作者 主题: 【SG】无形之触THE IMMATERIAL TOUCH / 游戏信息(二)/ P199~207  (阅读 3444 次)

副标题: 无形之触,全部施工完毕,校对:Bellicose

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无形之触·四
THE IMMATERIAL TOUCH


游戏信息
GAME INFORMATION


新特质NEW QUALITIES


以下特质可以应用于精魂或咒术师。如果特质没有业力花费或奖励,它只能应用于精魂。
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The following qualities can be applied to spirits or conjurers. If the quality does not have a Karma cost or bonus, it can only be applied to spirits.


引用
躁动RESTLESS

有些精魂只想要自由,躁动不安的精魂试图抓住任何打破枷锁机会。当咒术师对具有躁动特质的精魂执行束缚仪式时,精魂除了在对抗检定中获得的成功数之外,还会额外获得一定量的免费的成功数,其数量等于它的强度除以3(向上取整)。
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Some spirits are just meant to be free, and a restless spirit tries to break its chains at any opportunity. When a conjurer performs a binding ceremony on a spirit with the Restless quality, the spirit gains a number of free hits equal to its Force divided by 3 (rounded up), in addition to the hits it rolls for the test.

当进行检定测试盟约是否精魂挣脱束缚时(参见失去盟约精魂,第202页),一个具有躁动特质的盟约精魂获得一定量的额外骰池,其数目等于{6减去目前的忠诚度}。
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When making a test to see if an ally breaks free (see Losing an Ally, p. 202), a Restless ally spirit gains a number of additional dice equal to 6 minus its current Loyalty rating.

引用
屈从SERVILE

虽然大多数精魂认为为人类服务是一种监禁形式,但具有屈从特质的精魂对于回应召唤师的召唤再乐意不过了。当召唤的精魂具有屈从特质时,咒术师在他的召唤检定和对这个精魂进行的任意束缚检定中,可以获得一个额外的免费成功。
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Though most spirits find serving metahumanity a form of imprisonment, a servile spirit wants nothing more than to answer a summoner’s call with gusto. When summoning a spirit with the Servile quality, a conjurer receives one free hit on his Summoning Test and on any Binding Test performed on this spirit.

引用
精魂捍卫者SPIRIT CHAMPION
花费:14业力COST: 14 KARMA

你做的一些事情对星界有着一个比较正面且持久的影响,整个精魂世界都在谈论着它。拥有这种特质的角色当进行召唤检定是获得+1骰池调整时,除了花费在提高检定上限的试剂之外,仅需要额外花费(强度×5)打兰的试剂。同时,束缚检定只需要(强度×20)打兰的试剂,且召唤者获得+1骰池调整。
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Something you did had a lasting, positive effect on the astral plane, and the whole spirit world is talking about it. Characters with this quality may spend (Force x 5) drams of reagents when performing a Summoning Test to receive a +1 dice pool modifier, in addition to any reagents spent to set the limit for the test. Also, Binding Tests require only (Force x 20) drams of reagents, and the summoner receives a +1 dice pool modifier.

引用
精魂遗弃者SPIRIT PARIAH
奖励:14业力BONUS: 14 KARMA

你在精魂世界里做了一些偏激的事,所以精魂真的挺不喜欢你的。为了得到他们的注意,你必须提供额外的奉献才能让精魂出现。具有这种特质的角色必须花费(强度×5)打兰的试剂进行召唤检定;用于增加检定上限的试剂不计入其中。如果角色不能消耗足够的试剂,则检定会自动失败。同时,束缚检定要求提供(强度×30)打兰的试剂,且召唤者获得-1骰池调整。
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Something you did slotted of the spirit world something fierce, so spirits really don’t like you. In order to even get their attention, you must make additional offerings to get spirits to show up. A character with this quality must expend (Force x 5) drams of reagents in order to make a Summoning Test; reagents spent to increase the test’s limit do not count toward this amount. If the character cannot expend enough reagents, the test automatically fails. Also, Binding Tests require (Force x 30) drams of reagents, and the summoner receives a –1 dice pool modifier.
« 上次编辑: 2018-03-27, 周二 19:43:34 由 马非鱼 »

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新精魂导师NEW MENTOR SPIRITS

 
狂战士BERSERKER

那些追随狂战士的家伙非常热爱战斗,无论是用文字、拳头还是咒语。他是所有战士中最伟大的,能够毫无畏惧地投入到战斗中,如有必要的话,他将单枪匹马发动战争。
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Those who follow the path of Berserker love fighting just for the sake of fighting, be it with words, fists, or spells. He is the greatest of all warriors, capable of wading into battle without fear, and he will wage his war singlehandedly if necessary.
引用
优势ADVANTAGES
通用:沉着检定获得+2骰池
法师:物理类型的战斗类法术、制剂和仪式检定中获得+2骰池
修士:秘法护甲或疼痛抗力免费获得2级,或两个异能各免费获得1级
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All: +2 dice pool modifier for Composure Tests
Magician: +2 dice for Physical-type Combat spells, preparations, and rituals
Adept: 2 free levels of Mystic Armor or Pain Resistance, or 1 free level of each
引用
缺陷DISADVANTAGES
狂战士的追随者脾气暴躁。每当有人坚决不同意你(GM自由裁定),你必须通过一个魅力+意志(3)检定来避免攻击冒犯你的人。如果检定失败,你必须对他发起意图伤害他的攻击,攻击可以是您选择的任何形式(拳头、咒语等)。
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Berserker’s followers have very short fuses. Whenever someone strongly disagrees with you (gamemaster’s discretion), you must pass a Charisma + Willpower (3) Test to keep from striking out against the offender. If the test fails, the attack can be in any form you choose (fist, spell, etc.), but it must have the intent to cause damage
相似原型:勇者,战争贩子
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Similar Archetypes: Warrior, Warmonger
   



混沌CHAOS

混沌的信徒看似做事随意,喜欢为了好玩惹是生非打架斗殴,还经常使用随机的诡计。虽然大多数人都有一个固定的对错观念,但混沌追随者的道德指南针却总是时不时地指向不同的方向。
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Adherents of Chaos seemingly do things at random and love to start arguments or barroom brawls just for kicks, often through random trickery. While most people have a rather fixed sense of right and wrong, a Chaos follower’s moral compass points in a different direction from moment to moment.
引用
优势ADVANTAGES
通用:唬骗检定获得+2骰池
法师:幻象类的法术,制剂和仪式的检定中获得+2骰池
修士:提升潜能免费获得2级(可以是2级的同一个界限,或1级2个不同的界限)
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All: +2 dice pool modifier for Con Tests
Magician: +2 dice to Illusion spells, preparations, and rituals
引用
劣势DISADVANTAGES
你是一个根深蒂固的企图挑起事端的王八蛋,尤其是在朋友之间乱搅合,也没法守住对你有害的秘密。另外,任何时候如果你遇到一个太安静或稳定的公共场合(GM自由裁定),你需要做一个意志+直觉(3)检定。失败意味着你被迫以任何你想要的方式来搅局,无论是攻击、说谎,还是向附近的人扔饮料。
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You are an inveterate gossip trying to stir up trouble, especially between friends, and thus cannot keep damaging secrets to yourself. Also, anytime you encounter a public situation deemed too quiet or stable (gamemaster’s discretion), make a Willpower + Intuition (3) Test. Failure means that you are compelled to stir the pot in any way you desire, be it attacking, telling lies, or throwing a drink on someone nearby.
相似原型:欺瞒者,捣乱者
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Similar Archetypes: Trickster, Troublemaker



