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目次 日付妥当チェックしたいとき。 日付解釈を厳密にしない。 日付解釈を厳密にする。 例外を使って日付チェック 日付妥当チェックしたいとき。 たとえば2007/02/30はただしい日付なのか? 普通にCalendar型にsetしてもこれは2007/03/02って設定されちゃう。 そうしないためにはsetLenient()メソッド。 日付解釈を厳密にしない。 Calendar cal = Calendar.getInstance(); cal.setLenient( true ); これで cal.set(2007, 2, 30); System.out.println(cal.get(Calendar.YEAR)) + "年" + cal.get(Calendar.MONTH)+1) + "月" + cal.get(Calendar.DATE) + "日"); とやると結果は 2007年3月2日 になるの。 日付解釈を厳密にする。 Calendar cal = Calendar.getInstance(); cal.setLenient( false ); cal.getTime(); これで cal.set(2007, 2, 30); とやると最後のところで例外IllegalArgumentExceptionが発生。 これつかって日付として正しい値なのかチェックができるのね。 例外を使って日付チェック Calendar cal = Calendar.getInstance(); cal.setLenient( false ); cal.set(yyyy, mm, dd); try{ cal.set(year, month-1, day); cal.getTime(); System.out.println(cal.get(Calendar.YEAR)) + "年" + cal.get(Calendar.MONTH)+1) + "月" + cal.get(Calendar.DATE) + "日"); } catch (IllegalArgumentException e){ System.out.println(だめだめじゃーん?); } yyyy:年 mm:月 dd:日 を設定して実行する。月の設定方法に注意。 getTime()メソッド使用時に例外が発生するのが日付としておかしい内容。 妥当って打とうとして「だちょう」になっちゃったですよ!
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SCARLET FANTASIA Ⅲ サークル:[kapparecords](岡垣正志&フレンズ) Number Track Name Arranger Lyrics Vocal Original Works Original Tune Length 01 Untitled-01TH Masashi"Jill"Okagaki - - 東方緋想天 緋想天 [-- --] 02 Untitled-01BO"REACH FOR THE MOON" Masashi"Jill"Okagaki Mai Araki Mai Araki 東方儚月抄 妖怪宇宙旅行 [-- --] 03 Untitled-03TS Masashi"Jill"Okagaki - - 東方萃夢想 月輪 [-- --] 04 Untitled-01BU1 Masashi"Jill"Okagaki - - 東方文花帖 風神少女 [-- --] 05 Untitled-03S1 Masashi"Jill"Okagaki - - 東方三月精 スターヴォヤージュ2008 [-- --] 06 Untitled-01BU2 Masashi"Jill"Okagaki - - 東方文花帖 風神少女 [-- --] 07 Untitled-01S1"DAYDREAM" Masashi"Jill"Okagaki Mai Araki Mai Araki 東方三月精 サニーミルクの紅霧異変 [-- --] 詳細 コミックマーケット76(2009/8/14)にて頒布 イベント価格:1,500円 ショップ価格:2,100円(税込) レビュー 名前 コメント
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html head meta charset="utf-8"/ script type="text/javascript" src="https //www.google.com/jsapi" /script script src="sample.js" /script /head body onload="sample()" div id="chart_div" style="width 900px; height 500px;" /div /body /html google.load("visualization", "1", {packages ["corechart"]}); var number; x=new Array(); y=new Array(); function sample(){ var data = new google.visualization.DataTable(); data.addColumn( number , 名前 ); data.addColumn( number , 回 ); number=4; var s; for(s=1;s number+1;s++){ x[s]=10*s; } y[1]=100; y[2]=70; y[4]=40; y[3]=150; data.addRows(number); for(s=1;s number+1;s++){ data.setCell(s-1, 0, x[s]); data.setCell(s-1, 1, y[s]); } var options = { title 練習 , hAxis {title x }, vAxis {title y }, legend none }; var chart = new google.visualization.ScatterChart(document.getElementById( chart_div )); chart.draw(data, options); }
https://w.atwiki.jp/pathofexile12/pages/955.html
The CallingはDivination Cardの一種 交換可能アイテム 入手方法 関連リンク The Calling 必要枚数 6枚 Beyond Item Blood flows not just through veins, but through worlds. 交換可能アイテム 変換先 Edge of Madness The Dark Seer The Harvest 入手方法 Beyond demonからドロップ。 カード等のドロップ以外の入手方法 アイテム 必要数 備考 The Gambler 5 Stacked Deck 1 関連リンク 英wiki https //pathofexile.gamepedia.com/The_Calling Divination Card
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Music:八王子P Lyrics:q*Left Movie:わかむらP 歌:初音ミク 翻譯:阿Jin (尊重翻譯者,取用時請附上譯者名) 女孩子就是要乖乖的 為了不要成為壞孩子 那是那是長久以來 一直遵守的 不過不過其實呢 喜歡甜蜜的事物 也喜歡苦澀的事物 我是個任性的人 就算捨棄了誓言 想要的事物 也已經產生出來了 被尖銳的眼眸 給擊中了 心情變得 無法冷靜下來 今天我也一樣 假裝要去與他見面 裝成這個樣子 去見你 用你那排尖牙 用你那隻舌頭 with bite with bite 咬上我 用你那雙利爪 用你那些手指 tear up tear up 把我撕裂開來 貪婪什麼的就如同你所說的 只能感覺到你在嫉妒我 想要的事物 能夠奪取的事物 全部全部 都想得到手 不過不過其實呢 喜歡溫柔的感覺 也喜歡痛苦的感覺 對這些感到渴望 若只有單方面被追求什麼的 就太過無趣了 請不要 對我冷笑 我的心 被你奪走了 今天我也一樣 假裝要去與他見面 裝成這個樣子 去見你 用我這雙唇 用我這喉嚨 eat you eat you 把你給吃掉 用我這雙手臂 用我這個胸口 oh baby oh baby 把你擁抱住 如果要得手的話 就得不擇手段 too bad too bad 我並不是個乖孩子 愛 和被愛 如果只有這些還不夠 many more many more 把我帶出去吧 命運什麼的 是不可能存在的 只不過是所謂的 童話故事而已 紅線什麼的 不可能存在 用剪刀把它剪斷吧 用你那排尖牙 用你那隻舌頭 with bite with bite 咬上我 用你那雙利爪 用你那些手指 tear up tear up 把我撕裂開來 用我這雙唇 用我這喉嚨 eat you eat you 把你給吃掉 用我這雙手臂 用我這個胸口 oh baby oh baby 把你擁抱住 能不能也對喜歡著你的我 給我愛呢? 請你滿足我 試著奪回我看看 之後我會再考慮看看 這次的歌詞為了語句通順,有擅自更改排序的情況,請多見諒 另外原歌詞許多地方都有省略主詞 為了語句通順,也私自腦補了最低限度的主詞上去 7/23更新 歌詞「如果我只是這些還不夠」變更為「如果只有這些還不夠」,不好意思 翻譯:kyroslee Little Scarlet Bad Girl 女孩就該當個好孩子 不要成為壞孩子 我一直以來 都遵守着這規矩 不過不過其實我喜歡甜蜜的事物 也喜歡苦澀的事物 就是那麼的任性呢 即使拋棄誓言 也要將想要的事物得到手 被你尖銳的眼神擊穿內心 使我對你為之着迷 我今天也要去與你相見 披上偽裝去與你相見 以你的獠牙 以你的舌頭 with bite 咬在我身上吧 以你的指甲 以你的指尖 tear up 將我撕裂吧 這就是所謂的貪得無厭吧 但聽起來只感到是妒恨而已 想要的東西 能奪走的東西 我全都全都想要得到手裹 不過不過其實我喜歡被溫柔對待 也喜歡痛楚 就是那麼的充滿欲求呢 只是被人追求 實在太沒趣了 別諷笑我啦 我已對你着迷得不能自拔 我明天也要去與你相見 披上偽裝去與你相見 以我的嘴唇 以我的喉嚨 eat you 將你吃掉 以我的手臂 以我的胸口 oh baby 將你抱緊 為了得到手中我可以不擇手段 too bad 我並不是個好孩子呢 愛與被愛 只是這樣並不足夠 many more 將我帶走吧 命運什麼的是不可能存在的啊 終究也不過是童話故事而已吧 命運的紅線什麼的是不可能存在的吧 讓我以剪刀將它剪斷吧 以你的獠牙 以你的舌頭 with bite 咬在我身上吧 以你的指甲 以你的指尖 tear up 將我撕裂吧 以我的嘴唇 以我的喉嚨 eat you 將你吃掉 以我的手臂 以我的胸口 oh baby 將你抱緊 你會否也愛上這個喜歡着你的我呢? 來滿足我吧 試着奪回來吧 之後的事就之後才算吧 私心推薦鼻そうめんP的remix版本
https://w.atwiki.jp/guitarhero/pages/66.html
XBOX360 実績解除スレまとめ @wiki - Guitar Hero Van Halen http //www12.atwiki.jp/xbox360score/pages/831.html 項目数 46 総ポイント 1000 難易度: Have You Seen Hits Grades? Complete a tutorial level. 5 It's Alive Unlock Eddie's Frankenstein guitar. 5 Ouch! Create a custom tattoo. 5 Intruder Complete the career intro. 10 Van Halen Complete a career on Beginner.(Band or Solo) 10 Every Band Wants Some!! Somplete a song with the full band.(4 player band) 10 They Ran With the Devil All band members get a 50 note streak at the same time.(4 player band) 10 Somebody Get Them a Doctor Hit 100% of the notes in a song as a band.(4 player band) 10 Atomic Power Punk All band members activate Star Power at the same time.(4 player band) 10 Hung High All band members earn an 8x multiplier at the same time.(4 player band) 10 EVH Unlock all of the Van Halen instruments. 10 The Broken Combs Complete a gig in West Hollywood. 15 Ain't Talkin' 'Bout Dallas Complete a gig in Dallas. 15 Far Away Lands Complete gigs in London and The Netherlands. 15 The Space Brothers Complete gigs in Los Angels and Rome. 15 Van Halen II Complete a career on Easy.