Item Tags

Item tags at a glance:

This list covers the terms used for the basic properties and special traits of weapons, items, armor, and protective gear.

Besides appearing on items, these terms also appear in other resourcesresource资源Anything that can be exchanged for: bloodlines, augmentations, titles, items, and more..

Example: a character attacks without a weapon, but their natural weaponnatural weapon天生武器A weapon that is part of the body: claws, fangs, horns. attacks have the [Magical] trait.

Example: a character wears no armor, but their body has the [Bulletproof] trait.

In such cases, the descriptions on this page still apply.

[High SpeedHigh Speed高速[High Speed X]: the target's Base + Dodge + Parry Defense drop by X. X]: also called a High Speed advantage. A target hit by an attack with this trait takes a penaltypenalty减值A modifier that subtracts from a pool or value. equal to this trait's value to its Base DefenseBase Defense基础防御A character's basic defense without gear. + Dodge DefenseDodge Defense闪避防御Defense from getting out of the way. + Parry DefenseParry Defense格挡防御Defense from parrying., down to 0 at most. But [High Speed] can't break through the Shield DefenseShield Defense盾牌防御Defense provided by a shield. within Parry Defense. The order is Parry Defense, then Dodge Defense, then Base Defense. For an area attackarea attack范围攻击An attack that hits everything in an area. Targets usually make a Reflex save. with [High Speed], the Reflex rollroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'. also takes a penalty equal to the value. In general, most crossbows have [High Speed 2], firearmsFirearms枪械Using, maintaining, and repairing guns, from pistols to heavy machine guns. [High Speed 5], Gauss weapons [High Speed 6], and ranged energy weapons [High Speed 8].

If one attack has several [High Speed]s: if one says it increases High Speed by X, it stacks; if it says it gains X High Speed, it doesn't stack.

[Armor PiercingArmor Piercing破甲[Armor Piercing X]: the attack strips X points of the target's armor, shield, and Natural Armor defense. X]: a weapon with Armor Piercing reduces the target's armor bonusbonus加值A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest., Shield Defense bonus, and Natural ArmorNatural Armor天生防御A defense bonus from tough hide or other natural traits. by that amount when it attacks, but doesn't break other types of bonus from armor, such as a deflection bonus or force bonus to defense. In general, the order is Shield Defense, armor bonus, then Natural Armor.

In general, if an attack's Armor Piercing exceeds the total of the target's Shield Defense, Armor DefenseArmor Defense盔甲防御Defense provided by armor., and Natural Armor, the excess is wasted.

If Armor Piercing reduces the defense of any armor, shield, or body to 0, that armor's, shield's, or body's [Bulletproof], [Energyproof], [Sealed], and "super protection" traits don't work against that attack.

When area damage has Armor Piercing, if the target's Reflex saveReflex save反射豁免The save to avoid area attacks and similar effects. includes Natural Armor, Armor Defense, or Shield Defense, you can break through those defenses as normal.

Also, when a weapon with Armor Piercing attacks items, buildings, or similar targets, it lowers their HardnessHardness硬度How much damage an object ignores. by its Armor Piercing.

Also, when a weapon with Armor Piercing attacks something that isn't an item or building (usually a creature), if the Armor Piercing completely breaks the target's Natural Armor and some is left over, it lowers the target's Hardness by what is left.

If one attack has several [Armor Piercing]s: if one says it increases Armor Piercing by X, it stacks; if it says it gains X Armor Piercing, it doesn't stack.

Special: Armor Piercing on an attack that deals force damageforce damage力场伤害Damage from force fields. can break force bonuses to defense.

[Spell PiercingSpell Piercing破魔[Spell Piercing X]: ignores X points of defense from supernatural effects. X]: just as Armor Piercing reduces physical armor, Spell Piercing ignores a number of points of defense from supernatural effects, including but not limited to the armor bonus from Inert Armor, the cover bonuscover bonus掩蔽加值A defense bonus from concealment or cover. from Protective Mire, and the circumstance bonuscircumstance bonus环境加值A bonus from the surroundings or situation. from Saltpeter Shield. Spell Piercing can't reduce the Armor Defense and Shield Defense from physical armor and shields, whatever the EssenceEssence本质The fundamental nature of a resource or effect: Natural, Technological, Magical, or Anomalous. of that armor or shield, but it can break spell armor and spell shields built by magic. Nor can it reduce Natural Armor, the Base Defense, Dodge Defense, Parry Defense, and Insight DefenseInsight Defense洞察防御Defense from reading the opponent's moves. a character gets from their own actions, or cover defense and circumstance defense from Natural EssenceNatural Essence自然本质The Essence of things that exist naturally in the real world. cover or environments.

