Glossary

Adaptability – A facet of a character. Describes how much the character likes to solve problems by coming up with a new approach to fit the situation.

Assist Pool – A resource that lets the player call on an outside force for help. If the Assist Pool runs out, the character faces a certain Consequence.

Daring – A facet of a character. Describes how much the character likes to solve problems with direct action.

Edge Success – A die that comes up a 1. A player can count this as a Success as if it were a 5 or 6, but only if they agree to a consequence presented by the GM.

Encounter – A challenge the characters need to overcome when time is of the essence. The game’s combat system.

Facets – A character’s “stats”. Facets describe a character’s preferred ways of solving problems.

Key – A list of a character’s unique motivations. When a character acts in accordance with an item in their Key, they mark it off and add two dice to their skill roll.

Lesson – The lesson a character needs to learn, used to help the GM plan a Spotlight Arc about the character.

Sensitivity – A facet of a character. Describes how much the character likes to solve problems by taking in information from the surroundings.

Signature Spell Pieces – Spell Pieces that are available to the character after they have marked off every item in their Key. These can be anything – the player can write whatever they like.

Specialty – An ability that changes the way a character interacts with encounters.

Spell Pieces – The words players put together to create their spells. One of them comes from their own character, and one of them comes from the GM.

Spotlight Arc – A short story revolving around a character’s lesson, usually only a couple sessions long, after which the character grows.

Subtlety – A facet of a character. Describes how much the character likes to solve problems by hiding their motives or actions from others.

Success – A die that comes up a 5 or 6. In an encounter these are counted, and outside an encounter a player typically needs 1 to 3 to succeed at an uncertain action.

Understanding – A facet of a character. Describes how much the character likes to solve problems by connecting information.

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