Specialized Terms
Specialized terms explained:
Number ranges:
"Or higher": includes the level compared against, meaning that level and every level above it. For example, A-Rank or higher means A-Rank and S-Rank.
"Or lower": includes the level compared against, meaning that level and every level below it. For example, A-Rank or lower means A, B, C, and D-Rank.
"Greater than" (higher than): doesn't include the level compared against, meaning every level above it. For example, greater than B-Rank means A-Rank and S-Rank.
"Less than" (lower than): doesn't include the level compared against, meaning every level below it. For example, lower than C-Rank means D-Rank.
Targets:
Most area SkillsSkill技能A learned ability. Attribute + Skill makes most dice pools. actually involve targets too.
Terms like "hostile targets", "enemies", and "allies" usually mean the following:
"Hostile targets" and "enemies": units considered hostile, whether by faction, attitude, or anything else; the STStoryteller主持人The person who runs the game and speaks for the world; ST for short. has the final say.
"Allies" and "companions": friendly units, not including yourself.
"Friendly targets": friendly units, including yourself.
"One target": any target, including yourself, enemies, and allies. Some resourcesresource资源Anything that can be exchanged for: bloodlines, augmentations, titles, items, and more. have abilities that let you choose an extra target; unless stated otherwise, you can then choose one extra target, but not the one you originally chose.
"All targets" and "friend and foe alike": every target in the area, including enemies and allies, but not yourself.
"Including yourself": every target in the area, including enemies, allies, and yourself.
"Within line of sightline of sight视野线A clear view of the target.": within your approximate sight range, including yourself, and you must have line of sight.
Because of how things are written, "target" and "unit" usually mean the same thing.
Rollsroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'.:
Action rolls: rolls for a particular action, such as climbing or swimming. In this case, roll as normal under the rules; action rolls usually use AttributeAttribute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. + Skill (matching SpecialtySpecialty专业A focus within a Skill that gives a specialty bonus on related rolls.).
Skill rolls: in general, if a rule just says to make a Skill roll, you roll only that Skill's rating. For the ExpressionExpression表达A performing art, split into separate sub-skills such as Expression - Oratory. or CraftsCrafts手艺A trade, craft, or art, split into separate sub-skills such as Crafts - Smithing. Skills, choose the qualifying sub-skill with the highest rating.
Example: with BladeBlade白刃The Skill for fighting with swords and other melee weapons. 5, a Blade roll means rolling 5 DP, and of course you get the extra successesextra success附加成功Bonus successes from high Attributes, Skills, and other sources. They only add to a roll that already succeeded. from the Skill rating as normal.
Attack rolls: attack rolls come in different kinds; see the attack types under "Battle Rules".
Opposedopposed roll对抗A roll whose DC is the opponent's successes, like racing someone or shoving them aside. rolls: an opposed roll is a roll you make passively as the target, to oppose something. This includes, but isn't limited to, the three savesthe three saves三豁免Will, Reflex, and Fortitude saves together.. For example, when an ability hits you and you must oppose it with STAStamina耐力Health, toughness, and metabolism; the ability to withstand injury and illness. Abbreviated STA in checks. + RESResolve决心Decisiveness and determination, and stubbornness too. Supernaturally, the strength of the spirit. Abbreviated RES in checks., that is an opposed roll.
All rolls: "all rolls" includes all the rolls above, but not certain things defined as not being rolls, such as InitiativeInitiative先攻The value that sets turn order in combat., Gene LockGene Lock基因锁A seal on human potential. Opening it grants enormous power in moments of crisis., and chance. Note that defense isn't a roll either, so "all rolls" doesn't include defense.
Prerequisites:
Prerequisites for things that aren't items: some resources that aren't items need prerequisites to exchangeexchange兑换Buying resources from the Overseer with Reward Points and Ranks. for, such as Attributes, Skill ratings, Energy PoolsEnergy Pool能量池Energy that powers abilities, such as mana, inner force, or chakra., or other conditions. You must meet them to buy, learn, and use those resources.
If, after gaining a resource, you lose its prerequisite for some other reason, you temporarily can't use it, and can use it again once you meet the prerequisite again.
