作者 主题: 【规则汉化】第三章:游戏系统  (阅读 13535 次)

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【规则汉化】第三章:游戏系统
« 于: 2020-02-09, 周日 21:36:46 »
马上就动

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Re: 【规则汉化】第三章:游戏系统
« 回帖 #1 于: 2020-03-01, 周日 23:01:05 »
即便是最有能力的星际冒险家有时也会遇上结果不定的情况。当一名外星刺客以剑刃刺向一个毫无防备者的背部,当飞船在一颗气态巨行星的上层大气中处于失控的危险,当英雄受了伤躺在洞穴地板上流血,你怎么知道接下来会发生什么呢?本章为你提供了一些能够解决这些问题的基本系统。

基本架构
多数英雄最常接触的三个主要系统分别是技能检定、豁免检定和战斗轮。每个玩家和GM都应阅读这些部分并理解其基本机制,因为他们将会在星际冒险中多次用到这些检定。

技能检定会告诉你你的英雄是否成功使用了一项特定专长或是天生能力。当你的英雄是否能完成任务存疑时,你的GM可能会要求做技能检定,失败则意味着你的英雄要么彻底搞砸要么以一种极其无益的方式成功,也有可能是被一些意料外的外界因素挫败了。
豁免检定会告诉你你的英雄是否避开了某些直接威胁。如果你想知道外星昆虫的毒素是否会击垮你,或者你是否能在手雷爆炸前逃离、邪恶的灵能者的读心又能否撬出你的秘密,那么你就将进行一次豁免检定。GM将告诉你什么时候该骰一个豁免。
战斗轮会告诉你你的英雄是否以射击、穿刺、爆炸、拳击致残了对方,或者以其他方式对敌人造成了伤害,反之,还有敌人是否对英雄们做出了同样的事情。SWN的战斗非常危险,特别是于新手和普通NPC而言。一名不会手抖的暴徒带着一把手枪就能在瞄准后用一颗子弹杀死多数新建卡的英雄,而大多数普通人面对致命暴力的机会更少。战士职业的英雄和其他具有页数战斗天赋的人更能抵御这些军事威胁,但即便是他们也必须正视一群愤怒的矛手或狙击枪的准线。
如果你过去的游戏历程中常见主人公强大或玩家角色罩有叙述性保护的种类,那么战斗部分就是你需要着重阅读的内容。于一名普通的接头恶棍或无名杂鱼而言,无尽星辰中的一级战士便足以成为致命危险,但假若对面有三四台装备着街头掷弹器(street-built slugthrowers)的mook,这位初露锋芒的英雄就会难以招架。经验丰富的角色能因更多生命值而变得坚韧,但没有角色能对拿着磁暴步枪(mag rifles)还不吝使枪的战斗步兵一笑了之。不要仅仅因为你的角色是游戏角色就认为他能在一次经历中幸存下来。


使用游戏系统
SWN支持的是沙盒游戏体验,本章游戏系统亦是其一部分。一般而言它们应当做到公平、易于理解且灵活,足以应对很多情况。不论如何系统并非偏爱游戏角色,或者说不会让角色免于承担某些糟糕决策/不幸时刻的结果。没有玩家能用系统来避免灾难的“narrative currency”。这不是一个团队运行游戏的唯一方式,但它是默认的。
这也不是说本章的游戏系统就是完美的,而是指系统是一个公正的第三方游戏部分。当GM要求做技能检定或为异星军阀的链斧(chainaxe)骰命中时,他真的不知道会发生什么,他的判断可能给予骰子奖励或惩罚,也可能会选择调整系统以适应当前局势,但最终骰子都会解决这一情况。这对于沙盒游戏而已很重要,因为骰子是公平的,同时也是无情的。
这样的公平为一晚游戏增添了惊喜和乐趣,即使是GM也不能完全确定角色推进时会发生的事情,而这种惊喜和新奇有助于保持GM对事件的兴趣,而不仅仅变成了一个预设情况和结果的编程高手。每个游戏都是爆出意料之外的掷骰的机会,不管是角色搞砸了他们要解决的核裂变炸弹还是异星军阀正好给他的护胸充爆了能。即便当残酷的骰子试图杀死一个角色,这种程度的危险也能让团队其他人的幸存更有意义。他们之所以能活下来是因为他们做了正确的选择,虽然运气很差但也没死,而不是因为他们是指定的英雄。
然而并非所有人都愿意这么玩游戏,这也是完全可以接受的。有些团队确实想让命运站在他们一边,将死亡与灾难隔绝于更多是叙事保护之外。GM开这种游戏通常不需要明显改骰或改命就能达到这种效果,你只需为失败挑选一个温和的后果,将痴迷于杀戮的敌人削到最少并给遭遇强敌的角色明确安排出逃生路线。这个游戏属于你和你的团队,你应该以你想要的方式来玩游戏。


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Re: 【规则汉化】第三章:游戏系统
« 回帖 #2 于: 2020-04-24, 周五 18:11:56 »
幕和持续
许多灵能和其他能力在幕之中都有持续。一幕仅仅是对一系列特定动作或角色行动的简略概念。一场战斗是一幕,渗透建筑物、爬辐射山(radioactive mountainside)或者与异星领主的电控代表的紧张会面也是一幕。幕的持续时间一般不会超过15分钟,也不会长于一组连续的行动,但能有多长取决于GM。一晚的游戏中可能大部分时间都被略过,只剩下重要的谈判、交火或时间紧迫的技能使用的幕次。
有些异能只能在特定幕中使用几次,或是需要支出在幕结束时才会回复的精力。除非时间需要密切追踪,你可将这些能力视作可用,也能在角色有休息间隔的时候视作每15分钟精力回复一次。

豁免检定
有时不幸或不可预知的危险会降临在英雄身上。只有运气或其自身的坚忍不拔才能将他们从中拯救出来,为此他们需要进行一次豁免检定。
豁免分三种。物理豁免涉及对身体耐力的挑战,如毒素、疾病、辐射或极度疲惫。反射豁免涉及躲避爆炸、坠落危险、从四碎的地方跳下或以其他形式发挥自己的速度和快速反应的能力。精神豁免常与灵能影响、幻觉、强大的精控技术或其他攻入角色心灵感知的危险有关。当无其他豁免,只剩盲目的运气和不可言喻的直觉能拯救角色时,精神豁免也能拿来一用。
你的角色豁免从15开始,每升一级降低1。每次豁免都由两种不同属性中较好的调整值来进行修正,物理取力量和体质中较优的,反射取敏捷和智力中较优的,精神则是魅力和感知。因此,一个力量5体质14的一级角色将有14的物理豁免。
进行豁免检定时,骰1d20,目标应大于等于你的豁免。成功则规避危险,失败反之。骰出20总为成功,出1总为失败。GM决定何时进行豁免检定,有些危险可能根本不允许豁免。

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Re: 【规则汉化】第三章:游戏系统
« 回帖 #3 于: 2020-04-27, 周一 14:41:53 »
技能检定
多数角色都是受训且有能者,他们完全可以尽到自己角色所拥有的普通职责。然而有时他们面临的境况或挑战超出了通常他们扮演角色的范围,所以必须进行技能检定。
进行技能检定时骰2d6并加上最符合这项行动的技能等级和属性调整。若最终得数大于等于检定难度,则成功,若失败,角色要么压根做不到,要么得付出更大努力才能完成任务。由GM决定失败的具体后果。
若角色在相关技能上甚至连0级都不到将受到-1的惩罚。如果这项任务牵扯到某些特殊科技或非常深奥,角色也许连尝试的机会都没有。
有些检定适用于一项以上的技能。譬如投掷标枪时可使用发劲,但将其视作使用远程武器时也可应用射击技能,同时这也是肌肉带动的投掷武器,用穿刺也行。这种情况发生时角色可选用最合适的技能进行检定。有时一项技能则与周围环境有关;试图在一艘星舰的引擎核心爆炸前找到隐藏的炸弹无疑需要察觉或修理,但GM也能允许过驾驶,因为一名经验丰富的驾驶员或许会知道他们的引擎该是什么样的。在这种外围状况下,检定难度会+2。


于检定特别有利或不利的环境可能会给技能检定带来加值和罚值。一般而言极端恶劣的情况或工具对检定造成-2的罚值,反之非常良好的环境或完美工具组带来+2加值。在任何技能检定中,调整值的组合结果通常不能超过+2/-2。

何时进行技能检定
技能检定应当只用于玩家角色的背景和通常经验范围之外的挑战。拥有星舰驾驶背景的角色无需通过掷骰检定技能来让飞船降落或是导航至目的地。一般而言如果在某项任务上失败会使得英雄在他们人生所扮演的角色上显得很无能,那么这时就不该进行技能检定。此外,如果在游戏中检定成败并不重要,不会产生什么有趣的后果,那这时也不该进行检定。
不过,倘若情况极其糟糕环境非常恶劣,即使拥有相关的优势也可能需要检定。驾驶员在杀人的沙尘暴中着陆时需要进行驾驶检定,被星球暴君的警卫通缉的贵族试图找关系寻求庇护时也可能得进行人脉检定。

协助进行技能检定
有时候当角色们在尝试进行一个困难的行为时,一名PC会想要帮助自己的同伴。玩家首先要描述他们将采取何种行动帮忙。如果GM认为他们的努力有益且有意义,玩家便进行一次相关技能检定,难度与原检定相同。如果成功,其他的角色将得到+1的加值。多个角色皆可尝试帮助,但主导行动者不能获取超过+1的总加值。
协助技能不一定得和原本需要尝试的这个技能相同。若一名玩家能够想出用交涉检定协助潜行检定的方法,那就随他尝试吧。

