Quick Glossary {{ currentPage ? currentPage.title : "" }}

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.

A learned knight, explaining the rules of Whirlwind to unwashed barbarians.
  • 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.

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