Item prerequisites: most weapons have prerequisites for use, usually Attributes, Skills, and Specialties:
For Attributes and Skills, each point below gives a 2 DP equipment penaltyequipment bonus器械加值A bonus (or penalty) from tools, weapons, armor, and other gear. when using it. If you are 3 or more below, you can't use it at all; for example, someone with Strength 3 can't use a weapon that needs Strength 7, and takes a 6 DP equipment penalty when using one that needs Strength 6.
For Specialties, if you don't have the matching Specialty, you take a 3 DP equipment penalty when using it. If a weapon calls for more than 1 Specialty, the penaltypenalty减值A modifier that subtracts from a pool or value. drops by 3 DP for each one you have; if you have none of them, you can't use it.
Areas:
Some spells, Skills, TechniquesTechnique招式A specific move within an Art., and items create areas that keep working. These areas come in two kinds:
The first is centered on a point. The ability's point of effect is fixed: once used, the area keeps working there and never moves. While it lasts, targets that leave the area lose the effect, and targets that enter it gain the effect. For example, Ten-Thousand Leaves Meditation.
The second is centered on a target. It uses a target as its point of effect, and the area moves with the target. While it lasts, targets that leave the area lose the effect, and targets that enter it gain the effect. For example, Chapter of Chivalry.
Rangerange射程How far a ranged attack reaches: base range and maximum range. and reachreach触及How far a melee attack can strike.:
An attack with a range is a ranged attack, and you can attack targets within your range. An attack with reach is a melee attack, and you can attack targets within your reach. If a Skill lets you attack distant targets, check its description: if it says your reach becomes XX meters, it counts as melee; if it says its range becomes XX meters, it counts as ranged. This triggers certain matching effects.
To work out reach, we can tell the Size of a character's natural weaponsnatural weapon天生武器A weapon that is part of the body: claws, fangs, horns. from the character's SizeSize体积How big a creature or object is. It affects reach and some rolls., and work out the reach from that. If they hold a weapon, add the weapon's Size to work out the new reach.
Tremorsensetremorsense颤动感知Sensing creatures through vibrations in the ground.: a creature with this trait, standing on a surface such as the ground or a web, can precisely locate targets standing on the same surface through it. Its range is the creature's sensory rangesensory range敏感范围How far around them a character can notice things., and its locating EssenceEssence本质The fundamental nature of a resource or effect: Natural, Technological, Magical, or Anomalous. is the Natural EssenceNatural Essence自然本质The Essence of things that exist naturally in the real world.. Against invisibilityinvisibility隐形Unable to be seen. and similar effects, it gives an approximate locationapproximate location模糊定位Knowing only roughly where a target is. outright. Tremorsense has no Contest RankContest Rank对抗等级The Rank an ability uses when compared against or contested by another ability. and simply works on units that qualify.
Blindsenseblindsense盲感Noticing nearby creatures without sight.: some creatures can notice things they can't see through senses other than sight, such as keen smell or hearing. It usually doesn't need to make Spotting or Listening rolls to notice the location of creatures within its blindsense range, as long as there is line of effectline of effect效果线An unblocked path for an effect to reach its target. between it and the creature. For a creature with blindsense, creatures it can't see still have total concealment, and it still takes the same penalties as for an approximate location when attacking concealed opponents. Visibility still affects the movement of a creature with blindsense. Blindsense has no Contest Rank and simply works on units that qualify.
Blindsightblindsight盲视Pinpointing nearby creatures without sight.: this ability is like blindsense, but far more precise. Using senses other than sight, such as sensing vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight can maneuver and fight as well as a sighted creature. Invisibility, darkness, and most kinds of concealment don't work against it, but a creature with blindsight must have line of effect to notice creatures or objects. The ability's range is given in the creature's description. A creature with blindsight usually doesn't need to make Spotting or Listening rolls to notice the location of creatures within its blindsight range. Unless stated otherwise, blindsight is always on, and the creature doesn't need to do anything to activate it. Blindsight has no Contest Rank and simply works on units that qualify.
Low-light visionlow-light vision昏暗视觉Seeing normally in dim light.: a weaker version of darkvisiondarkvision黑暗视觉Seeing even in total darkness.. You can see unaffected in poor light, but are still blinded in complete darkness. You ignore the effects of dim environments.
Darkvision: the ability to see in the dark. In any kind of darkness, even with no light at all, you can make out objects and colors accurately. You ignore the effects of dark and dim environments.