对抗技能检定
有时候一名角色会想要完成一些其他人想要阻止的事情。从一个警惕的守卫眼皮底下潜行过去,在射击中取胜,或是在一场触手摔跤中击败一个异星人,这都属于对抗技能。
这种情况下,所有的参与者都进行技能检定,结果最高的人获胜,玩家角色同理。为NPC掷骰时检查他们列出的技能加值;他们可以将加值添加入任何与他们的角色或职业相配的技能检定中。如果NPC没有理由很擅长应对这次挑战,GM只用简单地骰个2d6,什么都不用加。
一般而言,该使用哪些相关技能是非常明晰的。一名角色试图潜行通过一名警惕的守卫时,他的敏捷/潜行与守卫的骰子相对抗,而当一名角色试图和外星人触手摔跤时,使用他的力量/发劲进行对抗。如果有疑问,由GM决定哪个技能最为合适。

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Re: 【规则汉化】第三章:游戏系统
« 回帖 #4 于: 2020-04-27, 周一 16:05:13 »
战斗 (P48-49)
有时对情况的合理应对措施唯有抽出你的单丝刃和等离子重火器。在这等不幸的时刻,你的英雄将不得不进行一场战斗。
SWN中的战斗是一种致命的体验,对新手星际冒险家而言尤甚。即使是一名久经沙场的战士也可能会栽在狂风暴雨般的电磁步枪火力或蜂巢世界帮派的废钢刀下。在PC们拿起激光手枪前,他们应当明确自己拥有胜算,即便如此,战争之神也可能是残酷的。
剧透 -   :
Sometimes the only reasonable response to a situation involves drawn monoblades and heavy plasma fire. In such unfortunate hours your heroes will have to engage in combat. Combat in Stars Without Number is a lethal sort of experience, especially for novice interstellar adventurers. Even hardened Warriors can go down in a hurry under a withering hail of mag rifle fire or the scrapsteel knives of a hiveworld gang pack. PCs should be very certain that the odds are in their favor before they reach for their laser pistols, and even then, the gods of battle can be cruel.
引用
轮与主动性
战斗和其他时效性场合被划分为一个个轮,每轮大约为六秒,在此期间所有参与者都能执行动作。待所有人执行完自己的动作,当前轮结束,开始新的一轮。
每名参与者都要投掷主动性来决定在一轮中的行动顺序。每人掷1d8并加上自己的敏捷调整值,NPC通常没有调整值。参与者们依掷点的结果由大到小进行行动,PC和NPC结果相同时,PC行动顺序在先。当所有人执行完自己的行动后,从头开始进行流程,无需重新投掷主动性。
剧透 -   :
Rounds and Initiative
Combat and other time-sensitive situations are divided up into rounds. Each round is approximately six seconds, during which all participants may act. When everyone has acted, the round ends and a new one begins.
To determine who acts first in a round, each participant rolls initiative. Each rolls 1d8 and adds their Dexterity modifier. NPCs usually have no modifier. The participants then act in order, high roll to low, with PCs winning ties. When everyone has had a turn
to act, the sequence starts over again from the top. Initiative is not re-rolled.
GM也可以选择在战役中使用团队主动性作为替换项。敏捷加值最高的PC代表全队投掷主动性,GM掷一次骰子决定剩余NPC的主动性。骰子出目最高的一方可以在自定内部成员行动顺序的前提下率先行动,这之后再由第二高的一方行动。尽管这种方式比较容易把控,但这也增加了主动性竞争取胜的价值。如果一大群敌人在主动性上获胜,会将英雄们置于可怖的危险之中。
剧透 -   :
Optionally, the GM may choose to use group initiative instead in their campaigns. The PC with the best Dexterity bonus rolls for the party, and the GM rolls one die for the other NPCs. Members of the side that rolled highest may act first in whatever order they wish,
and then the next-highest side acts. While easier to manage, it also increases the value of winning initiative, and can leave the heroes in dire peril if a large group of foes wins the roll.
有时一个人会收到惊吓或是遭到伏击。大多数伏击都需要一个敏捷/潜行v.感知/察觉对抗检定,所掷数值相同时防御方胜。在其他情况下,这种“惊喜”几乎是难以避免的,比如一个伪装的刺客突然开始在社交聚会上手持单刀猛击。对抗检定失败的伏击目标会受惊。一个受惊的目标直至第二轮战斗轮开始都无法投掷主动性,且于受惊期间只能使用即时动作。拥有与警戒或潜行能力相关职能的NPC能在这些检定中获得技能加值,而其他NPC只能在对抗中投掷一次无调整的2d6。
剧透 -   :
Sometimes a person is surprised or ambushed. Most ambushes involve a contested Dex/Sneak roll against a target’s Wis/Notice check, with the defender winning ties. In other cases the surprise may be practically inevitable, such as a disguised assassin suddenly
lashing out with a monoblade in the middle of a society ball. Ambush targets who fail the contested roll are surprised. A surprised target doesn’t get to roll initiative until the second round of combat and can perform only Instant actions while surprised. NPCs with roles relevant to being vigilant or stealthy would gain their skill bonus to these checks, while others would simply roll an unmodified 2d6 for the opposed check.
PC们不会受到惊吓,除非在遭到伏击或攻击时他们的护卫真的不在。若非攻击发生之突然、出现位置之出其不意,以至于他们表露出的谨慎不足以应对,否则一个在城市危险区域或看似废弃的空间站行走的人不太可能被突然出现的危险吓到。
剧透 -   :
Most PCs are not subject to surprise unless their guard is genuinely down at the moment of the ambush or attack. Someone walking in a dangerous part of a city or picking their way through a seemingly-abandoned space station is unlikely to be astonished by the sudden appearance of danger, unless the attack is so sudden and from such an unexpected quarter that even their obvious caution is insufficient.

