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Head Case Now that you’ve gotten a sense of both the setting and the rules of CthulhuTech, it’s time to give it a shot. The rest of these Quick-Start Rules include a ready-to-play story, along with four Characters. Setting Background Unknown to most, there are two wars being waged for the survival of humanity. The Aeon War is the one reported on in the news, where the brave soldiers of the New Earth Government fight against the Migou and the Disciples of the Rapine Storm, and to contain the Esoteric Order of Dagon. In a lesser sense, it also encompasses the efforts of the Federal Security Bureau and the Office of Internal Security to fight against the cults that lurk underneath the surface of society. On the other hand, there is a secret war, a Shadow War, being fought on a level hidden to the world. The cult-infiltrated Chrysalis Corporation, one of the most powerful companies in the world, threatens the New Earth Government in ways it can’t even dream. There is only one group that can stop them – the mysterious secret society known as the Eldritch Society. They are outlaw heroes, operating beyond the confines of the law, distrusting a government they believe has been compromised. Their primary soldiers are men and women who have chosen to undergo the terrifying Rite of Sacred Union in order to join in symbiosis with a creature from beyond time and space. They become creatures known as Tagers, people who can instantly shift from their mortal form to a monstrous humanoid predator. The only problem is that the forces of the New Earth Government will shoot to kill a Tager on sight. It’s not as if the NEG knows what Tagers are, but if they see a monster they will try to kill it. Fortunately, most of the time, Tagers can hide in plain sight. The Eldritch Society maintains several important support networks to assist Tagers in their tasks. The two that will be most relevant for this particular story are the Operator Network and the Lorekeeper Network. Operators are those people assigned to help Tager packs on a moment’s notice. They sit at terminals, finding information, making calls, hacking systems, and whatever else can be done from a computer and telecommunications console. Lorekeepers are those who are charged with maintaining the Eldritch Society’s archives and are those Tagers seek when what they need to know is of an arcane or occult nature. Since the First Arcanotech War, the New Earth Government has worked to convert cities into arcologies. Arcologies are cities in buildings. They are typically around fifty stories tall, with ten arcology “levels.” Each level is five stories tall, typically filled with four-story buildings and a story of space before the ceiling. The ceilings are covered with liquid crystal so that a sky and sun can be simulated within the building. The designers try to do everything they can to make these structures livable. The streets look like normal city streets, though narrower as only emergency and utility vehicles are allowed inside arcologies. Plants and trees and parks are cultivated to keep a somewhat organic feel. Even weather is simulated – fans in the walls generate breeze and sprinklers simulate rain showers. The temperature fluctuates depending upon the season, but always remains in a pleasant range. Everything – residences, shopping centers, parks, industrial areas – is inside and each neighborhood is mostly self-contained. They are places that are considered safe, as those coming into an arcology must pass through a security checkpoint that tests brainwaves and DNA before letting anything through. It is much harder for unspeakable horrors to find their way into arcologies. Most of what you’ll be up to in this story will take place inside the Chicago arcology. That doesn’t mean that people don’t live outside the arcology. Some people suffer from what is known as Sick Building Syndrome and cannot live most of their lives inside. Others don’t like the eye of the government looking over their shoulder all the time. Regardless of the reason, there is nearly always a city surrounding the arcology, but such places are considered the suburbs at best. If you intend to only play this story, it’s in your best interests to stop reading now. However, go ahead on and check out the Characters, starting on p. 32. The general capabilities of Tagers can be found on p. 33. Story Background Ancient tellings of Irish folklore once whispered hints of a rare artifact known as the Orthanach Stone. It was said that the innate power of this stone channeled such awesome arcane energy that the people of the land would reap the benefits of druidic rituals for miles around. These rituals appeased the gods and the people enjoyed bountiful harvests across the land. It is also said that the origin of the Orthanach Stone could be traced back to a shard split from the famous Lia Fail (Stone of Destiny) by the sword of Cuchulainn, a very disappointed king-apparent. The Orthanach Stone remained an important focus of religious ceremony until the final fall of druidic traditions in Ireland. It soon disappeared from view and from memory for hundreds of years, never to be seen by the eyes of man again – until very recently. The Eldritch Society in Ireland uncovered a plot by the Children of Chaos almost three weeks ago. Archeological teams employed by a subsidiary of the Chrysalis Corporation had been hard at work digging up excavation sites near Bantry Bay in southern Ireland for almost a year now. Intercepted communications revealed to the Eldritch Society that the hard-sought target of this archeological search might have actually been found. Further inquiries exposed a plot to use what the Children of Chaos thought was the actual and real Orthanach Stone to conduct an unknown, but likely devastating ritual. A plan was formulated and a Tager raid soon commenced to capture the stone. They were successful. The Tagers of the local Eldritch Society in Ireland knew that their adversaries would soon scour the area in search of their lost prize. The stone had to be taken to a safe place where experts capable of translating the runic markings that adorned its surface could examine it. The best man for the job was deemed to be a powerful Eldritch Society sorcerer by the name of Reece Abernethy. His exceptional occult knowledge and substantial background in Celtic folklore would make him a perfect candidate to study the stone. Abernethy, a resident professor at Northwestern University, was well-versed in the research of ancient artifacts and relics. Orders were received and the Orthanach Stone was soon dispatched via courier to Chicago and the safety of the powerful Eldritch Society presence there. This was to be a simple, but top-secret mission. Only a handful of people would know the details of the courier’s identity, route, and rendezvous points. Every precaution was made to prevent the chance of an information leak and a possible interception by Chrysalis Corporation agents. A Phantom by the name of Egan Walsh (callsign Glass) was selected to carry the stone to Chicago. He was quietly smuggled via a small boat to a port facility in Bantry Bay. From there he stole aboard a trans-atlantic freighter via a shipping