Spirit sightspirit sight灵感视觉Seeing spirits and other unseen beings.: a character with spirit sight can see incorporealincorporeal虚体Able to pass through matter and hard to harm with physical attacks. creatures and spiritsspirit灵体A soul-like being with no physical body. as normal. A spirit's own invisibility simply doesn't work against spirit sight.
Keen scentkeen scent灵敏嗅觉Detecting and tracking by smell. (hearing): a target with this ability can get an approximate location on targets within its sensory range by smell (hearingkeen hearing灵敏听觉Detecting and locating by sound.).
True seeingtrue seeing真实视觉Seeing through illusions and disguises to the true form of things.: you can see everything that ought to be seen. You can see in the dark, see spirits and incorporeal creatures, see through any "hallucination" cast on someone and any "illusion" set up in a place, and see through invisibility. True seeing's ability to see through things ignores 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. and needs no contest. Unless stated otherwise, true seeing's range is your sensory range.
Amplificationamplify增幅Spending extra energy to boost an ability.: some spells, Skills, and Techniques allow amplification. The amplification cap is the cap on the energy spent. Example: "Amplification: each 1 energy spent gives 2 DPdice pool骰池How many d10s a roll uses, usually Attribute + Skill + modifiers. Written DP., up to 4." In this case, you can spend 4 energy for 8 DP, because "up to 4" is the cap on energy.
Unavoidableunavoidable不可避免An effect that cannot be reduced or saved against. (irreducible): this damage or conditioncondition不良状态A harmful effect on a character. Point-based conditions are mild or severe depending on the key resisting Attributes. has its own damage type, but ignores all your negation, absorption, conversion, and similar defenses, can even break through immunityimmunity免疫Complete protection from a kind of effect, but only from sources of equal or lower Rank., and can't be passed on to another target. For example: I take 3 irreducible lethal damagelethal damage致命伤害Serious damage, written L: blades and bullets.. Although I have 3 all-damage absorptiondamage absorption伤害吸收Soaking up part of the damage taken., I take those 3 damage as normal.
No saveno save不可豁免An effect that allows no save.: this damage or condition only means the target can't savesave豁免A roll to resist a harmful effect: Will, Reflex, or Fortitude. against it; negation, absorption, conversion, immunity, and similar defenses on the target still work as normal.
Action raised one step: a negative effect. Something that took a swift actionswift action迅捷动作A very quick action, usually once per turn. now takes a move actionmove action移动动作Moving, or anything that takes as long., and something that took a move action now takes a standard actionstandard action标准动作Your main action, such as an attack or using an ability.. Unless the ability causing it says otherwise, the order of action steps is: free, swift, move, standard, full-round.
Action lowered one step: a positive effect. Something that took a standard action can now be done with a move action, and something that took a move action can now be done with a swift action. Unless the ability causing it says otherwise, the order of action steps is: free, swift, move, standard, full-round.
Damage lowered one step: a positive effect. An attack's A damage is lowered to L, and L damage to B. Unless the effect giving this ability says otherwise, B damage can't be lowered further.
Damage raised one step: a positive effect. An attack's B damage is raised to L, and L damage to A. Unless the effect giving this ability says otherwise, A damage can't be raised further.
Margin of successmargin of success胜利数How many successes a roll beat the DC by.: in a contest, how many more successessuccesses成功数The number of dice showing 8 or higher in a roll. the winning side has than the losing side. Or, on a roll, how far the successes exceed the DCdifficulty难度The number of successes a roll needs; DC for short..
Margin of failuremargin of failure失败数How many successes a roll fell short of the DC by.: in a contest, how many fewer successes the losing side has than the winning side. Or, on a roll, how far the DC exceeds the successes.
The three saves: the three passive rolls: Will saveWill save意志豁免The save against mental and mind-affecting effects., Reflex saveReflex save反射豁免The save to avoid area attacks and similar effects., and Fortitude saveFortitude save强韧豁免The save against poison, disease, and other effects on the body.. These rolls are often used to stay alive.
Critical hitscritical hit暴击An especially effective hit that deals extra damage.: critical hit abilities let your attack deal more damage. When you trigger a critical hit, its effect is resolved after the damage capdamage cap伤害上限The most damage one attack can deal., which means critical hit damage can exceed the damage cap.
Only one critical hit ability can trigger per attack; if a character has several that could trigger, they must choose one.
