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Action Point: (Abbr. "AP") A special point used by characters to achieve particularly difficult tasks. One Action Point allows a player to add +5 to the dice roll. Action Points may be used after the dice have been rolled.
adv: Advantage
advantage: (Abbr. "Adv.") A positive Trait that aids or otherwise benefits a character during game play. Advantages may be Innate or Developed.
adventure: A fictional story or adventure that the players participate in. An Adventure can last one, or even several, Game Sessions.
Amateur: A rating of 2 in a skill. Characters who have a skill level of 2 are "amateurs" where that skill is concerned. Characters receive all Universal Skills at this level at no cost, though they may be increased by spending Character Points (during character creation) or Experience Points.
amm: Ammunition capacity
ammunition capacity: (Abbr. "amm") the number of rounds of ammunition contained in a ranged weapon or in an attached supply, such as a battery or magazine. Simple missile weapons have an Amm. rating of 1 because they can't "hold ammo."
AP: Action point.
aptitude attribute: One of three Attributes within an Attribute Group; the Attribute governing finesse, skill, manipulation or aptitude (e.g., Reflexes in the Body group; Intellect in the Mind Group).
armor value: (Abbr. "AV") A number representing the reduction of damage due to protective covering. The number is subtracted from the damage rolled following a successful attack on the character.
attack roll: A skill roll made to determine whether an attack is successful. The attacking character adds his applicable attribute score + skill score + 3d6. The attack hits if the attacker's total is equal to or exceeds the target's DEF + any modifiers.
attribute group: A category of attributes denoting a particular "aspect" of a character (e.g., the Body and Mind groups in the Core Rules). Each Attribute Group contains three Attributes: a Power Attribute, an Aptitude Attribute and a Resistance Attribute (e.g., Strength, Reflexes and Health in the Body group).
attribute point: A unit of value used by the player to purchase attribute scores for their character.
attribute roll: A check of the appropriate attribute times two (x2) + a die roll vs. a TN.
attribute: An aspect of a character's innate ability, with a rating from 1 to 10 (human range); added to a character's Skill score and a random element to determine success or failure at a task.
AV: Armor Value.
character point: (Abbr. "CP") A unit of value used by the player to purchase traits and skills for their character.
character: A fictional persona portrayed in a game.
Cinematic: The middle of three "power levels" of a game, designed to simulate heroic, cinematic-style adventure games and settings with larger-than-life heroes.
Clueless: A rating of 0 in a skill. Characters who have a skill level of 0 are "clueless" where that skill is concerned. All skills are rated 0 until the Player uses his Character Points or Experience Points to purchase at least 1 level in that skill.
common skill: A skill possessed by all characters in a given genre or setting. All characters receive common skills at a level of +2 at no cost.
Competent: A rating of 4 in a skill. Characters who have a skill level of 4 are "competent" where that skill is concerned. The character possesses a good grasp on the details and theories of his chosen field or is capable of performing the action on his own without supervision. This is the default level for professionals in a given field.
control score: (Abbr. "CS") A number used as a Target Number to determine a character's success or failure at attempting to control or overcome a Disadvantage. Usually applies only to psychological Disadvantages.
core attribute: One of 6 attributes listed in the core rules.
core rules: The basic, "core" rules of the game system; the foundation for all games using the game system. Some core rules may be enhanced by the use of Extensions, or even replaced by Variants.
CP: Character point.
CS: Control score
DEF: Defensive target number
defensive target number: (Abbr. "DEF") The basic Target Number required for opponents to hit a character in combat. A characters' base DEF equals 10 + REF.
derived attribute: An attribute whose score is derived from one or more attributes. Derived Attributes are not always rated 1-to-10 as Attributes are; Derived Attribute scores may exceed 10, or even 100.
developed trait: A Trait (i.e., an Advantage or Disadvantage) that is normally gained or obtained after birth. Developed Traits may be purchased for Characters both during Character creation and during game play.
