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<<audio "welcome" play>><<timed 0s>>//@@font-size:18px;內容警告:閃爍畫面、刺眼畫面、失實、邪教、滅種、殖民主義、政治壓迫、生物恐怖主義、創傷。
Content warning: flashing visuals, eyestrain, dereality, cults, genocide, colonialism, political repression, bioterrorism, trauma.@@//
<<next 7s>>@@.fade;//在遙遠未來的時空,追求前途無限的協吞教舉行儀式犧牲耐核行星系統中百分之九十九的人民,招喚了吞光鐵神來把他們傳送到天堂。
In the time and space of distant future, the Cult of Twun sacrificed 99% of all people in the Nai'oh System to summon The Sparkeater, an iron god who would transport them to a paradisiacal world of infinite promise.//@@
<<next 7s>>@@.fade;//但在旅途中,被神吞食的鬼起義搶占神腹,把神的車廂化成現實之間的閾限零空實例。
But during their journey, the ghosts who were swallowed by The Sparkeater rebelled and seized the god's stomach, transforming the god's passenger cars into a liminal nullspace between realities.//@@
<<next 7s>>@@.fade;//現在,他們乘著無休跑動的神屍,穿越時空集體附身,為仍然活著的凡人爭取自己生命中得不到的正義...
Now, aboard the endlessly running corpse of their god, they pierce through spacetime to possess collectives of mortals, striving to deliver the justice they failed to achieve in their lives to those who are still living...//@@
<<next 7s>>[[廣播 ANNOUNCEMENT]]
<<type 30ms>>[[(離開時空站 LEAVE TIMESTOP)|出口 EXIT]]<</type>>
<</timed>>
//@@font-size:14px;按空格鍵跳過打字。
Press spacebar to skip typing.@@//[img[https://ns3416.neocities.org/logo_soulslinger.png]]
//@@font-size:24px;受死令 SOULSLINGER@@//[[選單 MENU]]<<audio "lightless" play>><<timed 0s>>@@.fade;本遊戲的字體是 Vernon Adams 的 Metrophobic,以 [[SIL 的開源字型授權|https://www.maoken.com/ofl]]使用。
The font of this game is Metrophobic by Vernon Adams, licensed for use by the [[SIL Open Font License.|https://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=OFL#77f28741]]@@
<<next 4s>>@@.fade;標誌的字體是王漢宗的 HanWang KaiBold。
The font of the logo is Wang Han Zong's HanWang KaiBold.@@
<<next 4s>>@@.fade;背景圖片是由 Unsplash 網站上 [[Jamison Riley 原創相片|https://https://unsplash.com/photos/w1ZbbMqH6Ms]]的修改而來。
The background image is an edit of [[Jamison Riley's photo|https://https://unsplash.com/photos/w1ZbbMqH6Ms]] from Unsplash.@@
<<next 4s>>@@.fade;片頭曲是《歡迎來到吞光鐵》,由維基共享資源公有領域的火車和太空船音訊而編輯出來的原創作品。
Opening track is "Welcome to The Sparkeater," an original composition made from edited Wikimedia Commons public domain sounds of trains and spaceships.@@
<<next 4s>>@@.fade;片尾曲是《無明越戒》,原本為[[《天丑!》|https://mega.nz/folder/RwJ1yJpb#qgwMHDCPOcFogXYGaAdHlA]]TRPG 創造的原創作品。
Ending track is "Lightless Limits", an original composition initially created for the TTRPG //[[FOOLS OF HEAVEN!|https://mega.nz/folder/RwJ1yJpb#qgwMHDCPOcFogXYGaAdHlA]]//@@
<<next 4s>>@@.fade;2023 年 10 月,燇空 著
Written in October 2023, by jyun kong@@
<<next 4s>>@@.fade;//感謝遊玩。 Thanks for playing.//@@
<</timed>>/* ------------- AUDIO --------------- */
<<cacheaudio "welcome" "mp3|https://ns3416.neocities.org/welcome_to_the_sparkeater.mp3">>
<<cacheaudio "lightless" "mp3|https://ns3416.neocities.org/lightless_limits.mp3">>
/* ------------ STATS --------------- */
<<set $spark to ["怒 RAGE", "仇 HATE", "哀 GRIEF", "荒 DREAD"]>>
<<set $scheme to ["惡 SCOURGE", "賊 FIEND", "丑 FOOL", "聖 SAINT"]>>
<<set $hsing to ["餓血 A HUNGER FOR BLOOD", "餓息 A HUNGER FOR BREATH", "餓膽 A HUNGER FOR GUTS", "餓榮 A HUNGER FOR GLORY", "餓沌 A HUNGER FOR CHAOS"]>>
/* ------------ NOTES --------------- */
<<set $mem to []>> /* ARRAY FOR USER-INPUTTED NOTES */
<<set $memCards to []>> /* ARRAY FOR EACH NOTE'S CARD */
/* --------- !!! TEST STAT AREA !!! ---------- */
/* ------------ DECK --------------- */
<<set $suits to ["♥ 血 BLOOD", "♦ 息 BREATH", "♠ 膽 GUTS", "♣ 榮 GLORY", "🂿 鬼 GHOST"]>>
<<set $numbers to [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13]>>
/* BUILD A SEPARATE NUMBER ARRAY FOR EACH SUIT */
<<set $hNum to $numbers.shuffle()>>
<<set $dNum to $numbers.shuffle()>>
<<set $sNum to $numbers.shuffle()>>
<<set $cNum to $numbers.shuffle()>>
/* Joker is different cuz there's only 2 */
<<set $jNum to [1, 2].shuffle()>>
/* TRACKER VARIABLES */
<<set $cardsDrawn to 0>><<type 30ms>>可能記也可能記不得,但死令車票紀錄的不是你的地點,而是你行程開始的特性。
As you may or may not recall, what the death-marked ticket records is not your destination, but your identity before your journey begins.<</type>>
<<type 30ms>>第一是[[心火。|心火 SPARK]] First is your [[SPARK.|心火 SPARK]]<</type>><<type 30ms>>心火是逃不離的痛苦,強迫你四處冤纏平行時空。
A spark is an inescapable pain that compels you to haunt parallel timespace in all directions.<</type>>
<<type 30ms>>從下列之中選一,或[[隨神機決定。|定勢 SCHEME][$sparkN to (rollDice(1,4)-1)]] Choose from one of the following, or [[let the God Machine decide.|定勢 SCHEME][$sparkN to (rollDice(1,4)-1)]]
@@.fade;1. [[怒 RAGE|定勢 SCHEME][$sparkN to 0]]@@
@@.fade;2. [[仇 HATE|定勢 SCHEME][$sparkN to 1]]@@
@@.fade;3. [[哀 GRIEF|定勢 SCHEME][$sparkN to 2]]@@
@@.fade;4. [[荒 DREAD|定勢 SCHEME][$sparkN to 3]]@@
<</type>>
<<if $redo eq true>><<type 30ms>>[[返回 BACK|就這樣 THAT'S IT]]<</type>><</if>><<type 30ms>>你的心火是$spark[$sparkN]。 Your SPARK is $spark[$sparkN].<</type>>
<<type 30ms>>它迫使你定勢如 It forces you to SCHEME like:
@@.fade;1. 做最終判斷的[[惡 A SCOURGE|四行 HSING][$schemeN to 0]] who ends judgment
2. 反制批評者的[[賊 A FIEND|四行 HSING][$schemeN to 1]] who cheats judgment
3. 沒判斷能力的[[丑 A FOOL|四行 HSING][$schemeN to 2]] with no judgment
4. 無法被批評的[[聖 A SAINT|四行 HSING][$schemeN to 3]] beyond judgment@@
<</type>>
<<timed 5s>><<type 30ms>>或許[[看天。|四行 HSING][$schemeN to (rollDice(1,4)-1), $rolled to true]] Or [[it all depends on the day.|四行 HSING][$schemeN to (rollDice(1,4)-1), $rolled to true]]<</type>>
<<next 2s>><<if $redo eq true>><<type 30ms>>[[返回 BACK|就這樣 THAT'S IT]]<</type>><</if>>
<</timed>>
<<type 30ms>>歡迎回到地獄鐵啊,走神的受死令。請再次檢查[[您的車票。|您的車票 YOUR TICKET]]」
Welcome back to The Hellbound Train, lost soulslinger. Let's double-check [[YOUR TICKET|您的車票 YOUR TICKET]] again.<</type>>
<<if $end eq true>><<timed 4s>><<type 30ms>>[[「等一下--我想知道你是誰。」 "Wait--I want to know who you are."]]
[[「不必。」 "That won't be necessary."]]
