作者 主题: 【占坑并不定期更新】 [H:tV] Endowments-Relics 猎具-遗物  (阅读 7244 次)

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盾矛会收藏有种种小玩意儿和经历数世纪的古老的遗物,其中一些只是些散碎物件——供帝王或孩童消遣娱乐的小物件。在那不勒斯一个储藏室里,一个极端复杂的发条人偶可以与活人对弈;在曼哈顿岛底下的一条下水道里,一具从大学校园里被偷出的粗糙雕像会对每一个路过的处女無聲地致意。其他的遗物掌握着如此巨大的力量,因而这支猎盟只好将它们封存起来,并提防着倒霉的世界里哪天某个傻瓜将他们释放出来。俄罗斯针叶林地下深处,任何地质探测器都无法到达的一个地穴中,三个男人看守着一个像活人心脏般跳动着的粗糙的石祭坛。守卫者只能是男人,没人愿意甚至只是提起最近一次女人走进此洞穴时发生了什么。还有一个在莫斯科的没有在任何地图或者旅游手册上标出的教堂,如果你在未经邀请的情况下走进那儿去,在感觉到刀子滑进你的背后前你所看见的最后一样东西是放在祭坛上的垫子上的一颗木乃伊化的头颅,在一切都变黑之前,你可以向上帝起誓,那颗头正看着你。
古玩和那些经历了漫长衰亡期(long-dead age)的令人丧失理智的物件之间的分界线是遗物会在实战中为盾矛会的探员们提供优势。既是地位的象征又是工具或武器,遗物是对于前线人员信任的体现。被给予一件遗物是非凡的荣耀,而把遗物弄丢或使之落入他人手中是与故意背叛同等严重的行为。一个盾矛会的成员宁愿自杀也不愿面对同侪,在他使一件遗物落到了其他猎人,或者更糟,落到巫师手里之后。这个组织本身也同样以无情的决心去追捕那些监守自盗者,甚至不惜投入数百万美金和猎人的余生去揪出窃贼。尽管追回失物才是首要目标,但如果遗物窃贼在这个过程中死去,盾矛会的人可不会大惊小怪。
不像其他猎具,所有人都能使用遗物,大多数遗物需要通过仪式、说出寻常的字眼或者其他隐晦,不是立即明显生效的手段来激活,但一旦掌握了此中秘奥,遗物可被任何人运使。
独眼王(
这枚古老,覆满铜绿的钱币如此残破不堪,几乎无法与寻常的金属片相分别。只有一面上模糊的浮雕图样可以区分开两者:那是一位王的肖像,依稀能看出属于希腊及巴比伦的式样。这位王少了一只眼睛,无从得知那是雕刻时即有意为之,或是在难以数清世纪中造成的磨损。独眼王永远是成对出现的,一枚硬币上的王失去了左眼,另一枚上的失去了右眼,盾矛会拥有数百对这样的硬币,它们全部被证明具有相同的神秘性质。测定这些金属片年代的工作给出了互相矛盾的结果,从9000年前到两个世纪前都有。
花费:1意志
作用:当缺失了左眼的硬币在翻过右手的指关节后被按到左眼上时,它会允许其拥有者看到发生在另一枚硬币附近的所有事,他的视野就好像他正站在另一枚硬币附近一样,举例来说,如果另一枚硬币被放在一名巫师的袋子里,猎人可以就好象他正站在巫师身旁一样视物。通过独眼王得到的视野是固定不变的,每次使用它都会得到同一个位置和角度的视野,除非失去了右眼的那枚硬币被移动了。
猎人不能听到、闻到、尝到或者摸到另一枚硬币附近的任何事物,这种遥感只以一种方式运作。如果猎人尝试通过失去右眼的硬币去观察发生在失去左眼的硬币附近的景象,他只会对一片充满纯粹深邃的虚无的深渊投以短暂但骇人的一瞥,在那之中,那些非物之物胡言乱语,并为他的灵魂哀嚎。这种惊骇会使他立即失去一点意志,除非他在沉着+决心检定中取得成功,他还会陷入临时疯狂直到第二天来临,主持人及玩家应一起讨论临时疯狂的症状。
如果猎人在睡前将其中一枚硬币放在眼睑上并花费一点意志,当他醒来时,他会发现另一枚正待在他另一只眼睑上。
Skeleton Key [这我翻不出来,这是个双关词,意思是万能钥匙,但是按字面意思直译就是骷髅钥匙,请自行联系下文get 点](•)
俗话说,没有一把锁,无论是多坚固的锁能将死亡拒之门外。尽管把你自己锁在门户,守卫和秘学屏障之后吧,死神拥有一把足以对付他们全部的钥匙。遗物骷髅钥匙也许不完全就是死亡的魔法钥匙,但它能给予猎人无碍通过他道路上所有障碍物的能力。
骷髅钥匙是一把小小的,古色古香的银钥匙,在漫长的使用中染上了银锈。其齿槽看起来就像是人类脊椎的齿列。匙柄则是一个精细的人类头骨模型,眼窝处镶有两粒细小的蓝宝石。骷髅钥匙总是触手冰冷,即使是在被握在手里或者贴身温暖过数小时之后也是如此。
作用:骷髅钥匙总是可以和那些拥有一把具体的钥匙的锁匹配,不管是何种类型、如何设计的锁,但其不能被用于刷卡锁、密码锁或者其他类似的安保设施。当一名角色将这把钥匙插入锁里,然后转动他,他可以花费一点意志,使这扇门自动打开。如果他把这把钥匙留在锁里直到门再次关上,那么门会自动锁上,并且不会留下任何它被打开过的迹象。即使是纂改检测装置(比如一卷穿过门和门框的磁带)也会被重置。这件遗物只能打开门锁,它不能移去门闩或者固定住门的楔子,也无法打开被障碍物,比如一件家具挡住的门。
    骷髅钥匙也能打开那些用超自然力量封印或者关闭了的门户,在常规的1点意志消耗之外,钥匙的持有者还需进行骰智力+风度,还具有等同于魔法锁的创造者在激活这种力量的掷骰中取得的成功数的罚值。(掷骰结果见下)
花费:1点意志
掷骰结果:
大失败:门户洞开,但取代本应在门后之地的是,它现在通往某处,别处…那或许是地球上遥远(且危险)的某个角落,或是猎人周围环境奇异而扭曲的反映,又或是广阔无垠,生满杂乱无章的荆棘的,看起来无穷无尽的迷宫。
失败:魔法锁仍然存在
成功:门户洞开,魔法锁的创造者自动得知门被打开了
大成功:如同普通的成功,但魔法锁的创造者不会知道锁被破坏了
琼教皇之血(••)
宗教遗物长期在那些虔诚的心灵中占据着重要的地位,从圣人的骨殖到真十字架的碎片。信仰的圣物可以促成朝圣、圣殿的落成甚而临时爆发的圣战。大多数遗物都在形形色色的宗教组织掌握中,尤其是天主教。但历经诸世纪,盾矛会也收集到了诸般具备超自然力量的信仰之遗物。
琼教皇之血据说来自于曾取得教皇之位的唯一一位女性。根据传说,在11世纪晚期,琼教皇伪装成男子并担任教皇达两年之久,直到其计策被识破,她也被施以游街及石刑的刑罚为止。盾矛会有的学者认为这些血液是在她的经期由梵蒂冈教廷收集的,而另一些则认为这些血液是从她被处刑之处收集到的。这个传说的一个更黑暗更扭曲的版本提到,当她怀孕并最终产下一子时,琼教皇的女儿身便暴露了,而这些血液则来自这位教皇的婴儿。
