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目次

 約96種+コラム7+その他1
原書表記 P39P〜P90P

目次

第4版ベーシックの「特徴」のPowersでの追加解釈  P39P

 能力を作ることの第一歩は、あなたがそれが何をすることを望むかについて思い浮かべて、これに最も近くなる特徴を選ぶことです。
選択肢は明白かもしれません(例えば、炎の息のための「特殊攻撃」)。しかし、最も適切な特徴は必ずしも明らかではありません――そして、その該当時でも、あなたはそれを調整するために新しい特別な修正を必要とするかもしれません。
 The first step in creating an ability is to visualize what you want it to do and select the advantage that comes closest to this. The choice might be clear (e.g., 特殊攻撃 for Fire Breath), but the most suitable advantage isn’t always obvious --and even when you do hit upon it, you might need a new special modifier to get it just right.

既存の特徴 EXISTING ADVANTAGE

 以下は、第4版ベーシックの有利な特徴のリストで、特に能力の構築に役立ちます。 各項目には、有利な特徴が満たすことができる架空の役割に関するコメントと、追加の注釈のセットが含まれています。
Below is a list of 有利な特徴 from the Basic Set that are especially useful for building abilities. Each entry includes comments on the fictional roles the advantage can fill, and one or more sets of additional notes:

■代替案:
特定の場合におけるより適切な類似の特性。
Alternatives:
 Similar traits that might be more appropriate in certain cases.

■新しい特別増強/特別限定:
フィクションに見られる効果を再現できる追加の修正
New Special Enhancements/Limitations:
 Additional modifiers that let the advantage simulate effects seen in fiction.

■パワーアップ:
 有利な特徴が能力系統の一部として理にかなっているかどうかの考え――そしてもしそうなら、適切なタイプの能力系統に関するアドバイスと才能がどのように機能するかについての提案。 ただし、能力は能力系統の一部である必要はありません。 第1章のルールを使用しないキャンペーンでは、この項目を無視できます。
Powering Up:
 Thoughts on whether the advantage makes sense as part of a power --and if it does, advice on suitable types of powers and suggestions on how 才能 might work. Abilities don’t have to be part of a power, though; you can ignore this section in campaigns that don’t use the rules in Chapter 1.

Allies「仲間」 P41P

see p. B36
The Summonable enhancement converts 仲間 from a social trait to a supernatural ability to conjure beasts, monsters, spirits, etc. The GM, with the player’s input, decides whether each use summons the same beings or new ones. In the latter case, the GM must make a reaction roll whenever new 仲間 appear, to determine their willingness to obey orders. If they’re killed, the summoner must wait a full day to call replacements. The drawbacks of conjuring entities with no memory of or devotion to the summoner offset the benefits of being able to replace slain 仲間; Summonable costs +100% either way.
Summonable often calls for the Minion enhancement as well. If it brings forth new 仲間 each time, the GM should require this, as the summoner won’t know his charges well enough to have any special obligation to them. Other modifiers depend on the ability’s origin; 「条件限定」 and 「FP消費」 are common.
The GM determines how long it takes summoned beings to appear.
This can vary with the circumstances: fire elementals might appear instantly in a volcano but not at all at sea, animals might need to reach the summoner on foot, and so on.
This variability makes most modifiers that affect time requirements inappropriate.
■Alternatives
Summoned entities that do little but harass and attack foes --insect swarms, animated shadows, etc. --work better as 「特殊効果」s (p. 39) or 特殊攻撃s (p. 53) with 「範囲に効果」, Homing, 「移動可能」, and 「持続」. To conjure illusionary creatures, take 「幻影」 (p. 94).
■Powering Up
Summonable 仲間 suit many powers: elemental powers that conjure elemental spirits, magical powers that bring forth familiars, nature powers that call on animals, divine and spirit powers that summon servitor spirits, and so on. 才能 never affects appearance rolls but does add to the summoner’s rolls to influence his 仲間 and his 仲間’ reactions toward him.

水中適応」「水中適応」P42P

see p. B40
This trait is normally a permanent morphological adaptation, but with Switchable (p. 109), it might represent a minor form of body control, the ability to project a “force bubble” that enables easy movement through the water, or supernatural command over
water or water spirits.
■Powering Up
When 「水中適応」 occurs as part of an elemental Water power, the power of the Sea God, etc., the associated 才能 benefits all 水泳 and 曲泳 rolls.

拘束」「拘束」P42P

see p. B40
 Most forms of 「拘束」 seen in fiction fall into one of these categories:

Bonds: In its simplest form, 「拘束」 ensnares the target with some kind of physical “rope.” This doesn’t require special modifiers --but the two most common examples are webbing, which is Sticky (+20%), and the ability to cause existing vegetation to entangle the target, which is Environmental (-40%).

Encasement: Individuals with the power to command elemental forces can sometimes materialize ice, stone, etc. around a foe, sealing him inside.
Simulate this with Engulfing (+60%).
Almost any attack can eventually chip away the material, so Only Damaged By X and Unbreakable are rarely appropriate.

Entombment: Another common elemental attack is turning the earth beneath the victim’s feet to mud or quicksand, causing him to sink into the ground. Wizards and evil priests might even command the ground to open up and swallow him! This is Engulfing (+60%), Unbreakable (+40%), and likely Suffocating (+75%). Since it only affects those who are touching the ground and not flying or standing on an artificial surface, it’s also Environmental (-20%).

力場状」s: Supers and wizards often restrain opponents with mysterious forces. Such 「拘束」s are Unbreakable (+40%) and in most cases One-Shot (-10%). If the target is actually “tied up” --not just rooted in place --add Engulfing (+60%).

Goo: Some monsters “slime” their prey with sticky goo. This glues the victim’s arms to his sides, clogs his mouth, and leaves him helpless.
Represent this with Engulfing (+60%), Only Damaged By Burning or Corrosion (+20%), and Sticky (+20%).
Range is often limited; if so, add 「射程減少」 (-10%/レベル).
These attacks bind a single foe. To affect more than one target by blanketing the area with webbing, quicksand, creeping vines, etc., add 「範囲に効果」 (+50%/レベル). If the effect endures, and affects anyone who blunders into it, take 「持続」 (+40%), too. And if the persistent effect forms a vision-impeding barrier (like dense spider webs), stack Wall (+30% or +60%) on top of that.
■Alternatives
拘束」 assumes external restraints. If the victim is frozen by magical or psionic control, transfixed by divine will, paralyzed by venom or a superscience weapon, etc., that’s an 「特殊効果」 with a suitable enhancement --most often Attribute Penalty (DX) or Paralysis.
■New Special Enhancements
Standard 「拘束」 leaves the victim’s head poking out and gives him sufficient room to breathe. Certain types of 「拘束」 would logically suffocate or squeeze the target, but this isn’t automatic. To add such effects, buy one of these enhancements:

Constricting: Your 「拘束」 actively constricts the victim. Until he breaks free, the 「拘束」 attacks him each turn with a 「締めつけ」 (p. B43), at a ST equal to that of the 「拘束」. +75%.

Suffocating: Your 「拘束」 cocoons the target or blocks his breathing passages.
While it’s in place, the victim cannot breathe. If he runs out of breath before he breaks free (see Holding Your Breath, p. B351), he starts to suffocate; see Suffocation (p. B436). +75%.

■Powering Up
Powers that project force fields --Gravity, 「サイコキネシス」, etc. --almost always include 「拘束」. It makes sense for powers that can summon matter, too; e.g., Water power might encase the target in ice or turn dry earth into muck. 才能 adds to rolls to hit, but not to ST rolls made for the 「拘束」. For that, buy a higher level of 「拘束」!

Blessed「祝福」 P43P

see p. B40
Despite its name, 祝福 doesn’t have to be a divine gift. The forces that inform the user might be demons, his genius (guardian spirit), or shades from the future. To convert 祝福 into a generic, paranormal information- gathering ability, keep the
requirements for divination (1 hour, 10 FP, and an IQ roll) but drop both the obligation to serve a deity and the reaction bonus from the faithful. This has no effect on point cost.

■Alternatives
Compare 「託宣」 (p. 65), which has no FP cost, and 未来予知 (p. 68), which is much more controllable (and a better choice for superscience abilities).

■Powering Up
祝福 suits any power that admits the existence of supernatural entities that are better informed than mortals. 才能 gives a bonus to the IQ roll to use the ability.
see p. B41
Unmodified 「空中バランス」 represents the ability to twist in midair in order to land softly. This might be inborn or the result of secret acrobatic techniques.
With suitable modifiers, it can represent other fall-breaking measures, from parachutes or retrorockets to super-powered gravity control.

■New Special Enhancement
Feather Fall: You always enjoy the benefits of 「空中バランス」, even if bound and dropped on your head. +20%.

■New Special Limitation
Parachute: You have a natural parachute, such as wings or skin flaps.
This works like unmodified 「空中バランス」 for falls that take two seconds or more, but deploys too slowly to affect shorter falls (distances of 6 × g yards or less). Your parachute needs open air in a radius equal to your height to function; it’s worthless if falling down a narrow passage, and is of no use in “very thin” or thinner atmospheres. -30%.

■Powering Up
Any power that can lower gravity or density, or justify 「飛行」, might include 「空中バランス」. For Gravity, 「サイコキネシス」, etc., add the Feather Fall enhancement. Those who have chi powers can use unmodified 「空中バランス」 to simulate “body lightening” (karumijutsu).
才能 adds to DX rolls to halve damage in all cases.

能動迷彩」 「能動迷彩」 P43P

see p. B41
This ability is suitable not only for natural chameleons but also for illusionists of all stripes and those with built-in ultra-tech camouflage.

■Alternatives
Those who can actually alter their body should take Morph (p. 74), while those who can disappear completely will find 「透明」 (p. 56) more effective.
■New Special Enhancements
Controllable: You can consciously select your surface pattern. The effects are mainly aesthetic, but there’s a useful side benefit: you can assume a high-visibility pattern that gives +2 per level to your attempts to signal others and distract enemies, and to others’ rolls to spot you. This is mutually exclusive with 「常時起動」. +20%.

Dynamic: Your surface pattern adapts instantly to new surroundings and corrects for “motion blur.” You get your full 忍び bonus (+2 per level) when moving. +40%.

■Powering Up
Any kind of body-alteration or illusion power might include 「能動迷彩」.
才能 adds a further bonus to 忍び skill rolls to avoid being seen.
see p. B41
チャネリング normally lets the user serve as a conduit to the spirit world, but the GM may permit variant forms that enable contact with the dream world, the past, parallel universes, cyberspace, etc., instead. Each form of チャネリング is a separate advantage.

■Alternatives
To speak with spirits, take 霊媒 (p. 59). Those who experience possession by a spirit that grants superhuman capabilities should take an 「変身」 (see 「形態変更」, p. 74) --possibly with the 「制御できない」 limitation --that represents their possessed self.

■New Special Enhancement
Aware: You remain aware of the world when using your ability, and can move and act normally while spirits speak through you. +50%.

■New Special Limitations
チャネリング often requires a ritual or séance to use. If so, add 「用意必須」 (p. B114). Another limitation is common in many settings:

Specialized:
You can only channel one specific class of spirits.
Possibilities include angels, demons, elementals, faerie, ghosts, and anything else the GM wishes to allow. -50%.

■Powering Up
チャネリング suits almost any supernatural power. 才能 adds to Will rolls to enter the trance and resist 「憑依」 (or other mental attacks) by channeled entities.

超感覚」「超感覚」P44P

see p. B42
With suitable modifiers, 「超感覚」 can emulate almost any kind of remote viewing. In a “realistic” setting, most psychics should have Clairaudience (-30%) or Clairvoyance (-10%), as few claim to have full 「超感覚」. On the other hand, high levels of 「有効距離延長」 (p. B106) are appropriate --global range (「有効距離延長」 19, +190%) appears to be commonplace among remote viewers.
Supers, gods, and other high-powered types know no such limits.
They’re likely to have one or more of the powerful special enhancements below.

■Alternatives
Use 探知 (p. 47) for abilities that let the user know “something is there” but little else. 「透視」 (p. 66) is a better choice for the hero who can see through distant objects.
走査感覚」 (p. 72) --notably 「超レーダー」 --is more suitable for extrasensory abilities with pseudo-scientific explanations.

■New Special Enhancements
Aware: You can sense the environment around your body while using your ability.
You can still only pay attention to one set of senses.
At the start of each turn in combat, state whether you’re giving priority to your natural senses or your remote ones.
Concentrating to move or change the facing of your displaced senses automatically gives them priority, unless you also have Second Nature (below).
All tasks that depend on the senses you aren’t prioritizing --including attack rolls, defense rolls, and Sense rolls --are at -4. +50%.

Projection: You don’t merely send your senses out of body . . . you send out your consciousness.
Your body falls unconscious unless you also have Aware.
Your projected self is only vulnerable to spells, mental abilities, 「呪い」s, etc. See Projection (box) for other rules. +0% if you can only affect the insubstantial world (a new capability that balances leaving your body unconscious, not just insensible); +140% if you can use spells, mental abilities, and 「呪い」s on the material world from your viewpoint, too.
If others can see your projection, take Visible (p. 112) as well.
Second Nature: Your ability is reflexive.
You can initiate it as a free action and change viewpoints as quickly as you can shift your gaze.
You still need to concentrate for a minute and make an IQ-5 roll if your desired viewpoint is out of sight, with the usual bad effects on a failure.
This enhancement is cheaper than 「準備時間減少」, but only applies to 「超感覚」. +70%.
■Powering Up
This advantage (often limited with Clairaudience, Clairosmia, or Clairvoyance) is one of the definitive abilities of ESP.
With the Projection enhancement, it’s also a perfect fit for Astral Projection.
Modifiers can adapt it to many other supernatural powers --notably spirit powers.
才能 adds to IQ rolls to activate the ability and shift viewpoints, and to all Sense rolls to spot things while using this ability.

コラム:Projection P44P

Projection --an enhancement for 「超感覚」 (see left), a limitation for 「非実体化」 (p. 55), 「次元跳躍者」 (p. 57), and 「ワープ移動」 (p. 88) --makes it possible to send forth a projection while the body lies unconscious in the physical world. The projection’s visibility and potency depend on the underlying advantage, but a few rules always apply.
Most importantly, the body isn’t in suspended animation. If the projector must eat and drink, he’ll suffer starvation or dehydration if he stays away for too long, unless he arranges for artificial feeding. (The GM can always let projections take sustenance --spirit energy, astral food, or whatever --that satisfies these needs, if it suits the setting.) If the projector must breathe, his comatose body needs air, too.
Anything that can injure or fatigue the body has its usual effects while the projector is away. Similarly, lack of sleep, attacks enhanced with 「非実体に影響」, and so on affect the projection. All HP and FP losses come out of the same pool, regardless of which form suffers them. The projection suffers any negative effects: shock, stunning, etc.
If the projection would become “unconscious,” it vanishes instead.
The mind snaps back to the body, which remains unconscious until it recovers.
If death results, consequences depend on which form suffered the killing injury. If this was the projection, the projector’s personality and mind are gone, but his body may survive as a mindless husk; use the Mortal Wounds rules (p. B423), but the victim can never awaken. If the body died, the projector gets a Will-15 roll, modified by Talent, at the moment of death. Success means he swaps his projection ability for the Astral Entity 「共通性質」 (p. B263) and becomes a “ghost” in the realm his projection was in. Failure means he’s just dead.
Projected Form: These rules also apply to 「変身」 with Projected Form (p. 75). However, both forms are physical, and if either dies, both do. If HP or FP differ, use the unconscious body’s scores and scale all losses in projected form proportionally; e.g., if a man with 10 HP has 20 HP as a beast, and loses 8 HP in beast form, he marks off 4 HP.

Compartmentalized Mind: Projectors with this trait send out all instances of their mind when they project. They can’t “leave behind” a mind to control their body. To get two conscious bodies, take 「複製」.
see p. B43
This advantage is most suitable for natural creatures that cling to surfaces, and for robots and supers that stick to walls and ceilings using adhesives, magnetism, suction, etc.
Realistic 「壁にはりつく」 for human-sized and larger characters calls for the Requires Low Gravity limitation (below) --but supers are free to ignore this.
■代案
飛行」 (p. 50) with the -25% level of 「高度制限」 better models the abilities of those who glide along surfaces without touching them.
Individuals who rely on exceptional balance and strength of limb to make seemingly impossible climbs are more likely to have Brachiator (p. B41) and 「超登攀」 (p. 79).
■追加特別増強
Attraction: You can cling to a surface with any part of your body --you don’t need to assume a crawling posture.
You can walk “upright” along a vertical surface, leaving your arms free, or even hang from the top of your head or your back in order to use all of your limbs. +25%.
■追加特別限定
Requires Low Gravity: Your ability doesn’t function in gravity fields over a certain, maximum strength.
For humans, this is typically 0.6G. -5% per 0.1G under 1G (-5% for 0.9G, -10% for 0.8G, and so on --down to -50% for 0G).
■パワーアップ
壁にはりつく」 is often mediated by some kind of attractive force, making it suitable for such powers as 「サイコキネシス」, Gravity, and Magnetism (with the Magnetic limitation).
An equally common explanation is the ability to form a bond with a particular substance.
This requires the Specific limitation (p. 112), and is appropriate for elemental powers --Earth power in particular.
才能 adds to all ST, DX, and skill rolls made to negotiate obstacles or stop a fall.

常識」 「常識」 P45P

see p. B43
常識 usually represents practical wisdom, but there are other possibilities.
Digital Minds with extensive databases of past experiences, or the ability to think many steps ahead, might enjoy the same benefits.
More dramatically, this trait could represent divine guidance --after all, advice given to the player by the GM comes from a Higher Power from the character’s point of view.
■代案
Those who are good at avoiding incorrect decisions as opposed to stupid ones have 直感 (p. 56).
“Correct” isn’t automatically the same thing as “smart”!
■追加特別増強
Conscious: Not only does the GM warn you when you’re about to do something stupid . . . you can ask him to suggest what would be smart in your current situation.
He’ll roll secretly against your IQ; the better the roll, the better the advice. +50%.
■パワーアップ
常識 could be psionic:
the ability to draw upon the collective wisdom of others fits Telepathy, while the capacity to see enough of the future to know the outcome of one’s actions suits ESP.
It might represent divinely imparted wisdom instead, making it appropriate for a divine power.
Those with moral powers may receive similar guidance from their “moral compass.”
才能 adds to IQ rolls to use this ability.

締めつけ」 「締めつけ」P45P

see p. B43
In addition to being the classic python ability, this trait is suitable for any being with a “rubber body,” including stretching supers, blob-like aliens, and fantasy monsters that envelop their prey.
■代案
締めつけ」 isn’t necessary to grapple and crush (see Choke or Strangle, p. B370); enough ST or 「追加荷重体力」 (p. 58) makes the -5 to crush the body without this trait irrelevant.
Only 「締めつけ」 lets you choke a foe “hands free,” however.
■追加特別増強
Engulfing: You totally engulf your victim. If he doesn’t break free between when you grapple him and when you start to crush him, he’s pinned; see Pin (p. B370).
This pin is completely “hands free.”
Victims with abilities such as 特殊攻撃 and とげ can hit you automatically while engulfed, however.
If so, you get no active defense. +60%.
■パワーアップ
This is a logical ability for a bodyalteration power in a supers game, in which case it’s likely to accompany 「伸縮自在の皮膚」, Flexibility, Morph, and/or 「伸長」.
才能 adds to ST rolls to crush victims.

防護点」「防護点

see p. B46
防護点」 can represent many defenses that bear little resemblance to one another in the game world, including:

Active Control: Those with powers --especially elemental ones --can frequently use their gifts to divert or negate incoming energies.
Such DR is typically Limited. An entire power source is “Very Common” (-20%), while a specific focus is “Common” (-40%). Many such defenses intercept attacks at a distance from the body, justifying 「力場状」 (+20%).
Supers often add Absorption (+80% or +100%) or Reflection (+100%), too.
In the case of Absorption, use 「持続時間延長」 (+20%/レベル) to slow the rate at which absorbed points trickle away.
Damage Tolerance: Some creatures are huge, have redundant organs (or lack organs), or have a reinforced structure that lets them absorb a lot of punishment.
To represent this, use Ablative (-80%).
This effectively turns DR into Hit Points that don’t result in shock, stunning, knockdown, etc.
when lost, but that don’t increase the damage needed to cause crippling or death.
力場状」:
A close-fitting sheath of energy or matter projected around the body is a common supernatural and superscience defense, and calls for 「力場状」 (+20%).
Add Can’t Wear Armor (-40%) if this repels anything that gets close to the body, and 「一時的不利な特徴」,
No Fine Manipulators (-30%) if it prevents picking things up.
A field that only screens against frontal attacks, like a shield, has Directional (-20%).
Add Affects Others (+50%) and 「範囲に効果」 (+50%/レベル) for a field that covers an area.
Natural Armor: Many natural creatures have a hardened, padded, or thickened outer layer that reduces the impact of attacks.
Bone or chitin calls for unmodified DR, a thick fat layer requires Flexible (-20%), and leathery skin has Tough Skin (-40%).
If this results in a pointy, irregularly shaped, or bulky body that makes clothing impossible, add Can’t Wear Armor (-40%).
It’s possible to have more than one of these general classes of DR, but remember the “Layered” Defenses rule (p. B47): the order in which different kinds of DR apply must be fixed at character creation.
See Partially Limited Abilities (box) for a related option.
■代案
構造利点」 (p. 52) works better for those who “soak up” damage and suffer less injury from it. 「無生物」,
均一」, and 「集合体」 in particular can be more effective, point for point, than DR; see 「無生物・均一・集合体へのダメージ」 (p. B380).
Damage Reduction is often a better deal, too --especially against massive attacks.
Psycho killers, hulking supers, etc. should consider Supernatural Durability (p. B89) and Unkillable (p. B95) as alternatives or adjuncts to DR.
■パワーアップ
防護点」 is suitable for nearly any power that can affect the physical world --although it might require several modifiers to make sense.
As part of a power, it often has the 「力場状」 special modifier.
才能 adds to Power Block attempts (see p. 168).

コラム:Partially Limited Abilities P46P

You needn’t apply the same modifiers to every level of a “leveled” advantage like 「防護点」 or 特殊攻撃. Applying a limitation to only part of the advantage lets you create an ability that’s more potent in situations where the limitation doesn’t interfere. Other modifiers can still apply to the entire ability.

Example:
Many characters have DR with a bonus against certain threats.
To get this, buy general DR at full cost and bonus DR with Limited; e.g., “DR 5 (10 vs. Fire)” is DR 5 [25] + DR 5 (Limited, Fire, -40%) [15].
As a force field, this would be DR 5 (「力場状」, +20%) [30] + DR 5 (「力場状」, +20%; Limited, Fire, -40%) [20].

危険感知」 「危険感知」 P46P

see p. B47
This is most often a supernatural sensitivity that originates from ESP, finely honed chi, the gods, etc.
However, it could represent extremely sensitive mundane senses, or even an enhanced capacity to analyze data and predict risky outcomes (appropriate for Digital Minds).
■代案
Those who can truly predict the future should take 未来予知 (p. 68), which includes this trait.
■パワーアップ
危険感知 is ideally suited to ESP, but fits any supernatural power -- chi, divine, magical, spirit, etc. --that provides situational awareness or information. It also suits time-travel powers, since those who can perceive the future well enough to travel there can often sense “ripples” from imminent danger. 才能 adds to the Perception roll.

闇視」 「闇視」 P46P

see p. B47
The exclusion of light, radar, and sonar leaves few realistic explanations for this trait. It almost has to be a kind of “sixth sense,” attributable to ESP, chi sensitivity, cosmic awareness, etc.
■代案
赤外線視覚」 (p. B60) and 暗視 (p. B71) are cheaper, while 「域外視覚」 (p. 51) has the same price but different benefits and drawbacks. Other ways to function in total darkness include 「走査感覚」 (p. 72) and 「振動感覚」 (p. 86).
■追加特別増強
Hypersensory: Your brain builds up a “picture” of your surroundings from the input of your senses of hearing, smell, and touch (temperature differences, vibrations, and even electric fields), and from tiny flashes of light due to chemical reactions, static discharges, and cosmic ray impacts.
You’re not aware of these things individually, but collectively, they let you see in the dark as if it were daylight, and even spot invisible foes. Each sense you lose --hearing, smell, touch, or vision --gives -2 to 視覚判定 (this penalty can’t exceed the current darkness penalty). You’re only truly blind if you lose all four. You’re still limited to the standard human arc of vision unless you have 「広視界」 or 「全周視覚」. +40%.
■パワーアップ
Like any vision ability, 「闇視」 fits Light and Darkness powers. It’s also a good match for chi powers (as an alternative to 暗闇戦闘 skill, p. B180) and ESP. In all cases, 才能 adds to 視覚判定.

Detect 「〜〜探知」P47P

see p. B48
探知 is extremely common in fiction, where it typically takes one of three forms:
Extended Senses: 探知 can emulate almost any kind of believable remote sensing. Senses like 探知 (Magnetic Fields) and 探知 (「電波」) suit realistic robots and vehicles as well as supers. Signal Detection (+0%) is common for such abilities.
Para-Senses: 探知 might instead sense ordinary things that would realistically defy discovery without physically searching the area or taking a sample; e.g., 探知 (Cats), 探知 (Disease), 探知 (Gold), or 探知 (Poison). Such abilities might be superscience or a form of supernatural divination.
Supernatural Awareness: 探知 could be a supernatural sensitivity to otherworldly forces; e.g., 探知 (Magic). It might even sense moral concepts. What this means is up to the GM --a zombie or serial killer might trigger 探知 (Evil) in some worlds but not others. Moral powers always set it off, however.
How 探知 presents information to the user is a special effect. Someone with 探知 (Magic) might experience magic as a glow visible through intervening obstacles, a scent, an odd foreboding, or anything else he likes.
■代案
探知 doesn’t provide the capacity to comprehend transmissions or see by the “light” they provide, even if it can locate them and analyze their composition. Such capabilities are separate 有利な特徴. For instance, 探知 (「電波」) and 探知 (Infrared) can locate radio signals and heat sources, respectively --but you need 「電波」 (p. B91) to understand radio signals and 「赤外線視覚」 (p. B60) to see by infrared radiation.
■追加特別増強
Analyzing: Your sense has an extremely high resolution, like a superscience scanner. Basic analysis is automatic if your Sense roll succeeds.
Only make a separate IQ roll if you opt to do a detailed analysis. Success reveals details such as the form and purity of the item sensed, its precise subclass, etc. This is incompatible with Vague. +100%.
■パワーアップ
Any power might have 探知 for its own focus or an opposed one. For the purpose of 「探知」, treat a single focus or power as “Rare,” a single power source as “Occasional,” a group of related sources (e.g., all supernatural powers) as “Common,” and all powers as “Very Common.” 才能 affects Sense rolls to use this ability and IQ rolls for analysis.

Discriminatory Senses 特殊な識別能力(「超聴覚」「超嗅覚」「超味覚」)P47P

see p. B49
Discriminatory Hearing「超聴覚」, Smell「超嗅覚」, and Taste「超味覚」 are appropriate for predators that navigate their environment and track prey using a sense other than vision --and for beings with ultra-tech senses and computerized minds capable of precise detection and analysis.
■代案
If a high Sense roll is what matters, 鋭敏感覚 (p. B35) are more costeffective.
Discriminatory Senses are priced as much for the ability to distinguish things non-visually as for their bonus to Sense rolls.
Equivalent traits for vision and touch are 「域外視覚」 (p. 51) and 「触覚が繊細」 (p. 73), respectively.
■追加特別増強
Profiling: You possess an extensive mental database of sensory “signatures” that you can quickly compare to new sensory impressions. This doubles the bonus to analyze and recognize targets (but not to sense or track them) to +8. As a side benefit, all attempts to memorize new signatures succeed automatically --there’s no need for an IQ roll. +50%.
■パワーアップ
Discriminatory Senses suit animalrelated powers and certain elemental powers (e.g., Sound/Vibration power, for Discriminatory Hearing). They might even be appropriate for ESP in some settings. 才能 adds to the IQ roll to memorize sensory impressions and the Sense roll to use the affected sense.

複製」 「複製」 P48P

see p. B50
This is typically a super ability, with two important exceptions. First, with the Digital limitation, 「複製」 can represent a Digital Mind capable of controlling multiple computers.
Second, exotic alien life forms --notably cinematic blobs and amoeboids --can sometimes divide and recombine at will (and should probably have the Shared Resources limitation).
■追加特別増強
Construct: Your Dupes are material projections under your mental control. When you dispel them, they vanish, leaving you with your current -- not average --FP and HP. You also enjoy all the benefits of No Sympathetic Injury (don’t buy it separately).
Finally, the death of a Dupe isn’t permanent: by taking a Concentrate maneuver and spending 10 FP, you can generate a replacement.
But there’s only one “true you,” and if you die, all your Dupes die with you! This is incompatible with Digital and Shared Resources. +60%.
■追加特別限定
Sequential: You and your Dupes are chained together in a specific order.
Number them from 1 (the original you) on up. When a Dupe dies, all higher-numbered Dupes vanish, too.
This lets you create a character who can summon copies of himself from one possible future, with “later” copies dependent on the survival of “earlier”ones. Add Construct (above) if you can replace dead Dupes with copies from other possible futures. -40%.
■パワーアップ
With the Construct enhancement, 「複製」 is appropriate for any magical or spirit power that allows the user to summon or create a doppelganger.
With Sequential, it’s suitable for time-travel powers. 才能 affects all skill rolls made by one Dupe to interact directly with another (共感 rolls, 応急処置 rolls, etc.).
see p. B51
As the name implies, 「伸縮自在の皮膚」 might involve actually altering one’s skin. On the other hand, it could just be a skin-deep illusion. Decide which when buying the ability. Each has its pros and cons --there’s no difference in point cost.
■代案
Individuals who can only change their appearance to camouflage themselves should take 「能動迷彩」 (p. 43).
Those who can transform their entire body have Morph (p. 74).
■パワーアップ
伸縮自在の皮膚」 suits illusion powers and body-alteration powers (often alongside 「締めつけ」, Flexibility, 「伸長」, etc.). With the 「幻惑的」 limitation (p. 111), it’s also reasonable for Telepathy. 才能 adds to 変装 rolls made in conjunction with this ability.
Awareness of the emotions and general motivations of other beings is central to several important fictional archetypes. Telepaths and “empaths” usually have 共感 (p. B51); mediums and shamans traditionally possess 精霊共感 (p. B88); and elves, druids, and rangers in fantasy often enjoy 動物共感 (p. B40) or 植物共感 (p. B75).
■代案
Communication with animals, plants, and spirits calls for 「動物会話」 (p. 77), 「植物会話」 (p. 77), and 霊媒 (p. 59), respectively. Animal, Plant, and 精霊共感 don’t include this function. Seeing spirits calls for a suitable form of 透明が見える (p. 72).
To read thoughts --not emotions -- buy 「精神探査」 or 「読心」 (p. 61).
■追加特別増強
Remote: Your ability isn’t limited to direct, personal meetings. You can “read” any subject you can see or hear --even over electronic media (or by supernatural means, for Spirit Empathy). +50%.
■追加特別限定
Specialized: The Specialized limitations for 「動物会話」 (see p. B87) and 「植物会話」 (see p. 77) are equally valid on 動物共感 and Plant Empathy, respectively. 精霊共感 already includes this limitation.

■パワーアップ
Powers that focus on animals, plants, or spirits might include the appropriate variety of empathy --and any of these traits would suit Telepathy. These 有利な特徴 are also suitable for powers that let the user read body language (e.g., chi powers) or vital signs (e.g., healing powers).
才能 benefits the IQ roll to use any of these abilities.

高速移動」 「高速移動」 P49P

see p. B52
Animals built for speed, superspeedsters, robots, and vehicles are likely to have 「高速移動」 in their primary mode of locomotion. Some common explanations:
Physiological: Adaptations such as fins, wings, or a streamlined body often imply such traits as 「水中適応」, 「飛行」 (Small Wings or Winged), and/or No Legs (Aerial or Aquatic), in addition to 「高速移動」. The fastest land creatures aren’t bipeds, and tend to have 追加の脚 --or possibly 追加の腕 or
攻撃部位」s. Creatures that can only use 「高速移動」 for a short time before they tire should add 「FP消費」 (-5%/レベル).
Technological: Wheels, tracks, jets, rockets, propellers, etc. are likely for robots and vehicles. Such options often suggest additional traits --No Legs (Wheeled) for wheels, Burning Attack for a rocket that doubles as a weapon, and so on. Many of them make the user obvious while in use, which is a 「迷惑」 (-5%).
Superhuman: Those with powers often have more unusual justifications.
These can be invisible (an ordinary- looking man who runs very fast, speedy psychokinetic levitation, etc.) or glaringly obvious (e.g., creating and gliding along a strip of ice). 「FP消費」 and 「迷惑」 are both appropriate.
■代案
高速移動」 is good for longdistance travel and quickly covering a short distance in a straight line --but if the goal is tactical mobility, extra 基本移動力 is a better choice. See 基本移動力 (p. B17) and その他の環境における移動力 (p. B18).
■追加特別限定
Environmental (p. 110) is allowed, but only if it limits 「高速移動」 to a subset of its usual environment. For instance, 「高速移動」 (Air) couldn’t take Environmental, Air (-5%) --but it could have Environmental, Trees or tall buildings (-20%) in order to benefit Move with Brachiator (p. B41) but not 「飛行」.
All-Out: Moving fast requires your undivided attention! Using your ability is like making an All-Out Attack . . . but without the attack. You have no active defenses and can’t Attack, Concentrate, Ready, etc. Explain what you’re doing: flapping your wings, balancing on two wheels, diverting all your power to project a flame jet or ice path, or whatever else fits. This is worth less than the general All-Out modifier (p. 110), because it doesn’t limit you to half your Move in a forward direction. -20%.
■パワーアップ
Powers that offer 「飛行」 or 「水中適応」 usually incorporate 「高速移動」 (Air) or (Water). The most common explanation for 「高速移動」 (Ground) is a chi- or psi-based body-control power.
Suitable elemental powers can justify almost any form of 「高速移動」. 才能 adds to control rolls, and is cumulative with the Handling Bonus enhancement.

多目標追尾」 「多目標追尾」 P49P

see p. B53
Beings with eyestalks or extra eyes might be able to follow more than one target at a time --as might those with “inner sight” (espers, martial-arts masters, etc.) and robots with advanced sensor arrays.
■代案
多目標追尾」 has no effect on arc of vision --it just makes it possible to track multiple targets within that arc. 「広視界」 (p. B74) and 「全周視覚」 (p. 39) do improve arc of vision, and often accompany 「多目標追尾」.
■追加特別増強
Multiple Lock-Ons: You can track multiple targets even if you have only one weapon, and gain the benefit of your Aim or Evaluate maneuver if you attack any of them. Use this to represent high-tech sensors and the situational awareness of cinematic warriors. +20%.
■パワーアップ
Like any vision ability, 「多目標追尾」 is suitable for Light power. It also fits a wide variety of supernatural powers --notably ESP and chi powers.
才能 adds to any Sense roll required to keep track of targets.
see p. B53
The top candidates for this advantage are monsters that can attack simultaneously with multiple body parts (e.g., claws and teeth), superhuman warriors with cinematic levels of combat expertise, and machines with advanced tactical computers. However, the GM might make one or two levels available to anyone in a cinematic martial-arts game.
■代案
Use 両手利き (p. B39) for someone who can use both hands with equal dexterity --「追加攻撃回数」 is for those who can use both hands at the same time, which isn’t the same thing. To aim at multiple targets, take 「多目標追尾」 (above). Speedy heroes who get multiple maneuvers per turn should buy 「加速
(p. 41).
■追加特別増強
Multi-Strike: You can strike more than once with the same weapon or body part. This means you can launch more attacks than you have limbs, natural weapons, and attack abilities. You can use your best attack multiple times. +20%.
■追加特別限定
Single Skill: Your 「追加攻撃回数」s apply only to a particular combat skill. For instance, 「追加攻撃回数」 2 (Single Skill, 空手) lets you attack three times --but at least two of the attacks must be with the 空手 skill.
To attack more than once using a weapon skill, you need either one weapon per attack or the Multi- Strike enhancement. -20%.
■パワーアップ
追加攻撃回数」 is a classic part of chi powers, granting multiple attacks to martial-arts masters; both Multi- Strike and Single Skill are appropriate.
形態変更」 powers might also include this ability, allowing the effective use of extra body parts in combat.
才能 doesn’t affect rolls to hit.

飛行」 「飛行」P50P

see p. B56
飛行」 is exceedingly common in myth and fiction, attributed to gods, robots, supers, wizards, and a wide range of monsters . . . to name only a few examples. Flying heroes typically hew to one of these archetypes:

Airship: Those who hang in the air like dirigibles (“aerostats”) have the Lighter Than Air (-10%) limitation.
This is especially suitable for sciencefiction “gasbag” aliens.

Bird: Creatures that flap wings to stay airborne --including bats, birds, insects, and many fantastic beasts (dragons, gryphons, etc.) --have the Winged (-25%) limitation. Cannot Hover (-15%), while common, isn’t required; many insects and tiny birds can hover.

Glider: Hang-glider-like “flight” is Controlled Gliding (-45%) --which is only slightly less versatile than the combination of Cannot Hover and Winged. Movement like that of a flying squirrel or flying snake (Chrysopelea) calls for Gliding (-50%).

Helicopter: Rotary-wing flyers have Winged (-25%) but not Cannot Hover.
Whirling blades are noisy and dangerous; add 「迷惑」 (-5%) as well. 「高速移動」 is likely.

Hovercraft: Give those who must fly close to the ground 「高度制限」 (-10%, -20%, or -25%). Add Small Wings (-10%) if --like a vehicle --they have skirts, stabilizers, or similar assemblies.

Levitator: Most telekinetics, wizards, etc. use unmodified 「飛行」.
Those who fly using antigravity have Planetary (-5%). Space 「飛行」 (+50%) is common, but incompatible with Planetary. Supers who wish to match aircraft speeds will need 「高速移動」.

Plane: Fixed-wing flyers require both Cannot Hover (-15%) and Winged (-25%), and generally have noisy propellers or jets that qualify for 「迷惑」 (-5%). 「高速移動」 is common.

Rocket: Realistic rockets have Newtonian Space 「飛行」 (+25%), while space-opera models have Space 「飛行」 (+50%). Add Space 「飛行」 Only (-75%) if the rocket can only travel through space. Rockets are noisy and dangerous enough to rate 「迷惑」 (-5%). 「高速移動」 is essential.

Vertol: A vertol flies by directing thrust both straight down to counteract gravity and behind it to move laterally.
Its numerous control surfaces qualify as Small Wings (-10%), Most vertols are extremely loud --a 「迷惑」 (-5%). 「高速移動」 is likely.
■Alternatives
Many traits work like limited 「飛行」: 「空中バランス」 (p. 43), for heroes who can only glide downward; Super Jump (p. 79), for those who can defy gravity for short hops; and 「空中歩行」 (p. 87), for individuals who can climb or walk skyward. For interstellar “flight,” 「ワープ移動」 (p. 88) with the Hyperjump limitation is usually a
better model.
New Special Limitations Planetary: Your 「飛行」 works by “pushing off” against a planet’s gravitational or magnetic field. It’s useless in the absence of a planet. This is incompatible with all types of Space 「飛行」. -5%.
Requires Surface: You fly by “pushing off” of surfaces. You can stay airborne for at most five seconds.
After that, you must push off again by moving close enough to a rigid surface (wall, bamboo cane, etc.) --or any surface, even water, in a cinematic game --to touch it with part of your body.
This doesn’t require a maneuver.
Otherwise, you start to fall! -20%.
■Powering Up
Divine, magical, psionic, and spirit powers generally let the user fly like a levitator, while elemental powers tend to work more like a rocket, vertol, or hovercraft. People with animal-control or shapeshifting powers might sprout wings and fly like a bird or a glider. 才能 adds to control rolls, and to rolls against the 曲芸飛行 and 「飛行」 skills.

巨大化」「巨大化」 P50P

see p. B58
巨大化」 nearly always occurs in the context of super-powers or “being a god.” Few other mythic or fictional explanations exist for 「巨大化」, and there’s no realistic rationale for it.
Supers and gods can generally enlarge their equipment as they grow, which calls for the Can Carry Objects enhancement (p. 108).
The GM should permit those with 「巨大化」 to buy 「高速移動」 (Ground) to reflect their vast stride. A reasonable limit is levels of 「高速移動」 equal to half the level of 「巨大化」.
If this 「高速移動」 appears gradually as the character grows, it requires the Size limitation, just like additional ST.
■Alternatives
巨大化」 is for entities that change size. Permanently huge beings don’t have 「巨大化」 (「常時起動」) --they just have a large Size Modifier. High SM is a zero-cost feature for aliens, monsters, gods, and anything else the GM feels should have it. The drawbacks of being an easy target and paying extra for giant-sized equipment offset the discount on the price of ST and HP (the Size limitation; see p. B15).
■Powering Up
巨大化」 suits any power that changes the fundamental nature of matter or moves mass between universes.
It also fits the cosmic powers of deities --and sometimes the divine powers they grant their servants.
Finally, it meshes nicely with the theme of plant-related powers. 才能 doesn’t affect die rolls, but those with multiple levels of 「巨大化」 and 才能 may adjust their SM by up to ±(Talent+1) per second instead of just ±1.

治療できる」 「治療できる」P51P

see p. B59
Use 「治療できる」 for the gifts of those who can repair injuries and cure diseases instantly, without any special medical knowledge. Holy healers should note that the Faith 「治療できる」 enhancement is simply a special case of the Xenohealing enhancement:
“Those my god deems worthy.” Faith 「治療できる」 isn’t the same as the Divine modifier on p. 26 --「治療できる」 can have either modifier on its own, or both.

■Alternatives
Those who can only heal themselves have 「HP再生」 (p. 70) or 「部位再生」 (p. 71). An 「特殊効果」 (p. 39) with the Advantage enhancement can grant these traits to others, however, and serve the same purpose as 「治療できる」.
Cyborgs and robots with built-in medical equipment for the 応急処置医師, or 手術 skill should simply buy 「[付属品]]」 perks (p. B100). A first-aid kit, physician’s tools, and surgical instruments are three separate perks.