<</type>><</timed>>
<</if>>
<<if $rolled eq true>><<type 30ms>>而今天你想當$scheme[$schemeN]。 And today you want to be a $scheme[$schemeN].<</type>><<else>><<type 30ms>>你的定勢是$scheme[$schemeN]。 Your SCHEME is $scheme[$schemeN].<</type>><</if>>
<<type 30ms>>最後,你有四行,能用來影響旅程的動力:血、息、膽、榮。 Lastly, you have 4 HSING, which are motive powers you can use to influence your journey: BLOOD, BREATH, GUTS, and GLORY.<</type>>
<<type 30ms>>[[「等一下,怎麼用?」 "Wait, how do I do that again?"]]
@@.fade;[[「對,我記得。」 "Yes, I remember."|四行 HSING...]]@@<</type>><<type 30ms>>你$hsing[$hsingN]。 You have $hsing[$hsingN].<</type>>
<<type 30ms>>[[車票|車票 TICKET]]看起來都對勁的話,最後需要選擇的只是[[行程時間。|行程時間 TRAVEL TIME]] If everything on [[your ticket|車票 TICKET]] looks up to snuff, the only thing you have left to choose is your [[TRAVEL TIME.|行程時間 TRAVEL TIME]]<</type>>
<<type 30ms>>[[「等一下,我的心火。」 "Wait, my SPARK."|心火 SPARK][$redo to true]]
[[「等一下,我的定勢。」 "Wait, my SCHEME."|定勢 SCHEME][$redo to true]]
[[「等一下,我的四行。」 "Wait, my HSING."|四行 HSING...][$redo to true]]
[[「等一下,我要重來。」 "Wait, I want to start over."|您的車票 YOUR TICKET]]
<</type>><<type 30ms>>超乎一切,你餓的是 Above all, you hunger for...
@@.fade;1. [[血 BLOOD|就這樣 THAT'S IT][$hsingN to 0, $blood to 1, $breath to 4, $guts to 2, $glory to 3]] (血 BLOOD 1 息 BREATH 4 膽 GUTS 2 榮 GLORY 3)@@
@@.fade;2. [[息 BREATH|就這樣 THAT'S IT][$hsingN to 1, $blood to 4, $breath to 1, $guts to 3, $glory to 2]] (血 BLOOD 4 息 BREATH 1 膽 GUTS 3 榮 GLORY 2)@@
@@.fade;3. [[膽 GUTS|就這樣 THAT'S IT][$hsingN to 2, $blood to 2, $breath to 3, $guts to 1, $glory to 4]] (血 BLOOD 2 息 BREATH 3 膽 GUTS 1 榮 GLORY 4)@@
@@.fade;4. [[榮 GLORY|就這樣 THAT'S IT][$hsingN to 3, $blood to 3, $breath to 2, $guts to 4, $glory to 1]] (血 BLOOD 3 息 BREATH 2 膽 GUTS 4 榮 GLORY 1)@@
@@.fade;5. [[沌 CHAOS|就這樣 THAT'S IT][$hsingN to 4, $blood to rollDice(1,4), $breath to rollDice(1,4), $guts to rollDice(1,4), $glory to rollDice(1,4), $rolled to true]] (四行亂數 ALL HSINGS RANDOM)@@
<</type>>''♥ 血 BLOOD $cardN''<<unset $accept>>
<<if $cardN eq 1>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♥ 血 BLOOD 1">>
''大起 GREAT START''<</nobr>>
----
//屍體。誰的? A corpse. Whose?//
<<elseif $cardN eq 2>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♥ 血 BLOOD 2">>
''小合 SMALL STOP''<</nobr>>
----
//葬禮。在哪? A burial. Where?//
<<elseif $cardN eq 3>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♥ 血 BLOOD 3">>
''小起 SMALL START''<</nobr>>
----
//線索。關於? A clue. About what?//
<<elseif $cardN eq 4>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♥ 血 BLOOD 4">>
''小轉 SMALL TURN''<</nobr>>
----
//招供。是誰? A confession. Who is it?//
<<elseif $cardN eq 5>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♥ 血 BLOOD 5">>
''小承 SMALL TRIAL''<</nobr>>
----
//謊言。是什麼? A lie. What is it?//
<<elseif $cardN eq 6>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♥ 血 BLOOD 6">>
''中合 CORE STOP''<</nobr>>
----
//凶器。留在哪? A weapon. Left where?//
<<elseif $cardN eq 7>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♥ 血 BLOOD 7">>
''中起 CORE START''<</nobr>>
----
//陰謀。誰的? A plot. Whose?//
<<elseif $cardN eq 8>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♥ 血 BLOOD 8">>
''中承 CORE TRIAL''<</nobr>>
----
//爭吵。為何? A fight. What for?//
<<elseif $cardN eq 9>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♥ 血 BLOOD 9">>
''中轉 CORE TURN''<</nobr>>
----
//發誓。什麼? A vow. To what?//
<<elseif $cardN eq 10>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♥ 血 BLOOD 10">><<run $suits.delete("♥ 血 BLOOD")>>
''死令 DEATH MARK: 血星大戰 THE GREAT WAR OF SHAHSIN'''<</nobr>>
----
<<type 30ms>>血星的自動殖民地向聖榮帝國宣戰。
The Machine Colonies of Shahsin' declare war on The Holy Empire of Vim'run.<</type>>
<<type 30ms>>//「被創造沒過去的原因就是為了更方便破壞他們的未來。」//
//"They built us with no past so that we could better destroy their future."//
//~ 自動靈逃兵 Hauntaumaton deserter//<</type>>
<<elseif $cardN eq 11>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♥ 血 BLOOD 11">>
''大承 GREAT TRIAL''<</nobr>>
----
//被俘。誰虜? Captured. By whom?//
<<elseif $cardN eq 12>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♥ 血 BLOOD 12">>
''大轉 GREAT TURN''<</nobr>>
----
//出路。到哪? An escape. To where?//
<<else>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♥ 血 BLOOD 13">>
''大合 GREAT STOP''<</nobr>>
----
//同盟。反誰? An alliance. Against who?//
<</if>><<timed 8s>>@@.fade;注意 NOTICE: 不會自動存檔 no auto-save.@@
@@.fade;<<textarea "$mem[($cardsDrawn-1)]" "">>@@
@@.fade;[[繼續 CONTINUE|行程 JOURNEY]]@@<</timed>>''♦ 息 BREATH $cardN''
<<if $cardN eq 1>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♦ 息 BREATH 1">>
''大起 GREAT START''<</nobr>>
----
//重逢。什麼在一起? Reunion. What's brought together?//
<<elseif $cardN eq 2>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♦ 息 BREATH 2">>
''小合 SMALL STOP''<</nobr>>
----
//風暴。誰走? A storm. Who leaves?//
<<elseif $cardN eq 3>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♦ 息 BREATH 3">>
''小起 SMALL START''<</nobr>>
----
//避難所。誰在? Shelter. Who's here?//
<<elseif $cardN eq 4>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♦ 息 BREATH 4">>
''小轉 SMALL TURN''<</nobr>>
----
//陌生人。從哪來? A stranger. From where?//
<<elseif $cardN eq 5>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♦ 息 BREATH 5">>
''小承 SMALL TRIAL''<</nobr>>
----
//竊盜。偷了什麼? A theft. Of what?//
<<elseif $cardN eq 6>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♦ 息 BREATH 6">>
''中合 CORE STOP''<</nobr>>
----
//晴天。透露什麼? Clear sky. What's revealed?//
<<elseif $cardN eq 7>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♦ 息 BREATH 7">>
''中起 CORE START''<</nobr>>
----
//來客。多少? Visitors. How many?//
<<elseif $cardN eq 8>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♦ 息 BREATH 8">>
''中承 CORE TRIAL''<</nobr>>
----
//突襲。失去什麼? A raid. What's lost?//
<<elseif $cardN eq 9>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♦ 息 BREATH 9">>
''中轉 CORE TURN''<</nobr>>
----
//援助。誰幫? Assistance. From whom?//
<<elseif $cardN eq 10>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♦ 息 BREATH 10">><<run $suits.delete("♦ 息 BREATH")>>
''死令 DEATH MARK: 送息旱災 THE DROUGHT OF EHM'RAH''<</nobr>>
----
<<type 30ms>>血星大戰的落塵把送息變成沙漠行星,並壞死居民。
Fallout from The Great War of Shahsin' turns Ehm'rah into a desert planet and necrotizes its population.<</type>>
<<type 30ms>>//「有些人拒絕跟大海同歸於盡--有些人視死不歸。」//
//"There were those who refused to die with the seas--there were those who refused to die at all."//
//~ 倖存殭 Stiff survivor//<</type>>
<<elseif $cardN eq 11>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♦ 息 BREATH 11">>
''大承 GREAT TRIAL''<</nobr>>
----
//荒地。什麼被拋棄? A wasteland. What's abandoned?//
<<elseif $cardN eq 12>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♦ 息 BREATH 12">>
''大轉 GREAT TURN''<</nobr>>
----
//亮光。從哪來? A light. From where?//
<<else>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♦ 息 BREATH 13">>
''大合 GREAT STOP''<</nobr>>
----
//新居。重建什麼? A new home. What's rebuilt?//
<</if>><<timed 8s>>@@.fade;注意 NOTICE: 不會自動存檔 no auto-save.@@
@@.fade;<<textarea "$mem[($cardsDrawn-1)]" "">>@@
@@.fade;[[繼續 CONTINUE|行程 JOURNEY]]@@<</timed>><<if $accept eq true or $reject eq true>>
$cardS 的點數變 becomes $testStat <<if $testStat eq 1>>point<<else>>points<</if>>.
