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Rules reference

Glossary

Every word the game uses, in plain English. Definitions are draft until the rulebook is final.

A
Abilities
Skills and tricks anyone can train, whatever their Origin. Granted by Archetype and level. Compare Powers.
See also: Powers, Archetype
Adept
A Trait your Persona has trained. Adept Traits are the ones you lean on when it matters.
See also: Trait
Advantage
Roll twice and keep the better result. Disadvantage is the same, keeping the worse.
See also: Disadvantage
Archetype
How your Persona deals with problems: their history, role in the group and special features. There are fifteen, from Assassin to Vigilante.
See also: Origin, Sub-Type
C
Campaign
A story told over many sessions. Bought on Roll Combat, read on this site, played at a table.
See also: Table, Session
Chance
Charges you can spend to succeed after failing a Trait Check. You have as many as your EXP. Using one costs a Complication. A Light Rest gives back 1, a Full Rest gives back all.
See also: Complication, EXP, Trait Check
Complication
A hindrance that makes later actions harder, brought on when Chance is used. A higher Threshold later, an extra Foe, an injury or a price rise are all examples. The Game Master decides it.
See also: Chance
D
Disadvantage
Roll twice and keep the worse result.
See also: Advantage
E
Effect
A condition on a Persona or Foe from an attack, an injury or the environment, such as Bleeding or Blind. Some build up as charges that drop by 1 each Round.
See also: Injury
Encumbrance
Carrying more than your Load Capacity. Every 10 points over cuts your Motion by 10 ft and risks a Trivial injury each hour.
See also: Load Capacity, Motion
EXP
Experience. Your EXP comes from your Persona Level.
See also: Level
F
Foe
A villain or threat. The Game Master runs them. See the Foes page for stat blocks.
See also: Threat
Full Rest
A long rest. Gives back all your Chance charges and heals Trivial injuries. Harmful injuries need 3 Full Rests in a row.
See also: Chance, Injury, Light Rest
G
Game Master
The player who runs the world: describes scenes, plays Foes and calls for rolls. Also called the GM.
See also: Table
Gear
Everything a Persona carries: weapons, armor, gadgets, vehicles. Weapons set a damage roll and a Trait. Armor adds to Guard.
See also: Guard
Guard
How hard your Persona is to hurt. Armor adds to it.
See also: Gear, Vitality
H
Handout
A note or image the Game Master shares at the table, either to read in the Handouts tab or shown to everyone at once.
See also: Game Master
I
Infamy
Where the Crew stands with a Faction or Figure, from -10 to +10. It can be good as well as bad, and it sets how they treat you.
Initiative
The roll that sets turn order when a fight starts. It has its own formula and Trait, set per table.
See also: Turn
Injury
Lasting harm that happens once damage gets past Guard. Trivial, Harmful and Grave injuries lower your dice results, maximum Stamina and maximum Vitality by 1, 2 and 3 each.
See also: Guard, Vitality
J
Journal
The campaign record: the Game Master's recaps, players' own entries, GM notes (GM only) and moments the table recorded by itself.
See also: Moment, Recap
L
Level
How far your Persona has come. Each level grants new Powers and Abilities.
See also: EXP
Light Rest
A short rest. Gives back 1 Chance charge and heals Trivial injuries.
See also: Chance, Full Rest
Load Capacity
How much you can carry: your Might Score times 2. Carrying more makes you Encumbered.
See also: Encumbrance
M
MOD
The modifier from a Trait: Score divided by 10, rounded down. A Score of 47 gives +4.
See also: Score, Trait
Moment
A line the table writes in the journal by itself: a fight ended, a Persona dropped to 0 Vitality, a handout shown.
See also: Journal
Motion
How far you can move on your turn, in feet. Many Origins have 30 ft. The character sheet calls it Movement.
O
Origin
Where your Persona's power comes from: Human, Exo-Human, Metamorph, Exo-Morph, Xenite or Vampire.
See also: Archetype, Powers
P
Persona
The character you play. Built from an Origin, an Archetype and a spread of Traits.
See also: Origin, Archetype, Trait
Powers
Gifts tied to your Origin. There is no magic. Compare Abilities.
See also: Abilities, Origin
Prowess
An edge on a Trait Check: roll 3d12 and keep the best 2. Traits you are Adept in roll with it. Stagger cancels it out.
See also: Adept, Advantage, Stagger
R
Recap
The Game Master's official account of a session, published to the table when ready.
See also: Journal
Resource
A meter on the sheet for anything your Persona spends: focus, charges, ammunition.
See also: Stamina
S
Scene
One map at the table, with its grid, walls, fog and tokens. The Game Master chooses which scene everyone sees.
See also: Table
Score
A Trait's value from 1 to 100.
See also: Trait, MOD
Session
One evening of play. The journal groups everything by session.
See also: Journal
Stagger
A handicap on a Trait Check: roll 3d12 and keep the worst 2. Prowess cancels it out.
See also: Disadvantage, Prowess
Stamina
How much your Persona can push before they tire.
See also: Vitality
Sub-Type
A sharper specialty within an Archetype.
See also: Archetype
T
Table
A game in the virtual tabletop: a Game Master, players, scenes, chat and a join code.
See also: Scene, Game Master
Threat
How much a Foe adds to an encounter. Minion 0.5, Soldier 1, Brute 2, Specialist 2, Leader 3, Boss 5. The encounter builder adds them up.
See also: Foe
Threshold
The number a Trait Check has to reach: 5 Novice, 10 Easy, 15 Standard, 20 Challenging, 25 Tough, 30 Expert.
See also: Trait Check
Trait
One of nine measures of what a Persona can do: Agility, Control, Insight, Might, Resist, Sneak, Study, Tinker, Track. Each is scored 1 to 100.
See also: Score, MOD
Trait Check
A roll with a Trait: 2d12 plus the Trait MOD, plus EXP when you are Adept. Beat the Threshold to succeed.
See also: Adept, MOD, Threshold
Turn
Your moment to act in a fight, in initiative order. The table's turn bar shows whose it is.
See also: Initiative
V
Vitality
Your Persona's health. At 0 they are Down.
See also: Guard, Stamina

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