作者 主题: 【SG】新异能NEW ADEPT POWERS169~176  (阅读 545 次)

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【SG】新异能NEW ADEPT POWERS169~176
« 于: 2017-12-11, 周一 16:22:25 »
以下列出的异能清单中,是用于修士和神秘修士的,更多的异能请参照暗影狂奔核心规则书308页。
劇透 -   :
The following is an expanded list of powers available for both adept and mystic adept characters. Additional powers can be found on p. 308, SR5.

引用
解析ANALYTICS
花费:0.5PP/每级
使用此异能的修士易于分析、检测、识别和解决密码、模式或难题。这帮助他们识别线索或调查证据。每购买一级该异能,在其进行涉及到模式识别,证据分析,观察、解谜或基于逻辑问题的检定时,获得+1骰池奖励。它不增加技术技能检定的骰池,只在识别时起作用。例如,分析法对修理枪械毫无卵用,但这会帮助修士认出山寨版。
解析能力无法对所有问题给出立即或者瞬间的解决方案。相反,它的目的是帮助修士发现线索,收集可能被忽略的信息。(GM的自由定夺)。
劇透 -   :
Adepts with this power can easily analyze, detect, recognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For every level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, observation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repairing a firearm, but it will help the adept recognize a knock-off.)
Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be overlooked (gamemaster’s discretion).   


动物共情ANIMAL EMPATHY
花费:0.25PP/每级
该异能给予修士对无灵智的动物更大的亲和力,包括正常的和超自然的。每购买一级该异能,修士就会在“驯养动物”上获得+1骰池奖励。该异能也可以用来威胁或恐吓动物。
劇透 -   :
This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.


狂怒BERSERK
花费:1PP
激活:简单动作
修士可以主动进入一种疯狂的精神状态,以增强他的肉体力量。处于这种状态下,修士的所有物理属性+1,但对所有精神属性暂时性的-1(最低为1;精神属性为1起步的修士不能使用该技能)。注意:这也会影响熟练者的物理和精神界限。一旦激活,修士就必须保持在这个状态(魔法×2)战斗轮,或者直到最后一个敌方目标倒下。修士可以尝试提前解除这个状态,使用意志+魅力(魔法X 0.5)检定。当异能结束时,修士必须抵抗耗竭伤害等于(魔法×0.5,向上取整)。
劇透 -   :
The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of –1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic x 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic x 0.5) Test. When the power wears off, adepts must resist Drain equal to (Magic x 0.5, rounded up).


狂战士之暴怒BERSERKER’S RAGE
花费:1PP
前置:狂怒
激活:复杂动作
修士越过了近战狂怒,进入了更深层次的精神疯狂状态,从狂怒异能中所获得的奖励和罚值提高到2,且持续时间增加到(魔法x 4)分钟。提前退出此状态依然需要意志+魅力的检定。阈值是9减去修士的魔法等级,最低阈值为3。如果成功的话,修士可以用他全部的精神属性来进行抵抗耗竭。不管修士在何时退出此状态,他都必须抵抗(魔法X 0.5)的耗竭伤害。任何的伤害调整值都被适用。退出状态时如果发生失误,则持续时间增加(魔法x 3)分钟。
劇透 -   :
The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserker power are increased to +2, and the duration is increased to (Magic x 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 – the adept’s Magic Rating, with a minimum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic x 0.5). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic x 3) minutes.


盲斗BLIND FIGHTING
花费:0.5PP
凭借一种特殊的第六感,适用该异能的修士即使在失明状态或者被剥夺视觉的状态下也能继续战斗。减少盲斗1点罚值。该异能量可以与“盲斗适应”武技相结合,累计减少2点罚值(R&G第141页)。
劇透 -   :
Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cumulative reduction of 2 (p. 141, Run & Gun).


斗篷CLOAK
花费:0.25PP/每级
使用斗篷异能的修士避免自身被侦测法术到的机会提高了。每一级异能,修士在对抗侦查法术时获得+1的骰池调整(见核心规则书285页)。斗篷并不能阻止施法者或神秘修士通过星界感知来阅读其内在灵光,或从星界观察他;这只会让锁定修士为目标更加困难。
劇透 -   :
Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against her (see p. 285, SR5). Cloak does not prevent a magician or mystic adept from reading the adept’s aura through astral perception or viewing her from astral space; it just makes it more difficult to zero in on the targeted adept.


