作者 主题: 【V:tM-E:TEW】第四章:长老角色  (阅读 7105 次)

副标题: 血族秘盟长老角色的创建相关,第57-71页

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【V:tM-E:TEW】第四章:长老角色
« 于: 2022-05-20, 周五 14:14:11 »
该书全称为《净土:长老战争(WW2233)》。

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Re: 【V:tM-E:TEW】第四章:长老角色
« 回帖 #1 于: 2022-05-20, 周五 14:14:32 »
 那些曾沉醉于权力,并从中获取任何形式报酬者,即使只有一年,也永远不会甘心放弃它。他们可能会在权力中感到痛苦,但不会指望除权力外的任何解药。

 ——埃德蒙·伯克,致国民议会议员的一封信(译注:埃德蒙·伯克是18世纪爱尔兰知名政治家)


 涉及长老角色的编年史在许多方面都和较弱血族的团类似。长老角色的创建过程也与核心的基本一样。唯一的真正区别是,角色的初始等级相对较高,创建过程费时些。

 长老角色并非白板,那是新生雏儿。她已深深卷入血族社会敌对、结盟与中立的复杂网络。长老的过去无可避免地将她和血族世界绑定,无论怎么挣扎都无法挣脱。

 此外,也有些长老专属、而他们较弱的同族不可选的背景、优缺点。

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 Those who have been once intoxicated with power, and have derived any kind of emolument from it, even though but for one year, never can willingly abandon it. They may be distressed in the midst of all their power; but they will never look to anything but power for their relief.

 — Edmund Burke, A letter to a member of the National Assembly


 A chronicle involving elder characters is, in many respects, similar to the dramas played among the lesser Kindred. By the same token, the process of elder character creation is essentially the same as that established in Vampire: The Masquerade. The only true differences here are that characters start out at a relatively exalted level, and that the process takes a bit more time.

 An elder character is not the tabula rasa, the blank slate, that is a starting neonate. She is already firmly enmeshed in the complex web of enmities, alliances and neutralities of vampiric society. An elder's past inexorably chains her to the world of the Kindred, and no amount of struggle may free her.

 In addition, there are also some Backgrounds, Merits and Flaws unique to elder characters, unavailable to their less-powerful brethren.
« 上次编辑: 2023-03-11, 周六 17:33:24 由 肥肥腌臜 »

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Re: 【V:tM-E:TEW】第四章:长老角色
« 回帖 #2 于: 2022-05-20, 周五 14:15:09 »
创建角色

 他是个白手起家者,并崇拜自己的创造者。

 ——约翰·布莱特在谈到迪斯雷利时说道(译注:前者为19世纪英国知名政治家,后者为同时代英国首相)


 玩家应大致决定她长老角色的年龄,及其原本的社会环境。若编年史有具体的力量等级和范围,玩家还应咨询说书人自己角色的相对年龄和世代。

 角色序章照核心书处理,但说书人应记住,绝大多数长老的序章将发生在很久远的年代,因此很可能与绝大多数新生血族的调子不同。因为绝大多数长老在被真正认为是“长老”前已有大量血族经历,所以此类序章也可能比普通的更长。说书人和玩家应合作梳理角色不朽生命的早年到如今。

 这类序章对说书人是个绝佳机会,能注入与血族漫长生命中反复出现的敌意、爱情、难题等相关信息。剧情和角色设定,如长期怨恨、秘密和帮助另一个血族的早期承诺都可编入这个长序章中。




长老编年史

 说书人可从多种长老编年史中选择。每种的确切本质取决于说书人和玩家的兴趣。以下列出几种。说书人无论用哪个,都应告诉玩家创造自己长老时的自由度。

 例如,若说书人计划围绕玩家与黑手精英间的冲突来创造编年史,她可能希望角色默认8代起步,而非10代。然而,若角色才刚进入净土(译注:秘盟对庇护所的称呼,庇护所是血族用于躲避太阳的安睡之处)的内环,那么她可坚持要求年龄背景最多2点。然后,说书人可分别与每个玩家沟通,告诉他要确保自己人物的背景有一个被抛弃的恋人(请看缺点章节)。若这个恋人于所有角色一样,那么她现在可能正执行摧毁或控制她前恋人的任务。当角色有如此大量的历史和力量可供使用时,便有众多可能。

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Character Creation

 He is a self-made man, and he worships his creator.

 — attributed to John Bright, speaking of Disraeli


 The player should decide approximately how old her elder character is and the original social milieu of the character. Players should consult with their Storyteller about the relative age and Generation of their characters, if there is a specific power level and scope for the chronicle.

 The character's prelude is conducted as described in Vampire, though the Storyteller should remember that most elder preludes will take place in a far distant time, and thus may well have a different flavor from those of most infant Kindred. Such preludes will likely also be longer than normal, for most elders already have a vast amount of experience as Kindred before they are truly considered "elders." The Storyteller and player should work together as they move through the early years of the character's unlife to the present day.

 This type of prelude is a very good opportunity for the Storyteller to inject information about recurring enmities, loves, problems, etc. that have surfaced throughout the vampire's long existence. Plot and character devices such as long-standing grudges, secrets and early pledges to aid another Kindred may all be woven into this extended prelude.




Elder Chronicles

 The Storyteller may choose from many types of elder chronicles. The exact nature of each depends upon the interests of both the Storyteller and her players. Several types of elder chronicles are listed below. Regardless of which she uses, the Storyteller should be certain to inform her players of whatever latitude they have in creating their elders.

 For instance, if the Storyteller plans to create a chronicle around a clash between the characters and the creme de lacreme of the Black Hand, she may wish to automatically start the characters at 8th Generation instead of 10th. However, if the characters are just entering the inner circles of Elysium, she may insist that none have more than two dots in the Age Background. Then again, the Storyteller may take each player aside and tell him to be certain his character has a jilted paramour (see Flaws) in his background. If the paramour in question is the same for all the characters, she might now be on a mission to destroy or control her former lovers. There are many possibilities when the characters have such a vast amount of history and power at their disposal.

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Re: 【V:tM-E:TEW】第四章:长老角色
« 回帖 #3 于: 2022-05-20, 周五 14:15:43 »
编年史模板


全球危机

 涉及血族与凡人高级金融的肮脏世界。是黑暗世界的政治与金融风险游戏,也许所有永生都很危险。据传第一城的遗址已被发现,而控制其所在的中东小国的血族可能有几位上古者的身体。


不朽热情

 随着突如其来的长老死亡潮开始,吸榨越来越逼近。留下的线索表明一或多个角色可能在死亡名单上。谁或什么正吸干秘盟长老?角色能避免相同命运吗?


一再反复

 涵盖至少数世纪的宏大编年史。角色始于“年轻”长老,刚被介绍给净土社会的上层。他们在一次威胁自己于血族长老中的新晋地位的危机中团结起来。成功击败威胁后便转向自己的蓝图。一个多世纪后,角色再次相遇,并受另一次危机威胁。

 这个模式数年来不断重复,直到编年史在如今的动荡世界达到高潮,角色最终对抗他们的宿敌。注意在他们分开的过程中,玩家和说书人须决定其角色生命中的一些重要事件。说书人也可根据成熟一节中的方法,升华角色。 

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Sample Chronicles


Global Crisis

 This chronicle involves the sordid world of Kindred and kine high finance. It is the World of Darkness' game of political and financial risk, with perhaps all eternity at stake. It is rumored that the site of the First City has been found, and that the Kindred who controls the small Middle-Eastern country in which it lies may have the bodies of several Antediluvians.


Pasion Undying

 Diablerie begins to strike closer and closer as a sudden wave of elder deaths begins. Clues are left that indicate one or more of the characters may be on the list of those to be destroyed. Who or what is drinking the elders of the Camarilla dry, and will the characters be able to avoid the same fate?


Time After Time

 This is a sweeping chronicle covering at least several centuries. The characters begin as "young" elders, freshly introduced to the upper echelons of Elysium society. The characters are brought together during a crisis that threatens their newfound positions among the Kindred elders. After successfully defeating the threat, they turn to their own devices. A century or more later the characters meet again, endangered by another crisis.

 This pattern repeats itself over the years until the chronicle reaches its climax in today's tumultuous world, with the characters finally confronting their ages-old enemy. Note that over the course of their separations the players and Storyteller must determine some of the important events in the lives of their characters. The Storyteller may also wish to advance the characters according to the method given in the Maturation section.

