作者 主题: 【M:tA-H:SoH】附录:世纪之重量  (阅读 5606 次)

副标题: 大法师玩家角色的创建指南,第111-119页

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【M:tA-H:SoH】附录:世纪之重量
« 于: 2023-03-28, 周二 18:54:39 »
该书全称为《穹界:希望要塞(WW4012)》。

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Re: 【M:tA-H:SoH】附录:世纪之重量
« 回帖 #1 于: 2023-03-28, 周二 18:55:09 »
 “我怎么样了?当然是老了,”干瘪的老古董说道。“几天前我同我的长孙促膝长谈,我正想他怎么突然变这么聪明时,意识到他已去世二十年,而我在和一只鹦鹉说话。”
 
——巴里·休哈特,《八士绅》
 
 回想你五年前的处境。想想那时世界有何不同,以及至今有多大变化。也许你错过了些重要转变,而到后来才发现。现在试试十年,一个完全不同的十年。许多人在当时都有完全不同的价值观,对吧?当然。很可能你的一生中已有些非常重大的变化(苏联解体浮上脑海(译注:该书出版于一九九六年))。

 现在想象下活过如此变化的三世纪。

 国家兴亡迭起。文化习俗就像酸碱指示剂般变化。曾是处女地的荒野如今修起了商业街和汉堡店。也许你出生的小木屋早已被埋在一家寻呼机制造公司的停车场下(译注:寻呼机是该书出版年代流行的一种通信工具)。你当然经历了这一切,但认真说,每过段时间你都会回想并纳闷:究竟发生了什么?
 
 可怕的是,法师可没空坐在前廊上抱怨他们如何失去了“美好过去”。他们正为能(自己希望的)更好地改变现实而打着仗,而这意味着他们必须不断适应,不断进步。学会如何尽快使用新武器。适者生存,孩子。

 而在度过如此高压的数世纪后,很可能会出现些问题。

原文:
劇透 -   :
Appendix: Weight of Centuries

 "How am I? Senile of course," the shriveled antique said. "A few days ago I had a long conversation with my eldest grandson, and I was wondering how he'd suddenly grown so intelligent when I realized he's been dead for twenty years and I was talking to the parrot."
 
— Barry Hughart, Eight Skilled Gentlemen
 
 Think back to where you were five years ago. Think about how the world was different then, and how much has changed since. Maybe you missed some of the significant shifts, and only found out about them later. Now try 10 years. A whole other decade. A lot of people had completely different value systems at the time, right? Sure. Odds are, there have been some really significant changes in your lifetime already (the collapse of the Soviet Union springs to mind).
 
 Now imagine living through three centuries of such changes.
 
 Countries rise and fall. Cultural mores change like a chameleon on acid. Once-virgin wilderness hosts strip malls and burger joints. Maybe the log cabin you were born in is long-buried under the parking lot of a pager-manufacturing company. Sure, you've been living through it all, but seriously, every once in a while you've just got to look back and wonder: What the hell happened?
 
 The scary thing is, mages can't afford to sit on the front porch and complain about how they miss the "good old days." They're in a war to change reality for (they hope) the better, and that means they've got to keep adapting, keep evolving. Learn how to use those new weapons, fast. Mutate or stagnate, kids.
 
 And after a few centuries of this strain, it's possible that something's going to give.

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Re: 【M:tA-H:SoH】附录:世纪之重量
« 回帖 #2 于: 2023-03-28, 周二 18:56:44 »
岁月重压
 
 “所以,有多少人从第一同盟起就在了,我能扮演其中之一吗?”
 
 哎哟。真是个好问题。
 
 但这是个有趣的问题。
 
 当然有一小撮非常古老的法师仍在黑暗世界中活跃。他们就像掌控城市的古老血族一样,存在时间远超过自然对其的规划。让我们直言吧,他们很有趣
 
 《法师》的主要观点之一,就是魔法采取的形式,和其使用者来自的文化有很大关系。虚拟行者就是个明显例子,但还有无数其它的。因此逻辑上讲,一个长老法师对魔法的看法会和现代的年轻能人有很大不同。但话说回来,也许又不是呢。也许他的观念会与时俱进(虽然这很少)。在一个涉及古老者的游戏中(若可能有),可能性似乎更无穷无尽。

 然而并未有那么多的古代法师。若保持不朽很容易,大家都会这么做,对吧?很明显,有东西挡道了。
 
 该附录旨在深挖最古老的法师——就扮演他们提出建议,并解释表现永生固有难度的系统。它基本是帮助叙事人——他们应对真正古老之人的内心有稍多的深入了解。若叙事人允许,也可用它作为一个玩家角色们自己就有数世纪老的编年史的指导。在此的关键词是“指导”。关键决定最好留给叙事人——他们对自己游戏想要的力量等级有更好感觉。
 
 首先最重要的,我们并不提倡你允许古老的玩家角色只是为了提升游戏的力量等级。享受一个“滥强”编年史挺棒,但扮演法师的“古老、强大且致命的家伙”远比拿出你的普通角色然后往人物卡上加一堆点数要有挑战得多。扮演一个数世纪老的角色,有必要考虑他们在成长中会是什么样,随时间推移会如何对互动的文化作出反应,以及(会)如何处理,即使只是一生时间里发生的大量变化。


劇透 -   :
免责声明
 
 在我们开始讲方法和理由前,要先说句警告:请小心使用该附录。世上没有太多仍在世的古老法师,而他们中鲜有像塞内克斯或波尔托斯那样地位稳固的。也就是说,你有充分理由不让你的玩家胡搞力场6——无论他们多抱怨。对这些滥强法师来说,游戏平衡性就和黑暗世界的现实一样容易被扭曲,而你那(有海量幻劫)的玩家也有理由在这么做时变得很不理智。你也有官方许可,向其表示“不,无论你花了多少经验点,都没法在凡人一生的时间里达到力场6”。那些掌握如此神般力量的一小撮则花了等同几个凡人一生的时间来习得他们。我们也准许你有完全的回旋余地,来拒绝让那些无法达到后面概述的扮演要求的玩家玩大法师。许多滥强玩家只会诡异地危险行动,然后以“时间摧残”为借口来给其辩护。别让这种玩家靠近大法师玩家角色。

 选择权在你。已经警告过了。


不朽思维
 
 扮演一个目睹数世纪流逝之人其实比想象的要棘手些。有些主题很容易探讨——恋人老死、现代与“美好过去”相比起来的疯狂——但让一个不朽者真正鲜活,需要更深走进其内心。
 
 一个出生于法国大革命时期的人会如何看待如今世界?更重要的是,一个有这么数世纪经历的开悟之人会如何看待她周围的环境?掌握最强大魔法的关键包括抛掉你的限制,但随着岁月流逝,会出现什么限制呢?

