effect: You must have Astral Resident in order to take this quality. Specify a metaplane. You have reliable knowledge of and access to either a stable gate or a free spirit willing to create an astral gateway for you. For no-questionsasked, easy passage through a stable gate, you must offer a bribe or gift to a guardian or authority of 2,000 nuyen. If you call upon the free spirit option instead, you must pay them 1 Karma. Passage covers any reasonable number of team members. You may take this quality multiple times. Choose an additional metaplane and method (stable gate or free spirit) each subsequent time.

特质历程:罪犯法师Quality Path: Crime Magic

注意:如果你成功完成了魔法研究劫案(the Magical Research Heist)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。
该历程上的特质无需安装特定顺序获取,不过它们代表了觉醒罪犯会有的魔法特长。
Note: If you successfully complete the Magical Research Heist adventure hook, the Karma costs for positive qualities in this path are not doubled.
The qualities in this path need not be taken in any specific order but are instead meant to represent a number of magical specialties developed by Awakened criminals.
守护穿越者 Ward Pusher
你知道该如何通过守护还不触发任何警报。
花费:3业力/等级
游戏效果:要拿该特质,你必须先在狂奔中成功通过某个敌对守护。每当你尝试进行魔法+魅力检定以穿越守护时,你获得一点必须用在该检定上的极限(若不在本次检定中使用将失去)。如果你成功通过了守护,该特质上的每等级都可以让你多带一个朋友,精魂,激活法器,维持法术,或其他星界形体。这与你净成功能携带的数量叠加。
You know how to press through wards without setting off any alarms.
•    Cost: 3 Karma/level
•    Game Effect: In order to take this quality, you must have successfully pressed through a hostile ward as part of a run. Whenever you make a Magic + Charisma test to push through a ward, gain a point of Edge that must be spent on that test or is lost. If you are successful in pressing through a ward, you may bring one additional friend, spirit, active focus, sustained spell, or other astral form for every level of this quality. This is in addition to any you may bring through due to your net hits.
反制精魂Counter Spirits
你懂得如何用你自己的魔法技能来反制精魂能力。
花费:15业力
游戏效果:以获得该特质,你必须先在狂奔中成为一个敌对精魂的目标。当你使用防御增幅或其他形式的反制法术,你可以选择让你的防御针对精魂能力生效而非法术。(译注:然而根据FAQ,精魂能力一样可以被反制法术正常的康,因此这个特质好像一点用都没有呢…)
You’ve learned how to use your own magical skills to counter spirit powers.
•    Cost: 15 Karma
•    Game Effect: In order to take this quality, you must have been affected by a hostile spirit power while on a run. When you use Boosted Defense or any other form of counterspelling, you may choose to provide protection against spirit powers instead of spells.
星界潜行Astral Stealth
你擅长在星界中偷偷摸摸的行动。
花费:7业力
游戏效果:以获得该特质,你必须有该道途上的另一个特质。当你使用潜行躲避星界中或泛位面上的注意时,获得1点奖励极限。
You are good at sneaking around in astral space.
•    Cost: 7 Karma
•    Game Effect: In order to take this quality, you must possess at least one other quality from this quality path. When you use the Stealth skill to avoid notice in astral space or on a metaplane, gain a bonus point of Edge.
法术揭穿者 Spell Spoiler
你有破解别人法术的诀窍。
花费:5业力
游戏效果:当你驱散一个维持法术(p. 143, SR6)时,维持它的魔法师不可以因此获得或花费极限。此外,抵抗骰池仅为该法术耗竭值(而非翻倍)。
You’ve got a knack for unraveling other peoples’ spells.
•    Cost: 5 Karma
•    Game Effect: When you are dispelling a sustained spell (p. 143, SR6), the magician sustaining it may not gain or spend Edge on its behalf. Also, the opposing dice pool is simply the spell’s Drain Value (not doubled).
被留档的星界印记 Known Astral Signature
你在犯罪现场上留下了你的星体印记作为证据,至少有一名魔法犯罪调查员知道这一点。
奖励:5业力
游戏效果:以获得该特质,你必须有该道途上的另一个特质。如果你在狂奔中使用任何法术,精魂,或星界投影,那么热度调整值+2。这个热度调整值的提升仅对你有用,不包括你的狂奔者同伴。可能会出现你获得了热度但他们没有的情况。该特质的奖励业力仅能用于购买罪犯法师特质历程上的特质。
You have left behind evidence of your astral signature at a crime scene, which has become known to at least one investigator of magical crimes.
•    Bonus: 5 Karma
•    Game Effect: You must possess at least one of the other qualities in this path in order to choose this quality. If you use any spells, spirits, or astral projection during a run, add 2 to the Heat modifier. The effect of this Heat modifier increase only applies to you, not your fellow runners. It is possible that you may gain Heat while they do not. The bonus Karma from this quality may only be used to purchase qualities from the Crime Magic quality path.

特质历程:龙之敌(或吸血鬼,大法师,之类的) Quality Path: Enmity of a Dragon (or vampire, megalomaniac mage, etc.)

注意:如果你成功完成了奇物回收(Artifact Recovery)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。如果你买除了纠缠(Entangled)特质,那么该历程上所获得的后续特质将失去这个折扣。
Note: If you successfully complete the Artifact Recovery adventure hook, the Karma costs for the positive qualities in this path are not doubled. If you ever buy off Entangled, any further qualities from this path do not receive this discount.
纠缠 Entangled
某一位龙,吸血鬼,自由精魂或其他强大的存在宣称你属于他们。他们想得到你的臣服,为他们服务。
奖励:10业力
游戏效果:你和你的GM需要商定这位想要得到你的存在的一些细节。当你在场时,任何狂奔的热度调整值+1。当你的个人热度达到11或更高,你敌人的星界追踪手段开始跟上你,因此你需要更加小心不要留下任何星界痕迹。直到你将你的个人热度降低到10或更低,用于提升你魔法属性、启蒙等级、巫术、咒术、附魔和星界技能的业力消耗翻倍。该特质的奖励业力仅能用于购买该特质历程上的特质。
A dragon, vampire, free spirit, or other powerful entity has claimed you as their own. They seek to bring you to heel and into their service.
•    Bonus: 10 Karma
•    Game Effect: You and the gamemaster should work out some of the details about the entity that seeks to claim you. Add 1 to the Heat modifier of any run you participate in. Whenever your personal Heat is at 11 or higher, astral tracking methods of your antagonist begin to close in on you, so that you must take extra care to avoid leaving any astral impressions. Until you reduce your personal Heat to 10 or less, the Karma costs to advance your Magic attribute, Sorcery, Conjuring, Enchanting, and Astral skills, or to pay for initiation, are doubled. You may only spend the bonus Karma from Entangled to purchase other qualities in this quality path.
以下特质你只能通过纠缠的奖励业力购得:
You may only acquire the following qualities by spending the bonus Karma from Entangled:
禁忌学识 Forbidden Lore
你拥有对龙的第一手知识和经验,因此你也有着对它们谋划的宝贵见解。
花费:5业力
游戏效果:你获得知识技能龙学识(Dragon Lore),它一般而言是不可获取的。如果你的经历是与其他种类的秘密社团伙存在有关(比如说吸血鬼,德鲁伊,虫萨满等),这个特质会提供对应的同等知识技能。当你能在任何与魔法相关的对象上使用任何知识技能时,获得1点奖励极限。
You have firsthand knowledge and experience that provides you with valuable insight into the machinations of dragons.
•    Cost: 5 Karma
•    Game Effect: You gain the knowledge skill Dragon Lore, which is not normally otherwise available. If your experience is with a different type of secret society or entity (such as vampires, druids, insect shamans, etc.), this quality provides an appropriate equivalent knowledge skill. Whenever you are able to make use of any knowledge skill that is related to any magical subject, gain a point of Edge.
不想要的保护 Unwanted Protection
宣称你属于他们的龙(或其他存在)已经让人们知道,如果他们杀了你,无论是谁都要承受严重的后果。
花费:5业力
游戏效果:如果敌人知道你是谁,并且在可以击晕你(比如说通过剑侧,凝胶弹等)的时候,依然选择对你进行会造成物理伤害的攻击,那么将一半的伤害转化为晕眩伤害(向下取整)。剩下一半的伤害依然是物理伤害。这个特质在你个人热度到达13或更高时无效。
The dragon (or other entity) that claims you as their own has let it be known that there will be severe consequences to anyone if they kill you.
•    Cost: 5 Karma
•    Game Effect: If an enemy knows who you are and still chooses an attack that does Physical damage when a Stun option was available to them (such as using the flat of the blade, gel rounds, etc.), convert half of the damage (rounded down) to Stun damage. The other half remains Physical damage. This quality has no effect while your personal Heat is 13 or higher.
泛基因调整 Metagenic Alteration
为了满足那个自称为你主人的存在的需求,你已经被永久性的改造了。
花费:5业力
游戏效果:获得一个价值5业力或更低的正面泛基因特质。你可以多次选择这个特质,以用于购买多个泛形态特质,或将它们的业力合在一起算,购买一个更贵的版本。
You have been permanently modified to suit the desires of the entity that would call itself your master.
•    Cost: 5 Karma
•    Game Effect: Gain a positive metagenic quality worth 5 Karma or less. You may take this quality multiple times, either to purchase additional metagenic qualities, or to pool the Karma together for a more expensive one.

特质历程:奇物贩子的死党 Quality Path: Talismonger’s Best Friend

注意:如果你成功完成了奇物贩子的假期(Talismonger’s Vacation)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。
以下两个正面与反面特质必须在该特质开始时同时获得。他们的业力消耗会相互抵消。
Note: If you successfully complete the Talismonger’s Vacation adventure hook, the Karma costs for positive qualities in this path are not doubled.
The following two positive and negative qualities must be taken together at the start of this quality path. Their Karma costs cancel each other out.
奇物贩子的帮助Talismonger’s Assistance
你和一个奇物贩子很熟,他们很乐意在你的魔法训练上为你提供一些帮助。
花费:5业力
游戏效果:无论可获得性与合法性如何,你都能以正常价格快速获得试剂、法术公式、法器、炼金制剂和其他魔法补给。在提升你的魔法属性、星界、咒术、附魔或咒术技能时,你都可以获得1业力的折扣。
You know a talismonger very well, and they are eager to help you with your magical training.
•    Cost: 5 Karma
•    Game Effect: You have ready access to reagents, spell formulae, foci, alchemical preparations, and other magical supplies at regular price, regardless of availability or legality. You get a discount of 1 Karma for any character advancements to learn or increase your Astral, Conjuring, Enchanting, or Sorcery skills, or to increase your Magic attribute.
奇物贩子的助手Talismonger’s Assistant
作为回报,你的奇物贩子指望得到你的帮助。
奖励:5业力
游戏效果:有时候,你的奇物贩子可能需要你的帮助。这会成为GM要求你和你的团队进行一次冒险的机会。有时候它可能只是一系列的活,比如说帮忙设计公式,对法器附魔,采集试剂,制造制剂,或者经营商店之类的。当你有幕间的时候,骰1d6,如果骰出1,你就被叫去帮忙了。你可以选择放弃你一个星期的幕间(这个过程中你不能用于提升角色)或者失去1点忠诚度。如果连续发生两次,那么你可以拒绝而无需付出代价——直到下一次。
Your talismonger expects your assistance in return for their help.
•    Bonus: 5 Karma
•    Game Effect: Sometimes your talismonger contact might require your assistance. This provides an opportunity for the gamemaster to involve you and your team in adventures. Sometimes it’s just a whole bunch of extra work, though, like helping to design formulas, enchant foci, harvest reagents, create preparations, and run the shop. Whenever you have an opportunity for downtime, roll 1d6. if the result is 1, you’re called in to help out. You must choose to either forego at least one week of your available downtime (during which you may make no character advancements) or lose 1 point of Loyalty. If this happens twice in a row, you may refuse without consequence—until next time.
学院派炼金术Academic Alchemy
你的奇物贩子,又或者其他炼金术导师,愿意教你一些秘传技术。
花费:15业力
游戏效果:你必须有一个奇物贩子或炼金术师的联系和忠诚等级均达到5。如果你和他们是去了联系,你依然保留学院派炼金术的技术,但不能再获得更多。你能够获得三种新的炼金术技术,它们可以被你以任何组合用在你的制剂上。每种技术都有一个缺陷,如果一起使用,那么这些缺陷也会累积。
Your talismonger, or some other alchemy mentor, is willing to teach you some esoteric techniques.
•    Cost: 15 Karma
•    Game Effect: You must have a talismonger or alchemist contact with Connection and Loyalty ratings of at least 5 each. If you ever lose access to that contact, you still keep any academic alchemy techniques but may purchase no more of them. You gain access to three new alchemy techniques, which you may apply in any combination to your preparations. Each technique has a drawback, and the drawbacks for multiple techniques are cumulative if more than one are used together.
引用
学院派炼金技术Academic Alchemy Techniques
快速制剂:你只需要花{耗竭值}分钟去制作制剂。如果你用这个技术,那么你不能在制作制剂或抵抗耗竭的检定上获得或花费极限。
Quick Preparation: It takes you only one minute per point of drain value to create a preparation. If you use this technique, you may not gain or spend Edge on any tests made to create the preparation or resist drain.
批量制剂:你可以同时制作出两份同样的制剂。如果你用这个技术,那么你只能进行一次耗竭抵抗,但总耗竭值翻倍。
Batch Preparation: You may prepare two copies of the same preparation at the same time. If you use this technique, make only a single drain resistance test, but double the total drain value.
保质制剂:以将制剂的耗竭值+2为代价,制剂的效力会在48小时后才会流失——之后它会如同在那刻才被做出来般正常的流失效力。如果与批量制剂结合使用,那么耗竭值会先翻倍再+2。
Preserved Preparation: At the cost of increasing a preparation’s drain value by 2, it will not begin to lose potency until 48 hours have passed—after which it will begin losing potency over time as if it had been created at that moment. If combined with Batch Preparation, double the drain value after applying the +2 from this technique.

主题: 【SC】女妖杀手 banshee hitman, p. 25-26
作者: 马非鱼2023-02-13, 周一 00:19:55
特质历程:残忍且罕见Quality Path: Cruel and Unusual

如果你成功完成了破损(Breakages)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。
If you have successfully completed the Breakages adventure hook, the Karma costs for any positive qualities in this path are not doubled.
我闻到了虚弱的气息I Smell Weakness
每个人都有弱点。一旦你知晓该如何发现它,剩下的不过是例行公事罢了。
花费:15业力
游戏效果:通过花时间研究一个人,并成功至少一次研究检定,角色获得这个目标的1点弱点(WP)。这个弱点可以是对目标重要的人,一件值钱的装备或载具,或目标不愿公开的私人信息。多个WP可以通过多个检定获得。角色可以将WP如同极限那般使用,但只能用在对应任务的检定上。这些奖励点数不会如常恢复,但是会在一周过去后,或通过另一个研究检定后恢复。
研究检定可以包括挖掘目标的矩阵活动,与知道目标的人交流,进行严密监视,或其他类似的深入活动。研究检定是一个延续检定(6,4小时),使用合适的技能与属性作为骰池构成。
Everyone has a weak point. Once you know how to spot it, everything that follows is just a formality.
•    Cost: 15 Karma
•    Game Effect: By spending time studying a person and succeeding on at least one research check, the character can gain one weakness point (WP) against the target. A weakness point could be a person important to the target, a valuable piece of equipment or vehicle, or private data that the target would not want to be made public. Multiple WPs can be found by succeeding at multiple tests. A character may utilize WPs as if they were bonus Edge points that can be spent any time Edge could be spent, but only on tests directly related to this job. These bonus points do not regenerate as normal but may be regained after a week has passed and another research test is passed.
Research tests may include delving into the target’s Matrix activities, speaking to people who know the target, performing detailed surveillance, or other similar indepth activities. Succeeding on the research requires 6 hits on an Extended test (with a time interval of 4 hours) using appropriate skill checks for the approach taken.
压力点Points of Pressure
打击目标稳定的根源,他们就会像树叶一样倒下。
花费:5业力
游戏效果:需要具备“我闻到了虚弱的气息”特质。角色能够从目标分离出来或向公众揭示的每点WP都会使目标的最大极限属性-1。这个效果持续一周。角色从目标分离出或向公众揭示出WP的行动可能会有其他由GM决定的游戏内影响,比如说警察会对玩家感兴趣。
Strike at the source of your target’s stability, and they fall like leaves. •    Cost: 5 Karma •    Game Effect: Requires the I Smell Weakness quality. For each Weakness Point that the character is able to isolate from the target or reveal to the public, the target of those WPs has their maximum Edge attribute reduced by 1. This effect lasts for a week. Actions taken by the players to isolate or reveal the WPs may have other in-game effects as determined by the gamemaster, such as police and corp interest in the PCs.

特质历程:礼貌,高效 Quality Path: Polite, Efficient

如果你成功完成了贝尔福德制裁(贝尔福德制裁)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。
If you have successfully completed The Belford Sanction adventure hook, the Karma costs for any positive qualities in this path are not doubled.
典范Standards
专业人士的标志是一丝典雅。它使你与客户维持良好关系,也是你能接近目标。
花费:10业力
游戏效果:你非常善于对手头上的任务保持专注。在一份受聘任务中,当你与目标或目标的一个保护者进行互动时,你的社交检定骰池+2。每次任务中,这个奖励最多能用在三个社交检定上。
The mark of a professional is a touch of class. It’s good with the clients and gets you close to the targets.
•    Cost: 10 Karma
•    Game Effect: You are excellent at focusing on the task at hand. While on a hired job, you can gain a +2 dice pool bonus on a social test when interacting with your target or one of your target’s protectors. This bonus can be used on no more than three social tests for each job.
有一个计划Have a Plan
临场发挥是最后一招。你离未知越远,你就能活得更久。
花费:10业力
游戏效果:一点准备堪比大量适应。每任务一次,你可以花4点极限问GM是否有遗漏某些重要事项。这不会允许玩家自己填充对情况未知的部分,但它会为玩家指出现在还未知的部分,好让玩家可以进行后续调查,通过进行相应检定来找出包含更多细节的那部分信息。
Improvisation is the tool of last resort. The more contingencies you have between you and the unknown, the longer you stay alive.
•    Cost: 10 Karma
•    Game Effect: A little preparation is worth a lot of adaptation. Once per job you can spend 4 Edge points in order to ask the gamemaster if you have missed anything important. This does not entitle the player to full details about the unknown aspect of the situation, but it can point the player toward what is currently unknown so the player can investigate that lead further to find out full details by making appropriate tests to uncover that information.

特质历程:比我更糟的玩意Quality Path: Worse Things Than Me

如果你成功完成了蜂巢中的蜜(the Honey from the Comb)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。
If you have successfully completed the Honey from the Comb adventure hook, the Karma costs for any positive qualities in this path are not doubled.
麻木无情 Calloused and Numb
当你以带来死亡为生时,你会与你能想象到的最糟糕的烂事肩并肩。过了一段时间之后,它就失去了对你的影响。
花费:15业力
游戏效果:当你面对可能使你厌恶或震惊的事情时,你抵抗恐惧的检定骰池+1。
Calloused and Numb When you deal death for a living, you rub shoulders with the worst shit you can imagine. After a while, it loses all capacity to phase you.
•    Cost: 15 Karma
•    Game Effect: You gain a bonus die on tests to resist fear effects or attempts made to disgust or shock you.
畅饮于罪恶中 Drinking In Sin
你身上的病毒可能是寄生虫,但你仍然是做主的那个。不是每个怪物都这么幸运,与普通泛人类的方式相比,你已经学会了如何从它们身上汲取到更多的好处。
先决条件:必须有感染特质和精华汲取能力
花费:10业力
游戏效果:每当你获得血魔点,你额外获得1点。
The virus in you might be a parasite, but you’re still calling the shots. Not every monster is so lucky, and you’ve learned how to siphon a bit more out of them than regular metahuman means.
•    Prerequisite: Must have Infection quality and Essence Drain power
•    Cost: 10 Karma
•    Game Effect: Whenever you would gain Blood Magic Points, you gain 1 additional point.
主题: Re: 【SC】野兽召唤师 beast summoner,p. 33-34
作者: 马非鱼2023-02-15, 周三 20:42:37

(译注:这部分特质历程与书中的冒险引子深度挂钩,基本上就是在描述完成同名冒险引子的某些内容后能获得的特殊奖励。感觉这里一段就应该是一个特质,搞不懂为什么写出来的结构是如此混乱的…)

精魂的援助 Spiritual Assistance

某一精魂对角色进行了指导,让后者的召唤技能得到精进,使其对前者对应类别的精魂得到最好的连接,这回为角色带来“精魂亲和”特质。这伴随着长谈和星界远足,以向其他类似的精魂学习。
The spirit directs the character on how to hone their skills of summoning to best connect with their type of spirit, providing the Spirit Affinity quality. This comes with long talks and astral jaunts to learn from other similar spirits.
达成更深的联系后,精魂发现了角色并比不上其他召唤师,于是教导他该如何找到一个可以帮助他们更好在遭遇对手的技能与法术时进行自我保护的导师。这一训练让他们在任何反制法术的检定(但不包括驱散魔法)上获得骰池+2。
With a greater connection, the spirit knows the character is no magical match for the other summoner and helps to teach and direct them to instructors who can help them protect better against the skills and spells of their opponent. This training gives them +2 dice to use on any counterspelling test (but not tests to dispel magic).
由于这位类毒萨满周围的社区某种程度上受到了他的影响,角色可以开始闲逛,了解到街区状况,帮助当地人做一些小事情——为安保提供精魂协助,帮助搬运家具,或者其他日常事务。这些行动带来了“自家地盘”特质,也为角色提供了一点优势,并且当他们收拾这位秘法恶霸后,他们可以获得一个称之为家的地方。
Since the neighborhood around this near-toxic shaman seems to be under their sway in one sense or another, the character can start hanging out, learning the lay of the land, helping out locals in small tasks—offering spirit assistance for security, helping to move furniture, or other everyday things. These actions build up the Home Ground quality (p. 72, SR6) and give the character a little advantage and a place to call home once they’ve dealt with the local arcane bully.
最后同样重要的是那个不知去向的法器。这一物品可以是一个保留作奖品的特殊奇物,或者给回精魂保管。如果保留,那么这一物品将允许角色召唤一个特定的6强度精魂,它仅会以强度/2(骰池3)来抵抗召唤与束缚,并且总是会给角色额外1服务。如果这一精魂被邀请变为盟友精魂(p. 59-60, SW),它的业力花费降低25%(向上取整)。
Last but not least is the focus in question. This item can come as a reward in terms of a special artifact, or it can be given back to the spirit for safekeeping. If kept, the item conveys the ability to summon a specific Force 6 spirit of beasts that only resists summoning and binding with Force/2 (3 dice) and always comes with one additional service. If this spirit is asked to become an ally (p. 59-60, Street Wyrd), its Karma costs are reduced by twenty-five percent (round up).

家,甜蜜的家 Home Sweet Home

虽然说重点是作为一个兽精魂召唤师,但是角色在踏上该历程时尚未找到一个适合他们内在能力的导师。在该历程开始时,他们感到以一股力量将他们拉扯想一个陌生的方向。它将他们带来了一个正在挣扎的社区——这个地方还不完全属于一个荒地,而且也很努力的不让自己变成一处荒地。角色感受到一个力量正在告诉他们他们可以在这个社区中找到一位导师。
While focused as a summoner of beast spirits, the character starting this path has yet to find a mentor that suits their inner power. At the start of this path, they feel a force pulling them in a strange direction. It brings them to a struggling community—the type of place that is not quite a barrens and is working hard to not become one. The character feels a pull telling them they can find a mentor in this community.
当他们探索这个社区的时候,的确有一个精魂出现与他们接触——但是这是一个亲属精魂而非兽精魂。他们看待事物的方式最初存在着一个令人恼火的鸿沟,但精魂和召唤师都开始明白最终的结果将是成功与力量。
As they explore the community, a spirit indeed reaches out to them—but it’s a kindred spirit rather than a beast spirit. The gulf between their approaches is initially irritating, but the spirit and the summoner start to understand that the final result will be prosperity and power
问题是这个导师更加倾向对兽精魂的奴役,因此必须取得某种程度的平衡。
The problem is the mentor leans more toward the subservience of beasts, and certain balances must be drawn.

精魂导师Mentor Spirit
作为该历程的第一步,角色在街区安顿了下来并且见到了精魂。他们必须在街区生活一个月的游戏时间并且为精魂做价值6人情点的帮助(见p. 172, SRC)。这允许他们花费6业力,获得该亲属精魂作为精魂导师(特质)。该导师的优势为户外检定与召唤兽精魂的检定的极限增幅花费减少1,但作为回报,召唤师必须为该地区居民提出的任何援助请求。
In the first step of this path, the character settles into the neighborhood and meets the spirit. They must live there for a month in game time and do favors for the spirit worth 6 favor points (see p. 172, Sixth World Companion). This allows them to gain the Mentor Spirit quality for this kindred spirit for only 6 Karma. The advantage of this mentor is that Edge Boosts cost 1 less for Outdoors tests and for summoning beast spirits, but in return the summoner must answer any request for aid from inhabitants of the neighborhood.
这一亲属导师会指导玩家召唤精魂协助当地人——比如说像是看门狗之类的。他们会开始成为这个由幸存者和独立思考者所组成的繁荣当地社区的一部分。即使是当地的帮派也开始对野兽召唤师产生好感,因为他们看到了与有力量的人成为盟友的价值。
The kindred mentor directs the summoner to conjure spirits that help the locals—watchdogs and the like. They start to become a part of the thriving local community of survivors and independent minds. Even the local gangs start to warm to the beast summoner as they see the value of allying with someone who has power.

自家地盘Home Ground
当角色在一个社区生活至少三个月,并且从为这个社区抵御各种威胁中赚取至少8业力后,角色就可以移动到这一步角色历程了。此时,他们应该加深了自己与社区以及精魂导师之间的关系。他们可以用6业力购得自家地盘特质(p. 72,SR6)。这个特质会应用在角色现在所生活的社区中。
The character moves to this part of the character path after living in the community for three ingame months and earning at least 8 Karma defending the community from various threats. In this time, they should be deepening their relationship with their mentor spirit and with the community. They may purchase the Home Ground quality (p. 72, SR6) for only 6 Karma. The quality applies to the community where they are now living.

精魂亲和 Spirit Affinity
此时,这个精魂导师会认为野兽召唤师已经做好准备更进一步了——是时候从被动转化为主动了。该精魂导师希望狂奔者在当地警局中召唤一群你搞混。目标是进行破坏——尤其是对场内电子设备的破坏。记录当然依然存在,但至少当地警方会难以访问它们。
By this point, the mentor spirit feels the beast summoner is ready to move to the next level— it’s time to be proactive rather than reactive. The mentor spirit wants the summoner to summon a swarm of spirits on a local police station. The goal is destruction—particularly any electronics on site. The records will still exist, but at least for a time the local cops will have trouble accessing them.
难点在于,精魂通常对电子设备一无所知,也不习惯攻击它们,而导师希望快速完成。精魂导师会试图迫使召唤师做得既快又严;而召唤师必须对他们的精魂态度坚定(逻辑+魅力 v. 精魂的强度*2)以打破它们的惯性操作。(译注:这段整个行文莫名其妙的…我只能牵强意会翻一下,和原文存在不少出入)如果召唤师能在一天内完成这个任务,那么他们就可以半价购得精魂亲和特质。如果他们在这个过程中虐待了任何精魂,那么他们就不得不承受其后果了(见精魂关系, p. 63, SW)。
The trick is, spirits are generally ignorant about electronics and not in the habit of attacking them, and the mentor wants this done quickly. The mentor will push the summoner to be fast and harsh; they’ll have to be firm with their spirits (Logic vs. Charisma test opposed by the spirit’s Force x 2) has to break out their best training methods, and the mentor will be pushing them to be fast and harsh. If the summoner can accomplish the job in a single day, they can buy the Spirit Affinity quality for half price. If they abused any spirits in the process, they’ll have to deal with the consequences (see Spirit Relations, p. 63, Street Wyrd).

