Glossary
Every rules term in English and Chinese, with a short explanation. The same list drives the highlighted terms across the rules: hover over, tap, or tab to a term marked with a dotted underline to see its entry.
Setting
| English | 中文 | Explanation |
|---|---|---|
| the Overseer | 主神 | The giant sphere of light at the center of the Overseer's Space. It summons Reincarnators, sells upgrades, heals and revives, and erases those who break its rules. |
| the Overseer's Space | 主神空间 | Where Reincarnators rest between Films: a white platform in endless darkness, ringed by 20 doors to personal rooms. Called 'the Space' for short. |
| Reincarnator | 轮回者 | Someone summoned by the Overseer who survived their first Film; the player characters. |
| Newcomer | 新人 | A summoned person still in their first Film. Survivors become Reincarnators. |
| Reincarnator team | 轮回小队 | All the Reincarnators who share one Overseer's Space form a team. |
| Team Feat | 轮回队专长 | A feat bought for a whole Reincarnator team rather than one character. |
| Film | 影片 | A mission world the Overseer sends Reincarnators into, usually based on a movie, novel, or game. |
| Rank | 支线 | The power grade of abilities and rewards: Unranked, D, C, B, A, S. Prices combine Ranks and Reward Points, e.g. DD+1200 = two D-Ranks and 1,200 points. |
| Unranked | 无支线 | The lowest power grade, below D-Rank. Talents, flaws, and basic combat effects count as Unranked. |
| Contest Rank | 对抗等级 | The Rank an ability uses when compared against or contested by another ability. |
| Storyteller | 主持人 | The person who runs the game and speaks for the world; ST for short. |
| Storyteller's ruling | 心判 | A result the ST decides on the spot when the rules do not cover a situation. |
| house rule | 房规 | An extra rule an ST adds for their own campaign. It overrides the rulebook. |
| playing a session | 跑团 | Playing a tabletop RPG session. |
| running a campaign | 开团 | Starting and running a campaign as the ST. |
| end of the campaign | 结团 | The story of this Overseer's Space is over and every character's story is complete. |
| Reward Points | 奖励点数 | The most common currency of the setting, spent to exchange resources and upgrades from the Overseer. |
| exchange | 兑换 | Buying resources from the Overseer with Reward Points and Ranks. |
| resource | 资源 | Anything that can be exchanged for: bloodlines, augmentations, titles, items, and more. |
| upgrade | 强化 | The general word for any power gained through exchange. Not the same as an enhancement bonus. |
| character sheet | 人物卡 | The record of a character's numbers; also used for the character itself. |
| character creation | 建卡 | Building a new character by the rules. |
| fresh character | 白卡 | A character built by the standard rules, with no resources or upgrades yet. |
Attributes
| English | 中文 | Explanation |
|---|---|---|
| Attribute | 属性 | A character's nine basic traits, in three groups: Physical, Mental, and Social. In checks they are written as three-letter abbreviations (STR, DEX, STA, INT, PER, RES, PRE, MAN, COM), as in INT + Computer. |
| Physical Attributes | 生理属性 | Strength (STR), Dexterity (DEX), and Stamina (STA). |
| Mental Attributes | 心智属性 | Intelligence (INT), Perception (PER), and Resolve (RES). |
| Social Attributes | 互动属性 | Presence (PRE), Manipulation (MAN), and Composure (COM). |
| Strength | 力量 | Muscle power and explosive force. Abbreviated STR in checks. |
| Dexterity | 敏捷 | Agility, coordination, and physical reflexes. Abbreviated DEX in checks. |
| Stamina | 耐力 | Health, toughness, and metabolism; the ability to withstand injury and illness. Abbreviated STA in checks. |
| Intelligence | 智力 | Knowledge, memory, and reasoning. Abbreviated INT in checks. |
