作者 主题: 【FS】厉兵秣马 Sharp Combat,p. 92-96  (阅读 3474 次)

副标题: 包含新的极限动作,新的极限增幅,不包括武术

离线 马非鱼

  • 版主
  • *
  • 帖子数: 1179
  • 苹果币: 3
【FS】厉兵秣马 Sharp Combat,p. 92-96
« 于: 2023-03-03, 周五 17:49:22 »
厉兵秣马 Sharp Combat

作为一个狂奔者生存于这个世上意味着你总要做的更好。并没有所谓的“足够好了”——你要么正在进步的路上,要么就要被危险干掉。身为执法者和枪斗士的杰克·赫尔姆(Jack Helm)被约翰·卫斯理·哈丁(John Wesley Hardin)所射杀,后者被快枪手老约翰·塞尔曼(Old John Selman)所干掉,这个人又被US执法官乔治·斯卡伯勒(George Scarborough)作倒了,而最后此人则死于与法外之徒的枪战中。他们都曾经是站立在尸堆上的人,直到有谁将他们拉进坟墓为止。下一颗子弹总是在等着你——有人将它推进了枪膛内,并且正谋划着该如何将它洞穿过你以为你有的防御。
剧透 -   :
Surviving as a shadowrunner means always getting better. There is no such thing as “good enough”—you’re either improving or in danger of being taken out. Lawman and gunfighter Jack Helm gets shot and killed by John Wesley Hardin, who gets ambushed by gunslinger Old John Selman, who gets killed by US Marshal George Scarborough, who dies in a gunfight with outlaws. They all thought they were on the top of the heap, right until someone pulled them down to the grave. The next bullet is waiting for you—someone out there is loading it into their gun and planning how to get it past whatever defenses you think you have.
想要存活从来就没有什么万无一失的方法,但是让概率更大那么一点也并非不可做到的。无论是利用上你在遭遇过程中所建立的优势,还是学习并使用新的战斗技巧,这里都有一些方法让你在暗影中保持锐利,比你的对手领先一步。
剧透 -   :
There are no guaranteed ways to stay alive, but there are ways to push the odds to be slightly more in your favor. Whether it’s exploiting the advantage you’ve built up in the course of an encounter or studying and employing new combat techniques, here are some ways to stay sharp in the shadows and keep one step ahead of the opposition.

新的极限动作 New Edge Actions

这些动作作为极限动作的补充,见p. 47,SR6。
剧透 -   :
These actions supplement the Edge Actions on p. 47, SR6.
致盲打击 Blinding strike
(任意攻击,致盲)

这些攻击就是朝着敌人的眼睛去的。这可以是如同戳眼那般直接,也可以是切割眼睛附近面部靠出血遮挡视线那般间接。如果净成功高于对手的敏捷,那么对手将因此而失明I。如果对手已经失明了,那么将会提升状态等级。持续时间为{攻击所获得的净成功数}轮。这次攻击不会造成其他伤害。
花费:4极限
剧透 -   :
(Any Attack, Blind)
This special attack goes after the eyes of opponents. This can be as direct as an eye gouge or indirect, like cutting the face near the eyes so that blood impedes vision. If net hits on an attack roll are higher than the Agility of the opponent, the opponent gains the Blind I status. This status adds more levels of Blind if the opponent already had that status. Duration of the inflicted status is a number of combat rounds equal the net hits on the attack. No other damage occurs from the attack. Cost: 4 Edge
攻击弱点:破坏武器Called Shot: Break Weapon
(任意攻击)

