作者 主题: 【nWoD-Innocents】纯真者 第五章 优势  (阅读 20422 次)

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【nWoD-Innocents】纯真者 第五章 优势
« 于: 2021-01-18, 周一 01:40:47 »

章前故事

  从格蕾卿三岁开始,垂泪女士(the Weeping Lady)就经常来看望她。
  但她实际上并没有垂泪——至少格蕾卿从来没看到她哭过。她的头发很长,一缕缕披散在轻盈的身躯之上,不知怎地,让格蕾卿想起了爷爷房子后面小溪边的垂柳(the weeping willow)。所以格蕾卿称她为垂泪女士(the Weeping Lady),而那幽灵般的影子似乎并不介意这个名字。
  后来格蕾卿长大了,开始去学校上学了,女士便不再经常出现了,但格蕾卿仍然能感觉到这无形精灵的存在。她保护格蕾卿不受伤害,引导她远离危险,或者在事故发生时保护她。就像那次她想帮着爸爸粉刷房子结果却从梯子上掉了下来——那足足有20英尺高,结果她从地上跳起来时好像什么都没发生一样。那天,她妈妈告诉她一定是有个守护天使在守护她。格蕾卿只是一边点头一边微笑。
  在她七岁时,她的父母让她自己走路上学。霍普伍德小学离他们家只有一个街区远,他们住在一个远离城市和住在那里的坏人的安静社区里。所以,在一个冬天的晚上,当她在放学回家的路上听到那个男人叫她的时候,一开始并没有想太多。
  “嘿,”当格蕾卿走过时,那男人在房子门廊下的阴影里开口了。那栋老房子曾属于史蒂文森一家,直到史蒂文森先生去世,他的妻子不得不离开去到另一个地方的家。“已售出”的牌子仍然立在门前干净漂亮的草坪中央。
  格蕾卿停了下来,调整了下书包的重心。她眯起眼来看着门廊。房子里一盏灯都没打开,而太阳快落山了,所以在门廊宽阔的顶棚下很难看清什么东西。她知道前门是开着的,而一个人影伫立在门边。
  “你好,”她回话,不过这只是出于习惯而不是别的什么。
  “亲爱的,你叫什么名字?”那人说,他的声音温暖而轻快。
  “格蕾卿·桑德斯,”她如实回答,“这是你的房子吗?”
  “当然,”黑影回答,“嘿,格蕾卿,你多大了?”
  “九岁半,怎么了?”
  “九岁半是吗?”那人的声音听起来突然有些失望的感觉,“嗯,你看,我的狗刚生了一窝小狗,我一直想给它们找个好家。我不要钱,但我不能随便把它们送给随便什么人,你懂的。”
  “小狗狗?”格蕾卿兴奋起来,“什么品种?我很喜欢狗狗!”
  “牧羊犬,”那人影的声音中带着自豪,“长着温柔的大眼睛和蜂蜜色的漂亮皮毛。”男人似乎犹豫了一下,“你想进来看看吗?”
  格蕾卿正想说好——她甚至转过身,开始穿过人行道——这时她感觉到了垂泪女士的轻抚。那是一种温和的压力,就像一只小手放在她的肩膀上。
  格蕾卿停了下来,脸上的笑容瞬间消失了,“我……最好还是不那么做了,”她淡淡地说。
  那人影动摇了一下。
  “来吧,亲爱的,”他说着走上前来,“只用一分钟——”
  但就在街灯光芒的边缘,男人僵在了那里。很长一段时间他只是站在那里不动,格蕾卿感觉他正盯着她身后的什么东西。然后他一言不发地撤退,迅速消失在房子里。
  那双温柔的手轻推着格蕾卿,将她带回人行道上。直到后来第一次有孩子们失踪时,她才意识到垂泪女士想告诉她什么。

劇透 -   :
Ever since she was three years old, Gretchen had been visited by the Weeping Lady.
She didn't actually weep — at least not that Gretchen could ever recall. Her hair was long and hung in fine strands around her lithe body, and somehow it reminded Gretchen of the weeping willow that had grown by the stream behind her grandfather's house. So she was called the Weeping Lady, and the ghostly figure didn't seem to mind the name.
As Gretchen got older and went to school, the Lady didn't appear as often, but Gretchen sensed the spirit's presence all the same. She kept Gretchen safe from harm, steering her away from danger or shielding her when accidents occurred. Like the time she'd tried to help her daddy paint the house and had fallen from the ladder instead — 20 feet straight down, and she'd bounced up as if nothing had happened. That was the day her mother told her she had a guardian angel watching out for her. Gretchen merely nodded her head and smiled.
Her parents let her walk to school by herself when she turned seven. Hopwood Elementary was just a block from their house, and they lived in a quiet neighborhood far from the city and all the bad people who lived there. So when the man called out to her as she walked home from school one winter evening, she didn't think too much about it at first.
“Hey there,” the man said from the shadows of his porch as Gretchen walked by. The old house had once belonged to the Stevensons, before Mr. Stevenson had died and his wife had to be taken to another home somewhere. The SOLD sign still stood in the middle of the immaculate front lawn.
Gretchen paused, shifting the weight of her book bag. She squinted up at the porch. There weren't any lights on in the house and the sun had nearly set, so it was hard to see much underneath the porch's wide overhang. She could tell that the front door was open, and a figure stood just beside it.
“Hi,” she answered, more out of habit than anything else.
“What's your name, honey?” the man said. He had a warm, cheerful voice.
“Gretchen Sanders,” she replied. “Is this your house?”
“Sure is,” the dark figure replied. “Hey, Gretchen. How old are you?”
“Nine and a half. Why?”
“Nine and a half, huh?” the man suddenly sounded vaguely disappointed. “Well, see, my dog just had a litter of puppies and I've been trying to find them good homes. They're free, but I can't just give them away to anybody, you understand.”
“Puppies?” Gretchen brightened. “What kind? I love dogs!”
“Collies,” the figure said proudly. “With big, soft eyes and honey-colored fur.” The man hesitated. “You want to come in and see?”
Gretchen was about to say yes — she'd even turned and had started to walk down the sidewalk — when she felt the Weeping Lady's touch. It was a gentle pressure, like a small hand settling on her shoulder.
Gretchen stopped, her smile fading. “I'd… better not,” she said faintly.
The figure stirred. “Come on, honey,” he said, stepping forward. “It'll only take a minute —”
But then the man froze, just at the edge of the glow cast by the streetlights. For a long moment, he just stood there, and Gretchen sensed that he was staring at something just over her shoulder. Then, without a word, he retreated swiftly and disappeared inside the house.
Gentle hands prodded at Gretchen, guiding her back to the sidewalk. It was only later, after the first kids began to disappear, that she realized what the Weeping Lady had been trying to tell her.
« 上次编辑: 2021-12-27, 周一 02:52:08 由 Symphogear »

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前述
« 回帖 #1 于: 2021-01-18, 周一 01:45:46 »
在黑暗的理性到来之前,用以丈量童年的是听觉、嗅觉以及视觉。
约翰·贝哲曼《穿条纹睡衣的男孩》

  每个角色都有相同的基本属性和相同的技能。优势是不同的;它们是特殊的、与众不同的品质,使你的角色不同于所有其他孩子。这些个人怪癖或非凡天赋可以在创建人物时购买,也可以在使用角色进行游戏的过程中花费经验点获得。
  下面的优势分为三种:精神上的、生理上的和社交上的。优势可以在某些行为上给予你奖励,或是允许你以特殊的方式使用一种技能。一些优势有着先决条件,你必须先满足它才能为你的角色购买这些优势。例如,要为你的角色购买快速反射,她必须有敏捷或机智3。有些优势具备缺陷,在某种程度上降低了他们带来的好处。例如一个具有毒素抵抗的角色可能不会因被响尾蛇咬伤而受到什么不良影响,但他会很难找到药物来摆脱头痛。
  每一种优势后面都有一些圆点(•),这些圆点代表购买这些优势在创建角色中的消耗。有些优势给出了一个圆点的范围(比如,•到••••)。你可以随便购买多少点来契合你的角色概念。
  一些优势是天生的(例如双巧手),这些只能在创建人物时购买,并且有相关标记;大多数优势可以随着时间的推移或经过训练而形成(因此可以用经验值购买)。
  优势点数必须用经验值按顺序购买。例如,为了购买打斗风格:儿童空手道•••,你必须先购买儿童空手道•(两点经验)和儿童空手道••(另外四点经验),才能购买儿童空手道•••(还需要六点经验,总计12点)。这也适用于危机感知这样只有••的优势:你必须先购买第一点(两点经验),然后才能购买第二点(四点经验,总计6点),然后才能获得这个优势的好处——危机感知的第一点没有作用。
  对于代表你角色与其他人(例如导师或盟友)关系的优势,说书人可以选择忽略所有经验点的消耗。如果在游戏中你的角色遇到一个经常在公园里喂鸽子的老人并与他成为了朋友,那么她可能会获得导师优势的好处,而不需要消耗任何经验点。当然缺点在于这个往事的导师并不会像角色卡上某个特性所代表的的角色那样容易亲近或是可靠。你和你的说书人需要决定这种次要益处和真正优势之前的分界线。
« 上次编辑: 2021-01-18, 周一 02:14:40 由 Symphogear »

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精神优势
« 回帖 #2 于: 2021-01-18, 周一 02:25:27 »
常识(••••)
效果:你有着良好的判断力和天生的谨慎。给你一点时间思考,你通常可以想出正确的行动方案,或者至少是一个明智的行动方案。
在每一个场景中,当你的角色要做一些非常危险或愚蠢的事情,或者团队在寻找想法或线索不知所措时,ST可能会指出你遗漏的一个事实或线索,或者用非常明确的措辞描述你计划的风险。当你觉得自己完全没有想法的时候,你可以向ST寻求这个暗示,但他没有义务提供这个提示——毕竟,他可能知道你在即将到来的时候会更需要你的常识。只在创建角色时可以选择。
劇透 -   :
Common Sense (••••)
Effect: You are blessed with sound judgment and natural prudence. Given a moment to think, you can generally suss out the proper course of action — or at least a sensible one.
Once per scene, when your character is about to do something very dangerous or stupid, or the group is at a loss for ideas or clues, the Storyteller may point out a fact or clue you've missed, or delineate the risks of your plan in very clear terms. You may ask the Storyteller for this hint when you feel you're completely out of ideas, but he is under no obligation to provide it — he may know you'll need your Common Sense even more just around the corner, after all. Available at character creation only.

危机感知(••)
效果:你有一种不可思议的技巧来知道你什么时候会被突然袭击,这可能是对你周围环境的持续感知,或者仅仅只是你脖子后面的毛发立起来了。
你的角色在觉察逼近的伏击时,在机智+沉着检定中获得+2修正值。这个检定通常在第一轮的突袭前进行。
劇透 -   :
Danger Sense (••)
Effect: You have an uncanny knack for knowing when you're about to get jumped, whether it's a constant awareness of your surroundings, or just the hair standing up on the back of your neck.
You receive a +2 bonus on the reflexive Wits + Composure rolls made to detect the presence of an ambush (see p. 34). This roll is typically made prior to the first turn of a surprise attack.

自我提振(••)
效果:孩子们靠那些他们应得的的表扬而茁壮成长——不是那种别人勉强告诉他们每个孩子都是一片与众不同的雪花,而是一种表扬,表明有人真的注意到了他们做得好的地方。当你的角色在一个她至少有两点的技能中得到了一个诚实的称赞后,他在同一场景中进行的下一个技能检定会获得一个一次性的+1调整值。此优势在每个场景中对于每个技能只能使用一次。
劇透 -   :
Ego Boost (••)
Effect: Kids thrive on well-deserved praise — not the forced kind that tells them that every child is a special snowflake, but praise that shows someone has really noticed what they do well. When your character receives an honest compliment on his talent in a Skill in which he has at least two dots, he receives a one-time +1 modifier on his next roll of that Skill in the same scene. This Merit can be used only once per Skill per scene.