冷酷决意COOL RESOLVE
花费:1PP/每级
使用该异能的修士在社交场中极度自信并且相信自己。这包括的情况例如与约翰逊先生的谈判,在街头进行一个骗局,从事卧底秘密行动,或者对付一个专业审问官的“亲切询问”。每一级异能在涉及到社交技能的所有对抗检定中给予修士+1骰池奖励,无论是否是修士本身引发的社交还是对抗别人的试探。
劇透 -   :
Adepts with this power are extremely confident and self-assured in social interactions. This includes situations such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interrogator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills.
« 上次编辑: 2017-12-15, 周五 07:46:01 由 失语 »

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Re: 【SG】新异能NEW ADEPT POWERS169~176
« 回帖 #1 于: 2017-12-12, 周二 16:20:07 »
引用
命令之声COMMANDING VOICE
花费:0.25PP/每级(最高三级)
使用该异能的修士善于说服别人相信他或者在某些情况下为他办事。每一级异能,修士所发起的威吓和领导检定获得+1骰池奖励(正常使用限制)。如果修士检定成功,则目标同意或追随修士的下一个建议或命令,但得合情合理,根据场合才行。例如,在主观上对方通常不会伤害自己,但他可能会被说服,觉得那边那个漂亮的精灵男孩会对他的人采取行动,他会觉得先下手攻击精灵会是个好主意。甚至修士可能会说服一个公司的秘书放弃她的老板。
为了不让该异能受到滥用,GM还可以根据目标有多可能相信修士,来为目标提供情景加值。修士可以尝试对多人使用该能力,人数上限为(魅力),对于任何一个额外的目标,就会在检定中-1骰池。
引用

译注:根据errata,此异能已经变为——
威严之声AUTHORITATIVE TONE
0.5PP/每级(最高三级)
拥有这种异能的修士能用一种能立即让人们相信并听从他们命令的说话方式。该异能的每个等级,都会让修士在他们发起的所有社交对抗检定中获得+1骰池调整(通常的检定上限依旧不变)。
劇透 -   :
Adepts with this power have a knack for convincing people to believe them or do things for them in certain situations. For every level of this power, an adept gains a +1 die to any Opposed Intimidation or Leadership tests that they initiate (normal limits apply). If the adept succeeds, then the target(s) will agree to or follow the adept’s next suggestion or command, within reason and depending on the situation. A subject won’t normally harm himself for example, but he may be persuaded that the pretty-boy elf over there was making moves on his girl/guy and that punching said elf is a good idea. Or an adept may convince a corporate secretary to give up some dirt on her boss.
To keep this power in check, gamemasters can also grant targets a situational bonus based on how inclined the subject would be to believe the adept. An adept can attempt to use this ability on up to (Charisma) people at a time, with a –1 dice pool for any additional subjects.


反击COUNTERSTRIKE
花费:1PP/每级
激活:打断动作(-5主动性值)
反击是一个极其强大的能力,允许修士在徒手战斗中,通过组合技能、直觉和魔法能力来改变攻击者的能量。利用该异能,修士必须首先对来袭攻击采取成功的“徒手格挡”行动,然后花费他的下一个行动来进行近战攻击。对于修士而言,在下一次近战攻击检定时,获得等同于反击异能等级和“徒手格挡”所获得的净成功数的骰池奖励。进攻前采取其他任何行动,即使是闪避或全防御也无法从该异能中获取力量。该异能不能与武术武技中的“反击”和“以力抗力”相结合(R&G,124和139页)。
劇透 -   :
Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Counterstrike and Opposing Force martial arts techniques (p. 124 and 139, Run & Gun).


元素打击ELEMENTAL STRIKE
花费:0.5PP
激活:简单动作
前置:杀戮之手
元素攻击通过引导元素效果于攻击中,以增加“杀戮之手”造成的伤害。激活该异能需要一个简单动作,并且效果持续(魔法)战斗轮,或直到修士自行解除。解除该异能需要一个自由行动,或修士自身陷入无意识状态。持续阶段中,修士所选择的元素效果将覆盖他的手、脚或其他身体部位,修士以此进行攻击。一次只能决定一种效果,修士在使用此异能时不能与其他“打击”系异能相结合,除了“杀戮之手”。每个元素效果必须作为独立异能被购买。
劇透 -   :
Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.