■New Special Enhancements
治療できる」 normally involves laying on hands. For a “healing ray,” add 「離れた地点に効果」 (+40%). Two other enhancements are common:

Affects Self:
 You can also heal yourself, provided you’re conscious. Shock penalties apply to any 「治療できる」 roll made on the turn after you’re wounded.+50%.

Cure 「特殊効果」:
 You can neutralize ongoing 「特殊効果」s --including the 「特殊効果」-like effects of the 「副次効果」 and Symptoms enhancements. This requires an IQ roll at -1 per full +50% the target effect is worth as an enhancement to 「特殊効果」. FP cost is equal to twice the penalty, minimum 1 FP. For instance, blindness is a +50% Disadvantage enhancement, so to cure blindness caused by 「特殊効果」, 「副次効果」, or Symptoms would require a roll at -1 and cost 2 FP. +60%.

■New Special Limitations
特殊効果」 Only: You can only neutralize 「特殊効果」s, as described for Cure 「特殊効果」; you can’t heal injury or cure disease. -40%.
Capped: You can spend only a limited number of FP per use. This limits the severity of the diseases you can cure, requires multiple uses to heal serious injuries (taking extra time and incurring the usual -3 per previous successful healing), and may prevent you from repairing crippled limbs.
This is worth -25% for a cap of 2 FP, -20% for 4 FP, -15% for 6 FP, -10% for 8 FP, and -5% for 10 FP. More than 10 FP isn’t an appreciable limitation.

Empathic:
 When you heal others, you take on the injuries, diseases, and 「特殊効果」s you remove instead of paying FP. These affect you even if you have specific immunities to them.
They get better at the usual “natural” rate unless cured via medicine or a special ability (e.g., you might “transfer” your wounds to someone else with 「吸奪」). Empathic is incompatible with Capped. -50%.

■Powering Up
治療できる」 is the core ability of the 「治療できる」 power, which is usually chior psi-based, and frequently an ability of “good” divine, moral, and spirit powers. 才能 adds to all IQ rolls made to use the advantage.

Hearing 有利な特徴 聴覚系の特徴 P51P

Extended auditory capabilities such as Parabolic Hearing (「指向性聴覚」p. B72), Subsonic Hearing (「低周波聴覚」p. B89), and Ultrahearing (「超聴覚」?p. B94) are appropriate for predators that locate or track pray using sound --or for supers whose abilities emulate those of such creatures.
These traits are especially common among fictional heroes with 視力が悪い or 「視覚障害」.
■Alternatives
Individuals who can “see” using sound should take Sonar (see 「走査感覚」, p. 72), or 「闇視」 (p. 46) with the Hypersensory enhancement. A heightened ability to feel vibrations rather than hear them is 「触覚が繊細」 (p. 73) or 「振動感覚」 (p. 86).
■Powering Up
Hearing-related abilities are a good fit for the elemental Sound/Vibration power, ESP, and even 「サイコキネシス」, if it includes a feedback mechanism that lets the psychokinetic sense vibrations in the air. 才能 adds to Hearing rolls when using these special senses.

域外視覚」 「域外視覚」P51P

see p. B60
Hyperspectral imaging is poised to become the dominant passive sensor technology in the late-TL8 world, making this advantage appropriate for quasi-realistic cyborgs, robots, and vehicles. It works equally well as a “scientific” explanation for seemingly paranormal visual abilities, including the sight of keen-eyed fantasy races such as Elves.

■Alternatives
Beings that can only see light below or above the visible spectrum have 「赤外線視覚」 (p. B60) or 「紫外線視覚」 (p. B94), respectively. Heroes who just want to see in the dark should compare 暗視 (p. B71) and 「闇視」 (p. 46).

■New Special Enhancement
Extended (Special): You can perceive and see by non-electromagnetic radiation. This is mainly useful in science- fiction settings that feature weird radiation . . . or in worlds where magic, psi, and the like emit rays of eldritch power. +30% per added class of radiation.

■Powering Up
域外視覚」 suits Light power and possibly Darkness power (especially if it works by absorbing light rather than blocking it). Like any extended sense, it could even be an aspect of ESP. 才能 adds to 視覚判定 when using this ability.

構造利点」 「構造利点」 P52P

see p. B60


see p. B61
If an ability causes injury and isn’t a natural melee weapon (like claws), it’s an 特殊攻撃. Given the variety of attacks possessed by powered heroes in comics, movies, and so on, this covers a lot of ground. The first step when designing any 特殊攻撃 is to choose its damage type:
Burning: Use this for electricity, flame, heat, and radiation. Examples include fireballs, lasers, lightning bolts, microwaves, and particle beams. Enhance the attack with Explosion (+50%/レベル) for a fireball, Radiation (+100%) for a particle beam, or Surge (+20%) for lightning.
Exotic attacks might require combinations of damage modifiers: Radiation and Surge for charged particle beams, Explosion and Surge for ball lightning, Surge and No Wounding (-50%) for an electromagnetic pulse (EMP) that only harms electrical systems, etc.

Corrosion: Realistic examples are strong acids and bases. Powerful oxidizers also qualify, and tend to be Incendiary (+10%). Magical, superpowered, and superscience disintegration effects fall into this category, too.

Crushing: This is most appropriate for attacks that hurl large, blunt chunks of matter, like balls of stone or ice (but not bullets --those are piercing).
Superscience force beams qualify as well. 爆発物 are crushing attacks with both Explosion (+50%/レベル) and Fragmentation (+15%/die); timed explosives, such as grenades, add 「遅発」 (variable).

Cutting: Cutting attacks nearly always involve blades or shards, which might be made of bone, glass, ice, metal, or any number of other things.
Tiny shards that damage mainly as a result of their sharpness have No Blunt Trauma (-20%) and No Knockback (-10%). Cutting attacks are often carriers for venomous Follow- Up attacks.

Fatigue: Tranquilizers are the obvious real-world example, and have 「周期的」, 「遅効」, and 「抵抗可能」 (all highly variable). At higher TLs, sonic and electrical stunners become possibilities.
Supernatural options include sleep spells and psionic mind blasts.
Fatigue is the only damage type that can have Hazard enhancements (see p. B104). It can’t harm inanimate objects, but with Hazard, the GM may let it affect them --Freezing could cool off a cheeseburger, Suffocation might deprive an engine of air, and so on.

Impaling: The notes for cutting damage apply here as well, but No Knockback isn’t allowed --impaling attacks don’t cause knockback in the first place.

Piercing: The most common example is a bullet or bullet-sized projectile.
See below for detailed notes on projectiles; see 銃器 as 特殊攻撃s (box) to simulate firearms.

Toxic: Realistic poisons and diseases have 「周期的」, 「遅効」, and 「抵抗可能」 (all variable) --but supernatural death touches, evil eyes, etc. also qualify as toxic, and often lack these modifiers. A direct, physical attack that delivers a rad dosage instead of injury has Radiation (+25%).
Next, define how the attack delivers its damage: Beam: Supers and energy weapons frequently project damaging rays.
Most are burning, and don’t absolutely require modifiers --but lasers have 「徹甲除数」 (2) (+50%) and blasters have 「徹甲除数」 (5) (+150%).
Disintegration beams cause corrosion damage, often with 「徹甲除数」 (10) (+200%) or 「宇宙パワー」 (+300%).
Force beams are crushing, typically with Double Knockback (+20%); most other crushing beams have No Knockback (-10%). Stun beams inflict fatigue damage. Only “death rays” (supernatural or superscience) are likely to deliver toxic damage. Roll against 特殊攻撃 (Beam) to hit with any kind of beam.

Curse or Mental Blast: Damaging supernatural effects that bypass DR might do any kind of damage. Use burning for pyrokinetic attacks; fatigue for nonlethal attacks, with Freezing (+20%) for cryokinesis, Missed Sleep (+50%) for a sleep spell, and so on; or toxic for a death spell or telekinetic attack. Add 「呪い」 1 (+100%) for spells or 「呪い」 2 (+150%) for psionic abilities. See 「特殊効果」 (p. 39) for additional notes.
Since there’s no physical impact, add No Knockback (-10%) if damage is crushing or cutting. 「呪い」 uses a Will roll, not a standard attack roll.
Field: Most constant, injurious effects that surround the user --sheath of flame, radiation zone, aura of withering, etc. --are burning or toxic, with 「オーラ」 (+80%), 「常時起動」 (-40%), and 「白兵攻撃」 (-30%). Those who attack by emitting an expanding ring of fire, ice, poison, etc. from their body have 「範囲に効果」 (+50%/レベル) and 「放射」 (-20%) instead, with damage type depending on the substance or energy involved. Neither requires a roll to hit --but to use an 「オーラ」 actively calls for an unarmed melee attack.

コラム:銃器 as 特殊攻撃s P54P

To simulate a firearm, start with dice of Piercing Attack equal to its damage. Adjust Acc using 「正確」 (+5%/レベル) or Inaccurate (-5%/レベル); Range using 「有効距離延長」 (+10%/レベル) or 「射程減少」 (-10%/レベル); RoF using 「速射」 (variable); Shots using 「回数制限」 (variable), usually with Fast Reload; and Rcl using 「追加反動」 (-10%/レベル). If using Optional Rule: Malfunction (p. B279), add 「信頼できない」 (variable) to give the attack a Malf. Realistic guns almost never have the 「手加減可能」 enhancement. For worked examples, see Built- In Firearms (p. 136).

■Ammunition
特殊攻撃 can also simulate different ammunition: add 「徹甲除数」 (2) (+50%) and make the attack small piercing for armor-piercing ammo; add 「徹甲除数」 (0.5) (-30%) and change the attack to large piercing for hollow-point; add 「徹甲除数」 (0.5) and Incendiary (+10%) for tracer. Specialized ammunition might be non-piercing; e.g., flechettes are impaling.

■Other Details
Considerations such as caliber and cartridge length are “special effects” (see Special Effects, p. 113). They can matter in play --e.g., when forced to reload from captured ammunition --but don’t alter point cost.
The same is true of Shots too generous to qualify for 「回数制限」: the designer should still give a number. He might not run out in 10-second firefight . . . but he could run out on a four-day mission. The GM may require a Shots statistic close to that for a comparable weapon in the game world. This isn’t a limitation; it’s no different from the GM ruling that someone who tosses fireballs all day gets tired (see Abilities and Exertion, p. 159).

Gas:
  Lethal gases inflict toxic damage; nonlethal ones, fatigue damage.
Fictional breath weapons have 「円錐状」 (variable), but supers and wizards who can create gas clouds should take 「範囲に効果」 (+50%/レベル) instead. Add one of Respiratory Agent (+50%), 「血液感染」 (+100%), or 「接触感染」 (+150%) to any gas attack.
浮遊」 (+20%) and 「持続」 (+40%) are useful for lingering gases --and the GM might even allow these with 「円錐状」.
Use 特殊攻撃 (Breath) to hit with a 「円錐状」. 「範囲に効果」s that depend on a beam, gaze, or projectile use the appropriate 特殊攻撃 specialty to hit.

Liquid:
  Liquids have 「円錐状」 (variable) or 「噴射」 (+0%); fantasy breath weapons with 「円錐状」 should have 「射程減少」, ×1/5 (-20%), too.
Acids inflict corrosion damage, while flaming liquids cause burning damage; either might be 「周期的」 (variable), if it sticks to the target. Water jets are crushing --often with Doube Knockback (+20%) and No Wounding (-50%). 毒物 inflict either fatigue or toxic damage, and have one of 「血液感染」 (-40% for 「噴射」, +100% for 「円錐状」), 「接触感染」 (-30% for 「噴射」, +150% for 「円錐状」), or Respiratory Agent (+50%). Roll against 特殊攻撃 (Beam) or (Breath) to hit with liquids that issue from the hand or mouth,
respectively.

Projectile:
  Projectiles don’t require modifiers, but are among the few attacks that are routinely Guided (+50%), Homing (variable), or lobbed 「曲射」 (+30%). They can deliver almost any kind of damage: burning for fireballs, crushing for stones, impaling for ice spears, and so on.
Storms of fire, stones, ice, etc. are common magical and super attacks, and have 「範囲に効果」 (+50%/レベル) -- with 「持続」 (+40%) and possibly Wall (+30% or +60%) if they stay in place for some time, and often 「爆撃」 (variable). To emulate firearms, see 銃器 as 特殊攻撃s (p. 54). Use 特殊攻撃 (Projectile) to hit.

Touch:
  Most natural body weaponry is just 「」, 「攻撃部位」s, or 「」 -- but a melee attack that operates independently of the user’s ST is an 特殊攻撃 with the 「白兵攻撃」 limitation (variable). Use this option for an angel who can summon a sword of flame (burning), a robot with a builtin force sword (cutting), or a kung fu master who attacks with a deadly touch (toxic). Add 「接触感染」 (-30%) to attacks that must strike bare skin, 「宇宙パワー」 (+300%) to supernatural attacks that completely circumvent DR, like the Deathtouch spell (p. B245). Make an unarmed melee attack to hit.

Venom:
  Poison on 「」, 「」, etc. should cause fatigue or toxic damage unless it’s very unusual. Such attacks always have 「追加発動」 (+0%).
Make a melee attack to hit with the carrier attack.
Finally, if the attack has a chance of causing a baneful effect in addition to injury if it penetrates DR, add 「副次効果」 (variable). This is common for beams that emulate ultra-tech stunners, paralysis guns, and so on. If the attack automatically causes weakness or incapacity after inflicting enough injury, enhance it with Symptoms (variable) instead. Fatigue or toxic attacks that represent venom or poison gas generally have Symptoms.

■Alternatives
 「特殊効果」 (p. 39) is a far better starting point for a completely nonlethal attack . . . and the Coma and Heart Attack enhancements make 「特殊効果」 a superior “all-or-nothing” lethal attack, too. To punch, kick, or strangle opponents at a distance, buy 「テレキネシス」 (p. 82).

■Powering Up
 Any power that isn’t completely nonviolent might have an 特殊攻撃. Match both damage type and means of delivery to the power’s focus and source; see above for many examples.
In all cases, 才能 gives a bonus to hit.

非実体化」 「非実体化」 P55P

see p. B62
Beings largely unaffected by the physical world appear in myth and fiction at least as often as those that can fly. Paradoxically, most such entities can “anchor” themselves to material objects as needed, allowing them to stand on floors, ride in vehicles, and so on. This is a standard feature of 「非実体化」. What the insubstantial form looks like, and the things that can impede it, vary with the origin of the trait:

Dimensional:
 The traveler transports himself into a dimension parallel to the physical world. He looks slightly transparent, as if he weren’t all there. Any place in the ordinary world that lacks an equivalent location in the other plane is completely off limits.
Individuals with dimension-traveling foes often build strongholds in such locales!

Divine:
 This represents the ability to assume a “god form” that can roam the mortal world at will. The cleric looks normal except for the addition of something symbolic of his patron; e.g., a wreath of flame, for the Fire God. He can’t infiltrate places of no or low sanctity, however; see Special Rules for Divine Powers (p. 175).

Elemental:
 The user turns into electricity or light, or vibrates at a weird frequency. He becomes a man-shaped glow, visible shimmering, etc., as befits his element. He can’t penetrate barriers that are proof against his element; e.g., a grounded metal cage would exclude an electrical “ghost.” Superscience force fields often block such 「非実体化」.

Magical, Psionic, or Spirit:
 The user enters the ethereal, astral, or spirit realm (these might be the same or quite distinct, depending on the setting).
His appearance is misty and ghostly, and possibly luminous or shadowy. Shamans with spirit powers often look like beasts. Spells, psi abilities, and sorcerous rituals that obstruct spirits also block this ability.

■Alternatives
Both 「超感覚」 (Projection, +140%) and 「非実体化」 (Affect Substantial, +100%; Projection, -50%) cost 120 points. They’re comparable, but there are important differences.
Notably, 「超感覚」 gives an invisible form with a 10-yard range limit from the body, while 「非実体化」 gives a visible form with no range limit.
To represent partial solidity, use 「構造利点」 (「集合体」) (p. 52) or 「影の体」 (p. 73). To be able to pass through just one substance, take 「[物質透過]]」 (p. 66).
非実体化」 doesn’t include invisibility. For that, take 「透明」 (below), too --possibly with Substantial Only. 「非実体化」 does include total silence, though, save when you choose to speak. You’re undetectable to hearing, and need only make 忍び rolls if there’s a chance you’ll be seen.

■New Special Limitations
No Vertical Move:
 You can’t disregard gravity. You must move across a horizontal surface, or along a slope that wouldn’t require 登攀 rolls.
You still weigh nothing, so you don’t leave footprints and can walk on surfaces that wouldn’t support a solid body, such as the surface of a body of water. -10%.

Noisy:
 You aren’t silent. You make noises equivalent to footfalls when moving and breathing at all times, and are no harder to hear than an ordinary human. -5%.

Projection:
 Your body doesn’t become insubstantial. Instead, it falls unconscious and you step out of it in insubstantial form. Like someone using unmodified 「非実体化」, you’re visible and present, making you subject to anything that affects insubstantial entities . . . while your body remains in the physical world, vulnerable to material threats; see Projection (p. 44). You can’t use spells, psi abilities, etc. in this form unless you also take Affect Substantial. -50%.

■Powering Up
This ability suits almost any kind of supernatural or elemental power, as noted above. With the Projection limitation, it’s especially suitable for Astral Projection. 才能 adds to any roll required to “push through” a resistible barrier or use 「非実体化」 for a Power Dodge (see p. 167).

直感」 「直感」 P56P

see p. B63
As the ability to compare the current situation to past experiences and make an informed guess, 直感 is ideal for Digital Minds and super-geniuses. Supernatural guidance (e.g., ESP or divine wisdom) is an equally valid interpretation.
At the GM’s option, if a skill would normally give useful information in the situation at hand --e.g., 航法 when deciding which way to steer, or 戦術 in a military standoff --the user can substitute his level with that skill for IQ when rolling for this ability.

■Alternatives
Those who can discover facts without guesswork should take 祝福 (p. 43) or 「託宣」 (p. 65) instead.

■New Special Enhancement
Inspired:
 Your gift is so finely honed that any success while using it reveals the best choice out of those confronting you. The worst possible result on a failure, even a critical failure, is that you don’t know; the GM will never suggest a bad choice. +100%.

■Powering Up
直感 is a traditional ability of shamans, and might stem from spirit powers. It’s also appropriate for ESP or any similar information-gathering power, and for divine and moral powers --especially with Inspired. Finally, it could represent the ability to draw upon the collective wisdom of others, making it part of Telepathy. 才能 adds to all IQ or skill rolls to use this ability.

透明」 「透明」 P56P

see p. B63
Tales of invisible men --but ironically not The Invisible Man, which inspired many of them --usually assume that 「透明」 has Switchable (+10%) and Can Carry Objects (at least +10%). Remember to choose the kind of vision affected.
If the GM wishes to allow “total” invisibility, he may rule that +100% worth of Extended interferes with any sense that 「透明」 could reasonably affect. Common variants include:

Deception:
 A ninja or telepath who mentally compels others to believe they can’t see him has 「透明」 to electromagnetic vision with Can Carry Objects, Switchable, and 「幻惑的」 (p. 111). Deceivers aware of unusual senses might interfere with those, too; add Extended (+20%/type).

Ghost:
 Ghosts that are invisible to mortals have 「透明」 to electromagnetic vision with 「ほぼ常時起動」 (+5%) and Substantial Only (-10%).
Traditionally, ghosts can be seen in mirrors and photographs; they have Visible Reflection (-10%), and can’t take Affects Machines.

忍び Technology:
 A vehicle or robot that’s invisible to infrared and radar --but not the naked eye --has 「透明」 to electromagnetic vision with Machines Only (-50%). The best optical camouflage has Affects Machines (+50%) instead of Machines Only, but still suffers from Fringe (-10%). 忍びy submarines have unmodified 「透明」 to sonar; the best add Extended, Magnetic Detection (+20%). Switchable is uncommon, as stealth tends to be a permanent structural feature.

Superscience クロークing:
 Spaceopera “cloaking devices” give 「透明」 to electromagnetic vision with Affects Machines (+50%), Extended, Scanners (+20%), and Switchable (+10%).

■Alternatives
Represent partial invisibility using 「能動迷彩」 (p. 43). Those who create darkness or smoke in order to hide from sight should take 「知覚されにくい」 (p. 64).

■New Special Limitation
Fringe: Your ability leaves a faint outline or shimmering. It works normally when you’re standing still, but if you move, others can spot you with a Vision-6 roll and target you in combat at only -6 to hit. -10%.

■Powering Up
透明」 is a key ability for Light and Darkness powers. Electrokinesis could allow a psi to jam signals and become invisible to machines --he might even bend light and become truly invisible (a trick called “photokinesis”).
The addition of 「幻惑的」 makes 「透明」 suitable for chi powers and Telepathy, too. 才能 adds a further bonus to 忍び skill rolls to avoid being seen.

「次元跳躍者」(Jumper)P57P

次元跳躍者」参照
see p. B65
追加荷重体力」 is realistic for beasts of burden (e.g., horses and mules) and slow-but-powerful machinery --cargohandling exoskeletons, tugboats, etc.
Comic-book supers are often capable of extreme lifts; see the Super-Effort enhancement (below) for a way to handle this.

■Alternatives
追加荷重体力」 only augments basic ST for lifting, pushing, etc. --and for grappling and choking in combat. To increase damage with melee weapons, take 「追加攻撃体力」 (p. 78). Those who want all of these benefits and more HP should just improve their ST.

■New Special Enhancement
This optional enhancement is intended for demigods and supers.
With it, 「追加荷重体力」 becomes more efficient than usual after eight levels . . . and gets better from there. Thus, it’s only of value to heroes with a significant investment in 「追加荷重体力」. If the GM sets a limit when using this modifier, it should be at 「追加荷重体力」 +8 or higher.

Super-Effort:
 You can make truly heroic lifts! Your 「追加荷重体力」 works as usual except when you use extra effort. Then ignore the ordinary extra effort rules. Instead, find your 「追加荷重体力」 level in the Size column of the Size and Speed/Range Table (p. B550), read across to the Linear Measurement column, and use that number as your ST bonus for the lift. For instance, 「追加荷重体力」 +20 gives +5,000 ST. This costs 1 FP per lift. Once you’ve made the lift, use Abilities and Exertion (p. 159) for ongoing FP costs. Walking around with or pulling the weight counts as “intensive use” (1 FP/minute); just holding it up is “long-term use” (1 FP/hour). You can’t take 「疲労減少」 to eliminate these costs unless you also add 「宇宙パワー」 (+50%).
Super-Effort never benefits chokes or grapples. +400%.

■Powering Up
追加荷重体力」 could belong to a biological body-control power or a mattercontrol power that affects mass or density. Divine and chi powers might use 「追加荷重体力」 --perhaps with 「FP消費」 or Super-Effort --for the ability to perform “heroic feats.”才能 modifies Will and HT rolls for extra effort and to avoid selfinflicted injury while lifting.
コラム:Heavy Lifting P58P
追加荷重体力」のページ参照。

Luck「幸運」 P59P

see p. B66
For the fictional protagonist, 幸運 is usually a “meta-advantage” --a deliberate effort by the storyteller to give him the benefit of the doubt at every turn of the plot. It’s rarely an active ability known to him and acknowledged by his companions.
Still, heroes who are conscious of their luck do exist in fiction, especially in the comics.

■Alternatives
Use 暴虎馮河 (p. B47) for those whose “luck” depends on risk-taking, 都合のいい偶然 (p. 73) for heroes whose luck takes the form of coincidence rather than good odds, and 超幸運 (p. 80) for masters of probability manipulation.

■New Special Enhancement
Wishing:
 You can consciously manipulate probability. You may request two rerolls for any die roll made in your presence --not just your rolls --and choose the one you prefer.
It isn’t enough for you, the player to see the dice roll; your character must witness the action you wish to influence.
Normal usage limits still apply.
The Active limitation is common but not required. +100%.

■Powering Up
幸運 is a traditional gift from otherworldly guardians, making it suitable for divine and spirit powers. With Active or Wishing, it might instead be part of a probability-control power; this could have almost any source, but is commonly associated with psi in fiction.
才能 gives a bonus to any die roll influence by 幸運 --but only if that use of 幸運 is declared in advance.

マナ除去」 and 「マナ増幅」 「マナ除去」「マナ増幅」P59P

see pp. B67-68
Neither “mana level” nor the ability to alter it is a traditional concept -- but in game-mechanical terms, a high level of 「マナ除去」 is superior to 魔法の耐性 for magicresistant fantasy denizens, while 「マナ増幅」 can explain lone wizards and dragons in prevalently nonmagical settings. Of course, 「マナ除去」 is only worthwhile if magic exists, and 「マナ増幅」 is chiefly of use to those who cast spells.
Those with potent magical gifts might be able to adjust the mana level either way. The GM should require those who want 「マナ除去」 and 「マナ増幅」 to take the Switchable special enhancement (+100%) on both traits --and 「手加減可能」 (+5%), if either trait can alter the ambient mana by more than one level.
This is expensive because it’s powerful: if the user has Magery, he can elevate the mana level when casting spells . . . and then lower it to neutralize enemy magic.

■Alternatives
Compare 「マナ除去」 to Neutralize (p. 97) and Static (p. 98) against magical powers. A high level of 魔法の耐性 (p. B67) is cheaper than either, but also less capable.

■New Special Enhancement
Discriminatory:
 You and any allies in your area of effect enjoy the best mana level your ability can provide -- highest if casting spells, lowest if resisting them --while enemies in the area suffer the worst level you can generate. This modifier includes Switchable, and replaces the 「範囲内選択」 enhancement for 「マナ除去」 and 「マナ増幅」. +150%.

■Powering Up
These 有利な特徴 rarely suit powers other than magical ones.
Exceptions might be the divine power granted by a god of magic, or a specialized psionic power that manipulates mana fields. 才能 applies mainly to Power Block attempts (see p. 168).

霊媒 「霊媒」P59P

see p. B68
霊媒 is the ability to sense the presence of and speak with nearby unbound spirits (ghosts, “wild” elementals, etc.) --not spirits of the living or spirits bound to objects. It also works on “spirits of place,” but only within the spirit-inhabited area. At the GM’s option, variant forms might instead let the user speak with residents of the dream world, parallel universes, or cyberspace. Each form is a separate 霊媒 advantage.

■Alternatives
To grasp the motivations of spirits and improve your odds of persuading them, take 精霊共感 (p. B88).
Use 探知 (Spirits) [10] to sense the presence of spirits that are bound, possessing someone, or too distant to speak with. To see spirits more than a yard away --even those with whom you aren’t communicating --buy a suitable form of 透明が見える (p. 72).
None of these traits lets you speak with spirits.
If you can force spirits to become visible or solid against their will, buy an 「特殊効果」 (p. 39) that cancels 「透明」 or 「非実体化」 via Negated Advantage. If this only affects spirits, or certain kinds of spirits, add an 「条件限定」 limitation.
If spirits simply possess you in order to speak with others, that’s チャネリング (p. 43).

■New Special Enhancements
Manifestation:
 Your presence makes it easier for spirits to become visible, if they wish. As long as they’re within a yard of you, those with the Spirit 「共通性質」 (p. B263) needn’t pay the 1 FP per second demanded by the 「ほぼ常時起動」 limitation on their 「透明」. +100%.

Universal:
 You can communicate with any spirit you can sense with 霊媒, even those with whom you don’t share a language. +50%.

Visual:
 You can see spirits while communicating with them, even if they would normally be invisible. +50%.

■New Special Limitations
In many settings, 霊媒 requires a ritual or séance to use. If so, add 「用意必須」 (p. B114).
Another common limitation:

Specialized:
 Your ability only works with one specific class of spirits.
Possibilities include angels, demons, elementals, faerie creatures, and ghosts. -50%.

■Powering Up
霊媒 is appropriate for any supernatural power, but especially spirit powers and ESP. 才能 adds to all IQ or skill rolls made to perceive or understand spirits.
see p. B68
The ability to control involuntary bodily functions is a classic shtick of kung fu masters and yogi(ヨガ行者), not to mention supers and aliens modeled after them. It needn’t have mystical overtones, though --genetic engineering or implants might give this advantage to a modified human or cyborg.
At the GM’s option, 代謝制御 lets the user feign afflictions: disease, drug reactions, heart attack, etc. To discover the ruse, witnesses must win a Quick Contest of 診断 vs. the user’s HT + 代謝制御.

■Alternatives
Consider 「構造利点」 (No Blood) (p. B61), Doesn’t Breathe (p. B49), or Doesn’t Eat or Drink (p. B50) for those who don’t bleed, breathe, or eat at all. If all that matters is a HT bonus, 耐性 (p. 71) is a better deal.

■New Special Enhancement
Mastery: You can make precise adjustments to your metabolism and body chemistry instantly, helping you cope with even extreme or unexpected stresses. As long as you’re conscious, add your level of 代謝制御 to any HT roll. +40%.

■Powering Up
This ability best suits biological, chi, and psi powers --especially 肉体制御 and 「治療できる」. 才能 adds to HT in the Quick Contest to feign death and for any similar feat the GM allows.

拡大視覚」 「拡大視覚」P60P

see p. B68
拡大視覚」 is most common among robots and crimefighting supers. It lets those who have it do fine work or gather microscopic evidence without any equipment penalty for being without a magnifying lens.
Supers sometimes add 「離れた地点に効果」 (+40%), which makes it possible to distinguish minute detail on distant objects. This ability works at full magnification out to 1/2D range (10 yards) and at 1/3 that out to Max range (100 yards). Make two 視覚判定: one to spot the object, one to see minute details.
Use a combination of 「視覚障害」 (p. B124) and 「拡大視覚」 for someone who can see tiny details at point-blank range, but not distant objects or the normal-sized world.

■Powering Up
Like any vision advantage, 「拡大視覚」 suits Light power and possibly ESP. Supers with sizecontrol powers might have this ability alongside 「縮小」. 才能 adds to all 視覚判定 for this ability.

声まね 「音声再現」 P60P

see p. B68
This trait is typical of parrots, doppelgangers, robot assassins, and other beings that are physiologically or technologically adapted to emulate sounds and voices. It’s up to the GM whether it can emulate the “voiceprints” that high-tech security systems use to verify identity.

■Alternatives
声まね can imitate but not communicate with animals --use 「動物会話」 (p. 77) for that. 声まね can’t produce inaudibly low- or highfrequency sounds unless the user also has 「低周波会話」 (p. B89) or 「超音波会話」 (p. B94).
Ordinary human mimics have 声まね skill (p. B210). The GM may permit those who have that skill to use the higher of it or IQ when rolling to use this advantage.

■New Special Enhancement
美声 Library: You never forget any sound or voice you’ve successfully mimicked. It’s the player’s job to maintain this list. To recall a sample, take a Concentrate maneuver and make an IQ roll. +50%.

■Powering Up
声まね fits elemental Sound/- Vibration power and most bodyalteration powers. It’s also a likely ability for powers pertaining to animals or illusions. 才能 adds to IQ rolls to duplicate sounds or imitate voices.

精神支配」「精神支配」 P61P

see p. B68
Folklore 能力値 the ability to control minds to a great many supernatural entities, including demons, nymphs, vampires, and deities. This is likely a diplomatic scrim over the realities of insanity or criminality . . . but the tales could be true in a fantasy or horror setting. Most innate gifts use unmodified 「精神支配」. Add Telepathic (-10%) if the influence is psionic.
A few alternatives:

Cinematic 催眠術: The controller must lock eyes with his victim and hypnotize him in order to give commands. This calls for Vision- Based (-20%). Suggestion (-40%) is common.

Drugs: The attacker uses a drug to make his victim suggestible. This requires a bite, kiss, or more intimate contact. Some time after exposure, the subject gets a HT-based resistance roll.
Add Based on HT (+20%), 「血液感染」 (-40%), Independent (+70%), and 「遅効」 (1 minute or 1 hour) (-10% or -20%). If anyone can command the subject, add the Puppet limitation (-40%).

Pheromones: The user exudes an invisible chemical cloud that inspires attraction in those exposed to it.
Victims must be within two yards and breathe the gas --this ability doesn’t work by touch or sight. The controller can only command one subject per second, at the usual -1 per subject after the first. Add 「範囲に効果」 1 (+50%), 「放射」 (-20%), and Scent-Based (-20%). 「条件限定」 (Only on opposite sex) (-20%) and Emotion Control (-50%) are likely but not required.

Vibrations: The controller emits vibrations that influence emotions.
Add Emotion Control (-50%), with Based on HT (+20%) for inaudible vibrations or Hearing-Based (-20%) for audible sounds (common for fantasy bards and mythic sirens).

■Alternatives
Extreme levels of カリスマ (p. B41) can often achieve similar effects. The ability to turn others into 仲間 over the long term is Dominance (p. B50), while that of entering the subject’s mind and operating his body directly is 「憑依」 (p. 67).

■New Special Enhancement
Independent: Your 「精神支配」 doesn’t require ongoing attention. If it works, you’re free to do other things. You must still concentrate to initiate control, but you can’t claim the +2 or +4 for lengthy concentration.
If the victim fails to resist, control persists for one minute per point by which he lost the Quick Contest; you can’t maintain it indefinitely by concentrating. These drawbacks are minor next to the benefits. First, only an attempt to force the subject to act against his principles can break control; you’re “out of the loop” already, so incapacitating you changes nothing.
Second, since your attention isn’t divided, each contact is separate from all others; there’s no -1 per slave, and critical failure with one victim doesn’t free the rest. +70%.

■New Special Limitations
Emotion Control: You can’t control the subject’s actions, just his feelings.
For some guidelines on what’s possible, see the Sway Emotions skill (p. B192). Emotion Control is mutually exclusive with Conditioning Only and Suggestion. -50%.
Suggestion: You can’t command the subject to take specific actions --you can only suggest a general course of action. Effects are as for Suggest skill (p. B191). Suggestion is mutually exclusive with Conditioning Only and Emotion Control. -40%.

■Powering Up
精神支配」 is appropriate for many supernatural powers, especially Telepathy. In addition, hypnotism is common for chi powers, pheromones fit biological and chemical powers, and vibrations suit Sound/Vibration power. With Cybernetic Only (p. B70), 「精神支配」 even allows control over computers (“cyberpsi”) --the definitive Machine Telepathy ability. 才能 adds to IQ rolls to use the ability in all cases.

精神探査」 and 「読心」 「精神探査」と「読心」P61P

see p. B69
These closely related 有利な特徴 feature prominently in fantasy, horror, and science fiction --typically as psionic or magical gifts. 「読心」 is the basic “receive” ability common to telepaths, regardless of origin. 「精神探査」 is a deep scan or mind-meld; in many ways, it’s a higher level of 「読心」, and the GM might elect to make 「読心」 a Prerequisite.
Both traits are open to interpretation as interrogation under truth drugs; see the notes under 「精神支配」 (above) for modifiers and details. If the subject must vocalize his reply, add 「条件限定」, Must hear subject, -20%.

■Alternatives
Use 共感 (see 共感 有利な特徴, p. 48) to “read” emotions instead of thoughts. To send thoughts, take 「[転送]]」 (see 「遠隔通信」, p. 81).
精神支配」 can also reveal a subject’s thoughts: just command him to tell you everything he knows. Of course, this is significantly less subtle.

■New Special Enhancements
Invasive: 「精神探査」 only. Your probe works like a mental invasion, not an interrogation. If you win the Quick Contest, you’re inside your subject’s mental defenses and free to pillage his memories. You’re still limited to one question per second, but each answer requires an uncontested roll against IQ, 尋問心理学 --or 夢見, if the subject is sleeping. +75%.

Memory Bank: 「精神探査」 only. You can store a detailed “snapshot” of the subject’s mind. This requires the usual Quick Contest, but takes an hour. A later IQ roll lets you recall information the subject knew when last probed (just as if you were probing him) or his personality (eliminating penalties to impersonate him with 演技). You can delete a snapshot at any time. +100% if you can store a number of snapshots equal to IQ; +150% for unlimited capacity.

Multiple Contacts: 「読心」 only. You can maintain channels to several minds at once. Roll at a cumulative -1 per contact after the first. You can switch between established contacts without rolling, but you must focus on one contact at a time to read minds. In combat, choose whose mind you’re reading each turn. +50%.

■Powering Up
精神探査」 and 「読心」 are classic psionic abilities associated with Telepathy (or Machine Telepathy, with the Cybernetic Only limitation), but any supernatural power might offer them. 才能 adds to IQ and skill rolls made to use either.
see p. B70
Mental shields are “in genre” for psis, shamans, wizards, martial artists, and others with training at gathering inner strength to ward off psychic incursions. In worlds where mental powers are commonplace, anyone might be able to build up a 精神防壁 (GM’s decision).
In settings with many different supernatural powers and abilities, the GM should let 精神防壁 add to IQ, Will, and Perception for the purpose of resisting any paranormal influence --including 有利な特徴 with the 「幻惑的」 limitation (p. 11). For less sweeping protection, add Limited (below).
With the Cybernetic limitation (-50%), 精神防壁 represents “hardened” computer security for Digital Minds. Cybernetic is a specific example of Limited; don’t take both.

■Alternatives
魔法の耐性 (p. B67) and certain varieties of 耐性 (p. 71) protect against many of the same things that 精神防壁 does. Static (p. 98) is a superior defense, but prevents the user from having other psychic abilities.
People who have studied “mental self-defense” might have the skills 強靭精神 (p. B209) and 精神防御 (p. B210) instead of 精神防壁.

■New Special Limitation
Limited: Your 精神防壁 only works against certain mental attacks. An entire power source (e.g., divine, magical, psionic, or spirit) is -50%; a specific focus, power, or college of magic (e.g., Telepathy or 「精神支配」 spells) is -75%.

■Powering Up
精神防壁 is a traditional part of Telepathy, extremely appropriate for chi and spirit powers, and often available for divine, magical, and moral powers, too. Active use of a mental shield to block a mental attack shows up frequently in fiction. The GM should consider allowing Power Block (see p. 168) for 精神防壁 even if he doesn’t permit it for other abilities.
才能 adds to all such attempts.
see p. B72
知覚されにくい」 is a flexible advantage that can represent many fictional abilities -- some of which are unobvious by design. When customizing 「知覚されにくい」, the first step is to specify what senses it affects, and how:

超感覚」: 「知覚されにくい」 usually blocks one sense, whether the observer examines the affected area in person or remotely. A supernatural or superscience “anti-power” might specifically prevent all remote sensing without affecting any mundane senses.
知覚されにくい」 (「超感覚」) often has Extended for 「探知」, Divination, or 「超レーダー」 (+20% each) and Limited, Psi (-20%).

Detect: An effect that actively jams a specialized sensor should have 「知覚されにくい」 against the equivalent 「探知」.
For instance, 「知覚されにくい」 (探知 Magnetic Fields) would work against magnetic anomaly detectors. Other forms of 「知覚されにくい」 might affect supernatural versions of 探知 --imagine a demon with 「知覚されにくい」 (探知 Evil)!

Divination: 「知覚されにくい」 (Divination) is legitimate, and affects all attempts to gather facts from within the area through such means as Information spells and 「サイコメトリー」. Use 「知覚されにくい」 (「超感覚」) to disrupt remote viewing.

Hearing: This might represent a magical stealth spell, white noise, or ultra-tech sound cancellation. Regular hearing, Subsonic Hearing, Ultrasonic Hearing, Sonar, and 「振動感覚」 are all “related” for the purpose of the Extended enhancement.
知覚されにくい」 (Subsonic Hearing) and (Ultrahearing) suffice to evade geophones and ultrasonic motion detectors, respectively. Discriminatory Hearing, Parabolic Hearing, and so on aren’t unique senses; they merely make hearing more useful. Those who have such traits have no special ability to ignore 「知覚されにくい」.

走査感覚」: Treat Radar and 「[イメージング・レーダー]]」 as the same sense for the purpose of 「知覚されにくい」. Other 「走査感覚」s require separate versions of 「知覚されにくい」. These varieties of 「知覚されにくい」 nearly always represent jamming of some kind. For the purpose of the Extended enhancement, Ladar is related to all kinds of vision, while Sonar is related to 「振動感覚」 and all types of hearing. In most settings, 「超レーダー」 is related to 「超感覚」 and 「探知」.

Vision: This could be darkness, blinding light, fog, smoke, or a magical blurring spell. Regular vision, 「赤外線視覚」, 「紫外線視覚」, and Ladar are all “related” for the purpose of the Extended enhancement. 「知覚されにくい」 (「赤外線視覚」) also interferes with heatseeking missiles and infrared motion detectors. Microscopic and 「望遠視覚」, 「広視界」, etc. aren’t unique senses; they just make vision more useful. Those with such 有利な特徴 have no special ability to ignore 「知覚されにくい」.
Penalties for 「知覚されにくい」 also apply to any form of 「遠隔通信」 (p. 81) that uses the same type of signal as the blocked senses, if the sender or receiver is inside the area of effect.
赤外線通信」 works like 「赤外線視覚」, 「レーザー通信」 works like Ladar, 「電波」 works like Radar, and so on. It’s up to the GM whether 「[転送]]」 works like 「超レーダー」.
By default, 「知覚されにくい」 is a detectable jamming field (e.g., darkness, electronic noise, or white noise) or cloud (anti-laser aerosol, radar-defeating chaff, smoke, etc.) around the user.
Without special modifiers, it impedes signals crossing it in either direction.
There are two common exceptions to these assumptions:

忍び Field: A subtle effect that prevents detection of the user and the field itself is standard for magic and psionics, and common for superscience cloaking. This requires 忍びy (+100%). Supernatural versions rarely inconvenience the user, and also have Defensive (+50%). Ultratech devices generally block the user’s sensors, too.

Weapon: Many supers and vehicles shoot beams or projectiles that cause these effects at a distance; e.g., flares for 「知覚されにくい」 (「赤外線視覚」) or smoke bombs for 「知覚されにくい」 (Vision).
Give such abilities 「離れた地点に効果」 (+50%).
Don’t add 忍びy to anything that’s supposed to work as a decoy or distraction.

