纯美苹果园

译文资料区 => 白狼系列 => TRPG译文专区 => oWoD => 主题作者是: 肥肥腌臜 于 2021-10-11, 周一 17:24:32

主题: 【代发】【M:tA-H:SoH】终级魔法
作者: 肥肥腌臜2021-10-11, 周一 17:24:32
该书全称为《穹界:希望要塞(WW4012)》。
主题: Re: 【代发】【M:tA-H:SoH】终级魔法
作者: 肥肥腌臜2021-10-11, 周一 17:25:01
6级法术

 哦孩子。

 真正古老法师能精通的无穷秘艺,远超拘于现世之同辈能及。在深入这些现象级的力量前,先得提三点:

 ● 敢于说“不”:说书人有权拒绝玩家习得究极魔法。允许会(毫无疑问地)破坏任何常规编年史游戏。这些规则应仅限说书人角色,他们智慧超凡,几乎没有活着的存在能理解。

 ● 终生研习:这些秘艺要花数代努力来完善——无尽研究、自我修炼、数十年旅行、重重谜团——所有但不限于此,都是那些极尽登峰造极者的必经之路。只有少数最强的大师才能在某个领域上升到6,而他们会严加保密。其习得即使不花数个世纪,也要数十年。

 ● 经验花费:机制上购买一个6级要花120点经验(或免费)点。圣贤才可能有7级。研究从5到6级的秘密需花至少20年的游戏时间——且往往更长。

 尽管如此,还是来看看各领域的究极力量吧。当然,真正的大法术可能仍需时间和(或)拓展投掷。然而低级时不可能的事,现在也能以足够成功数做到。魔法反制在对付这些强大秘艺时照常,所有其它规则亦同。

推荐优缺点

 《暗影之书》的有些优缺点相当适合古老法师。如:

 ● 心理:高目标(译注:目标相关骰池+2)、自负、沉迷、闪回、目标驱动

 ● 心智:自信、钢铁意志、心神游离(译注:常忘琐事,回忆需投机敏或花费意志点

 ● 天赋:万事通(译注:所有技艺和知识都有1个骰子)、年龄(译注:太早或老学习魔法,社交投掷难度+1到3

 ● 超自然:精魂磁铁(译注:格外吸引精魂)、回声(译注:凡人信仰影响过深)、受诅、魔法禁忌或强迫(译注:因某些原因,必须或不能做一些事),心灵吸血鬼(一个有趣的缺点)(译注:必须从外界吸收生命

 ● 沉睡者社会:几乎所有


原文:
引用
Sphere Level 6

 Oboy.

 Truly ancient mages can master powers far beyond the limited Arts Earthbound mages can achieve. Before going into these phenomenal powers further, let's mention three important things:

 ● Saying “ No.”: A Storyteller is well within her rights to refuse the highest reaches of the Spheres to her players. Allowing them in will - no question will - damage anything resembling a normal chronicle. These rules maybe considered the domain of Storyteller characters only. They are exceptions to established wisdom, and few beings alive understand them.

 ● Lifetimes of learning: These Arts take generations to perfect; endless research, self-mastery, decades of travel, riddles aplenty - all these things and more are the lot of those who reach for the highest stars. Only a handful of the greatest Masters ever achieve the sixth level in any Sphere, and they guard their secrets jealously. Attaining this rank demands decades, if not centuries, of work.

 ● Experience cost: In game terms, purchasing the sixth rank in a Sphere costs 120 experience points (or freebie points). There is no seventh rank, except perhaps among the Oracles. Studying the secrets between levels 5 and 6 takes at least 20 years of game time, and often longer.

 That being said, let's examine the greatest powers of the Spheres. Nevertheless, things that would be impossible at lower levels may be achieved with enough successes. Naturally, really huge Effects may still require time and/or extended rolls. Countermagick still works normally against these mighty Arts, and all other rules apply.

Recommended Merits & Flaws

 The Book of Shadows has a number of Merits and Flaws that are particularly appropriate for ancient mysticks. For example:

 ● Psychological: Higher Purpose, Overconfident, Obsession, Flashbacks, Driving Goal

 ● Mental: Self-Confident, Iron Will, Absent-Minded

 ● Aptitudes: Jack-Of-All-Trades, Age

 ● Supernatural: Spirit Magnet, Echoes, Cursed, Magical Prohibition or Imperative, Psychic Vampire (a fun one)

 ● Sleeper Society: Virtually all
主题: Re: 【代发】【M:tA-H:SoH】终级魔法
作者: 肥肥腌臜2021-10-11, 周一 17:26:09
空间

