Essences and Bonuses
EssencesEssence本质The fundamental nature of a resource or effect: Natural, Technological, Magical, or Anomalous. and bonusbonus加值A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest. types
Essences
An Essence is the root source of a state, ability, or effect. Depending on the situation, some environments or effects suppress effects or abilities of a particular Essence.
Every exchangeexchange兑换Buying resources from the Overseer with Reward Points and Ranks. has one of these four Essences: Natural, Technological, Anomalous, or Magical.
Natural EssenceNatural Essence自然本质The Essence of things that exist naturally in the real world.
Things described as "Natural" are things that exist naturally in reality, or that have had a little human processing, and can be reproduced with simple hand tools and no electrical equipment.
The vast majority of things described as "Natural" have countermeasures that can be understood, guessed at, or carried out in reality. For example, a natural poison effect can often be cured with herbs or folk remedies.
At least in theory, members of a Reincarnator teamReincarnator team轮回小队All the Reincarnators who share one Overseer's Space form a team. can create natural items, things, or effects in their personal space, but if these exist in an unnatural way, they wither and decay according to natural laws.
Examples of Natural descriptions include snake venom, mineral poison, herbs, and animals' low-light vision.
In a FilmFilm影片A mission world the Overseer sends Reincarnators into, usually based on a movie, novel, or game. where technology doesn't work, items of the Natural Essence don't stop working. (Although powered weapons and modern firearmsFirearms枪械Using, maintaining, and repairing guns, from pistols to heavy machine guns. stop working, ordinary swords don't; although cars won't start, bicycles still ride.)
Technological EssenceTechnological Essence科技本质The Essence of things made by science and technology. Vulnerable to a Film's tech suppression.
Things described as "Technological" are tools or consumables built with scientific technology to achieve some effect, which can be fully or partly explained by scientific theory. Anything with this Essence must be some kind of item, either a tool or a consumable.
Some effects can stop tools described as "Technological" from working, such as the vampire power "Technology Nullification". Sometimes this doesn't make the tool fail completely, but degrades it to the level of a similar, lower-tech item. For example, powered armor becomes like Gothic plate.
At least in theory, members of a Reincarnator team can make items described as "Technological" themselves, but most such items need deep theoretical knowledge and a lot of precision machining, and many hands working an assembly line. So for a Reincarnator team member to make them, they must have knowledge, skills, and tools far beyond the ordinary.
Examples of Technological descriptions include all common real-world tools, as well as quick-heal medicine, antidotes, futuristic guns, cybernetic AugmentationsAugmentation改造A resource that modifies the body through technology, magic, or anomalous means., refined drugs, the T-virus, and so on.
Note: some abilities have a technological background or origin, but their Essence isn't Technological. For example, the Hulk's transformation.
In a Film where technology doesn't work, technological items can't be used normally. (A Gundam may not start, guns jam, and quick-heal medicine no longer has any medical effect.)
Magical EssenceMagical Essence魔幻本质The Essence of magic and fantastic powers.
Things described as "Magical" have a background of magic, fantasy, the occult, xianxia, or xuanhuan. They have their own explanation, entirely apart from reality. But however far they stray from the reality of our world, items of the Magical Essence still have, and must have, a self-consistent theory explaining how they work, such as the spiritual energy of heaven and earth, or the ether.
Some effects can suppress or remove effects described as Magical. For example, the spell "Fire Purge Curse" can remove curse effects.
The vast majority of things described as "Magical" must be bought from 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., but some abilities with this description can be trained by Reincarnator team members themselves once they meet certain prerequisites.
Examples of Magical descriptions include GrimoiresGrimoire魔导书A book of spells, used to learn and cast them., Muscle Dominator, vampire powers, Transformative Incarnation, and so on.
Since the Technological Essence has the advantage of "can be manufactured", for balance the rules don't support Films with a trait like "magic doesn't work".
Everything of the Magical Essence counts as a supernatural Essence.
Anomalous EssenceAnomalous Essence特异本质Supernatural Essence that is neither magical nor technological, such as psychic powers.