 
动机
 
 首先最重要的,为何活这么久?对,没人真想变老,但永生有许多危险。例如矛盾就讨厌永动机。你也会比爱人(当然,假设你真有)长寿。若有人将注意到你明显没有去世,那么科技联盟也会。且你的心理压力也可能——只是可能——在约一世纪内将你推入劫夺者行列。请想一想你的角色。若她坚信化身无论如何都会幸存,什么让她冒一切风险?此外,无论有没有用魔法,都很少有法师能活到老…
 
 任何角色的行动都得有动机。我们在下面提供了些可能的不朽动机。它们虽肯定不全面,但提供了些比“我永远不想变老”更好的金点子。动机应对塑造角色至关重要,是一种如此强烈的欲望,以至驱使他们抛弃了人类生活,并冒着因矛盾失去一切的风险。
 
 (《死灵:灵恸湮灭》中的恐怖冥界可提供各种试图永生的动机。当然,死灵以在死后保持死亡来让自己进入那种境况,但法师并不知道这点…)
 
 ● 恐惧:并非非常睿智的观点,但一些法师害怕失去对身体的控制,更不用说心智。毕竟没法保证你的下次生命不会比现在这次更可怕糟糕。
 
 ● 故意作对:也许你甚至都没接近完成想做的事,而你确实有非常长远的计划。若你想把事做好,你最好亲力亲为…

 ● 渴望生活:没有经历世上的一切,如何平和地前行?有许多事要目睹和去做,而你可能错过了现在和你下次觉醒间的一些事(假设你真有下次觉醒…)。

 ● 厌恶:也许你已发誓要在某个敌人的坟墓前唾骂他。除非他是个血族,否则一个好方法就是比他长寿(不是说绝大多数法师会满足于等敌人来踢馆,但永葆青春能让你有更多时间干活)。
 
 ● 赠礼:不朽并非你本人的主意。而是某个外部力量出于友谊… 或恶意… 给予你永生。
 
 ● 爱情:没人说过爱情是公平的。你可能已深陷爱情,却发现你的情人是不朽的(另一个法师?血族?或其它东西?)。而若你让像死亡这样的事物将你们分开,你将被诅咒…
 
 ● 追求完美:许多人相信真正的和谐只能来自无数次转生,但其他人(包括绝大多数空明兄弟)试图在凡人一生里达到完美。若你有足够时间,便能无需在下辈子重头开始而完善身体和灵魂。
 
 ● 末日:自古埃及起,人们就总相信世界行将终结。这个想法随着一个个文明崩溃、被毁和衰落而更易被接受。若你老死,那可能没有来世能回来——若你能阻止末日呢?

 ● 什么是转世?:你知道的,整个转生都可能是谎言。若你只有一辈子,那么你不妨尽可能活长些。毕竟湮灭可能也并非别人说得那么好。

 ● 渴望力量:另一种同开悟关系不大的情感,渴望力量能压过其它一切顾虑。看看灭世者用他们自己换来了什么。幸好鲜有痴迷力量的法师活得久到能永生——除非他们极其厉害。
 
 ● 升华:它如此之近,以至你都能嗅到。只要你再多活几十年,终极智慧终会是你的。
 
 
短暂热情
 
 不幸的是,绝大多数几世纪老的法师根本没有维持浪漫关系——这是事实。原因多样。例如,即使凡人都知道,岁月流逝常能让一个人变得愤懑而冷漠。法师起初就有点傲慢,而随着你的知识增加,更易在见到某个人的头几分钟里就预判他(“哦,他让我想起了那个普鲁士上尉;我想他也是一样固执己见。”“可怜孩子,她是如此单纯。当她真明白发生了什么时,可能会变得很有趣,但我没那时间…”)。当然,一些法师会随着岁月流逝而更加宽容,学会更乐意接纳他人。睿智能抵抗愤世嫉俗的反冲,但后者并非唯一顾虑。

 还要考虑“火花”。即使欢喜宗也会厌倦,而岁月流逝会帮着建立对荷尔蒙的免疫。对,一点小小的生命或心灵魔法能增加荷尔蒙,直到感觉如同再次初恋… 但这鲜有自发的。将性欲的推动想成辛辣食物;一个人越老,她就喜爱越辛辣的食物,因为食物单纯尝起来再也不一样了。味蕾已经死去了。虽然这也能被克服;但绝大多数老法师并不将其看作优先事项。
 
 最后还有一致性的问题。凡人出于显而易见的原因,恐怕无法有任何真正长的时间。其他法师?呃,法师都是群固执并有点以自我为中心的人。他们必须有。法师间唯一持久的关系只发生在双方碰巧对生命、爱情和升华之战有非常一致的看法,但这很少。狼人和换生灵(若法师知道它们)有凡人的寿命和甚至更多样的看法。血族和死灵是真正永生,但也非常不相容(对那些对血族看法是被安妮·赖斯塑造的不幸法师来说,则有麻烦了…)。
 
 综上所述,我们似乎在告诉你浪漫情节对古老法师来说是不可能的——截然相反。就像任何人类关系一样,只是有些绊脚石得克服,而高龄法师比其它任何人都要难些。只要记住,为了打动一个古老者的心,必须得有非常特别… 几乎是传奇般的人物。
 


成就
 
 不朽是个笑话。你给我展示一个强大到足以活三百年的法师,而我会给你展示一个强大到足以在你们普通失败者一生的时间里实现任何正常人目标的蠢货。
 
——汤米·龙爪,空明兄弟
 
 冷漠害死人。而当你有众多想要你人头的对手和敌人时,这会更糟。毕竟,若你突然决定早上真没必要起床时,肯定有某些人会足够乐善好施,确保你无需再起床了。因此,任何有价值的法师都肯定还有些事想做。
 
 但要考虑的另一件事是,一个古老者可能已在多年里实现数个目标,或在她再无机会尝试的任务中失败了。它们是什么?这些成功或失败是如何塑造她的?
 
 这是个探讨在不同时间段参与升华之战(此类转变的绝佳范例请看《第2版法师核心》序章)意味着什么的机会。年鉴、史料,尤其时间轴,都能对此有助益。虽说“珍妮特的援助赢得了南北战争”或“若亨利勋爵没在1936年的刺杀希特勒中失败”有点过分,但长老事迹没有理由不与历史事件有关。

原文:
劇透 -   :
The Press of Time
 
 "So, how many people have been around since the First Cabal, and can I play one of them?"
 
