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ストーリーの翻訳>29.ONE THOUSAND SUNS ■Part 75 http //www.youtube.com/watch?v=ML3EtsUe0Xo feature=related ■Part 76 http //www.youtube.com/watch?v=9hQphqo0JqY feature=related このPROTOTYPEプレイ動画シリーズには字幕が出ているので、 時間がある人は少しでもいいので英文を載せていってください。 書式が分からない場合はベタ書きで構いません。 (特に重要でなければムービー部分だけで構いません) 最初のムービー U.S.S Reagan-CITADEL Command, Offshore Southwest Manhattan Bay One, U.S.S Reagan-CITADEL Command, Offshore Southwest Manhattan WEB-General Peter Randall U.S.S Reagan-CITADEL Command, Offshore Southwest Manhattan Deck 制限時間つき New York Ending 29.ONE THOUSAND SUNS [数多の灯] 最初のムービー 声 We have less than an hour. What s next? もう1時間もないぞ。どうする? ALEX The last person responsible for all of this died tonight. 今までの事の責任を取らなきゃならない最後の一人が死ぬ。 声 If we make it out of here. Do you think you re ready? ここから脱出できたとして、そんなことができると思うのか? ALEX I was made for this. そのために俺がいるのさ。 Citadel Command this is Captain Cross. Citadel司令部、こちらCross大尉。 Mission Accomplished. I have Colonel Taggart in custody. Ready for extraction. 任務完了。Taggart大佐を確保しました。脱出します。 U.S.S Reagan-CITADEL Command, Offshore Southwest Manhattan GENERAL RANDALL Report. 報告を。 CAPT. CROSS Taggart s order lead directly to the collapse of the central Blue Zone. Taggart大佐の命令が軍制圧エリアを失うことに繋がりました。 GENERAL RANDALL Welcome home. よく戻った。 GENERAL RANDALL Operation Red light is over. Red light作戦も終了だ。 Bay One, U.S.S Reagan-CITADEL Command, Offshore Southwest Manhattan CAPT. CROSS What about our men? The ones on the ground in Manhattan...? 兵士はどうしますか?まだマンハッタンにいる者もいますが・・・? GENERAL RANDALL You didn t think I was that naive, did you? When you have a festering wound, you cauterize it. 私がそんなに甘いと思っているのか?心にわだかまりがあるならそんなもの捨てされ。 GENERAL RANDALL We ll be saving millions of American lives. 我々はアメリカ国民を救うことになるんだぞ。 ALEX I won t let you erase New York like you erased Hope. HopeのようにNYを消させはしないさ。 GENERAL RANDALL Let?.. なんだと・・・? GENERAL RANDALL We re six minutes out. And only I know the code. しかしもうあと6分しかない、そして解除コードを知っているのは私だけだ。 ALEX You were at Hope, Idaho. You took something from Elizabeth Greene. お前はHopeにいた。Elizabeth Greeneから何を奪った? ALEX I know what BLACKWATCH has done. BLACKWATCHがしたことは知っている。 ALEX Because everyone I ve killed--they re in me. They are me. 俺が全員殺したからな・・・奴らは全員俺の中だ。BLACKWATCHは俺だ。 GENERAL RANDALL That s how you.... 一体どうやって・・・。 WEB-General Peter Randall I ve stopped this damn thing before. Stopped it dead. 私はこのイカれた状況を止めた事がある。全員殺すことで。 Hope, Idaho, was just a ... sacrificial lamb.A necessary cruelty. アイダホ州Hopeは・・・生贄の様なものだ。必要なことだった。 Shoot anything that moves. No one comes in, nothing gets out. 動くものは全て撃て。誰一人として出入りさせるな。 Sir,the Walkers have sealed themselves in the hospital. Walkerが病院に立てこもりました。 We have orders to liquidate the entire population! 私たちは全住人を消すという命を受けているんだ! The mother and child are now military assets. あの母子は軍の保護に置く。 ...and I just made General Officer. そして私は将官になった・・・。 U.S.S Reagan-CITADEL Command, Offshore Southwest Manhattan ALEX You bastard. You could have stopped all this...You let it happen. くそ野郎が。お前は全て止められたはずなのにこんなこと引き起こしやがって・・・。 CAPT. CROSS When the weapon detonates, and they think the infection is cleansed, they won t be looking for me. 核が爆発して感染が止められたと思えば、誰も俺を探さないだろう。 CAPT. CROSS And when I consume you, I ll be able to withstand...even this. そしてお前を吸収すれば核でも耐えられる体になるってことか・・・。 Deck BLACKWATCH HEADQUARTERS All hands on deck, all hands on deck! Intruder alert, ZEUS is in barn! This is not a drill! 全員デッキに上がれ!侵入者だ、ZEUSがいる!訓練ではないぞ! BLACKWATCH HEADQUARTERS Roll call, roll call, we are all points requests, Reagan deck is hot. If you re in the air and armed, we need you, Now. 総員に告ぐ、空母Reaganで交戦中。武装ずみの航空部隊がいるならすぐに来てくれ。 BLACKWATCH HEADQUARTERS Pilots on the deck, scramble, scramble! Get those Birds off the deck and into the fight! デッキのパイロットへ、スクランブル発進しろ!空から戦闘に参加してくれ! MARINE JET PILOT Target marked. Ten seconds. 目標をマーク、10秒前。 MARINE JET PILOT Second Wing on approach, confirmed. 第2波が向かっている。 BLACKWATCH TRANSPORT PILOT This is Ghost Hog One Seven, we are deploying forces on the ground, over. こちらGhost hog17。歩兵を連れてきたぞ、オーバー。 BLACKWATCH TRANSPORT PILOT I ve lost control, we are going in! This is Ghost Bird Three Seven Niner, we are going down. Three Seven Niner, going down. SAR to our location, SAR! コントロールできない、落ちるぞ!こちらGhost Bird379、墜落する。379、墜落。合成開口レーダでの場所は? 制限時間つき BLACKWATCH HEADQUARTERS This is Red Crown to all crew. We ll remain on station to co-ordinate. Everyone else needs to abandon the Reagan right now. Support vessels to perform pickup duty and retreat to minnimum safety. That is a general order--abandon the Reagan right now. Red Crownより総員へ。我々は指示のために残る。他の者は今すぐ空母を捨てろ。乗組員の回収がすめば少しでも安全な所へ行ってくれ。これは絶対命令だ・・・空母を今すぐ放棄しろ。 ALEX A bomb. 核か。 BLACKWATCH HEADQUARTERS Any helicopters with open spots, please land and pickup crew and injured on the upper deck. Bringthem home, people. 搭乗人数に余裕のあるヘリはデッキの乗組員と負傷者を拾ってくれ。彼らを家に帰してやってくれ。 BLACKWATCH HEADQUARTERS One minute remaining. あと1分だ。 BLACKWATCH HEADQUARTERS Thirty seconds remaining. 残り30秒。 BLACKWATCH HEADQUARTERS Ten, nine, eight, seven, six, five, four, three, two, one. 10、9、8、7、6、5、4、3、2、1・・・ ALEX Grow that back. あばよ。 New York I looked for the truth. Found it. Didn t like it. Wish to hell I could forget it. 俺は真実を探していた。見つけたが、気に食わないものだった。できることなら忘れたいぐらいだ。 Alex Mercer. This city suffered for his mistakes, for what he did at Penn Station. And whoever he was-that s a part of me. Alex Mercer。この街は彼の失敗で、ペンシルバニア駅で彼がやったことで苦しめられた。そして彼が誰であったとしても今じゃ俺の一部だ・・・。 When I close my eyes I see memories of a thousand dead men, screaming as I take their lives. Moments I ll relive forever. 目を閉じれば何千もの死者の記憶が断末魔の悲鳴とともに浮かんでくる。俺はこれと永遠に付き合っていくんだろう。 What have I become? Something less than human. But also something more. 俺は何になったんだ?俺は人間以上人間未満のなにかだ。 Ending (字幕が一切表示されないので間違いを多く含んでおります。申し訳ありません。) NEWS ONE has comfirmed that the nuclear weapon of unknown origin has detonated ten to fifteen miles offshore ??? Manhattan. NEWS 1は出所不明の核がマンハッタン沖10~15マイルの地点で爆発したことを確認しました。 Estimate ??? at raughly five times at the size of the Bomb dropped at Hiroshima.... これは広島に落とされた原爆の約5倍の規模で・・・ Is there anything you like to say? 何か伝えたいことはありますか? Ah...No,I guess. I ve just ??? and we re gonna be okey. We ll work for back. あーいや、無いです。ただ私たちは元気だということだけで。ほら、これからまた頑張りますので。 If there wasn t for Marine, we will be dead. All of us. They ??? their lives for save us. We owe them. もし海兵隊が来てくれなかったら、私たちは死んでいました。私たち全員がです。海兵隊は彼ら自身の命をかけて私たちを救ってくれたんです。本当に感謝しています。 I have Sergeant ???. Sergeant, what can you tell us about ??? statements of infection? こちらにデトワイラー軍曹がおられます。軍曹、現在の感染状況について教えていただけますか? Since last night, nothing. They don t seem driven same way. There s nothing afraid any more. 昨夜より、何も起きておりません。これまでとは全く様子が違っております。もはや脅威は去った、と言えるでしょう。 Twenty minutes since vice president has been on the ground. ??? excepted to make a statement. 副大統領が現地に入って20分が経ちました。これより何らかの声明を発表する模様です。 New York, has ??? first act a biological and nuclear terrorism in the history of the world. NYは、人類史上初めて生物と核兵器によるテロの脅威にさらされた。 It is the testment to the men and women as a united states arm forces. But New York is still standing. これは米国軍の兵士に課された試練であるが、NYは倒れなかった。 We will find those responsible, we will drug them out of their hiding places, and we will make them pay. 我々はこの首謀者を見つけ出し、その隠れ家から引きずり出して必ず代償を払わせる。 Wherever they are! Wherever they are. たとえ彼らが何処にいようとも!何処にいようともだ。 Whatever weapons they posess! They will learn the final lesson.... 彼らがいかなる武器を保有していようとも!彼らは最後に知ることになるだろう・・・ The America does not start a war! America ends them!! Thank you! 米国は戦争を始めない!米国は戦争を終わらせるということを!ありがとう ALEX One virus, Three weeks, Millions dead. And I was there. My name was Alex Mercer. And my work is almost done. 1つのウイルス、3週間、数百万の死。そして俺はそこにいた・・・俺の名前はAlex Mercerだった。もうすぐ俺の仕事も終わりだ。
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Level 11 反乱 <スタート> (ジャック)まるで戦場だな。 (ドイル)そうさ、戦場なんだよジャック。どこもかしこも大変な騒ぎだ。 (ドイル)ジャック、南に進んで書庫に向かえ。ヴァレリーは書庫にいるはずだ。 (ジャック)ちっ!蒸気は危険だな。 (ドイル)ジャック!ドイルだ。南に灯台が見えるか?道に沿って進めば書庫にたどり着けるはずだ。 (ドイル)近くまで来たな?戦いを避けて中に入るんだ。 (ドイル)書庫に着いたな?何処かにヴァレリーがいるはずだ・・探してくれ。 (傭兵)急げ!指令室は放棄しろ。止められない・・この音が聞こえるだろう?我々も脱出するぞ。 (精鋭兵)引け!科学者を守るんだ!急げ! Level 12 書庫 <スタート> <ジャックとドイルの会話シーン> (ドイル)ジャック!ヴァレリーはこの中だ。 (ジャック)わかった・・ひどい様子だ。 (ドイル)探す場所が少なくて済む。奴らはそこに古い被験者を収容してた。奴等よりも早く彼女を見つけるんだ! (ジャック)わかった。 (ジャック)ドイル、どうやら”被験者”のお出ましのようだぜ。 (科学者1)ロスこっちに来てくれ手が足りない! (科学者2)駄目だ。それどころじゃない! (ドイル)ジャック!気をつけろ。クロウが精鋭部隊を複数のグループに分けて配置した。トライジェンの掃討が目的だが、当然・・お前も標的になる。 (ジャック)あぁ・・わかってる。 (精鋭兵1)こちらマンチス班”ジャック・カーヴァー”の姿なし。第3~7エリアの掃討を開始する。 (精鋭兵2)了解、マンチス班。掃討完了後に報告せよ。 (精鋭兵1)了解。 (精鋭兵1)第1班と第3班!移動開始!第2班は残って一帯の安全を確保。 Level 13 海水 <スタート> (ドイル)ジャック!造船所の一帯を抜けた。ヴァレリーの収容所までもう少しだ。 (科学者)ドライスト博士を助けろ!急げ!奴らが来るぞ、ここを死守するんだ! (科学者)そのまま維持すろ。デルタ2がチャド教授を発見したが、制御室で激しい襲撃を受けているぞ。 (ドイル)クリーガーの精鋭部隊がエレベータへ通じる経路を閉鎖した。トライジェンを閉じ込める気だ。ドアのロックを解除するにはセキュリティ室に行く必要がある。 (傭兵)またトライジェンの一群だ。撃て!撃て! (ジャック)このセキュリティスイッチが最後だとありがたいが・・ (ジャック)ドイル・・まったく動けない。いい方法はないのか? (ドイル)ヴァレリーに通じる経路は塞がっているようだ。タンク室を海水で満たせば上の階に移れると思うが・・ (ジャック)さすがだな・・ドイル。 (ヴァレリー)かかってきなさいよ!これでも食らいなさい! (ジャック)ヴァレリー! <ジャック、ヴァレリー、ドイルの会話シーン> (ドイル)ジャック・・ヴァレリー・・悪い知らせだ。本部に救出要請を連絡しているのだが通じない・・ (ヴァレリー)どうして・・パーランド? (ドイル)クリーガーが電磁場を作動させている。島の外に電波が届かない。 (ヴァレリー)そいつを壊せばいいのね? (ドイル)合流して電磁場の発生源に向かう。幸い、ここから遠くない。そこの部屋には他にも出口がある。