<span class="bbc_u"><span class="bbc_size" style="font-size: 14pt;"><strong>Abridged Glossary of Game Terms:</strong></span></span><br/><br/><br/><strong>Action:</strong>A die roll used to acheive an<em>effect</em>; a<em>reaction</em>always opposes an action.<br/><br/><strong>Asset:</strong>An<em>effect die</em>that has been used to help further actions.  Assets can be added to a dice pool, like powers.  Assets belong to a single character, and last as long as they narratively make sense.  If an asset lasts longer than a scene, 1PP per scene must be spent to maintain it.<br/><br/><strong>Complication:</strong>The evil twin of assets; An<em>effect die</em>that has been used to impair an enemy.  Complications can be added to any dice pool to oppose the character who carries them.  Complications belong to a single character, and last as long as they narratively make sense.  If an asset lasts longer than a scene, 1PP per scene must be spent to maintain it.<br/><br/><strong>Distinction:</strong>A trait that represents characters or environments in a qualitative manner.  Distinctions can either help, adding a d8, or hinder, adding a d4 to a die pool.  Only two distinctions may be added to a die pool, and they must be a character distinction and a scene distinction.  If two distinctions are used, one must add a d8, and the other must add a d4.  More than two distinctions can NEVER be used in a dice pool.<br/><br/><strong>Doom Pool:</strong>The dice the GM uses as a default to oppose player actions, if no NPC is available, able, or interested in opposing the action.  The doom pool grows by activating player<em>opportunities</em>, and when the GM applies a distinction as a d4.<br/><br/><strong>Effect Die:</strong>A die from your dice pool that isn't an<em>opportunity</em>, and which you don't use to determine your roll result.  An effect die can be used to create an<em>Asset</em>,<em>Complication</em>, or<em>Stress</em>of equal size, or eliminate a complication die, power die, resource die, stress die, or asset die of equal size.  An effect die of d8 or greater can be used to create or remove a scene distinction as well.  If you have no dice in your die pool that can be used for effect dice, you may still apply a d4 effect die.<br/><br/><strong>Extraordinary Success:</strong>If your action total is 5 or more higher than your opponent's action total, step up your effect die.  For every 5 points that your total is higher than your opponents', your die steps up an additional time.  If your effect die steps up above d12, if you're inflicting stress, automatically stress out your opponent.  For any other effect, keep an extra effect die.  (If you've acheived a stress out effect and still have extra exceptional success, keep another effect die.)<br/><br/><strong>Opportunity:</strong>A die that rolls a 1.  The Watcher can give PP to the players for doom dice from opportunities, while players can use Watcher opportunities to step up their stunts or create resources.<br/><br/><strong>Push:</strong>A<em>stunt</em>that isn't described beyond "I try harder!"  A push costs 1PP, and adds 1d6 to your die pool.  If you activate an opportunity, the Push adds 1d8 to your die pool instead.<br/><br/><strong>Reaction:</strong>A die pool opposing an<em>Action</em>.  If the reaction dice pool is higher, the opposing action fails, and you may spend 1PP to apply an<em>effect die</em>from your reaction roll.  Watcher characters spend 1d6 doom instead.  If the effect die of your reaction roll is higher, step down the effect die of your attacker.<br/><br/><strong>Resource:</strong>A presistent advantage like a piece of equipment, weapon, vehicle, or ally.  A resource is created from a specialty, and its die size is equal to that of the specialty -1 die step.  Resources cost 1PP, and can be created during transition scenes, or by activating a GM opportunity.<br/><br/><strong>Step Up/Step Down:</strong>Increase or decrease your die by one size.  The sizes are d4, d6, d8, d10, and d12.  If a d4 is stepped down, the effect is cancelled.  If a d12 is stepped up, either follow the special case instructions in that situation (such as stress stepped up above d12 resulting in being stressed out), step up another die in your pool, or keep an additional effect die.<br/><br/><strong>Stress:</strong>Physical, Mental, or Emotional injury and damage.  Stress may be added to your die pool like a complication.  If stress steps up over d12, your character is<em>Stressed Out</em>and takes d6<em>Trauma</em>.  Stress steps down at the end of each scene, and is eliminated at the end of each act.<br/><br/><strong>Stressed Out:</strong>When a character is too injured or emotionally strained to continue to act.  A stressed out character automatically recovers all stress at the end of the scene.  A stressed out character can also be given the ability to act by a successful<em>effect die</em>from an ally.  If the effect die to return you to play is a d12, your stress is also stepped down to d10, rather than remaining at d12.<br/><br/><strong>Stunt:</strong>A stunt is a colorful description of your character using her powers or specialties to get more power out of those traits.  A stunt costs a plot point to activate, and adds a d8 to your die pool.  If you activate an opportunity, your stunt adds a d10 to your die pool.<br/><br/><em>Trauma:</em>Severe injuries that last for a long time.  If trauma steps up above d12, your character is eliminated from play until a plot device returns your character.