动作类别
每一轮中,行动者的回合到来时,他们可以执行动作。有四种不同的动作类型:主要动作、移动动作、回合动作或即时动作。
剧透 -   :
Types of Actions When an actor’s turn comes up in the round, they may perform actions. Actions are divided into four different types: Main Actions, Moves, On Turn actions, or Instant.
引用
主要动作:每回合一次
行动者可以在每一轮中执行一次主要动作。主要动作是那些会占据一轮6秒钟大部分时间的动作,如攻击敌人、撑起一扇门、对倒下的同伴进行急救、从包里取出一件携带物品、操纵一个复杂的设备或其他涉及他们专精的行动。在主要动作之外,行动者还能进行一个移动动作。
剧透 -   :
Main Action     One per Turn
Every actor can make one Main Action each round. Main Actions are those deeds that are going to absorb most of the six-second round, such as attacking an enemy, bracing a door, applying first aid to a downed ally, digging a Stowed item out of a pack, manipulating a complex device, or some other activity that takes up their focus. In place of their Main Action, an actor can take a second Move action.
移动动作:每回合一次
行动者每一轮都能执行一次移动动作,最多可移动10米。这一类动作可以假设行动者正在闪避敌人、留意周围环境、在令人尴尬的地形中导航或应对战场中的危险。攀爬过一个表面、游泳或通过及其粗糙不平的地形会使移动速度减半。行动者们不能分割他们的移动动作,如在主动性前使用一部分移动动作、再在那之后使用剩下的部分。
剧透 -   :
Move Action    One per Turn
Every actor can make one Move action each round, running up to 10 meters. This movement assumes that an actor is dodging enemies, paying attention to the surroundings, navigating awkward terrain, and generally dealing with the hazards of a battlefield. Climbing a surface, swimming, or passing extremely rough terrain halves this movement rate. Actors can’t split their Move action, such as taking part of it before using their Main Action and the rest afterwards
想要在近战战斗中脱离对手的行动者需要花费一个主要动作执行脱离战斗(Fighting Withdrawal),否则它们会受到同他们交战的任意敌人的自动近战攻击。从只使用远程武器的敌人手下逃脱不需要耗费主要动作。虽然你可以用步枪打某人的屁股或用手枪柄敲打身旁的敌人,但这类武器的威胁程度不如一把真正的近战武器。
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An actor who wants to disengage from an opponent in melee must use their Main Action to perform a Fighting Withdrawal, or else they suffer a free automatic melee attack from any foe engaged with them. There is no need to spend a Main Action disengaging from enemies who are wielding only ranged weapons. While it’s possible to use a rifle to buttstroke someone or pistol-whip a near combatant, such weapons aren’t as effectively threatening as true melee weapons.
回合动作:个人回合中任意次数
回合动作是指一些能在行动者做其他事时被合理执行的快速、简单的动作。丢下一件物品、卧倒、说话、取出一件就绪物品(Readied item)或激活一件简单的设备都可以是回合动作。PC可以在一轮中执行任意次数的回合动作,由GM自由裁定。
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On Turn Action    Any Amount on Your Turn
An On Turn action is some fast, simple act that could reasonably be performed while an actor is doing something else. Dropping an object, falling prone, saying something, drawing a Readied item, or activating a simple device might all be On Turn actions. A PC can perform as many On Turn actions as they want in a round, subject to the GM’s discretion.
即时动作:任何时间,任意次数
即时动作是不论是否为行动者的回合都可被执行的特殊动作(甚至是攻击或投掷伤害后)。某些灵能能力为及时动作,允许行动者们在不喜欢骰子的结果时使用它们。某些战斗动作也是即时动作,尽管它们通常也会消耗行动者该轮的主要动作。一轮内可执行任意数量的即时动作。
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Instant Action    Any Amount, Any Time
An Instant action is special, in that it can be performed even when it’s not the actor’s turn, or even after attacks or damage have already been rolled. Some psychic powers are Instant actions, allowing the actor to use them after they decide they don’t like how the dice have fallen. Certain combat actions are also Instant, though they often cost the actor’s Main Action for the round as well. Any number of Instant actions can be performed during a round.
引用
命中敌人
当行动者想要对一个目标造成伤害时,它们需要使用自己的主要动作来进行一次攻击检定。一次攻击检定不仅仅代表一次射击或挥击,而是攻击者花费自己的回合来对目标进行一次漂亮打击或利落射击的尝试。
进行一次攻击检定,攻击者掷1d20并加上他们的攻击加值、适用的技能等级和与武器最相关的属性调整值。如果总数大于等于目标的防御等级,则攻击成功。
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Hitting an Enemy
When an actor wants to hurt a target, they need to use their Main Action to make an attack roll. An attack roll represents not just one shot or swing, but the assailant spending their round trying to get in a good hit or a clean shot at the target.
To make an attack roll, the assailant rolls 1d20 and adds their attack bonus, their applicable skill level, and the attribute modifier most relevant to the weapon. If the total is equal or higher than the target’s Armor Class, the attack is successful.
PC的攻击加值通常等于其角色等级的一半,向下取整。战士职业或选择了偏战士能力分支的冒险家角色拥有更高的基础攻击加值。NPC的攻击加值随他们的数据一并列出,其中包含了他们可能拥有的所有调整值。
大多数情况下,PC的技能等级指他们的拳击、穿刺或射击技能,这取决于他们使用的武器种类。在少部分情况下这也包括了其他一些技能,如使用一架轻型星际战机搭载的枪械时应使用驾驶。如果PC在他们所使用的武器的对应技能上连0级都没有,他们在攻击检定上会承受-2的罚值。
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A PC’s attack bonus is usually equal to half their character level, rounded down. Characters with the Warrior class or an Adventurer with the Partial Warrior class option have higher base attack bonuses. NPCs have their own attack bonus listed with their statistics,
which includes any modifiers they might have.
A PC’s skill level is their Punch, Stab, or Shoot skill in most cases, depending on what kind of weapon they’re using. In rare cases, a different skill might be involved, such as Pilot for the guns of a light starfighter. If a PC doesn’t even have level-0 expertise in the type of weapon they’re using, they suffer a -2 penalty on hit rolls for unfamiliarity with it.
PC的属性调整值取决于他们的武器。对远程武器而言,这通常是敏捷;对于小型近战武器可能是力量或敏捷;而大型近战武器可能只和力量相关联。如果一件武器列出的关联属性不止一项,则取之中的高值。
一次成功的攻击造成的生命值伤害等同于武器的伤害骰与关联属性调整之和。因此,一名拥有+1敏捷调整的英雄使用能造成1d6伤害的激光手枪时,一次能造成1d6+1的伤害。技能等级不会计入伤害中,拳击攻击除外。
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A PC’s attribute modifier depends on the weapon. For ranged weapons, this is usually Dexterity, while smaller melee weapons might use Strength or Dexterity, and large ones might rely on Strength alone. If a weapon has more than one attribute listed, use the best.
A successful attack inflicts hit point damage equal to the weapon’s damage die plus the relevant attribute modifier. Thus, a hero with a +1 Dexterity modifier firing a laser pistol that does 1d6 damage would inflict 1d6+1 hit points of damage on a hit. Skill levels do not add to damage unless it is a Punch attack.
部分近战武器能够造成冲击(Shock),可以对目标带来一定程度的伤害效果。一件武器的冲击质量(Shock quality)表示了它对一名有相同(或更低)防御等级的目标能够造成的伤害数值。因此,不论持有者的攻击是否命中,一把冲击为“1点/AC15”的原始刀总是能对护甲等级小于等于15的目标造成伤害。
冲击伤害通常会加上持有者的属性调整等级及其他任何可能由武器模块、专精或其它高端科技带来的加值。一些高端护甲总是能完全防护原始武器的攻击,而一些高端武器也能够无视原始装备,将其视为AC10。
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Some melee weapons apply Shock, and are guaranteed to do some degree of harm to a target. A weapon’s Shock quality lists the number of points of damage it inflicts on any target with an Armor Class equal or less than the one given. Thus, a primitive knife with a Shock score of “1 point/AC 15” would always do at least 1 point of damage whenever its wielder attacks a target
with AC 15 or less, whether they hit or miss.
Shock damage always adds the wielder’s attribute modifier and any other bonuses that might apply from weapon mods, foci, or other advanced tech. Some advanced armor will always protect completely against primitive weapons, however, and some advanced weapons can ignore primitive gear, treating it as AC 10.
成功的攻击也不总是代表直接肉体伤害。一连串使敌人失去平衡、擦伤、惊吓或使其精疲力竭的打击都有可能消耗他的生命值,在不造成实际肉体伤害的前提下逐渐击败他。只有最后几点生命值反映了严重的身体伤害。GM与玩家可以共同决定如何描述一次成功命中的效果。
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A successful attack doesn’t always mean a direct physical hit. A flurry of strokes that force an enemy off-balance, graze him, frighten him, or exhaust him might all drain his hit points, bringing him closer to defeat without actually inflicting real physical harm. Only the last handful of hit points reflect serious bodily damage. It’s up to the GM and player to decide how to describe the effects of a successful hit.
引用
命中检定调整
有时打击的难易程度取决于战斗环境。下表提供了一些常见战斗环境下的命中检定调整参考。
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Sometimes it can be easier or harder to connect with a blow depending on the combat situation. The table below offers some suggested hit roll modifiers for common combat circumstances.

在枪战中找到掩体通常是至关重要的。在一个方便的角落开火或在沙袋上射击一般会被视作半掩蔽(half cover),而通过狭缝或精心准备的掩体射击则视作全掩蔽(full cover)。近战攻击者通常无所谓掩体,他们离目标过近,无法充分利用它们。俯卧和掩体带来的调整无法叠加,但有时可利用的掩体实在是太矮了,英雄不得不趴下俯卧才能挤进去使用它。
一个能预先设置好射击阵地的枪手能在战斗中取得明显的优势。这类射击姿态通常需要至少五分钟的瞄准和休息,大多数这类姿态都能提供一定程度的掩蔽。
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Finding cover is often critical in a gun battle. Generally, firing around a convenient corner or shooting over sandbags would qualify as half cover, while firing through slits or from carefully-prepared bunkers would allow for full cover. Melee attackers can usually ignore cover, as they get too close for their target to take proper advantage of it. Being prone doesn’t stack with hard cover, but sometimes the available cover is so low that the hero has to be flat to benefit from it.
A gunman who can set up a prepared firing position can get a significant advantage. Such a position usually requires at least five minutes of sighting and setting up a rest. Most such positions provide some cover.

常规战斗动作(P50-51)
虽然PC可以在一轮六秒内把任何可能完成的行动作为他们的主要动作执行,也还是有些选择较于其他的更为常见。以下列出了一些战斗中最常见的战术或行动。
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While a PC can do anything they might reasonably accomplish in six seconds as their Main Action for a round, some choices are more common than others. Below are a list of some of the tactics or actions that come up most often in combat.
引用
近战攻击   主要动作
参战者对一名近战范围内的敌人进行攻击,进行一次常规命中检定,成功命中时造成伤害。如果目标的防御等级足够低,且未造成低于武器冲击属性对应伤害的成功命中伤害,那么大多数近战攻击在未命中时都能造成冲击伤害。要进行攻击,参战者的武器必须处于就绪(Readied)状态。
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Make a Melee   Attack Main Action
The combatant attacks an enemy within melee range, rolling a normal hit roll and inflicting damage on a successful hit. Most melee attacks inflict Shock damage on a miss, if the target’s Armor Class is low enough, and no successful hit does less damage than the weapon’s Shock would have done on a miss. An attacker’s weapon must be Readied in order to attack with it.

远程攻击   主要动作
参战者使用就绪的远程武器对一名目标进行开火或投掷。在近战距离内有持有近战武器的敌人的情况下,参战者无法使用双手武器进行远程攻击——对袭击者而言,要牵制一支步枪大小的枪算不上难事。在这种情况下,单手远程武器和投掷武器依然能够使用,但需要承受-4的命中罚值。
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Make a Ranged Attack   Main Action
The combatant fires or throws a Readied ranged weapon at a target. The combatant can’t Make a Ranged Attack with a two-handed weapon if there’s a enemy armed with a melee weapon within melee range; it’s too easy for the assailant to bind up a rifle-sized gun. One-handed ranged weapons and thrown weapons can still be used, albeit at a -4 penalty to hit.

突袭攻击   即时动作
武器已就绪的参战者可以牺牲准度换速度来进行突然攻击,参战者的主要动作必须是可供使用/即将使用的。不论是用手枪进行奇袭射击还是对邻近的近战敌人进行快速刺击,作为一个即时动作,参战者能够一定代价对距离内的敌人进行近战或远程攻击。这一攻击需要承受-4的命中检定罚值。如果有多名参战者同时打算进行突袭,它们将被视作同时发生。
通常只有绝望者、无纪律者或精英会进行突袭攻击,GM应少让NPC使用这一动作。未受训的流氓可能会在兴奋或受到惊吓时进行狂轰滥炸,或者,一名枪手可能会在一名咆哮的枪兵冲来时在他靠近前冒险射击,但大多数参战者都无法承受如此巨额的命中检定罚值。不过,那些真正熟练的参战者有时也能避开这类风险,尤其是当它们有战士职业能力、能将一次失败的攻击转变为成功命中时。
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Make a Snap Attack   Instant Action
A combatant with a Ready weapon can rush their attack, sacrificing accuracy for speed. The combatant must still have their Main Action impending or available. As an Instant, they can sacrifice it to Make a Melee Attack or Make a Ranged Attack against a foe in range, whether a snap shot with a pistol or a quick thrust at an adjacent melee foe. This attack takes a -4 penalty to its hit roll.
If multiple combatants decide to make Snap Attacks at the same time, they are resolved simultaneously.
Snap Attacks are usually made only by the desperate, the undisciplined, or the elite, and the GM should rarely have NPCs employ them. Untrained hooligans might blaze away in excitement or panic, or a gunman being charged by a howling spearman might risk a shot before he gets too close, but most combatants can’t afford to take such a heavy penalty to their hit roll. Truly skilled combatants, however, can sometimes get away with such risks, particularly if they have a Warrior’s class ability to turn a miss into a hit.