■Alternatives
知覚されにくい」 creates an effect within which anyone could hide. A hero who makes only himself less detectable has Cameleon (p. 43), 「透明」 (p. 56), or 「音を立てない」 (p. 76).
An 「特殊効果」 (p. 39) with an enhancement such as Disadvantage (Deafness) or Negated Advantage (「赤外線視覚」) can knock out someone else’s senses. Combined with 「範囲に効果」, 「放射」, and 「感覚に依存」, this simulates a deafening noise, blinding flash, etc. better than
知覚されにくい」.
Those who can block senses with images --physical or mental --should take 「幻影」 (p. 94).

■New Special Limitation
Limited: You can only block a sense that occurs as part of a power. An entire power source (e.g., magical or psionic) is -20%; a specific power (e.g., ESP or Telepathy) is -40%.

■Powering Up
知覚されにくい」 suits nearly any power that isn’t completely internal. Most elemental powers can create clouds or fields of their element to block senses (e.g., Heat/Fire power might produce “hot smoke” to impede vision and 「赤外線視覚」), supernatural powers frequently include the capability to hide from related powers (e.g., 「知覚されにくい」 (「超感覚」), for Antipsi power), and so on. 才能 benefits Power Block attempts (see p. 168) and adds to rolls to hit with 「離れた地点に効果」 abilities.

託宣」 「託宣」 P65P

see p. B72
Reading omens --be they hidden wisdom from the gods, signs from the spirit world, or “natural” phenomena in a magical world --is a practice traditionally associated with mysticism.
An interesting variant sometimes appears in science fiction, however:

託宣」 (Digital): You can analyze “live” data --the Internet, news feeds, etc. --and spot items of hidden mundane significance. Roll against 調査skill for discovery and 諜報分析 skill for interpretation.
To use this ability, you must have access to prodigious quantities of unprocessed data. This trait is especially appropriate for AIs and other Digital Minds. 15 points.

■Alternatives
託宣」 provides answers to unknown questions . . . not all of which are about things to come. Use 祝福 (p. 43) to get direct answers to specific questions, 未来予知 (p. 68) to see the future. To spot hidden conspiratorial activity, take 「選ばれし者」 (p. B60).

■New Special Enhancement
Inspired: You’re extremely gifted. Any successful interpretation roll provides you with specific information, and a critical success brings you an unambiguous vision of the truth. +100%.

■Powering Up
託宣」 is ideal for divine, moral, and spirit powers that involve otherworldly guidance. It also suits some interpretations of ESP. 才能 influences both the Sense roll to spot omens and the IQ roll to gain insight from them.

後援者」 「後援者」P65P

see p. B72
A 後援者 with the Highly Accessible enhancement might represent the supernatural ability to call upon a deity or powerful spirit for aid.
If so, Special Abilities and Minimal Intervention might also be appropriate.
Limitations such as 「条件限定」, 「FP消費」, and 「用意必須」 are reasonable, too, if contacting the 後援者 involves a spell-like ritual.

■Alternatives
The favor of a higher power might manifest indirectly as 幸運 (p. 59), 都合のいい偶然 (p. 73), or 超幸運 (p. 80). To represent otherworldly knowledge, use 祝福 (p. 43) or 「託宣」 (p. 65).

■Powering Up
Only divine and spirit powers are likely to have 「後援者」 as abilities.
才能 doesn’t add to appearance rolls, but does add to Influence and reaction rolls made to sway the 「後援者」. This can be extremely useful for 「後援者」 bought with Minimal Intervention.

透視」 「透視]」 P66P

see p. B74
No realistic sense would enable the user to receive light from behind a solid barrier, allowing him to see colors and use his other visual capabilities.
This violates the laws of physics.
Nevertheless, espers, supers, and superscience sensors from comics and space-opera tales often possess exactly this capability.
透視」 can look through multiple objects with a total thickness no greater than its penetrating power. Distance has its usual effects, but the spacing of the barriers is irrelevant. For instance, 「透視」 1 can look through six 1” walls as easily one 6” wall, and these can be any distance apart --but a large total distance would still give a Vision penalty.

■Alternatives
To see inside things as opposed to through them, take 「超感覚」 (p. 44). For realistic X-ray or T-ray vision, use 「走査感覚」 (p. 72) -- not 「超感覚」 or 「透視」.

■Powering Up
透視」 is reasonable for ESP, and for elemental powers that deal with cinematic radiation. An elemental power that focuses on one particular kind of matter might offer 「透視」 with the Specific modifier for that substance. 才能 gives no Vision bonus, but adds to comprehension rolls (against IQ or skills) to figure out the relative placement of multiple items and barriers.

特典」 「特典」P66P

see p. B100
特典」 are a good way to handle truly trivial abilities. For instance, just as a robot with a built-in flashlight would buy 「[付属品]]」, a super could spend a point for the ability to illuminate his immediate vicinity. Piling limitations onto full-fledged 有利な特徴 is overkill in such situations --imagine trying to build that illumination ability from 「制御」 (Light) or 「幻影」.
The GM should forbid perks or uses of perks that do duplicate full-blown 有利な特徴, of course.

■Powering Up
Any power might (and perhaps should) include perks, but because perks can’t have enhancements or limitations, they don’t receive the power modifier. This means that there’s no discount for the fact that anything that disables the power knocks out the perk. On the other hand, powered heroes can justify perks unavailable to others, and get the benefit of 才能 on any die rolls required.

■「[物質透過]]」
see p. B75
「[物質透過]]」 accounts for the traditional ability of otherwise-tangible nature spirits to pass through mountains, trees, and so on with ease.
Supers with elemental powers often possess similar capabilities --as do fiendish fantasy monsters that step out of dungeon walls to eat adventurers!
「[物質透過]]」 is normally associated with a particular class of materials. If the GM wishes, though, he can permit a further class --“Everything” --that lets the user walk through any solid substance. This costs 80 points.

■Alternatives
Those who have 「構造利点」 (「集合体」) (p. 52) modified with Infiltration can seep through porous obstacles. Users of 「非実体化」 (p. 55) are intangible, and can pass through anything. To burrow through barriers physically, take 「トンネル移動」 (p. 85).

■New Special Enhancements
Extended: You can pass through multiple, similar materials. Buy the most expensive one at full price.
Each additional, related substance is +20%. For instance, someone with 「[物質透過]]」 (Stone) could add Extended, Earth and Metal for +40%.

Meld 1: You can become one with the things you permeate, like a dryad merging with her tree. This works only on discrete objects --a tree (not a forest), a mountain (not a planet), etc. Once melded, you can use your senses from or step out of the object at any point along its interior or exterior surfaces, and can breathe if any part of it is touching air. Take a Ready maneuver to shift viewpoints or exit the object. If the object takes damage, it affects you proportionally; e.g., 10 HP of injury to a 100 HP tree results in a 1 HP wound for a 10 HP man. Being part of something larger than you also blunts 「特殊効果」s: add the difference between its SM and yours to your resistance roll. If you have attacks that affect those touching or standing near you, like 「放射」s, they’re “spread thin” if you merge with a large object: scale down damage in proportion to HP (to 1/10 normal, in the above example), and add the difference between the object’s SM and your own to rolls to resist your 「特殊効果」s. You can’t control the items you meld with; get 「憑依」 for that. +150%.

Meld 2: As Meld 1, but works even on distributed objects. With 「[物質透過]]」 (Earth), you could meld with the ground at your feet to cross the entire planet in the blink of an eye; with 「[物質透過]]」 (Wood), you could meld with a forest to traverse it instantly or spy on events within. +300%.

■New Special Limitation
Finite Thickness: You can only pass through a barrier of limited thickness.
If you try to move through anything thicker, you penetrate as far as your limit and then run into a solid obstacle.

Value depends on thickness: -50% for a thin membrane (like a curtain), -30% for an inch, -15% for a foot, and -5% for the distance you can sprint in a second.

■Powering Up
「[物質透過]]」 is a typical feature of elemental and nature-spirit powers. It also suits divine powers bestowed by deities associated with the substances it affects. 才能 adds to all DX or skill rolls made for movement while using this ability.

憑依」 「憑依」P67P

see p. B75
憑依」 can represent any ability to “take over” people or objects. A few notes to supplement those in the Basic Set:

Magical 「憑依」:
 Some unpleasant horror and fantasy monsters use magic to take over unwary victims . . . who inevitably turn on their companions.
This calls for the Magical special limitation (-10%), which is identical to the Magical power modifier (p. 27).
Some of these creatures jump from body to body, but most stay in their own body and “use” their victims remotely via Telecontrol (+50% or +100%).

Parasitic 「憑依」:
 Body-snatching aliens are a staple of science fiction.
All such beings have the Parasitic limitation (-60%); more “realistic” ones also have Specialized. Some terrifying creatures have Assimilation (+10%), too --possibly with Full Memory Access (+10%). With access to the skills of all previous victims, they’re formidable foes. It’s equally creepy when the host exhibits the invader’s mannerisms but none of his own. For that, use No Memory Access (-10%) instead.

Psionic 「憑依」:
 Telepaths capable of 「憑依」 require the Telepathic power modifier (-10%).
Most fictional psis don’t move from body to body, but manipulate victims remotely via Telecontrol (+50% or +100%). A few do swap bodies using Mind Swap (+10%). An adept telepath who can do both needs Mind Swap, Telecontrol, and 「増強選択」 (+10%).

Spiritual 「憑依」:
 Demons, loas, and other spirits in folklore can possess mortals. This calls for Spiritual (-20%). Spiritual isn’t the same as the Spirit power modifier (p. 28) --it’s about being a spirit, not controlling spirits --and it’s rare for both to apply.
Few spirits have any power modifier on their 「憑依」. Weak spirits that can “ride” only a few specific subjects have Puppet Only (-30%). Powerful ones that can create new Puppets have Chronic (+20%) instead. The GM may let those without the Spirit 「共通性質」 take Spiritual if they have 「非実体化」 or a trait modified with Projection, and are subject to countermeasures equivalent to exorcism.
The GM may also let those with Spiritual possess inanimate objects (e.g., statues), which resist with HT -- although this is only useful if the possessor has 「テレキネシス」 with Animation to animate his new vessel.

Technological 「憑依」:
 There’s no unique type of superscience 「憑依」. Digital (-40%) works for Digital Minds that can possess computers; Chronic (+20%) is extremely common in this case, and represents rewriting the target’s software.
Those who can “teleoperate” others through surgical implants should take Telecontrol (+50%), Mindlink Required (-40%), and No Memory Access (-10%), and must have Mindlink (p. B70) with the 「遠隔通信」 limitation.

■Alternatives
The ability to command the subject without taking over his body is 「精神支配」 (p. 61) --or Dominance (p. B50), if it results in permanent 仲間.

■New Special Enhancements
Full Memory Access: You can freely access the memories of a sentient host at any time. To recall a specific fact from the subject’s memories requires a straight IQ roll, at no penalty for the time since takeover. Furthermore, if you also have Assimilation, you can learn the victim’s IQ-, Will-, and Perception-based skills. +10%.

Telecontrol 2:
 As Telecontrol, but your body remains conscious and able to act. You can only exercise fine control over one body at a time, though.
State whether you’re prioritizing your body or your victim’s (in combat, do this at the start of each turn). All actions taken by the lower-priority body --including attack, defense, and Sense rolls --are at -4. This is incompatible with Parasitic and Spiritual, which assume that you and your victim are merged in a single body. If you have Compartmentalized Mind (p. B43), you don’t need this modifier, as some compartments can possess victims while others control your body. Without 「[転送]]」 (p. B91), though, the “home” and “away” compartments won’t be in communication. +100%.

■New Special Limitation
Specialized: You can only possess certain hosts. The default is “anything alive.” All Carbon-Based Life is -10%; All Earthly Life is -20%; Animals Only is -25%; All Mammals, All Reptiles, etc., is -30%; and Dogs Only, Humans Only, Martians Only, etc., is -40%.

■Powering Up
憑依」 is appropriate for magical and psionic powers, obviously.
Nature powers, especially animal-control powers, might also include it -- nearly always with Specialized. 才能 affects all IQ rolls to use 「憑依」, including rolls to recall the host’s skills.
see p. B77
Prophets, soothsayers, fortunetellers, and others who can see the future appear in the folklore of every culture, but there’s little consensus on how their abilities work. The GM should answer the following questions before letting PCs take 未来予知:

1. How often do premonitions occur? 未来予知 could work constantly but subtly, shepherding a hero through life. On the other hand, it might only work during encounters with people, places, or things of great importance, such as individuals with a Destiny (p. B48), in which case the GM must determine whether pictures and second-hand accounts are enough to trigger visions.

2. How far ahead can 未来予知 see? Premonitions might foreshadow momentous events weeks, months, or years away, if it serves the purposes of drama. Grittier tales portray 未来予知 as more quantified and less forgiving. If the GM prefers, he can roll whenever the user has an encounter that might trigger a vision . . . but at a penalty found by consulting Long-Distance Modifiers (p. B241) and reading “miles” as “weeks.”

3. Is the future mutable? It’s more fun for most players if the future seen by divinatory gifts is one possible future, subject to change at the heroes’ hands. Still, the GM should not make the future so mutable that this ability is a waste of points. 未来予知 should always reveal some grain of inevitable truth, particularly when a Destiny is involved.
No matter what the answers are, the visions the GM describes should be somewhat vague. Except on a critical success, 未来予知 never supplies “hard facts” like stock quotes and winning lottery numbers.
Finally, note that 未来予知 assumes that the GM does some advanced planning --if only notes on scrap paper. It’s neither useful nor appropriate for a completely ad-lib game where even the GM doesn’t know what’s going to happen next!

■Alternatives
Those granted answers to specific questions by a Higher Power are 祝福 (p. 43), while the gift of seeing random signs --not always about the future --is 「託宣」 (p. 65). To experience visions from the past, take 「サイコメトリー」 (p. 69).
Remember that this trait includes 危険感知 (p. 46). There’s no need to buy both.

■New Special Enhancement
Directed: When you deliberately use your ability, you may opt to focus on a specific event involving the subject of your attempt (yourself or someone else). Name the event --e.g., “The battle with the Dark Lord” --before you roll. On a success, you discover the most likely outcome. Failure means you learn nothing, and critical failure “blacks out” the event in all future premonitions. Passive use is unchanged. Directed is mutually exclusive with One Event. +100%.

■New Special Limitations

Active Only:
 You can only use your gift deliberately --you never receive spontaneous visions. Your ability doesn’t include 「危険感知」. This is mutually exclusive with Can’t See Own Death. -60%.

Passive Only:
 You can never use your gift deliberately. This is mutually exclusive with Active Only and Directed. -20%.

■Powering Up
未来予知 is traditionally an ESP or magical ability. It could also belong to a divine or spirit power, if a supernatural entity mediates the premonitions.
Any power that includes 「次元跳躍者」 (Time) might incorporate 未来予知 as a “navigational aid.”
What kinds of events trigger 未来予知, and how it manifests, depend on its source. In particular, gods and spirits tend to have agendas, and may impart knowledge in disturbing ways --such as voices in the head -- that make the recipient look like a madman.
才能 influences all IQ rolls to use this ability, actively or passively.

感覚保護」 「感覚保護」P69P

see p. B78
Remember that this trait protects against sensory overload and Sense- Based attacks, not physical damage.
For instance, Protected Vision helps against bright light, but not a splinter in the eye.
The GM may permit a variant ability in campaigns that feature powers:

Protected Power:
 Your power is protected against direct attacks. It gets +5 to resist Neutralize (p. 97) attempts, and you roll at +5 when you use it “burn through” Static (p. 98) with the 「抵抗可能」 limitation. This doesn’t provide 「感覚保護」 for the power’s sensory abilities; it only protects the power itself. 5 points/power.

■Alternatives
For protection against chemicals in the eyes, inhaled gas, etc., take Doesn’t Breathe (p. B49), 耐性 (p. 71), Sealed (p. B82), and similar physical defenses. To armor the eyes, use 眼球防護膜 (p. B71).

■Powering Up
感覚保護」s are often part of elemental powers --Protected Vision for Darkness or Light power, Protected Hearing for Sound/Vibration power, and so on.
Biological and chi-based body-control powers sometimes grant this advantage by letting the user adapt his body.
Any power might include Protected Power.
才能 adds to Power Block attempts (see p. 168).

Psi Static 「超能力阻止」P69P

see p. B78
This is just a special case of the more generic Static advantage; see p. 98.

see p. B78
サイコメトリー」, known also as “object reading” and “retrocognition,” is the trademark ability of the psychic detective. It’s like 未来予知 that looks in the opposite direction in time --and as with 未来予知, the GM should decide ahead of time what triggers it, and about how often.

■Alternatives
サイコメトリー」 lets the user “read” objects and places to learn their history.
Those who can draw upon knowledge from the past to answer questions about their current situation have 「種族の記憶」 (p. 70). Visions about the future of an object require 未来予知 (p. 68).

■New Special Enhancements
Directed:
 You can focus on specific events in the past. State what you’re searching for before you roll. Success means you glean information pertinent to the event of interest instead of receiving a general flood of emotions.
Failure means you learn nothing. On a critical failure, you’re permanently blinded to that piece of history. +50%.

Immersive:
 A successful use of your ability gives you an actual “replay” of emotionally charged events, similar to the vision that those without this enhancement experience on a critical success. If scanning a place, you see and hear things as if you were standing at that location during the events of interest. If reading an object, you witness events from the object’s point of view. This enhancement can shortcircuit mystery adventures --handle with care! +100%.

Sensitive:
 You can read uneventful history as well as emotionally charged events. For instance, you might learn who made a dagger, how often it was sharpened, and where it was stored when it wasn’t stabbing people. +30%.

■New Special Limitations
Active Only:
 You can only use your ability deliberately. You never receive spontaneous visions, no matter how strong the “vibes.” -20%.

Hypersensory:
 You reconstruct past events from minute pieces of evidence spotted by your mundane senses.
You’re not consciously aware of these clues, but taken together, they give you a general idea of what happened here.
This gift relies on your senses, and you roll at -3 if you can’t use one of smell, touch, or vision. If you can’t use two of these senses, roll at -6. If all three are blocked --or if the GM rules that there are no clues to be found --your ability doesn’t work. Hypersensory includes Mundane (don’t take both), and is mutually exclusive with Immersive and Sensitive. -50%.

Mundane:
 Your ability detects temporal “echoes” of the past --not the emotional charge on objects or locations.
You can only read uneventful history, as described for 感受性 (don’t take both). -30%.

Passive Only:
 You possess only the capacity to notice strong impressions on an IQ-4 roll. You can never use your gift deliberately. This is mutually exclusive with Directed, Sensitive, and all three of the special limitations above. -60%.

■Powering Up
サイコメトリー」 is usually associated with ESP --but with Hypersensory, any power that grants keen senses could allow it. A power that offers 「次元跳躍者」 (Time) might include it as a “time-scanning” ability, with Active Only, Directed, Mundane, and likely Immersive. 才能 influences all IQ rolls to use this ability, actively or passively.
see p. B78
The idea that some people have access to the collective wisdom of their ancestors appears in religious beliefs and older scientific treatises (e.g., the writings of Carl Jung).
Depending on the setting, the ancient memories tapped by 「種族の記憶」 could be those of a bloodline, clan, or entire race. Alternatives include the user’s own dim memories (if he’s extremely long-lived) or his recollections of past lives (if reincarnation is fact). The broader the memories’ scope, the less specific they are. None of this affects point cost.

■Alternatives
未来予知 (p. 68) is a fair alternative to 「種族の記憶」 (Passive); feelings of déjà vu could as easily originate from the future as from one’s ancestors. 「サイコメトリー」 (p. 69) is a better alternative to 「種族の記憶」 (Active), as both provide information from the past --the main difference being vague psychic impressions vs. detailed facts. To share the memories of living members of a race, use Mindshare (p. 148).

■New Special Enhancement
Immersive:
 Successful use of your ability gives you a “replay” of ancestral memories, similar to what those without this enhancement experience on a critical success. On 「種族の記憶」 (Passive), this removes the need for interpretation when you receive a vision. With 「種族の記憶」 (Active), you can replay your ancestors’ lives at will! +50%.

■Powering Up
種族の記憶」 is ideal for spirit powers that let the user speak with dead ancestors. The ability to read their minds across time would be part of Telepathy, while sensitivity to persistent psychic echoes from the past is more like ESP. 才能 adds to IQ rolls to use this ability.
see p. B79
Aliens, robots, supers, and vehicles in high-tech settings are often radiation- resistant. This might represent armor (likely in conjunction with 「防護点」), a force field (see 「力場状」, p. 108), or a basic physiology that isn’t sensitive to radiation.

■Alternatives
To reduce the macroscopic physical damage from radiation beams (e.g., particle-beam weapons), take 「防護点」 (p. 45) --possibly with Limited.

New Special Enhancement

Extended:
 Your divisor also affects your dose of a particular variety of weird radiation. It might divide character points worth of mutations, or multiply exposure time required before you see effects. Details are up to the GM. +30% per type of radiation.

■Powering Up
放射線耐性」 is an obvious choice for an elemental Radiation power, but many powers that include DR could justify some level of this trait. Body-control powers --biological, chi-based, or otherwise --might grant this advantage by letting the user repair cellular damage. 才能 adds to HT rolls to resist radiation effects, and to Power Block attempts (see p. 168).

毒舌」 「毒舌」P70P

see p. B79
As written, 「毒舌」 is the largerthan- life gift of knowing precisely how to mortify and provoke enemies. The ability to stun foes with a few words or the sound of the voice doesn’t have to be silly, though --it could work by delivering a supernatural or vibratory shock to the victim’s psyche or body.

■Alternatives
A sonic or mental blast that deafens or injures is an 「特殊効果」 (p. 39) or 特殊攻撃 (p. 53). Those who simply yell loudly have the 声が通る perk (p. B101).

■New Special Enhancement
Words of Power:
 You faze opponents with the supernatural might inherent in your words or voice.
Perhaps you know magic words from the dawn of creation --or speak with the voice of the gods! 言語 is no barrier, and you can affect those who have the 無感動 advantage. To use your ability, roll a Quick Contest of Will with your opponent, ignoring
modifiers for 察しが悪い and 「ユーモア感覚の欠如」. Standard penalties apply if trying to affect a group. +100%.

■Powering Up
毒舌」 might represent the ability to project one’s will using Telepathy or chi powers (in which case 精神防壁 aids rolls to resist).
In a cinematic supers game, it could be part of Sound/Vibration power.
Those with divine powers might also enjoy this gift. With Words of Power and 「宇宙パワー」 (+300%), it suits the cosmic powers of the gods, and would instantly stun any mortal! 才能 adds to 演説 skill or Will rolls to use this ability.

HP再生」 「HP再生」P70P

see p. B80
This could be a natural or bioengineered advantage, or a supernatural healing ability. Note that 「HP再生」 affects the “healing” rate of 「防護点」 with Ablative or Semi- Ablative, the speed of 「部位再生」, and the recovery time required by Unkillable 2 and 3.

■Alternatives
Despite its name, 「HP再生」 isn’t the ability to regrow lost body parts --that’s 「部位再生」 (below). To heal others, take 「治療できる」 (p. 51).
Alternatively, buy 「特殊効果」 (p. 39) and use the Advantage enhancement to give 「HP再生」 to others.

■New Special Enhancement
Fatigue Recovery:
 Only for Fast or better 「HP再生」. You regain lost FP at the same rate as you recover HP. +100%.

■New Special Limitations
Fatigue Only:
 Your ability only aids FP recovery, as described for Fatigue Recovery. It has no effect on injury, and doesn’t include 「傷の回復が早い」. -0%.

Limited:
 Your 「HP再生」 accelerates an advantage, usually without restoring HP. It doesn’t include 「傷の回復が早い」. “DR Only” speeds the recovery of DR lost as a result of corrosion, the Ablative limitation, etc. “「部位再生」 Only” repairs limbs, not HP. Find the normal recovery time in days and divide by 3 if Slow; read “days” as “hours,” “minutes,” or “seconds” if Regular, Fast, or Very Fast; or use the Very Fast time divided by 10 if Extreme. “Unkillable Only” does heal HP, but only after you die --and it stops working at positive HP (Unkillable 2) or full HP (Unkillable 3). -40%.

■Powering Up
HP再生」 is usually part of a biological, chi, or psi power that enables rapid self-repair --or a “good” divine, moral, or spirit power. The capacity to accelerate time just for healing could justify this ability as part of a time-travel power. Talent
adds to all HT rolls to recover lost HP (should that matter).

部位再生」 「部位再生」P71P

see p. B80
部位再生」 might represent natural healing capabilities similar to those of starfish and worms (or aliens and monsters based on these creatures), or be the result of superscience or paranormal powers. The modifiers below offer several options from myth and
fiction.
部位再生」 can replace a severed head, if the possessor could survive such a wound (due to 「追加の頭」, 「構造利点」, etc.). This takes 2d+2 months.

■Alternatives
To heal HP, take 「HP再生」 (p. 70). Those who can replace missing body parts quickly need both 有利な特徴. The ability to repair others’ limbs is 「治療できる」 (p. 51). It’s possible to use 「特殊効果」 (p. 39) with the Advantage enhancement to give someone
else 「部位再生」 --but this is too slow to be useful unless the subject also gains (or already has) 「HP再生」.

■New Special Enhancements
Doubling:
 When you lose a body part, you can sprout two replacements, like the Hydra of myth! You must have enough unspent points to buy the relevant advantage (「追加の腕」, 「追加の頭」, etc.), and you must pay these points as soon as you lose the body part. Otherwise, you can only grow a single replacement. 「部位再生」 occurs at the usual speed. +25% if this works with only one type of body part (arms, legs, heads, etc.); +50% if it works with any missing part.

Reattachment:
 You can reattach any severed but intact body part by holding it in place for a minute.
HP再生」 reduces this to 30 seconds if Slow, three seconds if Regular, or one second if Fast or better (but Very Fast and Extreme typically remove the need for this enhancement).+50%.

■New Special Limitations
Bane:
 You can’t regrow a body part if it’s lost to injury from a particular source or if the stump is exposed to a specific substance (e.g., fire) --your choice. Limitation value depends on the rarity of the attack: -10% if “Rare,” -30% if “Occasional,” or -50% if “Common” or “Very Common.”

Reattachment Only:
 You can only reattach body parts, as described for Reattachment, making your ability useless if the part is mangled, vaporized, eaten, etc. -50%.

■Powering Up
部位再生」 is appropriate for biological body-alteration powers, 「治療できる」 power, and any divine, moral, or spirit power associated with healing. A shapeshifting power that includes such abilities as Morph might let the user rearrange his mass to replace missing parts. 才能 adds to all HT rolls to avoid or recover from crippling injuries.

耐性 P71P
see p. B80
Bioengineered, nonhuman, and superhuman heroes often have specific resistances and immunities to hazards or powers that cause afflictions.
The GM is the final judge of what levels of 耐性 are possible --and to what items --in his game world.
For the purpose of Resistant, an entire power source (biological, psionic, etc.) is “Very Common,” while one particular focus, power, or college of magic is “Common.” If a source or focus includes a mixture of HT- and Will-resisted effects, 耐性 benefits both sorts of rolls and Immunity works against either kind of threat.

■Alternatives
Remember that 耐性 and Immunity only help against threats that offer resistance rolls. To stop physical damage, use 「防護点」 (p. 45). For instance, Immunity to Magic foils all resisted spells . . . but only DR can stop a Fireball spell.

■Powering Up
Any power might allow 耐性 or full Immunity against the source or focus of an opposing power. It might provide similar protection against its own source or focus --but the GM should forbid this if the power requires the user to be “open” to its
energies in order to direct them. This is often the case for magic.
才能 adds to Power Block attempts (see p. 168).

走査感覚」 「走査感覚」P72P

see p. B81
Realistic robots and vehicles often have 「走査感覚」s: Radar or 「[イメージング・レーダー]]」 for use in flight, Sonar to navigate underwater, etc.
Supers sometimes have similar abilities, not all of them realistic. 「超レーダー」 in particular can represent a variety of supernatural and superscience senses.
The GM may invent new 「走査感覚」s. Most should cost 20 to 25 points. Here are two more from the real world:

Active IR:
 Your 「走査感覚」 uses an infrared (IR) beam. Base range is 200 yards. It can distinguish fine relief as well as the human eye; if someone using ordinary vision could identify details without a die roll, then so can you. Only IR detectors and those with 「赤外線視覚」 (p. B60) can detect Active IR. You can switch off your beam in order to avoid detection, in which case this ability functions as 「赤外線視覚」 (but when turned on, it can spot targets that don’t emit heat). Active IR doesn’t work underwater. 20 points.

T-Ray Vision:
 Your 「走査感覚」 uses sub-millimeter-wave radar, bordering on the infrared.
Base range is 200 yards. Like 「[イメージング・レーダー]]」, T-Ray Vision can spot small objects and determine their shape, and eliminates penalties to spot objects behind light cover.
However, T-Ray Vision is more precise.
It gets +4 to locate concealed weapons, and while it still requires a Sense roll to distinguish fine relief, this roll is also at +4. Only rare, special- purpose sensors can detect TRay Vision. T-Ray Vision doesn’t work underwater. 25 points.

■Alternatives
The primary role of a 「走査感覚」 is to let the user function in the dark. Compare 「闇視」 (p. 46), 「域外視覚」 (p. 51), 「赤外線視覚」 (p. B60), and 暗視 (p. B71), none of which emit detectable radiation. Another alternative is 「振動感覚」 (p. 86).
Those who can see through walls using ordinary vision, as opposed to with T-rays, X-rays, etc., should take 「透視」 (p. 66). Remote viewers have 「超感覚」 (p. 44).

■New Special Enhancements
Bio-Scan:
 「超レーダー」 only. You receive vital signs and biochemical information from anything you scan -- both the target itself and anything living on its surface. This lets you use skills like 生物学 and 診断 from a safe distance. With Penetrating, you can also examine living beings inside inanimate objects (e.g., the passengers of a car). +50%.

No Intercept:
 Your 「走査感覚」 is completely undetectable. This highly unrealistic enhancement mainly suits psis and supers. +50%.

Scanner:
 「超レーダー」 only. You receive detailed information about the composition, energy output, radiation emissions, etc. of anything you scan.
This allows detailed analysis from a distance with scientific skills such as 化学 and 物理学. With Penetrating, you can spot specific systems within a complex machine and analyze them using エンジニア skill.
Sci-fi sensors typically have both enhancements --and often Bio-Scan, too. +50%.

■Powering Up
走査感覚」s are perfect for elemental powers: Radar, 「[イメージング・レーダー]]」, and T-Ray Vision fit Electricity power; Ladar and Active IR suit Light power; and Sonar is logical for Sound/Vibration power. Electrokinesis (usually psionic) could justify any 「走査感覚」 except Sonar . . . which 「サイコキネシス」 could explain.
Other supernatural powers are only likely to offer 「超レーダー」, which is appropriate for ESP and chi, divine, and cosmic powers that grant heightened awareness.
才能 adds to all Sense rolls to use any 「走査感覚」.
see p. B83
This is a separate advantage for each kind of invisibility. The buyer must choose either one of the descriptive categories under 「透明」 (p. 56) or a particular power source.
If he chooses a descriptive category, he can see anyone using 「透明」 with the listed modifiers and special effects, regardless of source. 透明が見える (Deception) makes him immune to invisibility through mental influence, be it chi-based or psionic; 透明が見える (Ghosts) lets him see specters, whether their invisibility stems from magical powers, spirit powers, or something else; and so on.
If he selects a source, all that matters is the power modifier on 「透明」. For instance, 透明が見える (Psionic) can see through electrokinetic light-bending and telepathic mindbending, while 透明が見える (Spirit) works on anyone using spirit powers to become invisible . . . but not those using magical invisibility, even if they happen to be spirits.

■Alternatives
Against invisibility that affects electromagnetic vision, senses that detect something else --e.g., Sonar (p. B81) or 「振動感覚」 (p. 86) --can stand in for 「透明が見える」. 「闇視」 (p. 46) with the Hypersensory enhancement can see through most invisibility, but
not psychic deceptions.
To fight invisible foes without seeing them, learn the 暗闇戦闘 skill (p. B180).

■New Special Enhancement
True Sight:
 Your vision can penetrate all deceptions related to the type of invisibility you can foil, including camouflage, disguises, and illusions.
For instance, True Sight would allow 透明が見える (Magical) to defeat magical illusions and the Blur spell (p. B250) as easily as magical invisibility. +50%.

■Powering Up
透明が見える is a logical part of any elemental power that offers sensory capabilities --especially Light power. It also suits supernatural powers that focus on knowledge, notably divine powers; these often add True Sight. It’s a classic ability of martial artists with chi powers, too. As part of a cosmic power, 透明が見える defeats all powerbased invisibility, including cosmic invisibility.
才能 adds to the initial Vision roll to spot an invisible target.
see p. B83
触覚が繊細」 is found in nature --a prime example being the mole’s nose --and might be available to humans through biotech implants. It’s also a classic shtick of blind heroes, especially detectives, martial artists, and supers.

■Alternatives
The ability to hear low-frequency vibrations at long distances is Subsonic Hearing (p. B89). Those who can navigate using vibrations felt by their skin, whiskers, or antennae have 「振動感覚」 (p. 86).

■New Special Enhancements
Stethoscopic:
 You can pick up sounds from the other side of a barrier, or from within an object, by feeling the vibrations they set up. Make a Touch roll to “hear” conversations through walls. Deafness is no obstacle, but soundproofing gives its usual penalties. +50%.

Ultra-Fine:
 Your sense of touch lets you “read” print by feeling the outline of the ink. This works even in the dark or if blinded. You also can read computer screens by feeling tiny differences in heat or electric field strength; this requires a Touch roll at -5. +30%.

■Powering Up
触覚が繊細」 suits Sound/ Vibration power best. It’s also sometimes found among those with chi powers; the GM might let martial artists with such powers use the +4 bonus to Touch rolls to cancel darkness penalties in close combat. 才能 adds to Touch rolls.
see p. B83
Most heroes benefit from the occasional deus ex machina. 都合のいい偶然 is for the hero who’s routinely favored by coincidence. It normally works at “plot level,” but certain fictional characters can use their ability actively --in particular, those whose wishes tend to come true.

■Alternatives
Use 幸運 (p. 59) and 超幸運 (p. 80) for quantifiable probabilitycontrol abilities. Those who get what they wish for through divine favor might instead have a deity as a 後援者 (p. 65) --likely with Highly Accessible and Special Abilities.

■New Special Enhancement
Wishing:
 You can consciously wish for fortuitous coincidences. These must be within the realm of what’s plausible in the current situation. For instance, if you were in prison, you could wish for the jailer to drop his key . . . but you couldn’t wish to be teleported home. The GM is free to forbid anything that would unbalance the game. Normal usage limits apply. +100% if you can grant wishes for yourself and others; +0% if you can aid others but not yourself.

■Powering Up
都合のいい偶然 works well as part of a divine or spirit power that represents the blessing of supernatural guardians. It might instead belong to a probability-control power (likely psionic) --or even a cosmic power, if the wielder is a deity.
才能 gives a bonus to the first die roll made in conjunction with a coincidence caused by this ability. For instance, in the example under Wishing, it might give a bonus to 窃盗 skill to palm the key in plain sight.

影の体」 「影の体」P73P

see p. B83
影の体」 is ideal for such fantasy and horror denizens as semitangible undead. With the 3-D Movement enhancement (and perhaps Light Insensitive), it can represent illusionary beings, while Finite Thickness lets it model ultra-thin creatures. All of these possibilities suit supers equally well.

■Alternatives
構造利点」 (「集合体」) (p. 52) with the Infiltration enhancement is pricier, but lets the user pass through cracks without incurring the weaknesses of 「影の体」. A hero who can become a true shadow, immune to physical harm, should take 「非実体化」 (p. 55).

■New Special Enhancements
3-D Movement:
 You can turn 90° to a surface and stand up in three-dimensional space --like a two-dimensional “cutout” --in order to bridge gaps or turn around. You can walk at your normal ground Move. All of the other drawbacks of 「影の体」 remain. +20%.

Light Insensitive:
 You’re not made of actual shadow. Your body might even look like a projected photograph of a normal human. The only game effect is that you don’t suffer 50% extra damage from light. +20%.

■New Special Limitation
Finite Thickness:
 You don’t quite become two-dimensional. You’re about as thick as a sheet of paper, and can’t fit through microscopic cracks.
Being physical, you take full damage from physical attacks --and because you’re so thin, the wounding multiplier for cutting attacks is ×2 instead of ×1.5. You aren’t a shadow, though; light-based attacks get no bonus damage (don’t buy Light Insensitive
separately). You still can’t physically attack, and you can only drag objects around on your surface if you buy the Can Carry Objects enhancement. -50%.

■Powering Up
As the supernatural ability to assume an unusual kind of spirit form, 「影の体」 is suitable for divine, magical, and spirit powers.
Shadows are associated with evil in many settings, making this ability appropriate for unsavory moral powers, too. Finally, it fits the theme of Darkness power, whatever its source.
才能 applies to all DX and skill rolls made to squeeze through openings or negotiate tricky surfaces.

形態変更」 「形態変更」P74P

see p. B83
形態変更」 features prominently in folklore and fiction. Details vary greatly from tale to tale. These notes barely touch on the possible complexity --a detailed treatment could fill its own book.
When designing 「変身」s, apply enhancements and limitations to the basic 15-point cost per form but not to the form-specific cost (that is, 90% the difference in template costs). A similar rule applies to Morph: modifiers affect the 100-point cost of the basic ability but not additional points set aside for more powerful forms.
The sole exception in either case is Affects Others (p. 107), which affects both components of the cost.

Some important archetypes:
Doppelgangers: Alien blobs, liquidmetal robots, and horrific monsters that “replace” their prey can assume the form of almost any living being they sample, within the limits of their mass. This is Morph with Mass Conservation (-20%) and Needs Sample (from -5% for a robot that needs a single cell to -50% for a monster that devours its victims) --often with many points of extra capacity.
Some robots and aliens can shift into unliving forms. A robot restricted to unliving forms is about as limited as a living being that can only take living forms; there’s no extra cost. To assume living and unliving forms, add Unlimited (+50%).

Elemental Supers:
 The ability to become flame, stone, water, and so on often shows up in the comics. Buy this as 「変身」 with the appropriate elemental 「共通性質」 (p. B262) as the target “racial template.” The GM may even permit players to create custom 「共通性質」 for new elements.
Most elemental supers have Absorptive Change at the “No encumbrance” level (+5%) for their costume, plus Active Change (+20%) or 「準備時間減少」 4 (+80%).

Mythic Morphs:
 Gods and wizards in many tales can instantly take the form of any earthly creature. This powerful capability is Morph, with a lot of extra capacity to cover strong, capable forms --like tigers and sharks --while retaining IQ. No Memorization Required (+50%) and 「準備時間減少」 4 (+80%) agree with most tales. The Unlimited enhancement (+50%) is common but not universal.

Transforming Machines:
 Robots or vehicles that can become other robots or vehicles are a comic-book standby.
This is a standard 「変身」 that switches one machine template for another. Add Active Change (+20%) for transformers that can keep moving while changing. There’s no need for Absorptive Change if all passengers and cargo are within the machine’s Payload (p. B74).

Were-Creatures:
 Werewolves and similar beings use 「変身」 to assume an animal template. Weres who can control their beast form might choose to retain IQ and do away with bestial mental traits --but this significantly elevates template cost. Those who change involuntarily during the full moon have 「制御できない」 「トリガー」 (a dangerous ability that triggers under occasional circumstances, for -15%) and Unconscious Only (-20%), and often Minimum Duration, One Night (-10%). Reciprocal Rest (+30%) is common . . . the were-form appears rested and ready to rampage!

■Alternatives
Shapechangers who can alter size but not form have 「巨大化」 (p. 50) or 「縮小」 (p. 75). Those who can change their appearance to resemble members of their own race have 「伸縮自在の皮膚」 (p. 48). For partial changes, see Switchable Body Parts (p. 81). 「モジュール式能力」 (p. 62) can cover all of these things, and is an interesting alternative to Morph.
To turn others into monsters, use 「特殊効果」 with Advantage, 「変身」.

■New Special Enhancements
Absorptive Change:
 Only for 「変身」. You “absorb” worn and carried items into your 「変身」. These reappear when you change back. Without this modifier, you must leave your equipment behind when you change, and worn items too small for your 「変身」 risk destruction. Cost depends on encumbrance level: +5% for None, +10% for Light, +15% for 霊媒, +20% for Heavy, or +25% for Extra- Heavy. The GM decides what’s left behind if your encumbrance exceeds your capacity. Apply this modifier separately to each form that can absorb equipment.

Active Change:
 Your transformation takes the usual amount of time, but you needn’t concentrate during this time --you can move and act. You have the abilities of the form you’re changing from until the transition is complete.
(GMs who enjoy extra detail can average the forms’ statistics, or even use a weighted average to reflect how far along the change has come.) +20%.

Improvised Forms:
 Only for Morph. You can improvise new racial templates as you change, mixing and matching the natural physical traits you desire. Possibilities range from modifying your native form with a useful body part to creating a completely new template. Improvised templates can’t cost more than what you can afford with your Morph ability, but can include physical 不利な特徴 to reduce costs. All traits added must exist in your game world, unless you also have 「宇宙パワー」 (+50%). You can’t change your composition (e.g., add elemental 「共通性質」 or 「非実体化」) without Unlimited (+50%). +100%.

No Memorization Required:
 Only for Morph. Any shape you take instantly becomes part of your repertoire, unless you don’t want to memorize it for some reason. +50%.

Non-Reciprocal Damage:
 Only for 「変身」. Injury you suffer in one form doesn’t affect any of your other forms --although wounds only heal while you’re in the form that sustained them, unless you also take Reciprocal Rest. +50%.
Once On, Stays On: This is identical to the general modifier of the same name (see p. 109), but with a special rule for 「変身」: it counts as a +50% modifier on the basic 15 points and raises the form-specific cost from 90% to 100% of the difference in template costs.