作用:琼教皇之血被视作等级一的圣物(见黑暗世界核心规则书p.214)。此外,狼人对于携有此遗物的猎人作出的所有掷骰均承受-2罚值,琼教皇之血与月亮的神秘联系(这印证了此遗物为琼教皇之经血的理论)会排斥狼人的超自然元素,这与两块磁铁的同性磁极相互排斥极为相似。
附:圣物:待翻译
 
狂妄之眼(••)
这块水晶晶体有网球大小,形似人类的眼球。在其深处有奇异的色彩流转,一如彩虹或某些古老、奇异的存在。盾矛会还未发现这枚眼睛有什么正面作用,不过它的存在似乎会使巫师的法术更容易失效,这总能激怒他们。
动作:即时
骰库:无
花费:无,但激活狂妄之眼会在这个场景剩下的部分中使猎人一只眼睛失明,他会临时获得独眼劣势(见黑暗世界核心规则书,p.219),猎人不会因为具有这个劣势而得到额外经验值。
作用:狂妄之眼会使其周围的魔法哑火,当一个怪物使用某种看起来明显魔法的能力时(比如释放火球或者变形为狼),他会在这次行动的骰池上承受-2罚值,不需投骰的行动不受影响,狂妄之眼的作用持续一个场景。
 
艾克因(Icarine)仆从(•••)
     乍一看这只是一具娃娃那么大的粗糙的蜡制人体模型,还连着用细绳捆起来的细棒制成的退化了的翅膀。但一旦角色在它身上涂上一点蜂蜜,然后将一根羽毛插进其蜡制的头后,这具模型就变成了一种令人毛骨悚然的活物。尽管对温度极端敏感,艾克因仆从可以作为有用的密探甚至是杀手发挥作用。
作用:被激活后,艾克因仆从就成了具有下表数据的一个微型生物
属性:智力1,机智2,决心2,力量1,敏捷4,耐久2,风度0,操控0,沉着1
技能:运动2、潜行4、白刃1
意志:N/A
先攻:5
防御:4
速度:6(物种因素1)、飞行速度15 (物种因素10)
体形:2
生命:4
这个仆从具有基本的智力,足以使它理解不太难的指令。尽管它本身无法进行通讯,但其可以识别其激活者所能识别的人、物或地点并通过类似准视觉链接的方式回报它所看到的一切。这个仆从并没有真的值得一提的战斗能力,但它可以向饮料中投毒或者在有适当工具的情况下剪断某辆车上的刹车油管。艾克因仆从总是对火焰及其他热源极端敏感,不论热源多么微小,总是对艾克因仆从造成恶性伤害。一个被火焰摧毁的艾克因仆从将化成一滩无用的蜡油和缠作一团的细绳和细线,再也无法被激活。如果它是被更普通的方式破坏的,比如被切碎或者碾碎,它能通过在长期敏捷+工艺掷骰中取得十个成功修复,每次掷骰代表15分钟。
一具艾克因仆从会持续活动到下一次破晓或者日落,取决于何者先出现,除非被给予了明确的指令,否则仆从会在持续时间结束前尝试回到其拥有者手中。仆从的拥有者可以以反射动作消耗一点意志使仆从的活动时间持续到下一个日落或破晓,但这么做会使它的行动越来越古怪。一个盾矛会的猎人想把仆从当作全天候的保镖使用,他使艾克因仆从保持激活达一周之久,在第七个晚上,他死了——“燃气泄漏”,当局这么解释。
舍利(•••)
当一个真的开悟的佛教的大师死去,尸体接受火葬的时候,有时人们能在灰烬中发现细小的,珍珠一样的石头。西藏的佛教徒认为这种舍利是大师智慧、知识和开悟的物理具现。大多数舍利都供奉在圣殿之中,朝圣者们可以在那里参观他们并尊敬地追忆留下他们的大师,但盾矛会同样“收获”了一些这种神圣的遗物。舍利据说拥有神秘的性质,可以使那些注视它们的人得到平静和智慧,甚至可以在被触摸时愈疗伤痛。盾矛会的神秘学家对这些神秘性质的热衷要胜于舍利的精神意义,已知他们曾窃取过著名的大师去世后所留下的舍利。
花费:1点意志
作用:通过对着舍利冥想,一名角色可以用她内在的力量治疗她的身体。就像在黑暗世界核心规则书51页中所描述的那样,进入冥想需要在机智+沉着掷骰中取得四个成功。一旦角色进入冥想状态,她可以消耗意志来治疗她所受的伤,一点意志治疗一点冲击伤,而两点意志治疗一点致命伤。如常,角色每轮仍然只能消耗一点意志。尽管通过舍利治疗伤害的量没有限制(仍受到她意志点数的限制),角色每天只能进行一次这种治疗。
此外,当舍利的持有者失去她的道德值时,她可以消耗一点意志使舍利吸收罪业并避免这次堕落,就好像她在堕落掷骰中成功了一样。但与这种卑劣的思绪的精神联系已足以摧毁舍利,它会变成某种污秽的蓝黑色,并从中裂成两半。
警惕的克力士刀:(•••)
在印尼及大多数东南亚人所掌握的神秘学知识中,马来短剑,也叫克力士刀的,更像是某种活物而不是武器。他们认为每一把剑都有一个或善良或邪恶的灵魂,而故事中也充斥着这种武器跳出鞘去,杀死它们主人隐藏着的敌人或是转而对付他们卑劣主人的情节。警惕的克力士刀这件遗物尽管不是著名的汉都亚所用的大明杀利克力士那种使其主人坚不可摧的神器,但也是一件有用的工具。
这件武器本身是一把有波状刃的刀子,长约一尺,刀上镶嵌的黄金和翡翠描成一条警惕的蛇的样子。其弯曲的,如手枪柄般的柄和刀鞘都是用切开以显示出其内部纹样的猛犸象牙化石雕刻成的。其手柄由于长期使用已经磨损的很光滑了,但握在手中仍然很舒适,几乎就像它本身渴望被使用一样。警惕的克力士刀的持有者经常发现他自己正把手按在这件武器上或是心不在焉抚着刀鞘。有时,这把刀看起来在颤抖,几乎像热切地期待着什么。
作用:警惕的克力士刀是一把2(L)的刀子,当其持有者带着它时,他会在先攻上获得+1加值。此外,当其持有者在战斗中遭遇奇袭时(见黑暗世界核心规则书p.151),即使他在避免奇袭的机智+沉着掷骰中失败了,他也能在战斗的首轮进行一次行动,这次行动必须是以警惕的克力士刀作出一次攻击,猎人可以在作出这次攻击前移动最多等同其速度的距离。如果此前这把刀已入鞘了,那么其持有者会发现这把刀突然出现在他手中,就好像它自己跳出来的一样。在某些情况下,若角色不愿意用警惕的克力士刀做出攻击(也许他不想立即使用暴力,也许她对某个出现在怪物袭击现场的无辜平民感到惊奇),他必须进行机智+沉着检定或是花费一点意志。如果他抑制住了进行攻击的冲动,他不会得到在奇袭的那一轮行动的优势。(记住,无论警惕的克力士刀多快地跃入手中,被奇袭依然会使角色的防御在第一轮无法应用)
石之心(••••)