そこから出てくれ、俺は外のクルーザーで待つ。 (ヴァレリー)近くにはクリーガーの実験所があるわ。ついでに様子を探りましょう。どっちにしろ・・壊さなくちゃならないわ。 (ジャック)おいおい・・あんたの狙いが何なのか知らないが、本部と連絡がつけば俺は降りるぜ!こんなバカ騒ぎはもう沢山だ。 Level 14 ボート <スタート> (ドイル)よし!ヴァレリーはこのままクリーガーの実験所があるパガオに連れて行く。海岸から離れないようにしろ。沖合いに出てしまうとレーダーに捉えられる。コンパスを見ろ。目的地に印を付けておいた。 (クロウ)ドイル!お前・・!犬は・・貴様だったんだな?畜生!喉を掻き切ってやる!そこで待っていろ。貴様ら・・虫けらのように踏み潰してやる。 (ドイル)ジャック、周波数を変えろ! (ジャック)ドイル!お前の友達が怒っているな。 (ドイル)クソ!ついに見破られたか・・俺のLSIを追ってくるぞ。急ぐか・・ (ドイル)システムを無力化するには、一帯の送信塔を壊す必要がある。アンテナの支柱が確認できるから、すぐわかるはずだ。一番近くの島で採掘工事が行われているはずだ。そこに行けば、爆薬が手に入るだろう。 (ジャック)ドイル!爆薬を手に入れた。 (ドイル)1基目の送信塔は北にある。 (ジャック)やったぞ!次は? (ドイル)少し待て・・そこから北西だ。 (ジャック)良し・・と・・朝に嗅ぐ導火線の香りは最高だ。次はどうする? (ドイル)お前は・・本当に楽しい奴だな・・最後の送信塔はそこから北東にある、急げ!敵が来たぞ。 (ジャック)これで良しと・・こいつで最後か? (ドイル)待ってくれ・・妙だ・・まだ信号が妨害されてる。クロウめ・・どこかに予備の送信機をセットしてるな・・三角法で測定して・・あった・・そこの真西だ。貨物船に送信機を積んでいるようだ。 (ジャック)守りが堅いが・・仕方ないな。 (ドイル)船内に侵入して燃料タンクに爆薬をセットしろ。 (ジャック)あと25秒!艦首なら安全か・・ (ドイル)妨害電波が止まった。 (ジャック)早く本部に連絡しろ! (ドイル)待て!敵だ・・信号を識別・・クロウだ! (ジャック)返り討ちにしてやる。 (クロウ)カーヴァー!このツケは払ってもらうぞ。コソコソ嗅ぎ回りやがって! (クロウ)なかなかやるな。 (クロウ)食らえ! (クロウ)このクソッタレめ!!! (ドイル)奴は海に飛び込んだぞ!パガオに向かって泳いでいる。 (ジャック)何してる?始末すればいいだろう! (ドイル)お前が先だ・・ジャック。奴はサメの餌食だ。ジャック、すまないが・・もうひと仕事・・頼む。アンダーセン博士のPDAに保存されているデータが必要だ。博士が行方不明になった場所まで探しに行ってくれ。追跡システムを使って、博士が行方不明になった場所まで誘導する。PDAを見つけたら俺のシステムにデータをアップロードしてくれ。アップロードする方法は、後で指示する。 Level 15 カタコンベ <スタート> (ドイル)ヴァレリーは任務遂行中だ。発見されたという無線は入っていない。今のところは無事だろう。 (ジャック)わかった。 (ドイル)ちょっと待て・・その辺りで傭兵達がトライジェンを狩り出しているらしい。息を止めろ。奴らは神経ガスを使ってるぞ。 (ドイル)近くに寺院の入り口があるはずだ。 (ジャック)爆破して入り口が封鎖されているようだ。 (ドイル)爆破して開けることもできるだろう?爆薬は得意だろ・・ジャック? (ジャック)よし・・これでいい。 (ジャック)爆薬をセット。 (ジャック)ドイル、寺院の中に入るぞ。 (ドイル)PDAは近くだ。正確な位置を教えるのは難しいが・・かなり近い。 (ジャック)トライジェンがウヨウヨいる。 (ジャック)ゲホッ・・何だ・・これは・・?肺が焼けるようだ。 (ドイル)ガスから離れろ!コンテナを壊せばガスを霧散できる。ガスには近づくなよ。 (ジャック)こいつだな・・ドイル!PDAを見つけた。次はどうする? (ドイル)よし・・モバイルアップリンクの座標を送る・・ (ドイル)ジャック!その近くでクロウの信号を探知した。気を付けろ。そっちに向かってる。 Level 16 川 <スタート> (ドイル)ジャック!ボートで川を下ったほうが早い。モバイルアップリンクは下流にある。泳ぐつもりはないだろう? (ドイル)ジャック!傭兵達が川を探索している。特に優秀な連中だ。注意しろ。 (ドイル)アップリンクまでもうすぐだ。川から少し離れてるが道があるはずだ。油断するなよ、ハイキングじゃないぞ。 (ドイル)クロウが近くまで迫ってる。奴がアップリンクに近づく前に倒す方がいい。応援を呼ばれると面倒だ。大勢を相手にひと暴れしたい・・と言うなら話は別だがね。 <クリーガーの無線シーン> (クリーガー)クロウ・・応答しろ!クロウ・・どうした?返事しろ! (ジャック)お前が有名な”クリーガー博士”か!? (クリーガー)誰だ?名乗りたまえ。 (ジャック)すぐにわかるさ。 (ジャック)ドイル、着いたぞ。 (ドイル)PDAをアップリンクに接続しろ。座標を送信する。 (ヴァレリー)ジャック!聞こえる?ジャック・・ (ジャック)どうした? (ヴァレリー)そっちに向かってるわ。ドイルから聞いたけどデータをアップロードしたんですって?よくやったわ。 <ジャックとヴァレリーの会話シーン> (ヴァレリー)ジャック! (ヴァレリー)ビンゴ!ここで奴らはミュータジェンを作っていたのね。しかも・・証拠隠滅のために戦術核まで用意しているわ。クロウ・・あなたのおかげで後始末は簡単に済みそうよ。 (ジャック)そう願いたいもんだ。 <挿入ムービー> (ヴァレリー)ジャック・・見張るのはジャングルよ。 (ジャック)ちょっと話でもしようじゃないか。詳しいことを教えてくれ。撃つ時に誰を最初に狙うのか知っておく必要がある。 (ヴァレリー)クリーガーは国防省の主席研究員だったわ。遺伝子工学が専門で人間の戦闘能力の増大を研究してた。 (ジャック)”トライジェン”だな? (ヴァレリー)そうよ。 (ジャック)で・・どうして”CIA”が出てきたんだ? (ヴァレリー)クリーガーは無断で臨床試験を実施したせいで追放されたの。でも私的に実験を続けた。そこで私達は実験助手としてドイルを送り込んだのよ。実験の進行状況を把握するためにね。 (ジャック)あんたの目的はクリーガーの野望の阻止か、それともドイルの救出・・どっちなんだ? (ヴァレリー)私の任務は、あの化け物を島から出さないことよ。あなたを選んだのは、きっと頼りになると見込んだからよ。 (ジャック)俺が協力すると思ってるのか? (ヴァレリー)やれやれ・・ドイルがこの辺りに傭兵キャンプがあると言ってたわ、行ってみましょ。 Level 17 湿地 <スタート> <ジャックとヴァレリーとドイルの会話シーン> (ドイル)ジャック!ヴァレリー!ゴーサインだ!本部が実験所の破壊を決定した。 (ヴァレリー)目標は2箇所あるわ。傭兵基地と実験所よ。両方を確実に破壊するには核を使うしかないわ。 (ジャック)核だと・・?気は確かか・・ (ヴァレリー)落ち着いて・・核と言っても超小型の核・・副次的損失は最小限に抑えられるわ。勿論、私達が風上の安全区域に脱出してからよ。 (ヴァレリー)近くに小さなキャンプがあるわ。”足”を手に入れましょう。 (ジャック)行こうか。 (ヴァレリー)私が運転するわ、あなたは銃を! (ジャック)了解。 (ヴァレリー)来たわよ。 (ヴァレリー)ゲートが閉まってる。別の道を探すわ。 (ヴァレリー)ジャック!後ろ! (ヴァレリー)やっつけて! (ヴァレリー)邪魔だわ・・何とかして! (ヴァレリー)強行突破よ! (ヴァレリー)いちかばちか・・つかまって! <ジャックとヴァレリーとドイルの会話シーン> (ヴァレリー)ドイル!着いたわ。主保安端末の位置がわかる? (ドイル)待ってくれ・・座標を送る。 (ヴァレリー)座標が来たわ。やることを説明するわね・・ジャック!あなたには、楽しい方をやらせてあげる。基地に忍び込んで安全な経路を探して頂戴。私は連中のセキュリティグリッドを解読するわ。その後、武器庫に侵入して核爆弾を盗み出すのよ。 (ジャック)俺は核爆弾なんか触りたくないぜ・・どんなに小さくても核は核だ・・ (ヴァレリー)勘違いしないで・・信管は私がセットする。あなたは私を守って。 (ジャック)たいした女だな・・まったく・・ (ヴァレリー)端末はもうすぐよ。連中の司令センターは上階にあるわ。 (ジャック)こっちに来てくれ。こいつじゃないか? <ジャックとヴァレリーの会話シーン> (ヴァレリー)オーケー、システムに侵入するわ。 (ジャック)急げ・・いつ敵が来るかわからないぞ。 (ヴァレリー)もう少し・・やったわ!ついてきて。 (ヴァレリー)ジャック!驚くわよ。このドアのセキュリティコード・・”開け・・ゴマ” <ジャックとヴァレリーの会話シーン> (ヴァレリー)いい?復習しておくわよ。私がゲートを開けたら中に入って核爆弾を探すのよ。 (ジャック)わかってるよ。 (ヴァレリー)あなたは本部に潜入して、爆弾のアクセスコードを探して。時間がないから・・ここでお別れよ。 (ドイル)ジャック!アクセスコードがある場所の座標を送った。急げ!時間がない。 (ジャック)クソッ!ロックされてる。 (ヴァレリー)大丈夫!私に任せて!さぁ・・これで開くはずだわ。 (ジャック)アクセスコードを手に入れた。次は? (ヴァレリー)大至急・・司令センターに戻って。こちらもそろそろ終わるわ。 (ヴァレリー)ついてきて!ジャック。 (ジャック)どこに行くんだ? (ヴァレリー)すぐにわかるわ。 (ヴァレリー)待って・・このロックはまだ生きてるわ・・解除したわ。 (ヴァレリー)ジャック、この武器庫のどこかに核爆弾があるはずよ、先にいってくれる。 (ジャック)こっちに来てくれ。こいつじゃないか? (ヴァレリー)気が利いてるわね、私が運転するわ。 (ジャック)了解。 (ドイル)気を付けろ!実験所はクリーガーの精鋭が防衛している。 (ジャック)そうだろうな・・ (ヴァレリー)任せてドイル。着いたら連絡するわ。 Level 18 工場 <スタート> <ジャックとヴァレリーとドイルの会話シーン> (ドイル)そこは今のところは安全だ。ただ・・ひとつ注意しろ。核爆弾が点火すると奇妙な現象が起こるかもしれない。つまり・・ミュータジェンの影響を受ける恐れがあるんだ。用心してくれ。 (ジャック)用心だと?核爆弾を爆発させるだけじゃ足りないのか? (ドイル)まじめに言ってるんだ。予防用に使える血清が施設内にある、奴らは重要なものをそこに保管している。 (ヴァレリー)先ず・・核爆弾を用意しましょう。血清はその後・・探しに行けばいいわ。 (ジャック)何だよそりゃ・・出来の悪いスパイ映画か?お前達・・みんな殺す気か? (ジャック)わかったよ。さっさと終わらせて、ずらかろうじゃないか。 (ドイル)ジャック、ヴァレリーが爆弾を見ているから。あんたは一帯の安全を確保し、エレベータを呼ぶんだ。 (ドイル)ヴァレリーも作業完了だ。数秒で来るはずだ。 (ドイル)よしジャック、彼女が来た。先に進め。 (ドイル)次のゲートは閉まってるはずだ。なんとかして開けて、ヴァレリーを通過させるんだ。 (ドイル)いいぞ、ジャック。あと一息だ。 (ドイル)よし。左にゲートがある。ミュータジェン室に行くには、そいつを開けなくちゃならん。 (ジャック)ここは一体? (ドイル)そこにアクセスするのは初めてだが、アップリンクから判断する限りクリーガーが第三段階の実験を行っていた場所に違いない。噂では、博士はあらゆる種類のサンプル体を集め、トライジェンの血清を注入していたらしい・・その通り。でも、まだ話の先があるんだ。クリーガーはさらに接合子体からトライジェンを創造しようともしてたらしいんだ。考えてみろジャック水槽の中で生まれた兵隊達・・まさに生粋のウォーマシンだ。 <挿入ムービー> (ヴァレリー)ドイル、潜入したわ。 (ドイル)よし注射の時間だ。バイオハザードのマークがある赤いケースがあるだろう。 (ジャック)どうした? (ヴァレリー)注射は苦手だわ。 (ジャック)”トライジェン”になっても、きっと可愛いぜ。 (ドイル)血清を首に打つんだ。 (ヴァレリー)気分が悪いわ・・行きましょう。 (ドイル)ヴァレリー、爆弾の信管をセットしろ。ジャック、なにがあっても彼女を守れ。彼女は無防備状態だ。 (ヴァレリー)いいわ。信管をセットする間、援護して頂戴。 (ジャック)急げ・・客が来たぞ、大勢だ。 (ジャック)まだか? (ジャック)もういい加減ヤバイぜ。ヴァレリー、急いでくれ! (ヴァレリー)これでよし・・と。タイマーを20分にセットしたわ! (ドイル)よし、早く脱出するんだ! <挿入ムービー> (クリーガー)ジャック、これが未来だ!人間は自然のままでは進化しない。お前のような生身の人間はすぐに過去の存在となる。私は試験管だけで数千年の進化を成し遂げたのだ。素晴らしい進化だよ。グッドラック! (ジャック)よし。 Level 19 ダム <スタート> (ジャック)ここは・・どこだ? (ジャック)とにかく脱出しよう。 (ジャック)あそこが出口だ。 <ジャックとドイルの会話シーン> (ジャック)助かった! (ドイル)ジャック・・ジャック?聞こえるか?大丈夫か?しばらく無線が通じなかった・・ジャック、どうだった? (ジャック)化け物がうろついているジャングルの島にいるってだけで・・あとは問題ない。そっちは? (ドイル)良い計画を思いついた。無事で何よりだったな。今すぐそこから逃げろ。岸壁を突っ切るのが一番早い。そこから遠くない。 (ドイル)トライジェンが島中に逃げ出してる。充分気を付けてくれ。 <挿入ムービー> (ジャック)ドイル、腕が緑になっちまった。 (ドイル)菌でも入ったようだな。 (ジャック)血清じゃなかったのか? (ドイル)血清だったさ。だが何らかの理由でミュータジェンが空気と飽和してらたしいな。クリーガーも同じ目にあった。 (ジャック)クリーガーも感染したのか? (ドイル)あぁ、だが奴は菌の増殖を防ぐ薬剤を開発し、今でも使っているはずだ。 (ジャック)奴に会ったら試させてもらおう。 (ドイル)丁寧に頼むんだな、奴は生身の人間じゃないぞ。 (ドイル)ジャック!クリーガーの中央実験所に向かえ。火山の麓にある。火山の噴火を抑える巨大なスタビライザーみたいな物があるから、すぐにわかる。クリーガーと・・ヴァレリーもそこにいるはずだ。 (ジャック)決着をつける時だな。 (ドイル)クリーガーの実験所は近くにあるはずだ。俺も今からそこへ行く。 (ジャック)待ってるぜ、ドイル。 Level 20 火山 <スタート> <挿入ムービー> (ジャック)無事か? (ヴァレリー)大丈夫に見える? (クリーガー)心配には及ばんよ、ジャック。次にどうなるか君が見ることはない。 <挿入ムービー> (ジャック)血清はどこだ? (クリーガー)誰にやられた? (ジャック)汚染区画に入っちまったんだ。 (クリーガー)ミュータジェンは皮下注射した時しか作用しない。私がこの手で注射したかったよ。素晴らしい標本になるよ君は。あと一時間くらいか・・彼女はもっと早いな。 (ドイル)お涙頂戴だな。残念ながら奴はビジネスの能力がなかった。 (ヴァレリー)ドイル、あなたまさか・・ (ドイル)そのまさかさ。政府で働いたおかげで武器の在りかや金儲けの方法には詳しくてね。 (ジャック)なんで自分でクリーガーを殺さなかった? (ドイル)トライジェンの忠誠心はとても強いんだよ。お前は連中の父親殺しってわけさ。連中の怒り具合を見てみたいもんだが、あいにくとスーパーミュータジェンの商談が待ってるんでね。 (ジャック)ドイル、血清を渡さないならこの島から生きて出さんぞ。たわ言だと思ってんだろう。銃口を額にぶち当てられてからじゃ手遅れだぜ。 (ドイル)悪いな、ジャック。僕にも血清は必要なんでね。悪いが握手なしで失礼するよ。 (ジャック)おとなしく待ってろ。 (ドイル)どうした、カーヴァー?もっと歯ごたえがあると思ってたぞ! (ドイル)哀れだな・・実に哀れだ・・ (ドイル)お前を過大評価していたようだ。 (ジャック)計画が狂ったようだな、ドイル? <ジャックとドイルの会話シーン? (ドイル)よせ・・お前は何もわかっていない。奴らは俺を送り込んで何時も見張ってた・・お前も同じだ。変えるのは不可能だ・・未来は変えられない。 (ジャック)恐らくな・・だが・・お前にはもう未来はない。じゃあな!クソ野郎! plugin_back is not found. please feed back @wiki.
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Top Neo-Ericksonian Hypnotherapeutic Process Step 1 Transition Into Trance Step 1 Transition Into Trance ステップ1:トランスへの移行 The first time a hypnotherapuetic trance is used with a client it is appropriate to initiate the transition from an ordinary conversation into trance work with a comment such as, "I would like to do something a bit different for a few minutes that I think might help. O.K.?" Or you might simply say,"Now might be a good time to begin working with hypnosis. O.K.?" クライエントがはじめて催眠療法のトランスを体験する時は、日常の会話からトランスワークへ移るところからはじめるのが適当である。その移行は次のようなコメントをつかって行う。「治療の助けになる思うのですが、ちょっと普通とは違うことを数分の間やってみたいのですが、いいですか?」。あるいはシンプルにこう言うかもしれない。「催眠を使うには、よい頃合いかもしれませんね。やってみますか?」 When your client agrees, you should give a behavioral directive (e.g.,"Move to this chair," "Close your eyes") that you will use on all succeeding occasions as your transition into trance. Exactly what directive you provide will depend upon the seating arrangement in your office and upon what position you believe will be most comfortable for you and your client, but here are a few typical examples クライエントが催眠を用いるのに同意したら、行動についての指示を行おう(例えば、「こっちの椅子に移動して下さい」「眼を閉じてください」)。これらの指示は、トランスへの移行の際には、あらゆる機会に用いることになる。 あなたが与えるのがどんな指示であるかは、正確には、あなたの診察室の椅子の配置や、あなたやクライエントがどんな配置が最も快適に感じると思っているかによって違ってくる。なので、ここでは、典型的な例を示すことにする。 "Why don t you move over to this chair. It is a recliner and you probably will be more comfortable if you can just sit back, close your eyes, and relax. That s right." 「こちらの椅子に移っていただけませんか。リクライニング・シートなので、ただもたれて座れば、多分ずっと快適でいられるでしょう。眼を閉じて、リラックスしてください。いいですよ」 "Just get into a comfortable position there and go ahead and close your eyes as you allow yourself to begin to relax. That s right." 「そこで気持ちのよい姿勢になっていただき、前を向き、眼が閉じるのに任せて、リラックスをはじめて下さい。いいですよ」 "So sit up straight with your hands resting comfortably in your lap and allow your eyes to close as you take a deep breath and feel your body relaxing more and more completely. That s right!" 