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【HT】p.128-132 游戏信息:新流派,新仪式法术,新摄入物——行尸和僵尸规则

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WayneZst:
行尸 CORPS CADAVRE
行尸是被仪式魔法活化的死者。这几乎和大众认知中的无脑死者差不多了。他们可能会很慢,但他们从不蹒跚,也从不吃脑子(除非被下达了这样做的命令)。行尸,就像荷蒙库鲁斯一样,在能力范围内服从主人的一切命令。然而,正如死灵魔法所说,骸骨有其记忆。荷蒙库鲁斯继承他们创造者的一部分个性和特点,因此,已知的是,行尸会基于自己的理解来执行命令。许多法师将制剂放入行尸的口中,并把行尸的嘴缝上,以此避免身体原主人的残余开口说话和其他精魂尝试掌控他们造物的可能。这项创造行尸的技艺在大多数国家是非法的,且在任何地方都会遭人白眼——因此,这项技艺通常被秘密使用。
剧透 -   : rps cadavres are the dead animated by ritual magic. This is about as close to the trids as the expected mindless dead can be. They may be slow, but they don’t shamble and they don’t eat brains (unless commanded to). Corps cadavres, like all homunculi, obey their master to the best of their ability. However, necromancy says that bones have memories, and homunculi take on some of the personality traits of their creators, so corps cadavres have been known to interpret commands to their own benefit. Many practitioners put preparations in the cadavers’ mouths and sew them shut to prevent any chance some remnant of the bodies’ original owners might speak and to keep other spirits from trying to take over their creations. The practice of creating corps cadavres is illegal in most countries and frowned upon everywhere—the practice is always carried out in secret行尸能被荷蒙库鲁斯仪式(核心书298页)创造,目标指定为尸体(无论准备与否)。奥比和伏都法师调整了这个仪式,使净成功可被选择用于增加仪式内可操控的尸体的数量。对于每一具活化的尸体,身体原先占有者的记忆有一定概率能保留下来。投掷法术强度个骰子进行检定。每个成功意味着对象曾经了解的一项随机的行动或知识技能能在仪式的持续时间内被行尸所使用。当对一名敌人的尸体进行高强度仪式时,这可能会导致很大的风险。不存在说有行尸法师或行尸碟客的可能,不过原因不大一样:他们大概的确是死了。
剧透 -   : Corps cadavres can be created with the homunculus ritual (p. 298, SR5) with the target being a corpse (prepared or unprepared). The Obeah and Vodou practitioners have adjusted the ritual so that net hits can alternately be used to increase the number of corpses that can be animated within the ritual. With each corpse animated, there is a chance that some memory of its original occupant will remain. To make the test, roll the Force of the spell. Each hit means that a random active or knowledge skill once known by the subject can be used by the corps cadavre during the ritual’s duration. This can be a high risk with a high-Force ritual with a corpse of an enemy. There are no corps cadavre mages or deckers but for a different reason: they’re dead如果一个行尸拥有高于1的意志属性,每天一次,它可以尝试抵抗,使用【逻辑+意志】进行延续鉴定,阈值是仪式的强度。
剧透 -   : If a corps cadavre has a Willpower higher than 1, it can attempt to resist once a day using a Logic + Willpower Extended Test with a threshold equal to the Force of the
大僵尸 GRAND ZOMBIE
让人迷惑的是,如果一个行尸挣脱了法师的控制,它就被称为大僵尸,哪怕这和真正的僵尸没有一星半点的联系。大僵尸是他们过往自我的阴影,被仪式魔法强化后强烈记忆的残像。他们有时尝试去完成生前被死亡打断的任务——意志坚定程度受与这段记忆相连的力量和情感的强度。一个大僵尸的生命长度仍然受到仪式限制,且在仪式结束后,他们化作尘埃消失。大僵尸看起来十分期待这种时候的到来,很难想象有某个个体想要延长他们的“生命”。
剧透 -   : To make things even more confusing, if a corps cadavre breaks free of the magician, it is called a grand zombie, though it is in no way related to a real zombie. Grand zombies are a shadow of their former selves, an afterimage of strong memories enhanced by the ritual magic. They sometimes attempt to complete tasks begun in life but interrupted by death—how determined they are is governed by the strength of the emotions tied to the memory. A grand zombie’s lifespan is still limited by the ritual, and in the end they disappear into dust. Grand zombies seem to welcome this, as it’s difficult to imagine any wanting to extend their “life.”行尸(小鬼)仪式
这项仪式和荷蒙库鲁斯仪式相似,但与之不同。在荷蒙库鲁斯仪式中,能活化的对象质量限制为(强度*10)千克。而对于行尸仪式,对象被特别限制为尸体,且能复苏的身体的属性之和不能超过(强度*10)。一具行尸被复苏的时间等同于(仪式密封检定中取得的净成功数)乘以(所有参与者魔法属性的总和)之积。如果仍在仪式的限制范围之内,作为仪式的一部分,净成功也可以被用来复苏超过一具行尸(译注:没有具体写明使用方法,疑似是自由分配总成功数)。一具行尸的技能等级等同于仪式强度的一半(小数点后进位)。投掷仪式强度个骰子,净成功的个数决定行尸所能使用的额外技能或知识的数量。这些技能应该拥有和他们生前接近的等级。可选的是,GM可以使用其中取得的净成功来提升行尸的意志和直觉,以此表现行尸的人格尝试脱离在它主人掌控之下的受限存在。在仪式的持续时间结束之后,行尸粉碎成灰。一个法师(或领导者,如果是一群人施放仪式的话)不能控制或制造超过他魅力属性两倍的行尸。

