作者 主题: 【6E】 法术 P130-143  (阅读 21598 次)

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【6E】 法术 P130-143
« 于: 2019-12-30, 周一 21:36:24 »
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法术 Spells
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当人们想到魔法,他们就联想到法术。法术是使魔法发生的过程。引导法力使得世界在它的既定轨道上停止运转,又或是使你完全不被发现。这就是法术运作的方式。
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When people think of magic, they tend to think of spells first. Spells are the process that makes magic happen, the channeling of magic into an effect that stops the world in its tracks— or keeps you from being noticed at all. This is how they work.


学习法术 Learning Spells
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你可以通过研读法术公式或者找一个导师(一个精魂或者另一个觉醒者)教你来学会新的法术,仪式,或者炼金制剂。一些足够幸运的施法者可以拥有一座图书馆来收集传承数代的卷轴和法术书。他们也会拥有一些觉醒者家族成员来教会他们新的法术。对于剩下的觉醒者,有一些像法源(SpellSource)和魔网(Magiknet)的在线社区,这些社区会有一些来自各个流派上传的法术公式。这些网站大都有一个或者多个公司支持,这意味着你要使用这些网站,你就必须有合法的SIN和一张练习魔法的执照。已经学成的施法者有时会在灰色地带教一些没有执照的施法者,给不是那么有经验的人传授知识来挣点外快。
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New spells, rituals, or alchemical preparations can be learned by studying spell formulae or finding some mentor (either a spirit or another Awakened individual) to teach you. Some magicians may be lucky enough to have a library of collected scrolls and grimoires passed down from previous generations. They also could have an Awakened family member teach them a new spell. For the rest of the Awakened, there are online communities such as SpellSource and Magicknet that hold collections of formulae submitted from various traditions. These networks are generally supported by one or more corporations, meaning that in order to use it, you’ll need have a legal SIN and a license to practice magic. Or good fakes. Established magicians sometimes work in the grey area of teaching unlicensed magicians, picking up a little extra nuyen by passing on knowledge to someone not quite as experienced.
如果你想要独自学习,你可以购买法术公式(价格写在了魔法商品面板,p.168)。如果你想要一个活生生的老师,他们通常会收取{影响技能×公式消耗}新円——有些昂贵,但确实对得起你花的每一个子。不管是哪种办法,你都需要一个你流派的魔法帐篷。(见P.127)
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If you want to learn alone, you can buy a spell formula (prices on the Magical Goods table, p. 168). If you want a living, breathing teacher, they usually charge around (Influence skill x formula cost) nuyen—expensive, but usually worth every bit of the jing you spend. Either way, you’ll need a magical lodge of your own tradition (see p. 127).
一旦你搞定了魔法帐篷以及一个公式或者一个老师让你学习你想学习的法术,你就已经做好学习法术的准备了。做一个学习检定,(巫术/附魔,取决于公式的种类)+直觉。你需要学习的时间为{12/检定中的成功数}天。如果你有一个老师,他或她能做一个指导检定(p.96)来给你的学习检定加入额外的骰子。在学习的最后阶段,花费5点业力来学会法术,仪式,或者炼金制剂。
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Once you have access to a magical lodge and either a formula or a teacher for the spell you want, you’re ready to try to learn the spell. Make a Learning test, which is a (Sorcery or Enchanting, depending on the type of formula) + Intuition test. The time you need to learn the spell is equal to twelve days divided by the number of hits you get. If you have a teacher, they can make an Instruction test (p. 96) to add extra dice to your Learning test. At the end of the study time, spend 5 Karma to learn the formula for the spell, ritual, or alchemical preparation.
所有的伤害减值、维持法术的分神、恶劣的坏境等等造成的减值都会应用在这上面。如果你的法术公式或者老师和你不属于同一流派,你的学习检定会承受-4骰池罚值。
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All injury modifiers apply, as do distractions from sustaining spells, poor conditions, and so forth. If your formula or teacher is of a different tradition than you, you take a –4 penalty to the Learning test.
在学习法术的时候,你每天必须消耗8小时来学习法术,否则你的学习就会失败,而且必须从头开始。如果你在学习检定中没有得到成功,你就失败了。如果你的学习最终失败了,将没有业力被消耗,但你在学习指导上花的钱都将付诸东流。
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While learning the spell, you must devote eight hours of each day to learning the spell, otherwise you fail and must start all over. If you get no hits on the Learning Test, you fail. If you do end up failing, no Karma is spent, but any money you spent on instruction is gone.


« 上次编辑: 2021-09-21, 周二 13:10:01 由 马非鱼 »

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Re: 【6E】 法术 P130-143 (施工中)
« 回帖 #1 于: 2020-05-03, 周日 20:13:33 »
施放法术 Casting Spells
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施放法术有三个主要步骤(注意战斗法术在这三个之前额外添加了一步)
1.调整法术
2.投掷施法检定(巫术+魔法);以及
3.处理耗竭
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Casting a spell has three primary steps (note that Combat spells add a step before these three):
1. Adjust the spell;
2. Roll a Spellcasting test (Sorcery + Magic); and
3. Deal with drain.
调整法术 Adjust the spell

增强:只可用于战斗法术。对于每点施法者想在战斗法术上增加的基础伤害,增加2点施法的耗竭。
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Amp Up: This is for Combat spells only. For each point of base damage the caster wants to add to a Combat spell, increase the drain of that casting by 2.
Increase Area: Area-effect spells have a base effect of a sphere with a two-meter radius. For each increase of 2 meters in the radius of the area of effect, increase the drain of the casting by 1.
扩大范围:范围法术的基础效果是一个半径为2米的球形。法术范围半径每扩大2米,增加1点施放法术的耗竭。
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Increase Area: Area-effect spells have a base effect of a sphere with a two-meter radius. For each increase of 2 meters in the radius of the area of effect, increase the drain of the casting by 1.
变换范围:只可用于特定的范围法术。施法者可以将维持法术的作用范围变换到另一个其施法距离内的范围。可以变换范围的法术都会在其法术描述中注明。这需要一个次要动作,可以在任何时刻进行。变换范围不会造成耗竭。
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Shift Area: This can only be done with certain area-effect spells. The caster can shift the area a sustained spell is affecting to another area within spell range. Spells that can have the area shifted are noted in the spell description. This requires a Minor Action and can be done any time. It does not cause drain.
投掷施法检定 Roll the Spellcasting test

施法检定的骰池构成是巫术+魔法。所需的成功数以及可能存在的对抗骰池构成都在法术描述中说明(P.131)。
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The Spellcasting test is Sorcery + Magic; the number of hits needed and/or the opposed roll are described in the Spell Descriptions (p. 131).
处理耗竭 Deal with drain