元素之躯ELEMENTAL BODY
花费:1PP
激活:复杂动作
前置:元素打击
这是元素打击的进化版本,更类似于怪物能力中的“元素攻击”,元素之躯创建一个元素领域笼罩修士。领域从修士身体发散,透出大约三到五厘米,可用于进攻和防守。
为了激活该异能,修士必须花费一个复杂动作来引导自己想要的元素效果。对于以进攻目的而言,元素之躯就像元素打击异能那样,并且DV(魔法X 2)P,AP -(魔法X 0.5)。对于防御而言,在修士激活元素之躯的持续时间内,任何与之接触的人或物(近战或徒手攻击)都必须抵抗同样的DV并且承受元素效果;高速飞行道具如子弹或投掷武器则不受影响。修士已经持有,或者在修士身上的物品不受伤害,但是不获得任何元素效果。
元素之躯持续(魔法)主动性流程或者直到修士失去知觉为止。该异能可以用一个自由动作在限期届满之前随意停用。一旦停用,修士必须抵抗(魔法x 0.5)+维持异能主动性流程次数的耗竭。一次只能决定一种效果,每个元素效果必须作为独立异能被购买。
劇透 -   :
An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.
To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Elemental Strike power, with a DV of (Magic x 2)P and AP –(Magic x 0.5). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-moving projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect.
Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic x 0.5) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be purchased as a separate power.


元素武器ELEMENTAL WEAPON
花费:0.5PP
激活:简单动作
前置:武装法器
类似于元素打击或毒素打击,元素武器允许修士通过她的武装法器来引导元素效果(正常或有毒)而不需要用他的手。首先需要一个简单动作来引导元素效果。元素武器持续(魔法)战斗轮,或直到修士使用自由动作停止,或是直到修士昏迷。一次只能决定一种效果,每个元素效果必须作为独立异能被购买。该异能可与其他增强武装法器精度或者技能相关的异能一起使用。
劇透 -   :
Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (normal or toxic) through her weapon focus instead of her hands. A Simple Action is required to first channel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept’s Accuracy or skills related to foci.


共情疗法EMPATHIC HEALING
花费:0.5PP
激活:见下文
只有在极端情况下,共情疗法异能允许修士将其他人身上的伤口转移到自己身上。为了做到这一点,修士进行一个魔法+意志的检定。每一个成功数一格物理伤害,从受伤的目标身上转移到修士身上。只有物理伤害才能以这种方式治愈。
由于殖装或精华受损低于正常,这种受疗者更难愈合。受疗者失去的精华(6 -当前精华,向下取整)等于修士进行治愈检定是受到的骰池减值。检定本身每一个伤害的治疗需要两个战斗轮,修士在治疗过程中必须保持身体接触。伤害调整值的应用在修士完成这个治疗过程后才会体现。
劇透 -   :
Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accomplish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way.
Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 – current Essence Rating, round down) to the dice pool for the adept’s healing test. The test itself requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process.


面部塑形FACIAL SCULPT
花费:0.25PP/每级
激活:复杂动作
该异能使修士通过改变面部肌肉、骨骼结构和软骨来改变他的外貌。每一级异能给予修士在伪装检定上+ 1骰池调整。这种效果可以持续(魔法)小时。
常见的变化包括改变耳朵形状,改变鼻子形状,提高/降低颧骨,种植牙,重塑额头,延长/缩短面部须发等等。修士甚至可以变成任何他想要变成的各个泛形态的脸,但是他不能改变他的体型。改变一个特征所需的时间大约是一分钟。多个特征可以同时进行改变,需要进行一个体质+魔法的检定,每次成功提供一个额外的变化。修士需要一分钟时间以解除特征上的变化,恢复正常。
劇透 -   :
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours.
Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.


缩骨FLEXIBILITY
花费:0.25PP/每级(最高三级)
修士使用该异能时,可弯曲或扭转身体超越泛人的标准,这使得他能够穿过开口小于修士的通道(GM自行判决)和更容易地逃出束缚。它也使得修士在徒手格斗中更难被制服。修士每拥有一级异能,为通过狭窄角落或挣脱束缚的阈值降低一级。在徒手格斗中,如果有人试图制服修士,他每有一级此异能便可在抵抗制服检定中获得+1骰池奖励;其他正常限制仍然适用。
劇透 -   :
Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during unarmed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.


