作者 主题: 【6e】附魔(p. 149 -153)  (阅读 5094 次)

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【6e】附魔(p. 149 -153)
« 于: 2020-12-27, 周日 18:53:37 »
附魔 Enchanting

一盏能兑现愿望的灯,一个能让你隐身的戒指,一瓶能治愈酒鬼的药水-这些和更多的魔法物品被深深地藏在世上的神秘传说之中。当魔法重回世间,能至少模拟一部分此些物品的能力也随之而现,虽然它们并不总是能复制强大的神话力量。但当你能投掷出一个能爆炸成冰风暴的空瓶子,或者你能塞给高管一支能在它们被捡起时变成窃听器的铅笔时,你就不应该抱怨这些限制,因为这会让你掌握帅字是怎么写的。
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A lamp that grants wishes, a ring that makes you invisible, a potion that heals the drinker—these and more magic items are embedded deep in the mythologies of the world. When magic returned to the world, the ability to at least simulate some of these items came into existence, though they cannot always duplicate the vast powers of myth. But when you can throw an empty bottle that explodes into an ice storm, or you can slip an executive a pencil that becomes a listening device when they pick it up, you shouldn’t complain about limitations, because awesome is in your reach.
附魔有两种不同的分支-炼金,它包含了制造能存储法术的物品,以及炼成,包含了制造能辅助魔法使用的物品。我们会依次讲解它们。
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Enchanting has two different branches—alchemy, which involves the creation of objects that store spells, and artificing, which involves making items that aid magic use. We’ll cover each in turn.

炼金 Alchemy

古代炼金艺术被认为是将铅变成金子,熬制药水,或者制造能给予长生不老的石头。虽然一些现代炼金术的目标也与之大同小异,但是其技艺已经变得更加完善,且用途也更加广泛。在第六纪的世界中,炼金是指制作炼金制剂,也就是被施了法术的物品。他们会为施法者提供一种以不同方法触发魔法的机会。伴随而来的代价则是法术通常会比他们自己释放的版本要威力小。
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The ancient art of alchemy was concerned with turning lead into gold, brewing potions, or crafting stones that confer immortality. While some of modern alchemy’s aims are not so far different, the techniques have become more refined, and the uses are far more vast. In the Sixth World, alchemy is about making preparations, which are objects imbued with spells. They provide a chance for spellcasters to trigger their magic in different ways. The trade-off is that the spells are generally less powerful than their cast-on-the-fly equivalents.
制剂有四种关键要素:被包含在制剂中的法术,能让法术释放的触发条件,制剂的强度,和被用来测量其力量是如何随时间消退的效力。每一种要素将会在制作制剂部分被讨论。制剂被其创造者灌注魔法,这也意味着它们将承载创造者的星界签名。这会被一个成功的星界+直觉检定所认出。其灵光将以和释放法术一样的速率消退。
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Preparations have four key elements: The spell embedded in the preparation, the trigger that will make that spell go off, the Force of the preparation, and its Potency, which measures how its power declines over time. Each of these elements are discussed in the Making a Preparation section. Preparations are imbued with magic by their creator, and that means they carry their creator’s astral signature. They can be recognized with a successful Astral + Intuition test. The aura fades at the same rate as a cast spell (p. 159).
« 上次编辑: 2020-12-27, 周日 19:31:56 由 Terrie18 »




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Re: 【6e】附魔(p. 149 -153)
« 回帖 #1 于: 2020-12-27, 周日 19:08:37 »
选择一个物品 Choosing an Object

制作制剂需要选择一个正确的物品。它一定得是法师能举得动和能使用的东西,并且将它变成一个制剂的过程会在上面留下痕迹或者改变它,这可以被拥有奥术知识技能的人(或者其他等值的东西)以感知+直觉(3)的检定所认出。球,药剂,子弹,投射物,和 小型办公物品是一些比较流行的被用来制作制剂的物品。
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Making a preparation requires selecting the right object. It has to be something the magician can lift and manipulate, and the process of making it into a preparation leaves a mark or change on it that can be recognized by a Perception + Intuition (3) test by someone who has the Arcana Knowledge skill (or something similar enough). Balls, potions, bullets, projectiles, and small office items are some of the more popular objects to use in preparations.

