Miscellaneous Rules
Overlapping explosions and cluster explosivesExplosive爆炸物Bursts on use, affecting creatures in an area.
When the blast areas of several explosives overlap, use the highest damage in the overlap as the baseline and add up the other area damage. Each time that sum reaches the baseline, the damage in the overlap rises by 1, and the baseline rises with it. The increase can't exceed five times the highest area damage of the same kind in the overlap other than the original baseline.
When you bind explosives into a cluster, its damage uses the same rules as overlapping explosions. To make a cluster explosive, make an INTIntelligence智力Knowledge, memory, and reasoning. Abbreviated INT in checks. + CraftsCrafts手艺A trade, craft, or art, split into separate sub-skills such as Crafts - Smithing. - Explosives Handling rollroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'. against a DCdifficulty难度The number of successes a roll needs; DC for short. equal to the expected damage of the explosives. If the roll shows more 1s than 10s, the explosives go off, dealing damage equal to the successessuccesses成功数The number of dice showing 8 or higher in a roll. accumulated so far.
Example 1: the bomb master Karasu sets off two yoki bombs at once. Each has 4 damage, so where their blast areas overlap, the actual damage is 5. But when three such bombs go off at once, the base damage of 4 doesn't meet the raised baseline, so the actual damage in the overlap is still 5.
Example 2: the bomb fiend Gokudera ties several grenades together into a cluster bomb. A grenade's base damage is 4L, so he needs at least two grenades to make a cluster grenade dealing 5L. After that, he needs explosives totaling 6L more to raise the cluster's damage again; with four grenades bound together, since two grenades add up to 8 base damage, the cluster grenade's damage rises to 6L.
Improvised weapons
When something not meant as a weapon is used as one, such as a table or a stool, its damage is usually the lower of its HardnessHardness硬度How much damage an object ignores. or SizeSize体积How big a creature or object is. It affects reach and some rolls.. Attacks with it take a 2 DP equipment penaltyequipment bonus器械加值A bonus (or penalty) from tools, weapons, armor, and other gear. and can only deal bashing damagebashing damage冲击伤害The lightest damage grade, written B: punches, kicks, blunt blows., though the STStoryteller主持人The person who runs the game and speaks for the world; ST for short. rules on special cases, such as a smashed beer bottle.
Flight mobilitymobility机动性How nimble a mode of movement like flight is: perfect, good, average, clumsy, or none.
Clumsy: taking off or landing takes a move actionmove action移动动作Moving, or anything that takes as long.. Each 45-degree turn takes a move action, and you must move a number of meters equal to your Size between turns. You must move at least half your speed each round or fall. Your maximum climb angle is 30 degrees. In this state, your Base DefenseBase Defense基础防御A character's basic defense without gear. drops to 1/4 of normal.
Average: each 90-degree turn takes a move action, and you must move a number of meters equal to your Size between turns. Your maximum climb angle is 45 degrees, and you must move at least half your speed each round or fall. In this state, your Base Defense drops to half of normal.
Good / agile: each 180-degree turn takes a move action, and you automatically gain the "Hover" FeatFeat专长A special ability bought with XP or character-creation points. at level 1. Your maximum climb angle is 60 degrees. In this state, your Base Defense drops to 3/4 of normal.
Perfect: you can turn, hover, fly backward, or climb at full speed freely. You keep all your Base Defense.
Special flight maneuvers:
Hovering: you stay in midair without spending an action. Only perfect mobility or a floating ability lets you hover.
Speed set to a fixed value
When a resourceresource资源Anything that can be exchanged for: bloodlines, augmentations, titles, items, and more. sets your speed to a fixed value, for example 777 meters per round, the most you can move with one move action becomes half that value (rounded down), and you use the higher of that and your original movement speed; the two don't add together at all.
Also, such a speed isn't affected by effects that boost speed, because it isn't your base speed.
"Counts as" increases
Some resources say "counts as gaining X points of 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." or "a SkillSkill技能A learned ability. Attribute + Skill makes most dice pools. counts as X points higher".
Attributes and Skills that "count as" higher from such resources give the matching DPdice pool骰池How many d10s a roll uses, usually Attribute + Skill + modifiers. Written DP. as normal, bring new 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. as normal, and affect derived effects calculated from them. For example, Intelligence that counts as higher raises spellcasting rolls, and affects the OccultOccult神秘学Knowledge of curses, magic, legends, and the dark world; also used for spellcasting rolls.-based parts of certain spells' effects (such as rangerange射程How far a ranged attack reaches: base range and maximum range., damage, and duration).
