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ABILITY SCORE DEFINITIONS

Accuracy: The ability for attacking with ranged weaponry and “light” melee weapons
(includes light blades, dueling weapons, whips, and fists)
Communication: Ability to influence others through speech and gestures
Constitution: Health/Hardiness and Swimming
Dexterity: Fine tune motor skills and agility like tasks (crafting, stealth, stealing,
acrobatics, etc). Influences Speed and Defense
Fighting: The ability for attacking with large/heavy melee weaponry(includes one-hand
and two-hand weaponry)
Intelligence: Smarts, knowledge, and the ability influencing Magical Casting
Perception: Spotting/finding things, and ranged weapon damage Modifier
Strength: Feats of strength, determines if you can wield certain, and damage modifier
for Melee weapons
Willpower: Mental strength, resisting magical/memetic influence, modifier for
Spellpower of Mages, determines MP, modifies damage of Spells

Combat/Other Stats
Health: HP
Armor: Reduces damage by said amount
Defense: The number/TN an opponent must reach to hit you with an attack roll(AC from
DnD), how hard something is to hit with an attack
Speed: How much movement you have in Yards
MP/PP: Amount of mana for spellcasting
Spellpower: The power of a spell or ability/the TN to resist a Spell
Strain: Increases MP used when casting spells(usually from wearing armor).
System Definitions:
Test Number(TN): The number required on a test roll to succeed at a task or resist an
effect.
Weapon Group: A group of 3-5 different weapons. Training is required to wield/use a
weapon group effectively. Using a weapon from outside your training gives a -4 penalty.
Ability Focus: like skills or an expertise at a specific task. Grants a +2/+3 bonus at said
task(like Bows, Axes, Stealth, or Climbing)
Natural Armor: An innate armor rating/bonus that stacks with worn armor.
Condition: A negative status afflicting a creature, usually prevents certain actions or
grants a negative modifier to tests (Sleeping, Poisoned, Prone, Paralyzed, etc)

Stunts: A special ability/modifier/action taken when a test generates Stunt Points

Stunt Points: Generated when at least 2 of the 3 dice in a test match. The last die
determines the amount of Stunt Points
Stunt Die: The die that determines the amount of Stunt Points, it’s the last of the 3 die
rolled (the die on the far right)

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