| Perception | 感知 | Noticing your surroundings, spotting changes, and picking out details quickly; also insight and intuition. Abbreviated PER in checks. |
| Resolve | 决心 | Decisiveness and determination, and stubbornness too. Supernaturally, the strength of the spirit. Abbreviated RES in checks. |
| Presence | 风度 | Bearing and force of personality; drawing others' attention. Supernaturally, how far one transcends the Natural Essence. Abbreviated PRE in checks. |
| Manipulation | 操控 | Influencing others and getting them to do what you want. Abbreviated MAN in checks. |
| Composure | 沉着 | Calm and quick thinking; keeping your head under pressure. Supernaturally, the vitality of the mind. Abbreviated COM in checks. |
| Legendary Attribute | 传奇属性 | An Attribute level beyond human limits, granting extra general effects. |
| Attribute damage | 属性伤害 | Damage that temporarily lowers an Attribute; it can be healed. |
| Attribute drain | 属性丢失 | A permanent loss of Attribute points. |
Character Elements
| English | 中文 | Explanation |
|---|---|---|
| Skill | 技能 | A learned ability. Attribute + Skill makes most dice pools. |
| Specialty | 专业 | A focus within a Skill that gives a specialty bonus on related rolls. |
| Feat | 专长 | A special ability bought with XP or character-creation points. |
| Flaw | 缺陷 | A drawback a character is born with or acquires. |
| Talent | 天赋 | A natural advantage a character is born with. |
| Quirk | 怪癖 | A personal habit or oddity that shapes personality more than power. |
| Virtue | 美德 | A noble quality the character holds to. |
| Vice | 罪恶 | A dark impulse the character struggles to resist. |
| Morality | 道德值 | A measure of the character's humanity and moral limits. |
| Health | 生命值 | How much damage a character can take, tracked by grade: H (healthy), B, L, A. Written HP. |
| health box | 生命槽 | One box of Health. Damage fills boxes with its grade (B, L, or A). |
| Willpower | 意志力 | A character's mental reserve, spent to boost rolls or fuel abilities. |
| Energy Pool | 能量池 | Energy that powers abilities, such as mana, inner force, or chakra. |
| Gauge | 刻度 | Another kind of meter that tracks an ability, granted only by a resource. A Gauge is not an Energy Pool. |
| Gene Lock | 基因锁 | A seal on human potential. Opening it grants enormous power in moments of crisis. |
| XP | 经验值 | Points earned in Films and spent to raise Skills and buy Feats. |
| Essence | 本质 | The fundamental nature of a resource or effect: Natural, Technological, Magical, or Anomalous. |
| Natural Essence | 自然本质 | The Essence of things that exist naturally in the real world. |
| Technological Essence | 科技本质 | The Essence of things made by science and technology. Vulnerable to a Film's tech suppression. |
| Magical Essence | 魔幻本质 | The Essence of magic and fantastic powers. |
| Anomalous Essence | 特异本质 | Supernatural Essence that is neither magical nor technological, such as psychic powers. |
| Bloodline | 血统 | A resource that changes the character's lineage, granting racial or inherited powers. |
| Augmentation | 改造 | A resource that modifies the body through technology, magic, or anomalous means. |
| Eye Technique | 瞳术 | A special power used through the eyes, such as the Sharingan or Byakugan. |
| Cultivation System | 修炼体系 | A complete Eastern cultivation path with its own stages and techniques. |
| Title | 称号 | A resource representing a profession or identity, with its own advancement path. |
| Grimoire | 魔导书 | A book of spells, used to learn and cast them. |
| Badge | 徽章 | A special kind of resource. |
| Art | 技艺 | A martial or practical discipline learned through training. |
| Technique | 招式 | A specific move within an Art. |
| footwork art | 身法 | An Art that improves movement and dodging. |