每个法术都有耗竭值,施法者所做的任意调整都可能增加耗竭。施法者投掷意志+他/她的流派属性——赫尔墨斯法师是逻辑,萨满流派则是魅力——然后对所取得的成功数与法术的耗竭值进行比较。如果成功数等于或高于耗竭值,耗竭没有效果。如果耗竭值高于成功值,施法者承受等同于成功数与耗竭值之差的眩晕伤害。如果抵抗后的伤害高于施法者的魔法属性,伤害会变成物理伤害。耗竭伤害无法被魔法或者医疗箱治疗。

译注:这里阿催说的有些复杂,简单概括一下:
1.确定经过调整后的所施法术的耗竭值
2.进行抵抗(骰池构成是流派属性+意志)),获得抵抗成功数
3.成功数大等于耗竭,即抵抗成功,没有伤害。抵抗没成功的,要承受两者差值的眩晕伤害。如果差值大于魔法属性,则改为承受物理伤害。

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Each spell has a Drain Value, which may be increased by any adjustments the caster makes. The caster rolls Willpower + their tradition attribute— Logic for hermetic mages, Charisma for shamans—and compares the hits to the Drain Value of the cast spell. If the hits are equal to or greater than the Drain Value, the drain has no effect. If the Drain Value is higher than the hits, the caster experiences Stun damage equal to the difference between hits and Drain Value. If the damage after the resistance test is higher than the caster’s Magic, the damage becomes Physical. Drain damage cannot be healed by magic or medkits.
« 上次编辑: 2020-05-03, 周日 23:57:16 由 Forty-Three »

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Re: 【6E】 法术 P130-143 (施工中)
« 回帖 #2 于: 2020-06-21, 周日 19:12:19 »
法术描述Spell Descriptions
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暗影狂奔法术具有以下要素:
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Shadowrun spells have the following elements:
类别:暗影狂奔中的法术被分为以下五个类别:战斗,侦测,生命,幻象,操纵。法术是按其类别列出的,因为相同类别的法术具有某种共同特性。
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Category: Spells in Shadowrun are divided into five categories: Combat, Detection, Health, Illusion, and Manipulation. Spells are listed according to their category, since there are commonalities throughout the category.
距离:接触(Touch)表示需要接触目标以使法术生效(如果接触一个非自愿目标,需要进行一个徒手近身格斗攻击,此次攻击中目标的防御等级需减去他们的护甲等级);LOS(视线)表示需要施法者到目标的物理视线(光学透镜如双筒望远镜可被视为物理视线;魔法效果和数字化影像如热感护目镜不被视为物理视线);LOS(A)表示该法术具有视线距离,同时也有范围效果,从半径为2米的球形范围起;特殊意味着其法术距离在法术内说明。
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Range: This is either Touch, meaning the target needs to be touched in order for the spell to take effect (when touching an unwilling target, make an unarmed Close Combat attack, and subtract the target’s Armor rating from their Defense Rating for this attack); LOS, meaning the caster needs a physical sight line to the target (optical lenses such as binoculars count as physical line of sight; magical effects and digitized images such as thermographic goggles do not); LOS(A) means the spell has a line of sight range and also has an area effect, which starts at a two-meter-radius sphere; Special means the range is defined in the write-up of the spell.
持续:这描述了该法术效果持续时间。即时法术(I)说明会产生效果,然后马上消失;持续法术(S)说明只要施法者维持法术运行法术效果会一直持续下去(停止一个持续的法术无需任何动作;法师只是简单地停止维持法术);时限法术(L)说明该法术有一个设定的时间终止点,超过时间终止点法术就无法继续维持下去,但如果需要的话它可以提前停止(时限法术应用维持法术的标准罚值);永久法术(P)说明其效果不会消散,无需施法者付出任何努力或者专注于此,其效果就能保持原样——该法术已经成为了世界的一部分。
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Duration: This describes how long the spell lasts. It is usually Instantaneous (I), meaning it takes effect and then immediately dissipates; Sustained (S), meaning the effect lasts as long as the caster keeps it in operation (dropping a sustained spell requires no use of an action; the magician simply stops holding it); Limited (L) means the spell has a set endpoint that the spell cannot be sustained beyond, but it can be dropped earlier than that if desired (the standard penalties for Sustained spells apply); and Permanent (P), meaning the effect does not dissipate and stays in place without any effort or focus on the part of the caster—the spell becomes a full part of the world.
类型:可以是法力法术(M)或者是物理法术(P)。法力法术只与星界位面互动。它们会影响活物,因为活物拥有星界成分,但是法力法术对非活物和非星界实体不起作用。物理法术只影响物理领域。
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Type: This is either M (for mana) or P (for physical). Mana spells interact solely with the astral plane; they may affect living beings, as living beings have an astral component, but they have no effect on nonliving, non-astral entities. Physical spells only affect the physical realm.
耗竭值(DV):这是施法者必须抵抗的基础数值以避免承受耗竭。如果施法者使用增强或者扩大范围来调整法术,耗竭值会增加。
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Drain Value (DV): This is the base value that casters must resist to avoid experiencing drain. It can be increased if casters use Amp Up or Increase Area to adjust their spells.
这些是每个法术都有的特征;每个类别的法术都会增加其它特征,这些特征都会在每个类别的标题下说明。
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These are characteristics of every spell; each category may add other characteristics, which are described under each category’s heading.
引用
维持的代价 sustained costs
魔法是很累人的,需要集中精力,所以如果你在做其它事情的同时试图维持法术的运行,会因为集中精力和能量以维持法术而付出代价。当施法者维持法术时,TA每维持一个法术,TA的行动检定就承受2点罚值。
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Magic is wearying and requires concentration, so if you are trying to keep a spell running while doing other things, there will be a price to pay due to the concentration and energy spent maintaining the spell. Whenever a spellcaster is sustaining a spell, they take a –2 dice pool penalty to any action test for each spell they sustain.

« 上次编辑: 2020-12-26, 周六 21:03:27 由 Forty-Three »

