作者 主题: 【FA】新增法术 NEW SPELLS P49-51  (阅读 9262 次)

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【FA】新增法术 NEW SPELLS P49-51
« 于: 2018-04-20, 周五 17:20:34 »
枝缠术(BRANCH)
操纵法术(物理)
类型: P 范围: LOS
持续: S 耗竭: F-2

藤蔓术(VINES)
操纵法术(物理,范围)
类型: P 范围: LOS(A)
持续: S 耗竭: F-1

荆棘术(THORN)
操纵法术(物理)
类型: P 范围: LOS
持续: S 耗竭: F

针丛盛放(ROSEBUSH)
操纵法术(物理,范围)
类型: P 范围: LOS(A)
持续: S 耗竭: F+2

这些法术能唤醒植物,让施法者操纵它们伸出枝杈或从地下长出藤蔓缠住敌人。每个净成功都会让目标的敏捷降低1点。如果敏捷降低到0,目标会被植物完全束缚,无法再移动身体和控制四肢。被束缚目标仍然可以抵抗和躲避攻击,但是他们会受到等于施法者净成功的骰池减值。被束缚的目标可以进行对抗检定来破坏植物,用目标的力量+体质对抗法术强度x2。
枝缠术和荆棘术只能作用于单个敌人,藤蔓术和针丛盛放能作用于一个区域。
此外,荆棘术和针丛盛放能够对敌人造成伤害。在每个战斗轮结束时(包括目标被束缚的那个战斗轮),被荆棘术和针丛盛放束缚的目标会受到DV为(法术的净成功),AP为(-法术强度)的伤害。

剧透 -   :
These spells are used by the spellcaster to conjure plant life and bind the target with branches or vines that spring from the ground. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is constricted by the plants and unable to move or use their limbs. Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the plants by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.
Branch and Thorn work on single targets, while Vines and Thornbush are area spells.
Thorn and Rosebush have the additional effect of damaging the target. At the end of every Combat Turn, including the one in which the target was bound, these spells inflict damage equal to the net hits of the spell, with an AP of –(spell’s Force).

增强术(GROWTH)
生命法术(精神)
类型: P 范围: LOS
持续: S 耗竭: F+3

增强术会使目标的物理属性增强(如果施法者需要,目标体型也能变大)。每三个净成功(最少1个)都会使目标的体质,敏捷,反应和力量在法术维持的时间内提高1点。如果施法者希望目标变大,那么每有三个净成功,目标就会增长半米。

剧透 -   :
The growth spell causes the target’s physical attributes to grow (and if the caster desires, the target grows larger as well). For every three net hits (minimum 1), the target’s Body, Agility, Reflex, and Strength temporarily increases by 1 for as long as the spell is maintained. If the caster desires the target to grow physically larger as well, the target grows half a meter for every three nets hits.

鞭笞术(LASH)
战斗法术(间接)
类型: P 范围: LOS
伤害: P 持续:I 耗竭: F

猛击术(SLASH)
战斗法术(间接,范围)
类型: P 范围: LOS(A)
伤害: P 持续:I 耗竭: F+3

根据施法者的流派,鞭笞术可以表现为鞭子,触手,藤蔓,甚至是水流。然而,不管形式如何,鞭挞术都会从施法者身上延伸出来,用难以置信的力量击打目标。这个法术造成的每2点没被抵抗的物理伤害,都会让目标额外遭受1点眩晕伤害。鞭笞术影响一个单独的目标,猛击术会影响一个区域的所有目标。

剧透 -   :
Depending on the mage’s tradition, Lash can manifest as a whip, a tentacle, a vine, or even a stream of water. No matter the form, however, Lash stretches across the divide between caster and target, striking them with incredible force. For every two boxes of unresisted physical damage this spell does, the target also takes one box of stun damage. Lash affects a single target, while Slash affects an area.