 Ouch. What a question.
 
 But it's an interesting one.
 
 There are, of course, a few very old mages still running around the World of Darkness. Like the ancient vampires who dominate the cities, these mysticks have clung to existence for far longer than nature intended them to. And let's face it, they're interesting.
 
 One of the main points of Mage is that the form magick takes has a lot to do with the culture that its wielders spring from. The Virtual Adepts are the obvious example, but there are countless others. It would logically follow that an elder mage would look at magick quite differently than the young hotshots of the modern age. Then again, maybe not. Maybe his perceptions changed with the years (although this is very rare). The possibilities seem even more endless (if possible) in a game involving the ancient ones.
 
 And yet, there aren't that many ancient mages. If it were easy to grab immortality, everybody would be doing it, right? Obviously, something's in the way.
 
 This Appendix is intended to take a close look at the eldest mages - giving advice for roleplaying them and explaining systems that represent the difficulties inherent in eternal life. It's primarily an aid for the Storyteller, one who should give a little more insight into the minds of the truly old. If the Storyteller allows, it's also possible to use this as a guideline for a chronicle in which the player characters themselves are centuries old. The key word here is "guidelines." Firm decisions are best left to the Storyteller, who has a better feel for the power level he wants floating around his game.
 
 First and foremost, we don't recommend that you allow ancient player characters just to up the power level of a game. It's fine to enjoy a "bigger guns" chronicle, but roleplaying the "ancient, powerful and deadly ones" of Mage is a lot more challenging than taking your average character and adding a lot of dots to the character sheet. Playing a centuries-old character entails thinking about what they would have been like growing up, how they reacted to the cultures they interacted with over time and how they've dealt with (or will deal with) the amount of change that goes on even in a lifetime.
 


劇透 -   :
Disclaimer in a Box
 
 Before we begin the hows and wherefores, a quick word of caution: Be careful how you use this Appendix. There aren't that many ancient mages left in the world, and precious few of them are as stable as Senex or Porthos. That said, you have perfect reason not to let your players fool around with Forces 6, no matter how much they whine. Game balance can be twisted around just as easily as World of Darkness reality by these mystick powerhouses, and your players (with their big ol' Quiets) have an excuse to be really irrational while they do it. You also have official dispensation to tell them "No, you can't attain Forces 6 in a mortal lifetime, no matter how many experience points you spend." Those few who wield such godlike powers spend lifetimes learning them. We also grant you total leeway to deny archmage status to players who cannot meet the roleplaying challenges outlined below. Many power-mongers will simply act dangerously eccentric, then excuse their actions as "the ravages of time." Don't let such players near archmage player-characters.
 
 The choice is yours. You have been warned.

 

Thinking Like an Immortal
 
 Playing a person who has seen centuries pass is actually a little trickier than one might think. Some motifs are easy enough to explore - the loved ones who died of old age, the insanity of the modern age compared to the "good old days" - but making an immortal truly vivid requires deeper probes into his psyche.
 
 How would someone born during the French Revolution look at the world today? More importantly, how would an enlightened human being, with those centuries of experience, view her surroundings? The key to the greatest magicks involves abandoning your limitations, but what limitations present themselves with the passing of years?
 
 
Motivation
 
 First and foremost, why live so long? Nobody really wants to get old, true, but there are a lot of dangers involved in immortality. For one, Paradox hates an immortal just as much as it hates a perpetual motion machine. You're also going to outlive your loved ones (assuming, of course, that you have any). If anyone's going to notice the distinct lack of your passing, the Technocracy will. And the stress on your mind might, just might, push you into Marauderhood within a century or so. Think for a minute about your character. What would make her risk everything if she believes her Avatar will survive anyway? Besides, so few mages live to be old, rotes or not....
 
 Any character must have a motive for her actions. We've offered a few possible ones for immortality below. Although by no means comprehensive, they provide some seed ideas with more intensity than "I never want to get wrinkled." The motive should typically be something very central to who the character is, a desire so strong it compels them to set aside their human life and risk losing everything to Paradox.
 
 (The horrible Underworld of Wraith: The Oblivion could provide all kinds of motivation for wanting to live forever. Of course, wraiths get themselves into that situation by hanging on to mortality past their time, but the mages don't know that…)
 
 ● Fear: It's not a very enlightened outlook, but some mages are terrified of losing control of their bodies, much less their minds. After all, there's no guarantee that your next life isn't going to be more horribly worse off than the one you already have.
 
 ● Bloody-Mindedness: Maybe you're not even close to accomplishing what you want to do, and you have very long-range plans indeed. If you want something done right, you'd better make sure you're around to do it yourself...
 
 ● Lust for Life: How can anyone peacefully move on without experiencing everything the world has to offer? There's a lot to see and do, and you might miss something between now and your next Awakening (assuming you have a next Awakening...).
 
 ● Hatred: Maybe you've vowed to spit on an enemy's grave. Unless he's a vampire, one good way to do that is to simply outlive him. (Not that most mages would be satisfied with waiting until a foe kicks off, but eternal youth gives you more time to work.)
 
 ● Gift: Immortality may not be your own idea. An outside power may have given you eternal life out of friendship... or spite...
 
 ● Love: Nobody ever said love was fair. You may have fallen deeply in love, only to find that your paramour is immortal (Another mage? A vampire? Something else entirely?). And you'll be damned if you'll let something like death separate you...
 
 ● Quest for Perfection: Many believe that true harmony can only come from many incarnations, but others (including most Akashic Brothers) seek to attain perfection in their lifetimes. If you are given the time, you can perfect body and soul without having to start anew in your next life.
 
 ● The End Times: Since ancient Egypt, people have always believed that the world was about to end. As civilization after civilization crashes, burns and gutters out, the idea becomes a lot easier to swallow. If you die of old age, there might not be a world left to come back to - and what if you could have prevented Armageddon?
 
 ● What Reincarnation?: This whole reincarnation thing could be a lie, you know. If one shot is all you get, you might as well hang on as long as you can. Oblivion might not be all it's cracked up to be, after all.
 
 ● Powerlust: Another emotion that owes little to enlightenment, the craving for power can overwhelm all other considerations. Look at what the Nephandi have traded for theirs. Thankfully, few power-mad mages survive long enough to become immortal, unless they're very, very good.
 
 ● Ascension: It's so close you can smell it. Perhaps if you hang on for just a few decades more, the ultimate enlightenment will finally be yours.
 