调停人PEACEMAKER

在内心深处,调停人都希望大家能和平相处,即使他们目前互为死敌。她认为每一个争端都可以用某种方式解决;另一方面,她知道在有些争端中需要力量或伤害才能使对方明白事理。
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Deep down, all Peacemaker wants is for everyone to get along, even if they are currently mortal enemies. She believes every argument can be solved in some way; on the other hand, she knows some arguments require force or bodily harm in order get one’s point across.
引用
优势ADVANTAGES
通用:交涉检定获得+2骰池
法师:侦查类法术,制剂和仪式的检定中获得+2骰池
修士:强化侦察免费获得2级
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All: +2 dice pool modifier for Negotiation Tests
Magician: +2 dice to Detection spells, preparations, and rituals
Adept: 2 free levels of Enhanced Perception
引用
劣势DISADVANTAGES
你甚至把敌人视为潜在的朋友,并尽力避免伤害任何人,除非情况所迫。在战斗开始时,你必须通过一个{魅力+直觉(3)}的检定;失败意味着你在行动阶段无法采取任何造成物理伤害的行动。在一个新的战斗轮开始时,如果你第一次失败,或者你或你的队员在前一轮战斗中受伤,你可以选择重新检定。
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You see even enemies as potential friends and go out of your way to keep from hurting anyone unless the situation truly warrants it. At the very beginning of combat, you must pass a Charisma + Intuition (3) Test; failure means you are unable to take actions that cause Physical damage for the duration of combat. At the beginning of a new Combat Turn, you may choose to retake the test if you failed the first time and you or a member of your team suffered damage in the previous Combat Turn.
相似原型:斡旋者,和平者
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Similar Archetypes: Mediator, Pacifist



先知ORACLE

过去、现在和将来——先知无所不知,无所不晓。她剥去了神秘的面纱,揭示了什么曾是什么,什么现在是什么,什么将来会怎么样。没有东西能逃过她的眼睛,一切在她面前无所遁形。
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Past, present, and future—Oracle knows all and sees all. She peels back the veil of mystery and reveals what has been, what is, and what will be. Nothing escapes her notice, and things that are hidden do not remain hidden for long.
引用
优势ADVANTAGES
通用:奥秘学检定获得+2骰池
法师:侦查类法术,制剂和仪式的检定中获得+2骰池
修士:免费获得星界侦察
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All: +2 dice pool modifier for Arcana Tests
Magician: +2 dice for Detection spells, preparations, and rituals
Adept: Free Astral Perception
引用
劣势DISADVANTAGES
你极端地讨厌秘密,你可以在试图去追寻答案时一连小时好几天。当面对一个特别困扰的问题时(GM自由裁定),你必须通过{意志+直觉(3)}检定。失败意味着你必须进行{直觉+逻辑(精神)(5, 1小时)}的延续检定以研究答案。延续检定的完成并不一定意味着你找到了答案,但至少暂时使你心中的问题沉寂下去。
当先知的追随者进入一级启蒙时(核心规则书324页),必须选择“预言”(147页)作为他的第一个超魔,而不是能力点或任何其他好处。
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You hate mysteries with a passion and can disappear for days trying to track down the answer. When confronted by a particularly haunting question (gamemaster’s discretion), you must take a Willpower + Intuition (3) Test. Failure means you must undertake an Intuition + Logic [Mental] (5, 1 hour) Extended Test to try researching the answer. Completion of the Extended Test does not necessarily mean you found the answer, but it at least silences the question in your mind for the time being.
When a follower of Oracle becomes a Grade 1 initiate (p. 324, SR5), she must choose Divination (p. 147) for her first metamagic rather than a Power Point or any other benefit.
相似原型:教导者,隐修者
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Similar Archetypes: Teacher, Mystic
« 上次编辑: 2018-09-29, 周六 18:58:46 由 失语 »

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盟约精魂ALLY SPIRITS


盟约精魂对已经启蒙的咒术师而言可谓是一大福音。为了召唤一个盟约精魂,咒术师需要制作或找到适当的精魂公式。一旦咒术师有了合适的公式,他就可以尝试召唤和束缚精魂。
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An ally spirit can be a great boon to an initiated magician. To conjure an ally spirit, a magician needs to either craft or find an appropriate spirit formula. Once the magician has the proper formula, she may attempt to conjure and bind the spirit.


引用
盟约精魂公式ALLY SPIRIT FORMULA

盟约精魂公式是精魂的物质表现,类似于启蒙者的论文(见第142页)。咒术师可以用两种方法其中之一获得这个公式:
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An ally’s spirit formula is a physical representation of the spirit, similar to an initiate’s thesis (see p. 142). A magician can obtain this formula in one of two ways:

• 咒术师(或受信任的第三方)可以进行一个{奥秘学+逻辑【精神】(强度×5, 1天)}的持续检定从头开始创建公式。请注意,让别人设计你的精魂公式意味着设计者可能会为自己保留一个副本。
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• The conjurer (or a trusted third party) can create the formula from scratch by making an Arcana + Logic [Mental] (Force x 5, 1 day) Extended Test. Be aware that having someone else design your spirit formula means the creator might keep a copy for themselves.

• 在所选择的泛位面进行泛位面任务(140页)之后,启蒙者可以找到符合他需要的公式。
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• By undertaking a metaplanar quest (p. 140) to the chosen metaplane, an initiate can locate a formula that matches her needs.

为了举行召唤仪式,咒术师需要准备好一本公式的物理副本。对于需要容器的盟约精魂,无论是原始公式还是副本公式,都必须刻在准备好的容器中。
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To perform the summoning ceremony, the conjurer needs a physical copy of this formula. For allies requiring a vessel, either the original or a copy of the spirit formula must be carved into the prepared vessel.


引用
创建盟约精魂公式CREATING AN ALLY SPIRIT FORMULA

为了创造一精魂公式并判定召唤盟约精魂的业力费用,需执行以下步骤:
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To create a spirit formula and determine the Karma costs for conjuring an ally spirit, perform the following steps:
第一步:选择强度:盟约精魂的基本费用是“8×所需强度”的业力。
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Step 1: Choose Force: The base cost of an ally spirit is 8 Karma times desired Force.

第二步:选择形态:盟约精魂可能有以下一种能力:寄生(第195页),具象化(核心规则书398页),或附身(第197页)。具象化的盟约精魂一般有一个基本的符合咒术师流派的形态。盟约精魂以每2业力为代价,可以获得额外形态,盟约精魂可以使用复杂动作在形态之间切换。寄生盟约精魂必须有一个准备好的容器,但是他们只能在寄生检定中出现“原生形态”时获得额外形态。附身盟约精魂没有自己的物质形态,但是可以为他们准备容器。
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Step 2: Choose Form(s): The ally spirit may have only one of the following powers: Inhabitation (p. 195), Materialization (p. 398, SR5), or Possession (p. 197). Materialization allies have a base form that usually applies to the conjurer’s traditions. Allies can have additional forms at the cost of 2 Karma each; an ally can switch between forms using a Complex Action. Inhabitation allies must have a prepared vessel for them, but they can only have multiple forms if a true form results from the merge. Possession allies have no material form of their own, but vessels can be prepared for them.

第三步:选择能力:盟约精魂一开始拥有星界形体(核心规则书394页),驱逐抵抗(194页),真实形体(第198页),灵智(核心规则书400页),感知链接(第198页)能力。盟约精魂每强度可以额外获得一个能力,这些能力从所有符合咒术师流派的精魂能力中选择。除此之外,适合咒术师流派的更多能力,可以以每种能力花费5业力的费用来选择。如果咒术师选择元素攻击,能量光环,或吞噬能力,她必须指定能力的形式。
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Step 3: Choose Powers: Ally spirits start with Astral Form (p. 394, SR5), Banishing Resistance (p. 194), Realistic Form (p. 198), Sapience (p. 400, SR5), and Sense Link (p. 198). Each ally also receives one additional power per point of Force, chosen from any powers of spirits appropriate to the conjurer’s tradition. Beyond this, further powers appropriate to the conjurer’s tradition may be chosen at the cost of 5 Karma per power. If the conjurer chooses the Elemental Attack, Energy Aura, or Engulf powers, she must specify what form the power takes.

