Glossary

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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