自由降落FREEFALL
花费:0.25PP/每级
该异能有助于修士吸收坠落伤害或跳下某一特定距离。该异能并不能帮助修士增加他的跳跃距离,比如“纵云梯”异能。每一级的自由降落允许修士无任何不利影响地下降或跳下额外的三米(正常所允许的距离只有三米)。计算坠落伤害时,他的坠落伤害减去异能等级×3(译注:根据后文范例),然后正常应用伤害(见172页,核心规则书)。这意味着拥有自由降落异能的修士在六米或更少的坠落距离中不会受到伤害,而不是原有的三米。除此之外,如果一个修士拥有两级的自由降落异能降落15米,坠落伤害减少6点,从原来的15p降落伤害降到了9P(坠落AP保持不变)(译注:按上文而言,15p的坠落伤害应该是被降到13p,而不是9p)。只要修士在坠落中没有受伤(或是因为坠落的时间足够短,不会造成伤害;或是因为他成功地用体质+护甲抵抗了所有的伤害),坠落算是一个正常的移动行动,可以与攻击结合。以任何其他方式处理伤害会阻止这一做法。长时间的坠落被视为一个复杂动作。
劇透 -   :
This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freefall allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally (see p. 172, SR5). This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three meters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no damage or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.


滞空时间HANG TIME
花费:0.25PP/每级
激活:见详述
修士在该异能中直接获得两个益处。首先,该异能每一级,修士在所有攀爬检定中获得+1骰池奖励。其次,修士可以暂时粘附在表面上,比如墙壁。对于该异能的每一级,修士可以把自己附着在一个表面上大约五分钟,只要他保持静止,并用手、脚、膝盖或肘部与所接触的物体保持接触。修士必须用一个简单动作将魔法能量与物体表面结合起来;普通衣服,如手套或靴子不会干扰这种力量,但使用重甲(护甲等级为13或更高)则会。移动附着在身体表面的部件,比如移动的车辆,会破坏连接,使修士脱落。
劇透 -   :
Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can temporarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or elbows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this power, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.


惯性冲击INERTIA STRIKE
花费:0.5PP
激活:自由动作
该异能允许修士生成和输送额外的能量到徒手或近战攻击中,致以专门用来击倒目标。使用这种异能时,修士必须在进行攻击之前先声明他的意图,以一个自由动作传递必要的能量。
如果修士攻击成功,在确定击倒是否发生时(194页,核心规则书),他的力量属性增加等同于他的(魔法X0.5)。惯性冲击不会造成伤害。(译注:根据errata——“如果修士攻击成功,在确定击倒是否发生所需的伤害时加上(魔法x0.5),惯性冲击不改变攻击的实际DV。”)
使用该异能视为一种要害攻击(195页,核心规则书)。注意:该异能不能与武术武技“坚如磐石”相结合(第138页,R&G)。
劇透 -   :
This power allows an adept to generate and channel extra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare her intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, she adds (Magic x 0.5) to her Strength to determine if a knockdown occurs (p. 194, SR5). Inertia Strike does not deal damage. Using this power is considered a Called Shot (see p. 195, SR5). Note: This power cannot be combined with the Imposing Stone Martial Arts Technique (p. 138, Run & Gun).


体语学精通KINESICS MASTERY
花费:0.5PP
前置:体语学
这是一种体语学的高级版本(310页,核心规则书),该异能允许两名修士使用这种能力彼此使用纯粹的非语言暗示进行沟通,比如肢体语言,面部表情,和自然的潜意识。尽管一般信息和精神状态能够被相对容易地传达,掌握体语学精通者可以传递详细信息,例如地点、名字、区域或数字。以这种方式进行信息传输需要修士有直接的视线并且离得足够近,且能读懂对方的面部特征和肢体语言,通过自然、殖装或是魔法的手段皆可。
劇透 -   :
An advanced version of Kinesics (p. 310, SR5), this power allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messages and mental states are easily relayed, those with Kinesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Communication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.