第四步:选择技能:盟约精魂一开始拥有灵视,星界战斗,侦查,徒手格斗。咒术师知晓的其它技能,或者精魂使用能力可能需要的技能(如异种远程武器元素攻击或者反制法术魔法守护),需要花费每技能5业力的费用来购买。盟约精魂不能从咒术技能组获得技能,他们只有在精魂符合形态时才能获得飞行技能(核心规则书394页)。
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Step 4: Choose Skills: Allies start with the skills of Assensing, Astral Combat, Perception, and Unarmed Combat. Additional skills that the conjurer knows or that may be needed for the spirit to use one of its powers (such as Exotic Ranged Weapon for Elemental Attack or Counterspelling for Magical Guard) cost 5 Karma each. Allies may never possess skills from the Conjuring group, and they may only be given the Flight skill (p. 394, SR5) if it fits the spirit’s form.

第五步:选择法术:盟约精魂可以学习任何咒术师知道的魔法,每个法术3业力;如果要学习咒术师不知道的法术,则每个需要5业力(仍然需要法术公式)。
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Step 5: Choose Spells: An ally spirit can be taught any spells the conjurer knows for 3 Karma each or ones the conjurer doesn’t know for 5 Karma each (spell formulae are still required).


引用
召唤盟约精魂CONJURING AN ALLY

召唤盟约精魂的仪式必须在一个魔法帐篷中进行,其强度至少要等于被召唤的盟约精魂。与召唤规则相同(核心规则书300页)。召唤后立即必须使用标准的束缚规则进行束缚(核心规则书300页)。耗竭的计算与正常精魂的召唤/束缚过程相同。
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The ritual for summoning an ally must be performed in a magical lodge with a Force at least equal to the ally being summoned. Follow summoning rules (p. 300, SR5). Immediately after summoning, the spirit must be bound using standard binding rules (p. 300, SR5). Calculate Drain as if summoning and binding a spirit of the ally’s Force.

如果束缚成功,咒术师支付在精魂公式中计算出的业力总额。如无法支付必要的业力,则仪式失败。
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If the binding succeeds, the magician pays an amount of Karma as outlined in the ally’s spirit formula.  If the binding generates succeeds, the magician pays an amount of Karma as outlined in the ally’s spirit formula. If the necessary amount of Karma cannot be paid, the ritual fails.

如果盟约精魂有寄生能力,咒术师必须已经准备一个容器。精魂被束缚后,必须立即使用其对容器的寄生能力。按照寄生能力(195页)的描述,咒术师可以选择影响寄生检定的结果。寄生需要相当于精魂强度的天数,这被认为是仪式的一部分;因此在此期间咒术师必须不断地注意容器的动向。
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If the ally has the Inhabitation power, the conjurer must already have a prepared vessel. After the spirit is bound it must immediately use its Inhabitation power on the vessel. As per the Inhabitation power (p. 195), the conjurer may choose to influence the outcome of the Inhabitation Test. Inhabitation takes a number of days equal to the spirit’s Force and is considered part of the ritual; thus the magician must continuously attend to the vessel during this time.


引用
盟约精魂天赋ALLY SPIRIT ABILITIES

盟约精魂遵循标准精魂规则,但有以下例外情况:
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Ally spirits follow standard spirit rules, with the following exceptions:

           辅助魔法与辅助学习AID SORCERY AND AID STUDY
使用辅助魔法和辅助学习服务时,盟约精魂被认为适合每一个法术类别。
剧透 -   :
When using Aid Sorcery and Aid Study services, an ally spirit is considered appropriate for every spell category

           属性ATTRIBUTES
一个盟约精魂的物理和星界属性等同于它的强度。不过,盟约精魂开始具有的极限属性等于它的咒术师的极限属性。寄生的盟约精魂遵守寄生能力规则(第195页)确定物理属性。
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An ally’s Physical and Astral attributes equal its Force. However, allies start with an Edge attribute equal to the Edge of its conjurer. Inhabitation allies follow the rules for the Inhabitation power (p. 195) to determine physical attributes.

           忠诚LOYALTY
盟约精魂比普通精魂更忠诚,因为忠诚就是精魂公式的一部分。正因为如此,盟约精魂将永远服务一个角色,直到他们的主人死亡(或接近死亡)时才会释放他们。不像普通的灵魂,一个盟约精魂可能会自愿去帮助它的主人或者自愿提供有用的信息。另一方面,一个被虐待的盟约精魂可能对自己的主人下手。盟约精魂一开始被认为拥有忠诚等级6(核心规则书见55页),但是如果主人对他的精魂或其他精魂特别冷酷无情,则该等级可能降低。见盟约精魂忠诚,第207页。
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Allies are more loyal than normal spirits because that loyalty is part of the spirit’s formula. Because of this, an ally will serve a character until their master’s death (or near-death) frees them. Unlike normal spirits, an ally might go out of its way to assist its master or volunteer helpful information. On the other hand, a mistreated ally can potentially turn on its master. Allies are considered to start with a Loyalty rating of 6 (see p. 55, SR5), but a master’s particularly callous behavior toward her spirit or other spirits can potentially lower this. See Ally Spirit Loyalty, p. 207.

           魔法技能使用MAGIC SKILL USE
每一盟约精魂被认为是一个“全才法师”(核心规则书69页)可以拥有任何召唤者知晓的魔法技能(除了咒术技能组)。盟约精魂也不可以启蒙,同时寄生在容器中的盟约精魂不得使用星界投影。
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Every ally spirit is considered a full Magician (see p. 69, SR5) and can be designed with any magical skills known to its summoner, except skills in the Conjuring group. Allies also may not initiate, and an ally inhabiting a vessel may not astrally project.

           主位面NATIVE PLANE
一个盟约精魂的主泛位面按精魂公式所指定。可以通过位面的泛位面任务(140页)来摧毁精魂。
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An ally’s native metaplane is specified by the spirit formula and can be used to destroy the spirit by making a metaplanar quest (p. 140) to that plane
.

           服务永无止境OPEN-ENDED SERVICE
盟约精魂的服务永不枯竭,盟约精魂可以执行任何未绑定或绑定的精魂服务(核心规则书见302页,SR5)无限次,包括抵抗耗竭(见下文)。盟约精魂不算在咒术师的束缚精魂极限内。
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An ally’s services are never exhausted, and the ally can perform any unbound or bound spirit service (see p. 302, SR5) an unlimited number of times, including Resist Drain (see below). Ally spirits do not count against a magician’s limit of bound spirits.

           抵抗耗竭RESIST DRAIN
魔法师施法可以选择让他的盟约精魂来代替抵抗法术的耗竭。这可以用两种不同的方法完成。一是使用盟约精魂的魔法属性来确定耗竭是否是物理伤害,并让精魂来正常抵抗耗竭,或者咒术师可以在他的抵抗耗竭检定上获得一个额外的成功,作为交换,他的盟约精魂遭受一格物理伤害(无法抵抗)。不管方法如何,使用这种服务对精魂来说是极其痛苦的,如果遭到滥用,将会勾起精魂的仇恨。
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A magician casting a spell may choose to have her ally spirit take the spell’s Drain instead. This can be done in two different ways. Either use the ally’s Magic attribute to determine if Drain is Physical or not and have the spirit resist the Drain as normal, or the magician may buy one extra hit on her Drain Resistance Test in exchange for her ally suffering one box of Physical damage (which the ally cannot resist). Regardless of the method, using this service is incredibly painful for the spirit and will foster hatred in the spirit if abused.

           感知链接SENSE LINK
盟约精魂具有感知链接能力(第198页),这让他们可以在一个有限的范围内和咒术师分享感官数据。咒术师不能通过这种能力作为施法目标。
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Ally spirits have the power of Sense Link (p. 198), which let them share sensory data with their conjurers at a limited range. The conjurer may not target spells through this power.