Reciprocal Rest:
 Only for 「変身」. Your dormant forms can rest while they’re out of sight. Time spent dormant counts toward FP recovery and the sleep needs of that form. In conjunction with Non-Reciprocal Damage, these forms can even recover HP and recuperate from crippling injuries. This doesn’t preclude dormant forms being aware of and remembering the active form’s actions. +30%.

■New Special Limitations
Cannot Memorize Forms: Only for Morph. You can’t memorize the forms you copy. To assume a form, you must always be able to see or touch the original. -50%.

Flawed:
 Only for Morph. Every form you take is cosmetically imperfect in some way, which completely precludes impersonation. You still gain the abilities of your new form.
Flawed is mutually incompatible with Cosmetic. -10%.

Needs Sample:
 Only for Morph.
You must physically sample anything you wish to take the form of. If your target is living, this sample must be fresh --you can’t sample a rotting corpse. -5% if you need only touch the target; -15% if you require a drop of blood, strand of hair, etc.; -50% if you must eat the whole target.
Projected Form: Only for 「変身」. Your 「変身」 is a separate entity --perhaps a physical manifestation of your soul. When you use your ability, your native form falls into a trance and your 「変身」 appears nearby (within 10 yards). This
is a real, physical form with no special restrictions on its actions. To dismiss it and awaken, it must be within 10 yards of your native form. If either form is wounded or killed, so is the other form; see Projection (p. 44) for details. -50%

Unliving Forms Only:
 Only for Morph. You can turn into objects but not creatures. You enjoy most of the capabilities of the Unlimited enhancement, but you can’t assume the template of anything alive. -0%.

■Powering Up
変身」 suits many supernatural powers --especially spirit powers, which might call for the Projected Form limitation if they let a shaman become a totem animal.
Morph works better for exotic bodyalteration powers.
When deciding on what external influence can force the shapeshifter to resume his native form against his will, consider the power’s source.
除霊, prayer, or sacred artifacts might work on divine or spirit powers; the Dispel Magic spell is reasonable for magical powers; and weird-science drugs and radiation are traditional for biological powers and super-powers.
For Morph, 才能 gives a bonus to any IQ or skill roll the GM requires for disguise or impersonation. For 「変身」, it adds to rolls to resist external influences that could force the user out of his current form or into one of his other forms.

縮小」 「縮小」P75P

see p. B85
 「縮小」, like 「巨大化」 (p. 50), is more often a goal unto itself than an explanation for another capability. It’s a completely unrealistic ability, best reserved for those with truly fantastic powers --supers, gods, etc.
Supers with 「縮小」 often enjoy Full Damage (+100%), Full DR (+30%), Full HP (+30%), and Full Move (+30%). They sometimes have Can Carry Objects, too, in order to shrink their costumes; the +10% level suffices for most outfits. This greatly inflates cost, but the ability to move
and fight as if full-sized while being difficult to hit and see is extremely powerful (see Optional Rule: Small Size and Combat, p. 76).

■Alternatives
 「縮小」 is strictly for those who change size. Permanently tiny creatures don’t have 「縮小」 (「常時起動」). A negative Size Modifier is a zero-cost feature for a race small enough to require it (GM’s decision).
The benefits of being a difficult target are offset by the inconvenience of dayto- day life around adult humans. Just ask any 4-year-old . . . or an ant!
The Affects Others special enhancement for 「縮小」 is completely identical to the general Affects Others enhancement on p. 107. It only affects willing subjects who remain in physical contact with the user. An attack that shrinks unwilling targets is an 「特殊効果」 (p. 39) enhanced with Advantage, 「縮小」.

■Powering Up
 「縮小」 is appropriate for matter- control powers, cinematic biological powers, and the cosmic powers of deities. 才能 doesn’t affect die rolls, but those with multiple levels of 「縮小」 and 才能 may adjust their SM by up to ±(Talent+1) per second instead of just ±1.

選択ルール:Optional Rule:Small Size and Combat

 Truly diminutive combatants --for instance, those with high levels of 「縮小」 --should realistically enjoy certain benefits, despite their size.
 A tiny fighter is hard to see. attack him at a penalty equal to his SM. At SM -10 or smaller, when he attacks, his target must make a Vision roll. Modifiers include the attacker’s SM and the +10 to spot something in plain sight (see Vision, p. B358); e.g., SM -14 requires a Vision-4 roll. Failure means the defender doesn’t see the attack coming and gets no defense, as if his attacker were invisible.
 The natural weapons, 特殊攻撃s, and so on of a minuscule warrior scale in proportion to his body --as do weapons reduced by 「縮小」. Being narrow, they can more easily target openings in armor.
If using Targeting Chinks in Armor (p. B400), reduce the penalty to hit by SM, to a minimum of 0. Those with SM -10 or smaller can target gaps in armor at no penalty. Of course, if you’re 1.8” tall, attacking anything but a foot is impossible without 「飛行」 or cunning tactics . . .
 By making a successful grapple, a fighter with SM -13 or smaller can crawl inside unsealed armor, where he can ignore its DR. If he can reach a nostril, ear, or other orifice, a successful grapple lets him get inside his foe’s body, where he can also ignore natural DR. No defense is possible against attacks from either vantage.
At SM -19 and below, it’s possible to get into the bloodstream if injected or able to reach an open wound. Use the rules above, except that all attacks are effectively to the vitals (×3 wounding modifier). To enter the body through its pores requires SM -44 or smaller.
 All of this assumes an SM 0 opponent. In battles between tiny combatants, the difference in SM is what matters. For instance, if an SM -15 super is fighting an SM -10 foe, he applies these rules as if he had SM -5 and his enemy had SM 0.
see p. B85
 When 「音を立てない」 occurs in fiction, it’s typically the result of a physiological adaptation, like a cat’s padded feet.
However, stealthy supers and robots sometimes have an active capacity to dampen sound or “project” silence.

■Alternatives
To create a zone of silence, use 「知覚されにくい」 (Hearing) (p. 64). 「範囲に効果」 isn’t suitable for the 「音を立てない」 advantage.

■New Special Enhancement
Dynamic:
 Your ability actively cancels out the sounds you make when you move, or helps them blend in with ambient noise. You enjoy your full 忍び bonus (+2 per level) when moving. +40%.

■Powering Up
 「音を立てない」 most often belongs to an elemental or psionic Sound/Vibration power. It suits body-control powers, too --especially the chi-based powers attributed to legendary ninja. It would also be logical for an animal-control or shapeshifting power that lets the user borrow the features of stealthy predators. 才能 adds a further bonus to 忍び skill rolls to avoid being heard.
see p. B86
 One of the miracles most often attributed to gods and spirits is conjuring items out of thin air. 「アイテム借用」 offers an interesting explanation for this trick: the conjured objects are stolen from another reality. The new Creation and Recall modifiers support alternative interpretations.

■Alternatives
 To visit other realities, take 「次元跳躍者」 (p. 57). To conjure bulk matter instead of specific objects, use 「作成」 (p. 92).
To stow items in another dimension, buy Payload (p. B74) and add 「宇宙パワー」 (+50%) --which means that stored objects, while still subject to weight limits, can be of any size and are normally undetectable.

■New Special Enhancements
Creation:
 You don’t take items from anywhere --you create them on the spot. You can get anything you’ve seen personally, and items sufficiently close to these things that you can visualize them. There are never any penalties for item type. You still can’t get “impossible” items, you can only have one created item at a time unless you also take Permanent, and normal weight and size limits apply. +100%.

Large Items:
 You’re not bound by the restriction that the items you snatch must fit in one hand. They can be any size, as long as they’re within your weight limit. Large items too heavy to lift always appear at arm’s reach. +50%.

More Weight:
 Your weight limit is higher than 5 lbs.
LimitCost Modifier
7 lbs.+5%
10 lbs.+10%
15 lbs.+15%
20 lbs.+20%
30 lbs.+25%
50 lbs.+30%

 Each further +30% multiplies weight by 10 (e.g., a ton is +80%). If your weight limit exceeds your onehanded lift (2×BL), you must also take the Large Items enhancement.

■New Special Limitation
Recall:
 You call existing objects to you across space or dimensions. These must be personal possessions. You could summon your sidearm --or even your battlesuit, with More Weight -- but not someone else’s belongings, let alone items you’ve merely heard of.
This still requires 10 seconds, 2 FP, and an IQ roll, but no penalties apply.
Recalled items remain indefinitely, as if you had physically retrieved them.
As usual, you can send the items back at any time. Recall is incompatible with Creation, Permanent, and Unpredictable. -25%.

■Powering Up
 「アイテム借用」 is an ideal fit for the cosmic powers of gods and spirits --the most powerful of which have Creation, More Weight, and Permanent. Supers capable of creating “force constructs” have a similar ability, but usually lack Permanent and have a 「迷惑」 (-5%) to reflect the fact that the objects are obviously “fake” and made of force.
Finally, 「アイテム借用」 suits any power capable of dimension travel or matter control.
才能 adds to IQ rolls to use the ability.

動物会話」 「動物会話」 P77P

see p. B87
 Otherwise-ordinary heroes (often children) who can speak with animals make regular appearances in fantasy, fairy tales, and folklore. The usual justification is that the speaker knows the “secret language of the beasts,” but this advantage could as easily originate from supernatural forces, perhaps even the gods.

■Alternatives
 A true “universal translator” has 「読心」 (p. 61) enhanced with Universal, and doesn’t need 「動物会話」. Neither advantage
grants the ability to understand the motivations of animals, though --that’s 動物共感 (p. B40).
 「動物会話」 translates the speech of sapient beings to beast speech and vice versa. It doesn’t let the user emulate animal sounds (that’s 声まね, p. 61) or converse in unusual environments or in frequencies inaudible to humans (see Speech 有利な特徴, p. 78).

■New Special Enhancements
 Sapience:
 The animals you converse with temporarily function as if they had your IQ. They are still limited to their natural perceptions, but can frame these in terms you can grasp. For instance, if an ant sensed 10 sets of footfalls and the scent of humans when the sun was low, it might say, “Ten men came past here before sundown.” +40%.

Universal:
 You can speak with any nonsapient creature, however alien, supernatural, or weird. Universal is mutually exclusive with Specialized. +20%.

■Powering Up
 「動物会話」 is logical for Telepathy, all kinds of animal- and nature-control powers, and divine powers granted by nature deities.
With the Sapience enhancement, it also suits spirit powers that let the user communicate with nature spirits rather than animals themselves.
才能 adds to IQ and Hearing rolls to understand beast speech or make oneself understood when using this ability.

植物会話」 「植物会話」 P77P

see p. B87
 Gods can generally speak with almost anything --including plants.
Otherwise, the ability to converse with plants (which typically lack the means to truly speak) is rarely seen except as an obscure gift attributed to the occasional fantasy-game druid or elf.

■Alternatives
 植物共感 (p. B75) is a much better fit for shamans and similar mystics who can “commune with nature” to learn the current mood of
trees, fields, etc.

■New Special Enhancement
Sapience:
The plants you converse with function as if they had your IQ, as described for the enhancement of the same name under 「動物会話」 (above). +40%.

■New Special Limitation
Specialized:
 You can only communicate with certain plants. “All terrestrial plants” (including all trees, bushes, and herbs) and “All aquatic plants” (including algae, kelp, and seaweed) are -40%; a large subset of either (e.g., “Trees” or “Herbs”), -50%; a smaller subset (e.g., “Evergreens” or “Medicinal Herbs”), -60%.

■Powering Up
 「植物会話」 mainly suits plant- and nature-control powers, and divine powers bestowed by nature deities. Spirit powers that let the user converse with nature spirits rather than plants themselves might grant it, too --likely with the Sapience enhancement. 才能 adds to all IQ and Hearing rolls to communicate with plants, in either direction, when using this ability.

Special Rapport 「特別な絆」P77P

see p. B88
 In worlds that feature psychic gifts, a supernatural bond might exist between parent and child, siblings (especially twins), or lovers --or
between strangers who had such a relationship in a past life. Clones, supers with shared origins, and so on sometimes have similar links, but with rubber-science explanations like “quantum-entangled brainwaves.”

■Alternatives
 Enhanced mental communication with a specific person or group of people (such as a hive mind) requires Mindlink (p. B70). Use Puppet (p. B78) for those who can possess a particular subject with ease.
Individuals who can evaluate the general emotional state of just about anyone have 共感 (p. B51).

■New Special Enhancements
One-Way:
 Your link lets you sense the status of your partner without him having this advantage and being able to sense your condition. +20%.

Transferable:
 You have a link that you can actively “attach” to anyone.
Your subject must be present.
Attachment requires a minute and an IQ roll. Success means you and your subject have a 特別な絆 until you reassign your link. To have
multiple links, buy more than one 特別な絆 with Transferable.
Transferable often accompanies One-Way. +100% to affect only your own race; +150% to affect any living being or all Digital Minds; +250% to affect any sapient being, living or machine.
Add -50% if the subject must be willing or helpless for the initial attachment.

■Powering Up
 特別な絆 is consistent with powers that encompass mental communication --notably Telepathy. With Transferable, it also suits chi powers, spirit powers, 「治療できる」 power, and any other power that lets the user establish mystic links with others. It even works for Machine Telepathy, with Transferable, Digital Minds. 才能 adds to any roll made to diagnose or analyze the mental, physical, or spiritual state of the other person.

Speech 有利な特徴  会話系の有利な特徴P78P

 Creatures that communicate via ground vibrations use 「低周波会話」 (「低周波会話」p. B89), while underwater dwellers often have 「超音波会話」 (「超音波会話」p. B94). Remember that 「低周波会話」 includes Subsonic Hearing and 「超音波会話」 includes Ultrahearing.
水中会話」 (p. B87) is fundamentally unrealistic, but widespread among aquatic supers and fantasy races (e.g., “Sea Elves”).

■Alternatives
 Being able to speak in the frequency range used by a particular beast doesn’t confer any special ability to mimic or communicate with it; those abilities are 声まね (p. 161) and 「動物会話」 (p. 77), respectively.
For other forms of communication inaudible to normal humans, see 「遠隔通信」 (p. 81).

■Powering Up
 Any of these traits would be reasonable for an elemental Sound/Vibration power --or 「サイコキネシス」, if it lets the user create and modulate vibrations.
水中会話」 also suits waterrelated super-powers, divine powers bestowed by sea gods, and spirit powers that influence naiads, undines, etc.
才能 adds to all IQ and Hearing rolls to understand speech or be understood when using speech-related abilities.

伸長」 「伸長」P78P

see p. B88
 「伸長」 1 or 2 is reasonable for octopuses and similar invertebrates that can extend their limbs farther than humans can, proportional to body length. Higher levels aren’t realistic for natural creatures. No such restriction applies to supers, bizarre entities that exist partly in another dimension, etc. Extreme 「伸長」 needn’t be cinematic, though.
Realistic robots and vehicles often have telescoping components, or a “head” or sensor cluster on a retractable stalk or periscope.

■Alternatives
 Those who can stretch their skin to change appearance have 「伸縮自在の皮膚」 (p. 48). The ability to enlarge one’s entire body, not just parts of it, is 「巨大化」 (p. 50).
 Individuals capable of extreme flexing and bending have 二重関節 (p. B56). Those who have both that advantage and 「伸長」 can squeeze through narrow openings by reducing effective SM in one or two dimensions by their 「伸長」 level.

■New Special Enhancement
 Force Extension: You can project visible, semisolid force fields that act as extensions of your limbs. Treat this like unmodified 「伸長」, except that the extensions of your limbs past their physical reach aren’t subject to injury. You must still move your limbs as if reaching, kicking, stepping, etc., and you still need a free hand to pick something up or wield a weapon.
You’re limited to your natural ST and DX, and can’t take actions that are impossible with a real limb (e.g., reaching through a wall). This isn’t 「テレキネシス」 (p. 82), but suits any power that includes it. +50%.

■New Special Limitation
Limited:
 You can only stretch certain body parts. “Arms Only” and “Legs Only” are -20%, “Single Limb” is -40%, and “Neck Only” is -50%. The
GM may allow other limitations, but “Arms and Legs Only” isn’t a meaningful limitation.

■Powering Up
 「伸長」 is appropriate for the same classes of powers that allow 「巨大化」: matter-control powers, cinematic biological powers, and cosmic
powers. 才能 doesn’t affect die rolls, but those with multiple levels of 「伸長」 and 才能 may adjust body-part SM by up to ±(Talent+1) per second instead of just ±1.
see p. B88
 「追加攻撃体力」 suits creatures that have evolved to hunt and fight, as well as battlesuits and robots designed with melee combat in mind. It’s also an important ability for supers and monsters, which can often hit much harder than their size and musculature suggest.

■Alternatives
 「追加攻撃体力」 only augments basic ST for the purpose of thrust and swing damage, and for throwing. To increase lifting and carrying capacity, buy 「追加荷重体力」 (p. 58). To gain all of these benefits and additional HP, just raise ST.
 There are other ways to get a powerful melee attack. An 特殊攻撃 (p. 53) with the 「白兵攻撃」 limitation (p. B112) can do any amount of damage, of any type, but needs an enhancement (p. 103) to be cumulative with ST-based damage. Natural weapons such as 「」 (p. B42), 「攻撃部位」s (p. B88), and 「」 (p. B91) are another option, and always benefit from ST.
Martial artists who can temporarily boost ST in combat should look at the 強打 (p. B215) and 押し (p. B216) skills.

■New Special Limitation
One Attack Only:
 Your 「追加攻撃体力」 only affects one specific natural attack: your bite, a particular 「攻撃部位」, etc. This limitation is intended for a relatively weak creature with an unusually high-ST attack; e.g., a giant rat that can gnaw through armor and bone. -60%.

■Powering Up
 「追加攻撃体力」 suits chi-based and biological body-control powers. When it represents an active ability to summon a burst of strength, limitations such as 「FP消費」 and 「準備時間増加」 are likely. 才能 adds to any HT roll required to avoid self-inflicted injury when striking.

超登攀」 「超登攀」P79P

see p. B89
 Many creatures --realistic and fantastic--climb as fast as they walk.
Brachiators often move faster while climbing. Explanations include strong hands and arms (which might explain Arm ST or 「追加攻撃体力」), built-in climbing spikes (which could double as 「」), and superhuman powers of adhesion or gravity control.
The meaning of “+1 Move when climbing” is clear for 「壁にはりつく」, with its climbing speed of half 基本移動力.
For conventional climbing, though, the table under 登攀 (p. B349) doesn’t give Move in yards/second.
Assume that each level of 「超登攀」 raises climbing speed by the base value on the table. For instance, 「超登攀」 4 gives +12 rungs/second to climb up a ladder in combat, +80 ft/min to climb up a rope out of combat, and so on. Realistically, gravity limits rappelling speed (“ropedown w/equipment”), which shouldn’t benefit from this advantage.

■Alternatives
 「超登攀」 enables speedy conventional climbing. To climb like a spider or gecko, take 「壁にはりつく」 (p. 45).
A robot or vehicle with a built-in line and grapnel, or similar gear useful with the 登攀 skill, has an 「[付属品]]」 perk (p. B100).

■New Special Limitations
 Take Specific (p. 112) if your Move bonus only applies when climbing certain kinds of surfaces. Common materials, such as metal, rock, or wood, are -40%; ferrous metals are -50%; and uncommon materials, such as adobe, ice, or rubber, are -60%.

Requires Low Gravity:
 Your ability doesn’t function in gravity fields over a certain, maximum strength. -5% per 0.1G under 1G (-5% for 0.9G, -10% for 0.8G, and so on --down to -50% for 0G).

■Powering Up P79P
 When 「超登攀」 involves force control, it’s appropriate for 「サイコキネシス」 and elemental powers such as Gravity and Magnetism. If it
works by granting incredible balance or a strong grip, it’s suitable for body-control powers --especially the chi powers of cinematic ninja.
形態変更」 and animal-control powers might even let the user take on ape-like features in order to climb well. 才能 adds to all DX, ST, and 登攀 rolls made to climb.

■Super Jump
see p. B89
 生理学 --specialized limb structure, high strength-to-mass ratio, etc. --can justify Super Jump for realworld creatures such as frogs and grasshoppers. It isn’t realistic for giant animals and monsters modeled on these beasts . . . but that doesn’t stop them from showing up in fantasy. This ability is also popular with mecha, robots, and supers. Some simply have hydraulic jacks or unnaturally powerful legs, but two other possibilities are common:

噴射」s:
 「噴射」s of energy or matter powerful enough to provide Super Jump are sufficiently noisy and dangerous to rate 「迷惑」 (-5%). A rocket with a fixed burn has Full Power Only (-10%) --and one of Horizontal Only (-25%), Projectile (-20%), or Vertical Only (-25%), if it can’t be steered.

Levitation:
 Telekinetics and gravitycontrolling supers not gifted enough to fly can still make amazing leaps.
Most have either Lighter Than Air (-10%) or Maneuverable (+50%), and those that use antigravity should take Planetary (-5%), too.

■Alternatives
 Anyone considering Super Jump should read 跳躍 (p. B352). A few extra points of 基本移動力 can give a modest boost in jumping distance -- and improved groundspeed in the bargain.
高速移動」 (Ground) (p. 45) is an even better deal for those who like to make their mighty leaps at a full run.
The ability to get airborne and stay there is 「飛行」 (p. 50). This is also the best value for individuals whose desired level of Super Jump --after modifiers --costs more than 「飛行」 with comparable modifiers. Those looking only for the ability to reduce damage from a fall should consider 「空中バランス」 (p. 43).
Martial artists familiar with secret acrobatic techniques are more likely to have the 八艘飛び skill (p. B196).

■New Special Enhancements
Bouncing:
 You can rebound like a rubber ball. Your Super Jump works normally, but you also get a roll against the best of DX, 軽業, or 跳躍 when you experience a fall or collision --deliberate or otherwise.
Roll at -5 per multiple of your jumping Move, or fraction thereof, by which your velocity exceeds your jumping Move. Success means you take no damage and rebound with 90% of your impact velocity. If this doesn’t exceed your jumping Move, you can choose to stop instead; otherwise, you must bounce. Failure means you take normal damage and stop (“Splat!”). +50%.

Maneuverable:
 You can make midair course corrections. Calculate distance and “hang time” as usual, but while airborne, treat your jumping Move as air Move, exactly as if you had 「飛行」. For instance, if you can jump 100 yards at 20 yards per second, you can “fly” at Move 20 for five seconds before landing. Maneuverable is mutually exclusive with all of the special limitations below except Planetary. +50%.

■New Special Limitations
Full Power Only:
 You must always jump your maximum distance when you use Super Jump. The only way to make shorter hops is to jump without using this advantage. -10%.

Horizontal Only:
 You can only increase your horizontal (broad jump) distance. Your ability doesn’t benefit high jumps, and has no special effect on falling damage. -25%.

Lighter Than Air:
 You jump by becoming lighter than air. For each second you’re airborne, your landing zone drifts a yard in the direction the wind is blowing per 5 mph of wind speed. For instance, if you’re in the air for three seconds in a 20 mph wind from the west, you’ll land 12 yards east of your intended target. -10%.

Planetary:
 You jump by “pushing off” against a planet’s gravitational or magnetic field. Your ability is useless in the absence of a planet. -5%.

Projectile:
 You can only launch yourself directly at your objective.
You’re an unguided missile, spinning out of control! You can do nothing while airborne, and have no active defenses. Make a DX or 跳躍 roll on landing. Failure means you collide with your target or the ground -- unless you intended to do so, in which case you miss and crash into something nearby. In either case, you suffer full normal collision damage. -20%.
Vertical Only: You can only increase your vertical (high jump) distance and reduce falling damage. Your ability doesn’t benefit broad jumps. This is mutually exclusive with Horizontal Only. -25%.

■Powering Up
Any power that explains 「飛行」 as levitation --elemental (e.g., Gravity or Magnetism) or supernatural (most often 「サイコキネシス」) --could justify Super Jump as a lower level of the same ability. Air, Fire, and other elemental powers might generate “jump jets.” Body-control powers are a third option, be they chi-based (“body lightening”) or biological (an adrenaline burst). 才能 adds to DX and 跳躍 rolls to take off and land, and to rolls to hit with jumping slams or kicks while using this ability.

超幸運」 「超幸運」P80P

see p. B89
 超幸運 is difficult to explain as anything other than a limited degree of control over reality. This capability is traditional for gods and powerful spirits. Among mortals, only the most gifted psis, supers, and wizards are likely to possess it.
The GM probably shouldn’t allow this trait outside of cinematic action games, as it’s thoroughly unrealistic and tends to short-circuit mystery and suspense. On the other hand, if the PCs are demigods, the GM might permit higher levels: 超幸運 2 [200] works every 30 minutes, 超幸運 3 [300] works every 15 minutes, and so on, with each level halving the time between uses.

■Alternatives
Most lucky heroes should just use 幸運 (p. 59) --or 都合のいい偶然 (p. 73), if their luck doesn’t lend itself to interpretation as “good odds.” Those who can consciously load the dice in their favor but not guarantee success have 「視覚化暗示」 (p. 87).

■New Special Enhancements
Alter Reality:
 Your 超幸運 works retroactively. You can wait until after you roll and then specify a different result, altering the past. You must
declare this immediately. Once you or anyone else has made another roll, the flow of time becomes too complex for you to unravel. Alter Reality always produces visible effects; e.g., time rewinds and replays differently, or a glowing hand reaches down from the heavens and changes things. +75%.
Wishing: You can specify the result of any die roll made in your presence.
You must personally witness the action you wish to influence. Normal usage limits apply. +100% if you can affect your rolls and those of others; +0% if you can aid others but not yourself.

■Powering Up
超幸運 is a perfect fit for cosmic and divine powers. Other options are a magical power, a psionic probability- control power, or even a spirit power, if the user commands spirits that have 超幸運 with Wishing.
The GM should consider restricting Alter Reality and Wishing (and higher 80 BUILDING ABILITIES levels of 「超幸運」, if allowed) to cosmic powers --although Alter Reality might fit less-than-cosmic time-control powers.
才能 gives a bonus to die rolls manipulated by this ability. Since the user can dictate outcomes, the practical effect is to alter margin of success or failure, or extend the range of possible results (e.g., for damage rolls).

Switchable Body Parts 切り替え可能な肉体部位 P79P

Many physical 有利な特徴 represent body parts, including 「」, 追加の腕追加の脚追加の口眼球防護膜とげ, 「攻撃部位」, and 「」. These are “always on” by default, whether they’re due to racial makeup, genetic engineering, implants, or super-mutation. The GM may permit shapeshifters and those with retractable implants to add Switchable (+10%), however.
Not every option is immediately obvious. Some changes are subtle, such as being able to darken the eyes to gain Protected Vision. Others involve body parts implied by a special modifier; e.g., Doesn’t Breathe (Gills, -50%) and 「飛行」 (Winged, -25%). A few even represent the absence of a body part, like switchable Payload as the ability to create a new body cavity.
Be creative!

■Alternatives
 For those who can transform into almost anything, Morph (see 「形態変更」, p. 74) is more economical --and flexible --than many individual body parts with Switchable. The same is true of 「モジュール式能力」 (p. 62) with Physical and Limited, Body Parts Only.

■Powering Up
 Switchable body parts suit divine powers bestowed by beastly or monstrous deities, especially if transformation into a full likeness of the god is sacrilegious; e.g., the Tiger God might grant switchable 「」 and 「」, but not permit 「変身」 (Tiger).
Body-alteration and animal-related powers frequently include similar abilities.
才能 benefits HT rolls to avoid or recover from crippling of the body parts, and DX rolls tied to extending or retracting them (e.g., to reach something or escape from bonds). It doesn’t affect attack rolls for added limbs, 「攻撃部位」s, etc.

遠隔通信」 「遠隔通信」P81P

see p. B91
 Cyborgs, robots, and vehicles with communicators --and supers who can project modulated energy --might have any form of 「遠隔通信」.
「[転送]]」 is intended mostly for individuals with supernatural powers, however. Note that there’s no “unseen subject” penalty to use 「[転送]]」 on one’s own Compartmentalized Mind (p. B43) or to contact oneself across time (see Time-Spanning, p. 109).
New forms of 「遠隔通信」 invented by the GM should cost from 5 to 25 points. Far-fetched capabilities similar to 「[転送]]」 might cost more.
Some examples:

Directional Sound:
 You communicate using a laser-thin sound beam.
Base range is 100 yards in a direct line of sight. Jamming and eavesdropping require specialized equipment --and even then, the short range and line-ofsight requirement give -5 to attempts.
Obscurants (e.g., fog and smoke) and electrical “noise” have no effect. You can only communicate with those who have this advantage or a directional- sound communicator. 5 points.

Gravity-Ripple Comm:
 You communicate using gravity waves. Base range is 1,000 miles. Your signal is omnidirectional, and as with 「電波」, eavesdroppers must roll against 電子機器操作 (通信機) to listen in. Jamming is impossible --although intense gravity sources (neutron stars, pulsars, black holes, etc.) can disrupt your signal.
Gravity waves reach underwater and penetrate solid objects at no penalty.
You can only communicate with people who have this advantage or a gravity- ripple communicator. 20 points.

Neutrino Comm:
 You communicate using a modulated beam of neutrinos (or similar particles). Base range is 1,000 miles in a straight line.
The beam is impossible to jam or intercept, and functions in any environment --it can reach underwater or penetrate solid objects at no penalty, and isn’t blocked by the horizon. You can only communicate with people who have this advantage or a neutrino communicator. 25 points.

Sonar Comm:
 You communicate using modulated sonar. Base range is three miles underwater. The signal is omnidirectional, and anyone with this advantage or equivalent equipment can hear you. The only way to jam this ability continuously is with powerful, specialized equipment --although
explosions can cause transient interference.
In air, Sonar Comm has a range of 50 yards multiplied by air pressure in atm. It doesn’t work at all in vacuum. At the GM’s option, Sonar Comm is equivalent to 「超音波会話」. 10 points.
Not every special modifier in the Basic Set suits all of these traits.
Broadcast and Short Wave are inappropriate for all four. Video is only realistic for Gravity-Ripple Comm and Neutrino Comm. Racial, Telepathic, and Universal might apply to any of them, if the GM permits. Receive Only, Send Only, and Vague are always acceptable.

■Alternatives
 For alternative verbal communication, consider 「水中会話」 (p. B87), 「低周波会話」 (p. B89), and 「超音波会話」 (p. B94). Those who can sense but not understand the signals used by 「遠隔通信」 have 探知 (p. 47). Note that 「[転送]]」 allows one to transmit thoughts, but unless the subject has 「[転送]]」 himself, the only way to receive his thoughts is with 「読心」 (p. 61).

■New Special Enhancements
Burst:
 Not available for Directional Sound or Sonar Comm. You transmit a high-speed “blip” that conveys information much faster than you could speak or draw. +30% for 10× normal speed, +60% for 100×, +90% for 1,000×, and so on. Each factor of 10 gives -1 to attempts to intercept the transmission.LITIES 81

FTL:
 Your signal travels faster than the speed of light, letting you communicate with little or no “light lag.” The GM decides what kinds of 「遠隔通信」 can have this modifier and what it represents in each case: a beam of FTL energy for 「電波」 or Gravity-Ripple Comm, a stream of FTL particles for Neutrino Comm, etc. A “hyperspace tunnel” that carries ordinary signals might suit any kind of 「遠隔通信」.
Recommended signal speed is 0.1 parsec/ day, to a maximum range in parsecs equal to 1/5,000 ordinary range in miles, but the GM can adjust this to suit the setting. Only individuals with the same ability or equivalent technology can receive the FTL signal.+120%.

Secure:
 Your signal employs security measures that make it difficult to interpret if intercepted. Eavesdroppers must win a Quick Contest of IQ (if using 「遠隔通信」) or 電子機器操作 (if using technology) against your IQ to understand the content of the transmission. If they lose, they get garbage. +20%.

Sensie:
 You can transmit your sensory impressions in real time. This is possible for any form of 「遠隔通信」 save Directional Sound or Sonar Comm --but with anything other than 「[転送]]」, the recipient needs a specially equipped receiver to get the “full experience.” +80%.

■Powering Up
 「遠隔通信」 that uses realistic energy or particles is appropriate for elemental Electricity, Gravity, Light, Radiation, and Sound/Vibration powers. Electromagnetic and acoustic forms of 「遠隔通信」 are also reasonable for psionic Electrokinesis and 「サイコキネシス」, respectively.
「[転送]]」 mainly suits paranormal powers --Telepathy in particular.
才能 adds to all IQ rolls to establish contact, to intercept or comprehend a signal, or to prevent interception or jamming.
see p. B92
The essence of 「テレキネシス」 (TK) is moving distant objects with no more effort than a stare or a gesture --a gift seemingly possessed by every other god, psi, spirit, and wizard. TK isn’t always supernatural, though; spaceopera “tractor beams” and super-powered magnetism are also common explanations. The many faces of TK include:

Animated Objects:
 A spirit that uses 「憑依」 to occupy an object (like a statue) can use TK with Animation (-30%) to make it move around. If the spirit can only use its TK in conjunction with 「憑依」, add an 「条件限定」 limitation (-10%). A sorcerer who makes tables gallop and mannequins dance has Animation, too --with Independent (+70%), if the items keep doing what they’re doing without his attention. Together, Animation and Independent can animate one object per second. Total HP can’t exceed TK level, but homogenous objects count as having half their
HP.

Attraction/Repulsion Field:
 Some force fields push everything nearby away from the user, or draw objects to him. Simulate this using 「範囲に効果」 (+50%/レベル), 「放射」 (-20%), and one of Attraction (-60%), Repulsion (-60%), or Attraction/Repulsion (-30%). If the field is magnetic, add Magnetic (-50%), too. Being unable to turn this off is genuinely limiting -- 「常時起動」 is worth -20%.

Poltergeist Effect:
 Certain people are the nexus of random acts of telekinetic violence when under stress.
Parapsychologists refer to this phenomenon as “recurrent spontaneous psychokinesis” (RSPK) or “the poltergeist effect.” Represent this with 「範囲に効果」 (+50%/レベル), 「放射」 (-20%), Unconscious Only (-20%), and 「制御できない」 (-30%). In general, combinations of 「範囲に効果」 and 「制御できない」 always cause chaos over a wide area.

サイコキネシス」:
 Classic psionic psychokinesis is TK with the 「サイコキネシス」 power modifier (-10%).

Super-Magnetism:
 Some supers direct magnetic forces with laserlike precision. This isn’t realistic --all it has in common with real-world magnetism is that it can only affect ferrous metals, which calls for Magnetic (-50%). 「有効距離延長」 (+10%/レベル) is common but not required.

Tractor Beam:
 Superscience devices that project force beams capable of pushing or pulling distant objects are found on starships, robots, and mecha. These “tractor beams” typically have high levels of 「有効距離延長」 (+10%/レベル) and either Attraction (-60%) or Attraction/Repulsion (-30%), and are often Visible (-20%).
テレキネシス」 can have 「範囲に効果」, obviously. In combat, it must affect groups of foes in exactly the same way.
Roll separately for each target, at a penalty equal to the number of targets, less one; see 「範囲に効果」 (p. 100). Out of combat, it can aid any long task resolved using a single die roll (e.g., an エンジニア roll to assemble a machine).
The GM may let heroes use the rules under Time Spent (p. B346) to hasten such tasks.
For all collective uses, calculate 荷重基本値 from TK level and compare the weight of everything affected to find encumbrance level. Objects in the area travel at a Move equal to TK level, reduced by encumbrance as usual.

■Alternatives
飛行」 (p. 50) with 「高速移動」 (Air) (p. 49) costs fewer points than TK for levitation at a given top speed -- although it doesn’t permit instant acceleration to full speed like TK does.
Similarly, 特殊攻撃 (p. 53) is less expensive than buying enough TK to inflict comparable damage with a telekinetic “punch.” It’s also more appropriate for force beams.
To get a force field that can lock onto and prevent damage from attacks that come in too fast for TK, buy 「防護点」 (p. 45) with 「力場状」. For a short-range force field that works a lot like 「テレキネシス」, compare 「伸長」 (p. 78) with Force Extension.
Some supers explain extraordinary strength as “zero-range telekinesis.” Represent this by buying ST and selling back the associated Hit Points. At 10 points per level for ST and -2 points per missing HP, this comes to 8 points per +1 ST. The GM may wish to allow modifiers on this ST; see 能力値 as Abilities (p. 13) for guidelines.

■New Special Enhancement
Super-Effort:
 The GM may allow the Super-Effort enhancement from 「追加荷重体力」 (p. 58) on TK, too. This affects extra-effort lifts --not speed, damage, skill, or anything else. The only differences from the 「追加荷重体力」 rules are that TK with Super-Effort works at a range and that its bonus adds to levels of TK that lack this modifier, not to personal ST (e.g., TK 20 gives ST 5,000, or adds 5,000 to unmodified TK, if any).

■New Special Limitations
 Specific (p. 112) is common for TK that originates from elemental powers. Some other limitations of importance:

Animation:
 Your TK works by enabling inanimate objects to flex.
The minimum level required to animate something equals its HP if unliving, half its HP if homogenous (see Object Hit Points Table, p. B558). An animated object can grab, lift, strike, and throw with ST equal to the TK level needed to animate it. It has your DX. It can walk and jump if it isn’t fixed in place; Move equals your TK level minus the level needed to animate it. You can use skills through animated items --but note that objects other than statues and mannequins usually have No Fine Manipulators.
Objects return to their rest state once you give up control. Adding Independent (p. 108) lets you animate multiple objects, but you must split your TK level among them. Your TK can’t reach inside things at all. -30% if the object can’t fly; -20% if it can, provided it has wings, rotors, etc. (like a toy dragon or model helicopter).

Attraction/Repulsion:
 Your TK can only move things directly toward or away from you. Take a Ready maneuver to move an unresisting object, or an Attack maneuver to affect an active opponent. Your TK can’t strike blows, manipulate objects, or hold an enemy in place or prevent him from attacking.
Attraction simply causes objects to move until they’re in contact with you, whereupon they’re held there with your telekinetic ST until you turn off your ability. Repulsion shoves objects away from you until they reach the maximum range of your ability. In either case, objects can only move or be moved in the opposite direction if the mover wins a Quick Contest of his ST or TK level against your TK level. This limitation is incompatible with Animation. -60% for Attraction or Repulsion; -30% for Attraction/Repulsion (it takes a Ready maneuver to switch between the two).

Lift Only:
 Levels of TK with this limitation don’t add to telekinetic Move. -20%.

Move Only:
 Levels of TK with this limitation don’t add to telekinetic ST. -40%.

■Powering Up
 「テレキネシス」 is the definitive element of 「サイコキネシス」 power, which is traditionally psionic. However, magical and spirit powers are equally likely to include TK, most gods can move objects with their cosmic powers (and enable their servitors to do the same via divine powers), and supers with elemental powers often use gravity, magnetism, or wind to produce similar effects. 才能 adds to all DX and IQ rolls to use TK, and to TK level in Contests of ST (but not in general).

気温制御」 「気温制御」P83P

see p. B92
Fictional 「気温制御」 takes two main forms:

Active:
 Psis, supers, and ultra-tech machines cause temperature changes using force of will or weird beams.
Freeze rays and cryokinesis call for Cold (-50%), while heat rays and pyrokinesis require Heat (-50%). For dramatic effects like freezing or boiling water instantly, add 「準備時間減少」 (+20%/レベル); each level doubles the rate of cooling or heating.

Passive:
 Spirits, monsters, and elemental creatures of heat and cold sometimes alter the temperature in their immediate vicinity (a two-yard
radius) at all times. To simulate this, add 「常時起動」 (-10%), 「放射」 (-20%), and either Cold (-50%) or Heat (-50%). The ambient temperature changes by 2° per level per second the entity remains in the area, to the usual maximum of 20° per level.

■Alternatives
 「気温制御」 doesn’t directly affect the temperature of people or things --only that of an area. The extremes of ambient temperature are dangerous, but the effects are too gradual to affect combat (see Cold, p. B430, and Heat, p. B434). To use heat or cold as a weapon, take 特殊攻撃 (p. 53). Heat is a Burning Attack, while cold is a Fatigue Attack with the Freezing enhancement (see Hazard, p. B104).

■Powering Up
 「気温制御」 is appropriate for 「サイコキネシス」 power, elemental Cold/Ice and Heat/Fire powers, and divine and spirit powers associated with ice goddesses, fire elementals, etc. In some settings, it even suits moral powers: cold represents lifestealing Evil, while heat can go either way . . . the flames of Hell are Evil, but the sun and life-giving warmth are Good. Weather-control powers often include this ability, usually with high levels of 「範囲に効果」.
才能 adds to degrees per second of temperature change after all modifiers, but has no effect on the maximum change. It also adds to Power
Block attempts (see p. 168).

地形適応」 「地形適応」 P85P

see p. B93
 「地形適応」 can represent a host of exotic abilities, but the most common forms --e.g., clawed toes, crampons, or skates for ice, and snowshoes or skis for snow --are downright prosaic. Such features might result from evolution (for a creature) or design (for a machine).

■Alternatives
 「地形適応」 only aids movement across more-or-less level, solid ground. Take 「壁にはりつく」 (p. 45) to travel vertically. Use 「水上歩行」 (p. 88) to traverse anything less solid than sand or snow. If 「地形適応」 results from hard projections that dig into the terrain, buy 「」 (p. B42) or 「攻撃部位」 (p. B88) separately.

■New Special Enhancement
Active:
 You adapt quickly to any terrain. Instead of specifying a particular terrain type, buy the 5-point version of 「地形適応」 and add
this enhancement. This ability might be the result of “smart wheels,” shapeshifting, or superhuman balance. +300%.

■Powering Up
 「地形適応」 is typical of elemental powers --especially Cold/Ice and Earth --and powers associated with nature, natural spirits, and
nature deities. Individuals with certain chi powers can cross anything, even thin paper, by using the Active version of this trait. Those with shapeshifting powers might physically alter their extremities to gain this ability. 才能 adds to DX rolls to negotiate terrain, giving a bonus where others would have a penalty.