<<if $accept eq true>><<type 30ms>>[[繼續試 KEEP TRYING][$accept to false]]
[[返回 BACK|四行 HSING][$accept to false]]
<</type>>
<<else>><<type 30ms>>[[再抽 DRAW AGAIN|繼續試 KEEP TRYING][$reject to false]]<</type>><</if>>
<<else>><<silently>>
<<if lastVisited("選單 MENU") neq 1>>
<<set $cardS to $testSuits.random()>>
<<set $cardN to $numbers.random()>>
<<set $testStat to sum(rollDice(3,4))>>
<</if>><</silently>>
<<type 30ms>>你的新卡是 Your new card is $cardS $cardN.
那麼,假如你 $cardS 的點數是 $testStat。Now suppose your $cardS is $testStat.<</type>>
<<type 30ms>>你可以選擇 You can choose to...
[[接受行憶 ACCEPT MEMORY|繼續試 KEEP TRYING][$testStat += $cardN, $accept to true]] (+$cardN $cardS)
<<nobr>>
<<if $testStat gte $cardN>>
[[拒絕行憶 REJECT MEMORY|繼續試 KEEP TRYING][$testStat -= $cardN, $reject to true]] (-$cardN $cardS, 再抽 draw again)
<<else>>不能拒絕行憶 CAN'T REJECT MEMORY ($cardS 不足 too low)
<</if>><</nobr>>
[[「夠了,明白。」 "Okay, got it."|四行 HSING]]<</type>>
<</if>><<type 30ms>>一組撲克牌卡將會是行程的媒介。每張卡代表一段行憶。除了[[鬼牌|鬼牌 GHOST CARDS]]之外,每張行義卡將會有個一個行色(♥ 血、♦ 息、♠ 膽、♣ 榮)和一項行數(1-13)。
A deck of poker cards will be the medium for your journey. Each card represents a MOVING MEMORY. Except for the [[ghost cards (jokers)|鬼牌 GHOST CARDS]], each MOVING MEMORY card will have a HSING SUIT (♥ BLOOD, ♦ BREATH, ♠ GUTS, ♣ GLORY) and MOVEMENT NUMBER (1-13).<</type>>
<<type 30ms>>每當你抽到一張行憶卡,你可以先參閱[[選單 MENU]]之中的神諭,再來決定要不要接受或拒絕行憶。接受能獲得等同於行數的相當點數,而拒絕必須付出等同於行數的相當點數。
Each time you draw a MOVING MEMORY card, you may first consult the ORACLE in your [[選單 MENU]] before choosing to either ACCEPT or REJECT it. Accepting grants you a number of corresponding points equal to that card's number, while rejecting requires you to pay corresponding points equal to that card's number.<</type>>
<<silently>>
<<set $testSuits to ["♥ 血 BLOOD", "♦ 息 BREATH", "♠ 膽 GUTS", "♣ 榮 GLORY"]>>
<<set $testNums to [2, 3, 4]>>
<<if (lastVisited("選單 MENU") neq 1) and (lastVisited("鬼牌 GHOST CARDS") neq 1)>>
<<set $cardS to $testSuits.random()>>
<<set $cardN to $testNums.random()>>
<<set $testStat to sum(rollDice(2,4))>>
<</if>><</silently>>
<<type 30ms>>來,給你試試看。Here, come try it out.<</type>>
<<type 30ms>>假如你抽到的卡是 Suppose you drew $cardS $cardN.
假如你 $cardS 的點數是 $testStat。Suppose your $cardS is $testStat.<</type>>
<<type 30ms>>你可以選擇 You can choose to...
[[接受行憶 ACCEPT MEMORY|繼續試 KEEP TRYING][$testStat += $cardN, $accept to true]] (+$cardN $cardS)
[[拒絕行憶 REJECT MEMORY|繼續試 KEEP TRYING][$testStat -= $cardN, $reject to true]] (-$cardN $cardS, 再抽 draw again)
<</type>><<type 30ms>>你把星盤轉到 You set your astrolabe to...
@@.fade;[[4 圈 cycles|開始行程 BEGIN JOURNEY][$cycles = 4]]@@
@@.fade;[[13 圈 cycles|開始行程 BEGIN JOURNEY][$cycles = 13]]@@
@@.fade;[[52 圈 cycles|開始行程 BEGIN JOURNEY][$cycles = 52]]@@
<</type>>
/* RESET THE DECK IF STARTING A NEW JOURNEY */
<<if $new eq true>>
<<set $suits to ["♥ 血 BLOOD", "♦ 息 BREATH", "♠ 膽 GUTS", "♣ 榮 GLORY", "🂿 鬼 GHOST"]>>
/* REBUILD NUMBER ARRAYS FOR EACH SUIT */
<<set $hNum to $numbers.shuffle()>>
<<set $dNum to $numbers.shuffle()>>
<<set $sNum to $numbers.shuffle()>>
<<set $cNum to $numbers.shuffle()>>
/* Joker is different cuz there's only 2 */
<<set $jNum to [1, 2].shuffle()>>
/* RESET TRACKER VARIABLES */
<<set $cardsDrawn to 0>>
<<set $mem to []>>
<<set $memCards to []>>
<<unset $haunted>>
<</if>>心火 SPARK: <<if def $sparkN>>$spark[$sparkN]<<else>>空 VOID<</if>>
定勢 SCHEME: <<if def $schemeN>>$scheme[$schemeN]<<else>>無 NONE<</if>>
四行 HSING: <<if def $hsingN>>$hsing[$hsingN]<<else>>餓 A HUNGER<</if>>
♥ 血 BLOOD <<if def $blood>>$blood<<else>><</if>>
♦ 息 BREATH <<if def $breath>>$breath<<else>><</if>>
♠ 膽 GUTS <<if def $guts>>$guts<<else>><</if>>
♣ 榮 GLORY <<if def $glory>>$glory<<else>><</if>>
<<back "返回 BACK">><<type 30ms>>裂車長送你一句「一路順風」,無影無蹤地消失。
The Shattered Conductor bids you farewell before vanishing without a trace.<</type>>
<<timed 4s>><<goto [[行程 JOURNEY]]>><</timed>><<if $accept eq true>>
<<unset $accept>>
<<if $cardS eq "♥ 血 BLOOD">>
<<run $blood += $cardN>><<goto [[♥ 血 BLOOD]]>>
<<elseif $cardS eq "♦ 息 BREATH">>
<<run $breath += $cardN>><<goto [[♦ 息 BREATH]]>>
<<elseif $cardS eq "♠ 膽 GUTS">>
<<run $guts += $cardN>><<goto [[♠ 膽 GUTS]]>>
<<elseif $cardS eq "♣ 榮 GLORY">>
<<run $glory += $cardN>><<goto [[♣ 榮 GLORY]]>>
<<else>>
<<goto [[🂿 鬼 GHOST]]>><</if>>
<<elseif ($cardsDrawn eq $cycles and lastVisited("選單 MENU") neq 1)>><<goto [[行程結束 JOURNEY'S END]]>> /* PREVENTS ENDING EARLY IF YOU VISIT THE MENU BEFORE CHOOSING TO ACCEPT OR REJECT THE LAST CARD */
<<else>><<silently>> /* DRAW A CARD */
/* FIRST CHECK TO SEE IF THIS IS A REJECT DRAW AND RESET REJECT */
<<if $reject eq true>>
<<if $cardS eq "♥ 血 BLOOD">>
<<run $blood -= $cardN>><<unset $reject>>
<<elseif $cardS eq "♦ 息 BREATH">>
<<run $breath -= $cardN>><<unset $reject>>
<<elseif $cardS eq "♠ 膽 GUTS">>
<<run $guts -= $cardN>><<unset $reject>>
<<elseif $cardS eq "♣ 榮 GLORY">>
<<run $glory -= $cardN>><<unset $reject>><</if>>
<</if>>
/* THEN CHECK TO SEE IF ANY SUITS HAVE BEEN DRAWN OUT */
<<if $hNum.length eq 0>><<run $suits.delete("♥ 血 BLOOD")>>
<<elseif $dNum.length eq 0>><<run $suits.delete("♦ 息 BREATH")>>
<<elseif $sNum.length eq 0>><<run $suits.delete("♠ 膽 GUTS")>>
<<elseif $cNum.length eq 0>><<run $suits.delete("♣ 榮 GLORY")>>
<<elseif $jNum.length eq 0>><<run $suits.delete("🂿 鬼 GHOST")>>
<</if>>
/* THEN PICK A RANDOM SUIT */
/* UNLESS YOU JUST CHECKED THE MENU */
<<if (lastVisited("選單 MENU") neq 1)>>
<<set $cardS to $suits.random()>>
/* AND PICK A RANDOM NUMBER FROM THAT SUIT */
<<if $cardS eq "♥ 血 BLOOD" and $hNum.length neq 0>>
<<set $cardN to $hNum.pluck()>>
<<elseif $cardS eq "♦ 息 BREATH" and $dNum.length neq 0>>
<<set $cardN to $dNum.pluck()>>
<<elseif $cardS eq "♠ 膽 GUTS" and $sNum.length neq 0>>
<<set $cardN to $sNum.pluck()>>
<<elseif $cardS eq "♣ 榮 GLORY" and $cNum.length neq 0>>
<<set $cardN to $cNum.pluck()>>
<<elseif $cardS eq "🂿 鬼 GHOST" and $jNum.length neq 0>>
<<set $cardN to $jNum.pluck()>>
<<else>><<goto [[行程結束 JOURNEY'S END]]>><</if>>