A critical hit only affects the attack's original damage, not extra damage added to the attack.
Touch attackstouch attack接触攻击An attack that only needs to touch the target, ignoring armor.: a touch attack is usually part of one of your attack actions.
When making a touch attack roll, ignore the target's Natural ArmorNatural Armor天生防御A defense bonus from tough hide or other natural traits., Armor DefenseArmor Defense盔甲防御Defense provided by armor., and Shield DefenseShield Defense盾牌防御Defense provided by a shield..
But that doesn't mean those defenses stop working: for abilities that trigger once they are broken through, such as [BulletproofBulletproof防弹Firearm damage drops one grade (to bashing at least).], work out your [Armor PiercingArmor Piercing破甲[Armor Piercing X]: the attack strips X points of the target's armor, shield, and Natural Armor defense.] as normal.
"Make a touch attack; if it hits, it deals XXX": with this wording, the touch attack deals damage as normal.
"Make a touch attack; if it hits, it also deals XXX": with this wording, the touch attack deals damage as normal.
"Make a touch attack; if it hits, it deals no damage and instead deals XXX": with this wording, the touch attack deals no damage.
Natural Armor: a bonusbonus加值A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest. to defense from a creature's tough natural hide. Natural Armor stacks with other bonuses to defense, including but not limited to Armor Defense and Shield Defense. Natural Armor can be broken by an attack's Armor Piercing.
Natural weapons: natural weapons are a creature's built-in arms, including but not limited to fists, feet, claws, teeth, horns, and tails. Magical and legendary creatures may have more, such as wing blades, arm blades, or tentacles. Attacks with natural weapons roll STRStrength力量Muscle power and explosive force. Abbreviated STR in checks. + BrawlBrawl肉搏The Skill for fighting unarmed or with fist weapons. (matching Specialty). Natural weapons have no Technique compatibility. When working out a natural weapon's Rank, use the higher of its natural weapon level or that of a manufactured [Fist WeaponFist Weapon肉搏武器Worn over the hands or natural weapons; attacks use Brawl.] (gauntlet).
For pseudo-Blade weapons imitated with natural weapons (such as Blacklight's claws, blades, and whips, the iron dragon's sword from the Iron Dragon Slayer GrimoireGrimoire魔导书A book of spells, used to learn and cast them., the limb modifications of the Blade-Blade Fruit, the Survivor BloodlineBloodline血统A resource that changes the character's lineage, granting racial or inherited powers.'s improvised swords, the knife from a level-0 spell, and so on), these imitated weapons usually have their own "category". In that case, Blade rolls and Blade parriesparry格挡Blocking an attack with a weapon or shield. A weapon tagged [Parry X] adds X shield bonus when parrying. follow that "category", and gain the matching specialty bonusspecialty bonus专业加值A bonus from a Skill Specialty.. If one has no category of its own, such as "Shikihatsu", it still counts as a natural weapon.
Unless stated otherwise, the fists, feet, and claws of a typical creature have a natural weapon Size of the creature's Size / 5, teeth a Size of the creature's Size / 50, and a tail a Size of the creature's Size / 3.
Multiple attacksmultiple attacks多次攻击Attacking more than once in a round, which brings a multiple-attack penalty.: multiple attacks means a character attacking one or more targets several times with one action in combat. If a resource that makes multiple attacks doesn't say they "count as one attack", they count as multiple attacks by default.
There are generally these cases:
For buffs or debuffs that apply to "the next attack": if the multiple attacks count as one attack, they affect all of them. If they count as multiple attacks, they only affect the first, or, if the ability allows, any one of the attacks included.
Several attacks against one target with the same weapon (or effect), counting as one attack: they share a damage cap, and effects that could trigger several times only trigger once (for example, 2 attacks that each deal 2 extra damage on a hit deal 2 in total). If the total damage exceeds the damage cap, the attacker chooses how much damage each attack dealt, based on how the damage went.
Several attacks against one target with the same weapon (or effect), counting as one attack: the target's damage-reducing abilities (damage absorption, 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., damage ignoringdamage ignoring伤害忽略An ability to ignore damage entirely under certain conditions., damage negationdamage negation伤害抵消Cancelling a set amount of damage.) also only apply once, to the final damage.