(Band or Solo) 15 Jump Complete all Van Halen songs.(Band or Solo Career) 15 Rock Out Big Cities Complete gigs in Berlin and New York City. 20 Unchained Unlock all Van Halen characters. 20 Women and Children First Complete a career on Medium.(Band or Solo) 25 Fair Warning Complete a career on Hard.(Band or Solo) 35 The Tour is Ending Complete a majority of the gigs.(Band or Solo) 35 Diver Down Complete a career on Expert.(Band or Solo) 45 1984 Complete a career on Expert+.(Solo Drum) 55 The Woodshed 5 star guitar for 'Little Guitars','Cathedral','Spanish Fly', and 'Eruption'.(expert) 60 316 5 star all Van Halen songs on Bass Career.(expert) 65 Diamond in the Rough 5 star all Van Halen songs on Vocal Career.(expert) 70 Double Bass Master 5 star all Van Halen songs on Drum Career.(expert) 75 Guitar God 5 star all Van Halen songs on Guitar Career.(expert) 100 5150 Complete all Van Halen songs on every instrument.(Guitar, Bass, Drums, and Vocals) 100 秘密の実績 Secret Achievement Continue playing to unlock this secret achievement. 5 Secret Achievement Continue playing to unlock this secret achievement. 5 Secret Achievement Continue playing to unlock this secret achievement. 5 Secret Achievement Continue playing to unlock this secret achievement. 5 Secret Achievement Continue playing to unlock this secret achievement. 5 Secret Achievement Continue playing to unlock this secret achievement. 5 Secret Achievement Continue playing to unlock this secret achievement. 5 Secret Achievement Continue playing to unlock this secret achievement. 5 Secret Achievement Continue playing to unlock this secret achievement. 5 Secret Achievement Continue playing to unlock this secret achievement. 5 Secret Achievement Continue playing to unlock this secret achievement. 5 Secret Achievement Continue playing to unlock this secret achievement. 10 Secret Achievement Continue playing to unlock this secret achievement. 10 Secret Achievement Continue playing to unlock this secret achievement. 10 Secret Achievement Continue playing to unlock this secret achievement. 10 Secret Achievement Continue playing to unlock this secret achievement. 15
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[部分編集] 通称 参加作品 ターキー☆(動画編集、動画投稿)ハーフライフ☆(BGM作曲) ニコニコ動画 user/54569222 Twitter @rdscrn Youtube RedScreen soundcloud RedScreen [部分編集] 概要 ターキー☆の動画編集者。トルコ出身。ハーフライフ☆ではBGMの作曲を担当した。曲単体でも公開している。 元は音MADの他、ほのぼの神社アレンジなどを投稿していた投稿者であり、イースター☆のMADも制作していたがターキー☆では実際にスタッフとして参加することとなった。 [部分編集] ニコニコでの扱い [部分編集] 本スレでの扱い [部分編集] 実況での扱い [部分編集] 主な持ちネタ
https://w.atwiki.jp/swfspec/pages/68.html
DefineScalingGrid DefineScalingGrid タグは、9 スライススケーリングの概念を導入します。 これは、スプライトもしくはボタンのキャラクタに、部品スタイルのスケーリングを適用します。 DefineScalingGrid タグを適用する時、 Flash Player はスプライトかボタンを 9 つの部分に分かれたグリッドのような領域に分割します。 キャラクタの大きさが変更される時、 9 つの領域は、それぞれ独立してスケーリングされます。 角にあたる部分は大きさが変更されず、残りの部分は必要であれば拡大、縮小されます。 DefineScalingGrid フィールド 型 コメント Header RECORDHEADER タグタイプ = 78 CharacterId UI16 スケーリンググリッドを適用するスプライトもしくはボタンのキャラクタの ID Splitter RECT 9 スライスグリッドの真ん中の領域を指す矩形 Splitter フィールドは、スケーリンググリッドの 9 つの領域のうち、真ん中の部分にあたるところの矩形を指定します。 Flash Player は真ん中の領域の矩形を使って、 9 スライスグリッドを作成します。 真ん中の矩形領域の幅と高さは、最低 1 twip (1/20 ピクセル) 以上である必要があります。 0 の場合は、Flash Player は DefineScalingGrid タグを無視します。 スプライトかボタンに DefineScalingGrid が割り当てられている時、キャラクタの 9 つの領域は次の図のようにしてスケーリングされます。 9 スライススケーリングは、指定されたキャラクタの子要素にはなりません。 テキストを内側に入れたりすることもできません。 オブジェクトの形を変更するだけです。 DefineScalingGrid の付いたスプライトかボタンは、回転とゆがみの効果を付けることができません。 しかしこの制限は、9 スライスされたオブジェクトの親要素または子要素には適用されないので、親要素に対して回転・ゆがみの効果を適用することで 9 スライスされたオブジェクトにも効果を適用することができます。 Flash Player は形状にフィットさせるためにキャラクタを引き伸ばします。 9 スライスされたキャラクタが最初のサイズより小さくされた時、 5 つの可変サイズの領域が小さくなっていきます。 最小サイズに到達した時、 Flash Player はキャラクタを元の 9 スライススケーリングの無い状態のサイズに戻します。 DefineScalingGrid は SWF 8 以降で使用可能です。 移動 前のページ Metadata 次のページ DefineSceneAndFrameLabelData
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Technical Mixing 『ディスクセット』と呼ばれるコースをプレイする上級者向けのモード。 各コースは全4ステージで構成される。1~3ステージ目は自由選曲枠で、コースごとに決められた7曲の中から、3曲を任意の順番でプレイできる。 4ステージ目は3ステージ目までの合計MAX率によって変化する。 ただし「Randomizer」だけは例外で、収録されているほぼ全ての楽曲から完全にランダムで4曲が選ばれる。 各ステージが終了した時点で決められた量のゲージ(GROOVE METER)が残っていないと、次に進むことが出来ずゲームオーバーとなってしまう。 一ステージ毎に進出必要値がゲージ全体の1/4ずつ開放されていく。またステージが進むにつれてミスした場合のゲージの減少率が増加し、ゲージの回復率が大幅に減少。 各楽曲は基本的にTechnical Pattern(TP)と呼ばれる難度の高い譜面パターンで構成される。一部の楽曲を除き、基本的にこのモードでしかプレイすることができない。 現時点ではこのモードでしかプレイできない楽曲も存在する。 ※理論値選曲について 各コースにおいて理論値(=最大スコア)を獲得するための選曲群。 TECHNIKAの得点システムの関係で、楽曲ごとに最大スコアが異なるため、得点を最大限に伸ばすには特定の楽曲3曲を選曲する必要がある。また、Heart Beat Set以降の高難易度のコースは殆ど低MAX率で出現する4曲目が理論値選曲となっている。その場合、コンボを繋げつつ故意にCOOL等を出してMAX率を調整する技術が必要になる。 Soft Music Compilation - First Step [Easy Performance] [Stage 1~3] Lv.2 First Kiss Technical YouTube Lv.2 Proposed,Flower,Wolf Technical YouTube Lv.3 Honeymoon Technical YouTube Lv.3 Dear My Lady Popular YouTube Lv.4 Ladymade Star Technical YouTube Lv.5 In My Heart Technical YouTube Lv.5 I want You Technical YouTube [Stage 4] MAX90%以上 Lv.? Lover Technical YouTube MAX90%未満 Lv.? Come to Me ※First Step YouTube ※First Step Pattern(FSP) このコースとMission 14でのみプレイ可能な譜面 理論値選曲 Ladymade Star, In My Heart, I Want You, Lover Sweet Music Compilation - Cotton Candy [Easy Performance] [Stage 1~3] Lv.3 To You Technical YouTube Lv.3 CLOSER Technical YouTube Lv.4 Sweet Shining Shooting Star Technical YouTube Lv.4 Voyage Technical YouTube Lv.4 Oblivion Technical YouTube Lv.5 Here in the Moment Technical YouTube Lv.5 miles Technical YouTube [Stage 4] MAX95%以上 Lv.? The Night Stage Technical YouTube MAX95%未満 Lv.? Dear My Lady Technical YouTube Lv.? ※Dear My Lady Special YouTube 理論値選曲 Here in the Moment, miles, Sweet Shining Shooting Star, The Night Stage ※4/26のアップデートよりDear My Ladyが一時的に(?)SP譜面に変更されている ※7/26のアップデートで元のTP譜面に戻された Electronic Sound Creation - Electro EP [Normal Performance] [Stage 1~3] Lv.3 Access Technical YouTube Lv.5 miles Popular YouTube Lv.5 Freedom Technical YouTube Lv.5 Your Own Miracle Technical YouTube Lv.6 SuperSonic Technical YouTube Lv.6 Creator Popular YouTube Lv.6 Cherokee Technical