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Re: 【6E】 法术 P130-143 (施工中)
« 回帖 #3 于: 2020-11-06, 周五 21:35:48 »
边栏——间接施法Indirect  Spellcasting
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卡斯漫游马(Cass Wandering Horse)已经表现得尽可能好了,但谈判还是破裂了,是时候爆一个火球术了。该让这些蠢货学点教训。
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Cass Wandering Horse has played nice as long as he can, but negotiations have broken down, and it’s time to break out a fireball. Suckers gotta learn somehow.
主动性轮到卡斯行动了,他决定了火球的方向。有两个保安组成一队,另外两个保安离的很近,还有一个在不远处。一个2米半径的爆炸能炸到每个队伍的两个人,但是卡斯认为如果他使用一个增加范围效果他能攻击到第三个,所以他就这么做了。他决定不增加这个法术的伤害因为那还会再增加法术的耗竭值。他不想因为一个火球术就把自己毁了。
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When it comes to Cass’ spot in initiative, he decides where the fireball is going to go. There are two security guards in one group, and two others close to each other with a third hanging not too far away. A two-meter- radius blast would get either group of two, but Cass figures he can hit a third if he adds an Increase Area effect, so he does. Since that adds one more to the Drain Value, he decides against increasing the damage on this spell. He doesn’t want a single fireball to wipe him out.
选好目标后,卡斯首先看他自己的攻击等级(Attack Rating)。他是一个魔法6魅力5的萨满,所以他的攻击等级是11。他所攻击的队伍成员中防御等级(Defense Rating)最高的是8,所以他不获得任何极限。是时候掷骰子啦!
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With the targets selected, Cass first looks at his Attack Rating. He’s a shaman with Magic 6 and Charisma 5, so his Attack Rating when casting spells is 11. The highest Defense Rating in the group he has targeted is 8; the difference is 3, so no Edge is awarded. Time to roll dice!
卡斯投骰巫术5+魔法6,总计11个骰子,他获得了5成功。主持人(gamemaster)为三个防御者掷了一次骰子,而他们获得了3成功。卡斯能攻击他们三个。
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Cass rolls Sorcery 5 + Magic 6, and those 11 dice give him a solid 5 hits. The gamemaster makes one roll for all three defenders, and they get 3 hits. Cass has hit all three.
基础伤害是卡斯的魔法除以2,以及火球术造成的是物理伤害,所以安保们面临的是3P伤害。卡斯获得了2点净成功,所以伤害增加到5P。安保投骰他们的体质(Body rating),有3个骰子,获得了2成功。这意味着他们每个人要收到3P伤害。
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The base damage is Cass’ Magic divided by two, and a Fireball does Physical damage, so that’s 3P coming in on the guards. He got 2 net hits, so the damage is increased to 5P. The guards roll their Body rating, which is 3, and get 2 hits. That means they each take 3P damage.
火球术给每个受到伤害的目标等同于净成功数的燃烧状态,所以三个安保获得了燃烧2状态(Burning 2 status)。如果他们不把火扑灭,这个状态会造成更多上好。
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Fireball gives each damaged target the Burning status with a value equal to net hits, so the three guards get the Burning 2 status. If they don’t put the fires out, the status will do more damage.
现在是卡斯偿还施放火球术的代价的时间了。火球术的基础耗竭值(Drain Value)是6,扩大范围效果把它増到了7。卡斯有魅力5和意志5,所以他投掷10个骰子。只获得了3个成功,他由此承受4点眩晕伤害,这让他非常疼痛。他花了2点极限来重骰,结果投出了1个成功,让他的成功总计为4,而这让他所需承受的伤害下降为3。这很痛,但是对手身上的火焰会让他们伤得更重。
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Now it’s time for Cass to pay the price of casting the Fireball. The base Drain Value is 6, and the Increase Area effect bumps it to 7. Cass has Charisma 5 and Willpower 5, so he rolls 10 dice. With only 3 hits, he is in position to take 4 Stun damage, and that feels painful to him. He spends 2 Edge to get a reroll, and it comes up a hit, bringing his total to 4, and the damage he has to take down to 3. That hurts, but the fire smoldering on his opponents will make them hurt worse.
« 上次编辑: 2020-12-26, 周六 21:04:13 由 Forty-Three »

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Re: 【6E】 法术 P130-143 (施工中)
« 回帖 #4 于: 2020-12-26, 周六 21:10:17 »
战斗法术Combat Spells
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简单来说,战斗法术带来的是痛苦。它们是你施法让敌人害怕、昏迷或者死亡的东西。
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Simply put, Combat spells bring the pain. They’re what you cast to make enemies scared, unconscious, or dead.
战斗会在施放法术的第一步之后增加一个步骤,这个步骤应该是在选择完目标之后。一旦选择完目标后,比较攻击等级和防御等级以让其中的任意一方获得极限。在有多个目标的情况下,使用其中最高的防御等级以决定是否获得极限。施法者的攻击等级构成是魔法+TA的流派属性;防御等级如常,这取决于防御者在物质位面(material plane)还是在星界位面(astral plane)。(见P.161)
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Combat spells add a step after the first spellcasting step, something that should happen after targets have been selected. Once the targets are known, compare the Attack Rating and Defense Rating to see if either side gains Edge. In the case of multiple targets, use the highest Defense Rating to determine if Edge is awarded. A caster’s Attack Rating is Magic + their tradition attribute; Defense Ratings are as normal, depending on if the defender is on the material plane or astral plane (see p. 161).
战斗法术有两种基本类型:直接(Direct)和间接(Indirect)。
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There are two essential kinds of Combat spells: Direct and Indirect.
直接战斗法术 Direct Combat Spells
直接战斗法术是你塑造法力直接打击对手——魔法即是伤害。当你施放直接战斗法术时,投骰巫术+魔法对抗目标的意志+直觉。伤害为你所获得的净成功数加上角色所选择的增强(Amp Up)伤害数。直接战斗法术所造成的伤害不会被抵抗。
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Direct Combat spells are when you shape mana in a way that it directly pummels the opposition—the magic is the damage. When you cast a Direct Combat spell, roll Sorcery + Magic opposed by the Willpower + Intuition of the target. Net hits become damage and are added to any Amp Up damage the character chose. Damage from Direct Combat spells is not resisted.
间接战斗法术   Indirect Combat Spells
间接战斗法术不是让魔法打击对手,而是用魔法创造一种造成伤害的效果——比如点燃火球,或是打出一道闪电。施放一个间接战斗法术,投骰巫术+魔法对抗(目标的)反应+意志。伤害是施法者的魔法/2(向上取整)+净成功+增强(Amp Up)伤害。目标投骰TA的体质抵抗伤害,就好像TA在物理战斗时一样。间接战斗法术经常会带有元素效果(elemental effects)(见P.109)。
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Rather than having the magic do the pummeling, Indirect Combat spells create an effect that causes the damage—igniting a fireball, say, or sparking a lightning bolt. To cast an Indirect Combat spell, roll Sorcery + Magic vs. Reaction + Willpower. Damage is caster’s Magic divided by two (rounded up) + net hits + Amp Up damage. Targets roll their Body to resist this damage, as they would in physical combat. Indirect Combat spells frequently come with elemental effects (see p. 109).
除了正常的法术特征之外,战斗法术还会列出造成的伤害类型,无论它是眩晕伤害(S)还是物理伤害(P)。
剧透 -   :
In addition to normal spell characteristics, Combat spells list the type of damage done, whether it is Stun (S) or Physical (P).
译注:如果你是一个5E玩家,你可能需要注意以下法术标注出的DV不再是前版本的伤害值(DamageValue)而是耗竭值(DrainValue)。

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Re: 【6E】 法术 P130-143 (施工中)
« 回帖 #5 于: 2021-08-21, 周六 19:46:29 »
腐蚀流 ACID STREAM
(间接战斗)(Indirect Combat)
距离   类型   持续   DV   伤害
LOS   P   I   5   P,特殊