Several attacks against one target with the same weapon (or effect), counting as one attack: if the attack has extra effects based on final damage or on a hit, those also only count once, based on the final damage or whether it finally hit.
Several attacks against one target with the same weapon (or effect), counting as multiple attacks: each attack works out its own damage cap, and effects that can trigger several times trigger each time (for example, 2 attacks that each deal 2 extra damage on a hit deal 4 in total).
Several attacks against one target with different weapons (or effects), counting as one attack: they share a damage cap, and you work out each attack's effects, with the attacker choosing one effect to apply (for example, 2 attacks, one dealing 2 extra damage and the other 2 extra charm pointscharm points魅惑点数Points that build up the charmed condition. on a hit: choose one). If the total damage exceeds the damage cap, the attacker chooses how much damage each attack dealt, based on how the damage went.
Several attacks against one target with different weapons (or effects), counting as multiple attacks: each works out its own damage cap, and each attack's repeatable effects are worked out separately.
Several attacks against one target with different weapons (or effects), counting as one attack: if the target moves out of your attack range partway, the later attacks still go ahead, but the target's defense is doubled against them.
Several attacks against one target with different weapons (or effects), counting as multiple attacks: if the target moves out of your attack range partway, its defense is doubled against that attack, and later attacks against a target that has left your range are simply canceled, unless you have an ability to move during the multiple attacks and bring the target back within range.
When making multiple attacks against several targets, work out each of the targets as a single target.
Multiple-attack penaltymultiple attacks多次攻击Attacking more than once in a round, which brings a multiple-attack penalty.: the multiple-attack penalty is the penalty a target takes from being attacked several times in the same turnturn回合One character's moment to act within a round..
Each time the target is attacked within the same turn, its Parry DefenseParry Defense格挡防御Defense from parrying. takes a 1-point defense penalty from multiple attacks. Once Parry Defense reaches 0, it comes off Dodge DefenseDodge Defense闪避防御Defense from getting out of the way., and once Dodge Defense is gone, it comes off Base DefenseBase Defense基础防御A character's basic defense without gear.. At most this strips away all Parry Defense, Dodge Defense, and Base Defense. When Base Defense reaches zero, all defense extra successes from Base Defense disappear.
Every attack, whether or not it hits or deals damage, causes the multiple-attack penalty.
If the target hasn't been attacked at all this turn, and the attacker has an ability to make multiple attacks that count as separate attacks rather than one, the target takes the multiple-attack penalty as normal from the second attack.
Attribute damageAttribute damage属性伤害Damage that temporarily lowers an Attribute; it can be healed.: Attribute damage is a milder, temporary effect; unless stated otherwise, all Attribute damage counts as temporary. Each point of Attribute damage makes the matching Attribute count as 1 lower than its true value for the duration, which immediately affects everything tied to that Attribute. Unless stated otherwise, Attribute damage recovers naturally at 1 point of any Attribute you choose per 24-hour long restlong rest长休A long rest, such as a full night's sleep..
Attribute drainAttribute drain属性丢失A permanent loss of Attribute points.: Attribute drain is permanent harm to an Attribute. When a character suffers Attribute drain, the matching Attribute is permanently reduced by the number of points drained. This immediately affects everything tied to that Attribute, and the Attribute can't be recovered by rest, repair, or similar means; it counts as never having been gained (Skills gained with it as a prerequisite become temporarily unusable, but aren't lost; when the player regains the Attribute by other means, the disabled abilities come back automatically). When the player raises the Attribute with XP or pointsReward Points奖励点数The most common currency of the setting, spent to exchange resources and upgrades from the Overseer. (or something similar), they pay the XPXP经验值Points earned in Films and spent to raise Skills and buy Feats. or points as if their current, reduced base Attribute were their base.
Adjacentadjacent邻接Right next to each other. (connected): two targets no more than 1 meter apart (1 meter included).
Invisibility: invisibility makes your body unseen; for the details, see the "Detection and Locating" rules.
An invisible creature gains a 4 DP circumstance bonuscircumstance bonus环境加值A bonus from the surroundings or situation. on attacks and a 4 DP circumstance bonus on defense. These bonuses only stop working against a target with an ability to see through your invisibility (to pinpointpinpointed精确定位Knowing exactly where a target is. you).
Line of effect and line of sight: whether there is line of effect decides whether an effect (such as an explosion) can affect a target.