引用
提高所有ENHANCING AN ALL

有时你想给你的盟约精魂多一点力量——增加新的形态、能力、技能或法术或增加精魂的总强度。该提高首先需要修改你盟约精魂的公式。修改公式需要一个{奥秘学+逻辑【精神】(强度×5, 1天)}的延续检定或一次“泛位面探索”。
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Sometimes you want to give your ally spirit a little more oomph—add new forms, powers, skills, or spells or increase the spirit’s total Force. This enhancement requires first modifying your ally spirit’s formula. Modifying the formula requires either an Arcana + Logic [Mental] (Force x 5, 1 day) Extended Test or a metaplanar quest.

重新束缚的仪式,被称之为“交替仪式”,必须在一个魔法帐篷中执行,其强度等于或大于盟约精魂。束缚中需支付的试剂数量照常,并根据对精魂作出的改变正常支付额外业力。然而,提高盟约精魂的强度需要每强度16点的业力。
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The rebinding ritual, known as a Ritual of Change, must be performed in a magical lodge with a Force equal to or greater than the ally. Spend the usual amount of binding reagents, and pay Karma equal to all the relevant changes to the spirit. However, increasing an ally’s Force with a Ritual of Change requires 16 Karma per point of Force beyond the spirit’s initial Force.

寄生检定对寄生盟约精魂来说是不必要的,但咒术师可以选择提供精魂结合的新容器。
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An Inhabitation Test is not necessary for inhabiting allies, but the conjurer may choose to provide a new vessel for the spirit to merge with.


引用
失去盟约精魂LOSING AN ALLY

如果咒术师经常虐待他的盟约精魂,那它最终一定会反叛。另外,一个过分依赖自己盟约精魂或经常危及其盟约精魂的咒术师也可能会遭盟约精魂的怨恨,可能使它追寻自由。盟约精魂只能在一个“交替仪式”中,或者如果主人被耗竭击昏时,或受到物理伤害时,才能打破契约。它只有在觉得自己在某种程度上受到了委屈时,才回做出此种尝试。
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A magician who routinely mistreats his ally spirit is just asking for it to eventually turn on him. Also, a magician who is overly dependent on his ally or regularly endangers it can risk making the ally resentful, which may cause it to seek freedom. An ally can only break away during a Ritual of Change or if its master is knocked out by Drain or by Physical damage, and it will only make the attempt if it feels it has been wronged in some way.

当盟约精魂试图突破自由时,它会进行一个{强度×2【强度】}的检定,对抗咒术师的一个{束缚+魔法【精神】}的检定。如果精魂获得任何的净成功数,它获得自由,也会就此成为一个自由精魂(GM自由裁定)。
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When an ally attempts to break free, it makes a Force x 2 [Force] test against the magician’s Binding + Magic [Mental]. If the spirit generates any net hits, it goes free and may become a free spirit (gamemaster’s discretion).

如果一个盟约精魂在“交替仪式”中成功地挣脱了束缚,仪式就失败了:试剂和时间都消耗殆尽,但业力仍然保留。咒术师必须抵抗一定量的耗竭,其数量相当于精魂检定成功的两倍。如果咒术师被耗竭击昏,盟约精魂马上就能获得自由。
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If an ally successfully breaks free during a Ritual of Change, the ritual fails: the reagents and time are spent, but the Karma remains unspent. The magician must also resist a Drain Value equal to twice the number of hits the spirit got on its test. If the magician is incapacitated by the Drain, the ally immediately goes free.
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化身精魂AVATAR SPIRITS


在游戏中,化身精魂是一种强大的自由精魂,可以充当咒术师的精魂导师。攻击化身精魂或对化身精魂使用魔法技能通常是徒劳的,它可以致使施法者被流放到泛位面,或者一时间无法施展魔法,或其他GM所能采取的任何后果。如有危险,一个化身精魂将立刻消失前往泛位面。
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In game terms, avatars are powerful free spirits that can act as a magician’s spirit guide. Attacking or using magical skills against an avatar is usually futile, as it can result in the magician being transported to the metaplanes, unable to use magic for a time, or some other consequence of the gamemaster’s choosing. If in danger, an avatar spirit will instantly vanish to the metaplanes.

化身精魂常被用来做角色扮演的机会。他们可以作为即将来临的厄运的警告,或者他们可以扮作故意唱反调者。无论如何,化身精魂决不是玩家可以利用的东西。
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Avatar spirits are intended to be used for roleplaying opportunities. They can act as a warning of impending doom or they can play devil’s advocate. In any case, an avatar spirit should never be something players can exploit.








自由精魂FREE SPIRITS


以下规则是暗影狂奔游戏中使用自由精魂的指引。
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The following rules offer guidelines for using free spirits in a Shadowrun game.


生而自由BORN FREE

每当精魂失控,GM可以决定它是否成为一个自由精魂。强度6或更高的束缚精魂因为其长期与泛人类和自然世界的联系,更倾向于成为自由精魂,但强度较小的精魂,尤其是未束缚的精魂则倾向于回到泛位面。
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Whenever a spirit becomes uncontrolled, the gamemaster decides whether it becomes a free spirit. Bound spirits with a Force of 6 or higher tend to become free spirits due to a long association with metahumanity and the natural world, but lesser spirits, especially unbound ones, tend to return to the metaplanes.

如要随机判断一个精魂是否自由,精魂做出一{极限【强度】(3)}检定。如果成功,精魂就自由了,并且起始拥有1点极限。每净成功使精魂的极限增加1点。失败意味着精魂被遣返回泛位面。未束缚的灵魂通常不会获得自由。并在检定上承受-4骰池调整。另一方面,精魂如果长期与泛人交流,或者与泛人曾有过一次难忘的会面,则获得+2骰池调整。
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To randomly determine whether a spirit goes free, have the spirit make an Edge [Force] (3) Test. If successful, the spirit becomes free and has a starting Edge of 1. Every net hit increases the spirit’s Edge by 1. Failure means the spirit departs to the metaplanes. Unbound spirits generally do not go free and suffer a –4 dice pool modifier for the test. On the other hand, spirits that have had memorable or frequent encounters with metahumanity receive a +2 dice pool modifier.



新能力NEW POWERS

每一个自由精魂获得“驱逐抵抗”能力(194页)并且被认为是一个全才法师(核心规则书69页),除了他们永远不可以获得咒术技能组,并且附身在容器上的精魂不能继续星界投影,除非它具有星界投影能力(第204页)。同时,当一个精魂变成自由精魂时,它获得与它的极限属性相等数量的新能力。之后,每当精魂的极限增加时,精魂也会获得另一种新能力。可以从以下任何一个选项中选择新的能力:
• 原始精魂类型的可选能力。
• 这些精魂能力中的其中一个:星界通道,灵光假面,占卜,能量汲取(精魂),具象化,附身,真实形体。
• 任何泛人所能启蒙的超魔技巧(除了那些在“灵性技艺”里的,Spiritual Arts,147页),自由精魂使用极限代替其启蒙等级。自由精魂也可以拥有泛人犹未可知的超魔,以提供给GM一个独特的引入新超魔的机会。
• 在第204页自由精魂能力表单下选出的其独特能力。
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Every free spirit gains the Banishing Resistance power (p. 194) and is considered a full Magician (p. 69, SR5) with the exception that they may never have skills in the Conjuring group and may not astrally project from an inhabited vessel unless it has the Astral Projection power (p. 204). Also, when a spirit becomes free, it gains a number of new powers equal to its Edge attribute. After that, each time the spirit’s Edge increases, the spirit also gains another new power. New powers can be chosen from any of the following:
• The original spirit type’s list of optional powers.
• One of these spirit powers: Astral Gateway, Aura Masking, Divining, Energy Drain (Essence), Materialization, Possession, or Realistic Form.
• Any metamagic technique available to metahuman initiates (except those from the Spiritual Arts, p. 147). Free spirits use Edge instead of initiate grade. Free spirits may also possess metamagics currently unknown to metahumanity, which can provide gamemasters with a unique opportunity to introduce a new metamagical technique.
• A unique power chosen from the list under Free Spirit Powers on p. 204.



