成長和蛻變

你的角色不會在整個戰役中保持不變。隨著他們的故事發展,他們將因在遊戲中發生的事件的應對而有機會成長和蛻變。他們面對的衝突和他們克服的困境將改變你對他們是什麼人的了解並推動他們走向新的挑戰。

除了你的角色,遊戲世界也會隨之變化。在你遊玩時你會解決威脅或改變地點人物,又或因為某問題對世界的影響而可能需要改變。我們之後會有更多關於世界發展的內容。

命運中的角色成長會以兩種方式之一進行:一是你可以將你的角色表上的一些東西改變成其他等價的東西,另一是添加新的東西到你的角色表上。你可以做這些事的機會統稱為里程碑。

定義里程碑

里程碑是在遊戲中你有機會改變或提升你的角色的時刻。我們稱他們為里程碑是因為它們通常發生在遊戲行動的顯著「斷點」上,分別是一次遊戲聚會的結束、一個劇折的結束以及一個劇構的結束。

通常情況下,那些斷點緊接在那些證明你的角色在回應事件時改變了的顯著事件後。你在聚會結束時可能會揭露顯著劇情細節或是留待後續。你在劇折的結束時可能會打敗大反派或解決一條劇情線。你在劇構結束時可能會解決震撼戰役世界的主要故事線。

很顯然,事情不會總是好好地依照次序,所以遊戲主持人,你可以自由裁量何時是某個等級的里程碑。如果在聚會中途似乎滿足給出里程碑的條件,就進行吧,但遵守這裡的準則以防止發放太多太頻繁的成長機會。

里程碑有三種級別的重要性:次要,顯著和重大。

次要的里程碑

次要的里程碑,通常發生在遊戲聚會結束或是當故事一部分已經解決的時候。這些類型的里程碑多半是關於改變你的角色而非讓他(她)更強大,是關於你需要對應故事發展所作的調整回應。有時,在次要的里程碑獲得優勢不是真的很合理,但如果你需要你總是有這個機會。

在一個次要的里程碑,你可以選擇做以下選項之一(也只能選一個):

  • 交換任兩個技能的評等,或是以一個不在你角色表上的技能替換一個一般(+1)技能。
  • 將一個特技改為任何一個特技。
  • 購買新的特技,只要你的重振值許可。(請記住,你的重振值不能低於一。)
  • 為一個角色形象重新命名,只要它不是你的核心概念。

此外,你還可以重新命名任何你有的中度後果,如此你可以開始讓他們恢復,假設你還沒有這樣做。

這是一個讓角色做微小調整的好方法,如果你的角色看起來像是有什麼不完全正確,你最終沒想如你所想那麼經常使用那項特技,或者你解決了你擁用的與愛德蒙的血海深仇因此它不再合適,或者是那些讓你的角色與遊戲事件相符的變化。

事實上,你必須能夠證明你正在做的改變合於遊戲的劇情。例如,你不應該能夠將脾氣火爆改變成忠貞的和平主義者,除非故事中發生了足以啟發內心轉變的事情,你遇到了一個聖潔的人或是有使你想放棄武力的創傷經驗,或其他類似的。遊戲主持人,你有最後裁量權,但不要太過於講究一致而犧牲了玩家的樂趣。

Cynere gets a minor milestone. Lily looks over her character sheet, to see if there’s anything she wants to change. One thing that sticks out to her is that during the last session, Zird has been scheming behind her back a lot and putting her in a bad position.

She looks over at Ryan and says, “You know what? I have this aspect, I’ve Got Zird’s Back. I think I need to change that in light of current circumstances, and call it, I Know Zird is Up to Something.”

Ryan says, “Seriously? I mean, it’s not like he does it all the time.”

Lily grins. “Well, when he stops, I can change it back.”

Amanda approves the change, and Lily rewrites one of Cynere’s aspects.

Meanwhile, Landon also gets a minor milestone. Lenny looks over his sheet, and notices that he spends a lot more time lying to people than he does trying to make friends with them. He asks Amanda if he can swap the ranks of his Deceive and his Rapport skill, giving him Good (+3) Deceive and Fair (+2) Rapport. She agrees, and he notes the new skill totals on his character sheet.