Whether there is line of sight decides whether two creatures have a direct view of each other; at least one can see the other.
To check whether these lines exist: from the space one creature occupies to the space the other occupies, whatever the start and end points, if you can find a straight line that doesn't pass through any obstacle, the two creatures have clear line of effect and line of sight. If there is an obstacle that doesn't block sight (such as a transparent wall), there is line of sight but no line of effect. If there is no obstacle but you can't see (for example, the target is invisible or you are blinded), there is line of effect but no line of sight.
Line of effect and line of sight decide whether two sides can affect each other. In general, unless stated otherwise, missing either one means the two sides can't affect each other.
But there are exceptions to everything. For example, your target is a wooden post that doesn't move. While you hide behind a wall, you can still pinpoint it, even though you have no line of sight to it. If you have a curving strike or an ability that ignores line of effect and line of sight, then since you pinpoint the post, you can still attack it. But in this case, you must be able to pinpoint the target and have an ability that needs no line of effect or line of sight.
Rays: beams produced by Skills. All FirearmsFirearms枪械Using, maintaining, and repairing guns, from pistols to heavy machine guns. weapons with the [Energy WeaponEnergy Weapon能量武器Ranged energy weapons have [High Speed 8].] trait, other than [Suppressive FireSuppressive Fire火力压制A standard action to sweep a line or cone with no penalty.] and area damage, fire rays, and some magic, spells, and Skills are rays too.
Annihilatedannihilated爆体而亡Dead beyond any form of revival.: unavoidable death, after which you can never be revivedrevive复活Bringing a dead character back to life, usually through the Overseer..
"XX rolls" for a group: in general, this wording means rolls with that group's Skills, not rolls with that group's Attributes.
Immunity to X: in general, an immunity must apply to a particular effect, meaning you aren't affected by that effect. If the immunity has a Contest Rank, it only protects against matching effects at or below that Rank. If you already have matching effects on you when you gain the immunity, you can remove all of them at once.
For example: player A has 20 burn pointsburn points燃烧点数Points that build up the burning condition. (from a C-Rank Skill, stacking), 5 burn points (from a B-Rank item, stacking), and 10 burn points (from an A-Rank spell, stacking).
If A then becomes immune to B-Rank burn points, A has 10 burn points.
If A becomes immune to A-Rank spells, A has 25 burn points.
If A becomes immune to fire damagefire damage火焰伤害Damage from heat, such as flames or scalding steam., A has 35 burn points, but takes no fire damage from them.
Unarmored targets: an unarmored target is one wearing nothing categorized as light or heavy armor, which also has no Armor Defense.
Spider climbspider climb蛛行术Walking on walls and ceilings like a spider.: spider climb means the target can move across any fixed surface as if walking on flat ground, with no climbing roll, at its land speed.
Self-contradiction: when a character has abilities that completely contradict each other, rule against the character.
For example, if a character has an ability that means they won't die of old age, and also one that means they will die at 20, the latter applies first.
Dismissingdismiss解消Ending an ongoing effect at will.: some abilities can be dismissed as well as having their normal duration. Only the character who used the ability can dismiss it; dismissing counts as the ability's duration ending at once, and dismissing is an anytime action.
Revival: in general, some abilities can bring a target back from the dead. This causes some confusion, so here is how revival works.
One kind of revival brings back the original target. In this case, the unit is controlled by its original player; however long it is revived for, it is a player-controlled unit, and by the rules it is true revival.
The other kind re-creates something from the dead body: for example, making a skeleton soldier, or reviving a unit identical to the corpse. In this case, the unit is used by its creator, and the original body is only material for creating the new unit. Unless stated otherwise, once used, the body "turns to dust" (or can no longer serve as a body). That is, the new unit (such as a skeleton soldier) has nothing to do with the original body. Using any revival or other after-death ability on the body's owner has nothing to do with the new unit (such as the skeleton soldier).
If an ability uses a "body" or targets a "body", and that body has already been used, the ability can't be used. If no body is needed, such as an ability targeting the dead person's soul, or reviving from nothing (such as revival by the Overseerthe 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.), it can be used as normal.