YouTube [Stage 4]| MAX90%以上 L.6 ELECTRONICS Popular YouTube MAX90%未満 Lv.? Love mode Technical YouTube 理論値選曲 Freedom, SuperSonic, Cherokee, ELECTRONICS Most Technical Class - Core Sound [Hard Performance] [Stage 1~3] Lv.5 Voyage Popular YouTube Lv.5 Para Q Technical YouTube Lv.6 Color Technical YouTube Lv.6 JBG Technical YouTube Lv.7 Coastal Tempo Technical YouTube Lv.7 Flea Technical YouTube Lv.7 Landscape Technical YouTube [Stage 4] MAX90%以上 Lv.8 Come to Me Technical YouTube MAX90%未満 Lv.7 SIN Popular YouTube 理論値選曲 Para Q, Landscape, Flea, Come to Me World Live Tour - Heart Beat [Hard Performance] [Stage 1~3] Lv.5 Divine Service Technical YouTube Lv.6 Play the FUTURE Technical YouTube Lv.6 Remember Technical YouTube Lv.6 STOP Technical YouTube Lv.7 Melody Technical YouTube Lv.7 The Last Dance Technical YouTube Lv.7 BLYTHE Popular YouTube [Stage 4] MAX95%以上 Lv.7 Area 7 Technical YouTube MAX95%未満 Lv.8 Colours of Sorrow Technical YouTube 理論値選曲 Remember, Melody, Blythe, Colours of Sorrow Someone's Technique - Customizer [Very Hard Performance] [Stage 1~3] Lv.6 Y Technical YouTube Lv.7 Shoreline Technical YouTube Lv.7 Fury Technical YouTube Lv.7 Sweet Shining Shooting Star Popular YouTube Lv.8 The Clear Blue Sky Technical YouTube Lv.8 White Blue Technical YouTube Lv.8 Keys to the World Technical YouTube [Stage 4] MAX90%以上 Lv.9 SIN Technical YouTube MAX90%未満 Lv.9 SON OF SUN Technical YouTube 理論値選曲 Y, Fury, Sweet Shining Shooting Star, SON OF SUN New Challenger's Choice - Challenger [Very Hard Performance] ※Platinum MixingのMission 20『Chain Note Challenge』クリアで3回プレイできる。最大50回分まで蓄積可能。 [Stage 1~3] Lv.6 Fate Technical YouTube Lv.6 PDM Technical YouTube Lv.7 Enemy Storm Technical YouTube Lv.7 Jupiter Driving Technical YouTube Lv.7 A.I Technical YouTube Lv.8 HEXAD Technical YouTube Lv.8 Proposed, Flower,Wolf Part2 Technical YouTube [Stage 4] MAX95%以上 Lv.9 Fermion Popular YouTube MAX95%未満 Lv.9 End of the Moonlight Technical YouTube 理論値選曲 Proposed, Flower,Wolf Part2, HEXAD, PDM, End of the Moonlight The Specialist [Maniac Performance] ※2011/05/24追加配信。Platinum Mixingの『Special 06』クリアで3回プレイできる。最大50回分まで蓄積可能。 [Stage 1~3] Lv.7 Coastal Tempo Special YouTube Lv.7 miles Special YouTube Lv.7 Supersonic Special YouTube Lv.8 Electronics Special YouTube Lv.8 HEXAD Special YouTube Lv.8 Keys To The World Special YouTube Lv.8 Oblivion Special YouTube [Stage 4] MAX90%以上 Lv.? SON OF SUN Special YouTube MAX70%以上~90%未満 Lv.? Enemy Storm Special YouTube MAX70%未満 Lv.? Fermion Special YouTube 理論値選曲 HEXAD, Oblivion, Supersonic, SON OF SUN More than Nightmare - Conqueror [Maniac Performance] ※2011/08/23追加配信。Platinum MixingのMission 36『Thor』クリアで3回プレイできる。最大50回分まで蓄積可能。 [Stage 1~3] Lv.6 ELECTRONICS Popular YouTube Lv.8 Come to Me Technical YouTube Lv.8 Colours of Sorrow Technical YouTube Lv.9 SIN Technical YouTube Lv.9 SON OF SUN Technical YouTube Lv.9 End of the Moonlight Technical YouTube Lv.9 Fermion Popular YouTube [Stage 4] MAX98%以上 Lv.? BLYTHE Technical YouTube MAX95%以上~98%未満 Lv.? Thor Technical YouTube MAX95%未満 Lv.? Landscape Special YouTube 理論値選曲 End of the Moonlight, Fermion, SON OF SUN, Thor Beyond The Future - Futurist [Very Hard Performance] ※2011/11/22追加配信。解禁条件などは無く、アップデートのみで解禁される。 [Stage 1~3] Lv.6 Secret World Technical YouTube Lv.6 Ruti'n Technical YouTube Lv.6 Ready Now Technical YouTube Lv.6 I want You Special YouTube Lv.5 Love Mode Special YouTube Lv.7 Play the FUTURE Special YouTube Lv.8 Flea Special YouTube [Stage 4] MAX98%以上? Lv.? Grave Consequence Technical YouTube MAX98%未満? Lv.? Beyond the Future Technical YouTube 理論値選曲 Flea, I want you, Ruti'n, Grave Consequence The Specialist II [Maniac Performance] ※2011/11/22追加配信。Platinum Mixingの『Special 12』クリアで3回プレイできる。最大50回分まで蓄積可能。 [Stage 1~3] Lv.8 Shoreline Special Lv.8 Y Special Lv.8 Fury Special Lv.8 Cherokee Special Lv.8 The Clear Blue Sky Special Lv.8 Your Own Miracle Special Lv.9 White Blue Special [Stage 4] MAX95%以上 Lv.? Cypher Gate Special YouTube MAX95%未満 Lv.? SIN Special 理論値選曲 Cherokee, White Blue, Y, Cypher Gate Nobody Knows Next - Randomizer [VARIOUS Performance] 4曲全てがランダム選曲となるため、曲順を変更することができない。 1プレイ中に同じ曲が選ばれることもある。その場合曲の読込が省略され開始が非常に早くなる。 選曲はTECHNIKAに収録されているほぼ全ての曲から選ばれるが、一部出現しない楽曲も存在する。 月ごとに追加配信された曲やSpecial Patternは配信と同時に追加される。 選曲された際の譜面パターンは基本的に1曲1種類だがごく一部複数の譜面が出現する楽曲がある。 [楽曲一覧表] ※TECHNIKAに収録されている楽曲全てと、Randomizerで出現した際の譜面パターン。 ※出現しない楽曲も表に含まれています。 + ... Title Pattern Lv 備考 A.I Technical 7 ACCESS Technical 3 Area 7 未確認 - Beyond The Future Special ? 11/09/27追加 BlythE Popular 7 Cherokee Technical 6 CLOSER 未確認 - Coastal Tempo Special 7 11/05/24追加 Color Technical 6 Colours of Sorrow 未確認 - Come to me 未確認 - Creator Special ? 11/08/23追加 Cypher Gate Popular 7 11/08/23追加 Dear My Lady Popular 3 Desperado Popular 6 11/07/26追加 Divine Service Technical 5 ELECTRONICS 未確認 - End of the Moonlight 未確認 - Enemy Storm Technical 7 Fate Special ? 11/07/26追加 Fermion 未確認 - First Kiss Special ? 11/01/04追加? Flea Technical 7 Forever Popular 4 11/02/22追加 Freedom Technical 5 Fury Technical 7 Get Down Popular 5 11/11/22追加 Grave Consequence Popular 7 11/10/25追加 Here in the Moment 未確認 - HEXAD Special 8 11/03/22追加 Honeymoon Technical 3 I want You Special 6 11/02/22追加 In My Dream Popular 6 11/09/27追加 In My Heart Technical 5 JBG Technical 6 Jealousy Popular 3 11/01/25追加 Jupiter Driving Technical 7 Keys to the World Technical 8 Ladymade Star Special ? 11/04/26追加 Landscape Technical 7 Love Mode 未確認 - Lovely Hands Popular 4 11/06/28追加 Lover 未確認 - Melody Technical 7 miles Special 7 11/04/26追加 Oblivion Technical 4 Para Q Technical 5 PDM Technical 6 Play the FUTURE Technical 6 Proposed, Flower, Wolf Technical 2 Proposed, Flower, Wolf part2 Technical 8 Ready Now Popular 4 11/04/26追加 Remember Technical 6 Ruti'n Popular 5 11/05/24追加 Secret World Popular 5 11/03/22追加 Shoreline Technical 7 SIN Special 9 11/11/22追加 SON OF SUN 未確認 - STOP Technical 6 SuperSonic Special 7 11/01/25追加 Sweet Shining Shooting Star Popular 7 The Clear Blue Sky Special 8 11/06/28追加 The Last Dance Technical 7 The Night Stage 未確認 - Thor Popular ? 11/08/23追加 To You Technical 3 Voyage 未確認 - WhiteBlue Technical 8 Y Technical 6 Y Special 8 11/10/25追加 Your Own Miracle Technical 5