恐怖」 「恐怖」P84P

see p. B93
 Certain monsters --dragons, specters, 人が知るべきではなかったもの(Things Man Was Not Meant To Know) --are just plain scary. This might be due to a disturbing visage, a terrifying wail, or sheer size and unnaturalness. Occasionally the reason is less obvious . . . perhaps a telepathic influence (see the modifiers below).
A few entities provoke strong reactions other than fear. Gods and angels induce awe, while weird extradimensional creatures cause mind-boggling confusion. At the GM’s option, Awe and Confusion are separate 有利な特徴.
Use the rules for 「恐怖」, but Fright Checks become “Awe Checks” or “Confusion Checks.” All the rules for Fright Checks apply to these rolls, including modifiers for 有利な特徴 and 不利な特徴 (see p. B360). The only difference is that failures go to the Awe and Confusion Check Table (p. 85).

■Alternatives
 An attack that causes the victim to halt in his tracks is an 「特殊効果」 (p. 39), often with an enhancement such as Daze, Ecstasy, or Hallucinating.
To exercise more subtle control over a victim’s emotions, use 「精神支配」 (p. 61) --possibly with the Emotion Control enhancement.

■New Special Enhancements
 Godlike beings often have the “irresistible attack” level of 「宇宙パワー」 (p. B103). Victims get no benefit from 有利な特徴 such as 恐怖を感じない and 無感動 (unless those traits are 「宇宙パワー」), and suffer their tormentor’s choice of Awe, Confusion, or 「恐怖」 if they fail their Fright Check.

Active:
 Your 「恐怖」 doesn’t affect everyone nearby --it’s a direct mental attack on one victim. Your target must be within 10 yards (modified by Increased or 「射程減少」), and able to see or hear you. You must take a Concentrate maneuver to affect him.
Roll a Quick Contest of Will with your subject. He’s at -1 for each -1 to Fright Checks you bought. If you win, roll 3d for the result, as usual, but add your margin of victory instead of his margin of failure. +0%.

Presence:
 Your physical presence within 10 yards is enough to cause Fright Checks, even if your victims can neither see you nor hear you. You could be locked in a coffin and still terrify those who stray too close. Each level of 「範囲に効果」 doubles your radius, but the GM should consider forbidding huge areas. +25%.

■Powering Up
 「恐怖」 suits many supernatural powers, including sinister divine and moral powers that flow from terrifying sources, spirit powers that command horrific ghosts, and chi and psi powers that let the user project his will to unnerve his enemies. Explained as finely tuned electric fields or vibrations, it also fits a few elemental powers.
It needn’t be subtle, either --a shapeshifting power could grant 「恐怖」 by letting the user assume a scary face.
When using 「恐怖」 to bolster 脅迫 skill, 才能 adds to skill rolls, on top of the +1 to +4 for supernatural powers. 才能 also gives a Will bonus when attacking with the Active enhancement.

Awe and Confusion Check Table P85P

 When you fail an Awe or Confusion Check, roll 3d, add your margin of failure on the Check, and consult the table below. Many entries give different outcomes for Awe and Confusion --read carefully. If new quirks or 不利な特徴 result, the GM chooses these traits, which should suit the circumstances of the Check.

4, 5 --Stunned for one second, then recover automatically.

6, 7 --Stunned for one second. Every second after that, roll vs. Will to snap out of it.

8, 9 --Stunned for 1d seconds. Every second after that, roll vs. Will to snap out of it.

10, 11 --Stunned for 2d seconds. Every second after that, roll vs. Will to snap out of it.

12, 13 --Awe causes (25 - Will) seconds of ecstasy.
Confusion causes (25 - IQ) seconds of daze. See Incapacitating Conditions (p. B428). After that time, roll vs. Will each second to recover.

14, 15 --Acquire a new mental quirk. Awe inspires quirks that reflect admiration. Confusion leads to quirks that suggest bafflement or perplexity.

16 --Stunned for 1d seconds, as per 8, and acquire a new quirk, as per 14.

17, 18 --Awe causes 1d minutes of ecstasy. Confusion causes 1d minutes of hallucinating. See Incapacitating Conditions (p. B428). After that time, roll vs. Will each minute to recover.

19 --As 17, but effects last 2d minutes.

20 --As 17, but effects last 4d minutes.

21 --Awe causes you to worship at the feet of the one who awed you --you must obey his every command as if you had Slave Mentality! Confusion causes you to hallucinate (the GM specifies the details, which should fit the situation); you can try to act, but you’re out of touch with reality and at -5 on all success rolls. Either lasts 3d minutes; then roll vs. Will once per minute to snap out of it.

22, 23 --Acquire a -10-point mental 不利な特徴. Awe might impel you to adopt one of your new idol’s self-imposed mental 不利な特徴 (see p. B121) out of solidarity, turn you into his servant (Reprogrammable), or make you feel inferior (「自信喪失」). Confusion “blows your mind,” most likely resulting in one of 適応能力がない (12), 「妄想」 (Major), 優柔不断 (12), or 移り気 (12).

24, 25 --As 22, except that if you already have a -5 to -10-point 不利な特徴 that could result from Awe or Confusion, it worsens to a -15-point trait!

26, 27 --Experience 1d minutes of ecstasy or hallucinating, as per 17, and acquire a new -10-point 不利な特徴, as per 22.

28, 29 --Experience 2d minutes of ecstasy or hallucinating, as per 19, and acquire a new -10- point 不利な特徴, as per 22.

30, 31 --Experience 4d minutes of ecstasy or hallucinating, as per 20, and acquire a new -10- point 不利な特徴, as per 22.

32, 33 --Awe overcomes you. You immediately collapse in a helpless, ecstatic fit that lasts 1d minutes and costs 1d FP. After that time, roll vs. Will each minute to recover. Any critical failure costs you 1 Will permanently.
Confusion drives you completely mad.
You might do anything! The GM rolls 3d --the higher the roll, the more dangerous the action. For instance, you might believe you can fly and leap to your doom. Should you survive your first reaction, roll vs. Will to recover. If you fail, the GM rolls for another insane action, and so on.

34, 35 --As 22, but the 不利な特徴 is worth -15 points. Awe usually results in 熱狂 --either for the one who awed you or his cause. Confusion tends to cause 適応能力がない (9), 「妄想」 (Severe), 優柔不断 (9), On the Edge (12), or 移り気 (9).

36 --As 22, but the 不利な特徴 is worth -20 points.

37 --As 22, but the 不利な特徴 is worth -30 points. To make up -30 points, the GM may have to select more than one trait.

38 --Experience 1d minutes of ecstasy or hallucinating, as per 17, and acquire a new -15-point 不利な特徴, as per 34.

39 --Experience 2d minutes of ecstasy or hallucinating, as per 19, and acquire a new -20-point 不利な特徴, as per 36.

40+ --As 39, but Awe costs you 1 point of Will and Confusion robs you of 1 point of IQ. These losses are permanent!

真の信仰」 「真の信仰」P84P

see p. B94
 Traditionally, those with profound religious faith enjoy protection from harm at the hands of their deity’s moral enemies. Fantasy games associate this with the invested cleric, brandishing his holy symbol and intoning solemn prayer. In folklore, though, the blessed individual is often a devout layperson.
 The GM should list what 真の信仰 repels in each case. A classic “good” deity might empower its servants to keep demons and undead at bay. An evil priest is more likely to use his 真の信仰 to send away angels and terrorize cute puppies!
 It’s up to the GM whether a deity shields only the genuinely faithful or anyone acting as its proxy. The latter is common in high fantasy and cinematic horror, and might merit its own trait:

真の信仰 (Chosen):
 You enjoy all the benefits of 「真の信仰」, but your power is due to the fact that your god has chosen to act through you --possibly without your consent. Barring egregious transgressions, your advantage functions regardless of your actual faith. This comes at a cost, however:
non-supernatural servitors of rival deities can sense your special status and react to you at -3 . . . and your 真の信仰 can’t repel these foes. 15 points.

■Alternatives
 To repel any enemy, take 「恐怖」 (above). Bolts of holy power and similar attacks that only affect foes of a particular god are 特殊攻撃s (p. 53) with suitable 「条件限定」 limitations (see p. B110).
To cast out evil spirits possessing a person or place, use the 除霊 skill (p. B193).

■New Special Enhancement
Turning:
 You can aggressively “turn” the entities your 真の信仰 repels. Take a Concentrate maneuver and roll a Quick Contest of Will with any such being that can see you. Roll just once for hordes of identical monsters with the same Will. Any creature you win or tie against can’t move any closer to you than yards equal to your margin of victory (minimum one yard). If it’s inside that radius, it must flee as described for unmodified 「真の信仰」. This effect endures for as long as you concentrate and for 1d seconds after you stop. +65%.

■Powering Up
 真の信仰 is exclusively the realm of divine, moral, and spirit powers. Its built-in code of conduct doesn’t preclude claiming a discount for the Divine, Moral, or Spirit power modifier, even when this imposes its own code. The restrictions a servitor must live under are often different from those of simple faith, and always far more stringent. 才能 adds to Will rolls to resist distraction when taking the Concentrate maneuver to use this ability, and to use the Turning special enhancement.
see p. B94
 「トンネル移動」 is too speedy to be realistic for natural creatures. It suits monsters that can hew or chew through solid rock (acid-spewing worms, giant moles, etc.), weirdscience burrowing machines with whirling augers, and massive realworld mining equipment. At the GM’s option, diggers who travel at less than Move 1 can buy 「トンネル移動」 (Slow) for 5 points and pay 1 point per two yards per minute of progress.

■Alternatives
 Natural burrowers may take “Can tunnel without a shovel” as a perk (see p. B100). This is effectively 「[付属品]]」 (Shovel). It allows the full rates under Digging (p. B350).
 To pass through solid matter without digging, use 「[物質透過]]」 (p. 66).
Add the Tunnel enhancement to leave a passage behind.
 「トンネル移動」 never counts as an attack, regardless of how it works. Buy 「」 (p. B42), 「攻撃部位」 (p. B88), or 「」 (p. B91) separately if it involves a digging tool that doubles as a weapon. Use 特殊攻撃 (p. 53) for acid jets, beams, and explosives that can blast foes as easily as the earth -- possibly with a 「連動」 (+10%) to 「トンネル移動」.

■New Special Enhancement
Hands-Free:
 You dig with a special body part, disintegrator ray, etc. that leaves all of your hands available to hold things as you tunnel. +20%.

■Powering Up
 「トンネル移動」 best suits elemental powers --particularly Earth power -- but might belong to any power that includes an attack or natural weapon that could function as a digging tool.
才能 adds to all DX or skill rolls required for tunneling movement, and to the IQ, エンジニア, or 採掘 roll to dig a stable tunnel.
see p. B95
Voracious monsters, post-holocaust mutants, and various forms of Homo superior bioengineered for survival are all good candidates for this trait. When supers possess it, it usually has the new Matter Eater enhancement.

■Alternatives
 Use Reduced Consumption (p. B80) for those who can survive on less food rather than weird food. To resist poison, add 耐性 (p. 71).
Individuals who don’t require any food have Doesn’t Eat or Drink (p. B50) and don’t need 「なんでも消化できる」 --but they can still buy it to dispose of evidence.
なんでも消化できる」 doesn’t let the user gnaw through tough materials.
That’s 「」 (p. B91), plus 「追加攻撃体力」 (p. 78) with the One Attack Only limitation.
トンネル移動」 (p. 85) is another option.

■New Special Enhancement
Matter Eater:
 You can eat anything (organic or inorganic), even if it’s corrosive, toxic, or radioactive. Your body instantly disintegrates it or converts it to something harmless --you could even “digest” a live grenade to prevent it from detonating! Only your digestive system is safe from harm, though.
Without protective 有利な特徴, it can be tricky to get nasty stuff like nerve agents and plutonium to your mouth without touching it with your hands, breathing it, or being irradiated. You can’t eat antimatter. +300%.

■Powering Up
 Basic 「なんでも消化できる」 really only suits biological body-control powers, unless the GM permits such exotica as the divine power of the All- Devouring Worm God. With Matter Eater, it fits matter-control super-powers and even cosmic powers. 才能 adds to all HT rolls to avoid ill effects from ingested material due to causes other than toxicity; e.g., to avoid a split gut from a huge quantity of matter.
see p. B96
 This is just a special case of the more generic 「吸奪」 advantage; see p. 96. The GM should use 「ヴァンパイアの噛みつき」 as written only if it’s the sole form of 「吸奪」 in the setting. If several forms exist, replace 「ヴァンパイアの噛みつき」 with 「吸奪」 (Heals FP, +60%; 「血液感染」, -40%) plus 「鋭い歯」 (p. B91).

振動感覚」 「振動感覚」P86P

see p. B96
 「振動感覚」 is probably realistic for animals equipped with antennae, whiskers, or fur growing on highly sensitive skin. Biologists aren’t sure how precise this sense is, but it does exist. The aquatic version of this trait is appropriate for the hydrophones (or “passive sonar”) carried by naval vessels.
This ability frequently shows up on monsters and supers, too. It’s typically a targeting aid for fighting in the dark.
The Universal enhancement is common in this context, and definitely cinematic.

■Alternatives
 This sense lets one fight in the dark, but to see in the dark takes 「闇視」 (p. 46), 「域外視覚」 (p. 51), 「赤外線視覚」 (p. B60), or 暗視 (p. B71). Likewise, 「振動感覚」 can locate invisible foes, but to view the target requires 透明が見える (p. 72).
Those with a highly developed sense of touch have 「触覚が繊細」 (p. 73) instead of or as well as 「振動感覚」. Active sonar calls for
the Sonar advantage (see 「走査感覚」, p. 72). Sightless heroes often have all three traits.

■New Special Enhancements
Sense of Perception:
 Your ability doesn’t depend on air or water currents tickling hairs or your skin. You detect vibrations by virtue of a “sixth sense” (e.g., psychokinetic feedback).
This works even when you’re in a sealed suit or a vacuum, and isn’t subject to interference by environmental noise. This gives all the benefits of Universal; there’s no need to take both enhancements. +100%.

Targeting:
 By taking an Aim maneuver, you can “lock onto” anything you’ve already detected and determine its precise range and speed, exactly as if you had a technological rangefinder. This gives you +3 to hit that target with an aimed ranged attack. +20%.

■Powering Up
 「振動感覚」 is an obvious candidate for an elemental Sound/Vibration power, but it’s just as likely to be part of a chi power --an
alternative to the 暗闇戦闘 skill (p. B180). Those with 「サイコキネシス」 sometimes have this ability, too, typically with the Sense of Perception enhancement. 才能 adds to Sense rolls made to use this advantage.

Vision 有利な特徴 視覚系の有利な特徴 P87P

 All of the vision-related traits not discussed elsewhere in this chapter exist in the real world. Certain snakes possess 「赤外線視覚」 (p. B60), many nocturnal predators have 暗視 (p. B71), beasts with widely set eyes enjoy 「広視界」 (p. B74), eagles and other raptors benefit from 「望遠視覚」 (p. B92), and some birds and insects employ 「紫外線視覚」 (p. B94). Robots and vehicles often gain identical capabilities from sensors.
 Supers and monsters can have any combination of these traits; no particular mix is forbidden. Individuals with the 「視覚障害不利な特徴 can’t have vision 有利な特徴, however. (Those who can see only infrared or ultraviolet light don’t have 「視覚障害」 --they have the 0-point version of 「赤外線視覚」 or 「紫外線視覚」.)

■Alternatives
 Be sure to consider 「全周視覚」 (p. 39), 「闇視」 (p. 46), 「域外視覚」 (p. 51), 「拡大視覚」 (p. 60), 「透視」 (p. 66), and 透明が見える (p. 72). In addition, 「走査感覚」 (p. 72) and 「振動感覚」 (p. 86) are similar to -- but not the same as --vision.
 The ability to see radiation in a frequency range doesn’t imply the capacity to comprehend signals in that band; get 「遠隔通信」 (p. 81) for that. For instance, a hero with 「赤外線視覚」 could detect 「赤外線通信」 in use, but only eavesdrop if he had that advantage
himself.

■Powering Up
 Vision-related abilities suit elemental Light powers and psionic Electrokinesis. A body-control or shapeshifting power of any source
might let the user acquire these gifts by actively adapting his eyes. 才能 adds to all 視覚判定 when using any of these senses.

視覚化暗示」 「視覚化暗示」 P87P

see p. B96
 In mystical traditions that involve directing chi, commanding spirits, or casting spells, the practitioner must form a clear mental picture of the desired outcome to succeed. A Digital Mind might do something similar, planning its actions several steps in advance, with access to a vast library of “worked examples.”
Either mental process could explain 「視覚化暗示」.
 「視覚化暗示」 is also a key ability of gods whose thoughts shape reality.
The modifiers below are especially suitable for such beings. The GM might even permit 「準備時間減少」 7 (+140%) to make this ability instantaneous.
If so, it works in combat --but it only affects one die roll per turn, and the chaos of battle cuts the bonus to 1/3 usual.

■Alternatives
幸運 (p. 59) and 超幸運 (p. 80) can represent a similar capacity to influence the outcome of tasks through sheer willpower. 至高の目的 (p. B59) also grants improved odds of success through focused thinking --although the bonus is both more spontaneous (for instance, it can apply in combat) and more modest (a fixed +1).

■New Special Enhancements
Blessing:
 You can improve the odds of success of any task undertaken by a sapient being just by “thinking good thoughts” for a minute beforehand.
You must be able to see or touch the beneficiary. When he rolls for his task, he gains the 「視覚化暗示」 bonus. You can only have one bonus pending at a time --for yourself or someone else -- but you can cancel this to assist another task. +100% if you can affect your rolls and those of others; +0% if you can aid others but not yourself.
Cursing: You can project “negative energy” to reduce others’ odds of success.
You must be able to see or touch your victim for a full minute while you visualize him failing at his task.
Without special abilities of his own, he won’t know that you’re cursing him.
When he carries out his task, he suffers a penalty equal in size to your usual bonus. You can only have one curse active at a time, but you can cancel it to curse another task. Your advantage doesn’t affect you at all, and you can’t combine Cursing with Blessing. If you can also produce beneficial effects, buy 「視覚化暗示」 a second time without Cursing, and possibly with Blessing. +100%.

■Powering Up
 「視覚化暗示」 is a classic ability of divine and spirit powers (the user prays to the gods or spirits for help), as well as chi and psi powers. It also suits probability-control powers, regardless of source. With Blessing or Cursing, 「視覚化暗示」 is appropriate for moral powers, too --and even for the cosmic powers of the gods. 才能 adds to the IQ roll to visualize, which improves the likely bonus. It doesn’t add directly to the bonus, however.

空中歩行」 「空中歩行」 P87P

see p. B97
 In tales of the fantastic, both modern and traditional, the ability to walk on air isn’t as common as true flight.
However, it’s a fair way to represent the capabilities of those who haven’t quite mastered powers that will eventually let them fly. The GM should consider treating 「空中歩行」 as a “placeholder” that the PCs can improve to 「飛行」 with earned points.

■Alternatives
The obvious comparison is with 「飛行」 (p. 50), which is far more capable (and twice as expensive). Those capable of limited aerial movement
should compare Super Jump (p. 79).

■New Special Limitations
Take Specific (p. 112) if you can only walk on a particular type of gas.
“Ordinary air” isn’t allowed, but dust, smoke, and water vapor (clouds, steam, etc.) are all legal. This is worth -40% for most substances, but especially uncommon or obscure gases -- like pure hydrogen --might be -60%, at the GM’s discretion.

Lighter Than Air:
 Your ability works by making you lighter than air or gaseous. Wind moves you a yard per second in the direction it’s blowing per 5 mph of wind speed. -10%.

Maximum Height:
 You can’t walk very high off the ground. A 30-foot limit is -10%; a 10-foot limit is -20%; and a 5-foot limit is -25%.

Planetary:
 You push off against a planet’s gravity field or walk along its magnetic field lines. Your ability is useless in the absence of a planet. -5%.

Vertical Only:
 You can only climb straight up, as if using a ladder made of air. You can’t move laterally at all.-25%.

■Powering Up
 「空中歩行」 suits almost any power that includes 「飛行」. Elemental powers are especially likely, particularly Air, Earth (with Specific, Dust), Heat/Fire (with Specific, Smoke), Magnetism (with Planetary), and Water (with Specific, Vapor).
サイコキネシス」 is another good fit --as is a spirit power that lets the user summon sylphs to bear him through the air. 「宇宙パワー」 and divine powers might let gods and their servants walk high above their flocks. 才能 adds to all DX rolls for movement and to avoid or halt a fall.

水上歩行」 「水上歩行」P88P

see p. B97
 「水上歩行」 is famous as a Biblical miracle, but doesn’t have to be supernatural. Insects of family Gerridae stay afloat due to the interaction between surface tension and water-repelling hairs, and “walk” on water by generating tiny vortices that act like the oars of a rowboat.
Diminutive supers, faerie, and miniature robots might enjoy similar capabilities.

Those who can only walk on a particular type of liquid have Specific (p. 112). Water, being extremely common, is only -10%.
More unusual liquids are -40% to -60%, at the GM’s discretion.
In cinematic games, the GM should consider allowing water-walkers to move at the speed of surface currents and waves if they can make a DX or スポーツ (Surfing) roll to hang on.

■Alternatives
 「水上歩行」 only works on liquid water; take 「地形適応」 (p. 83) to move easily across ice and snow. Individuals who can move rapidly through liquid have either 「水中適応」 (p. 42) or No Legs (Aquatic) (p. B145), often with 「高速移動」 (Water) (p. 49).

■New Special Enhancement
 Submerged: You can walk while under liquid, too. Use the rules for 「空中歩行」, but a “fall” just means you’re swimming instead of walking.+20%.

■Powering Up
 The most obvious options are elemental Water power and divine and spirit powers associated with entities that govern water. Individuals with highly developed chi powers might be able to run across liquids, too --a feat attributed to ninja in legend. The most cinematic shapeshifting powers might even let a man-sized super “walk” on water like an insect. 才能 adds to DX and skill rolls for movement.

ワープ移動」 「ワープ移動」P88P

see p. B97
Be it a supernatural miracle or a miracle of superscience, the capacity to travel at the speed of thought is a virtual necessity for any god, wizard, or ultra-tech space alien that wishes to be taken seriously. Examples from fiction include:

Gate:
 Mystics and ritualists with 「ワープ移動」 traditionally open swirling vortices or glowing portals that anyone can step through. A teleporter who can do this requires Tunnel (+40% or +100%) --plus Extra Carrying Capacity, Extra-Heavy (+50%), if he and his companions can bring along anything they can lift. Those who draw magical circles should add 「用意必須」, 1 minute (-20%), while those who activate existing artifacts need Special Portal (from -20% for mirrors to -80% for a tiny number of sites of ancient power).

Matter Transmission (MT):
Cyborgs, robots, and vehicles can have superscience MT devices built in.
Most have orbital range and require the user to set coordinates, giving Range Limit (-5%) and Blind Only (-50%). Some transmitters let the user bring along anything he can carry (Extra Carrying Capacity, Extra- Heavy, +50%); others, especially implants, send only his body (Naked, -30%). High-quality technology grants No Strain (+25%), Reliable (+5% per +1), or both. Experimental prototypes, on the other hand, tend to have Drift (-15%).

Psionic Teleportation:
 Psionic teleporters can typically specify range and direction, and track psychic residues left by other teleporters. These capabilities call for Blind (+50%) and 足跡追跡 (+20%). Weak psis often have Range Limit; for a range of less than 10 yards, take 「射程減少」 and Range Limit, -50%. Stronger psis enjoy Extra Carrying Capacity and Reliable. Astral travelers need Projection (-0%), and use Astral Projection --not Psionic Teleportation --as their power modifier (either is -10%).

Stardrive:
 Some vehicles and supers vanish from one location and appear at another by moving through a realm where faster-than-light (FTL) travel is possible. This calls for Hyperjump (-25% or -50%). Most FTL drives either demand precise coordinates (Blind Only, -50%) or require a “stargate” (Special Portal, -40%). However, the predictability of stardrives tends to offset these limitations, giving No Strain (+25%), Reliable +5 to +10 (+25% to +50%), and/or 足跡追跡 (+20%).

Super-Teleportation:
 Supers and gods with 「ワープ移動」 generally use it as if it were second nature. Most have Blink (+25%), No Strain (+25%), Reliable, and no limitations other than a power modifier --although “combat teleports” are sometimes short-ranged, with Range Limit, 10 yards (-50%).
Adept supers often have a lot of Extra Carrying Capacity. They can grapple enemies and teleport with them, but this requires an Attack followed by a Ready to activate 「ワープ移動」, and the victim may try to break free in between.
Always spell out what goes on during the extra preparation time to reduce penalties: elaborate rituals, psychic visualization, precise computation of target coordinates, etc. Also note whether FP spent to offset penalties correspond to an expenditure of
mana or chi, physical or psychic strain, or energy used to boost transmitter power. Such details convert 「ワープ移動」 from a generic advantage to an interesting ability.
If the GM feels that a given modifier makes 「ワープ移動」 too effective --or too cheap --he’s welcome to change its cost or forbid it altogether. This is true for any trait, but 「ワープ移動」 merits closer policing because of its tendency to short-circuit plots.
■Alternatives
ワープ移動」 with Hyperjump isn’t the only way to handle FTL travel; 「飛行」 (p. 50) with extreme levels of 「高速移動」 (p. 49) is equally valid. To travel to other times or dimensions, take 「次元跳躍者」 (p. 57). To teleport items to you, buy either 「アイテム借用」 (p. 76) or an 「特殊効果」 (p. 39) with Advantage, 「ワープ移動」.
■New Special Enhancements
Blink:
  Your ability works reflexively in times of stress. Once per turn, you can dodge an attack by making an IQ roll without the -10 for lack of preparation. Roll randomly for direction.
You appear in the first safe open space in that direction. If there’s no place like that within 10 yards, you go nowhere and your dodge fails. Blink is triggered by fear and adrenaline; thus, it generally only works in combat, although the GM may let you roll in other dangerous situations. Blink is incompatible with Hyperjump. +25%.
No Strain: You ability isn’t vulnerable to strain and burnout. You still go nowhere on a failure --and somewhere else on a critical failure --but you can always make an immediate repeated attempt at no extra penalty, and your 「ワープ移動」 advantage never “burns out.”+25%.

足跡追跡:
 You can “follow” another teleporter. Apply all the usual modifiers to your roll, plus -1 per yard of distance between you and his departure point. The time since he teleported also affects your roll. Use the modifiers for preparation time but reverse the sign, giving from +10 if he just left to -10 if he left eight hours ago. Add a further -1 per doubling of time after that. If your quarry departed from the same point more than once, you can only follow his most recent trip. Success means you appear
at his arrival point . . . even if he went somewhere bad due to a critical failure or Drift. Failure by 1 means you follow but suffer the effects of Drift.
Greater failure works as usual for 「ワープ移動」. +20%.
Tunnel: Using your ability always creates a portal of about your size, which lingers for 3d seconds. Anyone may step through it. +40% if it forms after you teleport; +100% if it forms beforehand, and you must be free to move to use it but don’t have to go through at all (the GM may allow this version for 「次元跳躍者」 and 「[物質透過]]」, too).
■New Special Limitations
Anchored: You can only teleport to a specific site or item (e.g., a magical beacon). You can’t go anywhere else. This is incompatible with all special modifiers except Extra Carrying Capacity, Naked, No Strain, and Reliable. -50% if you teleport to a single site, but can switch this by physically visiting a new site for a minute; -60% if you teleport to a specific item that you can physically move from location to location, but that enemies could steal or place in danger; -80% for a single, fixed site.
Blind Only: You must teleport to a set of coordinates exactly as if using the Blind enhancement, even if you can see or visualize your destination.
Thus, you’re always at -5, and each +1 costs 2 FP. Blind Only is mutually exclusive with Blind. -50%.
Drift: You never arrive right on target.
You appear at a random location somewhere in a circle with a radius equal to 1% of the distance you teleported (minimum one yard); e.g., if you teleported 10 miles, you’d materialize somewhere in a 0.1-mile circle around your target. The better your IQ
roll, the closer you’ll be to your target, but it’s up to the GM exactly where you appear. On a critical failure, you’re likely to appear high in the air or underground. -15%.

Projection:
 You teleport your mind as a “ghost” while your body stays behind. See the Projection limitation under 「次元跳躍者」 (p. 58) for details.
Projection is incompatible with Extra Carrying Capacity, Naked, and Tunnel.

Special Portal:
 You need a particular sort of gateway to use your advantage.
The value depends on the rarity of the required portal (GM’s decision).
“Any reflective surface” is -20%; manmade “stargates” in every important star system are -40%; and a handful of ancient stone circles that only work a few nights of the year are -80%.
■Powering Up
ワープ移動」 best suits supernatural powers, particularly cosmic, magical, and psionic ones. Time- and space-warping powers of almost any source are also likely to include it.
才能 benefits the IQ roll to activate 「ワープ移動」, and is cumulative with the bonus from the Reliable enhancement.
It also adds to 身体感覚 (p. B181) rolls to reorient oneself after teleporting.

万能の天才」 「万能の天才」P89P

see p. B99
In its most basic form, 万能の天才 represents inspiration. This is often attributable to a god, a spirit (guardian angel, genius, or muse), or personal enlightenment (“harmony with the Tao”). Below are two other possibilities. Hidden Gifts: 万能の天才 could be a spontaneous manifestation of unrealized natural aptitude --or skills from a past life. Under stress, these gifts emerge in what’s usually a learning experience. Take Retention (+25%), 「非常時のみ」 (-30%), and Focused (-20%) in the area of aptitude.
A “natural spell-caster” with 魔法の素質 needs Focused, Magical, while someone who uses 前世の記憶 (p. B80) to recall past lives has Focused, Past Lives.

Telepresence:
  Someone with Digital Mind or the Machine 「共通性質」 might be able to ask a “remote operator” with useful skills to take control of his body for the duration of a task. He remains aware of what his body is doing, but he has no access to his operator’s knowledge. Add External (-20%), and use Focused (-20%) to limit skills to those known by the remote operator(s).

■Alternatives
万能の天才 enables inspired deeds.
直感 (p. 56) better represents inspired choices, while 祝福 (p. 43), 「託宣」 (p. 65), and 未来予知 (p. 68) are all more appropriate for inspired knowledge. For a completely different take on inspiration, consider 「選ばれし者」 (p. B60).
Those contemplating 万能の天才 should also look at 「モジュール式能力」 (p. 62). It, too, can grant access to a wide range of skills initially unknown to the user. It’s less spontaneous, but much more flexible.
■New Special Enhancement
Wild Ability: Only for those with powers. In addition to unknown skills, you can use abilities you don’t have.
Any such ability must be part of one of your powers, and can’t have modifiers other than those required by the power it belongs to (for instance, its power modifier). You get one “use” of the ability --which means exactly what it does for 「回数制限」 (p. B112). If the ability comes in dice or levels, you produce effects equal to one level or 30 points worth, whichever is better. +50%.

■New Special Limitation
External: Some remote party communicates the necessary skills to you.
Specify whether they use radio, telepathy, or something else (for ideas, see 「遠隔通信」, p. B91).
might be able to jam the signal, compromise the person at the other end, etc. -20%.

■Powering Up
万能の天才 is traditional for chi powers and appropriate for divine and spirit powers. It might even suit Telepathy power, if given External (and possibly Focused, but only if the source is one specific person --“people in general” is too broad to qualify).
Gods are likely to have many levels of 万能の天才 as part of a cosmic power.
才能 gives a bonus to the die roll to use any skill or ability granted by 「万能の天才」.

Powersでの修正の追加解釈

第4版Powersで追加された「ベーシックにある修正増強限定)」の新しい解釈。

修正(MODIFIERS) P99P

 The next step in ability building is to adjust the underlying advantage(s) to work in a way that fits your mental picture of the ability. Many 有利な特徴 offer user-defined choices, or multiple forms or levels --and sometimes that’s enough. Just as often, though, the only way to get things exactly right is to add modifiers. Modifiers fall into three categories:

1. Special modifiers. These are modifiers that appear in advantage descriptions. They adjust the details of how a particular advantage works, and might effectively convert it into new advantage. Choosing special modifiers is part of advantage selection. For hints and tips, see the relevant advantage entry and the notes in the previous section.

2. Power modifiers. These modifiers make an advantage part of a power, and only exist in campaigns with powers.
See Evaluating Power Modifiers (p. 20).

3. General modifiers. The enhancements and limitations given on pp. B101-117 are of broad applicability.
Choosing the right ones can be tricky; see the next few sections for advice.

 Remember that modifiers, regardless of type, can’t reduce cost by more than 80%. Treat a net modifier of -80% or worse as -80%.

目次

SELECTING MODIFIERS P99P

 Below are notes on ways to use the modifiers in the Basic Set to emulate effects from myth, novels, cinema, and comics. The most radical and
unorthodox reinterpretations are optional; their use in any campaign is up to the GM.

条件限定」 「条件限定」 P99P

see p. B110
If an ability only works in a situation that applies an easily calculated percentage of the time (e.g., “Only on a Sunday” is 14% of the time), find the limitation on this table:

“Only on supers” is worth -50% in settings where supers make up much less than 1% of the general population, as in most comics. In worlds
where a significant percentage of people have powers, use the table. This limitation doesn’t apply to Neutralize, Static, or any other advantage that only affects those who have powers in the first place.
 A common limitation on mentalinfluence abilities is “Only on those who share a language with me.” This is worth -10%, and valid only on abilities that already require the user to talk, such as those with Hearing- Based.
 Abilities that let the user defy gravity --「壁にはりつく」, 「空中歩行」, 「水上歩行」, etc. --often have “Only while moving.” If the user stops moving, he falls. This is worth -10% if he must take at least a step per second, -20% if he must travel at half Move, or -30% if he must use his full Move. It’s incompatible with All-Out (p. 110).
 Some supernatural abilities require ritual or worship by others to work. To evaluate “Only with assistants,” halve the basic point value that 「メンテナンスが必要」 (p. B143) gives for that number of people and write it as a percentage; e.g., 11-20 people is -25%.
 A limitation that prevents an attack from working on targets it couldn’t affect anyhow is meaningless, and worth no discount. For instance, “Not on machines” isn’t valid for a Fatigue Attack (machines lack FP), and “Only on psis” isn’t allowed on Neutralize (Psi).
 Finally, limitations such as “Only when using ability X” are forbidden if the limited ability has a 「連動」 to X.
Percentage
of Time the
Ability Works
Limitation
Value
1-6%-40%
7-18%-35%
19-31%-30%
32-43%-25%
44-56%-20%
57-68%-15%
69-81%-10%
82-93%-5%
94-100%-0%

正確」 「正確」P99P

see p. B102
 Any ability with the 「離れた地点に効果」 enhancement (p. B107) can have 「正確」. See Reliable (p. 109) for an enhancement that affects die rolls other than those for ranged attacks.
see p. B102
 「非実体に影響」 is common on the abilities of divine, magical, psi, and spirit powers. 有利な特徴 modified with it affect those using 「超感覚」, 「次元跳躍者」, or 「ワープ移動」 with the Projection modifier --not just targets using true 「非実体化」. The GM may permit the following variant:

非実体に影響」 (Selective):
You can choose to affect just insubstantial targets, just substantial targets, or all targets. (If you can only affect insubstantial targets, take the Insubstantial Only limitation; see p. 111.) +30%.

実体に影響」 「実体に影響」 P99P

see p. B102
 Those who possess 「超感覚」, 「次元跳躍者」, or 「ワープ移動」 with the Projection modifier, 「影の体」, or any similar ability that renders them effectively insubstantial can use this modifier to let 有利な特徴 that wouldn’t normally affect the physical world do so. As with 「非実体に影響」, a variant exists in some worlds:

実体に影響」 (Selective):
 You can choose to affect just substantial targets, just insubstantial targets, or all targets. +50%.

常時起動」 「常時起動」 P99P

see p. B110
For 「非実体化」 and 「知覚されにくい」, 「常時起動」 is worth -50%. The GM may permit this level of 「常時起動」 for other abilities. To qualify, the ability must be at least as crippling as 「非実体化」 (user can’t interact with the physical world) or 「知覚されにくい」 (user is deprived of a sense and can’t use stealth). A weaker version of 「常時起動」 makes sense for many abilities:

ほぼ常時起動」「ほぼ常時起動」:
 Any advantage that can be 「常時起動」 can instead be 「ほぼ常時起動」. The ability is on almost all the time --but the user can switch it off briefly by expending 1 FP per second.
If 「常時起動」 is no worse than -20%, 「ほぼ常時起動」 is worth half as much; if it’s a larger limitation, add a +10% enhancement to find the value of 「ほぼ常時起動」.

範囲に効果」 「範囲に効果」 P100P

see p. B102
 For 有利な特徴 that already affect an area, the area of effect sometimes depends on the advantage level. If so, the only way to increase the area is to buy a higher level of the trait --「範囲に効果」 is off limits.
 「範囲に効果」 makes it possible to affect groups of people with nonattack 有利な特徴 that normally affect just one target; e.g., 「治療できる」, 「精神支配」, and 「テレキネシス」. Several special rules apply to such abilities:

● If the advantage has a FP cost, multiply this by the radius in yards.
Paying this cost lets the user affect everyone in the area --he doesn’t pay FP separately for each subject. For instance, on a single subject, 「治療できる」 costs 1 FP per 2 HP healed; on everyone in an eight-yard radius, it costs 8 FP per 2 HP healed (which the GM may interpret as 4 FP per HP).

● If the advantage affects the target via a Quick Contest, the user must roll a separate Contest with each potential victim in the area.

● If the advantage specifies a penalty to affect each victim after the first, the user has a penalty equal to the total number of potential victims, less one, on his roll for each subject. For example, to use 「精神支配」 (「範囲に効果」) on four people at once, roll to affect each of them at -3.

● If the advantage has user-defined effects, these must be the same for all subjects. In the 「精神支配」 example above, the controller could tell all four victims, “Attack those men by the door!” He could not order, “John, save the girl. Paul, grab the treasure chest.
George and Ringo, attack the men by the door!” If the ability is ongoing, it takes a second (or the usual amount of time for the advantage, if longer) to specify different effects for a particular subject, during which time the others continue to experience the last effect specified.

徹甲除数」 「徹甲除数」 P100P

see pp. B102, B110
 The GM may allow this modifier --as an enhancement or a limitation --on attacks affected by specialized defenses other than DR. Adjust the defense’s level just as you would DR.
For example, an 「特殊効果」 with Vision- Based (which bypasses DR) could add 「徹甲除数」 (5) to reduce the effects of Protected Vision from +5 to +1.
When using this option with the 「徹甲除数」 limitation, treat targets that lack the specialized defense as if they had the lowest level of the defense. For instance, a radiation beam with little penetrating power might be a Toxic Attack with Radiation and 「徹甲除数」 (0.5).
Targets with 「放射線耐性」 would get double its divisor; those without 「放射線耐性」 would gain the benefits of 「放射線耐性」 2 (the lowest level).

オーラ」 「オーラ」 P100P

see p. B102
Creatures that bleed acid, flame, and so on when wounded have a Burning Attack or Corrosive Attack that combines 「オーラ」 (+80%) with 「常時起動」 (-20%), 「血液感染」 (-40%), and 「白兵攻撃」 (-30%), for a net -10%. 「常時起動」 is worth -20% because it’s inconvenient to fry your possessions whenever you’re cut.
血液感染」 works “in reverse” here; see 「血液感染」 (below) for details.
see p. B102
 Some sinister entities (e.g., demons) can “aim” 「特殊効果」s, 「精神支配」, and so on at their victim’s weaknesses. If the GM permits, an attack can have several instances of this enhancement, letting the user choose how his attack is resisted.
Each attribute --including the one that normally resists the attack --costs +20%. For instance, to target IQ, HT, or Will costs +60%. The attacker must choose the target attribute before he attacks.
 The GM may permit this modifier on 有利な特徴 that require the user to roll against his own DX, IQ, HT, Will, or Per, shifting the roll to another of these scores. This still costs +20%. He can take this enhancement twice to change his roll and his target’s roll, where logical.

血液感染」 「血液感染」 P100P

see pp. B102, B110
 When an attack that normally ignores DR (like 「吸奪」) depends on a natural weapon --such as 「」 or 「」 --penetrating the victim’s DR, apply the 「血液感染」 limitation. Don’t use 「追加発動」; that’s intended for attacks that can’t normally ignore DR.
 「血液感染」 is also a legitimate limitation for attacks that require the attacker to bleed on his victim. When 「血液感染」 works “in reverse” like this, the attacker must suffer at least 1 HP of injury from a cutting, impaling, or piercing attack, and then ensure that his blood reaches his target. This is automatic with 「オーラ」 but otherwise requires the usual attack roll. The GM may rule that such attacks simply don’t work underwater or in other environments where blood would be diluted or washed away. The target’s DR works normally. This variant is worth -40%.

爆撃」 「「爆撃」」 P100P

see p. B111
 「爆撃」 is a legitimate limitation for 「範囲に効果」 and 「円錐状」 attacks that conjure something that attacks everyone in the area instead of
truly “bombarding” it. The classic example is a swarm of biting pests. In this case, the “effective skill” of the attack is the skill of whatever the attack summons. Such attacks often have 「防御可能」 (p. 110).

円錐状」 「円錐状」 P100P

see p. B103
 The notes under 「範囲に効果」 (above) also apply to 「円錐状」. The only difference is that the user multiplies the FP cost of non-attack 有利な特徴 by the maximum width of the cone instead of a radius in yards.
 When combining 「円錐状」 with 「呪い」 --which has no Max statistic --assume that the cone spreads by one yard per yard of range. It attains its maximum width at a range equal to that width (e.g., at five yards, for a five-yard-wide cone), and has no effect on more distant targets. Work out the range modifier separately for each target within the cone, following the usual rules for 「呪い」.

接触感染」 「接触感染」 P101P

see pp. B103, B111
Attackers who must touch victims with their bare skin should take Touch-Based, not 「接触感染」; see 「感覚に依存」 (p. 105).

宇宙パワー」 「宇宙パワー」 P101P

see p. B103
The following new options are powerful, and not suitable for every campaign:

 No die roll required. Only for abilities that require a success roll. Your advantage works if you have any chance of success. Apply all the usual modifiers to your base skill. If your effective skill is 3 or more, you succeed --don’t bother to roll. The only way you can fail is if your effective skill falls below 3. You can add this enhancement to attacks, but not to abilities with effects based entirely on margin of success. This excludes such resisted abilities as 「精神支配」 and 「呪い」s. +100%.

