Difference between revisions of "Terminology"
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(Created page with "This page contains common and important terminology. *Archetype - one of several types of playable character, each having its own specific abilities and bonuses *Arcti...") |
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This page contains common and important terminology. | This page contains common and important terminology. | ||
| − | *[[Archetype]] - one of several types of playable character, each having its own specific abilities and bonuses | + | *[[Action Points]] - points used during combat that determine how many actions a character may perform per turn. |
| + | *[[Archetype]] - one of several types of playable character, each having its own specific abilities and bonuses. | ||
| + | *[[Archetype Trick]] - a special skill available only to a character of a certain Archetype; all Archetypes have unique tricks. | ||
*[[Arctix]] - the mechanics system of rules used by Rainwall RPG. It stands for ''Archetypes'', ''Traits'', and ''Influence''. | *[[Arctix]] - the mechanics system of rules used by Rainwall RPG. It stands for ''Archetypes'', ''Traits'', and ''Influence''. | ||
| − | *[[d10]] - a ten-sided polyhedral die. [[Rainwall RPG]] uses a set of 10 d10 dice for everything; this set includes one off-colored die and may include what is called a ''tens'' die | + | *[[Bonus Modifier]] - a stat that improves a specific score. |
| − | *[[Damage]] - the number of Health Points taken away during a successful combat attack | + | *[[Combat]] - when player characters engage in combat with creatures, other players or NPCs. |
| − | *[[Difficulty Rating]] - DR; how difficult a task is to complete on a scale of 1-10 | + | *[[Consumable]] - an item that can be consumed or used once to provide a specific effect (food, poison, health, etc.). |
| − | *[[Experience Points]] - XP; points players earn by accomplishing things and completing quests; used to purchase [[ | + | *[[Crafting]] - the act of a player character making items to be used in gameplay; requires ingredients. |
| + | *[[d10]] - a ten-sided polyhedral die. [[Rainwall RPG]] uses a set of 10 d10 dice for everything; this set includes one off-colored die and may include what is called a ''tens'' die. | ||
| + | *[[Damage]] - the number of Health Points taken away during a successful combat attack. | ||
| + | *[[Difficulty Rating]] - DR; how difficult a task is to complete on a scale of 1-10. | ||
| + | *[[Edged Weapons]] - swords, knives, axes, or other bladed weapons | ||
| + | *[[Experience Points]] - XP; points players earn by accomplishing things and completing quests; used to purchase Upgrades. | ||
| + | *[[Explosive Weapons]] - weapons that explode, which are not thrown. | ||
*[[Gamemaster]] - GM; the person who is responsible for running a gaming session and acting as rules arbitrator, storyteller, etc. | *[[Gamemaster]] - GM; the person who is responsible for running a gaming session and acting as rules arbitrator, storyteller, etc. | ||
| − | *[[Health Points]] - HP; a score that determines how much damage a character can take | + | *[[Health Points]] - HP; a score that determines how much damage a character can take. |
| − | *[[Incapacitation]] - a stat whereby a character is unconscious | + | *[[Incapacitation]] - a stat whereby a character is unconscious. |
| − | *[[Increment of Success]] - IoS; the number of successful dice in a Skills Check that exceed the task's Difficulty Rating | + | *[[Increment of Success]] - IoS; the number of successful dice in a Skills Check that exceed the task's Difficulty Rating. |
| − | *[[Influence]] - one of six styles of influencing other characters | + | *[[Influence]] - one of six styles of influencing other characters. |
| − | *[[Initiative]] - a roll to see the order of effects and player turn in a given situation | + | *[[Initiative]] - a roll to see the order of effects and player turn in a given situation. |
| − | *[[Non-player Character]] - NPC; any character not played by a player, but controlled by the GM | + | *[[Melee Weapons]] - using bludgeons to deal damage. |
| − | *[[Reflex]] - a score that determines how well a character is able to react to surprises and other things | + | *[[Mental Resilience]] - a character's psychological resolve. |