明晰记忆(••)
效果:你的照片式记忆几乎是完美的。你几乎可以记住你所看到或读到的任何东西。正常情况下你不需要进行检定来回忆一件事、一个车牌或是一张脸。处于压力之下时,你的任何智力+沉着检定或其他基于技能的回忆检定(以学习为例,回忆一个化学现象)获得+2修正值。只在创建角色时可以选择。
劇透 -   :
Eidetic Memory (••)
Effect: Your photographic memory is almost perfect. You can remember almost anything you have witnessed or read. Under normal circumstances, you do not need to roll to recall a fact, license plate or face. Under stress, you receive a +2 modifier to any Intelligence + Composure or Intelligence + Skill (Study, for instance, to remember a chemistry fact) roll made to pull something from your memory. Available at character creation only.

语言(•)
效果:除了母语之外,你的角色还能流利地使用另一种语言。也许你在异国他乡生活,有一个说着另一种语言的家庭,或者你在法语课上居然真的有用心听讲。每种语言都需要作为单独的优势购买。
劇透 -   :
Language (•)
Effect: Your character is fluent in another language in addition to her native tongue. Maybe you've lived in a foreign country, have family who speak another language, or you really paid attention in French class. Each language is purchased as a separate Merit.

精神神童(•)
先决条件:在任意精神属性上••••
效果:你的角色是天生的神童,在很小的年纪就掌握了这个年纪不太可能掌握的某项技能或技巧。从精神类别中选择一项技能。你的角色在这个技能上的等级将可以超过儿童角色的上限(见第47页)。你仍然必须在创建角色时支付技能所需的全部点数,或者在那之后使用XP。技能应该与特定的精神属性有关。例如,学习很可能与智力有关(你的角色有天生的天赋),但它也可能源于决心(你的角色非常专注于学习)。ST对所选的天才及其先决条件有最终决定权。只在创建角色时可以选择。
劇透 -   :
Mental Prodigy (•)
Prerequisite: Any Mental Attribute at ••••
Effect: Your character is a natural prodigy, an unlikely master of a Skill or an area of study at a remarkably young age. Select one Skill from the Mental category.
Your character has access to the levels of that Skill beyond the cap imposed on child characters (see p. 47). You must still pay for all points in the Skill during character creation, or with experience points at a later date. The Skill should be related to the exceptional Mental Attribute. For example, Study would most likely be linked to Intelligence (your character is naturally gifted), but it could also be attributable to Resolve (your character studies with remarkable focus). The Storyteller has the final word on the chosen Prodigy and its prerequisite. Available at character creation only.

多语种(•到•••••)
效果:你的角色是在一种教授多种不同语言的文化环境中长大的,或者她有一种天才般的语言天赋。除了角色的母语外,玩家可以选择两种语言作为这个优势中的每一点。这个角色会说这些语言。
请注意,角色不能轻松自如地用这些语言交流。快速沟通或通过电话交流需要智力+机智检定,而谈论任何比简单的寒暄或直截了当的问问题更复杂的事情都会在检定中受到-1到-3的罚值。阅读某种语言需要机智+学习或智力检定(取决于角色如何学习语言;学习或沉浸体验),用某种语言写出成文的东西需要机智+学习或智力(同样,学习或沉浸体验)。而即使这些检定成功了,角色的话语或文字也显然来自非母语,除非玩家掷骰获得了戏剧性成功,在这种情况下,角色会设法做到在一段时间内听起来像一个土生土长的语言使用者。玩家可以花费一点经验,使角色能够流利地使用这个优势所涵盖的语言之一,如上面的语言优势所述。
劇透 -   :
Multilingual (• to •••••)
Effect: Your character grew up in a culture that teaches several different tongues, or maybe she has a prodigy-like gift for languages. In addition to the character's native language, the player may choose two languages for every dot in this Merit. The character speaks these languages conversationally.
Note that the character cannot speak effortlessly in these languages. Communicating quickly or over the telephone requires an Intelligence + Wits roll, and talking about anything more complicated than simple pleasantries or asking straightforward questions imposes a penalty of -1 to -3 dice. Reading the language requires an Intelligence + Study or Wits roll (depending on how the character learned the language; study or immersion, respectively), and writing something coherent in the language requires a roll of Wits + Study or Intelligence (again, study or immersion). Even if these rolls succeed, the character's utterances or writings obviously come from a non-native, unless the player rolls an exceptional success, in which case the character manages to sound like a native-born speaker of the language for a few moments. The player can spend one experience point for the character to become fluent in one of the languages covered by this Merit, as described in the Language Merit, above.

宝物(•)
效果:你的角色拥有一个有用的物品,他已经用它练习了很多个小时。因此,由于你非常熟悉这件物品,它提供了一个超出了该物品通常所能提供的装备加值(见第132页)。该物品为在其预期功能范围内的相应检定提供+2加值(口琴为演奏它的表达检定提供加值,而笔记本电脑提供了计算机检定的加值),并对稍微超出其通常功能或仅仅与之相关的检定提供+1加值(使用口琴撬开门或使用笔记本电脑进行学习检定以按时完成作业)。战斗检定可以从这个优势中受益,但是ST和玩家应该考虑一个孩子为什么花那么多时间在战斗上。
缺点:如果物品损坏或丢失,此优势将失去。
劇透 -   :
Prized Possession (•)
Effect: Your character owns a useful item that he has practiced with for many a long hour. As such, the item provides an equipment bonus (see p. 132) beyond what such an item would usually provide, simply due to the familiarity. The item provides a +2 bonus to applicable rolls within its intended function (a harmonica provides the bonus to Expression rolls to play it, while a laptop computer provides the bonus to Computer rolls) and a +1 bonus to rolls a bit outside or related to the usual purview (using the harmonica to wedge open a door or using the laptop for a Study roll to get homework done on time). Combat rolls can benefit from this Merit, but the Storyteller and the player should consider why the child has spent that much time fighting.
Drawback: If the item is broken or lost, this Merit is forfeited.

琐事搜寻(••••)
结果:你花在互联网上挖掘晦涩诡异的事实的时间并没有被浪费,或是你自己编写了一套符合你习惯的爬虫软件。你的知识面很广,但通常并不深入,当你需要这些碎片信息时,你可以从中获取。
当你的角色遇到一个超出她正常经验的情况或现象时,可以进行一个智力+机智的检定。如果检定成功,她会记得一些可能与情况有关的琐事。
检定结果
戏剧性失败:你从大脑中挖掘出的信息实在错的没边——你上网时看的漫画多过头了!(如果可能发生戏剧性的失败,ST可能会代替你对智力+机智检定进行暗骰。)
失败:对于这个主题你的角色脑子里一片空白。
成功:你的角色记得一条有用的信息:“嘿,那乐队在演奏‘星条旗永不落’吗?那意味着马戏团发生了什么坏事!我们去看看!”
大成功:你的角色在她的脑海里隐藏着大量关于这个主题的信息:“1840年的英国邮票?邮票就是在那一年发明的!它应该又小又黑,上面有个老太太的头。”
劇透 -   :
Trivia Hound (••••)
Effect: Your hours spent digging for obscure and weird facts on the Internet were not wasted. You have very wide, but usually shallow, fields of knowledge from which you can pull when the need for those little nuggets of information arises.
Make an Intelligence + Wits roll for your character any time she is confronted with a situation or phenomenon outside her normal experience. If the roll succeeds, she remembers some bit of trivia that may be relevant to the situation.
Roll Results
Dramatic Failure: The information you dredge out of your brain could not be more wrong — you've been reading too many comic books! (The Storyteller should make the Intelligence + Wits roll for you in secret if a dramatic failure is possible.)
Failure: Your character draws a complete blank on this topic.
Success: Your character remembers a piece of useful information: “Hey, is that band playing ‘Stars and Stripes Forever'? That means something bad's happened at the circus! Let's go see!”
Exceptional Success: Your character has a wealth of information on the topic hidden away in her mind: “An 1840 stamp from Britain? That's the year postage stamps were invented! It should be small and black, and have some old lady's head on it.”

无形感官(••)
先决条件:凡人(非超自然的);机智••
效果:你的拇指感到一阵刺痛,有什么邪恶的东西往这边来了*。你有提醒你超自然的存在的第六感。这不是你能看到或听到的任何东西,但你的身体对超自然现象的有着特定的反应。一开始你甚至可能不明白你身体的反应是一种信号。当有一些经验和实践作为基础,你也许能弄清楚是什么引起了你神秘雷达的反应——但那些将是危险的实验!
你角色对超自然效果或存在所敏感的具体类型(鬼魂出没,潜藏的吸血鬼,尾行的狼人)必须在购买此优势时指定。ST对你敏感的目标和它给你的暗示都有最终决定权。如果你或ST愿意,他可能会把这个优势作用于你角色的细节保密,让你在游戏过程中自己去发现它。
这个优势只适用于普通的凡人角色。如果你的角色变成了某种超自然的生物,这个优势就会消失。只在创建角色时可以选择。
劇透 -   :
Unseen Sense (••)
Prerequisite: Mortal (non-supernatural); Wits ••
Effect: By the pricking of your thumbs, something wicked this way comes. You have a sixth sense that alerts you to the presence of the supernatural. It isn't anything you can see or hear, but your body reacts in some consistent way to the paranormal. You may not even understand, at first, your body's reaction as a signal. With some experience and some experimentation, you may be able to figure out just what sets off your unearthly radar — but those will be dangerous experiments!
The specific type of supernatural effect or presence (ghostly haunting, lurking vampire, stalking werewolf) to which your character is sensitive must be specified when this Merit is purchased. The Storyteller has the final word on both the target of your sensitivity and the cue it gives you. If you or the Storyteller prefers, he may keep under wraps the details of how this Merit will work for your character, for you to discover during play.
This Merit is only available to normal, mortal human characters. Should your character become somehow a supernatural creature herself, this Merit is eliminated. Available at character creation only.

*见《麦克白》中第二女巫唱词:拇指刺痛,恶客将来。
« 上次编辑: 2021-11-22, 周一 16:39:59 由 Symphogear »

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生理优势
« 回帖 #3 于: 2021-01-18, 周一 02:30:19 »
双巧手(•••)
效果:你的角色双手有着同样的能力:她可以用左手或者右手挥动球棒,甚至可以用左手写字。她永远不会因为在格斗或其他检定上使用副手而受到-2的惩罚。只在创建角色时可以选择。
劇透 -   :
Ambidextrous (•••)
Effect: Your character is equally capable with both hands: she can swing a bat righty or lefty, and even write legibly with her off-hand. She does not ever suffer the -2 penalty for using her off-hand in a fight or on any other die roll. Available at character creation only.

方向感(•)
效果:你的角色永远不会迷路——在最混乱的购物中心不会,在孩子们不应该玩耍的废弃采石场也不会。即使在不熟悉的区域,你的角色也永远能回到他来时的路。他也可以辨认自己的朝向(东南西北),而无需参考指南针或太阳。
劇透 -   :
Direction Sense (•)
Effect: Your character never gets lost — not in the most confusing shopping mall, not in the abandoned quarry where kids aren't supposed to play, anyway. Even in unfamiliar territory, your character can always retrace his steps back the way he came. He can also orient himself to cardinal directions (north, south, east, west) without reference to a compass or the sun.

