Compendium

A (definitely up-to-date) overview of NoMaNoGe specific terms.

General

  • Conductor: The player in charge of driving the collective story forward.

  • Universe: A collection of rules and content tailored to your game's style and setting.

  • In-Universe: Something that happens within the context of the story, as opposed to the context of real-life.

Playing

  • Skills: A player can propose rolling a Skill if they want to use their character's capabilities to interface with objects or people, or complete a certain task.

  • Power: A Power is a collection of strong abilities with its own ruleset that requires expending resources to use. 

  • Trait: Traits are special rules that add more gameplay variety to how you play your character.

  • Focus: A resource to spend on Powers and effects from Traits or Gear. A lot of Focus means you have a variety of ways to strategically influence the rules of the game.

  • Base Focus: The number of focus you reset to while taking a Breather.

  • Endurance: When this reaches 0 you will be out of commission until you gain some of it back.

  • Endurance Limit: You can not have a higher Endurance than your limit unless it is specifically stated in an effect.

  • Breather: A stretch of time your character rests to regain resources.

  • Competence Dice: You roll your Competence Dice when you execute a Skill Challenge for a Skill you are competent in.

  • Power Dice: You roll Power Dice whenever you use a Powered Ability.

  • Allround Dice: Allround Dice are rolled when you activate Gear, Powered Abilities as well as roll for Skills even if you’re not competent in said Skill.

Die Effects

  • Success: Counts as 1 Success to a Skill Challenge.

  • Half: Half (Keyword) takes 2 Halves to get the effect of (Keyword).

  • Bump: Spend 1 Focus to bump this die up one number.

  • Critical: Additional strong beneficial effect described in Keywords.

Advanced

  • Scramble: A Scramble is a dangerous situation where the players act out their characters' actions in turns.

  • Major Action: You get 1 each round and can spend it on using a Skill, Major Power, Major Gear, Disengage or gain 2 additional Minor Actions.

  • Minor Action: You get 1 each round and can spend it to Move, Minor Power, Minor Gear or communicate in-Universe.

  • Locked In Close-quarters: When moving into Close-quarters with a hostile character, you cannot move until one of you reaches 0 Endurance of Disengages.

Fatality

  • Brink of Death: You lose control of your character. When they lose Endurance, you must roll on a special table to see what happens.