作者 主题: 【SG】启蒙的秘密——介绍,启蒙仪式,启蒙考验,肉体技艺 p. 139-142,p. 156-159  (阅读 13579 次)

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离线 马非鱼

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启蒙的秘密 SECRETS OF THE INITIATES

介绍 INTRODUCTION
启蒙是一个加深对高等魔法理解的一个旅程,在这趟旅程中,有很多途径可以选择。在大觉醒带来的混乱之后,魔法使用者们开始测试他们自己的能力界限。当魔法的基础被探明后,魔法技艺的学生们马上就开始进行更加深入的探索,他们发现的新规则也被开拓出一个新维度。每项新发现都使超魔有着更深的发展和更新的定义,进阶附魔和炼金技巧也随之而发展。同时被发现的还有研习魔法的学派,它们包括占卜(divination),地卜(geomancy),通灵(necromancy),心灵占卜(psychometry),诸如此类。每个学派都包含着一些系列超越庸碌法师所能理解的仪式,超魔,和附魔技巧。那些踏上这些路途的人已经不只是普通的魔法使用者了,他们被称之为地卜者(geomancer),通灵者(necromancer),贤者(sage),诸如此类。教导魔法的学校在超自然科学或超自然艺术有着学士学位和硕士学位(BTS和MTS,或者BTA和MTA);对于完成了他们的课程以及启蒙的毕业学生而言,他们也可以选择超自然学博士学位(ThD)继续研习。
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Initiation is a journey toward understanding higher levels of magic, and there are many paths to take. After the chaos of the Awakening, magicians began testing their limits. Once the fundamentals of magic were defined, students of the magical arts explored them in more depth and found new dimensions to the new rules they discovered. Each new discovery further developed and defined metamagics, along with advanced enchantment and alchemical techniques. Whole schools of magical learning were founded, including divination, geomancy, necromancy, psychometry, and so on. Each school includes rituals, metamagics, and enchantment techniques beyond the average magician’s understanding. Those who follow these paths are not just called magicians but geomancers, necromancers, sages, and so on. Schools that teach magic offer bachelor’s and master’s degrees in the Thaumaturgical Sciences or the Thaumaturgic Arts (BTS and MTS, or BTA and MTA), and a Doctor of Thaumaturgy degree, or ThD, is available to graduate students who complete their coursework and initiate.

在这里介绍的是一些魔法使用者能启蒙——无论是单独,还是通过组织,还是去学校——得到的高等技艺(art)。每个技艺都包含着一系列仪式,附魔,和超魔。当一个魔法使用者第一次通过启蒙获得新技艺的时候,他可以免费学习其中一项仪式,附魔,或者超魔,除非有先决条件(barring any prerequisites)。魔法使用者可以如常习得其他仪式和附魔。如果想要获得新的超魔技巧,魔法使用者需要启蒙至下个阶层才能习得新的超魔。
译注:改动了一句经查证错误的说明,在剧透中有标红
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Presented here are some of the higher arts a magician can initiate into—either alone, through a group, or with a school. Each specific art encompasses a list of rituals, enchantments, and metamagics. When a magician first initiates into the art, he learns one available ritual, enchantment, or metamagic for free, barring any prerequisites. A magician can learn additional advanced rituals and enchantments within that category by spending the same amount of time and Karma that would be required to initiate to his or her current initiate grade (p. 325, SR5). For each new metamagical technique, however, the magician will need to initiate to the next grade to gain that new metamagic.

引述: 边栏
魔法技艺 MAGIC ARTS
在下面是对适用于魔法使用者和修士不同魔法技艺的基础信息和限制。

仪式 RITUALS
这些仪式只能由启蒙至对应魔法学派的人习得。他们消耗与其他仪式一样的业力和时间(5业力,见p. 299, SR5);不需要额外的启蒙阶层。这些仪式无法教给其他魔法使用者,除非他们也启蒙至一样的魔法学派。不懂得仪式的魔法使用者依然可以进行参与到仪式当中,只要仪式的领导者懂得就好(p. 295, SR5)。
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These rituals are only available for those who have initiated into this particular school of magic. They cost the same amount of Karma and time to learn as other rituals (5 Karma, see p. 299, SR5); no additional initiation grade is needed. These rituals cannot be taught to any other magician unless they too have initiated in this school of magic. Magicians who do not know the ritual can still participate in it as long as the ritual leader knows it (p. 295, SR5).

异能强化 ENHANCEMENTS
对于修士而言,异能强化意味着对某个修士异能进行集中训练,使其的能力能超过常规限制。异能强化的业力与时间消耗与学习新技能相同(2业力,1天)。一个习得的异能强化不能教给其他修士,除非他也启蒙至对应的道途(Way)。
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For adepts, enhancements represent focused training for one specific adept power, pushing it beyond the traditional limits. The cost in Karma and time is the same as learning a new skill (2 Karma, 1 day). The adept must first have the power before he can augment it. A learned enhancement cannot be taught to another adept unless he or she is initiated into that particular Way.

附魔 ENCHANTING
这些附魔只能由启蒙至对应魔法学派的人习得。他们消耗与其他附魔一样的业力和时间(5业力,见p.299,SR5)。那些(附魔)物品不能被其他魔法使用者所用,除非他们也启蒙至对应的魔法流派。
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These enchantments are only available for those who have initiated into this school of magic. They cost the normal amount of Karma and time to learn (5 Karma, see p. 299, SR5). These items cannot be used by other magicians unless they have also initiated into this school of magic.

超魔 METAMAGICS
这些超魔只能由获得对应魔法学派的人习得。如果有超过一个可选超魔,那么魔法使用者需要进行正常的启蒙过程,包括正常的业力和时间消耗,以习得每一个超魔。
(译注:这里似乎默认了你在获得魔法技艺时,一定会选择免费获得一项超魔)
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These metamagics are only available to those who initiate into this school of magic. If more than one metamagic is available, the magician must perform the initiation process, including the Karma and time cost, to learn each one.


