A (definitely up-to-date) overview of NoMaNoGe specific terms.
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.
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.
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.
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.
Brink of Death: You lose control of your character. When they lose Endurance, you must roll on a special table to see what happens.