如果你不能卸下你对手的武器,又或者你只是想要修一下,你可以选择攻击你对手的武器以破坏它。这次攻击检定类似于摧毁屏障(p. 111,SR6)。如果调整过的DV超过了武器的结构等级的一半(见武器的结构等级表),那么武器的攻击等级就会永久性的在全射程类别中-1。如果DV超过了结构等级,那么减值为{DV-结构}。如果攻击等级在某一射程类别总降低至零,那么武器就无法再对应射程范围中使用了(见p. 109,SR6)。如果全部射程类别中都没有攻击等级,那么就该去买新的了,这把武器已经被毁坏了。
花费:5极限
剧透 -   :
If you can’t disarm your opponent, or you just want to show off, you can direct your attack against your opponent’s weapon to disable it. The Attack roll is the similar to breaking through barriers (p. 111, SR6). If the modified DV exceeds half of the Structure rating for the weapon (see Weapon Structure Ratings table) corresponding to the weapon, the Attack Rating of the weapon is reduced by 1 permanently in all range categories. If the DV exceeds the Structure rating, reduce the Attack Rating by the difference between DV and the Structure rating. If the Attack Rating is reduced to 0 in a range category, the weapon cannot be used at that distance (p. 109, SR6). If there is no Attack Rating available in any range category, it’s time to buy a new one, as this one’s busted. Cost: 5 Edge
攻击弱点:无力化 Called Shot: Incapacitate
(任何攻击)

如果你打不过你的对手,可以试着先给他打个脑震荡。进行这一要害攻击时,只要净成功超过目标的反应属性,那么对方将会因此[晕眩]{净成功}轮。
花费:5极限
剧透 -   :
If you can’t take your opponent in a fair fight, try inflicting a concussion first. With this called shot, if the number of net hits exceeds the Reaction attribute of the target, that character receives the Dazed status with a duration of a number of combat rounds equal to the net hits. Cost: 5 Edge
冲锋 Charge
(近战攻击,任何移动)

你将你的躯体与灵魂都在此次攻击中投掷出去,以求带来更多的痛苦与制止力。当你移动至少5米后,你可以对你的对手做出如此的攻击。净成功可以不被作为伤害,而是作为迫使对手移动的手段使用;每转移一点净成功,你就会少造成一点伤害,并迫使对手的移动1米。攻击者能如此转移的净成功少于或等于他们的体质属性等级。如果这次攻击伤害到了对手,并且在转移净成功后仍对对手造成大于2的伤害值,那么对手就可能被击倒了。
花费:4极限。
剧透 -   :
You throw yourself body and soul into the attack, hoping to bring both the pain and some staggering power. After moving at least 5 meters, you make the attack against your opponent. Net hits can be transferred from damage to movement; for each point transferred, the damage is reduced by one, and the opponent is moved one meter. The attacker can transfer damage in an amount equal to or less than their Body rating. If the attack damages the opponent, calculate the possibility of knocking the opponent prone as if the damage value was 2 higher than it was after the transfer. Cost: 4 Edge
掩护射击 Cover Fire
(BF或FA攻击)

简单来说,你朝你的对手扫射一大堆子弹,并且让他们处于不利之地,并让你的队友获得某种意义上的[掩蔽]。你的枪械必须能进行短点射(BF)或者全自动设计(FA)。一般情况下,当你使用BF时,你可以让你的两个射击目标要承受的DV+1,此时由于你使用BF进行掩护射击,你将失去一般情况下的伤害加值,不过如果你的射击目标还手,你让两个队友的[掩蔽]等级+2(最高[掩蔽4])。如果你使用FA进行掩护射击,那么你武器的DV-2,并且对于你的射击目标们而言,你的队友具有[掩蔽4]。
花费:3极限
剧透 -   :
To put it simply, you spray a whole lot of bullets in the direction of your opponent to put them in an inconvenient position that your allies take advantage of as a kind of Cover. Your firearm must be firing in Burst Fire or Full Auto mode. When using Burst Fire, instead of increasing the DV of the weapon by 1 against the two opponents, you give two allies a +2 to Cover (up to Cover IV) if the targeted opponents retaliate. With Full Auto, reduce the DV of the weapon by 2 and your allies receive Cover IV in relation to opponents that are targeted. Cost: 3 Edge
缠绕 Entanglement
(用异种武器进行的擒抱攻击)

异种武器如鞭、链、飞石索、套索能够用来缠绕住它们的对手。当作为擒抱的一部分使用时,进行检定,武器技能+敏捷 v. 敏捷+反应。如果净成功超过了对手的敏捷属性,那么武器就会缠绕住对手,他们会因此而[跋足]{净成功}轮。
花费:3极限。
剧透 -   :
Exotic weapons such as whips, chains, bolos, and lariats have the capabilities of entangling an opponent. When used as part of grapple, roll Exotic Weapon + Agility vs. Agility + Reaction. If net hits of the attack exceed the opponent’s Agility, the weapon has entangled the opponent, and they gain the Hobbled status for a number of combat rounds equal to the number of net hits. Cost: 3 Edge
虚招 Fake Out
(任意攻击)