自由精魂服务FREE SPIRIT SERVICES   

自由精魂通常不欠任何人服务,但它可以执行任何束缚精魂所能执行的服务(核心规则书302页)——如果它希望的话。自精魂神可以被它的精魂公式所束缚(见下文),被迫执行服务,但当服务耗尽或主人死亡时,他不会回到泛位面。
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A free spirit does not normally owe services to anyone, but it can perform any service a bound spirit can perform (p. 302, SR5) if it wishes to. A free spirit can be bound by its spirit formula (see below) and compelled to perform services, but it does not return to the metaplanes when the services are exhausted or its master dies.



真名TRUE NAMES

一个精魂的真名是复杂而神秘的公式,代表着精魂的精华和本质的结合。虽然其复杂而抽象,但是被确定的精魂公式可以通过奥秘学技能转录为可识别的符号和和术语。拥有精魂公式副本的人就能命令公式所表示的自由精魂。正因为如此,很少有自由精魂愿意允许他们的精魂公式存在多个副本。
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The true name of a spirit is a complex, arcane formula that represents the sum total of the spirit’s essence and nature. Although intricate and abstract, an identified spirit formula can be transcribed by the Arcana skill into recognizable symbols and terms. Anyone who possesses a copy of a spirit formula can command the free spirit that the formula represents. Because of this, few free spirits are willing to allow multiple copies of their spirit formulas to exist.
引用
学习精魂公式LEARNING  THE SPIRIT FORMULA

一个精魂公式可以通过几种不同的方法来学习:
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A spirit formula can be learned via several different methods:
• 找到物理位置:一个精魂的真名在他第一次打破束缚获得自由的时候,就被烙印在了一个精魂附近的物理物质之上,可以是在一个物体,一个人,甚至是一个地方,但是自由精魂通常在第一时间将任何与它的真名相关的物体重新安置。真名本身类似于星界印记,可以通过{灵视+直觉【星界】(3)}的检定来识别。转录一个真名为一个精魂公式需要进行{神秘学+逻辑【精神】(精魂强度x 5,1天)}的延续检定。一个束缚精魂可以帮助进行这个任务(需要一个辅助学习服务),不管精魂的类型如何。精魂公式将以适合精魂流派的形式被制造出来:一个赫尔墨斯法师的奇术公式,一个萨满的图腾雕像,等等。
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• Find Physical Location: A spirit’s true name can be physically imprinted on an object, a person, or even a place that was near the spirit when it first broke free, but free spirits often relocate any object imprinted with its true name at the first opportunity. The true name itself is similar to an astral signature and can be identified with an Assensing + Intuition [Astral] (3) Test. Translating the true name into a spirit formula requires an Arcana + Logic [Mental] (spirit’s Force x 5, 1 day) Extended Test. A bound spirit can assist in this task as an Aid Study service, regardless of the spirit’s type. The spirit formula takes a form appropriate for the spirit’s tradition: a thaumaturgic formula for a hermetic mage, a totemic statuette for a shaman, and so on.
• 泛位面探索:一个启蒙者可以通过在精魂的主泛位面,开展精魂的泛位面探索(140页)来学习一个精魂的真名。精魂的泛位面可以很明显,也可以很隐晦。如果没有明显的线索,法师必须在直接观察到精魂以后,通过{灵视+直觉【星界】(2)}的检定,或者在观察到对方的星界印记后,通过{灵视+直觉【星界】(5)}的检定才能判断出真名。一个精魂的真名泛位面探索应当是一个难度较高的任务,这个泛位面可能需要一个精魂引路才能到达。一个成功的探索将真名蚀刻在启蒙者的头脑中;在此后的任何时间,他都可以把真名转录成精魂公式,仅需进行一{神秘学+逻辑【精神】(精魂强度x 5,1天)}的延续检定。
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• Metaplanar Quest: An initiate may learn a spirit’s true name by undertaking a metaplanar quest (p. 140) to the spirit’s native metaplane. A spirit’s metaplane can be obvious or obscure. Without obvious clues, a magician must either succeed in an Assensing + Intuition [Astral] (2) Test if observing the spirit directly or an Assensing + Intuition [Astral] (5) Test if assensing an astral signature. A metaplanar quest for a spirit’s true name should be an appropriately harrowing and difficult undertaking, and it might require a spirit guide to reach the necessary plane. A successful quest etches the true name in the initiate’s mind; at any time thereafter, he can translate it into a spirit formula with an Arcana + Logic [Mental] (spirit’s Force x 5, 1 day) Extended Test.
• 设计公式:如果一个法师在观察精魂时成功通过一{灵视+直觉【星界】(5)}的检定,他可以从零开始设计一个有用的精魂公式。这样做需要通过一个{奥秘学+逻辑【精神】(精魂强度x10, 1天)}的延续检定。
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• Design Formula: If a magician directly observing the spirit succeeds in an Assensing + Intuition [Astral] (5) Test, she can attempt to design a functional spirit formula from scratch. Doing so requires an Arcana + Logic [Mental] (spirit’s Force x 10, 1 day) Extended Test.
引用
精魂公式副本SPIRIT FORMULA COPIES

一个精魂本能地意识到其精魂公式的所有副本的位置——其中每一个究竟在哪里,它们何时被创造,被移动,被毁灭——无论精魂和公式之间有多少星界屏障都一样。如果一个新的副本被创造,精魂自动意识到它的位置。
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A spirit is instinctively aware of the location of all copies of its spirit formula—where any of them are when they are created, moved, or destroyed—no matter how many astral barriers exist between the spirit and the formula. If a new copy is made, the spirit automatically becomes aware of its location.



自由精魂和业力FREE SPIRITS AND KARMA

自由精魂需要业力才能成长,但不像角色那样,他们不能自己赚取业力。自由精魂必须从泛人以免费礼物的方式获取业力;它不能自己获取业力,除非他拥有罕见的能量汲取(业力)能力(205页)。与自由精魂协商交易时,它很可能会要求业力作为报酬;有些精魂可能需要服务,联系人,独特法术,甚至物质财富,但一般来说,业力应该是他们最看重的东西。
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Free spirits need Karma to grow in power, but unlike characters, they cannot earn it for themselves. A free spirit must receive Karma as a freely given gift from a metahuman; it cannot take Karma for itself unless it has the rare Energy Drain (Karma) power (p. 205). Negotiate a deal with a free spirit, and it will likely ask for Karma as payment; some spirits may ask for services, contacts, unique enchantments, or even material wealth, but generally Karma is what they value above all else.

引用
饲养自由精魂FEEDING THE FREE SPIRIT

给予自由精魂业力需要一个精魂契约(第205页)或一个涉及精魂公式的仪式。虽然精魂需要业力,但是让泛人染指其精魂公式,会其本身处于弱势地位。这意味着精魂的最佳选择就是让捐赠者快乐——或者让他们死掉。给予业力的仪式每给予一点需要耗时1小时。
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Giving a free spirit Karma requires either a spirit pact (p. 205) or a ritual involving the spirit’s formula. Although a spirit needs Karma, allowing metahumans access to its spirit formula places itself in a vulnerable position. This means the spirit’s best interest is to keep donors happy—or dead. The ritual to give Karma takes 1 hour per point of Karma given.
引用
使用业力USING KARMA

自由精魂可以用业力通过以下途径提升自己。看核心规则书103页“角色提升”获得更多细节。
• 单独提升其属性。每一个属性都是从精魂获得自由时的强度开始计算的。自由精魂没有种族最大值。
• 可以提高或购买新技能。
• 可以像法师一样启蒙,但这样做每一级会获得一个新的精魂能力而不是一个超魔技术。
• 可以一次增加1点的强度,需要支付等于其(新强度X10)的业力。提升强度增加所有基于强度的精魂属性和能力。
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A free spirit can use Karma to improve itself in the following ways. See Character Advancement, p. 103, SR5 for more details.
• It may improve its attributes separately. Each attribute begins at the Force the spirit had when it went free. Free spirits have no racial maximum.
• It may improve or purchase new skills.
• It may initiate as a magician does, but doing so grants a new spirit power per grade rather than a metamagical technique.
• It may increase its Force by 1 point at a time by paying Karma equaling the new Force x 10. Raising Force increases all of the spirit’s attributes and powers that are based on Force.