「そう、背筋を伸ばして座り、手は心地よいように、膝の上に置いてください。深く息を吸って、眼がとじるのに任せてください。そうするとあなたの体は、だんだんとリラックスを感じていきます。いいですよ」 Each of these instructions provides a nice transition cue and initiates a light trance at the same time. The authors almost invariably have their subjects close their eyes right from the beginning of the hypnosis session and then add some commnets about relaxation. This immediately eliminates distracting sights in the enviroment and focuses your client s attention inward upon thoughts and sensations. Usually a light trance quickly develops. これらの指示のひとつひとつが、よい移行への合図となり、そして軽いトランスもそれと同時に始まる。著者たちはほとんどいつも、催眠セッションの最初から被催眠者に眼を閉じてもらい、それからリラックスについての若干のコメントを行う。こうすることで、すぐさま周囲の邪魔になる光景は取り除かれ、クライエントの注意は内側へ向き、彼の思考や感覚に焦点を合わせることになる。たいていは、速やかに軽いトランスが生じる。 Transition comments and instructions should follow the basic format used in these example, but it is not necessary for you to say exactly the same thing each time. What is important is that you ask your client to do same thing each time. This provides a clear experiential signal or cue that something different is about to happen. Once your client has experienced a trance following a specific transitional shift into a new position, whenever that client is instructed to assume the same position in the future he/she will tend to reenter trance again. This phenomenon, probably a result of simple associative learning processes, makes reentry into trance a simpler, more automatic process on succeeding occasions and eventually may even eliminate the necessity for a formal trance induction. 移行のコメントや指示は、これらサンプルで用いられている基本フォーマットに従うべきだが、厳密に毎回同じことを言う必要はない。重要なのは、あなたのクライエントに毎回同じ事をするように求めることだ。こうすることで、明確な経験済みのシグナルや合図が与えられることになる。このシグナルや合図が、何か違ったことがこれから起こることを示すのだ。一度、クライエントがトランスを経験し、続いて特定の移行によって新しい位置へ移ったなら、クライエントがそれと同じ位置にとるように指示されればいつでも、将来にわたって彼/彼女は再びトランスに入るようになるだろう。この現象は、おそらくは単純な連合学習の結果だと思われるが、しかしトランスに再び入ることをずっと簡単にするし、引き続き生じる出来事を自動的なプロセスにし、結局のところ、フォーマルなトランス誘導すら不要にしてしまうかもしれないのである。
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トリキューブ・テールズ (三投物語) 英語版 一般に欧米のTRPGルール本は、子どもたちが読むだろうことを想定してか、ルール以外のうんちくや雑談が多い。この和訳は抄訳として、それらは可能な限り省く。 ライセンス Tricube Tales version 4 © 2019 Richard Woolcock All text released under the CC BY 3.0 license Tricube dice symbol on cover by Lorc, available from https //game-icons.net under the CC BY 3.0 license 準備 GM (ゲームマスター) が1人、世界等の設定を準備しNPC (非プレイヤーキャラ) を担当する。他のプレイヤーは各々1人のPC (プレイヤーキャラ) を担当する。プレイヤーはゲームの世界に応じて会話や行動を通じストーリィを進めていく。 各プレイヤーは3d6、努力 (resolve) トークン3、魅力 (karma) トークン3を持つ (トークンはセッションごとに開始時の状態に戻る)。GMは抗力 (effort) トークンをいくつか用意しておくと良い (訳注 トークンには硬貨を使うのが適当と思われる)。 概要 プレイヤーは、状況が示す4~6の難易度に対し、キャラタイプ (archetype) に応じて1~3個のダイスを振り、少なくともそのうちの1つが難易度以上で成功と見なされる。 奇遇 (perk) は難易度を下げる何らかの特性であり、不遇 (quirk) は難易度を上げる何らかの特性である。奇遇の使用は魅力を1つずつ消費し、不遇の使用は魅力を1つずつ回復する。 キャラ キャラ作成 キャラの作成は、このゲームでは、名前・キャラタイプ・奇遇1・不遇1 (何の特性かを定めておく) を設定することで行う。 キャラタイプ キャラタイプは、気質 (trait) (速さ (agile)、強さ (brawny)、賢さ (crafty) のいずれか1つ) とジョブ (concept) (職種だけでなく、種族やその他の語でも良い) から成る。 道具 プレイヤーの所持する道具はジョブと奇遇から自ずと定まる。特別な利益を与える道具は、それ自体を奇遇として設定する。 成長 キャラは1~3セッションごと (頻度はGMが定める) に成長する。成長するごとに、奇遇または不遇を1つ得る。代わりに魅力または努力トークンを1つ増やしてもよいが (各6個まで)、こちらを連続して行うことはできない。 Game Rules Challenges Gameplay involves overcoming various challenges, each with a difficulty of 4-6 (easy, standard, or hard). Most should be difficulty 5, but the GM may decide that some challenges are easier or harder. Players roll 1-3d6 depending on their archetype. If a die equals or exceeds the difficulty, they succeed—if not, they fail. If they equal or exceed the difficulty on 2-3 dice, it’s an exceptional success. If the player rolls “1” on all of their dice, the result is a critical failure, and this is always *very *bad—the GM should come up with a particularly interesting complication to introduce to the scene! Some challenges require extra effort to overcome. This is represented using effort tokens; each die to equal or beat the difficulty removes a token, and the challenge is defeated once all the tokens are gone. PCs can usually work together to overcome such a challenge, and it will require several rolls; failing any of these rolls will have consequences. Failure Success A challenge has four possible outcomes exceptional success, normal success, normal failure, or critical failure. These results are relative to both the character and the situation, as decided by the GM, and neither the worst-case nor the best-case outcomes should be so extreme that they require suspension of disbelief. A master thief would never believably *fail *to pick a simple lock, but it might take her longer than expected, or lead to a complication. Likewise, an unarmed scholar couldn’t defeat a dozen elite warriors in melee combat—at best, he might make a clean escape. If someone is attempting to translate a magical text, and they have absolutely no background in magic or the language used, then even an *exceptional success *will probably provide them less information than a scholarly mage would obtain on a normal failure! However, there must always be some price for failure—otherwise, the players shouldn’t be rolling! This price is usually obvious—the character might be spotted while trying to sneak past a guard, miss in combat, or fail to climb a tree. The GM could also remove one of the PC’s resolve tokens, or perhaps introduce a complication to the scene. A critical failure is always very bad, no matter how skilled the character, and often represents a stroke of bad luck. If the character would lose one resolve on a normal failure, they should lose two resolve on a critical failure. Narrate the Outcome Don’t simply announce that a character has failed—describe the consequences of their failure, and try to explain what does happen rather than what doesn’t. Instead of saying the character “critically fails to pick a lock,” describe how the tip of the tool snaps off inside the lock. Don’t just say that the character “fails to dodge the attack”—describe how the foe lunges at them and slams a fist into their jaw. Defeat Afflictions Characters are defeated when they run out of resolve, and the victor (player or GM) decides their victim’s fate. Defeated characters gain an affliction appropriate to the situation, such as a broken arm, a phobia, a bruised ego, etc. They recover all of their resolve, but are usually unable to actively participate in the remainder of the scene—they might be unconscious on the ground, fleeing in terror, or just too injured to continue. Afflictions are described by the victor and are treated as temporary quirks (or permanent quirks if caused by a critical failure), except the GM decides when to apply them. A PC with more than three afflictions is retired from play, although they can be brought back if one or more of their afflictions are cured. Death is a matter of narrative. While a player might decide to kill their foe in combat by giving them a fatal affliction, the GM should always warn players if a challenge could result in death. Recovery Certain afflictions (e.g., “fleeing in fear”) are removed automatically at the end of a scene, but others may last hours, days, or longer, at the GM’s discretion. A PC with a suitable perk can spend karma to cure an affliction (e.g., “regeneration” to heal a wound)—but *permanent *afflictions cost *permanent *karma (unless converted into quirks using advances). Opposed Challenges Most challenges consist of PCs working together against external threats, but on occasion, they may wish to oppose each other. If this occurs, both players roll as normal, but each should treat the other’s highest die roll as the difficulty of their own challenge (i.e., highest roll wins). On a tie, the player who matched the difficulty with the most dice achieves a normal success (e.g., 4, 4, 4 is a normal success against 4, 4, 3 or 4, 3, 3). Should the players each roll the same number of matching dice, try to interpret the result in a way that favors both sides equally. If both players roll a critical failure, then each suffers a terrible outcome. NPC Confrontations There may also be situations where two NPCs have a direct confrontation with each other, rather than against PCs. The GM can usually just decide the outcome, but if an unpredictable result is desired, ask the players to roll for the NPCs. Combat Combat and other conflicts can easily be resolved as regular challenges, but if you prefer to have a turn-by-turn exchange of attacks, use these guidelines. NPCs as Challenges The GM assigns foes a difficulty of 4-6, based on their power relative to the PC. Most enemies should be difficulty 5. Each foe also has one or more effort tokens to represent their resolve. If you have a group of similar enemies, such as a horde of goblins, treat them as a single challenge with extra effort tokens. Resolution Turn order should follow the narrative where possible, and players make all the rolls—they roll to attack on their turn, and to defend on their enemy’s turn. As a general rule, players should only make one defense roll each turn. If they are facing multiple foes, make them roll against the