GURPSよろず - Powersでの修正の追加解釈
第4版Powersで追加された「ベーシックにある修正増強限定)」の新しい解釈。

修正(MODIFIERS) P99P

 The next step in ability building is to adjust the underlying advantage(s) to work in a way that fits your mental picture of the ability. Many advantages offer user-defined choices, or multiple forms or levels – and sometimes that’s enough. Just as often, though, the only way to get things exactly right is to add modifiers. Modifiers fall into three categories:

1. Special modifiers. These are modifiers that appear in advantage descriptions. They adjust the details of how a particular advantage works, and might effectively convert it into new advantage. Choosing special modifiers is part of advantage selection. For hints and tips, see the relevant advantage entry and the notes in the previous section.

2. Power modifiers. These modifiers make an advantage part of a power, and only exist in campaigns with powers.
See Evaluating Power Modifiers (p. 20).

3. General modifiers. The enhancements and limitations given on pp. B101-117 are of broad applicability.
Choosing the right ones can be tricky; see the next few sections for advice.

 Remember that modifiers, regardless of type, can’t reduce cost by more than 80%. Treat a net modifier of -80% or worse as -80%.

SELECTING MODIFIERS P99P

 Below are notes on ways to use the modifiers in the Basic Set to emulate effects from myth, novels, cinema, and comics. The most radical and
unorthodox reinterpretations are optional; their use in any campaign is up to the GM.

Accessibility 「条件限定」 P99P

see p. B110
If an ability only works in a situation that applies an easily calculated percentage of the time (e.g., “Only on a Sunday” is 14% of the time), find the limitation on this table:

“Only on supers” is worth -50% in settings where supers make up much less than 1% of the general population, as in most comics. In worlds
where a significant percentage of people have powers, use the table. This limitation doesn’t apply to Neutralize, Static, or any other advantage that only affects those who have powers in the first place.
 A common limitation on mentalinfluence abilities is “Only on those who share a language with me.” This is worth -10%, and valid only on abilities that already require the user to talk, such as those with Hearing- Based.
 Abilities that let the user defy gravity – Clinging, Walk on Air, Walk on Liquid, etc. – often have “Only while moving.” If the user stops moving, he falls. This is worth -10% if he must take at least a step per second, -20% if he must travel at half Move, or -30% if he must use his full Move. It’s incompatible with All-Out (p. 110).
 Some supernatural abilities require ritual or worship by others to work. To evaluate “Only with assistants,” halve the basic point value that Maintenance (p. B143) gives for that number of people and write it as a percentage; e.g., 11-20 people is -25%.
 A limitation that prevents an attack from working on targets it couldn’t affect anyhow is meaningless, and worth no discount. For instance, “Not on machines” isn’t valid for a Fatigue Attack (machines lack FP), and “Only on psis” isn’t allowed on Neutralize (Psi).
 Finally, limitations such as “Only when using ability X” are forbidden if the limited ability has a Link to X.
Percentage
of Time the
Ability Works
Limitation
Value
1-6%-40%
7-18%-35%
19-31%-30%
32-43%-25%
44-56%-20%
57-68%-15%
69-81%-10%
82-93%-5%
94-100%-0%

Accurate 「正確」P99P

see p. B102
 Any ability with the Ranged enhancement (p. B107) can have Accurate. See Reliable (p. 109) for an enhancement that affects die rolls other than those for ranged attacks.

Affects Insubstantial 「非実体に影響」 P99P

see p. B102
 Affects Insubstantial is common on the abilities of divine, magical, psi, and spirit powers. Advantages modified with it affect those using Clairsentience, Jumper, or Warp with the Projection modifier – not just targets using true Insubstantiality. The GM may permit the following variant:

Affects Insubstantial (Selective):
You can choose to affect just insubstantial targets, just substantial targets, or all targets. (If you can only affect insubstantial targets, take the Insubstantial Only limitation; see p. 111.) +30%.

Affects Substantial 「実体に影響」 P99P

see p. B102
 Those who possess Clairsentience, Jumper, or Warp with the Projection modifier, Shadow Form, or any similar ability that renders them effectively insubstantial can use this modifier to let advantages that wouldn’t normally affect the physical world do so. As with Affects Insubstantial, a variant exists in some worlds:

Affects Substantial (Selective):
 You can choose to affect just substantial targets, just insubstantial targets, or all targets. +50%.

Always On 「常時起動」 P99P

see p. B110
For Insubstantiality and Obscure, Always On is worth -50%. The GM may permit this level of Always On for other abilities. To qualify, the ability must be at least as crippling as Insubstantiality (user can’t interact with the physical world) or Obscure (user is deprived of a sense and can’t use stealth). A weaker version of Always On makes sense for many abilities:

Usually On「ほぼ常時起動」:
 Any advantage that can be Always On can instead be Usually On. The ability is on almost all the time – but the user can switch it off briefly by expending 1 FP per second.
If Always On is no worse than -20%, Usually On is worth half as much; if it’s a larger limitation, add a +10% enhancement to find the value of Usually On.

