- 1 Action:
- 2 active defense value
- 3 Armor Value:
- 4 Body Points:
- 5 Character Point:
- 6 combat difficulty:
- 7 complementary skill:
- 8 creation points:
- 9 Critical Failure
- 10 Critical Success
- 11 D (as in “1D”)
- 12 damage resistance total
- 13 damage total
- 14 defaulting to an attribute
- 15 die code, score
- 16 difficulty
- 17 Fate Point
- 18 free action
- 19 modifier
- 20 multi-action penalty (MAP)
- 21 opposed difficulty, opposed roll
- 22 passive defense value
- 23 pip
- 24 range (in combat)
- 25 result points
- 26 result points bonus
- 27 round
- 28 scale
- 29 standard difficulty:
- 30 Strength Damage
- 31 Toughness
- 32 unskilled modifier, untrained modifier:
- 33 Wild Die:
- 34 Wounds:
Action:[edit | edit source]
A task that the character undertakes or something that the character does, like give a speech or climb a wall.
active defense value[edit | edit source]
A number the character gets when concentrating on getting out of the way of an attack.
Armor Value:[edit | edit source]
A die code representing the amount of protection a defensive covering provides. It can help determine the damage resistance total. This term is sometimes abbreviated AV.
Body Points:[edit | edit source]
One of two ways of indicating the amount of injury a character can sustain, listed as a number. The damage total is subtracted from the character’s current Body Point total. May be used alone or with Wounds.
Character Point:[edit | edit source]
A bonus representing a surge of adrenaline or that extra luck the main characters of a story seem to have. Allows the user to roll an additional Wild Die.
combat difficulty:[edit | edit source]
A number representing how challenging it is to attack someone or something. It equals the active defense value or the passive defense value.
complementary skill:[edit | edit source]
A skill whose results could aid in the use of another skill.
creation points:[edit | edit source]
Points used when designing a character to purchase die codes in game characteristics or other features that represent the character’s abilities, experience, and background.
Critical Failure[edit | edit source]
A result, represented by a 1, on the Wild Die that indicates something bad has occurred.
Critical Success[edit | edit source]
A result, represented by a 6, on the Wild Die that indicates something good has happened. Generally, the player adds the 6 to the current total and rolls again, adding and rerolling as long as a 6 comes up.
D (as in “1D”)[edit | edit source]
An abbreviation for “six-sided dice.” The number in front of the “D” is part of the die code, and lets you know how many six-sided dice to roll.
damage resistance total[edit | edit source]
A number that indicates how much injury a character or object can absorb, soak, or deflect.
damage total[edit | edit source]
A number representing how much injury or destruction something has caused.
defaulting to an attribute[edit | edit source]
Using the die code for an attribute when the character doesn’t have a higher die code in the needed skill.
die code, score[edit | edit source]
The number of six-sided dice players roll (1D, 2D, 3D, 4D, 5D, etc.), and sometimes an amount (called pips) of “+1” or “+2” that is added to the total result that came up on the dice. “Die code” and “score” are used interchangeably.
difficulty[edit | edit source]
A number representing how challenging it is to perform an action.
Fate Point[edit | edit source]
A bonus representing that a character is using all of her concentration to try to succeed. Allows the player to, at least, double the number of dice on one roll. Sometimes the gamemaster will provide other benefits.
free action[edit | edit source]
Any action that needs only a few seconds or less to perform or do, such as taking a few steps or glancing quickly around a room.
modifier[edit | edit source]
A number or die code that is added or subtracted from another number or die code to represent a change in the typical situation.
multi-action penalty (MAP)[edit | edit source]
A modifier to a skill or attribute die code that represents the increased challenge of doing more than one action at a time.
opposed difficulty, opposed roll[edit | edit source]
A difficulty that applies when one character resists another character’s action. In this case, both characters roll die codes related to the activity and compare them.
passive defense value[edit | edit source]
A number representing a character’s innate ability to get out of the way of danger. It usually equals 10.
pip[edit | edit source]
An added bonus to the total result that came up on the dice. A “+1” means one is added to the total, while “+2” means two is added.
range (in combat)[edit | edit source]
The distance from the attacker to the target.
result points[edit | edit source]
The difference between the total rolled with an attribute’s or skill’s die code and the difficulty of an action.
result points bonus[edit | edit source]
Usually, one-half (rounded up) of the result points figured for an action. It sometimes may be used to affect other rolls.
round[edit | edit source]
A unit of time equal to five seconds in the game world. Figuring out what happens in a round can take longer.
scale[edit | edit source]
A game mechanic representing that opponents of vastly different sizes can affect each other differently in combat.
standard difficulty:[edit | edit source]
A number, generally selected from a chart, assigned to an action based on how challenging it is.
Strength Damage[edit | edit source]
A die code representing the amount of harm a character can do because of his or her physical prowess.
Toughness[edit | edit source]
A die code representing the amount of damage an object can take, similar to a character’s Physique attribute.
unskilled modifier, untrained modifier:[edit | edit source]
A modifier added to an action’s difficulty that represents the increased difficulty of doing something without the right training or experience. The terms are used interchangeably.
Wild Die:[edit | edit source]
A six-sided die, of a different color or size from other dice used, that represents the randomness of life, with the 1 and the 6 indicating a special result (see Critical Failure and Critical Success).
Wounds:[edit | edit source]
One of two ways of indicating the amount of injury a character can sustain, listed as a level. The level is determined by comparing the difference between the damage total and the damage resistance total to a chart. May be used alone or with Body Points.