语言学LINGUISTICS
花费:0.25PP
通过强大的记忆力和模仿能力,使用该异能的修士能够在少量接触新语言之后立即学习而不需要花业力。学习一门新语言,修士必须接触新语言(12 -魔法等级)小时,(最少1小时),使用语言学表格进行逻辑+直觉的检定。如果成功,则修士获得该语言1级。新语言的进一步提升需要正常的业力支出。
劇透 -   :
Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a minimal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 – Magic Rating) hours, (minimum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure
引用
表:语言学
语言                              阈值
常见的(英语、日语、西班牙语)               1
少见(拉丁语,欧扎特语/兽人语,斯派瑞瑟尔语/精灵语)   2
模糊(亚拉姆语、拉普兰语,柏柏尔语)            3


魔法感知MAGIC SENSE (译注:内容使用有待考证)
花费:0.5PP
魔法感知允许修士发现在她附近是否有魔法使用。把该异能视为“侦测魔法”法术(287页,核心规则书)但范围等于(魔法×10)米。具有星界感知异能的修士也可以在感知星界时用魔法感知侦查星界形态。(译注:催化剂没有提到检定和强度,依照)
劇透 -   :
Magic Sense allows an adept to detect the use of magic in her vicinity. Treat this power as the Detect Magic spell (p. 287, SR5) but with a range equal to (Magic x 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.


黑素控制MELANIN CONTROL
花费:0.5PP
该异能使修士可以任意改变自身皮肤和/或头发的颜色,就像另一个种族/泛人,限于泛人的基因通常表达的颜色。这个转变需要一个复杂动作并持续(魔法)小时。
劇透 -   :
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.


代谢控制METABOLIC CONTROL
花费:0.5PP
拥有该异能的修士有能力进入一种深沉的冥想状态,所有的新陈代谢过程都会减慢。这有两个好处。首先是减少修士所需要的休息量。用游戏术语说,修士在这种状态下每一个小时,她因缺少睡眠而受到疲劳伤害的时间间隔增加3小时(见172页,核心规则书)。
其次在紧急情况下可以保证修士的生命。当修士物理伤害溢出时,他立即进入这种冥想状态。而在这种状态下,修士每(体质)小时流逝一格的额外伤害。只要修士愿意,他就可以随时退出这个状态,但在严重受伤时这样做会使所有伤口或毒素立即生效,除非施以处理或治疗
劇透 -   :
An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the interval for taking fatigue damage from sleep deprivation by another three hours (see p. 172, SR5).
The second benefit preserves the adept’s life in emergency situations. When the adept goes into Physical overflow damage, he immediately goes into this meditative state. While in this state, the adept only takes an additional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.


投掷精通MISSILE MASTERY
花费:1 PP
在拥有该异能的修士手中,日常用品,如瓶子,信用棒、工具、空夹子、手电筒、炊具、等等都会变成致命的武器。如同简易武器,伤害为(力量)p,精度为3。修士也可以声明这些武器是物理伤害还是眩晕伤害。此外,修士在投掷武器上具有更强的亲和力。对于使用非爆炸投掷武器的远程攻击,修士+1骰池奖励,并+1武器伤害值。
劇透 -   :
In the hands of an adept with Missile Mastery, everyday items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.


动态感知MOTION SENSE
花费:0.5PP
用于该异能的修士成为活体动作感应器,能够感觉到附近的运动,且很难被偷袭或伏击。修士结合了自然和魔法感知,通过感知空气分子运动、环境气压变化、振动、或是附近魔力场内的微小扰动,来感受人、动物或者物体的运动。这一感知会允许修士侦测她身旁(魔法)米内的运动,并可被用于侦测正常感知(诸如视觉,听觉或者味觉)原本无法发觉的生物或者物体。目标的大小也直接影响修士感知它的能力。
修士在使用该异能时,首先需要做一个侦查+魔法【精神】检定。这个检定的阈值取决于被感知方的大小。
劇透 -   :
Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambient barometric pressure, vibrations, or the minute disruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) meters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also directly affects the adept’s ability to sense it.
To use this power, the adept must first make a Perception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.
引用
表:动态感知
移动参照物                  阈值
小于猫狗                   3
小于泛人平均水准(矮人)          2
泛人平均水准 (人类、精灵、兽人)   1
大于平均水准(巨魔))          自动成功