most dangerous attacker. Example of Combat A brawny dwarven battle priest and an agile elven ranger encounter a group of goblinoids while exploring some ruins. GM Four goblin archers ready bows, while two hobgoblins draw cudgels. You can attack first if you use ranged attacks. Standard difficulty; you need 5+ to hit. Elf I shoot! [Rolls 5, 3, 2]—one goblin drops dead, my arrow buried in its throat! Dwarf I draw my warhammer, raise my shield, and charge the hobgoblins! GM Okay, but first roll to evade the goblins’ arrows, standard difficulty. Elf [Rolls 1, 6, 5]—I easily dodge aside. Dwarf [Rolls 3, 5]—an arrow gets lodged in my shield, and I carry on charging. GM Okay, you rush the hobgoblins. Make your attack, standard difficulty. Dwarf [Rolls 4, 2, 4]—I use my “berserker” perk to reduce the difficulty to 4, then I smash their skulls as I roar with rage! Elf New turn? [Rolls 5, 4, 4]—I will use my “marksman” perk and kill the remaining goblins with one arrow! Shish kebab! Archetypes A character’s archetype consists of a trait (agile, brawny, or crafty) combined with a concept (usually a profession), and this combination determines how many dice they roll for challenges. Agile characters roll 3d6 for anything related to quickness, dexterity, reflexes, or stealth. They also roll 3d6 for ranged combat (but see “Combat Styles”). Brawny characters roll 3d6 for any challenges based on strength, toughness, stamina, or athletics. They also roll 3d6 for melee combat (but see “Combat Styles”). Crafty characters roll 3d6 when they perform challenges related to charisma, intellect, willpower, or perception. They also roll 3d6 for mental combat (but see “Combat Styles”). When characters lack the appropriate trait for a challenge, they only roll 2d6. If a particular challenge requires special knowledge that falls outside the scope of their concept and perks, then reduce the number of dice they roll by one. Examples A brawny barbarian rolls 3d6 to swing a sword, 2d6 to throw a spear, and 1d6 to pick a lock. An agile elven ranger rolls 3d6 to sneak silently through the forest, 2d6 to spot a hidden enemy, and 1d6 to negotiate a legal treaty. A crafty wizard rolls 3d6 to throw a fireball at someone, 2d6 to climb a rope, and 1d6 to swing a greatsword in combat. Combat Styles A character’s preferred combat style (i.e., melee, ranged or mental) is usually based on their trait. However, this can also be changed if another style better suits the character concept. For example, an agile thief might prefer melee weapons, and a crafty gunslinger would most likely use ranged weapons. The character’s combat style must be chosen during character creation, and it cannot be changed later. Note Mental combat includes magic attacks, persuasion, intimidation, etc. Context is Important Crafty characters generally roll 3d6 for social challenges, but that doesn’t mean they’re always better at them. A crafty old witch normally rolls 3d6, but courting a young man falls outside the scope of her concept, so she’d only roll 2d6 in such a situation. Perhaps she also has a “warty nose” quirk—if so, that might well increase the difficulty of the challenge, or add a complication. An agile rake normally rolls 2d6, but courting a young lady is well within the scope of his concept, so he wouldn’t lose a die—and he might have a “charming” perk, which could reduce the difficulty of the challenge. He could even spend a karma token to describe the young lady becoming infatuated with him. But of course, the rake would roll 1d6 to persuade a jilted husband to give him a break, and the crafty old witch would roll 3d6 to convince a young woman to try out her spinning wheel, or take a bite from a juicy red apple. Perks Characters with a relevant perk can ask the GM for insight or clues about one particular situation, receive a temporary benefit (such as special gear or aid from an NPC), overcome obstacles that would generally be impossible for other people (such as using their wings to fly onto a rooftop), and so on. The exact benefits and uses of a perk are always at the GM’s discretion, but a broadly defined perk has a wider scope, therefore a more narrowly defined perk (including any perk that is particularly niche for the setting) should have more impact when it does come into play. If a player wants to use their perk to significantly impact the story, they must spend a karma token to do so. Karma can also be spent to reduce the difficulty of a challenge by 1—make this decision after rolling, and make sure you narrate how the perk gives you an edge. No more than one karma may be spent in this way for each challenge. A Deeper Look If you want to do something that regular people couldn’t even attempt, but which your perk really should allow you to do automatically, you must spend a karma token. For example, using “necromancy” to conjure and interrogate the spirit of a murder victim, or perhaps “investigative intuition” to glean extensive insight into a murder scene. If you want to do something that isn’t normally possible, but which your perk should allow you to at least attempt, you don’t need to spend any karma, but you must still roll. For example using your “superhuman strength” to lift a bus. If a perk allows you to automatically bypass a challenge while others have to roll, you must spend a karma token. For example, using “flight” to fly over a river that everyone else needs to swim across, or throwing lots of money at a problem because you’re “filthy rich.” If the challenge is usually possible for everyone, you can still describe how you use your perk to increase the odds, and may later spend karma to retroactively reduce the difficulty. For example, using your “kangaroo legs” to leap onto a roof, while everyone else has to climb. If you only use a perk to add flavor to the scene (e.g., overcoming a challenge through magic that others could just as easily overcome through skill), you don’t need to spend any karma. For example, you might shoot a firebolt at a foe, while another character shoots an arrow; the difference is just a matter of narrative. Another Perspective Always try to think of perks in terms of overcoming challenges. Players only roll if it’s important to the story, but if they can use a perk to automatically succeed without rolling, it costs karma. Likewise, it costs karma to reduce the difficulty of a challenge—but if a perk gives no other benefit, then it *doesn’t *cost any karma. If a player has no karma, the GM may offer them a complication instead. Related Knowledge Perks generally imply lesser knowledge in any related field. For example, a “car mechanic” would also have some degree of general mechanical knowledge—they might not know much about aircraft, for example, but they’d still have a far better chance of fixing one than someone with no mechanical skills. Similarly, someone with a “swordmaster” perk could apply their martial expertise to other combat situations, a “surgeon” perk also implies general medical training, and so on. Assisting Allies Players can also use perks to assist their friends and allies. For example, a “divine healer” might spend karma to remove a wound affliction from an injured friend, while a “brave commander” might spend karma to inspire a companion, reducing the difficulty of a fear-based challenge. Assisting someone doesn’t change the standard expenditure limit of one karma per challenge; if you spend karma to aid an ally, they cannot also spend their own karma to reduce the difficulty further. Stacking Perks Although it isn’t possible to spend more than one karma per challenge, a PC can still use multiple perks at once—success and failure are relative to the character’s competencies, so the GM should take all applicable perks into account. Likewise, just as the impact of a perk depends on how narrowly defined it is, multiple relevant perks should also have more impact than a single perk. Quirks Players must declare their intent to use a quirk before rolling for a challenge. They should describe their character’s actions in a way that incorporates the quirk, and then increase the challenge difficulty by 1 (this can take it above 6). Players usually recover one karma for using their quirk, but if they succeed at the challenge roll, they may recover one resolve instead (if they wish). Only one quirk can be used for each challenge. Complications The GM can also offer players karma in exchange for a complication. Should the player accept this offer, use their quirks for inspiration—the professor with “bad eyes” may have overlooked a major clue, while the “mean” thug may have insulted the wrong person. Of course, complications can also be based on the situation, or perhaps even archetypes or perks. But when possible, try to tie them to a character’s quirks. Genre Rules Cybernetics Just like mundane gear, cybernetics can either be handled as background flavor or treated as a perk, depending on how much impact you want it to have within the game. An individual