Glossary

Terms used which may be unfamiliar to players, gathered in one convenient list.

1dW: shorthand for 3d10.

A: (Acumen) One of the ten ability scores, represents awareness and instinct. When presented as simply ‘A’, this often refers to the creature’s Acumen modifier. See ability scores p. ???.

Ability Score: One of 10 numerical representations of a creature’s raw potential.

Advantage: When you roll with advantage, you roll 1dW two times and use the higher value.

Alignment: Generalized moral disposition, regarding Law vs. Chaos and Good vs.  Evil

Armor Class: (AC) How difficult it is to hit a creature, including both the creature’s ability to dodge and any armor they have.

Bad Resistance: A resistance with a base bonus equal to ¼ lvl +½.

C: (Charm) One of the ten ability scores, represents charisma and social skills.When presented as simply ‘C’, this often refers to the creature’s Charm modifier. See ability scores p. ???.

Chaotic: One axis on the alignment spectrum. See Alignment p. ???.

Charming: A type of effect, usually a means of swaying the mindset of a creature.

Check: A check is when 1dW is rolled against a specific DC set by the GM, to determine success or failure on some specific task.

Class: the progression a character follows to gain power and advance their training, such as Wizard or Soldier.

Cold: Damage Type. An elemental damage related to low temperature. Not subject to DR, cannot be non-lethal, can be either magical or non-magical.

Combat Bonus: (CB) The number which describes how good a creature is at hitting things, this is determined by creature or class HD. This also determines how many attacks a creature may make in a round.

Compulsion: (Cmpn) A type of effect which compels behavior.

Corrosive: Damage Type. An elemental damage related to acids and bases. Not subject to DR, cannot be non-lethal, can be either magical or non-magical.

Curse: (Crs) A type of effect. Curse effects may be ended with the *Remove Curse* spell.

Creature: An in-game entity with the ability to act as an individual. This can be a person, animal, zombie, robot, or any such entity.

Creature Levels: The means by which non-playable species gain power and abilities.

Damage Deflection: (DD) A number where if physical damage done by an attack does not exceed it, the attack does no damage. If the damage deals more than this value, it deals full damage.

Damage Reduction: (DR) An amount by which damage is reduced before being subtracted from a creature’s HP or Health. Some DR may be bypassed by weapons meeting certain conditions, this is listed after the /. DR/- is not bypassed by any sort of weapon.

DC: Difficulty Class. This is the number which must be met or exceeded by a dice roll to succeed at a given task.

Death: A type of effect. Death effects usually inflict grievous harm or death.

Disadvantage: When you roll with disadvantage you roll 1dW two times and use the lower value.

E: (Ego) One of the ten ability scores, represents force of personality and character. When presented as simply ‘E’, this often refers to the creature’s Ego modifier. See ability scores p. ???.

Electric: Damage Type. An elemental damage related to electricity. Not subject to DR, cannot be non-lethal, can be either magical or non-magical.

Encounter: A dangerous or challenging situation encountered by the PCs

Evil: One axis on the alignment spectrum. See Alignment p. ???.

F: (Finesse) One of the ten ability scores, represents manual dexterity and precision. When presented as simply ‘F’, this often refers to the creature’s Finesse modifier. See ability scores p. ???.

Fear: A kind of effect. Some classes and species are more tolerant against fear.

Feat: An ability gained through HD or classes. See Feats p ???/

Fire: Damage Type. An elemental damage related to heat. Not subject to DR, cannot be non-lethal, can be either magical or non-magical.

G: (Grace) One of the ten ability scores, represents agility and speed. When presented as simply ‘G’, this often refers to the creature’s Grace modifier. See ability scores p. ???.

GM: The Game Master, who runs the campaign.

Good: One axis on the alignment spectrum. See Alignment p. ???.

Good Resistance: A resistance with a base bonus equal to ½ lvl +1.

Heal: A type of effect. Heal effects restore Health, HP, or ability drain.

Health: A creature’s physical ability to sustain damage. When a creature has no HP remaining, damage instead goes to their Health. See HP and Health p. ???.

Hit Die: (HD) The number of die a creature uses to determine the current HP, CB, resistances and other factors. These HD can be gained from taking levels in classes, or through creature advancement.

HP: The limit of a creature’s combat endurance. When a creature takes damage, they subtract that amount from their HP. See HP and Health p. ???.

Humanoid: A creature with a similar body plan to a human with no creature levels. This includes but is not necessarily limited to all species with defined playable stats.

