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【UCa】关系(Relationships)
« 于: 2013-10-01, 周二 23:06:05 »
关系(Relationships)
似乎没有恶棍能够理解,当他去威胁英雄的家人时,便迈出了走向失败的第一步。毕竟没有什么事情能像至爱之人身陷险境那样,能够激励陷入困境的勇士了。关系是一切英雄以及即将成为英雄之人的基石。
本段内容会帮助你为玩家角色构筑一种动态而又重要的关系。在玩家角色与关键NPC之间构筑关系,能够最终赋予玩家角色独特的优势和奖励——无论这段关系是友谊还是孽缘。
当你的玩家角色初次遇到重要NPC时(这里默认NPC没有出现在你的角色的背景中),DM可以告知你,你的玩家角色能够与该名NPC建立关系。如果你有兴趣这么做,那么将该名NPC的名字、当前与该名NPC的关系值、以及这段关系是友谊还是竞争记录在你的角色卡上。通常来说,你对一名刚刚接触的NPC的关系值等同于你的魅力调整值,不过DM可以判定角色与你的背景相关,从而提高起始的关系值。
与NPC的关系可以是友好(friendly)或竞争(competitive)——你可以选择寻求其中哪一种。各种游戏中的事件能够自发地变更将一段关系的类型。

关系等级(Relationship Levels)
你与NPC的关系等级基于你的关系值(Relationship Score),这项数值可以在游戏中增加(见发展关系)。当NPC与你的关系发展到新的等级时,就可以获得新的好处。

关系值关系等级
5或更低认识(Association)
6 - 11友善/竞争(Friendship/Competition)
12 - 30遵从/敌对(Fellowship/Rivalry)
31或更高        奉献/仇视(Devotion/Enmity)

认识(Association):你与NPC相互认识,但是并没有提升到具有联系的程度。

友善/竞争(Friendship/Competition):你是NPC的好朋友或者熟知的对手。每当你与某个NPC初次达到这个关系等级时,你的队伍获得200XP。初次在战役中获得该好处时,你的队伍额外获得200XP。大多数从背景故事开始的现有关系起始便是这个等级,而这些关系并不会给予你XP,因为它起始于游戏开始之前。

遵从/敌对(Fellowship/Rivalry):你与NPC的关系更加密切,无论相互产生更深的尊敬与赞赏,还是引发更强的竞争与对抗意识。只要NPC还活着,并且还活跃在战役之中,你就能在所有基于魅力的技能检定中获得+1士气加值。每当你与某个NPC初次达到这个关系等级时,你的队伍获得600XP。初次在战役中获得该好处时,你的队伍额外获得600XP。

奉献/仇视(Devotion/Enmity):你与NPC忠于彼此,或者积极地与对方抗衡。每当你与某个NPC初次达到这个关系等级时,你的队伍获得1600XP。初次在战役中获得该好处时,你的队伍额外获得1600XP。
当你与一个NPC的关系达到这种强度时,它会给予你一个奖励背景特性(bonus trait),无论你们的关系是好是坏,也不管这是你获取的第一段关系还是一系列深刻的关系中最新的一个。背景特性的性质由DM判定,而且要具体到NPC和以及战役(例如:来自知名NPC战士的奖励背景特性和可能是关于格斗,而不是提高法术DC)。只要NPC还活着,并且还活跃在战役之中,你便能保留这个背景特性;若NPC死亡、引退、或者因为什么原因而不再是战役中活跃的部分,那么你会失去这个背景特性。

源于关系的奖励XP会分给所有玩家角色,就像其他基于战役的XP奖励一样。你与某个特定NPC的关系达到新的特定关系等级时,所得到的XP奖励不能获取1次以上(比如你与NPC的关系等级降低或者变更它的性质,然后再次提升)。

发展关系(Growing Relationships)
你可以用后述几种方式变更你与NPC之间的关系值。

战役背景特性(Campaign Trait):如果你的DM为这场战役使用战役背景特性,而你的战役背景特性与某个特定NPC相关联,那么你与该名NPC的关系值一次性提高4点。