全防御   即时动作
作为一项即时动作,参战者专注于避开刀刃、炮火、投来的水晶长矛或附近的其他危险。使用全防御动作会消耗掉他们这轮的主要动作,如果主要动作已被消耗,则参战者无法进行全防御。全防御期间,角色不论防御等级,将于战斗轮内免疫近战武器的冲击伤害。同时在防御等级上获得+2的加值,直至他们的下一回合。
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Total Defense   Instant Action
As an Instant action, the combatant focuses on nothing other than avoiding knives, gunfire, hurled crystalline spears, or other perils in the vicinity. Using Total Defense costs the user their Main Action for the round, and cannot be used if they’ve already employed their
Main Action. They become immune to Shock damage for the round from melee weapons, regardless of their Armor Class, and gain a +2 bonus to their Armor Class until their next turn.

武具敲击   移动动作
参战者可以改变他们抓握就绪步枪或手枪的方式,将它们作为简陋的近战武器使用。以该方式使用的步枪大小的枪械将被视为无冲击属性的中型原始武器,手枪大小的枪械将被视为无冲击属性的小型原始武器。这类临时武器在命中造成最大伤害时将被破坏。该动作也可被用来解除武器的这一用法,将它们重新预备为可射击状态。
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Club Up a Weapon Move Action
A combatant can shift their grip on a Readied rifle or pistol, using it as a crude melee weapon rather than a ranged weapon. Rifle-sized guns used this way count as a medium primitive weapon with no Shock score, and pistol-sized guns count as a small primitive weapon with no Shock score. Rolling maximum damage on a hit with such improvised weapons will break them. This action can also be taken to unclub a weapon and ready it to shoot.

奔跑   移动动作
参战者的正常战斗中移动速度是10m(对大多数人类而言)。如果他们正攀过一处表面、游泳或通过极度粗糙的地形,移动速度减半,他们也可能需要一次发劲技能检定以达成自己的目标。俯卧状态角色的移动速度也为该速度的一半。
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Run   Move Action
The combatant moves their normal combat movement rate, which is 10 meters for most humans. If they’re climbing a surface, swimming, or navigating extremely rough terrain, this movement rate is halved, and they might have to make an Exert skill check to achieve even that. Prone characters crab along at half this rate.

脱离战斗   主要动作
参战者试图脱离身边的任何近战敌人,实际上这不代表他们跑开了敌人,但参战者可以在不进行自由近战攻击的情况下摆脱对手。通常情况下这需要参战者们使用移动动作以清除障碍,如果他们只是一味站在那儿,敌人可能会选择在下一回合再度发起攻击。
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Fighting Withdrawal   Main Action
The combatant disengages from any melee foes around them. They don’t actually move away, but they can now get away from their assailants without giving them a free melee attack. Usually, this means the combatant uses their Move action to get clear, because if they just stand there the enemies might choose to re-engage them the next round.

使用技能   主要动作
参战者使用一种能在数秒内执行的技能,比如一次智力/治疗或敏捷/治疗技能检定能用以稳定受伤战友的伤势。执行一个预先编程好的骇入程序、向胆怯的NPC盟友喊出激动人心的战斗口号和其他能快速执行的技能也同样能够使用。
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Use a Skill   Main Action
The combatant uses a skill that could be plausibly applied in a few seconds. An Int/Heal or Dex/Heal skill check to stabilize a wounded comrade is one such potential use, as is executing a pre-programmed hack, shouting out a stirring rallying cry to timorous NPC allies, or anything else that might be done quickly.

就绪/携带物品   主要动作
参战者可以抽出一件武器、从背包里取出一件物品、从腰包里刨出一个弹匣或做其他在自己身上移动物件的动作。他们能通过这一动作就绪一件物品,也可以将它转为携带状态。
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Ready or Stow an Item   Main Action
The combatant draws a weapon, extracts an item from their backpack, digs a magazine out of a belt pouch, or otherwise moves an object around on their person. They can Ready an item this way or Stow it.

填装武器   主要动作
参战者将就绪状态的电池或弹匣置入他们的武器中。一些非常原始的枪械可能需要不止一个动作来装填它们,而弓手可以用一个移动动作来搭上一支新箭。
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Reload a Weapon   Main Action
The combatant swaps a Readied power cell or magazine into their weapon. Some very primitive firearms might require more than one action to load them, while an archer can nock another arrow as a Move action.

丢弃物品   即时动作
参战者丢下他们手中的物品。他们可以随时执行这一即时动作来腾空自己的手。
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Drop an Item   Instant Action
The combatant drops something they’re holding. They can do this Instantly at any time to free up their hands.

拾起物品   移动动作
如果参战者有空闲的手,他们可以拾起地上的一件物品,将它以就绪状态持入手中。
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Pick up an Item   Move Action
The combatant can scoop an object off the floor if they have a free hand, leaving it Readied in their grip.

站立   移动动作
参战者从俯卧状态爬起。大多数刚从无知觉状态苏醒的角色在执行其他行动前需先站起来。
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Stand Up   Move Action
The combatant gets up from a prone position. Most characters that have just been revived from unconsciousness must get up before they do much else.

卧倒   回合动作
参战者趴在地上,迫使远处的远程攻击敌人在命中他们的检定上承受-2的罚值。但是临近的敌人会将你视作更容易对付的目标,他们将在命中检定上获得+2的调整。
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Go Prone   On Turn Action
The combatant falls flat, forcing distant ranged attackers to take a -2 penalty to hit them. Adjacent enemies find you an easier target, however, gaining +2 to hit.

动作保留   移动动作
参战者可通过动作保留将他们的剩余动作推迟到战斗轮中之后的某个时点作为即时动作使用。因此一名高主动性的英雄可能会打算消耗移动动作执行动作保留行动。随着这一战斗轮的推进,当一名敌人从角落窜出时,他就能以即时动作的形式用他已就绪的激光步枪对其使用远程攻击(原本为主要动作)。如果要通过行动响应某人即将执行的动作,保留的动作会先被执行。
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Hold An Action   Move Action
By choosing to Hold An Action, the combatant can delay taking the rest of their actions until later in the round, activating them as an Instant action. Thus, a hero who wins initiative might use their Move action to Hold An Action. Later in the round, as an enemy rushes around a corner, he may Instantly elect to use his Main Action to Make A Ranged Attack with his readied laser rifle. If acting in response to someone else’s impending action, the held action is resolved first.

复杂行动与策略(P52)
玩家通常会想要在战斗中榨出任何一丝可能的优势,这便意味着他们会时常实施不寻常的战略、或在战斗中加入特殊的复杂行动。以下列出了一些GM可能会遇到的相对常见的情况。
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Players generally seek to wring out every possible advantage in a combat, and that means they’ll often try unusual maneuvers or add special complications to a fight. The situations that follow are just some of the more common circumstances a GM will encounter.
引用
迫使敌人移动
有时PC会想要将一名敌人推入火坑、把敌人赶进一座开放式反应堆核心里、把外星人的夜壶扣在他们头上,或是从阳台荡到一个恶棍的头上。有时这些策略能轻易奏效,有时可能会需要一次技能检定。
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Sometimes the PC will want to shove an enemy into a firepit, force a foe into an open reactor core spark, dump an alien chamberpot on their head, or swing from the balcony down upon an evildoer. Sometimes these gambits will simply work, while other times a skill check might be required.
要推挤、驱赶或以其他方式操纵敌人,攻击者需要以拳击攻击命中他们(不造成伤害),同时赢得一次拳击或发劲的对抗技能检定。如果攻击者获胜,对手将向PC们设想的方向移动3米或被击倒。GM可自由裁定是否允许使用近战武器驱赶敌人,这类情况下,将检定中的拳击技能替换为穿刺。
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To shove, herd, or otherwise manipulate a foe, the attacker has to hit them with a Punch attack, doing no damage, and then win an opposed Punch or Exertskill check. If they win, the opponent gets moved up to three meters in the direction the PC wishes or is knocked prone. Herding a foe with a melee weapon may also be possible at the GM’s discretion, allowing a Stab skill check instead of Punch.
如果火坑、物体坠落或麻烦的墙钉需要造成环境伤害,1d8会是个不错的选择,如果受害者没能跑出去,可能会受到持续伤害。大多数敌人能够应付不少这类事故,但一般男女很可能会被这些事故带离战斗。
剧透 -   :
When environmental damage is needed for a firepit, dropped object, or inconvenient wall spike, 1d8 is usually a good choice, with potential ongoing damage if the victim doesn’t get out. Major foes can handle a lot of such accidents, while ordinary men and women might well be taken out of the fight by them.