 
Fleeting Passion
 
 It is unfortunately true that most centuries-old mages simply don't maintain romantic relationships. The reasons are numerous. For one, the passing of years can often make a person bitter and cynical, as even mortals know. Mages are a little arrogant to start with, and as your knowledge increases, it becomes easier to prejudge someone within the first few minutes of meeting them. ("Oh, he reminds me of that Prussian captain; l imagine he's just as stuck on himself." "Poor child, she's so naive. She might be interesting when she really knows what's going on, but I haven't the time....") Of course, some mages grow more tolerant with the years, learning to accept people more readily. Enlightenment can counteract the reflex-action of cynicism, but it's not the only concern.
 
 There's also the "spark" to consider. Even Cultists of Ecstasy get jaded, and passing years help build up an immunity to the hormones. Yes, a little Life or Mind magick can increase the hormonal rush until it feels like first love again... but that's hardly spontaneous. Think of the sexual pull like spicy food; the older a person gets, the spicier she likes her food, because food just doesn't taste the same anymore. The taste buds die. This, too, can be overcome; however, most older mages don't see it as a priority.
 
 Finally, there's the problem of compatibility. Normals are pretty much off limits for any real length of time, for the obvious reasons. Other mages? Well, mages are a stubborn, somewhat egocentric lot. They have to be. The only lasting relationships between mages happen when the couple happen to have very compatible outlooks on life, love and the Ascension War, which is rare. Werewolves and changelings (if the mage knows about them) have mortal lifespans and even more diverse outlooks. Vampires and wraiths are effectively immortal, but are also very alien. (Woe to the hapless mage whose opinions of vampires have been shaped by Anne Rice....)
 
 All told, it may seem that we're telling you that romantic subplots are impossible for ancient mages - quite the contrary. Like any human relationships, there are simply stumbling blocks to overcome, and mages of great age have it a bit harder than everyone else. Just remember that to stir an ancient's heart, it would have to be somebody really special... epic, almost.
 
 
 
Accomplishments
 
 Immortality's a laugh. You show me a mage powerful enough to live 300 years and I'll show you a schmuck powerful enough to achieve any sane person's goals in your average loser's lifetime.
 
— Tommy Dragonjaws, Akashic Brother
 
 Apathy kills. It's even worse when you have scores of rivals and enemies slavering at your throat. After all, if you suddenly decide there's really no point to getting up in the morning, someone's sure to be charitable enough to make sure you never have to again. So it's a given that there are still things that any mage worth the title wants to get done.
 
 But another thing to consider is the possibility that an ancient has already achieved several goals over the years, or failed at tasks she'll never get another chance to try again. What were they? And how did these successes or failures shape her?
 
 This is a chance to explore what it meant to be involved in the Ascension War through different time periods (see the Prelude of Mage Second Edition for an excellent example of such transitions). Almanacs, history texts and especially timelines can all be helpful here. Although it would probably be taking it a bit too far to say, "Janet's assistance won the Civil War" or "If only Lord Henry hadn't failed to kill Hitler in 1936," there's no reason the elder's deeds can't have had something to do with historical events.

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Re: 【M:tA-H:SoH】附录:世纪之重量
« 回帖 #3 于: 2023-03-28, 周二 18:57:26 »
永生方法
 
 所以你到底该如何变得不朽呢?呃,有许多法术就是为了这类目的——它们所有都被凡人和法师所追寻——而存在的。科技法师常克隆自己,然后将自身意识从一副身体换到另一副来避免老去。也有魔法地点的传言,即尚未被发现的不老泉,于此能获得上好塔斯,令岁月散去。但人们普遍认为一切合适办法都涉及一些时间魔法、大量生命魔法、原质魔法的帮助(来保持往可能是持续运作的法术中注入能量)和相当的熵魔法。绝大多数法师偏爱每十年施展一次危险仪式,然后照常衰老,直到下次来到。这些仪式最好在安全的穹界界域中施展——中途有矛盾介入是没人——但是,是没人——想要的。

 
矛盾
 
 非常老的法师单是活着就会累积矛盾。长寿只能这么长,之后宇宙就会注意到。一般来说,现世的法师在头150年后,每活50年累积1永久矛盾。此类难题很少困扰在穹界界域的大法师,这也正是古老法师在那儿生活的原因——该影响仅限现世。若一个人踏上故土,很可能是极其致命的。不,波尔托斯并不那么经常离开多塞梯堡。

 
衰老
 
 据推测,无论法师用什么办法来让自己保持不朽,都能防止大脑退化(圣叶的罗克·麦克亨利在设计自己那臭名昭著的法术橡树岁月时就漏掉了这个小细节。他在一段时间后于被枪杀的两周前成了劫夺者)。就我们所知,衰老对准备妥当的法师来说并不是问题。然而,数世纪的经历要储存相当多的记忆——尤其是若你还未精通心灵魔法时。

 一般来说,除非一个法师采取极端措施(如手术移除所有“非必要”记忆或接入她大脑的更大比例),否则她会变得越来越易受幻劫影响。很明显,随着矛盾池增加,这会更难抵抗。这种魔法疯狂是长老法师最常受到的反冲。
 
 
共鸣
 
 当一个行愿者变得真正强大时,无论他是否愿意,他的行为也会开始对自身周围环境有强大影响。大法师会以数百种微小方式间接影响自身环境。问题不再是古老者能直接影响什么,而是他行为产生的涟漪能有多远。他成了谚语中的蝴蝶,扇动翅膀便能造成横跨几大洲的飓风——且只会强得多(请看《第2版法师核心》第4章和第9章,及《秘所之书》第139页)。

原文:
劇透 -   :
The How-To of Eternal Life
 
 So how do you get to be immortal, anyway? Well, plenty of rotes exist for just such a purpose, all of which have been sought out by mortal and mage alike. Technomancers often clone themselves, then shift their consciousness from body to body to avoid the aging process. There are also rumors of mythic places, as-yet-undiscovered Fountains of Youth where one receives the finely tuned Tass that makes the years fall away. It's generally held, though, that all proper methods involve some Time magick, plenty of Life, a helping of Prime (to keep pouring energy into what might be a continually running Effect) and a fair amount of Entropy. Most mages prefer to do one dangerous ritual every decade or so and age normally until the next one's due. These rituals are best performed in the safety of a Horizon Realm - having Paradox interfere with this process is something nobody - but nobody - wants.
 
 
Paradox
 
 Very old mages accumulate Paradox just by being alive. Long life is plausible for just so long before the universe starts catching on. Generally speaking, a mage on Earth accumulates one permanent Paradox point for every 50 years he lives past the first 150. Such problems rarely bother archmages in Horizon Realms, which is precisely why ancient mages spend their time there - this increase only applies on Earth. Setting one's foot back on home turf would likely prove messily fatal. No, Porthos doesn't leave Doissetep all that often.
 