这块多凸起的玻璃状的石头大小跟彪形大汉的拳头差不多。就其本身而言,它是无害,且完全惰性的——只是一块形状古怪的镇纸。其真正的性质只会在连接足够大的电流源,比如汽车蓄电池或者室内电线时才会显露出来。一旦使足够大的电流流经它,他就复苏成了一颗活生生的跳动着的心脏。需要经过几天它才会状态万全,足以投入使用,但一旦其准备完成,它就会使它的受害者生活在活地狱之中。一开始,人们会想要这颗心脏所连的东西,某男子的宝马会在驶上街道时收获更多艳羡的眼光,房地产经纪人会发现白天没有空余的时间来安排对代售的新房子的参观。过了一段时间后,尽管东西开始变得粗糙,人们仍渴望地看着车子、房子或者诸如此类的东西,但目光已染上了丑陋的贪婪。某些怪物变得暴躁,更容易滑进狂怒的深渊中。再过一段时间,石之心开始引来……某些东西,盾矛会称它们为厄里倪厄斯,即希腊神话中的的复仇女神三姐妹。它们好像总是被那些与心脏长期接触的人吸引,
花费:无,但只要其仍处在激活状态且不在猎人的手里,他就会患上对取回石之心这一行为的固着症。
作用:将石之心连到电流源上需要通过机智+工艺检定。由于石之心需要一段时间真正发挥作用,其常常像诱杀陷阱那样,被放在汽车引擎内部或藏在豪华游艇的舱底。一旦石头转化为有生命的血肉,这颗心脏就开始泵动其奇异的能量,使其弥漫在与心脏相连的建筑或载具内。这会导致一系列不断升级的后果:
.在心脏激活的头二十四个小时内,什么坏事都不会发生。实际上,与心脏相连的事物的所有者会在对知晓其对该事物所有权的人的社交掷骰上获得+1加值,吸血鬼、狼人及其他怪物更易陷入狂怒,若心脏的持有者是狂怒的引发者,那么他们会在所有抑制狂怒的掷骰上获得-1罚值,这种减值以每天再增加-1,最大达到-5。
.第二天,心脏所提供加值消弭不见,取而代之的是-1罚值,代表人们对持有者的嫉妒或者无来由地对他行为不端的怀疑这种减值以每天再增加-1,最大达到-5。
.一旦减值在第六天达到最大,人们开始遵照他们的怀疑或嫉妒行事。平时守法的市民可能试图劫车,或是闯入他的家中只为体验一下这个地方。社区的“监督组织“将聚集起来对”那架总是围着操场上的孩子们兜圈偷窥的车子“或是”19号上裂了缝的危房“做些什么。
.第七天,怪物开始出现。即使是盾矛会也不知道它们从何而来,但这些被称作的生物在第七天开始偷偷摸摸地走出阴影。它们看起来并不知道心脏本身就是呼唤他们前来的事物,但它们能精确地定位那些在心脏近邻度过最多时间的人——通常就是受害者及其家人。厄里倪厄斯的外观各样都有,但通常像是蹲踞的石像鬼或是神话中奇异的奇美拉的形象。一队旧金山的盾矛会猎群回报说,他们的石之心召唤来了一群由动物剥制标本胡乱拼凑成的小型人偶,每一个都穿着不同时代的服饰。厄里倪厄斯具有如下数据:
心智属性:智力0、机智1、决心1                               
肉体属性:力量3、敏捷2、耐久2                               
社交属性:风度1、操控0、沉着2                               
物理技能:运动1、肉搏4、潜行(潜行追踪)1、生存2           
意志:3                                                       
先攻:6                                                       
防御:2                                                       
速度:15                                                     
生命:8                                                       
体形:4                                                       
武器/攻击:                                                   
类型   伤害    范围   骰库
啮咬   (B)  -        7
爪抓   1(L) -        8
护甲:1                                       
这些生物(以及心脏相关的所有罚值)会在心脏从电流源上切断时立即消失,有时厄里倪厄斯会留下小小的石制或者木制的尸体,这些尸体会立即被盾矛会收集起来,并可能成为具有特有能力的遗物。
边栏:石之心和魔像
拥有魔像:赋生造物一书的玩家毫无疑问会注意到石之心的作用和魔像的某些性质之间的相似之处。石之心是否实际是某个这些造物所留下的钙化的心脏可以留给主持人自行决定。把上述游戏的元素整合到猎人:不眠夜巡中是可能的,石之心引起的罚值可以用魔像:赋生造物规则书上第167页上所提及的恶燥的四个阶段代替,厄里倪厄斯可以使用赋生造物或其增补,尸祸手册中提及的尸祸的数据及特殊能力
这种整合完全是可选的,如果你没有赋生造物一书或者不想将其引入你的猎人故事里,上文提及的规则已经完全够用。
巫烛(••••)
这件遗物的名字某种程度上有点用词不当,它并不是一支蜡烛,而是一座残破古旧的锡腊烛台,上面吊着各式各样的石像鬼浮雕。独自存在时,巫烛并不具有内在的神秘学性质(他可以被当作1( B )的临时武器使用,仅此而已)。在烛台上插上一根蜡烛,并在点亮其前用鲜血涂抹它能使奇异的魔法充盈其内。但直到巫法在这件遗物附近被施放前,除了闪烁的阴影使烛台上的浮雕以某种令人不安的逼真方式晃动之外,仍然不会有立即显示的效果发生。
巫烛内充盈着魔法,尤其是巫师们所用的那种。当一个术士在蜡烛能照亮的的范围内(通常是同一间房子)施用法术,石像鬼浮雕将变成可憎的活物并从烛台上滑出来,只留下一座朴素的,未经装饰的烛台。石像鬼会被那个施咒唤醒了他们的施法者吸引,并对其无休止地攻击直到它们或是施法者中一方被摧毁为止。
花费:点亮蜡烛之前,猎人必须使他的血流到蜡烛之上,其需承受一点致命伤害
