Difference between revisions of "Glossary"

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; Moving
 
; Moving
 
: Any sort of resisted or finesse movement skill (usually Dexterity or Strength based)
 
: 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

Revision as of 11:36, 26 February 2017

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