with extensive cybernetic augmentation may also wish to take a suitable quirk, to represent the physical and psychological drawbacks of their various implants. Fear Insanity A frequent staple of horror stories, fear should be treated the same way as other challenges crafty characters should roll 3d6, while other characters roll 2d6, and individuals without prior experience or exposure to the particular source of fear (as indicated by their concept and perks) reduce the number of dice they roll by one. Failure on a fear challenge results in the loss of one resolve token—if the character loses all resolve, they generally flee the scene, or receive an appropriate form of mental disorder. Hack-and-Slash If gameplay involves dungeon crawls or lots of monster-bashing, you might wish to assign your NPCs traits and ranks. Traits Foes can have one or more traits Agile, brawny and crafty increase the difficulty of challenges against them that use those traits; clumsy, weak or stupid reduce the difficulty. Shooting an “agile and weak” goblin is difficulty 6, for example, while hitting them in melee is difficulty 4. Ranks PCs start at rank 1, increasing their rank every 4th advance (i.e., at 4, 8, 12, 16 and 20), to a maximum of rank 6. NPCs also have a rank, chosen by the GM. When facing someone of higher rank, increase your challenge difficulties by 1 (even if this takes them above 6). Against a foe of lower rank, reduce them by 1. For opponents ###ranks higher or lower, use the “Power Levels” genre rule. Defeating Monsters As a quick rule of thumb, most monsters require a number of effort tokens equal to their rank to defeat. A “boss” monster should require double that number, and may also be one rank higher than his or her lesser kin—these fearsome foes can represent major antagonists, or the “Big Bad” at the end of an adventure, and the GM should use them sparingly. Trappings The GM must also make common sense judgment calls. A non-magical arrow is unlikely to cause any damage to an iron golem, no matter how skilled the archer, whereas a flaming torch would probably destroy an animated scarecrow in one hit. Equally, the types of attack a foe can make depends on their gear and implied capabilities—a goblin armed with a club can only make melee attacks, but if they have a spear they can choose to throw it, and of course, goblin shamans can make mental attacks using their magic. Example Bestiary Bear Rank 2. Brawny. Dragon Rank 5. Brawny and crafty. Goblin Rank 1. Agile and weak. Golem Rank 3. Brawny and stupid. Kobold Rank 1. Stupid and weak. Lich Rank 4. Crafty. Mummy Rank 3. Clumsy. Ogre Rank 2. Brawny and stupid. Orc Rank 1. Stupid. Skeleton Rank 1. Stupid. Troll Rank 2. Brawny and stupid. Vampire Rank 3. Agile. Wolf Rank 1. Wraith Rank 2. Yeti Rank 2. Brawny. Zombie Rank 1. Clumsy and stupid. Magic Psionics Many fantasy, horror, and even science fiction settings describe characters with supernatural powers such as telekinesis, alchemy, psionics, etc. These arcane gifts can be easily represented as perks. A character with such a perk can do anything a trained person in the setting could achieve with appropriate tools, as long as it thematically fits their type of magic. Spending karma allows the mage to perform even greater feats of magic, overcoming any challenge a professional could manage with specialized gear. Always think of magic in terms of the result. It doesn’t matter if the psionicist disintegrates the door, or just causes the lock to spring open—if the goal is to get through the door, they’ve succeeded. But don’t forget, magic is primarily a narrative tool, and it doesn’t change the mechanics. If the GM calls for an agile challenge to open a lock, the mage must still resolve it as an agile challenge, even if they use magic to bypass the door. Magic Limitations If a magic perk is overly broad in scope, the GM should ask the player to choose a limitation. Here are some examples Destructive Your spells cause lots of environmental and collateral damage. Draining Your spells drain you, and may involve blood sacrifices. You spend resolve instead of karma for magic. Focus You require a focus to channel your spells, such as a wand, staff, or holy symbol. If lost or broken, the focus item requires several days to replace. Personal Your magic works on your own body and possessions, but can’t be used directly on others. Ritualistic Your strongest spells take time to cast. You can’t spend any karma unless you’ve a few minutes to prepare. Source Your magic requires a nearby source of suitable energy or matter, you cannot conjure things from thin air. Unsubtle You need to make gestures and incantations to cast spells, making it obvious when you’re using magic. Spell Lists In some settings, spellcasters learn fixed lists of predefined spells. You can easily simulate this in Tricube Tales, by adding some further requirements to those who have taken an arcane perk. Mages can choose three spells during character creation; these determine how and when they can use their magic. Each spell needs to have a name and a limitation—e.g., “fiery bolt (destructive),” “lightning shield (personal),” “illusionary disguise (ritualistic),” etc. You can create more potent spells by giving them additional limitations. This narrows their scope, and the GM should be more flexible when interpreting their effect. Perhaps your “invisibility sphere” is ritualistic and requires a focus, but can be used to conceal the entire party. New spells are learned during play, at the GM’s discretion—perhaps a wizard can learn from scrolls or spellbooks, or maybe the GM awards sorcerers a new spell each time they gain an advance. Mounts Minions Armored knights frequently ride their loyal steeds into battle, while fearsome necromancers raise undead minions to serve them in combat. These helpers can generally be abstracted away much like gear—either handle them as background flavor, describing their actions as part of your challenge rolls, or treat them as a perk if you would like them to provide a mechanical benefit. Non-Human Races Fantasy settings frequently include non-human races, such as elves and dwarves, just as science fiction settings often have alien species. Even many horror settings include supernatural creatures, such as vampires and werewolves. In many cases, the race can simply be part of the archetype—for example, an agile elven ranger, or a brawny dwarven soldier, or a crafty gnome illusionist. Another option is to handle the race as a perk (perhaps an elf can spend one karma to see in pitch darkness or recall ancient elven battle techniques), or even a quirk (maybe the half-orc is treated as an outsider, and has little understanding of human etiquette or culture). If the GM wants character races to be a more influential part of the game, treat them as a separate option chosen during character creation. In this case, the race can be handled (from a game mechanics perspective) as both a perk and a quirk, depending on the needs of the story. Power Levels In a fantasy world, a demigod can easily overpower a normal human. Similarly, a vampire or werewolf in a horror setting would outmatch a mere mortal, a mech pilot would completely outgun regular infantry, and a cosmic superhero could obliterate a street-level superhero. In most cases, these scenarios can be handled using relative interpretations of success and failure, assigning afflictions appropriate to the character and story. An invulnerable alien superhero might not be harmed by bullets, but ricochets could still kill the innocent bystanders he’d sworn to protect, resulting in a loss of resolve. Running out of resolve would still lead to defeat—perhaps he receives a “humiliation” or “despair” affliction, as the gangsters escape from the shootout, leaving the poor superhero to deal with the angry press and a pile of corpses. In other cases, a foe might simply be no threat at all. In this case, there is no need to roll, just narrate the outcome. Sieges Battles Sometimes, combat takes place between armies rather than individuals, each side maintaining its own pool of tokens. The PC commander uses crafty challenges to control their forces and eliminate all of the opposing side’s tokens, with the GM assigning a difficulty to attack or defend based on the relative power and tactical advantages of the two armies. Individual PCs can make a difference in such conflicts, but the risks are great. These heroes can eliminate tokens from the opposing army, but if they fail their defensive challenge rolls, they lose their own resolve tokens. Indirect Battles This approach can also be used for other scenarios, such as a legal battle between two businesses, turf wars between gangs or guilds, cyber warfare between nation states or high-tech organizations, etc. As always, individuals can contribute their efforts, but the risks will be high. Superheroes One quick and easy solution for creating superheroes is to base their concept on their mundane persona