作用:当一个施法者在烛光内施用咒术时,记下其所取得的成功数。每一个成功数都会使巫烛产生一只石像鬼(最多四只),它们持续活动等同成功数的轮数,无论是否同一个法师,如果在石像鬼已经活化时有人施放另一个法术,那么将已骰出的成功数累计起来决定石像鬼维持活化的轮数。同样地,后来再取得的成功仍然会活化同样数目的石像鬼(最多仍然为四只)。如果附近有多具巫烛,所有的成功在每个遗物上都结算一次。
如果蜡烛熄灭,石像鬼将立即滑回烛台上,失去生气。一旦石像鬼被摧毁了,它们将熔化成一滩腐臭的软泥,然后迅速蒸发殆尽,只留下地面上一道黑色污迹。被摧毁的石像鬼会在它们被摧毁一天之后以雕像的形式重新出现在烛台上
石像鬼刚被活化时具有如下数据:
属性:智力0、机智3、决心2、力量2、敏捷1、耐久2、风度0、操控0、沉着2
技能:运动2、肉搏3、潜行3
意志:4
先攻:  5
防御:1
速度:8(物种因素5)
体形:3
生命:5
武器/攻击:                                                   
类型   伤害    范围   骰库
 啮咬   (B)  -         5
在烛光里时施法过程中每累计取得五个成功就会使石像鬼获得一项下列列出的好处,此遗物的拥有者决定获得何种好处,所有的石像鬼获得同种好处。
在力量、敏捷和耐久上获得+1加值。这项好处可以被多次选择
额外获得两点生命。这项好处可以被多次选择
获得一点护甲,这项好处可以被多次选择
增加一个1](L)的爪抓攻击
其他怪物的超自然能力同样会引起巫烛的反应,但效率较低下。将非巫师能力所取得的成功数减半来决定此遗物的效果。
范例:伊莱亚斯.斯塔克,一名盾矛会猎人,将三名女巫的一个女巫集会和一个吸血鬼引入了陷阱之中。他已经准备好了一支巫烛来替他干脏活。在战斗的第一轮,两个女巫对她们自己施放了防卫咒语,分别取得了两个及三个成功,那个吸血鬼企图通过某种对其骇人本质的超自然展示吓倒伊莱亚斯,他取得了四个成功(计算巫烛结算时减半到两个),第三个女巫试图用闪电球轰炸伊莱亚斯,掷出了两个成功。,因而四只石像鬼全部能保持活化九轮,而且由于骰出累计超过五个成功,他们全体都还会额外获得一项好处,伊莱亚斯选择给予他们1(L)的爪抓攻击,石像鬼们攻击怪物,而怪物们在下一轮尝试摧毁石像鬼们,他们四个骰出了总计八个成功以激活他们的能力(吸血鬼的成功数仍需减半计算)。由于施法的成功数总计达到了十七个,所有的石像鬼又获得了八轮的活化时间和两项额外的好处,伊莱亚斯的玩家选择给与它们在力量、耐久和敏捷上的一点加值以及额外两点生命。对于女巫们来说,事情看起来开始不妙了。
埃奎斯护符(•••••)
根据希腊神话,埃奎斯是宙斯本人所用的盾牌,它是一具坚不可摧的山羊皮小圆盾,上面安放着美杜莎的头颅。这件以其为名的遗物是一个银制的护身符,有人伸开的手掌那么大,其中心有戈尔工面脸庞的浮雕,边缘围绕着一圈蛇样的流苏。其对物理及秘学攻击都可提供防护,且若提供适当的意志力启动之,它还能使一个恐怖的敌人陷入麻痹状态。埃奎斯护符十分稀有,只被提供给盾矛会最高阶的成员使用。
消耗:无或1意志
作用:携有或者贴身穿戴着埃奎斯护符者会对物理及魔法攻击都获得3点护甲,这种护甲不与其他来源的护甲叠加,无论它们是来自天生、普通盔甲或是超自然力量。此外,通过挥舞埃奎斯护符并消耗一点意志,持有者可以以即时动作进行一次具+2加值的风度+恐吓检定对抗一个敌人的决心+沉着(抵抗是反射动作),若其胜出,这名敌人将因恐惧而陷入麻痹等同所骰出成功数之差那么多轮。麻痹的对手将失去其防御值,但还不算陷入完全的休眠,因而无法对其打出致命一击。
死者之貌(•••••)
这件阴森的遗物似乎是由巧妙地剥下并腌制的人脸皮制成的。很难判断这张脸的性别甚至是种族,因为其在很久以前就会沦为一团干缩、鞣成褐色的物质了。当将其置于一具新死者尸体的脸部上时,死者之面容立即强制某些生命的迹象回到尸体上。这远远不是真正的死而复生,似乎也没有将鬼魂唤回其尘世的身躯中。但盾矛会的特工已经学会利用这件遗物所能提供的信息而不过多地去质疑其来源。
消耗:一点意志,此外,猎人会患上关于死亡和死者的强迫症,这种精神错乱持续一周。
作用:死者之貌必须覆在一句死亡未超过12小时的尸体脸庞之上,猎人必须消耗一点意志并以长期动作骰风度+决心,以体现其对冥府祈祷,祈求死亡的智慧来搜寻真理之光。尸体每已死去一个小时就需要一个成功,每次掷骰都意味着十分钟的念诵(持续特别长的长期动作可能会增加所需要的成功数)
一旦得到了所需成功数,死者之貌将自动伸展或收缩,根据尸体的特征将自己塑造成其第二层皮肤。然后尸体的眼睛将忽然睁开,它将回到,不论多么短暂,类似活着的状态。死者可以说话,也可以活动他的头部,但身体的其他部分仍然是呆滞、死着的(谣传说盾矛会还有类似的遗物,可以使手甚至整个身体都活转过来)。死者在生时所具有的每点耐久会使这种“复活”持续一分钟。一般说来,可以假定尸体每分钟能回答一个相当复杂的问题(举例而言:你在死前看见了什么)
多鲁护符(•••••)
就像埃奎斯护符那样,多鲁护符是盾矛会的伟大象征之一。这些稀有而强大的遗物不仅仅是猎人强有力的工具;它们还是组织内部地位和威望的象征。几乎没有前线人员会被给予这件遗物,而那些同时拥有盾和矛(即Aegis和Doru)两件护符的人用手就能数得过来。
多鲁护符是一把细节复杂的纯银Doru,或者说希腊重装步兵矛。其大约四英寸长,后部的尖刺上钻有一小孔,因而可以被挂在链子上。在微光之下,矛头有时发出红光,就像在反映古老战场上的鲜血一般。
消耗:1意志
作用:与其微小的体形不同,多鲁护符是一件强大的武器。通过和握持全长的矛同样的方法将护符抓在手中,持有者可以将多鲁护符当作一把3(L)的近战武器攻击其10码内的某一敌人。他只需模仿用矛突刺的动作(如常投掷武器攻击应投掷的骰数),尽管可能护符从未真正接触到其受害者,像被真正的矛戳出来的鲜血淋漓的伤口就那样出现在受害者身体上。
 
劇透 -   :
Relic
The Aegis Kai Doru has collected many trinkets and
odd relics over the centuries. Some are mere oddments
— little trifles for the amusement of kings and children.
