Glossary
Revision as of 09:12, 24 February 2017 by Brendan Cass (talk | contribs)
- Storyteller
- the player responsible for controlling the non-player characters and determining results
- d100/d%
- two ten-sided dice, one acting as the ten's place and one acting as the one's place
- Success Check
- A d% roll made to determine the outcome of an action, the number rolled needs to be less than a target number
- Opposed Success
- A Success Check that must beat an opponent's roll as well as a target number
- Critical Success
- An unmodified roll of 1 on a d%, which results in unusually good outcomes
- Critical Failure
- An unmodified roll of 100 on a d%, which results in unusually bad outcomes
- Power Check
- A d% roll made to determine the magnitude of an action, the number rolled is the power score and can only go as high as a target number
- Narrative Effect
- An outcome that affects the story, but does not have a numerical impact on the game
- Character
- Any of the player or Storyteller controlled entities in the game
- Character Concept
- The idea that drives a Character's creation
- Ability Scores
- A character's defining characteristics and their likelihood of successfully using a skill with no specialized training in it
- Resistances
- A character's ability to resist negative mental or physical effects, given by Vitality plus the higher of either Strength or Dexterity for Physical Resistance, and Personality plus the higher of either Awareness or Intelligence for Mental Resistance
- Resistance Check
- A Power Check made to overcome a negative effect, maximum power is given by the character's Resistance score
- Specialization
- The representation of a character's experience, given by a numerical bonus that is added to an associated Ability Score
- Skill Specialization
- A specialization that adds a bonus whenever a character uses a particular Skill
- Special Ability
- A specialization that allows a character to perform a magic-like ability at will, once per combat encounter
- Trait
- A Special Ability purchased at the time of character creation that grants a permanent, minor Narrative Effect to the character
- Defect
- Permanent penalties to a character's skills or traits that negatively affect them
- Skill Defect
- Applies a penalty to Skill Checks of a particular variety, and give a bonus equal to the penalty whenever a player chooses to invote it in the story
- Defect Traits
- Apply a permanent negative Narrative Effect to a character, and give an offsetting 10 point bonus whenever a player chooses to invoke it in the story
- Archetypes
- Bundles of specializations that have been picked based on a generic type of character concept, a shorthand for building characters
- XP
- Experience points that are gained as a character advances through the story, these are spent on Specializations
- Round
- The time taken for all combat participants to take their turn
- Turn
- The time during a combat round when a player is allowed to take their actions
- Action
- Performing a major or minor activity during a combat turn
- Tactical Time
- The phased approach to keeping order during combat, with Initiative determining turn order
- Initiative
- A Dexterity based Power check that determines the order in which combat participants take their turns, the highest score goes first
- Moving
- Any sort of resisted or finesse movement skill (usually Dexterity or Strength based)