剧毒波 ACID STREAM
(间接战斗,范围)(Indirect Combat,Area)
距离   类型   持续   DV   伤害
LOS(A)   P   I   6   P,特殊
这些法术向目标射出酸液,在造成即时伤害的同时,还能造成化学伤害(P.109)并使击中的目标获得腐蚀状态(P.52),腐蚀状态等级等于施法检定的净成功数。腐蚀流是单目标法术,剧毒波是范围法术。
剧透 -   :
These spells shoot acid at targets, doing immediate damage while also doing Chemical damage (p. 109) and giving hit targets the Corroded status (p. 52) with a rating equal to net hits on the Spellcasting test. Acid Stream is a single-target spell, Toxic Wave is area effect.
敲击术 Clout
(间接战斗)(Indirect Combat)
距离   类型   持续   DV   伤害
LOS   P   I   3   S
轰击术 Blast
(间接战斗,范围)(Indirect Combat,Area)
距离   类型   持续   DV   伤害
LOS(A)   P   I   4   S
一个狡猾的小法术——魔法并不击中目标,而是塑造空气形成打击。风塑造岩层的威力在目标的头上扎扎实实地表现出来。敲击术能对单个目标生效,而轰击术则是范围效果。
剧透 -   :
A tricky little spell—the magic doesn’t hit the target, but it shapes the air to make the blow. The power of wind to shape rock formations is demonstrated solidly on the head of the target. Clout targets individuals, Blast is area effect.
火焰喷射 Flamestrike
(间接战斗)(Indirect Combat)
距离   类型   持续   DV   伤害
LOS   P   I   5   P,特殊

火球术 Fireball
(间接战斗,范围)(Indirect Combat,Area)
距离   类型   持续   DV   伤害
LOS(A)   P   I   6   P,特殊
经典之作。当你想到用魔法伤害别人的时候,首先想到的就是让火焰在他们的脸上爆炸。这些法术正是能做到这一点。火焰喷射命中个体目标,火球术是范围效果。两个法术都造成火元素伤害(P.110)和施加等级等同于施法检定净成功数的燃烧状态(P.51)。
剧透 -   :
A classic. When you think of hurting people with magic, the first thing that comes to mind is making fire explode in their faces. These are the spells that’ll get that done. Flamestrike hits individuals, Fireball is area effect. Both spells do Fire elemental damage (p. 110) and impose the Burning status (p. 51) with a rating equal to net hits on the Spellcasting test.
冰矛术 Ice Spear
(间接战斗)(Indirect Combat)
距离   类型   持续   DV   伤害
LOS   P   I   5   P,特殊

冰风暴 Ice Storm
(间接战斗,范围)(Indirect Combat,Area)
距离   种类   持续   DV   伤害
LOS(A)   P   I   6   P,特殊
当你碰上的每个企业保安打手都开始穿上阻燃内衣时,是时候向他们投一个变速球,用另一种极端的温度来打击他们了。这些法术会用冰寒冲击目标,在普通伤害的基础上造成寒冷元素伤害(P.110),并对目标附加等同于施法检定净成功数轮次的霜冻状态(P.51)。冰矛术命中个体目标,冰风暴是一个范围法术。
剧透 -   :
When every corp security goon you run into starts wearing flame-retardant underwear, it’s time to throw a changeup at them and hit them with the other temperature extreme. These spells blast targets with freezing cold, doing Cold elemental damage (p. 110) along with the normal damage and imposing the Chilled status (p. 51) for a number of combat rounds equal to net hits on the Spellcasting test. Ice Spear targets individuals, while Ice Storm is an area spell.
闪电箭 Lightning Bolt
(间接战斗)(Indirect Combat)
距离   类型   持续   DV   伤害
LOS   P   I   5   P,特殊

闪电球 Lightning Ball
(间接战斗,范围)(Indirect Combat,Area)
距离   类型   持续   DV   伤害
LOS(A)   P   I   6   P,特殊
那些神,从宙斯到索尔都这样用它来惩戒那些自作自受的人,也就是说,它对你来说也够用了。闪电箭用用电打击个体目标,而闪电球是范围效果。两个法术都造成电元素伤害(P.109),施加等同于(施法检定)净成功数的电颤状态(P.53)。
译注:电元素伤害就是指电击伤害。
剧透 -   :
It’s what deities from Zeus to Thor use to smite those who have it coming, which means it should be good enough for you, too. Lightning Bolt hits a single target with electricity, while Lightning Ball is area effect. Both spells do Electricity elemental damage (p. 109), imposing the Zapped status (p. 53) for a number of turns equal to net hits.
法力箭 Manabolt
(直接战斗)(direct Combat)
距离   类型   持续   DV   伤害
LOS   M   I   4   P

法力球 Manaball
(直接战斗,范围)(direct Combat,Area)
距离   类型   持续   DV   伤害
LOS(A)   M   I   5   P
一种基本法术,塑造法力来打破颅骨。有谁能对这纯粹的魔法说三道四?法力箭命中个体目标,法力球是范围效果。
剧透 -   :
Essential spellcasting, shaping mana to crack skulls. Who can argue with this purity? Manabolt targets individuals, while Manaball is area effect.
热能箭 Powerbolt
(直接战斗)(direct Combat)
距离   类型   持续   DV   伤害
LOS   P   I   4   P

热能球 Powerball
(直接战斗,范围)(direct Combat,Area)
距离   类型   持续   DV   伤害
LOS(A)   P   I   5   P
更恶劣版本的敲击术,热能箭猛击目标,造成物理伤害;热能球同样如此,造成范围效果。
剧透 -   :
The harsher version of Clout, Powerbolt smacks targets with Physical damage; Powerball does the same as an area effect.
晕眩箭 Stunbolt
(直接战斗)(direct Combat)
距离   类型   持续   DV   伤害
LOS   M   I   3   S

晕眩球 Stunball
(直接战斗,范围)(direct Combat,Area)
距离   类型   持续   DV   伤害
LOS(A)   M   I   4   S
有时你会减轻一点压力来让其他人失去平衡。这些法术以某种某种方式引导法力造成伤害,但只会产生眩晕伤害。眩晕箭打击个体目标,眩晕球造成范围效果。
剧透 -   :
Sometimes you take a little off the heater to catch the other guy off-balance. These spells channel mana in a way that hurts, but only to stun. Stunbolt hits individuals, Stunball is area effect.