 跨越任何距离,穿过任何(包括险棘或穹界的)屏障,是空间魔法的顶点。与人或地点的任何联系都能作为“桥梁”,用以施法。

 大法师能随心所欲地物理出现于任何——及多个(加上生命和心灵魔法)——地方,或以光速把物体猛撞进深空。想如此冒犯(即把敌人传进太阳)的法师得投出至少3个成功数。这当然无比破则——即使没有目击的沉睡者。




 对命运的真正精通。终极熵对增长、随机或衰亡是如此精进,以至低级时缓慢发生的事(物质、生命或思想的恶化)会瞬间爆发。

 大法师挥手,1或2回合内,建筑粉碎、众生湮灭、群心混乱。此级造成(成功数×3)的伤害,若性质破则且直接(如直接弹指,使人骨折,而非将瞬即腐败的雕像扔他头上),则可能为恶性。反之亦可——散落满屋的三维拼图能瞬间复原;被白蚁啃噬的房屋能不费吹灰之力修好。


力场

 波尔波托斯真能夷平一座山吗?呃,能,的确能。现在你总算明白他为什么还活着了吧… 终极力场允许创造或影响周围数英里的现象。上级能制造龙卷风,但这级则能是横跨大陆的风暴峰。这当然需要多次投掷和充分准备,但能真正在几分钟内移动构造板块或改变天气模式。


生命

 大量赋生——或死亡之力。大法师能以(生命6/心灵5/起源2)凭空变出小型军队,或以(物质4)从众多如骨或石的小件变出。完美变形(生命5)可用于这些新造物,将其完全变成想要的样子。如果它们受伤,还可一次治疗许多,或尽数杀死。

 一般来说,每个成功数能影响一个人类大小的造物。伤害或回复计算照常,前者性质都是恶性。

 
物质

 所有物质,除非外力介入,否则都相互联系。终极秘艺则表现如何控制这种联系。大法师稍加努力,便能把大型建筑创造、摧毁或变为完全不同的材料。一座城堡能以足够成功数(一般10左右)变成沙、黄油或水。

 此外,只要两个事物都接触到了法师附近的一些静态表面,那么他就能把对其中一个物体所做的事延伸到另一个上——类似许多空间法术,但以振动转移。一个打碎在地上的瓶子也能打碎附近架子上所有瓶子。此魔法范围约50英尺/个成功数。伤害或回复计算照常。


心灵

 所有心灵皆为一体吗?大法师会说是。她能将意识扩展到世界思想,同时通过许多不同心灵来感知、同时操控几个人、或同时通过数个不同存在——动物、人类、昆虫甚至精魂——来观察世界。

 保持控制某人思想过程,一般需以较高难度(7+)投掷1次意志点。然而对于顶级心灵来说简单得多。这种联系还能跨越世界,甚至超越穹界。

 此外,也可在1或2回合内,吸收一系列复杂学习代码——一种语言、一个数学公式、一些地点的路线、一套指令等;其施展至少得3到5个成功数(依复杂度定),但法师对这些转手信息之熟悉,就像是亲自学过。不过新知识技能还是要以照常方式购买,否则会在约1周内消失;暂时获得1点“学”来的知识也需2个成功数。


原质

 现实域中引发矛盾的涟漪能被顶级原质平复。投出的每个成功数,都可减去来自所选资源——一次反冲、一个缺点或一个矛盾点池——的1点矛盾点。

 矛盾精魂能被绝佳投掷驱离——每个成功数消除5点精魂魂质 ,以运动的现实消散掉它。每个用于抚平矛盾的成功数消耗1点自身魔素。如同往常,原质力场的转移对其中法师犹如天堂,且常以同样方式影响周遭人。


精魂

 顶尖精魂法师仍记得如何召唤众神。最强大和遥远的精魂——太神、神灵、穹界之上的无名存在等——能被联系(同2级呼唤精魂)、传送(同3级灵动之桥)甚至召唤(同2级呼唤精魂和5级破坏梦壳的组合)。虽然许多这些事在低级也可能做到,但大法师可从险棘任何一端使用;且在某种程度上,也能强迫一个强大存在出现。

 投掷1次意志点抵抗骰(难度8),可尝试操控召唤的影族,下简单命令(如“守护这个房间一整天”)或要求简单服务(“一小时内将我从纽约带至亚特兰大”)。服务结束时,感激和报酬都应当准备好——这魔法不会持续太久...

