盟友(Allies)【社交】 可变 许多电影中的英雄都有同伴——忠于彼此的夥伴,虔诚的随从,可以信任的家臣或者是至交好友——这些人在冒险的过程中陪伴他们。这些同伴就是“盟友”。
跟你同一个冒险队伍的其他PC们在某种意义上也是你的“盟友”。但他们实际上可能是很不稳妥的盟友。通常来说他们与你都是偶然相识,可能几个才在路边的一间酒馆里初次相见。他们有自己的隐藏目标、伦理观念以及动机,因此他们也许不会总是跟你立场一致。
但是,一名NPC盟友总是可靠的。你们也许曾并肩作战,或者师从同一名尊师,又或者在同一个村子里长大。你们无条件地信任彼此。你们结伴旅行,并肩作战,艰困时共享食物,夜晚到来时轮流守夜。
你的盟友通常会同意你的建议,但他并不是你的傀儡。他有时
会反对你的意见。一名盟友会劝你不要进行从他眼中看起来相当愚蠢的计划——而若他无法说服你放弃的话,他可能会拒绝参与行动。盟友甚至可能给你带来麻烦:寻衅他人、被捕入狱或者羞辱高阶贵族啦……当然,如果是
你捅出篓子的话,你的盟友也会试着帮你一把。
若在任何一次游戏过程中背叛、攻击盟友或者使他陷入不必要的危险中,GM将不会给予你该次游戏的奖励角色点数。不加掩饰、旷日废时或者严重的背叛行为将会导致你和盟友间的信任感荡然无存,他将永远离你而去。如果你是因此而失去盟友的,你花费在他身上的点数就没了,这也使得你的角色价值降低。只要你与他一同犯险,又是个负责任的领导者,带着你的盟友犯险并不是问题。
盟友的点数花费取决于他的强度以及出厂频率。只有选择NPC们作为盟友的PC需要为此特权付出点数,两名PC可以成为彼此的“盟友”而无须花费点数,NPC也是如此——而且NPC将PC作为盟友时无须支付点数。具体而言,盟友是一位有着娴熟技巧的NPC,并特别地与一位PC有所牵连。
盟友的能力 参照以下表格来决定你得在盟友身上花费多少点数。“总点数”表示该盟友的总点数是玩家的起始点数的多少百分比;“花费”则是该盟友价值的点数。如果盟友的总点数落在两个百分比间,那么采用较高者。
| 总点数 | 花费 | 25% | 1点 | 50% | 2点 | 75% | 3点 | 100% | 5点 | 150% | 10点 |
|
不允许以超过玩家起始点数的150%建构的盟友;请将这类NPC视为Patrons(72页)。例外:对
无智能(IQ为0)的盟友而言,上表可以无限延伸;每比玩家的起始点数多50%,花费点数+5。
以低于玩家角色起始点数建构的盟友可能
同时被视为Dependents(见131页)。将盟友与Dependent的花费相加,并将此组合视为单一的特性:如果点数花费为正值,则是优势,为负值便是劣势。
盟友团队 只要你能够支付,你可以购买任意多的盟友。通常而言,每位盟友都是独立的优势,但你可以将一群相关的盟友视为单一特性来节省角色卡的空间。对于一群
独立个体——有着他们自己的独特能力以及角色卡的团队——将每个独立盟友的点数花费相加来得出该团队的花费,然后再以出场频率对总花费进行调整,最后再加上其他特殊调整因子。
而对多于五位相同且可以相互交换,共享一张角色卡的盟友——举例而言,一个低水平的匪帮或者一群机械工蜂——先找出将队伍中一名成员作为盟友时的花费,然后再乘上下表中的花费,来决定整个团队的花费。
| 团队大小 | 倍率 | 6-10 | ×6 | 11-20 | ×8 | 21-50 | ×10 | 51-100 | ×12 |
|
成员数量每增加十倍,价格就×6(所以十万名盟友的价格要×30)。如果你想要有一整个军团的盟友,GM可能会要求你持有非常背景(Unusual Background,96页),或者干脆禁止大于某个大小的团队存在——但它可能会允许军队或者其他更大型的组织作为Patron存在。将出现频率倍率以及特殊调整因子(如果有)应用上去来计算出整个团队的最终花费。
出现频率 选择一种出现频率(frequency of appearance,见36页)。如果你的盟友在冒险开始时出现,他会在冒险过程中一直陪伴着你。
出现频率(Frequency of Appearance)
无论你是付出点数购买良性关系,还是从糟糕的关系中得到点数,这些NPC都不大可能一直出现。每位朋友或敌人都有出现频率,而且只会在GM投掷3d并出现小于等于该数字的结果时出现在该场战役中。如果检定成功,则出现的NPC会如何与你互动是取决于这段关系的本质。
你决定相关NPC(Associated NPC,见31页)的能力水平以及团队规模(见as applicable)之后,但在你附加任何特殊调整因子之前,出现频率会调整相关NPC的花费:
常时(无须掷骰):×4。该NPC总是存在。这个等级是给那些植入性、像衣服一样穿着或者超自然接触的NPC——通常是盟友——使用的。
几乎总是(掷骰结果为15或更少):×3。
相当常(掷骰结果为12或更少):×2。
有时(掷骰结果为9或更少):×1。
少见(掷骰结果为6或更少):×1/2(四舍五入)。
游戏中的盟友 如同Dependents(131页),当你获得角色点数时,GM会调整你的盟友的点数,以使得他与你的点数的保持在一个固定的百分比上。这会持续保有他做为一个优势的价值。由GM决定盟友们是怎么变强的,但他可能会要求你的介入。
如果你的盟友死了,但並不是你造成的,那麼GM不會懲戒你。你可以將花費在已故盟友身上的點數轉移到新的盟友身上。這段新關係應該如平常般循序漸進地發生,但若你做了什麼能立刻爭取到該NPC的事件(例如救了他一命),GM可以允許他立刻成為你的盟友。這在人情債被看得很重的文化中特別適用!