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Re: 【V:tM-E:TEW】第四章:长老角色
« 回帖 #4 于: 2022-05-20, 周五 14:16:19 »
回忆录

 即使玩家角色只是觊觎者(见下),也应在创建过程中,为其创造一个备忘录、日记或其它形式的回忆录。虽然鼓励玩家于此花费尽可能多的精力和想象,但最重要的,是建立一些有关长老在血族和凡人社会的政治与权力游戏中的地位的基本事实。

 最简单快捷的方法是起草一份两到三页的时间表,概述角色一生中在何时何地参与了重要事件。当然,玩家可从角色角度自由创造更细节的回忆录,并详细介绍他目睹的事件,和诱导、摧毁或可能解救过的人们。

 玩家和说书人也可能想调查角色所参与的文化历史和氛围。虽然此类细节绝非必要,但能极大丰满角色。

 玩家虽能在回忆录里触及任何他们希望的主题,但至少应回答些以下给出的问题和主题。他们会给说书人,有关角色在其(凡人或不朽)存在中的重要事件里的作用的重要信息。玩家应先弄清说书人是否希望他们处理额外难题(如角色应于二战后,但柏林墙倒塌前的某段时间在柏林)。

 玩家应向说书人展示完整回忆录,并咨询决定各种关系、身份等的确切性质。此外,说书人可能想(在玩家写就回忆录前后)给其增加一些事件。即使只是简单概括的时间表和简短的商讨,也能极大增加长老角色的扮演可能。就算是觊觎者,也很重视他们曾参与的短暂历史,因为他们常常很坚信,自己无论扮演什么角色,都必有震撼世界的意义。

 你何时何地出生?
 你凡人时参与过哪些重要事件?
 你的凡人家族、朋友和敌人是谁?
 你何时重生为血族?你的尊长是谁?
 你曾到过世界上哪些重要地方?什么时候?
 你目睹或参与过哪些血族或凡人的历史事件?
 你影响过哪些历史人物或事件(或被其影响)?
 你参与过哪些血族或凡人的沙龙、王廷和社交圈?
 你的纠葛(曾)是什么?
 你的敌人是谁?为何?他们仍存在还是被摧毁了?
 你的盟友是谁?为何?他们仍存在还是被摧毁了?
 你的政治影响/参与有什么?在哪儿?
 你有谁的人情?如何有?何时有?解释目前和过去欠或被欠人情的事件,及目前未了的人情(请看下面的人情优缺点)。
 你何时何地进入了休眠(如果有)?
 你的秘密有谁知道(如果有)?
 你知道谁的秘密?
 你目前控制或影响血族或凡人的哪些政治势力?
 你若有子嗣,何时又为何初拥他们?
 你的子嗣是合法初拥的吗?
 你的子嗣是谁?和他们关系如何?


 对这些和其它问题的回答无需太多,但应提供足够信息,来让玩家和说书人了解角色在血族和凡人世界中的地位。除非一个长老血族将自己与其它所有存在彻底隔绝,否则她不可能完全避开自己居住的两个(或更多)世界的混乱政治。即使这类血族隐士也常发现自己被慢慢卷入这些世界。虽然低等血族可能在某种程度上避开此类责任,但如同凡人皇族的长老,则发现自己几乎不可能维持低调存在。

 长老至少在表面上仍得遵守血族社会的规则。大法官(译注:秘盟明面上的最强存在,负责维系戒律和充当内环的手眼耳)的决定仍适用,即使长老也要请求准许来初拥子嗣。同样,角色的氏族会照常严密监视她,也许一个多世纪里都不会要求她做事,但也不会忘记她于他们的责任。总有潜藏的雏儿和下仆吸榨者(译注:下仆是介于新生儿和长老间的血族),等待长老的脆弱时刻,以摧毁并获取其力量。


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觊觎者

 觊觎者是世代而非年龄上年长的血族。此类血族在他们更有阅历的同族——尤其那些存在时间远超任何觊觎者所能真正想象的——眼中,只是定义上的“长老”。然而秘盟强调对血统纯正的尊重,因此觊觎者仍因其流淌血液之力量,而被勉强准许进入长老社会。他们被尊重是因血统,而非自身。

 想创造觊觎者角色并用于长老编年史的玩家,应遵循核心规则书中的角色创建系统,外加以下改动:

 ● 初始世代10。玩家若想更低,应购买本书的长老世代背景。

 ● 所有觊觎者与“真”长老的所有社交骰的难度+2。

 ● 觊觎者可能无法有年龄或长老地位背景。

 ● 觊觎者能有以下长老优缺点:子嗣类(除强大子嗣),吸榨者类,弑父母类,自负。

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Memoris

 During elder character creation, players should create a journal, diary or some other form of memoirs for their characters, even if they are only Pretenders (see below). Although players are encouraged to spend as much effort and imagination as they desire on this, it is most important to establish a number of basic facts about an elder's position in the politics and power plays of Kindred and kine alike.

 The simplest and quickest way is to draw up a two- to three-page timeline, outlining when and where the character has been involved in significant events throughout his existence. Of course, a player should feel free to create far more elaborate memoirs written from the perspective of the elder character, and to go into great detail about the events the character has witnessed and the people he has seduced, destroyed or perhaps saved.

 Players and Storytellers alike may also wish to research both the history and mood of the cultures in which elder characters have participated. Although such detail is by no means necessary, it can add immeasurably to the richness of the character.

 Although players may touch upon whatever subjects they wish within their character's memoirs, they should be certain to answer at least some of the questions and subjects given below. These will give the Storyteller important information about the characters' roles in the important events of their existences, both mortal and immortal. The players should first find out whether the Storyteller wishes them to address any additional issues (for example, the characters should have been in Berlin some time after WWII, but prior to the fall of the Berlin Wall).

 The players should show the complete memoirs to the Storyteller and consult with her to determine the exact nature of various relationships, identities, etc. In addition, the Storyteller might want to add several incidents to the memoirs (either before or after the player initially writes them). Even just a briefly sketched timeline and short consultation can add immensely to the roleplaying possibilities for elder characters. Even Pretenders value what little history they have been involved in, as they are very often convinced that whatever they take a role in must be of world-shaking proportions.

 When and where were you born?
 What important events did you participate in as a mortal?
 Who were your mortal family, friends and enemies?
 When were you reborn as Kindred, and who was your sire?
 What important places in the world have you visited, and when?
 What historical events, both Kindred and kine, have you witnessed or participated in?
 What historical figures or events have you influenced or been influenced by?
 What salons, courts and social circles, both Kindred and kine, have you participated in?
 What are/were your entanglements?
 Enemies - who and why? Are they still existing? Destroyed?
 Allies - who and why? Are they still existing? Destroyed?
 Political influence/involvement - what and where?
 Prestation - who, how and when? Explain current and past incidents of Prestation, both by you and for you, and any current outstanding Prestation balances (see Prestation Merit/Flaw, below).
 When and where have you gone into torpor (if at all)?
 Who, if anyone, knows any of your secrets?
 Whose secrets do you know?
 What political powers, Kindred and kine, do you currently control or influence?
 lf you have childer, when and why were they sired?
 Were your childer lawfully sired?
 Who are your childer and what is the state of your relationship with them?


 The answers to these and any other questions need not be extensive, but they should provide enough information that both player and Storyteller understand where the character stands in the worlds of Kindred and Kine alike. Unless an elder vampire utterly isolates herself from all other beings, it is impossible for her to avoid entirely the tangled politics of the two (or more) worlds in which she resides. Even such vampiric hermits often find themselves slowly drawn lack into these worlds. Although lesser Kindred may be able to avoid such responsibilities to some extent, elders, like members of kine royalty, find it almost impossibly difficult to maintain an unremarked or unremarkable existence.

 Elders still must at least appear to obey the rules of Kindred society. The decisions of the Justicars still apply, and even elders should ask for permission to sire childer. Likewise, the character's clan will normally keep tabs on her, perhaps not asking anything of her for a century or more but never forgetting her responsibility to them. Then there are always the lurking diabolist youngsters and ancillae, waiting for a moment of weakness in which they can destroy an elder and harvest her power.


Pretenders

 Pretenders are vampires who are elder in generation but not in age. Such vampires are only technically considered "elders" in the eyes of their more experienced peers, especially those who have existed far longer than any Pretender can truly imagine. However, the Camarilla emphasizes respect for purity of bloodline, and thus Pretenders are still grudgingly admitted into elder society due to the power of the vitae flowing through their veins. Pretenders are honored for their lineage, not for themselves.

 Players who wish to create Pretender characters to use in an elders chronicle should follow the character creation system outlined in Vampire, with the following modifications:

 ● Pretenders start at 10th Generation. Players should purchase the Elder Generation Background found in this book if they want their characters to start with a lower generation.

 ● All Pretenders receive a +2 modifier to the difficulty level of all social rolls involving "true" elders.

 ● Pretenders may not take the Age or Elder Status Backgrounds.