顯著的里程碑

顯著的里程碑通常出現在一個劇折的結尾或是一個大型劇情事件的結束(或者有疑問時,在每兩三次聚會結束時)。不像次要的里程碑主要是改變,顯著的里程碑是關於學習新事物,通過處理問題和挑戰通常會使你的角色在他們所從事的事物上更有能力。

除了一項次要的里程碑的利益,你也得到以下兩項:

  • 一個額外的技能點,你可以用來購買一個一般(+1)評等的新技能或是將一項現有的技能提高一個等級。
  • 如果你有任何嚴重後果,你可以重新命名他們以開始恢復的過程,如果你還沒這樣做。

當你花費你的技能點時,這價值等同梯度上的一階。你可以用它來買一個一般(+1)評等的新技能,或者是使用它來讓一個既有的技能在梯度上提升一階,像是從良好(+3)增加到極佳(+4)。

技能柱

在角色創造時,你將你的技能組織成為金字塔。在角色成長時你不用堅持這原則。

不過,還是有個限制你必須遵守,就是技能柱。這意思是你特定評等的技能數量不能超過較低評等的技能數量。所以,如果你有三個良好的柱列,那麼你至少要有三個一般(+1)的技能以及至少三個尚可(+2)的技能來支撐你的三個良好(+3)技能。

金字塔已然遵循了這條規則,但當你要添加技能時,你需要確保你不違反這條限制。人們很容易忘記,如果你使用一個技能點來提升自己的技能之一,你可能會突然沒有足夠的技能來「支撐」它的新等級。

所以你有一個良好(+3)的,兩個尚可(+2)的,以及三個一般(+1)的技能的話。你的技能分佈看起來大致是這樣的:

在一個里程碑中,你想升級一個尚可(+2)的技能到良好(+3)。這會使你有兩個良好(+3),一個尚可(+2),與三個一般(+1):

你發現為什麼不行了嗎?你現在缺少第二個尚可的技能才能符合這個規則。

當發生這種情況,你有兩個選擇。你可以購買一個較低等級的新技能,在這例子裡是一般(+1)等級的,然後在之後的里程碑提升它,直到你有位置放你想要的技能等級。或者是你可以「存下」技能點,現在不花直到你積累了足夠點數可以購買任何你需要的等級與數量。

因此,在上面的例子中,你可以買一個一般(+1)的技能,提升你一個一般的技能到尚可(+2),然後將原來的技能衝到良好(+3)。這將需要三次顯著或重大里程碑。或者你可以等到存下三個技能點,買一個尚可(+2)等級得的新技能,然後將原來的技能衝到良好(+3)。這只取決於你是否想要在此期間在你的角色表上放新東西。

Zird gets a significant milestone after the end of a scenario. He gains an additional skill point.

Ryan looks at his character sheet, and decides he wants to take his Notice up from Fair (+2) to Good (+3). He knows that’s going to screw him up with the rules, though, so instead, he decides to take Resources at Average (+1)—the PCs have been on a few lucrative adventures lately, and he figures that’s his opportunity to create a sense of stable wealth.

If he waits two more milestones, he’ll be able to put one of his Average skills at Fair (+2), and then bump his Notice up to Good (+3) like he originally wanted.

He also has the opportunity to take one of the benefits from a minor milestone. He has been in a lot of fights this game so far, and feels like his Not the Face! is getting old, considering the number of times his character has been hit in the face. He replaces it with Hit Me, and There Will Be Consequences, to reflect his changing attitude about the violence he encounters.

GMs, strictly enforcing how

the skills work can be a pain in

the ass sometimes. If you and

the players really want to be

able to upgrade a certain skill

in a way that breaks the rules

now, simply ask that the player

spend the next few milestones

“correcting” their skill spread,

rather than making them wait.

It’s okay. We won’t come after

you.

你可能會注意到這意味著你越是在梯度上進一步,就越難迅速提升你的技能。這是刻意的,至始至終沒有人可以達到一切都很強的地步。那是無聊的。

重大的里程碑

一個重大的里程碑應該只在戰役中有重大事情發生時出現,像是劇構的結尾時(或大概三個劇折),一個主要非玩家角色反派死亡時,或是其他任何影響你的遊戲世界的大規模變化。

這個里程碑是關於獲得更多能力。昨日的挑戰已不足以威脅這些角色,而明日的威脅需要更加嫻熟,更有組織,更有決心以在未來對抗他們。

達到一個重大的里程碑會給予顯著的里程碑以及次要的里程碑的好處,以及下面所有的附加選項:

  • 如果你有一個極端後果,將其重新命名以反映你度過最破壞性的影響。這使你在未來可以承受另一個極端後果,如果你願意。
  • 得到額外的重振點數,這可以讓你馬上去購買一個新的特技,或保留它讓自己在聚會開始時有更多的命運點數。
  • 提昇技能到超越戰役當前的技能上限,如果你還可以增加技能上限。
  • 重新命名你角色的核心概念,如果你願意。

達到重大的里程碑是件大事。角色擁有越多特技也就有更多獎勵來源,使得他們的技能比預設情況更加有效。角色有較高的重振值將在遊戲聚會開始時有更多數量的命運點數,這意味著他們一段時間內將不用依賴強迫。

遊戲主持人,當玩家角色超越技能上限時,這必然會改變你用來擔任對抗的非玩家角色的樣子,因為你會需要敵人在基礎能力上與玩家角色可以相比擬以提供值得的挑戰。它不會一蹴而成,這將讓你有機會逐步引入更強大的敵人,但如果你們遊戲進行足夠長的時間,最終你們將會有擁有史詩與傳奇技能等級的玩家角色,這應該能給你該把什麼樣的壞人帶到他們面前的感覺。

最重要的是,一個重大的里程碑應該預示著很多東西在你的遊戲世界已經改變。有的可能會在世界發展中反映出來,但考慮到玩家角色已經有過回應故事修改形象的數次機會,你可以看到群組已經比起當初開始時有很多不同的關注重點。

Cynere reaches the end of a long story arc and is awarded a major milestone. In the game, the PCs have just accomplished the overthrow of Barathar, Smuggler Queen of the Sindral Reach, which leaves an enormous power vacuum in the game world.

Lily looks at her character sheet. She took an extreme consequence in the past arc of scenarios, and allowed one of her aspects to get replaced with the aspect Soul-Burned by the Demon Arc’yeth. She now has the opportunity to rename that aspect again, and she decides to call it I Must Kill Arc’yeth’s Kind—she hasn’t quite escaped the scars of the experience, but it’s better than where she was, given that her aims are now proactive.

She also gets an additional point of refresh. She asks Amanda whether or not she can turn her experience with Arc’yeth into something that will allow her to fight demons in the future. Amanda sees no reason to object, and Lily decides to buy a stunt on the spot.

“Demon-Slayer: +2 to the use of the Warmaster stunt, when she chooses to use it against any demon or any demonic servitor.”

Lily records the new stunt on Cynere’s character sheet, and rewrites the appropriate aspect.

Zird the Arcane also gets a major milestone. Ryan looks over his character sheet, and realizes that he’s in a position to advance his peak skill, Lore, to Superb (+5). He does so, and Amanda makes a note that she needs to make any wizardly enemies Zird might encounter that much more powerful, just to get his attention.

Finally, Landon also reaches a major milestone. Recently in the plot, Landon discovered that the Ivory Shroud was much more than a martial arts society—they’ve been secret political movers and shakers for a long time, and recently supported Barathar in her efforts to control the Reach.

In response to this, Lenny decides to alter his high concept slightly to Former Ivory Shroud Disciple, indicating his desire to distance himself from the order. Amanda tells him that the Shroud isn’t going to take his defection well.

So we have Cynere with a new appetite for killing demons, Zird reaching a heretofore unseen level of power, and Landon questioning his loyalty to his only real source of discipline. Amanda makes a lot of notes about what this means for the next few scenarios.

Back to Character Creation

One way of looking at a major milestone is that it’s the equivalent

of a season finale in a television show. Once you start the next session,

a lot of things have the potential to be fundamentally different

about your game—you might be focused on new problems, several

characters will have aspects changed, there will be new threats in

the setting, and so on.

When that happens, you might decide that it’s a worthwhile endeavor

to take a session to sit down like you did at character creation

and review all the PCs again, altering or adjusting anything

that seems like it might need revision—new skill configurations, a

new set of stunts, more changes to aspects, etc. You may also want

to examine the issues in your game and make sure they’re still appropriate,

revise location aspects, or anything else that seems necessary

to move your game forward.

So long as you keep them at the same level of refresh and skill

points they had, reconvening like this might be exactly what you

need to make sure everyone’s still on the same page about the

game. And GMs, remember—the more you give the players a chance

to actively invest in the game world, the more it’ll pay off for you

when you’re running the game.