作者 主题: 【暗影狂奔第五版核心规则书翻译】魔法(p.276-p.294)  (阅读 19445 次)

副标题: 我是群里的martian,目前翻译进度:完成!;自行校对:完成!

离线 马非鱼

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p.276-p.280

介绍INTRODUCTION
从第六纪之初,有些人就开始接触到一种新型能量,法力(mana)。法力通过引导可以投影成法术、或者从异次元召唤生物、再或者提高人们的身体素质到一个非人的境界。这些可以操纵法力的人被称之为“觉醒者”。
事实证明,如同空气般无所不在的法力是一种很脆弱的东西,它的存在会因为污染和人类的苦难而衰减。尽管法力存在着不稳定性,人类还是学会了利用它并且创造出无与伦比的奇迹。
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Since the beginning of the Sixth World, certain people have been able to connect to a new force of energy, the stuff called mana. This mana is channeled through a person and projected into spells, or used to summon a being from a metaplane, or to improve their physical capabilities beyond metahumanity’s normal limits. The people who can manipulate mana are called “Awakened.”
As it turns out, the mana that fills the world is a fragile thing, and its presence ebbs with pollution and human misery. Despite mana’s ups and downs, metahumanity has learned to harness it and practice extraordinary feats of magic.

今时今日,觉醒者之间已经形成了稳定的社会阶级。食物链的最上端是第二三代的法师(他们可以施法或者召唤生物)和修术师(adepts)(他们可以引导法力强化他们的身体以达到神奇的效果)。他们站在前人的肩膀上,操纵法力就像如呼吸一样使用这些技巧—仅凭直觉与反射就够了。几代人收获的知识,他们在年幼时就快速吸收了。他们有时候会有点傲气凌人,甚至会可笑的声称某个魔法遗产是属于他们的(更别提他们曾曾曾曾曾曾曾祖母之类的在塞勒姆被当作女巫而被判火刑)。但是他们的确擅长操纵法力,世界各地的公司都争相吸收他们到自己的旗下,他们甚至有自己的组织服务于出生在“魔法家庭”的人。他们有时候表现的世界就像是他们手中的玩物,那是因为很多时候这是事实。
注:adepts的翻译依然相当有争议,或者需要重新探讨投票决定
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Nowadays, there’s a social order among the Awakened. At the top of the food chain are second- and third-generation magicians(people who can cast spells and/or summon spirits) and adepts(people who channel mana into their bodies to perform amazing feats). They’ve been able to stand on the shoulders of the people who came before them, using magic the same way kids use technology invented in their parents’ time—reflexively and intuitively. The knowledge that previous generations struggled to obtain, they simply absorb as quick lessons in their youth. They sometimes have more than a touch of arrogance about them, and sometimes they go to ridiculous lengths to claim a magical heritage for themselves (don’t ever get stuck listening to one drone on about how their great-great-great-greatgreat-great-great grandmother or whatever was burned in Salem as a witch). But they are good at what they do, they have corporations across the world fighting for their services, and they even have their own organizations for people born into “magic families.” If they sometimes act as if the world were their plaything, it’s because in many ways, it is.

第二档的是主流的法师和修术师,少得像中彩票一样。有一天,往往在青年期,他们发现自己可以仅仅通过意念操纵事物。他们生气发火,然后有东西就被点着了;或者他们突然获得非凡的身体素质,一跳越过几丈高的篱笆或围栏,将他们的朋友留在身后。
这些新世代的法师们有他们自己的等级制度——主要区别在于专精法师和全能法师。虽然(/可能因为)90%的幸运儿只能使用很有限的法术(比如说只能使用巫术或者附魔),那些全能法师们相信他们比专精法师更优秀,虽然后者并不是真的那么弱。
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Then you have the mainstream magicians and adepts, magic’s equivalent of random lottery winners. One day, often during puberty, they found out that they could make things happen just by thinking about it. They get mad, they glare, and something catches on fire; or they will themselves to incredible feats of physical prowess, leaping over hedges or fences in a single bound, leaving their friends struggling behind.
The newer group of magicians has a caste system of its own—the main divide is between aspected magicians and full magicians. Even though—or possibly because— ninety percent of those given the gift of magic are limited in the ways that they can use it (for example, they can work sorcery only or enchanting only), those who are full magicians believe they are superior to aspected magicians, though it’s not like those in the latter group are terribly limited.

没人真正理解那些能力的源头和得到的渠道(即使几间超级公司都在研究使他人觉醒的技术)。这组人可以自己选择去哪间超级公司就业——或者贴着标靶走在大街上,感谢每一个暗影狂奔者都知道的“先杀法师”政策。枕着钞票睡觉看起来像是一个不用思考太多的选择,但总是有法师流落街头。可能因为他们脾气不好或者有犯罪记录,所以公司们不想承担这些风险。也有可能是因为他们得罪了人。又或者,他们即使面对着全世界的压迫,也不打算出售自己最后的正直。暂时性的。
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Where the ability came from and how they got it is anyone’s guess (though several megacorporations are racing to figure out how to intentionally cause someone to Awaken). This group can now have their pick of jobs with corporations—or they can hit the streets and walk around with large targets on their back, thanks to the “geek the mage first” policy every shadowrunner has heard about. Cashing in on the cushy life seems like a no-brainer, but some mages end up on the street anyway.Maybe they’ve got a bad temper or a criminal record, so corporations don’t want to take a risk on them. Maybe they pissed off the wrong people. Or maybe, despite all the pressures of the world, they’ve managed to hold on to a shred of their integrity and are not ready to sell out. Yet.

所有的觉醒者,不论他们的天赋与血统,都能够接触到魔法产业这几十年来打下的基础。古玩店和炼金店都充满着迎合法师和巫师口味的物品——它们都顶着大公司的招牌,比如说相互竞争的Alchemix 和Ming Solutions。
他们卖的东西通常是反应物(带着魔法能量的小件物品)和其他像胶带一样万能的魔法小玩意。它们可以用于制造临时魔法帐篷、施法辅助、仪式、甚至如果有着正确的配方的话可以用于驱逐那些讨厌的精魂。
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All of the Awakened, regardless of their talent level or parentage, have access to the considerable infrastructure of magical industry that has been built over the decades. Curio shops and alchemy stores filled with items of magical interest cater to mages and shamans, carrying competing corporate brand names like Alchemix and Ming Solutions.
Among the items they sell are reagents, small items that carry magical energy and are the magical equivalent of duct tape—useful in just about any situation. They can be used for temporary lodges, spellcasting aids, rituals, even banishing pesky spirits if you have the right combination of ingredients.

引用
公司持有的商店和商家
生命之树掌控者(三津滨)             百科零售有限公司 (幸福)
巫术拥趸(阿兹特科)                  阴阳(五行)
五角星阵(阿瑞斯宏)                  倒五角星(Manadyne)
译注:感觉翻译得很烂啊,求建议
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CORPORATE LORE STORES AND TALISMONGERS
Ipsissimus(Mitsuhama)             Lore Stores, Inc. (Shiawase)
MageWerks(Aztechnology)         Yin and Yang(Wuxing)
Pentacles(Ares)                        Pentagrams(Manadyne)

直至现在,唯一保持一致的是公众对魔法的无知。虽然公众对魔法的运作方式依然不甚了解,但他们对魔法倒是没有那么紧张了——归功于那些那些具有新闻价值(偶尔还能成为总统候选人)的龙和精怪,还有那些或真实或虚构的影片,当然还有那些迎合法师而设计的广告带来的影响。
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What has remained the same, even after all this time, is the public’s ignorance of magic. They’re less nervous about magic than they’ve been in the past, thanks to the desensitizing effects of newsworthy (and, on one occasion, electable) dragons, spirits, fictional and documentary trids, and even ads featuring or catering to mages, but their understanding of how magic works is still very limited.

当魔法师和修术师们扑捉到公众想象力的时候,他们也扑捉到了世界各国政府和公司上层的注意力,导致一大堆复盖魔法使用的法规出现了。每一个有魔法能力的人都应该在他们的SINs上列出自己是觉醒者,并且普遍上他们都需要拥有一个执照允许他们使用魔法与一个拥有“魔法相关的用具”的许可证。行业协会必须要合法注册,这意味着他们必须证明所有成员都是合法的法师。如果未经登记,他们会被在星界巡逻的觉醒警察袭击,那些条子时时刻刻都在搜查着那些未经授权的非法组织活动。当局似乎认为,魔法师之间的任何未经批准的讨论,最终将导致混乱和/或销毁。他们也不全是错的。
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While magicians and adepts have caught the public’s imagination, they’ve also gotten the attention of the world’s various governments and corporate rule-makers, leading to a whole host of regulations covering the use of magic. Anyone with magic ability is supposed to list the fact that they are Awakened on their SINs, and generally they need to possess a license to practice magic as well as a permit for possession of “magic-related paraphernalia.” Guilds have to register to be legal, which means they have to prove that all their members are legal magicians. Without registration, they’re subject to being raided at any time by Awakened cops on astral patrol, looking for any gathering of Awakened people that may not be authorized. The authorities seem to think that any unapproved discussion between magicians will eventually lead to chaos and/or destruction. They are not entirely wrong.

大多数地区需要持有许可证才能够出售魔法物品——也许只是为了挤压那些没背景的炼金术士——并且如果贩卖商品的对象不具备许可或者没有SIN,商家需要缴纳高额罚款。一些公司和政府监控魔法使用到了一个极端水平,觉醒者不但需要注册同时还需要提供组织样品。这意味着如果法师和修术师过界或者激怒当局,他们将无所遁形。
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Most jurisdictions require a license to sell magical goods—maybe just to squeeze out the little independent alchemist—and they throw down a hefty fine on merchants who sell goods to someone who doesn’t have the right permits or, spirits forbid, no SIN. Some corporations and governments take their regulation of magic to extreme levels, requiring the Awakened not only to register but also to provide a tissue sample. This means magicians and adepts can be tracked down if they step out of line, or do anything that pisses off the authorities.

所以你的过错可能只是释放了一个敲击法术在一个恼人的孤星警官身上,可能只是被要求时没有施放法术。公司们将觉醒者视为另一种待开发的资源。他们尝试用种种手段引诱魔法师们为他们服务,包括提供魔法教导、经济来源、甚至一个公司的SIN。他们被称之为“走狗法师”(wage mages)。虽然不是一个好称呼,但是很多人还是将它视之为一个更好的选择。
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So maybe your offense is casting a Clout spell at a Lone Star officer who was annoying you, or maybe it’s just not casting a spell when The Man snapped his fingers. Corps see Awakened people as just another resource to exploit. They try to entice magicians to work for them in exchange for a magical education, a better lifestyle, and even a corporate SIN. They’re called “wage mages,” and while it’s not a kind term, a lot of magicians see it as being better than the limited alternatives sitting in front of them.

当然还有很多觉醒者不屑一顾,而在灰色地带混日子。谁会想要那些试图管理一个仪式时间的无知官僚呢?为什么你会需要填写八份表格而仅仅为了购买青蛙眼呢?为什么你不可以从墙上爬下去而非要坐电梯呢?公司们可能储藏着大量魔法知识,但是这不代表他们乐于分享。沦落街头时生活固然不易,但在大多数情况下,系统会正如你所期望的运作着。需要反应物?自己去找,自己去搜,要么打到手,要么买到手。需要主持一个仪式?你不需要等上头的批准。你只会被自己的智慧、胆量、韧性所局限。如果你够强找到更多的东西,那么你就好运了——街头上到处都是潜在的买家。
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There are plenty of Awakened who say “Screw that!” and work in the shadows instead. Who wants some ignorant mundane bureaucrat trying to time-manage a ritual? Why should you have to fill out eight forms simply to justify the purchase of frog eyes? Why shouldn’t you be able to climb down the side of a building instead of taking the elevator? The corps may have the benefit of being storehouses of magical knowledge, but just because they know stuff doesn’t mean that they’re going to share. On the streets, things are rough, though for the most part, systems work as you’d expect. Need reagents? Do your legwork, track them down, and either find them yourself or get them in a trade. Want to cast a ritual? You don’t have to wait for the higher-ups’ approval. You’re only limited by your own resourcefulness, stubbornness, and courage. If you’re tenacious enough to find more than you need, you’re in luck—the shadows are full of potential buyers.

魔法在每一次狂奔中都是相当有用的,无论是允许魔法师撑起一个反射子弹或者法术的护盾,还是用于隐藏狂奔者的踪迹以保护他们的业务不受干扰。修术师(adepts)也会排上用场的,不管是使身体做出不可能的行动,还是将超凡的魅力作为通行证。这不会给你带来和在公司中一样的压力——取而代之的是完全不同领域的新问题,从被黑帮追杀到被狙击手盯上。然后还有那些执法部门。他们很清楚那些觉醒的犯罪者就在外面,他们手中掌握着大量手段对这些情况进行处理,包括特别定制的拘禁用具,遮蔽视线以阻止施法的兜帽,和屏蔽巫术和咒术的拘留室。
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Magic is plenty useful on a run, whether the magician is putting up a shield to deflect bullets or other spells, or concealing the sights and sounds of what a group of runners is doing so they can go about their business undisturbed. Adepts come in handy, too, either launching their bodies into impossible feats or bringing supernatural levels of charm into play. This doesn’t come with the same pressure the corps might level on you—instead, you get a completely different range of problems, from the gangs wanting a piece of you to the snipers looking to take you out with a single shot before you can do some serious damage. Then there’s law enforcement. The law is well aware that there are Awakened crooks out there, and they have plenty of means at their disposal to deal with them, including specially designed restraints, hoods to prevent them from establishing line of sight so they can cast a spell, and detention rooms treated with substances that inhibit sorcery and conjuring.

最糟糕的是鉴于一些施法者和修术师正在做一些相当歹毒的恶行,当局有相当好的理由去担心魔法的使用。非法魔法的法律用语是黑魔法(maleficium),它可以去到一个相当可憎的地步。从毒魔法(可以从第六纪最污秽的冒泡淤浊中召唤出精魂)到血魔法(可以耗干一个无察觉的受害者以增加自己的力量),魔法可以变得相当扭曲。这些行径大部分都会影响到施法者自身,扭曲他们的精神直至变得如同他们创造的魔法效果那般反常。之后他们大多数要么变成当地的主宰者,要么变成狂奔者们的赏金。
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The worst part of it is that the authorities have a good reason to be worried about magic, as some spellslingers and adepts are doing some pretty nasty drek. The legal term for illegal magic is maleficium,and it can get pretty ugly. From toxic magic that summons spirits from the bubbling filth of the most polluted corners of the Sixth World to blood magic where casters drain an unsuspecting victim to add power to their spells, magic can go to some twisted places. Most of these practices have an impact on the practitioner, twisting their brains until they are as warped as the magical effects they create. Then they generally either become tyrants of their own small domains or get geeked by runner teams coming out to collect the sizable bounties somebody has inevitably put on their heads.



魔法基础MAGIC BASICS
这是你所需要知道的关于如何在暗影狂奔使用魔法的事情。
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MAGIC BASICS
Here’s what you need to know to use magic in Shadowrun.


魔法MAGIC
魔法是一个计算角色魔法能量的特殊属性。角色并不具有魔法属性除非他们选择了相关优势(见优势表,p.65)。魔法的起始值为1到6(在有特别属性品质的情况下,到7),但是你不必止于上限。你可以通过一个叫启发(Initiation)(p.324)的方式强化你的能力。你魔法属性的最高值(如果你有的话)为 6 + 启发等级。
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MAGIC
Magic is a special Attribute that measures a character’s magical power. Characters do not have a Magic Attribute unless they select one of the priorities that specifically provide one (see the Priority Table, p. 65). Magic has a starting value from 1 to 6 (or 7 with the Exceptional Attribute quality), but you don’t have to settle for that limit forever. You can go through a process called Initiation(p. 324) that can enhance your abilities. The maximum value of your Magic Attribute (if you have one) is 6 + your Initiation level.