解除武装
即便在最好的情况下,从敌方手中夺走一件武器也是一件困难的事情。但有时PC仍然会想要从敌人手中夺走锐器或火器。
通常只有将敌人卷入近战中才有机会解除他们的武器。将武器从敌人手中射落在全息视频中很受欢迎,但它在真正的战场上不太实用。
剧透 -   :
Wresting a weapon from a hostile wielder is a difficult
feat under the best of circumstances. Still, sometimes
a PC will want to strip their foe of something sharp
or shooty.
Normally it is only possible to disarm a foe when
engaging them in melee combat. Shooting the weapon
out of an enemy’s hand is a popular holovid trope, but it
tends to be less practical on the actual battlefield.
要执行解除武装动作,参战者必须为此花费他们的主要动作并进行一次成功的攻击检定。如果他们命中了,攻击不造成伤害,但他们及目标需进行一次带敏捷/力量调整的技能检定(技能类型由双方使用的武器决定),防御方在检定中获得+3的调整。如果攻击方在对抗检定中取胜,敌方的武器将被解除。对抗双方出目相等时,双方手中的武器都将被解除。
剧透 -   :
To execute a disarm, the assailant must choose to
spend their Main Action doing so and make a successful
attack roll. If they hit, they do no damage; instead, both
they and their targets make Dex or Strength-modified
skill checks with the weapons they’re using, with the
defender gaining a +3 bonus on the roll. If the attacker
wins the opposed check, the enemy is disarmed. On a
tie, both are disarmed.
被解除的武器会向随机方向飞1d4米远。如果攻击者在对抗检定中至少取得了3个净成功且有空余的手,他们将夺走敌人的武器。
因此,徒手的参战者如果想要夺走一名敌对外星人手中的枪,则需要在拳击攻击中命中,然后进行一次力量/拳击或敏捷/拳击检定,对抗外星人的技能检定+3。如果他们在对抗中获胜,他们能击飞这把枪;如果取得了3个及以上的净成功,就能将枪夺走。
剧透 -   :
Disarmed weapons skitter 1d4 meters away in a
random direction. If the attacker beats the defender by
at least three points on the opposed check, they end
up in control of the weapon if they have a free hand.
Thus, if a bare-handed assailant tried to rip the gun
out of the hands of an enemy alien, the assailant would
need to hit with a Punch attack and then roll either Str/
Punch or Dex/Punch against the alien’s skill check + 3.
If they won, they’d send the gun flying, and if they won
by 3 or more points, they’d end up holding it.

处决攻击
有时攻击者将有机会完美射杀一名毫无察觉的目标。这类出其不意的攻击可以达到毁灭性的效果,能在瞬间处决几乎任何人。
不论是狙击手对目标进行瞄准、还是刺客接近一名无戒心的政客,以这种方式进行致命打击需要花费一分钟的准备时间。任何对攻击者的注意或任何对目标的警示都将打断这一准备过程。试图近战攻击的刺客使用的武器必须足够锋利,如刀具,而非拳头或棍棒。GM可自由裁量放宽在徒手格斗或杀伤性钝器使用上有特殊天分的PC在这方面的限制。
剧透 -   :
Occasionally an assailant will have the chance to perfectly set up a shot against an entirely unsuspecting target. Such surprise attacks can be devastatingly effective,
and are capable of summarily executing almost anyone.
Setting up a killing blow this way requires a full
minute of preparation, whether as a sniper drawing
a bead on a target or an assassin drifting closer to an
unsuspecting politico. Any focused attention on the
assailant will spoil this preparation, as will any action
that alarms the target. Assassins intending a melee attack must be using an adequately lethal weapon, such as
a knife rather than a fist or bludgeon. PCs with special
talents in unarmed combat or murderous blunt weapon
use might be exempt from this at the GM’s discretion.
一旦做完准备工作,狙击手便能开枪射击、刺客便能攻击临近的目标。假设攻击者使用的武器不至于原始到无法穿透高科技护甲,此时目标的防御等级将被视为无效。狙击射击需要进行一次敏捷/射击技能检定,近距离射击难度为6,常规射程内攻击为8,极端距离下进行射击难度为10。近战攻击总是能够命中,但刺客必须靠近目标,且不可在进行攻击的轮中接近目标(注:即接近目标和攻击目标需在不同轮中完成)。在战斗轮开始时他们必须接近目标且未被察觉。
剧透 -   :
Once the preparation is complete, a sniper may
shoot or an assassin may attack an adjacent target. The
target’s Armor Class is irrelevant, assuming the weapon being used isn’t too primitive to penetrate high-tech
armor. Hitting with a sniper shot is a Dex/Shoot skill
check, with a difficulty of 6 for a point-blank shot, 8 for
one at the weapon’s normal range, and 10 for a shot at
extreme range. A melee attack always hits, but the assassin must be adjacent to the target, and cannot move
to close on the same round. They must be adjacent and
unsuspected at the start of the round.
攻击命中将造成最大伤害,同时受害者必须立即进行一次物理豁免检定,并承受与攻击者战斗技能等级相等的罚值,否则他们将当场承受致命伤害。在情况有意且合理的前提下,一些受害者可能只是丧失了行动能力。
近距离攻击一个完全无助的对手,如失去意识、睡着、处于完全束缚状态或出于其他原因无法自卫的对象无需进行命中检定,直接对其造成致命伤害。
玩家角色和NPC都有可能受到这些规则的伤害,如果他们的行动不够谨慎,他们都可能被狙杀或刺死。
剧透 -   :
If the attack hits, it does maximum damage and
the victim must immediately make a Physical saving
throw at a penalty equal to the attacker’s combat skill
or they will be mortally wounded on the spot. Some
victims might merely be incapacitated instead if such
an outcome was intended and plausible.
Attacking a completely helpless adjacent opponent,
such as one who is unconscious, asleep, thoroughly
bound, or otherwise incapable of self-defense does not
require a hit roll and will leave them mortally wounded.
Player characters are as vulnerable to these rules as
NPCs are, and may be sniped or stabbed if they behave
in sufficiently incautious fashion.

双武器战斗
不论是一对刀、一对镭射手枪或其他合理的武器组合,有些玩家喜欢让他们的英雄在一场战斗中同时使用两把武器。
武器双持要求PC至少拥有1级射击或穿刺技能(取决于使用的武器类型)。新手不能进行有效的双持武器攻击。
剧透 -   :
Some players enjoy having their heroes employ two
weapons at once in combat, whether they’re a pair of
knives, a brace of laser pistols, or some other plausible
pairing of weapons.
Dual-wielding requires at least level-1 skill in
Shoot or Stab depending on the weapons used. Novices
cannot effectively dual-wield.
使用双持武器的英雄会因操作的复杂性在命中检定中承受-1的罚值,但成功命中时的伤害检定+2。这一加值不影响冲击伤害。尽管任一把武器都可被取用,在任意轮中都只有其中一把武器能被用于攻击。
徒手格斗不能武器双持。
剧透 -   :
A hero who dual-wields suffers a -1 penalty on
hit rolls due to the extra complication, but gains a +2
bonus on damage rolls on a successful hit. This bonus
doesn’t add to Shock. Only one weapon can be used to
attack in any given round, though either can be used.
Unarmed combatants cannot dual-wield.

