Glossary
Revision as of 01:55, 3 March 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)
- Damage Target
- One of the places that a character can be injured
- Composition
- A character's combination of Damage Targets
- Melee Range
- How far a character can reach during combat
- Ranged Attack
- An attack made with a thrown or fired projectile
- Critical Hit
- An attack that receives a Critical Success on its hit check and results in particularly good outcomes
- Damage
- A number representing how injured a character's damage target is
- Blocking
- Interposing a weapon, limb, or shield into the path of an incoming attack to reduce the amount of Damage taken
- Dodging
- Moving out of the way to prevent damage from an attack
- Armor
- Protective equipment that reduces any damage taken
- Critical Defense
- A Dodge or Block attempt that receives a Critical Success and results in particularly good outcomes
- Damage Thresholds
- The point at which injuries begin to negatively affect a character's performance
- Wounded
- The condition suffered when a character takes Damage equal to or greater than their Vitality to a Damage Target
- Disabled
- The condition suffered when a character takes Damage equal to twice or greater their Vitality to a Damage Target
- First Aid
- The ability to reduce the negative effects of an injury
- Attack Rate
- The number of actions used to perform a single attack
- Magic
- Supernatural powers and abilities that can cause Damage and Narrative Effects
- Prone
- A stance that grants characters a bonus to ranged attack and defense while applying a penalty to melee attack and defense
- Technique
- One of the advanced actions that can be taken by a character during combat
- Pin
- A Technique that prevents a target from using their actions for Moving
- Disarm
- A Technique that removes an equipped weapon from a target's hand
- Knockdown
- A Technique that causes a target to be knocked prone
- Fighting in Formation
- A Technique that allows multiple allied combatants to work together and temporarily gain a Horde bonus based on the number of members in the formation
- Precise Strike
- A Technique that allows an attacker to find vulnerabilities in a target's armor
- Stealth
- A Technique that allows an attacker to hide from their target and deny them the opportunity to defend
- Dual Wielding
- A Technique that allows a character to simultaneously attack with a weapon in both hands
- Social Conflict
- Combat using words that targets the Spirit Damage Target
- Barter
- A Social Technique used to change the agreed upon Value Level of an item on sale.
- Provoke
- A Social Technique that allows a character to draw the aggression of a target
- Intimidate
- A Social Technique that allows a character to scare a target into taking an action
- Deceive
- A Social Technique that allows a character to force a target to believe a piece of false information
- Calm
- A Social Technique that allows a character to remove the hostile intentions of a target