凡是降低你的精华,也降低你的魔法等级。你每损失1点(向上取整)精华,你的当前魔法属性与最高魔法属性全部降低1点。如果你的魔法降低到零,那么你将无法使用如何需求魔法属性的技能,即使你的最高魔法属性上限大于0(但是你依然可以通过消耗Karma提高属性从而允许你施法)。如果你的最高魔法属性也降到了0那么你将失去所有魔法能力,包括星界感知和投影。你将回归平凡,直到永远。这种情况下,你依然保留所有魔法技能与知识,只是没有使用他们的能力。除了奥秘所有魔法主动技能成为知识技能。
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Anything that reduces your Essence also reduces your Magic rating. For every point (or fraction thereof) of Essence lost, both your current Magic Attribute and your maximum Magic Rating are reduced by one. If your Magic is reduced to zero, you can no longer use any skill requiring the Magic attribute, even if your maximum Rating is still greater than zero (but you can still raise the attribute with Karma and then get back to the spellslinging). If your maximum rating falls to zero, you’ve burnout, losing all magical abilities, including astral perception and projection. You are mundane forever. Burned out magicians retain all magical skills and knowledge, but they lack the ability to use them. All Magical active skills except for Arcana become Knowledge skills.

引用
案例
吉米的魔法属性为4,最大魔法属性为6。他最近觉得很有必要装一个赛博眼。为了降低精华消耗,他选择了等级1的型号,这会掏掉他0.2点精华。他的精华降低到5.8,当前的魔法属性变成了3,而且最大魔法属性也成了5。如果他想要的话,他可以装更多的赛博改造,鉴于他的魔法属性不会再次下降直至他的精华低于5点。
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EXAMPLE
Jimmy Two-Tone, who has a Magic Attribute of 4 and a maximum rating of 6, has decided he can’t live without some cybereyes. To keep the Essence loss low, he selects the Rating 1 model, which costs 0.2 Essence. His Essence is reduced to 5.8, his current Magic Attribute becomes 3, and his maximum Magic rating is now 5. He can get some more cyberware if he wants, as Essence reductions do not reduce his Magic rating again until his Essence drops below 5.


魔法技能MAGICAL SKILLS
有三种类别的魔法技能。巫术技能允许你以法术的形式操纵魔法,包括施法、反制和仪式。咒术技能允许你从星界甚至之外的地方召唤精魂给你提供帮助或服务,包括召唤(summon)、约束、放逐。附魔给你允许给物理面位中的寻常物品灌输魔法,包括炼金、秘法(Artificing)、消魔。
注:summon在hyno111翻译的魔法技能中被译为呼唤,我个人并不认同
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MAGICAL SKILLS
There are three categories of magical skills. The three Sorcery skills—Spellcasting, Counterspelling, and Ritual Casting—are what you use to manipulate magic in the form of spells. The three Conjuring skills—Summoning, Binding, and Banishing—let you conjure spirits from beyond astral space to aid or serve you. The Enchanting skills—Alchemy, Artificing, and Disenchanting—allow you to imbue mundane objects with magic on the physical plane.


强度FORCE
几乎所有魔法事物都有一个称之为强度的属性,包括精魂、魔法、法器(foci)和其他。这个属性是用于计算目标的魔法力量。强度被视为魔法实际效果的限制(没有计算法器或者反应物提供引导加成)。
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FORCE
Almost everything magical has an attribute known as Force, including spirits, spells, foci, and more. This attribute is a measure of magical power of the object or being. Force is used as a limit for magical effects performed without the channeling benefits of reagents or foci.


固有限制:星界INHERENT LIMIT: ASTRAL
如果你要去星界折腾,你需要一个强大的心,因为当你离开自己身体时,你说能依靠的就只有它了。你的心灵是你最可靠的力量和你在星界的基础上限。你的星界上限等同于你精神或社会性上限的较高者。
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INHERENT LIMIT: ASTRAL
If you’re going to go messing about in astral space, you need a strong mind, because that’s what’s going to be doing all your heavy lifting once you leave your body behind. Your mind is both your best muscle and your basic limiter in the astral. Your Astral limit is equal to your Mental or Social limit, whichever is greater.


耗竭DRAIN
耗竭是你使用魔法能力所需要付出的代价。无论是哪种方式的操纵法力(比如说,形成魔法、酝酿药水、或者召唤异界存在),它们都会是你疲惫或者对你造成伤害。强度是一种能量的形式,而引导大量能量会使身心疲损。这种效果称之为耗竭。产生耗竭的魔法行为都会具有一个耗竭值,用于计算它们的耗竭程度。
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DRAIN
Drain is the price you pay for wielding awesome magical power. The manipulation of mana, whether forming of a spell, brewing a potion, or bringing forth a being from another plane, can exhaust or injure you. Mana is a form of energy, and channeling greater quantities of that energy can strain the body and mind. This effect is referred to as Drain. Magical actions that cause Drain have a Drain Value, which is a measure of how much Drain they inflict.

巫术和附魔的基础耗竭值检定列于对应法术、仪式或编制说明中。对于咒术检定,耗竭值是成功度(hit)的两倍(不是净成功度),这来自于精魂在抗拒咒术时所作出的抵抗。耗竭作用到角色身上是一般表现为晕眩伤害,当然也有情况是造成物理伤害的(参考巫术、咒术以及附魔章节)。耗竭抵抗检定可以帮助你减少耗竭所造成的伤害;每一个成功(hit)都会减少一点耗竭值。剩余的耗竭值将直接作为伤害作用到晕眩(或物理)CM。 耗竭伤害,不管是晕眩还是物理伤害,都只能通过身体自己痊愈——即是说生命魔法或者医疗箱都不能治愈耗竭伤害。换个角度看,只需要消耗点时间进行休息就可以从耗竭中回复过来了。
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The base Drain Value for Sorcery and Enchanting tests is listed with the appropriate spell, ritual, or preparation description. For Conjuring tests, the Drain Value is twice the hits (not net hits) generated by the spirit when it resists the Conjuring attempt. Drain generally is inflicted on you as Stun damage, though there are situations in which it can be Physical damage (see the Sorcery, Conjuring, and Enchanting sections). You resist the damage from Drain through a Drain Resistance Test; each hit reduces the Drain by one. Any remaining Drain is applied as boxes of damage to your Stun (or Physical) Condition Monitor. Drain damage, regardless of whether it is Stun or Physical damage, cannot be healed by any means other than the natural properties of the body—that means no magical healing and no medkits. If you overdo it, you’ll simply need to make time for some rest.


能力点POWER POINTS
能力点是能量的单位;修术师(adepts)可以使用能力点购得永久性的能力。在创建角色时,修术师获得相当于他们魔法属性的能力点,但是神秘修术师(mystic adepts)必须使用karma购买能力点。游戏期间,能量点可以通过两种方式获得。当你提高魔法属性时,你可以获得一点免费的能力点,同时你通过启发(p.324)获得能力点而不是超魔。对于修术师而言,损失精华是相当致命的,因为你每次失去一点魔法属性都会同样损失一点能力点(通过能力点获得的能力也会因此而消失)。如果你的魔法属性降低到0,你与魔法的链接会被切断同时将无法接触到你的神秘能力——避开过往的仇家吧,你需要点时间习得新技能。
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POWER POINTS
Power Points are the quantified qi energy that adepts can spend to buy permanent powers. At character creation, adepts receive Power Points equal to their Magic attribute, while mystic adepts have to buy Power Points with Karma. Subsequently, Power Points can come in two ways. You get a free Power Point whenever you increase your Magic attribute, and you can gain a Power Point through Initiation(p. 324) instead of gaining a metamagic. For adepts, losing Essence is doubly dangerous because every time your Magic attribute is reduced, you lose an equal number of Power Points (you have to “un-buy” powers to make up the loss). If your Magic attribute is reduced to 0, you are cut off from magic and can no longer access your mystic abilities— which would be a good time for you to avoid anyone you’ve pissed off in the past while you’re trying to learn some new skills.


流派TRADITIONS
魔法流派用于描述你如何与法力进行互动。的确,你可以不一定需要吟唱,手印,吟咒,和基础原理去施法或者召唤精魂。但它们的确能帮助你与魔法联系,而这正是你的流派所能给你提供的东西。通常情况下,人们会使用自己所熟知的魔法文化协助自己集中精神。如果你这辈子都在想拿着一根小木棒可以如何让你放出魔法,那么这样的棒子的确可以帮你集中你的力量。又或者有人告诉你魔法可以装在一串珠链里——这种情况下,拥有一串这样的链子正是你所需要的。没有不具有魔法流派的魔法师。
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TRADITIONS
A magical tradition describes how you interact with mana. Sure, you don’t necessarily need things like chants, elegant hand gestures, muttered curses, and a holistic philosophy to sling spells and summon spirits, but it sure helps you connect to the magic, and your tradition gives you exactly that. Often, when looking for ways to focus, people fall back on elements of their culture or background that they associate with magic. If you spend your whole life thinking that magic happens when you wave a small wand, having such a wand in your hand helps you focus your abilities. Or maybe you’ve been told that magic can be contained in a beaded necklace—in that case, holding and fingering such a necklace is precisely what you need. All magicians are members of one of the magical traditions.

在第六纪中有很多不同的魔法流派,这里会介绍其中两个。赫耳墨斯流派重视学术,使用符合逻辑的方式去施法。而萨满流派则更加自由和狂野,而且可以从魔法师的个性获得力量。赫耳墨斯流派的追随者被称之为巫师,而萨满流派的则被称之为萨满。
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There are many different magic traditions in the Sixth World, and we have two of them for you here. The hermetic tradition values a scholarly, logical approach to spellcasting. Shamanic magic is looser, wilder, and can gain strength from the magician’s personality. Followers of the hermetic tradition are called mages, while followers of the shamanic tradition are called shamans.

元素,世界的不同构成,对于流派而言有着不同的重要性——关于元素与法术、反应物、精魂的关系,每一个流派都有着截然不同的见解。这意味着,即使在相同条件下,他们召唤出的精魂也将具有不同种类与能力。另外,每个流派都使用不同的属性抵抗耗竭伤害。
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Different aspects of the world (the elements) are important to traditions in different ways—the description of each tradition describes how each element lines up with the different types of spells, reagents, and spirits in their thinking, indicating which types of spirits and spirit powers they might be likely to call upon in particular situations. Each tradition’s description also includes the Attributes used in the Drain Resistance Test for spellcasters of this tradition.

引用
赫耳墨斯流派
战斗:火    侦查:气
生命:人    幻觉:水
操纵:地    耗竭:逻辑+意志
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HERMETIC TRADITION
Combat:Fire  Detection: Air
Health: Man  Illusion: Water
Manipulation: Earth  Drain: Logic + Willpower

萨满流派
战斗:野兽  侦查:水
生命:地    幻觉:气
操纵:人    耗竭:魅力+意志
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SHAMANIC TRADITION
Combat:Beasts  Detection: Water
Health: Earth  Illusion: Air
Manipulation: Man  Drain: Charisma + Willpower


赫耳墨斯巫师THE HERMETIC MAGE
巫师的施法依靠于逻辑、训练、和公式,而不是直觉和临时发挥。他们习得如何控制魔法,并且相信这个宇宙(包括魔法部分与现世)是具有规律的,可以通过复杂的符号、公式及关于其构造的神秘知识进行控制。即使在完全觉醒(the Awakening)之前,这个流派就非常流行。由于其智慧性与形式化的特点,它很快就获得公司和政府的注意。在赫耳墨斯的观点中,施法是通过意志扭转宇宙——所以你应该可以想象出巫师们到底是有多么自大。他们拥有渊博的学识,通常有着多个关于魔法知识的图书馆,这允许他们设计各式法术。任何合格的巫师都有着至少一份赫耳墨斯主义的原始文本的电子拷贝(那些带着时髦花边的手抄本是属于有钱人的)。赫耳墨斯做派(trapping)通常包括具有华丽精制设备的炼金实验室,它允许巫师们炼制反应物与进行研究。
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THE HERMETIC MAGE
The hermetic mage relies on logic, practice, and execution of a planned formula rather than intuition and improvisation to effectively cast spells. They have learned to control magic and believe that the universe (both the magical parts and the mundane) follows patterns of energy that can be manipulated through complex symbols, formulae, and arcane knowledge of its components. This tradition was widely practiced (if not effective) even before the Awakening, and this form appealed early on to corporations and governments due to its intellectual, formalized nature. In hermetic thinking, casting magic involves imposing the magician’s will on the universe—so you can imagine some of the egos that emerge when mages get together. Mages are scholars and often have libraries of magical information from which they design spells. Any mage worth his reagents has at least a digital copy of one of the founding texts on hermeticism (rich mages have a fancy hard copy written and bound by hand in a very fancy ceremony). Hermetic trappings also include deluxe, well-crafted equipment in archaic laboratories where mages can create preparations and carry out their research.

巫师们制作法阵(circles of power)(它们其实只是赫耳墨斯版本的魔法帐篷,别去和那些巫师说)赫耳墨斯反应物包括矿物水、矿石、和其他元素——地质学、超地质学(parageology)、化学的知识帮助他们收集这类反应物。在城市地区中,从被遗忘角落里找到的远古神秘物品,对巫师而言,总是有用的。老建筑,墓地,和古董店之类的地方可能有块砖头,陶瓷,玻璃,铁艺,和珠宝充满着魔法元素。对于建筑与古董的知识帮助寻找这些反应物。
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Mages create circles of power (they’re really just magical lodges, just with a hermetic twist, but don’t try to tell a mage that). Hermetic reagents include minerals, ores, and other elements—a knowledge of geology, parageology, and chemistry help them find where to gather such reagents. In urban areas, items found in the esoteric, antique, and forgotten corners of the cities can be used by mages. Older buildings, graveyards, and antique shops may have pieces of brick, pottery, glass, wrought iron, and jewelry that have been imbued with magical properties of the elements. Knowledge of architecture and antiques help in the search for these reagents.

巫师们,毫无意外的,对于咒术有着一个稍微傲慢的态度。他们倾向于认为虽然精魂具有一定程度的智力,但是它们是一种注定为奴役的低等存在。由于这种心态,对比于其他流派的魔法师而言,巫师更乐意约束精魂。
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Mages, unsurprisingly, take a somewhat arrogant view on conjuring. The mage tends to believe that spirits are intelligent but inferior beings predestined for servitude. With that mindset, mages tend to be more comfortable binding spirits than are spellcasters of other traditions.


萨满THE SHAMAN
萨满使用法力去平衡自然世界与自己的意志。他们相信于和谐与指引,通过观察世界与运用情感去编织魔法。他们尊重魔法天赋,它使萨满能够与精魂的生命流进行接触。对于萨满而言,地球是具有生命的,而精魂作为她的子民会指引与帮助她的支持者;天空大地、飞禽走兽、甚至不同种族都有对应的精魂。虽然萨满教直到百鬼乱舞(Great Ghost Dance)事件才被现代主流社会所重视,但是它比赫耳墨斯魔法更加悠久而且遍布全球。对于萨满而言,施法是请求更高存在赐予力量,比如说导师精魂。
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THE SHAMAN
The shaman uses mana to balance the world of nature and their own will. They believe in harmony and guidance, observing the world and using emotion to weave magic. They respect the gift of magic that connects them to the flow of the spirit of life. To the shaman, the earth is a living being, and her children are spirits who guide and aid those that support her; spirits of the sky, mountain, birds, rats, even metahumanity. Shamanism has been practiced far longer than hermetic magic and can be found in all parts of the world, although it wasn’t taken seriously by modern metahumanity until the Great Ghost Dance. To the shaman, casting a spell is asking a greater universal entity, such as a mentor spirit, to grant her power.

萨满称呼他们的魔法帐篷为“巫术帐篷”。巫术帐篷(又称之为桑拿帐篷、伊尼特、大地穴、坦马斯佝、或者别的名字)可以有着不同的形式。它可以是一个铺皮圆顶小屋,或者一个细心用树枝编织顶部的地穴、或者城市中一间充满着奇怪饰品、涂画、皮革的小屋。
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Shamans call their magical lodges “medicine lodges.” A medicine lodge (also known as a sweat lodge, inipi, kiva, temazcal, or a number of other names) can take a variety of forms, including a small domed hut with an animal skin roof or a hole dug into the ground and carefully covered with a ceiling of woven branches, or in an urban area a small room filled with skins, painting, and artistically decorative urban junk.