Things described as "Anomalous" are usually things neither science nor magic can easily explain; most of them don't fit the usual idea of magic or spells. They go against science, yet aren't magic either. Some ancient or extremely sci-fi SkillsSkill技能A learned ability. Attribute + Skill makes most dice pools. are Anomalous.
The vast majority of things described as "Anomalous" must be bought from the Overseer, but some abilities with this description can be trained by Reincarnator team members themselves once they meet certain prerequisites.
Examples of Anomalous descriptions include Zerg prosthetics, mutants, the Hulk's transformation, the xenomorph's acid blood, mutant powers, the Force, inner force, realms of the strong, super robot Augmentations, and so on.
Note: some abilities can be powered by Anomalous Energy PoolsEnergy Pool能量池Energy that powers abilities, such as mana, inner force, or chakra. or abilities, but are themselves of the Magical Essence. For example, the Little Heavenly Star Sword.
Items of the Anomalous Essence can't be manufactured like technological items. Even if they involve some technological principles, they don't stop working in Films where technology doesn't work.
Everything of the Anomalous Essence counts as a supernatural Essence.
Changing Essence
Some effects turn something from one Essence into another. In that case, it loses its old Essence and gains the new one. For example, "Transformative Incarnation" can fuse a technological tool with a living body by magical means, so the tool loses its "Technological" Essence and gains the "Magical" Essence.
Bonuses, penaltiespenalty减值A modifier that subtracts from a pool or value., and their types
Bonuses:
Some of the Overseer's upgradesupgrade强化The general word for any power gained through exchange. Not the same as an enhancement bonus. give a character numerical bonuses, and every bonus has its own type. Unless stated otherwise, when you gain several bonuses of the same type on one thing (such as an 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., a Skill roll, or a special ability roll), they don't add up; only the highest applies. When you get several bonuses of the same type on different things, count them separately.
Of these ways of writing it, only the first doesn't stack; all the others stack, even from different sources.
Bonuses of the same type from the same source stack with each other, even when written as "gain".
Example: a BloodlineBloodline血统A resource that changes the character's lineage, granting racial or inherited powers. gives a 3 DP inherent bonusinherent bonus内在加值A bonus from a change to the character's own body or being. on attack rollsroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'. at D-Rank and a 6 DP inherent bonus on attack rolls at C-Rank, so the total bonus is 9 DP.
In this case, only the thing itself counts as the same source, such as the Bloodline itself, the Augmentation itself, the Eye TechniqueEye Technique瞳术A special power used through the eyes, such as the Sharingan or Byakugan. itself, or the TitleTitle称号A resource representing a profession or identity, with its own advancement path. itself. The items, Skill trees, and so on under it don't count as the same source.
Example: a Bloodline gives a 3 DP inherent bonus on attack rolls at D-Rank, and the same Bloodline's Skill tree gives a 6 DP inherent bonus, so the total bonus is 6 DP.
Bonuses come in two kinds, roll DPdice pool骰池How many d10s a roll uses, usually Attribute + Skill + modifiers. Written DP. bonuses and Attribute bonuses. These count as two different categories, so bonuses with the same name can stack between them.
For example, Skill A gives the character a 2-point enhancement bonusenhancement bonus增强加值A bonus from something that boosts an Attribute or item, like a +2 belt of Strength. to Strength, and Skill B gives the character a 2 DP enhancement bonus on STRStrength力量Muscle power and explosive force. Abbreviated STR in checks.-related rolls. The character can gain 4 DP at once, even though both are enhancement bonuses. On top of that, if the bonus to Strength gives the character extra Legendary Strength, the new Legendary Strength applies too.
Bonuses of the same type gained for the same roll don't stack, even if they are on different things.
For example, Skill A gives the character a 2 DP enhancement bonus on STR rolls, and Skill B gives the character's weapon a 2 DP enhancement bonus. When the character makes an attack roll of STR + BladeBlade白刃The Skill for fighting with swords and other melee weapons. + weapon damage, they only get a 2 DP bonus.
Unless stated otherwise, Attribute bonuses can bring the matching Legendary AttributeLegendary Attribute传奇属性An Attribute level beyond human limits, granting extra general effects..
But 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. on an Attribute only have their effect on the matching rolls, and don't apply to anything else.