魅力(Charisma):由于你与任何NPC的基础关系值都等同于你的魅力调整值,所以当你的魅力属性的数值产生变化时(比如魅力吸取或者魅力头带),你与NPC的关系值也会由此变化。暂时的变化,比如属性伤害(ability damage)或者类似鹰之威仪(eagle's splendor)之类的法术,不会影响关系值。

交情(Companionship):每当你获得一个角色等级(character level),你可以让一个NPC与你的关系值增加1点,这名必须仍旧活跃于战役中。

礼物与羞辱(Gifts and Insults):特殊的赠礼能够增加你与友善NPC的关系值,而策划一场绝佳的羞辱会让竞争你的NPC与你的关系值增加。礼物与羞辱并不是随随便便的什么东西——让不同NPC产生强烈反映的事物都不一样。当你建立一段关系时,DM应当暗示适用于该名NPC的一类礼物或者羞辱。你能够在游戏中通过观察NPC来得知其他确切的礼物或羞辱。
每当你获得一个角色等级时,你可以给予每个与你有关系的NPC一个特别的礼物或者策划一场绝妙的羞辱。礼物可以是你找到、制作或购买的。在大多数情况下,物品的价值并不重要——只要这是真心实意的赠礼。
当你认为你拥有正确类别的礼品或者羞辱方式的话,告知DM你的意图,然后进行一次交涉检定(礼物的情况)或一次威吓检定(羞辱的情况)。如果你很好地扮演了交付礼物或者进行羞辱的行动,DM应当在这检定中给予+4的奖励加值。若扮演得比较差,或者在足够差的试机做这些(比如在战斗中尝试进行赠礼),DM应当在这检定中给予-4的惩罚减值。检定的DC等同于你与该名NPC当前的关系值。若成功,你与该名NPC的关系值增加1点。若比DC高出10点或更多,则用增加2点作为替代。失败意味着没有变化。

特殊事件(Special Events):某些战役中的事件能够改变你与NPC的关系值,比如从死刑中解救一名朋友,或者公开羞辱对手。若这些事件发生的话,DM应当告知你这些调整。这些事件通常会使你与该名NPC的关系值增加1至5点,不过特定的戏剧性事件能够使其增加最高10点。

关系范例(Example Relationships)
后述列出的为一些很可能对角色有重要意义的家庭关系,此外还有冒险引钩、扮演建议、以及随着时间关系发展的方式。

引用
抚养人(Parent)
无论是血亲还是承担父母角色的人物(比如导师或师傅),抚养人通常象征着角色要为他的起源与过去所肩负的义务和责任。

冒险引钩(Adventure Hooks):对于年少的角色,抚养人可能代表着某种权威,有权把年少角色带回家里,或者其他任何需要角色效力或履行义务的地方。对于年长的角色,抚养人则能够象征他需要报答的情义以及将其抚养成人的善意。部分冒险引钩如下所述:

  • 你的父亲让你结束草率的冒险然后回家,并将全副心思专注于家族的土地或者接管家族的事业上。
  • 你那引退的冒险家老妈要求你去解决她未能完成的最后一个任务。
  • 你那年迈的爷爷濒临死亡(无论是因为诅咒、疾病还是年事已高),他驱使着你前去完成任务——寻找治愈的方法或者延长寿命的传闻。这可能是一个无私的选择,或者是为了将你从继承他所负责任的宿命中解放出来。

扮演建议(Roleplaying Advice):大多数抚养人都会不自觉地去指导他们的孩子——有时候即便孩子长大成人也不会改变。如果你通过父亲的魔法书习得法术,现在已经青出于蓝的话,他可能仍旧会提供建议并且‘教导’你如何正确使用魔法。如果你的母亲谙熟于世间万物,她可能会为了防止你进行危险的任务而隐瞒一些关键信息。而你竞争的抚养人的行事方式可能会维持与你的关系,同时还为了某些终极目标而操纵你。