奇物Artifact
如果召唤师能抵达这一步,那么精魂导师会对他们十分满意,并且派他们去找一件独特的奇物。他们并不急于分享它的背景,但这件奇物在很久以前被一个敌对的精魂偷走,并放置在了一个难以抵达的地点。这个阶段的任务应该是探索一个危险的荒野之地——火山洞穴、沙漠绿洲或其他一些令人生畏的地方。这个地方应该有大量的敌对精魂保护着,以及敌对的奇物猎人,这些都会使野兽召唤师以及同去的朋友们要面临的情况变得更加复杂。
If the summoner has made it this far, the mentor is pleased with them and sends them on a quest to find a unique artifact. They are not eager to share its background, but it was stolen from them by a rival spirit long ago and placed in a difficult-to-reach spot. This stage should be a quest into a dangerous wilderness place—a volcanic cave, a desert oasis, or some other forbidding spot. Plenty of hostile spirits should be on guard, and rival teams of artifact hunters can make things more complicated for the beast summoner and any friends they bring with them.
这个奇物可以有任何GM想要它有的能力,但作为底线,它需要于兽精魂召唤相关。它可以是一个与特定精魂有关的链接,这允许持有者对其进行反复召唤(并建立起召唤师与精魂之间的关系),或者当兽精魂被召唤时提供额外服务,又或者让被召唤的精魂获得额外可选能力,甚至是以上这些能力的组合。
The artifact can have whatever power the gamemaster wants it to have, but as a baseline, it should be related to beast summoning. It could be a link to a specific beast spirit to repeatedly summon them (and build a relationship between summoner and spirit), or it could provide bonus services when beast spirits are summoned, or a bonus optional power to summoned spirits, or a combination of those abilities.

没那么自由的自由精魂 Not So Free Spirit

随着剧情的展开,精魂试图让角色联系它们。精魂会教导或指引角色去学习正确的研究和知识以获得对兽精魂的亲和。这可能包括反复到访当地动物园以记住关于神秘生物的每个铭牌和信息ARO。或者,它可以是一个为了感受那里多种多样动物而去附近公园、动物庇护所或自然保护区的任务。虽然你会看到的都比较平常,但依然蕴含多种多样的支持。这会为一些有趣的社交遭遇提供了机会,社交的对象可以是当地安保、萨满、甚至只是一些对角色奇怪行为指手画脚但又被其奇怪联系和魅力所吸引的当地人。在这一系列研究或社交的结尾,该角色获得兽精魂的精魂亲和特质(p. 73, SR6),将他们与他们同伴的挣扎联系在一起。
As the plotline begins, the spirit seeks to have the character connect to them. They teach them or direct them to the right studies and knowledge to gain an affinity for beast spirits. This could include repeat trips to a local zoo with assignments to memorize every plaque and information ARO about its various arcane critters. Or it could be a quest to visit a nearby park, animal sanctuary, or nature preserve and experience the wide breadth of animals that live in the area. While you see the common ones, the knowledge is in the variety. This makes an opportunity for interesting social encounters with local security or shamans, or even just locals who comment on the strange behavior but are drawn in by the character’s strange connection and charm. At the end of all of this study or socialization, the character gains the Spirit Affinity quality (p. 73, SR6)for beast spirits, connecting them to the struggles of their associate.
然后,在角色开始调查和造成麻烦的时候,他们的雇佣者也可以将他们视为威胁。这可能有一个漫长的铺垫,但到了最后,它可能会变成一个实实在在的狩猎对象特质(p. 137, SRC),因为野兽召唤师无法背叛和他有着强烈连接的精魂,而公司则只想给他们钱。无论角色的掩饰做得多么的好,公司总会查出真相。除非他们背叛精魂,否则他们的所作所为总是会带来反弹的。
Then, as the character begins to investigate and cause trouble, their employer sees them as a threat. This could be a slow build, but in the end it is more likely to end up as a solid Hunted quality (p. 137, Sixth World Companion), as the beast summoner cannot betray the spirits they have a strong connection with for a corporation that just wants to give them money. No matter how good the character hides their coverup, they will get found out. That is, unless they betray the spirits, an action that will have its own vast repercussions.
当这个精魂被解放,它变得和狂奔者们很亲近。角色获得至爱亲朋特质(p. 75,SR6),因为他要花时间让精魂开心以及让他们的生活维持平稳。虽然不是这个特质所代表的标准关系,但是关系之中的纠结和张力也是足够的相似。如果有需要,GM可以调整那些必要条件,和玩家一起商讨出结果。
And once the spirit has been freed, it becomes kin to the runner. The character gains the Dependents quality (p. 75, SR6) for keeping this spirit happy and stable in their life. While not the standard relationship for this quality, the struggles and strains are still similar enough. The gamemaster can alter the requirements if desired, working in tandem with the player.
主题: 【SC】血豹Bloodpanther,p. 41-42
作者: 马非鱼2023-02-16, 周四 17:20:14
特质历程:脉动Quality Path: Pulse

如果你成功完成除了你生命的所有事物(the Everything But Your Life)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。

肌肤之下 Skin Deep
当你把人当作猎物来看的时候你会获得某种新的视角。毕竟,哪只狼不会因为靠近羊而受益呢?
花费:10业力
游戏效果:花至少8小时去研究一个人,并且在至少一次研究检定中获得成功,那么角色在接下来一周内对目标进行的社交检定都能获得一点奖励极限。
研究检定可以包括挖掘目标的矩阵活动,与知道目标的人交流,进行严密监视,或其他类似的深入活动。研究检定是一个延续检定(6,4小时),使用合适的技能与属性作为骰池构成。
Looking at people as though they were prey offers certain insights. After all, what wolf doesn’t benefit from getting closer to the sheep?
•    Cost: 10 Karma
•    Game Effect: By spending at least 8 hours studying a person and succeeding on at least one research check, the character can gain one bonus point of Edge on every social test against that person for a week.
Research tests may include delving into the target’s Matrix activities, speaking to people who know the target, performing detailed surveillance, or other similar indepth activities. Succeeding on the research requires 6 hits on an Extended test (with an interval of 4 hours) using the appropriate skill for the approach taken.
血誓 Blood Oath
真正的力量是凌驾于人权力,一种叫做信任的货币。
花费:5业力
游戏效果:你的人脉愿意花费他们的极限来避免背叛你。当他们在面对迫使你交出信息的压力是,他们会使用最多{忠诚等级}点极限在对应的社交检定上。
Real power is power over people, a currency called trust.
•    Cost: 5 Karma
•    Game Effect: Your contacts are willing to spend their own Edge to avoid betraying you. They’ll spend up to their Loyalty with you in Edge points on social tests used to pressure them to give up information on you.

特质历程:血压Quality Path: Blood Pressure

如果你成功完成了老破玩意儿(the Old, Darke Things)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。

血色守护Sanguine Wards
血魔法似乎在形成守护上特别有效。也许它向来便是如此...
花费:10业力
游戏效果:献祭超魔(p. 156, SW)可以被用在守护的创造过程中以让后者变得更强以及有更长的持续时间。花费血祭点(BMP)将会带来以下三个增益之一:1)使决定守护等级的巫术检定获得{所消耗的BMP}点净成功、2)在决定守护范围时,使参与者们的魔法属性提升{所消耗的BMP}等级、或3)使守护的持续时间增加{所消耗的BMP}个星期。创造守护的过程中可以花出多点BMP,但在创造单个守护的过程中,单个增益上所花的BMP不能超过3,全部增益上所花的BMP不能超过9。
Blood magic seems to be especially effective in the generation of wards. Perhaps it always has been …
•    Cost: 10 Karma
Game Effect: The Sacrifice metamagic (p. 156, Street Wyrd) may be used in the creation of wards to make them stronger and last longer. Each Blood Magic Point (BMP) spent will add 1 to the net hits on the Sorcery step of the ritual to determine the rating of the ward, add 1 to the sum of the participants’ Magic ratings to determine the size of the ward, or add one additional week to the duration of the ward. More than one BMP may be spent in the creation of the ward; however, no more than 3 BMPs may be spent on any single benefit from this list and no more than 9 BMPs in total during the creation of a single ward.
针刺 Pinpricks
另一方面,血魔法似乎同样在打破禁制时很有效。若有足够的献祭,又能将什么释放到这个世界中呢?
花费:10业力
游戏效果:血祭点(BMP)可以被用于驱逐被召唤的精魂。每花一点BMP,角色的驱逐检定骰池+1。但是,如果这个检定成功驱逐精魂,那么它可能被血魔法腐化并因此陷入狂暴。精魂进行对抗检定,它的强度v. 驱逐检定中所用的BMP。如果精魂没有净成功,那么就如常被驱逐,否则精魂会陷入狂暴状态,持续{驱逐检定中所用的BMP}轮。一个狂暴的精魂会攻击离它最近的目标。当狂暴结束后,那么精魂就如常被驱逐。
On the other hand, blood also seems to be effective at breaking restraints. With enough sacrifice, what might be unleashed into the world?
•    Cost: 10 Karma
•    Game Effect: Blood Magic Points (BMP) may be spent to Banish a summoned spirit. For each BMP spent, the character gains 1 extra die on the test. However, if the test manages to banish the spirit, it may instead become tainted by the blood magic and go berserk. The spirit makes an opposed resistance test against the blood magic by rolling its Force against the number of BMPs used in the Banish test. If the spirit rolls at least as many successes as the BMP dice pool rolled, then the spirit is banished as usual. Otherwise the spirit goes berserk for a number of rounds equal to number of BMPs used on the Banish test. A berserking spirit attacks the nearest target to it. Once the berserk wears off, the spirit is banished as usual.

特质历程:遥远的过去与渗血的当下 Distant Past and Bleeding Present

如果你成功完成了血化改善生活(the Better Living Through Blood Chemistry)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。

埋藏的秘密 Buried Secrets
第六纪之所以如此称呼是有原因的。魔法和怖物并非第一次来到现实,有些人已经开始发现了尘封的历史。对于你而言,这个旅程才刚刚开始…
花费:10业力
游戏效果:从你发现第六纪的秘密历史中获得的知识既有启发性又令人恐惧。除了本特质的业力花费,角色可以无需额外花费的情况下进行启蒙。所有角色都会获得奥秘知识,除非已经有了。GM可以允许角色有一个觉醒的机会(以及购得魔法等级1)。
There’s a reason they call it the Sixth World. This isn’t the first time magic and horror have visited this reality, and some have begun to uncover that history. For you, the journey is only beginning …
•    Cost: 10 Karma
•    Game Effect: The knowledge gained from your discovery of the secret history of the Sixth World is both enlightening and terrifying. The character may initiate at no additional cost beyond the cost of this quality. Any characters without the Arcana knowledge skill gain it. Gamemasters may consider allowing this to be an opportunity for a character to Awaken (and purchase a Magic attribute at rating 1).
技术的终点 Technological Terminus
过去从未有过如此程度的技术大爆炸。日常的生活中就已经包含了如此之多过往无法想象的事情,大部分人对权力殿堂中正在发生的奇迹根本毫无概念。但你感觉自己好像了解到了什么…
花费:8业力
游戏效果:角色获得赛博丧尸知识,并且在所有生物技术检定上获得一点极限,这点极限如果不在该检定上使用就会失去。
There has never been a time of such unprecedented technological development. For all the everyday miracles that are now possible as a matter of casual experience, most folks have no idea what wonders are being implemented in the halls of power. But you have an inkling …
•    Cost: 8 Karma
•    Game Effect: The character gains a bonus Edge point on all Biotech tests and gains the Cyberzombies Knowledge skill. Edge gained through this quality is lost if unused on the test.

主题: 【SC】燃尽法师burned-out mage,p. 47-49
作者: 马非鱼2023-02-17, 周五 22:08:06
特质历程:重操旧业Quality Path: Back in the Game

起点Starting Point
为了开始这一历程,角色必须曾经在暗影中狂奔过十几年的时间,还留有一身伤痕。这通常可以通过以下特质反映出来:成瘾、坏运气、坏名声、损伤(体质、敏捷、反应或力量)或任意其他GM认为能反映出角色之前作为狂奔者时所收到伤害的特质。这些角色在暗影中待了非常久的时间,并且为他们在另一侧的时光付出了代价,但他们依然生存下来并退休了——至少他们是这么想的。
To start on this path, a character must have actively been running the shadows for a decade or more and have the scars to show for it. This is typically reflected by the character having the any of the following qualities: Addiction, Bad Luck, Bad Rep, Impaired (Body, Agility, Reaction, or Strength), or any other negative quality agreed upon by the gamemaster that reflects physical or psychological scars left from the character’s previous years as a shadowrunner. The character has been running the shadows for a very long time and paid the price for their time on the other side, but they managed to survive and retire—or so they thought.
第一步:重整旗鼓Step One: Back on the Horse
虽然角色成功摆脱狂奔者的生活,但他们在暗影中的时光依然让他们充满苦涩,甚至有点残缺。尽管如此,他们在多年前就发誓永远不再回来。这个历程的第一步就是狂奔者需要成功和他们的人脉接触,并且开始重新找回他们在暗影狂奔世界中的存在感。本质上来说,他们就是从零开始甚至还有不少劣势,因为他们不如年轻时的那般能干了。这就意味着角色从一开始就难以找到活计或被认真对待。不仅如此,如果他们真的想再次被无码的世界所接纳,他们将需要面对那些驱使他们离开过去生活的创伤。
Even though the character has managed to get out of the life of a runner, their time in the shadows left them bitter and more than a bit broken. Still, they swore years ago they’d never go back. The first step to taking this quality path is for the runner to successfully reach out to their contacts and begin rebuilding their presence in the world of shadowrunners. They’re effectively starting over from scratch but at more than a bit of a disadvantage because they’re not as capable as they were in their youth. This means finding work and being taken seriously is difficult to begin with. Moreover, they’ll need to confront the trauma that likely drove them from that life in their past if they ever truly want to be embraced by the world of the SINless again.
在这一步中,由于角色的年龄和衰弱,角色不能在与杰克逊先生,中间人或其他雇主的社交互动中获得或花费极限。但是,他们有着足够的经验和知识允许他们在对应的情景中为其他人提供建议和花招,因此在那些社交场合中,角色的协助检定可以获得1点极限。
While in this step, the character cannot gain or spend Edge on social interactions with Mr. Johnsons, fixers, or other employers, as their age and rust inhibits them. However, they have enough experience and knowledge that they can provide tips and tricks to others in those situations, so they get a bonus point of Edge for teamwork tests in those same social settings.
如何重返狂奔者的世界How to Re-enter the World of the Shadowrunner
没人会因为完成一件任务而获得声誉,多年过去后的做好的第一件活就更没可能让老旧蒙尘的声誉焕发新生了。角色会需要至少在六个月内成功完成至少三位不同雇主给出的任务。如果雇主对这些任务的完成情况都很满意,那么角色可以在狂奔者的世界中重新站稳脚,并且获得和其他狂奔者一样的基本尊重和认可——无论是否看得上。
No one builds a rep from just one job, let alone rebuilds an old and tarnished rep by getting it right for the first time in years. The character will need to spend at least six months taking and successfully completing runs at the request of at least three separate employers. If these jobs are completed to the employer’s satisfaction, the runner has re-established themselves successfully in the world of shadowrunners and will be given the same basic respect and recognition as any other runner—for whatever that’s worth.
在很多情况下,狂奔者之所以会回到这样的生活状态是因为某个老朋友或某个不情愿的原因(reluctant cause)引起了角色的注意,如果角色不采取行动,那么对角色或他们所关系的人而言,后果都是可怕的。在不幸的情况下,昔日的威胁或危险的往事重新出现,似乎从死亡中归来,将角色拉回到那段生命中。旧债必将偿还,通常是血债血偿。
In many cases, the runner is drawn back into this life because an old friend or reluctant cause has been brought to their attention, and if they do not take action, the consequences for them or someone they care about will be dire. In less fortunate circumstances, old threats or dangerous ghosts from the past have risen, seemingly from the dead, to draw the character back into that life. Old debts must be paid, often in blood.
工具人(Corporate Tool):狂奔者可能被一个代表着特定企业的杰克逊先生雇佣了,如果狂奔者能证明自己有用,那么就可能会成为该公司的可复用资产。虽然这实际上使他们成为了非正式的薪奴,但这是重返暗影的捷径,尽管角色可能会被那些经验更为丰富的狂奔者视为一个的确在走捷径的家伙。
Corporate Tool: The runner may get hired by a Mr. Johnson who represents the interests of a specific corporation, and if they prove useful, may become a repeatedly tapped asset for them. Though this effectively makes them an off-the-books wage slave, it’s a quick path back into the shadows, though the runner runs the risk of being seen as exactly that by runners with a more diverse portfolio of experience.
往日幽灵(Ghost from the Past):一个依然生活在暗影中的朋友或重要盟友向狂奔者求助,让他们不情不愿的重回这个已经离开了的世界。这应该是角色重返平静生活或真正退休前的“最后一单活”,但随着越来越多的秘密被揭开,狂奔者会发现被卷入了一连串越来越大、越来越危险的错综复杂的任务当中。虽然狂奔者理论上可以随时离开,但他们下到这个黑长螺旋的底部之前,这么做都是一场危险的赌博。
Ghost from the Past: A friend or valued ally who still lives in the shadows calls on the runner for aid, drawing them reluctantly back into the world they once left behind. It was meant to be “one last job” before returning to their quiet life or retiring forever, but the runner finds themselves drawn into a web of jobs that gets larger and more dangerous as more and more secrets are uncovered. While the runner could in theory walk away at any time, doing so is a dangerous gamble until they reach the bottom of this long, dark spiral.
兜帽客(Hooding):有些时候,无论狂奔者是如何的欺骗自己,告诉自己已经不在乎了,告诉自己应该先管好自己的事,不要再多管闲事,但他们在路见不平的时候,还是会拔刀相助。在他们所见的范围内,残暴的执法部门、冷漠的当地政府、无数超企在万能新円的名义对泛人类猖獗的非人化都是摧毁社区的罪魁祸首,这样的事情发生得太多太多了。是时候要一点一点的夺回属于自己的东西了。
Hooding: Sometimes, in spite of all the lies the runner tells themselves about how they don’t care anymore, that they’re better off minding their own business, and that if they want to keep their neck they’d best not stick it out for anyone, enough is enough. The runner has seen communities destroyed by the brutality of law enforcement, the apathy of local government, and rampant dehumanization of metahumanity in the name of the almighty nuyen by countless megacorps, and it’s just become too much. It’s time to take it back, one piece at a time.
当地英雄(Local Hero):有时候能最快重建声誉的方式就是聚焦在一个小的地区,比如说一个城市,甚至城市里的一个街区。当然,如此做不会有很多人能耳闻狂奔者的名字,但是他们的名字会被同样的人一而再,再而三的听到,并且牢牢记住,因此他们会知道想要某些事情得到解决的时候该去找谁。这在短期里是有好处的,因为能很快让你重回沙场,但若如你要扩张市场或让社区外的人瞧得起你就变得有点困难了,他们很有可能会觉得你只是一个干不了什么“真”活的乡巴佬。
Local Hero: Sometimes the fastest way to rebuild your rep is to stay focused in a small area, such as a single city or even single neighborhood within that city. Sure, not as many people will hear the runner’s name, but their name will be heard by the same people over and over and stick in their mind as the goto person when things need to get done. This can be beneficial in the short term as a fast track back in the game, but it can make expansion into a larger market or being taken seriously by those outside their chosen community a bit more difficult, as they are often painted as nothing more than a smalltown rube not worth hiring to do “real” work.
第二步:广而告之Step Two: Getting the Word Out
当重返的狂奔者成功向雇主证明他们是能用且可用的人员后,他们就可以重建他们的人脉网和声誉,让它们去到之前的水平甚至更强。但要如此做到,狂奔者要首先将消息散布出去才行。
Once the returning runner has established themselves as a viable and competent agent for hire to those who employ shadowrunners, they can start to rebuild their network of contacts and reputation to the point where it is as strong or stronger than it was before they left the life the first time. But in order to do this, word has got to get out.
在第一步完成带来20业力的狂奔后,狂奔者就进入这个阶段,并失去第一个阶段的效果。在第二阶段,他们可以让雇主将他们作为一个可靠能干的狂奔者的名声散布出去。如果狂奔者成功通过检定,影响+魅力(3),来提出这个请求,那么约翰逊先生就会将他们推荐给其他潜在雇主。如果这个检定失败了,那么狂奔者可以在成功完成一个任务后,再次提出请求,但是阈值会提高1(最高去到8)直到对应检定获得成功。一旦检定成功了,阈值会降低会3。
After completing 20 Karma worth of runs in Step One: Back on the Horse, the runner moves to this step, losing the effects described in Step One. In Step Two, they can ask employers to put the word out that they are a skilled and reliable runner looking for work. If the runner succeeds in an Influence + Charisma (3) test when making this request, that Mr. Johnson will recommend them to other potential employers. If this test fails, the runner can attempt it again upon completing another successful job, though the threshold is increased by one, to a maximum of 8, until the Influence + Charisma Test is successful. Once the test is made successfully, the threshold decreases back to 3.
狂奔者无法控制他们之前的雇主会向谁吹嘘他们的可用性与能力——仅知道对方会了解到狂奔者是具备干活的能力的。这意味着下一单活很有可能来自于一个不那么受欢迎的雇主。如果狂奔者在扩散消息的这个月内拒绝任何任务,那么扩散消息的检定阈值将会永久性+1,最高去到8。虽然有能力,但跑步者会因难以与潜在雇主共事而出名。
The runner has no control over whom their previous employer talks to regarding their availability and performance—only that they are skilled at getting the job done. This means it is quite possible that job offers may come from undesirable employers. If the runner refuses any jobs they are offered from this growing word of mouth, the threshold to get the word out is increased by 1 permanently, to a maximum of 8. Though capable, the runner gets a reputation for being difficult to work with by potential employers.
当狂奔者成功说服三个不同的雇主为他们扩散消息,他们实际上就完全回归到狂奔者的社群里了,他们会因此获得{魅力/2}个新人脉,至少获得一个。新人脉的联系等级为1-3,并且几乎总是能力帮助狂奔者找到新的潜在雇主。范例可以包括约翰逊先生,公司安保人员,和中间人。
Once the runner has successfully convinced three separate employers to put the word out on their behalf, they are effectively fully integrated back into the general community of shadowrunners, and they gain a number of new contacts equal to one-half of their Charisma attribute, with a minimum of one new contact. These new contacts have a Connection rating from 1 to 3 and are almost always the type of contact capable of either directing the character to those who employ shadowrunners or those who regularly employ shadowrunners themselves. Examples include Mr. Johnsons, corporate security personnel, and fixers.
不幸的是,狂奔者花了大量的时间让人知道他们在犯罪地下世界里活跃。当GM进行在每节游戏结束后进行热度检定时(p. 236, SR6),狂奔者的热度会在出值7(而非9)的情况就+1。
是的,他们回来了,但所有人都知道。所有人。
Unfortunately, the runner has spent a lot of time making it known that they are active in the criminal underworld. When the gamemaster rolls to determine whether the runner’s Heat increases at the end of each game session (p. 236, SR6), their Heat is increased by 1 on a result of 7 or higher instead of 9.
Sure, they’re back, but everyone knows it. Everyone.
第三步:故作潇洒(可选)Step Three: Playing It Cool (Optional)
该历程上的最后一步并非必须的,但是重返沙场的狂奔者们应该都会做出明智的选择。鉴于狂奔者已经重建了声誉并且让他们的雇主把他们吹上天,他们(非常)有可能会吸引到一些不必要的注意。因此现在就有必要做出一些平衡了。
The final step in this quality path is not required, but wise runners returning to the life are smart to take it. Now that the runner has rebuilt a reputation and asked their employers to scream their praises to the sky, it’s possible (read: highly likely) that they’ve drawn a fair amount of unwanted attention down on themselves. The time has come to balance the scales.
在过去的几个月里,跑步者一直在证明自己是一个热心且能干的特工,能够承担无数的工作,并以专业和高效的方式完成它们。他们做得很好,甚至可能太好了。现在他们已经站稳了脚跟,是时候把聚光灯从他们身上移开,老老实实隐藏在阴影中了。
The runner has spent the past several months proving themselves to be an eager, highly skilled agent capable of taking myriad jobs and completing them with professionalism and efficiency. They’re good. Probably too good. Now that they’re firmly established, it’s time to take the spotlight off them and just focus on staying in the shadows.
要这么做,狂奔者在做手上的活时需要保持低调或冷静。最简单的方法就是暂时不工作。如果狂奔者可以避免三个月的工作,那么他们的热度就会下降 2,如果他们可以连续六个月避免工作,那么它就会下降 5。然而,不幸的是,绝大部分狂奔者手头都没有现钱,所以他们往往也没办法就这样长时间不挣钱的躲风头。他们可以试着换一个新环境狂奔,并且不联系他们的人脉。如果这么做持续3个月,那么他们的热度会-1;如果这么做6个月,那么热度-2。注意,即使在新的环境他们依然可能会获得热度,因此会抵消热度的减扣。但至少是不同的执法人员在找他们!
In order to do this, the runner needs to lie low or play it cool when carrying out the job at hand. The easiest way to do this is to simply not work for a while. If the runner can avoid taking a job for three months, their Heat drops by 2, and if they can avoid taking a job for six consecutive months, it drops by 5. Unfortunately, though, most runners don’t have the cash on hand to simply lie low and not earn a wage for such a long period of time. They can change their circumstances during their period by working in a new location and not reaching out to any of their contacts. If they can do this for three months, they get a smaller Heat reduction of 1 point; doing it for six months reduces their Heat by 2. Note, though, that they might gain Heat in their new circumstances, which could conceivably erase their deductions. But at least it will be different law enforcement officers looking for them!
主题: 【SC】郊狼萨满Coyote Shamans,p.56-59
作者: 马非鱼2023-02-21, 周二 22:29:47
特质历程:骗子精魂 Quality Path: Trickster Spirit

如果你成功完成了鬼屋(Haunted House)或长线骗局(Long Con)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。

犯罪同伙Partners in Crime
召唤出来的精魂看起来对参加你那精心准备的嬉闹很有兴趣。
花费:10业力
游戏效果:你召唤出来的精魂永远不会误解你的指令,如果你花费至少1服务给出初始指令和总体指引,你就可以将更多的服务交给你的精魂让它使用。你的精魂可以在不需要额外指示的情况下使用那些指令来满足你之前给出的指引纲要。
Conjured spirits seem eager to participate in your elaborate hijinks.
•    Cost: 10 Karma
•    Game Effect: Your conjured spirits never misinterpret your orders. If you spend at least one service providing initial orders and some overarching directives to a spirit that you have conjured, you may then commit additional available services to your spirit to use at its discretion. You spirit may then choose to use these services without additional orders from you in order to fulfill any directives you gave them.
郊狼精魂 Coyote Spirit
你的亲属精魂和兽精魂有着独特的才能。
花费:10业力
游戏效果:你召唤出来的兽精魂获得潜行技能。你召唤出来的亲属精魂获得唬骗与影响技能。
Your kindred and beast spirits are uniquely talented.
•    Cost: 10 Karma
•    Game Effect: Spirits of beasts that you conjure gain the Stealth skill. Kindred spirits that you conjure gain the Con and Influence skills.