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トリキューブ・テールズ (三投物語) 英語版 一般に欧米のTRPGルール本は、子どもたちが読むだろうことを想定してか、ルール以外のうんちくや雑談が多い。この和訳は抄訳として、それらは可能な限り省く。 ライセンス Tricube Tales version 4 © 2019 Richard Woolcock All text released under the CC BY 3.0 license Tricube dice symbol on cover by Lorc, available from https //game-icons.net under the CC BY 3.0 license 準備 GM (ゲームマスター) が1人、世界等の設定を準備しNPC (非プレイヤーキャラ) を担当する。他のプレイヤーは各々1人のPC (プレイヤーキャラ) を担当する。プレイヤーはゲームの世界に応じて会話や行動を通じストーリィを進めていく。 各プレイヤーは3d6、努力 (resolve) トークン3、魅力 (karma) トークン3を持つ (トークンはセッションごとに開始時の状態に戻る)。GMは抗力 (effort) トークンをいくつか用意しておくと良い (訳注 トークンには硬貨を使うのが適当と思われる)。 概要 プレイヤーは、状況が示す4~6の難易度に対し、キャラタイプ (archetype) に応じて1~3個のダイスを振り、少なくともそのうちの1つが難易度以上で成功と見なされる。 奇遇 (perk) は難易度を下げる何らかの特性であり、不遇 (quirk) は難易度を上げる何らかの特性である。奇遇の使用は魅力を1つずつ消費し、不遇の使用は魅力を1つずつ回復する。 キャラ キャラ作成 キャラの作成は、このゲームでは、名前・キャラタイプ・奇遇1・不遇1 (何の特性かを定めておく) を設定することで行う。 キャラタイプ キャラタイプは、気質 (trait) (速さ (agile)、強さ (brawny)、賢さ (crafty) のいずれか1つ) とジョブ (concept) (職種だけでなく、種族やその他の語でも良い) から成る。 道具 プレイヤーの所持する道具はジョブと奇遇から自ずと定まる。特別な利益を与える道具は、それ自体を奇遇として設定する。 成長 キャラは1~3セッションごと (頻度はGMが定める) に成長する。成長するごとに、奇遇または不遇を1つ得る。代わりに魅力または努力トークンを1つ増やしてもよいが (各6個まで)、こちらを連続して行うことはできない。 Game Rules Challenges Gameplay involves overcoming various challenges, each with a difficulty of 4-6 (easy, standard, or hard). Most should be difficulty 5, but the GM may decide that some challenges are easier or harder. Players roll 1-3d6 depending on their archetype. If a die equals or exceeds the difficulty, they succeed—if not, they fail. If they equal or exceed the difficulty on 2-3 dice, it’s an exceptional success. If the player rolls “1” on all of their dice, the result is a critical failure, and this is always *very *bad—the GM should come up with a particularly interesting complication to introduce to the scene! Some challenges require extra effort to overcome. This is represented using effort tokens; each die to equal or beat the difficulty removes a token, and the challenge is defeated once all the tokens are gone. PCs can usually work together to overcome such a challenge, and it will require several rolls; failing any of these rolls will have consequences. Failure Success A challenge has four possible outcomes exceptional success, normal success, normal failure, or critical failure. These results are relative to both the character and the situation, as decided by the GM, and neither the worst-case nor the best-case outcomes should be so extreme that they require suspension of disbelief. A master thief would never believably *fail *to pick a simple lock, but it might take her longer than expected, or lead to a complication. Likewise, an unarmed scholar couldn’t defeat a dozen elite warriors in melee combat—at best, he might make a clean escape. If someone is attempting to translate a magical text, and they have absolutely no background in magic or the language used, then even an *exceptional success *will probably provide them less information than a scholarly mage would obtain on a normal failure! However, there must always be some price for failure—otherwise, the players shouldn’t be rolling! This price is usually obvious—the character might be spotted while trying to sneak past a guard, miss in combat, or fail to climb a tree. The GM could also remove one of the PC’s resolve tokens, or perhaps introduce a complication to the scene. A critical failure is always very bad, no matter how skilled the character, and often represents a stroke of bad luck. If the character would lose one resolve on a normal failure, they should lose two resolve on a critical failure. Narrate the Outcome Don’t simply announce that a character has failed—describe the consequences of their failure, and try to explain what does happen rather than what doesn’t. Instead of saying the character “critically fails to pick a lock,” describe how the tip of the tool snaps off inside the lock. Don’t just say that the character “fails to dodge the attack”—describe how the foe lunges at them and slams a fist into their jaw. Defeat Afflictions Characters are defeated when they run out of resolve, and the victor (player or GM) decides their victim’s fate. Defeated characters gain an affliction appropriate to the situation, such as a broken arm, a phobia, a bruised ego, etc. They recover all of their resolve, but are usually unable to actively participate in the remainder of the scene—they might be unconscious on the ground, fleeing in terror, or just too injured to continue. Afflictions are described by the victor and are treated as temporary quirks (or permanent quirks if caused by a critical failure), except the GM decides when to apply them. A PC with more than three afflictions is retired from play, although they can be brought back if one or more of their afflictions are cured. Death is a matter of narrative. While a player might decide to kill their foe in combat by giving them a fatal affliction, the GM should always warn players if a challenge could result in death. Recovery Certain afflictions (e.g., “fleeing in fear”) are removed automatically at the end of a scene, but others may last hours, days, or longer, at the GM’s discretion. A PC with a suitable perk can spend karma to cure an affliction (e.g., “regeneration” to heal a wound)—but *permanent *afflictions cost *permanent *karma (unless converted into quirks using advances). Opposed Challenges Most challenges consist of PCs working together against external threats, but on occasion, they may wish to oppose each other. If this occurs, both players roll as normal, but each should treat the other’s highest die roll as the difficulty of their own challenge (i.e., highest roll wins). On a tie, the player who matched the difficulty with the most dice achieves a normal success (e.g., 4, 4, 4 is a