 一般精魂——像侍臣和元素——的所需成功数,比更强的领主或忌灵(8到15)、参事(15到25)、太神和神灵(25+)要少些(5到8)。但即使大法师,召唤失败(至少)也相当危险。


时间

 对,就像一两位大法师能证明的那样,回到过去是可能的。它极其破则(除非捆绑了个心灵法术,只在梦中回去)、冒险且不总可靠。但这个等级是可能做到的。

 矛盾会在回到过去时“高悬”,过程中能感觉到共识积沙成塔般的沉重。待得越久,尝试越多,潜在反冲的风险越大。可以带上他人,但多带一个都会增加风险。另一人也能代她去,但后果也是两人承担。

 法师(或其同伴)在过去每花费1游戏小时,都会令自己矛盾点池翻倍。如有尝试重要举动(对峙一个人、抓住一件物品、停止一颗子弹等),说书人要为反冲投掷矛盾点池,无需魔法投掷大失败。

 反冲难度依动作重要性定:只拿了一小时前留家里的钱包,9;不太重要的事,如停住那周早些时候错过的一辆巴士,7。试图改变最近的重要举动,如把父亲及时送去医院,以挽回性命,6或5,且矛盾点+3。历史的重大改变,如刺杀希特勒,4甚至更低,潜在反冲翻倍,外加5点永久矛盾点。这5点形成基本的反冲骰。因此,一个没矛盾的法师有5点骰子对付她。而且即使成功改变了历史,也可能在过程中死去。

 回到过去不可能是巧合法术(除非如上所述,梦中完成)。但大法师能通过成为时代一部分(如穿着举止像纳粹来暗杀)或去无人能看到的地方(如空公寓)来削减到“无目击者的破则”。众目睽睽下跳出时间流几乎是自杀。想穿着90年代衣服,跳出元首衣橱来暗杀他,会自动获得5点矛盾点,如果说书人投出4或更高,再加26点。

 现在你明白为何没人这么干了吧。

 说书人注解:回到过去与黑暗世界的氛围相悖。这些限制是在顾及此设定下做出的。如果想跑更放飞自我的团,那么大可抛下太严肃的东西。然而如果真这么做,你的死期也就到了...

原文:
引用
Correspondence

 To reach across any distance - through any barrier including the Gauntlet or the Horizon - is the gift of ultimate Correspondence mastery. Any connection to a person or place may serve as a "bridge" with which to work one's will. The arch-Master may appear physically in any place he desires, including multiple locations (by adding in Life and Mind) with a thought, or he can send objects hurtling into deep space at lightspeed. The mage who wishes to do so offensively (i.e., teleporting a foe into the sun) must roll at least three successes to succeed. This is, of course, highly vulgar, even if no Sleepers are watching.


Entropy

 True mastery of Fate; this rank focuses growth, randomness or decay to such an extent that things which happen gradually at lower levels (deterioration of matter, lifeforms or ideas) occur instantly. With a wave of her hand, the archmage may cause buildings to crumble, people to perish, or mental processes to scramble in a turn or two. Damage caused by this Entropy rank is (successes x 3), which may be aggravated if the magick was vulgar and direct (snapping a person's bones with a snap of your fingers, as opposed to dropping a suddenly rotted statue on top of him). The reverse is also true: A 3-D jigsaw puzzle that has been scattered across a room may be instantly assembled, while a termite-eaten house may be repaired with minimal effort.


Forces

 Can Porthos really level a mountain? Well, yes, as a matter of fact, he can. Now you know why he's still alive.... Forces 6 allows a mage to create or influence phenomena for miles around. Forces 5 may conjure a hurricane, but Forces 6 can conjure a storm front across a continent. This, of course, demands high dice rolls and advance preparation, but can literally shift tectonic plates or alter weather patterns within minutes.


Life

 The power of mass life - or mass death. With Life 6/ Mind 5/Prime 2, an arch-Master of Life can create small armies out of thin air, or, with Matter 4, from many smaller objects (like bones or stones). The Perfect Metamorphosis Effect (Life 5) may be used on these new creations, transforming them utterly into whatever the mage wants them to be. If these creatures fall injured, the arch-Master may heal many of them at a time, or slay them en masse. In general, one human-sized being per success may be affected. Damage or benefits are figured normally, and all damage is aggravated.


Matter

 All matter is interconnected unless some other force interferes. The most advanced Arts show a wizard how to control this connection. With slight effort, the arch-Master of Matter may create, destroy or transform large structures into radically different materials. A castle may be turned to sand, butter or water with enough successes (typically 10 or so).

 Additionally, the wizard may extend things he does to one object into another one, so long as both of them touch some inanimate surface close to him - an effect similar to many Correspondence spells, but transferred through vibrations. A bottle broken against the floor may shatter every bottle on a nearby shelf. The range for this latter magick is roughly 50' per success. Damage or benefits are figured normally.


Mind

 Are all minds one mind? The arch-Master would argue that they are. By expanding her consciousness into the world-thought, she can sense through many different minds at once, possess several people simultaneously, or perceive the world through a number of different beings - animals, people, insects, even spirits - at the same time. Maintaining control of one's own thought processes requires a Willpower roll at some great difficulty (7 or higher). For a mage with this level of expertise, however, such a roll should be easy. The link may cross between worlds, even beyond the Horizon.