container with enough food and supplies to sustain him through the journey. It was thought that this would be the best way to get him into North America undetected and untraced. The plan was to have a team of Chicago-based Tagers meet Walsh at the Port of Chicago to escort both him and his valuable prize to safety. The story opens with the Chicago-based pack of Tager Characters on their way to rendezvous with the courier. It is just about 10 pm and the dock areas of the Port are settled down for a quiet night. The Team must sneak into the Port of Chicago grounds, locate the courier and the planned rendezvous point, and get him out without detection. Act 1 Rendezvous Goals To infiltrate the secure port facility without being detected. To find the shipping container in which the courier was transported. To survive the Dhohanoid attack and escape before authorities arrive. Setting The docks of Port Chicago on Lake Michigan, which lie south along the lake waterfront and outside the walls of the Chicago arcology. Read the following to your players {“The message came in early today. Your pack’s Operator, a sharp and savvy woman by the name of Michelle who runs a nightclub, told you that the Eldritch Society needs you to undertake a critical mission tonight. The Society recently stole a powerful magical artifact from the Chrysalis Corporation in Ireland. The Orthanach Stone, as it is called, is arriving via shipping container in the care of a courier – a Phantom Tager known as Glass. You’re to discreetly meet Glass at the Port of Chicago at 10 00 PM tonight and escort him and the Stone to an Eldritch Society safehouse near Northwestern University. If everything goes according to plan, it’ll be an early night – but how often do things go according to plan.”} Feel free to give the players a chance to talk among themselves, to get a sense of who each others’ Characters are and their different capabilities. Since this is designed to be a short, targeted introductory game, going directly to the Port of Chicago to meet the courier is the best course of action. The first challenge will be getting into the Port undetected. The facility is well-guarded with a high fence, security cameras, security dogs, and security guard patrols. Three ships are moored along the dock, one of them being the freighter from Ireland. Shipping containers are stacked in gigantic rows sparsely lit by street lamps. It’s 10 00 pm and a light and chilly drizzle wets the entire area. The instructions received by the Characters stated that the courier would be waiting within one of the shipping containers identified as TRLU4284746. There are seven major terminals, each filled with rows of stacked shipping containers. The pack may opt to randomly search for the container, but it will likely take hours and a certain measure of luck to succeed before the coming dawn. As the team moves about the yard, they’ll need to make Stealth and Observation Tests to find their target while avoiding detection from the Port Security. Have each player make a Stealth Test when they first attempt to enter the Port, against an Average Degree – success means they get in without complication. Have them make another as they move about the shipyard, against a Challenging Degree this time – success means they get to move about without triggering any one of the Port’s security measures. Should they fail in their Stealth Tests and be seen as intruders, the security guards will attempt to apprehend them with tasers and guns. Should the Characters reveal themselves as otherworldly creatures, the guards will promptly notify the Chicago Police Department, and powered armor will be dispatched to deal with them. The Tagers cannot fight the powered armor – it most likely will kill them with a single shot. Fleeing is the best option. Security Guards Experience Level Experienced Attributes Agility 7, Intellect 5, Perception 8, Presence 6, Strength 7, Tenacity 7 Secondary Attributes Actions 2, Movement 13 mph (32/8 ypt), Orgone 11, Reflex 6, Vitality 12 General Skills Communications Novice, Intimidate Novice, Language (English) Expert, Law Enforcement Novice, Observation Expert, Persuade Adept, Regional Knowledge Adept, Security Expert, Stealth Adept, Streetwise Novice, Surveillance Adept Combat Skills Armed Fighting Expert, Dodge Adept, Fighting Novice, Marksman Adept Weapons Armor CS-44 Enforcer Hvy Pistol (Range 12/25/45, 2 Damage, 2 Shots, 15 Rounds), Snap Baton (0 Damage), Sentrytech Mk-IV Armor – Lt (0/1 Protection) Gear Belt Holster, Night Vision Goggles with IR Illuminator, Security Guard Uniform The Characters, once they have evaded the Port’s security, may search for the container. Doing this randomly will take hours and require success at an Observation Test against an Average Degree. However, there’s a port office near Terminal 5. Sneaking into the office will give the pack access to shipping manifest records stored on one of the computers. Whoever wishes to try to bypass the simple security must succeed at a Computer Test, against a Challenging Degree. If he does, he will pull up the location of their target shipping container. TRLU4284746 is located in Terminal 2, row 7. Have all the other Characters present make an Observation Test, against an Average Degree. Those who succeed will notice that something is amiss here – there is a smattering of blood around the computer console. If the pack takes a moment to look around the room, they will find the body of a dockworker in one of the storage closets. His guts will be hanging open in a bloody mess. The kill looks fresh. Finding the dead dockworker should heighten the sense of urgency to find the shipping container. However, the pack must continue to stay in the shadows and avoid detection from local security. Once the Characters come into sight range of container TRLU4284746, they’ll know they’ve found the right place. Signs of recent violence surround its entrance. Two Human bodies surrounded by explosive sprays of blood turn the scene into a strange piece of butcher’s artwork. The door to the container hangs open and, with the exception of certain modest survival items, there is nothing of note inside. The courier is gone. Have each of the Characters make another Observation Test, against an Average Degree. Anyone who succeeds will notice something important – that one of the corpses has an active portable computer (known as a peek) on his arm. It is vital that the Characters get a chance to grab this before the mayhem begins in earnest. The pack will barely have time to digest everything before a group of Dhohanoids, waiting in ambush, springs their attack. It’s as if they knew that the Tagers were coming and when. The Dhohanoid force will consist of two Dua-Sanari, four Ramachese, and an Elib – the statistics for these monsters are found on p. 45. The resulting ruckus will no doubt alert the Port Security detail to the fighting – and they will freak at the monstrous battle before them and run away as quickly as possible. It’s only a matter of time before powered armor police units show up to deal with this public menace. The Tagers need to deal with this new threat and make a quick escape before the police show up. You should feel free to use the sounds of distant sirens and