Difference between revisions of "Terminology"
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*[[Apothecaries]] - a type of [[consumable]] that is used in healing; made by [[apothecary]] | *[[Apothecaries]] - a type of [[consumable]] that is used in healing; made by [[apothecary]] | ||
*[[Apparel]] - anything worn by characters, including clothing and armor | *[[Apparel]] - anything worn by characters, including clothing and armor | ||
+ | *[[Aptitude]] - one of six base [[Traits]] that determines how smart a character is. | ||
*[[Archetype]] - one of several types of playable character, each having its own specific abilities and bonuses. | *[[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. | *[[Archetype Trick]] - a special skill available only to a character of a certain Archetype; all Archetypes have unique tricks. | ||
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*[[Armorsmithing]] - the crafting skill that enables one to make or upgrade armor. | *[[Armorsmithing]] - the crafting skill that enables one to make or upgrade armor. | ||
*[[Bonus Modifier]] - a stat that improves a specific score. | *[[Bonus Modifier]] - a stat that improves a specific score. | ||
+ | *[[Charisma]] - one of six base [[Traits]] that determines how charming a character is. | ||
*[[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. | ||
*[[Condition]] - the state of use an item, weapon, etc. is in. | *[[Condition]] - the state of use an item, weapon, etc. is in. | ||
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*[[Damage]] - the number of Health Points taken away during a successful combat attack. | *[[Damage]] - the number of Health Points taken away during a successful combat attack. | ||
*[[Death]] - the permanent state of death for a character. | *[[Death]] - the permanent state of death for a character. | ||
+ | *[[Dexterity]] - one of six base [[Traits]] that determines how coordinated a character is. | ||
*[[Difficulty Rating]] - DR; how difficult a task is to complete on a scale of 1-10. | *[[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 | *[[Edged Weapons]] - swords, knives, axes, or other bladed weapons | ||
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*[[Explosive Weapons]] - weapons that explode, which are not thrown. | *[[Explosive Weapons]] - weapons that explode, which are not thrown. | ||
*[[Faction]] - any of several groups that serve a common goal. | *[[Faction]] - any of several groups that serve a common goal. | ||
− | *[[Food]] - a type of [[consumable]] that is ingested; made by [[cooking]] | + | *[[Food]] - a type of [[consumable]] that is ingested; made by [[cooking]]. |
+ | *[[Fortitude]] - one of six base [[Traits]] that determines how tenacious a character is. | ||
*[[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. | ||
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*[[Mental Resilience]] - a character's psychological resolve. | *[[Mental Resilience]] - a character's psychological resolve. | ||
*[[Non-player Character]] - NPC; any character not played by a player, but controlled by the GM. | *[[Non-player Character]] - NPC; any character not played by a player, but controlled by the GM. | ||
+ | *[[Perception]] - one of six base [[Traits]] that determines how good a character's senses are. | ||
*[[Physical Resilience]] - a character's physical resolve and pain tolerance. | *[[Physical Resilience]] - a character's physical resolve and pain tolerance. | ||
*[[Poison]] - a type of [[consumable]] that typically has negative effects | *[[Poison]] - a type of [[consumable]] that typically has negative effects | ||
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*[[Skill]] - a character's specific ability to do a particular thing. | *[[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. | *[[Skills Check]] - rolling dice to determine if use of a particular skill is successful. | ||
+ | *[[Strength]] - one of six base [[Traits]] that determines how strong a character is. | ||
*[[Thrown Weapons]] - weapons that are thrown, such as rocks, boomerangs, spears, etc. | *[[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. | *[[Trait]] - one of six attributes that determine a character's overall intrinsic abilities. |
Revision as of 03:16, 16 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.
- Alchemicals - a type of consumable that is ingested, mostly liquor or tobacco; made by brewing
- Ammosmithing - the crafting skill that allows one to make ammunition
- Ammunition - bullets, arrows, or other ammo used by a weapon
- Apothecaries - a type of consumable that is used in healing; made by apothecary
- Apparel - anything worn by characters, including clothing and armor
- Aptitude - one of six base Traits that determines how smart a character is.
- 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.
- Armorsmithing - the crafting skill that enables one to make or upgrade armor.
- Bonus Modifier - a stat that improves a specific score.
- Charisma - one of six base Traits that determines how charming a character is.
- Combat - when player characters engage in combat with creatures, other players or NPCs.
- Condition - the state of use an item, weapon, etc. is in.
- 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.
- Death - the permanent state of death for a character.
- Dexterity - one of six base Traits that determines how coordinated a character is.
- 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
- Exile - The process by which players can get rid of another player in the group.
- 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.
- Faction - any of several groups that serve a common goal.
- Food - a type of consumable that is ingested; made by cooking.
- Fortitude - one of six base Traits that determines how tenacious a character is.
- 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.
- Perception - one of six base Traits that determines how good a character's senses are.
- Physical Resilience - a character's physical resolve and pain tolerance.
- Poison - a type of consumable that typically has negative effects
- 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.
- Semi-archetype - one of 18 subtypes for Archetypes that gives more specialization to a character.
- 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.
- Strength - one of six base Traits that determines how strong a character is.
- 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.
- Weaponsmithing - the crafting skill that enables one to make and upgrade weapons