But Attributes or Skills you only "count as" having don't count toward the prerequisites for casting or learning certain spells.
And unless stated otherwise, a Skill that only "counts as" higher can't go beyond 15.
What Size means
In the game, we usually measure Size in units of 40 centimeters: each extra 40 centimeters adds 1 Size.
For example: Size 1 is 0 to 40 cm, Size 2 is 41 to 80 cm, Size 3 is 81 to 120 cm, Size 4 is 121 to 160 cm, Size 5 is 161 to 200 cm, and so on.
In other words, if a weapon is around Size 3, we can treat its reachreach触及How far a melee attack can strike. as 1 meter. If the weapon's Size reaches or exceeds 4, its reach can grow by 1 meter, and beyond 6 it can reach further.
Likewise, if a weapon says it extends reach by 2 meters, you can treat it as being around Size 5.
In general, Size treats a creature or item as a cube and measures it by its longest side.
So under the Infinite Horror rules, a grain of rice, a ping-pong ball, and a basketball are all Size 1.
Also, an object's Size changes with its state. A wound spool of sewing thread is only Size 1, but if you unwind it and pull it straight, it may be 5 meters long, so its Size is then 5 / 0.4 = 12.5, that is, Size 13.
Creature Size adjustments
An ordinary adult is Size 5. Only choosing the matching Feat or FlawFlaw缺陷A drawback a character is born with or acquires. raises Size to 6 or lowers it to 4.
Some abilities or effects change a character's Size, and this supernatural change affects their body. A larger Size makes a character stronger and tougher, gives them a longer stride, and makes them easier to hit.
Changing Size has these effects:
-
A character's base movement speed depends on their Size.
-
A character's maximum HealthHealth生命值How much damage a character can take, tracked by grade: H (healthy), B, L, A. Written HP. depends on their Size.
Attribute changes from Size:
-
For every 2 points by which a character's Size is above 5, they gain a 1 DP size bonussize bonus体积加值A bonus from a creature's size. on STRStrength力量Muscle power and explosive force. Abbreviated STR in checks.-related rolls, take a 1 DP size penaltypenalty减值A modifier that subtracts from a pool or value. on melee attack rolls, and the damage capdamage cap伤害上限The most damage one attack can deal. of their melee attacks rises by 1. For meeting equipment's Strength requirement, their Strength counts as 1 higher; for carrying capacity, their Strength counts as 1 higher. They also gain 1 point of Natural ArmorNatural Armor天生防御A defense bonus from tough hide or other natural traits., and take a 1-point penalty to Base Defense and Dodge DefenseDodge Defense闪避防御Defense from getting out of the way. (Dodge Defense first), which can't make Dodge Defense or Base Defense negative.
-
For every 2 points by which a character's Size is below 5, they take a 1 DP size penalty on STR-related rolls, gain a 1 DP size bonus on melee attack rolls, and their melee damage cap drops by 1. For meeting equipment's Strength requirement, their Strength counts as 1 lower; for carrying capacity, their Strength counts as 1 lower. They also gain 1 Dodge Defense and lose 1 Natural Armor, which can't make Natural Armor negative.
Note that only permanent increases or decreases in Size bring the adjustments above; temporary changes to Size don't.
How Size changes affect items
Items don't change when a character's Size changes.
If a character's Size changes too much, an item may stop working for them.
Weapons and tools: if the character's Size and the weapon's or tool's Size differ by more than 5, each point beyond that gives the character a stacking 2 DP equipment penalty on rolls using it, because it doesn't fit. This stacks with equipment penalties from not meeting the item's prerequisites. If the total penalty exceeds 6, the weapon or tool can't be used, just as if the character were 3 or more below a prerequisite.
Armor and shields: if the character's Size and the armor's or shield's Size differ by more than 5, each point beyond that gives the character an extra 2 points of Armor PenaltyArmor Penalty盔甲减值[Armor Penalty X]: how much the armor hampers Base Defense and speed., or 2 less Shield DefenseShield Defense盾牌防御Defense provided by a shield., because it doesn't fit. If these penalties exceed 6, the armor or shield can't be used, just as if the character were 3 or more below a prerequisite.
Example 1: a player with Strength 1 "simply can't use" a Size 4 kite shield (the equipment penalty from its Strength requirement reaches 6).