| cultivation method | 心法 | The core method for cultivating inner energy. |
| protective qi | 护身劲 | Inner energy used as a protective layer around the body. |
| mental disorder | 精神异常 | A lasting psychological condition from mental trauma. |
| faith orientation | 信仰导向 | The direction of a character's faith, which affects divine abilities. |
| Character Trait | 角色特性 | A roleplaying trait used instead of Virtue and Vice. Playing it out restores Willpower equal to its trait score. |
| Will | 意志值 | How steadfast a character's mind is: Resolve + Composure. It is also the Willpower maximum. |
Skills
| English | 中文 | Explanation |
|---|---|---|
| Blade | 白刃 | The Skill for fighting with swords and other melee weapons. |
| Brawl | 肉搏 | The Skill for fighting unarmed or with fist weapons. |
| Athletics | 运动 | Walking, running, jumping, throwing weapons, and athletics of every kind. |
| Drive | 驾驶 | Driving vehicles of all kinds, including ramming and chases. |
| Firearms | 枪械 | Using, maintaining, and repairing guns, from pistols to heavy machine guns. |
| Larceny | 手上功夫 | Defeating security, picking locks, picking pockets, and other sleight of hand. |
| Stealth | 隐藏 | Hiding and moving unseen. |
| Survival | 求生 | Living off the land, finding food and shelter, resisting poison and disease, and tracking. |
| Archery | 弓箭 | Shooting with bows. |
| Academics | 学识 | Broad knowledge such as philosophy, history, and literature. |
| Computer | 电脑 | Using computers, their systems, and software. |
| Crafts | 手艺 | A trade, craft, or art, split into separate sub-skills such as Crafts - Smithing. |
| Investigation | 调查 | Spotting clues and details others miss. |
| Medicine | 医学 | Knowledge of the body, from first aid to surgery. |
| Occult | 神秘学 | Knowledge of curses, magic, legends, and the dark world; also used for spellcasting rolls. |
| Science | 科学 | Physics, chemistry, biology, geology, and how to apply them. |
| Animal Ken | 动物沟通 | Understanding, training, and getting along with animals. |
| Empathy | 感受 | Understanding and sharing other people's feelings and motives. |
| Expression | 表达 | A performing art, split into separate sub-skills such as Expression - Oratory. |
| Intimidation | 胁迫 | Making others afraid enough to obey, through force or threats. |
| Socialize | 交际 | Smooth talking: bargaining, conversation, seduction, rousing, and persuasion. |
| Subterfuge | 掩饰 | Hiding your intentions, deceiving others, and talking your way past them. |
Rolls and Dice
| English | 中文 | Explanation |
|---|---|---|
| roll | 检定 | Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'. |
| dice pool | 骰池 | How many d10s a roll uses, usually Attribute + Skill + modifiers. Written DP. |
| difficulty | 难度 | The number of successes a roll needs; DC for short. |
| static roll | 竞争 | A roll against a fixed, preset DC, like lifting a sack of rice or jumping a pit. |
| opposed roll | 对抗 | A roll whose DC is the opponent's successes, like racing someone or shoving them aside. |
| save | 豁免 | A roll to resist a harmful effect: Will, Reflex, or Fortitude. |
| the three saves | 三豁免 | Will, Reflex, and Fortitude saves together. |
| Will save | 意志豁免 | The save against mental and mind-affecting effects. |
| Reflex save | 反射豁免 | The save to avoid area attacks and similar effects. |
| Fortitude save | 强韧豁免 | The save against poison, disease, and other effects on the body. |
| Initiative | 先攻 | The value that sets turn order in combat. |
| chance die | 机运骰 | The single d10 you roll when your pool drops to 0 or less. Only a 10 succeeds, and a 1 is a dramatic failure. |
| dramatic failure | 大失败 | Rolling a 1 on a chance die, which brings a setback of the ST's choosing. |