制作一个制剂 Making a Preparation

一旦你选好物品了,你需要遵循以下列出的四个步骤。
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Once you have chosen an object, you follow a four-step process outlined here.

第一步 Step 1:
选一个法术 Choose a Spell

如果你想要一个触发一种法术的制剂,你就得选择能触发的法术。你只能用你所知晓的法术。如果你想要使用增强或者是增加范围效果,在此时要选好有其中多少被应用。(当到了在第五步应用耗竭的时候,记得选择的数量)区域转移对于制剂是不适用的。
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If you want a preparation to trigger a spell, you have to choose the spell it will trigger. You can only use a spell you know. If you want to use Amp Up or Increase Area effects, choose how many of them to apply now (remember how many were selected when it comes time to apply drain in Step 5). Shift Area does not apply to preparations.

第二步 Step 2:
选择一个触发条件 Choose a Trigger
如果制剂还想要其中灌注的法术被释放的话,它便需要一个触发条件。有三种基本条件:命令,解除,时间。
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If the preparation is ever going to make its imbued spell go off, it needs a trigger. There are three basic types: command, contact, and time.
  • 命令:制作制剂的个体可以以自身意愿来触发它。他们必须在位面上并且制剂得在视野范围内才能被触发。触发制剂需要消耗一个次要动作。命令触发条件给制剂增加2点耗竭,并且它是生命法术唯一可以使用的触发条件。
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    Command: The individual who made the preparation can trigger it by an act of will. They must be on the physical plane and have a line of sight to the preparation to set off this trigger. Triggering the preparation requires a Minor Action. A command trigger adds 2 drain to the preparation, and it is the only trigger that Health spells can use.
  • 接触:可能是最简单的触发条件,这个法术会在下一个触碰它的活物时释放。接触触发条件给制剂增加1点耗竭。
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    Contact: Perhaps the simplest trigger, this spell goes off when the next living material being touches it. Contact triggers add 1 drain to the preparation.
  • 时间:使用这个触发条件时,角色需要定一个时间,制剂完成的时候,基于这段时间的倒计时便开始了。当倒计时结束,法术释放。倒计时不能长于(以小时记)制剂的效力。如果效力最终变得短于倒计时,法术会随着效力耗尽而失效。一个时间触发条件会给制剂增加2点耗竭。
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    Time: When using this trigger, the character selects an amount of time, and when the creation of the preparation is finished, the clock starts ticking
    down on this time period. When the time is complete, the spell goes off. The time cannot be greater, in hours, than the Potency of the preparation. If the Potency ends up being less than the time, the spell fizzles as the Potency runs out. A time trigger adds 2 drain to the preparation.

第三步 Step 3:
制造制剂 Create the Preparation

一旦一切准备妥当,你实际上需要花费等同于其总耗竭(在所有效果和触发条件的耗竭被加上后)的小时数来制作制剂。制作任何东西都总是需要花费时间,同时精度也是必须的-一个错误符文,你会从有一个本来能将你的敌人烤成脆片的猛烈火球的法术变成拥有一个只能在寒冷的一天温暖他们并烘干他们的袜子的法术。这显然不可取。
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Once all the decisions are made, you have to actually make the preparation, which takes a number of hours equal to the total drain of the spell (after any effects and the drain from triggers are added). Getting everything crafted just right takes time, and precision is needed—one wrong glyph, and instead of having a vicious fireball that roasts your enemies to a crisp, you have a spell that warms them nicely on a cold day and dries out their socks. That simply won’t do.
试剂可以在这个阶段被使用来引导魔力进入制剂,以减少附魔师所需要受到的耗竭。投入试剂的打兰数可以被用来减少耗竭值。(至多减少2)
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Reagents can be used at this stage to channel mana into the preparation, putting less of a strain on the enchanter. Reagents can be used to reduce the Drain Value by the number of drams employed (up to 2).
在这步的最后,附魔师需要过一个附魔+魔法的检定来对抗制剂的耗竭值。这项检定的净成功会变成制剂的效力并且需要被纪录下来。
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At the end of this step, the enchanter makes an Enchanting + Magic test opposed by the Drain Value of the preparation. Net hits on this test become the Potency of the preparation and should be recorded.
制剂上所以的细节工作,加上引导魔力进入物品的精力是很令人筋疲力尽的。一个制剂的总共耗竭值是法术耗竭值(加上调整)+ 触发条件耗竭值 – 使用试剂的打兰数(至多2)。附魔师使用他们的流派属性+意志来减少耗竭。如果减少后的耗竭值比你的魔法等级要高,那么所受到的耗竭伤害是物理的,不然则是眩晕伤害。
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At the end of this step, the enchanter makes an Enchanting + Magic test opposed by the Drain Value of the preparation. Net hits on this test become the Potency of the preparation and should be recorded.