When area damage has Spell Piercing, if the target's Reflex save includes defense from supernatural effects, you can break through those defenses as normal.

If one attack has several [Spell Piercing]s: if one says it increases Spell Piercing by X, it stacks; if it says it gains X Spell Piercing, it doesn't stack.

Note: if the target has several effects that [Spell Piercing] can affect, the attacker decides the order.

Note: if both Armor Piercing and Spell Piercing can apply to the same protective effect, they stack. But if Armor Piercing or Spell Piercing can apply to several places, including the same protective effect, the attacker decides how to split them.

[Light Throwing WeaponLight Throwing Weapon轻投掷武器Made for throwing: +1 DP equipment bonus on thrown attacks.]: this weapon is suited to throwing, and gains a 1 DP equipment bonusequipment bonus器械加值A bonus (or penalty) from tools, weapons, armor, and other gear. on throwing attacks.

[Heavy Throwing WeaponHeavy Throwing Weapon重投掷武器Thrown attacks use Strength as the key Attribute.]: when throwing it, roll with Strength as the key Attribute.

[Concealed WeaponConcealed Weapon暗器Always a Light Throwing Weapon. The target needs a Perception + Investigation roll to notice it.]: a concealed weapon is always a light throwing weapon, and when you attack with one, the target must make a PERPerception感知Noticing your surroundings, spotting changes, and picking out details quickly; also insight and intuition. Abbreviated PER in checks. + InvestigationInvestigation调查Spotting clues and details others miss. roll at DCdifficulty难度The number of successes a roll needs; DC for short. 1. If it fails, the target counts as flat-footedflat-footed措手不及Caught unready; usually unable to use defense bonuses.; this is an UnrankedUnranked无支线The lowest power grade, below D-Rank. Talents, flaws, and basic combat effects count as Unranked. flat-footed effect.

[Flexible WeaponFlexible Weapon软兵器You can grapple or trip with Blade instead of Brawl.]: when you grapplegrapple擒抱Seizing and holding an opponent. or triptrip绊摔Knocking an opponent off their feet. with a weapon with this trait, you can roll BladeBlade白刃The Skill for fighting with swords and other melee weapons. instead of BrawlBrawl肉搏The Skill for fighting unarmed or with fist weapons.. It can entangle items, and the weapon's reachreach触及How far a melee attack can strike. is double the reach worked out from its SizeSize体积How big a creature or object is. It affects reach and some rolls..

[Fist WeaponFist Weapon肉搏武器Worn over the hands or natural weapons; attacks use Brawl.]: these are usually gauntlets, or weapons worn over natural weapons. Attacks with one use a Brawl roll, not a Blade roll, and its effects stack with those of natural weapons; if an effect repeats, use the higher, and if effects conflict, the natural weapon wins. Fist weapons don't count as Blade weapons, so Skills, FeatsFeat专长A special ability bought with XP or character-creation points., and TechniquesTechnique招式A specific move within an Art. that need Blade can't be used with them.

When a fist weapon receives any modification or enchantment that raises weapon damage, it ignores the weapon damage increase.

[PolearmPolearm长柄武器Doubles the weapon's reach.]: when attacking with this weapon, its reach is double the reach worked out from its Size.

[ExplosiveExplosive爆炸物Bursts on use, affecting creatures in an area.]: explosives usually burst when they go off, scattering their contents everywhere and affecting creatures in the area.

Unless stated otherwise, all explosives of the Technological EssenceTechnological Essence科技本质The Essence of things made by science and technology. Vulnerable to a Film's tech suppression., such as grenades, C4, missiles, and bazookas, gain High Speed 5.

