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

 約96種+コラム7+その他1
原書表記 P39P〜P90P

第4版ベーシックの「特徴」のPowersでの追加解釈  P39P

 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., Innate Attack 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.

EXISTING ADVANTAGES

Below is a list of advantages 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:

Alternatives:
 Similar traits that might be more appropriate in certain cases.

New Special Enhancements/Limitations:
 Additional modifiers that let the advantage simulate effects seen in fiction.

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 Talent 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.

360° Vision 「全周視覚」  P39P

see p. B34
This trait most often represents extra eyes, eyestalks, etc., but it doesn’t have to be physiological. Espers, martial-arts masters, omniscient deities, and the like might know what’s going on behind them without having to look.

■Alternatives
To follow several things going on around you at once, take Enhanced Tracking (p. 49) instead or as well.
Without this, you must focus on one thing at a time.

■New Special Enhancements
Panoptic 1:
 You can see all around you without turning your head and without the need for extra eyes. This is an enhancement because your gift
isn’t obvious – you can visibly stare in one direction and actually be looking in another! You still need eyes, though. If you’re blindfolded, dazzled, blinded by injuries, etc., you cannot see. +20%.

Panoptic 2:
 As above, but you don’t need eyes. You can always perceive everything going on around you, even if blinded or blindfolded. You still need light, unless you have something like Dark Vision. Blows to the eyes injure you normally but won’t blind this sense. +60%.

■Powering Up
Those with body-alteration or shapeshifting powers often add Switchable (p. 109) to temporarily grow extra eyes. Light power might let the user direct light coming from all directions to his eyes; this calls for Panoptic 1. Panoptic 2 is for those with supernatural powers – ESP, chi, divine omniscience, etc. In all cases, Talent adds to the user’s IQ and Vision rolls to notice the presence of “interesting” activity in parts of his visual field he isn’t currently focusing on.

Affliction 「特殊効果」  P39P

see p. B35
Affliction covers any attack that causes an effect other than injury (see Innate Attack, p. 53) or physical restraint (see Binding, p. 42). General forms of Affliction often seen in fiction include:

Beam:
 A ranged attack that affects one target; e.g., a paralysis beam or a shrinking ray. This is the most basic form of Affliction. It’s especially suitable for supers, gods, and ultra-tech beam weapons. Roll against Innate Attack (Beam) to hit.

Curse:
 Fantasy and horror Afflictions are more often “spells” than “bolts of power,” with the attacker calling upon supernatural forces to weaken or incapacitate his foe. The only requirement is Malediction 1 (+100%). To simulate the spells on pp. B242-253, add suitable levels of Costs Fatigue (-5%/level) and Takes Extra Time (-10%/level). Most mental effects are Based on Will (+20%).
There’s never any roll to hit; Maledictions use a Will roll instead.

Field:
 The user constantly emits a baneful effect; e.g., a demon might cause those who approach too closely to suffer Agony (+100%). If he affects everyone around him once, when they first come within range, take Area Effect (+50%/level) and Emanation (-20%). If he automatically attacks anyone he touches or who touches him each time he makes contact, use Aura (+80%) and Melee Attack (-30%) instead. In either case, add Always On.
This is a -10% limitation, as Afflictions are socially inconvenient but not physically troublesome for the user. No roll to hit is required, but those with Aura can actively try to affect a victim by making a melee attack.

Gas:
 Sleeping gas, paralysis gas, and the like. Such Afflictions have Area Effect (+50%/level) and one of Respiratory Agent (+50%), Blood Agent (+100%), or Contact Agent (+150%). For a mobile gas cloud, add Drifting (+20%) and Persistent (+40%). A gas that surrounds the attacker has Emanation (-20%) instead. Insidious gases have No Signature (+20%) and possibly Onset (variable). There’s no roll to hit; gas has a chance of affecting everyone exposed to it.

Gaze:
 A gaze is a common vehicle for supernatural Afflictions. For instance, a hypnotic gaze might cause the target to sleep. If the gaze works on any target the attacker can see, it has the Vision-Based enhancement (+150%). Roll against Innate Attack (Gaze) to hit. Gaze attacks by fantasy monsters tend to be short-ranged and curse-like; apply Malediction 1 (+100%) and the Vision-Based limitation (-20%) instead. To affect the target, make the usual Will roll for Malediction.

Mental Blast:
 Direct mind-to-mind attacks that stun or daze are common psi abilities. Such Afflictions have Malediction 2 (+150%) and Based on Will (+20%). If the attack is totally undetectable, add No Signature (+20%). As with all Maledictions, the only roll required is a Will roll.

Sensory Attack:
 Some Afflictions affect everyone nearby though their senses. Such attacks have Area Effect (+50%/level) and Emanation (-20%).
Bright flashes are Vision-Based (+150%), with a Disadvantage enhancement that inflicts Blindness (+50%); howls, thunderclaps, etc., are Hearing-Based (+150%), and cause Deafness (+20%). As with gas, no roll to hit is necessary – everyone in the area is exposed.

Touch:
 Monsters, wizards, and supers often have to touch those they wish to afflict. The simplest form of this is Melee Attack (-30%). Attacks that must touch bare skin or an open wound have Contact Agent (-30%) or Blood Agent (-40%), respectively, while supernatural attacks that bypass DR get Malediction 1 (+100%). Make an unarmed melee attack to hit. For Malediction, roll the Quick Contest to see if the Affliction works only after scoring a hit.

Venom:
 Toxins often cause weakness, paralysis, unconsciousness, coma, or heart attack. Those borne on fangs, claws, etc. have Follow-Up (+0%), while poisonous spray or spit has Contact Agent (-30%) or Blood Agent (-40%). Many poisons take time to work; if so, add Onset (variable).
Make a melee attack to hit with a natural weapon. Roll against Innate Attack (Breath) to hit with spray or spit.
Afflictions that do more than stun have special enhancements, too.
Effects might be inconvenient (Irritant, Negated Advantage, or modest levels of Attribute Penalty or Disadvantage), crippling (Incapacitation, or extreme levels of Attribute Penalty or Disadvantage), or lethal (Coma or Heart Attack). Note that Choking isn’t usually lethal – it responds to mundane treatment that takes two seconds and a First Aid roll (artificial respiration, oxygen mask, Heimlich maneuver, etc., depending on “special effects”).
The Advantage enhancement is a special case. It’s useful for specialized attacks; for instance, it might shrink the target (Shrinking, +50%/level) or turn him into a specter (Insubstantiality, +800%). However, it’s also a key element of many beneficial abilities, which use special rules; see Beneficial Afflictions (box).
Remember that an Affliction can have multiple effects. If an effect applies only if the victim fails his HT roll by 5+ or rolls a critical failure, it’s “secondary” and worth 1/5 as much. If the GM wishes, effects that require a critical success on the user’s roll (attack roll, Will roll for Malediction, etc.) can also be secondary.
Finally, note that it’s often more cost-effective to add the Malediction enhancement than to buy high levels of Affliction. Against a high-HT target, a Quick Contest of Will vs. HT is more likely to succeed than an unopposed HT roll (even at a penalty) is to fail.

■Alternatives
An Innate Attack with the Side Effect or Symptoms enhancement (see p. B109) can have Affliction-like effects in addition to damage. Side Effect is better than Affliction for simulating “reduced lethality” weapons.
Symptoms are generally superior for poisons and diseases that incapacitate with only moderate injury.
Healers should note that the Healing advantage (p. 31) costs far less than Affliction with Advantage, Regeneration.

■New Special Enhancement
Negated Disadvantage:
 The victim loses a specific disadvantage for one minute per point by which he fails his HT roll. If he lacks that disadvantage, there’s no effect. This is worth +10% per point the disadvantage is worth. If the disadvantage comes in levels, specify the level negated.

■Powering Up
Most powers can justify some kind of Affliction. Even wholly beneficial powers – Psychic Healing, the divine power of the God of Medicine, etc. – are likely to include Afflictions enhanced with Advantage or Negated Disadvantage, or with Ecstasy, Sleep, or Unconsciousness for use as an anesthetic. Talent gives a bonus to rolls to hit with Afflictions, and benefits Will rolls in the case of Malediction.

選択ルール「Optional Rules for Afflictions」 B40P

 Afflictions don’t have to do bad things to living targets. These rules address two common exceptions.
Beneficial Afflictions
If an Affliction’s effects are so unquestionably positive that no one would ever object to them, the GM may reverse the sign of the HT modifier; e.g., Affliction 3 gives a HT+2 roll instead of a HT-2 roll. Duration becomes minutes equal to the subject’s margin of success, not his margin of failure.
If such an Affliction has Malediction, the subject can waive his right to resist. The ability works if the user can make an unopposed Will roll (at the usual range penalties). In this case, duration in minutes equals the user’s margin of success.
Afflictions and Inanimate Targets
An Affliction can affect anything with a HT score . . . if the target is susceptible to its effects. Most inanimate objects – including all machines – have Immunity to Metabolic Hazards. This stops most Afflictions, with two exceptions.
Afflictions restricted to inanimate targets via Accessibility modifiers (such as “Only on Electrical”) affect those objects instead of living beings. This is only acceptable in conjunction with effects that make sense for the intended targets. You could render a machine “unconscious” by cutting its power, but you couldn’t inflict nausea.
Afflictions that cause Invisibility, Shrinking, and other transformations through the Advantage modifier affect everything. To prevent those with low levels from zapping planets, the GM should let unliving, homogenous, and diffuse targets add their SM to their resistance roll (an Earth-sized planet is SM +43). If modified HT comes to 21+ after applying SM and the Affliction’s HT modifier, resistance is automatic – nothing happens.


Allies「仲間」 P41P

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

Altered Time Rate「加速」 P41P

see p. B38
Altered Time Rate (ATR) is typical of super-speedsters and over-the-top cinematic martial artists. It’s also appropriate for those who control time, and even suits the fastest computers and robots.

■Alternatives
To react quickly, improve Basic Speed and consider either Combat Reflexes (p. B43) or Enhanced Time Sense (p. B52). High running speed calls for Enhanced Move (p. 49) --or just a good Basic Move. For multiple attacks, take Extra Attack (p. 49). To speed up learning, get Super- Memorization (see Modular Abilities, p. 62).
■New Special Enhancement
Super-Speed: You’re even faster out of combat! When performing mundane or repetitive tasks --building things (including new inventions), reading, making repairs, etc. --look up your ATR level in the Size column of the Size and Speed/Range Table (p. B550) and divide the time required by the number in the Linear Measurement column. For example, ATR 6 gives a divisor of 20, which means a repair that normally requires an hour takes you just three minutes.
You can reduce time further by taking a skill penalty (see p. B346). You can’t hasten learning, special abilities (making magic items, concentrating on Mind Control, etc.), Concept rolls when inventing, or interactions with people or machines incapable of matching your speed. The GM may wish restrict Super-Speed to superheroic speedsters. +20%.
■New Special Limitation
Non-Combat Speed: You enjoy the benefits of Super-Speed out of combat, but get no additional maneuvers in combat. You can buy some of your ATR with Super-Speed and the rest with this limitation. -60%.
■Powering Up
ATR is most suitable for time-control and dedicated super-speed powers, but might also suit cinematic chi powers. Talent never provides a bonus, but offsets penalties for taking less time to execute a task.

Amphibious「水中適応」P42P

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

Binding「拘束」P42P

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

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

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

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

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

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

Constricting: Your Binding actively constricts the victim. Until he breaks free, the Binding attacks him each turn with a Constriction Attack (p. B43), at a ST equal to that of the Binding. +75%.

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

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

Blessed「祝福」 P43P

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

■Alternatives
Compare Oracle (p. 65), which has no FP cost, and Precognition (p. 68), which is much more controllable (and a better choice for superscience abilities).

