Limited Glossary

Abilities: Abilities are variable aspects of characters. Abilities are strength, agility, constitution, charisma, and learning.

Action Rolls: Action rolls determine whether or not an action, such as an attack, is successful. Action rolls are almost always made on 2d10.

Attacker: Attacker in these rules refers to the person(s) directing the attack in question.

Attributes: Attributes are generally invariable aspects of characters. Newoen, Sight, Hearing, Height, Build, and Beauty are attributes.

Character: The term character refers to people within the game, both Player Characters and Non-Player Characters.

Defender: Defender in these rules refers to the character(s) against whom an attack is directed.

Dice: Dice in this game are important--they determine outcomes when outcomes are random. This game requires six dice: d4, d6, d8, d10, d12, d20. The d4 is the four-sided die, the d6 the six-sided, etc. The notation ndx means this: roll the x-sided die n times and add each roll to the previous. For example, 4d10 means roll the ten sided die four times and add these rolls together, for a result from 4 (minimum) to 40 (maximum).

Special Dice

d2) roll d6; 1, 2, & 3 are 1; 4, 5, & 6 are 2.

d3) roll d6; 1 & 2 are 1; 3 & 4 are 2; 5 & 6 are 3

d5) roll d10; divide the result by 2; round up.

d32) roll d4; subtract 1; multiply by 8; add d8.

d100) roll d10; but a “ten” means “zero”; multiply by ten, and roll d10 again. If two zeros are rolled, this is really 100.

d1000) roll d10 and multiply by 100; add d100; if greater than 1000, subtract 1000. “Tens” mean “0” unless all three come up zero, which is 1,000.

d%) roll d100; this roll is used to generate a percentage. If told to multiply by d%, divide the roll by 100 first, then multiply.

ndx X dx) roll the first set of dice; then roll the second die that many times.

The most common dice used are 2d10 and d100. Each uses two ten-sided dice. When rolling d100, roll one of the dice. That is the tens. Roll the next die. That is the ones. If a 0 and a 5 is rolled, the result is 5. If a 3 and a 9 is rolled, the result is 39. If two zeroes are rolled, the result is 100.

For 2d10, roll the two dice and add them together. Zeroes are considered to be 10. So, if a 0 and a 5 is rolled, the result is 15. If a 3 and a 9 is rolled, the result is 12. And if two zeroes are rolled, the result is 20. Usually, when a Special Character rolls 2d10 and a 1 is rolled, that die can be rolled again and its result subtracted from the previous total. So, if a 1 and a 9 is rolled, that is a 10. Re-roll the 1 and subtract that from 10. If both dice come up 1, both dice will be re-rolled, and their total subtracted from 2. Dice are only re-rolled once.

Distance: The basic unit of distance is the meter. The meter is divided up into ten decimeters, one hundred centimeters, and one thousand millimeters. One thousand meters equals one kilometer. For conversion to feet, multiply meters by .3048. For conversion to miles, divide kilometers by 1.6.

Knowledge: Knowledge is measured in Knowledge Scores, and is a measure of what characters know.

Miniatures: If miniature figures and hex (or 8 square) sheets are used, let one hex (or square) be one or two meters during combat, depending on the total area covered and personal preference.

Non-Player Character (NPC): Non-player characters are characters controlled by the Editor.

Normal Character: Normal characters are characters who are not the main characters of the story. Most innocent bystanders are Normal. No player characters are Normal.

Percent Chance of Success: When a Chance of Success or a Percent Chance is requested by the rules, roll d100. If the result is less than or equal to the chance of success, the roll is successful. Otherwise, the roll fails.

Percent Control (%Control): Percent Control measures the amount of control a character has over a given power, ability, skill, or knowledge. It is usually only applied to powers, however.

Player: The term Player in these rules generally refers to the people playing the game,that is, the people who roll the dice and control the player characters.

Player Character (PC): Player Characters are the characters that players create and play.

Power Roll: Power Rolls are measures of the strength a character has in a specific power. Power Rolls are usually treated the same as the Quality of an Action Roll.

Quality: When an Action Roll is made on 2d10, the dice total is subtracted from the Action Roll needed, and the result is the Quality of the Action Roll. The lower the dice, the higher the Quality.

Roll until missed: If the rules say to “roll this chance until missed,” roll once. If the roll is made, the character has whatever was rolled for, and the player can roll again, for another one. The player can keep rolling until the chance is not made--“the roll is missed”.

Saving Throws: A Saving Throw (or Save) requires that the player roll a d100 or 2d10 (depending on the instructions) and get a number less than or equal to the number, score, or ability given, in order to succeed at a task or survive a danger. Saving Throws vs. an ability or skill are usually made on a 2d10, and saves vs. Willpower and Perception are usually made on a d100.

Saving Throws vs. Mind Control, or Illusion type powers and spells are made as soon as the power or spell takes effect, and any time afterwards when the target has decent reason to believe that it is an illusion, or is controlled into doing something far against the character’s principles.

Certain Saving Throws (especially against illusions and mind control) allow for a bonus of up to the character’s Newoen or Willpower. For a character to get the full bonus of Newoen/Willpower, the character must truly know what is going on. In the case of an illusion, belief must be so much that the character would be willing to ignore the effect--for example, not run from or fight the monster, or walk right through the fire.

Skills: Skills are abilities that characters can learn. The amount of skill a character has in a skill is measured with Skill Levels. The higher the level, the more skilled the character is.

Special Characters: Special characters are characters who are important to the story. All player characters are Special, and most non-player character superheroes and supervillains are Special.

Editor: The Editor is the player who is creating the adventures and interpreting the rules.

Target: In these rules, targets refer to a person, place, or thing against which an effect/attack is aimed.