ZeroSpace 4e EN:Introduction: Difference between revisions
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==What Is A Roleplaying Game?== | ==What Is A Roleplaying Game?== | ||
'''Roleplaying''' involves '''taking on a persona''' or character and making decisions based on what that character would do in a given situation. Maybe those decisions aren't the most tactically advantageous, but that's part of the fun of roleplaying. | |||
'''Games''' have '''rules that govern conflicts''' and whether something a character attempts is successful. In most games, there is some random element to make the game more fun (''ZeroSpace'' uses two six-sided dice). | |||
If you would like to read more about who plays roleplaying games, and why and where they play them, check out [http://www.theescapist.com/5ws.htm The Escapist -- The Five Ws of RPGs]. | |||
If you would like to read more about who plays roleplaying games, and why and where they play them, check out [http://www.theescapist. | |||
===The Players=== | ===The Players=== | ||
In a roleplaying game, each player adopts a persona called a player character, or | In a roleplaying game, each player adopts a persona called a player character, or '''PC'''. The player characters are imaginary people who inhabit the fictional universe of ''ZeroSpace''. | ||
In many ways, the player is like an actor who chooses their own part and writes their own lines as the play progresses. The game moderator sets the stage and introduces the characters to their world, but the story is driven by the player characters. | In many ways, the player is like an actor who chooses their own part and writes their own lines as the play progresses. The '''game moderator sets the stage''' and introduces the characters to their world, but the story is '''driven by the player characters'''. | ||
===The Game Moderator=== | ===The Game Moderator=== | ||
The game moderator, or | The game moderator, or '''GM''', creates the story and portrays everyone that the player characters encounter during their adventures. These are called non-player characters, or '''NPCs'''. The players help create the adventure by responding to the challenges the GM presents and by pursuing the PCs' own goals. This dynamic creative process creates a story which neither the game moderator nor the players could have created alone. | ||
==Ground Rules== | ==Ground Rules== | ||
Line 36: | Line 32: | ||
===Be Cooperative=== | ===Be Cooperative=== | ||
A roleplaying game is fundamentally a cooperative activity. The players | A roleplaying game is fundamentally a '''cooperative activity'''. The players are not in competition with the GM nor with each other. The goal of a role-playing game is to experience fun stories and to entertain everyone at the table. | ||
'''Expert Tip: Making the game fun is everyone's responsibility.''' | |||
* '''Encourage each other:''' If someone does something cool, or has a great idea, let them know. It will make them feel good, and it will let people know what kind of game ''you'' find fun. | * '''Encourage each other:''' If someone does something cool, or has a great idea, let them know. It will make them feel good, and it will let people know what kind of game ''you'' find fun. | ||
* '''Embrace setbacks:''' Don't get frustrated if things are going badly. Recovering from a setback makes the | * '''Embrace setbacks:''' Don't get frustrated if things are going badly. Recovering from a setback makes the victory sweeter. | ||
* '''Be considerate:''' Don't hog the spotlight. Take turns being the center of attention. | * '''Be considerate:''' Don't hog the spotlight. Take turns being the center of attention. | ||
* '''Don't play a jerk:''' | * '''Don't play a jerk:''' Being "true to your character" is not an excuse. | ||
* '''Respect everyone's boundaries:''' | * '''Respect everyone's boundaries:''' If a topic or a certain plot element makes any of the players uncomfortable, respect that and avoid it. Consider using [https://tinyurl.com/x-card-rpg John Stavropoulos' X-Card], particularly if the players are new to each other. | ||
===Use Common Sense=== | ===Use Common Sense=== | ||
If something in the rules violates the way you think your game should work, then override it. If the rules permit something ridiculous, or would prevent something completely ordinary, then override them | If something in the rules violates '''the way you think your game should work''', then override it. If the rules permit something ridiculous, or would prevent something completely ordinary, then override them. | ||
'''Expert Tip: Don't use the rules unless you need to.''' | |||