Area Effect 「範囲に効果」 P100P

see p. B102
 For advantages that already affect an area, the area of effect sometimes depends on the advantage level. If so, the only way to increase the area is to buy a higher level of the trait – Area Effect is off limits.
 Area Effect makes it possible to affect groups of people with nonattack advantages that normally affect just one target; e.g., Healing, Mind Control, and Telekinesis. Several special rules apply to such abilities:

● If the advantage has a FP cost, multiply this by the radius in yards.
Paying this cost lets the user affect everyone in the area – he doesn’t pay FP separately for each subject. For instance, on a single subject, Healing costs 1 FP per 2 HP healed; on everyone in an eight-yard radius, it costs 8 FP per 2 HP healed (which the GM may interpret as 4 FP per HP).

● If the advantage affects the target via a Quick Contest, the user must roll a separate Contest with each potential victim in the area.

● If the advantage specifies a penalty to affect each victim after the first, the user has a penalty equal to the total number of potential victims, less one, on his roll for each subject. For example, to use Mind Control (Area Effect) on four people at once, roll to affect each of them at -3.

● If the advantage has user-defined effects, these must be the same for all subjects. In the Mind Control example above, the controller could tell all four victims, “Attack those men by the door!” He could not order, “John, save the girl. Paul, grab the treasure chest.
George and Ringo, attack the men by the door!” If the ability is ongoing, it takes a second (or the usual amount of time for the advantage, if longer) to specify different effects for a particular subject, during which time the others continue to experience the last effect specified.

Armor Divisor 「徹甲除数」 P100P

see pp. B102, B110
 The GM may allow this modifier – as an enhancement or a limitation – on attacks affected by specialized defenses other than DR. Adjust the defense’s level just as you would DR.
For example, an Affliction with Vision- Based (which bypasses DR) could add Armor Divisor (5) to reduce the effects of Protected Vision from +5 to +1.
When using this option with the Armor Divisor limitation, treat targets that lack the specialized defense as if they had the lowest level of the defense. For instance, a radiation beam with little penetrating power might be a Toxic Attack with Radiation and Armor Divisor (0.5).
Targets with Radiation Tolerance would get double its divisor; those without Radiation Tolerance would gain the benefits of Radiation Tolerance 2 (the lowest level).

Aura 「オーラ」 P100P

see p. B102
Creatures that bleed acid, flame, and so on when wounded have a Burning Attack or Corrosive Attack that combines Aura (+80%) with Always On (-20%), Blood Agent (-40%), and Melee Attack (-30%), for a net -10%. Always On is worth -20% because it’s inconvenient to fry your possessions whenever you’re cut.
Blood Agent works “in reverse” here; see Blood Agent (below) for details.

Based on (Different Attribute) 「別能力値基準」 P100P

see p. B102
 Some sinister entities (e.g., demons) can “aim” Afflictions, Mind Control, and so on at their victim’s weaknesses. If the GM permits, an attack can have several instances of this enhancement, letting the user choose how his attack is resisted.
Each attribute – including the one that normally resists the attack – costs +20%. For instance, to target IQ, HT, or Will costs +60%. The attacker must choose the target attribute before he attacks.
 The GM may permit this modifier on advantages that require the user to roll against his own DX, IQ, HT, Will, or Per, shifting the roll to another of these scores. This still costs +20%. He can take this enhancement twice to change his roll and his target’s roll, where logical.

Blood Agent 「血液感染」 P100P

see pp. B102, B110
 When an attack that normally ignores DR (like Leech) depends on a natural weapon – such as Claws or Teeth – penetrating the victim’s DR, apply the Blood Agent limitation. Don’t use Follow-Up; that’s intended for attacks that can’t normally ignore DR.
 Blood Agent is also a legitimate limitation for attacks that require the attacker to bleed on his victim. When Blood Agent works “in reverse” like this, the attacker must suffer at least 1 HP of injury from a cutting, impaling, or piercing attack, and then ensure that his blood reaches his target. This is automatic with Aura but otherwise requires the usual attack roll. The GM may rule that such attacks simply don’t work underwater or in other environments where blood would be diluted or washed away. The target’s DR works normally. This variant is worth -40%.

Bombardment 「爆撃」 P100P

see p. B111
 Bombardment is a legitimate limitation for Area Effect and Cone attacks that conjure something that attacks everyone in the area instead of
truly “bombarding” it. The classic example is a swarm of biting pests. In this case, the “effective skill” of the attack is the skill of whatever the attack summons. Such attacks often have Blockable (p. 110).