Lowering defense: against Armor Piercing, [Spell PiercingSpell Piercing破魔[Spell Piercing X]: ignores X points of defense from supernatural effects.], and similar special effects, defense also drops. This generally covers three kinds of ability:
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The target takes an X-point defense penalty. For this, simply subtract X from the target's defense; it doesn't affect any abilities the target gets from its defense, such as [Bulletproof]. Unless stated otherwise, this can't make the target's defense negative.
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The attacker ignores X points of the target's defense. For this, the resource usually says whether ignoring the defense affects the abilities the target gets from it. If not, handle it as in "1"; if so, handle it as in "3". Unless stated otherwise, this can't make the target's defense negative.
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The attacker has Armor Piercing or another ability that breaks a particular defense. For this, subtract X from the matching breakable defense. Unless stated otherwise, if that defense drops to 0, the excess is wasted.
Unless stated otherwise, a target's defense can't drop below zero; if it would, the attacker's attack roll gains a perfect bonusperfect bonus完美加值A special bonus that stacks with any other bonus. equal to the negative amount.
Mobilitymobility机动性How nimble a mode of movement like flight is: perfect, good, average, clumsy, or none.
Every means of movement has some mobility. Mobility has five grades, from highest to lowest: perfect → good → average → clumsy → none.
Perfect
You can turn at any angle, and move forward or back at any time. For flying or swimming, you can also rise or descend straight up and down.
Characters moving in the normal way usually have perfect mobility.
Good
Your turning radius is at most your Size / 2 meters (on the map, you must move a distance equal to your own footprint before and after turning). Switching from forward to backward costs half your movement. For flying or swimming, rising straight up halves your speed.
Motorcycles, bicycles, and nimble small cars and four-wheel-drive racers have good mobility at low speed.
Average
Your turning radius is at most your Size in meters (on the map, you must move twice your own footprint before and after turning). You can't switch directly from forward to backward. For flying or swimming, you can't rise straight up, and your maximum climb angle is 60°. Also, a flying unit must move at least half its speed each round, or it starts to fall.
Most land vehicles have average mobility at normal speed.
Clumsy
Your turning radius is at most your Size × 2 meters (on the map, you must move four times your own footprint before and after turning). You can't switch directly from forward to backward. For flying or swimming, you can't rise straight up, and your maximum climb angle is 45°. Also, a flying unit must move at least half its speed each round, or it starts to fall.
Speedboats at normal speed and small ships at low speed have clumsy mobility.
*In some resources, "clumsy" mobility is also called "poor"; they are the same thing.
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Your turning radius is more than your Size × 2 meters (on the map, you must move at least four times your own footprint before and after turning). You can't switch directly from forward to backward. For flying or swimming, you can't rise straight up, and your maximum climb angle is 45°. Also, a flying unit must move at least half its speed each round, or it starts to fall.
Airliners at normal speed, large ships, and charging units have clumsy mobility.
Note: working out mobility is fairly tedious, and it mostly comes up for drivingDrive驾驶Driving vehicles of all kinds, including ramming and chases. vehicles and the like. Usually, the ST only needs to keep in mind what a mobility can't do: for example, flight below good mobility can't rise straight up, and movement below perfect mobility needs some distance to turn, and so on.
Abilities used at the same time
Footwork artsfootwork art身法An Art that improves movement and dodging.: lightness skill, Nanaya body arts, and the like belong here. They are ways of controlling how the body moves.
Protective qiprotective qi护身劲Inner energy used as a protective layer around the body.: ways of protecting the body with energy.
Techniques: most Chinese and foreign martial arts that are actively used belong here. In general, "using a non-free actionfree action自由动作An action that takes almost no time, like speaking a few words. to do something" is called using a Technique.
Cultivation methodscultivation method心法The core method for cultivating inner energy.: cultivation methods are usually passive Skills, and may be prerequisites for other ArtsArt技艺A martial or practical discipline learned through training..
Stacking: as long as their action costs don't conflict, a player can use any number of Arts. The usual test for what can't be used together is [abilities activated by spending a certain action]. For example, if you spend a standard action on an [All-Out Attackall-out attack全力攻击Attacking with everything, giving up defense.], you can't also activate Bajiquan's [Inch Power] (because both cost a standard action). Whether an Art is a Technique, footwork art, protective qi, or cultivation method, as long as they cost different actions they can be used together. For example, a player can normally spend a move action on Motion-Sense Combat for a dodge bonus to defense, and when attacked, use an immediate actionimmediate action反射动作A reaction you can take outside your turn. It needs a specific ability. for Nine Luminaries Speed to convert the damage.