In fact, if you can play a fun game session without referring to the written rules, you should. Saying "it works like this" is often a better solution than flipping through a rulebook for an answer. | In fact, if you can play a fun game session without referring to the written rules, you should. '''Saying "it works like this" is often a better solution''' than flipping through a rulebook for an answer. | ||
===Avoid Rule Arguments=== | ===Avoid Rule Arguments=== | ||
Sooner or later, there will be a difference of opinion among the players regarding what a rule means, or how a rule should be implemented. The '''time for rule discussions is between games''', not during a game. If a rule discussion sidetracks the game, the game moderator should make an executive decision and table additional discussion for later. | |||
==Core Mechanics== | ==Core Mechanics== | ||
Line 76: | Line 62: | ||
*'''Agility:''' coordination, ranged combat fighting ability, and general flexibility | *'''Agility:''' coordination, ranged combat fighting ability, and general flexibility | ||
*'''Brawn:''' physical might, hand-to-hand fighting ability, and general hardiness | *'''Brawn:''' physical might, hand-to-hand fighting ability, and general hardiness | ||
*'''Presence:''' determination, mental combat fighting ability, and | *'''Presence:''' determination, mental combat fighting ability, and general empathy | ||
*'''Reason:''' ability to analyze data, draw conclusions from the facts at hand, and solve problems | *'''Reason:''' ability to analyze data, draw conclusions from the facts at hand, and solve problems | ||
*'''Power Level:''' technological might, alien potency, psychic potential, and so on | *'''Power Level:''' technological might, alien potency, psychic potential, and so on | ||
Line 86: | Line 72: | ||
===Rolling Dice=== | ===Rolling Dice=== | ||
When a character attempts a task | When a character attempts a task, the player must roll dice to see if the character succeeds. The player rolls '''two six-sided dice (2d6) and adds them''' together. The player adds this to the character's '''appropriate [[ZeroSpace_4e_EN:Attributes|attribute]]''' (Agility, Brawn, etc.) and '''[[ZeroSpace_4e_EN:Skills|skill]]''' (Diplomacy, Ranged Combat, etc.). This total is the character's '''Action Value''', or '''AV'''. If the character has '''appropriate [[ZeroSpace_4e_EN:Equipment|equipment]]''', they may '''add their Equipment Level''' to their Action Value, but only '''up to their skill level'''. | ||
'' | |||
'''Expert Tip: Only roll when there is risk.''' | |||
If the character is actively competing against an opponent, the '''Difficulty Value''', or '''DV''', is equal to '''8 plus the opponent's appropriate attribute and skill'''. The opponent's equipment helps them just as it helps the player characters, up to their skill level. | |||
{| cellpadding="0" cellspacing="0" | |||
{| cellpadding=" | |||
|- | |- | ||
| | | class="aligncenter" style="font-size: 400%; font-weight: bold; line-height: 80%;"|2d6 | ||
| | | class="aligncenter" style="font-size: 300%; font-weight: bold; line-height: 80%; vertical-align: middle; padding: 0 50px;" rowspan="3"|vs | ||
| | | class="aligncenter" style="font-size: 400%; font-weight: bold; line-height: 80%;"|8 | ||
|- | |- | ||
| | | class="aligncenter" style="font-size: 157%; font-weight: bold; line-height: 80%;"|+ [Attribute] + [Skill] | ||
| | | class="aligncenter" style="font-size: 157%; font-weight: bold; line-height: 80%;"|+ [Attribute] + [Skill] | ||
| | |||
|- | |- | ||
| | | class="aligncenter" style="font-size: 120%; font-weight: bold; line-height: 80%;"|+ [Equipment (up to Skill)] | ||
| | | class="aligncenter" style="font-size: 120%; font-weight: bold; line-height: 80%;"|+ [Equipment (up to Skill)] | ||
| | |||
|} | |} | ||
If no one is actively working against the character, the GM sets the Difficulty Value (DV). '''Moderately difficult''' tasks have a difficulty of 12 ('''DV 12'''). More difficult tasks have a higher difficulty. | |||
If the character's Action Value '''equals or exceeds the DV''' (Defense Value or Difficulty Value) assigned by the GM, the character's attempt '''succeeds'''. | |||
'''Expert Tip: On a tie, the character who initiated the action wins the contest.''' | |||
Rolling dice is covered in more detail in the [[ZeroSpace_4e_EN:Actions#Rolling_Dice|Actions]] chapter. | |||
=== | ===Bonuses And Penalties=== | ||
A character's roll may have one or more bonuses. '''Only the highest bonus applies.''' Receiving a +1, a +2, and a +3 bonus at the same time adds 3 to the character's roll. | |||
A character's roll may have one or more penalties. '''Penalties are cumulative.''' Incurring a -1, a -2, and a -3 penalty at the same time subtracts 6 from the character's roll. | |||