and handle their superpowers as perks. Thus you might have an agile journalist with his “spider powers” perk, or some crafty filthy-rich inventor with an “iron power suit” perk. As always, the GM should give narrowly defined perks more impact than broadly defined ones. Overly broad superpowers can also be given limitations in the same way as magic (see “Magic Psionics”). If you’ve decided to base your game on a particular movie or book, you can keep things simple by allowing players to base their concept, perk and quirk on a specific superhero. If the player wants to attempt something the superhero can do in the film or comics, then it would fall within the scope of their archetype, and could be further enhanced as a perk. If the character in the film or comics has any notable flaws or foibles, then those can also be used as a quirk. Power Limitations As with magic, if a superpower is overly broad in scope, then it should be given a limitation. Here are some examples Devices Your abilities are granted by special gadgets or equipment, which can be temporarily disabled or lost. Grounded Most superheroes possess some form of airborne locomotion, such as flight, web-slinging, ice slides, super-leaping, etc. But you are limited to using mundane means of travel. Intimidating Your abilities manifest in a way that can invoke feelings of fear and dread, terrifying the innocent. Negation You can’t use your powers while exposed to a specific substance. Non-Offensive Your powers can’t be used to attack someone directly. Suit-Up You must change your form or appearance to utilize your powers. Unreliable You lack full control over your powers. Whenever you attempt to spend karma on this perk, the GM may introduce a complication instead. Supernaturals When someone is defeated, they gain an affliction. Should a PC be defeated by a supernatural creature’s infectious bite or claws, the GM can assign an appropriate affliction, such as “lycanthropy,” “zombie virus,” “vampirism,” etc. Unlike quirks, which are activated by the player, the GM can decide when and how afflictions are used during play. A newly infected werewolf has no control over their transformation or the carnage they cause—but they could later convert their affliction into a quirk, as they learn to control their condition. Likewise, afflictions give no benefits, but a player can later take supernatural perks such as “preternatural strength” or “rending claws.” If the PC takes a broad perk encompassing a range of abilities, they should also pick a limitation (much like Magic Limitations)—for example, a “werewolf gifts” perk might only apply if the character first shapeshifts into their wolfman form. Removing Afflictions If an affliction isn’t permanent, the GM might offer a story-based way to remove it—perhaps slaying the vampire who bit them reverses their condition, or there’s a cure for the zombie virus. Permanent afflictions can also be removed, but this costs permanent karma. More drastic solutions might also be permitted, such as converting a “zombie virus” affliction into an “amputated leg” quirk (at the usual cost of an advance). Gradual Decline Some conditions offer no benefits at all. While many novels and TV shows depict supernatural creatures as sapient beings, others portray them as mindless beasts driven by rage, instinct, and hunger. Such infections may take the form of a slow decline—victims of a zombie bite might survive hours or even days before they eventually succumb. The GM could even use future afflictions to represent a character’s gradual transformation. Vehicles Whether you’re a pirate captain, a tank driver, a starship commander, a ghostly biker, or a mech pilot, all vehicles can be handled in a similar way. The easiest approach is to treat them like mundane gear, or as perks if they’re particularly powerful. But if the vehicles are a major part of the setting, they can instead be built like characters. Vehicles as Characters Major vehicles start with a concept (but not a trait), a perk and a quirk. They do not have any karma, but they begin with three resolve tokens, and can advance at the GM’s discretion. The driver (or pilot) makes challenge rolls using their own trait, but they can utilize their vehicle’s concept, perks, and quirks as if they were their own. Use the “Power Levels” genre rule for combat between vehicles of significantly different strength—such as a starfighter against a dreadnought.
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Top Neo-Ericksonian Hypnotherapeutic Process Step 3 Metaphorical Guiidance Step3 Metaphorical Guidance ステップ3:メタファーによる導き Metaphors, anecdotes and allusions are used during hypnotherapy for the same reason that they are used in nontherapeutic setting, i.e., because they communicate ideas persuasively, provoke personal associations to the subject matter, and stimulate creative thinking. Whether used within a hypnotherapy context or not, virtually all metaphors can trigger a rich assortment of conscious and unconscious associations, any one of which may direct a person s attention toword personal issues or provide a useful insight. Thus, all of the metaphors presented in this text also could be used with some probability of beneficial effect during an ordinary conversation or a nonhyonotic therapy session. メタファーやアネクドート(逸話)それにアリュージョン(ほのめかし)が催眠療法で使用されるのは、非催眠的状況で使われるのと同じ理由である。すなわち、メタファーなどは、アイデアを受け入れやすい形で伝達し、被催眠者の問題と関連した個人的連想を喚起し、創造的思考を刺激するためである。催眠療法の文脈である場合もない場合も、事実上すべてのメタファーは、意識的かつ無意識的な連想の豊かな組み合わせの契機となることができ、それら組み合わせのどれも、人の注意を個人的問題に向けたり、有用な洞察を与えたりする可能性がある。それ故、この本で示されるメタファーのすべてはまた、日常会話や非催眠セラピーのセッションで使っても、一定の確率で良い効果を発揮することができるだろう。 Actually, the metaphors and anecdotes presented in this text incorporate a variety of persuasive rhetorical devices, such as allusions, similes, rhyme, poetic rhythm, etc. As a result, these metaphors and anecdotes stimulate therapeutic events in several different ways. 実際、この本に示されたメタファーやアネクドートは、アリュージョンや直喩、韻、詩的韻律などといった、様々な説得的なレトリックのしかけを含んでいる。結果として、メタファーやアネクドートは、いくつかの異なるやり方で治療的出来事を喚起する。 On the one hand, the basic content and events of the story may be symbolically descriptive of your client s personality, situation or problem. This descriptive analogy can lead that client toward a more direct examination and appreciation of an undesirable efect, the metaphor says to your client, "Here is what you are doing to yourself!" "Here is the situation you are in!" "Here is how you look to others!" The metaphors presented in this book are designed to do this in an indirect manner that does not threaten the conscious personality or arouse resistance to the message. The metaphor merely plants the seed of an idea at the unconscious level. If that idea is useful, it will grow to fruition over time at a conscious level and result in a conscious realization. 一方では、物語の基本的内容や出来事は、クライエントのパーソナリティや状況、問題を、象徴的に表したしたものかもしれない。この記述的なアナロギー(類似)は、クライエントが、直面したがらない結果をより直接的に調らべたり評価したりするよう導くことができる。メタファーはクライエントに次のように言っているのだ。「これがあなたが自分自身にしていることだ」「これがあなたが置かれた状況だ」「これがあなたが他人を見る時のやり方だ」。この本にあるメタファーは、こうしたことを、意識的なパーソナリティを脅したり、メッセージに対する抵抗が生じないような間接的な仕方で行う。メタファーは、無意識のレベルで、考えの種を蒔くだけである。もしその考えが有用なら、意識のレベルでも時間をかけて成長して実を結び、意識的な実現をもたらすだろう。 In addition, the events of each metaphor may be prescriptive. In other words, the story may contain examples of problem-solving strategies, coping skills, or new perspectives which your client could apply to his/her circumstances. It is assumed that many clients will simply recognize at some level the merits of the problem-solving approach offered in this story and will use it later as a templete or guide to resolve their problem. Other clients will experience such a vivid involvement in their own imaginary participantion in the story that they learn the strategies vicariously. 加えて、それぞれのメタファーが表す出来事は、処方的である可能性がある。言い換えれば、物語は、問題解決の方略やコーピング・スキル、あるいはクライエントが自分の環境に適用できる新しい物の見方などを含んでいる可能性がある。次のことが仮定されている。多くのクライエントは、物語の中に与えられた問題解決のアプローチを様々なレベルで受け入れ、後になって自分の問題を解決するために、それをテンプレートやガイドとして用いるだろう。また他のクライエントは、彼らが方略を追体験した物語に、想像の中で参加することで、そのような生き生きとした関与を経験するだろう。 The chains of association initiated by the characters, events, settings, or words used within each story offer another source of therapeutic benefit. By scattering key words, phrases, incidents, and symbols throughout each metaphor, we have enabled you to gently guide or direct thinking toward specific topics such as childhood, family, sex, anger, loss, etc. Again, your client is indirectly encouraged to consider issues that ordinarily might be ignored or avoided. それぞれのストーリーの中に登場する人物や出来事、状況、言葉によって喚起された連想の連なりは、治療的な有益な他の資源を提供するだろう。それぞれのメタファーの全体にキーワードやフレーズ、事件、シンボルをばらまくことで、特定のトピック、たとえば子ども時代、家族、性、怒り、喪失等々、といったものに思考を向けるよう、我々は人々が優しく導かれ方向づけられるようにした。再びクライエントは、普通なら無視されたり避けれたりするだろう問題について考えるように、間接的に促される。 