■Powering Up
Blessed suits any power that admits the existence of supernatural entities that are better informed than mortals. Talent gives a bonus to the IQ roll to use the ability.

Catfall「空中バランス」 P43P

see p. B41
Unmodified Catfall represents the ability to twist in midair in order to land softly. This might be inborn or the result of secret acrobatic techniques.
With suitable modifiers, it can represent other fall-breaking measures, from parachutes or retrorockets to super-powered gravity control.

■New Special Enhancement
Feather Fall: You always enjoy the benefits of Catfall, even if bound and dropped on your head. +20%.

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

■Powering Up
Any power that can lower gravity or density, or justify Flight, might include Catfall. For Gravity, Psychokinesis, etc., add the Feather Fall enhancement. Those who have chi powers can use unmodified Catfall to simulate “body lightening” (karumijutsu).
Talent adds to DX rolls to halve damage in all cases.

Chameleon 「能動迷彩」 P43P

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

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

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

■Powering Up
Any kind of body-alteration or illusion power might include Chameleon.
Talent adds a further bonus to Stealth skill rolls to avoid being seen.

Channeling「チャネリング」P43P

see p. B41
Channeling normally lets the user serve as a conduit to the spirit world, but the GM may permit variant forms that enable contact with the dream world, the past, parallel universes, cyberspace, etc., instead. Each form of Channeling is a separate advantage.

■Alternatives
To speak with spirits, take Medium (p. 59). Those who experience possession by a spirit that grants superhuman capabilities should take an Alternate Form (see Shapeshifting, p. 74) --possibly with the Uncontrollable limitation --that represents their possessed self.

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

■New Special Limitations
Channeling often requires a ritual or séance to use. If so, add Preparation Required (p. B114). Another limitation is common in many settings:
Specialized: You can only channel one specific class of spirits.
Possibilities include angels, demons, elementals, faerie, ghosts, and anything else the GM wishes to allow. -50%.

■Powering Up
Channeling suits almost any supernatural power. Talent adds to Will rolls to enter the trance and resist Possession (or other mental attacks) by channeled entities.

Clairsentience「超感覚」P44P

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

■Alternatives
Use Detect (p. 47) for abilities that let the user know “something is there” but little else. Penetrating Vision (p. 66) is a better choice for the hero who can see through distant objects.
Scanning Sense (p. 72) --notably Para- Radar --is more suitable for extrasensory abilities with pseudo-scientific explanations.

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

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

コラム:Projection P44P

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

Compartmentalized Mind: Projectors with this trait send out all instances of their mind when they project. They can’t “leave behind” a mind to control their body. To get two conscious bodies, take Duplication.

Clinging 「壁にはりつく」 P45P

see p. B43
This advantage is most suitable for natural creatures that cling to surfaces, and for robots and supers that stick to walls and ceilings using adhesives, magnetism, suction, etc.
Realistic Clinging for human-sized and larger characters calls for the Requires Low Gravity limitation (below) --but supers are free to ignore this.
■代案
Flight (p. 50) with the -25% level of Low Ceiling better models the abilities of those who glide along surfaces without touching them.
Individuals who rely on exceptional balance and strength of limb to make seemingly impossible climbs are more likely to have Brachiator (p. B41) and Super Climbing (p. 79).
■追加特別増強
Attraction: You can cling to a surface with any part of your body --you don’t need to assume a crawling posture.
You can walk “upright” along a vertical surface, leaving your arms free, or even hang from the top of your head or your back in order to use all of your limbs. +25%.
■追加特別限定
Requires Low Gravity: Your ability doesn’t function in gravity fields over a certain, maximum strength.
For humans, this is typically 0.6G. -5% per 0.1G under 1G (-5% for 0.9G, -10% for 0.8G, and so on --down to -50% for 0G).
■パワーアップ
Clinging is often mediated by some kind of attractive force, making it suitable for such powers as Psychokinesis, Gravity, and Magnetism (with the Magnetic limitation).
An equally common explanation is the ability to form a bond with a particular substance.
This requires the Specific limitation (p. 112), and is appropriate for elemental powers --Earth power in particular.
Talent adds to all ST, DX, and skill rolls made to negotiate obstacles or stop a fall.

Common Sense 「常識」 P45P

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

Constriction Attack 「締めつけ」P45P

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

Damage Resistance「防護点

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

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

コラム:Partially Limited Abilities P46P

You needn’t apply the same modifiers to every level of a “leveled” advantage like Damage Resistance or Innate Attack. Applying a limitation to only part of the advantage lets you create an ability that’s more potent in situations where the limitation doesn’t interfere. Other modifiers can still apply to the entire ability.

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

Danger Sense 「危険感知」 P46P

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

Dark Vision 「闇視」 P46P

see p. B47
The exclusion of light, radar, and sonar leaves few realistic explanations for this trait. It almost has to be a kind of “sixth sense,” attributable to ESP, chi sensitivity, cosmic awareness, etc.
■代案
Infravision (p. B60) and Night Vision (p. B71) are cheaper, while Hyperspectral Vision (p. 51) has the same price but different benefits and drawbacks. Other ways to function in total darkness include Scanning Sense (p. 72) and Vibration Sense (p. 86).
■追加特別増強
Hypersensory: Your brain builds up a “picture” of your surroundings from the input of your senses of hearing, smell, and touch (temperature differences, vibrations, and even electric fields), and from tiny flashes of light due to chemical reactions, static discharges, and cosmic ray impacts.
You’re not aware of these things individually, but collectively, they let you see in the dark as if it were daylight, and even spot invisible foes. Each sense you lose --hearing, smell, touch, or vision --gives -2 to Vision rolls (this penalty can’t exceed the current darkness penalty). You’re only truly blind if you lose all four. You’re still limited to the standard human arc of vision unless you have Peripheral Vision or 360° Vision. +40%.
■パワーアップ
Like any vision ability, Dark Vision fits Light and Darkness powers. It’s also a good match for chi powers (as an alternative to Blind Fighting skill, p. B180) and ESP. In all cases, Talent adds to Vision rolls.

Detect 「〜〜探知」P47P

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

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

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

Duplication 「複製」 P48P

see p. B50
This is typically a super ability, with two important exceptions. First, with the Digital limitation, Duplication can represent a Digital Mind capable of controlling multiple computers.
Second, exotic alien life forms --notably cinematic blobs and amoeboids --can sometimes divide and recombine at will (and should probably have the Shared Resources limitation).
■追加特別増強
Construct: Your Dupes are material projections under your mental control. When you dispel them, they vanish, leaving you with your current -- not average --FP and HP. You also enjoy all the benefits of No Sympathetic Injury (don’t buy it separately).
Finally, the death of a Dupe isn’t permanent: by taking a Concentrate maneuver and spending 10 FP, you can generate a replacement.
But there’s only one “true you,” and if you die, all your Dupes die with you! This is incompatible with Digital and Shared Resources. +60%.
■追加特別限定
Sequential: You and your Dupes are chained together in a specific order.
Number them from 1 (the original you) on up. When a Dupe dies, all higher-numbered Dupes vanish, too.
This lets you create a character who can summon copies of himself from one possible future, with “later” copies dependent on the survival of “earlier”ones. Add Construct (above) if you can replace dead Dupes with copies from other possible futures. -40%.
■パワーアップ
With the Construct enhancement, Duplication is appropriate for any magical or spirit power that allows the user to summon or create a doppelganger.
With Sequential, it’s suitable for time-travel powers. Talent affects all skill rolls made by one Dupe to interact directly with another (Empathy rolls, First Aid rolls, etc.).

Elastic Skin 「伸縮自在の皮膚」 P48P

see p. B51
As the name implies, Elastic Skin might involve actually altering one’s skin. On the other hand, it could just be a skin-deep illusion. Decide which when buying the ability. Each has its pros and cons --there’s no difference in point cost.
■代案
Individuals who can only change their appearance to camouflage themselves should take Chameleon (p. 43).
Those who can transform their entire body have Morph (p. 74).
■パワーアップ
Elastic Skin suits illusion powers and body-alteration powers (often alongside Constriction Attack, Flexibility, Stretching, etc.). With the Glamour limitation (p. 111), it’s also reasonable for Telepathy. Talent adds to Disguise rolls made in conjunction with this ability.

Empathy Advantages 「共感」系の有利な特徴P48P

Awareness of the emotions and general motivations of other beings is central to several important fictional archetypes. Telepaths and “empaths” usually have Empathy (p. B51); mediums and shamans traditionally possess Spirit Empathy (p. B88); and elves, druids, and rangers in fantasy often enjoy Animal Empathy (p. B40) or Plant Empathy (p. B75).
■代案
Communication with animals, plants, and spirits calls for Speak With Animals (p. 77), Speak With Plants (p. 77), and Medium (p. 59), respectively. Animal, Plant, and Spirit Empathy don’t include this function. Seeing spirits calls for a suitable form of See Invisible (p. 72).
To read thoughts --not emotions -- buy Mind Probe or Mind Reading (p. 61).
■追加特別増強
Remote: Your ability isn’t limited to direct, personal meetings. You can “read” any subject you can see or hear --even over electronic media (or by supernatural means, for Spirit Empathy). +50%.
■追加特別限定
Specialized: The Specialized limitations for Speak With Animals (see p. B87) and Speak With Plants (see p. 77) are equally valid on Animal Empathy and Plant Empathy, respectively. Spirit Empathy already includes this limitation.

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

Enhanced Move 「高速移動」 P49P

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

Enhanced Tracking 「多目標追尾」 P49P

see p. B53
Beings with eyestalks or extra eyes might be able to follow more than one target at a time --as might those with “inner sight” (espers, martial-arts masters, etc.) and robots with advanced sensor arrays.
■代案
Enhanced Tracking has no effect on arc of vision --it just makes it possible to track multiple targets within that arc. Peripheral Vision (p. B74) and 360° Vision (p. 39) do improve arc of vision, and often accompany Enhanced Tracking.
■追加特別増強
Multiple Lock-Ons: You can track multiple targets even if you have only one weapon, and gain the benefit of your Aim or Evaluate maneuver if you attack any of them. Use this to represent high-tech sensors and the situational awareness of cinematic warriors. +20%.
■パワーアップ
Like any vision ability, Enhanced Tracking is suitable for Light power. It also fits a wide variety of supernatural powers --notably ESP and chi powers.
Talent adds to any Sense roll required to keep track of targets.

Extra Attack 「追加攻撃回数」 P49P

see p. B53
The top candidates for this advantage are monsters that can attack simultaneously with multiple body parts (e.g., claws and teeth), superhuman warriors with cinematic levels of combat expertise, and machines with advanced tactical computers. However, the GM might make one or two levels available to anyone in a cinematic martial-arts game.
■代案
Use Ambidexterity (p. B39) for someone who can use both hands with equal dexterity --Extra Attack is for those who can use both hands at the same time, which isn’t the same thing. To aim at multiple targets, take Enhanced Tracking (above). Speedy heroes who get multiple maneuvers per turn should buy Altered Time Rate
(p. 41).
■追加特別増強
Multi-Strike: You can strike more than once with the same weapon or body part. This means you can launch more attacks than you have limbs, natural weapons, and attack abilities. You can use your best attack multiple times. +20%.
■追加特別限定
Single Skill: Your Extra Attacks apply only to a particular combat skill. For instance, Extra Attack 2 (Single Skill, Karate) lets you attack three times --but at least two of the attacks must be with the Karate skill.
To attack more than once using a weapon skill, you need either one weapon per attack or the Multi- Strike enhancement. -20%.
■パワーアップ
Extra Attack is a classic part of chi powers, granting multiple attacks to martial-arts masters; both Multi- Strike and Single Skill are appropriate.
Shapeshifting powers might also include this ability, allowing the effective use of extra body parts in combat.
Talent doesn’t affect rolls to hit.