引用
受伤、死亡与治疗(P53)
生命值归零的生物被视为击败且失去战斗能力。如果被一件致命武器将生命值归零,他们则被视为死亡或濒死。如果攻击者不想杀死敌人,用拳头、钝器或其他非致命武器打倒的对手可能只是失去意识或丧失行动能力。一些敌人甚至可能会纯粹因为精神或情绪上的紧张而丧失行动能力。以非致命方式被击败的敌人会在十分钟后恢复1点生命值,同时恢复正常行动能力。
剧透 -   :
A creature brought to zero hit points has been defeated
and can no longer fight. If brought to zero hit points by
a lethal weapon, they are dead or dying. Foes brought
down with fists, blunt objects, or other less-than-lethal
means may merely be unconscious or incapacitated, if
their assailant wasn’t trying to kill them. Some enemies
might even be incapacitated by purely mental or emotional strain. Foes defeated non-lethally recover one
hit point after ten minutes and then function normally.
受致命伤导致生命值归零的生物会在六轮之内死去。他们可能会失去意识、大声喊妈妈、试图将重要器官挤回原位或请求宽恕,但他们无法进行有效的行动。如果不立即进行救助,他们的命数就到此为止了。GM可自由裁定被重型武器、爆炸物或其他类型的戏剧性伤害击败的生物是否当场死亡。对受致命伤的目标造成的额外伤害会当即杀死他们。
剧透 -   :
A mortally-wounded creature at zero hit points
will die in no more than six rounds. They may be unconscious, screaming for their mother, trying to press
vital organs back into place, or begging for mercy, but
they can perform no useful action and their fate is sealed
if no immediate aid is provided. Creatures dropped by
Heavy weapons, explosives, or other dramatic injury
may be instantly killed at the GM’s discretion. Additional damage inflicted on a mortally-wounded target
will always kill them immediately.
想要对敌人施以仁慈或救助伙伴的PC可以用他们的主要动作尝试进行一次智力/治疗或敏捷/治疗技能检定,最好能加入各种调整值。如果他们没有任何特制医疗工具,检定的难度为10+受疗目标倒下的轮数。如果他们有医疗箱或其他合适的创伤治疗工具,难度为8+受伤轮数。如果他们为目标使用了一块拉撒路贴,难度变更为6+受伤轮数。只要目标仍未死去,失败的检定可以在下一轮进行再度尝试。但即使检定失败,拉撒路贴依然会被消耗。只要目标仍留有一口气,生物异能技术灵能医疗(Psychic Succor)将在稳定目标的检定中自动取得成功。
剧透 -   :
A PC who wants to extend mercy to an enemy or
aid to a friend can use their Main Action to attempt
an Int/Heal or Dex/Heal skill check, using whatever
modifier is best. If they have no special medical tools
available at all, the difficulty of the check is 10 plus
the number of rounds that have passed since the target
went down. If they have a medical kit or other proper
trauma tools, the difficulty is 8 plus the rounds since
injury, and if they expend a Lazarus patch on the target,
the difficulty is 6 plus the time. A failed check can be
re-attempted next round if the target isn’t dead yet, but
Lazarus patches are expended even on a failure. The
Biopsionic technique Psychic Succor automatically succeeds in stabilizing a target, if any time remains to them.
伤势稳定的重伤目标在接受十分钟的治疗后可以恢复1点生命值。如果他们强烈坚持,伤员可以进行移动或正常活动,但任何进一步的伤害都将杀死他们,且没有进行伤势稳定的机会。如果伤员是被一些高科技医药自助胶囊或高级生物异能技术所治疗,他们能以治疗后的生命值摆脱原本脆弱的状态并恢复行动能力。如果没有这类高级治疗,重伤目标需要至少一周的卧床休息和医疗护理来甩开脆弱的状态、同时重新开始通过每晚的休息来回复生命值。
剧透 -   :
A critically-injured target who has been stabilized
regains one hit point after ten minutes of recovery.
They are able to move and function normally if they are
fiercely determined to do so, but any further damage
whatsoever will kill them, with no chance for stabilization. If they are healed with some high-tech pharmaceutical stim or advanced Biopsionic technique, they
can shake off this fragility and return to action with
whatever hit points the drug or power have provided.
Without such advanced healing, a critically-wounded
target requires at least a week of bed rest and medical
care before they can shake off their fragility and start
regaining their level in hit points after each night’s rest.
上述假说建立在能够使用TL4水平医疗护理的基础上。如果手头只有TL3水平的科技,伤员的恢复时间是一个月。如果只有TL2或更低水平的医护技术,恢复时间为一个月,同时伤员需要在恢复时间结束时进行一次物理豁免检定,同时加上等同于护理者治疗等级的加值。检定成功,伤员将在接下去的1d4周内恢复。检定失败,原始的技术会让他们在某个时间因自己的伤口死去。
那些受了非致命伤的生物能在好好休息一夜后回复等同于他们生命骰数或角色等级的生命值。
剧透 -   :
This assumes that TL4 medical care is available. If
only TL3 tech is on hand, the recovery time is a month.
If TL2 or lower medical care is provided, the recovery
time is a month, and the target must make a Physical
saving throw at the end of it, with a bonus equal to the
Heal skill of whoever is tending them. On a success,
they’ll recover within 1d4 more weeks. On a failure,
the primitive technology ensures they’ll die of their
wounds at some point in that time.
Creatures that have suffered damage but have not
been mortally injured regain hit points equal to their
hit dice or character level after each night of good rest.
« 上次编辑: 2022-01-14, 周五 15:01:29 由 Cadmium »

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Re: 【规则汉化】第三章:游戏系统
« 回帖 #5 于: 2020-04-27, 周一 16:05:58 »
骇入(P54-55)
在遥远的未来,许多先进文明将不可避免使用计算机来控制载具、基础设施和数据存储。同样地,一些拥有技术天赋的英雄将尝试利用这一点来获得他们所需要的东西。尽管骇入在能实现的东西方面存在明显的限制,对合适类型的英雄而言它仍是件趁手的工具。
剧透 -   :
In the far future, it’s inevitable that many advanced civilizations will use computers to control their vehicles,
infrastructure, and data stores. It is equally inevitable
that some tech-talented hero will try to use that fact
to get something they want. While hacking has some
significant limitations in what it can accomplish, it can
still be a useful tool for the right kind of hero.
引用
数字环境
TL4及以上水平的行星会依靠计算机进行基础设施的操作和数据的管理。取决于政治局势和文化价值观不同,他们可能有也可能没有类似于互联网的全球网络,但单独的建筑或数据储存库通常都有内部网。如果当地没有开放的全球互联网,碟客必须肉身前往网络复盖的区域以骇入系统。
剧透 -   :
Most planets with TL4 or better will rely on computers
to operate their infrastructure and maintain their data.
They may or may not have an internet-like global network depending on their political situation and cultural
values, but individual buildings or data storehouses will
normally have an internal network. If there is no open
planetary internet, a hacker will need to be physically
present in the networked area to hack the system.
大多数骇入行动都需要同系统之间存在物理接口,不论是通过在万用工具(metatool)上连接数据线,亦或是将线插入一台连接终端。除非使用了特制的虹吸电缆工具(cable-siphon tool),搭接数据线通常需要至少一分钟时间,将其接入终端是一个主要动作。一些建筑可能接有的本地无线网可被用作接入点,一些全球性联网能允许骇客攻击任何计算机,但这一类方便的情况不太多见。先进的安全软件通常会让这类远程攻击难如登天。
GM应决定一座设施的哪些部分可被骇入,也应决定一名骇客能够造成何种印象极其最大范围。一扇高等设施内的高科技安全门很可能成为可骇入的对象,但冰箱、上锁的衣柜门或职员浴室没必要和本地网络绑在一起。
剧透 -   :
Most hacking requires a physical interface with
the system, either through tapping a data line with a
metatool or plugging into a connected terminal. Tapping a data line usually takes at least a minute unless a
special cable-siphon tool is used, while plugging into
a terminal is a Main Action. Some buildings may have
a local wireless network that can be used as an entry
point, and some planetary internets may allow assaults
on arbitrary computers, but such convenient situations
are unusual. Advanced security software usually makes
such remote assaults impractically difficult.
It’s up to the GM to decide what parts of a facility
are susceptible to hacking, and to determine the full
scope of what effects a hacker can produce. A hightech security door in some advanced facility might well
be hackable, but every refrigerator, locked closet door,
and employee bathroom is not necessarily slaved to the
local network.
引用
执行骇入
假使一名骇客成功建立了连接,他可以进行一次智力/编程技能检定来骇入系统。如果他们在策划这场骇入行动上投入了至少一小时时间,技能检定只需花费一个主要动作来执行他们事先准备的代码。如果他们即兴进行骇入,这需要花上十分钟。如果骇客十分匆忙,没时间进行准备工作或花上十分钟对付安保系统,他们可以在承受额外难度罚值的前提下把时间花费压缩为一个主要动作。
剧透 -   :
Executing the Hack
Assuming a hacker is able to make a connection, they
can make an Int/Program skill check to hack the system.
If they’ve spent at least an hour planning this specific
hack, the skill check requires only a Main Action to
execute their prepared code. If they’re performing the
hack off-the-cuff, it takes ten minutes. If they’re rushed
and don’t have time to either prepare the hack or spend
ten minutes dueling with security systems, they can
speed it up into a single Main Action at an additional
difficulty penalty.
检定的难度取决于他们想要从系统中取得信息或对其造成影响的类别,并依照安保系统的质量和黑客的行动仓促程度施以调整。检定成功,骇客就能得到他们想要的东西。如果他们想得到文件,信息会立刻下载完成。如果他们想要控制一套自动化系统,如工厂的控制计算机或安保系统,他们能在系统检测到入侵并锁定他们前控制系统[1d4+编程技能等级]轮。骇客可以尝试夺回控制权,但后续骇入尝试会变得更加困难。
剧透 -   :
The difficulty of the roll depends on the kind of
information or influence they want to get out of the
system, adjusted by the quality of the security system
and any rush on the hacker’s part. On a success, they
get what they want. If what they want is data, the information is downloaded instantly. If what they want
is control over an automated system such as a factory
control computer or a security system, they maintain
control for 1d4 rounds plus their Program skill before
the system detects the intrusion and locks them out.
The hacker can attempt to regain control, but further
hacking attempts become more difficult.
如果骇客失败了,他们必须立刻进行第二次难度等级相同的技能检定。检定成功,骇客能避免警报立刻响起和自身骇入点的暴露。检定失败,系统会收到入侵警报,他们的位置会被通知给管理员。取决于被骇系统的性质,行动暴露的反应烈度可能由恼怒的数据管理员在吃完午饭后关闭受损的终端、到一组快速反应特种武器小组于90秒后踢爆窗户不等。
剧透 -   :
If they fail, they must immediately make a second
skill check at the same difficulty. On a success, they
avoid an immediate alarm and a trace of their hacking
location. On a failure, the system has been alerted to
their intrusion attempt and has informed its human
overseers of the hacker’s location. Depending on the
nature of the system being hacked, the response may
range from an annoyed data janitor shutting down the
compromised terminal after he’s done eating lunch to
a fast-response special weapons team busting through
the windows ninety seconds later.
由于系统警报和安保措施会愈渐活跃,短期内骇入同一副系统的难度也会逐渐增加。不论此前的尝试是否成功,24小时内每骇入一次相同的系统,骇客都会额外承受难度+1的罚值。
剧透 -   :
Hacking the same system in a short period of time
is progressively more difficult, as the system’s alerts and
security measures are increasingly active. Whether or
not prior attempts were successful, an additional +1
difficulty penalty is added for every hack attempted in
the system after the first within 24 hours.
引用
线路分流器
一次简单的骇入无法从一些严密防护或高度安全的计算机系统中获取信息或颠复它们的功能。这类系统拥有多重安全冗余和基于一致性的备份处理器,这使骇客几乎不可能只切入某一处就骇入它们。要解决这类系统或执行异常持久的骇入行为,骇客必须在其他地方放置一个或多个线路分流器(line shunts)。
剧透 -   :
Line Shunts
Some well-guarded or high-security computer systems
require more than a simple hack to obtain data or subvert their functionality. These systems have multiple
security redundancies and consensus-based backup
processors that make it all but impossible to execute a
hack from a single point. To overcome these systems
or to execute exceptionally long-lived hacks, the hacker
must place one or more line shunts at other locations.
线路分流器是一件TL4水平的黑市科技,用以搭接数据线,同时向系统蒙蔽骇入企图。
专业地说,在执行骇入动作之前,一台维护良好的计算机系统通常需要一个线路分流器。骇入政府或以信息技术为重点的公司建筑通常需要两个。黑站点(Black site)或防护极其严密的系统需要三个。
剧透 -   :
A line shunt is a TL4 piece of black-market tech
designed to tap into a data line and spoof the contents
in concert with a hacking attempt.
Professional, well-maintained computer systems
usually require one line shunt to be applied before any
hack can be performed. Government or infotech-focused corporation buildings usually need two. Black
sites or extremely well-guarded systems need three.
设置对应数量的分流器后,在它们受到干扰之前,骇客都进行骇入行动。因而,如果一名骇客在放置分流器后进行系统颠复(Subverted a System)动作,只要分流器还在原位,他们就能保有系统的控制权。分流器被发现的可能性取决于其所在地的可到达性、安保人员的活跃度和骇入尝试的显眼程度。
剧透 -   :
Once a sufficient number of line shunts are applied, any ensuing hacks last until the shunts are disturbed. Thus, if a hacker placed the shunts and then
Subverted a System, their control would last as long as
the shunts remained in place. The likelihood of a shunt
being found will depend on how accessible the location
is, how active the guardians are, and how obvious the
hacking attempt is
通常情况下,取决于骇客的目标不同,线路分流器必须被放置在建筑或结构的特定位置以便搭载正确的线路。如果骇客没有站点的网络架构地图,他们能通过回答特定问题(Answer a Specific Question)骇入动作来找到必要的站点。这类基本数据探测不需要线路分流器。
剧透 -   :
Line shunts must usually be placed at specific locations in a structure or building in order to tap the right
lines, depending on the goal of the hacker. If the hacker
doesn’t have a map of the site’s network architecture,
they can find the necessary sites with the Answer a Specific Question hack. This basic data probe doesn’t require
a line shunt, even if other hacks on the system would
need them to be placed.