 ● Pretenders can take the following Elder Merits and Flaws: any Childe/Childer (save Powerful Childe), any Diabolist, Matricide, Vainglorious.
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Re: 【V:tM-E:TEW】第四章:长老角色
« 回帖 #5 于: 2022-05-20, 周五 14:17:55 »
角色概念

 创建长老角色时,其表、本性和氏族都照核心决定,属性、技能和背景亦同。然而角色可先在某项技能上购买至少5点;有长老世代背景(见下)则限制甚至更少。

 因为长老角色作为血族至少存在了一个凡人的一生时间,而且常是许多个这种时间跨度,所以在开始创建他们时需更多准备。他们所看到的比他们所结识的短命人类更多,而且虽然他们可能没随岁月流逝而变得睿智,但必定在某些方面有所成长。

 目睹他们周遭的世界骤变,自己却毫无变化;目睹他们家族一代一代在眨眼间生老病死;从休眠中醒来面对完全未知的环境;在血族政治的浑浊世界毕生闯荡形成了复杂的角色。当几个玩家都创造如此丰满、多维度的人物,并沉浸于世界历史时,扮演潜力将极其丰富。


属性

 照核心,除主要属性10点,次要7,最次5。每项属性初始1点。

 角色越老越有阅历,创建角色时可花费的自由点越多。血族若有本书的年龄背景则有额外点数,具体请看其介绍。

 注:若花完自由点后角色有6+的初始属性、技能或优势,须选择1精神疾病/项。


技能

 技能也照常,除依角色世代有更多点数。世代上限具体请看核心。因此10代角色的初始技能最多到5,7代到6。长老角色的主要技能有20点,次要12,最次8。


优势

 长老角色可用的异能、背景和道德基础点数如下。优势除以下例外外,照常选择:

 异能:长老角色初始可在任何异能上达到世代上限。10点可分配,但至少5点须给氏族异能。

 背景:长老背景(年龄、世代和长老地位)花4点/级。15点可分配。除觊觎者外,年龄背景起码1级。长老血族初始世代为10,而非普通的13。

 道德:注意长老角色初始道德虽是各项1点,但有7点可分配。当然也能用自由点买,但注意,因为在漫长枯燥的夜之生命中维持道德很难,所以长老是4点/级。


其它特性

 意志点:基础意志点照常,等同勇气值。

 人性:长老血族保持人性非常困难——无尽岁月、同族压力和政治、强大力量的诱惑都让这种品质在长老间变得尤其脆弱。须花5自由点/级人性。

 长老初始人性也等同良知+自控,但注意年龄背景会降低点数。

 自由点:初始至少20点。但年龄背景会极大提升可用点数。

 血池:玩家投2次10面骰,决定初始血池(超出上限的不要)。


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长老基础数值

 初始世代:10
 属性:10/7/5
 技能:20/12/8
 异能:10
 背景:15
 道德:7
 自由点:20

 注:若花完自由点后角色有6+的初始属性、技能或优势,须选择1精神疾病/项。


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精进异能

 第7或更低世代的血族能开始个性化他们习得的异能。6+级异能对每个开发它们的血族来说都是不同的,但两个血族有几乎一样的高级异能也不是没发生过。

 试图开发此类力量的玩家和说书人应始终牢记角色个性。绝大多数异能有几个不同侧重。如驯兽术可控制和影响心兽;威仪能影响几群或几个人,并可创造或摧毁情绪;感应术能交流、感知或有新的心灵力量。角色决定他将侧重哪方。

 注意奇术之道不过5级,但祭礼最高到10。高级迅捷、坚韧和蛮力也无新能力。虽然一些血族用如木乃伊护身符的魔法道具给予自己强大的物理力量,但这和以“通常”方式提升物理属性和异能并不同。


原文:
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Character Concept

 When creating an elder character, her Nature, Demeanor and clan are all determined as outlined in Vampire, as are Attributes, Abilities and Backgrounds. However, the elder character may initially purchase at least five dots in any of her Abilities; vampires with the Elder Generation Background (see below) may have even fewer restrictions.

 Elder characters require more preparation at the start of their creation, for they have existed as Kindred for at least a mortal's lifetime, and quite often many such spans of time. They have seen more than is possible for the brief-lived humans of their acquaintance, and though they may not have grown wise with the many years, they have undoubtedly grown in some manner.

 Seeing the world rush on around them while they remain unchanged, watching generations of their families born and die in the space of an eye-blink, awaking from torpor to utterly alien surroundings, while all the time making their way in the murky world of Kindred politics is an existence that forms complex characters. When several players each create such fully fleshed, multi-dimensional personalities, mantled in the world's history, the roleplaying potential in the situation is extraordinarily rich.


Choosing Attributes

 This works as in Vampire, save that a player assigns 10 dots to the character's Attribute category, seven to her secondary one and five to the tertiary one. The character also starts with one dot in each Attribute.

 The older a character is and the more experience she has, the greater the number of freebie points the player can expend during character creation. By taking the Age Background found in this book, vampires can receive additional points; refer to that Background for more information.

 Note: If a character has a starting Attribute, Ability or Advantage of 6 or higher after spending all freebie points, she must take a Derangement for each such Trait.


Choosing Abilities

 Once again, choosing Abilities is handled as usual except for the larger number of points available, depending on the character's Generation. See Vampire for more information on Trait maximums by Generation. Thus, a player with a character of 10th Generation can choose up to five dots in a starting Ability, while a player with a 7th-Generation elder could choose up to six. An elder character gets 20 dots for his primary category, 12 for the secondary and eight for the tertiary one.


Choosing Advantages

 The base points that players may use for elder characters' Disciplines, Backgrounds and Virtues are listed below. Advantages are chosen as normal with the following exceptions:

 Disciplines: Elder characters may start with up to their Trait maximum in any Discipline. Elders get 10 dots to divide up as they wish, though at least five must go into clan-specific Disciplines.

 Backgrounds: Elder Backgrounds (Age, Generation and Elder Status) cost four points per dot. Elders have 15 points to assign to their Backgrounds. All elders must take at least one dot in Age unless the character is a Pretender. For purposes of character generation, elder vampires start at 10th Generation, instead of the normal 13th.

 Virtues: Note that elder characters receive seven dots to spend on Virtues, though they do start with one dot in each. Freebie points can, of course, be spent on additional dots here, but note that Virtues cost elder characters 4 freebie points per dot due to the difficulty of maintaining these throughout the long, jaded nights of their existences.


Choosing other Traits

 Willpower: Base Willpower is determined normally, equaling the character's Courage rating.

 Humanity: It is extraordinarily difficult for elder vampires to hold on to their Humanity: the endless years, the peer pressure and politics, and the seduction of great power all combine to make this a particularly fragile quality among elder Kindred. Elder characters must spend five freebie points per dot of Humanity.

 Elders do start with Humanity equal to Conscience +Self-Control, but note that taking the Age Background reduces the character's initial rating.

 Freebie Points: Players start with at least 20 freebie points to spend on their elder characters. However, dots in the Age Background significantly increase the number of freebie points available.

 Blood Pool: Players roll two 10-sided dice to determine the character's initial Blood Pool (any dots exceeding the character's maximum Blood Pool are discarded).


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Base Elder Statistics

 Starting Generation: 10
 Attributes: 10/7/5
 Abilities: 20/12/8
 Disciplines: 10
 Background: 15
 Virtues: 7
 Freebie Points: 20

 Note: If a character has a starting Attribute, Ability or Advantage of 6 or higher after spending all Freebie points, she must take a Derangement for each such Trait.


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Further Disciplines

 Vampires of seventh generation or lower can begin to individualize the Disciplines they have learned. The Disciplines above those given in Vampire are not the same for every vampire who develops them, though it is not unheard of for two vampires have extremely similar high-level Disciplines.

 Players and Storytellers trying to develop such powers should keep the character's personality in mind the whole time. Most Disciplines have several different ways they can be emphasized. For instance, Animalism can both control beasts and affect the Beast. Presence can affect both groups and individuals and can either create or destroy emotions. Auspex can allow for communication, perception or new powers of the mind. In each of these cases it is up to the character to decide what he will concentrate on.

 Note that no Thaumaturgy Path has any levels over five. Rituals can require Thaumaturgy of up to 10, however. By the same token, higher levels of Celerity, Fortitude and Potence do not give new powers. While some vampires have used magic items like mummy amulets to give them great physical abilities, raising their Physical Attributes or Disciplines the "normal" way does not do the same.

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Re: 【V:tM-E:TEW】第四章:长老角色
« 回帖 #6 于: 2022-05-20, 周五 14:19:49 »
长老优缺点

 优缺点能提供性格和故事灵感,说书人和玩家可用以增加角色与编年史深度。玩家能用自由点买优点,有缺点则给额外自由点。得到或花费的自由点数量同对应优缺点的价值,总数不过10。



优点


忠诚子嗣(3点)

 你子嗣的忠诚超越任何血缚,是出于真正的喜爱和敬仰。她会做几乎任何事来帮你,你对她的信任非其他血族能比。若她出事,你会悲痛欲绝。


开悟(1-7点)

 你至少在通向浩恩永生的崎岖道路上迈出了最初几步。虽然你肯定还没达到这等超凡状态,但你比绝大多数同族更知晓正确途径。你花了许多时间寻求浩恩永生的更多信息,试图朝这遥远目标前进。

 你的自控已比绝大多数血族强得多,且抵抗狂乱的骰池能加(该优点点数)个骰子。这些骰只能你自己用。持有此优点需人性8+。


地产(1-5点)

 你有一些已拥有数年的地产。他们都被改造,为你提供保护、休息和紧急逃生通道。虽然此类地产常是古旧城堡、博物馆等,但也能是特别准备的公寓楼、山间旅馆和老教堂等。每点优点提供2处地产,几乎能在世上任何地方。


木乃伊同伴(5点)

 世上仅有的几个木乃伊之一是你的同伴或亲密伙伴。你们的关系相对平等,谁都没法操控对方,而你发现这很新鲜。虽然公开并不会被血族谴责,但你努力保密这一关系。其他强大长老可能想利用你的同伴和他偶尔给你的好处。其他血族甚至会试图摧毁它,或让其转而对付你,而不让你能获得他的大量信息和技能储备。