Flight 「飛行」P50P

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

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

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

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

Helicopter: Rotary-wing flyers have Winged (-25%) but not Cannot Hover.
Whirling blades are noisy and dangerous; add Nuisance Effect (-5%) as well. Enhanced Move is likely.

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

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

Plane: Fixed-wing flyers require both Cannot Hover (-15%) and Winged (-25%), and generally have noisy propellers or jets that qualify for Nuisance Effect (-5%). Enhanced Move is common.

Rocket: Realistic rockets have Newtonian Space Flight (+25%), while space-opera models have Space Flight (+50%). Add Space Flight Only (-75%) if the rocket can only travel through space. Rockets are noisy and dangerous enough to rate Nuisance Effect (-5%). Enhanced Move is essential.

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

Growth「巨大化」 P50P

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

Healing 「治療できる」P51P

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

■Alternatives
Those who can only heal themselves have Regeneration (p. 70) or Regrowth (p. 71). An Affliction (p. 39) with the Advantage enhancement can grant these traits to others, however, and serve the same purpose as Healing.
Cyborgs and robots with built-in medical equipment for the First Aid, Physician, or Surgery skill should simply buy Accessory perks (p. B100). A first-aid kit, physician’s tools, and surgical instruments are three separate perks.

■New Special Enhancements
Healing normally involves laying on hands. For a “healing ray,” add Ranged (+40%). Two other enhancements are common:

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

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

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

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

■Powering Up
Healing is the core ability of the Healing power, which is usually chior psi-based, and frequently an ability of “good” divine, moral, and spirit powers. Talent adds to all IQ rolls made to use the advantage.

Hearing Advantages 聴覚系の特徴 P51P

Extended auditory capabilities such as Parabolic Hearing (「指向性聴覚」p. B72), Subsonic Hearing (「低周波聴覚」p. B89), and Ultrahearing (「超聴覚」?p. B94) are appropriate for predators that locate or track pray using sound --or for supers whose abilities emulate those of such creatures.
These traits are especially common among fictional heroes with Bad Sight or Blindness.
■Alternatives
Individuals who can “see” using sound should take Sonar (see Scanning Sense, p. 72), or Dark Vision (p. 46) with the Hypersensory enhancement. A heightened ability to feel vibrations rather than hear them is Sensitive Touch (p. 73) or Vibration Sense (p. 86).
■Powering Up
Hearing-related abilities are a good fit for the elemental Sound/Vibration power, ESP, and even Psychokinesis, if it includes a feedback mechanism that lets the psychokinetic sense vibrations in the air. Talent adds to Hearing rolls when using these special senses.

Hyperspectral Vision 「域外視覚」P51P

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

■Alternatives
Beings that can only see light below or above the visible spectrum have Infravision (p. B60) or Ultravision (p. B94), respectively. Heroes who just want to see in the dark should compare Night Vision (p. B71) and Dark Vision (p. 46).

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

■Powering Up
Hyperspectral Vision suits Light power and possibly Darkness power (especially if it works by absorbing light rather than blocking it). Like any extended sense, it could even be an aspect of ESP. Talent adds to Vision rolls when using this ability.

Injury Tolerance 「構造利点」 P52P

see p. B60


Innate Attack「特殊攻撃」 P53P

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

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

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

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

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

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

Piercing: The most common example is a bullet or bullet-sized projectile.
See below for detailed notes on projectiles; see Guns as Innate Attacks (box) to simulate firearms.

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

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

コラム:Guns as Innate Attacks P54P

To simulate a firearm, start with dice of Piercing Attack equal to its damage. Adjust Acc using Accurate (+5%/level) or Inaccurate (-5%/level); Range using Increased Range (+10%/level) or Reduced Range (-10%/level); RoF using Rapid Fire (variable); Shots using Limited Use (variable), usually with Fast Reload; and Rcl using Extra Recoil (-10%/level). If using Optional Rule: Malfunction (p. B279), add Unreliable (variable) to give the attack a Malf. Realistic guns almost never have the Variable enhancement. For worked examples, see Built- In Firearms (p. 136).

■Ammunition
Innate Attack can also simulate different ammunition: add Armor Divisor (2) (+50%) and make the attack small piercing for armor-piercing ammo; add Armor Divisor (0.5) (-30%) and change the attack to large piercing for hollow-point; add Armor Divisor (0.5) and Incendiary (+10%) for tracer. Specialized ammunition might be non-piercing; e.g., flechettes are impaling.

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

Gas:
  Lethal gases inflict toxic damage; nonlethal ones, fatigue damage.
Fictional breath weapons have Cone (variable), but supers and wizards who can create gas clouds should take Area Effect (+50%/level) instead. Add one of Respiratory Agent (+50%), Blood Agent (+100%), or Contact Agent (+150%) to any gas attack.
Drifting (+20%) and Persistent (+40%) are useful for lingering gases --and the GM might even allow these with Cone.
Use Innate Attack (Breath) to hit with a Cone. Area Effects that depend on a beam, gaze, or projectile use the appropriate Innate Attack specialty to hit.

Liquid:
  Liquids have Cone (variable) or Jet (+0%); fantasy breath weapons with Cone should have Reduced Range, \1/5 (-20%), too.
Acids inflict corrosion damage, while flaming liquids cause burning damage; either might be Cyclic (variable), if it sticks to the target. Water jets are crushing --often with Doube Knockback (+20%) and No Wounding (-50%). Poisons inflict either fatigue or toxic damage, and have one of Blood Agent (-40% for Jet, +100% for Cone), Contact Agent (-30% for Jet, +150% for Cone), or Respiratory Agent (+50%). Roll against Innate Attack (Beam) or (Breath) to hit with liquids that issue from the hand or mouth,
respectively.

Projectile:
  Projectiles don’t require modifiers, but are among the few attacks that are routinely Guided (+50%), Homing (variable), or lobbed Overhead (+30%). They can deliver almost any kind of damage: burning for fireballs, crushing for stones, impaling for ice spears, and so on.
Storms of fire, stones, ice, etc. are common magical and super attacks, and have Area Effect (+50%/level) -- with Persistent (+40%) and possibly Wall (+30% or +60%) if they stay in place for some time, and often Bombardment (variable). To emulate firearms, see Guns as Innate Attacks (p. 54). Use Innate Attack (Projectile) to hit.

Touch:
  Most natural body weaponry is just Claws, Strikers, or Teeth -- but a melee attack that operates independently of the user’s ST is an Innate Attack with the Melee Attack limitation (variable). Use this option for an angel who can summon a sword of flame (burning), a robot with a builtin force sword (cutting), or a kung fu master who attacks with a deadly touch (toxic). Add Contact Agent (-30%) to attacks that must strike bare skin, Cosmic (+300%) to supernatural attacks that completely circumvent DR, like the Deathtouch spell (p. B245). Make an unarmed melee attack to hit.

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

■Alternatives
 Affliction (p. 39) is a far better starting point for a completely nonlethal attack . . . and the Coma and Heart Attack enhancements make Affliction a superior “all-or-nothing” lethal attack, too. To punch, kick, or strangle opponents at a distance, buy Telekinesis (p. 82).

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

Insubstantiality 「非実体化」 P55P

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

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

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

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

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

■Alternatives
Both Clairsentience (Projection, +140%) and Insubstantiality (Affect Substantial, +100%; Projection, -50%) cost 120 points. They’re comparable, but there are important differences.
Notably, Clairsentience gives an invisible form with a 10-yard range limit from the body, while Insubstantiality gives a visible form with no range limit.
To represent partial solidity, use Injury Tolerance (Diffuse) (p. 52) or Shadow Form (p. 73). To be able to pass through just one substance, take Permeation (p. 66).
Insubstantiality doesn’t include invisibility. For that, take Invisibility (below), too --possibly with Substantial Only. Insubstantiality does include total silence, though, save when you choose to speak. You’re undetectable to hearing, and need only make Stealth rolls if there’s a chance you’ll be seen.

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

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

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

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

Intuition 「直感」 P56P

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

■Alternatives
Those who can discover facts without guesswork should take Blessed (p. 43) or Oracle (p. 65) instead.

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

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

Invisibility 「透明」 P56P

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

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

Ghost:
 Ghosts that are invisible to mortals have Invisibility to electromagnetic vision with Usually On (+5%) and Substantial Only (-10%).
Traditionally, ghosts can be seen in mirrors and photographs; they have Visible Reflection (-10%), and can’t take Affects Machines.

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

Superscience Cloaking:
 Spaceopera “cloaking devices” give Invisibility to electromagnetic vision with Affects Machines (+50%), Extended, Scanners (+20%), and Switchable (+10%).

■Alternatives
Represent partial invisibility using Chameleon (p. 43). Those who create darkness or smoke in order to hide from sight should take Obscure (p. 64).

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

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

Jumper 「次元跳躍者」P57P

see p. B64
Use Jumper (Time) for supers and superscience vehicles that move through time by traveling faster than light, weird-science “time machines,”and so on. Jumper (World) is interdimensional travel for the purpose of visiting alternate timelines. The GM may add other Jumper advantages.
For instance:

Jumper (Spirit):
 You can enter and leave the “spirit worlds” in body. In these realms, you’re a spirit. You can interact normally with the spirits there and use any ability that’s “standard” for spirits in that world.
Likewise, anything that affects spirits affects you. To make the transition, use the standard rules for Jumper.
Each attempt costs 1 FP. Success on the IQ roll means you shift between realms. Failure means you stay in your current world; you’re at -5 to use this ability again in the next 10 minutes.
Critical failure results are up to the GM . . . you might attract evil spirits, end up adrift between worlds, or go to the wrong world (e.g., Hell). The special modifiers for Jumper (World) are available to you, although not all of them are meaningful in every setting.100 points.

■Alternatives
Travelers who “jump” through space need Warp (p. 88). Seers who receive glimpses of the past, future, or spirit world have Psychometry (p. 69), Precognition (p. 68), or Medium (p. 59), respectively. Neither requires Jumper.
Those who assume or send forth a “spirit form” often have Clairsentience (p. 44) or Insubstantiality (p. 55). Only use Jumper (Spirit), or Jumper (Time) or (World) with the Projection modifier, for those who truly visit another realm or time.

■New Special Enhancements
Interplanar: For Jumper (World) or (Spirit). You can enter higher planes of existence --perhaps even the realms of the gods. +100% if you can reach these worlds as well as parallel worlds (world-jumpers) or spirit worlds (spirit- jumpers); +0% if you can only reach higher planes.

Reliable:
 Your ability is unusually stable. Each level of this enhancement adds +1 to both the IQ roll to use Jumper and the automatic failure threshold (e.g., Reliable 2 gives +2 to IQ and mean a roll of 16 or more always fails). +5% per +1, to a maximum of +10.

■New Special Limitations

Limited Access:
 For Jumper (World) or (Spirit). You can only jump between two particular worlds --your home world and one specific parallel, the material world and Hell, etc. The size of this limitation depends on how many worlds exist in the setting. If there’s only one, it’s meaningless: -0%.
If there are many, it might be worth -20% or more, at the GM’s discretion.

Projection:
 For Jumper (Time) or (World). You travel in mind, not in body. Your body remains at your departure point, unconscious and vulnerable, while your consciousness appears at your destination as a visible but intangible projection. This form is subject to anything that affects insubstantial beings. See Projection (p. 44) for other rules. If you have Insubstantiality, you can “reverse” it in order to become solid; if you have Possession (Spiritual, -20%), you can possess a resident of the target world.
  • 50% if you can’t affect your destination at all without Insubstantiality or Possession; -0% if you can use spells, mental abilities, and Maledictions to affect your destination while projecting.
Sending a physical body to your destination as usual, but also leaving behind an unconscious body as described here, is worth -25%.

