作者 主题: 【6e】 咒术部分p146-149  (阅读 8848 次)

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离线 Terrie18

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【6e】 咒术部分p146-149
« 于: 2020-12-13, 周日 15:01:28 »
咒术

人多好办事,这句话在这些人是幽灵甚至是无形的情况下也依旧成立。第六纪的世界充斥着各种各样的精魂,具有气,土,火,水,野兽,甚至是类人特征的异界的访问者。他们的确切本质永远充满了争议-是地球上形体的回音?还是死去的灵魂?亦或两者皆是还是说是别的什么?-但有一点可以确定,他们的效用是很明显的。精魂召唤对于觉醒者来说是非常有用的。它们可以为召唤者提供各种能力和技能上的帮助。不管是充当侦查,还是直接攻击敌人,或是扰乱对手的策略。精魂总能给予奔跑者的团队很大的助力-或者带来极大的痛楚。角色在召唤精魂时需要做两件事。首先,召唤他们,也就是说让他们现身,然后就是指使他们完成一系列基于召唤强度的任务。让我们分别来看看这两个步骤。
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Conjuring
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, fire, 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. 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 summoner. Whether 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. Characters do two things when they conjure a spirit. First, they summon them, that is, make them appear; and
second, they compel them to perform a certain number of services, based on the power of the summoning. Let’s look at those two things in turn.

召唤

为了召唤一个精魂,你首先要决定其强度,根据你想让精魂拥有的能力骰咒术+魔法等级 vs (强度*2)。至少需要一个净成功你才能成功地召唤精魂。精魂所拥有的服务数等于你所得的净成功。然后角色需要像他们释放一个法术一样抵抗耗竭,其数值等于精魂骰出来的成功数(不是净成功)。除非超过了角色的魔法等级,不然它被视作眩晕伤害而非物理伤害。如果耗竭已经足够让召唤者失去意识,那么精魂就会直接返回它的家园泛位面。精魂具有内置时间限制:在召唤后一旦发生了一次日升和一次日落(或者是反过来),精魂也会返回他们的家园位面,即使它们还没有完全完成它们所有的服务。是的,这意味着极地地区的召唤者在每个冬至日都会有点抓狂。
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Summoning
To summon a spirit, decide on the Force of the spirit 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 successfully summon the spirit. Services obtained are equal to net hits. Characters must then resist drain as if they cast a spell against a Drain Value 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 returns 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.

你可以使用与你尝试召唤精魂强度相等的试剂来获得一点奖励极限。你同一时间拥有的精魂的强度总和不能超过召唤者的魔法等级*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 spirits whose combined Force is greater than (summoner’s Magic x 3) at any one time.

精魂可以与任何能影响星界的存在战斗,如果它们被物质化,也可以与常规武器作战。它们有一种基于其意志的CM,如果被填满,精魂会被破坏然后被送回他们的家园泛位面。
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Spirits can be fought with anything that affects astral beings, or with regular weapons if they materialize. 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

服务是一种单一、独立且清晰定义的动作。“做我说的一切”或是“保证我的安全”太过宽泛而不能考虑为服务。“把这个包裹带给研究设施里的约翰森森先生”或“分散那些保安的注意力十分钟”则更加具体、可接受。我们不能为何种服务是可接受的何种是不行的划分一个绝对的界限。GM对此有最终解释权。
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Services
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

驱逐是召唤的对立面,试图消除一个在某种程度上扰乱你计划的精魂。想要去驱逐一个精魂,用一个主要动作骰召唤+魔法等级 v (精魂强度*2)。每一个净成功都能减少一个精魂尚未完成的服务。一旦那些服务被减到零,则精魂被放逐会其家园泛位面。
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Banishing
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 Action to roll Conjuring + Magic vs. (spirit’s Force x 2). Any net hits reduce the services the spirit has left to fulfill by one per net hit. Once those services are reduced to zero, the spirit departs to its home metaplane.

类比召唤的情况,驱逐一样也会带来耗竭,其等于精魂所有在对抗驱逐的检定中的成功骰子(非净成功)的两倍。如同召唤,如果最终的耗竭高于驱逐者的魔法等级,那耗竭伤害便是物理的,不然则是眩晕伤害。消耗与你想要驱逐的精魂强度相等试剂将给予你一点奖励极限。
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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 final drain is higher than the banisher’s Magic, the drain damage is Physical; otherwise it’s Stun. Spending reagents equal to the Force of the spirit you are attempting to banish gives you a point of bonus Edge.


精魂与极限

精魂不能从自身或者其召唤者那里获得极限,但是他们在防御者获得极限的情况下依旧具有一个攻击等级。它们的召唤者或盟友可以按照正常规则消耗每两点极限来给予精魂一点极限,这样精魂就能如常使用极限了。精魂必须在任何想要给予其极限的人附近(强度*10)米内。
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Spirits and Edge
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.


精魂类型

本书包含六种精魂-气,兽,土,火,亲属和水精魂。其中有四种属于元素精魂,而另外两种属于动物和人。它们的属性在这里:它们的力量描述列表在p.221。
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Types of Spirits
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.