squealing tires at the appropriate times of the struggle to create the maximum level of tension. ACT II Turncoat Goals To crack the Dhohanoid peek and discover the tip-off message. To find the mole within the Eldritch Society. To discover where the courier and the Orthanach Stone have been taken. Setting Vision, a hot downtown Chicago dance club on Dearborn Street. The Tareda residence on the second level of Dickens Avenue, Lincoln Park, Chicago. Outside the Abernethy home in Evanston. Read the following to your players {“With your mission dashed, you are left with the question of what to do now. There’s no doubt that you must pick up the trail of the missing courier and safely retrieve the Stone. All signs point to it once again being in the possession of the Chrysalis Corporation. Now that you have slipped the authorities, there’s only one thing to do – examine the only piece of evidence you’ve got. That is, unless anyone has any other ideas.” } Players, being who they are, may have other ideas. Feel free to indulge them in any way you see fit. However, there really is only one piece of evidence that will point them in the right direction – unless you choose to create another. The Characters now have a chance to examine the confiscated peek. Have anyone who wants to play with it make a Computer Test, against an Average Degree. Success allows the Character to access the previous owner’s message list – he fortunately wasn’t very diligent in securing his data. One of the recent messages hidden within the captured peek turns out to be an exact duplicate of the message sent to the pack to rendezvous with the courier. It contains the exact location and time of their rendezvous. The pack was clearly setup from the inside. To their knowledge, the Characters know of only three people who were aware of this mission and who would have had access to this message. These are the pack’s Operator Michelle Gatien, Reece Abernethy, the Eldritch Society sorcerer who was going to take possession of the Orthanach Stone at Northwestern, and someone named Tareda. The pack knows that the origin of the message is with Michelle, and she is normally the Characters’ first point of contact, so she is a logical place to start. With a mole inside the Society, the pack must move quickly in order to find a clue regarding the courier’s whereabouts. Michelle Gatien, the Pack’s Operator Michelle is a 34-year-old ex-model turned business owner. She is sharp, business savvy, and beautiful. She chose to take on the family business when her father died a few years ago in an accident. It turns out that the accident in question was an explosion rigged by the Children of Chaos as an assassination attempt – her father was collateral damage. The business she took on was owner and manager of one of the hottest nightclubs in Chicago – Vision. A surprising amount of information flows through her club and she tries to use it to the best advantage of the Eldritch Society. Her office at the club is filled with powerful computer and telecom equipment, all cleverly concealed. Read this to your players {“You’ve only started working with Michelle recently, so you haven’t had a chance to develop a full rapport with her. You know from video conversations that she’s a beautiful woman in her mid-thirties, but you’ve never actually met in person. You also know that she runs a happening nightclub in Chicago, where she uses the information that floats through to help the Society. At this point, she could very well be the person who set you up. Even if she isn’t, she’ll most likely be able to point you in another direction.”} The Characters could legitimately just go check out several of the hottest nightclubs in the city and they’ll probably be able to figure out which one is Michelle’s. More likely, they’ll simply call her to ask for a face-to-face meeting. She will seem surprised at the request and ask why they need to do such a thing so suddenly. If the Characters relay the details about what happened tonight, she will urge the pack to meet her at her club to discuss the next steps. She will also offer to contact the other people on the compromised message – Tareda and Abernethy – unless the pack tells her otherwise. It is well after 11 00 pm once the Characters return to the Chicago arcology. When they head down to Vision, they find the nightclub in full swing – crowds, the latest dance music, cocktails (and more) running through libidos like a virus, and, of course, the wide spectrum of ever-shifting light displays that twist shadows like grotesque torture victims. Michelle’s office is on the top floor, where they have been most likely instructed to meet her. The club’s security has been told to expect them, so the Characters have no trouble gaining access to her office. Have each of them make an Observation Test as they walk through the club, against a Challenging Degree. Those who succeed are left with the feeling of being intently watched, though it is hard to tell by whom with the throng of patrons dancing all around the group. This visit may be legit or it may be a trap – the pack will need to deal with that however they choose. When the Characters get to Michelle’s office, they find her a little manic. She seems to be packing documents and other items of importance, as well as backing up data drives and wiping information off others. When asked, read the following to your players {“Listen, it’s great to finally meet you in person and all, but I am getting out of here. If our communications really are compromised, then who’s next? Me? You? The other guys?”} Somebody may ask her about Tareda, who is unfamiliar to the Characters, or why she sent the rendezvous message to Abernethy and Tareda. {“I needed Abernethy to know things were going down tonight, so he could be ready to get the Stone from Glass. Tareda is the Lorekeeper who got Abernethy involved in the first place. He wanted first crack at cataloging what they could discover about the artifact. He’s legit, so I kept him in the loop.”} The Characters may or may not trust Michelle at this point. They may have other questions, so give them the opportunity to ask at least one before having them make Observation Tests, against a Challenging Degree. Those who succeed will suddenly notice a small red dot painting the side of Michelle’s head – the business end of a laser scope pointed through her office window from a terrace across the street from the club. Whoever notices the dot must then make an Initiative roll. The shooter has an Initiative of 12 – one of the Characters will have to beat that in order to push Michelle out of the way and save her life. Failure means that her brains will be splattered across the room by a high-velocity needle. Once the needle has burst through the window, regardless of outcome, the Characters are likely to search for the shooter. Success at an Average Observation Test will reveal to the Characters a Human man of average build running back into the building across the street from the terrace. The shooter is a hired assassin contracted by the Chrysalis Corporation to silence links to their activity. He will run instead of staying to fight, trying desperately to get away from the Characters. However, the pack has the advantage of being