Example 2: a gnome with Strength 3 and Size 3 also "simply can't use" this kite shield made for Size 5 characters (the equipment penalty from its Strength requirement is 4, and the parryparry格挡Blocking an attack with a weapon or shield. A weapon tagged [Parry X] adds X shield bonus when parrying. penalty from the size mismatch is 2).
The ST rules on special cases; for example, a dagger 2 Size larger than normal could be used as a heavy sword (Size 3) with no penalty.
Unless stated otherwise, items in the rules are made for Size 5 units.
Climbing large creatures
When facing a creature at least twice your Size, you can make a climbing roll to cling onto it instead of a grapplegrapple擒抱Seizing and holding an opponent. roll. If you do, you make a STR + AthleticsAthletics运动Walking, running, jumping, throwing weapons, and athletics of every kind. (Climbing) roll, and the target makes a DEXDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks. + Athletics (Balance) roll. If you succeed, you cling on, and can keep acting depending on your margin of successmargin of success胜利数How many successes a roll beat the DC by.; if it is more than 3, you can take a standard actionstandard action标准动作Your main action, such as an attack or using an ability. as normal. If you fail, you are thrown off: roll 1D8 for the direction, and your margin of failuremargin of failure失败数How many successes a roll fell short of the DC by. decides how many meters you are thrown.
On its turnturn回合One character's moment to act within a round., the target can spend a move action, or a swift actionswift action迅捷动作A very quick action, usually once per turn. if it moved during its turn, to throw you off. It makes a DEX + Athletics (Balance) roll opposedopposed roll对抗A roll whose DC is the opponent's successes, like racing someone or shoving them aside. by your STR + Athletics (Climbing). If it succeeds, you lose your grip and are thrown off: roll 1D8 for the direction, and your margin of failure decides how many meters you are thrown.
Squeezing
When Size is forcibly squeezed:
For example, when two people squeeze into a tight space, each counts as 1 Size smaller, and each extra person makes it 1 smaller again.
Or when squeezing through a narrow passage, the character's Size is worked out from the passage's width.
In such cases, if the character's Size drops by 1, they lose 1 Dodge Defense or Base Defense. If it drops by 2, they lose all their Base Defense and Dodge Defense.
Without a special ability, a character can't force their Size down by 3 or more.
Rolling several times for one roll and keeping the highest or lowest
Some abilities let a player roll several times for a single roll and keep the highest or lowest result.
In such cases, add and subtract the number of times as normal.
Example 1: keep the highest of 3, plus keep the highest of 2. Subtract the 1 base roll from each: 2 extra plus 1 extra is 3 extra, so you end up rolling 4 times and keeping the highest.
Example 2: keep the highest of 2, plus keep the lowest of 2. Subtract the 1 base roll from each: 1 extra minus 1 extra is 0 extra, so you end up rolling once.
Contracts that establish identity
Contract abilities that establish an identity between people (such as master and servant) are limited to one per character unless stated otherwise; a later one overrides an earlier one.
For example, two people who have signed a Gandalfr contract can't sign a Servant contract with anyone else (see the Heroic Spirit AugmentationAugmentation改造A resource that modifies the body through technology, magic, or anomalous means.), whether as Master or as Servant.
But there may be exceptions. For example, someone already confirmed as a Servant in a Servant contract can still be confirmed as a Master in another Servant contract to gain a Servant of their own; this is set by the Servant contract itself. Even so, they still can't sign a Gandalfr contract with anyone else.
Upgrading resources
A note on later upgrades along a resource's branches: unless it uses words like "extra", "further", or "on top of", the same effect replaces rather than stacks.
Also, if a resource lets you "choose one D-Rank Skill or spell to gain", then unless stated otherwise, you can also choose one at DD-Rank.