第四步 Step 4:
抵抗耗竭 Resist Drain

制剂上所以的细节工作,加上引导魔力进入物品的精力是很令人筋疲力尽的。一个制剂的总共耗竭值是法术耗竭值(加上调整)+ 触发条件耗竭值 – 使用试剂的打兰数(至多2)。附魔师使用他们的流派属性+意志来减少耗竭。如果减少后的耗竭值比你的魔法等级要高,那么所受到的耗竭伤害是物理的,不然则是眩晕伤害。
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All the detailed work on the preparation, combined with the effort of channeling mana into an object, is exhausting. The total Drain Value for a preparation is spell Drain Value (with adjustments) + trigger Drain Value – drams of reagents used (up to 2). The enchanter uses their tradition attribute + Willpower to reduce that drain. If the Drain Value left after rolling to reduce it is greater than your Magic rating, any Drain suffered is Physical; otherwise it’s Stun Damage.

制剂成品 The Finished Preparation

制剂的法术,触发条件和效力以及被添加的法术效果都应该被纪录下来。制剂将保持满效力状态【效力×2】小时;在那之后,效力将会开始降低。之后的每【现有效力x2】个小时段内,制剂的效力会降低一点。当效力降至0时,制剂失效,并且其中蕴含的魔法也会消失。
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The spell, trigger, and Potency of the preparation should all be noted, along with any spell effects added. The preparation maintains its full power for [Potency x 2] hours; after that, power starts to decrease. With each [current Potency x 2] hour interval after that, the Potency of the preparation decreases by 1. When it reaches 0, the preparation fizzles, and the magic inside is lost.

使用制剂 Using a preparation

触发一个制剂和释放一个法术一样,但是也有所不同。骰制剂效力 + 附魔师的魔法代替巫术 + 魔法。当法术被触发时,没有额外的耗竭;其已经在创造制剂时被处理好了。
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Triggering a preparation is the same as casting a spell, but also different. Instead of rolling Sorcery + Magic, roll Potency of the preparation + Magic
of the enchanter. There is no additional drain when the spell is triggered; that was already handled in the creation of the preparation.
法术的范围也有点不同,因为它是基于从一个无生命物体上产生的法术。以下列来处理范围:
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The range of the spell is also a little different, since it is based on a spell emerging from an inanimate object. Treat range as follows:

  • 接触:当制剂被触发,任何与其有直接接触的人或事物将被影响。(如果他们是任何能被法术影响的事物,那就是)
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    Touch: Anyone or anything in direct contact with the preparation when it is triggered is affected (if they are the type of thing to be affected by the spell, that is).
  • 视线:如果制剂有一个命令触发条件,那也就需要它在附魔师的视线内,这样的话,当法术被触发,他们选择目标。不然,法术将会击中视线内最近的目标。法术的范围被限制在【效力x魔法】米内。
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    Line of Sight: If the preparation has a command trigger, which requires line of sight by the enchanter, then they choose the target when the spell is
    triggered. Otherwise, the spell hits the closest target with line of sight to it. The range of the spell is limited to [Potency x Magic] meters.
  • 范围:制剂是法术范围的中心,并且影响着周围。这个球形具有两米的半径,加上每一点增加范围影响,增加两米的半径。
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    Area: The preparation is the center of the spell’s area, and it affects the area around the spell. The sphere has a two-meter radius, plus two meters for each Increase Area effect added.
法术的目标如常抵抗其效果。
Targets of the spell resist its effects as normal.
« 上次编辑: 2020-12-27, 周日 19:30:12 由 Terrie18 »