Tagers and it will be difficult for him to evade for long. The Shooter Experience Level Experienced Attributes Agility 7, Intellect 7, Perception 8, Presence 6, Strength 5, Tenacity 7 Secondary Attributes Actions 2, Movement 11 mph (27/6 ypt), Orgone 12, Reflex 7, Vitality 11 General Skills Athletics Adept, Communications Adept, Computer Adept, Criminal Adept, Culture Novice, Language (English) Expert, Language (Nazzadi) Adept, Literacy Adept, Misdirect Expert, Observation Adept, Regional Knowledge Adept, Stealth Adept, Surveillance Adept Combat Skills Dodge Novice, Fighting Adept, Marksman Adept Weapons Armor CS-40 Defender Med. Pistol (Range 15/30/50, 1 Damage, 2 Shots, 15 Rounds), RG-21 Rail Sniper Rifle (Range 105/530/1030, +3 Damage, 2 Shots, 15 Rounds) Sentrytech Mk-IV Armor – Lt (0/1 Protection) Gear Wireless Communication Earpiece, Digital Video Recorder, Concealable Holster, Night Vision Goggles w/ IR Illuminator, Silencer, Ordinary Clothing The excitement of the ensuing chase scene is up to you. If you’ve got the time and your players are up for it, make it count. Catching up to the shooter in the first place requires success at both an Average Observation Test and an Athletics Contest, as the assassin heads out through the back alley. Chasing him through a labyrinth of back alleys requires both an Observation Contest (vs. the shooter’s Stealth) and another Athletics Contest. If the Characters blew these rolls, give them one last chance at these same Contests. If the Characters succeed in catching up with him, or severely wounding him, the assassin’s life expectancy will unfortunately be very short as he will swallow a poison pill. He will die within minutes, foaming at the mouth and convulsing. He has nothing to identify him. If Michelle survives the attempt on her life, read the following {“Oh my god, thank you, thank you, thank you, thank you! I don’t even know what to say. You guys are permanently on the list here and you drink for free – forever. Listen, here are Tareda’s and Abernethy’s home addresses. Good luck. I’m getting out of here. Don’t expect to see me again until this all blows over.”} She then leaves in a rush, before the police can arrive and start asking inconvenient questions. If Michelle does not survive, the Characters then must make Observation Tests to find the information they need. The Degree for this will be Challenging, as they need to get it done and be gone before the cops arrive. They can now investigate either Tareda or Abernethy – the order does not matter. Tareda, the Society Lorekeeper The address Michelle gave the Characters pegs Tareda living in the Lincoln Park area of North Chicago. Lincoln Park sits on the northernmost edge of the Chicago arcology, back inside the arcology, so taking a mag-lift to their destination will not be difficult. If they attempt to contact Tareda via a voice, there will be no answer. If the Characters saved Michelle, let them recollect this information, given by her just before she took off. Please read this to your players {“Tareda’s government job as a public records keeper gives him a great cover for his work as a Lorekeeper. He’s pretty much a natural loner – which is a nice way of saying he’s completely lacking in social graces. He sticks to his books and research and avoids people as much as he can. Personally, I don’t think he’s just weird. I think he’s full-blown obsessive. Which is a bonus in his line of work, I guess.”} Tareda’s place might remind someone of the modern expression of old architecture – it looks similar to an old Brownstone-style building that would have been seen in major cities a hundred years ago. It’s dark outside, with the street modestly lit by lamps. The front door is locked. If the Characters attempt to knock or ring the doorbell, there will be no answer. Shifting into Tager form and using brute strength to enter will likely be noticed by neighbors (your choice, based on how hard things have been for the Characters so far). There appears to be an open window on the third floor if the pack can’t find any other way to enter. The house is quiet inside with only a few lights burning. There seems to be no sign of life. It’s only when the pack reaches the kitchen that they find Tareda – read this to your players { “Finally, the kitchen yields some sign of life. Or at least, former life. A skinny Nazzadi male corpse hangs there, pinned to a cabinet by a large kitchen knife that’s been driven through his forehead. His eyes bulge in a deathly echo of fear and surprise. Blood trails down from his head, over his body, across the kitchen counter, to finally drip into a crimson pool on the tile floor. The blood is still wet – this kill is very recent.”} You may have the Characters make Observation Tests to see if they can find anything. All they need to beat is an Average Degree, because there is no visible sign of forced entry into the building and no immediate clue pertaining to the killer. The only information that the pack can find is a journal that he kept on his computer. Whoever wants to find something useful on the machine must succeed at a Computer Test, against an Average Degree. Anyone who succeeds finds Tareda’s latest journal entries. Read the following to your players {“Over several dates are Tareda’s latest series of journal entries. It takes a while to go through all of them, but you find several important details in and among the musings and personal thoughts. It turns out that it was Tareda who recruited Abernethy to assist with the deciphering of the Orthanach Stone. The two had met in academic circles in and around Northwestern University and hit it off quickly. Tareda comments on how immediately comfortable he was with Abernethy and how the two seemed to connect on a deep level. Discovering Abernethy’s natural talent for research and the practice of magic, Tareda believed that the man would make an excellent addition to the Eldritch Society. He began the recruitment process and ultimately brought Abernethy into the fold. It’s been less than a year since this all began and Abernethy has barely been let into the Society, privy only to its most surface secrets for now. Tareda seems beside himself that his friend is now a true colleague. Though it’s written between the lines throughout, Tareda finally admits to his attraction to Abernethy. The Nazzadi seems surprised at his desire for a seemingly straight family man, as he’s been pretty much asexual for a long time. Abernethy’s dedication to his family is what prevented Tareda from saying anything. However, it turns out that Abernethy’s wife went missing about a week ago and the police could find nothing that suggested foul play. Tareda did what he could to console his devastated, yet withdrawn and distant, friend. The last journal entry states that Tareda had invited Abernethy over tonight. He was planning on sowing the seeds that he felt might lead to something more intimate in their relationship.”}
https://w.atwiki.jp/ffh2tranlate/pages/26.html