恋人(3-5点)

 你与一个同族有长期(至少75年)关系。虽然多年来你们可能有分歧,但总体对彼此忠诚。你知道你恋人的绝大多数(若非所有)秘密,你恋人于你也一样多。多年里你们都曾数次帮助对方,若恋人有意外,你会很愤怒。此优点的花费取决于你恋人在血族社会中的相对力量与地位(3下仆,4另一一样强的长老,5更强的)。


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不朽之恋

 不止一个血族初拥了她爱过的凡人,也不止一个血族后悔那决定。在热情少得多的情况下维持凡人一生那么长的友谊已足够困难。想永远保持吸引力几乎不可能。

 一些伴侣诉诸相互血缚来加强爱情,但那从不是解药。任何一方都无法确定另一方是否曾和其他人束缚过,而这种担心会导致忧虑、嫉妒与厌恶。此外,诉诸血缚的恋人开始发现其感情是人造的,比真正的要差。他们后悔血缚——乃至关系。

 唯一持续有效的方法是远距离的爱。当两个不朽恋人发现其关系开始破碎时。他们虽仍会维持一些联系,但常尽可能远离对方,通过好友和信件间接交流。随着岁月流逝,他们曾经于对方的热情似火,要么消逝,要么变为更强的渴望。

 最后,在几十甚至几世纪后,两人再次相见。他们可能会安排次偶然见面来重新认识自己,或“偶然”同时出现在同一地点。 当他们发现旧的渴望犹存时,会点燃旧的激情——常比之前更火热。雏儿可能为时已晚时才知道,他们摧毁的长老有这样一个恋人。


适当妄想(2点)

 你知道有许多血族、猎人和狼人等乐于摧毁你。你尽力准备应急方案,改变行动模式和习惯,并以其它方式让自己成为一个困难目标。因此你更不可能被暗中攻击(发现埋伏等动作难度-1)。


耐心(3点)

 你学会了凡事耐心的智慧。激情可能燃烧旺盛,但就像他们说的那样,复仇最好冷酷。通常只要足够耐心,就能开辟新道路,敌人会变得粗心,局势将变换。那些等待观望者会充分利用时势的变化无常。由于你的极大耐心,所有狂乱骰难度-1。


强大子嗣(1-5点)

 你有个子嗣身居血族社会要职。她很忠诚,常充当信息源和保护伞。虽然她有时会求助你,但你作为尊长的权力,让你几乎主宰这种关系。此优点的花费取决于子嗣的力量和地位(1叛党领袖,2执政官,3首席,等等,和说书人共同决定)(译注:执政官是大法官的直系部下;首席是每个城市里每个氏族的代表)。每个这种子嗣都是一个单独的优点。一个血缚的多花2点。


被欠人情(2-6点)

 一或多个血族现在欠你人情。你可能在很久以前或就是上周,赠过他们恩惠或实物,但总之现在他们欠你。这让你与这些血族交涉时有优势(影响他们的任何检定难度-1)。你虽不会轻易放弃目前地位,但也会在需要帮助时调用这笔债务。此类帮助须与你的人情价值相当。此优点的数值由玩家和说书人共同决定,基于你人情的数目和分量,以及欠债人的重要性。此优点的确切本质应在角色日记或回忆录中说明。 

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Elder Merits and Flaws

 Merits and Flaws provide personality and story hooks which Storyteller and players alike may use to give characters and chronicles greater depth. Players may use freebie points to purchase Merits, while taking on Flaws gives additional freebie points. The number of freebie points gained or spent are equal to the value of the particular Merit or Flaw, and may not total more than 10.



Elder Merits


Childe, Loyal (3 pt Merit)

 Your childe's loyalty goes beyond any Blood Bond, being born of true affection and admiration. She would do almost anything to aid you, and you trust her as you do no other among the Kindred. You would be grief-stricken should anything happen to her.


Enlightened (1-7 pt Merit)

 You have taken at least the first few steps on the steep and complex road to Golconda. Although you have by no means achieved this exalted state of being, you are more aware of the proper approach than the vast majority of your kind will ever be. Much of your time is spent in the quest for further information on Golconda and on attempting to progress towards this distant goal.

 You are already capable of controlling yourself far better than most Kindred and have a number of dice equal to your rating in this Merit that you may add to your rolls to resist Frenzy. These dice may only be used on yourself. You must have a Humanity of 8 or higher to have this Merit.


Holdings (1-5 pt Merit)

 You own a number of properties that have been in your possession for years. These have all been modified to provide you with protection, numerous places to rest and emergency escape routes. Although such holdings are often ancient castles, museums and the like, they can also be specially prepared apartment complexes, mountain lodges, old churches, etc. For every point taken in this Merit you have two such holdings, which can be almost anywhere in the world.


Mummy Companion (5 pt Merit)

 You have one of the world's few mummies as a companion or close associate. Your relationship is one of relative equality, with neither of you able to dominate the other, and you find this most refreshing. Although it would not be condemned by the Kindred, you both take pains to keep the association secret. Other powerful elders might wish to take advantage of your companion and the benefits he occasionally provides you. Other Kindred may even attempt to destroy the mummy or turn him against you rather than allow you access to his great stores of information and abilities.


Paramour (3-5 pt Merit)

 You have had a long-term (minimum of 75 years) relationship with a fellow Kindred. Although you may have had your disagreements over the many years, you are generally loyal to each other. You know most, if not all, of your paramour's secrets, and your paramour knows as much about you. You have both come to each other's aid several times over the years, and you would be aggrieved were anything to happen to your love. The cost of this Merit depends on the relative power and position of your paramour in Kindred society (3 for an ancilla, 4 for another elder of equal power, 5 for a more powerful elder).


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Love Beyond Grave

 More than one vampire has Embraced a mortal she fell in love with, and more than one vampire has come to regret that decision. Maintaining a friendship, much less passion and ardor, for a human lifetime is hard enough. Keeping the attraction alive forever is almost impossible.

 Some couples resort to a mutual Blood Bond to reinforce their love, but that is never a sure thing. Neither member can ever know for sure that the other did not become bound to someone else first, and out of such worries grow worry, jealousy and hatred. Additionally, lovers who resort to the Blood Bond begin to find its emotional content artificial, inferior to the real thing. They regret their Bond - and the relationship as well.

 The only other method which consistently works is love from a far. Two immortal lovers, when they find that their relationship is beginning to fray, separate. While they may maintain some contact, they usually go as far away from one another as they can and communicate indirectly, through friends and letter drops. As the years pass, the once-hot fire they felt for one another will either fade or turn into an even stronger longing.

 Finally, decades or even centuries later, the lovers will meet once again. They might set up a casual meeting to reacquaint themselves or "accidentally" appear at the same place at the same time. When they find that the old desire is still there, they reignite the old passion – often hotter than before. Neonates may never know until it is too late that the elder they destroyed had such a lover.


Paranoia, Limited (2 pt Merit)

 You know that there are many vampires, hunters, Garou and the like who would love to destroy you. You go out of your way to prepare contingency plans, vary your movement patterns and habits, and otherwise make yourself a difficult target. As a result, you are less likely to be attacked unawares (-1 difficulty to spotting ambushes and the like).


Patience (3 pt Merit)

 You have learned the wisdom of patience in all things. Passions may burn brightly; but as they say, revenge is served best cold. Often, with enough patience, new avenues of endeavor open, enemies grow careless and favors shift. Those who wait and watch are in a position to take full advantage of the vagaries of time. Due to your mastery of patience all Frenzy rolls are made with a -1 difficulty modifier.


Powerful Childe (1-5 pt Merit)

 You have a childe in a position of power within vampiric society. This childe is loyal, and often serves as both an information font and protection. Although she sometimes asks favors of you, you are most definitely in control of the relationship, as it is right for a sire to be. The cost of this Merit depends upon the power and position of the childe (1 for leading anarch, 2 for an Archon, 3 for a primogen, etc., determined in conjunction with the Storyteller).This Merit must be taken separately for each such childe. Having this childe Blood Bond to you costs an extra two points.


Prestation Gifts: (2-6 pt Merit)

 One or more Kindred currently owe a boon to you. You may have gifted them with favors or material items sometime in the distant past, or just last week, but they now owe you a debt. This grants you an advantage in your dealings with these Kindred (-1 to the difficulty level of any checks to influence them). Although you would not give up your current position lightly, you may also call in this debt (or debts) should you require aid. Such aid must be commensurate with the initial value of your gift of Prestation. The number of points in Prestation Gift must be determined by both the player and Storyteller, based on the number and magnitude of the debts owed you, and the importance of the Kindred who owe them. The exact nature of this Merit should be worked into the elder character's journal or memoirs.