魔爪术(CLAW)
战斗法术(间接)
类型: P 范围: LOS
伤害: P 持续: I 耗竭: F

裂片弹幕(BARRAGE)
战斗法术(间接,范围)
类型: P 范围: LOS(A)
伤害: P 持续: I 耗竭: F+3

魔爪术和裂片弹幕表现为射向目标的兽爪型(或鹰爪形、钉形、长锥形等等)的锋利魔法尖刺,撕裂目标的盔甲和肉体。这个法术的DV会降低2点,但AP等级会提高4点(即在原基础上-4)。

剧透 -   :
The Claw and Barrage spells manifest sharp shards of mana resembling claws (or talons, nails, spikes, etc.) that tear into the target, rending armor and flesh alike. The damage value for this spell is reduced by 2, but the AP rating is increased by 4.

食物倍化(MULTIPLY FOOD)
生命法术(精神)
类型: P 范围: T
持续: P 耗竭: F-2

食物倍化能复制施法者碰触到的任何食物。这种魔法并非创造食物,而是改变了食物所在的空间,这个空间内食物产生的自然过程被大大的加快了。施法检定中的每个成功都能让施法者触碰的食物变为原来的10倍。也就是说,一个大豆汉堡包变成十个大豆汉堡,两个面包变成二十个面包,以此类推。以这种方式复制的食物不能再被复制。

剧透 -   :
Multiply Food allows the spellcaster to effectively make copies of any food that she or he is touching. This food is not created from mana, but rather, the space around the food is altered to magically speed up and duplicate the natural processes which produced it. For each hit on the spellcasting test, whatever food is touched by the caster is multiplied by ten. That is, one soyburger becomes ten soyburgers, two loafs of bread becomes twenty, and so on. Food that has been duplicated in this manner cannot be duplicated again.

流星爆(COMET)
战斗法术(间接,元素,范围)
类型: P 范围: LOS(A)
伤害: P 持续: I 耗竭: F

流星爆会在目标上空砸下一颗燃烧的陨石,并引起猛烈的爆炸。熔化的陨石会同时造成火焰和酸性伤害(p.170,SR5)。防火或抗酸改造可以减轻相关效果,但对伤害本身无效。

剧透 -   :
Comet creates a flaming ball of earth that appears above the targets and slams into them with a violent explosion. The melting earth acts as both fire damage and acid damage (p. 170, SR5). Only the associated effects, not the damage itself, may be mitigated by fire or acid resistance.

重力术(GRAVITY)
操纵法术(物理,范围)
类型: P 范围: LOS
持续: S 耗竭: F+1

重力井(GRAVITY WELL)
操纵法术(物理,范围)
类型: P 范围: LOS(A)
持续: S 耗竭: F+3

重力术改变了目标周围的宇宙基本力,神奇地将万有引力引向他,就好像他变得更重了一样。法术的每个净成功都会让目标有关物理属性的检定骰池-1,包括主动性。如果骰池减值超过了目标的力量,那么过强的重力会使目标无法移动。被重力束缚住的目标仍然可以抵抗和躲避攻击,但是他们会受到等于施法者净成功的骰池减值。被束缚的目标可以通过进行力量+体质的检定打破束缚状态,阈值为施法者的净成功数,但是他们只能在被束缚住一个战斗轮以后才能进行这个检定,即使通过了检定,骰池减值仍然存在。重力影响单个目标,而重力井影响一个区域(如果施法者和盟友在此区域将同样受到影响)。

剧透 -   :
Gravity spells alter the fundamental forces of the universe around the targets, magically applying gravitational force to them like that of far more massive objects. Every net hit results in a dice pool modifier of –1 for all actions connected to Physical attributes the target takes, including Initiative rolls. If the penalty to the target’s dice pool is greater than their Strength attribute, the gravity is too strong and they are unable to move. Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. Targets of Gravity spells may make a Strength + Body Test with a threshold of the caster’s net hits to break free, but they only can make this test after being held motionless for a Combat Turn. Even if they succeed in this test, the dicepool modifier remains. Gravity affects a single target, while Gravity Well affects an area (including the caster and allies, if applicable).

