Difference between revisions of "Terminology"

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*[[Archetype Trick]] - a special skill available only to a character of a certain Archetype; all Archetypes have unique tricks.
 
*[[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''.  
 +
*[[Armor]] - items worn by characters to reduce damage.
 
*[[Bonus Modifier]] - a stat that improves a specific score.
 
*[[Bonus Modifier]] - a stat that improves a specific score.
 
*[[Combat]] - when player characters engage in combat with creatures, other players or NPCs.  
 
*[[Combat]] - when player characters engage in combat with creatures, other players or NPCs.  

Revision as of 04:52, 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.
  • Armor - items worn by characters to reduce damage.
  • 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.