作者 主题: 【Case&Soul】第一章:基础 The Basic  (阅读 38 次)

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【Case&Soul】第一章:基础 The Basic
« 于: 2024-10-09, 周三 17:36:35 »
烙印 FALLOUTS

当一条伤害轨迹被填满,你有两个选择:你可以选择在任务结束前暂时失去它——你的CASE在被回收和修复以前处于破损状态、你在某种程度上失去了来自STATION的增益、或者你的SOUL失去意识或行动能力——或者你也可以选择清空轨迹:而GM则会为你添加一道烙印作为替代。这可以通过长期项目来清除。记录你获得的总烙印总数。
劇透 -   :
When a harm tracker fills, you have a choice: you can either temporarily lose that thing for the rest of the Mission—your CASE breaks down until it can be recovered and fixed, you are denied the benefits of your STATION in some way, or your SOUL becomes unconscious or incapacitated—or you can empty the track out: your GM will give you a fallout instead. These can be cleared with longterm projects. Record the total you take.

× 受缚:你其中一个行动的等级将受缚
× 上锁:你其中一个受缚行动的等级将上锁
× 易伤:你的伤害轨迹上限将减少1。
× 焦虑:你的压力上限将减少1。
× 繁忙:你每次任务结束后能进行的修整期活动减少1。
× 分心:你的节拍上限减少2。
× 通缉:+1个人罪熵。
劇透 -   :
× Bound: One of your action ratings becomes bound.
× Locked: One of your bound action ratings becomes locked.
× Vulnerable: Reduce one of your harm track maximums by 1.
× Stressed: Reduce the maximum stress you can take by 1.
× Busy: You can perform 1 less Downtime activity.
× Distracted: Your maximum Beats are reduced by 2.
× Wanted: Take +1 personal Heat.




受缚与上锁行动 BOUND & LOCKED ACTIONS

有两种方式可以限制你的行动等级——你用来影响这个虚构世界的技能。如果一个行动受缚,你需要逼迫自我才能使用它(并且不会获得逼迫自我通常的增益)。如果一个行动上锁,你直接完全无法使用它:在这方面获得成功对你来说是不可能的。
劇透 -   :
There are two ways in which your action ratings—the skills you use to affect the world—can be restricted. If an action is bound, you must push yourself to use it (and you don’t gain the usual benefits). If an action is locked, you simply cannot use it at all: success at that thing isn’t reasonably possible for you.
« 上次编辑: 2024-10-09, 周三 17:59:51 由 阿飘 »