| 10-again | 10加骰 | Each 10 you roll lets you roll one more die and add any success it shows. |
| 9-again | 9加骰 | Like 10-again, but 9s also let you roll another die. |
| 8-again | 8加骰 | The best again rule: 8s, 9s, and 10s all let you roll another die. |
| successes | 成功数 | The number of dice showing 8 or higher in a roll. |
| extra success | 附加成功 | Bonus successes from high Attributes, Skills, and other sources. They only add to a roll that already succeeded. |
| margin of success | 胜利数 | How many successes a roll beat the DC by. |
| margin of failure | 失败数 | How many successes a roll fell short of the DC by. |
| instant action | 单一动作 | An action settled by a single roll. |
| extended action | 延续动作 | An action that takes several rolls, adding up successes until it's done. |
| pulling your punches | 留手 | Deliberately holding back to do less harm. |
| flat-footed | 措手不及 | Caught unready; usually unable to use defense bonuses. |
Bonus Types
| English | 中文 | Explanation |
|---|---|---|
| bonus | 加值 | A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest. |
| penalty | 减值 | A modifier that subtracts from a pool or value. |
| perfect bonus | 完美加值 | A special bonus that stacks with any other bonus. |
| untyped penalty | 无名减值 | A penalty with no type; untyped penalties stack. |
| circumstance bonus | 环境加值 | A bonus from the surroundings or situation. |
| equipment bonus | 器械加值 | A bonus (or penalty) from tools, weapons, armor, and other gear. |
| inherent bonus | 内在加值 | A bonus from a change to the character's own body or being. |
| training bonus | 修行加值 | A bonus earned by training in a skill or ability. |
| enhancement bonus | 增强加值 | A bonus from something that boosts an Attribute or item, like a +2 belt of Strength. |
| morale bonus | 士气加值 | A bonus from inspiration or encouragement. |
| insight bonus | 洞察加值 | A bonus from foresight, intuition, or special understanding. |
| deflection bonus | 偏斜加值 | A bonus to defense and against area effects. It doesn't stack. |
| luck bonus | 幸运加值 | A bonus from good fortune. |
| size bonus | 体积加值 | A bonus from a creature's size. |
| cover bonus | 掩蔽加值 | A defense bonus from concealment or cover. |
| force bonus | 力场加值 | A defense bonus from a force field. |
| technique bonus | 招式加值 | A bonus granted by a Technique. |
| specialty bonus | 专业加值 | A bonus from a Skill Specialty. |
| feat bonus | 专长加值 | A bonus granted by a Feat. |
| roleplay bonus | 表演加值 | A bonus the ST awards for good roleplaying. |
Actions and Time
| English | 中文 | Explanation |
|---|---|---|
| scene | 场景 | A continuous stretch of story, such as one fight or one negotiation. |
| round | 轮 | The time in which everyone in a fight acts once. |
| turn | 回合 | One character's moment to act within a round. |
| free action | 自由动作 | An action that takes almost no time, like speaking a few words. |
| swift action | 迅捷动作 | A very quick action, usually once per turn. |
| move action | 移动动作 | Moving, or anything that takes as long. |
| standard action | 标准动作 | Your main action, such as an attack or using an ability. |
| full-round action | 整轮动作 | A move action and a standard action combined. |
| full-turn action | 全回合动作 | A swift action, a move action, and a standard action combined. |
| immediate action | 反射动作 | A reaction you can take outside your turn. It needs a specific ability. |
| readied action | 准备动作 | An action prepared in advance and taken when a chosen trigger happens. |
| concentration | 专注 | The focus needed to keep certain abilities or actions going. |
| short rest | 短休 | A brief rest that restores some resources. |
| long rest | 长休 | A long rest, such as a full night's sleep. |
Combat
| English | 中文 | Explanation |
|---|---|---|