CIV4GameText_Orbi.xml Korinna the Protector - 守護者コリンナ "Is she here?" "No, Gallun, not yet... have you nothing else to say to your wife?" Gallun looked at Caracylna. She was easily even more beautiful than the day he d met her, long ago and in another Age. He had been a solider and she a noble s daughter kidnapped by marauders. He d rescued her, and won her hand by... Gallun let the memory slip away. He wasn t even sure if it was true, or a dream. It was so long ago and on the other side of death. The Priests said such things, if not true, were portents of greatness to come. Perhaps. Gallun wrenched himself back to the present. 「彼女はいる?」 「いいえ、Gallun.まだ来ていないわ。……あなたは奥様に何も言わなかったの?」 GallunはCaracylnaを見ました。彼女は彼と初めて会った日より美しくなっているのは明らかでした―大昔、あの時代の時よりも。彼は戦士で、彼女は略奪者に誘拐された貴族の娘でした。彼は助け、彼女を勝ち取ったのです Gallunは記憶を意識から逸らしました。彼は未だにそれが真実だったのか夢だったのかわかっていません。それは大昔、違う生での事だからです。聖職者達は、それが事実でなかったのであれば、非常に重大な不吉の前触れであると言いました。Gallunは再び現在に意識を戻しました "No, Caracylna, I don t. How s, who is it... Ferrauth?" "He s well. Caralun never liked him, so he s absented himself. A race at the river." The conversation petered out, has all had for the last hundred years. They d had fun together, Gallun thought, on both sides of the Gift. Scions didn t say "Nothing lasts forever," anymore, it being blasphemy. But not everything lasted forever. They waited in companionable silence for their daughter. 「ああ、何も言わなかった。それで、、、あれは誰だい?Ferrauthか?」 「彼は順調。Caralunに好かれていないので、欠席したわ。川でレースしているはずよ」 会話は次第に尽きてきました。かつて過ごした100年間、彼らはお互いに楽しみんでいました。Gallunは思いました。Giftのどちらがわでも。子弟は「何事も永遠には続かない」とは言いませんでした。それ以上は不敬にあたります。しかし、永遠に続いたものは今までありません。 彼らはなごやかな沈黙の中で彼らの娘を待ちました When Caralun came she was preceded by a sudden wave of silence, then an excited whisper, and then another silence... but not like the one before. You knew it hid more whispers. Caralun stepped around the corner and the silence entered Caracylna s street as everyone stopped and stared. It was Lady Korinna! Thus, the excitement. Or, wait. No, it was not Korinna. Caralun was dressed all in black, hair dyed the same shade and a naked blade in her hand. The Studio had altered the bones of her face and figure to resemble the Protector. But this was Caralun s neighborhood. It noticed the eyes, the height. Not Korinna, but someone devoted to the great Lady s example. Someone willing to give all she could for the Emperor. A Martyr. At first it seemed as if Lady Korinna visited them. The Lady often walked the streets of the capital now, dispensing her wisdom, gifts, but most of all her presence. A visit from the Lady presaged luck and success. Happiness and security. Caralunが現れた時、場は突然の沈黙に包まれました。それから興奮した囁きが聞こえ、再び沈黙が訪れます。しかしそれはただの沈黙ではなく、囁きを隠すための沈黙です。 Caralunは角を避けて歩き、Caracylnaへの道へも同じような沈黙と囁きが始まります。コリンナだ!道理で場が興奮しているわけだ。いや、違う。失礼。コリンナではありませんでした。 Caralunのドレスは漆黒に包まれ、髪も黒色に染まり、手にはむき出しの剣が握られていました。Studioは彼女の顔の骨を作り替え、守護者に似せていました。しかいそれはCaralunの隣人です。それは目で気付き、背丈でも分かります。コリンナではありません。が、まるで彼女の例としてささげたようでした。誰かは彼女を全てを王のために投げ出すことを厭わないようです。殉教者です。最初、コリンナがそこを訪れたようでした。彼女はよく首都を歩いています。彼女の叡智、giftを施しているのです。しかし、最大の施しは彼女がそこに存在することです。彼女は幸運と成功の前兆となるのです。幸福と安全も。 But a Martyr conjured different things. A Martyr conjured other things entirely. Death was barred from the city, but the Martyrs of Patria would go seek him out. Some returned, usually in pieces, and so retired to cask or a Metro Arcanus. But most did not, and would not be remade till the end of the Age. By the time they saw their daughter again neither Gallun or Caracylna might remember her. Caracylna drank Emmerlane, for tears-in-joy, and embraced her daughter. "You look fine! You look wonderful, the Lady has nothing on you! I am proud, I tell you, I am so proud!" Gallun did his best to smile. He embraced his daughter, "Caralun, my Caralun." "Father, say you re proud too." "Of course I am!" しかし、殉教者は違うものを思い起こさせます。それはまったく違うものです。死は街から閉めだされ、パトリアの後継者はそれを探すことはありません。幾人かは散り散りに戻り、retired to cask or a Metro Arcanus。ですが大半は違い、時代の終わりまで作りなおすことはありません。 GallunでもCaracylna以外の者が娘のことを思い出して再び見る頃、Caracylaは喜びの涙と共にEmmerlaneを飲み干し、娘を抱きしめました 「すごいわ!あなたは素晴らしい。彼女はあなたのどこにもいない!誇るわ、もう一度言うわ、私は誇らしい!」 Gallunは彼の最高の笑みを作り、娘を抱きしめました。 「Caralun、私のCaralun」 「お父さん、あなたは?」 「もちろんさ!」 "I knew you would be! Lady Korinna gave me this sword! The Emperor has blessed it! Isn t that wonderful! I knew has soon as I saw Him that this would be the finest thing I could do, the finest thing I could be!" "Yes, daughter..." "But oh, father, I wish I had been born sooner, I wish I had lived with you more first! We had such good times!" Gallun felt his eyes go moist and hugged her again, pressing her to him. "Oh, father, when he looked at me... Is that how the Lady feels all the time? Father," she whispered in his ear, "I wish I d lived longer. I wish I had more life to give him. I wish I had more happiness to offer up for him. Father, I just I wish I could die twice!" 「私はこうなると知っていた!コリンナは私に剣をくれた!王は祝福してくれた!これ以上すばらしいことがあろうか!彼をみた瞬間から、これが私にできる最善だと知ったのだ。俺にできる最高のことが!」 「そうよ、我が娘」 「しかし、お父さん、私はすぐに再誕したい。私は最初にあなた達と暮らせればよかったのに。あんなに楽しかった!」 Gallunは目をにじませ、再び強く抱きしめた。 「お父さん、彼が私を見た時、、、あれはコリンナがいつも感じていることなの?ねえ、お父さん。」彼女は父の耳に囁く 「もっと長く生きられればよかったのに。彼に与えられる生がもっと多ければよかったのに。もっとささげる幸福が多ければよかったのに。お父さん、私はただもう一度生きたかった」 Living yet immortal guardian of the Sleeping Emperor, and by extension all Scions of Patria. She hopes for eventual release the Sleeping Emperor. Once Risen, the Emperor will allow Korinna to act as his Regent and, always his people s Hero, go forth to destroy the Scions enemies. 眠れる王の不死身の守護者として今なお生きること、and by extension all Scions of Patria 彼女は最終的に眠れる王の解放を願いました。一度目覚めると王はコリンナを評議員として認め、人々の英雄とするべく後継者の敵を倒し続けることを命じます 王は評議員、そして人々と同じようにコリンナを英雄として後継者の敵を倒し続けることを強要します 名前 コメント
https://w.atwiki.jp/english_anime/pages/438.html
In cases such as these I d like a hand Don t wake me up without a master plan With sight and sound becoming fragile Don t you understand? When things that once were beautiful are blant And when I feel like I can feel once again Let me stay awhile Soak it in awhile If we can hold on we can fix what is wrong Buy a lettle time For this head of mine Heaven for us In truth there is no better place to me Don t falling out of darkness still to see Without a premonition Could you tell me where we stand? I d hate to lose this light before we land And when I feel like I can feel once again Let me stay awhile Soak it in awhile If we can hold on we can fix what is wrong Buy a lettle time For this head of mine Heaven for us Before we let euphoria Convince us we are free Remind us how we used to feel Before when life was real And when I feel like I can feel once again Let me stay awhile Soak it in awhile If we can hold on we can fix what is wrong Buy a lettle time For this head of mine Heaven for us
https://w.atwiki.jp/vocaloidenglishlyric/pages/564.html