In a storehouse in Naples, an impossibly intricate clockwork
man can play chess against a living opponent. In
the sewers under Manhattan, a rough-hewn statue stolen
from a college campus silently salutes whenever a virgin
passes by. Others possess power so terrible that the group
can only seal them away and guard against the day some
fool unleashes them on a hapless world. Deep beneath
the Russian taiga, in a cave that in every geological sense
shouldn’t be there, three men stand guard over a crude
stone altar that pulses like a living human heart. The
guards have to be men — no one likes to even talk about
what happened the last time a woman entered that cavern.
There’s a church in Morocco that isn’t on any of the
maps or in any of the tourist guides, and if you go there
without an invitation, the last thing you’ll see before you
feel the knife slide into your back is a mummified head on
a cushion resting on the altar, and before it all goes black,
you’ll swear to God the thing looked at you.
Straddling the line between the curios and the sanityrending
artifacts of a long-dead age are the Relics gifted to
Aegis Kai Doru agents in the field. As much status symbol
as tool or weapon, these Relics are embodiments of the
trust shown to promising field operatives. To be given a
Relic is a singular honor, and the shame of losing one or
allowing it to fall into the hands of others is as grievous
as deliberate betrayal. Members of the Aegis Kai Doru
have killed themselves rather than face their peers after
losing a Relic to another hunter or, worse yet, a witch.
The organization itself hunts those who steal “its” artifacts
with a relentless determination, sometimes spending millions
of dollars and years of its hunters’ lives to track down
thieves. Recovery is always the primary objective, but no
one in the Aegis Kai Doru raises much of a fuss if the Relic
thieves end up dead.
Unlike many other Endowments, Relics can be used
by anyone. Most have a ritual, spoken command word, or
other obscure, not immediately obvious means required
to activate them, but once an individual learns the key, a
Relic will function for anyone.
One-Eyed Kings (•)
These ancient, verdigris-covered copper coins are so
worn as to be nearly indistinguishable from simple metal
discs. Only a faint relief on one side can still be made
out: the image of a king, in a style that vaguely suggests
both the Grecian and the Babylonian. This king is missingan eye, though whether that is an intentional part of the
carving or the wear of countless centuries is impossible
to determine. One-Eyed Kings always come in a pair: one
coin with the king missing his left eye, one with the king
missing his right. The organization possesses hundreds of
these coin pairs, all demonstrating the same mystical properties.
Attempts to date the metal have provided wildly
differing results, with ages ranging from 9,000 years to just
under two centuries.
Cost: 1 Willpower.
Benefit: When the coin missing its left
eye is walked over the knuckles of the right
hand and then pressed over the left eye, it
grants its user the ability to see whatever
is happening in the vicinity of the other
coin. His vantage point is roughly as though he
were standing adjacent to the coin’s location;
if the coin is in a wizard’s pocket, for example,
the hunter sees things as though he
were standing next to the wizard. The view
cannot be changed, and subsequent uses
of the One-Eyed King show the same angle
and position until the coin missing its right
eye is moved. The hunter cannot
hear, smell, touch or taste anything in the
vicinity of the other coin. The clairvoyant
connection only works one way. If the hunter
tries to use the coin missing its right eye to
see the location of the coin missing its left eye,
he instead sees a brief, terrifying glimpse of a
vast gulf of pure, black nothingness, inside
which things that are not things gibber and wail for his soul. The
shock causes him to lose a Willpower point
immediately, and unless he succeeds on a Resolve + Composure
roll, he gains a temporary derangement that lasts
until the next day. The Storyteller and player should work
together to determine the nature of the derangement.
If the hunter places either of the One-Eyed King coins
on his eyelid and spends a Willpower point before going
to sleep, he will find its match on his other eyelid when
he wakes up.Skeleton Key (•)
It’s said that no lock, no matter how sturdy, can keep
out Death. Bar yourself behind doors and wards and mystical
barriers all you like, but Death has a key for all of them. The
Skeleton Key Relic might not literally be Death’s enchanted
key, but it does give hunters an uncanny ability to bypass
obstacles in their path.
The Skeleton Key is a small, silver key in an archaic style,
tarnished from long use. The teeth are grooved in such a way
as to suggest human dentition, and the bow is an intricately
detailed model of a human skull with tiny fl ecks of sapphire
in the eye sockets. The key is always cold to the touch, even if
carried in the hand or worn next to the skin for hours.
Benefi t: The Skeleton Key fi ts any lock that uses an actual
key, regardless of the type or design. It does not work on
card locks, code locks, or any other form of security device.
When a character inserts the key into a lock and turns it,
he may spend a point of Willpower to unlock the door automatically.
If he leaves the Skeleton Key in the lock until the
door is closed again, the door automatically re-locks itself
with no sign of having been opened. Even tamper-detection
methods (such as a piece of tape run across the door and its
jamb) are reset. This Relic only unlocks a door; it cannot
remove a bar or wedge securing the door, nor does it allow a
door that has been blocked, such as with a piece of furniture,
to be unlocked.
The Skeleton Key can also open doors that have been
sealed or warded with supernatural power. In addition to paying
the normal Willpower point cost, the key’s owner must
roll Intelligence + Presence, with a penalty equal to the number
of successes the caster of the magical ward earned on the
power’s activation roll (see below for roll results).
Cost: 1 Willpower.
Roll Results
Dramatic Failure: The door opens, but instead of whatever
should be behind the door, it opens onto someplace...else.
It might be a distant (and dangerous) location on Earth, or it
might be a bizarre, twisted refl ection of the hunter’s surroundings
or a vast, seemingly endless maze of tangled brambles.
Failure: The magical ward remains in place.
Success: The door unlocks. The creator of the mystical
ward automatically knows the door has been breached.
Exceptional Success: As a normal success, but the ward’s
creator does not know the ward has been broken.
Blood of Pope Joan (••)
Religious relics have long occupied a signifi cant place in the minds
of the faithful. From the bones of saints to splinters of the True Cross, artifacts
of the faith have inspired pilgrimages, the construction of shrines
and even the occasional holy war. Most relics are in the hands of various
religious organizations, especially the Catholic Church, but down
through the centuries, the Aegis Kai Doru has acquired several religious
relics possessed of supernatural powers.
The Blood of Pope Joan reputedly comes from the only
woman ever to hold the Papal offi ce. According to legend, Pope
Joan disguised herself as a man and served as Pope for two years in
the late 11th century before her ruse was discovered and she was
dragged through the street and stoned. Aegis Kai Doru scholars
variously claim that this blood was gathered by Vatican occultists
during her menses or that it was collected from the place of her
execution. A darker twist on the legend states that Pope Joan was
revealed as a woman when she became pregnant and gave birth to
a son, and that the blood comes from this papal infant.