Special Movement:
 You need to move to use your ability. Limitation value depends on how stringent the requirements are. If you merely have to walk a few steps and be free of anything that restricts movement (like manacles), that’s -10%. If you need to enter orbit and accelerate past the speed of light with expensive advantages like Flight (Space Flight, +50%) with Enhanced Move 27 (Space), that’s -40%.

Special Portal:
 You need a particular sort of “gateway” to use your advantage; e.g., a natural cave opening, or a sacred stone circle on a moonlit night. Limitation value depends on the rarity of the required portal. “Any reflective surface” is -20%, as is a relatively common geographic feature. If a summoning ritual that specifically names you creates a “channel” that lets you jump into the presence of your summoner --but nowhere else --that’s -60%. One specific spot at a certain time of the year is -80%.

■Powering Up
Jumper (Time) and (World) mainly suit powers concerned with time- or world-travel, such as Teleportation and (with Projection) Astral Projection. Just about any power that grants faster-than-light levels of Enhanced Move (Space) could justify Jumper (Time) with the Special Movement limitation, though.
Jumper (Spirit) is appropriate for spirit powers --as are other forms of Jumper, with Projection. With the Interplanar enhancement, it also suits divine powers.
Talent adds to the IQ roll required to activate any Jumper advantage.

Lifting ST 「追加荷重体力」P58P

see p. B65
Lifting ST is realistic for beasts of burden (e.g., horses and mules) and slow-but-powerful machinery --cargohandling exoskeletons, tugboats, etc.
Comic-book supers are often capable of extreme lifts; see the Super-Effort enhancement (below) for a way to handle this.

■Alternatives
Lifting ST only augments basic ST for lifting, pushing, etc. --and for grappling and choking in combat. To increase damage with melee weapons, take Striking ST (p. 78). Those who want all of these benefits and more HP should just improve their ST.

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

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

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

Luck「幸運」 P59P

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

■Alternatives
Use Daredevil (p. B47) for those whose “luck” depends on risk-taking, Serendipity (p. 73) for heroes whose luck takes the form of coincidence rather than good odds, and Super Luck (p. 80) for masters of probability manipulation.

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

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

Mana Damper and Mana Enhancer 「マナ除去」「マナ増幅」P59P

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

■Alternatives
Compare Mana Damper to Neutralize (p. 97) and Static (p. 98) against magical powers. A high level of Magic Resistance (p. B67) is cheaper than either, but also less capable.

■New Special Enhancement
Discriminatory:
 You and any allies in your area of effect enjoy the best mana level your ability can provide -- highest if casting spells, lowest if resisting them --while enemies in the area suffer the worst level you can generate. This modifier includes Switchable, and replaces the Selective Area enhancement for Mana Damper and Mana Enhancer. +150%.

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

Medium 「霊媒」P59P

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

■Alternatives
To grasp the motivations of spirits and improve your odds of persuading them, take Spirit Empathy (p. B88).
Use Detect (Spirits) [10] to sense the presence of spirits that are bound, possessing someone, or too distant to speak with. To see spirits more than a yard away --even those with whom you aren’t communicating --buy a suitable form of See Invisible (p. 72).
None of these traits lets you speak with spirits.
If you can force spirits to become visible or solid against their will, buy an Affliction (p. 39) that cancels Invisibility or Insubstantiality via Negated Advantage. If this only affects spirits, or certain kinds of spirits, add an Accessibility limitation.
If spirits simply possess you in order to speak with others, that’s Channeling (p. 43).

■New Special Enhancements
Manifestation:
 Your presence makes it easier for spirits to become visible, if they wish. As long as they’re within a yard of you, those with the Spirit meta-trait (p. B263) needn’t pay the 1 FP per second demanded by the Usually On limitation on their Invisibility. +100%.

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

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

■New Special Limitations
In many settings, Medium requires a ritual or séance to use. If so, add Preparation Required (p. B114).
Another common limitation:

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

■Powering Up
Medium is appropriate for any supernatural power, but especially spirit powers and ESP. Talent adds to all IQ or skill rolls made to perceive or understand spirits.

Metabolism Control 「代謝制御」P60P

see p. B68
The ability to control involuntary bodily functions is a classic shtick of kung fu masters and yogi, not to mention supers and aliens modeled after them. It needn’t have mystical overtones, though --genetic engineering or implants might give this advantage to a modified human or cyborg.
At the GM’s option, Metabolism Control lets the user feign afflictions: disease, drug reactions, heart attack, etc. To discover the ruse, witnesses must win a Quick Contest of Diagnosis vs. the user’s HT + Metabolism Control.

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

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

■Powering Up
This ability best suits biological, chi, and psi powers --especially Body Control and Healing. Talent adds to HT in the Quick Contest to feign death and for any similar feat the GM allows.

Microscopic Vision 「拡大視覚」P60P

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

■Powering Up
Like any vision advantage, Microscopic Vision suits Light power and possibly ESP. Supers with sizecontrol powers might have this ability alongside Shrinking. Talent adds to all Vision rolls for this ability.

Mimicry 「音声再現」 P60P

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

■Alternatives
Mimicry can imitate but not communicate with animals --use Speak With Animals (p. 77) for that. Mimicry can’t produce inaudibly low- or highfrequency sounds unless the user also has Subsonic Speech (p. B89) or Ultrasonic Speech (p. B94).
Ordinary human mimics have Mimicry skill (p. B210). The GM may permit those who have that skill to use the higher of it or IQ when rolling to use this advantage.

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

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

Mind Control「精神支配」 P61P

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

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

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

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

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

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

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

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

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

Mind Probe and Mind Reading 「精神探査」と「読心」P61P

see p. B69
These closely related advantages feature prominently in fantasy, horror, and science fiction --typically as psionic or magical gifts. Mind Reading is the basic “receive” ability common to telepaths, regardless of origin. Mind Probe is a deep scan or mind-meld; in many ways, it’s a higher level of Mind Reading, and the GM might elect to make Mind Reading a Prerequisite.
Both traits are open to interpretation as interrogation under truth drugs; see the notes under Mind Control (above) for modifiers and details. If the subject must vocalize his reply, add Accessibility, Must hear subject, -20%.

■Alternatives
Use Empathy (see Empathy Advantages, p. 48) to “read” emotions instead of thoughts. To send thoughts, take Telesend (see Telecommunication, p. 81).
Mind Control can also reveal a subject’s thoughts: just command him to tell you everything he knows. Of course, this is significantly less subtle.

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

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

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

■Powering Up
Mind Probe and Mind Reading are classic psionic abilities associated with Telepathy (or Machine Telepathy, with the Cybernetic Only limitation), but any supernatural power might offer them. Talent adds to IQ and skill rolls made to use either.

Mind Shield 「精神防壁」P62P

see p. B70
Mental shields are “in genre” for psis, shamans, wizards, martial artists, and others with training at gathering inner strength to ward off psychic incursions. In worlds where mental powers are commonplace, anyone might be able to build up a Mind Shield (GM’s decision).
In settings with many different supernatural powers and abilities, the GM should let Mind Shield add to IQ, Will, and Perception for the purpose of resisting any paranormal influence --including advantages with the Glamour limitation (p. 11). For less sweeping protection, add Limited (below).
With the Cybernetic limitation (-50%), Mind Shield represents “hardened” computer security for Digital Minds. Cybernetic is a specific example of Limited; don’t take both.

■Alternatives
Magic Resistance (p. B67) and certain varieties of Resistant (p. 71) protect against many of the same things that Mind Shield does. Static (p. 98) is a superior defense, but prevents the user from having other psychic abilities.
People who have studied “mental self-defense” might have the skills Mental Strength (p. B209) and Mind Block (p. B210) instead of Mind Shield.

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

■Powering Up
Mind Shield is a traditional part of Telepathy, extremely appropriate for chi and spirit powers, and often available for divine, magical, and moral powers, too. Active use of a mental shield to block a mental attack shows up frequently in fiction. The GM should consider allowing Power Block (see p. 168) for Mind Shield even if he doesn’t permit it for other abilities.
Talent adds to all such attempts.

Modular Abilities 「モジュール式能力」 P62P

see p. B71
Many fictional characters can do almost anything . . . but not everything at once. This is what Modular Abilities exist to simulate. Each type suits a particular class of hero:

Chip Slots: Use this for cyborgs with removable hardware. This usually means “skill chips,” but with the Physical enhancement, sockets for standardized equipment modules -- “Gadget Slots” --are an option. Add Limited if these sockets can only accept a specific type of equipment.

Computer Brain: This is for AIs and cyborgs with implanted computers, who download programs instead of plugging them in. The Physical enhancement rarely makes sense, but the Virtual limitation is common and definitely allowed for those who can only use their abilities online or in “cyberspace.”

Cosmic Power: Ideal for gods and supers! The Physical enhancement is common. Use Limited to confine gods to a “sphere of influence” or restrict supers to an element. If they shape existing matter or energy, and are powerless without it, add Environmental (p. 110) instead.

Super-Memorization: This suits wizards and cinematic geniuses.
Physical is rarely appropriate, as few physical advantages are “memorized.” Limited frequently restricts use to spells, languages, or specific classes of skills.
The GM may invent other forms.
Set the per-slot cost to reflect the scope of available traits: 4 points for a short list, 5 points for a lengthy catalog, 6 points for nearly anything, and 7 points for anything. Cost per point in a slot should be 2 points if rearranging points is costly, slow, and subject to external interference; 3 points if just two of those; 4 points if only one of those; and 5 points if none of those.

For example:
Divine Inspiration: Your abilities are minor wishes granted by a Higher Power. You can request nearly any ability at any time (add Physical or Social to have more options).
However, your deity --as played by the GM --occasionally overrules you.
Reallocating points requires at least a second of prayer per character point.

Cost per slot: 6 points base + 4 points per point of abilities.

■Alternatives
Heroes who can manipulate a particular element precisely enough to generate a wide variety of effects that don’t emulate other advantages have Control (p. 90) and/or Create (p. 92).
Those who can become anything have Morph (p. 74). And those who simply do things without acquiring abilities have Wild Talent (p. 89).
Modular Abilities are expensive -- even with limitations --because they’re so flexible. Those with a small number of related, mutually exclusive abilities should see Alternative Abilities (p. 11) for a more affordable option.

■New Special Enhancement
Social: You can add social advantages.
Work out how you do this with the GM.
If you somehow alter records, the GM may limit available traits to Alternate Identity, Clerical Investment, Independent Income, Legal Enforcement Powers, Legal Immunity, Rank, Security Clearance, Tenure, and Zeroed. +0% for social advantages only; +50% for any mental or social ability. To add any ability, combine Social, +50% with Physical, +100%; other combinations are forbidden.

