作者 主题: 暗影狂奔第六纪FAQ  (阅读 9368 次)

副标题: 又名SR6E丢失掉的那100页纸;马丁,叮当,翻译ing

离线 马非鱼

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暗影狂奔第六纪FAQ
« 于: 2022-07-18, 周一 18:27:11 »
暗影狂奔第六纪FAQ
Shadowrun, Sixth World FAQs




你剩余的生活 The Life You Have Left

如何念提尔坦盖(Tir Tairngire)?How do you pronounce Tir Tairngire?
从字面上来说,提尔坦盖(Tír Tairngire)该念作“Teer Tahrn-GEE-rah” , 不过对于精灵语(Sperethiel)的非母语使用者来说也有替用的念法,即使在提尔内部也是这样。

那么UCAS呢?What about UCAS?
念作“You-KASS”以及“You-See-Ay-Ess”在世设中都是没问题的。
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How do you pronounce Tir Tairngire?
Tír Tairngire is ostensibly pronounced “Teer Tahrn-GEE-rah,” although there are alternate pronunciations used by non-native Sperethiel speakers, even inside the Tír.

What about UCAS?
Both “You-KASS” and “You-See-Ay-Ess” are used-in universe.

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Re: 暗影狂奔第六纪FAQ
« 回帖 #1 于: 2022-08-02, 周二 00:25:00 »
游戏概念 Game Concepts

如果我的魔法/共鸣属性降低到0会发生什么?What happens while my Magic or Resonance attribute is at 0?
你会失去执行任何以及所有关联于对应属性的行动。魔法0意味着无法施法,无法召唤,没有修士异能,没有办法访问星界,如此类推。共鸣0意味着没有复合程式,没有活体化身,无法编制等。当你的魔法或共鸣为0时,你实际上就暂时性的成为了凡俗,直到你将你的属性提升至至少1。
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You lose the ability to perform any and all activities related to that attribute. Magic 0 means no spellcasting, no summoning, no adept powers, no access to the astral plane, and so on. Resonance 0 means no complex forms, no living persona, no compiling, etc. While your Magic or Resonance is at 0, you’re in effect temporarily mundane until such time that you restore your attribute to at least 1.

额外主动性骰可以叠加吗?Do bonus Initiative Dice stack?
除非有另外说明,否则额外主动性骰仅适用于物理世界(即是,非星界投影的,以及非VR的)并且他们不与其他额外主动性骰叠加。如果你有多个来源的额外主动性骰,你只计算最高的那个。星界投影以及VR使用模式带来的额外主动性骰会替代掉对应“世界”的基本骰数而非叠加上去。比方说,碟客尔高(Ergo)在热模VR中有+4D6的主动性骰作为底数,然后再计算其他可能的额外骰子。这个碟客最多可以在VR中再获得一个主动性骰,因为+5D6就是到上限了。
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Unless the effect says otherwise, bonus Initiative Dice only apply to the physical world (i.e., not in astral projection, and not in VR) and they do not stack with any other bonus Initiative Dice. If you have multiple sources of bonus Initiative Dice, you only count the highest. The additional dice received for being in astral projection or either VR user mode are considered to be modifying the base number of Initiative Dice for that “world” rather than being a bonus in of itself. Ergo, a hacker in hot sim VR has +4D6 Initiative Dice before any potential bonus dice are added. That hacker can only benefit from one more Initiative Die in VR, as +5D6 is the hard cap.

如果我的主动性骰数量在战斗中被改变会发生什么?What happens if the number of my Initiative Dice changes mid-combat?
在遭遇开始就决定好的主动性值不会发生变化,除非你用极限去将主动性骰数上调(p. 46, SR6)。但是,如果你进出VR或星界,你的主动性骰就可能会改变了。因此,你可用的次要动作也会发生改变。如果你因为这种方式失去动作,你会失去尚未使用的动作。
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The initiative value determined at the beginning of the encounter remains unchanged unless you spend Edge to modify it upward (p. 46, SR6). However, if you shift into or out of VR or astral space, your Initiative Dice will probably change. Therefore the number of available Minor Actions will also change. If you lose actions in this way, any unspent actions you have remaining are lost first.

轮(rounds)和回合(turns)有什么区别?What’s the difference between rounds and turns?
这两个术语不可交替使用。一轮中包含了每个行动角色的回合。当每个角色都进行了他们的回合,新一轮便开始。
这样的区别是有必要的,因为有些效果会持续到当前轮的结束,而有一些则会持续到回合的结束。
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The two terms are not interchangeable. A round encompasses each acting character’s turn within it. Once every character has had their turn, a new round begins.
This distinction matters because some effects last until the end of the round, and some last until the end of a turn.

什么能算作一个“攻击(attack)”?什么能算作一个“防御检定(defense test)”?What counts as an “attack”? What counts as a “defense test”?
大部分动作和极限动作都有清晰的指出他们能使用的时机。比如说,瞄准动作就必须与攻击主要动作结合使用,所以这意味着他们不能用于调整基于法术或任何矩阵动作的攻击。但是,动作被用于“防御检定”时,就没有那么清晰了。基于经验法则,任何提及“防御检定”的应该都被假定为针对物理世界中所进行的非魔法攻击,除非描述有另外补充。这意味着,格挡,闪避,以及全防御对法术以及赛博战斗无效。
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Most actions and Edge Actions state in an unambiguous manner when they can be used. For example, Take Aim must be used in conjunction with the Attack Major Action, so that means it cannot be used to modify an attack made via spell or any Matrix Actions. However, actions that can be used on “defense tests” are less clear-cut. As a rule of thumb, any references to “defense tests” should be assumed to be referring solely to non-magical attacks made in the physical world, unless the text explicitly says otherwise. This means that Block, Dodge, and Full Defense do not work against spells or cybercombat.
此外,当一个动作提及“攻击”但是没有进一步说明时(如远程攻击或近战攻击),那么这些动作可以适用于任何GM认为属于攻击的情况。比如说,要害攻击(Call A Shot)次要动作需要与攻击主要动作结合使用,因此它无法与法术或赛博战斗结合使用。但是,致命打击(Called Shot: Vitals)极限动作可以被用于任何GM认为属于是攻击的情况,包括战斗法术以及进行赛博战斗。
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Furthermore, when an action references “attacks” but does not further specify (such as ranged attack or melee attack), then those actions can apply to anything the gamemaster deems to be an attack. For example, the Call A Shot Minor Action may only be used with the Attack Major Action, and therefore cannot be used with spells or cybercombat. However, the Called Shot: Vitals Edge Action can be used on anything the gamemaster agrees counts as an “attack,” including casting combat spells and using cybercombat.

如果我的攻击或者防御等级真的很高,我能获得多点极限吗?Can I gain multiple Edge for really high Attack or Defense Ratings?
不管你比对方高出多少个4点,你也只能获得一点极限。(译注:在SWC有可选规则支持拿两点极限的…)
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No matter how much more than 4 your advantage may be, that differential still only grants 1 Edge.

我对极限到底该怎么拿而感到困惑。I’m confused about how Edge is awarded.
极限意图成为一个灵活的,能够快速结算的机制。本质上,任何检定都应该考虑一下有没有获得极限的可能,获得极限有三种可能的途径:
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Edge is meant to be a flexible and fast-resolving mechanic. Essentially, any test should be evaluated for potential Edge gain, and it can potentially come from three avenues:
1.   比较攻击等级与防御等级。这通常是在战斗或者骇入时才这么做,不过如果用了火力小队(FS,Firing Squad)带来的社交调整值的话,社交遭遇也能用上。不用多言,在这样的一个对抗中只有一边能获得极限。
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Evaluating Attack Rating vs Defense Rating. This usually only gets checked in combat and hacking, but it is also used in social encounters if Social Modifiers from Firing Squad are used. Naturally, only one side in an attack gets Edge.
2.   装备与特质。这个一般来说是最容易记得的,因为你可以指望你的玩家提醒你他们有可能因为什么样的装备或者特质而获得极限。如果是对抗检定,两边都可以获得这种类型的极限。
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Gear and qualities. This one is probably the easiest to remember, because you can usually count on the player to remind you of any Edge awards they’re due from their own gear and qualities. If the test is Opposed, both sides can earn this type of Edge.
3.   情况因素。这可以是最难搞明白的概念,但是理念上是很简单的。如果行动队伍(以及/或对抗检定中的对手队伍)因环境,战术,或者其他在上述两条中没有复盖到的原因而具备某种有意义的优势,那么就需要给予一点极限。一般来说,对抗检定中只有一边能如此获得极限,如果权衡过后双方情况差不多,就意味着没有哪边拿极限。
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Circumstantial factors. This can be the hardest concept to use, but ultimately the idea is simple. If the acting party (and/or the opposing party, in opposed tests) has some kind of meaningful advantage due to environmental, tactical, or other factors not already covered by items 1 or 2, then an Edge award is due. Typically only one side of an Opposed test can get Edge in this way, as different factors that are ruled to more or less balance out should mean neither side gets Edge.


我的极限是可以花在每个检定上,还是每个动作上? Can I spend Edge once per test or once per action?
引用一下CRB里的内容:
“每个动作中,角色只能花费一次极限。这一次使用不能多个增益或动作,亦或是它们的组合,但是只要玩家愿意,他们可以将同一个增益多次使用(例如,花一点极限重投一个骰子;他们可以花两点极限重骰两个骰子)。在这种情况下,你只能在单一检定中使用极限——你不能,比方说,重投一枚你的骰子和一枚对手的骰子。”(译注:这一段应该是errata过了。。。)
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To quote the Shadowrun Sixth World Edition core rulebook:
“Characters can only have one expenditure of Edge per action. That expenditure cannot include multiple boosts or actions, or a combination of the two, but the same boost can be multiplied if the player wishes (e.g., spending one Edge allows the player to reroll one die; they could spend two to reroll two dice). In those cases, the expenditure of Edge must apply to the same roll—you cannot, for example, buy a reroll on your test and also on your opponent’s test.”
注意,多个动作包括多个检定。如果你已经在你的防御检定或者你敌人的攻击检定上花费了极限,你就不能在伤害抵抗时花费极限。延续检定被视为是一个动作,无论这个过程中有多少间隔。
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Note that many actions involve multiple tests. If you spend Edge on your defense test or on your attacker’s roll, then you cannot spend Edge to soak the damage. If you spend Edge on your spellcasting test, then you cannot spend Edge while resisting drain. Extended tests are also considered one action no matter how many intervals they encompass.