[EMP FieldEMP FieldEMP力场An electromagnetic pulse affecting one target or an area.]: a single-target EMP field only affects its target; one with an area affects every target in the area.

An EMP field affects all items of the Technological Essence.

Armor and shields lose all their traits, keeping only their basic properties and special traits.

Weapons and mechanical vehicles are disabled at once and can't be used.

Items categorized as "device", "system", or "plug-in" lose all their traits.

An EMP field only works on items up to one RankRank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. above its own. (For example, an Unranked EMP field works on items up to D-Rank. An EMP field with no stated level counts as its purchase level or creature level.)

[Defense A/BDefense A/B防御A/BUse A against melee attacks and B against ranged attacks.]: means a piece of protective gear has different defenses against melee and ranged attacks. Against melee attacks, use the value before the slash, A; against ranged attacks, use the value after the slash, B.

[Armor PenaltyArmor Penalty盔甲减值[Armor Penalty X]: how much the armor hampers Base Defense and speed. X]: Armor Penalty represents how armor hinders and limits a character's movements. It applies to Base Defense and base speed (for abilities that double base speed and the like, this penalty applies before the doubling). It also applies to some Physical rolls.

In any case, Armor Penalty can't reduce your Base Defense below 0 or make your base speed negative.

[BulletproofBulletproof防弹Firearm damage drops one grade (to bashing at least).]: attacks from ballistic firearms deal damage one grade lower to it (bashing at least). If a target with this trait has no matching Armor Defense, Shield Defense, or Natural Armor (for example, a bulletproof body but no Natural Armor), any attacker with just 1 Armor Piercing can punch through [Bulletproof].

[EnergyproofEnergyproof防能量武器Energy weapons can't convert their damage to aggravated.]: energy weapon attacks can't convert damage to aggravated damageaggravated damage恶性伤害The worst damage grade, written A. Very hard to heal. against it. If a target with this trait has no matching Armor Defense, Shield Defense, or Natural Armor (for example, an energyproof body but no Natural Armor), any attacker with just 1 Armor Piercing can punch through [Energyproof].

[SealedSealed封闭[Sealed X]: armor that fully encloses the wearer and reduces area damage. X]: armor with this trait fully encloses the wearer, protecting them from area attack damage. When the wearer takes any area damage, they negate points equal to this trait's value. Also, any area damage lower than the armor bonus plus the Sealed value is reduced one grade, as if affected by "Bulletproof" or "Energyproof".

If a creature itself has this trait, its skin's outer layer encloses it completely, and the armor bonus above becomes Natural Armor instead.

[Hazard-ProofHazard-Proof三防Protects against high pressure, vacuum, and extreme temperatures, and blocks inhaled gases.]: proof against high pressure, space, and extreme temperatures. Armor with this trait fully encloses the wearer. The wearer is immuneimmunity免疫Complete protection from a kind of effect, but only from sources of equal or lower Rank. to damage from water pressure and the effects of altitude, immune to the effects of vacuum and radiation, and immune to the effects of temperature changes.

[Spell ResistanceSpell Resistance法术抗力[Spell Resistance X]: shields the wearer against spells. X]: armor with this trait fully protects the wearer against the impact of spells. When the wearer is hit by any spell effect (including but not limited to Taoist arts and magic), the spellcasting roll's successessuccesses成功数The number of dice showing 8 or higher in a roll. drop by successes equal to the Spell Resistance.

[PenetratingPenetrating贯穿After dealing damage, you can attack the next target in the same line.]: after successfully damaging a target, you can immediately make another attack roll against a target in line behind it. This attack roll's attack DPdice pool骰池How many d10s a roll uses, usually Attribute + Skill + modifiers. Written DP. is reduced by DP equal to the damage dealt by the previous attack. Keep going until there are no suitable targets or a roll deals no remaining damage. If the weapon also has the [Tracking] trait, that trait only applies to the first target.

