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パワー

目次

 約96種+コラム7+その他1
原書表記 P39P〜P90P

目次



■パワーアップ(Powering Up)

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(Alternatives):
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.

■追加特別増強/追加特別限定:
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.

反映済

  1. 全周視覚」(360° Vision)  P39P
  2. 特殊効果」(Affliction)  P39P
    1. 選択ルール「特殊効果の選択ルール」(Optional Rules for Afflictions) B40P
  3. 仲間」(Allies) P41P
  4. 加速」(Altered Time Rate) P41P
  5. 水中適応」(Amphibious)P42P
  6. 拘束」(Binding)P42P
  7. 祝福」(Blessed) P43P
  8. 空中バランス」(Catfall) P43P
  9. 能動迷彩」(Chameleon) P43P
  10. チャネリング」(Channeling)P43P
  11. 超感覚」(Clairsentience)P44P
    1. コラム:「投影体」(Projection) P44P
  12. 壁にはりつく」(Clinging) P45P
  13. 常識」(Common Sense) P45P
  14. 締めつけ」(Constriction Attack) P45P
  15. 防護点」(Damage Resistance)P45P
    1. コラム:部分的に限定された能力(Partially Limited Abilities) P46P
  16. 危険感知」(Danger Sense)
  17. 闇視」(Dark Vision) P46P
  18. 「〜〜探知」(Detect) P47P
  19. 特殊な識別感覚」(Discriminatory Senses)P47P
    1. (「超聴覚」「超嗅覚」「超味覚」)
  20. 複製」(Duplication) P48P
  21. 伸縮自在の皮膚」 (Elastic Skin) P48P
  22. 共感系の有利特徴」(Empathy Advantages) P48P
  23. 高速移動」(Enhanced Move) P49P
  24. 多目標追尾」(Enhanced Tracking) B69P
  25. 追加攻撃回数」(Extra Attack) P49P
  26. 飛行」(Flight)P50P
  27. 巨大化」(Growth) P50P
  28. 治療できる」(Healing)P51P
  29. 聴覚系の有利特徴」(Hearing Advantages) P51P
  30. 域外視覚」(Hyperspectral Vision)P51P
  31. 負傷耐性」(Injury Tolerance) P52P
  32. 特殊攻撃」(Innate Attack) P53P
    1. コラム:L-銃器のような特殊攻撃(Guns as Innate Attacks) P54P
  33. 非実体化」(Insubstantiality) P55P
  34. 直感」(Intuition) P56P
  35. 透明」(Invisibility) P56P
  36. 次元跳躍者」(Jumper)P57P
  37. 追加荷重体力」(Lifting ST) P58P
    1. コラム:「L-力業」(Heavy Lifting) P58P
  38. 幸運」(Luck) P59P
  39. マナ除去」と「マナ増幅」(Mana Damper and Mana Enhancer)P59P
  40. 霊媒」(Medium) P59P
  41. 代謝制御」(Metabolism Control)P60P
  42. 顕微視覚」(Microscopic Vision) P60P
  43. 音声再現」(Mimicry) P60P
  44. 精神支配」(Mind Control) P61P
  45. Powersの追加解釈「精神探査と読心」」(Mind Probe and Mind Reading)P61P
  46. 精神防壁」(Mind Shield) P62P
  47. 知覚されにくい」(Obscure) P64P
  48. 託宣」(Oracle) P65P
  49. 後援者」(Patrons) P65P
  50. 透視」(Penetrating Vision) P66P
  51. 特典」(Perks) P66P
  52. 物質透過」(Permeation)P66P
  53. 憑依」(Possession)P67P
  54. 未来予知」 (Precognition) P69P
  55. 感覚保護」(Protected Sense)P69P
  56. 超能力阻止」(Psi Static)P69P
    1. これは、より広範な「静止」の特殊なケースの1つにすぎません。 p.98を参照してください。
  57. サイコメトリー」 (Psychometry) P69P
  58. 種族の記憶」(Racial Memory) P70P
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.

■代替案(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.