引用
数据协议
假设一名拥有编程技能的PC熟悉他自家的数据格式和计算系统,他也将熟悉全世界彼此普遍连接的的安保措施和技术规范。但有时骇客会面对完全外来或通过未知外星线路搭建的系统。在这类场合下,他们需要在尝试进行骇入前拥有一份系统的数据协议。
如果这份协议不是什么限制信息,骇客可以花信用买些当地的技术手册,同时花费1个月-[编程技能等级]周(最短一天)时间练习熟悉它们。骇客将于这段时期结束后掌握数据协议。
剧透 -   :
Data Protocols
It’s assumed that a competent PC with the Program
skill is familiar with the common data formats and
computing systems of their home sector. They will be
aware of the security measures and technical specifications of worlds that are in common contact with each
other. Sometimes, however, the hacker is faced with a
completely foreign system, or one built along unknown
alien lines. In these cases they will need to have the
data protocols for the system before they can make an
effective hacking attempt.
Assuming the protocols aren’t restricted information, the hacker can drop a few credits on local tech
manuals and practice for a month minus one week per
level of Program skill, down to a one-day minimum.
At the end of that period, they’ll master the protocols.
如果手册不太容易搞到,一种解决方法是找一个乐意提供信息的当地黑客。这类信工的难度由GM决定,它可能只需要一次人脉技能检定,或是要通过一场完整的冒险来找到一个愿意为一群想惹麻烦的外来者提供帮助的人。信息的价格从1000信用(数据受限但未严格监管的世界)至10000信用(数据管控更严苛的世界)不等。
剧透 -   :
he end of that period, they’ll master the protocols.
If manuals aren’t widely available, one option is to
find a local hacker willing to share their information.
The difficulty of this is up to the GM; it might require
nothing more than a Connect skill check, or it may require a full-fledged adventure to find someone willing
to stick their neck out for foreigners who are clearly
going to cause trouble with their newfound knowledge.
Prices range from 1,000 credits for worlds with restricted but not carefully-policed data, to prices of 10,000
and up for worlds with more draconian data controls.
另一种解决方法是搞一台可靠的本地计算机,在上面简单做些实验。当然,一台拥有足够广度和复杂度、可供骇客学习且拥有最新安保措施本地硬件设备不是在黑市上价格超贵,就是要求整个团队进行一次“收集远征”。
剧透 -   :
Another option is to obtain a well-secured local
computer and simply experiment on it. Of course, local hardware with up-to-date security measures of a
breadth and sophistication sufficient to teach a hacker
is likely to be either very expensive on the black market
or require a “collection expedition” by the party.

引用
范例骇入动作
以下是一些骇客可能执行的常见行动,GM可以根据情况需要自行增补。
剧透 -   :
Example Hacking Actions
These are some of the usual actions taken by a hacker.
A GM can extrapolate others as the situation requires.
回答特定问题(难度等级8):从系统中获取一条特定的事实或信息:找出某人的住址、查明通往建筑内目标地点的路径、定位运作中的监控摄像头、提取某人的犯罪记录或其他直接疑问。
剧透 -   :
Answer a Specific Question (Difficulty 8): Get a specific
fact or piece of information from the system. Find
a person’s home address, find a path to a desired
destination in a building, locate active security
cameras, pull criminal records on a person, or
some other direct query.
获取一般信息(难度等级10):从系统中获取关于某一话题的全部可获得信息:找到一处站点的完整地图、获得安保系统的所有情报、从公司数据库中取得对象的完整个人文件、获取某秘密计划的所有相关文件,或其他有关某特定主题的详细信息。
剧透 -   :
Get General Information (Difficulty 10): Pull all available information on a particular topic from the
system. Get a full map of a site, get all information
about security systems, pull a subject’s complete
personnel file from a corporate database, acquire
all files related to a secret project, or some other
exhaustive data dump on a single specific topic.
获取完整数据库(难度等级12):将整个数据库拷贝至另一台计算机或数据存储单元中。一个数据库可能是一家公司的人事档案、某警察局辖区的记录、某复杂技术项目的完整数据库、一艘星舰的运行记录和系统日志,或其他类型的完整数据集。数据库总是被完整地储存于本地系统中,解密和下载任意重要数据库至少需要一小时时间,因而进行此类操作需要至少一个线路分流器。骇客必须拥有一台容量足够的数据存储设备、与另一台计算机的固网连接或与一座远程服务器的无线连接。
剧透 -   :
Complete Database Acquisition (Difficulty 12): Copy
an entire database to another computer or data
storage unit. A single database might be a corporation’s personnel records, the records of a
particular police precinct, the full database of a
complex technical project, a starship’s operations
record and system log, or another entire corpus of
data. The database must be entirely present in the
local system and any significant database requires
at least an hour to decrypt and download, thus
necessitating the use of at least one line shunt. The
hacker must either have an adequate data storage
unit, a landline connection to another computer
or a wireless connection to a remote server.
系统抑制(难度等级8):关闭接入当前网络中的特定自动化系统:摄像机停止记录、传感器停止工作、开启的动力门无法关闭、自动炮塔不会开火。在对象为同一类型的前提下,骇客能够同时对多个独立传感器或系统造成影响。因此,他们可以在一次骇入中关闭通电围栏,但需要进行第二次骇入来禁用摄像头。骇入行动结束后,系统将在不登记运作中断的前提下重新启动。
剧透 -   :
Suppress a System (Difficulty 8): Shut down a particular automated system connected to this network.
Cameras stop recording, sensors stop sensing,
open powered doors won’t close, and automated
gun turrets won’t fire. The hacker can affect several individual sensors or systems, but only of the
same type. Thus, they could shut down an electrified fence for the duration of the hack, but they’d
have to make a second hack to deactivate the cameras. When the hack ends, the system will resume
operation without registering the interruption.
系统颠复(难度等级10):和系统抑制类似,但骇客可以在设备常规参数的基础上对其进行控制。他们可以向传感器系统上传虚假信息、让自动防卫系统开火或开启密闭的金库大门。骇客可以在每轮花费一个主要动作来控制系统。失去控制的系统只会重复他最后执行的动作或维持最后的状态。
剧透 -   :
Subvert a System (Difficulty 10): Much as suppressing
a system, except that the hacker can control its
operation within the device’s normal parameters.
They can upload fake input to a sensor system, fire
automated defenses, or open sealed vault doors.
The hacker can control the system each round by
using a Main Action to do so; if uncontrolled, the
system simply repeats or maintains its last state.
系统破坏(难度等级10):骇客完全摧毁某个特定系统——不论是致使其物理自毁或是使用恶性代码阻塞。和大多数失去链接分流就能运转的骇入行动不同(Unlike most hacks performed without link shunts),这类损害是永久性的,直到所有者修复受损的硬件。修复的过程通常需要数小时。系统破坏总是会引起人类管理员的警觉。
剧透 -   :
Sabotage a System (Difficulty 10): The hacker completely fries a specific system, either causing it to physically self-destruct or jamming it with malignant
code. Unlike most hacks performed without link
shunts, this damage is permanent until the owners
repair the broken hardware, a process that usually
requires several hours. Sabotage always triggers
immediate alerts to any human overseers.