没有极限的存在可以获得或者使用极限吗?Can entities that lack the Edge attribute gain and spend Edge?
这些存在一般都会有一个职业等级(见p. 203,SR6),这基本上就是它们的极限属性。如果他们两个属性都没有(比如说,怪物和主机),那么将他们的极限池设置为0。不过和其他人一样,他们可以如常获得和使用极限。
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These entities typically are given a Professional Rating (see p. 203, SR6) which sets their effective Edge rating. If they lack both (e.g, critters and hosts), then by default their Edge pools begin an encounter at 0. But like anyone else, they can gain and spend Edge as it is accumulated.
有另外一些存在是作为某种形式的仆役被控制着的,比如说被机师控制的无人机,被超链控制的网精,被主机控制的IC。这些仆役获得的极限会进入它们控制者的极限池,而非单独计算。但是记住了,精魂是写明不能为他们的召唤者带来极限的(见精魂与极限,p.147,SR6)。
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Certain other kinds of entities serve as a form of minion controlled by another, such as drones controlled by a rigger, sprites controlled by a technomancer, or IC controlled by a host. Any Edge earned by these minions goes to their controller’s pool rather than being tracked individually. However, remember that spirits are explicitly exempted from gaining any Edge for their summoner (see Spirits and Edge, p. 147, SR6).

所以我到底能有多少个次要动作?What exactly is the limit on the number of Minor Actions I can have?
如同p. 40,SR6所述,一个角色能有{1+主动性骰}个次要动作*。所以如果你能拿满5个主动性骰,你就有6个次要动作。但是,正如战斗规则p. 107,SR6所述,在一个角色开始他们回合时,他们最多能有5个次要动作。如果说战斗轮开始时,角色有超过五个次要动作,那么他就必须在回合开始前将次要动作花到五个或以下,否则超出的部分就会被浪费掉了。
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As specified on p. 40, SR6, a character has 1 Minor Action plus 1 Minor Action per Initiative Die. Since you can have up to 5 Initiative Dice, this sets a potential for 6 Minor Actions. However, as the combat round rules on p. 107, SR6 state, the maximum number of Minor Actions a character may begin their turn with is 5. In the event of starting a round with more than 5 Minor Actions, that character must spend down to 5 or less Minor Actions before their turn begins or the excess is lost.

在我回合开始前,我就可以将四个次要动作转化为一个主要动作吗?Can I convert 4 Minor Actions into a Major Action before my turn begins?
在你回合开始前,你可以花费四个次要动作以进行一个任意时刻的主要动作(如,全防御,法术反制等)。这并非将四个次要动作换成一个主要动作凑着知道你回合的开始。这是不允许的。
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You may spend 4 Minor Actions in place of spending an Anytime Major Action (e.g., Full Defense, Counterspell, etc.) before your turn begins. This is not the same thing as converting 4 Minor Actions into a Major Action that you then hold onto until your turn begins. That is something you may not do.

我获得了“不用就丢失”的极限,但是我并不需要在我的检定中用到它。我可以舍弃掉这一点极限以避免去到每轮获得极限的上限吗? I earned “Use or Lose” Edge, but I don’t need it for my roll. Can I forfeit the point to avoid hitting the cap on gaining Edge?
可以。如果你不需要那些不用就会丢失的极限,你可以舍弃掉它们。它不会算进你的收益里,因此你依然可以在此轮继续获得能储存的极限点。
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Yes. If you don’t need an Edge point that will expire anyway if not used, you can forfeit that point. It was never gained, and so you’re still able to earn a potentially bankable Edge points later in the round.

什么样的行为会被视为“极限滥用”以至于需要应用“防止滥用极限”规则的? What counts as “Edge abuse” that rises to the level of being stopped by the “preventing Edge abuse” rule?
“极限滥用”很难说一条条细分,但是往往是能够很容易被识别的。基本原则:如果没有极限收益,你就不会做那件事的话,那么基本上就是“极限滥用”。
对于任何“xx是否构成‘极限滥用’”的问题,最终原则是:如果GM说是,那么就是。
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“Edge abuse” can be hard to codify but it tends to be easy to identify. A basic rule of thumb: if you wouldn’t be doing the action if not for the potential Edge gain, then it’s probably “Edge Abuse.”
If there is any question about what constitutes “Edge Abuse,” the ultimate rule is this: if the gamemaster says it counts, then it does.

我可以用极限去重骰狂野骰吗? Can I use Edge to reroll a Wild Die?
你可以的,但是被重骰过的狂野骰只能被视为一个普通骰子。当一个狂野骰重骰后获得了一个成功,那么它只能被当做一个成功计算,而非三个。此外,如果狂野骰重骰前出值为1,那么即使狂野骰被重骰了,这个检定中所获得的5同样不会被视为成功。
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You can, but the rerolled Wild Die only counts as a regular die. A hit on a rerolled Wild Die only counts as 1 hit rather than 3 hits. Furthermore, if the Wild Die originally showed “1,” then a “5” no longer counts as a hit for the test even after the Wild Die is rerolled.

一个状态会持续多久? How long do statuses last?
如果没有给出结束时间或结束条件,那么状态会持续到GM觉得合适的时候结束。基本原则:在战斗中收到的状态影响,会持续到那场战斗的结束。由于受伤或者失误效果所造成的状态,也可以通过一个成功的生物技术鉴定移除,阈值由GM指定(见阈值参考表,p. 36,SR6)。最后GM要记住减缓因素的存在。比如说,一个有闪光补偿的角色虽然依然会被闪光致盲,但是闪光对他们的影响会比其他角色持续时间更短。
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When no duration or condition for expiration is given, then the status lasts as long as the gamemaster deems appropriate. As a rule of thumb: many statuses inflicted in combat should probably expire after the end of that combat. Statuses gained from injury or glitch effect can also be removed after a successful Biotech test against a threshold of the gamemaster’s devising (see Threshold Guidelines, p. 36, SR6). Lastly, the gamemaster should remember mitigating factors. For example: A character with flare compensation who still gets blinded by a bright light should suffer the status for a shorter amount of time than another character that lacks the advantage.

状态会影响星界投影和矩阵VR吗? Do statuses also apply to astral projection and Matrix VR?
在绝大部分情况下,状态都会明显适用或者不适用于角色处于星界投影或者VR的情况。比如说晕眩(Dazed)和害怕(Frightened)状态就是一些能同样适用于暗影狂奔三个“世界”的好范例。如果一个物理躯体着火#(Burning #)了,那么即使思想在星界或VR“游荡”,躯体依然会承受着伤害。另一方面,假若你被弄湿(Wet)了,那么这个和你在星界或VR中要做的事情也就没什么关系了。
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In most cases statuses are either clearly applicable or clearly not applicable while a character is astrally projecting or using VR. For example, Dazed and Frightened are good examples of statuses that apply equally across all three of Shadowrun’s “worlds.” If a physical body is suffering Burning #, that body is still suffering damage even while the mind is “out and about” in astral or VR. On the other hand, being subjected to the Wet status will not have any relevance to activities in astral space or VR.
当没有那么清晰的时候,是否会有影响就取决于GM的判断了。比如说,一个GM可能认为一个星界投影的魔法师能依靠某个法力高涨点而获得获得匍匐(Prone)状态或者甚至掩蔽#(Cover #)状态,甚至通过窜入附近的一个数据流,一个碟客的虚拟化身也能获得这些状态。虽然视觉感知并不会再星界空间中使用,而且它也会在VR中被拟感输入复盖,但是GM可以用失明#(Blinded #)状态来代表星界或VR中的某些罚值。
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When it is not so clearcut, the potential for relevancy is reserved to gamemaster discretion. For example, a gamemaster might rule that an astrally projecting magician can gain the Prone status or even some Cover # by diving into a bright spot of mana, or a hacker’s virtual persona could gain them by ducking into a nearby datastream. The visual sense is not used in astral space and is overridden by simsense input in VR, but the gamemaster might use the Blinded # status to represent some other penalty while on the astral plane or in VR.

腐蚀#和着火#状态是怎么算的来着? How do the Corrosive # and Burning # statuses work?
除非有另外说明,否则会造成伤害的状态都是造成物理伤害,以及他们都会在每战斗轮结束的时候进行结算。当有攻击表明会造成着火#或腐蚀#状态但是又没有说具体的状态等级时,那么默认为会将状态等级+1。如果同一次攻击附加了两个或更多的状态(比如说一个有元素光环和吞噬的精魂),那么每次都会让对应状态+1。
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Unless they specify otherwise: damage-causing statuses inflict physical damage and they do so at the end of the combat round. When an attack that inflicts a Burning # or Corrosive # status does not state the exact level, then assume it increases the status level by 1. If two or more effects apply to the same attack (for example, a spirit of fire with Elemental Aura and Engulf) then the level is increased by 1 for each such effect.
有很多数值都会有除法计算,需要小数取整啥的。那么这些地方有什么默认的处理方式吗? Lots of things divide some value without giving rounding instructions. Is there a default guidance?
如果规则没有特地说向上或者向下取整,那么你就应该如常取整,也就是四舍五入。
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When a rule does not specify to round up or round down, then by default you should round normally, meaning that any value that ends in X.5 or higher rounds up and anything lower rounds down.

离线 马非鱼

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Re: 暗影狂奔第六纪FAQ
« 回帖 #2 于: 2022-08-04, 周四 21:42:40 »
角色创建 Character Creation

我可以先花业力,然后再花属性/技能/特殊点吗? Can I spend Karma and then spend attribute/skill/special points?
不可以。你要按照该章节给出的顺序执行每一步,优先级表中具备的所有点数必须先花完,然后才轮到业力的使用。
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No. Per the step order given in this chapter, all points gained from the priority table must be spent before any Karma is spent.