 No active defense allowed.
Only for attacks that the target can dodge, block, or parry. Your target gets no active defense against your attack, no matter how fast or skilled he is. If your attack roll succeeds, you hit. The victim’s DR and other purely passive protection works normally, and this enhancement doesn’t prevent resistance rolls. +300%.

 「宇宙パワー」 options are cumulative.
For instance, an 特殊攻撃 that requires no roll to hit (+100%), allows no active defense (+300%), and ignores DR (+300%) is +700%. An Attack maneuver lets you immediately apply your damage roll to your target’s HP!

 No version of 「宇宙パワー」 bypasses the resistance roll against 「特殊効果」, 「精神支配」, 「呪い」s, and similar abilities. Despite its name, “irresistible attack” simply negates protection such as DR and 精神防壁 --it doesn’t deny the target his chance to resist.
 On a carrier attack, all forms of 「宇宙パワー」 raise the cost of 「追加発動」 on the follow-up attack.

宇宙パワー」 as a Power Modifier:
 At the +50% level, 「宇宙パワー」 is often a power modifier (see p. 26). On abilities with this modifier, reduce the total cost of all 「宇宙パワー」 options by +50%. In effect, the first +50% of 「宇宙パワー」 is built in.
When using Powers, Great and Small (p. 32), each tier has an enhancement cost, and pays a premium equal to that cost for a lingering attack, or five times that cost for an irresistible attack. “No die roll” and “no active defense” are at full cost, less the value of the tier enhancement.

宇宙パワー」 vs. 「宇宙パワー」:
 When 「宇宙パワー」 abilities conflict, handle it as if neither side had 「宇宙パワー」. For instance, DR with 「宇宙パワー」 subtracts from “irresistible” attacks with 「宇宙パワー」. The notquite- cosmic powers of Powers, Great and Small only count as 「宇宙パワー」 against lower tiers --and only top-tier powers count as 「宇宙パワー」 against wild abilities. Powers on the same tier interact as if neither were 「宇宙パワー」.

FP消費」 「FP消費」 P101P

see p. B111
Those adding 「FP消費」 to an 特殊攻撃 that has the 「手加減可能」 enhancement may, if the GM permits, specify that the FP cost is proportional to the dice of damage used. To find the size of the limitation:

1. Set the FP cost to use the ability at full effect.

2. Divide this maximum FP cost by the attack’s maximum dice of damage to find the FP cost per die.

3. Multiply cost per die by “average” damage dice --(1 + maximum dice)/2 --to find average FP cost.

4. Drop all fractions. The result is the number of levels of Cost Fatigue to take.

Example: Laser Lad has Burning Attack 10d with 「手加減可能」 and 「FP消費」. His FP cost at full effect is 20. His attack requires 20/10 = 2 FP per die. “Average” damage dice are (1 + 10)/2 = 5.5d, so average FP cost is 2 × 5.5 = 11 FP. He takes 「FP消費」 11, for -55%. When he attacks, he pays 2 FP for 1d, 4 FP for 2d, and so on, to a maximum of 20 FP for 10d.

 Use the same method to add a variable FP cost to non-attack abilities that come in levels; just substitute levels of effect for dice. Abilities other than attacks don’t need the 「手加減可能」 enhancement to use this option (see 「手加減可能」, p. 107).
 In campaigns with powers, the GM may require 「FP消費」 on all but completely passive abilities, forcing the heroes to think strategically rather than hurl their powers at every problem.
This is especially appropriate if powers are supposed to be mysterious.
It can also help balance powers against spells and cinematic martial arts skills.

周期的」 「周期的」 P101P

see p. B103
If the attack is contagious, those who come into contact with victims must roll against HT, per Contagion (p. B443). “Mildly contagious” (+20%) means the required contact is holding or being held by an infected victim for a full cycle, or contact with bodily fluids.
“Highly contagious” (+50%) means the effects spread at the slightest touch.

ダメージ修正」 「ダメージ修正」 P101P

see pp. B104, B111
Double Knockback:
 To make this meaningful for low-damage attacks, double the basic damage of the attack, for knockback purposes only, instead of doubling yards of knockback.

Fragmentation:
 The GM may permit options other than regular and hot fragments. Large Piercing Fragments, like the ball bearings hurled by modern antipersonnel mines, cost +15% per die. Impaling Fragments, like the flechettes scattered by some artillery shells, cost +20% per die. In all cases, use the usual fragmentation rules; damage type is all that changes.

Incendiary:
 Optionally, to represent superscience and magical attacks with fire-starting potential out of proportion to damage, add Incendiary to a Burning Attack. This moves the effective flammability class of anything damaged by the attack up a step; see Making Things Burn (p. B433).

Missing Damage Effect:
 If the GM agrees and the special effects support it, an attack may lack one of the normal “side effects” of its damage type.
The absence of an effect that damages the target’s HP, FP, or DR is worth -20% (like No Blunt Trauma); e.g., No DR Reduction, for a Corrosion Attack.
Most other limitations are worth -10% (like No Knockback); e.g., No Incendiary Effect, for a Burning Attack.

No Wounding:
 The GM may allow this on Burning and Corrosion Attacks. For a Burning Attack, roll damage normally but use it only to determine whether the attack sets a fire; see Making Things Burn (p. B433). In the case of a Corrosion Attack, the damage only serves to reduce the target’s DR.

Radiation:
 In settings that feature weird, mutation-inducing radiation, attacks with this modifier can bathe the target in these energies instead of causing regular radiation damage.
Effects are up to the GM.

Surge:
 Electronics that take over 1/3 HP from an attack with this enhancement must make a HT roll to avoid shorting out. Failure disables the target for seconds equal to the margin of failure; critical failure disables it until repaired (see Repairs, p. B484).

選択ルール「Optional Rule: Multiplicative Modifiers」 P102P

 Normally, enhancements and limitations are additive: add them together and apply the total modifier to advantage cost. For instance, +20% in enhancements and -50% in limitations come to -30%, so ability cost is 70% of advantage cost.
 Optionally, the GM may treat enhancements and limitations as multiplicative. Total the enhancements and apply them first. Then total the limitations (reducing any total over -80% to -80%) and apply them to the result. In the above example, +20% in enhancements would increase ability cost to 120% of advantage cost, and then -50% in limitations would reduce this to 60%.
 The GM decides which model to use. The results aren’t the same (although they’re close for small modifiers), so using both isn’t recommended.
The additive model is a good “default,” but the multiplicative model can be fairer in campaigns where huge enhancements (like 「宇宙パワー」, +300%) occur routinely.

遅発」 「遅発」P102P

see p. B105
 Supernatural attacks often use a variant of 「トリガー」ed 「遅発」 that goes off if the victim performs some forbidden act: attacks someone, speaks, etc.
This is worth the usual +50% if the triggering condition is fixed, +100% if the attacker can specify the details of the curse when he attacks. The traditional way to neutralize such attacks is with an exorcism, Remove Curse spell, or similar measure.

放射」 「放射」 P102P

see p. B112
The GM may allow 「放射」 in conjunction with Explosion (p. B104) instead of 「範囲に効果」. Use this combination to simulate antipersonnel grenades mounted on the hull of an armored vehicle . . . or the attack of an entity that flares like a phoenix without destroying itself.

非常時のみ」 「非常時のみ」 P102P

see p. B112
 An “emergency” is any event that causes severe mental, emotional, or physical stress. Most situations involving self-control rolls for 不利な特徴, Fright Checks, or HT rolls for major wounds qualify. The GM should also let a hero with a Code of Honor, 「義務感」, or 誓い that compels him to protect others use his ability to aid an innocent person who’s in immediate danger (being mugged, falling to his death, suffering a heart attack, etc.).

持続時間延長」 「持続時間延長」 P102P

see p. B105
 Duration occasionally depends on advantage level. If so, the only way to increase it is to buy a higher level of the advantage; 「持続時間延長」 isn’t allowed.
The +300% level of Permanent can be unbalancing on 「特殊効果」s with the Advantage enhancement. If the GM permits this combination, the best
way to keep things fair is to require the recipient to buy the granted advantage with unspent points if he wishes to keep it. Otherwise, the benefits vanish after the usual duration.

追加反動」 「追加反動」 P102P

see p. B112
This limitation is incompatible with Very 「速射」; see 「速射」 (p. 105).

追加発動」 「追加発動」 P102P

see p. B105
追加発動」 is only valid on attacks that can’t normally ignore DR. If an attack that normally ignores DR (e.g., 「吸奪」) only works if a natural weapon --「」, 「」, etc. --pierces DR, use the 「血液感染」 limitation (-40%) instead.

誘導/追尾」 「誘導/追尾」 P103P

see p. B105
 Cinematic missiles don’t crash on a miss . . . they turn around and make another pass. Add +10% to the enhancement per pass after the first; e.g., a Guided attack that gets three chances to hit is +70%. If the initial attack misses, reroll it a second later, using the same effective skill as on the first attempt. Roll again once per second until the attack hits or runs out of extra passes --or, if Guided, the attacker stops guiding it.
 For attacks with 「速射」 and either 「誘導/追尾」, make the attack roll as usual, but the roll is for the entire pack of missiles. Success means one missile hits, plus additional missiles equal to the margin of success, to a maximum of the attack’s RoF.

有効距離延長」 「有効距離延長」 P103P

see p. B106
 「有効距離延長」 isn’t allowed on 有利な特徴 whose range depends on advantage level. To increase the range of such traits, buy more levels of the advantage. When adding this enhancement to a trait that normally doesn’t work at a distance, 「離れた地点に効果」 (p. B107) is a prerequisite.

噴射」 「噴射」 P103P

see p. B106
 「噴射」s have limited range but enjoy many benefits reserved for melee attacks. They can use All-Out Attack (Double), Deceptive Attack, Feint, and Rapid Strike, and get +4 to hit with All-Out Attack (Determined). A jet is narrow --no thicker than a pole weapon --and must engage targets one at a time. For a “jet” that can sweep an area, take 「円錐状」. 「噴射」 is for force blades, flame jets, plasma swords, and so on that are longer than 「白兵攻撃」 (p. B112) allows.

回数制限」 「回数制限」 P103P

see p. B112
For the purpose of this limitation, treat any advantage that produces an instantaneous effect --e.g., 「治療できる」, 「次元跳躍者」, 「毒舌」, 「アイテム借用」, 「恐怖」, 「視覚化暗示」, or 「ワープ移動」 --like an attack.
Each “use” lets you roll once per 24 hours to use the advantage.
For information-gathering abilities such as Blessed, 「精神探査」, and 「サイコメトリー」, each question answered counts as one “use.”
回数制限」 isn’t allowed on social 有利な特徴有利な特徴 that must always be “on” to make sense (like Destiny, Digital Mind, and Unaging), or 有利な特徴 with built-in usage limits (notably Extra Life, 謎のアイテム, Luck, 「託宣」, 「都合のいい偶然」, and 「万能の天才」).

連動」 「連動」 P103P

see p. B106
連動」 is a key building block of custom abilities --without it, a tangler grenade that strikes its target for damage (Crushing Attack) and releases webbing that restrains and blinds the victim (「拘束」 and 「特殊効果」) would be impossible. Label each 「連動」 on the character sheet in a way that distinguishes it from other 「連動」s and makes all connections clear. No trait can have multiple 「連動」s, but a single 「連動」 can connect any number of 有利な特徴.
The GM wish to use these optional rules:

Asymmetric 「連動」s:
 A set of linked 有利な特徴 can mix the +10% and +20% versions of 「連動」. The 有利な特徴 with the +20% level work both as part of the 「連動」 and on their own.
Those with +10% level are only available when using all of the linked 有利な特徴 at once.

Discretionary 「連動」s:
 When a set of 有利な特徴 has 「連動」 at the +20% level, the user can specify that he’s using one, some, or all of them, in any combination.
For instance, if his 「特殊効果」, 「拘束」, and 特殊攻撃 had a +20% 「連動」, he could use just one of the three attacks, or any of three combinations of two, or all three at once.
see p. B106
 These enhancements make any ability less noticeable --they aren’t just for attacks. If the GM desires extra detail, he can charge +5% per
  • 2 to rolls to notice the ability, and treat -10 (+25%) as “undetectable.” These penalties apply to Sense rolls to spot most abilities, or
to supernatural attempts to trace those that are magical, psionic, etc.
If the ability is obvious and traceable, buy the enhancement twice to foil both forms of detection.

呪い」 「呪い」 P103P

see p. B106
A 「呪い」 affects substantial and insubstantial targets equally, whether the user is substantial or insubstantial. This makes 「呪い
especially suitable for divine, magical, psi, and spirit abilities. In some settings, it might only be available for abilities with supernatural power modifiers.

白兵攻撃」 「白兵攻撃」P103P

see p. B112 「白兵攻撃」参照。

移動可能」 「移動可能」 P104P

see p. B107
 This enhancement is legal for any ability with an enduring area effect, even if it lacks one or both of 「範囲に効果」 and 「持続」; e.g., 「知覚されにくい」 with the 「離れた地点に効果」 enhancement.

迷惑」 「迷惑」 P104P

see p. B112
 Harsher-than-usual consequences under the optional rules in Chapter 4 can be 「迷惑」s. Examples include being unable to affect a given subject for 24 hours after a failure when using Repeated Attempts (p. 159), or having to check for crippling after any failure when using Crippled Abilities (p. 156). Each such drawback is worth -5%.
 An ability that prevents the use of certain skills while active can claim -5% if the GM feels the skills it disrupts would be especially useful with that ability. For instance, a rocketpowered robot that can’t use 忍び while flying could claim -5% on 「飛行」.
 Those whose abilities severely inconvenience them may use this variant:

Backlash:
 You suffer noxious effects when you use your ability.
Choose these from among Attribute Penalty, Incapacitation, Irritant, and Stunning, as defined for 「特殊効果」 (p. B35). If you succumb for a minute (a second, for Stunning), and can roll against HT once per minute (second) after that to recover, apply a limitation equal in size to the equivalent enhancements. If you get a HT roll to resist, and the effects last for minutes (seconds) equal to your margin of failure, halve this. For instance, Nauseated is worth +30% on 「特殊効果」, so nausea is worth -30% if automatic or -15% if resistible.

遅効」 「遅効」 P104P

see p. B113
The Exposure Time variant is legal --and appropriate --for 有利な特徴 that work like 「呪い」s (e.g., 「精神支配」). It represents a compulsion that slowly creeps over the victim as he views or speaks with his influencer.
This is worthless in combat but subtle enough to escape notice in social situations. Limitation value is unchanged.

曲射」 「曲射」 P104P

see p. B107
 The target of an 「曲射」 attack defends at -2 the first time he’s attacked; after that, assume he’s on the lookout (see Attack from Above, p. B402). Defenses against attacks that swoop around the target and strike from behind are also at -2 (see “Runaround” Attacks, p. B391). The GM may allow a special variant:

Surprise Attack:
 Your attack originates behind the target. Victims with 360º Vision or 「広視界」 defend normally, while those with 危険感知 may defend at -2 on a successful Perception roll. Otherwise, no active defense is possible. This is most suitable for attacks that teleport or emerge from extradimensional portals behind the target. +150%.

盟約」 「盟約」 P104P

see p. B113
 A hero can have a 「盟約」 with the GM, if the GM agrees. The GM should only allow this if both the 「盟約」 and the modified ability support a genre convention, like “kung fu movie realism.” For instance, the player of a superheroic karate master might make a deal with the GM: if he fights his foes hand-to-hand, bullets mostly won’t hurt him. He takes a -10-point 誓い (“Never use a gun.”) and buys DR with Limited, Bullets, -60% and 「盟約」, -10%.
If he uses a gun, he gives up his DR for the rest of the fight.
 The GM may also give limitations for 不利な特徴 other than selfimposed mental 不利な特徴:

Required Disadvantage:
 You have a 不利な特徴 such as Increased Consumption or Sleepy. If you fail to meet its requirements, you lose your ability in addition to the usual effects of missing meals, sleep, etc.
Alternatively, you must indulge an 中毒 to keep your ability. In either case, if you lose your ability, the only way to restore it is to satisfy the needs of your 不利な特徴 and recover fully from any ill effects it caused you during the period where you didn’t: FP or HP loss, attribute penalties, afflictions, etc. Price this limitation exactly as you would 「盟約」.
Abilities with power modifiers that include 「盟約」 or Required Disadvantage can’t take a separate limitation for these; see Required 不利な特徴 (p. 21).

持続」 「持続」 P104P

see p. B107
An advantage doesn’t need 「範囲に効果」 as a prerequisite for 「持続」 if it affects an area innately. Any 「持続」 ability can be “on” in several different areas simultaneously as the result of successive attacks, unless the underlying trait forbids this. Multiple uses in the same area never “stack,” however.

Ranged 「離れた地点に効果」 P105P

see p. B107
 Abilities that are normally “touch only” or “zero range” --「制御」, 「作成」, 「治療できる」, 「幻影」, 「吸奪」, 「マナ除去」, 「マナ増幅」, Neutralize, 「憑依」, Static, etc. --often work at a distance in fiction. The GM may also permit 「離れた地点に効果」 on information-gathering abilities (such as 「精神探査」, 未来予知, and 「サイコメトリー」), allowing them to “read” distant subjects.
離れた地点に効果」 doesn’t prevent an advantage from working the usual way (in an area around the user or by touch, as appropriate) when the wielder wishes. For other rules on using 「離れた地点に効果」 with specific 有利な特徴, see the advantage text and the notes in this chapter. Where 「離れた地点に効果」 appears as a special enhancement, as it does for 「知覚されにくい」, use that version of 「離れた地点に効果」 and not the general one.
 When creating abilities based on 有利な特徴 that normally have no range, 「離れた地点に効果」 is a prerequisite for all modifiers that affect rangedattack statistics (Range, Acc, RoF, Shots, and Rcl).

速射」 「速射」 P105P

see p. B108
 「速射」 assumes the attack delivers its RoF over the course of a full second, but some TL8 + projectile weapons fire their full RoF in a tiny fraction of a second. They shoot so rapidly that recoil isn’t felt until after the entire burst is in the air. The resulting stream of projectiles is a lot like a beam. The following option simulates this:

Very 「速射」:
 You fire your full RoF almost instantly. Follow the rules under 「速射」 (p. B373), except that you get two extra hits per point by which you make your attack roll. When using rapid fire against close stationary targets (see p. B408), any success means you hit with all shots. You can’t attack multiple targets or an area with spraying fire or suppression fire, however --you can only ever attack one target. This costs +10% over and above the cost of 「速射」, and is incompatible with 「追加反動」.

疲労減少」 「疲労減少」 P105P

see p. B108
 In situations where the rules multiply the FP cost to use an ability, this enhancement subtracts 1 FP per level from the cost after multiplying. For example, when using 「治療できる」 with 「範囲に効果」 and 「疲労減少」, multiply FP cost by radius and then reduce it.

射程減少」 「射程減少」 P105P

see p. B115
When adding this limitation to a trait that normally doesn’t work at a distance, 「離れた地点に効果」 (p. B107) is a prerequisite.

Resistible 「抵抗可能」 P105P

see p. B115
A supernatural disease or magical poison (like an alchemical elixir) might allow a Will-based resistance roll. An ultra-tech threat might be engineered to require a ST, DX, or IQ roll. Represent either by adding 「抵抗可能」 and specifying an attribute besides HT; e.g., “「抵抗可能」, Will-3, -15%.” Don’t use 「(別の能力値)基準」. The GM is the final judge of what combinations are allowed.

範囲内選択」 「範囲内選択」 P105P

see p. B108
 Abilities without 「範囲に効果」 or 「円錐状」 can have “Selective Effect” for +20% if they have the potential to affect an area or multiple targets actively. The GM should work out the details, using the following examples for inspiration:

●Attacks with 「速射」.
 An attack with Selective Effect and 「速射」 can hose down an area that contains both friend and foe without risking a “friendly fire” incident. The GM might even permit Selective Effect on attacks with RoF 1. This would prevent shots that miss or overpenetrate from hitting allies in the line of fire. Either option is suitable for the “smart bullets” seen in pulp sci-fi.

●「伸縮自在の皮膚」, 「透明」, and 「形態変更」 with the 「幻惑的」 limitation.
This keeps the user from being misidentified or overlooked by his allies . . . and lets him make his enemies look like madmen (“What man? You’re talking to a dog!”).

●「幻影」.
Another way to make people look crazy!

●「遠隔通信」.
This lets the user choose who can receive --or make sense of --a broadcast (e.g., by 「電波」, or 「[転送]]」 with the Broadcast enhancement). This combination is useful for simulating secure tactical communicators.

●「恐怖」. This is appropriate for dragons, deities, and other powerful entities that can demoralize their foes without frightening off their allies.

 Neither regular 「範囲内選択」 nor Selective Effect is compatible with 「常時起動」 (which is only a limitation if you can’t choose who is affected), or with 有利な特徴 that offer the Discriminatory special enhancement.

増強選択」 「増強選択」 P105P

see p. B108
 Abilities with 「増強選択」 can have mutually incompatible enhancements, if the GM permits. For instance, a spirit might buy 「視覚化暗示」 with 「増強選択」 plus both Blessing and Cursing in order to curse or bless, while a super might take a Burning Attack with 「円錐状」, 「噴射」, and 「増強選択」 so he can “dial down” his broad cone to a precise jet in close quarters. The user pays full price for all of his enhancements, but he must choose just one of them when he uses his ability; incompatible enhancements can’t be active at the same time.

感覚に依存」 「感覚に依存」 P105P

see pp. B109, B115
It’s permissible to “reverse” Sense- Based to create an ability that works through the user’s senses. To affect his target, he must see it with his unaided eyes (Vision-Based), hear it with his own ears (Hearing-Based), touch it with his bare hand (Touch-Based), and so on. If he can’t --or if he’s deprived of his sense (e.g., by a blindfold for Vision-Based or heavy gloves for Touch-Based), or using a technological or paranormal intermediary --his ability doesn’t work. This variation is only allowed as a limitation on an advantage that’s normally unaffected by DR, and gives its usual discount.

Example: A robot that analyzes minerals by detecting minute quantities of airborne dust has 探知 (Minerals; Smell-Based, -20%), and can’t use its ability in a vacuum or from within a sealed suit.

副次効果」 「副次効果」 P106P

see p. B109
An 特殊攻撃 with 「副次効果」 can have 「(別の能力値)基準」 to shift the resistance roll from HT to another attribute. Use this score instead of HT in the duration formulas, too. This is especially suitable for a supernatural attack that produces a curse-like effect that’s tied to wound severity but more logically resisted by Will than HT.

準備時間増加」 「準備時間増加」 P106P

see p. B115
準備時間増加」 means the ability is constantly available but demands a long “ready time” immediately prior to use, making it unavailable in “quick response” situations. It isn’t the same as 「用意必須」, which allows the wielder to prepare in advance, giving him a single use with which to respond instantly. To keep the two balanced, the GM may restrict heroes to two levels of 「準備時間増加」, which is equal in value to the lowest level of 「用意必須」.
 When 「準備時間増加」 results in more than one second of Ready to use an ability, it is possible to interrupt the user, just as if he were concentrating (see p. B366).

要再充電」 「要再充電」 P106P

see p. B115
This limitation is suitable for energy attacks that fire from an “accumulator” charged by a power plant or the user’s body. If the attack has 「速射」, it gets shots equal to its RoF before it needs to recharge. Once all shots are fired, the attack is unavailable until one full recharge period passes; then shots equal to RoF are available again. Shots don’t trickle back gradually during the recharge period.
see p. B115
 Those who wield evil powers, psi abilities that drive them mad, and so on often suffer a mental breakdown the instant they activate their gifts. To simulate this, select a mental 不利な特徴 that requires a self-control roll (e.g., 「バーサーク」 or 「火が好き」), specify a self-control number of “N/A,” and price 「一時的不利な特徴」 as if the 不利な特徴 were worth 2.5 times its listed cost (drop fractions). Using the ability always causes the effects specified for a failed self-control roll.

Example: El Tigre immediately goes berserk when he uses 「変身」 (Tiger). 「バーサーク」 is worth -10 points, so it’s worth -25 points if irresistible.
El Tigre has a -25% limitation, and must savagely attack anyone nearby when he uses his ability!

 An “always on” advantage can have 「一時的不利な特徴」. Instead of affecting the entire character, the 不利な特徴 has the potential to shut down the advantage. See Cybernetics (p. B46) and Cyberpunk Abilities (p. 116) for more information. In this case, “temporary” means the 不利な特徴 is irrelevant after it causes the advantage to fail.

トリガー」 「トリガー」 P106P

see p. B115
 Injury is an entirely valid 「トリガー」.
Since a desperate hero can nearly always find a way to wound himself, this 「トリガー」 is Very Common . . . and since injury is by definition dangerous, the limitation is worth -15%. This isn’t the same as 「血液感染」 (p. 100) “in reverse.” The user needn’t bleed on his victim or suffer a particular form of injury; even 1 HP of blunt trauma will do.

制御できない」 「制御できない」 P106P

see p. B116
 Situations that involve self-control rolls for 不利な特徴, Fright Checks, or HT rolls for major wounds qualify as “stressful”; see 「非常時のみ」 (p. 102). 不利な特徴 that don’t allow self-control rolls can also trigger this limitation. For instance, a hero with 平和愛好 might lose control if forced to commit violence.
 Anyone who takes 「制御できない」 must specify the “intelligence” that commandeers his ability: his subconscious or something else. His subconscious uses his scores for all rolls, and its first priority is always to deal with the cause of the stress. For example, if a super were to lose control of her Death Ray due to a major wound, her ability would go after whoever caused the injury first --even a foe she must capture unharmed, or a friend with bad aim --and use her 特殊攻撃 skill to hit.
 If the ability originates from a demon, implanted AI, or other intelligence the user can’t fully control, it has its own scores and agenda (determined by the GM, exactly as for an Enemy). It acts purposefully and perhaps subtly; it could let the user remain “in control” but pervert his intent. For instance, 「精神支配」 might work as desired but send victims additional suggestions, unknown to the user.
 The GM may allow the following variant:

制御できない」 「トリガー」:
 Your ability manifests uncontrollably in the presence of an item, not stress. Use the rarities given for 「苦手」 (p. B161).
This isn’t a meaningful limitation if the item is “Rare.” It’s worth -5% if “Occasional,” -10% if “Common,” or -15% if “Very Common.” Triple this for destructive abilities. Unconscious Only is a frequent addition.

水中」 (Underwater) P107P

 GMは、水生ヒーローが攻撃以外の能力、たとえば「走査感覚」や「遠隔通信」など、通常は水中では機能しない( またはよりよく働く)能力に「水中」を追加することを許可する場合があります。 攻撃と同様に、水中でも1/10の射程で機能します。 これは電波にとっては非現実的ですが、コミックの超常能力者はそのような詳細を無視することがよくあります。

see p. B109
 The GM may permit aquatic heroes to add 「水中」 to abilities other than attacks --e.g., 「走査感覚」 and 「遠隔通信」 --that don’t normally work (or work well) underwater. Like attacks, they function at 1/10 range underwater. This is unrealistic for radio waves, but comicbook supers often ignore such details.

信頼できない」 「信頼できない」 P107P

see p. B116
The GM may allow natural attacks to have a “Malf.” statistic similar to that used for gadgets and built-in firearms. This is especially suitable for abilities that originate from experimental drugs or surgery --or cinematic genetic engineering or mutation. On an attack roll equal or greater than Malf., roll 3d:

3-4 --The ability fails to go off and is crippled. See Duration of Crippling Injuries (p. B422) to determine recovery time. In some worlds, a 生物工学医師, or 手術 roll can hasten recovery.

5-8 --The ability fails to go off and is temporarily unavailable. After three seconds, make a HT roll.
Success means the ability comes back online. Otherwise, wait three more seconds and roll again.
Critical failure on any of these HT rolls means the ability is crippled as in 3.

9-11 --The attack fires a single shot and then fails as described for 5.

12-14 --As 5.

15-18 --As 3, but the attack also strains the user. He suffers 1d-3 (minimum 1) each of fatigue and injury. DR doesn’t protect.

訓練できない」 「訓練できない」 P107P

see p. B116
 Abilities with 「訓練できない」 gain no benefit from Talent. This is in addition to the limitation’s other effects.
Abilities that require a roll to use can take this special version:

Hard to Use:
 You have a penalty on all rolls to use your ability, and 才能 doesn’t help. Each level of Hard to Use gives -3. This is incompatible with Reliable (p. 109) and forbidden on ranged attacks (but see Inaccurate, p. B112). -5% per -3, to a limit of -12.

手加減可能」 「手加減可能」 P107P

see p. B109
 「手加減可能」 is strictly for attacks, which otherwise work at full power at all times. Non-attack abilities don’t need it --their range, area, level of effect, and so on are variable automatically.

Power-up. Wildcard skills

At the high end, consider that the broadest Talents cost 15 points per +1 to arbitrarily many skills. There’s no strict upper limit to skill count, but as Power-Ups 3 warns, a Talent that benefits more than 17 skills may be too broad. Scaling this bound to the 12 cp/レベル at which wildcards plateau gives a soft cap of around 14 skills.

The upshot of all this is a useful generality:

The rough target range for wildcard breadth is 12 to 14 standard skills.

There are many possible exceptions to this guideline, though. A general exploration of these follows -- and Interesting Cases (pp. 15-20) discusses some special categories. The GM who prefers to fly by the seat of his pants is invited to ignore all that . . . if the goal of using wildcards is to simplify character design and accelerate game play, a good start is to avoid bean-counting!

Skill Difficulty

The above analysis assumes that wildcards include mostly Average skills. This isn’t always true. At the one-point level:

Easy skills are at attribute+0. A wildcard at attribute+0 costs 24 points. Thus, it takes 24 Easy skills to be competitive, making each equivalent to 12/24 or half of an Average skill.

Hard skills are at attribute-2. A wildcard at attribute-2 costs 6 points. Thus, it takes six Hard skills to be competitive, making each equivalent to 12/6 or two Average skills.

Very Hard skills are at attribute-3. A wildcard at attribute-3 costs 3 points. Thus, it takes three Very Hard skills to be competitive, making each equivalent to 12/3 or four Average skills.

Consequently, if the GM wants to do detailed math to keep wildcards competitive, it wouldn’t be completely illogical to count Easy skills as half a skill apiece, Average skills as one, Hard skills as two, and Very Hard skills as four, and then add up these numbers when aiming for 12 to 14 skills.

Conditional Skill Count

Conditional skills aren’t as valuable as general ones. As has been explained already, they’re effectively optional specialties, which are a step easier (see pp. B169-170). Use Skill Difficulty (above) and treat them as a step less difficult when trying to hit the target; e.g., general 軽業 is Hard and counts as two skills, but 軽業 only useful in a swordfight is Average and counts as just one. It’s simplest not to count conditional Easy skills at all, but the GM can call them 1/4 of a skill apiece if the math seems important.

Skill Overlap

Wildcards that include many ways to do the same thing, or sets of skills that could be bought cheaply via defaults, aren’t as good a deal as ones that offer a selection of largely independent skills. It’s fairest to give such wildcards more breadth to compensate.

The most common case is the wildcard that includes a “master skill” and several skills that default to it. 商人 is a classic example, with six skills that default to it -- at IQ+4 and above, it’s cheaper to raise 商人 and improve these other skills from default than to pay for attribute+4 in a wildcard that includes them all! Many clusters of 白兵武器 skills have this property, too; Shortsword is the target of six defaults as well. In such cases, count the master skill at face value and the rest as Easy; e.g., 管理商人, and プロパガンダ (all IQ/A), and 会計経済学財政, and 市場分析 (all IQ/H), would count as one Average skill (商人) and six Easy ones, equivalent to four Average skills instead of 11.

In a larger-than-life campaign, dramatic overlap or the desire to get on with the game can produce similar redundancy. For instance, the choice of which scientific skill a pulp scientist “should” use is largely academic -- indeed, the GM might be foggy on when to use 化学 and when to use 物理学 -- while 暗号学 challenges tend to blend into コンピュータ・ハッキング tasks for cinematic hackers. If the GM plans to run the game that way, he’s free to treat any set of skills as if they defaulted among themselves. Count the hardest skill at face value and the rest as Easy; e.g., one Average, 10 Hard, and two Very Hard sciences would count as one Very Hard skill and 12 Easy ones, equivalent to 10 Average skills instead of 29.

Skills that require specialization -- such as 運転電子機器操作エンジニア, Guns, and 操縦 -- are a special case. Talents treat any number of specialties of such a skill as one skill. To be competitive with Talents, it’s a good idea for wildcards to do the same. Count a skill once, at its usual difficulty, no matter how many of its specialties the wildcard includes.

Here, too, unrelated skills can end up in the same situation as related ones. Notably, there’s no default between Boxing, 格闘, and Karate -- or Judo, 相撲, and レスリング -- yet within each of these sets, the overlap is so great that there’s little added value to knowing more than one of the skills. Treat these as effective specialties of the same skill, using the difficulty of the hardest skill in the cluster; e.g., Karate (DX/H) is equivalent to two Average skills, but a wildcard that includes it could count as Boxing and/or 格闘 as well, if the GM felt that was warranted.

Counting テクニック

テクニック default to master skills that the wildcard (presumably!) covers, so they’re always subject to a version of Skill Overlap (p. 9). Therefore, if the GM considers skill counts vital for balancing wildcards, it’s only fair to treat each technique as an Easy skill. For instance, adding Karate (DX/H) and six techniques to a wildcard skill is equivalent to including five Average skills.

Given that techniques can be improved for a mere point per level, some gamers view them as “Very Easy” skills. Thus, it might seem fairer to count each as just 1/4 of a skill, like a conditional Easy skill (Conditional Skill Count, p. 9). However, as techniques work at full wildcard 技能レベル even when they have extreme default penalties such as skill-10, it’s more balanced not to do this.

コラムContrasting Multi-Skill Traits P3W10P

対照的なマルチスキル特性

標準スキルのグループをリンクする特性はワイルドカードスキルだけではありません。 それらを許可することを考えているGMは、それらが他の可能性とどのように異なるかについて熟知する必要があります。

Wildcard skills aren’t the only traits that link groups of standard skills. The GM contemplating allowing them needs to be familiar with how they differ from the other possibilities.

Wildcard Skills vs. Talents

ワイルドカードスキルとタレント

タレント(pp。B89-91)とワイルドカードスキルは、単一の特性を使用して複数のスキルを一度に向上させるという目標を共有しています。ただし、タレントは客観的に関連するスキルに対するもっともらしい生まれつきの適性であることを意図していますが、ワイルドカードは学習されており、リアリズムに過度に関与することはありません。それは劇的な能力とスキルの相互関係に関するものです。

Talents (pp. B89-91) and wildcard skills share the goal of using a single trait to improve several skills at once. However, a Talent is meant to be a plausible inborn aptitude for objectively related skills, whereas a wildcard is learned and doesn’t concern itself unduly with realism -- it’s about dramatic ability and skill interrelationships.


これら2つのメカニズムは、代替手段として意図されています。ワイルドカードとタレントが同じスキルをカバーするために存在し、GMがキャラクターに両方を持たせることを許可している場合、タレントはワイルドカードでカバーされたスキルまたはデフォルトのスキルを向上させません。明らかに、これは、タレントにワイルドカードを含めるべきではないことを意味します。ワイルドカードは、せいぜい不要で、最悪の場合は不均衡です。 GMは、特定のスキルグループに対して、または一般的なキャンペーンで、どちらか一方のみを提供する場合があります。
These two mechanics are intended as alternatives. If a wildcard and a Talent exist to cover the same skills, and the GM permits a character to have both, the Talent doesn’t improve skills covered by or defaulted to the wildcard. Obviously, this means Talents shouldn’t include wildcards -- that would be superfluous at best, unbalanced at worst. The GM might want to offer only one or the other for specific groups of skills, or in the campaign in general.


Wildcard Skills vs. 専門技能s

ワイルドカードスキルとエキスパートスキル

エキスパートスキル(pp。B193-194)とワイルドカードスキルはどちらも、置換可能なスキルのリストを指定します。ただし、エキスパートスキルは狭いテーマに関する事実上の質問にのみ答えることができますが、ワイルドカードは幅広い「ハイコンセプト」に関連するすべてのタスク(実用的なタスクを含む)を有効にします(ただし、いくつかの条件が適用されます)。同様に、エキスパートスキルはテクニックの使用を許可しませんが、ワイルドカードは許可します。また、エキスパートスキルには追加の特典はありません(以下)。これが、エキスパートスキルが非常に安価な理由です。たとえば、4ポイントのIQ + 0と24ポイントのattribute + 0を比較します。

専門技能s (pp. B193-194) and wildcard skills both specify lists of skills they can replace. However, an 専門技能 can only answer factual questions about a narrow theme, whereas a wildcard enables all tasks -- including practical ones -- relevant to a broad “high concept” (though a few conditions might apply). As well, an 専門技能 never allows technique use, while a wildcard does. And an 専門技能 doesn’t get Additional Benefits (below). This is why 専門技能s are so much cheaper; compare, say, IQ+0 for 4 points to attribute+0 for 24 points.

スキルのこれら2つのカテゴリは、厳密な代替ではありません。原則として、誰かが両方を持つことができます。実際には、ワイルドカードには自動的に重複するエキスパートスキルが含まれ、それらの代わりになります。そのため、ワイルドカードスキルを持つキャラクターは、デフォルトを超えて上げた場合のみ、エキスパートスキルをリストします(ワイルドカードからの標準スキルの改善、5-6ページ)事実に関する質問に答えるのが上手になります。そして明白なことを述べると:エキスパートスキルはワイルドカードに代わることができません!

These two categories of skills aren’t strictly alternatives. In principle, someone could have both. In practice, a wildcard automatically includes and stands in for any overlapping 専門技能, so a character with the wildcard skill would only list the 専門技能 separately if he had raised it past default (Improving Standard Skills From Wildcards, pp. 5-6) to be better at answering factual questions. And to state the obvious: 専門技能s cannot stand in for wildcards!

ADDITIONAL BENEFITS P3W10P


Wildcard skills are simple, cinematic, and fun, but not without their problems. The big one is that -- point-for-point -- heroes built with them end up with lower 技能レベル than those who focus on a few of the standard skills they include. For instance, the 36 points needed to purchase Sword! (p. 36) at attribute+1 is nine times the 4 points for a DX/Average sword skill at DX+1. With 36 points, a character could have that ordinary sword skill at DX+9, enjoy an eight-skill-level edge in a fight, and boast several other weapon skills at respectable defaults (e.g., Shortsword at DX+9 gives Broadsword at DX+7; 十手・サイ, Knife, and Tonfa at DX+6; and Saber and Smallsword at DX+5).

As well, while it’s best to view wildcards in terms of relative 技能レベル and not give them strict controlling attributes (see Controlling Attribute, p. 5), it often makes sense for wildcards to spotlight skills controlled by just one of DX, IQ, HT, Will, or Per. This, too, is unattractive: DX without its BS component costs 15 cp/レベル, IQ sans Will and Per costs 10 cp/レベル, Will and Per cost 5 cp/レベル apiece, and selling off FP and BS can give HT for a mere 2 cp/レベル, all of which makes paying 3, 6, or 12 points to improve a wildcard based on one of these scores a rotten deal. Though DX might look like an exception, that’s only true for a character without other DX-based skills. Even with a 不利な特徴 limit to prevent players selling back piles of secondary characteristics, it’s difficult to see what wildcards offer. And regardless, when heroes can have several wildcards, full DX and IQ are a better deal -- why raise two DX- or IQ-dependent wildcards past attribute-1 level, for 24 points total, when fullon DX or IQ costs a mere 20 points?

This is why it’s important to design wildcards that offer more than one-dimensional competence, and that spread their skills across multiple attributes. Even then, however, gamers (particularly “power-gamers”) will gravitate toward whatever gives the highest levels in key abilities -- usually DX, IQ, and combat skills -- for the fewest points. For wildcards to stay in the running, they need some extra oomph.

What follows are ways to make wildcards more competitive by empowering them to bend, even break the rules. They’re completely optional; the GM decides which ones to use. “Everything except what the GM explicitly forbids” is recommended. All of these suggestions together aren’t half as troublesome as standard skills cranked up to extreme levels like attribute+9!