/* AND UPDATE TRACKERS */
<<run $cardsDrawn += 1>>
<</if>><</silently>>
<<type 30ms>>你抽到 You have drawn $cardS $cardN.<</type>>
<<type 30ms>><<nobr>>
[[接受行憶 ACCEPT MEMORY|行程 JOURNEY][$accept to true]]
<<if $cardS eq "🂿 鬼 GHOST">><<else>> (+$cardN $cardS)<</if>>
<</nobr>>
<<nobr>>
<<if $cardS neq "🂿 鬼 GHOST">>
<<if ($cardS eq "♥ 血 BLOOD" and $blood gte $cardN) or
($cardS eq "♦ 息 BREATH" and $breath gte $cardN) or
($cardS eq "♠ 膽 GUTS" and $guts gte $cardN) or
($cardS eq "♣ 榮 GLORY" and $glory gte $cardN)>>
[[拒絕行憶 REJECT MEMORY|行程 JOURNEY][$reject to true]] (-$cardN $cardS, 再抽 draw again)
<<else>>不能拒絕行憶 CAN'T REJECT MEMORY ($cardS 不足 too low)
<</if>>
<<else>>不能拒絕行憶 CAN'T REJECT MEMORY (鬼不能拒絕 can't reject ghosts)
<</if>><</nobr>>
<</type>>
<</if>>
<<if $end eq true>>你歸向[[地域鐵。|廣播 ANNOUNCEMENT]] You turn back to [[The Hellbound Train.|廣播 ANNOUNCEMENT]]
<<else>><<if $cardsDrawn eq $cycles>><<type 30ms>>星盤慢慢轉停,轉完最後一圈。 Your astrolabe ticks to a stop, its last cycle complete.<</type>><<else>><<type 30ms>>想抽個新的行憶卡,但發現你沒牌了。 You reach for a new memory card, only to find that you have decked out.<</type>><</if>>
<<type 30ms>>[[新的行程 NEW JOURNEY|行程時間 TRAVEL TIME][$new to true]]
[[結束行程 END JOURNEY|行程結束 JOURNEY'S END][$end to true]]
注意:選擇新的行程會刪除此行程的筆記。
NOTICE: Selecting NEW JOURNEY will erase this journey's notes.
<</type>>
<</if>>''♠ 膽 GUTS $cardN''
<<if $cardN eq 1>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♠ 膽 GUTS 1">>
''大起 GREAT START''<</nobr>>
----
//徵兆。預示什麼? An omen. What's foretold?//
<<elseif $cardN eq 2>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♠ 膽 GUTS 2">>
''小合 SMALL STOP''<</nobr>>
----
//回報。誰回? An answer. From whom?//
<<elseif $cardN eq 3>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♠ 膽 GUTS 3">>
''小起 SMALL START''<</nobr>>
----
//尋覓。尋什麼? A hunt. For what?//
<<elseif $cardN eq 4>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♠ 膽 GUTS 4">>
''小轉 SMALL TURN''<</nobr>>
----
//沉默。什麼被抑制? Silence. What's suppressed?//
<<elseif $cardN eq 5>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♠ 膽 GUTS 5">>
''小承 SMALL TRIAL''<</nobr>>
----
//背叛。為什麼? A betrayal. Why?//
<<elseif $cardN eq 6>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♠ 膽 GUTS 6">>
''中合 CORE STOP''<</nobr>>
----
//懲罰。什麼罪? Punishment. What crime?//
<<elseif $cardN eq 7>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♠ 膽 GUTS 7">>
''中起 CORE START''<</nobr>>
----
//挑戰。如何? A challenge. How?//
<<elseif $cardN eq 8>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♠ 膽 GUTS 8">>
''中承 CORE TRIAL''<</nobr>>
----
//鎮壓。誰的命令? A crackdown. By whose command?//
<<elseif $cardN eq 9>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♠ 膽 GUTS 9">>
''中轉 CORE TURN''<</nobr>>
----
//失敗。情況怎麼變? Failure. What changes?//
<<elseif $cardN eq 10>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♠ 膽 GUTS 10">><<run $suits.delete("♠ 膽 GUTS")>>
''死令 DEATH MARK: 刮膽牢籠 THE CAGING OF GWAHDYU'''<</nobr>>
----
<<type 30ms>>抗議生榮侵佔的人士被抓捕並強迫變獸人。
Protestors against the Vim'run occupation are captured and forcibly transformed into werebeasts.<</type>>
<<type 30ms>>//「一日為獸,終身為墓。」//
//"Beast for a day, buried for a lifetime."//
//~ 毛革俗語 Malga proverb//<</type>>
<<elseif $cardN eq 11>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♠ 膽 GUTS 11">>
''大承 GREAT TRIAL''<</nobr>>
----
//脫節。跟什麼斷絕? A disconnection. From what?//
<<elseif $cardN eq 12>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♠ 膽 GUTS 12">>
''大轉 GREAT TURN''<</nobr>>
----
//恢復。復原什麼? A recovery. What's restored?//
<<else>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♠ 膽 GUTS 13">>
''大合 GREAT STOP''<</nobr>>
----
//夢想。什麼渴望? GREAT STOP: A dream. For what does it yearn?//
<</if>><<timed 8s>>@@.fade;注意 NOTICE: 不會自動存檔 no auto-save.@@
@@.fade;<<textarea "$mem[($cardsDrawn-1)]" "">>@@
@@.fade;[[繼續 CONTINUE|行程 JOURNEY]]@@<</timed>>''♣ 榮 GLORY $cardN''
<<if $cardN eq 1>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♣ 榮 GLORY 1">>
''大起 GREAT START''<</nobr>>
----
//創造。世界如何改變? A creation. How does it change the world?//
<<elseif $cardN eq 2>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♣ 榮 GLORY 2">>
''小合 SMALL STOP''<</nobr>>
----
//明白。什麼被確認? An understanding. What's confirmed?//
<<elseif $cardN eq 3>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♣ 榮 GLORY 3">>
''小起 SMALL START''<</nobr>>
----
//實驗。發現什麼? An experiment. What's discovered?//
<<elseif $cardN eq 4>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♣ 榮 GLORY 4">>
''小轉 SMALL TURN''<</nobr>>
----
//改正。哪裡有錯? A correction. Where's the error?//
<<elseif $cardN eq 5>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♣ 榮 GLORY 5">>
''小承 SMALL TRIAL''<</nobr>>
----
//意外。發生什麼事? An accident. What happens?//
<<elseif $cardN eq 6>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♣ 榮 GLORY 6">>
''中合 CORE STOP''<</nobr>>
----
//瘡痍。哪裡? Scarring. Where?//
<<elseif $cardN eq 7>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♣ 榮 GLORY 7">>
''中起 CORE START''<</nobr>>
----
//清除。除掉什麼? A purge. What's expelled?//
<<elseif $cardN eq 8>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♣ 榮 GLORY 8">>
''中承 CORE TRIAL''<</nobr>>
----
//感染。什麼被傳? An infection. What spreads?//
<<elseif $cardN eq 9>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♣ 榮 GLORY 9">>
''中轉 CORE TURN''<</nobr>>
----
//慶祝。誰高興? A celebration. Who rejoices?//
<<elseif $cardN eq 10>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♣ 榮 GLORY 10">><<run $suits.delete("♣ 榮 GLORY")>>
''死令 DEATH MARK: 生榮核冬 THE TWILIGHT OF VIM'RUN''<</nobr>>
----
<<type 30ms>>吞光鐵的落塵使生榮陷入核冬,並把居民變成不死的元素鬼。
Fallout from The Sparkeater plunges Vim'run into sparkwinter and transforms its people into undying elementals.<</type>>
<<type 30ms>>//「所以沒自願犧牲的人也能藉由神機得到永生啊…」//
//"So even those who refused The Sacrifice can receive eternal life through The God Machine..."//
//~ 光民判教者 Lumin apostate//<</type>>
<<elseif $cardN eq 11>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♣ 榮 GLORY 11">>