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Re: 【6E】 法术 P130-143 (施工中)
« 回帖 #6 于: 2021-08-21, 周六 19:50:58 »
侦测法术Detection Spells
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这一类的法术都是关于加强你的感觉,将某一感觉磨练得更加铭锐,跨越长距离或是翻越某些屏障,都是为了获得你本来没有的信息。对于侦测法术,当目标有知觉时,使用巫术+魔法检定来对抗体质+意志。如果目标没有知觉,使用物品抗性来对抗。
剧透 -   :
This category is all about heightening your senses, honing one element or another to be sharper, to cross long distances or pass through barriers, all in the interest of gaining information you would not otherwise have. For Detection spells, the Sorcery + Magic test is opposed by Body + Willpower when the targets are sentient, Object Resistance when they are not.
侦测法术获得的信息量基于侦测法术结果表。
剧透 -   :
The amount of information gained from Detection spells is based on the Detection Spells Results table.
侦测法术的施法对象通常是施法者(本人)(距离:接触);感知强化通常作用于一块和施法对象相分离的范围。不同于许多法术需要到目标的视野线。感知的延伸范围可以与施法对象由墙和屏障隔离。范围的半径是(施法者的魔法等级+施法检定的净成功)/米。
剧透 -   :
Detection spells are typically cast on a subject that may be the caster (Range: Touch); the sensory enhancement often occurs in an area separate from the subject. Unlike many spells that require line of sight to the target, the area of sensory expansion can be separated from the subject by walls or barriers. The range for this area is the (Magic rating of the caster + Spellcasting test net hits) meters.
侦测法术结果表detection spells results table

净成功   结果
1基本信息,不包含细节
举例:两个生命形式的存在,这是一台医疗设备,某种法术正在生效。
2更多关于形式和功能的信息,不包括具体信息。
举例:两个生命形式都是动物,这是诊断用的工具,这是一个幻想法术
3具体说明有了更多细节
举例:这两个动物是狗,这台设备会对可能的伤害进行内部扫描,法术是群体困惑术。
4提供关键性的信息,包括情绪和功能
举例:狗既生气又饿,设备只有部分功能,法术是被一个强大的法师施放的。

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Re: 【6E】 法术 P130-143 (施工中)
« 回帖 #7 于: 2021-08-21, 周六 19:57:36 »
分析设备Analyze Device
距离   类型   持续   DV
接触   P   S   2
当然,你知道一个通讯链是什么样的,但是这不意味着你可以识别一台只有一个输入插孔的诡异黑盒子的功能。还有鬼魂用一台来自50年代的机器还是什么的来帮你。分析设备可以提供未知设备的信息,基于净成功的数量(设备的物品抗性被用于对抗检定)。角色首次在对该设备维持分析设备的同时使用该设备,TA获得等同于这次检定净成功(指施法检定)的极限。(尽管在同一战斗轮最多获得不超过2点极限的惯例仍然适用)。
剧透 -   :
Sure, you know what a commlink looks like, but that doesn’t mean you can identify the function of the weird black box with a single input jack. And Ghost help you with a machine from the ’50s or something. Analyze Device provides information about the unknown device, based on the number of net hits (the device’s Object Resistance is used in the Opposed Test). The first time a character tries to use a device while sustaining this spell on it, they receive Edge equal to their net hits on this test (though the customary limit of gaining no more than 2 Edge in a combat round applies).
分析魔法Analyze Magic
距离   类型   持续   DV
接触   P   S   3
有事你想要知道魔法做了什么而不想去星界。用这个法术就好像你在灵视一样(见P.159)。对抗检定使用创造被分析的魔法效果的原本技能检定(咒术,附魔或者巫术)的2*总成功数。
剧透 -   :
Sometimes you want to know what magic does without going astral. Treat this spell as if you are assensing (see p. 159). The Opposed test uses 2 x total hits on the original skill test (Conjuring, Enchanting, or Sorcery) that created the magical effect being analyzed.
分析真相Analyze Truth
距离   类型   持续   DV
接触   M   S   3
此法术的施法对象会获得某种感知,目标说的是否是真相——或者说至少TA认为它们是不是。只要有至少1净成功,你就能获得这种感知。请注意,法术的施法对象必须直接听到所表述的陈述才可以判断。书面声明,录音,音频/影像传播都不可使用。因为法力,这就是原因。
剧透 -   :
The subject of the spell gains some sense if the target is telling the truth—or at least, if they believe they are. With at least 1 net hit, you gain this understanding. Note that the subject of the spell has to directly hear the statement being uttered to evaluate it—written statements, recordings, or audio/video transmissions cannot be used. Because mana, that’s why.
顺风耳 CLAIRAUDIENCE
距离   类型   持续   DV
接触   M   S   3
施法对象可以听到远处的声音。施法对象可以选择并移动这个点。点的大小由常规的范围法术规则所决定并可以通过扩大范围和变换范围所调整。在法术生效的时候,施法对象只能听到目标区域(也就是这个点)里的声音(而非TA附近的声音),并且TA的所有听觉增强都没有效果。
剧透 -   :
The person on whom this is cast gains the ability to hear distant sounds. The subject may select and move the spot; the size of the spot is determined by normal area-of-effect rules and can be adjusted with Increase Area and moved with Shift Area. The subject can only hear sounds in the target area while this spell is in effect (as opposed to sounds near them), and any hearing augmentations they have do not have any effect.
千里眼 CLAIRVOYANCE
距离   类型   持续   DV
接触   M   S   3
就和千里耳一样,但是是以视觉代替听觉。所以:施法对象获得可以看到远处景物的能力。施法对象可以选择并移动这个点;点的大小由常规的范围法术规则决定并且可以通过扩大范围和变换范围所调整。在法术生效的时候,施法对象只能看见目标区域内的东西(而非TA附近的景物),并且TA的所有视觉增强都没有效果。
剧透 -   :
Like Clairaudience, but with visuals instead of sound, so: The person on whom this is cast gains the ability to see distant sights. The subject may select and move the spot; the size of the spot is determined by normal area-of-effect rules and can be adjusted with Increase Area and can be moved with Shift Area. The subject can only see visuals in the target area while this spell is in effect (as opposed to sights near them), and any visual augmentations they have do not have any effect.
战斗感知 Combat Sense
距离   类型   持续   DV
接触   M   S   3
施法对象获得对可能的危险更强的意识,并能够更快做出反应的能力。只要法术持续,施法检定所获得的净成功加到施法对象的防御等级和突袭检定的骰池中(见P.108)。
剧透 -   :
The subject gets a heightened awareness of possible dangers and the ability to react to them faster. Net hits on the Spellcasting test are added to the subject’s Defense Rating and dice pool for Surprise tests (see p. 108) as long as the spell is sustained.
侦测敌人Detect Enemies
距离   类型   持续   DV
接触   M   S   3
这个法术让施法对象知道在其感知范围内是否有人对TA有敌意。它(的检测)只对人起效——而非物品,以及它只能侦测对施法对象有特别敌意的人,而非对整个泛人类的那种普遍的愤怒。很适合检测埋伏。
剧透 -   :
This spell lets the subject know if anyone within the sense’s range has hostile intentions toward them. It only works on people—not things, and it only detects people who have hostility specifically to the subject, not generalized anger at all metahumanity (if it did, everyone in the barrens would light up). Great for detecting ambushes!
Detect Life侦测生命
距离   类型   持续   DV
接触   M   S   4
有人躲在那堆废墟里吗?或者在森林里?这个法术可以为你指出他们?尽管它的有个很宽泛的名字,它并非侦测出每一个生物,而是侦测出有知觉的存在。
剧透 -   :
Are there people hiding in that pile of rubble? Or in the forest? This spell will point them out for you. Despite its broad-sounding name, it does not detect every living thing, but rather focuses on sentient beings.
Detect Magic侦测魔法
距离   类型   持续   DV
接触   M   S   4
没人愿意分拣整个垃圾填埋场,找到藏在其中的那个魔法戒指,但有时这就是工作。这就是为什么一个有进取心的法师发明了这个法术,它会提醒施法者在范围内的任何形式的活跃的魔法。包括法器,试剂,活跃的法术,守护,炼金制剂,精魂,活跃的仪式,但是不包括觉醒者,怪物,星界印记,已被触发/超过效力的炼金制剂,还有已经起效的永久法术的法术效果。
剧透 -   :
No one wants to sort through an entire landfill to find the magic ring sitting amid all the trash, but sometimes that’s the job. Which is why an enterprising mage developed this spell, which alerts the caster to any forms of active magic within the sense’s range. This includes foci, reagents, active spells, wards, alchemical preparations, spirits, and active rituals, but does not include Awakened people, critters, astral signatures, alchemical preparations that have been triggered or lost their potency, or the effects of permanent spells once they have become permanent.
Mindlink心灵链接
距离   类型   持续   DV
接触   M   S   3
通讯链和发短信?已经过时啦!只要把你的想法扔进别人的脑海里就可以实现最快速的沟通!只要你在巫术+魔法的检定中获得一个成功,你就和受术对象有了精神链接,你可以以任何形式和TA共享精神链接。施法者和受术对象双方的距离必须保持在范围内,链接才可以发挥作用。如果他们离开感应范围,然后再回到范围内,只要法术仍然持续中,他们就可以接上链接。
剧透 -   :
Commlinks and text messaging? So passé. Just throw your thoughts into someone else’s mind for the ultimate in rapid communication! As long as you get a hit on the Sorcery + Magic test, you have a link, and you can share mental communication in whatever form makes sense to you and subject of this spell. The caster and the subject must remain within range of each other for the link to continue functioning; if they move out of sense range and then come back into it, they can pick up the communication again, as long as the spell was continuously sustained.
心灵探针Mind Probe
距离   类型   持续   DV
接触   M   S   5
法术的受术对象可以挖掘目标的思想,看看TA可以分辨出多少对方的想法——同时尝试分辨哪些对方所说的谎言中有多少是真的。骰巫术+魔法对抗意志+逻辑;净成功决定了受术对象可以从目标的脑袋里找到多少信息。心灵探针表显示法术所提供的信息类型。
剧透 -   :
The subject of this spell can dig into a target’s mind, seeing how many of their thoughts they can discern—while also attempting to sort what is true from the lies they tell themselves. Roll Sorcery + Magic vs. Willpower + Logic; net hits determine how much information the subject pulls out of the target’s head. The Mind Probe Results table shows the type of information this spell delivers.
心灵探针表mind probe
净成功      结果
1–2施法对象只能阅读目标的表层思维
3–4施法对象可以找出任何目标自觉了解的事情,并且浏览他在72小时内的近期记忆
5–6施法对象可以探知道目标的潜意识,挖掘出目标甚至没有意识到的信息,像是心理层面的双关语,深层恐惧,或者被隐藏的记忆。
« 上次编辑: 2021-08-21, 周六 19:59:14 由 Forty-Three »

