作者 主题: 【6e】咒术p146-149  (阅读 9908 次)

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【6e】咒术p146-149
« 于: 2019-12-07, 周六 23:14:18 »
咒术 Conjuring
人多力量大,哪怕那些人们是幽灵的和非实质的也是事实。第六纪是一系列的精魂的东道主,有着气,土,水,兽,火甚至人特质的来自其他泛位面的来客。它们的精确的
本质是上古辩论-它们是地球上的形态的反响们吗?过世的灵魂?两只都是?别的东西?-但是它们的效用很清楚。
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Many hands make light work, and that’s true even when those hands are ghostly and insubstantial. The Sixth World is host to a range of spirits, visitors from other planes who take on characteristics of air, earth,  re, water, beasts, or even people.
Their exact nature is eternally debated—are they echoes of forms here on earth? Departed souls? Both? Something else?—but their utility is clear.
召唤精魂可能对于觉醒者来说非常有用,让它们成为一个有一系列技能和帮助召唤者的能力的助理。不论它们像一个侦察兵一样服务还是直接攻击敌人还是干扰敌人的战略,精魂可以给予狂奔者团队一个大增幅-或者给予他们巨大的疼痛在禁锢的时候。
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The conjuration of spirits can be very useful to the Awakened, bringing them assistants with a range of skills and abilities to help out the sum- moner.  they serve as scouts, directly attack an enemy, or mess with opponents’ strategies, spirits can give a big boost to a shadowrunner team—or present them with a tremendous pain in the hoop.

角色们在召唤一个精魂的时候要做两件事情。首先,召唤它们,这是让它们出现,然后他们强迫它们来进行一定数量的服务基础与召唤的力量。接下来让我们按照顺序来看一看这两件事情。

召唤 Summoning
为了召唤一个精魂,首先要决定你想要召唤的精魂的强度(这基于你想要你召唤的精魂有多少的强度)然后进行一个咒术+魔法 vs 强度*2的鉴定。成功的召唤一个精魂至少需要一个净成功。所包涵的服务同等于净成功数量。角色需要抵抗同等于精魂的成功数量的耗竭(而不是净成功)。除非所受到的耗竭高于角色的魔法,耗竭伤害为眩晕伤害,若高于则为物理伤害。如果这个耗竭伤害足够让召唤者失去意识,则精魂会回到它的家乡泛位面。精魂有一个内在的时间限制:在召唤过后一次日升日落(或反之)后精魂会回到它的家乡位面,哪怕它没有进行完所有的服务。没错,这意味着极地圈内的咒术师在每次至日时都会有点乱来。