荒野对于萨满而言是一个收集反应物的好地方,他们可以采集到动植物的残部、自然形成的小石头、或者这种原始环境的一小瓶水。动物学、超动物学(parazoology)、植物学和超植物学的知识可以帮助他们收获那些材料。在市区,萨满们同样发现有生命精魂居住在其中。所谓的“街头萨满”会从都市动物、公园或河道中的石头、天然材料所制的手工珠宝中发现反应物。建筑与手工艺的知识可以帮助找到这类反应物。
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The wilderness is an excellent place for shamans to gather reagents, finding plant and animal parts, naturally shaped stones, and vials of water in such pristine locations. Knowledge of zoology, parazoology, botany, and parabotany help them find and harvest these materials. In urban areas, shamans find that the spirit of life also inhabits in the cities. So-called “street shamans” find reagents in urban animals, naturally worn stones in parks or waterways, and handcrafted jewelry made with natural materials. Knowledge of architecture and crafts helps find this sort of reagent.

修习咒术的萨满认为精魂是充满智慧的远古存在,他们应该获得如同对待长者般的尊重。由于他们相信精魂是无处不在的,萨满常常在需要的时候直接召唤精魂,而不是长时间约束它们。萨满常常与精魂产生紧密关系,作为学生般跟随它们。
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The shamanic perspective on conjuring is based on a belief that spirits are intelligent and ancient, and they should be treated with the respect one would show an elder. Due to their belief that spirits are everywhere, shamans frequently summon spirits from the area when the need arises, rather than binding spirits for long periods. Shamans often develop personal connections to spirits, following them as they learn magic.



魔法帐篷MAGICAL LODGES
魔法帐篷是一个由不同部分组成的固定集合,包括符号、笔触、工具、崇拜,与其他能够帮助记忆、施法、增强能力的魔法物品。它是全世界魔法师的基本工具,和有房间那么大。你需要用它来学习法术、进行礼仪、制作法器、并在紧要关头,你可以用它来保护自己免受魔法的威胁。萨满帐篷是给萨满所设计的,赫耳墨斯帐篷是为巫师所设计的。
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A magical lodgeis a stationary collection of symbols, writings, tools, fetishes, and other mystical materials that helps spellcasters record their lore, expand their talent, and practice magic. It’s a basic tool of magicians across the world, about the size of a room. You need it to learn spells, perform rituals, craft foci, and in a pinch you can use it to protect yourself from magical threats. Each lodge is of a specific tradition—a shamanic lodge is intended for shamans, and a hermetic lodge for mages.

魔法帐篷并不一定看起来像帐篷。虽然萨满帐篷有着传统巫术帐篷的造型,但是一个赫耳墨斯巫师的帐篷则具有一系列魔法圆阵,架子上放满神秘学巨著、魔法机关和炼金设备。每一个流派都有自己版本的魔法帐篷,但它们都有着一样的效果。
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Magical lodges don’t always look like lodges per se. A shamanic lodge is a traditional medicine lodge, but a hermetic magician’s lodge is a series of magic circles, shelves filled with arcane tomes, mystical mechanisms, and alchemical apparatuses. Every tradition has its own version of a magical lodge, but they all work the same way.

魔法帐篷并不具有便携性(虽然你可以通过反应物临时制造一个,p.316)。制作一个自己的魔法帐篷需要符合你流派的合适材料(他们消耗【强度*500】新円)。集齐材料后,找到一个你愿意长时间逗留的地方放置它们,比如说你的公寓,或荒野山洞,或某个秘密的废弃污水隧道。然后,再花费数天(天数相当于帐篷的强度)建立其物理结构与星界形式、设立屏障、并使其与你的灵光(aura)协调。当你完成时,你的魔法帐篷就可以使用了。建成后的魔法帐篷可以视为一个法力屏障,并且共享你的星界特性(astral signature)。
注:在词汇表里面nuyue被翻译成新元,我个人认为翻译成新円更加合适。
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Magical lodges aren’t intended to be portable (although you can make a temporary one with reagents, p. 316). To create your own, you need magical lodge materials (they cost Force x 500 nuyen) that are appropriate to your tradition. Once you have the materials, find a space to put it, like your apartment, or a cave in the wilderness, or a secret abandoned sewer tunnel—someplace you won’t mind spending some time. Then spend a number of days equal to the lodge’s Force dedicating the space, setting up the physical components, building its astral form, setting up barriers, and harmonizing it to your aura. Once you’re done, your magical lodge is up and active. An active magical lodge acts as a mana barrier (p. 315) and shares your astral signature.

如果你想移动你的魔法帐篷,你需要消耗一天去拆卸成帐篷建材;然后你可以在其他地方重新设立你的魔法帐篷。如果你想要增强你的帐篷,你只需要花费数天(天数相当于最终提升到的强度)为已有帐篷添加更多材料。
注:JimRaynor认为"the Force you want the lodge to have"是指最终提升到的强度而不是需要提升的强度。我参照了他的意见,但是依然保留看法。求第三方意见
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If you want to move your lodge, you’ll need a day to take it down, turning it back into magical lodge materials; then you can set it up again somewhere else. If you want to improve your lodge, just bring in more materials to add to the current ones and spend a day times the Force you want the lodge to have at the end of your work.

离线 马非鱼

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【暗影狂奔第五版核心规则书翻译】魔法 p.281-283
« 回帖 #1 于: 2014-12-03, 周三 12:15:46 »
魔法感知PERCEIVING MAGIC
魔法是通常都是有迹可循的。所有形式的魔法(咒术、施法、附魔、魔法帐篷、精魂等)都会改变它周围的环境。有时候它可以通过魔法师的手势或者咒语被观察到(被非觉醒者看到的魔法师有时候被称之为“羊癫手”)。即使是在星界空间中,精魂有时候也会使空气产生微光。当有魔法出现在附近,人们会感到寒战,恐惧,或其他不可名状的不自然感。

察觉魔法是一个简单的 察觉 + 直觉 [精神] 检定,它的阈值(最低为1)相当于发动魔法者的技能等级减去魔法本身的强度,如果没有技能的话那么就是6-强度。比如说,如果一个施法技能6的魔法师发动了一个强度4的法力钉刺,那么它的察觉阈值就是2(技能等级6-强度4)。如果你跨过一个强度5的守卫(ward),那么通过阈值为1(6-强度5)的检定,就可以使你察觉那种特征或者感到刺痛。

显然的,如果一个魔法师从他的指尖扔出火球,你即使不做检定也很有可能察觉到。但如果那个魔法是难以察觉的,那么你就需要进行投骰了。
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Magic is rarely subtle. Any form of magic (conjuring, spellcasting, enchanting, magical lodges, spirits, etc.) changes the world around it. Sometimes it’s obvious through a magician’s gestures or incantations (magicians seen by non-Awakened people are sometimes called “twitchy fingers”). Spirits sometimes cause the air to shimmer, even from astral space. People have reported feeling chills, dread, or other unnatural sensations they can’t quite put their finger on when magic is in the area.

Noticing magic is a Simple Perception + Intuition [Mental] Test with a threshold equal to the Skill Rating of the being performing it minus the Force of the magic, or 6 – Force if there’s no skill involved (minimum 1 in either case). For example, if a magician with Spellcasting 6 casts a Force 4 manabolt, the threshold for spotting her do it is 2 (Skill Rating 6 – Force 4). If you just stepped through a Force 5 ward, the threshold to notice the markings or feel the tingle is 1 (6 – Force 5). You get a + 2 dice pool modifier on this test if you have any magic-related Active or Knowledge Skill.

Obviously, if a magician is throwing fire from his fingertips, you’re probably going to notice without making a test. But if the magic is subtle, then you have to pick up some dice.


巫术SORCERY
巫术是通过塑造法力产生特殊效果的技巧。你可以使用它去施展魔法(普通施法和仪式施法),或者防御/摧毁法术(法术反制)。你只需要集中精神就可以施放法术,但是你的流派可能会需要你进行吟唱、结印、跳舞或者其他施法动作。所有流派的施法都使用同一个原则。
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Sorcery is the art of shaping mana to create specific effects. You can use it to cast spells (Spellcasting and Ritual Spellcasting), or protect against or destroy spells (Counterspelling). You only have to concentrate to cast a spell, but your tradition probably has plenty of chanting, gestures, dancing, and other things to go along with it. All traditions cast spells using the same rules.


施法SPELLCASTING
施法是通过意志力量引导法力形成一个星界/物理形式(即法术)的技巧。在施法前,你需要先学习他(学习法术,p.299)。施法包括以下步骤:
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Spellcasting is the art of channeling mana through force of will, turning it into an astral or physical form called a spell. Before casting a spell, you have to learn it (Learning Spells,p. 299). Casting a spell involves the following steps:

第一步:选择法术(STEP 1: CHOOSE SPELL)
在角色创建时,魔法师将获得一系列法术使其能够施法,然后随着冒险的推移他们也将获得更多。魔法师只能施展他所习得的法术。

施展多重法术(Casting Multiple Spells):有些魔法师受过专门的精神训练,可以一次将多股法力编织进不同法术之中。这使你可以在同一个动作里同时施放多个法术,甚至针对不同的目标。要做到这一点,你需要分离你的施法技能+魔法骰子池到你需要施放的法术中。由于每个法术的补正(modifiers)都可能不同,他们将会在分离骰子池后生效。你可以同时施展的法术数量为你的魔法属性。
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At character creation, magicians purchase a set of spells for spellcasting, then add more as they advance. The magician can only choose from this set of spells.

Casting Multiple Spells:Some magicians have the mental discipline to weave multiple threads of mana into various spells at once. You can attempt to cast multiple spells simultaneously in the same action, even at different targets. To do this, you have to split your Spellcasting + Magic dice pool between the spells you want to cast (see Step 4), with a minimum of 1 die per spell. Since the modifiers per spell may be different, they are applied after you split the dice pool. The number of spells you can cast simultaneously is limited to your Magic attribute.

第二步:选择目标(STEP 2: CHOOSE THE TARGET)
下一步你需要做的事情是选择目标(们)。你需要与你的目标产生链接(link),因而你需要能够目视或者接触到目标,这取决于所使用的法术。

如果你需要看到施法对象,施法视线需要被你的自然视力(包括通过反射面,和透明物体观察到目标)所建立。义体(cyber-)或生化改造(bioware)带来的视觉增强,那些已经导致精华损失的,可以被视为自然视线。任何外置助视器,那些数字化或者为你扩大视觉输入的设备(包括相机,电子望远镜,矩阵馈送(Matrix feeds)等)将不能被视为自然视线——你所看见的只是生成图像,而不是目标本身。目视施法可以受到正常视觉补正的影响。当你在星界空间时,你可以使用视觉锁定去瞄准星界目标(虽然你不是真的看见了他们,但是也差不到哪里去)。

有些法术只能接触施法。这种情况下你不需要看见目标,但你需要进行徒手攻击去接触不情愿的目标。接触目标身上的衣物/护甲/涂料也是有效的。

在物理面位的魔法师只能对处于物理面位的目标施法。同理,在星界空间的魔法师也只能对处于星界空间的目标施法(虽然处于主物质界的事物的灵光依然可以被看到,但是灵光本身不可以被作为目标)。如果你具有星界感知(或者你是双重存在的(duel-natured)),那么你可以从星界或者物理面位对目标施放魔法。但只有基于法力的魔法可以在星界中使用,即使你处于物理面位运用星界感知锁定目标。

范围法术:范围法师可以施放在你视线内的一个特定目标或者一个特定位置。除非有额外说明,法术的影响范围是一个以其强度为半径(单位:米)的球形。法术效果,敌我不分。如果目标在影响范围内但是不在你视线中(比如说在一面屏风后面),那么他们将不受影响。
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The next thing you must do is choose target(s). You need to be able to establish a link with your target—depending on the spell, you’ll need to be able to see or touch the target in order to establish the mystical link.

If you need to see the target, line of sight can be established with your natural vision, including using reflective surfaces and looking through transparent objects. Cyber- or bioware visual enhancements that have been paid for with Essence count as natural. Any technological visual aid that digitizes or augments the visual input for you (a camera, electronic binoculars, Matrix feeds, etc.) doesn’t work—you’re looking at a generated image, not the light from the real target. Spellcasting by visual targeting is subject to normal visibility modifiers. You can use visual targeting to target astral targets when you’re in astral space (you’re not technically seeing them, but the analogy works).

Some spells can only be cast on targets that you’re touching. You don’t need to see these targets, but you might need to make an unarmed attack to make contact with an unwilling target. Touching a target through clothing, armor, or a layer of paint is acceptable.

A magician in the physical world can only cast spells on targets that are in the physical world. Similarly, a magician in astral space can only cast spells on targets that are present in astral space (though auras of things in the physical world can be seen, auras alone cannot be targeted). If you’re using astral perception (or you are otherwise dual-natured), you can cast spells on targets in either the physical world or astral plane. Only mana-based spells work in astral space, even if you’re in the physical world astrally perceiving the target.

Area Spells:Area spells can be cast on a specific target or a point in space that you can see. Unless noted in a spell, the area of the spell is a sphere centered on the target with a radius in meters equal to the Force of the spell. All targets in the area of effect that you can see, friend and foe alike, are valid targets for the spell. If a potential target is outside your vision (behind a screen, for example), they’re not affected.

第三步:选择法术强度(STEP 3: CHOOSESPELL FORCE)
你必须表明所施放法术所具有的强度。强度将会被视为法术的上限。高强度的法术更强大,但也具有更高耗竭。你所施放法术的强度最高为两倍你的魔法属性。如果你所去得的施法成功值(非净成功值)高于你的魔法属性,那么该法术的耗竭将会造成物理伤害而不是晕眩伤害。
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You must declare the Force at which to cast the spell. The Force acts as a limit on the spell. Higher Force spells are more powerful, but cause more Drain. You can cast a spell at a Force up to twice your Magic rating. If the number of hits (not net hits) you get after applying the limitexceeds your Magic rating, the spell’s Drain is Physical instead of Stun damage.

第四步:施放魔法(STEP 4: CAST SPELL)
施法需要精神准备与一个复杂动作。需要进行一个 施法技能 + 魔法 [强度] 检定,相关补正包括受伤、维持法术等。所有抵抗投骰或阈值都列于法术描述中。如果你所去得的施法成功值(非净成功值)高于你的魔法属性(无论是由于高强度还是由于使用极限点),那么该法术的耗竭将会造成物理伤害而不是晕眩伤害。

鲁莽施法:你可以跳过一些准备,但是你的身体会为此而付出代价。这种行为叫鲁莽施法;它允许你使用简单动作施法而不是复杂动作,但是这会需要使耗竭值额外+3。如果你在同一个行动阶段中进行两次被视为简单行动的鲁莽施法,那么他们将分别获得+3耗竭值。
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Casting a spell involves some mental preparation and a Complex Action. Make a Spellcasting + Magic [Force] Test, including dice pool modifiers for injury, sustained spells, and so on. Any opposition roll or threshold you need to reach is listed in the spell description. If the number of hits (not net hits) you get (after applying the limit or Edge spending) exceeds your Magic rating, the spell’s Drain is Physical instead of Stun damage.

Reckless Spellcasting:You can bypass some of the preparation, but it can take a toll on your body. This action is called Reckless Spellcasting; it lets you cast a spell as a Simple Action instead of a Complex Action, but with an added +3 Drain Value. If you decide to cast two spells as Simple Actions in the same Action Phase, both receive the +3 Drain Value.

第五步:决定效果(STEP5: DETERMINE EFFECT)
法术种类的详细列于每个法术中。有些法术在决定前需要进行对抗检定,而其他则可能被目标闪开。值得注意的是,耗竭检定是第六步——即由于耗竭导致的昏迷或死亡不会阻止法术的生效。
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Details on the type of spell are listed under each spell. Some spells require an Opposed Test prior to resolution, while others can possibly be dodged by the target. Note that this is Step 5, and Drain is Step 6—the effect of the spell happens even if Drain takes you out.

