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超達成力のバリエーション参照。
意訳がかなり強め。
超達成力のバリエーション(Variations on Hyper-Competency) p.13
GMが、これまでのルールでは万能技能の魅力が不十分と感じた場合は、WP周りのパラメーターを変更することを推奨します。
- 以下はいくつかの提案です:
If the GM feels that this rule still doesn’t make wildcard skills tempting enough, he’s welcome to alter the parameters. Some suggestions:
Accelerated Wildcard Points: For a boost that makes entrylevel wildcard purchases appealing without drastically changing the way the game plays at higher skill levels, set WP equal to (relative skill level)+4. The effects appear in the “Accelerated WP” column of the Wildcard Benefits Table (p. 14).
Even Larger Pools: Multiplying the suggested 1 WP per 12 character points by two or more will dramatically increase wildcard skills’ competitiveness with standard skills. At 1 WP per 6 character points, the effect is similar to everybody who knows wildcards having Luck or Serendipity with Aspected. Going to 1 WP per 3 character points makes even novice wildcard-users capable of impressive feats, and WP spending is liable to replace dice-rolling as the primary determiner of fate.
Common Pool: To give players an incentive to consider multiple wildcard skills ―― and to insure against costly abilities sitting unused ―― have WP from all sources fill a single pool that can be spent on any use of wildcards. For example, a hero who has two wildcards at attribute+0 and one at attribute+1 has 7 WP to spend on outcomes related to any of the three skills. This is a simple way to make wildcards more attractive without drastically changing the campaign’s feel. It also reduces bookkeeping!
Universal Pool: The GM might even generalize the common pool so that WP can be spent in any situation, not just circumstances related to wildcards. For instance, that hero with 7 WP could buy success with any old skill, invoke Flesh Wounds against any injury, and so on. To keep wildcards relevant in their own right, it’s advisable that more options be available when they are used than when they aren’t.
Accelerated Wildcard Points: For a boost that makes entrylevel wildcard purchases appealing without drastically changing the way the game plays at higher skill levels, set WP equal to (relative skill level)+4. The effects appear in the “Accelerated WP” column of the Wildcard Benefits Table (p. 14).
Even Larger Pools: Multiplying the suggested 1 WP per 12 character points by two or more will dramatically increase wildcard skills’ competitiveness with standard skills. At 1 WP per 6 character points, the effect is similar to everybody who knows wildcards having Luck or Serendipity with Aspected. Going to 1 WP per 3 character points makes even novice wildcard-users capable of impressive feats, and WP spending is liable to replace dice-rolling as the primary determiner of fate.
Common Pool: To give players an incentive to consider multiple wildcard skills ―― and to insure against costly abilities sitting unused ―― have WP from all sources fill a single pool that can be spent on any use of wildcards. For example, a hero who has two wildcards at attribute+0 and one at attribute+1 has 7 WP to spend on outcomes related to any of the three skills. This is a simple way to make wildcards more attractive without drastically changing the campaign’s feel. It also reduces bookkeeping!
Universal Pool: The GM might even generalize the common pool so that WP can be spent in any situation, not just circumstances related to wildcards. For instance, that hero with 7 WP could buy success with any old skill, invoke Flesh Wounds against any injury, and so on. To keep wildcards relevant in their own right, it’s advisable that more options be available when they are used than when they aren’t.