Cone 「円錐状」 P100P

see p. B103
 The notes under Area Effect (above) also apply to Cone. The only difference is that the user multiplies the FP cost of non-attack advantages by the maximum width of the cone instead of a radius in yards.
 When combining Cone with Malediction – which has no Max statistic – assume that the cone spreads by one yard per yard of range. It attains its maximum width at a range equal to that width (e.g., at five yards, for a five-yard-wide cone), and has no effect on more distant targets. Work out the range modifier separately for each target within the cone, following the usual rules for Malediction.

Contact Agent 「接触感染」 P101P

see pp. B103, B111
Attackers who must touch victims with their bare skin should take Touch-Based, not Contact Agent; see Sense-Based (p. 105).

Cosmic 「宇宙パワー」 P101P

see p. B103
The following new options are powerful, and not suitable for every campaign:

 No die roll required. Only for abilities that require a success roll. Your advantage works if you have any chance of success. Apply all the usual modifiers to your base skill. If your effective skill is 3 or more, you succeed – don’t bother to roll. The only way you can fail is if your effective skill falls below 3. You can add this enhancement to attacks, but not to abilities with effects based entirely on margin of success. This excludes such resisted abilities as Mind Control and Maledictions. +100%.

 No active defense allowed.
Only for attacks that the target can dodge, block, or parry. Your target gets no active defense against your attack, no matter how fast or skilled he is. If your attack roll succeeds, you hit. The victim’s DR and other purely passive protection works normally, and this enhancement doesn’t prevent resistance rolls. +300%.

 Cosmic options are cumulative.
For instance, an Innate Attack that requires no roll to hit (+100%), allows no active defense (+300%), and ignores DR (+300%) is +700%. An Attack maneuver lets you immediately apply your damage roll to your target’s HP!

 No version of Cosmic bypasses the resistance roll against Affliction, Mind Control, Maledictions, and similar abilities. Despite its name, “irresistible attack” simply negates protection such as DR and Mind Shield – it doesn’t deny the target his chance to resist.
 On a carrier attack, all forms of Cosmic raise the cost of Follow-Up on the follow-up attack.

Cosmic as a Power Modifier:
 At the +50% level, Cosmic is often a power modifier (see p. 26). On abilities with this modifier, reduce the total cost of all Cosmic options by +50%. In effect, the first +50% of Cosmic is built in.
When using Powers, Great and Small (p. 32), each tier has an enhancement cost, and pays a premium equal to that cost for a lingering attack, or five times that cost for an irresistible attack. “No die roll” and “no active defense” are at full cost, less the value of the tier enhancement.

Cosmic vs. Cosmic:
 When Cosmic abilities conflict, handle it as if neither side had Cosmic. For instance, DR with Cosmic subtracts from “irresistible” attacks with Cosmic. The notquite- cosmic powers of Powers, Great and Small only count as Cosmic against lower tiers – and only top-tier powers count as Cosmic against wild abilities. Powers on the same tier interact as if neither were Cosmic.

Costs Fatigue 「FP消費」 P101P

see p. B111
Those adding Costs Fatigue to an Innate Attack that has the Variable enhancement may, if the GM permits, specify that the FP cost is proportional to the dice of damage used. To find the size of the limitation:

1. Set the FP cost to use the ability at full effect.

2. Divide this maximum FP cost by the attack’s maximum dice of damage to find the FP cost per die.

3. Multiply cost per die by “average” damage dice – (1 + maximum dice)/2 – to find average FP cost.

4. Drop all fractions. The result is the number of levels of Cost Fatigue to take.

Example: Laser Lad has Burning Attack 10d with Variable and Costs Fatigue. His FP cost at full effect is 20. His attack requires 20/10 = 2 FP per die. “Average” damage dice are (1 + 10)/2 = 5.5d, so average FP cost is 2 \ 5.5 = 11 FP. He takes Costs Fatigue 11, for -55%. When he attacks, he pays 2 FP for 1d, 4 FP for 2d, and so on, to a maximum of 20 FP for 10d.

 Use the same method to add a variable FP cost to non-attack abilities that come in levels; just substitute levels of effect for dice. Abilities other than attacks don’t need the Variable enhancement to use this option (see Variable, p. 107).
 In campaigns with powers, the GM may require Costs Fatigue on all but completely passive abilities, forcing the heroes to think strategically rather than hurl their powers at every problem.
This is especially appropriate if powers are supposed to be mysterious.
It can also help balance powers against spells and cinematic martial arts skills.

Cyclic 「周期的」 P101P

see p. B103
If the attack is contagious, those who come into contact with victims must roll against HT, per Contagion (p. B443). “Mildly contagious” (+20%) means the required contact is holding or being held by an infected victim for a full cycle, or contact with bodily fluids.
“Highly contagious” (+50%) means the effects spread at the slightest touch.