WILDCARD FAMILIARITY

ワイルドカードの家族性

ワイルドカードスキルの目標は、フィールド内の知識の細かな細分化について心配する必要をなくすことです。ワイルドカードユーザーを使い慣れたもの(p。B169)から除外することは、この目的と一致します。そうすることは、ワイルドカードを持つヒーローが、含まれる標準スキルに関連するすべての装備、性格、手順、状況などを完全に熟知していることを意味し、純粋にノベルティ、不明瞭、または不慣れに起因するペナルティを受けないことを意味します。リストには以下が含まれますが、これらに限定されません

●文化に不慣れな場合は-3(p。B23)。ワイルドカードは、含まれるすべてのスキルで文化的適応性(p。B46)の利点を付与します。

●装甲、砲兵、ボート、弓、コンピューター操作、運転、電子操作、電子修理、前方監視、砲手、銃、液体プロジェクター、メカニックで説明したものなど、ギアの異なるモデル(p。B169)に対するすべてのペナルティー。写真、操縦、スキューバ、船の取り扱い、潜水艦。

●なじみのない媒体の場合はアーティストへの-2(p。B179)、なじみのないダンスの場合は-5からダンス(p。B187)、なじみのない武器の場合は-4へのステージコンバット(p。B222)、 p。B228)なじみのない主題、および芸術的経験に対する同様のすべての罰則。

●生理学修飾子(p。B181)、馴染みのない作物の場合は-2〜-4、園芸(p。B197)、馴染みのない動物の場合は-2〜獣医(p。B228)、および種。

●プログラムやプログラミング言語を含む、なじみのないソフトウェアに対するコンピューターハッキング、コンピューター操作、コンピュータープログラミング(すべてp。B184)に対する罰則。

●コンピューターハッキング(p。B184)および電子機器操作(p。B189)が時代遅れの知識を評価する-1〜-10(「長期にわたって現場から離れている」)、および時事問題と同様の1日あたり-1 (p。B186)ニュースメディアから離れる時間を課す。

●ガーデニングに対する-2〜-4(p。B197)、商人への-2〜-4(p。B209)、ナビゲーション(p。B211)での-1〜-10、見込み客に対する-1以下のような、新しい地域のペナルティ(p。B216)、および-3から裏社会(p。B223)。ただし、時間または場所の知識がスキルのポイントである場合(エリア知識の場合と同様)、地理的および時間的範囲(p。B176)の修飾子は、他のボーナス(pp。13-15)によって相殺される場合を除き適用されます。

●なじみのない乗組員の場合は操船(p。B220)、なじみのない動物の場合は御者(p。B225)、および関連する特定の存在を知らない他のスキル。

●トライデント、qian kun ri yue dao、およびGURPS Martial Artsの3部構成のスタッフなど、「エキゾチック」な武器に対するペナルティ、および近接武器を初めて使用または直面したときに本が評価するペナルティ。これにより、エキゾチックな武器トレーニングの特典が不要になります。

これらの免除は累積的であり、ペナルティの消去に制限はありません。たとえば、外国の文化(-3)から新しい劇団(-2)の新しいダンス(-5)にダンスを使用する場合、ワイルドカードにより、ダンサーは-10全体を無視できます。同様に、医師として機能するワイルドカードは、なじみのない医療機器では-2、外国人の生理学では-6を同時に消去できます。

警告:そのような罰則はしばしば見落とされます! GMは、この利点を有効にするために、ワイルドカードを使用していないキャラクターにそれらを適用することを忘れないでください。
A goal of wildcard skills is to remove the need to worry about finicky subdivisions of knowledge within a field. It would be consistent with this aim to exempt wildcard-users from Familiarity (p. B169) -- which epitomizes, even glorifies such complications -- and all similar rules. Doing so means that heroes with wildcards are fully acquainted with all of the equipment, personalities, procedures, situations, and so on relevant to the included standard skills, and never suffer any penalty attributed purely to novelty, obscurity, or unfamiliarity. The list includes but isn’t limited to:

●The -3 for unfamiliarity with a culture (p. B23). Wildcards confer the benefits of Cultural Adaptability (p. B46) with all included skills.

●All penalties for different models of gear (p. B169), such as those described under 武具屋間接射撃ボート, Bow, コンピュータ操作運転電子機器操作電子機器修理前方観測砲手, Guns, 液体射出器メカニック写真撮影操縦装備潜水操船, and 潜水艦.

●The -2 to 美術 (p. B179) for an unfamiliar medium, -5 to 踊り (p. B187) for an unfamiliar dance, -4 to 殺陣 (p. B222) for an unfamiliar weapon, -5 to 記録 (p. B228) for an unfamiliar subject, and all similar penalties for artistic experience.

生理学修正 (p. B181), the -2 to -4 to 造園 (p. B197) for unfamiliar crops, the -2 to 獣医 (p. B228) for an unfamiliar animal type, and any other penalty for not knowing a species.

●Penalties to コンピュータ・ハッキングコンピュータ操作, and コンピュータ・プログラミング (all p. B184) for unfamiliar software, including programs and programming languages.

●The -1 to -10 that コンピュータ・ハッキング (p. B184) and 電子機器操作 (p. B189) assess for obsolete knowledge (“away from the field for a long time”), and the similar -1 per day that 時事知識 (p. B186) imposes for time away from news media.

●Penalties for new regions, like the -2 to -4 to 造園 (p. B197), -2 to 商人 (p. B209), -1 to -10 under 航法 (p. B211), -1 or worse for 採掘 (p. B216), and -3 to 裏社会 (p. B223). However, if knowledge of time or place is a skill’s entire point -- as with 地域知識 -- the modifiers in 地理・時間の範囲 (p. B176) apply except when offset by Other Bonuses (pp. 13-15).

●The -2 to 操船 (p. B220) for an unfamiliar crew, to 御者 (p. B225) for unfamiliar animals, and to any other skill for not knowing the specific beings involved.

●Any penalty for a weapon being “exotic,” like the trident, qian kun ri yue dao, and three-part staff in GURPS Martial Arts, and the penalties that book assesses when using or facing a melee weapon for the first time. This obviates the need for Exotic Weapon Training perks.

These waivers are cumulative -- there’s no limit to the penalty erased. For instance, when using 踊り for a new dance (-5) from a foreign culture (-3) with a new troupe (-2), a wildcard lets the dancer ignore the entire -10. Likewise, a wildcard that acts as Physician can wipe out -2 for unfamiliar medical gear and -6 for alien physiology simultaneously.

A warning: Such penalties are often overlooked! The GM must remember to enforce them on characters who aren’t using wildcards for this benefit to be meaningful.

WILDCARD TECH LEVEL

ワイルドカード技術レベル

技術的なスキルの/ TL指定子は、うるさい細分化のもう1つの例です。 一般に、ワイルドカードスキルを持つヒーローは、キャンペーンTL(または高TLまたは低TLによって異なる場合はTL)以下のすべてのTLの技術レベル修飾子(p。B168)を無視できます。 たとえば、現代のキャンペーンでは、銃を含むワイルドカードを持つシューティングゲームは、原始的なTL3ゴンネ、TL4フリントロック、TL5キャップロック、世界大戦のTL6-7武器、および今日知られているTL7-8火器を使用できます。 TLペナルティなし。 Wildcard Familiarity(上記)とまったく同じように、このルールは、標準スキルが使用される場合にGMがペナルティを実施することに依存しています。 たとえば、ワイルドカードのないTL8ガンマンが-2を撃ち、-3をTL6の武器を修理する場合、銃器関連のワイルドカードはより魅力的になります。

The /TL designator on technological skills is another example of a fussy subdivision. Generally, heroes with wildcard skills can ignore 文明レベル修正 (p. B168) for all TLs at or below the campaign TL (or their TL, if that differs owing to High or Low TL). For instance, in a modern-day campaign, a shootist with a wildcard that encompasses Guns could use primitive TL3 gonnes, TL4 flintlocks, TL5 caplocks, the TL6-7 weapons of the World Wars, and the TL7-8 firearms we know today -- all without TL penalties. Exactly as with Wildcard Familiarity (above), this rule depends on the GM enforcing penalties when standard skills are used; e.g., if TL8 gunmen without wildcards have -2 to shoot and -3 to repair TL6 weaponry, firearmsrelated wildcards become more attractive.

Wildcard Ultra-Tech

ワイルドカードウルトラテック

キャンペーンに限定的または秘密の「未来の技術」または超科学が含まれる場合、GMはワイルドカードが本質的に映画的なものであるため、その理解も含むと決定する場合があります。これは、「ブリーディングエッジ」技術(GURPS PowerUps 2:「特典」で説明されている最先端のトレーニング特典の組み込みバージョン)の数ビットの知識から、高TL(p。B23 )。他に何もないとしても、狂気の発明者が彼らのスキルに関連するまったく新しいデバイスを渡すと、ヒーローは完全なワイルドカードレベルで機能できるはずです!

狂った発明者専用のワイルドカードが存在し、ガジェットに同行する映画のスキルとして機能する場合、キャンペーンのTLを超えるTLで作業するための最初の-5を放棄する必要があります。 Pを参照してください。 B475。

そして、キャンペーンに普通の人々を罰する奇妙な技術が含まれている場合、ワイルドカードの使用者に対するその罰を一掃するために、ワイルドカードの親しみやすさ(上記)とこのルールを交差させます。ワイルドカードは映画的であるため、映画用の機器に理想的に適しているのは公正です。TL(5 + 3)の「スチームパンク」ギア、TL3 ^ magitech、または数値TLにとっては不思議です。

If the campaign includes limited or secret “future-tech” or superscience, the GM may decide that since a wildcard is intrinsically cinematic, it includes comprehension of that, too. This can range from knowledge of a few bits of “bleeding edge” tech (effectively a built-in version of the Cutting-Edge Training perk described in GURPS PowerUps 2: 「特典」) on up to the functional equivalent of High TL (p. B23). If nothing else, heroes should be able to function at full wildcard level when a mad inventor hands them some completely new device relevant to their skills!

If a wildcard exists specifically for mad inventors, and acts as a cinematic skill to accompany Gadgeteer, it ought to waive the first -5 for working at a TL above that of the campaign; see p. B475.

And if the campaign includes weird tech that penalizes ordinary folks, cross this rule with Wildcard Familiarity (above) to wipe out that penalty for wildcard-users. Wildcards are cinematic, so it’s only fair that they’re ideally suited to cinematic equipment -- be that TL(5+3) “steampunk” gear, TL3^ magitech, or wonders too strange for a numerical TL.

EXTRA-BROAD PERKS AND TECHNIQUES

幅広い特典とテクニック

スキルの使用を促進する2つのクラスの特性には、スキルによる専門化が必要になることがよくあります。特典(pp。B100-101)とテクニック(pp。B229-233)。 GMが別の方法でルールを定めていない限り、ワイルドカードスキルはこれらの能力の正当な専門分野です。 プレイヤーは、関連するワイルドカードのようなトリプルコストではなく、通常のコストで特典またはテクニックを1回購入し、ワイルドカードがカバーするすべての適用可能な標準スキルで動作します。 これにより多くのポイントを節約できるため、ワイルドカードは多くのそのような特性を持つキャラクター、特に格闘家にとって魅力的です。

Two classes of traits that enhance skill use often require specialization by skill: perks (pp. B100-101) and techniques (pp. B229-233). Unless the GM rules otherwise, wildcard skills are legitimate specialties for these abilities. The player buys the perk or technique once -- at the usual cost, not at triple cost like the associated wildcard -- and it works with every applicable standard skill the wildcard covers. As this can save a lot of points, it makes wildcards more attractive to characters who would have many such traits, notably martial artists.

特典」 for Wildcards

ワイルドカードの特典

ワイルドカード用に購入したスキル固有の特典は、それらから合理的に利益を受けるすべての含まれるスキルに利益をもたらします。たとえば、多くの近接武器スキルを含むワイルドカードを持つ忍者がワイルドカードのオフハンド武器トレーニング特典を持っている場合、彼は関連する武器スキルのいずれかとオフハンドのペナルティを受けません。それ、彼はそれがカバーする2つの武器を交換できます。同様に、医療用ワイルドカードの効率的な特典を備えた船の外科医は、電子操作(医療)でセンサーを操作する、応急処置を使用して怪我を治療する、薬局を必要とする治療法を策定する、または外国人を抽出するためにスキルを使用しているかどうかを急いで-2を無視することができます手術による寄生虫。

GMは、重要でない特典を誰も受け取らないようにする必要があります。たとえば、ワイルドカードファミリアリティ(p。11)を使用している場合、クロストレーニングおよびエキゾチックウェポントレーニング特典は無意味です。一方、最先端のトレーニングはワイルドカードウルトラテック(p。11)で冗長です。ワイルドカードに含まれるスキル間でタスクをフロートするパークも同様に無意味です。これは、Acrobatic Feints、Acrobatic Kicks、ピストル-Fist、Skill Adaptation、Unarmed Parry、Weapon Adaptationなどに影響します。関連トピックについては、暗黙の特典(下記)を参照してください。

逆に、無理をしないことが重要です。属性の置換は強力です。GMは、ワイルドカードを使用するたびに、許可する前にキャラクターの最高得点までプレイヤーを浮かせたいと確信している必要があります。 (このオプションはワイルドカードを魅力的にするでしょう!)ワイルドカードの強力なスキル関連ルールを有効にする追加オプション特典も制御不能になる可能性があります。ワイルドカード用のShticksが圧倒されることはありませんが、たとえばFearsome StareとSexy Poseの間に違いがないと面白くありません。

そして、いくつかの特典はどちらの方法でもスイングできます。 Hyper-Specializationは素晴らしい例です。幅広いワイルドカードの単一の構成要素にのみ適用されるあいまいな専門知識を持つことはほとんど価値がありません。 。 。しかし、プレイヤーが含まれる標準スキルのほとんどまたはすべてに適用される専門性を調合した場合、「まれな」+5は一般的になり、圧倒される可能性があります。

ここで名前が付けられている特典の詳細については、「GURPS Power-Ups 2:「特典」を参照してください。

Skill-specific perks bought for wildcards benefit all included skills that would reasonably benefit from them. For example, if a ninja with a wildcard that encompasses many 白兵武器 skills has the Off-Hand Weapon Training perk for his wildcard, he takes no off-hand penalties with any of the relevant weapon skills, while if he has Quick-Swap for it, he can swap any two weapons it covers. Likewise, a ship’s surgeon with the Efficient perk for her medical wildcard can ignore -2 for haste whether she’s using her skill to work sensors with 電子機器操作 (Medical), treat injuries using 応急処置, formulate a cure that requires Pharmacy, or extract alien parasites via Surgery.

The GM needs to make sure that nobody takes perks that don’t matter. For instance, the Cross-Trained and Exotic Weapon Training perks are meaningless when using Wildcard Familiarity (p. 11), while Cutting-Edge Training is redundant with Wildcard Ultra-Tech (p. 11). 「特典」 that float tasks between skills included in the wildcard are similarly pointless; this affects Acrobatic Feints, Acrobatic Kicks, ピストル-Fist, Skill Adaptation, Unarmed Parry, Weapon Adaptation, and so on. See Implicit 「特典」 (below) for a related topic.

Conversely, it’s important not to overdo it. Attribute Substitution is potent -- the GM should be certain that he wants players floating every use of their wildcards to their characters’ highest scores before permitting it. (Mind you, that option would definitely make wildcards attractive!) Extra Option perks that switch on powerful skill-related rules for wildcards can also get out of control. And while Shticks for wildcards aren’t overpowered, it’s less fun if there’s no difference between, say, Fearsome Stare and Sexy Pose.

And a few perks can swing either way. Hyper-Specialization is a great example. It’s almost worthless to have an obscure specialty that applies to only a single constituent of a broad wildcard . . . but if the player concocts a specialty that applies to most or all of the included standard skills, the “rare” +5 could become common and overpowered.

To learn more about the perks named here, see GURPS Power-Ups 2: 「特典」.

テクニック for Wildcards P3W-10P

ワイルドカードのテクニック

論理的にワイルドカードに適用されるテクニックがまだスキルに含まれていない場合(テクニック、pp。8-9)、プレイヤーは通常のペナルティでワイルドカードにデフォルト設定し、その後で通常の制限まで改善することができます通常のポイント費用。その後、それは理にかなっているワイルドカードの標準的なスキルのいずれかで動作します。たとえば、忍者がワイルドカード+ 0でデュアルウェポンアタック(p。B230)を購入するために5ポイントを費やした場合、ワイルドカードがカバーする任意の2つの武器による攻撃にはペナルティはありません。

テクニックのコストは、どれだけ多くの標準スキルがその恩恵を受けても同じです。 Work by Touch(p。B233)は、ワイルドカードに他の多数のスキルが含まれている場合でも、爆発物、ロックピッキング、およびトラップのみを対象とする場合があります。ライフセービングのデフォルトは水泳のみです。そのため、水泳をカバーするワイルドカードは許可されますが、ワイルドカードに基づくことからは何も得られません。いずれの場合も、デュアルウェポン攻撃の例よりも幅が狭くても割引はありません。

ワイルドカードにテクニックを含めるか、プレーヤーがそれを購入できるようにするかについての決定は、GMに任されています。これは、ゲームの世界でそのワイルドカードを持っている人たちの間でテクニックがどれほど「普遍的」であるかだけに依存するかもしれません。ただし、ワイルドカードの標準スキルのごく一部にのみ適用する場合、追加のテクニックにお金を払わなければならないのは魅力的ではないため、狭い例は含めるのに適しています。逆に、あらゆるもので機能する非常に広範な技術は少し圧倒される可能性があるため、プレイヤーにオプトインして支払いを求めることは公平です。結局のところ、彼らはまだ非常に良い取引です!

多数の例や設計システムを含む技術の詳細については、GURPS Martial Artsをご覧ください。

If a technique that would logically apply to a wildcard isn’t already included in the skill (テクニック, pp. 8-9), the player can default it to the wildcard at the usual penalty, and then improve it to its normal limit at the regular point cost. After that, it works with any of the wildcard’s standard skills for which it makes sense. For instance, if our ninja spends 5 points to buy Dual Weapon Attack (p. B230) at wildcard+0, his attacks with any two weapons his wildcard covers are at no penalty.

The cost of a technique is the same no matter how many standard skills benefit from it. Work by Touch (p. B233) might cover only 爆発物鍵開け, and , even if the wildcard includes a dozen other skills. Lifesaving defaults to 水泳 alone, so while any wildcard that covers 水泳 allows it, it gains nothing from being based on a wildcard. In either case, there’s no discount for being less broad than the Dual-Weapon Attack example.

The decision as to whether a wildcard should include a technique or allow the player to buy it is left to the GM. This might depend solely on how “universal” the technique is among people who possess that wildcard in the game world. However, as it’s less-than-appealing to have to pay for extra techniques when they apply to only a small subset of the wildcard’s standard skills, narrow examples are good bets for inclusion. Conversely, extremely broad techniques that work with everything can get a little overpowering, so asking players to opt in and pay for them is fair -- they’re still very good deals, after all!

For much more on techniques -- including numerous examples and a design system -- see GURPS Martial Arts.

コラム Implicit 「特典

暗黙の特典

ワイルドカードの特典(上記)が説明しているように、ワイルドカードには、そのようなスキルがどのように機能するかによって、特典が「含まれる」ことがあります。 GMは他の人を追加してポットを甘くすることを歓迎します。 たとえば、武器のワイルドカードは、テクニックをカバーするように、いくつかの戦闘関連の特典の効果を与えることができます。 プレーヤーのためにこれらを常に綴りなさい!
As 「特典」 for Wildcards (above) explains, wildcards sometimes “include” perks by dint of how such skills work. The GM is welcome to add others to sweeten the pot; e.g., a weapon wildcard could bestow the effects of several combat-related perks, much as it might cover techniques. Always spell these out for the players!

HYPER-COMPETENCY

ハイパーコンピテンシー

ワイルドカードを持っている人が結果を決定できる場合、ワイルドカードは標準的なスキルとの競争がはるかに激しくなります。時折の成功、あるいは重大な成功を保証する能力を享受している場合、スキルレベルの向上はそれほど重要ではありません。

GURPS Monster Huntersシリーズ(このオプションが最初に登場した場所)で使用される正当化は、ワイルドカード使用者が1つのボディの専門家チーム全体のようであるということです。平均的な人が1つの標準スキルを使用する場合、またはせいぜい数人が連続して使用する場合、ワイルドカードユーザーは、1つの成功ロールですべてのスキルセットを使用できます。スキルレベルが高いほど、より多くの相乗効果が現れます。

GURPS Power-Ups 5:Impulse Buysはこのアイデアに基づいていますが、ストーリー指向の見方をしています:ワイルドカードスキルは、実物よりも大きなキャンペーンの能力です。プロットの、既存のツール(ワイルドカード)を使用して両方を表現してみませんか?

いずれかの合理化がキャンペーンに合っている場合は、続きを読みます...

Wildcards become much more competitive with standard skills when those who have them can sometimes dictate outcomes. A higher 技能レベル isn’t as important when you enjoy the ability to guarantee the occasional success -- or even critical success!

The justification used in the GURPS Monster Hunters series -- where this option first appeared -- is that a wildcarduser is like a whole team of experts in one body. Where the average person might use one standard skill, or at best a few in succession, the wildcard-user can bring an entire set of skills to bear with a single success roll. The higher the 技能レベル, the more synergies emerge.

GURPS Power-Ups 5: Impulse Buys builds on this idea but takes a somewhat more story-oriented outlook: Wildcard skills are abilities for larger-than-life campaigns, and since cinematic heroes tend to enjoy both an unrealistic breadth of competence and the favor of the plot, why not use an existing tool -- wildcards -- to represent both?

If either rationalization suits the campaign, read on...

Wildcard Points

ワイルドカードポイント

ハイパーコンピテンシーのコアメカニックは、ワイルドカードスキルに費やされた12文字すべてのポイントが、そのスキルに対して1つのワイルドカードポイント(WP)を付与することです。 Wildcard Benefits Table(p。14)は、この進行をワイルドカードのその他の考えられる効果とともに示しています。 結果がワイルドカードに直接依存する場合、プレイヤーはWPに影響を与えるオプション(影響ロール(p。B347))のキャラクターポイントとしてWPを使うことができます。 キャラクターポイントとは異なり、WPは各ゲームセッションの開始時に完全に更新されます! 別の違いは、使用しない場合は蓄積しないことです。 たとえば、ワイルドカードの24文字ポイントは、各セッションでそのワイルドカードの使用に費やす2 WPを与えます。このセッションで2、1、または0 WPを費やすと、次のセッションで2 WPになります。

WPは特定のワイルドカードに関連付けられ、定期的に使用および更新されるため、それらをガラスビーズ、ジェリービーンズ、ポーカーチップ、またはそれらを付与するスキルに色分けされた何かで表すと便利です。
The core mechanic of hyper-competency is that every full 12 character points spent on a wildcard skill bestow one Wildcard Point (WP) for that skill; the Wildcard Benefits Table (p. 14) shows this progression alongside some other possible effects of wildcards. The player can spend WP as character points on the options under Influencing Success Rolls (p. B347) if the outcome hinges directly on that wildcard. Unlike character points, WP are fully refreshed at the beginning of each game session! Another difference is that they don’t accumulate if unused. For instance, 24 character points in a wildcard give 2 WP to spend on uses of that wildcard each session -- and whether you spend 2, 1, or 0 WP this session, you’ll have 2 WP next session.

As WP are associated with specific wildcards and are regularly spent and refreshed, it’s helpful to represent them with glass beads, jellybeans, poker chips, or something else colorcoded to the skills that grant them.

Being Hyper-Competent

ハイパーコンピタンスであること

プレイヤーは、いくつかの種類の「メタゲーム」の結果にWPを費やすことができ、キャラクターポイント(または、必要に応じてImpulse BuysのDestiny Point、Impulse Point、または「都合のいい偶然」 Point)をチップ化して、関連費用の一部またはすべてを満たすことができます。

購入の成功(p。B347):これがWPの主な用途です。 GMが別の方法でルールを定めていない限り、それらを許可したワイルドカードに対してロールするときにのみ使用できます。ワイルドカードを標準的なスキルと競争させるために、GMはWPが戦闘で重要な成功を購入することを許可する場合があります!

Flesh Wounds(p。B417):ワイルドカードの使用中にヒーローが負傷した場合、ヒーローはこのルールにそのWPを費やすことができます。たとえば、ワイルドカードで受け流しに致命的に失敗し、2または3 WPで前のルールを呼び出して防御を通常の失敗または成功に変える余裕がないスワッシュバックラーは、打撃を受けた後も1 WPを支払うことができます。それが単なる肉の傷であることを確認してください。

プレイヤーガイダンス(p。B347):提案された結果がスキルの使用に直接結び付けられている場合、この方法でWPを使用できます。例えば、手がかりを見つけるためにワイルドカードに対してロールするとき、成功と2 WP(または重大な成功と1 WP)により、プレイヤーは特定の種類の証拠が存在することを宣言できます。

Players can spend WP on several kinds of “meta-game” outcomes, and may chip in character points -- or, where appropriate, Destiny Points, Impulse Points, or 「都合のいい偶然」 Points from Impulse Buys -- to meet some or all of the associated costs.

Buying Success (p. B347): This is the main use of WP. They can only be spent when rolling against the wildcard that granted them, unless the GM rules otherwise. To make wildcards competitive with standard skills, the GM may permit WP to purchase critical successes in combat!

Flesh Wounds (p. B417): If a hero is wounded while using a wildcard, he can spend its WP on this rule. For instance, a swashbuckler who critically fails a parry with his wildcard, and who cannot afford the 2 or 3 WP to invoke the previous rule to turn his defense into a regular failure or a success, could still pay 1 WP after the blow strikes to ensure that it’s just a flesh wound.

Player Guidance (p. B347): Spending WP this way is allowed if the proposed result is tied directly to the use of the skill; e.g., when rolling against a wildcard to find clues, success and 2 WP (or critical success and 1 WP) might let the player declare that a specific kind of evidence is present.

Other Options for Wildcard Points

ワイルドカードポイントのその他のオプション

Impulse BuysにアクセスできるGMは、WPを付与するワイルドカードが結果に重要なスキルロールに使用されるか、少なくとも結果を説明できる限り、プレイヤーがそこに記載されているオプションでWPに費やすことを許可できます。例えば:

●ワイルドカードの使用結果を伴う購入効果。

●奇跡の回復、肉の傷が当てはまるが不十分な場合。

●ワイルドカードがカバーするスキルに関連するオプトインオプション。

●Perking Things Up、ワイルドカードまたはそれに含まれるスキルが特定の特典に関連付けられている場合。

●ワイルドカードを使用してマージンをアップグレードします(これにより、コンテストの高水準のスキルレベルでワイルドカードの競争力が高まります)。

すべてのオプションがすべてのワイルドカードに適しているわけではありません!いくつかのワイルドカードは追加の可能性を示唆しています:

●戦闘指向のワイルドカードを使用したバレットタイム。

●聖職者のためのワイルドカードによる神の介入。

●ソーシャルワイルドカードを使用したPlayでのお気に入り。

●魔法のように機能するワイルドカードを使用したエネルギーのポイント。

●財務指向のワイルドカードを使用した、取引のポイント。

ただし、GMは、キャラクターのポイント値を永続的に増加させる使用を許可すべきではありません。特に、キャラクターポイントの賭けは常にWPに不適切です。

The GM with access to Impulse Buys may permit players spend to WP on any option described there, as long as the wildcard granting the WP is used for a skill roll pivotal to the outcome, or could at least explain the results. For instance:

●Buying Effect with the results of wildcard use.

●Miraculous Recoveries, if Flesh Wounds would apply but be inadequate.

●Opt-In Options related to skills the wildcard covers.

●Perking Things Up, if the wildcard or a skill it encompasses is associated with specific perks.

●Upgrading Margins with the wildcard (this makes wildcards more competitive with high standard 技能レベル in Contests).

Not all options suit every wildcard! Some wildcards suggest additional possibilities:

●Bullet Time with combat-oriented wildcards.

●Divine Intervention with wildcards for clerics.

●Favors in Play with social wildcards.

●Points for Energy with wildcards that work magic.

●Trading Points for Money with financially oriented wildcards.

The GM should not allow uses that permanently increase the character’s point value, however. In particular, characterpoint wagers are always inappropriate for WP.

Variations on Hyper-Competency

ハイパーコンピテンシーのバリエーション

GMがまだこのルールではワイルドカードスキルが十分に魅力的ではないと感じている場合は、パラメータを変更してください。いくつかの提案:

ワイルドカードポイントの加速:高いスキルレベルでのゲームのプレイ方法を大幅に変更することなく、エントリーレベルのワイルドカード購入を魅力的にするために、WPを(相対スキルレベル)+4に設定します。効果は、ワイルドカードの特典表(p。14)の「Accelerated WP」列に表示されます。

さらに大きなプール:推奨される12キャラクターポイントごとに1 WPに2以上を掛けると、ワイルドカードスキルの標準的なスキルとの競争力が劇的に向上します。 6キャラクターポイントごとに1 WPで、効果は、ワイルドカードに幸運またはアスペクトとのセレンディピティを持っていることを知っているすべての人に似ています。 3キャラクターポイントごとに1 WPに到達すると、初心者でもワイルドカードユーザーは驚くべき偉業をこなすことができ、WPの出費は運命の主な決定要因としてサイコロの代わりになりがちです。

共通プール:プレイヤーに複数のワイルドカードスキルを検討するインセンティブを提供し、使用されていない高価な能力を保証するために、すべてのソースからのWPをワイルドカードの使用に使用できる単一のプールを埋めます。たとえば、attribute + 0に2つのワイルドカードを持ち、attribute + 1に1つのワイルドカードを持つヒーローには、3つのスキルのいずれかに関連する結果に費やす7 WPがあります。これは、キャンペーンの雰囲気を大きく変えることなく、ワイルドカードをより魅力的にする簡単な方法です。また、簿記も削減されます!

If the GM feels that this rule still doesn’t make wildcard skills tempting enough, he’s welcome to alter the parameters. Some suggestions:

Accelerated Wildcard Points: For a boost that makes entrylevel wildcard purchases appealing without drastically changing the way the game plays at higher 技能レベル, set WP equal to (relative 技能レベル)+4. The effects appear in the “Accelerated WP” column of the Wildcard Benefits Table (p. 14).

Even Larger Pools: Multiplying the suggested 1 WP per 12 character points by two or more will dramatically increase wildcard skills’ competitiveness with standard skills. At 1 WP per 6 character points, the effect is similar to everybody who knows wildcards having Luck or 「都合のいい偶然」 with Aspected. Going to 1 WP per 3 character points makes even novice wildcard-users capable of impressive feats, and WP spending is liable to replace dice-rolling as the primary determiner of fate.

Common Pool: To give players an incentive to consider multiple wildcard skills -- and to insure against costly abilities sitting unused -- have WP from all sources fill a single pool that can be spent on any use of wildcards. For example, a hero who has two wildcards at attribute+0 and one at attribute+1 has 7 WP to spend on outcomes related to any of the three skills. This is a simple way to make wildcards more attractive without drastically changing the campaign’s feel. It also reduces bookkeeping!

GURPS Power-Ups 7: Wildcard Skills p.27

万能技能の例(EXAMPLES)より

Art! アート!

IQ
 技能建築美術偽装大工地図作製目利き (for all 美術 specialties), 時事知識 (上流社会), エンジニア (Civil), 宝石屋化粧, and 鍛冶屋 (Lead and Tin). Also replaces 貨幣偽造 to fabricate fakes but not to spot anti-counterfeiting measures; 偽造 to create artistic replicas but not false documents; and プロパガンダ to place subtle-but-pervasive messages in artworks. Can further act as 数学 (Applied) when the previous skills require it, though not in general. Make a DX-based roll for any “craftsman” 職業技能 that the GM feels has a significant artistic component.
 推奨される利点: Wildcard Familiarity (p. 11) for artistic experience, and to avoid obsolete knowledge with 時事知識; bonuses to reaction rolls toward works created using Art! (Sample Bonuses, pp. 13-15).
 出典: Pyramid #2 (March 7, 2008).
 注釈: The original version --called 美術!, but renamed here to avoid confusion with the standard 美術 skill --was intended for European Renaissance games. In that context, it can substitute for 生理学; artists were expected to understand the workings of the human body, and would visit dissections and medical schools to educate themselves. At TL5+, add 写真撮影 instead. In magical settings, Art! might replace 魔法シンボル in applications that depend more on rendering symbols properly than on grasping their use and meaning.

Assassin! 暗殺者!

DX
 技能準備 (ナイフ and ピストル), 絞首具ナイフ, and 忍び. Doesn’t stand in for ranged-weapon skills in general, but for aimed or surprise shots out of combat, the user can roll against the higher of this skill or his combat skill with any ranged weapon. Make an IQ-based roll for 演技偽装変装隠匿毒物尾行, or 隠蔽, or a Per-based roll for 足跡追跡.
 推奨される利点: Bonuses to rolls for poison damage and/or to spot rival assassins (Sample Bonuses, pp. 13-15).
 出典: GURPS Action 1: Heroes.
 注釈: Originally a template wildcard.

Barbarian! 野蛮人!

IQ
 技能偽装変装 (Animals), 声まね (Animal Sounds and Bird Calls), 自然知識航法 (Land), and 天候予測. Make a HT-based roll for 行軍ランニング, or 水泳, or a Per-based roll for 釣り生存/どれでも, or 足跡追跡.
 推奨される利点: Bonus to resist natural hardships (Sample Bonuses, pp. 13-15).
 出典: GURPS Dungeon Fantasy 1: Adventurers.
 注釈: Originally a template wildcard. Compare Hunter!
(p. 31).

Bard! 吟遊詩人!

IQ
 技能演技時事知識/どれでも, 外交言いくるめ紋章学楽器演奏/どれでも, 演劇作詞プロパガンダ, and 演説. Make a HT-based roll for 宴会 or 歌唱, or a Per-based roll for 嘘発見.
 推奨される利点: Wildcard Familiarity (p. 11) for artistic experience and culture; bonuses to reaction or Influence rolls after successfully using the wildcard to perform (Sample Bonuses, pp. 13-15).
 出典: GURPS Dungeon Fantasy 1: Adventurers.
 注釈: Originally a template wildcard.

Blade! 刃!

DX
Skills: 斧・メイスブロードソードナイフ, Polearm, レイピアサーベルショートソードスモールソード両手斧・メイス両手剣, or any other skill when wielding an edged melee weapon that does cutting, impaling, or piercing damage --but not for crushing or ranged attacks. Also roll against Blade! for any physical action in which such a weapon is instrumental; e.g., 軽業 to dodge during a swordfight or to exploit a longsword as a vaulting lever, 登攀 to use knives as improvised pitons, or 強行突入 to hack through a lock or a door. Further replaces any roll required to grab, ready, or retain a bladed weapon, including all relevant FastDraw specialties, 投下 or 投げ to toss a bladed weapon to a friend, and DX rolls to catch one. Make an IQ-based roll for 隠匿 to conceal a blade, and for skills like 武具屋目利き時事知識商人, and 裏社会 when it comes to buying, pricing, recognizing, repairing, or selling bladed weapons; a Will-based roll for 脅迫 when wielding such a weapon; or a Per-based roll for 監視 or 発見 to find one (even an improvised one).
 推奨される利点: Extra-Broad 「特典」 and テクニック (pp. 11- 12); ST bonus when wielding relevant weapons (Sample Bonuses, pp. 13-15), if the GM wants to go really over the top!
 出典: GURPS Monster Hunters 1: Champions.
 注釈: Originally a template building block (pp. 18-19). Compare Katana! (p. 32) and Sword! (p. 36).

Boat! ボート!

DX
 技能ボート (all specialties), and make an IQ-based roll for 操船 (Ship or 潜水艦).
Allows rolls to operate any weapons system installed in a water vehicle, and for attack maneuvers with the vehicle itself.
 推奨される利点: Wildcard Familiarity (p. 11) and Wildcard Tech Level (p. 11) for water vehicles; bonus to avoid the effects of motion sickness
(Sample Bonuses, pp. 13-15).
 出典: GURPS Supers.
 注釈: As originally presented, this is a somewhat limited skill. The GM might add 紐結び気象学航法 (Sea), 船員, and
潜水艦乗員 --plus 電子機器操作/どれでも for vehicular systems, 荷積み for cargos, and メカニックfor repairs, where water vehicles are involved. Compare Wheel Man! (p. 37).

! 弓!

DX
 技能吹き矢クロスボウスリング槍投げ器, and 武器投げ (ダーツ), as well as all related 準備 skills. Make an IQ-based roll for 武具屋pertaining to these weapons. Use ! in place of such skills as 軽業 and 登攀 for crossing or swinging from bow-launched climbing lines, and when shooting while dangling from high places.
 推奨される利点: Bonuses to Accuracy, to ST, and/or to Will to retain Aim with relevant weapons (Sample Bonuses, pp. 13-15).
 出典: GURPS Supers.

Businessman! 実業家!

IQ
 技能会計管理時事知識 (ビジネス), 経済学 , 財政賭博法律 (Contract and Corporate), 市場分析, and 商人, as well as 外交 for business negotiations and プロパガンダ for commercial advertising.
 推奨される利点: Hyper-Competency (pp. 12-13) to allow the exchange of Wildcard Points for a little extra cash each game session; bonuses to reaction or Influence rolls after using the wildcard to close a deal (Sample Bonuses, pp. 13-15).
 出典: GURPS Supers.
 注釈: Compare Money! (p. 34).

Cleaner! 掃除屋!

IQ
 技能偽装荷積み隠匿家事, and 隠蔽 --and also 動物使役化学電子機器操作爆発物偽造, and 危険物取扱 whenever the objective is to doctor evidence, dispose of it, or create fake records legitimizing it. Make a Per-based roll for 発見 or 足跡追跡, or a DXbased roll for 忍び.
 推奨される利点: HyperCompetency (pp. 12-13) to use player guidance to have the evidence disappear; bonus to spot the concealment efforts of rivals (Sample Bonuses, pp. 13-15).
 出典: GURPS Action 1: Heroes.
 注釈: Originally a template wildcard.

Cleric! 僧侶!

IQ
 技能: Any 哲学宗教儀式, or 神学 skill for the priest’s faith, plus 診断応急処置秘伝 (Demons, Spirits, Undead, etc.), 神秘学演説手術, and 指導.
Make a Will-based roll for 除霊 or 瞑想, or a Per-based roll for 伝統療法 (Holy).
 推奨される利点: Hyper-Competency (pp. 12-13) for divine intervention; bonuses to reactions from holy entities and/or to HP restored using this wildcard (Sample Bonuses, pp. 13-15).
 出典: GURPS Dungeon Fantasy 1: Adventurers and GURPS Supers.
 注釈: The Dungeon Fantasy version is a template wildcard for the classic fantasy healer-priest. The Supers variant is more generic, replacing medical skills (診断伝統療法応急処置, and 手術) and knowledge of the occult (秘伝 and 神秘学) with 団体演技指導 (Conducting) and 法律 (Canon), and leaving 哲学 and 指導 implicit.
The resulting wildcard is so narrow that the GM may want to beef it up by letting it function as any social skill --嘘発見外交指揮政治プロパガンダ礼儀作法指導, etc. --when interacting with church officials, the faithful, or theologians. Compare Lore! (p. 32).

Computers! コンピューター!

IQ
 技能コンピュータ・ハッキングコンピュータ操作コンピュータ・プログラミング暗号学電子機器修理 (Computers), 専門技能 (コンピュータ・セキュリティ), and 数学
(Computer Science and Cryptology).
Gives familiarity with all programming languages that don’t require an Unusual Background.
Can also be used to make Influence rolls against alien space probes, giant robots with logical puzzles, and similar entities.
 推奨される利点: Already gives Wildcard Familiarity (p. 11) for software. If alien space probes and giant robots exist, Wildcard Ultra-Tech (p. 11) and a bonus to reactions from such entities (Sample Bonuses, pp. 13-15) would also fit.
 出典: GURPS Supers.
 注釈: Compare Hacker! (p. 31).

Courtier! 宮仕い!

IQ
 技能時事知識 (Headline News, 上流社会, People, and 政治, as well as スポーツ for upper-class pastimes), 紋章学作詞政治演説, and 礼儀作法 (上流階級, obviously, plus Dojo if any martial arts are considered important at court); 地域知識 for the immediate environs of major palaces; and 競技知識 for the rules of combat tournaments and particularly fashionable games the GM deems relevant to courtiers. Make a DX-based roll for 踊り or any スポーツ skill that’s especially popular at court; a HT-based roll for 宴会 or 歌唱; or a Perbased roll to attempt 監視 within the bounds of a familiar court.
 推奨される利点: Wildcard Familiarity (p. 11) to avoid obsolete knowledge with 時事知識; Hyper-Competency (pp. 12-13) to exchange Wildcard Points for 貸し in play or extra cash, originating from deals made at court; bonuses to reaction rolls from the ruling class and fellow courtiers (Sample Bonuses, pp. 13-15).
 出典: Pyramid #2 (March 7, 2008).
 注釈: Originally intended for European Renaissance games. In other settings, adjust the skill list to reflect the artistic accomplishments deemed fitting for courtiers.

Demolition Man! 解体屋!

IQ
 技能エンジニア (Combat), 爆発物/どれでも, and ; 建築 and メカニックwhen planting bombs in buildings and vehicles, respectively; 武具屋/どれでも, 間接射撃/どれでも, and 専門技能 (軍事科学) when dealing with explosive weapons; 化学 to manufacture explosives; and 隠蔽 to hide bombs. Make a Per-based roll for 発見 to find a hidden bomb. Make a DX-based roll to attack with 銃器 (Grenade Launcher or LAW), or to chuck hand grenades with 投げ.
 推奨される利点: Wildcard Familiarity (p. 11) with explosives; Hyper-Competency (pp. 12-13) to avert explosive critical failures; bonus explosive damage (Sample Bonuses, pp. 13-15), perhaps adding the “half bonus” to 6d in big blasts expressed as 6d×n, so that attribute+3 turns 6d×20 into (6d+2)×20 for a satisfying +40 instead of an insignificant +3.
 出典: GURPS Action 1: Heroes.
 注釈: Originally a template wildcard.

Detective! 探偵!

IQ
 技能犯罪学嘘発見電子機器操作 (保安システム and 調査機器), 鑑識尋問法律監視調査礼儀作法 (警察), 発見尾行裏社会, etc.
 推奨される利点: Hyper-Competency (pp. 12-13) to use player guidance to find clues; bonuses to IQ rolls for the 共感 and 直感 有利な特徴 (Sample Bonuses, pp. 13-15).
 出典: GURPS Basic Set and GURPS Monster Hunters 1: Champions.
 注釈: Monster Hunters interprets “etc.” liberally to generate a template building block (pp. 18-19) suited to 400-point gaming. This version can temporarily replace any skill for the specific purpose of finding evidence: 管理 to finagle records; 生物学化学家事, and 物理学 to deduce what really happened from evidence; ボディランゲージ to keep tabs on people; and 礼儀作法 to coax (or trick) information from others. It can also serve as 諜報分析 to help put it all together. And it gives the 共感 and 直感 benefits suggested above. Compare Investigator! (p. 32).

Drive! ドライブ!

DX
 技能自転車 and 運転 (all specialties). Permits an IQbased roll for 御者. Allows rolls to operate any weapons system installed in a land vehicle, and for attack maneuvers with the vehicle itself.
 推奨される利点: Wildcard Familiarity (p. 11) and Wildcard Tech Level (p. 11) for land vehicles; bonus to avoid the effects of motion sickness (Sample Bonuses, pp. 13-15).
 出典: GURPS Supers.
 注釈: In its original form, this wildcard is somewhat sparing. The GM might include 航法 (Land), as well as 電子機器操作/どれでも for vehicular systems, 荷積み for cargos, メカニックfor repairs, and 尾行 to follow another vehicle, where land transportation is involved.
Compare Wheel Man! (p. 37).