特质历程:萨满兜帽客Quality Path: Shamanic Hooder

本地英雄Local Hero
你做过一些好事情,对于那个小镇或街区的一些人而言,你就是他们的英雄。
花费:5业力
游戏效果:如果你还没有兜帽客特质(p. 137,SWC),你必须获得1级的兜帽客特质。兜帽客特质的奖励业力可以与该特质的奖励业力相抵消。指定模组所在城市的一个较为混乱的城区作为你从小到大生活的地方。当你处于这个地方的时候,与当地人的任何社交检定都会使你获得1点极限。此外,你可以依靠当地人获得免费获得一个躲风头的地方,当地酒吧的便宜酒水也会免费提供给你。即使你买除了兜帽客特质,你依然可以保留当地英雄特质直到这个社区发生了什么与你有关的糟糕事情,这个时候,你要么重新拿取兜帽客特质做出补偿,要么失去当地英雄特质,并且以后也无法再获得。
You’ve done some good deeds, and you’ve become a hero to some of the people living in a small town or neighborhood.
•    Cost: 5 Karma
•    Game Effect: If you do not already have the Hooder quality (p. 137, Sixth World Companion), you must take it at level 1 along with this quality. The bonus Karma gained from Hooder reduces the cost of this quality. Specify a neighborhood in one of the roughest parts of town in the city your campaign takes place, which should represent the streets you grew up on. When you are in this area, gain a point of Edge on any social skill tests with any locals. Additionally, you can rely on the assistance of the people living there to provide you a safe place to lie low at no cost, and the local bar doesn’t charge you for cheap drinks. If you ever buy off the Hooder quality, you may keep the Local Hero quality until the neighborhood suffers a negative consequence related to you, at which point you must either make amends by picking up the Hooder quality again or lose the Local Hero quality. If you are ever known to willfully bring harm to the people in the neighborhood, you automatically lose the Local Hero quality, and you may never regain it.
我的地盘 My Neighborhood
大部分狂奔者都不会安顿下来,更别说有一个家了,但你和他们不一样。
花费:10业力(5业力,如果你已经有自家地盘特质,并指定了对应地区)
游戏效果:你必须有一个本地英雄特质,并且以低等生活方式生活在这个地区才能获得该特质。你获得自驾地盘特质,并且由于你的觉醒天性,你与本地的星界环境和天然背景计数非常的协调。当你在你的社区中,所有来源的耗竭的耗竭值-1(法术,炼金制剂,召唤与束缚等)。此外,当你在你的社区中进行灵视检定时,你能以二取一(向上取整)取定值(而非四取一)。
Most runners don’t settle down and call a place their own, but you do.
•    Cost: 10 Karma (5 Karma if you already have the Home Ground quality for this area)
•    Game Effect: You must have the Local Hero quality and maintain a Low lifestyle within the neighborhood in order to take this quality. You gain the benefits of the Home Ground quality, but due to your Awakened nature, you are especially attuned to the natural background count and astral environment in your neighborhood. While within your neighborhood, reduce the drain value of any source of drain by 1 (spells, alchemical preparations, conjuring and binding, etc.). Additionally, you may buy hits on any assensing test within your neighborhood at a ratio of one hit for every two dice (rounded up) in your dice pool (instead of one for every four dice).
追悔莫及 Tragic Regrets
如果你的社区发生了一起重大的惨剧,且你的角色也为此自责,那么你可以获得此负面特质。
奖励:5业力
游戏效果:无论是否真的与你有关,你都因无法阻止这起惨剧的发生而自责。每当你身处街区的时候,你都会感觉到一股痛苦的情绪。当你在你的社区时,所有极限增益与动作需要支付1点额外的极限。你可以随时随意的花该特质给的奖励业力。
If your neighborhood suffers a significant tragedy that your character feels responsible for, you may take this negative quality.
•    Bonus: 5 Karma
•    Game Effect: Whether or not you were actually responsible, you blame yourself for not preventing the tragedy that occurred. Whenever you visit the neighborhood, you experience painful emotions. Every Edge boost or action within your neighborhood costs an additional point of Edge. You may spend the bonus Karma gained from this quality however you choose.
鬼镇Ghost Town
你家附近出了问题。哪个和以前不一样了,甚至没人住在那了——可能就剩你了。
花费:特殊
游戏效果:如果某些糟糕的事情发生了导致你生活的街区被遗弃,你可以获得该特质。你会失去“当地英雄”和“我的地盘”特质。你可以免费使你的兜帽客特质(p. 137,SWC)降低1级。
Things went wrong in your neighborhood. It’s just not the same, and no one even tries to live there anymore—except maybe you.
•    Cost: Special
•    Game Effect: If something terrible happens that leads to the desertion of your neighborhood, take this quality. You lose the Local Hero and My Neighborhood qualities. You may reduce your Hooder quality (p. 137, Sixth World Companion) by 1 level for free.
繁荣昌盛 Healthy Community
你的街坊邻里都是些了不得的人。当然你曾经给他们提供过不少帮助,但他们齐心协力的将大片城市荒地变成了一个宜居的地方——相对而言的。
花费:5业力/等级(最高5级)
游戏效果:如果你决定要获得这个特质或提升她的等级,你必须先做什么来支持你的社区。这意味着为你的社区进行一次能带来直接受益的任务,但更有可能的是在目标为其投入时间与新円进行建设。如果你选择不为其进行免费狂奔,那么你就需要付出一个月的幕间时间、10,000新円、或两个星期的幕间时间和5000新円。你和你的GM可以想出其他替代方向。重点是你需要能做些真的能给你的街坊邻里带来积极影响的事情。
在幕间阶段,你可以获得等同于该特质等级的极限池,你可以将它们花在你幕间需要做的任何检定上:延续检定,附魔,学习新法术,诸如此类。这代表了你所帮助建立起来的繁荣社区对你的支持。任何没有使用的极限就在下节团的开始时流失。
The people in your neighborhood are amazing. Sure, you’ve helped them out a bunch, but they pulled together and made their chunk of urban wasteland into a nice place to live—relatively speaking.
•    Cost: 5 Karma/level (max level 5)
•    Game Effect: If you wish to purchase this quality or increase its level, you must first do something significant to bolster your community. This could mean doing a run that directly benefits your neighborhood, but more likely represents spending time and nuyen between runs. If you don’t go the route of doing run pro bono, you must sacrifice one month of your downtime, 10,000 nuyen, or two weeks of downtime and 5,000 nuyen. You and your gamemaster are welcome to come up with alternate deeds. The key point is that you are doing significant things that benefit the people in your neighborhood.
During any downtime period, you gain a pool of Edge equal to this quality’s level, which may be used on any tests made during your downtime: extended tests, enchanting, learning new spells, anything. This represents the support of the healthy community that you have helped to cultivate within your neighborhood. Any Edge unspent before the beginning of the next session is lost.

特质历程:炼金装备师Alchemical Gadgeteer

如果你成功完成了奇物伪造(Artifact Forgery)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。

魔法伪造术Magical Forgery
你懂得如何制造能通过灵视检查的精巧伪造品。
花费:5业力
游戏效果:你学会了某种特殊的炼金技术,它允许你去创造一个看起来像是有魔法灵光的凡俗物品,或将魔法物品的灵光隐藏起来让它看起来想凡俗物品。这会让物品看起来被附魔过,又或者,如果炼金术师手头有原品可以灵视的话,它可以看起来像是有着某个特定奇物的灵光。伪造的过程其实就是制造某种特殊的炼金制剂,它的耗竭值为奇物的强度(或某些等价的数值,由GM决定)。准备工作的关键是被伪装的对象。被触发时,进行检定,效力+魔法,以决定辨识其虚假灵光的灵视或侦察检定的阈值。激活后,虚假灵光会开始衰弱,因此阈值每小时降低1点。这仅能复制未激活法器的灵光,无法让物品看起来像是正在被激活。注意,这个制剂会在伪造灵光的同时遮蔽自己。
You have learned how to create subtle forgeries that can even pass the scrutiny of astral perception.
•    Cost: 5 Karma
•    Game Effect: You have learned a special technique of alchemy, which allows you to either create a false impression of a magical aura on a mundane object or hide the aura of a magical object so that it appears mundane. This can make an object appear to be enchanted, or it can appear to have the aura of a specific artifact if the alchemist has the original available to assense. The forgery process is a special alchemical preparation with a DV equal to the Force of the artifact (or some equivalent measure, per the gamemaster’s discretion). The lynchpin of the preparation is the object being disguised. When triggered, the number of hits rolled on the Potency + Magic test sets the threshold for any Astral or Perception tests made to recognize the false aura. The false aura will begin to fade at the rate of losing one point of its threshold per hour after being activated. This can only replicate the aura of an inactive focus. It will not make the object appear to be currently active. It’s also worth noting that this preparation conceals itself along with the aura it is designated to affect.
隐秘炼金术 Subtle Alchemy
你学会了如何制作难以察觉的炼金制剂,即使对警觉的星界观察者亦是如此。
花费:5业力
游戏效果:你必须先获得魔法伪造术才能获得该特质。这一技术允许炼金术师隐藏他们的制剂,让它们在激活前不要在星界中那么显眼。这是在炼制制剂的过程中的一道技术。你每增加1点耗竭值,就会让任何星界或侦察检定的侦察或分析制剂的阈值提高1点,直到制剂被触发。
You have learned how to create alchemical preparations that are difficult to notice, even to the alert astral observer.
•    Cost: 5 Karma
•    Game Effect: You must possess Magical Forgery before you may take this quality. This technique allows the alchemist to conceal their preparations from being observed from astral space before they are activated. This is achieved during the preparation process. Add 1 to the drain value of your preparation for every 1-point increase to the threshold of any Astral or Perception tests made to notice or analyze the preparation. This only works until the preparation is triggered.
长引线Long Fuse
你学会制造一个保质定时制剂的方法,它们的保质期会持续到触发为止。
花费:5业力
游戏效果:要获得本特质,你必须先在狂奔过程中成功使用出一个定时炼金制剂。当你制作一个定时触发的炼金制剂时,你最多可以将触发的时间设定为{制剂的效力}天。制剂的效力在此期间不会消退。
You have learned to create timed alchemical preparations that remain fresh until they go off.
•    Cost: 5 Karma
•    Game Effect: In order to take this quality, you must successfully use a timed alchemical preparation on a run. When you create an alchemical preparation using the time trigger, you may set the time to any length of time up to the preparation’s Potency in days. The Potency does not diminish during this time.
遥控装置 Remote Control
你学会如何制作某些小玩意,它们允许他人触发你命令式触发的制剂。
花费:10业力
游戏效果:当你制造一个命令式触发的炼金制剂时,你可以选择为其制造一个遥控装置。遥控装置是一个单独的物品,当它被任何活物的灵光(星界或物理)触碰到时就会触发制剂。只要遥控装置距离制剂{效力}米内,它就会有如同炼金术师发达命令般的效果,选定距离制剂最近的潜在目标作为制剂发动的对象——如果是一个范围效果那么就会原地爆发。遥控装置与制剂同时制作,不会增加时间,但是会让制剂的耗竭值+1。炼金术士本人依然可以在不具有遥控装置的情况下使用命令触发。
You have learned how to design a small object that anyone can use to trigger your preparations with the command trigger.
•    Cost: 10 Karma
•    Game Effect: When you create an alchemical preparation with the command trigger, you may also choose to make a remote control for it. The remote control is a separate object that, if touched by any living aura (astrally or physically), will trigger the preparation. As long as the remote control is within (Potency) meters of the preparation, it will work just as if the alchemist had issued a command, targeting the nearest possible target to the preparation—or functioning as ground zero for an area effect spell. The remote control is created with the preparation, adds no time to the process, and increases the preparation’s drain value by 1. The alchemist can still use the command trigger, even without the remote control.
复杂制剂Complex Preparation
你可以将多个法术效果结合到单个制剂中。
花费:10业力
游戏效果:你可以让单个炼金制剂具有多个法术效果。制剂中所有法术都需要有相同的触发,并且所有法术会影响同样的目标。当制剂被触发时,所有法术同时触发。只进行一个效力+魔法检定,将结果应用到所有法术上。这个制剂的耗竭值为所有法术、增强、触发和其他在制作过程中所使用的炼金技术的耗竭值的总和。它们会添加在一次成为一个很高的耗竭值,所以在你这么做的时候注意不要把自己搞死了!
You may combine multiple spell effects into a single preparation.
•    Cost: 10 Karma
•    Game Effect: You may create an alchemical preparation with multiple spell effects. The trigger must be the same for all spells in the preparation, and the spells will all affect the same target. When the preparation goes off, all of the spells trigger at once. Only one Potency + Magic test is made for the preparation, which then applies to all spells. The drain value of the preparation is the total drain value of all spells, boosts, triggers, and any other alchemical techniques used in its creation. Add it all up into one big drain value, so try not to kill yourself making one of these!
主题: 【SC】赛博忍者 Cyber Ninja,p. 63-64
作者: 马非鱼2023-02-22, 周三 01:02:48
人性化The Human Touch

在此历程,赛博忍者要与他们过度殖装对灵魂的影响的担忧作斗争,却发现他们的心灵比自己所想的更强大。
In this path, the cyber ninja battles with concerns about what their extensive augmentations are doing to their soul, only to find their mind is stronger than they thought.
第一步:失衡Step One: Losing Balance
当赛博忍者的精华低于1并且他们在影响检定上获得失误或大失误(包括他们对抗别人影响的检定)时,他们可以踏上该历程。他们得到的负面反应使他们陷入自我怀疑的漩涡,这是一种对自己是否还尚存有人性的担忧。
花费:无
游戏效果:当这一步生效时,角色获得社会压力特质(p. 78,SR6),该特质会在有人评论他们的殖装时生效。
当他们获得或将某个人脉的忠诚等级提升到4时,就可以进入下一个历程阶段。这个人脉在开始该历程时的忠诚等级不能等于大于4。
The cyber ninja can enter this quality path when their Essence is below 1 and they glitch or critically glitch on an Influence test (including one where they are defending against someone else’s attempted influence). The negative reaction they get sends them into a spiral of self doubt, where they worry that a key part of their humanity is gone.
•    Cost: None
•    Game Effect: While this step is in effect, the character receives the Social Stress quality (p. 78, SR6) that pops up in any situation where someone comments on their augmentations. They move on to the next step when they gain or raise a contact to Loyalty 4 who was not at that level when they started this path.
第二步:评估人性Step Two: Evaluating Humanity
当赛博忍者有一个更忠诚的人脉,他们开始与这个人脉谈心,分享他们的自我怀疑。他们的人脉开始帮助他们重新找回自己人性的闪光。人脉让他们干起一系列给别人带来小恩小惠的小活——修补一个被荒废的家,找到谁家不见的猫,之类的。如果赛博忍者有机会看到这些任务是如何影响那些真正需要休息的人的生活,那么它们就特别有意义。
花费:无
游戏效果:移除第一步:失衡的效果。赛博忍者必须为他们的人脉完成六个小活儿,并且每件活计之间不能超过三个月游戏内的时候,否则就要重新开始。
当他们完成这6件活计,他们应该有多个与人连接的机会,并且会因为他们的工作而得到感谢。这会有助于他们意识到他们的人性是十分完成的,因此他们可以在花费4点业力后踏上最后一步。
Once the cyber ninja has a more Loyal contact, they start having heartfelt conversations with the contact, sharing their self-doubt. The contact resolves to help them get back in touch with their humanity. The contact sends them on a series of jobs to do little favors for others—fixing up a dilapidated home, finding someone’s lost cat, that sort of thing. The tasks will be especially meaningful if the cyber ninja has the chance to see how it affects the life of someone who could really use a break.
•    Cost: None
•    Game Effect: The effects of Step One: Losing Balance are removed. The cyber ninja must perform six small tasks for their contact, and they cannot go more than three in-game months between tasks or they have to re-start their task count at zero. Once they have completed six tasks, they should have had multiple opportunities to build connections to people and have them thank them for their work. This will help them realize that their humanity is very much intact, and they can move to the final step once they spend 4 Karma.
第三步:再平衡Step Three: Re-balanced
在解决自我怀疑后,赛博忍者明白了他们的殖装不会让他们变得更非人,所以他们感到更加平衡且踏实。
花费:6业力
游戏效果:角色所感到的平和感让他们在所有沉着检定上获得+2骰池。
After dealing with self-doubt, the cyber ninja understands that their ’ware has not made them less human, so they feel more balanced and grounded.
•    Cost: 6 Karma
•    Game Effect: The sense of calm the character feels gives them +2 dice on all Composure tests.
(译注:这个历程让我整无语了...掉精华本来就是掉人性的表现,你帮六个小忙,聊聊天就找回人性了?那BTL要来干嘛?我理解这个枪兵的意思和他想要表现的内容,但是这未免也太粗暴太吞书了吧...且我特地看了看他的冒险钩子和RP指引,没有多少和人性是有关的...这东西就这莫名其妙摆在这里,也不知道几个意思)
主题: 【SC】碟客战士decker fighter,p. 68-69
作者: 马非鱼2023-02-26, 周日 00:32:37
疗愈之旅The Healing Journey

这个历程提供给那些处于学习碟板技能早期阶段的战士,他们开始对碟板感到有些兴趣了。踏上该历程的角色可以有破解和电子学技能,但此时不应高于3。
This path is intended to deal with a fighter in the early stages of learning decking skills, as they gain a passion for it. Characters entering this path can have the Cracking and Electronics skills, but at this point neither should be above 3.
疗愈蓝调 Rehab Blues
PC挨揍了又或者怎么就受伤了。他们需要一些办法来打发时间。
游戏效果:这个特质历程在PC受到某些重伤后开始。当他们有这个特质的时候,玩家的每个物理属性必须降低1点,并且其中两个需降低2点(2玩家选择)。当他们在休养打发时间的时候,他们对矩阵的兴趣会增加。当玩家有这个特质,他们可以在提升逻辑、直觉、意志、电子学以及破解上比平常少花5业力。他们可以享受这个好处三次,每次使用之间必须必须等一个月的游戏时间。他们同样需要在那个月中至少狂奔一次——GM不应让他们就那么休息三个月,轻松享受特质的好处。
在三个月之后,或者用了三次好处后,PC就痊愈了,他们的物理属性恢复到常态。
The PC has taken a beating or been otherwise hurt. Now, they need a way to pass the time.
Game effect: This quality path begins right after the OC has experienced some sort of major injury. While they have this quality, every physical attribute of the PC must be reduced by 1, and two (player’s choice) should be reduced by 2. As they work to rehab and find ways to kill time, they gain interest in the Matrix. While the player has this quality, they can buy increases in Logic, Intuition, Willpower, Electronics, and Cracking for 5 less Karma than normal. They can gain that benefit three times, and they must wait at least a month of game time between uses. They also must perform at least one run in that month—the gamemaster should not just let them rest for three months and gain the benefit of this quality.
At the end of the three months or three uses of the benefit, the PC is healed, and their physical attributes return to where they were.
学太快 Learning Too Fast
PC的骇客技能有所提升——甚至可能提升的太快了。PC有一些洋洋得意,虽然他们的技术的确还行,但是后面的路也因此有些不好走了。
游戏效果:在历程的这个阶段,PC提升速度极快,并且一直如此,但这是有代价的。提升逻辑、直觉与意志时,所需花费比常规少5业力,但PC必须在所有破解与电子学检定上使用狂野骰。业力折扣最多可以享受三次,每次使用之间必须必须等一个月的游戏时间。他们同样需要在那个月中至少狂奔一次——GM不应让他们就那么休息三个月,轻松享受特质的好处。
在三个月之后,或者用了三次好处后,角色的技术就稳定了,他们因此能够继续下一步历程。
The PCs’ hacking skills are improving—perhaps too quickly. The PC gets a little cocky, and while their skills are good, the journey becomes a little rocky for them.
Game Effect: At this stage in the path, the PC has improved rapidly and will continue to do so, but it has a price. Increases in Logic, Intuition, Willpower, and Electronics can be purchased for 5 less Karma than normal, but the PC must use the wild die on all Cracking and Electronics tests. This Karma reduction can be used three times, and the PC must wait at least a month of game time between uses. They also must perform at least one run in that month—the gamemaster should not just let them rest for three months and gain the benefit of this quality.
At the end of the three months or three uses of the benefit, the characters’ skills have stabilized, and they are eligible to move to the next step.
同步 Synchronicity
这一步需要支付业力,与之前几步不同。在这一步中,碟客战士让他们的两个倾向协调运作,因此当他们战斗的时候,他们的骇入技能也会提升。
业力花费:8业力
游戏效果:如果碟客进行了一次防御检定或者攻击检定,他们的破解或电子战检定将获得1点极限。他们需要在10个战斗轮内使用它,否则它将会消失。他们不能因此获得另一点极限,除非那点极限已经消失或被使用。
This step requires a Karma expenditure, unlike the previous steps. In this step, the decker fighter has their two tendencies working together so that anytime they’re in a fight, their hacking improves.
•    Karma Cost: 8 Karma
•    Game Effect: If the decker ever makes a defensive test or an attack test, they gain a bonus point of Edge to use on Cracking or Electronics tests. They have to use it in 10 combat rounds or it goes away. They cannot earn another point of Edge this way until the previous point has expired or been spent.

训练蒙太奇 Training Montage

在这一特质历程中,碟客开始获得战斗技能,使他们的能力更加多样化使他们成为一个强大的兼修者。如果他们能活那么久的话。
In this quality path, the decker starts to gain fighting skills, diversifying their abilities to become a strong hybrid. Assuming they survive long enough.

以小击大 Punching Above Your Weight
为了踏上该道途,角色的近身战斗或枪械技能需要为2级或以上。有了该特质,代表你会开始认真战斗,却发现其他战斗人员也没有对你手下留情。但这并没有使你退缩。
业力花费:4业力
游戏效果:当你用近身战斗或枪械技能对抗有着比你更高等级的敌人时,你获得一点奖励极限——直到他们造成伤害。之后,你不能再对那位对手获得或使用极限。
To be eligible for this path, the character must have either Close Combat or Firearms at 2 or higher. With this quality, you begin fighting in earnest, only to find out that other combatants aren’t going to take it easy on you. You refuse, however, to back down.
•    Karma Cost: 4 Karma
•    Game Effect: When you use Close Combat or Firearms against a character who has a higher level in that skill than you do, you gain a bonus point of Edge—until they do damage. After that, you cannot gain or spend Edge against that opponent. You move on from this quality once you have Close Combat or Firearms at 4.
有限专精 Limited Specialization
当你从以小击大移出后,你能购买该特质,只要你在近身战斗或枪械技能中有一个专精。当你的近身战斗或枪械技能到达4级后,你将会从该特质移去下一步历程。你获得一个特定技能,但有时候,你用这个技能会出些岔子。
业力花费:2业力(这是在角色提升阶段的花费;该特质不能在创建角色时购买)
游戏效果:你在近身战斗或枪械技能上获得你所选择的一个专精。当你用这个专精时,将一个普通骰子替换为狂野骰。
该特质在三个月游戏时间或使用该专精十次后消失,以时间更长者为准(whichever comes last)。
Once you have moved on from Punching Above Your Weight, you may purchase this quality as long as you do not have a specialization in Close Combat or Firearms. You gain a specific skill, but you’re sometimes erratic when using it.
•    Karma Cost: 2 Karma (this is the cost for purchase during character advancement; this quality cannot be purchased during character creation)
•    Game effect: You receive the specialization of your choice in either Close Combat or Firearms. Whenever you use this specialization, replace on normal die with the wild die. This quality goes away after three months of in-game time or ten uses of the specialization, whichever comes last.
同步 Synchronicity
如同疗愈蓝调历程中的同步。
业力花费:8业力
This is the same as the Synchronicity quality inThe Healing Journey quality path above.
•    Karma Cost: 8 Karma
主题: 【SC】防守碟客Defensive Decker,p. 76-78
作者: 马非鱼2023-02-28, 周二 01:17:05
熊妈妈Mama Bear

你不止对你羽翼之下的图标充满保护欲,你也会由于它们被任何东西或人威胁而变得充满攻击性。如果你成功完成了目视王座(Watch the Throne)或公路监狱(Highway Prison)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。
Not only are you protective of the icons you choose to watch over, you tend to be very aggressive when they’re threatened by anything or anyone. If you completed the Watch the Throne or Highway Prison Break hook, the Karma costs for positive qualities in this path are not doubled.
熊妈妈Mama Bear
当一个设备或者化身连入了你的网络中,它就是在你的保护之下了。
花费:5业力
游戏效果:当你获得熊妈妈时,你必须也选取过度保护特质。你可以用任意时刻的全防动作为任何防御检定提供奖励骰池,甚至包括那些连接到你网络中的化身。当你如此使用全防,获得1点极限。
When a device or persona is connected to your network, it’s under your protection.
•    Cost: 5 Karma
•    Game Effect: You must also take the Overprotective quality at the same time you take Mama Bear. You may use the Full Defense anytime action to provide bonus dice to any defense test, even other personas, when they are connected to your network. When you use Full Defense in this way, gain a point of Edge.
 
过度保护 Overprotective
你会更倾向于看到威胁,即使它们并不存在。
花费:5业力
游戏效果:当你进行矩阵侦察检定时,假如一个不能被极限增幅影响的狂野骰。如果这个狂野骰的结果为1,忽略所有骰的出值并且将这次检定视为大失误。这次大失误的效果为你将一个图标误以为是某种矩阵威胁。直到你逼走那个威胁或者解决它,你不能对那个感知威胁使用或者获得极限。
You have a tendency to see threats where none are present.
•    Bonus: 5 Karma
•    Game Effect: Whenever you make a Matrix Perception test, add a wild die that cannot be affected by Edge boosts. If the wild die result is a 1, ignore all hits rolled and count this roll as a critical glitch. The effect of this critical glitch is that you misidentify an icon as a Matrix threat. Until you have chased off or dealt with the threat, you may not gain or spend Edge except on actions that target the perceived threat.
灰熊的复仇 Grizzly Revenge
任何针对你队伍的敌人都会因此而后悔。
花费:10业力
游戏效果:当你意识到你小队中或连接到你网络中的任何人成为敌意矩阵行动或物理攻击的对象时,你获得1点极限。这点极限会进入一个额外的极限池,称之为你的复仇池,它不会计入你每轮可获得极限的上限。你的复仇池每轮都可以获得很多点极限,最多能获得7点。如果你的复仇池有7点极限,那就不能获得更多了,直到你把它使用掉为止。只有在针对那些先前动作让你获得极限的目标时,你才能对他们使用复仇池中的极限——比如说在对他们后续攻击的防御检定或矩阵动作中使用。在场景结束或一个小时后(以先结束的为准),你的复仇池就消失了。
Anyone who comes at your team is going to regret it.
•    Cost: 10 Karma
•    Game Effect: Whenever you are aware of a hostile Matrix action or physical attack against anyone on your team or connected to your network, gain a point of Edge. This Edge goes to a separate pool, called your Revenge Pool, and doesn’t count towards the maximum number of points of Edge you can gain per round. Your Revenge Pool can gain many points of Edge per round, up to a maximum of 7 total Edge. If your Revenge Pool has 7 Edge, it can’t gain any more until you spend it. You can only spend Edge from your Revenge Pool for Edge Boosts and Actions against targets that have caused it to gain a point of Edge with their previous actions—defense tests made against their further attacks and Matrix actions are eligible. At the end of the scene or after an hour (whichever comes first), your Revenge Pool goes away.

