作者 主题: 【官方专栏】齿轮机甲(The Clockwork Armor)  (阅读 20249 次)

副标题: 齿轮奇物(Clockwork Wonders)系列10/14 | #20170410 - 翻新完毕。

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【官方专栏】齿轮机甲(The Clockwork Armor)
« 于: 2017-04-10, 周一 13:32:47 »
外型(Appearance)

一套齿轮机甲以精金与秘银板,借由极度良好的机械加工打造而成。它在肘部与踝部有着铁制的伺服线路,膝部与肩部则环绕着黄铜/铁制的液压活塞。头盔上有一整组的保护性折板,在穿戴者以特定方式点头时会自动收起。胸甲内部有着三个没有标示的小槓杆。

这套盔甲重250磅,但因为它能够支撑自己大部分的重量,所以只会使得穿戴者的负重增加70磅。需要10分钟才能穿进或者脱出齿轮机甲,因为它的某些部件得要拴上、缆线管道要锁紧,而有些关节部分则需要小心地装备齿轮,以及调适线路的联系。

使用与能力(Use and Powers)

齿轮机甲被穿上之后,穿戴者在力量与敏捷上获得实际的+4环境加值,这是因为盔甲增强了穿戴者移动时的速度、精准度以及原始力量。此外,盔甲还使穿戴者在AC上获得+8的盔甲加值,基本陆上移动速度增加5尺。

这些是好消息。坏消息是齿轮机甲是基于一种有严重缺陷的技术制造的;它依赖液压与管线伺服系统来驱动,但现行的金属与材料技术不能很好地承受。如果穿戴者在受到任何基于寒冷的攻击时豁免失败,液压系统会冻住;这使得穿戴者必须把盔甲卸下并且将液压流体解冻(如果穿戴者自愿承受基于火焰的法术轰击,而且伤害不低于原先的寒冷伤害的话,这个状态可以更快地解除)。

胸甲内部的小型槓杆是用来调节它的力量输出以及腿部马达的出力的敏感度。要把这些设定调整妥当得通过一个DC 14的工艺(构装体)或一个DC 18的法术辨识检定。成功的检定可以使任何力量值的中型生物有效地使用这套机甲,如同他们拥有专长「盔甲擅长(重甲)」,但原本不擅长该类盔甲的生物仍须承受-8的盔甲减值,以及90%的祕法失败率。无法成功调整设定的话,力量上的+4加值仍会保留,但机甲会转而给予敏捷-4减值而非原先的加值。

最后,齿轮机甲是可以被直接攻击的。钝击武器可以把它的齿轮与控制机构敲得变形或者离开原位,挥砍武器可以使它们分离开来,而穿刺武器则可以卡住它们。这套机甲被视为有着基础AC 5的物体,穿戴者的敏捷调整值与偏斜加值可以附加到其AC上。它的硬度为10,有100点HP。受到50点伤害后,这套机甲可能因此损坏;穿戴者必须通过一次10+该次攻击伤害的反射检定来避免发生这种惨事。损坏的细节交由DM决定,但首先应该包含局部的瘫痪(比如机甲结冻,但仅限于脚部或者手肘),以及/或者不断重复特定肢体动作(扣除穿戴者获得的敏捷加值)或者腿部动作(迫使穿戴者每轮都需以其基本陆上移动速度移动)。修复这些状况需要通过一次DC 30的解除装置检定,并且需要机甲外的另一人花费一整轮来协助修复。

CL 11;制造构装体,制造魔法武器与防具;价格 27,250 gp;制造花费 18,625 gp + 690 XP。


原文
剧透 -   :
"We already went through this with that turtle shield," said Mialee. "Clockwork armor is still experimental."

"This is different. You just looked dumb with the turtle buckler," said Ragdar. "With this I feel stronger. Look!" He began moving the mechanism through the steps of a sword exercise, with occasional jerks and clanks.

"Yeah, if only there were armor that made you smarter, we'd be getting somewhere." muttered Mialee under the noise of gears grinding.