快速反应(•或••)
先决条件:敏捷•••或机智•••
效果:你的角色是比赛中第一个离开起跑线的人,是这个地区偷垒最厉害的选手,或者是打斗开始时第一个出手的人。每点快速反应令你角色+1先机。(但要小心,家长和老师通常不会接受“是他先动的手,我只是先揍到了他”作为借口。)
劇透 -   :
Fast Reflexes (• or ••)
Prerequisite: Dexterity ••• or Wits •••
Effect: Your character is the first off the starting line for a race, the best in the neighborhood at stealing bases, or the first to throw a punch when a fight starts. Your character's Initiative is increased by +1 per dot of Fast Reflexes. (But be careful — parents and teachers usually don't accept “He started the fight, but I hit him first,” as an excuse.)

打斗风格:儿童空手道(•到•••)
先决条件:敏捷••;耐力••;格斗••
效果:许多孩子都在购物街里的小道场或者市内的小型练功房里学过空手道课。父母给他们报班,希望他们的孩子能学到纪律性,可能一点点自我防卫能力,或者至少远离沙发和电视一段时间。此外,一位好的空手道老师会确保她的学生在可能的情况下学会避免冲突,并在机会出现时逃跑。当所有这些尝试都失败时,她的学生可能会有将拳脚组合起来战斗的能力。
购买此项优势允许你在战斗中使用特别的招式。学会低等级的招数是学习高等级招数的先决条件。因此在学会“回避”之前你不能学习“谨慎战斗”。这些招数和它们的效果会在下边详细描述。
回避(•):第一原则是不要被击中。当你的角色面对一个对手时,他可以很好地闪避并迂回。当他使用闪避动作时,他的防御将加上一个+2调整值(在闪避使他的防御加倍后)。例如,防御为3的角色在躲闪时对单个攻击者的总防御为8。有关闪避系统的更多信息,请参见第142页。如果另一个对手加入攻击,将会失去此效果。
谨慎战斗(••):使用你的角色的敏捷或智力中的较高者来决定他对基于格斗的攻击的防御(不能对抗武器攻击)。如果另一个对手加入攻击,将会失去此效果。
要害打击(•••):虽然在课程中没有太多的机会以全速练习这个动作,但你的角色知道攻击的敏感部位——眼睛、鼻子、耳朵、喉咙、腹股沟、膝盖。如果你角色的攻击成功,他造成伤害中的一点将会是致命伤害而不是冲击伤害。
劇透 -   :
Fighting Style: Karate for Kids (• to •••)
Prerequisites: Dexterity ••; Stamina ••; Brawl ••
Effect: Many kids take karate classes at small dojos in strip malls and tiny urban studios. Parents enroll them hoping their children will learn discipline, maybe a little self-defense, and at least spend a little time off the sofa and away from the TV. A good karate teacher will, in addition, make sure her pupils learn to avoid confrontations when possible, and to run away when the opportunity arises. When all that fails, her students may have a punch or kick to throw into the mix.
Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. Your character can't have “Cautious Engagement” until he has “Evade.” The maneuvers and their effects are described below.
Evade (•): The first rule is to not get hit. When your character is facing a single opponent, he can dodge and weave pretty well. Add a +2 modifier to his Defense when he uses a Dodge action (after doubling his Defense for the Dodge). For example, a character with a Defense of 3 would have a total Defense of 8 against a single attacker when Dodging. See p. 142 for more on the Dodge system. If another opponent joins the attack, this bonus is lost.
Cautious Engagement (••): You attack, but keep a very healthy respect for your single opponent's blows. Use the higher of your character's Dexterity or Wits to determine his Defense against Brawl-based attacks only (not against Weaponry attacks). If another opponent joins the attack, this bonus is lost.
Vulnerable Target Strike (•••): While there isn't a whole lot of chance to practice this at full speed in class, your character knows sensitive spots to attack — eyes, nose, ears, throat, groin, knee. If your character's attack succeeds, one of the points of damage he inflicts is lethal instead of bashing.

打斗风格:操场狗斗(•到•••)
先决条件:力量••;耐力••;格斗••
效果:这不是真正的战斗。孩子们就只是孩子而已。孩子们正如孩子一般把彼此的脸砸向沥青路面、扯头发、挠人,甚至在滚来滚去扭打着的人堆里咬来咬去。成年人可能会怀念他们自己在操场上打的架,但孩子们可能也确实会伤到对方,尤其是在他们打群架的时候。购买此项优势允许你在战斗中使用特别的招式。学会低等级的招数是学习高等级招数的先决条件。因此在学会“卑鄙攻击”之前你不能学习“扑倒”。这些招数和它们的效果会在下边详细描述。
卑鄙攻击(•):你的角色不怕去揍别人裤腰带下边或者戳眼睛、扯耳朵。在对你角色对手造成伤害的力量+格斗检定中你总是获得+1调整值。
扑倒(••):一次成功的擒抱会使你的角色和他的对手都立即扑倒在地。战斗将在地面上如常继续进行。见缠斗,第144页。
扎堆(•••):你的角色扑进正在进行的扭打中,压扁了人堆底下的倒霉鬼。如果对手在缠斗中无法动弹,你的角色可以通过一个力量+格斗检定(不计对手的防御)加入缠斗。除了建立缠斗的第一个成功数外,额外的成功数将直接作为冲击伤害。
劇透 -   :
Fighting Style: Playground Dogpile (• to •••)
Prerequisites: Strength ••; Stamina ••; Brawl ••
Effect: This isn't really fighting. It's just kids being kids. Kids being kids while they try to pound each other's faces into the asphalt, pull hair, scratch and even bite in a rolling pile of aggression. Adults may wax nostalgic about their own playground dustups, but kids can and do hurt each other, especially when they gang up. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. Your character can't have “Take Down” until he has “Cheap Shot.” The maneuvers and their effects are described below.
Cheap Shot (•): Your character is not afraid to hit below the belt, or jab an eye, or pull an ear. Strength + Brawl rolls made to damage an opponent your character has immobilized have a +1 modifier.
Take Down (••): A successful grapple attack immediately renders both your character and his opponent prone. The fight continues as normal, from the ground. See Grappling, p. 144.
Pile On (•••): Your character throws his body into the middle of a fight already in progress, squashing the unfortunate combatant at the bottom of the pile. If an opponent is immobilized in a grapple, your character may join the grapple with a Strength + Brawl roll (the opponent's Defense does not apply). Extra successes beyond the first to establish a hold are immediately applied as bashing damage.

健步如飞(•到•••)
先决条件:力量••
效果:不管多激烈的赛跑,你的角色也都没有输过。每购买一点该优势她的速度+1。
劇透 -   :
Fleet of Foot: (• to •••)
Prerequisite: Strength ••
Effect: Your character is the one to beat in a flat-out footrace. She gains +1 Speed per dot of this Merit.

新起点(•或•••)
先决条件:快速反应•或••
效果:你的角色在紧张时是难以预料的——但这并不总是坏事!当拥有这个优势的第一点时,你的角色可以用一个动作来改变他在战斗剩余回合中的先机顺序。他可以选择先采取行动,或是在一个友好的单位之后立即采取行动,或是任何他认为有利的时间。例如,你的角色在操场打架时骰出的先机结果是8;对手的结果是13。你的角色可以选择在第一个回合中不去打他一巴掌,而是在第二个回合和随后的回合中重新定位自己以获得优势,将自己在先机顺序中的位置从8改为14。本优势这一级的先决条件是快速反应•。
当在这个优势中有三个点数时(先决条件为快速反应••),你的角色可以进行一个惊人的动作(打翻一个银盘子发出嘈杂声,或者跳一段他在MV中看过的舞蹈动作),周围的一切都会在最短的一瞬间里停止。然后重新设置先机顺序,每个角色都要再次投骰,不管他们对之前的结果有多满意。
缺点:改变先机顺序是角色在回合中的全部行动;在任何一个回合中使用这个优势他都只能用来提高速度。对于三点版本,请记住,参与该场合的每个人都必须重骰他们的先攻结果,即使他们高兴地排在第一位。
劇透 -   :
Fresh Start (• or •••)
Prerequisite: Fast Reflexes • or ••
Effect: Your character is unpredictable in stressful situations — which isn't always a bad thing! With the first dot of this Merit, your character can use an action to change his place in the Initiative order for the rest of the combat. He can choose to take his actions first in the turn, or place himself immediately after a friendly character — or any other time that he thinks will be advantageous. For example, your character has an Initiative result of 8 in a playground dustup; the opponent has a result of 13. Your character can choose not to take a swipe in the first turn, instead repositioning himself for an advantage in the second and subsequent turns, changing his place in the Initiative order from 8 to 14. The prerequisite for this level of this Merit is Fast Reflexes •.
With three dots in this Merit (which has a prerequisite of Fast Reflexes ••), your character performs such a startling maneuver (knocking over a noisy tray of silverware, or executing a dance move he saw in a music video) that everything around stops for the briefest second. The Initiative order is then reset from scratch, with everyone involved rolling again, no matter how satisfied they were with their previous results.
Drawback: Changing the Initiative order is the character's entire action for the turn; he may only move up to his Speed in any turn he uses this Merit. For the three-dot version, remember that everyone involved in the situation must re-roll their Initiative result, even if they were happily at the top of the order.

大块头(•••)
效果:你的角色远高于其他孩子。不管从什么角度来看,她都和成年人一样大。她穿成人服装,可以在游乐场玩所有的游乐设施,可以在安全气囊弹出时活下来*。她获得+1体型(至成人的5体型)。这也给予她+1健康。在试图伪装成一个成年人的检定中获得+1调整值。
缺点:尽管你的角色并不是成年人,人们倾向于把她当作成年人对待。这会导致社交场合中的一些尴尬。而且,她也不再适合孩子们的娱乐活动了。最后,当你进行闪避时,你不会像大多数孩子一样获得加值(见第142页)。
劇透 -   :
Giant (•••)
Effect: Your character towers over other children. She is, for all intents and purposes, the same size as an adult. She wears adult clothing, can ride all the rides at amusement parks, and can survive a deploying airbag. She gains +1 Size (to the adult size of 5). This also grants her +1 Health. This also adds one die to any attempt to pass as an adult (see Disguise, p. 74).
Drawbacks: People have a tendency to treat your character like an adult, when she's not. This can lead to awkward social situations. Also, she no longer fits on or in a whole lot of fun kid stuff. Finally, when Dodging, you don't get as much of a bonus as most kids (see p. 142).

硬汉(••)
先决条件:耐力•••或决心•••
效果:你的角色可以在承受巨大的打击时保持她的注意力。她获得+2调整值在所有避免眩晕的抵抗检定中。即使在通常不允许她进行检定的情况下(因为攻击造成的伤害比她的耐力多),玩家仍然可以进行抵抗检定以避免晕眩。但在这种情况下,将不会获得+2调整值。关于眩晕的更多信息,请参见第153页。
劇透 -   :
Hard Head (••)
Prerequisite: Stamina ••• or Resolve •••
Effect: Your character can take a big hit and still keep her focus. She receives a +2 modifier to all Resolve rolls to avoid being stunned. If she would normally not be allowed a roll (because the attack inflicted more points of damage than her Stamina), the player may still make a Resolve roll to avoid the stun. In this case, though, the +2 modifier does not apply. See p. 153 for more on stuns.

铁胃(•)
先决条件:耐力••
效果:你的角色愿意并且能够吃任何东西。大多数孩子在食物掉到地板上时都会遵守五秒规则;你的角色则认为吃放在柜台上好几天的披萨或已经粘在地板上的糖果没有什么关系。这些都不会让他生病。
你的角色在和食物有关的生存检定上获得+2调整值(见第65页),在抵抗饥饿的耐力骰上获得+3调整值(见第155页)。你的角色愿意尝试新的食物或吃任何一个可疑的厨师放在他面前的东西,这也是一种令人惊讶的社交风度。
劇透 -   :
Iron Stomach (•)
Prerequisite: Stamina ••
Effect: Your character is willing and able to eat almost anything. Most kids observe a five-second rule when food hits the floor; your character thinks nothing of eating pizza left out on the counter for days, or candy stuck to the floor. And none of this makes him sick.
Your character gets a +2 modifier on food-oriented Survival rolls (see p. 65), and a +3 modifier on Stamina rolls made to resist deprivation (see p. 155). Your character's willingness to try new foods or to eat whatever a questionable cook puts in front of him can also be a surprising social grace.