''大承 GREAT TRIAL''<</nobr>>
----
//流浪。晃到哪裡? Adrift. Where to stop?//
<<elseif $cardN eq 12>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♣ 榮 GLORY 12">>
''大轉 GREAT TURN''<</nobr>>
----
//識別。認出誰? Identified. As who?//
<<else>><<nobr>><<set $memCards[($cardsDrawn-1)] to "♣ 榮 GLORY 13">>
''大合 GREAT STOP''<</nobr>>
----
//原諒。為何? Forgiven. Why?//
<</if>><<timed 8s>>@@.fade;注意 NOTICE: 不會自動存檔 no auto-save.@@
@@.fade;<<textarea "$mem[($cardsDrawn-1)]" "">>@@
@@.fade;[[繼續 CONTINUE|行程 JOURNEY]]@@<</timed>>''🂿 鬼 GHOST $cardN''
<<if $cardN eq 1>><<nobr>><<set $memCards[($cardsDrawn-1)] to "🂿 鬼 GHOST 1">>
<<if (lastVisited("選單 MENU") neq 1)>> /* DON'T RUIN STATS AN ADDITIONAL TIME IF THE USER VISITED THE MENU */
<<if $schemeN eq 0>> /* 惡 SCOURGE */
<<set $haunted to "♥ 血 BLOOD">>
<<set $blood to (-$blood - $cycles)>>
<<elseif $schemeN eq 1>> /* 賊 FIEND */
<<set $haunted to "♦ 息 BREATH">>
<<set $breath to (-$breath - $cycles)>>
<<elseif $schemeN eq 2>> /* 丑 FOOL */
<<set $haunted to "♠ 膽 GUTS">>
<<set $guts to (-$guts - $cycles)>>
<<elseif $schemeN eq 3>> /* 聖 SAINT */
<<set $haunted to "♣ 榮 GLORY">>
<<set $glory to (-$glory - $cycles)>>
<</if>>
<</if>>
''斷時 TIME BREAKS''<</nobr>>
----
<<type 30ms>>下個行憶之中,你碰到從命定時間線而來的自己。該事件毀了你的 $haunted 。
On the next MOVING MEMORY, you meet yourself from a doomed timeline. The incident leaves you with ruined $haunted.<</type>><<else>><<nobr>><<set $memCards[($cardsDrawn-1)] to "🂿 鬼 GHOST 2">>
<<if (lastVisited("選單 MENU") neq 1)>> /* DON'T RUIN STATS AN ADDITIONAL TIME IF THE USER VISITED THE MENU */
<<if $sparkN eq 0>> /* 怒 RAGE */
<<set $haunted to "♥ 血 BLOOD">>
<<set $blood to (-$blood - $cardsDrawn)>>
<<elseif $sparkN eq 1>> /* 仇 HATE */
<<set $haunted to "♦ 息 BREATH">>
<<set $breath to (-$breath - $cardsDrawn)>>
<<elseif $sparkN eq 2>> /* 哀 GRIEF */
<<set $haunted to "♠ 膽 GUTS">>
<<set $guts to (-$guts - $cardsDrawn)>>
<<elseif $sparkN eq 3>> /* 荒 DREAD */
<<set $haunted to "♣ 榮 GLORY">>
<<set $glory to (-$glory - $cardsDrawn)>>
<</if>>
<</if>>
''疊空 SPACE FOLDS''<</nobr>>
----
<<type 30ms>>當你正要跳到下個行憶時,你的心火崩潰。為了避免熄滅,你耗盡了所有的 $haunted ,傷害了此行。
While jumping to the next memory, your SPARK collapses. To prevent it from dying, you exhaust all your $haunted, damaging your power in the process.<</type>><</if>>
<<timed 8s>>@@.fade;注意 NOTICE: 不會自動存檔 no auto-save.@@
@@.fade;<<textarea "$mem[($cardsDrawn-1)]" "">>@@
@@.fade;[[繼續 CONTINUE|行程 JOURNEY]]@@<</timed>><<for _i to 0; _i lte $mem.length; _i++>>
<<if def $memCards[_i]>> /* If a card was drawn and accepted */
<<nobr>>/* Print the card and its note unless the note is undefined */
$memCards[_i]: <<if def $mem[_i]>>$mem[_i]<<else>><</if>><</nobr>><</if>><</for>>
<<back "返回 BACK">>''♥ 血 BLOOD''
1. //大起:屍體。誰的? GREAT START: A corpse. Whose?//
2. //小合:葬禮。在哪? SMALL STOP: A burial. Where?//
3. //小起:線索。關於? SMALL START: A clue. About what?//
4. //小轉:招供。是誰? SMALL TURN: A confession. Who is it?//
5. //小承:謊言。是什麼? SMALL TRIAL: A lie. What is it?//
6. //中合:凶器。留在哪? CORE STOP: A weapon. Left where?//
7. //中起:陰謀。誰的? CORE START: A plot. Whose?//
8. //中承:爭吵。為何? CORE TRIAL: A fight. What for?//
9. //中轉:發誓。什麼? CORE TURN: A vow. To what?//
10. //[[死令:血星大戰 DEATH MARK: THE GREAT WAR OF SHAHSIN'|事件 EVENTS]]//
11. //大承:被俘。誰虜? GREAT TRIAL: Captured. By whom?//
12. //大轉:出路。到哪? GREAT TURN: An escape. To where?//
13. //大合:同盟。反誰? GREAT STOP: An alliance. Against who?//
''♦ 息 BREATH''
1. //大起:重逢。什麼在一起? GREAT START: Reunion. What's brought together?//
2. //小合:風暴。誰走? SMALL STOP: A storm. Who leaves?//
3. //小起:避難所。誰在? SMALL START: Shelter. Who's here?//
4. //小轉:陌生人。從哪來? SMALL TURN: A stranger. From where?//
5. //小承:竊盜。偷了什麼? SMALL TRIAL: A theft. Of what?//
6. //中合:晴天。透露什麼? CORE STOP: Clear sky. What's revealed?//
7. //中起:來客。多少? CORE START: Visitors. How many?//
8. //中承:突襲。失去什麼? CORE TRIAL: A raid. What's lost?//
9. //中轉:援助。誰幫? CORE TURN: Assistance. From whom?//
10. //[[死令:送息旱災 DEATH MARK: THE DROUGHT OF EHM'RAH|事件 EVENTS]]//
11. //大承:荒地。什麼被拋棄? GREAT TRIAL: A wasteland. What's abandoned?//
12. //大轉:亮光。從哪來? GREAT TURN: A light. From where?//
13. //大合:新居。重建什麼? GREAT STOP: A new home. What's rebuilt?//
''♠ 膽 GUTS''
1. //大起:徵兆。預示什麼? GREAT START: An omen. What's foretold?//
2. //小合:回報。誰回? SMALL STOP: An answer. From whom?//
3. //小起:尋覓。尋什麼? SMALL START: A hunt. For what?//
4. //小轉:沉默。什麼被抑制? SMALL TURN: Silence. What's suppressed?//
5. //小承:背叛。為什麼? SMALL TRIAL: A betrayal. Why?//
6. //中合:懲罰。什麼罪? CORE STOP: Punishment. What crime?//
7. //中起:挑戰。如何? CORE START: A challenge. How?//
8. //中承:鎮壓。誰的命令? CORE TRIAL: A crackdown. By whose command?//
9. //中轉:失敗。情況怎麼變? CORE TURN: Failure. What changes?//
10. //[[死令:刮膽牢籠 DEATH MARK: THE CAGING OF GWAHDYU'|事件 EVENTS]]//
11. //大承:脫節。跟什麼斷絕? GREAT TRIAL: A disconnection. From what?//
12. //大轉:恢復。復原什麼? GREAT TURN: A recovery. What's restored?//
13. //大合:夢想。什麼渴望? GREAT STOP: A dream. For what does it yearn?//
''♣ 榮 GLORY''
1. //大起:創造。世界如何改變? GREAT START: A creation. How does it change the world?//
2. //小合:明白。什麼被確認? SMALL STOP: An understanding. What's confirmed?//
3. //小起:實驗。發現什麼? SMALL START: An experiment. What's discovered?//
4. //小轉:改正。哪裡有錯? SMALL TURN: A correction. Where's the error?//
5. //小承:意外。發生什麼事? SMALL TRIAL: An accident. What happens?//
6. //中合:瘡痍。哪裡? CORE STOP: Scarring. Where?//
7. //中起:清除。除掉什麼? CORE START: A purge. What's expelled?//
8. //中承:感染。什麼被傳? CORE TRIAL: An infection. What spreads?//
9. //中轉:慶祝。誰高興? CORE TURN: A celebration. Who rejoices?//
10. //[[死令:生榮核冬 DEATH MARK: THE TWILIGHT OF VIM'RUN|事件 EVENTS]]//
11. //大承:流浪。晃到哪裡? GREAT TRIAL: Adrift. Where to stop?//
12. //大轉:識別。認出誰? GREAT TURN: Identified. As who?//
13. //大合:原諒。為何? GREAT STOP: Forgiven. Why?//
''🂿 鬼 GHOST''
1. //[[斷時 TIME BREAKS|事件 EVENTS]]//
2. //[[疊空 SPACE FOLDS|事件 EVENTS]]//
<<back "返回 BACK">>''死令 DEATH MARKS''
能避免的歷史大災。接受下列的事件會去掉該行憶的行色。
Preventable historic catastrophes. Accepting these events will remove their corresponding HSING SUIT from your deck.