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超達成力参照。
翻訳途中。意訳がかなり強め。目次
万能技能ボーナス(OTHER BONUSES) p.13
万能技能を高レベルに成長させると、次の一般的ガイドラインに従って、技能の成功判定以外の領域にも「万能技能ボーナス」なる判定ボーナス値が付与される可能性があります。
“GMのオプションとして”、万能技能の「正の相対的技能レベル」の値は、その技能に直接関連する活動へのボーナスとして2倍の値にできます。
万能技能がGMが同意するあらゆる技能の代用にできることと同じく、そのボーナスは適切なステータスや判定を支援することができます。ボーナスが何であれ、それは常に無料です。発動するために万能技能点(p.12)がかかることもありません。ただし、この可調性には限界があります。
まず、万能技能ボーナスはそれ自体と“累積(stack)”できません。たとえば、白兵武器ではダメージボーナスまたは体力ボーナスとして機能しますが、同時に両方として機能することはありません。
次に、万能技能ボーナスをいつ適用するかは、プレイヤーではなくGMが決定します。状況によっては完全な相対的技能レベル点のボーナス値が寛大すぎると思われる場合、彼は自由にそれを半分にして端数切り上げます。万能技能利点表(p.14)は、通常の扱い(通常ボーナス)と半分の扱い(ハーフボーナス)をまとめたものです。これらの進行がケチ臭く感じるGMは、より自由にできます。おそらく、万能技能利点表の「WP」または「促進WP」の列の値を万能技能ボーナスとして読み替えます。
“GMのオプションとして”、万能技能の「正の相対的技能レベル」の値は、その技能に直接関連する活動へのボーナスとして2倍の値にできます。
万能技能がGMが同意するあらゆる技能の代用にできることと同じく、そのボーナスは適切なステータスや判定を支援することができます。ボーナスが何であれ、それは常に無料です。発動するために万能技能点(p.12)がかかることもありません。ただし、この可調性には限界があります。
まず、万能技能ボーナスはそれ自体と“累積(stack)”できません。たとえば、白兵武器ではダメージボーナスまたは体力ボーナスとして機能しますが、同時に両方として機能することはありません。
次に、万能技能ボーナスをいつ適用するかは、プレイヤーではなくGMが決定します。状況によっては完全な相対的技能レベル点のボーナス値が寛大すぎると思われる場合、彼は自由にそれを半分にして端数切り上げます。万能技能利点表(p.14)は、通常の扱い(通常ボーナス)と半分の扱い(ハーフボーナス)をまとめたものです。これらの進行がケチ臭く感じるGMは、より自由にできます。おそらく、万能技能利点表の「WP」または「促進WP」の列の値を万能技能ボーナスとして読み替えます。
Improving a wildcard to a high level might grant bonuses in areas other than success rolls for the skill, in accordance with this general guideline:
At the GM’s option, a positive relative skill level with a wildcard skill doubles as a bonus to activities directly related to that skill.
Just as a wildcard can replace any skill the GM agrees fits its high concept, its bonus can assist any appropriate statistic or roll. Whatever the bonus, it’s always free ―― it never costs Wildcard Points (p. 12) to invoke. This flexibility has limits, though.
First, a wildcard bonus can never “stack” with itself. For instance, it might work as a damage bonus or a ST bonus with a melee weapon, but never as both at once.
Second, the GM ―― not the player ―― decides when a bonus applies. If full relative skill level seems too generous under the circumstances, he’s free to halve it and round up. The Wildcard Bonus Table (p. 14) summarizes the regular and halved schemes. The GM who feels that these progressions are stingy is welcome to be more liberal, perhaps reading the “WP” or even “Accelerated WP” column of the table as the bonus!
At the GM’s option, a positive relative skill level with a wildcard skill doubles as a bonus to activities directly related to that skill.
Just as a wildcard can replace any skill the GM agrees fits its high concept, its bonus can assist any appropriate statistic or roll. Whatever the bonus, it’s always free ―― it never costs Wildcard Points (p. 12) to invoke. This flexibility has limits, though.
First, a wildcard bonus can never “stack” with itself. For instance, it might work as a damage bonus or a ST bonus with a melee weapon, but never as both at once.
Second, the GM ―― not the player ―― decides when a bonus applies. If full relative skill level seems too generous under the circumstances, he’s free to halve it and round up. The Wildcard Bonus Table (p. 14) summarizes the regular and halved schemes. The GM who feels that these progressions are stingy is welcome to be more liberal, perhaps reading the “WP” or even “Accelerated WP” column of the table as the bonus!