■パワーアップ(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).

P70P

  1. 毒舌」(Rapier Wit) P70P
  2. HP再生」(Regeneration)P70P
  3. 部位再生」(Regrowth)P71P参照。

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.

■代替案(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).

■追加特別増強(New Special Enhancement)s
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%.

■パワーアップ(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.

■代替案(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).

■追加特別増強(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%.

■パワーアップ(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.

■代替案(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).

■追加特別増強(New Special Enhancement)s
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%.

■パワーアップ(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.

都合のいい偶然」(Serendipity) P73P

  1. 都合のいい偶然」(Serendipity) P73P

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.

■代替案(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).

■追加特別増強(New Special Enhancement)s
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%.

■追加特別限定(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%.

■パワーアップ(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」(Shapeshifting)P74P

形態変更」参照。

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).

■代替案(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」.

■パワーアップ(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

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.

■代替案(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.

■追加特別増強(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%.

■パワーアップ(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.

「アイテム借用」(Snatcher) P76P

アイテム借用」参照。

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.

■代替案(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).

■追加特別増強(New Special Enhancement)s
 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%.

■パワーアップ(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.

■代替案(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.

■追加特別増強(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%.

■追加特別限定(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%.

■パワーアップ(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.”

■代替案(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).

■追加特別増強(New Special Enhancement)s
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.

■パワーアップ(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”).

■代替案(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).

■パワーアップ(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.

■代替案(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.

■追加特別増強(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%.

■追加特別限定(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.

■パワーアップ(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.

追加攻撃体力」(Striking ST)P78P

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.

■代替案(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).

■追加特別限定(New Special Limitation)s
 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).

■パワーアップ(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.

「超跳躍」(Super Jump)

超跳躍」参照。
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.

■代替案(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).

■追加特別増強(New Special Enhancement)s
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%.

■追加特別限定(New Special Limitation)s
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%.

■パワーアップ(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.

■代替案(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).

■追加特別増強(New Special Enhancement)s
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.

■パワーアップ(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).

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

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.

■代替案(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).

■追加特別増強(New Special Enhancement)s
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%.

■パワーアップ(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.

「テレキネシス」 B82P

テレキネシス」参照。

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.

■代替案(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).

■パワーアップ(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).

■代替案(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.

■追加特別増強(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%.

■パワーアップ(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」(Terror)P84P

  1. 恐怖」(Terror)P84P
    1. 有利特徴「畏怖」(Awe) P84P:「恐怖」の亜種。
    2. 用語:畏怖判定(Awe Check) P84P
    3. 有利特徴「混乱」(Confusion) P84P:「恐怖」の亜種。
    4. 用語:混乱判定(Confusion Check) P84P
    5. コラム:畏怖・混乱表(Awe and Confusion Check Table) P85P
  2. 真の信仰」(True Faith) P84P
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.

■代替案(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」.

■追加特別増強(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%.

■パワーアップ(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.

■代替案(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.

■追加特別増強(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%.

■パワーアップ(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.

■代替案(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.

■追加特別増強(New Special Enhancement)s
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%.

■パワーアップ(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」.)

■代替案(Alternatives)
 Be sure to consider 「全周視覚」 (p. 39), 「闇視」 (p. 46), 「域外視覚」 (p. 51), 「顕微視覚」 (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.

■パワーアップ(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.

■代替案(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).

■追加特別増強(New Special Enhancement)s
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%.

■パワーアップ(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.

■代替案(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).

■追加特別限定(New Special Limitation)s
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%.

■パワーアップ(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.

■代替案(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).

■追加特別増強(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%.

■パワーアップ(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」(Warp)P88P

ワープ移動」参照。

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).

■代替案(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.
■追加特別増強(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%.

■追加特別限定(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%.

■パワーアップ(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.

別能力値基準」 「別能力値基準」 P100P

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

乗算型の修正」参照。

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:

反動的不調」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.

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第2・3章:特徴

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GURPS Power-Ups 6:Quirks

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GURPS Power-Ups 8:Limitations

第4章:技能

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