Action: a behavior requiring the time or effort of a good sword swing – just a few seconds.
Attribute: an abstract measurement of a character: physical, mental, or metaphysical.
Attribute score: the numerical measurement of a character’s attribute.
Bonus: an addition to a die roll.
Bonus action: an extra action usable each round, available with an attribute score of 15 or higher, which requires a perk to use.
Catatonic: the condition of a character over max metaphysical damage. Catatonic characters have severe metaphysical limitations.
Character: the persona that a player takes in the story.
Character element: attributes, skills, and perks – the building blocks of a character.
Character sheet: the collection of a character’s concept, elements, and inventory.
Contest: a d20 roll with bonuses that, when compared to an opposing contest, determines if a character finds a favorable outcome in a task or situation.
Contest result: the sum of the d20 roll, attribute bonus, skill points, and difficulty for an action. Sometimes just called the “contest.”
D#: the abbreviation for one die with the max roll of #. D10 means roll a ten-sided die. 3d6 means roll three six-sided dice, and these rolls are usually summed to get one die result.
Damage: any condition or effect that brings a character closer to death. Damage accumulates in damage pools.
Damage pool: the accumulation of one type of damage – either physical, mental, or metaphysical.
Die result: either the number showing on a die roll, or the result from taking half. Also called a “roll.”
Difficulty: how hard a task would be for the average person, with a corresponding bonus number.
Difficulty bonus: points awarded to a roll based on difficulty.
Difficulty contest: an opposing contest consisting of only a d20 and difficulty bonus.
Difficulty penalty: points deducted from a roll based on difficulty.
Disabled: Disabled characters cannot significantly affect the story. There are three types: Mostly Dead, Unconscious, and Catatonic.
Encounter: a situation that requires roleplaying, roll playing, and interaction between PCs and the GM.
GM: Guide of Modos, or Game Master.
Game master: the player with the task of storytelling and facilitating game play.
Hero point: a daily contest bonus of d6. These represent special abilities, and are only available to PCs.
In-game: also “in the game.” Differentiates between the story that the GM describes, and the real world.
Level: a general measure of a character’s progress. At each character level, a PC gains an attribute point, skill point, and a perk.
M: abbreviation for mental attribute.
Max damage: the amount of damage that can accumulate in a damage pool. Exceeding this amount makes a character Disabled.
Mental: the attribute that pertains to thoughts and senses.
Metagame: pertaining to the rules on which the game runs, not the story.
Metaphysical: the attribute that pertains to the spiritual and supernatural.
Mostly dead: the condition of a character over max physical damage. Mostly dead characters have severe physical limitations.
MP: abbreviation for metaphysical attribute.
P: abbreviation for physical attribute.
PC: abbreviation for player-character.
Penalty: a negative bonus, or subtraction from a die result.
Perk: a non-attribute, non-skill character element that grants a discrete benefit.
Physical: the attribute that pertains to a character’s body and environment.
Player: refers to anyone playing the game who is not the GM.
Player-character: refers to both a player and his character. Because the two interact so closely, they are often combined.
Posture: the tactical position of a character in extended conflict. Offensive or defensive posture are also called the front or back row.
Protection: anything that reduces damage. Protection cannot completely avoid damage.
Range: an abstract measurement of distance between things.
Roleplaying: assuming the persona of a character, akin to acting.
Roll: both the act of rolling a die, and the number indicated by the die roll.
Row: refers to a character’s posture, as an aid in determining metagame effects. For example, attacking a character two rows away with a spear reduces damage by 50%. The four main rows are friendly defensive, friendly offensive, enemy offensive, and enemy defensive.
Skill: any inherent ability that a character improves with training or experience.
Skill point: the measure of a character’s progress in a skill.
Unconscious: the condition of a character over max mental damage. Unconscious characters have severe mental limitations.