我即要塞I am the fortress

没有人能通过你的防火墙!注意:如果你成功完成了网精要塞(sprite fortress)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。

防火墙要塞Firewall Fortress
你能够增强你的防御属性,但是会以牺牲隐蔽性为代价。
花费:5业力
游戏效果:当你使用配置矩阵属性动作时,你可以牺牲你的隐匿性属性来提升你的防火墙属性。你的隐匿性属性每降低2点,你的防火墙属性会就提升1点。这被计为你防火墙属性的未调整值,并且可以与其他提升兼容。当你激活这个模式时,你不能在矩阵中静默运行——连接到你网络的化身和设备同样不能。
You are able to boost your defenses at the expense of stealth.
•    Cost: 5 Karma
•    Game Effect: When you use the reconfigure Matrix attributes action, you may sacrifice your Sleaze attribute to increase your Firewall attribute. For every 2 points that you reduce your Sleaze attribute by, add 1 to your Firewall. This counts as your Firewall’s unaugmented value and is compatible with other improvements. While you have this mode active, you cannot run silent on the Matrix—and neither can any persona or device that is connected to your network.
无敌综合征 Invincibility Complex
你的矩阵防护防御是如此之好,以至于你会过度自信到自满。
奖励:5业力
游戏效果:当你必须进行防御检定以对抗矩阵行动时,你仅可以使用花费少于3极限的极限增幅与动作。
Your Matrix defenses are so good that overconfidence has made you complacent.
•    Bonus: 5 Karma
•    Game Effect: Whenever you must make a defense test against a Matrix action, you may only use Edge boosts and actions that cost 3 or fewer points of Edge.
加固防火墙 Reinforced Firewall
你用某些学过的特殊技巧加固了你的防火墙。
花费:7业力/等级(最高3级)
游戏效果:当你使用“防火墙要塞”提升你的防火墙属性时,任何连接到你网络的东西都会得到对矩阵伤害的防护。对于任何连接到你网络的东西,它们要承受的矩阵伤害都会降低{该特质等级}点。这甚至包括共鸣荆棘以及其他一般情况下不允许减少伤害的情况。
Reinforced Firewall You’ve reinforced your Firewall with a few special tricks you’ve learned.
• Cost: 7 Karma/Level (max level 3)
• Game Effect: Whenever you use Firewall Fortress to increase your Firewall attribute, anything connected to your network is protected against Matrix damage. The DV of any Matrix damage taken by anything under the protection of your Firewall is reduced by 1 for each level of this quality. This even applies to Resonance Spike and other effects that do not normally allow the damage to be reduced.
环形监狱 Panopticon

你已经认识到抵御任何危险的关键是在它引起麻烦之前发现并分析它。这需要某种极端程度的警戒。你总是盯着任何可能意味着矩阵危险的线索,但这还不够。你在任何时候都会尝试得到尽可能多传感器的访问权限,以及骇入那些你所怀疑者的设备,好让你能及时留意到背叛的迹象。有些人认为偏执是种病,其他人认为它是一种生存手段。对于你,偏执是种艺术。信任不太可能成为你的核心价值观之一。但是,你依然需要依靠其他人才能完成任务。只有当你为他人辩护时,你的真正潜力才会发挥出来。
如果你成功完成了袭击13号主机(the Assault on Host 13)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。
You have recognized that the key to defending against any danger is noticing and analyzing it before it can cause trouble. This requires a supreme level of vigilance. You are constantly watching for signs of danger from the Matrix, but that’s not enough. You also try to have access to as many sensors as possible at any time, as well as hack into the devices of those who draw your suspicion so that you can watch them for signs of betrayal. Some say paranoia is a disorder, others say it is a survival trait. To you, paranoia is an art form. Trust is not likely to ever be one of your core values. Yet you depend on others in order to get things done. Your true potential is only realized when you’re defending others. If you complete the Assault on Host 13 plot hook, the Karma cost for positive qualities in this path is not doubled.
全域知觉 Panopticon Awareness
你学会如何同时处理多个来源的数据和刺激而不被过载。
花费:3业力
游戏效果:当你花一个仔细观察主要动作时,你可以观察{逻辑属性}个不同的传感器、文件或视角。你会如同那些只观察一个事物的人一样看到同样多的细节。此外,当你用主要动作进行某种侦察检定时(包括矩阵,如果合适的话,也包括星界侦察),获得一个额外的次要动作。
You have learned to take in and process multiple sources of data and stimuli without being overwhelmed.
•    Cost: 3 Karma
•    Game Effect: When you spend an Observe in Detail Major Action, you may observe via number of different sensors, files, or perspectives at once equal to your Logic attribute. You pick up details just as well as someone who is focused on only one thing at a time. In addition, whenever you take a Major Action on a Perception test of any kind (including Matrix, or even astral perception, if applicable), gain an additional Minor Action.
黑料抽屉 Dirt Locker
随着时间的推移,你收集到各种能作为把柄的谣言和数据。它并不经常能派上用场,但一旦派上用场,它就是一张王牌。
花费:5业力/等级(最高3级)
游戏效果:你必须有“全域知觉”特质才能选择该特质。当你第一次获得该特质的时候,你必须同样也拿去“老大哥”特质。如果你买除老大哥,那么就要将该特质降低1级。你花了如此多的时间调查人们是否有任何可能对你构成威胁的事情,以至于你现在拥有一个庞大的黑料和八卦库。如果你用一个主要动作参考你的文档,你对单个目标的唬骗、影响、或察言观色检定获得{特质等级}点奖励骰池。你可以用这个为队友提供加值,而不仅限于你自己。如果在黑料抽屉被使用的同一轮中没有进行关联的检定,奖励就会丢失。
Over time, you gather and collect various rumors and data that might come in handy as leverage against this person or that. It doesn’t come in handy very often, but when it does, it’s an ace in the hole.
•    Cost: 5 Karma/Level (max level 3)
•    Game Effect: You must have panopticon awareness in order to take this quality. The first time you take this quality, you must also the Big Bad Brother quality. If you ever buy off Big Bad Brother, reduce this quality’s level by 1. You spend so much time looking into people for anything that might be a threat to you that you now have a massive library of dirt and gossip. If you use a Major Action to reference your files, add this quality’s level in bonus dice to a Con, Influence, or Judge Intentions test against a single target. You may use this to provide a bonus to other people on your team, not just for your own test. If no relevant action is initiated in the same round that Dirt Locker is used, the bonus goes away.
老大哥 Big Bad Brother
你还因监视他人——即使是那些你宣称信任的人——而声名狼藉。几乎你认识的每个人似乎都对此感到反感。
奖励:5业力
游戏效果:当你的个人热度提升时,你的一个人脉就会意识到你在监视他并且感到被冒犯。你必须以欠他们人情(或用他们欠你的人情抵)这种方式安抚他们,否则他们的忠诚等级-2。
You have also developed a reputation for spying on people, even those you claim to trust. Almost everyone you know seems to take offense at this.
•    Bonus: 5 Karma
•    Game Effect: Whenever your personal heat increases, one of your contacts realizes you’ve been spying on them and takes offense. You must either placate them by owing them a favor (or giving up a favor they owe you), or else lose 2 Loyalty with them.
预先防御者 Prescient Defender
你的警惕有时候会有所回报。及时警告比盔甲更好。
花费:11业力
游戏效果:如果你能通过感官或传感器感知到的人成为了一次你能察觉到的攻击或敌对矩阵动作的目标,你可以用一个任意时刻的次要动作使他们的防御等级+2。你可以如此使用多个次要动作,防御等级的奖励会叠加。
Your vigilance pays off sometimes. Timely warnings are better than armor.
•    Cost: 11 Karma
•    Game Effect: If you are aware of an attack or hostile Matrix action against anyone who you can perceive through your senses or sensors, you may spend an anytime Minor Action to provide them with a +2 bonus to Defense Rating. You may spend as many Minor Actions as you have available in this manner, and the bonus to Defense Rating stacks.
主题: 【SC】特质历程:失谐超链 Quality Path: Dissonant Technomancer,p. 84-87
作者: 马非鱼2023-03-15, 周三 16:59:36
当你深潜时,你可以选择与失谐链接而非共鸣。如果你这么做,你需要获得失谐超链特质以踏上该历程。如果你没有足够的业力以购得失谐超链特质,你必须获得失谐(Dissonance)特质以抵消前者的花费。当你获得该历程上任意后续的正面特质时,你可以获得一个或多个失谐负面特质,后者的奖励业力会直接抵扣前者的业力花费,但任何超出的部分会直接失去。
When you submerge, you may choose to connect with the Dissonance instead of the Resonance. If you do, begin this quality path with the Dissonant Technomancer quality. If you do not have enough Karma to purchase the Dissonant Technomancer quality, you must cover its cost by taking Dissonance negative qualities. Whenever you take any further positive quality within this quality path, you may take one or more Dissonance negative qualities. The bonus Karma directly reduces the Karma cost of the quality. Any excess bonus Karma is lost.
如果你的GM同意,你可以在创建角色时就获得失谐超链特质以踏上该历程,但你必须选择失谐超链特质作为你六个可用特质之一,如果你想要,你也可以获得失谐负面特质。你必须用你可用定制业力的一部分深潜至少一次。除了失谐超链以外,你不可以获得该历程上的其他正面特质。
If your gamemaster approves, you may start as a Dissonant technomancer by beginning this quality path at character creation. You must choose the Dissonant Technomancer quality as one of your six available qualities, and you may take Dissonance negative qualities if you choose. You must also use some of your available customization Karma to submerge at least once. Besides Dissonant Technomancer, you may not take any additional positive qualities from this path during character creation.

失谐超链 Dissonant Technomancer
你和失谐形成了连接,而失谐也与你形成了连接。
花费:15业力
游戏效果:你必须深潜以获得该特质。选择以下三个失谐倾向类别之一:谬因溯者、尚异闪蝶、或纷争奏者(Ctrl,Alt,以及Del,分别对应)。
每一个失谐倾向都有一个独特的能力以及擅长的矩阵目标:主机和IC,设备,或化身。当你针对你擅长的矩阵目标进行矩阵动作或使用复合程式时,相关检定的任何极限增幅或动作的极限花费减半(向上取整)。
You have formed a connection with the Dissonance, and the Dissonance has formed a connection to you.
•    Cost: 15 Karma
•    Game Effect: You must submerge in order to take this quality. Choose one of the three Dissonance Aptitudes categorized by the labels Apophenian, Morphinae, or Erisian (Control, Alt, and Delete, respectively). Each aptitude comes with a unique capability and a preferred Matrix target: hosts and IC, devices, or personas. When you take a Matrix action or use a complex form that affects your preferred target, the cost of any Edge boosts or actions on behalf of the related test are halved (round up).

Ctrl/谬因溯者 Control/Apophenian
(擅长的矩阵目标:设备)
你会在大多数人认为是错觉的混乱中找到规律。无论正确的是你还是其他人,对你而言不太重要,但至少你在矩阵能发现两者之间的关联,并借此使它们产生真的联系。就像一个超立方体,或一处时空折叠,你能打通无人能想象的两个点。
花费:无需额外花费。
游戏效果:当你编制一个机械网精或编写一个以设备为目标的复合程式时,将你骰池中的一个骰子替换为狂野骰。你要承受的衰褪值会减少{狂野骰出值}点。
(Preferred Target: Devices)
You find patterns amidst the chaos that most would consider to be delusions. Whether you or they are correct matters very little to you, but in the Matrix at least you are able to draw relational connections that create real ones. Like a tesseract, or a fold in space-time, you open points that no one imagined would be connected.
•    Cost: No additional Karma cost.
•    Game Effect: Whenever you compile a machine sprite, or thread a complex form that targets a device, replace one of your dice with the wild die. Reduce your fading value by the number rolled on the wild die.

Alt/尚异闪蝶 Alt/Morphinae
(擅长的矩阵目标:主机或IC)
你总是会在矩阵上尝试新事物,好奇接下来会发生什么,并且你超链能力的效果也可以变得变化无常。你就喜欢这样,虽然它有些时候会让你陷入麻烦,但是你更倾向于认为这让事情变得更有趣了。
花费:无需额外花费。
游戏效果:当你编制一个破解网精或编写一个以主机或IC为目标的复合程式时,将你骰池中的一个骰子替换为狂野骰。你要承受的衰褪值会减少{狂野骰出值}点。
(Preferred Target: Hosts and IC) You are always trying new things in the Matrix to see what happens, and the effects of your technomancer abilities can be unpredictable. That’s just the way you like it, even though it causes you trouble from time to time. You prefer to think of it as making things more interesting.
•    Cost: No additional Karma cost.
•    Game Effect: Whenever you compile a crack sprite or thread a complex form that targets a host or IC, replace one of your dice with the wild die. In addition to any other effects of the wild die, reduce the fading value by the number rolled on the wild die.

Del/纷争奏者 Delete/Erisian
(擅长的矩阵目标:化身)
你热衷于引起不和与冲突,并且擅长对付化身。主机,IC和设备都只是机器而已。没有什么能比得上对真人撩事斗非的满足感了,而这件事上你甘之若饴,独领风骚。
花费:无需额外花费。
游戏效果:当你编制一个诱错网精或编写一个以化身为目标的复合程式时,将你骰池中的一个骰子替换为狂野骰。你要承受的衰褪值会减少{狂野骰出值}点。
(Preferred Target: Personas)
You revel in causing discord and strife, and excel at messing with personas. Hosts, IC, and devices are all just machines. Nothing compares to the satisfaction of fragging with actual people, and you’re the worst at it. As in, the best.
•    Cost: No additional Karma cost.
•    Game Effect: Whenever you compile a fault sprite or thread a complex form that targets a persona, replace one of your dice with the wild die. Reduce your fading value by the number rolled on the wild die.

失谐抽取 Dissonance Diffusion
你在抽取(矩阵属性)复合程式上有着独特技巧。
花费:5业力
游戏效果:你必须有失谐超链特质,并且掌握抽取(矩阵属性)复合程式,才能获得该特质。当你对目标使用抽取时,你可以影响多个矩阵属性。必须有至少一个净成功用于对应复合程式所指定的矩阵属性上,其他净成功可以用于降低你指定的其他矩阵属性上。每个净成功会让一个矩阵属性降低一点,只要复合程式被维持。
Game Effect: You must have the Dissonant Technomancer quality and know the diffusion (any Matrix attribute) complex form to take this quality. When you use diffusion against a target, you may affect multiple Matrix attributes. At least one of your net hits must be applied to the Matrix attribute that your version of diffusion is designed to affect, but additional net hits may reduce whichever Matrix attribute you choose. Each net hit reduces a Matrix attribute by one for as long as the complex form is sustained.

失谐荆棘 Dissonance Spike
你的共鸣荆棘复合程式变得更为阴毒与危险。
花费:5业力
游戏效果:你必须有失谐超链特质,并且掌握共鸣荆棘复合程式,才能获得该特质。在它常规效果的基础上,你的共鸣荆棘同样可以造成致命的生物反馈伤害。如果你的目标承受了伤害(且依然存活),他要承受{未被抵抗的矩阵伤害与物理伤害}点矩阵杂讯。这个效果持续1D6分钟,并且不可被任何方式的降噪影响。即使目标关机或重启,杂讯依然会存在,知道其持续时间结束。
Your Resonance Spike complex form has evolved into something more insidious and dangerous.
•    Cost: 5 Karma
•    Game Effect: You must have the Dissonant Technomancer quality and know the Resonance Spike complex form to take this quality. In addition to its normal effect, your Resonance Spike also deals lethal biofeedback damage. If your target takes any damage (and still survives), it is affected by 1 point of Matrix noise per point of unresisted damage (including Matrix and physical damage). This effect continues for 1d6 minutes and is not affected by any means of noise reduction. The noise persists for the entire duration even if the target shuts down and reboots.

弑GOD者 GOD-Slayer
你是猎人,而网域监管单位(GOD)则是你的猎物。
花费:10业力
游戏效果:你必须有失谐超链特质,并且在任务中被GOD合围至少一次,才能获得该特质。你能以次要动作编制痕迹清理复合程式,但你必须在编制和抵抗衰退检定上取定值(就是说四取一而非投骰)。如果你或者你的网精被合围了,你不会因此被甩出矩阵,你的网精也也不会承受负面效果(ill effect)。GOD依然有你的定位坐标直到你重启你的活体化身,但他们无法击毁你或者你的网精。除了HTR部队以外,他们还会有可能派出次GOD(精英安保碟客)缉拿你,让你有一个完美的机会进行一个小小的报复。只要记得你还有狂奔任务要完成就行。
You are the hunter, and the Grid Overwatch Division is your prey.
•    Cost: 10 Karma
•    Game Effect: You must have the Dissonant Technomancer quality, and you must have been converged on by GOD at least once during a run to be eligible to take this quality. You may use the Cleaner complex form as a Minor Action, but you must buy hits on your threading and fading resistance tests when you do (meaning you get one hit for every full four dice in your dice pool instead of rolling). If you or your sprites are ever converged on, you are not dumped from the Matrix, and your sprites suffer no ill effects. GOD still has your location until you reboot your living persona, but they are unable to crash you or your sprites. Along with a high-threat response team, they will likely send demi-GODs (elite security hackers) to take you down, which gives you the perfect opportunity for a little payback. Just try to remember about the run you’re on, too.

失谐负面特质Dissonance Negative Qualities

失谐魔怪 Dissonance Gremlins
你的小魔怪是失谐的影响。
奖励:10业力
游戏效果:你必须有失谐超链特质,才能获得该特质。该特质效果和小魔怪特质(p. 76, SR6)一致。此外,当你或者你的网精针对一个设备使用矩阵动作,复合程式,或网精能力时,你的小魔怪也会产生影响。如果你已经有小魔怪特质了,那么该特质只奖励5业力而非10业力。
Your gremlins are an effect of the Dissonance.
•    Bonus: 10 Karma
•    Game Effect: You must be a Dissonant technomancer to take this quality, which functions exactly like the Gremlins quality (p. 76, SR6). Your gremlins also apply when you or any of your sprites targets a device with a Matrix action, complex form, or sprite power. If you already have the Gremlins quality, this quality is worth 5 bonus Karma instead of 10.

失谐白噪 Dissonance Static
你的存在干扰了你周围的矩阵。
奖励:5业力
游戏效果:将矩阵杂讯提升1,影响你周围{你的共鸣属性+深潜阶层}米。它也会对你造成影响,你也没有办法关闭它。
Your presence disrupts the Matrix around you.
•    Bonus: 5 Karma
•    Game Effect: Increase Matrix noise by 1 within a radius of your Resonance plus submersion grade in meters, with you at the center. This affects you as well, and you are incapable of turning it off. No means of noise reduction can reduce this noise.

失谐编译错误 Dissonance Compilation Error
对你来说,大部分复合程式用着都挺麻烦的。
奖励:5业力
游戏效果:当你使用一个复合程式或对你失谐类型所擅长的矩阵目标采取行动时,将你骰池中的一个骰子替换为狂野骰。除了狂野骰有的其他效果,你要承受的衰褪值会增加{狂野骰出值}点。
You find most complex forms very taxing to use.
•    Bonus: 5 Karma
•    Game Effect: When you use a complex form on anything besides the preferred target for your Dissonance allegiance, replace one of the dice you roll with a wild die. In addition to any other effects of the wild die, increase the fading value of the complex form by the number rolled on the wild die.

失谐网精延迟 Dissonance Sprite Lag
对大部分网精的编码有时候会使你承受大量衰退伤害。
奖励:5业力
游戏效果:当你所编码的网精并非你所亲和的网精(指网精亲和正面特质)时,将你骰池中的一个骰子替换为狂野骰。除了狂野骰有的其他效果,你要承受的衰褪值会增加{狂野骰出值}点。
Compiling most sprites sometimes causes you to suffer harsh fading.
•    Bonus: 5 Karma
•    Game Effect: Whenever you compile a sprite for which you do not have the corresponding Sprite Affinity positive quality, replace one of the dice you roll with a wild die. In addition to any other effects of the wild die, increase the fading value by the number rolled on the wild die.

失谐错乱Dissonance Confusion
由于你和失谐的紧密联系,你经常会觉得自己难以集中注意力。
奖励:5业力
游戏效果:当你需要进行延续检定时,将第一次检定的一个骰子替换为狂野骰。你的延续检定最多能进行{该狂野骰的出值}次。如果你无法在对应次数的检定中通过检定,那么你的延续检定自动失误。这意味着如果你的狂野骰投出1,那么你就必须在第一次检定中成功,或者因此导致延续检定的失败。这也会影响你网精进行的延续检定。
 
You often find it difficult to focus due to your close association with the Dissonance.
•    Bonus: 5 Karma
•    Game Effect: Whenever you must make an Extended test, replace one of your dice with a wild die for the first test. In addition to any other effects of the wild die, the number rolled on the wild die becomes the maximum number of attempts that you may make on the Extended test. If you do not succeed within that number of tests, you automatically fail the Extended test. This means that if you roll a 1, you must succeed with the first dice roll or fail the Extended test. This includes Extended tests undertaken by your sprites as well.

失谐缺失Dissonance Deletion
当你与文件交互时,它们往往会被失谐消解。
奖励:5业力
游戏效果:当你或者你的网精针对一个文件使用矩阵动作,复合程式,或网精能力时,将你骰池中的一个骰子替换为狂野骰。如果狂野骰出值为1,那么文件就被删除了,以及任何数据炸弹,加密,或其他附件。它就那么的从曾经保存过它的设备或者主机里消失了。有时候它甚至会如你所意的那么发生!
When you interact with files, they are often dissolved by the Dissonance.
•    Bonus: 5 Karma
•    Game Effect: Whenever you or one of your sprites uses a Matrix action, complex form, or sprite power that targets a file, replace one of the dice with a wild die. If the wild die rolls a 1, the file is deleted, along with any data bombs, encryption, or other attachments. It is simply gone from the host or device that once held it. Sometimes this even happens when you want it to!

失谐狂怒 Dissonance Rage
你的情绪经常很不稳定,甚至你自己也不太清楚为什么。
奖励:5业力
游戏效果:当你进行社交技能检定或尝试抵抗某人的社交检定时,将你骰池中的一个骰子替换为狂野骰。除了狂野骰有的其他效果,你会经历突然的、极端的、甚至看起来随机的情绪。失去{狂野骰出值}点极限。如果这让你的极限降低至0,那么直到你重新恢复冷静前,你无法获得或者使用极限。你能用一个主要动作进行沉着检定(阈值为你的深潜阶层)以尝试重新恢复冷静。如果你成功通过检定,你马上获得1点极限,且你可以再次获得或花费极限。否则,你会在{狂野骰出值}个小时后重新恢复冷静。
Your emotions are often erratic, poorly understood even by you.
•    Bonus: 5 Karma
•    Game Effect: Whenever you make a social skill test or attempt to resist someone else’s social skill test, replace one of your dice with a wild die. In addition to any other effects of the wild die, you experience sudden, extreme, and seemingly random emotions. Lose a number of points of Edge equal to the number rolled on the wild die. If this brings you to zero Edge, you may not gain or spend Edge until you regain your composure. You may regain your composure by taking a Major Action to make a Composure test with a threshold equal to your submersion grade (maximum 8). If you succeed at this test, you immediately gain one point of Edge, and you may gain and spend Edge. Otherwise, you regain your composure naturally after a number of hours equal to the wild die roll have passed.

失谐烙印 Dissonance Stigma
其他超链能轻易识别出你与失谐的联系。
奖励:5业力
游戏效果:在一次狂奔中,如果你的化身被其他非失谐超链观察到,那么狂奔结束时的个人热度调整值+4。这可能会导致你增加热度,但是你的狂奔者伙伴却没有。此外,对你进行的任何星界(灵视)检定的阈值会降低{你深潜等级}点。
Other technomancers can easily detect your connection to the Dissonance.
•    Bonus: 5 Karma
•    Game Effect: If your persona is observed by any non-Dissonant technomancers during a run, apply a +4 Heat modifier to the Heat roll at the end of the run. This increased Heat modifier only affects you, however. It is possible that you might gain personal Heat while your fellow runners do not. Also, reduce the threshold of any Astral (Assensing) tests made against you by your submersion grade.
主题: 【SC】无人机机师 Drone Rigger,p. 93-97
作者: 马非鱼2023-03-18, 周六 00:19:23
特质历程:作战协调Quality Path: Combat Coordination

如果你成功完成了家长圈套(Parent Trap)、监视行动(Surveillance Op)或垃圾场围攻(Junkyard Siege)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。
你变得非常精通于监视多个数据源并进行实时处理。你能够看到全部细节并且根据直觉在行动中形成一个整体理解,你因此能使用它来协调你的无人机和你队伍中的人。侦察,小班组战术和直接火力支援就是你真正武器所需要的弹药,而你的真正武器就是情报与团队合作。
If you successfully completed either the Parent Trap, Surveillance Op, or Junkyard Siege adventure hook, the Karma costs for positive qualities from this path are not doubled.
You’ve become highly proficient at monitoring multiple sources of data and processing it all in real time. You take in all the details and intuitively form an understanding of the big picture on the fly, and you’re able to use this to coordinate with your drones and the people on your team. Recon, smallunit tactics, and direct-fire support are all the ammo you need for your true weapons: intel and teamwork.

特种侦察 Force Recon
对于如何即时和有效的利用自己的侦察无人机和设备,你有着自己的直觉。
奖励:7业力(译注:原文如此,我怀疑应该是“花费”…)
游戏效果:当你用任何传感设备(包括无人机)进行侦察检定时,获得1点极限,这点极限要么必须用在这次侦察检定上,或给到一个队友的极限池里,否则它就会失去。这点极限仅奖励给与故事有关的检定,由GM进行裁决。
You’ve developed the instincts to make immediate and effective use of your reconnaissance drones and devices.
•    Bonus: 7 Karma
•    Game Effect: When you make a Perception test using any sensor device (including drones), gain a point of Edge that must either be used on the Perception test or be given to a teammate’s Edge pool, or else it is lost. This Edge is only awarded for Perception tests that are relevant to the story, per the gamemaster’s discretion.