[Super PenetratingSuper Penetrating超级贯穿Like Penetrating, and also ignores obstacles with Hardness below its Armor Piercing.]: like [Penetrating], but attacks with it ignore obstacles along its path with Hardness lower than its Armor Piercing, and deal normal damage to them. It also doesn't take the usual [Penetrating] penalty when attacking targets. But if there is an object or character along the path with Hardness above its Armor Piercing, from that object on, it works like an ordinary [Penetrating] attack. It also ignores cover bonus equal to its Armor Piercing.

[Energy WeaponEnergy Weapon能量武器Ranged energy weapons have [High Speed 8].]: ranged energy weapons have [High Speed 8]. When attacking with one, up to half its weapon damage can be converted to aggravated damage. Unless stated otherwise, energy weapons deal pure energy damagepure energy damage纯能量伤害Energy that can only be described as 'energy', with no physical explanation..

[MagicalMagical魔法Bypasses matching damage reduction and can partly harm spirits and incorporeal beings.]: attacks with this trait get through the matching damage reductiondamage reduction物理伤害减免Ignore X points of each physical hit. Written DR X/weakness, e.g. DR 5/magic., and can harm spiritspirit灵体A soul-like being with no physical body. and incorporealincorporeal虚体Able to pass through matter and hard to harm with physical attacks. creatures to some degree. When a weapon with this trait attacks a spirit or incorporeal creature, roll a d10; on a 6, 7, 8, 9, or 10, it harms the incorporeal or spirit creature normally. Items and equipment with this trait can be used in FilmsFilm影片A mission world the Overseer sends Reincarnators into, usually based on a movie, novel, or game. where technology doesn't work.

[Ghost TouchGhost Touch幽冥Harms spirits and incorporeal beings directly, and the final damage is doubled.]: items with this trait can directly affect and harm spirit and incorporeal creatures, and their final damage is doubled.

[HolyHoly神圣Also called [Light]. Part of the damage against dark creatures goes up one grade.]: also called [Light]. Damage from such weapons against creatures of darkness has up to the weapon's damage raised one grade.

[UnholyUnholy亵渎Also called [Dark]. Part of the damage against light creatures goes up one grade.]: also called [Dark]. Damage from such weapons against creatures of light has up to the weapon's damage raised one grade.

[StunStun眩晕Damage above the target's Size or Stamina gives it stun points.]: because of the huge impact, if this damage exceeds the target's Size or StaminaStamina耐力Health, toughness, and metabolism; the ability to withstand injury and illness. Abbreviated STA in checks. (whichever is higher), the target gains stun pointsstun points眩晕点数Points that build up the stunned condition. equal to the weapon damage; Fortitude saveFortitude save强韧豁免The save against poison, disease, and other effects on the body., non-stacking.

[KnockbackKnockback击飞Damage beyond the target's Size and Stamina knocks it flying.]: these weapons hit hard enough to knock opponents flying. For each point of damage beyond the higher of the target's Size and Stamina, the target is knocked back one meter, in a direction the attacker chooses. The target must pass a Reflex roll with a difficulty equal to the knockback distance (in meters), or fall prone.

[OverpowerOverpower威猛[Overpower X]: ignores X points of defense from parrying. X]: just as Armor Piercing reduces physical armor, Overpower ignores a number of points of defense from parryingparry格挡Blocking an attack with a weapon or shield. A weapon tagged [Parry X] adds X shield bonus when parrying., including but not limited to Parry Defense, Shield Defense, the force bonusforce bonus力场加值A defense bonus from a force field. from Aurora Shield, and the feat bonusfeat bonus专长加值A bonus granted by a Feat. from Dragon-Slaying Knight. Overpower can't reduce Armor Defense or Natural Armor, a character's own Base Defense, Dodge Defense, or Insight Defense that doesn't come from parrying, or cover defense and circumstance defense from Natural Essence cover or environments.

When area damage has Overpower, if the target's Reflex save includes bonuses from parrying or shields, you can reduce those bonuses as normal.

If Overpower reduces all defense from parrying to 0, other effects of the parry don't work against that attack either, as if there had been no parry.

If one attack has several [Overpower X]s: if one says it increases Overpower by X, it stacks; if it says it gains X Overpower, it doesn't stack.

When Overpower has no value, its value defaults to half the weapon's Size (rounded down).

