作者 主题: 【Breathless】窒息 SRD  (阅读 69 次)

副标题: 印象中最近不少这个引擎的规则

离线 阿飘

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【Breathless】窒息 SRD
« 于: 2024-08-24, 周六 17:53:15 »

[第 1 页]

开始之前 Before We Start
内容警告:[……]

在你们开始之前,划定好不能越过的底线。如果一次团里发生了让人不舒服的事,暂停或回溯游戏。永远记得确保故事走向不会让任何人感到不适。
劇透 -   :
Content Warning: [...]
Before you start, define lines that should not be crossed. Pause or rewind the game if something uncomfortable happens during a session. Always make sure everyone is comfortable with the direction of the story.

游玩 Playing The Game

一个人担任游戏主持人(GM),其余的人作为玩家。
GM:引导故事,向团队揭示挑战。成为玩家的粉丝。向他们提问,根据他们的回答填充世界。如果那很酷,让他们尝试复杂的挑战或者将其拆解为多步检定。
玩家:描述你的角色做了什么。在事情存在风险时进行检定。给予每个人聚光灯时间。用你的想法填充世界。敢于承担风险,并从失败中振作。
劇透 -   :
One person is the game master (GM), the rest are players.
GM : Guide the story, present challenges to the group. Be a fan of the players. Ask them questions, fill the world with their answers. If it's cool, let them try or split complex challenges into multiple checks.
Player : Narrate what your character does. Make checks when things are risky. Give everyone a time to shine. Fill the world with your ideas. Take risks, and rise up from failures.

检定 Checks

当碰上需要克服的挑战时,你们进行一个检定来确定结果如何。你们只在行动具有风险时需要掷骰。
GM会告诉你行动的风险,你则需要选择一个技能并掷出其等级对应的骰子。如果有盟友帮你,他们可以一起检定,但和你承担相同的风险。取出目最高的骰子并阐述结果。
•   出目为1~2,你失败了,并且有坏事发生。
•   出目为3~4,你成功了,但需要付出代价。
•   出目为5或更高,你成功了。在此之上出目越高,行动的效果就越好。
求生是艰难的。所有人每次掷骰都会令所用的技能下降1级:d12 » d10 » d8 » d6 » d4。技能不会降级到d4以下。
GM也可以选择幸运检定来代替自己做决定。要进行幸运检定,需要根据事情发生的概率来决定骰子的等级,然后掷骰并阐述结果。
劇透 -   :
When there's a challenge that needs to be overcome, you make a check to see how it plays out. You only need to roll if what you are doing is risky.
The GM telegraphs the risk of your action, you then pick a skill, and roll the die that matches its rating. If an ally helps you, they also make a check, but share the same risks as you. Take the highest die and interpret the results.
• On a 1-2, you fail, and something wrong happens.
• On a 3-4, you succeed, but at a cost.
• On a 5+, you succeed. The higher the result, the better the effect.
Surviving is hard. Everyone who rolled reduces the rating of the skill they used by one level: d12 » d10 » d8 » d6 » d4. Skills cannot go lower than a d4.
The GM can disclaim decision-making by testing for luck. To do so, pick a die rating simply based on the odds of a thing happening, roll, and interpret the results.

喘息 Catch Your Breath

为了将你所有的技能重置回原本的等级,你可以要求“喘息”。这是在紧张局势下的一次短暂歇息,可以在任何时候进行,哪怕是在战斗中也一样。当一个角色进行喘息,GM可以根据场景为团队引入一个新的事态。
劇透 -   :
To reset all your skills to their original rating, you can ask to “catch your breath”. This is a brief break in tension. It can be done at any time, even during combat. When a character catches their breath, the GM looks at the scene and introduces a new complication to the group.
战利品检定Loot Checks