| bashing damage | 冲击伤害 | The lightest damage grade, written B: punches, kicks, blunt blows. |
| lethal damage | 致命伤害 | Serious damage, written L: blades and bullets. |
| aggravated damage | 恶性伤害 | The worst damage grade, written A. Very hard to heal. |
| damage cap | 伤害上限 | The most damage one attack can deal. |
| damage save | 伤害豁免 | Reducing or avoiding damage with a save. |
| damage absorption | 伤害吸收 | Soaking up part of the damage taken. |
| damage negation | 伤害抵消 | Cancelling a set amount of damage. |
| damage conversion | 伤害转化 | Turning damage into a lighter grade or another form. |
| damage reduction | 物理伤害减免 | Ignore X points of each physical hit. Written DR X/weakness, e.g. DR 5/magic. |
| damage ignoring | 伤害忽略 | An ability to ignore damage entirely under certain conditions. |
| energy resistance | 能量抗力 | An ability that cancels a type of energy damage. |
| immunity | 免疫 | Complete protection from a kind of effect, but only from sources of equal or lower Rank. |
| Base Defense | 基础防御 | A character's basic defense without gear. |
| Dodge Defense | 闪避防御 | Defense from getting out of the way. |
| parry | 格挡 | Blocking an attack with a weapon or shield. A weapon tagged [Parry X] adds X shield bonus when parrying. |
| Parry Defense | 格挡防御 | Defense from parrying. |
| Insight Defense | 洞察防御 | Defense from reading the opponent's moves. |
| Armor Defense | 盔甲防御 | Defense provided by armor. |
| Shield Defense | 盾牌防御 | Defense provided by a shield. |
| Natural Armor | 天生防御 | A defense bonus from tough hide or other natural traits. |
| Hardness | 硬度 | How much damage an object ignores. |
| Size | 体积 | How big a creature or object is. It affects reach and some rolls. |
| reach | 触及 | How far a melee attack can strike. |
| range | 射程 | How far a ranged attack reaches: base range and maximum range. |
| adjacent | 邻接 | Right next to each other. |
| line of effect | 效果线 | An unblocked path for an effect to reach its target. |
| line of sight | 视野线 | A clear view of the target. |
| area attack | 范围攻击 | An attack that hits everything in an area. Targets usually make a Reflex save. |
| multi-target attack | 多目标攻击 | One attack against several targets at once. |
| multiple attacks | 多次攻击 | Attacking more than once in a round, which brings a multiple-attack penalty. |
| touch attack | 接触攻击 | An attack that only needs to touch the target, ignoring armor. |
| basic attack | 普通攻击 | An ordinary attack with no Technique or ability. |
| all-out attack | 全力攻击 | Attacking with everything, giving up defense. |
| critical hit | 暴击 | An especially effective hit that deals extra damage. |
| grapple | 擒抱 | Seizing and holding an opponent. |
| trip | 绊摔 | Knocking an opponent off their feet. |
| aim | 瞄准 | Spending actions to line up a shot for a better hit. |
| natural weapon | 天生武器 | A weapon that is part of the body: claws, fangs, horns. |
| temporary HP | 临时生命值 | Extra Health that is lost first when you take damage. |
| fast healing | 快速医疗 | Automatically healing some damage every round. |
| regeneration | 再生 | Powerful self-healing that can even regrow limbs. |
| condition | 不良状态 | A harmful effect on a character. Point-based conditions are mild or severe depending on the key resisting Attributes. |
| mild condition | 轻度不良状态 | While the points are below the higher key resisting Attribute: penalties in some areas only. |
| severe condition | 重度不良状态 | Once the points reach the higher key resisting Attribute: it can strip abilities or forbid actions. |
| stun points | 眩晕点数 | Points that build up the stunned condition. |
| burn points | 燃烧点数 | Points that build up the burning condition. |
| charm points | 魅惑点数 | Points that build up the charmed condition. |
| unavoidable | 不可避免 | An effect that cannot be reduced or saved against. |