你在这次攻击中所采用的策略并非致命或者致残,而是让他们失衡,或者让他们上钩后自以为得手,实际却身陷劣势。如常进行攻击检定,在下个战斗回合中让对方的DR降低净成功点,但是不会造成伤害(武器的DV也不会有任何效果)。该个体在面对任意攻击时都需要用新的防御等级。
花费:2极限。
剧透 -   :
Your strategy in this attack is not to kill or maim, but to distract, putting your opponent off balance or giving them a false feeling of success that puts them at a disadvantage when they take the bait. Roll an attack against the opponent. Instead of doing damage, net hits lower the opponent’s Defense Rating for the next combat round on a one-to-one basis (the weapon’s DV has no effect). This new Defense Rating is used by any attacker targeting this individual. Cost: 2 Edge
自由飞跃Freerunning
(奔跑)

通过一系列的体操机动,角色可以快速翻越或翻上地形障碍物。这个极限动作允许在一个主要动作中进行水平/垂直移动(而非多个次要动作)。当奔跑时,角色可以将奔跑检定中所获得的成功挪用至垂直距离的移动(包括爬高爬低),最多为{敏捷}米。如此跑酷移动的终点需要落在水平位置(或者一个落脚点/抓手处),否则你就会往下掉。GM需要决定有没有足够的地形让人进行向上或者向下的垂直方向移动,以及是否有落脚点或手抓处。有飞檐走壁异能道德修士可以利用自由飞跃动作将他们基本的冲刺距离提升到18米。
花费:2极限
剧透 -   :
Through a series of gymnastic maneuvers, the character can move quickly through and up terrain obstacles. This Edge Action allows both horizontal and vertical movement in one Major Action (instead of multiple Minor Actions). While sprinting, the character can remove hits from the Sprint action and use them to gain vertical distance (climbing both up and down), up to their Agility in meters. Movement with Parkour must end on a horizontal surface (or foothold/handhold), otherwise you fall down. The gamemaster determines if there is enough terrain to ascend or descend vertically and if there’s a foothold or handhold. An adept with Wall Running ability who uses the Freeruning Action increases their base Sprint distance to 18 meters. Cost: 2 Edge
挑腿筋 Hamstring
(任何攻击)

这个动作包括了针对腿筋、膝盖或者其他腿部位置以减慢对手速度为目的攻击。当进行攻击检定时,如果净成功超过了对手的敏捷属性,他们会因此而[跋足]{净成功}轮。这次攻击不会造成伤害。
花费:3极限
剧透 -   :
This action covers any attack aimed at the hamstring, knee, or other parts of the leg with the express purpose of slowing down an opponent. With the attack roll, if net successes exceed the agility of the opponent, the opponent gains the Hobbled status with a duration of combat rounds equal to the number of net hits. No damage occurs from the attack. Cost: 3 Edge
稳如磐石 Imposing Stone
(截击)

稳如磐石允许角色不单只截击对手,还能防止他们闯越。每个成功让对手的移动距离减少1米。如果净成功超过了对手的敏捷,那么对手就会在角色身边停下。
花费:2极限
剧透 -   :
Imposing Stone allows the character not only to intercept the opponent, but to prevent them from moving past them. Each success reduces the opponent’s movement by 1 meter. If the attack exceeds the opponent’s Agility, then the opponent stops next to the character. Cost: 2 Edge
威慑力 Intimidating Presence
(使用影响技能)