Basic attacksbasic attack普通攻击An ordinary attack with no Technique or ability.
A basic attack usually means "an ordinary attack with no Technique attached", that is, an attack you can make without a specified action cost (though an attack usually still takes a standard action, of course).
For example, "make a Blade attack as a standard action" is a Blade attack using a Technique, not a basic attack; "make a melee attack with a manufactured weapon" is a Blade attack with no Technique attached, that is, a basic Blade attack.
Basic attacks by other means work the same way, such as basic Brawl attacks, basic spell attacks, and so on.
Pulling your punchespulling your punches留手Deliberately holding back to do less harm.
Pulling your punches means that after making a roll, you can choose to get fewer successes than you actually rolled. For example, John attacks Henry with a sword and gets 7 successes in total. He can choose to deal only 3 damage instead of the usual 7.
In general, you can pull your punches on most attacks; this might mean the player struck with less force, shot at a non-vital spot, and so on.
But in some cases, pulling your punches is harder. These include:\
- Without a special upgradeupgrade强化The general word for any power gained through exchange. Not the same as an enhancement bonus., you can't pull your punches when firing a [Long BurstLong Burst长点射Fires 5 rounds at once for a +2 DP perfect bonus.] or [Full AutoFull Auto连射Fires 10 rounds at once for a +3 DP perfect bonus.] with a firearm.\
- If you can't pinpoint a character, you can't pull your punches when attacking them.\
- If two characters share a square, are grapplinggrapple擒抱Seizing and holding an opponent., one is possessing the other, or similar, so that you can't strike that character precisely, you can't pull your punches when attacking them.\
- Without a special upgrade, in an attack against several targets at once, you can't pull your punches against just some of them (though you can still choose to pull your punches against all the targets of that attack).
Multi-target attacksmulti-target attack多目标攻击One attack against several targets at once. and telling friend from foe
A multi-target attack is an action that affects several targets at once. A grenade blast, a machine gun spray, summoning a poison cloud, firing a piercing laser, or one bow loosing four arrows at four different people are all "multi-target attacks".
Telling friend from foe in multi-target attacks
Some multi-target attacks tell friend from foe; these are usually written as "attack / damage the [enemies] in the area", or "[choose] N targets in the area to attack / damage".
Other multi-target attacks don't tell friend from foe; these are usually written as "attack / damage the [characters / units / targets] in the area", or "deal damage in the area".
Even if a multi-target attack can tell friend from foe, you can only tell friend from foe among characters you can pinpoint and strike precisely.
Example 1: the player Jiang Shi upgraded an ability that "attacks all enemies within 1,000 meters", but his sensory range is only 140 meters, and his withdrawn teammate Ellis, who upgraded an invisible werewolf, is hiding nearby. He can keep friendly characters within his sensory range out of the attack, but Ellis, whom he hasn't detected, and characters beyond his sensory range all become targets of the attack.
Example 2: the player Beer is tangled in a grapple with four crocodile men. The player Murong uses a ranged ability that "chooses up to 10 units within 5 meters to attack". Because he doesn't want to take the penalty for "attacking grappling characters", he can't tell Beer from the crocodile men, so he has to attack all 5 units.
Stacking multi-target attacks
Unless stated otherwise, several multi-target attack effects working at the same time don't stack with each other; the user chooses which effect each affected character suffers.
Example 1: two abilities. Ability 1: used as a standard action, makes an attack that fires up to 5 arrows, each attacking one of 5 targets. Ability 2: arrows fired explode, and the attack instead deals 22L area damage in a circle of 5-meter radius. Combined, they deal area damage in up to 5 circles of 5-meter radius. Even if two of the targets are no more than 2 meters apart, those two targets still only take area damage once, not twice.
Example 2: the player Fishbone upgraded "attack all characters within 10 meters at once" and "when attacking a character, also attack two characters no more than 2 meters from it at -5 DP". Directly in front of Fishbone, 4 enemies stand in a line at 8, 9, 10, and 11 meters. When Fishbone attacks with both abilities, the first three enemies are only attacked once, and Fishbone of course chooses the first ability, which doesn't cost DP. The fourth enemy is also only attacked once, and Fishbone can only choose the second ability for it.