normal success against 4, 4, 3 or 4, 3, 3). Should the players each roll the same number of matching dice, try to interpret the result in a way that favors both sides equally. If both players roll a critical failure, then each suffers a terrible outcome. NPC Confrontations There may also be situations where two NPCs have a direct confrontation with each other, rather than against PCs. The GM can usually just decide the outcome, but if an unpredictable result is desired, ask the players to roll for the NPCs. Combat Combat and other conflicts can easily be resolved as regular challenges, but if you prefer to have a turn-by-turn exchange of attacks, use these guidelines. NPCs as Challenges The GM assigns foes a difficulty of 4-6, based on their power relative to the PC. Most enemies should be difficulty 5. Each foe also has one or more effort tokens to represent their resolve. If you have a group of similar enemies, such as a horde of goblins, treat them as a single challenge with extra effort tokens. Resolution Turn order should follow the narrative where possible, and players make all the rolls—they roll to attack on their turn, and to defend on their enemy’s turn. As a general rule, players should only make one defense roll each turn. If they are facing multiple foes, make them roll against the most dangerous attacker. Example of Combat A brawny dwarven battle priest and an agile elven ranger encounter a group of goblinoids while exploring some ruins. GM Four goblin archers ready bows, while two hobgoblins draw cudgels. You can attack first if you use ranged attacks. Standard difficulty; you need 5+ to hit. Elf I shoot! [Rolls 5, 3, 2]—one goblin drops dead, my arrow buried in its throat! Dwarf I draw my warhammer, raise my shield, and charge the hobgoblins! GM Okay, but first roll to evade the goblins’ arrows, standard difficulty. Elf [Rolls 1, 6, 5]—I easily dodge aside. Dwarf [Rolls 3, 5]—an arrow gets lodged in my shield, and I carry on charging. GM Okay, you rush the hobgoblins. Make your attack, standard difficulty. Dwarf [Rolls 4, 2, 4]—I use my “berserker” perk to reduce the difficulty to 4, then I smash their skulls as I roar with rage! Elf New turn? [Rolls 5, 4, 4]—I will use my “marksman” perk and kill the remaining goblins with one arrow! Shish kebab! Archetypes A character’s archetype consists of a trait (agile, brawny, or crafty) combined with a concept (usually a profession), and this combination determines how many dice they roll for challenges. Agile characters roll 3d6 for anything related to quickness, dexterity, reflexes, or stealth. They also roll 3d6 for ranged combat (but see “Combat Styles”). Brawny characters roll 3d6 for any challenges based on strength, toughness, stamina, or athletics. They also roll 3d6 for melee combat (but see “Combat Styles”). Crafty characters roll 3d6 when they perform challenges related to charisma, intellect, willpower, or perception. They also roll 3d6 for mental combat (but see “Combat Styles”). When characters lack the appropriate trait for a challenge, they only roll 2d6. If a particular challenge requires special knowledge that falls outside the scope of their concept and perks, then reduce the number of dice they roll by one. Examples A brawny barbarian rolls 3d6 to swing a sword, 2d6 to throw a spear, and 1d6 to pick a lock. An agile elven ranger rolls 3d6 to sneak silently through the forest, 2d6 to spot a hidden enemy, and 1d6 to negotiate a legal treaty. A crafty wizard rolls 3d6 to throw a fireball at someone, 2d6 to climb a rope, and 1d6 to swing a greatsword in combat. Combat Styles A character’s preferred combat style (i.e., melee, ranged or mental) is usually based on their trait. However, this can also be changed if another style better suits the character concept. For example, an agile thief might prefer melee weapons, and a crafty gunslinger would most likely use ranged weapons. The character’s combat style must be chosen during character creation, and it cannot be changed later. Note Mental combat includes magic attacks, persuasion, intimidation, etc. Context is Important Crafty characters generally roll 3d6 for social challenges, but that doesn’t mean they’re always better at them. A crafty old witch normally rolls 3d6, but courting a young man falls outside the scope of her concept, so she’d only roll 2d6 in such a situation. Perhaps she also has a “warty nose” quirk—if so, that might well increase the difficulty of the challenge, or add a complication. An agile rake normally rolls 2d6, but courting a young lady is well within the scope of his concept, so he wouldn’t lose a die—and he might have a “charming” perk, which could reduce the difficulty of the challenge. He could even spend a karma token to describe the young lady becoming infatuated with him. But of course, the rake would roll 1d6 to persuade a jilted husband to give him a break, and the crafty old witch would roll 3d6 to convince a young woman to try out her spinning wheel, or take a bite from a juicy red apple. Perks Characters with a relevant perk can ask the GM for insight or clues about one particular situation, receive a temporary benefit (such as special gear or aid from an NPC), overcome obstacles that would generally be impossible for other people (such as using their wings to fly onto a rooftop), and so on. The exact benefits and uses of a perk are always at the GM’s discretion, but a broadly defined perk has a wider scope, therefore a more narrowly defined perk (including any perk that is particularly niche for the setting) should have more impact when it does come into play. If a player wants to use their perk to significantly impact the story, they must spend a karma token to do so. Karma can also be spent to reduce the difficulty of a challenge by 1—make this decision after rolling, and make sure you narrate how the perk gives you an edge. No more than one karma may be spent in this way for each