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Re: 【V:tM-E:TEW】第四章:长老角色
« 回帖 #7 于: 2022-05-20, 周五 14:21:38 »
缺点


私生子嗣(2点)

 你在未经当地亲王或大法官允许下,初拥了一或多位子嗣。血族法律下,若其他血族发现你的秘密,你和你的子嗣都会被血猎。此缺点可累积,每个子嗣是一个单独缺点。


复仇子嗣(2点)

 你初拥的子嗣逐渐厌恶你。他不仅不帮你与其它血族交涉,还积极伤害你。有时你觉得,他若有半点吸榨你的机会都将抓住,你可能是对的。


寻死(1-5点)

 你潜意识希望真正死去。对鲜血、政治和伤痛的追求,所有那些不朽存在于你面前颤抖的不变认知——也许还有你自己的懦弱,都在影响你。虽然你从未故意自残,但你倾向于在困难时阻碍自己。说书人可在一个故事的任何时候要你重投一个成功的技艺骰。两次中最少成功的,是你动作的实际结果。说书人可在一个故事里做(缺点点数)次。


知名吸榨者(5点)

 你至少吸榨过一次来达到目前地位。虽然并非所有长老社会的成员都知道你的可怕污点,但至少有一些重要的知道。你确信自己禁忌行径的流言正慢慢在社会中流传开。其他长老能在任何时候轻易发现,然后,最起码的后果是社会的绝大多数都知道要回避你。更危险的是,你虽有长老地位,但总可能被血猎。若他们尚未做,可以预见某些长老会用他们的信息强迫你为其撑腰。你与知晓自己秘密的血族长老的任何社交骰难度+3。


秘密吸榨者(2点)

 你至少吸榨过一次来达到目前地位,但还没人知道这秘密。一旦暴露,其他长老很可能拒绝你的帮助,回避你——甚至更糟——对抗你,也许还会召集血猎。你得隐瞒这信息。一旦暴露,你与血族长老的任何社交骰难度+3。


剧透 -   :
可得口味

 长老最害怕的变化之一,就是他们得喝血族之血。即使一个长老曾是吸榨者,并对此类鲜血有了偏好,也与以其维生截然不同。

 这一堕落常与人性丢失和时间流逝有关,但两者皆非必要。一些古老怪物仍偏爱凡人之血,而一些相对年轻的,却发现自己只能喝凡人之血。强烈建议说书人将这种变化做成故事元素而非固定系统。以下指南只是指南,说书人可依喜好使用或无视。

 角色若满足绝大多数标准,那么很可能成真。这常始于一次意外失误,直到他只喝血族的血。

 ● 吸榨者
 ● 尊长对血族血上瘾
 ● 人性3-
 ● 初拥一个吸榨者
 ● 活动超过500年
 ● 有一个与血液或喂食相关的精神疾病
 ● 创造了一些子嗣
 ● 血缚了一些年轻血族——尤其是自己的子嗣
 ● 与自己尊长不和
 ● 几乎没有凡人盟友
 ● 本性非建设者、关怀者、英勇者或殉道者。


情感隔绝(1点)

 你已目睹许多血族与凡人的亲朋好友被历史长河卷走,彻底湮灭。看见如此多的人死去,而自己仍存在的伤痛非常可怕,可怕到你如今已在情感上隔绝了其它所有人。你常表现得冷漠无情,但这于你又算什么呢?毕竟你现在不再有伤痛。由于你完全隔绝情感,任何涉及情感的社交技艺骰难度+1,且无法购买共情特长。


厌倦(2点)

 你厌倦这个世界。你已目睹太多,清楚没有新鲜东西——同样事件和所谓热情只是一次次重演,只不过面孔和名字随许多年过去而改变。你鲜少注意周围人,一旦你确定他们在世界舞台上的角色,你就认为自己对其了如指掌(涉及你认识的人的感知骰难度+1)。由于你相信他人可预测,所以你在遭遇惊喜(如埋伏)后,执行的第一个动作的难度也要+1。


弑母/父(4点)

 你吸榨了自己的尊长。若其他长老知道,他们会避开你,甚至让你面对太阳。你无疑是勒索的优先对象,你得时刻警惕其他血族搜寻有关你尊长和他过早死亡(或“消失”)的信息的迹象。


被抛弃的恋人(1-3点)

 你与一个同族有长期(至少50年)关系。虽然这段关系在持续时被证明有用且愉快,但你对前恋人感到厌倦,最后终止了长期幽会。不幸的是,你的前恋人没有很好地接受恋情的结束,且明显发展出对你的强烈反感。你俩都清楚对方的许多秘密,这导致迄今为止的僵局,但你担心你的前恋人可能会在未来某个时候插手你的事务。此缺点的花费取决于前恋人在血族社会的相对力量和地位(1下仆,2另一长老,3更强长老)。


极度妄想(3点)

 你确信这个世界满是希望看见你被毁灭的造物与人类。然而你并不过多担心那些远方的厌恶你的人。真正危险的是那些你让他们接近你的,那些声称关心你的。当然,并非所有同伴和所谓朋友都真是你敌人(至少可能不是)。但你明白,没人做过自以为不是为了自己利益的事。你时刻警惕一或多个相识实际正企图吸榨你、摧毁你或更糟的信号。每当你认识的某人有看似无私的举动时,你都得成功投次自控,抗拒将其打成试图摧毁你的万恶叛徒(并对这种怪物采取适当行动!)。说书人也可决定,你同伴的动作无私得可疑,有必要投这么一次。


贫穷(1点)

 你作为长老非常穷。要么多年来从不费心积蓄,要么为私人原因抛弃财物。你无法持有任何资源背景。


欠了人情(1-5点)

 你现在欠了一或多个血族人情。这可能在很久以前或就是上周,但总之人情还没还。她因此对你占些上风,你在与她的任何交易中都有点劣势。能想象你的欠债会被提及,你可能被要求为其提供些服务或帮助。

 具体点数须由玩家和说书人共同决定,取决于欠债数和分量,及被欠者。试图影响这些血族的任何检定难度+1。缺点的确切本质应在回忆录说明。


刚醒(3点)

 你最近才从休眠中苏醒。岁月远远抛下了你,世界在你消失时重塑。文化冲击非常震惊,你仍觉得很难在这个奇怪的新环境中找到出路。只有血族政治和社会的大体流动仍算熟悉;世界的其余事物简直是扯淡。你在涉及科技和除长老外的人互动的社交骰的难度+2。


常规(2点)

 你在漫长岁月中形成了某些常规。你会在每年同一时候去同一地方,以固定顺序从一个净土换到另一个。他人若密切学习你的举止,则可利用这来伤害你。说书人可依具体情况,将试图偷袭角色的人的难度降低 1-3点。 

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Elder Flaws


Bastard Childer (2 pt Flaw)

 You have sired one or more childer without the permission of the local prince or Justicar. Under Kindred law, both you and your childer may be subject to a Blood Hunt should other vampires discover your secret. This Flaw is cumulative, and must be taken once per bastard sired.


Childe, Vengeful (2 pt Flaw)

 You have sired a childe who has grown to loathe you. Not only does your childe not aid you in your dealings with other Kindred, he actively works toward your detriment. At times you feel your childe would commit diablerie upon you if given half a chance, and you could be right.


Death Wish (1-5 pt Flaw)

 You have an unconscious wish to die the True Death. The search for blood, the politics and pain, the constant knowledge of all eternity looming ahead of you, and perhaps your own cowardice, all have their effect on you. Although you never deliberately do anything to harm yourself, you do tend to hinder yourself at awkward times. At any time during a story, the Storyteller may ask you to reroll a successful Skill check. The least successful of the two rolls is the actual result of your action. The Storyteller may do this a number of times per story equal to the number of points taken in this Flaw.


Diabolist, Known (5 pt Flaw)

 You have committed diablerie at least once to achieve your current position of power. Although not all members of elder Kindred society know of your terrible flaw, at least some elders of import are aware of it. You are certain word of your proscribed behavior is slowly making its way through society. Other elders could easily discover this at any time and, at the very least, most of society knows that you are to be shunned. Adding to the danger, there is always the possibility of a Blood Hunt despite your elder status. If they haven't already, certain elders can be expected to use their information to force you to back their causes. You receive a +3 difficulty modifier on any Social roll involving elder Kindred who know your secret.


Diabolist, Secret (2 pt Flaw)

 You have committed diablerie at least once to achieve your current position of power, but no one yet knows your secret. Should the information ever be revealed, other elders may well refuse you aid, shun you or, even worse, turn against you, perhaps even calling a Blood Hunt. It is imperative you keep this information hidden. Should your secret ever be revealed you will receive a +3 difficulty modifier to any Social roll involving elder Kindred.


Emotional Isolation (1 pt Flaw)

 You have seen too many friends and family, Kindred and kine alike, swept away on the river of time and cast into oblivion. The pain of seeing so many die while you continued to exist was horrible to bear, so horrible that you have now isolated yourself emotionally from all others. You often come across as cold and utterly without feeling, but what is that to you? You are now safe from pain. Due to your total emotional isolation, you receive a +1 difficulty modifier to any Social skill rolls involving emotions and cannot spend experience points on the Empathy Talent.


剧透 -   :
An Acquired Taste

 One of the changes which elders most fear is the time when they will have to drink vampire blood. Even if an elder was once a diabolist and developed a taste for such vitae, such a hobby is a far different thing from needing this blood to survive.