M-TOC精通 M-TOC Mastery
你擅长使用M-TOC设备与队友进行协调。
花费:3业力
游戏效果:为了获得该特质,你需要具有小组战术知识技能以及一个M-TOC(p. 86与p.89-90, FS)。将你M-TOC能存储的最大极限数量+1。如果你的小组战术知识技能获得M-TOC专精,那么M-TOC能存储的最大极限数量+2。如果你将专精提升至精通,那么这个奖励会提升至3。(译注:问题来了…知识技能不能点专精啊…)
You’re excellent at using an M-TOC device to coordinate with your teammates.
•    Cost: 3 Karma
•    Game Effect: In order to take this quality, you must have the Small Unit Tactics knowledge skill and an M-TOC (p. 86 and 89-90, Firing Squad). Add one to the maximum number of Edge that can be stored using your M-TOC. If you add an M-TOC specialization to your Small Unit Tactics knowledge skill, increase the max Edge storage by two. The bonus increases to three if you upgrade the specialization to an expertise.

控制狂 Control Freak
你已经习惯于掌控所有东西以及你的指令都将得到遵从。如果人们偏离了你的计划或指示,那么你会因此焦虑。
奖励:3业力
游戏效果:你必须在获得该历程上其他正面特质时获得该特质。奖励业力会抵扣对应正面特质的业力花费,后者的业力花费会在抵扣后再翻倍。当你队伍中的任何人进行了你没有给过指示的行动时,你不能将你的极限用在协助他们上。
You’re used to managing everything and having your orders followed. When people deviate from your plans or instructions, it makes you anxious.
•    Bonus: 3 Karma
•    Game Effect: You must take this quality at the same time that you take any positive quality within the combat coordination quality path. The bonus Karma reduces the Karma cost of that positive quality, which is not doubled until after this reduction. Whenever any person on your team takes an action that you have not directly advised them to take, you may not use your own Edge to assist them.

特质历程:扳手老兄Quality Path: Mac the Wrench

如果你成功完成了垃圾场围攻(Junkyard Siege)或无人机大劫案(Great Drone Robbery)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。
有些技术需要用到高精尖工具以及原厂制作的部件,但是你手边能用的东西就那么多了。那些你需要修理的问题并不会有本写着正确修理方法的手册。善于随机应变的你总能让技术以某种超出其设计意图的方式运作。有些时候结果是难以预料的,但它们几乎总是有用的。
If you successfully complete the Junkyard Siege or Great Drone Robbery adventure hook, the Karma cost for positive qualities in this path are not doubled.
Some techs are used to working with state-ofthe-art tools and factory-fresh manufactured components, but you’ve had to make do with whatever you could get your hands on. The kinds of problems you need to fix don’t have a manual with a ready solution anywhere. Always resourceful, you can make tech behave in ways it was never intended. Sometimes the results are wildly unexpected, but they’re almost always useful.

垃圾佬 Scrapper
你知道如何从技术玩意中挑拣出最有用的部分,并且你也知道该如何利用它们来修理需要修复的东西。
花费:10业力
游戏效果:你可以拆解任何装备以丰富你的回收零件收藏。这个过程需要{物品原始价值/1000¥}分钟,且你必须有一个相应的工具箱。进行技能检定,工程学+逻辑,每个成功会使你获得价值100¥的零件。你可以用这些零件来抵消任何受损设备、无人机或载具的修理花费。如果没有列出修理花费,你可以花价值100¥的回收零件让你一次修理检定获得1点临时极限(不使用就失去)。
You know how to strip tech for the most useful parts and how to use those parts to fix what needs fixing.
•    Cost: 10 Karma
•    Game Effect: You can scrap any gear to add to your salvaged parts collection. This process takes one minute per 1,000 nuyen of the item’s original value, and you must have a relevant toolkit on hand. Make an Engineering + Logic skill test. You acquire 100 nuyen worth of parts for each hit scored on the test. You may use these parts to cover the repair costs of any damaged device, drone, or vehicle. If no repair cost is listed, you may use up 100 nuyen worth of salvaged parts to gain a point of Edge that must be spent on the rep

废改模块 Scrappy Mod
你可以使用回收的组件来升级你的装备。
花费:5业力
游戏效果:你必须有垃圾佬特质才能获得该特质。你收集到的零件除了可以用于修理外,还可以用于支付任意改造或配件的费用。你必须有一个相关的工具箱,并进行延续检定,工程学+逻辑(1小时),阈值为{改造或配件的售价/1,000¥}。但是,如此安装的改造或配件会有一个不同寻常的粗犷外表。任何尝试注意到改造的侦察检定,以及尝试想起关于这件物品或其主人的回忆检定都将获得1点极限。由于你异端技术的不可预测特性,当它被使用时,将你骰池中的一个骰子替换为狂野骰。
You can use scavenged components to upgrade your gear.
•    Cost: 5 Karma
•    Game Effect: You must have the Scrapper quality in order to take this quality. You may use your collected store of parts not just for repairs but to pay for the costs of any modification or accessory. You must have access to a relevant toolkit, and make an Extended test using Engineering + Logic, with an interval of one hour and a threshold equal to the mod or accessory’s nuyen value divided by 1,000. However, the modification or accessory has an unusual, scratch-built look. Anyone making a Perception test to notice the modification or a Memory test to recall details about the item or its owner gains a point of Edge. Due to the unpredictable nature of your unorthodox tech, replace one die with a wild die whenever it is used.

废改制品 Scrappy Fab
你可以将回收零件拼凑成一个全新用途的设备。
花费:15业力
游戏效果:你必须有垃圾佬特质才能获得该特质。只要有一个相关的工坊,你就可以据此来用备用零件制造出一件装备。你必须消耗价值{待制造装备价格*2¥}的特殊备用零件。这也需要进行延续检定,工程学+逻辑(1小时),阈值为{物品的售价/1,000¥}。这个物品的功能是完好的,但它会有一个不同寻常的粗犷外表。任何尝试注意到改造的侦察检定,以及尝试想起关于这件物品或其主人的回忆检定都将获得1点极限。由于你异端技术的不可预测特性,当它被使用时,将你骰池中的一个骰子替换为狂野骰。
You can repurpose salvaged parts into entirely new devices.
•    Cost: 15 Karma
•    Game Effect: You must have the Scrapper quality in order to take this quality. With access to a relevant tool shop, you can make a piece of gear out of spare parts. You must spend special spare parts with a nuyen value twice that of the gear you are trying to build. This also requires an Extended test using Engineering + Logic, with an interval of one hour and a threshold equal to the item’s nuyen value divided by 1,000. The item is fully functional but has a scratchbuilt look. Anyone making a Perception test to notice the item or a Memory test to recall details about the item or its owner gains a point of Edge. Due to the unpredictable nature of your unorthodox tech, replace one die with a wild die whenever it is used.

粗制滥造 Quick and Dirty
你可以在很短的时间内制造出临时有用的设备或改造。
花费:5业力
游戏效果:你必须有废改模块与废改制品特质才能获得该特质。当你用能用的回收零件制造出什么东西的时候,你可以选择制造出一个粗制滥造的版本。你只需要有工具箱和可用的零件,延续检定的间隔为1分钟(而非1小时)。但是,当这个物品第一次投出1,5或6时,它会在完成对应检定后立马损坏。如果是武器,那么攻击是能生效的。如果是一辆载具或者无人机,它很可能在下一刻就会撞毁了。
You can make temporary devices and modifications with very little notice.
•    Cost: 5 Karma
•    Game Effect: You must have either or both of the Scrappy Mod or Scrappy Fab qualities in order to take this quality. When you make something from your available scavenged parts, you may choose to make a quick and dirty version instead. You only require a toolkit and the available parts, and the interval for the extended test is one minute (instead of one hour). However, the first time a wild die rolls a 1, 5, or 6 when the item is used, it will break immediately following that action. In the case of a weapon, the attack works. In the case of a vehicle or drone, it’s probably going to crash in a moment.

废改陷阱 Scrappy Traps
你可以用手头的玩意制造出陷阱。
花费:10业力
游戏效果:你必须有垃圾佬特质与工程学(爆破)专精/精通才能获得该特质。你可以用回收零件制造出爆破装置,但你必须消耗价值{爆破物价格*2¥}的零件。这个爆炸物的外观看起来是正常的,但是它的设计过于简单,有些内在缺陷。任何尝试注意到该爆破物的侦察检定,以及尝试解除该爆破物的检定都将获得1点极限。当该爆破物被引爆时,骰1D6。出1,它哑火了。出5或6,爆破物的DV+3。
你也可以制造出一个旨在禁锢单个目标的陷阱,可能是一张网,一个绳套,或者一个笼子。这仅需要价值100¥新円的回收零件,并且利用一个主要动作去进行布置。进行一次简单检定,工程学+逻辑,并且记录成功数。这个成功数即是脱逃检定的阈值,脱逃检定为延续检定,运动+敏捷(1主要动作),用于陷阱被触发后的情况。但是,这个陷阱只有在目标没有留意到它的时候才会被触发。察觉到陷阱的阈值为尝试隐藏它的检定,隐匿+逻辑,所取得的成功,这会需要一个主要动作,并且不需要由陷阱制作者本人进行。
You’re good at devising traps using whatever you have on hand.
•    Cost: 10 Karma
•    Game Effect: You must have the Scrapper quality and a specialization or expertise in Engineering (Demolitions) in order to take this quality. You may use salvaged parts to create an explosive device, but you must use twice the value of parts as the nuyen value of the explosive. The explosive device is unusual in appearance, but somewhat simplistic or fragile in its design. Anyone attempting to notice or disarm the explosive gains a point of Edge. When the explosive goes off, roll 1D6. On a 1, it fails to detonate. On a 5 or 6, add 3 DV to the explosion. You may also create a trap designed to immobilize a target, perhaps with a net, rope, or cage. This requires only 100 nuyen worth of salvaged parts and takes a Major Action to set up. Make an Engineering + Logic test and record the number of hits. These hits represent the threshold for an extended Athletics + Agility test (with an interval of a Major Action) to escape the trap once it is triggered. However, the trap is only triggered if the target is unaware of it. The threshold to notice the trap is the number of hits scored on a Stealth + Logic test to conceal it, which requires a Major Action and need not be performed by the trap’s creator.

废改工具 Scrappy Tools
当你没有正确的工具时,你知道该如何凑合着用些啥代替。
花费:5业力
游戏效果:你必须有垃圾佬特质与工程学某一精通才能获得该特质。当你有某一工具箱、工坊或设施时,你可以将它用在任意其他类型的工作中。比如说,你可以用一个军械工具箱来维修一个赛博碟板,而后者通常需要硬件工具箱去修理。
如果你有正确的工具,那么你可以用工具箱替代工坊,或用工坊替代设施。
当你能从该特质获益时,你不能在对应检定上花费或者获得极限。你必须将你骰池中的一个骰子替换为狂野骰。理论上,这大部分时候都应该会为你提供帮助。
When you don’t have the right tools, you know how to get by with the next best thing.
•    Cost: 5 Karma
•    Game Effect: You must have the Scrapper quality and any expertise in the Engineering skill in order to take this quality. When you have access to any toolkit, shop, or facility, you may use it for any other type of work. For example, you can use an armorer toolkit to repair a cyberdeck, which normally would require a hardware kit. If you have the right type of tools, you can use a toolkit to do work that would normally require a shop or use a shop for work that calls for a facility. Whenever you take advantage of this quality, you may not gain or spend Edge on the test. You must also replace one of your dice with a wild die, which will probably help you more often than not. In theory.

废品嬉皮士 Scrappy Hipster
你不相信那些货架上的技术玩意。
奖励:5业力
游戏效果:只有在选取该道途上其他正面特质时,你才能获得该特质。当你使用并非你所造,所改,所配的装备进行检定时,你不能获得或使用极限。
You don’t trust off-the-shelf technology.
•    Bonus: 5 Karma
•    Game Effect: You can only take this quality at the same time that you take any positive quality in the Mac the Wrench quality path, and the bonus Karma must be used toward purchasing that positive quality. You may not gain or spend Edge on any test using gear that you have not built, modified, or accessorized yourself in some way.


无人机技术员Drone technologist

如果你成功完成了家长圈套(Parent Trap)或监视行动(Surveillance Op)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。
您对无人机的热爱胜过一切,并且您无比的痴迷于了解、获取、修改和部署它们。有些人曾告诉你可以利用中控器直连载具,但你可能从来没有费心去看看这是不是真的。无人机就是你所需要的全部。
If you have successfully completed the Parent Trap or Surveillance Op adventure hook, the Karma cost of any positive qualities in this path are not doubled.
You love drones more than anything, and you’re absolutely obsessed with learning about, acquiring, modifying, and deploying them. Someone told you once that you could use your control rig to jack directly into a vehicle, but you’ve probably never bothered to see if it was true. Drones are all you need.

日常工作(无人机店)Day Job (Drone Shop)
你有一个日常工作,是作为无人机店里的技术员,负责修理和改造无人机。
奖励:5业力/等级(最高3级)
游戏效果:你的很大一部分时间都投入到了这个合法(或准合法)的无人机店上。由于它需要你投入的精力,你在每节团的开始时减少{特质等级}点极限回复。好消息是,你可以花很多时间和无人机待在一起,并且你不用花钱就可以获得用于制造,改造和修理无人机的任何工具。你的生活方式花费降低{特质等级*1,000}新円。此外,当购买任意无人机,RCC,自动软件,无人机改造,以及无人机配件时,你也将获得10%的折扣(也就是九折)。如果你获得了该特质,你必须利用其奖励业力购买无人机店正面特质。
You have a regular job working as a tech at a drone shop, repairing and modifying drones.
•    Bonus: 5 Karma per level (max level 3)
•    Game Effect: A decent chunk of your time is devoted to work in a legitimate (or semilegitimate) drone shop. Due to the energy this requires of you, begin each session with one less point of Edge in your Edge pool for every level of this quality. On the bright side, you get to spend a lot of time with drones, and you have access to any tools that might be required to build, modify, and repair drones, at no cost. Your lifestyle cost is reduced by 1,000 nuyen for each level of this quality. You also get a ten percent discount on any drones, RCCs, autosofts, drone mods, and drone accessories you purchase. If you take this quality, you must use the bonus Karma to purchase the Drone Shop positive quality.

无人机店 Drone Shop
你在一家无人机店工作,能拿小费的那种。
花费:5业力/等级(最高3级)
游戏效果:你必须获得日常工作(无人机店)特质,后者的等级需要至少为本特质的等级。每节游戏一次,你可以尝试从你工作的无人机店“借”一架无人机。你可以选择任何无人机,以及它可能携带的自动软件,武器,弹药,改造以及配件,只要它的总售价不超过{特质等级*5000}新円。这是非法的,因此需要你通过一次唬骗或者隐匿检定,阈值为该特质等级。检定失败不会有什么后果,只是你就借不到那架无人机而已。无论你是否借到无人机,结束狂奔时的团队热度调整值提升{特质等级}点。如果无人机受损,丢失或被摧毁,热度调整值翻倍。如果你修复了伤害,找回或者还个好的给店铺(比如说买一个新的),那么你可以避免热度调整值的翻倍。
You work at a drone shop, a job that brings perks.
•    Cost: 5 Karma per level (max level 3)
•    Game Effect: You must take the Day Job (Drone Shop) quality at the same level of this quality or higher. Once per session, you may attempt to “borrow” a drone from the drone shop where you work. You may choose any drone, along with autosofts, weapons, ammunition, modifications, and accessories, with a value of 5,000 nuyen times the level of this quality (or less). This is illegal and requires a successful Con or Stealth roll with a threshold equal to this quality’s level. There are no consequences for failing the test, other than not having access to the drone. Whether or not you succeed in getting the drone, add this quality’s level to the team’s Heat modifier at the end of the run. If the drone is damaged, lost, or destroyed, double the Heat modifier increase. If you repair the damage and recover or replace the drone (perhaps by purchasing a new one), you may avoid the doubled Heat modifier.

自动软件破解 Autosoft Unlock
你知道一些技巧来增强和破解自动软件的复制保护。
花费:5业力
游戏效果:为了获得该特质,你必须牺牲一个5级或以上的自动软件。这个自动软件会在这个过程中被删除。之后,你就可以通过检定,电子学(计算机)+逻辑,阈值为软件设备等级,来尝试永久性的破解那个自动软件的复制保护。如果你失败,那么自动软件就会被删除。如果失误,你甚至会被向当局举报。一旦破解,你就可以随意复制了,但复制的软件只在你所有的RCC和无人机上能用。当这个自动软件被使用时,将你骰池中的一个骰子替换为狂野骰。如果骰出1,那么这个自动软件额外的隐藏复制保护机制就会被触发,并且删除你正在运行的设备上对应自动软件的每一份拷贝。只有存储在离线设备里的备用拷贝不会受此影响。你会将备份存储在数据芯片或类似的东西上并非什么不合理的事情。
You know some tricks to boost and unlock the copy protection from your autosofts.
•    Cost: 5 Karma
•    Game Effect: In order to learn this quality, you must sacrifice an autosoft (rating 5 or higher). This autosoft is deleted in the process. Afterward, you may permanently unlock the copy protection on your autosofts by making an Electronics (Computer) + Logic test with a threshold equal to the target’s autosoft rating. If you fail this test, the autosoft is deleted. On a glitch, you are reported to the authorities as well. Once unlocked, you may make as many copies as you like, but the copies will only function on drones and RCCs that you own. Whenever the autosoft is used, replace one of the dice with a wild die. If the wild die rolls a 1, the autosoft’s additional hidden copy protection kicks in and deletes every instance of the software currently active on any device you are running. Only backup copies stored offline will be spared this deletion. It is fair to assume that you have backups stored on a datachip or something similar.

自动软件最佳化 Autosoft Maximization
你知道如何定制一个自动软件,让它能有超出其规格的表现。
花费:5业力/等级(最高3级)
游戏效果:为了获得该特质,你必须有自动软件破解特质,并且你也必须有一份破解过的对应自动软件。选择一个特定种类的自动软件(包括特定武器或无人机种类,若有)。当你在你的RCC或者某个无人机上运行对应自动软件的破解拷贝时,你的自动软件有效等级提升{该特质等级}点。你可以多次选取该特质,如果你要这么做,你可以选择提升其等级或增加新类型的自动软件。你必须为每种自动软件单独提升该特质等级。(译注:核心明明有更好的写法…我不懂为什么这个枪兵不抄抄人家的句式…)
You know how to customize an autosoft so that it performs beyond its specifications.
•    Cost: 5 Karma/level (max level 3)
•    Game Effect: In order to take this quality, you must have the Autosoft Unlock quality, and you must have unlocked a copy of the chosen autosoft. Choose one specific type of autosoft (including the specified weapon or drone type, if applicable). When you run any unlocked copy of that autosoft on your RCC or one of your drones, increase its effective rating by the level of this quality. You may take this quality multiple times, in which case you may either increase its level or add a new type of autosoft. You must upgrade the level of this quality for each type of autosoft individually.

无人机群齐上阵 Teamwork Makes the Drones Work
你在操控多架无人机进行协同工作上有着特殊技巧。
花费:5业力
游戏效果:当你指派多个无人机进行同一个任务时,第一架以外的每台无人机都会使检定骰池+1。如果用于攻击上,那么套用啰啰集群规则(p.114, SR6)。最大集群为6台无人机,它们可以让集群攻击检定骰池+3,以及AR+6。用它们配备武器最高的AR与DV进行集群攻击。即使你没有进行跳入,你也可以替你的无人机花费极限,用于任意极限增幅或动作。如果你跳入了,你必须进行主要攻击检定,而你的无人机提供协助。
You have special skill in coordinating drones to work with each other.
•    Cost: 5 Karma
•    Game Effect: When you order multiple drones to work together on the same task, each drone beyond the first provides a bonus dice on the test. If used for an attack, use the Grunt Groups rule (p. 114, SR6). The maximum possible bonus requires six total drones, providing +6 to Attack Rating and +3 dice on the Group Attack test. Use the highest Attack Rating and DV from among the weapons used in the Group Attack. You may spend Edge for any Edge boosts or actions on behalf of the drone’s test, even if you aren’t jumped into them. If you are jumped in, you must make the main attack test with the assistance of your drones.

无人机补丁 Drone Patch
你可以对你的无人机进行快速但临时的修理,好让它们能在战场上待更长的时间。
花费:5业力
游戏效果:为了获得该特质,你必须有跳入无人机时,无人机被摧毁的经历。只要有合适的工具箱,你就可以对受损无人机执行战地修理,这会需要进行检定,工程学+逻辑(2)。每个净成功会修复一格物理或矩阵伤害,最多修复{工程学等级}格。每如此修复一格伤害就会花掉一个主要动作。除非你能花至少1小时去进行永久性的修复,否则下次无人机承受伤害时被修复的伤害也会被打回原形。当你用无人机补丁去修理一台无人机后,你就不能再对同一台无人机进行修理直到它接受了永久性的修复。
You can make quick, temporary repairs to your drones to keep them in the field a little longer.
•    Cost: 5 Karma
•    Game Effect: In order to take this quality, you must have had the unfortunate experience of having a drone you are jumped into get destroyed. With an appropriate toolkit, you can make field repairs to damaged drones with an Engineering + Logic (2) test. For every net hit, repair one box of Physical or Matrix damage, up to a maximum number of boxes equal to your ranks in Engineering. These repairs take one Major Action per pox of damage. Until you can spend an hour making more permanent repairs, the patched damage will return the very next time the drone takes damage. Once you use Drone Patch to fix a drone, you may not use it again on that same drone until after it receives permanent repairs.

跳入如回家 At Home in the Machine
你会因为待在自己的躯壳而感到不适与焦虑,而跳入无人机则让你好受多了。
奖励:10业力
游戏效果:当你没有跳入无人机或者载具时,所有极限增幅和行动的极限花费翻倍。如果你选择该特质,你可以用它的奖励业力来抵扣无人机技术员特质历程中正面特质的业力花销。
You are uncomfortable and anxious when in your own body and find refuge by jumping into drones.
• Bonus: 10 Karma
• Game Effect: When you are not jumped into a drone or vehicle, the cost of all Edge boosts and actions are doubled. If you take this quality, you may use its bonus Karma to reduce the cost of any positive quality in the Drone Technologist quality path.
主题: 【SC】鹰萨满 Eagle Shaman,p. 103-106
作者: 马非鱼2023-03-24, 周五 17:18:04
特质历程:鹰眼侦探 Quality Path: Eagle-eyed Detective

你有机会将你观察和推理的才能,无论是魔法的还是凡俗的,用于发现秘密与揭开谜团。为了踏上这一特质历程,你必须完成一次成功的调查作为狂奔的一部分。这需要是比标准跑腿工作更重要的事情,但没有必要对此太过严谨。如果你想要踏上该道途,你可以请求GM进行一个神秘侧的冒险,比如说上面提到侦探顾问(Consulting Detective)冒险引子。
You’ve had occasion to turn your talents for observation and deduction, both magical and mundane, toward uncovering secrets and revealing mysteries. In order to begin this quality path, you must pull off a successful investigation as part of a run. This must be something more significant than standard legwork, but there’s no need to be very strict about it. If you want to take this quality path, ask the gamemaster to run a mystery adventure, such as the Consulting Detective adventure hook included above.

全神贯注 Focus the Senses
你能够将注意力极大的集中到你的感知上,让你注意到别人可能会错过的东西。
花费:5业力
游戏效果:当你要进行侦察或灵视检定时,你可以花双倍的时间(或者双倍的动作)以让检定骰池提升{你的意志属性}点。
You are able to sharply focus your concentration on your senses, allowing you to notice what others might miss.
•    Cost: 5 Karma
•    Game Effect: When you spend twice as long as required to make an assensing or Perception test (twice as many actions, when applicable), you may add a number of bonus dice equal to your Willpower.

快速观察 Quick Observation
你可以非常快速地接收和处理周遭环境的详细信息。
花费:10业力
游戏效果:你能以次要动作进行临时或仔细观察(而非主要动作)。当你利用这个特质,将你骰池中的一个骰子替换为狂野骰。
You take in and process details about your surroundings very quickly.
•    Cost: 10 Karma
•    Game Effect: You may assense or observe in detail with a Minor Action (instead of a Major Action). Whenever you use this quality, substitute one of your dice with a wild die.

警觉防御者Perceptive Defense
如果你花时间仔细观察情况,你可以预料并且闪躲攻击。
花费:10业力
游戏效果:为了使用这个特质,你必须先花一个动作进行仔细观察。对于场景的其余部分,你可以花费一个任意时刻的次要动作使你防御检定骰池能获得{你的侦察技能等级}点骰池加值,以抵御你能察觉到的攻击。
If you take time to carefully observe a situation, you’re able to anticipate and avoid attacks.
•    Cost: 10 Karma
•    Game Effect: In order to use this quality, you must first take an action to observe in detail. For the remainder of the scene, you may spend a Minor anytime action to add your ranks in the Perception skill to a defense test against an attack that you are aware of.

特质历程:净化者 Quality Path: Purifier Quality Path: Eagle-eyed Detective

你迫切想要寻找并且净化毒魔法的迹象。如果你成功完成了扫毒行动(toxic cleanup)冒险引子,购买该历程上正面特质的业力售价将不会被翻倍。
You are driven to seek out and purify signs of toxic magic. If you successfully completed the toxic cleanup adventure hook, the Karma cost to purchase positive qualities in this path is not doubled.

侦测腐化 Sense Corruption
你的星界感知更擅长于侦测污染和毒魔法的迹象。
花费:8业力/等级(最高3级)
游戏效果:为了获得该特质,你必须曾在狂奔中灵视一个毒魔法师或毒精魂。当你进行灵视或侦察检定以观察或灵视污染,毒魔法,虫精魂,邪魔,或其他能被称之为险恶星界威胁的极限时,将检定阈值降低{特质等级}点。
(译注:和5e那样直接叫邪魔法不好吗…)
Your astral senses are attuned to detect signs of pollution and toxic magic.
•    Cost: 8 Karma/level (max level 3)
•    Game Effect: In order to take this quality, you must have assensed a toxic magician or spirit on a run. When you make an Astral or Perception test to observe or assense for signs of pollution, toxic magic, insect spirits, shedim, or anything that might be reasonably described as a nasty astral threat, reduce the threshold for the test by the level of this quality.

净洁存在 Clearing Presence
你的存在驱开了星界污秽,让星界重新达到自然平衡。
花费:5业力
游戏效果:你必须有侦测腐化才能获得该特质。当你处于污染,毒魔法,辐射,HMHVV感染,邪魔,虫精魂,或者其他险恶星界威胁/腐化源所造成的法力潮退时,你不会承受潮退带来的罚值。此外,任何与潮退调和的存在不能在直接针对你的行动中获得或者花费极限。如果你身处这个潮退至少1小时,你可以花1点业力永久性的净化它们,半径为{魔法属性*10}米。该特质无法影响自然星界现象。
Your presence repels astral impurities and restores the natural balance within astral space.
•    Cost: 5 Karma
•    Game Effect: You must have Sense Corruption in order to take this quality. Whenever you are in the presence of a mana ebb caused by pollution, toxic magic, radiation, HMHVV infection, shedim, insect spirits, or any nasty astral threat or source of corruption, you do not suffer any penalties from the ebb. Additionally, any entities attuned to that ebb may not gain or spend Edge on any actions taken directly against you. If you remain within the ebb for at least one hour, you may spend 1 Karma to clear it permanently within a radius of your Magic attribute times 10 meters. This quality has no effect on natural astral phenomena.