 Additionally, an arch-Master may absorb a complex series of learned codes - a language, a mathematical equation, directions to some location, a set of instructions, etc.- in a turn or two. This requires at least three to five successes to perform (depending on complexity), but leaves the wizard as familiar with the transferred information as ifhe had learned it himself. New Knowledge Abilities must be purchased in the usual way, or they fade in a week or so; each dot “learned” temporarily requires two successes to acquire.


Prime

 The ripples in reality which cause Paradox may be smoothed with the highest Prime Arts. For every success the arch-Master rolls, she subtracts one point of Paradox from whatever source she chooses - a backlash, a Flaw or a Paradox Pool. Paradox spirits may be dispelled with a good roll: each success cancels 5 points of a spirit's Power, dissipating it with raw reality in motion. Each success spent smoothing out Paradox costs the wizard one point of his own Quintessence. As always, the shifting of Prime Force feels like heaven to the mage in question, and often affects those around him the same way.


Spirit

 The greatest Masters of Spirit remember how to call the gods. With this Sphere rank, the greatest and most distant spirits - Celestines, Incarna, the nameless things beyond the Horizon, etc. - can be contacted (like Call Spirit), channeled (like Living Bridge) or even summoned (like a combination of Call Spirit and Break the Dreamshell). While many of these things are possible at lower levels of expertise, the arch-Master may use them from any side of the Gauntlet and may, to a degree, compel a powerful being to come forth.

 With a resisted Willpower roll (difficulty 8), the mage may try to dominate the Umbrood he summons, giving it simple commands (like Guard this room for one day.") or requesting a simple service ("Take me from New York to Atlanta in one hour."). Gratitude and payments are always good things to have ready when the service is finished; this magick does not last for long.... Simple spirits - like Minions and elementals demand fewer successes to best (say 5 to 8) than stronger Umbrood Lords or Banes (8 to 15), Preceptors (15 to 25), or Celestines and Incarnae (25+). Losing such a contest is perilous to say the least, even if you're an arch-Master.


Time

 Yes, as one or two arch-Masters can attest, it is possible to travel backward in time. It is deeply vulgar (unless tethered to a conjunctional Mind Effect which allows the person to travel only in dreams), risky and not always reliable. But it is possible at this magickal rank.

 Paradox hangs while a mage journeys back in time; she can feel the weight of accumulated belief towering over her as she goes about her business. The longer she stays and the more she attempts, the bigger the risk of potential backlash. She may bring other people with her, but each additional person compounds the risk. Another person might go in her place, but the consequences of his actions will fall on both of them.

 For each game hour the wizard (or her companion ) spends in past-time, her Paradox Pool doubles. If she attempts some significant action (confronting a person, grabbing an object, stopping a bullet, etc.), the Storyteller rolls her Paradox Pool for a backlash. No botch on the magick roll is necessary. The backlash difficulty depends on the importance of the action: If the character simply grabs the purse she left back at home an hour ago, the difficulty would be 9; if she did something marginally important, like stopping a bus she missed earlier that week, the backlash difficulty drops to 7. If she attempts to change major actions in the recent past, like getting her father to a doctor in time to save his life, the difficulty drops to 6 or 5, and adds three points to her Paradox rating. Major alterations to history, like killing Hitler, drops the difficulty of the roll to 4 or even lower, and doubles the potential backlash, and gives her five points of permanent Paradox. These five dice form the basis of the backlash roll; thus, a mage who started out with no Paradox at all has five dice rolled against her. Even if she successfully changes the course of history, the mage may well die in the attempt.

 Stepping back in time is never coincidental (except, as noted above, if it's done in a dream); the archmage may reduce the "charge" to "vulgar without witnesses" by appearing to be part of the time period (dressing and acting like a Nazi to kill Hitler, for instance) or going where no one can see her (like appearing in her empty apartment). Jumping out of the time stream in full view of others is virtual suicide. The wizard who tries to kill Hitler by leaping out of his closet in '90s clothes will earn an automatic five points of Paradox, plus 26 points of Paradox if her Storyteller rolls a 4 or better.

 Now you know why nobody's done it.

 Storyteller Note: Jumping back in time really contradicts the atmosphere of the World of Darkness. These strictures have been made with that setting in mind. If you want to run a more freewheeling game, you may drop whatever aspects seem too harsh to you. If you do, however, it's your funeral...
主题: Re: 【代发】【M:tA-H:SoH】终级魔法
作者: 不朽之尘2021-10-12, 周二 19:02:12
这是重制版么
主题: Re: 【代发】【M:tA-H:SoH】终级魔法
作者: 肥肥腌臜2021-10-13, 周三 19:31:15
这是重制版么
最近基本都是重制或填坑,以前那个说实话没校过。