【Tags Len mayuko tA tM tT tW D】 Original Music title 木偶殉歌 English music title Wood Doll s Song of Martyrdom \ Muppet s Martyred Song Romaji music title Deku Junka Music Lyrics written, Voice edited by mayuko Music arranged by mayuko Singer(s) 鏡音レン (Kagamine Len) Click here for the original Japanese Lyrics English Lyrics (translated by vgboy / vgperson): Only coldness follows the outlines Gloomy colors appear, only to disappear All traces of color from distant days have faded, And day by day, all shapes rot away Still as beautiful as the bright sun, Hands outstretched, but unable to feel Even should I chase the colors fading away, Won t they someday be erased? As I was that day... My fear of blindness is no more In the prolonged darkness, I am not frightened Even if I had something to mourn for now, It would not bring me dread... Even my memories of the perishing colors are now gone, And even the outlines become warped That last figure I saw before I became a doll... Vividly, I remember that voice shouting Both past days and dim colors flow away, And my hands forever grasp for the sky Wearing down as a piece of chalk, Will someday my anguish too disappear? As we were that day... My fear of blindness is no more In the melting colors, I am not frightened But even now, I mourn, For even your smile has been lost... Echo, echoing, shrieking rain And a voice that will someday go white Echo, echoing laughter, A wailing sign of you as you crumble Not even able to see the outcome, Cursed with these defunct wood doll eyes...! The karakuri puppet s strings were cut... My fear of blindness is no more I mourn not for the same reasons you do Not even in that final moment... I could not then embrace you... Though I have no attachment to the radiant days of old, If you had only lived still, I would search for you who I pine for, Yet, I could not touch you gently... That day I was struck with blindness Was the day I rotted away as a mere wooden doll My regret and my attachments never to fade, My outstretched arms curse the sky Colors dulling, fading... So too do past promises... Receding into slumber... Fading, fading again, And a droplet falls away... My fear of blindness is no more In the prolonged darkness, I am not frightened Though little of you remains in my heart, only that what is left will fade do I now fear... (Forget all...) Romaji lyrics (transliterated by vgboy / vgperson): Tadoru ringaku wa tsumetasa dake nokoshi Oboroge na iro ga ukande wa kieru Tooi hi ni kieta irodori to omokage Hinihini kuchite yuku dake no sugata wa Utsukushii mama de kagerou no you ni Te o nobashi fureru koto mo dekizu Kiete yuku iro o oimotomete mo Itsuka wa kakikesareru no ka Ano hi no boku no you ni... Moumoku de aru koto no kyoufu wa kieuse Tsudzuku yami ni sae obietari shinai Tada ima mo kuyamu koto ga aru to sureba Osoroi ni narenakatta koto Moushoku-jitsu no kioku mo ima wa naku Tadoru ringaku mo torokete yugamu Deku to natta toki saigo ni mita sugata Nakisakebu sono koe dake ga azayaka ni Usure yuku iro to nagaredasu kako no hi Tsukamu te wa itsumademo uro o kiru Hakua no suna no you ni suberiochite yuku Kurushimi mo itsuka kieru no ka Ano hi no futari no you ni... Moumoku de aru koto no kyoufu wa kieuse Tokete yuku iro ni obietari shinai Tada ima mo kuyamareru no wa Anata no egao made nakusu koto Hibiku hibiku himei no ame Itsuka kawaru hakuji no koe Hibiku hibiku waraigoe wa Kuzure yuku kimi no doukoku no akashi Ketsumatsu mo mirarezu ni Togireta kono deku no ryoume...! Karakuri ningyou no himo wa togirete Moumoku de aru koto no kyoufu wa kieuse Kuyamu no wa kimi to onnaji de nai koto Semete saigo no ano toki ni Kimi o dakishimerarenakatta koto Sanzen no kako no hi ni miren nado nai ga Kimi ga moshimo mada ikiteita toshite Sabishigari ya no kimi o sagashi Naderu koto mo dekinai nante Moumoku de aru koto o ukeireta ano hi Tada no deku tonari kuchite kieta hi ni Koukai mo miren mo kienu mama Nobashita ryoute wa uro o kiru Iro asete kiete yuku Itsuka no yakusoku mo Madoromi ni tokasarete Kieru mata kieru Shizuku ga ochite yuku... Moumoku de aru koto no kyoufu wa kieuse Tsudzuku yami ni sae obietari shinai Kono mune ni nokoru wazuka na Anata ga kieru koto dake o Osorete mogaki aragau (Subete wasurete)
https://w.atwiki.jp/pqjp/pages/339.html
?xml version="1.0"? TextLibrary Text tag="[Conv_QA03a_NAME1]" Darkhunter /Text Text tag="[Conv_QA03a_0000]" Liandra has sent me another message. /Text Text tag="[Conv_QA03a_0001]" Liandra has sent me another message. /Text Text tag="[Conv_QA03a_0002]" Liandra has sent me another message. /Text Text tag="[Conv_QA03a_0003]" Liandra has sent me another message. /Text Text tag="[Conv_QA03a_0004]" What does she want? /Text Text tag="[Conv_QA03a_0005]" What does she want? /Text Text tag="[Conv_QA03a_0006]" What does she want? /Text Text tag="[Conv_QA03a_0007]" What does she want? /Text Text tag="[Conv_QA03a_0008]" She has asked me to meet with her - alone. She wants to discuss returning with me here to Ylarie. /Text Text tag="[Conv_QA03a_0009]" She has asked me to meet with her - alone. She wants to discuss returning with me here to Ylarie. /Text Text tag="[Conv_QA03a_0010]" She has asked me to meet with her - alone. She wants to discuss returning with me here to Ylarie. /Text Text tag="[Conv_QA03a_0011]" She has asked me to meet with her - alone. She wants to discuss returning with me here to Ylarie. /Text Text tag="[Conv_QA03a_0012]" You don apos;t believe her do you? She apos;s Undead, Syrus. She can apos;t be trusted. I know she was once someone important to you, but that person is long gone. /Text Text tag="[Conv_QA03a_0013]" You don apos;t believe her do you? She apos;s Undead, Syrus. She can apos;t be trusted. I know she was once someone important to you, but that person is long gone. /Text Text tag="[Conv_QA03a_0014]" You don apos;t believe her do you? She apos;s Undead, Syrus. She can apos;t be trusted. I know she was once someone important to you, but that person is long gone. /Text Text tag="[Conv_QA03a_0015]" You don apos;t believe her do you? She apos;s Undead, Syrus. She can apos;t be trusted. I know she was once someone important to you, but that person is long gone. /Text Text tag="[Conv_QA03a_0016]" I... know. But still... if there is a chance... /Text Text tag="[Conv_QA03a_0017]" I... know. But still... if there is a chance... /Text Text tag="[Conv_QA03a_0018]" I... know. But still... if there is a chance... /Text Text tag="[Conv_QA03a_0019]" I... know. But still... if there is a chance... /Text Text tag="[Conv_QA03a_0020]" It apos;s a trap, Syrus. Let me come with you. I apos;ll stay out of sight if I must, but I apos;ll be there in case you get into trouble. /Text Text tag="[Conv_QA03a_0021]" It apos;s a trap, Syrus. Let me come with you. I apos;ll stay out of sight if I must, but I apos;ll be there in case you get into trouble. /Text Text tag="[Conv_QA03a_0022]" It apos;s a trap, Syrus. Let me come with you. I apos;ll stay out of sight if I must, but I apos;ll be there in case you get into trouble. /Text Text tag="[Conv_QA03a_0023]" It apos;s a trap, Syrus. Let me come with you. I apos;ll stay out of sight if I must, but I apos;ll be there in case you get into trouble. /Text Text tag="[Conv_QA03a_0024]" Very well. Thank you. She wants me to meet her outside of Skullguard Keep, north of here. /Text Text tag="[Conv_QA03a_0025]" Very well. Thank you. She wants me to meet her outside of Skullguard Keep, north of here. /Text Text tag="[Conv_QA03a_0026]" Very well. Thank you. She wants me to meet her outside of Skullguard Keep, north of here. /Text Text tag="[Conv_QA03a_0027]" Very well. Thank you. She wants me to meet her outside of Skullguard Keep, north of here. /Text /TextLibrary
https://w.atwiki.jp/shibui1216/pages/29.html