自然炼金术 Natural Alchemy
你擅长以自然中所找到的物品制作炼金制剂。
花费:12业力
游戏效果:你必须有侦测腐化才能获得该特质。如果你通过探寻一处健康的未被污染的自然荒野空间来制造炼金制剂,你可以用在现场所收集到的试剂来强化你的魔法。你必须花至少一小时寻找材料并进行检定,附魔(炼金)+直觉。记录下你所获得的成功。当制剂被触发时,使效力+魔法检定获得{所记录成功}的骰池加值。此外,制剂不会因此而损失效力直至次日黄昏。
You have a talent for making alchemical preparations from items you find in nature.
•    Cost: 12 Karma
•    Game Effect: You must have Sense Corruption in order to take this quality. If you create an alchemical preparation by visiting a healthy, unpolluted space of natural wilderness, you are able to use reagents gathered on the spot in order to enhance your magic. You must spend at least an hour searching for materials and make an Enchanting (Alchemy) + Intuition test. Note how many hits you scored on the test. When the preparation is triggered, add a number of bonus dice to the Potency + Magic test equal to how many hits you got while gathering the reagents. Additionally, the preparation will not begin to lose potency until dusk on the following day.

毒之复仇者 Toxic Revenger
你的法术反制动作对毒魔法更有用。
花费:5业力
效果:你必须曾经在狂奔的过程中遭遇毒魔法师才能获得该特质,且获得该特质的同时你必须获得毒易伤特质。当你对毒魔法使用防御增幅,解法或其他形式的反制法术时,获得1点极限。施展毒魔法的源头不能在你反制法术动作生效时在任何检定上获得或花费极限。你的反制法术动作同样可以被用于毒精魂的能力。(译注:FAQ已经允许你这么做了)如果你接触了持续的毒精魂能力,你必须抵抗{该精魂的强度}点物理耗竭。当你尝试驱逐一只毒精魂,获得1点极限。毒精魂抵抗驱逐的检定不能获得或使用极限。
Your counterspelling actions are much more effective against toxic magic.
•    Cost: 5 Karma
•    Game Effect: You must have encountered a toxic magician during a run in order to take this quality, at which time you must also take the Toxic Vulnerability quality. When you use Boosted Defense, Dispelling, or any other form of counterspelling against any form of toxic magic, gain a point of Edge. The source of the toxic magic may not gain or spend Edge on any test that your counterspelling action affects. Your counterspelling actions can be used against the powers of toxic spirits. If you dispel an ongoing toxic spirit power, you must resist Physical drain equal to the spirit’s Force. When you attempt to banish a toxic spirit, gain a point of Edge. No Edge may be gained or spent on behalf of the toxic spirit’s attempt to resist the banishing.

毒易伤Toxic Vulnerability
你特别容易受到毒魔法的伤害。
奖励:5业力。
游戏效果:你必须在获得该特质的同时获得毒之复仇者,并且两者之间的业力消耗和奖励会相互抵消。如果你买除该特质,你也会失去毒之复仇者特质(译注:那为什么不写在一起…)。如果你也被作为毒魔法师/精魂的法术或精魂能力的目标,并且无法完全抵抗它们的效果,那么你也会被恶心,持续1分钟。后续的影响会让恶心的持续时间增加1分钟。摄入物,殖装,或其他减少/消除恶心状态的办法不会对这种途径所获得的恶心有帮助。
You are especially vulnerable to toxic magic.
•    Bonus: 5 Karma
•    Game Effect: You must take this quality at the same time you take Toxic Revenger, and the Karma cost and bonus for these two qualities equal out. If you ever buy off this quality, you lose the Toxic Revenger quality as well. If you are targeted by a toxic magician or spirit’s spell or spirit power and fail to entirely resist all of its effects, you also suffer the Nauseated status for one minute. Additional instances each add one more minute to the duration of the Nauseated status. Drugs, augmentations, or any other means of reducing or eliminating the Nauseated status provide no assistance to overcoming nausea earned this way.

特质历程:鹰械降神 Quality Path: Eagles Ex Machina

鹰在最后一刻出现救下主角是一个典型的套路(甚至可能有点老套了)但是如果它在现实生活中发生还是很牛叉的。无论是因为和气精魂还是自然生物有着特殊关系,你总是有些带着羽或毛的后援等着帮你。
Eagles showing up at the last moment to save the protagonists is a classic solution (to the point of cliché, maybe), but it’s still badass when it happens in real life. Whether through a special connection to air spirits or natural creatures, you’ve always got some furred or feathered backup on standby.

新鲜空气精魂 Fresh Air Spirit
你和气精魂有着特殊的关系,并且它们乐意花一些时间和你一起待着。
花费:10业力
游戏效果:你必须有鹰精魂导师和精魂亲和(气)特质才能获得该特质。当你召唤或束缚气精魂时,你可以给精魂试剂作为礼物,一份会被接受的礼物为{精魂强度}份试剂。如果召唤或者束缚成功。当它执行你给出的指令时,精魂能使用一个大小为{强度}点的极限池。你可以选择什么时候使用那些极限,但它只能用在精魂所执行的动作上。该极限池不会被重置。
Fresh Air Spirit You have a special connection to spirits of air, and they seem to enjoy spending time with you.
•    Cost: 10 Karma
•    Game Effect: You must have both the Eagle Mentor Spirit and Spirit Affinity (Spirits of Air) qualities in order to take this quality. When you conjure or bind a spirit of air, you may offer that spirit a gift of reagents. An acceptable gift is a number of drams of reagents equal to the spirit’s Force. If the conjuring or binding is successful, the spirit gains a pool of Edge equal to its Force, which it will spend on actions taken under your orders. You may choose how and when this Edge is spent, but it can only be spent on an action taken by the spirit. This Edge pool does not refresh.

束缚之息Breath of Binding
气精魂似乎都乐意接受你的束缚,听从你的指令。
花费:10业力
游戏效果:首先你需要有新鲜空气特质,然后你必须成功束缚过一个气精魂才能获得该特质。如果当你尝试束缚气精魂时给出了所需求的双倍试剂,那么气精魂的抵抗检定将会取定制(四取一)而非投骰。
 
Air spirits seem eager to be bound to your service.
•    Cost: 10 Karma
•    Game Effect: First, you must have the Fresh Air Spirit quality, and then you must successfully bind a spirit of air in order totake this quality. If you offer twice as many drams of reagents as required when you attempt to bind a spirit of air, the spirit does not roll to resist the binding. Instead, it buys one hit for every full four dice it would have rolled.

怪物爱我Critters Love Me
自然动物或非灵智怪物更倾向你喜欢你
花费:5业力
游戏效果:对于涉及到自然动物或非灵智怪物的唬骗,影响或户外检定,极限增幅与动作花费的极限减少一半(向上取整)。除非你对怪物直接做出敌对行为,它不会攻击你,示警,或者对你使用它的能力。这对灵智怪物,毒怪物,或有殖装或重大基因调整的怪物无效,但它影响受训野兽,比如看门犬魔。
Natural animals and non-sapient critters take a liking to you.
•    Cost: 5 Karma
•    Game Effect: Edge boosts and actions for Con, Influence, or Outdoors tests involving a natural animal or non-sapient critter cost half as many points of Edge (round down). Unless you take direct hostile action against a critter, it will not attack you, raise an alarm, or use its powers against you. This does not apply to sapient critters, toxic critters, or critters with augmentations or significant genetic modifications, but it does affect trained beasts such as guard barghests.

有翼快枪手 Winged Gunslinger

你是正义的有翼化身,从高处俯冲而下,用子弹击倒你的敌人。先射,不用问。如果你是一个有鹰精魂导师特质的修士(或者神秘修士),购买该历程上正面特质的业力售价将不会被翻倍。
You are a winged avatar of justice, swooping down from on high to strike down your enemies with bullets. Shoot first, and there won’t be any need for questions. If you are an adept (or mystic adept) with the Eagle Mentor Spirit quality, the Karma cost to purchase positive qualities in this path is not doubled.

鹰爪Eagle’s Talon
鹰总是首先出击,而且几乎不用再来第二次。
花费:7业力
游戏效果:如果你在一次战斗遭遇中的首次攻击或法术是在敌人的攻击之前的,那么你的目标不能在他们的防御检定上使用极限。他们依然可以获得极限,并且如常使用闪避或者全防。该特质仅影响你在任意遭遇中的第一次攻击或战斗法术。
Eagle always strikes first and rarely needs to strike twice.
•    Cost: 7 Karma
•    Game Effect: If your first attack or spell within a combat encounter occurs before any enemy can make an attack, your targets may not use Edge on their defense test. They can still gain Edge and use defensive actions such as Dodge and Full Defense as normal. This quality only affects your very first attack or combat spell in any encounter.

默认用手枪Default to Pistols
有些时候你让你的枪替你说话。
花费:9业力
游戏效果:在进行礼仪,威吓和审问检定时,你可以用检定,枪械(手枪)+魅力,代替常规的影响+魅力。你必须花一个主要动作秀出你的枪才能用这个特质,但是这个特质并不能使你免除乱晃武器会带来的后果。
Sometimes, you let your guns do the talking.
•    Cost: 9 Karma
•    Game Effect: You may roll Firearms (Pistols) + Charisma in place of Influence + Charisma for etiquette, intimidation, and interrogation tests. You must spend a Major Action showing off with your guns in order to use this quality, and this quality does not protect you from the consequences of flashing your weapons around.

弱点 Weak Spot
你有洞察什么弱点该打击的技巧。
花费:15业力
游戏效果:你可以在攻击前使用次要动作去发现目标的弱点。进行检定,侦察+直觉v. 目标的沉着,你对这个目标下一次攻击的极限增幅或动作的极限花费降低{净成功}点。如果你在回合结束前没有攻击该目标,就会失去这个极限折扣。每节团中,你只能对同一个目标一次该特质。
You have a knack for noticing the weakest point to strike.
•    Cost: 15 Karma
•    Game Effect: You may use a Minor Action to assess a target’s weak spot before making an attack. Make a Perception + Intuition test opposed by the target’s Composure. For every net hit, reduce the cost of your next Edge boost or action for an attack against the target. If you do not attack the target before the end of this combat round, the Edge discount goes away. You can only use this quality once per session against each potential target.

鹰之翼 Wings of the Eagle
你的萨满面具有着能为你赋能的物理具象。
花费:10业力
游戏效果:你必须有萨满面具特质和悬浮术法术才能获得该特质。当你使用你的萨满面具,你能用一个额外的次要动作往自己身上(也仅能往自己身上)释放一个悬浮术。这个法术的效果明显是能被物理观察到的,你会看起来像是有一双巨大的鹰翼。这是魔法的具象而非物理的翅膀,因此不会被技术传感器捕捉到(比如说摄像头)。你不会因为维持这个悬浮术而承受罚值,但是视觉上的具象会一直都在。
Your shamanic mask has a physical manifestation that empowers you.
•    Cost: 10 Karma
•    Game Effect: You must have the Shamanic Mask quality and the Levitate spell in order to take this quality. When you use your shamanic mask, you may cast Levitate on yourself (and only yourself) for an additional Minor Action. The spell’s effects are obvious to physical observation, making it appear that you have a great pair of eagle-like wings. These are a magical manifestation rather than physical wings and do not show up on technological sensors (like cameras). You do not suffer any penalties to sustain the Levitate spell, but the visual manifestation remains for the duration.

鹰之飞翔 Eagle’s Flight
花费:10业力
游戏效果:你必须有鹰之翼特质才能获得该特质。当你用鹰之翼特质对自己释放悬浮术时,你每个战斗轮可以飞行的最大距离为{魔法×魔法}米。当你被该特质影响时,你不会受到“移动”怪物能力的影响。
(译注:这个特质敷衍到连想一句描述都懒得。。。)
•    Cost: 10 Karma
•    Game Effect: You must have the Wings of the Eagle quality in order to take this quality. When you use Wings of the Eagle to cast Levitate on yourself, multiply the maximum number of meters you can fly per combat round by your Magic attribute. When affected by this quality, you can not be targeted by the Movement power.

(译注:下面有一个蛇蝎出面人Face Fatale写了好几页,但是并没有相应的特质历程...)
主题: 【SC】枪斗街武GUN-FU STREET SAMURAI,p. 121-123
作者: 马非鱼2023-03-28, 周二 17:11:20
最神圣的What is Most Sacred
起点Starting Point

枪斗街武严重最神圣的自然就是它们的军火库或者某把特定枪械了。他们可能在上面投入了难以计数的时间,打磨自己的技术,和武器终日为伴,甚至如果没有手持或者带着武器,对他们来说就如同赤裸一般。如果丢失了武器对他们而言会造成精神上的打击,尤其是遇到将武器从他们身上强制夺走的情况。
One of the things a gun-fu street samurai holds most sacred is their beloved arsenal or maybe a specific firearm. They may have spent thousands of nuyen on the firearm itself, not to mention the upgrades and customizations. They may have put in countless hours with it, honing their skills and becoming attuned to the weapon to the point where they feel naked when the firearm isn’t in their hands or at least on their person. There is such a connection that the loss of this weapon impacts the player character street samurai on a mental level, especially if it’s forcibly taken from them.

以踏上该历程,枪斗街武必须有一把配备了个人定制握把与定制风格(custom style)改造的武器,或者他们必须持有和用了某把武器长达一年(游戏时间)。街武PC必在完成5至10次狂奔中利用武器击倒一个目标。PC必须在暗影社群中有一个正面的声誉,并且热度值不能高于3。
To begin on this path, the gun-fu street samurai must have a weapon with personalized grip and custom style modifications, or they must have owned and regularly used the weapon for at least a year (game time). The player character samurai must also have successfully completed between five and ten runs where said weapon was used to take down at least one target. The player character must also possess a positive rep score within the shadow community and a Heat score of no more than 3.

第一步:能被夺走的Step One: What Can Be Taken Away
街武一般而言(尤其是枪斗街武)会自认为是精英街头战士。他们会宁愿死在对手手里,而不愿接受自己最珍视与最钟爱之物从他们手中被夺走的羞辱。当然,武器和装备总是可以被替换的,但那种羞辱会留存,而那些在暗影中的人,尤其是他们的敌手或者准备大展拳脚的人,会利用这点进一步伤害PC和他们的声誉。
Street samurai in general (and gun-fu samurai in particular) consider themselves elite warriors of the streets. They would rather die at the hands of an opponent than suffer the indignity of having their most valued and prized possession taken from them. Not only would such an event highlight their failure with bright neon lights, but it would show how they were inept enough to have gotten into that situation in the first place. Sure, weapons and gear can always be replaced, but the stigma remains, and those in the shadows, especially rivals or those with axes to grind, can and will use this to further damage the player character and their rep.

在他们最后一次狂奔后的某一个时刻,街武PC的主要武器(或者军火库)会以某种羞辱性的方式从他们身边被夺走以对他们造成创伤。具体细节由GM决定,并且应该结合到剧情中,但以下是一些例子:
At some point after their latest run, the player street samurai will have their primary weapon (or arsenal) taken from them in some kind of humiliating way that traumatizes them. The exact details are up to the gamemaster and should be integrated into the plot, but here are some examples:

·在一次失败的狂奔中,枪斗街武PC被逮捕,逮捕他的可能是执法部门,又或者企业安保部队;
·一个死对头,可能是另一个枪斗街武,他主动挑战PC进行枪械对决,并且赢了;
·一个死对头,一个帮派,或者任意团伙就那么的成功伏击PC,并且夺走了某个物品。他们以数量或力量击败了枪斗街武并且为其造成了深深的创伤;
·PC自己的行动导致他们失去了武器。这可能因为疏忽,也可能因为是偶然。是否是PC的错不重要,重要的是它发生了;
·战斗之中,PC由于某种原因丢失了他们的武器。可能由于他们是为了团队,狂奔或两者而被迫放弃掉它。又或者他们失去了意识,队友在带着他离开的时候落下了,优先保证生命而不是财物。
•    During a run gone bad, the player character gun-fu samurai is captured, either by law enforcement or corporate security forces.
•    A rival of some kind, another gun-fu street samurai perhaps, actively challenges the player character for said firearm and wins the challenge.
•    A rival, a gang, or any group simply ambushes the player character and takes the item. They traumatically beat the gun-fu samurai, overwhelming them with either numbers or brute force.
•    The player character, through their own actions, loses their weapon. This could occur through either negligence or happenstance. Whether the player character was at fault is immaterial. It happened; that’s all that matters.
•    During combat, the player character is unable to retain their firearm for some reason.Perhaps they were forced to abandon it for the sake of the team, run, or both. Or maybe they were unconscious and their teammates left it behind, prioritizing life over material.

当这些事件发生,PC现在就踏出了第一步。在这一步中,他们将会由于发生的事情而感到愤怒与焦虑,尤其是当他们的武器是被夺走而非丢失。直到PC能为他们丢失的物品找到一个合适的替代品,或者在没有它的情况下训练两个月(游戏时间),PC获得失眠特质(p.77, SR6)。如果物品被强行夺走,或者如果他们在遭遇中收到严重物理伤害,他们也会由于对他们自己的战斗能力产生怀疑而得到失去信心特质(p. 78, SR6)。
When the event occurs, the player character is now in step one. During this step, they will experience a mix of anger and anxiety over what has happened, especially if the firearm was taken rather than simply lost. Until the player character can find a suitable replacements for their lost items and train with it for at least two months (game time), the player character gains the Insomnia quality (p. 77, SR6). If the item was taken forcibly, or if they received severe physical damage from the encounter, they also receive the Loss of Confidence quality (p. 78, SR6), as they now doubt their own combat abilities.

如果PC能够怎么样的找回原来丢失的武器,那么失去信心特质就会被移除,但是失眠特质还会持续几个星期。
If the player character can somehow recover the original lost weapon, then the Loss of Confidence goes away while the Insomnia lingers for a few more weeks.

第二步:胜者得宝 Step Two: To the Victor Go the Spoils
如果一个月后,狂奔者无法或决定不再尝试找回他们的武器,那么他们就能踏上下一步。无论如何,枪斗街武都会收到风,得知有人正在炫耀着原本属于枪斗街武的标志性武器。武器当前的所有者正在多个社交媒体上吹嘘着自己是如何“从一个自称武士的小瘪三那里拿到手”的。这个人被看到在当地的夜店和黑色地带出没,将武器如同战利品一样到处显摆。
If the runner is unable or decides not to try to recover their lost weapon after one month, then they move on to the next step. Eventually, word gets back to the gun-fu street samurai that someone has been flaunting the fact that they now possess their signature weapon. It’s been featured in multiple social media feeds with the current owner bragging how they “took it from that little slitch of a so-called samurai.” They’ve even been spotted sporting the weapon at local clubs and venues, waving it around like a trophy.

不时有传言说PC的心爱武器被用在蔓城各处的犯罪和其他脏活上,它的所有者也并没有隐瞒的打算。法医证据被故意留在现场,这让当地执法部门和安保部队开始到处打听PC和他所有的已知同伙。
Word is also getting around that the player character’s favorite weapon is being used in multiple crimes and other jobs all over the sprawl, with the user not bothering to hide this fact. Forensic evidence is being purposely left, which is causing local law and security forces to start asking questions about the player character and all known associates.

这让PC在暗影社区看起来很糟糕,尤其是对于其他街武。也因此,在和其他狂奔者共处的社交情景中,PC无法获得极限,除非他们是在和队友或者忠诚等级至少为3的人脉打交道。此外,由于丢失武器的高辨识度以及被知晓与枪斗街武PC的关系,他们的热度会在GM投出6而非9的时候提升,并且检定会在每节团开始时进行。它会如此进行直到PC处理好这个情况。
This makes the player character look rather bad within the shadow community, especially to other street samurai. Because of this, the player character cannot gain Edge when in a social setting with other shadowrunners, unless they are directly dealing with their teammates or contacts with a Loyalty rating of 3 or higher. Additionally, because the lost weapon is distinctive and known to be connected to the PC gun-fu samurai, their Heat rating goes up when the gamemaster rolls a 6 instead of a 9 on a test at the beginning of each session. This will continue until the player character handles the situation.

矫正情况的方法Methods to Rectify the Situation

当PC在暗影社群中丢失颜面,他们需要有重新找回面子的方法。以下是几种枪斗街武PC可以尝试的几种途径。
With the player character’s loss of face among the shadow community, they’ll have to find a way to repair or reverse the damage done. Below are just a few of the methods the player character gunfu street samurai can attempt.

找回失去的物品。对于PC而言,这是恢复名誉最显而易见的方法,不过由于状况的不同,它不一定可行。又或者那格物品在此刻已经无法获得了。但如果并非如此且PC成功了,第一步带来的所有负面特质效果会终止,且玩家信誉+1。此外,所有对热度的负面效果将会停止。
Recover the Lost Item. While this is the most obvious method for the player character to recover or reverse the damage to their rep, it may not be feasible depending on circumstances already presented or occurred. Or the item may simply be unobtainable at this point. However, if this is not the case and the player character is successful, all negative qualities still in effect from the first step will cease and the player character will have their rep increased by one. Additionally, all negative Heat effects will stop.

八九不离十。如果原来的物品因为某些原因无法找回,那么枪斗街武PC可以选择让那个小贼感受他所感受到的,做出某种“以眼还眼”的行动。如果PC能从那个人身上解放出一个同等财产/意义价值的东西(比如说,安保守卫或执法部门警员的徽章或副武器),那么这也可以修复他们的信誉,但是无法应对热度带来的问题。
What’s Good for the Goose. If the original item can’t be recovered for whatever reason, then the player character gun-fu samurai may elect to do to the thieves what was done to them as sort of an “eye for an eye” kind of action. If the player character can liberate an equally valuable object or one with equivalent symbolic value (e.g., a security guard or law enforcement officer’s badge or sidearm) from the individual in question, it will help repair their reputation but may not deal with any issues regarding Heat.

报复升级。这可以与上述提到的两个方法结合使用。有些时候只是普通的以牙还牙还不够——有些时候还需要发出一个清晰的信息。在这种情况下,这个信息就是无论何时,PC都不是你能惹得起的人。达到这种效果的的关键在于公开的杀鸡儆猴(或者足够公开到暗影社区能够知道。那个作恶者必须在某种程度上被羞辱或受折磨。如果成功,丧失信心特质就会被移除,但是PC依然会在接下来几个月中被失眠折磨(具体多长取决于PC)。此外,热度检定调整值对于PC而言恢复到常态。但是,如果PC选择了这种方式,那么不仅PC本人还有其他的队友以及参与者都有可能承担额外的后果。
Escalation and Retaliation. This can be done in conjunction with any of the two methods already stated. Sometimes it’s not enough to get even—sometimes one must send a message. And in this case, the message should be that the player character is not one to steal from or frag with, no matter what the circumstances are. The key to this one is to make a sufficient example of the thieves in a very public way (or as public as the shadows can be). The perpetrators must be made to suffer or be humiliated in some way. If successful, the Loss of Confidence quality goes away, but the player character is still plagued by Insomnia for the next few months (the exact time is up to the gamemaster). Additionally, the Heat test modifiers return to normal for the player character. However, should the player character select this course of action, there may be additional repercussions visited on not only the player character but the rest of their team or anyone who participated.

首先,一旦消息散播了出去,约翰逊先生可能会认为PC无法恰当的控制他们的基本冲动。这可能会让他们在某些类型的任务上成为负担。如果PC或者其他玩家选择这种方式,他们会因此在复仇后与约翰逊先生的下次会面时,所有社交检定承受-1骰池罚值。他们也无法在与约翰逊先生有关的社交场合中获得或使用极限,知道他们能够完成至少另外三个任务以证明他们自己的能力。
First, once word gets out, Mr. Johnson may decide that the player character is unable to adequately control their base impulses. This can make them a liability on certain types of jobs. If the player character or any other players go with this option, they will receive a –1 dice pool modifier for all social tests with any Mr. Johnson on their next meeting after enacting revenge. They will also be unable to gain Edge in social situations with any Johnsons until they are able to complete at least three more jobs to prove they are still professional enough to handle biz.

其次,这会让PC成为新的复仇对象。报复暗影中的谁是一回事——毕竟像是这样的事情有时候也会发生——但是报复有关系的目标又是另一回事了,他们背后可能是超企,犯罪集团,或者政府。对有关系的人实施复仇可能会在无意间将更多更有权势的人拉扯入局,而后者玩家将难以应对。GM必须特别注意控制程度,不如局势发展可能会迅速失控——当然如果这就是你的目的的话,那就另说了。
Second, this opens the player character for additional retaliation. It’s one thing to go after someone else in the shadows—things like that sometimes happen. But it’s another matter if the target of the player character has different affiliations, such as corporate, criminal, or government. Enacting revenge against such individuals may inadvertently draw in more powerful adversaries than the player characters can handle. The gamemaster especially must maintain more control or risk the situation spiraling out of

什么也不做,该咋咋地。有些时候,最佳选项是什么都不做,尤其是面临的变数很大的时候。暗影中有足够多的专业人士,他们知道糟心事总会发生,而有时候你必须躲避风头,舔舐伤口,咽下这口气,继续另一天的狂奔。是的,负面特质和对声誉的伤害在短期内的确很烦人,但是长期来说并非不可恢复的。如果枪斗街武PC主动选择这一历程(比如只是简单的对它不做也不说什么),那么当他们成功完成5次任务并且每月成功通过4次沉着检定(阈值起始位5,每次成功降低1)后,失眠和丧失信心特质就会被移除。这反应出PC心胸足够的宽广,同时也足够的专业,能够抵抗失去之物给自己带来的动摇——即使它对PC来说有很重要,但也只是一个东西而已。
Do Nothing, Carry On As Usual. Sometimes, the best course of action is to do nothing at all, especially in the face of much greater odds. There are enough professionals in the shadows that they know that drek simply happens and that sometimes you must simply lie low, lick your wounds, and suck it up in order to run another day. Yes, the negative qualities and hits to one’s reputation may be annoying in the short term, but it’s not unrecoverable in the long run. If the gun-fu samurai player character actively chooses this path (they cannot simply do or say nothing about it) the Insomnia and Loss of Confidence will cease after they successfully complete five jobs and are able to succeed at four Composure tests each month, with the threshold starting at 4 and decreasing with each successful test. This reflects the player character being the bigger person as well as a professional, refusing to be controlled by the loss of what—even though it meant a lot to the player character—was just a thing.

(这个感觉也没多少必要写...swc里面的心爱的武器套过来不就得了,不明白为啥要写那么多...或者说这些明明应该放在冒险钩子里)
主题: 【SC】私家侦探private investigator, p. 128-129
作者: 马非鱼2023-03-28, 周二 18:25:06
爆冷The Bad Beat

有时候,案子出了岔子。我们并不仅仅是在说未解的案子,或者陪审团对你的判断。我们在说的是灾难,没钱,声誉被毁,侦探在意的人也死了。这让侦探的心灵承受重压,并且也难以恢复。该特质历程跟随侦探处理丧失,并且重新回归正轨的过程。
Sometimes, a case goes wrong. We’re not just talking about it being unsolved, or a jury’s verdict against you. We’re talking disaster, where the money dries up, reputations are ruined, and people the PI cared for die. This weighs a lot on the mind of the private investigator and can be difficult to recover from. This quality path follows the private investigator as they deal with the loss and try to make their way back.