Damage Modifiers 「ダメージ修正」 P101P

see pp. B104, B111
Double Knockback:
 To make this meaningful for low-damage attacks, double the basic damage of the attack, for knockback purposes only, instead of doubling yards of knockback.

Fragmentation:
 The GM may permit options other than regular and hot fragments. Large Piercing Fragments, like the ball bearings hurled by modern antipersonnel mines, cost +15% per die. Impaling Fragments, like the flechettes scattered by some artillery shells, cost +20% per die. In all cases, use the usual fragmentation rules; damage type is all that changes.

Incendiary:
 Optionally, to represent superscience and magical attacks with fire-starting potential out of proportion to damage, add Incendiary to a Burning Attack. This moves the effective flammability class of anything damaged by the attack up a step; see Making Things Burn (p. B433).

Missing Damage Effect:
 If the GM agrees and the special effects support it, an attack may lack one of the normal “side effects” of its damage type.
The absence of an effect that damages the target’s HP, FP, or DR is worth -20% (like No Blunt Trauma); e.g., No DR Reduction, for a Corrosion Attack.
Most other limitations are worth -10% (like No Knockback); e.g., No Incendiary Effect, for a Burning Attack.

No Wounding:
 The GM may allow this on Burning and Corrosion Attacks. For a Burning Attack, roll damage normally but use it only to determine whether the attack sets a fire; see Making Things Burn (p. B433). In the case of a Corrosion Attack, the damage only serves to reduce the target’s DR.

Radiation:
 In settings that feature weird, mutation-inducing radiation, attacks with this modifier can bathe the target in these energies instead of causing regular radiation damage.
Effects are up to the GM.

Surge:
 Electronics that take over 1/3 HP from an attack with this enhancement must make a HT roll to avoid shorting out. Failure disables the target for seconds equal to the margin of failure; critical failure disables it until repaired (see Repairs, p. B484).

選択ルール「Optional Rule: Multiplicative Modifiers」 P102P

 Normally, enhancements and limitations are additive: add them together and apply the total modifier to advantage cost. For instance, +20% in enhancements and -50% in limitations come to -30%, so ability cost is 70% of advantage cost.
 Optionally, the GM may treat enhancements and limitations as multiplicative. Total the enhancements and apply them first. Then total the limitations (reducing any total over -80% to -80%) and apply them to the result. In the above example, +20% in enhancements would increase ability cost to 120% of advantage cost, and then -50% in limitations would reduce this to 60%.
 The GM decides which model to use. The results aren’t the same (although they’re close for small modifiers), so using both isn’t recommended.
The additive model is a good “default,” but the multiplicative model can be fairer in campaigns where huge enhancements (like Cosmic, +300%) occur routinely.

Delay 「遅発」P102P

see p. B105
 Supernatural attacks often use a variant of Triggered Delay that goes off if the victim performs some forbidden act: attacks someone, speaks, etc.
This is worth the usual +50% if the triggering condition is fixed, +100% if the attacker can specify the details of the curse when he attacks. The traditional way to neutralize such attacks is with an exorcism, Remove Curse spell, or similar measure.

Emanation 「放射」 P102P

see p. B112
The GM may allow Emanation in conjunction with Explosion (p. B104) instead of Area Effect. Use this combination to simulate antipersonnel grenades mounted on the hull of an armored vehicle . . . or the attack of an entity that flares like a phoenix without destroying itself.

Emergencies Only 「非常時のみ」 P102P

see p. B112
 An “emergency” is any event that causes severe mental, emotional, or physical stress. Most situations involving self-control rolls for disadvantages, Fright Checks, or HT rolls for major wounds qualify. The GM should also let a hero with a Code of Honor, Sense of Duty, or Vow that compels him to protect others use his ability to aid an innocent person who’s in immediate danger (being mugged, falling to his death, suffering a heart attack, etc.).

Extended Duration 「持続時間延長」 P102P

see p. B105
 Duration occasionally depends on advantage level. If so, the only way to increase it is to buy a higher level of the advantage; Extended Duration isn’t allowed.
The +300% level of Permanent can be unbalancing on Afflictions with the Advantage enhancement. If the GM permits this combination, the best
way to keep things fair is to require the recipient to buy the granted advantage with unspent points if he wishes to keep it. Otherwise, the benefits vanish after the usual duration.

Extra Recoil 「追加反動」 P102P

see p. B112
This limitation is incompatible with Very Rapid Fire; see Rapid Fire (p. 105).

Follow-Up 「追加発動」 P102P

see p. B105
Follow-Up is only valid on attacks that can’t normally ignore DR. If an attack that normally ignores DR (e.g., Leech) only works if a natural weapon – Claws, Teeth, etc. – pierces DR, use the Blood Agent limitation (-40%) instead.