有时候,你只是想站得直一点,秀秀肌肉,并且用上一种命令式的语气说话,而不是将刀子捅进另一个混混的肚子里。你的威慑力会让那些混混知道你没有那么好惹。要如此做,角色需要进行检定,影响+力量 v. 意志+力量;对方的攻击等级承受{净成功}的减值,在一对一的基础上,持续一个战斗回合。如果净成功超过对手的攻击等级值,那么对方在下一个战斗回合中将无法获得或使用极限。
花费:2极限
剧透 -   :
Sometimes, you just want to stand tall, flex some muscles, and speak in a commanding voice instead of having to shiv another round of gangers in the gut. Intimidating Presence can let punks know that you’re not to be messed with. To use it, a character rolls Influence + Strength vs. Willpower + Strength; net hits reduce opponents’ Attack Rating for that combat round on a one-to-one basis. If net hits exceed the opponent’s Attack Rating value, then the opponent cannot gain or spend Edge for the entire subsequent combat round. Cost: 2 Edge
逃过一劫 Karmic Escape
(闪避)

要承受的伤害并没有那么让人担心,更值得担心的是它会对你医疗马车高级会员的影响。以使用该动作,角色必须尝试过闪躲或者格挡会带来状态(如致盲或耳聋)的攻击,但是失败了。你可以用一个次要动作和相应的极限来避免承受相应的状态影响,不过代价是你需要承受伤害。将攻击的净成功视为如常结算伤害,而非施加状态。
花费:2极限
剧透 -   :
It’s not the incoming damage that’s worrying. It’s what it can do to your DocWagon premium. To use this action, characters must have attempted to dodge or block an attack that could inflict a status (Blind, Deafened, etc.) and failed. The character can then spend Edge and a Minor Action to attempt to avoid the status they would have received, at the cost of taking damage. Resolve the attack as if the net hits did damage rather than inflicting the status. Cost: 2 Edge
关节破坏 Knuckle Breaker
(任意攻击)

顾名思义,这类攻击时为了降低对方的战斗力,或者防止对手逃跑。角色锁定一个特定肢体进行攻击(左腿,右臂等)。该要害攻击承受-4骰池罚值。如果攻击成功了,那么对应肢体就会因此而“失能”(见p. 106)。如果净成果超过了对手的体质等级,那么对应肢体就会因此而陷入“失能II”的状态。该状态持续{净成功}个战斗回合。该攻击可以对同一个肢体反复进行以提升失能状态等级(最高为失能III),每次攻击会叠加持续时间。
花费:4极限
剧透 -   :
As the name suggests, the attack is designed to neutralize the opponent’s effectiveness in combat or ability to escape. Character targets a specific limb (left leg, right arm, etc.). This called shot has a –4 dice pool penalty. If the attack is successful, that limb takes on Disabled status (see p. 106). If the net hits exceed the Body of the opponent, the limb takes on Disabled II status. The status lasts for a number of combat rounds equal to net hits. This attack can be repeated on the same limb to increase the Disabled status level (up to Disabled III). With every attack, the duration is cumulative. Cost: 4 Edge
轻叶随风转 Leaf on the Wind
(冲刺)

通过一系列的体操动作,角色可以利用周围地形的优势去做到一些事情,比如说保持移动好让身体的轮廓变小或模糊从而妨碍攻击、滑过栏杆,翻过长凳,在房间角落滞空一段时间,又或者其他能想到的点子。当冲刺时,角色可以将冲刺检定获得的成功转化为掩蔽状态等级,但如果这么做将失去冲刺成功数带来的额外奔跑距离。掩蔽状态等级最高4,持续1轮。将额外的动作视为他们是在掩体后进行的,包括获得与使用极限。GM可以决定是否有足够多的地形来提供掩蔽状态。当使用该动作时,飞檐走壁修士能力会自动提供1级掩蔽状态,鉴于每人会想到你能爬墙跑路。
花费:3极限
剧透 -   :
Through a series of gymnastic maneuvers, the character takes advantage of the surrounding terrain, doing things like moving to give a smaller or obscured profile to attack, sliding through railings, flipping over benches, getting hang time off a room corner, or whatever other creative move they can come up with. While sprinting, the character can remove successes from the Sprint action and use them as cover, up to a status of Cover IV, lasting one combat round. Treat additional actions as if they performed in Cover, including gaining and using Edge. The gamemaster determines if there is enough terrain to gain the Cover status. The Wall Running adept ability gives Cover I status automatically when using this action, as no one expects you to run up the freaking wall to escape. Cost: 3 Edge
猿攀 Monkey Climb
(攀爬)