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To summon a spirit, decide on the Force of the spir- it you want to conjure (based on the power you want the conjured spirit to have) and roll Conjuring + Magic vs. (Force x 2). At least one net hit is needed to suc- cessfully summon the spirit. Services obtained are equal to net hits. Characters must then resist drain equal to the number of hits (not net hits) the spirit rolled. This is Stun damage unless it is higher than the character’s Magic rank, in which case it is Physical. if the drain is enough to make the summoner unconscious, the spirit returns to its home metaplane. Spirits have a built-in time limit: once one sunrise and one sunset (or the other way around) pass after the summoning, the spirit re- turns to its home plane, even if it has not fulfilled all of its services. And yes, that means conjurers in the polar regions go a little nuts during each solstice.
你可以使用同等于精魂强度数量的试剂来让你在召唤获得一个奖励极限。你的精魂的强度之和不能在任何时间超过你的魔法*3。
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You can spend reagents equal to the Force of the spirit you are attempting to summon to gain a bonus point of Edge. You cannot have active spir- its whose combined Force is greater than (sum- moner’s Magic x 3) at any one time.
精魂可以被任何可以影响星界形体的东西攻击,如果精魂具现化了,那也可以被常规武器攻击。它们有一个基于意志的CM,如果CM被填满,精魂会被打散并且回到它的家乡泛位面。
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Spirits can be fought with anything that affects astral beings, or with regular weapons if they ma- terialize. They have one Condition Monitor, based on their Willpower, and if it is filled, the spirit is disrupted and sent back to their home metaplane.
服务 Services
一个服务是一个简单,独立,清楚定义的的行动。“我说啥就干啥”或者“保护我的安全”就对于一个服务来说太宽泛。“把这个包裹送给在研究中心的mr.j”或者“吸引这帮守卫几分钟的注意力”就是更精确和可接受的服务。我们无法明确的区分何为可接受的和不可接受的服务。GM有权裁定何为可接受何为不可接受。
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A service is a single, discrete, clearly defined action. “Do everything I say,” or “Keep me safe” are too broad to be considered services. “Take this package to Mr. Johnson at the research facility” or “Distract those guards for ten minutes” are more specific and acceptable. We can’t draw the exact line of what is an acceptable service and what is not. Gamemasters have the final say in that.
驱逐 Banishing
驱逐是召唤的另一面,试图消除一个影响你的计划的精魂。为了驱逐一个精魂,需要花费一个主要动作进行一个魔法+咒术 vs 精魂强度*2 的鉴定。任何净成功会减少精魂剩余的服务,每一净成功减少1服务。在服务被减少为0后,精魂会回到其家乡泛位面
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Banishing is the flip side of Summoning, trying to eliminate a spirit that is somehow messing with your plans. To attempt to banish a spirit, use a Major Ac- tion to roll Conjuring + Magic vs. (spirit’s Force x 2). Any net hits reduce the services the spirit has left to ful- fill by one per net hit. Once those services are reduced to zero, the spirit departs to its home metaplane.
和召唤一样,驱逐会造成耗竭,需要抵抗同等于精魂的成功数的两倍的耗竭(不是净成功)。和召唤一样,如果抵抗前的耗竭伤害高于驱逐者的魔法,则耗竭伤害为物理伤害,否则为眩晕伤害。
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As is the case with summoning, banishing brings drain, which is equal to twice the number of hits (not net hits) the spirit got on the test to resist the banishment. As with Summoning, if the initial drain is higher than the banisher’s Magic, the drain damage is Physical; otherwise it’s Stun.
使用同等于被驱逐强度的试剂会给予你一点奖励极限。
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Spending reagents equal to the Force of the spir- it you are attempting to banish gives you a point of bonus Edge.
精魂和极限 Spirits and Edge
精魂不能为它们自己或者它们的召唤者获取极限,但是它们还是有一个AR来确定防守者是否获得极限。它们的召唤者或者一个盟友可以花费2点极限来给予精魂1点极限如同正常规则一样,精魂可以正常的使用这极限。若想给予精魂极限,则必须在精魂旁的强度*10米内。
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Spirits cannot gain Edge for themselves or their summoner, but they still have an Attack Rating in case the defender gains Edge. Their summoner or an ally can spend 2 Edge to give the spirit 1 Edge as per normal rules, which the spirit can then use normally. The spirit must be within (Force x 10) meters of anyone who wishes to give it Edge.
精魂种类 Types of Spirits
这本书里包含了六种精魂—气精魂,兽精魂,地精魂,火精魂,同族精魂,和水精魂。它们当中的四种是元素精魂,而另外两种类似人和动物。它们的数据在这里,在221页可以参考一个描述它们的能力的列表。
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This book contains six types of spirit—spirits of air, beasts, earth, fire, kin, and water. Four of those are elemental spirits, while the other two resemble animals and people. Their stats are here; their listings refer to powers described on p. 221.
一个精魂每3点完整的强度获得一个可选能力(所以1-2强度的没有可选能力,3-5强度的有一个,6-8强度的有两个,以此类推)。召唤者在召唤精魂的时候选择可选能力,并且在召唤后不能被改变。
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Each spirit receives an optional power for every 3 full points of Force (so Force 1–2 spirits have no optional powers, Force 3–5 have one, Force 6–8 have two, and so on). The summoner selects the optional powers at the time of summoning, and they cannot be changed once the spirit is summoned.
精魂的属性基于它们的强度(缩写为f)。一个精魂的属性不会低于1,哪怕表格上会导致如此。精魂拥有的技能的等级同等与它们的强度
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Spirits’ stats are based on their Force (abbreviated F in the stat blocks). A spirit’s attribute cannot be lower than one, even if the adjustment listed would make it so. Any skills they have are at a rank equal to their Force.
精魂精神链接 Spirit Mindlink
一个被召唤的精魂会和它的召唤者链接在一起,因此它们之间不需要对话沟通。它们共享一个精神沟通,这个精神沟通可以跨越任何物理距离,但是不能从一个泛位面到另一个泛位面。这个沟通是一个概念上的性质,因此这代表它不能共享任何实际意义上的音频,视频,或者图片。这个链接也导致如果一个被召唤的精魂被驱逐,召唤者会立刻知道。
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A conjured spirit is linked to its conjurer so that they do not need to speak to communicate. They share a mental communication that can cross any physical distance but cannot cross from one metaplane to another. The communication is conceptual in nature, which means it cannot share actual audio, video, or pictures. This link means that if a conjured spirit is disrupted or banished, the conjurer knows immediately.
精魂范围
精魂们试图保持在它们的召唤者附近。如果它们距离召唤者超过(召唤者的魔法*100)米的话,它们会试图返回这个范围内除非它们收到到一个特别的指令来不这么做。
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Spirits try to stay close to their conjurer. If they get more than (conjurer’s Magic rating x 100) meters from their conjurer, they will try to return within that range unless they have specifically been directed not to.
精魂礼仪 Spirit Etiquette
值得提醒的的一点是,精魂是被它们无话可说的魔法能量通过服务来强迫的,不管它们进行的行动是道德的,非法的,可以享受的,痛苦的,还是伤人的都不会影响它进行那个行动;哪怕服务的一部分不愉快或者痛苦,它们还是会进行这个服务。这可能会影响它们在召唤者面前的行为,或者更重要,它可能影响一个个人的精魂信誉。在精魂被了解为外向的分享想法以来,这个信誉可以被传播。在任何一个召唤者故意使用一个导致精魂明显的不服输或者瓦解的时候,这个角色的信誉减少1.
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It’s always worth remembering that spirits are being compelled by magic power into services about which they have no say, whether the actions they’re taking are moral, illegal, enjoyable, painful, or hurtful cannot affect their decisions to follow that action; if something painful or unpleasant is part of a service, they still have to do it. This can affect their attitude toward conjurers, and perhaps more importantly, it can affect an individual’s reputation among spirits. Since spirits have been known to share their thoughts openly, this reputation can spread. Any time a conjurer deliberately uses a service to cause a spirit they conjured significant discomfort or disruption, decrease the character’s Reputation by 1.
« 上次编辑: 2019-12-22, 周日 23:17:51 由 字母表 »

离线 马非鱼

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Re: 【6e】咒术p146-149
« 回帖 #1 于: 2019-12-21, 周六 18:10:15 »
AC(Action Allotment,可分配动作;p. 204)
A1 = 一个主要动作
I3 = 3个次要动作

离线 马非鱼

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Re: 【6e】咒术p146-149
« 回帖 #2 于: 2019-12-21, 周六 18:10:43 »
AC(Action Allotment,可分配动作;p. 204)
A1 = 一个主要动作
I3 = 3个次要动作