Guided or Homing 「誘導/追尾」 P103P

see p. B105
 Cinematic missiles don’t crash on a miss . . . they turn around and make another pass. Add +10% to the enhancement per pass after the first; e.g., a Guided attack that gets three chances to hit is +70%. If the initial attack misses, reroll it a second later, using the same effective skill as on the first attempt. Roll again once per second until the attack hits or runs out of extra passes – or, if Guided, the attacker stops guiding it.
 For attacks with Rapid Fire and either Guided or Homing, make the attack roll as usual, but the roll is for the entire pack of missiles. Success means one missile hits, plus additional missiles equal to the margin of success, to a maximum of the attack’s RoF.

Increased Range 「有効距離延長」 P103P

see p. B106
 Increased Range isn’t allowed on advantages whose range depends on advantage level. To increase the range of such traits, buy more levels of the advantage. When adding this enhancement to a trait that normally doesn’t work at a distance, Ranged (p. B107) is a prerequisite.

Jet 「噴射」 P103P

see p. B106
 Jets have limited range but enjoy many benefits reserved for melee attacks. They can use All-Out Attack (Double), Deceptive Attack, Feint, and Rapid Strike, and get +4 to hit with All-Out Attack (Determined). A jet is narrow – no thicker than a pole weapon – and must engage targets one at a time. For a “jet” that can sweep an area, take Cone. Jet is for force blades, flame jets, plasma swords, and so on that are longer than Melee Attack (p. B112) allows.

Limited Use 「回数制限」 P103P

see p. B112
For the purpose of this limitation, treat any advantage that produces an instantaneous effect – e.g., Healing, Jumper, Rapier Wit, Snatcher, Terror, Visualization, or Warp – like an attack.
Each “use” lets you roll once per 24 hours to use the advantage.
For information-gathering abilities such as Blessed, Mind Probe, and Psychometry, each question answered counts as one “use.”
Limited Use isn’t allowed on social advantages, advantages that must always be “on” to make sense (like Destiny, Digital Mind, and Unaging), or advantages with built-in usage limits (notably Extra Life, Gizmos, Luck, Oracle, Serendipity, and Wild Talent).

Link 「連動」 P103P

see p. B106
Link is a key building block of custom abilities – without it, a tangler grenade that strikes its target for damage (Crushing Attack) and releases webbing that restrains and blinds the victim (Binding and Affliction) would be impossible. Label each Link on the character sheet in a way that distinguishes it from other Links and makes all connections clear. No trait can have multiple Links, but a single Link can connect any number of advantages.
The GM wish to use these optional rules:

Asymmetric Links:
 A set of linked advantages can mix the +10% and +20% versions of Link. The advantages with the +20% level work both as part of the Link and on their own.
Those with +10% level are only available when using all of the linked advantages at once.

Discretionary Links:
 When a set of advantages has Link at the +20% level, the user can specify that he’s using one, some, or all of them, in any combination.
For instance, if his Affliction, Binding, and Innate Attack had a +20% Link, he could use just one of the three attacks, or any of three combinations of two, or all three at once.

Low or No Signature 「感知されにくい/感知されない」 P103P

see p. B106
 These enhancements make any ability less noticeable – they aren’t just for attacks. If the GM desires extra detail, he can charge +5% per
  • 2 to rolls to notice the ability, and treat -10 (+25%) as “undetectable.” These penalties apply to Sense rolls to spot most abilities, or
to supernatural attempts to trace those that are magical, psionic, etc.
If the ability is obvious and traceable, buy the enhancement twice to foil both forms of detection.

Malediction 「呪文状」 P103P

see p. B106
A Malediction affects substantial and insubstantial targets equally, whether the user is substantial or insubstantial. This makes Malediction
especially suitable for divine, magical, psi, and spirit abilities. In some settings, it might only be available for abilities with supernatural power modifiers.

Melee Attack 「白兵攻撃」P103P

see p. B112 「白兵攻撃」参照。

Mobile 「移動可能」 P104P

see p. B107
 This enhancement is legal for any ability with an enduring area effect, even if it lacks one or both of Area Effect and Persistent; e.g., Obscure with the Ranged enhancement.

Nuisance Effect 「迷惑」 P104P

see p. B112
 Harsher-than-usual consequences under the optional rules in Chapter 4 can be Nuisance Effects. Examples include being unable to affect a given subject for 24 hours after a failure when using Repeated Attempts (p. 159), or having to check for crippling after any failure when using Crippled Abilities (p. 156). Each such drawback is worth -5%.
 An ability that prevents the use of certain skills while active can claim -5% if the GM feels the skills it disrupts would be especially useful with that ability. For instance, a rocketpowered robot that can’t use Stealth while flying could claim -5% on Flight.
 Those whose abilities severely inconvenience them may use this variant:

Backlash:
 You suffer noxious effects when you use your ability.
Choose these from among Attribute Penalty, Incapacitation, Irritant, and Stunning, as defined for Affliction (p. B35). If you succumb for a minute (a second, for Stunning), and can roll against HT once per minute (second) after that to recover, apply a limitation equal in size to the equivalent enhancements. If you get a HT roll to resist, and the effects last for minutes (seconds) equal to your margin of failure, halve this. For instance, Nauseated is worth +30% on Affliction, so nausea is worth -30% if automatic or -15% if resistible.