Example: if Stamina gains a 5-point enhancement bonus, the player gets 5 more Health, gains 1 point of Legendary Stamina, gets 1 extra success on STAStamina耐力Health, toughness, and metabolism; the ability to withstand injury and illness. Abbreviated STA in checks.-related rolls from it, and gains extra HealthHealth生命值How much damage a character can take, tracked by grade: H (healthy), B, L, A. Written HP. from the Legendary Stamina.
Example: if the player gains 1 Stamina extra success, they get 1 extra success on Fortitude and similar rolls, but don't gain Legendary Stamina.
In general, a bonus only applies to one particular kind of act or roll of the target's.
Example: if a target gains a 3 DP inherent bonus on STR-related rolls, it gets this bonus on all rolls that use Strength. But if it has an ability to use DEXDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks. in place of STR on a roll and does so, it doesn't get this bonus.
Example: if a target gains a 3 DP inherent bonus on attack rolls, it only gets this bonus on acts with the word "attack" in them.
Penalties:
Penalties are a special case. Conditionscondition不良状态A harmful effect on a character. Point-based conditions are mild or severe depending on the key resisting Attributes. cause penalties, and other abilities can give characters penalties. Some Bloodlines or special abilities give the upgraded person a penalty in some area. Some penalties also use the bonus types. When a bonus and a penalty of the same type exist at once, handle them like this:
Take the largest bonus and the largest penalty; both apply.
Bonuses are also either permanent or temporary.
Permanent bonuses are ones you have for good; they have no duration.
Temporary bonuses are ones you gain through some ability; they have a duration. Note that even a duration of "n/a" or "until dismisseddismiss解消Ending an ongoing effect at will." is still a duration.
About defense penalties:
A defense penalty affects the target's total defense, stacks with other abilities that lower defense, and you use whichever works out best. Also, a defense penalty doesn't make other abilities that come from a given defense stop working. And unless stated otherwise, a defense penalty can't make the target's defense negative.
For example: a target has 3 Base DefenseBase Defense基础防御A character's basic defense without gear. and 3 Armor DefenseArmor Defense盔甲防御Defense provided by armor. and takes a 3-point defense penalty. There are several possible cases:\
- The attacker has no other way to lower the target's defense, so the target's defense is 3.\
- The attacker has 3 [Armor PiercingArmor Piercing破甲[Armor Piercing X]: the attack strips X points of the target's armor, shield, and Natural Armor defense.], so the target's defense is 0, and the target's traits from its armor, such as [BulletproofBulletproof防弹Firearm damage drops one grade (to bashing at least).], stop working.\
- The attacker has 3 [High SpeedHigh Speed高速[High Speed X]: the target's Base + Dodge + Parry Defense drop by X.], so the target's defense is 0, and the target's traits from its armor, such as [Bulletproof], keep working.\
- The attacker has 1 Armor Piercing and 1 High Speed, so the target's defense is 1, and the target's traits from its armor, such as [Bulletproof], stop working.\
- The attacker has 3 Armor Piercing and 3 High Speed, so the target's defense is 0, and the target's traits from its armor, such as [Bulletproof], stop working.
Buffs:
Only one buff effect from the same source can apply to the same target or area at the same time. In general, a higher level overrides a lower one, and at the same level, the newer overrides the older. Unless stated otherwise, debuffs don't stack either, including the condition points and other effects they bring.
Example: a certain resourceresource资源Anything that can be exchanged for: bloodlines, augmentations, titles, items, and more. gives a perfect bonusperfect bonus完美加值A special bonus that stacks with any other bonus.. Although perfect bonuses stack, a target can't be under 2 instances of that resource's effect.
Example: Gengjin Divine Wind's effect of changing the wind speed in an area is an area buff, so it can't stack with itself. Unless there are other abilities that change the wind speed, it changes it by at most 1 level.
Inherent:
An inherent bonus is a bonus that comes from the character themselves changing. Inherent bonuses from different levels of the same upgrade tree stack; for example, the bonuses of the D-Rank and C-Rank werewolf Bloodline stack. Otherwise, inherent bonuses don't stack.