I: (Intellect) One of the ten ability scores, represents analytic and critical thinking ability. When presented as simply ‘I’, this often refers to the creature’s Intellect modifier. See ability scores p. ???.

Illusion: (Ill) A type of effect. Illusions appear real, but may be seen through with spell such as *True Seeing*.

Immune: (Immunity) A creature which is immune to an effect, condition, or damage type is unaffected by the effect, cannot gain the condition, and loses no HP or Health to the damage type.

Initiative: A roll used to determine the order in which creatures may act in combat. This roll is made with 1dW + G + F.

Intelligent: Having Intellect above 0. These creatures are able to understand complex language (such as a full sentence), though may not know any or be able to speak. These creatures are also described as sentient.

Language: (Lang) A type of effect. Language effects only work if the creature being targeted speaks the relevant language.

Lawful: One axis on the alignment spectrum. See Alignment p. ???.

Level: The total number of class levels possessed by a creature

Magic Bonus: (MB) The number used to determine a caster’s DCs, and also determine how many spells they may cast in a round.

Magic Exploit Bonus: (MEB) The bonus a caster receives to make tactical exploits with spells. Equal to their bonus to Spell Focus + the ability score they use to determine their spell’s DC.

Mind Affecting: (M-A) A type of effect. These effects only work on creatures with minds.

Modifier: (Mod) The number determined based on an ability score and added to various rolls. Equal to the ability score minus 10 divided by 2 rounded down

Mitigation: A creature takes half the normal damage from a given type.

PC: (Player Character) The characters run by players, living in the world run by the GM.

Player: Person playing this game who is not the GM.

Power: (P) One of the ten ability scores. Represents physical strength and might.

R: (Resolve) One of the ten ability scores, represents mental fortitude. When presented as simply ‘R’, this often refers to the creature’s Resolve modifier. See ability scores p. ???.

Ranks: see *Skill Ranks*

Resistance: (Resist) A roll made by a creature in order to reduce the impact or avoid an effect, can be based on any ability score, and abbreviated as PR, FR, GR, VR, SR, IR,AR, RR, ER, and CR.

RPG: Role Playing Game. a game where you pretend to be someone else, like this!

S: (Stature) One of the ten ability scores, represents physical size and weight. When presented as simply ‘S’, this often refers to the creature’s Stature modifier. See ability scores p. ???.

Sonic: Damage Type. An elemental damage related to sound. Not subject to DR, cannot be non-lethal, can be either magical or non-magical.

Skill Points: The number of points a creature can invest in their skills at each level, usually given as a value plus their Intellect modifier.

Skill Ranks: The number of Skill Points a creature has invested in a particular skill, with a maximum of 2 +½ HD.

Special Ability: A special ability is a non-magical ability which creatures or characters possess which enables them to do extraordinary things. This is not a magical effect, and still works in areas where magic does not. A gecko’s ability to walk on walls is a special ability.

Species: Playable creature type, such as human, elf, or dwarf.

Spell Level: The spell’s assigned rank based on its strength

Spell-Like-Ability: A spell-like-ability is an ability which replicates the effects of a spell without being a spell. They do not have components, cannot be cast using a creature’s MB, and do not provoke opportunity attacks.

Stature Minimum: (SM) The minimum Stature needed to wield a weapon in one hand without penalties.

Supernatural Ability: A supernatural ability is a magical ability possessed by a creature that does not replicate a spell effect. A dragon’s breath weapon is a supernatural ability. These abilities are magical, and may be countered by effects which counter magic.

Tactical Exploit Bonus: (TEB) The number added to tactical exploit rolls, composed of CB + P + S.

Tactical Exploit Defense: (TED) The equivalent to armor class for determining the success of tactical exploits. Composed of TEB + 16. When targeted by a trip, disarm, steal, or foul play exploit, a creature may choose to use their Grace modifier in place of their Power modifier to determine their TED. This cannot be done if the creature is flat-footed or otherwise prevented from adding Grace to their AC.

Tolerance: This works as DR for a specified kind of non-physical damage.

Unintelligent: Having Intellect below 1. These creatures act on base instinct and are immune to psychic damage and language effects.

V: (Vitality) One of the ten ability scores, represents physical toughness. When presented as simply ‘V’, this often refers to the creature’s Vitality modifier. See ability scores p. ???.

Vulnerability: (Vulnerable) A creature which is vulnerable towards a damage type takes twice as much damage from that type.

1dW: 3d10, used for many rolls, including attacks, resistances, skill checks, and more.