种族特性带来的特质会计入6个可用特质的限制吗? Do qualities gained from racial traits count against the six allowed qualities?
通常不会。但是如果种族特性带来的特质具有可提升等级,并且你也进一步提升了那个特质,那么这个特质就要计入六个可用特质之中。比如说,巨魔可以免费获得2级坚韧作为奖励,而如果这个特质被提升到3级或者4级,那么就要作为六个可用特质之一进行结算。
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Usually not. However, any qualities that are gained as racial traits and are available in levels count as one of your six selected qualities if you increase that level. For example, a troll gets Built Tough 2 for free, but if that quality is increased to level 3 or 4, then it does count as one of your six selected qualities.

泛形态可以获得其他范形态种族特性的特质吗? Can metatypes select qualities that are racial traits for other metatypes?
可以。虽然说巨魔会免费获得钙化皮肤以及热感视觉,没有什么阻止人类或者精灵去获得对应特质。
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Yes. While trolls automatically get Thermographic Vision and Dermal Deposits for free, nothing prohibits humans or elves from purchasing those qualities.

我的法师必须分别学施法法术和附魔法术吗? Does my magician have to pick spellcasting and enchanting spells separately?
只要法师能进行施法与附魔,那么他们就能将所习得的法术以这两种方式施展出来(译注:并不需要分开学习)。仪式依然需要被单独学习,并且如常占用建卡能获得的法术数量限制。
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So long as a magician can use both spellcasting and enchanting, then they can use every spell they know in either way. Rituals still have to be picked separately, out of the same allowance of known spells.

专精附魔师(aspect enchanter)可以知道多少个法术? How many spells does an aspected enchanter know?
优先级表中对应栏目每奖励一点魔法属性,专精附魔师就可以知道两个法术。
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Aspected enchanters know 2 spells per point of Magic gained by the priority pick.

神秘修士每次提升魔法属性都会奖励异能点吗? Does a mystic adept gain a Power Point every time their Magic increases?
不会。虽然名字听起来很像,但是神秘修士并非修士的子类。仅有修士可以随着魔法属性的提升而获得异能点。
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No. Despite the similarity in name, mystic adepts are not a subtype of adept. Only adepts gain a Power Point every time their Magic increases.
具体来说,一个神秘修士在建卡的时候可以获得0-4异能点,这取决于他们选择了哪一栏的优先级,以及他们在初始法术以及初始异能点上所分配的魔法属性。对于神秘修士而言,只有通过异能点启蒙超魔才能获得额外的异能点。
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To go into more detail: mystic adept characters are created with 0-4 Power Points, as determined by their magic priority pick and how their unmodified Magic value is split between starting spells and Power Points. Additional Power Points are only gained by picking the Power Point initiation metamagic (p. 168, SR6).

真的要花数月那么久的时间来提升技能和属性吗? Does it really take months to improve skills and attributes?
GM不单可以,并且也是鼓励去调整训练时间以适配他们自己的模组(campaign)。
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The gamemaster is not only empowered but encouraged to alter the amount of in-world training time to suit the needs of their specific campaign.

如果我移除了我的殖装,那么我的精华会补回来吗? Does my Essence go back up if I remove an augmentation?
不,你的精华会维持在它当前的水平。取而代之的是,你身上会出现等同于被移除殖装的占据精华的精华空洞。如你在殖入新的殖装前就有精华空洞,那么新殖装的占据精华首先会填入精华空洞中。如果精华空洞被填满了,剩下的部分才会消耗精华属性。
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No, your Essence remains at its current value. What happens instead is an Essence hole is established at the same value of the removed augmentations’ Essence cost. Removing additional augmentations expands the size of an existing Essence hole by their own Essence costs. If you have an existing Essence hole when you implant augmentations, its Essence cost is first paid out of the Essence hole value. If the hole is consumed, then any remaining cost is paid out of your Essence attribute.
比如说:一个有着4点精华的街头武士装了一个标准品级跳线反射2(译注:该殖装的占据精华为2),但是会希望升级到阿尔法品级的跳线反射3。当这个阿尔法品级的跳线反射3被殖入时,它所需要的占据精华2.4会首先填入到精华空洞中(译注:卸下原有殖装后,会留存精华空洞2)。剩余的部分(0.4)会消耗精华属性,因此让街头武士的精华从4.0降低到了3.6。
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Example: A street samurai with 4.0 Essence has standard-grade wired reflexes 2 but would like to upgrade to alpha-grade wired reflexes 3. When the existing cyberware is removed, the character’s Essence remains 4.0, but an Essence hole of 2.0 is established. When the alpha-grade wired reflexes 3 is implanted, its 2.4 Essence cost is paid out of the essence hole first. The remaining Essence cost is then paid via the Essence attribute, going from 4.0 to 3.6.

我可以用业力去提升我的精华属性吗? Can I spend Karma to increase my Essence attribute?
不行。
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No.

范例角色 Archetypes

机师自动软件的等级是多少? What are the rigger’s autosoft ratings?
全部自动软件都是4级。
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All the autosofts are rating 4.

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Re: 暗影狂奔第六纪FAQ(马丁校对+排版)
« 回帖 #3 于: 2022-10-05, 周三 22:06:01 »
技能Skills
除了那些明确标出与技能相关联的属性外,你是否可以使用其他的属性?比如,在近战攻击中,我可以骰力量属性吗?
Can you use attributes other than those explicitly linked with skills? E.g. Can I roll Strength when attacking with Close Combat?

可以!
只要GM认为说得通,GM就可以将任意属性套用到给出的技能检定上。比如说,在检查弹痕来判断是哪种枪械所射出时,这就是使用逻辑属性而非敏捷属性。同样,使用依靠重量的武器进行攻击时,那么检定采用近身战斗+力量,就要比敏捷更合适。但是,如果近战攻击的骰池构成用力量取代了敏捷,那么敏捷就应该取代力量作为攻击等级的构成。
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Yes!
The gamemaster can invoke potentially any attribute for a given skill test when they judge it makes contextual sense. For example, examining a bullet hole to identify what kind of gun produced it could be a Firearms skill test where Logic is used rather than Agility. Likewise, an attack with mass-reliant weapons might be better represented by Close Combat + Strength rather than Agility. However, in the case of melee attacks if Strength is substituted for Agility, then Agility should also be substituted for Strength when calculating Attack Rating.

我只能使用列出的专精,还是可以编写自己的?Do I have to use the listed specializations or can I make up my own?
引用核心规则书,第92页:
“每项技能的专精列表并非详尽无遗——如果玩家在他们学会的技能里想要有一个专精,并且GM也批准了的话,他们就能拥有它。
剧透 -   :
To quote the core rulebook, p. 92:
“The listings of specializations with each skill are not exhaustive—if players develop a specialization within a skill that they would like to have, and their gamemaster approves it, they can have it.”

跳跃规则是啥样的?What are the rules for jumping?
绝大多数情况下,角色实际能跳多高多远并不重要。你通常需要的是知道跳跃的是否足够高或足够远,而不是需要知道角色能具体跳多少厘米。他们能跳过那到间隙吗?他们跳起来能够到上面吗?这些是与否的问题最好通过一个成功检定来判断。
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In almost all cases, it doesn’t really matter exactly how high or how far a character jumped. Rather than knowing the exact number of centimeters leapt, all you normally need to know is whether the jump was high or far enough. Did they clear the gap? Did they reach high enough? These yes/no questions are best resolved by a Success test.
在《暗影狂奔,第六纪》中,GM需要考虑要跳跃的整体距离,以及其他变量,比如说,他们能有多少助跑距离,他们负载的东西重不重,水平跳跃的落点是在一个更高的平面还是更低,垂直跳跃的高度是手够到就好了还是需要整个身体都能通过,诸如此类。使用SR6核心书第36页的阈值指引表来整体裁定运动+力量检定的阈值。
 
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In Shadowrun, Sixth World a gamemaster considers the context of the distance and any other variables such as how much of a running start can be used, how heavy the carried load, whether the horizontal jump is landing on a higher or lower plane, whether a vertical jump needs to only reach a rung with fingers or completely clear a height with the entire body, and etc. Use the Threshold guide lines on p. 36, SR6 to establish a threshold based on the total assessed difficulty for an Athletics + Strength test.

用撬棍等强行破门的规则是什么? What are the rules for forcing open a door, such as with a crowbar?
这种类型的动作最好通过抬-拉检定进行(67页,SR6),对抗由GM基于难度以及简易化还是复杂化情形设立的阈值(36页,SR6),就像跳跃检定的机制一样。
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This sort of activity is best determined by a lift/carry test (p. 67, SR6) against a gamemaster-determined threshold based on difficulty and mitigating and complicating circumstances (p. 36, SR6), just as the mechanics for jumping do.

异种武器专精仍然能拿到+2骰池奖励吗?Do Exotic Weapon specializations still gain the +2 dice bonus?
异种武器专精打破了专精的通常规则。好处是,你可以有任意数量的专精。坏处是,在没有对应专精的情况下,你没法使用相关技能,因此你没法获得+2骰池奖励。
剧透 -   :
Exotic Weapons skill breaks the usual rules about specializations. On the upside, you can have any number of them. On the downside, you cannot use the skill without using a specialization, and so you do not gain the +2 dice bonus.