启蒙仪式 THE INITIATION RITE
启蒙是角色的魔法或心灵在启发过程中的一个里程碑。它可以采取最终答案的形式,以更好地理解魔法心灵上的转变,或更好地理解该法师流派所使用的启蒙仪式。许多魔法师以自身的技艺来进行启蒙,而不是去高等学府或者加入魔法团体。在2025年之前,大学甚至没有提供学习这种魔法的选择。
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Initiation is a milestone of enlightenment in the character’s magical or spiritual process. It can take the form of final answers to questions in a greater understanding of magic, a spiritual transformation, or a rite of passage used by the magician’s tradition. Many magicians initiate into an art on their own instead of going to an institute of higher learning or through a magical group. Prior to 2025, not even universities offered the option to learn such magic.
以构思合适的启蒙仪式和完成它所需要的挑战,GM应该从角色选择的流派信仰角度出发(参见第38页)。GM也可以提出自己的想法或允许玩家提出一些启蒙仪式。例如,拉科塔(Lakota)萨满通过完成太阳之舞仪式(the Sun Dance)来收获一次视觉探索(vision quest),一个巫师(koradji)在土猫径(the Native Cat Path)徒步行走,或一位赫尔墨斯法师完成启蒙仪式加入兄弟会(fraternal order)。角色的精魂导师也可以在启蒙仪式中发挥重要作用。至于兄弟会,团体启蒙可以包括完成魔法师所属神秘团体的秘密仪式,或者为法师所学习的大学做测试和写论文。
(校注:根据wiki,现实中的视觉探索,vision quest,是一项印第安人传统,需要在选定的圣地独处进行数日禁食以进入一个恍惚的状态,通过它可以看到未来的远景;土猫径,the Native Cat Path,是一条跨越了半个澳洲的歌脉)
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To get ideas for an appropriate rite and the challenge required to complete it, the gamemaster should start with the beliefs of the character’s chosen tradition (see p. 38). The gamemaster can also come up with her own ideas or allow the player to suggest some rites. Examples would be a Lakota shaman completing the Sun Dance ritual to receive a vision quest, a koradji going on a walk about along the Native Cat Path, or a hermetic mage completing the rites to join a fraternal order. The character’s mentor spirit can also play an important role in the rite. As for fraternal orders, group initiation could include completing secret rituals of the mystical group that the magician belongs to or performing tests and writing essays for the university where the magician is studying.
启蒙需要花费业力,对于高等启蒙阶级而言这可能是一笔不小的费用。附庸或者创建一个神秘团体可以降低启蒙花费。降低费用的另一个选择是接受一次启蒙考验,一次艰苦的精神或肉体任务,以来磨练魔法师的决心和能力。第三种选择是通过学习训练,这将花费五周10,000新円。无论是团体启蒙还是启蒙考验,都可以分别减少10%业力花费。
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Initiation has a Karma cost, which can be expensive for high initiate grades. Belonging to or creating a mystic group can reduce the cost of initiation. Another option for reducing the cost is to undertake an initiatory ordeal, a grueling mental or physical task that will challenge the magician’s determination and ability. A third option is through academic schooling, which costs 10,000 nuyen for five weeks. Group initiation or an initiatory ordeal can further reduce the Karma cost by 10 percent each.
每次启蒙只能包括有一个考验和/或一个团体,而且它们将帮助GM设计它,所以这些必须在开始启蒙仪礼之前选择。
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Only one ordeal and/or group can be included per initiation, and these must be chosen before undergoing the initiation rite, as they will help the gamemaster design it.
引用
表:启蒙业力花费KARMA COST OF INITIATION
类型               花费
基础               10 + (阶级x 3)
团体启蒙             基础花费-10%*
启蒙考验             基础花费-10%*
学习训练             基础花费-10%*

*这些折扣可以组合一起使用以达到免除30%的效果
接受团体启蒙折扣时,魔法师必须有成功完成“团体契约仪式”(129页)
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* These may be combined for a total initiation discount of 30 percent
To receive a group initiation discount, the magician must have successfully completed a Group Bond ritual (p. 129).

启蒙考验INITIATORY ORDEALS
每个启蒙阶级只能选择一次考验。在启蒙之前你不能完成它;你不能只是为了摆脱它而过早地进行考验。启蒙业力的费用在考验开始时就要支付了。如果魔法师或修士没能完成这一考验,那么他就不能启蒙,但他并不会失去已消耗的业力。魔法师或修士可以尝试在另一个时间完成考验,但他不能在考验完成之前成功地启蒙。(校注:如果你考验失败了,你可以再次尝试那个考验;此外,为了避免误解,一部分内容的布局有所调整,请不要惊慌)
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Only one ordeal can be chosen per initiation grade. It cannot be completed prior to initiation; you cannot do an ordeal early just to get it out of the way. Initiation Karma is spent at the beginning of the ordeal. If the magician or adept fails to complete the ordeal, he cannot initiate, but he doesn’t lose the Karma spent. The magician or adept can try to complete the ordeal at another time, but she cannot successfully initiate until the ordeal has been completed.

泛位面探索METAPLANAR QUEST
泛位面探索是一种超自然的考验,旨在角色挑战。它最好作为利用人物的背景缺陷和负面特质的象征。GM裁制的探索应该是从启蒙者的背景、信仰体系和角色想要获得的魔法技艺引出的。作为启发,九道启迪之径可以作为挑战各种角色属性的建议。如果角色失败了,他可能会再次尝试直到成功为止,不过他需要等待适当的间隔时间才能重新进行检定。
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A metaplanar quest is a metaphysical ordeal designed to challenge the character. It works best as a metaphor using the character’s background flaws and Negative Qualities. The gamemaster should tailor the quest to be appropriately evocative of the initiate’s background, belief system, and the magical art the character wishes to attain. As an inspiration, the Nine Paths of Enlightenment are available as suggestions in challenging various character attributes. If the character fails the quest, she may attempt it again until successful, provided she has waited the appropriate interval for re-testing.
只有那些能够进行星界投影的角色才能接受一个泛位面探索,除非他们能够接触到精魂的“星界通道”能力(194页)。在尝试探索之前,角色必须通过一个冥想仪式来进行准备。这个简单仪式的强度为{角色的期望启蒙阶级},仪式需要{强度}小时才能完成。成功完成这个仪式意味着角色可以超越物质界,面对门之主民(317页,SR5)。当角色在旅途中时,这个自维持的仪式能以守护(wards)的形式保护魔法师的身体。在进行这次考验时,时间变得毫无意义。魔法师可能在泛位面世界中花费相当于数天,数周或数月的时间,但在物质界中只能经过数小时。
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Only characters who can astrally project can undertake a metaplanar quest unless they gains access to a spirit’s Astral Gateway power (p. 194). Before attempting a quest, the character must prepare herself through a meditation ritual. This simple ritual requires a Force equal to the initiate grade the character wishes to attain. The ritual takes (Force) hours to complete. Successful completion of this ritual means the character can transcend the physical world and face the Dweller on the Threshold (p. 317, SR5). The self-sustaining ritual protects the magician’s body with wards while the character is on the journey. Time has no meaning when completing this ordeal. The magician may spend the equivalent of days, weeks, or months in the metaplanes but only hours may pass in the physical world.

苦行 ASCETICISM
苦行考验包括放弃现代技术的愉悦和魔法带来的便利。在至少二十九天的时间内,角色必须依靠自己的技能和天赋来完成任务,避免使用任何基本工具以外的设备。违禁物品包括电子设备(通讯链、无线电、大多数火器、无人机),运输载具(除驯养动物外),信物(fetishes),法器和精魂(当精魂听说魔法师正在经历某种考验时,他们会很乐意效劳并且在被召唤时并不现身)。角色的考验必须经历几次团(game sessions)并且由GM和玩家商讨同意。启蒙阶级越高,这场考验经过的团就越多。玩家必须在团中运用多种技能。每次游戏阶段所需技能检定的数量取决于GM,但是建议的最小值是(魔法)检定。重点是使用技能而不是成功,尽管GM可能会限制可以计数的战斗技能使用量。一个角色不能连续进行两次苦行考验。
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An asceticism ordeal involves giving up the pleasure of modern technology and conveniences of magic. For a period of at least twenty-nine days, the character must rely on her own skills and talents to accomplish tasks and avoid using any equipment other than basic tools. Forbidden items include electronic devices (commlinks, radios, most firearms, drones), vehicles for transportation (except domesticated animals), fetishes, foci, and spirits (when spirits hear that a magician is taking this ordeal, they are more than happy to oblige and not come when summoned). The character’s ordeal must last a number of game sessions as agreed upon by the gamemaster and player. The higher the initiate grade, the more game sessions this ordeal should take. The player must apply the use of several skills during the gaming session. The number of required skill tests per session is up to the gamemaster, but the suggested minimum is (Magic) tests. The emphasis is on the use of skills not the success, though the gamemaster may limit the number of combat skills that can be applied. A character cannot take two asceticism ordeals consecutively.