How much NPCs like you
When playing a sessionplaying a session跑团Playing a tabletop RPG session., how do you put numbers on how much an NPC likes the players? What do they do at each attitude? Here are the attitudes put into numbers.
| Attitude | Meaning | Possible actions |
|---|---|---|
| Hostile | Trading their life for yours would be a bargain | Attacks you, gets in your way, accuses you |
| Unfriendly | Makes things go wrong for you as far as they can while staying safe | Misleads you in conversation, gossips behind your back, suspects you first when something odd happens, insults you, runs away from you |
| Wary | Somewhat suspicious of you | Keeps quiet about important matters in conversation (but doesn't lie), deliberately avoids you |
| Indifferent | Doesn't care about you | Ordinary social activity |
| Friendly | Likes you a little | Happy to share their information and views with you, gives you a little help |
| Helpful | Helps you as much as they can without harming their own interests | Friendly conversation, talks you out of risky or nasty behavior, helps you within limits, backs you when needed, gives you medicalMedicine医学Knowledge of the body, from first aid to surgery. care out of combat, includes you in group buffs |
| Devoted | Willing to give their life to help you | Protects you in combat, supports what you do (however crazy or nasty it sounds), gives you medical care in combat, spends time in combat giving you single-target buffs |
| Obedient * | Only beasts can have this attitude; it means fully tamed | Acts cute with you, plays with you, shows you its weak spots and scales, lets you ride it |
Follow-up rolls
For when you use an ability and can then roll again and again using that ability's result or a similar roll.
Abilities that affect the roll only affect the values of the first roll; no bonusbonus加值A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest. is counted again on the later rolls.
Attacking each target in an area separately
When you use such an ability, you can still only attack targets you have located.
If the attack is still a single-target attack in EssenceEssence本质The fundamental nature of a resource or effect: Natural, Technological, Magical, or Anomalous., you still can't affect swarm creatures.
Time-reversal abilities
Time-reversal abilities can't restore the following:
-
Consumables that have been used.
-
Uses of abilities or items with limited uses.
-
Exchangesexchange兑换Buying resources from the Overseer with Reward Points and Ranks..
-
XP that has been spent.
Independent beings that belong to a player
Unless stated otherwise, summons, clones, artificial intelligences, and AIs that have their own separate body (such as a Haro) get a swift action, a move action, and a standard action each round, like a normal character. If it has no InitiativeInitiative先攻The value that sets turn order in combat. or special note, it acts along with its master's round, and the master chooses whether it acts before or after them.
Summons summoned by a summon also belong to the original summoner, so all limits, numbers, Energy PoolsEnergy Pool能量池Energy that powers abilities, such as mana, inner force, or chakra., and similar things that arise from them are worked out from the original summoner. Energy, uses, and anything else a summon spends all count against its master's Energy Pools and uses.
Your own summons never count as enemies, even if a summon attacks you.
In general, when a summon dies or disappears, it leaves no corpse, and everything it brought (items, buffs, and so on) disappears with it, unless stated otherwise. At the same time, you can't use anything on a summon as a prerequisite or material for your abilities.
You can't meet any condition through your interactions with a summon or the state it is in, such as true love or an ally dying, unless stated otherwise.
As a special case, since a clone is a clone of you, it can't be the target of copying, duplication, or imitation, and can't join any faction, organization, system, and so on.
Whatever the clone's current situation, reading or scanning its values (Attributes, Skills, and so on) with an ability gives you its master's original values.
When a clone dies, disappears, or is dispelled, it doesn't trigger any ability that triggers on death, even a passive one.
A clone inherits every state active on its original, including but not limited to buffs and conditionscondition不良状态A harmful effect on a character. Point-based conditions are mild or severe depending on the key resisting Attributes., along with their durations, but the inherited durations are counted separately.
Unless stated otherwise, clones don't need to use WillpowerWillpower意志力A character's mental reserve, spent to boost rolls or fuel abilities.'s basic use.
Unless stated otherwise, clones can't use active abilities.
Unless stated otherwise, a clone has the same creature type as its original.
Unless stated otherwise, threatening actions taken by independent beings that belong to you are still taken by you. For example, if you have an ability where A can't attack you as long as you don't attack A, and you order an independent creature that belongs to you to attack A, that action is taken by you and the creature together, and A can then attack you as normal.
Unless stated otherwise, a clone can't inherit your Gene LockGene Lock基因锁A seal on human potential. Opening it grants enormous power in moments of crisis., Light of the Soul, or anything else related to Gene Locks, including Gene Lock proficiency and rolls to open them.
Substitute rolls
In some cases, when a character makes a roll, part of the dice pool is replaced with something else.
For example: a BladeBlade白刃The Skill for fighting with swords and other melee weapons. attack roll is STR + Blade + weapon damage. When the character gains "you can use DEX instead of STR for Blade attack rolls", their Blade attack roll becomes DEX + Blade + weapon damage.
Unless stated otherwise, the substitute can't replace the original's derived attributes or derived values, and can't be substituted a second time.