万能技能ボーナスの例(Sample Bonuses) pp.13-14
[[万能技能ボーナスの例>万能技能ボーナス#Sample_Bonuses]]万能技能ボーナスを適用する方法に関する多くの提案を以下に示します。これには、修正値を半分にすることが推奨されるいくつかの状況が含まれます。プレイヤーはこれらの利点や他の利点を提案することをお勧めします――このリストは完全なものではないからです。ただし、GMが最終決定権を持つことを覚えておいてください。
(『GURPS Power-Ups 3:Talents』に精通しているゲーマーは、これらの例と「才能」に推奨される「代替利点」のリストに強い類似性を見出すことでしょう。これは意図的な設計です。万能技能と「才能」は同様の基盤をカバーしています。ただし、重要な違いを覚えておいてください――万能技能単独の固定ボーナスはありません。マンガ的可調性が要点なのです)。
Below are many suggestions for how to apply the wildcard bonus, including some situations where it’s advisable to halve the modifier. Players are encouraged to propose these and other benefits ―― this list isn’t exhaustive. Just remember that the GM has the final say.
(Gamers familiar with GURPS Power-Ups 3: Talents will see a strong resemblance between these examples and the list of “alternative benefits” recommended for Talents. That’s intentional ―― wildcards and Talents cover similar ground. Remember the crucial difference, though: A wildcard doesn’t have a single, fixed bonus. Cinematic flexibility is the whole point.)
(Gamers familiar with GURPS Power-Ups 3: Talents will see a strong resemblance between these examples and the list of “alternative benefits” recommended for Talents. That’s intentional ―― wildcards and Talents cover similar ground. Remember the crucial difference, though: A wildcard doesn’t have a single, fixed bonus. Cinematic flexibility is the whole point.)
原書において、下記各項目には番号は振られていませんが、判読性を考慮して加筆しています。
●01:技能判定でない関連判定へのボーナス
[[典型例01型>万能技能ボーナス#01]]万能技能のハイコンセプトに関連し、技能が適用されない判定へのボーナス。
たとえば、発明者向けの万能技能は、謎の装置表の判定に役立ちます。
万能技能は、知力判定がその主題の学習・記憶・想起に役立つ可能性があります。
この利点は、万能技能を使用してさらなる努力用の意志力判定、およびこの能力で役立つ標準技能が含まれていない場合は、生命力判定によって、それが可能にするあらゆる肉体的な行動に対するFP損失を回避することにまで及びます。
万能技能が特に関連しているように思われる場合、ボーナスは、明示的に技能を禁止する判定にも有効です。たとえば、〈脱出〉判定を封じる拘束を無理やりほどくための体力判定は、動きの自由を中心に構築された万能技能に対応します。
サイコロが3つ未満の判定の場合、ボーナスの値を半分にします。例えば、「不完全な不意討ちの先制判定」や「重い武器を受ける際の武器破損の判定」のための1dによる判定です。
●01: A bonus to rolls related to the wildcard’s high concept and to which no skill applies.
For instance, a wildcard for inventors might help rolls on the Enigmatic Device Table (pp. B478-479), and any wildcard could aid IQ rolls for learning, memorization, or recall of its subject matter.
This benefit extends to Will rolls for extra effort with the wildcard, and to HT rolls to avoid FP losses to any athletic feats it enables, if it doesn’t encompass a standard skill that can serve in this capacity.
The bonus might even work for rolls that explicitly disallow skills, when the wildcard seems especially relevant; e.g., ST rolls to break free of bonds that don’t allow an Escape roll, for a wildcard built around freedom of movement.
For rolls of fewer than three dice, like the 1d for initiative under Partial Surprise (p. B393) or for weapon breakage under Parrying Heavy Weapons (p. B376), halve the bonus.
For instance, a wildcard for inventors might help rolls on the Enigmatic Device Table (pp. B478-479), and any wildcard could aid IQ rolls for learning, memorization, or recall of its subject matter.
This benefit extends to Will rolls for extra effort with the wildcard, and to HT rolls to avoid FP losses to any athletic feats it enables, if it doesn’t encompass a standard skill that can serve in this capacity.
The bonus might even work for rolls that explicitly disallow skills, when the wildcard seems especially relevant; e.g., ST rolls to break free of bonds that don’t allow an Escape roll, for a wildcard built around freedom of movement.