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Re: 【6e】附魔(p. 149 -153)
« 回帖 #2 于: 2020-12-27, 周日 19:10:27 »
制作一个制剂的例子 Making a Preparation example

阿格贝勒.奥库知道暗影狂奔的风险,而且她知道当狂奔时拥有准备好骰的治疗是多么珍贵。她有一个高尔夫球- 一个来自迷你高尔夫的特殊紫色小球-她很乐意用它来实现目标。她掏空了高尔夫球的内部并且使用一个漏斗来将所需的试剂灌入球的中心。
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Agbele Oku knows the dangers of shadowrunning, and she knows how valuable it is to have some ready-to roll healing when a run gets going. She has a golf ball—a special purple ball from miniature golf—that she loves to use for this purpose. She’s hollowed it out and uses a funnel to put the needed reagent into the center of the ball.
对于第一步,她选择了一个法术。有时她喜欢使用一个治愈术的变种,像冷治愈术或暖治愈术,但她决定直接点并选择只要治愈术。这个法术的基本耗竭为3。
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For step 1, she has to choose a spell. Sometimes she likes to use a Heal variant, like Cooling Heal or Warming Heal, but she decides to be direct and just go with Heal. The base Drain Value on this spell is 3.
第二步是为了选择触发条件,但因为这是个生命法术,她只能选择命令。这会增加2点耗竭,总计5点。
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Step 2 is for choosing a trigger, but since this is a Health spell, she has to choose command. That adds 2 more drain, making it 5.
她已经做到了第三步-是时候让制剂实现了。现在的耗竭值是5点,所以它需要5个小时的精力。这算比较平均的耗竭值了-值得庆幸的是,阿格贝勒.奥库有点干觉醒巨蟒皮形态的试剂,所以她用了一打兰来将耗竭降到4点。制作制剂的时间仍保持5小时。当那5小时流逝后,她投了 附魔4 + 魔法5总共9个骰子,来对抗4点耗竭值。她获得了4点成功,GM骰了1点,所以制剂有3点效力。她有效力x2小时-也就是6小时-直到制剂开始失去力量。
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She has made it to Step 3—it’s time to make the preparation happen. The Drain Value currently stands at 5, so it’s going to be a five-hour effort. That’s a fair amount of Drain—thankfully, Agbele Oku has some reagents in the form of dried skins of an Awakened python, so she spends 1 dram to bring the drain down to 4. The time to make the preparation remains at 5 hours. When those 5 hours pass, she rolls Enchanting 4 + Magic 5 for 9 dice, against the reduced Drain Value of 4. She gets 4 hits, the gamemaster rolls 1, so the preparation has a Potency of 3. She has Potency x 2 hours—meaning 6 hours—before the preparation starts to lose power.
她可能一开始就搞砸了她的任务,如果耗竭能对她造成足够伤害的话。她有4点耗竭和5点魔法,所以她受到的任何伤害都会是眩晕伤害。她的流派属性是逻辑5且她的意志是6.她骰了11个骰子并获得了3成功。一点眩晕伤害-她可以承受。是时候把制剂带到大街上并扔向任何一个需要帮助的队伍成员。如果他们在制剂仍旧满效力时使用,它会骰效力3+魔法5个骰子,分配到值8个骰子的治愈能量。
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She might be starting off her mission on the wrong foot, though, if the drain does enough damage to her. She has 4 drain and Magic of 5, so any damage she takes will be Stun. Her tradition attribute is Logic 5 and her Willpower is 6. She rolls 11 dice and pulls off 3 hits. One Stun damage—she can live with it. It’s time to take the preparation on the road and throw it to whichever team member needs help. If they use it while it’s still at full Potency, it will roll Potency 3 + Magic 5 dice, spreading a quick 8 dice worth of healing power.
« 上次编辑: 2020-12-27, 周日 19:26:25 由 Terrie18 »




