奖励社会性特质
"The GM has the option of rewarding adventurers directly with new advantages or perks, rather than (or in addition to) character points that can be spent on advantages of the players' choice."
除了奖励角色点,供玩家自行选择花费在什么优势上之外,GM 也可以直接奖励冒险者新的优势和 Perk.
"Minor social traits are particularly suited to this, because it's easy to come up with a story that includes them; e.g., a detective who rescues a wealthy man's kidnapped child could earn Reputation +1 with potential clients and a Favor (p. B55)."
小的社会性特质特别适合作为这种奖励,因为很容易想到包装它的故事;比方说,一个侦探救了一个富豪被绑架的儿子,侦探就可以获得对潜在客户的{声誉 +1}以及一个{人情}(B55页)。
"Favor makes a particularly good choice for a GM-granted benefit, because some players may be reluctant to spend earned points on this one-shot advantage."
GM 想发放好处时,{人情}是一个特别好的选择,因为一部分玩家可能很不情愿把辛苦挣得的角色点数花费在这种一次性的优势上。
"At the GM's option, advantages other than Allies, Contact Group, Contacts, or Patrons may be turned into Favors."
GM 如果愿意的话,可以把其他优势转变成{人情},但{盟友}、{情报网}、{眼线}和{后台}除外。
"Don't do this for Wealth, though 一 use Trading Points for Money (p. B26)."
也不要用这种方法发放{财富}——改用"用点数购买钱"的规则(B26页)。
Example:
例:
Fredric Lambert salvages a venture that was on the brink of costly failure.
弗雷德里克·兰伯特挽救了一家企业,避免了代价高昂的破产。
His employers send him on an all-expenses-paid vacation.
他的雇主送他去度假,费用全包。
"He is normally Status 2, but the resort treats him like Status 4: putting him in a small mansion with servants, loaning him a yacht and wardrobe of designer clothing, and so on (see p. B266 for more)."
他正常是{地位 2},但在度假地却过的像{地位 4}一样:他可以住在一个小宅子里,还有仆人,雇主借给他一艘快艇和设计精美的服装,诸如此类(详见 B266页)。
"The Status bump is a 10-point advantage, which makes this a 2-point Favor (The extra cost of living is covered as part of the Favor) For the duration of his time off, Fredric eats meals that cost 20x what he could normally afford, hobnobs with senators and VIPs, and receives an extra +2 to reactions from "the common folk.""
这个{地位}提升是一个价值10点的优势,使它成为了一个价值2点的{人情}(额外的生活开销包含在{人情}里了)。在休假期间,弗雷德里克吃一顿饭花的钱是他平时的20倍,与参议员和 VIP 们交往密切,而且与"普通人"打交道时获得额外 +2 反应。
"If he wants to buy anything to take home with him, however, he'll have to use his own funds to do so."
然而,如果他想买点什么带回家去,就要花自己的钱了。
第二节
Making an Impression
留下印象
Another set of social traits define how a person comes across to other people.
另一组社会性特质定义了一个人给其他人的印象。
"This is especially important for first encounters, when people react to what they see and hear."
这在初次遭遇特别重要,此时人们只会根据他们听到看到的做出反应。
"Such encounters can leave a lingering impression, even after a person's real social position, character, and abilities are known."
这样的遭遇会留下持久的印象,即使在对方知道了这个人的社会身份、性格和能力之后。
"These traits also play a big part in how a newly introduced character is described, and in how he is roleplayed in all his appearances."
当描述一个新引入的角色的时候,这些特质也会起到重要作用,而且影响着此后每次出场时应该如何扮演他。
They're the GM's first tool for bringing a setting's inhabitants to life.
这些特质是 GM 把设定里的居民演活的第一个工具。
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Charisma
超凡魅力
Charisma (p. B41) is the most nearly universal impression modifier:
{超凡魅力}(B41页)是最近乎全能的对印象的修正:
Each level gives +1 to several types of social interaction.
每个等级赋予你在特定种类的社交互动中 +1.
"It costs the same as a Reputation that is recognized all the time by everyone in the game world - and is roughly as helpful, though not in quite the same ways."
它和全域可用、总是起效的{声誉}价值相同——大体上效用也相同,只是起效的方式不同。
Its scope (and cost) can be reduced via Aspected (p. 77).
它的适用范围(和价值)可以通过{限定方面}来减小(【77页】)。
"Charisma adds to all reaction rolls made by sapient NPCs, and all Influence rolls used on them."