Finally, clients themselves may invent or project a therapeutic meaning onto any metaphor. Because pain continually draws attention toward the source of difficulties, when therapy clients hear an ambiguous message their inner search for meaning, almost invariably leads them toward the very things they are trying hardest to avoid, i.e., pain, secrets, unpleasant memories, the need for change, etc. Clients naturally assume there is a reason why their therapist is telling them a particular story and they immediately begin searching for hidden message or personal relevance. If the metaphor is too obviously descriptive or prescriptive, they may notice the implications right away and reject the messege and/or the message bearer. Thus, the less direct or more symbolic the personal relevance of a metaphor, the more a client is forced to rely upon intuition and unconscious insight to decipher the meaning. 結局のところ、どんなメタファーであれ、その治療的意味を作り出しメタファーの上に投影するのはクライエント自身だろう。痛みは困難の源に注意を引きつけ続けるので、セラピーの際、クライエントは、彼らの内側に意味を探せ、そして、ほとんどいつも、クライエントが最も激しく避けようとするもの、痛み、秘密、不愉快な記憶、変化の必要などなど、に彼らを向かわせろ、といった両義的なメッセージを聞くことになる。クライエントは自然とセラピストが話すある物語には何か意味があると仮定する。そしてクライエントはすぐに物語の隠された意味や自分個人にとっての妥当性を探し始める。メタファーの描写や処方的意味合いがあまりに明白ならば、クライエントはメタファーのもつ意味にすぐに気付くかもしれず、メッセージとそのメッセージの運び手であるメタファーのいずれかを、あるいは両方ともを、拒否するかもしれない。それ故、メタファーの個人へに当てはまりがより間接的であり、より象徴的であればあるほど、クライエントはますます直感と無意識による意味の解読に頼らざるを得なくなる。 Our experience suggests that the therapeutic significance and impact of self-generated meanings are always more powerful than imposed meanings and the ambiguity of metaphors makes them an ideal way to promote such discoveries. 我々の経験が示唆するのは次のことである。すなわち、自発的に生み出された意味が持つ治療的重要性や影響力は、与えられた意味がもつものよりも常に強力であり、メタファーの両義性によって、メタファーは、クライエント自身による意味の発見を促進するための理想的な方法となる。 The most ambiguous metaphers are called general purpose metaphers. These matephors contain ideas and suggestions which are relevant to the full functioning of anyone in the general population, but they have no obvious personal relevance to any specific individual. As such, they allow each client complete freedom to "discover" a personally relevant implication or meaning for him/herself. 最も両義的なメタファーを汎用メタファーと呼ぼう。このメタファーは、一般的な人々なら誰のものでも、そのすべての機能に関連する考えや暗示を含んでいるが、どの特定の個人に対しても、はっきりとした関連性を持っていない。上記のようなものであるので、汎用メタファーは、クライエント個々人が、彼/彼女にとっての個人的な含意や意味を「発見」することを、まったく自由に行ってよいものである。 If a general purpose metaphor fails to elicit significant self-discoveries, however, then it may be necessary to provide a metaphorical message that is somewhat more personally descriptive or straightforwardly prescriptive for that individual. Ideally, this personalization increases the client s sense that what the therapist is saying is specifically directed toword him/her (which, in turn, may increase the motivation to discover and use the hidden meaning), but remains subtle enough to avoid creating reactance or resistance. しかし、汎用メタファーでは、クライエント自身がその意味を発見することに進まないのなら、そのときはより個人的に表現されるか、その個人の問題に対処するよう処方されたメタファー的メッセージが提供されることが必要となるかもしれない。理想的には、こうしたメタファーを個人に合わせることは、セラピストの発言が他ならぬクライエントに向けられているのだという感覚を増大するものでありたい(そうした感覚は、今度は、クライエントの隠れた意味を発見し活用しようという動機を大きくするかもしれない)。しかしこうしたメタファーの個人化は、抵抗が生じるのを避けられる程度に、あまり目立たぬものである。 There are at least three possible sources of topics for personalizing metaphors. First, you may be able to use the metaphors presented by your clients themselves during a Diagnostic Trance, an ordinary therapy session, or a discussion of their dreams. When one client announced that he felt like he had been run over by a truck, metaphors dealing with driving and with animals trying to cross expressways were used during that session. Similary, when another client reported a dream about swimming, metephors about ocean, fish and other related topics were incorporated into her hypnotherapy. メタファーを個人化するのに、少なくとも3つの有望なトピックの源がある。一つ目は、診断的トランスや普通のセラピーのセッション、あるいは夢についての話し合いの中で、クライエント自身が示したメタファーが、使えるかもしれない。あるクライエントが、自分はトラックにひかれたようなものだ、と言ったならば、運転を扱うメタファー、高速道路を横断しようとする動物を扱ったメタファーが、そのセッションの間、使える。同様に、別のクライエントが泳いでいる夢を報告したなら、海や魚やその他関係するトピックについてのメタファーを、そのクライエントの催眠療法に取り入れることができる。 A second way to signal clients that you are using metaphors personally relevant to them is to select ones that reflect your own metaphorical associations to that particular individual. Foucus upon the client s outstanding physical features, behavior, interpersonal style, or whatever characteristics seem to stand out in your mind. Then ask yourself what thoughts ot images these features create in your own imagination. Erickson once used a story of an ironwood tree with a broken branch as a metaphor with an elderly gentleman suffering phantom limb pain from an amputated arm (Haley, 1985, pp.324-325). We have used stories about fluttering birds, a crazed vase, and the process of making maple syrup, to name a few, because some quality of the client conjured up these associations. クライエントに個人的に適合したメタファーを使う二つ目の方法は、あなた自身がクライエントという特定の個人を連想するものを選ぶ方法である。クライエントの身体的、行動的、対人関係的に顕著な特徴や、その他クライエントを特徴付けると思えるようなものなら何でもいい、それに焦点を合わせてみよう。それから、これら特徴が私の想像の中で作り出す考えやイメージはどんなものであるか、と自分自身に問いかけよう。エリクソンはかつて、切断された腕の幻肢痛に苦しむ老人に合わせたメタファーとして、枝の枯れた硬木の物語を使ったことがある。我々は、2、3例をあげるなら、はばたく鳥、ひびの入った花瓶、メイプル・シロップの製造過程といったものについての物語を使ってきた。というのも、クライエントがもつ性質が、これらの連想を心に呼び起こしたから。 The third and perhaps the primary source of metaphorical associations is the client s problem itself. This method of selection has an obvious advantage in that metaphors which are related in some symbolic manner to the presenting problem often contain inherent implications for alternative problem-solving strategies. Thus, a person whose presenting problem is that he/she is anxious and high-strung might suggest a metaphor involving a guitar player who finally learned how to play well when he/she loosened the strings on his/her guitar. 三つ目の、そして大抵の場合にはメタファー的連想の第一の源となるのは、クライエントの問題自体である。この方法には明らかな利点がある。出現している問題に象徴的に関係しているメタファーはしばしば、問題解決の代替的方略を内在的に含んでいることがある。それ故、不安を覚えたり神経が張りつめていたりして問題を訴える人は、ギターの弦をゆるめたときにこそギターリストは上手な演奏の仕方を学ぶというメタファーを示唆しているのかもしれない。 Logically, the most effective metaphors are derived from all of these sourses at once. This enables each metaphor to reflect the client s view of the problem, the therapist s view of the client, and the therapist s suggested solutions to the problem. Such individualization would be expected to maximize the client s interest in and vicarious participation in the metaphor and to enhance the therapeutic impact. 論理的には、最も効果の高いメタファーは、これらすべての源から同時に出てきたメタファーである。このことによって、クライエントの問題に対する見方、セラピストのクライエントに対する見方、セラピストが暗示する問題解決といったものを、メタファーのそれぞれが反映することができる。こうしたメタファーの個人化は、メタファーに対するクライエントの関心と我がごとのとして参入とを最大にし、治療的効果を強めるだろう。 It probably should be mentioned at this point that we prefer naturalistic metaphors that are based upon actual events or real phenomena rather than fictional or allegorical stories. Our experience suggests that this naturalism gives the metaphor more legitimacy and validity than a made-up tale. 我々が架空の物語や寓話よりも、現実の出来事や現象に基づいた自然なメタファーの方を好むことは、おそらくここで言っておくべきだろう。我々の経験は、こうした自然的なものへの志向によって、メタファーは、作られたお話よりも、高い正当性と妥当性を持つのである。 This book contains scripts for general purpose metaphors that can be used with virtually anyone. It also contains scripts for problem-focused metaphors that we have found to be useful with certain types of problems and clients. We recommend that one or two of general purpose metaphors be used following the initial trance induction. If this general approach stimulates therapeutic change, then there may be no need to use a more problem-specific metaphors. On the other hand, if neither the general purpose metaphors nor specific reference metaphors seem to produce results, then it may be desirable to use a more direct approach. この本には、事実上誰に対しても用いることができる汎用メタファーが載っている。また、我々があるタイプの問題やクライエントに用いて有用だった、問題に焦点を当てたメタファーも採録している。我々は、最初のトランス誘導に続いて、ひとつかふたつ、汎用メタファーを用いることを薦める。もしこうした汎用メタファーが治療的変化をもたらしたなら、より問題に特化したメタファーは使う必要はないかもしれない。しかし他方で、汎用メタファーも、特定の問題向きのメタファーも効果がないようであれば、そのときは、より直接的なアプローチを用いることが望ましいかもしれない。
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Cusumano_M_A Gawer_A platform strategy platform title How companies become platform leaders authers Gawer, A. and Cusumano, M.A. bibtex @article{GawerCusumano2008how, title={{How companies become platform leaders}}, author={Gawer, A. and Cusumano, M.A.