天然免疫(•)
先决条件:耐力••
效果:无论你的角色在寒冷的雨中不穿雨鞋或雨衣,还是和一个患流感的孩子挤在一个公交车座位上,她都不会染上任何一种病菌。她可能从未患过重病(在她短暂的生命中)。你的角色在抵抗感染和疾病时的耐力检定中获得+2调整值:不管是寄生虫、阿米巴原虫,还是病毒、细菌、真菌。即使你的角色被感染了,她仍然会在所有战胜疾病或从病程中活下来的检定上获得+2调整值。
劇透 -   :
Natural Immunity (•)
Prerequisite: Stamina ••
Effect: Whether your character stays out in the cold rain without galoshes or a rain slicker, or shares a bus seat with a kid with the flu, she never comes down with whatever bug is going around. She may have never once been seriously ill (in her admittedly short life). Your character receives a +2 modifier on Stamina rolls to resist diseases and infections: parasitic, amoebic, viral, bacterial, fungal — you name it. Even if your character becomes infected, she continues to receive the +2 modifier on all rolls to fight off or survive the course of the disease.

生理神童(•)
先决条件:在任意生理属性上••••
效果:你的角色是天生的神童,在很小的年纪就掌握了这个年纪不太可能掌握的某项技能或技巧。从生理类别中选择一项技能。你的角色在这个技能上的等级将可以超过儿童角色的上限(见第47页)。你仍然必须在创建角色时支付技能所需的全部点数,或者在那之后使用经验值。技能应该与特定的生理属性有关。例如,盗窃很可能与敏捷有关(你的角色有好偷东西的灵敏手指),但它也可能源于力量(你的角色已经掌握了破门而入的“破门”部分)。ST对所选的天才及其先决条件有最终决定权。只在创建角色时可以选择。
劇透 -   :
Physical Prodigy (•)
Prerequisite: Any Physical Attribute at ••••
Effect: Your character is a natural prodigy, an unlikely master of a Skill or technique at a remarkably young age. Select one Skill from the Physical category. Your character has access to the levels of that Skill beyond the cap imposed on child characters (p. 47). You must still pay for all points in the Skill during character creation, or with experience points at a later date. The Skill should be related to the exceptional Physical Attribute. For example, Larceny would most likely be linked to Dexterity (your character has fast, sticky fingers), but it could also be attributable to Strength (your character has mastered the “breaking” part of breaking and entering). The Storyteller has the final word on the chosen Prodigy and its prerequisite. Available at character creation only.

快拔(•或••)
先决条件:敏捷•••
效果:他总是知道他所有的东西在哪里——或者这可能是因为他花了无数时间在扮演海盗或神秘的太空骑士上。最终的结果是一样的:你的角色可以从他身上的某个地方取出一个物品,并在同一个回合中使用它(如果这个物品是武器的话,甚至可以用它来攻击)。你的角色不会因为从他身上的口袋或袋子里掏出一个物品而失去防御。这个优势必须单独购买,对工具(• 用于手电筒、相机、手机或钥匙等所有物品)、对近战武器(•)或对枪支(••)。
劇透 -   :
Quick Draw (• or ••)
Prerequisite: Dexterity •••
Effect: He always knows exactly where all his stuff is — or maybe it's the result of endless hours spent playing pirate or mystic space knight. The end result is the same: your character can draw an item from somewhere on his person and use it in the same turn (even attack with it, if the item in question is a weapon).Your character does not lose his Defense for pulling an item from a pocket or bag worn, or even a concealed weapon from his person. This Merit must be bought separately for tools (• used with all items like flashlights, cameras, cell phones or keys), melee weapons (••) or guns (••).

快速恢复(••••)
先决条件:耐力••••
效果:你的角色在受伤后以一种让医生摇头的速度复原。骨头长好了,伤口愈合了,她又开始玩了,好像没什么大不了的。你的角色的所有复原时间减半:一点冲击伤害可在八分钟内复原;一点致命伤害可在两天内复原;一点恶性伤害在五天内复原。
劇透 -   :
Quick Healer (••••)
Prerequisite: Stamina •••
Effect: Your character bounces back from injury with a speed that makes doctors shake their heads. Bones mend, wounds close, and she goes back to playing like it was no big deal. All healing times for your character are halved: one point of bashing damage heals in eight minutes; one point of lethal damage heals in two days; and one point of aggravated damage heals in five days.

虎背熊腰(•)
先决条件:力量••
效果:你的角色习惯于搬运重物。也许她在农场附近工作,或者帮助家里商店的货架备货。你的角色在涉及托举或负载重物的动作时可以获得+1调整值。
劇透 -   :
Strong Back (•)
Prerequisite: Strength ••
Effect: Your character is used to lifting and carrying heavy loads. Maybe she works around the farm, or helps stock shelves at the family store. Your character receives a +1 modifier to actions involving lifting or carrying weight.

铁肺(••)
先决条件:运动•••
效果:游泳,潜水,跑步直到他眼里含着泪水、腿部肌肉开始尖叫——这些对你的角色来说都不是问题。当决定你的角色他能在水下呆多久时,在屏息时间表的耐力基础上+2(见第2章“耐力”)。他在所有的耐力+运动的检定上也会得到+1调整值——像是长距离跑步或骑行之类的运动。
劇透 -   :
Strong Lungs (••)
Prerequisite: Athletics •••
Effect: Swimming, diving deep, running until there are tears in his eyes and his leg muscles start to scream — none of this is a problem for your character. Your character's Stamina is considered to be two points higher on the “Holding Breath” chart (see Chapter 2, “Stamina”) when determining how long he can stay underwater. He also receives a +1 modifier on all Stamina + Athletics rolls — these are activities like running or biking over long distances.

迷你(•)
效果:你的角色对他这个年龄来说个头很小。他可能看起来(或者实际上)吃不饱或者身体不好,或者他只是还没有等到快速发育的开始。在好的方面,他可以置身于一些非常狭小的空间里,并在有必要的时候可以更容易地隐藏起来(见第三章的隐藏技能)。而且,有时候被人像对小孩子一样对待是很方便的——比如说,倒垃圾的时候,或者是甜言蜜语的时候。角色在任何隐藏尝试(见第65页)和大多数其他隐藏检定时都会获得+1调整值。ST被鼓励在允许在任何比平均水平幼小一些可能有好处的情况时——比如用于让大人相信角色是无辜的的社交检定——让他获得一个正面的调整值。角色还可以通过细枝和其他不能支撑太多重量的的表面。最后,当闪避时(见第142页),这个角色比更大的孩子得到更多的加值。
缺点:你的角色是-1体型(3体型),这也意味着-1生命值。而且有些时候,像小孩子一样被对待是件痛苦的事——比如,当你获取熬夜或去“危险”的地方的允许时。最后,在试图伪装成一个成年人的检定中获得-3调整值。
劇透 -   :
Tiny (•)
Effect: Your character is very small for his age. He may look (or actually be) underfed or in poor health, or he might just be waiting longingly for a growth spurt to kick in. On the plus side, he can fit in some very small spaces, and he has an easier time hiding when the need arises (see the Stealth Skill in Chapter Three). Also, there are times when being treated like a younger kid comes in handy — when it's time to take out the trash or wheedle treats, for instance. The character receives a +1 modifier to any attempt to hide (see p. 65), and to most other Stealth rolls. The Storyteller is encouraged to apply a positive modifier to any other situation where being a little smaller than average might pay off, such as Socialize rolls to convince an adult of the character's innocence. The character can also walk across thin branches and other surfaces that won't support much weight. Finally, when Dodging (see p. 142), this character gets more of a bonus than bigger kids.
Drawbacks: Your character is at -1 Size (Size 3); this also means -1 Health. Also, there are times when being treated like a younger kid is a pain — when getting permission to stay up late or go somewhere “dangerous,” for instance. Finally, your character receives a -3 modifier to any attempt to pass as an adult.

坚韧不拔(•到••)
先决条件:耐力•••或决心•••
效果:你的角色拥有一种在孩子中罕见的特质:坚持下去的能力,在痛苦或疲惫中继续前进的能力。当孩子们遇到“不舒服”或“累了”时,大多数孩子都会忍不住要认输投降。而即使他的身体开始受到真正的伤害,你的角色也会继续前进。教练和球探都喜欢他。学校辅导员和社工可能会让他坐下来,看看是什么可怕的经历让这样一个年幼的孩子变得如此坚强。
在抵抗疲乏或受伤的影响时,此优势中的每个点数抵消一点罚值(一对一)(见第六章,应用伤害(第150页)和疲劳(第159页))。例如,一个角色在这个优势上有一个点数并因受伤而受到-2的罚值时可以忽略这个罚值中的一点,减少到-1修正值。有两个点数时,他可以忽略整个-2的罚值。
此优势只能用于抵消角色行动中的罚值。它不会给检定带来正向加值。
缺点:当你的角色终于可以休息的时候,他会睡得很死。因为长时间缺乏休息,除非你的人物睡够12小时,否则他将很难被叫醒——即使房子着火了。
劇透 -   :
Tough (• to ••)
Prerequisite: Stamina ••• or Resolve •••
Effect: Your character possesses a rare attribute among children: the ability to persevere, to push on through pain or exhaustion. Most children will be tempted to cry uncle when they hit “uncomfortable” or “tired.” Your character plugs onward even as his body begins to suffer real harm. Coaches and scoutmasters love him. School counselors and social workers may want to sit him down to find out what dreadful experiences might have hardened such a young child to pain.
Each dot in this Merit eliminates a negative modifier (on a one-for-one basis) caused by injury or fatigue (see Chapter Six, Applying Damage (p. 150) and Fatigue (p. 159)). For example, a character with one dot in this Merit and a -2 penalty from injuries can ignore one point of that penalty, for a -1 modifier. With two dots, he could ignore the entire -2 penalty.
This Merit can only be used to remove penalties from your character's actions. It never provides a positive bonus to a roll.
Drawback: Your character crashes hard when he finally stops moving. When he finally falls asleep after fighting off the effects of fatigue, he must sleep for a minimum of 12 hours. Before that 12-hour period is up, he will be almost impossible to wake up — even if the house is on fire.

毒素抵抗(•)
先决条件:耐力•••
效果:你的角色很少会因为被蜜蜂蜇伤或者尝试“酷小子”提供的古怪香烟而受到不良影响。她在抵抗毒品、毒药和毒素时获得耐力检定上的+2调整值。
劇透 -   :
Toxin Resistance (•)
Prerequisite: Stamina •••
Effect: Your character suffers few ill effects from being stung by a bee — or from trying that weird cigarette the “cool kid” offered. She receives a +2 modifier to Stamina rolls made to resist the effects of drugs, toxins or poisons.