每种精魂都会在每有三点强度时获得一种可选能力。(强度1-2没有可选能力,强渡3-5有一个,强度6-8有两个,以此类推)召唤者在召唤时选择可选能力。一旦精魂被召唤,他们将不能更改能力。精魂的属性基于其强度(在属性栏被缩写为F)一个精魂的属性不能低于1点,即使有其他调整值的情况下也是如此。它们所拥有的技能等级等同于其强度。
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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. 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.

精魂精神联结

一个被召唤的精魂会与其召唤者所相联结,这样他们就不需要说话便能交流。他们共享一种超越任何物理距离但不能跨越一个泛位面到另一个的精神交流频道。交流本质上是抽象的,这意味着它不能用来交换真实的语音,视频,或图片。这种联结也意味着如果召唤的精魂被破坏或驱逐,召唤者本人会立即知晓。
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Spirit Mindlink
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.


精魂距离

精魂会尝试待在其召唤者的附近。如果它们离其召唤者超过(召唤者魔法等级*100)米,它们会尝试返回上述距离内,除非它们被告知不要这么做。
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Spirit Range
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.


精魂的规矩

值得记住的是,精魂是被魔法力量驱动去完成服务的,它们对那些服务是没有发言权的,不管它们将要执行的服务是道德的,违法的,愉快的,痛苦的或是具有伤害的都不会影响它们执行行动的决定。如果某种痛苦或者不愉快的事情是服务中的一部分,它们任然得那么做。这会影响它们对召唤者态度。或者说,更重要的是这会影响个体在精魂圈中的名声。由于精魂会公开地分享它们想法是众人皆知的,这种名声是会传播出去的。一个召唤者在任何时候故意用一项服务使他们召唤的精魂不舒服或对其造成破坏时,这会减少角色的一点声望。
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Spirit Etiquette
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.

边栏
召唤和驱逐的示例
有些时候对抗暗影狂奔着的最佳人选是另一个暗影狂奔者,这就是为啥卡斯.流浪者.豪斯和久美在尝试超越彼此以赶上一个他们本来该抓捕的联络科技高管。卡斯觉得一个精魂会对干涉这件事有帮助。他选择了具有纯粹速度和隐蔽性的气精魂并且觉得强度4足够给其他队伍造成麻烦了。他有4级咒术和6级魔法,这样他就有10个骰子能用于检定。GM为精魂投了强度x2个或者说8个骰子。卡斯获得了3个成功,但是精魂只获得了两个,于是卡斯获得了精魂的服务。同时,他还需要抵抗2点耗竭;基于他的魅力+意志,他骰了11个骰子并取得了3个成功,所以他没受到伤害。他给了精魂一个简单的命令:“拖慢我后面的那辆黑色美式肌肉车”
久美就在那辆美式肌肉车内,正引导着星界监视,这可以帮助她注意到冲向她的精魂。她可以尝试与其战斗,但她决定驱逐可能更有效。她有5级咒术和5级魔法,所以她可以骰10个骰子。精魂还是有个强度x2个骰子,这种情况下是8。精魂干的不错,它获得了3个成功,但久美获得了4个。一个净成功抵消了一个服务,这正好是精魂拥有的唯一一个服务。因此,它返回了它的家园泛位面。久美得抵抗等同于精魂成功数x2的耗竭,这种情况下是6。她有11个骰子可以骰并获得了5个成功,所以她获得了1点眩晕伤害。
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conjuring and banishing example
Sometimes the best person to battle a shadowrunner is another shadowrunner, which is how Cass Wandering Horse and Kumiho find themselves trying to outrace each other to catch up to a Renraku exec they’re supposed to extract. Cass decides a spirit will be great for running interference in this matter. He opts for the pure speed and concealability of a spirit of air and decides Force 4 will be strong enough to cause the other team difficulties. He has Conjuring 4 and Magic 6, giving him 10 dice to roll on his test. The gamemaster rolls Force x 2, or 8 dice, for the spirit. Cass gets 3 hits, but the spirit gets 2. Cass has gained one service. He also has to resist 2 drain; he rolls 11 dice on Charisma + Willpower and gets 3 hits, so he takes no damage. He gives the spirit a simple command: “slow down the black Americar behind me.”
Kumiho is in that Americar, conducting astral overwatch, which helps her notice the spirit coming her way. She could try to fight it off, but she decides banishment might be more efficient. She has Conjuring 5 and Magic 5, so she rolls 10 dice, and the spirit once again has Force x 2 dice, which is 8. The spirit does pretty well, getting 3 hits, but Kumiho gets 4. The 1 net hit cancels 1 service, which happens to be the only service the spirit has, so it goes back to its home metaplane. Kumiho has to resist drain equal to the hits the spirit got x 2, which is 6 Drain. She has 11 dice to roll and gets 5 hits, leaving her 1 Stun damage.