Druid! ドルイド!

IQ
 技能: Druidic specialties of 宗教儀式 and 神学, as well as 動物使役/どれでも, 変装 (Animals), 草木秘伝秘伝 (any natural lore), 自然知識薬学 (Herbal), 獣医, and 天候予測. Make a Per-based roll for 伝統療法 (Druidic) or any kind of 生存.
 推奨される利点: Bonuses to reactions from nature spirits, to resistance against natural hardships, and/or to HP restored using this wildcard (Sample Bonuses, pp. 13-15).
 出典: GURPS Dungeon Fantasy 1: Adventurers.
 注釈: Originally a template wildcard.

Encyclopedist! 百科事典編集者!

IQ
 技能地域知識/どれでも, 時事知識/どれでも, all 専門技能競技知識 (only for knowledge of the rules), all IQ-based 趣味技能, and 調査. Allows the user to answer any purely factual question, but not necessarily to understand those facts. Never enables practical tasks of any kind, and doesn’t encompass 秘伝.
 推奨される利点: Wildcard Familiarity (p. 11) with the above skills; bonus to any IQ roll required for learning, recall, etc. (Sample Bonuses, pp. 13-15).
 出典: GURPS Supers.

Explorer! 冒険者!

Per
 技能釣り生存/どれでも, and 足跡追跡, as well as 監視 in wilderness environments. Make an IQ-based roll for any use of 人類学 , 偽装地図作製地理身ぶり気象学自然知識航法, or that relates to wilderness or unexplored areas.
 推奨される利点: Wildcard Familiarity (p. 11) for new regions, and for culture in “first contact” situations; bonus to resist natural hardships (Sample Bonuses, pp. 13-15).
 出典: GURPS Supers.
 注釈: This wildcard is somewhat austere, and might borrow elements of Barbarian! (p. 27), Hunter! (p. 31), or Scout! (p. 35) in a more action-oriented game.

Face Man! 色男!

IQ
 技能演技外交言いくるめ賭博指揮商人プロパガンダ演説, and 礼儀作法 --and 管理 and 心理学 for the purpose of social manipulation. Make a DX-based roll for 踊り, a HT-based roll for 宴会 or 性的誘惑, a Will-based roll for 脅迫, or a Per-based roll for ボディランゲージ or 嘘発見.
 推奨される利点: Wildcard Familiarity (p. 11) for culture; Hyper-Competency (pp. 12-13) for 貸し in play; bonuses to reaction or Influence rolls after using the wildcard to make a first impression (Sample Bonuses, pp. 13-15).
 出典: GURPS Action 1: Heroes.
 注釈: Originally a template wildcard. Compare Negotiator! (p. 34) and Talker! (p. 36).

Fake! 偽者!

IQ
 技能演技変装言いくるめ偽造占い師声まね (Speech), 礼儀作法, and 裏社会. Also replaces 指揮 for group efforts to deceive or manipulate others. At the GM’s discretion, any skill that has an attribute or secondary characteristic default and that isn’t restricted by prerequisite skills can default to Fake! at the same penalty, where beneficial. This default cannot exceed the relevant attribute -1 for Easy skills, -2 for Average, -3 for Hard, or -4 for Very Hard; that is, Fake! cannot be as good as actually spending a character point to learn a skill.
 推奨される利点: The ability to replace 能力値 when calculating defaults already amounts to an application of Sample Bonuses (pp. 13-15). Both Wildcard Familiarity (p. 11) for culture and a bonus to penetrate deceptions by rival fakes would also fit.
 出典: GURPS Social エンジニアing and GURPS Supers.
 注釈: Compare Talker! (p. 36).

Fist! 拳!

DX
 技能ボクシング格闘柔道空手射撃受け相撲, and レスリング, as well as “traditional martial-arts weapons” skills such as and トンファー. Use this in place of 軽業 and 跳躍 in combat, and make an IQ-based roll for 礼儀作法 (Dojo) in social situations. Those with Trained by a Master may add esoteric and cinematic skills for unarmed combat to the list. Fist! at DX gives +1 per die to damage with strikes (including bites and other natural attacks, and blows using fist loads), slams, and shoves, and +1 to ST for all grappling purposes; at DX+1, this rises to +2 per die to damage and +2 to ST for grappling. Fist! enjoys a +3 retreat bonus when parrying, yet isn’t penalized for encumbrance or for parrying kicks or weapons.
 推奨される利点: Extra-Broad 「特典」 and テクニック (pp. 11-12); damage and ST bonuses generalized past +2 (Sample Bonuses, pp. 13-15).
 出典: GURPS Supers and Pyramid #3/31: Monster Hunters.
 注釈: Pyramid #3/31 expands Fist! into a template building block (pp. 18-19) suitable for 400-point gaming. It exchanges “traditional martial-arts weapons” for weapons wielded with unarmed skills, but then adds many more skills: ボディランゲージ and 監視 to realize that someone is about to throw a sucker punch; 登攀 in combat; 嘘発見 to see through empty threats made by fist-waving foes; 言いくるめ to engage in specious intimidation (p. B202); 強行突入 for smashing inanimate objects with bare hands; 脅迫 (specious or not) when menacing others with barehanded pain; and 戦術 for unarmed fighting. Compare Martial Artist! (p. 33).

Gun! 銃!

DX
 技能: All Beam Weapons, 砲手銃器, and 液体射出器 specialties, and all associated 準備 specialties (Ammo, Long Arm, and ピストル). Make an IQ-based roll for any use of 武具屋(Heavy Weapons or Small Arms).
 推奨される利点: Wildcard Familiarity (p. 11) and Wildcard Tech Level (p. 11) for guns; Hyper-Competency (pp. 12-13) for Bullet Time; bonuses to Accuracy and/or to Will to retain Aim with relevant weapons (Sample Bonuses, pp. 13-15).
 出典: GURPS Basic Set, GURPS Gun Fu, and GURPS Monster Hunters 1: Champions.
 注釈: Monster Hunters expands Gun! into a template building block (pp. 18-19) suited to 400-point gaming. It allows 軽業踊り跳躍, and so on to move in a gunfight; 格闘 when pistol-whipping; 目利き時事知識商人, and 裏社会 when it comes to buying, pricing, recognizing, or selling guns; クロスボウ for gun-like weapons; 投下 and 投げ to toss an empty gun at a foe or a loaded weapon to a friend (or DX to catch one); 隠匿 to conceal a gun; 尋問脅迫, or 裏社会 when negotiating at gunpoint; 監視 or 発見 to spot a hidden weapon; with an attached bayonet; and technical skills such as 電子機器操作爆発物, and メカニックspecifically for stunts like using a perfectly placed shot to bypass an electronic keypad, set off or disarm a bomb, or disable a brake line. It also permits a DX-based roll to retain guns against disarms, すり attempts, etc. Compare Shooter! (pp. 35-36).

Hacker! ハッカー!

IQ
 技能コンピュータ・ハッキングコンピュータ操作コンピュータ・プログラミング暗号学電子機器修理 (Computers), and 専門技能 (コンピュータ・セキュリティ). Can also stand in for 会計地図作製偽造調査, or 速読 when creating, seeking, reading, or altering digital files via computer --but not when working with printed or written records.
 推奨される利点: Wildcard Familiarity (p. 11) for software; Hyper-Competency (pp. 12-13) to allow 貸し in play in the form of friendly insiders with passwords, and to trade Wildcard Points for money at hacked ATMs.
 出典: GURPS Action 1: Heroes.
 注釈: Originally a template wildcard. Compare Computers! (p. 29).

歴史! 歴史!

IQ
 技能: All specialties of 人類学 , 考古学 , 歴史, and 古生物学; the historical versions of 地域知識時事知識地理紋章学, and 社会学; and the “academic” and historical elements of the various artistic skills (“Why, this is a lost Leonardo masterpiece, Billy!”). Also removes 「文化適応」 penalties for all historical eras, and halves them for parallel histories.
 推奨される利点: Already offers Wildcard Familiarity (p. 11) for culture, and this could be extended to 地理・時間の範囲 (p. B176).
 出典: GURPS Infinite Worlds.
 注釈: Compare Scholar! (p. 35).

Holy Warrior! 聖戦士!

IQ
 技能指揮宗教儀式戦略戦術, and 神学. Also covers all 秘伝生理学, and 心理学 specialties pertaining to evil monsters. Make a Willbased roll for 除霊脅迫, or 瞑想.
 推奨される利点: Hyper-Competency (pp. 12-13) for divine intervention; bonuses to reactions from holy entities and/or to damage to unholy ones (Sample Bonuses, pp. 13-15).
 出典: GURPS Dungeon Fantasy 1: Adventurers.
 注釈: Originally a template wildcard. Compare Lore! (p. 32).

Horseman! 騎手!

DX
 技能騎乗 (Horse) and skills for cavalry weapons appropriate to the setting, always including ランス. Replaces 軽業 when mounting, dismounting, or engaging in “trick riding.” Make IQ-based rolls for 動物使役 (Equines), 荷役, and 御者 --and for 獣医 when dealing with equines. A user with 動物共感 or the Good with Horses perk can also make an IQ-based roll for 外交 or a Willbased roll for 脅迫 against equines.
 推奨される利点: Bonuses to ST when wielding cavalry weapons, and to mount’s DX and HT rolls for hazards (Sample Bonuses, pp. 13-15).
 出典: Pyramid #3/53: Action.
 注釈: In a cinematic campaign with many broad wildcards, it would be reasonable to include techniques that GURPS Martial Arts ascribes to mounted styles, or simply to allow users riding and fighting at the same time to do both at full Horseman! level.

Hunter! 猟師!

IQ
Skills: 動物使役偽装鷹匠声まね (Animal Sounds and Bird Calls), 自然知識航法 (Land), and . Make a DX-based roll for 騎乗, or for 忍び in wilderness conditions; a HT-based roll for 行軍; or a Perbased roll for 釣り生存, or 足跡追跡, or to attempt 監視 in the wilderness.
 推奨される利点: Bonus to resist natural hardships (Sample Bonuses, pp. 13-15) --and possibly a “half bonus” to active defenses against savage beasts, hunting accidents, etc.
 出典: Pyramid #2 (March 7, 2008).
 注釈: In times and places where upper-class hunters use chariots, 御者 might replace 騎乗. Compare Barbarian! (p. 27), Explorer! (p. 30), and Scout! (p. 35).

Infiltrator! 潜入者!

DX
 技能軽業登攀脱出窃盗強行突入跳躍, and 忍び --and 紐結び and 投げ for climbing lines and grapnels. Make an IQ-based roll for 偽装電子機器操作 (保安システム), or 鍵開け, or to exploit 建築 or 地図作製 to plan a robbery. Make Per-based rolls to use to detect security devices, and IQbased rolls to disarm them --but never to set traps.
 推奨される利点: Hyper-Competency (pp. 12-13) for player guidance to find doors left unlocked and keys left unattended; bonus to rolls to spot rival sneaks (Sample Bonuses, pp. 13-15).
 出典: GURPS Action 1: Heroes.
 注釈: Originally a template wildcard. Compare Thief! (p. 37).

Inventor! 発明者!

IQ
 技能: All specialties of 生物工学 and エンジニア. Also acts as a 数学 prerequisite for any other skill. Can replace any skill roll required for inventing (p. B473) or gadgeteering (p. B475)! This includes Concept, Prototype, analysis, and modification rolls --everything except the roll for a gadgeteer to find parts (which is usually covered by 拾集, but sometimes requires a more specialized skill).
 推奨される利点: Wildcard Familiarity (p. 11) and Wildcard Ultra-Tech (p. 11) with all relevant gadgetry; Hyper-Competency (pp. 12-13) to use player guidance to find needed parts; bonus to rolls on the Enigmatic Device Table (see Sample Bonuses, pp. 13-15).
 出典: GURPS Monster Hunters 1: Champions and GURPS Supers.
 注釈: Monster Hunters uses this skill as a template building block (pp. 18-19). Supers spells out that “any skill roll required for inventing or gadgeteering” includes 武具屋コンピュータ・プログラミング電気技師電子機器修理爆発物修理工メカニック冶金学鍛冶屋, and ; any 専門技能 relevant to recognizing or identifying technological devices; and the technological applications of 怪科学. Compare Mechanism! (p. 33), which is better for settings that have yet to reach mature TL5.

Investigator! 捜査官!

IQ
 技能犯罪学電子機器操作 (調査機器), 鑑識諜報分析尋問写真撮影調査, and 尾行; 会計 and 速読 when the objective is to spot irregularities in records; and コンピュータ操作 when accessing DMV records, fingerprint libraries, Interpol databases, etc. Make a Per-based roll for ボディランゲージ , 嘘発見, Lip Reading, 監視発見, or 足跡追跡.
 推奨される利点: Hyper-Competency (pp. 12-13) to use player guidance to find clues; bonuses to IQ rolls for the 共感 and 直感 有利な特徴 (Sample Bonuses, pp. 13-15).
 出典: GURPS Action 1: Heroes.
 注釈: Originally a template wildcard. Compare Detective! (p. 29).

Katana! 刀!

DX
 技能: Both one-handed (ブロードソード) and two-handed (両手剣) use of the katana. May substitute for 砕打準備 , 脅迫強打, and 投げ when using that weapon.
 推奨される利点: Extra-Broad 「特典」 and テクニック (pp. 11-12); bonuses to ST when wielding a katana --and to the katana’s rolls to avoid breakage, because it’s just that cool (Sample Bonuses, pp. 13-15).
 出典: GURPS Fantasy-Tech 1: The Edge of Reality.
 注釈: A weapon wildcard (pp. 19-20) originally intended for the “legendary katana,” a TL3^ exaggeration of the historical sword. The GM might add any skill taught by any version of Kenjutsu (see GURPS Martial Arts) --including 武具屋暗闇戦闘八艘飛び不動の構え気合強靭精神, Precognitive Parry, 礼儀作法, and 戦術 --for the katana only. Compare Blade! (p. 28) and Sword! (p. 36).

Knight! 騎士!

DX
 技能: “Heavy” 白兵武器 skills (斧・メイスブロードソードフレイル, Polearm, 両手剣, etc.) and --plus ランス and 騎乗 (Horse), for mounted combat. Make an IQ-based roll for 指揮戦略, or 戦術, or when an 武具屋or 目利き roll is called for to recognize or maintain arms or armor.
 推奨される利点: Bonuses to ST when wielding “heavy” melee weapons and/or to the Fright Checks of troops led using this wildcard (Sample Bonuses, pp. 13-15).
 出典: GURPS Dungeon Fantasy 1: Adventurers.
 注釈: Originally a template wildcard. For a “knight” in the mounted-combat sense, use Horseman! (p. 31).

Lore! 伝承!

IQ
 技能除霊 (at the usual -4 without holy 有利な特徴), 神秘学調査, and all monster-related specialties of 秘伝. Also counts as 地域知識時事知識, and 歴史 for researching local monsters; as 生物学診断専門技能 (Psionics), 物理学 (Paraphysics), 心理学魔法学神学, and 獣医 for the specific purposes of identifying or discovering information about monsters or other supernatural foes; as 犯罪学諜報分析監視心理学, and 戦術 when attempting to outwit such an enemy, divine its motivation, or predict its actions; and as 鑑識 and 発見 to comb through a former lair or the scene of a monster attack. Roll against the better of IQ or Lore! when using 共感 to recognize monsters disguised as humans, or 直感 to guess where monsters are or what they’re doing.
Lore! doesn’t bestow supernatural abilities, but counts as the above skills where they’re prerequisites for such things.
 推奨される利点: Already offers bonuses to use 共感 and 直感 (Sample Bonuses, pp. 13-15). Wildcard Familiarity (p. 11) removing culture and physiology penalties for monsters would also fit.
 出典: GURPS Monster Hunters 1: Champions.
 注釈: Originally a template building block (pp. 18-19). Compare Cleric! (pp. 28-29), Holy Warrior! (p. 31), Magic! (below), Occult! (p. 34), and Wizard! (p. 37).

Magic! 魔法!

IQ
 Prerequisite: Magery.
 技能: Allows the user to cast any spell he wants at a penalty equal to the spell’s prerequisite count; see Wildcard Magic (p. 16) for important details.
 推奨される利点: Hyper-Competency (pp. 12-13) to allow the exchange of Wildcard Points for energy, if the GM wants a highpowered campaign; bonuses to damage and healing with spells (Sample Bonuses, pp. 13-15), for something less extreme.
 出典: GURPS Magic and GURPS Supers.
 注釈: Supers also lets Magic! work as 危険物取扱 (Magical), 神秘学, and 魔法学. Compare Lore! (above), Occult! (p. 34), and Wizard! (p. 37).

Map! 地図!

IQ
 技能: An encyclopedic knowledge of where places are. This excludes unmapped dungeons or buildings, hidden fortresses, etc.
Suggested Benefits: Wildcard Familiarity (p. 11) for new regions; Hyper-Competency (pp. 12-13) to use player guidance to find the right path; bonuses to rolls to avoid getting lost, and to resist supernatural disorientation (Sample Bonuses, pp. 13-15).
 出典: GURPS Dungeon Fantasy 5: Allies.
 注釈: The original wildcard names no standard skills, leaving Map! to work like an ultimate template wildcard (p. 18) for someone whose role is knowing where things are. It could replace 建築 or 都市生存術 to guess what’s around the corner in a building or on city streets, respectively; all 地域知識 and 地理 specialties for specifics about any region not restricted by 秘伝 or an Unusual Background; and 地図作製 and 時事知識 (Travel).

Martial Artist! 武道家!

DX
 技能柔道空手, and any 白兵武器 or 武器投げ skill used with “exotic” weapons: 斧・メイス for kama, フレイル for nunchaku, 十手・サイスモールソード for jo, for bo, 武器投げ (Shuriken), and トンファー. Also covers related 準備 skills, and any use of 軽業登攀跳躍, or 忍び in combat. Make a Will-based roll for 瞑想.
 推奨される利点: Extra-Broad 「特典」 and テクニック (pp. 11-12); ST bonus when fighting barehanded or with relevant weapons (Sample Bonuses, pp. 13-15).
 出典: GURPS Dungeon Fantasy 1: Adventurers.
 注釈: Originally a template wildcard. Compare Fist! (p. 30).

Mechanism! 機構!

IQ
 技能大工時事知識 (Science & Technology), 鍵開け修理工冶金学, and ; all 武具屋間接射撃エンジニア爆発物液体射出器メカニック, and 鍛冶屋 specialties known in the game world; and any use of 数学 (Applied) relevant to work with the previous skills. In a campaign where 怪科学 exists, add its technological applications to the list.
 推奨される利点: Wildcard Familiarity (p. 11) and Wildcard Tech Level (p. 11) with all relevant gadgetry; HyperCompetency (pp. 12-13) to use player guidance to find needed parts.
 出典: Pyramid #2 (March 7, 2008).
 注釈: Intended for games set at or below early TL5. Compare Inventor! (p. 32), which better suits mature TL5 and above.

Medic! 医者!

IQ
 技能診断専門技能 (エジプト学), 危険物取扱 (Biological), 薬学医師毒物心理学, and 手術 --and also 化学 when dealing with drugs, 鑑識 when conducting an autopsy, and 自然知識 to know what toxin or venom is afflicting someone.
 推奨される利点: Wildcard Familiarity (p. 11) for physiology; bonuses to HT rolls to avoid joining the infected, to HP restored by healing, to reaction rolls from people cured, and/or to patients’ HT rolls to recover (Sample Bonuses, pp. 13-15).
 出典: GURPS Action 1: Heroes and GURPS Monster Hunters 1: Champions.
 注釈: Monster Hunters expands Medic! into a template building block (pp. 18-19) suited to 400-point gaming. It makes 応急処置 and 獣医 explicit rather than leaving them implicit; extends scientific knowledge to 生物工学生物学 (Biochemistry), 時事知識 (Science & Technology), 生理学, and 調査; broadens technical skills to 電子機器操作 (Medical and 学術機器), as well as コンピュータ操作 for medical systems; and adds “alternative medicine” in the form of 伝統療法草木秘伝, and 催眠術. It also folds in a social angle in the form of 管理 and 外交 when dealing with medical records and personnel, 法律 as applied to medical cases, and Influence rolls to request aid from medical professionals. Finally, it spells out that Wildcard Tech Level (p. 11) is in effect, removing penalties for low TL. Compare Medicine! (below).

Medicine! 医学!

IQ
 技能: All specialties of 生物学診断電子機器操作 (Medical), 専門技能 (エジプト学), 応急処置催眠術薬学医師生理学毒物心理学手術, and 獣医. It may also include 生物工学 and/or 伝統療法, at the GM’s option.
 推奨される利点: Wildcard Familiarity (p. 11) for physiology; bonuses to HT rolls to avoid joining the infected, to HP restored by healing, to reaction rolls from people cured, and/or to patients’ HT rolls to recover (Sample Bonuses, pp. 13-15).
 出典: GURPS Bio-Tech, GURPS Reign of Steel: Will to Live, and GURPS Supers.
 注釈: Compare Medic! (above).

Memetics! ミーム学!

IQ
 技能洗脳, 外交専門技能 (Memetics), 言いくるめ尋問指揮商人政治プロパガンダ心理学 (all specialties), 社会学, and 指導.
 推奨される利点: Hyper-Competency (pp. 12-13) for 貸し in play, to enlist someone well-disposed due to memetic manipulation; bonuses to reaction or Influence rolls after using the wildcard to instill a meme, and/or to rolls to resist such manipulation (Sample Bonuses, pp. 13-15).
 出典: Transhuman Space: Changing Times.
 注釈: Compare Psychologist! (pp. 34-35).

Money! お金!

IQ
 技能管理言いくるめ財政商人, and other appropriate skills used to obtain wealth and broker deals.
 推奨される利点: Hyper-Competency (pp. 12-13) to allow the exchange of Wildcard Points for a little extra cash each game session; bonuses to reaction or Influence rolls after using the wildcard to close a deal (Sample Bonuses, pp. 13-15).
 出典: GURPS Creatures of the Night, Volume 1.
 注釈: “Other appropriate skills” would logically include those listed for the 「商売上手才能 but not mentioned above: 会計経済学 , 賭博市場分析, and プロパガンダ. Money! should allow 物乞い in a pinch, too. Compare Businessman! (p. 28).

Move! 移動!

DX
 技能軽業曲芸飛行曲泳身体感覚登攀無重力跳躍, and 忍び. Works as 脱出 to move through narrow openings --and, at the GM’s discretion, as some forms of 踊り and 性愛術. Make a HTbased roll for 「飛行」, 行軍跳躍ランニング, Skating, スキー, or 水泳. Any such HT-based roll results in +20% to the day’s travel in whatever mode of movement it covers. Move! can also take the place of any unarmed combat skill if performing some sort of fancy movement while attacking; Move! at DX+2 or better grants +1 per die to damage with such attacks.
 推奨される利点: Bonus to ST rolls to break free from enemies or restraints --and possibly a generalized version of the damage bonus (Sample Bonuses, pp. 13-15).
 出典: GURPS Supers.

Negotiator! 交渉人!

IQ
 技能外交言いくるめ尋問商人政治演説礼儀作法, and 裏社会. Make a HT-based roll for 宴会 or 性的誘惑; make a Per-based roll for 嘘発見.
 推奨される利点: Wildcard Familiarity (p. 11) for culture; bonuses to reaction or Influence rolls after using the wildcard to close a deal (Sample Bonuses, pp. 13-15).
 出典: GURPS Social エンジニアing.
 注釈: Compare Face Man! (p. 30) and Talker! (p. 36).

Occult! オカルト!

IQ
 技能神秘学占い師秘伝 の全ての専門分野、および未確認動物学、悪魔学、聖霊論、UFO学、吸血学といった専門技能
また、オカルト、超自然的、怪奇的な分野(人類学 , 考古学 , 地域知識犯罪学時事知識歴史文学心理学, および 調査)をカバーします。
さらに一部のキャンペーンでは、錬金術夢見除霊草木秘伝儀式魔法魔法シンボル魔法学, および/または怪科学, および不気味な分野の宗教儀式も含みます。
 推奨される利点: Wildcard Familiarity(p. 11)により、不明瞭さに対するペナルティが削除されます。または、これを徐々に行うボーナス(Sample Bonuses、pp。13-15); Hyper-Competency (pp. 12-13)は、Wildcard Pointsとエネルギーを交換して、よく理解されていない儀式に燃料を供給します。
Wildcard Familiarity (p. 11) removing penalties for obscurity, or a bonus that does this gradually (Sample Bonuses, pp. 13-15); Hyper-Competency (pp. 12-13) to trade Wildcard Points for energy to fuel ill-advised, poorly understood rituals.
 出典: GURPS Horror.
 注釈: 元々は「The Occult!」と呼ばれていました。 Lore! (p. 32), Magic! (p. 32), and Wizard! (p. 37)も比較してください。

Perform! 演芸!

IQ
 技能時事知識 (上流社会 and 大衆文化), 電子機器操作 (メディア), 火喰い占い師団体演技指導化粧声まね楽器演奏/どれでも, 演劇演説, and 腹話術.
Make a DX-based roll for 踊り手品, or 殺陣; make a HT-based roll for 歌唱.
 推奨される利点: Wildcard Familiarity (p. 11) for artistic experience and culture; bonuses to reaction or Influence rolls after using Perform! to put on a successful show (Sample Bonuses, pp. 13-15).
 出典: GURPS Supers.

Pilot! 操縦者!

DX
 技能操縦 (all specialties), and make an IQ-based roll for 操船 (Airship, Spaceship, or Starship). Allows rolls to operate any weapons system installed in an air or space vehicle, and for attack maneuvers with the vehicle itself.
 推奨される利点: Wildcard Familiarity (p. 11) and Wildcard Tech Level (p. 11) for air and space vehicles; bonuses to avoid the effects of acceleration, motion sickness, and space sickness (Sample Bonuses, pp. 13-15).
 出典: GURPS Supers.
 注釈: This is a minimalist wildcard as written. The GM might add Airshipman, 無重力気象学航法 (Air, Hyperspace, and Space), パラシュート宇宙船乗員, and 宇宙服 --plus 電子機器操作/どれでも for vehicular systems, 荷積み for cargos, and メカニックfor repairs, where air or space vehicles are involved --as befits the setting. Compare Wheel Man! (p. 37).

Pirate! 海賊!

DX
 技能軽業ボート格闘登攀砲手 (Cannon), 銃器 (ピストル), 脅迫跳躍ナイフ紐結び船員操船, and ショートソード.
 推奨される利点: Wildcard Familiarity (p. 11) and Wildcard Tech Level (p. 11) for all suitable ships and gunpowder weapons; bonus to avoid the effects of motion sickness (Sample Bonuses, pp. 13-15).
 出典: GURPS Supporting Cast: Age of Sail Pirate Crew.
 注釈: This could easily be broadened into an ultimate template wildcard (p. 18) for pirates!

Psychologist! 心理学者!

IQ
 技能洗脳, 犯罪学催眠術尋問プロパガンダ, and 心理学. Make a Per-based roll for ボディランゲージ or 嘘発見; make a Will-based roll for 精神防御.
 推奨される利点: Bonuses to all rolls to resist madness or mental manipulation, to the reactions of people cured, and/or to patients’ rolls to combat mental illness (Sample Bonuses, pp. 13-15).
 出典: GURPS Social エンジニアing and GURPS Supers.
 注釈: Might veer into cinematic skills such as Enthrallment and 強靭精神 in some settings. Compare Memetics! (p. 33).

Scholar! 学者!

IQ
 技能人類学 , 考古学 , 地図作製経済学 , 地理紋章学歴史文学神秘学哲学演説社会学指導, and 神学. Can also be used for 調査in any humanities or social-sciences field, and as 記録 for scholarly works and popularizations (but not fiction or poetry).
 推奨される利点: Wildcard Familiarity (p. 11) for artistic experience, culture, and/or new regions.
 出典: GURPS Supers.
 注釈: Compare 歴史! (p. 31).

Science! 科学!

IQ
 技能天文学生物工学生物学化学エンジニア地質学数学冶金学気象学自然知識古生物学物理学心理学, etc.
 推奨される利点: Wildcard Familiarity (p. 11) and Wildcard Ultra-Tech (p. 11) with all sciences.
 出典: GURPS Basic Set and GURPS Monster Hunters 1: Champions.
 注釈: The Monster Hunters version --being a template building block (pp. 18-19) for 400-point campaigns --mentions that “etc.” includes 人類学 , 生理学, and 社会学, and in effect turns Science! into an ultimate template wildcard (p. 18) by permitting it to work for any skill roll to offer a “scientific opinion.”

Scout! 斥候!

IQ
 技能偽装地図作製, and 航法 (Land); 尾行, but only when outdoors; and 身ぶり and 声まね (Bird Calls) for signaling allies. Make a DX-based roll for 忍び, a HT-based roll for 行軍, or a Per-based roll for 監視生存/どれでも, 足跡追跡, or any use of to spot traps.
 推奨される利点: Wildcard Familiarity (p. 11) for new regions; bonuses to resist natural hardships and/or to spot rival scouts (Sample Bonuses, pp. 13-15).
 出典: GURPS Dungeon Fantasy 1: Adventurers.
 注釈: Originally a template wildcard. Compare Hunter! (p. 31).

Security! 保安!

Per
 技能ボディランゲージ , 嘘発見監視, and 発見. Make an IQ-based roll for 電子機器操作 (保安システム and 調査機器), 専門技能 (コンピュータ・セキュリティ), 尾行, or 戦術; 建築 to analyze security-related features of buildings; or 法律 in the context of a guard’s duties. Make a Will-based roll for 脅迫, or a DX-based roll for 紐結び or 忍び. Security! further allows DX-based rolls for one unarmed combat skill for restraining intruders and one weapon skill usual for guards in the setting, which might be the player’s choice or the GM’s campaign-wide decision.
 推奨される利点: Wildcard Familiarity (p. 11) for locations and security gear; Hyper-Competency (pp. 12-13) to allow Bullet Time for the specific purpose of protecting the client; bonus to reaction rolls from those protected (Sample Bonuses, pp. 13-15).
 出典: GURPS Supers.

Servant! 使用人!

IQ
 技能管理コンピュータ操作目利き (Wine), 調理時事知識 (any specialty appropriate to the campaign’s scope), 応急処置荷積み造園紋章学家事化粧職業技能 (Curator), 礼儀作法 (Servant), 指導, and 御者 --all as befits setting TL --as well as 会計 for household finances, 変装 to play the role of one’s employer, and any Hobby shared with that person. Also includes one 影響技能 in addition to 礼儀作法 (Servant); 外交 is typical, but other skills such as 言いくるめ脅迫, or 性的誘惑 are possible, with a plausible rationale. Make a DXbased roll for 運転 or 裁縫.
 推奨される利点: Wildcard Familiarity (p. 11) for culture; bonus to reaction rolls from employers and/or those served (Sample Bonuses, pp. 13-15).
 出典: GURPS Supers.

Shooter! 射手!

DX
 技能: All クロスボウ砲手銃器, and 液体射出器 skills, plus associated 準備 specialties (Ammo, Arrow, Long Arm, and ピストル). Covers any use of 軽業跳躍, or 忍び to move around in a gunfight. Counts as 格闘 when slugging someone with a pistol. Works as 強行突入 when shooting locks and doors. Stands in for 投げ when hurling a hand grenade or an empty handgun at enemies (or a loaded weapon to an ally!). Make an IQ-based roll for 武具屋to get a gun working again.
 推奨される利点: Wildcard Familiarity (p. 11) and Wildcard Tech Level (p. 11) for guns; Hyper-Competency pp. 12-13) for Bullet Time; bonuses to Accuracy and/or to Will to retain Aim with relevant weapons (Sample Bonuses, pp. 13-15).
 出典: GURPS Action 1: Heroes and GURPS Gun Fu.
 注釈: Originally a template wildcard. Compare Gun! (pp. 30-31).

Spy! スパイ!

IQ
 技能: Any skill roll that would, in the GM’s opinion, fall under the typical activities of a spy. This does not include combat skills. Spy! can generally replace 演技時事知識 (Geopolitics), 変装言いくるめ隠匿尋問, and 尾行. Make a DX-based roll for 脱出すり手品, or 忍び, or a Per-based roll for 嘘発見監視発見, or 足跡追跡. The GM may allow other skills, and even take suggestions . . . but if the players get too creative, remember that Spy! covers activities directly related to the business of intelligence-gathering, not every exploit of cinematic secret agents (so no 宴会賭博, or 性的誘惑).
 推奨される利点: Wildcard Familiarity (p. 11) with any gear needed to complete the mission; Hyper-Competency (pp. 12-13) for any use that helps the spy survive against all odds, in true Bond fashion; bonuses to resist seduction or torture, and/or to detect rival spies (Sample Bonuses, pp. 13-15).
 出典: GURPS Lair of the Fat Man.
 注釈: This amounts to an ultimate template wildcard (p. 18).

Stick! 棒!

DX
 技能斧・メイスブロードソードフレイルショートソードスモールソード武器投げ (Stick), 両手斧・メイス両手フレイル, and 両手剣 for crushing weapons only. Use this in place of 軽業 and 跳躍 in combat situations. Make an IQ-based roll for 武具屋pertaining to these weapons. Users can wield two one-handed sticks at full skill without off-hand penalties.
 推奨される利点: Already includes Implicit 「特典」 (p. 12). Extra-Broad 「特典」 and テクニック (pp. 11-12) and a bonus to ST when using a blunt weapon (Sample Bonuses, pp. 13-15) would also fit.
 出典: GURPS Supers.
 注釈: The GM may wish to give this wildcard depth comparable to Blade! (p. 28) in a high-powered campaign.

Swashbuckler! 剣客!

DX
 技能準備 , 白兵武器, and 武器投げ skills for one-handed blades --ブロードソード準備 (ナイフ and Sword), ナイフマンゴーシュレイピアサーベルショートソードスモールソード, and 武器投げ (ナイフ). Also covers ボクシング格闘クローク, and レスリング, and any use of 軽業登攀跳躍, or 忍び in combat.
 推奨される利点: Extra-Broad 「特典」 and テクニック (pp. 11-12); bonus to ST when using a one-handed blade (Sample Bonuses, pp. 13-15).
 出典: GURPS Dungeon Fantasy 1: Adventurers.
 注釈: Originally a template wildcard. Compare Sword! (below).

Sword! 剣!

DX
 技能ブロードソードフォースソード十手・サイナイフマンゴーシュレイピアサーベルショートソードスモールソード, and 両手剣, as well as related 準備 skills. Use in place of such skills as 軽業 and 跳躍 for physical stunts while fighting.
 推奨される利点: Extra-Broad 「特典」 and テクニック (pp. 11-12); bonus to ST when using a sword (Sample Bonuses, pp. 13-15).
 出典: GURPS Basic Set.
 注釈: Compare Blade! (p. 28), Katana! (p. 32), and Swashbuckler! (above).

Talker! 話術師!

IQ
 技能演技指揮プロパガンダ演説指導, and all 影響技能(p. B359): 外交, 言いくるめ, 脅迫 (with a Will-based roll), 礼儀作法性的誘惑 (with a HT-based roll), and 裏社会. Also acts as 管理宴会 (with a HT-based roll), 占い師, and 政治 when used in a social manner; 尋問for casual conversations (not torture); 商人 for haggling (not estimating value); and any other skill required to persuade others through speech (e.g., if an NPC judge will respond only to 法律, Talker! can replace 法律 to get a good reaction but not for a courtroom defense).
 推奨される利点: Wildcard Familiarity (p. 11) for culture; Hyper-Competency (pp. 12-13) for 貸し in play; bonuses to reaction or Influence rolls after using the wildcard to make a first impression (Sample Bonuses, pp. 13-15).
 出典: GURPS Monster Hunters 1: Champions.
 注釈: Originally a template building block (pp. 18-19). Compare Face Man! (p. 30), Fake! (p. 30), and Negotiator! (p. 34).

Ten-Hut! 気を付け!

IQ
 技能: Any skill to use or repair military gear appropriate to the setting, plus any skill to repair (not use) military weapons, notably 武具屋(Body Armor, Heavy Weapons, and Small Arms), 電子機器操作 (Comm, 電子戦装備, and センサー), 電子機器修理 (ditto), エンジニア (Combat), 爆発物/どれでも, 応急処置メカニック(for military vehicles), パラシュート (make a DX-based roll), and 装備潜水. Fully replaces 偽装前方観測身ぶり行軍 and ランニング (with HT-based rolls), and 忍び (with a DX-based roll) in the field, and stands in for 諜報分析戦略, and 戦術 for combat involving multiple fighters on a side.
On a military base, works as 演技 to fit in and convince others that you belong there, 地域知識 to answer questions like “Where’s the mess hall?”, and 建築 to know how buildings are laid out. And functions as 尋問指揮プロパガンダ, and 礼儀作法 (Military) when dealing with military personnel, and as all social skills when interacting with a member of the military as a member of the military (whether this is true or just an act), discussing military business.
 推奨される利点: Wildcard Familiarity (p. 11) and Wildcard Tech Level (p. 11) for almost everything relevant to military activities; Hyper-Competency (pp. 12-13) for 貸し in play on military bases; bonuses to reactions from military types (Sample Bonuses, pp. 13-15).
 出典: GURPS Monster Hunters 1: Champions.
 注釈: Originally a template building block (pp. 18-19).

Thief! 泥棒!

DX
 技能登攀脱出窃盗強行突入すり手品, and 忍び. Make an IQ-based roll for 隠匿鍵開け尾行隠蔽裏社会, or , or for 身ぶり to signal allies. Make a Per-based roll for 発見 or 都市生存術.
 推奨される利点: Hyper-Competency (pp. 12-13) for player guidance to find doors left unlocked and keys left unattended; bonuses to damage rolls for traps and/or to rolls to spot rival thieves (Sample Bonuses, pp. 13-15).
 出典: GURPS Dungeon Fantasy 1: Adventurers and GURPS Supers.
 注釈: The Dungeon Fantasy version is a broad template wildcard for high-powered fantasy. The Supers variant is narrower, omitting 身ぶり隠匿発見手品隠蔽, and 都市生存術, yet adding only 電子機器操作 (保安システム) and 商人 (to sell stolen goods). Allowing all of these skills wouldn’t be unbalanced. Compare Infiltrator! (p. 31).

Throw! 投擲!

DX
 技能ボーラ槍投げ器, and 投げ; thrown uses of クローク投げ縄, and 「ネット」; all 武器投げ skills; and all related 準備 skills. Make IQ-based rolls for 武具屋pertaining to these weapons, and for 競技知識 skills such as darts.
Lets you throw any object you can lift, as with 投器術, without requiring Trained by a Master or Weapon Master as a prerequisite. Having one of those 有利な特徴 is still a prerequisite for gaining the damage bonuses of 投器術, though.
Use this in place of such skills as 軽業 and 登攀 for actions that benefit from throwing, such as climbing a tossed grappling line.
 推奨される利点: Bonuses to Accuracy, to ST, and/or to Will to retain Aim with relevant weapons (Sample Bonuses, pp. 13-15).
 出典: GURPS Supers.

Wheel Man! 舵手!

DX
 技能ボート運転操縦, and 潜水艦 specialties for vehicles small enough for one person to operate; any 砲手 skill needed to fire built-in weapons on such rides; and パラシュート to bail out. Make an IQ-based roll for 間接射撃/どれでも or 電子機器操作/どれでも for vehicular systems, 荷積み to pack a vehicle, メカニックto make repairs, 航法 to plot a course, or 尾行 to follow someone in a vehicle.
 推奨される利点: Wildcard Familiarity (p. 11) and Wildcard Tech Level (p. 11) for all relevant vehicles; Hyper-Competency (pp. 12-13) to use player guidance to find a handy vehicle waiting; bonus to avoid the effects of acceleration, motion sickness, etc. (Sample Bonuses, pp. 13-15).
 出典: GURPS Action 1: Heroes.
 注釈: Originally a template wildcard. Compare Boat! (p. 28), Drive! (p. 29), and Pilot! (p. 34).

Whip! 鞭!

DX
 技能フレイルフォースウィップ投げ縄単分子鞭両手フレイル, and melee uses of クローク and 「ネット」. Make an IQ-based roll for 武具屋pertaining to these weapons. Use it in place of such skills as 軽業 and 登攀 to climb up or swing from a whip; 絞首具 or 紐結び when choking or binding a foe with a flexible weapon; and suitable specialties of 性愛術.
 推奨される利点: Extra-Broad 「特典」 and テクニック (pp. 11-12); bonuses to ST when using or trying to break free from a flexible weapon (Sample Bonuses, pp. 13-15).
 出典: GURPS Supers.
 注釈: The GM may wish to give this wildcard depth comparable to Blade! (p. 28) in a high-powered campaign.

Wire Rat! 配線!

IQ
 技能電気技師and all 電子機器操作 and 電子機器修理 specialties, plus any use of 偽装隠匿隠蔽, or to hide an electronic device such as an alarm, beacon, or bug. Make a Per-based roll for 発見 or when the objective is to find such a gizmo, and for any use of 拾集 to locate parts.
 推奨される利点: Wildcard Familiarity (p. 11) and Wildcard Ultra-Tech (p. 11) with all relevant gadgetry; HyperCompetency (pp. 12-13) to use player guidance to find needed parts.
 出典: GURPS Action 1: Heroes.
 注釈: Originally a template wildcard.

Wizard! 魔法使い!

IQ
 技能錬金術危険物取扱 (Magical), 秘伝 (any magical specialty), 神秘学調査速読指導魔法学, and 記録. Make a DXbased roll for 身体感覚 or 特殊攻撃 when spellcasting, or a Will-based roll for 瞑想.
 推奨される利点: Bonus to resist enemy magic, thanks to understanding it so well (Sample Bonuses, pp. 13-15).
 出典: GURPS Dungeon Fantasy 1: Adventurers.
 注釈: Originally a template wildcard. This covers all of a fantasy wizard’s trade except magic --it doesn’t allow spellcasting. Compare Lore! (p. 32), Magic! (p. 32), and Occult! (p. 34).

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第1章:キャラクー作成

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第2・3章:特徴

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第12章:上級戦闘

第13章特殊な戦闘の状況

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