*汽车安全气囊弹出的冲击对儿童尤其是幼儿而言可能是致命的。
« 上次编辑: 2021-11-22, 周一 16:41:50 由 Symphogear »

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« 回帖 #4 于: 2021-01-18, 周一 02:38:23 »
引用
近在咫尺
         ——杰斯·哈特利
  当我还是个孩子的时候,我和我的朋友们会在周六早上出发,直到天黑才回家。我们会骑着自行车穿过城镇,在废弃的空地上搭建树屋,或者在游乐场里闲逛。那会还没有手机,所以一旦我们离开了家长的视线(或者能叫喊我们的距离),我们就真正拥有了完全的自主权——至少在我们的父母找到我们之前是这样。
  但现在,我是不会让自己的孩子在那个年龄有这样的自由了。我要知道他们在哪里,和谁在一起,在做什么。如果我不能知晓情况,那他们就得待在我确定他们能安全的地方。不是我不信任他们,我只是无法确定这世上其他地方的安全。我认识的大多数父母都有同感。让你的孩子像我们小时候那样四处游荡是不安全的。一般来说,现在的孩子都被栓在离家很近的地方,这样他们的父母就能确定他们是安全的。
  不幸的是,并非所有的危险都能通过减少孩子们的游荡来避免。掠食者无处不在,让孩子们待在家里并不能阻止他们遇到那些可能会伤害到他们的人。这仅仅意味着,当他们真正遇到危险时,更可能是在那些他们被灌输为安全的区域。
  当一个成年角色在黑暗世界中遭遇危险时,他很有可能并不在自己的那一亩三分地上。他可能会在夜总会偶遇吸血鬼,或在档案室工作时偶遇一位法师,但由于他通常的活动范围相当广泛,所以这些遭遇不太会发生在他家或者他家附近。如果他觉得自己有危险,他有一个安全的避风港可以回归。并且,如果情况急转直下,或是危险离家太近,他还有其他选择:换一套新公寓,换一份新工作,避开那个俱乐部,或者干脆搬到另一座城市。
  但孩子们可没有这种奢侈。
  如果你的整个世界被限制在12个街区以内,那么在你遇到可怕的事情时你便无处可逃。你并非在城里的夜总会里遇到那个吸血鬼;它就住在街对面那栋废弃房子的地下室里。你也不是在荒野中徒步旅行时遇到那个狼人;他就在你的后院,在你的花园小屋后对着月亮嚎叫,威胁着要吃掉你的狗狗。怪物并不在你上班路上经过的墓地里;他就在你的床底下。无处可逃。它们就在你熟悉的空间里,就在你的左右邻里,甚至就在你的家中。你对此无能为力。你只是个孩子。
  你可以试着说服你的父母,有个毛茸茸的生物每夜都在抓挠你的窗户,想要冲进来啃掉你的脸。但十有八九你会被告知那只是风、只是树枝,或者只是你的妄想。很少有父母会认真对待孩子讲述的那些他们认定不可能是真的的事情,而不是粗略的查证一番,更不用说为了那些噩梦或是跳脱的想象而重新安家置业了。
  但有时,孩子才是对的。
  有时候壁橱里真的有东西。有时候冰淇淋车里的人并不是真的在卖冰淇淋。有时候街角的大宅里那个刻薄的老太太真的是个女巫。
  但他对此无能为力。除非他亲自动手。我是说,他难道还有什么别的选择吗?只得如此。他知道它就在这里,他知道它是什么,他知道它做了什么。更糟的是,它知道他知道了。
  也许他能找到证据,那些他父母无法否认或是忽视的东西。也许他能找到办法保护自己和他爱的人。也许,只是也许,如果他无路可退,他可以找到一种完全只靠自己,或者在那些还相信他的人——其他的孩子的帮助下,解决那一切的方法。
  在纯真者中,对那些危险或未知的事物出现在你的安全区中的恐惧是个普遍的主题。在现实生活中,孩子们一直在应对这些问题,从他们父母无法解释的睡前怪响,到发现卧室的墙上有一只蜘蛛,再到新老师、新监护者,甚至是新的兄弟姐妹,在完全不由他们选择的情况下,几乎毫无预兆地强加给他们。许多玩家小时候都曾经历这些无处可逃的可怕的、威胁性的或者仅仅是讨厌的事物。
  说书人可以利用玩家对这种侵入性恐怖的熟悉来构建游戏中的戏剧性紧张感。角色可以被置于这样的情景:他们深深恐惧而其他人并不相信的东西就存在于他们每天都去——且必须要去的地方。他们学校的庭院。他们的巴士站。他们的后院。他们的地下室。他们的衣柜。没人能真正逃离这种危险。它们必须被调查和处理,否则它们将一直停留在那里……并等待着你。在一度被视为安全区的地方发现敌人(或者至少是让人不舒服的意外),无论从字面上还是在比喻上,都会将危险带进家里。
  更大的戏剧张力可以通过消除另一层安全,即成年人——角色习惯依赖以定义和提供安全的人——所带来的安全。这可以通过多种方式实现。将保护孩子的成年人从画面中移除,不仅可以确保角色将直接面对威胁,并且当他们的父母在本应在位时不知所踪、不接电话或者无法接近他们时,还会增添额外的忧虑和恐惧。允许孩子联系合适的成年人(包括父母、老师或警察),但在孩子和保护他们的人之间设置一层不信任感,将可以强化玩家角色必须自己应对威胁的意识。而反过来,当一个特定的区域或人被教育为安全,但实际上根本就不安全时,这一认知可能会导致角色不再信任他们生活中的成人权威。对施虐爱好的说书人而言,在儿童角色和成人之间建立一种爱与保护的关系,然后揭示他们的保护者实际上才是敌人,可以在纯真者游戏中构建出令人愉悦的情节转折。所有这些方法,无论单独一条还是相互组合,都可以让角色意识到,他们曾经依赖的东西必须被重新审视。这不仅能创造出一场激动人心的游戏,同时也能促进角色的自我认知与成长。
  每当熟悉的事物变得充满危险时,戏剧性的紧张情绪就会飙升。通过在“安全”的地点设置纯真者角色将遇到的挑战、敌人和谜题,说书人可以建立戏剧性的紧张感,非常适合纯真者游戏的主题。

盟友(•至•••)
效果:盟友是那些会时不时帮助你角色的人,包括其他孩子甚至是成年人。儿童盟友可以是学校里的朋友,社团或是球队的同好,甚至是街头帮派的成员。成人盟友则可能包括警察或社工、教师、神职人员,甚至是当地的犯罪分子。一个孩子甚至可以通过父母或是其他亲戚在一群大多数孩子通常都无法接触的人群中找到自己的盟友。如果你角色的叔叔是位德高望重的律师,那么与当地的律师协会搭上点关系也不是不可能的事情。每一组盟友都必须作为单独的优势购买:例如,你的角色可能有盟友(戏剧社)•和盟友(青少年服务中心)••,而它们都可以在角色创建时购买或者在游戏过程中通过经验值获取。这一优势中的点数表明你角色在该群体中参与或影响的深远程度。在1点的等级上,你的角色可以请求一些举手之劳的帮助,例如让老师给你一个额外的学分来提高你烂透了的成绩,或者在宵禁后被警察抓到时只吃上一个口头警告。两点等级上的恩惠则更加复杂一些;你的角色可以请求老师给予辅导课程的安排,来帮助他提高成绩,或者在回家时让安全而温暖舒适的警车捎你一程(当然不附赠手铐)。而当有了三个点后,你的角色可以获得相当可观的便利:老师可能会直接给你角色的成绩打上高分,因为“他知道你这门课学得不错”,警察可能会专门在你角色家附近安排一辆没有标记的车,监视那些可疑的人。
对盟友给出的帮助或是对他们的请求淫荡限定在他们的影响范围之内,就像上边提到的老师和警察的例子那样。显然,请求警察叔叔帮你修改分数不太现实。而虽然一个和你非常亲近的老师可能会愿意帮助你解决校外的麻烦,但她不会有警察那样的权威或资源。
说书人需要根据以下标准来评估每个求助的请求:它是简单的还是复杂的?容易的还是困难的?是否涉嫌违法?可以被追查到吗?有些因素的影响可能颇为不同,这取决于具体所讨论的盟友——一个罪犯可能对违法犯罪毫不在乎,但怯于暴露自己的形迹,而一个地方长官可能愿意为角色付出大量的时间和精力,只要那件事完全合乎法律与道德。在难以判断的情况下,说书人可以要求进行一个操纵+社交投骰,其修正值等于你在相应的盟友组上的点数。根据请求的重大程度,对投骰可能会有一定的罚值(从严重影响关系的-3到几乎破坏关系的-5)。而如果你的角色过于频繁地进行求助让他在圈子里被人嫌,也会受到相应的惩罚。
你的角色也可以召集盟友进行紧急支援。这种情况下,进行一个操纵+社交+盟友点数的投骰,其成功数将决定团体中有多少成员会提供帮助;例如,有多少戏剧社的社员愿意来帮助你的角色挂上走失爱犬的告示。
而虽然你和你的说书人可以一起详细的介绍团体中的成员,但你并不需要指定团体中的具体个别成员作为优势中所提到的盟友。不过,解释你角色和整个团体之间的关系是很重要的。可以是简单的“我的角色加入了戏剧社”,也可以是迂回的“我的角色被警察逮住了许多次,但他们看得出他是个好孩子”。
缺点:盟友是他们自己故事的主角——他们有自己的生活,并不总能在你角色需要他们的时候出现在他所期望他们出现的地方。此外,相帮需要互助;当你的盟友来寻求帮助时,过去给予你角色的帮助可能是个谈判的筹码。如果你的盟友是成年人,他们可能不会这么苛刻,但这样的关系就又有所不同了。成年人可能不会像其他孩子那样觉得帮助你是理所当然的,如果这种帮助可能会让他们陷入麻烦或是让他们显得可疑(可悲的是,一个成年人带着孩子出去鬼混看起来会相当可疑),他们可能会拒绝或是给角色的爸妈打电话。
劇透 -   :
Allies (• to •••)
Effect: Allies are people — other kids or even adults — who will help your character out from time to time. Child Allies could be school friends, members of a club or sports team, or even a street gang. Adult Allies could include police or social workers, teachers, clergy, or even a local criminal enterprise. A child can even justify having Allies among a crowd most children do not normally have access to, through a parent or other relative. If your character’s uncle is a highly respected attorney, a small amount of pull with local lawyers is not out of the question. Each group of Allies must be purchased as a separate Merit with its own dots: for example, your character might have Allies (Drama Club) • and Allies •• (Children and Youth Services), both acquired separately at character creation or with experience points during play. Each dot in this Merit indicates the depth of your character’s involvement in or influence on that group. At one dot, your character can ask for small favors, like an extra credit assignment from a teacher to boost a shabby grade, or just a verbal warning from police for being caught out after curfew. Favors at two dots are a little more involved; your character can arrange tutoring sessions with a teacher to help his grade, or get a safe, warm lift home in a police cruiser (no cuffs). With three dots, your character can get pretty substantial favors: the teacher fudges your character’s grade upward because he knows “you know the material,” or police sit an unmarked car in front of your character’s house to watch for suspicious individuals.
The favors and requests made to Allies should fall within their spheres of influence, like the teacher and police examples made above. Obviously, asking a policeman to fix a grade isn’t likely to have the desired effect. And while a very involved teacher may be willing to help with situations outside school, she doesn’t have the authority or resources of the police.
The Storyteller needs to evaluate each request for help with the following criteria in mind: is it simple or complicated? Easy or difficult? Legal or questionable? Can it be traced? Some factors will matter more or less, depending on the Allies in question — a criminal might have no compunctions about breaking the law, but plenty about sticking out her neck, while a local minister might be willing to spend a great deal of time on an issue that is completely legally and morally on the level. In an unclear situation, the Storyteller can ask for a Manipulation + Socialize roll with a modifier equal to your dots in the appropriate Allies group. Penalties may apply to the roll based on the gravity of the favor (from -3 for a serious concern about the request, to a -5 for an almost deal-breaking concern). Penalties may also apply if your character asks for help too often and wears out his welcome with the group.
Your character can also call on Allies for immediate aid. In this case, successes on the Manipulation + Socialize + Allies roll determine how many members of the group show up to help; for example, how many Drama Club members come by to help your character hang up LOST DOG signs.
You do not need to designate individual members of a group as specifically being the Allies referred to in the Merit, although you and your Storyteller together can detail members of the group. It is important, however, to explain the connections between your character and the group as a whole. It can be as simple as “My character is in the Drama Club,” or as roundabout as “My character has been picked up by the police a lot, but they can tell he’s basically a good kid.”
Drawback: Allies are characters in their own stories — they have their own lives to live, and they won’t always be right where your character wants them, when he wants them. Also, favors are barter; a favor granted to your character may be a bargaining chip when your ally comes to ask for help in return. If your Allies are adults, they might not be so demanding, but then the relationship is different. The adults probably won’t take as much for granted as other kids would, and if the favor is liable to land them in trouble or make them look suspicious (and, sadly, an adult slipping off with a child can look suspicious), they might well decline or call the character’s parents.