 This degeneration is often tied to Humanity loss and the passage of time, but neither are essential. Some ancient monsters still prefer mortal blood while some relatively young vampires have found themselves unable to drink from anyone but mortals. Storytellers are strongly encouraged to make this sort of change a story element and not a fixed system. The following guidelines are just that - guidelines, to be used or ignored as the Storyteller likes.

 Should most of these criteria be met, then the character is a likely candidate for this sort of blood exclusivity. This usually begins as an occasional deviation until the character will no longer drink anything but vampiric blood.

 ● Diabolist
 ● Sire addicted to Kindred vitae
 ● Humanity of less than 3
 ● Sire a diabolist
 ● Active for more than 500 years
 ● Has a Derangement related to blood or feeding
 ● Has created a number of childer
 ● Has Blood Bound a number of younger vampires - especially one's own childer
 ● At odds with one's own sire
 ● Has almost no mortal Allies
 ● Has any Nature but Architect, Caregiver, Cavalier or Martyr


Ennui (2 pt Flaw)

 You are world-weary. You have seen enough to know that nothing is ever truly new: the same events and so-called passions are merely replayed again and again, with only the faces and names shifting as the many, many years go by. You rarely pay attention to those around you, assuming you know all there is to know of them once you have determined what part they play on the world stage (+1 difficulty to Perception rolls involving people you know). Due to your belief in the predictability of others, you also receive +1 to the difficulty level of the first action taken following a surprise (such as an ambush).


Matricide/Patricide (4 pt Flaw)

 You have committed diablerie upon your own sire. If this information becomes known among other elder vampires you will be shunned, or perhaps even put to the sun. You are most certainly an easy target for blackmail, and you must always be alert to the signs of other Kindred searching for information about your sire and his untimely demise (or "disappearance").


Paramour, Jilted (1-3 pt Flaw)

 You had a long-term relationship (minimum 50 years) with a fellow Kindred. Although the relationship proved useful and pleasant while it lasted, you grew weary of your former paramour and ended the long-term tryst. Unfortunately, your former paramour did not take the ending of the affair well, and has apparently developed a strong antipathy for you. You both know many of other’s secrets and this has caused a stalemate thus far, but you are concerned that your ex-paramour may interfere in your affairs at some time in the future. The cost of this Flaw depends on the relative power and position of your ex-paramour in Kindred society (1 for an ancilla,2 for another elder, 3 for a more powerful elder).


Paranoia, Extreme (3 pt Flaw)

 You are certain that the world is full of creatures and people who wish to see you destroyed. However, you do not worry overmuch about those individuals who loathe you from a distance. It is the ones you let get near you, the ones who profess some caring towards you, who are the real danger. Of course, not all your associates and so-called friends are actually your enemies (at least they probably all aren't). However, you know that no one ever does anything they don't believe to be for their own benefit. You are constantly alert for signs that one or more of your acquaintances are actually seeking to commit diablerie upon you, stake you, or worse. Whenever someone you know performs an act that appears selfless, you must make a successful Self-Control roll to resist branding them a traitorous, implacable enemy bent on your destruction (and taking appropriate actions against such a monster!). The Storyteller may also decide that your companions' actions are suspiciously altruistic and necessitate such a roll.


Poverty (1 pt Flaw)

 You are very poor for an elder vampire. Either you never bothered to save anything over the years, or you throw away any accumulated wealth for your own, obscure reasons. You may not take any Resources.


Prestation Debt (1-5 pt Flaw)

 You currently owe a boon to one or more other Kindred. This debt could have been incurred far in the past, or only last week, but the Kindred to whom you owe the debt is still extant. As such, she has gained some Status over you, and you are at a slight disadvantage in any dealings you have with her. lt is also conceivable that your debt could be called in, and that you could be asked to perform some service or favor for any such vampire to whom you are indebted.

 The number of points in Prestation Debt must be determined by both the player and Storyteller. The number and magnitude of such debts and to whom they are owed deter-mine the rating of the Flaw. You also receive a +1 to the difficulty level of any checks made when attempting to influence such Kindred. The exact nature of this Flaw should be worked into the elder character's memoirs.


Recently Arisen (3 pt Flaw)

 You have been lying in a state of torpor until very recently. The years have left you in their wake and the world has been remade in your absence. The culture shock is very jarring, and you still find it difficult to make your way in this strange new environment. Only the general flow of Kindred politics and society remains reasonably familiar; the rest of the world is gibberish. You receive a +2 to the difficulty level of rolls involving technology and to social interactions with everyone save other elder Kindred.


Routine (2 pt Flaw)

 Through the ages you have settled into somewhat of a routine. You tend to go to the same places at the same time of year, and to proceed from haven to haven in a regular order. lf others studied your behavior closely, they might be able to take advantage of it to do you harm. The Storyteller may lower the difficulty level for anyone attempting to surprise the character from 1-3 points depending on the specific nature of the situation.

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Re: 【V:tM-E:TEW】第四章:长老角色
« 回帖 #8 于: 2022-05-20, 周五 14:22:38 »
长老背景

 以下背景仅限长老角色或加到现有角色上。世代上限仍适用(7代6,6代7等)。


年龄

 你已作为血族生存了很久很久。你已目睹了许多形成血族和凡人世界的政治与伤痛的不断而又永不变化的旋律。但此背景不一定反映你的真实年龄。相反,它反映你在漫长存在中尚有意识的年数。若你陷入休眠,时光流逝,你通过参与那段时期的事件所可能获得的经验与知识亦然。玩家自由决定角色休眠了几次,每次多久。这能让他们创造出出生于真正古老年代的人物。

 每点此背景都能获得一些可在创建角色中使用的自由点,但也要损失人性。人性可再买,但长老要花5自由点/级。给出的数目反应累积总数。注意每点年龄所赋予的经验优势都比上级略少(自由点有表示),反映出随着长老越来越固化,她越来越难获得新技能。此外,血族越老越难学习新特性。这在下面的角色成长可选系统有反映。说书人最终决定编年史角色的年龄,并可自行将此背景限制在1-2点。

 ● 活动51-200年:+30自由点,-1人性
 ●● 活动201-350年:+55自由点,-2人性
 ●●● 活动351-500年:+75自由点,-3人性
 ●●●● 活动501-750年:+90自由点,-4人性
 ●●●●● 活动751-1000年:+100自由点,-5人性


长老地位

 你在作为血族社会骨干的长老间很有名。即使在厌世的精英中你也为自己打出了名号——无论是净土大厅还是政治舞台上。此特性综合反映包括你尊长地位、你的血统、你自身行为及你如何设法保持其它长老注意的因素。

 该背景越多,其他长老越愿平等对待你,甚至听从你的判断和品味。在与其它长老交涉时,长老地位有时会和社交特性结合使用,这反映了你在此类场合下的威望。无此特性的长老常被认为是血族社会这个永恒王廷的小贵族——觊觎者几乎没有此背景。

 年轻血族几乎不知晓构成长老地位的隐形权力游戏和盟友的微妙差别,因此不受影响,而是认同你在血族中的整体地位(请看核心)。因此一个长老可能被绝大多数血族婴儿觉得无足轻重,但实际在长老间举足轻重。

 ● 知名:公认玩家
 ●● 受尊重:与许多强大长老有联系
 ●●● 高地位:其他长老常求助于你
 ●●●● 强大:你能获得即使是最著名的长老的尊重与敬畏
 ●●●●● 杰出:你的名字在全球各地的净土大厅回响


长老世代

 长老角色初始世代10。他们只有购买此背景,才能从更强更低世代的血族开始。背景不能过5。

 然而,古老血族之血更受愿意犯下吸榨罪行的血族追捧。低世代角色必将被此类(或其它一样有兴趣的)血族锁定,因为可给自己提供强大力量。因此有此背景的角色起码有1个敌人。当然,不排除还有因别的原因想摧毁角色的敌人!

 ● 9代:1个小敌人
 ●● 8代:2个小敌人
 ●●● 7代:1个大敌
 ●●●● 6代:2个大敌
 ●●●●● 5代:2个大敌,数个小敌


影响力

 当血族的该背景有6+时,他的影响远超一个国家。世界政治舞台上一些最具权势之人都是他的耳目(或被他控制)。虽然其他血族可能觉得花这么多时间在俗世事务上很可笑,但他耗费大量精力,维持一或多个王座幕后势力的地位。因为他深知在历史关键时期控制凡人反复无常事务的重要性,且不打算在这种时候措手不及。

 当角色想影响一个国家的政治决策,玩家投操控+影响力。难度取决于角色对国家领导者的控制力,和她希望施加的影响大小。大失败表明角色努力事与愿违,她的爪牙被囚禁、杀害或被其它方式摧毁,她自己甚至都有危险!此类大失败后,角色背景点数可能相应下降。

 ●●●●●● 影响1个国家的事务
 ●●●●●●● 影响2个国家的事务
 ●●●●●●●● 影响1个大陆的事务
 ●●●●●●●●● 影响除亚洲的任何地方
 ●●●●●●●●●● 影响全世界


资源

 某些长老已超越对自身财富的关注,专注财富带来的力量。一个凡人能在一生中成为百万富翁,一个血族则可控制数千(甚至万!)亿美元,虽然它们不一定属于她。该背景有6+便代表那等财富。有如此控制力的角色能拥有任何她想要的财物或金钱。