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Re: 【6E】 法术 P130-143 (施工中)
« 回帖 #8 于: 2021-08-21, 周六 20:00:08 »
生命法术HEALTH Spells
—————————————————
这些法术允许魔法从施法者的手中流向目标的身体,修复伤害或以其他方式提高他们的生命值。低精华通常使治疗更加困难,因为魔法和技术通常不能兼容,而且用于修复生物的魔法对金属、塑料和电子产品几乎没有作用。精华的作用在每个法术描述中都有说明。
剧透 -   :
These spells allow magic to flow from the hands of a spellcaster to the body of their target, mending damage or otherwise improving their health. Low Essence often makes healing more difficult, since magic and technology generally don’t mix, and the type of magic used to fix biological beings does little to metal, plastic, and electronics. The effects of Essence are noted in each spell description.
解毒术Antidote
距离   类型   持续   DV
接触   P   P   5
这个法术输送法力穿过身体寻找和清除毒素。骰一个巫术+魔法*检定。每一点成功减少一点毒性;一旦毒性被降为0,毒的任何持续效果都会被消除。
译注:这里已根据errata修正。
剧透 -   :
This spell sends mana coursing through the body to find and purge toxins. Roll a Sorcery + Magic test. Each hit reduces the toxin power by one; once the power hits zero, any ongoing effects of the toxin are eliminated.
清洁治疗Cleansing Heal
距离   类型   持续   DV
接触   P   P   5
这个法术和治愈术有着相同的效果(骰巫术+魔法)[5-精华],每净成功治愈1格眩晕伤害、物理伤害或是溢出伤害。
此外,这个变体法术增加了一个清洁元素可以解除法术目标的腐蚀状态。伤害只能被任意治疗法术影响一次。
剧透 -   :
This spell has the same healing effect as the Heal spell (roll Sorcery + Magic [5 – Essence], heal 1 box of Stun, Physical, or Overflow damage per net hit). In addition, this variant of the spell adds a cleansing element that eliminates the Corroded status on the targeted individual. Injuries can only be affected once by any healing spell.
冷却治疗Cooling Heal
距离   类型   持续   DV
接触   P   P   5
这个法术和治愈术有着相同的效果(骰巫术+魔法)[5-精华],每净成功治愈1格眩晕伤害、物理伤害或是溢出伤害。
此外,这个变体法术增加了一个冷却元素可以解除法术目标的燃烧状态。伤害只能被任意治疗法术影响一次。
剧透 -   :
This spell has the same healing effect as the Heal spell (roll Sorcery + Magic [5 – Essence], heal 1 box of Stun, Physical, or Overflow damage per net hit. In addition, this variant of the spell adds a cooling element that eliminates the Burning status on the targeted individual. Injuries can only be affected once by any healing spell.
降低属性Decrease Attribute
距离   类型   持续   DV
接触   P   S   3
法师的触碰会让目标虚弱、迟缓或是恍惚,暂时性地降低TA的其中一项属性(最少降低1)。施法者在施放法术前决定降低目标的何种属性。
施法者骰巫术+魔法 v. 意志+对应属性。每一点净成功降低一点对应属性,施法者可以选择实际应用多少点净成功。每降低超过1点属性,耗竭增加1点。法术不能影响极限,精华,魔法或是共鸣属性。
剧透 -   :
The touch of the mage weakens, slows, or stupefies the target, temporarily lowering one of their attributes(to a minimum of 1).The caster decides which attribute to target before casting the spell. The caster rolls a Sorcery + Magic vs. Willpower + targeted attribute. They can select how many net hits they actually apply to the target at a rate of 1 point of decrease per net hit; for each net hit applied beyond the first, the Drain Value of the spell increases by 1. The spell cannot affect Edge, Essence, Magic, or Resonance.
治愈术Heal
距离   类型   持续   DV
接触   P   P   3
剧透 -   :
Shadowrunning comes with bumps, bruises, and bullet wounds, and magic is perhaps the quickest and most effective way to repair it. When casting this spell, roll Sorcery + Magic with a threshold of (5 – Essence). Heal 1 box of Stun, Physical, or Overflow damage per net hit. Injuries can only be affected once by any Heal spell (including Cleansing Heal, Cooling Heal, and Warming Heal).
暗影狂奔中总是免不了鼓包,擦伤,枪伤,而魔法可能是最快速且最有效的修复方式。施放法术时,骰巫术+魔法【5-精华】。每净成功治愈1格眩晕伤害、物理伤害或是溢出伤害。伤害只能被任何治疗法术影响一次(包括清洁治疗,冷却治疗以及温热治疗)。
提高属性Increase Attribute
距离   类型   持续   DV
接触   P   S   3
剧透 -   :
The touch of the mage strengthens, speeds, or enlightens the target, temporarily raising one of their attributes. The caster decides which attribute to target before casting the spell. The caster rolls a Sorcery + Magic (5 – Essence) test. They can select how many net hits they actually apply to the target to increase the selected attribute, at a rate of 1 point of increase per net hit (maximum bonus +4); for each net hit applied beyond the first, the Drain Value of the spell increases by 1. The spell cannot affect Edge, Essence, Magic, or Resonance.
法师的触摸会增强,提速或是启发目标,暂时提升他们的一个属性。施法者在施法前决定提升目标的何种属性。施法者骰巫术+魔法(5-精华)检定。每一点净成功提高一点对应属性,施法者可以选择实际应用多少点净成功(最大加值为+4)。每提升超过1点属性,耗竭增加1点。法术不能影响极限,精华,魔法或是共鸣属性。
提高反射Increase Reflexes
距离   类型   持续   DV
接触   P   S   5
法术会提高目标的反应时间和速度,让TA可以更好地预测和应对他人。施法这骰巫术+魔法(5-精华)检定。施法者可以选择对目标实际应用多少点净成功以同时影响反应和主动骰,每1点净成功增加1点反应和1主动骰。每应用1点以上的净成功,法术耗竭增加1。
剧透 -   :
The reaction time and speed of the target increase, making them better able to anticipate and respond to others. The caster rolls a Sorcery + Magic (5 – Essence) test. They can select how many net hits they actually apply to the target to increase both their Reaction score and the number of Initiative Dice, at a rate of 1 point of increase and 1 Initiative Die per net hit; for each net hit applied beyond the first, the Drain Value of the spell increases by 1.
止痛术Resist Pain
距离   类型   持续   DV
接触   M   S   3
剧透 -   :
While not providing healing, this spell allows the target to ignore the effects of damage, moving forward as if they did not have that pain. Roll Sorcery + Magic (5 – Essence); for each net hit, the target can reduce dice-pool modifiers from damage by 1.
尽管不能提供治疗,但该法术可以让目标无视伤害的影响,让他们没有那种痛苦一样前进。骰巫术+魔法(5-精华);每点净成功目标可以减少1点伤害带来的骰池调整值。
伤势稳定STABILIZE
距离   类型   持续   DV
接触   M   P   3