{超凡魅力}可以加给任何有智能的 NPC 的反应检定上,以及对他们的所有影响检定上。
Its use is not limited to a single game world; it works on intelligent beings from any world.
它的效果并非限定在单一的游戏世界中,而是对任何世界的智慧生物都有效。
An obvious monster with high enough Charisma might be liked and trusted by its normal human neighbors.
一个显而易见的怪物,只要有足够高的{超凡魅力},就可以得到他隔壁的普通人的喜爱和信任。
"The bonus to reaction and Influence rolls only applies to those who can both see and hear you, and only if you can see and hear them also; if not, see Indirect Interaction (pp. 32-33)."
对一个人应用这个反应检定和影响检定加值,他必须同时听到看到你,而你也必须能听到看到他;如果条件不完全满足,参见"间接影响"(【32--33页】)。
"It doesn't represent having a beautiful face or voice, but adjusting your personal presence to get the best reactions; you need to know how the audience is responding, moment to moment."
它并不代表你有漂亮的脸蛋儿或者美妙的声音,而是你调整个人表现来获得最佳反应的能力;你必须每时每刻都察觉到对方是如何回应的。
"The GM should interpret "two-way interaction" with some flexibility (see Exotic Social Traits, pp. 43-44)."
GM 应该灵活理解"双向互动"的含义(见"异族的社会性特质",【43--44页】)。
""See" doesn't have to mean normal vision; it could be any sense that includes details of form and movement, such as vision in other frequency ranges, most kinds of Scanning Sense, or possibly a suitable Detect with Analyzing (see GURPS Powers)."
"看见"并不一定是用普通的视觉。它可以是任何包括形态和运动细节的感官,例如其他频率范围的视觉、多数{扫描式感官}、或者可能是一种合适的{侦测}配合{分析?}(见《泛统异能》)。
It could even work by touch for a totally blind character.
对一个全盲的角色来说,它甚至可以是触觉。
""Hear" can be any form of communication comparable to spoken language; e.g., sign languages."
"听见"可以是任何等同于语言的交流方式,比如手语。
"However, both the charismatic person and the audience have to be using the same senses."
不过,有{超凡魅力}的人和他交流的对象必须使用同一种感官。
Using unusual sensory modes is a 0-point feature.
使用不寻常的感官模式是一个价值 0 点的特征。
"In addition to the benefits above, Charisma adds directly to Fortune-Telling, Leadership, Panhandling, and Public Speaking skills, in a manner similar to a Talent."
除了以上好处,{超凡魅力}还可以直接加到{预言}、{领导力}、{乞讨}和{演讲}技能上,如同{天赋}那样。
These skills don't require two-way interaction to get this bonus; a charismatic orator can be just as compelling in a television broadcast.
这些技能不需要有双向互动就可以获得这个加值;一个有{超凡魅力}的演说家在电视上也是相当有说服力的。
"In settings with powers (see GURPS Powers), Charisma can make an appropriate power Talent."
在有异能的设定里(见《泛统异能》),{超凡魅力}可以作为一个合适的异能天赋。
"The Influence power that uses it might comprise advantages like Allies (recruited passersby), with Environmental, Minion, and Summonable; Cultural Adaptability; Elastic Skin with Glamour; Empathy; Fashion Sense; Gizmos (borrowed from passersby), with Environmental; Illusion, with Mental; Indomitable; Legal Immunity; Mind Control, with Conditioning Only and Sense-Based; Mind Probe, with Sense-Based; Mind Reading, with Sense-Based; Modular Abilities, with Social Only; Rapier Wit; Security Clearance; Social Chameleon; and Terror."
使用它的影响异能可能包括{盟友}(招募的路人),带有{环境限制}、{仆从}和{召唤物};{文化适应};{变化皮肤},带有{魅力?};{共情};{时尚感};{信手拈来}(从路人手里借来),带有{环境限制};{幻象?},带有{心灵?};{不可动摇};{法律豁免权};{心灵控制},带有{仅限调整}和{基于感官};{心灵探针},带有{基于感官};{心灵读取},带有{基于感官};{模块化能力},带有{仅限社会性特质?};{唇枪舌剑};{机密许可};{社交变色龙};以及{恐惧}。
"Physical attacks are inappropriate, but Afflictions (with Based on Will and either Malediction or Sense-Based) can cause incapacitation, irritation, mental disadvantages, or DX, IQ, Per, or Will penalties."
物理攻击不合适,但{特效攻击}(带有{基于意志}加上{咒术}或者加上{基于感官})可以造成"行动不能"、"极度不适"、心理劣势、或DX、IQ、Per 或 Will 减损。
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