| − | *[[Skill]] - a character's specific ability to do a particular thing | + | *[[Non-player Character]] - NPC; any character not played by a player, but controlled by the GM. |
| − | *[[Skills Check]] - rolling dice to determine if use of a particular skill is successful | + | *[[Physical Resilience]] - a character's physical resolve and pain tolerance. |
| − | *[[Trait]] - one of six attributes that determine a character's overall intrinsic abilities | + | *[[Ranged Weapons]] - guns, bows, slingshots, or other weapons that fire a projectile. |
| + | *[[Reflex]] - a score that determines how well a character is able to react to surprises and other things. | ||
| + | *[[Skill]] - a character's specific ability to do a particular thing. | ||
| + | *[[Skills Check]] - rolling dice to determine if use of a particular skill is successful. | ||
| + | *[[Thrown Weapons]] - weapons that are thrown, such as rocks, boomerangs, spears, etc. | ||
| + | *[[Trait]] - one of six attributes that determine a character's overall intrinsic abilities. | ||
| + | *[[Unarmed Combat]] - using the self as a weapon to deal damage. | ||
| + | *[[Upgrading]] - when a player character spends XP to improve a skill or stat. | ||
| + | *[[Weapon]] - items used to deal damage. | ||
Revision as of 04:51, 10 April 2020
This page contains common and important terminology.
- Action Points - points used during combat that determine how many actions a character may perform per turn.
- Archetype - one of several types of playable character, each having its own specific abilities and bonuses.
- Archetype Trick - a special skill available only to a character of a certain Archetype; all Archetypes have unique tricks.
- Arctix - the mechanics system of rules used by Rainwall RPG. It stands for Archetypes, Traits, and Influence.
- Bonus Modifier - a stat that improves a specific score.
- Combat - when player characters engage in combat with creatures, other players or NPCs.
- Consumable - an item that can be consumed or used once to provide a specific effect (food, poison, health, etc.).
- Crafting - the act of a player character making items to be used in gameplay; requires ingredients.
- d10 - a ten-sided polyhedral die. Rainwall RPG uses a set of 10 d10 dice for everything; this set includes one off-colored die and may include what is called a tens die.
- Damage - the number of Health Points taken away during a successful combat attack.
- Difficulty Rating - DR; how difficult a task is to complete on a scale of 1-10.
- Edged Weapons - swords, knives, axes, or other bladed weapons
- Experience Points - XP; points players earn by accomplishing things and completing quests; used to purchase Upgrades.
- Explosive Weapons - weapons that explode, which are not thrown.
- Gamemaster - GM; the person who is responsible for running a gaming session and acting as rules arbitrator, storyteller, etc.
- Health Points - HP; a score that determines how much damage a character can take.
- Incapacitation - a stat whereby a character is unconscious.
- Increment of Success - IoS; the number of successful dice in a Skills Check that exceed the task's Difficulty Rating.
- Influence - one of six styles of influencing other characters.
- Initiative - a roll to see the order of effects and player turn in a given situation.
- Melee Weapons - using bludgeons to deal damage.
- Mental Resilience - a character's psychological resolve.
- Non-player Character - NPC; any character not played by a player, but controlled by the GM.
- Physical Resilience - a character's physical resolve and pain tolerance.
- Ranged Weapons - guns, bows, slingshots, or other weapons that fire a projectile.
- Reflex - a score that determines how well a character is able to react to surprises and other things.
- Skill - a character's specific ability to do a particular thing.
- Skills Check - rolling dice to determine if use of a particular skill is successful.
- Thrown Weapons - weapons that are thrown, such as rocks, boomerangs, spears, etc.
- Trait - one of six attributes that determine a character's overall intrinsic abilities.
- Unarmed Combat - using the self as a weapon to deal damage.
- Upgrading - when a player character spends XP to improve a skill or stat.
- Weapon - items used to deal damage.