« 上次编辑: 2020-07-22, 周三 20:43:47 由 アンロケイテッドヘル »

离线 Cadmium

  • 又懒又拖
  • 版主
  • *
  • 帖子数: 1974
  • 苹果币: 10
  • "Mein Führer...! I can walk!!"
Re: 【规则汉化】第三章:游戏系统
« 回帖 #6 于: 2020-04-28, 周二 15:45:37 »
角色提升
当角色积累了足够的经验值时,角色等级便会攀升一级。新角色从第1级开始,最有经验最能干的英雄则可能达到第10级。10级以上的提升通常非常困难,不过这将由GM决定。
获取经验值
为了提升能力,角色需要获取经验值。一旦他们积累了足够的经验就可以进入下一级,这代表着他们的技能得到磨炼以及他们从生存危机和可怖挑战中获得的英雄式的老练。
很多东西都能带来经验值,活动和目标也会随你所进行的游戏而变化。GM应对整个团队明晰的是什么样的事情能让角色在游戏中获得经验值。
对一些游戏而言,成功在于掠取异星宝藏或者从绝望的赞助人手中攫取财富。还有的游戏会奖励实现了个人目标的角色,不论当中能否来钱。有些甚至可能奖励只能用作信用点花费的XP,这要求每个角色在升级前一刻不停地挥霍自己的财富。由GM选择一种适合团队口味的获取方式。
下表显示了需要获得多少经验值才能让角色升至某级。一旦获取了必要XP,英雄将提升至新的等级并拿到所有好处。
请注意,下表给出的冒险者前期升级较快,随着职业生涯推进,高等级时成长速度会急剧放缓。喜欢不同节奏的团队可根据自己需求修改成长表。
一般而言,你可以假定一次“成功的”游戏能获得3XP。


升级的收益
当一名角色获得了足够的经验值并升值下一级时,他们将立即获得升级的好处。这无需特殊训练或实践,因为他们的能力可看作是在过去的冒险中锻炼出来的。

引用
掷骰获得更多生命值
首先,他们在战斗中变得更为坚韧。骰角色新等级数的六面骰,每个骰子加上他们的体质调整值。负调整不能将骰子结果降至1以下。若总和大于目前生命值则取新的结果,反之则在当前最大生命值的基础上+1。
因此,一个体质14生命值4的角色达到2级时该骰2d6+2,若总和为5及以上,保留新的结果,若结果只有4,他仍会提升最大生命值至5。
战士及偏战士的冒险家每升一级还会得到2点生命值。因此,3级战士该骰3d6+6,再加上三倍的体质调整值。

引用
提升攻击加值
角色的基础攻击加值为其新等级减半,向下取整。战士计算基础攻击加值时不减半。偏战士的冒险家可在1级和5级时+1攻击加值,因为他们在1级和5级的攻击加值分别为+1和+4。
引用
提升豁免检定
角色将变得更容易躲避意外伤害和危险。他们的豁免下降1,这样豁免检定时骰子结果便更有可能大于等于这个值。1级角色豁免从15开始,2级时则会降至14,再根据属性进行修正。
引用
获取和花费技能点数
角色的技能使他们变得更为能干。角色将获得3技能点,可以用于提高技能或是留待后日打算。专家和偏专家的冒险家将获得额外1点技能用于非战斗和非灵能技能。
灵能者和偏灵能者必须花费至少1点来提高灵能技能或获取新的灵能技术。如果他们想的话也可以把这些点数存起来以后再使用,但他们不能将其用在更凡俗的天赋上。受限灵能者在选择灵能的主要专长时只能提升或学习他们已选择的技术,但非受限灵能者可以提升或学习任何技术。拥有灵能者职业的角色皆属于非受限,偏灵能的冒险家则为受限灵能者。
获得或提升的技能被视作是在过去的级数基础上得到了磨砺,这无需训练时间或者教学。如果你将你的技能点数留至以后再使用,那你就需要找些老师或者别的解释来圆上这一进步了。完善新能力花费的时间不会超过一周,但你通常不能将点数花在幕中来发展以前从未涉及的火焰喷射器(flamethrowers)技能。
下表为提升一项技能的花费。每级技能必须按顺序购买;要获得1级技能你就得为0级技能支付1点后再为1级支付2点。角色将技能提升至某一级数会有对应所需的最低人物等级。不够坚定的英雄根本就没有足够的专注力和现实生活经验来达到如此一种精通的境界。
角色不能将技能升至4以上。

引用
灵能精力和技术
当灵能者在灵能技能上获得新等级时,他们可以立即从该学科中选取一个同级或低级的技术。该项不能保留,必须在技能等级提升时立刻做出选择。
灵能者也可以使用其技能点来掌握额外的灵能技术。这种教育的花费与该技术最低技能技术要求相同。因此,要掌握生物异能中的变形需要花费3点技能点。因为学习变形需要生物异能-3级。
一名灵能者的最大精力值为1+最高灵能技能级数+感知调整值或体质调整值二者取高。
引用
购买提升属性
经验丰富的冒险者可能已经历经训练或精进了自己的天赋能力以提升他们的六项属性之一。虽然即便进行了不懈的努力也不足以从完全的未受训提升到天赋异禀者的等级,但下了功夫的冒险者依然可以磨练他们现有的优势。
PC第一次提升一项属性时需要消耗1点技能点数,同时为他们选择的那项属性+1。第二次提升需要2点技能点,第三次3点,以此类推。每一次提升都将+1属性值,这也潜在地提升了该属性调整值。
PC必须到达一定等级才能购买第三、第四或第五次属性提升。一名PC最多只能购买五次属性提升。

引用
选择新专精
最后,PC可能会获取新一级的专精。在角色第2级、第5级、第7级和第10级时,PC可以提升一级他们现有的专精,或者选择一项新专精的第一级。
如果这是他们所选专精的第一级,他们也许会获得一项技能作为专精的免费奖励,取决于具体专精的好处。在创建角色的过程中,这个奖励技能被看作与其他选择技能一致的类型。但是,如果这种选择属于已有专精的提升,奖励将被换成用以提升技能的3点技能点,足以将一项原本没有的技能提升到1级,或将一项1级技能提到2级。当角色没有达到技能级数所需的等级时他们就可能会这么做。
倘若技能点不足以将技能提升至新等级,角色依旧暂且保留它们并在日后提升中使用点数。若技能已经是4级,PC可以把这3点技能点用在他们选择的任何其他技能上。




离线 Cadmium

  • 又懒又拖
  • 版主
  • *
  • 帖子数: 1974
  • 苹果币: 10
  • "Mein Führer...! I can walk!!"
Re: 【规则汉化】第三章:游戏系统
« 回帖 #7 于: 2020-04-28, 周二 15:47:03 »
环境危害
引用
坠落
在标准重力下从高处坠落的PC每有3米高度就会受到1D6伤害。
引用
毒素
被阴险毒素折磨的人通常可以通过物理豁免来抵抗最坏的效果。天然毒素一般需要1D6轮才生效,特殊毒素或工程毒素则可以立即起效。毒素效果可能包括昏迷、生命值损失、幻觉或死亡。
即便在后一种情况下,迅速使用合适的生物异能技术或成功的INT/治疗检定也可抵消毒素效果。假定治疗的角色可以使用TL4的医疗包,检定难度随毒素效力变化。多数天然毒素检定难度为8,合成毒素为10或以上。使毒素失效的尝试只能进行一次。如果有资源的话,使用特定的抗毒素总被视为成功。
受到毒素影响或伤害的PC通过成功的护理可以立即恢复。被毒素杀死的人在死亡后的六轮内使用解药就能像从致命伤害中恢复过来一样获得1点生命值。
引用
疾病
可怖的星际瘟疫是冒险者的职业危险,暴露于病原体时可使用物理豁免抵抗其影响。如果豁免失败PC就会受到感染,出现的症状越来越严重直到疾病痊愈或PC死亡。
多数疾病只会对技能检定或命中检定带来罚值、降低PC的最大生命值或以别的形式削弱角色。一些疾病可能需要在特定时间间隔中进行一次或多次附加的豁免检定以避免角色最终死亡,也可能对那些不幸感染者带来某些厄运。
和毒素一样,在有TL4医疗用品时,生物异能技术或INT/治疗检定可以治愈疾病。普通的疾病检定难度通常是8,毒性较大的菌株为10或以上。每周可进行一次治愈疾病的尝试,一旦成功,任何症状一般都会很快消失。
引用
辐射
少量辐射是慢性杀手,大量的则会快速置人于死地。暴露在危险辐射量下的目必须根据其强度每隔一段时间进行一次物理豁免检定。轻度危险区可能会迫使玩家每天或每小时进行一次豁免,致命辐射区则是每轮进行多次豁免。真空套装和其他形式的防护可以有效保护穿戴者不受较弱辐射源的伤害。
每次失败的豁免都会降低1点目标的体质属性。若新的属性值降低了角色的体质调整值,他们就会失去之前的最大生命值。体质属性值降低到原本一半以下的角色将在1d6周内死于辐射中毒;体质属性值低于3的角色将立即死亡。辐射中毒不会立刻致死目标,它会导致呕吐、头痛、软组织出血和晕眩,但如果患者意志坚韧,其身体机能会或多或少保持运转直至死亡。被辐射中毒杀死的目标不能被灵能医疗或其他稳定伤势技术复活。
遭受致命量辐射的人只能在TL4的医院或舰船病室里接受治疗,以每周1点的速度回复失去的体质属性值。非致命量辐射的受害者可以通过TL4的医疗箱和难度10的INT/治疗检定进行护理。每一个成功回复1点失去的体质属性,每天可进行一次检定。
引用
高度真空
PC有时会比他们平时更亲密地接触到冰冷的虚空。暴露在真空中导致的实际死亡可能会需要一段时间,但对多数受害者而言会很快丧失能力。暴露在高度真空下的PC可继续行动数轮,具体轮数等于1+他们的体质调整值。接下来的每轮他们都将受到1D20的伤害,如果这些伤害没能杀死他们,角色必须进行物理豁免保持意识清醒。