STEEL AGE
Closed Playtest vz076
Confidential — closed external playtest. Do not redistribute, repost, stream, record, or quote publicly.
Appendix A

Glossary

Key terms, mechanics, and setting vocabulary used throughout Steel Age.

Glossary

A
Adventuring Turn
A 10-minute unit of exploration time used for searching, movement, and other cautious actions.
Attribute
One of the four core traits — Prowess, Toughness, Mind, Charm — that define a character’s natural capability.
Attribute Modifier
The bonus or penalty derived from an Attribute Score and applied to rolls when permitted.
B
Background
A character’s life before adventuring that grants trained skills, competencies, starting equipment, and contact categories.
Backlash
Harmful consequences that occur when casting fails under dangerous levels of Strain.
Bleeding Out
The ongoing fatigue gained each round by an Incapacitated character until stabilized.
Boon
Assistance granted by a Contact when successfully invoked.
C
Carry Slots
The number of inventory slots a character can carry.
Challenge Mark (CM)
The GM-set difficulty for unopposed checks.
Combat Round
A brief unit of time (about five seconds) used to resolve combat.
Competency
Basic knowledge granted by a Background representing routine training. Characters may attempt a Competency Check without a full skill rank.
Competency Check
A roll made only when a competency is uncertain or under pressure.
Confused
A condition in which the target cannot press Momentum.
Contact
An NPC relationship tied to a character’s past that may provide aid or complications.
D
Daily Segment
A two-hour unit of daily activity used for travel, work, rest, or sleep during overland and camp-scale play.
Defense Score
The target number used when a creature actively resists a check.
E
Encumbrance (Slots)
An abstract system tracking carried weight using inventory slots.
Engaged
Adjacent to a hostile opponent and therefore eligible for melee resolution.
Engagement Clash
The opposed roll that determines which combatant gains Momentum.
F
Fatigue
Accumulating physical strain applied after a round that imposes penalties on future rolls.
G
Generational Play
A campaign style where death or retirement introduces a successor character connected through Contacts.
Greater Misfortune
A condition applied by certain Workings. Whenever the target makes a roll, one die showing its highest value is rerolled and the lower value is kept.
H
Health
A character’s capacity to withstand injury before reaching 0 Health.

Glossary (continued)

I
Ill-Fortune
A condition applied by certain Workings. The target suffers −2 to their next roll before the end of their next turn. Initiative rolls are excluded.
Incapacitated
A combatant reduced to 0 Health who has survived the Trauma Check but cannot act.
L
Lingering Fatigue
Deep weariness accumulated through extended effort, poor sleep, hunger, or cold. Unlike Fatigue, Lingering Fatigue can only be removed through Sleep Segments — 1 point per segment.
Lingering Strain
Strain generated through ritual or Set Workings that persists across scenes. Does not clear with Rest Segments — requires a full uninterrupted night’s sleep to clear.
Load State
The character’s burden level based on carried slots (Light, Burdened, Laden, Overloaded).
M
Masterwork
A superior crafted item with enhanced quality beyond normal equipment.
Milestone
A moment when a meaningful chapter of play closes, awarded by the GM when the party resolves a significant objective. Each milestone grants every character +2 Skill Points.
Momentum
Positional dominance and control of timing in melee combat. Gained by winning an Engagement Clash. A combatant with Momentum may initiate a Momentum Press against their declared target.
Momentum Press
The roll used by the combatant with Momentum to attempt a successful strike.
O
Omen-Born
A character born under a minor omen tied to one of the Nine Gods, allowing access to magical paths.
P
Path
A divine magical tradition tied to one of the Nine Gods.
R
Relic
A magical item containing supernatural power, typically granting conditional abilities rather than permanent bonuses.
Relationship State
The current standing between a character and a Contact.
Resilience
The defender’s damage resistance, typically Toughness modifier + armor + situational modifiers.
Rooted
A condition in which the target cannot take a move action until the end of their next turn.

Glossary (continued)

S
Skill
A trained discipline representing practical ability (combat, wilderness, intrigue, craft, etc.).
Skill Check
A roll of 2d6 + Skill Rank Modifier + Attribute Modifier (if permitted) compared to a difficulty.
Skill Rank
Your level of training in a skill: Trained, Skilled, Expert, or Master.
Standard-Born
A character who is not Omen-Born. Standard-Born characters cannot invest in Unseen Craft (Casting) and gain +2 starting Health.
Strain
Accumulated magical instability generated through casting.
Strain Threshold
The maximum Strain a caster can carry before failed Workings cause Health loss rather than Fatigue. Calculated as Casting Attribute Modifier + Unseen Craft Skill Modifier.
T
Threat Mark (TM)
A measure of a creature’s combat danger used to help estimate encounter difficulty.
Trauma Check
The roll made when a character reaches 0 Health to determine immediate death or incapacitation.
Trauma Threshold
The value a Trauma Check roll must not exceed for a character to survive. Calculated as Toughness score − Wound Margin.
U
Unseen Craft
The setting’s term for magic as a dangerous and mistrusted practice.
Unseen Craft (Casting)
The skill used to perform magical Workings.
V
Visibility Tier
Current environmental sight conditions: Clear, Low, Poor, or None.
W
Working
A discrete magical effect produced through Unseen Craft.
Wound Margin
The amount of damage remaining after a character’s Health is reduced to 0. Used to calculate the Trauma Threshold.
Wounded
A condition representing a character reduced to half Health or less.