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メンバー専用のテスト・ページです。練習や試訳用などお好きにどうぞ。
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.
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.
- 「全周視覚」(360° Vision) P39P
- 「特殊効果」(Affliction) P39P
- 選択ルール「特殊効果の選択ルール」(Optional Rules for Afflictions) B40P
- 「仲間」(Allies) P41P
- 「加速」(Altered Time Rate) P41P
- 「水中適応」(Amphibious)P42P
- 「拘束」(Binding)P42P
- 「福者」(Blessed) P43P
- 「空中バランス」(Catfall) P43P
- 「能動迷彩」(Chameleon) P43P
- 「チャネリング」(Channeling)P43P
- 「超感覚」(Clairsentience)P44P
- コラム:「投影体」(Projection) P44P
- 「壁にはりつく」(Clinging) P45P
- 「常識」(Common Sense) P45P
- 「締めつけ」(Constriction Attack) P45P
- 「防護点」(Damage Resistance)P45P
- コラム:部分的に限定された能力(Partially Limited Abilities) P46P
- 「危険感知」(Danger Sense)
- 「闇視」(Dark Vision) P46P
- 「〜〜探知」(Detect) P47P
- 「特殊な識別感覚」(Discriminatory Senses)P47P
- 「複製」(Duplication) P48P
- 「伸縮自在の皮膚」 (Elastic Skin) P48P
- 「共感系の有利特徴」(Empathy Advantages) P48P
- 「高速移動」(Enhanced Move) P49P
- 「多目標追尾」(Enhanced Tracking) B69P
- 「追加攻撃回数」(Extra Attack) P49P
- 「飛行(有利な特徴)」(Flight)P50P
- 「巨大化」(Growth) P50P
- 「治療できる」(Healing)P51P
- 「聴覚系の有利特徴」(Hearing Advantages) P51P
- 「域外視覚」(Hyperspectral Vision)P51P
- 「負傷耐性」(Injury Tolerance) P52P
- 「特殊攻撃」(Innate Attack) P53P
- コラム:L-銃器のような特殊攻撃(Guns as Innate Attacks) P54P
- 「非実体化」(Insubstantiality) P55P
- 「直感」(Intuition) P56P
- 「透明」(Invisibility) P56P
- 「次元跳躍者」(Jumper)P57P
- 「L-次元跳躍者/霊」(Jumper (Spirit))
- 「追加荷重体力」(Lifting ST) P58P
- コラム:「L-力業」(Heavy Lifting) P58P
- 「幸運」(Luck) P59P
- 「マナ除去」と「マナ増幅」(Mana Damper and Mana Enhancer)P59P
- 「霊媒」(Medium) P59P
- 「代謝制御」(Metabolism Control)P60P
- 「顕微視覚」(Microscopic Vision) P60P
- 「音声再現」(Mimicry) P60P
- 「精神支配」(Mind Control) P61P
- 「Powersの追加解釈「精神探査と読心」」(Mind Probe and Mind Reading)P61P
- 「精神防壁」(Mind Shield) P62P
- 「知覚されにくい」(Obscure) P64P
- 「託宣」(Oracle) P65P
- 「後援者」(Patrons) P65P
- 「透視」(Penetrating Vision) P66P
- 「特典」(Perks) P66P
- 「物質透過」(Permeation)P66P
- 「憑依」(Possession)P67P
- 「未来予知」 (Precognition) P69P
- 「感覚保護」(Protected Sense)P69P
- 「L-パワー保護/種別」(Protected Power)
- 「超能力阻止」(Psi Static)P69P
- 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。
- 「サイコメトリー」 (Psychometry) P69P
- 「種族の記憶」(Racial Memory) P70P
- 「放射線耐性」(Radiation Tolerance) P70P
- 「毒舌」(Rapier Wit) P70P
- 「HP再生」(Regeneration)P70P
- 「部位再生」(Regrowth)P71P
- 「走査感覚」(Scanning Sense) P72P
- 「透明が見える」(See Invisible) P72P
- 「触覚が繊細」(Sensitive Touch) P73P
- 「都合のいい偶然」(Serendipity) P73P
- 「影の体」(Shadow Form) P73P
- 「形態変更」(Shapeshifting) P74P
- 「縮小」(Shrinking) P75P
- コラム:小さなサイズと戦闘(Optional Rule:Small Size and Combat) P76P
- 「音を立てない」(Silence) P76P
- 「アイテム借用」(Snatcher) P76P
- 「動物会話」(Speak With Animals) P77P
- 「植物会話」(Speak With Plants) P77P
- 「特別な絆」(Special Rapport) P77P
- 会話系の有利特徴(Speech Advantages) P78P
- 「伸長」(Stretching) P78P
- 「追加攻撃体力」(Striking ST) P78P
- 「超登攀」(Super Climbing) P79P
- 「超跳躍」(Super Jump) P79P
- 「超幸運」(Super Luck) P80P
- 「切り替え可能な肉体部位」(Switchable Body Parts) P81P
- 「遠隔通信」(Telecommunication) P81P
- 「L-指向性音波」(Directional Sound)
- 「L-重力波通信」(Gravity-Ripple Comm)
- 「L-ニュートリノ通信」(Neutrino Comm)
- 「L-ソナー通信」(Sonar Comm)
- 「テレキネシス」(Telekinesis。略記は「TK」) P82P
- 「気温制御」(Temperature Control) P83P
- 「地形適応」(Terrain Adaptation) P85P
- 「恐怖」(Terror)P84P
- 「真の信仰」(True Faith) P84P
- 「トンネル移動」(Tunneling) P85P
- 「トンネル移動/遅い」(Tunneling(Slow))
- 「なんでも消化できる」(Universal Digestion) P86P
- 「ヴァンパイアの噛みつき」(Vampiric Bite) P86P
- 「振動感覚」(Vibration Sense) P86P
- 視覚系の有利特徴(Vision Advantages) P87P
- 「視覚化暗示」(Visualization) P87P
- 「空中歩行」(Walk on Air) P87P
- 「水上歩行」(Walk on Liquid) P88P
- 「ワープ移動」(Warp)P88P
- 「万能の天才」(Wild Talent) P89P
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%.
unorthodox reinterpretations are optional; their use in any campaign is up to the GM.
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% |
「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%.
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%.
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」.
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.
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).
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.
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.
When an attack that normally ignores DR (like 「吸奪」) depends on a natural weapon --such as 「爪」 or 「歯」 --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」 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).
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 「呪文状」 --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 「呪文状」.
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 「呪文状」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」, 「呪文状」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」.
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.
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.
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).
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.
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.).
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.
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.
「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.
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」 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.
「感知されにくい/感知されない」 「感知されにくい/感知されない」 P103P
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
If the ability is obvious and traceable, buy the enhancement twice to foil both forms of detection.
A 「呪文状」 affects substantial and insubstantial targets equally, whether the user is substantial or insubstantial. This makes 「呪文状」
especially suitable for divine, magical, psi, and spirit abilities. In some settings, it might only be available for abilities with supernatural power modifiers.
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.
The Exposure Time variant is legal --and appropriate --for 有利な特徴 that work like 「呪文状」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.
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%.
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).
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
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」 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」.
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
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.
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.
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.
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.
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」 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).
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.
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.
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.
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
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.
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.
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.
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