穴位打击NERVE STRIKE
花费:1 PP
通过瞄准对手身体中的各种神经簇,使用该异能的修士可以致残或制服对方而不必要造成伤害或死亡。为使用该异能,修士必须首先声明他打算这么做,然后进行正常的近战攻击。如果成功,修士可以选择每净成功减少对手的敏捷或反应(进攻者选择)1点,而不是造成物理或晕眩伤害。如果目标属性归0,就会瘫痪。攻击者必须只选择攻击目标的一个属性。目标恢复失去的属性点需要休息:休息1小时恢复1点。
穴位打击用在泛人身上最好,但也可以用来对付怪物。一个怪物的神经簇更加找到,所以两次净成功才能降低1点目标怪物的属性;其他所有规则正常适用。没有功能神经系统的目标,如精魂、无人机等等,则不受这种异能的影响。
劇透 -   :
By targeting various nerve clusters in his opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare his intention to employ it and then make a normal melee attack. If successful, the adept may choose to reduce his opponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack. The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.
Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are  more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other normal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.


灵巧手指NIMBLE FINGERS
花费:0.25PP
具备这种能力的修士在手工灵巧性上具有非凡的天赋。在游戏方面,这个异能在手上功夫检定,需要用到手指的表演检定,以及任何用到小型工具或物品的检定(GM自行判决)中均可提供+1的骰池奖励。此外,原本简单动作的改变开火模式,下弹夹,上弹夹和使用简单设备,现在被认为是自由动作。
劇透 -   :
Adepts with this ability have exceptional manual dexterity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a musical instruments that requires the use of fingers, or any tests where small tools or items are used (gamemaster’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, and Use Simple Device are now considered Free Actions.


运气缓伤PAIN RELIEF
花费:1 PP
和穴位打击一样但效果相反,修士可以通过引导魔力转化为气/查克拉刺激穴位,以缓解紧张、疼痛和肌肉疲劳。在游戏术语中,这个效果意味着移除目标的眩晕伤害。为使用该异能,修士必须对目标进行魔法+敏捷检定。每一成功暂时移除目标的一格晕眩伤害;治愈殖装患者的规则仍然适用(208页,核心规则书)。这种效果只持续(魔法)小时或直到实际伤害被治愈,无论哪个先来。完成这个过程所需的时间是每格五分钟,修士必须保持与目标的接触。修士在治愈流程完成之前,因为各种原因与目标接触中断,则所有益处会立即消失,修士必须重新开始这个过程。
劇透 -   :
Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply (p. 208, SR5). This effect only lasts for (Magic) hours or until the actual damage is healed, whichever comes first. The time necessary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the target for any reason before the process is complete, all benefits are immediately lost and the adept must repeat the process.


穿透打击PENETRATING STRIKE
花费:0.25PP/每级(最高四级)
该异能允许修士以短距离徒手攻击时,绕过目标可能穿着的护甲,或者穿过对方又厚又硬的外皮。从本质上说,这使修士的攻击AP等级等于该异能的等级(最大值为4)。该异能可以与“杀戮之手”同时使用,但不能与“元素打击”一起使用。
劇透 -   :
This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.


瘟疫之云PLAGUE CLOUD
花费:0.5PP
激活:自由动作
该异能在修士周围围绕含有污染物或毒素的烟雾、虫群或其他的密集云团。所有在异能持续期间修士作出,或以修士为目标的远程攻击被视为受到中等或以上的雾/烟遮蔽(见远程攻击调整,核心规则书173页)。
如果攻击者成功地对维持着该异能的修士进行了近战攻击,则攻击者必须抵抗污染伤害效果(见侧栏,第105页)。
劇透 -   :
This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke (see Ranged Attack Modifiers, p. 173, SR5). If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution (see sidebar, p. 105).


速拔RAPID DRAW
花费:0.5PP
不再局限于手枪,拥有速拔异能的修士在战斗中可以更迅速、更容易地拔取各种武器。任何武器需要在合适的归纳物中才可以进行快拔;包括刀、手枪和投掷武器。使用此异能,修士可以进行一个标准快拔检定(165页,核心规则书),但这个检定阈值降低1;这个阈值降低的效果和快拔枪套累计。同时,使用此异能的快拔动作被认为是自由动作。
在该异能作用之下,更大的武器如冲锋枪,霰弹枪,或突击步枪,如果附着在挂索上或者置于身前的“准备就绪”位置,修士也可以将其视为放在合适的归纳物中,并且同样可以进行快拔检定。
劇透 -   :
No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is properly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the adept makes a standard quick draw test (p. 165, SR5) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this power, a Quick Draw action is considered a Free Action.
For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” position are also considered holstered and can be quickdrawn as such.