--- 引用 ---行尸
体质 敏捷 反应 力量 意志 逻辑 直觉 魅力
 *     F-2  F-2    F     1       1   1   1
主动性:(F+1)+1D6
移动力:敏捷*2/敏捷*3
技能:灵视,星界战斗,侦察,徒手格斗
怪物能力:灵智
可选能力**:魔法抗力,技能(见下)
* 行尸的体质等同于死者的体质
** 当行尸挣脱控制时,它和大僵尸一样获得额外能力。每两点意志使大僵尸获得一个额外能力。对于和能力生效相关的魔法属性,用仪式强度取代之。新的技能是死者生前应该知道的技能。鉴于行尸无法连接矩阵或施放咒语,创造制剂和召唤精魂,骇入、巫术、咒术技能组中的技能仅作为知识技能使用。
--- 引用结尾 ---
剧透 -   : CORPS CADAVRE
(MINION) RITUAL
This ritual is similar to that of the homunculus, but instead of a limitation of Force x 10 kilograms of mass to animate, this is specifically limited to corpses, and the limitation is that total points in Body to be raised cannot exceed Force x 10. A corps cadavre raised lasts for a number of days equal to net hits on the Sealing Test times the sum of the participants’ Magic ratings. Net
hits can also be used to raise one more corps cadavre as part of the ritual if still within the ritual’s limitation. A corps cadavre’s skills are equal to half the Force of the ritual (rounded up). Roll the Force of the ritual again. Net hits will determine the number of additional skills or knowledge each of the corps cadavres can use. Skill levels should be comparable to the levels they had in life. Alternatively, the gamemaster may use the net hits to raise the Willpower and Intuition of the corps cadavre as the personality attempts to free its limited existence from the hands of the master. At the end of the ritual’s duration, the corps cadavre will crumble to dust. A magician (or leader if part of a group casting the ritual) cannot control and create more than two times his Charisma in corps cadavres.

--- 引用 ---CORPS CADAVRE
B A R S W L I C
* F–2 F–2 F 1 1 1 1
Initiative (F + 1) + 1D6
Movement Agility x 2/Agility x 3
Skills Assensing, Astral Combat, Perception, Unarmed Combat
Powers Sapience
Optional Powers** Magic Resistance, Skill (see below)
* The body of a corps cadavre is equivalent to the body of the deceased.
**When a corps cadavre breaks free, it can gain additional powers as a grand zombie. For every two points of Willpower, the grand zombie gains 1 additional power. Substitute Force for Magic Rating in relation to the effect of powers. New skills are skills that would have been known by the deceased. Skill areas such as hacking, sorcery, and conjuring only work in a knowledge capacity, as a corps cadavre cannot access the Matrix nor cast spells, create preparations, or conjure spirits
--- 引用结尾 ---