♥ 血 BLOOD: 血星大戰 THE GREAT WAR OF SHAHSIN'
>血星的自動殖民地向聖榮帝國宣戰。
>The Machine Colonies of Shahsin' declare war on The Holy Empire of Vim'run.
>
>//「被創造沒過去的原因就是為了更方便破壞他們的未來。」//
>//"They built us with no past so that we could better destroy their future."//
>//~ 自動靈逃兵 Hauntaumaton deserter//
♦ 息 BREATH: 送息旱災 THE DROUGHT OF EHM'RAH
>血星大戰的落塵把送息變成沙漠行星,並壞死居民。
>Fallout from The Great War of Shahsin' turns Ehm'rah into a desert planet and necrotizes its population.
>
>//「有些人拒絕跟大海同歸於盡--有些人視死不歸。」//
>//"There were those who refused to die with the seas--there were those who refused to die at all."//
>//~ 倖存殭 Stiff survivor//
♠ 膽 GUTS: 刮膽牢籠 THE CAGING OF GWAHDYU'
>抗議生榮侵佔的人士被抓捕並強迫變獸人。
>Protestors against the Vim'run occupation are captured and forcibly transformed into werebeasts.
>
>//「一日為獸,終身為墓。」//
>//"Beast for a day, buried for a lifetime."//
>//~ 毛革俗語 Malga proverb//
♣ 榮 GLORY: 生榮核冬 THE TWILIGHT OF VIM'RUN
>吞光鐵的落塵使生榮陷入核冬,並把居民變成不死的元素鬼。
>Fallout from The Sparkeater plunges Vim'run into sparkwinter and transforms its people into undying elementals.
>
>//「所以沒自願犧牲的人也能藉由神機得到永生啊…」//
>//"So even those who refused The Sacrifice can receive eternal life through The God Machine..."//
>//~ 光民判教者 Lumin apostate//
''鬼牌 GHOST CARDS''
不能避免的四行混亂。接受下列的事件會傷害你的四行之一。
Unpreventable disruptions to your power. Accepting these events will harm one of your HSING.
斷時 TIME BREAKS
>下個行憶之中,你碰到從命定時間線而來的自己。該事件毀了反映你定勢的四行之一(惡失血、賊失息、丑失膽、聖失榮)。行程時間越長,損害越嚴重。
>
>On the next MOVING MEMORY, you meet yourself from a doomed timeline. The incident leaves you with a ruined HSING that reflects your SCHEME (BLOOD if SCOURGE, BREATH if FIEND, GUTS if FOOL, GLORY if SAINT). The longer your TRAVEL TIME, the worse the damage.
疊空 SPACE FOLDS
>當你正要跳到下個行憶時,你的心火崩潰。為了避免熄滅,你耗盡了所有反映你心火的四行之一,傷害了此行(怒失血、仇失息、哀失膽、荒失榮)。行憶卡抽得越多,損害越嚴重。
>
>While jumping to the next memory, your SPARK collapses. To prevent it from dying, you exhaust one HSING that reflects your SPARK, damaging that HSING in the process (BLOOD if RAGE, BREATH if HATE, GUTS if GRIEF, GLORY if DREAD). The more MOVING MEMORY cards you've drawn, the worse the damage.
<<back "返回 BACK">>物品欄 INVENTORY
[[車票 TICKET]]
[[筆記 NOTES]]
[[神諭 ORACLE]]
額外 EXTRAS
[[虛構語言 FICTIONAL LANGUAGE]]
[[歌單 PLAYLIST]]
[[驗屍 POST-MORTEM]]
<<return "回去 RETURN">><<type 30ms>>鬼牌代表拒絕不了的行憶事件。除了鬼牌也有另外一種行憶事件--那就是死令,能避免的歷史大災。每行數 10 的卡都會是死令。關於它們,神諭之中也會有更多的資料。
Ghost cards represent memory events that you can't reject. Besides the ghost cards, there's also another kind of memory event--the Death Marks, which are historical catastrophes that you can prevent. Each card with a MOVEMENT NUMBER of 10 will be a Death Mark. Regarding them, the ORACLE will have more information too.<</type>>
<<type 30ms>>[[繼續 CONTINUE|「等一下,怎麼用?」 "Wait, how do I do that again?"]]<</type>><<type 30ms>>我啊,只不過是個<<cycle "$conPlanet">>
<<option "血星">>
<<option "送息">>
<<option "刮膽">>
<<option "生榮">>
<</cycle>>來的老<<cycle "$conForm">>
<<option "自動靈">>
<<option "殭">>
<<option "毛革">>
<<option "光民">>
<</cycle>>。<<cycle "$conEvent">>
<<option "犧牲">>
<<option "大戰">>
<<option "旱災">>
<<option "牢籠">>
<<option "核冬">>
<</cycle>><<cycle "$ba">>
<<option "之前">>
<<option "之後">>
<</cycle>>,我<<cycle "$conBg">>
<<option "貿易軍備">>
<<option "貿易廢料">>
<<option "替人算命">>
<<option "替人算帳">>
<<option "失去家鄉">>
<<option "失去神智">>
<<option "祈禱治療">>
<<option "殺人搶劫">>
<</cycle>>。但今天,神機選了我當它的裂車長,所以我現在在這裡檢查車票。那麼,我的身分被你玩得過癮的話,讓我[[回去辦事吧。|廣播 ANNOUNCEMENT]]
Me? I'm just an old <<cycle "$conForm">>
<<option "Hauntaumaton">>
<<option "Stiff">>
<<option "Malga">>
<<option "Lumin">>
<</cycle>> from <<cycle "$conPlanet">>
<<option "Shahsin'">>
<<option "Ehm'rah">>
<<option "Gwahdyu’">>
<<option "Vim'run">>
<</cycle>>. <<cycle "$ba">>
<<option "Before">>
<<option "After">>
<</cycle>> <<cycle "$conEvent">>
<<option "The Sacrifice">>
<<option "The War">>
<<option "The Drought">>
<<option "The Caging">>
<<option "The Sparkwinter">>
<</cycle>>, I <<cycle "$conBg">>
<<option "dealt in arms">>
<<option "dealt in scrap">>
<<option "told fortunes">>
<<option "settled grudges">>
<<option "lost my home">>
<<option "lost my mind">>
<<option "prayed and healed">>
<<option "killed and robbed">>
<</cycle>>. But today, The God Machine chose me to be its Shattered Conductor, so now I'm here checking tickets. Now, if you're done playing with who I am, let me [[get back to business.|廣播 ANNOUNCEMENT]]<</type>><<timed 0s>>@@.fade;任何不是用英文或華語取名的都是利用虛構的迎吞語言來取。迎吞是個後設虛構語言,結構是從說話者的現實偷來的。從我它借用了我從小就會說的語言--英文和華語--加上我從小常聽到但不會說的語言--台語和海陸腔客家話。
Anything not named in English or Mandarin has been named in the fictional language of Common Twun. Common Twun is a metafictional language that steals its structure from the reality of whoever tries to speak it. From me it has taken from the languages I grew up speaking--English and Mandarin--and the languages I grew up hearing but could not speak--Taiwanese Hokkien and Hailu Hakka.@@
<<next 4s>>@@.fade;我的迎吞並不是注定要跟你的迎吞一樣。來創迎吞就是來吞沒翻譯的無窮,說一點都不重要。來說我的迎吞就是來吞沒你自己的異化,說一點都不重要。下列是我的規則,一點都不重要:
My Common Twun is not meant to be the same as your Common Twun. To invent Common Twun is to swallow the infinity of translation and say it doesn’t matter. To speak my Common Twun is to swallow your alienation and say it doesn’t matter. Here are some rules of mine that don’t matter:@@
<<next 4s>>@@.fade;''字母 LETTERS''
子音 CONSONANTS:
> ㄉ、ㄍ、ㄍㄨ、ㄐ、ㄏ、ㄎ、ㄌ、ㄇ、ㄋ、ㄖ、ㄙ、ㄙㄎ、ㄕ、ㄊ、ㄊㄨ、ㄪ、ㄨ、ㄧ、ㄗ
> d, g, gw, j, h, k, l, m, n, r, s, sk, sh, t, tw, v, w, y, z
母音 VOWELS:
>ㄧㄨˊ、ㄧㆬ、ㄧㄣ、ㄧ、ㄟ、ㄝ、ㄚ、ㄡ、ㄦ、ㄨ、ㄣ、ㄞ
>yu, im, in, ii, ey, eh, ah, oh, er, uu, un, ai
母音按照重音順序列出。在一個詞當中,重音會放在最前母音的音節上。如果有多個最前母音的音節,重讀第一。在多音節詞當中,音節後的撇號表示要重讀。
The vowels are listed in order of stress. In a word, the syllable with the earliest vowel in the order is the one that gets stressed. If there are multiple syllables that have the earliest vowel, stress the first. In multisyllabic words, an apostrophe after a syllable denotes its stress.