DF: Distinctive feature
difficulty level: (Abbr. "DL") One of 7 levels of difficulty for tasks: Average, Tricky, Challenging, Difficult, Demanding, Extreme and Legendary. Each Difficulty Level has an associated Target Number.
difficulty modifier: (Abbr. "DM") A variable or condition in the game that makes a task either more or less difficult. Difficulty Modifiers are expressed as a bonus (a reduction of the DL) or penalty (raising the DL). For example, a Difficult task with a +1DL modifier (a penalty) becomes a Demanding task, whereas a Difficult task with a -1DL modifier (a bonus) becomes a Challenging task.
disad.: Disadvantage
disadvantage: (Abbr. "Disad.") A negative Trait that impedes, hampers or otherwise limits the choices of a character during game play. Disadvantages may be Innate or Developed.
DL: Difficulty level
DM: Difficulty modifier.
dmg: Damage.
effect number: The number by which a skill or attribute roll exceeds the Target Number (i.e., Skill Roll - TN = EN).
EN: Effect number
entangled: Entanglement impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled character cannot Run or Sprint, and suffers a -2 penalty to attack rolls and a -4 penalty to its effective Reflexes (REF) score.
exhausted: Tired to the point of significant impairment. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. An exhausted character cannot move faster than his base MOV in meters per turn (i.e., cannot Run or Sprint) and suffers an effective -5 penalty to the character's Strength and Reflexes attributes.
experience point: (Abbrev. "EP") A unit of value awarded to players at the end of an Adventure to improve their character.
Experienced: A rating of 5 in a skill. Characters who have a skill level of 5 are "experienced" where that skill is concerned. The character is well qualified and informed in his chosen field.
Expert: A rating of 7 in a skill. Characters who have a skill level of 7 are "experts" where that skill is concerned. The character has become an authority in his chosen field or skill, having honed his skills to perfection after continuous practice and use. Without regular training and active use, it is nigh impossible for a character to exceed a score of 7 in most skills.
extension: An optional rule or game element that adds to an existing rule or element. For example: new Derived Attributes (adds news attributes), Hit Location rules (adds option to combat).
Extreme: The highest of three "power levels" of games, designed to simulate superheroic, comic book or anime-style adventure games and settings with supernatural heroes.
fatigued: Tired to the point of impairment. A fatigued character can neither Run nor Sprint and suffers an effective effective -5 penalty to the character's Strength and Reflexes attributes.
game master: (Abbr. "GM") The moderator or "referee" of an Adventure or game session, and the player who portrays all of the NPCs in the game. The GM may also be called by a different name, depending on the game setting or genre, such as the "Storyteller" or "Moderator," but he is still the GM for purposes of interpreting and enforcing the rules of play and moderating the game.
game session: A single gathering of players to participate in one or more Adventures. When the players leave, the session is completed. A Game Session can last for 30 minutes or several hours, or longer.
Genius: A rating of 9 in a skill. Characters who have a skill level of 9 are "geniuses" where that skill is concerned. The character has risen to a level where he is using his great mental capacity, physical prowess, and inventive ability to make unique breakthroughs in his field, creating his own original styles and theories and setting new standards. Examples include a Nobel Prize winning scientist).
GM: See Game Master
governing attribute: An Attribute whose score is combined with a Skill level for a specific Skill Roll (Attribute + Skill + 3d6).
health: (Abbr. "HLT") One of the six primary attributes; the resistance attribute in the Body Attribute Group.
HLT: Health
INI: Initiative.
Init: Initiative Modifier.
Initiative modifier: (abbreviated "Init") applied as a temporary modifier to the INI score of the character using the weapon. The Initiative Modifier may be a positive number (e.g., +1), a negative number (e.g., -1), or zero.
Initiative: a derived attribute indicating when a character may act in a turn; INI = (REF + INT)/2.
innate trait: A Trait (i.e., an Advantage or Disadvantage) that is normally possessed or gained at birth. Innate Traits may only be purchased for Characters during Character creation; they cannot be gained during game play without special permission from the GM.
INT: Intellect; one of the six core attributes; the aptitude attribute in the Mind Attribute Group.
intellect: (Abbr. "INT") One of the six core attributes; the aptitude attribute in the Mind Attribute Group.