■New Special Limitations
Many fictional users of Modular Abilities require supreme concentration and effort to rearrange their abilities.
Represent this using Costs Fatigue, Requires (Attribute) Roll (p. 112), and Takes Extra Time.
It is acceptable to fill Modular Abilities slots with advantages that have limitations. These limitations can only duplicate those on Modular Abilities if they represent a different set of drawbacks. For instance, if your Modular Abilities have Costs Fatigue, you can add an Innate Attack with Costs Fatigue, because a FP cost for rearranging points isn’t the same limitation as a FP cost for attacking. If your Modular Abilities have Environmental, though, none of the advantages they grant can claim this limitation.
One special limitation is particularly important for Modular Abilities: Limited: You can only acquire a specific subset of traits. Most such restrictions fall into one of two broad categories.
Your Modular Abilities might be focus-limited, meaning you can only add traits that you could logically simulate by shaping or controlling a particular focus. For instance, Limited, Fire would allow Burning Attacks, DR that blocks physical projectiles (by vaporizing them), Temperature Control, etc. --but not Fangs or Parabolic Hearing. Limitation value depends on the degree of restriction: A highly versatile focus that amounts to a special effect; e.g., green force fields or motion: -5%.
Any ordinary variety of matter or energy; e.g., electricity, fire, light, sound, or water: -10%.
Anything more specialized; e.g., spider webs: -15%.
Most focus-limited Modular Abilities have Physical, +50% (“physical advantages only”). The GM can make exceptions, but these should be rare --few forms of matter or energy can be shaped into mental advantages or skills.
Those with Environmental (p. 110) can’t claim Limited for the same conditions; this is built into the value of Environmental. For example, if Green Thumb’s Cosmic Power only allows him to control vegetation --a -40% Environmental limitation --he can’t also claim -15% for Limited. The fact that he manipulates plants automatically limits him to advantages that plant control can emulate.
Modular Abilities can also be traitlimited, meaning you can only add a specific subset of traits related by function rather than focus:

Advantages Only or Skills Only (includes techniques): -10%.
A broad class of advantages (e.g., Attacks Only or Body Parts Only) or skills (e.g., Spells Only or Technological Skills Only), or only being able to add points to abilities you already have: -20%.
A medium-sized class of related abilities (e.g., Combat Skills Only or Social Skills Only), a subset of a broad class (e.g., Senses Only or Fire Spells Only), or all forms of a flexible, powerful advantage (e.g., Afflictions Only or Innate Attacks Only): -30%.
A subset of a medium-sized class (e.g., Unarmed Combat Techniques Only or Vision Advantages Only), or one specific form of a flexible, powerful advantage that’s easy to customize with modifiers (e.g., Toxic Attacks Only, which can simulate most diseases and poisons): -40%.
One specific trait that allows specialization but not modification (e.g., Languages Only, which doesn’t let you break ciphers, read encoded data, or grasp concepts simply by learning the words for them), or one flexible advantage subject to restrictive modifiers (e.g., Only Afflictions with Based on Will and Malediction 1, or Only Allies with Minion and Summonable): -50%.
Mental Only, Physical Only, and Social Only aren’t allowed. Modular Abilities are always limited to mental traits without Physical or Social. Take Physical, +50% if restricted to physical advantages, or Social, +0% if restricted to social ones. The presence or absence of Physical and Social does affect the permissible forms of Limited, however. For instance, those with Physical can’t limit themselves to a subclass of mental traits, while those without Physical can’t restrict themselves to a group of physical traits.
Focus- and trait-limited aren’t mutually exclusive. For instance, super-gadgeteers often combine the two. They’re focus-limited to superscience gadgets (-5%); the focus they manipulate is “available spare parts.” They’re also trait-limited: “Advantages With Gadget Limitations Only” (-20%). This requires Physical, +50%, and often comes with a high level of Preparation Required to reflect time in the workshop.

■Powering Up
Modular Abilities suit capable users of any power. Add Limited (or Environmental) and Physical as needed to restrict them to the types of abilities normally allowed for the power.
Apply the power modifier to the Modular Abilities themselves but not the traits they’re rearranged into (doing both is double-counting).
Talent adds to all rolls to use any of the advantages granted by Modular Abilities.

コラム:Modular Abilities in Play P62P

Reconfiguring Modular Abilities can slow down the game. To prevent this, the GM should encourage players to work out and list favorite abilities before play begins. To speed things up further, the GM may rule that some tasks require a minimum number of points in Modular Abilities, stipulate that the user be able to add mental, physical, or social abilities, but stop short of naming specific traits; e.g., “This task requires 40 points in physical abilities.” Anyone whose Modular Abilities are up to the challenge can perform such a task --although this might still require a success roll.

Obscure 「知覚されにくい」 P64P

see p. B72
Obscure is a flexible advantage that can represent many fictional abilities -- some of which are unobvious by design. When customizing Obscure, the first step is to specify what senses it affects, and how:

Clairsentience: Obscure usually blocks one sense, whether the observer examines the affected area in person or remotely. A supernatural or superscience “anti-power” might specifically prevent all remote sensing without affecting any mundane senses.
Obscure (Clairsentience) often has Extended for Detect, Divination, or Para-Radar (+20% each) and Limited, Psi (-20%).

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

Divination: Obscure (Divination) is legitimate, and affects all attempts to gather facts from within the area through such means as Information spells and Psychometry. Use Obscure (Clairsentience) to disrupt remote viewing.

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

Scanning Sense: Treat Radar and Imaging Radar as the same sense for the purpose of Obscure. Other Scanning Senses require separate versions of Obscure. These varieties of Obscure nearly always represent jamming of some kind. For the purpose of the Extended enhancement, Ladar is related to all kinds of vision, while Sonar is related to Vibration Sense and all types of hearing. In most settings, Para-Radar is related to Clairsentience and Detect.

Vision: This could be darkness, blinding light, fog, smoke, or a magical blurring spell. Regular vision, Infravision, Ultravision, and Ladar are all “related” for the purpose of the Extended enhancement. Obscure (Infravision) also interferes with heatseeking missiles and infrared motion detectors. Microscopic and Telescopic Vision, Peripheral Vision, etc. aren’t unique senses; they just make vision more useful. Those with such advantages have no special ability to ignore Obscure.
Penalties for Obscure also apply to any form of Telecommunication (p. 81) that uses the same type of signal as the blocked senses, if the sender or receiver is inside the area of effect.
Infrared Communication works like Infravision, Laser Communication works like Ladar, Radio works like Radar, and so on. It’s up to the GM whether Telesend works like Para- Radar.
By default, Obscure is a detectable jamming field (e.g., darkness, electronic noise, or white noise) or cloud (anti-laser aerosol, radar-defeating chaff, smoke, etc.) around the user.
Without special modifiers, it impedes signals crossing it in either direction.
There are two common exceptions to these assumptions:

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

Weapon: Many supers and vehicles shoot beams or projectiles that cause these effects at a distance; e.g., flares for Obscure (Infravision) or smoke bombs for Obscure (Vision).
Give such abilities Ranged (+50%).
Don’t add Stealthy to anything that’s supposed to work as a decoy or distraction.

■Alternatives
Obscure creates an effect within which anyone could hide. A hero who makes only himself less detectable has Cameleon (p. 43), Invisibility (p. 56), or Silence (p. 76).
An Affliction (p. 39) with an enhancement such as Disadvantage (Deafness) or Negated Advantage (Infravision) can knock out someone else’s senses. Combined with Area Effect, Emanation, and Sense-Based, this simulates a deafening noise, blinding flash, etc. better than
Obscure.
Those who can block senses with images --physical or mental --should take Illusion (p. 94).

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

■Powering Up
Obscure suits nearly any power that isn’t completely internal. Most elemental powers can create clouds or fields of their element to block senses (e.g., Heat/Fire power might produce “hot smoke” to impede vision and Infravision), supernatural powers frequently include the capability to hide from related powers (e.g., Obscure (Clairsentience), for Antipsi power), and so on. Talent benefits Power Block attempts (see p. 168) and adds to rolls to hit with Ranged abilities.

Oracle 「託宣」 P65P

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

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

■Alternatives
Oracle provides answers to unknown questions . . . not all of which are about things to come. Use Blessed (p. 43) to get direct answers to specific questions, Precognition (p. 68) to see the future. To spot hidden conspiratorial activity, take Illuminated (p. B60).

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

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

Patrons 「後援者」P65P

see p. B72
A Patron with the Highly Accessible enhancement might represent the supernatural ability to call upon a deity or powerful spirit for aid.
If so, Special Abilities and Minimal Intervention might also be appropriate.
Limitations such as Accessibility, Costs Fatigue, and Preparation Required are reasonable, too, if contacting the Patron involves a spell-like ritual.

■Alternatives
The favor of a higher power might manifest indirectly as Luck (p. 59), Serendipity (p. 73), or Super Luck (p. 80). To represent otherworldly knowledge, use Blessed (p. 43) or Oracle (p. 65).

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

Penetrating Vision 「透視」 P66P

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

■Alternatives
To see inside things as opposed to through them, take Clairsentience (p. 44). For realistic X-ray or T-ray vision, use Scanning Sense (p. 72) -- not Clairsentience or Penetrating Vision.

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

Perks 「特典」P66P

see p. B100
Perks are a good way to handle truly trivial abilities. For instance, just as a robot with a built-in flashlight would buy Accessory, a super could spend a point for the ability to illuminate his immediate vicinity. Piling limitations onto full-fledged advantages is overkill in such situations --imagine trying to build that illumination ability from Control (Light) or Illusion.
The GM should forbid perks or uses of perks that do duplicate full-blown advantages, of course.

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

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

■Alternatives
Those who have Injury Tolerance (Diffuse) (p. 52) modified with Infiltration can seep through porous obstacles. Users of Insubstantiality (p. 55) are intangible, and can pass through anything. To burrow through barriers physically, take Tunneling (p. 85).

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

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

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

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

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

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

Possession 「憑依」P67P

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

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

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

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

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

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

■Alternatives
The ability to command the subject without taking over his body is Mind Control (p. 61) --or Dominance (p. B50), if it results in permanent Allies.

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

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

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

■Powering Up
Possession is appropriate for magical and psionic powers, obviously.
Nature powers, especially animal-control powers, might also include it -- nearly always with Specialized. Talent affects all IQ rolls to use Possession, including rolls to recall the host’s skills.

Precognition 「未来予知」P69P

see p. B77
Prophets, soothsayers, fortunetellers, and others who can see the future appear in the folklore of every culture, but there’s little consensus on how their abilities work. The GM should answer the following questions before letting PCs take Precognition:

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

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

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

■Alternatives
Those granted answers to specific questions by a Higher Power are Blessed (p. 43), while the gift of seeing random signs --not always about the future --is Oracle (p. 65). To experience visions from the past, take Psychometry (p. 69).
Remember that this trait includes Danger Sense (p. 46). There’s no need to buy both.

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

■New Special Limitations

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

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

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

Protected Sense 「感覚保護」P69P

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

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

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

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

Psi Static 「超能力阻止」P69P

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

Psychometry 「サイコメトリー」P69P

see p. B78
Psychometry, known also as “object reading” and “retrocognition,” is the trademark ability of the psychic detective. It’s like Precognition that looks in the opposite direction in time --and as with Precognition, the GM should decide ahead of time what triggers it, and about how often.

■Alternatives
Psychometry lets the user “read” objects and places to learn their history.
Those who can draw upon knowledge from the past to answer questions about their current situation have Racial Memory (p. 70). Visions about the future of an object require Precognition (p. 68).

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

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

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

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

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

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

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

■Powering Up
Psychometry is usually associated with ESP --but with Hypersensory, any power that grants keen senses could allow it. A power that offers Jumper (Time) might include it as a “time-scanning” ability, with Active Only, Directed, Mundane, and likely Immersive. Talent influences all IQ rolls to use this ability, actively or passively.

Racial Memory 「種族の記憶」P70P

see p. B78
The idea that some people have access to the collective wisdom of their ancestors appears in religious beliefs and older scientific treatises (e.g., the writings of Carl Jung).
Depending on the setting, the ancient memories tapped by Racial Memory could be those of a bloodline, clan, or entire race. Alternatives include the user’s own dim memories (if he’s extremely long-lived) or his recollections of past lives (if reincarnation is fact). The broader the memories’ scope, the less specific they are. None of this affects point cost.

■Alternatives
Precognition (p. 68) is a fair alternative to Racial Memory (Passive); feelings of déjà vu could as easily originate from the future as from one’s ancestors. Psychometry (p. 69) is a better alternative to Racial Memory (Active), as both provide information from the past --the main difference being vague psychic impressions vs. detailed facts. To share the memories of living members of a race, use Mindshare (p. 148).