束缚自由精魂BINDING A FREE SPIRIT

真名的内在力量允许任何人,哪怕是凡俗者,也可以召唤并束缚自由精魂。
剧透 -   :
The inherent power of a true name allows anyone, even mundanes, to summon and bind a free spirit.

引用
召唤自由精魂SUMMONING A FREE SPIRIT

为了召唤一个自由精魂,召唤者必须具有精魂公式并且全身心专注在精魂身上。精魂会受公式吸引,并在附近现身(这通常会令它恼怒不堪)。这次召唤不产生服务,所以没有骰的必要,召唤也不产生耗竭。另外,魔法无法阻止此动作的发生。如以这种方式召唤精魂,即使该精魂附身在容器中,也只能弃置容器响应召唤。寄生于容器中的精魂对这种拉力有抵抗力,因为它的本质被锚定在物质界上了,但它必须朝召唤师以最快的方式物理移动。如果召唤者在精魂到达之前移动,精魂便不再需要向召唤者移动。
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To call forth a free spirit, the summoner must possess the spirit formula and concentrate on the spirit. The spirit will be drawn to the formula and manifest nearby, usually with a bad temper. This summoning generates no services, but no roll is required, and the summoner suffers no Drain. Also, magic cannot prevent this action from occurring. Even a spirit possessing a vessel must abandon the vessel and appear if summoned this way. A spirit inhabiting a vessel is resistant to this pull since its essence is anchored to the physical plane, but it must travel toward the summoner by the fastest physical means possible. If the summoner moves before the inhabiting spirit arrives, the spirit is no longer drawn toward the summoner.
引用
束缚仪式THE BINDING RITUAL

如果召唤者选择束缚精魂,精魂公式的存在可以防止在束缚仪式期间精魂伤害召唤者。束缚自由精魂的仪式需要(强度×25)打兰的束缚试剂。仪式本身可以在任何地方进行——即使没有魔法帐篷——它需要(精魂强度)小时来完成。在仪式结束时,召唤者进行对抗检定,投掷{束缚+意志【精神】}对抗精魂的{强度+极限}。如果角色获胜,该精魂需要背负的服务数量相当于净成功数。这种仪式也不会产生耗竭。
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If the summoner chooses to bind the spirit, the presence of the spirit’s formula prevents the spirit from harming the summoner during the binding ritual. The ritual to bind a free spirit requires (Force x 25) drams of binding reagents. The ritual itself may be conducted anywhere—no magical lodge is needed—and it takes a number of hours equal to the spirit’s Force. At the end of the ritual, the summoner makes an Opposed Test by rolling his Binding + Willpower [Mental] against the spirit’s Force + Edge. If the character wins, the spirit owes a number
直到它的服务用尽之前,精魂不能伤害召唤者,但是精魂仍然可以用阴谋把他的主人置于危险的境地。该精魂也可以以另一个束缚仪式重新束缚无限次。如果在重新束缚的检定出现失误,在束缚生效被纳入主人的控制之下前,精魂获得一轮战斗轮,它可以做任何想做的事情。如果检定出现大失误,所有欠下的服务都作废,精魂又重获自由。
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The spirit cannot harm the summoner until its services are exhausted, but the spirit can still plot to put its master in harm’s way. The spirit can also be re-bound with another binding ritual an unlimited number of times. If the master glitches on the rebinding test, the spirit gets 1 Combat Turn to do anything it wants before the binding takes effect and places it back under the master’s control. If the master critical glitches the test, all services owed are lost and the spirit becomes free once again.
引用
驱逐自由精魂BANISHING  A FREE SPIRIT

自由精魂可以被放逐:就和任何其他的精魂(核心规则书301页)一样,但它们都具有“驱逐抵抗”(194页)。因为自由精魂通常是不受束缚的,没有任何可以被驱逐的服务,因此每净成功会消除精魂尚未用完的极限(被束缚的自由精魂将极限和服务相加后一起计算)。以这种方式极限减少到0的自由精魂暂时裂解,返回到其主泛位面。他可能会在极限重新补充之后返回。
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Free spirits can be banished just like any other spirit (p. 301, SR5), but all of them possess the Banishing Resistance power (p. 194). Since a free spirit is usually unbound and owes no services that can be banished away, each net hit the banisher receives reduces the spirit’s unspent Edge (bound free spirits add their Edge and services together). A free spirit whose Edge is reduced to 0 in this way is temporarily disrupted and vanishes to its native metaplane. It may return when its Edge replenishes.
如果驱逐者立即销毁一份精魂公式副本,并成功地进行一个{驱逐+意志【精神】}和{精魂强度+极限}之间的对抗检定,就能永远阻止一个被驱逐或裂解的自由精魂重新返回。不幸的是,除非看到精魂在一段时间后重新返回,否则并没有什么办法来判断这个动作是否成功。驱逐的尝试可以被重复,但这需要另一份精魂公式副本。
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A free spirit that has been banished or disrupted can be prevented from ever returning if the banisher immediately destroys a copy of the spirit’s formula and succeeds in an Opposed Test between her Banishing + Willpower [Mental] and the spirit’s Force + Edge. Unfortunately, there’s no way to tell whether this succeeded or not, unless the spirit later returns. The banishing attempt may be repeated, but this requires another copy of the spirit’s formula.



自由精魂能力FREE SPIRIT POWERS

下列能力只有自由精魂能选择。
剧透 -   :
The following powers are only available to free spirits
.

引用
星界投影ASTRAL PROJECTION
类型:M
行动:复杂
距离:自身
持续时间:特殊

精魂可以像法师那样(核心规则书313页)进行星界投影。该能力只适用于具有寄生能力的精魂。精魂如在(强度×2)小时内没有返回自己的身体,则自动被裂解。
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The spirit can astrally project, just like a magician (p. 313, SR5). This power is only available to spirits with the Inhabitation power. A spirit that does not return to its body after (Force x 2) hours is disrupted.

引用
易变形态MUTABLE FORM
类型:P
行动:自动
距离:自身
持续时间:特殊

精魂通常每次用相同的形态具象化,但是易变形态让精魂每次具象化都不一样。当然,精魂的灵光是不会改变的。如果精魂同时也有“真实形体”能力(第198页),精魂进行“伪装”检定(核心规则书133,136页),模仿任何东西的时候,都能获得等同于其强度的骰池加值。只有具有“具象化”能力的精魂才能拥有这种能力。
剧透 -   :
Spirits normally materialize with the same form every time, but Mutable Form allows the spirit to appear differently each time. The spirit’s aura is unchanged, however. If the spirit also has the Realistic Form power (p. 198), add the spirit’s Force to any Disguise Tests (p. 133, 136, SR5) it makes to impersonate someone. This power is only available to spirits with Materialization.

引用
个人领域PERSONAL DOMAIN
类型:M
行动:自动
距离:LOS
持续时间:维持

精魂在星界的某一区域留下个人印记,每强度即可刻印10000平方米。随着时间的推移,这个区域会积累一个偏向该精魂流派的背景数值(30页)。GM决定背景数值累计的速度,但这一过程通常需要几个月或更长的时间,背景数值不应超过精魂强度/2。
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The spirit leaves its personal mark over an area of astral space, up to 10,000 square meters per point of Force. Over time this area accumulates a background count aspected toward the tradition the spirit represents (p. 30). The gamemaster determines how quickly the background accumulates, but the process should take months or longer, and the background count should not exceed the spirit’s Force / 2.