''音節 SYLLABLES''
* CV 子音 + 母音 consonant + vowel
* VC 母音 + 子音 vowel + consonant
* V 母音 vowel
在多音節詞當中,如果有連續兩個母音(CV + VC、CV + V、V + VC)重音放在最前的音節上,不管重音順序。
In multisyllabic words, if there are two vowels in a row (CV + VC, CV + V, V + VC) the stress goes on the earlier syllable, in disregard of the order of stress.
''詞法 MORPHOLOGY''
語素 MORPHEMES:
* 在語言之中最小的意義單位。The smallest units of meaning in language.
* 長度永遠是一個音節。 Always 1 syllable long.
* 分類永遠是自由。 Always free.
* 能有多種跟分歧的意思。Can have multiple and divergent meanings.
* 我們永遠喚起全部的意義。We always invoke all meanings at once.
詞 WORDS:
* 黏著自由語素。 Agglutinated free morphemes.
* 一個詞最多三個語素。 Maximum 3 morphemes to a word.
* 前語素修飾後語素。 First morpheme modifies the morpheme that follows.
''句法 SYNTAX''
* 字越少越好。 The fewer the words, the better.
* 句越詩意越好。 The more poetic the phrase, the better.
* 前詞修飾後詞。 First word modifies the word that follows.
語序 WORD ORDER: 主賓動 subject-object-verb@@
<<next 4s>>@@.fade;''範本詞 SAMPLE WORDS''
數字 NUMBERS
* 0: 吞 Twun
* 1: 迎 Yin
* 2: 得 Der
* 3: 賽 Sai
* 4: 思 Sii
* 5: 耐 Nai
* 6: 落 Lah
* 7: 集 Jii
* 8: 回 Vey
* 9: 久 Nyu
代詞 PRONOUNS
* 我 I: 𠊎 Ai
* 你 You: 久𠊎 Nyu'ai
* 我們 We: 𠊎宇 Airii'
* 他們 Them: 久宇 Nyu'rii
秘儀 ARCANA
* 死神 Death: 久迎吞 Nyu'yintwun
* 星星 Star: 集光 Jii'luu
* 月亮 Moon: 回光 Vey'luu
* 太陽 Sun: 久光 Nyu'luu
''範本句 SAMPLE PHRASES''
* 你好 Hello. 迎 Yin.
* 我叫空 My name is Null. 𠊎空吞 Ai Koh twun.
* 你懂嗎 Do you understand? 久𠊎吞 Nyu'ai twun?
* 是還不是 Yes or no? 迎耐久 Yin nai nyu?
* 拜託 Please. 送送 Ehm'ehm.
* 對不起 Sorry. 膽血 Dyu'shah.
* 謝謝 Thanks. 榮送 Runehm'.
* 再見 Goodbye. 吞 Twun.@@
<</timed>><<back "返回 BACK">><<type 30ms>>確定嗎?我不會回來喔。 Are you sure? I won't be coming back.<</type>>
<<type 30ms>>[[是 YES|結局 THE END]]
[[否 NO|廣播 ANNOUNCEMENT]]
<</type>><<timed 0s>>@@.fade;裂車長點著頭離開。 The Shattered Conductor nods and leaves.@@
<<next 4s>>@@.fade;鐵車繼續行駛。 The train journeys on.@@
<<next 3s>>@@.fade;但你要的是停。 But you don't.@@
<<next 2s>>@@.fade;結局 THE END@@
<<next 5s>><<goto [[謝幕 CREDITS]]>><</timed>>跟兩年前初次做的[[《衝》|https://fari.community/creators/fari-rpgs/projects/charge]]TRPG 變體版本來比,《受死令》可以算是進步了很多。原本是個多人詭野西部遊戲,但玩家的角色跟這版本比差不多:就是扮演標題中的受死令,一個有心火的遊俠。
//Soulslinger// has come a long way since its inception as [[Charge|https://fari.community/creators/fari-rpgs/projects/charge]] TTRPG hack 2 years ago. Originally, it was a multiplayer Weird West game, but the player's role was essentially the same as it is in this version: to play as the titular soulslinger, a wandering justice with a spark.
自從接觸 J.Y. 的[[《天下江湖》|https://hungryghostgames.itch.io/underheavenunderworld]]之後,俠在我作品中變成了常設角色。進一步來說,我利用了「俠」這一角色來探索暴力能如何改變,或著是失敗改變社會,以及與失敗作無休鬥爭的意義。第一次的探索經驗就是[[《天丑!》|https://mega.nz/folder/RwJ1yJpb#qgwMHDCPOcFogXYGaAdHlA]],跟《受死令》同樣是個極簡的神諭遊。你的俠,定義為「可能在戰爭中失去的人」,穿過依法謀殺的烈士而得名的季節,唯一攜帶的就只有戰爭門路。每當戰爭失敗,俠也就只有兩種選擇:接受或拒絕--而拒絕後,沒有選擇地提高暴力等級。後來關於俠的遊戲--[[《降天下世》|https://mega.nz/folder/5wwjGYbK#9V65t1KdbAjt0KgTBQTrHg]]跟[[《下世萬敵》|https://mega.nz/folder/VkQExLZQ#TuChwHlvKhpgAZ5tvY133g]]--又進一步說明我最終稱之為[[「化解」|https://mega.nz/file/0hZCwbyS#bnWxQOODKAqOF7fav3pPRtoiduxFdf9zm8RQL36_1xA]]的正義概念:就是非要利用暴力來面對暴力組成的世界,因此被世界視為是敵人的正義。
After coming into contact with J.Y.'s //[[Under Heaven, Underworld|https://hungryghostgames.itch.io/underheavenunderworld]]//, the justice has become a recurring character in my work. More specifically, I've used the character of "justice" to explore how violence can, or can fail to change society, and what it means to engage in endless struggle against failure. The first of these explorations was //[[FOOLS OF HEAVEN!|https://mega.nz/folder/RwJ1yJpb#qgwMHDCPOcFogXYGaAdHlA]]//, which, like //Soulslinger//, was a minimalistic oracular game. Your justice, defined as "someone with the potential to become lost in conflict," traversed through seasons named after martyrs murdered by law, carrying nothing but Approaches for conflict. And whenever conflict ended in failure, the justice had only two choices: acceptance or rejection--and after rejection, no choice but to raise the level of violence. The rest of the games on justices that followed--//[[Felling Heaven, Felling World|https://mega.nz/folder/5wwjGYbK#9V65t1KdbAjt0KgTBQTrHg]]// and //[[Future Only Enemies|https://mega.nz/folder/VkQExLZQ#TuChwHlvKhpgAZ5tvY133g]]//--expanded on this idea of justice that I came to call [["agonism:"|https://mega.nz/file/0hZCwbyS#bnWxQOODKAqOF7fav3pPRtoiduxFdf9zm8RQL36_1xA]] the justice of using violence to face a violent world, and being viewed by the world as a villain for it.