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

■Powering Up
Racial Memory is ideal for spirit powers that let the user speak with dead ancestors. The ability to read their minds across time would be part of Telepathy, while sensitivity to persistent psychic echoes from the past is more like ESP. Talent adds to IQ rolls to use this ability.

Radiation Tolerance 「放射線耐性」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 Damage Resistance), a force field (see Force Field, p. 108), or a basic physiology that isn’t sensitive to radiation.

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

New Special Enhancement

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

■Powering Up
Radiation Tolerance 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. Talent adds to HT rolls to resist radiation effects, and to Power Block attempts (see p. 168).

Rapier Wit 「毒舌」P70P

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

■Alternatives
A sonic or mental blast that deafens or injures is an Affliction (p. 39) or Innate Attack (p. 53). Those who simply yell loudly have the Penetrating Voice perk (p. B101).

■New Special Enhancement
Words of Power:
 You faze opponents with the supernatural might inherent in your words or voice.
Perhaps you know magic words from the dawn of creation --or speak with the voice of the gods! Language is no barrier, and you can affect those who have the Unfazeable advantage. To use your ability, roll a Quick Contest of Will with your opponent, ignoring
modifiers for Clueless and No Sense of Humor. Standard penalties apply if trying to affect a group. +100%.

■Powering Up
Rapier Wit might represent the ability to project one’s will using Telepathy or chi powers (in which case Mind Shield aids rolls to resist).
In a cinematic supers game, it could be part of Sound/Vibration power.
Those with divine powers might also enjoy this gift. With Words of Power and Cosmic (+300%), it suits the cosmic powers of the gods, and would instantly stun any mortal! Talent adds to Public Speaking skill or Will rolls to use this ability.

Regeneration 「HP再生」P70P

see p. B80
This could be a natural or bioengineered advantage, or a supernatural healing ability. Note that Regeneration affects the “healing” rate of Damage Resistance with Ablative or Semi- Ablative, the speed of Regrowth, and the recovery time required by Unkillable 2 and 3.

■Alternatives
Despite its name, Regeneration isn’t the ability to regrow lost body parts --that’s Regrowth (below). To heal others, take Healing (p. 51).
Alternatively, buy Affliction (p. 39) and use the Advantage enhancement to give Regeneration to others.

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

■New Special Limitations
Fatigue Only:
 Your ability only aids FP recovery, as described for Fatigue Recovery. It has no effect on injury, and doesn’t include Rapid Healing. -0%.

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

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

Regrowth 「部位再生」P71P

see p. B80
Regrowth might represent natural healing capabilities similar to those of starfish and worms (or aliens and monsters based on these creatures), or be the result of superscience or paranormal powers. The modifiers below offer several options from myth and
fiction.
Regrowth can replace a severed head, if the possessor could survive such a wound (due to Extra Head, Injury Tolerance, etc.). This takes 2d+2 months.

■Alternatives
To heal HP, take Regeneration (p. 70). Those who can replace missing body parts quickly need both advantages. The ability to repair others’ limbs is Healing (p. 51). It’s possible to use Affliction (p. 39) with the Advantage enhancement to give someone
else Regrowth --but this is too slow to be useful unless the subject also gains (or already has) Regeneration.

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

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

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

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

■Powering Up
Regrowth is appropriate for biological body-alteration powers, Healing power, and any divine, moral, or spirit power associated with healing. A shapeshifting power that includes such abilities as Morph might let the user rearrange his mass to replace missing parts. Talent adds to all HT rolls to avoid or recover from crippling injuries.

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

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

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

Scanning Sense 「走査感覚」P72P

see p. B81
Realistic robots and vehicles often have Scanning Senses: Radar or Imaging Radar for use in flight, Sonar to navigate underwater, etc.
Supers sometimes have similar abilities, not all of them realistic. Para- Radar in particular can represent a variety of supernatural and superscience senses.
The GM may invent new Scanning Senses. Most should cost 20 to 25 points. Here are two more from the real world:

Active IR:
 Your Scanning Sense 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 Infravision (p. B60) can detect Active IR. You can switch off your beam in order to avoid detection, in which case this ability functions as Infravision (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 Scanning Sense uses sub-millimeter-wave radar, bordering on the infrared.
Base range is 200 yards. Like Imaging Radar, T-Ray Vision can spot small objects and determine their shape, and eliminates penalties to spot objects behind light cover.
However, T-Ray Vision is more precise.
It gets +4 to locate concealed weapons, and while it still requires a Sense roll to distinguish fine relief, this roll is also at +4. Only rare, special- purpose sensors can detect TRay Vision. T-Ray Vision doesn’t work underwater. 25 points.

■Alternatives
The primary role of a Scanning Sense is to let the user function in the dark. Compare Dark Vision (p. 46), Hyperspectral Vision (p. 51), Infravision (p. B60), and Night Vision (p. B71), none of which emit detectable radiation. Another alternative is Vibration Sense (p. 86).
Those who can see through walls using ordinary vision, as opposed to with T-rays, X-rays, etc., should take Penetrating Vision (p. 66). Remote viewers have Clairsentience (p. 44).

■New Special Enhancements
Bio-Scan:
 Para-Radar 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 Biology and Diagnosis 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 Scanning Sense is completely undetectable. This highly unrealistic enhancement mainly suits psis and supers. +50%.

Scanner:
 Para-Radar 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 Chemistry and Physics. With Penetrating, you can spot specific systems within a complex machine and analyze them using Engineer skill.
Sci-fi sensors typically have both enhancements --and often Bio-Scan, too. +50%.

■Powering Up
Scanning Senses are perfect for elemental powers: Radar, Imaging Radar, 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 Scanning Sense except Sonar . . . which Psychokinesis could explain.
Other supernatural powers are only likely to offer Para-Radar, which is appropriate for ESP and chi, divine, and cosmic powers that grant heightened awareness.
Talent adds to all Sense rolls to use any Scanning Sense.

See Invisible 「透明が見える」P72P

see p. B83
This is a separate advantage for each kind of invisibility. The buyer must choose either one of the descriptive categories under Invisibility (p. 56) or a particular power source.
If he chooses a descriptive category, he can see anyone using Invisibility with the listed modifiers and special effects, regardless of source. See Invisible (Deception) makes him immune to invisibility through mental influence, be it chi-based or psionic; See Invisible (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 Invisibility. For instance, See Invisible (Psionic) can see through electrokinetic light-bending and telepathic mindbending, while See Invisible (Spirit) works on anyone using spirit powers to become invisible . . . but not those using magical invisibility, even if they happen to be spirits.

■Alternatives
Against invisibility that affects electromagnetic vision, senses that detect something else --e.g., Sonar (p. B81) or Vibration Sense (p. 86) --can stand in for See Invisible. Dark Vision (p. 46) with the Hypersensory enhancement can see through most invisibility, but
not psychic deceptions.
To fight invisible foes without seeing them, learn the Blind Fighting skill (p. B180).

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

■Powering Up
See Invisible 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, See Invisible defeats all powerbased invisibility, including cosmic invisibility.
Talent adds to the initial Vision roll to spot an invisible target.

Sensitive Touch 「触覚が繊細」P73P

see p. B83
Sensitive Touch is found in nature --a prime example being the mole’s nose --and might be available to humans through biotech implants. It’s also a classic shtick of blind heroes, especially detectives, martial artists, and supers.

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

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

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

■Powering Up
Sensitive Touch 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. Talent adds to Touch rolls.

Serendipity 「都合のいい偶然」P73P

see p. B83
Most heroes benefit from the occasional deus ex machina. Serendipity is for the hero who’s routinely favored by coincidence. It normally works at “plot level,” but certain fictional characters can use their ability actively --in particular, those whose wishes tend to come true.

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

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

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

Shadow Form 「影の体」P73P

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

■Alternatives
Injury Tolerance (Diffuse) (p. 52) with the Infiltration enhancement is pricier, but lets the user pass through cracks without incurring the weaknesses of Shadow Form. A hero who can become a true shadow, immune to physical harm, should take Insubstantiality (p. 55).

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

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

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

■Powering Up
As the supernatural ability to assume an unusual kind of spirit form, Shadow Form 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.
Talent applies to all DX and skill rolls made to squeeze through openings or negotiate tricky surfaces.

Shapeshifting 「形態変更」P74P

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

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

Elemental Supers:
 The ability to become flame, stone, water, and so on often shows up in the comics. Buy this as Alternate Form with the appropriate elemental meta-trait (p. B262) as the target “racial template.” The GM may even permit players to create custom meta-traits for new elements.
Most elemental supers have Absorptive Change at the “No encumbrance” level (+5%) for their costume, plus Active Change (+20%) or Reduced Time 4 (+80%).

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

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

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

■Alternatives
Shapechangers who can alter size but not form have Growth (p. 50) or Shrinking (p. 75). Those who can change their appearance to resemble members of their own race have Elastic Skin (p. 48). For partial changes, see Switchable Body Parts (p. 81). Modular Abilities (p. 62) can cover all of these things, and is an interesting alternative to Morph.
To turn others into monsters, use Affliction with Advantage, Alternate Form.

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

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

Improvised Forms:
 Only for Morph. You can improvise new racial templates as you change, mixing and matching the natural physical traits you desire. Possibilities range from modifying your native form with a useful body part to creating a completely new template. Improvised templates can’t cost more than what you can afford with your Morph ability, but can include physical disadvantages to reduce costs. All traits added must exist in your game world, unless you also have Cosmic (+50%). You can’t change your composition (e.g., add elemental meta-traits or Insubstantiality) without Unlimited (+50%). +100%.

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

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

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

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

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

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

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

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

Shrinking 「縮小」P75P

see p. B85
 Shrinking, like Growth (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 Shrinking often enjoy Full Damage (+100%), Full DR (+30%), Full HP (+30%), and Full Move (+30%). They sometimes have Can Carry Objects, too, in order to shrink their costumes; the +10% level suffices for most outfits. This greatly inflates cost, but the ability to move
and fight as if full-sized while being difficult to hit and see is extremely powerful (see Optional Rule: Small Size and Combat, p. 76).

■Alternatives
 Shrinking is strictly for those who change size. Permanently tiny creatures don’t have Shrinking (Always On). 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 Shrinking 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 Affliction (p. 39) enhanced with Advantage, Shrinking.

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

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

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

Silence 「音を立てない」 P76P

see p. B85
 When Silence occurs in fiction, it’s typically the result of a physiological adaptation, like a cat’s padded feet.
However, stealthy supers and robots sometimes have an active capacity to dampen sound or “project” silence.

■Alternatives
To create a zone of silence, use Obscure (Hearing) (p. 64). Area Effect isn’t suitable for the Silence advantage.

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

■Powering Up
 Silence 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. Talent adds a further bonus to Stealth skill rolls to avoid being heard.

Snatcher 「アイテム借用」 P76P

see p. B86
 One of the miracles most often attributed to gods and spirits is conjuring items out of thin air. Snatcher offers an interesting explanation for this trick: the conjured objects are stolen from another reality. The new Creation and Recall modifiers support alternative interpretations.

■Alternatives
 To visit other realities, take Jumper (p. 57). To conjure bulk matter instead of specific objects, use Create (p. 92).
To stow items in another dimension, buy Payload (p. B74) and add Cosmic (+50%) --which means that stored objects, while still subject to weight limits, can be of any size and are normally undetectable.

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

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

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

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

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

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

Speak With Animals 「動物会話」 P77P

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

■Alternatives
 A true “universal translator” has Mind Reading (p. 61) enhanced with Universal, and doesn’t need Speak With Animals. Neither advantage
grants the ability to understand the motivations of animals, though --that’s Animal Empathy (p. B40).
 Speak With Animals translates the speech of sapient beings to beast speech and vice versa. It doesn’t let the user emulate animal sounds (that’s Mimicry, p. 61) or converse in unusual environments or in frequencies inaudible to humans (see Speech Advantages, p. 78).