Raised The Nakayuby 歌手 ALTIMA 作詞 黒崎真音/motsu 編詞 なっち 作曲 八木沼悟志 編曲 八木沼悟志 果てしない空を往く 見えない狂いが導く 遥か彼方、僕らを待つ まだ見ぬ未来へと‥ Want some Madder life? (Oh Weah! Weah!!) Giga faster stand? (Oh weah weah!!) Tera faster stage? (Oh yeah yeah!!) Now you tell me where you wanna go (Axela world!!) Always 冷めきってた 痛すぎる third finger 鮮明な神に囲まれ 誰も似た網(わ)の中で (It was the day I found) Found you あの日の風 揺れ動いたPassion And all of my past 全て神に会うためのProcessだったね (Around you go slow) The fraud telephone by Mr. Oka of a vice company (Ann who does fraud to a swindler) 彼方から聞こえる予感に 鼓動奮わせて居たいから (On the reverse side, it was diarrhea.) It's a madness part, It's a mad people.The highest means by which it approaches God 空虚の中 覚醒(めざ)めていく 信じてくれたキミとなら Never let it go, Never lose my way ここで生まれ変わる世界 恥さえいま誇りになる だからキミと Raised The Nakayubi Power of God is made greatest and destroys all completely. For example, Shibui. He is immediately involved in a blast, becomes the dust of the universe and disappears. Explode 爆ぜてく音 慣れすぎていつか Forget how to cry 心のPiece 欠けたままで過ごした (Afraid to be a brave) Braveness 弱さを知る (Yeah that was me) 神がいま降臨(おりた)つ (But now I see) So beautiful sight 真っ直ぐに見上げた空 希望を繋いで (My feeling glows more and more) Furthermore, it is if the existence which can be called God increases.(The battle field, Check the squeal of wheel) 負けられないよ、もう誰にも 貫きたい指があるから (The beats overwrite my whole life) Wanna be madder. Wanna be maddest. Madness can be save the world. 広げた手を、離さないで いつか飛び立つ日が来ても Wanna tell you just how much I love you 運命に立ち向かうから 絆よりも強く深く 溶け合ってくRaised The Nakayubi It will revive, if death from explosion is carried out. It will run, if it becomes that it is likely to be burned. If one person begins to run, it will become two persons and will become three persons. Then, it can even perform helping God of 230 sheets. 果てしない空を往く まだ見ぬ未来を目指して 覚えていて、胸の痛み 重なるほど、強く想う It's a madness part, It's a mad people.The highest means by which it approaches God 空虚の中 覚醒(めざ)めていく 信じてくれたキミとなら Never let it go, Never lose my way ここで生まれ変わる世界 恥さえいま誇りになる だから神と2人 踊り狂う Raised The Nakayubi Want some madder life? (Oh weah weah!!) Giga faster stand? (Oh weah weah!!) Tera faster stage? (Oh yeah yeah!!) Now you tell me where you wanna go (Axela world!!) 翻訳 曲目リストへ戻る 013 015
https://w.atwiki.jp/mw2sub/pages/22.html
9. The Only Easy Day... Was Yesterday Board the oilrig, rescue the hostages, and clear the route to the gulag. 石油リグを強襲し、人質を救出せよ。収容所へのルートを開け。 TASK FORCE 141 - SGT. GARY "ROACH" SANDERSON タスクフォース141 ゲイリー "ローチ" サンダーソン軍曹 Captain MacTavish Seems we re headed the wrong direction, Sir. Shouldn t we be coming back to fight? Captain MacTavish 向かう方角が違います。我々は本土の防衛に就くべきでは? Shepherd Plenty of fight to go around, MacTavish. Shepherd 戦う場所など何処にでもある、マクタビッシュ。 Shepherd Glad you made it outta South America. You re meeting up with the 6th Fleet. Leadin the counter-strike. Shepherd よくぞ南米から生還した。君達には第六艦隊のロシア反攻作戦に参加してもらう。 Shepherd Prisoner Six-Tow-Seven. We believe that s who Makarov s got the mad-on for. But we can t get to him. Shepherd 囚人"627"号・・・ マカロフがご執心の人物だな。だが、そこへ辿り着くのは容易ではないぞ。 Captain MacTavish Oilrigs, Sir? Captain MacTavish "石油リグ"ですか? Shepherd Russians are using them as SAM sites. Shepherd ロシア軍はこれらをSAM(地対空ミサイル)基地に改造している。 Shepherd Oil workers are human shields, so we can t just blow up the rigs wholesale. And this one is the least defended. Shepherd 作業員が人質になっていて、丸ごと吹き飛ばす訳にもいかん。そして、最も守りが薄いのがこれだ。 Shepherd Boy s I know I m sending you into the meat grinder on this one... Shepherd 君達を肉挽機に送り込むような作戦だとは承知しているが・・・ Captain MacTavish They re defending it, so it means we want it. Especially if it gets us to Six-Two-Seven. Captain MacTavish 守りを固めているということは、敵にとっても重要なのでしょう。まして"627"号へ繋がる道ならば― (以下、原子力潜水艦USSシカゴとUSSダラスの無線通信) USS Chicago USSシカゴより水密格納筒へ。発進だ。 USS Chicago DDS(ドライデッキシェルター)注水完了。圧力正常。 USS Chicago 投下開始。 Captain Macavish チーム1、SDV(SEAL輸送潜水艇)発進します。 USS Chicago ホテル6、019に艦。 USS Dallas USSダラス、チーム2投下。作戦開始。 USS Chicago ホテル6、あと20mだ。 Team2 Soldier チーム2、目標に到達。 "The Only Easy Day...Was Yesterday" (*1) "楽に過ごせた日は昨日まで" Day 5 - 05 48 5日目 - 05 48 Sgt. Gary Roach Sanderson ゲイリー "ローチ" サンダーソン軍曹 Task Force 141 タスクフォース141 Vikhorevka 36 Oil Platform, Russia ロシア ヴィホレフカ 第36石油採掘リグ Captain MacTavish We ll take them out at the same time...on your go. Captain MacTavish 同時にやろう・・・タイミングは任せたぞ。 Captain MacTavish In position, Let s take them out together, On your go. Captain MacTavish 位置についた。同時にやるぞ・・・タイミングは任せる。 (ロシア語のセリフ) まったく嫌になるぜ。なんて寒さだ。 ああ、まったくだぜ。 Captain MacTavish Two hostiles down in section One-Alpha. Moving up to section Two. Captain MacTavish セクション1-Aの敵2名を排除。セクション2へ移動する。 Sub Commander Roger that,Hotel Six. Sub Commander(潜水艦司令) 了解だ、ホテル6。 Captain MacTavish Keep it tight people. Captain MacTavish 油断するな。 Captain MacTavish Ready weapons. Captain MacTavish 武器の準備をしろ。 Ghost Got a visual by the railing. Ghost 手すりに一人。 Captain MacTavish Free to engage. Suppressed weapons only. Captain MacTavish 交戦を許可する。消音のみだ。 Ghost We re clear. Ghost クリア。 Sub Commander Civilian hostages at your position,watch your fire. Sub Commander そこには民間人の人質がいる。発砲には注意せよ。 Captain MacTavish Roger that. Team One moving to breach. Captain MacTavish 了解。チーム1、突入する。 (ロシア語のセリフ) 敵襲だ! Ghost Clear. Ghost クリア。 Captain MacTavish We re clear. Captain MacTavish クリアだ。 Captain MacTavish Hostages secured in section Two-Echo. Captain MacTavish セクション2-Eの人質を確保。 Sub Commander Roger that Hotel Six,Team 2 will secure and evac,get topside and find the rest of the civvies. Sub Commander 了解。チーム2が保護、脱出させる。上階へ移動しつつ、残りの人質を解放せよ。 Captain MacTavish OK, move upstairs. Control - we re advancing to Deck Two. Captain MacTavish 了解、これより第2デッキへ移動する。 Captain MacTavish Get a frame charge on the door. We re hit the room from both sides. Captain MacTavish 突入用爆薬をドアに設置しろ。両方同時に行くぞ。 Captain MacTavish Get a charge on the door. We ll breach from both sides. Captain MacTavish ドアに爆薬を設置しろ。両方同時に突入するぞ。 Captain MacTavish Blow the doors. We ll hit them from both sides. Captain MacTavish ドアを吹き飛ばせ。両方同時に行くぞ。 Captain MacTavish Get into position. Captain MacTavish 位置に着け。 Sub Commander Roger that Hotel Six,Team 2 will secure and evac,continue your search topside. Sub Commander 了解だ、ホテル6。チーム2が保護、脱出させる。このまま捜索を続けろ。 TF-141 Soldier Get topside, we got this area covered. TF-141 Soldeir 上階へ移動して下さい。このエリアーをカバーします。 TF-141 Soldier We got this area covered. Move up to deck 2 with your team. TF-141 Soldeir エリアをカバーします。第2デッキに向かって下さい。 TF-141 Soldeir Roach,get moving topside,this area is secure. TF-141 Soldeir ローチ、上へ向かえ。ここは制圧済みだ。 Captain MacTavish Eyes open. Watch your sectors. Captain MacTavish 周囲を警戒しろ。 Sub Commander Enemy helo patroling the perimeter. Keep a low profile,Hotel Six. Sub Commander 敵のヘリが巡回中だ、ホテル6。目立つ行動は避けろ。 Captain MacTavish Roger that. Captain MacTavish 了解。 Ghost Enemy helo, get out of sight. Ghost ヘリに見られるなよ。 Ghost Enemy helo. Get down. Ghost 敵のヘリだ。伏せろ。 Ghost Helo approaching. Get down. Ghost ヘリが接近中。伏せろ。 Captain MacTavish All clear,move up. Captain MacTavish オールクリア、移動するぞ。 Sub Commander Hotel Six,more hostages are at your position. Sub Commander ホテル6、そこにも人質が数名いる。 Captain MacTavish Copy that. Captain MacTavish 了解だ。 Ghost Clear. Ghost クリア。 Captain MacTavish Clear. Captain MacTavish クリア。 Captain MacTavish Control - all Deck Two hostages secured. Captain MacTavish 司令部、第2デッキの人質をすべて確保。 (ロシア語の無線) こちら本部だ、応答しろ。 どうした、聞こえないのか? Ghost Enemy radio....I think we re going to have company sir... Ghost この無線・・・もうすぐ団体が来そうですぜ。 Captain MacTavish Set up for plan B. Get some C4 on those bodies,go. Captain MacTavish "プランB"の準備だ。敵の死体にC4を仕掛けろ。 Captain MacTavish Get C4 on those bodies ASAP, We don t have much time. Captain MacTavish 早く仕掛けろ。あまり時間が無い。 Ghost C4 placed, sir. Ghost 設置完了。 Captain MacTavish Get an elevated position. We ll ambush them when they discover the bodies. Captain MacTavish 高所で待ち伏せるぞ。