这是在某人处于伤害溢出并且还在承受某些持续伤害效果或者状态时使用的法术。骰巫术+魔法,阈值为目标受到的溢出伤害格数。达到阈值意味着目标的伤势被稳定,且所有溢出伤害被移除。净成功只会影响溢出伤害,不能治疗常规伤害。

译注:也就是说,没有达到阈值并不会移除溢出伤害且稳定伤势。同时,这个法术的净成功显然没什么用处。
剧透 -   :
This is the spell to use when someone is in Overflow damage and is sustaining an ongoing damaging effect or status. Roll Sorcery + Magic, with a threshold of the number of Overflow boxes of damage the target has. Meeting the threshold means the target is stabilized , and all Overflow damage is removed. The net hits can only affect Overflow damage and cannot heal regular damage.
温热治愈Warming Heal
距离   类型   持续   DV
接触   P   P   5
这个法术和治愈术有着相同的效果(骰巫术+魔法)[5-精华],每净成功治愈1格眩晕伤害、物理伤害或是溢出伤害。
此外,这个变体法术增加了一个温热元素可以解除法术目标的霜冻状态。伤害只能被任意治疗法术影响一次。
剧透 -   :
This spell has the same healing effect as the Heal spell (roll Sorcery + Magic [5 – Essence], heal 1 box of Stun, Physical, or Overflow damage per net hit). In addition, this variant of the spell adds a warming element that eliminates the Chilled status on the targeted individual. Injuries can only be affected once by any healing spell.
« 上次编辑: 2021-08-21, 周六 20:10:18 由 Forty-Three »

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Re: 【6E】 法术 P130-143 (施工中)
« 回帖 #9 于: 2021-08-21, 周六 20:12:52 »
幻象法术Illusion Spells
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剧透 -   :
Illusion spells are meant to convince people that the unreal is real, that something not there is there, or vice versa. They are cast with an Opposed test, where Sorcery + Magic is opposed by various combinations of attributes, listed with each spell.
Illusion spells of the Mana type affect living beings only; Physical Illusion spells affect cameras and other technology as well.
Illusion spells might be Single Sense (meaning they affect only one sense) or Multi-Sense (meaning they affect multiple senses).
幻象法术是为了让人们想象那些虚幻的东西是真实的,不在那里的东西是在那里的,反之亦然。它们的施放需要进行对抗检定,巫术+魔法对抗各种属性的组合,这些在以下每个法术都有列出。
法力幻象法术是只影响生物;物理幻象法术还能影响摄像头以及其它科技。
幻象法术可能是单感官的(意味着它只影响单一感官)或是多感官的(意味着它影响多种感官)
痛苦术Agony
(单感官)
距离   类型   持续   DV
LOS   M   S   3

这个法术会产生痛苦但不会产生实际伤害。骰巫术+魔法对抗意志+逻辑;每净成功就像在物理CM与晕眩CM同时产生了1格伤害那样,以确定因伤害而受到的罚值。如果其中一个或者两个CM都被填满了,目标会保持清醒,但是TA会被痛苦折磨得无法行动。一旦法术停止,痛苦不会有任何持续影响。基础法术只影响单体目标。但是扩大范围效果可以让它变成范围法术(从半径2m开始,+1DV)。
剧透 -   :
This spell brings pain but not actual damage. Roll Sorcery + Magic vs. Willpower + Logic; each net hit acts like an additional box of damage in both the Physical and Stun Condition Monitors for the purposes of determining penalties due to injuries. If one or both Condition Monitors are completely filled, the targeted individual stays conscious but is so wracked with pain that they cannot act. Once the spell is dropped, there is no ongoing effect from the pain. The base spell affects only an individual, but the Increase Area effect can be applied to make it an area spell (starting at 2m radius for +1 DV).
困惑术 CONFUSION
(多感官)
距离   类型   持续   DV
LOS   M   S   3
混乱术 CHAOS
(多感官)
距离   类型   持续   DV
LOS   P   S   4