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

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

■Powering Up
 Speak With Animals 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.
Talent adds to IQ and Hearing rolls to understand beast speech or make oneself understood when using this ability.

Speak With Plants 「植物会話」 P77P

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

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

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

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

■Powering Up
 Speak With Plants 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. Talent adds to all IQ and Hearing rolls to communicate with plants, in either direction, when using this ability.

Special Rapport 「特別な絆」P77P

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

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

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

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

■Powering Up
 Special Rapport is consistent with powers that encompass mental communication --notably Telepathy. With Transferable, it also suits chi powers, spirit powers, Healing power, and any other power that lets the user establish mystic links with others. It even works for Machine Telepathy, with Transferable, Digital Minds. Talent adds to any roll made to diagnose or analyze the mental, physical, or spiritual state of the other person.

Speech Advantages  会話系の有利な特徴P78P

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

■Alternatives
 Being able to speak in the frequency range used by a particular beast doesn’t confer any special ability to mimic or communicate with it; those abilities are Mimicry (p. 161) and Speak With Animals (p. 77), respectively.
For other forms of communication inaudible to normal humans, see Telecommunication (p. 81).

■Powering Up
 Any of these traits would be reasonable for an elemental Sound/Vibration power --or Psychokinesis, if it lets the user create and modulate vibrations.
Speak Underwater also suits waterrelated super-powers, divine powers bestowed by sea gods, and spirit powers that influence naiads, undines, etc.
Talent adds to all IQ and Hearing rolls to understand speech or be understood when using speech-related abilities.

Stretching 「伸長」P78P

see p. B88
 Stretching 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 Stretching needn’t be cinematic, though.
Realistic robots and vehicles often have telescoping components, or a “head” or sensor cluster on a retractable stalk or periscope.

■Alternatives
 Those who can stretch their skin to change appearance have Elastic Skin (p. 48). The ability to enlarge one’s entire body, not just parts of it, is Growth (p. 50).
 Individuals capable of extreme flexing and bending have Double- Jointed (p. B56). Those who have both that advantage and Stretching can squeeze through narrow openings by reducing effective SM in one or two dimensions by their Stretching level.

■New Special Enhancement
 Force Extension: You can project visible, semisolid force fields that act as extensions of your limbs. Treat this like unmodified Stretching, 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 Telekinesis (p. 82), but suits any power that includes it. +50%.

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

■Powering Up
 Stretching is appropriate for the same classes of powers that allow Growth: matter-control powers, cinematic biological powers, and cosmic
powers. Talent doesn’t affect die rolls, but those with multiple levels of Stretching and Talent may adjust body-part SM by up to ±(Talent+1) per second instead of just ±1.

Striking ST 「追加攻撃体力」P78P

see p. B88
 Striking ST suits creatures that have evolved to hunt and fight, as well as battlesuits and robots designed with melee combat in mind. It’s also an important ability for supers and monsters, which can often hit much harder than their size and musculature suggest.

■Alternatives
 Striking ST only augments basic ST for the purpose of thrust and swing damage, and for throwing. To increase lifting and carrying capacity, buy Lifting ST (p. 58). To gain all of these benefits and additional HP, just raise ST.
 There are other ways to get a powerful melee attack. An Innate Attack (p. 53) with the Melee Attack limitation (p. B112) can do any amount of damage, of any type, but needs an enhancement (p. 103) to be cumulative with ST-based damage. Natural weapons such as Claws (p. B42), Strikers (p. B88), and Teeth (p. B91) are another option, and always benefit from ST.
Martial artists who can temporarily boost ST in combat should look at the Power Blow (p. B215) and Push (p. B216) skills.

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

■Powering Up
 Striking ST suits chi-based and biological body-control powers. When it represents an active ability to summon a burst of strength, limitations such as Costs Fatigue and Takes Extra Time are likely. Talent adds to any HT roll required to avoid self-inflicted injury when striking.

Super Climbing 「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 Striking ST), built-in climbing spikes (which could double as Claws), and superhuman powers of adhesion or gravity control.
The meaning of “+1 Move when climbing” is clear for Clinging, with its climbing speed of half Basic Move.
For conventional climbing, though, the table under Climbing (p. B349) doesn’t give Move in yards/second.
Assume that each level of Super Climbing raises climbing speed by the base value on the table. For instance, Super Climbing 4 gives +12 rungs/second to climb up a ladder in combat, +80 ft/min to climb up a rope out of combat, and so on. Realistically, gravity limits rappelling speed (“ropedown w/equipment”), which shouldn’t benefit from this advantage.

■Alternatives
 Super Climbing enables speedy conventional climbing. To climb like a spider or gecko, take Clinging (p. 45).
A robot or vehicle with a built-in line and grapnel, or similar gear useful with the Climbing skill, has an Accessory perk (p. B100).

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

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

■Powering Up P79P
 When Super Climbing involves force control, it’s appropriate for Psychokinesis 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.
Shapeshifting and animal-control powers might even let the user take on ape-like features in order to climb well. Talent adds to all DX, ST, and Climbing rolls made to climb.

■Super Jump
see p. B89
 Physiology --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:

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

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

■Alternatives
 Anyone considering Super Jump should read Jumping (p. B352). A few extra points of Basic Move can give a modest boost in jumping distance -- and improved groundspeed in the bargain.
Enhanced Move (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 Flight (p. 50). This is also the best value for individuals whose desired level of Super Jump --after modifiers --costs more than Flight with comparable modifiers. Those looking only for the ability to reduce damage from a fall should consider Catfall (p. 43).
Martial artists familiar with secret acrobatic techniques are more likely to have the Flying Leap skill (p. B196).

■New Special Enhancements
Bouncing:
 You can rebound like a rubber ball. Your Super Jump works normally, but you also get a roll against the best of DX, Acrobatics, or Jumping 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 Flight. For instance, if you can jump 100 yards at 20 yards per second, you can “fly” at Move 20 for five seconds before landing. Maneuverable is mutually exclusive with all of the special limitations below except Planetary. +50%.

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

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

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

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

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

■Powering Up
Any power that explains Flight as levitation --elemental (e.g., Gravity or Magnetism) or supernatural (most often Psychokinesis) --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). Talent adds to DX and Jumping rolls to take off and land, and to rolls to hit with jumping slams or kicks while using this ability.

Super Luck 「超幸運」P80P

see p. B89
 Super Luck 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: Super Luck 2 [200] works every 30 minutes, Super Luck 3 [300] works every 15 minutes, and so on, with each level halving the time between uses.

■Alternatives
Most lucky heroes should just use Luck (p. 59) --or Serendipity (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 Visualization (p. 87).

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

■Powering Up
Super Luck 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 Super Luck with Wishing.
The GM should consider restricting Alter Reality and Wishing (and higher 80 BUILDING ABILITIES levels of Super Luck, if allowed) to cosmic powers --although Alter Reality might fit less-than-cosmic time-control powers.
Talent gives a bonus to die rolls manipulated by this ability. Since the user can dictate outcomes, the practical effect is to alter margin of success or failure, or extend the range of possible results (e.g., for damage rolls).

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

Many physical advantages represent body parts, including Claws, Extra Arms, Extra Legs, Extra Mouth, Nictitating Membrane, Spines, Striker, and Teeth. These are “always on” by default, whether they’re due to racial makeup, genetic engineering, implants, or super-mutation. The GM may permit shapeshifters and those with retractable implants to add Switchable (+10%), however.
Not every option is immediately obvious. Some changes are subtle, such as being able to darken the eyes to gain Protected Vision. Others involve body parts implied by a special modifier; e.g., Doesn’t Breathe (Gills, -50%) and Flight (Winged, -25%). A few even represent the absence of a body part, like switchable Payload as the ability to create a new body cavity.
Be creative!

■Alternatives
 For those who can transform into almost anything, Morph (see Shapeshifting, p. 74) is more economical --and flexible --than many individual body parts with Switchable. The same is true of Modular Abilities (p. 62) with Physical and Limited, Body Parts Only.

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

Telecommunication 「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 Telecommunication.
Telesend is intended mostly for individuals with supernatural powers, however. Note that there’s no “unseen subject” penalty to use Telesend on one’s own Compartmentalized Mind (p. B43) or to contact oneself across time (see Time-Spanning, p. 109).
New forms of Telecommunication invented by the GM should cost from 5 to 25 points. Far-fetched capabilities similar to Telesend 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 Radio, eavesdroppers must roll against Electronics Operation (Communications) 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 Ultrasonic Speech. 10 points.
Not every special modifier in the Basic Set suits all of these traits.
Broadcast and Short Wave are inappropriate for all four. Video is only realistic for Gravity-Ripple Comm and Neutrino Comm. Racial, Telepathic, and Universal might apply to any of them, if the GM permits. Receive Only, Send Only, and Vague are always acceptable.

■Alternatives
 For alternative verbal communication, consider Speak Underwater (p. B87), Subsonic Speech (p. B89), and Ultrasonic Speech (p. B94). Those who can sense but not understand the signals used by Telecommunication have Detect (p. 47). Note that Telesend allows one to transmit thoughts, but unless the subject has Telesend himself, the only way to receive his thoughts is with Mind Reading (p. 61).

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

FTL:
 Your signal travels faster than the speed of light, letting you communicate with little or no “light lag.” The GM decides what kinds of Telecommunication can have this modifier and what it represents in each case: a beam of FTL energy for Radio 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 Telecommunication.
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 Telecommunication) or Electronics Operation (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 Telecommunication save Directional Sound or Sonar Comm --but with anything other than Telesend, the recipient needs a specially equipped receiver to get the “full experience.” +80%.

■Powering Up
 Telecommunication that uses realistic energy or particles is appropriate for elemental Electricity, Gravity, Light, Radiation, and Sound/Vibration powers. Electromagnetic and acoustic forms of Telecommunication are also reasonable for psionic Electrokinesis and Psychokinesis, respectively.
Telesend mainly suits paranormal powers --Telepathy in particular.
Talent adds to all IQ rolls to establish contact, to intercept or comprehend a signal, or to prevent interception or jamming.

Telekinesis 「テレキネシス」 B82P

see p. B92
The essence of Telekinesis (TK) is moving distant objects with no more effort than a stare or a gesture --a gift seemingly possessed by every other god, psi, spirit, and wizard. TK isn’t always supernatural, though; spaceopera “tractor beams” and super-powered magnetism are also common explanations. The many faces of TK include:

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

Attraction/Repulsion Field:
 Some force fields push everything nearby away from the user, or draw objects to him. Simulate this using Area Effect (+50%/level), Emanation (-20%), and one of Attraction (-60%), Repulsion (-60%), or Attraction/Repulsion (-30%). If the field is magnetic, add Magnetic (-50%), too. Being unable to turn this off is genuinely limiting -- Always On is worth -20%.

Poltergeist Effect:
 Certain people are the nexus of random acts of telekinetic violence when under stress.
Parapsychologists refer to this phenomenon as “recurrent spontaneous psychokinesis” (RSPK) or “the poltergeist effect.” Represent this with Area Effect (+50%/level), Emanation (-20%), Unconscious Only (-20%), and Uncontrollable (-30%). In general, combinations of Area Effect and Uncontrollable always cause chaos over a wide area.

Psychokinesis:
 Classic psionic psychokinesis is TK with the Psychokinesis power modifier (-10%).

