Terminology - What that thing mean?
These are some basic terms that'll probably come up a lot.
Attributes - Each character has these attributes, and a score between 1 and a 100. The higher the number the better for your character. As a general rule, the hope is to be rolling that d100 for a number lower than the attributes. They are loosely grouped in two groups - physical attributes and mental attributes:
- Weapon Skill - How well does your character handle a knife, as sword, an axe? This is what you use to find out.
- Ranged Skill - Is your character a crack shot, or the kind to spray and pray as they run towards the enemy?
- Physical Prowess - Can your character take a hit, resist a poison, or break a steel bar with their face?
- Agility - Maybe it's a good idea to get out of the way of the guy who just broke that steel bar with their face...
- Intelligence - You got the smarts, smart guy?
- Will Power - How strong is your mind? Does it work out?
- Fellowship - Talking your strong point? Well, you good enough to talk down this bullet?
- Weapon Skill - How well does your character handle a knife, as sword, an axe? This is what you use to find out.
- Ranged Skill - Is your character a crack shot, or the kind to spray and pray as they run towards the enemy?
- Physical Prowess - Can your character take a hit, resist a poison, or break a steel bar with their face?
- Agility - Maybe it's a good idea to get out of the way of the guy who just broke that steel bar with their face...
- Intelligence - You got the smarts, smart guy?
- Will Power - How strong is your mind? Does it work out?
- Fellowship - Talking your strong point? Well, you good enough to talk down this bullet?
Hit Points - A representation of how much health your character has until they can no longer fight. What happens when they run out is narrative - the person controlling the action will decide if the final shot is fatal or if they're simply out of action.
Action Points - How many things can you do each turn? Action Points will track that for you. Each character will have a number of points to spend each round of combat, and each action will cost a certain number.
Armour - A means of physically reducing the damage that you take. Armour only reduces the damage to your Hit Points - it does nothing to save your Luck.
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Luck - Let's be honest, even the most skilled adventurer will eventually meet a sticky, unpleasant end if he isn't also a lucky adventurer. Luck is a pool of points that depletes first in combat, before your Hit Points. The longer a fight goes, after all, the more likely an enemy will learn your moves and where to strike. Luck does regenerate after a fight, and can also be spent to boost other abilities and rolls. Is it better to boost an attempt at diplomacy now and put off a fight, or keep it for when you engage in battle? You can only be so Lucky.
Combat Talents - Remember those cool abilities that allow you to hurl enemies into the sky or crush a foe with your brain? Those. That's what these are.
Social Talents - Marked separately so the Munchkin can ignore them all, these social abilities will help you navigate all the bits where you aren't crushing a foe.
Proficiency - It is entirely possible to do a thing that you have not been trained to do. Most talents will grant a basic proficiency in whatever ability it is - whether that is training, a special ability, a spell or otherwise unusual ability.
This rule only applies to basic weapon abilities, such as using a type of weapon. This typically will not include magic or other unusual powers, although the GM may override this. You can never do anything but perform the base version of the Talent. If you wish to use an ability, such as using a pistol, without proficiency in it then you can - simply cut the base Attribute (Ranged Skill in this case) in half due to the lack of training, and add +1 AP cost. |
Social Talents are usually excluded from this roll, unless they are a magic talent. The GM may choose to put a difficult modifier on tests if you do not have the Base talent.
Attack Spells - These are magic spells that inflict damage in a similar fashion to a weapon, albeit in rather more mystical and impressive fashion.
Overwhelm Talents - These talents tend to affect a person without damaging them, usually forcing a Willpower test of an Opposed Willpower test to affect them. It usually inflicts penalties to there abilities to fight back.
Enhancement Talents - These spells affect an ally, and are usually cast with only there AP cost a Willpower test.