challenge. A Deeper Look If you want to do something that regular people couldn’t even attempt, but which your perk really should allow you to do automatically, you must spend a karma token. For example, using “necromancy” to conjure and interrogate the spirit of a murder victim, or perhaps “investigative intuition” to glean extensive insight into a murder scene. If you want to do something that isn’t normally possible, but which your perk should allow you to at least attempt, you don’t need to spend any karma, but you must still roll. For example using your “superhuman strength” to lift a bus. If a perk allows you to automatically bypass a challenge while others have to roll, you must spend a karma token. For example, using “flight” to fly over a river that everyone else needs to swim across, or throwing lots of money at a problem because you’re “filthy rich.” If the challenge is usually possible for everyone, you can still describe how you use your perk to increase the odds, and may later spend karma to retroactively reduce the difficulty. For example, using your “kangaroo legs” to leap onto a roof, while everyone else has to climb. If you only use a perk to add flavor to the scene (e.g., overcoming a challenge through magic that others could just as easily overcome through skill), you don’t need to spend any karma. For example, you might shoot a firebolt at a foe, while another character shoots an arrow; the difference is just a matter of narrative. Another Perspective Always try to think of perks in terms of overcoming challenges. Players only roll if it’s important to the story, but if they can use a perk to automatically succeed without rolling, it costs karma. Likewise, it costs karma to reduce the difficulty of a challenge—but if a perk gives no other benefit, then it *doesn’t *cost any karma. If a player has no karma, the GM may offer them a complication instead. Related Knowledge Perks generally imply lesser knowledge in any related field. For example, a “car mechanic” would also have some degree of general mechanical knowledge—they might not know much about aircraft, for example, but they’d still have a far better chance of fixing one than someone with no mechanical skills. Similarly, someone with a “swordmaster” perk could apply their martial expertise to other combat situations, a “surgeon” perk also implies general medical training, and so on. Assisting Allies Players can also use perks to assist their friends and allies. For example, a “divine healer” might spend karma to remove a wound affliction from an injured friend, while a “brave commander” might spend karma to inspire a companion, reducing the difficulty of a fear-based challenge. Assisting someone doesn’t change the standard expenditure limit of one karma per challenge; if you spend karma to aid an ally, they cannot also spend their own karma to reduce the difficulty further. Stacking Perks Although it isn’t possible to spend more than one karma per challenge, a PC can still use multiple perks at once—success and failure are relative to the character’s competencies, so the GM should take all applicable perks into account. Likewise, just as the impact of a perk depends on how narrowly defined it is, multiple relevant perks should also have more impact than a single perk. Quirks Players must declare their intent to use a quirk before rolling for a challenge. They should describe their character’s actions in a way that incorporates the quirk, and then increase the challenge difficulty by 1 (this can take it above 6). Players usually recover one karma for using their quirk, but if they succeed at the challenge roll, they may recover one resolve instead (if they wish). Only one quirk can be used for each challenge. Complications The GM can also offer players karma in exchange for a complication. Should the player accept this offer, use their quirks for inspiration—the professor with “bad eyes” may have overlooked a major clue, while the “mean” thug may have insulted the wrong person. Of course, complications can also be based on the situation, or perhaps even archetypes or perks. But when possible, try to tie them to a character’s quirks. Genre Rules Cybernetics Just like mundane gear, cybernetics can either be handled as background flavor or treated as a perk, depending on how much impact you want it to have within the game. An individual with extensive cybernetic augmentation may also wish to take a suitable quirk, to represent the physical and psychological drawbacks of their various implants. Fear Insanity A frequent staple of horror stories, fear should be treated the same way as other challenges crafty characters should roll 3d6, while other characters roll 2d6, and individuals without prior experience or exposure to the particular source of fear (as indicated by their concept and perks) reduce the number of dice they roll by one. Failure on a fear challenge results in the loss of one resolve token—if the character loses all resolve, they generally flee the scene, or receive an appropriate form of mental disorder. Hack-and-Slash If gameplay involves dungeon crawls or lots of monster-bashing, you might wish to assign your NPCs traits and ranks. Traits Foes can have one or more traits Agile, brawny and crafty increase the difficulty of challenges against them that use those traits; clumsy, weak or stupid reduce the difficulty. Shooting an “agile and weak” goblin is difficulty 6, for example, while hitting them in melee is difficulty 4. Ranks PCs start at rank 1, increasing their rank every 4th advance (i.e., at 4, 8, 12, 16 and 20), to a maximum of rank 6. NPCs also have a rank, chosen by the GM. When facing someone of higher rank, increase your challenge difficulties by 1 (even if this takes them above 6). Against a foe of lower rank, reduce them by 1. For opponents ###ranks higher or lower, use the “Power Levels” genre rule. Defeating Monsters As a quick rule of thumb, most