WayneZst:
奥比巫术 OBEAH
奥比巫术是被非洲人民带到美洲的几个宗教和魔法流派之一。和伏都一样,奥比巫术被西方社会认为是一种邪恶的魔法流派,因此遭受迫害。这些观念来源于对奥比流派实践者掌握的知识的恐惧,其中包括毒药、诅咒、埋下黑暗护符的技法以及血祭。“奥比”此名和扎根于阿善堤人民之中的坏魔法相关联。在那,他们的法师实践欧比(好的)和奥比(坏的)法术。奥比与伏都、萨泰里阿乃至帕洛流派相比,共同点都没有荷都和ju-ju多。伏都和萨泰里阿专注于敬拜罗亚和奥里沙们(萨泰里阿同时也敬拜天主教圣徒的万神殿),以附身作为灵魂力量的源泉。奥比尊敬罗亚和奥里沙们,但与他们保持距离,仅仅把他们看作向导、顾问和——使用巫术和附魔时——灵魂能量的源泉,这样他们就能避免个人投入和灵魂亲密性的占有。比其他自非洲萌生的信仰系统更多的是,奥比巫术有一个破碎而有争议性的过去:他们经常将实践者投入和其他宗教以及本宗教内部的冲突——有时是暴力性的。举例来说,现在在奥比法师和牙买加迈奥之间就有冲突——迈奥是奥比巫术的一个变体,他们在他们的信仰中加入了萨泰里阿崇拜天主教圣人的习俗,以此寻求与精神世界更深、更丰富的联系。
剧透 -   : Obeah is one of several religious and magical traditions brought to the Americas by the people of Africa. Like Vodou, Obeah has suffered the persecution of being perceived as a malignant magical practice by Western societies. These perceptions are fed by fear of the Obeah practitioner’s supposed knowledge of poisons and curses and use of dark, buried charms and blood sacrifices. The name “Obeah” relates to bad magic rooted in the Ashanti people, whose magicians practiced Obi (good) and Obeah (bad) sorcery. Obeah has more in common with Hoodoo and Juju than with Vodou and
Santería or even Palo. Vodou and Santeria center on venerating the loa and orisha (and in Santería’s case, a pantheon of Catholic saints as well), going so far as to use possession as the source of spiritual power. Obeah respects the loa and orishas but keeps them at arm’s length, treating them as guides, advisers, and sources of spiritual energy for sorcery and enchanting while avoiding the personal commitment and spiritual intimacy of possession. More than any other belief system to emerge from Africa, Obeah has a fractured and contentious past that often put practitioners in conflict—sometimes violently—with other religions and among themselves. Currently, for example, there is open conflict between Obeah magicians and practitioners of Myal in Jamaica—Myal is a variant of Obeah that has adopted the Santería tradition of incorporating Catholic saints in their worship in seeking to attain a deeper and richer connection with the spirit world奥比流派的实践者在施法和附魔时既使用基于动物的试剂又使用基于植物的试剂。在哲波普帮中最常使用的试剂都基于动物血液。即使动物血液和其他试剂在1魔法方面没有区别,对实践者来说,用血液涂画仪式环有着精神和情感上的影响。
剧透 -   : Practitioners of Obeah employ both plant- and animal-based reagents in their sorceries and enchantments. Those most often used within the Zobop are based on animal blood. While there is no magical difference between animal blood and other reagents, painting the ritual circles in blood has a psychological and emotional impact on the practitioner埃比尼泽老爹在革命广场周围的暗巷里行走,从未起疑心的游客的口袋里摸走小东西。只需要一点点布料、珠宝,甚至是食品包装,埃比尼泽就能在他的受害者身上降下诅咒。接着,他就会去找他的受害者们要求报酬,作为帮他们脱离苦海的代价。鉴于他的“娱乐执照”限制了这些魔法的使用,他的诅咒仅仅是纯粹的幻觉和令人不快的监视灵。

--- 引用 ---奥比流派
    战斗:火  
    侦测:水
    生命:人
    幻象:引导
    操纵:任务 
    耗竭:意志+魅力
--- 引用结尾 ---
剧透 -   : Papa Ebenezer walks the dark alleys near Revolution Square, pickpocketing unsuspecting tourists. With bits of cloth, jewelty, or food wrappers, Ebenezer will put curses on his victims then request payment in order to lift them. His curses are mere illusion and annoying watcher spirits, as his “entertainment license” limits such magic.