 当尝试改变角色有影响的地区的世界贸易方向时,投操控+资源。难度看说书人,取决于希望改变的规模、对手的顽固和技巧等。大失败表明角色将她于该地区的全球经济的影响置于危险中——无论是公司收购、行业崩溃或其它大灾难。她的世界资源等级可能相应降低。

 ●●●●●● 影响1个世界行业(钢铁、银行、航空等)
 ●●●●●●● 影响2个世界行业
 ●●●●●●●● 影响1个国家所有行业,及2个世界行业
 ●●●●●●●●● 影响亚洲外的全行业
 ●●●●●●●●●● 影响全行业


军力

 当血族成为长老后,有机会控制凡人暴力机构。包括本地警察、军队、FBI、街头帮派、犯罪头目、机车帮和寻求刺激的年轻团体。直接控制凡人暴民总令长老血族恐惧,因为他们对审判庭记忆犹新。所以他们常联合遏制同族的这种希望。这令获得并维持庞大军力非常困难。一个长老通常只能维持一只小军队,然后他的对手就会聚拢,阻止其膨胀。

 玩家须定义谁是角色军力,他们在哪儿训练。可以是美军分支,或上面列出的任何组织。军力6+常需一些政府资助。说书人应让玩家自由控制更多战斗训练比等级描述少的凡人。如2点可能控制40人的暴力团伙。

 ● 15人暴力团伙,基本无组织和训练:反叛学生,街头帮派
 ●● 25人组织,基本有些战斗训练:警察、犯罪团伙
 ●●● 40人的排,全有战斗训练:SWAT小组,预备军
 ●●●● 75人军队,全是老兵:雇佣兵、恐怖分子部队
 ●●●●● 100人连队,精英军队:特种部队连、情报单位
 ●●●●●● 几支连队,混合使用武器:机械化部队、空中突击队
 ●●●●●●● 军事组:数千受训士兵
 ●●●●●●●● 1个分支:1个国家的所有海陆空或类似军队
 ●●●●●●●●● 1个国家:其中的所有军力
 ●●●●●●●●●● 全球军力

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Elder Backgrounds

 The following Backgrounds are available only to elder characters or add levels to existing ones. Generation limits to Traits (7th Generation for six dots, 6th Generation for seven, etc.) still apply.


Age

 You have survived for many, many years as a vampire. You have seen much of the ever-changing, never-changing dance of politics and pain that forms the worlds of both Kindred and kine alike. This Background does not necessarily reflect your actual age, however. Instead, it reflects the number of years you have been conscious throughout your long existence. If you have fallen into torpor, time passes you by, as does the experience and knowledge you could have gained by participating in the events of that period. Players are free to determine how many times their characters have fallen into torpor, and for how long each time. This enables players to create characters born in truly ancient times.

 Every dot in this Background gains a number of freebie points to use in character creation but also costs Humanity. This can be repurchased, but elders must spend five Freebies per extra point of Humanity. Amounts given reflect cumulative totals. Note that each dot in Age grants slightly less of an experience advantage then the one before (reflected in freebie points), reflecting the difficulty an elder has in gaining new abilities as she becomes more and more set in her ways. Additionally, the older a vampire, the harder it is for her to learn new Traits. This is reflected in the optional system on character development below. Storytellers have the final say in deciding how old characters in their chronicles may be, and should feel free to limit elders to one or two dots in this Background.

 ● 51-200 years active: +30 Freebie points, -1 Humanity.
 ●● 201-350 years active: +55 Freebie points, -2 Humanity.
 ●●● 351-500 years active: +75 Freebie points, -3 Humanity.
 ●●●● 501-750 years active: +90 Freebie points, -4 Humanity.
 ●●●●● 751-1,000 years active: +100 Freebie points, -5 Humanity.


Elder Status

 You are well known among the elders who are the backbone of Kindred society. Even among the jaded elite you have carved out a name for yourself, whether in the halls of Elysium or the political arena. This Trait reflects a combination of factors including your sire's Status, your pedigree, your own actions and how well you have managed to keep the attention of other elder Kindred.

 The more Elder Status you have, the more willing other elders are to treat you as an equal, or even to defer to your judgment and tastes. Elder Status is sometimes used with Social Traits when dealing with other elders, and it reflects your prestige in such instances. Elders without this Trait are often considered minor nobles in the eternal court that is Kindred society: Pretenders almost never have any dots in Elder Status.

 Younger Kindred are almost always unaware of the subtle nuances of unseen power plays and alliances that makeup Elder Status and are thus unaffected by it, instead recognizing you’re your general Status among Kindred (see Vampire). Thus it is possible for an elder to be seen as of little importance by most Kindred infants, but to actually have tremendous influence among the elders of the vampiric community.

 ● Known: A recognized player
 ●● Respected: Connected to many powerful elders
 ●●● High Status: Other elders often come to you for aid and advice.
 ●●●● Powerful: You have the power to command respect and fear from even the most noted of other elders.
 ●●●●● Luminary: Your name echoes through the halls of Elysiums the world over.


Elder Generation

 Elder characters begin as 10th Generation. Only by taking this Background can they start as more powerful, lower-Generation vampires. Characters cannot take more than five levels of this Background.

 However, the blood of more ancient vampires is highly sought by those Kindred willing to commit the sin of diablerie. Characters of lower Generation are inevitably targeted by such types (or other beings equally interested) for the promise of greater power for themselves. Thus, characters with this Background have at least one enemy after their blood. This, of course, does not preclude other enemies interested in destroying the character for other reasons!

 ● 9th Generation: One minor enemy.
 ●● 8th Generation: Two minor enemies.
 ●●● 7th Generation: One major enemy.
 ●●●● 6th Generation: Two major enemies.
 ●●●●● 5th Generation: Two major enemies and several minor enemies.


lnfluence

 When a vampire has more than five dots in Influence, he has a reach far beyond just one country. He has the ear, or perhaps control, of some of the most influential people in the global political circus. Although other Kindred may think it ridiculous that he spends so much time on mortal affairs, he devotes a great deal of his efforts to maintaining his position as the power behind one or more thrones. He knows the importance of controlling the flighty affairs of the kine at key moments in history and does not plan to be caught unawares at any such moment.

 When a character wishes to influence a country's political decisions, the player must roll Manipulation + Influence. The difficulty depends on the extent of the character's control over the country's leaders and on the amount of effort the character wishes to exert. A botch indicates the character's efforts in that country have backfired, her minions are jailed, dead, or otherwise destroyed, and she may even be in danger himself! After such a botch the character's Influence rating may drop accordingly.

 ●●●●●● You can influence the affairs of one country.
 ●●●●●●● You can influence the affairs of two countries.
 ●●●●●●●● You can influence the affairs of one continent.
 ●●●●●●●●● You have influence over everything except Asia.
 ●●●●●●●●●● You have influence over the entire world.


Resources

 Certain elders have gone beyond concern over their own wealth and now concentrate on the power their wealth brings. While one human may become a billionaire during her lifetime, a vampire may have control over hundreds of billions (or even trillions!) of dollars, though they do not necessarily belong to her. More than five dots in this Background represent that degree of wealth. A character with this sort of control can have any possessions or amounts of money she desires.

 When attempting to change the direction of world commerce in an area in which a character has influence, make a Manipulation + Resources roll. The difficulty is determined by the Storyteller, depending upon the extent of the desired change, tenacity and skill of your opponents, etc. A botch indicates the character has put her influence over that section of the global economy at risk, either through corporate takeovers, the collapse of the industry, or any other major disaster. Her Global Resources level may drop accordingly.

 ●●●●●● You have influence in one global industry (steel, banking, airlines, etc.).
 ●●●●●●● You have influence in two global industries.
 ●●●●●●●● You have influence in every industry in one country as well as two global industries.
 ●●●●●●●●● You have influence in every industry outside of Asia.
 ●●●●●●●●●● You have influence in every industry.


Military Force

 When a vampire reaches elder status, he has a chance to gain control of human institutions that prevail through force. This includes local police, troopers, FBl, street gangs, crime bosses, biker packs and bands of thrill-seeking young people. Direct control of human mobs is always frightening to elder vampires, who remember the Inquisition as if it were only yesterday. As a result, they often band together to curtail such aspirations in their fellows. This makes attaining and maintaining a large Military Force very difficult. Usually an elder can only keep a small force before his rivals close in to stop his power grab.

 The player must define who a character's forces are and where they train. They could be a subset of the U.S. military, or any of the groups listed above. At Level Six and above, the Military Force will usually require some sort of government sponsorship. Storytellers should feel free to let the character control more mortals with less combat training than is specified for that level. For instance, with two dots a character might control a 40-person mob.