你就不怎么喜欢将脚好好的落在地上。因为如果是那样的话,就会缺少了猿荡秋千,不知何落的那点惊险。使用这个极限动作可以允许角色将攀爬距离变为1.2米/成功,如果角色有“长触及”特质,那么攀爬距离进一步提升为1.3米/成功。
花费:2极限
剧透 -   :
You are not one to keep your feet on the ground. There’s a missing bit of fear as you cross empty air, going from handhold to handhold, barely looking to see if you’re arriving anywhere safe. Change climb distance to 1.2 meters per hit (characters with Long Reach increase the distance to 1.3 meters). Cost: 2 Edge
钉住 Pin
(投掷武器或投射武器攻击)

你很可能见过这样的场景,有个目标被他的对手用箭,飞刀或者什么东西钉在了墙上,导致不能动弹。要这么做其实并不简单,一部分原因是因为瞄准要害部位攻击更符合直觉。进行该攻击动作时,如果你获得的成功超过了目标的防御等级,无论你是否有造成任何伤害,对方都会被钉在墙或者地板上,这使其获得禁锢状态。
花费:3极限
剧透 -   :
You’ve probably seen an action scene where a target is pinned to the wall with an arrow or knife or something to immobilize an opponent. This isn’t easy, in part because it’s more instinctive to aim for vital areas. With this attack, if the number of hits exceeded the Defense Rating of the target, regardless if whether attack inflicted actual any damage or not, then the opponent has been pinned to the wall or floor, giving them the Immobilized status. The opponent must spend a Pick Up/Put Down Object action to remove the Immobilized status. Cost: 3 Edge
装死 Playing Possum
(使用影响技能)

你还没死透,但是你想要唬住你的对手,让他认为你挂了或者你受到的伤势更严重。角色进行检定,影响+魅力 vs. 意志+直觉。GM可以基于特定环境的可信度而提供骰池调整值。如果成功,那么角色可以将这次检定获得的净成功加入到下次对该对手的攻击中。如果角色没有成功唬住对手,对手的防御检定将获得净成功作为奖励。GM可以等到后续攻击结算时才揭晓装死是否成功。
花费:3极限
剧透 -   :
You are not quite dead yet, but you want to bluff your opponent into thinking you are done for or are more injured than you actually are. The character rolls Influence + Charisma vs. Willpower + Intuition. The gamemaster may include a dice pool adjustment for the believability of the particular circumstances. If successful, the character gains a dice pool bonus equal to net hits for the next attack against the opponent. If the character fails to bluff their opponent, the opponent gains a dice pool bonus equal to their net hits on their defense test. The gamemaster can wait to reveal whether the Playing Possum action succeeded or failed until the subsequent attack is made. Cost: 3 Edge
保护要人 Protect the Principal
(截击)

为了完成任务,自我牺牲有时候是有必要的。如果你能在一个次要动作内移动到盟友身边,那么你可以承受替盟友去承受对方造成的伤害。你没有办法格挡或闪避这次攻击。
花费:2极限
剧透 -   :
Self-sacrifice is sometimes necessary in getting the job done. If you can move to an ally in 1 Minor Action, then you take the damage from the opponent instead of the ally. There is no option to block or dodge this attack. Cost: 2 Edge
还回给你!Right Back At Ya!
(规避)

这是一次为了求生而做出的不可理喻的尝试,这个动作让你抓住一颗激活的手雷并且试图将它丢开。规避动作会让你处在榴弹攻击的爆点位置。你之后花一个拾起动作并进行检定,运动+反应(2),尝试将这个手雷击飞。当你尝试将其送回原处时,会从原来投掷的偏斜距离中减去净成功。GM之后重骰偏斜方向。
花费:3极限
(译注:这里搞得我很迷茫…你跑到爆点,想要把雷丢回去,但是还要再减少偏斜距离?或那你不就捏着那个雷捏得死一死了…一个可能的理解是,你在这个检定中获得的净成功会抵消掉对方检定…以及还有一个问题,没有所谓的拾起Pickup动作…)
剧透 -   :
In an almost insane attempt at survival, this action has you grabbing a live grenade and trying to throwing it away. Avoid Incoming puts you at ground zero of the grenade attack. You then spend a Pickup action and roll Athletics + Reaction (2) to attempt to knock the grenade away. Net hits are subtracted from scatter distance of the original throw as you attempt to send it back where it came from. The gamemaster then re-rolls the scatter direction. Cost: 3 Edge
挡后还击 Riposte
(格挡)