破解和电子学的专精都复盖了什么?What do the specializations for Cracking and Electronics cover?
SRM的解析可以作为你自己游戏的一个推荐起点。
破解:
矩阵战斗:暴力破解、程序破坏、数据棘刺、解除数据炸弹、共鸣棘刺、焦油坑
电子战:查询OS、隐藏、干扰信号、窥探
骇入:后台入侵、文件解密、探查、伪造指令
电子学:
计算机:文件编辑、加密文件、抹除矩阵签名、哈希校检、矩阵侦察、矩阵搜索
硬件:关闭无线、移除干扰、使用磁卡复制器、使用标签擦除器、使用臭虫扫描器
软件:控制设备、格式化设备、弹出、跳入受控设备、重启设备、设置数据炸弹、追踪图标
复合程式:任何需要进行电子学检定的复合程式
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Shadowrun Missions’ breakdown is a recommended starting point for your own game.
Cracking
Cybercombat: Brute Force, Crash Program, Data Spike, Disarm Data Bomb, Resonance Spike, Tar Pit
Electronic Warfare: Check OS, Hide, Jam Signals, Snoop
Hacking: Backdoor Entry, Crack File, Probe, Spoof Command
Electronics
Computer: Edit File, Encrypt File, Erase Matrix Signature, Hash Check, Matrix Perception, Matrix Search
Hardware: Turning off Wireless, removing headjammer, using keycard copier, using tag eraser, using bug scanner
Software: Control Device, Format Device, Jack Out, Jump into Rigged Device, Reboot Device, Set Data Bomb, Trace Icon
Complex Forms: Any complex form that rolls Electronics
« 上次编辑: 2022-10-25, 周二 22:15:01 由 马非鱼 »
没有其他的意思,我是按照基本法,按照规则书来跑团的

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Re: 暗影狂奔第六纪FAQ(马丁校对+排版)
« 回帖 #4 于: 2022-10-05, 周三 22:09:59 »
战斗Combat

盲射规则是怎样的? What are the rules for blind fire?
并没有预先设好的惩罚。这是因为涉及许多不同的因素,所以不可能有一个通用的修正值来适用于整个规则。
剧透 -   :
There is no predefined penalty. This is because there are so many different factors involved that make it impossible to fairly cover the topic with a universal modifier.
比较好的经验法则是给予一定等级的失明状态(p. 51, SR6)。如果GM认为攻击者没有足够信息来攻击正确的方位,是否击中也只能听天由命时,那么便是Ⅲ级失明,并且攻击是不可能成功的。另一方面,如果攻击者有着足够的间接线索来知晓目标的准确位置,那么对攻击方的惩罚可能就只是让防御方获得一点状况性的奖励极限。如果攻击者知道一个隐身目标的准确位置并且用火焰发射器攻击,那么这次攻击甚至可能不受任何惩罚!
剧透 -   :
A good rule of thumb is to use some level of the Blinded status (p. 51, SR6). If the gamemaster deems that the attacker simply does not have enough information to even direct an attack in the right area and hope for the best, then call it Blinded III and the attack is impossible. On the other hand, if the attacker has sufficient contextual clues to know exactly where the target is, then the penalty might be nothing more than a bonus point of circumstantial Edge going to the defender. If the attacker knows exactly where an invisible target is and is attacking with a flamethrower, there might be no penalty whatsoever on the attack!
最后,如果是因为障碍物而没法看到目标时,请记得应用透过屏障射击的规则(p. 111-112, SR6)。
剧透 -   :
Lastly, remember to apply the rules for shooting through a barrier (pp. 111-112, SR6) if an obstruction is the reason for not being able to see the target.


如果一次攻击有着多个目标,其中哪个目标可以使用极限来阻碍攻击者的检定结果? If multiple targets are targeted by one attack, which of them are allowed to spend their Edge to hinder the attacker’s dice results?
任何一个都可以。但是他们必须独立地使用,不能打包在一起使用。
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Any or all of them. But they each must spend independently, without pooling together for a group purchase.

当我的攻击等级为0甚至更低时我还能攻击吗?Can I still attack if my Attack Rating is modified to 0 or less?
你只能在那些调整后攻击等级大于0的射程类别中发动攻击。请记住,AR奖励值不适用于基础AR为“—”的情况。
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You may only attack in a given range category (p. 108, SR6) if your modified Attack Rating for that range is greater than 0. Remember that AR bonuses do not apply to ranges that have a base AR of “—”.

我该如何同时使用不同的射击模式以及多重攻击? How do I use Firing Modes and Multiple Attacks at the same time?
对于多重攻击、射击模式、以及正如预料(极限动作),它们有一些特别重要的勘误。如果你手头没有最新版本的SR6的话,可以看下面:
使用不同的射击模式本身不需要多重攻击次要动作。使用BF散点射或FA模式下,你甚至无法使用多重攻击。
·勘误后的正如预料(极限动作)现在会将骰池乘以二,而不是根据目标的数量倍乘。在FA模式下无法使用。
·FA模式现在会带来一次范围攻击,只需要进行一次攻击检定,由范围内的目标独立对抗,这点和范围攻击法术很相似。
·多重攻击动作必须用于攻击多个目标。
剧透 -   :
There has been significant errata regarding Multiple Attacks, Firing Modes, and Anticipation. For those without access to an up-to-date copy of Shadowrun, Sixth World:
 Firing Modes do not require the Multiple Attack Minor Action. You cannot even use Multiple Attacks on BF Wide Bursts or FA Bursts.
•  Post-errata Anticipation now doubles the dice pool, rather than multiplying the dice pool by the number of targets. It is unusable with FA bursts.
•  FA Bursts now generate an AoE attack that has one attack roll, defended individually by each target in that area, much like AoE combat spells.
•  Multiple Attacks is only for attacking multiple targets.

如何解决用多个武器攻击同一目标的问题? How is an attack with multiple weapons on one target resolved?
除非有来自核心规则书以外的其他解法,否则解决“双持武器”攻击的最佳方法是让角色自身成为喽啰团体(p. 114, SR6),并在主要武器的攻击等级上获得一点儿奖励,以体现使用第二把武器的优势。
剧透 -   :
Barring any other options presented in other sources beyond the core rulebook, the best way to resolve a “dual wielding” attack is to have the character act as a grunt group with themselves (p. 114, SR6), gaining a small bonus to the Attack Rating of the primary weapon to represent the advantage of employing a second weapon.
双脚离合(Double Clutch)扩展书提供了一种更有机制优势的规则,称之为联合开火(Link-Firing),可以用它代替上述的建议。(校注:联合开火是一个需要和攻击结合使用的次要动作,只能针对同样的目标进行。每多一把武器,就让主开火的武器AR+1和DV+1。如非主开火的武器DV为5或更高,那么额外让DV+1。如果开火的武器为连射武器,那么只有连射武器能一同联合开火。)
剧透 -   :
Double Clutch offers a more mechanically advantageous variant on this rule, called Link-Firing, and that may be used in place of this suggestion.

我该如何判定气体攻击? How do you resolve a gas attack?
烟雾以及气体榴弹的伤害计算方式与爆炸不同。如果气体或烟雾释放类武器没有定义射程属性,则假定榴弹大小的武器具有范围5,而火箭大小的系统(rocket-sized systems)具有范围10(见“瓦斯范围,效果,与持续时间”表,p. 116, SR6)。当气体受到周围屏障的限制时,比如被泵入封闭的房间,浓度就会增加。当一个点位于多次攻击的范围内时,浓度也会增加。烟雾系统的工作方式和这相同,但DV/强度与浓度无关。气体攻击会立即填满整个(射程x 4)区域,根据气体范围、效果和持续时间图表,每个阶段会相继消散。
剧透 -   :
Smoke and gas grenades have their damage resolved differently than blasts. If a gas- or smoke-delivering weapon does not have a Range attribute defined, then assume grenade-sized weapons have Range 5 and rocket-sized systems have Range 10 (see the Gas Ranges, Effect, and Duration chart on p. 116, SR6). Concentration increases when the gas is confined by surrounding barriers, such as being pumped into an enclosed room. Additional doses will also accrue when one point is inside the area of multiple attacks. Smoke systems work the same way, but the DV/Power and concentration is irrelevant. A gas attack immediately fills the entire (Range x 4) area, with each band successively dissipating as per the Gas Ranges, Effect, and Duration chart.
请注意,第六世界的昏迷性气体不仅有效,而且令人惊讶的安全。他们的伤害不会转化为物理伤害,即使受害者失去意识并持续暴露在药剂下。然而,致命毒素仍将继续累积伤害,它们的目的就是杀人!
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Note that stun gasses in the Sixth World are not just effective but also surprisingly safe. Their damage does not carry over into Physical damage, even when the victim is unconscious and suffering additional exposures. Lethal toxins will still keep accruing damage, however. Killing is what they do!
示例:一名不幸的狂奔者在渗透入一家公司设施的过程中,被困在在一个作为陷阱的5米x 5米的房间内。神经眩晕剂IX气体开始淹没房间。这个公司手是真的黑,4剂毒素同时泵入房间。作为“类榴弹”递送系统,4个通风口分别具有范围5。
剧透 -   :
Example: An unlucky shadowrunner infiltrating a corp facility is caught inside a 5m x 5m room serving as a trap. Neuro-Stun IX gas begins flooding the room. Since the corp is sadistic, there are 4 doses being pumped simultaneously into the room. As a “grenade-like” delivery system, each of the 4 vents has Range 5.
在第1轮中,狂奔者暴露在药剂的基础强度为12,由于额外剂量的输入,毒素的强度+3,至15(见“浓度”,p. 122, SR6)。更糟糕的是,密闭空间将药剂保存在一个集中区域,而不是让它扩散出去。每级无法扩散的范围增量,强度+1。如果过了10轮后,狂奔者还找不到出去的办法,那么他将再次暴露到毒素中,强度19。
剧透 -   :
On round 1, the shadowrunner suffers exposure to the toxin’s base Power of 12, modified upward by +3 to Power 15 due to the additional doses (see Concentration, p. 122, SR6). Even worse, the confined space holds the toxin in a more concentrated space rather than letting it spread out, gaining +1 dose for each range multiplier it cannot expand into. In this case, it cannot grow to Range x 2, Range x 3, or Range x 4, so the power increases by another +3 to Power 18. Worse still, if the runner cannot find a way out of the room before 10 rounds elapse, they will suffer another exposure at Power 19.