=== | ===Damage=== | ||
If the attacker's roll succeeds, the player rolls for damage based on the character's Power Level ('''1d6 + Power Level''') or on the Equipment Level of the weapon ('''1d6 + Equipment Level'''). The target's resistance (Damage Resistance, Alteration Resistance, or Mental Resistance) is deducted from the points of damage. | |||
If the attack is a normal attack, the remaining points of damage are deducted from the target's Health (or Endurance, if it is a [[ZeroSpace_4e_EN:Actions#Stunning_Attacks|stunning attack]] attack). | |||
If the attack is a mental attack or an alteration attack, half of the final points of damage are applied to the target (round down, even if the fraction is more than one-half, to a minimum of 1). '''Roll damage and deduct resistance before dividing.''' | |||
===Rounding=== | ===Rounding=== | ||
When a number is divided, round down, even if the fraction is more than one-half | When a number is divided, round down, even if the fraction is more than one-half, to a minimum of 1. For game purposes, half of 5 is 2, and half of 1 is 1. | ||
==Glossary== | ==Glossary== | ||
;Action Value (AV) | ;Action Value (AV) | ||
:2d6 + [Attribute] + [Skill | :2d6 + [Attribute] + [Skill] + [Equipment (up to Skill)]; Action Value (AV) is compared to Difficulty Value (DV) to determine if the action is successful. | ||
;Agility | ;Agility | ||
:Coordination, ranged combat fighting ability, and general flexibility. | :Coordination, ranged combat fighting ability, and general flexibility. | ||
Line 207: | Line 131: | ||
;attribute | ;attribute | ||
:The five basic character traits: Agility, Brawn, Presence, Reason, and Power Level. | :The five basic character traits: Agility, Brawn, Presence, Reason, and Power Level. | ||
;AV | |||
:Action Value: 2d6 + [Attribute] + [Skill] + [Equipment (up to Skill)]. | |||
;base move | ;base move | ||
:Normal ground movement based on the character's attributes or powers; requires a move action. | :Normal ground movement based on the character's attributes or powers; requires a move action. | ||
;base attribute | ;base attribute | ||
:An attribute when the character is fully healed and not impaired in any way. | :An attribute when the character is fully healed and not impaired in any way. | ||
;black zones | |||
:A location suspected to have Instrumentality activity. | |||
;bonus | ;bonus | ||
:A number added to an Action Value (AV), a Defense Value (DV), or a damage roll. | :A number added to an Action Value (AV), a Defense Value (DV), or a damage roll. Only the highest bonus applies. | ||
;[Brackets] | ;[Brackets] | ||
:Text in [Brackets] indicates that it is replaced by some other value, such as an attribute | :Text in [Brackets] indicates that it is replaced by some other value, such as an attribute | ||
Line 222: | Line 150: | ||
:The amount the defender subtracts from the points of normal damage rolled by the attacker. | :The amount the defender subtracts from the points of normal damage rolled by the attacker. | ||
;Defense Value (DV) | ;Defense Value (DV) | ||
:8 + [Attribute] + [Skill | :8 + [Attribute] + [Skill] + [Equipment (up to Skill)]; Action Value (AV) is compared to Defense Value (DV) to determine if the attack is successful. | ||
;Difficulty Value (DV) | ;Difficulty Value (DV) | ||
:12 (Moderate), 15 (Remarkable), 18 (Extreme), 21 (Inconceivable); | :12 (Moderate), 15 (Remarkable), 18 (Extreme), 21 (Inconceivable); Action Value (AV) is compared to Difficulty Value (DV) to determine if the action is successful. | ||
;double move | ;double move | ||
:Base move x 2; requires a move action. | :Base move x 2; requires a move action. | ||
;DV | |||
:Defense Value: 8 + [Attribute] + [Skill] + [Equipment (up to Skill)]. | |||
:Difficulty Value: 12 (Moderate), 15 (Remarkable), 18 (Extreme), 21 (Inconceivable). | |||
;Endurance | ;Endurance | ||
:Ability to physically and mentally exert oneself (Brawn + Presence). | :Ability to physically and mentally exert oneself (Brawn + Presence). | ||
;game moderator (GM) | ;game moderator (GM) | ||
:The player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes. | :The player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes. | ||
;gift | ;gift | ||
:An exceptional ability that a normal person ''can'' have, but that most people do not have. | :An exceptional ability that a normal person ''can'' have, but that most people do not have. | ||
;GM | |||
:Game moderator: the player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes. | |||
;Health | ;Health | ||
:Ability to withstand physical hardship and injury (Agility + Brawn). | :Ability to withstand physical hardship and injury (Agility + Brawn). | ||