契约 DEED
契约考验要求角色进行一些有着特定目标的困难任务,这样的任务需要符合角色的背景、流派、精魂导师、魔法社群(如果他有)和/或道德准则(如果他有)。在开始契约考验之前,GM需要和玩家在特定的目标上达成一致,并通过角色扮演的方式来引入它。这样的考验其本身就可以作为一次狂奔(或模组),尽管这种狂奔必须具有个人相关性而且契合角色所作出的许诺。当规划契约时,GM可能想在履行契约过程中赚取总业力接近启蒙花费的业力。这样,应征者在契约完成时,就可以有启蒙的业力使用,而且契约也能为多次团提供剧情动力。
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A deed ordeal requires the character to perform some difficult task with a specific goal appropriate to the character’s background, tradition, mentor spirit, magical group (if he has one), and/or moral code (if he has one). Before starting a deed ordeal, the gamemaster and player should agree on the specific goal and introduce it though roleplaying. Such an ordeal can become a run (or campaign) in its own right, though the run must be personally relevant and appropriate to the character’s undertaking. When planning the deed, the gamemaster may want to make the total Karma earned in the course of performing the deed close to the Karma needed to pay for initiation. That way, the candidate can have the Karma needed to initiate when the deed is done, while the deed provided the plot impetus for multiple sessions.

通悉 FAMILIAR
该考验要求角色在启蒙结束时召唤盟约精魂(第200页),并且该考验也包括魔法师发现精魂公式所需要的事物。对于那些启蒙步入祈灵技艺的人来说,这种考验是可以利用的,并可以用“召唤伟大精魂”取代“盟约咒术”。
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This ordeal requires the character to summon an ally spirit (p. 200) at the end of the initiation, and the ordeal consists of the magician discovering what is needed in the spirit formula. This ordeal is available to those who are initiating into the invocation art and would substitute the learning of Summon Great Form Spirits with Ally Conjuration.

禁制 GEAS
为了完成这个考验,该角色自愿接受一个禁制,以限制他的魔法能力。与你的GM合作创建一个合适的禁制。该进制被视为一种考验,永远无法移除。
(校注:geas为苏格兰盖尔语的用词;此外,它在4e扩Street Magic,p. 27-28, p. 30中有更多设定,需要进一步了解设定或寻求思路的请自行移步查阅。)
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To fulfill this ordeal, the character voluntarily accepts a geas, limiting her magic ability. Create an appropriate geas in cooperation with your game master. A geas taken as an ordeal can never be removed.

誓约 OATH
誓约的考验,这个角色发誓遵守一个特定的魔法团体的规则和戒律,仅适用于这样的团体的成员(见魔法社群,第54页)。即使一个人在一生中多次宣誓誓约,但是只有第一次誓约才是考验。
(校注:我猜你们一定对搞自己的魔法团体很有兴趣,你们需要一个叫做Group bond的仪式,它的规则在SG, p.129-131,132,需要进一步了解设定的请自行移步查阅。)
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The oath ordeal, in which the character swears an oath to obey a given magical group’s rules and strictures, is only available to members of such groups (see Magical Societies, p. 54). Even if a character swears several oaths during her lifetime, only the first oath qualifies as an ordeal.

隐士HERMIT
隐士修理包括放弃现代生活的物质享受,专心致力于法师流派的心灵和肉体训练(受GM批准)。这个角色必须放弃正常的生活方式,采取至少二十九天的街头生活方式。除了最基本的舒适性之外,角色必须拒绝其他一切。蹭其他玩家的生活方式以达到舒适条件是被禁止的,那些已经拥有街头生活方式的角色不符合这种考验的前提条件。每七天,角色就必须进行一次成功的生存检定来继续考验;阈值应该最少为2,但可以基于环境而变得更高(并且应该随着考验的进展而更高)。任何检定的失败都意味着角色必须重新开始考验。一个角色不能连续地经历两次隐士考验。
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A hermit ordeal involves giving up the creature comforts of modern life and devoting oneself exclusively to mental and physical activities that are appropriate to the magician’s tradition (subject to the gamemaster approval). The character must abandon her normal lifestyle and adopt a Street lifestyle for a period of at least twenty-nine days. The character must decline all but the most basic of comforts. Comforts such as mooching of another player’s lifestyle are forbidden, and characters who already have a Street lifestyle are not eligible for this ordeal. Every seven days, the character must make a successful Survival Test to continue the ordeal; the threshold should be at least 2, but can be higher based on circumstances (and should be higher as the ordeal progresses). Failing any test means the character must start the ordeal over. A character cannot take two hermit ordeals consecutively.

献祭SACRIFICE
在许多古老和原始的流派中,献祭考验昭示了法师牺牲或伤害他身体的一部分的决心。这种奉献永远不能通过手术治愈或消除。当角色经历这种考验时,她从一个适当的属性(例如,眼睛之于魅力或直觉,手之于敏捷)永久放弃1点。献祭仪式的例子包括在脸、颈部、手臂的伤疤(魅力),在手、手臂或腿上的肌腱烧伤(反应)。该属性的天生最大值(p. 66, SR5)永久减少1点。角色不能从等级1的属性中奉献这一个点。由赛博改造、法术或修士异能增强过的属性也不能献祭出来作为考验的一部分*。如果多次进行此考验,在他再次降低先前所降低过的属性之前,角色必须选择不同的属性作为降低对象。
剧透 -   :
Common in many ancient and primitive traditions, a sacrifice ordeal calls upon the magician’s resolve to sacrifice or scar a part of her body. Such a sacrifice may never be replaced or hidden through surgery. When the character undergoes this ordeal, she permanently gives up 1 point from an appropriate attribute (e.g., Charisma or Intuition for an eye, Agility for a hand). Examples of sacrifice include ritual scarring of the face, neck, or arms (Charisma), burning the tendons in a hand, arm, or leg (Reaction). The character’s natural maximum rating (p. 66, SR5) for that attribute is permanently reduced by 1. The character cannot sacrifice a point from a Rating 1 attribute. A rating augmented by cyberware, spells, or adept powers also cannot be sacrificed as part of this ordeal. If this ordeal is taken multiple times, the character must reduce a different attribute before she can reduce a previously reduced attribute again.


