Transcendence RPG: Important Terms

Yup, here’s the list of terms. Still going strong with ideas though, but this lays out a lot of what I’m working with and where I’m going with things.

ability score: The number associated with an ability, usually ranging from 1-5 for humans.
ability: One of the nine basic character traits — Strength (Str), Agility (Agl), Vitality (Vit), Intelligence (Int), Wisdom (Wis), Willpower (Wil), Psyche (Psy), Charisma (Cha), and Spirit (Spr).
action: Anything a character does during gameplay, broken down as attack, dodge, skill, and FX. Actions can be free, simple, extended, or reaction.
adventure: The story the players are going through.
aid: Assisting another character with an action and giving them a bonus.
attack bonus: A non-rolled addition to attack successes.
attack roll: Check using (Ability score + Combat skill + Weapon).
attack: Any of numerous actions to disabled, harm, or eliminate a threat.
Base Dice: A number of dice rolled by adding Ability score and Skill ranks together.
bonus: A non-rolled addition to check successes.
boost: Using one or more extra dice to increase chance of success.
challenge: Deliberately increasing the Target Number of a check (making it more difficult) in order to achieve greater success or faster results.
character: Anyone in fictional Xenomega setting, whether player controlled (hero), or Gamemaster controlled (NPC or monster).
check: Rolling several d6s (Ability score + Skill ranks + Gear), add together the natural 6s and comparing against Target Number.
critical failure: Rolling no successes on any check.
critical hit (crit): Rolling successes on all dice in any check.
d6: A six-sided die.
damage: Harm caused to any character through combat, FX,
Defense: The number reduced from attack successes due to armor or FX.
dice pool: All the dice rolled when making a check.
dodge: An action designed to avoid attacks by getting out the path of impact.
dying: The point of being so damaged (whether by Physical, Mental, or Soul damage) that actions become more difficult and death is imminent.
encounter: Conflict between the heroes and other characters either through combat or diplomacy.
extended action: An action requiring complete effort for one round or longer. Some skills, feats, and FX require extended actions.
feat: A special ability that gives a bonus or modifies actions.
free action: A minor activity that requires little concentration or effort and rarely requires a check.
FX: Unique abilities that break the normal rules of physics. Magic, Prayers, Psionics or Mutations are FX.
FX Dice: A number of dice added to a check determined by the level of the FX effect used.
Gamemaster (GM): The player who controls and guides all characters in the game except the heroes.
Gear Dice: A number of dice added to a check determined by level of the item used.
glitch: Rolling a 1 on a Gear die. When gear glitches exceeds gear successes, a malfunction occurs.
hero: A character controlled by one of the players.
initiative: A roll to determine the order of combat. Agility + Initiative bonus.
lethal damage: Damage that causes great harm and can kill a character.
level: A measure of overall strength and power of a character, whether hero or NPC.
malfunction: When glitches exceed success on gear dice, a malfunction occurs. A malfunction results in damage to the item and it cannot function until repaired.
melee attack: A physical attack in close combat.
melee weapon: An artificial weapon used in close combat.
modifier: Bonus or penalty dice applied to a dice pool.
monster: NPC characters; usually non-humanoid or non-intelligent.
mutation: A physical or mental change in a character that is usually permanent.
non-lethal damage: Damage that can stun or fatigue, but usually does no lasting damage.
non-player character (NPC): A character controlled by the GM.
Path: The training and skillset learned and practiced by a character.
penalty: A non-rolled subtraction from successes on a check.
power: A psionic ability to affect reality. Usually talents like ESP, telekinesis and telepathy.
prayer: Asking for favor from a deity. Usually boons or curses.
range increment: The distance factor that a weapon can be used, after which a penalty applies.
ranged attack: Any attack done from a distance.
ranged weapon: An artificial weapon used to cause damage.
reaction: A specific type of action that can be done in response to another characters action. Dodge is an example.
resistance: Ability to ignore successes from specific types of damage. Usually FX-based.
round: Six seconds of time, usually used in combat.
scene: A situation detailed by the GM that may or may not include conflict.
simple action: An average action that takes a moderate amount of effort and concentration. Normally one standard action can be done each round.
skill: A trained ability or knowledge.
spell: Using summoned magic energy to alter reality.
stack: The effect of equipment, skills, feats, or FX combining with greater result.
Target Number (TN): The goal for successes to meet or exceed to determine if the action was successful or a failure.
Toughness save: An ability check (Vitality, Willpower, or Soul) to resist damage.
trained: Having ranks in a skill.
trait: Any of a characters game-defined qualities. Abilities, skills, feats, and FX are all traits.
unarmed attack: An attack using no weapon or natural weapons.
untrained: Having no ranks in a skill. All skills have some circumstances where they cannot be used untrained.

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