联系人(•至•••)
效果:联系人会为你的角色提供信息——街上的流言或校园里的蜚语。这个优势中的每个点代表一个信息区域;例如,联系人•••可以覆盖当地酒吧的活动、教师办公室的闲言碎语和区消防站的流言。孩子可以利用这一优势代表父母或监护人的信息来源,孩子可以通过偷听他们聊电话、阅读不该读的论文或仔细地问他们今天的工作情况来获取这些信息。联系人可以包括那些喜欢和你角色聊天的特定人物,但是更多的时候,你的角色所认识的这一大群熟人没有熟到可以向他们提出问题。联系人只适用于收集信息——其他帮助是其他优势的范畴。
获取信息需要一个成功的操纵+社交骰询问周围的人。(ST可能会允许一个操纵+胁迫骰,甚至是一个感知或敏捷+隐匿骰来提出引导性问题、偷听对话、或搜索公文包。)如果信息鲜为人知(-1到-3),机密(-3),或者分享它可能会给某人带来麻烦或伤害(-3到-5),则对该检定进行惩罚。
不过即使是成功的检定也不能保证你的角色的联系人有所需的信息。如果他们没有这些信息,他们就不能分享——但如果可以的话,他们会的!任何一个联系人或一组联系人所知道的信息总是由ST自行决定的。
检定结果:
戏剧性失败:你的角色的联系人隐瞒了一条重要的信息,或者提供了完全错误的信息(不管是无意的还是故意的)。
失败:没有你需要的信息。
成功:你的一个角色的联系人提供了所需的信息,或其他同样有用的东西。
大成功:你的角色的联系人是个万事通,分享给你的角色没有想过去问但会感兴趣的项目。
建议装备:一份合适的礼物,比如一张想要的集换式卡牌、一把鲜花或一罐苏打水(+1到+2);青睐与你(+1到+3)
可能的惩罚:粗鲁的行为(-1),频繁或重复的请求(-1到-2)
劇透 -   :
Contacts (• to •••)
Effect: Contacts provide your character with information — the word on the street or the gossip in the schoolyard. Each dot in this Merit represents one area of information; for example, Contacts ••• can cover goings-on at local bars, teachers’ lounge gossip and the scuttlebutt at the firehouse. A child may take this Merit to represent a parent’s or guardian’s information sources, to which the child can gain access by listening in on phone conversations, reading papers he shouldn’t, or carefully asking questions about how a day was at work. Contacts can include specific individuals who like to dish with your character, but more often, it is a large group of acquaintances your character knows just barely well enough to pose a question to. Contacts only applies to gathering information — favors and other help are the purview of other Merits.
Getting information requires a successful Manipulation + Socialize roll when asking around. (The Storyteller may instead allow a Manipulation + Subterfuge roll or even a Dexterity or Wits + Stealth roll to ask leading questions, listen in on conversations, or search a briefcase.) Penalties on the roll apply if the information is little known (-1 to -3), confidential (-3), or if sharing it could get someone in trouble or hurt (-3 to -5).
Even success on the roll doesn’t guarantee that your character’s Contacts have the desired information. If they don’t have the information, they can’t share it — but they would if they could! The information known by any single contact or set of Contacts is always at the Storyteller’s discretion.
Roll Results
Dramatic Failure: Your character’s informant holds back an important piece of information, or gives completely false information (either unknowingly or on purpose).
Failure: Your character’s queries turn up no information.
Success: One of your character’s contacts provides the sought-for information, or something just as helpful.
Exceptional Success: Your character’s contact is a font of information, sharing items of interest your character wouldn’t have even thought to inquire about.
Suggested Equipment: An appropriate gift, like a desired trading card; a fistful of flowers, or can of soda (+1 to +2); an outstanding favor (+1 to +3)
Possible Penalties: Rude behavior (-1), frequent or repeated requests (-1 to -2)

财大气粗(••)
效果:最新款的鞋子,最新发布的电子游戏,一辆闪亮而装饰精美的自行车——不是所有的孩子都有这些所有孩子们都喜欢的东西,但你有。你的父母或监护人可能非常富有,以至于他们根本注意不到在孩子身上花了多少钱,或者他们既能时常捞到外快又溺爱于孩子。不管“财务经理”怎么做,你的角色总是有时髦的衣服和必要的玩具来保持在邻里间的形象。
此外,每章节一次,你的角色可以向掌管钱袋的父母或监护人提出一个奇怪的要求。为了让他们同意,做一个操控+掩饰或社交的检定(当你购买这个优势时,你必须选择使用掩饰或社交,这取决于你的角色与他的父母或监护人的关系,然后坚持下去)。成功意味着你的角色得到了想要的物品。该物品的费用或其性质可能会对骰数产生罚值。一款电子游戏,一个金属探测器,一台双向收音机,甚至附近商店的一张100美元礼品卡,这些合情合理的,或者至少是你父母可以预期的,都是合理的要求,不会产生任何罚值。一辆昂贵的自行车、一台新电脑(呃,为了家庭作业)、或者一把气枪,可能会让人有点吃惊(罚值1~3)。真正古怪或危险的请求——比如说,对于全地形车、游泳池或真枪——可能会被处以最高-5的罚值。你的角色可以通过在父母身上播下渴望的种子(例如心心念念地提到想要的东西,或者在冰箱上贴上从杂志上剪下的图片)来获得投骰上的+1调整值,但如此做会令你在一段时间内失去任何来自财大气粗的好处。玩家每牺牲财大气粗优势在一个章节中的使用,就会获得+1调整值,最高+5。
缺点:给你的东西可以被拿回去。如果你的角色没有珍惜她的玩具(全地形车被弄坏了,或者气枪被拿去射杀邻居的狗),她可能会发现她不再能得到她想要的东西——她暂时或永久地失去了这个优势。
劇透 -   :
Deep Pockets (••)
Effect: The latest style in shoes, a newly released video game, a shiny, tricked-out bike — things all kids would love to have. Not all kids get them, but you do. Your parents or guardians may be so stinking rich that they don’t notice the money spent on your kid stuff, or they may have some other combination of monetary resources and parenting permissiveness. However the “financial managers” work it out, your character always has the stylish duds and required toys to keep up appearances in the neighborhood.
In addition, once per chapter, your character may make an outlandish request of the parent or guardian who holds the purse strings. To get them to accede, make a Manipulation + Subterfuge or Socialize roll (when purchasing this Merit, you must choose to use Subterfuge or Socialize, depending on your character’s relationship with her parents or guardians, and then stick with it). Success means your character gets the desired item. The expense of the item, or its nature, may impose a penalty on the roll. A video game, a metal detector, a set of two-way radios, even a $100 gift card to a nearby store are reasonable, or at least expected, requests and incur no penalty.
An expensive bike, a new computer (for schoolwork, of course), or a pellet gun might raise eyebrows a bit (for a -1 to -3 penalty). Truly outlandish or dangerous requests — say, for an all-terrain vehicle, a swimming pool, or a real gun — might garner a penalty up to -5. Your character can gain a bonus on a roll by planting the seed of a desire with the parent (wistful mentions of the desired item, or pictures cut from magazines stuck to the fridge), but forgoing any Deep Pockets roll for a while. For each chapter in which the player sacrifices his use of the Deep Pockets Merit, he gains a +1 modifier, up to a maximum +5.
Drawback: What is given can be taken away. If your character does not take proper care of her toys (the ATV is wrecked, or the pellet gun is used to shoot the neighbor’s dog), she may find that she no longer gets what she wants — she loses access to this Merit temporarily, or permanently.

名气(•至•••)
效果:崇拜名人的对象甚至包括儿童。名气意味着认可,可以用网站点击量和你角色专栏的长度来衡量。如果你的角色是个童星,是个当地小联盟的投手,或是一个从着火房子中救出家人的英雄,那么这个名声可能是正面的。但肮脏的负面关注在名利场中也有其作用。也许你的角色是从有线电视直播里一个邪教建筑腾起浓烟的废墟中被找出来的,或者是在一次万众瞩目的绑架案庭审中出席作证过。最中性的名气则来自于知名的父母。大多数儿童角色,除了少数全国知名的演员或是歌星外,至多在这个优势中拥有1到2点。
名气优势上的每个点数都会为在对这些事情印象深刻的人的社交投骰中提供+1修正。
缺点:名气确实会引来疯狂。名人经常会被跟踪,其中有想要给他们拍照的人,当然也有些不那么有道德的人。
劇透 -   :
Fame (• to •••)
Effect: The cult of celebrity embraces even children. Fame means recognition, measured in web site hits and column inches devoted to your character. This fame may be of a positive nature, if your character is a child star, a local Little League pitcher, or a hero who saved his family from a burning house. Salacious negative attention is also quite effective in the fame game. Perhaps your character was plucked from the smoking ruins of a cult compound on live cable TV, or testified in a high-profile kidnapping trial. The most neutral sort of fame is the product of having famous parents. Most child characters, with a few exceptions for nationally known actors or songstresses, will languish with at most one or two dots of this Merit.
Each dot of Fame adds +1 modifier to Social rolls among those impressed by such things.
Drawback: Fame does bring out the crazies. Famous people are often stalked, both by folks wanting to take their pictures and people of decidedly less wholesome intention.

监护人(•或•••)
效果:在日常生活中,有人对你角色的人身安全负责。这个照看者会陪伴你的角色到任何地方去——上下学、购物、野餐,甚至去博物馆看木乃伊;除非是在家周围。1点的监护人可能是保姆、工读生(au pair)或是家庭教师。3点的监护人则是受过贴身安保训练的职业保镖,他们甚至可能身穿防弹衣腰挎枪支。显然一个典型的保姆或是家庭教师不会受过多少保护孩子人身安全的训练,但毫无疑问,一个有人陪着的孩子要比一个独自游荡的孩子安全得多。
注意:父母和其他亲属可能有资格用于这一优势。作为监护人的全职妈妈和没有此职能的全职妈妈区别主要在于,前者会预设自己的孩子处于危险之中或是会惹上麻烦。而大多数父母,无论对错,都不会觉得自己的孩子整日处于危险之中。
缺点:你角色的行动受到监护人许可的限制。你可以甩开监护人去找乐子,但这并不容易,尤其是当监护人受过战术训练(或者你的角色出了名的滑溜和淘气)。但至少当你的角色消失时,有人会知道他失踪了。
劇透 -   :
Guardian (• or •••)
Effect: Someone is personally responsible for your character’s physical safety on a day-to-day basis. This custodian accompanies your character everywhere — to and from school, on shopping trips and picnic outings, even to check out the mummies in the museum; everywhere but around the house. A one-dot Guardian may be a nanny, au pair or tutor. A three-dot Guardian is a bodyguard, someone trained in close personal protection, who may even carry a gun and wear body armor. Obviously, a typical nanny or tutor isn’t trained to physically protect a child, but without a doubt, an accompanied child is much safer than one wandering around alone. Note: parents and other relatives may qualify for this Merit. The difference between a stay-at-home mom who is a Guardian and one who isn’t is that the former expects her child to not be safe, and/or to cause trouble. Most parents, rightly or wrongly, expect that their children not be in danger every day.
Drawback: Your character’s actions are limited by what the Guardian will allow. It is possible to ditch the Guardian to have a little fun, but it won’t be easy, especially if the Guardian has tactical training (or your character has a reputation for escapes and escapades). But at least if your character disappears, somebody knows he’s missing.