论文/杰作THESIS/MASTERPIECE
一篇论文/一部杰作需要觉醒角色来记录他的见解或创造一部艺术杰作。对于那些从事正规教育的人来说,完成这一考验的论文,会在他们的名字上附加一个奇术博士学位的奖励(当然,假设他们完成了所有其他的学术为前提)。这种考验需要角色创造一种物理作品。论文必须写在羊皮纸上,或者印刷和装订成硬拷贝,而杰作也必须有物理表现(例如,乐谱、绘画或电影剧本)。发表论文需要进行延续检定,奥秘+学逻辑【精神】(8+期望启蒙阶级,1周)。制作一份杰作需要进行延续检定,工匠+直觉【精神】(8+期望启蒙阶级,1周)。
剧透 -   :
A thesis/masterpiece ordeal requires the Awakened character to record his insights or create an artistic masterpiece. For those who work toward a formal education, the completion of a thesis for this ordeal has a bonus of a ThD attached to their name (assuming they completed all other academic prerequisites, of course). This ordeal requires the character to create a physical work. A thesis must be written on parchment or printed and bound as a hard copy, and a masterpiece must also have a physical representation (e.g., a musical score, a painting, or a film script). Producing a thesis requires a Logic + Arcana [Mental] (8 + desired initiate grade, 1 week) Extended Test. Producing a masterpiece requires an Artisan + Intuition [Mental] (8 + desired initiate grade, 1 week) Extended Test.
作品一旦完成,就拥有了自己的灵光,这是创作时角色的复制品。它也被认为是它的创造者的物质连接(material link)。这份作品的物理拷贝是可以被制作的,并且每一份拷贝都被认为是可行的同感连接(sympathetic link)。使用这些作品(演奏音乐,创作曲调,引用魔法杂志中的论文)对魔法师没有可感知的效果。
剧透 -   :
Once completed, the work carries its own aura, which is a copy of the character’s at the time of creation. It is also considered a material link to its creator. Physical copies of the work can be made, but each copy is considered a viable sympathetic link. Applicable use of the work (playing the music, creating a trid, referencing the thesis in a magical journal) has no appreciable effect on the magician.
论文/杰作的风险在于,如果所有的作品被破坏,创造者将遭受重大并且超自然的损失。角色必须立即进行禁制(第142页)或降低他的启蒙阶级1。如果他选择失去一个启蒙阶级,并且如果他的魔法属性超过6+(当前启蒙阶级),这可能会导致魔法的丢失。大多数启蒙者会制作他们的论文或杰作至少一份的备份,以防止这种情况发生。
剧透 -   :
The risk with the thesis/masterpiece ordeal is that if all copies of the work are destroyed, the creator suffers a momentous and metaphysical loss. The character must immediately take on a geas (p. 142) or reduce his initiate grade by 1. If he chooses to lose an initiate grade, this may result in Magic loss if his Magic attribute exceeds 6 + (current initiation grade). Most initiates make at least one backup copy of their thesis or masterpiece to prevent this from happening.

九道启迪之径 NINE PATHS TO ENLIGHTENMENT
九道启迪之径是指那些让觉醒角色处于物质界或泛位面世界进行身体和心灵挑战的考验(见泛位面探索,第140页)。这些都需要通过冥想*或受苦来找到答案。挑战可以包括艰巨的任务,例如携带一桶水一千步并一次性装满一个大桶,到更危险的任务,比如吊挂在树上(校注:是绞刑/上吊那种款)。这样的挑战取决于GM,并且应该与角色的背景、流派以及他正在努力学习的魔法技艺有关。完成挑战的时间是二十九天,即是从新月到另一个新月为止。以成功完成挑战,魔法师需要选择九道启迪之径中的一道,并且必须在对抗检定中获得成功。每道启迪之径都有两个属性;GM选择其中一个,然后角色则选择另一个。玩家投掷魔法师的选择属性+当前启蒙阶级,然后GM投掷魔法师的另外一个选择属性+期望启蒙阶级。如果角色失败,他可能会在下一个月周期再次尝试。如果角色成功了,这道启迪之径就不会再被用于未来的考验。
(校注*:原文为mediation但是根据前后文以及语境,这里很有可能是漏了个t,故此译)
剧透 -   :
The Nine Paths to Enlightenment are ordeals that subject an Awakened character to physical and mental challenges in the physical or metaphysical world (see Metaplanar Quest, p. 140). These can entail finding answers through mediation or strength through suffering. Challenges can encompass arduous tasks, such as carrying a bucket of water up a thousand steps and filling a large tub one bucketful at a time, to more dangerous tasks, like being hung from a tree. Such challenges are up to the gamemaster and should relate to the character’s background, tradition, and the magical art he is striving to learn. The time to complete the challenge is twenty-nine days, the period from new moon to new moon. To successfully complete the challenge, the magician chooses one of the nine paths and must succeed in an Opposed Test. Each enlightened path has two attributes; the gamemaster chooses one, and the character takes the other. The player rolls the magician’s chosen attribute + current initiate grade, and the gamemaster rolls the magician’s other attribute + desired initiate grade. If the character fails, he may try again next lunar cycle. If the character succeeds, that path may not be taken again for a future initiatory ordeal.
引用
边栏:九道启迪之径 NINE PATHS TO ENLIGHTENMENT
复原力 Resilience(力量,体质):应征者以一种有意识地感官抽离来隔离心灵的方式,开发出一种对身体的动觉感知。身体的自主功能,如呼吸和血液循环将放慢速度以增加极端温度、饥饿或疼痛的耐力。角色以意志力培养这种能力来强化他的身体,在身体遭受压力或疼痛时允许他更专注于魔法。
剧透 -   :
Resilience (Strength, Body): The candidate develops a kinesthetic sense of the body by consciously controlling a sensory withdrawal to isolate the mind. The autonomic functions of the body, such as respiration and circulation, slow down to allow increased endurance of extreme temperatures, hunger, or pain. The character nurtures this ability to fortify his body with the strength of will, allowing greater focus on magic in times of physical stress or pain.
流动 Flow(意志,逻辑):应征者开发对欲望与情感的控制。一旦超然于此,应征者的思想就可以放飞自我。通过练习,让心灵变得宁静并且开始流动。这种无限制的意识流可能会在善与恶的思绪之间兴衰盈亏。随着应征者开发出更强大的控制力,那些思绪的强度就会在程度和频率上有所减弱。最初的目标是实现一个单一的思想,然后专注于思绪之间的空间和时间。当流动逐渐平静时,真实的自我就被揭晓出来。
剧透 -   :
Flow (Willpower, Logic): The candidate develops control over desires and emotions. Once detached from these, the candidate’s mind is allowed to wander freely. With practice, the mind settles and begins to flow. This unrestricted stream of consciousness may wax and wane between thoughts of good and evil. As the candidate develops greater control, the intensity of these thoughts diminishes in extent and frequency. The initial goal is to achieve a single thought, then focus on the space and time between thoughts. As the flow calms sufficiently, the true self is revealed.
均衡 Balance(敏捷,直觉):应征者在身心之间进行协调。能量在它们之间更有效地传递,从而实现敏捷性,直觉性和整体平衡的发展。应征者会变得更难以惊惶失措,使身体与心灵能保持在一个有助于魔法使用的稳定状态。
剧透 -   :
Balance (Agility, Intuition): The candidate hones coordination between mind and body. Energy is more effectively transmitted between them, enabling the development of agility, intuition, and holistic balance. The candidate is more difficult to rattle, keeping mind and body steady in ways that aid magic use.
灵性Spirit(意志,直觉):该启迪之径旨在开发个人的灵性。一旦心灵处于这种灵性状态,它就会变成冥想的对象,并且显现出对象的概念和名称。战斗中的“气合”或灵嚎,都来源于此;应征者能从该启迪之径挖掘到的意志力量对所有觉醒者都很有用。
剧透 -   :
Spirit (Willpower, Intuition): This path develops one’s spirit. Once the mind is in this spiritual state, it becomes one with the object of meditation, both the concept and name of the object. In combat the kiai, or spirit shout, is drawn from this source; the general strength of will a candidate can draw from this path is useful to all Awakened.
和谐 Harmony(体质,魅力):该启迪之径旨在控制呼吸。穿过身体的能量流不是灵魂的意识,而只是灵魂在它的物质和星界展现中所使用的能量。能学会控制这种能量的人有能力把它带入共振状态,以传达给其他人,使他们进入和谐的共振。拥有丰富能量的魔法使用者将会辐射出力量和活力。
剧透 -   :
Harmony (Body, Charisma): This path controls respiration. The flow of energy through the body is not the consciousness of the spirit but merely the energy the soul uses in its material and astral manifestations. One who can learn to control this energy has the power to bring it to a state of vibration that can be conveyed to others, causing them to vibrate harmonically. A magic user who has abundant energy radiates strength and health.
本能 Instinct(反应,直觉):该启迪之径旨在开发听觉,允许他听到他自身的内在之声。专注于该启迪之径会刺激接近感,让他能感受到他人的存在。本能也是一股将星界躯体与物质躯体分离的力量。冥想于该启迪之径将引导出自我概念。
剧透 -   :
Instinct (Reaction, Intuition): This path develops the sense of hearing, allowing one to hear her inner voice. Focusing on this path stimulates the proximity sense, which allows one to feel the presence of others. Instinct also serves as the force that separates the astral body from the physical. Meditation on this path leads to the concept of oneself.
掌握时间和空间 Mastery of Time and Space(逻辑,直觉):该启迪之径代表心灵的最高境界。对此理念进行的冥想会使应征者获得对身体神经中枢的控制。他会注意到那非凡的精神力量、知识和意志力。该启迪之径是身体强度之所在。获得高等之声,或直觉知识和洞察力,就像灵魂一样驻留在这条道途上。
剧透 -   :
Mastery of Time and Space (Logic, Intuition): This path represents the mind’s highest level. Meditation on this ideal earns the candidate control over the body’s nerve centers. One will also note extraordinary spiritual strength, knowledge, and willpower. This path is the seat of the body’s force. The acquisition of the higher voice, or intuitional knowledge and clairvoyance, resides in this path, as does the soul.
控制 Control(意志,力量):该启迪之径通向了精神与物质的结合,个体与普遍意识的结合。个人意识进入无限的洋溢使应征者能够通过元素来锻炼意志。
剧透 -   :
Control (Willpower, Strength): This path leads to the marriage of spirit and matter, where the individual and universal consciousness unite. The suffusion of one’s consciousness into the Infinite enables the candidate to exercise her will through the elements.
顿悟 Satori(魅力,魔法):这并非是永恒的启迪。更确切地说,它是冥想和觉醒的目标,是通过该启迪之径的练习揭示的心灵、身体和精神之间的联系。一个人一生中会有许多顿悟,却永远不会得到永恒的启示。
剧透 -   :
Satori (Charisma, Magic): This is not eternal enlightenment. Rather, it is the goal of meditation and Awakening, a realization of the connections between the mind, body, and spirit as revealed through this path’s exercises. A person can have many epiphanies in his or her lifetime yet never achieve eternal enlightenment.