这个动作允许角色不仅能格挡攻击,甚至还能对敌人造成一些伤害。首先,支出极限就能让角色将基础伤害-2P(译注:那是不是S伤就不减了…)。如果他们的防御检定成功了,攻击者需要抵挡{防御检定的净成功}点伤害。
花费:4极限
剧透 -   :
This action allows the character to not only attempt to block an attack but possibly give a little damage back. First, the expenditure of Edge allows the character to decrease the base damage by 2P. If their Defense test is successful, the attacker is hit with damage equal to the net hits on the Defense test. Cost: 4 Edge
卷云 Rolling Clouds
(坠落)

如果你(相对而言)足够幸运到能摔在某些地形的附近,比如你能够着的墙,悬崖,或者树,那么你可以尝试借助它们来卸力以减缓你的掉落速度。进行检定,运动+敏捷,每个成功都会让你需要结算坠落伤害的距离减少1米。比如说,如果你坠落15米且获得3个成功,那么在安全坠落距离3米的基础上再增加卷云带来的3米,意味着会给你带来伤害的坠落距离是9米,因此你只用承受4P的伤害而非6P。
花费:2极限
剧透 -   :
If you’re lucky enough (relatively speaking) to fall next to terrain such as a wall, cliff, or trees that you can reach, you may attempt to leverage kinetic forces to slow down your fall to something less than terminal. With an Athletics + Agility test, each success extends the number of meters that you can fall without suffering damage. For example, if you fall 15 meters and roll 3 hits, you get the base 3 meters of safe falling plus 3 more safe meters from Rolling Clouds, meaning the damaging part of your fall is 9 meters, making the damage 4P instead of 6P. Cost: 2 Edge
老树盘根 Rooted
(移动)

当有人尝试击倒你时,你知道该如何快速调节重心以抵消掉他们尝试将你击倒的力量。角色进行检定,敏捷+运动,并在计算是否被击倒、摔绊、倒地摔拌时,将获得的净成功在体质属性上。
花费:2极限
剧透 -   :
When someone tries to knock you down, you have the quick sense to adjust your center of gravity to cancel out the force that’s knocking you to the ground. The character rolls Agility + Athletics and adds their hits to their Body rating for purposes of checking if they are knocked down (p. 110, SR6) or against a Trip or Tumble (p. 43, SR6). Cost: 2 Edge
烂仔拳 Sucker Punch
(任何近战攻击,疲劳)

用出昆斯伯里的拳击规则以外的招数,在对手准备好之前打出第一拳,或者其他什么下三滥招数。进行攻击检定时,如果净成功高于对手的意志,对手会因此而[疲劳]{净成功}轮。这次攻击不会造成伤害。
花费:2极限
剧透 -   :
This is all about playing outside Queensbury rules, unleashing a sucker punch to get that first hit in before the opponent is ready, or some other form of dirty fighting. With the attack roll, if net hits exceed the Willpower of the opponent, the opponent gains the Fatigued status with a duration of a number of combat rounds equal to net hits. No damage occurs from the attack. Cost: 2 Edge
嘲讽 Taunt
(使用影响技能)

有些人总是会先打法师,甚至还有这么一句口号。不过如果被打的是你们的法师,那么你就需要将压力从他们身上分走一些。一个可能的选项是建议敌人找个势均力敌的对手。一次成功的嘲讽会让敌人的头脑不得安宁,好让他们无法全神贯注的攻击法师(比如说),刺激他们采取其他行动。一个角色可以进行检定,影响+魅力 v. 意志+直觉,来嘲讽一个敌人。净成功会增加那个敌人所攻击的队友的防御等级,持续1个战斗轮。
花费:1极限
剧透 -   :
Someone is always going to pick on the mage first. There are even slogans about it. If it’s your mage, then you need to get the pressure off them. One option is to suggest that the opponent to pick on someone their own size. A successful taunt will get into the opponent’s head and distract them from beating said mage, or goad them into some other action. A character can taunt an opponent with Influence + Charisma vs. Willpower + Intuition test. Net hits increase the Defense Rating of the ally against that opponent for one combat round. Cost: 1 Edge
锋芒逼人 Threatening Edge
(格挡)