| no save | 不可豁免 | An effect that allows no save. |
| dismiss | 解消 | Ending an ongoing effect at will. |
| revive | 复活 | Bringing a dead character back to life, usually through the Overseer. |
| annihilated | 爆体而亡 | Dead beyond any form of revival. |
| amplify | 增幅 | Spending extra energy to boost an ability. |
| spirit | 灵体 | A soul-like being with no physical body. |
| incorporeal | 虚体 | Able to pass through matter and hard to harm with physical attacks. |
| invisibility | 隐形 | Unable to be seen. |
| mobility | 机动性 | How nimble a mode of movement like flight is: perfect, good, average, clumsy, or none. |
Damage Types
| English | 中文 | Explanation |
|---|---|---|
| physical damage | 物理伤害 | Damage from physical force. Damage reduction applies to it. |
| energy damage | 能量伤害 | Damage from non-physical energy. Damage reduction doesn't apply, but energy resistance does. |
| pure energy damage | 纯能量伤害 | Energy that can only be described as 'energy', with no physical explanation. |
| fire damage | 火焰伤害 | Damage from heat, such as flames or scalding steam. |
| cold damage | 寒冰伤害 | Damage from extreme cold. |
| lightning damage | 雷电伤害 | Damage from powerful electric current. |
| acid damage | 腐蚀伤害 | Damage from acid or other corrosive substances. |
| sonic damage | 音波伤害 | Damage from sound vibration. |
| radiant damage | 光能伤害 | Damage from intense light, such as lasers and lightsabers. |
| holy damage | 光明伤害 | Damage from supernatural powers of light or order. |
| unholy damage | 黑暗伤害 | Damage from supernatural powers of darkness or chaos. |
| mental damage | 精神伤害 | Damage that strikes the mind directly. |
| force damage | 力场伤害 | Damage from force fields. |
| poison damage | 毒素伤害 | Damage from poison. |
| falling damage | 坠落伤害 | Damage from falling. |
| falling object damage | 坠落物伤害 | Damage from being hit by a falling object. |
| mixed damage | 混合伤害 | Damage of several types at once. |
Senses and Detection
| English | 中文 | Explanation |
|---|---|---|
| detection | 侦测 | Becoming aware that something is there. |
| pinpointed | 精确定位 | Knowing exactly where a target is. |
| approximate location | 模糊定位 | Knowing only roughly where a target is. |
| sensory range | 敏感范围 | How far around them a character can notice things. |
| tremorsense | 颤动感知 | Sensing creatures through vibrations in the ground. |
| blindsense | 盲感 | Noticing nearby creatures without sight. |
| blindsight | 盲视 | Pinpointing nearby creatures without sight. |
| darkvision | 黑暗视觉 | Seeing even in total darkness. |
| low-light vision | 昏暗视觉 | Seeing normally in dim light. |
| spirit sight | 灵感视觉 | Seeing spirits and other unseen beings. |
| true seeing | 真实视觉 | Seeing through illusions and disguises to the true form of things. |
| keen scent | 灵敏嗅觉 | Detecting and tracking by smell. |
| keen hearing | 灵敏听觉 | Detecting and locating by sound. |
| spider climb | 蛛行术 | Walking on walls and ceilings like a spider. |
Item Tags
| English | 中文 | Explanation |
|---|---|---|
| High Speed | 高速 | [High Speed X]: the target's Base + Dodge + Parry Defense drop by X. |
| Armor Piercing | 破甲 | [Armor Piercing X]: the attack strips X points of the target's armor, shield, and Natural Armor defense. |
| Spell Piercing | 破魔 | [Spell Piercing X]: ignores X points of defense from supernatural effects. |
| Overpower | 威猛 | [Overpower X]: ignores X points of defense from parrying. |
| Light Throwing Weapon | 轻投掷武器 | Made for throwing: +1 DP equipment bonus on thrown attacks. |
| Heavy Throwing Weapon | 重投掷武器 | Thrown attacks use Strength as the key Attribute. |
| Concealed Weapon | 暗器 | Always a Light Throwing Weapon. The target needs a Perception + Investigation roll to notice it. |
| Flexible Weapon | 软兵器 | You can grapple or trip with Blade instead of Brawl. |