Onset 「遅効」 P104P

see p. B113
The Exposure Time variant is legal – and appropriate – for advantages that work like Maledictions (e.g., Mind Control). It represents a compulsion that slowly creeps over the victim as he views or speaks with his influencer.
This is worthless in combat but subtle enough to escape notice in social situations. Limitation value is unchanged.

Overhead 「曲射」 P104P

see p. B107
 The target of an Overhead attack defends at -2 the first time he’s attacked; after that, assume he’s on the lookout (see Attack from Above, p. B402). Defenses against attacks that swoop around the target and strike from behind are also at -2 (see “Runaround” Attacks, p. B391). The GM may allow a special variant:

Surprise Attack:
 Your attack originates behind the target. Victims with 360º Vision or Peripheral Vision defend normally, while those with Danger Sense may defend at -2 on a successful Perception roll. Otherwise, no active defense is possible. This is most suitable for attacks that teleport or emerge from extradimensional portals behind the target. +150%.

Pact 「盟約」 P104P

see p. B113
 A hero can have a Pact with the GM, if the GM agrees. The GM should only allow this if both the Pact and the modified ability support a genre convention, like “kung fu movie realism.” For instance, the player of a superheroic karate master might make a deal with the GM: if he fights his foes hand-to-hand, bullets mostly won’t hurt him. He takes a -10-point Vow (“Never use a gun.”) and buys DR with Limited, Bullets, -60% and Pact, -10%.
If he uses a gun, he gives up his DR for the rest of the fight.
 The GM may also give limitations for disadvantages other than selfimposed mental disadvantages:

Required Disadvantage:
 You have a disadvantage such as Increased Consumption or Sleepy. If you fail to meet its requirements, you lose your ability in addition to the usual effects of missing meals, sleep, etc.
Alternatively, you must indulge an Addiction to keep your ability. In either case, if you lose your ability, the only way to restore it is to satisfy the needs of your disadvantage and recover fully from any ill effects it caused you during the period where you didn’t: FP or HP loss, attribute penalties, afflictions, etc. Price this limitation exactly as you would Pact.
Abilities with power modifiers that include Pact or Required Disadvantage can’t take a separate limitation for these; see Required Disadvantages (p. 21).

Persistent 「持続」 P104P

see p. B107
An advantage doesn’t need Area Effect as a prerequisite for Persistent if it affects an area innately. Any Persistent ability can be “on” in several different areas simultaneously as the result of successive attacks, unless the underlying trait forbids this. Multiple uses in the same area never “stack,” however.

Ranged 「離れた地点に効果」 P105P

see p. B107
 Abilities that are normally “touch only” or “zero range” – Control, Create, Healing, Illusion, Leech, Mana Damper, Mana Enhancer, Neutralize, Possession, Static, etc. – often work at a distance in fiction. The GM may also permit Ranged on information-gathering abilities (such as Mind Probe, Precognition, and Psychometry), allowing them to “read” distant subjects.
Ranged doesn’t prevent an advantage from working the usual way (in an area around the user or by touch, as appropriate) when the wielder wishes. For other rules on using Ranged with specific advantages, see the advantage text and the notes in this chapter. Where Ranged appears as a special enhancement, as it does for Obscure, use that version of Ranged and not the general one.
 When creating abilities based on advantages that normally have no range, Ranged is a prerequisite for all modifiers that affect rangedattack statistics (Range, Acc, RoF, Shots, and Rcl).

Rapid Fire 「速射」 P105P

see p. B108
 Rapid Fire assumes the attack delivers its RoF over the course of a full second, but some TL8+ projectile weapons fire their full RoF in a tiny fraction of a second. They shoot so rapidly that recoil isn’t felt until after the entire burst is in the air. The resulting stream of projectiles is a lot like a beam. The following option simulates this:

Very Rapid Fire:
 You fire your full RoF almost instantly. Follow the rules under Rapid Fire (p. B373), except that you get two extra hits per point by which you make your attack roll. When using rapid fire against close stationary targets (see p. B408), any success means you hit with all shots. You can’t attack multiple targets or an area with spraying fire or suppression fire, however – you can only ever attack one target. This costs +10% over and above the cost of Rapid Fire, and is incompatible with Extra Recoil.

Reduced Fatigue Cost 「疲労減少」 P105P

see p. B108
 In situations where the rules multiply the FP cost to use an ability, this enhancement subtracts 1 FP per level from the cost after multiplying. For example, when using Healing with Area Effect and Reduced Fatigue Cost, multiply FP cost by radius and then reduce it.