For rolls of fewer than three dice, like the 1d for initiative under Partial Surprise (p. B393) or for weapon breakage under Parrying Heavy Weapons (p. B376), halve the bonus.
●02:有利な特徴の判定へのボーナス
[[典型例02型>万能技能ボーナス#02]]概念的に関連する有利な特徴を使用するための判定へのボーナス。
ヒーラーの万能技能は、知力判定にボーナスを追加して、特徴「治療できる」を使用できます。一方、戦闘のベテランの万能技能は、「危険感知」判定ごとに利点があります。
●02: A bonus to rolls to use conceptually related advantages.
A wildcard for healers may add its bonus to the IQ roll to use the Healing advantage, while one for combat veterans might benefit the Per roll for Danger Sense.
A wildcard for healers may add its bonus to the IQ roll to use the Healing advantage, while one for combat veterans might benefit the Per roll for Danger Sense.
●03:抵抗判定やその突破へのボーナス
[[典型例03型>万能技能ボーナス#03]]万能技能でカバーされる技能への(敏捷力、知力、生命力、意志力、知覚力のいずれかを用いる)抵抗判定またはそれを突破する判定へのボーナス。
たとえば、多くの影響技能を含む社会的万能技能は、それらの技能に対する意志力判定にかなり利点をもたらす可能性があります。また、探偵用万能技能は、〈演技〉や〈言いくるめ〉を含む詐欺を突破し、〈隠匿〉や〈忍び〉のような隠蔽技能を破るためにボーナスを与えるかもしれません。この利点を判定に拡張して、技能によって研究された悪意的影響に抵抗することは理にかなっています。例えば、毒をカバーする万能技能は毒に抵抗するための生命力判定を補い、オカルトに関連する万能技能は超自然的な攻撃に対する抵抗力を補います。
「止め」「よけ」「受け」のいずれかの判定に影響を与える場合は、このような“防御的”ボーナスを半分にします。
●03: A bonus to DX, IQ, HT, Will, or Per rolls to resist skills covered by the wildcard (e.g., a social wildcard that includes many Influence skills could fairly benefit Will rolls against those skills) or diametrically opposed to it (thus, a wildcard for detectives might grant its bonus to penetrate deceptions involving Acting and Fast-Talk, and to defeat concealment skills like Holdout and Stealth).
It would be logical to extend this benefit to rolls to resist malign influences studied by the skill: HT rolls against poisons for a wildcard that covers them, resistance against supernatural attacks for a wildcard pertaining to the occult, and so on.
Halve such a “defensive” bonus if it affects Block, Dodge, or Parry rolls.
It would be logical to extend this benefit to rolls to resist malign influences studied by the skill: HT rolls against poisons for a wildcard that covers them, resistance against supernatural attacks for a wildcard pertaining to the occult, and so on.
Halve such a “defensive” bonus if it affects Block, Dodge, or Parry rolls.
●04:悪影響回避へのボーナス
[[典型例04型>万能技能ボーナス#04]]万能技能の使用中に遭遇する悪影響を回避するための敏捷力、知力、生命力、意志力、知覚力の判定へのボーナス。
航海の万能技能は、甲板の揺れ、船酔い、および同様の船上の危険に対して敏捷力判定と生命力判定に利点をもたらす可能性があります。一方、長射程戦闘用の万能技能は、意志力判定が関連する武器での「狙い」を維持するのに役立ちます。
これには、万能技能を使用した失敗やファンブル失敗から回復するための判定が含まれる場合があります。たとえば、素手戦闘をカバーする万能技能は、キックを外した後の転倒を回避するための敏捷力判定に利点をもたらす可能性がありますが、肉体的な万能技能は、さらなる努力でのファンブル失敗した試行に必要な生命力判定にボーナスを与える可能性があります。
繰り返しますが、能動防御判定を修正する場合は、そのようなボーナス値を半分にします。
●04: A bonus to DX, IQ, HT, Will, or Per rolls to avoid bad effects encountered in the course of using the wildcard.
A nautical wildcard might benefit DX and HT rolls for rocking decks, seasickness, and similar shipboard hazards, while one for ranged combat could aid Will rolls to keep Aim with relevant weapons.