第一步:止痛Step One: Killing the Pain
这一步开始于侦探某个案子出了岔子的时候。这可能是由于游戏内/外行动所导致的,或者在建卡阶段就发生的情况。玩家必须决定他们的角色会如何响应这个问题。
奖励:4业力
游戏效果:角色可以通过自我用药的方式来应对他们的痛苦,也因此他们会获得3级成瘾特质(p. 74, SR6),成瘾物质为他们所选择的种类。或者,他们可以获得战斗麻痹特质(p. 75, SR6)或信任危机特质(p. 138, SWC)。
在侦探处理他丧失的过程中,这一特质会延续下去。他们无法买除该特质;它会在踏上第二步时被移除。只要PC在游戏里花了一年的时间,或PC在第二步提到的服务上花了10,000新円。
This starts right after a case has gone wrong for the private investigator. This can be as the result of in-game actions, out-of-game actions, or something that happened in the character creation process. The player must choose how their character responds to the issue.
•    Bonus: 4 Karma
•    Game Effect: The character may deal with their pain by self-medicating, in which case they receive a level 3 Addiction quality (p. 74, SR6) to the substance of their choice. Alternately, they can take the Combat Paralysis quality (p. 75, SR6) or the Trust Issues quality (p. 138, Sixth World Companion). This quality endures while the private investigator deals with their loss. They cannot buy off this quality; it goes away when they move to step two. This happens when either one in-game year has passed or the PC has 10,000 nuyen to spend on the services on step two.

第二步:得到帮助 Step Two: Getting Help
在这一步,角色明白他们需要一些帮助好让他们从自己的丧失中走出来。这可以是额外的康复服务,咨询服务,或者类似的东西。他们需要花10,000新円以获得该特质。
花费:10,000新円
游戏效果:第一步所有的负面特质会被移除,只要角色每周都和为他们提供帮助得到人保持接触。如果他们错过了一个星期,第一步的负面影响会再现,直到他们再次与援手保持接触。这会持续6个月的游戏时间,之后角色就可以在他们有4业力来花的时候踏上第三步。
At this point, the character understands that they need some help to recover from their loss. This could be addiction recovery services, counseling services, or something similar. They need to spend 10,000 nuyen to obtain this quality.
•    Cost: 10,000 nuyen
•    Game Effect: All negative effects from step one are removed so long as the character maintains a weekly connection with their source of help. If they miss a week, whatever negative effects they chose in step one return until they restart their connection. This persists for six in-game months, and then the character moves to step three when they have 4 Karma to spend.

第三步:正义侦探 Step Three: PI with a Purpose
侦探得到了足够好的帮助,并且处在将过往创伤整合到当前自我的过程中。不过他们不会忘记曾经发生的事情——他们会将此作为自我观察的手段。
花费:4业力(建卡后购买不会翻倍)
游戏效果:第一步和第二步的所有效果都会被移除。侦探有了从事正义事业的某种动机。当他们与客户或者约翰逊先生交谈时,他们可以进行一个察言观色检定;如果他们判断出这个人的意图是值得尊敬的(无论他们的判断是否正确),他们都会让雇佣费用减少10%,但在做这单案子的时候,沉着检定获得+2骰池调整。
The private investigator has received some quality help and is on the road to integrating their past trauma into their current self. They won’t forget what happened, though—they’ll use it to motivate themselves at certain times.
•    Cost: 4 Karma (not subject to doubling for purchase after character creation)
•    Game Effect: All effects from steps one and two are removed. The private investigator feels a certain incentive to work to serve justice. Whenever they are talking to a client or Mr. Johnson, they make a Judge Intentions check; if they judge the person’s intentions to be honorable (whether they did so accurately or inaccurately), they reduce their fees by ten percent, but they gain 2 dice on any Composure tests while working the case.
主题: 【SC】竞速机师 Racing Rigger, p. 135-137
作者: 马非鱼2023-04-01, 周六 01:05:17
特质历程:竞速家族The Racing Family

在这一特质历程,一个竞速机师和其他赛车手产生了联系,他们互相照顾。当然,成为家庭的一份子自然有着它的义务…
以踏上该历程,竞速机师需要和同一个人分别进行过三次直线竞速赛。
In this quality path, a racing rigger builds a connection with other racers, and they look out for each other. Of course, family comes with obligations …
To start this path, the racing rigger needs to have engaged in three separate drag races with the same individual.

速度社群 The Society of Speed
竞速机师和其他机师进行了一些你追我赶的比赛,这让他们形成了相互的尊重。他们现在知道如果有需要的话,能向那些驾驶或者机械好手打电话了。
业力花费:5业力
游戏效果:机师获得2个人脉,都是2联系和2忠诚。一个是机师(用p. 86, SR6的数据);一个是机械师(用p. 214, SR6的数据)。当机师为这两个人脉分别获得10人情点(p. 172, SWC)时,进入该特质历程的下一阶段。
The racing rigger has been through some difficult races with other riggers, and that has built a mutual respect. They now know some people who are skilled drivers and mechanics they can call on when needed.
•    Karma Cost: 5 Karma
•    Game Effect: The rigger gains two contacts, both at Loyalty 2 and Connection 2. One is a rigger (use stats on p. 86, SR6); the other is a mechanic (use stats on p. 214, SR6). They move on to the next step of this quality path when these contacts and the rigger have earned 10 Favor Points from each other (see p. 172, Sixth World Companion).

更亲密的人脉 Closer Contacts
机师和他们的竞技朋友发展出更深的联系。
业力消耗:6点
游戏效果:将速度社群带来的机师和机械师人脉的联系和忠诚等级+1。此外,当PC或那些人脉用给予盟友1极限(p. 46, SR6)极限增益时,它只会花费1点极限而非常态的2极限,每次遭遇一次。但是这同样也意味着责任;每度过一个月的游戏时间,PC欠那些人脉1人清点。当机师为这两个人脉分别支付20人情点时,进入该特质历程的下一阶段。
(译注:搞不懂…为什么写着写着用词就都瞎来了,复制黏贴那么难吗?)
The rigger is developing a deeper bond with their racing friends.
•    Karma Cost: 6 points
•    Game Effect: Increase the Connection and Loyalty of the rigger and mechanic contacts from The Society of Speed by 1 apiece. Additionally, when the PC and these contacts use the Give ally 1 Edge (p. 46, SR6) Edge Boost, once per encounter it costs only 1 Edge instead of the normal 2. This comes with responsibility, though; for every month of in-game time that passes, the PC owes 1 Favor Point to each contact. The character takes the next step in the quality path when they have paid off a total of 20 Favor Points between the two contacts.

没什么能比家人更重要 Nothing Is Bigger than Family
机师和机械师人脉现在和PC的关系又更进一步了,他们的所作所为如出一辙。当需要帮助时,PC总是会提供。
业力花费:5业力
游戏效果:将速度社群带来的机师和机械师人脉的联系和忠诚等级+1。当PC和机师、机械师人脉之间使用给予盟友1极限时,这一极限增幅总是只花费1点极限。代价是,PC会将机师和机械师的重要性放在最高位置。如果他们寻求帮助,PC需要放下手头的一切去帮助他们。如果他们无法马上去帮助他们,如此度过的每个小时都需要进行沉着(5)检定,如果失败,那么在那个小时内将无法获得或使用极限。
GM可以决定他们的需求会有多频繁;它应该大概游戏中每个月一次,但是可以根据GM认为合适的那样进行调整,尤其是它能有助于推动剧情的时候。
The rigger and mechanic contacts are close to the PC now, and they act in unified fashion. When help is needed, the PC is there to deliver it.
•    Karma Cost: 6 Karma
•    Game Effect: Increase the Connection and Loyalty of the rigger and mechanic contacts from The Society of Speed by 1 apiece. The Give Ally 1 Edge boost always costs 1 Karma when used between the PC, rigger contact, and mechanic contact. The price is that the PC prioritizes the rigger and mechanic over anyone else. If they ask for help, the PC needs to drop anything else and go help them. For every hour they do not go off to help them, they must make a Composure (5) test. If they fail, they cannot gain or spend Edge that hour.
The gamemaster can determine how frequently these requests come in; it should be about once a month in game terms, but this can be adjusted as the gamemaster sees fit, especially if it helps a plot move forward.

坏了又好了 Wreck and Recovery

在此特质历程,竞速机师与某辆特别的载具有着很深的联结,然后又以某种壮观的方式失去了它。他们之后必须尝试从他们的丧失中恢复过来。
In this quality path, the racing rigger forms a bond with one special vehicle and then loses it in spectacular fashion. They then must try to recover from their loss.

标志性载具 Signature Vehicle
机师用某辆载具时特别的走运,且机师因此最为信赖它。这标志着这一特质历程的开始。当角色在一次阈值或对手成功至少为5的驾驶检定中获得至少为8个成功时,角色可以购得该特质。机师如此的手到擒来让他们相信这就是属于他们的车。
业力花费:12业力
游戏效果:当PC驾驶他们的标志性载具时,极限增幅与动作的所需极限-1。
This quality path starts when the rigger has some good fortune with a particular vehicle that makes it one that they trust above all others. Characters can buy this quality when they get 8 or more hits on a Piloting test with a threshold or a number of opposed hits of 5 or more. The fact that the rigger succeeded with relative ease tells them that this is the vehicle for them.
•    Karma Cost: 12 Karma
•    Game Effect: Edge Actions and Boosts cost 1 less when the PC is driving their signature vehicle.

毁灭性撞击 Devastating Crash
当机师使用他们的标志性载具进行驾驶检定并获得大失误时,该特质就会生效。这会导致载具撞车,完全撞毁,并伤害到机师。标志性载具的特质将会被移除。物理层面的受伤可以通过游戏机制的方式结算;这个特质代表着情感上的打击。
特质奖励:4业力
游戏效果:竞速机师在失去他们的标志性载具后感觉到失去信心。当他们需要驾驶载具时,必须进行沉着(3)鉴定。如果他们失败了,他们在旅途的过程中无法花费或使用极限。并且不会,指停下载具,出来歇几分钟,然后重新开车不会被算开始一趟新的旅途。他们必须抵达在一开始做沉着检定时所预设的地点才能算完成这趟旅途,然后开始下一趟。
满足两个条件后,这个特质就会被移除。首先,PC需要从一开始的撞击中完全恢复。其次,他们必须在一次败了沉着检定的旅途过程中完成一个任务目标。这个“任务目标”需要是他们在开始某一旅途时就打算完成的。这可以包括运输货物,逃离警察追捕,将某一乘客带到特定地点,或者类似的东西。这会有助于他们重拾信心,好让他们踏上历程的下一步(前提是有足够的业力)。
This quality comes into play when the rigger critically glitches on a Piloting test while in their signature vehicle. This causes the vehicle to crash, totaling it and likely injuring the rigger. The effects of the Signature Vehicle quality go away. The physical injuries can be determined by game mechanics; this quality deals with the emotional wreckage.
•    Karma Bonus: 4 Karma
•    Game Effect: The racing rigger feels a lack of confidence without their signature vehicle. Whenever they start piloting a vehicle, they must make a Composure (3) test. If they fail, they cannot gain or spend Edge for the duration of their trip. And no, stopping the vehicle, getting out for a few minutes, and then getting back in does not count as starting a new trip. They must reach whatever destination they intended when they first made the Composure test in order to complete that trip and then start a new one. This quality ends when two conditions are met. First, the PC recovers fully from all wounds incurred in the initial crash. Second, they must meet a mission goal during a trip where they failed their Composure test. A “mission goal” is the thing they wanted to achieve when a particular trip was begun. This could include transporting goods, outrunning the cops, bringing a passenger to a specific place, or something similar. This helps them rebuild their confidence, so they can move to the next step (when they spend enough Karma).

机师均沾 Rigger Equilibrium
虽然PC曾经有过一辆对他们而言如同幸运符的载具,他们现在已经看淡了,因为他们明白成功并不取决于他们所驾驶的载具——而是取决于他们自己。
业力花费:8业力
游戏效果:PC不在需要应对毁灭性撞击特质带来的效果。他们平和的心态意味着他们不再惊慌失措,他们能以某种淡定的姿态应对挑战。当进行任何阈值(或对手成功)至少为5的驾驶检定时,PC的检定骰池额外+1骰子。
Whereas the PC once had a vehicle that was like a lucky charm to them, they have reached a greater sense of equilibrium, where they know success does not depend on the vehicle they drive—it depends on them.
•    Karma Cost: 8 Karma
•    Game Effect: The PC no longer needs to deal with the effects of the Devastating Crash quality. Their equilibrium means they don’t panic, and they rise to challenges with a certain sense of calm and lack of panic. On any Piloting test with a threshold of 5 or more (or an Opposed test that got 5 or more hits), the PC gains 1 extra die for their test.
主题: 【SC】狙击手 Sniper p.143-145
作者: 马非鱼2023-04-05, 周三 01:00:19
特质历程:枪手的猎人(HOG) Hunter of Gunmen

起点 Starting Point
以踏上该历程,狂奔者必须是一个受训狙击手,或者曾经有过这样的职业服役。游戏性上,这意味着需要至少有4级侦察技能,以及步枪或者军械专精。此外,角色必须至少有两级与之相关的技能知识,比如说弹道学,数学,小组战术,监视技术等。最后,角色需要有至少把经常使用的步枪的极远射程AR至少为8。
To start on this path, the runner must be a trained sniper, whether self-taught or having had prior professional service. Mechanically, this requires at least 4 ranks in the Perception skill, as well as a Rifles specialization or expertise in Firearms. Furthermore, the character must have at least 2 knowledge skills appropriate to the archetype, such as Ballistics, Mathematics, Small Unit Tactics, Surveillance Techniques, etc. Lastly, the character must own or at least regularly operate a rifle with an Extreme range AR value of 8 or more.

在这个历程的任何一步中,狂奔者可以在进行枪械(步枪)检定时,使用逻辑代替敏捷属性,只要能满足以下条件:①狙击手的攻击目标在远距或极远射程,②狙击手处于匍匐状态,③狙击手能享受到瞄准动作带来的增益。
 
During any step on this path, a runner may substitute Logic for Agility when making Firearms (Rifles) tests when all of the following conditions apply: the sniper is attacking a target at Far or Extreme range, the sniper is prone, and the sniper is benefitting from a Take Aim bonus.

第一步:专业受训枪手(PIG)Step One: Professionally Instructed Gunman
没人能不经过大量训练或者实操就能掌握狙击手的那些技能。甚至很多时候你会既需要实操也需要训练。让此更复杂的是,任何一个拿着步枪的人都会倾向于自认为是狙击手,尤其是那些没那么有水平,受训程度较低的射手。这样的现象让这个头衔就变得有点掉价,因此导致那些老手看不太起那些自称为狙击手的人。此外,由于很多受训狙击手都是来自于第六纪社会的法治那一方,他们往往也因此被那些一辈子都是无码者的人所怀疑——即使那些狙击手从未为那些大人物做过什么。
No one acquires a sniper’s skill set without a lot of experience or training. It usually takes both! Complicating matters, everyone who employs a rifle tends to self-identify as a sniper, particularly the less capable, less disciplined shooters. The latter phenomenon cheapens the title and can result in a self-professed sniper’s capabilities being questioned by experienced professionals. Since many trained snipers come from the law-abiding side of Sixth World society, they are often met with suspicion by lifelong-SINless on that basis—even if the sniper never worked for the Man themselves.

尽管如此,无论是新人狙击手还是那些依然在受训的,他们往往都从战友身上得到不少的尊重。但为了将他们与下一级真正的猎人区分开来,军队和准军事部队的士兵亲切地称他们为 PIG:受过专业训练的枪手。这些狙击手精通于精准射击,所以他们提高的主要动力是成为战术机器的完美组件。PIG这一称谓甚至在暗影社群中也有被使用,这个名字最先被雇佣兵和前军事成员所使用,用于描述遁入暗影的前特警狙击手。即使是那些没有穿过军装的狂奔狙击手,只要他们待在同一支队伍足够久,他们也可以发现自己正在成为PIG的路途上。这种完善团队合作的动力对他们独自行动或在没有事先协调的情况下执行计划的倾向产生了对立的负面影响。
Despite all this, even novice snipers or those still in training tend to receive much respect from those they work with and fight alongside. But to differentiate them from the true hunters on the next level, troopers in military and paramilitary service affectionately refer to them as PIGs: professionally instructed gunmen. These snipers already have proficiency in marksmanship, so their primary drive to improve is in becoming the perfect component of a tactical machine. The “PIG” appellation is even used in the shadow community, the name first brought there either by the numerous mercs and former military members or used to describe former police SWAT snipers turned to the shadows. Even shadowrunning snipers who never woreany uniform can find themselves on the PIG’s path when they become part of a recurring team. This drive to perfect their teamwork has an opposite, negative effect on their inclination to operate solo or to execute plans without prior coordination.

在这一步,角色承受“也许我错过了什么”负面特质的影响(p. 130,FS),由于他们痴迷于确保自己能搞清楚与自己任务相关的所有因素,以及对其他队友在计划中的角色的彻底理解。虽然这样的行为对整支队伍而言很烦人,但是也有它的好处:PIG能在任何协作检定(p. 36, SR6)上获得一点极限,无论他们是带领者还是协助者。
While in this step, the character suffers the Maybe I Missed Something negative quality (p. 130, Firing Squad) because they obsess about ensuring that they recognize all relevant factors for their mission and that they thoroughly understand other teammates’ roles in the plan. However annoying this behavior may be for the rest of the team, it does come with an upside: PIGs gain a free point of edge on any teamwork test (p. 36, SR6) whether they are leading or participating.

第二步:夺得猪牙 Step Two: Earn a Hog’s Tooth
在狙击手中,一个值得尊重的敬称是枪手的猎人,缩写为HOG。一个能成为HOG的PIG会是任何狂奔者见过最可靠的队友,也是他们对手能见到的最致命的敌人。有这么一句格言:能反制狙击手的只有另一个狙击手,而HOG的渗透技术十分精进。这种水平的狙击手曾与第六纪能展现的大部分事物并肩作战或对抗过,因此对他们战友或者敌人的能力水平都不怎么会感到惊讶。
Among snipers, a respected honorific is the Hunter of Gunmen, or HOG. A PIG who has become a HOG is as reliable an ally as any shadowrunner will ever have, and as deadly an adversary as they will ever face. A maxim holds that the only countermeasure to a sniper is another sniper, and the HOGs have mastered their tradecraft. A sniper of this level of experience has worked alongside or against most of what the Sixth World has to offer and accordingly is rarely surprised by what a friend or foe is capable of.
一个在第五纪士兵之中的迷信流传至今:杀死你的子弹会刻着你的名字。这种黑色宿命论的观点具有一个讽刺性的好处,只要这颗子弹没有被发射,你就不会死。这个传说使对猪牙的迷信诞生了:从你杀死的敌方狙击手的枪膛里抢到那颗刻着你名字的子弹!当这发子弹被物理性的课上了你的名字并被制为吊坠,那么它就是狙击手口中的猪牙。
A superstition that originated among soldiers of the Fifth World continues today: that somewhere a bullet exists with your name on it, and it will end your life. The ironic upside of this bleak fatalistic view is that one cannot die UNTIL that bullet is fired. From this legend is born the superstition of a Hog’s Tooth: the bullet with your name on it that was snatched from the gun of an enemy sniper you slew! This bullet, once physically inscribed with one’s name and fashioned into a pendant, is known by snipers as a Hog’s tooth.

当你在第一步:PIG中从执行任务上获得20业力后,狂奔者就会走到这一步并且失去上一步所提到的游戏效果。在这一步中,他们的技艺得到精进悲切被认为是一个可靠的专家。不幸的是,他们作为暗影中一个狙击行家不可避免的被谣传为一个冷酷的杀手,因此他们的声誉并没有从他们完美的专业技术中得到增益。
After earning 20 Karma performing missions in Step One: Professionally Instructed Gunman, the runner advances to this step and loses the mechanical effects described therein. In this step, they have achieved mastery of their craft and are recognized as reliable professionals. Unfortunately, their status as a master sniper running the shadows also inevitably leads to rumors about being a remorseless killer, so their reputations often don’t benefit from their consummate professionalism.

在这一步中,狂奔者的确是一个有能力的杀手,虽然不一定很嗜血。但正如每个猎人会知道的那样,开枪只是一次成功狩猎的很小一部分而已。在这一步中,狂奔者可以获得一个以下好处:
安妮镜影(Annie Mirrorshade):狂奔者和他们枪的关系,正如机师和他的无人机。狂奔者具有让旁人感到难以置信的精准射击能力。当狂奔者射击一个近或中距的目标时,攻击弱点(Called Shots)的极限花费减少2(最低为1)。
冷血(Ice in the veins):狂奔者擅长另一种精确:在非常远的距离上预判子弹落点。当以逻辑进行步枪射击(见上)时,第一次瞄准动作之后的每一次瞄准提供+2骰池加值。当用到瞄具时,即使第一次瞄准动作也会获得这个增益。
眼皮子底下(Right under their nose):很多狙击手更看重潜行以及侦察技巧而非动能的破坏力。他们之中最好的一批被怀疑在用魔法,但不是所有人都有觉醒能力。这些人知晓如何让伪装技术或魔法的好处最大化,劣势最小化。当他们静止不动时,察觉到他们的阈值+1。如果狂奔者自己制作了一套为他们所躲藏的特定区域而设计的吉利服,那么阈值的增加提升到+2。
乌龟对王八(It takes one to know one):有些狂奔者精进他们的隐匿技能以让人难以发现,而有些则懂得了如何更好的去反制这样的技能。这些狂奔者十分清楚眼睛该看向哪里,他们训练有素的头脑可以记住周围环境中看似随机的景象,因此他们可以更好地注意到那些看似属于环境的一部分但之前并不在那里的东西。当试图发现伪装或隐形目标时,阈值-1。但是这不会对隐匿vs.侦察的对抗检定生效。
肚里蛔虫(Know them better than they know themselves):HOG是天生的领袖,也是对细节出众的观察者。他们不会过于关注精准射击或潜行,而是更加关注对情报的收集,以及将它最大化利用的战术敏锐。每当狂奔者花八小时监视目标并且还没有被发现,狂奔者可以确定一个可以利用的安保漏洞,需要GM同意。一些例子包括一个有点坏的摄像头有一部分区域没有复盖到,一个理应紧闭的安保门被经常出入的员工半掩着,没有紧闭,之类的。
In this step, a runner is indeed a capable, if not necessarily bloodthirsty, killer. But as every hunter knows, making the shot is only a small part of a successful hunt. In this step, runners may pick one of the following benefits:
•    Annie Mirrorshade: What a rigger is to their drone, this runner is to their rifle. The runner is capable of feats of marksmanship that seem impossible to onlookers. While the runner is shooting with a rifle at a target in Near or Medium range, the Edge cost of Called Shots is reduced by 2 (to a minimum of 1).
•    Ice in the veins: This runner specializes in a different kind of precision: lead on target over very long ranges. When using Logic to attack with a rifle (see above), each Take Aim action spent after the first such action generates +2 dice. When employing a scope, even the first Take Aim action gives this benefit.
•    Right under their nose: Many snipers prioritize stealth and the tricks of observation over kinetic destruction. The best of them are suspected of using magic, but not all of them have Awakened powers. These runners know how to maximize the benefit and minimize the vulnerabilities of camouflage-granting technology or magic, such as invisibility or a ruthenium cloak. The threshold to detect the runner while they are motionless increases by +1. This bonus is doubled to +2 if the runner has personally customized a ghillie suit for the specific area they are hiding within.
•    It takes one to know one: While some snipers develop their sneaking skills to avoid being seen, others develop it to understand how to counter the skill. These runners know particularly well how to maintain eye discipline and have welltrained minds that memorize apparently random patterns in their environment so they can better notice something that looks an awful lot like it belongs but in fact wasn’t there a few moments ago. Reduce any thresholds to perceive a camouflaged or invisible target by –1. This does not apply to Stealth vs. Perception Opposed tests, however.
•    Know them better than they know themselves: These HOGs are natural leaders and peerless observers of detail. Rather than focusing overmuch on marksmanship or stealth, these runners dedicate themselves to gathering intelligence, and having the tactical acumen to capitalize upon it. For every eight consecutive hours spent observing a target without being detected, the runner may establish one exploitable security flaw subject to gamemaster approval. Appropriate examples include a faulty camera leaving an area unmonitored, a doorway that’s supposed to be secured which employees habitually leave propped open, etc.

第三步:带上猪牙 Step Three: Wear a Hog’s Tooth
枪手的猎人历程的最后一步并非每个狙击手都能做到的。那些成功来到这里的人在理解狙击手信条的人中赢得了最深切的敬意。来到这一步的条件是,杀死那个打算杀你的狙击手,并且从他们枪的枪膛中取出一枚未击发的子弹。当这颗子弹被制为吊坠,它就是猪牙了,人们普遍认为它对其拥有者具有神秘学上的重要性,即使他们并非魔法觉醒的。
The final step in the Hunter of Gunmen’s path is not achieved by every sniper. Those who make it here command the deepest respect among those who understand the snipers’ credo. The only way to enter this step is to kill an opposing sniper who was trying to kill you and then claim an unfired bullet from their rifle’s chamber. After this bullet is fashioned into a pendant, it is a Hog’s Tooth, and is commonly believed to hold mystical importance to its claimant even when they are not magically Awakened.

猪牙的持有者既强大又自信,他很有可能相信自己通过所掌握的技能躲过了死亡。狂奔者保留他们在第二步:夺得猪牙中获得的能力,并且可以在同一个表中选择第二个。但是他们只能在拥有自己的猪牙时获得该增益。此外,这种程度的狙击手才是暴毙的真正化身。当狙击手用步枪攻击处于中距射程或更远的目标时,目标总是被视为遭到突袭(防御或伤害抵抗检定不能花费极限),除非他们能以某些方式锁定狙击手的精确位置。
The bearer of a Hog’s Tooth is a formidable and self-confident force—a force who quite possibly truly believes they have cheated death through their skills. This runner retains the ability chosen in Step Two: Earn a Hog’s Tooth, and may also choose a second one from that list. They only gain that benefit, though, when they are in possession of their Hog’s Tooth. In addition, snipers of this caliber are the true avatars of sudden death. When this sniper attacks a target at Medium or longer range with a rifle, the target is always considered surprised against these attacks (no Edge can be spent on defense or soak tests) unless they can discern the sniper’s exact location in some way.
如果狂奔者的猪牙丢失或者被偷了,该历程上所有的增益都会失去,直到它被找回来。如果猪牙无法被寻回,狂奔者必须重新建立他们被击倒的信心,和他们自认为的霉运作斗争。
If the runner ever loses the Hog’s Tooth or has it stolen, all benefits of this path are lost until it is recovered. If the pendant cannot be recovered, the runner may begin the path all over again from scratch as they re-build their shaken confidence and slowly work off their sense of bad luck.
(译注:如果有人还没意识到的话,PIG和HOG都是猪的英文,PIG更多是家猪,HOG更多指野猪)
主题: 【SC】社交修士 Social Adept,p.152-154
作者: 马非鱼2023-04-30, 周日 14:40:39
格式塔Gestalt

起点Starting Point
社交修士并非只是一张漂亮脸蛋。他们知道如何骇入,战斗,驾驶以及各种其他事情。最常见的情景是社交修士同时也是一个骇客或者团队骇客,擅长于通过延续检定钻进一个系统,与找到/创造出一个后门或其他利用漏洞的途径,以求在最后的骇入时尽可能的静默运行。社交修士在矩阵和肉界的贡献主要体现在社会工程学上。通过发现和利用矩阵上最有价值的要素——泛人类——他们能偷取密码,植入间谍和恶意软件,发现和解决安保蜘蛛,并且在警报拉响时散布混乱与假信息。
以踏上该历程,社交修士必须至少有唬骗5,电子学5,破解5,与4级通讯链。他们需要花费10业力以踏上第一步。
The social adept isn’t just a pretty face. They know how to hack, fight, drive, and do any number of other tasks. The most obvious scenario is where the social adept is also a hacker or is the team hacker, and they are performing an Extended test to burrow into a system and find or create a backdoor and focus on other exploits to eventually Run Silent as much as possible when pulling off the final hack. The social adept’s contribution is both in the Matrix and in meatspace through social engineering. By identifying and exploiting the most vulnerable element of the Matrix—metahumans—they are able to steal passwords, implant spyware and malware, find weak elements in the system and the target entity, identify and neutralize spiders, and sow disinformation and confusion for when the alarms go off.
To start on this path, the social adept must have Con 5+, Electronics 5+, Cracking 4+, and a rating 4 or higher commlink. They must spend 10 Karma, and they move to step 1.