离线 马非鱼

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Re: 【SG】肉体技艺 PHYSICAL ARTS p. 156-159
« 回帖 #1 于: 2017-07-27, 周四 16:03:29 »
肉体技艺 PHYSICAL ARTS
随着修士自身的修炼,他们可以习得他们自己的超魔。当一个修士选择一项道途(或者选择不去选择),更多提升的手段就对他们开放了。和其他技艺一样,道途有着仪式,进阶(enhancement)和超魔可以习得。修士总是可以选择未定之道的习得项,即使他们踏上了其他道途。
剧透 -   :
Adepts can learn their own metamagics as they progress. As the adept chooses a Way (or chooses not to choose), more improvement options become available. Like the other arts, each Way can have rituals, enhancements, and metamagics to learn. Adepts can always choose items from the Undecided Way even if they follow another Way.

未定之道 THE UNDECIDED WAY
艺术之道 THE ARTIST’S WAY
运动之道 THE ATHLETE’S WAY
野兽之道 THE BEAST’S WAY
燃尽之道 THE BURNOUT’S WAY
无形之道 THE INVISIBLE WAY
魔法之道 THE MAGICIAN’S WAY
雄辩之道 THE SPEAKER’S WAY
灵性之道 THE SPIRITUAL WAY
战士之道 THE WARRIOR’S WAY

离线 马非鱼

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Re: 【SG】启蒙的秘密——介绍,肉体技艺 p. 139,p. 156-159
« 回帖 #2 于: 2017-09-20, 周三 19:40:22 »
未定之道 THE UNDECIDED WAY

引用
仪式:同调(动物),同调(物品),赋力魔牙,物品灌魔
超魔:修士专注,高效仪式,灵活印记,灵光溢出,注能,进阶伪装,伪装,塑气,能力点
剧透 -   :
RITUALS: Attune (Animal), Attune (Item), Empower, Imbue
METAMAGICS: Adept Centering, Efficient Ritual, Flexible Signature, Flux, Infusion, Improved Masking, Masking, Qi Sculpt, Power Point

修士专注 ADEPT CENTERING
该超魔见 p. 325, SR5

注能 INFUSION
启动动作:复杂动作
当保持专注时,一个修士能牵引宇宙中的能量并将其引导到他的一个已有异能上。修士能使他的一个修士异能提升0.5PP/启蒙阶数。通过这种方式提升的异能总等级不能超过修士的魔法等级。注能带来的提升持续{魔法}战斗轮。当这个提升结束时,修士的气会因此被大量消耗,并受到晕眩伤害。伤害值为{提升异能的总PP×4},包括异能原有的PP,和通过注能提升的PP。除此之外,修士也会暂时失去{注能提升的PP}能力点,持续{魔法}分钟。由GM决定什么能力失去了能力点,而修士只有在他尝试使用那些能力时才会发现。
先决条件:修士专注
剧透 -   :
When focused, an adept can pull energy from the cos mos and channel it into one of his existing powers. For each level of initiate grade, the adept can add 0.5 PP to an adept power. The total levels of a power enhanced this way cannot exceed the adept’s Magic rating. The enhancement will last for (Magic) Combat Turns. Once the power boost ends, the adept immediately suffers Stun damage from this stretch of qi. The Damage Val ue equals four times the total power point cost of the enhanced power (not just the power point boost). In addition to this damage, the adept suffers a temporary loss of a number of power points equal to the power point boost for (Magic) minutes. The gamemaster se lects what powers are affected, and the adept should not know a power is inaccessible until he tries to use it. Prerequisite: Adept Centering

能力点 POWER POINT
该超魔见 p. 326, SR5

塑气 QI SCULPT
启动动作:复杂动作
一个拥有平和之心的修士能够像揉泥巴一样调整她的气。塑气允许修士将一个异能上的气(能力点)短时间内转移到另一个已有异能上,可转移的能力点为0.25PP/启蒙阶数。通过这种方式提升的异能总等级不能超过修士的魔法等级。塑气的效果{魔法}分钟。当这个提升结束时,修士会受到晕眩伤害,伤害值为{被转移的PP×4}。
先决条件:修士专注
剧透 -   :
An adept at peace with herself can adjust her qi like wet clay. Qi sculpt allows the adept to remove qi from one power and temporarily add it to another power in which they already have invested power points. For each level of initiate grade, the adept can shift 0.25 PP of one adept power to another power. The enhanced power cannot have more levels than the adept’s Mag ic rating. This shift of power lasts for (Magic) minutes. Once the shift ends, the adept suffers Stun damage with a Damage Value equal to the four times the power point boost. Prerequisite: Adept Centering


