「
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.
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