第六步:耗竭抵抗(STEP6: RESIST DRAIN)
耗竭的计算列于每个法术中;耗竭值是有强度和对应公式决定的,但最低值为2。在施法后,你必须通过与你流派相关的耗竭骰池去抵抗耗竭伤害。记住,如果成功值高于你的魔法属性(第四步),那么耗竭会产生物理伤害而不是晕眩伤害。
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Drain calculation is listed for each spell; the Drain Value is determined using the Force and the listed calculation, but can never be lower than 2. After casting a spell, you must resist Drain using the dice pool for Drain Resistance according to your tradition. Remember that if the number of hits you rolled when casting the spell (Step 4) exceeds your Magic rating, then the Drain causes Physical instead of Stun damage.

第七步:决定持续效果(STEP7: DETERMINE ONGOING EFFECTS)
如果你需要维持这个法术(假设你想要一个持续法术继续生效的话),那么你随后所有检定将会受到-2的骰池惩罚。你可以维持多个法术,但是这个-2惩罚是会累积的。

范围持续法术可以用一个复杂行动改变位置,前提是法术范围在视线之内。离开影响范围的角色将不会受到法术效果的影响,同时被影响范围复盖的角色将需要防御对抗相应的法术。
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If you sustain the spell (that is, if you want the effect of a Sustained spell to continue), you take a –2 dice pool penalty to all tests while it is sustained. You can sustain multiple spells, but the –2 penalty is cumulative for each spell.

Area effect spells that are sustained can be moved as a Complex Action, provided that the spell area is in the magician’s line of sight. Characters that drop out of the affected area are no longer affected by the spell, while characters that are enveloped by the new affected area must defend against the spell accordingly.

失误(GLITCHES)
法术的失误可能导致极端的耗竭(通常是+2耗竭值)、召唤出错误的元素效果、打中错误的目标或者其他GM能想出来的奇怪点子。如果是一个大失误,那么法术可能变得完全失控、或者导致种种破坏、或你完全没有办法抵抗耗竭伤害、或它可以以一个非常规和不可预知的形式伤害你或者你的队伍——当然,这是由GM所决定的事情。
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A glitch on a spell might cause extra drain (generally a +2 Drain Value), invoke a different elemental effect than what was intended, hit the wrong target, or any other bit of mischief your gamemaster can think up. On a critical glitch, the spell could get away from you and cause all sorts of havoc, or you might not get to resist Drain, or it could go off in an unconventional and unpredictable manner that could harm you or your team—again, your gamemaster gets to decide what happens.


法术特征SPELL CHARACTERISTICS
每一个法术都有自己的特点。这里是那些类别的概述与对应缩写的含义。
种类:法术可以是物理法术(P)或者是法力法术(M)。他们两者的区别请看“物理vs法力”(本节下方)。
距离:这描述了施法所需要的远近。最常见的距离属性为视线内(LOS),它的意思是你看到目标就可以对其施法(具体描述在施法的第二步,p.281)。一些法术需要你接触(T)目标——如果目标并不情愿,那么需要对目标进行一个徒手战斗抵抗检定(看准确性,p.168)。
一些法术是范围法术,他们影响一个范围而不是一个目标。那些法术会在距离属性后面标记着(A)。除了少数例外,这个范围为法术的强度,以米为单位。
伤害:如果一个法术能造成伤害,这个属性可以指明伤害类型——物理(P)或者晕眩(S)。它的伤害值也会列于法术或者是法术类别描述中。
持续:这描述了该法术效果持续时间。即时法术(I)会马上产生效果然后消失,而持久法术(S)则可以一直生效直至你停止维持他们。恒定法术(P)的效果不会消失;在你成功将这个法术维持【强度】个战斗回合后,他们的效果会变成一个持久的非魔法特性。
耗竭:这项描述提供了相应法术的耗竭值公式。它主要是基于该法术的强度(F)并且最低为2。
有些法术具有附带关键词。这些关键词将会在对应法术类别中有解释。
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Each spell is described with a set of characteristics. Here’s a rundown of those categories and what the different abbreviations accompanying them mean.
Type: Spells are either Physical spells (P) or Mana spells (M). For a full discussion of the difference between the two, see the Physical vs. Mana sidebar(below).
Range:This describes how close you have to get, or how far away you can be, to cast the spell. The most common range is Line of Sight (LOS), meaning you have to physically see the target (described in Step 2 of spellcasting, p. 281). Some spells require you to Touch (T) the target—if the target is unwilling, you’ll need to make an unarmed attack against the target (see Accuracy, p. 168).
Some spells are Area spells, affecting an area rather than a single target. These spells are noted with (A) after the range designation. With a few exceptions, the area is a radius in meters equal to the Force of the spell.
Damage: If the spell inflicts damage, this describes the type—either Physical (P) or Stun (S). The Damage Value for the spell is listed in the spell or spell category description.
Duration:This describes how long the spell’s effect lasts. Instantaneous (I) spells have an effect that happens and then fades, while Sustained (S) spells last as long as you keep them going. Permanent (P) spells don’t fade or dissipate; their effect becomes a lasting, non-magical characteristic after you sustain the spell for (Force) Combat Turns.
Drain:This is the formula used to calculate the Drain Value inflicted by a spell. It is based on the Force (F) of the spell and can never be below 2.
Some spells have keywords listed in parentheses. These keywords are explained in the description of the spell category.

引用
物理 vs 法力(PHYSICAL vs. MANA)
物理法术:使用物理法术时,魔法师将被引导的法力转换成为物理世界中的能量和物质。这些有形实质都很直观,它们可以是冰、酸、气、热、光之类的。这些实质除非被维持,否则只能短暂存在。当法术消失时,它们将重新变回法力能量。物理法术可以同时影响物理世界中有生命或者无生命的对象。
法力法术:使用法力法术时,魔法师只能对具有灵光的活物或者具有星界能量的存在(如精魂与法器)产生影响,即使他们处于物理世界中。虽然法力法术可以影响处于物理或星界层面的目标,但是你需要和你的目标处于同一个层面中。
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Physical spells: When using Physical spells, the magician converts the channeled mana to energy and/or tangible material in the physical world. The tangible material is simple—energy or matter such as ice, acid, oxygen, heat, light, etc. This material is also temporary unless sustained, converting back to mana energy when the spell ends. Physical spells can affect both living and non-living objects in the physical world.
Mana spells: When using mana spells, the magician can only affect living things with auras or astrally active entities (such as spirits or foci) even in the physical world. Mana spells can affect targets on either the physical or astral planes, but only if you’re on the same plane as your target(s).

引用
法术类别(SPELL CATEGORIES)
战斗法术:这些法术往往是迅速、无耻与致命的。这类法术能量用于伤害、致残或摧毁目标。这些能量可以直接引导入目标,从内部对其造成伤害;或者产生外部能量,从体外对目标进行打击。
侦查法术:这些法术用于强化感官。他们允许施法目标看到或者听到更远的事物,或者给予目标新的感知能力。也有检测魔法可以其他生命,魔法,生命,和/或敌人的存在。
生命法术:这些法术可以影响生命体的状态和能力。它们可用于治疗或治愈伤痛,中和毒物或毒素,与调整属性。
幻象法术:这些法术可以扰乱目标的感知。他们用于迷惑、混淆目标视听,或使目标隐形,也可以提供程度不同的娱乐。
操纵法术:魔法师可以利用这类法术去改变或塑造他们周围的环境。操纵法术可以控制人的情绪或行为、移动物体、塑造、创建或引导能量、或通过改变结构去改变目标的形式或外观。
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Combat spells: These spells are quick, dirty, and violent. The energy of the spell is used to harm, maim, or otherwise frag the target. Spell energy may be channeled directly into the target, damaging it from within, or it may generate external energy to damage the target from the outside.
Detection spells: These spells enhance the senses. They allow the subject of the spell to see or hear over great distances, or grant new sensory abilities. There are also Detection spells to sense the presence of other beings, magic, life, and/or enemies.
Health spells: These spells affect the condition and performance of a living body. They can be used to treat or heal injuries, purge poisons or toxins, and increase or decrease Attributes.
Illusion spells: These spells can mess with a target’s perception. They can be used to deceive, make things invisible, confuse the senses, or provide simple or complex entertainments.
Manipulation spells: These spells are used by magicians to alter and shape their environment in a variety of ways. Manipulation spells can control the emotions or actions of a person, move objects, shape, create, or channel energy, or change a target’s form or appearance by altering its structure.

离线 马非鱼

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战斗法术 p.283-284
« 回帖 #2 于: 2014-12-03, 周三 12:16:16 »
注:由于格式处理麻烦,法术的名字和属性等的原文我就不列出来了,求自行对照PDF

战斗法术COMBAT SPELLS
战斗法术使用强度去产生直接或者间接的伤害性效果。它们就像是法师的枪一般,执法机构因此也像管理枪支那样管理着它们。
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Combat spells use mana to create damaging effects, either by direct or indirect means. They’re a mana-slinger’s guns, and are treated that way by law enforcement.

直接Direct:当你成功施放出一个直接战斗法术,它能造成相当于你在对抗检定中的净成功(net hits)的伤害。对抗检定通常为 施法等级+魔法 [强度] 对抗 体质(物理法术)或意志(法力法术)。目标不能抵抗伤害,只能抵抗这个施法检定。
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Direct:When your direct combat spell is successfully cast, it inflicts a number of boxes of damage equal to your net hits on the opposed test. The opposed test generally pits your Spellcasting + Magic [Force] against either Body (for physical spells) or Willpower (for mana spells). The target does not get to resist the damage, only the Spellcasting test.

间接Indirect:全部间接战斗法术都会从法师身体的某处产生效果(大部分魔法师用他们的手或者眼睛,但是也有些用腿放“重脚”或者从全身放射能量产生某种气场爆发的效果)。这种法术需要进行一个对抗检定,魔法师的的施法等级+魔法 [强度] 对抗 目标的反射+直觉,有点像使用枪支射击(在这种情况下,子弹是用酸液、火、或者其他你绝对不想碰的东西组成的)。所以你并不真的需要看到目标——即使蒙眼或者借助人工视觉增强都可以施法——只要你有一条畅通的弹道就够了。一个成功的间接战斗法术的伤害值为 强度+净成功值,它的AP为﹣(强度)。间接战斗法术的伤害可以通过体质+护甲对抗(法术AP值提供额外补正)。范围间接法术将会从施法者位置移动到目标点然后爆炸。检定和使用手榴弹相似(p.181):一个 施法 + 魔法 [强度] (3)检定,以及2d6米的偏斜范围。与手榴弹不同,当你超过阈值时,你可以将检定得净成功加入到法术的伤害值上;否则,法术依然会被触发,但是成功(hits)会被用于降低偏斜,一米/成功。
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Indirect: All indirect combat spells originate near the magician’s body (most magicians use their hands or eyes, but some use their feet for “power kicks” or emanate power from the entire body for a kind of an aura-throwing effect). The spell then is launched with an Opposed Test that pits the magician’s Spellcasting + Magic [Force] versus the target’s Reaction + Intuition, kind of like shooting a gun (in this case with bullets made of acid, or fire, or something equally unpleasant to be hit by). So you don’t really need to be able to see the target—you can cast these spells blindfolded or with artificial image enhancement—as long as you’ve got a clear line of fire. The Damage Value of a successful indirect combat spell is Force + net hits, with an AP equal to –(Force). Damage from an indirect combat spell is resisted with Body + Armor (adjusted for the spell’s AP). Area indirect spells travel from the magician to the point of detonation and then go boom. The test is like that for grenades (p. 181): a Spellcasting + Magic [Force] (3) Test with scatter of 2D6 meters. Unlike grenades, you get to add your net hits on this test to the Damage Value of the spell, but only if you beat the threshold; otherwise the spell still detonates, but the hits are used to reduce scatter by one meter per hit.

元素Elemental:这些法术可以造成额外伤害(特殊伤害类型,p.170)。特定类型将列于法术描述中。
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Elemental: These spells cause extra damage (Special Damage Types, p. 170). The specific type is listed in the spell description.

腐蚀流ACID STREAM(间接、元素)
种类:P 距离:LOS 伤害:P
持续:I 耗竭:F – 3

剧毒波TOXIC WAVE(间接、元素)
种类:P 距离:LOS(A) 伤害:P
持续:I 耗竭:F – 1
这些法术将会向目标喷射出高效腐蚀剂,导致严重烧伤并蚕食有机或金属物质——这将视为酸质伤害(p.170),并对范围内所有被影响的目标产生相应效果。腐蚀剂将会快速蒸发,但是它造成的伤害不变。腐蚀流是单体法术,剧毒波是范围法术。
剧透 -   :
These spells create a powerful corrosive that sprays the target, causing terrible burns and eating away organic and metallic material—treat it as Acid damage (p. 170), with appropriate effects on the affected area and any objects therein. The acid quickly evaporates, but the damage it inflicts remains. Acid Stream is a single-target spell, Toxic Wave is an area spell.

打击术PUNCH(间接)
种类:P  距离:T  伤害:S
持续:I 耗竭:F - 6

敲击术CLOUT(间接)
种类:P  距离:LOS  伤害:S
持续:I 耗竭:F - 6

轰击术BLAST(间接)
种类:P  距离:LOS(A)  伤害:S
持续:I 耗竭:F
这些法术将会产生一股无形念力攻击目标,效果和拳击瘀伤差不多,并造成晕眩伤害。打击术需要你接触目标,敲击术能对单个目标生效,而轰击术则是范围效果。
剧透 -   :
These spells smack the target(s) with invisible psychokinetic force, similar to a bruising punch, that inflicts Stun damage. Punch requires you to touch the target. Clout affects a single target, while Blast is an area spell.

死亡之触DEATH TOUCH(直接)
种类:M 距离:T 伤害:P
持续:I 耗竭:F - 6

法力箭MANABOLT(直接)
种类:M 距离:LOS 伤害:P
持续:I 耗竭:F - 3

法力球MANABALL(直接)
种类:M 距离:LOS(A) 伤害:P
持续:I 耗竭:F
死亡之触、法力钉刺和法力球全部都是引导毁灭性的魔法能力到目标体内,造成物理伤害。这个伤害形式类似于辐射或者坏死性筋膜炎导致大量细胞坏死,但没有持续效果。即使这样,还是那么恶心。因为它们是法力法术,所以只能影响有生命的、或者魔法的目标而且可以通过意志抵抗。死亡之触需要接触目标,法力箭是单体目标法术,而法力球是范围法术。
剧透 -   :
Death Touch, Manabolt, and Manaball all channel destructive magical power into the target, doing Physical damage. The damage inflicted is similar to massive cellular die off from radiation or necrotizing fasciitis, but without the continuing effects. But still, ick. Since they are mana spells, spells in this group only affect living and magical targets and are resisted with Willpower. Death Touch requires the magician to touch the target. Manabolt affects a single target, Manaball is an area-effect spell.

火焰喷射FLAMETHROWER(间接、元素)
种类:P 距离:LOS 伤害:P
持续:I 耗竭:F - 3

火球术FIREBALL(间接、元素)
种类:P 距离:LOS(A) 伤害:P
持续:I 耗竭:F - 1
这些法术将会凭空产生一个火焰爆裂灼烤目标,这会使目标陷入极大的痛苦与恐惧。这些法术造成火焰伤害(p.171)。火焰将会在打击目标后小伤,但它们的二次效应可能点燃了其他易燃物并持续燃烧。火焰喷射是一个单体法术,而火球术是一个范围法术。
剧透 -   :
These spells create an explosion of flames that flash into existence and scorch the target(s), giving them the double benefit of causing pain and being intimidating as hell. These spells deal Fire damage (p. 171).These flames burn out after striking the target, but their secondary effects may ignite flammable materials that continue to burn after the spell is exhausted. Flamethrower is a single-target spell, while Fireball is an area spell.

闪电箭LIGHTNING BOLT(间接、元素)
种类:P 距离:LOS 伤害:P
持续:I 耗竭:F - 3

闪电球BALL LIGHTNING(间接、元素)
种类:P 距离:LOS(A) 伤害:P
持续:I 耗竭:F - 1
这些法术将会产生强烈的电击导致电击伤害(p.170)。闪电箭是一个单体法术,而闪电球是一个范围法术。
剧透 -   :
These spells create and direct vicious strikes of electricity that cause Electricity damage (p. 170). Lightning Bolt is a single target spell. Ball Lightning is an area spell.