发展关系(Growing the Relationship):最简单地表明抚养人关系发展的方式是越来越少地直接参与你的生活。由于你获取更高的等级以及更多的威望,你的抚养人可能会承认你是一名有能力的成年人。她对你的技能的承认可能会引导她的身份从监护人转变为导师。你的抚养人可能会成为心怀善意,但是由于不断对你进行测试而成为惹人生气的对抗者。而才能被你超越的竞争关系的父亲可能会认为你忘恩负义,最终转而对抗你,或者甚至成为战役中的恶棍。

引用
胞亲(Sibling)
长久以来,同胞关系就是民间传说与神话故事顺理成章的来源之一。与抚养人不同,胞亲是你的直系同辈,他们是一面活生生的镜子,迫使你面对过去的行为以及未来的潜力。

冒险引钩(Adventure Hooks):无论你与胞亲的社会地位、财务状况、或者选择的信念有多大的差异。血脉与家庭的联系总是会促使你去帮助他。部分冒险引钩如下所述:

  • 有几个有影响力的家族要与你的兄弟联姻,而他正考虑与其中的哪一家人成亲。他要求你调查这些家族,找出一名门当户对而且对他来说是一名好伴侣的新娘。
  • 你的姐妹签署了一纸危险的探险协议,此行是为了掌握稀有的施法材料,然而她至今未归。你有义务去找到她——如果她已经身亡,就要完成她已经达成契约的协议。
  • 你的兄弟终于下决心要在父母的面前争些光彩,他请你协助他追踪并猎杀强大的怪物,为他赢回在家族中的声誉——他独自上路的话就只有死路一条。
  • 你那有勇无谋的年轻胞亲被人欺骗,买下了一块贫瘠的土地上有怪物滋扰的矿坑。他们现在受困于此,你必须在他们被杀害之前出手干预。
  • 在你那失散已久的胞亲归来的同时,大量神秘的罪案发生了。你的胞亲可能需要为这些罪行负责,或者了解这一事件背后的内情。

扮演建议(Roleplaying Advice):在扮演胞亲关系时最重要的一面是要了解他与你在年龄上的关系。较为年少的胞亲可能出于好意却为了向你证明自己而铤而走险。而年长的胞亲身为具有权威的人物角色,可能难以放手弟妹独立成长,即使你已经在任务与战斗中证明了自己的能力也如此。如果你失去了抚养人,年长的胞亲可能会承担照料者的角色。而年龄处于中间的胞亲则通常是家庭的调停者,或者被其他家人悄悄忽视的人,他对可能很享受,也可能很憎恨这个地位,他很可能会为了吸引其他家庭成员的注意而行动。

发展关系(Growing the Relationship):这通常依赖于胞亲是如何应对你对他进行的最后一次努力。如果你的兄弟让你承担了他的罪责,但是却在最后一刻洗清了你的名誉,他可能会尝试放弃原有的恶习。胞亲冒险者可能会通过获取你也拥有的角色职业等级,来试图获取你的理解。

引用
童年的敌手(childhood rival)
童年的敌手可能是某个过去欺负你的家伙、为了某些特权而与你竞争的同门、或者某个与你同属于一个领域的同辈人,她嫉恨你的机遇或者嘲笑你出身卑微。这名敌手可能公然表面对你的憎恨、假装与你交好却背地里策划害你、或者尊重你但是自身的目标与你相冲。背后中伤、拉帮结派、同辈的压力、以及流言蜚语是她的武器——敌手是某位与你解释很久,并且了解如何触怒或者分散你注意力的人。

冒险引钩(Adventure Hooks):无论敌手是个慢性子还是暴脾气,这个人与你的过去有着强烈的联系,还是很多回忆的核心。部分冒险引钩如下所述:

  • 年迈的导师生病卧床或者已经过身,你与你的敌手被召来处理导师的事物——或许还要实行他留下的意义不明的意愿。
  • 你被派遣前去处理威胁到家乡的威胁,只有找到你的老敌手才能得到独特而又危险的方法来解决这个问题。
  • 敌手出人意料地出现在你的生活中,并且希望弥补过去的事情。这可能是真诚的转变、博取信任的阴谋、或者另一次羞辱你的尝试。
  • 你的敌手是另一个冒险队伍的首领,并且宣布挑战你的队伍,比如比赛寻找传说中的神器,或者为了政治上的利益而进行公开的战斗。
  • 敌手要雇你完成一项任务,但是任务的细节十分神秘,而且她坚决不告诉你上一只被她雇佣的队伍发生了什么。

扮演建议(Roleplaying Advice):对于这种关系,你需要辨明与敌手间最初的矛盾。可能是因为你体弱多病而成为最容易拿下的目标。可能是你有着不同的宗教、种族、性别、或者精通不同种类的法术。也可能这个矛盾的挑起者就是你本人(有意或者无意),敌手原本是受害者,而你要面对自己不良行为所产生的后果。
通过这方面的理解,找出一种方式对敌手对抗你的行为所作出的解释——这会鼓励你克服自己的弱点,皈依更为高尚的宗教,看到其他魔法学派的优势等等。你可能不会赞同这些理由,而这也可能使你愤怒、害臊或者图谋报复,但是这会驱使你为了这些矛盾而进行扮演。

发展关系(Growing the Relationship):边明敌手的主要动机可能会成为转败为胜的方式。通过在敌手安排的斗争中打击对方,你会在这段关系中占据主导地位。如此打击敌手甚至可能让他的盟友或中立者聚集到你的身边,转而对抗最初挑起事端的敌手。若问题源于敌手的弱点或不安全感,那么质疑冲突的根源或者进行诚挚地尝试与其结为友人的话,则可能将敌手转化为坚定的盟友——许多关系的起点都是两方互相厌恶,只有经过冲突之后才能发展为友谊。

引用
配偶(Spouse)
浪漫的纠葛能够成为扮演之梦的填充物。他们将戏剧效果、剧情张力、与刺激添加其中,而且还能够将战役的筹码提升到新的高度。也许你与配偶的关系最重要的方面要取决于两人是如何相逢的。此外,你的配偶在战役中的地位会影响到你与其他玩家角色。当你的圣武士爱上队伍中的牧师时,结婚可能不会对队伍的情况产生影响——但如果结婚的对象是你所热爱的城市中的旅店老板的话,这可能会导致受限的生活方式,而且会在你的冒险者同伴与配偶的社区间产生分歧。

冒险引钩(Adventure Hooks):尽管很可能把你的玩家角色限制在一片特殊的地域,不过配偶仍旧能够提供很强的冒险引钩。部分冒险引钩如下所述:

  • 你与配偶秘密结婚,未曾经过对方那十分有影响力的家庭的同意。你必须证明自己配得上这段婚姻,可能需要你完成能够改善对方的经济或者社会地位的任务(然后由此改变他们对你的印象)。
  • 经商的配偶必须将一个消息或者物品交给另一名商人,但是你发现这经过了密码的编译,实际上是盗贼行会的成员在计划一次暗杀。你必须以不会给配偶招致报复行为的方式来阻止这次攻击。
  • 身为神术施法者的配偶由于与你结婚,所以无意间违反了信仰中模糊的教条,这使她失去了所有职业能力。你的配偶不愿为了信仰而离弃你,因此坚持要去高阶神殿,希望他们能够特许你与她的婚姻。

扮演建议(Roleplaying Advice):驱使配偶角色行动的主要动力一般而言是替自己的另一半着想。对于冒险者夫妻来说,这可能意味着选取能够与对方互补的专长与法术。而对于普通的行业来说,这可能意味着发展实用的联系与关系。在不健康的婚姻中配偶是你的对手,你可能是一个微小阴谋的受害者,比如你的伴侣偷偷从你身上取走冒险装备,而更为严重的情况下你的配偶可能会向你的敌手或敌人传递信息。

