Glossary of Terms
There a few commonly used terms and abbreviations used
throughout this book, you may find most of them here. Action - such as casting a spell, swinging a sword, using an item or dodging a blow. AGL - abbreviation for the Agility Skill. Casting a Spell - use a spell that the hero knows. Charges - the number of times a magical item can be used until all the magic in it is used up. Combat Rounds - approximately six seconds of real time, enough time for a hero to perform an Action. Critters - other heroes and beastly monsters who are played by the GM. Critical Failure - an unforseen and troublesome event or accident. Critical Success - an unforseen and fortunate event or accident. D3 - roll one 6 sided dice and divide by 2 rounding up. D6 - roll one 6 sided dice. 2D6 - roll 2 6 sided dice and add them together. D66 - Roll one dice, this the tens, roll another dice this is the units. Eg. I roll a 5 then a 4 giving a result of 54. DEF- Defense This represents how durable or tough a creature or item is. A heroes defense is usually equal to his Endurance Level plus any bonuses from wearing armour or protective devices. Difficulty - a rating of how challenging a task is for a hero . Difficulty Number - the number that a player must roll equal to or higher to succeed. END - abbreviation for the Endurance Skill. GM - Games Master, the one who runs the game, tells the story and applies the rules. Heroes - the ones the players make up. Magic Items - weapons, armour, scrolls, potions and equipment that have been enchanted, or have a magical effect. Movement - how far a hero can move in metres per Combat Round. OFF - Offense The higer this number is the more deadly the weapon, spell or object. When a hero fights in unarmed combat,the Offense is equal to his Might-1. Optional Rules - rules that aren`t neccesary to run the game, but at the GM`s option can be included to add more detail and flair to the game. Players - the people who are playing the heroes in the game. Potions - are containers of magical liquid that have a magical effect upon the user. Race - what species does the hero belong to. Scene - like a scene in a movie, generally when combat is not being fought, and the time can pass quickly or slowly. Scrolls - are magical pieces of parchment with Spells inscribed upon them. |
Skills - abilities, rated in Levels.
Skill Levels - The higher the Level, the greater the skill and chance of success. Skill Ranks - describes how capable the hero is in the associated Skill. Spell - magical energy used by a hero or creature to create a magical effect. Mana - A measure of magical energy within a creature or hero. The higher the better. A Spell uses up Mana when cast. The higher the Level of the Spell the more powerful the Spell is and the more Mana it consumes. MGT - abbreviation for the Might Skill. Damage - when a hero gets injured they take damage and substract if from their Health Points (HP). When the heroes Health Points are reduced to zero they are Taken Out of Action. Initiative - this determines who gets to act first, usually in order of highest to lowest Agility, during combat. |