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 Night's Edge

 Scavenger

 Gamers' Gauntlet

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[2.6] Glossary

Action - Anything that can be performed with a three second combat round. [2.4], [4.2]

Agility - A Physical attribute, measuring dexterity, hand-eye coordination, balance, and the ability to do multiple things at once. [3.2.2.1.2]

Appearance - A Physical attribute, measuring physical beauty. [3.2.2.1.3]

Assets - A Biographical attribute, measuring the character's starting wealth. [3.2.2.3.4]

Athletics - A Derived attribute, measuring power combined with speed, flexibility, and coordination. The average of Strength and Agility. [3.2.2.4.1]

Attribute - One of the stats describing the physical, mental, and biographical makeup of a person. [3.2.2]

Attribute Check - A dice roll against the particular attribute of a character. [2.2.1]

Bleeding - The continual blood loss caused by a wound or other trauma. The two classes of bleeding are Light and Heavy. [5.1.3]

Campaign - Refers to a game universe or world, and more specifically, the characters that inhabit it. Night's Edge can be considered a campaign, as can Partial Exodus.

Coma - Deep unconsciousness. The result of a person's Health score falling to 0 or below. [5.2]

Constitution - A Physical attribute, measuring the body's ability to withstand exertion, punishment, and trauma. [3.2.2.1.4]

Contacts - A Biographical attribute, measuring the influence and knowledge of own's friends and allies. [3.2.2.3.3]

Cyber - A general term to describe any sort of cybernetic device, implant, enhancement, or alteration. Also "Cyberware". [A.14]

Damage - A number or dice roll to be subtracted from an object's structure rating or a person's Health score. [4.5], [5.1]

Damage Type - The manner in which a weapon or trauma causes an injury. [5.1.1]

Death - Skinny guy in a black robe. Carries a scythe. Also the result of a character's Current Health score falling equal to or below the negative of their Max Health. [5.3]

Difficulty - How complex or inherently hard an action is to perform. There is a range of penalties depending upon the difficulty of a given action. [2.2.4]

Education - A Biographical attribute, measuring how much effort a character has put into training himself or learning new things. [3.2.2.3.2]

Empathy - A Derived attribute, measuring a person's ability to both read and influence the emotions of others. The average of Intuition and Personality. [3.2.2.4.4]

Experience Points - A measure of a character's advancement. Used to improve attributes and skills. [3.4]

Field - Describes a character's predisposition to certain skills. Available fields are Military, Mechanical, Scientific, and Social. Also called Field of Inclination. [3.2.4]

Game Master - The man behind the curtain. In a roleplaying game, the Game Master is the coordinator; he runs the game, controls the NPCs, organizes events, and hands out the experience. Table top RPGs rely heavily upon the Game Master.

GM - Abbreviation for Game Master.

Health - A measure of a person's physical well-being. Each character has a Current Health, which indicates their current status, and a Max Health, which is as high as the current health rating can go. Max Health is equal to twice the character's Constitution plus their Strength. [3.2.3]

Initiative - A roll used to determine who reacted the fastest in a given combat round. [4.1.1]

Intellect - A Derived attribute, merging memorization with application and insight. The average of Intuition and Logic. [3.2.2.4.3]

Intuition - A Mental attribute, measuring imagination and perception. [3.2.2.2.2]

Logic - A Mental attribute, measuring memorization and computational power. [3.2.2.2.1]

Modifier - A negative (penalty) or positive (bonus) number applied to a die roll, usually a stat check. [2.2.4], [4.3.2], [4.4.3]

Penalty - An adjustment that makes a given action more difficult. A negative modifier.

Personality - A Mental attribute, measuring a character's charisma and magnetic attraction. [3.2.2.2.3]

Reaction - A Derived attribute, measuring the speed of physical response to external stimuli. [3.2.2.4.2]

Renown - A Biographical attribute, measuring a person's fame and repute. [3.2.2.3.1]

Scene - While the storyline can be seen as a novel, the campaign as a (never-ending?) series of novels, a scene is akin to a chapter contained within a novel. The scene can be looked at as the spans of time between lulls. For example, for police officers, a scene could begin when they burst through the door of the criminals' hideout and end when all of the fugitives are caught (after a long foot or car chase). A scene could begin when two people meet at a restaurant and end when one of them leaves. A scene is basically a unit of uninterrupted roleplay, followed and preceded by unimportant transport time, sleep, etc.

Shock Value - The measure of shock to the central nervous system caused by a trauma to the body. [5.1.4]

Skill - A learned or innate natural ability. [3.2.5], [3.3]

Skill Check - A dice roll against a certain skill and its parent attribute. A type of stat check. [2.2.2]

Stat - Any of the number of numerical ratings that describes a character. Includes attributes, field, health, skills, and more.

Stat Check - A dice roll against a skill or attribute. [2.2]

Storyline - A Storyline is a self-contained, continuous plot line (in MUSH gaming, this could be referred to as a "TinyPlot"). It usually has a definite beginning and end, as determined by the Game Master. They tend to be long, sweeping events and can range from a week-long excursion in hostile territory to an entire war raging for years (though seldom so long). Different storylines can be connected by a common theme, or completely separate.

Strength - A Physical attribute, measuring raw physical power. [3.2.2.1.1]

Stun - The state of being conscious, but unable to move or react because of the shock of a physical trauma. [5.1.4.1]

Success Level - A number describing how skillfully an action was completed. In game terms, a character's Base plus modifiers, minus 2d10. [2.2]

Surprise - When a person suffers a delay to react because of an unexpected occurrence. [4.1.1.1]

Unconsciousness - A state of complete unaware caused by sleep or shock. [5.1.4.2]

Will - A Mental attribute, measuring strength of character and mental resilience. [3.2.2.2.4]

XP - Abbreviation for Experience Points. [3.4]



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