This may encompass rolls to recover from failures and critical failures with the wildcard; e.g., a wildcard that covers unarmed combat might benefit DX rolls to avoid falling down after missing with a kick, while any physical wildcard may lend its bonus to HT rolls required for critically failed attempts at extra effort.
Again, halve such a bonus if it modifies active defense rolls.
A nautical wildcard might benefit DX and HT rolls for rocking decks, seasickness, and similar shipboard hazards, while one for ranged combat could aid Will rolls to keep Aim with relevant weapons.
This may encompass rolls to recover from failures and critical failures with the wildcard; e.g., a wildcard that covers unarmed combat might benefit DX rolls to avoid falling down after missing with a kick, while any physical wildcard may lend its bonus to HT rolls required for critically failed attempts at extra effort.
Again, halve such a bonus if it modifies active defense rolls.
●05:目撃者への反応ボーナス
[[典型例05型>万能技能ボーナス#05]]ユーザーの印象的な技能を目撃した者に試みられた反応判定や影響判定に対するボーナス。
これは通常、「万能技能判定の成功後」を意味し、目標に利点をもたらすものでなければなりません(彼の装備の修理、彼の傷の治療、彼の敵との戦いなど)。
ただし、芸術的万能技能は、単にパフォーマンスの目撃者の態度に影響を与える可能性があります。
そのグループが小さいか珍しい場合を除いて、すべての適切な個人(たとえば、獣使いの万能技能の動物や、祈祷師の万能技能の霊など)からの反応に常に利点をもたらす場合は、ボーナスを半分にするのが妥当です。
●05: A bonus to reaction rolls made by or Influence rolls (p. B359) attempted on people who witness the user’s impressively broad skill.
This usually means “after a successful wildcard skill roll,” which must generally benefit the target (repair his equipment, cure his wounds, fight off his enemies, etc.).
However, an artistic wildcard might affect the attitude of audience members who merely watch a performance.
It would be reasonable to halve the bonus if it benefits reactions from all suitable individuals, all the time (e.g., animals for a beast-taming wildcard, or spirits for a shamanic one), unless that group is tiny or rare.
This usually means “after a successful wildcard skill roll,” which must generally benefit the target (repair his equipment, cure his wounds, fight off his enemies, etc.).
However, an artistic wildcard might affect the attitude of audience members who merely watch a performance.
It would be reasonable to halve the bonus if it benefits reactions from all suitable individuals, all the time (e.g., animals for a beast-taming wildcard, or spirits for a shamanic one), unless that group is tiny or rare.
●06:ペナルティ相殺のためのボーナス
[[典型例06型>万能技能ボーナス#06]]技能に関連する状況のペナルティに対する相殺。
特に、装備修正および地理・時間の範囲のペナルティ。
万能技能での慣れ(p.11)と万能技能での文明レベル(p.11)のために慣れと文明レベル修正が完全に払拭されない場合は、それらをリストに追加してください。
●06: An offset against penalties for circumstances relevant to the skill, particularly those under Equipment Modifiers (p. B345) and Geographical and Temporal Scope (p. B176).
If Familiarity (p. B169) and Tech-Level Modifiers (p. B168) aren’t ignored completely thanks to Wildcard Familiarity (p. 11) and Wildcard Tech Level (p. 11), add those to the list.
If Familiarity (p. B169) and Tech-Level Modifiers (p. B168) aren’t ignored completely thanks to Wildcard Familiarity (p. 11) and Wildcard Tech Level (p. 11), add those to the list.
●07:「正確さ」へのボーナス
[[典型例07型>万能技能ボーナス#07]]関連する長射程武器で狙うときの「正確さ」ボーナス。
GMはこれを「銃の達人」や「英雄的射手」を持つヒーローに制限したい場合があります。マンガ性の高いキャンペーンを除いて、この修正は半分にするとよいでしょう。
●07: An Accuracy bonus when aiming relevant ranged weapons. The GM may want to restrict this to heroes with Gunslinger or Heroic Archer. Except in highly cinematic campaigns, this modifier is best halved.