运动之道 THE ATHLETE’S WAY

引用
异能强化:凌空而行
超魔:神奇本领

凌空而行 AIR WALKING
修士可以短暂的踏在空气上,像是踏在石头上一样。当计算最大跳跃距离时,计入修士的超魔等级(p.134, SR5)。
先决条件:梯云纵
剧透 -   :
The adept can briefly step on air as he would a stone. Add the adept’s initiate grade when calculating the maximum jumping distance (p. 134, SR5). Prerequisite: Light Body

神奇本领 SUPERNATURAL PROWESS
非战斗时,修士能以{魔法+启蒙阶层}替代一个物理属性应用到任意肉体行动的检定中。战斗时,在一个战斗轮内,修士能以{魔法+启蒙阶层}替代一个物理属性应用到任意与之相关联的肉体行动中。该超魔不能和『属性增幅』叠加(都替代了orz)。该超魔的每日使用次数为{1+启蒙阶层}。骰池和肉体界限会被这个行动临时改变。
(译注:论坛中一个很有说服力的观点指出,激活这个超魔用的是自由动作,而且在战斗中用的时候,不只是替代检定当中,而是替代整个对应的物理属性。按照原文的描述的确是这么理解,这个观点表示是作者这么说的,但是译者没有找到来自作者本人的说辞,也没有看到相关的勘误和规则明确)
剧透 -   :
For any physical action, the adept can substitute a physical attribute for Magic + initiate grade for that test. If done during combat, the substitution affects all physical actions associated to that attribute within a Combat Turn. This metamagic cannot be combined with Attribute Boost. This can be done 1 + initiate grade times per day. Dice pools and Physical limits temporarily change with this action.

离线 马非鱼

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Re: 【SG】启蒙的秘密——介绍,肉体技艺 p. 139,p. 156-159
« 回帖 #3 于: 2017-09-21, 周四 17:22:37 »
艺术之道 THE ARTIST’S WAY

引用
异能强化:魔笛手,皮肤艺术家

魔笛手 PIED PIPER
修士对艺术技能的精通到达了一个难以置信的底部。他在表演自己的技能时,不但能迷惑观众,还能吸引他们。那些听到看到他们表演的人会进入一个温和的恍惚状态。修士可以让一个或一群人什么都不做,只沉浸在表演中。修士需要进行一个对抗检定,表演+魅力【魔法】v. 意志+魅力。如果有多个目标,那么用抵抗者其中的最高骰池,并且每多一个抵抗者就+1骰池调整(最多+5)。如果检定成功了,目标会跟随着表演者最多{魅力×10}分钟,或者表演提前结束。进入了这个状态的目标依然会被一些显著干扰打断,比如响亮的噪音或者一顿猛晃。
剧透 -   :
The adept’s mastery of the artistic skill becomes an incredible work. His performance of the skill not only mesmerizes the audience, it attracts them. Those who see or hear the performance enter a mild trance. The adept can target a person or a group of people to do nothing else but experience the performance. The adept must have line of sight to the target(s). The adept makes an Opposed Test pitting Performance + Charisma [Magic] against Willpower + Charisma. If multi ple individuals are targeted, use the largest dice pool among the defenders and add +1 die per additional target (maximum +5). If the test is successful, the target(s) follow the adept as he performs for (Charisma x 10) minutes. Subjects entranced this way can still have the trance interrupted by significant distractions, such as loud noises or a hard shove.

皮肤艺术家 SKIN ARTIST
有了这个异能强化之后,艺术家的身体就是她自己的画布。这个修士会对她皮肤的着色拥有精细的控制,包括从她的身体形成更多的颜色(黑,红,蓝)。修士能在她身体上任意位置制作纹身,或者甚至将她的肤色改成一个非自然的色调。
先决条件:黑色素控制(Melanin Control)
剧透 -   :
With this enhancement, an artist’s body is her own can vas. The adept possesses even finer control over her skin pigmentation, including formation of more colors (black, red, and blue) from her body. The adept can create a variety of tattoo markings anywhere on her body or change her whole skin tone to an unnatural hue. Pre requisite: Melanin Control


野兽之道 THE BEAST’S WAY

引用
异能强化:
超魔:顶级掠食者,图腾形态(动物)

顶级掠食者 APEX PREDATOR
踏上这条道路的修士会变得更加具有掠夺性,而动物能感知得到。任何企图攻击该修士的动物(无论是否被命令)必须进行一个对抗检定,意志+直觉 v. 修士的魔法+直觉+启蒙阶层。失败意味着动物不会攻击修士——无论是因为本能的掠食性反应(predatory respect)或是因为害怕被修士吃掉——它会采取基于思考方式的行为。觉醒怪物在此检定上获得+2骰池调整。动物依然可能攻击和修士在一起的其他人,只是不会攻击修士而已。如果修士攻击那个动物,那么那个动物可以自由反击。
剧透 -   :
Those on this path have become predatory, and animals sense this. Any animal that attempts to attack the adept (commanded or not) must make an Opposed Willpower + Intuition Test against the adept’s Magic + Intuition + initiate grade. Failure means that the animal will not attack the adept, either out of predatory respect or fear of being eaten by the adept, and it will take actions based on that mindset. Awakened critters get a +2 modifier to this test. The animal may attack other people with the adept, just not the adept. If the adept attacks the animal, then the animal may freely counterattack.

爪 CLAWS
修士挖掘他自己兽性的一面,能够像野兽一样长出又厚又锋利的爪甲。他〈徒手战斗〉攻击的DV+1。
先决条件:角质控制(KERATIN CONTROL)
(译注:角质控制是一个出现在SG的勘误中的异能,消耗0.5pp,效果是可以让头发,角质啥的快速生长)
剧透 -   :
The adept taps into his animalistic side and can grow thick, sharp nails like some kind of beast. The Damage Value of his Unarmed Combat attacks increases by 1. Prerequisite: Keratin Control