Unless stated otherwise, bonuses from Bloodlines, Augmentations, and Eye Techniques are all inherent bonuses.
Training:
A training bonustraining bonus修行加值A bonus earned by training in a skill or ability. is a bonus a character gains from studying some Skill or ability. Training bonuses from items in the same upgrade tree stack. Otherwise, training bonuses don't stack.
Enhancement
An enhancement bonus can come from all sorts of things, and is usually added to an Attribute, a type of roll, or some smaller item. It means something has simply strengthened one of your aspects. An enhancement bonus counts as part of the thing it enhances.
Enhancement bonuses don't stack.
Equipment / assist
An equipment bonusequipment bonus器械加值A bonus (or penalty) from tools, weapons, armor, and other gear. usually comes from a tool and is added to a Skill roll. It means the tool is well designed, easy to use, powerful, and fits your hand. Conversely, when a tool doesn't suit you, you take an equipment penalty.
Equipment bonuses don't stack, but equipment penalties stack without limit.
Speed
A speed bonus usually comes from moving very fast, and is usually added to Physical rolls and defense.
Speed bonuses don't stack, but speed penalties stack without limit.
Morale
A morale bonusmorale bonus士气加值A bonus from inspiration or encouragement. can be added to anything, and reflects an effect that stirs up the character's emotions. Morale bonuses and penalties are both mind-affecting effects; a morale penalty is a negative mind-affecting effect.
Since mindless units are immuneimmunity免疫Complete protection from a kind of effect, but only from sources of equal or lower Rank. to mind-affecting effects, mindless units are also immune to morale bonuses and penalties.
Morale bonuses and penalties don't stack.
Performance
A performance bonus usually comes from doing something brilliantly, and usually gives a bonus to certain Skills or to defense. It means you performed outstandingly.
Performance bonuses don't stack.
TechniqueTechnique招式A specific move within an Art.
A technique bonustechnique bonus招式加值A bonus granted by a Technique. is usually added to attack, defense, or other combat-related things, and comes from a special ability you use or sustain.
Technique bonuses don't stack.
Base Defense
Base Defense is the character's basic reaction to attacks; it means you block and dodge.
Unlike other bonuses, Base Defense always stacks.
Dodge
A dodge bonus is usually added to defense or to rolls opposingopposed roll对抗A roll whose DC is the opponent's successes, like racing someone or shoving them aside. area effects. It means you nimbly duck and weave.
Unlike other bonuses, dodge bonuses and dodge penalties both stack.
For historical reasons, in this book, Dodge DefenseDodge Defense闪避防御Defense from getting out of the way. and dodge bonus mean the same bonus. Since dodge only ever adds to defense, a dodge bonus to defense may be shortened to "Dodge Defense".
Natural ArmorNatural Armor天生防御A defense bonus from tough hide or other natural traits.
Natural Armor only adds to defense. It means your skin is thick, your muscles hard, or your bones unbreakable.
When you gain Natural Armor, it is usually written one of two ways. If it says you increase your Natural Armor by X, that Natural Armor stacks. If it says you gain X Natural Armor, it doesn't stack.
Armor Defense
Armor Defense only adds to defense. It means you are wearing protective gear.
Armor Defense doesn't stack.
Shield DefenseShield Defense盾牌防御Defense provided by a shield.
Shield Defense only adds to defense. It means you parryparry格挡Blocking an attack with a weapon or shield. A weapon tagged [Parry X] adds X shield bonus when parrying. with a shield or a similar weapon.
Shield Defense doesn't stack.
Insight
An insight bonusinsight bonus洞察加值A bonus from foresight, intuition, or special understanding. is usually added to defense or to some roll. It means you have outstanding powers of observation, and can see where the difficulty lies and avoid it.
When you gain an insight bonus, it is usually written one of two ways. If it says you increase your insight bonus by X, it stacks. If it says you gain an X insight bonus, it doesn't stack.
Parry
Parry DefenseParry Defense格挡防御Defense from parrying. only adds to defense. It means you turn aside enemy attacks with a weapon or your own hands.
When you gain Parry Defense, it is usually written one of two ways. If it says you increase your Parry Defense by X, it stacks. If it says you gain X Parry Defense, it doesn't stack.