如何依照精华值计算治疗阈值? How do you round Essence when calculating healing threshold?
向上取整。凡俗已经够惨了,老兄。
剧透 -   :
Round up. Mundanes have it rough enough, chummer.

当目标是6精华时,所有治疗检定自动+1净成功吗? Does all healing get +1 net hit when the target is 6 Essence?
当阈值为(-1)时,这意味着即使0次成功也等于一次净成功。5-6精华获得+1净命中只是一个表述这个规则的例子。
剧透 -   :
When a threshold is (–1), that means even 0 hits is one net hit. Giving +1 net hit for (5 – 6 Essence) is just another way of presenting the arithmetic.

当吸入式毒素也有接触媒介时,吸入式毒素免疫该如何判定? How does immunity to inhalation vectors work when an inhalation toxin also has the contact vector?
虽然对吸入毒素的免疫并不是对接触毒素的免疫能力,但你最好还是不要吸入这些玩意。在对抗同时具有吸入与接触媒介的毒素时,从防毒面具或内置气罐殖装等来源获得的吸入式毒素免疫可以作为6级呼吸罩(p. 280, SR6)生效。(校注:也就是无法完全免疫了)
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While immunity to inhalation toxins is not also an immunity to contact toxins, you’re still better off not inhaling such drek. Inhalation immunity gained from sources such as a gas mask or internal air tank augmentation grants the same benefit as a rating 6 respirator (p. 280, SR6) against toxins that combine the inhalation and contact vectors.
尽管CS催泪瓦斯和胡椒喷雾被归类为接触式毒素,但它们必须接触面部潮湿部位,才能造成伤害。防毒面具可以保护整个面部,因此可以对这些毒素产生免疫力,就好像它们缺乏接触媒介一样。当使用气罐呼吸时,如果GM确信眼睛、鼻子和嘴都得到了足够的保护,那么也能如此判定。
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Despite being typed as contact vector toxins, CSTear Gas and Pepper Punch must reach the wet parts of the face to inflict their damage via contact. Gas masks protect the entire face and therefore grant immunity to these toxins as if they lacked the contact vector. This is also true for breathing off an air tank when the gamemaster is satisfied that the eyes, nose, and mouth are all sufficiently protected from contacting the irritants.

用毒素给刀剑淬毒的规则是怎样的? What are the rules for envenoming a blade with a toxin?
注射媒介的毒素可通过能造成物理伤害的利刃武器(p. 121, SR6)进行下毒。花费一个主要动作进行检定,生物科技+敏捷(2),若成功则可以将毒素涂在合适的武器上。这样用的话,毒素的效力可以维持1分钟,每个净成功可以让持续时间增加一分钟。如果第一次攻击成功了并且具有至少2个净成功(如果对方无护甲,那么就只需要1个净成功),那么即使对方完全抵挡住了伤害,也要承受毒素的影响。如果攻击成功了,但没有足够的净成功,那么毒素会被无害地消耗掉,但武器造成的任何伤害仍然适用。
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Injection vector toxins may be administered by a bladed weapon (p. 121, SR6) that deals physical damage. Expending a Major Action and succeeding on a Biotech + Agility (2) test applies a toxin to a suitable weapon in such a way that it retains its potency for 1 minute, with an additional minute per net hit. The first attack that succeeds with at least two net hits (or one net hit if the target has no armor) will deliver the toxin even if the weapon’s damage is fully resisted. If an attack is successful but lacks these required net hits, then the toxin is wiped off harmlessly but any damage from the weapon will still apply.

解毒剂对摄入物有效吗? Do antidotes work on drugs?
是的,因为摄入物也算一种毒素。如果一个效果将摄入物的强度降低到0,那么任何持续的效果都会立即结束,任何相关的后劲都会开始。请记住,后劲通常取决于摄入物的有效时间,所以更短的有效时间意味着更短的后劲持续时间。
如果摄入物在服用后但起效前被中和(见起效速度,p. 121, SR6),那么就不会有后劲。
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Yes, because drugs are a type of toxin. If an effect reduces a drug’s Power to 0, then any ongoing effects immediately end and any associated crash begins. Remember that crashes typically are based on how long the drug was in effect, so short period of being drugged means short crash durations.
If a drug is neutralized in the time between being administered and taking effect (see Speed, p. 121, SR6) then the crash never occurs.

所以,如果摄入物也算毒素,那么你需要对摄入物进行毒素抵抗检定吗? So if drugs are toxins, do you make Toxin Resistance tests against drugs?
理论上是的。但这个检定你往往是不想通过的,而且你要一直抵抗到效果为0才算通过检定。所以建议GM放弃这类检定。
不过,看看你的矮人好基友要喝多少酒才喝醉,还是很有趣的。记住,每成功摄入一剂,强度+1!
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Technically yes. But since it’s a test you generally don’t want to succeed on, and you only succeed if you resist the power all the way down to 0, it’s a test that the gamemaster is encouraged to forgo.
Still, it can be entertaining to roll to see how many drinks it takes to make your dwarf buddy get drunk. Remember to apply +1 Power for each successive dose!

如果我服用额外剂量的摄入物会怎样? What happens if I take additional doses of a drug?
任何基于数值或状态的增益都不会提升,但会算从再次服药的时刻起重新计算持续时间。最终的后劲效果将基于总的持续时长。例如:拥有3体质的狂奔者磕了新星可乐(p. 125, SR6)。大约4小时后,狂奔者意识到在剩下的3小时内这活干不完,所以他又磕了一次药。除了持续时间从那一刻起再延长7小时,他没有获得任何额外的好处。当后劲到来时,它将持续4+7=11小时。
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Any numerical or status-based benefits do not increase, but the drug otherwise establishes a new duration from that successive dosing point. The eventual crash is based on the entire length of time being drugged, across all doses. For example: a shadowrunner with 3 Body takes novacoke (p. 125, SR6). Some 4 hours later, the runner realizes the job is going to last longer than the 3 hours they have remaining, so they dose again. They do not gain any additional benefits other than adding another 7 hours to the duration from that point. When the crash occurs, it will last for 4+7=11 hours.
大多数情况下,再服用一次相同的药物可以暂时缓解后劲。然而,这只是一个暂时的解决办法,因为你最终还是要直面后劲,并且新磕的药还会增加持续时间。如果前面那个例子中的狂奔者在后劲持续6小时后,又磕了一剂新星可乐,那么他剩余的5小时将和这次的后劲时间一起叠加计算。
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Most crashes can be temporarily alleviated by taking another dose of that drug. This is only a temporary fix, however, as the rest of the crash must still eventually be suffered, along with the additional time the new high will add to it. If the runner in the previous example takes another dose of novacoke 6 hours into their crash, the remaining 5 hours they owe is added on to the time they spend crashed after this newest high.

药物成瘾规则是怎样的? What are the rules for drug addictions?
当GM决定根据游戏内事件而需要给角色增加成瘾特质或提高成瘾等级时,角色的特质就会发生相应的改变(见获得特质,p. 68, SR6)。当玩家通过业力买除成瘾特质时,上瘾的成瘾程度会降低甚至完全消除(参考“角色提升”,核心书第68页)。
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Characters gain or increase the severity of their addictions when the gamemaster decides that in-game events warrant adding the Addiction quality or increasing its level (see Earned Qualities, pg. 68, SR6). Addictions are lessened in severity or removed entirely when players buy them off via Karma expenditure (see Advancement costs, p. 68, SR6).
« 上次编辑: 2022-10-25, 周二 22:41:18 由 马非鱼 »
没有其他的意思,我是按照基本法,按照规则书来跑团的

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Re: 暗影狂奔第六纪FAQ
« 回帖 #5 于: 2023-01-12, 周四 16:38:32 »
魔法 Magic

魔法效果的目标选定规则 Rules for targeting magic effects
下列六条规则应该可以解答关于任何魔法效果的目标选定规则,无论它们是法术,怪物能力,或修士能力:
1.   目标(们)必须要与施放者处于同一位面。这意味着双重性质的存在可以在任意位面中选定目标或作为目标;(译注:双重性质的存在指同时身处物质界与星界的存在)
2.   物理类别的魔法效果不能影响只存在于星界的目标,也不能由一个只处于星界的存在使用。一个双重性质的存在当然可以使用物理类别的魔法,但只能针对物质位面的目标;
3.   法力类别的魔法效果,在两个位面都能过使用,但是他们只影响有生命的或者有魔法的东西;
4.   施放者必须通过他们的自然视觉对目标有直接视线。即使获得的视线是穿过透明屏障的,法术也不会被阻隔。但是,很多法力屏障是同时存在于两个位面的,即使法力屏障位于星界位面,而目标和施法者都在物质位面,只要法力屏障在他们之间,就会降低魔法的有效性(p. 161, SR6)。自然视觉包括通过光学透镜获得的调整,以及通过镜子或者巫师之眼护目镜所获得的对光的折射,但是通过电子显示又或者设备带来的视觉是无效的。
-   这个规则的其中一个例外是间接战斗法术。它们在施放者的位置形成破坏性的能量,再向远处投放,类似于一个远程攻击。这些能量会被路径上的屏障所阻隔,即使这些屏障是透明的。当一个间接战斗法术有范围影响时,它们会影响范围内的所有东西,无论施放者是否能看到。
-   这个规则的另一个例外是赛博眼与赛博眼增强。支付精华就足以让他们融入到你的灵光中了,因此尽管他们有电子性质,但是依然属于你的自然视觉。
5.   星界战斗(p. 160-161, SR6)的目标一般不能是星界形态的法术,激活法器,或其他维持中的怪物能力。除非你的攻击明确提到它可以将这些形式里面的哪一个作为目标,否则你将不得不使用其他选项,比如说驱散、分解、或消除附魔;
6.   增强现实物体(AROs)、图标、主机、化身或者其他仅在矩阵上存在的构体都将无法被魔法所影响或作为目标。
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The following six rules should answer questions regarding eligible targets for any kind of magical effect, whether they are spells, critter powers, adept powers:
The target(s) of an effect must be on the same plane as the caster. This means dual-natured entities can target, and be targeted by, elements on either plane simultaneously.
Magical effects with the Physical type can never affect a purely astral target, nor can they be employed by a purely astral entity. A dual-natured entity can of course employ a Physical magical effect, but only against targets on the material plane.
Magical effects with the Mana type work equally well on either plane, but they can only affect living or magical things.
The caster must have direct line of sight to all targets with their own natural sight. Spells are unaffected by line of sight passing through a transparent barrier. However, any mana barriers on either plane between the caster and target will degrade the magic’s effectiveness (p. 161, SR6), even a mana barrier on the astral plane that is between casters and targets that are both on the physical plane. Natural sight includes magnification via optical lenses and bending light around corners via mirrors or mage-sight goggles, but it does not include digital displays or devices.
An exception to this rule is given to Indirect Combat spells. They generate destructive energies at the caster’s position and are directed from there in what resembles a ranged attack. These energies are affected by any barriers in between, even if they are transparent. When an Indirect Combat spell has an area, they affect everything in that area whether the caster can see them or not.
Another exception is given to cybereyes and cybereye enhancements. Paying Essence sufficiently incorporates them into your aura to count as your natural sight despite their digital nature.
Astral combat (pp. 160-161, SR6) cannot normally target the astral forms of spells, active foci, or other sustained critter powers. Unless the attack explicitly permits targeting these kinds of astral forms, you’ll have to use other options such as dispelling, disjoining, or disenchanting instead.
AROs, icons, hosts, personas, or other constructs that exist solely on the Matrix cannot be targeted or affected by magic.