The clockwork armor is a powerful mechanical aid to physical prowess that also provides protection against attack and a movement bump, but it has a few engineering issues that have prevented its adoption outside a few of the most enthusiastic practitioners of artifice.

Appearance

A suit of clockwork armor is extremely well machined and made of mithral and adamantine plates. It has steel servos at the elbows and ankles and brass/steel hydraulic pistons around the knees and shoulders. The helmet has a set of protective flaps that lower automatically when the wearer nods in a particular way. The chestplate contains three small unlabeled levers on the inside.

The armor weighs 250 pounds, but adds only 70 pounds to encumbrance, as it supports much of its own weight. It requires 10 minutes to get into or out of the clockwork armor, as sections of it are bolted on, secured with wire cables, and some joints require careful fitting of gears and servo connections.

Use and Powers

When the clockwork armor is worn, the wearer gains an effective +4 circumstance bonus to both Strength and Dexterity, as the armor enhances speed, precision, and raw power of its wearer's movements. In addition, it provides a +8 armor bonus to AC and increases the wearer's base land speed by 5 feet.

That's the good news. The bad news is that the clockwork armor is made from a deeply flawed design; it is dependent on hydraulics and servos that the metals and materials can't quite sustain. The hydraulics are frozen solid by any cold-based attack if the wearer's saving throw fails; requiring the wearer to remove the armor and thaw it (this can also be done more quickly if the wearer is willing to be the target of a fire-based spell that does at least as much damage as the cold-based attack did).

The small levers inside the breastplate control the sensitivity of its strength-boosting and the force amplification of its leg motors. Setting these controls properly requires a successful Craft (construct) check (DC 14) or Spellcraft check (DC 18). Success allows a Medium-size creature of any Strength to use the armor effectively, as long as they have Armor Proficiency (heavy). Creatures without that proficiency may still wear the armor but suffer a -8 Armor Check penalty to all the usual skills and suffer a 90% chance of spell failure. Failure to set the controls properly means that the +4 bonus to Strength still applies, but the armor imposes a -4 penalty to Dexterity instead of a bonus.

Finally, the clockwork armor can be attacked directly, as it has gears and controls that a bludgeoning weapon can warp or jolt out of alignment, a slashing weapon can sever, or a piercing weapon can jam. The suit is treated as an object with base AC 5 that gets the wearer's Dexterity modifier to AC and the wearer's deflection bonus to AC. It has hardness 10 and 100 hp. After 50 hp of damage accrue, the armor may suffer breakdowns; the wearer must make a Reflex save equal to 10 + the damage inflicted by a blow to prevent this. Details of each breakdown are left to the DM but should primarily include partial paralysis (like frozen armor, but affecting only arms or legs), and/or repetitive arm motion (eliminating the wearer's Dex bonus) or leg motion (forcing the wearer to move at base speed each round). Fixing these conditions requires a successful DC 30 Disable Device check and a full-round action by someone outside the armor.

CL 11th; Craft Construct, Craft Magical Arms and Armor; Price 27,250 gp; Cost 18,625 gp + 690 XP.

Campaign Hooks

Any suit of clockwork armor is claimed as the sole property of the fallen kingdom of Cyre. If the PCs even hear of such a suit (much less actually acquire one), they will be sought out by Prince Oargev from the city of New Cyre. He offers 2,000 gp as a finder's fee for it or 200 gp for information leading to a suit's recovery. Failure to return a suit to Cyran hands will bring a visit from a Cyran avenger.

The party might be commissioned to destroy a powerful gnomish bandit in Karrnath who has gained a suit of clockwork armor and is fighting a bit of a one-gnome war against the Karrnath trade routes (he has an ally wearing the suit). The Corpse Captains would very much like to find him and question him; the reward for taking him alive is triple the price for just bringing him in dead.