Legendary: A rating of 10 in a skill. Characters who have a skill level of 10 are of "legendary" ability where that skill is concerned. The character has achieved the most rare and highest level of skill or knowledge possible, becoming a revolutionary figure in his field. He has become so talented that he inspires wonder, and is capable of creating, theorizing or performing any most related action with minimum effort. This is the maximum score any normal human may attain in a skill without supernatural or technological aid.
LIF: Life points
life points: (Abbr. "LIF") A derived attribute representing the amount of damage a character can sustain before being rendered incapacitated (unconscious if from stun damage, dying if from lethal damage).
master quality: Exceptionally well-made, generally adding +1 to attack rolls (if the item is a weapon), adding +1 the AV (if the item is armor), or adding +3 to relevant skill checks (if the item is a tool).
Max: Maximum effective range (e.g., of a weapon or vehicle).
Master: A rating of 8 in a skill. Characters who have a skill level of 8 are "masters" where that skill is concerned. The character has excelled in his field, surpassing others of lesser dedication to become superior in quality, skill or achievement. There is very little the character does not know about the area or topic covered by the skill.
Maximum effective range: the maximum distance at which a ranged weapon can reasonably hit a target at which it is aimed.
mega scale: (Abbr. "MG") Scale used for large items or massive characteristics (e.g., Mega Scale STR, Mega Scale damage). Annotated as "(MG)" or as "MG" in superscript following the statistic name (e.g., "STR (MG) 4" or "STRMG 4").
MG: Mega scale
micro scale: (Abbr. "MS") Scale used for very small items or characteristics (e.g., Micro Scale STR, Micro Scale damage). Annotated as "(MS)" or as "MS" in superscript following the statistic name (e.g., "LIF (MS) 4" or "LIFMS 4").
modifier: A variable or condition in the game that makes a task either more or less difficult. Modifiers may add a bonus or impose a penalty to a skill roll or cause an increase or decrease in the Target Number of a skill roll.
MOV: Movement
movement: (Abbr. "MOV") A derived attribute indicating the number of meters a character can move in one turn.
MS: Micro scale
non-player character: (abbr. "NPC") A fictional persona portrayed by the GM in an Adventure or story.
Novice: A rating of 1 in a skill. Characters who have a skill level of 1 are "novices" where that skill is concerned. The character is familiar with the field, having done moderate reading on the subject or watched the skill being performed by others, but has no actual hands-on experience of any significance. The character is new to the particular field or activity, essentially an apprentice or beginner (e.g., a hobby, a police academy recruit, a soldier in boot camp).
NPC: Non-player character
Phys. Adv.: Physical advantage
Phys. Disad: Physical disadvantage
PC: Player Character
player character: (abbr. "PC") A fictional persona portrayed by a player in a game.
player: A real person who plays/participates in a game.
power attribute: One of three Attributes within an Attribute Group; the Attribute governing strength, force, or general power (e.g., Strength in the Body group; Presence in the Mind group).
PRE: Presence.
Presence: (Abbr. "PRE") One of the six core attributes; the strength attribute in the Mind Attribute Group.
prone: Lying on the ground. An attacker who is prone has a -2 penalty to skill rolls for melee attacks (but not for ranged attacks). Skill rolls for melee attacks against a prone defender have a +1 bonus, and skill rolls for ranged attacks against a prone character have a -2 penalty.
Psy. Adv.: Psychological advantage
Psy. Disad: Psychological disadvantage
range modifier: (abbrev. "Rmod") a bonus usable only to offset or cancel negative modifiers due to range.
rate of fire: (abbrev. "RoF") The maximum number of rounds that may be fired from a weapon in a single turn. A fraction indicates the number of turns required to reload the weapon between shots (e.g., "1/3" means the weapon can be fired once every three turns). More than one number separated by a colon indicates the weapon is capable of multiple rates of fire (e.g., 3:20 indicates the weapon is capable of firing either 3 shots per turn or 20 shots per turn). In such cases the player selects which rate of fire to use at the beginning of his character's action.