施法 Spellcasting

如果我愿意承受无限的耗竭,我能用无限的法术调整来炸掉全世界吗? Can I really blow up the entire world with infinite spell adjustments, so long as I’m willing to experience infinite drain?
想得美!如果你没有最新版本的《暗影狂奔,第六纪》(西雅图版本),那么你需要知道,根据最新的勘误,你能套用的法术调整的最大数量为{你魔法属性或巫术技能等级的更高值}。
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Nice try! If you don’t have access to the most recent (Seattle edition) printing of Shadowrun, Sixth World, be aware that errata established that the maximum number of spell adjustments you can apply is equal to the higher of your Magic or skill ranks in Sorcery.

当利用施法距离为LOS的法术进行目标选定时,掩蔽状态或两者之间的距离重要吗?Does cover or distance matter when targeting a spell that uses LOS range?
掩蔽#(p. 52, SR6)会带来防御等级奖励,因此当对比施法AR与DR时,会为施法带来妨碍。当考虑能否获得奖励极限时,只能看到目标的部分躯体也会使目标更有可能获得优势。极远距离也可以以这种方式来权衡。
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Cover # (p. 52, SR6) grants a Defense Rating bonus, which will impede spellcasting that checks AR against DR. Only being able to see a portion of the intended target can also be a factor in the target’s favor when considering Edge gains. Extreme distances can be weighed in this way as well.

控制思维/控制行为/命令之声看起来有点变态/猥琐。魔法真的可以强迫你违背你的意愿做…任何事情…吗? Control Thoughts/Control Actions/Commanding Voice seems kind of creepy. Can magic really force you to do … anything … against your will?
不要忘记,《暗影狂奔》是一个游戏,是旨在带来乐趣的。不管战役旨在给人带来多么真实或者多么艰苦的感受,没有任何因素能让对现实世界中的玩家的针对变得合理化。带一次“第0次团”来聊一聊战役的主题和玩家所喜欢的氛围永远都是一个好主意,这种办法可以帮助我们在游戏前确定好边界。无论“第0次团”是否开起来,官方的态度都是魔法不能强迫任何角色去做任何现实玩家感到不舒服,即使角色并非玩家。
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Never forget that Shadowrun is a game and it’s meant to be fun. No factor ever justifies triggering real world players, no matter how gritty or realistic the campaign is meant to feel. A “session zero” where campaign themes and player preferences are established is always a good idea, where mature themes can be ruled in or out of bounds before play begins. Whether or not such a session zero was performed, the official stance is that magic cannot force any character to perform any actions that makes a real life player uncomfortable, even if that character isn’t the player’s.
以上是后续讨论的重要大前提。在此原则的基础上,当一个角色被强迫去做某些强烈抵触的事情时(比如自杀,谋杀爱人等),可以考虑让角色在抵抗魔法时获得一个强力的极限奖励,比如说降低重骰所有失败骰,或重骰施法者成功骰的极限花费。甚至可以在极端的情况下,可以将极限费用降低至1。
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With that very important and primary clarification being said, when a character is being forced to do something they would be intensely opposed to (such as suicide, killing a loved one, etc.), consider giving a powerful Edge bonus to resist the magic, such as lowering the Edge cost for rerolling all failures or rerolling the caster’s hits. Perhaps all the way down to 1, in extreme cases.
最终,这种精神侵入与逼迫在游戏世界中被认为是令人生厌的。如果有法师强迫他们的受害者去做糟糕的事情,我们鼓励GM提升声誉惩罚甚至热度调整值。
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Lastly, this sort of mental invasion and coercion is considered highly distasteful in-world. Gamemasters are encouraged to lavish Reputation penalties and possibly Heat modifiers on any magician forcing their victims to do awful things.

隐形法术到底能有多隐形?What exactly is covered by the Invisibility spells?
当你被作为隐形术或进阶隐形术的目标时,任何你穿戴或正在持有的所有物和装备都获得同样的隐形#或进阶隐形#状态。任何在袋子或容器里的东西此时也会同样变得隐形。但是,任何你随后拾起(或向你投掷)的东西不会变得隐形。任何东西都会在离开你本人的瞬间变得可见,只要它们不再与你保持接触。
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When you are targeted by an Invisibility or Improved Invisibility spell, any possessions and gear you were wearing or holding at the time also become subject to the same Invisibility # or Invisibility (Improved) # status. Anything inside bags or containers will also become invisible at this time. However, any objects you subsequently pick up (or have thrown on you) do not also become invisible. Any objects that leave your person become visible as soon as they cease being in contact with you.
因此,只要你丢下或者放下什么,它就会变得可见。如果你用一把枪开火,枪口的火光是可见的。直接从你的身体和衣服发出的红外辐射与在可见光波长下从你身上反射的辐射一样不可见,但是你呼出的温热气息对于热成像视觉来说并不是不可见的。这同样包括你落在地上的脚印。基于声音的“视觉”,如超声波或者空间分析器,完全无视隐形的影响,但是它们可能会被消声#或进阶消音#的状态“致盲”。
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Ergo, if you drop something or put it down, it becomes visible. If you fire a gun, the muzzle flash is visible. The infrared radiation coming directly off your body and clothing is as invisible as the radiation reflecting off you in visible light wavelengths, but your warm, exhaled breath is not invisible to thermographic vision. Neither are your footprints in the ground. Sound-based “vision” like ultrasound and spatial analyzers are flatly unaffected by these effects, but they can in turn potentially be “blinded” by the Silent # or Silent (Improved) # statuses.
注意,魔法带来的隐形意味着目标不能看到他们自己的手指或者工具,因此会让精细技术活变得更加困难。
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Note that magically granted invisibility means the subject cannot see their own fingers and tools, which can complicate delicate technical tasks.

我想出了一种办法,能让一个一般来说算是增益性的法术对我们目标产生某种损害。鉴于这样的法术没有写出什么抵抗检定,那么目标可以尝试抵抗吗? I thought of a way to use a normally beneficial spell in a way that harms the target. Since the spell doesn’t list a resistance test, do they get one or not?
当法术没有写出防御或者抵抗检定的时候,如果他们想要,目标依然可以尝试抵抗法术。对于没有明确声明的法术,进行体质+意志抵抗。
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In cases where the spell gives no defense or resistance test the target can still attempt to resist the spell if they want to. Roll Body + Willpower to resist spells with no resistance test explicitly given.

咒术 Conjuring

精魂可以飞吗?Can spirits fly?
他们可以不受地面约束的行动和冲刺。大部分人会将此称之为飞行。注意,当精魂能立于地面时,它们能更容易担起物理负重——当飞行时,如要计算精魂的负重能力(见p. 68),将精魂的力量减半(向下取整)。由于气精魂更熟悉这种移动方式,所以它们不用承受相应的罚值。
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They can walk and sprint without being confined to the ground. Most would call that flying. Note that physical burdens are more easily borne when the spirit can push off against the ground—spirits’ strength is halved (rounded down) when it comes to calculating how much weight they can carry (see p. 68) while flying. Spirits of air, given their affinity for this kind of travel, do not suffer this penalty.

精魂可以多次选取同样的怪物能力吗?Can spirits have the same critter power multiple times?
在一些情况下,一个怪物能力会有多个版本可供选择,因此在这种情况下可以多次选取。比如说,一个气精魂,可以同时拿能量光环(寒冷)和能量光环(电击),鉴于这两者都是它的可选能力。
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In some cases, the same power can be picked more than once when different versions are available. For example, a spirit of air could have both Energy Aura (Cold) and Energy Aura (Electricity) as two of its available optional powers.

精魂可以花极限去抵抗被召唤吗?
精魂与极限章节(p. 147,SR6)表明,精魂不能为他们自己和召唤者获得极限。这是在说被召唤的精魂。如果GM决定增加难度,他们可以让精魂在被召唤前用极限增幅对抗他们的未来召唤者。如果要这么做,让精魂获得{强度/2,向上取整}的极限点,并在召唤检定的时候使用。
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Spirits and Edge, p. 147 SR6 states that spirits cannot gain Edge for themselves or their summoner. That is referring to summoned spirits. If a gamemaster wishes to ramp up the difficulty, they can have spirits use Edge boosts against their would-be summoner before they become summoned. If doing so, consider the spirit to have ½ Force (rounded down) Edge points available for use during the summoning test.