图腾形态(动物) TOTEM FORM (ANIMAL)
一些人说,有些力量能超越凡世的气;另一些人说,对这些力量的使用和法师召唤出不同精魂的状况差不多。无论如何,踏上这条路途的修士能找到新的方式和他们的动物伙伴更加接近。有了该超魔之后,修士有能力变成他所连接的野兽。
剧透 -   :
Some say there is power beyond earthly qi. Others say the energy harnessed is no different than a mage summoning a different spirit. In any case, adepts on this path have found a way to become closer to their animal companion. With this metamagic, the adept taps into that power to become the beast she has bonded.
在经过20分钟的准备过程后,修士可以变形成他所同调的动物形态,也有着对应动物的全部能力。但是,这个转变并不是那种对人类形态的暂时性脱离:它与变形者的能力更相似,而且很多踏上了野兽之道的修士会被误认为是变形者。修士的物理属性和天生界限会变成那些动物的,但是精神属性和技能依然是修士本身的。
剧透 -   :
After a twenty-minute preparation process, the adept shifts into the animal form that matches the animal she is attuned to, with all the abilities of said animal. However, this transformation is not the temporary suspension of human form: it is more akin to a shapeshifter’s ability, and many adepts who follow the Beast’s Way can be mistaken for a shapeshifter. The adept’s Physical attributes and limits become those of the animal, but Mental attributes and skills remain the adept’s.
这个能力的缺点在于,修士会在变形会人类形态时遇到困难,因为修士的思维会越来越接近他们的动物躯体。持续变形几天之后,修士会永久失去他们的人类形态。
剧透 -   :
This ability has the drawback of being difficult for the adept to shift back into human form, for the adept’s mind slowly becomes more primal in the animal body. After a few days, the adept can become permanently lost in the animal.
修士需要成功通过一个检定,奥秘学+魔法【精神】(2),以在仪式结束的时候变形成动物形态。修士可以呆在那个形态直到他想离开为止。重新返回人类形态需要成功通过一个检定,奥秘学+魔法【精神】(3)。失败意味着修士需要用多一段时间去整理自己的思绪与克服动物形态增加的本能,在两个小时后才能再次尝试。在动物形态每待24小时都会使这个检定的阈值+1。如果阈值超过了修士的精神界限,他就会永久的变成动物。
先决条件:同调(动物)
剧透 -   :
The adept needs a successful Arcana + Magic [Mental] (2) test to shift into animal form at the end of the ritual. The adept can stay in animal form for as long as she wishes. Returning to human form requires an Arcana + Magic [Mental] (3) Test. Failure means that the adept must wait another 2 hours to gather her thoughts and override the animal form’s increasing instincts. Every twenty-four hours spent in animal form increases the test’s threshold by 1. If the threshold exceeds the adept’s Mental limit, he becomes the animal permanently. Prerequisite: Attune (Animal)

离线 马非鱼

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Re: 【SG】启蒙的秘密——介绍,肉体技艺 p. 139,p. 156-159
« 回帖 #4 于: 2017-10-28, 周六 17:00:41 »
燃尽之道 THE BURNOUT WAY

引用
异能强化:沸热之气
剧透 -   :
ENHANCEMENTS
Hot Qi

沸热之气 HOT QI
当一个修士燃尽后,他通常会因为过低的魔法等级而导致变得无法使用任何法器。有了沸热之气技法后,修士依然可以用一个气-法器,但是他会承受{法器强度-自己的魔法等级}点晕眩伤害,无法抵抗。如果法器的强度>修士的魔法等级×2,那么就是物理伤害。法器的强度不能超过12。
先决条件:活体法器(Living Focus)
剧透 -   :
As the adept burns out, he normally becomes unable to use some foci because his Magic rating is too low. With the hot qi technique, the adept can still use a qi focus, but he takes unresisted Stun damage equal to the difference between the focus’s Force and his Magic rating. If the Force of the focus exceeds twice the adept’s Magic rating, the damage is Physical. The focus’s Force cannot exceed 12. Prerequisite: Living Focus


无形之道 THE INVISIBLE WAY

引用
异能强化:暗影触摸
超魔:虚空寂静
剧透 -   :
ENHANCEMENTS: Shadow Touch
METAMAGICS: Stillness in the Void

暗影触摸 SHADOW TOUCH
追随无形之道的修士可以学到避免在他们接触的物品上留下指纹的方法。这个能力同样可以用来避免触发具有接触-触发的炼金制剂。后半部分的能力需要通过一个成功的对抗检定,修士的魔法等级 v. 制剂的当前效力。
先决条件:踏雪无痕
剧透 -   :
Adepts following the Invisible Way can learn to avoid leaving fingerprints on items they touch. This ability can also be used to avoid triggering alchemical preparations that use a contact trigger. The latter ability requires a successful Opposed Test between the adept’s Magic rating and the current Potency of the preparation. Prerequisite: Traceless Walk

虚空寂静 STILLNESS OF THE VOID
一个懂得冥想的修士能够钢化他的思维以对抗侦测法术和仪式魔法,而且能够变得像是不存在的一样。以进入这种状态,修士必须保持静止并且专注于调整他的呼吸,持续5分钟;他也不能说话、做手势、或者移动。执行任何行动,比如说被移动或者承受伤害,都会打断修士的专注,并且让他需要重新开始。当抵抗侦测法术时,使抵抗检定获得1+启蒙阶层的骰池加值。修士同样能以此方式保护自己的所有品阻止侦测(比如说,侦测枪械法术)。对修士的星界追踪也会变得困难,使进行星界追踪的灵视检定的阈值提高1+启蒙阶层。修士能保持这种状态长达8小时。
剧透 -   :
An adept who meditates can steel his mind against Detection spells and ritual magic and become as nothing. To enter this state, the adept must remain still and concentrate only on managing his breathing for five minutes; he also cannot speak, gesture, or move. Performing any action, such as being moved or taking any damage, will break the adept’s concentration, and he will have to start again. While resisting Detection spells, add 1 + initiate grade to the Opposed test. Items in the adept’s possession are also resisted by the adept in this manner to prevent detection (e.g., a Detect Guns spell). Astrally tracking the adept also becomes difficult, adding 1 + initiate grade to the threshold of the Assensing Test for astral tracking (p. 315, SR5). The adept can stay in this mental state for eight hours.


魔法之道 THE MAGICIAN’S WAY

引用
异能强化:快手 九脉轮大师
剧透 -   :
ENHANCEMENTS
Digital Celerity  Master of the Nine Chakras

快手 DIGITAL CELERITY
这个能力使修士更擅长于藏匿(palming)或者扒走(pickpocketing)某个物品并且防止其他人注意到自己的举动。那些凡俗魔术师都想得到这种真正巧妙的手法。修士的目标和旁人的侦察检定都会承受-1每灵敏手指等级的骰池调整。
先决条件:灵敏手指(Nimble Fingers)
剧透 -   :
This power allows the adept greater control in the palming or pickpocketing of an object and preventing anyone from noticing the act. This is true sleight of hand that mundane magicians attempt to attain. It imposes an additional –1 Perception modifier per level of Nimble Fingers to anyone observing or being targeted by the adept. Prerequisite: Nimble Fingers

九脉轮大师MASTER OF THE NINE CHAKRAS
这个修士对魔法和每个人生命能量的循环有着更好的理解。有了这个能力,修士能打击某个能量汇聚点,瓦解这种循环并且临时降低目标的魔法属性。详见神经打击(p.173),但是这次攻击降低的是魔法。这种降低魔法的方式和背景计数(background count)类似,目标的施法和使用魔法技能会承受累计的骰池罚值。如果目标的魔法被降低到0,目标就不能用魔法相关的技能或修士异能,直到属性恢复。
先决条件:神经打击(Nerve Strike)←另译麻痹点穴
剧透 -   :
The adept has a better understanding of how magic flows with a person’s vital energy. With this power, the adept can strike specific spots of energy concentration, causing a disruption of this flow and temporarily reducing the target’s Magic attribute. Refer to Nerve Strike (p. 173), but the attack reduces Magic instead. Magic lost this way has an effect similar to a background count, as the target accumulates dice pool penalties for casting spells or using Magical skills. If the subject’s Magic is reduced to 0, the target cannot use any magically related skill or adept power until the attribute recovers. Prerequisite: Nerve Strike

离线 马非鱼

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Re: 【SG】启蒙的秘密——介绍,肉体技艺 p. 139,p. 156-159
« 回帖 #5 于: 2017-11-02, 周四 18:34:50 »
灵性之道 THE SPIRITUAL WAY

引用
超魔:灵性领域 驱魔 心灵占卜术
剧透 -   :
METAMAGICS
Domain of the Spiritual  Exorcism  Psychometry

驱魔 EXORCISM
这个超魔技法能在第148页找到。
反正没记录在这里,我就光明正大的偷懒了

灵性领域 DOMAIN OF THE SPIRITUAL
具有宗教含义的领域(比如说,教堂,墓地,等等)带来的背景计数不会对踏上灵性之道的人造成那么大的影响。如果背景计数是偏向于某些宗教或精神含义,背景计数给修士带来的罚值会减少1+启蒙阶层。
剧透 -   :
The background caused by domains of religious significance, such as churches, cemeteries, and so forth, doesn’t affect those on this path as much as other adepts. Reduce background count penalties by 1 + initiate grade if the background count is aspected toward a religion or spiritual significance.