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Re: 【6e】附魔(p. 149 -153)
« 回帖 #3 于: 2020-12-27, 周日 19:15:39 »
炼成 Artificing

附魔的一个分支是学习技术以触及蕴含在自然元素的根源力量并灌注向物品魔法来辅助和强化一个法师的能力。创造一个魔法法器的行为被称作炼成;更多有关法器的信息可以在p.154上找到。不像制剂,法器是强力的,可以重复利用,而且紧密地和它的主人联系在一起。一个法器代表着一种永恒且复杂的,基于奥术公式缓慢构建,最后以业力作为结尾的附魔。所有的法器遵从同一个基本创造过程:首先,需要有个法器公式,然后选择一个合适的载体(用于附魔的材料物品)。当法器被正确制成之后,与其联结就是最后一步。
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One branch of Enchanting is learning the technique to tap into the fundamental power latent in natural elements and imbue items with magic to aid and enhance a magician’s abilities. The act of creating a magical focus is known as artificing; more information about foci can be found on p.154. Unlike a preparation, a focus is powerful, reusable, and intimately tied to its owner. A focus represents a permanent and complex enchantment built up slowly from an arcane formula and finished with Karma. All foci follow the same basic creation process: first, a focus formula is needed, then an appropriate telesma (the material item to be enchanted) is selected. After that the enchantment proper is created, and finally the finished focus is bonded.
这是如何在六步之内制成法器:
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This is how to do it in six steps.

第一步 Step 1:
选择一个法器公式 Choose Focus Formula

设计一个法器需要一个复杂的奥秘配方,也被称之为法器公式。这些公式对于泛人类法师而言太难以记下,,以至于需要被以某种方式被记录下来。你可以在魔法商店和魔法商家中买到法器配方。
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Designing a focus requires a complex arcane recipe known as a focus formula. These formulas are too complex for metahuman magicians to memorize and must be recorded in some fashion. You can buy focus formulas from lore stores and talismongers.
所有的法器公式都对应着一个特定的法器种类(咒法、精魂、威能、武器等)、强度、形态(木制长矛、金戒指、振动刀等),以及法器的流派(赫尔墨斯、萨满等)。在魔法商家出售的法器公式一般使用在广大法术流派中比较“传统”的形式(法杖、魔法护身、符文雕刻的剑等)-这就是为什么很多施法者经常创造自己的法器公式。(这也是未来书会出的高阶魔法)法器公式的强度必须等于或者小于你的魔法等级——你不能制作强度超过你魔法等级的法器。
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All focus formulae specify the type of focus (spell, spirit, power, weapon, etc.), Force, form (wooden quarterstaff, gold ring, vibroknife, etc.), and tradition of the focus (hermetic, shamanic, etc.). The formulas sold by talismongers typically use “traditional” forms in widespread magical traditions (wands, magical amulets, rune-carved swords, etc.)—which is why a lot of magicians commonly create their own formulas (which is advanced magic for a future book). The focus formula must be for a Force that is equal to or less than your Magic rank— you cannot make foci with a Force greater than your Magic rank.

第二步 Step 2:
取得载体 Obtain the Telesma

在你制作法器之前,你需要取得一个和你法器公式指定形态相合的物体。在这个魔化过程中所使用的这个物品被称作载体。取得载体可以很简单也可以很复杂——如果法器公式上说只需要一把小刀,那么你不过是需要去当地的Weapons World里买一把;但如果法器公式说你需要一个由加州秃鹫骨头雕刻而来的长笛,那么你就需要费一些功夫去寻找这个可疑的物件。所有的无生命物体都可以被当成是载体:木制法杖、一颗漂亮的宝石、一件武器、一辆车以及一个造型古怪的石头等等。一个物体越是天然的结晶,或者越精心打造,那么炼化这个载体就会变得越简单。
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Before you can create a focus, you need to acquire an item that matches the form defined in the focus formula. An object being prepared for enchantment in this manner is known as a telesma. Obtaining telesma may be simple or complex—if the formula calls for a knife it may be no more difficult than buying a blade from the local Weapons World franchise, but if the formula calls for a flute carved from the bones of a California condor, you might need to do some work to track down the item in question. Any inanimate object can serve as the telesma: a wooden wand, a jeweled charm, a weapon, a car, an oddly shaped stone, and so on. The more unprocessed and natural the object, or the more work you performed to craft it, the easier the telesma is to enchant.