引用
再生REGENERATION
类型:P
行动:自动
距离:自动
持续时间:始终
与生物能力中的“再生”(核心规则书400页)相同,这种能力只适用于具象化、附身或寄生形态的精魂。如果精魂附身或寄生一个曾经活过的活体容器,容器就会缓慢再生回到它原先的模样。例如,一个木制的小矮人开始长出新的叶子,和一具尸体会重新变得犹如活物。
剧透 -   :
Similar to the critter power of Regeneration (p. 400, SR5), this power only applies to the spirit’s materialized, possessed, or inhabited form. If the spirit possesses or inhabits a formerly living vessel, the vessel slowly regenerates back to its living form. For example, a wooden homunculus begins to grow new leaves, and a corpse regains a semblance of life.

引用
精魂契约SPIRIT PACT
类型:M
行动:特殊
距离:特殊
持续时间:特殊

具有这种能力的精魂可以进入一个或多个精魂契约(第137页)。GM对于精魂能达成什么协议有最终的发言权。关于执行精魂契约的规则,见“精魂契约”(合同),第136页。
剧透 -   :
A spirit with this power can enter into one or more spirit pacts (p. 137). The gamemaster has the final say on what pacts a spirit can enter into. For rules about conducting a spirit pact, see Spirit Pact (Contractual), p. 136.



高等能力GREATER POWERS

高等能力是如此戏剧性、不寻常或强大,他们通常可以彻底成为一次与精魂遭遇的中心。GM应保持这种能力的罕见程度,并限制在一个精魂种类,或其中一个。
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Greater powers are so dramatic, unusual, or powerful that they can often define an entire encounter with a spirit. Gamemasters should keep these powers rare and limit a spirit to only one of them.

引用
隐藏生命HIDDEN LIFE
类型:P
行动:复杂
距离:接触
持续时间:永久

精魂利用这种能力永久地将其生命力置于生物、场所或物体中。只要藏身处仍然安全,精魂就永远不能被任何方式永久地驱逐或裂解。精魂在被精魂公式驱逐以后能在一年又一天之后返回,但是一个持有精魂公式的人可能会更早地召唤该精魂。
剧透 -   :
The spirit uses this power to permanently place its life force in a creature, place, or object. As long as the hiding place remains safe, the spirit cannot be permanently banished or destroyed by any means. The spirit is able to return after a year and a day if banished with its spirit formula, but a character holding the spirit formula may call the spirit sooner.
隐藏处获得免疫普通武器能力(判定魔法值时使用精魂的魔法属性),并且获得免疫衰老能力(核心规则397页)。如果隐藏生命的命匣被摧毁,生命力会回到精魂身上,精魂自此被正常对待。
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The hiding place gains Immunity to Normal Weapons with a Magic equal to the spirit’s and Immunity to Age (p. 397, SR5). If the hidden life holder is destroyed, the life force returns to the spirit, and the spirit is treated normally.

引用
能量汲取(业力)ENERGY DRAIN (KARMA)

如第195页所述,该能力距离为接触,并且造成物理伤害。
剧透 -   :
As described on p. 195, with a Range of Touch and causing Physical damage.

引用
容器交易VESSEL TRADING
类型:P
行动:复杂
距离:接触
持续时间:即时

附身精魂可以选择将活体容器中的生命力驱逐,通过将该生命体的生命力作为一个星界投影驱逐出去,或者把受害者的生命力放在精魂的旧容器里。如果旧容器已经包含了一个被附身压制的生命,作为代替,被害者将被迫进行星界投影。遵循附身能力的标准规则(第197页)。受害者不论置于有生命或无生命的容器里,都不能像附身精魂那样控制容器,并且被困在其中。唯一可能的逃跑方法是:有该能力的自由精魂把他们切换回来,受害人可以进行星界投影,或是容器暴露在“星体裂隙”或“星界通道”能力中(第194页)。受害者被困在一个无生命的容器,或星界中时,会清晰的感觉到自己的生活力正在逐渐消退,他会在(魔法或精魂)x2小时后死去。
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A spirit with Possession may choose to evict the life force of a living vessel, either by ejecting the victim’s life force as an astrally projecting creature or putting the victim’s life force in the spirit’s old vessel. If the old vessel already contains a life force that was subdued by Possession, the victim is forced to astrally project instead. Follow the standard rules for the Possession power (p. 197). Victims placed into a living or nonliving vessel cannot control the vessel like a possessing spirit and are trapped there. The only possible methods of escape is if a free spirit with this power switches them back, the victim can astrally project, or the vessel is exposed to an astral rift or an entity with the Astral Gateway power (p. 194). A victim trapped in an inanimate vessel or astral space will feel his life force ebbing away, and he will die after (Magic or Essence) x 2 hours.

引用
财富WEALTH
类型:P
行动:复杂
距离:LOS
持续时间:特殊

具有这种能力的精魂可以产生贵重金属、珠宝和其他珍贵的物品。这些东西从哪里来?这是一个任何精魂都不回答的问题。一个月一次,精魂可以进行一次{魔法+极限【强度】}检定。每成功生产10,000新円价值的矿产炼金试剂,通常是贵金属或宝石。这些永久造物无限期地携带精魂的星界特征。但是由于市场行情不同,角色可能会发现自己很难售出魔法宝石。
一个拥有这种能力的精魂每天也可能创造出同样价值的临时财富,但是下一次太阳落下或升起的时,这些贵重物品就会消失或转化成污秽之物或其他无用物质。因此,精明的商人不愿购买魔法黄金。
剧透 -   :
A spirit with this power can generate precious metals, jewels, and other rare items of great value. Where these items come from is a question no spirit has answered. Once per month, the spirit may make a Magic + Edge [Force] Test. Every hit generates 10,000 nuyen worth of mineral alchemical reagents, usually precious metals or gems. These permanent creations indefinitely carry the spirit’s astral signature. The markets being what they are, characters may find it difficult to sell magical gems.
A spirit with this power may also create a similar amount of temporary wealth each day, but the next time the suns sets or rises, these valuable items vanish or transform into dirt or other worthless substances. Because of this, savvy businessmen are reluctant to purchase magical gold.



高等精魂GREAT FORM SPIRITS

高等精魂的规则可以在召唤高等精魂(仆役)136页和147页找到。
剧透 -   :
The rules for great form spirits can be found under Summon Great Form Spirit (Minion) on p. 136 and Invocation on p. 147.
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精魂世界声誉REPUTATION IN THE SPIRIT WORLD


咒术师定期与精魂世界进行互动,他们有意或无意中执行的操作可能会让精魂世界对他或多或少更了解一些。信息在精魂世界中传播得很快,所以如果你很难让精魂回应你或服从你,也许是时候好好审视一下自己了。
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Conjurers interact with the spirit world on a regular basis, and odds are they might purposely or unwittingly perform actions that endear the spirit world to them a bit more or less than usual. Word travels fast through the spirit world, so if you have trouble getting spirits to answer or obey you, maybe it’s time to take a good look in the mirror.

因果报应这句话,在与精魂交易时尤为真实。要反映精魂世界如何看待一个角色,GM可以选择使用“精魂指数”或“星界声誉”。
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Actions have consequences, and nowhere is this more true than when dealing with spirits. To reflect how the spirit world regards a character, the gamemaster may choose to use the Spirit Index and Astral Reputation.