6种精魂

气精魂
体质   敏捷   反应   力量   意志   逻辑   直觉   魅力   魔法   精华
F-2   F+3   F+4   F-3   F   F   F   F   F   F
动作   CM   移动
A1,I3   (F/2)+8   5/10/+5
主动性   [(F x 2) + 4] + 2D6
星界主动性   (F x 2) + 3D6
防御等级   F – 2
技能   星界,运动,近战,异种远程武器,侦查
能力   降祸,星界形体,遮蔽,困惑,吞噬(水),具象化,移动,灵智,搜索
可选能力   元素攻击(冷),元素攻击(电),能量光环,恐惧,守护,毒性呼吸,念动
攻击
元素攻击 [DV (F)P. 攻击等级(F x 2)/(F x 2) – 2/(F x 2)-8/(F x 2) – 10/-]
吞噬 [DV (F + 2)S + 疲劳 1, 攻击等级 (F x 2) + 1/—/—/—/—]

火精魂
体质   敏捷   反应   力量   意志   逻辑   直觉   魅力   魔法   精华
F+1   F+2   F+3   F-2   F   F   F+1   F   F   F
动作   CM   移动
A1,I3   (F/2)+8   5/10/+5
主动性   [(F x 2) + 4] + 2D6
星界主动性   (F x 2) + 3D6
防御等级   F + 1
技能   星界,运动,近战,异种远程武器,侦查
能力   降祸,星界形体,遮蔽,困惑,元素攻击(火),能量光环(火),吞噬(火),具象化,灵智
可选能力   恐惧,守护,毒性呼吸,搜索
攻击
元素攻击 [DV (F)P. 攻击等级(F x 2)/(F x 2) – 2/(F x 2)-8/(F x 2) – 10/-]
吞噬 [DV (F + 2)S + 疲劳 1, 攻击等级 (F x 2) + 1/—/—/—/—]

兽精魂
体质   敏捷   反应   力量   意志   逻辑   直觉   魅力   魔法   精华
F+2   F+1   F   F+2   F   F   F   F   F   F
动作   CM   移动
A1,I3   (F/2)+8   5/10/+3
主动性   (F x 2) + 2D6
星界主动性   (F x 2) + 3D6
防御等级   F + 2
技能   星界,近战,侦查
能力   动物控制,星界形体,遮蔽,强化感官(听觉、低光视觉、嗅觉),困惑,具象化,移动,灵智
可选能力   遮蔽,困惑,守护,天生武器(抓/咬),毒性呼吸,搜索,毒液
攻击
抓/咬 [DV (强度/2)P, 攻击等级 (F x 2)/—/—/—/—]

亲属精魂(家族精魂)
体质   敏捷   反应   力量   意志   逻辑   直觉   魅力   魔法   精华
F+1   F   F+2   F-2   F   F   F+1   F   F   F
动作   CM   移动
A1,I3   (F/2)+8   5/10/+1
主动性   [(F x 2) + 3] + 2D6
星界主动性   (F x 2) + 3D6
防御等级   F + 1
技能   星界,近战,侦查,巫术
能力   降祸,星界形体,遮蔽,困惑,强化感官(低光视觉、热成像视觉),守护,影响,具象化,灵智,搜索
可选能力   恐惧,天生法术(召唤者已知的任一法术;只能有一种法术效果被增加),移动,念动
攻击
拳头 [DV (F/2)S, 攻击等级 (F x 2)/—/—/—/—]

土精魂
体质   敏捷   反应   力量   意志   逻辑   直觉   魅力   魔法   精华
F+42   F-2   F-1   F+4   F   F-1   F   F   F   F
动作   CM   移动
A1,I3   (F/2)+8   5/10/+1
主动性   [(F x 2) - 1] + 2D6
星界主动性   (F x 2) + 3D6
防御等级   F + 4
技能   星界,近战,异种远程武器,侦查
能力   星界形体,粘缠,守护,具象化,移动,灵智,搜索
可选能力   遮蔽,困惑,元素攻击(化学),吞噬(土),恐惧
攻击
元素攻击 [DV (F)P. 攻击等级(F x 2)/(F x 2) – 2/(F x 2)-8/(F x 2) – 10/-]


水精魂
体质   敏捷   反应   力量   意志   逻辑   直觉   魅力   魔法   精华
F   F+1   F+2   F   F   F   F   F   F   F
动作   CM   移动
A1,I3   (F/2)+8   5/10/+2
主动性   [(F x 2) + 2] + 2D6
星界主动性   (F x 2) + 3D6
防御等级   F
技能   星界,运动(游泳),近战,异种远程武器,侦查
能力   星界形体,遮蔽,困惑,吞噬(水),具象化,移动,灵智,搜索
可选能力   降祸,粘缠,元素攻击(冷),能量光环(冷),守护,天气控制
攻击
元素攻击 [DV (F)P. 攻击等级(F x 2)/(F x 2) – 2/(F x 2)-8/(F x 2) – 10/-]
吞噬 [DV (F + 2)S + 疲劳 1, 攻击等级 (F x 2) + 1/—/—/—/—]



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