第三步 Step 3:
准备一个魔法帐篷Prepare the Magical Lodge

你需要准备一个强度至少等同于公式强度的魔法帐篷,这个魔法帐篷的流派必须和你自己以及法器公式相同。当你在帐篷里面的时候,确保你往里面添加了必要的设施,毕竟你将会在里面待上一段时间。
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You’ll need a magical lodge with a Force at least equal to that of the formula’s Force, and of the same tradition as yourself and the focus formula. While you’re there, make sure you add some amenities, because you’re going to be in there for a while.

第四步 Step 4:
添加试剂 Spend Reagents

之后,你需要添加一些试剂。你需要添加的试剂数量(以打兰作单位)等同于此法器公式中所记录的联结业力消耗,但不能少于法器公式中记录的(强度)打兰量。这些试剂在制作过程的一开始就被添加进去,所以即使是你的制作失误了或者是被终止了,这些试剂也一样会被消耗掉。
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Second, you need to spend reagents. The amount you need to spend (in drams) is equal to the amount of Karma the focus requires to be bonded at the Force specified in the focus formula, with a minimum of (Force) drams. These reagents are spent at the start of the process, so they are used up even if you fail or abort the crafting.

第四步 Step 5:
制作法器 Craft the Focus

接下来,你需要花费等同于法器公式中所记录强度的天数。你将用这些时间聚集法力,把这些法力附着在载体上面,然后让这些法力永久地渗透进载体里面。事实上,做这些工作只需要花掉你每天中一些零散的时间,所以在这段时间中你可以做一些其他的事情,但除非你放弃继续制作法器,否则你是不能离开魔法工房的。
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Next, you need to spend a number of days equal to the Force of the focus formula. You use this time to gather mana, attuning it to the telesma and working it into the material permanently. You’re actually working sporadically over the course of each day, so you can do other business during this time, but you can’t leave the lodge without ruining your crafting attempt.
在制作过程的最后,这在整个制作过程中都能算是十分危险的一段时间:唤醒法器的力量。做一个检定。用你的炼成+魔法v. 公式强度+载体的物品抗性。这个检定代表着你几天来最强的时刻,所以你不能在这次检定中使用极限。如果你成功了,那么你在这次检定中得到的净成功将会成为法器的实际强度。如果你失误了,你将不能在下一步中抵抗耗竭。如果你出现了严重失误,那么魔法会迅速失控并从你身上撕扯掉1点精华——炼成不是给弱者或者初学者的。
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At the end of the crafting time, it is time for the truly tricky part of the process: invoking the power of the focus. Make an Enchanting + Magic v. formula Force + telesma’s Object Resistance. This counts as the culmination of all your work over the days, and you can’t use Edge for this test. Your net hits from this test, if you succeed, become the actual Force of the focus. If you glitch, you cannot resist drain in the next step. If you critically glitch, the magic spins out of your control and rips away 1 Essence from you—artificing is not for the weak or untrained.

第六步 Step 6:
抵抗耗竭 Resist Drain

耗竭值就是法器公式中所指明的强度,在第五步的炼成+魔法检定中,载体获得的每个成功(不是净成功)都会+2耗竭;由于强度不能高于你的魔法等级,所有耗竭会造成眩晕伤害。如果你在抵抗耗竭之后依然保有意识,你可以消耗等同于法器实际强度的业力来完成这件法器。如果你已经失去了意识或者不想保留成品,那么跳过这个业力花费阶段然后重新开始(可能等到你康复以后再来比较好)。
抵抗耗竭 Resist Drain
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The Drain Value is the Force specified by the focus formula, plus 2 for each hit (not net hits) rolled against you in the Enchanting + Magic test in Step 5; since the Force cannot be higher than your Magic rating, the drain does Stun damage. If you’re still conscious after resisting drain, you can spend an amount of Karma equal to the actual Force of the focus to seal the deal and finish the focus. If you fall unconscious or don’t want to keep the result, skip the Karma expenditure and start over (probably after you’ve healed).