守护天使(••••)
效果:一个奇异的存在守护着你的角色,保护她不受伤害——或者看上去是那样。她经历艰难险境却不会受到任何真正的伤害。而当一个选择可能引发糟糕的事情时,它总是提示正确的方向。也可能你的角色只是运气好而已。
对于守护天使优势你有两种选择。
你可以选择指定什么样的存在来保护你的角色,赋予它特质和具体明确的能力,并让ST在游戏中控制它。这种生物可能是鬼魂或精魂(p.199),或某种超自然生物——甚至可能是吸血鬼、狼人或法师。本书附录提供了一些关于这些生物的基本信息。以这种方式把守护天使塑造成一个角色意味着它能做什么和不能做什么是非常明确的,但这也意味着天使是会死的。“天使”应该在很多时候仍然是看不见的,只是间接地出现和帮助角色。
第二种选择是角色似乎总是交好运。这里的“守护天使”是一种隐喻,而非一个实际的、有知觉的生物。在每个章节前,玩家进行决心+沉着投骰,将成功数乘以2。并将其结果作为在这一章中可以在任何检定上使用的奖励骰的数量。奖励骰可以被应用到与受保护角色直接对立的角色身上作为惩罚。每个奖励骰只能使用一次。
范例:爱丽丝拥有守护天使优势。在这场团开始之前,她的玩家进行决心+沉着投骰并获得了3个成功数。因此她在这一章节中有了6个奖励骰数。在团中,爱丽丝最后从她的一位老师身边逃离,那位老师原来并非他所表现出的那样。为躲避老师,她的玩家使用了3个奖励骰。而后说书人拿起一些骰子让追踪者进行机智+沉着投骰,但爱丽丝的玩家并不喜欢她所看到追踪者骰池的大小,于是将守护天使的剩余三个奖励骰用来作为对说书人投骰的惩罚。投骰最终失败,因此爱丽丝仍然成功隐藏着,但她已经耗尽了她的天使在这一章节中的影响力。
劇透 -   :
Guardian Angel (••••)
Effect: A strange presence watches over your character, keeping her safe from harm — or so it seems. She gets into and out of serious scrapes without any real harm. When a bad situation could go either way, it always tips just right. Your character may just be lucky. You have two options for the Guardian Angel Merit. You might decide to specify what exactly the presence is that protects your character, give it traits and fully defined capabilities, and have the Storyteller control it during the game.
The creature might be ghost or spirit (see p. 199), or a supernatural creature of some kind — perhaps even a vampire, werewolf or mage. The Appendix to this book gives some basic information on such creatures. Making the Guardian Angel into a character this way means that what it can and can’t do is very well defined, but it also means that the Angel can die. The Angel should still be invisible much of the time, only appearing and helping the character indirectly.
The second option is that the character just seems to get all the breaks. The “Guardian Angel” here is metaphorical, rather than being an actual, sentient creature.
Before every chapter, the player rolls Resolve + Composure. Multiply the successes by two. The result is the number of bonus dice that can be used on any roll during that chapter. The dice can, instead, be applied to characters acting in direct opposition to the protected character as penalties. Each die can be used only once.
Example: Alice has the Guardian Angel Merit. Before the session starts, her player rolls Resolve + Composure and gets three successes. She therefore has six bonus dice for this chapter. During the session, Alice winds up running away from one of her teachers, a man who turns out to be something other than he appears. She hides from the teacher, and her player applies three of the bonus dice. The Storyteller picks up some dice to roll Wits + Composure for the stalker, and Alice’s player, not liking the size of the dice pool she’s seeing, applies the other three dice from her Guardian Angel as a penalty to the Storyteller’s roll. The roll fails, so Alice is still hidden —but she’s used up her Angel’s influence for the chapter.

鼓舞(•••)
先决条件:风度•••
效果:你的角色可以号召其他孩子行动。尽管她的演讲中充斥着漫画角色和流行电影,但不管前方有什么,她的演讲都能鼓舞目标听众的精神,提振他们的勇气。
在每一章节中,你可以为你的角色进行一次风度+社交投骰。如果投骰成功,所有在听的孩子——以及那些打算帮助或附和提议的孩子——都将重新获得1个已消耗的意志力点数(不会超过他们的意志力上限)。你的角色不能将这个优势用于自己。
劇透 -   :
Inspiring (•••)
Prerequisite: Presence •••
Effect: Your character can rally other children to action. Even if her speech is loaded with references to comic book characters and popular movies, it nonetheless raises the spirits of her intended audience and bolsters their courage, no matter what lies ahead.
 Once per chapter, you may make a Presence + Socialize roll for your character. If the roll succeeds, all children listening — and who intend to help out or go along with a proposed course of action — regain one spent Willpower point (not to exceed their Willpower dots). Your character cannot use this Merit on herself.

导师(•至•••••)
效果:导师为你的角色提供支持与建议,以及富有经验与智慧的谆谆教诲。
对于一个幸运的孩子来说,可能的导师有很多:父母、祖父母或其他家庭成员;一位老师;一位社工;一位神职人员;一位体育教练;甚至是一个来自职业教导组的人。对于一个弱势群体背景的孩子来说,潜在的导师人选可能没那么多,但仍然可以找到。导师可以利用自己的资产、影响力或能力来帮助你的角色,但她也会坚持让自己的门生在其中学到一些东西。导师不一定是无私的,也不一定会有无穷无尽的耐心——一个乖戾、懒惰或没有积极性的学生可能会发现自己不会有导师。
一个导师总是按照她认为能给门徒最大利益的方式行事。导师的看法和行动都是由说书人来决定的。这意味着在某些情况下,依赖导师并向她寻求帮助可能不会得到孩子所想要的结果。例如,当孩子真正想的是搞清楚那个藏在孩子家附近的陌生人到底是什么人时,导师可能会直接报警。说书人也可能会基于导师的建议来引导你的角色进入新的故事情节,或是推动那些陷入僵局的角色。
在这个优势中购买的点数决定了你角色导师的影响力、知识与经验。一点代表这位导师在你角色感兴趣的领域具备一项或多项专业技能,并伴随着一些实践经验(例如,一位曾经在大学打棒球的棒球教练)。两点代表这位导师在该领域具备广泛的技能和专长,并有着丰富的经验(他是一个当地小联盟的教练,对当地的体育赞助商具备一定的影响力)。三点代表着一位领域更为广泛、经验更为丰富、影响力更大的导师(我们的教练现在已经带着他的青年队赢得了州冠军,拥有一家汽车经销店,并慷慨地捐助慈善与政治活动)。四点会给你的导师带来巨大的影响(这位教练会关注那些大联盟的球队,并戟指那些著名教练的位置)。最后,五点的导师会是他专业领域的领军人物,在该领域和其他领域都具备着巨大的影响力。(你角色的教练是个棒球巨星或是极为成功的教练,他经营着一个慈善基金会,拥有自己的汽车经销店,是个励志演说家,同时仍有时间在自家后院打棒球)。棒球教练、学校老师和其他社区性的人员不太可能成为一个五点的导师,但他们可能会为依赖他们的孩子提供急需的指导。最有影响力的导师可能会是那些在国家或国际层面(甚至完全超越这种局限性的层面)行使权力的人,他们也会有自己的少年门徒。但,有几个这样高高在上的人有时间来和孩子打交道呢?
你角色的导师可能要求完成一些任务(有些任务很无聊,例如坚持练钢琴,有些任务则可能引发伟大的冒险),但她不太可能会要求角色为她的帮助给出回报。但索要额外的特权(例如加入先发真容,或是不在被禁足)就完全是另一码事了。
劇透 -   :
Mentor (• to •••••)
Effect: A Mentor provides your character with support and advice, and a voice of experience and wisdom.
For a lucky child, possible mentor figures abound: a parent, grandparent or other family member; a teacher; a social worker; a religious figure; a sports coach; or even someone from a mentoring organization. For a child from a more disadvantaged background, potential mentors may not be so thick on the ground, but they can still be found. A mentor can use her own assets, influence or abilities to help your character, but she will also insist that her protégé learn something along the way. Mentors are not necessarily selfless and endlessly patient, either — a surly, lazy or unwilling pupil might find himself without an instructor.
A mentor always acts in what she perceives to be her protégé’s best interest. Both the mentor’s perception and actions are determined by the Storyteller. This means that in some situations, depending on the mentor, going to her for help may not have the results the child wants. For instance, a mentor may report to the police a stranger habitually lurking outside her charge’s house, when the child really wanted help figuring out just what that lurking stranger is. The Storyteller may also employ advice given by a mentor to guide your character into a new storyline, or to nudge one that has stalled.
The number of dots purchased in this Merit determines the influence, knowledge and experience of your character’s Mentor. One dot represents a Mentor with one or more specialized Skills in an area of interest shared with your character, and some life experience to go with it (for example, a baseball coach who played some college ball back in the day). Two dots represents a Mentor with a wide range of Skills and abilities and significant experience in that area of interest (here, a coach who played for a minor league team, and has some pull with local sports fundraisers). Three dots represents a Mentor with an even broader reach, years of experience and accrued influence (our coach has now led his young teams to state championships, owns a car dealership, and has donated generously to political and charitable fundraisers). Four dots adds major influence to your character’s Mentor (Coach scouts for major league teams on the side, and keeps his fingers in a whole handful of high-profile dugouts). And finally, a fivedot Mentor is a leading figure in his area of expertise and has vast influence in that area and many others. (Your character’s coach is an active baseball star or successful coach who runs a charitable foundation, owns a car dealership, works as a motivational speaker and still finds the time to throw the ball around in the backyard.) Baseball coaches, schoolteachers and other neighborhood types are not likely to be five-dot Mentors, though they provide much-needed guidance to the kids who rely on them. The most powerful mentors are likely to be individuals who wield power on a national or international level (or on a level that transcends such boundaries), who are also related to their child protégés. After all, how many such high and mighty types have time to deal with a child?
Your character’s Mentor may have tasks that she requires be completed (some boring, like keeping up with piano practice, or some that may lead to great adventures), but it is highly unlikely that she will demand quid pro quo for her assistance. The earning of extra privileges (like joining the starting lineup, or not being grounded anymore) is another matter entirely.

杂活儿(•)
效果:修剪草坪、清扫落叶、照看宝宝——这些都是那些想挣零花钱的孩子们由来已久的工作。在一些地区则还有其他类型的工作,诸如铲雪或是挖掘虫饵。甚至还有一些合法性存疑的工作,诸如为赌徒跑腿或是给帮派放哨。无论你角色选择了什么样的工作,他都能从中获利。他口袋里总会有10到20美元可花。这笔钱是他的,他爱怎么花就怎么花,不用征求任何人的同意。当然,如果你的角色不消耗时间来干活,他就拿不到钱。
劇透 -   :
Odd Jobs (•)
Effect: Mowing lawns, raking leaves, babysitting — these are time-honored jobs for kids looking for a little bit of pocket money. In some areas, other jobs exist, like shoveling snow or digging up bait worms. There are even jobs of dubious legality, like being a bookie’s runner or a gang’s lookout. Whatever your character’s choice of jobs, he reaps the benefits. He’s always got $10 to $20 in his pocket to spend. This money is his to spend however he likes, without asking anyone for permission. Of course, if your character doesn’t take the time to do his job, he won’t have any money.