当叙事上允许时,你可以进行一次战利品检定来搜刮工具、武器、医疗箱等。你的战利品骰起始为d12,并且在每次使用后下降1级。当你们搜刮战利品,掷你们现在的战利品骰并阐述结果。你们可以在它降低到d4以后继续使用战利品骰,然后承担风险。要将战利品骰重置为初始等级,你需要进行喘息。
•   出目为1~2,表示麻烦降临……
•   出目为3~4,表示麻烦近在眼前……
•   出目为5~6,获得一件d6物品。
•   出目为7~8,获得一件d8物品。
•   出目为9~10,获得一件d10物品或医疗箱。
•   出目为11~12,获得一件d12物品或医疗箱。
劇透 -   :
When the fiction allows it, you can make a loot check to scavenge for tools, weapons, med kits, etc. You start with a d12 loot die, which steps down after each usage. When you loot, roll your current loot die and interpret the result. You may continue to use the loot die when it is a d4, at your own risk. To reset your loot die to its initial rating, you need to catch your breath.
• On a 1-2, trouble is here...
• On a 3-4, there is trouble ahead...
• On a 5-6, add a d6 item.
• On a 7-8, add a d8 item.
• On a 9-10, add a d10 item or a med kit.
• On a 11-12, add a d12 item or a med kit.

背包 Backpack

你可以用你背包里的物品取代技能使用。它们会有一个起始等级并且每次使用都会下降1级。当等级下降到d4,物品可能会破损、遗失或者单纯地从叙事上被隐去,直到它再次被引入。角色每次只能在背包里携带3件物品和1件医疗箱。
劇透 -   :
Items in your backpack can be used in place of your skills. They start with a die rating which decreases after each use. When reduced to a d4, the item either breaks, gets lost, or fades away from the fiction until it’s made relevant again. Characters can only carry 3 items and one med kit at once in their backpack.

特技 Stunts

当你施展特技,你在一次检定中使用d12取代技能使用。使用后,直到“喘息”以前无法再次使用。
劇透 -   :
When you pull off a stunt, you use a d12 instead of a skill rating to do a check. Once used, you'll need to "catch your breath" to use it again.

压力 Stress

当你面对行动导致的后果时,GM可以选择让你承受1点压力。当你的角色积累4点压力,他们将变得“脆弱”。当角色处于脆弱时,在一次危险的行动中失败可能意味着被淘汰——或暴毙。你可以使用医疗箱清除2压力,或者躲在某个安全的地方休息一段时间以清除1点压力。
劇透 -   :
When you face a consequence as a result of one of your actions, the GM can decide that you take 1 stress. If your character reaches 4 stress, they become “ vulnerable ”. When vulnerable, failing a dangerous action could mean being taken out —or— sudden death. You can use up a med kit to clear 2 stress, or lay low someplace secure awhile to clear 1 stress.

[第 2 页]

你的角色 Your Character

在你的角色卡上,写下你的角色姓名和人称。
默认情况下,技能等级为d4。分别为3个你认为你的角色擅长的技能分配d10、d8和d6。
角色总共拥有6项技能:
•   猛击:破坏、挪动、施力
•   突进:奔跑、跳跃、攀爬
•   隐匿:躲藏、潜行、埋伏
•   射击:追踪、投掷、开火
•   思考:感知、分析、修补
•   动摇:讨好、操纵、恐吓
构思一件你在开始冒险前获得的物品,并将其作为一件d10物品加入你的背包。
劇透 -   :
On your character sheet, write down your character’s name and pronouns.
By default, skills have a d4 rating. Assign a d10, a d8, and a d6 to three skills you think your character is good at.
Characters have a total of 6 skills:
• Bash: wreck, move, force.
• Dash: run, jump, climb.
• Sneak: hide, skulk, lurk.
• Shoot: track, throw, fire.
• Think: perceive, analyze, repair.
• Sway: charm, manipulate, intimidate.
Think of an item that you got before leaving for your adventure, and add it to your backpack as a d10 item.

关于这份SRD This SRD

此处是一些当你制作自己的《窒息》游戏时可以用上的建议。
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Here are some guidelines you can use when making your own Breathless game.

你的设定 Your Setting

简要地说明设定,以及规则将聚焦在什么类型的故事上。大致提一下角色将面对何种挑战,然后介绍他们的目的以及他们为什么同属于一个团队。
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Explain briefly the setting, and what the story is mainly going to focus on. Touch on what sort of challenges the PCs will encounter. Go over what is their purpose, and why they are part of the same group.