第一步
社交修士与一些或所有队友发展出良好的关系。当队友进行延续检定时,社交修士能通过协作检定支持他们。如果社交修士有影响技能,那么这个效果同样能应用到训练之类的检定上,代表着社交修士鼓励和支持着他们的队友进行提升技能甚至某些启蒙(这不会,也不能,对深潜生效)。当社交修士投入时间去协助队友进行他们的事项时,他们可以利用不完全匹配但依然能够帮助队友的技能进行这个延续检定。以社会工程学为例,社交修士能以唬骗延续检定进行网络钓鱼,以获得进入主机的权限从而放置间谍或恶意软件,或重设密码。一旦完成,骇客就可以将社交修士取得的净成功添加到自己的延续检定上以设置后门或者降低防御。
The social adept has developed a rapport with some or all of their teammates. When the teammates make Extended tests, the social adept can support them through Teamwork tests. If the social adept has the Instruction skill, this could also apply to Training tests and the like where the social adept is able to provide morale and support as their teammates improve skills or even some Initiation (this does not, and cannot, work on Submersion). As the social adept invests time as a facilitator for their teammates’ activities, they can perform Extended tests using skills that are not an exact match for the test but could still benefit their teammates. Using the social engineering example, the social adept can perform an Extended Con test to phish targets to gain access into the hosts to place spyware or malware, or to re-arrange passwords. Once completed, the hacker can add the social adept’s net hits to their own Extended test for setting up backdoors and lowering defenses.

第二步
当社交修士走过第一步时,他们和队友就形成了良好的默契,90%的狂奔可以在不需要经过枪战,赛博战斗,以及“踹快正门然后扫射全场”的暴力就得以完成。社交修士必须有提升能力(影响)才能踏上第二步。只要至少有2个队友有同样或相似的技能,他们就可以为所有队友执行协作检定。这个检定的净成功能被用于避免战斗的战术,比如悄声前行,利用矩阵,魔法,物理层面的漏洞;或使用团队的技能创造漏洞,比如通过影响或其他方式吸引蜘蛛、安全人员和与目标相关的其他重要人员。
这个可能最终会需要进行一场小型狂奔来接触或利用那些人或系统,但最终结果是实施行动时,危险等级和需要使用暴力的可能性会显著降低,当冲突和意料之外的情况出现时,GM需要将这一点也考虑在内。
As the social adept moves through step 1, they integrate themselves with their teammates into a well-ordered machine that can get ninety percent of the run completed without risking the gunfights, cybercombat, and violence that comes when the team doesn’t mesh and the battle plan is “Walk in the front door spraying machine-gun fire.” The social adept must have Improved Ability (Influence) to move on to step 2. They can perform Teamwork tests with all of their teammates so long as two or more team members have the same or similar skills. These net hits go toward Extended tests to circumvent combat by tactics such as silently infiltrating and exploiting Matrix, magical, and physical vulnerabilities; or using the team’s skills to create exploits by influencing or otherwise engaging spiders, security, and other essential personnel associated with the target.
This may end up resulting in mini-runs to reach and exploit those individuals or systems, but the net result is that when the actual run goes off, the threat level and potential for violence has been reduced significantly, and the gamemaster will take that into account when conflicts and unexpected situations arise.

行动专家Operations Ace

起点
社交修士是一个大师级的操纵者,也擅长于识别自身与他人(包括队友)身上的线索与行为,他们能够利用自己的技能使团队在战斗中更加致命,并更有效地开展工作,减少复杂因素与矛盾。社交修士必须有提升能力(影响)与战斗感应修士能力,以及小队战术知识技能(p. 86,FS)。
The social adept is such a master manipulator and expert at recognizing cues and behaviors in themselves and others, including their teammates, that they are able to use their skills to make the team deadlier in combat and more effective in carrying out jobs with fewer complications or conflicts. The social adept has to have points in the Improved Ability (Influence), and Combat Sense adept powers, and the Small Unit Tactics knowledge skill (p. 86, Firing Squad).

第一步
通过投入10业力,角色的战斗技巧变得更为强大也对其充满信心,以至于他们能够将战斗感应异能用在进攻上,因为他们不仅对所处的情景有着战术意识,而且还能通过社交技能投射他们的战斗能力(投射出自信、自强和钢铁意志的光环)。这允许社交修士能通过威吓与唬骗使他们的目标陷入不利位置,因此在进行任何攻击时,社交修士的攻击等级+2,只要所用的武器在对应的射程类别中拥有攻击等级。
By investing 10 Karma, the character has become so competent and confident in their combat prowess that they are able to use the Combat Sense power offensively because they walk into these situations not only tactically aware, but they also project their martial power through their social skills (projecting auras of confidence, competence, and steel will). This puts their targets at a disadvantage through intimidation and deception, and it gives the social adept +2 Attack Rating on any attack, provided the weapon they are using has a positive rating at the relevant range.

第二步
通过他们的影响(领导力)技能与其他能力,社交修士能更有效的和其他队员进行协调,他们的沟通也更快,更清晰,更概括。通过直接体验狂奔战术(意味着他们至少在三次任务重有那么做)与花费15业力,社交修士能获得两个选项之一:
1)当进行小组战术检定时,每获得2净成功,就能为一个队友分配状况极限。比如说,社交修士被指派为队长,并在检定中获得了5个成功。他们可以在战术动作的过程中未两位队员分配极限而非只是一个。
2)当进行小组战术检定时,每获得2净成功,战术动作的执行时机就会在比正常的要提高一级主动性顺序的玩家回合执行。比如说,社交修士被指派为队长,并在检定中获得了5个成功。他们如常分配极限,并且在第三低的玩家回合中执行战术动作而非最后一个。
The social adept can coordinate more effectively with the rest of their team through their Influence (Leadership) skill and other abilities to communicate quickly, clearly, and broadly. With direct experience in running tactics (meaning they have done it in at least three jobs) and an expenditure of 15 Karma, the social adept has two options:
1) Allocate Situational Edge to multiple team members for every two hits over the threshold when making a Small Unit Tactics test. For example, the social adept is designated the leader and scores 5 hits on the test. They can allocate Edge to two team members during the combat maneuver instead of just one.
2) For every two hits over the threshold when making a Small Unit Tactics test, the combat maneuver can be performed on the initiative pass of a player one step higher in initiative order than normal. For example, the social adept is designated the leader and scores 5 hits on the test (2 net hits). They allocate Edge, and the combat maneuver occurs on the third-lowest member’s initiative instead of the lowest member’s.

第三步
社交修士清楚团队的能力去到哪,也具有优秀的分析和策划能力,因此他们能发现和规避最初狂奔计划中的缺陷,能在狂奔的过程中进行灵活调整,好让狂奔不至于严重脱轨。随着时间的流逝且花费15业力后,社交修士可以作为领导者带着团队进行协作检定,阈值为一般狂奔难度等级。每超过阈值2个成功,这次任务中就可以获得一点可分配极限。如果狂奔的过程中出现了一次严重性高的复杂因素,且团队能够交流与进行一个协作检定,那么团队中的每个人都可以获得1点极限,这点极限能用于面临意外的求生和扭转局势。
The social adept is so familiar with the team’s capabilities and has honed their analytical and planning skills so well that they can recognize and circumvent flaws in the initial run plan, and they are able to refocus on the fly when the run inevitably goes sideways, with less chance of the team ending up in even more drek than before. Over time and with a 15 Karma expenditure, the team can run a Teamwork test against a general Run Difficulty threshold with the social adept as the leader. For every two hits on the leader’s test above the threshold, the team earns one floating point of Edge to use during the mission. If a serious complication occurs during the run where the team is able to communicate and make a Teamwork test, then they may earn 1 point of Edge for anyone on the team to use to account for the team being able to successfully pivot and survive when things go awry.
主题: 【SC】街头医生street doc, p. 160-161
作者: 马非鱼2023-05-06, 周六 16:42:17
特质历程
这一特质历程追踪着街头医生成为一个新社区中的重要组成部分的发展旅程。
This quality path traces a street doc’s journey as they establish work in a new community and become an asset.

第一步:主场 Step One: Home Ground
角色一开始就是被邀请来帮助本地人的。他们可能是被雇来安装赛博改造,治病疗伤,或者发挥一些缺乏专业人员的社区所需的功能。当他们开展工作时,他们会开始接触当地人,了解这个社区。这会慢慢建立起他们对这个地区的归属感,并且也踏上了该历程。当角色花50天并且每天至少4小时服务于这个街区后,他们可以获得无需翻倍业力的获得自家地盘特质。队伍也可以购买或者租借附近的安全屋(如,甜头Sweet Treats)。
The character initially comes in to help out the locals. They may be hired to install cyberware, treat illnesses and wounds, or perform any other function an underserved community needs. As they work, they begin to meet the locals and get to know the neighborhood. This slowly builds their attachment to the area, and they start along the quality path. After serving the community for at least four hours a day for a total of fifty days, they gain the Home Ground quality for half the normal Karma cost. The team can also negotiate to buy or renta nearby safe house (e.g., Sweet Treats).

第二步:日常工作 Step Two: Day Job
如果医生接受了那个诊所并且至少连续运营十天,他们就会变为社区常态存在的一部分,只要他们当月在诊所至少一百个小时,那么他们每个月都可以获得2业力和1,000新円。
If the medic accepts the clinic and operates it for at least ten consecutive days, they become a community fixture, and they gain 2 Karma along with 1,000 nuyen per month for any month where they work at least one hundred hours in the clinic.

第三步:敌人 Step Three: Enemy
继续在诊所工作会带来麻烦。街头医生会因此惹到丹尼尔·布雷德伍德,一个当地救护车(CrashCart)的业务经理。他并不热衷于见到狂奔者和他抢生意,因此他挂了2,500¥的赏金在街头医生头上。这并不足以带来什么真正的麻烦,但偶然出现(比如说每几周一次)的菜鸟杀手就够让街头医生一惊一乍了。
Continued work in the clinic will bring problems. The street doc will earn the ire of Daniel Braidwood, the CrashCart manager who had been operating in this neighborhood. He does not appreciate the runners taking away his business, so he puts a 2,500 nuyen bounty on the street doc’s head. That’s not enough to attract any real heavy hitters, but the occasional appearance (once every few weeks) of a would-be assassin is enough to keep the street doc a little jumpy.
主题: 【SC】街头武士-刀锋战士 Street Samurai Blade Fighter,p.167-169
作者: 马非鱼2023-05-15, 周一 00:23:02
特质历程:精英中的精英 Best of The Best

起点Starting Point
这是任何刀锋武士玩家在一开始或者开始不久后就能踏上的历程。玩家能有关于任意刀锋战士的任意背景、性格或者长处。但是,以踏上该历程,他们必须展示出对利刃的投入,因此需要有近战(利刃)专精并且选择一款特定利刃作为他们的主武器。此外,作为该历程的一部分,他们必须有某种荣誉守则,因此需要具备相应的特质。这可以是某种常见的守则,比如说对武士道的执着,有或者某些更为针对玩家角色的守则,但这样的守则需要与GM进行讨论并得到允许。玩家可能拥有的任何其他正面或负面特质也应该与GM讨论,以使它们能避免与更大的游戏叙事引起任何重大冲突,以及使它们能够更好的相互映衬。
This is a path that any blade street samurai player can take at the beginning of or shortly into their career. The player can have any background, personality, or proficiency with any kind of bladed weapon. However, for this path they must show devotion to the blade by having the Close Combat skill with Blade specialization and select one specific blade as their primary weapon. Additionally, for this path they must also have a code of honor of some kind as reflected by the Honor Bound quality. This can either be a generic code such as adherence to Bushido, or something more specific to the player character but discussed and authorized by the gamemaster. Any other positive or negative qualities the player may have should also be discussed with the gamemaster so they do not cause any significant conflict or can be properly integrated into the overall quality path as it plays out within the greater game narrative.

第一步:留下你的印记Making One’s Mark
每一个故事都有一个开始,而对刀锋武士而言,这个开始就是决定采纳与踏上利刃之道。但是训练、实践、甚至获得足够的铬都算不上什么,除非他们证明自己。为了打响名号,街武必须完成值得被谈论的事迹。无论是好是坏,只有这样,名声才能打响。也只有这样,利刃战士街武才能展示出他们在暗影社群中的价值。
Every story has a beginning, and for the blade street samurai, that beginning is first deciding to adopt and follow the path of the blade. But training, practice, and even the acquisition of sufficient chrome are nothing unless they prove themselves. To earn their name, a samurai must accomplish deeds worthy of being talked about. From such things reputations, both good and bad, are created. Through deeds and reputation, blade street samurai demonstrate their worth within the shadow community.
因为他们非常专注于他们自己的守则和战斗哲学,所以踏上该历程的刀锋战士无法再战斗中获得额外的极限,除非他们利用自己的利刃武器。不过对于那些利用了自己擅长武器的刀锋战士而言,只要他们的攻击等级至少比防御方的防御等级高4点,他们就可以获得额外1点极限。
Because they are so hyper-focused on their particular code and combat philosophy, blade street samurai who start this path cannot gain any additional Edge during combat unless they use their bladed weaponry. Those who use their preferred weapon in combat, however, get one additional point of Edge when their Attack rating is at least 4 more than the defender’s Defense Rating.

如何建立你的声誉并且(尽可能)不被集火How to Build Your Reputation and (Hopefully) Not Get Geeked
就像旧时的战士那样——刀锋战士就是他们某种程度上的延续——现代的刀锋武士知道行动胜于雄辩。因此,除了不断的训练之外,刀锋武士还会寻找一切机会来提高他们在暗影社群中的声誉。
Like warriors of old—to whom they feel a close kinship—modern blade samurai know that actions speak louder than words. So in addition to their constant training, blade samurai seek out every opportunity to enhance their reputations within the shadow community.
虽然这可以通过几种不同的方式完成,但刀锋武士必须小心不要获得错误的声誉或背叛自己的荣誉准则。例如,一名以过度暴力和残忍着称的刀锋武士作为一名战斗人员可能会令人由畏生敬,但当约翰逊先生不再希望雇用他们时,就对他们的整体声誉和生存毫无帮助。 同样,对敌人表现出太多怜悯或被认为软弱的刀锋武士可能会让潜在的盟友怀疑他们是否有战斗的勇气。对声誉的平衡宛如走钢丝,而且通常需要在瞬息间做决定。
别有压力。
尽管如此,刀锋武士仍然可以通过一些行之有效的方法来获得声誉与荣誉。
While this can be done in several different ways, the blade samurai must be careful to not gain the wrong kind of reputation or betray their own code of honor. For example, a blade samurai who is known for excessive violence and brutality may be feared and even respected as a combatant, but that does little to help their overall reputation and survival when Mr. Johnsons no longer wish to employ them. Likewise, a blade samurai who shows too much mercy or is perceived as weak toward an enemy could cause potential allies to wonder if they really do have the stomach for the fight. It is a delicate balancing act, often teetering on the edge of a razor where decisions must be made in a split second.
No pressure.
Still, there are some tried and true ways a blade street samurai can gain both reputation and honor.
在战斗中击败对手(Defeat Enemies in Combat):这个显而易见,但依然有必要说一下。本质上,刀锋武士就是在新时代用老法子(但是有科技加成)的战士。他们想要证明的是,旧方法不仅在现代技术面前仍然有价值,而且他们就是这些方法的合格继承者。正如那句话所言,要用新円证明你的所言。而击败敌人就是刀锋武士做到这点的最快手段。但是以荣誉的方式击败敌人和就那么把他们杀死是有区别的。一个真正可敬的武士不会通过杀死那些比自己弱的人而获得任何真正的荣誉或声誉。只有恶霸和动物才会无缘无故的杀人。同样,为流血而流血并不能证明一个人的技能或荣誉——只有击败一个可敬的对手或构成足够威胁的敌人才能证明这一点。
Defeat Enemies in Combat: This one is obvious, but still needs to be said. At their core, blade street samurai are warriors who use older methods (with technological twists) in a modern time. They are focused on proving that not only do the old ways still have merit in the face of modern technology, but that they are worthy successors to those ways. And as the saying goes, one must eventually put their nuyen where their mouth is. Defeating enemies is one of the fastest ways for a blade samurai to do just that. But there is a difference in defeating an opponent with honor and simply killing them. A truly worthy samurai does not gain any real honor or reputation by killing those weaker than themselves. Bullies and animals kill for little reason. Likewise, bloodshed for the sake of bloodshed does not prove one’s skill or honor—only the defeat of a worthy foe or one that poses a sufficient threat can do that.
手下留情(Showing Mercy):如上所述,刀锋武士在击败明显更弱的对手或没有表现出重大威胁的对手时,并不会因此而获得荣誉。但在合适的时候展现自己的仁慈,刀锋武士就能展现出,在一个对大多数泛人类苦难漠不关心的世界,他们对荣誉的理解。击败对手并不一定要杀了他,如果刀锋武士能做到,也说明了他能够随机应变,可以在形势需要的时候收手,死亡不是他们武器库中唯一的武器。因此,刀锋武士并不仅仅是一台杀人机器——他们是战士,而不是屠夫。
As said before, a blade samurai gains no honor by defeating a significantly weaker opponent or one who shows no significant threat. By showing mercy at the proper time, the blade samurai demonstrates that they understand the meaning of honor in a world that is indifferent to most metahuman suffering. Defeating an opponent without necessarily killing them also shows that the blade samurai can adapt to their situation, that death is not the only weapon in their arsenal, and that they can stay their hand when the situation calls for it. A blade samurai is not simply a killing machine—they are warriors, not butchers.
完成任务(Finishing the Job):如果武士同意执行一项任务或工作或实现一个目标,他们有义务尽其最大能力履行该协议的条款。如果其中一部分意味着零战斗,那就这样吧。以后会有很多机会。
If the samurai agrees to perform a task or job or achieve an objective, they are honor bound to meet the terms of that agreement to the best of their abilities. If part of that means zero combat, then so be it. There will be plenty of opportunities for that later.
迎接挑战(Meeting All Challenges and Challengers):
第六世界总以某种方式考验每个人,但大多数人选择逃避这些挑战。但刀锋武士并非大多数人。他们不仅知晓还接纳这一点,而且乐于见到他们遇到的任何挑战。 通常,这些挑战来自其他战斗人员,他们可能也在寻求证明自己或正在探研如何更好更新颖的将武器与铬结合使用。刀锋武士永远不知道他们可能会遇到什么,因此必须为任何事情做好准备。一个刀锋武士绝不能让对未知的恐惧阻止他们为荣誉和准则挺身而出。
Meeting All Challenges and Challengers: The Sixth World tests everyone in some way, but most choose to run away from such challenges. But not the blade street samurai. They not only know and accept this, but they welcome any challenge that comes their way. Often, these challenges come from other combatants who may also be looking to prove themselves or are seeking newer, innovative methods or combinations of weapons and chrome. The blade street samurai never knows what they may be going up against and must be ready for anything. A blade samurai must never let fear of the unknown prevent them from standing up for honor and their code.
改日再战(Knowing When to Fight Another Day):这似乎与战士所代表的一切背道而驰,但事实恰恰相反。由于刀锋武士不是没有头脑的动物,他们也应该认识到,有时他们的个人荣耀/胜利可能需要为了更大的利益或其他人而搁置一旁。 以牺牲你的朋友、盟友、同胞,甚至是手头的任务/工作为代价来击败敌人是一件自私和不光彩的事情。
Knowing When to Fight Another Day: This may seem to run counter to everything a warrior would stand for, but it is quite the opposite. As the blade samurai is not a mindless animal, they should also recognize that sometimes their personal glory/victory may need to be put aside for the greater good or for others. Defeating an enemy at the cost of your friends, allies, compatriots, or even the mission/job at hand is a selfish and dishonorable thing.
接受死亡的命运(Accepting That They Will Eventually Die):一个真正的战士,无论哪种,都会知道,尽管他们可以拥有高超的个人技艺和力量,但总有一天他们会面对一个比他们更好的对手。在这场对抗中,刀锋武士知道他们终将走到尽头。 刀锋武士比大多数人都清楚这一点。他们知道,无论他们做什么,他们的身体终将都会变弱,他们的增强终将会变得过时。 所以,就像他们之前的战士一样,刀锋街头的武士接受了这一点,并希望至少在那个时刻到来时能有一个光荣的结局。然而,知道他们最终会倒下并不意味着他们会安静地离开。真正的战士会竭尽全力战斗,尤其是当他们知道这将会是是最后一次的时候。
Accepting That They Will Eventually Die: A true warrior, no matter what kind, knows that, for all their individual skill and strength, they will one day face an opponent who is simply better than they are. During this confrontation, the warrior knows they will finally meet their end. Blade street samurai know this better than most. They know that eventually their body will weaken and their augmentations will become obsolete, no matter what they do. So, like the warriors that came before them, blade street samurai accept this and hope at the very least for an honorable end when the time comes. Knowing they will eventually fall does not mean they will go quietly, however. True warriors fight with everything they have, especially when they know it’s the last time.

第二步(可选):接受指导 Step two (optional): Under the Guidance Of ...
刀路是漫长而艰难的,对于没有任何知识或第一次接触刀刃的人来说更是如此。 因此,通常最好找到那些掌握知识的人并接受他们的指导。 学生不仅可以更快地获得知识,而且还可以培养一个终生的盟友。当然,这首先要看准导师是否同意这个安排。
The path of the blade is a long and difficult one, even more so for one who has no previous knowledge or has first adopted the blade. So it is often best to seek out someone who has the knowledge and train under them. Not only can the student gain knowledge faster, but they may also develop an ally for life. Of course, this all depends on whether the mentor-to-be agrees to the arrangement in the first place.
以获得一个导师,PC的声誉必须为5或以上。他们必须从一个近战技能等级至少为7且专精利刃的NPC身上获得5人脉点(见p. 173,SWC)。他们必须花费5人脉点以让这位NPC同意做他们的导师。
To gain a mentor, the PC must have a Reputation of 5 or more. They must gain 5 Favor Points (see p. 173, Sixth World Companion) with an NPC who has Close Combat 7 or better, as well as expertise in Blades. They must spend all 5 Favor Points so that the NPC agrees to be their mentor.
在导师的指导下,刀锋武士的近战(刀刃)提升花费降低3业力(每技能等级)。但是,PC将不得不支付2业力给导师作为教学的报酬。这种安排只会持续到玩家的技能等级达到7。在这个时候导师就没有更多可以教的了,而是成为一个忠诚等级6的人脉;他们的联系等级将由GM基于导师与PC当前的关系而进行设置。(译注:这一段整体挺怪的,有疑惑看原文)
A blade samurai under the tutelage of a mentor will have their advancement costs for Close Combat (Blades) reduced by three Karma (per skill level). However, the player character will have to give up two Karma to the mentor as payment for their teaching. This arrangement will only last until the player reaches skill rank 7. At this point the mentor will no longer have anything more to teach and will instead become a contact with Loyalty rating 6; their Connection rating will be set by the gamemaster based on the mentor’s current relationship with the PC.

第三步:不可避免的挑战与挑战者 Step Three: Inevitable Challenges and Challengers
随着刀锋武士在暗影中获得更多的荣誉和声誉(可能通过第一步:留下印记中概述的一些方式),刀锋街头武士会发现他们的生活有点像一把双刃剑。一方面,他们的声誉将为约翰逊先生带来更多机会,因为玩家被认为是有能力和可靠的。而且,玩家在其他暗影狂奔者(尤其是其他街头武士)中的声望也会增加。但是,PC也因此被那些希望通过击倒或击败知名狂奔者来提高声誉的人所盯上了。他们的守则也可能面临挑战,他们也必须要担起责任。
As the blade samurai character gains more honor and reputation among the shadows (possibly through some of the ways outlined in Step One: Making One’s Mark), the blade street samurai will find their lives becoming a bit of a doubleedged sword. On one hand, their reputation will open more opportunities among Mr. Johnsons as the player is seen as capable and dependable. Likewise, the player’s reputation among other shadowrunners (especially other street samurai) will also increase. The downside is that the player character becomes a target for those who are looking to enhance their reputation by taking down or defeating a well-known runner. They may also face challenges to their code, which they will also have to answer for.
如果玩家在第一步完成了价值25业力的任务,那么他们就会踏上这一步。作为结果,他们会被当地狂奔者社群认为是精英狂奔者。当玩家与任何潜在约翰逊先生进行社交检定时,他们都会获得一点奖励极限。如果在这个过程中,玩家成功以他们擅长的利刃独自击败十个敌人(无论是在一次任务中还是在一次正面挑战中),那么在之前奖励极限的基础上,还能再获得+1极限奖励,这反映了玩家作为新晋传奇武士的地位。
If the player completes twenty-five Karma points worth of jobs in the Step 1, then they move to this step. As a result, they are considered something of a prime runner in the local runner community. Players who accomplish this will gain a bonus point of Edge on all social tests with potential Mr. Johnsons. If during this time the player is also able to defeat ten opponents singlehandedly (either during a job or direct challenges) with their primary blade, then the samurai gets a +1 dice pool bonus to accompany the previous Edge boost, which reflects the player’s new status as a samurai legend.
唯一的例外是如果另一个武士或其他战斗役直接向PC发起决斗、竞技或战斗。如果玩家被这些挑战者中的任何一个击败,那么他们将失去上述极限奖励,直到他们可以在另一次对抗中击败同一个人。成为暗影传奇的另一个缺点是,现在他们将不断成为其他武士/战斗役的目标,而且他们也已经为地方当局所知晓。他们要进行的任意热度检定都会获得+1热度调整值。
The only exception to this is if another samurai or other combatant directly challenges the PC to a duel, contest, or fight. If the player is defeated by any of these challengers, then they lose the Edge bonus described above until they can defeat the same individual in another contest. The other downside to being a shadow legend is that now they will constantly be a target by other samurai/ combatants and that they have become somewhat known to local authorities. They gain a +1 Heat modifier for any Heat test they have to make.