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

Tractor Beam:
 Superscience devices that project force beams capable of pushing or pulling distant objects are found on starships, robots, and mecha. These “tractor beams” typically have high levels of Increased Range (+10%/level) and either Attraction (-60%) or Attraction/Repulsion (-30%), and are often Visible (-20%).
Telekinesis can have Area Effect, obviously. In combat, it must affect groups of foes in exactly the same way.
Roll separately for each target, at a penalty equal to the number of targets, less one; see Area Effect (p. 100). Out of combat, it can aid any long task resolved using a single die roll (e.g., an Engineer roll to assemble a machine).
The GM may let heroes use the rules under Time Spent (p. B346) to hasten such tasks.
For all collective uses, calculate Basic Lift from TK level and compare the weight of everything affected to find encumbrance level. Objects in the area travel at a Move equal to TK level, reduced by encumbrance as usual.

■Alternatives
Flight (p. 50) with Enhanced Move (Air) (p. 49) costs fewer points than TK for levitation at a given top speed -- although it doesn’t permit instant acceleration to full speed like TK does.
Similarly, Innate Attack (p. 53) is less expensive than buying enough TK to inflict comparable damage with a telekinetic “punch.” It’s also more appropriate for force beams.
To get a force field that can lock onto and prevent damage from attacks that come in too fast for TK, buy Damage Resistance (p. 45) with Force Field. For a short-range force field that works a lot like Telekinesis, compare Stretching (p. 78) with Force Extension.
Some supers explain extraordinary strength as “zero-range telekinesis.” Represent this by buying ST and selling back the associated Hit Points. At 10 points per level for ST and -2 points per missing HP, this comes to 8 points per +1 ST. The GM may wish to allow modifiers on this ST; see Attributes as Abilities (p. 13) for guidelines.

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

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

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

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

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

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

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

Temperature Control 「気温制御」P83P

see p. B92
Fictional Temperature Control 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 Reduced Time (+20%/level); 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 Always On (-10%), Emanation (-20%), and either Cold (-50%) or Heat (-50%). The ambient temperature changes by 2° per level per second the entity remains in the area, to the usual maximum of 20° per level.

■Alternatives
 Temperature Control 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 Innate Attack (p. 53). Heat is a Burning Attack, while cold is a Fatigue Attack with the Freezing enhancement (see Hazard, p. B104).

■Powering Up
 Temperature Control is appropriate for Psychokinesis 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 Area Effect.
Talent 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).

Terrain Adaptation 「地形適応」 P85P

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

■Alternatives
 Terrain Adaptation only aids movement across more-or-less level, solid ground. Take Clinging (p. 45) to travel vertically. Use Walk on Liquid (p. 88) to traverse anything less solid than sand or snow. If Terrain Adaptation results from hard projections that dig into the terrain, buy Claws (p. B42) or Striker (p. B88) separately.

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

■Powering Up
 Terrain Adaptation 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. Talent adds to DX rolls to negotiate terrain, giving a bonus where others would have a penalty.

Terror 「恐怖」P84P

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

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

■New Special Enhancements
 Godlike beings often have the “irresistible attack” level of Cosmic (p. B103). Victims get no benefit from advantages such as Fearlessness and Unfazeable (unless those traits are Cosmic), and suffer their tormentor’s choice of Awe, Confusion, or Terror if they fail their Fright Check.

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

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

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

Awe and Confusion Check Table P85P

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

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

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

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

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

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

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

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

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

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

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

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

22, 23 --Acquire a -10-point mental disadvantage. Awe might impel you to adopt one of your new idol’s self-imposed mental disadvantages (see p. B121) out of solidarity, turn you into his servant (Reprogrammable), or make you feel inferior (Low Self-Image). Confusion “blows your mind,” most likely resulting in one of Confused (12), Delusion (Major), Indecisive (12), or Short Attention Span (12).

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

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

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

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

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

34, 35 --As 22, but the disadvantage is worth -15 points. Awe usually results in Fanaticism --either for the one who awed you or his cause. Confusion tends to cause Confused (9), Delusion (Severe), Indecisive (9), On the Edge (12), or Short Attention Span (9).

36 --As 22, but the disadvantage is worth -20 points.

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

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

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

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

True Faith 「真の信仰」P84P

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

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

■Alternatives
 To repel any enemy, take Terror (above). Bolts of holy power and similar attacks that only affect foes of a particular god are Innate Attacks (p. 53) with suitable Accessibility limitations (see p. B110).
To cast out evil spirits possessing a person or place, use the Exorcism skill (p. B193).

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

■Powering Up
 True Faith is exclusively the realm of divine, moral, and spirit powers. Its built-in code of conduct doesn’t preclude claiming a discount for the Divine, Moral, or Spirit power modifier, even when this imposes its own code. The restrictions a servitor must live under are often different from those of simple faith, and always far more stringent. Talent adds to Will rolls to resist distraction when taking the Concentrate maneuver to use this ability, and to use the Turning special enhancement.

Tunneling 「トンネル移動」P85P

see p. B94
 Tunneling 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 Tunneling (Slow) for 5 points and pay 1 point per two yards per minute of progress.

■Alternatives
 Natural burrowers may take “Can tunnel without a shovel” as a perk (see p. B100). This is effectively Accessory (Shovel). It allows the full rates under Digging (p. B350).
 To pass through solid matter without digging, use Permeation (p. 66).
Add the Tunnel enhancement to leave a passage behind.
 Tunneling never counts as an attack, regardless of how it works. Buy Claws (p. B42), Striker (p. B88), or Teeth (p. B91) separately if it involves a digging tool that doubles as a weapon. Use Innate Attack (p. 53) for acid jets, beams, and explosives that can blast foes as easily as the earth -- possibly with a Link (+10%) to Tunneling.

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

■Powering Up
 Tunneling 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.
Talent adds to all DX or skill rolls required for tunneling movement, and to the IQ, Engineer, or Prospecting roll to dig a stable tunnel.

Universal Digestion 「なんでも消化できる」P86P

see p. B95
Voracious monsters, post-holocaust mutants, and various forms of Homo superior bioengineered for survival are all good candidates for this trait. When supers possess it, it usually has the new Matter Eater enhancement.

■Alternatives
 Use Reduced Consumption (p. B80) for those who can survive on less food rather than weird food. To resist poison, add Resistant (p. 71).
Individuals who don’t require any food have Doesn’t Eat or Drink (p. B50) and don’t need Universal Digestion --but they can still buy it to dispose of evidence.
Universal Digestion doesn’t let the user gnaw through tough materials.
That’s Teeth (p. B91), plus Striking ST (p. 78) with the One Attack Only limitation.
Tunneling (p. 85) is another option.

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

■Powering Up
 Basic Universal Digestion 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. Talent 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.

Vampiric Bite 「ヴァンパイアの噛みつき」 P86P

see p. B96
 This is just a special case of the more generic Leech advantage; see p. 96. The GM should use Vampiric Bite as written only if it’s the sole form of Leech in the setting. If several forms exist, replace Vampiric Bite with Leech (Heals FP, +60%; Blood Agent, -40%) plus Sharp Teeth (p. B91).

Vibration Sense 「振動感覚」P86P

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

■Alternatives
 This sense lets one fight in the dark, but to see in the dark takes Dark Vision (p. 46), Hyperspectral Vision (p. 51), Infravision (p. B60), or Night Vision (p. B71). Likewise, Vibration Sense can locate invisible foes, but to view the target requires See Invisible (p. 72).
Those with a highly developed sense of touch have Sensitive Touch (p. 73) instead of or as well as Vibration Sense. Active sonar calls for
the Sonar advantage (see Scanning Sense, p. 72). Sightless heroes often have all three traits.

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

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

■Powering Up
 Vibration Sense 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 Blind Fighting skill (p. B180). Those with Psychokinesis sometimes have this ability, too, typically with the Sense of Perception enhancement. Talent adds to Sense rolls made to use this advantage.

Vision Advantages 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 Infravision (p. B60), many nocturnal predators have Night Vision (p. B71), beasts with widely set eyes enjoy Peripheral
Vision (p. B74), eagles and other raptors benefit from Telescopic Vision (p. B92), and some birds and insects employ Ultravision (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 Blindness disadvantage can’t have vision advantages, however. (Those who can see only infrared or ultraviolet light don’t have Blindness --they have the 0-point version of Infravision or Ultravision.)

■Alternatives
 Be sure to consider 360° Vision (p. 39), Dark Vision (p. 46), Hyperspectral Vision (p. 51), Microscopic Vision (p. 60), Penetrating Vision (p. 66), and See Invisible (p. 72). In addition, Scanning Sense (p. 72) and Vibration Sense (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 Telecommunication (p. 81) for that. For instance, a hero with Infravision could detect Infrared Communication in use, but only eavesdrop if he had that advantage
himself.

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

Visualization 「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 Visualization.
 Visualization 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 Reduced Time 7 (+140%) to make this ability instantaneous.
If so, it works in combat --but it only affects one die roll per turn, and the chaos of battle cuts the bonus to 1/3 usual.

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

■New Special Enhancements
Blessing:
 You can improve the odds of success of any task undertaken by a sapient being just by “thinking good thoughts” for a minute beforehand.
You must be able to see or touch the beneficiary. When he rolls for his task, he gains the Visualization 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 Visualization a second time without Cursing, and possibly with Blessing. +100%.

■Powering Up
 Visualization 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, Visualization is appropriate for moral powers, too --and even for the cosmic powers of the gods. Talent adds to the IQ roll to visualize, which improves the likely bonus. It doesn’t add directly to the bonus, however.

Walk on Air 「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 Walk on Air as a “placeholder” that the PCs can improve to Flight with earned points.

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

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

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

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

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

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

■Powering Up
 Walk on Air suits almost any power that includes Flight. Elemental powers are especially likely, particularly Air, Earth (with Specific, Dust), Heat/Fire (with Specific, Smoke), Magnetism (with Planetary), and Water (with Specific, Vapor).
Psychokinesis is another good fit --as is a spirit power that lets the user summon sylphs to bear him through the air. Cosmic and divine powers might let gods and their servants walk high above their flocks. Talent adds to all DX rolls for movement and to avoid or halt a fall.

Walk on Liquid 「水上歩行」P88P

see p. B97
 Walk on Liquid 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 Sports (Surfing) roll to hang on.

■Alternatives
 Walk on Liquid only works on liquid water; take Terrain Adaptation (p. 83) to move easily across ice and snow. Individuals who can move rapidly through liquid have either Amphibious (p. 42) or No Legs (Aquatic) (p. B145), often with Enhanced Move (Water) (p. 49).

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

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

Warp 「ワープ移動」P88P

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

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

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

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

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

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

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

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

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

Wild Talent 「万能の天才」P89P

see p. B99
In its most basic form, Wild Talent 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: Wild Talent 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%), Emergencies Only (-30%), and Focused (-20%) in the area of aptitude.
A “natural spell-caster” with Magery needs Focused, Magical, while someone who uses Reawakened (p. B80) to recall past lives has Focused, Past Lives.

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

■Alternatives
Wild Talent enables inspired deeds.
Intuition (p. 56) better represents inspired choices, while Blessed (p. 43), Oracle (p. 65), and Precognition (p. 68) are all more appropriate for inspired knowledge. For a completely different take on inspiration, consider Illuminated (p. B60).
Those contemplating Wild Talent should also look at Modular Abilities (p. 62). It, too, can grant access to a wide range of skills initially unknown to the user. It’s less spontaneous, but much more flexible.
■New Special Enhancement
Wild Ability: Only for those with powers. In addition to unknown skills, you can use abilities you don’t have.
Any such ability must be part of one of your powers, and can’t have modifiers other than those required by the power it belongs to (for instance, its power modifier). You get one “use” of the ability --which means exactly what it does for Limited Use (p. B112). If the ability comes in dice or levels, you produce effects equal to one level or 30 points worth, whichever is better. +50%.

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

■Powering Up
Wild Talent 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 Wild Talent as part of a cosmic power.
Talent gives a bonus to the die roll to use any skill or ability granted by Wild Talent.

~P90P

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