monsters require a number of effort tokens equal to their rank to defeat. A “boss” monster should require double that number, and may also be one rank higher than his or her lesser kin—these fearsome foes can represent major antagonists, or the “Big Bad” at the end of an adventure, and the GM should use them sparingly. Trappings The GM must also make common sense judgment calls. A non-magical arrow is unlikely to cause any damage to an iron golem, no matter how skilled the archer, whereas a flaming torch would probably destroy an animated scarecrow in one hit. Equally, the types of attack a foe can make depends on their gear and implied capabilities—a goblin armed with a club can only make melee attacks, but if they have a spear they can choose to throw it, and of course, goblin shamans can make mental attacks using their magic. Example Bestiary Bear Rank 2. Brawny. Dragon Rank 5. Brawny and crafty. Goblin Rank 1. Agile and weak. Golem Rank 3. Brawny and stupid. Kobold Rank 1. Stupid and weak. Lich Rank 4. Crafty. Mummy Rank 3. Clumsy. Ogre Rank 2. Brawny and stupid. Orc Rank 1. Stupid. Skeleton Rank 1. Stupid. Troll Rank 2. Brawny and stupid. Vampire Rank 3. Agile. Wolf Rank 1. Wraith Rank 2. Yeti Rank 2. Brawny. Zombie Rank 1. Clumsy and stupid. Magic Psionics Many fantasy, horror, and even science fiction settings describe characters with supernatural powers such as telekinesis, alchemy, psionics, etc. These arcane gifts can be easily represented as perks. A character with such a perk can do anything a trained person in the setting could achieve with appropriate tools, as long as it thematically fits their type of magic. Spending karma allows the mage to perform even greater feats of magic, overcoming any challenge a professional could manage with specialized gear. Always think of magic in terms of the result. It doesn’t matter if the psionicist disintegrates the door, or just causes the lock to spring open—if the goal is to get through the door, they’ve succeeded. But don’t forget, magic is primarily a narrative tool, and it doesn’t change the mechanics. If the GM calls for an agile challenge to open a lock, the mage must still resolve it as an agile challenge, even if they use magic to bypass the door. Magic Limitations If a magic perk is overly broad in scope, the GM should ask the player to choose a limitation. Here are some examples Destructive Your spells cause lots of environmental and collateral damage. Draining Your spells drain you, and may involve blood sacrifices. You spend resolve instead of karma for magic. Focus You require a focus to channel your spells, such as a wand, staff, or holy symbol. If lost or broken, the focus item requires several days to replace. Personal Your magic works on your own body and possessions, but can’t be used directly on others. Ritualistic Your strongest spells take time to cast. You can’t spend any karma unless you’ve a few minutes to prepare. Source Your magic requires a nearby source of suitable energy or matter, you cannot conjure things from thin air. Unsubtle You need to make gestures and incantations to cast spells, making it obvious when you’re using magic. Spell Lists In some settings, spellcasters learn fixed lists of predefined spells. You can easily simulate this in Tricube Tales, by adding some further requirements to those who have taken an arcane perk. Mages can choose three spells during character creation; these determine how and when they can use their magic. Each spell needs to have a name and a limitation—e.g., “fiery bolt (destructive),” “lightning shield (personal),” “illusionary disguise (ritualistic),” etc. You can create more potent spells by giving them additional limitations. This narrows their scope, and the GM should be more flexible when interpreting their effect. Perhaps your “invisibility sphere” is ritualistic and requires a focus, but can be used to conceal the entire party. New spells are learned during play, at the GM’s discretion—perhaps a wizard can learn from scrolls or spellbooks, or maybe the GM awards sorcerers a new spell each time they gain an advance. Mounts Minions Armored knights frequently ride their loyal steeds into battle, while fearsome necromancers raise undead minions to serve them in combat. These helpers can generally be abstracted away much like gear—either handle them as background flavor, describing their actions as part of your challenge rolls, or treat them as a perk if you would like them to provide a mechanical benefit. Non-Human Races Fantasy settings frequently include non-human races, such as elves and dwarves, just as science fiction settings often have alien species. Even many horror settings include supernatural creatures, such as vampires and werewolves. In many cases, the race can simply be part of the archetype—for example, an agile elven ranger, or a brawny dwarven soldier, or a crafty gnome illusionist. Another option is to handle the race as a perk (perhaps an elf can spend one karma to see in pitch darkness or recall ancient elven battle techniques), or even a quirk (maybe the half-orc is treated as an outsider, and has little understanding of human etiquette or culture). If the GM wants character races to be a more influential part of the game, treat them as a separate option chosen during character creation. In this case, the race can be handled (from a game mechanics perspective) as both a perk and a quirk, depending on the needs of the story. Power Levels In a fantasy world, a demigod can easily overpower a normal human. Similarly, a vampire or werewolf in a horror setting would outmatch a mere mortal, a mech pilot would completely outgun regular infantry, and a cosmic superhero could obliterate a street-level superhero. In most cases, these scenarios can be handled using relative interpretations of success and failure, assigning afflictions appropriate to the character and story. An invulnerable alien superhero might