--- 引用 ---OBEAH TRADITION
Combat: Fire
Detection: Water
Health: Man
Illusion: Guidance
Manipulation: Task
Drain: Willpower + Charisma
--- 引用结尾 ---

WayneZst:
萨泰里阿流派 SANTERÍA
萨泰里阿流派是一个混合了约鲁巴神话、天主教神秘主义和本土加勒比人灵魂习俗的流派。他们崇拜自然及生命与“阿切”(魔力)之间的联系。他们的“奥里沙”(精魂)是罗马天主教圣徒和约鲁巴神明的融合。奥里沙和圣人这两个词可以被交换使用。早期的奴隶被带到一片陌生的地方,被迫强制遵循未知单一神的仪式要求。在学习了这非自然的宗教信仰后,他们遭遇了心灵危机。在发现这一遥远神明通过圣徒显灵——神灵和奥里沙一样有着相同的属性和责任——之后,他们的研究得到了回报。对于早期信徒来说,这个奇怪的宗教只是真信的一个陌生方面,这个信念通过个人加强和加深。捕奴者对于这些奴隶到天主教信仰的“转换”感到愉悦,但对任何治疗仪式和草药的使用进行迫害。萨泰里阿流派的核心信条是战胜一切艰难险阻的毅力,无论它是灵魂上的,情感上的,还是物理上的。
剧透 -   : The Santería tradition is a blending of Yoruba mythology with Catholic mysticism and the spiritual traditions of the indigenous Caribbean peoples. They worship nature and the connection of life to the Ache (Mana). Their Orishas (spirits) are a blending of Roman Catholic saints with Yoruba deities. The terms orisha and saint are used interchangeably. Early slaves taken to a strange land and forced to obey the rituals of an unfamiliar singular god met their spiritual crises by studying the unnatural religion. Their studies were rewarded by the discovery the distant god worked through saints—divine beings with attributes and responsibilities of the orisha. To the early believers, the strange religion was merely an unfamiliar aspect of the true faith, one
that deepened and strengthened it. Their captors were pleased by the slaves’ “conversion” to Catholicism but persecuted any use of healing rituals or herbal medicines. The core tenet of Santería is perseverance in overcoming all obstacles, whether spiritual, emotional, or physical灵魂上来说,萨泰罗和萨泰利亚们(萨泰里阿教祭司和女祭司)作为精魂世界的活大使和代言人服务。虽然拥有和伏都习俗近似的仪式是他们和圣人&奥里沙关系不可或缺的一部分,但萨泰罗和萨泰利亚们更多的为生者服务。作为咒术师,他们主要专精于生命,治疗和净化法术。萨泰里阿修士与法师一样的投入到寻找与精魂世界的和谐之中。这个习俗在他们面临和战胜挑战时大有裨益。“自学成才”在萨泰罗和萨泰利亚中是相当罕见、但并非未曾听说的情况。通常候选人/恳求者是被一名声名显赫的专家赞助的,这位专家将会引导他们通过他们的灵魂之旅。萨泰里阿流派的所有试剂都基于植物——这些植物大多都具有次生药效。
剧透 -   : Spiritually the santeros and santeras (priests and priestesses) serve as the living’s ambassadors and advocates to the spirit world. While possession rituals similar to those of the Vodou tradition are a vital part of their relationship with the saints and orishas, santeros and santeras minister to the living primarily as sorcerers and conjurers who specialize in health, healing, and cleansing spells. Santería adepts are equally devoted to finding harmony with the spirit world. This tradition works in their favor when facing and overcoming challenges. “Self-initiation” is very rare but not unheard of among the santeros and santeras. Usually the candidate/supplicant is sponsored by an established adept who guides them through their spiritual journey. All reagents in the Santería tradition are plant based—many of the plants have secondary medicinal effects安德烈斯·托伊特在旧哈瓦那经营一间心理学/灵魂事务所。他相信正邪灵魂影响健康,运气,和人类生活中的其他元素。这些灵魂可以是象征性的,比如成瘾、恐惧和愤怒,或者他们可以是实际的毒精魂或影精魂——所以,他为这两者都做好了准备。他的事务所常年开张,但需要提前预约。当顺势疗法不管用的时候,他就会带上自己的剑去直面那作恶的精魂。

--- 引用 ---萨泰里阿流派
    战斗:引导  
    侦测:守卫
    生命:地
    幻象:人
    操纵:水 
    耗竭:意志+直觉
       萨泰里阿流派是附身流派
--- 引用结尾 ---
剧透 -   : Andres Toit runs a psychology/espiritismo office in Old Havana. He believes that good and evil spirits affect the health, luck, and other elements of human life. These may be symbolic spirits, such as addiction, fear, and anger, or they can be actual toxic spirits or shades, so he’s ready for both. His office is always open, but by appointment only. When homeopathic techniques don’t help, he will bring his sword and face the menacing spirit head on.