Line 242: | Line 173: | ||
:Move the distance permitted by Agility, Brawn, or a movement power; may be a base move, double move, or all-out move. | :Move the distance permitted by Agility, Brawn, or a movement power; may be a base move, double move, or all-out move. | ||
;non-player character (NPC) | ;non-player character (NPC) | ||
:A fictional character | :A fictional character controlled by the game moderator. | ||
;NPC | |||
:Non-player character: a fictional character controlled by the game moderator. | |||
;PC | |||
:Player character: a fictional character controlled by a player. | |||
;penalty | ;penalty | ||
:A number subtracted from an Action Value (AV), a Defense Value (DV), or a damage roll. | :A number subtracted from an Action Value (AV), a Defense Value (DV), or a damage roll. Penalties are cumulative. | ||
;player | ;player | ||
:A living, breathing person playing the game. | :A living, breathing person playing the game. | ||
;player character (PC) | ;player character (PC) | ||
:A fictional character | :A fictional character controlled by a player. | ||
;power | ;power | ||
:An ability beyond what is possible for ordinary mortals. | :An ability beyond what is possible for ordinary mortals. | ||
Line 256: | Line 189: | ||
:Technological might, alien potency, psychic potential, and so on. | :Technological might, alien potency, psychic potential, and so on. | ||
;Presence | ;Presence | ||
:Determination, mental combat fighting ability, and | :Determination, mental combat fighting ability, and general empathy. | ||
;Reason | ;Reason | ||
:Ability to analyze data, draw conclusions from the facts at hand, and solve problems. | :Ability to analyze data, draw conclusions from the facts at hand, and solve problems. | ||
;run | ;run | ||
: | :Double move: base move x 2; requires a move action. | ||
;round | |||
:One round is six seconds, give or take, giving us ten rounds per minute. During a round, each character gets a turn. | |||
;scene | |||
:A scene typically starts when the characters arrive at a place, and ends when they leave. | |||
;sentient | ;sentient | ||
:Capable of perception, problem solving, self-awareness, and anticipation of future events; a creature which is sentient; a person. | :Capable of perception, problem solving, self-awareness, and anticipation of future events; a creature which is sentient; a person. | ||
;skill | ;skill | ||
:Allows a character to apply their attributes to solve a | :Allows a character to apply their attributes to solve a problem or accomplish a task. | ||
;skill roll | ;skill roll | ||
:Rolling dice and determining the outcome; see the [[ZeroSpace_4e_EN:Actions|Actions]] chapter. | :Rolling dice and determining the outcome; see the [[ZeroSpace_4e_EN:Actions|Actions]] chapter. | ||
;sprint | ;sprint | ||
: | :All-out move: base move x 6; requires a move action. | ||
;success | ;success | ||
:An Action Value (DV) that equals or exceeds the Difficulty Value (DV). | :An Action Value (DV) that equals or exceeds the Difficulty Value (DV). | ||
;turn | |||
:During their turn, a character can use a move action, a standard action, and one or more quick actions. | |||
;walk | ;walk | ||
: | :Base move: normal ground movement based on Agility; requires a move action. | ||
Latest revision as of 19:18, 5 January 2023
- zerospace
- noun
- the gravitational center of a warp engine's Lorentzian manifold.
What Is This?
ZeroSpace is a science fiction game which takes place in a vast patchwork of interstellar empires populated by thousands of strange and wonderful aliens.
What Is A Roleplaying Game?
Roleplaying involves taking on a persona or character and making decisions based on what that character would do in a given situation. Maybe those decisions aren't the most tactically advantageous, but that's part of the fun of roleplaying.
Games have rules that govern conflicts and whether something a character attempts is successful. In most games, there is some random element to make the game more fun (ZeroSpace uses two six-sided dice).
If you would like to read more about who plays roleplaying games, and why and where they play them, check out The Escapist -- The Five Ws of RPGs.
The Players
In a roleplaying game, each player adopts a persona called a player character, or PC. The player characters are imaginary people who inhabit the fictional universe of ZeroSpace.
In many ways, the player is like an actor who chooses their own part and writes their own lines as the play progresses. The game moderator sets the stage and introduces the characters to their world, but the story is driven by the player characters.