飞旋棍杖,二尺寒光,甚至听到重兵破空之声,知晓它能轻易将骨头击碎,就能使那些不在附近或者拿着枪的人胆颤心惊。没人想要成为下一个目标。角色可以将武器演绎作为战斗的一部分,让对手有一些思考的空间。只要持有一把近战武器,角色的防御等级就会被武器的近距攻击等级所取代,持续整场遭遇。
花费:1极限
剧透 -   :
The fast-spinning whirl of a staff, the flash of a half-meter of shiny metal, even the sound of a massive object moving through the air, knowing that it can easily crush bones, can be psychologically intimidating even for those not close by or holding a gun. No one wants to be the next target. The character includes a weapon performance as part of combat, giving opponents something to think about. For the duration of the encounter, while wielding a melee weapon, the character’s Defense Rating is replaced by the Close Attack Rating of the weapon. Cost: 1 Edge
喉部打击 Throat Strike
(任意近战攻击)

当你只是想要对手闭上他叫骂的嘴,好让他专心战斗时,这就是一个很好的招式了。进行攻击检定时,如果净成功高于对手的敏捷,那么对手会因此而[哑巴]{净成功}轮(p. 106)。这次攻击不会造成伤害。
花费:2极限
剧透 -   :
A good strike when you just want your opponent to shut the hell up with the descriptive expletives and just fight. With the attack roll, if net successes exceed the agility of the opponent, the opponent gains the Muted status (p. 106). Duration of the inflicted status is equal the number of net hits in combat rounds. No damage occurs from the attack. Cost: 2 Edge
摔技 Throw Person
(擒抱)

一旦对手被擒抱,攻击方就可以为所欲为了。攻击方进行对抗检定,近身战斗+力量 v. 力量+反应。使用攻击方的徒手攻击等级,防御方由于被钳制而需要承受-4骰池罚值。如果攻击成功,攻击者造成他们的徒手战斗伤害(力量/2,向上取整)加上净成功。这次检定的净成功可以不用于造成伤害,而是用于结算将防御方摔出去的距离,最远为{力量/2}米。摔过敌人以后,对手就不再被擒抱了,而是获得匍匐状态。GM可以基于被摔方落地的位置(比如说落在钉子上,高楼的落地窗外,落在电梯井里,让其承受额外伤害。
花费:4极限
剧透 -   :
Once the opponent has been grappled, the attacker may pick up the opponent. The attacker makes a Close Combat + Strength vs. Strength + Reaction test. The attacker’s unarmed Attack Rating is used, and the defender suffers the –4 dice pool penalty for being restrained. If the attack is successful, the attacker inflicts their unarmed combat damage (Strength/2, rounded up) plus net hits. The character can remove successes from the combat damage and use them for distance thrown, up to Strength/2 meters. After the throw, the opponent is out of the grapple and gains the Prone status. The gamemaster can impose additional damage to the thrown character based on where they land (onto a bed of nails, out a window of a skyscraper, down an elevator shaft, etc.). Cost: 4 Edge
雷鸣掌 Thunder Palm
(任何攻击)

一次对耳朵的快速击打,敌人就没办法听到你刚刚想出来的那句精妙回嘴了。进行攻击检定时,如果净成功高于对手的意志,那么对手会因此而[耳聋]{净成功}轮(p. 106)。本次动作中不造成任何伤害。
花费:2极限
剧透 -   :
A quick strike to the ears, and the opponent will be left unable to hear that awesome retort you just came up with. If net hits exceed the Willpower of the opponent, the opponent gains the Deafened status with a duration of a number of Combat Rounds equal the number of net hits. No damage occurs from the attack. Cost: 2 Edge
落地翻滚 Tuck and Roll
(角色获得匍匐状态时)