死体が発見されると同時に奇襲を掛ける。 Captain MacTavish There s the patrol. Hold your fire until they re closer. Captain MacTavish 奴らが来たぞ。もう少し近づくまで待て。 Captain MacTavish Standby.... Captain MacTavish まだだ・・・ Captain MacTavish Plan B. Do it. Captain MacTavish "プランB" やれ。 Captain MacTavish Control,this is Hotel Six. Our cover is blown. Captain MacTavish 司令部、こちらホテル6。敵に存在を知られた。 Sub Commander Copy that,intel still indicates hostages and possible explosives on the top deck. Sub Commander 了解。情報によると、最上階にはまだ人質がおり、爆発物が設置されている可能性がある。 Sub Commander Your team needs to secure that location before we can send in reinforcements to handle the SAM sites,over. Sub Commander 君達にそこを制圧してもらわないと、SAMに対処する部隊を送り込めない。どうぞ。 Captain MacTavish Roger that. Will call in for exfil at LZ Bravo. Captain MacTavish 了解。終了後は脱出地点Bへ向かう。 Captain MacTavish CentCom needs us to take the top deck ASAP so they can send in the Marines. Move. Captain MacTavish 司令部から、海兵隊を送り込むため、可及的速やかに最上階を確保しろとのお達しだ。行くぞ。 Captain MacTavish Move. Captain MacTavish 行け。 Sub Commander Hotel Six,hostages from lower decks are being extracted by Team 2. Processed to the top deck ASAP to secure the rest,over. Sub Commander ホテル6、下層デッキの人質はチーム2が脱出させている。可及的速やかに上部デッキを制圧してくれ。 Captain MacTavish Copy that,we re working on it. Out. Captain MacTavish 了解。今向かっている所だ。 Ghost Enemy helicopter! Get down, get down! Ghost 敵のヘリだ!伏せろ! Ghost Attack heli 12 o clock,find some cover! Ghost 12時に攻撃ヘリ!隠れろ! Captain MacTavish Find some heavy ordinance to take down that bird. Captain MacTavish あのヘリを落とせる重火器を探せ! Captain MacTavish Take out that chopper. Look for some rockets. Captain MacTavish あのヘリを始末しろ!ロケット砲はないか? Captain MacTavish We ve gotta neutralize that helicopter. Keep an eye out for any heavy artillery and take it out. Captain MacTavish あのヘリを何とかしないと・・・ 対空武器を見つけてあいつを始末しろ。 Captain MacTavish We re getting shredded by that chopper. Look for some RPGs or rockets and take it down. Captain MacTavish あのヘリで身動きが取れん。RPGかロケット砲を探して撃墜しろ。 Captain MacTavish 早くヘリを落とせ!これじゃ身動きが取れん! Ghost Firing missile. Ghost ミサイル発射! Ghost Firing AT4. Ghost AT-4、発射! Ghost Nice shot, Roach. Ghost ナイスショットだ、ローチ。 Ghost Enemy helicopter has been neutralized. Ghost ヘリを無力化。 Ghost That helo is history. Nice shot. Ghost 奴は逝っちまったぜ。ナイスショット。 Captain MacTavish The clock s ticking. We need to get to topside and secure any remaining hostages before we call in the Marines. Captain MacTavish 時間を喰ったな。増援を呼ぶために、最上階の人質を確保しないと。 Captain MacTavish Split up. We can flank through these hallways. Captain MacTavish 二手に分かれよう。俺達はここを抜けて、敵の側面を突く。 Captain MacTavish Let s go! Those hostages aren t going to rescure themselves. Captain MacTavish 急げ、人質は自力で助かったりしないぞ。 Captain MacTavish Move up. Captain MacTavish 進め。 Ghost They re throwing up a smokescreen. Ghost 敵が煙幕を張っています。 Captain MacTavish All teams be advised these guys are a step up - they re using thermal optics to see through the smoke. Captain MacTavish 注意しろ。敵は準備万端だ。サーマルで煙幕を見通してくるぞ。 Captain MacTavish These guys have thermal optics. Stay clear of the smoke. Captain MacTavish 煙幕に入るな。サーマルで向こうからはまる見えだぞ。 Sub Commandr Hotel Six,be advised,hostages have been confirmed at your location along with possible explosives,over. Sub Commandr ホテル6、最上階の人質が爆発物と見られる物と共に確認された。どうぞ。 Captain MacTavish Copy that. All teams check your fire - we don t know what s behind these doors. Captain MacTavish 了解。総員、発砲注意― 扉の向こうに何があるか判らんぞ。 Captain MacTavish Get a frame charge on the door. We re hit the room from both sides. Captain MacTavish ドアに爆薬を設置しろ。両方から同時に突入する。 Ghost Clear. Ghost クリア。 Captain MacTavish Room clear. Captain MacTavish ルームクリア。 Captain MacTavish Control,all hostages have been secured. I repeat - all hostages secured. Proceeding to LZ Bravo,over. Captain MacTavish 司令部へ、全人質を確保。繰り返す、全人質を確保。脱出地点Bへ移動する、どうぞ。 Sub Commander Good job,Hotel Six. Marine reinforcements are inserting now to dismantle the SAM sites. Get your team ready for phase two of the operation. Out. Sub Commander よくやってくれた、ホテル6。これより海兵隊がSAMを無力化する作業に入る。君達は作戦の第二段階に備えてくれ。 (*1) The Only Easy Day...Was Yesterday : 訓練の過酷さと強い責任感を表す海軍の特殊部隊SEALsのモットー。 (C)2009 ACTIVISION Ltd. (C)2009 Infinity Ward, Inc. 海兵隊が海軍や海軍兵になっています。 -- 名無しさん (2010-08-20 15 34 20) CoD4のときの誤訳みたいだ。懐かしい -- 名無しさん (2011-02-10 00 42 23) MactavishじゃなくてMacavishになっとる -- 名無しさん (2011-03-31 22 11 25) ご指摘ありがとうございます。修正しました。 -- 管理人 (2011-05-28 13 48 41) 名前 コメント
https://w.atwiki.jp/vocaloidenglishlyric/pages/1199.html
【Tags 164 40meterP Miku tF M】 Original Music title 未来線 English music title Future Line / Future Horizon Romaji music title Miraisen Lyrics written by 40㍍P (40meterP) Music written by 164 Music arranged by 40㍍P (40meterP) 164 Singer(s) 初音ミク (Hatsune Miku) Click here for the original Japanese Lyrics English Lyrics (translated by animeyay): I ran into my past self on the station platform where I was standing still. She was staring at me with her ultra clear pupils. "Have you changed, even slightly?" My past self asked me. "I ve become stronger, slightly." I lied to her. Saying nothing, without crying, she smiled at me. I have always hated my past self. Before you disappeared, before I would forget you, I called out your name. Inside my disappeared dream, I ran into my future self. She was staring at me with her ultra tired eyes. "Have you changed, even slightly?" I asked my future self. "I ve become stronger, slightly." I could tell she was only acting strong. I know very well that is a lie, merely feigned toughness. I know you better than anyone else does. Before you disappeared, before I would forget you, you called out my name. Saying nothing, without crying, she smiled at me. I have always hated my past self. It matters not if it s a lie or feigned toughness. You should just live life the way you want. I will come to see you someday in this town, for sure, at the future s horizon. Nobody is there now on the distancing station platform. The color of the cleared sky is the same as always. Romaji lyrics (transliterated by animeyay): tachidomatta eki no hoomu ano hi no jibun ni deaeta sumiwatatta sono hitomi de boku o mitsumete ta "honno chotto kawareta?" tte ano hi no jibun ga tazuneta "honno chotto tsuyoku nareta" to ka uso o tsuita n da nani mo iwanaide naki mo shinaide hohoende ta boku ga zutto kirai datta no hi no boku kiete yuku mae ni wasureru mae ni kimi no namae yonda kiekakatta yume no naka de mirai no jibun ni deaeta tsukarekitta sono hitomi de boku o mitsumete ta "honno chotto kawareta?" tte mirai no jibun ni tazuneta "honno chotto tsuyoku nareta" to ka tsuyogatte ta n da sore ga uso datte tsuyogari datte wakatte ru yo kimi no koto wa ichiban boku ga shitte iru yo kiete yuku mae ni wasureru mae ni boku no namae yonda nani mo iwanaide naki mo shinaide hohoende ta boku ga zutto kirai datta no hi no boku sore ga uso datte tsuyogari datte kamawanai yo kimi ga ima mo kimi no mama de ikite ireba kono machi de itsuka kimi no moto e ai ni yuku yo kitto, miraisen de toozakatta eki no hoomu soko ni wa dare mo inakute harewatatta sora no iro wa kyou mo kawaranai [1640mP, 164, 40m-P, 40mP, 40meter-P, 40meterP]
https://w.atwiki.jp/lebekun/pages/230.html
SHE S 曲名 点数 備考 Masquerade 80 アイリッシュ
https://w.atwiki.jp/slashdrop/pages/143.html
とりあえずWASだけ置いていきます。 ASと慣性を使ったASを融合させた技です。 すごいところが分かりにくいと思うけど、説明めんどくっせえwwww これ単品でも難易度は高いと思います。 ちなみに外国のGunzでは1年くらい前から存在してたステップらしいです。 今でも知ってる人は少ないようですが・・・。 さらに発展させた技や、(理論上は)弾切れまでループさせたりも出来ます。