The Game Moderator
The game moderator, or GM, creates the story and portrays everyone that the player characters encounter during their adventures. These are called non-player characters, or NPCs. The players help create the adventure by responding to the challenges the GM presents and by pursuing the PCs' own goals. This dynamic creative process creates a story which neither the game moderator nor the players could have created alone.
Ground Rules
Be Cooperative
A roleplaying game is fundamentally a cooperative activity. The players are not in competition with the GM nor with each other. The goal of a role-playing game is to experience fun stories and to entertain everyone at the table.
Expert Tip: Making the game fun is everyone's responsibility.
- Encourage each other: If someone does something cool, or has a great idea, let them know. It will make them feel good, and it will let people know what kind of game you find fun.
- Embrace setbacks: Don't get frustrated if things are going badly. Recovering from a setback makes the victory sweeter.
- Be considerate: Don't hog the spotlight. Take turns being the center of attention.
- Don't play a jerk: Being "true to your character" is not an excuse.
- Respect everyone's boundaries: If a topic or a certain plot element makes any of the players uncomfortable, respect that and avoid it. Consider using John Stavropoulos' X-Card, particularly if the players are new to each other.
Use Common Sense
If something in the rules violates the way you think your game should work, then override it. If the rules permit something ridiculous, or would prevent something completely ordinary, then override them.
Expert Tip: Don't use the rules unless you need to.
In fact, if you can play a fun game session without referring to the written rules, you should. Saying "it works like this" is often a better solution than flipping through a rulebook for an answer.
Avoid Rule Arguments
Sooner or later, there will be a difference of opinion among the players regarding what a rule means, or how a rule should be implemented. The time for rule discussions is between games, not during a game. If a rule discussion sidetracks the game, the game moderator should make an executive decision and table additional discussion for later.
Core Mechanics
Attributes
Each character has seven attributes which describe their basic physical and mental abilities.
- Agility: coordination, ranged combat fighting ability, and general flexibility
- Brawn: physical might, hand-to-hand fighting ability, and general hardiness
- Presence: determination, mental combat fighting ability, and general empathy
- Reason: ability to analyze data, draw conclusions from the facts at hand, and solve problems
- Power Level: technological might, alien potency, psychic potential, and so on
- Endurance: a character's ability to physically and mentally exert themselves
- Health: a character's ability to withstand physical hardship and injury
See the Attributes chapter for more information.
Rolling Dice
When a character attempts a task, the player must roll dice to see if the character succeeds. The player rolls two six-sided dice (2d6) and adds them together. The player adds this to the character's appropriate attribute (Agility, Brawn, etc.) and skill (Diplomacy, Ranged Combat, etc.). This total is the character's Action Value, or AV. If the character has appropriate equipment, they may add their Equipment Level to their Action Value, but only up to their skill level.
Expert Tip: Only roll when there is risk.
If the character is actively competing against an opponent, the Difficulty Value, or DV, is equal to 8 plus the opponent's appropriate attribute and skill. The opponent's equipment helps them just as it helps the player characters, up to their skill level.
2d6 | vs | 8 |
+ [Attribute] + [Skill] | + [Attribute] + [Skill] | |
+ [Equipment (up to Skill)] | + [Equipment (up to Skill)] |
If no one is actively working against the character, the GM sets the Difficulty Value (DV). Moderately difficult tasks have a difficulty of 12 (DV 12). More difficult tasks have a higher difficulty.
If the character's Action Value equals or exceeds the DV (Defense Value or Difficulty Value) assigned by the GM, the character's attempt succeeds.
Expert Tip: On a tie, the character who initiated the action wins the contest.
Rolling dice is covered in more detail in the Actions chapter.
Bonuses And Penalties
A character's roll may have one or more bonuses. Only the highest bonus applies. Receiving a +1, a +2, and a +3 bonus at the same time adds 3 to the character's roll.
A character's roll may have one or more penalties. Penalties are cumulative. Incurring a -1, a -2, and a -3 penalty at the same time subtracts 6 from the character's roll.
Damage
If the attacker's roll succeeds, the player rolls for damage based on the character's Power Level (1d6 + Power Level) or on the Equipment Level of the weapon (1d6 + Equipment Level). The target's resistance (Damage Resistance, Alteration Resistance, or Mental Resistance) is deducted from the points of damage.
If the attack is a normal attack, the remaining points of damage are deducted from the target's Health (or Endurance, if it is a stunning attack attack).