粉碎术SHATTER(直接)
种类:P 距离:T 伤害:P
持续:I 耗竭:F - 6

热能箭POWERBOLT(直接)
种类:P 距离:LOS 伤害:P
持续:I 耗竭:F - 3

热能球POWERBALL(直接)
种类:P 距离:LOS(A) 伤害:P
持续:I 耗竭:F
这些法术将会引导毁灭性的魔法能量到目标体内,造成物理伤害。目标将会被体内煮熟,就像用一个魔法微波炉加热一个热狗那样。它们可以影响所有物理目标,并且通过体质进行抵抗。粉碎术需要接触目标,热能箭是单体目标法术,而热能球是范围法术。
剧透 -   :
These spells channel destructive magical power into the targets causing Physical damage. The target is cooked from the inside, like magically microwaving a hot dog. As physical energies, they can affect both living and non-living targets and are resisted by the target’s Body. Shatter requires you to touch the target, Powerbolt affects a single target, and Powerball is an area spell.

击晕术KNOCKOUT(直接)
种类:M 距离:T 伤害:P
持续:I 耗竭:F - 6

晕眩箭STUNBOLT(直接)
种类:M 距离:LOS 伤害:P
持续:I 耗竭:F - 3

晕眩球STUNBALL(直接)
种类:M 距离:LOS(A) 伤害:P
持续:I 耗竭:F
这些法术将会引导魔法能量到目标体内,造成晕眩伤害。它们有时候被称之为“睡眠”法术,由于它们可以使目标进入无意识状态而不会产生生命危险。如果你喜欢更有体面,这就是一个好选择。击晕术需要接触目标,晕眩箭是单体目标法术,而晕眩球是范围法术。
剧透 -   :
These spells channel magical energy directly into the target, causing Stun damage. They are sometimes referred to as “sleep” spells because they can render targets unconscious but keep them alive, in the cases where you’d prefer more polite violence. Knockout requires the magician to touch the target, Stunbolt affects a single target, and Stunball is an area spell.

案例
一个流氓将鼠萨瑞奇逼入了死角,瑞奇不得不用他的巫术进行反击。由于只有一个敌人,所以他施放了一个强度4的法力钉刺。他的魔法属性为5,施法技能等级为4,瑞奇最终获得4个成功骰,但只有3点意志的流氓仅仅获得1个成功骰。这意味着那个流氓会受到3点晕眩伤害(等于瑞奇的净成功值,由于这是一个直接战斗法术)。流氓不能抵抗,也不能闪避。
剧透 -   :
One of the gangers has cornered Rikki the Rat Shaman, so Rikki has no choice but to throw down some mojo on him. Since there’s only one, he casts Mana Bolt at Force 4. With Magic 5 and Spellcasting 4, Rikki gets 4 hits while the ganger with his Willpower 3 manages to get 1 hit. This means that the ganger takes 3 points of Stun damage (equal to Rikki’s net hits since this is a Direct Combat spell). The ganger gets no resistance and no dodge.

第二个流氓随后追上了,瑞奇需要马上应付后来者。因此他转而使用一个强度7的轰击。这个手段相当有风险,但是他想快速结束战斗且脱离现场。他投出了5个成功骰。这是一个间接战斗法术,所以它的伤害为强度7 + 瑞奇的净成功值。 流氓一号有点精神恍惚,只有2成功骰。流氓二号反应快一点,他有4成功骰。流氓一号因此受到10点伤害,而流氓二号值受到8点。虽然他们都穿着防弹衣(12),但由于这个法术具有相当高的强度,法术的AP将防弹衣提供的保护降低到5。两个流氓都有5体质,所以他们各自投10骰去抵抗伤害。流氓一号投出了3,所以他需要承受一共7点晕眩伤害。也由于之前法力钉刺的效果,这次轰击将他击晕了。流氓二号投出了5点,所以只用承受3点晕眩伤害。流氓二号怂了,于是跑去叫人来帮忙。但他有所不知的是,瑞奇其实承受了更多伤害。耗竭的影响使瑞奇受到4点晕眩伤害并且流鼻血不止。
剧透 -   :
The second ganger has caught up with the first, and Rikki must step up his game. Rikki switches to Blast at Force 7. A risky maneuver for, but he wants to end things quickly so he can curl up and hide. He rolls a miraculous 5 hits. This is an Indirect Combat spell, so its damage will be equal to Force 7 + Rikki’s net hits. Ganger 1 is a little out of it and only gets 2 hits. The second ganger is quicker with 4 hits. The three net hits make the total damage hitting the first ganger 10, while the second must attempt to absorb 8 points of damage. Both are wearing armor jackets (12), but with such a high Force, the AP of the spell reduces the jacket’s protection to 5. Both gangers have Body 5, so they each roll 10 dice to resist damage. Ganger 1 rolls 3 hits and takes a total of 7 boxes of Stun damage. Combined with the Mana Bolt, he is knocked out. Ganger 2 rolls better with 5 hits and only takes 3 boxes of stun. Ganger 2 figures it’s not worth taking on Rikki on his own and runs off to get help. Rikki hurts more from casting that spell than from being punched by the gangers, as his nose is bleeding from taking 4 boxes of Stun damage from the drain

离线 马非鱼

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侦查法术(285-287)
« 回帖 #3 于: 2014-12-03, 周三 12:16:44 »
侦测法术能让施法对象获得一个新的知觉(远超于寻常的五觉)或者增强一个已经具有的感官,直至法术不再被维持为止。侦测法术能以自身或其他接触距离内的目标作为施法对象。侦测法术带来的新知觉的标准半径为{法术的强度×施法者的魔法属性}米。大范围感知半径提升为{强度×施法者的魔法属性×10}米。施法时得到越多的净成功骰等于获得越细致的信息。
剧透 -   :
Detection spells give the subject a new sense (beyond the normal five) or improve a sense the subject already has, for as long as they are sustained. Detection spells may be cast upon yourself or on another subject within touch range. The standard range of the sense a Detection spell grants is the spell’s Force x caster’s Magic in meters as a radius from the target of the spell. Extended-range detection spells have a Force x Magic x 10 meter range. The more net hits you get when casting the spell, the more detailed information you receive.

使用额外或者被增强的感知可能需要对象去进行仔细观察,这是一个简单动作。侦测法术可以是具有方向性directional的(比如说正常的视觉),也可以是范围area效果(360度无死角,像听觉),或者是一个心灵psychic上的(提供其他的特殊知觉,如心灵感应或预知)。
剧透 -   :
Using the extra or enhanced sense may require the subject to Observe in Detail as a Simple Action. Detection spells are either directional (like normal sight), area effect (work in all directions at once, like hearing), or psychic (providing some other special sense such as telepathy or precognition).

这样的感知可以是主动的,这意味着它们需要特别的努力/行动去使用;也可以是被动的,这意味着他提高了那些无需额外行动的能力。
剧透 -   :
The sense is either active, requiring special efforts or actions to use, or passive, meaning it enhances the abilities of those affected without them having to take separate actions.

方向directional:有些侦测法术具有方向性,像是正常的视觉那样

范围area:有些侦测法术可以同时侦测全方位,像是听觉那样。

心灵psychic:有些侦测法术可以提供其他特殊感知,比如说心灵感应和预知
(译注:以上三条是从上文整理的)

主动Active:主动式的侦测法术需要进行对抗检定。
  如果目标有灵光的活物,检定为,施法者的施法+魔法【强度】v. 目标的意志+逻辑(+法术反制,如果有的话)【精神】;
  如果目标是魔法物品,检定为,施法者的施法+魔法【强度】v. 魔法物品的强度×2;
  如果目标是非魔法物品,检定为,施法者的施法+魔法【强度】v. 物品抗性。
  即使目标并不知道自己是施法对象(例如,目标走进了一个主动的『侦测敌人』法术的影响范围内),法术反制依然可以被用于抵抗主动式的侦测法术。
 
剧透 -   :
Active: Active detection spells involve an Opposed Test between the caster’s Spellcasting + Magic [Force] and either Willpower + Logic (+ Counterspelling if available) [Mental] for living things with auras, (Force x 2) for magical objects, or the object resistance for mundane objects (p. 295). Counterspelling may be used to defend against active detection spells, even if the target is unaware of them being cast (for example, if they walk within range of an active Detect Enemies spell).

当这种法术影响到多个目标时——不论是因为此法术具有范围效果,还是因为它是一个可能被多人遭遇到的持续法术——你都只需要进行一次施法检定。你的检定结果会作为阀值,然后每个潜在目标需要各自进行法术抵抗检定进行对抗。当新的目标进入法术的影响范围时,他可能会察觉到异常并进行一个法术抵抗检定对抗你原来的的施法检定结果。
剧透 -   :
When a spell affects multiple targets, either because it has an area effect or because it is sustained and may be encountered by multiple people, you should only make a single Spellcasting Test. Every potential target then makes an individual Spell Resistance Test and compares their result to yours. New targets may be detected as they enter the range of the spell, and they must make a Spell Resistance Test against your original Spellcasting Test.

被动Passive:一个被动的感官只是单纯的被“开发”了,并且如同其他感官一样,提供感知输入信息到目标的大脑内——也不需要诠释。虽然法术是需要维持的,但是感知检定是基于施法的净成功值,而不是对象的精神界限。法术反制不能用于防御被动式的感知,但是如果对方施法者知道有一个活跃的持续法术的话,她可以尝试去消除它。(见魔法消除Dispelling,p.295)
剧透 -   :
Passive: A passive sense is simply “on” and feeds sensory input to the subject’s brain like other senses—no interpretation necessary. While the spell is sustained, Perception Tests using this sense have a limit equal to the net successes from casting of the spell instead of the subject’s Mental limit. Counterspelling cannot be used to defend against a passive sense, but once an opposing spellcaster realizes there is an active sustained spell, she can try dispelling it (see Dispelling, p. 295).

失误Glitches:在侦测施法检定中的失误可能导致施法失败,或者获得一个误导性的信息。同理,一个严重失误可能导致额外耗竭(如,+2耗竭值),或转移所有耗竭伤害成为物理伤害,或暂时剥夺目标的一个感官,或莫名其妙的将要强化的效果给了施法范围内一个随机角色(尤其是敌人)——但愿他们会记得感谢你是如何帮他们察觉到你和你的队友的。
剧透 -   :
Glitches:A glitch on a Detection Spellcasting Test may result in false or misleading information. Likewise, a critical glitch may inflict extra Drain (e.g., +2 Drain Value), translate any Drain damage suffered into Physical Damage, temporarily strip the subject of a sense, or inexplicably apply the intended sense to others (particularly opponents) in range—hopefully they’ll remember to thank you for your help in spotting you and your team.

分析设备ANALYZE DEVICE
(主动,方向)
种类:P   范围:T
持续:S   耗竭:F-3
这个法术允许施法对象去分析感知范围内一个设备或大型设备部件的用途与使用方法。施放该法术需要对抗被分析设备的物品抗性(p.295)。每一个净成功骰都可以提供一些关于对象的不那么显而易见的信息(例如,如果一个设备上面有个巨大的联络(Renraku)商标,那么它不会告诉你那是联络制造的,但他会告诉你这个设备的基本功能是什么)。只要该法术被维持着,每个净成功都会给施法对象用于操作目标设备的骰池增加1个骰子,并且允许他忽略技能未受训使用的骰池调整。
剧透 -   :
This spell allows the subject to analyze the purpose and operation of a device or piece of equipment within range of the sense. The casting of the spell is opposed by the object’s resistance (p. 295). Each net hit can be used to provide a piece of information about the device that would not be readily apparent (for example, it would not give the information that it is a Renraku-manufactured device if the thing is emblazoned with a huge Renraku logo, but it might say what the basic function of the thing is). Each net hit also gives the subject a bonus die while operating the device and allows the subject to ignore any skill-defaulting modifiers for using it as long as the spell is sustained.

分析魔法ANALYZE MAGIC
(主动,方向)
种类:P   范围:T
持续:S   耗竭:F-3
这个法术允许施法对象去分析一个魔法对象的用途(例如,法器,炼金药剂,魔法小屋,激活的仪式)。施法检定的净成功值可以为视为感知表(assensing table; p.313)的成功值,此外目标也不需要具有星界感知。
剧透 -   :
This spell allows the subject to analyze the purpose of a magical object (e.g., foci, alchemical preparations, magical lodges, active rituals). Treat the net hits from the Spellcasting Test as hits on the Assensing Table (p. 313), except the subject isn’t required to be perceiving astrally.

分析真相ANALYZE TRUTH
(主动,方向)
种类:P   范围:T
持续:S   耗竭:F-2
这个法术允许施法对象知道目标的声明是真是假(至少是否是目标所相信的事实)。这个法术需要至少1个净成功值去检测目标声明的有效性。这个法术对书写、录音与其他任何通过技术手段记录的信息都无效。施法对象必须从那个人的口中听到他的声明才能判断真假(而且目标需要处于范围内)。
译注:如果两个人,差一左一右的同时发表声明,你就只能判断其中一个是否说真话了23333
剧透 -   :
The subject can tell whether a target’s statements are the truth (or at least if the subject honestly believes them to be true).The spell needs at least 1 net hit to determine validity of a selected statement. The spell does not work on written materials or items recorded through any sort of technological medium. The subject must hear a statement in person (with the target within range) to be able to judge its truth.


顺风耳CLAIRAUDIENCE
(被动,方向)
种类:M  范围:T
持续:S  耗竭:F-3
施法对象可以听见远处的声音就像是他本身正处于那个位置一样。顺风耳的位置可以在施法范围内自由移动的,这将会被视为一个复杂动作。在使用顺风耳的时候,目标不能使用她自己正常的听觉。这个法术不会传递视觉图像,只传递声音(并且只传递目标正常的听力范围的声音;听觉增强不会奇效)。
剧透 -   :
The subject can hear distant sounds as if physically present at a chosen point within the sensory range of the spell. The listening point may be moved to any other point within range of the spell as a Complex Action. While using Clairaudience, the subject cannot use her normal hearing. This spell doesn’t translate visual images, only sounds (and only sounds within the subject’s natural range of hearing; augmented hearing does not apply).

千里眼CLAIRVOYANCE
(被动,方向)
种类:M  范围:T
持续:S    耗竭:F-3
施法对象可以看见远处的声音就像是他本身正处于那个位置一样。千里眼的位置是可以在施法范围内自由移动的,这将会被视为一个复杂动作。在使用千里眼的时候,目标不能使用她自己正常的视觉或者星界感知。这个法术不会传递声音,只传递图像,强化视觉也不会生效。你不能通过千里眼进行施法。
(译注:想象一下你在开着一架装着窃听器/针孔摄像机的无人机,大概就是那种感觉。)
(注1:强化听觉和强化视觉都是一种cyberware来着)
(注2:这两个法术第一句话都贼难翻译,光伟正的校对啊就交给你们了)

剧透 -   :
The subject can see distant scenes as if physically present at a chosen point within the sensory range of the spell. The visual point may be moved to any other point within range of the spell as a Complex Action. The subject can’t use normal vision or astral perception while using Clairvoyance. This spell doesn’t translate sound, only vision, and it doesn’t work with augmented vision. You can’t target spells through Clairvoyance.

引用
案例
鼠萨满瑞奇(魔法5)想要看看这个酒吧但是又不想从他那个黑暗角落走出来。于是他对自己放了一个强度4的千里眼。这意味着他多了一双隐形眼睛,他们可以在他20米范围内活动(魔法5 x 强度4 = 20)。他让那双千里眼从一个由一个桌子上移动过去,偶然看一下显示在通信链上面的信息什么的,他并没有发现发现不寻常的地方。因为这个酒吧并不大,他让千里眼去到最大距离20米处。这已经在酒吧外了,而且他看见了一个很熟悉的面孔正在用通信链和别人聊天。那段对话并不长,所以瑞奇并没有时间释放千里耳偷听。
剧透 -   :
Rikki the Rat Shaman (Magic Rating 5) wants to take a look around the club without getting up from his dark corner of the bar. He casts Clairvoyance at Force 4 on himself. This means that he has a second pair of invisible eyes that can move up to 20 meters from his location (Magic 5 x Force 4 = 20). He lets his magical sight move from table to table around the club, occasionally reading what is being displayed on a commlink and doesn’t see anything unusual. Because the club is not that big, he sends his eyes to a maximum distance of 20 meters, which is out to the street where there’s a familiar face talking with someone through a commlink. The conversation is too short for Rikki to cast Clairaudience and move a pair of ears outside and listen in.