原文连结:http://archive.wizards.com/default.asp?x=dnd/cw/20070212a
旧版翻译:http://www.gamez.com.tw/thread-483874-1-1.html
« 上次编辑: 2017-04-10, 周一 15:50:26 由 沉沦 »
愚蠢都是相互成就的。不要去成就别人的愚蠢。

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Re: 【官方专栏】齿轮机甲(The Clockwork Armor)
« 回帖 #1 于: 2017-04-10, 周一 14:22:47 »
背景故事以及战役引子由于我暂时心力不足以及没有对应世界观(艾伯伦)的足够知识,暂时跳过。之后会回来补上。
愚蠢都是相互成就的。不要去成就别人的愚蠢。

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Re: 【官方专栏】齿轮机甲(The Clockwork Armor)
« 回帖 #2 于: 2017-04-10, 周一 15:48:43 »
或一个DC 18的法术辨识检定。

但机甲会转而给予敏捷-4减值而非原先的加值。

随手捉虫。
真意:作为DM展现出令自己满意的转折点。  0.5/∞

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Re: 【官方专栏】齿轮机甲(The Clockwork Armor)
« 回帖 #3 于: 2017-04-10, 周一 15:50:36 »
或一个DC 18的法术辨识检定。

但机甲会转而给予敏捷-4减值而非原先的加值。

随手捉虫。
已修正。感谢。
愚蠢都是相互成就的。不要去成就别人的愚蠢。

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Re: 【官方专栏】齿轮机甲(The Clockwork Armor)
« 回帖 #4 于: 2017-06-17, 周六 22:52:59 »
蒸汽朋克动力甲……

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Re: 【官方专栏】齿轮机甲(The Clockwork Armor)
« 回帖 #5 于: 2021-05-27, 周四 03:38:27 »
成功的检定可以使任何力量值的中型生物有效地使用这套机甲,如同他们拥有专长「盔甲擅长(重甲)」,但原本不擅长该类盔甲的生物仍须承受-8的盔甲减值,以及90%的祕法失败率。
成功的检定可以使任何力量值的中型生物有效地使用该盔甲,只要他们有「盔甲擅长(重甲)」。不擅长该类盔甲的生物仍然可以穿戴该盔甲,但在所有常规技能上受到-8的防具检定减值,以及90%的奥术失败率。
« 上次编辑: 2021-05-27, 周四 03:40:11 由 Nameless DM »

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Re: 【官方专栏】齿轮机甲(The Clockwork Armor)
« 回帖 #6 于: 2023-07-12, 周三 18:54:27 »
给齿轮机甲补上战役导入的翻译,让本就有些缺陷的齿轮机甲雪上加霜



“我们已经用乌龟盾解决了这个问题了,”米雅莉说,“齿轮机甲还处于试验阶段。”

“这不一样。你带着乌龟盾的时候看起来很傻,”瑞达说,“有了这个,我感觉更强大了。看!”他开始像练剑一样移动机械装置,偶尔会有一些颠簸和叮当声。

“是啊,要是有能让你更聪明的盔甲,我们就能有所进展了。”在齿轮的摩擦声中,米雅莉喃喃自语道。

齿轮机甲是一种强大的机械辅助装置,它可以增强身体的力量,也可以防止攻击和移动种碰撞,但它有一些工程性问题,阻止了使它被极少数最热忱的机关术士以外的人被采用。


战役导入 Campaign Hooks

任何一套齿轮机甲都会被视为陨落的塞尔王国的独有遗产。如果玩家们听说了这套盔甲(更别说真的得到一件了),他们将会被来自新塞尔的奥雷格夫王子找上门。他将提供2000金币作为找到这件盔甲的奖励,或者200金币的提供相关线索的奖励。如果无法将盔甲交还给塞尔人,将会招致塞尔复仇者的到来。
玩家小队可能会被委托去消灭一名强大的侏儒强盗,他在坎纳斯获得了一套齿轮机甲,正在跟坎纳斯的商队进行一场侏儒单挑战(a bit of a one-gnome war,不知道是什么)(他有一个盟友穿着这套盔甲)。尸体队长们(The Corpse Captains,也不知道是什么)很想找到并盘问他,活捉他的报酬是把他的尸体带回来的三倍。
« 上次编辑: 2023-07-12, 周三 18:57:01 由 sipomao »