发展关系(Growing the Relationship):已婚的冒险者必须在收入与荣誉的需求与安全和稳定的愿景中寻求平衡。用心良苦的配偶能够通过对你的时间和可支配的资源进行要求,从而影响你的冒险习惯。即使是与真爱结婚,对方也会在面对你的冒险生涯时产生摩擦。关于抚养孩子所产生的问题——特别在父母双方都在继续冒险的时候——能够引起冲突与不满。而地方的习俗则可能会将负担置于两人之上。你不能就这么将婚姻当做魔宠一样简单对待,只有在它给你带来方便的时候才回想起来,不用的时候便丢进背包里。

关系逆转(Reversing Relationships)
如果你希望有意识地将一段关系从友谊转变为竞争,那么你可以通过侮辱和拒绝NPC来达成这点。这么做会自动将你与该NPC的关系值减半。
如果你希望将关系从竞争转变为友谊,你必须给予NPC礼物,并且进行交涉检定,DC比通常的礼物检定要高10点。若你成功,关系转变为友谊一侧,但是你与该NPC的关系值减半。如果你失败的数值低于10点,关系仍旧是竞争,但是你可以与该名的NPC的关系值降低1点(这代表着削弱两者之间的对立)。如果你失败的数值大于10点,关系的性质与关系值均不会改变。

原文
剧透 -   :
Relationships

No villain ever seems to understand that when he threatens a hero's family, things go south for him. After all, nothing gives the beleaguered champion one last surge of strength like the sight of a loved one in peril. Relationships are the cornerstone of all that heroes are and can be.

This section helps you create dynamic and important relationships for player characters. Building a relationship between a PC and a key NPC can eventually grant that PC unique advantages and boons—whether the relationship is amiable or adversarial.

When your PC first meets a significant NPC (assuming the NPC isn't already part of your character's backstory), the GM may inform you that your PC can build a relationship with that NPC. If you are interested in doing so, record the NPC's name on your character sheet, the current Relationship Score you have with that NPC, and whether the relationship is friendly or competitive. Normally, your Relationship Score for a new contact is equal to your Charisma modifier, but the GM may decide that a relationship with a character tied to your backstory starts with a higher Relationship Score.

A relationship with an NPC can be either friendly or competitive—you get to choose which kind to pursue. Various in-game events can spontaneously change a relationship from one type to the other.

Relationship Levels

Your Relationship Level with an NPC is based on your Relationship Score, which can increase in play (see Growing Relationships). You gain new benefits when an NPC's relationship with you progresses to a new level.



Relationship Score

Relationship Level


5 or lower Association
6—11 Friendship/Competition
12—30 Fellowship/Rivalry
31 or higher Devotion/Enmity

Association: You and the NPC know each other, but not well enough to have a significant bond.

Friendship/Competition: You are a good friend or known competitor of the NPC. Whenever you gain this Relationship Level with an NPC for the first time, your party gains 200 XP. The first time you gain this benefit in a campaign, your party gains an additional 200 XP. Most existing relationships from a backstory start at this level, and such a relationship does not grant you XP, as it predates the start of play.

Fellowship/Rivalry: You have strong ties to the NPC, either through deep mutual respect and admiration or through a strong sense of competition and conflict. As long as the other NPC is alive and active in the campaign, you gain a +1 morale bonus on all Charisma-based skill checks. Whenever you gain this Relationship Level with an NPC for the first time, your party gains 600 XP. The first time you gain this benefit in a campaign, your party gains an additional 600 XP.

Devotion/Enmity: You and the NPC are devoted to each other or actively opposed to one another. Whenever you gain this Relationship Level with an NPC for the first time, your party gains 1,600 XP. The first time you gain this benefit in a campaign, your party gains an additional 1,600 XP.

When a relationship with an NPC reaches this strength, it grants you a bonus trait, whether your relationship is friendly or competitive and whether this is your first relationship to do so or the latest in a series of strong relationships. The nature of this trait is decided by the GM, and is specific to the NPC and the campaign (for example, the bonus trait from a notable NPC fighter is probably about combat rather than improving spell DCs). You keep this trait for as long as the NPC is alive and active in the campaign; if the NPC dies, retires, or otherwise is no longer an active part of the campaign, you lose the trait.