Realistic: The lowest of three "power levels," designed to simulate gritty, realistic-style adventure games and settings with "normal" heroes.
REF: Reflexes.
Reflexes: (Abbr. "REF") One of the six core attributes; the aptitude attribute in the Body Attribute Group.
resistance attribute: One of three Attributes within an Attribute Group; the Attribute governing stamina, will, or general resistance to outside effect or influence (e.g., Health in the Body group; Willpower in the Mind group).
RMod: Range modifier.
RoF: Rate of fire.
Soc. Adv.: Social Advantage
Soc. Disad.: Social Disadvantage
session: game session
skill group: A general category of Skills; may be used as Skills in games using simplified rules.
skill roll: A method of determining success or failure at a task. A Skill Roll is made by adding the Skill Score plus the Governing Attribute score, plus the result of a dice roll (Attribute + Skill + 3d6), and comparing the total to a Target Number (TN). If the total of the Skill Roll equals or exceeds the TN, the task is successful.
skill score: A numeric rating, from 1 to 10, denoting a Character's overall level of competency, knowledge or proficiency in a given Skill. A character's Skill Score is added to the governing Attribute score and a random element to determine success or failure at a task (see Skill Roll).
skill: An area of training, expertise or education; a Character's skill score is added to the governing Attribute score plus 3d6 to determine success or failure at a task (Attribute + Skill + 3d6).
Specialist: A rating of 6 in a skill. Characters who have a skill level of 6 are "specialists" where that skill is concerned. The character has become highly trained or informed in his chosen field or skill to the point he practices his skills on a regular or daily basis.
staggered: Having subdual damage equal to current hit points. Staggered characters can only take partial actions. Characters are no longer staggered once their current hit points exceed their subdual damage.
STR Min: Strength Minimum.
STR: Strength
strength: (Abbr. "STR") one of the six primary attributes; the power attribute in the Body Attribute Group.
strength minimum: (Abbrev. "STR Min.") The minimum STR score required to wield a weapon effectively or to wear armor without penalty due to encumbrance.
stunned: Unable to perform an action. A stunned character can take no actions and does not receive the REF bonus to his DEF (i.e., has a base DEF of 10). In addition, a stunned character immediately drops anything he or she is holding.
subdual damage: Nonlethal damage typically resulting from an unarmed attack, an armed attack delivered with intent to subdue, a forced march, or a debilitating condition such as heat or starvation.
Supernatural: Beyond the unaided ability of a normal human being; A rating of 11 or higher in a skill or attribute. Characters who have a skill level of 11 or higher are of "legendary" ability.
target number: (Abbrev. "TN") The number used to determine success or failure with a Skill Roll.
TGH: Toughness
TN: Target number
toughness: (Abbr. "TGH") A derived attribute indicating the amount of stunning damage a character may ignore from an attack. A character's starting TGH = (STR + WIL)/2, rounding up.
Trained: A rating of 3 in a skill. Characters who have a skill level of 3 are "trained" where that skill is concerned. The character has a general, working understanding of that field, having received instruction from someone of Experienced level (a skill level of 5) or higher.
trait: A special talent, ability or condition possessed by a Character. A Trait may be Innate or Developed, as well as an Advantage or Disadvantage. Traits are grouped into categories: Intellectual, Psychological, Physical, and Social.
turn: One phase during combat, lasting 3 seconds of "game time."
universal skill: A skill possessed by all characters, regardless of genre or setting. Characters receive universal skills at a level of +2 at no cost.
Variant: An optional rule or game element that replaces another, existing rule or element. For example: a new task resolution method (e.g., using 2d10 instead of 3d6 to resolve Skill Rolls), or a modified skill list for a specific genre (replaces the "generic" skill list in the core rules).
villain: An antagonist, usually a major or important Non-player Character, portrayed by the GM in an Adventure or story.
weight: (Abbrev. "wt.") the weight of an item, listed in kilograms (kg).
WIL: Will.
Will: (Abbr. "WIL") One of the six core attributes; the resistance attribute in the Mind Attribute Group.
wt: Weight