恶魔之眼(EVIL EYE)
战斗法术(直接)
类型: M 范围: LOS
持续: I 耗竭: F-3

传说被恶魔之眼凝视将招来噩运,这个名为恶魔之眼的法术正是借此动摇目标心智的。这种精神攻击法术的每一个净成功都会降低目标1点主动性。敌人将在恐惧中不住的战栗!(或者脑后寒毛倒立、腹腔一片冰凉等等)。

剧透 -   :
Legends of the evil eye usually take the form of a curse upon a person, causing them misfortune. In this case, the Evil Eye is a mental attack causing the opponent indecision. Net hits from this attack reduce an opponent’s initiative score. The opponent feels the attack with psychosomatic dread (hairs on the back of the neck standing up, fear in the pit of their stomach, etc.). Each net hit on the Spellcasting test decreases the target’s initiative score by 1.

魔改弹道(ALTER BALLISTICS)
操纵法术(物理)
类型: P 范围: T
持续: I 耗竭: F-2

魔改弹道法术是炼金军械技师特有的法术,它能够改变子弹的弹道属性或降低开火声音等等。这个法术只有炼金版本,使用子弹作为炼金制剂的核心。成为炼金制剂核心的子弹只能由SS模式的武器发射。炼金制剂必须在开火前激活,否则开火过程将破坏作为核心的子弹。使用命令触发时,角色可以使用一个简单动作激活1枚炼金制剂,或者使用一个复杂动作激活任意数量的炼金制剂。激活后炼金制剂持续的时间等于法术强度。在制作炼金制剂时,角色必须列出希望子弹拥有的效果,按从最想要的到最不想要的排序。当制剂被激活时,每次净成功都会按照列出的顺序将一个效果添加到子弹上,直到所有列出的效果都生效。
效果列表
1.武器射程翻倍(所有距离修正都翻倍)。
2.敌人发现枪声的察觉检定骰池-4。
3. +1精度。
4.减少形变:-2 AP,-1 DV。减少形变的子弹在射击或冲击时不会变形,这会对任何识别发射子弹的武器的军械检定造成-4骰池的惩罚。不能用于空尖弹。
5.增加形变:+ 2 AP,+1 DV。不能用于穿甲弹。
6.星界印记消散所需的时间减少50%。
7.扩散冲击:与DV比较来判定是否击倒时,角色的物理界限降低2点。
8.易碎:子弹击中的任何屏障,其护甲视为原数值的两倍。

剧透 -   :
The Alter Ballistics spell is a spell unique to the Alchemical Armorer that allows them to alter the ballistic properties of bullets or add helpful effects like noise reduction. This spell only works as an alchemical preparation that uses a bullet as the lynchpin. Bullets used as a lynchpin may only be fired by Single Shot weapons. The preparation must be activated before it is fired or the lynchpin will be destroyed by firing the bullet. When using a command trigger, a character may choose to activate a single preparation normally (with a Simple Action) or any number of bullets (including all of them) at a time with a Complex Action. When activated, the preparation lasts for a number of minutes equal to the Force of the preparation. When crafting the lynchpin, the character must specify and make a record of the effects they would like the bullet to have, in order, from most desired to least desired. When the preparation is activated, each net hit will add the listed properties to the bullet in the specified order until net hits or the list of chosen effects is exhausted.

LIST OF EFFECTS
1. Double weapon range (changing all categories of range modifiers).
2. –4 dice pool modifier to Perception tests to notice gunfire.
3. +1 Accuracy.
4. Deformation Resistance: –2 AP, –1 DV. Deformation-resistant bullets do not deform when fired or upon impact, which inflicts a –4 dice pool penalty to any Armorer tests to identify the weapon that fired the bullet. Cannot be used with hollow-point ammunition.
5. Increased Deformation: +2 AP, +1 DV. Cannot be used with APDS.
6. Astral signature fade time reduced by 50 percent.
7. Impact Dispersion: Reduces the Physical limit of a character by 2 when comparing it to the DV to determine knockdown.
8. Frangible: Treat any barrier the ammo hits as if its Armor were twice normal.
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