« 上次编辑: 2020-12-29, 周二 12:16:43 由 Terrie18 »




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Re: 【6e】附魔(p. 149 -153)
« 回帖 #4 于: 2020-12-27, 周日 19:18:51 »
消除附魔 Disenchanting

附魔技能能给予物品以魔法生命,但也能将其夺走,让施法者有机会暂时瓦解甚至拆除星界结构
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The Enchanting skill can give magic life to objects, but it can also take it away, giving characters the chance to temporarily disrupt or even unweave astral constructs.
要冻结一个已经激活的法器,进行一个对抗检定,消除附魔+魔法v. 目标强度+拥有者的魔法属性。无论你处在主物质界还是星界,你都可以进行消除附魔,但你必须和那件法器有视觉线。如果你拥有更多的成功数,那么此法器就会被冻结。它可以被用一个激活法器次要动作来重新激活。
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To deactivate an active focus, make an Enchanting + Magic vs. target’s Force + owner’s Magic Opposed test. You can do this from the physical or astral plane, though you must have line of sight to the focus. If you get more successes on the test, the focus temporarily deactivates. It can be reactivated with the Activate Focus Minor Action.
通过消除附魔技能,法器可以被有效的循环利用——用一部分被释放的法力来为试剂充能。要将一件法器分解成试剂并完全摧毁它,施法者必须能够触碰到这件法器。分解法器需要进行对抗检定,消除附魔+魔法【星界】v. 目标强度(+拥有者的魔法属性,如果它已经与他人联结的话)。
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Enchanting can also be used to effectively recycle a focus, as a portion of the freed mana can recharge spent reagents. To break a focus down into reagents and totally destroy it, a character must have touch contact with it. Breaking down a focus requires an Enchanting + Magic vs. target’s Force (+ owner’s Magic if bonded and if the focus isn’t yours) Opposed test.
如果这个检定成功了,那么这个法器将不复存在。在核心处的载体会崩解而且无法再被使用。摧毁星界结构所释放出的法力可以被引导至属于施法者流派的物件之中,并将它们变成试剂。进行炼金+魔法检定,每个成功都能榨取出一打兰试剂,最多不能超过在制造这个法器中所使用试剂数量的三分之一。(见炼成的第四步 p.152)这个过程需要消耗{目标法器的强度}小时。
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If you succeed in this test, the focus ceases to be. The telesma at the heart of it disintegrates and is unusable. The mana released from the destruction of the astral construct can be channeled into objects of the magician’s tradition, making them into reagents. Make an Enchanting + Magic test. Every success creates one dram of reagents, up to maximum of one-third of the reagents used in creating the focus (see Step 4 of Artificing, p.152). This process takes a number of hours equal to the target’s Force.
消除附魔也可以作用于炼金制剂。对于这个的规则,见下方分解
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Disenchanting also works with alchemical preparations. For rules on this, see Disjoining below.
对于所有这些检定的耗竭值都是1S每个在对抗法师中投得的成功(不是净成功);如果目标强度超过他们魔法等级的两倍,那么物品对于法师来说有点超出法师处理,并且他们不能尝试消除附魔。
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Drain Value for all these tests are 1S per hit (not net hit) rolled against the magician; if the target’s Force exceeds the magician’s Magic rating, the drain is Physical. If the target’s Force exceeds twice their Magic rating, then that item’s a bit more than the mage can handle, and they cannot attempt the Disenchantment.