--- 引用 ---SANTERÍA TRADITION
Combat: Guidance
Detection: Guardian
Health: Earth
Illusion: Man
Manipulation: Water
Drain: Willpower + Intuition
Note: Santería is a possession tradition
--- 引用结尾 ---

WayneZst:
灵书 SPIRIT WRITING
即便是在那些,严格来说,不秘密的组织中,组织内部的工作细节也往往是隐藏的:掩盖成员的身份,为氏族或成员间的通讯保密。对于一个真正秘密的组织来说,这毋庸置疑的正确。哲波普帮能为他们的成员制造物理信件或氏族护照。这些文档在凡俗人和绝大多数觉醒者的眼里只是涂鸦符号和毫无规律的潦草字迹。哲波普帮把它叫做”灵书“。一部分学者相信,尽管是纯粹的投机,它可能象征着一门确实存在的精魂语言。这门语言可能是在一位洛亚驱使仆人给伏都牧师写信的过程中被创造的。没有任何密文或者钥匙词能被用来解码灵书,因为要理解它,你不止需要理解它的符号,你还得理解它的情感。任何想要解析这种文字的人都会感受到一种复杂而令人费解的灵光。这些信息只能被来自同一泛位面或者超泛位面的精魂作者解读。举例来说,一个不是洛亚的精魂无法阅读洛亚-雷格巴老爹写下的信息,但可以认出洛亚-雷格巴老爹所栖息的超位面。
剧透 -   : Even in organizations that are not, strictly speaking, secret, the details of the organization’s inner workings are usually hidden, the identities of its members concealed, and communication between members or houses kept secret. Of course this is true by a factor of ten for organizations that really are secret. The Zobop are able to create physical letters or house passports for their members, documents that appear to the mundane and most Awakened to be nothing more than doodled symbols and random scribbles. The Zobop call it “spirit writing,” and some scholars believe it may represent an actual spirit language, though this is purely speculation. It is produced when a loa mounts a serviteur to write a message to the houngan. There is no
cypher or key for decoding spirit writing, because not just the physical symbols but the emotional context must be understood. Anyone assensing such writing detects a complex but impenetrable aura. The message can only be read by a spirit from the same metaplane or hypermetaplane as its author. For example, a spirit not of the loa would not be able to read a message written by the loa Papa Legba but would recognize the hyperplane Papa Legba inhabits.