宠物(•或•••)
效果:你的角色饲养了某种宠物:一只狗、一只猫、一匹马、一只仓鼠、一条蛇,或者几乎任何可以被赋予可爱名字的小动物。宠物是孩子生活中非常重要的一部分。不管成绩单上的分数是多少,或者家里的衣服有多破旧,一只能被给予基本食物与照料的宠物总是会带来陪伴与爱。一个孩子可以把那些她从来不敢告诉任何人——即便是她信任的父母或朋友——的事情告诉宠物,希望、恐惧、梦想和烦恼都可以安全地流进宠物的耳朵里。
这种难以衡量的友谊(judgment-free friendship)是1点优势宠物能带来的唯一好处。消耗15分钟时间来和宠物玩耍或照顾宠物可以让你的角色在下一次堕落投骰中获得+1修正值;她知道无论发生什么事,总会有谁爱她、听她的。此修正将持续到进行堕落投骰或到角色入睡,以先发生者为准。当你的角色进行堕落投骰时,他可以不去睡觉先回到宠物那里寻求安慰(并获得+1修正值)。
一个3点优势的宠物和一个1点优势的宠物提供着同样的爱与感情,因此在堕落投骰中具备着相同的奖励值。但在这个级别的投入上,角色和宠物之间的关系是不同的。宠物将忠心耿耿,即使面对的是恐怖的威胁或是可怕的猛兽。你角色的宠物将与她同甘共苦。如果可能找到救援,宠物会跑去寻求帮助。而如果无路可退,宠物会心甘情愿为保护你的角色而赴死。
宠物的类型和体型在决定该优势需要多少点数时无关紧要。狗可以是1点或3点的宠物——1点的狗会在危险出现时转身逃跑,而3点的忠犬会拦在危险与孩子之间。当然,豚鼠、鱼或是它们的同类将会是非常糟糕的保护者,应当降低等级处理。你的角色可以使用动物沟通来教授她的宠物技巧,使用正常的方式。在所有用于训练宠物、理解宠物身体语言或是与它沟通的动物沟通投骰获得+2修正值。一个3点的宠物可以自由地学习“守卫”和“跟上”的命令,你的角色仍需要训练它们,但这两个命令不会影响动物所知的其他技巧。
缺点:这是来自父母的讲座:饲养宠物是个重要的职责。你必须喂养宠物,带它散步(或者清理它的猫砂盆、笼子或水箱),给它梳洗,并表现出关心和爱。一只被虐待的宠物不会带来任何好处——一只被踹的太远的宠物甚至可能反过来攻击它的主人。而宠物的死亡则是件悲伤而无可奈何的事。它们会变老,它们会走失,或者可能会因为各种原因提前悲惨地死去。
一个孩子可能会因为失去一只1点优势宠物而悲伤,但幸运的是,这样的宠物在某种程度上是可以替换的。一条鱼死了,被换了下去,几周之后,新的它的主人就像爱它的前任那样爱它。在一个月的故事时间之后,失去的1点优势宠物的好处可以由它的替代者来提供。但失去一个3点优势宠物就是另一回事了。孩子和宠物之间的这种联系是独一无二的,如果宠物死亡,玩家必须为角色进行一个爆发投骰。随着时间的推移,孩子最终可能会用另一个动物伙伴来替代她失去的朋友,这将提供1点优势宠物的好处。在说书人的判断下,这个宠物(如果种类合适的话)最终可能会提高到3点优势级别。
劇透 -   :
Pet (• or •••)
Effect: Your character keeps a pet of some kind: a dog, a cat, a horse, a hamster, a snake, or practically any kind of animal that can be given a cute name. A pet can be a very important part of a child’s life. No matter what grades are on the report card, or how shabby the family’s clothes are, a pet given just the basics of food and care will always provide companionship and love. A kid can tell things to a pet that she would never dare tell a person, even a trusted parent or friend — hopes, fears and dreams and troubles all go safely into a pet’s ear.
This judgment-free friendship is the sole contribution of a one-dot Pet. Spending 15 minutes playing with or caring for a pet gives your character a +1 modifier on her next degeneration roll; she knows there is always someone who will love her and listen to her, no matter what has happened. This bonus lasts until a degeneration roll is made, or until the character sleeps, whichever comes first. When your character has made a degeneration roll, she may go back to her pet for solace (and refresh her +1 modifier) without having to sleep first.
A three-dot Pet provides the same love and affection as a one-dot Pet, and therefore the same bonus on degeneration rolls. There is, however, a different bond between a character and a pet at this level of investment. The pet is fiercely loyal, even in the face of terrible danger or a terrifying creature. Your character’s pet will remain with her through thick and thin. If rescue is possible, the pet will run for help. If there is nowhere left to run, the pet will gladly die protecting your character.
The type or size of pet does not matter when determining how many points this Merit will cost. A dog can be a one or three-dot Pet — a one-dot dog will turn tail and run when danger appears, whereas a three-dot dog will interpose itself between danger and child. Admittedly, guinea pigs, fish and their ilk are lousy protectors and should be relegated to the lower rank. Your character can teach her pet tricks with Animal Ken, using the normal method. All Animal Ken rolls for training the pet, understanding its body language or communicating a need to it are made with a +2 modifier. A three-dot Pet learns the “guard” and “heel” commands for free — your character must still train the pet, but these two commands do not count against the animal’s known tricks.
Drawbacks: Here begins the parental lecture: having a pet is a big responsibility. A pet must be fed, taken on walks (or have its litter box or cage or tank cleaned), groomed, and shown attention and love. An abused or mistreated pet provides no benefits — an animal pushed far enough may even attack its owner. It is a sad fact of life that pets die. They grow old, they get lost, or they may die tragic deaths before their time.
The loss of a one-dot Pet may grieve a child, but such pets are, blessedly, somewhat interchangeable. A fish dies, is replaced, and a few weeks later its owner loves it as much as its predecessor. After a month of story time, the benefits of the lost one-dot Pet can be provided by its replacement. The loss of a three-dot Pet is another matter. This bond between child and pet is unique, and if such a pet dies, the player must make a trigger roll for the character (see p. 82). The child may, in time, replace her lost friend with another animal companion that will provide the benefits of a one-dot Pet. At the Storyteller’s discretion, this pet (if it is of an appropriate species), can eventually rise to the three-dot level.

社交神童(•)
先决条件:在任意社交属性上••••
效果:你的角色是天生的神童,在很小的年纪就掌握了这个年纪不太可能掌握的社交礼仪或是某一领域的艺术。从社交类别中选择一项技能。你的角色在这个技能上的等级将可以超过儿童角色的上限(见第47页)。你仍然必须在创建角色时支付技能所需的全部点数,或者在那之后使用经验值。技能应该与特定的社交属性有关。例如,动物交流可能源于风度(动物们非常喜欢你的橘色),操纵(你的角色可以让动物做他想要的事情)或沉着(你角色镇定自若的冷静态度让动物安心)。ST对所选的天才及其先决条件有最终决定权。只在创建角色时可以选择。
劇透 -   :
Social Prodigy (•)
Prerequisite: Any Social Attribute at ••••
Effect: Your character is a natural prodigy, an unlikely master of a social grace or an area of art at a remarkably young age. Select one Skill from the Social category. Your character has access to the levels of that Skill beyond the cap imposed on child characters (see p. 47). You must still pay for all points in the Skill during character creation, or with experience points at a later date. The Skill should be related to the exceptional Social Attribute. For example, Animal Ken could be linked to Presence (animals like your character a lot), to Manipulation (your character can make animals do what he wants), or to Composure (your character’s unflappable calm reassures animals). The Storyteller has the final word on the chosen Prodigy and its prerequisite. Available at character creation only.

动人外貌(••)
效果:你角色的容貌极为动人,即便它尚属稚嫩。大人们有时会说些诸如“这家伙长大了后得当心”的话,或者有时干脆会为了乐子而默许他的请求。在可以展现外貌的场合,你的角色可以在风度或是操纵投骰上获得+1的修正——显然,这在打电话时是无效的。
缺点:你角色的脸令人难忘。你无法简单地遁入人群之中。同时,它可能会引起掠食者——人类或别的更糟糕的东西的注意。
劇透 -   :
Striking Looks (••)
Effect: Your character’s appearance is breathtaking, even while it remains childlike. Adults have been known to mutter things like “Watch out when that one grows up,” or simply acquiesce to his demands with amusement. Your character receives a +1 modifier to Presence or Manipulation rolls made while taking advantage of his looks — this won’t work over the phone, for instance.
Drawback: Your character’s face is always remembered. You cannot simply vanish into a crowd. Also, he may attract the attention of predators — of the human kind or even worse.

团队型玩家(••)
效果:你的角色知道如何在团队中和其他的孩子一起工作——何时应该放权,何时应当领导,何时要参与并完成工作。她也知道如何去鼓励他人合作,至少在短时间内让乱糟糟的一群孩子保持条理和效率。
在每一章节,你可以为你的角色进行一个风度:共情投骰。如果成功,团队中的所有儿童角色在此场景中的所有团队协作投骰中获得+1修正。这既适用于主要成员也适用于次要成员。如果团队中不止一个角色在同一场景中成功使用该优势,那么奖励修正将会累计(2个角色则+2,3个角色则+3,以此类推)。更多有关团队协作的信息参见第127页。
劇透 -   :
Team Player (••)
Effect: Your character knows how to work in a group with other children — when to delegate, when to lead, when to pitch in and get the work done. She also knows how to encourage others to cooperate, keeping even a motley group of kids organized and effective for at least a short while.
Once per chapter, you may make a Presence + Empathy roll for your character. If the roll succeeds, every child character gains a +1 modifier on all teamwork rolls made for the scene. This applies to both primary and secondary actors. If more than one character in the group successfully uses this Merit in the same scene, the bonuses are cumulative (+2 for two characters, +3 for three, etc.). More information on teamwork can be found on p. 127.
« 上次编辑: 2021-11-22, 周一 16:42:44 由 Symphogear »

离线 所罗门之仗

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Re: 【nWoD-Innocents】【黑暗世界-纯真者】第五章 优势
« 回帖 #5 于: 2021-01-25, 周一 10:48:20 »
突然就有点想知道有没有一个优势叫孤儿(插楼了我自删)

离线 Symphogear

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Re: 【nWoD-Innocents】【黑暗世界-纯真者】第五章 优势
« 回帖 #6 于: 2021-10-26, 周二 03:10:11 »
更新补完,相对核心的成人版本,纯真者在导师和守护天使上有着滥强背景的潜力(当然不太建议),不过最过于真实的还是宠物优势()。

离线 所罗门之仗

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Re: 【nWoD-Innocents】【黑暗世界-纯真者】第五章 优势
« 回帖 #7 于: 2021-10-26, 周二 15:47:44 »
守护天使可以算是削弱版的超自然盟友了(反正核心普通人大人根本没有超自然盟友),宠物非常实用,特别是众所周知,狗的战斗力在运气好时不输片警(不),不过可惜没有孤儿,没法蝙蝠侠了

离线 观闻

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Re: 【nWoD-Innocents】【黑暗世界-纯真者】第五章 优势
« 回帖 #8 于: 2021-10-26, 周二 20:31:38 »
守护天使可以算是削弱版的超自然盟友了(反正核心普通人大人根本没有超自然盟友),宠物非常实用,特别是众所周知,狗的战斗力在运气好时不输片警(不),不过可惜没有孤儿,没法蝙蝠侠了
啊! :em017太狠了,还是不要蝙蝠侠。毕竟不是每个人都有韦恩集团。不过,故事里阴影中的男人是单纯坏人还是超自然生物,垂泪女士直接现行了?!要是他再进一步,估计会被抽爆吧!

离线 shenylll

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Re: 【nWoD-Innocents】【黑暗世界-纯真者】第五章 优势
« 回帖 #9 于: 2021-10-26, 周二 22:27:27 »
感谢翻译!

毛茸茸朋友真好啊——大人们想要宠物是不是只能点一点仆从?