For example: using DEX instead of STR for a roll doesn't let you use Dexterity to work out the damage cap.
For example: if PREPresence风度Bearing and force of personality; drawing others' attention. Supernaturally, how far one transcends the Natural Essence. Abbreviated PRE in checks. substitutes for an attack roll, you can't use Presence in place of Intelligence for the attack roll in spellcasting.
Lasting 1 round
As a special note, because of timing and certain special cases, any ability that lasts 1 round and has already passed this round's resolution point when it starts doesn't end at the start of the next round; instead, it ends right after its effect triggers once.
For example: during your round, you gain fast healing 3, lasting 1 round. Since your round's resolution point has passed, it doesn't take effect. Then, as a 1-round effect, it would end before the start of your next round, but since it hasn't triggered yet, its duration is pushed back until after its effect triggers once.
Extra health tracks
Resources include things like "use your maximum Willpower as second Health", "use your mana as second Health", and a number of similar abilities. When such a trait activates, a new maximum Health is created based on your current maximum Willpower or maximum mana (or other matching Energy Pool), as second Health. From then on, spending Willpower or mana (or the other matching energy) doesn't affect your second Health.
Amplifyingamplify增幅Spending extra energy to boost an ability.
Some abilities in the resources let players amplify them.
Amplifying covers amplification cost, amplification effect, and amplification cap, which are usually described in the matching amplification effect.
Some abilities improve amplification, for example:
If the ability can be amplified, it is already amplified X points (times): in this case, it counts as already amplified. If it hasn't reached the cap, you can keep amplifying, but the cap doesn't change, and further amplification continues from the already-amplified state. (For example, the 1st amplification costs 1 mana and the 2nd costs 2 mana. If it is already amplified once, amplifying further costs 2 mana.)
If the ability can be amplified, amplification costs X points less: in this case, you amplify as normal, but you don't pay X points of the extra energy cost.
If the ability can be amplified, the amplification cap rises by X points (times): in this case, your amplification rises by X points, or possibly X times.
Some abilities cost more than 1 energy per amplification. For example: a character has an ability that counts as already amplified 3 points, and each amplification costs 2 mana. The character's first amplification costs nothing, and the second costs 1.
Copying abilities
Some resources may have abilities that copy other people's abilities. Unless stated otherwise, when you use an ability you copied, you must also meet its conditions for use (that is, you must have the same kind of energy that powers that TechniqueTechnique招式A specific move within an Art. or Skill, and meet the Skill's prerequisites). For example, without the Nanaya bloodline, you can't copy the Nanaya body arts; if you aren't a vampire, you can't copy vampire powers; without C-Rank Sword Cultivation, you can't copy the sword move "One Step Ends the Mortal World". For spells, you must see the other side's whole casting process from start to finish and have a spellcaster role of the same level and matching type. Whether or not the other side heightened or developed the spell, you only get its original version. You also can't copy abilities with limited uses.
Also, a copied ability can't serve as a prerequisite for other abilities, and you can't gain any benefit from other abilities because of it.
Damage riders
Some abilities add an effect based on the damage dealt. In such cases, only count the damage originally dealt; extra damage, or damage from other abilities, doesn't count.
For example: you have "If you damage a target, deal burn pointsburn points燃烧点数Points that build up the burning condition. to it equal to the damage." You deal 3 damage to a target, plus 2 extra damage, so the target takes 3 burn points.
Techniques
A Technique is any ability you bought that must be activated, including but not limited to cultivation methodscultivation method心法The core method for cultivating inner energy., footwork artsfootwork art身法An Art that improves movement and dodging., things attached to an attack action, and Skills activated with a standard action.
In general, activating a Technique defines how that attack is made. For Techniques with a duration (such as cultivation methods and footwork arts), the Technique sets out the specific bonuses.
Any time a resource says to make a basic attackbasic attack普通攻击An ordinary attack with no Technique or ability., it is an attack that can't use a Technique.
Special: passives aren't Techniques.
Prerequisites
When a character gains an ability that has a prerequisite,
once they lose that prerequisite, they lose all traits, abilities, and so on that the ability brings (including but not limited to creature type, Skills, Attributes, Energy Pools, altered appearance, and so on), until they meet the prerequisite again. But any slot it takes up stays taken.
When judging prerequisites for buying and using resources, temporary Attributes don't count for any prerequisite, except for items, which are a special case where temporary Attributes do count.