not be harmed by bullets, but ricochets could still kill the innocent bystanders he’d sworn to protect, resulting in a loss of resolve. Running out of resolve would still lead to defeat—perhaps he receives a “humiliation” or “despair” affliction, as the gangsters escape from the shootout, leaving the poor superhero to deal with the angry press and a pile of corpses. In other cases, a foe might simply be no threat at all. In this case, there is no need to roll, just narrate the outcome. Sieges Battles Sometimes, combat takes place between armies rather than individuals, each side maintaining its own pool of tokens. The PC commander uses crafty challenges to control their forces and eliminate all of the opposing side’s tokens, with the GM assigning a difficulty to attack or defend based on the relative power and tactical advantages of the two armies. Individual PCs can make a difference in such conflicts, but the risks are great. These heroes can eliminate tokens from the opposing army, but if they fail their defensive challenge rolls, they lose their own resolve tokens. Indirect Battles This approach can also be used for other scenarios, such as a legal battle between two businesses, turf wars between gangs or guilds, cyber warfare between nation states or high-tech organizations, etc. As always, individuals can contribute their efforts, but the risks will be high. Superheroes One quick and easy solution for creating superheroes is to base their concept on their mundane persona and handle their superpowers as perks. Thus you might have an agile journalist with his “spider powers” perk, or some crafty filthy-rich inventor with an “iron power suit” perk. As always, the GM should give narrowly defined perks more impact than broadly defined ones. Overly broad superpowers can also be given limitations in the same way as magic (see “Magic Psionics”). If you’ve decided to base your game on a particular movie or book, you can keep things simple by allowing players to base their concept, perk and quirk on a specific superhero. If the player wants to attempt something the superhero can do in the film or comics, then it would fall within the scope of their archetype, and could be further enhanced as a perk. If the character in the film or comics has any notable flaws or foibles, then those can also be used as a quirk. Power Limitations As with magic, if a superpower is overly broad in scope, then it should be given a limitation. Here are some examples Devices Your abilities are granted by special gadgets or equipment, which can be temporarily disabled or lost. Grounded Most superheroes possess some form of airborne locomotion, such as flight, web-slinging, ice slides, super-leaping, etc. But you are limited to using mundane means of travel. Intimidating Your abilities manifest in a way that can invoke feelings of fear and dread, terrifying the innocent. Negation You can’t use your powers while exposed to a specific substance. Non-Offensive Your powers can’t be used to attack someone directly. Suit-Up You must change your form or appearance to utilize your powers. Unreliable You lack full control over your powers. Whenever you attempt to spend karma on this perk, the GM may introduce a complication instead. Supernaturals When someone is defeated, they gain an affliction. Should a PC be defeated by a supernatural creature’s infectious bite or claws, the GM can assign an appropriate affliction, such as “lycanthropy,” “zombie virus,” “vampirism,” etc. Unlike quirks, which are activated by the player, the GM can decide when and how afflictions are used during play. A newly infected werewolf has no control over their transformation or the carnage they cause—but they could later convert their affliction into a quirk, as they learn to control their condition. Likewise, afflictions give no benefits, but a player can later take supernatural perks such as “preternatural strength” or “rending claws.” If the PC takes a broad perk encompassing a range of abilities, they should also pick a limitation (much like Magic Limitations)—for example, a “werewolf gifts” perk might only apply if the character first shapeshifts into their wolfman form. Removing Afflictions If an affliction isn’t permanent, the GM might offer a story-based way to remove it—perhaps slaying the vampire who bit them reverses their condition, or there’s a cure for the zombie virus. Permanent afflictions can also be removed, but this costs permanent karma. More drastic solutions might also be permitted, such as converting a “zombie virus” affliction into an “amputated leg” quirk (at the usual cost of an advance). Gradual Decline Some conditions offer no benefits at all. While many novels and TV shows depict supernatural creatures as sapient beings, others portray them as mindless beasts driven by rage, instinct, and hunger. Such infections may take the form of a slow decline—victims of a zombie bite might survive hours or even days before they eventually succumb. The GM could even use future afflictions to represent a character’s gradual transformation. Vehicles Whether you’re a pirate captain, a tank driver, a starship commander, a ghostly biker, or a mech pilot, all vehicles can be handled in a similar way. The easiest approach is to treat them like mundane gear, or as perks if they’re particularly powerful. But if the vehicles are a major part of the setting, they can instead be built like characters. Vehicles as Characters Major vehicles start with a concept (but not a trait), a perk and a quirk. They do not have any karma, but they begin with three resolve tokens, and can advance at the GM’s discretion. The driver (or pilot) makes challenge rolls using their own trait, but they can utilize their vehicle’s concept, perks, and quirks as if they were their own. Use the “Power Levels” genre rule for combat between vehicles of significantly different strength—such as a starfighter against a dreadnought.