格挡反击RIPOSTE
花费:0.5PP/每级
激活:打断动作(-5主动性值)
类似于“反击”异能,格挡反击使用武器近战攻击,将对方的力重新打回到他身上。运用该异能,修士必须首先进行一个成功的“持械格挡”动作对付来袭的攻击,然后花费他的下一个行动来进行近战攻击。对于修士而言,在下一次近战攻击检定时,获得等同于格挡反击异能等级和“持械格挡”所获得的净成功数的骰池奖励。进攻前采取其他任何行动,即使是闪避或全防御也无法从该异能中获取力量。该异能不能与武术武技中的“格挡反击”和“以力抗力”相结合(R&G,124和139页)。
劇透 -   :
Similar to Counterstrike, Riposte is used during armed melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yielding Force Martial Arts techniques (p. 125 and 141, Run & Gun).
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Re: 【SG】新异能NEW ADEPT POWERS169~176
« 回帖 #2 于: 2017-12-13, 周三 10:26:30 »
引用
滑行SKATE
花费:1PP
异能会形成一个悬浮的小型力场,这使的修士能够轻松穿越一个他通常无法穿越的平面,比如薄冰,易碎结构表面,或者水面。修士在停止之前需要一刻不停穿过目标表面。修士能穿过的距离等于(魔法等级)米。试图穿越更远的距离需要修士找到一个稳定的表面或着陆区域来重复这个过程;找不到的可怜虫则会从表面上落下。修士使用该异能,并且在尝试进行杂技动作(译注:疑心是体操)或防御打断动作时,在杂技或打断检定中遭受-3骰池减值。
劇透 -   :
This power is a minor form of levitation that gives an adept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distances requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a  –3 dice pool penalty to her dice pool for the acrobatic or interrupt test.


粉碎打击SMASHING BLOW
花费:1PP
修士引导他们的魔法力量到一次徒手攻击中,以求冲破一切障碍。当攻击障碍物或其他静态结构时,修士的基础DV乘以2。这适用于物理和魔法屏障。
劇透 -   :
Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and magical barriers.


灵爪SPIRIT CLAW
花费:0.25PP
激活:自由动作
由最初发现它的野兽之道苏族修士命名,灵爪致使修士以精神能量形成临时的小型武器以对付精魂。尽管该异能的发现者令其以巨型爪子的方式显现,其他拥有这种异能的修士已经学会了形成他们想要的武器——棍棒、锤、匕首、刺剑等,以其特定的道途或模式为基础。以自由动作激活,灵爪在对付精魂时使修士的徒手DV增加(魔法x 0.5)(不管是物理战斗还是星界战斗)。灵爪持续(魔法X 0.5)战斗轮或直到修士以自由动作解除。重新引导灵爪能量必须通过另一个自由动作。对精魂,这种异能只能和“杀戮之手”异能相结合。
劇透 -   :
Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power appeared as a set of oversized claws, others with this power have learned to form whatever weapon they desire— clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic x 0.5) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.


灵槌SPIRIT RAM
花费:0.5PP
激活:简单动作
与灵爪类似,灵槌创造了一个临时的,撞锤形状——角槌、羊头锤、楔、钉等等——使修士在物理或星界战斗中对精魂造成伤害。该武器的触及是(魔法X 0.5)米,DV是(魔法),AP -(魔法X 0.5)。灵槌与修士一起移动并持续(魔法X 0.5)战斗轮或直到修士以自由动作解除。重新引导灵槌能量必须通过另一个简单动作。
劇透 -   :
Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic x 0.5) meters, and its DV is (Magic) with AP – (Magic x 0.5). Spirit Ram moves with the adept and remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.