战斗感知COMBAT SENSE
(主动,心灵)
种类:M  范围:T
持续:S    耗竭:F
施法对象可以潜意识的分析战斗或者范围内其他危险情况,在事件发生前一瞬间就能预知到它们。施法技能检定的每个成功骰都会为突袭检定(Surprise Tests)的反射骰池增加1个骰子。只要法术持续生效,它也可作为对抗远程和近战攻击的防御带来同样的加值。
剧透 -   :
The subject can subconsciously analyze combat and other dangerous situations within range, sensing events a split-second before they happen. Every hit on the Spellcasting Test adds 1 die for Reaction on Surprise Tests, and also to rolls made when defending against ranged and melee attacks as long as the spell remains in effect.

侦测敌人DETECT ENEMIES
(主动,范围)
种类:M  范围:T
持续:S    耗竭:F-2

大范围侦测敌人DETECT ENEMIES, EXTENDED
(主动,大范围)
种类:M  范围:T
持续:S    耗竭:F
施法对象可以侦测到目标范围内对他具有敌意的存在。这个法术不能侦测出陷阱(由于它们并没有生命),也不能侦测出那些对人群乱开枪的疯子(由于那种敌意并不是针对施法对象的)。这个法术可以侦测出打算对施法对象进行伏击或者发动其他突袭的敌人。
剧透 -   :
The subject can detect living targets within range who have hostile intentions toward him. The spell does not detect traps (since they aren’t alive), nor can it detect someone about to shoot into a crowd at random (since the hostility is not directed at the subject of the spell). The spell can detect targets preparing an ambush or other surprise attack directed at the subject.

侦测个体DETECT INDIVIDUAL
(主动,范围)
种类:M  范围:T
持续:S    耗竭:F-3
施法对象可以侦测出一个特定目标的位置,只要他是在法术的影响范围内。施法时,你需要具体指明目标是谁,那个人需要是你熟识的人或者至少是你在以前相遇过的。
剧透 -   :
The subject can detect the presence of a particular individual anywhere within range of the sense. You need to specify the individual during casting, someone you know or at least have met in the past.

侦测生命DETECT LIFE
(主动,范围)
种类:M  范围:T
持续:S    耗竭:F-3

大范围侦测生命DETECT LIFE, EXTENDED
(主动,大范围)
种类:M  范围:T
持续:S    耗竭:F-1
施法对象可以侦测出法术范围内所有生命体(但不包括精魂),你可以知道他们的数量和大概位置。在一个很拥挤的地区时,这个法术基本上是没用的,它会找出一大堆模糊不清的生命痕迹。
剧透 -   :
The subject detects all living beings (but not spirits) within range of the sense and knows their number and relative location. In a crowded area, the spell is virtually useless, picking up a blurred mass of traces of life.

引用
侦测法术的结果(以『侦测生命』为例子)
净成功值   结果
1   仅仅是基本信息,不包含细节(如:有一帮人类种)
2   仅仅是大致信息,没有小细节(如:一个矮人,一个巨魔,一个兽人走进了酒吧….听过我就不说了)
3   已经可以获得很充足的信息了,可能只缺了一点点细节(如:以上三个人都是全身武装,且拔出了他们的武器。那个巨魔正在上弹)
4   详细信息(如:巨魔是你的接头,Moira;你不觉得你之前见过其他两人)
注:表格抄过来很麻烦哦,你们对照原文好了 p.286

侦测[生命形式] DETECT [LIFE FORM]
(主动,范围)
种类:M  范围:T
持续:S    耗竭:F-2

大范围侦测[生命形式] DETECT [LIFE FORM], EXTENDED
(主动,大范围)
种类:M  范围:T
持续:S  耗竭:F
施法对象可以侦测出感知范围内指定生命形式的所有目标,并知道他们的大概位置与数量。这包含了几种需要分别学习的法术,每种对应着施法者想侦测的对应生命形式(如,侦测兽人,侦测精灵,侦测龙,等等),他们都需要分别学习的。
剧透 -   :
The subject detects all of a specified type of life form within the range of the sense and knows their number and relative location. This is actually several different spells that must be learned separately, one for each type of life form that a caster might like to detect (Detect Orks, Detect Elves, Detect Dragons, and so forth), which are learned separately.

侦测魔法DETECT MAGIC
(主动,范围)
种类:M  范围:T
持续:S  耗竭:F-2
大范围侦测魔法DETECT MAGIC, EXTENDED
(主动,大范围)
种类:M  范围:T
持续:S  耗竭:F
施法对象可以侦测出了范围内所有法器、法术、守护(wards)、魔法帐篷、炼金药剂、激活的法阵、和精魂。它不会侦测出觉醒的角色/生物、星界印记(signatures)、过期/使用过的炼金药剂、以及已经生效的永久法术效果。(不过永久法术发动时,你依然可以通过这个法术去侦测到它。)
剧透 -   :
The subject can detect the presence of all foci, spells, wards, magical lodges, alchemical preparations, active rituals, and spirits within range of the sense. It does not detect Awakened characters or critters, astral signatures, alchemical preparations that that have expired or already triggered, or the effects of permanent spells once they have become permanent.

侦测[物品] DETECT [OBJECT]
(主动,范围)
种类:P  范围:T
持续:S  耗竭:F-2
施法对象可以侦测出范围内指定物品类别的所有目标,并知道他们的大概位置与数量。每种目标侦测都需要一个独立的法术取得(侦测枪械、侦测计算机、侦测爆炸物等等)。这些法术需要单独的学习与施放。
剧透 -   :
The subject detects all of a specified type of object within range of the sense and knows their number and relative location. Each type of object requires a separate spell (Detect Guns, Detect Computers, Detect Explosives, and so forth). These spells must all be learned and cast separately.

心灵链接 MINDLINK
(主动,心灵)
种类:M  范围:T
持续:S  耗竭:F-1
心灵链接允许魔法师和一个自愿者从精神层面直接沟通,交换对话、情感、与图像。只要施法技能检定上有一个成功就足以建立起这种链接。要心灵链接生效的话,施法对象必须保持在施法者的法术范围内。
剧透 -   :
Mindlink allows the magician and one voluntary subject to communicate mentally, exchanging conversation, emotions, and mental images. One hit on the Spellcasting Test is enough to establish the link. The subject must remain within range of the magician for the Mindlink to work.

心灵探针 MIND PROBE
(主动,方向)
种类:M 范围:T
持续:S 耗竭:F
这个法术允许施法对象从心灵上探测到感知范围内一个指定目标的思维(目标需要在施法时确定)。目标能够留意你的探查,虽然他们不一定知道法术的来源是哪里。法术净成功的数量决定了你能从目标身上获得何种程度的信息。在心灵探针被维持时,施法对象可以用复杂动作从目标的思维中挖掘出一小片信息。在几个小时内重复刺探同一目标的心灵后,目标在施法对抗检定中,意志获得-2骰池调整。
剧透 -   :
This spell allows the subject to telepathically probe the mind of a specific target within range of the sense (chosen when the spell is cast). The target is aware of the probing, though they may not know the source of the spell. The number of net hits you get on the spell determines what kind of information the subject can read, given on the table. The subject may probe for one piece of information per Complex Action while the spell is sustained. Additional uses of Mind Probe against the same target within a number of hours equal to the target’s Willpower inflict a –2 dice pool modifier on the Spellcasting attempt.

引用
心灵探针量表
净成功 结果
1~2 施法对象只能阅读目标的表层思维
3~4 施法对象可以找出目标知道的事情,并且浏览他在72小时内的近期记忆
5+ 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。
原文在p.287

离线 马非鱼

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生命法术(287 - 289)
« 回帖 #4 于: 2014-12-03, 周三 12:17:04 »
生命法术
生命法术可以治疗物理伤害,治愈疾病(或者施加症状),解除摄入物(drugs)或毒品的效果(或者模仿他们的效果),和调整属性。没有已知魔法技艺知道怎么抹除晕眩伤害或者治愈精神创伤。所有生命法术都需要法师在物理上接触到施法对象才能生效——“治愈之手”之类的传说在全世界都有。
剧透 -   :
Health spells can heal physical injury, cure diseases (or inflict symptoms), detoxify poisons or drugs (or mimic their effects), and modify attributes. No techniques currently known to magic can erase Stun damage or cure psychological conditions. All health spells require the magician to physically touch the subject of the spell—this “laying on of hands” is traditional in magical healing lore the world over.

施放大部分生命法术都需要进行一个简单检定,施法+魔法【强度】。例外情况会在法术描述中说明。
剧透 -   :
Most health spells are cast with a simple Spellcasting + Magic [Force] Test. Exceptions are listed in the spell descriptions.

精华Essence:一些生命法术更难对低精华角色产生效果。当一个躯体被非自然改造后,将它恢复到自然状态将会变得非常困难。这意味着,你的施法检定骰池需要减去目标损失的精华值,向上取整。(编注:即,施法骰池-(最大精华-当前精华),向上取整)
剧透 -   :
Essence: Low-Essence characters are more difficult to affect with some health spells. It’s hard to put the body back into its natural state when that state has been unnaturally altered. In game terms, this means you take a dice pool modifier equal to the target’s actual Essence minus his maximum Essence (which will turn out to be 0 or a negative number), rounded up.

解毒术 ANTIDOTE
种类:M  范围:T
持续:P  耗竭:F-3
这个法术帮助一个中毒对象克服一种毒素。施法者只能在目标中毒后,但做出毒素对抗检定前使用该法术。施法者只能在目标中毒后至做出毒性对抗检定前的时间段间使用该法术,时间段的长短取决于毒发速度。将该法术的成功值直接增加到施法对象的毒性对抗检定上。
剧透 -   :
This spell helps a poisoned subject overcome a toxin. Casters use it after the target has been poisoned, but before the target needs to make her Toxin Resistance Test, based on the Speed of the toxin. Add the hits from this spell directly to the hits from the Toxin Resistance Test.

治愈疾病 CURE DISEASE
(精华)
种类:M  范围:T
持续:P  耗竭:F-4
这个法术可以帮助病人在染病后克服病痛。将该法术的净成功直接增加到目标的疾病对抗检定上,直至病人恢复(或死亡)。该法术不会治愈疾病造成的伤害(这需要『治愈术』)。
剧透 -   :
This spell is used at any point after infection to help a patient overcome illness. The infected character receives a number of additional dice on her Disease Resistance Test equal to the spell’s net hits until the patient recovers (or dies). It does not heal any damage already inflicted by the disease (that requires a separate Healing spell).

降低[属性] DECREASE [ATTRIBUTE]
种类:P  范围:T
持续:S  耗竭:F-2
这个法术通过降低一项指定属性削弱目标。该法术在每一个物理与精神属性都有一个对应的版本,然而对特殊属性无效(包括精华,极限,魔法,共鸣)。它对属性的自然与增强加值都会产生影响。
这个法术的施法需要进行一次对抗检定,施法+魔法【强度】v.(对应属性)+意志。如果施法者胜出,那么对应属性会受到一个与法术净成功度相等的减值。如果一个物理属性被降低到零,那么目标将会瘫痪并且失去行为能力。如果一个精神属性被降低到零,那么目标将会傻站着,思维困惑。降低一个属性也会影响到其他关联属性(比如说,降低反射/直觉同样会降低主动性)只要法术持续生效。
剧透 -   :
This spell weakens the target by decreasing a designated Attribute. A version of this spell exists for each Physical and Mental attribute, but not for Special attributes (Initiative, Edge, Essence, Magic, or Resonance). It affects both natural and augmented Attributes.
This spell is cast with an Opposed Spellcasting + Magic [Force] v. (targeted Attribute) + Willpower Test. If the magician wins, the Attribute is reduced by the spell’s net hits. If a Physical Attribute is reduced to 0, the victim is incapacitated and paralyzed. If a Mental Attribute is reduced to 0, the victim stands still, mindlessly confused. Decreasing an Attribute also affects any other derived statistics that use it (for example, if Reaction or Intuition is lowered, Initiative is lowered as well) as long as the spell is sustained.

中和毒性 DETOX
种类:P  范围:T
持续:S  耗竭:F-6
中和毒性能够减轻一个摄入物(drugs)或毒药的副作用。这个法术的强度必须≥毒素的基础伤害值(DV)。单个成功度就足以去除所有症状。中和毒性不会治疗或者减免毒性伤害,但它会移除目标承受的全部负面效果(眩晕,幻觉,反胃,疼痛等)。如果付得起的话,中和毒性就是宿醉首选秘方。
剧透 -   :
Detox relieves the side effects of a drug or poison. The Force of the spell must equal or exceed the toxin’s base DV. A single hit is sufficient to eliminate all symptoms. Detox does not heal or prevent damage done by toxins, but it eliminates any side effects they may have on the victim (dizziness, hallucinations, nausea, pain, and so forth). Detox is the hangover cure of choice among those who can afford it.

治愈术 HEAL
(精华)
种类:M  范围:T
持续:P  耗竭:F-4
治愈术只能修复物理伤害。它治愈一定格数的物理伤害,数量等同于施法技能检定的成功值。成功值可以被用于减少法术生效的基础时间;每个这样使用的成功值都会减少一个回合的施法时间(你可以分裂成功值到治愈伤害和降低施法时间之间)。(译注:没搞错的话好像是每多回1点血需要多1回合的施法时间;如果你持续施法了两个回合然后被打断了,那么就回2点血,如此类推)
当你目标被魔法治愈过后,剩余的物理伤害可以通过时间以及休息恢复。(译注:进行魔法治疗后,不可以进行急救)
 
剧透 -   :
Heal repairs physical injuries. It heals a number of boxes of Physical damage equal to the spell’s hits from the Spellcasting Test. Hits can also be used to reduce the base time for the spell to become permanent; each hit spent this way shaves off 1 Combat Turn (you can split hits between healing and reducing time).
Any boxes of Physical damage your target still has after any boxes are healed magically can only be healed by time and rest.

提高[属性] INCREASE [ATTRIBUTE]
(精华)
种类:M  范围:T
持续:S  耗竭:F-3
这个法术增加一个自愿对象的一项属性(自然或者增强)。该法术在每一个物理与精神属性都有一个对应的版本,然而对特殊属性无效(包括精华,极限,魔法,共鸣)。这个法术的强度值必须等于或大于属性的增强加值。成功值将直接增加到对应属性上面,直至到达属性的〖增强上限〗,溢出值无视。每个属性在同一时间内都只能被一个『提高[属性]』所影响。
值得注意的是,提高一个属性也会影响到其他关联属性(提高反射同样会提高主动性,比如说,当提高体质后在法术生效期间,角色的物理CM也会获得额外的格数)。
剧透 -   :
This spell increases an Attribute (natural or augmented) on a voluntary subject. A version of this spell exists for each Physical and Mental attribute, but not for Special Attributes (Initiative, Edge, Essence, Magic, or Resonance). The Force of the spell must equal or exceed the (augmented) value of the Attribute being affected. The Attribute is increased by an amount equal to the hits scored, up to the target’s augmented maximum (any hits that would increase the Attribute beyond its augmented maximum are ignored). Each Attribute can only be affected by a single Increase Attribute spell at a time.
Note that increasing an Attribute may affect other derived statistics (Increase Reaction also affects Initiative, for example, while Increase Body adds extra boxes to the character’s Physical Condition Monitor for as long as the spell lasts).

提高反应 INCREASE REFLEXES
(精华)
种类:M  范围:T
持续:S  耗竭:F
这个法术会提高施法对象的主动性。施法技能检定的每个成功值都会让目标的主动性获得+1,每两个成功值增+1主动性骰。一个角色在同一个时间内只能被一个增强反应所影响,主动性骰的上限为+5d6。
剧透 -   :
This spell increases the initiative of a subject. Each hit rolled on the Spellcasting Test adds +1 to the target’s Initiative, and every two hits adds one Initiative Die. A character can only be affected by a single Increase Reflexes spell at a time, and the maximum Initiative Dice anyone can have is +5D6.