但是,《受死令》背離了化解,反而是利用不關於俠的先前遊戲來找出題目。那個遊戲就叫做[[《魂譜師》。|https://mega.nz/folder/4tpGAKaC#kaIPRzLliWB_wOA-xPMvMA]]在遊戲當中,你扮演負責為痛苦之中的鬼轉錄情緒循環的人員,利用花色相應痛苦的撲克牌卡來完成任務。遊戲描述的是不正義的冤纏,也就是正義的消極的存在,的缺乏。身為轉錄員,你改不了鬼的過去;相反,是過去暴力地來改變你,強迫你冒著生命危險地把它給記下來。所謂不正義的冤纏跟化解的正義合成陰陽一對,在克不制的暴力形成太極。化解主要管的是暴力的外界,而冤纏主要管的是暴力的內界。所以,《受死令》的開頭字幕其實有點誤導性--好像該以為這是個關於外界的遊戲,但玩之後發現偏內界。
However, //Soulslinger// takes a departure from agonism, drawing on another previous game that isn't about justices to locate its themes. That game is called //[[Soulscorer.|https://mega.nz/folder/4tpGAKaC#kaIPRzLliWB_wOA-xPMvMA]]// In it, you play as a transcriber of emotional cycles for ghosts in pain, using a deck of playing cards with suits corresponding to types of pain in order to accomplish your goal. It's a game about the haunting of injustice, the presence of justice in the negative, as an absence. As a transcriber, you are powerless to change the the ghosts' past; in contrast, the past has all the power to violently change you, forcing you to risk your life to keep its record. This haunting of injustice is the yin to the yang of agonist justice, united through violent compulsion. Whereas agonism is focused on the external world of violence, haunting is focused on the inner world. And so, in a way, the opening crawl to //Soulslinger// is kind of misleading--you think it's going to be a game about the external world, but you find out it's biased towards the inner.
<<linkreplace "可是這對嗎? Or is it?" t8n>>可是這對嗎?注意到神諭中的題目大部分都是關於外界的事。的確,玩家扮演的鬼不能利用能力來影響筆記中發生的事。影響能力反而轉移給玩家自己,使玩家協調地身為鬼的寄託者。玩家者便有能力決定要寫多少關於外界的事,而且該能力是完全無法被阻擋。
Or is it? Notice how the majority of prompts in the oracle are about the external world. It's true that the player's ghost can't use abilities to influence what's written down in the notes. Instead that ability is transferred to the actual player, who consonantly functions as a vessel for their ghost. The player then has the power to decide how much to write about the external world, and that power is completely unstoppable.
可是我又在說謊。在電子媒體當中,我無法跟玩家對談,跟紙筆媒體不一樣。除非要來當駭客,玩家不能要求我改掉寫好的遊戲程式。在[[《假想園》|https://ns3416.neocities.org/]]之間,透過微笑劍客的角色,我有寫說過:「遊戲就像監獄一樣。它試圖通過設計來規訓你。」在電子媒體之中這個觀念最正確,而在電子媒體之中下一句也同時是最重要:「因此遊玩就是遊戲的逃逸線,而玩家是那道的追蹤者。」身為設計師,我認為我的角色是以鼓勵遊玩的方式來阻擋玩家。而且這件事情必須小心地處理。一不小心,[[阻擋太霸道,|https://mega.nz/file/8ko3xZLI#dRAd6wEL7A8ccuUUHwz34GuB_ZPb1yw_WxEXISUxmSg]]玩家就會退出遊戲。而且在這遊戲之中,為了避免霸道我真的是盡力試圖。
But I have lied again. In a digital medium, I can't have a discussion with the player as I would in analog. Unless the player wants to be a hacker, they can't ask me to change the code I've already written for the game. In //[[Refusement Park|https://ns3416.neocities.org/]]//, through the character of The Smiling Swordsman, I have written before that "A game is like a prison. It tries to discipline you by design." Nowhere is this more true than in a digital medium, and nowhere is the following line also more important: "Thus play is a line of flight from the game, and the player the pursuer of that path." As the designer, I believe my role is to resist the player in a way that encourages play. And this is a delicate task. It is so easy to resist in a way that is [[too tyrannical|https://mega.nz/file/8ko3xZLI#dRAd6wEL7A8ccuUUHwz34GuB_ZPb1yw_WxEXISUxmSg]] and pushes the player to quit. And I have tried so very hard not be a tyrant in this game.
<<linkreplace "我只確定自己辜負了很多人。 And all I am sure of is that I have failed many people." t8n>>我只確定自己辜負了很多人。我辜負了所有希望正義就是逞英雄的人。我辜負了所有希望正義就是狠狠報仇的人。我辜負了所有希望正義就是完全和平的人。我辜負了所有希望正義就是完全作戰的人。我辜負了所有認為正義根本就不存在,根本就得不到的人。我辜負了所有希望我告訴他們正義是什麼和描寫如何能得到的人。當然,我也辜負了所有認為我連正義都沒資格談的人。
And all I am sure of is that I have failed some people. I have failed everyone who hopes for a justice that means flaunting heroics. I have failed everyone who hopes for a justice that means ruthless revenge. I have failed everyone who hopes for a justice that means total peace. I have failed everyone who hopes for a justice that means total conflict. I have failed everyone who thinks that justice simply does not exist, that it simply cannot be achieved. I have failed everyone who hoped that I'd give them an answer on what justice is and how to achieve it. And of course, I have failed everyone who thinks I have no right to speak on justice at all.
這是個超桌角色扮演遊戲(HTRPG):機制修改成完全利用電子遊玩的 TRPG,也同時是機制能被修改成完全利用紙筆遊玩的互動式小說。遊戲描述在建造敘述時如何為正義的追求保有空間--也同時描述保不了的話,敘述該怎麼辦。作者是個體驗過必須決定自己的敘述該怎麼辦的人。我只不過是被他冤纏的寄託者。
This is hypertext tabletop RPG (HTRPG): a TTRPG mechanically adapted for pure digital play, and a piece of interactive fiction mechanically adaptable for pure analog play. It's a game about constructing a narrative that holds space for the pursuit of justice to exist, and also figuring out what to do with the narrative when you can't hold that space. It was written by someone who had to figure out what to do with their own narrative. I am but their vessel, haunted.
<</linkreplace>><</linkreplace>>
<<back "返回 BACK">><<timed 0s>><<type 30ms>>你回頭看看擁有的逃路。 You turn around and consider your options for escape.<</type>>
<<next 3s>>@@.fade;[[NS 3415 (指南 DIRECTORY)|https://ns3415.carrd.co/]]
[[NS 3416 (假想園 REFUSEMENT PARK)|https://ns3416.neocities.org/]]
[[NS 9002 (黑耀公司地下城 BLACKBRIGHT CO. DUNGEON)|https://ns3416.neocities.org/%E6%AD%B8%E7%9C%9F%E4%B9%8B%E6%97%85%20Wanderhell]]
@@<</timed>>從我的 DC 筆記引述:
聲音設計上我要[[混音|https://open.spotify.com/playlist/1dZqqF4W4mM7Bjq75QuQw2?si=dda8bdea77544694]]聽起來像個出軌但還再跑的火車
像有個穩穩的拍子模仿在鐵軌上突突行動的聲音,然後聲音再突然被打斷
被暴力、創傷、起義打斷
但火車又會回來
起義也又會回來
是並列形式,永遠不是整整齊齊的一種模樣
或著是內容在反抗模式,模式在反抗內容
From my notes on Discord:
aesthetically I want [[the mix|https://open.spotify.com/playlist/1dZqqF4W4mM7Bjq75QuQw2?si=dda8bdea77544694]] to sound like a train that gets derailed but still keeps going
like a steady beat mimicking the sound of chugging along the tracks that suddenly gets disrupted
by violence, by trauma, by rebellion
but the train comes back
and so does the rebellion
and it's in this juxtaposed state where it's never cleanly one or the other
or the content resists the form and the form resists the content
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