●08:筋力武器へのボーナス
[[典型例08型>万能技能ボーナス#08]]関連する筋力武器を装備した場合の体力ボーナス。
万能技能が〈ランス〉技能を含むか、〈騎乗〉判定が相手をなぎ倒すことを許可する場合は、乗騎の体力を修正します。
GMはこれを「武器の達人」を持つヒーローに制限することができます。〈格闘〉や〈強行突入〉のような効果的な体力ボーナスを既に与えている技能については、通常のボーナスの代わりにこのボーナスを使用しますが、切り替え可能可能のままにしておきます。
これは万能技能をより魅力的にする優れた方法ですが、戦闘の様相を根本的に変える可能性があります。
●08: A ST bonus when wielding relevant muscle-powered weapons (modify the mount’s ST when the wildcard encompasses the Lance skill or allows Riding rolls to run people down). The GM may restrict this to heroes with Weapon Master.
For skills that already give an effective ST bonus, like Brawling and Forced Entry, use this bonus instead of the usual one but leave it open-ended.
This is a great way to make wildcards more attractive, though it can radically alter the face of combat.
For skills that already give an effective ST bonus, like Brawling and Forced Entry, use this bonus instead of the usual one but leave it open-ended.
This is a great way to make wildcards more attractive, though it can radically alter the face of combat.
●09:間接攻撃へのボーナス
[[典型例09型>万能技能ボーナス#09]]万能技能を使用して、ユーザーの体力に依存しない毒や罠などを配置する場合のダメージへのボーナス。
同様のボーナスは、暗躍や戦術関連の万能技能を使用して暗殺の試みまたは待ち伏せを仕掛けた後に行われた最初の一撃に適用される場合があります。
さらなる可能性は、万能技能によって研究された敵に対するダメージボーナスです。例:〈悪魔学者!〉技能は悪魔に対してボーナスダメージを与えるかもしれません。
●09: A bonus to damage when using the wildcard to deploy poisons, traps, etc. that don’t depend on the user’s ST.
A similar bonus might apply to the first strike made after using a stealthy or tactical wildcard to set up an assassination attempt or an ambush.
A further possibility is a damage bonus against foes studied by the wildcard; e.g., a Demonologist! skill might grant bonus damage against demons.
A similar bonus might apply to the first strike made after using a stealthy or tactical wildcard to set up an assassination attempt or an ambush.
A further possibility is a damage bonus against foes studied by the wildcard; e.g., a Demonologist! skill might grant bonus damage against demons.
●10:回復量へのボーナス
●11:手助けへのボーナス
[[典型例11型>万能技能ボーナス#11]]万能技能が直接他者を助ける場合、他の誰かの判定に対するボーナス。
古典的な例は、医療用万能技能を使用して治療される負傷、病気、使用不能になった部位の回復のための生命力判定へのボーナスです。
リーダー向けの万能技能は、自軍に対する聴覚判定や彼らを理解するため判定や彼らの恐怖判定にボーナスを与える可能性があります。
例のような受動的な判定ではなく他の判定に追加して行動する場合は、ボーナスを半分にします。ただし、万能技能を補完的な技能判定に使用する場合は、通常のボーナスが累積されます。
●11: A bonus to somebody else’s roll, when the wildcard directly aids others.
The classic example is a bonus to HT rolls to recover from crippling, disease, or injury treated using a medical wildcard.
A wildcard intended for a leader might give a bonus to his side’s rolls to hear or understand him, or to their Fright Checks.
Halve the bonus if it adds to others’ rolls to act rather than to passive rolls like those in the examples ―― but when the wildcard is used for a complementary skill roll, this is cumulative with the usual bonus!
The classic example is a bonus to HT rolls to recover from crippling, disease, or injury treated using a medical wildcard.
A wildcard intended for a leader might give a bonus to his side’s rolls to hear or understand him, or to their Fright Checks.
Halve the bonus if it adds to others’ rolls to act rather than to passive rolls like those in the examples ―― but when the wildcard is used for a complementary skill roll, this is cumulative with the usual bonus!