心灵占卜术 PSYCHOMETRY
这个超魔技法能在第144页找到。


雄辩之道 THE SPEAKER’S WAY

引用
异能强化:银舌恶魔
超魔:妖精的祝福 存在感
剧透 -   :
ENHANCEMENTS
Silver-Tongued Devil

METAMAGICS
Fae-Touched
Presence

妖精的祝福 FAE-TOUCHED
踏上这个道途的人有着一副令人难以忘怀的美丽容颜。这样的修士能进行一个对抗检定,修士的魔法+直觉+启蒙阶层 v. 目标的逻辑+直觉。如果目标失败了,那么目标会认为修士拥有一副他理想化的容貌,这幅容貌实质上是基于法力的幻象*。在所有魅力检定里,如果目标相信了这层幻象,那么修士能以他的魔法+启蒙阶层取代他的魅力属性。如果对抗检定成功了,这个幻象会持续24小时。每天可以发动这个效果{1+启蒙阶层}次。耗竭为对方以对抗这个效果所获得的成功(最低为2)。
剧透 -   :
Those on this path gain a hauntingly beautiful appearance. An adept may pit his Magic + Intuition + initiate grade against the target’s Willpower + Intuition in an Opposed Test. If the opponent fails, then the target believes in an idealized mana-based illusion of the adept. The adept can then substitute Magic + initiate grade for Charisma for all Charisma tests against those who believe the illusion. If the Opposed Test was successful, the illusion lasts twenty-four hours. This can be done 1 + initiate grade times a day. Drain from each attempt equals the target’s hits in resisting the attempt (minimum 2).

银舌恶魔 SILVER-TONGUED DEVIL
追随雄辩之道的修士能在使用命令之声时,给对方留有一个更长久的影响(p. 170)。如果修士赢得了对抗检定,对方会继续执行他们的行动多一分钟才意识到自己的行动有什么不对。不过,银舌恶魔的冗长会让它在战斗情况下无法使用。这个能力会带来额外的精神压力。当使用这个能力时,修士受到晕眩伤害,伤害为对方对抗检定获得的成功(非净成功)。这个伤害的抵抗检定为,体质+意志。
先决条件:命令之声(Commanding Voice)
剧透 -   :
An adept of the Speaker’s Way can create a longer-lasting impression on subjects when using Commanding Voice (p. 170). If the adept wins the Opposed Test, the target continues to carry out the action for one minute before realizing what they’re doing. The Silver-Tongued Devil’s verboseness makes it unusable in combat situations. This power comes at a price of mental stress. When using the power, the adept suffers Stun damage equal to the hits (not net hits) from the target’s Opposed Test. Damage is resisted by Body + Willpower. Prerequisite: Commanding Voice

存在感 PRESENCE
当雄辩之道的追随者说话时,他的存在感是非常明显的,有些时候甚至是可以肉眼见到*。一个有着此超魔的修士可以将他的启蒙阶层加入一个社交技能的所有检定中——这个技能需要在获得超魔时就选择。这个超魔只能选择一次,它所带来的加值只能应用在修士将他的技能对别人用的状况,而不能用在他人将社交技能对修士用的状况。
剧透 -   :
The presence of a follower of the Speaker’s Way is very palpable, sometimes even visible, when the adept speaks. An adept with this metamagic can add her initiate grade in dice to all tests for one social skill, which is chosen when the metamagic is selected. The metamagic cannot be selected multiple times. The bonus also only applies when the adept is using her skill on others, not when she is resisting social skills of others.


战士之道 THE WARRIOR’S WAY

引用
异能强化:弹幕 太极拳大师
超魔:战意领域
剧透 -   :
ENHANCEMENTS
Barrage
Master of Taijiquan

METAMAGICS
Domain of the Warrior

弹幕 BARRAGE
单个的临时武器在修士手上就已经是致命的了;一个趁手的就更不用说了。一个擅长弹幕技法的修士能向目标(们)丢出一把子准备好的临时武器。当进行投掷武器攻击时,修士能套用狭窄或者中等散布规则(见p. 180, SR5)。修士必须准备两把或以上的特定武器以使用该技法,符合要求的武器可以是投掷武器,GM认同的趁手武器或临时武器*
先决条件:掷物精通(Missile Mastery)
剧透 -   :
A single improvised weapon in the hands of an adept is deadly; a handful is even worse. An adept mastering the Barrage technique can loose a handful of readied, improvised throwing weapons at a target(s). When making the throwing weapon attack, the adept can use the rules for narrow or medium spreads (p. 180, SR5). The adept must have either two or more throwing weapons or a gamemaster-approved handful of improvised weapons readied to use this technique. Prerequisite: Missile Mastery

战意领域 DOMAIN OF THE WARRIOR
踏上了此道途的人不会像是别的修士一样那么容易被战争和暴力所致的背景计数所影响。如果背景计数偏向暴力和战争,那么背景计数给修士带来的罚值会降低1+启蒙阶层。
剧透 -   :
Those on this path are not as affected by the background taint of violence and war as other adepts. Reduce background count penalties by 1+ initiate grade if the background is aspected to violence and war.

太极拳大师 MASTER OF TAIJIQUAN
虽然说世界各地都有人因为太极拳(也叫太极)的防护训练和健康好处和练习它,一个精通太极拳的修士能像河流一样在战斗中穿行,尤其是在对抗多个近战敌人的时候。他会推卸转移敌人的攻击,引导攻击者的力量宣泄到他们自己身上*。当修士成功以反击异能格挡了一个攻击者的近战攻击,他可以选择将攻击引导到第二个攻击者身上(而不是获得反击的加值)。第二个攻击者需要进行防御检定,对抗修士在发动反击异能时获得的成功。 基础DV为第一个攻击者发动的近战攻击。这种对动能的掌握只能运用在与多个对手作战的战斗环境。你不能将让攻击者打自己,不过你可以做出这样的宣言以嘲讽它。(最后半句疑似废话)
先决条件:反击(Counterstrike)
剧透 -   :
While people around the world practice taijiquan—a.k.a. t’ai chi—for its defense-training and health benefits, an adept mastering taijiquan flows like a river in combat, especially with multiple melee combatants. He uses the various attackers’ strengths to maneuver their strikes against each other. When the adept successfully blocks a melee attack from one attacker with Counterstrike, he may choose instead to redirect that attack against a second attacker. The second attacker would have to defend against the first attack with the number of hits equal to the adept’s Counterstrike test. The base Damage Value is equal to the melee attack from the first attacker. This mastery of kinetic energy only works in combat against multiple melee opponents. You can’t make an attacker hit himself, though you can taunt him with the promise to do so. Prerequisite: Counterstrike