The bonus XP from a relationship is divided among all PCs, just like other campaign-based XP awards. You can't gain XP bonuses from reaching a particular new Relationship Level with an individual NPC more than once (such as if you decrease your Relationship Level with an NPC or change its nature and bring it back up).

Growing Relationships

You can change your Relationship Score with an NPC in the following ways.

Campaign Trait: If your GM is using campaign traits for this campaign, and you have a campaign trait associated with a specific NPC, your Relationship Score with that NPC gains a one-time increase of 4 points.

Charisma: Since your base Relationship Score with any NPC is equal to your Charisma modifier, when your Charisma score changes permanently (such as from Charisma drain or a headband of alluring Charisma), your Relationship Scores with NPCs change with it. Temporary changes, such as from ability damage or bonuses from spells like eagle's splendor, do not alter Relationship Scores.

Companionship: Every time you gain a character level, you may increase your Relationship Score with one NPC still active in the campaign by 1 point.

Gifts and Insults: A special gift can increase a friendly Relationship Score with an NPC, and a perfectly crafted insult can increase a competitive Relationship Score. Gifts and insults can't be just anything—each NPC reacts strongly to different things. When you establish a relationship, the GM should suggest one kind of gift or insult appropriate to the NPC. You can learn other relevant gifts or insults by observing the NPC in play.

Every time you gain a character level, you may give one special gift to or craft one perfect insult for each NPC with whom you have a relationship. The gift can be an item you found, built, or purchased. In most cases, the cost of the item is irrelevant as long as it's an honest gift.

When you think you have the right kind of gift or the right insult, inform the GM of your intent, then make a Diplomacy check (for a gift) or an Intimidate check (for an insult). If you roleplay the gift or insult's delivery particularly well, the GM might award up to a +4 bonus on this check. If you roleplay the interaction poorly, or if you time things badly enough (attempting to give a gift in the middle of combat, for example), the GM might give up to a —4 penalty on the check. The DC for this check is equal to your current Relationship Score with the NPC. If you succeed, your Relationship Score with that NPC increases by 1 point. If you exceed the DC by 10 or more, it increases by 2 points instead. Failure means there's no change.

Special Events: Certain events in a campaign can alter your Relationship Score with an NPC, such as saving a friend from execution or humiliating a competitor in public. The GM should inform you of these adjustments if and when they occur. These events generally increase your Relationship Score with that NPC by 1 to 5, but a particularly dramatic event can increase it by up to 10.

Example Relationships

Listed below are some of the familial relationships likely to be significant to a character, as well as adventure hooks, roleplaying advice, and ways to make the relationship grow over time.

Parent

Whether a progenitor or a parental figure (like a mentor or teacher), a parent often embodies the sense of debt and responsibility a character has for his origins and past.

Adventure Hooks: For younger characters, parents might represent an authority of some kind, with power to bring them back home or to any other place where the parent needs some kind of service or duty performed. For older characters, parents can represent the need to repay all the debts and kindnesses of being reared. Some adventure hooks include:
•Your father calls you back home from the frivolity of adventuring to mind the family lands or to take over for the family business.
•Your retired adventurer mother asks you to settle one last quest that she failed to complete.
•Your elderly grandfather is facing death (whether from a curse, disease, or natural causes), spurring you to quest for a cure or locate lore on extending life. This may be an altruistic choice or to spare you the burden of inheriting his responsibilities.

Roleplaying Advice: Most parents are driven to guide their children—even well into adulthood sometimes. If you learned magic by studying your father's spellbooks and have now surpassed his ability, he might still offer advice and "lessons" on the proper use of magic. If your mother is knowledgeable about world events, she might withhold key information to prevent you from taking on a dangerous quest. A competitor parent might walk the line between maintaining the relationship and manipulating you for some ultimate goal.