Reduced Range 「射程減少」 P105P

see p. B115
When adding this limitation to a trait that normally doesn’t work at a distance, Ranged (p. B107) is a prerequisite.

Resistible 「抵抗可能」 P105P

see p. B115
A supernatural disease or magical poison (like an alchemical elixir) might allow a Will-based resistance roll. An ultra-tech threat might be engineered to require a ST, DX, or IQ roll. Represent either by adding Resistible and specifying an attribute besides HT; e.g., “Resistible, Will-3, -15%.” Don’t use Based on (Different Attribute). The GM is the final judge of what combinations are allowed.

Selective Area 「範囲内選択」 P105P

see p. B108
 Abilities without Area Effect or Cone can have “Selective Effect” for +20% if they have the potential to affect an area or multiple targets actively. The GM should work out the details, using the following examples for inspiration:

•Attacks with Rapid Fire.
 An attack with Selective Effect and Rapid Fire can hose down an area that contains both friend and foe without risking a “friendly fire” incident. The GM might even permit Selective Effect on attacks with RoF 1. This would prevent shots that miss or overpenetrate from hitting allies in the line of fire. Either option is suitable for the “smart bullets” seen in pulp sci-fi.

• Elastic Skin, Invisibility, and Shapeshifting with the Glamour limitation.
This keeps the user from being misidentified or overlooked by his allies . . . and lets him make his enemies look like madmen (“What man? You’re talking to a dog!”).

• Illusion.
Another way to make people look crazy!

• Telecommunication.
This lets the user choose who can receive – or make sense of – a broadcast (e.g., by Radio, or Telesend with the Broadcast enhancement). This combination is useful for simulating secure tactical communicators.

• Terror. This is appropriate for dragons, deities, and other powerful entities that can demoralize their foes without frightening off their allies.

 Neither regular Selective Area nor Selective Effect is compatible with Always On (which is only a limitation if you can’t choose who is affected), or with advantages that offer the Discriminatory special enhancement.

Selectivity 「増強選択」 P105P

see p. B108
 Abilities with Selectivity can have mutually incompatible enhancements, if the GM permits. For instance, a spirit might buy Visualization with Selectivity plus both Blessing and Cursing in order to curse or bless, while a super might take a Burning Attack with Cone, Jet, and Selectivity so he can “dial down” his broad cone to a precise jet in close quarters. The user pays full price for all of his enhancements, but he must choose just one of them when he uses his ability; incompatible enhancements can’t be active at the same time.

Sense-Based 「感覚に依存」 P105P

see pp. B109, B115
It’s permissible to “reverse” Sense- Based to create an ability that works through the user’s senses. To affect his target, he must see it with his unaided eyes (Vision-Based), hear it with his own ears (Hearing-Based), touch it with his bare hand (Touch-Based), and so on. If he can’t – or if he’s deprived of his sense (e.g., by a blindfold for Vision-Based or heavy gloves for Touch-Based), or using a technological or paranormal intermediary – his ability doesn’t work. This variation is only allowed as a limitation on an advantage that’s normally unaffected by DR, and gives its usual discount.

Example: A robot that analyzes minerals by detecting minute quantities of airborne dust has Detect (Minerals; Smell-Based, -20%), and can’t use its ability in a vacuum or from within a sealed suit.

Side Effect 「副次効果」 P106P

see p. B109
An Innate Attack with Side Effect can have Based on (Different Attribute) to shift the resistance roll from HT to another attribute. Use this score instead of HT in the duration formulas, too. This is especially suitable for a supernatural attack that produces a curse-like effect that’s tied to wound severity but more logically resisted by Will than HT.

Takes Extra Time 「準備時間増加」 P106P

see p. B115
Takes Extra Time means the ability is constantly available but demands a long “ready time” immediately prior to use, making it unavailable in “quick response” situations. It isn’t the same as Preparation Required, which allows the wielder to prepare in advance, giving him a single use with which to respond instantly. To keep the two balanced, the GM may restrict heroes to two levels of Takes Extra Time, which is equal in value to the lowest level of Preparation Required.
 When Takes Extra Time results in more than one second of Ready to use an ability, it is possible to interrupt the user, just as if he were concentrating (see p. B366).

Takes Recharge 「要再充電」 P106P

see p. B115
This limitation is suitable for energy attacks that fire from an “accumulator” charged by a power plant or the user’s body. If the attack has Rapid Fire, it gets shots equal to its RoF before it needs to recharge. Once all shots are fired, the attack is unavailable until one full recharge period passes; then shots equal to RoF are available again. Shots don’t trickle back gradually during the recharge period.