 ● 15-person mob, generally unorganized and untrained: student rebels, street gang
 ●● 25-person team, generally with some combat training: police, crime family
 ●●● 40-person platoon, all combat trained: SWAT team, army reserves
 ●●●● 75-person troop, all veterans: mercenary soldiers, terrorist unit
 ●●●●● 100-person company, elite troops: special forces company, intelligence unit
 ●●●●●● Several companies with a mix of weapons: mechanized infantry, air assault group
 ●●●●●●● Military division: thousands of trained soldiers
 ●●●●●●●● One branch: a country's entire army, navy, air force or similar body
 ●●●●●●●●● One country: all the Military Force in that country
 ●●●●●●●●●● Forces all over the world

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Re: 【V:tM-E:TEW】第四章:长老角色
« 回帖 #9 于: 2022-05-20, 周五 14:26:53 »
可选系统:角色成长

 虽然长老的高龄和经历,给予他们那些如野犬般狂奔在现世表面的雏儿所不具备的睿智、力量和知识,但这等资历来之不易。随着时间推移,思维和行为模式越来越萎缩,学习新概念和技能甚至对血族来说,都变得越来越难。年轻人容易实现的巨大飞跃,对以世纪为单位的存在来说尤为困难,他们不受某月某年活动的影响。

 因此,血族越古老,越难提升技艺与技能。以下面板说明了从雏儿到玛士撒拉获得新能力的经验花费。最上面的点数是年龄背景的。花费唯一不变的特性是意志点,它需当前点数来升级。



成熟

 某些情况下,说书人和玩家可联合进行一个持续数百甚至千年的编年史。它的每个故事都能发生在历史不同年代的重要时期。另一选择是基于某帝国或强大王朝(如罗马、沙俄)的政治的编年史。

 玩家在这种长期编年史中,可能想让角色从雏儿开始慢慢升到长老。以下是将角色成熟融入单个或系列编年史的两种方法。说书人也能想其它办法。


突飞猛进

 这是绝大多数玩家和说书人已在自己编年史中用过的办法。角色单凭存在许久,便能获得经验、失去人性,甚至可能改变世代,随着时间推移变得更强。考虑到绝大多数血族故事的一部分都是短暂激烈的活动(以及由此得到的经验),这是很自然的成熟过程。它往往会在很短时间内产生极强角色。

 技能的成熟在这些编年史里非常快,然而角色并未从经历中获得智慧。休眠可能被用来加速时间,但如此的血族无法从中获得真正的年龄优势。因此,只有通过长期编年史,每几甚至几十年一个故事,角色才可能成为长老。


剧透 -   :
长老经验面板

年龄背景●●●●●●●●●●●●●●
特性
经验花费
新技能
3
4
5
6
7
新奇术之道
7
8
9
10
11
新异能
10
11
12
13
14
人性
CRx2
CRx3
CRx3
CRx4
CRx4
道德
CRx2
CRx2
CRx3
CRx3
CRx4
技能
CRx2
CRx2
CRx2
CRx3
CRx4
属性
CRx4
CRx4
CRx4
CRx5
CRx5
奇术之道
CRx4
CRx4
CRx4
CRx4
CRx5
氏族异能
CRx5
CRx5
CRx6
CRx6
CRx7
其它异能
CRx7
CRx8
CRx8
CRx9
CRx10

*CR:目前点数

 和往常一样,说书人只应在角色有强化特性的适当理由时,允许玩家提升它,且该特性要能被融入故事或编年史(或其间的幕间)。例如,若一位长老在她的电子银行账户被盗后。开始研究一个名叫“电脑”的新奇玩意儿,那么她可能在故事结尾适当获得些电脑知识。


时间跳跃

 进行长期编年史的说书人,可利用一种常被电视节目、电影和小说作者使用的技巧。在角色完成一个故事后,说书人决定从此故事结局到下个故事开头间有多久。间隔能长达千年或更多,但绝大多数说书人想止于一或两个世纪。

 说书人应告知玩家间隔大概有多久。然后他应分别和每个玩家进行一个幕间——某种意义上的第二序章。这实际是策略会议的一种形式,玩家和说书人决定“休息时间”里发生在角色不朽生命中的关键事件。说书人可自由发出警告,如“1653年,你得在法国加莱找到自己”或“在这段时间的某个时候,你进入约50年的休眠”。说书人发出的警告应用以建立新故事线,它们不应纯为好玩而扰乱角色。

 幕间中,玩家和说书人应合作决定角色发展出的新技能、精神疾病、线人等。角色脱离休眠时经过的时间。决定玩家能花多少新经验点。以下的成熟面板应被视作角色在幕间中的活跃时间里所获得的经验。由说书人决定准确的可用经验点。

 特性的经验花费取决于角色年龄(请看上面的长老经验面板)。角色花费成熟经验点时,年龄段取幕间开始时的。


剧透 -   :
成熟面板

年数点数
10-100
15
101-250
25
251-500
40
501-750
60
751-1000+
80

原文:
剧透 -   :
引用
Optional System: Character Development

 Although the great age and experience of elder vampires grants them wisdom, powers and knowledge unavailable to the neonates who scurry as frenetically as the kine across the face of the earth, this experience is hard-won. As patterns of thought and behavior become more and more atrophied with time, learning new concepts and abilities becomes harder and harder for even members of the Kindred. The great leaps made so easily in youth are much more difficult for beings who mark their existence in centuries and who are not as affected by the activities of a single month or year.

 Thus, the more ancient a vampire becomes, the harder she finds it to advance her skills and abilities. The chart below outlines the experience cost of gaining new powers for vampires, from neonates to Methuselahs. The dots represent the number of points the elder has put into the Age Background. The only Trait which does not change its cost is Willpower, which always requires its current rating in experience to increase.



Maturation

 In some cases the Storyteller and players my with to conduct a chronicle lasting centuries or even millennia. Each story in such a chronicle could take place during a crucial period of a different era in history. Another variation could be a chronicle based on the politics of a given empire or powerful dynasty, such as the Roman Empire or the Czars of Russia.

 In such long-running chronicles, players may wish to have their characters begin as neonates and progress gradually to elder status. Below are two different methods of incorporating character maturation into a chronicle or series of chronicles. As always, the Storyteller is free to come up with other ways to handle this.


Continual Progress

 This is the method that most players and Storytellers already use in their chronicles. Simply by existing for a long period of game time, the characters gain experience, lose Humanity and perhaps even change Generation, becoming more powerful with the years. This is a natural maturation process and, given the short, intense bursts of activity (and thus experience) that are a part of most Vampire stories. It tends to yield quite powerful characters in a very short period of time.

 In these chronicles, maturation of abilities comes quite swiftly, yet the characters do not gain much in the way of wisdom from experience. Torpor may be used to allow time to pass, but a vampire in torpor does not gain the benefits of true Age. Thus, only through long chronicles, with a story taking place once every few years or even once a decade, do characters have any chance of becoming elders.


剧透 -   :
Elder Experience Chart

Age Background●●●●●●●●●●●●●●
Traits
Experience Cost
New Ability
3
4
5
6
7
New Thaumaturgy Path
7
8
9
10
11
New Discipline
10
11
12
13
14
Humanity
CRx2
CRx3
CRx3
CRx4
CRx4
Virtue
CRx2
CRx2
CRx3
CRx3
CRx4
Ability
CRx2
CRx2
CRx2
CRx3
CRx4
Attribute
CRx4
CRx4
CRx4
CRx5
CRx5
Thaumaturgy Path
CRx4
CRx4
CRx4
CRx4
CRx5
Clan Discipline
CRx5
CRx5
CRx6
CRx6
CRx7
Other Discipline
CRx7
CRx8
CRx8
CRx9
CRx10

*CR=Current Rating

 As always, Storytellers should only allow players to increase their characters' Traits if there is some legitimate reason for the character to have grown more proficient in the Trait, one that can be woven into the story or chronicle (or the interlude in between). For example, if an elder embarks upon a study of the newfangled devices called "computers" after having her electronic banking accounts pilfered, then she might legitimately gain some Knowledge in Computer at the end of a story.


Leaps in Time

 Storytellers conducting chronicles that take place over an extended period can take advantage of a technique often used by the creators of television shows, films and novels. After the characters complete a given story, the Storyteller determines how much time passes between the end of this story and the beginning of the next. The intervening time may be as long as a millennium or more, although most Storytellers will probably want to stick to a century or two.

 The Storyteller should inform the players of approximately how much time passes in the interim. He should then take each player aside to conduct an interlude - a second prelude of sorts. This is actually a form of strategy session in which the player and Storyteller determine the key events that occur in the character's unlife during "down time." The Storyteller is free to invoke caveats such as "in 1653 you must find yourseIf in Calais, France" or "at some point during down time you went into torpor for approximately 50 years."Any caveats invoked by the Storyteller should be to set up new storylines; they should not be used to mess with someone's character just for the hell of it.

 During this interlude the player and Storyteller should work together to determine the new Abilities,Derangements, Contacts, etc. the character develops. The amount of time that passes with the character out of torpor determines how many new experience points the player has to spend. The Maturation Chart below should be considered a general guideline as to the experience a character receives over a given amount of time spent active during an interlude. It is up to the Storyteller to determine the exact number of experience points available.

 The experience cost of Traits depends upon the characte's age (see the Elder Experience chart above). For purposes of spending maturation freebie points, a character is considered to be in whatever Age category he belongs to at the beginning of the interlude.


剧透 -   :
Maturation Chart

YearsPoints
10-100
15
101-250
25
251-500
40
501-750
60
751-1000+
80
« 上次编辑: 2022-05-20, 周五 15:54:04 由 肥肥腌臜 »