Example: someone with a base Dexterity of 1, holding a weapon that adds 2 Dexterity, can't upgrade an Augmentation with a Dexterity 3 prerequisite, but can use an item with a Dexterity 3 prerequisite.
Temporary conditions imposed 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. don't count as losing a prerequisite.
Example: an exchange requires Chinese nationality. After being dropped into a story world, the player is given American nationality. Although the player has lost their Chinese nationality, the exchange doesn't stop working; the exchange's prerequisite is suspended for the time being.
The ST can rule as appropriate on special prerequisites of special resources.
Example: a Space Marine requires male sex characteristics as a prerequisite. If the player takes a groin kick, or loses those characteristics in a horror film, the ST can rule based on the campaign's mood and the situation at hand.
Self-harming abilities
Some resources have abilities like "deals XX unavoidableunavoidable不可避免An effect that cannot be reduced or saved against. damage to yourself" or "deals XX unavoidable XX condition points to yourself". We call these self-harming abilities.
Such abilities give a bonus or effect by hurting yourself or putting certain states on yourself. Unless stated otherwise, this damage that can't be reduced or avoided, similar penalties (such as a gravity bracelet), and the various states (conditions, elation) can't be blocked or canceled by any means of your own.
That includes ignoring the first few points, reduction, and so on: even if you have very powerful immunitiesimmunity免疫Complete protection from a kind of effect, but only from sources of equal or lower Rank., you must take the penalty or damage as the Skill describes. If a Skill's activation condition is taking damage, and that damage would kill you, the condition counts as not met and it can't be activated.
About conflicts
For example: a weapon has both the "Tachi" and "Spear" categories. The character has learned "City-Burning Spear Arts" and "Shinmei-ryu".
City-Burning Spear Arts: you gain the [Spear] SpecialtySpecialty专业A focus within a Skill that gives a specialty bonus on related rolls. in Blade. To use City-Burning Spear Arts, you must use a [PolearmPolearm长柄武器Doubles the weapon's reach.] of the spear, lance, or similar Specialty category that deals piercing damage, and you must use Strength as the roll's key Attribute.
Shinmei-ryu: when using a weapon matching the Tachi Specialty, whatever its Size, you must use DEX instead of STR for Blade rolls, unless the weapon itself forbids it.
These two abilities conflict. In this case, you can't make the Blade roll.
Other similar cases are also handled by not being able to take the matching action.
Teleportation
Teleportation is usually a space ability.
Unless stated otherwise, teleporting lets you escape a grapple and physical restraints or binding abilities directly.
If the teleport ability needs a somatic component, check whether you can make the gestures while restrained; if not, you can't activate it.
The destination of a teleport usually must be open ground not occupied by anything else. If it isn't, the teleport fails or you appear in an adjacent square; the exact position must be the nearest to the original destination, and if there are several, pick one at random.
Unless stated otherwise, teleporting needs line of effectline of effect效果线An unblocked path for an effect to reach its target. and line of sightline of sight视野线A clear view of the target. as normal.
Gaining extra successes equal to some value's extra successes
In this case, you gain all of that value's current extra successes.
For example: if your STR rolls gain extra successes equal to your Will roll's, then when you make a STR roll, count all your current Will roll extra successes and gain that many.
Lifespan
A natural human's lifespan is usually 70 + D20 years. Counting the character's upgrades, each D of 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. adds 5 years to their natural lifespan, and each ability that changes their creature Essence adds 10 years (such as becoming a creature of darkness).
Counting the same Skill more than once
- Bonuses from the same Skill: use the highest.\
- The same trait or Skill is only counted once in a chain of resolutions. Even if a state change along the way would let it slot in again, it isn't counted again, and once the chain is done, the Skills or traits that took part in it can't start a new chain because of the state change. Example: trait A lets a player add their Legendary Intelligence to PerceptionPerception感知Noticing your surroundings, spotting changes, and picking out details quickly; also insight and intuition. Abbreviated PER in checks. as a perfect bonusperfect bonus完美加值A special bonus that stacks with any other bonus., and trait B lets them add their Legendary Perception to Intelligence as a perfect bonus. Skill A gives a perfect bonus to Intelligence and raises the player's Legendary Intelligence. Resolve Skill A, then trait A; if trait A raises Legendary Perception, resolve trait B; if trait B would let trait A resolve again, it doesn't count.
As a special case, players can decide the order their traits trigger in, but the Skill that triggers the traits must come at the start of the chain.