Unwritten: System Reference Document/System Glossary
From Guild of Archivists
- 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).