Temporary Disadvantage 「一時的不利な特徴」 P106P

see p. B115
 Those who wield evil powers, psi abilities that drive them mad, and so on often suffer a mental breakdown the instant they activate their gifts. To simulate this, select a mental disadvantage that requires a self-control roll (e.g., Berserk or Pyromania), specify a self-control number of “N/A,” and price Temporary Disadvantage as if the disadvantage were worth 2.5 times its listed cost (drop fractions). Using the ability always causes the effects specified for a failed self-control roll.

Example: El Tigre immediately goes berserk when he uses Alternate Form (Tiger). Berserk is worth -10 points, so it’s worth -25 points if irresistible.
El Tigre has a -25% limitation, and must savagely attack anyone nearby when he uses his ability!

 An “always on” advantage can have Temporary Disadvantage. Instead of affecting the entire character, the disadvantage has the potential to shut down the advantage. See Cybernetics (p. B46) and Cyberpunk Abilities (p. 116) for more information. In this case, “temporary” means the disadvantage is irrelevant after it causes the advantage to fail.

Trigger 「トリガー」 P106P

see p. B115
 Injury is an entirely valid Trigger.
Since a desperate hero can nearly always find a way to wound himself, this Trigger is Very Common . . . and since injury is by definition dangerous, the limitation is worth -15%. This isn’t the same as Blood Agent (p. 100) “in reverse.” The user needn’t bleed on his victim or suffer a particular form of injury; even 1 HP of blunt trauma will do.

Uncontrollable 「制御できない」 P106P

see p. B116
 Situations that involve self-control rolls for disadvantages, Fright Checks, or HT rolls for major wounds qualify as “stressful”; see Emergencies Only (p. 102). Disadvantages that don’t allow self-control rolls can also trigger this limitation. For instance, a hero with Pacifism might lose control if forced to commit violence.
 Anyone who takes Uncontrollable must specify the “intelligence” that commandeers his ability: his subconscious or something else. His subconscious uses his scores for all rolls, and its first priority is always to deal with the cause of the stress. For example, if a super were to lose control of her Death Ray due to a major wound, her ability would go after whoever caused the injury first – even a foe she must capture unharmed, or a friend with bad aim – and use her Innate Attack skill to hit.
 If the ability originates from a demon, implanted AI, or other intelligence the user can’t fully control, it has its own scores and agenda (determined by the GM, exactly as for an Enemy). It acts purposefully and perhaps subtly; it could let the user remain “in control” but pervert his intent. For instance, Mind Control might work as desired but send victims additional suggestions, unknown to the user.
 The GM may allow the following variant:

Uncontrollable Trigger:
 Your ability manifests uncontrollably in the presence of an item, not stress. Use the rarities given for Weakness (p. B161).
This isn’t a meaningful limitation if the item is “Rare.” It’s worth -5% if “Occasional,” -10% if “Common,” or -15% if “Very Common.” Triple this for destructive abilities. Unconscious Only is a frequent addition.

Underwater 「水中」 P107P

see p. B109
 The GM may permit aquatic heroes to add Underwater to abilities other than attacks – e.g., Scanning Sense and Telecommunication – that don’t normally work (or work well) underwater. Like attacks, they function at 1/10 range underwater. This is unrealistic for radio waves, but comicbook supers often ignore such details.

Unreliable 「信頼できない」 P107P

see p. B116
The GM may allow natural attacks to have a “Malf.” statistic similar to that used for gadgets and built-in firearms. This is especially suitable for abilities that originate from experimental drugs or surgery – or cinematic genetic engineering or mutation. On an attack roll equal or greater than Malf., roll 3d:

3-4 – The ability fails to go off and is crippled. See Duration of Crippling Injuries (p. B422) to determine recovery time. In some worlds, a Bioengineering, Physician, or Surgery roll can hasten recovery.

5-8 – The ability fails to go off and is temporarily unavailable. After three seconds, make a HT roll.
Success means the ability comes back online. Otherwise, wait three more seconds and roll again.
Critical failure on any of these HT rolls means the ability is crippled as in 3.

9-11 – The attack fires a single shot and then fails as described for 5.

12-14 – As 5.

15-18 – As 3, but the attack also strains the user. He suffers 1d-3 (minimum 1) each of fatigue and injury. DR doesn’t protect.

Untrainable 「訓練できない」 P107P

see p. B116
 Abilities with Untrainable gain no benefit from Talent. This is in addition to the limitation’s other effects.
Abilities that require a roll to use can take this special version:

Hard to Use:
 You have a penalty on all rolls to use your ability, and Talent doesn’t help. Each level of Hard to Use gives -3. This is incompatible with Reliable (p. 109) and forbidden on ranged attacks (but see Inaccurate, p. B112). -5% per -3, to a limit of -12.

Variable 「手加減可能」 P107P

see p. B109
 Variable is strictly for attacks, which otherwise work at full power at all times. Non-attack abilities don’t need it – their range, area, level of effect, and so on are variable automatically.