This page contains some quick definitions to core-concepts in the game, and links to the right sections of the wiki which contain complete information about them.
2d6, Roll 2d6 - This is an abbreviation, meaning “two six-sided dice'“. See required materials.
3d6, Roll 3d6 - This is an abbreviation, meaning “three six-sided dice'“. See required materials.
Advantage - When a player has advantage on a skill check, they roll 3d6, and discard the lowest die rolled.
Adventure Point, Adventure Points - This is an important resource for your character. You start at level 1 with a maximum of 3 adventure points (3/3), and three current adventure points (3/3). Your current adventure points are reset to your maximum adventure points when you refresh. You can spend adventure points on various things: by default, to re-roll the lowest die on a skill check when you fail (possibly turning a failure into a success - see the section on skill checks for a more detailed explanation) and to re-roll what injury you get when facing mortal peril (see the page on mortal peril for a more detailed explanation). Your classes will give you additional ways to spend adventure points.
Attribute - Characters have attributes - numbers (normally ranging from 1-3) which they can add as a bonus to their dice rolls in skill checks where the attribute in question is related to the character’s success or failure.
Awareness - An attribute. Awareness is the relevant attribute in skill checks who’s success depends most on the character’s ability to detect things with their senses which are not trivially detectable.
Background - A background is a short phrase that describes one facet of a character’s past experiences and accomplishments in general terms. Characters get 3 backgrounds when they are created. If you have a background that is relevant to a skill check, you can add your proficiency bonus to that skill check.
Character Sheet - A sheet where you record important things about your character, for your reference.
Class, Character Class - Each character has two classes, which determine what talents they get at level 1, and can choose to get when they level up.
Dexterity - An attribute. Dexterity is the relevant attribute in skill checks who’s success depends most on the character’s balance, precision, or ability to be undetected.
Disadvantage - When a player has disadvantage on a skill check, they roll 3d6, and discard the highest die rolled.
Charisma - An attribute. Charisma is the relevant attribute in skill checks who’s success depends most on the character’s persuasiveness or charm.
Gold - Gold is the name for the measure of currency used in these rules, though the setting your character is playing in may use something other than gold coins as currency.
Difficulty Class (DC) - The number that the player must meet or exceed when rolling dice and adding modifiers in order to succeed on a skill check.
Fitness - An attribute. Fitness is the relevant attribute in skill checks who’s success depends most on the character’s strength and speed.
Great Deed - Some talents allow players to perform great deeds. These are free-form effects related to a theme specified in the talent, and costing adventure points to perform.
Injury - A player can become injured as a result of mortal peril, or failing a skill check. They can have multiple injuries at once. When one of their attributes is injured, they take a -3 penalty to skill checks where that attribute is relevant. Some talents can become injured as well. While injured, a talent can’t be used.
Learning - An attribute. Learning is the relevant attribute in skill checks who’s success depends most on the character’s ability to recall trivia.
Level - Characters have levels. Each character’s level is a number from 1-10. When characters are created, they are ordinarily level 1. Character level affects many other things, such as how many talents they have, and their proficiency bonus.
Proficiency Bonus - Your proficiency bonus is equal to 1/2 your level, rounded up. It is the bonus that you add to skill checks when you have a relevant background.
Refresh - When a character refreshes, they regain all of their adventure points, and lose all of their injuries.
Skill Challenge - The game-mechanic that resolves a test of the party’s abilities as a whole, involving multiple skill checks.
Talent - A character gains talents through their classes. Talents provide characters with capabilities which other characters don’t have.
Skill Check - A dice roll to determine whether or not a character is able to successfully accomplish what they are endeavouring to.
Club, Character Club - An association formed by player characters according to the rules on this page.