充氧术 OXYGENATE
种类:M  范围:T
持续:S  耗竭:F-5
这个法术直接为一个自愿对象的血液充氧,在对抗窒息、绞勒、吸入气体的效果、或者其他氧气剥夺的相关检定时提供额外的体质骰,每个成功+1。这个法术也允许目标在水下呼吸。
剧透 -   :
This spell oxygenates the blood of a voluntary subject, providing extra Body dice (1 die for every hit) to resist suffocation, strangulation, the effects of inhaled gas, or any other effect of oxygen deprivation. The spell also allows the subject to breathe underwater.

预防术 PROPHYLAXIS
种类:M  范围:T
持续:S  耗竭:F-4
这个法术为对象在对抗感染,摄入物(drugs),毒素时提供额外的骰子每成功值。这个法术不会区别有害或者有益的摄入物,所以在此法术生效时,目标同样会对药物或者增益性的摄入物产生抗性。施法技能检定的每个成功值都会降低一点有益摄入物提供的加值;三个或以上成功值将阻止任何不带来补正或者减值的效果。
注:比如说使用摄入物后使人情绪高涨,那么这个法术将会完全移除那种效果
剧透 -   :
This spell provides an extra die per hit for a subject to resist infection, drugs, or toxins. The spell does not discriminate between harmful and beneficial drugs, so the subject also resists medicines and other helpful drugs while under its effects. Reduce the bonuses of a beneficial drug by 1 for every hit rolled in the casting; three or more hits block effects that do not have a bonus or penalty associated with them.

止痛术 RESIST PAIN
种类:M  范围:T
持续:S  耗竭:(伤害值)-6
该法术允许目标无视伤口的疼痛,降低物理或晕眩伤害带来的惩罚。施法技能检定的每成功值都会使CM上的受到伤害视为-1。这不会移除伤害本身,它只能移除伤势惩罚的效果。如果CM被伤害填满,那么目标依然会陷入晕眩。
在法术生效期间,这个法术会永久提升目标的内啡肽水平,并不会减退。但是如果目标收到的伤害超过法术提供的补正(译注:比如说法术提供的补正为-6,而你受到超过6点伤害),或者现有的伤口被痊愈了,那么该法术将会消解。一个角色在同一个时间内只能被一个止痛所影响(保留最高值的)。
剧透 -   :
Resist Pain allows the subject to ignore the pain of injuries, reducing penalties from Physical or Stun damage. Each hit on the Spellcasting Test removes the effect of one box of damage from each of the subject’s Condition Monitor tracks. It does not remove the damage itself; it only eliminates the modifiers. If all of the boxes on the track are filled, the character still falls unconscious.
The spell is permanent in that the boost to the patient’s endorphin levels does not wear off. If the subject’s damage rises above the level at which the patient is resisting pain or if the existing injuries heal, the spell dissipates. A person can only be under the effects of one Resist Pain spell at a time (the one with the most hits).

伤势稳定 STABILIZE
种类:M  范围:T
持续:P  耗竭:F-4
当施法者将这个法术对一个物理CM被填满的对象使用时,这个法术会稳定对象所有重要的身体功能并使目标脱离濒死状态。这个法术的强度必须≥溢出伤害才能生效。你必须完整施放出整个法术才能使目标的伤势真正稳定下来;成功可以被用于减少法术生效的基础时间。如果成功,这个法术将会阻止目标收到进一步的物理伤害溢出(p.209)。
剧透 -   :
When applied to a character with a filled Physical damage track, this spell stabilizes all vital functions and prevents the character from dying. The spell’s Force must equal or exceed the overflow damage already taken when the spell starts. The full time must be taken for the spell to become permanent before the character is truly stabilized; hits reduce the time it takes by 1 Combat Turn each. If successful, the spell prevents the character from taking further damage from Physical Damage Overflow (p. 209).


离线 马非鱼

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幻象法术ILLUSION SPELLS
拖了半年才终于放了出来orz
无论看起来有多真,幻象(illusion)无法直接造成物理伤害。他们可以制造干扰,失衡,失去方向感,甚至恶心疼痛之类的症状。但是这些效果会在魔法师消弭幻觉后消失。不过幻觉肯定可以通过操纵受害者的感知造成伤害——比如说,使其走到车流之前或者跳下高楼——但是他们不能直接造成伤害。
剧透 -   :
No matter how realistic they are, illusions cannot directly cause physical harm. They can cause distractions, loss of balance or orientation, and even symptoms like nausea or pain. All such effects vanish, though, as soon as the magician drops the illusion. Illusions can certainly cause harm by manipulating the senses so a victim walks into traffic or off a high building, for example, but they cannot directly cause damage."

幻象可以归入以下几类:
显而易见Obvious:仅用于娱乐,任何人都能看出它们是假的
真实Realistic:看起来像真的一样
单感官Single-sense:只影响单一感官
多感官Multi-sense :影响多感官
法力幻觉Mana Illusions:只对思维有影响,并且对相机之类的技术性观察系统毫无作用。法力幻觉可以通过 逻辑 + 意志 检定抵抗。一些法力幻觉直接影响目标的感官,其他影响对施法目标的感知(当然你不会被你自己的幻术给唬到)。虽然法力基础的幻觉可以在星界层面被使用,它们的灵光会使他们的本质对通过灵视(Assensing)检定的人暴露——幻觉无法欺骗灵视并且无法被用于伪装或制造灵光。
物理幻觉Physical Illusions:物理型幻术制造真实的图像或者改变物理性质,像是光和声音。物理幻觉可以被用于活物与技术系统。它们可以通过 直觉 + 逻辑 检定抵抗;非生物设备使用物体抗性(Object Resistance)抵抗。魔法师需要有比观察者更多的成功以使幻象被认为是真的。如果法术没有被完全抵抗,目标会完全意义上的被法术所影响。
剧透 -   :
Illusions fall into the following categories:
Obvious illusions are used solely for entertainment
and cannot fool subjects into believing they are real.
Realistic illusions seem completely real.
Single-sense illusions affect only one sense.
Multi-sense illusions affect all senses.

Mana Illusions: Mana-based Illusion spells affect the mind and are ineffective against technological viewing systems like cameras. Mana illusions are resisted by Logic + Willpower. Some mana illusions affect the target’s senses directly; others affect the senses of anyone perceiving the subject of the spell (though you’re never affected by your own illusion spell). Though mana-based
illusions can be created on the astral plane, their magical auras give them away as illusions to anyone who makes a successful Assensing Test—illusions can’t fool Assensing and cannot be used to disguise or create auras.

Physical Illusions: Physical illusion spells create actual images or alter physical properties, such as light or sound. Physical illusions can be used on both living and technological systems. They are resisted by Intuition + Logic; non-living devices resist with their Object Resistance. The magician must generate more hits than the observer for the illusion to be considered real. If the spell is not completely resisted, the target is fully affected by the illusion.

痛苦术AGONY
(真实,单感官)
种类:M 距离:LOS
持续:S 耗竭:F – 4

群体痛苦术MASS AGONY
(真实,单感官)
种类:M 距离:LOS(A)
持续:S 耗竭:F – 2
这是那些失恋法师们最喜欢的法术,它能对目标施加令人恐惧的幻痛。魔术师拥有的每点净成功都会使目标临时收到一点物理伤害与一点晕眩伤害。这不是真的伤害,只是法术效果的一个计算方式。目标会将疼痛当成是真的,并且承受正常的伤势调整值。如果目标的CM被填满了,他会完全被疼痛淹没(racked with pain),不能移动或行动。只要法术结束了,痛苦和伤害点(damage boxes)会立即被移除。
痛苦术影响单体目标,群体痛苦术是范围法术。
剧透 -   :
A favorite of mages going through bad break-ups, Agony inflicts an illusion of terrible pain on the target. Each net hit scored by the magician temporarily inflicts 1 box of Physical and 1 box of Stun damage on the target. It is not actual damage, only a measure of the effect of the spell. The target is affected the same as if the damage were real, with the usual injury penalties. If the target’s damage boxes are completely filled, he is racked with pain, unable to move or act. Once the spell is ended, the pain and damage boxes immediately go away.
Agony affects a single target, while Mass Agony is an area spell.

臭虫术BUGS
(真实,多感官)
种类:M 距离:LOS
持续:S 耗竭:F – 3

蝗群术SWARM
(真实,多感官)
种类:M 距离:LOS(A)
持续:S 耗竭:F – 1
这个法术使目标相信他们浑身上下有各种种类的小虫子爬行,撕咬,徘徊,并且钻入身体的每一个腔孔。这些虫子视觉上,感觉上,嗅觉来,甚至味觉伤害都像是真的一样。这个幻觉通常足以使任何目标吓尿(freak out)。你获得的每个净成功都会目标失去2点主动性。如果你维持这个法术,他们每个回合的开始都会失去主动性。
臭虫术影响单个目标,蝗群术是范围法术。
剧透 -   :
These spells make the target believe that small bugs of various persuasions are crawling over their entire body, biting them, scurrying about, and crawling into assorted orifices. The bugs look, feel, smell, and even taste real. The illusion is usually enough to make any target who fails to resist freak out. For each net hit you get, the target loses 2 from their Initiative Score. If you sustain the spell, they lose the same amount from their Initiative Score at the beginning of each Combat Turn.
Bugs affects a single target, Swarm is an area spell


困惑术CONFUSION
(真实,多感官)
种类:M 距离:LOS
持续:S 耗竭:F – 3

群体困惑术MASS CONFUSION
(真实,多感官,范围)
种类:M 距离:LOS(A)
持续:S 耗竭:F – 1

混乱术CHAOS
(真实,多感官)
种类:P 距离:LOS
持续:S 耗竭:F – 2

混乱世界CHAOTIC WORLD
(真实,多感官,范围)
种类:P 距离:LOS(A)
持续:S 耗竭:F – 2
这些法术会制造出风暴般的感官冲突和图像去混淆感知。施法检定上的每个净成功,会使目标由于精神涣散而全部检定骰池-1。
困惑术影响单个目标,群体困惑术是范围法术。混乱术是物理版本的困惑术(如上),所以他也可以影响技术系统和感知设备。混乱世界是混乱术的范围效果。
剧透 -   :
These spells produce a storm of conflicting sensations and images to confuse the senses. For each net hit on the Spellcasting Test, the target suffers a –1 dice pool modifier to all tests due to the distraction.
Confusion affects a single target. Mass Confusion is an area spell. The Chaos spell is a physical version of Confusion (above), so it also affects technological systems and sensing devices. Chaotic World is an area version of Chaos.

娱乐ENTERTAINMENT
(显而易见,多感官,范围)
种类:M 距离:LOS(A)
持续:S 耗竭:F – 3

全息娱乐TRID ENTERTAINMENT
(显而易见,多感官,范围)
种类:P 距离:LOS(A)
持续:S 耗竭:F – 2
这些范围法术会制作出显而易见但富有娱乐性的幻象。施法检定的成功(hits)决定了这个幻象的细节性,趣味性和对观众的吸引性。魔法师可以复杂基本所有东西,从她的想象到她经历的再创作。
娱乐影响目标的精神并且不能被非生命存在所感知。全息娱乐是一个物理法术,所以它可以被活物与非生命形式的传感器所察觉。
这些法术被用于消遣与艺术。娱乐产业利用幻术师作为真正意义上的特效巫师。魔法设计师和艺术家们则努力制作新而有趣的知觉,包括现实世界中无法通过其他途径获得的。只有那些有钱人可以承担这种顶尖魔法师带来的独特体验。
剧透 -   :
These area spells create obvious, but entertaining,illusions. Hits on the Spellcasting Test measure how detailed, interesting, and captivating the audience finds the illusion. The magician can reproduce just about anything from her imagination, or re-create something she has experienced.
Entertainment affects the minds of the subjects and cannot be detected by non-living sensors. Trid Entertainment is a physical spell and can be perceived by both living subjects and non-living sensors. These spells are used for amusement as well as art.
The entertainment industry uses illusionists as literal special effects wizards. Magical designers and artists work to create new and interesting sensations, including sensations that can’t otherwise be experienced in the real world. Only the wealthy can afford the unique experiences offered by such magicians firsthand.

隐形术INVISIBILITY
(真实,单感官)
种类:M 距离:LOS
持续:S 耗竭:F – 2

进阶隐形术IMPROVED INVISIBILITY
(真实,多感官)
种类:P 距离:LOS
持续:S 耗竭:F – 1
这个法术使目标更难为普通视线察觉(包括低光,热感,和其他基于视觉光谱的感官)。目标是可以被其他感官所察觉的,包括听觉,嗅觉,触觉,甚至味觉,如果可能的话(if it somehow comes to that)。目标的灵光也依然可以被星界感知所察觉到。
所有可能察觉到目标的敌人必须首先成功抵御这个法术。施法检定的成功值会被视为检定阀值在之后使用。即使法术被抵抗了,目标依然不一定会被察觉到只要她的潜行检定够好。一个隐形的角色依然会被非视觉手段侦查出来,比如说听觉和嗅觉。对隐形目标的攻击承受盲射(Blind Fire)调整值,前提是攻击者无法看到或者感知到施法目标。
隐形术从精神上影响观察者。而进阶隐形术从全角度模仿目标的周围环境,技术传感器(technological sensors)也会被影响。
剧透 -   :
This spell makes the subject more difficult to detect by normal visual senses (including low-light, thermographic, and other senses that rely on the visual spectrum). The subject is completely tangible and detectable by the other senses (hearing, smell, touch, and even taste, if it somehow comes to that). Her aura is still visible to astral perception.
Anyone who might be in a position to perceive the subject must first successfully resist the spell. Simply make one Spellcasting Test and use the hits scored as the threshold for anyone that resists at a later point.
Even if the spell is resisted, the subject might remain undetected if she’s good enough with her Sneaking Test. An invisible character may still be detected by non-visual means, such as hearing or smell. Attacks against invisible targets suffer the Blind Fire modifier
if the attacker is unable to see or otherwise sense the subject of the spell.
Invisibility affects the minds of viewers. Improved Invisibility mimics the subject’s surroundings from all angles and affects technological sensors as well.

假面术MASK
(真实,多感官)
种类:M 距离:T
持续:S 耗竭:F – 2

物理假面PHYSICAL MASK
(真实,多感官)
种类:P 距离:T
持续:S 耗竭:F – 1
这个假面术需要施法者去接触目标才能施放。目标会呈现出一个不同的身体外表(但是体型是和她的自然形态是基本一致的),由施法者决定。这个法术同时也可以改变目标的声音,体味,和其他身体特征。其他想要看穿伪装的人必须先成功抵抗这个法术的效果。利用施法检定时得到的成功数(hits)作为看透伪装的难度阀值。假面术影响观看者的思想。物理假面则能够制造出能同样影响技术传感器的幻象。
剧透 -   :
The Mask spell requires the magician to touch the subject. The subject assumes a different physical appearance (of the same basic size and shape as her natural form) chosen by the magician. This spell can alter the subject’s voice, scent, and other physical characteristics as well.
Anyone who might see through the disguise must first successfully resist the spell. Simply make one Spellcasting Test and use the hits scored as the threshold for anyone that resists at a later point. Mask affects the minds of viewers. Physical Mask creates an illusion that affects technological sensors as well.

幻影术PHANTASM
(真实,多感官,范围)
种类:M 距离:LOS(A)
持续:S 耗竭:F – 1

三维幻影术TRID PHANTASM
(真实,多感官,范围)
种类:P 距离:LOS(A)
持续:S 耗竭:F
这些范围法术能够制造出令人信服的幻影,可以是任何施法者想要展现的对象,生物,或者场景。它们可以制造出任何施法者曾经见过的幻象,从一朵花,一个信用棒到一条喷火的巨龙,只要这个幻想不要超过法术的影响范围。
任何可能看穿这些幻象的人必须先抵抗法术的效果。利用施法检定时得到的成功数(hits)作为看穿幻象的难度阀值。
幻影术只影响生者,而三维幻影术同样影响技术传感器。
剧透 -   :
These area spells create convincing illusions of any object, creature, or scene the magician desires. They can create an illusion of anything the magician has seen before, from a flower or a credstick to a dragon breathing fire, as long as the illusion is no larger than the spell’s area of effect.
Anyone who might pierce the illusion must successfully resist the spell. Simply make one Spellcasting Test and use the hits scored as the threshold for anyone attempting to resist at a later point.
Phantasm only affects living beings, while Trid Phantasm affects technological sensors as well.


