Table of Contents
Glossary
Here is the glossary of key terms.
Action
An 'Action' refers to the action you perform on your turn. Most characters are allowed only one action per turn, that they can perform only on their turn.
The usual ways to spend an action are:
- Attack,
- Cast a magic spell,
- Continue a magical effect,
- Dash,
- Defend,
- Perform a skill,
- Use an item,
- Wait.
See also: 'Attack', and 'Attack Action'.
Adjudication
Adjudication is one of the main roles of the gamemaster. It refers to judging the circumstances in the story and deciding their outcomes.
Success & Failure
Generally, when a player character attempts to do something, the gamemaster should assume that they succeed. The reasons for this are:
- That you want to signals to the players that their actions and choices are meaningful and worthwhile - Too much failure can paralyze players.
- Successes tend to move the plot forward more than failures do.
You should consider failures when the following are true:
- A failure would meaningfully affect the story, AND…
- The character is under significant stress (such as being actively opposed, under attack, or exhausted) OR…
- The character is attempting a task that is outside their capabilities.
Inspiration and injury can be used to negotiate outcomes and adjust success or failure.
Attack
An attack is any attempt to damage, destroy, injure, restrain, or impede, a target. Attacks usually initiate a combat scene. Most characters, by default, can only attack one per Attack Action. Some characters have training in combat, and may be able to attack twice per attack action, or even attack as a reaction.
See also: 'Action', 'Attack Action', and 'Reaction'.
Attack Action
An 'Attack Action' is a special use of one's action, in which one attempts to damage, destroy, injure, restrain, or impede a target. Most characters, by default, can only attack once per Attack Action. Some characters have training in combat, and may be able to attack twice per attack action.
Advancement
Sometimes, a character's strength grows. This is known as 'advancement' or 'leveling up'. A character qualifies for an advancement if they spend 101) inspiration points or more in a scene.
Character
A character is any thing in a story whose choices matter to the story. Usually a person. Characters are often distinguished in two kinds: Characters controlled by players - 'Player Characters' (“PC”s) and characters controlled by the Game Master - 'Non-player Characters' (“NPC”s).
Concentration
Concentration represents your character's ability to mentally focus on a task. By default, a character can only concentrate on one task at a time, and concentrating on a second task will cause the first task to fail.
The following are examples of tasks that require concentration:
- Learning a new skill.
- Engaging in sports or combat. In combat, attacking and defending can both be concentrated on at the same time.
- Creating art - including cooking, crafting, or performing at a professional level.
- Solving a puzzle.
- Hunting, tracking, or trying to remain hidden from, a creature.
- Engaging in deep conversation.
- Maintaining one's emotional composure.
- Reading a book.
- Casting a magic spell.
Some abilities might grant a character multiple concentration streams, or remove the concentration requirement for a particular task, allowing that character to simultaneously perform multiple tasks.
Death
Sometimes, a character dies. When this occurs, the usual course is that the player gives up playing that character and creates a new character to play. Rarely, the deceased character may come back to life.
Gamemaster
The Gamemaster takes on the role of main storyteller and referee of a tabletop roleplaying game. It is the gamemaster's duty to entertain the players by preparing interesting content for the players to engage with. It is also the gamemaster's duty to clearly communicate the rules of the game and how the world works in which the story takes place. The gamemaster will decide the consequences of player characters' actions, sometimes using dice to do so.2)
Traditionally, but not always, the Gamemaster will also take on the duties of selecting players, and scheduling and hosting sessions.
GM
See: Gamemaster.
Injury
An injury represents some negative effect that your character suffers. Injuries are usually caused by accident, illness, or violence. If your character is suffering from one or more injuries, the GM may impose disadvantages caused by those injuries. When your character suffers too many injuries, it dies.
Inspiration
Inspiration is a resource that characters can use to influence how the story unfolds. Inspiration may help a character discover something that they need, or evade a disaster. When a character spends 10 or more inspiration points in a scene, they level up. Inspiration can be earned by adding complications to a story.
Level Up
See: Advancement
Magic
Magic is all the phenomena that defy the laws of physics or logic. Magic can:
- Create something from nothing.
- Transmit energy for free.
- Grant a creature unnatural powers.
- Extend or restore a creature's life.
- And many other such uncanny effects.
Magic is often used by gods to perform miracles.
To cast a magic spell, a creature must usually:
- Have learned some form of magic. This is represented by having purchased ranks in a magical ability.
- Concentrate on the spell.
- Use an action to cast the spell.
Movement
Movement defines how far a character can move in a turn. Be default, adult human characters can move 10 meters (30 feet) per turn. Characters of different sizes may have more or less movement. Characters using other means of travel than walking or running may have more or less movement.
Characters are allowed to use an action to increase their movement by an additional 10 meters (30 feet).
If a character is lying prone or supine, they must spend 5 meters (15 feet) of movement to stand.
If a character is attempting to move through rough terrain, they must spend 2 meters (6 feet) of Movement for every 1 meter (3 feet) of rough terrain they wish to cross.
When a character is suffering from the 'Grappled' or 'Restrained' condition, their movement is zero.
Pocket Dimension
A 'pocket dimension' is a tiny parallel universe created by a magic-user, usually the size of a small room. When such a universe is created, it continues existing even if the entrance to it is destroyed. Each pocket universe is unique to its creator, and cannot be accessed by any other means than its creator opening a door to it. Not all magic-users can create pocket dimensions. Each magic-user that can create a pocket dimension can create only one - a successful attempt to create new pocket dimension annihilates the old pocket dimension and whatever is inside it.
Push
This is a shorthand term for a particular set of actions. First: Take a severe injury to gain inspiration. Second: Then immediately spend inspiration to change a failure into a success, or increasing a success by +1 rank.
Ranks
Certain abilities are particularly powerful, and require expensive investment by a character to earn. Such abilities are called 'ranked abilities' and increasing their power is referred to as 'purchasing ranks'. Most abilities with ranks start at rank 1, representing the skill of a beginning apprentice, and go up to Rank 5, representing power on the level of a deity.
See also: 'Advancement'.
Reaction
A 'Reaction' is a special type of action that can your character can perform at any time, even during someone else's turn. It represents a particularly quick action. By default, characters can only use a reaction once per round.
See also: 'Action'.
Referee
See: 'Gamemaster'.
Session
A session is the part of the story that is played with few, minor breaks. For example, if a story was played over the course of a month, with players meeting every Saturday, each Saturday meeting is called a 'session.'