Benefi t: The Blood of Pope Joan counts as a level-one blessed item
(see The World of Darkness Rulebook, p. 214). In addition, werewolves
suffer a -2 penalty to all rolls made against a hunter carrying this
Relic. The Blood of Pope Joan’s mystical ties to the moon (which lends
credence to the theory that the Relic is the female pope’s menstrual
blood) repels the supernatural element of a werewolf’s being in much
the same way that the like poles of two magnets repel each other.
Eye of Hubris (••)
This quartz crystal is the size of a tennis ball and the shape
of a human eyeball. Strange colors swirl within its depths,
suggesting the iris and pupil of some strange, ancient being.
The Eye has no active effect that the Aegis Kai Doru has discovered,
but its mere presence seems to infuriate witches as it
causes their spells to go awry more frequently.
Action: Instant
Dice Pool: None
Cost: None, but activating the Eye of Hubris causes
the hunter to go blind in one eye for the rest of the scene,
temporarily gaining the One Eye Flaw (see the World of
Darkness Rulebook, p. 219). The hunter does not gain extra
experience from this Flaw.
Benefi t: The Eye of Hubris causes magic to misfi re in its
vicinity. Any time a monster uses a power that is obviously
magical (such as a fi reball or turning into a wolf), he suffers a
-2 penalty on the activation roll. Powers with no roll are unaffected.
The Eye of Hubris’ effects last for one scene.
Icarine Servitor (•••)
At fi rst blush, this appears to be nothing more than a
crude mannequin made of wax, about the size of a doll,
with rudimentary wings made of thin sticks tied with string.
Should a character anoint the fi gure with a dab of honey and
stick a feather into its waxen head, the fi gure comes to a kind
of gruesome life. Although extremely susceptible to heat, the
Icarine Servitor can serve as a useful spy or even assassin.
Benefi t: When activated, the Icarine Servitor becomes a
tiny, living creature with the following statistics:
Attributes: Intelligence 1,
Wits 2, Resolve 2, Strength 1,
Dexterity 4, Stamina 2, Presence
0, Manipulation 0, Composure
1
Skills: Athletics 2, Stealth
4, Weaponry 1
Willpower: N/A
Initiative: 5
Defense: 4
Speed: 6 (Species factor 1),
fly 15 (Species factor 10)
Size: 2
Health: 4The servitor has a rudimentary intelligence that allows
it to follow moderately complicated instructions. Although it
cannot communicate per se, it is capable of recognizing any
person, place or thing its activator recognizes on sight, and it
can “report” anything it sees by means of a similar quasi-visual
link. The servitor has no real combat abilities to speak of, but it
can slip poison into a drink or cut a car’s brake line if provided
with the proper tools. The Icarine Servitor is especially vulnerable
to fi re, and any source of fl ame, no matter how small,
infl icts aggravated damage. A servitor destroyed by fi re melts
into a puddle of useless waxy goo and a tangle of twigs and
strings; it cannot be animated again. If a servitor is destroyed by
a more mundane source of damage, such as being chopped up
or crushed, it can be repaired with ten successes on an extended
Dexterity + Craft roll. Each roll represents 15 minutes.
An Icarine Servitor remains active until the next dawn or
sunset, whichever comes fi rst. Unless given explicit instructions
otherwise, the servitor will try to return to its owner before the
duration expires. The servitor’s owner may spend one Willpower
point as a refl exive action to extend the servitor’s animation until
the following dawn or sunset, but doing so causes the creature’s
behavior to become increasingly erratic. One Aegis Kai
Doru hunter, thinking to use the servitor as a round-the-clock
bodyguard, kept it active for a week straight. On the seventh
night, he died — “gas leak,” the authorities called it.
Ringsel (•••)
When a truly enlightened Buddhist master dies and the
body is cremated, small, pearl-like stones are sometimes found
among the ashes. Tibetan Buddhism considers these Ringsel to
be the physical embodiment of the master’s wisdom, knowledge
and enlightenment. Most are placed in shrines, where pilgrims
can visit them and venerate the memories of the masters who left
them behind, but the Aegis Kai Doru have “acquired” a number
of these sacred relics. Ringsel are said to have mystical properties,
granting peace and wisdom to those who behold them, and even
healing injuries when touched. The occultists of the Aegis Kai
Doru are more interested in these mystical abilities than in the
spiritual signifi cance of Ringsel, and have been known to steal
Ringsel left after prominent masters pass on.
Cost: 1 Willpower.
Benefi t: By meditating over a Ringsel, a character may
draw upon her inner reserves of strength to heal her body.
Entering a meditative state requires four successes on a Wits
+ Composure roll, as described on page 51 of The World
of Darkness Rulebook. Once the character has achieved
this meditative state, she may spend Willpower to heal her
wounds: one Willpower point heals one point of bashing
damage, while two Willpower points heals a point of lethal
damage. As usual, the character may only spend one Willpower
per turn. While there is no limit to how much healing
a character can receive from a Ringsel (with the exception of
how many Willpower points she has), she may only use this
healing gift once per day.
In addition, if the owner of a Ringsel suffers a degeneration
of her Morality, she may spend a point of Willpower to
have the Ringsel absorb the sin and negate the degeneration,
exactly as though she had passed the degeneration roll. Spiritual
contact with such base thoughts destroys the Ringsel,
turning it a foul bluish-black and cracking it in two.
Watchful Keris (•••)
According to the occult lore of Indonesia and much of
Southeast Asia, the keris dagger, also called the keris, is as
much a living entity as a weapon. Each individual blade is
reputed to have a soul for good or for ill, and stories abound
of weapons leaping from their sheaths to slay hidden enemies
of their owners, or to turn on their own dishonorable masters.
The Watchful Keris, while not belonging to the same class
as the famed Taming Sari keris, which made its wielder indestructible,
is nonetheless a useful tool.
The weapon itself is a wavy-bladed knife, about a foot
long, with inlaid gold and jade depictions of a watchful serpent
on the blade. The curved, pistol-style grip and the weapon’s
sheath are both carved from the fossilized tooth of a mammoth,
cut to reveal the dentine patterns within the tooth.
The grip is worn smooth from long use, but rests comfortably
in the hand, almost as though it is eager to be used. The
owner of a Watchful Keris often fi nds himself resting a hand
on the weapon or absently stroking the sheath. Occasionally
the knife seems to shudder, almost in anticipation.