缄口术HUSH
(真实,单感官,范围)
种类:M 距离:LOS(A)
持续:S 耗竭:F – 2
沉默术SILENCE
(真实,单感官,范围)
种类:P 距离:LOS(A)
持续:S 耗竭:F – 1
这些法术能制造出一个消音区域。进出这个范围的音波攻击,包括以声音为介媒的怪物能力(critter power;如,瘫痪狂啸Paralyzing Howl),都会被施法检定的每个成功-1。每个尝试听到来自或经过消音区域的声音的人都要成功抵御这个法术。
缄口术是一个法力法术,所以只影响生者和魔法音波攻击。沉默术影响技术设备,并且有效干扰警报器,侦查设备,声呐,和战术沟通以及技术性的音波武器。
剧透 -   :
These spells create an area that dampens sound. Sonic attacks into or out of the field, as well as critter powers using a sonic medium (such as Paralyzing Howl), are reduced by –1 per hit on the Spellcasting Test. Anyone attempting to hear a sound from within or across the silenced area must successfully resist the spell.
Hush is a mana spell and so only affects living beings and magic sonic attacks. Silence affects technological devices and is useful for jamming alarms, detection devices, sonar, and tactical communications, as well as technological sonic weapons.

潜行术STEALTH
(真实,单感官)
种类:P 距离:LOS(A)
持续:S 耗竭:F – 1
潜行术使目标更难以被听见。目标可以移动得很安静,只发出很小的,甚至不发出噪声。那些没有直接被目标触碰的物体仍然会发出噪声。被施了潜行术的角色不会在撞击门的时候发出声音,但门如果撞到了地板或者墙壁,就会发出声音。
任何可能听到目标的人必须做一个成功的检定来抵抗法术。利用施法检定时得到的成功数(hits)作为抵抗法术的难度阀值。即使法术被抵抗了,如果潜行技能检定通过,目标也不会被发现。
剧透 -   :
Stealth makes the subject less audible to normal and augmented hearing. The subject moves in silence, making less or no noise. Things not directly touched by the subject can still make noise, so a character under a Stealth spell would make no noise knocking on a door, but the door would make noise hitting the floor or wall if it was kicked in.
Anyone who might hear the subject must first successfully resist the spell. Make a single Spellcasting Test and use the hits scored as the threshold for anyone who resists at a later point. Even if the spell is resisted, the subject might remain unnoticed if her Sneaking Tests are up to par.

离线 马非鱼

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操纵法术
« 回帖 #6 于: 2015-05-28, 周四 01:12:35 »
注:Standard Action是早期版本的设定,在5e中以被Complex Action(复杂动作)的设定代替,只是编辑忘记改称呼而已。译文中已将此改正。

操纵法术可以控制,活化,或者转变物质和能量。以下是它的关键词。
剧透 -   :
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.

环境Environmental:这类法术并不会锁定哪个目标,它们也不会真的直接对目标造成影响。它们只是影响整个区域而已。
剧透 -   :
Environmental: These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.

伤害Damaging:可以造成伤害的操纵法术具有{强度}的伤害值(不会被施法检定的成功值改变)和0AP。对应的伤害抵抗检定为,体质+护甲。
剧透 -   :
Damaging: Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.

物理Physical:这些法术影响物理形式。
对活物使用的话,目标的抵抗骰池为,体质+力量;
对物品使用的话,目标的抵抗骰池为,它的物品抗性。
剧透 -   :
Physical: These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.

精神Mental:这种法术的抵抗检定为,逻辑+意志。记录你的净成功,它们决定着你可以将这个法术维持多久。当法术被维持时,目标需要在他们行动时用一个复杂动作进行抵抗。抵抗检定的骰池为,逻辑+意志-法术的强度。目标获得的每个成功都会使施法者取得的净成功-1。即使目标因为被相应法术控制导致他们失去了自己的行动,目标依然可以进行该行动。在你的净成功被降低至0时,法术效果结束。
剧透 -   :
Mental: Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.

精神性操纵法术的受害者可以进行检定以判断他们是否留意到法术的效果,如常应用〖魔法侦查〗的规则。有些没那么隐晦的精神法术(比如说,控制行为)就很明显,但是有些更隐晦的法术(比如说,控制思想)就比较难以察觉。
剧透 -   :
A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.


活化物品ANIMATE
(物理)
种类:P  范围:LOS
持续:S  耗竭:F-1

群体活化MASS ANIMATE
(物理,范围)
种类:P  范围:LOS(A)
持续:S  耗竭:F+1
这个法术能使无生命的目标移动。物品会根据合适它们结构的方式移动(比如说,球会滚,地毯会拱,人形结构的物品就可以走起来,诸如此类)。这个法术能给带有关节的固态物体(比如说雕像)带来有限的可曲性,这使它们可以蹒跚着移动。你需要在对抗目标物品抗性的检定中获得净成功;大件物品(超过200kg)每200kg重量都会使他们的对抗检定+2。控制物品只需要一个简单动作;你可以命令物品保持他们的运动方式,以使你的注意力可以转向其他地方。你只能大概控制物品的移动,而且不能操纵物品的单个部分或者组件(更精心的控制需要其他法术,比如说魔法手指)。物品的最高速度通常是{强度}米/战斗轮,具体由GM裁定。如果物品被谁把持着,那么你需要进行一个对抗检定,强度×2 v. 力量+体质,以使物品挣脱出来。如果它被绑住了,你需要进行一个简单检定,强度×2,阀值由GM决定。
活化物品影响一个无生命物体;群体活化是一个范围法术,能允许一定数量的物品同时移动(比如说,满满一个房间的扫把)。
剧透 -   :
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).


护甲ARMOR(物理)
种类:P  范围:LOS
持续:S  耗竭:F-2
这个法术制造一个发光的魔法力场环绕着目标,以帮助抵抗他所遭受到的物理伤害。它能提供{成功}点护甲值,并且和其他护甲叠加,但是不会带来额外的护甲罚值(见,护甲与负重,p. 169)。
剧透 -   :
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).


控制行为CONTROL ACTIONS
(精神)
种类:M  范围:LOS
持续:S  耗竭:F-1

群体控制行为MOB CONTROL
(精神,范围)
种类:M  范围:LOS(A)
持续:S  耗竭:F+1
你可以控制目标的身体动作如同你操纵着提线木偶般。受害者的意识并不会受到影响,你控制的只是受害者的身体。当你强迫目标行动时,使用你的技能而不是他的。控制目标进行任何行动都会消耗一个复杂动作。
剧透 -   :
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.

控制行为只影响单体目标,群体控制行为则影响范围内所有活体。群体控制行为的受害者可以被单独操纵(需要不同的动作),施法者也可以对他们集体发出指令(只需要一个单独动作)。
剧透 -   :
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).


控制思维CONTROL THOUGH
(精神)
种类:M  范围:LOS
持续:S  耗竭:F-1

群体控制思维MOB MIND
(精神,范围)
种类:M  范围:LOS(A)
持续:S  耗竭:F+1
法师可以借此获得目标思维的控制权,决定目标的每一个想法。法师通过复杂动作发出指令,目标会被迫使服从指令,如同这是他的想法一样。(译注:目标会用自己的技能进行检定)
控制思维只影响单体目标,而群体控制思想则影响范围内所有活体。群体控制思想的受害者可以被单独操纵(需要不同的动作),施法者也可以对他们集体发出指令(只需要一个单独动作)。
剧透 -   :
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).


念动投掷FLING
(物理,伤害)
种类:P  范围:LOS
持续:I  耗竭:F-2
这个法术能通过念动力将指定物体猛的丢出,目标物品不能重于{强度}公斤。判断物品能否击中目标时,使用你的施法检定代替正常的远程战斗检定;判断物品的伤害值和射程时,以你的魔法取代力量。套用标准的手雷射程(见射程表,p. 185页)。
剧透 -   :
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)

冰面术ICE SHEET
(环境,范围)
种类:P  范围:LOS(A)
持续:S  耗竭:F
这个法术能在目标区域制造一个光滑的冰面。跨越冰面的目标必须进行一个简单检定,敏捷+反应(阀值为你获得的成功)以回避摔倒在地上。载具必须进行一个立即的撞击检定(p. 201)。室温下,冰面每分钟会融化1平方米(如果更热的话自然融得更快;冷一点的话也融得慢些;如果能结冰的话,甚至就不会融)。
剧透 -   :
This spell creates a slippery sheet of ice over the area of effect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it’s hotter, slower when it’s colder, or not at all if it’s below freezing).


点燃术IGNITE
(物理)
种类:P  范围:LOS
持续:P  耗竭:F
这个法术能加快目标的分子运动速度(强行解释),当法术效果变得永久生效时,目标就会因此而着火。对无生命物体使用时,法师需要成功对抗目标的物品抗性骰池。当物品被点燃后,它会自然燃烧直到烧尽或者火焰熄灭。
剧透 -   :
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.

对活体目标用的话,点燃要进行一个对抗检定,你的施法+魔法【强度】v. 目标的体质+反应。如果成功,法术会使目标被热量和火焰所环绕,最终使其被点燃(见火焰伤害,p. 171)。
剧透 -   :
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).

暗示术INFLUENCE
(精神)
种类:M  范围:LOS
持续:P  耗竭:F-1
你将单个暗示植入受害者的思想中,像是一个更加强力的催眠指令。比方说,你可能会让你的目标觉得冒泡水(FizzyFluid)是市场上最好的饮料,或者让他记不起他好朋友的名字,或者让他觉得应该让你通过一道大门。目标将暗示当成是他自己的想法。如果暗示的谬误之处被展示了出来(比如说冒泡水实际上真特么难喝,然后和他的想法起了冲突),目标可以尝试抵抗暗示的效果,套用抵抗精神类操纵法术的规则(p. 292)。无论如何,暗示的效果都会在{净成功}分钟后消散。
剧透 -   :
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.


悬浮术LEVITATE
种类:P  范围:LOS
持续:S  耗竭:F-2
悬浮术允许你通过念动力抬起一个人或者物品,并将其到处移动。你的施法检定需要赢得一个阀值才能让这个法术生效,阀值为{目标的重量/200kg,向上取整}。法术目标可以移动到你视线范围内人任意位置,速度为{强度}米/战斗轮。
剧透 -   :
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.

如果你尝试抬起一个被把持着的物品或一个非自愿目标,那么你需要赢得一个对抗检定,施法检定 v. 力量+体质。你可以用这个法术让自己悬浮起来,以允许你获得一个更高的视点,甚至允许你在空中自由移动。
剧透 -   :
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.


光亮术LIGHT
(环境,范围)
种类:P  范围:LOS(A)
持续:S  耗竭:F-4
这个法术能制造一个可移动的光源,光照半径为{强度}米。这个法术不能用来致盲目标,但是它能抵消黑暗带来的可见度惩罚。施法检定获得的每个成功都会降低1点由于能见度带来的罚值。
剧透 -   :
This spell creates a mobile point of light, illuminating a radius around it equal to the spell’s Force in meters. The spell cannot be used to blind a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.


魔法之手MAGIC FINGERS
(物理)
种类:P  范围:LOS
持续:S  耗竭:F-2
魔法之手会制造出一股念动能量,效果和一双能把持与操纵物品的隐形手差不多。施法检定获得的成功会被视为法术的有效力量与敏捷(译注:比如说你施法检定有3成功,那么魔法之手就有3的力量和3的敏捷)。你可以在使用魔法之手时也应用上你的技能,此时你的天生界限会被法术的强度取代。不过法术的精细控制很成问题,甚至简单到向捡起一个硬币可能也需要进行检定(由GM决定)。你可以用它战斗,开锁,或者进行其他行为,将它当做你自己的双手使用。魔法之手可以在你的视野范围内操纵数个物品,但是物品与物品之间的距离只能在大概1米左右(那双“手”之间的距离不能超过你的臂展)。这个法术在拆弹或者应付其他危险工作的时候非常有用,允许你呆在一个安全的距离。
剧透 -   :
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.



法力屏障MANA BARRIER
(环境,范围)
种类:M  范围:LOS
持续:S  耗竭:F-2
该法术能制造一个隐形的魔法屏障。它的屏障等级为{净成功},并且应用法力屏障的规则(p. 315)。这个屏障不会阻挡活体存在,或者具有物理性的物品。但是他会阻挡精魂,法器,双重性质的存在,以及其所在位面的法术(比如说,如果你是在主物质界施放的法力屏障,那么它就会阻挡主物质界的法术,如此类推)。如果你是在星界施放的法力屏障,它同样会妨碍星界形式和降低可见性。
译注:最后一句感觉译得不是很对,求指点。
剧透 -   :
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.


物理屏障PHYSICAL BARRIER
(环境,范围)
种类:P  范围:LOS
持续:S  耗竭:F-1
该法术能制造出一个发光的半透明力场,每点成功会提高1点护甲和结构。你可以将这个屏障建成一个半球形,它的高度和半径与正常法术的一致。你也可以将它构成为墙型,高度为{强度}米,宽度为{强度×2}米。
剧透 -   :
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.

物理屏障能制造出一个物理性的墙体,不过任意分子大小的(及更小的)东西都可以穿过屏障,比如说空气和其他瓦斯(诶……那么单分子鞭和喷火器怎么算)。而任何更大的东西都会被屏障如常阻挡。虽然墙体是半透明的,不过它会散发出微光,和光雾(p. 175)有着一样的效果。除了它带来的能见度调整外,屏障不会对施法造成其他影响,除非法术有着物理成分,比如说间接式的战斗法术。屏障可以被物理攻击摧毁,不过只要你一直维持着它,它每轮的开始都会自动恢复如新。如果屏障的结构等级降低到0,那么它就会崩坏,法术也会结束。
剧透 -   :
Physical Barrier creates a physical wall. Anything the size of a molecule (or less) can pass through the barrier, including air or other gases. Anything bigger treats the barrier as a normal physical wall. The wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.


骚灵术POLTERGEIST
(环境,范围)
种类:P  范围:LOS
持续:S  耗竭:F-2
骚灵术会卷起影响范围内所有小东西(最多1公斤重),并让他们到处乱飞。它会带来和光雾(p. 175)一样的能见度罚值。法术每轮会对范围内的人的造成2格晕眩伤害(可以通过体质+护甲抵抗),乱飞的杂物碎片会打在他们身上。骚灵术在混乱的环境会造成更大的伤害,如果GM觉得那些碎片很危险(比如说破玻璃和钉子),甚至可以造成物理伤害。但是如果地上没有什么杂物的话,这个法术的效果顶多只是带来一些怪异的噪音而已。
剧透 -   :
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.


暗影术POLTERGEIST
(环境,范围)
种类:P  范围:LOS(A)
持续:S  耗竭:F-3
暗影术能制造出一个球形的黑暗范围,半径为{强度}米。每两个成功,它都会增加一档由于能见度降低带来的罚值——2个成功就是部分光线,4个成功就是昏暗光线,6个成功就是完全黑暗。这个法术不会造成比完全黑暗更高的效果。
剧透 -   :
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.

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Re: 【暗影狂奔第五版核心规则书翻译】魔法(p.276-p.307)
« 回帖 #7 于: 2015-08-29, 周六 03:31:11 »
哇,好多法术 :em012,martian你太强力了 :em003
Hello world!

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Re: 【暗影狂奔第五版核心规则书翻译】魔法(p.276-p.307)
« 回帖 #8 于: 2016-08-28, 周日 11:52:32 »
你没有放出法术详细属性和名称的原文。
Faith in their hands shall snap in two,
   And the unicorn evils run them through;
      Split all ends up they shan't crack;
         And death shall have no dominion.

死亡也并非所向披靡



”也许是因为我喜欢小狗狗和你们流血的样子。”noquestionmarknoshemeans
忠实的B级639片爱好者639你们会为我哭639泣吗?

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Re: 【暗影狂奔第五版核心规则书翻译】魔法(p.276-p.307)
« 回帖 #9 于: 2016-08-28, 周日 15:26:33 »
你没有放出法术详细属性和名称的原文。

名字我迟一点补,属性啥的,啊,等我有人生再说吧 :em006
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