 
Senility
 
 Presumably, whatever process the mage is using to keep herself immortal prevents the brain from deteriorating. (Roark McHenry of the Verbena missed this very detail when he devised his infamous Years of the Oak rote. Some time later, he went Marauder for about two weeks before being gunned down.) Senility, as we know it, isn't a concern for the properly prepared mage. However, centuries of experience is quite a bit to store in your memory, particularly if you haven't mastered Mind magick yet.
 
 Generally speaking, unless a mystick takes certain drastic steps (such as surgically removing all "unnecessary" memories or accessing a greater percentage of her brain), she becomes more and more susceptible to Quiet. Obviously, this becomes harder to resist as her Paradox Pool grows. This magickal insanity is the most common backlash an elder mage receives.
 
 
Resonance
 
 When a willworker becomes truly powerful, his actions begin to have powerful results on his surroundings, whether he wills it or not. Archmages indirectly influence their environments in hundreds of small ways. It becomes no longer a question of what the ancient directly effects, but how far the ripples from his deeds can reach. He becomes the proverbial butterfly whose wings stir up hurricanes continents away - only much more so. (See Mage Second Edition, Chapters Four and Nine, and The Book of Chantries, p. 139.)
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Re: 【M:tA-H:SoH】附录:世纪之重量
« 回帖 #4 于: 2023-03-28, 周二 18:58:07 »
永生法术

 警告法师:这些绝非仅有的经测试能延缓或逆转衰老的法术。它们也不是绝对完美——毕竟,任何维持太久的系统都可能损坏。然而这些法术已被盟友勉强分享了数世纪,并被证明比绝大多数更高效。它们在某种程度上是普遍的——焦点和仪式可能会因派系而不同,但系统仍相同。请随意用看似合适的名称或方法论介绍这些法术。


隔阂岁月(原质5,熵4,生命3,心灵2,时间2)

 这是个“保养性”法术,深受那些无法在自己肉身上不断施法的神秘法师喜爱。一些圣叶以此酿制青春药水;以太之子吹嘘他们的凤凰引擎。它能无视法师外表,让其身体回到9年前的状态,高效地多给予她几乎10年的寿命。因为矛盾反冲能很强,所以神秘法师常在穹界界域施展它。

 系统:需5成功,难度自然惊人。高等仪式的伪装常有助于过程,塔斯的存在亦然。法师在使用生命魔法令身体年轻时,暂且停止了熵。时间领域帮法师回忆起9年前的她是什么样(而并非她认为的是什么样),心灵领域帮她在心智上适应大脑重置,而不失去这9年的记忆。最后这个专家必须是原质大师,为如此不可思议的,倒回至更年轻、强壮的状态供能。一旦法术完成,行愿者照常衰老。


石之宁静(原质5,时间5,熵4,生命3,心灵3)

 这个空明兄弟会最喜爱的法术能如此大幅延缓衰老,以至法师似乎是永葆青春。法师只需施展1次。

 若神秘法师将自己同沉睡者隔离,此法术可显得巧合。他的原质精通创造一个延缓时间和熵、几乎能自我维持的式样。生命和心灵魔法保持他身心机能在正常工作状态。

 缺点是,法师仍是某种“噬魔者”,须定期更新维持法术的原质式样。

 系统:因为该法术比绝大多数都高效,法师每周仅需消耗约1魔素。若无魔素,法师每天受1级致命伤害,并衰老得更快。矛盾也会在某些情况下攻击处于这一脆弱阶段的行愿者,令其迅速衰老到超过实际年龄。原因不明,但天国颂歌提出理论,认为反常的能量起伏冒犯了神性。

 它无法停止衰老,只是将其变得很慢。一般法师每活50年老1岁。

原文:
劇透 -   :
Rotes of Immortality
 
 Caveat magus: These are by no means the only tested rotes that can slow or reverse aging. Nor are they necessarily perfect. After all, any system sustained for too long is likely to deteriorate. However, these rotes have been grudgingly shared by allies for centuries and have proven more effective than most. They are somewhat ubiquitous - the foci and rituals may change from faction to faction, but the systems remain the same. Feel free to introduce these rotes with whatever name or methodology seems appropriate.
 
 
Shed the Years (Prime 5, Entropy 4, Life 3, Mind 2, Time 2)
 
 This is a "maintenance" rote preferred by mystics who can't bother with constantly active magics on their physical person. Some Verbena brew potions of youth; Sons of Ether boast of their Phoenix Engines. Whatever the outward trappings, this rote reverts the mage’s body to the state it was in nine years ago, effectively giving her almost another decade of life. Mystics who use this rote tend to perform it in a Horizon Realm, since the Paradox backlash could be intense indeed.
 
 [This Effect requires five successes, and the difficulty is appropriately frightening. The pretense of high ritual usually aids the process, as does the presence of Tass. The mage temporarily halts entropy while using Life magic to rejuvenate her body. The Time Sphere helps the mage recall what she was like (not what she thinks she was like) nine years back, and the Mind Sphere helps her mentally adjust to the resetting of her brain without losing the memories of the last nine years. Finally, the adept must be a Master of Prime to fuel such an incredible regression to a younger, stronger state. Once the rote is completed, the willworker ages normally.]
 
 
Serenity of the Stone (Prime 5, Time 5, Entropy 4, Life 3, Mind 3)
 
 This rote, a favorite of the Akashic Brotherhood, slows the aging process so drastically that the mage doesn't seem to age at all. Once performed, the mystic need not recast the rote time and again.
 
 This rote can seem coincidental if the mystic secludes himself from regular contact with Sleepers. His Mastery of Prime creates a mostly self-sustaining Pattern that slows time and entropy. Life and Mind magic keep his faculties, both physical and mental, in proper working order.
 
 The downside is that the mage is still a "thaumivore" of sorts, and must periodically refresh the Prime Pattern maintaining the Effect.
 
 [Since this rote is more effective than most, the mage need only consume a point of Quintessence every week or so. If Quintessence isn't available, the mystic takes a Health Level of lethal damage per day, and begins aging more rapidly. In some cases, Paradox strikes willworkers at this delicate stage, rapidly withering them beyond their actual age. The cause is unknown, although the Chorus theorizes that the irregular ebb and flow of energy is an affront to Divinity.
 
 This rote cannot stop aging, merely slow it to a crawl. The mage typically ages one year for every 50 she lives.]