Benefi t: The Watchful Keris is a 2(L) knife. As long as
its owner wears it, he receives a +1 bonus on his Initiative
Trait. In addition, whenever the owner is surprised in combat
(see The World of Darkness Rulebook, p. 151), he takes an
action in the fi rst turn of combat, even if he failed his Wits
+ Composure roll to avoid being surprised. This action must
be an attack with the Watchful Keris. The hunter may move
up to his Speed before making this attack. If the weapon was
sheathed, he fi nds it inexplicably in his hand, as though it
leapt there of its own accord. If, for some reason, the character
does not wish to attack with the Watchful Keris (perhaps
he doesn’t want to immediately escalate to violence, or he is
surprised by the presence of an innocent civilian at the scene
of a monster attack), he must make a Wits + Composure roll
or spend a Willpower point. If he restrains his urge to strike,
he does not get the benefi t of acting in the fi rst turn after
being surprised. (Note that being surprised still negates the
application of the character’s Defense for that initial turn, regardless
of how swiftly the Keris springs to hand.)
Heart of Stone (••••)
This lumpy, glassy rock is about the size of a large man’s fi st.
By itself, it’s harmless and completely inert — just an oddly shaped
paperweight. The Heart’s true nature only becomes apparent when
it’s hooked up to a sizable source of electricity, like a car battery or
the electrical wiring in a house. Once you get enough current running
over it, it revivifi es into a living, beating heart. It takes a few
days to really go to work, but once it does, it can make the victim’s
life a living hell. First, people just start to want the thing the heart’s
hooked up to. A man’s BMW gets more admiring glances as he
rolls down the street, the realtor fi nds there aren’t enough hours
in the day to schedule viewings of that new house on the market.
After a while, though, things start to get rough. People still look
longingly at the car, or the house, or whatever, but it’s tinged withan ugly greed. Tempers grow short, and some monsters
become prone to fl ying into berserker rages. After a
while, the Heart of Stone starts to attract...things. Aegis
Kai Doru calls them erinyes, after the Greek Furies, and
they seem to be drawn unerringly to those who have
been in prolonged contact with the Heart.
Cost: None, but the hunter suffers from the Fixation
derangement focused on recovering the Heart
as long as it is active and not in his possession.
Benefi t: Hooking the Heart of Stone up to
an electrical power source requires a Wits + Craft
roll. Since the Heart takes some time to really get
to work, it’s usually employed as a hidden booby
trap, couched away in the bowels of a car’s engine
or hidden down near the bilge of a luxury yacht. As
the stone gives way to fl eshy life, the heart pumps
its weird, captivating energy throughout the structure
or vehicle it’s connected to. This results in a
sequence of escalating effects:
• For the fi rst 24 hours of the Heart’s activation,
nothing bad happens. In fact, the owner of the
device to which the Heart is connected enjoys
a +1 bonus on all Social rolls against individuals
aware of his ownership. Vampires, werewolves
and other monsters prone to fi ts of rage suffer a -1
penalty on rolls to resist their fury if the Heart’s
owner is the instigator. This penalty increases by
-1 per day, to a maximum of -5.
• On the second day, the bonus disappears and
is replaced with a -1 penalty, as people become jealous of
the owner or begin to irrationally suspect him of being
up to no good. This penalty increases by -1 per day, to a
maximum of -5.
• Once the penalty has reached its maximum level by
the sixth day, people begin to act on their jealousies and
suspicions. Even ordinarily law-abiding citizens might
try to carjack the victim, or break into his home just
to experience the place. Neighborhood “watch groups”
spontaneously come together to do something about
“that car that’s always driving around watching the kids
on the playground” or “the crack house over on 19th.”
• On the seventh day, the monsters start to arrive.
Even the Aegis Kai Doru doesn’t know exactly where
they come from, but these creatures dubbed erinyes
start skulking out of the shadows on the seventh day.
They seem to be unable to identify the Heart itself as
the thing that called them, but they have an unerring
ability to locate those who have spent the most time
in the close vicinity of the Heart — usually the victim
and his family. Erinyes vary widely in appearance,
but usually resemble squat gargoyles or bizarre mythical
chimeras. One Aegis Kai Doru cell in San Francisco
reported that its Heart of Stone drew tiny humanoid
fi gures composed of various mismatched bits of taxidermied
animals, each dressed in a different period costume.
Erinyes have the following stats:Mental Attributes: Intelligence 0,
Wits 1, Resolve 1
Physical Attributes: Strength 3,
Dexterity 2, Stamina 2
Social Attributes: Presence 1, Manipulation
0, Composure 2
Physical Skills: Athletics 1,
Brawl 4, Stealth (Stalking) 1,
Survival 2
Willpower: 3
Initiative: 6
Defense: 2
Speed: 15
Health: 8
Size: 4
Weapons/Attacks:
Type Dam Range Dice Pool Special
Bite (B) – 7 –
Claws 1(L) – 8 –
Armor: 1
The creatures (and all penalties associated with the
Heart) disappear immediately if the Heart is cut off from
its electrical current. Sometimes the erinyes leave behind
little stone or wood bodies. These are promptly collected
by the Aegis Kai Doru and may become Relics in their
own right.THE HEART OF STONE AND
THE CREATED
Players who own Promethean: The Created
have no doubt noticed the similarities
between the effects of the Heart of Stone
and certain properties of Promethean
existence. Whether or not the Heart of
Stone is, in fact, the calcifi ed heart
of one of the Created is left up to the
Storyteller; it is possible to integrate
that game’s elements into Hunter:
the Vigil. The penalties incurred by
the Heart of Stone can be replaced
with the four stages of Disquiet as
described on page 167 of Promethean:
the Created. The erinyes can use the
statistics and special powers of the
Pandorans described in Promethean or
its supplement, Pandora’s Book.
This level of integration is entirely
optional; if you don’t have Promethean
or don’t want to feature it in your
Hunter game, the rules presented herein
are perfectly serviceable.Witch-Candle (••••)
The name of this Relic is something of a misnomer; it isn’t
an actual candle, but rather a battered old pewter candlestick
whose metal is carved with various gargoyle reliefs. By itself,
the Witch-Candle has no inherent mystical properties (it can
be used as a 1(B) improvised weapon, but that’s about it). Placing
a candle on the stick and anointing it with blood before
lighting it primes the bizarre magic within it, but apart from
the fl ickering shadows making the carvings appear to move in
a disturbingly lifelike manner, there’s still no immediate effect,
until sorcery is performed in the vicinity of the Relic.
The Witch-Candle feeds on magic, especially of the variety
performed by witches. When a sorcerer casts a spell
anywhere within the radius illuminated by the candle (generally
within the same room), the gargoyle fi gures come
to hideous life and slither off, leaving behind a plain, unadorned
candlestick. The candle-gargoyles are drawn to the
caster of the spell that animated them, and attack unceasingly
until they or the mage are destroyed.
Cost: The hunter must bleed onto the candle before
lighting it, suffering a point of lethal damage.
Benefi t: When a witch casts a spell within the light of the
candle, take note of the number of successes rolled. For every
success, the Witch-Candle spawns a single gargoyle (to a maximum
of four), which remains animated for a number of turns
equal to the successes rolled. If additional spells are cast within
the candlelight while the gargoyles are already animated,
whether by the same mage or by another mage, add the total
number of successes rolled together to determine the number
of turns the gargoyles remain animated. Likewise, additional
successes continue to animate additional gargoyles (again to a
maximum of four). If there are multiple Witch-Candles in the
same vicinity, all the successes are applied to each Relic.