Circumstance
A circumstance bonuscircumstance bonus环境加值A bonus from the surroundings or situation. is usually added to defense or to some roll. It means an outside condition helps or hinders you.
Circumstance bonuses don't stack, but circumstance penalties stack without limit.
Luck / fortune
A luck bonusluck bonus幸运加值A bonus from good fortune. can be added to anything. It means heaven is on your side.
Luck bonuses don't stack.
Force
A force bonusforce bonus力场加值A defense bonus from a force field. is usually added to defense or to some roll. It means a force effect is helping you in some way.
Force bonuses don't stack.
Energy
An energy bonus is usually added to defense or attacks. It means your attack or defense is backed by energy and is more powerful.
Energy bonuses don't stack.
Deflection
A deflection bonusdeflection bonus偏斜加值A bonus to defense and against area effects. It doesn't stack. is usually added to defense and to rolls opposing area effects. It means attacks or hostile matter partly miss your body, perhaps because your body isn't where it seems to be, or because space is warped.
Deflection bonuses don't stack.
Sacred
A sacred bonus can be added to anything. It represents faith in good gods, morality, love, and similar ideals.
Sacred bonuses don't stack.
Profane
A profane bonus can be added to anything. It represents demon worship, drawing power from vice, bloody rites, and the like.
Profane bonuses don't stack.
Cover
A cover bonuscover bonus掩蔽加值A defense bonus from concealment or cover. can be added to defense and to rolls opposing area effects, though it must say whether it applies to defense or to opposing area effects; unless stated otherwise, it means defense. It means something stands between you and the danger.
Cover bonuses don't stack.
Untyped
Some special abilities or equipment don't state a bonus type; we call these untyped bonuses.
Untyped bonuses don't stack.
SpecialtySpecialty专业A focus within a Skill that gives a specialty bonus on related rolls.
A specialty bonusspecialty bonus专业加值A bonus from a Skill Specialty. comes from a "Specialty" you have learned and is added to rolls with the matching Skill. It means you are at home with a certain kind of work.
Unless stated otherwise, specialty bonuses don't stack.
FeatFeat专长A special ability bought with XP or character-creation points.
A feat bonusfeat bonus专长加值A bonus granted by a Feat. comes from a "Feat" you have learned and is added to rolls for certain Skills or special events. It means you are very good at that thing.
Unless stated otherwise, feat bonuses don't stack.
SizeSize体积How big a creature or object is. It affects reach and some rolls.
A size bonussize bonus体积加值A bonus from a creature's size. is a bonus or penalty that comes from a change in your Size.
Whether or not the abilities that change your Size come from the same source, changing Size usually brings these bonuses and penalties.
These bonuses and penalties all stack.
Roleplay
A roleplay bonusroleplay bonus表演加值A bonus the ST awards for good roleplaying. is a special bonus that a PC gains for a matchless performance in real life. It means what the PC did in real life moved the STStoryteller主持人The person who runs the game and speaks for the world; ST for short..
Roleplay bonuses stack with every bonus type, including other roleplay bonuses, even from different sources, and even on the same roll. They represent the ST's approval.
Perfect
A bonus type unique to these rules. It represents your matchless resolve and the matchless nature of the bonus's source.
Perfect bonuses stack with every bonus type, including other perfect bonuses, even from different sources, and even on the same roll.
Every bonus always belongs to one of the categories above.
How bonuses stack:
The same bonus from the same source: such as a D-Rank and a C-Rank Bloodline. These are the same source, so their bonuses stack by default, unless a bonus says "becomes", in which case they don't stack. Transformations and similar cases also follow this.
The same bonus from different sources: usually doesn't stack; only in extremely special cases does it stack.
The same source bought several times at the same level: unless stated otherwise, doesn't stack by default.
Please note: the following aren't bonuses, and all stack by default:
InitiativeInitiative先攻The value that sets turn order in combat., Size, speed.
Please note: the following aren't bonuses either; whether they stack depends on their own descriptions:
High Speed, Armor Piercing, [Spell PiercingSpell Piercing破魔[Spell Piercing X]: ignores X points of defense from supernatural effects.].