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Unwritten: System Reference Document/System Glossary
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;Action :An attempt to accomplish something that meets opposition and may or may not succeed. There are four types of action: Overcome, Advantage, Discover, and Oppose. ;Active Opposition : Resistance to an action by an active entity, represented by an Oppose action which the character must exceed on a roll. ;Advantage : A benefit received from a successful Advantage action, such as a new situation aspect or free invokes. ;Advantage action : An action where a character creates something to help them, such as an aspect or free invokes on an aspect. ;Aspect : A phrase that describes an important detail. Aspects are true, and can be justification for decisions and actions. Aspects can be invoked or compelled, as well. ;Boost : A temporary bonus that can be used like an aspect with a free invoke. Boosts go away as soon as they are used. ;Challenge : A sequence of events in a scene where many actions are happening at once. ;Chapter : A series of sessions that contain coherent narrative. ;Character aspect : An aspect attached to a particular character ;Compel : The gamemaster can offer a compel of an aspect to require that the aspect be a source of complication for the character. The player can accept the compel and get a fate point, or pay a fate point to refuse a compel. ;Conceding : In response to a dangerous action, a player may concede the action. The opponent succeeds the action and the PC is overwhelmed, but the character’s player decides how the PC is overwhelmed. ;Consequence : A character aspect that represents a lasting impediment for the character. ;Contest : A series of exchanges in a scene in which characters compete to gather points of progress toward a mutually exclusive goal. ;Create Advantage : An Advantage action that can create a new aspect. ;Dangerous Action : An action where a character would be overwhelmed as a result of fumble. ;Declare : To create a detail in the story. ;Deduction : A sequence in a scene in which players propose facts to be used in deciding on a truth of a mystery or unknown. ;Detail : Any specific narrative piece of information. ;Discover Action : An action where a character can ask questions about something. ;Excel : To exceed the opposition of a roll by 3 shifts or more. Excelling indicates a higher degree of success. ;Exchange : One turn of a contest in which all sides involved have a chance to make progess toward their goal. ;Fate point : A point used by players and the gamemaster to pay for invokes, pay off compels, declare details, or activate certain stunts. ;First Look : The first round of an investigation, where all obvious details are provided to the investigating characters. ;Free invocation : An advantage attached to a particular action that can be spent to invoke that aspect. Free invocations are gained from an Advantage action. Also ‘free invoke’. ;High Concept : A character aspect that described the primary concept or nature of a character. ;Hint : An option to request that the gamemaster reveal an important detail. Hints are gained by excelling at Discover actions. ;Interlude : A scene composed of actions that characters do ‘off-stage’, that is, not in real-time roleplaying. ;Investigation : A sequence in a scene where characters work togther and use Discover actions to investigate clues and find out information. ;Invocation : Using an aspect for a bonus or other helpful effect. Can be triggered by paying a fate point or a free invocation. Also ‘invoke’. ;Issue : An important theme or situation in game creation that describes what the characters will be dealing with. Issues can be current issues or impending issues. ;Journey Aspect : A character aspect that describes important details, separate from a character’s high concept. ;Journey Roll : A roll made between sessions that reflects efforts that a character is doing ‘off-stage’. ;Justification : An aspect can provide justification for making choices that the aspect affects, such as the need (or lack of need) for action rolls, the existence of story details, etc. ;Ladder : The table of values used to measure skill levels and difficulties, Each ‘rung’ on the Ladder has a name and a value (e,g, Good (+3)). ;Milestone : An event between sessions where the growth and change of a character are considered. ;Oppose action : An action performed by a character in active opposition to another action. ;Opposition : The resistance to an action that the roll much exceed. Opposition is either active or passive. ;Overcome Action : A catch-all action describing an attempt to accomplish a goal by overcoming opposition. ;Overwhelmed : An overwhelmed character is removed from the current scene. ;Passive Opposition : A static value on the Ladder that represents the value a roll must exceed in order to be successful. ;Progress : Points toward a specific goal, gained in a contest. ;Recovering Consequence : A consequece that has been addressed by an action and will disappear over time. ;Refresh : When fate points are refilled up to the character’s refresh level. Refreshes happen at the beginning of a session. ;Refresh level : The amount of fate points a character refreshes to. ;Reserved Aspect : A situation that is set aside to be used in a later scene. ;Resource : A stunt that describes a location, gadget, or contact that a character has access to. ;Result : The value of a roll after opposition is subtracted. ;Roll : A roll of the dice in which the value of the dice is added to a skill and then compared to opposition. ;Sacrifice : To choose a consequence in exchange for fate points. ;Scene : A coherent bit of narrative. ;Shift : A level of value in a dice roll. Shifts correspond to ‘shifting’ a value up and down the Ladder. ;Situation aspect : An aspect that applies only to the situation or scene at hand. ;Skill : An ability that a character uses in a roll. Skills are rated on the Ladder. ;Story Arc : A series of chapters that form an overall narrative. ;Stunt : A special ability or rules exception attached to a particular character. ;Succeed : To exceed the opposition on a roll. When exceeding the opposition by 3 or more shifts, the action excels. ;Take Advantage : An Advantage action where a character gains free invokes on an existing aspect. ;Tie : To exactly match the opposition on a roll (i.e. a result of 0).
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