Note: if Overpower and Armor Piercing or Spell Piercing can all apply to the same protective effect, they stack. But if Armor Piercing / Spell Piercing and Overpower can apply to several places, including the same protective effect, the attacker decides how to split them.

[ReturningReturning回力Comes back to the wielder's hand after a thrown attack.]: weapons with this trait automatically return to the user's hand at the end of a ranged throwing attack.

[Parry X]: when parrying with this weapon, the character gains a shield bonus of X, added together with the parry bonus to the defense from parrying. A character can only benefit from one weapon with the Parry trait.

When Parry has no value, its value defaults to the weapon's Size.

[Explosive AmmoExplosive Ammo爆矢Deals extra effects when the target's armor + Natural Armor is too low.]: if a target attacked by any weapon with this trait has Armor Defense + Natural Armor (after Armor Piercing) lower than the weapon's damage, damage equal to half the weapon's Size is converted to aggravated.

[BombardmentBombardment炮击An area attack on a target zone; everyone inside makes a Reflex save.]: bombarding means making an area attack on a target area, and every target in the area makes a Reflex save. The area's diameter is the artillery's Size, and the area damage is the weapon damage. You make a normal artillery attack roll with no weapon damage, subtracting all the target's defenses except Base, Dodge, Insight, and Parry Defense, and your Armor Piercing works as normal against the target's Armor Defense, Natural Armor, and Shield Defense. The target makes a Reflex save, each success savingsave豁免A roll to resist a harmful effect: Will, Reflex, or Fortitude. against 1 damage; the save takes a penalty equal to your successes, and the High Speed penalty as well.

Since bombardment subtracts part of each target's defense, make a separate roll against each target.

[MountMount支架Set up as a full-round action to halve the Strength needed.]: if such a weapon is set up on its mount on a stable surface with a full-round actionfull-round action整轮动作A move action and a standard action combined., its Strength requirement is halved.

[GuidedGuided制导Can spend a full-round action to lock on to a target.]: such weapons can use a full-round action to "lock on to a target". You make a ranged touch attacktouch attack接触攻击An attack that only needs to touch the target, ignoring armor. roll (without weapon damage) opposed by the target's Reflex or evasion (for a vehicle) roll. For each point you win by, the next time you attack the "locked target" with this weapon, you can convert 1 DP into 1 extra successextra success附加成功Bonus successes from high Attributes, Skills, and other sources. They only add to a roll that already succeeded., up to the weapon's damage. Guided weapons usually can only fire after locking on, and get no benefit from aimingaim瞄准Spending actions to line up a shot for a better hit..

[HomingHoming自动制导Like Guided, but locks on by itself after firing.]: like [Guided], but it doesn't take an action to lock on; it locks on automatically after firing.

[TrackingTracking追踪Builds on Guided: if it misses, it keeps chasing next round.]: tracking must build on guidance. If such a weapon misses this round, it keeps attacking the target next round with a cumulative 5 DP penalty, until the target leaves its maximum rangerange射程How far a ranged attack reaches: base range and maximum range. or it runs out of dice.

[Short BurstShort Burst短点射Fires 3 rounds at once for a +1 DP perfect bonus.]: you can fire a short burst with this weapon, usually 3 rounds at once. This gives your attack a 1 DP perfect bonusperfect bonus完美加值A special bonus that stacks with any other bonus..

[Long BurstLong Burst长点射Fires 5 rounds at once for a +2 DP perfect bonus.]: you can fire a long burst with this weapon, usually 5 rounds at once. This gives your attack a 2 DP perfect bonus, and as you attack the target, it automatically attacks one target adjacent to it as well. For each extra target you attack, you take a 1 DP untyped penaltyuntyped penalty无名减值A penalty with no type; untyped penalties stack.; within one attack, a target isn't affected by this more than once. Some Techniques or Skills can give you [Long Burst]; in that case, ignore this entry's action requirement.

[Full AutoFull Auto连射Fires 10 rounds at once for a +3 DP perfect bonus.]: you can fire full auto with this weapon, usually 10 rounds at once. This gives your attack a 3 DP perfect bonus, and as you attack the target, it automatically attacks all targets adjacent to it as well, up to the number of rounds fired. For each extra target you attack, you take a 1 DP untyped penalty; within one attack, a target isn't affected by this more than once. Some Techniques or Skills can give you [Full Auto]; in that case, ignore this entry's action requirement.