分解 Disjoining

简单的来说,分解之于炼金正如法术解除之于施法。分解能让你移走制剂上的魔法能量,把它重新变回寻常的物品。要分解一个制剂,你需要用灵视来确定这件物品就是制剂(p. 159),并且你需要接触到它。分解是一个z主要动作,而且你需要进行对抗检定,消除附魔+魔法v. 制剂强度+制造者的魔法等级(再加上固定在它上面的任何超魔带来的业力)。你获得的每个净成功都会使制剂的效力-1。之后你会承受同样的耗竭,如同你制造了这个制剂一样。
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Put simply, disjoining is to Alchemy as dispelling is to Spellcasting. Disjoining allows you to remove the magic power from a preparation, making it into an ordinary object again. To disjoin a preparation, you need to have identified the object as a preparation by assensing it (p. 159), and you need to touch it to make the attempt. Disjoining takes a Major Action, and you make an Enchanting + Magic Opposed test vs. the preparation’s Force + the alchemist’s Magic Rating (plus any Karma from the fixation metamagic). Every net hit you get reduces the preparation’s Potency by 1. You then take the same amount of drain as you would have if you’d created the preparation yourself.
这件事有一定的风险——如果这个制剂的触发为接触,而且你又在消除附魔检定中失误的话,那么这个制剂将会被激活。希望它最好不会爆炸。
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There’s a risk to doing this—if the preparation has a contact trigger and you fail the test to disjoin it, the preparation activates. Better hope it’s not explosive.


« 上次编辑: 2020-12-27, 周日 19:28:23 由 Terrie18 »




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Re: 【6e】附魔(p. 149 -153)
« 回帖 #5 于: 2020-12-27, 周日 19:23:34 »
附魔术语 ENCHANTING TERMINOLOGY

  • 法器:一种个人定制化的用来增强他们魔法能力的物品。
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    Focus: (pl. foci) An item personalized to an individual that boosts their magic ability in some area.
  • 制剂:一种被灌注了法术,会让其释放的触发条件的物品。制剂只能被使用一次。
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    Preparation: An item that has been imbued with a spell, along with triggering conditions that will make it go off. Preparations can only be used once.
  • 试剂:物品,通常是自然呈现的,具有独特的引导和容纳魔法的能力,试剂可以用来塑造载体,也能用于不同的附魔部分和施法过程。
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    Reagents: Items, generally naturally occurring, that have a particular ability to channel and hold magic. Reagents can be used in shaping telesma, and also in different parts of the enchanting and spellcasting processes.
  • 魔法商家:制造和贩卖试剂,载体和法器的人。
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    Talismonger: One who crafts and deals in reagents, telesma, and foci.
  • 载体:法器的物理部分;载体加魔法等于法器。其词根来自于希腊词汇“talisman”。
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    Telesma: The physical aspect of a focus; telesma plus magic makes a focus. From the Greek root word of “talisman.

获得法器材料 OBTAINING FOCUS INGREDIENTS

如果玩家角色决定从事法器制造业,这对于GM来说是一个以此来创造很多围绕他们的故事的好机会。当然,你能让他们访问默里,一个本地魔法商家,让他卖给角色他们所需要的(花费指导可见p. 168),而且在一些模组中,这对于让大型故事的推进很合适,但是公式,试剂和载体的搜索可能是娱乐,也就是长久持续的角色扮演故事的关键部分。找到合适的公式也许需要追踪现在藏于伦敦皇家物理学院的约翰.狄图书馆。找到时间可能意味着一场前往东欧寻找极其稀有的晨曦之树(austras koks tree注:我实在不知道这东西该咋翻求大大指教)的旅途;而对于载体的搜索可能是会玩家送去追寻传闻中被克娄巴特拉女皇所拥有的紫水晶戒指。当玩家去搜寻稀有魔法时,别错过讲好故事的大好机会。
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If player characters decide to get into the focus-making business, this is a great opportunity for the gamemaster to frame lots of stories for them. Sure, you could have them visit Murray, the local talismonger, and have him sell the characters what they need (cost guidelines can be found on p. 168), and in some campaigns that might be appropriate to keep the larger story moving, but the
search for formulae, reagents, and telesma can be key parts of entertaining, long-lasting role-playing stories. Finding the right formula might require tracking down John Dee’s library, now hidden in the Royal College of Physicians, London; finding reagents may mean a trip to Eastern Europe to find the extremely rare austras koks tree; and a search for telesma may send players on a hunt for an amethyst ring rumored to have belonged to Queen Cleopatra. Don’t miss out on a great story opportunity when the players go seeking rare magic!