寂静STILLNESS
花费:0.25PP/每级(最大三级)
使用这种异能的修士能控制自身的身体以避免被发现。通过减缓自身的生理过程(心率,呼吸,弯曲肌肉的需要)和进入一个极端放松的状态,修士可以在特定时间内完全静止不动。修士身体的热度降低,同样适用于对付热成像传感器检定。每一级异能,修士可以保持这种状态大约一个小时。任何使用听觉或热成像传感器(auditory or thermographic)方式察觉(perceive)使用该异能的修士,会受到等同于异能等级的骰池罚值。视觉搜索(Visual searches)或感知检定(Perception Tests)不受这种异能的影响。一旦修士进行移动,则异能就会被解除。
劇透 -   :
This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to detect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.


辟谷SUSTENANCE
花费:0.25PP
拥有这种异能的修士具有特殊代谢功能,比正常摄入更少的食物,补充更少的水分。正常泛人在疲劳伤害开始前,每天需要大约摄入三餐的食物来维持正常的功能。拥有这种异能的修士每天只需要摄入一餐食物。在游戏方面,因为饥饿和口渴的三天间隔增加到七天(核心规则书172页)。
劇透 -   :
Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fatigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst (p. 172, SR5).


耐温性TEMPERATURE TOLERANCE
花费:0.25PP/每级
修士在使用该异能时能更好地抵御极端温度的影响。在每一级异能影响下,修士抵抗极端温度造成的伤害时+1骰池奖励(172页,核心规则书)。这也可以用来对付魔法效果,如火元素或寒元素(170~171页,核心规则书)。
劇透 -   :
This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting damage caused by extreme temperature exposure (p. 172, SR5). This also can be used against magical effects such as elemental fire or cold (p. 170–171, SR5).


三维记忆THREE-DIMENSIONAL MEMORY
花费:0.5PP
三维记忆允许修士在心灵中记录一个他访问过的区域,然后再以超清晰的细节回忆它。这种异能受到修士调查员和侦察专家的青睐。要运用这种异能,修士必须使用复杂动作来详细地查看目标区域。这包括他实际观察到的,也包括他感觉到的任何感觉。修士能观察到的范围是(魔法x魔法)立方公尺。他一共能记录等于他魔法等级数量的区域。
回忆记录需要修士进行侦查+魔法【精神】检定。他能记住的区域取决于他实际上能观察到什么——例如,他不知道一个封闭内阁的内容,但会详细地记住内阁的外部特征——也取决于他是多久以前观察过的现场。要确定检定的阈值请参照三维记忆表。如果达到阈值,修士可以在心灵中漫步他在脑海中记录的一切,然而,他将无法与场景中的任何东西进行互动。
劇透 -   :
Three-Dimensional Memory allows an adept to mentally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic x Magic) cubic meters. He can record a number of areas equal to his Magic rating.
To recall what he recorded, the adept requires a Perception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to observe—for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Dimensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and recall everything he mentally recorded; however, he will be unable to interact with anything in the scene.
引用
表:三维记忆
时间流逝          ·阈值
二十四小时      1
一周          2
一月         3
一年         4
一年多       5


毒素打击TOXIC STRIKE
花费:0.5PP
激活:简单动作
前置:杀戮之手
使用该异能的毒修士可以将污染物或辐射引导在徒手攻击中,造成额外的元素伤害。该异能的使用遵循与元素打击相同的规则和准则(第170页)。每个毒素效果必须作为独立异能被购买。
劇透 -   :
Toxic adepts with this power can channel either pollutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power (p. 170). Each toxic elemental effect must be purchased as a separate power.


引用
元素效应:正常和毒素ELEMENTAL EFFECTS: NORMAL AND TOXIC

这一章有好几种异能可以让修士来处理元素伤害或使用元素效果,最常见的是酸、寒、电和火。了解这些元素造成的伤害,见核心规则书170页。
这些并不是唯一可以使用的元素效果。修士可以使用有毒污染物和辐射而非正常的元素伤害。为了了解这些有毒元素是如何运行的,请参照本书中关于元素效果的侧栏,第105页。
劇透 -   :
There are several powers this section that allow an adept to deal elemental damage or use an elemental effect, the most common being acid, cold, electricity, and fire. To understand how these elements cause damage, see p. 170, SR5.
These aren’t the only elemental effects that can be employed. Toxic adepts can use pollutants and radiation instead of normal elemental damage. To understand how these toxic elements work, see the sidebar about elemental effects in this book, p. 105.
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