我能让那个我的精魂在敌人的车里具现化攻击里面的人吗?Can I tell my spirit to materialize inside a hostile vehicle to attack its occupants?
精魂可以具现化在任何地方,只要那里的物理空间足够大到可以容纳它们。这同样也包括了敌方载具的载客区。当这样做的时候,具现化的精魂也会获得等同于载具的动量。这意味着,即使是在载具行驶的过程中,它们也不会马上与载具内部或载客发生碰撞。
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A spirit can ostensibly materialize anywhere big enough for them to physically fit inside. This includes a hostile vehicle’s passenger compartment. When doing so, a spirit’s materialized momentum matches the vehicle’s. This means they don’t immediately collide with the vehicle’s interior or its passengers as it continues to move.
但是,一个星界存在能移动的最大距离是100米/轮,也就是差不多75公里/小时。如果所讨论的载具有着更高的速度,又或者进行着低速不规则移动(比如说在战斗中),那么这个问题的答案就是不能。精魂没办法做到如此精准的出现在出现在一个移动目标的时空位置上。
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However, remember that the maximum speed any astral entity can travel while still being able to see details is 100 meters per turn, which is about 75 miles per hour. If the vehicle in question is at highway speeds or moving erratically (as one does during combat) at lower speeds, then the answer is no. A spirit cannot achieve the precision required in space and time to appear inside the confines of a moving target.

附魔

如果一个法术制剂有可变的耗竭,那么该如何计算? How is a preparation of a spell with variable drain value calculated?
像是提升反射或者提升属性那样的法术在制作制剂的第三步时,仅需要对抗法术的基本耗竭值,耗竭只受像是触发类型或者试剂使用那样的附魔效果影响。法术的效果由释放制剂时的净成功所决定。如果净成功高到能影响耗竭值,那么提升的耗竭也会被忽略,鉴于耗竭已经结算了。
剧透 -   :
Spells such as Increase Reflexes or Increase Attribute complete step 3 of making a preparation (p. 150, SR6) against the spell’s base drain value, modified only by other enchanting effects such as trigger type and reagent use. The effect of the spell will be determined by net hits generated when the preparation is cast. If there are enough net hits to modify the drain value, this increased drain is ignored since drain was already paid for.

修士

在结算提升能力修士异能时,什么技能被算作战斗技能?
当应用到以下技能时,必须采用更高的“战斗技能”异能点花费,这些技能包括:近身战斗,咒术,异种武器,火器,巫术。当应用到下列技能时,提升能力修士异能允许以“战斗技能”或“非战斗技能”购买。注意,如果该异能时以“非战斗技能”的价格购买,那么战斗相关检定将不会享受到额外技能等级的奖励。

技能:战斗相关检定
星界:星界战斗
运动:弓术,投掷,闪避
破解:赛博战斗
附魔:消除附魔,分解
工程:炮术
驾驶:防御检定,撞击检定
剧透 -   :
The higher “combat skill” Power Point price must always be paid when being applied to the following skills: Close Combat, Conjuring, Exotic Weapons, Firearms, Sorcery. This adept power may be purchased either at either the “combat skills” or “non-combat skills” cost when applied to the skills listed below. Note that if this power is purchased at the “non-combat skill” price, then combat-related tests will not benefit from the bonus skill ranks.

Skill:                          Combat-related tests
Astral:                        Astral Combat
Athletics:                   Archery, Throwing, Dodging
Cracking:                  Cybercombat
Enchanting:              Disenchanting, Disjoining
Engineering:             Gunnery
Piloting:                     Defense tests, ramming tests

修士异能会被视为法术吗?Do adept powers count as spells?
一个有着被动激活动作的异能被视为“总是开启”的,也不具有它们自己的星界形态。它们不会因为穿过法力屏障而消解,也不会被解法。另一方面,能用动作激活的异能有它们自己的星界形态。它们和法术一样,有着同样的目标限制,当它们被激活时,它们能如同法术般被消解或解法。
剧透 -   :
Powers that have a passive activation type are “always on” and do not have their own astral forms. They are not disrupted by walking through a mana barrier, nor can they be dispelled. On the other hand, powers that cost an action to activate do have their own astral forms. They have all the same targeting restrictions as spells, and while they are active they can be disrupted or dispelled in all the same ways spells can.

我能买的修士异能等级有什么限制吗?Is there a limit on the number of levels I can buy for adept powers?
你能用的异能点就是主要的限制。除此以外,角色单个异能的等级不能超过他们当前的魔法属性,通过气法器获得的提升也包括在内。
剧透 -   :
The number of Power Points available serves as the primary limitation. But beyond that, a character cannot have more levels in any one power than their current Magic attribute. This includes powers gained via qi foci.

法器

威能法器会提升我的魔法属性吗?Do Power foci increase my Magic attribute?
不。当你的魔法属性作为骰池构成的一部分时,它们将提供奖励骰子。你的魔法属性依旧不变。
剧透 -   :
No. They give bonus dice when your Magic attribute is involved in a test. Your Magic attribute value remains unchanged.

我可以在同一个检定中用多个法器吗?Can I use multiple foci on the same test?
见核心规则的p. 154。
“无论你有多少个绑定的法器,任何检定都只能将单个法器的强度加入到骰池中。”
剧透 -   :
To quote the core rulebook, page 154:
“Regardless of the number of bonded foci you have, only one focus may add its Force to a dice pool for any given test.”

气法器能叠加吗?Do qi foci stack?
能,它们如常受到绑定法器的强度等级和数量的限制(SR6, p. 154),并且任意气法器提供的异能等级都无法让你的异能等级超过角色的魔法属性(见修士,在上面)。
剧透 -   :
Yes, subject to the usual limitations on the number and force levels of bonded foci given on page 154 of SR6 and that any gained adept powers do not end up with more levels than the magician’s Magic attribute (see Adepts, above).

星界位面

投影中的法师可以偷听物理位面的交谈吗?Can projecting magicians eavesdrop on physical conversations?
某种程度上可以。如果一个星界投影中的法师或者精魂能够听到物理位面的交谈,那么他们将听到讲述者意指的内容(mean)而非他们口述出来的内容(the literal words)。情绪与意图在星界中是容易被看出来的,因为当你能直接看到含义时(在字面意义上),就不存在语言障碍了,但是交谈中提到的技术细节(technical details),就和星界感知无关了。
剧透 -   :
Only to a degree. If an astrally projecting magician or spirit listens to a conversation occurring on the physical plane, instead of the literal words being heard they perceive what the speakers mean. Emotions and intent are easy to see on the astral plane and there’s no language barrier when you literally see meaning, but technical details of a conversation are simply not relevant to astral senses.
通过星界投影进行的视觉侦察要面对同样的问题。因为要在星界位面辨识出物理细节可以说是困难甚至是不可能的,鉴于任何房间或物品的用途主要是被其所有者或使用者对其的感觉所渲染出来的。一个隔间农场可能是一个沾染着苦难的压抑场所,而员工休息室可能会被视为避难、休息、甚至可能是享乐的场所。
剧透 -   :
Visual reconnaissance via astral projection faces similar problems. Because it ranges from hard to impossible to discern physical details from astral space, the purpose of any room or object has to primarily be inferred by how its occupants or users feel about it. A cubicle farm might be an oppressive place stained by misery, whereas the employee break room would probably be perceived as a place of sanctuary and respite, and perhaps even enjoyment.
当投影法师显形时,物理细节就变得容易收集了(p. 160,SR6)。显形的法师或精魂依然完整的存在于星界位面,但是他们能如同自己就物理在场般获得接受物理细节的能力,甚至参与到一个双向交谈中。当然,如果他们显形,那么他们就能被看到了。显形实体依然无法感知到任何技术成像或者播音。比如说,即使法师显形了,他们依然看不到ARO、全息成像、视频屏幕(vidscreen)上正在播放的内容,也无法听到扬声器广播出来的声音。
剧透 -   :
Physical details are easier to gather when the projecting mage manifests (p. 160, SR6). The manifested magician or spirit is still wholly on the astral plane, but they gain the ability to perceive physical details as if they were physically present, and even engage in a two-way communication. Of course, they can in turn be seen. Any technological images or sounds are still imperceptible to the manifesting entity. For example, even while manifested a magician cannot see AROs or holograms, see what is being broadcast on a vidscreen, or hear what a voice is saying through a speaker.

你可以通过灵光辨识年龄,性别,或种族吗?Can you discern age, sex, or race from auras?
灵光主要被情绪塑造,被个人特质上色。虽然在灵视检定中获得两个成功(p. 156,SR6)你就能辨识出种族与性别,但你只能看到个体自我认同的部分。(译注:也就是如果一个男性巨魔自我认同为女性人类,那么你灵视所能看到的就是一个女性人类)。
剧透 -   :
Auras are predominantly shaped by emotion and colored by personality traits. With at least two hits on an assensing test (p. 159, SR6) you can however discern race and gender, but only those that the individual self-identifies as.

投影中的法师能依然感知到他们被空置的躯体吗?Can projecting magicians still perceive their vacated bodies?
一般来说不行。当他们投影时,他们的身体本质上就是瞎的,聋的,也没有触觉感知。当法师在星界投影的过程中转移他们的躯体是一个既老且幼稚的狂奔者恶作剧。
剧透 -   :
Generally no. Their bodies are essentially blind, deaf, dead to tactile input, and have no sense of when they are in motion. Relocating the mage’s body while they’re out on an astral jaunt is as old a shadowrunner prank as it is juvenile.
但是,疼痛与伤害带来的精神创伤依然会通过灵与肉之间的稀薄联系传递到星界形态上。当投影时,法师依然要承受物理和晕眩伤害所带来的伤势调整值。如果躯体在法师离开时受到伤害,法师无法准确感知到具体发生了什么,但他们会模糊的意识到有什么正在让他们开始承受伤势罚值。
剧透 -   :
However, the psychic trauma of pain and damage still carries over to the astral form through the tenuous link that remains between the two. Magicians still suffer wound penalties from Physical and Stun damage while projecting. If the damage occurs after leaving the body, the magician cannot feel exactly what happened but they’re aware in a vague way that something has caused the wound penalties they’ve begun to suffer.