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Re: 【M:tA-H:SoH】附录:世纪之重量
« 回帖 #5 于: 2023-03-28, 周二 19:00:02 »
创建古老角色
 
 若团内愿意,叙事人可选择跑一个编年史,其中玩家被允许扮演长老法师。该游戏风格很容易失控,但也能带来迷人的角色扮演。游戏基调很明显会比你普通的法师游戏更史诗(这在许多情况下都很重要)。以下指南帮你从头创建一个长老:

 
圣贤
 
 若真需说清,那么我们强烈反对使用圣贤玩家角色。这些最传奇的大法师只是谣传存在;许多现代法师只把它们当作神话。即使大法师也有他们的疑惑。若这些超级法师的确存在,那么他们并不关心平常事务——没有圣贤结束了二战、解救了白嚎狼人或抹除了科技吏官,所以我们能假设他们让人类自生自灭了。
 
 一般角色扮演者要玩好大法师已够难了;又有多少玩家能准确扮演一个有如神般力量和几近神般睿智的数千岁存在呢?我们相信最好是扮演仍能被人类理解的存在,而非把凡人的心血来潮丢给众神(反之亦然)。
 
 
角色点数
 
 长老角色的属性应从10/7/5,而非7/5/3开始。毕竟领域的精通同身心的完美相关。角色也在技能上有普通点数(13/9/5),但有60“免费点”来提升数据。古老者也有12领域点数(超过了她宗派的初始点数)和15背景点数。叙事人若希望可在任一方向上调整数值,但要警告的是,即使是好意的玩家,被给予伟力后都会对游戏平衡有害。

 魔峰初始等级照常;但它能用“免费点”买到很高。魔素点等于(角色魔峰等级)×2;矛盾始于3(假设为100岁法师),100岁后每活50年+1。

原文:
劇透 -   :
Ancient Character Creation
 
 lf the troupe is willing, Storytellers may opt to run a chronicle in which the players are allowed to play venerable mages. This style of gaming can easily get out of hand, but can also lead to fascinating roleplaying. Obviously, the tone of the game will become more epic than your average Mage game (which is saying something in many cases). The following guidelines help you create an elder from scratch:
 
 
Oracles
 
 In case it needs to be said, we very strongly advise against Oracle player characters. These most legendary archmages are only rumored to exist; many modern wizards consider the Oracles a myth, nothing more. Even the archmagi have their doubts. If they do exist, these ultra-mages don't concern themselves with mortal affairs - no Oracle ended World War Il, saved the White Howler werewolves or wished away the Technocrats, so we can assume they leave humanity to struggle on as it will.
 
 The average roleplayer will have a hard enough time playing an archmage well; how many gamers can accurately roleplay a millennia-old being with godlike power and near-divine enlightenment? It's better, we believe, to roleplay someone still comprehensible to human thought then to assign the whims of mortals to the gods (or vice versa).
 
 
Character Points
 
 The elder character's Attributes should start with 10/7/5 rather than 7/5/3. After all, mastery of the Spheres is linked with perfection of mind and body. Similarly, the character receives the standard amount of dots in Abilities (13/9/5), but gains 60 "freebie points" to increase her statistics. The ancient also receives 12 dots in Spheres (above and beyond her starting dot for her Tradition) and 15 dots in Backgrounds. Storytellers may adjust these numbers in either direction if desired, but be warned that giving great power to even well-meaning players can be hazardous to game balance.
 
 Arete starts at the usual level; it may be bought fairly high with "freebie points." Quintessence equals twice the character's Avatar rating; Paradox begins at 3 (assuming a 100-year-old mage), +1 for every 50 years past 100 the character has been alive.

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Re: 【M:tA-H:SoH】附录:世纪之重量
« 回帖 #6 于: 2023-03-28, 周二 19:01:41 »
新优势和缺陷
 
 以下是古老角色专属的新优势和缺陷。它们适用于普通法师。注意这些特质能超过7点——你存活的时间常打破普通人的界限。然而请谨慎——这个等级的优势和缺陷能以不立刻明显的方式造成极其高昂的代价。

 
崇高声望(5点优势)
 
 你的事迹名声在外,许多年轻学生敬仰你。你被绝大多数结盟秘所欢迎,并能在自己宗派里找到援助。当然你在升华之战中也会是极显眼的存在,并吸引很多不必要的关注。

 
岁月智慧(5点优势)
 
 你已在自己的旅途中目睹并做过几乎是一个人能想象的任何事。每盘游戏里,你能在任一非魔法动作——无论是攻击还是闪躲,调查还是劝说——上加1自动成功。当你专心做某事时,你能突然回忆起以前做过的类似事(“当我在夏伊洛时…”),并利用你的经验来帮助自己。
 
 
强大盟友(5-8点优势)
 
 你在这些年里成功和一些有强大力量的存在成了朋友(或至少是建立了友好关系)。这可以是一个狼人族群、另一位古老法师、一个血族亲王、影裔参事、释族公爵、长老死灵、木乃伊或一些真正古怪的事物。虽然你们都不会为对方冒着生命、肢体和灵魂的风险,但有在需要时互相帮助的习惯。该优势能作许多冒险的起点。叙事人对你能结交的盟友、以及它们作为优势能价值多少有最终决定权。她也能决定你盟友的数据;虽然你知道基本的,但你不应对你朋友的能力无所不知。

 
爪牙(8-15点优势)
 
 你能控制一群人,而他们甚至没意识到这点。这些爪牙会很乐意听从你的命令,虽然你得注意保守你是领导这个秘密(鲜有人喜欢被操控)。该优势无法被用来控制玩家角色。8点时,你能有一些非法师或刚觉醒的爪牙;10点让你控制一个小型结社、一战帮年轻狼人或一圈子雏儿血族;15点让你掌控一帮有经验(虽然仍比你弱)的超自然存在,或一个实力接近你的事物。
 
 
学生声望(2点优势或2点缺陷)
 
 你的一个学生已闯出了自己的名声,而她的事迹也反映在你身上。也许她活跃并年少有为,给她的宗派带来新观点。她也可能是块朽木,前段时间成了拔拉鄙或劫夺者。无论哪种情况,她的活动都会给你带来巨大尊重或尴尬,她的事迹也常成为你同僚的话题。

 
慢性疼痛(2点缺陷)
 
 你虽有强大力量,但某个旧伤,或甚至可能是年龄本身仍困扰着你。你在每个场景都得投次耐力(难度6),否则因痛苦而分心,所有骰难度+1。
 
 
多愁善感(2点缺陷)
 
 无论你年轻时有多不适和忙碌,你仍怀念这些日子。你有沉浸在“光辉岁月”之类白日梦的倾向,有时会愚蠢行动或变得沮丧。投次意志点常会把你的怀旧情绪放一边——一小会儿…

 
衰老(5点缺陷)
 