引用
累积精魂指数ACCRUING SPIRIT INDEX

以下动作通过列出的数量增加角色的精魂指数:
• 裂解一个正常精魂:1
• 在其主泛位面摧毁裂解的精魂:5
• 驱逐后召唤同一个精魂:2
• 重新束缚:每超过第一次束缚检定:1
• 束缚自由精魂:5
• 永久驱逐/摧毁自由精魂:5
• 长期束缚:10
• 禁锢:20
• 使用抵抗耗竭能力:5
• 使用法术束缚精魂服务:20
• 将精魂暴露于毒素/腐化:每小时1
• 将精魂暴露于法力真空:每小时(背景数值)
• 失去盟约精魂:20
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The following actions increase a character’s Spirit Index by the listed amount:
• Disrupting a normal spirit: 1
• Destroying disrupted spirit in its native metaplane: 5
• Banishing then conjuring the same spirit: 2
• Rebinding: 1 per Binding Test beyond the first
• Binding a Free Spirit: 5
• Permanently Banishing/Destroying a Free Spirit: 5
• Long-term Binding: 10
• Fettering: 20
• Using Resist Drain power: 5
• Using Spell Binding spirit service: 20
• Exposing spirit to toxicity/corruption: 1 per hour
• Exposing spirit to mana void: (Background Count) per hour
• Losing an ally spirit: 20
我们鼓励GM保密角色的精魂指数,直到它的效果开始影响游戏性为止。
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The gamemaster is encouraged to keep a character’s Spirit Index secret until its effects begin to impact gameplay.
角色可以以两种方式之一减少对自己的行为产生的精魂指数。首先,任何行动——无论其精魂指数数值——如果被认为是有助于精魂世界(GM裁定)的,就不产生精魂指数。比如说,使用精魂指数表内的动作破坏魔法威胁,如血精魂、虫精魂或毒精魂。其次,通过花费(【星界声誉+ 1】X【精魂指数数值动作】)打兰的“极佳试剂”(210页),一个角色可以防止任何精魂指数数值小于等于5的行动影响自己的精魂指数。不幸的是,再多的试剂也不能原谅那些更严重的反精魂罪行所造成的直接影响。这些行为需要更多的忏悔才能抹去。
剧透 -   :
A character can negate accruing Spirit Index for his actions in one of two ways. First, any action—regardless of its Spirit Index value—that is deemed helpful to the spirit world (gamemaster’s discretion) does not accrue Spirit Index. Examples include using a Spirit Index action to disrupt a magical threat, such as a blood, insect, or toxic spirit. Second, by expending ([Astral Reputation + 1] x [Spirit Index value of action]) drams of radical reagents (p. 210), a character may prevent accruing Spirit Index points for any action worth 5 or fewer Spirit Index points. Unfortunately, no amount of reagents can offset the immediate damage of more heinous crimes against spirits. Those kinds of actions require slightly more contrition to erase.


引用
星界声誉ASTRAL REPUTATION

角色的星界声望从0开始。每有25点精魂指数,他的星界声望就增加1点。当进行召唤,束缚,驱逐检定,或者与精魂进行社交技能的互动,角色就会招致一个等同于他的星界声望的负面骰池调整。
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A character’s Astral Reputation begins at 0. For every 25 points of Spirit Index a character accumulates, his Astral Reputation increases by 1. When performing Summoning, Binding, or Banishing Tests or when conducting interactions with spirits that require using social skills, a character incurs a negative dice pool modifier equal to his Astral Reputation.
引用
表:星界声誉ASTRAL REPUTATION
等级   效果
0      精魂并不知道你是谁,或者你已经为你所有的精魂罪行求得了宽恕。
1      你影响到了一些精魂,但是谁没有呢?精魂比较顺从。
2      一些精魂疑心你心中根本没有考虑它们。其它精魂则对此深表怀疑。
3      这下完蛋了。强大的精魂很少跟你说话,但是弱小的精魂还没有聪明到明白你在玩什么花招。
4+      你理所当然地赢得了精魂世界的敌意。只有绝望的精魂才会回应你的呼唤。
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RATING   EFFECTS
0    Spirits either don’t know who you are, or you’ve atoned for all your spiritual crimes.
1      You’ve only manage the rock the spirit boat a little, but who hasn’t? Spirits are relatively obedient.
2      Some spirits suspect you don’t have their best interests in mind. Other give you the  benefit of the doubt.
3       The jig is up. Powerful spirits rarely speak to you, but weaker spirits aren’t yet wise to your game.
4+       You’ve rightfully earned the spirit world’s enmity. Only desperate spirits answer when you call.


引用
盟约精魂的忠诚ALLY SPIRIT LOYALTY

盟约精魂通常以忠诚等级6开始。除了主人的行动可能会降低他盟约精魂的忠诚(GM自由裁定)之外,咒术师的星界声望直接关系到盟约精魂的忠诚。如果咒术师试图召唤一个新的盟约精魂,盟约精魂的忠诚会降低一定数量,该数量召唤者的星界声誉。如果这导致忠诚为0(或更低)则仪式自动失败,但是盟约精魂在消失前依然可以被束缚。
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Ally spirits usually begin with a Loyalty Rating of 6. In addition to a master’s actions that might reduce her ally’s Loyalty (gamemaster’s discretion), a magician’s Astral Reputation ties directly into how loyal the ally is. If a magician attempts to summon a new ally, reduce the ally’s Loyalty rating by the summoner’s Astral Reputation. If this results in a Loyalty of 0 (or lower), the ritual automatically fails and the ally vanishes before it can be bound.

召唤和束缚盟约精魂之后,召唤者的星界声誉没增加1,盟约精魂的忠诚等级就会降低1。同样,如果召唤者的星界声誉不断降低,盟约精魂的忠诚等级就会增加,以反映精魂对你新生的敬重。
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After summoning and binding an ally, the ally’s Loyalty rating decreases by 1 each time the summoner’s Astral Reputation increases by 1. Likewise, if the summoner’s Astral Reputation ever decreases, the ally’s Loyalty rating increases to reflect the spirit’s newfound esteem.


引用
拨乱反正SETTING THINGS RIGHT

当你的声誉在精魂中烂到一个地步时,它就会影响你的召唤能力,这时,也许是时候平衡业力的天平了。有两种不同的方式让你自己重博精魂世界的欢心,这两个方法都挺不容易。
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When your reputation among spirits has reached a point that it’s negatively affecting your conjuring abilities, it might be time to balance the karmic scales. There are two different ways to work oneself back into the good graces of the spirit world, and neither of them are easy.

咒术禁忌:作为一种忏悔,咒术师可以选择任一“禁忌”(142页),以制约他们的召唤和适用于任何咒术技能组的行动。例如:只在白天召唤精魂(时间禁忌);只有在个人魔法帐篷中使用咒术技能组(位置禁忌);或者只召唤三种类型的精魂。每个不同的禁忌降低咒术师的星界声誉1点。和任何负面特质一样,一个禁忌以后可以通过花费业力消除(见核心规则书特质106页)。花费业力消除禁忌不影响星界声誉。
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Conjuring Geas: As a sign of contrition, the conjurer may choose a geas (p. 142) that restricts their summoning and apply it to any action that uses the Conjuring skill group. Example geasa would be: only conjuring spirits during the day (time geas); only performing Conjuring group actions at one’s personal lodge (location geas); or only summoning spirits of three selected types. Each different geas taken reduces the conjurer’s Astral Reputation by 1. Like any negative quality, a geas may later be removed by spending Karma (see Qualities, p. 106, SR5). Removing a geas with Karma does not affect Astral Reputation.

赎罪:角色也可以花费业力来降低他的星界声誉。关于偿还精魂世界债务的仪式,见“赎罪(契约)”,第123页。
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Atonement: The character may also spend Karma to lower her Astral Reputation. For the ritual to repay one’s debt to the spirit world, see Atonement (Contractual), p. 123.
« 上次编辑: 2018-03-27, 周二 21:10:34 由 马非鱼 »

离线 绿皮熊

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拥有这种特质的角色当进行召唤检定是获得+1骰池调整时,除了花费在提高检定上限的试剂之外,仅需要额外花费(强度×5)打兰的试剂。
Characters with this quality may spend (Force x 5) drams of reagents when performing a Summoning Test to receive a +1 dice pool modifier, in addition to any reagents spent to set the limit for the test.
拥有这种特质的角色在进行召唤检定时,除了花费在提高检定上限的试剂之外,还可以额外花费(强度*5)打兰的试剂来获得+1骰池调整。