如果我维持法术时进行投影,那么会发生什么?What happens if I project while I have sustained spells?
任何物理法术或者影响你物理躯体的怪物能力会保留在你当下那个被空置的躯体上。但是,当你的星界形体离开躯体后,你身上任何法力法术或效果依然会留在你的星界形体上。你可以继续维持你在星界投影前所释放的法术,即使原本的法术目标可能会因为你离开了物理位面而变成非法目标。最后,任何需要计算距离的法术(比如说心灵链接),会从你的星界形体开始计算距离,而非你的躯体。
剧透 -   :
Any physical spells or critter powers affecting your physical body will remain on your now-vacated body. However, any mana spells or effects will go with your astral form after it departs your body. You can continue to sustain any spells you cast prior to projecting, even if they are targeted on what would now be illegal targets due to your loss of contact with the physical plane. Lastly, any spell that measures distance (for example, Mindlink) measures from your astral form rather than from your body.

侦测法术在星界位面能生效吗? Do Detection spells work in astral space?
能,但他们只能在你当前所在的位面剩下。如果你在投影中,侦测敌意法术将无法告诉你物理位面周围的人是否对你有敌意。同理,在物理位面时,这个法术也无法侦测星界投影的敌人。
剧透 -   :
Yes, but they only function on the plane you currently are on. If you’re projecting, a Detect Enemies spell cannot tell you if any nearby people on the physical plane are thinking hostile thoughts about you. Likewise, a beneficiary of the spell on the physical plane cannot detect astrally projecting enemies, either. Remember that dual-natured characters are on both planes simultaneously.

投影中的法师或精魂可以通过星界旅行飞到空间站吗?Can projecting mages or spirits fly up to a space station using astral travel?
不可以。
这是因为在地球的盖亚球体以外就是法力虚空了,在这个空间中任何魔法都无法使用,包括星界旅行。关于法力虚空的更多信息,见扩展街头巫觋(Street Wyrd)。
注意,除了卫星和空间站之外,在《暗影狂奔》的设定中,还经常有着以实现快速洲际旅行的弹道导弹式(Semiballistic)太空飞机航班。 这些航班的很大一部分路程是处于盖亚球体以外的法力虚空中。
剧透 -   :
No.
This is because beyond the earth’s gaiasphere is a mana void where no magic can take place whatsoever, not even astral travel. See Street Wyrd for more information about mana voids.
Note that in addition to satellites and space stations, the Shadowrun setting frequently incorporates flights on semiballistic spaceplanes for speedy intercontinental travel. Significant portions of these flights take place in the mana void outside the gaiasphere.

精魂导师

一个没有魔法属性的角色可以有一个精魂导师吗? Can a character with no magic attribute have a mentor spirit?
不可以。但是,一个当前魔法属性降低至0的角色依然可以享受他们精魂导师带来的“所有”增益。
注意,本FAQ仅适用于是否能拥有精魂导师特质。角色当然可以有一个信仰某精魂导师的背景,而这并不需要特质去进行相关信仰的角色扮演。
剧透 -   :
No. However, a character that currently has their Magic attribute lowered to 0 does still enjoy the “All” benefit granted by their mentor spirit.
Note that this answer only applies to possessing the Mentor Spirit quality. Characters may certainly have a background involving belief in a mentor spirit and are not required to have this quality to roleplay such beliefs.

启蒙

修士能用什么技能去进行启蒙? What skills can adepts use to perform an initiation?
谈到“魔法技能”,修士基本就没招了,因为星界技能对他们来说是唯一一个可用的且关联到魔法属性上的技能。因此,仅在启蒙检定(p. 167,SR6)上,修士可以将任何技能视为“魔法技能”,只要对应技能与任何掌握的修士异能关联。比如说,一个有声音控制的修士的启蒙检定为唬骗+魔法,一个有杀戮之手的修士的启蒙检定为近身战斗+魔法,一个有飞檐走壁的修士的启蒙检定为运动+魔法,如此类推。
剧透 -   :
Adepts are in a bit of a bind when it comes to “magical skills,” with Astral being the only one available to them linked to the Magic attribute. For this reason, adepts may consider any skill to be a “magic skill” for the sole purpose of the initiation test (p. 167, SR6) if they use that skill in conjunction with any adept powers they possess. For example, an adept with Vocal Control may initiate with Con + Magic, an adept with Killing Hands may initiate with Close Combat + Magic, an adept with Wall Running may initiate with Athletics + Magic, and so on.

离线 CZJ

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Re: 暗影狂奔第六纪FAQ
« 回帖 #6 于: 2023-05-23, 周二 12:34:59 »
狂野生活 Wild Life


喽啰与怪物是否具备独立的两条(物理与晕眩)CM值?Do grunts and critters have separate condition monitors?
通常情况下,这些NPC并不具备独立的两条CM值(译者注:低级NPC通常按照模板区分,而计算CM值时,使用8+体质或意志(选更高的)的一半,四舍五入)。同理而言,精魂与无人机也是如此。物理与晕眩伤害只会(一同)记录于一条独立的CM表上(不同与PC的两条CM值)。不过请记住,精英狂奔者NPC(pp. 210-211, SR6)与PC相同,具备两条独立的CM值。
剧透 -   :
They typically do not. Neither do spirits and drones, for that matter. Physical and Stun damage accumulate together in a single condition monitor track. Remember that Prime Runner NPCs (pp. 210-211, SR6) have separate condition monitors in the same way player characters do.

为何某些NPC副官有着较高的CM值?How come some Lieutenants have enormous condition monitors?
请注意,作为喽啰中的领导者/精英,a.k.a 副官,会将他们的NPC的专业等级(Professional Rating)加入到他们的CM值中(p.203, SR6)。
剧透 -   :
Remember that grunt leaders, a.k.a. Lieutenants, add their Professional Rating to their condition monitor (p. 203, SR6).

那些能使用2个主要动作的怪物是怎么回事?What’s up with critters that have A2 as their action allotment?
PC每回合有1个主要动作。大多数NPC每回合也有1个主要动作。不过,一些怪物NPC每回合可能会有2个主要动作。如果每一个角色总是拥有同样的数值,那么还有必要用各种状态表来区分每个怪物有多少主要动作吗?
所以同理,有些怪物NPC只是比泛人类移动的更快或者更慢,而有些则拥有不同于10/15的动作罢了。
剧透 -   :
Player characters have 1 Major Action per turn. Most NPCs have 1 Major Action per turn. However some critters get 2 Major Actions per turn. There wouldn’t be any need for a statline to specify how many Major Actions a critter gets if everyone always gets the same number, would there be?
Likewise, some critters simply move faster or slower than metahumans, and some have movement allowances other than 10/15, as well.

鲨鱼与硬化装甲是怎么回事/指什么?What’s up with sharks and Hardened Armor?
由于PC不太可能与离开水面的鲨鱼交战,因此可以合理地假设硬化装甲代表了其强韧与PC水下攻击力减弱的结合。 GM可以在面对来自完全有效的水下攻击时忽略鲨鱼的硬化装甲,例如来自鱼枪和闪电箭(法术)。
剧透 -   :
Since you’re unlikely to be in combat with a shark that’s out of the water, it’s reasonable to presume the Hardened Armor represents a combination of its toughness coupled with the diminished force of attacks that are made underwater. Gamemasters may ignore a shark’s Hardened Armor from fully effective underwater attacks such as those from spearguns and lightning bolts.

怪物的怪物能力(critter power)能算作法术吗?Do critter powers count as spells?
目标型(译者注:原文为Targeted critter powers,即怪物能力为锁定某一目标而发动)的怪物力量(译者注:怪物能力是一只怪物拥有的特殊能力。有些怪物能力是天然的,比如它们的爪或硬皮;还有一些相对自然界是魔法的,比如一只犬妖(barghest)的「麻痹之嚎」。)与法术一样受到所有相同的目标限制,但它们不会对维持(怪物能力)(译者注:维持(Sustained):这意味着能力可以被无消耗地长久保持。因为这些能力是内在的,所以怪物保持能力生效并不像维持法术那样受到限制或者减值——虽然当怪物用〈巫术〉施放并维持法术的时候,还是要套用正常的维持法术规则。即使受到伤害,怪物也不会因分心停止维持能力施放。如同维持法术一样,在能力对目标生效后,视线就不一定需要被保持着。怪物同一时间可以维持{魔法属性}个的能力(可以是多个同名能力)。)造成任何惩罚。有目标和维持的怪物能力可以像法术一样被破坏或反制。任何始终有效的怪物能力都没有自己的星界形态,因此无法被单独的干扰或驱散。 事实上,某些“永远在线”的怪物能力(译者注:原文为“always on”,参考5e怪物能力,始终(Always):这意味着能力永远有效(动作为自动)。)可能根本就不是魔法,比如盔甲或强化感官。
剧透 -   :
Targeted critter powers are subject to all the same targeting restrictions as spells, but they do not impose any penalty to sustain. Targeted and sustained critter powers can be disrupted or counterspelled in all the same ways spells can be. Any critter powers that are always in effect do not have their own astral forms and therefore cannot be independently disrupted or dispelled. Indeed, certain “always on” critter powers might not even be magical in nature at all, such as armor or enhanced senses.

那些受到怪物能力影响的群体是否必须一直在一起?Do groups with critter powers sustained on them have to remain together?
答案为是的。 当PC受到有益的的怪物能力例如隐蔽、守护或移动的影响,PC必须保持在怪物的视线范围内,否则这些能力将不再继续影响它们。这不适用于各种敌对性质的能力,例如恐惧或者移动方面的减益(译者注:原文为offensive use of Movement,即指怪物能力中的Movement对目标增减益中负面的效果)。
剧透 -   :
Yes. Runners that are subjected to beneficial critter powers such as Concealment, Guard, or Movement must remain in the critter’s line of sight or the power ceases to continue to affect them. This does not apply to hostile powers such as Fear or the offensive use of Movement.
« 上次编辑: 2023-05-23, 周二 12:49:52 由 CZJ »