你已经被一些攻击击中导致要倒了(包括任何会让角色获得匍匐状态的攻击),那你不如用用能保护自己的方式倒地。你可以从原来要倒的位置移动最多1米(这可能让对手对你的射程类别产生变化,又或者让你距离掩体更近一些)。你依然会倒地,获得匍匐状态。
花费:1极限
剧透 -   :
You’re already going down from some attack (any attack that ended with the character prone), so you might as well hit the ground on your own terms. You may move up to 1 meter from the original location where you were going to be lying (which may put you at a different range category from the opponent or closer to cover). You are still prone, and the Prone status still applies. Cost: 1 Edge
兵一闪 Weapon Flash
(快拔,攻击)

这个极限动作允许你将快拔动作应用在任何近战武器上。攻击动作必须与该动作结合使用。
花费:2极限
剧透 -   :
This Edge Action allows the Quick Draw Action to be applied to any melee weapon. The Attack Action must be used in conjunction with this action. Cost: 2 Edge
武器延展 Weapon Spread
只要持有两把近战武器,“近距”攻击距离增加2米,持续整场遭遇。
花费:1极限
剧透 -   :
For the duration of the encounter, while wielding two melee weapons, Close range is extended by 2 meters. Cost: 1 Edge
借力打力 Yielding Force
(摔拌)

你尝试杠杆攻击者的力和动能,使他们失衡,而非以力抗力。非但不格挡,防御方反而尝试退步让开,使对手失衡,甚至最好跌落在地。角色进行检定,运动+敏捷,作为防御检定对抗此次攻击。如果净成功高于对手的敏捷,防御方不会受到伤害,且对手会因此而[倒地]。否则,如同常规闪避进行结算。
花费:3极限
剧透 -   :
Instead of using force to counter force, you attempt to leverage the force and momentum of the attacker and knock them off balance. Instead of blocking the attack, the defender bends out of the way, throwing the opponent off balance—and hopefully on the ground. Character rolls Athletics + Agility as the defense test against the attack. If net hits exceed the Agility of the opponent, then the character takes no damage, and the opponent receives the Prone status. Otherwise, resolve as if the character was dodging. Cost: 3 Edge

新极限增幅 New Edge Boosts

这里极限的新用法可以帮助角色对付他们要承受的各种状态,这些状态可能会让他们在暗影狂奔时慢下来。
剧透 -   :
This new use of Edge helps deal with the different statuses a character receives that may slow them down as they run the shadows.
4极限增幅
我在三维剧里看过(I)I Saw It in a Trid Once
角色可以使用任何他们没有花费业力学习的武技作为他们下一步行动的一部分。如此花费的极限不会因为他们花业力学了对应武技就会有所减少。
剧透 -   :
A character may use any martial arts technique they haven’t spent Karma to learn as part of their next action. This use of Edge may not have its cost reduced by martial arts techniques the user has already spent Karma to learn.
5极限增幅
恢复(A)Recover
你花一个主要动作移除一个这次遭遇中所获得的负面状态,如果它有多个等级,就将其等级-1。
剧透 -   :
You spend a Major Action to recover from one debilitating status effect during this encounter or reduce the effect by 1 if it has multiple levels.

离线 马非鱼

  • 版主
  • *
  • 帖子数: 1179
  • 苹果币: 3
Re: 【FS】厉兵秣马 Sharp Combat,p. 92-96
« 回帖 #1 于: 2023-06-17, 周六 16:42:37 »
引用
攻击弱点(Called Shots)的备注 a note on called shots
澄清:本书p. 47-48中所记载的攻击弱点动作,能以骰池-4为代价使用,如果花费极限那么就无需承受骰池罚值。
剧透 -   :
a note on called shots
Clarification: The Called Shots listed on pp. 47-48 of that book may be made either by taking a –4 penalty to your roll, or spending Edge to attempt the Called Shot without a dice pool penalty.

记录在武术里面一个不起眼角落的不起眼的豆腐块。。。多少是有点无语了,就不能写到极限动作里吗?