Growing the Relationship: One of the easiest ways to show growth is for a parent to become less directly involved in your life. As you achieve higher levels and more prestige, your parents may come to accept that you're a competent adult. Her acknowledgment of your skill could lead to a mother shifting from guardian to mentor. Your parents could become well-meaning but exasperating antagonists who constantly test you. A competitor father whose talent is surpassed by yours might oppose you because he believes you're ungrateful, or even become a villain in the campaign.

Sibling

Sibling relationships have been the basis of folklore and mythology for ages, and for good reason. Unlike a parent, a sibling is your direct peer, a living mirror who forces you to confront your past deeds and future potential.

Adventure Hooks: No matter how disparate a sibling's current social status, financial standing, or chosen profession might be from yours, the ties of blood and family often obligate you to aid him. Some adventure hooks include:
•Your brother is considering arranged marriages from several influential families. He asks you to investigate them to find which bride might be both a worthy match for the family and a good spouse for him.
•Your sister signed on to a dangerous expedition to harness rare material spell components and hasn't returned. It is your duty to find her—and if she is dead, complete her contracted service.
•Your brother has finally decided to impress your parents and asks for your help in tracking down and slaying a powerful monster in order to restore the family fortune. He won't survive if he goes on his own.
•Your foolhardy younger siblings were swindled into buying barren land with a monster-infested mine on it. They are now trapped and you must intervene before they are killed.
•Your long-lost sibling returns at the same time that a rash of mysterious crimes occurs. Your sibling could be responsible for the crimes or have information about their true cause.

Roleplaying Advice: The most important aspect to roleplaying a sibling relationship is to know his age in relation to yours. A younger sibling might be well-intentioned but desperate to prove himself to you. An older sibling might have difficulty letting go of an authority figure role, even if you've proven yourself in battles and quests. If you have lost a parent, an older sibling could take on the caregiver role. Middle siblings are often mediators or quietly overlooked by the rest of the family, and could enjoy or resent this position, perhaps acting out to draw attention from other members of the family.

Growing the Relationship: This often relies on how the sibling reacted to your last endeavor. If your brother allows you to take the blame for his crimes, but returns to clear your name at the last minute, he may be trying to give up old habits. A sibling adventurer might attempt to gain understanding of your perspective by taking a level in a character class you have.

Childhood Rival

A childhood rival might be someone who used to bully you, an apprentice of the same mentor who competed against you for privileges, or a contemporary in your field who resented your opportunities or scoffed at your inferior birth status. This rival might openly hate you, pretend to like you while plotting your downfall, or respect you but have goals that conflict with yours. Backstabbing, cliques, peer pressure, and rumors are her weapons—the rival is someone who has known you for a long time and knows what buttons to push to annoy or distract you.

Adventure Hooks: Whether the rivalry is a slow boil or ragingly violent, this person is a strong tie to your past, and the core of many memories. Some adventure hooks include:
•An old mentor has fallen ill or passed away, and you and your rival have been called to put the mentor's affairs in order—and perhaps carry out an ambiguous will.
•A threat to your hometown sends you running to deal with it, only to find your old rival is there with different and dangerous ideas on how to remedy the problem.
•The rival unexpectedly reappears in your life and wishes to make amends. This could be a sincere change, a ploy for trust, or another attempt to humiliate you.
•Your rival is the leader of another adventuring group and issues a challenge to your party, such as a race to retrieve a legendary artifact or a public battle for a political prize.
•The rival wants to hire you to perform a quest, but the specifics are mysterious and she won't tell you what happened to the last group hired.

Roleplaying Advice: With this sort of relationship, you have to identify the original conflict with the rival. Perhaps you were an easy target because you were physically weaker. Perhaps you had a different religion, were of a different race or gender, or practiced a different kind of magic. Perhaps you were the instigator (knowingly or unknowingly) of this conflict, the rival is the original victim, and you are dealing with the consequences of your own bad behavior.

