汎用TRPG「ガープス(GURUPS)」について、だべったりつづったりする所

WHAT IS A POWER? P7P


A “power” is an exotic or supernatural gift that you can direct in different ways to produce a number of related effects. A good example is Telepathy (see p. B257): the capacity to channel your thoughts in order to affect others’ minds. This might let you read minds, transmit thoughts, and lash out with bolts of mental energy. Yet all of these things are just manifestations of a single power – the power of Telepathy.

起源(Source) P7P

 Each power has a source: the origin of the energy the wielder manipulates to produce its effects. This is normally chosen from the list under Advantage Origins (see p. B33) – for instance, Telepathy is “psionic” – but the GM is free to invent other sources.
 The “chi” and “psionic” sources suggest that the power comes from within – from the user’s body and mind, respectively. Most other sources imply that the user is channeling external energies: the will of a god for “divine,” servitor spirits for “spirit,” mana for “magical,” and the energy of creation for “cosmic.” A few straddle the line, and suffuse the user and his surroundings; see Nature (p. 28) for a source like this. It’s important to be aware of this distinction, as it can affect how powers work in play (see Channeled Energies, p. 24).
 For more on sources, including a discussion of which sources are appropriate for a given genre and campaign type, see Origins (p. 179).

焦点(Focus) P7P

 A power also needs a focus: the item it manipulates or the concept it revolves around. This can be broad, but should be well-defined and fit into one of these categories: •A form of matter or energy, or its absence (e.g., air, cold, darkness, earth, electricity, fire, light, radiation, sound, vacuum, or water).

● A natural phenomenon (e.g., death, disease, volcanic activity, or weather).
● A supernatural phenomenon (e.g., astral projection, second sight, or the will of a specific god).
● A class of targets (e.g., animals, computers, living bodies, plants, sentient minds, or spirits – or other powers of one particular source).
● An abstract notion (e.g., good, evil, the future, or probability).

ANATOMY OF A POWER P7P

In addition to its source and focus, a power has three game-mechanical components:

 1. A set of advantages that represent different ways the power can manifest. These are known as the power’s abilities.

 2. A special modifier – most often a limitation – called a power modifier.
This turns any advantage that has it into an ability within the associated power.

 3. A Talent that makes it easier to use all of the power’s abilities.

Abilities P7P

 Each power has a list of abilities:
advantages that make sense as manifestations of the power, given its focus. For instance, Telepathy offers such abilities as Empathy, Mind Control, Mind Probe, Mind Reading, Mind Shield, Mindlink, Possession, and Telesend (for a complete list, see Telepathy, p. 134). What these advantages have in common is that they lend themselves to interpretation as direct interactions between sentient minds.
 A power’s abilities usually have a number of structural similarities.
They might all be physical or mental, or supernatural – or perhaps they all depend on rolls against the same attribute. This is a suggestion and not a requirement, but the GM should definitely bear it in mind when designing powers. A power will seem contrived if its abilities belong to many different classes of advantages that work nothing alike.
 It might be necessary to modify or qualify an advantage to better meet these goals before allowing it as an ability. For instance, Telepathy lists Affliction and Innate Attack as abilities, but only when they cause fatigue, stunning, incapacitation, temporary mental disadvantages, or DX, IQ, or Will penalties – and only with the Malediction enhancement. These restrictions serve to exclude such attacks as fire bolts and death rays, which are inappropriate for Telepathy as depicted in most fiction.
 The GM need not treat a power’s list of abilities as exhaustive or prescriptive.
If a player provides a reasonable explanation for why an advantage that isn’t on the list would suit a particular power, the GM should be generous.
 See Choosing Abilities (p. 9) for a detailed discussion of how to choose appropriate abilities for a power.

パワー修正(Power Modifiers) P8P

 Each power also has a power modifier: a limitation or enhancement that turns an advantage into one of the power’s abilities. An advantage must have the relevant power modifier in order to be part of the power; there are no exceptions.
 An advantage with a power modifier is subject to all the special rules that apply to the power. If the power is subject to a broad set of countermeasures or situational penalties, only works in certain circumstances, or restricts the user’s actions, its power modifier is a limitation. If the power’s abilities are more flexible than the unmodified traits, its power modifier is an enhancement. The value of the limitation or enhancement depends on just how much the restrictions are tightened or relaxed; see Evaluating Power Modifiers (p. 20).

才能(Talents) P8P

 Finally, each power has a Talent that represents natural or learned aptitude with the power. This is similar to a mundane Talent (see p. B89), but instead of giving a bonus to skill rolls, it gives a bonus to all success rolls made to activate or use any of the power’s abilities; e.g., Telepathy Talent 3 gives +3 to the IQ, Will, and Perception rolls to use telepathic abilities. The GM is free to interpret Talent creatively for abilities that don’t normally require a die roll; see The Role of Talent (p. 158) for ideas.
 The cost per level of Talent can vary, as explained under Pricing Talents (p. 29), but most Talents cost 5 points/level. No one may buy more than four levels of a given Talent without the GM’s permission.
It’s possible to purchase the abilities of a power without taking the associated Talent, but most empowered heroes will find Talent indispensable.
Likewise, the GM may allow Talent without abilities. Those in either situation possess the power in question, and can generally add the missing component later on; see Adding and Improving Powers (p. 33).
 This is all you absolutely need to know to skip to Chapter 3 and start adding powers to a character. The remainder of this chapter is aimed at GMs who are designing powers for their campaign, and players who have the GM’s permission to give their characters custom-built powers.

コラム:Focus vs. Source P7P

Focus and source might correspond on a one-to-one basis. For instance, the power to command some spirits in order to influence others would have “spirit” as both its source and its focus. This doesn’t have to be the case, however.
Most sources encompass more than one focus. For example, the “psionic” source extends to all six powers described in Chapter 6 of the Basic Set: Antipsi (focus: other psionic powers), ESP (focus: knowledge), Psychic Healing (focus: healing), Psychokinesis (focus: motion), Telepathy (focus: sentient minds), and Teleportation (focus: instantaneous travel). Likewise, the “divine” source is extremely broad; in most settings, each god grants its servitors a unique power.
Conversely, a given power could have more than one source. The focus “fire” might be divine, magical, or psionic in nature, depending on the game world.

コラム:Powers vs. “Wild” Advantages P8P

ここで言う“ワイルド(Wild)”はトランプのジョーカーのような“汎用的・万能な”という意味合い。
 Not everyone with advantages from a power’s list of abilities possesses that power. As explained under Power Modifiers, an advantage only becomes part of a power if it has the relevant power modifier. The GM decides whether it’s possible to buy the advantages that make up powers as stand-alone traits.
 In some game worlds, many advantages exist both “in the wild” and as part of one or more powers. Without a power modifier, an advantage works exactly as per its description – none of the special rules for powers apply to it. For instance, effects that negate, drain, or enhance an advantage when it’s part of a particular power have no effect on the wild version. Things that benefit or restrict the wild version have their usual effects on all modified versions, though!
 In other settings, the only way to obtain certain advantages – especially exotic or supernatural ones – is as part of a power. By ensuring that unusual abilities are always subject to power modifiers, the GM can control dozens or hundreds of advantages by defining a small number of modifiers. Of course, unusual NPCs might still have wild versions of such traits . . .
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