 你不仅是心神游离,你的大脑完全退化了。你单是为了记起除名字外的任何事,或尝试知识特质骰,就得投次机敏属性或花1意志点。你也会受白日梦影响,可能要花数天对你记忆中50年前的世界作出反应。有该缺陷的法师常被证明是自己和周围人的一大威胁。

 
竞争(3-5点缺陷)
 
 一些你这方的强大存在厌恶你,并试图挫败你的野心。这可能就是种职业竞争(像那些在多塞梯堡大厅里发生的),或数世纪前(因失去恋人、朋友被杀或更糟的事而)种下的持久而深深的厌恶。虽然你的对手不会公开攻击你,但她会在她(强大)力量范围内,尽自己所能来确保你永远无法完成自己的目标——除非它们更适合她而非你的目的…

 
不朽敌人(5-8点缺陷)
 
 你已树立了一个超自然敌人,它已和你对抗了数年。这能是一个血族、敌对法师、影裔领主或其它完全不同的东西。这个敌人在你们数十年的竞争中已习得你的几个秘密和缺点,并非常愿意利用它们对付你。这个敌人在现代社会非常根深蒂固;你的确有空挫败他的计划,并进行些自己的打击,但登门拜访然后结果他在目前是极不可能的。

原文:
劇透 -   :
New Merits &Flaws
 
 Below are some new Merits and Flaws tailored for ancient characters. They are not for use with normal mages. Note that these can exceed seven points - the span of your existence tends to break the boundaries of normal people. However, be wary - Merits and Flaws of this magnitude can be exceptionally costly in ways not immediately obvious.
 
 
Grand Reputation (5 pt Merit)
 
 Word of your deeds has traveled far before you, and many younger students revere your name. You will be welcome at most allied Chantries and can find assistance throughout your Tradition. Of course, you will also be a highly visible presence in the Ascension War, and will attract plenty of unwanted attention.
 
 
Years of Wisdom (5 pt Merit)
 
 In your travels, you have seen and done almost every-thing a person can imagine. Once per game session, you may add one automatic success to any one non magickal action, whether it be an attack or dodge, research or persuasion. As you set your mind to the task, you suddenly remember doing something like it before ("When I was at Shiloh...") and draw upon your experience to help you.
 
 
Powerful Allies (5-8 pt Merit)
 
 Over the course of the years, you have managed to befriend (or at least establish cordial relations with) a few beings of great power. This may be a sept of Garou, another ancient mage, a vampire prince, Umbrood Preceptor, sidhe duke, elder wraith, mummy or something truly bizarre. Although neither of you would risk life, limb and soul for one another, you're in the habit of lending assistance to one another when required. This Merit can serve as the jumping-off point for many adventures. The Storyteller has final say on what allies you may take, and how much they are worth as a Merit. She also defines the statistics for your ally; although you know the basics, you shouldn't have an omni-scient overview of what your friend is capable of.
 
 
Pawns (8-15 pt Merit)
 
 You can control a group of people without their even realizing it. These pawns will readily do your bidding, although you must take care to keep your guidance a secret (few people enjoy being manipulated). This Merit cannot be used to take control of any player characters. At 8 points, you have a number of non mages or recently Awakened pawns. 10 points allows you control of a small cabal, pack of young Garou, or coterie of neonate vampires. 15 points gives you mastery of a band of experienced (though still your lesser) supernatural beings, or one entity close to your own power.
 
 
Student's Reputation (2 pt Merit or 2 pt Flaw)
 
 One of your students has made something of a name for herself, and her deeds reflect back on you. Perhaps she is a vibrant young talent who brings a fresh perspective to her Tradition. Alternately, she may be a bad seed who went barabbi or Marauder some time ago. Whatever the case, her activities bring you great respect or embarrassment, and her exploits are often the talk of your peers.
 
 
Chronic Pain (2 pt Flaw)
 
 Despite your great power, an old wound or perhaps even your age still ails you. You must make a Stamina roll (difficulty 6) every scene or be at a +1 difficulty to all rolls from the painful distraction.
 
 
Wistful (2 pt Flaw)
 
 However uncomfortable and hectic your youthful days were, you still miss them. You have a tendency to drift off into daydreams of the "glory days," sometimes acting foolishly or becoming depressed. A Willpower roll will usually put aside your nostalgia - for a while....
 
 
Senile (5 pt Flaw)
 
 You're not just absent-minded, your brain is downright deteriorated. You must make a Wits roll or spend a Willpower point to remember just about anything except your name or to attempt any Knowledge roll. You are also susceptible to daydreaming, and may spend days at a time reacting to the world as you remember it 50 years ago. Mages with this Flaw often prove to be a threat to themselves and others around them.
 
 
Rivalry (3-5pt Flaw)
 
 Some mighty being on your own side hates you and seeks to thwart your ambitions. This may be a simple professional rivalry (like those within the halls of Doissetep) or a deep, abiding loathing spawned centuries ago (over lost love, slain friends or worse). Although your rival will not openly attack you, she will do everything in her (considerable) power to make sure you never reach your personal goals - unless they would suit her purposes better than yours…
 
 
lmmortal Enemy (5-8 pt Flaw)
 
 You have made a supernatural enemy that has been fighting you for years. This may be a vampire, rival mage, Umbrood Lord or something else entirely. Over the decades of your rivalry, this enemy has learned several of your secrets and foibles, and is quite willing to use them against you. The enemy is very well-entrenched in modern society; you have time to thwart his plans and make a few strikes of your own, but going over to visit and kicking his ass is currently very much out of the question.

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Re: 【M:tA-H:SoH】附录:世纪之重量
« 回帖 #7 于: 2023-03-28, 周二 19:02:04 »

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Re: 【M:tA-H:SoH】附录:世纪之重量
« 回帖 #8 于: 2023-03-28, 周二 19:03:28 »
叙事古老者
 
 让我们直言吧;数世纪老的法师是你在不跑纯神灵精魂类编年史的情况下,所能有的最接近半神的存在。这些人几乎是为所欲为的;若你的玩家很聪明,结果会更糟。

 所以你该如何挑战这种力量的角色呢?你可以用血族玛士撒拉或狼人长老恐吓他们,但那样完全会失去游戏的意义。对,更大的家伙意味着更强的目标;然而战斗仍不应是这种等级的团的重心。