[Suppressive FireSuppressive Fire火力压制A standard action to sweep a line or cone with no penalty.]: a weapon with this trait can, as a standard actionstandard action标准动作Your main action, such as an attack or using an ability., sweep a line of half its base range or a cone of a quarter of its range with no penalty. This counts as an area attack, usually uses twice the ammo of full auto, and deals damage equal to the weapon damage. You make a normal Firearms attack roll with no weapon damage, subtracting all the target's defenses except Base, Dodge, Insight, and Parry Defense, and your Armor Piercing works as normal against the target's Armor Defense, Natural Armor, and Shield Defense. The target makes a Reflex save, each success saving against 1 damage; the save takes a penalty equal to your successes, and the High Speed penalty as well. You can deliberately avoid some targets in the area; each target you avoid costs your Firearms attack roll 1 success. If your Strength is below the weapon's requirement, you take a matching damage penalty when using suppressive fire.

You can choose to spend double the ammo again to keep the suppressive fire going until the start of your next round. If you do, any creature or other obstacle that enters the area during that time also takes damage.

Since suppressive fire subtracts part of each target's defense, make a separate roll against each target.

Suppressive fire targets everything in the scenescene场景A continuous stretch of story, such as one fight or one negotiation. within range that isn't in total cover. If a target is in total cover, the suppressive fire can attack the cover, and if it breaks through and destroys the cover, it damages the target behind it as normal.

Special: some Techniques or Skills can give you [Suppressive Fire]; in that case, ignore this entry's action requirement.

[Unlimited AmmoUnlimited Ammo无限弹药Ammo or power never runs out.]: weapons with this trait are usually projectile ranged weapons. Their ammo or energy use counts as unlimited, needing no matching bullets or power source.

If such a weapon fires physical ammo, it can't use special ammo or have its bullets modified.

The bullets or energy of such a weapon can't be removed by any means. Only when it attacks normally does exactly the right amount of ammo or energy load automatically and fire at once.

When a weapon with unlimited ammo fires, each attack fires at most the weapon's original ammo capacity (if any).

[MaterialMaterial材质Made of a special material (such as adamantine or mithral) and gains its effects.]: this isn't the trait's actual name. A weapon with this trait is made of a certain material, gains that material's effects, and gets through the matching damage reduction. In general, one weapon can only have one material type. For example, [Adamantine] or [Mithril].

[Two-HandedTwo-Handed双手A weapon that needs both hands.]: weapons with this trait are called two-handed weapons; those without are one-handed weapons. These weapons are usually big and heavy. When wielding a two-handed weapon in one hand, its Strength requirement rises by half the weapon's Size. When wielding a one-handed weapon in two hands, its minimum Strength requirement counts as 1 lower than it really is.

[HeavyHeavy沉重Heavier than it looks; it needs extra Strength.]: this weapon is heavier than it looks. Its Strength requirement rises by half the weapon's Size.

[SoulboundSoulbound认主Bonds to the first person who can wield it fully; no one else can use it after that.]: a soulbound item forms a close bond of fate with the first person who can wield it perfectly, and no one else can use it after that. The item is bound to its master's soul; if the master returns to the Overseer's Spacethe 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. without it nearby, it returns too. If the item is lost after its master dies, it automatically appears in the master's hand if they are revivedrevive复活Bringing a dead character back to life, usually through the Overseer.. The item's master always knows where it is and how far away; this is a mind-affecting effect and can't be blocked by any means.

[SpraySpray喷射A standard action to spray an area.]: a weapon with this trait can make a spray attack as a standard action. This is an area attack whose area depends on the weapon's traits below. You make a Firearms attack roll and use the successes as this attack's area damage, gaining the High Speed, Armor Piercing, and Spell Piercing this Firearms attack would normally have. Every target in the area makes a Reflex save, each success saving against 1 damage.

Unless stated otherwise, every firearm with this keyword has a base range equal to its maximum range.