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.