WayneZst:
僵尸们 ZOMBIES
很多人把僵尸和食尸鬼混为一谈。几个世纪以来,僵尸怪谈、传说和在真正魔法出现以前的B级片加剧了这种认知。食尸鬼是HMHVV的受害者,和活化的尸体(行尸)基本没有关系。而且是的,确实有这样一个”不死“僵尸的子分类,它们实际上是被精魂寄生的尸体。(这些精魂看上去十分享受持续存在且/或重演那些最烂的B级片名场面,因此产生了更多对僵尸的误解。)
剧透 -   : any people conflate zombies with ghouls, a confusion exacerbated by centuries of zombie myths, legends, and B-movies created before the advent of real magic. Ghouls are the infected victims of HMHVV, bearing little resemblance to animated corpses (corps cadavres). And, yes, there is a sub-classification of “undead” zombies that are actually corpses inhabited by spirits. (These spirits seem to delight in perpetuating and/or reenacting schlockiest of the B-movie traditions, thus generating further confusion about zombies.)真正的僵尸是魔法摄入物和仪式魔法的鲜活受害者。成为一个僵尸并不会显着地改变受害者的外貌——他们当然看起来不像是死者——但他们不能说话。此外,一个药物带来的普遍副作用是严重的眼球充血。一个有赛博眼的僵尸和一个有赛博眼的BTL瘾君子相比有着十分明显的差别。
剧透 -   : Real zombies are the living victims of magical drugs and ritual magic. Becoming a zombie does not significantly alter the victims’ appearance—they certainly don’t look dead—but they cannot speak and a universal side effect of the drugs is severely bloodshot eyes. A zombie with cybereyes would be indistinguishable from a BTL junkie with cybereyes.僵尸没有自我意志。即便他们从技术上来说是”熟练劳动力“(与行尸相反),仪式也严格地限制了需要深入思考的技能——没有僵尸法师或者僵尸碟客。僵尸只能被进行了仪式的奥比巫医或任何他们指定为僵尸的主人的对象命令。僵尸感受不到疼痛,且更不容易受伤。但他们可以死于未处理的伤口、饥饿、溺水、火以及诸如此类的原因。僵尸不需要睡眠且可以一天二十四小时工作——理论上来说。但让僵尸过度劳累的肌肉短暂休息以恢复是明智的。僵尸必须被定时喂养——但脑子不是必要的饮食要求。
剧透 -   : Zombies have no will of their own, and while they are technically “skilled labor” (as opposed to corps cadavres), the required ritual severely restricts skills linked to higher thinking—there are no zombie mages or deckers. Zombies can only be commanded by the Obeah witchdoctor who performed the ritual or anyone they designate as the zombies’ master. Zombies do not experience pain and are less susceptible to injury, but they can die from untreated wounds, starvation, drowning, fire, etc. Zombies do not need sleep and can theoretically work twenty-four hours a day, but brief respites to allow overworked muscles to recover are prudent. Zombies must be fed regularly, but brains are not a dietary requirement据估计,在加勒比联盟中,每一千个公民中就有一个曾经成为过僵尸奴隶至少一次。无SIN者最易受害——作为还债方式,自愿卖身一段时间成为僵尸奴隶是一件常见的事。对高利贷者来说,将僵尸卖到种植园、拆迁公司和货船上去是一种日常。
剧透 -   : It is estimated that one out of every one thousand residents of the Caribbean League has been a zombie slave at least once in their life. The SINless are the most vulnerable—selling oneself as a zombie slave for specific periods of time to pay off debts is not uncommon. Loan sharks routinely sell zombies to plantations, demolition companies, and cargo ships. 或许是因为这个做法的普遍性,僵尸奴隶们并没有,从大的方面来说,被虐待——虽然许多产业主对他们的态度基本是无视。除此之外,他们要在或危险或无聊的岗位上努力工作很久。直到合同到期,他们才会被施放。受害者将会记得这段僵尸经历,但通常来说,回忆的方式会是混乱而如梦似幻的。有些毫无底线的伏都教巫师把僵尸用于非法和隐秘行为上。通过他们对祖斑比粉的实验,他们能保证受害者在僵尸期内没有任何记忆。
剧透 -   : perhaps because it is such a pervasive practice, zombie slaves are not, on the whole, abused—though the treatment by many owners borders on neglect, and they work hard for long hours at dull and/or dangerous jobs—and are released when their contract expires. The victim will remember their zombie experience, though usually in a jumbled, dream-like fashion. Some unscrupulous
bokor, who use zombies for illegal or secret activities, have experimented with laés in their zubembie powder to ensure the victim has no memory of events during her time as a zombie.祖斑比粉 ZUBAMBI POWDER
丧尸尘是河豚毒素(TTX)和曼陀罗与刺激剂混合物混合的产物。这些刺激剂被设计来在皮肤上打开瞬时断流,允许TTX和曼陀罗进入受害者的血流。刺激剂混合物的种类依据区域和伏都牧师氏族的不同而不同,但材料通常包含了玻璃粉,毒蛙以及荨麻。一旦进入血流,TTX和曼陀罗会让受害者产生如死一般的恍惚,迅速使其动弹不得。接下来,受害者在几秒内逐步失去运动控制,感官能力和意识。受害者在此过程中会以为自己在死去,因此,产生幻觉是很常见的。准备祖斑比粉是一个【化学+逻辑】[精神](8,4小时)延续检定。