| Fist Weapon | 肉搏武器 | Worn over the hands or natural weapons; attacks use Brawl. |
| Polearm | 长柄武器 | Doubles the weapon's reach. |
| Explosive | 爆炸物 | Bursts on use, affecting creatures in an area. |
| EMP Field | EMP力场 | An electromagnetic pulse affecting one target or an area. |
| Defense A/B | 防御A/B | Use A against melee attacks and B against ranged attacks. |
| Armor Penalty | 盔甲减值 | [Armor Penalty X]: how much the armor hampers Base Defense and speed. |
| Bulletproof | 防弹 | Firearm damage drops one grade (to bashing at least). |
| Energyproof | 防能量武器 | Energy weapons can't convert their damage to aggravated. |
| Sealed | 封闭 | [Sealed X]: armor that fully encloses the wearer and reduces area damage. |
| Hazard-Proof | 三防 | Protects against high pressure, vacuum, and extreme temperatures, and blocks inhaled gases. |
| Spell Resistance | 法术抗力 | [Spell Resistance X]: shields the wearer against spells. |
| Penetrating | 贯穿 | After dealing damage, you can attack the next target in the same line. |
| Super Penetrating | 超级贯穿 | Like Penetrating, and also ignores obstacles with Hardness below its Armor Piercing. |
| Energy Weapon | 能量武器 | Ranged energy weapons have [High Speed 8]. |
| Magical | 魔法 | Bypasses matching damage reduction and can partly harm spirits and incorporeal beings. |
| Ghost Touch | 幽冥 | Harms spirits and incorporeal beings directly, and the final damage is doubled. |
| Holy | 神圣 | Also called [Light]. Part of the damage against dark creatures goes up one grade. |
| Unholy | 亵渎 | Also called [Dark]. Part of the damage against light creatures goes up one grade. |
| Stun | 眩晕 | Damage above the target's Size or Stamina gives it stun points. |
| Knockback | 击飞 | Damage beyond the target's Size and Stamina knocks it flying. |
| Returning | 回力 | Comes back to the wielder's hand after a thrown attack. |
| Explosive Ammo | 爆矢 | Deals extra effects when the target's armor + Natural Armor is too low. |
| Bombardment | 炮击 | An area attack on a target zone; everyone inside makes a Reflex save. |
| Mount | 支架 | Set up as a full-round action to halve the Strength needed. |
| Guided | 制导 | Can spend a full-round action to lock on to a target. |
| Homing | 自动制导 | Like Guided, but locks on by itself after firing. |
| Tracking | 追踪 | Builds on Guided: if it misses, it keeps chasing next round. |
| Short Burst | 短点射 | Fires 3 rounds at once for a +1 DP perfect bonus. |
| Long Burst | 长点射 | Fires 5 rounds at once for a +2 DP perfect bonus. |
| Full Auto | 连射 | Fires 10 rounds at once for a +3 DP perfect bonus. |
| Suppressive Fire | 火力压制 | A standard action to sweep a line or cone with no penalty. |
| Unlimited Ammo | 无限弹药 | Ammo or power never runs out. |
| Material | 材质 | Made of a special material (such as adamantine or mithral) and gains its effects. |
| Two-Handed | 双手 | A weapon that needs both hands. |
| Heavy | 沉重 | Heavier than it looks; it needs extra Strength. |
| Soulbound | 认主 | Bonds to the first person who can wield it fully; no one else can use it after that. |
| Spray | 喷射 | A standard action to spray an area. |
Table Slang
| English | 中文 | Explanation |
|---|---|---|
| roleplay | 扮演 | Bringing your character to life; RP for short. |
| burning Willpower | 爆意志 | Spending one or more points of Willpower. |
| steamroll | 车 | A verb. To 车 a card is to build a character; to 车 a monster is to crush it. |
| pink | 粉红 | Adult content, as in pink resources or a pink campaign. |
| flake | 鸽子 | A player or ST who often doesn't show up. |
| unlocking | 开锁 | Usually means making a Gene Lock roll. |
| rules-lawyering | 口胡 | Bending vague rules to your own advantage. |
| slacking off | 摸鱼 | Being in the game without actually playing. |