コラム:万能技能利点表(Wildcard Benefits Table) p.14
![](https://static.seesaawiki.jp/formatter-storage/images/common/spacer.gif)
万能技能利点表参照。
翻訳途中。意訳がかなり強め。
コラム:万能技能利点表(Wildcard Benefits Table) p.14
この表は、追加利点(pp.10-15)で説明されているいくつかの選択ルールの効果をまとめたものです。
This table summarizes the effects of several optional rules described in Additional Benefits (pp. 10-15).
Points: Character points spent on the wildcard skill.
Skill Roll: Roll to use the wildcard as a skill based on any given attribute.
WP: Wildcard Points granted when using basic HyperCompetency (pp. 12-13). For extra-generous benefits with Other Bonuses (pp. 13-15), read the number as a bonus.
Accelerated WP: Wildcard Points granted when using the eponymous option under Variations on HyperCompetency (p.13). Again, this can be interpreted as a bonus.
Wildcard Bonus: Typical bonus when using Other Bonuses.
Half Bonus: Conservative bonus for potent instances of Other Bonuses.
- CP(Points):万能技能に費やされたCP。
- 技能判定(Skill Roll):その万能技能の相対的技能レベルです。指定された能力値に基づいて万能技能を技能として判定する際に用います。
- WP(WP):基本的な超達成力の使用時に付与される万能技能点(pp.12-13)。万能技能ボーナス(pp.13-15)の特別な利点については、この数値をボーナス値として読み替えてください。
- 増幅WP(Accelerated WP):超達成力のバリエーション(p.13)にある増幅万能技能点のオプションを使用するときに付与される万能技能点です。繰り返しますが、この数値はボーナス値として読み替えれます。
- 通常ボーナス(Wildcard Bonus):この列の値は、万能技能ボーナスを使用する場合の典型的なボーナス値です。
- ハーフボーナス(Half Bonus):万能技能ボーナスでの強力な効果に対する控えめなボーナス値です。通常ボーナスの半分(端数切り上げ)です。
CP | 技能判定 | WP | 増幅WP | 通常ボーナス | ハーフボーナス |
---|---|---|---|---|---|
3 | 能力値-3 | 0 | 1 | 0 | 0 |
6 | 能力値-2 | 0 | 2 | 0 | 0 |
12 | 能力値-1 | 1 | 3 | 0 | 0 |
24 | 能力値+0 | 2 | 4 | 0 | 0 |
36 | 能力値+1 | 3 | 5 | +1 | +1 |
48 | 能力値+2 | 4 | 6 | +2 | +1 |
60 | 能力値+3 | 5 | 7 | +3 | +2 |
72 | 能力値+4 | 6 | 8 | +4 | +2 |
+12 | +1 | +1 | +1 | +1 | +1/2 (端数切り上げ) |
This table summarizes the effects of several optional rules described in Additional Benefits (pp. 10-15).
Points: Character points spent on the wildcard skill.
Skill Roll: Roll to use the wildcard as a skill based on any given attribute.
WP: Wildcard Points granted when using basic HyperCompetency (pp. 12-13). For extra-generous benefits with Other Bonuses (pp. 13-15), read the number as a bonus.
Accelerated WP: Wildcard Points granted when using the eponymous option under Variations on HyperCompetency (p.13). Again, this can be interpreted as a bonus.
Wildcard Bonus: Typical bonus when using Other Bonuses.
Half Bonus: Conservative bonus for potent instances of Other Bonuses.
Points | SkillRoll | WP | Accelerated WP | Wildcard Bonus | Half Bonus |
3 | Attribute-3 | 0 | 1 | 0 | 0 |
6 | Attribute-2 | 0 | 2 | 0 | 0 |
12 | Attribute-1 | 1 | 3 | 0 | 0 |
24 | Attribute+0 | 2 | 4 | 0 | 0 |
36 | Attribute+1 | 3 | 5 | +1 | +1 |
48 | Attribute+2 | 4 | 6 | +2 | +1 |
60 | Attribute+3 | 5 | 7 | +3 | +2 |
72 | Attribute+4 | 6 | 8 | +4 | +2 |
+12 | +1 | +1 | +1 | +1 | +1/2 (切り上げ round up) |
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