 滥强角色的编年史应常围绕阴谋进行。即使是最低等的法师侍从,只要足够狡猾,也能制造一波恶毒到足以让最睿智的长老丧失信誉的流言蜚语。若你的敌人不会露出底牌,那么要对她采取行动就更难了。更糟的情况是你清楚谁是你的敌人,但被禁止对她做任何事(她可能是你秘所的管家,或好友恋人)。叙事人应迅速阻止用魔法解决这些情况的尝试;对玩家而言,用诡计常令人满意得多。
 
 另一个办法是探索影界。法师在此能避开无处不在的讨厌矛盾。然而这儿也居住着法师宇宙观中最强大的存在。那些有高级精魂魔法的会发现该领域是把双刃剑:他们对灵界居民有强大力量,然而这些精魂也会认出并反感他们的力量(因此梦语者会在精魂间小心翼翼,彬彬有礼,来避免在数分钟内累积大敌)。角色可能竞争着被提拔到某个影界王廷,收获和自己实力更一致的敌人和可能盟友。虽然一个人类法师可能永远无法变得和一个强大影裔等同,但想象一下和一个神灵掰手腕的场景吧!这也可能导致非常危险的针对灭世者的冒险,因为长老坚信彻底摧毁某个邪教的唯一办法就是囚禁或摧毁其赞助人… (有关影界居民和恶魔的更多点子,请看《疯狂之书》《世界之书》)。
 
 那些真想做点不一样的事的人,甚至会打造一个,一位玩家玩一个古老法师,其余人保持普通法师力量等级的编年史。很明显,这个编年史甚至更难跑。你可能轻易掉进某些陷阱。要么年轻人在现世奔波,而长老盟友呆在穹界避免矛盾;要么智者和他们一同旅行,自己处理一切潜在威胁。两种选项似乎都不太有趣。

 巧妙规避它的一个方法就是若尊敬的长老有一或三个禁忌(《暗影之书》中的缺陷:魔法禁忌或强迫)。若年长者无法不失去力量而为他年轻的后辈执行任务,那么他就变得更平衡了点。此类游戏能和某些武侠片媲美;年迈大师同大家一起旅行,但被荣誉所束缚,而让他们自己去战斗。他在此只是抵消(通常都会被新晋英雄之一干掉的)大反派的优势。

 影界也能做这种编年史的背景板。古老者可以是结社其余人的导游和赞助人,但没规则说精魂将偏爱他们中最年长者。也许翠焰侯爵被年轻善终者的双眼迷住了…

 玩得开心。

原文:
劇透 -   :
Storytelling for Ancients
 
 Let's face it; centuries-old mysticks are just about as close to demigods as you can get without running an all-Incarna chronicle. These are the sort of people that can do just about anything they set their minds to; the effect gets far worse if your players are clever.
 
 So how do you challenge characters of this caliber? You could threaten them with vampire Methuselahs or Garou elders, but that would be missing the whole point of the game. Yes, bigger guns mean more armored targets; still, combat should hardly be the focus of a campaign of this magnitude.
 
 Chronicles for uberpowerful characters should often revolve around intrigue. Even the lowliest acolyte, if crafty enough, can begin a rumor campaign vicious enough to discredit the sagest elder. If your enemy will not reveal her hand, it becomes increasingly difficult to do something about her. Far worse is the situation where you know precisely who your enemy is, but are forbidden to do anything about her (she might be seneschal to your Chantry, or the lover of a good friend). Storytellers should be quick to discourage magickal attempts to solve these situations; using guile is often far more satisfying for the players.
 
 Another approach involves exploring the Umbra. Out here, mysticks can skirt the ever-present gadfly of Paradox. And yet, here also dwell the most powerful beings in Mage cosmology. Those mysticks with strong Spirit ratings will find the Sphere a double-edged sword: They wield great power over the denizens of the spirit world, yet those same spirits recognize and resent their power. (Dreamspeakers thus tread carefully and politely among the spirits, in order to avoid accumulating powerful enemies within minutes.) Characters might vie to be elevated into an Umbral court, gaining rivals and possible allies more in league with their powers. Although a human mage could never rise to become the equal of the mighty Umbrood, imagine playing musketeer to an Incarna! This could also lead to very dangerous adventures against the Nephandi, as the elders decide the only way to demolish a given cult for good is to imprison or destroy its patron... (For more ideas on Umbral denizens and demons, see The Book of Madness and The Book of Worlds.)
 
 Those wanting to do something truly different might even craft a chronicle in which one player runs an ancient mystick and the rest remain at the standard Mage power level. Obviously, this chronicle is even more difficult to run. You could easily fall into certain pitfalls. Either the younglings run around on Earth while their elder ally stays in a Horizon Realm to avoid Paradox, or the wise one travels with them and handles every potential threat single-handedly. Neither option seems to be much fun.
 
 One way to circumvent this is if the revered elder suffers under a geas or three (the Flaw: Magical Prohibition or Imperative, from The Book of Shadows). lf the old one cannot perform tasks for his younger charges without losing his powers, then he becomes a little more balancing to have along. Such games would be comparable to certain martial-arts flicks; the wizened master travels with the group, but is bound by honor to let them fight their own battles. He is there only to neutralize the advantage held by the archvillain (who usually gets offed by one of the upstart heroes, anyway).
 
 The Umbra could also work as a backdrop for this sort of chronicle. The ancient could be the tour guide and patron for the rest of the cabal, but no rule says the spirits are going to favor the eldest among them. Perhaps the Marquess of Verdant Flame is enchanted by the young Euthanatos' eyes...
 
 Have Fun.

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Re: 【M:tA-H:SoH】附录:世纪之重量
« 回帖 #9 于: 2023-03-28, 周二 19:15:18 »
角色点数
 
 长老角色的属性应从10/7/5,而非7/5/3开始。毕竟领域的精通同身心的完美相关。角色也在技能上有普通点数(13/9/5),但有60“免费点”来提升数据。古老者也有12领域点数(超过了她宗派的初始点数)和15背景点数。叙事人若希望可在任一方向上调整数值,但要警告的是,即使是好意的玩家,被给予伟力后都会对游戏平衡有害。

 魔峰初始等级照常;但它能用“免费点”买到很高。魔素点等于(角色魔峰等级)×2;矛盾始于3(假设为100岁法师),100岁后每活50年+1。

后来出版的秘艺大师大概是觉得这些太强了,所以在很多数据上都砍了一刀……
What's your name?          What do you do?
Do you want to do anything else,and if so what is it?
What's your first memory?          What's the most amazing thing you've ever witnessed?
What's the best thing about being you?What's the worst?
If you could switch bodies with someone for 24 hours,who would it be?
What there superpowers do you wish you had?
What's life going to look like in the year 3000?
How far is a light year?
Do you have any secret talents?
What would you do on your last day on Earth?