你的“喘息” Your “Catch Your Breath”

核心机制围绕着角色克服阻碍后加重的“窒息感”展开。但这并不意味着你的游戏也必须围绕着生存。考虑一下角色应该何时或如何“喘息”。他们能随时这么做吗?还是他们需要休息,或者到一个特殊的地点才能“喘息”?
思考一下角色喘息的“代价”是什么,因为每一个机制都应该是为了向前推进故事而存在的。
劇透 -   :
The core mechanics centers around characters breathless from overcoming obstacles. It doesn’t mean that your game should revolve around survival, though. Look into when or how characters should “catch their breath”. Can they do it all the times, do they need to rest, or be in a specific location?
Think about what is the “cost” of the characters catching their breath, for every mechanic should move the story forward.

你的战利品 Your Loot

战利品检定给予了玩家通过获取资源来让生存变轻松的方式,并且降低他们变得疲乏的概率。但注意这并非100%没有风险的。你的游戏可以利用这一机制来处理物品,但同样也可以用它来模拟其他类型的奖励。
劇透 -   :
The loot checks give a way for players to make an attempt at gaining assets that will make their life easier, and will reduce the rate at which they get tired. Keep in mind that doing this is not 100% risk-free. Your game could use this to handle items, but you could also simulate other types of bonuses using this mechanic.
你的技能与职业 Your Skills and Classes

为了让你的游戏真正属于你,你应该改造技能表来让它更好地适配你的设定风格。另一个达成这种效果的方式是为玩家提供可选的职业/范式,并且每个职业都可以有预设好的技能或物品。
劇透 -   :
To make this game your own, you should customize the skill list to something that better fit the aesthetic of your setting. Another way to do this is to provide classes/ archetypes for the players to choose from, where each class could have pre-assigned skills or items.

你的特技 Your Stunts

默认的特技机制是个让玩家能在每次“喘息”之间,都有一次机会让自己表现得很“惊人”的工具。在这个机制下,角色可以使用酷炫的能力或者在做某些事的时候表现得极其幸运。
劇透 -   :
The default Stunt mechanic is a tool players can use to look “awesome” once per “catch your breath”. Use this to mimic characters using cool powers or doing something extremely lucky.

你的压力 Your Stress

压力是这个游戏的默认健康管理机制。如果你希望角色给人感觉更加强大或弱小,调整压力条的大小、填满时的后果以及如何恢复。根据需要调整宽松程度。
劇透 -   :
Stress is the default health pacing mechanism of the game. If you want characters to feel stronger or weaker, adjust how big is the stress track, what happens when a PC fills it, and how they can recover. Be as generous or harsh as you see fit.


你的随机表 Your Rolling Tables

想想怎么为你的游戏中你认为重要的东西添加随机表。由于这个游戏的形式较短,随机表有两方面的好处:第一,帮你更好地聚焦你的世界中那些最重要的部分;第二,在你的玩家在对故事接下来的走向感到迷茫时,帮助他们推进游戏。在此之上,随机表能够以简洁明了的方式实现这一切。你可以设置物品、地点、盟友、敌人、情况和任务等的随机表。
劇透 -   :
Consider adding rolling tables for the things you consider important in your game. Since this game’s format is short, rolling tables help in two-way. First, they help put a bigger focus on what is significant in your world. Second, they help facilitate sessions for when the players are in doubt about where the story should go next. Plus, it does all this in a very word efficient way. You could include tables for things like items, locations, allies, enemies, complications, missions,etc.

授权 License

窒息SRD以知识共享归属许可协议CC-BY发布。这代表只要署名,你可以自由使用这份SRD的内容制作你自己的游戏。为此,你需要在你的游戏底下复制上这段文字,且不得恶用。这个作品基于由Fari RPGs (https://farirpgs.com/)提供、René- Pier Deshaies-Gélinas开发创作的《窒息Breathless》,并且依据知识共享归属许可协议4.0(https:// creativecommons.org/licenses/by/4.0/)创作。这段文字已包含在本文件第一页的角色卡底部。
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The Breathless SRD is released under Creative Commons Attribution CC-BY. That means you are free to use the content of this SRD for your own game, provided you give proper credit. To do so, copy the text below in your game, and things should be good to go.
This work is based on Breathless, product of Fari RPGs (https://farirpgs.com/), developed and authored by René- Pier Deshaies-Gélinas , and licensed for our use under the Creative Commons Attribution 4.0 License (https://creativecommons.org/licenses/by/4.0/)
This text has already been included at the bottom of the character sheet on the first page of this document.
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