If the attack is a mental attack or an alteration attack, half of the final points of damage are applied to the target (round down, even if the fraction is more than one-half, to a minimum of 1). Roll damage and deduct resistance before dividing.
Rounding
When a number is divided, round down, even if the fraction is more than one-half, to a minimum of 1. For game purposes, half of 5 is 2, and half of 1 is 1.
Glossary
- Action Value (AV)
- 2d6 + [Attribute] + [Skill] + [Equipment (up to Skill)]; Action Value (AV) is compared to Difficulty Value (DV) to determine if the action is successful.
- Agility
- Coordination, ranged combat fighting ability, and general flexibility.
- all-out move
- Base move x 6; requires a move action.
- Alteration Resistance
- The amount the defender subtracts from the points of alteration damage rolled by the attacker; the remaining points of alteration damage are halved.
- attribute
- The five basic character traits: Agility, Brawn, Presence, Reason, and Power Level.
- AV
- Action Value: 2d6 + [Attribute] + [Skill] + [Equipment (up to Skill)].
- base move
- Normal ground movement based on the character's attributes or powers; requires a move action.
- base attribute
- An attribute when the character is fully healed and not impaired in any way.
- black zones
- A location suspected to have Instrumentality activity.
- bonus
- A number added to an Action Value (AV), a Defense Value (DV), or a damage roll. Only the highest bonus applies.
- [Brackets]
- Text in [Brackets] indicates that it is replaced by some other value, such as an attribute
- Brawn
- Physical might, hand-to-hand fighting ability, and general hardiness.
- character point
- Spent to buy attributes, skills, and special abilities for a character.
- Damage Resistance
- The amount the defender subtracts from the points of normal damage rolled by the attacker.
- Defense Value (DV)
- 8 + [Attribute] + [Skill] + [Equipment (up to Skill)]; Action Value (AV) is compared to Defense Value (DV) to determine if the attack is successful.
- Difficulty Value (DV)
- 12 (Moderate), 15 (Remarkable), 18 (Extreme), 21 (Inconceivable); Action Value (AV) is compared to Difficulty Value (DV) to determine if the action is successful.
- double move
- Base move x 2; requires a move action.
- DV
- Defense Value: 8 + [Attribute] + [Skill] + [Equipment (up to Skill)].
- Difficulty Value: 12 (Moderate), 15 (Remarkable), 18 (Extreme), 21 (Inconceivable).
- Endurance
- Ability to physically and mentally exert oneself (Brawn + Presence).
- game moderator (GM)
- The player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes.
- gift
- An exceptional ability that a normal person can have, but that most people do not have.
- GM
- Game moderator: the player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes.
- Health
- Ability to withstand physical hardship and injury (Agility + Brawn).
- Mental Resistance
- The amount the defender subtracts from the points of mental damage rolled by the attacker; the remaining points of mental damage are halved.
- move action
- Move the distance permitted by Agility, Brawn, or a movement power; may be a base move, double move, or all-out move.
- non-player character (NPC)
- A fictional character controlled by the game moderator.
- NPC
- Non-player character: a fictional character controlled by the game moderator.
- PC
- Player character: a fictional character controlled by a player.
- penalty
- A number subtracted from an Action Value (AV), a Defense Value (DV), or a damage roll. Penalties are cumulative.
- player
- A living, breathing person playing the game.
- player character (PC)
- A fictional character controlled by a player.
- power
- An ability beyond what is possible for ordinary mortals.
- Power Level
- Technological might, alien potency, psychic potential, and so on.
- Presence
- Determination, mental combat fighting ability, and general empathy.
- Reason
- Ability to analyze data, draw conclusions from the facts at hand, and solve problems.
- run
- Double move: base move x 2; requires a move action.
- round
- One round is six seconds, give or take, giving us ten rounds per minute. During a round, each character gets a turn.
- scene
- A scene typically starts when the characters arrive at a place, and ends when they leave.
- sentient
- Capable of perception, problem solving, self-awareness, and anticipation of future events; a creature which is sentient; a person.
- skill
- Allows a character to apply their attributes to solve a problem or accomplish a task.
- skill roll
- Rolling dice and determining the outcome; see the Actions chapter.
- sprint
- All-out move: base move x 6; requires a move action.
- success
- An Action Value (DV) that equals or exceeds the Difficulty Value (DV).
- turn
- During their turn, a character can use a move action, a standard action, and one or more quick actions.
- walk
- Base move: normal ground movement based on Agility; requires a move action.