Ability | the first two ranks of character progression divided into 8 types: Physical, Mental, Social, Creative, Senses, Education, Constitution and Emotion |
AV | Ammunition Value, or Ammo Value which indicates how quickly the weapon will run out of ammunition |
Bonus | additional dice added to a dice pool where a character has an affinity in that aspect of the game |
CN | constitution ability, an indicator of the character's toughness and resilience |
CR | creative ability, how creative a character is artistically, in crafting and building things and how they produce new things. In essence it is the physicality of mental creativity - so putting problem solving into physical practice |
CV | Carry Value, a numeric value that indicates how easy it is to carry an object. This value takes into account: size, shape, girth, weight and how cumbersome it is |
Dice Pool | the number of dice rolled to perform a task |
DL | Difficulty Level, how difficult a task will be for the character to complete, a number from 0 to 8. 0 Being something an ordinary person can easily achieve and 8 being impossible |
ED | education ability, knowledge the character has gained from past experiences, training or understanding gained in the game |
EF | Explosive Force, an indication of how powerful an explosive, or explosion, will be. |
EL | Economic Level, a value that represents the purchasing power of a character. |
EM | emotion ability, how a character keeps it together under stress, their emotional sensitivity and manipulation of others and how they relate to the world |
EV | Economic Value, a measure of the character's wealth and spending power |
Expertise | the third two ranks in a range of skills for character progression |
Failure | when not a single one (1) is rolled in a dice pool |
Forté | the second two ranks in a range of skills for character progression |
Injuries | When a character is damaged by a weapon, attack, explosion or some other dangerous environmental problem. All creatures can take a maximum of 7 injuries before they are neutralised |
LDR | Light Duration Rating, a measure of how long a light source will last |
LSR | Light Source Rating, a measure of how bright a light source is and how far it will cast |
MaxCV | Maximum Carry Value, a value representing the maximum sum of the amount Carry Value (CV) of stuff that a character can carry. This is determined by multiplying Size x Size |
MN | mental ability, the character’s ability to think, maintain mental discipline, understand languages and learn new things |
NF | Notoriety or Fame, a measure of how notorious or famous the character is in the setting |
PH | physical ability, encompasses everything related to the physicality of the character with regard to movement, dexterity, strength and agility |
Point | reward (or experience point - XP), earned for a success above the current threshold. 5 Points = 1 Rank |
PV | Protection Value, a number representing how well something will protect the character from harm |
PV Dice | Protection Value Dice, the dice pool rolled in an attempt to negate injuries |
QV | Quality Value, a numerical indication of the quality of construction, or production, that went into making an object |
Rank | degree of competency in a skill, value, or level. 1 Rank = 5 XP (or points) |
Size | a number representing the size of a creature |
SL | social ability, how the character performs in social situations, it also determines competency in languages, bargaining, sensing motivations and leadership qualities |
SN | senses ability, encompassing everything to do with sight, sound, taste, smell and touch |
Specialty | the forth set of ranks for a single skill set |
Success | when any number of ones (1) are rolled in a dice pool |
SV | Story Value, a measure of how important a character is to the story |
SV Tokens | Story Value Tokens, tokens that allow manipulation of dice and aspects of the story to positively benefit the character |
Threshold | the current type of dice, or higher, required to earn a point for a success |
XP | experience point (also point), earned for a success above the current threshold. 5 XP = 1 Rank |