If the candle is put out, the gargoyles immediately slither
back to their candlestick and lose their animation. If a gargoyle
is destroyed, it melts into a puddle of foul-smelling ooze
that quickly evaporates, leaving nothing but a black discoloration
on the ground. Destroyed gargoyles reappear as carvings
on the candlestick one day after they are destroyed.
The gargoyles have the following stats when fi rst animated:
Attributes: Intelligence 0, Wits
3, Resolve 2, Strength 2, Dexterity
1, Stamina 2, Presence 0, Manipulation
0, Composure 2
Skills: Athletics 2, Brawl 3,
Stealth 3
Willpower: 4
Initiative: 5
Defense: 1
Speed: 8 (Species factor 5)
Size: 3
Health: 5
Weapons/Attacks:
Type Dam Range Dice Pool Special
Bite (B) – 5 –For every fi ve total successes on spell-casting rolls within
the candle’s light, the gargoyles gain one of the following benefi
ts. The Relic’s owner chooses which bonus to grant; all the
gargoyles get the same bonus.
• +1 to Strength, Dexterity, and Stamina. This bonus
• Two additional Health boxes. This bonus may be
granted more than once.
• A 1 (L) claw attack.
The supernatural powers of other monsters can likewise
empower the Witch-Candle, but at a reduced effi ciency.
Halve the number of successes for any non-mage power for
purposes of determining the Relic’s abilities.
Example: Elias Stark, an Aegis Kai Doru hunter, has lured
a coven of three witches and a vampire into an ambush. He has set
up a Witch-Candle to do the dirty work for him. On the fi rst turn
of combat, two of the witches cast defensive spells on themselves,
earning two successes and three successes, respectively. The vampire
attempts to cow Elias with a supernatural display of its frightful
nature, rolling four successes (halved to two for the candle’s purposes).
The third attempts to blast Elias with a lightning bolt, rolling
two successes. That makes for a total of nine spell-casting successes;
all four gargoyles spring to life for nine turns, and they each
gain an additional benefi t because more than fi ve total successes
have been rolled. Elias’ player chooses to give them a 1(L) claw
attack. The gargoyles attack the monsters, who, on the next turn,
try to destroy the gargoyles. Between the four of them, they roll
eight successes to activate their powers (still halving the vampire’s
successes). All four gargoyles gain another eight turns of animation,
and two more bonuses, since the total number of spell-casting
successes is now 17. Elias’ player gives them an additional point
of Strength, Dexterity and Stamina and two more Health boxes.
Things aren’t looking good for the witches.
Aegis Talisman (•••••)
According to Greek myth, the Aegis was the shield of
Zeus himself, an indestructible goatskin buckler onto which
the head of Medusa was mounted. The Relic bearing its name
is a silver amulet the size of a man’s spread hand, with the likeness
of a Gorgon’s face embossed in the center and a ring of tassels
like snakes around the rim. It provides protection against
both physical and mystical assault and can, if invoked with the
proper force of will, temporarily paralyze an enemy with abject
terror. Aegis medallions are rare, and are only given to the
highest-ranking fi eld operatives of the Aegis Kai Doru.
Cost: None or 1 Willpower.
Benefi t: A character holding or wearing an Aegis Talisman
next to her skin receives three points of armor against both physical
and magical attack. This armor does not stack with other
sources, be they natural, mundane, or supernatural in origin.
In addition, by brandishing the Aegis Talisman and spending a
point of Willpower, she may make a contested Presence + Intimidate
roll with a +2 equipment bonus versus an enemy’s Resolve
+ Composure as an instant action (resistance is refl exive).If she succeeds, that enemy is paralyzed with fear for a number of
turns equal to the difference in the number of successes rolled.
A paralyzed opponent loses his Defense, but is not considered
“completely dormant” and cannot be struck a killing blow.
Dead Man’s Face (•••••)
This gruesome Relic appears to be a mask made of the expertly
fl ayed and cured skin of a human face. It’s diffi cult to determine
the face’s gender or even race, as it was long ago reduced
to a dried-up, brownish-tan mass. When placed over the face of
a recently deceased corpse, the Dead Man’s Face momentarily
forces some semblance of life back into the cadaver. It’s far from
a true resurrection of the dead, and it doesn’t seem to be calling
the ghost back to its mortal coil, but Aegis Kai Doru agents have
learned to appreciate the information this Relic can provide
without questioning its source too closely.
Cost: 1 Willpower; in addition, the hunter gains an Obsession
derangement focused on death and the dead. This derangement
lasts for one week.
Benefi t: The Dead Man’s Face must be placed over the
face of a corpse that has been dead no more than 12 hours.
The hunter must spend a point of Willpower and roll Presence
+ Resolve as an extended action as he utters a prayer
to Hades, invoking the wisdom of death to seek the light of
truth. This prayer requires one success per hour the corpse has
been dead, with each roll representing 10 minutes of chanting.
(An exceptionally long extended action may actually increase
the number of successes required.)
Once the requisite number of successes is acquired, the
Dead Man’s Face stretches or shrinks to mold itself like a second
skin to the corpse’s features. The corpse’s eyes snap open, and
it returns, however briefl y, to a semblance of life. The corpse
can speak and move its head, but the rest of it remains inert
and dead. (Rumors suggest that the Aegis Kai Doru possesses
similar relics that can animate a hand, or even the entire body.)
This “resurrection” lasts for one minute per point of Stamina
the corpse possessed while alive. As a rule of thumb, assume
the corpse can answer one reasonably complex question (e.g.
“What did you see before you died?”) per minute.
Doru Talisman (•••••)
Like the Aegis Talisman, the Doru Talisman is one of the
great symbols of the Aegis Kai Doru. These rare and powerful
Relics are more than just powerful tools of the Hunt; they are
symbols of status and prestige within the organization itself.
Few fi eld operatives are ever given this Relic, and the number
that earns both an Aegis and a Doru Talisman can be counted
on two hands.
A Doru Talisman is an intricately detailed representation
in pure silver of a doru, or a Greek Hoplite’s spear. It is approximately
four inches long, with a small hole bored through
the back spike so it may be hung on a chain. In dim light,
the spearhead sometimes shines red, as though refl ecting the
blood of an ancient battlefi eld.
Cost: 1 Willpower.
Benefi t: Despite its diminutive size, a Doru Talisman is a
potent weapon. By gripping the talisman in the hand in much
the same manner as a full-sized spear, the Doru Talisman may
be used as a 3(L) melee weapon, with which the wielder can
attack any opponent within 10 yards of himself. He simply
mimes a thrust with the spear (making a normal Weaponry
attack), and though the talisman may never actually touch its
victim, bloody wounds like those infl icted by an actual spear
appear on the victim’s body.
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