With this knowledge, find a way to justify the rival's behavior toward you—encouraging you to overcome your weakness, convert to a morally superior religion, see the benefits of a different magical school, and so on. You might not agree with these reasons, and they could make you angry, ashamed, or vengeful, but they drive the roleplaying for the conflict.

Growing the Relationship: Identifying the rival's main motivation could be the way to turn the tables on him. By beating the rival at his own game, you become the dominant one in the relationship. For bullying rivals, this might even convince his allies or neutral parties to rally to your side and turn against the instigator of the rivalry. If the problem stems from the rival's weakness or insecurity, challenging the source of the conflict or making sincere attempts to become friends might turn the rival into a staunch ally—many relationships start with two parties disliking each other, only to grow into friendship after conflict.

Spouse

Romantic entanglements can be the stuff of roleplaying dreams. They add drama, tension, and excitement, and can raise the campaign stakes to unprecedented levels. Perhaps the most important facet of your relationship with your spouse hinges on how the two of you met. Furthermore, your spouse's role in the campaign affects you and the other PCs. When your paladin falls in love with the party cleric, marriage might not adversely affect the group dynamic—but if you marry the innkeeper in your favorite town, it could lead to a sedentary lifestyle and a divided loyalty between your fellow adventurers and your spouse's community.

Adventure Hooks: Despite possibly grounding your PC to a specific area, a spouse can offer several strong adventure hooks. Possible hooks include:
•You and your spouse married in secret, without the approval of his influential family. You must prove yourself worthy to your new in-laws with quests that will improve their financial and social status (and thus their impression of you).
•Your merchant spouse must deliver a message or item to another merchant, but you realize it is a coded missive between members of the thieves' guild planning an assassination. You must stop the attack in such a way that it doesn't invite reprisals against your spouse.
•Your divine spellcaster spouse has accidentally and unknowingly violated an obscure tenet of faith by marrying you, and has lost all class abilities. Rather than abandon you for the church, your spouse insists on traveling to the high temple to beseech special dispensation for your marriage.

Roleplaying Advice: A spouse's main drive as a character is usually the well-being of the other half of the relationship. For adventuring couples, this might mean selecting feats or spells that uniquely complement each other's strengths. For conventional professions, this may mean developing useful connections and contacts. In an unhealthy marriage, the spouse is a competitor, and you might be the victim of tiny sabotages, like your partner secretly taking adventuring gear from you, or greater offenses such as your spouse feeding information to your rivals or enemies.

Growing the Relationship: Married adventurers must balance the need for income and glory against the desire for safety and stability. A well-meaning spouse can influence your adventuring habits by making demands on your time and resources. Even a loving marriage might develop friction in the face of your adventuring. Questions about responsibilities over raising children—particularly if both parents continue adventuring—can cause conflict and resentment. Local customs might place burdens on you or your spouse. You can't simply treat your marriage like a familiar, remembering it only when it's convenient and stuffing it in a metaphorical backpack when not.

Reversing Relationships

If you want to deliberately change a relationship from friendly to competitive, you can do so by insulting or rejecting the NPC. This also automatically reduces your Relationship Score with that NPC by half.

If you want to change a relationship from competitive to friendly, you must offer the NPC a gift and make a Diplomacy check at a DC 10 higher than the normal gift check. If you succeed, the relationship changes to friendly, but your Relationship Score with that NPC is reduced by half. If you fail by less than 10, the relationship remains competitive, but you may reduce your Relationship Score with that NPC by 1 (representing the weakening of your rivalry). If you fail by more than 10, the relationship's nature and Relationship Score don't change.
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 月夜白雨

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Re: 【UCa】关系(Relationships)
« 回帖 #1 于: 2013-10-02, 周三 07:26:18 »
奈奈别怕!我来给你补魔!
* 月夜白雨 注入活力! :em019
我月夜白雨只想安静地过图书馆长的生活。

离线 月伶

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Re: 【UCa】关系(Relationships)
« 回帖 #2 于: 2013-10-02, 周三 23:34:12 »
战士不是跟倒楣盗贼一对的吗