}, journal={MIT Sloan management review}, volume={49}, number={2}, pages={28--35}, year={2008} } format for references 経営情報学会 Gawer, A. and Cusumano, M. A. “How companies become platform leaders”, MIT Sloan management review, Vol.49, No.2, 2008, pp. 28-35. CIRIEC Japan Gawer, A. and Cusumano, M. A. [2008] 「How companies become platform leaders」『MIT Sloan management review』49巻2号, pp. 28-35. LNBIP Gawer, A. and Cusumano, M. A. How companies become platform leaders”, MIT Sloan management review. vol.49, no.2, pp. 28--35. (2008) abstract memo These markets require distinctive com- petitive strategies because the products are parts of systems that combine core components made by one company with complements usually made by a variety of compa- nies. The busi- ness challenges include either making key complements or introducing incentives for third-party companies to create the complementary innovations necessary to build market momentum and defeat competing platforms. Our strategic recommendations consist of two basic approaches. One strategy, “coring,” addresses the challenges of creating a new platform where one has not existed before. “Coring” is the set of activities a company can use to identify or design an element (a technology, a product or a service) and make this element fundamental to a technological system as well as to a market. The platform leader must create economic incentives for ecosys- tem members to invest in creating complementary innovations and to keep doing so over time. In addition, platform-leader wannabes need to protect their ability to profit financially from their innovations, just as any innovator company should. The balancing act — protecting one’s sources of profit while enabling complementors to make an adequate profit and protect their own proprietary knowledge — is perhaps the greatest challenge to platform leadership. example1 Google s search technology make browser venders to implement their service to toolbar example2 Qualcomm s CDMA technology 3 EMC s WideSky Coring Strategic Option How to create a new platform where none existed before Technology Actions to Consider • Solve an essential “system” problem • Facilitate external companies’ provision of add-ons • Keep intellectual property closed on the innards of your technology • Maintain strong interdependencies between platform and complements Business Actions to Consider • Solve an essential business problem for many industry players • Create and preserve complementors’ incentives to contribute and innovate • Protect your main source of revenue and profit • Maintain high switching costs to competing platforms The second strategy, “tipping,” tackles the problem of how to win platform wars by building market momentum.1 For a dom- inant standard and a platform leader to emerge from such standards wars, the markets have to “tip” in favor of a particular technology standard or platform embodying that standard. “Tip- ping” is the set of activities or strategic moves that companies can use to shape market dynamics and win a platform war when at least two platform candidates compete. com- panies should try to gain control over an installed base, broadly license their intellectual property and facilitate partner invest- ments in complementary innovation. see this reference @book{ShapiroVarian1999information, title={{Information rules a strategic guide to the network economy}}, author={Shapiro, C. and Varian, H.R.}, year={1999}, publisher={Harvard Business School Press} } Platform-leader wannabes should also invest in building brand equity as well as manufac- turing, distribution or service capabilities to signal support of the platform. Pricing is another useful strategic weapon,,,, At the opposite extreme, trying to stimulate demand through low or zero pricing for all or part of a platform system can de-stroy the business model for complementors. But there is another powerful way to accomplish tipping “tip- ping across markets,” which others have called “platform envelopment.”10 Tipping across markets occurs when a company crosses over the boundary of its existing market to absorb techni- cal features from an adjacent market and bundle them to extend the company’s platform. see this reference @article{EisenmannEtAl2006strategies, title={{Strategies for two-sided markets}}, author={Eisenmann, T. and Parker, G. and Van Alstyne, M.W.}, journal={Harvard business review}, volume={84}, number={10}, pages={92}, year={2006} } cases Linux for servers, Internet Explorer Tipping Strategic Option How to win platform wars by building market momentum Technology Actions to Consider • Try to develop unique, compelling features that are hard to imitate and that attract users • Tip across markets absorb and bundle technical features from an adjacent market Business Actions to Consider • Provide more incentives for complemen- tors than your competitors do • Rally competitors to form a coalition • Consider pricing or subsidy mechanisms that attract users to the platform There is an important difference between a product and an industry platform. this paper is written about "industry platform" examples; microsoft vs Apple s machintosh, video game consoles because Apple did not open the Mac’s architecture and software to third-party complementors and licensees. We believe that coring is a possible option for any company because technology and architectural leadership do not directly depend on the size of the company. no for web application switching cost of web app is much less than OS or hardware, because it can be used only by accessing certain URI. cited as {Cusumano2010staying Annabelle Gawer and I considered this issue in a recent article and conclueded that, for a product or component technology to have platform potential it should satisfy two conditions. GawerCusumano2008companies First, the product or technology should perform at least one essential function as part of a "system", like the scanning mechanism and playback format in a home video recorder, or the operating software and microprocessor hardware in a personal computer. The function is esencial if it solves a critical system-related problem for the industry, such as how to encode video signals or control the operations of a personal computer or a smartphone. Second, the product or technology should be relatively easy for other companies to connect to with their own products, components, or services in order to improve or expand the functionality of the overall platform system, for both intended and unexpected uses.
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翻訳オープニング 操作説明The journey map (オープニング後) メニューAmulets その他各モードについて 翻訳 オープニング Decades have passed since I started my quest to find the Gem of Eternity. 永遠のジェムを見つける旅を始めて、10年の歳月が流れた。 A Gem With miraculous powers - giving eternal life, opening gate to other worlds, commanding creatures, to mention a few... I have spent all my life sutdying magic powers. When I learned about the gem, I was exiled by the council for reading forbidden books... I knew I fond something exceptional and continued my studies in secret, hiding from the world. A few days ago, during one of my farseeing rituals, I suddenly spotted the aura of the gem! The place where it is located seems to be an arcane treasure valut... Linking my compass to the Gem, it seems I have to search for it to the North. コンパスによると、それは北の方角にあるらしい…。 操作説明 The journey map (オープニング後) To scroll the map, move the mouse to the top or bottom edge of the screen. You can navigate to your skills, stats, amulets screen, save your game or return to the main menu, using the buttons on the right. マップをスクロールさせるには、画面の上下端にマウスを移動させてください。 スキル、プレイヤーの情報、称号を見る場合や、セーブ、メニューに戻る場合は右のボタンを使用します。 メニュー Amulets Create at least one grade 7 jem. →「グレード7のジェムを作る」 Kill 50 monsters in a row. →「休み無しに、50体のモンスターを連続で倒す」 Summon 50 monsters with your anger in a battle. →「増援を50体以上出現させる」 Call at least 30% of the waves early during a battle. →「全部隊の30%以上を早期出現させる」 Gather at least 2,000 mana by the end of the battle. →「終了時に魔力が2000ポイント以上残す」 Win a battle withlut throwing a gem bomb. →「ジェム爆弾を使用せずに終了」 Win a battle withou building a tower. →「塔を一切建設せずに終了し」 Win a battle without building a trap. →「トラップを一切建設せずに終了」 Destroy every building on the field during a battle. →「終了時までに、全ての建物を破壊」 Throw a total of at least 200 gem bombs throughout your journey. →「通算200個のジェム爆弾を使用する」 Kill a total of 10,000 monsters throughout your journey. →「通算10,000体のモンスターを倒す」 Kill a total of 100 giant monsters throughout your journey. →「通算100体の大型モンスターを倒す」 Kill a total of 10 arcane guardians throughout your journey. →「通算10体の守護者を倒す」 Create a total of 2,000 gems throughout your journey. →「通算2,000個のジェムを生成する」 Build a total of 100 towers throughout your journey. →「通算100個の塔を建設する」 Build a total of 100 traps throughout your journey. →「通算100個の罠を建設する」 Destroy a total of 100 beacons throughout your journey. →「通算100個の標識を破壊する」 Activate a total of 100 spell shrines throughout your journey. →「通算100回、遺跡を起動する」 Defeat the first arcane guardian to achieve this amulet. →「最初の守護者を倒す」 Win 5 battles in Normal mode to achieve this amulet. →「Normalモードで5回勝利する」 その他 各モードについて Normal Kill the All Monsters. Sudden Death If a monster reaches your wizard tower, you lose. Endurance Survive for as long as you can. Heroic +20% number of monsters. +40% monster hit points. No giant monsters. 2 additional waves. Swarm Only swarm waves. +60% number of monsters. Time Siege Kill all monsters before time runs out. Bleeding Edge +60% number of monsuters. +80% monster hit points. No giant monsters. 4 additional waves. Carapace Only armored waves. Increased monster armor, reduced speed. +100% number of monsters. 6 additional waves. Arcane +80% number of monsuters. +100% monster hit points. No giant monsters. 8 additional waves. Monsters led by an Arcane Guardian. Normal 全ての敵を倒せ。 Sudden Death モンスターが拠点に辿りついてしまったら、その時点で敗北。 Endurance 可能な限り生き延びろ。 Heroic モンスターの数が20%、HPが40%増加します。大型モンスターは出ませんが、侵攻が2回増えます。 Swarm 大群モンスターしか出ません。モンスターの数が60%増加します。 Breeding Edge モンスターの数が60%、HPが80%増加します。大型モンスターは出ませんが、侵攻が6回増えます。 Carapace 硬いモンスターしか出ません。防御力が高く、移動速度が低くなっています。 モンスターの数が倍増し、侵攻が2回増えます。 Arcane モンスターの数が80%、HPが100%増加します。大型モンスターは出ませんが、侵攻が8回増えます。 全ての侵攻が終わった後、「Arcane Guardian」が現れます。