迷惑术用图像和情绪的旋涡击中目标,让TA迷失方向以及,嗯,迷惑。骰巫术+魔法对抗意志+逻辑;目标获得迷惑(#)状态,数字等于检定的净成功。目标在所有除了伤害抵抗的检定中受到等用于该数字的骰池罚值。
混乱术有着同样的效果,不过它还影响摄像头,麦克风以及其它类型的科技。
基础法术只影响单体目标,但是扩大范围效果可以让它变成范围法术(从半径2米开始)。当它是范围法术时,可以使用变换范围效果。
剧透 -   :
Confusion hits the target with a swirl of images and emotions that leave them disoriented and, well, confused. Roll Sorcery + Magic vs. Willpower + Logic; the target gains the Confused (#) status, with the number equaling the net hits on the test. The target experiences a dice pool penalty equal to that number on all tests besides Damage Resistance tests.
Chaos has the same effect, except it also affects cameras, microphones, and other forms of technology.
The base spell affects only an individual, but the Increase Area effect can be applied to make it an area spell (starting with a 2m radius). When it is an area spell, the Shift Area effect can be used.
缄口术 HUSH
(单感官)
距离   类型   持续   DV
触摸   M   S   3
沉默术 SILENCE
(单感官)
距离   类型   持续   DV
触摸   P   S   4
沉默术落在目标身上,使其即便想发出声音也没有办法。这对于试图潜行的人来说是很好的,又或者是个在那些依靠声音交流的人群中施加干扰的好办法。缄口术使目标获得消声(#)状态(P.53),数字等于巫术+魔法检定的净成功。该数字作为任何尝试听到目标的检定的阈值。沉默术的作用是一样的,但是它给予的是进阶消声(#)状态,所以麦克风以及其它科技也不会听到目标的声音。
剧透 -   :
Silence descends on that target, making them unable to make a noise even if they tried. This can be great for people trying to sneak by a target, or a good way to throw disruption among people depending on vocal communication. Hush gives targets the Silent (#) status (see p. 53), with the number equaling the net hits on the Sorcery + Magic test. That number acts as a threshold for any attempts to hear the character. Silence acts the same, but it gives the Silent (Improved) (#) status, so that microphones and other technology also will not hear the targeted character
隐形术 INVISIBILITY
(单感官)
距离   类型   持续   DV
触摸   M   S   3
进阶隐形术 IMPROVED INVISIBILITY
(单感官)
距离   类型   持续   DV
触摸   P   S   4

目标从视野中淡出,变得透明,这样TA就可以在不被发现的情况下移动。隐形术给予目标角色隐形(#)状态(P.52),状态后面的数字成为任何将要看到角色的检定的阈值。进阶隐形术给予进阶隐形(#)状态,本质上是相同的,但是和对生物一样,它还对摄像头和其它技术生效。
剧透 -   :
The target fades from view, becoming transparent so that they can move unnoticed. Invisibility gives the targeted character the Invisible (#) status (p. 52), where the number after the status becomes the threshold on any tests to see the character. The Invisible (Improved) spell gives the Improved Invisibility (#) status, which is essentially the same but works against cameras and other technology as well as against living entities.
假面术 MASK
(单感官)
距离   类型   持续   DV
触摸   M   S   3

物理假面 PHYSICAL MASK
(单感官)
距离   类型   持续   DV
触摸   P   S   4
有时,你不想被看见;有时,你想被看成是并非是你的人。假面术就是为了后者的。这个法术改变了人的关键特征——TA的外表,TA的声音,TA的气味等等。骰巫术+魔法并记录命中数;当其他人进行意志+直觉检定尝试看穿幻象时它被作为阈值。假面术只影响有生命有知觉的生物;物理假面影响摄像头,麦克风以及其它科技。
剧透 -   :
Sometimes you don’t want to be seen; other times, you want to be seen as someone you are not. Mask is for the latter. The spell changes the critical characteristics of the person—their appearance, their sound, their scent, and so forth. Roll Sorcery + Magic and record the number of hits; those hits are used as a threshold when people try to see through the illusion, which requires an Willpower + Intuition test. Mask affects only living, sentient beings; Physical Mask affects cameras, microphones, and other technology.
幻影术 PHANTASM
(多感官)
距离   类型   持续   DV
LOS(A)   M   S   3

三维幻影术 TRID PHANTASM
(多感官)
距离   类型   持续   DV
LOS(A)   P   S   4

用这个法术会把一个特定的图像投射进效果区域(伴随着声音和气味)。也许是一条正在攻击的龙的图像,或者是宁静的花园,或者是某个特定的人的图像——不管是什么,它必须是施法者以前见过的事物。而且幻影必须保持在施法者的视线内。施法者骰巫术+魔法,净成功为观察者通过意志+直觉检定看穿幻影的阈值。
幻影术会影响每一个看到它的生物;三维幻影术会影响相机,麦克风以及其它科技。
剧透 -   :
With this spell, the caster projects a particular image into the area of effect (along with accompanying sounds and smells). Maybe it’s the image of an attacking dragon, or a peaceful garden, or of a specific individual—whatever it is, it has to be something the caster has seen before, and the phantasm must stay in their line of sight. The spellcaster rolls Sorcery + Magic; the net hits from the threshold of any Willpower + Intuition tests viewers must make to see through the illusion.
Phantasm affects every living being that sees the effect; Trid Phantasm affects cameras, microphones, and other technology.
传感器遮蔽 sensor sneak
(多感官)
距离   类型   持续   DV
触摸   P   S   2
当你想在窥视的眼睛和科技二者之下躲藏的时候,进阶隐形术和物理假面之类的法术是很好,但是当周围没有生物,只有摄像头、传感器之类的东西的时候呢?传感器遮蔽就是针对这种情况的法术。它让目标拥有一个进阶隐形(#)效果,但它对有生命的有知觉的生物不起效,只对基于科技的传感器起效。
剧透 -   :
Improved Invisibility and Physical Mask and the like are great when you want to hide from both prying eyes and technology, but what about when there are no living beings around, only cameras, sensors, and the like? Sensor Sneak is the spell for that. It gives the target a version of the Invisible (Improved) (#) status, but it has no effect on living and sentient beings, only technology-based sensors.
« 上次编辑: 2021-08-21, 周六 20:15:11 由 Forty-Three »