--- 引用 ---祖斑比粉
媒介:接触
起效速度:即时
穿透:0
强度:12
效果:麻痹,僵尸预备(见描述)
在毒素的作用时间内,降低目标的意志3点(最小降至1)。TTX和曼陀罗来源于河豚和月光花的觉醒种。这些生物会对魔法产生反应,因此,该摄入物让受害者的身体更易受魔法影响。(抵抗基于法力的法术时,对象不将精华或魔法属性加入到骰池内)
--- 引用结尾 ---
剧透 -   : Zombie powder is composed of tetrodotoxin (TTX) and datura blended with irritants designed to open minute breaks in the skin, allowing the TTX and datura to reach the victim’s bloodstream. Irritant mixtures vary by region and houngan house, but ingredients usually include powdered glass, poisonous frog, and stinging nettles. Once in the bloodstream, the TTX and datura
quickly immobilize the victim with a death-like trance—the victim loses motor control, sensory ability, and then consciousness in a matter of seconds. Hallucinations are common, as is the perception that they are dying. Preparing zubembie powder is a Chemistry + Logic [Mental] (8, 4 hours) Extended Test.

--- 引用 ---ZUBEMBIE POWDER
Vector: Contact,
Speed: Immediate
Penetration: 0
Power: 12
Effect: Paralysis, Zombie Preparation (see description)Reduce the target’s Willpower by 3 (to a minimum of 1) for the remainder of the toxin’s effect. The TTX and Datura come from awakened species of puffer fish and moonflowers that react to magic. In this case the drug makes the body more susceptible to magic (do not add the subjects Essence or Magic attribute in resisting mana-based spells).
--- 引用结尾 ---
僵尸(小鬼)仪式 ZOMBIE (MINION) RITUAL
该仪式的最小强度等同于目标当前的意志属性。大多数对象是非自愿的。如果对象没有被使用祖斑比粉,在仪式密封阶段时,将其精华或魔法属性(两者取高)加到仪式的(强度*2)上。一旦仪式完成,对象将会维持一个无意识的状态且不能抵抗仪式领导者的命令。僵尸效果维持的天数等同于(密封检定中取得的净成功数)乘以(参与者魔法属性之和)。在僵尸仪式效果下的对象表现的昏昏欲或像是在梦游,且不能说话。一个法师(或领导者,如果是一群人施放仪式的话)不能控制或制造超过他魅力属性两倍的僵尸。
剧透 -   : The minimum force of the ritual is equal to the subject’s current willpower. Most subjects are unwilling. If the zubembie powder was not used, add the subject’s Essence or Magic attribute (whichever is higher) to (Force x 2) of the ritual during the Seal the Ritual step, otherwise it’s only (Force x 2). When complete, the subject is left in a mindless state and unable to resist the commands of the leader of the ritual. The Zombie effect lasts for a number of days equal to net hits on the Sealing Test times the sum of the participants’ Magic ratings. Those under the influence of the Zombie ritual appear to be lethargic or sleepwalking and are unable to speak. A Magician (or Leader if part of a group casting the ritual) can only control and create a number of
zombies equal to two times his Charisma. 僵尸 ZOMBIE
作为一个僵尸,目标的物理属性保持不变。然而,目标的精神属性减半。若对抗基于法力的咒语,自动得到的反制法术骰子数目等同于创造了僵尸的魔法强度。僵尸感觉不到疼痛,因此不受伤势调整。每天一次,一个僵尸可以尝试抵抗,使用【逻辑+意志】进行延续鉴定,阈值是仪式的强度。
剧透 -   : As a zombie, the subject’s physical attributes remain unchanged, while the subject’s mental attributes are reduced by half. The Force of the magic that created the zombies acts like counterspelling dice against mana-based spells. Zombies do not feel pain, therefore don’t suffer wound penalties. A zombie can attempt to resist once a day using a Logic + Willpower Extended Test with a threshold of the Force of the Ritual.当受到祖斑比的影响时 WHILE UNDER THE INFLUENCE OF ZUBEMBIE
GM应该仅在为了故事线目的的情况下使用祖斑比粉或僵尸仪式。在受到祖斑比粉的影响时,角色将无法抵抗或控制他们自己。鉴于僵尸仪式没有锚定或咒语组成,它可能会持续数个游戏周期。
剧透 -   : Gamemasters should only use zubembie powder or Zombie rituals for storyline purposes. Characters will be unable to resist or control themselves while under the influence of zubembie powder. Since the Zombie ritual is without an anchor or spell component, it may last for several game sessions

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