如果你和你的盟友友善地分手的話,你也無須承受減值。你可以用花費在他身上的點數購買一位你在遊戲過程中認識的新盟友。依GM的決定,you may trade in any remaining points for money (see p. 26), reflecting parting gifts.
魔宠Wizards, telepaths, and so on are often supernaturally linked to special Allies known as familiars. These are usually animals or spirits.
Work out a familiar’s basic abilities with the GM, starting with the racial template of an ordinary creature of its kind. If its racial IQ is 5 or less, raise it to at least 6. Consider buying off Cannot Speak, if applicable. Most familiars have supernatural advantages: Extra Lives for a cat (it has nine lives, after all!), Mindlink and Telesend for a familiar that can transmit its thoughts, etc.
Once you have determined the familiar’s abilities, work out its point total and its base value as an Ally. Select frequency of appearance as usual. This may be how often your familiar is available (on a failed appearance roll, it is sleeping, reporting to a demon lord, etc.) or how often its powers work (on a failure, it is no more capable than an ordinary member of its species, and cannot use or grant special powers) – your choice.
This kind of Ally usually has one or more special modifiers. Minion, Summonable, and Sympathy are common. Unwilling is typical of demonic or otherwise evil familiars. Take Special Abilities only if your familiar grants you powers; e.g., extra Fatigue Points with which to fuel spells or exotic or supernatural advantages that emulate the familiar’s own abilities (such as Flight, for a bird). You have no access to these abilities on a failed appearance roll; if your familiar is stunned, unconscious, or dead; or in areas where your special link does not function (GM’s decision). Buy these abilities with a -40% Accessibility limitation: “Granted by familiar.”
You can apply the following enhancements and limitations after calculating group cost (if applicable) and multiplying for frequency of appearance:
Special Enhancements Minion: Your Ally continues to serve you regardless of how well you treat him. This might be due to programming, fear, awe, or lack of selfawareness. Examples include robots, zombies, and magical slaves. You are free of the usual obligation to treat your Ally well. Mistreatment might result in an inconvenient breakdown (mental or physical), but the Ally will not leave. See Puppet (p. 78) for additional options. +0% if the Minion has IQ 0 or Slave Mentality (p. 154), as the benefits of total loyalty are offset by the need for close supervision; +50% otherwise.
Special Abilities: Your Ally wields power out of proportion to his point value. Perhaps he has extensive political clout or access to equipment from a TL higher than your own; perhaps he grants you exotic powers. Don’t apply this enhancement simply because your Ally has exotic abilities. If his powers are very uncommon, you will already be paying extra: your Ally requires an Unusual Background, which raises his point total and his value as an Ally. +50%.
Summonable: You conjure your Ally instead of rolling to see whether he appears at the start of an adventure. To do so, take a Concentrate maneuver and roll against frequency of appearance. On a success, your Ally appears nearby. On a failure, you cannot attempt to summon him again for one full day. Dismissing your Ally is a free action, but you may only dismiss him if he is physically present. +100%.
Special LimitationsSympathy: If you are stunned, knocked out, mind-controlled, etc., your Ally is similarly affected. The reverse is also true, so you should take special care of your Ally! -25% if the death of one party reduces the other to 0 HP; -50% if the death of one party automatically kills the other. If your wounds affect your Ally, but your Ally’s wounds don’t affect you, reduce these values to -5% and -10%.
Unwilling: You have obtained your Ally through coercion (e.g., blackmail or magical binding). You do not have to treat him as well as you would a normal Ally. However, he hates you and is likely to act accordingly, reducing his overall reliability level. If you endanger such an Ally or order him to do something unpleasant, he may rebel (GM’s option) if the consequences of doing so would be less severe than those of doing your bidding. An Ally who rebels is gone, along with the points you spent on him. -50%.